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))
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))
# Loop to move a single torpedo
for step in range(1, QUADSIZE*2):
track.next()
# Loop to move a single torpedo
for step in range(1, QUADSIZE*2):
track.next()
if game.landed or game.condition=="docked":
return hit # Cheat if on a planet
ang = track.angle + 2.5*(randreal()-0.5)
if game.landed or game.condition=="docked":
return hit # Cheat if on a planet
ang = track.angle + 2.5*(randreal()-0.5)
proutn(crmshp())
shoved = True
elif iquad in (IHC, IHS, IHR, IHK): # Hit a regular enemy
proutn(crmshp())
shoved = True
elif iquad in (IHC, IHS, IHR, IHK): # Hit a regular enemy
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))
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))