X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fsst.py;h=ed133629e9741e916ba61dea9a9d0c705af69b43;hp=1133bcfc83fff5bf93c01b3bacffb13ddb3c2610;hb=8e6410acba11e0e630fa56c2ddcbabafb9985644;hpb=dbca5a522c4b10da953b18847b011db581363263 diff --git a/src/sst.py b/src/sst.py index 1133bcf..ed13362 100644 --- a/src/sst.py +++ b/src/sst.py @@ -274,7 +274,8 @@ class coord: s.j = self.j / abs(self.j) return s def quadrant(self): - return (self / QUADSIZE).roundtogrid() + #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid()) + return self.roundtogrid() / QUADSIZE def sector(self): return self.roundtogrid() % QUADSIZE def scatter(self): @@ -2476,7 +2477,7 @@ 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: @@ -3598,19 +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 @@ -3619,14 +3611,10 @@ 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 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(): + 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: @@ -3634,31 +3622,28 @@ def imove(course=None, novapush=False): 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 + if course.final.i < 0: + course.final.i = -course.final.i kink = True - if w.j < 0: - w.j = -w.j + if course.final.j < 0: + course.final.j = -course.final.j kink = True - if w.i >= GALSIZE*QUADSIZE: - w.i = (GALSIZE*QUADSIZE*2) - w.i + if course.final.i >= GALSIZE*QUADSIZE: + course.final.i = (GALSIZE*QUADSIZE*2) - course.final.i kink = True - if w.j >= GALSIZE*QUADSIZE: - w.j = (GALSIZE*QUADSIZE*2) - w.j + if course.final.j >= GALSIZE*QUADSIZE: + course.final.j = (GALSIZE*QUADSIZE*2) - course.final.j kink = True if kink: kinks += 1 @@ -3677,10 +3662,8 @@ def imove(course=None, novapush=False): # 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) + 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 @@ -3693,8 +3676,8 @@ def imove(course=None, novapush=False): # 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): - game.sector = w for enemy in game.enemies: if enemy.kloc == game.sector: break @@ -3730,9 +3713,7 @@ def imove(course=None, novapush=False): 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 + game.sector = w if game.energy <= 0: finish(FNRG) return @@ -3935,17 +3916,23 @@ class course: 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 reset(self): + self.location = self.origin + self.step = 0 + def arrived(self): + return self.location.roundtogrid() == self.final def next(self, grain=1): "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() @@ -4088,28 +4075,15 @@ 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.x][w.y] != IHDOT: blooey = False twarp = False + course.reset() # Activate Warp Engines and pay the cost imove(course, novapush=False) if game.alldone: