X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fsst.py;h=3cfffb7209734ef84e10a9c94e4cfb597fc63d42;hp=bd01149621a1f10e24d6386883d9e0f3dbab4b13;hb=306f18e648960ddd51d4452778a3108730f5a986;hpb=31cf20ac304a2737e17dbe87b1f3933b1b2f0ad7 diff --git a/src/sst.py b/src/sst.py index bd01149..3cfffb7 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 +273,16 @@ class coord: else: s.j = self.j / abs(self.j) return s + def quadrant(self): + #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid()) + return self.roundtogrid() / QUADSIZE + 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" @@ -1267,12 +1270,12 @@ def torpedo(origin, bearing, dispersion, number, nburst): setwnd(srscan_window) else: setwnd(message_window) - shoved = False ac = bearing + 0.25*dispersion # dispersion is a random variable bullseye = (15.0 - bearing)*0.5235988 track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin)) - jw = coord(0, 0) + bumpto = coord(0, 0) # Loop to move a single torpedo + setwnd(message_window) for step in range(1, QUADSIZE*2): track.next() w = track.sector() @@ -1283,16 +1286,14 @@ def torpedo(origin, bearing, dispersion, number, nburst): if iquad==IHDOT: continue # hit something - setwnd(message_window) - if damaged(DSRSENS) and not game.condition=="docked": + if not damaged(DSRSENS) or game.condition == "docked": skip(1); # start new line after text track if iquad in (IHE, IHF): # Hit our ship skip(1) prout(_("Torpedo hits %s.") % crmshp()) hit = 700.0 + randreal(100) - \ - 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle)) + 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle)) newcnd(); # we're blown out of dock - # We may be displaced. if game.landed or game.condition=="docked": return hit # Cheat if on a planet ang = track.angle + 2.5*(randreal()-0.5) @@ -1301,19 +1302,25 @@ def torpedo(origin, bearing, dispersion, number, nburst): temp = math.fabs(math.cos(ang)) xx = -math.sin(ang)/temp yy = math.cos(ang)/temp - jw.i = int(w.i+xx+0.5) - jw.j = int(w.j+yy+0.5) - if not jw.valid_sector(): + bumpto.i = int(w.i+xx+0.5) + bumpto.j = int(w.j+yy+0.5) + if not bumpto.valid_sector(): return hit - if game.quad[jw.i][jw.j]==IHBLANK: + if game.quad[bumpto.i][bumpto.j]==IHBLANK: finish(FHOLE) return hit - if game.quad[jw.i][jw.j]!=IHDOT: + if game.quad[bumpto.i][bumpto.j]!=IHDOT: # can't move into object return hit - game.sector = jw + game.sector = bumpto proutn(crmshp()) - shoved = True + game.quad[w.i][w.j]=IHDOT + game.quad[bumpto.i][bumpto.j]=iquad + prout(_(" displaced by blast to Sector %s ") % bumpto) + for enemy in game.enemies: + enemy.kdist = enemy.kavgd = (game.sector-enemy.kloc).distance() + game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) + return None elif iquad in (IHC, IHS, IHR, IHK): # Hit a regular enemy # find the enemy if iquad in (IHC, IHS) and withprob(0.05): @@ -1344,23 +1351,25 @@ def torpedo(origin, bearing, dispersion, number, nburst): temp = math.fabs(math.cos(ang)) xx = -math.sin(ang)/temp yy = math.cos(ang)/temp - jw.i = int(w.i+xx+0.5) - jw.j = int(w.j+yy+0.5) - if not jw.valid_sector(): + bumpto.i = int(w.i+xx+0.5) + bumpto.j = int(w.j+yy+0.5) + if not bumpto.valid_sector(): prout(_(" damaged but not destroyed.")) return - if game.quad[jw.i][jw.j]==IHBLANK: + if game.quad[bumpto.i][bumpto.j] == IHBLANK: prout(_(" buffeted into black hole.")) - deadkl(w, iquad, jw) - return None - if game.quad[jw.i][jw.j]!=IHDOT: - # can't move into object + deadkl(w, iquad, bumpto) + if game.quad[bumpto.i][bumpto.j] != IHDOT: prout(_(" damaged but not destroyed.")) - return None - proutn(_(" damaged--")) - enemy.kloc = jw - shoved = True - break + else: + prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto) + enemy.kloc = bumpto + game.quad[w.i][w.j]=IHDOT + game.quad[bumpto.i][bumpto.j]=iquad + for enemy in game.enemies: + enemy.kdist = enemy.kavgd = (game.sector-enemy.kloc).distance() + game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) + return None elif iquad == IHB: # Hit a base skip(1) prout(_("***STARBASE DESTROYED..")) @@ -1456,16 +1465,6 @@ def torpedo(origin, bearing, dispersion, number, nburst): skip(1) return None break - if curwnd!=message_window: - setwnd(message_window) - if shoved: - game.quad[w.i][w.j]=IHDOT - game.quad[jw.i][jw.j]=iquad - prout(_(" displaced by blast to Sector %s ") % jw) - for ll in range(len(game.enemies)): - game.enemies[ll].kdist = game.enemies[ll].kavgd = (game.sector-game.enemies[ll].kloc).distance() - game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) - return None skip(1) prout(_("Torpedo missed.")) return None; @@ -2134,7 +2133,7 @@ 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!")) @@ -3525,7 +3524,7 @@ def tracktorpedo(origin, w, step, i, n, iquad): if step == 1: if n != 1: skip(1) - proutn(_("Track for %s torpedo number %d- ") % (game.quad[origin.i][origin.j],i+1)) + proutn(_("Track for torpedo number %d- ") % (i+1)) else: skip(1) proutn(_("Torpedo track- ")) @@ -3600,19 +3599,10 @@ def imove(course=None, novapush=False): newcnd() drawmaps(0) setwnd(message_window) - w.i = w.j = 0 + if game.inorbit: prout(_("Helmsman Sulu- \"Leaving standard orbit.\"")) game.inorbit = False - angle = ((15.0 - course.bearing) * 0.5235988) - deltax = -math.sin(angle) - deltay = math.cos(angle) - if math.fabs(deltax) > math.fabs(deltay): - bigger = math.fabs(deltax) - else: - bigger = math.fabs(deltay) - 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 @@ -3621,132 +3611,115 @@ def imove(course=None, novapush=False): game.optime = scheduled(FTBEAM) - game.state.date + 1e-5 # Move within the quadrant game.quad[game.sector.i][game.sector.j] = IHDOT - x = game.sector.i - y = game.sector.j - n = int(10.0*course.distance*bigger+0.5) - if n > 0: - for m in range(1, n+1): - x += deltax - y += deltay - w.i = int(round(x)) - w.j = int(round(y)) - if not w.valid_sector(): - # Leaving quadrant -- allow final enemy attack - # Don't do it if being pushed by Nova - if len(game.enemies) != 0 and not novapush: - newcnd() - for enemy in game.enemies: - finald = (w - enemy.kloc).distance() - enemy.kavgd = 0.5 * (finald + enemy.kdist) - # - # Stas Sergeev added the condition - # that attacks only happen if Klingons - # are present and your skill is good. - # - if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: - 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 - kinks = 0 - while True: - kink = False - if w.i < 0: - w.i = -w.i - kink = True - if w.j < 0: - w.j = -w.j - kink = True - if w.i >= GALSIZE*QUADSIZE: - w.i = (GALSIZE*QUADSIZE*2) - w.i - kink = True - if w.j >= GALSIZE*QUADSIZE: - w.j = (GALSIZE*QUADSIZE*2) - w.j - kink = True - if kink: - kinks += 1 - else: + for m in range(course.moves): + course.next() + w = course.sector() + if course.origin.quadrant() != course.location.quadrant(): + # Leaving quadrant -- allow final enemy attack + # Don't do it if being pushed by Nova + if len(game.enemies) != 0 and not novapush: + newcnd() + for enemy in game.enemies: + finald = (w - enemy.kloc).distance() + enemy.kavgd = 0.5 * (finald + enemy.kdist) + # Stas Sergeev added the condition + # that attacks only happen if Klingons + # are present and your skill is good. + if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: + attack(torps_ok=False) + if game.alldone: + return + # check for edge of galaxy + kinks = 0 + while True: + kink = False + if course.final.i < 0: + course.final.i = -course.final.i + kink = True + if course.final.j < 0: + course.final.j = -course.final.j + kink = True + if course.final.i >= GALSIZE*QUADSIZE: + course.final.i = (GALSIZE*QUADSIZE*2) - course.final.i + kink = True + if course.final.j >= GALSIZE*QUADSIZE: + course.final.j = (GALSIZE*QUADSIZE*2) - course.final.j + kink = True + if kink: + kinks += 1 + else: + break + if kinks: + game.nkinks += 1 + if game.nkinks == 3: + # Three strikes -- you're out! + finish(FNEG3) + return + skip(1) + prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER")) + prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,")) + prout(_("YOU WILL BE DESTROYED.")) + # Compute final position in new quadrant + if trbeam: # Don't bother if we are to be beamed + return + game.quadrant = course.final.quadrant() + game.sector = course.final.sector() + skip(1) + prout(_("Entering Quadrant %s.") % game.quadrant) + game.quad[game.sector.i][game.sector.j] = game.ship + newqad() + if game.skill>SKILL_NOVICE: + attack(torps_ok=False) + return + iquad = game.quad[w.i][w.j] + if iquad != IHDOT: + # object encountered in flight path + stopegy = 50.0*course.distance/game.optime + course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0) + game.sector = w + if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST): + for enemy in game.enemies: + if enemy.kloc == game.sector: break - if kinks: - game.nkinks += 1 - if game.nkinks == 3: - # Three strikes -- you're out! - finish(FNEG3) - return - skip(1) - prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER")) - prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,")) - prout(_("YOU WILL BE DESTROYED.")) - # Compute final position in new quadrant - if trbeam: # Don't bother if we are to be beamed - return - game.quadrant.i = w.i/QUADSIZE - game.quadrant.j = w.j/QUADSIZE - game.sector.i = w.i - (QUADSIZE*game.quadrant.i) - game.sector.j = w.j - (QUADSIZE*game.quadrant.j) - skip(1) - prout(_("Entering Quadrant %s.") % game.quadrant) - game.quad[game.sector.i][game.sector.j] = game.ship - newqad() - if game.skill>SKILL_NOVICE: - attack(torps_ok=False) - return - iquad = game.quad[w.i][w.j] - if iquad != IHDOT: - # object encountered in flight path - stopegy = 50.0*course.dist/game.optime - course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0) - if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST): - game.sector = w - for enemy in game.enemies: - if enemy.kloc == game.sector: - break - collision(rammed=False, enemy=enemy) - final = game.sector - elif iquad == IHBLANK: - skip(1) - prouts(_("***RED ALERT! RED ALERT!")) - skip(1) - proutn("***" + crmshp()) - proutn(_(" pulled into black hole at Sector %s") % w) - # Getting pulled into a black hole was certain - # death in Almy's original. Stas Sergeev added a - # possibility that you'll get timewarped instead. - n=0 - for m in range(NDEVICES): - if game.damage[m]>0: - n += 1 - probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0) - if (game.options & OPTION_BLKHOLE) and withprob(1-probf): - timwrp() - else: - finish(FHOLE) - return - else: - # something else - skip(1) - proutn(crmshp()) - if iquad == IHWEB: - prout(_(" encounters Tholian web at %s;") % w) - else: - prout(_(" blocked by object at %s;") % w) - proutn(_("Emergency stop required ")) - prout(_("%2d units of energy.") % int(stopegy)) - game.energy -= stopegy - final.i = int(round(deltax)) - final.j = int(round(deltay)) - game.sector = final - if game.energy <= 0: - finish(FNRG) - return - # We're here! - no_quad_change() + collision(rammed=False, enemy=enemy) + final = game.sector + elif iquad == IHBLANK: + skip(1) + prouts(_("***RED ALERT! RED ALERT!")) + skip(1) + proutn("***" + crmshp()) + proutn(_(" pulled into black hole at Sector %s") % w) + # Getting pulled into a black hole was certain + # death in Almy's original. Stas Sergeev added a + # possibility that you'll get timewarped instead. + n=0 + for m in range(NDEVICES): + if game.damage[m]>0: + n += 1 + probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0) + if (game.options & OPTION_BLKHOLE) and withprob(1-probf): + timwrp() + else: + finish(FHOLE) return + else: + # something else + skip(1) + proutn(crmshp()) + if iquad == IHWEB: + prout(_(" encounters Tholian web at %s;") % w) + else: + prout(_(" blocked by object at %s;") % w) + proutn(_("Emergency stop required ")) + prout(_("%2d units of energy.") % int(stopegy)) + game.energy -= stopegy + game.sector = w + if game.energy <= 0: + finish(FNRG) + return + # We're here! + no_quad_change() + return course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0) game.sector = w final = game.sector @@ -3933,6 +3906,10 @@ 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: @@ -3945,7 +3922,8 @@ class course: self.increment = coord(-math.sin(self.angle), math.cos(self.angle)) bigger = max(abs(self.increment.i), abs(self.increment.j)) self.increment /= bigger - self.moves = 10*self.distance*bigger +0.5 + 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 @@ -3958,9 +3936,9 @@ 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):