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Packaging changes and version bump.
[super-star-trek.git]
/
sst.py
diff --git
a/sst.py
b/sst.py
index 4e65748dd6f7b35f195c3129e9cb1a36891b5bde..49408172c85c2a4626727cf771adbdd0f9e704f8 100755
(executable)
--- a/
sst.py
+++ b/
sst.py
@@
-13,7
+13,7
@@
on how to modify (and how not to modify!) this code.
"""
import os, sys, math, curses, time, readline, cPickle, random, copy, gettext, getpass
"""
import os, sys, math, curses, time, readline, cPickle, random, copy, gettext, getpass
-version="2.
0
"
+version="2.
1
"
docpath = (".", "../doc", "/usr/share/doc/sst")
docpath = (".", "../doc", "/usr/share/doc/sst")
@@
-416,7
+416,7
@@
def randreal(*args):
def welcoming(iq):
"Would this quadrant welcome another Klingon?"
def welcoming(iq):
"Would this quadrant welcome another Klingon?"
- return iq.valid_
Q
uadrant() and \
+ return iq.valid_
q
uadrant() and \
not game.state.galaxy[iq.i][iq.j].supernova and \
game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
not game.state.galaxy[iq.i][iq.j].supernova and \
game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
@@
-663,7
+663,7
@@
def moveklings():
for enemy in game.enemies:
if enemy.type in ('K', 'R'):
movebaddy(enemy)
for enemy in game.enemies:
if enemy.type in ('K', 'R'):
movebaddy(enemy)
-
game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)
)
+
sortenemies(
)
def movescom(iq, avoid):
"Commander movement helper."
def movescom(iq, avoid):
"Commander movement helper."
@@
-689,7
+689,7
@@
def movescom(iq, avoid):
game.klhere -= 1
if game.condition != "docked":
newcnd()
game.klhere -= 1
if game.condition != "docked":
newcnd()
-
game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)
)
+
sortenemies(
)
# check for a helpful planet
for i in range(game.inplan):
if game.state.planets[i].quadrant == game.state.kscmdr and \
# check for a helpful planet
for i in range(game.inplan):
if game.state.planets[i].quadrant == game.state.kscmdr and \
@@
-1107,7
+1107,7
@@
def torpedo(origin, bearing, dispersion, number, nburst):
prout(_(" displaced by blast to Sector %s ") % bumpto)
for enemy in game.enemies:
enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
prout(_(" displaced by blast to Sector %s ") % bumpto)
for enemy in game.enemies:
enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
-
game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)
)
+
sortenemies(
)
return None
elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
# find the enemy
return None
elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
# find the enemy
@@
-1150,7
+1150,7
@@
def torpedo(origin, bearing, dispersion, number, nburst):
game.quad[bumpto.i][bumpto.j]=iquad
for enemy in game.enemies:
enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
game.quad[bumpto.i][bumpto.j]=iquad
for enemy in game.enemies:
enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
-
game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)
)
+
sortenemies(
)
return None
elif iquad == 'B': # Hit a base
skip(1)
return None
elif iquad == 'B': # Hit a base
skip(1)
@@
-1423,7
+1423,7
@@
def attack(torps_ok):
# After attack, reset average distance to enemies
for enemy in game.enemies:
enemy.kavgd = enemy.kdist
# After attack, reset average distance to enemies
for enemy in game.enemies:
enemy.kavgd = enemy.kdist
-
game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)
)
+
sortenemies(
)
return
def deadkl(w, type, mv):
return
def deadkl(w, type, mv):
@@
-3545,7
+3545,7
@@
def imove(icourse=None, noattack=False):
finald = (w-enemy.location).distance()
enemy.kavgd = 0.5 * (finald + enemy.kdist)
enemy.kdist = finald
finald = (w-enemy.location).distance()
enemy.kavgd = 0.5 * (finald + enemy.kdist)
enemy.kdist = finald
-
game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)
)
+
sortenemies(
)
if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
attack(torps_ok=False)
for enemy in game.enemies:
if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
attack(torps_ok=False)
for enemy in game.enemies:
@@
-5634,6
+5634,10
@@
def newkling():
"Drop new Klingon into current quadrant."
return Enemy('K', loc=dropin(), power=randreal(300,450)+25.0*game.skill)
"Drop new Klingon into current quadrant."
return Enemy('K', loc=dropin(), power=randreal(300,450)+25.0*game.skill)
+def sortenemies():
+ "Sort enemies by distance so 'nearest' is meaningful."
+ game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+
def newqad():
"Set up a new state of quadrant, for when we enter or re-enter it."
game.justin = True
def newqad():
"Set up a new state of quadrant, for when we enter or re-enter it."
game.justin = True
@@
-5727,8
+5731,7
@@
def newqad():
game.quad[QUADSIZE-1][0] = 'X'
if game.quad[QUADSIZE-1][QUADSIZE-1]=='.':
game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
game.quad[QUADSIZE-1][0] = 'X'
if game.quad[QUADSIZE-1][QUADSIZE-1]=='.':
game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
- # Sort enemies by distance so 'nearest' is meaningful
- game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+ sortenemies()
# And finally the stars
for i in range(q.stars):
dropin('*')
# And finally the stars
for i in range(q.stars):
dropin('*')
@@
-6352,3
+6355,5
@@
if __name__ == '__main__':
if logfp:
logfp.close()
print ""
if logfp:
logfp.close()
print ""
+
+# End.