MAXBURST = 3
MINCMDR = 10
-# These functions hide the difference between 0-origin and 1-origin addressing.
-def VALID_QUADRANT(x, y): return ((x)>=0 and (x)<GALSIZE and (y)>=0 and (y)<GALSIZE)
-def VALID_SECTOR(x, y): return ((x)>=0 and (x)<QUADSIZE and (y)>=0 and (y)<QUADSIZE)
-
# How to represent features
IHR = 'R',
IHK = 'K',
def __init__(self, x=None, y=None):
self.i = x
self.j = y
+ def valid_quadrant(self):
+ return self.i>=0 and self.i<GALSIZE and self.j>=0 and self.j<GALSIZE
+ def valid_sector(self):
+ return self.i>=0 and self.i<QUADSIZE and self.j>=0 and self.j<QUADSIZE
def invalidate(self):
self.i = self.j = None
def is_valid(self):
return coord(self.i*other, self.j*other)
def __div__(self, other):
return coord(self.i/other, self.j/other)
+ def __mod__(self, other):
+ return coord(self.i % other, self.j % other)
def __rdiv__(self, other):
return coord(self.i/other, self.j/other)
- def snaptogrid(self):
+ def roundtogrid(self):
return coord(int(round(self.i)), int(round(self.j)))
def distance(self, other=None):
if not other: other = coord(0, 0)
return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
- def bearing(self, other=None):
- if not other: other = coord(0, 0)
- return 1.90985*math.atan2(self.j-other.j, self.i-other.i)
+ def bearing(self):
+ return 1.90985*math.atan2(self.j, self.i)
def sgn(self):
s = coord()
if self.i == 0:
else:
s.j = self.j / abs(self.j)
return s
+ def quadrant(self):
+ #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
+ return self.roundtogrid() / QUADSIZE
+ def sector(self):
+ return self.roundtogrid() % QUADSIZE
def scatter(self):
s = coord()
s.i = self.i + randrange(-1, 2)
s.j = self.j + randrange(-1, 2)
return s
- def __hash__(self):
- return hash((x, y))
def __str__(self):
if self.i == None or self.j == None:
return "Nowhere"
def welcoming(iq):
"Would this quadrant welcome another Klingon?"
- return VALID_QUADRANT(iq.i,iq.j) and \
+ return iq.valid_quadrant() and \
not game.state.galaxy[iq.i][iq.j].supernova and \
game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
finish(FWON)
return
-def torpedo(origin, course, dispersion, number, nburst):
+def torpedo(origin, bearing, dispersion, number, nburst):
"Let a photon torpedo fly"
if not damaged(DSRSENS) or game.condition=="docked":
setwnd(srscan_window)
else:
setwnd(message_window)
- 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.i), abs(delta.j))
- delta /= bigger
- w = coord(0, 0); jw = coord(0, 0)
- ungridded = copy.copy(origin)
+ ac = bearing + 0.25*dispersion # dispersion is a random variable
+ bullseye = (15.0 - bearing)*0.5235988
+ track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
+ bumpto = coord(0, 0)
# Loop to move a single torpedo
+ setwnd(message_window)
for step in range(1, QUADSIZE*2):
- ungridded += delta
- w = ungridded.snaptogrid()
- if not VALID_SECTOR(w.i, w.j):
+ if not track.next(): break
+ w = track.sector()
+ if not w.valid_sector():
break
iquad=game.quad[w.i][w.j]
tracktorpedo(origin, w, step, number, nburst, iquad)
if iquad==IHDOT:
continue
# hit something
- setwnd(message_window)
- if damaged(DSRSENS) and not game.condition=="docked":
+ if not damaged(DSRSENS) or game.condition == "docked":
skip(1); # start new line after text track
if iquad in (IHE, IHF): # Hit our ship
skip(1)
prout(_("Torpedo hits %s.") % crmshp())
hit = 700.0 + randreal(100) - \
- 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
+ 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
newcnd(); # we're blown out of dock
- # We may be displaced.
if game.landed or game.condition=="docked":
return hit # Cheat if on a planet
- ang = angle + 2.5*(randreal()-0.5)
- temp = math.fabs(math.sin(ang))
- if math.fabs(math.cos(ang)) > temp:
- temp = math.fabs(math.cos(ang))
- xx = -math.sin(ang)/temp
- yy = math.cos(ang)/temp
- jw.i = int(w.i+xx+0.5)
- jw.j = int(w.j+yy+0.5)
- if not VALID_SECTOR(jw.i, jw.j):
+ # In the C/FORTRAN version, dispersion was 2.5 radians, which
+ # is 143 degrees, which is almost exactly 4.8 clockface units
+ displacement = course(track.bearing+randreal(-2.4,2.4), distance=2**0.5)
+ displacement.next()
+ bumpto = displacement.sector()
+ if not bumpto.valid_sector():
return hit
- if game.quad[jw.i][jw.j]==IHBLANK:
+ if game.quad[bumpto.i][bumpto.j]==IHBLANK:
finish(FHOLE)
return hit
- if game.quad[jw.i][jw.j]!=IHDOT:
+ if game.quad[bumpto.i][bumpto.j]!=IHDOT:
# can't move into object
return hit
- game.sector = jw
+ game.sector = bumpto
proutn(crmshp())
- shoved = True
+ game.quad[w.i][w.j]=IHDOT
+ 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()
+ game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+ return None
elif iquad in (IHC, IHS, IHR, IHK): # Hit a regular enemy
# find the enemy
if iquad in (IHC, IHS) and withprob(0.05):
break
kp = math.fabs(enemy.kpower)
h1 = 700.0 + randrange(100) - \
- 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
+ 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
h1 = math.fabs(h1)
if kp < h1:
h1 = kp
deadkl(w, iquad, w)
return None
proutn(crmena(True, iquad, "sector", w))
- # If enemy damaged but not destroyed, try to displace
- ang = angle + 2.5*(randreal()-0.5)
- temp = math.fabs(math.sin(ang))
- if math.fabs(math.cos(ang)) > temp:
- temp = math.fabs(math.cos(ang))
- xx = -math.sin(ang)/temp
- yy = math.cos(ang)/temp
- jw.i = int(w.i+xx+0.5)
- jw.j = int(w.j+yy+0.5)
- if not VALID_SECTOR(jw.i, jw.j):
+ displacement = course(track.bearing+randreal(-2.4,2.4), distance=2**0.5)
+ displacement.next()
+ bumpto = displacement.sector()
+ if not bumpto.valid_sector():
prout(_(" damaged but not destroyed."))
return
- if game.quad[jw.i][jw.j]==IHBLANK:
+ if game.quad[bumpto.i][bumpto.j] == IHBLANK:
prout(_(" buffeted into black hole."))
- deadkl(w, iquad, jw)
- return None
- if game.quad[jw.i][jw.j]!=IHDOT:
- # can't move into object
+ deadkl(w, iquad, bumpto)
+ if game.quad[bumpto.i][bumpto.j] != IHDOT:
prout(_(" damaged but not destroyed."))
- return None
- proutn(_(" damaged--"))
- enemy.kloc = jw
- shoved = True
- break
+ else:
+ prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
+ enemy.kloc = bumpto
+ game.quad[w.i][w.j]=IHDOT
+ game.quad[bumpto.i][bumpto.j]=iquad
+ for enemy in game.enemies:
+ enemy.kdist = enemy.kavgd = (game.sector-enemy.kloc).distance()
+ game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+ return None
elif iquad == IHB: # Hit a base
skip(1)
prout(_("***STARBASE DESTROYED.."))
if game.landed:
# captain perishes on planet
finish(FDPLANET)
- prout(_("You have just destroyed an inhabited planet."))
- prout(_("Celebratory rallies are being held on the Klingon homeworld."))
+ prout(_("The torpedo destroyed an inhabited planet."))
return None
elif iquad == IHSTAR: # Hit a star
if withprob(0.9):
skip(1)
return None
break
- if curwnd!=message_window:
- setwnd(message_window)
- if shoved:
- game.quad[w.i][w.j]=IHDOT
- game.quad[jw.i][jw.j]=iquad
- prout(_(" displaced by blast to Sector %s ") % jw)
- for ll in range(len(game.enemies)):
- game.enemies[ll].kdist = game.enemies[ll].kavgd = (game.sector-game.enemies[ll].kloc).distance()
- game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
- return None
skip(1)
prout(_("Torpedo missed."))
return None;
def targetcheck(w):
"Return None if target is invalid, otherwise return a course angle."
- if not VALID_SECTOR(w.i, w.j):
+ if not w.valid_sector():
huh()
return None
delta = coord()
if ifast:
skip(1)
if no == 0:
- if withprob(0.99):
+ if withprob(0.01):
prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
prouts(_(" CLICK CLICK POP . . ."))
prout(_(" No response, sir!"))
supercommander()
elif evcode == FDSPROB: # Move deep space probe
schedule(FDSPROB, 0.01)
- if game.probe.next():
- if not VALID_QUADRANT(game.probe.loc.i, game.probe.loc.j) or \
- game.state.galaxy[game.probe.loc.i][game.probe.loc.j].supernova:
+ if not game.probe.next():
+ if not game.probe.quadrant().valid_quadrant() or \
+ game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
# Left galaxy or ran into supernova
if communicating():
announce()
skip(1)
proutn(_("Lt. Uhura- \"The deep space probe "))
- if not VALID_QUADRANT(game.probe.loc.i, game.probe.loc.j):
- proutn(_("has left the galaxy.\""))
+ if not game.probe.quadrant().valid_quadrant():
+ prout(_("has left the galaxy.\""))
else:
- proutn(_("is no longer transmitting.\""))
+ prout(_("is no longer transmitting.\""))
unschedule(FDSPROB)
continue
if communicating():
#announce()
skip(1)
- prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.loc)
- pdest = game.state.galaxy[game.probe.loc.i][game.probe.loc.j]
+ prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
+ pdest = game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j]
if communicating():
- chp = game.state.chart[game.probe.loc.i][game.probe.loc.j]
+ chp = game.state.chart[game.probe.quadrant().i][game.probe.quadrant().j]
chp.klingons = pdest.klingons
chp.starbase = pdest.starbase
chp.stars = pdest.stars
pdest.charted = True
game.probe.moves -= 1 # One less to travel
- if game.probe.moves == 0 and game.isarmed and pdest.stars:
+ if game.probe.arrived() and game.isarmed and pdest.stars:
supernova(game.probe) # fire in the hole!
unschedule(FDSPROB)
- if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
+ if game.state.galaxy[game.quadrant().i][game.quadrant().j].supernova:
return
elif evcode == FDISTR: # inhabited system issues distress call
unschedule(FDISTR)
continue # full right now
# reproduce one Klingon
w = ev.quadrant
+ m = coord()
if game.klhere >= MAXKLQUAD:
try:
# this quadrant not ok, pick an adjacent one
- for i in range(w.i - 1, w.i + 2):
- for j in range(w.j - 1, w.j + 2):
- if not VALID_QUADRANT(i, j):
+ for m.i in range(w.i - 1, w.i + 2):
+ for m.j in range(w.j - 1, w.j + 2):
+ if not m.valid_quadrant():
continue
- q = game.state.galaxy[w.i][w.j]
+ q = game.state.galaxy[m.i][m.j]
# check for this quad ok (not full & no snova)
if q.klingons >= MAXKLQUAD or q.supernova:
continue
else:
continue # search for eligible quadrant failed
except "FOUNDIT":
- w.i = i; w.j = j
+ w = m
# deliver the child
game.state.remkl += 1
q.klingons += 1
game.enemies.append(newkling())
# recompute time left
game.recompute()
- # report the disaster if we can
if communicating():
if game.quadrant == w:
prout(_("Spock- sensors indicate the Klingons have"))
if offset.j==0 and offset.i==0:
continue
neighbor = start + offset
- if not VALID_SECTOR(neighbor.j, neighbor.i):
+ if not neighbor.valid_sector():
continue
iquad = game.quad[neighbor.i][neighbor.j]
# Empty space ends reaction
break
newc = neighbor + neighbor - hits[mm]
proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
- if not VALID_SECTOR(newc.i, newc.j):
+ if not newc.valid_sector():
# can't leave quadrant
skip(1)
break
dist = 0.0
if dist == 0.0:
return
- course = course(distance=dist, bearing=direc, warp=4)
- game.optime = course.time()
+ course = course(bearing=direc, distance=dist)
+ game.optime = course.time(warp=4)
skip(1)
prout(_("Force of nova displaces starship."))
- imove(course, novapush=True)
- game.optime = course.time()
+ imove(course, noattack=True)
+ game.optime = course.time(warp=4)
return
def supernova(w):
if step == 1:
if n != 1:
skip(1)
- proutn(_("Track for %s torpedo number %d- ") % (game.quad[origin.i][origin.j],i+1))
+ proutn(_("Track for torpedo number %d- ") % (i+1))
else:
skip(1)
proutn(_("Torpedo track- "))
# Code from moving.c begins here
-def imove(course=None, novapush=False):
+def imove(course=None, noattack=False):
"Movement execution for warp, impulse, supernova, and tractor-beam events."
- w = coord(); final = coord()
- trbeam = False
+ w = coord()
- def no_quad_change():
- # No quadrant change -- compute new average enemy distances
- game.quad[game.sector.i][game.sector.j] = game.ship
- if game.enemies:
+ def newquadrant(noattack):
+ # Leaving quadrant -- allow final enemy attack
+ # Don't do it if being pushed by Nova
+ if len(game.enemies) != 0 and not noattack:
+ newcnd()
for enemy in game.enemies:
- finald = (w-enemy.kloc).distance()
+ finald = (w - enemy.kloc).distance()
enemy.kavgd = 0.5 * (finald + enemy.kdist)
- enemy.kdist = finald
- game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
- if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
+ # Stas Sergeev added the condition
+ # that attacks only happen if Klingons
+ # are present and your skill is good.
+ if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
attack(torps_ok=False)
- for enemy in game.enemies:
- enemy.kavgd = enemy.kdist
- newcnd()
- drawmaps(0)
- setwnd(message_window)
- w.i = w.j = 0
+ if game.alldone:
+ return
+ # check for edge of galaxy
+ kinks = 0
+ while True:
+ kink = False
+ if course.final.i < 0:
+ course.final.i = -course.final.i
+ kink = True
+ if course.final.j < 0:
+ course.final.j = -course.final.j
+ kink = True
+ if course.final.i >= GALSIZE*QUADSIZE:
+ course.final.i = (GALSIZE*QUADSIZE*2) - course.final.i
+ kink = True
+ if course.final.j >= GALSIZE*QUADSIZE:
+ course.final.j = (GALSIZE*QUADSIZE*2) - course.final.j
+ kink = True
+ if kink:
+ kinks += 1
+ else:
+ break
+ if kinks:
+ game.nkinks += 1
+ if game.nkinks == 3:
+ # Three strikes -- you're out!
+ finish(FNEG3)
+ return
+ skip(1)
+ prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
+ prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
+ prout(_("YOU WILL BE DESTROYED."))
+ # Compute final position in new quadrant
+ if trbeam: # Don't bother if we are to be beamed
+ return
+ game.quadrant = course.final.quadrant()
+ game.sector = course.final.sector()
+ skip(1)
+ prout(_("Entering Quadrant %s.") % game.quadrant)
+ game.quad[game.sector.i][game.sector.j] = game.ship
+ newqad()
+ if game.skill>SKILL_NOVICE:
+ attack(torps_ok=False)
+
+ def check_collision(h):
+ iquad = game.quad[h.i][h.j]
+ if iquad != IHDOT:
+ # object encountered in flight path
+ stopegy = 50.0*course.distance/game.optime
+ if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
+ for enemy in game.enemies:
+ if enemy.kloc == game.sector:
+ break
+ collision(rammed=False, enemy=enemy)
+ return True
+ elif iquad == IHBLANK:
+ skip(1)
+ prouts(_("***RED ALERT! RED ALERT!"))
+ skip(1)
+ proutn("***" + crmshp())
+ proutn(_(" pulled into black hole at Sector %s") % h)
+ # Getting pulled into a black hole was certain
+ # death in Almy's original. Stas Sergeev added a
+ # possibility that you'll get timewarped instead.
+ n=0
+ for m in range(NDEVICES):
+ if game.damage[m]>0:
+ n += 1
+ probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
+ if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
+ timwrp()
+ else:
+ finish(FHOLE)
+ return True
+ else:
+ # something else
+ skip(1)
+ proutn(crmshp())
+ if iquad == IHWEB:
+ prout(_(" encounters Tholian web at %s;") % h)
+ else:
+ prout(_(" blocked by object at %s;") % h)
+ proutn(_("Emergency stop required "))
+ prout(_("%2d units of energy.") % int(stopegy))
+ game.energy -= stopegy
+ if game.energy <= 0:
+ finish(FNRG)
+ return True
+ return False
+
+ trbeam = False
if game.inorbit:
prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
game.inorbit = False
- angle = ((15.0 - course.bearing) * 0.5235988)
- deltax = -math.sin(angle)
- deltay = math.cos(angle)
- if math.fabs(deltax) > math.fabs(deltay):
- bigger = math.fabs(deltax)
- else:
- bigger = math.fabs(deltay)
- deltay /= bigger
- deltax /= bigger
# If tractor beam is to occur, don't move full distance
if game.state.date+game.optime >= scheduled(FTBEAM):
trbeam = True
game.condition = "red"
course.distance = course.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
- # Move within the quadrant
+ # Move out
game.quad[game.sector.i][game.sector.j] = IHDOT
- x = game.sector.i
- y = game.sector.j
- n = int(10.0*course.distance*bigger+0.5)
- if n > 0:
- for m in range(1, n+1):
- x += deltax
- y += deltay
- w.i = int(round(x))
- w.j = int(round(y))
- if not VALID_SECTOR(w.i, w.j):
- # Leaving quadrant -- allow final enemy attack
- # Don't do it if being pushed by Nova
- if len(game.enemies) != 0 and not novapush:
- newcnd()
- for enemy in game.enemies:
- finald = (w - enemy.kloc).distance()
- enemy.kavgd = 0.5 * (finald + enemy.kdist)
- #
- # Stas Sergeev added the condition
- # that attacks only happen if Klingons
- # are present and your skill is good.
- #
- if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
- attack(torps_ok=False)
- if game.alldone:
- return
- # compute final position -- new quadrant and sector
- x = (QUADSIZE*game.quadrant.i)+game.sector.i
- y = (QUADSIZE*game.quadrant.j)+game.sector.j
- w.i = int(round(x+QUADSIZE*course.distance*bigger*deltax))
- w.j = int(round(y+QUADSIZE*course.distance*bigger*deltay))
- # check for edge of galaxy
- kinks = 0
- while True:
- kink = False
- if w.i < 0:
- w.i = -w.i
- kink = True
- if w.j < 0:
- w.j = -w.j
- kink = True
- if w.i >= GALSIZE*QUADSIZE:
- w.i = (GALSIZE*QUADSIZE*2) - w.i
- kink = True
- if w.j >= GALSIZE*QUADSIZE:
- w.j = (GALSIZE*QUADSIZE*2) - w.j
- kink = True
- if kink:
- kinks += 1
- else:
- break
- if kinks:
- game.nkinks += 1
- if game.nkinks == 3:
- # Three strikes -- you're out!
- finish(FNEG3)
- return
- skip(1)
- prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
- prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
- prout(_("YOU WILL BE DESTROYED."))
- # Compute final position in new quadrant
- if trbeam: # Don't bother if we are to be beamed
- return
- 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)
- skip(1)
- prout(_("Entering Quadrant %s.") % game.quadrant)
- game.quad[game.sector.i][game.sector.j] = game.ship
- newqad()
- if game.skill>SKILL_NOVICE:
- attack(torps_ok=False)
- return
- iquad = game.quad[w.i][w.j]
- if iquad != IHDOT:
- # object encountered in flight path
- stopegy = 50.0*course.dist/game.optime
- course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0)
- if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
- game.sector = w
- for enemy in game.enemies:
- if enemy.kloc == game.sector:
- break
- collision(rammed=False, enemy=enemy)
- final = game.sector
- elif iquad == IHBLANK:
- skip(1)
- prouts(_("***RED ALERT! RED ALERT!"))
- skip(1)
- proutn("***" + crmshp())
- proutn(_(" pulled into black hole at Sector %s") % w)
- # Getting pulled into a black hole was certain
- # death in Almy's original. Stas Sergeev added a
- # possibility that you'll get timewarped instead.
- n=0
- for m in range(NDEVICES):
- if game.damage[m]>0:
- n += 1
- probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
- if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
- timwrp()
- else:
- finish(FHOLE)
- return
- else:
- # something else
- skip(1)
- proutn(crmshp())
- if iquad == IHWEB:
- prout(_(" encounters Tholian web at %s;") % w)
- else:
- prout(_(" blocked by object at %s;") % w)
- proutn(_("Emergency stop required "))
- prout(_("%2d units of energy.") % int(stopegy))
- game.energy -= stopegy
- final.i = int(round(deltax))
- final.j = int(round(deltay))
- game.sector = final
- if game.energy <= 0:
- finish(FNRG)
- return
- # We're here!
- no_quad_change()
- return
- course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0)
- game.sector = w
- final = game.sector
- no_quad_change()
+ for m in range(course.moves):
+ course.next()
+ w = course.sector()
+ if course.origin.quadrant() != course.location.quadrant():
+ newquadrant(noattack)
+ break
+ elif check_collision(w):
+ print "Collision detected"
+ break
+ else:
+ game.sector = w
+ # We're in destination quadrant -- compute new average enemy distances
+ game.quad[game.sector.i][game.sector.j] = 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, y.kdist))
+ if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
+ attack(torps_ok=False)
+ for enemy in game.enemies:
+ enemy.kavgd = enemy.kdist
+ newcnd()
+ drawmaps(0)
+ setwnd(message_window)
return
def dock(verbose):
# because it involves giving x and y motions, yet the coordinates
# are always displayed y - x, where +y is downward!
+def cartesian(loc1=None, loc2=None):
+ if loc1 is None:
+ return game.quadrant * QUADSIZE + game.sector
+ elif loc2 is None:
+ return game.quadrant * QUADSIZE + loc1
+ else:
+ return loc1 * QUADSIZE + loc2
+
def getcourse(isprobe):
"Get a course and distance from the user."
key = 0
prout(_("(Manual movement assumed.)"))
navmode = "manual"
break
+ delta = coord()
if navmode == "automatic":
while key == "IHEOL":
if isprobe:
dsect.i = xi
dsect.j = xj
itemp = "normal"
- if not VALID_QUADRANT(dquad.i,dquad.j) or not VALID_SECTOR(dsect.i,dsect.j):
+ if not dquad.valid_quadrant() or not dsect.valid_sector():
huh()
raise TrekError
skip(1)
else:
prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
# the actual deltas get computed here
- delta = coord()
delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
else: # manual
skip(1)
prout(_("Helmsman Sulu- \"Aye, Sir.\""))
scanner.chew()
- return course(delta.distance(), delta.bearing(), isprobe=isprobe)
+ return course(bearing=delta.bearing(), distance=delta.distance())
class course:
- # Eventually, we want to consolidate all course compuation here,
- # including for torpedos and the Enterprise.
- def __init__(self, distance, bearing, warp=None, isprobe=False):
- # Course actually laid in -- thisis straight from the old getcd().
+ def __init__(self, bearing, distance, origin=None):
self.distance = distance
self.bearing = bearing
- self.warp = warp or game.warpfac
- self.isprobe = isprobe
- # This odd relic suggests that the bearing() code we inherited from
- # FORTRAN is actually computing clockface directions.
+ if origin is None:
+ self.origin = cartesian(game.quadrant, game.sector)
+ else:
+ self.origin = origin
+ # The bearing() code we inherited from FORTRAN is actually computing
+ # clockface directions!
if self.bearing < 0.0:
self.bearing += 12.0
- # This code was moved from the probe() routine
- if isprobe:
- angle = ((15.0 - self.bearing) * 0.5235988)
- self.increment = coord(-math.sin(angle), math.cos(angle))
- bigger = max(abs(self.increment.i), abs(self.increment.j))
- self.increment /= bigger
- self.location = coord(game.quadrant.i*QUADSIZE + game.sector.i,
- game.quadrant.j*QUADSIZE + game.sector.j)
- self.loc = copy.copy(game.quadrant)
- self.moves = 10.0*self.distance*bigger +0.5
- def power(self):
- return self.distance*(self.warp**3)*(game.shldup+1)
- def time(self):
- return 10.0*self.distance/self.warp**2
- def next(self):
- "Next location on course, currently only at quadrant granularity."
- self.location += self.increment
- newloc = (self.location / float(QUADSIZE)).snaptogrid()
- if not newloc == self.loc:
- self.loc = newloc
- return True
+ self.angle = ((15.0 - self.bearing) * 0.5235988)
+ if origin is None:
+ self.origin = cartesian(game.quadrant, game.sector)
else:
- return False
+ self.origin = cartesian(game.quadrant, origin)
+ self.increment = coord(-math.sin(self.angle), math.cos(self.angle))
+ bigger = max(abs(self.increment.i), abs(self.increment.j))
+ self.increment /= bigger
+ self.moves = int(round(10*self.distance*bigger))
+ self.reset()
+ self.final = (self.location + self.moves*self.increment).roundtogrid()
+ def reset(self):
+ self.location = self.origin
+ self.step = 0
+ def arrived(self):
+ return self.location.roundtogrid() == self.final
+ def next(self):
+ "Next step on course."
+ self.step += 1
+ self.nextlocation = self.location + self.increment
+ samequad = (self.location.quadrant() == self.nextlocation.quadrant())
+ self.location = self.nextlocation
+ return samequad
+ def quadrant(self):
+ return self.location.quadrant()
+ def sector(self):
+ return self.location.sector()
+ def power(self, warp):
+ return self.distance*(warp**3)*(game.shldup+1)
+ def time(self, warp):
+ return 10.0*self.distance/warp**2
def impulse():
"Move under impulse power."
if ja() == False:
return
# Activate impulse engines and pay the cost
- imove(course, novapush=False)
+ imove(course, noattack=False)
game.ididit = True
if game.alldone:
return
# Make sure starship has enough energy for the trip
# Note: this formula is slightly different from the C version,
# and lets you skate a bit closer to the edge.
- if course.power() >= game.energy:
+ if course.power(game.warpfac) >= game.energy:
# Insufficient power for trip
game.ididit = False
skip(1)
prout(_("We haven't the energy to go that far with the shields up."))
return
# Make sure enough time is left for the trip
- game.optime = course.time()
+ game.optime = course.time(game.warpfac)
if game.optime >= 0.8*game.state.remtime:
skip(1)
prout(_("First Officer Spock- \"Captain, I compute that such"))
if game.warpfac > 6.0:
# Decide if engine damage will occur
# ESR: Seems wrong. Probability of damage goes *down* with distance?
- prob = course.dist*(6.0-game.warpfac)**2/66.666666666
+ prob = course.distance*(6.0-game.warpfac)**2/66.666666666
if prob > randreal():
blooey = True
course.distance = randreal(course.distance)
# Decide if time warp will occur
- if 0.5*course.dist*math.pow(7.0,game.warpfac-10.0) > randreal():
+ if 0.5*course.distance*math.pow(7.0,game.warpfac-10.0) > randreal():
twarp = True
if idebug and game.warpfac==10 and not twarp:
blooey = False
if blooey or twarp:
# If time warp or engine damage, check path
# If it is obstructed, don't do warp or damage
- angle = ((15.0-course.bearing)*0.5235998)
- deltax = -math.sin(angle)
- deltay = math.cos(angle)
- if math.fabs(deltax) > math.fabs(deltay):
- bigger = math.fabs(deltax)
- else:
- bigger = math.fabs(deltay)
- deltax /= bigger
- deltay /= bigger
- n = 10.0 * course.distance * bigger +0.5
- x = game.sector.i
- y = game.sector.j
- for l in range(1, n+1):
- x += deltax
- ix = x + 0.5
- y += deltay
- iy = y +0.5
- if not VALID_SECTOR(ix, iy):
- break
- if game.quad[ix][iy] != IHDOT:
+ for m in range(course.moves):
+ course.next()
+ w = course.sector()
+ if not w.valid_sector():
+ break
+ if game.quad[w.i][w.j] != IHDOT:
blooey = False
twarp = False
+ course.reset()
# Activate Warp Engines and pay the cost
- imove(course, novapush=False)
+ imove(course, noattack=False)
if game.alldone:
return
- game.energy -= course.power()
+ game.energy -= course.power(game.warpfac)
if game.energy <= 0:
finish(FNRG)
- game.optime = course.time()
+ game.optime = course.time(game.warpfac)
if twarp:
timwrp()
if blooey:
proutn(_("The %s has stopped in a quadrant containing") % crmshp())
prouts(_(" a supernova."))
skip(2)
- proutn(_("***Emergency automatic override attempts to hurl ")+crmshp())
+ prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
prout(_("safely out of quadrant."))
if not damaged(DRADIO):
game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
prout(_("Warp factor set to %d") % int(game.warpfac))
power = 0.75*game.energy
dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
- distreq = randreal(math.sqrt(2))
- if distreq < game.dist:
- dist = distreq
- course = course(distance=dist, bearing=randreal(12)) # How dumb!
- game.optime = course.time()
+ dist = max(dist, randreal(math.sqrt(2)))
+ bugout = course(bearing=randreal(12), distance=dist) # How dumb!
+ game.optime = bugout.time(game.warpfac)
game.justin = False
game.inorbit = False
- warp(course, involuntary=True)
+ warp(bugout, involuntary=True)
if not game.justin:
# This is bad news, we didn't leave quadrant.
if game.alldone:
game.sector.invalidate()
for m in range(1, 5+1):
w = game.base.scatter()
- if VALID_SECTOR(w.i,w.j) and game.quad[w.i][w.j]==IHDOT:
+ if w.valid_sector() and game.quad[w.i][w.j]==IHDOT:
# found one -- finish up
game.sector = w
break
game.quad[game.sector.i][game.sector.j] = IHDOT
for l in range(QUADSIZE):
game.sector = game.base.scatter()
- if VALID_SECTOR(game.sector.i, game.sector.j) and \
+ if game.sector.valid_sector() and \
game.quad[game.sector.i][game.sector.j] == IHDOT:
break
if l < QUADSIZE+1:
if not silent:
proutn(" ")
for y in range(game.quadrant.j-1, game.quadrant.j+2):
- if not VALID_QUADRANT(x, y):
+ if not coord(x, y).valid_quadrant():
if not silent:
proutn(" -1")
else:
"Damage report."
jdam = False
scanner.chew()
-
for i in range(NDEVICES):
if damaged(i):
if not jdam:
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, %i DAMAGES") % (game.condition.upper(), dam))
+ prstat(_("Condition"), _("%s, %i DAMAGES") % \
+ (game.condition.upper(), sum(map(lambda x: x > 0, damages))))
if not req or req == 3:
prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
if not req or req == 4:
prstat(_("Shields"), s+data)
if not req or req == 9:
prstat(_("Klingons Left"), "%d" \
- % (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem))
+ % (game.state.remkl+len(game.state.kcmdr)+game.state.nscrem))
if not req or req == 10:
if game.options & OPTION_WORLDS:
plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
w2.j = 0
else:
w2.j=QUADSIZE-1
- if not VALID_QUADRANT(w1.i, w1.j) or not VALID_SECTOR(w2.i, w2.j):
+ if not w1.valid_quadrant() or not w2.valid_sector():
huh()
return
dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
prout(_("Captain, certainly you can give me one of these."))
while True:
scanner.chew()
- ttime = (10.0*game.dist)/twarp**2
+ ttime = (10.0*dist)/twarp**2
tpower = dist*twarp*twarp*twarp*(game.shldup+1)
if tpower >= game.energy:
prout(_("Insufficient energy, sir."))