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Eliminate traces of some macros.
author
Eric S. Raymond
<esr@thyrsus.com>
Thu, 12 Oct 2006 13:27:13 +0000
(13:27 +0000)
committer
Eric S. Raymond
<esr@thyrsus.com>
Thu, 12 Oct 2006 13:27:13 +0000
(13:27 +0000)
src/sst.py
patch
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diff --git
a/src/sst.py
b/src/sst.py
index bcd8499ffc54a947d0c3d2ebd986f05511dd14fd..bd01149621a1f10e24d6386883d9e0f3dbab4b13 100644
(file)
--- a/
src/sst.py
+++ b/
src/sst.py
@@
-201,10
+201,6
@@
FOREVER = 1e30
MAXBURST = 3
MINCMDR = 10
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)<GALSIZE and (y)>=0 and (y)<GALSIZE)
-def VALID_SECTOR(x, y): return ((x)>=0 and (x)<QUADSIZE and (y)>=0 and (y)<QUADSIZE)
-
# How to represent features
IHR = 'R',
IHK = 'K',
# How to represent features
IHR = 'R',
IHK = 'K',
@@
-232,6
+228,10
@@
class coord:
def __init__(self, x=None, y=None):
self.i = x
self.j = y
def __init__(self, x=None, y=None):
self.i = x
self.j = y
+ def valid_quadrant(self):
+ return self.i>=0 and self.i<GALSIZE and self.j>=0 and self.j<GALSIZE
+ def valid_sector(self):
+ return self.i>=0 and self.i<QUADSIZE and self.j>=0 and self.j<QUADSIZE
def invalidate(self):
self.i = self.j = None
def is_valid(self):
def invalidate(self):
self.i = self.j = None
def is_valid(self):
@@
-602,7
+602,7
@@
def randreal(*args):
def welcoming(iq):
"Would this quadrant welcome another Klingon?"
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
not game.state.galaxy[iq.i][iq.j].supernova and \
game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
@@
-1276,7
+1276,7
@@
def torpedo(origin, bearing, dispersion, number, nburst):
for step in range(1, QUADSIZE*2):
track.next()
w = track.sector()
for step in range(1, QUADSIZE*2):
track.next()
w = track.sector()
- if not
VALID_SECTOR(w.i, w.j
):
+ if not
w.valid_sector(
):
break
iquad=game.quad[w.i][w.j]
tracktorpedo(origin, w, step, number, nburst, iquad)
break
iquad=game.quad[w.i][w.j]
tracktorpedo(origin, w, step, number, nburst, iquad)
@@
-1303,7
+1303,7
@@
def torpedo(origin, bearing, dispersion, number, nburst):
yy = math.cos(ang)/temp
jw.i = int(w.i+xx+0.5)
jw.j = int(w.j+yy+0.5)
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
):
+ if not
jw.valid_sector(
):
return hit
if game.quad[jw.i][jw.j]==IHBLANK:
finish(FHOLE)
return hit
if game.quad[jw.i][jw.j]==IHBLANK:
finish(FHOLE)
@@
-1346,7
+1346,7
@@
def torpedo(origin, bearing, dispersion, number, nburst):
yy = math.cos(ang)/temp
jw.i = int(w.i+xx+0.5)
jw.j = int(w.j+yy+0.5)
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
):
+
if not jw.valid_sector(
):
prout(_(" damaged but not destroyed."))
return
if game.quad[jw.i][jw.j]==IHBLANK:
prout(_(" damaged but not destroyed."))
return
if game.quad[jw.i][jw.j]==IHBLANK:
@@
-1697,7
+1697,7
@@
def deadkl(w, type, mv):
def targetcheck(w):
"Return None if target is invalid, otherwise return a course angle."
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()
huh()
return None
delta = coord()
@@
-2453,14
+2453,14
@@
def events():
elif evcode == FDSPROB: # Move deep space probe
schedule(FDSPROB, 0.01)
if game.probe.next(grain=QUADSIZE):
elif evcode == FDSPROB: # Move deep space probe
schedule(FDSPROB, 0.01)
if game.probe.next(grain=QUADSIZE):
- if not
VALID_QUADRANT(game.probe.quadrant().i, game.probe.quadrant().j
) or \
+ 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 "))
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.quadrant().i, game.probe.quadrant().j
):
+ if not
game.probe.quadrant().valid_quadrant(
):
prout(_("has left the galaxy.\""))
else:
prout(_("is no longer transmitting.\""))
prout(_("has left the galaxy.\""))
else:
prout(_("is no longer transmitting.\""))
@@
-2544,14
+2544,15
@@
def events():
continue # full right now
# reproduce one Klingon
w = ev.quadrant
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
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
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
# check for this quad ok (not full & no snova)
if q.klingons >= MAXKLQUAD or q.supernova:
continue
@@
-2559,7
+2560,7
@@
def events():
else:
continue # search for eligible quadrant failed
except "FOUNDIT":
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
# deliver the child
game.state.remkl += 1
q.klingons += 1
@@
-2568,7
+2569,6
@@
def events():
game.enemies.append(newkling())
# recompute time left
game.recompute()
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"))
if communicating():
if game.quadrant == w:
prout(_("Spock- sensors indicate the Klingons have"))
@@
-2654,7
+2654,7
@@
def nova(nov):
if offset.j==0 and offset.i==0:
continue
neighbor = start + offset
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
continue
iquad = game.quad[neighbor.i][neighbor.j]
# Empty space ends reaction
@@
-2726,7
+2726,7
@@
def nova(nov):
break
newc = neighbor + neighbor - hits[mm]
proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
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
# can't leave quadrant
skip(1)
break
@@
-3630,7
+3630,7
@@
def imove(course=None, novapush=False):
y += deltay
w.i = int(round(x))
w.j = int(round(y))
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:
# Leaving quadrant -- allow final enemy attack
# Don't do it if being pushed by Nova
if len(game.enemies) != 0 and not novapush:
@@
-3890,7
+3890,7
@@
def getcourse(isprobe):
dsect.i = xi
dsect.j = xj
itemp = "normal"
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)
huh()
raise TrekError
skip(1)
@@
-4108,7
+4108,7
@@
def warp(course, involuntary):
ix = x + 0.5
y += deltay
iy = y +0.5
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
break
if game.quad[ix][iy] != IHDOT:
blooey = False
@@
-4390,7
+4390,7
@@
def mayday():
game.sector.invalidate()
for m in range(1, 5+1):
w = game.base.scatter()
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
# found one -- finish up
game.sector = w
break
@@
-4493,7
+4493,7
@@
def abandon():
game.quad[game.sector.i][game.sector.j] = IHDOT
for l in range(QUADSIZE):
game.sector = game.base.scatter()
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:
game.quad[game.sector.i][game.sector.j] == IHDOT:
break
if l < QUADSIZE+1:
@@
-5089,7
+5089,7
@@
def lrscan(silent):
if not silent:
proutn(" ")
for y in range(game.quadrant.j-1, game.quadrant.j+2):
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:
if not silent:
proutn(" -1")
else:
@@
-5314,7
+5314,7
@@
def eta():
w2.j = 0
else:
w2.j=QUADSIZE-1
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+
huh()
return
dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+