X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fsst.py;h=1133bcfc83fff5bf93c01b3bacffb13ddb3c2610;hp=c3bba0f3b2f37e0104dd2649f01249f0cd79f5de;hb=dbca5a522c4b10da953b18847b011db581363263;hpb=9eee5be17d9e5f68720a7e82b5159eeffab71fbb diff --git a/src/sst.py b/src/sst.py index c3bba0f..1133bcf 100644 --- a/src/sst.py +++ b/src/sst.py @@ -250,12 +250,12 @@ class coord: return coord(self.i*other, self.j*other) def __div__(self, other): return coord(self.i/other, self.j/other) + def __mod__(self, other): + return coord(self.i % other, self.j % other) def __rdiv__(self, other): return coord(self.i/other, self.j/other) def roundtogrid(self): return coord(int(round(self.i)), int(round(self.j))) - def trunctogrid(self): - return coord(int(round(self.i)), int(round(self.j))) def distance(self, other=None): if not other: other = coord(0, 0) return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2) @@ -273,13 +273,15 @@ class coord: else: s.j = self.j / abs(self.j) return s + def quadrant(self): + return (self / QUADSIZE).roundtogrid() + def sector(self): + return self.roundtogrid() % QUADSIZE def scatter(self): s = coord() s.i = self.i + randrange(-1, 2) s.j = self.j + randrange(-1, 2) return s - def __hash__(self): - return hash((x, y)) def __str__(self): if self.i == None or self.j == None: return "Nowhere" @@ -2130,7 +2132,7 @@ def phasers(): if ifast: skip(1) if no == 0: - if withprob(0.99): + if withprob(0.01): prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . .")) prouts(_(" CLICK CLICK POP . . .")) prout(_(" No response, sir!")) @@ -3641,12 +3643,8 @@ def imove(course=None, novapush=False): attack(torps_ok=False) if game.alldone: return - # compute final position -- new quadrant and sector - x = (QUADSIZE*game.quadrant.i)+game.sector.i - y = (QUADSIZE*game.quadrant.j)+game.sector.j - w.i = int(round(x+QUADSIZE*course.distance*bigger*deltax)) - w.j = int(round(y+QUADSIZE*course.distance*bigger*deltay)) # check for edge of galaxy + w = course.final kinks = 0 while True: kink = False @@ -3693,7 +3691,7 @@ def imove(course=None, novapush=False): iquad = game.quad[w.i][w.j] if iquad != IHDOT: # object encountered in flight path - stopegy = 50.0*course.dist/game.optime + stopegy = 50.0*course.distance/game.optime course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0) if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST): game.sector = w @@ -3927,6 +3925,10 @@ class course: def __init__(self, bearing, distance, origin=None): self.distance = distance self.bearing = bearing + if origin is None: + self.origin = cartesian(game.quadrant, game.sector) + else: + self.origin = origin # The bearing() code we inherited from FORTRAN is actually computing # clockface directions! if self.bearing < 0.0: @@ -3940,6 +3942,7 @@ class course: bigger = max(abs(self.increment.i), abs(self.increment.j)) self.increment /= bigger self.moves = int(round(10*self.distance*bigger)) + self.final = (self.location + self.moves*self.increment).roundtogrid() def next(self, grain=1): "Next step on course." self.moves -=1 @@ -3952,9 +3955,9 @@ class course: else: return False def quadrant(self): - return (self.location / QUADSIZE).roundtogrid() + return self.location.quadrant() def sector(self): - return coord(int(round(self.location.i)) % QUADSIZE, int(round(self.location.j)) % QUADSIZE) + return self.location.sector() def power(self, warp): return self.distance*(warp**3)*(game.shldup+1) def time(self, warp):