From: Eric S. Raymond Date: Sat, 7 Oct 2006 06:40:00 +0000 (+0000) Subject: Clear the new quadeant properly, otherwise we end up with ghost features. X-Git-Tag: 2.0~129 X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=commitdiff_plain;h=feb81298d6988eb0e1a5133bb6f3209ba0858613;ds=sidebyside Clear the new quadeant properly, otherwise we end up with ghost features. --- diff --git a/src/sst.py b/src/sst.py index d1dc4db..e1d7ee8 100644 --- a/src/sst.py +++ b/src/sst.py @@ -445,7 +445,7 @@ class gamestate: 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.quad = None # contents of our quadrant self.damage = [0.0] * NDEVICES # damage encountered self.future = [] # future events for i in range(NEVENTS): @@ -1788,7 +1788,8 @@ def targetcheck(w): return 1.90985932*math.atan2(deltx, delty) def photon(): - # launch photon torpedo + # launch photon torpedo + course = [0.0] * MAXBURST game.ididit = False if damaged(DPHOTON): prout(_("Photon tubes damaged.")) @@ -1809,7 +1810,7 @@ def photon(): proutn(_("Number of torpedoes to fire- ")) key = scan() else: # key == IHREAL { - n = aaitem + 0.5 + n = int(round(aaitem + 0.5)) if n <= 0: # abort command chew() return @@ -1941,7 +1942,7 @@ def checkshctrl(rpow): def hittem(hits): # register a phaser hit on Klingons and Romulans - nenhr2 = game.nenhere; kk=0 + nenhr2 = len(game.enemies); kk=0 w = coord() skip(1) for (k, wham) in enumerate(hits): @@ -2022,7 +2023,7 @@ def phasers(): key=scan() if key == IHALPHA: if isit("manual"): - if game.nenhere==0: + if len(game.enemies)==0: prout(_("There is no enemy present to select.")) chew() key = IHEOL @@ -2031,10 +2032,10 @@ def phasers(): automode = "MANUAL" key = scan() elif isit("automatic"): - if (not itarg) and game.nenhere != 0: + if (not itarg) and len(game.enemies) != 0: automode = "FORCEMAN" else: - if game.nenhere==0: + if len(game.enemies)==0: prout(_("Energy will be expended into space.")) automode = "AUTOMATIC" key = scan() @@ -2044,7 +2045,7 @@ def phasers(): huh() return elif key == IHREAL: - if game.nenhere==0: + if len(game.enemies)==0: prout(_("Energy will be expended into space.")) automode = "AUTOMATIC" elif not itarg: @@ -2053,7 +2054,7 @@ def phasers(): automode = "AUTOMATIC" else: # IHEOL - if game.nenhere==0: + if len(game.enemies)==0: prout(_("Energy will be expended into space.")) automode = "AUTOMATIC" elif not itarg: @@ -2068,13 +2069,13 @@ def phasers(): if key == IHALPHA and isit("no"): no = True key = scan() - if key != IHREAL and game.nenhere != 0: + if key != IHREAL and len(game.enemies) != 0: prout(_("Phasers locked on target. Energy available: %.2f")%avail) irec=0 while True: chew() if not kz: - for i in range(game.nenhere): + 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 kz=1 proutn(_("%d units required. ") % irec) @@ -2104,10 +2105,10 @@ def phasers(): chew() game.energy -= rpow extra = rpow - if game.nenhere: + if len(game.enemies): extra = 0.0 powrem = rpow - for i in range(game.nenhere): + for i in range(len(game.enemies)): hits.append(0.0) if powrem <= 0: continue @@ -2127,7 +2128,7 @@ def phasers(): if extra > 0 and not game.alldone: if game.tholian: proutn(_("*** Tholian web absorbs ")) - if game.nenhere>0: + if len(game.enemies)>0: proutn(_("excess ")) prout(_("phaser energy.")) else: @@ -2147,7 +2148,7 @@ def phasers(): skip(1) elif automode == "MANUAL": rpow = 0.0 - for k in range(game.nenhere): + for k in range(len(game.enemies)): aim = game.enemies[k].kloc ienm = game.quad[aim.x][aim.y] if msgflag: @@ -2701,7 +2702,7 @@ def wait(): origTime = delay = aaitem if delay <= 0.0: return - if delay >= game.state.remtime or game.nenhere != 0: + if delay >= game.state.remtime or len(game.enemies) != 0: proutn(_("Are you sure? ")) if ja() == False: return @@ -2714,7 +2715,7 @@ def wait(): prout(_("%d stardates left.") % int(game.state.remtime)) return temp = game.optime = delay - if game.nenhere: + if len(game.enemies): rtime = randreal(1.0, 2.0) if rtime < temp: temp = rtime @@ -2838,7 +2839,7 @@ def nova(nov): elif iquad == IHK: # kill klingon deadkl(neighbor, iquad, neighbor) elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies - for ll in range(game.nenhere): + for ll in range(len(game.enemies)): if game.enemies[ll].kloc == neighbor: break game.enemies[ll].kpower -= 800.0 # If firepower is lost, die @@ -3050,10 +3051,10 @@ def kaboom(): skip(1) stars() skip(1) - if game.nenhere != 0: + if len(game.enemies) != 0: whammo = 25.0 * game.energy l=1 - while l <= game.nenhere: + 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.x][game.enemies[l].kloc.y], game.enemies[l].kloc) l += 1 @@ -3770,15 +3771,15 @@ def imove(novapush): def no_quad_change(): # No quadrant change -- compute new average enemy distances game.quad[game.sector.x][game.sector.y] = game.ship - if game.nenhere: - for m in range(game.nenhere): + if len(game.enemies): + for m in range(len(game.enemies)): finald = distance(w, game.enemies[m].kloc) game.enemies[m].kavgd = 0.5 * (finald+game.enemies[m].kdist) game.enemies[m].kdist = finald game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: attack(torps_ok=False) - for m in range(game.nenhere): + for m in range(len(game.enemies)): game.enemies[m].kavgd = game.enemies[m].kdist newcnd() drawmaps(0) @@ -3816,9 +3817,9 @@ def imove(novapush): if not VALID_SECTOR(w.x, w.y): # Leaving quadrant -- allow final enemy attack # Don't do it if being pushed by Nova - if game.nenhere != 0 and not novapush: + if len(game.enemies) != 0 and not novapush: newcnd() - for m in range(game.nenhere): + for m in range(len(game.enemies)): finald = distance(w, game.enemies[m].kloc) game.enemies[m].kavgd = 0.5 * (finald + game.enemies[m].kdist) # @@ -5100,7 +5101,7 @@ def deathray(): if game.ship != IHE: prout(_("Ye Faerie Queene has no death ray.")) return - if game.nenhere==0: + if len(game.enemies)==0: prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\"")) return if damaged(DDRAY): @@ -5132,7 +5133,7 @@ def deathray(): if r > dprob: prouts(_("Sulu- \"Captain! It's working!\"")) skip(2) - while game.nenhere > 0: + while len(game.enemies) > 0: 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: @@ -5493,7 +5494,6 @@ def srscan(): sectscan(goodScan, i, j) skip(1) - def eta(): # use computer to get estimated time of arrival for a warp jump w1 = coord(); w2 = coord() @@ -5944,7 +5944,7 @@ def setup(needprompt): prout(_(" YOU'LL NEED IT.")) waitfor() newqad(False) - if game.nenhere - (thing == game.quadrant) - (game.tholian != None): + if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None): game.shldup = True if game.neutz: # bad luck to start in a Romulan Neutral Zone attack(torps_ok=False) @@ -6096,12 +6096,13 @@ def newqad(shutup): game.ishere = False game.irhere = 0 game.iplnet = 0 - game.nenhere = 0 game.neutz = False game.inorbit = False game.landed = False game.ientesc = False game.iseenit = False + # Create a blank quadrant + game.quad = fill2d(QUADSIZE, lambda i, j: IHDOT) if game.iscate: # Attempt to escape Super-commander, so tbeam back! game.iscate = False @@ -6112,7 +6113,6 @@ def newqad(shutup): return game.klhere = q.klingons game.irhere = q.romulans - game.nenhere = game.klhere + game.irhere # Position Starship game.quad[game.sector.x][game.sector.y] = game.ship game.enemies = [] @@ -6136,7 +6136,7 @@ def newqad(shutup): game.iscate = (game.state.remkl > 1) game.ishere = True # Put in Romulans if needed - for i in range(game.klhere, game.nenhere): + for i in range(game.klhere, len(game.enemies)): enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill) # If quadrant needs a starbase, put it in if q.starbase: