X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fsst.py;h=f2b0bd0ec2bf70eb6ae6e6c6eb65013a58cff59c;hp=a83d6caaf8a53118ef0d039a7c6e61445936d2ad;hb=ec0c6c4b54b2eac3f1de1768dd342d2ed1390f6f;hpb=3b1b3eca4148d472e7c5a4f1d76caf80d7b60f7c diff --git a/src/sst.py b/src/sst.py index a83d6ca..f2b0bd0 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 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): @@ -1329,7 +1329,7 @@ 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 @@ -1342,28 +1342,34 @@ 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) + deadkl(w, iquad, bumpto) return None - if game.quad[jw.i][jw.j]!=IHDOT: + if game.quad[bumpto.i][bumpto.j] != IHDOT: # can't move into object prout(_(" damaged but not destroyed.")) return None proutn(_(" damaged--")) - enemy.kloc = jw - shoved = True + enemy.kloc = bumpto + 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 break elif iquad == IHB: # Hit a base skip(1) @@ -1460,16 +1466,6 @@ 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; @@ -1701,7 +1697,7 @@ 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() @@ -2456,27 +2452,27 @@ def events(): supercommander() elif evcode == FDSPROB: # Move deep space probe schedule(FDSPROB, 0.01) - if game.probe.nextquad(): - 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 @@ -2485,7 +2481,7 @@ def events(): if game.probe.moves == 0 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) @@ -2548,14 +2544,15 @@ 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 @@ -2563,7 +2560,7 @@ 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 @@ -2572,7 +2569,6 @@ 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")) @@ -2658,7 +2654,7 @@ 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 @@ -2730,7 +2726,7 @@ 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 @@ -2755,12 +2751,12 @@ 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): @@ -3634,7 +3630,7 @@ def imove(course=None, novapush=False): y += deltay w.i = int(round(x)) w.j = int(round(y)) - if not VALID_SECTOR(w.i, w.j): + 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: @@ -3794,6 +3790,14 @@ 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 @@ -3842,6 +3846,7 @@ def getcourse(isprobe): prout(_("(Manual movement assumed.)")) navmode = "manual" break + delta = coord() if navmode == "automatic": while key == "IHEOL": if isprobe: @@ -3885,7 +3890,7 @@ 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) @@ -3896,7 +3901,6 @@ 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 @@ -3923,44 +3927,44 @@ 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. + # 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 nextquad(self): - "Next location on course, at quadrant granularity." - self.location += self.increment - newloc = (self.location / float(QUADSIZE)).trunctogrid() - if not newloc == self.loc: - self.loc = newloc + self.angle = ((15.0 - self.bearing) * 0.5235988) + if origin is None: + self.location = cartesian(game.quadrant, game.sector) + else: + self.location = 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 = 10*self.distance*bigger +0.5 + def next(self, grain=1): + "Next step on course." + self.moves -=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 / QUADSIZE).roundtogrid() + def sector(self): + return coord(int(round(self.location.i)) % QUADSIZE, int(round(self.location.j)) % QUADSIZE) + 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." @@ -4036,7 +4040,7 @@ 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) @@ -4056,7 +4060,7 @@ 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")) @@ -4104,7 +4108,7 @@ def warp(course, involuntary): ix = x + 0.5 y += deltay iy = y +0.5 - if not VALID_SECTOR(ix, iy): + if not coord(ix, iy).valid_sector(): break if game.quad[ix][iy] != IHDOT: blooey = False @@ -4113,10 +4117,10 @@ def warp(course, involuntary): 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: @@ -4227,7 +4231,7 @@ 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 @@ -4386,7 +4390,7 @@ 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 @@ -4489,7 +4493,7 @@ 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: @@ -5085,7 +5089,7 @@ 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: @@ -5104,7 +5108,6 @@ def damagereport(): "Damage report." jdam = False scanner.chew() - for i in range(NDEVICES): if damaged(i): if not jdam: @@ -5311,7 +5314,7 @@ 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+