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Thingy becomes a real class object. Suppresses a pylint warning.
author
Eric S. Raymond
<esr@thyrsus.com>
Mon, 20 Feb 2012 00:55:00 +0000
(19:55 -0500)
committer
Eric S. Raymond
<esr@thyrsus.com>
Mon, 20 Feb 2012 00:55:00 +0000
(19:55 -0500)
sst.py
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diff --git
a/sst.py
b/sst.py
index ca6206db557b57a7b16f73e7850fa2a0519fcbda..7792b76bbd2ae9dee8bc3294aa66ed60145c2e17 100755
(executable)
--- a/
sst.py
+++ b/
sst.py
@@
-124,6
+124,14
@@
class Coord:
return "%s - %s" % (self.i+1, self.j+1)
__repr__ = __str__
return "%s - %s" % (self.i+1, self.j+1)
__repr__ = __str__
+class Thingy(Coord):
+ "Do not anger the Space Thingy!"
+ def __init__(self):
+ Coord.__init__(self)
+ self.angered = False
+ def angry(self):
+ self.angered = True
+
class Planet:
def __init__(self):
self.name = None # string-valued if inhabited
class Planet:
def __init__(self):
self.name = None # string-valued if inhabited
@@
-1218,7
+1226,7
@@
def torpedo(origin, bearing, dispersion, number, nburst):
# 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.
- thing.angry
= True
+ thing.angry
()
return None
elif iquad == ' ': # Black hole
skip(1)
return None
elif iquad == ' ': # Black hole
skip(1)
@@
-1312,7
+1320,7
@@
def attack(torps_ok):
if (((game.quadrant in game.state.kcmdr or game.state.kscmdr == game.quadrant) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok:
moveklings()
# if no enemies remain after movement, we're done
if (((game.quadrant in game.state.kcmdr or game.state.kscmdr == game.quadrant) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok:
moveklings()
# if no enemies remain after movement, we're done
- if len(game.enemies) == 0 or (len(game.enemies) == 1 and thing == game.quadrant and not thing.ang
ry
):
+ if len(game.enemies) == 0 or (len(game.enemies) == 1 and thing == game.quadrant and not thing.ang
ered
):
return
# set up partial hits if attack happens during shield status change
pfac = 1.0/game.inshld
return
# set up partial hits if attack happens during shield status change
pfac = 1.0/game.inshld
@@
-1332,7
+1340,7
@@
def attack(torps_ok):
r *= 0.25
if enemy.power < 500:
r *= 0.25
r *= 0.25
if enemy.power < 500:
r *= 0.25
- if enemy.type == 'T' or (enemy.type == '?' and not thing.ang
ry
):
+ if enemy.type == 'T' or (enemy.type == '?' and not thing.ang
ered
):
continue
# different enemies have different probabilities of throwing a torp
usephasers = not torps_ok or \
continue
# different enemies have different probabilities of throwing a torp
usephasers = not torps_ok or \
@@
-1671,7
+1679,7
@@
def hittem(hits):
proutn(_("Very small hit on "))
ienm = game.quad[w.i][w.j]
if ienm=='?':
proutn(_("Very small hit on "))
ienm = game.quad[w.i][w.j]
if ienm=='?':
- thing.angry
= True
+ thing.angry
()
proutn(crmena(False, ienm, "sector", w))
skip(1)
if kpow == 0:
proutn(crmena(False, ienm, "sector", w))
skip(1)
if kpow == 0:
@@
-6287,8
+6295,7
@@
if __name__ == '__main__':
try:
global line, thing, game
game = None
try:
global line, thing, game
game = None
- thing = Coord()
- thing.angry = False
+ thing = Thingy()
game = Gamestate()
game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
if os.getenv("TERM"):
game = Gamestate()
game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
if os.getenv("TERM"):