def _need_repair(self, repair_limit=0.70): """Check if fleet needs to be repaired. If the fleet is already at a system where it can be repaired, stay there until fully repaired. Otherwise, repair if fleet health is below specified *repair_limit*. For military fleets, there is a special evaluation called, cf. *MilitaryAI.avail_mil_needing_repair()* :param repair_limit: percentage of health below which the fleet is sent to repair :type repair_limit: float :return: True if fleet needs repair :rtype: bool """ # TODO: More complex evaluation if fleet needs repair (consider self-repair, distance, threat, mission...) fleet_id = self.fleet.id # if we are already at a system where we can repair, make sure we use it... system = self.fleet.get_system() # TODO starlane obstruction is not considered in the next call nearest_dock = MoveUtilsAI.get_best_drydock_system_id( system.id, fleet_id) if nearest_dock == system.id: repair_limit = 0.99 # if combat fleet, use military repair check if get_aistate().get_fleet_role(fleet_id) in COMBAT_MISSION_TYPES: return fleet_id in MilitaryAI.avail_mil_needing_repair( [fleet_id], on_mission=bool(self.orders), repair_limit=repair_limit)[0] # TODO: Allow to split fleet to send only damaged ships to repair ships_cur_health, ships_max_health = FleetUtilsAI.get_current_and_max_structure( fleet_id) return ships_cur_health < repair_limit * ships_max_health
def _need_repair(self, repair_limit=0.70): """Check if fleet needs to be repaired. If the fleet is already at a system where it can be repaired, stay there until fully repaired. Otherwise, repair if fleet health is below specified *repair_limit*. For military fleets, there is a special evaluation called, cf. *MilitaryAI.avail_mil_needing_repair()* :param repair_limit: percentage of health below which the fleet is sent to repair :type repair_limit: float :return: True if fleet needs repair :rtype: bool """ # TODO: More complex evaluation if fleet needs repair (consider self-repair, distance, threat, mission...) fleet_id = self.fleet.id # if we are already at a system where we can repair, make sure we use it... system = self.fleet.get_system() # TODO starlane obstruction is not considered in the next call nearest_dock = MoveUtilsAI.get_best_drydock_system_id(system.id, fleet_id) if nearest_dock == system.id: repair_limit = 0.99 # if combat fleet, use military repair check if get_aistate().get_fleet_role(fleet_id) in COMBAT_MISSION_TYPES: return fleet_id in MilitaryAI.avail_mil_needing_repair([fleet_id], on_mission=bool(self.orders), repair_limit=repair_limit)[0] # TODO: Allow to split fleet to send only damaged ships to repair ships_cur_health, ships_max_health = FleetUtilsAI.get_current_and_max_structure(fleet_id) return ships_cur_health < repair_limit * ships_max_health
def _need_repair(self): """ Check if fleet need repair. Check if fleet HP is less of cutoff. TODO make more clever implementation. """ repair_limit = 0.70 universe = fo.getUniverse() fleet_id = self.target_id # if combat fleet, use military repair check if foAI.foAIstate.get_fleet_role(fleet_id) in COMBAT_MISSION_TYPES: return fleet_id in MilitaryAI.avail_mil_needing_repair([fleet_id], False, True)[0] fleet = universe.getFleet(fleet_id) ships_cur_health = 0 ships_max_health = 0 for ship_id in fleet.shipIDs: this_ship = universe.getShip(ship_id) ships_cur_health += this_ship.currentMeterValue( fo.meterType.structure) ships_max_health += this_ship.currentMeterValue( fo.meterType.maxStructure) return ships_cur_health >= repair_limit * ships_max_health
def _need_repair(self): """ Check if fleet need repair. Check if fleet HP is less of cutoff. TODO make more clever implementation. """ repair_limit = 0.70 universe = fo.getUniverse() fleet_id = self.fleet.id # if combat fleet, use military repair check if foAI.foAIstate.get_fleet_role(fleet_id) in COMBAT_MISSION_TYPES: return fleet_id in MilitaryAI.avail_mil_needing_repair([fleet_id], False, bool(self.orders))[0] fleet = universe.getFleet(fleet_id) ships_cur_health = 0 ships_max_health = 0 for ship_id in fleet.shipIDs: this_ship = universe.getShip(ship_id) ships_cur_health += this_ship.currentMeterValue(fo.meterType.structure) ships_max_health += this_ship.currentMeterValue(fo.meterType.maxStructure) return ships_cur_health < repair_limit * ships_max_health