From 9eee5be17d9e5f68720a7e82b5159eeffab71fbb Mon Sep 17 00:00:00 2001 From: "Eric S. Raymond" Date: Fri, 13 Oct 2006 02:50:47 +0000 Subject: [PATCH] More course-object refactoring. --- src/sst.py | 242 ++++++++++++++++++++++++++--------------------------- 1 file changed, 120 insertions(+), 122 deletions(-) diff --git a/src/sst.py b/src/sst.py index 6056bb2..c3bba0f 100644 --- a/src/sst.py +++ b/src/sst.py @@ -3619,130 +3619,128 @@ def imove(course=None, novapush=False): game.quad[game.sector.i][game.sector.j] = IHDOT x = game.sector.i y = game.sector.j - n = course.moves - if n > 0: - for m in range(n): - x += deltax - y += deltay - w.i = int(round(x)) - w.j = int(round(y)) - if not w.valid_sector(): - # Leaving quadrant -- allow final enemy attack - # Don't do it if being pushed by Nova - if len(game.enemies) != 0 and not novapush: - newcnd() - 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 - # compute final position -- new quadrant and sector - x = (QUADSIZE*game.quadrant.i)+game.sector.i - y = (QUADSIZE*game.quadrant.j)+game.sector.j - w.i = int(round(x+QUADSIZE*course.distance*bigger*deltax)) - w.j = int(round(y+QUADSIZE*course.distance*bigger*deltay)) - # check for edge of galaxy - kinks = 0 - while True: - kink = False - if w.i < 0: - w.i = -w.i - kink = True - if w.j < 0: - w.j = -w.j - kink = True - if w.i >= GALSIZE*QUADSIZE: - w.i = (GALSIZE*QUADSIZE*2) - w.i - kink = True - if w.j >= GALSIZE*QUADSIZE: - w.j = (GALSIZE*QUADSIZE*2) - w.j - kink = True - if kink: - kinks += 1 - else: + 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(): + # Leaving quadrant -- allow final enemy attack + # Don't do it if being pushed by Nova + if len(game.enemies) != 0 and not novapush: + newcnd() + 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 + # compute final position -- new quadrant and sector + x = (QUADSIZE*game.quadrant.i)+game.sector.i + y = (QUADSIZE*game.quadrant.j)+game.sector.j + w.i = int(round(x+QUADSIZE*course.distance*bigger*deltax)) + w.j = int(round(y+QUADSIZE*course.distance*bigger*deltay)) + # check for edge of galaxy + kinks = 0 + while True: + kink = False + if w.i < 0: + w.i = -w.i + kink = True + if w.j < 0: + w.j = -w.j + kink = True + if w.i >= GALSIZE*QUADSIZE: + w.i = (GALSIZE*QUADSIZE*2) - w.i + kink = True + if w.j >= GALSIZE*QUADSIZE: + w.j = (GALSIZE*QUADSIZE*2) - w.j + kink = True + if kink: + kinks += 1 + else: + break + if kinks: + game.nkinks += 1 + if game.nkinks == 3: + # Three strikes -- you're out! + finish(FNEG3) + return + skip(1) + prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER")) + prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,")) + prout(_("YOU WILL BE DESTROYED.")) + # 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) + skip(1) + prout(_("Entering Quadrant %s.") % game.quadrant) + game.quad[game.sector.i][game.sector.j] = game.ship + newqad() + if game.skill>SKILL_NOVICE: + attack(torps_ok=False) + return + iquad = game.quad[w.i][w.j] + if iquad != IHDOT: + # object encountered in flight path + stopegy = 50.0*course.dist/game.optime + course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0) + if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST): + game.sector = w + for enemy in game.enemies: + if enemy.kloc == game.sector: break - if kinks: - game.nkinks += 1 - if game.nkinks == 3: - # Three strikes -- you're out! - finish(FNEG3) - return - skip(1) - prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER")) - prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,")) - prout(_("YOU WILL BE DESTROYED.")) - # 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) - skip(1) - prout(_("Entering Quadrant %s.") % game.quadrant) - game.quad[game.sector.i][game.sector.j] = game.ship - newqad() - if game.skill>SKILL_NOVICE: - attack(torps_ok=False) - return - iquad = game.quad[w.i][w.j] - if iquad != IHDOT: - # object encountered in flight path - stopegy = 50.0*course.dist/game.optime - course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0) - if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST): - game.sector = w - for enemy in game.enemies: - if enemy.kloc == game.sector: - break - collision(rammed=False, enemy=enemy) - final = game.sector - elif iquad == IHBLANK: - skip(1) - prouts(_("***RED ALERT! RED ALERT!")) - skip(1) - proutn("***" + crmshp()) - proutn(_(" pulled into black hole at Sector %s") % w) - # Getting pulled into a black hole was certain - # death in Almy's original. Stas Sergeev added a - # possibility that you'll get timewarped instead. - n=0 - for m in range(NDEVICES): - if game.damage[m]>0: - n += 1 - probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0) - if (game.options & OPTION_BLKHOLE) and withprob(1-probf): - timwrp() - else: - finish(FHOLE) - return - else: - # something else - skip(1) - proutn(crmshp()) - if iquad == IHWEB: - prout(_(" encounters Tholian web at %s;") % w) - else: - prout(_(" blocked by object at %s;") % w) - 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 - if game.energy <= 0: - finish(FNRG) - return - # We're here! - no_quad_change() + collision(rammed=False, enemy=enemy) + final = game.sector + elif iquad == IHBLANK: + skip(1) + prouts(_("***RED ALERT! RED ALERT!")) + skip(1) + proutn("***" + crmshp()) + proutn(_(" pulled into black hole at Sector %s") % w) + # Getting pulled into a black hole was certain + # death in Almy's original. Stas Sergeev added a + # possibility that you'll get timewarped instead. + n=0 + for m in range(NDEVICES): + if game.damage[m]>0: + n += 1 + probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0) + if (game.options & OPTION_BLKHOLE) and withprob(1-probf): + timwrp() + else: + finish(FHOLE) return + else: + # something else + skip(1) + proutn(crmshp()) + if iquad == IHWEB: + prout(_(" encounters Tholian web at %s;") % w) + else: + prout(_(" blocked by object at %s;") % w) + 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 + if game.energy <= 0: + finish(FNRG) + return + # We're here! + no_quad_change() + return course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0) game.sector = w final = game.sector -- 2.31.1