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pylint cleanup
[super-star-trek.git]
/
sst.py
diff --git
a/sst.py
b/sst.py
index 409ba7aa0bac2375f04a4129c186902ebff14e1f..3bb83c1a87e9c12b7322722f40fd752c6ffe47a5 100755
(executable)
--- a/
sst.py
+++ b/
sst.py
@@
-1,4
+1,4
@@
-#!/usr/bin/env python
+#!/usr/bin/env python
2
"""
sst.py -- Super Star Trek 2K
"""
sst.py -- Super Star Trek 2K
@@
-11,6
+11,8
@@
Stas Sergeev, and Eric S. Raymond.
See the doc/HACKING file in the distribution for designers notes and advice
on how to modify (and how not to modify!) this code.
"""
See the doc/HACKING file in the distribution for designers notes and advice
on how to modify (and how not to modify!) this code.
"""
+from __future__ import print_function, division
+
import os, sys, math, curses, time, pickle, random, copy, gettext, getpass
import getopt, socket, locale
import os, sys, math, curses, time, pickle, random, copy, gettext, getpass
import getopt, socket, locale
@@
-27,8
+29,7
@@
try:
except NameError:
my_input = input
except NameError:
my_input = input
-
-version = "2.1"
+version = "2.3"
docpath = (".", "doc/", "/usr/share/doc/sst/")
docpath = (".", "doc/", "/usr/share/doc/sst/")
@@
-87,10
+88,8
@@
class Coord:
return self.i >= 0 and self.i < QUADSIZE and self.j >= 0 and self.j < QUADSIZE
def invalidate(self):
self.i = self.j = None
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):
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):
def __ne__(self, other):
return other is None or self.i != other.i or self.j != other.j
def __add__(self, other):
@@
-103,10
+102,16
@@
class Coord:
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 __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 __mod__(self, other):
return Coord(self.i % other, self.j % other)
- def __rdiv__(self, other):
+ def __r
true
div__(self, other):
return Coord(self.i/other, self.j/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):
def roundtogrid(self):
return Coord(int(round(self.i)), int(round(self.j)))
def distance(self, other=None):
@@
-119,16
+124,20
@@
class Coord:
s = Coord()
if self.i == 0:
s.i = 0
s = Coord()
if self.i == 0:
s.i = 0
+ elif s.i < 0:
+ s.i =-1
else:
else:
- s.i =
self.i / abs(self.i)
+ s.i =
1
if self.j == 0:
s.j = 0
if self.j == 0:
s.j = 0
+ elif s.j < 0:
+ s.j = -1
else:
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 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):
def sector(self):
return self.roundtogrid() % QUADSIZE
def scatter(self):
@@
-173,6
+182,9
@@
class Quadrant:
self.supernova = False
self.charted = False
self.status = "secure" # Could be "secure", "distressed", "enslaved"
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 Page:
def __init__(self):
@@
-193,10
+205,9
@@
def fill2d(size, fillfun):
class Snapshot:
def __init__(self):
class Snapshot:
def __init__(self):
- self.snap = False
# snapshot taken
+ self.snap = False # snapshot taken
self.crew = 0 # crew complement
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.starkl = 0 # destroyed stars
self.basekl = 0 # destroyed bases
self.nromrem = 0 # Romulans remaining
@@
-213,6
+224,10
@@
class Snapshot:
self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
# the starchart
self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
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):
class Event:
def __init__(self):
@@
-367,7
+382,7
@@
class Gamestate:
self.thawed = False # thawed game
self.condition = None # "green", "yellow", "red", "docked", "dead"
self.iscraft = None # "onship", "offship", "removed"
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.inkling = 0 # initial number of klingons
self.inbase = 0 # initial number of bases
self.incom = 0 # initial number of commanders
@@
-408,6
+423,7
@@
class Gamestate:
self.score = 0.0 # overall score
self.perdate = 0.0 # rate of kills
self.idebug = False # Debugging instrumentation enabled?
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.statekscmdr = None # No SuperCommander coordinates yet.
self.brigcapacity = 400 # Enterprise brig capacity
self.brigfree = 400 # How many klingons can we put in the brig?
@@
-415,17
+431,19
@@
class Gamestate:
self.iscloaked = False # Cloaking device on?
self.ncviol = 0 # Algreon treaty violations
self.isviolreported = False # We have been warned
self.iscloaked = False # Cloaking device on?
self.ncviol = 0 # Algreon treaty violations
self.isviolreported = False # We have been warned
+ 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):
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.
# 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?"
def unwon(self):
"Are there Klingons remaining?"
- return self.
state.remkl + len(self.state.kcmdr) + self.state.nscrem
+ return self.
remkl()
FWON = 0
FDEPLETE = 1
FWON = 0
FDEPLETE = 1
@@
-759,7
+777,7
@@
def supercommander():
if game.idebug:
prout("== SUPERCOMMANDER")
# Decide on being active or passive
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
(game.state.date-game.indate) < 3.0)
if not game.iscate and avoid:
# compute move away from Enterprise
@@
-930,7
+948,7
@@
def movetholian():
def cloak():
"Change cloaking-device status."
if game.ship == 'F':
def cloak():
"Change cloaking-device status."
if game.ship == 'F':
- prout(_("Ye Faerie Queene hath no cloaking device."))
;
+ prout(_("Ye Faerie Queene hath no cloaking device."))
return
key = scanner.nexttok()
return
key = scanner.nexttok()
@@
-965,42
+983,42
@@
def cloak():
if not ja():
return
action = "CLOFF"
if not ja():
return
action = "CLOFF"
- if action
==
None:
- return
;
+ 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():
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
;
+ 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);
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
;
+ return
if action == "CLON":
if damaged(DCLOAK):
prout(_("Engineer Scott- \"The cloaking device is damaged, Sir.\""))
if action == "CLON":
if damaged(DCLOAK):
prout(_("Engineer Scott- \"The cloaking device is damaged, Sir.\""))
- return
;
+ return
if game.condition == "docked":
prout(_("You cannot cloak while docked."))
if game.condition == "docked":
prout(_("You cannot cloak while docked."))
- if game.state.date >= ALGERON and not game.isviolreported:
+
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(_("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...\""))
+
prout(_("Engineer Scott- \"Cloaking device has engaging, Sir...\""))
attack(True)
attack(True)
- prout(_("Engineer Scott- \"Cloaking device has engaged, Sir.\""))
- game.iscloaked = 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!"))
if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
@@
-1180,7
+1198,7
@@
def collision(rammed, enemy):
game.damage[dev] += game.optime + extradm
game.shldup = False
prout(_("***Shields are down."))
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:
announce()
damagereport()
else:
@@
-1281,8
+1299,8
@@
def torpedo(origin, bearing, dispersion, number, nburst):
enemy.location = bumpto
game.quad[w.i][w.j] = '.'
game.quad[bumpto.i][bumpto.j] = iquad
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
t
enemy in game.enemies:
+
tenemy.kdist = tenemy.kavgd = (game.sector-t
enemy.location).distance()
sortenemies()
break
else:
sortenemies()
break
else:
@@
-1618,7
+1636,7
@@
def deadkl(w, etype, mv):
if is_scheduled(FCDBAS) and game.battle == game.quadrant:
unschedule(FCDBAS)
elif etype == 'K':
if is_scheduled(FCDBAS) and game.battle == game.quadrant:
unschedule(FCDBAS)
elif etype == 'K':
- game.state.remkl -= 1
+ pass
elif etype == 'S':
game.state.nscrem -= 1
game.state.kscmdr.invalidate()
elif etype == 'S':
game.state.nscrem -= 1
game.state.kscmdr.invalidate()
@@
-2098,12
+2116,12
@@
def phasers():
def capture():
game.ididit = False # Nothing if we fail
def capture():
game.ididit = False # Nothing if we fail
- game.optime = 0.0
;
+ game.optime = 0.0
# Make sure there is room in the brig */
if game.brigfree == 0:
prout(_("Security reports the brig is already full."))
# Make sure there is room in the brig */
if game.brigfree == 0:
prout(_("Security reports the brig is already full."))
- return
;
+ return
if damaged(DRADIO):
prout(_("Uhura- \"We have no subspace radio communication, sir.\""))
if damaged(DRADIO):
prout(_("Uhura- \"We have no subspace radio communication, sir.\""))
@@
-2133,7
+2151,7
@@
def capture():
# x = 300 + 25*skill;
x = game.energy / (weakest.power * len(klingons))
#prout(_("Stats: energy = %s, kpower = %s, klingons = %s")
# 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)))
+ # % (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 *= 2.5 # would originally have been equivalent of 1.4,
# but we want command to work more often, more humanely */
#prout(_("Prob = %.4f" % x))
@@
-2145,7
+2163,7
@@
def capture():
if i > 0:
prout(_("%d Klingons commit suicide rather than be taken captive.") % (200 - i))
if i > game.brigfree:
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-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)
i = game.brigfree
game.brigfree -= i
prout(_("%d captives taken") % i)
@@
-2328,7
+2346,7
@@
def events():
return
game.state.date = datemin
# Decrement Federation resources and recompute remaining time
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)
game.recompute()
if game.state.remtime <= 0:
finish(FDEPLETE)
@@
-2561,7
+2579,7
@@
def events():
if q.klingons <= 0:
q.status = "secure"
continue
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
continue # full right now
# reproduce one Klingon
w = ev.quadrant
@@
-2583,11
+2601,10
@@
def events():
except JumpOut:
w = m
# deliver the child
except JumpOut:
w = m
# deliver the child
- game.state.remkl += 1
q.klingons += 1
if game.quadrant == w:
game.klhere += 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():
# recompute time left
game.recompute()
if communicating():
@@
-2596,7
+2613,7
@@
def events():
prout(_("launched a warship from %s.") % q.planet)
else:
prout(_("Uhura- Starfleet reports increased Klingon activity"))
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)
proutn(_("near %s ") % q.planet)
prout(_("in Quadrant %s.") % w)
@@
-2787,7
+2804,7
@@
def nova(nov):
def supernova(w):
"Star goes supernova."
num = 0; npdead = 0
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.
nq = copy.copy(w)
else:
# Scheduled supernova -- select star at random.
@@
-2839,7
+2856,6
@@
def supernova(w):
stars()
game.alldone = True
# destroy any Klingons in supernovaed quadrant
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.state.galaxy[nq.i][nq.j].klingons = 0
if nq == game.state.kscmdr:
# did in the Supercommander!
@@
-2847,13
+2863,13
@@
def supernova(w):
game.iscate = False
unschedule(FSCMOVE)
unschedule(FSCDBAS)
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
game.state.kcmdr = survivors
- kldead -= comkills
if not game.state.kcmdr:
unschedule(FTBEAM)
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 Romulans and planets in supernovaed quadrant
nrmdead = game.state.galaxy[nq.i][nq.j].romulans
game.state.galaxy[nq.i][nq.j].romulans = 0
@@
-2866,7
+2882,7
@@
def supernova(w):
# 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
# 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
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
@@
-2936,9
+2952,9
@@
def kaboom():
skip(1)
if len(game.enemies) != 0:
whammo = 25.0 * game.energy
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():
finish(FDILITHIUM)
def killrate():
@@
-3151,7
+3167,7
@@
def finish(ifin):
game.alive = False
if game.unwon() != 0:
goodies = game.state.remres/game.inresor
game.alive = False
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)
+ baddies = (game.
remkl()
+ 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
if goodies/baddies >= randreal(1.0, 1.5):
prout(_("As a result of your actions, a treaty with the Klingon"))
prout(_("Empire has been signed. The terms of the treaty are"))
if goodies/baddies >= randreal(1.0, 1.5):
prout(_("As a result of your actions, a treaty with the Klingon"))
prout(_("Empire has been signed. The terms of the treaty are"))
@@
-3188,7
+3204,8
@@
def score():
klship = 1
else:
klship = 2
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) \
+ 50*(game.incom - len(game.state.kcmdr)) \
+ ithperd + iwon \
+ 20*(game.inrom - game.state.nromrem) \
@@
-3206,9
+3223,9
@@
def score():
if game.state.nromrem and game.gamewon:
prout(_("%6d Romulans captured %5d") %
(game.state.nromrem, game.state.nromrem))
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") %
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.incom - len(game.state.kcmdr):
prout(_("%6d Klingon commanders destroyed %5d") %
(game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
@@
-3246,11
+3263,11
@@
def score():
prout(_("%6d ship(s) lost or destroyed %5d") %
(klship, -100*klship))
if game.ncviol > 0:
prout(_("%6d ship(s) lost or destroyed %5d") %
(klship, -100*klship))
if game.ncviol > 0:
- if ncviol == 1:
+ if
game.
ncviol == 1:
prout(_("1 Treaty of Algeron violation -100"))
else:
prout(_("%6d Treaty of Algeron violations %5d\n") %
prout(_("1 Treaty of Algeron violation -100"))
else:
prout(_("%6d Treaty of Algeron violations %5d\n") %
- (
ncviol, -100*
ncviol))
+ (
game.ncviol, -100*game.
ncviol))
if not game.alive:
prout(_("Penalty for getting yourself killed -200"))
if game.gamewon:
if not game.alive:
prout(_("Penalty for getting yourself killed -200"))
if game.gamewon:
@@
-3432,9
+3449,8
@@
def proutn(proutntline):
if curwnd == message_window and y >= my - 2:
pause_game()
clrscr()
if curwnd == message_window and y >= my - 2:
pause_game()
clrscr()
- # Uncomment this to debug curses problems
- #if logfp:
- # logfp.write("#curses: at %s proutn(%s)\n" % ((y, x), repr(proutntline)))
+ if logfp and game.cdebug:
+ logfp.write("#curses: at %s proutn(%s)\n" % ((y, x), repr(proutntline)))
curwnd.addstr(proutntline)
curwnd.refresh()
else:
curwnd.addstr(proutntline)
curwnd.refresh()
else:
@@
-3488,8
+3504,7
@@
def setwnd(wnd):
"Change windows -- OK for this to be a no-op in tty mode."
global curwnd
if game.options & OPTION_CURSES:
"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:
if wnd == fullscreen_window:
legend = "fullscreen"
elif wnd == srscan_window:
@@
-3506,7
+3521,7
@@
def setwnd(wnd):
legend = "prompt"
else:
legend = "unknown"
legend = "prompt"
else:
legend = "unknown"
-
#
logfp.write("#curses: setwnd(%s)\n" % legend)
+ logfp.write("#curses: setwnd(%s)\n" % legend)
curwnd = wnd
# Some curses implementations get confused when you try this.
try:
curwnd = wnd
# Some curses implementations get confused when you try this.
try:
@@
-3807,7
+3822,6
@@
def imove(icourse=None, noattack=False):
# 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)))
# 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)))
- pass
else:
trbeam = True
game.condition = "red"
else:
trbeam = True
game.condition = "red"
@@
-3852,7
+3866,7
@@
def dock(verbose):
if game.inorbit:
prout(_("You must first leave standard orbit."))
return
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(crmshp() + _(" not adjacent to base."))
return
if game.iscloaked:
@@
-4488,7
+4502,7
@@
def mayday():
# found one -- finish up
game.sector = w
break
# 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
prout(_("You have been lost in space..."))
finish(FMATERIALIZE)
return
@@
-4562,7
+4576,7
@@
def abandon():
if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
prout(_("Remainder of ship's complement beam down"))
prout(_("to nearest habitable planet."))
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:
prout(_("Remainder of ship's complement beam down to %s.") %
q.planet)
else:
@@
-4668,7
+4682,7
@@
def orbit():
if damaged(DWARPEN) and damaged(DIMPULS):
prout(_("Both warp and impulse engines damaged."))
return
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("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:
@@
-5017,7
+5031,7
@@
def deathray():
prouts(_("Sulu- \"Captain! It's working!\""))
skip(2)
while len(game.enemies) > 0:
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.unwon() == 0:
finish(FWON)
prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
if game.unwon() == 0:
finish(FWON)
@@
-5115,7
+5129,7
@@
def report():
(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]))
(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(".")
prout(_(", but no Commanders."))
else:
prout(".")
@@
-5138,7
+5152,7
@@
def report():
if game.casual:
prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
if game.brigcapacity != game.brigfree:
if game.casual:
prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
if game.brigcapacity != game.brigfree:
- embriggened =
brigcapacity-
brigfree
+ embriggened =
game.brigcapacity-game.
brigfree
if embriggened == 1:
prout(_("1 Klingon in brig"))
else:
if embriggened == 1:
prout(_("1 Klingon in brig"))
else:
@@
-5295,7
+5309,7
@@
def sectscan(goodScan, i, j):
'C':LIGHTRED,
'R':LIGHTRED,
'T':LIGHTRED,
'C':LIGHTRED,
'R':LIGHTRED,
'T':LIGHTRED,
-
}.get(game.quad[i][j], DEFAULT))
+ }.get(game.quad[i][j], DEFAULT))
proutn("%c " % game.quad[i][j])
textcolor(DEFAULT)
else:
proutn("%c " % game.quad[i][j])
textcolor(DEFAULT)
else:
@@
-5566,7
+5580,7
@@
def thaw():
fp = open(scanner.token, "rb")
except IOError:
prout(_("Can't thaw game in %s") % scanner.token)
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()
game = pickle.load(fp)
fp.close()
scanner.chew()
@@
-5733,7
+5747,7
@@
def setup():
klumper = MAXKLQUAD
while True:
r = randreal()
klumper = MAXKLQUAD
while True:
r = randreal()
- klump =
(1.0 - r*r)*klumper
+ klump =
int((1.0 - r*r)*klumper)
if klump > krem:
klump = krem
krem -= klump
if klump > krem:
klump = krem
krem -= klump
@@
-5742,7
+5756,7
@@
def setup():
if not game.state.galaxy[w.i][w.j].supernova and \
game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
break
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
if krem <= 0:
break
# Position Klingon Commander Ships
@@
-5852,7
+5866,7
@@
def setup():
clrscr()
setwnd(message_window)
newqad()
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.shldup = True
if game.neutz: # bad luck to start in a Romulan Neutral Zone
attack(torps_ok=False)
@@
-5954,7
+5968,7
@@
def choose():
game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
game.state.remtime = 7.0 * game.length
game.intime = game.state.remtime
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 = int(2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15))
+ game.inkling = int(2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15))
game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
game.state.remres = (game.inkling+4*game.incom)*game.intime
game.inresor = game.state.remres
game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
game.state.remres = (game.inkling+4*game.incom)*game.intime
game.inresor = game.state.remres
@@
-6027,7
+6041,7
@@
def newqad():
e = game.enemies[0]
game.quad[e.location.i][e.location.j] = 'S'
e.power = randreal(1175.0, 1575.0) + 125.0*game.skill
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)
+ 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)
# 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)
@@
-6113,7
+6127,7
@@
def setpassword():
proutn(_("Please type in a secret password- "))
scanner.nexttok()
game.passwd = scanner.token
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 = ""
break
else:
game.passwd = ""
@@
-6649,7
+6663,7
@@
if __name__ == '__main__':
else:
game.options |= OPTION_TTY
seed = int(time.time())
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:], "
c
r:s:txV")
replay = False
for (switch, val) in options:
if switch == '-r':
replay = False
for (switch, val) in options:
if switch == '-r':
@@
-6678,6
+6692,8
@@
if __name__ == '__main__':
game.options &=~ OPTION_CURSES
elif switch == '-x':
game.idebug = 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)
elif switch == '-V':
print("SST2K", version)
raise SystemExit(0)