public void GetPolesInfluence(out float perfection, out float sublimation, out float stability)
{
Hexagon hexPerfection = new Hexagon(_idPerfection / 5, _idPerfection % 5, null);
Hexagon hexSublimation = new Hexagon(_idSublimation / 5, _idSublimation % 5, null);
Hexagon hexStability = new Hexagon(_idStability / 5, _idStability % 5, null);
float perfect = 0;
float subli = 0;
float stabi = 0;
foreach(int id in _runesOnBoard.Keys)
{
Hexagon hexRune = new Hexagon(id / 5, id % 5, null);
int distPerfection = hexRune.Distance(hexPerfection);
int distSublimation = hexRune.Distance(hexSublimation);
int distStability = hexRune.Distance(hexStability);
perfect += Mathf.Ceil((4 - distPerfection) * 2.5f);
subli += Mathf.Ceil((4 - distSublimation) * 2.5f);
stabi += Mathf.Ceil((4 - distStability) * 2.5f);
}
perfection = perfect * 0.01f;
sublimation = subli * 0.01f;
stability = stabi * 0.01f;
}