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0-origin code gets through initialization OK.
author
Eric S. Raymond
<esr@thyrsus.com>
Thu, 5 Oct 2006 06:56:51 +0000
(06:56 +0000)
committer
Eric S. Raymond
<esr@thyrsus.com>
Thu, 5 Oct 2006 06:56:51 +0000
(06:56 +0000)
src/sst.py
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blob
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diff --git
a/src/sst.py
b/src/sst.py
index 14a1f27429c2885fd9174a7a6aa8ba10cd30f72a..5655c7e09c96f494b34e202c7767794863603e7a 100644
(file)
--- a/
src/sst.py
+++ b/
src/sst.py
@@
-3,9
+3,9
@@
sst.py =-- Super Star Trek in Python
This code is a Python translation of a C translation of a FORTRAN original.
sst.py =-- Super Star Trek in Python
This code is a Python translation of a C translation of a FORTRAN original.
-The FORTRANness still shows in many ways, notably the use of
1-origin index
-
an a lot of
parallel arrays where a more modern language would use structures
-or objects.
+The FORTRANness still shows in many ways, notably the use of
a lot of
+parallel arrays where a more modern language would use structures
+or objects.
(However, 1-origin array indexing was fixed.)
Dave Matuszek says:
Dave Matuszek says:
@@
-195,8
+195,8
@@
FULLCREW = 428 # BSD Trek was 387, that's wrong
FOREVER = 1e30
# These functions hide the difference between 0-origin and 1-origin addressing.
FOREVER = 1e30
# These functions hide the difference between 0-origin and 1-origin addressing.
-def VALID_QUADRANT(x, y): return ((x)>=
1 and (x)<=GALSIZE and (y)>=1 and (y)<=
GALSIZE)
-def VALID_SECTOR(x, y): return ((x)>=
1 and (x)<=QUADSIZE and (y)>=1 and (y)<=
QUADSIZE)
+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)
def square(i): return ((i)*(i))
def distance(c1, c2): return math.sqrt(square(c1.x - c2.x) + square(c1.y - c2.y))
def square(i): return ((i)*(i))
def distance(c1, c2): return math.sqrt(square(c1.x - c2.x) + square(c1.y - c2.y))
@@
-248,7
+248,8
@@
class coord:
def __hash__(self):
return hash((x, y))
def __str__(self):
def __hash__(self):
return hash((x, y))
def __str__(self):
- return "%s - %s" % (self.x, self.y)
+ return "%s - %s" % (self.x+1, self.y+1)
+ __repr__ = __str__
class planet:
def __init__(self):
class planet:
def __init__(self):
@@
-282,10
+283,10
@@
class page:
def fill2d(size, fillfun):
"Fill an empty list in 2D."
lst = []
def fill2d(size, fillfun):
"Fill an empty list in 2D."
lst = []
- for i in range(size
+1
):
+ for i in range(size):
lst.append([])
lst.append([])
- for j in range(size
+1
):
- lst[i]
[j] = fillfun(i, j
)
+ for j in range(size):
+ lst[i]
.append(fillfun(i, j)
)
return lst
class snapshot:
return lst
class snapshot:
@@
-306,10
+307,10
@@
class snapshot:
self.remres = 0 # remaining resources
self.remtime = 0 # remaining time
self.baseq = [] # Base quadrant coordinates
self.remres = 0 # remaining resources
self.remtime = 0 # remaining time
self.baseq = [] # Base quadrant coordinates
- for i in range(BASEMAX
+1
):
+ for i in range(BASEMAX):
self.baseq.append(coord())
self.kcmdr = [] # Commander quadrant coordinates
self.baseq.append(coord())
self.kcmdr = [] # Commander quadrant coordinates
- for i in range(QUADSIZE
+1
):
+ for i in range(QUADSIZE):
self.kcmdr.append(coord())
self.kscmdr = coord() # Supercommander quadrant coordinates
# the galaxy (subscript 0 not used)
self.kcmdr.append(coord())
self.kscmdr = coord() # Supercommander quadrant coordinates
# the galaxy (subscript 0 not used)
@@
-405,7
+406,7
@@
class gamestate:
for i in range(NEVENTS):
self.future.append(event())
self.passwd = None; # Self Destruct password
for i in range(NEVENTS):
self.future.append(event())
self.passwd = None; # Self Destruct password
- self.ks =
[[0 * (QUADSIZE+1)] * (QUADSIZE+1)]
# enemy sector locations
+ self.ks =
fill2d(QUADSIZE, lambda i, j: coord())
# enemy sector locations
self.quadrant = None # where we are in the large
self.sector = None # where we are in the small
self.tholian = None # coordinates of Tholian
self.quadrant = None # where we are in the large
self.sector = None # where we are in the small
self.tholian = None # coordinates of Tholian
@@
-572,7
+573,7
@@
def tryexit(look, ienm, loccom, irun):
if not irun:
# avoid intruding on another commander's territory
if ienm == IHC:
if not irun:
# avoid intruding on another commander's territory
if ienm == IHC:
- for n in range(
1, game.state.remcom+1
):
+ for n in range(
game.state.remcom
):
if game.state.kcmdr[n] == iq:
return False
# refuse to leave if currently attacking starbase
if game.state.kcmdr[n] == iq:
return False
# refuse to leave if currently attacking starbase
@@
-609,7
+610,7
@@
def tryexit(look, ienm, loccom, irun):
unschedule(FSCDBAS)
game.state.kscmdr=iq
else:
unschedule(FSCDBAS)
game.state.kscmdr=iq
else:
- for n in range(
1, game.state.remcom+1
):
+ for n in range(
game.state.remcom
):
if game.state.kcmdr[n] == game.quadrant:
game.state.kcmdr[n]=iq
break
if game.state.kcmdr[n] == game.quadrant:
game.state.kcmdr[n]=iq
break
@@
-760,14
+761,14
@@
def movebaddy(com, loccom, ienm):
attempts = 0; # Settle mysterious hang problem
while attempts < 20 and not success:
attempts += 1
attempts = 0; # Settle mysterious hang problem
while attempts < 20 and not success:
attempts += 1
- if look.x <
1 or look.x >
QUADSIZE:
+ if look.x <
0 or look.x >=
QUADSIZE:
if motion < 0 and tryexit(look, ienm, loccom, irun):
return
if krawlx == mx or my == 0:
break
look.x = next.x + krawlx
krawlx = -krawlx
if motion < 0 and tryexit(look, ienm, loccom, irun):
return
if krawlx == mx or my == 0:
break
look.x = next.x + krawlx
krawlx = -krawlx
- elif look.y <
1 or look.y >
QUADSIZE:
+ elif look.y <
0 or look.y >=
QUADSIZE:
if motion < 0 and tryexit(look, ienm, loccom, irun):
return
if krawly == my or mx == 0:
if motion < 0 and tryexit(look, ienm, loccom, irun):
return
if krawly == my or mx == 0:
@@
-823,13
+824,13
@@
def moveklings():
# Figure out which Klingon is the commander (or Supercommander)
# and do move
if game.comhere:
# Figure out which Klingon is the commander (or Supercommander)
# and do move
if game.comhere:
- for i in range(
1, game.nenhere+1
):
+ for i in range(
game.nenhere
):
w = game.ks[i]
if game.quad[w.x][w.y] == IHC:
movebaddy(w, i, IHC)
break
if game.ishere:
w = game.ks[i]
if game.quad[w.x][w.y] == IHC:
movebaddy(w, i, IHC)
break
if game.ishere:
- for i in range(
1, game.nenhere+1
):
+ for i in range(
game.nenhere
):
w = game.ks[i]
if game.quad[w.x][w.y] == IHS:
movebaddy(w, i, IHS)
w = game.ks[i]
if game.quad[w.x][w.y] == IHS:
movebaddy(w, i, IHS)
@@
-838,7
+839,7
@@
def moveklings():
# Move these last so they can base their actions on what the
# commander(s) do.
if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
# Move these last so they can base their actions on what the
# commander(s) do.
if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
- for i in range(
1, game.nenhere+1
):
+ for i in range(
game.nenhere
):
w = game.ks[i]
if game.quad[w.x][w.y] == IHK or game.quad[w.x][w.y] == IHR:
movebaddy(w, i, game.quad[w.x][w.y])
w = game.ks[i]
if game.quad[w.x][w.y] == IHK or game.quad[w.x][w.y] == IHR:
movebaddy(w, i, game.quad[w.x][w.y])
@@
-852,7
+853,7
@@
def movescom(iq, avoid):
return 1
if avoid:
# Avoid quadrants with bases if we want to avoid Enterprise
return 1
if avoid:
# Avoid quadrants with bases if we want to avoid Enterprise
- for i in range(
1, game.state.rembase+1
):
+ for i in range(
game.state.rembase
):
if game.state.baseq[i] == iq:
return True
if game.justin and not game.iscate:
if game.state.baseq[i] == iq:
return True
if game.justin and not game.iscate:
@@
-868,7
+869,7
@@
def movescom(iq, avoid):
game.ishere = False
game.ientesc = False
unschedule(FSCDBAS)
game.ishere = False
game.ientesc = False
unschedule(FSCDBAS)
- for i in range(
1, game.nenhere+1
):
+ for i in range(
game.nenhere
):
if game.quad[game.ks[i].x][game.ks[i].y] == IHS:
break
game.quad[game.ks[i].x][game.ks[i].y] = IHDOT
if game.quad[game.ks[i].x][game.ks[i].y] == IHS:
break
game.quad[game.ks[i].x][game.ks[i].y] = IHDOT
@@
-919,14
+920,14
@@
def supercommander():
unschedule(FSCMOVE)
return
sc = game.state.kscmdr
unschedule(FSCMOVE)
return
sc = game.state.kscmdr
- for i in range(
1, game.state.rembase+1
):
+ for i in range(
game.state.rembase
):
basetbl.append((i, distance(game.state.baseq[i], sc)))
if game.state.rembase > 1:
basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
# look for nearest base without a commander, no Enterprise, and
# without too many Klingons, and not already under attack.
ifindit = iwhichb = 0
basetbl.append((i, distance(game.state.baseq[i], sc)))
if game.state.rembase > 1:
basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
# look for nearest base without a commander, no Enterprise, and
# without too many Klingons, and not already under attack.
ifindit = iwhichb = 0
- for i2 in range(
1, game.state.rembase+1
):
+ for i2 in range(
game.state.rembase
):
i = basetbl[i2][0]; # bug in original had it not finding nearest
ibq = game.state.baseq[i]
if ibq == game.quadrant or ibq == game.battle or \
i = basetbl[i2][0]; # bug in original had it not finding nearest
ibq = game.state.baseq[i]
if ibq == game.quadrant or ibq == game.battle or \
@@
-935,7
+936,7
@@
def supercommander():
continue
# if there is a commander, and no other base is appropriate,
# we will take the one with the commander
continue
# if there is a commander, and no other base is appropriate,
# we will take the one with the commander
- for j in range(
1, game.state.remcom+1
):
+ for j in range(
game.state.remcom
):
if ibq == game.state.kcmdr[j] and ifindit!= 2:
ifindit = 2
iwhichb = i
if ibq == game.state.kcmdr[j] and ifindit!= 2:
ifindit = 2
iwhichb = i
@@
-980,7
+981,7
@@
def supercommander():
if game.state.rembase == 0:
unschedule(FSCMOVE)
else:
if game.state.rembase == 0:
unschedule(FSCMOVE)
else:
- for i in range(
1, game.state.rembase+1
):
+ for i in range(
game.state.rembase
):
ibq = game.state.baseq[i]
if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
# attack the base
ibq = game.state.baseq[i]
if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
# attack the base
@@
-1024,14
+1025,14
@@
def movetholian():
if not game.ithere or game.justin:
return
if not game.ithere or game.justin:
return
- if game.tholian.x ==
1 and game.tholian.y == 1
:
- idx =
1; idy = QUADSIZE
- elif game.tholian.x ==
1 and game.tholian.y == QUADSIZE
:
- idx = QUADSIZE
; idy = QUADSIZE
- elif game.tholian.x == QUADSIZE
and game.tholian.y == QUADSIZE
:
- idx = QUADSIZE
; idy = 1
- elif game.tholian.x == QUADSIZE
and game.tholian.y == 1
:
- idx =
1; idy = 1
+ if game.tholian.x ==
0 and game.tholian.y == 0
:
+ idx =
0; idy = QUADSIZE-1
+ elif game.tholian.x ==
0 and game.tholian.y == QUADSIZE-1
:
+ idx = QUADSIZE
-1; idy = QUADSIZE-1
+ elif game.tholian.x == QUADSIZE
-1 and game.tholian.y == QUADSIZE-1
:
+ idx = QUADSIZE
-1; idy = 0
+ elif game.tholian.x == QUADSIZE
-1 and game.tholian.y == 0
:
+ idx =
0; idy = 0
else:
# something is wrong!
game.ithere = False
else:
# something is wrong!
game.ithere = False
@@
-1060,12
+1061,12
@@
def movetholian():
game.ks[game.nenhere] = game.tholian
# check to see if all holes plugged
game.ks[game.nenhere] = game.tholian
# check to see if all holes plugged
- for i in range(
1, QUADSIZE+1
):
- if game.quad[
1][i]!=IHWEB and game.quad[1
][i]!=IHT:
+ for i in range(
QUADSIZE
):
+ if game.quad[
0][i]!=IHWEB and game.quad[0
][i]!=IHT:
return
if game.quad[QUADSIZE][i]!=IHWEB and game.quad[QUADSIZE][i]!=IHT:
return
return
if game.quad[QUADSIZE][i]!=IHWEB and game.quad[QUADSIZE][i]!=IHT:
return
- if game.quad[i][
1]!=IHWEB and game.quad[i][1
]!=IHT:
+ if game.quad[i][
0]!=IHWEB and game.quad[i][0
]!=IHT:
return
if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT:
return
return
if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT:
return
@@
-1359,7
+1360,7
@@
def torpedo(course, r, incoming, i, n):
return None
elif iquad in (IHR, IHK): # Hit a regular enemy
# find the enemy
return None
elif iquad in (IHR, IHK): # Hit a regular enemy
# find the enemy
- for ll in range(
1, game.nenhere+1
):
+ for ll in range(
game.nenhere
):
if w == game.ks[ll]:
break
kp = math.fabs(game.kpower[ll])
if w == game.ks[ll]:
break
kp = math.fabs(game.kpower[ll])
@@
-1403,7
+1404,7
@@
def torpedo(course, r, incoming, i, n):
elif iquad == IHB: # Hit a base
skip(1)
prout(_("***STARBASE DESTROYED.."))
elif iquad == IHB: # Hit a base
skip(1)
prout(_("***STARBASE DESTROYED.."))
- for ll in range(
1, game.state.rembase+1
):
+ for ll in range(
game.state.rembase
):
if game.state.baseq[ll] == game.quadrant:
game.state.baseq[ll]=game.state.baseq[game.state.rembase]
break
if game.state.baseq[ll] == game.quadrant:
game.state.baseq[ll]=game.state.baseq[game.state.rembase]
break
@@
-1466,7
+1467,8
@@
def torpedo(course, r, incoming, i, n):
# Stas Sergeev added the possibility that
# you can shove the Thingy and piss it off.
# It then becomes an enemy and may fire at you.
# Stas Sergeev added the possibility that
# you can shove the Thingy and piss it off.
# It then becomes an enemy and may fire at you.
- #
+ #
+ global iqengry
iqengry = True
shoved = True
return None
iqengry = True
shoved = True
return None
@@
-1512,7
+1514,7
@@
def torpedo(course, r, incoming, i, n):
game.quad[w.x][w.y]=IHDOT
game.quad[jw.x][jw.y]=iquad
prout(_(" displaced by blast to Sector %s ") % jw)
game.quad[w.x][w.y]=IHDOT
game.quad[jw.x][jw.y]=iquad
prout(_(" displaced by blast to Sector %s ") % jw)
- for ll in range(
1, game.nenhere+1
):
+ for ll in range(
game.nenhere
):
game.kdist[ll] = game.kavgd[ll] = distance(game.sector,game.ks[ll])
sortklings()
return None
game.kdist[ll] = game.kavgd[ll] = distance(game.sector,game.ks[ll])
sortklings()
return None
@@
-1599,7
+1601,7
@@
def attack(torps_ok):
if game.skill <= SKILL_FAIR:
where = "sector"
if game.skill <= SKILL_FAIR:
where = "sector"
- for loop in range(
1, game.nenhere+1
):
+ for loop in range(
game.nenhere
):
if game.kpower[loop] < 0:
continue; # too weak to attack
# compute hit strength and diminish shield power
if game.kpower[loop] < 0:
continue; # too weak to attack
# compute hit strength and diminish shield power
@@
-1714,7
+1716,7
@@
def attack(torps_ok):
game.casual += icas
game.state.crew -= icas
# After attack, reset average distance to enemies
game.casual += icas
game.state.crew -= icas
# After attack, reset average distance to enemies
- for loop in range(
1, game.nenhere+1
):
+ for loop in range(
game.nenhere
):
game.kavgd[loop] = game.kdist[loop]
sortklings()
return;
game.kavgd[loop] = game.kdist[loop]
sortklings()
return;
@@
-1734,7
+1736,8
@@
def deadkl(w, type, mv):
# Killed a Tholian
game.ithere = False
elif type == IHQUEST:
# Killed a Tholian
game.ithere = False
elif type == IHQUEST:
- # Killed a Thingy
+ # Killed a Thingy
+ global iqhere, iqengry
iqhere = iqengry = False
invalidate(thing)
else:
iqhere = iqengry = False
invalidate(thing)
else:
@@
-1743,7
+1746,7
@@
def deadkl(w, type, mv):
game.klhere -= 1
if type == IHC:
game.comhere = False
game.klhere -= 1
if type == IHC:
game.comhere = False
- for i in range(
1, game.state.remcom+1
):
+ for i in range(
game.state.remcom
):
if game.state.kcmdr[i] == game.quadrant:
break
game.state.kcmdr[i] = game.state.kcmdr[game.state.remcom]
if game.state.kcmdr[i] == game.quadrant:
break
game.state.kcmdr[i] = game.state.kcmdr[game.state.remcom]
@@
-1774,20
+1777,20
@@
def deadkl(w, type, mv):
# Remove enemy ship from arrays describing local conditions
if is_scheduled(FCDBAS) and game.battle == game.quadrant and type==IHC:
unschedule(FCDBAS)
# Remove enemy ship from arrays describing local conditions
if is_scheduled(FCDBAS) and game.battle == game.quadrant and type==IHC:
unschedule(FCDBAS)
- for i in range(
1, game.nenhere+1
):
+ for i in range(
game.nenhere
):
if game.ks[i] == w:
if game.ks[i] == w:
+ for j in range(i, game.nenhere):
+ game.ks[j] = game.ks[j+1]
+ game.kpower[j] = game.kpower[j+1]
+ game.kavgd[j] = game.kdist[j] = game.kdist[j+1]
+ game.ks[game.nenhere].x = 0
+ game.ks[game.nenhere].y = 0
+ game.kdist[game.nenhere] = 0
+ game.kavgd[game.nenhere] = 0
+ game.kpower[game.nenhere] = 0
+ game.nenhere -= 1
break
break
- game.nenhere -= 1
- if i <= game.nenhere:
- for j in range(i, game.nenhere+1):
- game.ks[j] = game.ks[j+1]
- game.kpower[j] = game.kpower[j+1]
- game.kavgd[j] = game.kdist[j] = game.kdist[j+1]
- game.ks[game.nenhere+1].x = 0
- game.ks[game.nenhere+1].x = 0
- game.kdist[game.nenhere+1] = 0
- game.kavgd[game.nenhere+1] = 0
- game.kpower[game.nenhere+1] = 0
+ break
return;
def targetcheck(x, y):
return;
def targetcheck(x, y):
@@
-1873,12
+1876,12
@@
def photon():
if key != IHREAL:
huh()
return
if key != IHREAL:
huh()
return
- targ[i][1] =
aaitem
+ targ[i][1] =
int(aaitem-0.5)
key = scan()
if key != IHREAL:
huh()
return
key = scan()
if key != IHREAL:
huh()
return
- targ[i][2] =
aaitem
+ targ[i][2] =
int(aaitem-0.5)
chew()
course[i] = targetcheck(targ[i][1], targ[i][2])
if course[i] == None:
chew()
course[i] = targetcheck(targ[i][1], targ[i][2])
if course[i] == None:
@@
-1956,12
+1959,12
@@
def checkshctrl(rpow):
overheat(rpow)
return True;
overheat(rpow)
return True;
-def hittem(
double
hits):
+def hittem(hits):
# register a phaser hit on Klingons and Romulans
nenhr2=game.nenhere; kk=1
w = coord()
skip(1)
# register a phaser hit on Klingons and Romulans
nenhr2=game.nenhere; kk=1
w = coord()
skip(1)
- for k in range(
1, nenhr2+1
):
+ for k in range(
nenhr2
):
wham = hits[k]
if wham==0:
continue
wham = hits[k]
if wham==0:
continue
@@
-1985,6
+1988,7
@@
def hittem(doublehits):
proutn(_("Very small hit on "))
ienm = game.quad[w.x][w.y]
if ienm==IHQUEST:
proutn(_("Very small hit on "))
ienm = game.quad[w.x][w.y]
if ienm==IHQUEST:
+ global iqengry
iqengry = True
crmena(False, ienm, "sector", w)
skip(1)
iqengry = True
crmena(False, ienm, "sector", w)
skip(1)
@@
-2092,7
+2096,7
@@
def phasers():
while True:
chew()
if not kz:
while True:
chew()
if not kz:
- for i in range(
1, game.nenhere+1
):
+ for i in range(
game.nenhere
):
irec += math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))*(1.01+0.05*random.random()) + 1.0
kz=1
proutn(_("%d units required. ") % irec)
irec += math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))*(1.01+0.05*random.random()) + 1.0
kz=1
proutn(_("%d units required. ") % irec)
@@
-2125,7
+2129,7
@@
def phasers():
if game.nenhere:
extra = 0.0
powrem = rpow
if game.nenhere:
extra = 0.0
powrem = rpow
- for i in range(
1, game.nenhere+1
):
+ for i in range(
game.nenhere
):
hits[i] = 0.0
if powrem <= 0:
continue
hits[i] = 0.0
if powrem <= 0:
continue
@@
-2165,7
+2169,7
@@
def phasers():
skip(1)
elif automode == "MANUAL":
rpow = 0.0
skip(1)
elif automode == "MANUAL":
rpow = 0.0
- for k in range(
1, game.nenhere+1
):
+ for k in range(
game.nenhere
):
aim = game.ks[k]
ienm = game.quad[aim.x][aim.y]
if msgflag:
aim = game.ks[k]
ienm = game.quad[aim.x][aim.y]
if msgflag:
@@
-2447,7
+2451,7
@@
def events():
if game.condition == "docked":
repair /= game.docfac
# Don't fix Deathray here
if game.condition == "docked":
repair /= game.docfac
# Don't fix Deathray here
- for l in range(
0,
NDEVICES):
+ for l in range(NDEVICES):
if game.damage[l] > 0.0 and l != DDRAY:
if game.damage[l]-repair > 0.0:
game.damage[l] -= repair
if game.damage[l] > 0.0 and l != DDRAY:
if game.damage[l]-repair > 0.0:
game.damage[l] -= repair
@@
-2514,8
+2518,8
@@
def events():
unschedule(FCDBAS)
continue
i = 0
unschedule(FCDBAS)
continue
i = 0
- for j in range(
1, game.state.rembase+1
):
- for k in range(
1, game.state.remcom+1
):
+ for j in range(
game.state.rembase
):
+ for k in range(
game.state.remcom
):
if game.state.baseq[j] == game.state.kcmdr[k] and \
not game.state.baseq[j] == game.quadrant and \
not game.state.baseq[j] == game.state.kscmdr:
if game.state.baseq[j] == game.state.kcmdr[k] and \
not game.state.baseq[j] == game.quadrant and \
not game.state.baseq[j] == game.state.kscmdr:
@@
-2557,7
+2561,7
@@
def events():
if evcode==FCDBAS:
unschedule(FCDBAS)
# find the lucky pair
if evcode==FCDBAS:
unschedule(FCDBAS)
# find the lucky pair
- for i in range(
1, game.state.remcom+1
):
+ for i in range(
game.state.remcom
):
if game.state.kcmdr[i] == game.battle:
break
if i > game.state.remcom or game.state.rembase == 0 or \
if game.state.kcmdr[i] == game.battle:
break
if i > game.state.remcom or game.state.rembase == 0 or \
@@
-2835,7
+2839,7
@@
def nova(nov):
game.quad[scratch.x][scratch.y] = IHDOT
elif iquad == IHB: # Destroy base
game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False
game.quad[scratch.x][scratch.y] = IHDOT
elif iquad == IHB: # Destroy base
game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False
- for i in range(
1, game.state.rembase+1
):
+ for i in range(
game.state.rembase
):
if game.state.baseq[i] == game.quadrant:
break
game.state.baseq[i] = game.state.baseq[game.state.rembase]
if game.state.baseq[i] == game.quadrant:
break
game.state.baseq[i] = game.state.baseq[game.state.rembase]
@@
-2870,7
+2874,7
@@
def nova(nov):
elif iquad == IHK: # kill klingon
deadkl(scratch,iquad, scratch)
elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
elif iquad == IHK: # kill klingon
deadkl(scratch,iquad, scratch)
elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
- for ll in range(
1, game.nenhere+1
):
+ for ll in range(
game.nenhere
):
if game.ks[ll] == scratch:
break
game.kpower[ll] -= 800.0 # If firepower is lost, die
if game.ks[ll] == scratch:
break
game.kpower[ll] -= 800.0 # If firepower is lost, die
@@
-2937,14
+2941,14
@@
def supernova(induced, w=None):
# Scheduled supernova -- select star
# logic changed here so that we won't favor quadrants in top
# left of universe
# Scheduled supernova -- select star
# logic changed here so that we won't favor quadrants in top
# left of universe
- for nq.x in range(
1, GALSIZE+1
):
- for nq.y in range(
1, GALSIZE+1
):
+ for nq.x in range(
GALSIZE
):
+ for nq.y in range(
GALSIZE
):
stars += game.state.galaxy[nq.x][nq.y].stars
if stars == 0:
return # nothing to supernova exists
num = random.random()*stars + 1
stars += game.state.galaxy[nq.x][nq.y].stars
if stars == 0:
return # nothing to supernova exists
num = random.random()*stars + 1
- for nq.x in range(
1, GALSIZE+1
):
- for nq.y in range(
1, GALSIZE+1
):
+ for nq.x in range(
GALSIZE
):
+ for nq.y in range(
GALSIZE
):
num -= game.state.galaxy[nq.x][nq.y].stars
if num <= 0:
break
num -= game.state.galaxy[nq.x][nq.y].stars
if num <= 0:
break
@@
-2965,8
+2969,8
@@
def supernova(induced, w=None):
ns = coord()
# we are in the quadrant!
num = random.random()* game.state.galaxy[nq.x][nq.y].stars + 1
ns = coord()
# we are in the quadrant!
num = random.random()* game.state.galaxy[nq.x][nq.y].stars + 1
- for ns.x in range(
1, QUADSIZE+1
):
- for ns.y in range(
1, QUADSIZE+1
):
+ for ns.x in range(
QUADSIZE
):
+ for ns.y in range(
QUADSIZE
):
if game.quad[ns.x][ns.y]==IHSTAR:
num -= 1
if num==0:
if game.quad[ns.x][ns.y]==IHSTAR:
num -= 1
if num==0:
@@
-2996,7
+3000,7
@@
def supernova(induced, w=None):
unschedule(FSCDBAS)
if game.state.remcom:
maxloop = game.state.remcom
unschedule(FSCDBAS)
if game.state.remcom:
maxloop = game.state.remcom
- for l in range(
1, maxloop+1
):
+ for l in range(
maxloop
):
if game.state.kcmdr[l] == nq:
game.state.kcmdr[l] = game.state.kcmdr[game.state.remcom]
invalidate(game.state.kcmdr[game.state.remcom])
if game.state.kcmdr[l] == nq:
game.state.kcmdr[l] = game.state.kcmdr[game.state.remcom]
invalidate(game.state.kcmdr[game.state.remcom])
@@
-3018,7
+3022,7
@@
def supernova(induced, w=None):
# Destroy any base in supernovaed quadrant
if game.state.rembase:
maxloop = game.state.rembase
# Destroy any base in supernovaed quadrant
if game.state.rembase:
maxloop = game.state.rembase
- for loop in range(
1, maxloop+1
):
+ for loop in range(
maxloop
):
if game.state.baseq[loop] == nq:
game.state.baseq[loop] = game.state.baseq[game.state.rembase]
invalidate(game.state.baseq[game.state.rembase])
if game.state.baseq[loop] == nq:
game.state.baseq[loop] = game.state.baseq[game.state.rembase]
invalidate(game.state.baseq[game.state.rembase])
@@
-3582,7
+3586,7
@@
def pause_game():
sys.stdout.write('\n')
proutn(prompt)
raw_input()
sys.stdout.write('\n')
proutn(prompt)
raw_input()
- for j in range(
0,
rows):
+ for j in range(rows):
sys.stdout.write('\n')
linecount = 0
sys.stdout.write('\n')
linecount = 0
@@
-3838,14
+3842,14
@@
def imove(novapush):
# No quadrant change -- compute new avg enemy distances
game.quad[game.sector.x][game.sector.y] = game.ship
if game.nenhere:
# No quadrant change -- compute new avg enemy distances
game.quad[game.sector.x][game.sector.y] = game.ship
if game.nenhere:
- for m in range(
1, game.nenhere+1
):
+ for m in range(
game.nenhere
):
finald = distance(w, game.ks[m])
game.kavgd[m] = 0.5 * (finald+game.kdist[m])
game.kdist[m] = finald
sortklings()
if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
attack(False)
finald = distance(w, game.ks[m])
game.kavgd[m] = 0.5 * (finald+game.kdist[m])
game.kdist[m] = finald
sortklings()
if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
attack(False)
- for m in range(
1, game.nenhere+1
):
+ for m in range(
game.nenhere
):
game.kavgd[m] = game.kdist[m]
newcnd()
drawmaps(0)
game.kavgd[m] = game.kdist[m]
newcnd()
drawmaps(0)
@@
-3890,7
+3894,7
@@
def imove(novapush):
# Don't do it if being pushed by Nova
if game.nenhere != 0 and not novapush:
newcnd()
# Don't do it if being pushed by Nova
if game.nenhere != 0 and not novapush:
newcnd()
- for m in range(
1, game.nenhere+1
):
+ for m in range(
game.nenhere
):
finald = distance(w, game.ks[m])
game.kavgd[m] = 0.5 * (finald + game.kdist[m])
#
finald = distance(w, game.ks[m])
game.kavgd[m] = 0.5 * (finald + game.kdist[m])
#
@@
-3974,7
+3978,7
@@
def imove(novapush):
# possibility that you'll get timewarped instead.
#
n=0
# possibility that you'll get timewarped instead.
#
n=0
- for m in range(
0,
NDEVICES):
+ for m in range(NDEVICES):
if game.damage[m]>0:
n += 1
probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
if game.damage[m]>0:
n += 1
probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
@@
-4121,12
+4125,12
@@
def getcd(isprobe, akey):
if key != IHREAL:
huh()
return
if key != IHREAL:
huh()
return
- xi =
aaitem
+ xi =
int(aaitem-0.05)
key = scan()
if key != IHREAL:
huh()
return
key = scan()
if key != IHREAL:
huh()
return
- xj =
aaitem
+ xj =
int(aaitem-0.5)
key = scan()
if key == IHREAL:
# both quadrant and sector specified
key = scan()
if key == IHREAL:
# both quadrant and sector specified
@@
-4652,7
+4656,7
@@
def mayday():
ddist = distance(game.base, game.sector)
else:
ddist = FOREVER
ddist = distance(game.base, game.sector)
else:
ddist = FOREVER
- for m in range(
1, game.state.rembase+1
):
+ for m in range(
game.state.rembase
):
xdist = QUADSIZE * distance(game.state.baseq[m], game.quadrant)
if xdist < ddist:
ddist = xdist
xdist = QUADSIZE * distance(game.state.baseq[m], game.quadrant)
if xdist < ddist:
ddist = xdist
@@
-4791,7
+4795,7
@@
def abandon():
while True:
# position next to base by trial and error
game.quad[game.sector.x][game.sector.y] = IHDOT
while True:
# position next to base by trial and error
game.quad[game.sector.x][game.sector.y] = IHDOT
- for l in range(
1, QUADSIZE+1
):
+ for l in range(
QUADSIZE
):
game.sector.x = 3.0*random.random() - 1.0 + game.base.x
game.sector.y = 3.0*random.random() - 1.0 + game.base.y
if VALID_SECTOR(game.sector.x, game.sector.y) and \
game.sector.x = 3.0*random.random() - 1.0 + game.base.x
game.sector.y = 3.0*random.random() - 1.0 + game.base.y
if VALID_SECTOR(game.sector.x, game.sector.y) and \
@@
-4814,7
+4818,7
@@
def abandon():
game.iscraft = "offship" # Galileo disappears
# Resupply ship
game.condition="docked"
game.iscraft = "offship" # Galileo disappears
# Resupply ship
game.condition="docked"
- for l in range(
0,
NDEVICES):
+ for l in range(NDEVICES):
game.damage[l] = 0.0
game.damage[DSHUTTL] = -1
game.energy = game.inenrg = 3000.0
game.damage[l] = 0.0
game.damage[DSHUTTL] = -1
game.energy = game.inenrg = 3000.0
@@
-5270,8
+5274,8
@@
def deathray():
proutn(_("Spock- \"I believe the word is"))
prouts(_(" *ASTONISHING*"))
prout(_(" Mr. Sulu."))
proutn(_("Spock- \"I believe the word is"))
prouts(_(" *ASTONISHING*"))
prout(_(" Mr. Sulu."))
- for i in range(
1, QUADSIZE+1
):
- for j in range(
1, QUADSIZE+1
):
+ for i in range(
QUADSIZE
):
+ for j in range(
QUADSIZE
):
if game.quad[i][j] == IHDOT:
game.quad[i][j] = IHQUEST
prout(_(" Captain, our quadrant is now infested with"))
if game.quad[i][j] == IHDOT:
game.quad[i][j] = IHQUEST
prout(_(" Captain, our quadrant is now infested with"))
@@
-5423,8
+5427,8
@@
def damagereport():
def rechart():
# update the chart in the Enterprise's computer from galaxy data
game.lastchart = game.state.date
def rechart():
# update the chart in the Enterprise's computer from galaxy data
game.lastchart = game.state.date
- for i in range(
1, GALSIZE+1
):
- for j in range(
1, GALSIZE+1
):
+ for i in range(
GALSIZE
):
+ for j in range(
GALSIZE
):
if game.state.galaxy[i][j].charted:
game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
if game.state.galaxy[i][j].charted:
game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
@@
-5443,9
+5447,9
@@
def chart():
if game.state.date > game.lastchart:
prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
prout(" 1 2 3 4 5 6 7 8")
if game.state.date > game.lastchart:
prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
prout(" 1 2 3 4 5 6 7 8")
- for i in range(
1, GALSIZE+1
):
+ for i in range(
GALSIZE
):
proutn("%d |" % (i))
proutn("%d |" % (i))
- for j in range(
1, GALSIZE+1
):
+ for j in range(
GALSIZE
):
if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
proutn("<")
else:
if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
proutn("<")
else:
@@
-5493,7
+5497,7
@@
def status(req):
if game.condition != "docked":
newcnd()
dam = 0
if game.condition != "docked":
newcnd()
dam = 0
- for t in range(
0,
NDEVICES):
+ for t in range(NDEVICES):
if game.damage[t]>0:
dam += 1
prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
if game.damage[t]>0:
dam += 1
prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
@@
-5572,9
+5576,9
@@
def srscan():
prout(" 1 2 3 4 5 6 7 8 9 10")
if game.condition != "docked":
newcnd()
prout(" 1 2 3 4 5 6 7 8 9 10")
if game.condition != "docked":
newcnd()
- for i in range(
1, QUADSIZE+1
):
+ for i in range(
QUADSIZE
):
proutn("%2d " % (i))
proutn("%2d " % (i))
- for j in range(
1, QUADSIZE+1
):
+ for j in range(
QUADSIZE
):
sectscan(goodScan, i, j)
skip(1)
sectscan(goodScan, i, j)
skip(1)
@@
-5594,26
+5598,26
@@
def eta():
if scan()!=IHREAL:
huh()
return
if scan()!=IHREAL:
huh()
return
- w1.y =
aaitem +0.5
+ w1.y =
int(aaitem-0.5)
if scan() != IHREAL:
huh()
return
if scan() != IHREAL:
huh()
return
- w1.x =
aaitem + 0.5
+ w1.x =
int(aaitem-0.5)
if scan() == IHREAL:
if scan() == IHREAL:
- w2.y =
aaitem + 0.5
+ w2.y =
int(aaitem-0.5)
if scan() != IHREAL:
huh()
return
if scan() != IHREAL:
huh()
return
- w2.x =
aaitem + 0.5
+ w2.x =
int(aaitem-0.5)
else:
if game.quadrant.y>w1.x:
else:
if game.quadrant.y>w1.x:
- w2.x =
1
+ w2.x =
0
else:
else:
- w2.x=QUADSIZE
+ w2.x=QUADSIZE
-1
if game.quadrant.x>w1.y:
if game.quadrant.x>w1.y:
- w2.y =
1
+ w2.y =
0
else:
else:
- w2.y=QUADSIZE
+ w2.y=QUADSIZE
-1
if not VALID_QUADRANT(w1.x, w1.y) or not VALID_SECTOR(w2.x, w2.y):
huh()
if not VALID_QUADRANT(w1.x, w1.y) or not VALID_SECTOR(w2.x, w2.y):
huh()
@@
-5746,7
+5750,7
@@
def visual():
co = '?'
else:
co = game.quad[ix][iy]
co = '?'
else:
co = game.quad[ix][iy]
- printf("%d,%d %c " % (ix
, iy
, co))
+ printf("%d,%d %c " % (ix
+1, iy+1
, co))
v += 1
ix = game.sector.x + v.x
iy = game.sector.y + v.y
v += 1
ix = game.sector.x + v.x
iy = game.sector.y + v.y
@@
-5762,7
+5766,7
@@
def visual():
co = '?'
else:
co = game.quad[ix][iy]
co = '?'
else:
co = game.quad[ix][iy]
- prout("%c %d,%d\n" % (co, ix
, iy
))
+ prout("%c %d,%d\n" % (co, ix
+1, iy+1
))
game.optime = 0.5
game.ididit = True
#endif
game.optime = 0.5
game.ididit = True
#endif
@@
-5921,7
+5925,7
@@
def setup(needprompt):
game.nprobes = int(3.0*random.random() + 2.0) # Give them 2-4 of these
game.warpfac = 5.0
game.wfacsq = game.warpfac * game.warpfac
game.nprobes = int(3.0*random.random() + 2.0) # Give them 2-4 of these
game.warpfac = 5.0
game.wfacsq = game.warpfac * game.warpfac
- for i in range(
0,
NDEVICES):
+ for i in range(NDEVICES):
game.damage[i] = 0.0
# Set up assorted game parameters
game.battle = coord()
game.damage[i] = 0.0
# Set up assorted game parameters
game.battle = coord()
@@
-5934,8
+5938,8
@@
def setup(needprompt):
game.landed = False
game.alive = True
game.docfac = 0.25
game.landed = False
game.alive = True
game.docfac = 0.25
- for i in range(
1, GALSIZE+1
):
- for j in range(
1, GALSIZE+1
):
+ for i in range(
GALSIZE
):
+ for j in range(
GALSIZE
):
quad = game.state.galaxy[i][j]
quad.charted = 0
quad.planet = NOPLANET
quad = game.state.galaxy[i][j]
quad.charted = 0
quad.planet = NOPLANET
@@
-5966,13
+5970,13
@@
def setup(needprompt):
game.lastchart = FOREVER
# Put stars in the galaxy
game.instar = 0
game.lastchart = FOREVER
# Put stars in the galaxy
game.instar = 0
- for i in range(
1, GALSIZE+1
):
- for j in range(
1, GALSIZE+1
):
- k =
random.random()*9.0 + 1.0
+ for i in range(
GALSIZE
):
+ for j in range(
GALSIZE
):
+ k =
int(random.random()*9.0 + 1.0)
game.instar += k
game.state.galaxy[i][j].stars = k
# Locate star bases in galaxy
game.instar += k
game.state.galaxy[i][j].stars = k
# Locate star bases in galaxy
- for i in range(
1, game.inbase+1
):
+ for i in range(
game.inbase
):
while True:
while True:
w = randplace(GALSIZE)
while True:
while True:
w = randplace(GALSIZE)
@@
-6051,7
+6055,7
@@
def setup(needprompt):
game.state.galaxy[w.x][w.y].planet = new
game.state.planets.append(new)
# Locate Romulans
game.state.galaxy[w.x][w.y].planet = new
game.state.planets.append(new)
# Locate Romulans
- for i in range(
1, game.state.nromrem+1
):
+ for i in range(
game.state.nromrem
):
w = randplace(GALSIZE)
game.state.galaxy[w.x][w.y].romulans += 1
# Locate the Super Commander
w = randplace(GALSIZE)
game.state.galaxy[w.x][w.y].romulans += 1
# Locate the Super Commander
@@
-6087,7
+6091,7
@@
def setup(needprompt):
prout(_("And one (GULP) Super-Commander."))
prout(_("%d stardates.") % int(game.intime))
proutn(_("%d starbases in ") % game.inbase)
prout(_("And one (GULP) Super-Commander."))
prout(_("%d stardates.") % int(game.intime))
proutn(_("%d starbases in ") % game.inbase)
- for i in range(
1, game.inbase+1
):
+ for i in range(
game.inbase
):
proutn(`game.state.baseq[i]`)
proutn(" ")
skip(2)
proutn(`game.state.baseq[i]`)
proutn(" ")
skip(2)
@@
-6197,15
+6201,15
@@
def choose(needprompt):
game.inbase = game.state.rembase
game.inplan = 0
if game.options & OPTION_PLANETS:
game.inbase = game.state.rembase
game.inplan = 0
if game.options & OPTION_PLANETS:
- game.inplan +=
(MAXUNINHAB/2) + (MAXUNINHAB/2+1)*random.random(
)
+ game.inplan +=
int((MAXUNINHAB/2) + (MAXUNINHAB/2+1)*random.random()
)
if game.options & OPTION_WORLDS:
if game.options & OPTION_WORLDS:
- game.inplan +=
NINHAB
- game.state.nromrem = game.inrom =
(2.0+random.random())*game.skill
+ game.inplan +=
int(NINHAB)
+ game.state.nromrem = game.inrom =
int((2.0+random.random())*game.skill)
game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
game.state.remtime = 7.0 * game.length
game.intime = game.state.remtime
game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*random.random())*game.skill*0.1+.15)
game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
game.state.remtime = 7.0 * game.length
game.intime = game.state.remtime
game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*random.random())*game.skill*0.1+.15)
- game.incom =
game.skill + 0.0625*game.inkling*random.random(
)
+ game.incom =
int(game.skill + 0.0625*game.inkling*random.random()
)
game.state.remcom = min(10, game.incom)
game.incom = game.state.remcom
game.state.remres = (game.inkling+4*game.incom)*game.intime
game.state.remcom = min(10, game.incom)
game.incom = game.state.remcom
game.state.remres = (game.inkling+4*game.incom)*game.intime
@@
-6258,6
+6262,7
@@
def newqad(shutup):
game.landed = False
game.ientesc = False
game.ithere = False
game.landed = False
game.ientesc = False
game.ithere = False
+ global iqhere, iqengry
iqhere = False
iqengry = False
game.iseenit = False
iqhere = False
iqengry = False
game.iseenit = False
@@
-6279,10
+6284,10
@@
def newqad(shutup):
if q.klingons:
w.x = w.y = 0 # quiet a gcc warning
# Position ordinary Klingons
if q.klingons:
w.x = w.y = 0 # quiet a gcc warning
# Position ordinary Klingons
- for i in range(
1, game.klhere+1
):
+ for i in range(
game.klhere
):
w = newkling(i)
# If we need a commander, promote a Klingon
w = newkling(i)
# If we need a commander, promote a Klingon
- for i in range(
1, game.state.remcom+1
):
+ for i in range(
game.state.remcom
):
if game.state.kcmdr[i] == game.quadrant:
break
if game.state.kcmdr[i] == game.quadrant:
break
@@
-6293,12
+6298,12
@@
def newqad(shutup):
# If we need a super-commander, promote a Klingon
if same(game.quadrant, game.state.kscmdr):
# If we need a super-commander, promote a Klingon
if same(game.quadrant, game.state.kscmdr):
- game.quad[game.ks[
1].x][game.ks[1
].y] = IHS
+ game.quad[game.ks[
0].x][game.ks[0
].y] = IHS
game.kpower[1] = 1175.0 + 400.0*random.random() + 125.0*game.skill
game.iscate = (game.state.remkl > 1)
game.ishere = True
# Put in Romulans if needed
game.kpower[1] = 1175.0 + 400.0*random.random() + 125.0*game.skill
game.iscate = (game.state.remkl > 1)
game.ishere = True
# Put in Romulans if needed
- for i in range(game.klhere
+1, game.nenhere+1
):
+ for i in range(game.klhere
, game.nenhere
):
w = dropin(IHR)
game.ks[i] = w
game.kdist[i] = game.kavgd[i] = distance(game.sector, w)
w = dropin(IHR)
game.ks[i] = w
game.kdist[i] = game.kavgd[i] = distance(game.sector, w)
@@
-6310,14
+6315,14
@@
def newqad(shutup):
# If quadrant needs a planet, put it in
if q.planet != NOPLANET:
game.iplnet = q.planet
# If quadrant needs a planet, put it in
if q.planet != NOPLANET:
game.iplnet = q.planet
- if
game.state.planets[q.planet].inhabited == UNINHABITED
:
+ if
not q.planet.inhabited
:
game.plnet = dropin(IHP)
else:
game.plnet = dropin(IHW)
# Check for condition
newcnd()
# And finally the stars
game.plnet = dropin(IHP)
else:
game.plnet = dropin(IHW)
# Check for condition
newcnd()
# And finally the stars
- for i in range(
1, q.stars+1
):
+ for i in range(
q.stars
):
dropin(IHSTAR)
# Check for RNZ
dropin(IHSTAR)
# Check for RNZ
@@
-6333,10
+6338,12
@@
def newqad(shutup):
if shutup==0:
# Put in THING if needed
if shutup==0:
# Put in THING if needed
- if same(thing, game.quadrant):
+ global thing
+ if thing == game.quadrant:
w = dropin(IHQUEST)
thing = randplace(GALSIZE)
game.nenhere += 1
w = dropin(IHQUEST)
thing = randplace(GALSIZE)
game.nenhere += 1
+ global iqhere
iqhere = True
game.ks[game.nenhere] = w
game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \
iqhere = True
game.ks[game.nenhere] = w
game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \
@@
-6353,8
+6360,8
@@
def newqad(shutup):
(game.skill == SKILL_GOOD and random.random() <= 0.05) or \
(game.skill > SKILL_GOOD and random.random() <= 0.08):
while True:
(game.skill == SKILL_GOOD and random.random() <= 0.05) or \
(game.skill > SKILL_GOOD and random.random() <= 0.08):
while True:
- game.tholian.x = random.choice((
1, QUADSIZE
))
- game.tholian.y = random.choice((
1, QUADSIZE
))
+ game.tholian.x = random.choice((
0, QUADSIZE-1
))
+ game.tholian.y = random.choice((
0, QUADSIZE-1
))
if game.quad[game.tholian.x][game.tholian.y] == IHDOT:
break
game.quad[game.tholian.x][game.tholian.y] = IHT
if game.quad[game.tholian.x][game.tholian.y] == IHDOT:
break
game.quad[game.tholian.x][game.tholian.y] = IHT
@@
-6365,14
+6372,14
@@
def newqad(shutup):
distance(game.sector, game.tholian)
game.kpower[game.nenhere] = random.random()*400.0 +100.0 +25.0*game.skill
# Reserve unoccupied corners
distance(game.sector, game.tholian)
game.kpower[game.nenhere] = random.random()*400.0 +100.0 +25.0*game.skill
# Reserve unoccupied corners
- if game.quad[
1][1
]==IHDOT:
- game.quad[
1][1
] = 'X'
- if game.quad[
1][QUADSIZE
]==IHDOT:
- game.quad[
1][QUADSIZE
] = 'X'
- if game.quad[QUADSIZE
][1
]==IHDOT:
- game.quad[QUADSIZE
][1
] = 'X'
- if game.quad[QUADSIZE
][QUADSIZE
]==IHDOT:
- game.quad[QUADSIZE
][QUADSIZE
] = 'X'
+ if game.quad[
0][0
]==IHDOT:
+ game.quad[
0][0
] = 'X'
+ if game.quad[
0][QUADSIZE-1
]==IHDOT:
+ game.quad[
0][QUADSIZE-1
] = 'X'
+ if game.quad[QUADSIZE
-1][0
]==IHDOT:
+ game.quad[QUADSIZE
-1][0
] = 'X'
+ if game.quad[QUADSIZE
-1][QUADSIZE-1
]==IHDOT:
+ game.quad[QUADSIZE
-1][QUADSIZE-1
] = 'X'
sortklings()
# Put in a few black holes
sortklings()
# Put in a few black holes
@@
-6382,14
+6389,14
@@
def newqad(shutup):
# Take out X's in corners if Tholian present
if game.ithere:
# Take out X's in corners if Tholian present
if game.ithere:
- if game.quad[
1][1
]=='X':
- game.quad[
1][1
] = IHDOT
- if game.quad[
1][QUADSIZE
]=='X':
- game.quad[
1][QUADSIZE
] = IHDOT
- if game.quad[QUADSIZE
][1
]=='X':
- game.quad[QUADSIZE
][1
] = IHDOT
- if game.quad[QUADSIZE
][QUADSIZE
]=='X':
- game.quad[QUADSIZE
][QUADSIZE
] = IHDOT
+ if game.quad[
0][0
]=='X':
+ game.quad[
0][0
] = IHDOT
+ if game.quad[
0][QUADSIZE-1
]=='X':
+ game.quad[
0][QUADSIZE-1
] = IHDOT
+ if game.quad[QUADSIZE
-1][0
]=='X':
+ game.quad[QUADSIZE
-1][0
] = IHDOT
+ if game.quad[QUADSIZE
-1][QUADSIZE-1
]=='X':
+ game.quad[QUADSIZE
-1][QUADSIZE-1
] = IHDOT
def sortklings():
# sort Klingons by distance from us
def sortklings():
# sort Klingons by distance from us
@@
-6398,7
+6405,7
@@
def sortklings():
return
while True:
sw = False
return
while True:
sw = False
- for j in range(
1,
game.nenhere):
+ for j in range(game.nenhere):
if game.kdist[j] > game.kdist[j+1]:
sw = True
t = game.kdist[j]
if game.kdist[j] > game.kdist[j+1]:
sw = True
t = game.kdist[j]
@@
-6575,7
+6582,7
@@
def makemoves():
clrscr()
setwnd(message_window)
clrscr()
clrscr()
setwnd(message_window)
clrscr()
- cmd = citem.up
oper
+ cmd = citem.up
per()
if cmd not in commands:
listCommands()
continue
if cmd not in commands:
listCommands()
continue
@@
-6768,8
+6775,8
@@
def expran(avrage):
def randplace(size):
# choose a random location
w = coord()
def randplace(size):
# choose a random location
w = coord()
- w.x = random.randint(
1, size
)
- w.y = random.randint(
1, size
)
+ w.x = random.randint(
0, size-1
)
+ w.y = random.randint(
0, size-1
)
return w
def chew():
return w
def chew():
@@
-6850,7
+6857,7
@@
def debugme():
game.lsupres = game.inlsr
proutn("Reset damage? ")
if ja() == True:
game.lsupres = game.inlsr
proutn("Reset damage? ")
if ja() == True:
- for i in range(
0,
NDEVICES):
+ for i in range(NDEVICES):
if game.damage[i] > 0.0:
game.damage[i] = 0.0
proutn("Toggle debug flag? ")
if game.damage[i] > 0.0:
game.damage[i] = 0.0
proutn("Toggle debug flag? ")
@@
-6929,10
+6936,11
@@
def debugme():
atover(True)
if __name__ == '__main__':
atover(True)
if __name__ == '__main__':
- global line, thing, game
+ global line, thing, game
, idebug, iqhere, iqengry
game = citem = aaitem = inqueue = None
line = ''
thing = coord()
game = citem = aaitem = inqueue = None
line = ''
thing = coord()
+ iqhere = iqengry = False
game = gamestate()
idebug = 0
game = gamestate()
idebug = 0