-'''
+#!/usr/bin/env python
+"""
sst.py =-- Super Star Trek in Python
-This code is a Python translation of a C translation of a FORTRAN original.
-The FORTRANness still shows in many ways, notably the use of 1-origin index
-an a lot of parallel arrays where a more modern language would use structures
-or objects.
+This code is a Python translation of a C translation of a FORTRAN
+original dating back to 1973. Beautiful Python it is not. But it
+works.
Dave Matuszek says:
features that I liked. I also took a peek at the DECUS version (a
port, less sources, to the PDP-10), and some other variations.
-1, Compared to the original UT version, I've changed the "help" command to
-"call" and the "terminate" command to "quit" to better match
-user expectations. The DECUS version apparently made those changes
-as well as changing "freeze" to "save". However I like "freeze".
-(Both "freeze" and "save" work in SST2K.)
+1, Compared to the original UT version, I've changed the "help"
+command to "call" and the "terminate" command to "quit" to better
+match user expectations. The DECUS version apparently made those
+changes as well as changing "freeze" to "save". However I like
+"freeze". (Both "freeze" and "save" work in SST2K.)
2. The experimental deathray originally had only a 5% chance of
success, but could be used repeatedly. I guess after a couple
Also, the nav subsystem (enabling automatic course
setting) can be damaged separately from the main computer (which
handles weapons targeting, ETA calculation, and self-destruct).
-'''
-import os, sys, math, curses, time, atexit, readline, cPickle, random, getopt
+
+After these features were added, I translated this into Python and added
+more:
+
+9. A long-range scan is done silently whenever you call CHART; thus
+the LRSCAN command is no longer needed. (Controlled by OPTION_AUTOSCAN
+and turned off if game type is "plain" or "almy".)
+"""
+import os, sys, math, curses, time, readline, cPickle, random, copy, gettext
SSTDOC = "/usr/share/doc/sst/sst.doc"
DOC_NAME = "sst.doc"
-# Stub to be replaced
-def _(str): return str
+def _(str): return gettext.gettext(str)
PHASEFAC = 2.0
GALSIZE = 8
MAXUNINHAB = 10
PLNETMAX = (NINHAB + MAXUNINHAB)
QUADSIZE = 10
+BASEMIN = 2
BASEMAX = (GALSIZE * GALSIZE / 12)
MAXKLGAME = 127
MAXKLQUAD = 9
FULLCREW = 428 # BSD Trek was 387, that's wrong
FOREVER = 1e30
-
-# These functions hide the difference between 0-origin and 1-origin addressing.
-def VALID_QUADRANT(x, y): return ((x)>=1 and (x)<=GALSIZE and (y)>=1 and (y)<=GALSIZE)
-def VALID_SECTOR(x, y): return ((x)>=1 and (x)<=QUADSIZE and (y)>=1 and (y)<=QUADSIZE)
-
-def square(i): return ((i)*(i))
-def distance(c1, c2): return math.sqrt(square(c1.x - c2.x) + square(c1.y - c2.y))
-def invalidate(w): w.x = w.y = 0
-def is_valid(w): return (w.x != 0 and w.y != 0)
+MAXBURST = 3
+MINCMDR = 10
# How to represent features
IHR = 'R',
IHMATER1 = 'o',
IHMATER2 = '0'
-IHEOL = '\n'
-IHREAL = 0.0
-IHALPHA = " "
+class TrekError:
+ pass
class coord:
- def __init(self, x=None, y=None):
- self.x = x
- self.y = y
+ 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.x = self.y = None
+ self.i = self.j = None
def is_valid(self):
- return self.x != None and self.y != None
+ return self.i != None and self.j != None
def __eq__(self, other):
- return self.x == other.y and self.x == other.y
+ return other != None and self.i == other.i and self.j == other.j
+ def __ne__(self, other):
+ return other == None or self.i != other.i or self.j != other.j
def __add__(self, other):
- return coord(self.x+self.x, self.y+self.y)
+ return coord(self.i+other.i, self.j+other.j)
def __sub__(self, other):
- return coord(self.x-self.x, self.y-self.y)
- def distance(self, other):
- return math.sqrt((self.x - other.x)**2 + (self.y - other.y)**2)
+ return coord(self.i-other.i, self.j-other.j)
+ def __mul__(self, other):
+ return coord(self.i*other, self.j*other)
+ def __rmul__(self, other):
+ 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 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):
+ return 1.90985*math.atan2(self.j, self.i)
def sgn(self):
- return coord(self.x / abs(x), self.y / abs(y));
- def __hash__(self):
- return hash((x, y))
+ s = coord()
+ if self.i == 0:
+ s.i = 0
+ else:
+ s.i = self.i / abs(self.i)
+ if self.j == 0:
+ s.j = 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 __str__(self):
- return "%d - %d" % (self.x, self.y)
+ if self.i == None or self.j == None:
+ return "Nowhere"
+ return "%s - %s" % (self.i+1, self.j+1)
+ __repr__ = __str__
class planet:
- def __init(self):
+ def __init__(self):
self.name = None # string-valued if inhabited
- self.w = coord() # quadrant located
+ self.quadrant = coord() # quadrant located
self.pclass = None # could be ""M", "N", "O", or "destroyed"
- self.crystals = None # could be "mined", "present", "absent"
- self.known = None # could be "unknown", "known", "shuttle_down"
- self.inhabited # is it inhabites?
+ self.crystals = "absent"# could be "mined", "present", "absent"
+ self.known = "unknown" # could be "unknown", "known", "shuttle_down"
+ self.inhabited = False # is it inhabites?
def __str__(self):
return self.name
-NOPLANET = None
class quadrant:
- def __init(self):
- self.stars = None
+ def __init__(self):
+ self.stars = 0
self.planet = None
- self.starbase = None
- self.klingons = None
- self.romulans = None
- self.supernova = None
- self.charted = None
- self.status = None # Could be "secure", "distressed", "enslaved"
+ self.starbase = False
+ self.klingons = 0
+ self.romulans = 0
+ self.supernova = False
+ self.charted = False
+ self.status = "secure" # Could be "secure", "distressed", "enslaved"
class page:
- def __init(self):
+ def __init__(self):
self.stars = None
self.starbase = None
self.klingons = None
+def fill2d(size, fillfun):
+ "Fill an empty list in 2D."
+ lst = []
+ for i in range(size):
+ lst.append([])
+ for j in range(size):
+ lst[i].append(fillfun(i, j))
+ return lst
+
class snapshot:
- def __init(self):
+ def __init__(self):
self.snap = False # snapshot taken
- self.crew = None # crew complement
- self.remkl = None # remaining klingons
- self.remcom = None # remaining commanders
- self.nscrem = None # remaining super commanders
- self.rembase = None # remaining bases
- self.starkl = None # destroyed stars
- self.basekl = None # destroyed bases
- self.nromrem = None # Romulans remaining
- self.nplankl = None # destroyed uninhabited planets
- self.nworldkl = None # destroyed inhabited planets
+ self.crew = 0 # crew complement
+ self.remkl = 0 # remaining klingons
+ self.nscrem = 0 # remaining super commanders
+ self.starkl = 0 # destroyed stars
+ self.basekl = 0 # destroyed bases
+ self.nromrem = 0 # Romulans remaining
+ self.nplankl = 0 # destroyed uninhabited planets
+ self.nworldkl = 0 # destroyed inhabited planets
self.planets = [] # Planet information
- self.date = None # stardate
- self.remres = None # remaining resources
- self.remtime = None # remaining time
+ self.date = 0.0 # stardate
+ self.remres = 0 # remaining resources
+ self.remtime = 0 # remaining time
self.baseq = [] # Base quadrant coordinates
- for i in range(BASEMAX+1):
- self.baseq.append(coord())
self.kcmdr = [] # Commander quadrant coordinates
- for i in range(QUADSIZE+1):
- self.kcmdr.append(coord())
self.kscmdr = coord() # Supercommander quadrant coordinates
- self.galaxy = [] # The Galaxy (subscript 0 not used)
- for i in range(GALSIZE+1):
- self.chart.append([])
- for j in range(GALSIZE+1):
- self.galaxy[i].append(quadrant())
- self.chart = [] # the starchart (subscript 0 not used)
- for i in range(GALSIZE+1):
- self.chart.append([])
- for j in range(GALSIZE+1):
- self.chart[i].append(page())
+ # the galaxy
+ self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
+ # the starchart
+ self.chart = fill2d(GALSIZE, lambda i, j: page())
class event:
def __init__(self):
OPTION_CURSES = 0x00000002 # new interface
OPTION_IOMODES = 0x00000003 # cover both interfaces
OPTION_PLANETS = 0x00000004 # planets and mining
-OPTION_THOLIAN = 0x00000008 # Tholians and their webs
-OPTION_THINGY = 0x00000010 # Space Thingy can shoot back
-OPTION_PROBE = 0x00000020 # deep-space probes
+OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
+OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
+OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
-OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise
-OPTION_MVBADDY = 0x00000100 # more enemies can move
-OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you
-OPTION_BASE = 0x00000400 # bases have good shields
-OPTION_WORLDS = 0x00000800 # logic for inhabited worlds
+OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
+OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
+OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
+OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
+OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
+OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
OPTION_PLAIN = 0x01000000 # user chose plain game
OPTION_ALMY = 0x02000000 # user chose Almy variant
#
def findevent(evtype): return game.future[evtype]
+class enemy:
+ def __init__(self, type=None, loc=None, power=None):
+ self.type = type
+ self.kloc = coord()
+ if loc:
+ self.move(loc)
+ self.kpower = power # enemy energy level
+ game.enemies.append(self)
+ def move(self, loc):
+ motion = (loc != self.kloc)
+ if self.kloc.i is not None and self.kloc.j is not None:
+ if motion:
+ if self.type == IHT:
+ game.quad[self.kloc.i][self.kloc.j] = IHWEB
+ else:
+ game.quad[self.kloc.i][self.kloc.j] = IHDOT
+ if loc:
+ self.kloc = copy.copy(loc)
+ game.quad[self.kloc.i][self.kloc.j] = self.type
+ self.kdist = self.kavgd = (game.sector - loc).distance()
+ else:
+ self.kloc = coord()
+ self.kdist = self.kavgd = None
+ game.enemies.remove(self)
+ return motion
+ def __repr__(self):
+ return "<%s,%s.%f>" % (self.type, self.kloc, self.kpower) # For debugging
+
class gamestate:
def __init__(self):
self.options = None # Game options
- self.state = None # A snapshot structure
- self.snapsht = None # Last snapshot taken for time-travel purposes
- self.quad = [[IHDOT * (QUADSIZE+1)] * (QUADSIZE+1)] # contents of our quadrant
- self.kpower = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)] # enemy energy levels
- self.kdist = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)] # enemy distances
- self.kavgd = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)] # average distances
+ self.state = snapshot() # A snapshot structure
+ self.snapsht = snapshot() # Last snapshot taken for time-travel purposes
+ self.quad = None # contents of our quadrant
self.damage = [0.0] * NDEVICES # damage encountered
- self.future = [0.0] * NEVENTS # future events
+ self.future = [] # future events
for i in range(NEVENTS):
self.future.append(event())
self.passwd = None; # Self Destruct password
- self.ks = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)] # enemy sector locations
+ self.enemies = []
self.quadrant = None # where we are in the large
self.sector = None # where we are in the small
- self.tholian = None # coordinates of Tholian
+ self.tholian = None # Tholian enemy object
self.base = None # position of base in current quadrant
self.battle = None # base coordinates being attacked
self.plnet = None # location of planet in quadrant
- self.probec = None # current probe quadrant
self.gamewon = False # Finished!
self.ididit = False # action taken -- allows enemy to attack
self.alive = False # we are alive (not killed)
self.justin = False # just entered quadrant
self.shldup = False # shields are up
self.shldchg = False # shield is changing (affects efficiency)
- self.comhere = False # commander here
- self.ishere = False # super-commander in quadrant
self.iscate = False # super commander is here
self.ientesc = False # attempted escape from supercommander
- self.ithere = False # Tholian is here
self.resting = False # rest time
self.icraft = False # Kirk in Galileo
self.landed = False # party on planet (true), on ship (false)
self.casual = 0 # causalties
self.nhelp = 0 # calls for help
self.nkinks = 0 # count of energy-barrier crossings
- self.iplnet = 0 # planet # in quadrant
+ self.iplnet = None # planet # in quadrant
self.inplan = 0 # initial planets
- self.nenhere = 0 # number of enemies in quadrant
self.irhere = 0 # Romulans in quadrant
self.isatb = 0 # =1 if super commander is attacking base
- self.tourn = 0 # tournament number
- self.proben = 0 # number of moves for probe
+ self.tourn = None # tournament number
self.nprobes = 0 # number of probes available
self.inresor = 0.0 # initial resources
self.intime = 0.0 # initial time
self.warpfac = 0.0 # warp speed
self.wfacsq = 0.0 # squared warp factor
self.lsupres = 0.0 # life support reserves
- self.dist = 0.0 # movement distance
- self.direc = 0.0 # movement direction
self.optime = 0.0 # time taken by current operation
self.docfac = 0.0 # repair factor when docking (constant?)
self.damfac = 0.0 # damage factor
self.lastchart = 0.0 # time star chart was last updated
self.cryprob = 0.0 # probability that crystal will work
- self.probex = 0.0 # location of probe
- self.probey = 0.0 #
- self.probeinx = 0.0 # probe x,y increment
- self.probeiny = 0.0 #
+ self.probe = None # object holding probe course info
self.height = 0.0 # height of orbit around planet
def recompute(self):
# Stas thinks this should be (C expression):
- # game.state.remkl + game.state.remcom > 0 ?
- # game.state.remres/(game.state.remkl + 4*game.state.remcom) : 99
+ # game.state.remkl + len(game.state.kcmdr) > 0 ?
+ # game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99
# He says the existing expression is prone to divide-by-zero errors
# after killing the last klingon when score is shown -- perhaps also
# if the only remaining klingon is SCOM.
- game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom)
-# From enumerated type 'feature'
+ game.state.remtime = game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr))
+
IHR = 'R'
IHK = 'K'
IHC = 'C'
IHMATER1 = 'o'
IHMATER2 = '0'
-
-# From enumerated type 'FINTYPE'
FWON = 0
FDEPLETE = 1
FLIFESUP = 2
FHOLE = 20
FCREW = 21
-# From enumerated type 'COLORS'
-DEFAULT = 0
-BLACK = 1
-BLUE = 2
-GREEN = 3
-CYAN = 4
-RED = 5
-MAGENTA = 6
-BROWN = 7
-LIGHTGRAY = 8
-DARKGRAY = 9
-LIGHTBLUE = 10
-LIGHTGREEN = 11
-LIGHTCYAN = 12
-LIGHTRED = 13
-LIGHTMAGENTA = 14
-YELLOW = 15
-WHITE = 16
+def withprob(p):
+ v = random.random()
+ #logfp.write("# withprob(%s) -> %f (%s) at %s\n" % (p, v, v<p, traceback.extract_stack()[-2][1:]))
+ return v < p
+
+def randrange(*args):
+ v = random.randrange(*args)
+ #logfp.write("# randrange%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
+ return v
+
+def randreal(*args):
+ v = random.random()
+ if len(args) == 1:
+ v *= args[0] # returns from [0, args[0])
+ elif len(args) == 2:
+ v = args[0] + v*(args[1]-args[0]) # returns from [args[0], args[1])
+ #logfp.write("# randreal%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
+ return v
# Code from ai.c begins here
-def tryexit(look, ienm, loccom, irun):
- # a bad guy attempts to bug out
+def welcoming(iq):
+ "Would this quadrant welcome another Klingon?"
+ return iq.valid_quadrant() and \
+ not game.state.galaxy[iq.i][iq.j].supernova and \
+ game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
+
+def tryexit(enemy, look, 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 \
- game.state.galaxy[iq.x][iq.y].supernova or \
- game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1:
- return False; # no can do -- neg energy, supernovae, or >MAXKLQUAD-1 Klingons
- if ienm == IHR:
+ iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
+ iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
+ if not welcoming(iq):
+ return False;
+ if enemy.type == IHR:
return False; # Romulans cannot escape!
if not irun:
# avoid intruding on another commander's territory
- if ienm == IHC:
- for n in range(1, game.state.remcom+1):
- if game.state.kcmdr[n] == iq:
- return False
+ if enemy.type == IHC:
+ if iq in game.state.kcmdr:
+ return False
# refuse to leave if currently attacking starbase
if game.battle == game.quadrant:
return False
# don't leave if over 1000 units of energy
- if game.kpower[loccom] > 1000.0:
+ if enemy.kpower > 1000.0:
return False
- # print escape message and move out of quadrant.
+ # emit escape message and move out of quadrant.
# we know this if either short or long range sensors are working
if not damaged(DSRSENS) or not damaged(DLRSENS) or \
- game.condition == docked:
- 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]
- game.kavgd[loccom] = game.kavgd[game.nenhere]
- game.kpower[loccom] = game.kpower[game.nenhere]
- game.kdist[loccom] = game.kdist[game.nenhere]
+ game.condition == "docked":
+ prout(crmena(True, enemy.type, "sector", enemy.kloc) + \
+ (_(" escapes to Quadrant %s (and regains strength).") % q))
+ # handle local matters related to escape
+ enemy.move(None)
game.klhere -= 1
- game.nenhere -= 1
- if game.condition != docked:
+ if game.condition != "docked":
newcnd()
# Handle global matters related to escape
- game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
- game.state.galaxy[iq.x][iq.y].klingons += 1
- if ienm==IHS:
- game.ishere = False
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
+ game.state.galaxy[iq.i][iq.j].klingons += 1
+ if enemy.type==IHS:
game.iscate = False
game.ientesc = False
game.isatb = 0
unschedule(FSCDBAS)
game.state.kscmdr=iq
else:
- for n in range(1, game.state.remcom+1):
- if game.state.kcmdr[n] == game.quadrant:
- game.state.kcmdr[n]=iq
+ for cmdr in game.state.kcmdr:
+ if cmdr == game.quadrant:
+ game.state.kcmdr[n] = iq
break
- game.comhere = False
return True; # success
-#
# The bad-guy movement algorithm:
#
# 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
# retreat, especially at high skill levels.
#
# 5. Motion is limited to skill level, except for SC hi-tailing it out.
-#
-def movebaddy(com, loccom, ienm):
- # tactical movement for the bad guys
+def movebaddy(enemy):
+ "Tactical movement for the bad guys."
next = coord(); look = coord()
irun = False
- # This should probably be just game.comhere + game.ishere
+ # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
if game.skill >= SKILL_EXPERT:
- nbaddys = ((game.comhere*2 + game.ishere*2+game.klhere*1.23+game.irhere*1.5)/2.0)
+ nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
else:
- nbaddys = game.comhere + game.ishere
-
- dist1 = game.kdist[loccom]
+ nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
+ dist1 = enemy.kdist
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))):
+ if enemy.type==IHS and \
+ (enemy.kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
irun = True
motion = -QUADSIZE
else:
# decide whether to advance, retreat, or hold position
- forces = game.kpower[loccom]+100.0*game.nenhere+400*(nbaddys-1)
+ forces = enemy.kpower+100.0*len(game.enemies)+400*(nbaddys-1)
if not game.shldup:
forces += 1000; # Good for enemy if shield is down!
if not damaged(DPHASER) or not damaged(DPHOTON):
forces += 1000.0
motion = 0
if forces <= 1000.0 and game.condition != "docked": # Typical situation
- motion = ((forces+200.0*random.random())/150.0) - 5.0
+ motion = ((forces + randreal(200))/150.0) - 5.0
else:
if forces > 1000.0: # Very strong -- move in for kill
- motion = (1.0-square(random.random()))*dist1 + 1.0
+ motion = (1.0 - randreal())**2 * dist1 + 1.0
if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
- motion -= game.skill*(2.0-square(random.random()))
+ motion -= game.skill*(2.0-randreal()**2)
if idebug:
proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
# don't move if no motion
else:
motion = game.skill
# calculate preferred number of steps
- if motion < 0:
- msteps = -motion
- else:
- msteps = motion
+ nsteps = abs(int(motion))
if motion > 0 and nsteps > mdist:
nsteps = mdist; # don't overshoot
if nsteps > QUADSIZE:
if idebug:
proutn("NSTEPS = %d:" % nsteps)
# Compute preferred values of delta X and Y
- mx = game.sector.x - com.x
- my = game.sector.y - com.y
- if 2.0 * abs(mx) < abs(my):
- mx = 0
- if 2.0 * abs(my) < abs(game.sector.x-com.x):
- my = 0
- if mx != 0:
- if mx*motion < 0:
- mx = -1
- else:
- mx = 1
- if my != 0:
- if my*motion < 0:
- my = -1
- else:
- my = 1
- next = com
+ m = game.sector - enemy.kloc
+ if 2.0 * abs(m.i) < abs(m.j):
+ m.i = 0
+ if 2.0 * abs(m.j) < abs(game.sector.i-enemy.kloc.i):
+ m.j = 0
+ m = (motion * m).sgn()
+ next = enemy.kloc
# main move loop
for ll in range(nsteps):
if idebug:
proutn(" %d" % (ll+1))
# Check if preferred position available
- look.x = next.x + mx
- look.y = next.y + my
- if mx < 0:
- krawlx = 1
+ look = next + m
+ if m.i < 0:
+ krawli = 1
else:
- krawlx = -1
- if my < 0:
- krawly = 1
+ krawli = -1
+ if m.j < 0:
+ krawlj = 1
else:
- krawly = -1
+ krawlj = -1
success = False
attempts = 0; # Settle mysterious hang problem
while attempts < 20 and not success:
attempts += 1
- if look.x < 1 or look.x > QUADSIZE:
- if motion < 0 and tryexit(look, ienm, loccom, irun):
+ if look.i < 0 or look.i >= QUADSIZE:
+ if motion < 0 and tryexit(enemy, look, irun):
return
- if krawlx == mx or my == 0:
+ if krawli == m.i or m.j == 0:
break
- look.x = next.x + krawlx
- krawlx = -krawlx
- elif look.y < 1 or look.y > QUADSIZE:
- if motion < 0 and tryexit(look, ienm, loccom, irun):
+ look.i = next.i + krawli
+ krawli = -krawli
+ elif look.j < 0 or look.j >= QUADSIZE:
+ if motion < 0 and tryexit(enemy, look, irun):
return
- if krawly == my or mx == 0:
+ if krawlj == m.j or m.i == 0:
break
- look.y = next.y + krawly
- krawly = -krawly
- elif (game.options & OPTION_RAMMING) and game.quad[look.x][look.y] != IHDOT:
- # See if we should ram ship
- if game.quad[look.x][look.y] == game.ship and \
- (ienm == IHC or ienm == IHS):
- ram(True, ienm, com)
+ look.j = next.j + krawlj
+ krawlj = -krawlj
+ elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != IHDOT:
+ # See if enemy should ram ship
+ if game.quad[look.i][look.j] == game.ship and \
+ (enemy.type == IHC or enemy.type == IHS):
+ collision(rammed=True, enemy=enemy)
return
- if krawlx != mx and my != 0:
- look.x = next.x + krawlx
- krawlx = -krawlx
- elif krawly != my and mx != 0:
- look.y = next.y + krawly
- krawly = -krawly
+ if krawli != m.i and m.j != 0:
+ look.i = next.i + krawli
+ krawli = -krawli
+ elif krawlj != m.j and m.i != 0:
+ look.j = next.j + krawlj
+ krawlj = -krawlj
else:
break; # we have failed
else:
proutn(`next`)
else:
break; # done early
-
if idebug:
skip(1)
- # Put commander in place within same quadrant
- game.quad[com.x][com.y] = IHDOT
- game.quad[next.x][next.y] = ienm
- if next != com:
- # it moved
- game.ks[loccom] = next
- game.kdist[loccom] = game.kavgd[loccom] = distance(game.sector, next)
- if not damaged(DSRSENS) or game.condition == docked:
- proutn("***")
- cramen(ienm)
- proutn(_(" from Sector %s") % com)
- if game.kdist[loccom] < dist1:
+ if enemy.move(next):
+ if not damaged(DSRSENS) or game.condition == "docked":
+ proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.kloc))
+ if enemy.kdist < dist1:
proutn(_(" advances to "))
else:
proutn(_(" retreats to "))
prout("Sector %s." % next)
def moveklings():
- # Klingon tactical movement
+ "Sequence Klingon tactical movement."
if idebug:
prout("== MOVCOM")
# Figure out which Klingon is the commander (or Supercommander)
# and do move
- if game.comhere:
- for i in range(1, game.nenhere+1):
- w = game.ks[i]
- if game.quad[w.x][w.y] == IHC:
- movebaddy(w, i, IHC)
- break
- if game.ishere:
- for i in range(1, game.nenhere+1):
- w = game.ks[i]
- if game.quad[w.x][w.y] == IHS:
- movebaddy(w, i, IHS)
+ if game.quadrant in game.state.kcmdr:
+ for enemy in game.enemies:
+ if enemy.type == IHC:
+ movebaddy(enemy)
+ if game.state.kscmdr==game.quadrant:
+ for enemy in game.enemies:
+ if enemy.type == IHS:
+ movebaddy(enemy)
break
# 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):
- for i in range(1, game.nenhere+1):
- w = game.ks[i]
- if game.quad[w.x][w.y] == IHK or game.quad[w.x][w.y] == IHR:
- movebaddy(w, i, game.quad[w.x][w.y])
- sortklings();
+ for enemy in game.enemies:
+ if enemy.type in (IHK, IHR):
+ movebaddy(enemy)
+ game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
def movescom(iq, avoid):
- # commander movement helper
- if 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:
- return 1
- if avoid:
- # Avoid quadrants with bases if we want to avoid Enterprise
- for i in range(1, game.state.rembase+1):
- if game.state.baseq[i] == iq:
- return True
+ "Commander movement helper."
+ # Avoid quadrants with bases if we want to avoid Enterprise
+ if not welcoming(iq) or (avoid and iq in game.state.baseq):
+ return False
if game.justin and not game.iscate:
- return True
+ return False
# do the move
- game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons -= 1
+ game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
game.state.kscmdr = iq
- game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons += 1
- if game.ishere:
+ game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
+ if game.state.kscmdr==game.quadrant:
# SC has scooted, Remove him from current quadrant
game.iscate=False
game.isatb=0
- game.ishere = False
game.ientesc = False
unschedule(FSCDBAS)
- for i in range(1, game.nenhere+1):
- if game.quad[game.ks[i].x][game.ks[i].y] == IHS:
+ for enemy in game.enemies:
+ if enemy.type == IHS:
break
- game.quad[game.ks[i].x][game.ks[i].y] = IHDOT
- game.ks[i] = game.ks[game.nenhere]
- game.kdist[i] = game.kdist[game.nenhere]
- game.kavgd[i] = game.kavgd[game.nenhere]
- game.kpower[i] = game.kpower[game.nenhere]
+ enemy.move(None)
game.klhere -= 1
- game.nenhere -= 1
- if game.condition!=docked:
+ if game.condition != "docked":
newcnd()
- sortklings()
+ game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
# check for a helpful planet
for i in range(game.inplan):
- if game.state.planets[i].w == game.state.kscmdr and \
+ if game.state.planets[i].quadrant == game.state.kscmdr and \
game.state.planets[i].crystals == "present":
# destroy the planet
game.state.planets[i].pclass = "destroyed"
- game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = NOPLANET
+ game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
if communicating():
announce()
prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
prout(_(" by the Super-commander.\""))
break
- return False; # looks good!
+ return True; # looks good!
def supercommander():
- # move the Super Commander
+ "Move the Super Commander."
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 \
+ avoid = ((game.incom - len(game.state.kcmdr) + 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
idelta = game.state.kscmdr-game.quadrant
- if math.sqrt(idelta.x*idelta.x+idelta.y*idelta.y) > 2.0:
+ if idelta.distance() > 2.0:
# circulate in space
- idelta.x = game.state.kscmdr.y-game.quadrant.y
- idelta.y = game.quadrant.x-game.state.kscmdr.x
+ idelta.i = game.state.kscmdr.j-game.quadrant.j
+ idelta.j = game.quadrant.i-game.state.kscmdr.i
else:
# compute distances to starbases
- if game.state.rembase <= 0:
+ if not game.state.baseq:
# nothing left to do
unschedule(FSCMOVE)
return
sc = game.state.kscmdr
- for i in range(1, game.state.rembase+1):
- basetbl.append((i, distance(game.state.baseq[i], sc)))
- if game.state.rembase > 1:
+ for base in game.state.baseq:
+ basetbl.append((i, (base - sc).distance()))
+ if game.state.baseq > 1:
basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
# 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):
+ for (i2, base) in enumerate(game.state.baseq):
i = basetbl[i2][0]; # bug in original had it not finding nearest
- ibq = game.state.baseq[i]
- if ibq == game.quadrant or ibq == game.battle or \
- game.state.galaxy[ibq.x][ibq.y].supernova or \
- game.state.galaxy[ibq.x][ibq.y].klingons > MAXKLQUAD-1:
+ if base==game.quadrant or base==game.battle or not welcoming(base):
continue
# if there is a commander, and no other base is appropriate,
- # we will take the one with the commander
- for j in range(1, game.state.remcom+1):
- if ibq == game.state.kcmdr[j] and ifindit!= 2:
+ # we will take the one with the commander
+ for cmdr in game.state.kcmdr:
+ if base == cmdr and ifindit != 2:
ifindit = 2
iwhichb = i
break
- if j > game.state.remcom: # no commander -- use this one
+ else: # no commander -- use this one
ifindit = 1
iwhichb = i
break
if ifindit==0:
- return; # Nothing suitable -- wait until next time
+ return # Nothing suitable -- wait until next time
ibq = game.state.baseq[iwhichb]
# decide how to move toward base
idelta = ibq - game.state.kscmdr
# 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):
+ if not movescom(iq, avoid):
# failed -- try some other maneuvers
- if idelta.x==0 or idelta.y==0:
+ if idelta.i==0 or idelta.j==0:
# attempt angle move
- if idelta.x != 0:
- iq.y = game.state.kscmdr.y + 1
- if movescom(iq, avoid):
- iq.y = game.state.kscmdr.y - 1
+ if idelta.i != 0:
+ iq.j = game.state.kscmdr.j + 1
+ if not movescom(iq, avoid):
+ iq.j = game.state.kscmdr.j - 1
movescom(iq, avoid)
- else:
- iq.x = game.state.kscmdr.x + 1
- if movescom(iq, avoid):
- iq.x = game.state.kscmdr.x - 1
+ elif idelta.j != 0:
+ iq.i = game.state.kscmdr.i + 1
+ if not movescom(iq, avoid):
+ iq.i = game.state.kscmdr.i - 1
movescom(iq, avoid)
else:
# try moving just in x or y
- iq.y = game.state.kscmdr.y
- if movescom(iq, avoid):
- iq.y = game.state.kscmdr.y + idelta.y
- iq.x = game.state.kscmdr.x
+ iq.j = game.state.kscmdr.j
+ if not movescom(iq, avoid):
+ iq.j = game.state.kscmdr.j + idelta.j
+ iq.i = game.state.kscmdr.i
movescom(iq, avoid)
# check for a base
- if game.state.rembase == 0:
+ if len(game.state.baseq) == 0:
unschedule(FSCMOVE)
else:
- for i in range(1, game.state.rembase+1):
- ibq = game.state.baseq[i]
+ for ibq in game.state.baseq:
if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
# attack the base
if avoid:
- return; # no, don't attack base!
+ return # no, don't attack base!
game.iseenit = False
game.isatb = 1
- schedule(FSCDBAS, 1.0 +2.0*random.random())
+ schedule(FSCDBAS, randreal(1.0, 3.0))
if is_scheduled(FCDBAS):
postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
if not communicating():
- return; # no warning
+ return # no warning
game.iseenit = True
announce()
prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
return
# Check for intelligence report
if not idebug and \
- (random.random() > 0.2 or \
+ (withprob(0.8) or \
(not communicating()) or \
- not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted):
+ not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
return
announce()
prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
- return;
+ return
def movetholian():
- # move the Tholian
- if not game.ithere or game.justin:
+ "Move the Tholian."
+ if not game.tholian or game.justin:
return
-
- if game.tholian.x == 1 and game.tholian.y == 1:
- idx = 1; idy = QUADSIZE
- elif game.tholian.x == 1 and game.tholian.y == QUADSIZE:
- idx = QUADSIZE; idy = QUADSIZE
- elif game.tholian.x == QUADSIZE and game.tholian.y == QUADSIZE:
- idx = QUADSIZE; idy = 1
- elif game.tholian.x == QUADSIZE and game.tholian.y == 1:
- idx = 1; idy = 1
+ id = coord()
+ if game.tholian.kloc.i == 0 and game.tholian.kloc.j == 0:
+ id.i = 0; id.j = QUADSIZE-1
+ elif game.tholian.kloc.i == 0 and game.tholian.kloc.j == QUADSIZE-1:
+ id.i = QUADSIZE-1; id.j = QUADSIZE-1
+ elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == QUADSIZE-1:
+ id.i = QUADSIZE-1; id.j = 0
+ elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == 0:
+ id.i = 0; id.j = 0
else:
# something is wrong!
- game.ithere = False
+ game.tholian.move(None)
+ prout("***Internal error: Tholian in a bad spot.")
return
-
# do nothing if we are blocked
- if game.quad[idx][idy]!= IHDOT and game.quad[idx][idy]!= IHWEB:
+ if game.quad[id.i][id.j] not in (IHDOT, IHWEB):
return
- game.quad[game.tholian.x][game.tholian.y] = IHWEB
-
- if game.tholian.x != idx:
- # move in x axis
- im = math.fabs(idx - game.tholian.x)*1.0/(idx - game.tholian.x)
- while game.tholian.x != idx:
- game.tholian.x += im
- if game.quad[game.tholian.x][game.tholian.y]==IHDOT:
- game.quad[game.tholian.x][game.tholian.y] = IHWEB
- elif game.tholian.y != idy:
- # move in y axis
- im = math.fabs(idy - game.tholian.y)*1.0/(idy - game.tholian.y)
- while game.tholian.y != idy:
- game.tholian.y += im
- if game.quad[game.tholian.x][game.tholian.y]==IHDOT:
- game.quad[game.tholian.x][game.tholian.y] = IHWEB
- game.quad[game.tholian.x][game.tholian.y] = IHT
- game.ks[game.nenhere] = game.tholian
-
+ here = copy.copy(game.tholian.kloc)
+ delta = (id - game.tholian.kloc).sgn()
+ # move in x axis
+ while here.i != id.i:
+ here.i += delta.i
+ if game.quad[here.i][here.j]==IHDOT:
+ game.tholian.move(here)
+ # move in y axis
+ while here.j != id.j:
+ here.j += delta.j
+ if game.quad[here.i][here.j]==IHDOT:
+ game.tholian.move(here)
# check to see if all holes plugged
- for i in range(1, QUADSIZE+1):
- if game.quad[1][i]!=IHWEB and game.quad[1][i]!=IHT:
+ for i in range(QUADSIZE):
+ if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT:
return
- if game.quad[QUADSIZE][i]!=IHWEB and game.quad[QUADSIZE][i]!=IHT:
+ if game.quad[QUADSIZE-1][i]!=IHWEB and game.quad[QUADSIZE-1][i]!=IHT:
return
- if game.quad[i][1]!=IHWEB and game.quad[i][1]!=IHT:
+ if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT:
return
- if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT:
+ if game.quad[i][QUADSIZE-1]!=IHWEB and game.quad[i][QUADSIZE-1]!=IHT:
return
# All plugged up -- Tholian splits
- game.quad[game.tholian.x][game.tholian.y]=IHWEB
+ game.quad[game.tholian.kloc.i][game.tholian.kloc.j]=IHWEB
dropin(IHBLANK)
- crmena(True, IHT, "sector", game.tholian)
- prout(_(" completes web."))
- game.ithere = False
- game.nenhere -= 1
+ prout(crmena(True, IHT, "sector", game.tholian) + _(" completes web."))
+ game.tholian.move(None)
return
# Code from battle.c begins here
def doshield(shraise):
- # change shield status
+ "Change shield status."
action = "NONE"
game.ididit = False
if shraise:
action = "SHUP"
else:
- key = scan()
- if key == IHALPHA:
- if isit("transfer"):
+ key = scanner.next()
+ if key == "IHALPHA":
+ if scanner.sees("transfer"):
action = "NRG"
else:
- chew()
if damaged(DSHIELD):
prout(_("Shields damaged and down."))
return
- if isit("up"):
+ if scanner.sees("up"):
action = "SHUP"
- elif isit("down"):
+ elif scanner.sees("down"):
action = "SHDN"
if action=="NONE":
proutn(_("Do you wish to change shield energy? "))
if ja() == True:
action = "SHDN"
else:
- chew()
+ scanner.chew()
return
else:
proutn(_("Shields are down. Do you want them up? "))
if ja() == True:
action = "SHUP"
else:
- chew()
+ scanner.chew()
return
if action == "SHUP": # raise shields
if game.shldup:
game.ididit = True
return
elif action == "NRG":
- while scan() != IHREAL:
- chew()
+ while scanner.next() != "IHREAL":
+ scanner.chew()
proutn(_("Energy to transfer to shields- "))
- chew()
- if aaitem == 0:
+ scanner.chew()
+ if scanner.real == 0:
return
- if aaitem > game.energy:
+ if scanner.real > game.energy:
prout(_("Insufficient ship energy."))
return
game.ididit = True
- if game.shield+aaitem >= game.inshld:
+ if game.shield+scanner.real >= game.inshld:
prout(_("Shield energy maximized."))
- if game.shield+aaitem > game.inshld:
+ if game.shield+scanner.real > game.inshld:
prout(_("Excess energy requested returned to ship energy"))
game.energy -= game.inshld-game.shield
game.shield = game.inshld
return
- if aaitem < 0.0 and game.energy-aaitem > game.inenrg:
+ if scanner.real < 0.0 and game.energy-scanner.real > game.inenrg:
# Prevent shield drain loophole
skip(1)
prout(_("Engineering to bridge--"))
prout(_(" I can't drain the shields."))
game.ididit = False
return
- if game.shield+aaitem < 0:
+ if game.shield+scanner.real < 0:
prout(_("All shield energy transferred to ship."))
game.energy += game.shield
game.shield = 0.0
return
proutn(_("Scotty- \""))
- if aaitem > 0:
+ if scanner.real > 0:
prout(_("Transferring energy to shields.\""))
else:
prout(_("Draining energy from shields.\""))
- game.shield += aaitem
- game.energy -= aaitem
+ game.shield += scanner.real
+ game.energy -= scanner.real
return
def randdevice():
- # choose a device to damage, at random.
- #
+ "Choose a device to damage, at random."
# Quoth Eric Allman in the code of BSD-Trek:
# "Under certain conditions you can get a critical hit. This
# sort of hit damages devices. The probability that a given
#
# This is one place where OPTION_PLAIN does not restore the
# original behavior, which was equiprobable damage across
- # all devices. If we wanted that, we'd return NDEVICES*random.random()
+ # all devices. If we wanted that, we'd return randrange(NDEVICES)
# and have done with it. Also, in the original game, DNAVYS
# and DCOMPTR were the same device.
#
# We don't have a cloaking device. The shuttle got the allocation
# for the cloaking device, then we shaved a half-percent off
# everything to have some weight to give DSHCTRL/DDRAY/DDSP.
- #
weights = (
105, # DSRSENS: short range scanners 10.5%
105, # DLRSENS: long range scanners 10.5%
10, # DDRAY: death ray 1.0%
30, # DDSP: deep-space probes 3.0%
)
- idx = random.random() * 1000.0 # weights must sum to 1000
+ idx = randrange(1000) # weights must sum to 1000
sum = 0
for (i, w) in enumerate(weights):
sum += w
return i
return None; # we should never get here
-def ram(ibumpd, ienm, w):
- # make our ship ram something
+def collision(rammed, enemy):
+ "Collision handling fot rammong events."
prouts(_("***RED ALERT! RED ALERT!"))
skip(1)
prout(_("***COLLISION IMMINENT."))
skip(2)
proutn("***")
- crmshp()
- hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(ienm, 1.0)
- if ibumpd:
+ proutn(crmshp())
+ hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(enemy.type, 1.0)
+ if rammed:
proutn(_(" rammed by "))
else:
proutn(_(" rams "))
- crmena(False, ienm, sector, w)
- if ibumpd:
+ proutn(crmena(False, enemy.type, "sector", enemy.kloc))
+ if rammed:
proutn(_(" (original position)"))
skip(1)
- deadkl(w, ienm, game.sector)
- proutn("***")
- crmshp()
- prout(_(" heavily damaged."))
- icas = 10.0+20.0*random.random()
+ deadkl(enemy.kloc, enemy.type, game.sector)
+ proutn("***" + crmship() + " heavily damaged.")
+ icas = randrange(10, 30)
prout(_("***Sickbay reports %d casualties"), icas)
game.casual += icas
game.state.crew -= icas
- #
# In the pre-SST2K version, all devices got equiprobably damaged,
# which was silly. Instead, pick up to half the devices at
# random according to our weighting table,
- #
- ncrits = random.randrange(NDEVICES/2)
+ ncrits = randrange(NDEVICES/2)
for m in range(ncrits):
dev = randdevice()
if game.damage[dev] < 0:
continue
- extradm = (10.0*hardness*random.random()+1.0)*game.damfac
+ extradm = (10.0*hardness*randreal()+1.0)*game.damfac
# Damage for at least time of travel!
game.damage[dev] += game.optime + extradm
game.shldup = False
prout(_("***Shields are down."))
- if game.state.remkl + game.state.remcom + game.state.nscrem:
+ if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
announce()
damagereport()
else:
finish(FWON)
- return;
-
-def torpedo(course, r, incoming, i, n):
- # let a photon torpedo fly
- iquad = 0
- shoved = False
- ac = course + 0.25*r
- angle = (15.0-ac)*0.5235988
- bullseye = (15.0 - course)*0.5235988
- deltax = -math.sin(angle);
- deltay = math.cos(angle);
- x = incoming.x; y = incoming.y
- w = coord(); jw = coord()
- w.x = w.y = jw.x = jw.y = 0
- bigger = max(math.fabs(deltax), math.fabs(deltay))
- deltax /= bigger
- deltay /= bigger
+ return
+
+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)
+ 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
- for l in range(1, 15+1):
- x += deltax
- w.x = x + 0.5
- y += deltay
- w.y = y + 0.5
- if not VALID_SECTOR(w.x, w.y):
+ setwnd(message_window)
+ for step in range(1, QUADSIZE*2):
+ if not track.next(): break
+ w = track.sector()
+ if not w.valid_sector():
break
- iquad=game.quad[w.x][w.y]
- tracktorpedo(w, l, i, n, iquad)
+ 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)
- proutn(_("Torpedo hits "))
- crmshp()
- prout(".")
- hit = 700.0 + 100.0*random.random() - \
- 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
+ prout(_("Torpedo hits %s.") % crmshp())
+ hit = 700.0 + randreal(100) - \
+ 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*(random.random()-0.5)
+ ang = track.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.x=w.x+xx+0.5
- jw.y=w.y+yy+0.5
- if not VALID_SECTOR(jw.x, jw.y):
+ bumpto.i = int(w.i+xx+0.5)
+ bumpto.j = int(w.j+yy+0.5)
+ if not bumpto.valid_sector():
return hit
- if game.quad[jw.x][jw.y]==IHBLANK:
+ if game.quad[bumpto.i][bumpto.j]==IHBLANK:
finish(FHOLE)
return hit
- if game.quad[jw.x][jw.y]!=IHDOT:
+ if game.quad[bumpto.i][bumpto.j]!=IHDOT:
# can't move into object
return hit
- game.sector = jw
- crmshp()
- shoved = True
- elif iquad in (IHC, IHS): # Hit a commander
- if random.random() <= 0.05:
- crmena(True, iquad, sector, w)
- prout(_(" uses anti-photon device;"))
+ game.sector = bumpto
+ proutn(crmshp())
+ 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):
+ prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
prout(_(" torpedo neutralized."))
return None
- elif iquad in (IHR, IHK): # Hit a regular enemy
- # find the enemy
- for ll in range(1, game.nenhere+1):
- if w == game.ks[ll]:
+ for enemy in game.enemies:
+ if w == enemy.kloc:
break
- kp = math.fabs(game.kpower[ll])
- h1 = 700.0 + 100.0*random.random() - \
- 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
+ kp = math.fabs(enemy.kpower)
+ h1 = 700.0 + randrange(100) - \
+ 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
h1 = math.fabs(h1)
if kp < h1:
h1 = kp
- if game.kpower[ll] < 0:
- game.kpower[ll] -= -h1
+ if enemy.kpower < 0:
+ enemy.kpower -= -h1
else:
- game.kpower[ll] -= h1
- if game.kpower[ll] == 0:
+ enemy.kpower -= h1
+ if enemy.kpower == 0:
deadkl(w, iquad, w)
return None
- crmena(True, iquad, "sector", w)
+ proutn(crmena(True, iquad, "sector", w))
# If enemy damaged but not destroyed, try to displace
- ang = angle + 2.5*(random.random()-0.5)
+ ang = track.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.x=w.x+xx+0.5
- jw.y=w.y+yy+0.5
- if not VALID_SECTOR(jw.x, jw.y):
+ bumpto.i = int(w.i+xx+0.5)
+ bumpto.j = int(w.j+yy+0.5)
+ if not bumpto.valid_sector():
prout(_(" damaged but not destroyed."))
return
- if game.quad[jw.x][jw.y]==IHBLANK:
+ if game.quad[bumpto.i][bumpto.j] == IHBLANK:
prout(_(" buffeted into black hole."))
- deadkl(w, iquad, jw)
- return None
- if game.quad[jw.x][jw.y]!=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--"))
- game.ks[ll] = 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.."))
- for ll in range(1, game.state.rembase+1):
- if game.state.baseq[ll] == game.quadrant:
- game.state.baseq[ll]=game.state.baseq[game.state.rembase]
- break
- game.quad[w.x][w.y]=IHDOT
- game.state.rembase -= 1
- game.base.x=game.base.y=0
- game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase -= 1
- game.state.chart[game.quadrant.x][game.quadrant.y].starbase -= 1
+ game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
+ game.quad[w.i][w.j]=IHDOT
+ game.base.invalidate()
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase -= 1
+ game.state.chart[game.quadrant.i][game.quadrant.j].starbase -= 1
game.state.basekl += 1
newcnd()
return None
elif iquad == IHP: # Hit a planet
- crmena(True, iquad, sector, w)
- prout(_(" destroyed."))
+ prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
game.state.nplankl += 1
- game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET
- game.state.planets[game.iplnet].pclass = destroyed
- game.iplnet = 0
- invalidate(game.plnet)
- game.quad[w.x][w.y] = IHDOT
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
+ game.iplnet.pclass = "destroyed"
+ game.iplnet = None
+ game.plnet.invalidate()
+ game.quad[w.i][w.j] = IHDOT
if game.landed:
# captain perishes on planet
finish(FDPLANET)
return None
elif iquad == IHW: # Hit an inhabited world -- very bad!
- crmena(True, iquad, sector, w)
- prout(_(" destroyed."))
+ prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
game.state.nworldkl += 1
- game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET
- game.state.planets[game.iplnet].pclass = destroyed
- game.iplnet = 0
- invalidate(game.plnet)
- game.quad[w.x][w.y] = IHDOT
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
+ game.iplnet.pclass = "destroyed"
+ game.iplnet = None
+ game.plnet.invalidate()
+ game.quad[w.i][w.j] = IHDOT
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 random.random() > 0.10:
+ if withprob(0.9):
nova(w)
- return None
- crmena(True, IHSTAR, sector, w)
- prout(_(" unaffected by photon blast."))
+ else:
+ prout(crmena(True, IHSTAR, "sector", w) + _(" unaffected by photon blast."))
return None
elif iquad == IHQUEST: # Hit a thingy
- if not (game.options & OPTION_THINGY) or random.random()>0.7:
+ if not (game.options & OPTION_THINGY) or withprob(0.3):
skip(1)
prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
skip(1)
skip(1)
deadkl(w, iquad, w)
else:
- #
# Stas Sergeev added the possibility that
# you can shove the Thingy and piss it off.
# It then becomes an enemy and may fire at you.
- #
- iqengry = True
+ thing.angry = True
shoved = True
return None
elif iquad == IHBLANK: # Black hole
skip(1)
- crmena(True, IHBLANK, sector, w)
- prout(_(" swallows torpedo."))
+ prout(crmena(True, IHBLANK, "sector", w) + _(" swallows torpedo."))
return None
elif iquad == IHWEB: # hit the web
skip(1)
prout(_("***Torpedo absorbed by Tholian web."))
return None
elif iquad == IHT: # Hit a Tholian
- h1 = 700.0 + 100.0*random.random() - \
- 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
+ h1 = 700.0 + randrange(100) - \
+ 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
h1 = math.fabs(h1)
if h1 >= 600:
- game.quad[w.x][w.y] = IHDOT
- game.ithere = False
+ game.quad[w.i][w.j] = IHDOT
deadkl(w, iquad, w)
+ game.tholian = None
return None
skip(1)
- crmena(True, IHT, sector, w)
- if random.random() > 0.05:
+ proutn(crmena(True, IHT, "sector", w))
+ if withprob(0.05):
prout(_(" survives photon blast."))
return None
prout(_(" disappears."))
- game.quad[w.x][w.y] = IHWEB
- game.ithere = False
- game.nenhere -= 1
+ game.tholian.move(None)
+ game.quad[w.i][w.j] = IHWEB
dropin(IHBLANK)
return None
else: # Problem!
skip(1)
proutn("Don't know how to handle torpedo collision with ")
- crmena(True, iquad, sector, w)
+ proutn(crmena(True, iquad, "sector", w))
skip(1)
return None
break
- if curwnd!=message_window:
- setwnd(message_window)
- if shoved:
- game.quad[w.x][w.y]=IHDOT
- game.quad[jw.x][jw.y]=iquad
- prout(_(" displaced by blast to Sector %s ") % jw)
- for ll in range(1, game.nenhere+1):
- game.kdist[ll] = game.kavgd[ll] = distance(game.sector,game.ks[ll])
- sortklings()
- return None
skip(1)
prout(_("Torpedo missed."))
return None;
def fry(hit):
- # critical-hit resolution
- ktr=1
- # a critical hit occured
- if hit < (275.0-25.0*game.skill)*(1.0+0.5*random.random()):
+ "Critical-hit resolution."
+ if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
return
-
- ncrit = 1.0 + hit/(500.0+100.0*random.random())
+ ncrit = int(1.0 + hit/(500.0+randreal(100)))
proutn(_("***CRITICAL HIT--"))
# Select devices and cause damage
cdam = []
if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
break
cdam.append(j)
- extradm = (hit*game.damfac)/(ncrit*(75.0+25.0*random.random()))
+ extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
game.damage[j] += extradm
- if loop1 > 0:
- for loop2 in range(loop1):
- if j == cdam[loop2]:
- break
- if loop2 < loop1:
- continue
- ktr += 1
- if ktr==3:
- skip(1)
- proutn(_(" and "))
+ skipcount = 0
+ for (i, j) in enumerate(cdam):
proutn(device[j])
+ if skipcount % 3 == 2 and i < len(cdam)-1:
+ skip(1)
+ skipcount += 1
+ if i < len(cdam)-1:
+ proutn(_(" and "))
prout(_(" damaged."))
if damaged(DSHIELD) and game.shldup:
prout(_("***Shields knocked down."))
def attack(torps_ok):
# bad guy attacks us
- # torps_ok == false forces use of phasers in an attack
- atackd = False; attempt = False; ihurt = False;
- hitmax=0.0; hittot=0.0; chgfac=1.0
- jay = coord()
- where = "neither"
-
- # game could be over at this point, check
+ # 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 gewts to move before attacking
- if game.ithere:
+ # Tholian gets to move before attacking
+ if game.tholian:
movetholian()
-
# if you have just entered the RNZ, you'll get a warning
if game.neutz: # The one chance not to be attacked
game.neutz = False
return
-
# commanders get a chance to tac-move towards you
- if (((game.comhere or game.ishere) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok:
+ if (((game.quadrant in game.state.kcmdr or game.state.kscmdr==game.quadrant) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok:
moveklings()
-
# if no enemies remain after movement, we're done
- if game.nenhere==0 or (game.nenhere==1 and iqhere and not iqengry):
+ if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
return
-
# set up partial hits if attack happens during shield status change
pfac = 1.0/game.inshld
if game.shldchg:
- chgfac = 0.25+0.5*random.random()
-
+ chgfac = 0.25 + randreal(0.5)
skip(1)
-
# message verbosity control
if game.skill <= SKILL_FAIR:
where = "sector"
-
- for loop in range(1, game.nenhere+1):
- if game.kpower[loop] < 0:
+ for enemy in game.enemies:
+ if enemy.kpower < 0:
continue; # too weak to attack
# compute hit strength and diminish shield power
- r = random.random()
- # Increase chance of photon torpedos if docked or enemy energy low
+ r = randreal()
+ # Increase chance of photon torpedos if docked or enemy energy is low
if game.condition == "docked":
r *= 0.25
- if game.kpower[loop] < 500:
+ if enemy.kpower < 500:
r *= 0.25;
- jay = game.ks[loop]
- iquad = game.quad[jay.x][jay.y]
- if iquad==IHT or (iquad==IHQUEST and not iqengry):
+ if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry):
continue
# different enemies have different probabilities of throwing a torp
usephasers = not torps_ok or \
- (iquad == IHK and r > 0.0005) or \
- (iquad==IHC and r > 0.015) or \
- (iquad==IHR and r > 0.3) or \
- (iquad==IHS and r > 0.07) or \
- (iquad==IHQUEST and r > 0.05)
+ (enemy.type == IHK and r > 0.0005) or \
+ (enemy.type==IHC and r > 0.015) or \
+ (enemy.type==IHR and r > 0.3) or \
+ (enemy.type==IHS and r > 0.07) or \
+ (enemy.type==IHQUEST and r > 0.05)
if usephasers: # Enemy uses phasers
if game.condition == "docked":
continue; # Don't waste the effort!
attempt = True; # Attempt to attack
- dustfac = 0.8+0.05*random.random()
- hit = game.kpower[loop]*math.pow(dustfac,game.kavgd[loop])
- game.kpower[loop] *= 0.75
+ dustfac = randreal(0.8, 0.85)
+ hit = enemy.kpower*math.pow(dustfac,enemy.kavgd)
+ enemy.kpower *= 0.75
else: # Enemy uses photon torpedo
- course = 1.90985*math.atan2(game.sector.y-jay.y, jay.x-game.sector.x)
+ # We should be able to make the bearing() method work here
+ course = 1.90985*math.atan2(game.sector.j-enemy.kloc.j, enemy.kloc.i-game.sector.i)
hit = 0
proutn(_("***TORPEDO INCOMING"))
if not damaged(DSRSENS):
- proutn(_(" From "))
- crmena(False, iquad, where, jay)
+ proutn(_(" From ") + crmena(False, enemy.type, where, enemy.kloc))
attempt = True
prout(" ")
- r = (random.random()+random.random())*0.5 -0.5
- r += 0.002*game.kpower[loop]*r
- hit = torpedo(course, r, jay, 1, 1)
- if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
+ dispersion = (randreal()+randreal())*0.5 - 0.5
+ dispersion += 0.002*enemy.kpower*dispersion
+ hit = torpedo(enemy.kloc, course, dispersion, number=1, nburst=1)
+ if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
finish(FWON); # Klingons did themselves in!
- if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.alldone:
- return; # Supernova or finished
+ if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
+ return # Supernova or finished
if hit == None:
continue
# incoming phaser or torpedo, shields may dissipate it
ihurt = True
proutn(_("%d unit hit") % int(hit))
if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
- proutn(_(" on the "))
- crmshp()
+ proutn(_(" on the ") + crmshp())
if not damaged(DSRSENS) and usephasers:
- proutn(_(" from "))
- crmena(False, iquad, where, jay)
+ prout(_(" from ") + crmena(False, enemy.type, where, enemy.kloc))
skip(1)
# Decide if hit is critical
if hit > hitmax:
return
if not attempt and game.condition == "docked":
prout(_("***Enemies decide against attacking your ship."))
- if not atackd:
- return
percent = 100.0*pfac*game.shield+0.5
if not ihurt:
# Shields fully protect ship
proutn(_("Enemy attack reduces shield strength to "))
else:
- # Print message if starship suffered hit(s)
+ # Emit message if starship suffered hit(s)
skip(1)
proutn(_("Energy left %2d shields ") % int(game.energy))
if game.shldup:
prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
# Check if anyone was hurt
if hitmax >= 200 or hittot >= 500:
- icas= hittot*random.random()*0.015
+ icas = randrange(int(hittot * 0.015))
if icas >= 2:
skip(1)
prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
game.casual += icas
game.state.crew -= icas
# After attack, reset average distance to enemies
- for loop in range(1, game.nenhere+1):
- game.kavgd[loop] = game.kdist[loop]
- sortklings()
- return;
+ for enemy in game.enemies:
+ enemy.kavgd = enemy.kdist
+ game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+ return
def deadkl(w, type, mv):
- # kill a Klingon, Tholian, Romulan, or Thingy
+ "Kill a Klingon, Tholian, Romulan, or Thingy."
# Added mv to allow enemy to "move" before dying
-
- crmena(True, type, sector, mv)
+ 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 -= 1
- game.irhere -= 1
- game.state.nromrem -= 1
+ # Chalk up a Romulan
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
+ game.irhere -= 1
+ game.state.nromrem -= 1
elif type == IHT:
- # Killed a Tholian
- game.ithere = False
+ # Killed a Tholian
+ game.tholian = None
elif type == IHQUEST:
- # Killed a Thingy
- iqhere = iqengry = False
- invalidate(thing)
+ # Killed a Thingy
+ global thing
+ thing = None
else:
- # Some type of a Klingon
- game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
- game.klhere -= 1
- if type == IHC:
- game.comhere = False
- for i in range(1, game.state.remcom+1):
- if game.state.kcmdr[i] == game.quadrant:
- break
- game.state.kcmdr[i] = game.state.kcmdr[game.state.remcom]
- game.state.kcmdr[game.state.remcom].x = 0
- game.state.kcmdr[game.state.remcom].y = 0
- game.state.remcom -= 1
- unschedule(FTBEAM)
- if game.state.remcom != 0:
- schedule(FTBEAM, expran(1.0*game.incom/game.state.remcom))
- elif type == IHK:
- game.state.remkl -= 1
- elif type == IHS:
- game.state.nscrem -= 1
- game.ishere = False
- game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0
- game.iscate = False
- unschedule(FSCMOVE)
- unschedule(FSCDBAS)
- else:
- prout("*** Internal error, deadkl() called on %s\n" % type)
-
+ # Killed some type of Klingon
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
+ game.klhere -= 1
+ if type == IHC:
+ game.state.kcmdr.remove(game.quadrant)
+ unschedule(FTBEAM)
+ if game.state.kcmdr:
+ schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
+ if is_scheduled(FCDBAS) and game.battle == game.quadrant:
+ unschedule(FCDBAS)
+ elif type == IHK:
+ game.state.remkl -= 1
+ elif type == IHS:
+ game.state.nscrem -= 1
+ game.state.kscmdr.invalidate()
+ game.isatb = 0
+ game.iscate = False
+ unschedule(FSCMOVE)
+ unschedule(FSCDBAS)
# For each kind of enemy, finish message to player
prout(_(" destroyed."))
- game.quad[w.x][w.y] = IHDOT
- if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
+ if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
return
game.recompute()
- # Remove enemy ship from arrays describing local conditions
- if is_scheduled(FCDBAS) and game.battle == game.quadrant and type==IHC:
- unschedule(FCDBAS)
- for i in range(1, game.nenhere+1):
- if game.ks[i] == w:
+ # Remove enemy ship from arrays describing local conditions
+ for e in game.enemies:
+ if e.kloc == w:
+ e.move(None)
break
- game.nenhere -= 1
- if i <= game.nenhere:
- for j in range(i, game.nenhere+1):
- game.ks[j] = game.ks[j+1]
- game.kpower[j] = game.kpower[j+1]
- game.kavgd[j] = game.kdist[j] = game.kdist[j+1]
- game.ks[game.nenhere+1].x = 0
- game.ks[game.nenhere+1].x = 0
- game.kdist[game.nenhere+1] = 0
- game.kavgd[game.nenhere+1] = 0
- game.kpower[game.nenhere+1] = 0
- return;
-
-def targetcheck(x, y):
- # Return None if target is invalid
- if not VALID_SECTOR(x, y):
+ return
+
+def targetcheck(w):
+ "Return None if target is invalid, otherwise return a course angle."
+ if not w.valid_sector():
huh()
return None
- deltx = 0.1*(y - game.sector.y)
- delty = 0.1*(x - game.sector.x)
- if deltx==0 and delty== 0:
+ delta = coord()
+ # FIXME: C code this was translated from is wacky -- why the sign reversal?
+ delta.j = (w.j - game.sector.j);
+ delta.i = (game.sector.i - w.i);
+ if delta == coord(0, 0):
skip(1)
prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
prout(_(" I recommend an immediate review of"))
prout(_(" the Captain's psychological profile.\""))
- chew()
+ scanner.chew()
return None
- return 1.90985932*math.atan2(deltx, delty)
+ return delta.bearing()
def photon():
- # launch photon torpedo
+ "Launch photon torpedo."
+ course = []
game.ididit = False
if damaged(DPHOTON):
prout(_("Photon tubes damaged."))
- chew()
+ scanner.chew()
return
if game.torps == 0:
prout(_("No torpedoes left."))
- chew()
+ scanner.chew()
return
- key = scan()
+ # First, get torpedo count
while True:
- if key == IHALPHA:
+ scanner.next()
+ if scanner.token == "IHALPHA":
huh()
return
- elif key == IHEOL:
+ elif scanner.token == "IHEOL" or not scanner.waiting():
prout(_("%d torpedoes left.") % game.torps)
+ scanner.chew()
proutn(_("Number of torpedoes to fire- "))
- key = scan()
- else: # key == IHREAL {
- n = aaitem + 0.5
+ continue # Go back around to get a number
+ else: # key == "IHREAL"
+ n = scanner.int()
if n <= 0: # abort command
- chew()
+ scanner.chew()
return
- if n > 3:
- chew()
- prout(_("Maximum of 3 torpedoes per burst."))
- key = IHEOL
+ if n > MAXBURST:
+ scanner.chew()
+ prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
return
- if n <= game.torps:
- break
- chew()
- key = IHEOL
- for i in range(1, n+1):
- key = scan()
- if i==1 and key == IHEOL:
- break; # we will try prompting
- if i==2 and key == IHEOL:
+ if n > game.torps:
+ scanner.chew() # User requested more torps than available
+ continue # Go back around
+ break # All is good, go to next stage
+ # Next, get targets
+ target = []
+ for i in range(n):
+ key = scanner.next()
+ if i==0 and key == "IHEOL":
+ break; # no coordinate waiting, we will try prompting
+ if i==1 and key == "IHEOL":
# direct all torpedoes at one target
- while i <= n:
- targ[i][1] = targ[1][1]
- targ[i][2] = targ[1][2]
- course[i] = course[1]
+ while i < n:
+ target.append(target[0])
+ course.append(course[0])
i += 1
break
- if key != IHREAL:
- huh()
- return
- targ[i][1] = aaitem
- key = scan()
- if key != IHREAL:
- huh()
- return
- targ[i][2] = aaitem
- course[i] = targetcheck(targ[i][1], targ[i][2])
- if course[i] == None:
+ scanner.push(scanner.token)
+ target.append(scanner.getcoord())
+ if target[-1] == None:
+ return
+ course.append(targetcheck(target[-1]))
+ if course[-1] == None:
return
- chew()
- if i == 1 and key == IHEOL:
+ scanner.chew()
+ if len(target) == 0:
# prompt for each one
- for i in range(1, n+1):
- proutn(_("Target sector for torpedo number %d- ") % i)
- key = scan()
- if key != IHREAL:
- huh()
- return
- targ[i][1] = aaitem
- key = scan()
- if key != IHREAL:
- huh()
- return
- targ[i][2] = aaitem
- chew()
- course[i] = targetcheck(targ[i][1], targ[i][2])
- if course[i] == None:
+ for i in range(n):
+ proutn(_("Target sector for torpedo number %d- ") % (i+1))
+ scanner.chew()
+ target.append(scanner.getcoord())
+ if target[-1] == None:
+ return
+ course.append(targetcheck(target[-1]))
+ if course[-1] == None:
return
game.ididit = True
# Loop for moving <n> torpedoes
- for i in range(1, n+1):
+ for i in range(n):
if game.condition != "docked":
game.torps -= 1
- r = (random.random()+random.random())*0.5 -0.5
- if math.fabs(r) >= 0.47:
+ dispersion = (randreal()+randreal())*0.5 -0.5
+ if math.fabs(dispersion) >= 0.47:
# misfire!
- r = (random.random()+1.2) * r
- if n>1:
- prouts(_("***TORPEDO NUMBER %d MISFIRES") % i)
+ dispersion *= randreal(1.2, 2.2)
+ if n > 0:
+ prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
else:
prouts(_("***TORPEDO MISFIRES."))
skip(1)
if i < n:
prout(_(" Remainder of burst aborted."))
- if random.random() <= 0.2:
+ if withprob(0.2):
prout(_("***Photon tubes damaged by misfire."))
- game.damage[DPHOTON] = game.damfac*(1.0+2.0*random.random())
+ game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
break
if game.shldup or game.condition == "docked":
- r *= 1.0 + 0.0001*game.shield
- torpedo(course[i], r, game.sector, i, n)
- if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+ dispersion *= 1.0 + 0.0001*game.shield
+ torpedo(game.sector, course[i], dispersion, number=i, nburst=n)
+ if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
return
- if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
+ if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
finish(FWON);
def overheat(rpow):
- # check for phasers overheating
+ "Check for phasers overheating."
if rpow > 1500:
- chekbrn = (rpow-1500.)*0.00038
- if random.random() <= chekbrn:
+ checkburn = (rpow-1500.0)*0.00038
+ if withprob(checkburn):
prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
- game.damage[DPHASER] = game.damfac*(1.0 + random.random()) * (1.0+chekbrn)
+ game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
def checkshctrl(rpow):
- # check shield control
-
+ "Check shield control."
skip(1)
- if random.random() < 0.998:
+ if withprob(0.998):
prout(_("Shields lowered."))
return False
# Something bad has happened
prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
skip(2)
prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
- icas = hit*random.random()*0.012
+ icas = randrange(int(hit*0.012))
skip(1)
fry(0.8*hit)
if icas:
overheat(rpow)
return True;
-def hittem(doublehits):
- # register a phaser hit on Klingons and Romulans
- nenhr2=game.nenhere; kk=1
+def hittem(hits):
+ "Register a phaser hit on Klingons and Romulans."
+ nenhr2 = len(game.enemies); kk=0
w = coord()
skip(1)
- for k in range(1, nenhr2+1):
- wham = hits[k]
+ for (k, wham) in enumerate(hits):
if wham==0:
continue
- dustfac = 0.9 + 0.01*random.random()
- hit = wham*math.pow(dustfac,game.kdist[kk])
- kpini = game.kpower[kk]
+ 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 PHASEFAC*hit < kp:
kp = PHASEFAC*hit
- if game.kpower[kk] < 0:
- game.kpower[kk] -= -kp
+ if game.enemies[kk].kpower < 0:
+ game.enemies[kk].kpower -= -kp
else:
- game.kpower[kk] -= kp
- kpow = game.kpower[kk]
- w = game.ks[kk]
+ game.enemies[kk].kpower -= kp
+ kpow = game.enemies[kk].kpower
+ w = game.enemies[kk].kloc
if hit > 0.005:
if not damaged(DSRSENS):
boom(w)
proutn(_("%d unit hit on ") % int(hit))
else:
proutn(_("Very small hit on "))
- ienm = game.quad[w.x][w.y]
+ ienm = game.quad[w.i][w.j]
if ienm==IHQUEST:
- iqengry = True
- crmena(False, ienm, "sector", w)
+ thing.angry = True
+ proutn(crmena(False, ienm, "sector", w))
skip(1)
if kpow == 0:
deadkl(w, ienm, w)
- if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
+ if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
finish(FWON);
if game.alldone:
return
- kk -= 1; # don't do the increment
+ kk -= 1 # don't do the increment
+ continue
else: # decide whether or not to emasculate klingon
- if kpow > 0 and random.random() >= 0.9 and \
- kpow <= ((0.4 + 0.4*random.random())*kpini):
- prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s"), w)
+ if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
+ prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
prout(_(" has just lost its firepower.\""))
- game.kpower[kk] = -kpow
+ game.enemies[kk].kpower = -kpow
kk += 1
- return;
+ return
def phasers():
- # fire phasers
- hits = []; rpow=0
+ "Fire phasers at bad guys."
+ hits = []
kz = 0; k = 1; irec=0 # Cheating inhibitor
- ifast = False; no = False; itarg = True; msgflag = True
+ ifast = False; no = False; itarg = True; msgflag = True; rpow=0
automode = "NOTSET"
key=0
-
skip(1)
- # SR sensors and Computer are needed fopr automode
+ # SR sensors and Computer are needed for automode
if damaged(DSRSENS) or damaged(DCOMPTR):
itarg = False
if game.condition == "docked":
prout(_("Phasers can't be fired through base shields."))
- chew()
+ scanner.chew()
return
if damaged(DPHASER):
prout(_("Phaser control damaged."))
- chew()
+ scanner.chew()
return
if game.shldup:
if damaged(DSHCTRL):
prout(_("High speed shield control damaged."))
- chew()
+ scanner.chew()
return
if game.energy <= 200.0:
prout(_("Insufficient energy to activate high-speed shield control."))
- chew()
+ scanner.chew()
return
prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
ifast = True
-
- # Original code so convoluted, I re-did it all
+ # Original code so convoluted, I re-did it all
+ # (That was Tom Almy talking about the C code, I think -- ESR)
while automode=="NOTSET":
- key=scan()
- if key == IHALPHA:
- if isit("manual"):
- if game.nenhere==0:
+ key=scanner.next()
+ if key == "IHALPHA":
+ if scanner.sees("manual"):
+ if len(game.enemies)==0:
prout(_("There is no enemy present to select."))
- chew()
- key = IHEOL
+ scanner.chew()
+ key = "IHEOL"
automode="AUTOMATIC"
else:
automode = "MANUAL"
- key = scan()
- elif isit("automatic"):
- if (not itarg) and game.nenhere != 0:
+ key = scanner.next()
+ elif scanner.sees("automatic"):
+ 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()
- elif isit("no"):
+ key = scanner.next()
+ elif scanner.sees("no"):
no = True
else:
huh()
return
- elif key == IHREAL:
- if game.nenhere==0:
+ elif key == "IHREAL":
+ if len(game.enemies)==0:
prout(_("Energy will be expended into space."))
automode = "AUTOMATIC"
elif not itarg:
else:
automode = "AUTOMATIC"
else:
- # IHEOL
- if game.nenhere==0:
+ # "IHEOL"
+ if len(game.enemies)==0:
prout(_("Energy will be expended into space."))
automode = "AUTOMATIC"
elif not itarg:
automode = "FORCEMAN"
else:
- proutn(_("Manual or automatic? "))
+ proutn(_("Manual or automatic? "))
+ scanner.chew()
avail = game.energy
if ifast:
avail -= 200.0
if automode == "AUTOMATIC":
- if key == IHALPHA and isit("no"):
+ if key == "IHALPHA" and scanner.sees("no"):
no = True
- key = scan()
- if key != IHREAL and game.nenhere != 0:
+ key = scanner.next()
+ if key != "IHREAL" and len(game.enemies) != 0:
prout(_("Phasers locked on target. Energy available: %.2f")%avail)
irec=0
while True:
- chew()
+ scanner.chew()
if not kz:
- for i in range(1, game.nenhere+1):
- irec += math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))*(1.01+0.05*random.random()) + 1.0
+ 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)
- chew()
+ scanner.chew()
proutn(_("Units to fire= "))
- key = scan()
- if key!=IHREAL:
+ key = scanner.next()
+ if key!="IHREAL":
return
- rpow = aaitem
+ rpow = scanner.real
if rpow > avail:
proutn(_("Energy available= %.2f") % avail)
skip(1)
- key = IHEOL
+ key = "IHEOL"
if not rpow > avail:
break
if rpow<=0:
# chicken out
- chew()
+ scanner.chew()
return
- key=scan()
- if key == IHALPHA and isit("no"):
+ key=scanner.next()
+ if key == "IHALPHA" and scanner.sees("no"):
no = True
if ifast:
game.energy -= 200; # Go and do it!
if checkshctrl(rpow):
return
- chew()
+ scanner.chew()
game.energy -= rpow
extra = rpow
- if game.nenhere:
+ if len(game.enemies):
extra = 0.0
powrem = rpow
- for i in range(1, game.nenhere+1):
- hits[i] = 0.0
+ for i in range(len(game.enemies)):
+ hits.append(0.0)
if powrem <= 0:
continue
- hits[i] = math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))
- over = (0.01 + 0.05*random.random())*hits[i]
+ hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
+ over = randreal(1.01, 1.06) * hits[i]
temp = powrem
powrem -= hits[i] + over
if powrem <= 0 and temp < hits[i]:
hittem(hits)
game.ididit = True
if extra > 0 and not game.alldone:
- if game.ithere:
+ if game.tholian:
proutn(_("*** Tholian web absorbs "))
- if game.nenhere>0:
+ if len(game.enemies)>0:
proutn(_("excess "))
prout(_("phaser energy."))
else:
prout(_("%d expended on empty space.") % int(extra))
elif automode == "FORCEMAN":
- chew()
- key = IHEOL
+ scanner.chew()
+ key = "IHEOL"
if damaged(DCOMPTR):
prout(_("Battle computer damaged, manual fire only."))
else:
skip(1)
elif automode == "MANUAL":
rpow = 0.0
- for k in range(1, game.nenhere+1):
- aim = game.ks[k]
- ienm = game.quad[aim.x][aim.y]
+ for k in range(len(game.enemies)):
+ aim = game.enemies[k].kloc
+ ienm = game.quad[aim.i][aim.j]
if msgflag:
proutn(_("Energy available= %.2f") % (avail-0.006))
skip(1)
msgflag = False
rpow = 0.0
- if damaged(DSRSENS) and not (abs(game.sector.x-aim.x) < 2 and abs(game.sector.y-aim.y) < 2) and \
- (ienm == IHC or ienm == IHS):
- cramen(ienm)
- prout(_(" can't be located without short range scan."))
- chew()
- key = IHEOL
+ if damaged(DSRSENS) and \
+ not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS):
+ prout(cramen(ienm) + _(" can't be located without short range scan."))
+ scanner.chew()
+ key = "IHEOL"
hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
k += 1
continue
- if key == IHEOL:
- chew()
+ if key == "IHEOL":
+ scanner.chew()
if itarg and k > kz:
- irec=(abs(game.kpower[k])/(PHASEFAC*math.pow(0.9,game.kdist[k]))) * (1.01+0.05*random.random()) + 1.0
+ irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
kz = k
proutn("(")
if not damaged(DCOMPTR):
else:
proutn("??")
proutn(") ")
- proutn(_("units to fire at "))
- crmena(False, ienm, sector, aim)
- proutn("- ")
- key = scan()
- if key == IHALPHA and isit("no"):
+ proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
+ key = scanner.next()
+ if key == "IHALPHA" and scanner.sees("no"):
no = True
- key = scan()
+ key = scanner.next()
continue
- if key == IHALPHA:
+ if key == "IHALPHA":
huh()
return
- if key == IHEOL:
+ if key == "IHEOL":
if k==1: # Let me say I'm baffled by this
msgflag = True
continue
- if aaitem < 0:
+ if scanner.real < 0:
# abort out
- chew()
+ scanner.chew()
return
- hits[k] = aaitem
- rpow += aaitem
+ hits[k] = scanner.real
+ rpow += scanner.real
# If total requested is too much, inform and start over
if rpow > avail:
prout(_("Available energy exceeded -- try again."))
- chew()
+ scanner.chew()
return
- key = scan(); # scan for next value
+ key = scanner.next(); # scan for next value
k += 1
if rpow == 0.0:
# zero energy -- abort
- chew()
+ scanner.chew()
return
- if key == IHALPHA and isit("no"):
+ if key == "IHALPHA" and scanner.sees("no"):
no = True
game.energy -= rpow
- chew()
+ scanner.chew()
if ifast:
game.energy -= 200.0
if checkshctrl(rpow):
if ifast:
skip(1)
if no == 0:
- if random.random() >= 0.99:
+ if withprob(0.01):
prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
prouts(_(" CLICK CLICK POP . . ."))
prout(_(" No response, sir!"))
# only have one FDISTR/FENSLV/FREPRO sequence going at any given time
# BSD Trek, from which we swiped the idea, can have up to 5.
-import math
-
def unschedule(evtype):
- # remove an event from the schedule
+ "Remove an event from the schedule."
game.future[evtype].date = FOREVER
return game.future[evtype]
def is_scheduled(evtype):
- # is an event of specified type scheduled
+ "Is an event of specified type scheduled."
return game.future[evtype].date != FOREVER
def scheduled(evtype):
- # when will this event happen?
+ "When will this event happen?"
return game.future[evtype].date
def schedule(evtype, offset):
- # schedule an event of specified type
+ "Schedule an event of specified type."
game.future[evtype].date = game.state.date + offset
return game.future[evtype]
def postpone(evtype, offset):
- # postpone a scheduled event
+ "Postpone a scheduled event."
game.future[evtype].date += offset
def cancelrest():
- # rest period is interrupted by event
+ "Rest period is interrupted by event."
if game.resting:
skip(1)
proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
game.resting = False
game.optime = 0.0
return True
-
return False
def events():
- # run through the event queue looking for things to do
+ "Run through the event queue looking for things to do."
i=0
fintim = game.state.date + game.optime; yank=0
ictbeam = False; istract = False
w = coord(); hold = coord()
ev = event(); ev2 = event()
- def tractorbeam():
- # tractor beaming cases merge here
- yank = math.sqrt(yank)
+ def tractorbeam(yank):
+ "Tractor-beaming cases merge here."
announce()
game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
skip(1)
- proutn("***")
- crmshp()
- prout(_(" caught in long range tractor beam--"))
+ prout("***" + crmshp() + _(" caught in long range tractor beam--"))
# If Kirk & Co. screwing around on planet, handle
atover(True) # atover(true) is Grab
if game.alldone:
# Check to see if shuttle is aboard
if game.iscraft == "offship":
skip(1)
- if random.random() > 0.5:
+ if withprob(0.5):
prout(_("Galileo, left on the planet surface, is captured"))
prout(_("by aliens and made into a flying McDonald's."))
game.damage[DSHUTTL] = -10
game.iscraft = "removed"
else:
prout(_("Galileo, left on the planet surface, is well hidden."))
- if evcode==0:
+ if evcode == FSPY:
game.quadrant = game.state.kscmdr
else:
game.quadrant = game.state.kcmdr[i]
game.sector = randplace(QUADSIZE)
- crmshp()
- prout(_(" is pulled to Quadrant %s, Sector %s") \
+ prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
% (game.quadrant, game.sector))
if game.resting:
prout(_("(Remainder of rest/repair period cancelled.)"))
game.resting = False
if not game.shldup:
if not damaged(DSHIELD) and game.shield > 0:
- doshield(True) # raise shields
- game.shldchg=False
+ doshield(shraise=True) # raise shields
+ game.shldchg = False
else:
prout(_("(Shields not currently useable.)"))
- newqad(False)
+ newqad()
# Adjust finish time to time of tractor beaming
fintim = game.state.date+game.optime
- attack(False)
- if game.state.remcom <= 0:
+ attack(torps_ok=False)
+ if not game.state.kcmdr:
unschedule(FTBEAM)
else:
- schedule(FTBEAM, game.optime+expran(1.5*game.intime/game.state.remcom))
+ schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
def destroybase():
- # Code merges here for any commander destroying base
+ "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.base.x=game.base.y=0
+ game.state.chart[game.battle.i][game.battle.j].starbase = False
+ game.quad[game.base.i][game.base.j] = IHDOT
+ game.base.invalidate()
newcnd()
skip(1)
prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
- elif game.state.rembase != 1 and communicating():
+ elif game.state.baseq and communicating():
# Get word via subspace radio
announce()
skip(1)
prout(_("the Klingon Super-Commander"))
else:
prout(_("a Klingon Commander"))
- game.state.chart[game.battle.x][game.battle.y].starbase = False
+ game.state.chart[game.battle.i][game.battle.j].starbase = False
# Remove Starbase from galaxy
- game.state.galaxy[game.battle.x][game.battle.y].starbase = False
- for i in range(1, game.state.rembase+1):
- if game.state.baseq[i] == game.battle:
- game.state.baseq[i] = game.state.baseq[game.state.rembase]
- game.state.rembase -= 1
+ game.state.galaxy[game.battle.i][game.battle.j].starbase = False
+ game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq)
if game.isatb == 2:
# reinstate a commander's base attack
game.battle = hold
game.isatb = 0
else:
- invalidate(game.battle)
-
+ game.battle.invalidate()
if idebug:
prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
for i in range(1, NEVENTS):
else:
prout("never")
radio_was_broken = damaged(DRADIO)
- hold.x = hold.y = 0
+ hold.i = hold.j = 0
while True:
# Select earliest extraneous event, evcode==0 if no events
evcode = FSPY
xtime = datemin-game.state.date
game.state.date = datemin
# Decrement Federation resources and recompute remaining time
- game.state.remres -= (game.state.remkl+4*game.state.remcom)*xtime
+ game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
game.recompute()
if game.state.remtime <=0:
finish(FDEPLETE)
if game.condition == "docked":
repair /= game.docfac
# Don't fix Deathray here
- for l in range(0, NDEVICES):
+ for l in range(NDEVICES):
if game.damage[l] > 0.0 and l != DDRAY:
if game.damage[l]-repair > 0.0:
game.damage[l] -= repair
game.optime -= xtime
if evcode == FSNOVA: # Supernova
announce()
- supernova(False)
+ supernova(None)
schedule(FSNOVA, expran(0.5*game.intime))
- if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+ if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
return
elif evcode == FSPY: # Check with spy to see if SC should tractor beam
if game.state.nscrem == 0 or \
(game.energy < 2500 or damaged(DPHASER)) and \
(game.torps < 5 or damaged(DPHOTON))):
# Tractor-beam her!
- istract = True
- yank = distance(game.state.kscmdr, game.quadrant)
- ictbeam = True
- tractorbeam()
+ istract = ictbeam = True
+ tractorbeam((game.state.kscmdr-game.quadrant).distance())
else:
return
elif evcode == FTBEAM: # Tractor beam
- if game.state.remcom == 0:
+ if not game.state.kcmdr:
unschedule(FTBEAM)
continue
- i = random.random()*game.state.remcom+1.0
- yank = square(game.state.kcmdr[i].x-game.quadrant.x) + square(game.state.kcmdr[i].y-game.quadrant.y)
+ i = randrange(len(game.state.kcmdr))
+ yank = (game.state.kcmdr[i]-game.quadrant).distance()
if istract or game.condition == "docked" or yank == 0:
# Drats! Have to reschedule
schedule(FTBEAM,
- game.optime + expran(1.5*game.intime/game.state.remcom))
+ game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
continue
ictbeam = True
- tractorbeam()
+ tractorbeam(yank)
elif evcode == FSNAP: # Snapshot of the universe (for time warp)
- game.snapsht = game.state
+ game.snapsht = copy.deepcopy(game.state)
game.state.snap = True
schedule(FSNAP, expran(0.5 * game.intime))
elif evcode == FBATTAK: # Commander attacks starbase
- if game.state.remcom==0 or game.state.rembase==0:
+ if not game.state.kcmdr or not game.state.baseq:
# no can do
unschedule(FBATTAK)
unschedule(FCDBAS)
continue
- i = 0
- for j in range(1, game.state.rembase+1):
- for k in range(1, game.state.remcom+1):
- if game.state.baseq[j] == game.state.kcmdr[k] and \
- not game.state.baseq[j] == game.quadrant and \
- not game.state.baseq[j] == game.state.kscmdr:
- i = 1
- if i == 1:
- continue
- if j>game.state.rembase:
- # no match found -- try later
- schedule(FBATTAK, expran(0.3*game.intime))
- unschedule(FCDBAS)
- continue
+ try:
+ for ibq in game.state.baseq:
+ for cmdr in game.state.kcmdr:
+ if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
+ raise ibq
+ else:
+ # no match found -- try later
+ schedule(FBATTAK, expran(0.3*game.intime))
+ unschedule(FCDBAS)
+ continue
+ except coord:
+ pass
# commander + starbase combination found -- launch attack
- game.battle = game.state.baseq[j]
- schedule(FCDBAS, 1.0+3.0*random.random())
+ game.battle = ibq
+ schedule(FCDBAS, randreal(1.0, 4.0))
if game.isatb: # extra time if SC already attacking
postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
game.iseenit = True
announce()
skip(1)
- proutn(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
+ prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
prout(_(" reports that it is under attack and that it can"))
- proutn(_(" hold out only until stardate %d") % (int(scheduled(FCDBAS))))
- prout(".\"")
+ prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
if cancelrest():
return
elif evcode == FSCDBAS: # Supercommander destroys base
unschedule(FSCDBAS)
game.isatb = 2
- 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:
continue # WAS RETURN!
hold = game.battle
game.battle = game.state.kscmdr
elif evcode == FCDBAS: # Commander succeeds in destroying base
if evcode==FCDBAS:
unschedule(FCDBAS)
+ if not game.state.baseq() \
+ or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
+ game.battle.invalidate()
+ continue
# find the lucky pair
- for i in range(1, game.state.remcom+1):
- if game.state.kcmdr[i] == game.battle:
+ for cmdr in game.state.kcmdr:
+ if cmdr == game.battle:
break
- if i > game.state.remcom or game.state.rembase == 0 or \
- not game.state.galaxy[game.battle.x][game.battle.y].starbase:
+ else:
# No action to take after all
- invalidate(game.battle)
continue
destroybase()
elif evcode == FSCMOVE: # Supercommander moves
supercommander()
elif evcode == FDSPROB: # Move deep space probe
schedule(FDSPROB, 0.01)
- game.probex += game.probeinx
- game.probey += game.probeiny
- i = (int)(game.probex/QUADSIZE +0.05)
- j = (int)(game.probey/QUADSIZE + 0.05)
- if game.probec.x != i or game.probec.y != j:
- game.probec.x = i
- game.probec.y = j
- if not VALID_QUADRANT(i, j) or \
- game.state.galaxy[game.probec.x][game.probec.y].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 comunicating():
+ if communicating():
announce()
skip(1)
proutn(_("Lt. Uhura- \"The deep space probe "))
- if not VALID_QUADRANT(j, i):
- proutn(_("has left the galaxy"))
+ if not game.probe.quadrant().valid_quadrant():
+ prout(_("has left the galaxy.\""))
else:
- proutn(_("is no longer transmitting"))
- prout(".\"")
+ prout(_("is no longer transmitting.\""))
unschedule(FDSPROB)
continue
- if not communicating():
- announce()
+ if communicating():
+ #announce()
skip(1)
- proutn(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probec)
- pdest = game.state.galaxy[game.probec.x][game.probec.y]
- # Update star chart if Radio is working or have access to radio
+ 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.probec.x][game.probec.y]
+ 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.proben -= 1 # One less to travel
- if game.proben == 0 and game.isarmed and pdest.stars:
- # lets blow the sucker!
- supernova(True, game.probec)
+ game.probe.moves -= 1 # One less to travel
+ 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.x][game.quadrant.y].supernova:
+ if game.state.galaxy[game.quadrant().i][game.quadrant().j].supernova:
return
elif evcode == FDISTR: # inhabited system issues distress call
unschedule(FDISTR)
# not already under attack, which is not
# supernova'ed, and which has some Klingons in it
w = randplace(GALSIZE)
- q = game.state.galaxy[w.x][w.y]
- if not (game.quadrant == w or q.planet == NOPLANET or \
- not game.state.planets[q.planet].inhabited or \
- q.supernova or q.status!=secure or q.klingons<=0):
+ q = game.state.galaxy[w.i][w.j]
+ if not (game.quadrant == w or q.planet == None or \
+ not q.planet.inhabited or \
+ q.supernova or q.status!="secure" or q.klingons<=0):
break
else:
# can't seem to find one; ignore this call
# got one!! Schedule its enslavement
ev = schedule(FENSLV, expran(game.intime))
ev.quadrant = w
- q.status = distressed
-
+ q.status = "distressed"
# tell the captain about it if we can
if communicating():
prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
elif evcode == FENSLV: # starsystem is enslaved
ev = unschedule(FENSLV)
# see if current distress call still active
- q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
+ q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
if q.klingons <= 0:
q.status = "secure"
continue
# explicitly retrieve and restore the x and y.
ev = schedule(FREPRO, expran(1.0 * game.intime))
# see if current distress call still active
- q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
+ q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
if q.klingons <= 0:
q.status = "secure"
continue
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.x - 1, w.x + 2):
- for j in range(w.y - 1, w.y + 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.x][w.y]
+ 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.x = i
- w.y = j
+ w = m
# deliver the child
game.state.remkl += 1
q.klingons += 1
if game.quadrant == w:
game.klhere += 1
- newkling(game.klhere)
+ 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"))
prout(_("launched a warship from %s.") % q.planet)
else:
prout(_("Uhura- Starfleet reports increased Klingon activity"))
- if q.planet != NOPLANET:
+ if q.planet != None:
proutn(_("near %s") % q.planet)
prout(_("in Quadrant %s.") % w)
def wait():
- # wait on events
+ "Wait on events."
game.ididit = False
while True:
- key = scan()
- if key != IHEOL:
+ key = scanner.next()
+ if key != "IHEOL":
break
proutn(_("How long? "))
- chew()
- if key != IHREAL:
+ scanner.chew()
+ if key != "IHREAL":
huh()
return
- origTime = delay = aaitem
+ origTime = delay = scanner.real
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
-
# Alternate resting periods (events) with attacks
-
game.resting = True
while True:
if delay <= 0:
prout(_("%d stardates left.") % int(game.state.remtime))
return
temp = game.optime = delay
- if game.nenhere:
- rtime = 1.0 + random.random()
+ if len(game.enemies):
+ rtime = randreal(1.0, 2.0)
if rtime < temp:
temp = rtime
game.optime = temp
if game.optime < delay:
- attack(False)
+ attack(torps_ok=False)
if game.alldone:
return
events()
if origTime-delay >= 9.99 and game.condition == "docked":
game.damage[DDRAY] = 0.0
# leave if quadrant supernovas
- if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+ if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
break
game.resting = False
game.optime = 0
-# A nova occurs. It is the result of having a star hit with a
-# photon torpedo, or possibly of a probe warhead going off.
-# Stars that go nova cause stars which surround them to undergo
-# the same probabilistic process. Klingons next to them are
-# destroyed. And if the starship is next to it, it gets zapped.
-# If the zap is too much, it gets destroyed.
-
def nova(nov):
- # star goes nova
+ "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(); scratch = coord()
-
- if random.random() < 0.05:
+ newc = coord(); neighbor = coord(); bump = coord(0, 0)
+ if withprob(0.05):
# Wow! We've supernova'ed
- supernova(False, nov)
+ supernova(game.quadrant)
return
-
# handle initial nova
- game.quad[nov.x][nov.y] = IHDOT
- crmena(False, IHSTAR, sector, nov)
- prout(_(" novas."))
- game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
+ game.quad[nov.i][nov.j] = IHDOT
+ prout(crmena(False, IHSTAR, "sector", nov) + _(" novas."))
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
game.state.starkl += 1
-
- # Set up stack to recursively trigger adjacent stars
- bot = top = top2 = 1
+ # Set up queue to recursively trigger adjacent stars
+ hits = [nov]
kount = 0
- icx = icy = 0
- hits[1][1] = nov.x
- hits[1][2] = nov.y
- while True:
- for mm in range(bot, top+1):
- for nn in range(1, 3+1): # nn,j represents coordinates around current
- for j in range(1, 3+1):
- if j==2 and nn== 2:
- continue
- scratch.x = hits[mm][1]+nn-2
- scratch.y = hits[mm][2]+j-2
- if not VALID_SECTOR(scratch.y, scratch.x):
- continue
- iquad = game.quad[scratch.x][scratch.y]
- # Empty space ends reaction
- if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
- break
- elif iquad == IHSTAR: # Affect another star
- if random.random() < 0.05:
- # This star supernovas
- scratch = supernova(False)
- return
- top2 += 1
- hits[top2][1]=scratch.x
- hits[top2][2]=scratch.y
- game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
+ while hits:
+ offset = coord()
+ start = hits.pop()
+ for offset.i in range(-1, 1+1):
+ for offset.j in range(-1, 1+1):
+ if offset.j==0 and offset.i==0:
+ continue
+ neighbor = start + offset
+ if not neighbor.valid_sector():
+ continue
+ iquad = game.quad[neighbor.i][neighbor.j]
+ # Empty space ends reaction
+ if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
+ pass
+ elif iquad == IHSTAR: # Affect another star
+ if withprob(0.05):
+ # This star supernovas
+ supernova(game.quadrant)
+ return
+ else:
+ hits.append(neighbor)
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
game.state.starkl += 1
- crmena(True, IHSTAR, sector, scratch)
+ proutn(crmena(True, IHSTAR, "sector", neighbor))
prout(_(" novas."))
- game.quad[scratch.x][scratch.y] = IHDOT
- elif iquad == IHP: # Destroy planet
- game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET
- game.state.nplankl += 1
- crmena(True, IHP, sector, scratch)
- prout(_(" destroyed."))
- game.state.planets[game.iplnet].pclass = destroyed
- game.iplnet = 0
- invalidate(game.plnet)
- if game.landed:
- finish(FPNOVA)
- return
- game.quad[scratch.x][scratch.y] = IHDOT
- elif iquad == IHB: # Destroy base
- game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False
- for i in range(1, game.state.rembase+1):
- if game.state.baseq[i] == game.quadrant:
- break
- game.state.baseq[i] = game.state.baseq[game.state.rembase]
- game.state.rembase -= 1
- invalidate(game.base)
- game.state.basekl += 1
- newcnd()
- crmena(True, IHB, sector, scratch)
- prout(_(" destroyed."))
- game.quad[scratch.x][scratch.y] = IHDOT
- elif iquad in (IHE, IHF): # Buffet ship
- prout(_("***Starship buffeted by nova."))
- if game.shldup:
- if game.shield >= 2000.0:
- game.shield -= 2000.0
- else:
- diff = 2000.0 - game.shield
- game.energy -= diff
- game.shield = 0.0
- game.shldup = False
- prout(_("***Shields knocked out."))
- game.damage[DSHIELD] += 0.005*game.damfac*random.random()*diff
- else:
- game.energy -= 2000.0
- if game.energy <= 0:
- finish(FNOVA)
- return
- # add in course nova contributes to kicking starship
- icx += game.sector.x-hits[mm][1]
- icy += game.sector.y-hits[mm][2]
- kount += 1
- elif iquad == IHK: # kill klingon
- deadkl(scratch,iquad, scratch)
- elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
- for ll in range(1, game.nenhere+1):
- if game.ks[ll] == scratch:
- break
- game.kpower[ll] -= 800.0 # If firepower is lost, die
- if game.kpower[ll] <= 0.0:
- deadkl(scratch, iquad, scratch)
- break
- newc.x = scratch.x + scratch.x - hits[mm][1]
- newc.y = scratch.y + scratch.y - hits[mm][2]
- crmena(True, iquad, sector, scratch)
- proutn(_(" damaged"))
- if not VALID_SECTOR(newc.x, newc.y):
- # can't leave quadrant
- skip(1)
- break
- iquad1 = game.quad[newc.x][newc.y]
- if iquad1 == IHBLANK:
- proutn(_(", blasted into "))
- crmena(False, IHBLANK, sector, newc)
- skip(1)
- deadkl(scratch, iquad, newc)
- break
- if iquad1 != IHDOT:
- # can't move into something else
- skip(1)
- break
- proutn(_(", buffeted to Sector %s") % newc)
- game.quad[scratch.x][scratch.y] = IHDOT
- game.quad[newc.x][newc.y] = iquad
- game.ks[ll] = newc
- game.kdist[ll] = game.kavgd[ll] = distance(game.sector, newc)
- skip(1)
- if top == top2:
- break
- bot = top + 1
- top = top2
- if kount==0:
- return
-
+ game.quad[neighbor.i][neighbor.j] = IHDOT
+ kount += 1
+ elif iquad in (IHP, IHW): # Destroy planet
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
+ if iquad == IHP:
+ game.state.nplankl += 1
+ else:
+ game.state.worldkl += 1
+ prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
+ game.iplnet.pclass = "destroyed"
+ game.iplnet = None
+ game.plnet.invalidate()
+ if game.landed:
+ finish(FPNOVA)
+ return
+ game.quad[neighbor.i][neighbor.j] = IHDOT
+ elif iquad == IHB: # Destroy base
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
+ game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
+ game.base.invalidate()
+ game.state.basekl += 1
+ newcnd()
+ prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
+ game.quad[neighbor.i][neighbor.j] = IHDOT
+ elif iquad in (IHE, IHF): # Buffet ship
+ prout(_("***Starship buffeted by nova."))
+ if game.shldup:
+ if game.shield >= 2000.0:
+ game.shield -= 2000.0
+ else:
+ diff = 2000.0 - game.shield
+ game.energy -= diff
+ game.shield = 0.0
+ game.shldup = False
+ prout(_("***Shields knocked out."))
+ game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
+ else:
+ game.energy -= 2000.0
+ if game.energy <= 0:
+ finish(FNOVA)
+ return
+ # add in course nova contributes to kicking starship
+ bump += (game.sector-hits[mm]).sgn()
+ elif iquad == IHK: # kill klingon
+ deadkl(neighbor, iquad, neighbor)
+ elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
+ 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
+ if game.enemies[ll].kpower <= 0.0:
+ deadkl(neighbor, iquad, neighbor)
+ break
+ newc = neighbor + neighbor - hits[mm]
+ proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
+ if not newc.valid_sector():
+ # can't leave quadrant
+ skip(1)
+ break
+ iquad1 = game.quad[newc.i][newc.j]
+ if iquad1 == IHBLANK:
+ proutn(_(", blasted into ") + crmena(False, IHBLANK, "sector", newc))
+ skip(1)
+ deadkl(neighbor, iquad, newc)
+ break
+ if iquad1 != IHDOT:
+ # can't move into something else
+ skip(1)
+ break
+ proutn(_(", buffeted to Sector %s") % newc)
+ game.quad[neighbor.i][neighbor.j] = IHDOT
+ game.quad[newc.i][newc.j] = iquad
+ game.enemies[ll].move(newc)
# Starship affected by nova -- kick it away.
- game.dist = kount*0.1
- icx = sgn(icx)
- icy = sgn(icy)
- game.direc = course[3*(icx+1)+icy+2]
- if game.direc == 0.0:
- game.dist = 0.0
- if game.dist == 0.0:
+ dist = kount*0.1
+ direc = course[3*(bump.i+1)+bump.j+2]
+ if direc == 0.0:
+ dist = 0.0
+ if dist == 0.0:
return
- game.optime = 10.0*game.dist/16.0
+ course = course(bearing=direc, distance=dist)
+ game.optime = course.time(warp=4)
skip(1)
prout(_("Force of nova displaces starship."))
- imove(True)
- game.optime = 10.0*game.dist/16.0
+ imove(course, noattack=True)
+ game.optime = course.time(warp=4)
return
-def supernova(induced, w=None):
- # star goes supernova
+def supernova(w):
+ "Star goes supernova."
num = 0; npdead = 0
- nq = coord()
-
if w != None:
- nq = w
+ nq = copy.copy(w)
else:
+ # Scheduled supernova -- select star at random.
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(1, GALSIZE+1):
- for nq.y in range(1, GALSIZE+1):
- stars += game.state.galaxy[nq.x][nq.y].stars
+ nq = coord()
+ for nq.i in range(GALSIZE):
+ for nq.j in range(GALSIZE):
+ stars += game.state.galaxy[nq.i][nq.j].stars
if stars == 0:
return # nothing to supernova exists
- num = random.random()*stars + 1
- for nq.x in range(1, GALSIZE+1):
- for nq.y in range(1, GALSIZE+1):
- num -= game.state.galaxy[nq.x][nq.y].stars
+ num = randrange(stars) + 1
+ for nq.i in range(GALSIZE):
+ for nq.j in range(GALSIZE):
+ num -= game.state.galaxy[nq.i][nq.j].stars
if num <= 0:
break
if num <=0:
proutn("=== Super nova here?")
if ja() == True:
nq = game.quadrant
-
if not nq == game.quadrant or game.justin:
# it isn't here, or we just entered (treat as enroute)
if communicating():
else:
ns = coord()
# we are in the quadrant!
- num = random.random()* game.state.galaxy[nq.x][nq.y].stars + 1
- for ns.x in range(1, QUADSIZE+1):
- for ns.y in range(1, QUADSIZE+1):
- 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:
num -= 1
if num==0:
break
if num==0:
break
-
skip(1)
prouts(_("***RED ALERT! RED ALERT!"))
skip(1)
prout(_("***Incipient supernova detected at Sector %s") % ns)
- if square(ns.x-game.sector.x) + square(ns.y-game.sector.y) <= 2.1:
+ if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
proutn(_("Emergency override attempts t"))
prouts("***************")
skip(1)
stars()
game.alldone = True
-
- # destroy any Klingons in supernovaed quadrant
- kldead = game.state.galaxy[nq.x][nq.y].klingons
- game.state.galaxy[nq.x][nq.y].klingons = 0
+ # destroy any Klingons in supernovaed quadrant
+ kldead = game.state.galaxy[nq.i][nq.j].klingons
+ game.state.galaxy[nq.i][nq.j].klingons = 0
if nq == game.state.kscmdr:
# did in the Supercommander!
- 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
game.iscate = False
unschedule(FSCMOVE)
unschedule(FSCDBAS)
- if game.state.remcom:
- maxloop = game.state.remcom
- for l in range(1, maxloop+1):
- if game.state.kcmdr[l] == nq:
- game.state.kcmdr[l] = game.state.kcmdr[game.state.remcom]
- invalidate(game.state.kcmdr[game.state.remcom])
- game.state.remcom -= 1
- kldead -= 1
- if game.state.remcom==0:
- unschedule(FTBEAM)
- break
+ survivors = filter(lambda w: w != nq, game.state.kcmdr)
+ comkills = len(game.state.kcmdr) - len(survivors)
+ game.state.kcmdr = survivors
+ kldead -= comkills
+ if not game.state.kcmdr:
+ unschedule(FTBEAM)
game.state.remkl -= kldead
# destroy Romulans and planets in supernovaed quadrant
- 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
game.state.nromrem -= nrmdead
# Destroy planets
for loop in range(game.inplan):
- if game.state.planets[loop].w == nq:
- game.state.planets[loop].pclass = destroyed
+ if game.state.planets[loop].quadrant == nq:
+ game.state.planets[loop].pclass = "destroyed"
npdead += 1
- # Destroy any base in supernovaed quadrant
- if game.state.rembase:
- maxloop = game.state.rembase
- for loop in range(1, maxloop+1):
- if game.state.baseq[loop] == nq:
- game.state.baseq[loop] = game.state.baseq[game.state.rembase]
- invalidate(game.state.baseq[game.state.rembase])
- game.state.rembase -= 1
- break
+ # Destroy any base in supernovaed quadrant
+ game.state.baseq = filter(lambda x: x != nq, game.state.baseq)
# If starship caused supernova, tally up destruction
- if induced:
- game.state.starkl += game.state.galaxy[nq.x][nq.y].stars
- game.state.basekl += game.state.galaxy[nq.x][nq.y].starbase
+ if w != None:
+ game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
+ game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
game.state.nplankl += npdead
# mark supernova in galaxy and in star chart
if game.quadrant == nq or communicating():
- game.state.galaxy[nq.x][nq.y].supernova = True
+ game.state.galaxy[nq.i][nq.j].supernova = True
# If supernova destroys last Klingons give special message
- if (game.state.remkl + game.state.remcom + game.state.nscrem)==0 and not nq == game.quadrant:
+ if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
skip(2)
- if not induced:
+ if w == None:
prout(_("Lucky you!"))
proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
finish(FWON)
# Code from finish.c ends here.
def selfdestruct():
- # self-destruct maneuver
- # Finish with a BANG!
- chew()
+ "Self-destruct maneuver. Finish with a BANG!"
+ scanner.chew()
if damaged(DCOMPTR):
prout(_("Computer damaged; cannot execute destruct sequence."))
return
skip(1)
prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
skip(1)
- scan()
- chew()
- if game.passwd != citem:
+ scanner.next()
+ scanner.chew()
+ if game.passwd != scanner.token:
prouts(_("PASSWORD-REJECTED;"))
skip(1)
prouts(_("CONTINUITY-EFFECTED"))
prouts(" 3"); skip(1)
prouts(" 2"); skip(1)
prouts(" 1"); skip(1)
- if random.random() < 0.15:
+ if withprob(0.15):
prouts(_("GOODBYE-CRUEL-WORLD"))
skip(1)
kaboom()
stars()
if game.ship==IHE:
prouts("***")
- prouts(_("********* Entropy of "))
- crmshp()
- prouts(_(" maximized *********"))
+ prouts(_("********* Entropy of %s maximized *********") % crmshp())
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:
- if game.kpower[l]*game.kdist[l] <= whammo:
- deadkl(game.ks[l], game.quad[game.ks[l].x][game.ks[l].y], game.ks[l])
+ while l <= len(game.enemies):
+ if game.enemies[l].kpower*game.enemies[l].kdist <= whammo:
+ deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.i][game.enemies[l].kloc.j], game.enemies[l].kloc)
l += 1
finish(FDILITHIUM)
def killrate():
"Compute our rate of kils over time."
- return ((game.inkling + game.incom + game.inscom) - (game.state.remkl + game.state.remcom + game.state.nscrem))/(game.state.date-game.indate)
+ elapsed = game.state.date - game.indate
+ if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
+ return 0
+ else:
+ starting = (game.inkling + game.incom + game.inscom)
+ remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
+ return (starting - remaining)/elapsed
def badpoints():
"Compute demerits."
badpt += 200.0
return badpt
-
def finish(ifin):
# end the game, with appropriate notfications
igotit = False
prout(_("You cannot get a citation, so..."))
else:
proutn(_("Do you want your Commodore Emeritus Citation printed? "))
- chew()
+ scanner.chew()
if ja() == True:
igotit = True
# Only grant long life if alive (original didn't!)
prout(_("conquered. Your starship is now Klingon property,"))
prout(_("and you are put on trial as a war criminal. On the"))
proutn(_("basis of your record, you are "))
- if (game.state.remkl + game.state.remcom + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
+ if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
prout(_("acquitted."))
skip(1)
prout(_("LIVE LONG AND PROSPER."))
skip(1)
prout(_("Your starship is a derelict in space."))
elif ifin == FBATTLE:
- proutn(_("The "))
- crmshp()
- prout(_("has been destroyed in battle."))
+ prout(_("The %s has been destroyed in battle.") % crmshp())
skip(1)
prout(_("Dulce et decorum est pro patria mori."))
elif ifin == FNEG3:
prout(_("That was a great shot."))
skip(1)
elif ifin == FSNOVAED:
- proutn(_("The "))
- crmshp()
- prout(_(" has been fried by a supernova."))
+ prout(_("The %s has been fried by a supernova.") % crmshp())
prout(_("...Not even cinders remain..."))
elif ifin == FABANDN:
prout(_("You have been captured by the Klingons. If you still"))
prout(_("Starbase was unable to re-materialize your starship."))
prout(_("Sic transit gloria mundi"))
elif ifin == FPHASER:
- proutn(_("The "))
- crmshp()
- prout(_(" has been cremated by its own phasers."))
+ prout(_("The %s has been cremated by its own phasers.") % crmshp())
elif ifin == FLOST:
prout(_("You and your landing party have been"))
prout(_("converted to energy, disipating through space."))
skip(1)
prout(_("They are very fond of \"Captain Kirk\" soup."))
skip(1)
- proutn(_("Without your leadership, the "))
- crmshp()
- prout(_(" is destroyed."))
+ prout(_("Without your leadership, the %s is destroyed.") % crmshp())
elif ifin == FDPLANET:
prout(_("You and your mining party perish."))
skip(1)
prout(_("The Galileo is instantly annihilated by the supernova."))
prout(_("You and your mining party are atomized."))
skip(1)
- proutn(_("Mr. Spock takes command of the "))
- crmshp()
- prout(_(" and"))
- prout(_("joins the Romulans, reigning terror on the Federation."))
+ prout(_("Mr. Spock takes command of the %s and") % crmshp())
+ prout(_("joins the Romulans, wreaking terror on the Federation."))
elif ifin == FPNOVA:
prout(_("You and your mining party are atomized."))
skip(1)
- proutn(_("Mr. Spock takes command of the "))
- crmshp()
- prout(_(" and"))
- prout(_("joins the Romulans, reigning terror on the Federation."))
+ prout(_("Mr. Spock takes command of the %s and") % crmshp())
+ prout(_("joins the Romulans, wreaking terror on the Federation."))
elif ifin == FSTRACTOR:
prout(_("The shuttle craft Galileo is also caught,"))
prout(_("and breaks up under the strain."))
skip(1)
prout(_("Your debris is scattered for millions of miles."))
- proutn(_("Without your leadership, the "))
- crmshp()
- prout(_(" is destroyed."))
+ prout(_("Without your leadership, the %s is destroyed.") % crmshp())
elif ifin == FDRAY:
prout(_("The mutants attack and kill Spock."))
prout(_("Your ship is captured by Klingons, and"))
elif game.ship == IHE:
game.ship = IHF
game.alive = False
- if (game.state.remkl + game.state.remcom + game.state.nscrem) != 0:
+ if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
goodies = game.state.remres/game.inresor
- baddies = (game.state.remkl + 2.0*game.state.remcom)/(game.inkling+2.0*game.incom)
- if goodies/baddies >= 1.0+0.5*random.random():
+ baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
+ if goodies/baddies >= randreal(1.0, 1.5):
prout(_("As a result of your actions, a treaty with the Klingon"))
prout(_("Empire has been signed. The terms of the treaty are"))
- if goodies/baddies >= 3.0+random.random():
+ if goodies/baddies >= randreal(3.0):
prout(_("favorable to the Federation."))
skip(1)
prout(_("Congratulations!"))
score()
def score():
- # compute player's score
+ "Compute player's score."
timused = game.state.date - game.indate
-
iskill = game.skill
- if (timused == 0 or (game.state.remkl + game.state.remcom + game.state.nscrem) != 0) and timused < 5.0:
+ if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
timused = 5.0
perdate = killrate()
ithperd = 500*perdate + 0.5
if not game.gamewon:
game.state.nromrem = 0 # None captured if no win
iscore = 10*(game.inkling - game.state.remkl) \
- + 50*(game.incom - game.state.remcom) \
+ + 50*(game.incom - len(game.state.kcmdr)) \
+ ithperd + iwon \
+ 20*(game.inrom - game.state.nromrem) \
+ 200*(game.inscom - game.state.nscrem) \
if game.inkling - game.state.remkl:
prout(_("%6d ordinary Klingons destroyed %5d") %
(game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
- if game.incom - game.state.remcom:
+ if game.incom - len(game.state.kcmdr):
prout(_("%6d Klingon commanders destroyed %5d") %
- (game.incom - game.state.remcom, 50*(game.incom - game.state.remcom)))
+ (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
if game.inscom - game.state.nscrem:
prout(_("%6d Super-Commander destroyed %5d") %
(game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
prout(_("TOTAL SCORE %5d") % iscore)
def plaque():
- # emit winner's commemmorative plaque
+ "Emit winner's commemmorative plaque."
skip(2)
while True:
proutn(_("File or device name for your plaque: "))
winner = cgetline()
# The 38 below must be 64 for 132-column paper
nskip = 38 - len(winner)/2
-
fp.write("\n\n\n\n")
# --------DRAW ENTERPRISE PICTURE.
fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
fp.write(_("Emeritus level\n\n"))
else:
fp.write(_(" Cheat level\n\n"))
- timestring = ctime()
+ timestring = time.ctime()
fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
(timestring+4, timestring+20, timestring+11))
fp.write(_(" Your score: %d\n\n") % iscore)
rows = linecount = 0 # for paging
stdscr = None
+replayfp = None
fullscreen_window = None
srscan_window = None
report_window = None
lrscan_window = None
message_window = None
prompt_window = None
-
-def outro():
- "wrap up, either normally or due to signal"
- if game.options & OPTION_CURSES:
- #clear()
- #curs_set(1)
- #refresh()
- #resetterm()
- #echo()
- curses.endwin()
- stdout.write('\n')
- if logfp:
- logfp.close()
+curwnd = None
def iostart():
- global stdscr
- #setlocale(LC_ALL, "")
- #bindtextdomain(PACKAGE, LOCALEDIR)
- #textdomain(PACKAGE)
- if atexit.register(outro):
- sys.stderr.write("Unable to register outro(), exiting...\n")
- os.exit(1)
+ global stdscr, rows
+ gettext.bindtextdomain("sst", "/usr/local/share/locale")
+ gettext.textdomain("sst")
if not (game.options & OPTION_CURSES):
ln_env = os.getenv("LINES")
if ln_env:
else:
stdscr = curses.initscr()
stdscr.keypad(True)
- #saveterm()
curses.nonl()
curses.cbreak()
- curses.start_color()
- curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, curses.COLOR_BLACK)
- curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, curses.COLOR_BLACK)
- curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, curses.COLOR_BLACK)
- curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, curses.COLOR_BLACK)
- curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, curses.COLOR_BLACK)
- curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, curses.COLOR_BLACK)
- curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, curses.COLOR_BLACK)
- curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, curses.COLOR_BLACK)
- #noecho()
global fullscreen_window, srscan_window, report_window, status_window
global lrscan_window, message_window, prompt_window
+ (rows, columns) = stdscr.getmaxyx()
fullscreen_window = stdscr
srscan_window = curses.newwin(12, 25, 0, 0)
report_window = curses.newwin(11, 0, 1, 25)
prompt_window = curses.newwin(1, 0, rows-2, 0)
message_window.scrollok(True)
setwnd(fullscreen_window)
- textcolor(DEFAULT)
+def ioend():
+ "Wrap up I/O."
+ if game.options & OPTION_CURSES:
+ stdscr.keypad(False)
+ curses.echo()
+ curses.nocbreak()
+ curses.endwin()
def waitfor():
- "wait for user action -- OK to do nothing if on a TTY"
+ "Wait for user action -- OK to do nothing if on a TTY"
if game.options & OPTION_CURSES:
- stsdcr.getch()
+ stdscr.getch()
def announce():
skip(1)
- if game.skill > SKILL_FAIR:
- prouts(_("[ANOUNCEMENT ARRIVING...]"))
- else:
- prouts(_("[IMPORTANT ANNOUNCEMENT ARRIVING -- PRESS ENTER TO CONTINUE]"))
+ prouts(_("[ANNOUNCEMENT ARRIVING...]"))
skip(1)
def pause_game():
if game.options & OPTION_CURSES:
drawmaps(0)
setwnd(prompt_window)
- prompt_window.wclear()
+ prompt_window.clear()
prompt_window.addstr(prompt)
prompt_window.getstr()
prompt_window.clear()
setwnd(message_window)
else:
global linecount
- stdout.write('\n')
+ sys.stdout.write('\n')
proutn(prompt)
raw_input()
- for j in range(0, rows):
- stdout.write('\n')
+ for j in range(rows):
+ sys.stdout.write('\n')
linecount = 0
def skip(i):
"Skip i lines. Pause game if this would cause a scrolling event."
- while dummy in range(i):
+ for dummy in range(i):
if game.options & OPTION_CURSES:
(y, x) = curwnd.getyx()
(my, mx) = curwnd.getmaxyx()
pause_game()
clrscr()
else:
- proutn("\n")
+ try:
+ curwnd.move(y+1, 0)
+ except curses.error:
+ pass
else:
global linecount
linecount += 1
- if linecount >= rows:
+ if rows and linecount >= rows:
pause_game()
else:
- stdout.write('\n')
+ sys.stdout.write('\n')
def proutn(line):
"Utter a line with no following line feed."
curwnd.addstr(line)
curwnd.refresh()
else:
- stdout.write(line)
+ sys.stdout.write(line)
+ sys.stdout.flush()
def prout(line):
proutn(line)
skip(1)
def prouts(line):
- "print slowly!"
+ "Emit slowly!"
for c in line:
- curses.delay_output(30)
+ if not replayfp or replayfp.closed: # Don't slow down replays
+ time.sleep(0.03)
proutn(c)
if game.options & OPTION_CURSES:
- wrefresh(curwnd)
+ curwnd.refresh()
else:
sys.stdout.flush()
- curses.delay_output(300)
+ if not replayfp or replayfp.closed:
+ time.sleep(0.03)
def cgetline():
"Get a line of input."
curwnd.refresh()
else:
if replayfp and not replayfp.closed:
- line = replayfp.readline()
+ while True:
+ line = replayfp.readline()
+ proutn(line)
+ if line == '':
+ prout("*** Replay finished")
+ replayfp.close()
+ break
+ elif line[0] != "#":
+ break
else:
- sys.stdin.readline()
+ line = raw_input() + "\n"
if logfp:
logfp.write(line)
+ return line
def setwnd(wnd):
- "Change windows -- OK for this to be a no-op in tty mode."
+ "Change windows -- OK for this to be a no-op in tty mode."
+ global curwnd
if game.options & OPTION_CURSES:
curwnd = wnd
curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
def clreol():
"Clear to end of line -- can be a no-op in tty mode"
if game.options & OPTION_CURSES:
- wclrtoeol(curwnd)
- wrefresh(curwnd)
+ curwnd.clrtoeol()
+ curwnd.refresh()
def clrscr():
"Clear screen -- can be a no-op in tty mode."
curwnd.move(0, 0)
curwnd.refresh()
linecount = 0
-
-def textcolor(color):
- "Set the current text color"
- if game.options & OPTION_CURSES:
- if color == DEFAULT:
- curwnd.attrset(0)
- elif color == BLACK:
- curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLACK))
- elif color == BLUE:
- curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLUE))
- elif color == GREEN:
- curwnd.attron(curses.COLOR_PAIR(curses.COLOR_GREEN))
- elif color == CYAN:
- curwnd.attron(curses.COLOR_PAIR(curses.COLOR_CYAN))
- elif color == RED:
- curwnd.attron(curses.COLOR_PAIR(curses.COLOR_RED))
- elif color == MAGENTA:
- curwnd.attron(curses.COLOR_PAIR(curses.COLOR_MAGENTA))
- elif color == BROWN:
- curwnd.attron(curses.COLOR_PAIR(curses.COLOR_YELLOW))
- elif color == LIGHTGRAY:
- curwnd.attron(curses.COLOR_PAIR(curses.COLOR_WHITE))
- elif color == DARKGRAY:
- curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLACK) | curses.A_BOLD)
- elif color == LIGHTBLUE:
- curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLUE) | curses.A_BOLD)
- elif color == LIGHTGREEN:
- curwnd.attron(curses.COLOR_PAIR(curses.COLOR_GREEN) | curses.A_BOLD)
- elif color == LIGHTCYAN:
- curwnd.attron(curses.COLOR_PAIR(curses.COLOR_CYAN) | curses.A_BOLD)
- elif color == LIGHTRED:
- curwnd.attron(curses.COLOR_PAIR(curses.COLOR_RED) | curses.A_BOLD)
- elif color == LIGHTMAGENTA:
- curwnd.attron(curses.COLOR_PAIR(curses.COLOR_MAGENTA) | curses.A_BOLD)
- elif color == YELLOW:
- curwnd.attron(curses.COLOR_PAIR(curses.COLOR_YELLOW) | curses.A_BOLD)
- elif color == WHITE:
- curwnd.attron(curses.COLOR_PAIR(curses.COLOR_WHITE) | curses.A_BOLD)
-
+
def highvideo():
"Set highlight video, if this is reasonable."
if game.options & OPTION_CURSES:
curwnd.attron(curses.A_REVERSE)
-def commandhook(cmd, before):
- pass
-
#
# Things past this point have policy implications.
#
setwnd(report_window)
report_window.clear()
report_window.move(0, 0)
- status(0)
+ status()
setwnd(lrscan_window)
lrscan_window.clear()
lrscan_window.move(0, 0)
- lrscan()
+ lrscan(silent=False)
def put_srscan_sym(w, sym):
"Emit symbol for short-range scan."
- srscan_window.move(w.x+1, w.y*2+2)
+ srscan_window.move(w.i+1, w.j*2+2)
srscan_window.addch(sym)
srscan_window.refresh()
drawmaps(2)
setwnd(srscan_window)
srscan_window.attron(curses.A_REVERSE)
- put_srscan_sym(w, game.quad[w.x][w.y])
+ put_srscan_sym(w, game.quad[w.i][w.j])
#sound(500)
- #delay(1000)
+ #time.sleep(1.0)
#nosound()
srscan_window.attroff(curses.A_REVERSE)
- put_srscan_sym(w, game.quad[w.x][w.y])
+ put_srscan_sym(w, game.quad[w.i][w.j])
curses.delay_output(500)
setwnd(message_window)
#nosound()
pass
-def tracktorpedo(w, l, i, n, iquad):
+def tracktorpedo(origin, w, step, i, n, iquad):
"Torpedo-track animation."
if not game.options & OPTION_CURSES:
- if l == 1:
+ if step == 1:
if n != 1:
skip(1)
- proutn(_("Track for torpedo number %d- ") % i)
+ proutn(_("Track for torpedo number %d- ") % (i+1))
else:
skip(1)
proutn(_("Torpedo track- "))
- elif l==4 or l==9:
+ elif step==4 or step==9:
skip(1)
- proutn("%d - %d " % (w.x, w.y))
+ proutn("%s " % w)
else:
if not damaged(DSRSENS) or game.condition=="docked":
- if i != 1 and l == 1:
+ if i != 0 and step == 1:
drawmaps(2)
- curses.delay_output(400)
+ time.sleep(0.4)
if (iquad==IHDOT) or (iquad==IHBLANK):
put_srscan_sym(w, '+')
- #sound(l*10)
- #curses.delay_output(100)
+ #sound(step*10)
+ #time.sleep(0.1)
#nosound()
put_srscan_sym(w, iquad)
else:
curwnd.attron(curses.A_REVERSE)
put_srscan_sym(w, iquad)
#sound(500)
- #curses.delay_output(1000)
+ #time.sleep(1.0)
#nosound()
curwnd.attroff(curses.A_REVERSE)
put_srscan_sym(w, iquad)
else:
- proutn("%d - %d " % (w.x, w.y))
+ proutn("%s " % w)
def makechart():
"Display the current galaxy chart."
skip(1)
setwnd(status_window)
else:
- proutn(" " * NSYM - len(tx))
- vproutn(data)
+ proutn(" " * (NSYM - len(txt)))
+ proutn(data)
skip(1)
if game.options & OPTION_CURSES:
setwnd(report_window)
# Code from moving.c begins here
-def imove(novapush):
- # movement execution for warp, impulse, supernova, and tractor-beam events
- w = coord(); final = coord()
- trbeam = False
+def imove(course=None, noattack=False):
+ "Movement execution for warp, impulse, supernova, and tractor-beam events."
+ w = coord()
- def no_quad_change():
- # No quadrant change -- compute new avg enemy distances
- game.quad[game.sector.x][game.sector.y] = game.ship
- if game.nenhere:
- for m in range(1, game.nenhere+1):
- finald = distance(w, game.ks[m])
- game.kavgd[m] = 0.5 * (finald+game.kdist[m])
- game.kdist[m] = finald
- sortklings()
- if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
- attack(False)
- for m in range(1, game.nenhere+1):
- game.kavgd[m] = game.kdist[m]
- newcnd()
- drawmaps(0)
- setwnd(message_window)
+ 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()
+ 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
+ # 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
- w.x = w.y = 0
+ trbeam = False
if game.inorbit:
prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
game.inorbit = False
-
- angle = ((15.0 - game.direc) * 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"
- game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
+ 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
- game.quad[game.sector.x][game.sector.y] = IHDOT
- x = game.sector.x
- y = game.sector.y
- n = 10.0*game.dist*bigger+0.5
-
- if n > 0:
- for m in range(1, n+1):
- x += deltax
- y += deltay
- w.x = x + 0.5
- w.y = y + 0.5
- 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:
- newcnd()
- for m in range(1, game.nenhere+1):
- finald = distance(w, game.ks[m])
- game.kavgd[m] = 0.5 * (finald + game.kdist[m])
- #
- # 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.x][game.quadrant.y].supernova:
- attack(False)
- if game.alldone:
- return
- # compute final position -- new quadrant and sector
- x = QUADSIZE*(game.quadrant.x-1)+game.sector.x
- y = QUADSIZE*(game.quadrant.y-1)+game.sector.y
- w.x = x+10.0*game.dist*bigger*deltax+0.5
- w.y = y+10.0*game.dist*bigger*deltay+0.5
- # check for edge of galaxy
- kinks = 0
- while True:
- kink = 0
- if w.x <= 0:
- w.x = -w.x + 1
- kink = 1
- if w.y <= 0:
- w.y = -w.y + 1
- kink = 1
- if w.x > GALSIZE*QUADSIZE:
- w.x = (GALSIZE*QUADSIZE*2)+1 - w.x
- kink = 1
- if w.y > GALSIZE*QUADSIZE:
- w.y = (GALSIZE*QUADSIZE*2)+1 - w.y
- kink = 1
- if kink:
- kinks = 1
- if not kink:
- 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.x = (w.x+(QUADSIZE-1))/QUADSIZE
- game.quadrant.y = (w.y+(QUADSIZE-1))/QUADSIZE
- game.sector.x = w.x - QUADSIZE*(game.quadrant.x-1)
- game.sector.y = w.y - QUADSIZE*(game.quadrant.y-1)
- skip(1)
- prout(_("Entering Quadrant %s.") % game.quadrant)
- game.quad[game.sector.x][game.sector.y] = game.ship
- newqad(False)
- if game.skill>SKILL_NOVICE:
- attack(False)
- return
- iquad = game.quad[w.x][w.y]
- if iquad != IHDOT:
- # object encountered in flight path
- stopegy = 50.0*game.dist/game.optime
- game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
- if iquad in (IHT. IHK, OHC, IHS, IHR, IHQUEST):
- game.sector = w
- ram(False, iquad, game.sector)
- 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(0, 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 random.random()>probf:
- timwrp()
- else:
- finish(FHOLE)
- return
- else:
- # something else
- skip(1)
- crmshp()
- if iquad == IHWEB:
- proutn(_(" encounters Tholian web at %s;") % w)
- else:
- proutn(_(" blocked by object at %s;") % w)
- proutn(_("Emergency stop required "))
- prout(_("%2d units of energy.") % int(stopegy))
- game.energy -= stopegy
- final.x = x-deltax+0.5
- final.y = y-deltay+0.5
- game.sector = final
- if game.energy <= 0:
- finish(FNRG)
- return
- # We're here!
- no_quad_change()
- return
- game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
- game.sector = w
- final = game.sector
- no_quad_change()
+ # Move out
+ game.quad[game.sector.i][game.sector.j] = IHDOT
+ 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):
- # dock our ship at a starbase
- chew()
+ "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 is_valid(game.base) or abs(game.sector.x-game.base.x) > 1 or abs(game.sector.y-game.base.y) > 1:
- crmshp()
- prout(_(" not adjacent to base."))
+ if not game.base.is_valid() or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
+ prout(crmshp() + _(" not adjacent to base."))
return
game.condition = "docked"
if "verbose":
prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
attackreport(False)
game.iseenit = True
-
-#
+
# This program originally required input in terms of a (clock)
# direction and distance. Somewhere in history, it was changed to
# cartesian coordinates. So we need to convert. Probably
# pain if the computer isn't working! Manual mode is still confusing
# because it involves giving x and y motions, yet the coordinates
# are always displayed y - x, where +y is downward!
-#
-def getcd(isprobe, akey):
- # get course and distance
- irowq=game.quadrant.x; icolq=game.quadrant.y; key=0
+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
+ dquad = copy.copy(game.quadrant)
navmode = "unspecified"
itemp = "curt"
- incr = coord()
+ dsect = coord()
iprompt = False
-
- # Get course direction and distance. If user types bad values, return
- # with DIREC = -1.0.
- game.direc = -1.0
-
if game.landed and not isprobe:
prout(_("Dummy! You can't leave standard orbit until you"))
proutn(_("are back aboard the ship."))
- chew()
- return
+ scanner.chew()
+ raise TrekError
while navmode == "unspecified":
if damaged(DNAVSYS):
if isprobe:
prout(_("Computer damaged; manual navigation only"))
else:
prout(_("Computer damaged; manual movement only"))
- chew()
+ scanner.chew()
navmode = "manual"
- key = IHEOL
+ key = "IHEOL"
break
- if isprobe and akey != -1:
- # For probe launch, use pre-scanned value first time
- key = akey
- akey = -1
- else:
- key = scan()
-
- if key == IHEOL:
+ key = scanner.next()
+ if key == "IHEOL":
proutn(_("Manual or automatic- "))
iprompt = True
- chew()
- elif key == IHALPHA:
- if isit("manual"):
+ scanner.chew()
+ elif key == "IHALPHA":
+ if scanner.sees("manual"):
navmode = "manual"
- key = scan()
+ key = scanner.next()
break
- elif isit("automatic"):
+ elif scanner.sees("automatic"):
navmode = "automatic"
- key = scan()
+ key = scanner.next()
break
else:
huh()
- chew()
- return
+ scanner.chew()
+ raise TrekError
else: # numeric
if isprobe:
prout(_("(Manual navigation assumed.)"))
prout(_("(Manual movement assumed.)"))
navmode = "manual"
break
-
+ delta = coord()
if navmode == "automatic":
- while key == IHEOL:
+ while key == "IHEOL":
if isprobe:
proutn(_("Target quadrant or quadrant§or- "))
else:
proutn(_("Destination sector or quadrant§or- "))
- chew()
+ scanner.chew()
iprompt = True
- key = scan()
-
- if key != IHREAL:
+ key = scanner.next()
+ if key != "IHREAL":
huh()
- return
- xi = aaitem
- key = scan()
- if key != IHREAL:
+ raise TrekError
+ xi = int(round(scanner.real))-1
+ key = scanner.next()
+ if key != "IHREAL":
huh()
- return
- xj = aaitem
- key = scan()
- if key == IHREAL:
+ raise TrekError
+ xj = int(round(scanner.real))-1
+ key = scanner.next()
+ if key == "IHREAL":
# both quadrant and sector specified
- xk = aaitem
- key = scan()
- if key != IHREAL:
+ xk = int(round(scanner.real))-1
+ key = scanner.next()
+ if key != "IHREAL":
huh()
- return
- xl = aaitem
-
- irowq = xi + 0.5
- icolq = xj + 0.5
- incr.y = xk + 0.5
- incr.x = xl + 0.5
+ raise TrekError
+ xl = int(round(scanner.real))-1
+ dquad.i = xi
+ dquad.j = xj
+ dsect.i = xk
+ dsect.j = xl
else:
+ # only one pair of numbers was specified
if isprobe:
# only quadrant specified -- go to center of dest quad
- irowq = xi + 0.5
- icolq = xj + 0.5
- incr.y = incr.x = 5
+ dquad.i = xi
+ dquad.j = xj
+ dsect.j = dsect.i = 4 # preserves 1-origin behavior
else:
- incr.y = xi + 0.5
- incr.x = xj + 0.5
+ # only sector specified
+ dsect.i = xi
+ dsect.j = xj
itemp = "normal"
- if not VALID_QUADRANT(icolq,irowq) or not VALID_SECTOR(incr.x,incr.y):
+ if not dquad.valid_quadrant() or not dsect.valid_sector():
huh()
- return
+ raise TrekError
skip(1)
if not isprobe:
if itemp > "curt":
if iprompt:
- prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % incr)
+ prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
else:
prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
- deltax = icolq - game.quadrant.y + 0.1*(incr.x-game.sector.y)
- deltay = game.quadrant.x - irowq + 0.1*(game.sector.x-incr.y)
+ # the actual deltas get computed here
+ 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
- while key == IHEOL:
+ while key == "IHEOL":
proutn(_("X and Y displacements- "))
- chew()
+ scanner.chew()
iprompt = True
- key = scan()
+ key = scanner.next()
itemp = "verbose"
- if key != IHREAL:
+ if key != "IHREAL":
huh()
- return
- deltax = aaitem
- key = scan()
- if key != IHREAL:
+ raise TrekError
+ delta.j = scanner.real
+ key = scanner.next()
+ if key != "IHREAL":
huh()
- return
- deltay = aaitem
+ raise TrekError
+ delta.i = scanner.real
# Check for zero movement
- if deltax == 0 and deltay == 0:
- chew()
- return
+ if delta.i == 0 and delta.j == 0:
+ scanner.chew()
+ raise TrekError
if itemp == "verbose" and not isprobe:
skip(1)
prout(_("Helmsman Sulu- \"Aye, Sir.\""))
- game.dist = math.sqrt(deltax*deltax + deltay*deltay)
- game.direc = math.atan2(deltax, deltay)*1.90985932
- if game.direc < 0.0:
- game.direc += 12.0
- chew()
- return
+ scanner.chew()
+ return course(bearing=delta.bearing(), distance=delta.distance())
+
+class course:
+ def __init__(self, bearing, distance, origin=None):
+ self.distance = distance
+ self.bearing = bearing
+ 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
+ self.angle = ((15.0 - self.bearing) * 0.5235988)
+ if origin is None:
+ self.origin = cartesian(game.quadrant, game.sector)
+ else:
+ 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
+ "Move under impulse power."
game.ididit = False
if damaged(DIMPULS):
- chew()
+ scanner.chew()
skip(1)
prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
return
if game.energy > 30.0:
- getcd(False, 0)
- if game.direc == -1.0:
+ try:
+ course = getcourse(isprobe=False)
+ except TrekError:
return
- power = 20.0 + 100.0*game.dist
+ power = 20.0 + 100.0*course.distance
else:
power = 30.0
-
if power >= game.energy:
# Insufficient power for trip
skip(1)
prout(_(" quadrants.\""))
else:
prout(_("quadrant. They are, therefore, useless.\""))
- chew()
+ scanner.chew()
return
# Make sure enough time is left for the trip
- game.optime = game.dist/0.095
+ game.optime = course.dist/0.095
if game.optime >= game.state.remtime:
prout(_("First Officer Spock- \"Captain, our speed under impulse"))
prout(_("power is only 0.95 sectors per stardate. Are you sure"))
if ja() == False:
return
# Activate impulse engines and pay the cost
- imove(False)
+ imove(course, noattack=False)
game.ididit = True
if game.alldone:
return
- power = 20.0 + 100.0*game.dist
+ power = 20.0 + 100.0*course.dist
game.energy -= power
- game.optime = game.dist/0.095
+ game.optime = course.dist/0.095
if game.energy <= 0:
finish(FNRG)
return
-def warp(timewarp):
- # move under warp drive
+def warp(course, involuntary):
+ "ove under warp drive."
blooey = False; twarp = False
- if not timewarp: # Not WARPX entry
+ if not involuntary: # Not WARPX entry
game.ididit = False
if game.damage[DWARPEN] > 10.0:
- chew()
+ scanner.chew()
skip(1)
- prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
+ prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
return
if damaged(DWARPEN) and game.warpfac > 4.0:
- chew()
+ scanner.chew()
skip(1)
prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
prout(_(" is repaired, I can only give you warp 4.\""))
return
-
- # Read in course and distance
- getcd(False, 0)
- if game.direc == -1.0:
- return
-
- # Make sure starship has enough energy for the trip
- power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
- if power >= game.energy:
+ # Read in course and distance
+ if course==None:
+ try:
+ course = getcourse(isprobe=False)
+ except TrekError:
+ 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.warpfac) >= game.energy:
# Insufficient power for trip
game.ididit = False
skip(1)
prout(_("Engineering to bridge--"))
if not game.shldup or 0.5*power > game.energy:
- iwarp = math.pow((game.energy/(game.dist+0.05)), 0.333333333)
+ iwarp = (game.energy/(course.dist+0.05)) ** 0.333333333
if iwarp <= 0:
prout(_("We can't do it, Captain. We don't have enough energy."))
else:
prout(".")
else:
prout(_("We haven't the energy to go that far with the shields up."))
- return
-
+ return
# Make sure enough time is left for the trip
- game.optime = 10.0*game.dist/game.wfacsq
+ 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"))
return
# Entry WARPX
if game.warpfac > 6.0:
- # Decide if engine damage will occur
- prob = game.dist*(6.0-game.warpfac)*(6.0-game.warpfac)/66.666666666
- if prob > random.random():
+ # Decide if engine damage will occur
+ # ESR: Seems wrong. Probability of damage goes *down* with distance?
+ prob = course.distance*(6.0-game.warpfac)**2/66.666666666
+ if prob > randreal():
blooey = True
- game.dist = random.random()*game.dist
+ course.distance = randreal(course.distance)
# Decide if time warp will occur
- if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > random.random():
+ 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-game.direc)*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 * game.dist * bigger +0.5
- x = game.sector.x
- y = game.sector.y
- 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(False)
+ imove(course, noattack=False)
if game.alldone:
return
- game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
+ game.energy -= course.power(game.warpfac)
if game.energy <= 0:
finish(FNRG)
- game.optime = 10.0*game.dist/game.wfacsq
+ game.optime = course.time(game.warpfac)
if twarp:
timwrp()
if blooey:
- game.damage[DWARPEN] = game.damfac*(3.0*random.random()+1.0)
+ game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
skip(1)
prout(_("Engineering to bridge--"))
prout(_(" Scott here. The warp engines are damaged."))
return
def setwarp():
- # change the warp factor
+ "Change the warp factor."
while True:
- key=scan()
- if key != IHEOL:
+ key=scanner.next()
+ if key != "IHEOL":
break
- chew()
+ scanner.chew()
proutn(_("Warp factor- "))
- chew()
- if key != IHREAL:
+ scanner.chew()
+ if key != "IHREAL":
huh()
return
if game.damage[DWARPEN] > 10.0:
prout(_("Warp engines inoperative."))
return
- if damaged(DWARPEN) and aaitem > 4.0:
+ if damaged(DWARPEN) and scanner.real > 4.0:
prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
prout(_(" but right now we can only go warp 4.\""))
return
- if aaitem > 10.0:
+ if scanner.real > 10.0:
prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
return
- if aaitem < 1.0:
+ if scanner.real < 1.0:
prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
return
oldfac = game.warpfac
- game.warpfac = aaitem
- game.wfacsq=game.warpfac*game.warpfac
+ game.warpfac = scanner.real
if game.warpfac <= oldfac or game.warpfac <= 6.0:
prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
int(game.warpfac))
return
def atover(igrab):
- # cope with being tossed out of quadrant by supernova or yanked by beam
-
- chew()
+ "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):
prout(_("But with the shields up it's hopeless."))
finish(FPNOVA)
prouts(_("His desperate attempt to rescue you . . ."))
- if random.random() <= 0.5:
+ if withprob(0.5):
prout(_("fails."))
finish(FPNOVA)
return
if game.imine:
game.imine = False
proutn(_("The crystals mined were "))
- if random.random() <= 0.25:
+ if withprob(0.25):
prout(_("lost."))
else:
prout(_("saved."))
game.icrystl = True
if igrab:
return
-
# Check to see if captain in shuttle craft
if game.icraft:
finish(FSTRACTOR)
if game.alldone:
return
-
# Inform captain of attempt to reach safety
skip(1)
while True:
if game.justin:
prouts(_("***RED ALERT! RED ALERT!"))
skip(1)
- proutn(_("The "))
- crmshp()
- prout(_(" has stopped in a quadrant containing"))
+ proutn(_("The %s has stopped in a quadrant containing") % crmshp())
prouts(_(" a supernova."))
skip(2)
- proutn(_("***Emergency automatic override attempts to hurl "))
- crmshp()
- skip(1)
+ prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
prout(_("safely out of quadrant."))
if not damaged(DRADIO):
- game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
# Try to use warp engines
if damaged(DWARPEN):
skip(1)
prout(_("Warp engines damaged."))
finish(FSNOVAED)
return
- game.warpfac = 6.0+2.0*random.random()
- game.wfacsq = game.warpfac * game.warpfac
+ game.warpfac = randreal(6.0, 8.0)
prout(_("Warp factor set to %d") % int(game.warpfac))
power = 0.75*game.energy
- game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
- distreq = 1.4142+random.random()
- if distreq < game.dist:
- game.dist = distreq
- game.optime = 10.0*game.dist/game.wfacsq
- game.direc = 12.0*random.random() # How dumb!
+ dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
+ 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(True)
+ warp(bugout, involuntary=True)
if not game.justin:
# This is bad news, we didn't leave quadrant.
if game.alldone:
finish(FSNOVAED)
return
# Repeat if another snova
- if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+ if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
break
- if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
+ if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
finish(FWON) # Snova killed remaining enemy.
def timwrp():
- # let's do the time warp again
+ "Let's do the time warp again."
prout(_("***TIME WARP ENTERED."))
- if game.state.snap and random.random() < 0.5:
+ if game.state.snap and withprob(0.5):
# Go back in time
prout(_("You are traveling backwards in time %d stardates.") %
int(game.state.date-game.snapsht.date))
game.state = game.snapsht
game.state.snap = False
- if game.state.remcom:
- schedule(FTBEAM, expran(game.intime/game.state.remcom))
+ if len(game.state.kcmdr):
+ schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
schedule(FBATTAK, expran(0.3*game.intime))
schedule(FSNOVA, expran(0.5*game.intime))
# next snapshot will be sooner
game.isatb = 0
unschedule(FCDBAS)
unschedule(FSCDBAS)
- invalidate(game.battle)
-
+ game.battle.invalidate()
# Make sure Galileo is consistant -- Snapshot may have been taken
# when on planet, which would give us two Galileos!
gotit = False
if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""))
game.iscraft = "onship"
- #
-# * There used to be code to do the actual reconstrction here,
-# * but the starchart is now part of the snapshotted galaxy state.
-#
+ # There used to be code to do the actual reconstrction here,
+ # but the starchart is now part of the snapshotted galaxy state.
prout(_("Spock has reconstructed a correct star chart from memory"))
else:
# Go forward in time
- game.optime = -0.5*game.intime*math.log(random.random())
+ game.optime = -0.5*game.intime*math.log(randreal())
prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
# cheat to make sure no tractor beams occur during time warp
postpone(FTBEAM, game.optime)
game.damage[DRADIO] += game.optime
- newqad(False)
+ newqad()
events() # Stas Sergeev added this -- do pending events
def probe():
- # launch deep-space probe
+ "Launch deep-space probe."
# New code to launch a deep space probe
if game.nprobes == 0:
- chew()
+ scanner.chew()
skip(1)
if game.ship == IHE:
prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
prout(_("Ye Faerie Queene has no deep space probes."))
return
if damaged(DDSP):
- chew()
+ scanner.chew()
skip(1)
prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
return
if is_scheduled(FDSPROB):
- chew()
+ scanner.chew()
skip(1)
if damaged(DRADIO) and game.condition != "docked":
prout(_("Spock- \"Records show the previous probe has not yet"))
else:
prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
return
- key = scan()
-
- if key == IHEOL:
- # slow mode, so let Kirk know how many probes there are left
+ key = scanner.next()
+ if key == "IHEOL":
if game.nprobes == 1:
prout(_("1 probe left."))
else:
proutn(_("Are you sure you want to fire a probe? "))
if ja() == False:
return
-
game.isarmed = False
- if key == IHALPHA and citem == "armed":
+ if key == "IHALPHA" and scanner.token == "armed":
game.isarmed = True
- key = scan()
- elif key == IHEOL:
+ key = scanner.next()
+ elif key == "IHEOL":
proutn(_("Arm NOVAMAX warhead? "))
game.isarmed = ja()
- getcd(True, key)
- if game.direc == -1.0:
- return
+ elif key == "IHREAL": # first element of course
+ scanner.push(scanner.token)
+ try:
+ game.probe = getcourse(isprobe=True)
+ except TrekError:
+ return
game.nprobes -= 1
- angle = ((15.0 - game.direc) * 0.5235988)
- game.probeinx = -math.sin(angle)
- game.probeiny = math.cos(angle)
- if math.fabs(game.probeinx) > math.fabs(game.probeiny):
- bigger = math.fabs(game.probeinx)
- else:
- bigger = math.fabs(game.probeiny)
-
- game.probeiny /= bigger
- game.probeinx /= bigger
- game.proben = 10.0*game.dist*bigger +0.5
- game.probex = game.quadrant.x*QUADSIZE + game.sector.x - 1 # We will use better packing than original
- game.probey = game.quadrant.y*QUADSIZE + game.sector.y - 1
- game.probec = game.quadrant
schedule(FDSPROB, 0.01) # Time to move one sector
prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
game.ididit = True
return
-# Here's how the mayday code works:
-#
-# First, the closest starbase is selected. If there is a a starbase
-# in your own quadrant, you are in good shape. This distance takes
-# quadrant distances into account only.
-#
-# A magic number is computed based on the distance which acts as the
-# probability that you will be rematerialized. You get three tries.
-#
-# When it is determined that you should be able to be rematerialized
-# (i.e., when the probability thing mentioned above comes up
-# positive), you are put into that quadrant (anywhere). Then, we try
-# to see if there is a spot adjacent to the star- base. If not, you
-# can't be rematerialized!!! Otherwise, it drops you there. It only
-# tries five times to find a spot to drop you. After that, it's your
-# problem.
-
def mayday():
- # yell for help from nearest starbase
+ "Yell for help from nearest starbase."
# There's more than one way to move in this game!
- line = 0
-
- chew()
+ scanner.chew()
# Test for conditions which prevent calling for help
if game.condition == "docked":
prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
if damaged(DRADIO):
prout(_("Subspace radio damaged."))
return
- if game.state.rembase==0:
+ if not game.state.baseq:
prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
return
if game.landed:
- proutn(_("You must be aboard the "))
- crmshp()
- prout(".")
+ prout(_("You must be aboard the %s.") % crmshp())
return
# OK -- call for help from nearest starbase
game.nhelp += 1
- if game.base.x!=0:
+ if game.base.i!=0:
# There's one in this quadrant
- ddist = distance(game.base, game.sector)
+ ddist = (game.base - game.sector).distance()
else:
ddist = FOREVER
- for m in range(1, game.state.rembase+1):
- xdist = QUADSIZE * distance(game.state.baseq[m], game.quadrant)
+ for ibq in game.state.baseq:
+ xdist = QUADSIZE * (ibq - game.quadrant).distance()
if xdist < ddist:
ddist = xdist
- line = m
# Since starbase not in quadrant, set up new quadrant
- game.quadrant = game.state.baseq[line]
- newqad(True)
+ game.quadrant = ibq
+ newqad()
# dematerialize starship
- game.quad[game.sector.x][game.sector.y]=IHDOT
- proutn(_("Starbase in Quadrant %s responds--") % game.quadrant)
- crmshp()
- prout(_(" dematerializes."))
- game.sector.x=0
+ game.quad[game.sector.i][game.sector.j]=IHDOT
+ proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
+ % (game.quadrant, crmshp()))
+ game.sector.invalidate()
for m in range(1, 5+1):
- ix = game.base.x+3.0*random.random()-1
- iy = game.base.y+3.0*random.random()-1
- if VALID_SECTOR(ix,iy) and game.quad[ix][iy]==IHDOT:
+ w = game.base.scatter()
+ if w.valid_sector() and game.quad[w.i][w.j]==IHDOT:
# found one -- finish up
- game.sector.x=ix
- game.sector.y=iy
+ game.sector = w
break
- if not is_valid(game.sector):
+ if not game.sector.is_valid():
prout(_("You have been lost in space..."))
finish(FMATERIALIZE)
return
if m == 1: proutn(_("1st"))
elif m == 2: proutn(_("2nd"))
elif m == 3: proutn(_("3rd"))
- proutn(_(" attempt to re-materialize "))
- crmshp()
+ proutn(_(" attempt to re-materialize ") + crmshp())
game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
- textcolor(RED)
+ #textcolor("red")
warble()
- if random.random() > probf:
+ if randreal() > probf:
break
prout(_("fails."))
curses.delay_output(500)
- textcolor(DEFAULT)
+ #textcolor(None)
if m > 3:
game.quad[ix][iy]=IHQUEST
game.alive = False
finish(FMATERIALIZE)
return
game.quad[ix][iy]=game.ship
- textcolor(GREEN)
+ #textcolor("green")
prout(_("succeeds."))
- textcolor(DEFAULT)
+ #textcolor(None)
dock(False)
skip(1)
prout(_("Lt. Uhura- \"Captain, we made it!\""))
-# Abandon Ship (the BSD-Trek description)
-#
-# The ship is abandoned. If your current ship is the Faire
-# Queene, or if your shuttlecraft is dead, you're out of
-# luck. You need the shuttlecraft in order for the captain
-# (that's you!!) to escape.
-#
-# Your crew can beam to an inhabited starsystem in the
-# quadrant, if there is one and if the transporter is working.
-# If there is no inhabited starsystem, or if the transporter
-# is out, they are left to die in outer space.
-#
-# If there are no starbases left, you are captured by the
-# Klingons, who torture you mercilessly. However, if there
-# is at least one starbase, you are returned to the
-# Federation in a prisoner of war exchange. Of course, this
-# can't happen unless you have taken some prisoners.
-
def abandon():
- # abandon ship
- chew()
+ "Abandon ship."
+ scanner.chew()
if game.condition=="docked":
if game.ship!=IHE:
prout(_("You cannot abandon Ye Faerie Queene."))
if game.iscraft != "onship":
prout(_("Shuttle craft not currently available."))
return
- # Print abandon ship messages
+ # Emit abandon ship messages
skip(1)
prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
skip(1)
prouts(_("***ALL HANDS ABANDON SHIP!"))
skip(2)
prout(_("Captain and crew escape in shuttle craft."))
- if game.state.rembase==0:
+ if not game.state.baseq:
# Oops! no place to go...
finish(FABANDN)
return
- q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
+ q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
# Dispose of crew
if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
prout(_("Remainder of ship's complement beam down"))
prout(_("to nearest habitable planet."))
- elif q.planet != NOPLANET and not damaged(DTRANSP):
+ elif q.planet != None and not damaged(DTRANSP):
prout(_("Remainder of ship's complement beam down to %s.") %
q.planet)
else:
game.state.crew)
game.casual += game.state.crew
game.abandoned += game.state.crew
-
# If at least one base left, give 'em the Faerie Queene
skip(1)
game.icrystl = False # crystals are lost
game.nprobes = 0 # No probes
prout(_("You are captured by Klingons and released to"))
prout(_("the Federation in a prisoner-of-war exchange."))
- nb = random.random()*game.state.rembase+1
+ nb = randrange(len(game.state.baseq))
# Set up quadrant and position FQ adjacient to base
if not game.quadrant == game.state.baseq[nb]:
game.quadrant = game.state.baseq[nb]
- game.sector.x = game.sector.y = 5
- newqad(True)
+ game.sector.i = game.sector.j = 5
+ newqad()
while True:
# position next to base by trial and error
- game.quad[game.sector.x][game.sector.y] = IHDOT
- for l in range(1, QUADSIZE+1):
- game.sector.x = 3.0*random.random() - 1.0 + game.base.x
- game.sector.y = 3.0*random.random() - 1.0 + game.base.y
- if VALID_SECTOR(game.sector.x, game.sector.y) and \
- game.quad[game.sector.x][game.sector.y] == IHDOT:
+ game.quad[game.sector.i][game.sector.j] = IHDOT
+ for l in range(QUADSIZE):
+ game.sector = game.base.scatter()
+ if game.sector.valid_sector() and \
+ game.quad[game.sector.i][game.sector.j] == IHDOT:
break
if l < QUADSIZE+1:
break # found a spot
- game.sector.x=QUADSIZE/2
- game.sector.y=QUADSIZE/2
- newqad(True)
+ game.sector.i=QUADSIZE/2
+ game.sector.j=QUADSIZE/2
+ newqad()
# Get new commission
- game.quad[game.sector.x][game.sector.y] = game.ship = IHF
+ game.quad[game.sector.i][game.sector.j] = game.ship = IHF
game.state.crew = FULLCREW
prout(_("Starfleet puts you in command of another ship,"))
prout(_("the Faerie Queene, which is antiquated but,"))
game.iscraft = "offship" # Galileo disappears
# Resupply ship
game.condition="docked"
- for l in range(0, NDEVICES):
+ for l in range(NDEVICES):
game.damage[l] = 0.0
game.damage[DSHUTTL] = -1
game.energy = game.inenrg = 3000.0
game.lsupres=game.inlsr=3.0
game.shldup=False
game.warpfac=5.0
- game.wfacsq=25.0
return
# Code from planets.c begins here.
def consumeTime():
- # abort a lengthy operation if an event interrupts it
+ "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:
+ if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
return True
return False
def survey():
- # report on (uninhabited) planets in the galaxy
+ "Report on (uninhabited) planets in the galaxy."
iknow = False
skip(1)
- chew()
+ scanner.chew()
prout(_("Spock- \"Planet report follows, Captain.\""))
skip(1)
for i in range(game.inplan):
- if game.state.planets[i].pclass == destroyed:
+ if game.state.planets[i].pclass == "destroyed":
continue
if (game.state.planets[i].known != "unknown" \
and not game.state.planets[i].inhabited) \
iknow = True
if idebug and game.state.planets[i].known=="unknown":
proutn("(Unknown) ")
- proutn(_("Quadrant %s") % game.state.planets[i].w)
+ proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
proutn(_(" class "))
proutn(game.state.planets[i].pclass)
proutn(" ")
prout(_("No information available."))
def orbit():
- # enter standard orbit
+ "Enter standard orbit."
skip(1)
- chew()
+ 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 is_valid(game.plnet) or abs(game.sector.x-game.plnet.x) > 1 or abs(game.sector.y-game.plnet.y) > 1:
- crmshp()
- prout(_(" not adjacent to planet."))
+ if not game.plnet.is_valid():
+ prout("There is no planet in this sector.")
+ return
+ if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
+ prout(crmshp() + _(" not adjacent to planet."))
skip(1)
return
- game.optime = 0.02+0.03*random.random()
+ game.optime = randreal(0.02, 0.05)
prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
newcnd()
if consumeTime():
return
- game.height = (1400.0+7200.0*random.random())
+ game.height = randreal(1400, 8600)
prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
game.inorbit = True
game.ididit = True
def sensor():
- # examine planets in this quadrant
+ "Examine planets in this quadrant."
if damaged(DSRSENS):
if game.options & OPTION_TTY:
prout(_("Short range sensors damaged."))
return
- if not is_valid(game.plnet):
+ if game.iplnet == None:
if game.options & OPTION_TTY:
prout(_("Spock- \"No planet in this quadrant, Captain.\""))
return
- if game.state.planets[game.iplnet].known == "unknown":
+ if game.iplnet.known == "unknown":
prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
skip(1)
prout(_(" Planet at Sector %s is of class %s.") %
- (sector,game.plnet, game.state.planets[game.iplnet]))
- if game.state.planets[game.iplnet].known=="shuttle_down":
+ (game.plnet, game.iplnet.pclass))
+ if game.iplnet.known=="shuttle_down":
prout(_(" Sensors show Galileo still on surface."))
proutn(_(" Readings indicate"))
- if game.state.planets[game.iplnet].crystals != present:
+ if game.iplnet.crystals != "present":
proutn(_(" no"))
prout(_(" dilithium crystals present.\""))
- if game.state.planets[game.iplnet].known == "unknown":
- game.state.planets[game.iplnet].known = "known"
+ if game.iplnet.known == "unknown":
+ game.iplnet.known = "known"
+ elif game.iplnet.inhabited:
+ prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
+ prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
def beam():
- # use the transporter
+ "Use the transporter."
nrgneed = 0
- chew()
+ scanner.chew()
skip(1)
if damaged(DTRANSP):
prout(_("Transporter damaged."))
- if not damaged(DSHUTTL) and (game.state.planets[game.iplnet].known=="shuttle_down" or game.iscraft == "onship"):
+ if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
skip(1)
proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
if ja() == True:
shuttle()
return
if not game.inorbit:
- crmshp()
- prout(_(" not in standard orbit."))
+ prout(crmshp() + _(" not in standard orbit."))
return
if game.shldup:
prout(_("Impossible to transport through shields."))
return
- if game.state.planets[game.iplnet].known=="unknown":
+ if game.iplnet.known=="unknown":
prout(_("Spock- \"Captain, we have no information on this planet"))
prout(_(" and Starfleet Regulations clearly state that in this situation"))
prout(_(" you may not go down.\""))
return
- if not game.landed and game.state.planets[game.iplnet].crystals==absent:
+ if not game.landed and game.iplnet.crystals=="absent":
prout(_("Spock- \"Captain, I fail to see the logic in"))
prout(_(" exploring a planet with no dilithium crystals."))
proutn(_(" Are you sure this is wise?\" "))
if ja() == False:
- chew()
+ scanner.chew()
return
if not (game.options & OPTION_PLAIN):
nrgneed = 50 * game.skill + game.height / 100.0
prout(_("Engineering to bridge--"))
prout(_(" Captain, we have enough energy only to transport you down to"))
prout(_(" the planet, but there wouldn't be an energy for the trip back."))
- if game.state.planets[game.iplnet].known == "shuttle_down":
+ if game.iplnet.known == "shuttle_down":
prout(_(" Although the Galileo shuttle craft may still be on a surface."))
proutn(_(" Are you sure this is wise?\" "))
if ja() == False:
- chew()
+ scanner.chew()
return
if game.landed:
# Coming from planet
- if game.state.planets[game.iplnet].known=="shuttle_down":
+ if game.iplnet.known=="shuttle_down":
proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
if ja() == True:
- chew()
+ scanner.chew()
return
prout(_("Your crew hides the Galileo to prevent capture by aliens."))
prout(_("Landing party assembled, ready to beam up."))
skip(1)
prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
skip(2)
- if random.random() > 0.98:
+ if withprob(0.98):
prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
skip(2)
prout(_("Scotty- \"Oh my God! I've lost them.\""))
game.energy -= nrgneed
skip(2)
prout(_("Transport complete."))
- if game.landed and game.state.planets[game.iplnet].known=="shuttle_down":
+ if game.landed and game.iplnet.known=="shuttle_down":
prout(_("The shuttle craft Galileo is here!"))
if not game.landed and game.imine:
game.icrystl = True
return
def mine():
- # strip-mine a world for dilithium
+ "Strip-mine a world for dilithium."
skip(1)
- chew()
+ scanner.chew()
if not game.landed:
prout(_("Mining party not on planet."))
return
- if game.state.planets[game.iplnet].crystals == mined:
+ if game.iplnet.crystals == "mined":
prout(_("This planet has already been strip-mined for dilithium."))
return
- elif game.state.planets[game.iplnet].crystals == absent:
+ elif game.iplnet.crystals == "absent":
prout(_("No dilithium crystals on this planet."))
return
if game.imine:
prout(_("You've already mined enough crystals for this trip."))
return
if game.icrystl and game.cryprob == 0.05:
- proutn(_("With all those fresh crystals aboard the "))
- crmshp()
- skip(1)
+ prout(_("With all those fresh crystals aboard the ") + crmshp())
prout(_("there's no reason to mine more at this time."))
return
- game.optime = (0.1+0.2*random.random())*game.state.planets[game.iplnet].pclass
+ game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
if consumeTime():
return
prout(_("Mining operation complete."))
- game.state.planets[game.iplnet].crystals = mined
+ game.iplnet.crystals = "mined"
game.imine = game.ididit = True
def usecrystals():
- # use dilithium crystals
+ "Use dilithium crystals."
game.ididit = False
skip(1)
- chew()
+ scanner.chew()
if not game.icrystl:
prout(_("No dilithium crystals available."))
return
prout(_(" system may risk a severe explosion."))
proutn(_(" Are you sure this is wise?\" "))
if ja() == False:
- chew()
+ scanner.chew()
return
skip(1)
prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
skip(1)
prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
skip(1)
- if random.random() <= game.cryprob:
+ if with(game.cryprob):
prouts(_(" \"Activating now! - - No good! It's***"))
skip(2)
prouts(_("***RED ALERT! RED A*L********************************"))
skip(1)
kaboom()
return
- game.energy += 5000.0*(1.0 + 0.9*random.random())
+ game.energy += randreal(5000.0, 5500.0)
prouts(_(" \"Activating now! - - "))
prout(_("The instruments"))
prout(_(" are going crazy, but I think it's"))
game.ididit = True
def shuttle():
- # use shuttlecraft for planetary jaunt
- chew()
+ "Use shuttlecraft for planetary jaunt."
+ scanner.chew()
skip(1)
if damaged(DSHUTTL):
if game.damage[DSHUTTL] == -1.0:
- if game.inorbit and game.state.planets[game.iplnet].known == "shuttle_down":
+ if game.inorbit and game.iplnet.known == "shuttle_down":
prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
else:
prout(_("Ye Faerie Queene had no shuttle craft."))
prout(_("Shuttle craft is now serving Big Macs."))
return
if not game.inorbit:
- crmshp()
- prout(_(" not in standard orbit."))
+ prout(crmshp() + _(" not in standard orbit."))
return
- if (game.state.planets[game.iplnet].known != "shuttle_down") and game.iscraft != "onship":
+ if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
prout(_("Shuttle craft not currently available."))
return
- if not game.landed and game.state.planets[game.iplnet].known=="shuttle_down":
+ if not game.landed and game.iplnet.known=="shuttle_down":
prout(_("You will have to beam down to retrieve the shuttle craft."))
return
if game.shldup or game.condition == "docked":
prout(_("Shuttle craft cannot pass through shields."))
return
- if game.state.planets[game.iplnet].known=="unknown":
+ if game.iplnet.known=="unknown":
prout(_("Spock- \"Captain, we have no information on this planet"))
prout(_(" and Starfleet Regulations clearly state that in this situation"))
prout(_(" you may not fly down.\""))
skip(1)
if consumeTime():
return
- game.state.planets[game.iplnet].known="shuttle_down"
+ game.iplnet.known="shuttle_down"
prout(_("Trip complete."))
return
else:
skip(1)
prouts(_("The short hop begins . . ."))
skip(1)
- game.state.planets[game.iplnet].known="known"
+ game.iplnet.known="known"
game.icraft = True
skip(1)
game.landed = False
prout(_("Trip complete."))
return
else:
- # Kirk on ship
- # and so is Galileo
+ # Kirk on ship and so is Galileo
prout(_("Mining party assembles in the hangar deck,"))
prout(_("ready to board the shuttle craft \"Galileo\"."))
skip(1)
game.iscraft = "offship"
if consumeTime():
return
- game.state.planets[game.iplnet].known = "shuttle_down"
+ game.iplnet.known = "shuttle_down"
game.landed = True
game.icraft = False
prout(_("Trip complete."))
return
def deathray():
- # use the big zapper
- r = random.random()
-
+ "Use the big zapper."
game.ididit = False
skip(1)
- chew()
+ scanner.chew()
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):
skip(1)
prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
skip(1)
- dprob = .30
+ dprob = 0.30
if game.options & OPTION_PLAIN:
- dprob = .5
+ dprob = 0.5
+ r = randreal()
if r > dprob:
prouts(_("Sulu- \"Captain! It's working!\""))
skip(2)
- while game.nenhere > 0:
- deadkl(game.ks[1], game.quad[game.ks[1].x][game.ks[1].y],game.ks[1])
+ while len(game.enemies) > 0:
+ deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.i][game.enemies[1].kloc.j],game.enemies[1].kloc)
prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
- if (game.state.remkl + game.state.remcom + game.state.nscrem) == 0:
+ if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
finish(FWON)
if (game.options & OPTION_PLAIN) == 0:
prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
- if random.random() <= 0.05:
+ if withprob(0.05):
prout(_(" is still operational.\""))
else:
prout(_(" has been rendered nonfunctional.\""))
game.damage[DDRAY] = 39.95
return
- r = random.random() # Pick failure method
- if r <= .30:
+ r = randreal() # Pick failure method
+ if r <= 0.30:
prouts(_("Sulu- \"Captain! It's working!\""))
skip(1)
prouts(_("***RED ALERT! RED ALERT!"))
skip(1)
kaboom()
return
- if r <= .55:
+ if r <= 0.55:
prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
skip(1)
prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
proutn(_("Spock- \"I believe the word is"))
prouts(_(" *ASTONISHING*"))
prout(_(" Mr. Sulu."))
- for i in range(1, QUADSIZE+1):
- for j in range(1, QUADSIZE+1):
+ for i in range(QUADSIZE):
+ for j in range(QUADSIZE):
if game.quad[i][j] == IHDOT:
game.quad[i][j] = IHQUEST
prout(_(" Captain, our quadrant is now infested with"))
# Code from reports.c begins here
def attackreport(curt):
- # report status of bases under attack
+ "eport status of bases under attack."
if not curt:
if is_scheduled(FCDBAS):
prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
def report():
# report on general game status
- chew()
+ scanner.chew()
s1 = "" and game.thawed and _("thawed ")
s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
s3 = (None, _("novice"). _("fair"),
if game.tourn:
prout(_("This is tournament game %d.") % game.tourn)
prout(_("Your secret password is \"%s\"") % game.passwd)
- proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + game.state.remcom + game.state.nscrem)),
+ proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)),
(game.inkling + game.incom + game.inscom)))
- if game.incom - game.state.remcom:
- prout(_(", including %d Commander%s.") % (game.incom - game.state.remcom, (_("s"), "")[(game.incom - game.state.remcom)==1]))
+ if game.incom - len(game.state.kcmdr):
+ prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
prout(_(", but no Commanders."))
else:
prout(".")
if game.skill > SKILL_FAIR:
prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
- if game.state.rembase != game.inbase:
+ if len(game.state.baseq) != game.inbase:
proutn(_("There "))
- if game.inbase-game.state.rembase==1:
+ if game.inbase-len(game.state.baseq)==1:
proutn(_("has been 1 base"))
else:
- proutn(_("have been %d bases") % (game.inbase-game.state.rembase))
- prout(_(" destroyed, %d remaining.") % game.state.rembase)
+ proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
+ prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
else:
prout(_("There are %d bases.") % game.inbase)
if communicating() or game.iseenit:
(i, (_("s"), "")[i==1]))
skip(1)
-def lrscan():
- # long-range sensor scan
+def lrscan(silent):
+ "Long-range sensor scan."
if damaged(DLRSENS):
# Now allow base's sensors if docked
if game.condition != "docked":
- prout(_("LONG-RANGE SENSORS DAMAGED."))
+ if not silent:
+ prout(_("LONG-RANGE SENSORS DAMAGED."))
return
- prout(_("Starbase's long-range scan"))
- else:
+ if not silent:
+ prout(_("Starbase's long-range scan"))
+ elif not silent:
prout(_("Long-range scan"))
- for x in range(game.quadrant.x-1, game.quadrant.x+2):
- proutn(" ")
- for y in range(game.quadrant.y-1, game.quadrant.y+2):
- if not VALID_QUADRANT(x, y):
- proutn(" -1")
+ for x in range(game.quadrant.i-1, game.quadrant.i+2):
+ if not silent:
+ proutn(" ")
+ for y in range(game.quadrant.j-1, game.quadrant.j+2):
+ if not coord(x, y).valid_quadrant():
+ if not silent:
+ proutn(" -1")
else:
if not damaged(DRADIO):
game.state.galaxy[x][y].charted = True
game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
- if game.state.galaxy[x][y].supernova:
+ if not silent and game.state.galaxy[x][y].supernova:
proutn(" ***")
- else:
+ elif not silent:
proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
prout(" ")
def damagereport():
- # damage report
+ "Damage report."
jdam = False
- chew()
-
+ scanner.chew()
for i in range(NDEVICES):
if damaged(i):
if not jdam:
prout(_("All devices functional."))
def rechart():
- # update the chart in the Enterprise's computer from galaxy data
+ "Update the chart in the Enterprise's computer from galaxy data."
game.lastchart = game.state.date
- for i in range(1, GALSIZE+1):
- for j in range(1, GALSIZE+1):
+ for i in range(GALSIZE):
+ for j in range(GALSIZE):
if game.state.galaxy[i][j].charted:
game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
def chart():
- # display the star chart
- chew()
+ "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(_(" STAR CHART FOR THE KNOWN GALAXY"))
if game.state.date > game.lastchart:
prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
prout(" 1 2 3 4 5 6 7 8")
- for i in range(1, GALSIZE+1):
- proutn("%d |" % (i))
- for j in range(1, GALSIZE+1):
- if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
+ for i in range(GALSIZE):
+ proutn("%d |" % (i+1))
+ for j in range(GALSIZE):
+ if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
proutn("<")
else:
proutn(" ")
if game.state.galaxy[i][j].supernova:
- strcpy(buf, "***")
+ show = "***"
elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
- strcpy(buf, ".1.")
+ show = ".1."
elif game.state.galaxy[i][j].charted:
- sprintf(buf, "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars))
+ show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
else:
- strcpy(buf, "...")
- proutn(buf)
- if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
+ show = "..."
+ proutn(show)
+ if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
proutn(">")
else:
proutn(" ")
skip(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):
+ "Light up an individual dot in a sector."
+ if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 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": textcolor(RED)
- elif game.condition == "green": textcolor(GREEN)
- elif game.condition == "yellow": textcolor(YELLOW)
- elif game.condition == "docked": textcolor(CYAN)
- elif game.condition == "dead": textcolor(BROWN)
+ #if game.condition == "red": textcolor("red")
+ #elif game.condition == "green": textcolor("green")
+ #elif game.condition == "yellow": textcolor("yellow")
+ #elif game.condition == "docked": textcolor("cyan")
+ #elif game.condition == "dead": textcolor("brown")
if game.quad[i][j] != game.ship:
highvideo()
proutn("%c " % game.quad[i][j])
- textcolor(DEFAULT)
+ #textcolor(None)
else:
proutn("- ")
-def status(req):
- # print status report lines
-
+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))
- elif not req or req == 2:
+ if not req or req == 2:
if game.condition != "docked":
newcnd()
dam = 0
- for t in range(0, NDEVICES):
+ for t in range(NDEVICES):
if game.damage[t]>0:
dam += 1
prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
- elif not req or req == 3:
+ if not req or req == 3:
prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
- elif not req or req == 4:
+ if not req or req == 4:
if damaged(DLIFSUP):
if game.condition == "docked":
- sprintf(s, _("DAMAGED, Base provides"))
+ s = _("DAMAGED, Base provides")
else:
- sprintf(s, _("DAMAGED, reserves=%4.2f") % game.lsupres)
+ s = _("DAMAGED, reserves=%4.2f") % game.lsupres
else:
- sprintf(s, _("ACTIVE"))
+ s = _("ACTIVE")
prstat(_("Life Support"), s)
- elif not req or req == 5:
- prstat(_("Warp Factor"), "%.1f" % (game.warpfac))
- elif not req or req == 6:
+ if not req or req == 5:
+ prstat(_("Warp Factor"), "%.1f" % game.warpfac)
+ if not req or req == 6:
extra = ""
if game.icrystl and (game.options & OPTION_SHOWME):
extra = _(" (have crystals)")
- prstat(_("Energy"), "%.2f%s" % game.energy, extra)
- elif not req or req == 7:
+ prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
+ if not req or req == 7:
prstat(_("Torpedoes"), "%d" % (game.torps))
- elif not req or req == 8:
+ if not req or req == 8:
if damaged(DSHIELD):
- strcpy(s, _("DAMAGED,"))
+ s = _("DAMAGED,")
elif game.shldup:
- strcpy(s, _("UP,"))
+ s = _("UP,")
else:
- strcpy(s, _("DOWN,"))
+ s = _("DOWN,")
data = _(" %d%% %.1f units") \
% (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
- prstat(_("Shields"), s)
- elif not req or req == 9:
+ prstat(_("Shields"), s+data)
+ if not req or req == 9:
prstat(_("Klingons Left"), "%d" \
- % (game.state.remkl + game.state.remcom + game.state.nscrem))
- elif not req or req == 10:
+ % (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.x][game.quadrant.y].planet
- if plnet != NOPLANET and game.state.planets[plnet].inhabited:
+ plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
+ if plnet and plnet.inhabited:
prstat(_("Major system"), plnet.name)
else:
prout(_("Sector is uninhabited"))
attackreport(not req)
def request():
+ "Request specified status data, a historical relic from slow TTYs."
requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
- while scan() == IHEOL:
+ while scanner.next() == "IHEOL":
proutn(_("Information desired? "))
- chew()
- if citem in requests:
- status(requests.index(citem))
+ scanner.chew()
+ if scanner.token in requests:
+ status(requests.index(scanner.token))
else:
prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
prout((" date, condition, position, lsupport, warpfactor,"))
prout((" energy, torpedoes, shields, klingons, system, time."))
def srscan():
- # short-range scan
+ "Short-range scan."
goodScan=True
if damaged(DSRSENS):
# Allow base's sensors if docked
else:
prout(_(" Short-range scan"))
if goodScan and not damaged(DRADIO):
- game.state.chart[game.quadrant.x][game.quadrant.y].klingons = game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons
- game.state.chart[game.quadrant.x][game.quadrant.y].starbase = game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase
- game.state.chart[game.quadrant.x][game.quadrant.y].stars = game.state.galaxy[game.quadrant.x][game.quadrant.y].stars
- game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
+ game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
+ game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
+ game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
prout(" 1 2 3 4 5 6 7 8 9 10")
if game.condition != "docked":
newcnd()
- for i in range(1, QUADSIZE+1):
- proutn("%2d " % (i))
- for j in range(1, QUADSIZE+1):
+ for i in range(QUADSIZE):
+ proutn("%2d " % (i+1))
+ for j in range(QUADSIZE):
sectscan(goodScan, i, j)
skip(1)
-
-
+
def eta():
- # use computer to get estimated time of arrival for a warp jump
+ "Use computer to get estimated time of arrival for a warp jump."
w1 = coord(); w2 = coord()
prompt = False
if damaged(DCOMPTR):
prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
skip(1)
return
- if scan() != IHREAL:
+ if scanner.next() != "IHREAL":
prompt = True
- chew()
+ scanner.chew()
proutn(_("Destination quadrant and/or sector? "))
- if scan()!=IHREAL:
+ if scanner.next()!="IHREAL":
huh()
return
- w1.y = aaitem +0.5
- if scan() != IHREAL:
+ w1.j = int(scanner.real-0.5)
+ if scanner.next() != "IHREAL":
huh()
return
- w1.x = aaitem + 0.5
- if scan() == IHREAL:
- w2.y = aaitem + 0.5
- if scan() != IHREAL:
+ w1.i = int(scanner.real-0.5)
+ if scanner.next() == "IHREAL":
+ w2.j = int(scanner.real-0.5)
+ if scanner.next() != "IHREAL":
huh()
return
- w2.x = aaitem + 0.5
+ w2.i = int(scanner.real-0.5)
else:
- if game.quadrant.y>w1.x:
- w2.x = 1
+ if game.quadrant.j>w1.i:
+ w2.i = 0
else:
- w2.x=QUADSIZE
- if game.quadrant.x>w1.y:
- w2.y = 1
+ w2.i=QUADSIZE-1
+ if game.quadrant.i>w1.j:
+ w2.j = 0
else:
- w2.y=QUADSIZE
-
- if not VALID_QUADRANT(w1.x, w1.y) or not VALID_SECTOR(w2.x, w2.y):
+ w2.j=QUADSIZE-1
+ if not w1.valid_quadrant() or not w2.valid_sector():
huh()
return
- game.dist = math.sqrt(square(w1.y-game.quadrant.y+0.1*(w2.y-game.sector.y))+
- square(w1.x-game.quadrant.x+0.1*(w2.x-game.sector.x)))
+ dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
+ (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
wfl = False
-
if prompt:
prout(_("Answer \"no\" if you don't know the value:"))
while True:
- chew()
+ scanner.chew()
proutn(_("Time or arrival date? "))
- if scan()==IHREAL:
- ttime = aaitem
+ if scanner.next()=="IHREAL":
+ ttime = scanner.real
if ttime > game.state.date:
ttime -= game.state.date # Actually a star date
- twarp=(math.floor(math.sqrt((10.0*game.dist)/ttime)*10.0)+1.0)/10.0
+ twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
if ttime <= 1e-10 or twarp > 10:
prout(_("We'll never make it, sir."))
- chew()
+ scanner.chew()
return
if twarp < 1.0:
twarp = 1.0
break
- chew()
+ scanner.chew()
proutn(_("Warp factor? "))
- if scan()== IHREAL:
+ if scanner.next()== "IHREAL":
wfl = True
- twarp = aaitem
+ twarp = scanner.real
if twarp<1.0 or twarp > 10.0:
huh()
return
break
prout(_("Captain, certainly you can give me one of these."))
while True:
- chew()
- ttime = (10.0*game.dist)/square(twarp)
- tpower = game.dist*twarp*twarp*twarp*(game.shldup+1)
+ scanner.chew()
+ ttime = (10.0*dist)/twarp**2
+ tpower = dist*twarp*twarp*twarp*(game.shldup+1)
if tpower >= game.energy:
prout(_("Insufficient energy, sir."))
if not game.shldup or tpower > game.energy*2.0:
if not wfl:
return
proutn(_("New warp factor to try? "))
- if scan() == IHREAL:
+ if scanner.next() == "IHREAL":
wfl = True
- twarp = aaitem
+ twarp = scanner.real
if twarp<1.0 or twarp > 10.0:
huh()
return
continue
else:
- chew()
+ scanner.chew()
skip(1)
return
prout(_("But if you lower your shields,"))
(scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
prout(_("The starbase there will be destroyed by then."))
proutn(_("New warp factor to try? "))
- if scan() == IHREAL:
+ if scanner.next() == "IHREAL":
wfl = True
- twarp = aaitem
+ twarp = scanner.real
if twarp<1.0 or twarp > 10.0:
huh()
return
else:
- chew()
+ scanner.chew()
skip(1)
return
-
-
-#ifdef BSD_BUG_FOR_BUG
-# A visual scan is made in a particular direction of three sectors
-# in the general direction specified. This takes time, and
-# Klingons can attack you, so it should be done only when sensors
-# are out. Code swiped from BSD-Trek. Not presently used, as we
-# automatically display all adjacent sectors on the short-range
-# scan even when short-range sensors are out.
-
-# This struct[] has the delta x, delta y for particular directions
-
-visdelta = (
- (-1,-1),
- (-1, 0),
- (-1, 1),
- (0, 1),
- (1, 1),
- (1, 0),
- (1, -1),
- (0, -1),
- (-1,-1),
- (-1, 0),
- (-1, 1),
-)
-
-def visual():
- v = coord()
- if scan() != IHREAL:
- chew()
- proutn(_("Direction? "))
- if scan()!=IHREAL:
- huh()
- return
- if aaitem < 0.0 or aaitem > 360.0:
- return
- co = (aaitem + 22) / 45
- v = visdelta[co]
- ix = game.sector.x + v.x
- iy = game.sector.y + v.y
- if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE:
- co = '?'
- else:
- co = game.quad[ix][iy]
- printf("%d,%d %c " % (ix, iy, co))
- v += 1
- ix = game.sector.x + v.x
- iy = game.sector.y + v.y
- if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE:
- co = '?'
- else:
- co = game.quad[ix][iy]
- printf("%c " % (co))
- v += 1
- ix = game.sector.x + v.x
- iy = game.sector.y + v.y
- if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE:
- co = '?'
- else:
- co = game.quad[ix][iy]
- prout("%c %d,%d\n" % (co, ix, iy))
- game.optime = 0.5
- game.ididit = True
-#endif
# Code from setup.c begins here
-def filelength(fd):
- return os.fstat(fd).st_size
-
def prelim():
- # issue a historically correct banner
+ "Issue a historically correct banner."
skip(2)
prout(_("-SUPER- STAR TREK"))
skip(1)
-#ifdef __HISTORICAL__
+# From the FORTRAN original
# prout(_("Latest update-21 Sept 78"))
# skip(1)
-#endif __HISTORICAL__
def freeze(boss):
- # save game
+ "Save game."
if boss:
- citem = "emsave.trk"
- else:
- key = scan()
- if key == IHEOL:
- proutn(_("File name: "))
- key = scan()
- if key != IHALPHA:
- huh()
- return
- chew()
- if '.' not in citem:
- citem += ".trk"
+ scanner.push("emsave.trk")
+ key = scanner.next()
+ if key == "IHEOL":
+ proutn(_("File name: "))
+ key = scanner.next()
+ if key != "IHALPHA":
+ huh()
+ return
+ scanner.chew()
+ if '.' not in scanner.token:
+ scanner.token += ".trk"
try:
- fp = open(citem, "wb")
+ fp = open(scanner.token, "wb")
except IOError:
- prout(_("Can't freeze game as file %s") % citem)
+ prout(_("Can't freeze game as file %s") % scanner.token)
return
cPickle.dump(game, fp)
fp.close()
def thaw():
- # retrieve saved game
+ "Retrieve saved game."
game.passwd[0] = '\0'
- key = scan()
- if key == IHEOL:
+ key = scanner.next()
+ if key == "IHEOL":
proutn(_("File name: "))
- key = scan()
- if key != IHALPHA:
+ key = scanner.next()
+ if key != "IHALPHA":
huh()
return True
- chew()
- if '.' not in citem:
- citem += ".trk"
+ scanner.chew()
+ if '.' not in scanner.token:
+ scanner.token += ".trk"
try:
- fp = open(citem, "rb")
+ fp = open(scanner.token, "rb")
except IOError:
- prout(_("Can't thaw game in %s") % citem)
+ prout(_("Can't thaw game in %s") % scanner.token)
return
game = cPickle.load(fp)
fp.close()
_("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
_("Vulcan (T'Khasi)"), # many episodes
_("Medusa"), # TOS: "Is There in Truth No Beauty?"
- _("Argelius II (Nelphia)"),# TOS: "Wolf in the Fold" ("IV" in BSD)
+ _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD)
_("Ardana"), # TOS: "The Cloud Minders"
_("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
_("Gideon"), # TOS: "The Mark of Gideon"
- _("Aldebaran III"), # TOS: "The Deadly Years"
+ _("Aldebaran III"), # TOS: "The Deadly Years"
_("Alpha Majoris I"), # TOS: "Wolf in the Fold"
_("Altair IV"), # TOS: "Amok Time
_("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
_("D. S. Probe"), \
)
-def setup(needprompt):
- # prepare to play, set up cosmos
- intj, krem, klumper
+def setup():
+ "Prepare to play, set up cosmos."
w = coord()
-
# Decide how many of everything
- if choose(needprompt):
+ if choose():
return # frozen game
# Prepare the Enterprise
- game.alldone = game.gamewon = False
+ game.alldone = game.gamewon = game.shldchg = game.shldup = False
game.ship = IHE
game.state.crew = FULLCREW
game.energy = game.inenrg = 5000.0
game.shield = game.inshld = 2500.0
- game.shldchg = False
- game.shldup = False
game.inlsr = 4.0
game.lsupres = 4.0
game.quadrant = randplace(GALSIZE)
game.sector = randplace(QUADSIZE)
game.torps = game.intorps = 10
- game.nprobes = int(3.0*random.random() + 2.0) # Give them 2-4 of these
+ game.nprobes = randrange(2, 5)
game.warpfac = 5.0
- game.wfacsq = game.warpfac * game.warpfac
- for i in range(0, NDEVICES):
+ for i in range(NDEVICES):
game.damage[i] = 0.0
# Set up assorted game parameters
- invalidate(game.battle)
- game.state.date = game.indate = 100.0*int(31.0*random.random()+20.0)
+ game.battle = coord()
+ game.state.date = game.indate = 100.0 * randreal(20, 51)
game.nkinks = game.nhelp = game.casual = game.abandoned = 0
game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
game.isatb = game.state.nplankl = 0
game.landed = False
game.alive = True
game.docfac = 0.25
- for i in range(1, GALSIZE+1):
- for j in range(1, GALSIZE+1):
- quad = game.state.galaxy[i][j]
- quad.charted = 0
- quad.planet = NOPLANET
- quad.romulans = 0
- quad.klingons = 0
- quad.starbase = False
- quad.supernova = False
- quad.status = "secure"
- # Initialize times for extraneous events
- schedule(FSNOVA, expran(0.5 * game.intime))
- schedule(FTBEAM, expran(1.5 * (game.intime / game.state.remcom)))
- schedule(FSNAP, 1.0 + random.random()) # Force an early snapshot
- schedule(FBATTAK, expran(0.3*game.intime))
- unschedule(FCDBAS)
- if game.state.nscrem:
- schedule(FSCMOVE, 0.2777)
- else:
- unschedule(FSCMOVE)
- unschedule(FSCDBAS)
- unschedule(FDSPROB)
- if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
- schedule(FDISTR, expran(1.0 + game.intime))
- else:
- unschedule(FDISTR)
- unschedule(FENSLV)
- unschedule(FREPRO)
# Starchart is functional but we've never seen it
game.lastchart = FOREVER
# Put stars in the galaxy
game.instar = 0
- for i in range(1, GALSIZE+1):
- for j in range(1, GALSIZE+1):
- k = random.random()*9.0 + 1.0
+ for i in range(GALSIZE):
+ for j in range(GALSIZE):
+ k = randrange(1, QUADSIZE**2/10+1)
game.instar += k
game.state.galaxy[i][j].stars = k
# Locate star bases in galaxy
- for i in range(1, game.inbase+1):
+ for i in range(game.inbase):
while True:
while True:
w = randplace(GALSIZE)
- if not game.state.galaxy[w.x][w.y].starbase:
+ if not game.state.galaxy[w.i][w.j].starbase:
break
contflag = False
# C version: for (j = i-1; j > 0; j--)
# so it did them in the opposite order.
- for j in range(i):
- # Improved placement algorithm to spread out bases
- distq = w.distance(baseq[j])
- if distq < 6.0*(BASEMAX+1-game.inbase) and random.random() < 0.75:
+ for j in range(1, i):
+ # Improved placement algorithm to spread out bases
+ distq = (w - game.state.baseq[j]).distance()
+ if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
contflag = True
if idebug:
prout("=== Abandoning base #%d at %s" % (i, w))
prout("=== Saving base #%d, close to #%d" % (i, j))
if not contflag:
break
- game.state.baseq[i] = w
- game.state.galaxy[w.x][w.y].starbase = True
- game.state.chart[w.x][w.y].starbase = True
+ game.state.baseq.append(w)
+ game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
# Position ordinary Klingon Battle Cruisers
krem = game.inkling
klumper = 0.25*game.skill*(9.0-game.length)+1.0
if klumper > MAXKLQUAD:
klumper = MAXKLQUAD
while True:
- r = random.random()
+ r = randreal()
klump = (1.0 - r*r)*klumper
if klump > krem:
klump = krem
krem -= klump
while True:
w = randplace(GALSIZE)
- if not game.state.galaxy[w.x][w.y].supernova and \
- game.state.galaxy[w.x][w.y].klingons + klump <= MAXKLQUAD:
+ if not game.state.galaxy[w.i][w.j].supernova and \
+ game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
break
- game.state.galaxy[w.x][w.y].klingons += klump
+ game.state.galaxy[w.i][w.j].klingons += int(klump)
if krem <= 0:
break
# Position Klingon Commander Ships
- for i in range(1, game.incom+1):
+ for i in range(game.incom):
while True:
w = randplace(GALSIZE)
- if (game.state.galaxy[w.x][w.y].klingons or random.random()>=0.75) and \
- not game.state.galaxy[w.x][w.y].supernova and \
- game.state.galaxy[w.x][w.y].klingons <= MAXKLQUAD-1 and \
- not w in game.state.kcmdr[:i]:
+ if not welcoming(w) or w in game.state.kcmdr:
+ continue
+ if (game.state.galaxy[w.i][w.j].klingons or withprob(0.25)):
break
- game.state.galaxy[w.x][w.y].klingons += 1
- game.state.kcmdr[i] = w
+ game.state.galaxy[w.i][w.j].klingons += 1
+ game.state.kcmdr.append(w)
# Locate planets in galaxy
for i in range(game.inplan):
while True:
w = randplace(GALSIZE)
- if game.state.galaxy[w.x][w.y].planet == NOPLANET:
+ if game.state.galaxy[w.i][w.j].planet == None:
break
new = planet()
- new.w = w
+ new.quadrant = w
new.crystals = "absent"
if (game.options & OPTION_WORLDS) and i < NINHAB:
new.pclass = "M" # All inhabited planets are class M
new.name = systnames[i]
new.inhabited = True
else:
- new.pclass = ("M", "N", "O")[random.random()*3.0]
- if random.random()*1.5: # 1 in 3 chance of crystals
+ new.pclass = ("M", "N", "O")[randrange(0, 3)]
+ if withprob(0.33):
new.crystals = "present"
new.known = "unknown"
new.inhabited = False
- game.state.galaxy[w.x][w.y].planet = new
- game.state.plnets.append(new)
+ game.state.galaxy[w.i][w.j].planet = new
+ game.state.planets.append(new)
# Locate Romulans
- for i in range(1, game.state.nromrem+1):
+ for i in range(game.state.nromrem):
w = randplace(GALSIZE)
- game.state.galaxy[w.x][w.y].romulans += 1
- # Locate the Super Commander
+ game.state.galaxy[w.i][w.j].romulans += 1
+ # Place the Super-Commander if needed
if game.state.nscrem > 0:
while True:
w = randplace(GALSIZE)
- if not game.state.galaxy[w.x][w.y].supernova and game.state.galaxy[w.x][w.y].klingons <= MXKLQUAD:
+ if welcoming(w):
break
game.state.kscmdr = w
- game.state.galaxy[w.x][w.y].klingons += 1
- # Place thing (in tournament game, thingx == -1, don't want one!)
- if thing.x != -1:
- thing = randplace(GALSIZE)
+ game.state.galaxy[w.i][w.j].klingons += 1
+ # Initialize times for extraneous events
+ schedule(FSNOVA, expran(0.5 * game.intime))
+ schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
+ schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
+ schedule(FBATTAK, expran(0.3*game.intime))
+ unschedule(FCDBAS)
+ if game.state.nscrem:
+ schedule(FSCMOVE, 0.2777)
else:
- invalidate(thing)
+ unschedule(FSCMOVE)
+ unschedule(FSCDBAS)
+ unschedule(FDSPROB)
+ if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
+ schedule(FDISTR, expran(1.0 + game.intime))
+ else:
+ unschedule(FDISTR)
+ unschedule(FENSLV)
+ unschedule(FREPRO)
+ # Place thing (in tournament game, we don't want one!)
+ # New in SST2K: never place the Thing near a starbase.
+ # This makes sense and avoids a special case in the old code.
+ global thing
+ if game.tourn is None:
+ while True:
+ thing = randplace(GALSIZE)
+ if thing not in game.state.baseq:
+ break
skip(2)
game.state.snap = False
if game.skill == SKILL_NOVICE:
prout(_("And one (GULP) Super-Commander."))
prout(_("%d stardates.") % int(game.intime))
proutn(_("%d starbases in ") % game.inbase)
- for i in range(1, game.inbase+1):
+ for i in range(game.inbase):
proutn(`game.state.baseq[i]`)
proutn(" ")
skip(2)
if game.state.nscrem:
prout(_(" YOU'LL NEED IT."))
waitfor()
- newqad(False)
- if game.nenhere - iqhere-game.ithere:
+ newqad()
+ 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(False)
+ attack(torps_ok=False)
-def choose(needprompt):
- # choose your game type
+def choose():
+ "Choose your game type."
+ global thing
while True:
game.tourn = 0
game.thawed = False
game.skill = SKILL_NONE
game.length = 0
- if needprompt: # Can start with command line options
+ if not scanner.inqueue: # Can start with command line options
proutn(_("Would you like a regular, tournament, or saved game? "))
- scan()
- if len(citem)==0: # Try again
- continue
- if isit("tournament"):
- while scan() == IHEOL:
+ scanner.next()
+ if scanner.sees("tournament"):
+ while scanner.next() == "IHEOL":
proutn(_("Type in tournament number-"))
- if aaitem == 0:
- chew()
+ if scanner.real == 0:
+ scanner.chew()
continue # We don't want a blank entry
- game.tourn = int(aaitem)
- thing.x = -1
- random.seed(aaitem)
+ game.tourn = int(round(scanner.real))
+ random.seed(scanner.real)
+ if logfp:
+ logfp.write("# random.seed(%d)\n" % scanner.real)
break
- if isit("saved") or isit("frozen"):
+ if scanner.sees("saved") or scanner.sees("frozen"):
if thaw():
continue
- chew()
+ scanner.chew()
if game.passwd == None:
continue
if not game.alldone:
report()
waitfor()
return True
- if isit("regular"):
+ if scanner.sees("regular"):
break
- proutn(_("What is \""))
- proutn(citem)
- prout("\"?")
- chew()
+ proutn(_("What is \"%s\"?") % scanner.token)
+ scanner.chew()
while game.length==0 or game.skill==SKILL_NONE:
- if scan() == IHALPHA:
- if isit("short"):
+ if scanner.next() == "IHALPHA":
+ if scanner.sees("short"):
game.length = 1
- elif isit("medium"):
+ elif scanner.sees("medium"):
game.length = 2
- elif isit("long"):
+ elif scanner.sees("long"):
game.length = 4
- elif isit("novice"):
+ elif scanner.sees("novice"):
game.skill = SKILL_NOVICE
- elif isit("fair"):
+ elif scanner.sees("fair"):
game.skill = SKILL_FAIR
- elif isit("good"):
+ elif scanner.sees("good"):
game.skill = SKILL_GOOD
- elif isit("expert"):
+ elif scanner.sees("expert"):
game.skill = SKILL_EXPERT
- elif isit("emeritus"):
+ elif scanner.sees("emeritus"):
game.skill = SKILL_EMERITUS
else:
proutn(_("What is \""))
- proutn(citem)
+ proutn(scanner.token)
prout("\"?")
else:
- chew()
+ scanner.chew()
if game.length==0:
proutn(_("Would you like a Short, Medium, or Long game? "))
elif game.skill == SKILL_NONE:
proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
# Choose game options -- added by ESR for SST2K
- if scan() != IHALPHA:
- chew()
+ if scanner.next() != "IHALPHA":
+ scanner.chew()
proutn(_("Choose your game style (or just press enter): "))
- scan()
- if isit("plain"):
+ scanner.next()
+ if scanner.sees("plain"):
# Approximates the UT FORTRAN version.
game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
game.options |= OPTION_PLAIN
- elif isit("almy"):
+ elif scanner.sees("almy"):
# Approximates Tom Almy's version.
game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
game.options |= OPTION_ALMY
- elif isit("fancy"):
+ elif scanner.sees("fancy") or scanner.sees("\n"):
pass
- elif len(citem):
- proutn(_("What is \"%s\"?") % citem)
+ elif len(scanner.token):
+ proutn(_("What is \"%s\"?") % scanner.token)
setpassword()
if game.passwd == "debug":
idebug = True
- fputs("=== Debug mode enabled\n", sys.stdout)
-
+ prout("=== Debug mode enabled.")
# Use parameters to generate initial values of things
game.damfac = 0.5 * game.skill
- game.state.rembase = 2.0 + random.random()*(BASEMAX-2.0)
- game.inbase = game.state.rembase
+ game.inbase = randrange(BASEMIN, BASEMAX+1)
game.inplan = 0
if game.options & OPTION_PLANETS:
- game.inplan += (MAXUNINHAB/2) + (MAXUNINHAB/2+1)*random.random()
+ game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
if game.options & OPTION_WORLDS:
- game.inplan += NINHAB
- game.state.nromrem = game.inrom = (2.0+random.random())*game.skill
+ game.inplan += int(NINHAB)
+ game.state.nromrem = game.inrom = randrange(2 *game.skill)
game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
game.state.remtime = 7.0 * game.length
game.intime = game.state.remtime
- game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*random.random())*game.skill*0.1+.15)
- game.incom = game.skill + 0.0625*game.inkling*random.random()
- game.state.remcom = min(10, game.incom)
- game.incom = game.state.remcom
+ game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
+ game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
game.state.remres = (game.inkling+4*game.incom)*game.intime
game.inresor = game.state.remres
if game.inkling > 50:
- game.state.rembase += 1
- game.inbase = game.state.rembase
+ game.state.inbase += 1
return False
-def dropin(iquad):
- # drop a feature on a random dot in the current quadrant
- w = coord()
+def dropin(iquad=None):
+ "Drop a feature on a random dot in the current quadrant."
while True:
w = randplace(QUADSIZE)
- if game.quad[w.x][w.y] == IHDOT:
+ if game.quad[w.i][w.j] == IHDOT:
break
- game.quad[w.x][w.y] = iquad
+ if iquad is not None:
+ game.quad[w.i][w.j] = iquad
return w
def newcnd():
- # update our alert status
+ "Update our alert status."
game.condition = "green"
if game.energy < 1000.0:
game.condition = "yellow"
- if game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons or game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans:
+ if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
game.condition = "red"
if not game.alive:
game.condition="dead"
-def newkling(i):
- # drop new Klingon into current quadrant
- pi = dropin(IHK)
- game.ks[i] = pi
- game.kdist[i] = game.kavgd[i] = distance(game.sector, pi)
- game.kpower[i] = random.random()*150.0 +300.0 +25.0*game.skill
- return pi
+def newkling():
+ "Drop new Klingon into current quadrant."
+ return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill)
-def newqad(shutup):
- # set up a new state of quadrant, for when we enter or re-enter it
- w = coord()
+def newqad():
+ "Set up a new state of quadrant, for when we enter or re-enter it."
game.justin = True
- invalidate(game.base)
- game.klhere = 0
- game.comhere = False
- invalidate(game.plnet)
- 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.ithere = False
- iqhere = False
- iqengry = False
- game.iseenit = False
+ game.iplnet = None
+ game.neutz = game.inorbit = game.landed = False
+ game.ientesc = 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
game.ientesc = True
- # Clear quadrant
- for i in range(1, QUADSIZE+1):
- for j in range(1, QUADSIZE+1):
- game.quad[i][j] = IHDOT
- q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
+ q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
# cope with supernova
if q.supernova:
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.quad[game.sector.i][game.sector.j] = game.ship
+ game.enemies = []
if q.klingons:
- w.x = w.y = 0 # quiet a gcc warning
# Position ordinary Klingons
- for i in range(1, game.klhere+1):
- w = newkling(i)
+ for i in range(game.klhere):
+ newkling()
# If we need a commander, promote a Klingon
- for i in range(1, game.state.remcom+1):
- if same(game.state.kcmdr[i], game.quadrant):
- break
-
- if i <= game.state.remcom:
- game.quad[w.x][w.y] = IHC
- game.kpower[game.klhere] = 950.0+400.0*random.random()+50.0*game.skill
- game.comhere = True
-
+ for cmdr in game.state.kcmdr:
+ if cmdr == game.quadrant:
+ e = game.enemies[game.klhere-1]
+ game.quad[e.kloc.i][e.kloc.j] = IHC
+ e.kpower = randreal(950,1350) + 50.0*game.skill
+ break
# If we need a super-commander, promote a Klingon
- if same(game.quadrant, game.state.kscmdr):
- game.quad[game.ks[1].x][game.ks[1].y] = IHS
- game.kpower[1] = 1175.0 + 400.0*random.random() + 125.0*game.skill
+ if game.quadrant == game.state.kscmdr:
+ e = game.enemies[0]
+ game.quad[e.kloc.i][e.kloc.j] = IHS
+ e.kpower = randreal(1175.0, 1575.0) + 125.0*game.skill
game.iscate = (game.state.remkl > 1)
- game.ishere = True
# Put in Romulans if needed
- for i in range(game.klhere+1, game.nenhere+1):
- w = dropin(IHR)
- game.ks[i] = w
- game.kdist[i] = game.kavgd[i] = distance(game.sector, w)
- game.kpower[i] = random.random()*400.0 + 450.0 + 50.0*game.skill
+ for i in range(q.romulans):
+ 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:
game.base = dropin(IHB)
-
# If quadrant needs a planet, put it in
- if q.planet != NOPLANET:
+ if q.planet:
game.iplnet = q.planet
- if game.state.planets[q.planet].inhabited == UNINHABITED:
+ if not q.planet.inhabited:
game.plnet = dropin(IHP)
else:
game.plnet = dropin(IHW)
# Check for condition
newcnd()
- # And finally the stars
- for i in range(1, q.stars+1):
- dropin(IHSTAR)
-
# Check for RNZ
if game.irhere > 0 and game.klhere == 0:
game.neutz = True
skip(1)
prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
-
- if shutup==0:
- # Put in THING if needed
- if same(thing, game.quadrant):
- w = dropin(IHQUEST)
- thing = randplace(GALSIZE)
- game.nenhere += 1
- iqhere = True
- game.ks[game.nenhere] = w
- game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \
- distance(game.sector, w)
- game.kpower[game.nenhere] = random.random()*6000.0 +500.0 +250.0*game.skill
- if not damaged(DSRSENS):
- skip(1)
- prout(_("Mr. Spock- \"Captain, this is most unusual."))
- prout(_(" Please examine your short-range scan.\""))
-
+ # Put in THING if needed
+ if thing == game.quadrant:
+ enemy(type=IHQUEST, loc=dropin(),
+ power=randreal(6000,6500.0)+250.0*game.skill)
+ if not damaged(DSRSENS):
+ skip(1)
+ prout(_("Mr. Spock- \"Captain, this is most unusual."))
+ prout(_(" Please examine your short-range scan.\""))
# Decide if quadrant needs a Tholian; lighten up if skill is low
if game.options & OPTION_THOLIAN:
- if (game.skill < SKILL_GOOD and random.random() <= 0.02) or \
- (game.skill == SKILL_GOOD and random.random() <= 0.05) or \
- (game.skill > SKILL_GOOD and random.random() <= 0.08):
+ if (game.skill < SKILL_GOOD and withprob(0.02)) or \
+ (game.skill == SKILL_GOOD and withprob(0.05)) or \
+ (game.skill > SKILL_GOOD and withprob(0.08)):
+ w = coord()
while True:
- game.tholian.x = random.choice((1, QUADSIZE))
- game.tholian.y = random.choice((1, QUADSIZE))
- if game.quad[game.tholian.x][game.tholian.y] == IHDOT:
+ w.i = withprob(0.5) * (QUADSIZE-1)
+ w.j = withprob(0.5) * (QUADSIZE-1)
+ if game.quad[w.i][w.j] == IHDOT:
break
- game.quad[game.tholian.x][game.tholian.y] = IHT
- game.ithere = True
- game.nenhere += 1
- game.ks[game.nenhere] = game.tholian
- game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \
- distance(game.sector, game.tholian)
- game.kpower[game.nenhere] = random.random()*400.0 +100.0 +25.0*game.skill
+ game.tholian = enemy(type=IHT, loc=w,
+ power=randrange(100, 500) + 25.0*game.skill)
# Reserve unoccupied corners
- if game.quad[1][1]==IHDOT:
- game.quad[1][1] = 'X'
- if game.quad[1][QUADSIZE]==IHDOT:
- game.quad[1][QUADSIZE] = 'X'
- if game.quad[QUADSIZE][1]==IHDOT:
- game.quad[QUADSIZE][1] = 'X'
- if game.quad[QUADSIZE][QUADSIZE]==IHDOT:
- game.quad[QUADSIZE][QUADSIZE] = 'X'
- sortklings()
-
+ if game.quad[0][0]==IHDOT:
+ game.quad[0][0] = 'X'
+ if game.quad[0][QUADSIZE-1]==IHDOT:
+ game.quad[0][QUADSIZE-1] = 'X'
+ if game.quad[QUADSIZE-1][0]==IHDOT:
+ game.quad[QUADSIZE-1][0] = 'X'
+ if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT:
+ game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
+ game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+ # And finally the stars
+ for i in range(q.stars):
+ dropin(IHSTAR)
# Put in a few black holes
for i in range(1, 3+1):
- if random.random() > 0.5:
+ if withprob(0.5):
dropin(IHBLANK)
-
# Take out X's in corners if Tholian present
- if game.ithere:
- if game.quad[1][1]=='X':
- game.quad[1][1] = IHDOT
- if game.quad[1][QUADSIZE]=='X':
- game.quad[1][QUADSIZE] = IHDOT
- if game.quad[QUADSIZE][1]=='X':
- game.quad[QUADSIZE][1] = IHDOT
- if game.quad[QUADSIZE][QUADSIZE]=='X':
- game.quad[QUADSIZE][QUADSIZE] = IHDOT
-
-def sortklings():
- # sort Klingons by distance from us
- # The author liked bubble sort. So we will use it. :-(
- if game.nenhere-iqhere-game.ithere < 2:
- return
- while True:
- sw = False
- for j in range(1, game.nenhere):
- if game.kdist[j] > game.kdist[j+1]:
- sw = True
- t = game.kdist[j]
- game.kdist[j] = game.kdist[j+1]
- game.kdist[j+1] = t
- t = game.kavgd[j]
- game.kavgd[j] = game.kavgd[j+1]
- game.kavgd[j+1] = t
- k = game.ks[j].x
- game.ks[j].x = game.ks[j+1].x
- game.ks[j+1].x = k
- k = game.ks[j].y
- game.ks[j].y = game.ks[j+1].y
- game.ks[j+1].y = k
- t = game.kpower[j]
- game.kpower[j] = game.kpower[j+1]
- game.kpower[j+1] = t
- if not sw:
- break
+ if game.tholian:
+ if game.quad[0][0]=='X':
+ game.quad[0][0] = IHDOT
+ if game.quad[0][QUADSIZE-1]=='X':
+ game.quad[0][QUADSIZE-1] = IHDOT
+ if game.quad[QUADSIZE-1][0]=='X':
+ game.quad[QUADSIZE-1][0] = IHDOT
+ if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
+ game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT
def setpassword():
- # set the self-destruct password
+ "Set the self-destruct password."
if game.options & OPTION_PLAIN:
while True:
- chew()
+ scanner.chew()
proutn(_("Please type in a secret password- "))
- scan()
- game.passwd = citem
+ scanner.next()
+ game.passwd = scanner.token
if game.passwd != None:
break
else:
game.passwd = ""
- for i in range(3):
- game.passwd[i] += chr(97+int(random.random()*25))
+ for i in range(8):
+ game.passwd += chr(ord('a')+randrange(26))
# Code from sst.c begins here
"CALL": 0, # Synonym for MAYDAY
"QUIT": 0,
"HELP": 0,
- "SEED": 0,
- "VISUAL": 0,
}
-def ACCEPT(cmd): return (not commands[cmd] or (commands[cmd] & game.options))
-
def listCommands():
- # generate a list of legal commands
- k = 0
- proutn(_("LEGAL COMMANDS ARE:"))
+ "Generate a list of legal commands."
+ prout(_("LEGAL COMMANDS ARE:"))
+ emitted = 0
for key in commands:
- if ACCEPT(cmd):
- if k % 5 == 0:
+ if not commands[key] or (commands[key] & game.options):
+ proutn("%-12s " % key)
+ emitted += 1
+ if emitted % 5 == 4:
skip(1)
- proutn("%-12s " % key)
- k += 1
skip(1)
def helpme():
- # browse on-line help
- # Give help on commands
- key = scan()
+ "Browse on-line help."
+ key = scanner.next()
while True:
- if key == IHEOL:
+ if key == "IHEOL":
setwnd(prompt_window)
proutn(_("Help on what command? "))
- key = scan()
+ key = scanner.next()
setwnd(message_window)
- if key == IHEOL:
+ if key == "IHEOL":
return
- if citem in commands or citem == "ABBREV":
+ if scanner.token in commands or scanner.token == "ABBREV":
break
skip(1)
listCommands()
- key = IHEOL
- chew()
+ key = "IHEOL"
+ scanner.chew()
skip(1)
- cmd = citem.upper()
+ cmd = scanner.token.upper()
try:
fp = open(SSTDOC, "r")
except IOError:
proutn(_(" current directory or to "))
proutn(SSTDOC)
prout(".\"")
- #
# This used to continue: "You need to find SST.DOC and put
# it in the current directory."
- #
return
while True:
linebuf = fp.readline()
fp.close()
def makemoves():
- # command-interpretation loop
- v = 0
+ "Command-interpretation loop."
clrscr()
setwnd(message_window)
while True: # command loop
hitme = False
game.justin = False
game.optime = 0.0
- i = -1
- chew()
+ scanner.chew()
setwnd(prompt_window)
clrscr()
proutn("COMMAND> ")
- if scan() == IHEOL:
+ if scanner.next() == "IHEOL":
if game.options & OPTION_CURSES:
makechart()
continue
+ elif scanner.token == "":
+ continue
game.ididit = False
clrscr()
setwnd(message_window)
clrscr()
- cmd = citem.upoper
- if cmd not in commands:
+ candidates = filter(lambda x: x.startswith(scanner.token.upper()),
+ commands)
+ if len(candidates) == 1:
+ cmd = candidates[0]
+ break
+ elif candidates and not (game.options & OPTION_PLAIN):
+ prout("Commands with prefix '%s': %s" % (scanner.token, " ".join(candidates)))
+ else:
listCommands()
continue
- commandhook(commands[i].name, True)
if cmd == "SRSCAN": # srscan
srscan()
elif cmd == "STATUS": # status
- status(0)
+ status()
elif cmd == "REQUEST": # status request
request()
elif cmd == "LRSCAN": # long range scan
- lrscan()
+ lrscan(silent=False)
elif cmd == "PHASERS": # phasers
phasers()
if game.ididit:
if game.ididit:
hitme = True
elif cmd == "MOVE": # move under warp
- warp(False)
+ warp(course=None, involuntary=False)
elif cmd == "SHIELDS": # shields
- doshield(False)
+ doshield(shraise=False)
if game.ididit:
hitme = True
game.shldchg = False
elif cmd == "DOCK": # dock at starbase
dock(True)
if game.ididit:
- attack(False)
+ attack(torps_ok=False)
elif cmd == "DAMAGES": # damage reports
damagereport()
elif cmd == "CHART": # chart
elif cmd == "IMPULSE": # impulse
impulse()
elif cmd == "REST": # rest
- os.wait()
+ wait()
if game.ididit:
hitme = True
elif cmd == "WARP": # warp
elif cmd == "EMEXIT": # Emergency exit
clrscr() # Hide screen
freeze(True) # forced save
- os.exit(1) # And quick exit
+ raise SysExit,1 # And quick exit
elif cmd == "PROBE":
probe() # Launch probe
if game.ididit:
game.alldone = True # quit the game
elif cmd == "HELP":
helpme() # get help
- elif cmd == "SEED": # set random-number seed
- key = scan()
- if key == IHREAL:
- seed = int(aaitem)
-#ifdef BSD_BUG_FOR_BUG
-# elif cmd == "VISUAL":
-# visual() # perform visual scan
-#endif
- commandhook(commands[i].name, False)
while True:
if game.alldone:
break # Game has ended
events()
if game.alldone:
break # Events did us in
- if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+ if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
atover(False)
continue
if hitme and not game.justin:
- attack(True)
+ attack(torps_ok=True)
if game.alldone:
break
- if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+ if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
atover(False)
hitme = True
continue
if idebug:
prout("=== Ending")
-def cramen(cmd):
- # return an enemy
- if cmd == IHR: s = _("Romulan")
- elif cmd == IHK: s = _("Klingon")
- elif cmd == IHC: s = _("Commander")
- elif cmd == IHS: s = _("Super-commander")
- elif cmd == IHSTAR: s = _("Star")
- elif cmd == IHP: s = _("Planet")
- elif cmd == IHB: s = _("Starbase")
- elif cmd == IHBLANK: s = _("Black hole")
- elif cmd == IHT: s = _("Tholian")
- elif cmd == IHWEB: s = _("Tholian web")
- elif cmd == IHQUEST: s = _("Stranger")
- elif cmd == IHW: s = _("Inhabited World")
+def cramen(type):
+ "Emit the name of an enemy or feature."
+ if type == IHR: s = _("Romulan")
+ elif type == IHK: s = _("Klingon")
+ elif type == IHC: s = _("Commander")
+ elif type == IHS: s = _("Super-commander")
+ elif type == IHSTAR: s = _("Star")
+ elif type == IHP: s = _("Planet")
+ elif type == IHB: s = _("Starbase")
+ elif type == IHBLANK: s = _("Black hole")
+ elif type == IHT: s = _("Tholian")
+ elif type == IHWEB: s = _("Tholian web")
+ elif type == IHQUEST: s = _("Stranger")
+ elif type == IHW: s = _("Inhabited World")
else: s = "Unknown??"
- proutn(s)
-
-def cramlc(loctype, w):
- # name a location
- if loctype == "quadrant":
- buf = _("Quadrant ")
- elif loctype == "sector":
- buf = _("Sector ")
- buf += ("%d - %d" % (w.x, w.y))
- return buf
+ return s
def crmena(stars, enemy, loctype, w):
- # print an enemy and his location
+ "Emit the name of an enemy and his location."
+ buf = ""
if stars:
- proutn("***")
- cramen(enemy)
- proutn(_(" at "))
- proutn(cramlc(loctype, w))
+ buf += "***"
+ buf += cramen(enemy) + _(" at ")
+ if loctype == "quadrant":
+ buf += _("Quadrant ")
+ elif loctype == "sector":
+ buf += _("Sector ")
+ return buf + `w`
def crmshp():
- # print our ship name
- if game.ship == IHE:
- s = _("Enterprise")
- elif game.ship == IHF:
- s = _("Faerie Queene")
- else:
- s = "Ship???"
- proutn(s)
+ "Emit our ship name."
+ return{IHE:_("Enterprise"),IHF:_("Faerie Queene")}.get(game.ship,"Ship???")
def stars():
- # print a line of stars
+ "Emit a line of stars"
prouts("******************************************************")
skip(1)
def expran(avrage):
- return -avrage*math.log(1e-7 + random.random())
+ return -avrage*math.log(1e-7 + randreal())
def randplace(size):
- # choose a random location
+ "Choose a random location."
w = coord()
- w.x = random.randint(1, size)
- w.y = random.randint(1, size)
+ w.i = randrange(size)
+ w.j = randrange(size)
return w
-def chew():
- global inqueue
- inqueue = []
-
-def chew2():
- # return IHEOL next time
- global inqueue
- inqueue = ["\n"]
-
-def scan():
- # Get a token from the user
- global inqueue
- aaitem = 0.0
- citem = ''
-
- # Read a line if nothing here
- if line == '\n':
- line = ''
- return IHEOL
- elif line == '':
- line = cgetline()
- if curwnd==prompt_window:
- clrscr()
- setwnd(message_window)
- clrscr()
- # Skip leading white space
- line = line.lstrip()
- # Nothing left
- if not line:
- return IHEOL
- else:
- inqueue += line.split()
- # From here on in it's all looking at the queue
- citem = inqueue.pop(0)
- if citem == IHEOL:
- return IHEOL
- try:
- aaitem = float(citem)
- return IHREAL
- except ValuError:
- pass
- # Treat as alpha
- citem = citem.lower()
- return IHALPHA
+class sstscanner:
+ def __init__(self):
+ self.type = None
+ self.token = None
+ self.real = 0.0
+ self.inqueue = []
+ def next(self):
+ # Get a token from the user
+ self.real = 0.0
+ self.token = ''
+ # Fill the token quue if nothing here
+ while not self.inqueue:
+ line = cgetline()
+ if curwnd==prompt_window:
+ clrscr()
+ setwnd(message_window)
+ clrscr()
+ if line == '':
+ return None
+ if not line:
+ continue
+ else:
+ self.inqueue = line.lstrip().split() + ["\n"]
+ # From here on in it's all looking at the queue
+ self.token = self.inqueue.pop(0)
+ if self.token == "\n":
+ self.type = "IHEOL"
+ return "IHEOL"
+ try:
+ self.real = float(self.token)
+ self.type = "IHREAL"
+ return "IHREAL"
+ except ValueError:
+ pass
+ # Treat as alpha
+ self.token = self.token.lower()
+ self.type = "IHALPHA"
+ self.real = None
+ return "IHALPHA"
+ def append(self, tok):
+ self.inqueue.append(tok)
+ def push(self, tok):
+ self.inqueue.insert(0, tok)
+ def waiting(self):
+ return self.inqueue
+ def chew(self):
+ # Demand input for next scan
+ self.inqueue = []
+ self.real = self.token = None
+ def sees(self, s):
+ # compares s to item and returns true if it matches to the length of s
+ return s.startswith(self.token)
+ def int(self):
+ # Round token value to nearest integer
+ return int(round(scanner.real))
+ def getcoord(self):
+ s = coord()
+ scanner.next()
+ if scanner.type != "IHREAL":
+ huh()
+ return None
+ s.i = scanner.int()-1
+ scanner.next()
+ if scanner.type != "IHREAL":
+ huh()
+ return None
+ s.j = scanner.int()-1
+ return s
+ def __repr__(str):
+ return "<sstcanner: token=%s, type=%s, queue=%s>" % (scanner.token, scanner.type, scanner.inqueue)
def ja():
- # yes-or-no confirmation
- chew()
+ "Yes-or-no confirmation."
+ scanner.chew()
while True:
- scan()
- chew()
- if citem == 'y':
+ scanner.next()
+ if scanner.token == 'y':
return True
- if citem == 'n':
+ if scanner.token == 'n':
return False
+ scanner.chew()
proutn(_("Please answer with \"y\" or \"n\": "))
def huh():
- # complain about unparseable input
- chew()
+ "Complain about unparseable input."
+ scanner.chew()
skip(1)
prout(_("Beg your pardon, Captain?"))
-def isit(s):
- # compares s to citem and returns true if it matches to the length of s
- return citem.startswith(s)
-
def debugme():
- # access to the internals for debugging
+ "Access to the internals for debugging."
proutn("Reset levels? ")
if ja() == True:
if game.energy < game.inenrg:
game.lsupres = game.inlsr
proutn("Reset damage? ")
if ja() == True:
- for i in range(0, NDEVICES):
+ for i in range(NDEVICES):
if game.damage[i] > 0.0:
game.damage[i] = 0.0
proutn("Toggle debug flag? ")
proutn("Cause selective damage? ")
if ja() == True:
for i in range(NDEVICES):
- proutn("Kill ")
- proutn(device[i])
- proutn("? ")
- chew()
- key = scan()
- if key == IHALPHA and isit("y"):
+ proutn("Kill %s?" % device[i])
+ scanner.chew()
+ key = scanner.next()
+ if key == "IHALPHA" and scanner.sees("y"):
game.damage[i] = 10.0
proutn("Examine/change events? ")
if ja() == True:
else:
proutn("never")
proutn("? ")
- chew()
- key = scan()
+ scanner.chew()
+ key = scanner.next()
if key == 'n':
unschedule(i)
- chew()
- elif key == IHREAL:
- ev = schedule(i, aaitem)
+ scanner.chew()
+ elif key == "IHREAL":
+ ev = schedule(i, scanner.real)
if i == FENSLV or i == FREPRO:
- chew()
+ scanner.chew()
proutn("In quadrant- ")
- key = scan()
- # IHEOL says to leave coordinates as they are
- if key != IHEOL:
- if key != IHREAL:
+ key = scanner.next()
+ # "IHEOL" says to leave coordinates as they are
+ if key != "IHEOL":
+ if key != "IHREAL":
prout("Event %d canceled, no x coordinate." % (i))
unschedule(i)
continue
- w.x = int(aaitem)
- key = scan()
- if key != IHREAL:
+ w.i = int(round(scanner.real))
+ key = scanner.next()
+ if key != "IHREAL":
prout("Event %d canceled, no y coordinate." % (i))
unschedule(i)
continue
- w.y = int(aaitem)
+ w.j = int(round(scanner.real))
ev.quadrant = w
- chew()
+ scanner.chew()
proutn("Induce supernova here? ")
if ja() == True:
- game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova = True
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
atover(True)
if __name__ == '__main__':
- line = ""
- thing = coord()
- game = gamestate()
-
- game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_SHOWME | OPTION_PLAIN | OPTION_ALMY)
- if os.getenv("TERM"):
- game.options |= OPTION_CURSES | OPTION_SHOWME
- else:
- game.options |= OPTION_TTY
-
- seed = time.time()
- (options, arguments) = getopt.getopt(sys.argv[1:], "r:tx")
- for (switch, val) in options:
- if switch == 'r':
- try:
- replayfp = open(optarg, "r")
- except IOError:
- sys.stderr.write("sst: can't open replay file %s\n" % optarg)
- os.exit(1)
- line = replayfp.readline().strip()
- try:
- (key, seed) = line.split()
- seed = int(seed)
- except ValueError:
- sys.stderr.write("sst: replay file %s is ill-formed\n"%optarg)
- os.exit(1)
- game.options |= OPTION_TTY
- game.options &=~ OPTION_CURSES
- elif switch == 't':
- game.options |= OPTION_TTY
- game.options &=~ OPTION_CURSES
- elif switch == 'x':
- idebug = True
- else:
- sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
- os.exit(0)
- # where to save the input in case of bugs
+ import getopt, socket
try:
- logfp = open("/usr/tmp/sst-input.log", "w")
- except IOError:
- sys.stderr.write("sst: warning, can't open logfile\n")
- if logfp:
- #setlinebuf(logfp)
- logfp.write("seed %d\n" % (seed))
- random.seed(seed)
-
- iostart()
-
- for i in range(optind, argc):
- line += sys.argv[i]
- line += " "
-
- while True: # Play a game
- setwnd(fullscreen_window)
- clrscr()
- prelim()
- setup(line[0] == '\0')
- if game.alldone:
- score()
- game.alldone = False
- else:
- makemoves()
- skip(1)
- stars()
- skip(1)
-
- if game.tourn and game.alldone:
- proutn(_("Do you want your score recorded?"))
- if ja() == True:
- chew2()
- freeze(False)
- proutn(_("Do you want to play again? "))
- if not ja():
- break
- skip(1)
- prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
- raise SysExit, 0
-
+ global line, thing, game, idebug
+ game = None
+ thing = coord()
+ thing.angry = False
+ game = gamestate()
+ idebug = 0
+ game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
+ if os.getenv("TERM"):
+ game.options |= OPTION_CURSES
+ else:
+ game.options |= OPTION_TTY
+ seed = int(time.time())
+ (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:tx")
+ for (switch, val) in options:
+ if switch == '-r':
+ try:
+ replayfp = open(val, "r")
+ except IOError:
+ sys.stderr.write("sst: can't open replay file %s\n" % val)
+ raise SystemExit, 1
+ try:
+ line = replayfp.readline().strip()
+ (leader, key, seed) = line.split()
+ seed = eval(seed)
+ sys.stderr.write("sst2k: seed set to %s\n" % seed)
+ line = replayfp.readline().strip()
+ arguments += line.split()[2:]
+ except ValueError:
+ sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
+ raise SystemExit(1)
+ game.options |= OPTION_TTY
+ game.options &=~ OPTION_CURSES
+ elif switch == '-s':
+ seed = int(val)
+ elif switch == '-t':
+ game.options |= OPTION_TTY
+ game.options &=~ OPTION_CURSES
+ elif switch == '-x':
+ idebug = True
+ else:
+ sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
+ raise SystemExit, 1
+ # where to save the input in case of bugs
+ try:
+ logfp = open("/usr/tmp/sst-input.log", "w")
+ except IOError:
+ sys.stderr.write("sst: warning, can't open logfile\n")
+ if logfp:
+ logfp.write("# seed %s\n" % seed)
+ logfp.write("# options %s\n" % " ".join(arguments))
+ logfp.write("# recorded by %s@%s on %s\n" % \
+ (os.getenv("LOGNAME"),socket.gethostname(),time.ctime()))
+ random.seed(seed)
+ scanner = sstscanner()
+ map(scanner.append, arguments)
+ try:
+ iostart()
+ while True: # Play a game
+ setwnd(fullscreen_window)
+ clrscr()
+ prelim()
+ setup()
+ if game.alldone:
+ score()
+ game.alldone = False
+ else:
+ makemoves()
+ skip(1)
+ stars()
+ skip(1)
+ if game.tourn and game.alldone:
+ proutn(_("Do you want your score recorded?"))
+ if ja() == True:
+ scanner.chew()
+ scanner.push("\n")
+ freeze(False)
+ scanner.chew()
+ proutn(_("Do you want to play again? "))
+ if not ja():
+ break
+ skip(1)
+ prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
+ finally:
+ ioend()
+ raise SystemExit, 0
+ except KeyboardInterrupt:
+ if logfp:
+ logfp.close()
+ print ""