From: Eric S. Raymond Date: Fri, 6 Oct 2006 15:08:13 +0000 (+0000) Subject: Collect three parallel arrays into an 'enemy' structure. X-Git-Tag: 2.0~137 X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=commitdiff_plain;h=0116120e7c8552ac5869ce52facbdcc390575b4d Collect three parallel arrays into an 'enemy' structure. --- diff --git a/src/sst.py b/src/sst.py index 8765806..fb665de 100644 --- a/src/sst.py +++ b/src/sst.py @@ -415,23 +415,29 @@ NEVENTS = 12 # def findevent(evtype): return game.future[evtype] +class enemy: + def __init__(self, loc=None, power=None): + if loc: + self.kloc = loc + else: + self.kloc = coord() # enemy sector location + self.kpower = power # enemy energy levels + self.kdist = self.kavgd = distance(game.sector, e.kloc) + def __repr__(self): + return "<%s=%f>" % (self.kloc, self.kpower) # For debugging + class gamestate: def __init__(self): self.options = None # Game options self.state = snapshot() # A snapshot structure self.snapsht = snapshot() # Last snapshot taken for time-travel purposes self.quad = fill2d(QUADSIZE, lambda i, j: IHDOT) # contents of our quadrant - self.kpower = [0.0]*(QUADSIZE**2) # enemy energy levels - self.kdist = [0.0]*(QUADSIZE**2) # enemy distances - self.kavgd = [0.0]*(QUADSIZE**2) # average distances self.damage = [0.0] * NDEVICES # damage encountered self.future = [] # future events for i in range(NEVENTS): self.future.append(event()) self.passwd = None; # Self Destruct password - self.ks = [] # enemy sector locations - for i in range(QUADSIZE**2): - self.ks.append(coord()) + self.enemies = [] self.quadrant = None # where we are in the large self.sector = None # where we are in the small self.tholian = None # coordinates of Tholian @@ -483,7 +489,7 @@ class gamestate: self.nenhere = 0 # number of enemies in quadrant self.irhere = 0 # Romulans in quadrant self.isatb = 0 # =1 if super commander is attacking base - self.tourn = 0 # tournament number + self.tourn = None # tournament number self.proben = 0 # number of moves for probe self.nprobes = 0 # number of probes available self.inresor = 0.0 # initial resources @@ -627,20 +633,20 @@ def tryexit(look, ienm, loccom, irun): if game.battle == game.quadrant: return False # don't leave if over 1000 units of energy - if game.kpower[loccom] > 1000.0: + if game.enemies[loccom].kpower > 1000.0: return False # print escape message and move out of quadrant. # we know this if either short or long range sensors are working if not damaged(DSRSENS) or not damaged(DLRSENS) or \ game.condition == docked: - crmena(True, ienm, "sector", game.ks[loccom]) + crmena(True, ienm, "sector", game.enemies[loccom].kloc) prout(_(" escapes to Quadrant %s (and regains strength).") % q) # handle local matters related to escape - game.quad[game.ks[loccom].x][game.ks[loccom].y] = IHDOT - game.ks[loccom] = game.ks[game.nenhere] - game.kavgd[loccom] = game.kavgd[game.nenhere] - game.kpower[loccom] = game.kpower[game.nenhere] - game.kdist[loccom] = game.kdist[game.nenhere] + game.quad[game.enemies[loccom].kloc.x][game.enemies[loccom].kloc.y] = IHDOT + game.enemies[loccom].kloc = game.enemies[game.nenhere].kloc + game.enemies[loccom].kavgd = game.enemies[game.nenhere].kavgd + game.enemies[loccom].kpower = game.enemies[game.nenhere].kpower + game.enemies[loccom].kdist = game.enemies[game.nenhere].kdist game.klhere -= 1 game.nenhere -= 1 if game.condition != docked: @@ -714,17 +720,17 @@ def movebaddy(com, loccom, ienm): else: nbaddys = game.comhere + game.ishere - dist1 = game.kdist[loccom] + dist1 = game.enemies[loccom].kdist mdist = int(dist1 + 0.5); # Nearest integer distance # If SC, check with spy to see if should hi-tail it if ienm==IHS and \ - (game.kpower[loccom] <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))): + (game.enemies[loccom].kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))): irun = True motion = -QUADSIZE else: # decide whether to advance, retreat, or hold position - forces = game.kpower[loccom]+100.0*game.nenhere+400*(nbaddys-1) + forces = game.enemies[loccom].kpower+100.0*game.nenhere+400*(nbaddys-1) if not game.shldup: forces += 1000; # Good for enemy if shield is down! if not damaged(DPHASER) or not damaged(DPHOTON): @@ -852,13 +858,13 @@ def movebaddy(com, loccom, ienm): game.quad[next.x][next.y] = ienm if next != com: # it moved - game.ks[loccom] = next - game.kdist[loccom] = game.kavgd[loccom] = distance(game.sector, next) + game.enemies[loccom].kloc = next + game.enemies[loccom].kdist = game.enemies[loccom].kavgd = distance(game.sector, next) if not damaged(DSRSENS) or game.condition == docked: proutn("***") cramen(ienm) proutn(_(" from Sector %s") % com) - if game.kdist[loccom] < dist1: + if game.enemies[loccom].kdist < dist1: proutn(_(" advances to ")) else: proutn(_(" retreats to ")) @@ -872,13 +878,13 @@ def moveklings(): # and do move if game.comhere: for i in range(game.nenhere): - w = game.ks[i] + w = game.enemies[i].kloc if game.quad[w.x][w.y] == IHC: movebaddy(w, i, IHC) break if game.ishere: for i in range(game.nenhere): - w = game.ks[i] + w = game.enemies[i].kloc if game.quad[w.x][w.y] == IHS: movebaddy(w, i, IHS) break @@ -887,7 +893,7 @@ def moveklings(): # commander(s) do. if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY): for i in range(game.nenhere): - w = game.ks[i] + w = game.enemies[i].kloc 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]) sortklings(); @@ -917,13 +923,13 @@ def movescom(iq, avoid): game.ientesc = False unschedule(FSCDBAS) for i in range(game.nenhere): - if game.quad[game.ks[i].x][game.ks[i].y] == IHS: + if game.quad[game.enemies[i].kloc.x][game.enemies[i].kloc.y] == IHS: break - game.quad[game.ks[i].x][game.ks[i].y] = IHDOT - game.ks[i] = game.ks[game.nenhere] - game.kdist[i] = game.kdist[game.nenhere] - game.kavgd[i] = game.kavgd[game.nenhere] - game.kpower[i] = game.kpower[game.nenhere] + game.quad[game.enemies[i].kloc.x][game.enemies[i].kloc.y] = IHDOT + game.enemies[i].kloc = game.enemies[game.nenhere].kloc + game.enemies[i].kdist = game.enemies[game.nenhere].kdist + game.enemies[i].kavgd = game.enemies[game.nenhere].kavgd + game.enemies[i].kpower = game.enemies[game.nenhere].kpower game.klhere -= 1 game.nenhere -= 1 if game.condition!=docked: @@ -1102,7 +1108,7 @@ def movetholian(): if game.quad[game.tholian.x][game.tholian.y]==IHDOT: game.quad[game.tholian.x][game.tholian.y] = IHWEB game.quad[game.tholian.x][game.tholian.y] = IHT - game.ks[game.nenhere] = game.tholian + game.enemies[game.nenhere].kloc = game.tholian # check to see if all holes plugged for i in range(QUADSIZE): @@ -1405,19 +1411,19 @@ def torpedo(course, r, incoming, i, n): elif iquad in (IHR, IHK): # Hit a regular enemy # find the enemy for ll in range(game.nenhere): - if w == game.ks[ll]: + if w == game.enemies[ll].kloc: break - kp = math.fabs(game.kpower[ll]) + kp = math.fabs(game.enemies[ll].kpower) h1 = 700.0 + randrange(100) - \ 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle)) h1 = math.fabs(h1) if kp < h1: h1 = kp - if game.kpower[ll] < 0: - game.kpower[ll] -= -h1 + if game.enemies[ll].kpower < 0: + game.enemies[ll].kpower -= -h1 else: - game.kpower[ll] -= h1 - if game.kpower[ll] == 0: + game.enemies[ll].kpower -= h1 + if game.enemies[ll].kpower == 0: deadkl(w, iquad, w) return None crmena(True, iquad, "sector", w) @@ -1442,7 +1448,7 @@ def torpedo(course, r, incoming, i, n): prout(_(" damaged but not destroyed.")) return None proutn(_(" damaged--")) - game.ks[ll] = jw + game.enemies[ll].kloc = jw shoved = True break elif iquad == IHB: # Hit a base @@ -1559,7 +1565,7 @@ def torpedo(course, r, incoming, i, n): game.quad[jw.x][jw.y]=iquad prout(_(" displaced by blast to Sector %s ") % jw) for ll in range(game.nenhere): - game.kdist[ll] = game.kavgd[ll] = distance(game.sector,game.ks[ll]) + game.enemies[ll].kdist = game.enemies[ll].kavgd = distance(game.sector,game.enemies[ll].kloc) sortklings() return None skip(1) @@ -1630,16 +1636,16 @@ def attack(torps_ok): if game.skill <= SKILL_FAIR: where = "sector" for loop in range(game.nenhere): - if game.kpower[loop] < 0: + if game.enemies[loop].kpower < 0: continue; # too weak to attack # compute hit strength and diminish shield power r = randreal() # Increase chance of photon torpedos if docked or enemy energy low if game.condition == "docked": r *= 0.25 - if game.kpower[loop] < 500: + if game.enemies[loop].kpower < 500: r *= 0.25; - jay = game.ks[loop] + jay = game.enemies[loop].kloc iquad = game.quad[jay.x][jay.y] if iquad==IHT or (iquad==IHQUEST and not iqengry): continue @@ -1655,8 +1661,8 @@ def attack(torps_ok): continue; # Don't waste the effort! attempt = True; # Attempt to attack dustfac = 0.8 + randreal(0.5) - hit = game.kpower[loop]*math.pow(dustfac,game.kavgd[loop]) - game.kpower[loop] *= 0.75 + hit = game.enemies[loop].kpower*math.pow(dustfac,game.enemies[loop].kavgd) + game.enemies[loop].kpower *= 0.75 else: # Enemy uses photon torpedo course = 1.90985*math.atan2(game.sector.y-jay.y, jay.x-game.sector.x) hit = 0 @@ -1667,7 +1673,7 @@ def attack(torps_ok): attempt = True prout(" ") r = (randreal()+randreal())*0.5 - 0.5 - r += 0.002*game.kpower[loop]*r + r += 0.002*game.enemies[loop].kpower*r hit = torpedo(course, r, jay, 1, 1) if (game.state.remkl + game.state.remcom + game.state.nscrem)==0: finish(FWON); # Klingons did themselves in! @@ -1745,7 +1751,7 @@ def attack(torps_ok): game.state.crew -= icas # After attack, reset average distance to enemies for loop in range(game.nenhere): - game.kavgd[loop] = game.kdist[loop] + game.enemies[loop].kavgd = game.enemies[loop].kdist sortklings() return; @@ -1804,16 +1810,16 @@ def deadkl(w, type, mv): if is_scheduled(FCDBAS) and game.battle == game.quadrant and type==IHC: unschedule(FCDBAS) for i in range(game.nenhere): - if game.ks[i] == w: + if game.enemies[i].kloc == 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.enemies[j].kloc = game.enemies[j+1].kloc + game.enemies[j].kpower = game.enemies[j+1].kpower + game.enemies[j].kavgd = game.enemies[j].kdist = game.enemies[j+1].kdist + game.enemies[game.nenhere].kloc.x = 0 + game.enemies[game.nenhere].kloc.y = 0 + game.enemies[game.nenhere].kdist = 0 + game.enemies[game.nenhere].kavgd = 0 + game.enemies[game.nenhere].kpower = 0 game.nenhere -= 1 break break @@ -1985,7 +1991,7 @@ def checkshctrl(rpow): return True; def hittem(hits): - # register a phaser hit on Klingons and Romulans + # register a phaser hit on Klingons and Romulans nenhr2 = game.nenhere; kk=0 w = coord() skip(1) @@ -1993,19 +1999,17 @@ def hittem(hits): if wham==0: continue dustfac = randreal(0.9, 1.0) - print type(wham), type(dustfac), type(game.kdist[kk]), "Foo!", game.kdist - hit = wham*math.pow(dustfac,game.kdist[kk]) - print "Got here" - kpini = game.kpower[kk] + hit = wham*math.pow(dustfac,game.enemies[kk].kdist) + kpini = game.enemies[kk].kpower kp = math.fabs(kpini) if PHASEFAC*hit < kp: kp = PHASEFAC*hit - if game.kpower[kk] < 0: - game.kpower[kk] -= -kp + if game.enemies[kk].kpower < 0: + game.enemies[kk].kpower -= -kp else: - game.kpower[kk] -= kp - kpow = game.kpower[kk] - w = game.ks[kk] + game.enemies[kk].kpower -= kp + kpow = game.enemies[kk].kpower + w = game.enemies[kk].kloc if hit > 0.005: if not damaged(DSRSENS): boom(w) @@ -2030,7 +2034,7 @@ def hittem(hits): if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini: prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w) prout(_(" has just lost its firepower.\"")) - game.kpower[kk] = -kpow + game.enemies[kk].kpower = -kpow kk += 1 return @@ -2123,7 +2127,7 @@ def phasers(): chew() if not kz: for i in range(game.nenhere): - irec += math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))*randreal(1.01, 1.06) + 1.0 + irec += math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0 kz=1 proutn(_("%d units required. ") % irec) chew() @@ -2159,7 +2163,7 @@ def phasers(): hits.append(0.0) if powrem <= 0: continue - hits[i] = math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i])) + hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist)) over = randreal(1.01, 1.06) * hits[i] temp = powrem powrem -= hits[i] + over @@ -2196,7 +2200,7 @@ def phasers(): elif automode == "MANUAL": rpow = 0.0 for k in range(game.nenhere): - aim = game.ks[k] + aim = game.enemies[k].kloc ienm = game.quad[aim.x][aim.y] if msgflag: proutn(_("Energy available= %.2f") % (avail-0.006)) @@ -2215,7 +2219,7 @@ def phasers(): if key == IHEOL: chew() if itarg and k > kz: - irec=(abs(game.kpower[k])/(PHASEFAC*math.pow(0.9,game.kdist[k]))) * randreal(1.01, 1.06) + 1.0 + irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0 kz = k proutn("(") if not damaged(DCOMPTR): @@ -2720,7 +2724,7 @@ def events(): q.klingons += 1 if game.quadrant == w: game.klhere += 1 - newkling(game.klhere) + game.enemies.append(newkling()) # recompute time left game.recompute() # report the disaster if we can @@ -2890,10 +2894,10 @@ def nova(nov): deadkl(scratch,iquad, scratch) elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies for ll in range(game.nenhere): - if game.ks[ll] == scratch: + if game.enemies[ll].kloc == scratch: break - game.kpower[ll] -= 800.0 # If firepower is lost, die - if game.kpower[ll] <= 0.0: + game.enemies[ll].kpower -= 800.0 # If firepower is lost, die + if game.enemies[ll].kpower <= 0.0: deadkl(scratch, iquad, scratch) break newc.x = scratch.x + scratch.x - hits[mm][1] @@ -2918,8 +2922,8 @@ def nova(nov): proutn(_(", buffeted to Sector %s") % newc) game.quad[scratch.x][scratch.y] = IHDOT game.quad[newc.x][newc.y] = iquad - game.ks[ll] = newc - game.kdist[ll] = game.kavgd[ll] = distance(game.sector, newc) + game.enemies[ll].kloc = newc + game.enemies[ll].kdist = game.enemies[ll].kavgd = distance(game.sector, newc) skip(1) if top == top2: break @@ -3117,8 +3121,8 @@ def kaboom(): whammo = 25.0 * game.energy l=1 while l <= game.nenhere: - if game.kpower[l]*game.kdist[l] <= whammo: - deadkl(game.ks[l], game.quad[game.ks[l].x][game.ks[l].y], game.ks[l]) + if game.enemies[l].kpower*game.enemies[l].kdist <= whammo: + deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.x][game.enemies[l].kloc.y], game.enemies[l].kloc) l += 1 finish(FDILITHIUM) @@ -3864,14 +3868,14 @@ def imove(novapush): game.quad[game.sector.x][game.sector.y] = game.ship if game.nenhere: 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 + finald = distance(w, game.enemies[m].kloc) + game.enemies[m].kavgd = 0.5 * (finald+game.enemies[m].kdist) + game.enemies[m].kdist = finald sortklings() if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: attack(False) for m in range(game.nenhere): - game.kavgd[m] = game.kdist[m] + game.enemies[m].kavgd = game.enemies[m].kdist newcnd() drawmaps(0) setwnd(message_window) @@ -3911,8 +3915,8 @@ def imove(novapush): if game.nenhere != 0 and not novapush: newcnd() 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.enemies[m].kloc) + game.enemies[m].kavgd = 0.5 * (finald + game.enemies[m].kdist) # # Stas Sergeev added the condition # that attacks only happen if Klingons @@ -5222,7 +5226,7 @@ def deathray(): prouts(_("Sulu- \"Captain! It's working!\"")) skip(2) while game.nenhere > 0: - deadkl(game.ks[1], game.quad[game.ks[1].x][game.ks[1].y],game.ks[1]) + deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.x][game.enemies[1].kloc.y],game.enemies[1].kloc) prout(_("Ensign Chekov- \"Congratulations, Captain!\"")) if (game.state.remkl + game.state.remcom + game.state.nscrem) == 0: finish(FWON) @@ -5996,10 +6000,10 @@ def setup(needprompt): break game.state.kscmdr = w game.state.galaxy[w.x][w.y].klingons += 1 - # Place thing (in tournament game, thingx == -1, don't want one!) + # Place thing (in tournament game, we don't want one!) global thing - if thing == None: - thing = randplace(GALSIZE) + if game.tourn is None: + thing = randplace(GALSIZE) skip(2) game.state.snap = False if game.skill == SKILL_NOVICE: @@ -6171,13 +6175,9 @@ def newcnd(): if not game.alive: game.condition="dead" -def newkling(i): - # drop new Klingon into current quadrant - pi = dropin(IHK) - game.ks[i] = pi - game.kdist[i] = game.kavgd[i] = distance(game.sector, pi) - game.kpower[i] = randreal(300, 450) + 25.0*game.skill - return pi +def newkling(): + # drop new Klingon into current quadrant + return enemy(loc=dropin(IHK), power=randreal(300, 450) + 25.0*game.skill) def newqad(shutup): # set up a new state of quadrant, for when we enter or re-enter it @@ -6209,29 +6209,30 @@ def newqad(shutup): game.nenhere = game.klhere + game.irhere # Position Starship game.quad[game.sector.x][game.sector.y] = game.ship + game.enemies = [] if q.klingons: # Position ordinary Klingons for i in range(game.klhere): - w = newkling(i) + game.enemies.append(newkling()) # If we need a commander, promote a Klingon for i in range(game.state.remcom): if game.state.kcmdr[i] == game.quadrant: - game.quad[game.ks[i].x][game.ks[i].y] = IHC - game.kpower[game.klhere] = randreal(950,1350) + 50.0*game.skill + e = game.enemies[game.klhere-1] + game.quad[e.kloc.x][e.kloc.y] = IHC + e.kpower = randreal(950,1350) + 50.0*game.skill game.comhere = True break # If we need a super-commander, promote a Klingon if game.quadrant == game.state.kscmdr: - game.quad[w.x][w.y] = IHS - game.kpower[0] = randreal(1175.0, 1575.0) + 125.0*game.skill + e = game.enemies[0] + game.quad[e.kloc.x][e.kloc.y] = IHS + e.kpower = randreal(1175.0, 1575.0) + 125.0*game.skill game.iscate = (game.state.remkl > 1) game.ishere = True # Put in Romulans if needed 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) - game.kpower[i] = randreal(400.0, 850.0) + 50.0*game.skill + game.enemies.append(enemy(loc=dropin(IHR), + power=randreal(400.0,850.0)+50.0*game.skill)) # If quadrant needs a starbase, put it in if q.starbase: game.base = dropin(IHB) @@ -6259,15 +6260,12 @@ def newqad(shutup): prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!")) if shutup==0: # Put in THING if needed - global thing if thing == game.quadrant: - w = dropin(IHQUEST) - thing = randplace(GALSIZE) + e = enemy(dropin(IHQUEST)) + e.kdist = e.kavgd = distance(game.sector, e.kloc) + e.kpower = randreal(6000,6500.0)+250.0*game.skill + games.enemies.append(e) game.nenhere += 1 - game.ks[game.nenhere] = w - game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \ - distance(game.sector, w) - game.kpower[game.nenhere] = randreal(6000,6500.0)+250.0*game.skill if not damaged(DSRSENS): skip(1) prout(_("Mr. Spock- \"Captain, this is most unusual.")) @@ -6284,11 +6282,9 @@ def newqad(shutup): if game.quad[game.tholian.x][game.tholian.y] == IHDOT: break game.quad[game.tholian.x][game.tholian.y] = IHT + game.enemies.append(loc=game.tholian, + power=randrange(100, 500) + 25.0*game.skill) game.nenhere += 1 - game.ks[game.nenhere] = game.tholian - game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \ - distance(game.sector, game.tholian) - game.kpower[game.nenhere] = randrange(100, 500) + 25.0*game.skill # Reserve unoccupied corners if game.quad[0][0]==IHDOT: game.quad[0][0] = 'X' @@ -6322,23 +6318,23 @@ def sortklings(): while True: sw = False for j in range(game.nenhere-1): - if game.kdist[j] > game.kdist[j+1]: + if game.enemies[j].kdist > game.enemies[j+1].kdist: sw = True - t = game.kdist[j] - game.kdist[j] = game.kdist[j+1] - game.kdist[j+1] = t - t = game.kavgd[j] - game.kavgd[j] = game.kavgd[j+1] - game.kavgd[j+1] = t - k = game.ks[j].x - game.ks[j].x = game.ks[j+1].x - game.ks[j+1].x = k - k = game.ks[j].y - game.ks[j].y = game.ks[j+1].y - game.ks[j+1].y = k - t = game.kpower[j] - game.kpower[j] = game.kpower[j+1] - game.kpower[j+1] = t + t = game.enemies[j].kdist + game.enemies[j].kdist = game.enemies[j+1].kdist + game.enemies[j+1].kdist = t + t = game.enemies[j].kavgd + game.enemies[j].kavgd = game.enemies[j+1].kavgd + game.enemies[j+1].kavgd = t + k = game.enemies[j].kloc.x + game.enemies[j].kloc.x = game.enemies[j+1].kloc.x + game.enemies[j+1].kloc.x = k + k = game.enemies[j].kloc.y + game.enemies[j].kloc.y = game.enemies[j+1].kloc.y + game.enemies[j+1].kloc.y = k + t = game.enemies[j].kpower + game.enemies[j].kpower = game.enemies[j+1].kpower + game.enemies[j+1].kpower = t if not sw: break