pass
class JumpOut(Exception):
- pass
+ pass
-class coord:
+class Coord:
def __init__(self, x=None, y=None):
self.i = x
self.j = y
def __ne__(self, other):
return other == None or self.i != other.i or self.j != other.j
def __add__(self, other):
- return coord(self.i+other.i, self.j+other.j)
+ return Coord(self.i+other.i, self.j+other.j)
def __sub__(self, other):
- return coord(self.i-other.i, self.j-other.j)
+ return Coord(self.i-other.i, self.j-other.j)
def __mul__(self, other):
- return coord(self.i*other, self.j*other)
+ return Coord(self.i*other, self.j*other)
def __rmul__(self, other):
- return coord(self.i*other, self.j*other)
+ return Coord(self.i*other, self.j*other)
def __div__(self, other):
- return coord(self.i/other, self.j/other)
+ return Coord(self.i/other, self.j/other)
def __mod__(self, other):
- return coord(self.i % other, self.j % other)
+ return Coord(self.i % other, self.j % other)
def __rdiv__(self, other):
- return coord(self.i/other, self.j/other)
+ return Coord(self.i/other, self.j/other)
def roundtogrid(self):
- return coord(int(round(self.i)), int(round(self.j)))
+ return Coord(int(round(self.i)), int(round(self.j)))
def distance(self, other=None):
- if not other: other = coord(0, 0)
+ if not other: other = Coord(0, 0)
return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
def bearing(self):
return 1.90985*math.atan2(self.j, self.i)
def sgn(self):
- s = coord()
+ s = Coord()
if self.i == 0:
s.i = 0
else:
def sector(self):
return self.roundtogrid() % QUADSIZE
def scatter(self):
- s = coord()
+ s = Coord()
s.i = self.i + randrange(-1, 2)
s.j = self.j + randrange(-1, 2)
return s
return "%s - %s" % (self.i+1, self.j+1)
__repr__ = __str__
-class planet:
+class Planet:
def __init__(self):
self.name = None # string-valued if inhabited
- self.quadrant = coord() # quadrant located
+ self.quadrant = Coord() # quadrant located
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"
def __str__(self):
return self.name
-class quadrant:
+class Quadrant:
def __init__(self):
self.stars = 0
self.planet = None
self.charted = False
self.status = "secure" # Could be "secure", "distressed", "enslaved"
-class page:
+class Page:
def __init__(self):
self.stars = None
self.starbase = None
lst[i].append(fillfun(i, j))
return lst
-class snapshot:
+class Snapshot:
def __init__(self):
self.snap = False # snapshot taken
self.crew = 0 # crew complement
self.remtime = 0 # remaining time
self.baseq = [] # Base quadrant coordinates
self.kcmdr = [] # Commander quadrant coordinates
- self.kscmdr = coord() # Supercommander quadrant coordinates
+ self.kscmdr = Coord() # Supercommander quadrant coordinates
# the galaxy
- self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: quadrant())
+ self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
# the starchart
- self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: page())
+ self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
-class event:
+class Event:
def __init__(self):
self.date = None # A real number
self.quadrant = None # A coord structure
# when we implement stateful events
def findevent(evtype): return game.future[evtype]
-class enemy:
+class Enemy:
def __init__(self, type=None, loc=None, power=None):
self.type = type
- self.location = coord()
+ self.location = Coord()
if loc:
self.move(loc)
self.power = power # enemy energy level
game.quad[self.location.i][self.location.j] = self.type
self.kdist = self.kavgd = (game.sector - loc).distance()
else:
- self.location = coord()
+ self.location = Coord()
self.kdist = self.kavgd = None
game.enemies.remove(self)
return motion
def __repr__(self):
return "<%s,%s.%f>" % (self.type, self.location, self.power) # For debugging
-class gamestate:
+class Gamestate:
def __init__(self):
self.options = None # Game options
- self.state = snapshot() # A snapshot structure
- self.snapsht = snapshot() # Last snapshot taken for time-travel purposes
+ self.state = Snapshot() # A snapshot structure
+ self.snapsht = Snapshot() # Last snapshot taken for time-travel purposes
self.quad = None # contents of our quadrant
self.damage = [0.0] * NDEVICES # damage encountered
self.future = [] # future events
i = NEVENTS
while i > 0:
i -= 1
- self.future.append(event())
+ self.future.append(Event())
self.passwd = None; # Self Destruct password
self.enemies = []
self.quadrant = None # where we are in the large
self.cryprob = 0.0 # probability that crystal will work
self.probe = None # object holding probe course info
self.height = 0.0 # height of orbit around planet
+ self.score = 0.0 # overall score
+ self.perdate = 0.0 # rate of kills
self.idebug = False # Debugging instrumentation enabled?
def recompute(self):
# Stas thinks this should be (C expression):
def welcoming(iq):
"Would this quadrant welcome another Klingon?"
- return iq.valid_quadrant() and \
+ return iq.valid_Quadrant() and \
not game.state.galaxy[iq.i][iq.j].supernova and \
game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
def tryexit(enemy, look, irun):
"A bad guy attempts to bug out."
- iq = coord()
+ iq = Coord()
iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
if not welcoming(iq):
def movebaddy(enemy):
"Tactical movement for the bad guys."
- goto = coord(); look = coord()
+ goto = Coord(); look = Coord()
irun = False
# This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
if game.skill >= SKILL_EXPERT:
def supercommander():
"Move the Super Commander."
- iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
+ iq = Coord(); sc = Coord(); ibq = Coord(); idelta = Coord()
basetbl = []
if game.idebug:
prout("== SUPERCOMMANDER")
unschedule(FSCMOVE)
return
sc = game.state.kscmdr
- for base in game.state.baseq:
+ for (i, base) in enumerate(game.state.baseq):
basetbl.append((i, (base - sc).distance()))
if game.state.baseq > 1:
basetbl.sort(lambda x, y: cmp(x[1], y[1]))
"Move the Tholian."
if not game.tholian or game.justin:
return
- tid = coord()
+ tid = Coord()
if game.tholian.location.i == 0 and game.tholian.location.j == 0:
tid.i = 0; tid.j = QUADSIZE-1
elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
ac = bearing + 0.25*dispersion # dispersion is a random variable
bullseye = (15.0 - bearing)*0.5235988
track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
- bumpto = coord(0, 0)
+ bumpto = Coord(0, 0)
# Loop to move a single torpedo
setwnd(message_window)
for step in range(1, QUADSIZE*2):
if not w.valid_sector():
break
iquad=game.quad[w.i][w.j]
- tracktorpedo(origin, w, step, number, nburst, iquad)
+ tracktorpedo(w, step, number, nburst, iquad)
if iquad=='.':
continue
# hit something
return None
elif iquad == 'T': # Hit a Tholian
h1 = 700.0 + randrange(100) - \
- 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
+ 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
h1 = math.fabs(h1)
if h1 >= 600:
game.quad[w.i][w.j] = '.'
if not w.valid_sector():
huh()
return None
- delta = coord()
+ delta = Coord()
# FIXME: C code this was translated from is wacky -- why the sign reversal?
delta.j = (w.j - game.sector.j);
delta.i = (game.sector.i - w.i);
- if delta == coord(0, 0):
+ if delta == Coord(0, 0):
skip(1)
prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
prout(_(" I recommend an immediate review of"))
def hittem(hits):
"Register a phaser hit on Klingons and Romulans."
kk = 0
- w = coord()
+ w = Coord()
skip(1)
for (k, wham) in enumerate(hits):
if wham==0:
i=0
fintim = game.state.date + game.optime; yank=0
ictbeam = False; istract = False
- w = coord(); hold = coord()
- ev = event(); ev2 = event()
+ w = Coord(); hold = Coord()
+ ev = Event(); ev2 = Event()
def tractorbeam(yank):
"Tractor-beaming cases merge here."
for ibq in game.state.baseq:
for cmdr in game.state.kcmdr:
if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
- raise ibq
+ raise JumpOut
else:
# no match found -- try later
schedule(FBATTAK, expran(0.3*game.intime))
unschedule(FCDBAS)
continue
- except coord:
+ except JumpOut:
pass
# commander + starbase combination found -- launch attack
game.battle = ibq
continue # full right now
# reproduce one Klingon
w = ev.quadrant
- m = coord()
+ m = Coord()
if game.klhere >= MAXKLQUAD:
try:
# this quadrant not ok, pick an adjacent one
def nova(nov):
"Star goes nova."
ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
- newc = coord(); neighbor = coord(); bump = coord(0, 0)
+ newc = Coord(); neighbor = Coord(); bump = Coord(0, 0)
if withprob(0.05):
# Wow! We've supernova'ed
supernova(game.quadrant)
hits = [nov]
kount = 0
while hits:
- offset = coord()
+ offset = Coord()
start = hits.pop()
for offset.i in range(-1, 1+1):
for offset.j in range(-1, 1+1):
finish(FNOVA)
return
# add in course nova contributes to kicking starship
- bump += (game.sector-hits[mm]).sgn()
+ bump += (game.sector-hits[-1]).sgn()
elif iquad == 'K': # kill klingon
deadkl(neighbor, iquad, neighbor)
elif iquad in ('C','S','R'): # Damage/destroy big enemies
if game.enemies[ll].power <= 0.0:
deadkl(neighbor, iquad, neighbor)
break
- newc = neighbor + neighbor - hits[mm]
+ newc = neighbor + neighbor - hits[-1]
proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
if not newc.valid_sector():
# can't leave quadrant
else:
# Scheduled supernova -- select star at random.
stars = 0
- nq = coord()
+ nq = Coord()
for nq.i in range(GALSIZE):
for nq.j in range(GALSIZE):
stars += game.state.galaxy[nq.i][nq.j].stars
prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
else:
- ns = coord()
+ ns = Coord()
# we are in the quadrant!
num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
for ns.i in range(QUADSIZE):
def score():
"Compute player's score."
timused = game.state.date - game.indate
- iskill = game.skill
if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
timused = 5.0
- perdate = killrate()
- ithperd = 500*perdate + 0.5
+ game.perdate = killrate()
+ ithperd = 500*game.perdate + 0.5
iwon = 0
if game.gamewon:
iwon = 100*game.skill
klship = 1
else:
klship = 2
- iscore = 10*(game.inkling - game.state.remkl) \
+ game.score = 10*(game.inkling - game.state.remkl) \
+ 50*(game.incom - len(game.state.kcmdr)) \
+ ithperd + iwon \
+ 20*(game.inrom - game.state.nromrem) \
- game.state.nromrem \
- badpoints()
if not game.alive:
- iscore -= 200
+ game.score -= 200
skip(2)
prout(_("Your score --"))
if game.inrom - game.state.nromrem:
(game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
if ithperd:
prout(_("%6.2f Klingons per stardate %5d") %
- (perdate, ithperd))
+ (game.perdate, ithperd))
if game.state.starkl:
prout(_("%6d stars destroyed by your action %5d") %
(game.state.starkl, -5*game.state.starkl))
elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
prout(" %5d" % iwon)
skip(1)
- prout(_("TOTAL SCORE %5d") % iscore)
+ prout(_("TOTAL SCORE %5d") % game.score)
def plaque():
"Emit winner's commemmorative plaque."
timestring = time.ctime()
fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
(timestring+4, timestring+20, timestring+11))
- fp.write(_(" Your score: %d\n\n") % iscore)
- fp.write(_(" Klingons per stardate: %.2f\n") % perdate)
+ fp.write(_(" Your score: %d\n\n") % game.score)
+ fp.write(_(" Klingons per stardate: %.2f\n") % game.perdate)
fp.close()
# Code from io.c begins here
#nosound()
pass
-def tracktorpedo(origin, w, step, i, n, iquad):
+def tracktorpedo(w, step, i, n, iquad):
"Torpedo-track animation."
if not game.options & OPTION_CURSES:
if step == 1:
def imove(icourse=None, noattack=False):
"Movement execution for warp, impulse, supernova, and tractor-beam events."
- w = coord()
+ w = Coord()
def newquadrant(noattack):
# Leaving quadrant -- allow final enemy attack
dquad = copy.copy(game.quadrant)
navmode = "unspecified"
itemp = "curt"
- dsect = coord()
+ dsect = Coord()
iprompt = False
if game.landed and not isprobe:
prout(_("Dummy! You can't leave standard orbit until you"))
prout(_("(Manual movement assumed.)"))
navmode = "manual"
break
- delta = coord()
+ delta = Coord()
if navmode == "automatic":
while key == "IHEOL":
if isprobe:
self.origin = cartesian(game.quadrant, game.sector)
else:
self.origin = cartesian(game.quadrant, origin)
- self.increment = coord(-math.sin(self.angle), math.cos(self.angle))
+ self.increment = Coord(-math.sin(self.angle), math.cos(self.angle))
bigger = max(abs(self.increment.i), abs(self.increment.j))
self.increment /= bigger
self.moves = int(round(10*self.distance*bigger))
twarp = True
if blooey or twarp:
# If time warp or engine damage, check path
- # If it is obstructed, don't do warp or damage
- for m_unused in range(wcourse.moves):
+ # If it is obstructed, don't do warp or damage
+ look = wcourse.moves
+ while look > 0:
+ look -= 1
wcourse.next()
w = wcourse.sector()
if not w.valid_sector():
elif m == 2: proutn(_("2nd"))
elif m == 3: proutn(_("3rd"))
proutn(_(" attempt to re-materialize ") + crmshp())
- game.quad[ix][iy]=('-','o','O')[m-1]
+ game.quad[game.sector.i][game.sector.j]=('-','o','O')[m-1]
textcolor(RED)
warble()
if randreal() > probf:
textcolor(DEFAULT)
curses.delay_output(500)
if m > 3:
- game.quad[ix][iy]='?'
+ game.quad[game.sector.i][game.sector.j]='?'
game.alive = False
drawmaps(1)
setwnd(message_window)
finish(FMATERIALIZE)
return
- game.quad[ix][iy]=game.ship
+ game.quad[game.sector.i][game.sector.j]=game.ship
textcolor(GREEN);
prout(_("succeeds."))
textcolor(DEFAULT);
def report():
# report on general game status
scanner.chew()
- s1 = "" and game.thawed and _("thawed ")
+ s1 = (game.thawed and _("thawed ")) or ""
s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
s3 = (None, _("novice"), _("fair"),
_("good"), _("expert"), _("emeritus"))[game.skill]
if not silent:
proutn(" ")
for y in range(game.quadrant.j-1, game.quadrant.j+2):
- if not coord(x, y).valid_quadrant():
+ if not Coord(x, y).valid_quadrant():
if not silent:
proutn(" -1")
else:
def eta():
"Use computer to get estimated time of arrival for a warp jump."
- w1 = coord(); w2 = coord()
+ w1 = Coord(); w2 = Coord()
prompt = False
if damaged(DCOMPTR):
prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
def thaw():
"Retrieve saved game."
+ global game
game.passwd[0] = '\0'
key = scanner.next()
if key == "IHEOL":
def setup():
"Prepare to play, set up cosmos."
- w = coord()
+ w = Coord()
# Decide how many of everything
if choose():
return # frozen game
for i in range(NDEVICES):
game.damage[i] = 0.0
# Set up assorted game parameters
- game.battle = coord()
+ game.battle = Coord()
game.state.date = game.indate = 100.0 * randreal(20, 51)
game.nkinks = game.nhelp = game.casual = game.abandoned = 0
game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
w = randplace(GALSIZE)
if game.state.galaxy[w.i][w.j].planet == None:
break
- new = planet()
+ new = Planet()
new.quadrant = w
new.crystals = "absent"
if (game.options & OPTION_WORLDS) and i < NINHAB:
def newkling():
"Drop new Klingon into current quadrant."
- return enemy('K', loc=dropin(), power=randreal(300,450)+25.0*game.skill)
+ return Enemy('K', loc=dropin(), power=randreal(300,450)+25.0*game.skill)
def newqad():
"Set up a new state of quadrant, for when we enter or re-enter it."
game.iscate = (game.state.remkl > 1)
# Put in Romulans if needed
for i in range(q.romulans):
- enemy('R', loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
+ Enemy('R', loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
# If quadrant needs a starbase, put it in
if q.starbase:
game.base = dropin('B')
prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
# Put in THING if needed
if thing == game.quadrant:
- enemy(type='?', loc=dropin(),
+ Enemy(type='?', loc=dropin(),
power=randreal(6000,6500.0)+250.0*game.skill)
if not damaged(DSRSENS):
skip(1)
if (game.skill < SKILL_GOOD and withprob(0.02)) or \
(game.skill == SKILL_GOOD and withprob(0.05)) or \
(game.skill > SKILL_GOOD and withprob(0.08)):
- w = coord()
+ w = Coord()
while True:
w.i = withprob(0.5) * (QUADSIZE-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(type='T', loc=w,
power=randrange(100, 500) + 25.0*game.skill)
# Reserve unoccupied corners
if game.quad[0][0]=='.':
def randplace(size):
"Choose a random location."
- w = coord()
+ w = Coord()
w.i = randrange(size)
w.j = randrange(size)
return w
# Round token value to nearest integer
return int(round(scanner.real))
def getcoord(self):
- s = coord()
+ s = Coord()
scanner.next()
if scanner.type != "IHREAL":
huh()
game.damage[i] = 10.0
proutn("Examine/change events? ")
if ja():
- ev = event()
- w = coord()
+ ev = Event()
+ w = Coord()
legends = {
FSNOVA: "Supernova ",
FTBEAM: "T Beam ",
try:
global line, thing, game
game = None
- thing = coord()
+ thing = Coord()
thing.angry = False
- game = gamestate()
+ game = Gamestate()
game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
if os.getenv("TERM"):
game.options |= OPTION_CURSES