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OK, warp flight between quadrants works now.
[super-star-trek.git]
/
src
/
sst.py
diff --git
a/src/sst.py
b/src/sst.py
index 9093a8085282e65960fa9f7021d1be0ef16e5f6e..aa22fe10418a10d26f86d952bd3a65b574e164df 100644
(file)
--- a/
src/sst.py
+++ b/
src/sst.py
@@
-173,7
+173,7
@@
Also, the nav subsystem (enabling automatic course
setting) can be damaged separately from the main computer (which
handles weapons targeting, ETA calculation, and self-destruct).
"""
setting) can be damaged separately from the main computer (which
handles weapons targeting, ETA calculation, and self-destruct).
"""
-import os,
sys, math, curses, time, atexit, readline, cPickle, random, getopt
+import os,
sys,math,curses,time,atexit,readline,cPickle,random,getopt,copy
SSTDOC = "/usr/share/doc/sst/sst.doc"
DOC_NAME = "sst.doc"
SSTDOC = "/usr/share/doc/sst/sst.doc"
DOC_NAME = "sst.doc"
@@
-1260,7
+1260,7
@@
def ram(ibumpd, ienm, w):
proutn("***")
crmshp()
prout(_(" heavily damaged."))
proutn("***")
crmshp()
prout(_(" heavily damaged."))
- icas = 10
.0+20.0*random.random(
)
+ icas = 10
+ random.randrange(20
)
prout(_("***Sickbay reports %d casualties"), icas)
game.casual += icas
game.state.crew -= icas
prout(_("***Sickbay reports %d casualties"), icas)
game.casual += icas
game.state.crew -= icas
@@
-2479,7
+2479,7
@@
def events():
if game.state.remcom == 0:
unschedule(FTBEAM)
continue
if game.state.remcom == 0:
unschedule(FTBEAM)
continue
- i = random.rand
om()*game.state.remcom+1.0
+ i = random.rand
range(game.state.remcom)
yank = square(game.state.kcmdr[i].x-game.quadrant.x) + square(game.state.kcmdr[i].y-game.quadrant.y)
if istract or game.condition == "docked" or yank == 0:
# Drats! Have to reschedule
yank = square(game.state.kcmdr[i].x-game.quadrant.x) + square(game.state.kcmdr[i].y-game.quadrant.y)
if istract or game.condition == "docked" or yank == 0:
# Drats! Have to reschedule
@@
-2902,7
+2902,7
@@
def nova(nov):
game.optime = 10.0*game.dist/16.0
skip(1)
prout(_("Force of nova displaces starship."))
game.optime = 10.0*game.dist/16.0
skip(1)
prout(_("Force of nova displaces starship."))
- imove(True)
+ imove(
novapush=
True)
game.optime = 10.0*game.dist/16.0
return
game.optime = 10.0*game.dist/16.0
return
@@
-2922,7
+2922,7
@@
def supernova(induced, w=None):
stars += game.state.galaxy[nq.x][nq.y].stars
if stars == 0:
return # nothing to supernova exists
stars += game.state.galaxy[nq.x][nq.y].stars
if stars == 0:
return # nothing to supernova exists
- num = random.rand
om()*stars
+ 1
+ num = random.rand
range(stars)
+ 1
for nq.x in range(GALSIZE):
for nq.y in range(GALSIZE):
num -= game.state.galaxy[nq.x][nq.y].stars
for nq.x in range(GALSIZE):
for nq.y in range(GALSIZE):
num -= game.state.galaxy[nq.x][nq.y].stars
@@
-2943,7
+2943,7
@@
def supernova(induced, w=None):
else:
ns = coord()
# we are in the quadrant!
else:
ns = coord()
# we are in the quadrant!
- num = random.rand
om()* game.state.galaxy[nq.x][nq.y].stars
+ 1
+ num = random.rand
range(game.state.galaxy[nq.x][nq.y].stars)
+ 1
for ns.x in range(QUADSIZE):
for ns.y in range(QUADSIZE):
if game.quad[ns.x][ns.y]==IHSTAR:
for ns.x in range(QUADSIZE):
for ns.y in range(QUADSIZE):
if game.quad[ns.x][ns.y]==IHSTAR:
@@
-3595,13
+3595,13
@@
def prout(line):
def prouts(line):
"print slowly!"
for c in line:
def prouts(line):
"print slowly!"
for c in line:
-
curses.delay_output(30
)
+
time.sleep(0.03
)
proutn(c)
if game.options & OPTION_CURSES:
wrefresh(curwnd)
else:
sys.stdout.flush()
proutn(c)
if game.options & OPTION_CURSES:
wrefresh(curwnd)
else:
sys.stdout.flush()
-
curses.delay_output(300
)
+
time.sleep(0.03
)
def cgetline():
"Get a line of input."
def cgetline():
"Get a line of input."
@@
-3721,7
+3721,7
@@
def boom(w):
srscan_window.attron(curses.A_REVERSE)
put_srscan_sym(w, game.quad[w.x][w.y])
#sound(500)
srscan_window.attron(curses.A_REVERSE)
put_srscan_sym(w, game.quad[w.x][w.y])
#sound(500)
- #
delay(100
0)
+ #
time.sleep(1.
0)
#nosound()
srscan_window.attroff(curses.A_REVERSE)
put_srscan_sym(w, game.quad[w.x][w.y])
#nosound()
srscan_window.attroff(curses.A_REVERSE)
put_srscan_sym(w, game.quad[w.x][w.y])
@@
-3757,18
+3757,18
@@
def tracktorpedo(w, l, i, n, iquad):
if not damaged(DSRSENS) or game.condition=="docked":
if i != 1 and l == 1:
drawmaps(2)
if not damaged(DSRSENS) or game.condition=="docked":
if i != 1 and l == 1:
drawmaps(2)
-
curses.delay_output(400
)
+
time.sleep(0.4
)
if (iquad==IHDOT) or (iquad==IHBLANK):
put_srscan_sym(w, '+')
#sound(l*10)
if (iquad==IHDOT) or (iquad==IHBLANK):
put_srscan_sym(w, '+')
#sound(l*10)
- #
curses.delay_output(100
)
+ #
time.sleep(0.1
)
#nosound()
put_srscan_sym(w, iquad)
else:
curwnd.attron(curses.A_REVERSE)
put_srscan_sym(w, iquad)
#sound(500)
#nosound()
put_srscan_sym(w, iquad)
else:
curwnd.attron(curses.A_REVERSE)
put_srscan_sym(w, iquad)
#sound(500)
- #
curses.delay_output(100
0)
+ #
time.sleep(1.
0)
#nosound()
curwnd.attroff(curses.A_REVERSE)
put_srscan_sym(w, iquad)
#nosound()
curwnd.attroff(curses.A_REVERSE)
put_srscan_sym(w, iquad)
@@
-3806,7
+3806,7
@@
def imove(novapush):
trbeam = False
def no_quad_change():
trbeam = False
def no_quad_change():
- # No quadrant change -- compute new av
g
enemy distances
+ # No quadrant change -- compute new av
erage
enemy distances
game.quad[game.sector.x][game.sector.y] = game.ship
if game.nenhere:
for m in range(game.nenhere):
game.quad[game.sector.x][game.sector.y] = game.ship
if game.nenhere:
for m in range(game.nenhere):
@@
-3821,12
+3821,10
@@
def imove(novapush):
newcnd()
drawmaps(0)
setwnd(message_window)
newcnd()
drawmaps(0)
setwnd(message_window)
-
w.x = w.y = 0
if game.inorbit:
prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
game.inorbit = False
w.x = w.y = 0
if game.inorbit:
prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
game.inorbit = False
-
angle = ((15.0 - game.direc) * 0.5235988)
deltax = -math.sin(angle)
deltay = math.cos(angle)
angle = ((15.0 - game.direc) * 0.5235988)
deltax = -math.sin(angle)
deltay = math.cos(angle)
@@
-3834,10
+3832,8
@@
def imove(novapush):
bigger = math.fabs(deltax)
else:
bigger = math.fabs(deltay)
bigger = math.fabs(deltax)
else:
bigger = math.fabs(deltay)
-
deltay /= bigger
deltax /= bigger
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
# If tractor beam is to occur, don't move full distance
if game.state.date+game.optime >= scheduled(FTBEAM):
trbeam = True
@@
-3848,14
+3844,13
@@
def imove(novapush):
game.quad[game.sector.x][game.sector.y] = IHDOT
x = game.sector.x
y = game.sector.y
game.quad[game.sector.x][game.sector.y] = IHDOT
x = game.sector.x
y = game.sector.y
- n = 10.0*game.dist*bigger+0.5
-
+ n = int(10.0*game.dist*bigger+0.5)
if n > 0:
for m in range(1, n+1):
x += deltax
y += deltay
if n > 0:
for m in range(1, n+1):
x += deltax
y += deltay
- w.x =
x + 0.5
- w.y =
y + 0.5
+ w.x =
int(round(x))
+ w.y =
int(round(y))
if not VALID_SECTOR(w.x, w.y):
# Leaving quadrant -- allow final enemy attack
# Don't do it if being pushed by Nova
if not VALID_SECTOR(w.x, w.y):
# Leaving quadrant -- allow final enemy attack
# Don't do it if being pushed by Nova
@@
-3874,31
+3869,30
@@
def imove(novapush):
if game.alldone:
return
# compute final position -- new quadrant and sector
if game.alldone:
return
# compute final position -- new quadrant and sector
- x =
QUADSIZE*(game.quadrant.x-1
)+game.sector.x
- y =
QUADSIZE*(game.quadrant.y-1
)+game.sector.y
- w.x =
x+10.0*game.dist*bigger*deltax+0.5
- w.y =
y+10.0*game.dist*bigger*deltay+0.5
+ x =
(QUADSIZE*game.quadrant.x
)+game.sector.x
+ y =
(QUADSIZE*game.quadrant.y
)+game.sector.y
+ w.x =
int(round(x+10.0*game.dist*bigger*deltax))
+ w.y =
int(round(y+10.0*game.dist*bigger*deltay))
# check for edge of galaxy
kinks = 0
while True:
# check for edge of galaxy
kinks = 0
while True:
- kink =
0
- if w.x <
=
0:
- w.x = -w.x
+ 1
- kink =
1
- if w.y <
=
0:
- w.y = -w.y
+ 1
- kink =
1
- if w.x > GALSIZE*QUADSIZE:
- w.x = (GALSIZE*QUADSIZE*2)
+1
- w.x
- kink =
1
- if w.y > GALSIZE*QUADSIZE:
- w.y = (GALSIZE*QUADSIZE*2)
+1
- w.y
- kink =
1
+ kink =
False
+ if w.x < 0:
+ w.x = -w.x
+ kink =
True
+ if w.y < 0:
+ w.y = -w.y
+ kink =
True
+ if w.x >
=
GALSIZE*QUADSIZE:
+ w.x = (GALSIZE*QUADSIZE*2) - w.x
+ kink =
True
+ if w.y >
=
GALSIZE*QUADSIZE:
+ w.y = (GALSIZE*QUADSIZE*2) - w.y
+ kink =
True
if kink:
if kink:
- kinks = 1
- if not kink:
- break
-
+ kinks += 1
+ else:
+ break
if kinks:
game.nkinks += 1
if game.nkinks == 3:
if kinks:
game.nkinks += 1
if game.nkinks == 3:
@@
-3912,10
+3906,10
@@
def imove(novapush):
# Compute final position in new quadrant
if trbeam: # Don't bother if we are to be beamed
return
# Compute final position in new quadrant
if trbeam: # Don't bother if we are to be beamed
return
- game.quadrant.x =
(w.x+(QUADSIZE-1))
/QUADSIZE
- game.quadrant.y =
(w.y+(QUADSIZE-1))
/QUADSIZE
- game.sector.x = w.x -
QUADSIZE*(game.quadrant.x-1
)
- game.sector.y = w.y -
QUADSIZE*(game.quadrant.y-1
)
+ game.quadrant.x =
w.x
/QUADSIZE
+ game.quadrant.y =
w.y
/QUADSIZE
+ game.sector.x = w.x -
(QUADSIZE*game.quadrant.x
)
+ game.sector.y = w.y -
(QUADSIZE*game.quadrant.y
)
skip(1)
prout(_("Entering Quadrant %s.") % game.quadrant)
game.quad[game.sector.x][game.sector.y] = game.ship
skip(1)
prout(_("Entering Quadrant %s.") % game.quadrant)
game.quad[game.sector.x][game.sector.y] = game.ship
@@
-3928,7
+3922,7
@@
def imove(novapush):
# object encountered in flight path
stopegy = 50.0*game.dist/game.optime
game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
# object encountered in flight path
stopegy = 50.0*game.dist/game.optime
game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
- if iquad in (IHT
.
IHK, OHC, IHS, IHR, IHQUEST):
+ if iquad in (IHT
,
IHK, OHC, IHS, IHR, IHQUEST):
game.sector = w
ram(False, iquad, game.sector)
final = game.sector
game.sector = w
ram(False, iquad, game.sector)
final = game.sector
@@
-4018,23
+4012,19
@@
def dock(verbose):
# because it involves giving x and y motions, yet the coordinates
# are always displayed y - x, where +y is downward!
# because it involves giving x and y motions, yet the coordinates
# are always displayed y - x, where +y is downward!
-def getcd(isprobe, akey):
- # get course and distance
- irowq=game.quadrant.x; icolq=game.quadrant.y; key=0
+def getcourse(isprobe, akey):
+ # get course and distance
+ key = 0
+ dquad = copy.copy(game.quadrant)
navmode = "unspecified"
itemp = "curt"
navmode = "unspecified"
itemp = "curt"
-
incr
= coord()
+
dsect
= coord()
iprompt = False
iprompt = False
-
- # Get course direction and distance. If user types bad values, return
- # with DIREC = -1.0.
- game.direc = -1.0
-
if game.landed and not isprobe:
prout(_("Dummy! You can't leave standard orbit until you"))
proutn(_("are back aboard the ship."))
chew()
if game.landed and not isprobe:
prout(_("Dummy! You can't leave standard orbit until you"))
proutn(_("are back aboard the ship."))
chew()
- return
+ return
False
while navmode == "unspecified":
if damaged(DNAVSYS):
if isprobe:
while navmode == "unspecified":
if damaged(DNAVSYS):
if isprobe:
@@
-4051,7
+4041,6
@@
def getcd(isprobe, akey):
akey = -1
else:
key = scan()
akey = -1
else:
key = scan()
-
if key == IHEOL:
proutn(_("Manual or automatic- "))
iprompt = True
if key == IHEOL:
proutn(_("Manual or automatic- "))
iprompt = True
@@
-4068,7
+4057,7
@@
def getcd(isprobe, akey):
else:
huh()
chew()
else:
huh()
chew()
- return
+ return
False
else: # numeric
if isprobe:
prout(_("(Manual navigation assumed.)"))
else: # numeric
if isprobe:
prout(_("(Manual navigation assumed.)"))
@@
-4076,7
+4065,6
@@
def getcd(isprobe, akey):
prout(_("(Manual movement assumed.)"))
navmode = "manual"
break
prout(_("(Manual movement assumed.)"))
navmode = "manual"
break
-
if navmode == "automatic":
while key == IHEOL:
if isprobe:
if navmode == "automatic":
while key == IHEOL:
if isprobe:
@@
-4086,52
+4074,53
@@
def getcd(isprobe, akey):
chew()
iprompt = True
key = scan()
chew()
iprompt = True
key = scan()
-
if key != IHREAL:
huh()
if key != IHREAL:
huh()
- return
- xi = int(
aaitem-0.05)
+ return
False
+ xi = int(
round(aaitem))-1
key = scan()
if key != IHREAL:
huh()
key = scan()
if key != IHREAL:
huh()
- return
- xj = int(
aaitem-0.5)
+ return
False
+ xj = int(
round(aaitem))-1
key = scan()
if key == IHREAL:
# both quadrant and sector specified
key = scan()
if key == IHREAL:
# both quadrant and sector specified
- xk =
aaitem
+ xk =
int(round(aaitem))-1
key = scan()
if key != IHREAL:
huh()
key = scan()
if key != IHREAL:
huh()
- return
- xl = aaitem
-
- irowq = xi + 0.5
- icolq = xj + 0.5
- incr.y = xk + 0.5
- incr.x = xl + 0.5
+ return False
+ xl = int(round(aaitem))-1
+ dquad.x = xi
+ dquad.y = xj
+ dsect.y = xk
+ dsect.x = xl
else:
else:
+ # only one pair of numbers was specified
if isprobe:
# only quadrant specified -- go to center of dest quad
if isprobe:
# only quadrant specified -- go to center of dest quad
- irowq = xi + 0.5
- icolq = xj + 0.5
- incr.y = incr.x = 5
+ dquad.x = xi
+ dquad.y = xj
+ dsect.y = dsect.x = 4 # preserves 1-origin behavior
else:
else:
- incr.y = xi + 0.5
- incr.x = xj + 0.5
+ # only sector specified
+ dsect.y = xi
+ dsect.x = xj
itemp = "normal"
itemp = "normal"
- if not VALID_QUADRANT(
icolq,irowq) or not VALID_SECTOR(incr.x,incr
.y):
+ if not VALID_QUADRANT(
dquad.y,dquad.x) or not VALID_SECTOR(dsect.x,dsect
.y):
huh()
huh()
- return
+ return
False
skip(1)
if not isprobe:
if itemp > "curt":
if iprompt:
skip(1)
if not isprobe:
if itemp > "curt":
if iprompt:
- prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") %
incr
)
+ prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") %
dsect
)
else:
prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
else:
prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
- deltax = icolq - game.quadrant.y + 0.1*(incr.x-game.sector.y)
- deltay = game.quadrant.x - irowq + 0.1*(game.sector.x-incr.y)
+ # the actual deltas get computed here
+ deltax = dquad.y-game.quadrant.y + 0.1*(dsect.x-game.sector.y)
+ deltay = game.quadrant.x-dquad.x + 0.1*(game.sector.x-dsect.y)
else: # manual
while key == IHEOL:
proutn(_("X and Y displacements- "))
else: # manual
while key == IHEOL:
proutn(_("X and Y displacements- "))
@@
-4141,26
+4130,27
@@
def getcd(isprobe, akey):
itemp = "verbose"
if key != IHREAL:
huh()
itemp = "verbose"
if key != IHREAL:
huh()
- return
+ return
False
deltax = aaitem
key = scan()
if key != IHREAL:
huh()
deltax = aaitem
key = scan()
if key != IHREAL:
huh()
- return
+ return
False
deltay = aaitem
# Check for zero movement
if deltax == 0 and deltay == 0:
chew()
deltay = aaitem
# Check for zero movement
if deltax == 0 and deltay == 0:
chew()
- return
+ return
False
if itemp == "verbose" and not isprobe:
skip(1)
prout(_("Helmsman Sulu- \"Aye, Sir.\""))
if itemp == "verbose" and not isprobe:
skip(1)
prout(_("Helmsman Sulu- \"Aye, Sir.\""))
+ # Course actually laid in.
game.dist = math.sqrt(deltax*deltax + deltay*deltay)
game.direc = math.atan2(deltax, deltay)*1.90985932
if game.direc < 0.0:
game.direc += 12.0
chew()
game.dist = math.sqrt(deltax*deltax + deltay*deltay)
game.direc = math.atan2(deltax, deltay)*1.90985932
if game.direc < 0.0:
game.direc += 12.0
chew()
- return
+ return
True
def impulse():
# move under impulse power
def impulse():
# move under impulse power
@@
-4171,8
+4161,7
@@
def impulse():
prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
return
if game.energy > 30.0:
prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
return
if game.energy > 30.0:
- getcd(False, 0)
- if game.direc == -1.0:
+ if not getcourse(isprobe=False, akey=0):
return
power = 20.0 + 100.0*game.dist
else:
return
power = 20.0 + 100.0*game.dist
else:
@@
-4199,7
+4188,7
@@
def impulse():
if ja() == False:
return
# Activate impulse engines and pay the cost
if ja() == False:
return
# Activate impulse engines and pay the cost
- imove(False)
+ imove(
novapush=
False)
game.ididit = True
if game.alldone:
return
game.ididit = True
if game.alldone:
return
@@
-4227,8
+4216,7
@@
def warp(timewarp):
prout(_(" is repaired, I can only give you warp 4.\""))
return
# Read in course and distance
prout(_(" is repaired, I can only give you warp 4.\""))
return
# Read in course and distance
- getcd(False, 0)
- if game.direc == -1.0:
+ if not getcourse(isprobe=False, akey=0):
return
# Make sure starship has enough energy for the trip
power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
return
# Make sure starship has enough energy for the trip
power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
@@
-4307,7
+4295,7
@@
def warp(timewarp):
blooey = False
twarp = False
# Activate Warp Engines and pay the cost
blooey = False
twarp = False
# Activate Warp Engines and pay the cost
- imove(False)
+ imove(
novapush=
False)
if game.alldone:
return
game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
if game.alldone:
return
game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
@@
-4543,8
+4531,7
@@
def probe():
elif key == IHEOL:
proutn(_("Arm NOVAMAX warhead? "))
game.isarmed = ja()
elif key == IHEOL:
proutn(_("Arm NOVAMAX warhead? "))
game.isarmed = ja()
- getcd(True, key)
- if game.direc == -1.0:
+ if not getcourse(isprobe=True, akey=key):
return
game.nprobes -= 1
angle = ((15.0 - game.direc) * 0.5235988)
return
game.nprobes -= 1
angle = ((15.0 - game.direc) * 0.5235988)
@@
-4864,13
+4851,14
@@
def sensor():
if game.iplnet.known=="shuttle_down":
prout(_(" Sensors show Galileo still on surface."))
proutn(_(" Readings indicate"))
if game.iplnet.known=="shuttle_down":
prout(_(" Sensors show Galileo still on surface."))
proutn(_(" Readings indicate"))
- if game.iplnet.crystals !=
present
:
+ if game.iplnet.crystals !=
"present"
:
proutn(_(" no"))
prout(_(" dilithium crystals present.\""))
if game.iplnet.known == "unknown":
game.iplnet.known = "known"
elif game.iplnet.inhabited:
proutn(_(" no"))
prout(_(" dilithium crystals present.\""))
if game.iplnet.known == "unknown":
game.iplnet.known = "known"
elif game.iplnet.inhabited:
- prout(_("Spock- \"The inhabited planet %s is located at Sector %s, Captain.\"") % (game.iplnet.name, game.plnet))
+ prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
+ prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
def beam():
# use the transporter
def beam():
# use the transporter
@@
-5144,7
+5132,6
@@
def shuttle():
def deathray():
# use the big zapper
r = random.random()
def deathray():
# use the big zapper
r = random.random()
-
game.ididit = False
skip(1)
chew()
game.ididit = False
skip(1)
chew()
@@
-5403,7
+5390,7
@@
def chart():
prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
prout(" 1 2 3 4 5 6 7 8")
for i in range(GALSIZE):
prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
prout(" 1 2 3 4 5 6 7 8")
for i in range(GALSIZE):
- proutn("%d |" % (i))
+ proutn("%d |" % (i
+1
))
for j in range(GALSIZE):
if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
proutn("<")
for j in range(GALSIZE):
if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
proutn("<")
@@
-5532,7
+5519,7
@@
def srscan():
if game.condition != "docked":
newcnd()
for i in range(QUADSIZE):
if game.condition != "docked":
newcnd()
for i in range(QUADSIZE):
- proutn("%2d " % (i))
+ proutn("%2d " % (i
+1
))
for j in range(QUADSIZE):
sectscan(goodScan, i, j)
skip(1)
for j in range(QUADSIZE):
sectscan(goodScan, i, j)
skip(1)
@@
-6076,7
+6063,7
@@
def choose(needprompt):
if aaitem == 0:
chew()
continue # We don't want a blank entry
if aaitem == 0:
chew()
continue # We don't want a blank entry
- game.tourn = int(
aaitem
)
+ game.tourn = int(
round(aaitem)
)
random.seed(aaitem)
break
if isit("saved") or isit("frozen"):
random.seed(aaitem)
break
if isit("saved") or isit("frozen"):
@@
-6632,7
+6619,7
@@
def makemoves():
elif cmd == "SEED": # set random-number seed
key = scan()
if key == IHREAL:
elif cmd == "SEED": # set random-number seed
key = scan()
if key == IHREAL:
- seed = int(
aaitem
)
+ seed = int(
round(aaitem)
)
#ifdef BSD_BUG_FOR_BUG
# elif cmd == "VISUAL":
# visual() # perform visual scan
#ifdef BSD_BUG_FOR_BUG
# elif cmd == "VISUAL":
# visual() # perform visual scan
@@
-6727,7
+6714,7
@@
def chew2():
def scan():
# Get a token from the user
def scan():
# Get a token from the user
- global inqueue, line, citem
+ global inqueue, line, citem
, aaitem
aaitem = 0.0
citem = ''
aaitem = 0.0
citem = ''
@@
-6857,13
+6844,13
@@
def debugme():
prout("Event %d canceled, no x coordinate." % (i))
unschedule(i)
continue
prout("Event %d canceled, no x coordinate." % (i))
unschedule(i)
continue
- w.x = int(
aaitem
)
+ w.x = int(
round(aaitem)
)
key = scan()
if key != IHREAL:
prout("Event %d canceled, no y coordinate." % (i))
unschedule(i)
continue
key = scan()
if key != IHREAL:
prout("Event %d canceled, no y coordinate." % (i))
unschedule(i)
continue
- w.y = int(
aaitem
)
+ w.y = int(
round(aaitem)
)
ev.quadrant = w
chew()
proutn("Induce supernova here? ")
ev.quadrant = w
chew()
proutn("Induce supernova here? ")