rem stringlengths 0 322k | add stringlengths 0 2.05M | context stringlengths 8 228k |
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game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None | game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None | def torpedo(origin, course, dispersion, number, nburst): "Let a photon torpedo fly" shoved = False ac = course + 0.25*dispersion angle = (15.0-ac)*0.5235988 bullseye = (15.0 - course)*0.5235988 delta = coord(-math.sin(angle), math.cos(angle)) bigger = max(abs(delta.x), abs(delta.y)) delta /= bigger x = origin.x; y = or... |
game.quad[w.x][w.y] = IHWEB | game.quad[w.i][w.j] = IHWEB | def torpedo(origin, course, dispersion, number, nburst): "Let a photon torpedo fly" shoved = False ac = course + 0.25*dispersion angle = (15.0-ac)*0.5235988 bullseye = (15.0 - course)*0.5235988 delta = coord(-math.sin(angle), math.cos(angle)) bigger = max(abs(delta.x), abs(delta.y)) delta /= bigger x = origin.x; y = or... |
game.quad[w.x][w.y]=IHDOT game.quad[jw.x][jw.y]=iquad | game.quad[w.i][w.j]=IHDOT game.quad[jw.i][jw.j]=iquad | def torpedo(origin, course, dispersion, number, nburst): "Let a photon torpedo fly" shoved = False ac = course + 0.25*dispersion angle = (15.0-ac)*0.5235988 bullseye = (15.0 - course)*0.5235988 delta = coord(-math.sin(angle), math.cos(angle)) bigger = max(abs(delta.x), abs(delta.y)) delta /= bigger x = origin.x; y = or... |
course = 1.90985*math.atan2(game.sector.y-enemy.kloc.y, enemy.kloc.x-game.sector.x) | course = 1.90985*math.atan2(game.sector.j-enemy.kloc.j, enemy.kloc.i-game.sector.i) | def attack(torps_ok): # bad guy attacks us # torps_ok == False forces use of phasers in an attack # game could be over at this point, check if game.alldone: return attempt = False; ihurt = False; hitmax=0.0; hittot=0.0; chgfac=1.0 where = "neither" if idebug: prout("=== ATTACK!") # Tholian gets to move before attacking... |
if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.alldone: | if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone: | def attack(torps_ok): # bad guy attacks us # torps_ok == False forces use of phasers in an attack # game could be over at this point, check if game.alldone: return attempt = False; ihurt = False; hitmax=0.0; hittot=0.0; chgfac=1.0 where = "neither" if idebug: prout("=== ATTACK!") # Tholian gets to move before attacking... |
game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans -= 1 | game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1 | def deadkl(w, type, mv): "Kill a Klingon, Tholian, Romulan, or Thingy." # Added mv to allow enemy to "move" before dying proutn(crmena(True, type, "sector", mv)) # Decide what kind of enemy it is and update appropriately if type == IHR: # chalk up a Romulan game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans -... |
game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1 | game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1 | def deadkl(w, type, mv): "Kill a Klingon, Tholian, Romulan, or Thingy." # Added mv to allow enemy to "move" before dying proutn(crmena(True, type, "sector", mv)) # Decide what kind of enemy it is and update appropriately if type == IHR: # chalk up a Romulan game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans -... |
if not VALID_SECTOR(w.x, w.y): | if not VALID_SECTOR(w.i, w.j): | def targetcheck(w): "Return None if target is invalid, otherwise return a course angle." if not VALID_SECTOR(w.x, w.y): huh() return None delta = coord() # FIXME: C code this was translated from is wacky -- why the sign reversal? delta.y = (w.y - game.sector.y); delta.x = (game.sector.x - w.x); if delta == coord(0, 0):... |
delta.y = (w.y - game.sector.y); delta.x = (game.sector.x - w.x); | delta.j = (w.j - game.sector.j); delta.i = (game.sector.i - w.i); | def targetcheck(w): "Return None if target is invalid, otherwise return a course angle." if not VALID_SECTOR(w.x, w.y): huh() return None delta = coord() # FIXME: C code this was translated from is wacky -- why the sign reversal? delta.y = (w.y - game.sector.y); delta.x = (game.sector.x - w.x); if delta == coord(0, 0):... |
return 1.90985932*math.atan2(delta.y, delta.x) | return 1.90985932*math.atan2(delta.j, delta.i) | def targetcheck(w): "Return None if target is invalid, otherwise return a course angle." if not VALID_SECTOR(w.x, w.y): huh() return None delta = coord() # FIXME: C code this was translated from is wacky -- why the sign reversal? delta.y = (w.y - game.sector.y); delta.x = (game.sector.x - w.x); if delta == coord(0, 0):... |
if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: | if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: | def photon(): "Launch photon torpedo." course = [] game.ididit = False if damaged(DPHOTON): prout(_("Photon tubes damaged.")) scanner.chew() return if game.torps == 0: prout(_("No torpedoes left.")) scanner.chew() return # First, get torpedo count while True: scanner.next() if scanner.token == IHALPHA: huh() return eli... |
ienm = game.quad[w.x][w.y] | ienm = game.quad[w.i][w.j] | def hittem(hits): "Register a phaser hit on Klingons and Romulans." nenhr2 = len(game.enemies); kk=0 w = coord() skip(1) for (k, wham) in enumerate(hits): if wham==0: continue dustfac = randreal(0.9, 1.0) hit = wham*math.pow(dustfac,game.enemies[kk].kdist) kpini = game.enemies[kk].kpower kp = math.fabs(kpini) if PHASEF... |
ienm = game.quad[aim.x][aim.y] | ienm = game.quad[aim.i][aim.j] | def phasers(): "Fire phasers at bad guys." hits = [] kz = 0; k = 1; irec=0 # Cheating inhibitor ifast = False; no = False; itarg = True; msgflag = True; rpow=0 automode = "NOTSET" key=0 skip(1) # SR sensors and Computer are needed for automode if damaged(DSRSENS) or damaged(DCOMPTR): itarg = False if game.condition == ... |
game.state.chart[game.battle.x][game.battle.y].starbase = False game.quad[game.base.x][game.base.y] = IHDOT | game.state.chart[game.battle.i][game.battle.j].starbase = False game.quad[game.base.i][game.base.j] = IHDOT | def destroybase(): "Code merges here for any commander destroying a starbase." # Not perfect, but will have to do # Handle case where base is in same quadrant as starship if game.battle == game.quadrant: game.state.chart[game.battle.x][game.battle.y].starbase = False game.quad[game.base.x][game.base.y] = IHDOT game.bas... |
game.state.chart[game.battle.x][game.battle.y].starbase = False | game.state.chart[game.battle.i][game.battle.j].starbase = False | def destroybase(): "Code merges here for any commander destroying a starbase." # Not perfect, but will have to do # Handle case where base is in same quadrant as starship if game.battle == game.quadrant: game.state.chart[game.battle.x][game.battle.y].starbase = False game.quad[game.base.x][game.base.y] = IHDOT game.bas... |
game.state.galaxy[game.battle.x][game.battle.y].starbase = False | game.state.galaxy[game.battle.i][game.battle.j].starbase = False | def destroybase(): "Code merges here for any commander destroying a starbase." # Not perfect, but will have to do # Handle case where base is in same quadrant as starship if game.battle == game.quadrant: game.state.chart[game.battle.x][game.battle.y].starbase = False game.quad[game.base.x][game.base.y] = IHDOT game.bas... |
hold.x = hold.y = 0 | hold.i = hold.j = 0 | def destroybase(): "Code merges here for any commander destroying a starbase." # Not perfect, but will have to do # Handle case where base is in same quadrant as starship if game.battle == game.quadrant: game.state.chart[game.battle.x][game.battle.y].starbase = False game.quad[game.base.x][game.base.y] = IHDOT game.bas... |
if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: | if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: | def destroybase(): "Code merges here for any commander destroying a starbase." # Not perfect, but will have to do # Handle case where base is in same quadrant as starship if game.battle == game.quadrant: game.state.chart[game.battle.x][game.battle.y].starbase = False game.quad[game.base.x][game.base.y] = IHDOT game.bas... |
game.battle = game.state.baseq[j] | game.battle = ibq | def destroybase(): "Code merges here for any commander destroying a starbase." # Not perfect, but will have to do # Handle case where base is in same quadrant as starship if game.battle == game.quadrant: game.state.chart[game.battle.x][game.battle.y].starbase = False game.quad[game.base.x][game.base.y] = IHDOT game.bas... |
if not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].starbase: | if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase: | def destroybase(): "Code merges here for any commander destroying a starbase." # Not perfect, but will have to do # Handle case where base is in same quadrant as starship if game.battle == game.quadrant: game.state.chart[game.battle.x][game.battle.y].starbase = False game.quad[game.base.x][game.base.y] = IHDOT game.bas... |
or not game.state.galaxy[game.battle.x][game.battle.y].starbase: | or not game.state.galaxy[game.battle.i][game.battle.j].starbase: | def destroybase(): "Code merges here for any commander destroying a starbase." # Not perfect, but will have to do # Handle case where base is in same quadrant as starship if game.battle == game.quadrant: game.state.chart[game.battle.x][game.battle.y].starbase = False game.quad[game.base.x][game.base.y] = IHDOT game.bas... |
if game.probec.x != i or game.probec.y != j: game.probec.x = i game.probec.y = j | if game.probec.i != i or game.probec.j != j: game.probec.i = i game.probec.j = j | def destroybase(): "Code merges here for any commander destroying a starbase." # Not perfect, but will have to do # Handle case where base is in same quadrant as starship if game.battle == game.quadrant: game.state.chart[game.battle.x][game.battle.y].starbase = False game.quad[game.base.x][game.base.y] = IHDOT game.bas... |
game.state.galaxy[game.probec.x][game.probec.y].supernova: | game.state.galaxy[game.probec.i][game.probec.j].supernova: | def destroybase(): "Code merges here for any commander destroying a starbase." # Not perfect, but will have to do # Handle case where base is in same quadrant as starship if game.battle == game.quadrant: game.state.chart[game.battle.x][game.battle.y].starbase = False game.quad[game.base.x][game.base.y] = IHDOT game.bas... |
pdest = game.state.galaxy[game.probec.x][game.probec.y] | pdest = game.state.galaxy[game.probec.i][game.probec.j] | def destroybase(): "Code merges here for any commander destroying a starbase." # Not perfect, but will have to do # Handle case where base is in same quadrant as starship if game.battle == game.quadrant: game.state.chart[game.battle.x][game.battle.y].starbase = False game.quad[game.base.x][game.base.y] = IHDOT game.bas... |
chp = game.state.chart[game.probec.x][game.probec.y] | chp = game.state.chart[game.probec.i][game.probec.j] | def destroybase(): "Code merges here for any commander destroying a starbase." # Not perfect, but will have to do # Handle case where base is in same quadrant as starship if game.battle == game.quadrant: game.state.chart[game.battle.x][game.battle.y].starbase = False game.quad[game.base.x][game.base.y] = IHDOT game.bas... |
q = game.state.galaxy[w.x][w.y] | q = game.state.galaxy[w.i][w.j] | def destroybase(): "Code merges here for any commander destroying a starbase." # Not perfect, but will have to do # Handle case where base is in same quadrant as starship if game.battle == game.quadrant: game.state.chart[game.battle.x][game.battle.y].starbase = False game.quad[game.base.x][game.base.y] = IHDOT game.bas... |
q.status = distressed | q.status = "distressed" | def destroybase(): "Code merges here for any commander destroying a starbase." # Not perfect, but will have to do # Handle case where base is in same quadrant as starship if game.battle == game.quadrant: game.state.chart[game.battle.x][game.battle.y].starbase = False game.quad[game.base.x][game.base.y] = IHDOT game.bas... |
q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y] | q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j] | def destroybase(): "Code merges here for any commander destroying a starbase." # Not perfect, but will have to do # Handle case where base is in same quadrant as starship if game.battle == game.quadrant: game.state.chart[game.battle.x][game.battle.y].starbase = False game.quad[game.base.x][game.base.y] = IHDOT game.bas... |
for i in range(w.x - 1, w.x + 2): for j in range(w.y - 1, w.y + 2): | for i in range(w.i - 1, w.i + 2): for j in range(w.j - 1, w.j + 2): | def destroybase(): "Code merges here for any commander destroying a starbase." # Not perfect, but will have to do # Handle case where base is in same quadrant as starship if game.battle == game.quadrant: game.state.chart[game.battle.x][game.battle.y].starbase = False game.quad[game.base.x][game.base.y] = IHDOT game.bas... |
w.x = i; w.y = j | w.i = i; w.j = j | def destroybase(): "Code merges here for any commander destroying a starbase." # Not perfect, but will have to do # Handle case where base is in same quadrant as starship if game.battle == game.quadrant: game.state.chart[game.battle.x][game.battle.y].starbase = False game.quad[game.base.x][game.base.y] = IHDOT game.bas... |
if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: | if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: | def wait(): "Wait on events." game.ididit = False while True: key = scanner.next() if key != IHEOL: break proutn(_("How long? ")) scanner.chew() if key != IHREAL: huh() return origTime = delay = scanner.real if delay <= 0.0: return if delay >= game.state.remtime or len(game.enemies) != 0: proutn(_("Are you sure? ")) i... |
game.quad[nov.x][nov.y] = IHDOT | game.quad[nov.i][nov.j] = IHDOT | def nova(nov): "Star goes nova." course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5) newc = coord(); neighbor = coord(); bump = coord(0, 0) if withprob(0.05): # Wow! We've supernova'ed supernova(False, nov) return # handle initial nova game.quad[nov.x][nov.y] = IHDOT prout(crmena(False, IHSTAR, "sector", nov)... |
game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1 | game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1 | def nova(nov): "Star goes nova." course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5) newc = coord(); neighbor = coord(); bump = coord(0, 0) if withprob(0.05): # Wow! We've supernova'ed supernova(False, nov) return # handle initial nova game.quad[nov.x][nov.y] = IHDOT prout(crmena(False, IHSTAR, "sector", nov)... |
for offset.x in range(-1, 1+1): for offset.y in range(-1, 1+1): if offset.y==0 and offset.x==0: | for offset.i in range(-1, 1+1): for offset.j in range(-1, 1+1): if offset.j==0 and offset.i==0: | def nova(nov): "Star goes nova." course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5) newc = coord(); neighbor = coord(); bump = coord(0, 0) if withprob(0.05): # Wow! We've supernova'ed supernova(False, nov) return # handle initial nova game.quad[nov.x][nov.y] = IHDOT prout(crmena(False, IHSTAR, "sector", nov)... |
if not VALID_SECTOR(neighbor.y, neighbor.x): | if not VALID_SECTOR(neighbor.j, neighbor.i): | def nova(nov): "Star goes nova." course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5) newc = coord(); neighbor = coord(); bump = coord(0, 0) if withprob(0.05): # Wow! We've supernova'ed supernova(False, nov) return # handle initial nova game.quad[nov.x][nov.y] = IHDOT prout(crmena(False, IHSTAR, "sector", nov)... |
iquad = game.quad[neighbor.x][neighbor.y] | iquad = game.quad[neighbor.i][neighbor.j] | def nova(nov): "Star goes nova." course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5) newc = coord(); neighbor = coord(); bump = coord(0, 0) if withprob(0.05): # Wow! We've supernova'ed supernova(False, nov) return # handle initial nova game.quad[nov.x][nov.y] = IHDOT prout(crmena(False, IHSTAR, "sector", nov)... |
game.quad[neighbor.x][neighbor.y] = IHDOT | game.quad[neighbor.i][neighbor.j] = IHDOT | def nova(nov): "Star goes nova." course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5) newc = coord(); neighbor = coord(); bump = coord(0, 0) if withprob(0.05): # Wow! We've supernova'ed supernova(False, nov) return # handle initial nova game.quad[nov.x][nov.y] = IHDOT prout(crmena(False, IHSTAR, "sector", nov)... |
game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None | game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None | def nova(nov): "Star goes nova." course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5) newc = coord(); neighbor = coord(); bump = coord(0, 0) if withprob(0.05): # Wow! We've supernova'ed supernova(False, nov) return # handle initial nova game.quad[nov.x][nov.y] = IHDOT prout(crmena(False, IHSTAR, "sector", nov)... |
game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False | game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False | def nova(nov): "Star goes nova." course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5) newc = coord(); neighbor = coord(); bump = coord(0, 0) if withprob(0.05): # Wow! We've supernova'ed supernova(False, nov) return # handle initial nova game.quad[nov.x][nov.y] = IHDOT prout(crmena(False, IHSTAR, "sector", nov)... |
if not VALID_SECTOR(newc.x, newc.y): | if not VALID_SECTOR(newc.i, newc.j): | def nova(nov): "Star goes nova." course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5) newc = coord(); neighbor = coord(); bump = coord(0, 0) if withprob(0.05): # Wow! We've supernova'ed supernova(False, nov) return # handle initial nova game.quad[nov.x][nov.y] = IHDOT prout(crmena(False, IHSTAR, "sector", nov)... |
iquad1 = game.quad[newc.x][newc.y] | iquad1 = game.quad[newc.i][newc.j] | def nova(nov): "Star goes nova." course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5) newc = coord(); neighbor = coord(); bump = coord(0, 0) if withprob(0.05): # Wow! We've supernova'ed supernova(False, nov) return # handle initial nova game.quad[nov.x][nov.y] = IHDOT prout(crmena(False, IHSTAR, "sector", nov)... |
game.quad[neighbor.x][neighbor.y] = IHDOT game.quad[newc.x][newc.y] = iquad | game.quad[neighbor.i][neighbor.j] = IHDOT game.quad[newc.i][newc.j] = iquad | def nova(nov): "Star goes nova." course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5) newc = coord(); neighbor = coord(); bump = coord(0, 0) if withprob(0.05): # Wow! We've supernova'ed supernova(False, nov) return # handle initial nova game.quad[nov.x][nov.y] = IHDOT prout(crmena(False, IHSTAR, "sector", nov)... |
game.direc = course[3*(bump.x+1)+bump.y+2] | game.direc = course[3*(bump.i+1)+bump.j+2] | def nova(nov): "Star goes nova." course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5) newc = coord(); neighbor = coord(); bump = coord(0, 0) if withprob(0.05): # Wow! We've supernova'ed supernova(False, nov) return # handle initial nova game.quad[nov.x][nov.y] = IHDOT prout(crmena(False, IHSTAR, "sector", nov)... |
for nq.x in range(GALSIZE): for nq.y in range(GALSIZE): stars += game.state.galaxy[nq.x][nq.y].stars | for nq.i in range(GALSIZE): for nq.j in range(GALSIZE): stars += game.state.galaxy[nq.i][nq.j].stars | def supernova(induced, w=None): "Star goes supernova." num = 0; npdead = 0 nq = coord() if w != None: nq = w else: stars = 0 # Scheduled supernova -- select star # logic changed here so that we won't favor quadrants in top # left of universe for nq.x in range(GALSIZE): for nq.y in range(GALSIZE): stars += game.state.ga... |
for nq.x in range(GALSIZE): for nq.y in range(GALSIZE): num -= game.state.galaxy[nq.x][nq.y].stars | for nq.i in range(GALSIZE): for nq.j in range(GALSIZE): num -= game.state.galaxy[nq.i][nq.j].stars | def supernova(induced, w=None): "Star goes supernova." num = 0; npdead = 0 nq = coord() if w != None: nq = w else: stars = 0 # Scheduled supernova -- select star # logic changed here so that we won't favor quadrants in top # left of universe for nq.x in range(GALSIZE): for nq.y in range(GALSIZE): stars += game.state.ga... |
num = randrange(game.state.galaxy[nq.x][nq.y].stars) + 1 for ns.x in range(QUADSIZE): for ns.y in range(QUADSIZE): if game.quad[ns.x][ns.y]==IHSTAR: | num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1 for ns.i in range(QUADSIZE): for ns.j in range(QUADSIZE): if game.quad[ns.i][ns.j]==IHSTAR: | def supernova(induced, w=None): "Star goes supernova." num = 0; npdead = 0 nq = coord() if w != None: nq = w else: stars = 0 # Scheduled supernova -- select star # logic changed here so that we won't favor quadrants in top # left of universe for nq.x in range(GALSIZE): for nq.y in range(GALSIZE): stars += game.state.ga... |
if (ns.x-game.sector.x)**2 + (ns.y-game.sector.y)**2 <= 2.1: | if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1: | def supernova(induced, w=None): "Star goes supernova." num = 0; npdead = 0 nq = coord() if w != None: nq = w else: stars = 0 # Scheduled supernova -- select star # logic changed here so that we won't favor quadrants in top # left of universe for nq.x in range(GALSIZE): for nq.y in range(GALSIZE): stars += game.state.ga... |
kldead = game.state.galaxy[nq.x][nq.y].klingons game.state.galaxy[nq.x][nq.y].klingons = 0 | kldead = game.state.galaxy[nq.i][nq.j].klingons game.state.galaxy[nq.i][nq.j].klingons = 0 | def supernova(induced, w=None): "Star goes supernova." num = 0; npdead = 0 nq = coord() if w != None: nq = w else: stars = 0 # Scheduled supernova -- select star # logic changed here so that we won't favor quadrants in top # left of universe for nq.x in range(GALSIZE): for nq.y in range(GALSIZE): stars += game.state.ga... |
game.state.nscrem = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0 | game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0 | def supernova(induced, w=None): "Star goes supernova." num = 0; npdead = 0 nq = coord() if w != None: nq = w else: stars = 0 # Scheduled supernova -- select star # logic changed here so that we won't favor quadrants in top # left of universe for nq.x in range(GALSIZE): for nq.y in range(GALSIZE): stars += game.state.ga... |
nrmdead = game.state.galaxy[nq.x][nq.y].romulans game.state.galaxy[nq.x][nq.y].romulans = 0 | nrmdead = game.state.galaxy[nq.i][nq.j].romulans game.state.galaxy[nq.i][nq.j].romulans = 0 | def supernova(induced, w=None): "Star goes supernova." num = 0; npdead = 0 nq = coord() if w != None: nq = w else: stars = 0 # Scheduled supernova -- select star # logic changed here so that we won't favor quadrants in top # left of universe for nq.x in range(GALSIZE): for nq.y in range(GALSIZE): stars += game.state.ga... |
game.state.starkl += game.state.galaxy[nq.x][nq.y].stars game.state.basekl += game.state.galaxy[nq.x][nq.y].starbase | game.state.starkl += game.state.galaxy[nq.i][nq.j].stars game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase | def supernova(induced, w=None): "Star goes supernova." num = 0; npdead = 0 nq = coord() if w != None: nq = w else: stars = 0 # Scheduled supernova -- select star # logic changed here so that we won't favor quadrants in top # left of universe for nq.x in range(GALSIZE): for nq.y in range(GALSIZE): stars += game.state.ga... |
game.state.galaxy[nq.x][nq.y].supernova = True | game.state.galaxy[nq.i][nq.j].supernova = True | def supernova(induced, w=None): "Star goes supernova." num = 0; npdead = 0 nq = coord() if w != None: nq = w else: stars = 0 # Scheduled supernova -- select star # logic changed here so that we won't favor quadrants in top # left of universe for nq.x in range(GALSIZE): for nq.y in range(GALSIZE): stars += game.state.ga... |
deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.x][game.enemies[l].kloc.y], game.enemies[l].kloc) | deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.i][game.enemies[l].kloc.j], game.enemies[l].kloc) | def kaboom(): stars() if game.ship==IHE: prouts("***") prouts(_("********* Entropy of %s maximized *********") % crmshp()) skip(1) stars() skip(1) if len(game.enemies) != 0: 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].kl... |
srscan_window.move(w.x+1, w.y*2+2) | srscan_window.move(w.i+1, w.j*2+2) | def put_srscan_sym(w, sym): "Emit symbol for short-range scan." srscan_window.move(w.x+1, w.y*2+2) srscan_window.addch(sym) srscan_window.refresh() |
put_srscan_sym(w, game.quad[w.x][w.y]) | put_srscan_sym(w, game.quad[w.i][w.j]) | def boom(w): "Enemy fall down, go boom." if game.options & OPTION_CURSES: drawmaps(2) setwnd(srscan_window) srscan_window.attron(curses.A_REVERSE) put_srscan_sym(w, game.quad[w.x][w.y]) #sound(500) #time.sleep(1.0) #nosound() srscan_window.attroff(curses.A_REVERSE) put_srscan_sym(w, game.quad[w.x][w.y]) curses.delay_ou... |
proutn(_("Track for %s torpedo number %d- ") % (game.quad[origin.x][origin.y],i+1)) | proutn(_("Track for %s torpedo number %d- ") % (game.quad[origin.i][origin.j],i+1)) | def tracktorpedo(origin, w, step, i, n, iquad): "Torpedo-track animation." if not game.options & OPTION_CURSES: if step == 1: if n != 1: skip(1) proutn(_("Track for %s torpedo number %d- ") % (game.quad[origin.x][origin.y],i+1)) else: skip(1) proutn(_("Torpedo track- ")) elif step==4 or step==9: skip(1) proutn("%s "... |
game.quad[game.sector.x][game.sector.y] = game.ship | game.quad[game.sector.i][game.sector.j] = game.ship | def no_quad_change(): # No quadrant change -- compute new average enemy distances game.quad[game.sector.x][game.sector.y] = game.ship if game.enemies: for enemy in game.enemies: finald = (w-enemy.kloc).distance() enemy.kavgd = 0.5 * (finald + enemy.kdist) enemy.kdist = finald game.enemies.sort(lambda x, y: cmp(x.kdist,... |
if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: | if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: | def no_quad_change(): # No quadrant change -- compute new average enemy distances game.quad[game.sector.x][game.sector.y] = game.ship if game.enemies: for enemy in game.enemies: finald = (w-enemy.kloc).distance() enemy.kavgd = 0.5 * (finald + enemy.kdist) enemy.kdist = finald game.enemies.sort(lambda x, y: cmp(x.kdist,... |
w.x = w.y = 0 | w.i = w.j = 0 | def no_quad_change(): # No quadrant change -- compute new average enemy distances game.quad[game.sector.x][game.sector.y] = game.ship if game.enemies: for enemy in game.enemies: finald = (w-enemy.kloc).distance() enemy.kavgd = 0.5 * (finald + enemy.kdist) enemy.kdist = finald game.enemies.sort(lambda x, y: cmp(x.kdist,... |
game.quad[game.sector.x][game.sector.y] = IHDOT x = game.sector.x y = game.sector.y | game.quad[game.sector.i][game.sector.j] = IHDOT x = game.sector.i y = game.sector.j | def no_quad_change(): # No quadrant change -- compute new average enemy distances game.quad[game.sector.x][game.sector.y] = game.ship if game.enemies: for enemy in game.enemies: finald = (w-enemy.kloc).distance() enemy.kavgd = 0.5 * (finald + enemy.kdist) enemy.kdist = finald game.enemies.sort(lambda x, y: cmp(x.kdist,... |
w.x = int(round(x)) w.y = int(round(y)) if not VALID_SECTOR(w.x, w.y): | w.i = int(round(x)) w.j = int(round(y)) if not VALID_SECTOR(w.i, w.j): | def no_quad_change(): # No quadrant change -- compute new average enemy distances game.quad[game.sector.x][game.sector.y] = game.ship if game.enemies: for enemy in game.enemies: finald = (w-enemy.kloc).distance() enemy.kavgd = 0.5 * (finald + enemy.kdist) enemy.kdist = finald game.enemies.sort(lambda x, y: cmp(x.kdist,... |
if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: | if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: | def no_quad_change(): # No quadrant change -- compute new average enemy distances game.quad[game.sector.x][game.sector.y] = game.ship if game.enemies: for enemy in game.enemies: finald = (w-enemy.kloc).distance() enemy.kavgd = 0.5 * (finald + enemy.kdist) enemy.kdist = finald game.enemies.sort(lambda x, y: cmp(x.kdist,... |
x = (QUADSIZE*game.quadrant.x)+game.sector.x y = (QUADSIZE*game.quadrant.y)+game.sector.y w.x = int(round(x+10.0*game.dist*bigger*deltax)) w.y = int(round(y+10.0*game.dist*bigger*deltay)) | x = (QUADSIZE*game.quadrant.i)+game.sector.i y = (QUADSIZE*game.quadrant.j)+game.sector.j w.i = int(round(x+10.0*game.dist*bigger*deltax)) w.j = int(round(y+10.0*game.dist*bigger*deltay)) | def no_quad_change(): # No quadrant change -- compute new average enemy distances game.quad[game.sector.x][game.sector.y] = game.ship if game.enemies: for enemy in game.enemies: finald = (w-enemy.kloc).distance() enemy.kavgd = 0.5 * (finald + enemy.kdist) enemy.kdist = finald game.enemies.sort(lambda x, y: cmp(x.kdist,... |
if w.x < 0: w.x = -w.x | if w.i < 0: w.i = -w.i | def no_quad_change(): # No quadrant change -- compute new average enemy distances game.quad[game.sector.x][game.sector.y] = game.ship if game.enemies: for enemy in game.enemies: finald = (w-enemy.kloc).distance() enemy.kavgd = 0.5 * (finald + enemy.kdist) enemy.kdist = finald game.enemies.sort(lambda x, y: cmp(x.kdist,... |
if w.y < 0: w.y = -w.y | if w.j < 0: w.j = -w.j | def no_quad_change(): # No quadrant change -- compute new average enemy distances game.quad[game.sector.x][game.sector.y] = game.ship if game.enemies: for enemy in game.enemies: finald = (w-enemy.kloc).distance() enemy.kavgd = 0.5 * (finald + enemy.kdist) enemy.kdist = finald game.enemies.sort(lambda x, y: cmp(x.kdist,... |
if w.x >= GALSIZE*QUADSIZE: w.x = (GALSIZE*QUADSIZE*2) - w.x | if w.i >= GALSIZE*QUADSIZE: w.i = (GALSIZE*QUADSIZE*2) - w.i | def no_quad_change(): # No quadrant change -- compute new average enemy distances game.quad[game.sector.x][game.sector.y] = game.ship if game.enemies: for enemy in game.enemies: finald = (w-enemy.kloc).distance() enemy.kavgd = 0.5 * (finald + enemy.kdist) enemy.kdist = finald game.enemies.sort(lambda x, y: cmp(x.kdist,... |
if w.y >= GALSIZE*QUADSIZE: w.y = (GALSIZE*QUADSIZE*2) - w.y | if w.j >= GALSIZE*QUADSIZE: w.j = (GALSIZE*QUADSIZE*2) - w.j | def no_quad_change(): # No quadrant change -- compute new average enemy distances game.quad[game.sector.x][game.sector.y] = game.ship if game.enemies: for enemy in game.enemies: finald = (w-enemy.kloc).distance() enemy.kavgd = 0.5 * (finald + enemy.kdist) enemy.kdist = finald game.enemies.sort(lambda x, y: cmp(x.kdist,... |
game.quadrant.x = w.x/QUADSIZE game.quadrant.y = w.y/QUADSIZE game.sector.x = w.x - (QUADSIZE*game.quadrant.x) game.sector.y = w.y - (QUADSIZE*game.quadrant.y) | game.quadrant.i = w.i/QUADSIZE game.quadrant.j = w.j/QUADSIZE game.sector.i = w.i - (QUADSIZE*game.quadrant.i) game.sector.j = w.j - (QUADSIZE*game.quadrant.j) | def no_quad_change(): # No quadrant change -- compute new average enemy distances game.quad[game.sector.x][game.sector.y] = game.ship if game.enemies: for enemy in game.enemies: finald = (w-enemy.kloc).distance() enemy.kavgd = 0.5 * (finald + enemy.kdist) enemy.kdist = finald game.enemies.sort(lambda x, y: cmp(x.kdist,... |
iquad = game.quad[w.x][w.y] | iquad = game.quad[w.i][w.j] | def no_quad_change(): # No quadrant change -- compute new average enemy distances game.quad[game.sector.x][game.sector.y] = game.ship if game.enemies: for enemy in game.enemies: finald = (w-enemy.kloc).distance() enemy.kavgd = 0.5 * (finald + enemy.kdist) enemy.kdist = finald game.enemies.sort(lambda x, y: cmp(x.kdist,... |
final.x = int(round(deltax)) final.y = int(round(deltay)) | final.i = int(round(deltax)) final.j = int(round(deltay)) | def no_quad_change(): # No quadrant change -- compute new average enemy distances game.quad[game.sector.x][game.sector.y] = game.ship if game.enemies: for enemy in game.enemies: finald = (w-enemy.kloc).distance() enemy.kavgd = 0.5 * (finald + enemy.kdist) enemy.kdist = finald game.enemies.sort(lambda x, y: cmp(x.kdist,... |
if not game.base.is_valid() or abs(game.sector.x-game.base.x) > 1 or abs(game.sector.y-game.base.y) > 1: | if not game.base.is_valid() or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1: | def dock(verbose): "Dock our ship at a starbase." scanner.chew() if game.condition == "docked" and verbose: prout(_("Already docked.")) return if game.inorbit: prout(_("You must first leave standard orbit.")) return if not game.base.is_valid() or abs(game.sector.x-game.base.x) > 1 or abs(game.sector.y-game.base.y) > 1:... |
dquad.x = xi dquad.y = xj dsect.y = xk dsect.x = xl | dquad.i = xi dquad.j = xj dsect.j = xk dsect.i = xl | def getcourse(isprobe, akey): "Get a course and distance from the user." key = 0 dquad = copy.copy(game.quadrant) navmode = "unspecified" itemp = "curt" dsect = coord() iprompt = False if game.landed and not isprobe: prout(_("Dummy! You can't leave standard orbit until you")) proutn(_("are back aboard the ship.")) scan... |
dquad.x = xi dquad.y = xj dsect.y = dsect.x = 4 | dquad.i = xi dquad.j = xj dsect.j = dsect.i = 4 | def getcourse(isprobe, akey): "Get a course and distance from the user." key = 0 dquad = copy.copy(game.quadrant) navmode = "unspecified" itemp = "curt" dsect = coord() iprompt = False if game.landed and not isprobe: prout(_("Dummy! You can't leave standard orbit until you")) proutn(_("are back aboard the ship.")) scan... |
dsect.y = xi dsect.x = xj | dsect.j = xi dsect.i = xj | def getcourse(isprobe, akey): "Get a course and distance from the user." key = 0 dquad = copy.copy(game.quadrant) navmode = "unspecified" itemp = "curt" dsect = coord() iprompt = False if game.landed and not isprobe: prout(_("Dummy! You can't leave standard orbit until you")) proutn(_("are back aboard the ship.")) scan... |
if not VALID_QUADRANT(dquad.y,dquad.x) or not VALID_SECTOR(dsect.x,dsect.y): | if not VALID_QUADRANT(dquad.j,dquad.i) or not VALID_SECTOR(dsect.i,dsect.j): | def getcourse(isprobe, akey): "Get a course and distance from the user." key = 0 dquad = copy.copy(game.quadrant) navmode = "unspecified" itemp = "curt" dsect = coord() iprompt = False if game.landed and not isprobe: prout(_("Dummy! You can't leave standard orbit until you")) proutn(_("are back aboard the ship.")) scan... |
delta.x = dquad.y-game.quadrant.y + 0.1*(dsect.x-game.sector.y) delta.y = game.quadrant.x-dquad.x + 0.1*(game.sector.x-dsect.y) | delta.i = dquad.j-game.quadrant.j + 0.1*(dsect.i-game.sector.j) delta.j = game.quadrant.i-dquad.i + 0.1*(game.sector.i-dsect.j) | def getcourse(isprobe, akey): "Get a course and distance from the user." key = 0 dquad = copy.copy(game.quadrant) navmode = "unspecified" itemp = "curt" dsect = coord() iprompt = False if game.landed and not isprobe: prout(_("Dummy! You can't leave standard orbit until you")) proutn(_("are back aboard the ship.")) scan... |
delta.y = scanner.real | delta.j = scanner.real | def getcourse(isprobe, akey): "Get a course and distance from the user." key = 0 dquad = copy.copy(game.quadrant) navmode = "unspecified" itemp = "curt" dsect = coord() iprompt = False if game.landed and not isprobe: prout(_("Dummy! You can't leave standard orbit until you")) proutn(_("are back aboard the ship.")) scan... |
delta.x = scanner.real | delta.i = scanner.real | def getcourse(isprobe, akey): "Get a course and distance from the user." key = 0 dquad = copy.copy(game.quadrant) navmode = "unspecified" itemp = "curt" dsect = coord() iprompt = False if game.landed and not isprobe: prout(_("Dummy! You can't leave standard orbit until you")) proutn(_("are back aboard the ship.")) scan... |
if delta.x == 0 and delta.y == 0: | if delta.i == 0 and delta.j == 0: | def getcourse(isprobe, akey): "Get a course and distance from the user." key = 0 dquad = copy.copy(game.quadrant) navmode = "unspecified" itemp = "curt" dsect = coord() iprompt = False if game.landed and not isprobe: prout(_("Dummy! You can't leave standard orbit until you")) proutn(_("are back aboard the ship.")) scan... |
x = game.sector.x y = game.sector.y | x = game.sector.i y = game.sector.j | def warp(timewarp): "ove under warp drive." blooey = False; twarp = False if not timewarp: # Not WARPX entry game.ididit = False if game.damage[DWARPEN] > 10.0: scanner.chew() skip(1) prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\"")) return if damaged(DWARPEN) and game.warpfac > 4.0: scanner.chew() ... |
game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True | game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True | def atover(igrab): "Cope with being tossed out of quadrant by supernova or yanked by beam." scanner.chew() # is captain on planet? if game.landed: if damaged(DTRANSP): finish(FPNOVA) return prout(_("Scotty rushes to the transporter controls.")) if game.shldup: prout(_("But with the shields up it's hopeless.")) finish(F... |
if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: | if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: | def atover(igrab): "Cope with being tossed out of quadrant by supernova or yanked by beam." scanner.chew() # is captain on planet? if game.landed: if damaged(DTRANSP): finish(FPNOVA) return prout(_("Scotty rushes to the transporter controls.")) if game.shldup: prout(_("But with the shields up it's hopeless.")) finish(F... |
game.probex = game.quadrant.x*QUADSIZE + game.sector.x - 1 game.probey = game.quadrant.y*QUADSIZE + game.sector.y - 1 | game.probex = game.quadrant.i*QUADSIZE + game.sector.i - 1 game.probey = game.quadrant.j*QUADSIZE + game.sector.j - 1 | def probe(): "Launch deep-space probe." # New code to launch a deep space probe if game.nprobes == 0: scanner.chew() skip(1) if game.ship == IHE: prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\"")) else: prout(_("Ye Faerie Queene has no deep space probes.")) return if damaged(DDSP): scanner.chew() s... |
if game.base.x!=0: | if game.base.i!=0: | def mayday(): "Yell for help from nearest starbase." # There's more than one way to move in this game! scanner.chew() # Test for conditions which prevent calling for help if game.condition == "docked": prout(_("Lt. Uhura- \"But Captain, we're already docked.\"")) return if damaged(DRADIO): prout(_("Subspace radio dama... |
game.quad[game.sector.x][game.sector.y]=IHDOT | game.quad[game.sector.i][game.sector.j]=IHDOT | def mayday(): "Yell for help from nearest starbase." # There's more than one way to move in this game! scanner.chew() # Test for conditions which prevent calling for help if game.condition == "docked": prout(_("Lt. Uhura- \"But Captain, we're already docked.\"")) return if damaged(DRADIO): prout(_("Subspace radio dama... |
if VALID_SECTOR(w.x,w.y) and game.quad[w.x][w.y]==IHDOT: | if VALID_SECTOR(w.i,w.j) and game.quad[w.i][w.j]==IHDOT: | def mayday(): "Yell for help from nearest starbase." # There's more than one way to move in this game! scanner.chew() # Test for conditions which prevent calling for help if game.condition == "docked": prout(_("Lt. Uhura- \"But Captain, we're already docked.\"")) return if damaged(DRADIO): prout(_("Subspace radio dama... |
q = game.state.galaxy[game.quadrant.x][game.quadrant.y] | q = game.state.galaxy[game.quadrant.i][game.quadrant.j] | def abandon(): "Abandon ship." scanner.chew() if game.condition=="docked": if game.ship!=IHE: prout(_("You cannot abandon Ye Faerie Queene.")) return else: # Must take shuttle craft to exit if game.damage[DSHUTTL]==-1: prout(_("Ye Faerie Queene has no shuttle craft.")) return if game.damage[DSHUTTL]<0: prout(_("Shuttle... |
game.sector.x = game.sector.y = 5 | game.sector.i = game.sector.j = 5 | def abandon(): "Abandon ship." scanner.chew() if game.condition=="docked": if game.ship!=IHE: prout(_("You cannot abandon Ye Faerie Queene.")) return else: # Must take shuttle craft to exit if game.damage[DSHUTTL]==-1: prout(_("Ye Faerie Queene has no shuttle craft.")) return if game.damage[DSHUTTL]<0: prout(_("Shuttle... |
game.quad[game.sector.x][game.sector.y] = IHDOT | game.quad[game.sector.i][game.sector.j] = IHDOT | def abandon(): "Abandon ship." scanner.chew() if game.condition=="docked": if game.ship!=IHE: prout(_("You cannot abandon Ye Faerie Queene.")) return else: # Must take shuttle craft to exit if game.damage[DSHUTTL]==-1: prout(_("Ye Faerie Queene has no shuttle craft.")) return if game.damage[DSHUTTL]<0: prout(_("Shuttle... |
if VALID_SECTOR(game.sector.x, game.sector.y) and \ game.quad[game.sector.x][game.sector.y] == IHDOT: | if VALID_SECTOR(game.sector.i, game.sector.j) and \ game.quad[game.sector.i][game.sector.j] == IHDOT: | def abandon(): "Abandon ship." scanner.chew() if game.condition=="docked": if game.ship!=IHE: prout(_("You cannot abandon Ye Faerie Queene.")) return else: # Must take shuttle craft to exit if game.damage[DSHUTTL]==-1: prout(_("Ye Faerie Queene has no shuttle craft.")) return if game.damage[DSHUTTL]<0: prout(_("Shuttle... |
game.sector.x=QUADSIZE/2 game.sector.y=QUADSIZE/2 | game.sector.i=QUADSIZE/2 game.sector.j=QUADSIZE/2 | def abandon(): "Abandon ship." scanner.chew() if game.condition=="docked": if game.ship!=IHE: prout(_("You cannot abandon Ye Faerie Queene.")) return else: # Must take shuttle craft to exit if game.damage[DSHUTTL]==-1: prout(_("Ye Faerie Queene has no shuttle craft.")) return if game.damage[DSHUTTL]<0: prout(_("Shuttle... |
game.quad[game.sector.x][game.sector.y] = game.ship = IHF | game.quad[game.sector.i][game.sector.j] = game.ship = IHF | def abandon(): "Abandon ship." scanner.chew() if game.condition=="docked": if game.ship!=IHE: prout(_("You cannot abandon Ye Faerie Queene.")) return else: # Must take shuttle craft to exit if game.damage[DSHUTTL]==-1: prout(_("Ye Faerie Queene has no shuttle craft.")) return if game.damage[DSHUTTL]<0: prout(_("Shuttle... |
if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.justin: | if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin: | def consumeTime(): "Abort a lengthy operation if an event interrupts it." game.ididit = True events() if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.justin: return True return False |
if abs(game.sector.x-game.plnet.x)>1 or abs(game.sector.y-game.plnet.y)>1: | if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1: | def orbit(): "Enter standard orbit." skip(1) scanner.chew() if game.inorbit: prout(_("Already in standard orbit.")) return if damaged(DWARPEN) and damaged(DIMPULS): prout(_("Both warp and impulse engines damaged.")) return if not game.plnet.is_valid(): prout("There is no planet in this sector.") return if abs(game.sect... |
deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.x][game.enemies[1].kloc.y],game.enemies[1].kloc) | deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.i][game.enemies[1].kloc.j],game.enemies[1].kloc) | def deathray(): "Use the big zapper." game.ididit = False skip(1) scanner.chew() if game.ship != IHE: prout(_("Ye Faerie Queene has no death ray.")) return if len(game.enemies)==0: prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\"")) return if damaged(DDRAY): prout(_("Death Ray is damaged.")) return p... |
for x in range(game.quadrant.x-1, game.quadrant.x+2): | for x in range(game.quadrant.i-1, game.quadrant.i+2): | def lrscan(silent): "Long-range sensor scan." if damaged(DLRSENS): # Now allow base's sensors if docked if game.condition != "docked": if not silent: prout(_("LONG-RANGE SENSORS DAMAGED.")) return if not silent: prout(_("Starbase's long-range scan")) elif not silent: prout(_("Long-range scan")) for x in range(game.quad... |
for y in range(game.quadrant.y-1, game.quadrant.y+2): | for y in range(game.quadrant.j-1, game.quadrant.j+2): | def lrscan(silent): "Long-range sensor scan." if damaged(DLRSENS): # Now allow base's sensors if docked if game.condition != "docked": if not silent: prout(_("LONG-RANGE SENSORS DAMAGED.")) return if not silent: prout(_("Starbase's long-range scan")) elif not silent: prout(_("Long-range scan")) for x in range(game.quad... |
if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y: | if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j: | def chart(): "Display the star chart." scanner.chew() if (game.options & OPTION_AUTOSCAN): lrscan(silent=True) if not damaged(DRADIO): rechart() if game.lastchart < game.state.date and game.condition == "docked": prout(_("Spock- \"I revised the Star Chart from the starbase's records.\"")) rechart() prout(_(" STA... |
if goodScan or (abs(i-game.sector.x)<= 1 and abs(j-game.sector.y) <= 1): | if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1): | def sectscan(goodScan, i, j): "Light up an individual dot in a sector." if goodScan or (abs(i-game.sector.x)<= 1 and abs(j-game.sector.y) <= 1): if (game.quad[i][j]==IHMATER0) or (game.quad[i][j]==IHMATER1) or (game.quad[i][j]==IHMATER2) or (game.quad[i][j]==IHE) or (game.quad[i][j]==IHF): if game.condition == "red":... |
plnet = game.state.galaxy[game.quadrant.x][game.quadrant.y].planet | plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet | def status(req=0): "Emit status report lines" if not req or req == 1: prstat(_("Stardate"), _("%.1f, Time Left %.2f") \ % (game.state.date, game.state.remtime)) if not req or req == 2: if game.condition != "docked": newcnd() dam = 0 for t in range(NDEVICES): if game.damage[t]>0: dam += 1 prstat(_("Condition"), _("%s, %... |
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