X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fsst.py;h=ed133629e9741e916ba61dea9a9d0c705af69b43;hp=c3bba0f3b2f37e0104dd2649f01249f0cd79f5de;hb=8e6410acba11e0e630fa56c2ddcbabafb9985644;hpb=9eee5be17d9e5f68720a7e82b5159eeffab71fbb diff --git a/src/sst.py b/src/sst.py index c3bba0f..ed13362 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" @@ -2130,7 +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!")) @@ -2474,7 +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: @@ -3596,19 +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 @@ -3617,14 +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: @@ -3632,35 +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 - # 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 + 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 @@ -3679,10 +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 @@ -3693,10 +3674,10 @@ 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) + 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 @@ -3732,9 +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 @@ -3927,22 +3906,33 @@ 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 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() @@ -3952,9 +3942,9 @@ 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): @@ -4085,28 +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: