FULLCREW = 428 # BSD Trek was 387, that's wrong
FOREVER = 1e30
MAXBURST = 3
+MINCMDR = 10
# These functions hide the difference between 0-origin and 1-origin addressing.
def VALID_QUADRANT(x, y): return ((x)>=0 and (x)<GALSIZE and (y)>=0 and (y)<GALSIZE)
def VALID_SECTOR(x, y): return ((x)>=0 and (x)<QUADSIZE and (y)>=0 and (y)<QUADSIZE)
-def square(i): return ((i)*(i))
-def distance(c1, c2): return math.sqrt(square(c1.x - c2.x) + square(c1.y - c2.y))
-def invalidate(w): w.x = w.y = 0
-def is_valid(w): return (w.x != 0 and w.y != 0)
-
# How to represent features
IHR = 'R',
IHK = 'K',
return coord(self.x+self.x, self.y+self.y)
def __sub__(self, other):
return coord(self.x-other.x, self.y-other.y)
- def distance(self, other):
+ def __mul__(self, other):
+ return coord(self.x*other, self.y*other)
+ def __rmul__(self, other):
+ return coord(self.x*other, self.y*other)
+ def __div__(self, other):
+ return coord(self.x/other, self.y/other)
+ def __rdiv__(self, other):
+ return coord(self.x/other, self.y/other)
+ def snaptogrid(self):
+ return coord(int(round(self.x)), int(round(self.y)))
+ def distance(self, other=None):
+ if not other: other = coord(0, 0)
return math.sqrt((self.x - other.x)**2 + (self.y - other.y)**2)
+ def bearing(self, other=None):
+ if not other: other = coord(0, 0)
+ return 1.90985*math.atan2(self.x-other.x, self.y-other.y)
def sgn(self):
s = coord()
if self.x == 0:
class planet:
def __init__(self):
self.name = None # string-valued if inhabited
- self.w = coord() # quadrant located
+ self.quadrant = coord() # quadrant located
self.pclass = None # could be ""M", "N", "O", or "destroyed"
self.crystals = "absent"# could be "mined", "present", "absent"
self.known = "unknown" # could be "unknown", "known", "shuttle_down"
class quadrant:
def __init__(self):
- self.stars = None
+ self.stars = 0
self.planet = None
- self.starbase = None
- self.klingons = None
- self.romulans = None
- self.supernova = None
- self.charted = None
- self.status = None # Could be "secure", "distressed", "enslaved"
+ self.starbase = False
+ self.klingons = 0
+ self.romulans = 0
+ self.supernova = False
+ self.charted = False
+ self.status = "secure" # Could be "secure", "distressed", "enslaved"
class page:
def __init__(self):
self.snap = False # snapshot taken
self.crew = 0 # crew complement
self.remkl = 0 # remaining klingons
- self.remcom = 0 # remaining commanders
self.nscrem = 0 # remaining super commanders
- self.rembase = 0 # remaining bases
self.starkl = 0 # destroyed stars
self.basekl = 0 # destroyed bases
self.nromrem = 0 # Romulans remaining
self.remres = 0 # remaining resources
self.remtime = 0 # remaining time
self.baseq = [] # Base quadrant coordinates
- for i in range(BASEMAX):
- self.baseq.append(coord())
self.kcmdr = [] # Commander quadrant coordinates
- for i in range(QUADSIZE):
- self.kcmdr.append(coord())
self.kscmdr = coord() # Supercommander quadrant coordinates
# the galaxy (subscript 0 not used)
self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
if loc:
self.kloc = copy.copy(loc)
game.quad[self.kloc.x][self.kloc.y] = self.type
- self.kdist = self.kavgd = distance(game.sector, loc)
+ self.kdist = self.kavgd = (game.sector - loc).distance()
else:
self.kloc = coord()
self.kdist = self.kavgd = None
game.enemies.remove(self)
return motion
def __repr__(self):
- return "<%s=%f>" % (self.kloc, self.kpower) # For debugging
+ return "<%s,%s.%f>" % (self.type, self.kloc, self.kpower) # For debugging
class gamestate:
def __init__(self):
self.justin = False # just entered quadrant
self.shldup = False # shields are up
self.shldchg = False # shield is changing (affects efficiency)
- self.comhere = False # commander here
- self.ishere = False # super-commander in quadrant
self.iscate = False # super commander is here
self.ientesc = False # attempted escape from supercommander
self.resting = False # rest time
self.height = 0.0 # height of orbit around planet
def recompute(self):
# Stas thinks this should be (C expression):
- # game.state.remkl + game.state.remcom > 0 ?
- # game.state.remres/(game.state.remkl + 4*game.state.remcom) : 99
+ # game.state.remkl + len(game.state.kcmdr) > 0 ?
+ # game.state.remres/(game.state.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.
- game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom)
+ game.state.remtime = game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr))
# From enumerated type 'feature'
IHR = 'R'
IHK = 'K'
def randreal(*args):
v = random.random()
if len(args) == 1:
- v *= args[0] # returns from [0, a1)
+ v *= args[0] # returns from [0, args[0])
elif len(args) == 2:
- v = args[0] + v*args[1] # returns from [a1, a2)
+ v = args[0] + v*(args[1]-args[0]) # returns from [args[0], args[1])
#logfp.write("# randreal%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
return v
# Code from ai.c begins here
+def welcoming(iq):
+ "Would this quadrant welcome another Klingon?"
+ return VALID_QUADRANT(iq.x,iq.y) and \
+ not game.state.galaxy[iq.x][iq.y].supernova or \
+ game.state.galaxy[iq.x][iq.y].klingons < MAXKLQUAD
+
+
def tryexit(enemy, look, irun):
- # a bad guy attempts to bug out
+ "A bad guy attempts to bug out."
iq = coord()
iq.x = game.quadrant.x+(look.x+(QUADSIZE-1))/QUADSIZE - 1
iq.y = game.quadrant.y+(look.y+(QUADSIZE-1))/QUADSIZE - 1
- if not VALID_QUADRANT(iq.x,iq.y) or \
- game.state.galaxy[iq.x][iq.y].supernova or \
- game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1:
- return False; # no can do -- neg energy, supernovae, or >MAXKLQUAD-1 Klingons
+ if not welcoming(iq):
+ return False;
if enemy.type == IHR:
return False; # Romulans cannot escape!
if not irun:
# avoid intruding on another commander's territory
if enemy.type == IHC:
- for n in range(game.state.remcom):
- if game.state.kcmdr[n] == iq:
- return False
+ if iq in game.state.kcmdr:
+ return False
# refuse to leave if currently attacking starbase
if game.battle == game.quadrant:
return False
# don't leave if over 1000 units of energy
if enemy.kpower > 1000.0:
return False
- # print escape message and move out of quadrant.
+ # emit escape message and move out of quadrant.
# we know this if either short or long range sensors are working
if not damaged(DSRSENS) or not damaged(DLRSENS) or \
game.condition == "docked":
- crmena(True, enemy.type, "sector", enemy.kloc)
- prout(_(" escapes to Quadrant %s (and regains strength).") % q)
+ prout(crmena(True, enemy.type, "sector", enemy.kloc) + \
+ (_(" escapes to Quadrant %s (and regains strength).") % q))
# handle local matters related to escape
enemy.move(None)
game.klhere -= 1
game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
game.state.galaxy[iq.x][iq.y].klingons += 1
if enemy.type==IHS:
- game.ishere = False
game.iscate = False
game.ientesc = False
game.isatb = 0
unschedule(FSCDBAS)
game.state.kscmdr=iq
else:
- for n in range(game.state.remcom):
- if game.state.kcmdr[n] == game.quadrant:
- game.state.kcmdr[n]=iq
+ for cmdr in game.state.kcmdr:
+ if cmdr == game.quadrant:
+ game.state.kcmdr[n] = iq
break
- game.comhere = False
return True; # success
#
#
def movebaddy(enemy):
- # tactical movement for the bad guys
+ "Tactical movement for the bad guys."
next = coord(); look = coord()
irun = False
- # This should probably be just game.comhere + game.ishere
+ # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
if game.skill >= SKILL_EXPERT:
- nbaddys = ((game.comhere*2 + game.ishere*2+game.klhere*1.23+game.irhere*1.5)/2.0)
+ nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
else:
- nbaddys = game.comhere + game.ishere
+ nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
dist1 = enemy.kdist
mdist = int(dist1 + 0.5); # Nearest integer distance
# If SC, check with spy to see if should hi-tail it
motion = ((forces + randreal(200))/150.0) - 5.0
else:
if forces > 1000.0: # Very strong -- move in for kill
- motion = (1.0-square(randreal()))*dist1 + 1.0
+ motion = (1.0 - randreal())**2 * dist1 + 1.0
if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
- motion -= game.skill*(2.0-square(randreal()))
+ motion -= game.skill*(2.0-randreal()**2)
if idebug:
proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
# don't move if no motion
skip(1)
if enemy.move(next):
if not damaged(DSRSENS) or game.condition == "docked":
- proutn("***")
- cramen(enemy.type)
- proutn(_(" from Sector %s") % enemy.kloc)
+ proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.kloc))
if enemy.kdist < dist1:
proutn(_(" advances to "))
else:
prout("Sector %s." % next)
def moveklings():
- # Klingon tactical movement
+ "Sequence Klingon tactical movement."
if idebug:
prout("== MOVCOM")
# Figure out which Klingon is the commander (or Supercommander)
# and do move
- if game.comhere:
+ if game.quadrant in game.state.kcmdr:
for enemy in game.enemies:
if enemy.type == IHC:
movebaddy(enemy)
- if game.ishere:
+ if game.state.kscmdr==game.quadrant:
for enemy in game.enemies:
if enemy.type == IHS:
movebaddy(enemy)
game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
def movescom(iq, avoid):
- # commander movement helper
- if iq == game.quadrant or not VALID_QUADRANT(iq.x, iq.y) or \
- game.state.galaxy[iq.x][iq.y].supernova or \
- game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1:
- return 1
- if avoid:
- # Avoid quadrants with bases if we want to avoid Enterprise
- for i in range(game.state.rembase):
- if game.state.baseq[i] == iq:
- return True
+ "Commander 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 True
if game.justin and not game.iscate:
return True
# do the move
game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons -= 1
game.state.kscmdr = iq
game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons += 1
- if game.ishere:
+ if game.state.kscmdr==game.quadrant:
# SC has scooted, Remove him from current quadrant
game.iscate=False
game.isatb=0
- game.ishere = False
game.ientesc = False
unschedule(FSCDBAS)
for enemy in game.enemies:
game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
# check for a helpful planet
for i in range(game.inplan):
- if game.state.planets[i].w == game.state.kscmdr and \
+ if game.state.planets[i].quadrant == game.state.kscmdr and \
game.state.planets[i].crystals == "present":
# destroy the planet
game.state.planets[i].pclass = "destroyed"
return False; # looks good!
def supercommander():
- # move the Super Commander
+ "Move the Super Commander."
iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
basetbl = []
if idebug:
prout("== SUPERCOMMANDER")
# Decide on being active or passive
- avoid = ((game.incom - game.state.remcom + 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.state.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
idelta.y = game.quadrant.x-game.state.kscmdr.x
else:
# compute distances to starbases
- if game.state.rembase <= 0:
+ if not game.state.baseq:
# nothing left to do
unschedule(FSCMOVE)
return
sc = game.state.kscmdr
- for i in range(game.state.rembase):
- basetbl.append((i, distance(game.state.baseq[i], sc)))
- if game.state.rembase > 1:
+ for base in game.state.baseq:
+ basetbl.append((i, (base - sc).distance()))
+ if game.state.baseq > 1:
basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
# look for nearest base without a commander, no Enterprise, and
# without too many Klingons, and not already under attack.
ifindit = iwhichb = 0
- for i2 in range(game.state.rembase):
+ for (i2, base) in enumerate(game.state.baseq):
i = basetbl[i2][0]; # bug in original had it not finding nearest
- ibq = game.state.baseq[i]
- if ibq == game.quadrant or ibq == game.battle or \
- game.state.galaxy[ibq.x][ibq.y].supernova or \
- game.state.galaxy[ibq.x][ibq.y].klingons > MAXKLQUAD-1:
+ if base==game.quadrant or base==game.battle or not welcoming(base):
continue
# if there is a commander, and no other base is appropriate,
- # we will take the one with the commander
- for j in range(game.state.remcom):
- if ibq == game.state.kcmdr[j] and ifindit!= 2:
+ # we will take the one with the commander
+ for cmdr in game.state.kcmdr:
+ if base == cmdr and ifindit != 2:
ifindit = 2
iwhichb = i
break
- if j > game.state.remcom: # no commander -- use this one
+ else: # no commander -- use this one
ifindit = 1
iwhichb = i
break
iq.x = game.state.kscmdr.x
movescom(iq, avoid)
# check for a base
- if game.state.rembase == 0:
+ if len(game.state.baseq) == 0:
unschedule(FSCMOVE)
else:
- for i in range(game.state.rembase):
- ibq = game.state.baseq[i]
+ for (i, ibq) in enumerate(game.state.baseq):
if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
# attack the base
if avoid:
return
def movetholian():
- # move the Tholian
+ "Move the Tholian."
if not game.tholian or game.justin:
return
id = coord()
delta = (id - game.tholian.kloc).sgn()
# move in x axis
while here.x != id.x:
- #print "Moving in X", delta
here.x += delta.x
- if game.quad[here.kloc.x][here.y]==IHDOT:
+ if game.quad[here.x][here.y]==IHDOT:
game.tholian.move(here)
# move in y axis
while here.y != id.y:
- #print "Moving in Y", delta
here.y += delta.y
if game.quad[here.x][here.y]==IHDOT:
game.tholian.move(here)
# All plugged up -- Tholian splits
game.quad[game.tholian.kloc.x][game.tholian.kloc.y]=IHWEB
dropin(IHBLANK)
- crmena(True, IHT, "sector", game.tholian)
- prout(_(" completes web."))
+ prout(crmena(True, IHT, "sector", game.tholian) + _(" completes web."))
game.tholian.move(None)
- print "Tholian movement ends"
return
# Code from battle.c begins here
def doshield(shraise):
- # change shield status
+ "Change shield status."
action = "NONE"
game.ididit = False
if shraise:
if scanner.sees("transfer"):
action = "NRG"
else:
- scanner.chew()
if damaged(DSHIELD):
prout(_("Shields damaged and down."))
return
return None; # we should never get here
def collision(rammed, enemy):
- # collision handling
+ "Collision handling fot rammong events."
prouts(_("***RED ALERT! RED ALERT!"))
skip(1)
prout(_("***COLLISION IMMINENT."))
skip(2)
proutn("***")
- crmshp()
+ proutn(crmshp())
hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(enemy.type, 1.0)
if rammed:
proutn(_(" rammed by "))
else:
proutn(_(" rams "))
- crmena(False, enemy.type, "sector", enemy.kloc)
+ proutn(crmena(False, enemy.type, "sector", enemy.kloc))
if rammed:
proutn(_(" (original position)"))
skip(1)
deadkl(enemy.kloc, enemy.type, game.sector)
- proutn("***")
- crmshp()
- prout(_(" heavily damaged."))
+ proutn("***" + crmship() + " heavily damaged.")
icas = randrange(10, 30)
prout(_("***Sickbay reports %d casualties"), icas)
game.casual += icas
game.damage[dev] += game.optime + extradm
game.shldup = False
prout(_("***Shields are down."))
- if game.state.remkl + game.state.remcom + game.state.nscrem:
+ if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
announce()
damagereport()
else:
return
def torpedo(course, dispersion, origin, number, nburst):
- # let a photon torpedo fly
+ "Let a photon torpedo fly"
iquad = 0
shoved = False
ac = course + 0.25*dispersion
deltax = -math.sin(angle);
deltay = math.cos(angle);
x = origin.x; y = origin.y
- w = coord(); jw = coord()
- w.x = w.y = jw.x = jw.y = 0
+ w = coord(0, 0); jw = coord(0, 0)
bigger = max(math.fabs(deltax), math.fabs(deltay))
deltax /= bigger
deltay /= bigger
if not VALID_SECTOR(w.x, w.y):
break
iquad=game.quad[w.x][w.y]
- tracktorpedo(w, step, number, nburst, iquad)
+ tracktorpedo(origin, w, step, number, nburst, iquad)
if iquad==IHDOT:
continue
# hit something
skip(1); # start new line after text track
if iquad in (IHE, IHF): # Hit our ship
skip(1)
- proutn(_("Torpedo hits "))
- crmshp()
- prout(".")
+ prout(_("Torpedo hits %s.") % crmshp())
hit = 700.0 + randreal(100) - \
- 1000.0 * distance(w, origin) * math.fabs(math.sin(bullseye-angle))
+ 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
newcnd(); # we're blown out of dock
# We may be displaced.
if game.landed or game.condition=="docked":
# can't move into object
return hit
game.sector = jw
- crmshp()
+ proutn(crmshp())
shoved = True
elif iquad in (IHC, IHS): # Hit a commander
if withprob(0.05):
- crmena(True, iquad, "sector", w)
- prout(_(" uses anti-photon device;"))
+ prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
prout(_(" torpedo neutralized."))
return None
elif iquad in (IHR, IHK): # Hit a regular enemy
break
kp = math.fabs(e.kpower)
h1 = 700.0 + randrange(100) - \
- 1000.0 * distance(w, origin) * math.fabs(math.sin(bullseye-angle))
+ 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
h1 = math.fabs(h1)
if kp < h1:
h1 = kp
if enemy.kpower == 0:
deadkl(w, iquad, w)
return None
- crmena(True, iquad, "sector", w)
+ proutn(crmena(True, iquad, "sector", w))
# If enemy damaged but not destroyed, try to displace
ang = angle + 2.5*(randreal()-0.5)
temp = math.fabs(math.sin(ang))
elif iquad == IHB: # Hit a base
skip(1)
prout(_("***STARBASE DESTROYED.."))
- for ll in range(game.state.rembase):
- if game.state.baseq[ll] == game.quadrant:
- game.state.baseq[ll]=game.state.baseq[game.state.rembase]
- break
+ game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
game.quad[w.x][w.y]=IHDOT
- game.state.rembase -= 1
- game.base.x=game.base.y=0
+ game.base.invalidate()
game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase -= 1
game.state.chart[game.quadrant.x][game.quadrant.y].starbase -= 1
game.state.basekl += 1
newcnd()
return None
elif iquad == IHP: # Hit a planet
- crmena(True, iquad, "sector", w)
- prout(_(" destroyed."))
+ prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
game.state.nplankl += 1
game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
game.iplnet.pclass = "destroyed"
game.iplnet = None
- invalidate(game.plnet)
+ game.plnet.invalidate()
game.quad[w.x][w.y] = IHDOT
if game.landed:
# captain perishes on planet
finish(FDPLANET)
return None
elif iquad == IHW: # Hit an inhabited world -- very bad!
- crmena(True, iquad, "sector", w)
- prout(_(" destroyed."))
+ prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
game.state.nworldkl += 1
game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
game.iplnet.pclass = "destroyed"
game.iplnet = None
- invalidate(game.plnet)
+ game.plnet.invalidate()
game.quad[w.x][w.y] = IHDOT
if game.landed:
# captain perishes on planet
if withprob(0.9):
nova(w)
else:
- crmena(True, IHSTAR, "sector", w)
- prout(_(" unaffected by photon blast."))
+ prout(crmena(True, IHSTAR, "sector", w) + _(" unaffected by photon blast."))
return None
elif iquad == IHQUEST: # Hit a thingy
if not (game.options & OPTION_THINGY) or withprob(0.3):
return None
elif iquad == IHBLANK: # Black hole
skip(1)
- crmena(True, IHBLANK, "sector", w)
- prout(_(" swallows torpedo."))
+ prout(crmena(True, IHBLANK, "sector", w) + _(" swallows torpedo."))
return None
elif iquad == IHWEB: # hit the web
skip(1)
return None
elif iquad == IHT: # Hit a Tholian
h1 = 700.0 + randrange(100) - \
- 1000.0 * distance(w, origin) * math.fabs(math.sin(bullseye-angle))
+ 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
h1 = math.fabs(h1)
if h1 >= 600:
game.quad[w.x][w.y] = IHDOT
game.tholian = None
return None
skip(1)
- crmena(True, IHT, "sector", w)
+ proutn(crmena(True, IHT, "sector", w))
if withprob(0.05):
prout(_(" survives photon blast."))
return None
else: # Problem!
skip(1)
proutn("Don't know how to handle torpedo collision with ")
- crmena(True, iquad, "sector", w)
+ proutn(crmena(True, iquad, "sector", w))
skip(1)
return None
break
game.quad[jw.x][jw.y]=iquad
prout(_(" displaced by blast to Sector %s ") % jw)
for ll in range(len(game.enemies)):
- game.enemies[ll].kdist = game.enemies[ll].kavgd = distance(game.sector,game.enemies[ll].kloc)
+ game.enemies[ll].kdist = game.enemies[ll].kavgd = (game.sector-game.enemies[ll].kloc).distance()
game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
return None
skip(1)
return None;
def fry(hit):
- # critical-hit resolution
+ "Critical-hit resolution."
if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
return
ncrit = int(1.0 + hit/(500.0+randreal(100)))
for (i, j) in enumerate(cdam):
proutn(device[j])
if skipcount % 3 == 2 and i < len(cdam)-1:
- skip()
+ skip(1)
skipcount += 1
if i < len(cdam)-1:
proutn(_(" and "))
game.neutz = False
return
# commanders get a chance to tac-move towards you
- if (((game.comhere or game.ishere) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok:
+ if (((game.quadrant in game.state.kcmdr or game.state.kscmdr==game.quadrant) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok:
moveklings()
# if no enemies remain after movement, we're done
if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
if game.condition == "docked":
continue; # Don't waste the effort!
attempt = True; # Attempt to attack
- dustfac = 0.8 + randreal(0.5)
+ dustfac = randreal(0.8, 0.85)
hit = enemy.kpower*math.pow(dustfac,enemy.kavgd)
enemy.kpower *= 0.75
else: # Enemy uses photon torpedo
+ #course2 = (enemy.kloc-game.sector).bearing()
course = 1.90985*math.atan2(game.sector.y-enemy.kloc.y, enemy.kloc.x-game.sector.x)
hit = 0
proutn(_("***TORPEDO INCOMING"))
if not damaged(DSRSENS):
- proutn(_(" From "))
- crmena(False, enemy.type, where, enemy.kloc)
+ proutn(_(" From ") + crmena(False, enemy.type, where, enemy.kloc))
attempt = True
prout(" ")
dispersion = (randreal()+randreal())*0.5 - 0.5
dispersion += 0.002*enemy.kpower*dispersion
hit = torpedo(course, dispersion, origin=enemy.kloc, number=1, nburst=1)
- if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
+ if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
finish(FWON); # Klingons did themselves in!
if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.alldone:
return # Supernova or finished
ihurt = True
proutn(_("%d unit hit") % int(hit))
if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
- proutn(_(" on the "))
- crmshp()
+ proutn(_(" on the ") + crmshp())
if not damaged(DSRSENS) and usephasers:
- proutn(_(" from "))
- crmena(False, enemy.type, where, enemy.kloc)
+ prout(_(" from ") + crmena(False, enemy.type, where, enemy.kloc))
skip(1)
# Decide if hit is critical
if hit > hitmax:
# Shields fully protect ship
proutn(_("Enemy attack reduces shield strength to "))
else:
- # Print message if starship suffered hit(s)
+ # Emit message if starship suffered hit(s)
skip(1)
proutn(_("Energy left %2d shields ") % int(game.energy))
if game.shldup:
return
def deadkl(w, type, mv):
- # kill a Klingon, Tholian, Romulan, or Thingy
+ "Kill a Klingon, Tholian, Romulan, or Thingy."
# Added mv to allow enemy to "move" before dying
- crmena(True, type, "sector", mv)
+ proutn(crmena(True, type, "sector", mv))
# Decide what kind of enemy it is and update appropriately
if type == IHR:
# chalk up a Romulan
game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
game.klhere -= 1
if type == IHC:
- game.comhere = False
- for i in range(game.state.remcom):
- if game.state.kcmdr[i] == game.quadrant:
- break
- game.state.kcmdr[i] = game.state.kcmdr[game.state.remcom]
- game.state.kcmdr[game.state.remcom].x = 0
- game.state.kcmdr[game.state.remcom].y = 0
- game.state.remcom -= 1
+ game.state.kcmdr.remove(game.quadrant)
unschedule(FTBEAM)
- if game.state.remcom != 0:
- schedule(FTBEAM, expran(1.0*game.incom/game.state.remcom))
+ 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 == IHK:
game.state.remkl -= 1
elif type == IHS:
game.state.nscrem -= 1
- game.ishere = False
- game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0
+ game.state.kscmdr.invalidate()
+ game.isatb = 0
game.iscate = False
unschedule(FSCMOVE)
unschedule(FSCDBAS)
# For each kind of enemy, finish message to player
prout(_(" destroyed."))
- if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
+ if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
return
game.recompute()
# Remove enemy ship from arrays describing local conditions
return
def targetcheck(w):
- # Return None if target is invalid
+ "Return None if target is invalid, otherwise return a course angle."
if not VALID_SECTOR(w.x, w.y):
huh()
return None
- deltx = 0.1*(w.y - game.sector.y)
- delty = 0.1*(w.x - game.sector.x)
- if deltx==0 and delty== 0:
+ delta = 0.1*(w - game.sector)
+ if delta.x==0 and delta.y== 0:
skip(1)
prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
prout(_(" I recommend an immediate review of"))
prout(_(" the Captain's psychological profile.\""))
scanner.chew()
return None
- return 1.90985932*math.atan2(deltx, delty)
+ return delta.bearing()
def photon():
- # launch photon torpedo
+ "Launch photon torpedo."
course = [0.0] * MAXBURST
game.ididit = False
if damaged(DPHOTON):
prout(_("No torpedoes left."))
scanner.chew()
return
- key = scanner.next()
+ # First, get torpedo count
while True:
- if key == IHALPHA:
+ scanner.next()
+ if scanner.token == IHALPHA:
huh()
return
- elif key == IHEOL:
+ elif scanner.token == IHEOL or not scanner.waiting():
prout(_("%d torpedoes left.") % game.torps)
scanner.chew()
proutn(_("Number of torpedoes to fire- "))
- key = scanner.next()
+ continue # Go back around to get a number
else: # key == IHREAL
n = scanner.int()
if n <= 0: # abort command
if n > MAXBURST:
scanner.chew()
prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
- key = IHEOL
return
- if n <= game.torps:
- break
- scanner.chew()
- key = IHEOL
- targ = []
- for i in range(MAXBURST):
- targ.append(coord())
+ if n > game.torps:
+ scanner.chew() # User requested more torps than available
+ continue # Go back around
+ break # All is good, go to next stage
+ # Next, get targets
+ target = []
for i in range(n):
key = scanner.next()
if i==0 and key == IHEOL:
- break; # we will try prompting
+ break; # no coordinate waiting, we will try prompting
if i==1 and key == IHEOL:
# direct all torpedoes at one target
- while i <= n:
- targ[i] = targ[0]
- course[i] = course[0]
+ while i < n:
+ target.append(targets[0])
+ course.append(course[0])
i += 1
break
- if key != IHREAL:
- huh()
- return
- targ[i].x = scanner.real
- key = scanner.next()
- if key != IHREAL:
- huh()
- return
- targ[i].y = scanner.real
- course[i] = targetcheck(targ[i])
+ scanner.push(key)
+ target.append(scanner.getcoord())
+ if target[-1] == None:
+ return
+ course.append(targetcheck(target[1]))
if course[i] == None:
return
scanner.chew()
- if i == 1 and key == IHEOL:
+ if i == 0:
# prompt for each one
for i in range(n):
proutn(_("Target sector for torpedo number %d- ") % (i+1))
- key = scanner.next()
- if key != IHREAL:
- huh()
- return
- targ[i].x = int(scanner.real-0.5)
- key = scanner.next()
- if key != IHREAL:
- huh()
- return
- targ[i].y = int(scanner.real-0.5)
scanner.chew()
- course[i] = targetcheck(targ[i])
- if course[i] == None:
+ target.append(scanner.getcoord())
+ if target[-1] == None:
+ return
+ course.append(targetcheck(target[-1]))
+ if course[-1] == None:
return
game.ididit = True
# Loop for moving <n> torpedoes
torpedo(course[i], dispersion, origin=game.sector, number=i, nburst=n)
if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
return
- if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
+ if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
finish(FWON);
def overheat(rpow):
- # check for phasers overheating
+ "Check for phasers overheating."
if rpow > 1500:
checkburn = (rpow-1500.0)*0.00038
if withprob(checkburn):
game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
def checkshctrl(rpow):
- # check shield control
+ "Check shield control."
skip(1)
if withprob(0.998):
prout(_("Shields lowered."))
return True;
def hittem(hits):
- # register a phaser hit on Klingons and Romulans
+ "Register a phaser hit on Klingons and Romulans."
nenhr2 = len(game.enemies); kk=0
w = coord()
skip(1)
ienm = game.quad[w.x][w.y]
if ienm==IHQUEST:
thing.angry = True
- crmena(False, ienm, "sector", w)
+ proutn(crmena(False, ienm, "sector", w))
skip(1)
if kpow == 0:
deadkl(w, ienm, w)
- if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
+ if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
finish(FWON);
if game.alldone:
return
return
def phasers():
- # fire phasers
+ "Fire phasers at bad guys."
hits = []
kz = 0; k = 1; irec=0 # Cheating inhibitor
ifast = False; no = False; itarg = True; msgflag = True; rpow=0
rpow = 0.0
if damaged(DSRSENS) and \
not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS):
- cramen(ienm)
- prout(_(" can't be located without short range scan."))
+ prout(cramen(ienm) + _(" can't be located without short range scan."))
scanner.chew()
key = IHEOL
hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
else:
proutn("??")
proutn(") ")
- proutn(_("units to fire at "))
- crmena(False, ienm, "sector", aim)
- proutn("- ")
+ proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
+
key = scanner.next()
if key == IHALPHA and scanner.sees("no"):
no = True
# BSD Trek, from which we swiped the idea, can have up to 5.
def unschedule(evtype):
- # remove an event from the schedule
+ "Remove an event from the schedule."
game.future[evtype].date = FOREVER
return game.future[evtype]
def is_scheduled(evtype):
- # is an event of specified type scheduled
+ "Is an event of specified type scheduled."
return game.future[evtype].date != FOREVER
def scheduled(evtype):
- # when will this event happen?
+ "When will this event happen?"
return game.future[evtype].date
def schedule(evtype, offset):
- # schedule an event of specified type
+ "Schedule an event of specified type."
game.future[evtype].date = game.state.date + offset
return game.future[evtype]
def postpone(evtype, offset):
- # postpone a scheduled event
+ "Postpone a scheduled event."
game.future[evtype].date += offset
def cancelrest():
- # rest period is interrupted by event
+ "Rest period is interrupted by event."
if game.resting:
skip(1)
proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
return False
def events():
- # run through the event queue looking for things to do
+ "Run through the event queue looking for things to do."
i=0
fintim = game.state.date + game.optime; yank=0
ictbeam = False; istract = False
ev = event(); ev2 = event()
def tractorbeam(yank):
- # tractor beaming cases merge here
+ "Tractor-beaming cases merge here."
announce()
game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
skip(1)
- proutn("***")
- crmshp()
- prout(_(" caught in long range tractor beam--"))
+ prout("***" + crmshp() + _(" caught in long range tractor beam--"))
# If Kirk & Co. screwing around on planet, handle
atover(True) # atover(true) is Grab
if game.alldone:
else:
game.quadrant = game.state.kcmdr[i]
game.sector = randplace(QUADSIZE)
- crmshp()
- prout(_(" is pulled to Quadrant %s, Sector %s") \
+ prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
% (game.quadrant, game.sector))
if game.resting:
prout(_("(Remainder of rest/repair period cancelled.)"))
# Adjust finish time to time of tractor beaming
fintim = game.state.date+game.optime
attack(torps_ok=False)
- if game.state.remcom <= 0:
+ if not game.state.kcmdr:
unschedule(FTBEAM)
else:
- schedule(FTBEAM, game.optime+expran(1.5*game.intime/game.state.remcom))
+ schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
def destroybase():
- # Code merges here for any commander destroying base
+ "Code merges here for any commander destroying a starbase."
# Not perfect, but will have to do
# Handle case where base is in same quadrant as starship
if game.battle == game.quadrant:
game.state.chart[game.battle.x][game.battle.y].starbase = False
game.quad[game.base.x][game.base.y] = IHDOT
- game.base.x=game.base.y=0
+ game.base.invalidate()
newcnd()
skip(1)
prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
- elif game.state.rembase != 1 and communicating():
+ elif game.state.baseq and communicating():
# Get word via subspace radio
announce()
skip(1)
game.state.chart[game.battle.x][game.battle.y].starbase = False
# Remove Starbase from galaxy
game.state.galaxy[game.battle.x][game.battle.y].starbase = False
- for i in range(1, game.state.rembase+1):
- if game.state.baseq[i] == game.battle:
- game.state.baseq[i] = game.state.baseq[game.state.rembase]
- game.state.rembase -= 1
+ game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq)
if game.isatb == 2:
# reinstate a commander's base attack
game.battle = hold
game.isatb = 0
else:
- invalidate(game.battle)
-
+ game.battle.invalidate()
if idebug:
prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
for i in range(1, NEVENTS):
xtime = datemin-game.state.date
game.state.date = datemin
# Decrement Federation resources and recompute remaining time
- game.state.remres -= (game.state.remkl+4*game.state.remcom)*xtime
+ game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
game.recompute()
if game.state.remtime <=0:
finish(FDEPLETE)
(game.torps < 5 or damaged(DPHOTON))):
# Tractor-beam her!
istract = ictbeam = True
- tractorbeam(distance(game.state.kscmdr, game.quadrant))
+ tractorbeam((game.state.kscmdr-game.quadrant).distance())
else:
return
elif evcode == FTBEAM: # Tractor beam
- if game.state.remcom == 0:
+ if not game.state.kcmdr:
unschedule(FTBEAM)
continue
- i = randrange(game.state.remcom)
- yank = distance(game.state.kcmdr[i], game.quadrant)
+ i = randrange(len(game.state.kcmdr))
+ yank = (game.state.kcmdr[i]-game.quadrant).distance()
if istract or game.condition == "docked" or yank == 0:
# Drats! Have to reschedule
schedule(FTBEAM,
- game.optime + expran(1.5*game.intime/game.state.remcom))
+ game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
continue
ictbeam = True
tractorbeam(yank)
game.state.snap = True
schedule(FSNAP, expran(0.5 * game.intime))
elif evcode == FBATTAK: # Commander attacks starbase
- if game.state.remcom==0 or game.state.rembase==0:
+ if not game.state.kcmdr or not game.state.baseq:
# no can do
unschedule(FBATTAK)
unschedule(FCDBAS)
continue
- i = 0
- for j in range(game.state.rembase):
- for k in range(game.state.remcom):
- if game.state.baseq[j] == game.state.kcmdr[k] and \
- not game.state.baseq[j] == game.quadrant and \
- not game.state.baseq[j] == game.state.kscmdr:
- i = 1
- if i == 1:
- continue
- if j>game.state.rembase:
+ 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 "foundit"
+ except "foundit":
# no match found -- try later
schedule(FBATTAK, expran(0.3*game.intime))
unschedule(FCDBAS)
elif evcode == FCDBAS: # Commander succeeds in destroying base
if evcode==FCDBAS:
unschedule(FCDBAS)
+ if not game.state.baseq() \
+ or not game.state.galaxy[game.battle.x][game.battle.y].starbase:
+ game.battle.invalidate()
+ continue
# find the lucky pair
- for i in range(game.state.remcom):
- if game.state.kcmdr[i] == game.battle:
+ for cmdr in game.state.kcmdr:
+ if cmdr == game.battle:
break
- if i > game.state.remcom or game.state.rembase == 0 or \
- not game.state.galaxy[game.battle.x][game.battle.y].starbase:
+ else:
# No action to take after all
- invalidate(game.battle)
continue
destroybase()
elif evcode == FSCMOVE: # Supercommander moves
prout(_("in Quadrant %s.") % w)
def wait():
- # wait on events
+ "Wait on events."
game.ididit = False
while True:
key = scanner.next()
# If the zap is too much, it gets destroyed.
def nova(nov):
- # star goes nova
+ "Star goes nova."
course = (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):
return
# handle initial nova
game.quad[nov.x][nov.y] = IHDOT
- crmena(False, IHSTAR, "sector", nov)
- prout(_(" novas."))
+ prout(crmena(False, IHSTAR, "sector", nov) + _(" novas."))
game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
game.state.starkl += 1
# Set up queue to recursively trigger adjacent stars
hits.append(neighbor)
game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
game.state.starkl += 1
- crmena(True, IHSTAR, "sector", neighbor)
+ proutn(crmena(True, IHSTAR, "sector", neighbor))
prout(_(" novas."))
game.quad[neighbor.x][neighbor.y] = IHDOT
kount += 1
game.state.nplankl += 1
else:
game.state.worldkl += 1
- crmena(True, iquad, "sector", neighbor)
- prout(_(" destroyed."))
+ prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
game.iplnet.pclass = "destroyed"
game.iplnet = None
- invalidate(game.plnet)
+ game.plnet.invalidate()
if game.landed:
finish(FPNOVA)
return
game.quad[neighbor.x][neighbor.y] = IHDOT
elif iquad == IHB: # Destroy base
game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False
- for i in range(game.state.rembase):
- if game.state.baseq[i] == game.quadrant:
- break
- game.state.baseq[i] = game.state.baseq[game.state.rembase]
- game.state.rembase -= 1
- invalidate(game.base)
+ game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
+ game.base.invalidate()
game.state.basekl += 1
newcnd()
- crmena(True, IHB, "sector", neighbor)
- prout(_(" destroyed."))
+ prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
game.quad[neighbor.x][neighbor.y] = IHDOT
elif iquad in (IHE, IHF): # Buffet ship
prout(_("***Starship buffeted by nova."))
deadkl(neighbor, iquad, neighbor)
break
newc = neighbor + neighbor - hits[mm]
- crmena(True, iquad, "sector", neighbor)
- proutn(_(" damaged"))
+ proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
if not VALID_SECTOR(newc.x, newc.y):
# can't leave quadrant
skip(1)
break
iquad1 = game.quad[newc.x][newc.y]
if iquad1 == IHBLANK:
- proutn(_(", blasted into "))
- crmena(False, IHBLANK, "sector", newc)
+ proutn(_(", blasted into ") + crmena(False, IHBLANK, "sector", newc))
skip(1)
deadkl(neighbor, iquad, newc)
break
return
def supernova(induced, w=None):
- # star goes supernova
+ "Star goes supernova."
num = 0; npdead = 0
nq = coord()
if w != None:
prouts(_("***RED ALERT! RED ALERT!"))
skip(1)
prout(_("***Incipient supernova detected at Sector %s") % ns)
- if square(ns.x-game.sector.x) + square(ns.y-game.sector.y) <= 2.1:
+ if (ns.x-game.sector.x)**2 + (ns.y-game.sector.y)**2 <= 2.1:
proutn(_("Emergency override attempts t"))
prouts("***************")
skip(1)
stars()
game.alldone = True
-
# destroy any Klingons in supernovaed quadrant
kldead = game.state.galaxy[nq.x][nq.y].klingons
game.state.galaxy[nq.x][nq.y].klingons = 0
game.iscate = False
unschedule(FSCMOVE)
unschedule(FSCDBAS)
- if game.state.remcom:
- maxloop = game.state.remcom
- for l in range(maxloop):
- if game.state.kcmdr[l] == nq:
- game.state.kcmdr[l] = game.state.kcmdr[game.state.remcom]
- invalidate(game.state.kcmdr[game.state.remcom])
- game.state.remcom -= 1
- kldead -= 1
- if game.state.remcom==0:
- unschedule(FTBEAM)
- break
+ survivors = filter(lambda w: w != nq, game.state.kcmdr)
+ comkills = len(game.state.kcmdr) - len(survivors)
+ game.state.kcmdr = survivors
+ kldead -= comkills
+ if not game.state.kcmdr:
+ unschedule(FTBEAM)
game.state.remkl -= kldead
# destroy Romulans and planets in supernovaed quadrant
nrmdead = game.state.galaxy[nq.x][nq.y].romulans
game.state.nromrem -= nrmdead
# Destroy planets
for loop in range(game.inplan):
- if game.state.planets[loop].w == nq:
+ if game.state.planets[loop].quadrant == nq:
game.state.planets[loop].pclass = "destroyed"
npdead += 1
- # Destroy any base in supernovaed quadrant
- if game.state.rembase:
- maxloop = game.state.rembase
- for loop in range(maxloop):
- if game.state.baseq[loop] == nq:
- game.state.baseq[loop] = game.state.baseq[game.state.rembase]
- invalidate(game.state.baseq[game.state.rembase])
- game.state.rembase -= 1
- break
+ # Destroy any base in supernovaed quadrant
+ game.state.baseq = filter(lambda x: x != nq, game.state.baseq)
# If starship caused supernova, tally up destruction
if induced:
game.state.starkl += game.state.galaxy[nq.x][nq.y].stars
if game.quadrant == nq or communicating():
game.state.galaxy[nq.x][nq.y].supernova = True
# If supernova destroys last Klingons give special message
- if (game.state.remkl + game.state.remcom + game.state.nscrem)==0 and not nq == game.quadrant:
+ if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
skip(2)
if not induced:
prout(_("Lucky you!"))
# Code from finish.c ends here.
def selfdestruct():
- # self-destruct maneuver
- # Finish with a BANG!
+ "Self-destruct maneuver. Finish with a BANG!"
scanner.chew()
if damaged(DCOMPTR):
prout(_("Computer damaged; cannot execute destruct sequence."))
stars()
if game.ship==IHE:
prouts("***")
- prouts(_("********* Entropy of "))
- crmshp()
- prouts(_(" maximized *********"))
+ prouts(_("********* Entropy of %s maximized *********") % crmshp())
skip(1)
stars()
skip(1)
return 0
else:
starting = (game.inkling + game.incom + game.inscom)
- remaining = (game.state.remkl + game.state.remcom + game.state.nscrem)
+ remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
return (starting - remaining)/elapsed
def 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 + game.state.remcom + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
+ if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
prout(_("acquitted."))
skip(1)
prout(_("LIVE LONG AND PROSPER."))
skip(1)
prout(_("Your starship is a derelict in space."))
elif ifin == FBATTLE:
- proutn(_("The "))
- crmshp()
- prout(_(" has been destroyed in battle."))
+ prout(_("The %s has been destroyed in battle.") % crmshp())
skip(1)
prout(_("Dulce et decorum est pro patria mori."))
elif ifin == FNEG3:
prout(_("That was a great shot."))
skip(1)
elif ifin == FSNOVAED:
- proutn(_("The "))
- crmshp()
- prout(_(" has been fried by a supernova."))
+ prout(_("The %s has been fried by a supernova.") % crmshp())
prout(_("...Not even cinders remain..."))
elif ifin == FABANDN:
prout(_("You have been captured by the Klingons. If you still"))
prout(_("Starbase was unable to re-materialize your starship."))
prout(_("Sic transit gloria mundi"))
elif ifin == FPHASER:
- proutn(_("The "))
- crmshp()
- prout(_(" has been cremated by its own phasers."))
+ 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."))
skip(1)
prout(_("They are very fond of \"Captain Kirk\" soup."))
skip(1)
- proutn(_("Without your leadership, the "))
- crmshp()
- prout(_(" is destroyed."))
+ prout(_("Without your leadership, the %s is destroyed.") % crmshp())
elif ifin == FDPLANET:
prout(_("You and your mining party perish."))
skip(1)
prout(_("The Galileo is instantly annihilated by the supernova."))
prout(_("You and your mining party are atomized."))
skip(1)
- proutn(_("Mr. Spock takes command of the "))
- crmshp()
- prout(_(" and"))
- prout(_("joins the Romulans, reigning terror on the Federation."))
+ prout(_("Mr. Spock takes command of the %s and") % crmshp())
+ prout(_("joins the Romulans, wreaking terror on the Federation."))
elif ifin == FPNOVA:
prout(_("You and your mining party are atomized."))
skip(1)
- proutn(_("Mr. Spock takes command of the "))
- crmshp()
- prout(_(" and"))
- prout(_("joins the Romulans, reigning terror on the Federation."))
+ prout(_("Mr. Spock takes command of the %s and") % crmshp())
+ prout(_("joins the Romulans, wreaking terror on the Federation."))
elif ifin == FSTRACTOR:
prout(_("The shuttle craft Galileo is also caught,"))
prout(_("and breaks up under the strain."))
skip(1)
prout(_("Your debris is scattered for millions of miles."))
- proutn(_("Without your leadership, the "))
- crmshp()
- prout(_(" is destroyed."))
+ prout(_("Without your leadership, the %s is destroyed.") % crmshp())
elif ifin == FDRAY:
prout(_("The mutants attack and kill Spock."))
prout(_("Your ship is captured by Klingons, and"))
elif game.ship == IHE:
game.ship = IHF
game.alive = False
- if (game.state.remkl + game.state.remcom + game.state.nscrem) != 0:
+ if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
goodies = game.state.remres/game.inresor
- baddies = (game.state.remkl + 2.0*game.state.remcom)/(game.inkling+2.0*game.incom)
+ baddies = (game.state.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"))
score()
def score():
- # compute player's score
+ "Compute player's score."
timused = game.state.date - game.indate
iskill = game.skill
- if (timused == 0 or (game.state.remkl + game.state.remcom + game.state.nscrem) != 0) and timused < 5.0:
+ if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
timused = 5.0
perdate = killrate()
ithperd = 500*perdate + 0.5
if not game.gamewon:
game.state.nromrem = 0 # None captured if no win
iscore = 10*(game.inkling - game.state.remkl) \
- + 50*(game.incom - game.state.remcom) \
+ + 50*(game.incom - len(game.state.kcmdr)) \
+ ithperd + iwon \
+ 20*(game.inrom - game.state.nromrem) \
+ 200*(game.inscom - game.state.nscrem) \
if game.inkling - game.state.remkl:
prout(_("%6d ordinary Klingons destroyed %5d") %
(game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
- if game.incom - game.state.remcom:
+ if game.incom - len(game.state.kcmdr):
prout(_("%6d Klingon commanders destroyed %5d") %
- (game.incom - game.state.remcom, 50*(game.incom - game.state.remcom)))
+ (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
if game.inscom - game.state.nscrem:
prout(_("%6d Super-Commander destroyed %5d") %
(game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
prout(_("TOTAL SCORE %5d") % iscore)
def plaque():
- # emit winner's commemmorative plaque
+ "Emit winner's commemmorative plaque."
skip(2)
while True:
proutn(_("File or device name for your plaque: "))
curwnd = None
def outro():
- "wrap up, either normally or due to signal"
+ "Wrap up, either normally or due to signal"
if game.options & OPTION_CURSES:
#clear()
#curs_set(1)
skip(1)
def prouts(line):
- "print slowly!"
+ "Emit slowly!"
for c in line:
if not replayfp or replayfp.closed: # Don't slow down replays
time.sleep(0.03)
#nosound()
pass
-def tracktorpedo(w, step, i, n, iquad):
+def tracktorpedo(origin, w, step, i, n, iquad):
"Torpedo-track animation."
if not game.options & OPTION_CURSES:
if step == 1:
if n != 1:
skip(1)
- proutn(_("Track for torpedo number %d- ") % i)
+ proutn(_("Track for %s torpedo number %d- ") % (game.quad[origin.x][origin.y],i+1))
else:
skip(1)
proutn(_("Torpedo track- "))
# Code from moving.c begins here
def imove(novapush):
- # movement execution for warp, impulse, supernova, and tractor-beam events
+ "Movement execution for warp, impulse, supernova, and tractor-beam events."
w = coord(); final = coord()
trbeam = False
def no_quad_change():
# No quadrant change -- compute new average enemy distances
game.quad[game.sector.x][game.sector.y] = game.ship
- if len(game.enemies):
- for m in range(len(game.enemies)):
- finald = distance(w, game.enemies[m].kloc)
- game.enemies[m].kavgd = 0.5 * (finald+game.enemies[m].kdist)
- game.enemies[m].kdist = finald
+ if game.enemies:
+ for enemy in game.enemies:
+ finald = (w-enemy.kloc).distance()
+ enemy.kavgd = 0.5 * (finald + enemy.kdist)
+ enemy.kdist = finald
game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
attack(torps_ok=False)
- for m in range(len(game.enemies)):
- game.enemies[m].kavgd = game.enemies[m].kdist
+ for enemy in game.enemies:
+ enemy.kavgd = enemy.kdist
newcnd()
drawmaps(0)
setwnd(message_window)
# Don't do it if being pushed by Nova
if len(game.enemies) != 0 and not novapush:
newcnd()
- for m in range(len(game.enemies)):
- finald = distance(w, game.enemies[m].kloc)
- game.enemies[m].kavgd = 0.5 * (finald + game.enemies[m].kdist)
+ for enemy in game.enemies:
+ finald = (w - enemy.kloc).distance()
+ enemy.kavgd = 0.5 * (finald + enemy.kdist)
#
# Stas Sergeev added the condition
# that attacks only happen if Klingons
if iquad != IHDOT:
# object encountered in flight path
stopegy = 50.0*game.dist/game.optime
- game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
+ game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0)
if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
game.sector = w
for enemy in game.enemies:
skip(1)
prouts(_("***RED ALERT! RED ALERT!"))
skip(1)
- proutn("***")
- crmshp()
+ proutn("***" + crmshp())
proutn(_(" pulled into black hole at Sector %s") % w)
#
# Getting pulled into a black hole was certain
else:
# something else
skip(1)
- crmshp()
+ proutn(crmshp())
if iquad == IHWEB:
- proutn(_(" encounters Tholian web at %s;") % w)
+ prout(_(" encounters Tholian web at %s;") % w)
else:
- proutn(_(" blocked by object at %s;") % w)
+ prout(_(" blocked by object at %s;") % w)
proutn(_("Emergency stop required "))
prout(_("%2d units of energy.") % int(stopegy))
game.energy -= stopegy
- final.x = x-deltax+0.5
- final.y = y-deltay+0.5
+ final.x = int(round(deltax))
+ final.y = int(round(deltay))
game.sector = final
if game.energy <= 0:
finish(FNRG)
# We're here!
no_quad_change()
return
- game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
+ game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0)
game.sector = w
final = game.sector
no_quad_change()
return
def dock(verbose):
- # dock our ship at a starbase
+ "Dock our ship at a starbase."
scanner.chew()
if game.condition == "docked" and verbose:
prout(_("Already docked."))
if game.inorbit:
prout(_("You must first leave standard orbit."))
return
- if not is_valid(game.base) or abs(game.sector.x-game.base.x) > 1 or abs(game.sector.y-game.base.y) > 1:
- crmshp()
- prout(_(" not adjacent to base."))
+ if not game.base.is_valid() or abs(game.sector.x-game.base.x) > 1 or abs(game.sector.y-game.base.y) > 1:
+ prout(crmshp() + _(" not adjacent to base."))
return
game.condition = "docked"
if "verbose":
# are always displayed y - x, where +y is downward!
def getcourse(isprobe, akey):
- # get course and distance
+ "Get a course and distance from the user."
key = 0
dquad = copy.copy(game.quadrant)
navmode = "unspecified"
else:
prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
# the actual deltas get computed here
- deltax = dquad.y-game.quadrant.y + 0.1*(dsect.x-game.sector.y)
- deltay = game.quadrant.x-dquad.x + 0.1*(game.sector.x-dsect.y)
+ delta = coord()
+ delta.x = dquad.y-game.quadrant.y + 0.1*(dsect.x-game.sector.y)
+ delta.y = game.quadrant.x-dquad.x + 0.1*(game.sector.x-dsect.y)
else: # manual
while key == IHEOL:
proutn(_("X and Y displacements- "))
if key != IHREAL:
huh()
return False
- deltax = scanner.real
+ delta.x = scanner.real
key = scanner.next()
if key != IHREAL:
huh()
return False
- deltay = scanner.real
+ delta.y = scanner.real
# Check for zero movement
- if deltax == 0 and deltay == 0:
+ if delta.x == 0 and delta.y == 0:
scanner.chew()
return False
if itemp == "verbose" and not isprobe:
skip(1)
prout(_("Helmsman Sulu- \"Aye, Sir.\""))
# Course actually laid in.
- game.dist = math.sqrt(deltax*deltax + deltay*deltay)
- game.direc = math.atan2(deltax, deltay)*1.90985932
+ game.dist = delta.distance()
+ game.direc = delta.bearing()
if game.direc < 0.0:
game.direc += 12.0
scanner.chew()
return True
def impulse():
- # move under impulse power
+ "Move under impulse power."
game.ididit = False
if damaged(DIMPULS):
scanner.chew()
return
def warp(timewarp):
- # move under warp drive
+ "ove under warp drive."
blooey = False; twarp = False
if not timewarp: # Not WARPX entry
game.ididit = False
if game.warpfac > 6.0:
# Decide if engine damage will occur
# ESR: Seems wrong. Probability of damage goes *down* with distance?
- prob = game.dist*square(6.0-game.warpfac)/66.666666666
+ prob = game.dist*(6.0-game.warpfac)**2/66.666666666
if prob > randreal():
blooey = True
game.dist = randreal(game.dist)
return
def setwarp():
- # change the warp factor
+ "Change the warp factor."
while True:
key=scanner.next()
if key != IHEOL:
return
def atover(igrab):
- # cope with being tossed out of quadrant by supernova or yanked by beam
+ "Cope with being tossed out of quadrant by supernova or yanked by beam."
scanner.chew()
# is captain on planet?
if game.landed:
if game.justin:
prouts(_("***RED ALERT! RED ALERT!"))
skip(1)
- proutn(_("The "))
- crmshp()
- prout(_(" has stopped in a quadrant containing"))
+ proutn(_("The %s has stopped in a quadrant containing") % crmshp())
prouts(_(" a supernova."))
skip(2)
- proutn(_("***Emergency automatic override attempts to hurl "))
- crmshp()
+ prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
skip(1)
prout(_("safely out of quadrant."))
if not damaged(DRADIO):
# Repeat if another snova
if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
break
- if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
+ if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
finish(FWON) # Snova killed remaining enemy.
def timwrp():
- # let's do the time warp again
+ "Let's do the time warp again."
prout(_("***TIME WARP ENTERED."))
if game.state.snap and withprob(0.5):
# Go back in time
int(game.state.date-game.snapsht.date))
game.state = game.snapsht
game.state.snap = False
- if game.state.remcom:
- schedule(FTBEAM, expran(game.intime/game.state.remcom))
+ if len(game.state.kcmdr):
+ schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
schedule(FBATTAK, expran(0.3*game.intime))
schedule(FSNOVA, expran(0.5*game.intime))
# next snapshot will be sooner
game.isatb = 0
unschedule(FCDBAS)
unschedule(FSCDBAS)
- invalidate(game.battle)
+ game.battle.invalidate()
# Make sure Galileo is consistant -- Snapshot may have been taken
# when on planet, which would give us two Galileos!
if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""))
game.iscraft = "onship"
- #
-# * There used to be code to do the actual reconstrction here,
-# * but the starchart is now part of the snapshotted galaxy state.
-#
+ # There used to be code to do the actual reconstrction here,
+ # but the starchart is now part of the snapshotted galaxy state.
prout(_("Spock has reconstructed a correct star chart from memory"))
else:
# Go forward in time
events() # Stas Sergeev added this -- do pending events
def probe():
- # launch deep-space probe
+ "Launch deep-space probe."
# New code to launch a deep space probe
if game.nprobes == 0:
scanner.chew()
# problem.
def mayday():
- # yell for help from nearest starbase
+ "Yell for help from nearest starbase."
# There's more than one way to move in this game!
- line = 0
scanner.chew()
# Test for conditions which prevent calling for help
if game.condition == "docked":
if damaged(DRADIO):
prout(_("Subspace radio damaged."))
return
- if game.state.rembase==0:
+ if not game.state.baseq:
prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
return
if game.landed:
- proutn(_("You must be aboard the "))
- crmshp()
- prout(".")
+ prout(_("You must be aboard the %s.") % crmshp())
return
# OK -- call for help from nearest starbase
game.nhelp += 1
if game.base.x!=0:
# There's one in this quadrant
- ddist = distance(game.base, game.sector)
+ ddist = (game.base - game.sector).distance()
else:
ddist = FOREVER
- for m in range(game.state.rembase):
- xdist = QUADSIZE * distance(game.state.baseq[m], game.quadrant)
+ for ibq in game.state.baseq:
+ xdist = QUADSIZE * (ibq - game.quadrant).distance()
if xdist < ddist:
ddist = xdist
- line = m
# Since starbase not in quadrant, set up new quadrant
- game.quadrant = game.state.baseq[line]
+ game.quadrant = ibq
newqad(True)
# dematerialize starship
game.quad[game.sector.x][game.sector.y]=IHDOT
- proutn(_("Starbase in Quadrant %s responds--") % game.quadrant)
- crmshp()
- prout(_(" dematerializes."))
- game.sector.x=0
+ proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
+ % (game.quadrant, crmshp()))
+ game.sector.invalidate()
for m in range(1, 5+1):
w = game.base.scatter()
- if VALID_SECTOR(ix,iy) and game.quad[ix][iy]==IHDOT:
+ if VALID_SECTOR(w.x,w.y) and game.quad[w.x][w.y]==IHDOT:
# found one -- finish up
game.sector = w
break
- if not is_valid(game.sector):
+ if not game.sector.is_valid():
prout(_("You have been lost in space..."))
finish(FMATERIALIZE)
return
if m == 1: proutn(_("1st"))
elif m == 2: proutn(_("2nd"))
elif m == 3: proutn(_("3rd"))
- proutn(_(" attempt to re-materialize "))
- crmshp()
+ proutn(_(" attempt to re-materialize ") + crmshp())
game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
textcolor("red")
warble()
# can't happen unless you have taken some prisoners.
def abandon():
- # abandon ship
+ "Abandon ship."
scanner.chew()
if game.condition=="docked":
if game.ship!=IHE:
if game.iscraft != "onship":
prout(_("Shuttle craft not currently available."))
return
- # Print abandon ship messages
+ # Emit abandon ship messages
skip(1)
prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
skip(1)
prouts(_("***ALL HANDS ABANDON SHIP!"))
skip(2)
prout(_("Captain and crew escape in shuttle craft."))
- if game.state.rembase==0:
+ if not game.state.baseq:
# Oops! no place to go...
finish(FABANDN)
return
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(game.state.rembase)
+ nb = randrange(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]
# Code from planets.c begins here.
def consumeTime():
- # abort a lengthy operation if an event interrupts it
+ "Abort a lengthy operation if an event interrupts it."
game.ididit = True
events()
if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.justin:
return False
def survey():
- # report on (uninhabited) planets in the galaxy
+ "Report on (uninhabited) planets in the galaxy."
iknow = False
skip(1)
scanner.chew()
iknow = True
if idebug and game.state.planets[i].known=="unknown":
proutn("(Unknown) ")
- proutn(_("Quadrant %s") % game.state.planets[i].w)
+ proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
proutn(_(" class "))
proutn(game.state.planets[i].pclass)
proutn(" ")
prout(_("No information available."))
def orbit():
- # enter standard orbit
+ "Enter standard orbit."
skip(1)
scanner.chew()
if game.inorbit:
if damaged(DWARPEN) and damaged(DIMPULS):
prout(_("Both warp and impulse engines damaged."))
return
- if not is_valid(game.plnet) or abs(game.sector.x-game.plnet.x) > 1 or abs(game.sector.y-game.plnet.y) > 1:
- crmshp()
- prout(_(" not adjacent to planet."))
+ if not game.plnet.is_valid():
+ prout("There is no planet in this sector.")
+ return
+ if abs(game.sector.x-game.plnet.x)>1 or abs(game.sector.y-game.plnet.y)>1:
+ prout(crmshp() + _(" not adjacent to planet."))
skip(1)
return
game.optime = randreal(0.02, 0.05)
game.ididit = True
def sensor():
- # examine planets in this quadrant
+ "Examine planets in this quadrant."
if damaged(DSRSENS):
if game.options & OPTION_TTY:
prout(_("Short range sensors damaged."))
prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
def beam():
- # use the transporter
+ "Use the transporter."
nrgneed = 0
scanner.chew()
skip(1)
shuttle()
return
if not game.inorbit:
- crmshp()
- prout(_(" not in standard orbit."))
+ prout(crmshp() + _(" not in standard orbit."))
return
if game.shldup:
prout(_("Impossible to transport through shields."))
return
def mine():
- # strip-mine a world for dilithium
+ "Strip-mine a world for dilithium."
skip(1)
scanner.chew()
if not game.landed:
prout(_("You've already mined enough crystals for this trip."))
return
if game.icrystl and game.cryprob == 0.05:
- proutn(_("With all those fresh crystals aboard the "))
- crmshp()
- skip(1)
+ 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.imine = game.ididit = True
def usecrystals():
- # use dilithium crystals
+ "Use dilithium crystals."
game.ididit = False
skip(1)
scanner.chew()
game.ididit = True
def shuttle():
- # use shuttlecraft for planetary jaunt
+ "Use shuttlecraft for planetary jaunt."
scanner.chew()
skip(1)
if damaged(DSHUTTL):
prout(_("Shuttle craft is now serving Big Macs."))
return
if not game.inorbit:
- crmshp()
- prout(_(" not in standard orbit."))
+ prout(crmshp() + _(" not in standard orbit."))
return
if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
prout(_("Shuttle craft not currently available."))
prout(_("Trip complete."))
return
else:
- # Kirk on ship
- # and so is Galileo
+ # Kirk on ship and so is Galileo
prout(_("Mining party assembles in the hangar deck,"))
prout(_("ready to board the shuttle craft \"Galileo\"."))
skip(1)
return
def deathray():
- # use the big zapper
+ "Use the big zapper."
game.ididit = False
skip(1)
scanner.chew()
while len(game.enemies) > 0:
deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.x][game.enemies[1].kloc.y],game.enemies[1].kloc)
prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
- if (game.state.remkl + game.state.remcom + game.state.nscrem) == 0:
+ if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
finish(FWON)
if (game.options & OPTION_PLAIN) == 0:
prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
# Code from reports.c begins here
def attackreport(curt):
- # report status of bases under attack
+ "eport status of bases under attack."
if not curt:
if is_scheduled(FCDBAS):
prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
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 + game.state.remcom + game.state.nscrem)),
+ proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)),
(game.inkling + game.incom + game.inscom)))
- if game.incom - game.state.remcom:
- prout(_(", including %d Commander%s.") % (game.incom - game.state.remcom, (_("s"), "")[(game.incom - game.state.remcom)==1]))
+ 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:
prout(_(", but no Commanders."))
else:
prout(".")
if game.skill > SKILL_FAIR:
prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
- if game.state.rembase != game.inbase:
+ if len(game.state.baseq) != game.inbase:
proutn(_("There "))
- if game.inbase-game.state.rembase==1:
+ if game.inbase-len(game.state.baseq)==1:
proutn(_("has been 1 base"))
else:
- proutn(_("have been %d bases") % (game.inbase-game.state.rembase))
- prout(_(" destroyed, %d remaining.") % game.state.rembase)
+ proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
+ prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
else:
prout(_("There are %d bases.") % game.inbase)
if communicating() or game.iseenit:
skip(1)
def lrscan(silent):
- # long-range sensor scan
+ "Long-range sensor scan."
if damaged(DLRSENS):
# Now allow base's sensors if docked
if game.condition != "docked":
prout(" ")
def damagereport():
- # damage report
+ "Damage report."
jdam = False
scanner.chew()
prout(_("All devices functional."))
def rechart():
- # update the chart in the Enterprise's computer from galaxy data
+ "Update the chart in the Enterprise's computer from galaxy data."
game.lastchart = game.state.date
for i in range(GALSIZE):
for j in range(GALSIZE):
game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
def chart():
- # display the star chart
+ "Display the star chart."
scanner.chew()
if (game.options & OPTION_AUTOSCAN):
lrscan(silent=True)
if game.lastchart < game.state.date and game.condition == "docked":
prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
rechart()
-
prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
if game.state.date > game.lastchart:
prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
skip(1)
def sectscan(goodScan, i, j):
- # light up an individual dot in a sector
+ "Light up an individual dot in a sector."
if goodScan or (abs(i-game.sector.x)<= 1 and abs(j-game.sector.y) <= 1):
if (game.quad[i][j]==IHMATER0) or (game.quad[i][j]==IHMATER1) or (game.quad[i][j]==IHMATER2) or (game.quad[i][j]==IHE) or (game.quad[i][j]==IHF):
if game.condition == "red": textcolor("red")
proutn("- ")
def status(req=0):
- # print status report lines
-
+ "Emit status report lines"
if not req or req == 1:
prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
% (game.state.date, game.state.remtime))
prstat(_("Shields"), s+data)
if not req or req == 9:
prstat(_("Klingons Left"), "%d" \
- % (game.state.remkl + game.state.remcom + game.state.nscrem))
+ % (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem))
if not req or req == 10:
if game.options & OPTION_WORLDS:
plnet = game.state.galaxy[game.quadrant.x][game.quadrant.y].planet
attackreport(not req)
def request():
+ "Request specified status data, a historical relic from slow TTYs."
requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
while scanner.next() == IHEOL:
proutn(_("Information desired? "))
prout((" energy, torpedoes, shields, klingons, system, time."))
def srscan():
- # short-range scan
+ "Short-range scan."
goodScan=True
if damaged(DSRSENS):
# Allow base's sensors if docked
skip(1)
def eta():
- # use computer to get estimated time of arrival for a warp jump
+ "Use computer to get estimated time of arrival for a warp jump."
w1 = coord(); w2 = coord()
prompt = False
if damaged(DCOMPTR):
if not VALID_QUADRANT(w1.x, w1.y) or not VALID_SECTOR(w2.x, w2.y):
huh()
return
- game.dist = math.sqrt(square(w1.y-game.quadrant.y+0.1*(w2.y-game.sector.y))+
- square(w1.x-game.quadrant.x+0.1*(w2.x-game.sector.x)))
+ game.dist = math.sqrt((w1.y-game.quadrant.y+0.1*(w2.y-game.sector.y))**2+
+ (w1.x-game.quadrant.x+0.1*(w2.x-game.sector.x))**2)
wfl = False
if prompt:
prout(_("Answer \"no\" if you don't know the value:"))
prout(_("Captain, certainly you can give me one of these."))
while True:
scanner.chew()
- ttime = (10.0*game.dist)/square(twarp)
+ ttime = (10.0*game.dist)/twarp**2
tpower = game.dist*twarp*twarp*twarp*(game.shldup+1)
if tpower >= game.energy:
prout(_("Insufficient energy, sir."))
# Code from setup.c begins here
def prelim():
- # issue a historically correct banner
+ "Issue a historically correct banner."
skip(2)
prout(_("-SUPER- STAR TREK"))
skip(1)
# skip(1)
def freeze(boss):
- # save game
+ "Save game."
if boss:
scanner.token = "emsave.trk"
else:
fp.close()
def thaw():
- # retrieve saved game
+ "Retrieve saved game."
game.passwd[0] = '\0'
key = scanner.next()
if key == IHEOL:
)
def setup():
- # prepare to play, set up cosmos
+ "Prepare to play, set up cosmos."
w = coord()
# Decide how many of everything
if choose():
game.landed = False
game.alive = True
game.docfac = 0.25
- for i in range(GALSIZE):
- for j in range(GALSIZE):
- quad = game.state.galaxy[i][j]
- quad.charted = 0
- quad.planet = None
- quad.romulans = 0
- quad.klingons = 0
- quad.starbase = False
- quad.supernova = False
- quad.status = "secure"
- # Initialize times for extraneous events
- schedule(FSNOVA, expran(0.5 * game.intime))
- schedule(FTBEAM, expran(1.5 * (game.intime / game.state.remcom)))
- schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
- schedule(FBATTAK, expran(0.3*game.intime))
- unschedule(FCDBAS)
- if game.state.nscrem:
- schedule(FSCMOVE, 0.2777)
- else:
- unschedule(FSCMOVE)
- unschedule(FSCDBAS)
- unschedule(FDSPROB)
- if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
- schedule(FDISTR, expran(1.0 + game.intime))
- else:
- unschedule(FDISTR)
- unschedule(FENSLV)
- unschedule(FREPRO)
# Starchart is functional but we've never seen it
game.lastchart = FOREVER
# Put stars in the galaxy
# so it did them in the opposite order.
for j in range(1, i):
# Improved placement algorithm to spread out bases
- distq = w.distance(game.state.baseq[j])
+ distq = (w - game.state.baseq[j]).distance()
if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
contflag = True
if idebug:
prout("=== Saving base #%d, close to #%d" % (i, j))
if not contflag:
break
- game.state.baseq[i] = w
- game.state.galaxy[w.x][w.y].starbase = True
- game.state.chart[w.x][w.y].starbase = True
+ game.state.baseq.append(w)
+ game.state.galaxy[w.x][w.y].starbase = game.state.chart[w.x][w.y].starbase = True
# Position ordinary Klingon Battle Cruisers
krem = game.inkling
klumper = 0.25*game.skill*(9.0-game.length)+1.0
if krem <= 0:
break
# Position Klingon Commander Ships
- for i in range(1, game.incom+1):
+ for i in range(game.incom):
while True:
w = randplace(GALSIZE)
- if (game.state.galaxy[w.x][w.y].klingons or withprob(0.25)) and \
- not game.state.galaxy[w.x][w.y].supernova and \
- game.state.galaxy[w.x][w.y].klingons <= MAXKLQUAD-1 and \
- not w in game.state.kcmdr[:i]:
+ if not welcoming(w) or w in game.state.kcmdr:
+ continue
+ if (game.state.galaxy[w.x][w.y].klingons or withprob(0.25)):
break
game.state.galaxy[w.x][w.y].klingons += 1
- game.state.kcmdr[i] = w
+ game.state.kcmdr.append(w)
# Locate planets in galaxy
for i in range(game.inplan):
while True:
if game.state.galaxy[w.x][w.y].planet == None:
break
new = planet()
- new.w = w
+ new.quadrant = w
new.crystals = "absent"
if (game.options & OPTION_WORLDS) and i < NINHAB:
new.pclass = "M" # All inhabited planets are class M
for i in range(game.state.nromrem):
w = randplace(GALSIZE)
game.state.galaxy[w.x][w.y].romulans += 1
- # Locate the Super Commander
+ # Place the Super-Commander if needed
if game.state.nscrem > 0:
while True:
w = randplace(GALSIZE)
- if not game.state.galaxy[w.x][w.y].supernova and game.state.galaxy[w.x][w.y].klingons <= MAXKLQUAD:
+ if welcoming(w):
break
game.state.kscmdr = w
game.state.galaxy[w.x][w.y].klingons += 1
+ # 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(FBATTAK, expran(0.3*game.intime))
+ unschedule(FCDBAS)
+ if game.state.nscrem:
+ schedule(FSCMOVE, 0.2777)
+ else:
+ unschedule(FSCMOVE)
+ unschedule(FSCDBAS)
+ unschedule(FDSPROB)
+ if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
+ schedule(FDISTR, expran(1.0 + game.intime))
+ else:
+ unschedule(FDISTR)
+ unschedule(FENSLV)
+ unschedule(FREPRO)
# Place thing (in tournament game, we don't want one!)
global thing
if game.tourn is None:
attack(torps_ok=False)
def choose():
- # choose your game type
+ "Choose your game type."
global thing
while True:
game.tourn = 0
return True
if scanner.sees("regular"):
break
- proutn(_("What is \"%s\"?"), scanner.token)
+ proutn(_("What is \"%s\"?") % scanner.token)
scanner.chew()
while game.length==0 or game.skill==SKILL_NONE:
if scanner.next() == IHALPHA:
setpassword()
if game.passwd == "debug":
idebug = True
- fputs("=== Debug mode enabled\n", sys.stdout)
-
+ prout("=== Debug mode enabled.")
# Use parameters to generate initial values of things
game.damfac = 0.5 * game.skill
- game.state.rembase = randrange(BASEMIN, BASEMAX+1)
- game.inbase = game.state.rembase
+ game.inbase = randrange(BASEMIN, BASEMAX+1)
game.inplan = 0
if game.options & OPTION_PLANETS:
game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
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 = int(game.skill + 0.0625*game.inkling*randreal())
- game.state.remcom = min(10, game.incom)
- game.incom = game.state.remcom
+ 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
if game.inkling > 50:
- game.state.rembase += 1
- game.inbase = game.state.rembase
+ game.state.inbase += 1
return False
def dropin(iquad=None):
- # drop a feature on a random dot in the current quadrant
+ "Drop a feature on a random dot in the current quadrant."
w = coord()
while True:
w = randplace(QUADSIZE)
return w
def newcnd():
- # update our alert status
+ "Update our alert status."
game.condition = "green"
if game.energy < 1000.0:
game.condition = "yellow"
game.condition="dead"
def newkling():
- # drop new Klingon into current quadrant
+ "Drop new Klingon into current quadrant."
return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill)
def newqad(shutup):
- # set up a new state of quadrant, for when we enter or re-enter it
+ "Set up a new state of quadrant, for when we enter or re-enter it."
w = coord()
game.justin = True
game.klhere = 0
- game.comhere = False
- game.ishere = False
game.irhere = 0
game.iplnet = 0
game.neutz = False
for i in range(game.klhere):
newkling()
# If we need a commander, promote a Klingon
- for i in range(game.state.remcom):
- if game.state.kcmdr[i] == game.quadrant:
+ for cmdr in game.state.kcmdr:
+ if cmdr == game.quadrant:
e = game.enemies[game.klhere-1]
game.quad[e.kloc.x][e.kloc.y] = IHC
e.kpower = randreal(950,1350) + 50.0*game.skill
- game.comhere = True
break
# If we need a super-commander, promote a Klingon
if game.quadrant == game.state.kscmdr:
game.quad[e.kloc.x][e.kloc.y] = IHS
e.kpower = randreal(1175.0, 1575.0) + 125.0*game.skill
game.iscate = (game.state.remkl > 1)
- game.ishere = True
# Put in Romulans if needed
- for i in range(game.klhere, len(game.enemies)):
+ for i in range(q.romulans):
enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
# If quadrant needs a starbase, put it in
if q.starbase:
game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT
def setpassword():
- # set the self-destruct password
+ "Set the self-destruct password."
if game.options & OPTION_PLAIN:
while True:
scanner.chew()
break
else:
game.passwd = ""
- for i in range(3):
+ for i in range(8):
game.passwd += chr(ord('a')+randrange(26))
# Code from sst.c begins here
"CALL": 0, # Synonym for MAYDAY
"QUIT": 0,
"HELP": 0,
- "SEED": 0,
- "VISUAL": 0,
}
def ACCEPT(cmd): return (not commands[cmd] or (commands[cmd] & game.options))
def listCommands():
- # generate a list of legal commands
+ "Generate a list of legal commands."
k = 0
proutn(_("LEGAL COMMANDS ARE:"))
for key in commands:
skip(1)
def helpme():
- # browse on-line help
- # Give help on commands
+ "Browse on-line help."
key = scanner.next()
while True:
if key == IHEOL:
fp.close()
def makemoves():
- # command-interpretation loop
+ "Command-interpretation loop."
v = 0
clrscr()
setwnd(message_window)
if game.options & OPTION_CURSES:
makechart()
continue
+ elif scanner.token == "":
+ continue
game.ididit = False
clrscr()
setwnd(message_window)
cmd = candidates[0]
break
elif candidates and not (game.options & OPTION_PLAIN):
- prout("Commands with that prefix: " + " ".join(candidates))
+ prout("Commands with prefix '%s': %s" % (scanner.token, " ".join(candidates)))
else:
listCommands()
continue
if idebug:
prout("=== Ending")
-def cramen(cmd):
- # return an enemy
- if cmd == IHR: s = _("Romulan")
- elif cmd == IHK: s = _("Klingon")
- elif cmd == IHC: s = _("Commander")
- elif cmd == IHS: s = _("Super-commander")
- elif cmd == IHSTAR: s = _("Star")
- elif cmd == IHP: s = _("Planet")
- elif cmd == IHB: s = _("Starbase")
- elif cmd == IHBLANK: s = _("Black hole")
- elif cmd == IHT: s = _("Tholian")
- elif cmd == IHWEB: s = _("Tholian web")
- elif cmd == IHQUEST: s = _("Stranger")
- elif cmd == IHW: s = _("Inhabited World")
+def cramen(type):
+ "Emit the name of an enemy or feature."
+ if type == IHR: s = _("Romulan")
+ elif type == IHK: s = _("Klingon")
+ elif type == IHC: s = _("Commander")
+ elif type == IHS: s = _("Super-commander")
+ elif type == IHSTAR: s = _("Star")
+ elif type == IHP: s = _("Planet")
+ elif type == IHB: s = _("Starbase")
+ elif type == IHBLANK: s = _("Black hole")
+ elif type == IHT: s = _("Tholian")
+ elif type == IHWEB: s = _("Tholian web")
+ elif type == IHQUEST: s = _("Stranger")
+ elif type == IHW: s = _("Inhabited World")
else: s = "Unknown??"
- proutn(s)
+ return s
def crmena(stars, enemy, loctype, w):
- # print an enemy and his location
- if stars:
- proutn("***")
- cramen(enemy)
- proutn(_(" at "))
+ "Emit the name of an enemy and his location."
buf = ""
+ if stars:
+ buf += "***"
+ buf += cramen(enemy) + _(" at ")
if loctype == "quadrant":
- buf = _("Quadrant ")
+ buf += _("Quadrant ")
elif loctype == "sector":
- buf = _("Sector ")
- proutn(buf + `w`)
+ buf += _("Sector ")
+ return buf + `w`
def crmshp():
- # print our ship name
+ "Emit our ship name."
if game.ship == IHE:
s = _("Enterprise")
elif game.ship == IHF:
s = _("Faerie Queene")
else:
s = "Ship???"
- proutn(s)
+ return s
def stars():
- # print a line of stars
+ "Emit a line of stars"
prouts("******************************************************")
skip(1)
return -avrage*math.log(1e-7 + randreal())
def randplace(size):
- # choose a random location
+ "Choose a random location."
w = coord()
w.x = randrange(size)
w.y = randrange(size)
# Get a token from the user
self.real = 0.0
self.token = ''
- # Read a line if nothing here
- if self.inqueue == None:
+ # Fill the token quue if nothing here
+ while not self.inqueue:
line = cgetline()
if curwnd==prompt_window:
clrscr()
setwnd(message_window)
clrscr()
+ if line == '':
+ return None
# Skip leading white space
line = line.lstrip()
- if line:
- self.inqueue = line.split()
+ if not line:
+ continue
else:
- self.inqueue = []
- self.type = IHEOL
- return IHEOL
- elif not self.inqueue:
- self.type = IHEOL
- return IHEOL
+ self.inqueue = line.lstrip().split() + [IHEOL]
# From here on in it's all looking at the queue
self.token = self.inqueue.pop(0)
if self.token == IHEOL:
self.type = IHALPHA
self.real = None
return IHALPHA
- def push(self, toklist):
- self.inqueue += toklist
+ def push(self, tok):
+ self.inqueue.append(tok)
+ def waiting(self):
+ return self.inqueue
def chew(self):
# Demand input for next scan
- self.inqueue = None
+ self.inqueue = []
self.real = self.token = None
def chew2(self):
# return IHEOL next time
- self.inqueue = []
+ self.inqueue = [IHEOL]
self.real = self.token = None
def sees(self, s):
# compares s to item and returns true if it matches to the length of s
return s.startswith(self.token)
def int(self):
# Round token value to nearest integer
- return int(round(scanner.real + 0.5))
+ return int(round(scanner.real))
+ def getcoord(self):
+ s = coord()
+ scanner.next()
+ if scanner.type != IHREAL:
+ huh()
+ return None
+ s.x = scanner.int()-1
+ scanner.next()
+ if scanner.type != IHREAL:
+ huh()
+ return None
+ s.y = scanner.int()-1
+ return s
def ja():
- # yes-or-no confirmation
+ "Yes-or-no confirmation."
scanner.chew()
while True:
scanner.next()
proutn(_("Please answer with \"y\" or \"n\": "))
def huh():
- # complain about unparseable input
+ "Complain about unparseable input."
scanner.chew()
skip(1)
prout(_("Beg your pardon, Captain?"))
-
def debugme():
- # access to the internals for debugging
+ "Access to the internals for debugging."
proutn("Reset levels? ")
if ja() == True:
if game.energy < game.inenrg:
# else:
game.options |= OPTION_TTY
seed = int(time.time())
- (options, arguments) = getopt.getopt(sys.argv[1:], "r:tx")
+ (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:tx")
for (switch, val) in options:
if switch == '-r':
try:
raise SystemExit(1)
game.options |= OPTION_TTY
game.options &=~ OPTION_CURSES
+ elif switch == '-s':
+ seed = int(val)
elif switch == '-t':
game.options |= OPTION_TTY
game.options &=~ OPTION_CURSES
logfp.write("# options %s\n" % " ".join(arguments))
random.seed(seed)
scanner = sstscanner()
- scanner.push(arguments)
+ map(scanner.push, arguments)
try:
iostart()
while True: # Play a game