- int px = _intersections[player->second.location].x;
- int py = _intersections[player->second.location].y;
-
- double dist1 = sqrt(pow((curx-px),2.0)+pow((cury-py),2.0));
- double dist2 = sqrt(pow((newx-px),2.0)+pow((newy-py),2.0));
- /*cerr << "Original distance: " << dist1 << endl;
- cerr << "New distance: " << dist2 << endl;
- */
-
-
- if (dist2 < 50 && dist2 < dist1)
- goodness *= 0.95;
-
- if (player->second.type == cop_foot && dist2 <= 3)
- goodness /= 100;
- else if (player->second.type == cop_car && dist2 <= 2)
- goodness /= 100;
-
-
+ if (conInter.type == bank){
+ cerr << "FOUND A BANK" << endl;
+ if (l.size() > 0 && l.size() < 4)
+ continue;
+ else if (_banks[street->first] > 0){
+ cerr << "No cop close to bank" << endl;
+ return street->first;
+ }