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Refactor to evade a bug in pychecker.
author
Eric S. Raymond
<esr@thyrsus.com>
Tue, 7 Dec 2010 21:48:00 +0000
(16:48 -0500)
committer
Eric S. Raymond
<esr@thyrsus.com>
Tue, 7 Dec 2010 21:48:00 +0000
(16:48 -0500)
sst.py
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diff --git
a/sst.py
b/sst.py
index 4e65748dd6f7b35f195c3129e9cb1a36891b5bde..064eba1a4c01430e59a5a208319f041feec6ec05 100755
(executable)
--- a/
sst.py
+++ b/
sst.py
@@
-663,7
+663,7
@@
def moveklings():
for enemy in game.enemies:
if enemy.type in ('K', 'R'):
movebaddy(enemy)
for enemy in game.enemies:
if enemy.type in ('K', 'R'):
movebaddy(enemy)
-
game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)
)
+
sortenemies(
)
def movescom(iq, avoid):
"Commander movement helper."
def movescom(iq, avoid):
"Commander movement helper."
@@
-689,7
+689,7
@@
def movescom(iq, avoid):
game.klhere -= 1
if game.condition != "docked":
newcnd()
game.klhere -= 1
if game.condition != "docked":
newcnd()
-
game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)
)
+
sortenemies(
)
# check for a helpful planet
for i in range(game.inplan):
if game.state.planets[i].quadrant == game.state.kscmdr and \
# check for a helpful planet
for i in range(game.inplan):
if game.state.planets[i].quadrant == game.state.kscmdr and \
@@
-1107,7
+1107,7
@@
def torpedo(origin, bearing, dispersion, number, nburst):
prout(_(" displaced by blast to Sector %s ") % bumpto)
for enemy in game.enemies:
enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
prout(_(" displaced by blast to Sector %s ") % bumpto)
for enemy in game.enemies:
enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
-
game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)
)
+
sortenemies(
)
return None
elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
# find the enemy
return None
elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
# find the enemy
@@
-1150,7
+1150,7
@@
def torpedo(origin, bearing, dispersion, number, nburst):
game.quad[bumpto.i][bumpto.j]=iquad
for enemy in game.enemies:
enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
game.quad[bumpto.i][bumpto.j]=iquad
for enemy in game.enemies:
enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
-
game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)
)
+
sortenemies(
)
return None
elif iquad == 'B': # Hit a base
skip(1)
return None
elif iquad == 'B': # Hit a base
skip(1)
@@
-1423,7
+1423,7
@@
def attack(torps_ok):
# After attack, reset average distance to enemies
for enemy in game.enemies:
enemy.kavgd = enemy.kdist
# After attack, reset average distance to enemies
for enemy in game.enemies:
enemy.kavgd = enemy.kdist
-
game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)
)
+
sortenemies(
)
return
def deadkl(w, type, mv):
return
def deadkl(w, type, mv):
@@
-3545,7
+3545,7
@@
def imove(icourse=None, noattack=False):
finald = (w-enemy.location).distance()
enemy.kavgd = 0.5 * (finald + enemy.kdist)
enemy.kdist = finald
finald = (w-enemy.location).distance()
enemy.kavgd = 0.5 * (finald + enemy.kdist)
enemy.kdist = finald
-
game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)
)
+
sortenemies(
)
if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
attack(torps_ok=False)
for enemy in game.enemies:
if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
attack(torps_ok=False)
for enemy in game.enemies:
@@
-5634,6
+5634,10
@@
def newkling():
"Drop new Klingon into current quadrant."
return Enemy('K', loc=dropin(), power=randreal(300,450)+25.0*game.skill)
"Drop new Klingon into current quadrant."
return Enemy('K', loc=dropin(), power=randreal(300,450)+25.0*game.skill)
+def sortenemies():
+ "Sort enemies by distance so 'nearest' is meaningful."
+ game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+
def newqad():
"Set up a new state of quadrant, for when we enter or re-enter it."
game.justin = True
def newqad():
"Set up a new state of quadrant, for when we enter or re-enter it."
game.justin = True
@@
-5727,8
+5731,7
@@
def newqad():
game.quad[QUADSIZE-1][0] = 'X'
if game.quad[QUADSIZE-1][QUADSIZE-1]=='.':
game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
game.quad[QUADSIZE-1][0] = 'X'
if game.quad[QUADSIZE-1][QUADSIZE-1]=='.':
game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
- # Sort enemies by distance so 'nearest' is meaningful
- game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+ sortenemies()
# And finally the stars
for i in range(q.stars):
dropin('*')
# And finally the stars
for i in range(q.stars):
dropin('*')