See the doc/HACKING file in the distribution for designers notes and advice
on how to modify (and how not to modify!) this code.
"""
-import os, sys, math, curses, time, readline, cPickle, random, copy, gettext, getpass
+import os, sys, math, curses, time, readline, pickle, random, copy, gettext, getpass
version = "2.1"
self.angered = False
def angry(self):
self.angered = True
+ def at(self, q):
+ return (q.i, q.j) == (self.i, self.j)
class Planet:
def __init__(self):
self.pclass = None # could be ""M", "N", "O", or "destroyed"
self.crystals = "absent"# could be "mined", "present", "absent"
self.known = "unknown" # could be "unknown", "known", "shuttle_down"
- self.inhabited = False # is it inhabites?
+ self.inhabited = False # is it inhabited?
def __str__(self):
return self.name
class Page:
def __init__(self):
self.stars = None
- self.starbase = None
+ self.starbase = False
self.klingons = None
+ def __repr__(self):
+ return "<%s,%s,%s>" % (self.klingons, self.starbase, self.stars)
def fill2d(size, fillfun):
"Fill an empty list in 2D."
def __init__(self, etype=None, loc=None, power=None):
self.type = etype
self.location = Coord()
+ self.kdist = None
+ self.kavgd = None
if loc:
self.move(loc)
self.power = power # enemy energy level
self.score = 0.0 # overall score
self.perdate = 0.0 # rate of kills
self.idebug = False # Debugging instrumentation enabled?
+ self.statekscmdr = None # No SuperCommander coordinates yet.
def recompute(self):
# Stas thinks this should be (C expression):
# game.state.remkl + len(game.state.kcmdr) > 0 ?
# avoid intruding on another commander's territory
if enemy.type == 'C':
if iq in game.state.kcmdr:
- return False
+ return []
# refuse to leave if currently attacking starbase
if game.battle == game.quadrant:
- return False
+ return []
# don't leave if over 1000 units of energy
if enemy.power > 1000.0:
- return False
- # 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":
- prout(crmena(True, enemy.type, "sector", enemy.location) + \
- (_(" escapes to Quadrant %s (and regains strength).") % iq))
+ return []
+ oldloc = copy.copy(enemy.location)
# handle local matters related to escape
enemy.move(None)
game.klhere -= 1
if cmdr == game.quadrant:
game.state.kcmdr.append(iq)
break
- return True # success
+ # report move out of quadrant.
+ return [(True, enemy, oldloc, ibq)]
# The bad-guy movement algorithm:
#
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.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
- dist1 = enemy.kdist
- mdist = int(dist1 + 0.5) # Nearest integer distance
+ old_dist = enemy.kdist
+ mdist = int(old_dist + 0.5) # Nearest integer distance
# If SC, check with spy to see if should hi-tail it
if enemy.type == 'S' and \
(enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
motion = ((forces + randreal(200))/150.0) - 5.0
else:
if forces > 1000.0: # Very strong -- move in for kill
- motion = (1.0 - randreal())**2 * dist1 + 1.0
+ motion = (1.0 - randreal())**2 * old_dist + 1.0
if game.condition == "docked" and (game.options & OPTION_BASE): # protected by base -- back off !
motion -= game.skill*(2.0-randreal()**2)
if game.idebug:
proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
# don't move if no motion
if motion == 0:
- return
+ return []
# Limit motion according to skill
if abs(motion) > game.skill:
if motion < 0:
while attempts < 20 and not success:
attempts += 1
if look.i < 0 or look.i >= QUADSIZE:
- if motion < 0 and tryexit(enemy, look, irun):
- return
+ if motion < 0:
+ return tryexit(enemy, look, irun)
if krawli == m.i or m.j == 0:
break
look.i = goto.i + krawli
krawli = -krawli
elif look.j < 0 or look.j >= QUADSIZE:
- if motion < 0 and tryexit(enemy, look, irun):
- return
+ if motion < 0:
+ return tryexit(enemy, look, irun)
if krawlj == m.j or m.i == 0:
break
look.j = goto.j + krawlj
if game.quad[look.i][look.j] == game.ship and \
(enemy.type == 'C' or enemy.type == 'S'):
collision(rammed=True, enemy=enemy)
- return
+ return []
if krawli != m.i and m.j != 0:
look.i = goto.i + krawli
krawli = -krawli
break # done early
if game.idebug:
skip(1)
- if enemy.move(goto):
- if not damaged(DSRSENS) or game.condition == "docked":
- proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
- if enemy.kdist < dist1:
- proutn(_(" advances to "))
- else:
- proutn(_(" retreats to "))
- prout("Sector %s." % goto)
+ # Enemy moved, but is still in sector
+ return [(False, enemy, old_dist, goto)]
def moveklings():
"Sequence Klingon tactical movement."
prout("== MOVCOM")
# Figure out which Klingon is the commander (or Supercommander)
# and do move
+ tacmoves = []
if game.quadrant in game.state.kcmdr:
for enemy in game.enemies:
if enemy.type == 'C':
- movebaddy(enemy)
+ tacmoves += movebaddy(enemy)
if game.state.kscmdr == game.quadrant:
for enemy in game.enemies:
if enemy.type == 'S':
- movebaddy(enemy)
+ tacmoves += 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
if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
for enemy in game.enemies:
if enemy.type in ('K', 'R'):
- movebaddy(enemy)
- sortenemies()
+ tacmoves += movebaddy(enemy)
+ return tacmoves
def movescom(iq, avoid):
"Commander movement helper."
unschedule(FSCDBAS)
for enemy in game.enemies:
if enemy.type == 'S':
- break
- enemy.move(None)
+ enemy.move(None)
game.klhere -= 1
if game.condition != "docked":
newcnd()
if shraise:
action = "SHUP"
else:
- key = scanner.next()
+ key = scanner.nexttok()
if key == "IHALPHA":
if scanner.sees("transfer"):
action = "NRG"
game.ididit = True
return
elif action == "NRG":
- while scanner.next() != "IHREAL":
+ while scanner.nexttok() != "IHREAL":
scanner.chew()
proutn(_("Energy to transfer to shields- "))
nrg = scanner.real
return None # we should never get here
def collision(rammed, enemy):
- "Collision handling fot rammong events."
+ "Collision handling for rammong events."
prouts(_("***RED ALERT! RED ALERT!"))
skip(1)
prout(_("***COLLISION IMMINENT."))
# Loop to move a single torpedo
setwnd(message_window)
for step in range(1, QUADSIZE*2):
- if not track.next():
+ if not track.nexttok():
break
w = track.sector()
if not w.valid_sector():
# In the C/FORTRAN version, dispersion was 2.5 radians, which
# is 143 degrees, which is almost exactly 4.8 clockface units
displacement = course(track.bearing+randreal(-2.4, 2.4), distance=2**0.5)
- displacement.next()
+ displacement.nexttok()
bumpto = displacement.sector()
if not bumpto.valid_sector():
return hit
return None
for enemy in game.enemies:
if w == enemy.location:
- break
- kp = math.fabs(enemy.power)
- 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 enemy.power < 0:
- enemy.power -= -h1
- else:
- enemy.power -= h1
- if enemy.power == 0:
- deadkl(w, iquad, w)
- return None
- proutn(crmena(True, iquad, "sector", w))
- displacement = course(track.bearing+randreal(-2.4, 2.4), distance=2**0.5)
- displacement.next()
- bumpto = displacement.sector()
- if not bumpto.valid_sector():
- prout(_(" damaged but not destroyed."))
- return
- if game.quad[bumpto.i][bumpto.j] == ' ':
- prout(_(" buffeted into black hole."))
- deadkl(w, iquad, bumpto)
- if game.quad[bumpto.i][bumpto.j] != '.':
- prout(_(" damaged but not destroyed."))
+ kp = math.fabs(enemy.power)
+ 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 enemy.power < 0:
+ enemy.power -= -h1
+ else:
+ enemy.power -= h1
+ if enemy.power == 0:
+ deadkl(w, iquad, w)
+ return None
+ proutn(crmena(True, iquad, "sector", w))
+ displacement = course(track.bearing+randreal(-2.4, 2.4), distance=2**0.5)
+ displacement.nexttok()
+ bumpto = displacement.sector()
+ if not bumpto.valid_sector():
+ prout(_(" damaged but not destroyed."))
+ return
+ if game.quad[bumpto.i][bumpto.j] == ' ':
+ prout(_(" buffeted into black hole."))
+ deadkl(w, iquad, bumpto)
+ if game.quad[bumpto.i][bumpto.j] != '.':
+ prout(_(" damaged but not destroyed."))
+ else:
+ prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
+ enemy.location = bumpto
+ game.quad[w.i][w.j] = '.'
+ game.quad[bumpto.i][bumpto.j] = iquad
+ for enemy in game.enemies:
+ enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
+ sortenemies()
+ break
else:
- prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
- enemy.location = bumpto
- game.quad[w.i][w.j] = '.'
- game.quad[bumpto.i][bumpto.j] = iquad
- for enemy in game.enemies:
- enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
- sortenemies()
+ prout("Internal error, no enemy where expected!")
+ raise SystemExit(1)
return None
elif iquad == 'B': # Hit a base
skip(1)
prout(_("***STARBASE DESTROYED.."))
- game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
+ game.state.baseq = [x for x in game.state.baseq if x != game.quadrant]
game.quad[w.i][w.j] = '.'
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.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
+ game.state.chart[game.quadrant.i][game.quadrant.j].starbase = False
game.state.basekl += 1
newcnd()
return None
return None
break
skip(1)
+ setwnd(message_window)
prout(_("Torpedo missed."))
return None
# Select devices and cause damage
cdam = []
while ncrit > 0:
- ncrit -= 1
while True:
j = randdevice()
# Cheat to prevent shuttle damage unless on ship
cdam.append(j)
extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
game.damage[j] += extradm
+ ncrit -= 1
skipcount = 0
for (i, j) in enumerate(cdam):
proutn(device[j])
return
# commanders get a chance to tac-move towards you
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()
+ for (bugout, enemy, old, goto) in moveklings():
+ if bugout:
+ # we know about this if either short or long range
+ # sensors are working
+ if damaged(DSRSENS) and damaged(DLRSENS) \
+ and game.condition != "docked":
+ prout(crmena(True, enemy.type, "sector", old) + \
+ (_(" escapes to Quadrant %s (and regains strength).") % goto))
+ else: # Enemy still in-sector
+ if enemy.move(goto):
+ if not damaged(DSRSENS) or game.condition == "docked":
+ proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
+ if enemy.kdist < old:
+ proutn(_(" advances to "))
+ else:
+ proutn(_(" retreats to "))
+ prout("Sector %s." % goto)
+ sortenemies()
# if no enemies remain after movement, we're done
- if len(game.enemies) == 0 or (len(game.enemies) == 1 and thing == game.quadrant and not thing.angered):
+ if len(game.enemies) == 0 or (len(game.enemies) == 1 and thing.at(game.quadrant) and not thing.angered):
return
# set up partial hits if attack happens during shield status change
pfac = 1.0/game.inshld
return
# First, get torpedo count
while True:
- scanner.next()
+ scanner.nexttok()
if scanner.token == "IHALPHA":
huh()
return
# Next, get targets
target = []
for i in range(n):
- key = scanner.next()
+ key = scanner.nexttok()
if i == 0 and key == "IHEOL":
break # no coordinate waiting, we will try prompting
if i == 1 and key == "IHEOL":
# 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 = scanner.next()
+ key = scanner.nexttok()
if key == "IHALPHA":
if scanner.sees("manual"):
if len(game.enemies)==0:
automode = "AUTOMATIC"
else:
automode = "MANUAL"
- key = scanner.next()
+ key = scanner.nexttok()
elif scanner.sees("automatic"):
if (not itarg) and len(game.enemies) != 0:
automode = "FORCEMAN"
if len(game.enemies)==0:
prout(_("Energy will be expended into space."))
automode = "AUTOMATIC"
- key = scanner.next()
+ key = scanner.nexttok()
elif scanner.sees("no"):
no = True
else:
if automode == "AUTOMATIC":
if key == "IHALPHA" and scanner.sees("no"):
no = True
- key = scanner.next()
+ key = scanner.nexttok()
if key != "IHREAL" and len(game.enemies) != 0:
prout(_("Phasers locked on target. Energy available: %.2f")%avail)
irec = 0
proutn(_("%d units required. ") % irec)
scanner.chew()
proutn(_("Units to fire= "))
- key = scanner.next()
+ key = scanner.nexttok()
if key != "IHREAL":
return
rpow = scanner.real
# chicken out
scanner.chew()
return
- key = scanner.next()
+ key = scanner.nexttok()
if key == "IHALPHA" and scanner.sees("no"):
no = True
if ifast:
proutn("??")
proutn(") ")
proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
- key = scanner.next()
+ key = scanner.nexttok()
if key == "IHALPHA" and scanner.sees("no"):
no = True
- key = scanner.next()
+ key = scanner.nexttok()
continue
if key == "IHALPHA":
huh()
prout(_("Available energy exceeded -- try again."))
scanner.chew()
return
- key = scanner.next() # scan for next value
+ key = scanner.nexttok() # scan for next value
k += 1
if rpow == 0.0:
# zero energy -- abort
else:
prout(_("(Shields not currently useable.)"))
newqad()
- # Adjust finish time to time of tractor beaming
- fintim = game.state.date+game.optime
+ # Adjust finish time to time of tractor beaming?
+ # fintim = game.state.date+game.optime
attack(torps_ok=False)
if not game.state.kcmdr:
unschedule(FTBEAM)
game.state.chart[game.battle.i][game.battle.j].starbase = False
# Remove Starbase from galaxy
game.state.galaxy[game.battle.i][game.battle.j].starbase = False
- game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq)
+ game.state.baseq = [x for x in game.state.baseq if x != game.battle]
if game.isatb == 2:
# reinstate a commander's base attack
game.battle = hold
supercommander()
elif evcode == FDSPROB: # Move deep space probe
schedule(FDSPROB, 0.01)
- if not game.probe.next():
+ if not game.probe.nexttok():
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
#announce()
skip(1)
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]
+ pquad = game.probe.quadrant()
+ pdest = game.state.galaxy[pquad.i][pquad.j]
if communicating():
- chp = game.state.chart[game.probe.quadrant().i][game.probe.quadrant().j]
- chp.klingons = pdest.klingons
- chp.starbase = pdest.starbase
- chp.stars = pdest.stars
+ game.state.chart[pquad.i][pquad.j].klingons = pdest.klingons
+ game.state.chart[pquad.i][pquad.j].starbase = pdest.starbase
+ game.state.chart[pquad.i][pquad.j].stars = pdest.stars
pdest.charted = True
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().i][game.quadrant().j].supernova:
+ if game.state.galaxy[pquad.i][pquad.j].supernova:
return
elif evcode == FDISTR: # inhabited system issues distress call
unschedule(FDISTR)
"Wait on events."
game.ididit = False
while True:
- key = scanner.next()
+ key = scanner.nexttok()
if key != "IHEOL":
break
proutn(_("How long? "))
game.quad[neighbor.i][neighbor.j] = '.'
elif iquad == 'B': # 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.state.baseq = [x for x in game.state.baseq if x!= game.quadrant]
game.base.invalidate()
game.state.basekl += 1
newcnd()
game.state.planets[loop].pclass = "destroyed"
npdead += 1
# Destroy any base in supernovaed quadrant
- game.state.baseq = filter(lambda x: x != nq, game.state.baseq)
+ game.state.baseq = [x for x in game.state.baseq if x != nq]
# If starship caused supernova, tally up destruction
if w != None:
game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
skip(1)
prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
skip(1)
- scanner.next()
+ scanner.nexttok()
if game.passwd != scanner.token:
prouts(_("PASSWORD-REJECTED;"))
skip(1)
sys.stdout.write('\n')
proutn(prompt)
if not replayfp:
- raw_input()
+ input()
sys.stdout.write('\n' * rows)
linecount = 0
elif line[0] != "#":
break
else:
- line = raw_input() + "\n"
+ line = eval(input()) + "\n"
if logfp:
logfp.write(line)
return line
# Move out
game.quad[game.sector.i][game.sector.j] = '.'
for m in range(icourse.moves):
- icourse.next()
+ icourse.nexttok()
w = icourse.sector()
if icourse.origin.quadrant() != icourse.location.quadrant():
newquadrant(noattack)
break
elif check_collision(w):
- print "Collision detected"
+ print("Collision detected")
break
else:
game.sector = w
navmode = "manual"
key = "IHEOL"
break
- key = scanner.next()
+ key = scanner.nexttok()
if key == "IHEOL":
proutn(_("Manual or automatic- "))
iprompt = True
elif key == "IHALPHA":
if scanner.sees("manual"):
navmode = "manual"
- key = scanner.next()
+ key = scanner.nexttok()
break
elif scanner.sees("automatic"):
navmode = "automatic"
- key = scanner.next()
+ key = scanner.nexttok()
break
else:
huh()
proutn(_("Destination sector or quadrant§or- "))
scanner.chew()
iprompt = True
- key = scanner.next()
+ key = scanner.nexttok()
if key != "IHREAL":
huh()
raise TrekError
xi = int(round(scanner.real))-1
- key = scanner.next()
+ key = scanner.nexttok()
if key != "IHREAL":
huh()
raise TrekError
xj = int(round(scanner.real))-1
- key = scanner.next()
+ key = scanner.nexttok()
if key == "IHREAL":
# both quadrant and sector specified
xk = int(round(scanner.real))-1
- key = scanner.next()
+ key = scanner.nexttok()
if key != "IHREAL":
huh()
raise TrekError
proutn(_("X and Y displacements- "))
scanner.chew()
iprompt = True
- key = scanner.next()
+ key = scanner.nexttok()
itemp = "verbose"
if key != "IHREAL":
huh()
raise TrekError
delta.j = scanner.real
- key = scanner.next()
+ key = scanner.nexttok()
if key != "IHREAL":
huh()
raise TrekError
self.step = 0
def arrived(self):
return self.location.roundtogrid() == self.final
- def next(self):
+ def nexttok(self):
"Next step on course."
self.step += 1
self.nextlocation = self.location + self.increment
scanner.chew()
return
# Make sure enough time is left for the trip
- game.optime = course.dist/0.095
+ game.optime = course.distance/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"))
game.ididit = True
if game.alldone:
return
- power = 20.0 + 100.0*course.dist
+ power = 20.0 + 100.0*course.distance
game.energy -= power
- game.optime = course.dist/0.095
+ game.optime = course.distance/0.095
if game.energy <= 0:
finish(FNRG)
return
skip(1)
prout(_("Engineering to bridge--"))
if not game.shldup or 0.5*wcourse.power(game.warpfac) > game.energy:
- iwarp = (game.energy/(wcourse.dist+0.05)) ** 0.333333333
+ iwarp = (game.energy/(wcourse.distance+0.05)) ** 0.333333333
if iwarp <= 0:
prout(_("We can't do it, Captain. We don't have enough energy."))
else:
look = wcourse.moves
while look > 0:
look -= 1
- wcourse.next()
+ wcourse.nexttok()
w = wcourse.sector()
if not w.valid_sector():
break
def setwarp():
"Change the warp factor."
while True:
- key=scanner.next()
+ key=scanner.nexttok()
if key != "IHEOL":
break
scanner.chew()
else:
prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
return
- key = scanner.next()
+ key = scanner.nexttok()
if key == "IHEOL":
if game.nprobes == 1:
prout(_("1 probe left."))
game.isarmed = False
if key == "IHALPHA" and scanner.token == "armed":
game.isarmed = True
- key = scanner.next()
+ key = scanner.nexttok()
elif key == "IHEOL":
proutn(_("Arm NOVAMAX warhead? "))
game.isarmed = ja()
skip(1)
prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
skip(2)
- if withprob(0.98):
+ if not withprob(0.98):
prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
skip(2)
prout(_("Scotty- \"Oh my God! I've lost them.\""))
if game.condition != "docked":
newcnd()
prstat(_("Condition"), _("%s, %i DAMAGES") % \
- (game.condition.upper(), sum(map(lambda x: x > 0, game.damage))))
+ (game.condition.upper(), sum([x > 0 for x in game.damage])))
if not req or req == 3:
prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
if not req or req == 4:
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 scanner.next() == "IHEOL":
+ while scanner.nexttok() == "IHEOL":
proutn(_("Information desired? "))
scanner.chew()
if scanner.token in requests:
prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
skip(1)
return
- if scanner.next() != "IHREAL":
+ if scanner.nexttok() != "IHREAL":
prompt = True
scanner.chew()
proutn(_("Destination quadrant and/or sector? "))
- if scanner.next()!="IHREAL":
+ if scanner.nexttok()!="IHREAL":
huh()
return
w1.j = int(scanner.real-0.5)
- if scanner.next() != "IHREAL":
+ if scanner.nexttok() != "IHREAL":
huh()
return
w1.i = int(scanner.real-0.5)
- if scanner.next() == "IHREAL":
+ if scanner.nexttok() == "IHREAL":
w2.j = int(scanner.real-0.5)
- if scanner.next() != "IHREAL":
+ if scanner.nexttok() != "IHREAL":
huh()
return
w2.i = int(scanner.real-0.5)
while True:
scanner.chew()
proutn(_("Time or arrival date? "))
- if scanner.next()=="IHREAL":
+ if scanner.nexttok()=="IHREAL":
ttime = scanner.real
if ttime > game.state.date:
ttime -= game.state.date # Actually a star date
break
scanner.chew()
proutn(_("Warp factor? "))
- if scanner.next()== "IHREAL":
+ if scanner.nexttok()== "IHREAL":
wfl = True
twarp = scanner.real
if twarp<1.0 or twarp > 10.0:
if not wfl:
return
proutn(_("New warp factor to try? "))
- if scanner.next() == "IHREAL":
+ if scanner.nexttok() == "IHREAL":
wfl = True
twarp = scanner.real
if twarp<1.0 or twarp > 10.0:
(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 scanner.next() == "IHREAL":
+ if scanner.nexttok() == "IHREAL":
wfl = True
twarp = scanner.real
if twarp<1.0 or twarp > 10.0:
"Save game."
if boss:
scanner.push("emsave.trk")
- key = scanner.next()
+ key = scanner.nexttok()
if key == "IHEOL":
proutn(_("File name: "))
- key = scanner.next()
+ key = scanner.nexttok()
if key != "IHALPHA":
huh()
return
except IOError:
prout(_("Can't freeze game as file %s") % scanner.token)
return
- cPickle.dump(game, fp)
+ pickle.dump(game, fp)
fp.close()
scanner.chew()
"Retrieve saved game."
global game
game.passwd = None
- key = scanner.next()
+ key = scanner.nexttok()
if key == "IHEOL":
proutn(_("File name: "))
- key = scanner.next()
+ key = scanner.nexttok()
if key != "IHALPHA":
huh()
return True
except IOError:
prout(_("Can't thaw game in %s") % scanner.token)
return
- game = cPickle.load(fp)
+ game = pickle.load(fp)
fp.close()
scanner.chew()
return False
game.instar = 0
for i in range(GALSIZE):
for j in range(GALSIZE):
- k = randrange(1, QUADSIZE**2/10+1)
+ # Can't have more stars per quadrant than fit in one decimal digit,
+ # if we do the chart representation will break.
+ k = randrange(1, min(10, QUADSIZE**2/10))
game.instar += k
game.state.galaxy[i][j].stars = k
# Locate star bases in galaxy
+ if game.idebug:
+ prout("=== Allocating %d bases" % game.inbase)
for i in range(game.inbase):
while True:
while True:
prout("=== Saving base #%d, close to #%d" % (i, j))
if not contflag:
break
+ if game.idebug:
+ prout("=== Placing base #%d in quadrant %s" % (i, w))
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
prout(_("%d stardates.") % int(game.intime))
proutn(_("%d starbases in ") % game.inbase)
for i in range(game.inbase):
- proutn(`game.state.baseq[i]`)
+ proutn(repr(game.state.baseq[i]))
proutn(" ")
skip(2)
proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
scanner.chew()
# if not scanner.inqueue: # Can start with command line options
proutn(_("Would you like a regular, tournament, or saved game? "))
- scanner.next()
+ scanner.nexttok()
if scanner.sees("tournament"):
- while scanner.next() == "IHEOL":
+ while scanner.nexttok() == "IHEOL":
proutn(_("Type in tournament number-"))
if scanner.real == 0:
scanner.chew()
proutn(_("What is \"%s\"? ") % scanner.token)
scanner.chew()
while game.length==0 or game.skill==SKILL_NONE:
- if scanner.next() == "IHALPHA":
+ if scanner.nexttok() == "IHALPHA":
if scanner.sees("short"):
game.length = 1
elif scanner.sees("medium"):
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 scanner.next() != "IHALPHA":
+ if scanner.nexttok() != "IHALPHA":
scanner.chew()
proutn(_("Choose your game style (plain, almy, fancy or just press enter): "))
- scanner.next()
+ scanner.nexttok()
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)
prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
# Put in THING if needed
if thing == game.quadrant:
- Enemy(type='?', loc=dropin(),
+ Enemy(etype='?', loc=dropin(),
power=randreal(6000,6500.0)+250.0*game.skill)
if not damaged(DSRSENS):
skip(1)
w.j = withprob(0.5) * (QUADSIZE-1)
if game.quad[w.i][w.j] == '.':
break
- game.tholian = Enemy(type='T', loc=w,
+ game.tholian = Enemy(etype='T', loc=w,
power=randrange(100, 500) + 25.0*game.skill)
# Reserve unoccupied corners
if game.quad[0][0]=='.':
while True:
scanner.chew()
proutn(_("Please type in a secret password- "))
- scanner.next()
+ scanner.nexttok()
game.passwd = scanner.token
if game.passwd != None:
break
def helpme():
"Browse on-line help."
- key = scanner.next()
+ key = scanner.nexttok()
while True:
if key == "IHEOL":
setwnd(prompt_window)
proutn(_("Help on what command? "))
- key = scanner.next()
+ key = scanner.nexttok()
setwnd(message_window)
if key == "IHEOL":
return
- cmds = map(lambda x: x[0], commands)
+ cmds = [x[0] for x in commands]
if scanner.token.upper() in cmds or scanner.token.upper() == "ABBREV":
break
skip(1)
setwnd(prompt_window)
clrscr()
proutn("COMMAND> ")
- if scanner.next() == "IHEOL":
+ if scanner.nexttok() == "IHEOL":
if game.options & OPTION_CURSES:
makechart()
continue
elif cmd == "EMEXIT": # Emergency exit
clrscr() # Hide screen
freeze(True) # forced save
- raise SystemExit,1 # And quick exit
+ raise SystemExit(1) # And quick exit
elif cmd == "PROBE":
probe() # Launch probe
if game.ididit:
buf += _("Quadrant ")
elif loctype == "sector":
buf += _("Sector ")
- return buf + `w`
+ return buf + repr(w)
def crmshp():
"Emit our ship name."
self.token = None
self.real = 0.0
self.inqueue = []
- def next(self):
+ def nexttok(self):
# Get a token from the user
self.real = 0.0
self.token = ''
return int(round(scanner.real))
def getcoord(self):
s = Coord()
- scanner.next()
+ scanner.nexttok()
if scanner.type != "IHREAL":
huh()
return None
s.i = scanner.int()-1
- scanner.next()
+ scanner.nexttok()
if scanner.type != "IHREAL":
huh()
return None
"Yes-or-no confirmation."
scanner.chew()
while True:
- scanner.next()
+ scanner.nexttok()
if scanner.token == 'y':
return True
if scanner.token == 'n':
for i in range(NDEVICES):
proutn("Kill %s?" % device[i])
scanner.chew()
- key = scanner.next()
+ key = scanner.nexttok()
if key == "IHALPHA" and scanner.sees("y"):
game.damage[i] = 10.0
proutn("Examine/change events? ")
proutn("never")
proutn("? ")
scanner.chew()
- key = scanner.next()
+ key = scanner.nexttok()
if key == 'n':
unschedule(i)
scanner.chew()
if i == FENSLV or i == FREPRO:
scanner.chew()
proutn("In quadrant- ")
- key = scanner.next()
+ key = scanner.nexttok()
# "IHEOL" says to leave coordinates as they are
if key != "IHEOL":
if key != "IHREAL":
unschedule(i)
continue
w.i = int(round(scanner.real))
- key = scanner.next()
+ key = scanner.nexttok()
if key != "IHREAL":
prout("Event %d canceled, no y coordinate." % (i))
unschedule(i)
replayfp = open(val, "r")
except IOError:
sys.stderr.write("sst: can't open replay file %s\n" % val)
- raise SystemExit, 1
+ raise SystemExit(1)
try:
line = replayfp.readline().strip()
(leader, __, seed) = line.split()
elif switch == '-x':
game.idebug = True
elif switch == '-V':
- print "SST2K", version
- raise SystemExit, 0
+ print("SST2K", version)
+ raise SystemExit(0)
else:
sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
- raise SystemExit, 1
+ raise SystemExit(1)
# where to save the input in case of bugs
if "TMPDIR" in os.environ:
tmpdir = os.environ['TMPDIR']
if logfp:
logfp.write("# seed %s\n" % seed)
logfp.write("# options %s\n" % " ".join(arguments))
+ logfp.write("# SST2K version %s\n" % version)
logfp.write("# recorded by %s@%s on %s\n" % \
(getpass.getuser(),socket.gethostname(),time.ctime()))
random.seed(seed)
scanner = sstscanner()
- map(scanner.append, arguments)
+ for arg in arguments:
+ scanner.append(arg)
try:
iostart()
while True: # Play a game
prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
finally:
ioend()
- raise SystemExit, 0
+ raise SystemExit(0)
except KeyboardInterrupt:
if logfp:
logfp.close()
- print ""
+ print("")
# End.