iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))//QUADSIZE - 1
iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))//QUADSIZE - 1
if not welcoming(iq):
- return False
+ return []
if enemy.type == 'R':
- return False # Romulans cannot escape!
+ return [] # Romulans cannot escape!
if not irun:
# avoid intruding on another commander's territory
if enemy.type == 'C':
elif evcode == FCDBAS: # Commander succeeds in destroying base
if evcode == FCDBAS:
unschedule(FCDBAS)
- if not game.state.baseq() \
+ if not game.state.baseq \
or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
game.battle.invalidate()
continue
pdest.charted = True
game.probe.moves -= 1 # One less to travel
if game.probe.arrived() and game.isarmed and pdest.stars:
- supernova(game.probe) # fire in the hole!
+ supernova(game.probe.quadrant()) # fire in the hole!
unschedule(FDSPROB)
if game.state.galaxy[pquad.i][pquad.j].supernova:
return
if game.iscloaked:
# We can't be tractor beamed if cloaked,
# so move the event into the future
- postpone(FTBEAM, game.optime + expran(1.5*game.intime/len(game.kcmdr)))
+ postpone(FTBEAM, game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
else:
trbeam = True
game.condition = "red"
break
prout(_("fails."))
textcolor(DEFAULT)
- curses.delay_output(500)
+ if game.options & OPTION_CURSES:
+ curses.delay_output(500)
if m > 3:
game.quad[game.sector.i][game.sector.j]='?'
game.alive = False