本文整理匯總了Python中FleetUtilsAI.get_current_and_max_structure方法的典型用法代碼示例。如果您正苦於以下問題:Python FleetUtilsAI.get_current_and_max_structure方法的具體用法?Python FleetUtilsAI.get_current_and_max_structure怎麽用?Python FleetUtilsAI.get_current_and_max_structure使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類FleetUtilsAI
的用法示例。
在下文中一共展示了FleetUtilsAI.get_current_and_max_structure方法的2個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Python代碼示例。
示例1: _need_repair
# 需要導入模塊: import FleetUtilsAI [as 別名]
# 或者: from FleetUtilsAI import get_current_and_max_structure [as 別名]
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
示例2: issue_order
# 需要導入模塊: import FleetUtilsAI [as 別名]
# 或者: from FleetUtilsAI import get_current_and_max_structure [as 別名]
def issue_order(self):
if not super(OrderRepair, self).issue_order():
return False
fleet_id = self.fleet.id
system_id = self.target.get_system().id
fleet = self.fleet.get_object() # type: fo.fleet
if system_id == fleet.systemID:
if foAI.foAIstate.get_fleet_role(fleet_id) == MissionType.EXPLORATION:
if system_id in foAI.foAIstate.needsEmergencyExploration:
foAI.foAIstate.needsEmergencyExploration.remove(system_id)
elif system_id != fleet.nextSystemID:
fo.issueAggressionOrder(fleet_id, False)
start_id = FleetUtilsAI.get_fleet_system(fleet)
dest_id = MoveUtilsAI.get_safe_path_leg_to_dest(fleet_id, start_id, system_id)
universe = fo.getUniverse()
print "fleet %d with order type(%s) sent to safe leg dest %s and ultimate dest %s" % (
fleet_id, self.ORDER_NAME, universe.getSystem(dest_id), universe.getSystem(system_id))
fo.issueFleetMoveOrder(fleet_id, dest_id)
print "Order issued: %s fleet: %s target: %s" % (self.ORDER_NAME, self.fleet, self.target)
ships_cur_health, ships_max_health = FleetUtilsAI.get_current_and_max_structure(fleet_id)
self.executed = (ships_cur_health == ships_max_health)
return True