From 41ede0a2a489d3ad15ceafccad7dcd67f71e8682 Mon Sep 17 00:00:00 2001 From: "Eric S. Raymond" Date: Mon, 2 Oct 2006 17:17:04 +0000 Subject: [PATCH] Eliminate uses of cramlc(). --- src/sst.py | 97 +++++++++++++++++++++--------------------------------- 1 file changed, 37 insertions(+), 60 deletions(-) diff --git a/src/sst.py b/src/sst.py index c921a49..758fc9e 100644 --- a/src/sst.py +++ b/src/sst.py @@ -365,7 +365,6 @@ WHITE = 16 def tryexit(look, ienm, loccom, irun): # a bad guy attempts to bug out iq = coord() - iq.x = game.quadrant.x+(look.x+(QUADSIZE-1))/QUADSIZE - 1 iq.y = game.quadrant.y+(look.y+(QUADSIZE-1))/QUADSIZE - 1 if not VALID_QUADRANT(iq.x,iq.y) or \ @@ -387,12 +386,11 @@ def tryexit(look, ienm, loccom, irun): if game.kpower[loccom] > 1000.0: return False # print escape message and move out of quadrant. - # We know this if either short or long range sensors are working + # 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]) - prout(_(" escapes to %s (and regains strength)."), - cramlc(quadrant, iq)) + crmena(True, ienm, "sector", game.ks[loccom]) + 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] @@ -446,7 +444,7 @@ def tryexit(look, ienm, loccom, irun): # only commanders move. In Expert games, all enemy vessels move if there # is a commander present. In Emeritus games all enemy vessels move. # -# 3. If Enterprise is not docked, an agressive action is taken if enemy +# 3. If Enterprise is not docked, an aggressive action is taken if enemy # forces are 1000 greater than Enterprise. # # Agressive action on average cuts the distance between the ship and @@ -473,11 +471,11 @@ def movebaddy(com, loccom, ienm): nbaddys = game.comhere + game.ishere dist1 = game.kdist[loccom] - mdist = dist1 + 0.5; # Nearest integer distance + 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.kpower[loccom] <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))): irun = True motion = -QUADSIZE else: @@ -498,7 +496,7 @@ def movebaddy(com, loccom, ienm): # phasers and photon tubes both out! forces += 1000.0 motion = 0 - if forces <= 1000.0 and game.condition != docked: # Typical situation + if forces <= 1000.0 and game.condition != "docked": # Typical situation motion = ((forces+200.0*Rand())/150.0) - 5.0 else: if forces > 1000.0: # Very strong -- move in for kill @@ -506,7 +504,7 @@ def movebaddy(com, loccom, ienm): if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off ! motion -= game.skill*(2.0-square(Rand())) if idebug: - proutn("=== MOTION = %d, FORCES = %1.2f, ", motion, forces) + proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces)) # don't move if no motion if motion==0: return @@ -528,7 +526,7 @@ def movebaddy(com, loccom, ienm): if nsteps < 1: nsteps = 1; # This shouldn't be necessary if idebug: - proutn("NSTEPS = %d:", nsteps) + proutn("NSTEPS = %d:" % nsteps) # Compute preferred values of delta X and Y mx = game.sector.x - com.x my = game.sector.y - com.y @@ -550,7 +548,7 @@ def movebaddy(com, loccom, ienm): # main move loop for ll in range(nsteps): if idebug: - proutn(" %d", ll+1) + proutn(" %d" % (ll+1)) # Check if preferred position available look.x = next.x + mx look.y = next.y + my @@ -599,7 +597,7 @@ def movebaddy(com, loccom, ienm): if success: next = look if idebug: - proutn(cramlc(neither, next)) + proutn(`next`) else: break; # done early @@ -615,22 +613,19 @@ def movebaddy(com, loccom, ienm): if not damaged(DSRSENS) or game.condition == docked: proutn("***") cramen(ienm) - proutn(_(" from %s"), cramlc(2, com)) + proutn(_(" from Sector %s") % com) if game.kdist[loccom] < dist1: proutn(_(" advances to ")) else: proutn(_(" retreats to ")) - prout(cramlc(sector, next)) + prout("Sector %s." % next) def moveklings(): # Klingon tactical movement - w = coord(); - if idebug: prout("== MOVCOM") - # Figure out which Klingon is the commander (or Supercommander) - # and do move + # and do move if game.comhere: for i in range(1, game.nenhere+1): w = game.ks[i] @@ -643,7 +638,7 @@ def moveklings(): if game.quad[w.x][w.y] == IHS: movebaddy(w, i, IHS) break - # if skill level is high, move other Klingons and Romulans too! + # If skill level is high, move other Klingons and Romulans too! # Move these last so they can base their actions on what the # commander(s) do. if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY): @@ -655,7 +650,6 @@ def moveklings(): def movescom(iq, avoid): # commander movement helper - if same(iq, game.quadrant) or not VALID_QUADRANT(iq.x, iq.y) or \ game.state.galaxy[iq.x][iq.y].supernova or \ game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1: @@ -701,32 +695,27 @@ def movescom(iq, avoid): if not damaged(DRADIO) or game.condition == docked: pause_game(True) prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports")) - proutn(_(" a planet in ")) - proutn(cramlc(quadrant, game.state.kscmdr)) - prout(_(" has been destroyed")) + proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr) prout(_(" by the Super-commander.\"")) break return False; # looks good! def supercommander(): # move the Super Commander - iq = coord(); sc = coord(); ibq = coord() + iq = coord(); sc = coord(); ibq = coord(); idelta = coord() basetbl = [] - if idebug: prout("== SUPERCOMMANDER") - # Decide on being active or passive avoid = ((game.incom - game.state.remcom + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \ (game.state.date-game.indate) < 3.0) if not game.iscate and avoid: # compute move away from Enterprise - ideltax = game.state.kscmdr.x-game.quadrant.x - ideltay = game.state.kscmdr.y-game.quadrant.y - if math.sqrt(ideltax*ideltax+ideltay*ideltay) > 2.0: + idelta = game.state.kscmdr-game.quadrant + if math.sqrt(idelta.x*idelta.x+idelta.y*idelta.y) > 2.0: # circulate in space - ideltax = game.state.kscmdr.y-game.quadrant.y - ideltay = game.quadrant.x-game.state.kscmdr.x + idelta.x = game.state.kscmdr.y-game.quadrant.y + idelta.y = game.quadrant.x-game.state.kscmdr.x else: # compute distances to starbases if game.state.rembase <= 0: @@ -741,7 +730,6 @@ def supercommander(): # look for nearest base without a commander, no Enterprise, and # without too many Klingons, and not already under attack. ifindit = iwhichb = 0 - for i2 in range(1, game.state.rembase+1): i = basetbl[i2][0]; # bug in original had it not finding nearest ibq = game.state.baseq[i] @@ -764,26 +752,18 @@ def supercommander(): return; # Nothing suitable -- wait until next time ibq = game.state.baseq[iwhichb] # decide how to move toward base - ideltax = ibq.x - game.state.kscmdr.x - ideltay = ibq.y - game.state.kscmdr.y - # Maximum movement is 1 quadrant in either or both axis - if ideltax > 1: - ideltax = 1 - if ideltax < -1: - ideltax = -1 - if ideltay > 1: - ideltay = 1 - if ideltay < -1: - ideltay = -1 - - # try moving in both x and y directions - iq.x = game.state.kscmdr.x + ideltax - iq.y = game.state.kscmdr.y + ideltax + idelta = ibq - game.state.kscmdr + # Maximum movement is 1 quadrant in either or both axes + idelta = idelta.sgn() + # try moving in both x and y directions + # there was what looked like a bug in the Almy C code here, + # but it might be this translation is just wrong. + iq = game.state.kscmdr + idelta if movescom(iq, avoid): # failed -- try some other maneuvers - if ideltax==0 or ideltay==0: + if idelta.x==0 or idelta.y==0: # attempt angle move - if ideltax != 0: + if idelta.x != 0: iq.y = game.state.kscmdr.y + 1 if movescom(iq, avoid): iq.y = game.state.kscmdr.y - 1 @@ -797,7 +777,7 @@ def supercommander(): # try moving just in x or y iq.y = game.state.kscmdr.y if movescom(iq, avoid): - iq.y = game.state.kscmdr.y + ideltay + iq.y = game.state.kscmdr.y + idelta.y iq.x = game.state.kscmdr.x movescom(iq, avoid) # check for a base @@ -819,12 +799,11 @@ def supercommander(): return; # no warning game.iseenit = True pause_game(True) - proutn(_("Lt. Uhura- \"Captain, the starbase in ")) - proutn(cramlc(quadrant, game.state.kscmdr)) - skip(1) + prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \ + % game.state.kscmdr) prout(_(" reports that it is under attack from the Klingon Super-commander.")) - proutn(_(" It can survive until stardate %d.\""), - int(scheduled(FSCDBAS))) + proutn(_(" It can survive until stardate %d.\"") \ + % int(scheduled(FSCDBAS))) if not game.resting: return prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\"")) @@ -841,9 +820,7 @@ def supercommander(): return pause_game(True) prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports")) - proutn(_(" the Super-commander is in ")) - proutn(cramlc(quadrant, game.state.kscmdr)) - prout(".\"") + proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr) return; def movetholian(): @@ -899,7 +876,7 @@ def movetholian(): # All plugged up -- Tholian splits game.quad[game.tholian.x][game.tholian.y]=IHWEB dropin(IHBLANK) - crmena(True, IHT, sector, game.tholian) + crmena(True, IHT, "sector", game.tholian) prout(_(" completes web.")) game.ithere = False game.nenhere -= 1 -- 2.31.1