Fix enemy displacement ob torpedo hit.
[super-star-trek.git] / sst.py
diff --git a/sst.py b/sst.py
index ddbe1baf1b2685592c7e01cb04528f02c87d728a..5200f24619fce2d5e8b677a872934df1baf050cb 100755 (executable)
--- a/sst.py
+++ b/sst.py
@@ -142,9 +142,9 @@ class Coord:
         self.i = x     # Row
         self.j = y     # Column
     def valid_quadrant(self):
-        return self.i >= 0 and self.i < GALSIZE and self.j >= 0 and self.j < GALSIZE
+        return (self.i is not None) and (self.j is not None) and (self.i >= 0) and (self.i < GALSIZE) and (self.j >= 0) and (self.j < GALSIZE)
     def valid_sector(self):
-        return self.i >= 0 and self.i < QUADSIZE and self.j >= 0 and self.j < QUADSIZE
+        return (self.i is not None) and (self.j is not None) and (self.i >= 0) and (self.i < QUADSIZE) and (self.j >= 0) and (self.j < QUADSIZE)
     def invalidate(self):
         self.i = self.j = None
     def __eq__(self, other):
@@ -544,9 +544,9 @@ def tryexit(enemy, look, irun):
     iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))//QUADSIZE - 1
     iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))//QUADSIZE - 1
     if not welcoming(iq):
-        return False
+        return []
     if enemy.type == 'R':
-        return False # Romulans cannot escape!
+        return [] # Romulans cannot escape!
     if not irun:
         # avoid intruding on another commander's territory
         if enemy.type == 'C':
@@ -1327,7 +1327,7 @@ def torpedo(origin, bearing, dispersion, number, nburst):
                         deadkl(w, iquad, w)
                         return None
                     proutn(crmena(True, iquad, "sector", w))
-                    displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5)
+                    displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5, origin=w)
                     displacement.nexttok()
                     bumpto = displacement.sector()
                     if not bumpto.valid_sector():
@@ -2518,7 +2518,7 @@ def events():
         elif evcode == FCDBAS: # Commander succeeds in destroying base
             if evcode == FCDBAS:
                 unschedule(FCDBAS)
-                if not game.state.baseq() \
+                if not game.state.baseq \
                        or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
                     game.battle.invalidate()
                     continue
@@ -2564,7 +2564,7 @@ def events():
                 pdest.charted = True
             game.probe.moves -= 1 # One less to travel
             if game.probe.arrived() and game.isarmed and pdest.stars:
-                supernova(game.probe)                # fire in the hole!
+                supernova(game.probe.quadrant())                # fire in the hole!
                 unschedule(FDSPROB)
                 if game.state.galaxy[pquad.i][pquad.j].supernova:
                     return
@@ -3868,7 +3868,7 @@ def imove(icourse=None, noattack=False):
         if game.iscloaked:
             # We can't be tractor beamed if cloaked,
             # so move the event into the future
-            postpone(FTBEAM, game.optime + expran(1.5*game.intime/len(game.kcmdr)))
+            postpone(FTBEAM, game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
         else:
             trbeam = True
             game.condition = "red"
@@ -3912,7 +3912,10 @@ def dock(verbose):
     if game.inorbit:
         prout(_("You must first leave standard orbit."))
         return
-    if game.base is None or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
+    if game.base is None or not game.base.valid_sector():
+        prout(_("No starbase available for docking in this quadrant."))
+        return
+    if (abs(game.sector.i-game.base.i) > 1) or (abs(game.sector.j-game.base.j) > 1):
         prout(crmshp() + _(" not adjacent to base."))
         return
     if game.iscloaked:
@@ -4566,7 +4569,8 @@ def mayday():
             break
         prout(_("fails."))
         textcolor(DEFAULT)
-        curses.delay_output(500)
+        if game.options & OPTION_CURSES:
+            curses.delay_output(500)
     if m > 3:
         game.quad[game.sector.i][game.sector.j]='?'
         game.alive = False