Prevent crash when moving Tholian.
[super-star-trek.git] / sst.py
diff --git a/sst.py b/sst.py
index 82843ef64c001327ac65c503d3bbd529111fdca9..234d37ba9b1d324c4f72040d73241c15db7eda62 100755 (executable)
--- a/sst.py
+++ b/sst.py
@@ -319,7 +319,9 @@ class Enemy:
         else:
             self.location = Coord()
             self.kdist = self.kavgd = None
-            game.enemies.remove(self)
+            # Guard prevents failure on Tholian or thingy
+            if self in game.enemies:
+                game.enemies.remove(self)
         return motion
     def __repr__(self):
         return "<%s,%s.%f>" % (self.type, self.location, self.power)        # For debugging
@@ -709,7 +711,7 @@ def moveklings():
     return tacmoves
 
 def movescom(iq, avoid):
-    "Commander movement helper."
+    "Supercommander movement helper."
     # Avoid quadrants with bases if we want to avoid Enterprise
     if not welcoming(iq) or (avoid and iq in game.state.baseq):
         return False
@@ -1114,23 +1116,23 @@ def doshield(shraise):
 def randdevice():
     "Choose a device to damage, at random."
     weights = (
-        105,        # DSRSENS: short range scanners        10.5%
-        105,        # DLRSENS: long range scanners                10.5%
-        120,        # DPHASER: phasers                        12.0%
-        120,        # DPHOTON: photon torpedoes                12.0%
-        25,        # DLIFSUP: life support                         2.5%
-        65,        # DWARPEN: warp drive                         6.5%
-        70,        # DIMPULS: impulse engines                 6.5%
-        145,        # DSHIELD: deflector shields                14.5%
-        30,        # DRADIO:  subspace radio                 3.0%
-        45,        # DSHUTTL: shuttle                         4.5%
-        15,        # DCOMPTR: computer                         1.5%
-        20,        # NAVCOMP: navigation system                 2.0%
-        75,        # DTRANSP: transporter                         7.5%
+        105,       # DSRSENS: short range scanners         10.5%
+        105,       # DLRSENS: long range scanners          10.5%
+        120,       # DPHASER: phasers                      12.0%
+        120,       # DPHOTON: photon torpedoes             12.0%
+        25,        # DLIFSUP: life support                  2.5%
+        65,        # DWARPEN: warp drive                    6.5%
+        70,        # DIMPULS: impulse engines               6.5%
+        135,       # DSHIELD: deflector shields            13.5%
+        30,        # DRADIO:  subspace radio                3.0%
+        45,        # DSHUTTL: shuttle                       4.5%
+        15,        # DCOMPTR: computer                      1.5%
+        20,        # NAVCOMP: navigation system             2.0%
+        75,        # DTRANSP: transporter                   7.5%
         20,        # DSHCTRL: high-speed shield controller  2.0%
-        10,        # DDRAY: death ray                         1.0%
-        30,        # DDSP: deep-space probes                 3.0%
-        0,         # DCLOAK: the cloaking device             0.0
+        10,        # DDRAY: death ray                       1.0%
+        30,        # DDSP: deep-space probes                3.0%
+        10,        # DCLOAK: the cloaking device            1.0
     )
     assert(sum(weights) == 1000)
     idx = randrange(1000)
@@ -2747,7 +2749,7 @@ def nova(nov):
                             deadkl(neighbor, iquad, neighbor)
                             continue   # neighbor loop
                         # Else enemy gets flung by the blast wave
-                        newc = neighbor + neighbor - hits[-1]
+                        newc = neighbor + neighbor - start
                         proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
                         if not newc.valid_sector():
                             # can't leave quadrant
@@ -5953,7 +5955,7 @@ def choose():
     game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
     game.state.remtime = 7.0 * game.length
     game.intime = game.state.remtime
-    game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
+    game.state.remkl = game.inkling = int(2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15))
     game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
     game.state.remres = (game.inkling+4*game.incom)*game.intime
     game.inresor = game.state.remres
@@ -6161,6 +6163,7 @@ commands = [
     ("QUIT",             0),
     ("HELP",             0),
     ("SCORE",            0),
+    ("CURSES",            0),
     ("",                 0),
 ]
 
@@ -6381,6 +6384,9 @@ def makemoves():
             helpme()                        # get help
         elif cmd == "SCORE":
             score()                         # see current score
+        elif cmd == "CURSES":
+            game.options |= (OPTION_CURSES | OPTION_COLOR)
+            iostart()
         while True:
             if game.alldone:
                 break                # Game has ended