From: Eric S. Raymond Date: Wed, 22 Feb 2012 02:33:29 +0000 (-0500) Subject: Refactor to narrow the scope within which I/O calls are made. X-Git-Tag: 2.2~86 X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=commitdiff_plain;h=327ce969ed0a2607044ee1659d025b6a73abfdf3;hp=40a7dcb6c5b2b4201197263c4183d609c3fe6cd5 Refactor to narrow the scope within which I/O calls are made. --- diff --git a/sst.py b/sst.py index 9c00244..34a2236 100755 --- a/sst.py +++ b/sst.py @@ -131,6 +131,8 @@ class Thingy(Coord): self.angered = False def angry(self): self.angered = True + def at(self, q): + return (q.i, q.j) == (self.i, self.j) class Planet: def __init__(self): @@ -449,19 +451,14 @@ def tryexit(enemy, look, irun): # avoid intruding on another commander's territory if enemy.type == 'C': if iq in game.state.kcmdr: - return False + return [] # refuse to leave if currently attacking starbase if game.battle == game.quadrant: - return False + return [] # don't leave if over 1000 units of energy if enemy.power > 1000.0: - return False - # emit 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": - prout(crmena(True, enemy.type, "sector", enemy.location) + \ - (_(" escapes to Quadrant %s (and regains strength).") % iq)) + return [] + oldloc = copy.copy(enemy.location) # handle local matters related to escape enemy.move(None) game.klhere -= 1 @@ -482,7 +479,8 @@ def tryexit(enemy, look, irun): if cmdr == game.quadrant: game.state.kcmdr.append(iq) break - return True # success + # report move out of quadrant. + return [(True, enemy, oldloc, ibq)] # The bad-guy movement algorithm: # @@ -568,7 +566,7 @@ def movebaddy(enemy): proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces)) # don't move if no motion if motion == 0: - return + return [] # Limit motion according to skill if abs(motion) > game.skill: if motion < 0: @@ -612,15 +610,15 @@ def movebaddy(enemy): while attempts < 20 and not success: attempts += 1 if look.i < 0 or look.i >= QUADSIZE: - if motion < 0 and tryexit(enemy, look, irun): - return + if motion < 0: + return tryexit(enemy, look, irun) if krawli == m.i or m.j == 0: break look.i = goto.i + krawli krawli = -krawli elif look.j < 0 or look.j >= QUADSIZE: - if motion < 0 and tryexit(enemy, look, irun): - return + if motion < 0: + return tryexit(enemy, look, irun) if krawlj == m.j or m.i == 0: break look.j = goto.j + krawlj @@ -630,7 +628,7 @@ def movebaddy(enemy): if game.quad[look.i][look.j] == game.ship and \ (enemy.type == 'C' or enemy.type == 'S'): collision(rammed=True, enemy=enemy) - return + return [] if krawli != m.i and m.j != 0: look.i = goto.i + krawli krawli = -krawli @@ -649,7 +647,8 @@ def movebaddy(enemy): break # done early if game.idebug: skip(1) - return (enemy, old_dist, goto) + # Enemy moved, but is still in sector + return [(False, enemy, old_dist, goto)] def moveklings(): "Sequence Klingon tactical movement." @@ -661,11 +660,11 @@ def moveklings(): if game.quadrant in game.state.kcmdr: for enemy in game.enemies: if enemy.type == 'C': - tacmoves.append(movebaddy(enemy)) + tacmoves += movebaddy(enemy) if game.state.kscmdr == game.quadrant: for enemy in game.enemies: if enemy.type == 'S': - tacmoves.append(movebaddy(enemy)) + tacmoves += movebaddy(enemy) break # If skill level is high, move other Klingons and Romulans too! # Move these last so they can base their actions on what the @@ -673,7 +672,7 @@ def moveklings(): if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY): for enemy in game.enemies: if enemy.type in ('K', 'R'): - tacmoves.append(movebaddy(enemy)) + tacmoves += movebaddy(enemy) return tacmoves def movescom(iq, avoid): @@ -1326,18 +1325,26 @@ def attack(torps_ok): return # commanders get a chance to tac-move towards you 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: - for (enemy, old_dist, goto) in moveklings(): - if enemy.move(goto): - if not damaged(DSRSENS) or game.condition == "docked": - proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location)) - if enemy.kdist < old_dist: - proutn(_(" advances to ")) - else: - proutn(_(" retreats to ")) - prout("Sector %s." % goto) + for (bugout, enemy, old, goto) in moveklings(): + if bugout: + # we know about this if either short or long range + # sensors are working + if damaged(DSRSENS) and damaged(DLRSENS) \ + and game.condition != "docked": + prout(crmena(True, enemy.type, "sector", old) + \ + (_(" escapes to Quadrant %s (and regains strength).") % goto)) + else: # Enemy still in-sector + if enemy.move(goto): + if not damaged(DSRSENS) or game.condition == "docked": + proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location)) + if enemy.kdist < old: + proutn(_(" advances to ")) + else: + proutn(_(" retreats to ")) + prout("Sector %s." % goto) sortenemies() # 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.angered): + if len(game.enemies) == 0 or (len(game.enemies) == 1 and thing.at(game.quadrant) and not thing.angered): return # set up partial hits if attack happens during shield status change pfac = 1.0/game.inshld