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Aha! Found the lurking bug in the Python torpedo code. Now to clean up.
author
Eric S. Raymond
<esr@thyrsus.com>
Mon, 9 Oct 2006 20:59:19 +0000
(20:59 +0000)
committer
Eric S. Raymond
<esr@thyrsus.com>
Mon, 9 Oct 2006 20:59:19 +0000
(20:59 +0000)
src/sst.py
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blob
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diff --git
a/src/sst.py
b/src/sst.py
index ce058ef970db6e2fdc9221b7ffc20812e3aedf74..56ce6fa09ebbc18b4d79fa9bfdb3133d0e51b925 100644
(file)
--- a/
src/sst.py
+++ b/
src/sst.py
@@
-1288,30
+1288,26
@@
def collision(rammed, enemy):
finish(FWON)
return
finish(FWON)
return
-def torpedo(
course, dispersion, origi
n, number, nburst):
+def torpedo(
origin, course, dispersio
n, number, nburst):
"Let a photon torpedo fly"
"Let a photon torpedo fly"
- iquad = 0
shoved = False
ac = course + 0.25*dispersion
angle = (15.0-ac)*0.5235988
bullseye = (15.0 - course)*0.5235988
shoved = False
ac = course + 0.25*dispersion
angle = (15.0-ac)*0.5235988
bullseye = (15.0 - course)*0.5235988
- deltax = -math.sin(angle);
- deltay = math.cos(angle);
+ delta = coord(-math.sin(angle), math.cos(angle))
+ bigger = max(abs(delta.x), abs(delta.y))
+ delta /= bigger
x = origin.x; y = origin.y
w = coord(0, 0); jw = coord(0, 0)
x = origin.x; y = origin.y
w = coord(0, 0); jw = coord(0, 0)
- bigger = max(math.fabs(deltax), math.fabs(deltay))
- deltax /= bigger
- deltay /= bigger
if not damaged(DSRSENS) or game.condition=="docked":
setwnd(srscan_window)
else:
setwnd(message_window)
# Loop to move a single torpedo
for step in range(1, 15+1):
if not damaged(DSRSENS) or game.condition=="docked":
setwnd(srscan_window)
else:
setwnd(message_window)
# Loop to move a single torpedo
for step in range(1, 15+1):
- x += deltax
- w.x = int(x + 0.5)
- y += deltay
- w.y = int(y + 0.5)
+ x += delta.x
+ y += delta.y
+ w = coord(x, y).snaptogrid()
if not VALID_SECTOR(w.x, w.y):
break
iquad=game.quad[w.x][w.y]
if not VALID_SECTOR(w.x, w.y):
break
iquad=game.quad[w.x][w.y]
@@
-1358,9
+1354,9
@@
def torpedo(course, dispersion, origin, number, nburst):
elif iquad in (IHR, IHK): # Hit a regular enemy
# find the enemy
for enemy in game.enemies:
elif iquad in (IHR, IHK): # Hit a regular enemy
# find the enemy
for enemy in game.enemies:
- if w ==
game.enemies[ll]
.kloc:
+ if w ==
enemy
.kloc:
break
break
- kp = math.fabs(e.kpower)
+ kp = math.fabs(e
nemy
.kpower)
h1 = 700.0 + randrange(100) - \
1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
h1 = math.fabs(h1)
h1 = 700.0 + randrange(100) - \
1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
h1 = math.fabs(h1)
@@
-1606,7
+1602,7
@@
def attack(torps_ok):
prout(" ")
dispersion = (randreal()+randreal())*0.5 - 0.5
dispersion += 0.002*enemy.kpower*dispersion
prout(" ")
dispersion = (randreal()+randreal())*0.5 - 0.5
dispersion += 0.002*enemy.kpower*dispersion
- hit = torpedo(
course, dispersion, origin=enemy.kloc
, number=1, nburst=1)
+ hit = torpedo(
enemy.kloc, course, dispersion
, number=1, nburst=1)
if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
finish(FWON); # Klingons did themselves in!
if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.alldone:
if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
finish(FWON); # Klingons did themselves in!
if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.alldone:
@@
-1737,19
+1733,22
@@
def targetcheck(w):
if not VALID_SECTOR(w.x, w.y):
huh()
return None
if not VALID_SECTOR(w.x, w.y):
huh()
return None
- delta = 0.1*(w - game.sector)
- if delta.x==0 and delta.y== 0:
+ delta = coord()
+ # FIXME: C code this was translated from is wacky -- why the sign reversal?
+ delta.y = 0.1*(w.y - game.sector.y);
+ delta.x = 0.1*(game.sector.x - w.x);
+ if delta == coord(0, 0):
skip(1)
prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
prout(_(" I recommend an immediate review of"))
prout(_(" the Captain's psychological profile.\""))
scanner.chew()
return None
skip(1)
prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
prout(_(" I recommend an immediate review of"))
prout(_(" the Captain's psychological profile.\""))
scanner.chew()
return None
- return
delta.bearing(
)
+ return
1.90985932*math.atan2(delta.y, delta.x
)
def photon():
"Launch photon torpedo."
def photon():
"Launch photon torpedo."
- course = [
0.0] * MAXBURST
+ course = [
]
game.ididit = False
if damaged(DPHOTON):
prout(_("Photon tubes damaged."))
game.ididit = False
if damaged(DPHOTON):
prout(_("Photon tubes damaged."))
@@
-1837,7
+1836,7
@@
def photon():
break
if game.shldup or game.condition == "docked":
dispersion *= 1.0 + 0.0001*game.shield
break
if game.shldup or game.condition == "docked":
dispersion *= 1.0 + 0.0001*game.shield
- torpedo(
course[i], dispersion, origin=game.sector
, number=i, nburst=n)
+ torpedo(
game.sector, course[i], dispersion
, number=i, nburst=n)
if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
return
if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
return
if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0: