X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fsst.py;h=ed133629e9741e916ba61dea9a9d0c705af69b43;hp=bb1e6f9b4c064eb0b70efb2c5e99ee3f8f7ea53d;hb=8e6410acba11e0e630fa56c2ddcbabafb9985644;hpb=0e2cd832abc5ad62e8c0372d6924703193f40416 diff --git a/src/sst.py b/src/sst.py index bb1e6f9..ed13362 100644 --- a/src/sst.py +++ b/src/sst.py @@ -201,10 +201,6 @@ FOREVER = 1e30 MAXBURST = 3 MINCMDR = 10 -# These functions hide the difference between 0-origin and 1-origin addressing. -def VALID_QUADRANT(x, y): return ((x)>=0 and (x)=0 and (y)=0 and (x)=0 and (y)=0 and self.i=0 and self.j=0 and self.i=0 and self.j %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" @@ -600,7 +605,7 @@ def randreal(*args): def welcoming(iq): "Would this quadrant welcome another Klingon?" - return VALID_QUADRANT(iq.i,iq.j) and \ + return iq.valid_quadrant() and \ not game.state.galaxy[iq.i][iq.j].supernova and \ game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD @@ -1259,63 +1264,63 @@ def collision(rammed, enemy): finish(FWON) return -def torpedo(origin, course, dispersion, number, nburst): +def torpedo(origin, bearing, dispersion, number, nburst): "Let a photon torpedo fly" if not damaged(DSRSENS) or game.condition=="docked": setwnd(srscan_window) else: setwnd(message_window) - shoved = False - ac = course + 0.25*dispersion - angle = (15.0-ac)*0.5235988 - bullseye = (15.0 - course)*0.5235988 - delta = coord(-math.sin(angle), math.cos(angle)) - bigger = max(abs(delta.i), abs(delta.j)) - delta /= bigger - w = coord(0, 0); jw = coord(0, 0) - ungridded = copy.copy(origin) + 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)) + bumpto = coord(0, 0) # Loop to move a single torpedo + setwnd(message_window) for step in range(1, QUADSIZE*2): - ungridded += delta - w = ungridded.snaptogrid() - if not VALID_SECTOR(w.i, w.j): + track.next() + w = track.sector() + if not w.valid_sector(): break iquad=game.quad[w.i][w.j] tracktorpedo(origin, w, step, number, nburst, iquad) 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 = angle + 2.5*(randreal()-0.5) + 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 - jw.i = int(w.i+xx+0.5) - jw.j = int(w.j+yy+0.5) - if not VALID_SECTOR(jw.i, jw.j): + 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): @@ -1327,7 +1332,7 @@ def torpedo(origin, course, dispersion, number, nburst): break kp = math.fabs(enemy.kpower) h1 = 700.0 + randrange(100) - \ - 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle)) + 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle)) h1 = math.fabs(h1) if kp < h1: h1 = kp @@ -1340,29 +1345,31 @@ def torpedo(origin, course, dispersion, number, nburst): return None proutn(crmena(True, iquad, "sector", w)) # If enemy damaged but not destroyed, try to displace - ang = angle + 2.5*(randreal()-0.5) + 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 - jw.i = int(w.i+xx+0.5) - jw.j = int(w.j+yy+0.5) - if not VALID_SECTOR(jw.i, jw.j): + 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..")) @@ -1458,16 +1465,6 @@ def torpedo(origin, course, 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; @@ -1699,7 +1696,7 @@ def deadkl(w, type, mv): def targetcheck(w): "Return None if target is invalid, otherwise return a course angle." - if not VALID_SECTOR(w.i, w.j): + if not w.valid_sector(): huh() return None delta = coord() @@ -2136,7 +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!")) @@ -2454,36 +2451,36 @@ def events(): supercommander() elif evcode == FDSPROB: # Move deep space probe schedule(FDSPROB, 0.01) - if game.probe.next(): - if not VALID_QUADRANT(game.probe.loc.i, game.probe.loc.j) or \ - game.state.galaxy[game.probe.loc.i][game.probe.loc.j].supernova: + if game.probe.next(grain=QUADSIZE): + 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 if communicating(): announce() skip(1) proutn(_("Lt. Uhura- \"The deep space probe ")) - if not VALID_QUADRANT(game.probe.loc.i, game.probe.loc.j): - proutn(_("has left the galaxy.\"")) + if not game.probe.quadrant().valid_quadrant(): + prout(_("has left the galaxy.\"")) else: - proutn(_("is no longer transmitting.\"")) + prout(_("is no longer transmitting.\"")) unschedule(FDSPROB) continue if communicating(): #announce() skip(1) - prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.loc) - pdest = game.state.galaxy[game.probe.loc.i][game.probe.loc.j] + prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant()) + pdest = game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j] if communicating(): - chp = game.state.chart[game.probe.loc.i][game.probe.loc.j] + chp = game.state.chart[game.probe.quadrant().i][game.probe.quadrant().j] chp.klingons = pdest.klingons chp.starbase = pdest.starbase 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: + if game.state.galaxy[game.quadrant().i][game.quadrant().j].supernova: return elif evcode == FDISTR: # inhabited system issues distress call unschedule(FDISTR) @@ -2546,14 +2543,15 @@ def events(): continue # full right now # reproduce one Klingon w = ev.quadrant + m = coord() if game.klhere >= MAXKLQUAD: try: # this quadrant not ok, pick an adjacent one - for i in range(w.i - 1, w.i + 2): - for j in range(w.j - 1, w.j + 2): - if not VALID_QUADRANT(i, j): + for m.i in range(w.i - 1, w.i + 2): + for m.j in range(w.j - 1, w.j + 2): + if not m.valid_quadrant(): continue - q = game.state.galaxy[w.i][w.j] + q = game.state.galaxy[m.i][m.j] # check for this quad ok (not full & no snova) if q.klingons >= MAXKLQUAD or q.supernova: continue @@ -2561,7 +2559,7 @@ def events(): else: continue # search for eligible quadrant failed except "FOUNDIT": - w.i = i; w.j = j + w = m # deliver the child game.state.remkl += 1 q.klingons += 1 @@ -2570,7 +2568,6 @@ def events(): game.enemies.append(newkling()) # recompute time left game.recompute() - # report the disaster if we can if communicating(): if game.quadrant == w: prout(_("Spock- sensors indicate the Klingons have")) @@ -2656,7 +2653,7 @@ def nova(nov): if offset.j==0 and offset.i==0: continue neighbor = start + offset - if not VALID_SECTOR(neighbor.j, neighbor.i): + if not neighbor.valid_sector(): continue iquad = game.quad[neighbor.i][neighbor.j] # Empty space ends reaction @@ -2728,7 +2725,7 @@ def nova(nov): break newc = neighbor + neighbor - hits[mm] proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged")) - if not VALID_SECTOR(newc.i, newc.j): + if not newc.valid_sector(): # can't leave quadrant skip(1) break @@ -2753,12 +2750,12 @@ def nova(nov): dist = 0.0 if dist == 0.0: return - course = course(distance=dist, bearing=direc, warp=4) - game.optime = course.time() + course = course(bearing=direc, distance=dist) + game.optime = course.time(warp=4) skip(1) prout(_("Force of nova displaces starship.")) imove(course, novapush=True) - game.optime = course.time() + game.optime = course.time(warp=4) return def supernova(w): @@ -3527,7 +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- ")) @@ -3602,19 +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 @@ -3623,132 +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 VALID_SECTOR(w.i, w.j): - # 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 @@ -3792,6 +3763,14 @@ def dock(verbose): # because it involves giving x and y motions, yet the coordinates # are always displayed y - x, where +y is downward! +def cartesian(loc1=None, loc2=None): + if loc1 is None: + return game.quadrant * QUADSIZE + game.sector + elif loc2 is None: + return game.quadrant * QUADSIZE + loc1 + else: + return loc1 * QUADSIZE + loc2 + def getcourse(isprobe): "Get a course and distance from the user." key = 0 @@ -3840,6 +3819,7 @@ def getcourse(isprobe): prout(_("(Manual movement assumed.)")) navmode = "manual" break + delta = coord() if navmode == "automatic": while key == "IHEOL": if isprobe: @@ -3883,7 +3863,7 @@ def getcourse(isprobe): dsect.i = xi dsect.j = xj itemp = "normal" - if not VALID_QUADRANT(dquad.i,dquad.j) or not VALID_SECTOR(dsect.i,dsect.j): + if not dquad.valid_quadrant() or not dsect.valid_sector(): huh() raise TrekError skip(1) @@ -3894,7 +3874,6 @@ def getcourse(isprobe): else: prout(_("Ensign Chekov- \"Course laid in, Captain.\"")) # the actual deltas get computed here - delta = coord() delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0) delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0) else: # manual @@ -3921,44 +3900,55 @@ def getcourse(isprobe): skip(1) prout(_("Helmsman Sulu- \"Aye, Sir.\"")) scanner.chew() - return course(delta.distance(), delta.bearing(), isprobe=isprobe) + return course(bearing=delta.bearing(), distance=delta.distance()) class course: - # Eventually, we want to consolidate all course compuation here, - # including for torpedos and the Enterprise. - def __init__(self, distance, bearing, warp=None, isprobe=False): - # Course actually laid in -- thisis straight from the old getcd(). + def __init__(self, bearing, distance, origin=None): self.distance = distance self.bearing = bearing - self.warp = warp or game.warpfac - self.isprobe = isprobe - # This odd relic suggests that the bearing() code we inherited from - # FORTRAN is actually computing clockface directions. + 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 - # This code was moved from the probe() routine - if isprobe: - angle = ((15.0 - self.bearing) * 0.5235988) - self.increment = coord(-math.sin(angle), math.cos(angle)) - bigger = max(abs(self.increment.i), abs(self.increment.j)) - self.increment /= bigger - self.location = coord(game.quadrant.i*QUADSIZE + game.sector.i, - game.quadrant.j*QUADSIZE + game.sector.j) - self.loc = copy.copy(game.quadrant) - self.moves = 10.0*self.distance*bigger +0.5 - def power(self): - return self.distance*(self.warp**3)*(game.shldup+1) - def time(self): - return 10.0*self.distance/self.warp**2 - def next(self): - "Next location on course, currently only at quadrant granularity." - self.location += self.increment - newloc = (self.location / float(QUADSIZE)).snaptogrid() - if not newloc == self.loc: - self.loc = newloc + self.angle = ((15.0 - self.bearing) * 0.5235988) + if origin is None: + self.origin = cartesian(game.quadrant, game.sector) + else: + 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.step += 1 + self.nextlocation = self.location + self.increment + oldloc = (self.location/grain).roundtogrid() + newloc = (self.nextlocation/grain).roundtogrid() + self.location = self.nextlocation + if newloc != oldloc: return True else: return False + def quadrant(self): + return self.location.quadrant() + def sector(self): + return self.location.sector() + def power(self, warp): + return self.distance*(warp**3)*(game.shldup+1) + def time(self, warp): + return 10.0*self.distance/warp**2 def impulse(): "Move under impulse power." @@ -4034,7 +4024,7 @@ def warp(course, involuntary): # Make sure starship has enough energy for the trip # Note: this formula is slightly different from the C version, # and lets you skate a bit closer to the edge. - if course.power() >= game.energy: + if course.power(game.warpfac) >= game.energy: # Insufficient power for trip game.ididit = False skip(1) @@ -4054,7 +4044,7 @@ def warp(course, involuntary): prout(_("We haven't the energy to go that far with the shields up.")) return # Make sure enough time is left for the trip - game.optime = course.time() + game.optime = course.time(game.warpfac) if game.optime >= 0.8*game.state.remtime: skip(1) prout(_("First Officer Spock- \"Captain, I compute that such")) @@ -4085,36 +4075,23 @@ 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 VALID_SECTOR(ix, iy): - 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: return - game.energy -= course.power() + game.energy -= course.power(game.warpfac) if game.energy <= 0: finish(FNRG) - game.optime = course.time() + game.optime = course.time(game.warpfac) if twarp: timwrp() if blooey: @@ -4225,7 +4202,7 @@ def atover(igrab): distreq = randreal(math.sqrt(2)) if distreq < game.dist: dist = distreq - course = course(distance=dist, bearing=randreal(12)) # How dumb! + course = course(bearing=randreal(12), distance=dist) # How dumb! game.optime = course.time() game.justin = False game.inorbit = False @@ -4384,7 +4361,7 @@ def mayday(): game.sector.invalidate() for m in range(1, 5+1): w = game.base.scatter() - if VALID_SECTOR(w.i,w.j) and game.quad[w.i][w.j]==IHDOT: + if w.valid_sector() and game.quad[w.i][w.j]==IHDOT: # found one -- finish up game.sector = w break @@ -4487,7 +4464,7 @@ def abandon(): game.quad[game.sector.i][game.sector.j] = IHDOT for l in range(QUADSIZE): game.sector = game.base.scatter() - if VALID_SECTOR(game.sector.i, game.sector.j) and \ + if game.sector.valid_sector() and \ game.quad[game.sector.i][game.sector.j] == IHDOT: break if l < QUADSIZE+1: @@ -5083,7 +5060,7 @@ def lrscan(silent): if not silent: proutn(" ") for y in range(game.quadrant.j-1, game.quadrant.j+2): - if not VALID_QUADRANT(x, y): + if not coord(x, y).valid_quadrant(): if not silent: proutn(" -1") else: @@ -5102,7 +5079,6 @@ def damagereport(): "Damage report." jdam = False scanner.chew() - for i in range(NDEVICES): if damaged(i): if not jdam: @@ -5309,7 +5285,7 @@ def eta(): w2.j = 0 else: w2.j=QUADSIZE-1 - if not VALID_QUADRANT(w1.i, w1.j) or not VALID_SECTOR(w2.i, w2.j): + if not w1.valid_quadrant() or not w2.valid_sector(): huh() return dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+