public virtual void UpdateWeight()
{
//Prioritized (Blocked/Intersecting Objects)
if (FunkyGame.Navigation.PrioritizedRAGUIDs.Contains(RAGUID))
{
PriorityCounter = PriorityCounter + 1;
PrioritizedDate = DateTime.Now;
FunkyGame.Navigation.PrioritizedRAGUIDs.Remove(RAGUID);
}
// Just to make sure each one starts at 0 weight...
Weight = 0d;
if (PriorityCounter > 0)
{
//adjust weight -- based upon close they are
Weight += (25000 * PriorityCounter) - (100 * RadiusDistance);
//decrease priority
if (LastPriortized > (PriorityCounter * 500) + 2500)
PriorityCounter = PriorityCounter - 1;
}
if (QuestMonster)
{
Weight += 10000;
}
}