projects
/
super-star-trek.git
/ commitdiff
commit
grep
author
committer
pickaxe
?
search:
re
summary
|
shortlog
|
log
|
commit
| commitdiff |
tree
raw
|
patch
|
inline
| side by side (parent:
b8ffe91
)
Yet more pychecker fixes. Down to 16 warnings now.
author
Eric S. Raymond
<esr@thyrsus.com>
Mon, 6 Dec 2010 20:51:34 +0000
(15:51 -0500)
committer
Eric S. Raymond
<esr@thyrsus.com>
Mon, 6 Dec 2010 20:51:34 +0000
(15:51 -0500)
sst.py
patch
|
blob
|
history
diff --git
a/sst.py
b/sst.py
index 957ddfbd14e36d745ef5c8138133f51cc4144576..fe04293f10fbbc7c98c28d1292e12016727ee91e 100755
(executable)
--- a/
sst.py
+++ b/
sst.py
@@
-56,9
+56,9
@@
class TrekError(Exception):
pass
class JumpOut(Exception):
pass
class JumpOut(Exception):
- pass
+ pass
-class
c
oord:
+class
C
oord:
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
@@
-75,28
+75,28
@@
class coord:
def __ne__(self, other):
return other == None or self.i != other.i or self.j != other.j
def __add__(self, other):
def __ne__(self, other):
return other == None or self.i != other.i or self.j != other.j
def __add__(self, other):
- return
c
oord(self.i+other.i, self.j+other.j)
+ return
C
oord(self.i+other.i, self.j+other.j)
def __sub__(self, other):
def __sub__(self, other):
- return
c
oord(self.i-other.i, self.j-other.j)
+ return
C
oord(self.i-other.i, self.j-other.j)
def __mul__(self, other):
def __mul__(self, other):
- return
c
oord(self.i*other, self.j*other)
+ return
C
oord(self.i*other, self.j*other)
def __rmul__(self, other):
def __rmul__(self, other):
- return
c
oord(self.i*other, self.j*other)
+ return
C
oord(self.i*other, self.j*other)
def __div__(self, other):
def __div__(self, other):
- return
c
oord(self.i/other, self.j/other)
+ return
C
oord(self.i/other, self.j/other)
def __mod__(self, other):
def __mod__(self, other):
- return
c
oord(self.i % other, self.j % other)
+ return
C
oord(self.i % other, self.j % other)
def __rdiv__(self, other):
def __rdiv__(self, other):
- return
c
oord(self.i/other, self.j/other)
+ return
C
oord(self.i/other, self.j/other)
def roundtogrid(self):
def roundtogrid(self):
- return
c
oord(int(round(self.i)), int(round(self.j)))
+ return
C
oord(int(round(self.i)), int(round(self.j)))
def distance(self, other=None):
def distance(self, other=None):
- if not other: other =
c
oord(0, 0)
+ if not other: other =
C
oord(0, 0)
return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
def bearing(self):
return 1.90985*math.atan2(self.j, self.i)
def sgn(self):
return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
def bearing(self):
return 1.90985*math.atan2(self.j, self.i)
def sgn(self):
- s =
c
oord()
+ s =
C
oord()
if self.i == 0:
s.i = 0
else:
if self.i == 0:
s.i = 0
else:
@@
-112,7
+112,7
@@
class coord:
def sector(self):
return self.roundtogrid() % QUADSIZE
def scatter(self):
def sector(self):
return self.roundtogrid() % QUADSIZE
def scatter(self):
- s =
c
oord()
+ s =
C
oord()
s.i = self.i + randrange(-1, 2)
s.j = self.j + randrange(-1, 2)
return s
s.i = self.i + randrange(-1, 2)
s.j = self.j + randrange(-1, 2)
return s
@@
-122,10
+122,10
@@
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
p
lanet:
+class
P
lanet:
def __init__(self):
self.name = None # string-valued if inhabited
def __init__(self):
self.name = None # string-valued if inhabited
- self.quadrant =
c
oord() # quadrant located
+ self.quadrant =
C
oord() # quadrant located
self.pclass = None # could be ""M", "N", "O", or "destroyed"
self.crystals = "absent"# could be "mined", "present", "absent"
self.known = "unknown" # could be "unknown", "known", "shuttle_down"
self.pclass = None # could be ""M", "N", "O", or "destroyed"
self.crystals = "absent"# could be "mined", "present", "absent"
self.known = "unknown" # could be "unknown", "known", "shuttle_down"
@@
-133,7
+133,7
@@
class planet:
def __str__(self):
return self.name
def __str__(self):
return self.name
-class
q
uadrant:
+class
Q
uadrant:
def __init__(self):
self.stars = 0
self.planet = None
def __init__(self):
self.stars = 0
self.planet = None
@@
-144,7
+144,7
@@
class quadrant:
self.charted = False
self.status = "secure" # Could be "secure", "distressed", "enslaved"
self.charted = False
self.status = "secure" # Could be "secure", "distressed", "enslaved"
-class
p
age:
+class
P
age:
def __init__(self):
self.stars = None
self.starbase = None
def __init__(self):
self.stars = None
self.starbase = None
@@
-159,7
+159,7
@@
def fill2d(size, fillfun):
lst[i].append(fillfun(i, j))
return lst
lst[i].append(fillfun(i, j))
return lst
-class
s
napshot:
+class
S
napshot:
def __init__(self):
self.snap = False # snapshot taken
self.crew = 0 # crew complement
def __init__(self):
self.snap = False # snapshot taken
self.crew = 0 # crew complement
@@
-176,13
+176,13
@@
class snapshot:
self.remtime = 0 # remaining time
self.baseq = [] # Base quadrant coordinates
self.kcmdr = [] # Commander quadrant coordinates
self.remtime = 0 # remaining time
self.baseq = [] # Base quadrant coordinates
self.kcmdr = [] # Commander quadrant coordinates
- self.kscmdr =
c
oord() # Supercommander quadrant coordinates
+ self.kscmdr =
C
oord() # Supercommander quadrant coordinates
# the galaxy
# the galaxy
- self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused:
q
uadrant())
+ self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused:
Q
uadrant())
# the starchart
# the starchart
- self.chart = fill2d(GALSIZE, lambda i_unused, j_unused:
p
age())
+ self.chart = fill2d(GALSIZE, lambda i_unused, j_unused:
P
age())
-class
e
vent:
+class
E
vent:
def __init__(self):
self.date = None # A real number
self.quadrant = None # A coord structure
def __init__(self):
self.date = None # A real number
self.quadrant = None # A coord structure
@@
-256,10
+256,10
@@
NEVENTS = 12
# when we implement stateful events
def findevent(evtype): return game.future[evtype]
# when we implement stateful events
def findevent(evtype): return game.future[evtype]
-class
e
nemy:
+class
E
nemy:
def __init__(self, type=None, loc=None, power=None):
self.type = type
def __init__(self, type=None, loc=None, power=None):
self.type = type
- self.location =
c
oord()
+ self.location =
C
oord()
if loc:
self.move(loc)
self.power = power # enemy energy level
if loc:
self.move(loc)
self.power = power # enemy energy level
@@
-277,25
+277,25
@@
class enemy:
game.quad[self.location.i][self.location.j] = self.type
self.kdist = self.kavgd = (game.sector - loc).distance()
else:
game.quad[self.location.i][self.location.j] = self.type
self.kdist = self.kavgd = (game.sector - loc).distance()
else:
- self.location =
c
oord()
+ self.location =
C
oord()
self.kdist = self.kavgd = None
game.enemies.remove(self)
return motion
def __repr__(self):
return "<%s,%s.%f>" % (self.type, self.location, self.power) # For debugging
self.kdist = self.kavgd = None
game.enemies.remove(self)
return motion
def __repr__(self):
return "<%s,%s.%f>" % (self.type, self.location, self.power) # For debugging
-class
g
amestate:
+class
G
amestate:
def __init__(self):
self.options = None # Game options
def __init__(self):
self.options = None # Game options
- self.state =
s
napshot() # A snapshot structure
- self.snapsht =
s
napshot() # Last snapshot taken for time-travel purposes
+ self.state =
S
napshot() # A snapshot structure
+ self.snapsht =
S
napshot() # Last snapshot taken for time-travel purposes
self.quad = None # contents of our quadrant
self.damage = [0.0] * NDEVICES # damage encountered
self.future = [] # future events
i = NEVENTS
while i > 0:
i -= 1
self.quad = None # contents of our quadrant
self.damage = [0.0] * NDEVICES # damage encountered
self.future = [] # future events
i = NEVENTS
while i > 0:
i -= 1
- self.future.append(
e
vent())
+ self.future.append(
E
vent())
self.passwd = None; # Self Destruct password
self.enemies = []
self.quadrant = None # where we are in the large
self.passwd = None; # Self Destruct password
self.enemies = []
self.quadrant = None # where we are in the large
@@
-414,13
+414,13
@@
def randreal(*args):
def welcoming(iq):
"Would this quadrant welcome another Klingon?"
def welcoming(iq):
"Would this quadrant welcome another Klingon?"
- return iq.valid_
q
uadrant() and \
+ return iq.valid_
Q
uadrant() and \
not game.state.galaxy[iq.i][iq.j].supernova and \
game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
def tryexit(enemy, look, irun):
"A bad guy attempts to bug out."
not game.state.galaxy[iq.i][iq.j].supernova and \
game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
def tryexit(enemy, look, irun):
"A bad guy attempts to bug out."
- iq =
c
oord()
+ iq =
C
oord()
iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
if not welcoming(iq):
iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
if not welcoming(iq):
@@
-506,7
+506,7
@@
def tryexit(enemy, look, irun):
def movebaddy(enemy):
"Tactical movement for the bad guys."
def movebaddy(enemy):
"Tactical movement for the bad guys."
- goto =
coord(); look = c
oord()
+ goto =
Coord(); look = C
oord()
irun = False
# This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
if game.skill >= SKILL_EXPERT:
irun = False
# This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
if game.skill >= SKILL_EXPERT:
@@
-705,7
+705,7
@@
def movescom(iq, avoid):
def supercommander():
"Move the Super Commander."
def supercommander():
"Move the Super Commander."
- iq =
coord(); sc = coord(); ibq = coord(); idelta = c
oord()
+ iq =
Coord(); sc = Coord(); ibq = Coord(); idelta = C
oord()
basetbl = []
if game.idebug:
prout("== SUPERCOMMANDER")
basetbl = []
if game.idebug:
prout("== SUPERCOMMANDER")
@@
-826,7
+826,7
@@
def movetholian():
"Move the Tholian."
if not game.tholian or game.justin:
return
"Move the Tholian."
if not game.tholian or game.justin:
return
- tid =
c
oord()
+ tid =
C
oord()
if game.tholian.location.i == 0 and game.tholian.location.j == 0:
tid.i = 0; tid.j = QUADSIZE-1
elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
if game.tholian.location.i == 0 and game.tholian.location.j == 0:
tid.i = 0; tid.j = QUADSIZE-1
elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
@@
-1062,7
+1062,7
@@
def torpedo(origin, bearing, dispersion, number, nburst):
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))
- bumpto =
c
oord(0, 0)
+ bumpto =
C
oord(0, 0)
# Loop to move a single torpedo
setwnd(message_window)
for step in range(1, QUADSIZE*2):
# Loop to move a single torpedo
setwnd(message_window)
for step in range(1, QUADSIZE*2):
@@
-1478,11
+1478,11
@@
def targetcheck(w):
if not w.valid_sector():
huh()
return None
if not w.valid_sector():
huh()
return None
- delta =
c
oord()
+ delta =
C
oord()
# FIXME: C code this was translated from is wacky -- why the sign reversal?
delta.j = (w.j - game.sector.j);
delta.i = (game.sector.i - w.i);
# FIXME: C code this was translated from is wacky -- why the sign reversal?
delta.j = (w.j - game.sector.j);
delta.i = (game.sector.i - w.i);
- if delta ==
c
oord(0, 0):
+ if delta ==
C
oord(0, 0):
skip(1)
prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
prout(_(" I recommend an immediate review of"))
skip(1)
prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
prout(_(" I recommend an immediate review of"))
@@
-1634,7
+1634,7
@@
def checkshctrl(rpow):
def hittem(hits):
"Register a phaser hit on Klingons and Romulans."
kk = 0
def hittem(hits):
"Register a phaser hit on Klingons and Romulans."
kk = 0
- w =
c
oord()
+ w =
C
oord()
skip(1)
for (k, wham) in enumerate(hits):
if wham==0:
skip(1)
for (k, wham) in enumerate(hits):
if wham==0:
@@
-1968,8
+1968,8
@@
def events():
i=0
fintim = game.state.date + game.optime; yank=0
ictbeam = False; istract = False
i=0
fintim = game.state.date + game.optime; yank=0
ictbeam = False; istract = False
- w =
coord(); hold = c
oord()
- ev =
event(); ev2 = e
vent()
+ w =
Coord(); hold = C
oord()
+ ev =
Event(); ev2 = E
vent()
def tractorbeam(yank):
"Tractor-beaming cases merge here."
def tractorbeam(yank):
"Tractor-beaming cases merge here."
@@
-2181,7
+2181,7
@@
def events():
schedule(FBATTAK, expran(0.3*game.intime))
unschedule(FCDBAS)
continue
schedule(FBATTAK, expran(0.3*game.intime))
unschedule(FCDBAS)
continue
- except
c
oord:
+ except
C
oord:
pass
# commander + starbase combination found -- launch attack
game.battle = ibq
pass
# commander + starbase combination found -- launch attack
game.battle = ibq
@@
-2322,7
+2322,7
@@
def events():
continue # full right now
# reproduce one Klingon
w = ev.quadrant
continue # full right now
# reproduce one Klingon
w = ev.quadrant
- m =
c
oord()
+ m =
C
oord()
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
@@
-2411,7
+2411,7
@@
def wait():
def nova(nov):
"Star goes nova."
ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
def nova(nov):
"Star goes nova."
ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
- newc =
coord(); neighbor = coord(); bump = c
oord(0, 0)
+ newc =
Coord(); neighbor = Coord(); bump = C
oord(0, 0)
if withprob(0.05):
# Wow! We've supernova'ed
supernova(game.quadrant)
if withprob(0.05):
# Wow! We've supernova'ed
supernova(game.quadrant)
@@
-2425,7
+2425,7
@@
def nova(nov):
hits = [nov]
kount = 0
while hits:
hits = [nov]
kount = 0
while hits:
- offset =
c
oord()
+ offset =
C
oord()
start = hits.pop()
for offset.i in range(-1, 1+1):
for offset.j in range(-1, 1+1):
start = hits.pop()
for offset.i in range(-1, 1+1):
for offset.j in range(-1, 1+1):
@@
-2545,7
+2545,7
@@
def supernova(w):
else:
# Scheduled supernova -- select star at random.
stars = 0
else:
# Scheduled supernova -- select star at random.
stars = 0
- nq =
c
oord()
+ nq =
C
oord()
for nq.i in range(GALSIZE):
for nq.j in range(GALSIZE):
stars += game.state.galaxy[nq.i][nq.j].stars
for nq.i in range(GALSIZE):
for nq.j in range(GALSIZE):
stars += game.state.galaxy[nq.i][nq.j].stars
@@
-2570,7
+2570,7
@@
def supernova(w):
prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
else:
prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
else:
- ns =
c
oord()
+ ns =
C
oord()
# we are in the quadrant!
num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
for ns.i in range(QUADSIZE):
# we are in the quadrant!
num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
for ns.i in range(QUADSIZE):
@@
-3409,7
+3409,7
@@
def prstat(txt, data):
def imove(icourse=None, noattack=False):
"Movement execution for warp, impulse, supernova, and tractor-beam events."
def imove(icourse=None, noattack=False):
"Movement execution for warp, impulse, supernova, and tractor-beam events."
- w =
c
oord()
+ w =
C
oord()
def newquadrant(noattack):
# Leaving quadrant -- allow final enemy attack
def newquadrant(noattack):
# Leaving quadrant -- allow final enemy attack
@@
-3597,7
+3597,7
@@
def getcourse(isprobe):
dquad = copy.copy(game.quadrant)
navmode = "unspecified"
itemp = "curt"
dquad = copy.copy(game.quadrant)
navmode = "unspecified"
itemp = "curt"
- dsect =
c
oord()
+ dsect =
C
oord()
iprompt = False
if game.landed and not isprobe:
prout(_("Dummy! You can't leave standard orbit until you"))
iprompt = False
if game.landed and not isprobe:
prout(_("Dummy! You can't leave standard orbit until you"))
@@
-3639,7
+3639,7
@@
def getcourse(isprobe):
prout(_("(Manual movement assumed.)"))
navmode = "manual"
break
prout(_("(Manual movement assumed.)"))
navmode = "manual"
break
- delta =
c
oord()
+ delta =
C
oord()
if navmode == "automatic":
while key == "IHEOL":
if isprobe:
if navmode == "automatic":
while key == "IHEOL":
if isprobe:
@@
-3739,7
+3739,7
@@
class course:
self.origin = cartesian(game.quadrant, game.sector)
else:
self.origin = cartesian(game.quadrant, origin)
self.origin = cartesian(game.quadrant, game.sector)
else:
self.origin = cartesian(game.quadrant, origin)
- self.increment =
c
oord(-math.sin(self.angle), math.cos(self.angle))
+ self.increment =
C
oord(-math.sin(self.angle), math.cos(self.angle))
bigger = max(abs(self.increment.i), abs(self.increment.j))
self.increment /= bigger
self.moves = int(round(10*self.distance*bigger))
bigger = max(abs(self.increment.i), abs(self.increment.j))
self.increment /= bigger
self.moves = int(round(10*self.distance*bigger))
@@
-4872,7
+4872,7
@@
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
c
oord(x, y).valid_quadrant():
+ if not
C
oord(x, y).valid_quadrant():
if not silent:
proutn(" -1")
else:
if not silent:
proutn(" -1")
else:
@@
-5061,7
+5061,7
@@
def srscan():
def eta():
"Use computer to get estimated time of arrival for a warp jump."
def eta():
"Use computer to get estimated time of arrival for a warp jump."
- w1 =
coord(); w2 = c
oord()
+ w1 =
Coord(); w2 = C
oord()
prompt = False
if damaged(DCOMPTR):
prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
prompt = False
if damaged(DCOMPTR):
prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
@@
-5309,7
+5309,7
@@
device = (
def setup():
"Prepare to play, set up cosmos."
def setup():
"Prepare to play, set up cosmos."
- w =
c
oord()
+ w =
C
oord()
# Decide how many of everything
if choose():
return # frozen game
# Decide how many of everything
if choose():
return # frozen game
@@
-5329,7
+5329,7
@@
def setup():
for i in range(NDEVICES):
game.damage[i] = 0.0
# Set up assorted game parameters
for i in range(NDEVICES):
game.damage[i] = 0.0
# Set up assorted game parameters
- game.battle =
c
oord()
+ game.battle =
C
oord()
game.state.date = game.indate = 100.0 * randreal(20, 51)
game.nkinks = game.nhelp = game.casual = game.abandoned = 0
game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
game.state.date = game.indate = 100.0 * randreal(20, 51)
game.nkinks = game.nhelp = game.casual = game.abandoned = 0
game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
@@
-5407,7
+5407,7
@@
def setup():
w = randplace(GALSIZE)
if game.state.galaxy[w.i][w.j].planet == None:
break
w = randplace(GALSIZE)
if game.state.galaxy[w.i][w.j].planet == None:
break
- new =
p
lanet()
+ new =
P
lanet()
new.quadrant = w
new.crystals = "absent"
if (game.options & OPTION_WORLDS) and i < NINHAB:
new.quadrant = w
new.crystals = "absent"
if (game.options & OPTION_WORLDS) and i < NINHAB:
@@
-5628,7
+5628,7
@@
def newcnd():
def newkling():
"Drop new Klingon into current quadrant."
def newkling():
"Drop new Klingon into current quadrant."
- return
e
nemy('K', loc=dropin(), power=randreal(300,450)+25.0*game.skill)
+ return
E
nemy('K', loc=dropin(), power=randreal(300,450)+25.0*game.skill)
def newqad():
"Set up a new state of quadrant, for when we enter or re-enter it."
def newqad():
"Set up a new state of quadrant, for when we enter or re-enter it."
@@
-5670,7
+5670,7
@@
def newqad():
game.iscate = (game.state.remkl > 1)
# Put in Romulans if needed
for i in range(q.romulans):
game.iscate = (game.state.remkl > 1)
# Put in Romulans if needed
for i in range(q.romulans):
-
e
nemy('R', loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
+
E
nemy('R', loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
# If quadrant needs a starbase, put it in
if q.starbase:
game.base = dropin('B')
# If quadrant needs a starbase, put it in
if q.starbase:
game.base = dropin('B')
@@
-5695,7
+5695,7
@@
def newqad():
prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
# Put in THING if needed
if thing == game.quadrant:
prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
# Put in THING if needed
if thing == game.quadrant:
-
e
nemy(type='?', loc=dropin(),
+
E
nemy(type='?', loc=dropin(),
power=randreal(6000,6500.0)+250.0*game.skill)
if not damaged(DSRSENS):
skip(1)
power=randreal(6000,6500.0)+250.0*game.skill)
if not damaged(DSRSENS):
skip(1)
@@
-5706,13
+5706,13
@@
def newqad():
if (game.skill < SKILL_GOOD and withprob(0.02)) or \
(game.skill == SKILL_GOOD and withprob(0.05)) or \
(game.skill > SKILL_GOOD and withprob(0.08)):
if (game.skill < SKILL_GOOD and withprob(0.02)) or \
(game.skill == SKILL_GOOD and withprob(0.05)) or \
(game.skill > SKILL_GOOD and withprob(0.08)):
- w =
c
oord()
+ w =
C
oord()
while True:
w.i = withprob(0.5) * (QUADSIZE-1)
w.j = withprob(0.5) * (QUADSIZE-1)
if game.quad[w.i][w.j] == '.':
break
while True:
w.i = withprob(0.5) * (QUADSIZE-1)
w.j = withprob(0.5) * (QUADSIZE-1)
if game.quad[w.i][w.j] == '.':
break
- game.tholian =
e
nemy(type='T', loc=w,
+ game.tholian =
E
nemy(type='T', loc=w,
power=randrange(100, 500) + 25.0*game.skill)
# Reserve unoccupied corners
if game.quad[0][0]=='.':
power=randrange(100, 500) + 25.0*game.skill)
# Reserve unoccupied corners
if game.quad[0][0]=='.':
@@
-6067,7
+6067,7
@@
def expran(avrage):
def randplace(size):
"Choose a random location."
def randplace(size):
"Choose a random location."
- w =
c
oord()
+ w =
C
oord()
w.i = randrange(size)
w.j = randrange(size)
return w
w.i = randrange(size)
w.j = randrange(size)
return w
@@
-6128,7
+6128,7
@@
class sstscanner:
# Round token value to nearest integer
return int(round(scanner.real))
def getcoord(self):
# Round token value to nearest integer
return int(round(scanner.real))
def getcoord(self):
- s =
c
oord()
+ s =
C
oord()
scanner.next()
if scanner.type != "IHREAL":
huh()
scanner.next()
if scanner.type != "IHREAL":
huh()
@@
-6192,8
+6192,8
@@
def debugme():
game.damage[i] = 10.0
proutn("Examine/change events? ")
if ja():
game.damage[i] = 10.0
proutn("Examine/change events? ")
if ja():
- ev =
e
vent()
- w =
c
oord()
+ ev =
E
vent()
+ w =
C
oord()
legends = {
FSNOVA: "Supernova ",
FTBEAM: "T Beam ",
legends = {
FSNOVA: "Supernova ",
FTBEAM: "T Beam ",
@@
-6253,9
+6253,9
@@
if __name__ == '__main__':
try:
global line, thing, game
game = None
try:
global line, thing, game
game = None
- thing =
c
oord()
+ thing =
C
oord()
thing.angry = False
thing.angry = False
- game =
g
amestate()
+ game =
G
amestate()
game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
if os.getenv("TERM"):
game.options |= OPTION_CURSES
game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
if os.getenv("TERM"):
game.options |= OPTION_CURSES