From: Eric S. Raymond Date: Wed, 18 Oct 2006 01:13:00 +0000 (+0000) Subject: Rename class members to remove old assumption that all enemies are Klingons. X-Git-Tag: 2.0~57 X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=commitdiff_plain;h=a4c88eb2f6ea4d8e82505e84e77544b86745fd8f Rename class members to remove old assumption that all enemies are Klingons. --- diff --git a/src/sst.py b/src/sst.py index 59c5ffc..f3924cb 100644 --- a/src/sst.py +++ b/src/sst.py @@ -229,39 +229,37 @@ FENSLV = 10 # Inhabited word is enslaved */ FREPRO = 11 # Klingons build a ship in an enslaved system NEVENTS = 12 -# -# abstract out the event handling -- underlying data structures will change -# when we implement stateful events -# +# Abstract out the event handling -- underlying data structures will change +# when we implement stateful events def findevent(evtype): return game.future[evtype] class enemy: def __init__(self, type=None, loc=None, power=None): self.type = type - self.kloc = coord() + self.location = coord() if loc: self.move(loc) - self.kpower = power # enemy energy level + self.power = power # enemy energy level game.enemies.append(self) def move(self, loc): - motion = (loc != self.kloc) - if self.kloc.i is not None and self.kloc.j is not None: + motion = (loc != self.location) + if self.location.i is not None and self.location.j is not None: if motion: if self.type == 'T': - game.quad[self.kloc.i][self.kloc.j] = '#' + game.quad[self.location.i][self.location.j] = '#' else: - game.quad[self.kloc.i][self.kloc.j] = '.' + game.quad[self.location.i][self.location.j] = '.' if loc: - self.kloc = copy.copy(loc) - game.quad[self.kloc.i][self.kloc.j] = self.type + self.location = copy.copy(loc) + game.quad[self.location.i][self.location.j] = self.type self.kdist = self.kavgd = (game.sector - loc).distance() else: - self.kloc = coord() + self.location = coord() self.kdist = self.kavgd = None game.enemies.remove(self) return motion def __repr__(self): - return "<%s,%s.%f>" % (self.type, self.kloc, self.kpower) # For debugging + return "<%s,%s.%f>" % (self.type, self.location, self.power) # For debugging class gamestate: def __init__(self): @@ -419,13 +417,13 @@ def tryexit(enemy, look, irun): if game.battle == game.quadrant: return False # don't leave if over 1000 units of energy - if enemy.kpower > 1000.0: + 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.kloc) + \ + prout(crmena(True, enemy.type, "sector", enemy.location) + \ (_(" escapes to Quadrant %s (and regains strength).") % q)) # handle local matters related to escape enemy.move(None) @@ -500,12 +498,12 @@ def movebaddy(enemy): mdist = int(dist1 + 0.5); # Nearest integer distance # If SC, check with spy to see if should hi-tail it if enemy.type=='S' and \ - (enemy.kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))): + (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))): irun = True motion = -QUADSIZE else: # decide whether to advance, retreat, or hold position - forces = enemy.kpower+100.0*len(game.enemies)+400*(nbaddys-1) + forces = enemy.power+100.0*len(game.enemies)+400*(nbaddys-1) if not game.shldup: forces += 1000; # Good for enemy if shield is down! if not damaged(DPHASER) or not damaged(DPHOTON): @@ -550,13 +548,13 @@ def movebaddy(enemy): if idebug: proutn("NSTEPS = %d:" % nsteps) # Compute preferred values of delta X and Y - m = game.sector - enemy.kloc + m = game.sector - enemy.location if 2.0 * abs(m.i) < abs(m.j): m.i = 0 - if 2.0 * abs(m.j) < abs(game.sector.i-enemy.kloc.i): + if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i): m.j = 0 m = (motion * m).sgn() - next = enemy.kloc + next = enemy.location # main move loop for ll in range(nsteps): if idebug: @@ -615,7 +613,7 @@ def movebaddy(enemy): skip(1) if enemy.move(next): if not damaged(DSRSENS) or game.condition == "docked": - proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.kloc)) + proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location)) if enemy.kdist < dist1: proutn(_(" advances to ")) else: @@ -810,13 +808,13 @@ def movetholian(): if not game.tholian or game.justin: return id = coord() - if game.tholian.kloc.i == 0 and game.tholian.kloc.j == 0: + if game.tholian.location.i == 0 and game.tholian.location.j == 0: id.i = 0; id.j = QUADSIZE-1 - elif game.tholian.kloc.i == 0 and game.tholian.kloc.j == QUADSIZE-1: + elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1: id.i = QUADSIZE-1; id.j = QUADSIZE-1 - elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == QUADSIZE-1: + elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1: id.i = QUADSIZE-1; id.j = 0 - elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == 0: + elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0: id.i = 0; id.j = 0 else: # something is wrong! @@ -826,8 +824,8 @@ def movetholian(): # do nothing if we are blocked if game.quad[id.i][id.j] not in ('.', '#'): return - here = copy.copy(game.tholian.kloc) - delta = (id - game.tholian.kloc).sgn() + here = copy.copy(game.tholian.location) + delta = (id - game.tholian.location).sgn() # move in x axis while here.i != id.i: here.i += delta.i @@ -849,7 +847,7 @@ def movetholian(): if game.quad[i][QUADSIZE-1]!='#' and game.quad[i][QUADSIZE-1]!='T': return # All plugged up -- Tholian splits - game.quad[game.tholian.kloc.i][game.tholian.kloc.j]='#' + game.quad[game.tholian.location.i][game.tholian.location.j]='#' dropin(' ') prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web.")) game.tholian.move(None) @@ -1026,11 +1024,11 @@ def collision(rammed, enemy): proutn(_(" rammed by ")) else: proutn(_(" rams ")) - proutn(crmena(False, enemy.type, "sector", enemy.kloc)) + proutn(crmena(False, enemy.type, "sector", enemy.location)) if rammed: proutn(_(" (original position)")) skip(1) - deadkl(enemy.kloc, enemy.type, game.sector) + deadkl(enemy.location, enemy.type, game.sector) proutn("***" + crmship() + " heavily damaged.") icas = randrange(10, 30) prout(_("***Sickbay reports %d casualties"), icas) @@ -1107,7 +1105,7 @@ def torpedo(origin, bearing, dispersion, number, nburst): game.quad[bumpto.i][bumpto.j]=iquad prout(_(" displaced by blast to Sector %s ") % bumpto) for enemy in game.enemies: - enemy.kdist = enemy.kavgd = (game.sector-enemy.kloc).distance() + enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance() game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) return None elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy @@ -1117,19 +1115,19 @@ def torpedo(origin, bearing, dispersion, number, nburst): prout(_(" torpedo neutralized.")) return None for enemy in game.enemies: - if w == enemy.kloc: + if w == enemy.location: break - kp = math.fabs(enemy.kpower) + kp = math.fabs(enemy.power) h1 = 700.0 + randrange(100) - \ 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle)) h1 = math.fabs(h1) if kp < h1: h1 = kp - if enemy.kpower < 0: - enemy.kpower -= -h1 + if enemy.power < 0: + enemy.power -= -h1 else: - enemy.kpower -= h1 - if enemy.kpower == 0: + enemy.power -= h1 + if enemy.power == 0: deadkl(w, iquad, w) return None proutn(crmena(True, iquad, "sector", w)) @@ -1146,11 +1144,11 @@ def torpedo(origin, bearing, dispersion, number, nburst): prout(_(" damaged but not destroyed.")) else: prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto) - enemy.kloc = bumpto + enemy.location = bumpto game.quad[w.i][w.j]='.' game.quad[bumpto.i][bumpto.j]=iquad for enemy in game.enemies: - enemy.kdist = enemy.kavgd = (game.sector-enemy.kloc).distance() + enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance() game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) return None elif iquad == 'B': # Hit a base @@ -1314,14 +1312,14 @@ def attack(torps_ok): if game.skill <= SKILL_FAIR: where = "sector" for enemy in game.enemies: - if enemy.kpower < 0: + if enemy.power < 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 is low if game.condition == "docked": r *= 0.25 - if enemy.kpower < 500: + if enemy.power < 500: r *= 0.25; if enemy.type=='T' or (enemy.type=='?' and not thing.angry): continue @@ -1337,20 +1335,20 @@ def attack(torps_ok): continue; # Don't waste the effort! attempt = True; # Attempt to attack dustfac = randreal(0.8, 0.85) - hit = enemy.kpower*math.pow(dustfac,enemy.kavgd) - enemy.kpower *= 0.75 + hit = enemy.power*math.pow(dustfac,enemy.kavgd) + enemy.power *= 0.75 else: # Enemy uses photon torpedo # We should be able to make the bearing() method work here - course = 1.90985*math.atan2(game.sector.j-enemy.kloc.j, enemy.kloc.i-game.sector.i) + course = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i) hit = 0 proutn(_("***TORPEDO INCOMING")) if not damaged(DSRSENS): - proutn(_(" From ") + crmena(False, enemy.type, where, enemy.kloc)) + proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location)) attempt = True prout(" ") dispersion = (randreal()+randreal())*0.5 - 0.5 - dispersion += 0.002*enemy.kpower*dispersion - hit = torpedo(enemy.kloc, course, dispersion, number=1, nburst=1) + dispersion += 0.002*enemy.power*dispersion + hit = torpedo(enemy.location, course, dispersion, number=1, nburst=1) if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0: finish(FWON); # Klingons did themselves in! if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone: @@ -1383,7 +1381,7 @@ def attack(torps_ok): if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR: proutn(_(" on the ") + crmshp()) if not damaged(DSRSENS) and usephasers: - prout(_(" from ") + crmena(False, enemy.type, where, enemy.kloc)) + prout(_(" from ") + crmena(False, enemy.type, where, enemy.location)) skip(1) # Decide if hit is critical if hit > hitmax: @@ -1471,7 +1469,7 @@ def deadkl(w, type, mv): game.recompute() # Remove enemy ship from arrays describing local conditions for e in game.enemies: - if e.kloc == w: + if e.location == w: e.move(None) break return @@ -1644,16 +1642,16 @@ def hittem(hits): continue dustfac = randreal(0.9, 1.0) hit = wham*math.pow(dustfac,game.enemies[kk].kdist) - kpini = game.enemies[kk].kpower + kpini = game.enemies[kk].power kp = math.fabs(kpini) if PHASEFAC*hit < kp: kp = PHASEFAC*hit - if game.enemies[kk].kpower < 0: - game.enemies[kk].kpower -= -kp + if game.enemies[kk].power < 0: + game.enemies[kk].power -= -kp else: - game.enemies[kk].kpower -= kp - kpow = game.enemies[kk].kpower - w = game.enemies[kk].kloc + game.enemies[kk].power -= kp + kpow = game.enemies[kk].power + w = game.enemies[kk].location if hit > 0.005: if not damaged(DSRSENS): boom(w) @@ -1677,7 +1675,7 @@ 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.enemies[kk].kpower = -kpow + game.enemies[kk].power = -kpow kk += 1 return @@ -1770,7 +1768,7 @@ def phasers(): scanner.chew() if not kz: for i in range(len(game.enemies)): - irec += math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0 + irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0 kz=1 proutn(_("%d units required. ") % irec) scanner.chew() @@ -1806,7 +1804,7 @@ def phasers(): hits.append(0.0) if powrem <= 0: continue - hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist)) + hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist)) over = randreal(1.01, 1.06) * hits[i] temp = powrem powrem -= hits[i] + over @@ -1843,7 +1841,7 @@ def phasers(): elif automode == "MANUAL": rpow = 0.0 for k in range(len(game.enemies)): - aim = game.enemies[k].kloc + aim = game.enemies[k].location ienm = game.quad[aim.i][aim.j] if msgflag: proutn(_("Energy available= %.2f") % (avail-0.006)) @@ -1861,7 +1859,7 @@ def phasers(): if key == "IHEOL": scanner.chew() if itarg and k > kz: - irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0 + irec=(abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0 kz = k proutn("(") if not damaged(DCOMPTR): @@ -2499,10 +2497,10 @@ def nova(nov): deadkl(neighbor, iquad, neighbor) elif iquad in ('C','S','R'): # Damage/destroy big enemies for ll in range(len(game.enemies)): - if game.enemies[ll].kloc == neighbor: + if game.enemies[ll].location == neighbor: break - game.enemies[ll].kpower -= 800.0 # If firepower is lost, die - if game.enemies[ll].kpower <= 0.0: + game.enemies[ll].power -= 800.0 # If firepower is lost, die + if game.enemies[ll].power <= 0.0: deadkl(neighbor, iquad, neighbor) break newc = neighbor + neighbor - hits[mm] @@ -2695,8 +2693,8 @@ def kaboom(): whammo = 25.0 * game.energy l=1 while l <= len(game.enemies): - if game.enemies[l].kpower*game.enemies[l].kdist <= whammo: - deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.i][game.enemies[l].kloc.j], game.enemies[l].kloc) + if game.enemies[l].power*game.enemies[l].kdist <= whammo: + deadkl(game.enemies[l].location, game.quad[game.enemies[l].location.i][game.enemies[l].location.j], game.enemies[l].location) l += 1 finish(FDILITHIUM) @@ -3365,7 +3363,7 @@ def imove(course=None, noattack=False): if len(game.enemies) != 0 and not noattack: newcnd() for enemy in game.enemies: - finald = (w - enemy.kloc).distance() + finald = (w - enemy.location).distance() enemy.kavgd = 0.5 * (finald + enemy.kdist) # Stas Sergeev added the condition # that attacks only happen if Klingons @@ -3423,7 +3421,7 @@ def imove(course=None, noattack=False): stopegy = 50.0*course.distance/game.optime if iquad in ('T', 'K', 'C', 'S', 'R', '?'): for enemy in game.enemies: - if enemy.kloc == game.sector: + if enemy.location == game.sector: break collision(rammed=False, enemy=enemy) return True @@ -3489,7 +3487,7 @@ def imove(course=None, noattack=False): game.quad[game.sector.i][game.sector.j] = game.ship if game.enemies: for enemy in game.enemies: - finald = (w-enemy.kloc).distance() + finald = (w-enemy.location).distance() enemy.kavgd = 0.5 * (finald + enemy.kdist) enemy.kdist = finald game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) @@ -4650,7 +4648,7 @@ def deathray(): prouts(_("Sulu- \"Captain! It's working!\"")) skip(2) while len(game.enemies) > 0: - deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.i][game.enemies[1].kloc.j],game.enemies[1].kloc) + deadkl(game.enemies[1].location, game.quad[game.enemies[1].location.i][game.enemies[1].location.j],game.enemies[1].location) prout(_("Ensign Chekov- \"Congratulations, Captain!\"")) if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0: finish(FWON) @@ -5598,14 +5596,14 @@ def newqad(): for cmdr in game.state.kcmdr: if cmdr == game.quadrant: e = game.enemies[game.klhere-1] - game.quad[e.kloc.i][e.kloc.j] = 'C' - e.kpower = randreal(950,1350) + 50.0*game.skill + game.quad[e.location.i][e.location.j] = 'C' + e.power = randreal(950,1350) + 50.0*game.skill break # If we need a super-commander, promote a Klingon if game.quadrant == game.state.kscmdr: e = game.enemies[0] - game.quad[e.kloc.i][e.kloc.j] = 'S' - e.kpower = randreal(1175.0, 1575.0) + 125.0*game.skill + game.quad[e.location.i][e.location.j] = 'S' + e.power = randreal(1175.0, 1575.0) + 125.0*game.skill game.iscate = (game.state.remkl > 1) # Put in Romulans if needed for i in range(q.romulans):