X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fsst.py;h=992b1c930d27014421020d4bf5ff23f4ed91576c;hp=6d2d8f56d9b4f9a70c3d76f90a082603d92c0476;hb=d24ab69c78ba2c30ed49fd5a04e0e7a4d452a1fa;hpb=76792f9f5beee85ed19fbce8f3487c3a7863bb20 diff --git a/src/sst.py b/src/sst.py index 6d2d8f5..992b1c9 100644 --- a/src/sst.py +++ b/src/sst.py @@ -250,18 +250,17 @@ 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) - def bearing(self, other=None): - if not other: other = coord(0, 0) - return 1.90985*math.atan2(self.j-other.j, self.i-other.i) + def bearing(self): + return 1.90985*math.atan2(self.j, self.i) def sgn(self): s = coord() if self.i == 0: @@ -273,13 +272,16 @@ 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" @@ -1274,7 +1276,7 @@ def torpedo(origin, bearing, dispersion, number, nburst): # Loop to move a single torpedo setwnd(message_window) for step in range(1, QUADSIZE*2): - track.next() + if not track.next(): break w = track.sector() if not w.valid_sector(): break @@ -1293,14 +1295,11 @@ def torpedo(origin, bearing, dispersion, number, nburst): newcnd(); # we're blown out of dock if game.landed or game.condition=="docked": return hit # Cheat if on a planet - ang = track.angle + 2.5*(randreal()-0.5) - temp = math.fabs(math.sin(ang)) - if math.fabs(math.cos(ang)) > temp: - temp = math.fabs(math.cos(ang)) - xx = -math.sin(ang)/temp - yy = math.cos(ang)/temp - bumpto.i = int(w.i+xx+0.5) - bumpto.j = int(w.j+yy+0.5) + # In the C/FORTRAN version, dispersion was 2.5 radians, which + # is 143 degrees, which is almost exactly 4.8 clockface units + displacement = course(track.bearing+randreal(-2.4,2.4), distance=2**0.5) + displacement.next() + bumpto = displacement.sector() if not bumpto.valid_sector(): return hit if game.quad[bumpto.i][bumpto.j]==IHBLANK: @@ -1341,15 +1340,9 @@ def torpedo(origin, bearing, dispersion, number, nburst): deadkl(w, iquad, w) return None proutn(crmena(True, iquad, "sector", w)) - # If enemy damaged but not destroyed, try to displace - ang = track.angle + 2.5*(randreal()-0.5) - temp = math.fabs(math.sin(ang)) - if math.fabs(math.cos(ang)) > temp: - temp = math.fabs(math.cos(ang)) - xx = -math.sin(ang)/temp - yy = math.cos(ang)/temp - bumpto.i = int(w.i+xx+0.5) - bumpto.j = int(w.j+yy+0.5) + displacement = course(track.bearing+randreal(-2.4,2.4), distance=2**0.5) + displacement.next() + bumpto = displacement.sector() if not bumpto.valid_sector(): prout(_(" damaged but not destroyed.")) return @@ -1401,8 +1394,7 @@ def torpedo(origin, bearing, dispersion, number, nburst): if game.landed: # captain perishes on planet finish(FDPLANET) - prout(_("You have just destroyed an inhabited planet.")) - prout(_("Celebratory rallies are being held on the Klingon homeworld.")) + prout(_("The torpedo destroyed an inhabited planet.")) return None elif iquad == IHSTAR: # Hit a star if withprob(0.9): @@ -2448,7 +2440,7 @@ def events(): supercommander() elif evcode == FDSPROB: # Move deep space probe schedule(FDSPROB, 0.01) - if game.probe.next(grain=QUADSIZE): + if not game.probe.next(): if not game.probe.quadrant().valid_quadrant() or \ game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova: # Left galaxy or ran into supernova @@ -2474,7 +2466,7 @@ def events(): chp.stars = pdest.stars pdest.charted = True game.probe.moves -= 1 # One less to travel - if game.probe.moves == 0 and game.isarmed and pdest.stars: + if game.probe.arrived() and game.isarmed and pdest.stars: supernova(game.probe) # fire in the hole! unschedule(FDSPROB) if game.state.galaxy[game.quadrant().i][game.quadrant().j].supernova: @@ -2751,7 +2743,7 @@ def nova(nov): game.optime = course.time(warp=4) skip(1) prout(_("Force of nova displaces starship.")) - imove(course, novapush=True) + imove(course, noattack=True) game.optime = course.time(warp=4) return @@ -3575,135 +3567,84 @@ def prstat(txt, data): # Code from moving.c begins here -def imove(course=None, novapush=False): +def imove(course=None, noattack=False): "Movement execution for warp, impulse, supernova, and tractor-beam events." - w = coord(); final = coord() - trbeam = False + w = coord() - def no_quad_change(): - # No quadrant change -- compute new average enemy distances - game.quad[game.sector.i][game.sector.j] = game.ship - if game.enemies: + def newquadrant(noattack): + # Leaving quadrant -- allow final enemy attack + # Don't do it if being pushed by Nova + if len(game.enemies) != 0 and not noattack: + newcnd() for enemy in game.enemies: - finald = (w-enemy.kloc).distance() + finald = (w - enemy.kloc).distance() enemy.kavgd = 0.5 * (finald + enemy.kdist) - enemy.kdist = finald - game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) - if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: + # 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) - for enemy in game.enemies: - enemy.kavgd = enemy.kdist - 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 - game.condition = "red" - course.distance = course.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1 - 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 - for m in range(course.moves): - 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 - # check for edge of galaxy - w = course.final - 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: - 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 + 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 - 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) + 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 - iquad = game.quad[w.i][w.j] + 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) + + def check_collision(h): + iquad = game.quad[h.i][h.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) 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 + return True elif iquad == IHBLANK: skip(1) prouts(_("***RED ALERT! RED ALERT!")) skip(1) proutn("***" + crmshp()) - proutn(_(" pulled into black hole at Sector %s") % w) + proutn(_(" pulled into black hole at Sector %s") % h) # Getting pulled into a black hole was certain # death in Almy's original. Stas Sergeev added a # possibility that you'll get timewarped instead. @@ -3716,31 +3657,61 @@ def imove(course=None, novapush=False): timwrp() else: finish(FHOLE) - return + return True else: # something else skip(1) proutn(crmshp()) if iquad == IHWEB: - prout(_(" encounters Tholian web at %s;") % w) + prout(_(" encounters Tholian web at %s;") % h) else: - prout(_(" blocked by object at %s;") % w) + prout(_(" blocked by object at %s;") % h) 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() - return - course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0) - game.sector = w - final = game.sector - no_quad_change() + return True + return False + + trbeam = False + if game.inorbit: + prout(_("Helmsman Sulu- \"Leaving standard orbit.\"")) + game.inorbit = False + # If tractor beam is to occur, don't move full distance + if game.state.date+game.optime >= scheduled(FTBEAM): + trbeam = True + game.condition = "red" + course.distance = course.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1 + game.optime = scheduled(FTBEAM) - game.state.date + 1e-5 + # Move out + game.quad[game.sector.i][game.sector.j] = IHDOT + for m in range(course.moves): + course.next() + w = course.sector() + if course.origin.quadrant() != course.location.quadrant(): + newquadrant(noattack) + break + elif check_collision(w): + print "Collision detected" + break + else: + game.sector = w + # We're in destination quadrant -- compute new average enemy distances + game.quad[game.sector.i][game.sector.j] = game.ship + if game.enemies: + for enemy in game.enemies: + finald = (w-enemy.kloc).distance() + enemy.kavgd = 0.5 * (finald + enemy.kdist) + enemy.kdist = finald + game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) + if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: + attack(torps_ok=False) + for enemy in game.enemies: + enemy.kavgd = enemy.kdist + newcnd() + drawmaps(0) + setwnd(message_window) return def dock(verbose): @@ -3923,35 +3894,41 @@ 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: self.bearing += 12.0 self.angle = ((15.0 - self.bearing) * 0.5235988) if origin is None: - self.location = cartesian(game.quadrant, game.sector) + self.origin = cartesian(game.quadrant, game.sector) else: - self.location = cartesian(game.quadrant, origin) + self.origin = cartesian(game.quadrant, origin) 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 = int(round(10*self.distance*bigger)) + self.reset() self.final = (self.location + self.moves*self.increment).roundtogrid() - def next(self, grain=1): + def reset(self): + self.location = self.origin + self.step = 0 + def arrived(self): + return self.location.roundtogrid() == self.final + def next(self): "Next step on course." - self.moves -=1 + self.step += 1 self.nextlocation = self.location + self.increment - oldloc = (self.location/grain).roundtogrid() - newloc = (self.nextlocation/grain).roundtogrid() + samequad = (self.location.quadrant() == self.nextlocation.quadrant()) self.location = self.nextlocation - if newloc != oldloc: - return True - else: - return False + return samequad 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): @@ -3995,7 +3972,7 @@ def impulse(): if ja() == False: return # Activate impulse engines and pay the cost - imove(course, novapush=False) + imove(course, noattack=False) game.ididit = True if game.alldone: return @@ -4067,12 +4044,12 @@ def warp(course, involuntary): if game.warpfac > 6.0: # Decide if engine damage will occur # ESR: Seems wrong. Probability of damage goes *down* with distance? - prob = course.dist*(6.0-game.warpfac)**2/66.666666666 + prob = course.distance*(6.0-game.warpfac)**2/66.666666666 if prob > randreal(): blooey = True course.distance = randreal(course.distance) # Decide if time warp will occur - if 0.5*course.dist*math.pow(7.0,game.warpfac-10.0) > randreal(): + if 0.5*course.distance*math.pow(7.0,game.warpfac-10.0) > randreal(): twarp = True if idebug and game.warpfac==10 and not twarp: blooey = False @@ -4082,30 +4059,17 @@ def warp(course, involuntary): if blooey or twarp: # If time warp or engine damage, check path # If it is obstructed, don't do warp or damage - angle = ((15.0-course.bearing)*0.5235998) - deltax = -math.sin(angle) - deltay = math.cos(angle) - if math.fabs(deltax) > math.fabs(deltay): - bigger = math.fabs(deltax) - else: - bigger = math.fabs(deltay) - deltax /= bigger - deltay /= bigger - n = 10.0 * course.distance * bigger +0.5 - x = game.sector.i - y = game.sector.j - for l in range(1, n+1): - x += deltax - ix = x + 0.5 - y += deltay - iy = y +0.5 - if not coord(ix, iy).valid_sector(): - break - if game.quad[ix][iy] != IHDOT: + for m in range(course.moves): + course.next() + w = course.sector() + if not w.valid_sector(): + break + if game.quad[w.i][w.j] != IHDOT: blooey = False twarp = False + course.reset() # Activate Warp Engines and pay the cost - imove(course, novapush=False) + imove(course, noattack=False) if game.alldone: return game.energy -= course.power(game.warpfac) @@ -4205,7 +4169,7 @@ def atover(igrab): proutn(_("The %s has stopped in a quadrant containing") % crmshp()) prouts(_(" a supernova.")) skip(2) - proutn(_("***Emergency automatic override attempts to hurl ")+crmshp()) + prout(_("***Emergency automatic override attempts to hurl ")+crmshp()) prout(_("safely out of quadrant.")) if not damaged(DRADIO): game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True @@ -4219,14 +4183,12 @@ def atover(igrab): prout(_("Warp factor set to %d") % int(game.warpfac)) power = 0.75*game.energy dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)) - distreq = randreal(math.sqrt(2)) - if distreq < game.dist: - dist = distreq - course = course(bearing=randreal(12), distance=dist) # How dumb! - game.optime = course.time() + dist = max(dist, randreal(math.sqrt(2))) + bugout = course(bearing=randreal(12), distance=dist) # How dumb! + game.optime = bugout.time(game.warpfac) game.justin = False game.inorbit = False - warp(course, involuntary=True) + warp(bugout, involuntary=True) if not game.justin: # This is bad news, we didn't leave quadrant. if game.alldone: @@ -5220,7 +5182,7 @@ def status(req=0): prstat(_("Shields"), s+data) if not req or req == 9: prstat(_("Klingons Left"), "%d" \ - % (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)) + % (game.state.remkl+len(game.state.kcmdr)+game.state.nscrem)) if not req or req == 10: if game.options & OPTION_WORLDS: plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet @@ -5340,7 +5302,7 @@ def eta(): prout(_("Captain, certainly you can give me one of these.")) while True: scanner.chew() - ttime = (10.0*game.dist)/twarp**2 + ttime = (10.0*dist)/twarp**2 tpower = dist*twarp*twarp*twarp*(game.shldup+1) if tpower >= game.energy: prout(_("Insufficient energy, sir."))