From d9bc86a9bb0556bd21cd3b8cf1e379be8c735c34 Mon Sep 17 00:00:00 2001 From: "Eric S. Raymond" Date: Tue, 21 Feb 2012 20:31:50 -0500 Subject: [PATCH] Initialize the Thingy and Tholian properly. Refactor to narrow I/O calls. All regression tests pass. --- sst.py | 39 +++++++++++++++++++++------------------ 1 file changed, 21 insertions(+), 18 deletions(-) diff --git a/sst.py b/sst.py index 9fb3da9..9c00244 100755 --- a/sst.py +++ b/sst.py @@ -532,8 +532,8 @@ def movebaddy(enemy): nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0) else: nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant) - dist1 = enemy.kdist - mdist = int(dist1 + 0.5) # Nearest integer distance + old_dist = enemy.kdist + mdist = int(old_dist + 0.5) # Nearest integer distance # If SC, check with spy to see if should hi-tail it if enemy.type == 'S' and \ (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))): @@ -561,7 +561,7 @@ def movebaddy(enemy): motion = ((forces + randreal(200))/150.0) - 5.0 else: if forces > 1000.0: # Very strong -- move in for kill - motion = (1.0 - randreal())**2 * dist1 + 1.0 + motion = (1.0 - randreal())**2 * old_dist + 1.0 if game.condition == "docked" and (game.options & OPTION_BASE): # protected by base -- back off ! motion -= game.skill*(2.0-randreal()**2) if game.idebug: @@ -649,14 +649,7 @@ def movebaddy(enemy): break # done early if game.idebug: skip(1) - if enemy.move(goto): - if not damaged(DSRSENS) or game.condition == "docked": - proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location)) - if enemy.kdist < dist1: - proutn(_(" advances to ")) - else: - proutn(_(" retreats to ")) - prout("Sector %s." % goto) + return (enemy, old_dist, goto) def moveklings(): "Sequence Klingon tactical movement." @@ -664,14 +657,15 @@ def moveklings(): prout("== MOVCOM") # Figure out which Klingon is the commander (or Supercommander) # and do move + tacmoves = [] if game.quadrant in game.state.kcmdr: for enemy in game.enemies: if enemy.type == 'C': - movebaddy(enemy) + tacmoves.append(movebaddy(enemy)) if game.state.kscmdr == game.quadrant: for enemy in game.enemies: if enemy.type == 'S': - movebaddy(enemy) + tacmoves.append(movebaddy(enemy)) break # If skill level is high, move other Klingons and Romulans too! # Move these last so they can base their actions on what the @@ -679,8 +673,8 @@ def moveklings(): if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY): for enemy in game.enemies: if enemy.type in ('K', 'R'): - movebaddy(enemy) - sortenemies() + tacmoves.append(movebaddy(enemy)) + return tacmoves def movescom(iq, avoid): "Commander movement helper." @@ -1332,7 +1326,16 @@ def attack(torps_ok): return # commanders get a chance to tac-move towards you if (((game.quadrant in game.state.kcmdr or game.state.kscmdr == game.quadrant) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok: - moveklings() + for (enemy, old_dist, goto) in moveklings(): + if enemy.move(goto): + if not damaged(DSRSENS) or game.condition == "docked": + proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location)) + if enemy.kdist < old_dist: + proutn(_(" advances to ")) + else: + proutn(_(" retreats to ")) + prout("Sector %s." % goto) + sortenemies() # if no enemies remain after movement, we're done if len(game.enemies) == 0 or (len(game.enemies) == 1 and thing == game.quadrant and not thing.angered): return @@ -5783,7 +5786,7 @@ def newqad(): prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!")) # Put in THING if needed if thing == game.quadrant: - Enemy(type='?', loc=dropin(), + Enemy(etype='?', loc=dropin(), power=randreal(6000,6500.0)+250.0*game.skill) if not damaged(DSRSENS): skip(1) @@ -5800,7 +5803,7 @@ def newqad(): w.j = withprob(0.5) * (QUADSIZE-1) if game.quad[w.i][w.j] == '.': break - game.tholian = Enemy(type='T', loc=w, + game.tholian = Enemy(etype='T', loc=w, power=randrange(100, 500) + 25.0*game.skill) # Reserve unoccupied corners if game.quad[0][0]=='.': -- 2.31.1