s.j = self.j / abs(self.j)
return s
def quadrant(self):
- return (self / QUADSIZE).roundtogrid()
+ #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
+ return self.roundtogrid() / QUADSIZE
def sector(self):
return self.roundtogrid() % QUADSIZE
def scatter(self):
newcnd()
drawmaps(0)
setwnd(message_window)
- w.i = w.j = 0
+
if game.inorbit:
prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
game.inorbit = False
- angle = ((15.0 - course.bearing) * 0.5235988)
- deltax = -math.sin(angle)
- deltay = math.cos(angle)
- if math.fabs(deltax) > math.fabs(deltay):
- bigger = math.fabs(deltax)
- else:
- bigger = math.fabs(deltay)
- deltay /= bigger
- deltax /= bigger
# If tractor beam is to occur, don't move full distance
if game.state.date+game.optime >= scheduled(FTBEAM):
trbeam = True
game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
# Move within the quadrant
game.quad[game.sector.i][game.sector.j] = IHDOT
- x = game.sector.i
- y = game.sector.j
for m in range(course.moves):
- x += deltax
- y += deltay
- w.i = int(round(x))
- w.j = int(round(y))
- if not w.valid_sector():
+ course.next()
+ w = course.sector()
+ if course.origin.quadrant() != course.location.quadrant():
# Leaving quadrant -- allow final enemy attack
# Don't do it if being pushed by Nova
if len(game.enemies) != 0 and not novapush:
for enemy in game.enemies:
finald = (w - enemy.kloc).distance()
enemy.kavgd = 0.5 * (finald + enemy.kdist)
- #
# Stas Sergeev added the condition
# that attacks only happen if Klingons
# are present and your skill is good.
- #
if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
attack(torps_ok=False)
if game.alldone:
return
# check for edge of galaxy
- w = course.final
kinks = 0
while True:
kink = False
- if w.i < 0:
- w.i = -w.i
+ if course.final.i < 0:
+ course.final.i = -course.final.i
kink = True
- if w.j < 0:
- w.j = -w.j
+ if course.final.j < 0:
+ course.final.j = -course.final.j
kink = True
- if w.i >= GALSIZE*QUADSIZE:
- w.i = (GALSIZE*QUADSIZE*2) - w.i
+ if course.final.i >= GALSIZE*QUADSIZE:
+ course.final.i = (GALSIZE*QUADSIZE*2) - course.final.i
kink = True
- if w.j >= GALSIZE*QUADSIZE:
- w.j = (GALSIZE*QUADSIZE*2) - w.j
+ if course.final.j >= GALSIZE*QUADSIZE:
+ course.final.j = (GALSIZE*QUADSIZE*2) - course.final.j
kink = True
if kink:
kinks += 1
# Compute final position in new quadrant
if trbeam: # Don't bother if we are to be beamed
return
- game.quadrant.i = w.i/QUADSIZE
- game.quadrant.j = w.j/QUADSIZE
- game.sector.i = w.i - (QUADSIZE*game.quadrant.i)
- game.sector.j = w.j - (QUADSIZE*game.quadrant.j)
+ game.quadrant = course.final.quadrant()
+ game.sector = course.final.sector()
skip(1)
prout(_("Entering Quadrant %s.") % game.quadrant)
game.quad[game.sector.i][game.sector.j] = game.ship
# object encountered in flight path
stopegy = 50.0*course.distance/game.optime
course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0)
+ game.sector = w
if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
- game.sector = w
for enemy in game.enemies:
if enemy.kloc == game.sector:
break
proutn(_("Emergency stop required "))
prout(_("%2d units of energy.") % int(stopegy))
game.energy -= stopegy
- final.i = int(round(deltax))
- final.j = int(round(deltay))
- game.sector = final
+ game.sector = w
if game.energy <= 0:
finish(FNRG)
return