double ratio = (this.threat + this.movement_threat)/(this.centity.avg_armor + .5*this.centity.avg_iarmor); if (ratio > .4) {
double ratio = (this.threat + this.movement_threat)/(this.centity.avg_armor + .25*this.centity.avg_iarmor); if (this.threat + this.movement_threat > 4*this.centity.avg_armor) {
  public double getUtility() {    //self threat and self damage are considered transient    double temp_threat = (this.threat + this.movement_threat + this.self_threat + (double)this.getMovementheatBuildup()/20)/this.centity.strategy.attack;    double temp_damage = (this.damage + this.self_damage)*this.centity.strategy.attack;    double ratio = (this.threat + this.movement_threat)/(this.centity.avg_armor + .5*this.centity.avg_iarmor);    if (ratio > .4) {      if (ratio > 2) {        temp_threat += this.centity.bv/15.0; //likely to die        this.Doomed = true;        this.inDanger = true;      } else if (ratio > 1) {        temp_threat += this.centity.bv/50.0; //in danger        this.inDanger = true;      } else {        temp_threat += this.centity.bv/100.0; //in danger        this.inDanger = true;              }    } else if (this.threat + this.movement_threat > 30) {      temp_threat += this.centity.entity.getWeight();    }    return (temp_threat - temp_damage);  }