Pent's right, score only depends on the kills you got on the way, including those of your pets.
The code for the score calculation is confusing me, but it looks like you get points based on the monster's danger rating rather than the individual type of monster. Then again, each monster type is probably going to have its own danger rating to begin with.
Here's the relevant code anyway, in case anyone else who is more capable of thinking today than me can make more sense of it:
long game::GetScore()
{
double Counter = 0;
massacremap::const_iterator i;
massacremap SumMap = PlayerMassacreMap;
for(i = PetMassacreMap.begin(); i != PetMassacreMap.end(); ++i)
{
killdata& KillData = SumMap[i->first];
KillData.Amount += i->second.Amount;
KillData.DangerSum += i->second.DangerSum;
}
for(i = SumMap.begin(); i != SumMap.end(); ++i)
{
character* Char = protocontainer<character>::GetProto(i->first.Type)->Spawn(i->first.Config);
int SumOfAttributes = Char->GetSumOfAttributes();
Counter += sqrt(i->second.DangerSum / DEFAULT_GENERATION_DANGER) * SumOfAttributes * SumOfAttributes;
delete Char;
}
return long(0.01 * Counter);
}
Looks like you could potentially get more points from say, a Kobold that managed to increase its danger rating by finding some really neat equipment compared to your regular balsa spear Kobold?