MAXKLQUAD = 9
FULLCREW = 428 # BSD Trek was 387, that's wrong
FOREVER = 1e30
+MAXBURST = 3
# These functions hide the difference between 0-origin and 1-origin addressing.
def VALID_QUADRANT(x, y): return ((x)>=0 and (x)<GALSIZE and (y)>=0 and (y)<GALSIZE)
def VALID_SECTOR(x, y): return ((x)>=0 and (x)<QUADSIZE and (y)>=0 and (y)<QUADSIZE)
-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)
-
# How to represent features
IHR = 'R',
IHK = 'K',
def __add__(self, other):
return coord(self.x+self.x, self.y+self.y)
def __sub__(self, other):
- return coord(self.x-self.x, self.y-self.y)
- def distance(self, other):
+ return coord(self.x-other.x, self.y-other.y)
+ def __mul__(self, other):
+ return coord(self.x*other, self.y*other)
+ def __rmul__(self, other):
+ return coord(self.x*other, self.y*other)
+ def distance(self, other=None):
+ if not other: other = coord(0, 0)
return math.sqrt((self.x - other.x)**2 + (self.y - other.y)**2)
def sgn(self):
s = coord()
else:
s.y = self.y / abs(self.y)
return s
+ def course(self):
+ return 1.90985*math.atan2(self.y, self.x)
def scatter(self):
s = coord()
s.x = self.x + randrange(-1, 2)
self.kpower = power # enemy energy level
game.enemies.append(self)
def move(self, loc):
+ motion = (loc != self.kloc)
if self.kloc.x is not None and self.kloc.y is not None:
- game.quad[self.kloc.x][self.kloc.y] = IHDOT
+ if motion:
+ if self.type == IHT:
+ game.quad[self.kloc.x][self.kloc.y] = IHWEB
+ else:
+ game.quad[self.kloc.x][self.kloc.y] = IHDOT
if loc:
- self.kloc = loc
+ self.kloc = copy.copy(loc)
game.quad[self.kloc.x][self.kloc.y] = self.type
- self.kdist = self.kavgd = distance(game.sector, loc)
+ self.kdist = self.kavgd = (game.sector - loc).distance()
else:
- self.kloc = coord() # enemy sector location
+ self.kloc = coord()
self.kdist = self.kavgd = None
game.enemies.remove(self)
+ return motion
def __repr__(self):
return "<%s=%f>" % (self.kloc, self.kpower) # For debugging
self.options = None # Game options
self.state = snapshot() # A snapshot structure
self.snapsht = snapshot() # Last snapshot taken for time-travel purposes
- self.quad = fill2d(QUADSIZE, lambda i, j: IHDOT) # contents of our quadrant
+ self.quad = None # contents of our quadrant
self.damage = [0.0] * NDEVICES # damage encountered
self.future = [] # future events
for i in range(NEVENTS):
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
-
# Log the results of pulling random numbers so we can check determinism.
import traceback
def randreal(*args):
v = random.random()
if len(args) == 1:
- v *= args[0] # returns from [0, a1)
+ v *= args[0] # returns from [0, args[0])
elif len(args) == 2:
- v = args[0] + v*args[1] # returns from [a1, a2)
+ 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
motion = ((forces + randreal(200))/150.0) - 5.0
else:
if forces > 1000.0: # Very strong -- move in for kill
- motion = (1.0-square(randreal()))*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(randreal()))
+ motion -= game.skill*(2.0-randreal()**2)
if idebug:
proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
# don't move if no motion
if idebug:
proutn("NSTEPS = %d:" % nsteps)
# Compute preferred values of delta X and Y
- mx = game.sector.x - enemy.kloc.x
- my = game.sector.y - enemy.kloc.y
- if 2.0 * abs(mx) < abs(my):
- mx = 0
- if 2.0 * abs(my) < abs(game.sector.x-enemy.kloc.x):
- my = 0
- if mx != 0:
- if mx*motion < 0:
- mx = -1
+ m = game.sector - enemy.kloc
+ if 2.0 * abs(m.x) < abs(m.y):
+ m.x = 0
+ if 2.0 * abs(m.y) < abs(game.sector.x-enemy.kloc.x):
+ m.y = 0
+ if m.x != 0:
+ if m.x*motion < 0:
+ m.x = -1
else:
- mx = 1
- if my != 0:
- if my*motion < 0:
- my = -1
+ m.x = 1
+ if m.y != 0:
+ if m.y*motion < 0:
+ m.y = -1
else:
- my = 1
+ m.y = 1
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:
+ look = next + m
+ if m.x < 0:
krawlx = 1
else:
krawlx = -1
- if my < 0:
+ if m.y < 0:
krawly = 1
else:
krawly = -1
if look.x < 0 or look.x >= QUADSIZE:
if motion < 0 and tryexit(enemy, look, irun):
return
- if krawlx == mx or my == 0:
+ if krawlx == m.x or m.y == 0:
break
look.x = next.x + krawlx
krawlx = -krawlx
elif look.y < 0 or look.y >= QUADSIZE:
if motion < 0 and tryexit(enemy, look, irun):
return
- if krawly == my or mx == 0:
+ if krawly == m.y or m.x == 0:
break
look.y = next.y + krawly
krawly = -krawly
(enemy.type == IHC or enemy.type == IHS):
collision(rammed=True, enemy=enemy)
return
- if krawlx != mx and my != 0:
+ if krawlx != m.x and m.y != 0:
look.x = next.x + krawlx
krawlx = -krawlx
- elif krawly != my and mx != 0:
+ elif krawly != m.y and m.x != 0:
look.y = next.y + krawly
krawly = -krawly
else:
break; # done early
if idebug:
skip(1)
- # Put commander in place within same quadrant
- game.quad[enemy.kloc.x][enemy.kloc.y] = IHDOT
- game.quad[next.x][next.y] = enemy.type
- if next != enemy.kloc:
- # it moved
- enemy.kloc = next
- enemy.kdist = enemy.kavgd = distance(game.sector, next)
+ if enemy.move(next):
if not damaged(DSRSENS) or game.condition == "docked":
proutn("***")
cramen(enemy.type)
return
sc = game.state.kscmdr
for i in range(game.state.rembase):
- basetbl.append((i, distance(game.state.baseq[i], sc)))
+ basetbl.append((i, (game.state.baseq[i] - sc).distance()))
if game.state.rembase > 1:
basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
# look for nearest base without a commander, no Enterprise, and
return
def movetholian():
- # move the Tholian
+ # move the Tholian
if not game.tholian or game.justin:
return
+ id = coord()
if game.tholian.kloc.x == 0 and game.tholian.kloc.y == 0:
- idx = 0; idy = QUADSIZE-1
+ id.x = 0; id.y = QUADSIZE-1
elif game.tholian.kloc.x == 0 and game.tholian.kloc.y == QUADSIZE-1:
- idx = QUADSIZE-1; idy = QUADSIZE-1
+ id.x = QUADSIZE-1; id.y = QUADSIZE-1
elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == QUADSIZE-1:
- idx = QUADSIZE-1; idy = 0
+ id.x = QUADSIZE-1; id.y = 0
elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == 0:
- idx = 0; idy = 0
+ id.x = 0; id.y = 0
else:
# something is wrong!
- game.tholian = None
+ 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.x][id.y] not in (IHDOT, IHWEB):
return
- game.quad[game.tholian.kloc.x][game.tholian.kloc.y] = IHWEB
- if game.tholian.kloc.x != idx:
- # move in x axis
- im = math.fabs(idx - game.tholian.kloc.x)*1.0/(idx - game.tholian.kloc.x)
- while game.tholian.kloc.x != idx:
- game.tholian.kloc.x += im
- if game.quad[game.tholian.kloc.x][game.tholian.kloc.y]==IHDOT:
- game.quad[game.tholian.kloc.x][game.tholian.kloc.y] = IHWEB
- elif game.tholian.kloc.y != idy:
- # move in y axis
- im = math.fabs(idy - game.tholian.kloc.y)*1.0/(idy - game.tholian.kloc.y)
- while game.tholian.kloc.y != idy:
- game.tholian.kloc.y += im
- if game.quad[game.tholian.kloc.x][game.tholian.kloc.y]==IHDOT:
- game.quad[game.tholian.kloc.x][game.tholian.kloc.y] = IHWEB
- game.quad[game.tholian.kloc.x][game.tholian.kloc.y] = IHT
- #game.enemies[-1].kloc = game.tholian #FIXME
+ here = copy.copy(game.tholian.kloc)
+ delta = (id - game.tholian.kloc).sgn()
+ # move in x axis
+ while here.x != id.x:
+ #print "Moving in X", delta
+ here.x += delta.x
+ if game.quad[here.x][here.y]==IHDOT:
+ game.tholian.move(here)
+ # move in y axis
+ while here.y != id.y:
+ #print "Moving in Y", delta
+ here.y += delta.y
+ if game.quad[here.x][here.y]==IHDOT:
+ game.tholian.move(here)
# check to see if all holes plugged
for i in range(QUADSIZE):
if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT:
crmena(True, IHT, "sector", game.tholian)
prout(_(" completes web."))
game.tholian.move(None)
+ print "Tholian movement ends"
return
# Code from battle.c begins here
if shraise:
action = "SHUP"
else:
- key = scan()
+ key = scanner.next()
if key == IHALPHA:
- if isit("transfer"):
+ 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():
finish(FWON)
return
-def torpedo(course, r, incoming, i, n):
+def torpedo(course, dispersion, origin, number, nburst):
# let a photon torpedo fly
iquad = 0
shoved = False
- ac = course + 0.25*r
+ ac = course + 0.25*dispersion
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
+ x = origin.x; y = origin.y
w = coord(); jw = coord()
w.x = w.y = jw.x = jw.y = 0
bigger = max(math.fabs(deltax), math.fabs(deltay))
else:
setwnd(message_window)
# Loop to move a single torpedo
- for l in range(1, 15+1):
+ for step in range(1, 15+1):
x += deltax
w.x = int(x + 0.5)
y += deltay
if not VALID_SECTOR(w.x, w.y):
break
iquad=game.quad[w.x][w.y]
- tracktorpedo(w, l, i, n, iquad)
+ tracktorpedo(origin, w, step, number, nburst, iquad)
if iquad==IHDOT:
continue
# hit something
crmshp()
prout(".")
hit = 700.0 + randreal(100) - \
- 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
+ 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
newcnd(); # we're blown out of dock
# We may be displaced.
if game.landed or game.condition=="docked":
break
kp = math.fabs(e.kpower)
h1 = 700.0 + randrange(100) - \
- 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
+ 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
h1 = math.fabs(h1)
if kp < h1:
h1 = kp
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
+ jw.x = int(w.x+xx+0.5)
+ jw.y = int(w.y+yy+0.5)
if not VALID_SECTOR(jw.x, jw.y):
prout(_(" damaged but not destroyed."))
return
game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
game.iplnet.pclass = "destroyed"
game.iplnet = None
- invalidate(game.plnet)
+ game.plnet.invalidate()
game.quad[w.x][w.y] = IHDOT
if game.landed:
# captain perishes on planet
game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
game.iplnet.pclass = "destroyed"
game.iplnet = None
- invalidate(game.plnet)
+ game.plnet.invalidate()
game.quad[w.x][w.y] = IHDOT
if game.landed:
# captain perishes on planet
return None
elif iquad == IHT: # Hit a Tholian
h1 = 700.0 + randrange(100) - \
- 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
+ 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.quad[jw.x][jw.y]=iquad
prout(_(" displaced by blast to Sector %s ") % jw)
for ll in range(len(game.enemies)):
- game.enemies[ll].kdist = game.enemies[ll].kavgd = distance(game.sector,game.enemies[ll].kloc)
+ game.enemies[ll].kdist = game.enemies[ll].kavgd = (game.sector-game.enemies[ll]).kloc.distance()
game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
return None
skip(1)
for (i, j) in enumerate(cdam):
proutn(device[j])
if skipcount % 3 == 2 and i < len(cdam)-1:
- skip()
+ skip(1)
skipcount += 1
if i < len(cdam)-1:
proutn(_(" and "))
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-enemy.kloc.y, enemy.kloc.x-game.sector.x)
+ course = (enemy.kloc - game.sector).course()
hit = 0
proutn(_("***TORPEDO INCOMING"))
if not damaged(DSRSENS):
crmena(False, enemy.type, where, enemy.kloc)
attempt = True
prout(" ")
- r = (randreal()+randreal())*0.5 - 0.5
- r += 0.002*enemy.kpower*r
- hit = torpedo(course, r, enemy.kloc, 1, 1)
+ dispersion = (randreal()+randreal())*0.5 - 0.5
+ dispersion += 0.002*enemy.kpower*dispersion
+ hit = torpedo(course, dispersion, origin=enemy.kloc, number=1, nburst=1)
if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
finish(FWON); # Klingons did themselves in!
if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.alldone:
prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
# Check if anyone was hurt
if hitmax >= 200 or hittot >= 500:
- icas = randrange(hittot * 0.015)
+ icas = randrange(int(hittot * 0.015))
if icas >= 2:
skip(1)
prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
break
return
-def targetcheck(x, y):
+def targetcheck(w):
# Return None if target is invalid
- if not VALID_SECTOR(x, y):
+ if not VALID_SECTOR(w.x, w.y):
huh()
return None
- deltx = 0.1*(y - game.sector.y)
- delty = 0.1*(x - game.sector.x)
- if deltx==0 and delty== 0:
+ delt = 0.1*(w - game.sector)
+ if delt.x==0 and delt.y==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 delt.course()
def photon():
- # launch photon torpedo
+ # launch photon torpedo
+ course = [0.0] * MAXBURST
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()
+ key = scanner.next()
while True:
if key == IHALPHA:
huh()
return
elif key == IHEOL:
prout(_("%d torpedoes left.") % game.torps)
+ scanner.chew()
proutn(_("Number of torpedoes to fire- "))
- key = scan()
- else: # key == IHREAL {
- n = aaitem + 0.5
+ key = scanner.next()
+ 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."))
+ if n > MAXBURST:
+ scanner.chew()
+ prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
key = IHEOL
return
if n <= game.torps:
break
- chew()
+ scanner.chew()
key = IHEOL
- for i in range(1, n+1):
- key = scan()
- if i==1 and key == IHEOL:
+ targ = []
+ for i in range(MAXBURST):
+ targ.append(coord())
+ for i in range(n):
+ key = scanner.next()
+ if i==0 and key == IHEOL:
break; # we will try prompting
- if i==2 and key == IHEOL:
+ 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]
+ targ[i] = targ[0]
+ course[i] = course[0]
i += 1
break
if key != IHREAL:
huh()
return
- targ[i][1] = aaitem
- key = scan()
+ targ[i].x = scanner.int()
+ key = scanner.next()
if key != IHREAL:
huh()
return
- targ[i][2] = aaitem
- course[i] = targetcheck(targ[i][1], targ[i][2])
+ targ[i].y = scanner.int()
+ course[i] = targetcheck(targ[i])
if course[i] == None:
return
- chew()
- if i == 1 and key == IHEOL:
+ scanner.chew()
+ if i == 0 and key == IHEOL:
# prompt for each one
- for i in range(1, n+1):
- proutn(_("Target sector for torpedo number %d- ") % i)
- key = scan()
+ for i in range(n):
+ proutn(_("Target sector for torpedo number %d- ") % (i+1))
+ key = scanner.next()
if key != IHREAL:
huh()
return
- targ[i][1] = int(aaitem-0.5)
- key = scan()
+ targ[i].x = scanner.int()
+ key = scanner.next()
if key != IHREAL:
huh()
return
- targ[i][2] = int(aaitem-0.5)
- chew()
- course[i] = targetcheck(targ[i][1], targ[i][2])
+ targ[i].y = scanner.int()
+ scanner.chew()
+ course[i] = targetcheck(targ[i])
if course[i] == None:
return
game.ididit = True
for i in range(n):
if game.condition != "docked":
game.torps -= 1
- r = (randreal()+randreal())*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 *= randreal(1.2, 2.2)
+ dispersion *= randreal(1.2, 2.2)
if n > 0:
prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
else:
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)
+ dispersion *= 1.0 + 0.0001*game.shield
+ torpedo(course[i], dispersion, origin=game.sector, number=i, nburst=n)
if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
return
if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
skip(2)
prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
- icas = randrange(hit*0.012)
+ icas = randrange(int(hit*0.012))
skip(1)
fry(0.8*hit)
if icas:
def hittem(hits):
# register a phaser hit on Klingons and Romulans
- nenhr2 = game.nenhere; kk=0
+ nenhr2 = len(game.enemies); kk=0
w = coord()
skip(1)
+ print "Hits are:", hits
for (k, wham) in enumerate(hits):
if wham==0:
continue
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
# (That was Tom Almy talking about the C code, I think -- ESR)
while automode=="NOTSET":
- key=scan()
+ key=scanner.next()
if key == IHALPHA:
- if isit("manual"):
- if game.nenhere==0:
+ if scanner.sees("manual"):
+ if len(game.enemies)==0:
prout(_("There is no enemy present to select."))
- chew()
+ 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:
+ if len(game.enemies)==0:
prout(_("Energy will be expended into space."))
automode = "AUTOMATIC"
elif not itarg:
automode = "AUTOMATIC"
else:
# IHEOL
- if game.nenhere==0:
+ if len(game.enemies)==0:
prout(_("Energy will be expended into space."))
automode = "AUTOMATIC"
elif not itarg:
automode = "FORCEMAN"
else:
proutn(_("Manual or automatic? "))
- chew()
+ 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(game.nenhere):
+ for i in range(len(game.enemies)):
irec += math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
kz=1
proutn(_("%d units required. ") % irec)
- chew()
+ scanner.chew()
proutn(_("Units to fire= "))
- key = scan()
+ key = scanner.next()
if key!=IHREAL:
return
- rpow = aaitem
+ rpow = scanner.real
if rpow > avail:
proutn(_("Energy available= %.2f") % avail)
skip(1)
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(game.nenhere):
+ for i in range(len(game.enemies)):
hits.append(0.0)
if powrem <= 0:
continue
if extra > 0 and not game.alldone:
if game.tholian:
proutn(_("*** Tholian web absorbs "))
- if game.nenhere>0:
+ if len(game.enemies)>0:
proutn(_("excess "))
prout(_("phaser energy."))
else:
prout(_("%d expended on empty space.") % int(extra))
elif automode == "FORCEMAN":
- chew()
+ scanner.chew()
key = IHEOL
if damaged(DCOMPTR):
prout(_("Battle computer damaged, manual fire only."))
skip(1)
elif automode == "MANUAL":
rpow = 0.0
- for k in range(game.nenhere):
+ for k in range(len(game.enemies)):
aim = game.enemies[k].kloc
ienm = game.quad[aim.x][aim.y]
if msgflag:
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):
+ if damaged(DSRSENS) and \
+ (aim-game.sector).distance()>2**0.5 and ienm in (IHC, IHS):
cramen(ienm)
prout(_(" can't be located without short range scan."))
- chew()
+ scanner.chew()
key = IHEOL
hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
k += 1
continue
if key == IHEOL:
- chew()
+ scanner.chew()
if itarg and k > kz:
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(_("units to fire at "))
crmena(False, ienm, "sector", aim)
proutn("- ")
- key = scan()
- if key == IHALPHA and isit("no"):
+ key = scanner.next()
+ if key == IHALPHA and scanner.sees("no"):
no = True
- key = scan()
+ key = scanner.next()
continue
if key == IHALPHA:
huh()
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):
newqad(False)
# Adjust finish time to time of tractor beaming
fintim = game.state.date+game.optime
- attack(False)
+ attack(torps_ok=False)
if game.state.remcom <= 0:
unschedule(FTBEAM)
else:
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))
(game.torps < 5 or damaged(DPHOTON))):
# Tractor-beam her!
istract = ictbeam = True
- tractorbeam(distance(game.state.kscmdr, game.quadrant))
+ tractorbeam((game.state.kscmdr-game.quadrant).distance())
else:
return
elif evcode == FTBEAM: # Tractor beam
unschedule(FTBEAM)
continue
i = randrange(game.state.remcom)
- yank = distance(game.state.kcmdr[i], game.quadrant)
+ yank = (game.state.kcmdr[i]-game.quadrant).distance()
if istract or game.condition == "docked" or yank == 0:
# Drats! Have to reschedule
schedule(FTBEAM,
if i > game.state.remcom or game.state.rembase == 0 or \
not game.state.galaxy[game.battle.x][game.battle.y].starbase:
# No action to take after all
- invalidate(game.battle)
+ game.battle.invalidate()
continue
destroybase()
elif evcode == FSCMOVE: # Supercommander moves
# wait on events
game.ididit = False
while True:
- key = scan()
+ key = scanner.next()
if key != IHEOL:
break
proutn(_("How long? "))
- chew()
+ 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
prout(_("%d stardates left.") % int(game.state.remtime))
return
temp = game.optime = delay
- if game.nenhere:
+ if len(game.enemies):
rtime = randreal(1.0, 2.0)
if rtime < temp:
temp = rtime
game.optime = temp
if game.optime < delay:
- attack(False)
+ attack(torps_ok=False)
if game.alldone:
return
events()
prout(_(" destroyed."))
game.iplnet.pclass = "destroyed"
game.iplnet = None
- invalidate(game.plnet)
+ game.plnet.invalidate()
if game.landed:
finish(FPNOVA)
return
break
game.state.baseq[i] = game.state.baseq[game.state.rembase]
game.state.rembase -= 1
- invalidate(game.base)
+ game.base.invalidate()
game.state.basekl += 1
newcnd()
crmena(True, IHB, "sector", neighbor)
elif iquad == IHK: # kill klingon
deadkl(neighbor, iquad, neighbor)
elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
- for ll in range(game.nenhere):
+ for ll in range(len(game.enemies)):
if game.enemies[ll].kloc == neighbor:
break
game.enemies[ll].kpower -= 800.0 # If firepower is lost, die
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-game - sector).distance() <= 2.1**0.5:
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
game.iscate = False
unschedule(FSCMOVE)
unschedule(FSCDBAS)
- if game.state.remcom:
- maxloop = game.state.remcom
- for l in range(maxloop):
- 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
+ game.state.remcom -= comkills
+ if game.state.remcom==0:
+ unschedule(FTBEAM)
game.state.remkl -= kldead
# destroy Romulans and planets in supernovaed quadrant
nrmdead = game.state.galaxy[nq.x][nq.y].romulans
for loop in range(maxloop):
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.baseq[game.state.rembase].invalidate()
game.state.rembase -= 1
break
# If starship caused supernova, tally up destruction
def selfdestruct():
# self-destruct maneuver
# Finish with a BANG!
- chew()
+ 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"))
skip(1)
stars()
skip(1)
- if game.nenhere != 0:
+ if len(game.enemies) != 0:
whammo = 25.0 * game.energy
l=1
- while l <= game.nenhere:
+ while l <= len(game.enemies):
if game.enemies[l].kpower*game.enemies[l].kdist <= whammo:
deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.x][game.enemies[l].kloc.y], game.enemies[l].kloc)
l += 1
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!)
#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)
setwnd(fullscreen_window)
textcolor(DEFAULT)
+def textcolor(color):
+ "Set text foreground color. Presently a stub."
+ pass # FIXME
+
+def ioend():
+ "Wrap up I/O. Presently a stub."
+ pass
+
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()
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:
#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 %s torpedo number %d- ") % (game.quad[origin.x][origin.y],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)
time.sleep(0.4)
if (iquad==IHDOT) or (iquad==IHBLANK):
put_srscan_sym(w, '+')
- #sound(l*10)
+ #sound(step*10)
#time.sleep(0.1)
#nosound()
put_srscan_sym(w, iquad)
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."
def no_quad_change():
# No quadrant change -- compute new average enemy distances
game.quad[game.sector.x][game.sector.y] = game.ship
- if game.nenhere:
- for m in range(game.nenhere):
- finald = distance(w, game.enemies[m].kloc)
- game.enemies[m].kavgd = 0.5 * (finald+game.enemies[m].kdist)
- game.enemies[m].kdist = finald
+ if game.enemies:
+ for enemy in game.enemies:
+ finald = (w-game.enemy.kloc).distance()
+ enemy.kavgd = 0.5 * (finald + ememy.kdist)
+ enemy.kdist = finald
game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
- attack(False)
- for m in range(game.nenhere):
- game.enemies[m].kavgd = game.enemies[m].kdist
+ attack(torps_ok=False)
+ for enemy in game.enemies:
+ enemy.kavgd = enemy.kdist
newcnd()
drawmaps(0)
setwnd(message_window)
if not VALID_SECTOR(w.x, w.y):
# Leaving quadrant -- allow final enemy attack
# Don't do it if being pushed by Nova
- if game.nenhere != 0 and not novapush:
+ if len(game.enemies) != 0 and not novapush:
newcnd()
- for m in range(game.nenhere):
- finald = distance(w, game.enemies[m].kloc)
- game.enemies[m].kavgd = 0.5 * (finald + game.enemies[m].kdist)
+ 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.x][game.quadrant.y].supernova:
- attack(False)
+ attack(torps_ok=False)
if game.alldone:
return
# compute final position -- new quadrant and sector
game.quad[game.sector.x][game.sector.y] = game.ship
newqad(False)
if game.skill>SKILL_NOVICE:
- attack(False)
+ attack(torps_ok=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)
+ game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0)
if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
game.sector = w
for enemy in game.enemies:
def dock(verbose):
# dock our ship at a starbase
- chew()
+ 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:
+ if not game.base.is_valid() or abs(game.sector.x-game.base.x) > 1 or abs(game.sector.y-game.base.y) > 1:
crmshp()
prout(_(" not adjacent to base."))
return
if game.landed and not isprobe:
prout(_("Dummy! You can't leave standard orbit until you"))
proutn(_("are back aboard the ship."))
- chew()
+ scanner.chew()
return False
while navmode == "unspecified":
if damaged(DNAVSYS):
prout(_("Computer damaged; manual navigation only"))
else:
prout(_("Computer damaged; manual movement only"))
- chew()
+ scanner.chew()
navmode = "manual"
key = IHEOL
break
key = akey
akey = -1
else:
- key = scan()
+ key = scanner.next()
if key == IHEOL:
proutn(_("Manual or automatic- "))
iprompt = True
- chew()
+ scanner.chew()
elif key == IHALPHA:
- if isit("manual"):
+ 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()
+ scanner.chew()
return False
else: # numeric
if isprobe:
proutn(_("Target quadrant or quadrant§or- "))
else:
proutn(_("Destination sector or quadrant§or- "))
- chew()
+ scanner.chew()
iprompt = True
- key = scan()
+ key = scanner.next()
if key != IHREAL:
huh()
return False
- xi = int(round(aaitem))-1
- key = scan()
+ xi = int(round(scanner.real))-1
+ key = scanner.next()
if key != IHREAL:
huh()
return False
- xj = int(round(aaitem))-1
- key = scan()
+ xj = int(round(scanner.real))-1
+ key = scanner.next()
if key == IHREAL:
# both quadrant and sector specified
- xk = int(round(aaitem))-1
- key = scan()
+ xk = int(round(scanner.real))-1
+ key = scanner.next()
if key != IHREAL:
huh()
return False
- xl = int(round(aaitem))-1
+ xl = int(round(scanner.real))-1
dquad.x = xi
dquad.y = xj
dsect.y = xk
else: # manual
while key == IHEOL:
proutn(_("X and Y displacements- "))
- chew()
+ scanner.chew()
iprompt = True
- key = scan()
+ key = scanner.next()
itemp = "verbose"
if key != IHREAL:
huh()
return False
- deltax = aaitem
- key = scan()
+ deltax = scanner.real
+ key = scanner.next()
if key != IHREAL:
huh()
return False
- deltay = aaitem
+ deltay = scanner.real
# Check for zero movement
if deltax == 0 and deltay == 0:
- chew()
+ scanner.chew()
return False
if itemp == "verbose" and not isprobe:
skip(1)
prout(_("Helmsman Sulu- \"Aye, Sir.\""))
# Course actually laid in.
- game.dist = math.sqrt(deltax*deltax + deltay*deltay)
- game.direc = math.atan2(deltax, deltay)*1.90985932
+ game.dist = coord(deltax, deltay).distance()
+ game.direc = coord(deltax, deltay).course()
if game.direc < 0.0:
game.direc += 12.0
- chew()
+ scanner.chew()
return True
def impulse():
# 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
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
if not timewarp: # 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.\""))
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.\""))
if game.warpfac > 6.0:
# Decide if engine damage will occur
# ESR: Seems wrong. Probability of damage goes *down* with distance?
- prob = game.dist*square(6.0-game.warpfac)/66.666666666
+ prob = game.dist*(6.0-game.warpfac)**2/66.666666666
if prob > randreal():
blooey = True
game.dist = randreal(game.dist)
def setwarp():
# change the warp factor
while True:
- key=scan()
+ key=scanner.next()
if key != IHEOL:
break
- chew()
+ scanner.chew()
proutn(_("Warp factor- "))
- chew()
+ 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.warpfac = scanner.real
game.wfacsq=game.warpfac*game.warpfac
if game.warpfac <= oldfac or game.warpfac <= 6.0:
prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
def atover(igrab):
# cope with being tossed out of quadrant by supernova or yanked by beam
- chew()
+ scanner.chew()
# is captain on planet?
if game.landed:
if damaged(DTRANSP):
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!
# 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()
+ key = scanner.next()
if key == IHEOL:
# slow mode, so let Kirk know how many probes there are left
if game.nprobes == 1:
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()
+ key = scanner.next()
elif key == IHEOL:
proutn(_("Arm NOVAMAX warhead? "))
game.isarmed = ja()
# 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.\""))
game.nhelp += 1
if game.base.x!=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(game.state.rembase):
- xdist = QUADSIZE * distance(game.state.baseq[m], game.quadrant)
+ xdist = QUADSIZE * (game.state.baseq[m] - game.quadrant).distance()
if xdist < ddist:
ddist = xdist
line = m
# found one -- finish up
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
proutn(_(" attempt to re-materialize "))
crmshp()
game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
- textcolor(RED)
+ textcolor("red")
warble()
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!\""))
def abandon():
# abandon ship
- chew()
+ scanner.chew()
if game.condition=="docked":
if game.ship!=IHE:
prout(_("You cannot abandon Ye Faerie Queene."))
# 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):
def 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:
+ if not game.plnet.is_valid() or abs(game.sector.x-game.plnet.x) > 1 or abs(game.sector.y-game.plnet.y) > 1:
crmshp()
prout(_(" not adjacent to planet."))
skip(1)
def beam():
# use the transporter
nrgneed = 0
- chew()
+ scanner.chew()
skip(1)
if damaged(DTRANSP):
prout(_("Transporter damaged."))
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(_(" 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.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."))
def mine():
# strip-mine a world for dilithium
skip(1)
- chew()
+ scanner.chew()
if not game.landed:
prout(_("Mining party not on planet."))
return
# 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."))
def shuttle():
# use shuttlecraft for planetary jaunt
- chew()
+ scanner.chew()
skip(1)
if damaged(DSHUTTL):
if game.damage[DSHUTTL] == -1.0:
# 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):
if r > dprob:
prouts(_("Sulu- \"Captain! It's working!\""))
skip(2)
- while game.nenhere > 0:
+ while len(game.enemies) > 0:
deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.x][game.enemies[1].kloc.y],game.enemies[1].kloc)
prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
if (game.state.remkl + game.state.remcom + game.state.nscrem) == 0:
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"),
def damagereport():
# damage report
jdam = False
- chew()
+ scanner.chew()
for i in range(NDEVICES):
if damaged(i):
def chart():
# display the star chart
- chew()
+ scanner.chew()
if (game.options & OPTION_AUTOSCAN):
lrscan(silent=True)
if not damaged(DRADIO):
# light up an individual dot in a sector
if goodScan or (abs(i-game.sector.x)<= 1 and abs(j-game.sector.y) <= 1):
if (game.quad[i][j]==IHMATER0) or (game.quad[i][j]==IHMATER1) or (game.quad[i][j]==IHMATER2) or (game.quad[i][j]==IHE) or (game.quad[i][j]==IHF):
- if game.condition == "red": 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 request():
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,"))
sectscan(goodScan, i, j)
skip(1)
-
def eta():
# use computer to get estimated time of arrival for a warp jump
w1 = coord(); w2 = coord()
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 = int(aaitem-0.5)
- if scan() != IHREAL:
+ w1.y = int(scanner.real-0.5)
+ if scanner.next() != IHREAL:
huh()
return
- w1.x = int(aaitem-0.5)
- if scan() == IHREAL:
- w2.y = int(aaitem-0.5)
- if scan() != IHREAL:
+ w1.x = int(scanner.real-0.5)
+ if scanner.next() == IHREAL:
+ w2.y = int(scanner.real-0.5)
+ if scanner.next() != IHREAL:
huh()
return
- w2.x = int(aaitem-0.5)
+ w2.x = int(scanner.real-0.5)
else:
if game.quadrant.y>w1.x:
w2.x = 0
if not VALID_QUADRANT(w1.x, w1.y) or not VALID_SECTOR(w2.x, w2.y):
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)))
+ game.dist = ((w1 - game.quadrant) + 0.1 * (w2 - game.sector)).distance()
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
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)
+ scanner.chew()
+ ttime = (10.0*game.dist)/twarp**2
tpower = game.dist*twarp*twarp*twarp*(game.shldup+1)
if tpower >= game.energy:
prout(_("Insufficient energy, sir."))
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
def freeze(boss):
# save game
if boss:
- citem = "emsave.trk"
+ scanner.token = "emsave.trk"
else:
- key = scan()
+ key = scanner.next()
if key == IHEOL:
proutn(_("File name: "))
- key = scan()
+ key = scanner.next()
if key != IHALPHA:
huh()
return
- chew()
- if '.' not in citem:
- citem += ".trk"
+ 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
game.passwd[0] = '\0'
- key = scan()
+ key = scanner.next()
if key == IHEOL:
proutn(_("File name: "))
- key = scan()
+ 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()
_("D. S. Probe"), \
)
-def setup(needprompt):
+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
# so it did them in the opposite order.
for j in range(1, i):
# Improved placement algorithm to spread out bases
- distq = w.distance(game.state.baseq[j])
+ distq = (w - game.state.baseq[j]).distance()
if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
contflag = True
if idebug:
prout(_(" YOU'LL NEED IT."))
waitfor()
newqad(False)
- if game.nenhere - (thing == game.quadrant) - (game.tholian != None):
+ if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
game.shldup = True
if game.neutz: # bad luck to start in a Romulan Neutral Zone
- attack(False)
+ attack(torps_ok=False)
-def choose(needprompt):
+def choose():
# choose your game type
global thing
while True:
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
+ scanner.next()
+ if len(scanner.token)==0: # Try again
continue
- if isit("tournament"):
- while scan() == IHEOL:
+ 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(round(aaitem))
- random.seed(aaitem)
+ game.tourn = int(round(scanner.real))
+ random.seed(scanner.real)
if logfp:
- logfp.write("# random.seed(%d)\n" % aaitem)
+ 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 \"%s\"?"), citem)
- 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"):
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
game.ishere = False
game.irhere = 0
game.iplnet = 0
- game.nenhere = 0
game.neutz = False
game.inorbit = False
game.landed = False
game.ientesc = False
game.iseenit = False
+ # Create a blank quadrant
+ game.quad = fill2d(QUADSIZE, lambda i, j: IHDOT)
if game.iscate:
# Attempt to escape Super-commander, so tbeam back!
game.iscate = False
return
game.klhere = q.klingons
game.irhere = q.romulans
- game.nenhere = game.klhere + game.irhere
# Position Starship
game.quad[game.sector.x][game.sector.y] = game.ship
game.enemies = []
game.iscate = (game.state.remkl > 1)
game.ishere = True
# Put in Romulans if needed
- for i in range(game.klhere, game.nenhere):
+ for i in range(game.klhere, len(game.enemies)):
enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
# If quadrant needs a starbase, put it in
if q.starbase:
if shutup==0:
# Put in THING if needed
if thing == game.quadrant:
- enemy(symbol=IHQUEST, loc=dropin(),
+ enemy(type=IHQUEST, loc=dropin(),
power=randreal(6000,6500.0)+250.0*game.skill)
if not damaged(DSRSENS):
skip(1)
w.y = withprob(0.5) * (QUADSIZE-1)
if game.quad[w.x][w.y] == IHDOT:
break
- game.tholian = enemy(symbol=IHT, loc=w,
+ game.tholian = enemy(type=IHT, loc=w,
power=randrange(100, 500) + 25.0*game.skill)
# Reserve unoccupied corners
if game.quad[0][0]==IHDOT:
# 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:
def helpme():
# browse on-line help
# Give help on commands
- key = scan()
+ key = scanner.next()
while True:
if key == IHEOL:
setwnd(prompt_window)
proutn(_("Help on what command? "))
- key = scan()
+ key = scanner.next()
setwnd(message_window)
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()
+ scanner.chew()
skip(1)
- cmd = citem.upper()
+ cmd = scanner.token.upper()
try:
fp = open(SSTDOC, "r")
except IOError:
hitme = False
game.justin = False
game.optime = 0.0
- 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()
- candidates = filter(lambda x: x.startswith(citem.upper()),
+ 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 that prefix: " + " ".join(candidates))
+ prout("Commands with prefix '%s': %s" % (scanner.token, " ".join(candidates)))
else:
listCommands()
continue
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
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:
w.y = randrange(size)
return w
-def chew():
- # Demand input for next scan
- global inqueue
- inqueue = None
-
-def chew2():
- # return IHEOL next time
- global inqueue
- inqueue = []
-
-def scan():
- # Get a token from the user
- global inqueue, line, citem, aaitem
- aaitem = 0.0
- citem = ''
-
- # Read a line if nothing here
- if inqueue == None:
- line = cgetline()
- if curwnd==prompt_window:
- clrscr()
- setwnd(message_window)
- clrscr()
- # Skip leading white space
- line = line.lstrip()
- if line:
- inqueue = line.split()
- else:
- inqueue = []
+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
+ # Skip leading white space
+ line = line.lstrip()
+ if not line:
+ continue
+ else:
+ self.inqueue = line.lstrip().split() + [IHEOL]
+ # From here on in it's all looking at the queue
+ self.token = self.inqueue.pop(0)
+ if self.token == IHEOL:
+ self.type = IHEOL
return IHEOL
- elif not inqueue:
- return IHEOL
- # 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 ValueError:
- pass
- # Treat as alpha
- citem = citem.lower()
- return IHALPHA
+ 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 push(self, toklist):
+ self.inqueue += toklist
+ def chew(self):
+ # Demand input for next scan
+ self.inqueue = None
+ self.real = self.token = None
+ def chew2(self):
+ # return IHEOL next time
+ 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 ja():
# yes-or-no confirmation
- chew()
+ scanner.chew()
while True:
- scan()
- chew()
- if citem == 'y':
+ scanner.next()
+ scanner.chew()
+ if scanner.token == 'y':
return True
- if citem == 'n':
+ if scanner.token == 'n':
return False
proutn(_("Please answer with \"y\" or \"n\": "))
def huh():
# complain about unparseable input
- chew()
+ 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 s.startswith(citem)
def debugme():
# access to the internals for debugging
proutn("Kill ")
proutn(device[i])
proutn("? ")
- chew()
- key = scan()
- if key == IHALPHA and isit("y"):
+ 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()
+ scanner.chew()
elif key == IHREAL:
- ev = schedule(i, aaitem)
+ ev = schedule(i, scanner.real)
if i == FENSLV or i == FREPRO:
- chew()
+ scanner.chew()
proutn("In quadrant- ")
- key = scan()
+ 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(round(aaitem))
- key = scan()
+ w.x = int(round(scanner.real))
+ key = scanner.next()
if key != IHREAL:
prout("Event %d canceled, no y coordinate." % (i))
unschedule(i)
continue
- w.y = int(round(aaitem))
+ w.y = 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
if __name__ == '__main__':
try:
global line, thing, game, idebug
- game = citem = aaitem = inqueue = None
- line = ''
+ game = None
thing = coord()
thing.angry = False
game = gamestate()
logfp.write("# seed %s\n" % seed)
logfp.write("# options %s\n" % " ".join(arguments))
random.seed(seed)
- iostart()
- if arguments:
- inqueue = arguments
- else:
- inqueue = None
- while True: # Play a game
- setwnd(fullscreen_window)
- clrscr()
- prelim()
- setup(needprompt=not inqueue)
- if game.alldone:
- score()
- game.alldone = False
- else:
- makemoves()
- skip(1)
- stars()
+ scanner = sstscanner()
+ scanner.push(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.chew2()
+ freeze(False)
+ scanner.chew()
+ proutn(_("Do you want to play again? "))
+ if not ja():
+ break
skip(1)
- if game.tourn and game.alldone:
- proutn(_("Do you want your score recorded?"))
- if ja() == True:
- chew2()
- freeze(False)
- 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."))
+ prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
+ finally:
+ ioend()
raise SystemExit, 0
except KeyboardInterrupt:
print""