-#!/usr/bin/env python
+#!/usr/bin/env python2
"""
sst.py -- Super Star Trek 2K
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, pickle, random, copy, gettext, getpass
+from __future__ import print_function, division
+# Runs under Python 2 an Python 3. Preserve this property!
+# SPDX-License-Identifier: BSD-2-clause
+
+import os, sys, math, curses, time, pickle, copy, gettext, getpass
+import getopt, socket, locale
# This import only works on Unixes. The intention is to enable
# Ctrl-P, Ctrl-N, and friends in Cmd.
except ImportError:
pass
-version = "2.1"
+# Prevent lossage under Python 3
+try:
+ my_input = raw_input
+except NameError:
+ my_input = input
+
+version = "2.4"
-docpath = (".", "../doc", "/usr/share/doc/sst")
+docpath = (".", "doc/", "/usr/share/doc/sst/")
def _(st):
return gettext.gettext(st)
+# Rolling our own LCG because Python changed its incompatibly in 3.2.
+# Thus, we need to have our own to be 2/3 polyglot, which will also
+# be helpful when we forwrard-port.
+
+class randomizer:
+ # LCG PRNG parameters tested against
+ # Knuth vol. 2. by the authors of ADVENT
+ LCG_A = 1093
+ LCG_C = 221587
+ LCG_M = 1048576
+
+ @staticmethod
+ def random():
+ old_x = game.lcg_x
+ game.lcg_x = (randomizer.LCG_A * game.lcg_x + randomizer.LCG_C) % randomizer.LCG_M
+ return old_x / randomizer.LCG_M;
+
+ @staticmethod
+ def withprob(p):
+ v = randomizer.random()
+ #if logfp:
+ # logfp.write("#withprob(%.2f) -> %s\n" % (p, v < p))
+ return v < p
+
+ @staticmethod
+ def integer(*args):
+ v = randomizer.random()
+ if len(args) == 1:
+ v = int(v * args[0])
+ else:
+ v = args[0] + int(v * (args[1] - args[0]))
+ #if logfp:
+ # logfp.write("#integer%s -> %s\n" % (args, v))
+ return int(v)
+
+ @staticmethod
+ def real(*args):
+ v = randomizer.random()
+ if len(args) == 1:
+ v *= args[0] # from [0, args[0])
+ elif len(args) == 2:
+ v = args[0] + v*(args[1]-args[0]) # from [args[0], args[1])
+ #if logfp:
+ # logfp.write("#real%s -> %f\n" % (args, v))
+ return v
+
+ @staticmethod
+ def seed(n):
+ #if logfp:
+ # logfp.write("#seed(%d)\n" % n)
+ game.lcg_x = n % randomizer.LCG_M
+
GALSIZE = 8 # Galaxy size in quadrants
NINHAB = (GALSIZE * GALSIZE // 2) # Number of inhabited worlds
MAXUNINHAB = 10 # Maximum uninhabited worlds
DOCKFAC = 0.25 # Repair faster when docked
PHASEFAC = 2.0 # Unclear what this is, it was in the C version
+ALGERON = 2311 # Date of the Treaty of Algeron
+
+
DEFAULT = -1
BLACK = 0
BLUE = 1
class Coord:
def __init__(self, x=None, y=None):
- self.i = x
- self.j = y
+ self.i = x # Row
+ self.j = y # Column
def valid_quadrant(self):
return self.i >= 0 and self.i < GALSIZE and self.j >= 0 and self.j < GALSIZE
def valid_sector(self):
return self.i >= 0 and self.i < QUADSIZE and self.j >= 0 and self.j < QUADSIZE
def invalidate(self):
self.i = self.j = None
- def is_valid(self):
- return self.i != None and self.j != None
def __eq__(self, other):
- return other != None and self.i == other.i and self.j == other.j
+ return other is not None and self.i == other.i and self.j == other.j
def __ne__(self, other):
return other is None or self.i != other.i or self.j != other.j
def __add__(self, other):
return Coord(self.i*other, self.j*other)
def __div__(self, other):
return Coord(self.i/other, self.j/other)
+ def __truediv__(self, other):
+ return Coord(self.i/other, self.j/other)
+ def __floordiv__(self, other):
+ return Coord(self.i//other, self.j//other)
def __mod__(self, other):
return Coord(self.i % other, self.j % other)
- def __rdiv__(self, other):
+ def __rtruediv__(self, other):
return Coord(self.i/other, self.j/other)
+ def __rfloordiv__(self, other):
+ return Coord(self.i//other, self.j//other)
def roundtogrid(self):
return Coord(int(round(self.i)), int(round(self.j)))
def distance(self, other=None):
s = Coord()
if self.i == 0:
s.i = 0
+ elif self.i < 0:
+ s.i = -1
else:
- s.i = self.i / abs(self.i)
+ s.i = 1
if self.j == 0:
s.j = 0
+ elif self.j < 0:
+ s.j = -1
else:
- s.j = self.j / abs(self.j)
+ s.j = 1
return s
def quadrant(self):
#print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
- return self.roundtogrid() / QUADSIZE
+ return self.roundtogrid() // QUADSIZE
def sector(self):
return self.roundtogrid() % QUADSIZE
def scatter(self):
s = Coord()
- s.i = self.i + randrange(-1, 2)
- s.j = self.j + randrange(-1, 2)
+ s.i = self.i + rnd.range(-1, 2)
+ s.j = self.j + rnd.range(-1, 2)
return s
def __str__(self):
if self.i is None or self.j is None:
self.supernova = False
self.charted = False
self.status = "secure" # Could be "secure", "distressed", "enslaved"
+ def __str__(self):
+ return "<Quadrant: %(klingons)d>" % self.__dict__
+ __repr__ = __str__
class Page:
def __init__(self):
class Snapshot:
def __init__(self):
- self.snap = False # snapshot taken
+ self.snap = False # snapshot taken
self.crew = 0 # crew complement
- self.remkl = 0 # remaining klingons
- self.nscrem = 0 # remaining super commanders
+ self.nscrem = 0 # remaining super commanders
self.starkl = 0 # destroyed stars
self.basekl = 0 # destroyed bases
self.nromrem = 0 # Romulans remaining
self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
# the starchart
self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
+ def traverse(self):
+ for i in range(GALSIZE):
+ for j in range(GALSIZE):
+ yield (i, j, self.galaxy[i][j])
class Event:
def __init__(self):
# game options
OPTION_ALL = 0xffffffff
OPTION_TTY = 0x00000001 # old interface
-OPTION_CURSES = 0x00000002 # new interface
-OPTION_IOMODES = 0x00000003 # cover both interfaces
-OPTION_PLANETS = 0x00000004 # planets and mining
-OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
-OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
-OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
-OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
-OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
-OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
-OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
-OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
-OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
-OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
-OPTION_PLAIN = 0x01000000 # user chose plain game
-OPTION_ALMY = 0x02000000 # user chose Almy variant
-OPTION_COLOR = 0x04000000 # enable color display (experimental, ESR, 2010)
+OPTION_CURSES = 0x00000002 # new interface
+OPTION_IOMODES = 0x00000003 # cover both interfaces
+OPTION_PLANETS = 0x00000004 # planets and mining
+OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
+OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
+OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
+OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
+OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
+OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
+OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
+OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
+OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
+OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
+OPTION_CAPTURE = 0x00002000 # Enable BSD-Trek capture (Almy, 2013).
+OPTION_CLOAK = 0x80004000 # Enable BSD-Trek capture (Almy, 2013).
+OPTION_PLAIN = 0x01000000 # user chose plain game
+OPTION_ALMY = 0x02000000 # user chose Almy variant
+OPTION_COLOR = 0x04000000 # enable color display (ESR, 2010)
# Define devices
DSRSENS = 0
DWARPEN = 5
DIMPULS = 6
DSHIELD = 7
-DRADIO = 0
-DSHUTTL = 9
-DCOMPTR = 10
+DRADIO = 8
+DSHUTTL = 9
+DCOMPTR = 10
DNAVSYS = 11
-DTRANSP = 12
+DTRANSP = 12
DSHCTRL = 13
-DDRAY = 14
-DDSP = 15
-NDEVICES = 16 # Number of devices
-
-SKILL_NONE = 0
-SKILL_NOVICE = 1
-SKILL_FAIR = 2
-SKILL_GOOD = 3
-SKILL_EXPERT = 4
-SKILL_EMERITUS = 5
+DDRAY = 14
+DDSP = 15
+DCLOAK = 16
+NDEVICES = 17 # Number of devices
+
+SKILL_NONE = 0
+SKILL_NOVICE = 1
+SKILL_FAIR = 2
+SKILL_GOOD = 3
+SKILL_EXPERT = 4
+SKILL_EMERITUS = 5
def damaged(dev):
return (game.damage[dev] != 0.0)
return not damaged(DRADIO) or game.condition=="docked"
# Define future events
-FSPY = 0 # Spy event happens always (no future[] entry)
- # can cause SC to tractor beam Enterprise
+FSPY = 0 # Spy event happens always (no future[] entry)
+ # can cause SC to tractor beam Enterprise
FSNOVA = 1 # Supernova
FTBEAM = 2 # Commander tractor beams Enterprise
FSNAP = 3 # Snapshot for time warp
FSCMOVE = 6 # Supercommander moves (might attack base)
FSCDBAS = 7 # Supercommander destroys base
FDSPROB = 8 # Move deep space probe
-FDISTR = 9 # Emit distress call from an inhabited world
-FENSLV = 10 # Inhabited word is enslaved */
-FREPRO = 11 # Klingons build a ship in an enslaved system
-NEVENTS = 12
+FDISTR = 9 # Emit distress call from an inhabited world
+FENSLV = 10 # Inhabited word is enslaved
+FREPRO = 11 # Klingons build a ship in an enslaved system
+NEVENTS = 12
# Abstract out the event handling -- underlying data structures will change
# when we implement stateful events
else:
self.location = Coord()
self.kdist = self.kavgd = None
- game.enemies.remove(self)
+ # Guard prevents failure on Tholian or thingy
+ if self in game.enemies:
+ game.enemies.remove(self)
return motion
def __repr__(self):
return "<%s,%s.%f>" % (self.type, self.location, self.power) # For debugging
self.thawed = False # thawed game
self.condition = None # "green", "yellow", "red", "docked", "dead"
self.iscraft = None # "onship", "offship", "removed"
- self.skill = None # Player skill level
+ self.skill = SKILL_NONE # Player skill level
self.inkling = 0 # initial number of klingons
self.inbase = 0 # initial number of bases
self.incom = 0 # initial number of commanders
self.score = 0.0 # overall score
self.perdate = 0.0 # rate of kills
self.idebug = False # Debugging instrumentation enabled?
+ self.cdebug = False # Debugging instrumentation for curses enabled?
self.statekscmdr = None # No SuperCommander coordinates yet.
+ self.brigcapacity = 400 # Enterprise brig capacity
+ self.brigfree = 400 # How many klingons can we put in the brig?
+ self.kcaptured = 0 # Total Klingons captured, for scoring.
+ self.iscloaked = False # Cloaking device on?
+ self.ncviol = 0 # Algreon treaty violations
+ self.isviolreported = False # We have been warned
+ self.lcg_x = 0 # LCG generator value
+ def remkl(self):
+ return sum([q.klingons for (_i, _j, q) in list(self.state.traverse())])
def recompute(self):
# Stas thinks this should be (C expression):
- # game.state.remkl + len(game.state.kcmdr) > 0 ?
- # game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99
+ # game.remkl() + len(game.state.kcmdr) > 0 ?
+ # game.state.remres/(game.remkl() + 4*len(game.state.kcmdr)) : 99
# He says the existing expression is prone to divide-by-zero errors
# after killing the last klingon when score is shown -- perhaps also
# if the only remaining klingon is SCOM.
- self.state.remtime = self.state.remres/(self.state.remkl + 4*len(self.state.kcmdr))
+ self.state.remtime = self.state.remres/(self.remkl() + 4*len(self.state.kcmdr))
+ def unwon(self):
+ "Are there Klingons remaining?"
+ return self.remkl()
FWON = 0
FDEPLETE = 1
FTRIBBLE = 19
FHOLE = 20
FCREW = 21
-
-def withprob(p):
- return random.random() < p
-
-def randrange(*args):
- return random.randrange(*args)
-
-def randreal(*args):
- v = random.random()
- if len(args) == 1:
- v *= args[0] # from [0, args[0])
- elif len(args) == 2:
- v = args[0] + v*(args[1]-args[0]) # from [args[0], args[1])
- return v
+FCLOAK = 22
# Code from ai.c begins here
def tryexit(enemy, look, irun):
"A bad guy attempts to bug out."
iq = Coord()
- iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
- iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
+ iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))//QUADSIZE - 1
+ iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))//QUADSIZE - 1
if not welcoming(iq):
return False
if enemy.type == 'R':
irun = False
# This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
if game.skill >= SKILL_EXPERT:
- nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
+ nbaddys = int(((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)
old_dist = enemy.kdist
forces += 1000.0
motion = 0
if forces <= 1000.0 and game.condition != "docked": # Typical situation
- motion = ((forces + randreal(200))/150.0) - 5.0
+ motion = ((forces + rnd.real(200))/150.0) - 5.0
else:
if forces > 1000.0: # Very strong -- move in for kill
- motion = (1.0 - randreal())**2 * old_dist + 1.0
+ motion = (1.0 - rnd.real())**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)
+ motion -= game.skill*(2.0-rnd.real()**2)
if game.idebug:
proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
# don't move if no motion
return tacmoves
def movescom(iq, avoid):
- "Commander movement helper."
+ "Supercommander movement helper."
# Avoid quadrants with bases if we want to avoid Enterprise
if not welcoming(iq) or (avoid and iq in game.state.baseq):
return False
if communicating():
announce()
prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
- proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
+ prout(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
prout(_(" by the Super-commander.\""))
break
return True # looks good!
if game.idebug:
prout("== SUPERCOMMANDER")
# Decide on being active or passive
- avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
+ avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.remkl())/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
(game.state.date-game.indate) < 3.0)
if not game.iscate and avoid:
# compute move away from Enterprise
sc = game.state.kscmdr
for (i, base) in enumerate(game.state.baseq):
basetbl.append((i, (base - sc).distance()))
- if game.state.baseq > 1:
+ if len(game.state.baseq) > 1:
basetbl.sort(key=lambda x: x[1])
# look for nearest base without a commander, no Enterprise, and
# without too many Klingons, and not already under attack.
return # no, don't attack base!
game.iseenit = False
game.isatb = 1
- schedule(FSCDBAS, randreal(1.0, 3.0))
+ schedule(FSCDBAS, rnd.real(1.0, 3.0))
if is_scheduled(FCDBAS):
postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
if not communicating():
prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
% game.state.kscmdr)
prout(_(" reports that it is under attack from the Klingon Super-commander."))
- proutn(_(" It can survive until stardate %d.\"") \
+ prout(_(" It can survive until stardate %d.\"") \
% int(scheduled(FSCDBAS)))
if not game.resting:
return
return
# Check for intelligence report
if not game.idebug and \
- (withprob(0.8) or \
+ (rnd.withprob(0.8) or \
(not communicating()) or \
not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
return
announce()
prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
- proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
+ prout(_(" the Super-commander is in Quadrant %s.") % game.state.kscmdr)
return
def movetholian():
# Code from battle.c begins here
+def cloak():
+ "Change cloaking-device status."
+ if game.ship == 'F':
+ prout(_("Ye Faerie Queene hath no cloaking device."))
+ return
+
+ key = scanner.nexttok()
+
+ if key == "IHREAL":
+ huh()
+ return
+
+ action = None
+ if key == "IHALPHA":
+ if scanner.sees("on"):
+ if game.iscloaked:
+ prout(_("The cloaking device has already been switched on."))
+ return
+ action = "CLON"
+ elif scanner.sees("off"):
+ if not game.iscloaked:
+ prout(_("The cloaking device has already been switched off."))
+ return
+ action = "CLOFF"
+ else:
+ huh()
+ return
+ else:
+ if not game.iscloaked:
+ proutn(_("Switch cloaking device on? "))
+ if not ja():
+ return
+ action = "CLON"
+ else:
+ proutn(_("Switch cloaking device off? "))
+ if not ja():
+ return
+ action = "CLOFF"
+ if action is None:
+ return
+
+ if action == "CLOFF":
+ if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
+ prout(_("Spock- \"Captain, the Treaty of Algeron is in effect.\n Are you sure this is wise?\""))
+ if not ja():
+ return
+ prout("Engineer Scott- \"Aye, Sir.\"")
+ game.iscloaked = False
+ if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
+ prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
+ game.ncviol += 1
+ game.isviolreported = True
+
+ #if (neutz and game.state.date >= ALGERON) finish(FCLOAK);
+ return
+
+ if action == "CLON":
+ if damaged(DCLOAK):
+ prout(_("Engineer Scott- \"The cloaking device is damaged, Sir.\""))
+ return
+
+ if game.condition == "docked":
+ prout(_("You cannot cloak while docked."))
+
+ if game.state.date >= ALGERON and not game.isviolreported:
+ prout(_("Spock- \"Captain, using the cloaking device is a violation"))
+ prout(_(" of the Treaty of Algeron. Considering the alternatives,"))
+ proutn(_(" are you sure this is wise? "))
+ if not ja():
+ return
+ prout(_("Engineer Scott- \"Cloaking device has engaging, Sir...\""))
+ attack(True)
+ prout(_("Engineer Scott- \"Cloaking device has engaged, Sir.\""))
+ game.iscloaked = True
+
+ if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
+ prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
+ game.ncviol += 1
+ game.isviolreported = True
+
def doshield(shraise):
"Change shield status."
action = "NONE"
def randdevice():
"Choose a device to damage, at random."
weights = (
- 105, # DSRSENS: short range scanners 10.5%
- 105, # DLRSENS: long range scanners 10.5%
- 120, # DPHASER: phasers 12.0%
- 120, # DPHOTON: photon torpedoes 12.0%
- 25, # DLIFSUP: life support 2.5%
- 65, # DWARPEN: warp drive 6.5%
- 70, # DIMPULS: impulse engines 6.5%
- 145, # DSHIELD: deflector shields 14.5%
- 30, # DRADIO: subspace radio 3.0%
- 45, # DSHUTTL: shuttle 4.5%
- 15, # DCOMPTR: computer 1.5%
- 20, # NAVCOMP: navigation system 2.0%
- 75, # DTRANSP: transporter 7.5%
+ 105, # DSRSENS: short range scanners 10.5%
+ 105, # DLRSENS: long range scanners 10.5%
+ 120, # DPHASER: phasers 12.0%
+ 120, # DPHOTON: photon torpedoes 12.0%
+ 25, # DLIFSUP: life support 2.5%
+ 65, # DWARPEN: warp drive 6.5%
+ 70, # DIMPULS: impulse engines 6.5%
+ 135, # DSHIELD: deflector shields 13.5%
+ 30, # DRADIO: subspace radio 3.0%
+ 45, # DSHUTTL: shuttle 4.5%
+ 15, # DCOMPTR: computer 1.5%
+ 20, # NAVCOMP: navigation system 2.0%
+ 75, # DTRANSP: transporter 7.5%
20, # DSHCTRL: high-speed shield controller 2.0%
- 10, # DDRAY: death ray 1.0%
- 30, # DDSP: deep-space probes 3.0%
+ 10, # DDRAY: death ray 1.0%
+ 30, # DDSP: deep-space probes 3.0%
+ 10, # DCLOAK: the cloaking device 1.0
)
assert(sum(weights) == 1000)
- idx = randrange(1000)
+ idx = rnd.integer(1000)
wsum = 0
for (i, w) in enumerate(weights):
wsum += w
skip(1)
deadkl(enemy.location, enemy.type, game.sector)
proutn("***" + crmshp() + " heavily damaged.")
- icas = randrange(10, 30)
+ icas = rnd.integer(10, 30)
prout(_("***Sickbay reports %d casualties") % icas)
game.casual += icas
game.state.crew -= icas
# In the pre-SST2K version, all devices got equiprobably damaged,
# which was silly. Instead, pick up to half the devices at
# random according to our weighting table,
- ncrits = randrange(NDEVICES/2)
+ ncrits = rnd.integer(NDEVICES//2)
while ncrits > 0:
ncrits -= 1
dev = randdevice()
if game.damage[dev] < 0:
continue
- extradm = (10.0*hardness*randreal()+1.0)*game.damfac
+ extradm = (10.0*hardness*rnd.real()+1.0)*game.damfac
# Damage for at least time of travel!
game.damage[dev] += game.optime + extradm
game.shldup = False
prout(_("***Shields are down."))
- if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
+ if game.unwon():
announce()
damagereport()
else:
if iquad in ('E', 'F'): # Hit our ship
skip(1)
prout(_("Torpedo hits %s.") % crmshp())
- hit = 700.0 + randreal(100) - \
+ hit = 700.0 + rnd.real(100) - \
1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
newcnd() # we're blown out of dock
if game.landed or game.condition == "docked":
return hit # Cheat if on a planet
# 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 = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5)
displacement.nexttok()
bumpto = displacement.sector()
if not bumpto.valid_sector():
return None
elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
# find the enemy
- if iquad in ('C', 'S') and withprob(0.05):
+ if iquad in ('C', 'S') and rnd.withprob(0.05):
prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
prout(_(" torpedo neutralized."))
return None
for enemy in game.enemies:
if w == enemy.location:
kp = math.fabs(enemy.power)
- h1 = 700.0 + randrange(100) - \
+ h1 = 700.0 + rnd.integer(100) - \
1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
h1 = math.fabs(h1)
if kp < h1:
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 = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5)
displacement.nexttok()
bumpto = displacement.sector()
if not bumpto.valid_sector():
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()
+ for tenemy in game.enemies:
+ tenemy.kdist = tenemy.kavgd = (game.sector-tenemy.location).distance()
sortenemies()
break
else:
prout(_("The torpedo destroyed an inhabited planet."))
return None
elif iquad == '*': # Hit a star
- if withprob(0.9):
+ if rnd.withprob(0.9):
nova(w)
else:
prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast."))
return None
elif iquad == '?': # Hit a thingy
- if not (game.options & OPTION_THINGY) or withprob(0.3):
+ if not (game.options & OPTION_THINGY) or rnd.withprob(0.3):
skip(1)
prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
skip(1)
prout(_("***Torpedo absorbed by Tholian web."))
return None
elif iquad == 'T': # Hit a Tholian
- h1 = 700.0 + randrange(100) - \
+ h1 = 700.0 + rnd.integer(100) - \
1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
h1 = math.fabs(h1)
if h1 >= 600:
return None
skip(1)
proutn(crmena(True, 'T', "sector", w))
- if withprob(0.05):
+ if rnd.withprob(0.05):
prout(_(" survives photon blast."))
return None
prout(_(" disappears."))
def fry(hit):
"Critical-hit resolution."
- if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
+ if hit < (275.0-25.0*game.skill)*rnd.real(1.0, 1.5):
return
- ncrit = int(1.0 + hit/(500.0+randreal(100)))
+ ncrit = int(1.0 + hit/(500.0+rnd.real(100)))
proutn(_("***CRITICAL HIT--"))
# Select devices and cause damage
cdam = []
while True:
j = randdevice()
# Cheat to prevent shuttle damage unless on ship
- if not (game.damage[j]<0.0 or (j == DSHUTTL and game.iscraft != "onship")):
+ if not (game.damage[j]<0.0 or (j == DSHUTTL and game.iscraft != "onship") or (j == DCLOAK and game.ship != 'E' or j == DDRAY)):
break
cdam.append(j)
- extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
+ extradm = (hit*game.damfac)/(ncrit*rnd.real(75, 100))
game.damage[j] += extradm
ncrit -= 1
skipcount = 0
if damaged(DSHIELD) and game.shldup:
prout(_("***Shields knocked down."))
game.shldup = False
+ if damaged(DCLOAK) and game.iscloaked:
+ prout(_("***Cloaking device rendered inoperative."))
+ game.iscloaked = False
def attack(torps_ok):
# bad guy attacks us
# torps_ok == False forces use of phasers in an attack
+ if game.iscloaked:
+ return
# game could be over at this point, check
if game.alldone:
return
# set up partial hits if attack happens during shield status change
pfac = 1.0/game.inshld
if game.shldchg:
- chgfac = 0.25 + randreal(0.5)
+ chgfac = 0.25 + rnd.real(0.5)
skip(1)
# message verbosity control
if game.skill <= SKILL_FAIR:
if enemy.power < 0:
continue # too weak to attack
# compute hit strength and diminish shield power
- r = randreal()
+ r = rnd.real()
# Increase chance of photon torpedos if docked or enemy energy is low
if game.condition == "docked":
r *= 0.25
if game.condition == "docked":
continue # Don't waste the effort!
attempt = True # Attempt to attack
- dustfac = randreal(0.8, 0.85)
+ dustfac = rnd.real(0.8, 0.85)
hit = enemy.power*math.pow(dustfac, enemy.kavgd)
enemy.power *= 0.75
else: # Enemy uses photon torpedo
proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location))
attempt = True
prout(" ")
- dispersion = (randreal()+randreal())*0.5 - 0.5
+ dispersion = (rnd.real()+rnd.real())*0.5 - 0.5
dispersion += 0.002*enemy.power*dispersion
hit = torpedo(enemy.location, pcourse, dispersion, number=1, nburst=1)
- if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
+ if game.unwon() == 0:
finish(FWON) # Klingons did themselves in!
if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
return # Supernova or finished
prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
# Check if anyone was hurt
if hitmax >= 200 or hittot >= 500:
- icas = randrange(int(hittot * 0.015))
+ icas = rnd.integer(int(hittot * 0.015))
if icas >= 2:
skip(1)
prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
# Killed some type of Klingon
game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
game.klhere -= 1
- if type == 'C':
+ if etype == 'C':
game.state.kcmdr.remove(game.quadrant)
unschedule(FTBEAM)
if game.state.kcmdr:
schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
if is_scheduled(FCDBAS) and game.battle == game.quadrant:
unschedule(FCDBAS)
- elif type == 'K':
- game.state.remkl -= 1
- elif type == 'S':
+ elif etype == 'K':
+ pass
+ elif etype == 'S':
game.state.nscrem -= 1
game.state.kscmdr.invalidate()
game.isatb = 0
unschedule(FSCDBAS)
# For each kind of enemy, finish message to player
prout(_(" destroyed."))
- if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
+ if game.unwon() == 0:
return
game.recompute()
# Remove enemy ship from arrays describing local conditions
proutn(_("Number of torpedoes to fire- "))
continue # Go back around to get a number
else: # key == "IHREAL"
- n = scanner.int()
+ try:
+ n = scanner.int()
+ except TypeError:
+ huh()
+ return
if n <= 0: # abort command
scanner.chew()
return
for i in range(n):
if game.condition != "docked":
game.torps -= 1
- dispersion = (randreal()+randreal())*0.5 -0.5
+ dispersion = (rnd.real()+rnd.real())*0.5 -0.5
if math.fabs(dispersion) >= 0.47:
# misfire!
- dispersion *= randreal(1.2, 2.2)
+ dispersion *= rnd.real(1.2, 2.2)
if n > 0:
prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
else:
skip(1)
if i < n:
prout(_(" Remainder of burst aborted."))
- if withprob(0.2):
+ if rnd.withprob(0.2):
prout(_("***Photon tubes damaged by misfire."))
- game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
+ game.damage[DPHOTON] = game.damfac * rnd.real(1.0, 3.0)
break
- if game.shldup or game.condition == "docked":
+ if game.iscloaked:
+ dispersion *= 1.2
+ elif game.shldup or game.condition == "docked":
dispersion *= 1.0 + 0.0001*game.shield
torpedo(game.sector, tcourse[i], dispersion, number=i, nburst=n)
if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
return
- if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)<=0:
+ if game.unwon()<=0:
finish(FWON)
def overheat(rpow):
"Check for phasers overheating."
if rpow > 1500:
checkburn = (rpow-1500.0)*0.00038
- if withprob(checkburn):
+ if rnd.withprob(checkburn):
prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
- game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
+ game.damage[DPHASER] = game.damfac* rnd.real(1.0, 2.0) * (1.0+checkburn)
def checkshctrl(rpow):
"Check shield control."
skip(1)
- if withprob(0.998):
+ if rnd.withprob(0.998):
prout(_("Shields lowered."))
return False
# Something bad has happened
prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
skip(2)
prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
- icas = randrange(int(hit*0.012))
+ icas = rnd.integer(int(hit*0.012))
skip(1)
fry(0.8*hit)
if icas:
for wham in hits:
if wham == 0:
continue
- dustfac = randreal(0.9, 1.0)
+ dustfac = rnd.real(0.9, 1.0)
hit = wham*math.pow(dustfac, game.enemies[kk].kdist)
kpini = game.enemies[kk].power
kp = math.fabs(kpini)
skip(1)
if kpow == 0:
deadkl(w, ienm, w)
- if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
+ if game.unwon()==0:
finish(FWON)
if game.alldone:
return
- kk -= 1 # don't do the increment
continue
else: # decide whether or not to emasculate klingon
- if kpow > 0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
+ if kpow > 0 and rnd.withprob(0.9) and kpow <= rnd.real(0.4, 0.8)*kpini:
prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
prout(_(" has just lost its firepower.\""))
game.enemies[kk].power = -kpow
scanner.chew()
if not kz:
for i in range(len(game.enemies)):
- irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
+ irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))*rnd.real(1.01, 1.06) + 1.0
kz = 1
proutn(_("%d units required. ") % irec)
scanner.chew()
if powrem <= 0:
continue
hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))
- over = randreal(1.01, 1.06) * hits[i]
+ over = rnd.real(1.01, 1.06) * hits[i]
temp = powrem
powrem -= hits[i] + over
if powrem <= 0 and temp < hits[i]:
scanner.chew()
key = "IHEOL"
hits[k] = 0 # prevent overflow -- thanks to Alexei Voitenko
- k += 1
continue
if key == "IHEOL":
scanner.chew()
if itarg and k > kz:
- irec = (abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9, game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
+ irec = (abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9, game.enemies[k].kdist))) * rnd.real(1.01, 1.06) + 1.0
kz = k
proutn("(")
if not damaged(DCOMPTR):
# abort out
scanner.chew()
return
- hits[k] = scanner.real
+ hits.append(scanner.real)
rpow += scanner.real
# If total requested is too much, inform and start over
if rpow > avail:
scanner.chew()
return
key = scanner.nexttok() # scan for next value
- k += 1
if rpow == 0.0:
# zero energy -- abort
scanner.chew()
if ifast:
skip(1)
if no == 0:
- if withprob(0.01):
+ if rnd.withprob(0.01):
prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
prouts(_(" CLICK CLICK POP . . ."))
prout(_(" No response, sir!"))
game.shldup = False
overheat(rpow)
-# Code from events,c begins here.
+
+def capture():
+ game.ididit = False # Nothing if we fail
+ game.optime = 0.0
+
+ # Make sure there is room in the brig
+ if game.brigfree == 0:
+ prout(_("Security reports the brig is already full."))
+ return
+
+ if damaged(DRADIO):
+ prout(_("Uhura- \"We have no subspace radio communication, sir.\""))
+ return
+
+ if damaged(DTRANSP):
+ prout(_("Scotty- \"Transporter damaged, sir.\""))
+ return
+
+ # find out if there are any at all
+ if game.klhere < 1:
+ prout(_("Uhura- \"Getting no response, sir.\""))
+ return
+
+ # if there is more than one Klingon, find out which one
+ # Cruddy, just takes one at random. Should ask the captain.
+ # Nah, just select the weakest one since it is most likely to
+ # surrender (Tom Almy mod)
+ klingons = [e for e in game.enemies if e.type == 'K']
+ weakest = sorted(klingons, key=lambda e: e.power)[0]
+ game.optime = 0.05 # This action will take some time
+ game.ididit = True # So any others can strike back
+
+ # check out that Klingon
+ # The algorithm isn't that great and could use some more
+ # intelligent design
+ # x = 300 + 25*skill;
+ x = game.energy / (weakest.power * len(klingons))
+ #prout(_("Stats: energy = %s, kpower = %s, klingons = %s")
+ # % (game.energy, weakest.power, len(klingons)))
+ x *= 2.5 # would originally have been equivalent of 1.4,
+ # but we want command to work more often, more humanely
+ #prout(_("Prob = %.4f" % x))
+ # x = 100; // For testing, of course!
+ if x < rnd.real(100):
+ # guess what, he surrendered!!!
+ prout(_("Klingon captain at %s surrenders.") % weakest.location)
+ i = rnd.real(200)
+ if i > 0:
+ prout(_("%d Klingons commit suicide rather than be taken captive.") % (200 - i))
+ if i > game.brigfree:
+ prout(_("%d Klingons die because there is no room for them in the brig.") % (i-game.brigfree))
+ i = game.brigfree
+ game.brigfree -= i
+ prout(_("%d captives taken") % i)
+ deadkl(weakest.location, weakest.type, game.sector)
+ if game.unwon()<=0:
+ finish(FWON)
+ return
+
+ # big surprise, he refuses to surrender
+ prout(_("Fat chance, captain!"))
+
+# Code from events.c begins here.
# This isn't a real event queue a la BSD Trek yet -- you can only have one
# event of each type active at any given time. Mostly these means we can
# Check to see if shuttle is aboard
if game.iscraft == "offship":
skip(1)
- if withprob(0.5):
+ if rnd.withprob(0.5):
prout(_("Galileo, left on the planet surface, is captured"))
prout(_("by aliens and made into a flying McDonald's."))
game.damage[DSHUTTL] = -10
prout("== Event %d fires" % evcode)
datemin = game.future[l].date
xtime = datemin-game.state.date
+ if game.iscloaked:
+ game.energy -= xtime*500.0
+ if game.energy <= 0:
+ finish(FNRG)
+ return
game.state.date = datemin
# Decrement Federation resources and recompute remaining time
- game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
+ game.state.remres -= (game.remkl()+4*len(game.state.kcmdr))*xtime
game.recompute()
if game.state.remtime <= 0:
finish(FDEPLETE)
if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
return
elif evcode == FSPY: # Check with spy to see if SC should tractor beam
- if game.state.nscrem == 0 or \
+ if game.state.nscrem == 0 or game.iscloaked or \
ictbeam or istract or \
game.condition == "docked" or game.isatb == 1 or game.iscate:
return
if not game.state.kcmdr:
unschedule(FTBEAM)
continue
- i = randrange(len(game.state.kcmdr))
+ i = rnd.integer(len(game.state.kcmdr))
yank = (game.state.kcmdr[i]-game.quadrant).distance()
- if istract or game.condition == "docked" or yank == 0:
+ if istract or game.condition == "docked" or game.iscloaked or yank == 0:
# Drats! Have to reschedule
schedule(FTBEAM,
game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
unschedule(FBATTAK)
unschedule(FCDBAS)
continue
+ ibq = None # Force battle location to persist past loop
try:
for ibq in game.state.baseq:
for cmdr in game.state.kcmdr:
if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
raise JumpOut
- else:
- # no match found -- try later
- schedule(FBATTAK, expran(0.3*game.intime))
- unschedule(FCDBAS)
- continue
+ # no match found -- try later
+ schedule(FBATTAK, expran(0.3*game.intime))
+ unschedule(FCDBAS)
+ continue
except JumpOut:
pass
# commander + starbase combination found -- launch attack
game.battle = ibq
- schedule(FCDBAS, randreal(1.0, 4.0))
+ schedule(FCDBAS, rnd.real(1.0, 4.0))
if game.isatb: # extra time if SC already attacking
postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
if q.klingons <= 0:
q.status = "secure"
continue
- if game.state.remkl >= MAXKLGAME:
+ if game.remkl() >= MAXKLGAME:
continue # full right now
# reproduce one Klingon
w = ev.quadrant
if q.klingons >= MAXKLQUAD or q.supernova:
continue
raise JumpOut
- else:
- continue # search for eligible quadrant failed
+ # search for eligible quadrant failed
+ continue
except JumpOut:
w = m
# deliver the child
- game.state.remkl += 1
q.klingons += 1
if game.quadrant == w:
game.klhere += 1
- game.enemies.append(newkling())
+ newkling() # also adds it to game.enemies
# recompute time left
game.recompute()
if communicating():
prout(_("launched a warship from %s.") % q.planet)
else:
prout(_("Uhura- Starfleet reports increased Klingon activity"))
- if q.planet != None:
+ if q.planet is not None:
proutn(_("near %s ") % q.planet)
prout(_("in Quadrant %s.") % w)
if key != "IHEOL":
break
proutn(_("How long? "))
- scanner.chew()
+ scanner.chew()
if key != "IHREAL":
huh()
return
return
temp = game.optime = delay
if len(game.enemies):
- rtime = randreal(1.0, 2.0)
+ rtime = rnd.real(1.0, 2.0)
if rtime < temp:
temp = rtime
game.optime = temp
"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)
- if withprob(0.05):
+ if rnd.withprob(0.05):
# Wow! We've supernova'ed
supernova(game.quadrant)
return
if iquad in ('.', '?', ' ', 'T', '#'):
pass
elif iquad == '*': # Affect another star
- if withprob(0.05):
+ if rnd.withprob(0.05):
# This star supernovas
supernova(game.quadrant)
return
game.shield = 0.0
game.shldup = False
prout(_("***Shields knocked out."))
- game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
+ game.damage[DSHIELD] += 0.005*game.damfac*rnd.real()*diff
else:
game.energy -= 2000.0
if game.energy <= 0:
finish(FNOVA)
return
# add in course nova contributes to kicking starship
- bump += (game.sector-hits[-1]).sgn()
+ if hits:
+ 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
+ target = None
for ll in range(len(game.enemies)):
if game.enemies[ll].location == neighbor:
+ target = game.enemies[ll]
break
- game.enemies[ll].power -= 800.0 # If firepower is lost, die
- if game.enemies[ll].power <= 0.0:
- deadkl(neighbor, iquad, neighbor)
- break
- newc = neighbor + neighbor - hits[-1]
- proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
- if not newc.valid_sector():
- # can't leave quadrant
- skip(1)
- break
- iquad1 = game.quad[newc.i][newc.j]
- if iquad1 == ' ':
- proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
- skip(1)
- deadkl(neighbor, iquad, newc)
- break
- if iquad1 != '.':
- # can't move into something else
- skip(1)
- break
- proutn(_(", buffeted to Sector %s") % newc)
- game.quad[neighbor.i][neighbor.j] = '.'
- game.quad[newc.i][newc.j] = iquad
- game.enemies[ll].move(newc)
+ if target is not None:
+ target.power -= 800.0 # If firepower is lost, die
+ if target.power <= 0.0:
+ deadkl(neighbor, iquad, neighbor)
+ continue # neighbor loop
+ # Else enemy gets flung by the blast wave
+ newc = neighbor + neighbor - start
+ proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
+ if not newc.valid_sector():
+ # can't leave quadrant
+ skip(1)
+ continue
+ iquad1 = game.quad[newc.i][newc.j]
+ if iquad1 == ' ':
+ proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
+ skip(1)
+ deadkl(neighbor, iquad, newc)
+ continue
+ if iquad1 != '.':
+ # can't move into something else
+ skip(1)
+ continue
+ proutn(_(", buffeted to Sector %s") % newc)
+ game.quad[neighbor.i][neighbor.j] = '.'
+ game.quad[newc.i][newc.j] = iquad
+ target.move(newc)
# Starship affected by nova -- kick it away.
dist = kount*0.1
direc = ncourse[3*(bump.i+1)+bump.j+2]
def supernova(w):
"Star goes supernova."
num = 0; npdead = 0
- if w != None:
+ if w is not None:
nq = copy.copy(w)
else:
# Scheduled supernova -- select star at random.
nstars += game.state.galaxy[nq.i][nq.j].stars
if stars == 0:
return # nothing to supernova exists
- num = randrange(nstars) + 1
+ num = rnd.integer(nstars) + 1
for nq.i in range(GALSIZE):
for nq.j in range(GALSIZE):
num -= game.state.galaxy[nq.i][nq.j].stars
else:
ns = Coord()
# we are in the quadrant!
- num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
+ num = rnd.integer(game.state.galaxy[nq.i][nq.j].stars) + 1
for ns.i in range(QUADSIZE):
for ns.j in range(QUADSIZE):
if game.quad[ns.i][ns.j]=='*':
stars()
game.alldone = True
# destroy any Klingons in supernovaed quadrant
- kldead = game.state.galaxy[nq.i][nq.j].klingons
game.state.galaxy[nq.i][nq.j].klingons = 0
if nq == game.state.kscmdr:
# did in the Supercommander!
game.iscate = False
unschedule(FSCMOVE)
unschedule(FSCDBAS)
- survivors = filter(lambda w: w != nq, game.state.kcmdr)
- comkills = len(game.state.kcmdr) - len(survivors)
+ # Changing this to [w for w in game.state.kcmdr if w != nq]
+ # causes regression-test failure
+ survivors = list(filter(lambda w: w != nq, game.state.kcmdr))
+ #comkills = len(game.state.kcmdr) - len(survivors)
game.state.kcmdr = survivors
- kldead -= comkills
if not game.state.kcmdr:
unschedule(FTBEAM)
- game.state.remkl -= kldead
# destroy Romulans and planets in supernovaed quadrant
nrmdead = game.state.galaxy[nq.i][nq.j].romulans
game.state.galaxy[nq.i][nq.j].romulans = 0
# Destroy any base in supernovaed quadrant
game.state.baseq = [x for x in game.state.baseq if x != nq]
# If starship caused supernova, tally up destruction
- if w != None:
+ if w is not None:
game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
game.state.nplankl += npdead
if game.quadrant == nq or communicating():
game.state.galaxy[nq.i][nq.j].supernova = True
# If supernova destroys last Klingons give special message
- if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
+ if game.unwon()==0 and not nq == game.quadrant:
skip(2)
if w is None:
prout(_("Lucky you!"))
prouts(" 3"); skip(1)
prouts(" 2"); skip(1)
prouts(" 1"); skip(1)
- if withprob(0.15):
+ if rnd.withprob(0.15):
prouts(_("GOODBYE-CRUEL-WORLD"))
skip(1)
kaboom()
skip(1)
if len(game.enemies) != 0:
whammo = 25.0 * game.energy
- for l in range(len(game.enemies)):
- if game.enemies[l].power*game.enemies[l].kdist <= whammo:
- deadkl(game.enemies[l].location, game.quad[game.enemies[l].location.i][game.enemies[l].location.j], game.enemies[l].location)
+ for e in game.enemies[::-1]:
+ if e.power*e.kdist <= whammo:
+ deadkl(e.location, game.quad[e.location.i][e.location.j], e.location)
finish(FDILITHIUM)
def killrate():
return 0
else:
starting = (game.inkling + game.incom + game.inscom)
- remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
+ remaining = game.unwon()
return (starting - remaining)/elapsed
def badpoints():
300*game.state.nworldkl + \
45.0*game.nhelp +\
100.0*game.state.basekl +\
- 3.0*game.abandoned
+ 3.0*game.abandoned +\
+ 100*game.ncviol
if game.ship == 'F':
badpt += 100.0
elif game.ship is None:
return badpt
def finish(ifin):
- # end the game, with appropriate notfications
+ # end the game, with appropriate notifications
igotit = False
game.alldone = True
skip(3)
prout(_("You have smashed the Klingon invasion fleet and saved"))
prout(_("the Federation."))
+ if game.alive and game.brigcapacity-game.brigfree > 0:
+ game.kcaptured += game.brigcapacity-game.brigfree
+ prout(_("The %d captured Klingons are transferred to Star Fleet Command.") % (game.brigcapacity-game.brigfree))
game.gamewon = True
if game.alive:
badpt = badpoints()
prout(_("conquered. Your starship is now Klingon property,"))
prout(_("and you are put on trial as a war criminal. On the"))
proutn(_("basis of your record, you are "))
- if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
+ if game.unwon()*3.0 > (game.inkling + game.incom + game.inscom):
prout(_("acquitted."))
skip(1)
prout(_("LIVE LONG AND PROSPER."))
prout(_("The %s has been cremated by its own phasers.") % crmshp())
elif ifin == FLOST:
prout(_("You and your landing party have been"))
- prout(_("converted to energy, disipating through space."))
+ prout(_("converted to energy, dissipating through space."))
elif ifin == FMINING:
prout(_("You are left with your landing party on"))
prout(_("a wild jungle planet inhabited by primitive cannibals."))
elif ifin == FHOLE:
prout(_("Your ship is drawn to the center of the black hole."))
prout(_("You are crushed into extremely dense matter."))
+ elif ifin == FCLOAK:
+ game.ncviol += 1
+ prout(_("You have violated the Treaty of Algeron."))
+ prout(_("The Romulan Empire can never trust you again."))
elif ifin == FCREW:
prout(_("Your last crew member has died."))
+ if ifin != FWON and ifin != FCLOAK and game.iscloaked:
+ prout(_("Your ship was cloaked so your subspace radio did not receive anything."))
+ prout(_("You may have missed some warning messages."))
+ skip(1)
if game.ship == 'F':
game.ship = None
elif game.ship == 'E':
game.ship = 'F'
game.alive = False
- if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
+ if game.unwon() != 0:
goodies = game.state.remres/game.inresor
- baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
- if goodies/baddies >= randreal(1.0, 1.5):
+ baddies = (game.remkl() + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
+ if goodies/baddies >= rnd.real(1.0, 1.5):
prout(_("As a result of your actions, a treaty with the Klingon"))
prout(_("Empire has been signed. The terms of the treaty are"))
- if goodies/baddies >= randreal(3.0):
+ if goodies/baddies >= rnd.real(3.0):
prout(_("favorable to the Federation."))
skip(1)
prout(_("Congratulations!"))
prout(_("to think about pigeons."))
game.gamewon = True
score()
+ scanner.chew() # Clean up leftovers
def score():
"Compute player's score."
timused = game.state.date - game.indate
- if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
+ if (timused == 0 or game.unwon() != 0) and timused < 5.0:
timused = 5.0
game.perdate = killrate()
ithperd = 500*game.perdate + 0.5
klship = 1
else:
klship = 2
- game.score = 10*(game.inkling - game.state.remkl) \
+ dead_ordinaries= game.inkling - game.remkl() + len(game.state.kcmdr) + game.state.nscrem
+ game.score = 10*(dead_ordinaries)\
+ 50*(game.incom - len(game.state.kcmdr)) \
+ ithperd + iwon \
+ 20*(game.inrom - game.state.nromrem) \
+ 200*(game.inscom - game.state.nscrem) \
- game.state.nromrem \
+ + 3 * game.kcaptured \
- badpoints()
if not game.alive:
game.score -= 200
if game.state.nromrem and game.gamewon:
prout(_("%6d Romulans captured %5d") %
(game.state.nromrem, game.state.nromrem))
- if game.inkling - game.state.remkl:
+ if dead_ordinaries:
prout(_("%6d ordinary Klingons destroyed %5d") %
- (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
+ (dead_ordinaries, 10*dead_ordinaries))
if game.incom - len(game.state.kcmdr):
prout(_("%6d Klingon commanders destroyed %5d") %
(game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
+ if game.kcaptured:
+ prout(_("%d Klingons captured %5d") %
+ (game.kcaptured, 3 * game.kcaptured))
if game.inscom - game.state.nscrem:
prout(_("%6d Super-Commander destroyed %5d") %
(game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
if klship:
prout(_("%6d ship(s) lost or destroyed %5d") %
(klship, -100*klship))
+ if game.ncviol > 0:
+ if game.ncviol == 1:
+ prout(_("1 Treaty of Algeron violation -100"))
+ else:
+ prout(_("%6d Treaty of Algeron violations %5d\n") %
+ (game.ncviol, -100*game.ncviol))
if not game.alive:
prout(_("Penalty for getting yourself killed -200"))
if game.gamewon:
winner = cgetline()
# The 38 below must be 64 for 132-column paper
nskip = 38 - len(winner)/2
- fp.write("\n\n\n\n")
- # --------DRAW ENTERPRISE PICTURE.
- fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
- fp.write(" EEE E : : : E\n" )
- fp.write(" EE EEE E : : NCC-1701 : E\n")
- fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
- fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
- fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
- fp.write(" EEEEEEE EEEEE E E E E\n")
- fp.write(" EEE E E E E\n")
- fp.write(" E E E E\n")
- fp.write(" EEEEEEEEEEEEE E E\n")
- fp.write(" EEE : EEEEEEE EEEEEEEE\n")
- fp.write(" :E : EEEE E\n")
- fp.write(" .-E -:----- E\n")
- fp.write(" :E : E\n")
- fp.write(" EE : EEEEEEEE\n")
- fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
+ # This is where the ASCII art picture was emitted.
+ # It got garbled somewhere in the chain of transmission to the Almy version.
+ # We should restore it if we can find old enough FORTRAN sources.
fp.write("\n\n\n")
fp.write(_(" U. S. S. ENTERPRISE\n"))
fp.write("\n\n\n\n")
# for the older ones we probably need to set C locale, and python3
# has no problems at all
if sys.version_info[0] < 3:
- import locale
locale.setlocale(locale.LC_ALL, "")
gettext.bindtextdomain("sst", "/usr/local/share/locale")
gettext.textdomain("sst")
sys.stdout.write('\n')
proutn(prompt)
if not replayfp:
- input()
+ my_input()
sys.stdout.write('\n' * rows)
linecount = 0
if curwnd == message_window and y >= my - 2:
pause_game()
clrscr()
- # Uncomment this to debug curses problems
- if logfp:
+ if logfp and game.cdebug:
logfp.write("#curses: at %s proutn(%s)\n" % ((y, x), repr(proutntline)))
curwnd.addstr(proutntline)
curwnd.refresh()
elif linein[0] != "#":
break
else:
- linein = eval(input()) + "\n"
+ try:
+ linein = my_input() + "\n"
+ except EOFError:
+ prout("")
+ sys.exit(0)
if logfp:
logfp.write(linein)
return linein
"Change windows -- OK for this to be a no-op in tty mode."
global curwnd
if game.options & OPTION_CURSES:
- # Uncomment this to debug curses problems
- if logfp:
+ if game.cdebug and logfp:
if wnd == fullscreen_window:
legend = "fullscreen"
elif wnd == srscan_window:
linecount = 0
def textcolor(color=DEFAULT):
- if game.options & OPTION_COLOR:
+ if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES):
if color == DEFAULT:
curwnd.attrset(0)
elif color == BLACK:
curwnd.attron(curses.color_pair(curses.COLOR_WHITE) | curses.A_BOLD)
def highvideo():
- if game.options & OPTION_COLOR:
+ if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES):
curwnd.attron(curses.A_REVERSE)
#
def boom(w):
"Enemy fall down, go boom."
if game.options & OPTION_CURSES:
- drawmaps(2)
+ drawmaps(0)
setwnd(srscan_window)
srscan_window.attron(curses.A_REVERSE)
put_srscan_sym(w, game.quad[w.i][w.j])
def newquadrant(noattack):
# Leaving quadrant -- allow final enemy attack
- # Don't do it if being pushed by Nova
- if len(game.enemies) != 0 and not noattack:
+ # Don't set up attack if being pushed by nova or cloaked
+ if len(game.enemies) != 0 and not noattack and not game.iscloaked:
newcnd()
for enemy in game.enemies:
finald = (w - enemy.location).distance()
if iquad in ('T', 'K', 'C', 'S', 'R', '?'):
for enemy in game.enemies:
if enemy.location == game.sector:
- break
- collision(rammed=False, enemy=enemy)
- return True
+ collision(rammed=False, enemy=enemy)
+ return True
+ # This should not happen
+ prout(_("Which way did he go?"))
+ return False
elif iquad == ' ':
skip(1)
prouts(_("***RED ALERT! RED ALERT!"))
if game.damage[m]>0:
n += 1
probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
- if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
+ if (game.options & OPTION_BLKHOLE) and rnd.withprob(1-probf):
timwrp()
else:
finish(FHOLE)
game.inorbit = False
# If tractor beam is to occur, don't move full distance
if game.state.date+game.optime >= scheduled(FTBEAM):
- trbeam = True
- game.condition = "red"
- icourse.distance = icourse.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
- game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
+ if game.iscloaked:
+ # We can't be tractor beamed if cloaked,
+ # so move the event into the future
+ postpone(FTBEAM, game.optime + expran(1.5*game.intime/len(game.kcmdr)))
+ else:
+ trbeam = True
+ game.condition = "red"
+ icourse.distance = icourse.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
+ game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
# Move out
game.quad[game.sector.i][game.sector.j] = '.'
for _m in range(icourse.moves):
newquadrant(noattack)
break
elif check_collision(w):
- print("Collision detected")
+ prout(_("Collision detected"))
break
else:
game.sector = w
if game.inorbit:
prout(_("You must first leave standard orbit."))
return
- if not game.base.is_valid() or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
+ if game.base is None or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
prout(crmshp() + _(" not adjacent to base."))
return
+ if game.iscloaked:
+ prout(_("You cannot dock while cloaked."))
+ return
game.condition = "docked"
- if "verbose":
+ if verbose:
prout(_("Docked."))
game.ididit = True
if game.energy < game.inenrg:
game.torps = game.intorps
game.lsupres = game.inlsr
game.state.crew = FULLCREW
- if not damaged(DRADIO) and \
+ if game.brigcapacity-game.brigfree > 0:
+ prout(_("%d captured Klingons transferred to base") % (game.brigcapacity-game.brigfree))
+ game.kcaptured += game.brigcapacity-game.brigfree
+ game.brigfree = game.brigcapacity
+ if communicating() and \
((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
# get attack report from base
prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
def getcourse(isprobe):
"Get a course and distance from the user."
- key = 0
+ key = ""
dquad = copy.copy(game.quadrant)
navmode = "unspecified"
itemp = "curt"
iprompt = True
key = scanner.nexttok()
itemp = "verbose"
- if key != "IHREAL":
+ if key == "IHREAL":
+ delta.j = scanner.real
+ else:
huh()
raise TrekError
- delta.j = scanner.real
key = scanner.nexttok()
- if key != "IHREAL":
+ if key == "IHREAL":
+ delta.i = scanner.real
+ elif key == "IHEOL":
+ delta.i = 0
+ scanner.push("\n")
+ else:
huh()
raise TrekError
- delta.i = scanner.real
# Check for zero movement
if delta.i == 0 and delta.j == 0:
scanner.chew()
if self.bearing < 0.0:
self.bearing += 12.0
self.angle = ((15.0 - self.bearing) * 0.5235988)
- if origin is None:
- self.origin = cartesian(game.quadrant, game.sector)
- else:
- self.origin = cartesian(game.quadrant, origin)
self.increment = Coord(-math.sin(self.angle), math.cos(self.angle))
bigger = max(abs(self.increment.i), abs(self.increment.j))
self.increment /= bigger
self.moves = int(round(10*self.distance*bigger))
self.reset()
self.final = (self.location + self.moves*self.increment).roundtogrid()
+ self.location = self.origin
+ self.nextlocation = None
def reset(self):
self.location = self.origin
self.step = 0
blooey = False; twarp = False
if not involuntary: # Not WARPX entry
game.ididit = False
+ if game.iscloaked:
+ scanner.chew()
+ skip(1)
+ prout(_("Engineer Scott- \"The warp engines can not be used while cloaked, Sir.\""))
+ return
if game.damage[DWARPEN] > 10.0:
scanner.chew()
skip(1)
# Decide if engine damage will occur
# ESR: Seems wrong. Probability of damage goes *down* with distance?
prob = wcourse.distance*(6.0-game.warpfac)**2/66.666666666
- if prob > randreal():
+ if prob > rnd.real():
blooey = True
- wcourse.distance = randreal(wcourse.distance)
+ wcourse.distance = rnd.real(wcourse.distance)
# Decide if time warp will occur
- if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > randreal():
+ if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > rnd.real():
twarp = True
if game.idebug and game.warpfac==10 and not twarp:
blooey = False
if twarp:
timwrp()
if blooey:
- game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
+ game.damage[DWARPEN] = game.damfac * rnd.real(1.0, 4.0)
skip(1)
prout(_("Engineering to bridge--"))
prout(_(" Scott here. The warp engines are damaged."))
prout(_("But with the shields up it's hopeless."))
finish(FPNOVA)
prouts(_("His desperate attempt to rescue you . . ."))
- if withprob(0.5):
+ if rnd.withprob(0.5):
prout(_("fails."))
finish(FPNOVA)
return
if game.imine:
game.imine = False
proutn(_("The crystals mined were "))
- if withprob(0.25):
+ if rnd.withprob(0.25):
prout(_("lost."))
else:
prout(_("saved."))
prout(_("Warp engines damaged."))
finish(FSNOVAED)
return
- game.warpfac = randreal(6.0, 8.0)
+ game.warpfac = rnd.real(6.0, 8.0)
prout(_("Warp factor set to %d") % int(game.warpfac))
power = 0.75*game.energy
dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
- dist = max(dist, randreal(math.sqrt(2)))
- bugout = course(bearing=randreal(12), distance=dist) # How dumb!
+ dist = max(dist, rnd.real(math.sqrt(2)))
+ bugout = course(bearing=rnd.real(12), distance=dist) # How dumb!
game.optime = bugout.time(game.warpfac)
game.justin = False
game.inorbit = False
# Repeat if another snova
if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
break
- if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
+ if game.unwon()==0:
finish(FWON) # Snova killed remaining enemy.
def timwrp():
"Let's do the time warp again."
prout(_("***TIME WARP ENTERED."))
- if game.state.snap and withprob(0.5):
+ if game.state.snap and rnd.withprob(0.5):
# Go back in time
prout(_("You are traveling backwards in time %d stardates.") %
int(game.state.date-game.snapsht.date))
# found one -- finish up
game.sector = w
break
- if not game.sector.is_valid():
+ if game.sector is None:
prout(_("You have been lost in space..."))
finish(FMATERIALIZE)
return
game.quad[game.sector.i][game.sector.j]=('-','o','O')[m-1]
textcolor(RED)
warble()
- if randreal() > probf:
+ if rnd.real() > probf:
break
prout(_("fails."))
textcolor(DEFAULT)
if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
prout(_("Remainder of ship's complement beam down"))
prout(_("to nearest habitable planet."))
- elif q.planet != None and not damaged(DTRANSP):
+ elif q.planet is not None and not damaged(DTRANSP):
prout(_("Remainder of ship's complement beam down to %s.") %
q.planet)
else:
game.nprobes = 0 # No probes
prout(_("You are captured by Klingons and released to"))
prout(_("the Federation in a prisoner-of-war exchange."))
- nb = randrange(len(game.state.baseq))
+ nb = rnd.integer(len(game.state.baseq))
# Set up quadrant and position FQ adjacient to base
if not game.quadrant == game.state.baseq[nb]:
game.quadrant = game.state.baseq[nb]
while True:
# position next to base by trial and error
game.quad[game.sector.i][game.sector.j] = '.'
+ l = QUADSIZE
for l in range(QUADSIZE):
game.sector = game.base.scatter()
if game.sector.valid_sector() and \
game.quad[game.sector.i][game.sector.j] == '.':
break
- if l < QUADSIZE+1:
+ if l < QUADSIZE:
break # found a spot
game.sector.i=QUADSIZE/2
game.sector.j=QUADSIZE/2
game.lsupres=game.inlsr=3.0
game.shldup=False
game.warpfac=5.0
+ game.brigfree = game.brigcapacity = 300
return
# Code from planets.c begins here.
if damaged(DWARPEN) and damaged(DIMPULS):
prout(_("Both warp and impulse engines damaged."))
return
- if not game.plnet.is_valid():
+ if game.plnet is None:
prout("There is no planet in this sector.")
return
if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
prout(crmshp() + _(" not adjacent to planet."))
skip(1)
return
- game.optime = randreal(0.02, 0.05)
+ game.optime = rnd.real(0.02, 0.05)
prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
newcnd()
if consumeTime():
return
- game.height = randreal(1400, 8600)
+ game.height = rnd.real(1400, 8600)
prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
game.inorbit = True
game.ididit = True
skip(1)
prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
skip(2)
- if not withprob(0.98):
+ if not rnd.withprob(0.98):
prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
skip(2)
prout(_("Scotty- \"Oh my God! I've lost them.\""))
prout(_("With all those fresh crystals aboard the ") + crmshp())
prout(_("there's no reason to mine more at this time."))
return
- game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
+ game.optime = rnd.real(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
if consumeTime():
return
prout(_("Mining operation complete."))
skip(1)
prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
skip(1)
- if withprob(game.cryprob):
+ if rnd.withprob(game.cryprob):
prouts(_(" \"Activating now! - - No good! It's***"))
skip(2)
prouts(_("***RED ALERT! RED A*L********************************"))
skip(1)
kaboom()
return
- game.energy += randreal(5000.0, 5500.0)
+ game.energy += rnd.real(5000.0, 5500.0)
prouts(_(" \"Activating now! - - "))
prout(_("The instruments"))
prout(_(" are going crazy, but I think it's"))
dprob = 0.30
if game.options & OPTION_PLAIN:
dprob = 0.5
- r = randreal()
+ r = rnd.real()
if r > dprob:
prouts(_("Sulu- \"Captain! It's working!\""))
skip(2)
while len(game.enemies) > 0:
- deadkl(game.enemies[1].location, game.quad[game.enemies[1].location.i][game.enemies[1].location.j],game.enemies[1].location)
+ deadkl(game.enemies[-1].location, game.quad[game.enemies[-1].location.i][game.enemies[-1].location.j],game.enemies[-1].location)
prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
- if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
+ if game.unwon() == 0:
finish(FWON)
if (game.options & OPTION_PLAIN) == 0:
prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
- if withprob(0.05):
+ if rnd.withprob(0.05):
prout(_(" is still operational.\""))
else:
prout(_(" has been rendered nonfunctional.\""))
game.damage[DDRAY] = 39.95
return
- r = randreal() # Pick failure method
+ r = rnd.real() # Pick failure method
if r <= 0.30:
prouts(_("Sulu- \"Captain! It's working!\""))
skip(1)
if game.tourn:
prout(_("This is tournament game %d.") % game.tourn)
prout(_("Your secret password is \"%s\"") % game.passwd)
- proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)),
+ proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - game.unwon()),
(game.inkling + game.incom + game.inscom)))
if game.incom - len(game.state.kcmdr):
prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
- elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
+ elif game.inkling - game.remkl() + (game.inscom - game.state.nscrem) > 0:
prout(_(", but no Commanders."))
else:
prout(".")
game.iseenit = True
if game.casual:
prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
+ if game.brigcapacity != game.brigfree:
+ embriggened = game.brigcapacity-game.brigfree
+ if embriggened == 1:
+ prout(_("1 Klingon in brig"))
+ else:
+ prout(_("%d Klingons in brig.") % embriggened)
+ if game.kcaptured == 0:
+ pass
+ elif game.kcaptured == 1:
+ prout(_("1 captured Klingon turned in to Starfleet."))
+ else:
+ prout(_("%d captured Klingons turned in to Star Fleet.") % game.kcaptured)
if game.nhelp:
prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
if game.ship == 'E':
proutn(_("An armed deep space probe is in "))
else:
proutn(_("A deep space probe is in "))
- prout("Quadrant %s." % game.probec)
+ prout("Quadrant %s." % game.probe.quadrant())
if game.icrystl:
if game.cryprob <= .05:
prout(_("Dilithium crystals aboard ship... not yet used."))
if not silent and game.state.galaxy[x][y].supernova:
proutn(" ***")
elif not silent:
- proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
+ cn = " %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars)
+ proutn(((3 - len(cn)) * '.') + cn)
if not silent:
prout(" ")
scanner.chew()
if (game.options & OPTION_AUTOSCAN):
lrscan(silent=True)
- if not damaged(DRADIO):
+ if communicating():
rechart()
if game.lastchart < game.state.date and game.condition == "docked":
prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
def sectscan(goodScan, i, j):
"Light up an individual dot in a sector."
if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
- textcolor({"green":GREEN,
- "yellow":YELLOW,
- "red":RED,
- "docked":CYAN,
- "dead":BROWN}[game.condition])
- if game.quad[i][j] != game.ship:
- highvideo()
+ if game.quad[i][j] in ('E', 'F'):
+ if game.iscloaked:
+ highvideo()
+ textcolor({"green":GREEN,
+ "yellow":YELLOW,
+ "red":RED,
+ "docked":CYAN,
+ "dead":BROWN}[game.condition])
+ else:
+ textcolor({'?':LIGHTMAGENTA,
+ 'K':LIGHTRED,
+ 'S':LIGHTRED,
+ 'C':LIGHTRED,
+ 'R':LIGHTRED,
+ 'T':LIGHTRED,
+ }.get(game.quad[i][j], DEFAULT))
proutn("%c " % game.quad[i][j])
textcolor(DEFAULT)
else:
newcnd()
prstat(_("Condition"), _("%s, %i DAMAGES") % \
(game.condition.upper(), sum([x > 0 for x in game.damage])))
+ if game.iscloaked:
+ prout(_(", CLOAKED"))
if not req or req == 3:
prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
if not req or req == 4:
% (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
prstat(_("Shields"), s+data)
if not req or req == 9:
- prstat(_("Klingons Left"), "%d" \
- % (game.state.remkl+len(game.state.kcmdr)+game.state.nscrem))
+ prstat(_("Klingons Left"), "%d" % game.unwon())
if not req or req == 10:
if game.options & OPTION_WORLDS:
plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
prout(_(" [Using Base's sensors]"))
else:
prout(_(" Short-range scan"))
- if goodScan and not damaged(DRADIO):
+ if goodScan and communicating():
game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
fp = open(scanner.token, "rb")
except IOError:
prout(_("Can't thaw game in %s") % scanner.token)
- return
+ return True
game = pickle.load(fp)
fp.close()
scanner.chew()
_("Shield Control"), \
_("Death Ray"), \
_("D. S. Probe"), \
+ _("Cloaking Device"), \
)
def setup():
game.quadrant = randplace(GALSIZE)
game.sector = randplace(QUADSIZE)
game.torps = game.intorps = 10
- game.nprobes = randrange(2, 5)
+ game.nprobes = rnd.integer(2, 5)
game.warpfac = 5.0
for i in range(NDEVICES):
game.damage[i] = 0.0
# Set up assorted game parameters
game.battle = Coord()
- game.state.date = game.indate = 100.0 * randreal(20, 51)
+ game.state.date = game.indate = 100.0 * rnd.real(20, 51)
game.nkinks = game.nhelp = game.casual = game.abandoned = 0
game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
game.isatb = game.state.nplankl = 0
for j in range(GALSIZE):
# 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))
+ k = rnd.integer(1, min(10, QUADSIZE**2/10))
game.instar += k
game.state.galaxy[i][j].stars = k
# Locate star bases in galaxy
for j in range(1, i):
# Improved placement algorithm to spread out bases
distq = (w - game.state.baseq[j]).distance()
- if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
+ if distq < 6.0*(BASEMAX+1-game.inbase) and rnd.withprob(0.75):
contflag = True
if game.idebug:
prout("=== Abandoning base #%d at %s" % (i, w))
if klumper > MAXKLQUAD:
klumper = MAXKLQUAD
while True:
- r = randreal()
- klump = (1.0 - r*r)*klumper
+ r = rnd.real()
+ klump = int((1.0 - r*r)*klumper)
if klump > krem:
klump = krem
krem -= klump
if not game.state.galaxy[w.i][w.j].supernova and \
game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
break
- game.state.galaxy[w.i][w.j].klingons += int(klump)
+ game.state.galaxy[w.i][w.j].klingons += klump
if krem <= 0:
break
# Position Klingon Commander Ships
w = randplace(GALSIZE)
if not welcoming(w) or w in game.state.kcmdr:
continue
- if (game.state.galaxy[w.i][w.j].klingons or withprob(0.25)):
+ if (game.state.galaxy[w.i][w.j].klingons or rnd.withprob(0.25)):
break
game.state.galaxy[w.i][w.j].klingons += 1
game.state.kcmdr.append(w)
new.name = systnames[i]
new.inhabited = True
else:
- new.pclass = ("M", "N", "O")[randrange(0, 3)]
- if withprob(0.33):
+ new.pclass = ("M", "N", "O")[rnd.integer(0, 3)]
+ if rnd.withprob(0.33):
new.crystals = "present"
new.known = "unknown"
new.inhabited = False
# Initialize times for extraneous events
schedule(FSNOVA, expran(0.5 * game.intime))
schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
- schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
+ schedule(FSNAP, rnd.real(1.0, 2.0)) # Force an early snapshot
schedule(FBATTAK, expran(0.3*game.intime))
unschedule(FCDBAS)
if game.state.nscrem:
clrscr()
setwnd(message_window)
newqad()
- if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
+ if len(game.enemies) - (thing == game.quadrant) - (game.tholian is not None):
game.shldup = True
if game.neutz: # bad luck to start in a Romulan Neutral Zone
attack(torps_ok=False)
game.tourn = game.length = 0
game.thawed = False
game.skill = SKILL_NONE
- scanner.chew()
-# if not scanner.inqueue: # Can start with command line options
- proutn(_("Would you like a regular, tournament, or saved game? "))
+ # Do not chew here, we want to use command-line tokens
+ if not scanner.inqueue: # Can start with command line options
+ proutn(_("Would you like a regular, tournament, or saved game? "))
scanner.nexttok()
if scanner.sees("tournament"):
while scanner.nexttok() == "IHEOL":
scanner.chew()
continue # We don't want a blank entry
game.tourn = int(round(scanner.real))
- random.seed(scanner.real)
+ rnd.seed(scanner.real)
if logfp:
- logfp.write("# random.seed(%d)\n" % scanner.real)
+ logfp.write("# rnd.seed(%d)\n" % scanner.real)
break
if scanner.sees("saved") or scanner.sees("frozen"):
if thaw():
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)
+ game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR | OPTION_CAPTURE | OPTION_CLOAK)
game.options |= OPTION_PLAIN
elif scanner.sees("almy"):
# Approximates Tom Almy's version.
- game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
+ game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR)
game.options |= OPTION_ALMY
elif scanner.sees("fancy") or scanner.sees("\n"):
pass
elif len(scanner.token):
proutn(_("What is \"%s\"?") % scanner.token)
- game.options &=~ OPTION_COLOR
setpassword()
if game.passwd == "debug":
game.idebug = True
prout("=== Debug mode enabled.")
# Use parameters to generate initial values of things
game.damfac = 0.5 * game.skill
- game.inbase = randrange(BASEMIN, BASEMAX+1)
+ game.inbase = rnd.integer(BASEMIN, BASEMAX+1)
game.inplan = 0
if game.options & OPTION_PLANETS:
- game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
+ game.inplan += rnd.integer(MAXUNINHAB/2, MAXUNINHAB+1)
if game.options & OPTION_WORLDS:
game.inplan += int(NINHAB)
- game.state.nromrem = game.inrom = randrange(2 *game.skill)
+ game.state.nromrem = game.inrom = rnd.integer(2 * game.skill)
game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
game.state.remtime = 7.0 * game.length
game.intime = game.state.remtime
- game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
- game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
+ game.inkling = int(2.0*game.intime*((game.skill+1 - 2*rnd.real())*game.skill*0.1+.15))
+ game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*rnd.real()))
game.state.remres = (game.inkling+4*game.incom)*game.intime
game.inresor = game.state.remres
if game.inkling > 50:
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=rnd.real(300,450)+25.0*game.skill)
def sortenemies():
"Sort enemies by distance so 'nearest' is meaningful."
game.justin = True
game.iplnet = None
game.neutz = game.inorbit = game.landed = False
- game.ientesc = game.iseenit = False
+ game.ientesc = game.iseenit = game.isviolreported = False
# Create a blank quadrant
game.quad = fill2d(QUADSIZE, lambda i, j: '.')
if game.iscate:
if cmdr == game.quadrant:
e = game.enemies[game.klhere-1]
game.quad[e.location.i][e.location.j] = 'C'
- e.power = randreal(950,1350) + 50.0*game.skill
+ e.power = rnd.real(950,1350) + 50.0*game.skill
break
# If we need a super-commander, promote a Klingon
if game.quadrant == game.state.kscmdr:
e = game.enemies[0]
game.quad[e.location.i][e.location.j] = 'S'
- e.power = randreal(1175.0, 1575.0) + 125.0*game.skill
- game.iscate = (game.state.remkl > 1)
+ e.power = rnd.real(1175.0, 1575.0) + 125.0*game.skill
+ game.iscate = (game.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=rnd.real(400.0,850.0)+50.0*game.skill)
# If quadrant needs a starbase, put it in
if q.starbase:
game.base = dropin('B')
# Put in THING if needed
if thing == game.quadrant:
Enemy(etype='?', loc=dropin(),
- power=randreal(6000,6500.0)+250.0*game.skill)
+ power=rnd.real(6000,6500.0)+250.0*game.skill)
if not damaged(DSRSENS):
skip(1)
prout(_("Mr. Spock- \"Captain, this is most unusual."))
prout(_(" Please examine your short-range scan.\""))
# Decide if quadrant needs a Tholian; lighten up if skill is low
if game.options & OPTION_THOLIAN:
- if (game.skill < SKILL_GOOD and withprob(0.02)) or \
- (game.skill == SKILL_GOOD and withprob(0.05)) or \
- (game.skill > SKILL_GOOD and withprob(0.08)):
+ if (game.skill < SKILL_GOOD and rnd.withprob(0.02)) or \
+ (game.skill == SKILL_GOOD and rnd.withprob(0.05)) or \
+ (game.skill > SKILL_GOOD and rnd.withprob(0.08)):
w = Coord()
while True:
- w.i = withprob(0.5) * (QUADSIZE-1)
- w.j = withprob(0.5) * (QUADSIZE-1)
+ w.i = rnd.withprob(0.5) * (QUADSIZE-1)
+ w.j = rnd.withprob(0.5) * (QUADSIZE-1)
if game.quad[w.i][w.j] == '.':
break
game.tholian = Enemy(etype='T', loc=w,
- power=randrange(100, 500) + 25.0*game.skill)
+ power=rnd.integer(100, 500) + 25.0*game.skill)
# Reserve unoccupied corners
if game.quad[0][0]=='.':
game.quad[0][0] = 'X'
dropin('*')
# Put in a few black holes
for _i in range(1, 3+1):
- if withprob(0.5):
+ if rnd.withprob(0.5):
dropin(' ')
# Take out X's in corners if Tholian present
if game.tholian:
game.quad[QUADSIZE-1][0] = '.'
if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
game.quad[QUADSIZE-1][QUADSIZE-1] = '.'
+ # This should guarantee that replay games don't lose info about the chart
+ if (game.options & OPTION_AUTOSCAN) or replayfp:
+ lrscan(silent=True)
def setpassword():
"Set the self-destruct password."
proutn(_("Please type in a secret password- "))
scanner.nexttok()
game.passwd = scanner.token
- if game.passwd != None:
+ if game.passwd is not None:
break
else:
game.passwd = ""
- game.passwd += chr(ord('a')+randrange(26))
- game.passwd += chr(ord('a')+randrange(26))
- game.passwd += chr(ord('a')+randrange(26))
+ game.passwd += chr(ord('a')+rnd.integer(26))
+ game.passwd += chr(ord('a')+rnd.integer(26))
+ game.passwd += chr(ord('a')+rnd.integer(26))
# Code from sst.c begins here
("IMPULSE", 0),
("REST", 0),
("WARP", 0),
- ("SCORE", 0),
("SENSORS", OPTION_PLANETS),
("ORBIT", OPTION_PLANETS),
("TRANSPORT", OPTION_PLANETS),
("ABANDON", 0),
("DESTRUCT", 0),
("DEATHRAY", 0),
+ ("CAPTURE", OPTION_CAPTURE),
+ ("CLOAK", OPTION_CLOAK),
("DEBUG", 0),
("MAYDAY", 0),
("SOS", 0), # Synonym for MAYDAY
("CALL", 0), # Synonym for MAYDAY
("QUIT", 0),
("HELP", 0),
+ ("SCORE", 0),
+ ("CURSES", 0),
("", 0),
]
def makemoves():
"Command-interpretation loop."
+ def checkviol():
+ if game.irhere and game.state.date >= ALGERON and not game.isviolreported and game.iscloaked:
+ prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
+ game.ncviol += 1
+ game.isviolreported = True
while True: # command loop
drawmaps(1)
while True: # get a command
huh()
else:
break
+ if game.options & OPTION_CURSES:
+ prout("COMMAND> %s" % cmd)
if cmd == "SRSCAN": # srscan
srscan()
elif cmd == "STATUS": # status
elif cmd == "PHASERS": # phasers
phasers()
if game.ididit:
+ checkviol()
hitme = True
elif cmd in ("TORPEDO", "PHOTONS"): # photon torpedos
torps()
if game.ididit:
+ checkviol()
hitme = True
elif cmd == "MOVE": # move under warp
warp(wcourse=None, involuntary=False)
hitme = True
elif cmd == "WARP": # warp
setwarp()
- elif cmd == "SCORE": # score
- score()
elif cmd == "SENSORS": # sensors
sensor()
elif cmd == "ORBIT": # orbit
deathray()
if game.ididit:
hitme = True
+ elif cmd == "CAPTURE":
+ capture()
+ elif cmd == "CLOAK":
+ cloak()
elif cmd == "DEBUGCMD": # What do we want for debug???
debugme()
elif cmd == "MAYDAY": # Call for help
game.alldone = True # quit the game
elif cmd == "HELP":
helpme() # get help
+ elif cmd == "SCORE":
+ score() # see current score
+ elif cmd == "CURSES":
+ game.options |= (OPTION_CURSES | OPTION_COLOR)
+ iostart()
while True:
if game.alldone:
break # Game has ended
skip(1)
def expran(avrage):
- return -avrage*math.log(1e-7 + randreal())
+ return -avrage*math.log(1e-7 + rnd.real())
def randplace(size):
"Choose a random location."
w = Coord()
- w.i = randrange(size)
- w.j = randrange(size)
+ w.i = rnd.integer(size)
+ w.j = rnd.integer(size)
return w
class sstscanner:
atover(True)
if __name__ == '__main__':
- import getopt, socket
try:
#global line, thing, game
game = None
thing = Thingy()
game = Gamestate()
+ rnd = randomizer()
+ logfp = None
game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
if os.getenv("TERM"):
game.options |= OPTION_CURSES
else:
game.options |= OPTION_TTY
seed = int(time.time())
- (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:txV")
+ (options, arguments) = getopt.getopt(sys.argv[1:], "cr:s:txV")
replay = False
for (switch, val) in options:
if switch == '-r':
line = replayfp.readline().strip()
(leader, __, seed) = line.split()
seed = eval(seed)
- sys.stderr.write("sst2k: seed set to %s\n" % seed)
line = replayfp.readline().strip()
arguments += line.split()[2:]
replay = True
game.options &=~ OPTION_CURSES
elif switch == '-x':
game.idebug = True
+ elif switch == '-c': # Enable curses debugging - undocumented
+ game.cdebug = True
elif switch == '-V':
print("SST2K", version)
raise SystemExit(0)
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)
+ rnd.seed(seed)
scanner = sstscanner()
for arg in arguments:
scanner.append(arg)