"""
sst.py =-- Super Star Trek in Python
-Control flow of this translation is pretty much identical to the C version
-(and thus like the ancestral FORTRAN) but the data structures are
-radically different -- the Python code makes heavy use of objects.
+"""
+import os, sys, math, curses
-Note that the game.quad, game.snap.galaxy and game.snap.chart members
-are not actually arrays but dictioaries indixed by coord tuples. Be setting
-the hash of a coord equal to the hash of a literal tuple containing its
-coordinate data, we ensure these can be indexed both ways.
+SSTDOC = "/usr/share/doc/sst/sst.doc"
-"""
-import math
+# Stub to be replaced
+def _(str): return str
PHASEFAC = 2.0
GALSIZE = 8
-NINHAB = GALSIZE * GALSIZE / 2
+NINHAB = (GALSIZE * GALSIZE / 2)
MAXUNINHAB = 10
-PLNETMAB = NINHAB + MAXUNINHAB
+PLNETMAX = (NINHAB + MAXUNINHAB)
QUADSIZE = 10
-BASEMAX = 5
-FULLCREW = 428 # BSD Trek was 387, that's wrong
+BASEMAX = (GALSIZE * GALSIZE / 12)
MAXKLGAME = 127
MAXKLQUAD = 9
+FULLCREW = 428 # BSD Trek was 387, that's wrong
FOREVER = 1e30
-# These macros hide the difference between 0-origin and 1-origin addressing.
-# They're a step towards de-FORTRANizing the code.
-def VALID_QUADRANT(x,y): ((x)>=1 and (x)<=GALSIZE and (y)>=1 and (y)<=GALSIZE)
-def VALID_SECTOR(x, y): ((x)>=1 and (x)<=QUADSIZE and (y)>=1 and (y)<=QUADSIZE)
+# These functions hide the difference between 0-origin and 1-origin addressing.
+def VALID_QUADRANT(x, y): return ((x)>=1 and (x)<=GALSIZE and (y)>=1 and (y)<=GALSIZE)
+def VALID_SECTOR(x, y): return ((x)>=1 and (x)<=QUADSIZE and (y)>=1 and (y)<=QUADSIZE)
-# These types have not been dealt with yet
-IHQUEST = '?',
-IHWEB = '#',
-IHMATER0 = '-',
-IHMATER1 = 'o',
-IHMATER2 = '0',
+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)
class coord:
def __init(self, x=None, y=None):
def __str__(self):
return "%d - %d" % (self.x, self.y)
-class feature:
- "A feature in the current quadrant (ship, star, black hole, base, etc)."
- def __init__(self):
- self.type = None # name of feature type
- self.sector = None # sector location
- def distance(self):
- return self.sector.distance(game.sector)
- def __str__(self):
- "This will be overridden by subclasses."
- return self.name[0]
- def sectormove(self, dest):
- "Move this feature within the current quadrant."
- if self.sector:
- game.quad[self.sector] = None
- game.quad[dest] = self
- self.sector = dest
-
-class ship(feature):
- "A starship, frindly or enemy."
- def __init__(self, type, power):
- feature.__init__(self)
- self.type = type # klingon, romulan, commander,
- # supercommander, tholian,
- # enterprise, faerie queene.
- self.power = power # power
- if self.type in ("Klingon", "Commander", "Super-Commander"):
- game.remkl += 1
- elif self.type == "Romulan":
- game.romrem += 1
- def __del__(self):
- if self.type in ("Klingon", "Commander", "Super-Commander"):
- game.remkl -= 1
- elif self.type == "Romulan":
- game.romrem -= 1
-
-class space(feature):
- "Empty space. Has no state, just knows how to identify iself."
- def __str__(self):
- return '*'
-
-class star(feature):
- "A star. Has no state, just knows how to identify iself."
- def __str__(self):
- return '*'
-
-class planet(feature):
- "A planet. May be inhabited or not, may hold dilithium crystals or not."
+class planet:
def __init(self):
- feature.__init__(self)
- self.name = None
- self.crystals = None # "absent", "present", or "mined"
- self.inhabited = False
- self.known = "unknown" # Other values: "known" and "shuttle down"
- game.state.planets.append(self)
- def __del__(self):
- game.state.planets.remove(self)
- def __str__(self):
- if self.inhabited:
- return '@'
- else:
- return 'P'
-
-class web(feature):
- "A bit of Tholian web. Has no state, just knows how to identify iself."
- def __str__(self):
- return '*'
+ self.name = None # string-valued if inhabited
+ self.w = coord() # quadrant located
+ self.pclass = None # could be ""M", "N", "O", or "destroyed"
+ self.crystals = None # could be "mined", "present", "absent"
+ self.known = None # could be "unknown", "known", "shuttle_down"
-class blackhole(feature):
- "A black hole. Has no hair, just knows how to identify iself."
- def __str__(self):
- return ' '
-
-class starbase(feature):
- "Starbases also have no features, just a location."
- def __init(self, quadrant):
- feature.__init__(self)
- self.quadrant = quadrant
- game.state.bases.append(self)
- def __del__(self):
- game.state.bases.remove(self)
- def __str__(self):
- return 'B'
+# How to represent features
+IHR = 'R',
+IHK = 'K',
+IHC = 'C',
+IHS = 'S',
+IHSTAR = '*',
+IHP = 'P',
+IHW = '@',
+IHB = 'B',
+IHBLANK = ' ',
+IHDOT = '.',
+IHQUEST = '?',
+IHE = 'E',
+IHF = 'F',
+IHT = 'T',
+IHWEB = '#',
+IHMATER0 = '-',
+IHMATER1 = 'o',
+IHMATER2 = '0'
+NOPLANET = None
class quadrant:
- def __init__(self):
+ def __init(self):
self.stars = None
self.planet = None
- self.starbase = None
- self.klingons = None
- self.romulans = None
- self.supernova = None
- self.charted = None
- self.status = "secure" # Other valuues: "distressed", "enslaved"
- def enemies(self):
- "List enemies in this quadrant."
- lst = []
- for feature in self.quad.values:
- if not isinstance(feature, ship):
- continue
- if feature.name not in ("Enterprise", "Faerie Queene"):
- lst.append(feature)
- return lst
+ self.starbase = None
+ self.klingons = None
+ self.romulans = None
+ self.supernova = None
+ self.charted = None
+ self.status = None # Could be "secure", "distressed", "enslaved"
class page:
- "A chart page. The starchart is a 2D array of these."
- def __init__(self):
- self.stars = None # Will hold a number
- self.starbase = None # Will hold a bool
- self.klingons = None # Will hold a number
+ def __init(self):
+ self.stars = None
+ self.starbase = None
+ self.klingons = None
class snapshot:
- "State of the universe. The galaxy is a 2D array of these."
- def __init__(self):
+ def __init(self):
+ self.snap = False # snapshot taken
self.crew = None # crew complement
self.remkl = None # remaining klingons
self.remcom = None # remaining commanders
self.nscrem = None # remaining super commanders
+ self.rembase = None # remaining bases
self.starkl = None # destroyed stars
self.basekl = None # destroyed bases
self.nromrem = None # Romulans remaining
- self.nplankl = None # destroyed uninhabited planets self.nworldkl = None # destroyed inhabited planets
- self.planets = []; # List of planets known
+ self.nplankl = None # destroyed uninhabited planets
+ self.nworldkl = None # destroyed inhabited planets
+ self.planets = [] # Planet information
+ for i in range(PLNETMAX):
+ self.planets.append(planet())
self.date = None # stardate
self.remres = None # remaining resources
- self. remtime = None # remaining time
- self.bases = [] # Base quadrant coordinates
+ self.remtime = None # remaining time
+ self.baseq = [] # Base quadrant coordinates
+ for i in range(BASEMAX+1):
+ self.baseq.append(coord())
self.kcmdr = [] # Commander quadrant coordinates
- self.kscmdr = None # Supercommander quadrant coordinates
- self.galaxy = {} # Dictionary of quadrant objects
- self.chart = {} # Dictionary of page objects
-
-def damaged(dev):
- return game.damage[dev] != 0.0
+ for i in range(QUADSIZE+1):
+ self.kcmdr.append(coord())
+ self.kscmdr = coord() # Supercommander quadrant coordinates
+ self.galaxy = [] # The Galaxy (subscript 0 not used)
+ for i in range(GALSIZE+1):
+ self.chart.append([])
+ for j in range(GALSIZE+1):
+ self.galaxy[i].append(quadrant())
+ self.chart = [] # the starchart (subscript 0 not used)
+ for i in range(GALSIZE+1):
+ self.chart.append([])
+ for j in range(GALSIZE+1):
+ self.chart[i].append(page())
class event:
def __init__(self):
- self.date = None # The only mandatory attribute
+ self.date = None # A real number
+ self.quadrant = None # A coord structure
+
+# game options
+OPTION_ALL = 0xffffffff
+OPTION_TTY = 0x00000001 # old interface
+OPTION_CURSES = 0x00000002 # new interface
+OPTION_IOMODES = 0x00000003 # cover both interfaces
+OPTION_PLANETS = 0x00000004 # planets and mining
+OPTION_THOLIAN = 0x00000008 # Tholians and their webs
+OPTION_THINGY = 0x00000010 # Space Thingy can shoot back
+OPTION_PROBE = 0x00000020 # deep-space probes
+OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
+OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise
+OPTION_MVBADDY = 0x00000100 # more enemies can move
+OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you
+OPTION_BASE = 0x00000400 # bases have good shields
+OPTION_WORLDS = 0x00000800 # logic for inhabited worlds
+OPTION_PLAIN = 0x01000000 # user chose plain game
+OPTION_ALMY = 0x02000000 # user chose Almy variant
+
+# Define devices
+DSRSENS = 0
+DLRSENS = 1
+DPHASER = 2
+DPHOTON = 3
+DLIFSUP = 4
+DWARPEN = 5
+DIMPULS = 6
+DSHIELD = 7
+DRADIO = 0
+DSHUTTL = 9
+DCOMPTR = 10
+DNAVSYS = 11
+DTRANSP = 12
+DSHCTRL = 13
+DDRAY = 14
+DDSP = 15
+NDEVICES= 16 # Number of devices
-class game:
+def damaged(dev): return (game.damage[dev] != 0.0)
+
+# Define future events
+FSPY = 0 # Spy event happens always (no future[] entry)
+ # can cause SC to tractor beam Enterprise
+FSNOVA = 1 # Supernova
+FTBEAM = 2 # Commander tractor beams Enterprise
+FSNAP = 3 # Snapshot for time warp
+FBATTAK = 4 # Commander attacks base
+FCDBAS = 5 # Commander destroys base
+FSCMOVE = 6 # Supercommander moves (might attack base)
+FSCDBAS = 7 # Supercommander destroys base
+FDSPROB = 8 # Move deep space probe
+FDISTR = 9 # Emit distress call from an inhabited world
+FENSLV = 10 # Inhabited word is enslaved */
+FREPRO = 11 # Klingons build a ship in an enslaved system
+NEVENTS = 12
+
+#
+# abstract out the event handling -- underlying data structures will change
+# when we implement stateful events
+#
+def findevent(evtype): return game.future[evtype]
+
+class gamestate:
def __init__(self):
- self.options = [] # List of option strings
- self.state = snapshot() # State of the universe
- self.snapsht = snapshot() # For backwards timetravel
- self.quad = {} # contents of our quadrant
- self.kpower = {} # enemy energy levels
- self.kdist = {} # enemy distances
- self.kavgd = {} # average distances
- self.damage = {} # damage encountered
- self.future = [] # future events
- self.passwd = None # Self Destruct password
- # Coordinate members start here
- self.enemies = {} # enemy sector locations
- self.quadrant = None # where we are
- self.sector = None
- self.tholian = None # coordinates of Tholian
- self.base = None # position of base in current quadrant
- self.battle = None # base coordinates being attacked
- self.plnet = None # location of planet in quadrant
- self.probec = None # current probe quadrant
- # Flag members start here
- self.gamewon = None # Finished!
- self.ididit = None # action taken -- allows enemy to attack
- self.alive = None # we are alive (not killed)
- self.justin = None # just entered quadrant
- self.shldup = None # shields are up
- self.shldchg = None # shield changing (affects efficiency)
- self.comhere = None # commander here
- self.ishere = None # super-commander in quadrant
- self.iscate = None # super commander is here
- self.ientesc = None # attempted escape from supercommander
- self.ithere = None # Tholian is here
- self.resting = None # rest time
- self.icraft = None # Kirk in Galileo
- self.landed = None # party on planet or on ship
- self.alldone = None # game is now finished
- self.neutz = None # Romulan Neutral Zone
- self.isarmed = None # probe is armed
- self.inorbit = None # orbiting a planet
- self.imine = None # mining
- self.icrystl = None # dilithium crystals aboard
- self.iseenit = None # seen base attack report
- self.thawed = None # thawed game
- # String members start here
- self.condition = None # green, yellow, red, docked, dead,
- self.iscraft = None # onship, offship, removed
- self.skill = None # levels: none, novice, fair, good,
- # expert, emeritus
- # Integer nembers sart here
-x self.inkling = None # initial number of klingons
- self.inbase = None # initial number of bases
- self.incom = None # initial number of commanders
- self.inscom = None # initial number of commanders
- self.inrom = None # initial number of commanders
- self.instar = None # initial stars
- self.intorps = None # initial/max torpedoes
- self.torps = None # number of torpedoes
- self.ship = None # ship type -- 'E' is Enterprise
- self.abandoned = None # count of crew abandoned in space
- self.length = None # length of game
- self.klhere = None # klingons here
- self.casual = None # causalties
- self.nhelp = None # calls for help
- self.nkinks = None # count of energy-barrier crossings
- self.iplnet = None # planet # in quadrant
- self.inplan = None # initial planets
- self.irhere = None # Romulans in quadrant
- self.isatb = None # =1 if super commander is attacking base
- self.tourn = None # tournament number
- self.proben = None # number of moves for probe
- self.nprobes = None # number of probes available
- # Float members start here
- self.inresor = None # initial resources
- self.intime = None # initial time
- self.inenrg = None # initial/max energy
- self.inshld = None # initial/max shield
- self.inlsr = None # initial life support resources
- self.indate = None # initial date
- self.energy = None # energy level
- self.shield = None # shield level
- self.warpfac = None # warp speed
- self.wfacsq = None # squared warp factor
- self.lsupres = None # life support reserves
- self.dist = None # movement distance
- self.direc = None # movement direction
- self.optime = None # time taken by current operation
- self.docfac = None # repair factor when docking (constant?)
- self.damfac = None # damage factor
- self.lastchart = None # time star chart was last updated
- self.cryprob = None # probability that crystal will work
- self.probex = None # location of probe
- self.probey = None #
- self.probeinx = None # probe x,y increment
- self.probeiny = None #
- self.height = None # height of orbit around planet
+ self.options = None # Game options
+ self.state = None # A snapshot structure
+ self.snapsht = None # Last snapshot taken for time-travel purposes
+ self.quad = [[IHDOT * (QUADSIZE+1)] * (QUADSIZE+1)] # contents of our quadrant
+ self.kpower = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)] # enemy energy levels
+ self.kdist = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)] # enemy distances
+ self.kavgd = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)] # average distances
+ self.damage = [0] * NDEVICES # damage encountered
+ self.future = [0.0] * NEVENTS # future events
+ for i in range(NEVENTS):
+ self.future.append(event())
+ self.passwd = None; # Self Destruct password
+ self.ks = [[None * (QUADSIZE+1)] * (QUADSIZE+1)] # enemy sector locations
+ self.quadrant = None # where we are in the large
+ self.sector = None # where we are in the small
+ self.tholian = None # coordinates of Tholian
+ self.base = None # position of base in current quadrant
+ self.battle = None # base coordinates being attacked
+ self.plnet = None # location of planet in quadrant
+ self.probec = None # current probe quadrant
+ self.gamewon = False # Finished!
+ self.ididit = False # action taken -- allows enemy to attack
+ self.alive = False # we are alive (not killed)
+ 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.ithere = False # Tholian is here
+ self.resting = False # rest time
+ self.icraft = False # Kirk in Galileo
+ self.landed = False # party on planet (true), on ship (false)
+ self.alldone = False # game is now finished
+ self.neutz = False # Romulan Neutral Zone
+ self.isarmed = False # probe is armed
+ self.inorbit = False # orbiting a planet
+ self.imine = False # mining
+ self.icrystl = False # dilithium crystals aboard
+ self.iseenit = False # seen base attack report
+ 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.inkling = 0 # initial number of klingons
+ self.inbase = 0 # initial number of bases
+ self.incom = 0 # initial number of commanders
+ self.inscom = 0 # initial number of commanders
+ self.inrom = 0 # initial number of commanders
+ self.instar = 0 # initial stars
+ self.intorps = 0 # initial/max torpedoes
+ self.torps = 0 # number of torpedoes
+ self.ship = 0 # ship type -- 'E' is Enterprise
+ self.abandoned = 0 # count of crew abandoned in space
+ self.length = 0 # length of game
+ self.klhere = 0 # klingons here
+ self.casual = 0 # causalties
+ self.nhelp = 0 # calls for help
+ self.nkinks = 0 # count of energy-barrier crossings
+ self.iplnet = 0 # planet # in quadrant
+ self.inplan = 0 # initial planets
+ self.nenhere = 0 # number of enemies in quadrant
+ self.irhere = 0 # Romulans in quadrant
+ self.isatb = 0 # =1 if super commander is attacking base
+ self.tourn = 0 # tournament number
+ self.proben = 0 # number of moves for probe
+ self.nprobes = 0 # number of probes available
+ self.inresor = 0.0 # initial resources
+ self.intime = 0.0 # initial time
+ self.inenrg = 0.0 # initial/max energy
+ self.inshld = 0.0 # initial/max shield
+ self.inlsr = 0.0 # initial life support resources
+ self.indate = 0.0 # initial date
+ self.energy = 0.0 # energy level
+ self.shield = 0.0 # shield level
+ self.warpfac = 0.0 # warp speed
+ self.wfacsq = 0.0 # squared warp factor
+ self.lsupres = 0.0 # life support reserves
+ self.dist = 0.0 # movement distance
+ self.direc = 0.0 # movement direction
+ self.optime = 0.0 # time taken by current operation
+ self.docfac = 0.0 # repair factor when docking (constant?)
+ self.damfac = 0.0 # damage factor
+ self.lastchart = 0.0 # time star chart was last updated
+ self.cryprob = 0.0 # probability that crystal will work
+ self.probex = 0.0 # location of probe
+ self.probey = 0.0 #
+ self.probeinx = 0.0 # probe x,y increment
+ self.probeiny = 0.0 #
+ self.height = 0.0 # height of orbit around planet
+
+# From enumerated type 'feature'
+IHR = 'R'
+IHK = 'K'
+IHC = 'C'
+IHS = 'S'
+IHSTAR = '*'
+IHP = 'P'
+IHW = '@'
+IHB = 'B'
+IHBLANK = ' '
+IHDOT = '.'
+IHQUEST = '?'
+IHE = 'E'
+IHF = 'F'
+IHT = 'T'
+IHWEB = '#'
+IHMATER0 = '-'
+IHMATER1 = 'o'
+IHMATER2 = '0'
+
+
+# From enumerated type 'FINTYPE'
+FWON = 0
+FDEPLETE = 1
+FLIFESUP = 2
+FNRG = 3
+FBATTLE = 4
+FNEG3 = 5
+FNOVA = 6
+FSNOVAED = 7
+FABANDN = 8
+FDILITHIUM = 9
+FMATERIALIZE = 10
+FPHASER = 11
+FLOST = 12
+FMINING = 13
+FDPLANET = 14
+FPNOVA = 15
+FSSC = 16
+FSTRACTOR = 17
+FDRAY = 18
+FTRIBBLE = 19
+FHOLE = 20
+FCREW = 21
+
+# From enumerated type 'COLORS'
+DEFAULT = 0
+BLACK = 1
+BLUE = 2
+GREEN = 3
+CYAN = 4
+RED = 5
+MAGENTA = 6
+BROWN = 7
+LIGHTGRAY = 8
+DARKGRAY = 9
+LIGHTBLUE = 10
+LIGHTGREEN = 11
+LIGHTCYAN = 12
+LIGHTRED = 13
+LIGHTMAGENTA = 14
+YELLOW = 15
+WHITE = 16
+
+# Code from ai.c begins here
+
+def tryexit(look, ienm, loccom, irun):
+ # 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 ienm == IHR:
+ return False; # Romulans cannot escape!
+ if not irun:
+ # avoid intruding on another commander's territory
+ if ienm == IHC:
+ for n in range(1, game.state.remcom+1):
+ if same(game.state.kcmdr[n],iq):
+ return False
+ # refuse to leave if currently attacking starbase
+ if same(game.battle, game.quadrant):
+ return False
+ # don't leave if over 1000 units of energy
+ if game.kpower[loccom] > 1000.0:
+ return False
+ # print 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, ienm, sector, game.ks[loccom])
+ prout(_(" escapes to %s (and regains strength)."),
+ cramlc(quadrant, iq))
+ # handle local matters related to escape
+ game.quad[game.ks[loccom].x][game.ks[loccom].y] = IHDOT
+ game.ks[loccom] = game.ks[game.nenhere]
+ game.kavgd[loccom] = game.kavgd[game.nenhere]
+ game.kpower[loccom] = game.kpower[game.nenhere]
+ game.kdist[loccom] = game.kdist[game.nenhere]
+ game.klhere -= 1
+ game.nenhere -= 1
+ if game.condition != docked:
+ newcnd()
+ # Handle global matters related to escape
+ game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
+ game.state.galaxy[iq.x][iq.y].klingons += 1
+ if ienm==IHS:
+ game.ishere = False
+ game.iscate = False
+ game.ientesc = False
+ game.isatb = 0
+ schedule(FSCMOVE, 0.2777)
+ unschedule(FSCDBAS)
+ game.state.kscmdr=iq
+ else:
+ for n in range(1, game.state.remcom+1):
+ if same(game.state.kcmdr[n], game.quadrant):
+ game.state.kcmdr[n]=iq
+ break
+ game.comhere = False
+ return True; # success
+
+#
+# The bad-guy movement algorithm:
+#
+# 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
+# If both are operating full strength, force is 1000. If both are damaged,
+# force is -1000. Having shields down subtracts an additional 1000.
+#
+# 2. Enemy has forces equal to the energy of the attacker plus
+# 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
+# 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
+#
+# Attacker Initial energy levels (nominal):
+# Klingon Romulan Commander Super-Commander
+# Novice 400 700 1200
+# Fair 425 750 1250
+# Good 450 800 1300 1750
+# Expert 475 850 1350 1875
+# Emeritus 500 900 1400 2000
+# VARIANCE 75 200 200 200
+#
+# Enemy vessels only move prior to their attack. In Novice - Good games
+# only commanders move. In Expert games, all enemy vessels move if there
+# is a commander present. In Emeritus games all enemy vessels move.
+#
+# 3. If Enterprise is not docked, an agressive action is taken if enemy
+# forces are 1000 greater than Enterprise.
+#
+# Agressive action on average cuts the distance between the ship and
+# the enemy to 1/4 the original.
+#
+# 4. At lower energy advantage, movement units are proportional to the
+# advantage with a 650 advantage being to hold ground, 800 to move forward
+# 1, 950 for two, 150 for back 4, etc. Variance of 100.
+#
+# If docked, is reduced by roughly 1.75*game.skill, generally forcing a
+# retreat, especially at high skill levels.
+#
+# 5. Motion is limited to skill level, except for SC hi-tailing it out.
+#
+
+def movebaddy(com, loccom, ienm):
+ # tactical movement for the bad guys
+ next = coord(); look = coord()
+ irun = False
+ # This should probably be just game.comhere + game.ishere
+ if game.skill >= SKILL_EXPERT:
+ nbaddys = ((game.comhere*2 + game.ishere*2+game.klhere*1.23+game.irhere*1.5)/2.0)
+ else:
+ nbaddys = game.comhere + game.ishere
+
+ dist1 = game.kdist[loccom]
+ mdist = dist1 + 0.5; # Nearest integer distance
+
+ # If SC, check with spy to see if should hi-tail it
+ if ienm==IHS and \
+ (game.kpower[loccom] <= 500.0 or (game.condition==docked and not damaged(DPHOTON))):
+ irun = True
+ motion = -QUADSIZE
+ else:
+ # decide whether to advance, retreat, or hold position
+ forces = game.kpower[loccom]+100.0*game.nenhere+400*(nbaddys-1)
+ if not game.shldup:
+ forces += 1000; # Good for enemy if shield is down!
+ if not damaged(DPHASER) or not damaged(DPHOTON):
+ if damaged(DPHASER): # phasers damaged
+ forces += 300.0
+ else:
+ forces -= 0.2*(game.energy - 2500.0)
+ if damaged(DPHOTON): # photon torpedoes damaged
+ forces += 300.0
+ else:
+ forces -= 50.0*game.torps
+ else:
+ # phasers and photon tubes both out!
+ forces += 1000.0
+ motion = 0
+ if forces <= 1000.0 and game.condition != docked: # Typical situation
+ motion = ((forces+200.0*Rand())/150.0) - 5.0
+ else:
+ if forces > 1000.0: # Very strong -- move in for kill
+ motion = (1.0-square(Rand()))*dist1 + 1.0
+ if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
+ motion -= game.skill*(2.0-square(Rand()))
+ if idebug:
+ proutn("=== MOTION = %d, FORCES = %1.2f, ", motion, forces)
+ # don't move if no motion
+ if motion==0:
+ return
+ # Limit motion according to skill
+ if abs(motion) > game.skill:
+ if motion < 0:
+ motion = -game.skill
+ else:
+ motion = game.skill
+ # calculate preferred number of steps
+ if motion < 0:
+ msteps = -motion
+ else:
+ msteps = motion
+ if motion > 0 and nsteps > mdist:
+ nsteps = mdist; # don't overshoot
+ if nsteps > QUADSIZE:
+ nsteps = QUADSIZE; # This shouldn't be necessary
+ if nsteps < 1:
+ nsteps = 1; # This shouldn't be necessary
+ if idebug:
+ proutn("NSTEPS = %d:", nsteps)
+ # Compute preferred values of delta X and Y
+ mx = game.sector.x - com.x
+ my = game.sector.y - com.y
+ if 2.0 * abs(mx) < abs(my):
+ mx = 0
+ if 2.0 * abs(my) < abs(game.sector.x-com.x):
+ my = 0
+ if mx != 0:
+ if mx*motion < 0:
+ mx = -1
+ else:
+ mx = 1
+ if my != 0:
+ if my*motion < 0:
+ my = -1
+ else:
+ my = 1
+ next = com
+ # main move loop
+ for ll in range(nsteps):
+ if idebug:
+ proutn(" %d", ll+1)
+ # Check if preferred position available
+ look.x = next.x + mx
+ look.y = next.y + my
+ if mx < 0:
+ krawlx = 1
+ else:
+ krawlx = -1
+ if my < 0:
+ krawly = 1
+ else:
+ krawly = -1
+ success = False
+ attempts = 0; # Settle mysterious hang problem
+ while attempts < 20 and not success:
+ attempts += 1
+ if look.x < 1 or look.x > QUADSIZE:
+ if motion < 0 and tryexit(look, ienm, loccom, irun):
+ return
+ if krawlx == mx or my == 0:
+ break
+ look.x = next.x + krawlx
+ krawlx = -krawlx
+ elif look.y < 1 or look.y > QUADSIZE:
+ if motion < 0 and tryexit(look, ienm, loccom, irun):
+ return
+ if krawly == my or mx == 0:
+ break
+ look.y = next.y + krawly
+ krawly = -krawly
+ elif (game.options & OPTION_RAMMING) and game.quad[look.x][look.y] != IHDOT:
+ # See if we should ram ship
+ if game.quad[look.x][look.y] == game.ship and \
+ (ienm == IHC or ienm == IHS):
+ ram(True, ienm, com)
+ return
+ if krawlx != mx and my != 0:
+ look.x = next.x + krawlx
+ krawlx = -krawlx
+ elif krawly != my and mx != 0:
+ look.y = next.y + krawly
+ krawly = -krawly
+ else:
+ break; # we have failed
+ else:
+ success = True
+ if success:
+ next = look
+ if idebug:
+ proutn(cramlc(neither, next))
+ else:
+ break; # done early
+
+ if idebug:
+ skip(1)
+ # Put commander in place within same quadrant
+ game.quad[com.x][com.y] = IHDOT
+ game.quad[next.x][next.y] = ienm
+ if not same(next, com):
+ # it moved
+ game.ks[loccom] = next
+ game.kdist[loccom] = game.kavgd[loccom] = distance(game.sector, next)
+ if not damaged(DSRSENS) or game.condition == docked:
+ proutn("***")
+ cramen(ienm)
+ proutn(_(" from %s"), cramlc(2, com))
+ if game.kdist[loccom] < dist1:
+ proutn(_(" advances to "))
+ else:
+ proutn(_(" retreats to "))
+ prout(cramlc(sector, next))
+
+def moveklings():
+ # Klingon tactical movement
+ w = coord();
+
+ if idebug:
+ prout("== MOVCOM")
+
+ # Figure out which Klingon is the commander (or Supercommander)
+ # and do move
+ if game.comhere:
+ for i in range(1, game.nenhere+1):
+ w = game.ks[i]
+ if game.quad[w.x][w.y] == IHC:
+ movebaddy(w, i, IHC)
+ break
+ if game.ishere:
+ for i in range(1, game.nenhere+1):
+ w = game.ks[i]
+ if game.quad[w.x][w.y] == IHS:
+ movebaddy(w, i, IHS)
+ break
+ # if skill level is high, move other Klingons and Romulans too!
+ # Move these last so they can base their actions on what the
+ # commander(s) do.
+ if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
+ for i in range(1, game.nenhere+1):
+ w = game.ks[i]
+ if game.quad[w.x][w.y] == IHK or game.quad[w.x][w.y] == IHR:
+ movebaddy(w, i, game.quad[w.x][w.y])
+ sortklings();
+
+def movescom(iq, avoid):
+ # commander movement helper
+
+ if same(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(1, game.state.rembase+1):
+ if same(game.state.baseq[i], iq):
+ 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:
+ # SC has scooted, Remove him from current quadrant
+ game.iscate=False
+ game.isatb=0
+ game.ishere = False
+ game.ientesc = False
+ unschedule(FSCDBAS)
+ for i in range(1, game.nenhere+1):
+ if game.quad[game.ks[i].x][game.ks[i].y] == IHS:
+ break
+ game.quad[game.ks[i].x][game.ks[i].y] = IHDOT
+ game.ks[i] = game.ks[game.nenhere]
+ game.kdist[i] = game.kdist[game.nenhere]
+ game.kavgd[i] = game.kavgd[game.nenhere]
+ game.kpower[i] = game.kpower[game.nenhere]
+ game.klhere -= 1
+ game.nenhere -= 1
+ if game.condition!=docked:
+ newcnd()
+ sortklings()
+ # check for a helpful planet
+ for i in range(game.inplan):
+ if same(game.state.planets[i].w, game.state.kscmdr) and \
+ game.state.planets[i].crystals == present:
+ # destroy the planet
+ game.state.planets[i].pclass = destroyed
+ game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = NOPLANET
+ if not damaged(DRADIO) or game.condition == docked:
+ pause_game(True)
+ prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
+ proutn(_(" a planet in "))
+ proutn(cramlc(quadrant, game.state.kscmdr))
+ prout(_(" has been destroyed"))
+ prout(_(" by the Super-commander.\""))
+ break
+ return False; # looks good!
+
+def supercommander():
+ # move the Super Commander
+ iq = coord(); sc = coord(); ibq = 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 \
+ (game.state.date-game.indate) < 3.0)
+ if not game.iscate and avoid:
+ # compute move away from Enterprise
+ ideltax = game.state.kscmdr.x-game.quadrant.x
+ ideltay = game.state.kscmdr.y-game.quadrant.y
+ if math.sqrt(ideltax*ideltax+ideltay*ideltay) > 2.0:
+ # circulate in space
+ ideltax = game.state.kscmdr.y-game.quadrant.y
+ ideltay = game.quadrant.x-game.state.kscmdr.x
+ else:
+ # compute distances to starbases
+ if game.state.rembase <= 0:
+ # nothing left to do
+ unschedule(FSCMOVE)
+ return
+ sc = game.state.kscmdr
+ for i in range(1, game.state.rembase+1):
+ basetbl.append((i, distance(game.state.baseq[i], sc)))
+ if game.state.rembase > 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(1, game.state.rembase+1):
+ i = basetbl[i2][0]; # bug in original had it not finding nearest
+ ibq = game.state.baseq[i]
+ if same(ibq, game.quadrant) or same(ibq, game.battle) or \
+ game.state.galaxy[ibq.x][ibq.y].supernova or \
+ game.state.galaxy[ibq.x][ibq.y].klingons > MAXKLQUAD-1:
+ continue
+ # if there is a commander, and no other base is appropriate,
+ # we will take the one with the commander
+ for j in range(1, game.state.remcom+1):
+ if same(ibq, game.state.kcmdr[j]) and ifindit!= 2:
+ ifindit = 2
+ iwhichb = i
+ break
+ if j > game.state.remcom: # no commander -- use this one
+ ifindit = 1
+ iwhichb = i
+ break
+ if ifindit==0:
+ return; # Nothing suitable -- wait until next time
+ ibq = game.state.baseq[iwhichb]
+ # decide how to move toward base
+ ideltax = ibq.x - game.state.kscmdr.x
+ ideltay = ibq.y - game.state.kscmdr.y
+ # Maximum movement is 1 quadrant in either or both axis
+ if ideltax > 1:
+ ideltax = 1
+ if ideltax < -1:
+ ideltax = -1
+ if ideltay > 1:
+ ideltay = 1
+ if ideltay < -1:
+ ideltay = -1
+
+ # try moving in both x and y directions
+ iq.x = game.state.kscmdr.x + ideltax
+ iq.y = game.state.kscmdr.y + ideltax
+ if movescom(iq, avoid):
+ # failed -- try some other maneuvers
+ if ideltax==0 or ideltay==0:
+ # attempt angle move
+ if ideltax != 0:
+ iq.y = game.state.kscmdr.y + 1
+ if movescom(iq, avoid):
+ iq.y = game.state.kscmdr.y - 1
+ movescom(iq, avoid)
+ else:
+ iq.x = game.state.kscmdr.x + 1
+ if movescom(iq, avoid):
+ iq.x = game.state.kscmdr.x - 1
+ movescom(iq, avoid)
+ else:
+ # try moving just in x or y
+ iq.y = game.state.kscmdr.y
+ if movescom(iq, avoid):
+ iq.y = game.state.kscmdr.y + ideltay
+ iq.x = game.state.kscmdr.x
+ movescom(iq, avoid)
+ # check for a base
+ if game.state.rembase == 0:
+ unschedule(FSCMOVE)
+ else:
+ for i in range(1, game.state.rembase+1):
+ ibq = game.state.baseq[i]
+ if same(ibq, game.state.kscmdr) and same(game.state.kscmdr, game.battle):
+ # attack the base
+ if avoid:
+ return; # no, don't attack base!
+ game.iseenit = False
+ game.isatb = 1
+ schedule(FSCDBAS, 1.0 +2.0*Rand())
+ if is_scheduled(FCDBAS):
+ postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
+ if damaged(DRADIO) and game.condition != docked:
+ return; # no warning
+ game.iseenit = True
+ pause_game(True)
+ proutn(_("Lt. Uhura- \"Captain, the starbase in "))
+ proutn(cramlc(quadrant, game.state.kscmdr))
+ skip(1)
+ prout(_(" reports that it is under attack from the Klingon Super-commander."))
+ proutn(_(" It can survive until stardate %d.\""),
+ int(scheduled(FSCDBAS)))
+ if not game.resting:
+ return
+ prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
+ if ja() == False:
+ return
+ game.resting = False
+ game.optime = 0.0; # actually finished
+ return
+ # Check for intelligence report
+ if not idebug and \
+ (Rand() > 0.2 or \
+ (damaged(DRADIO) and game.condition != docked) or \
+ not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted):
+ return
+ pause_game(True)
+ prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
+ proutn(_(" the Super-commander is in "))
+ proutn(cramlc(quadrant, game.state.kscmdr))
+ prout(".\"")
+ return;
+
+def movetholian():
+ # move the Tholian
+ if not game.ithere or game.justin:
+ return
+
+ if game.tholian.x == 1 and game.tholian.y == 1:
+ idx = 1; idy = QUADSIZE
+ elif game.tholian.x == 1 and game.tholian.y == QUADSIZE:
+ idx = QUADSIZE; idy = QUADSIZE
+ elif game.tholian.x == QUADSIZE and game.tholian.y == QUADSIZE:
+ idx = QUADSIZE; idy = 1
+ elif game.tholian.x == QUADSIZE and game.tholian.y == 1:
+ idx = 1; idy = 1
+ else:
+ # something is wrong!
+ game.ithere = False
+ return
+
+ # do nothing if we are blocked
+ if game.quad[idx][idy]!= IHDOT and game.quad[idx][idy]!= IHWEB:
+ return
+ game.quad[game.tholian.x][game.tholian.y] = IHWEB
+ if game.tholian.x != idx:
+ # move in x axis
+ im = math.fabs(idx - game.tholian.x)*1.0/(idx - game.tholian.x)
+ while game.tholian.x != idx:
+ game.tholian.x += im
+ if game.quad[game.tholian.x][game.tholian.y]==IHDOT:
+ game.quad[game.tholian.x][game.tholian.y] = IHWEB
+ elif game.tholian.y != idy:
+ # move in y axis
+ im = math.fabs(idy - game.tholian.y)*1.0/(idy - game.tholian.y)
+ while game.tholian.y != idy:
+ game.tholian.y += im
+ if game.quad[game.tholian.x][game.tholian.y]==IHDOT:
+ game.quad[game.tholian.x][game.tholian.y] = IHWEB
+ game.quad[game.tholian.x][game.tholian.y] = IHT
+ game.ks[game.nenhere] = game.tholian
+ # check to see if all holes plugged
+ for i in range(1, QUADSIZE+1):
+ if game.quad[1][i]!=IHWEB and game.quad[1][i]!=IHT:
+ return
+ if game.quad[QUADSIZE][i]!=IHWEB and game.quad[QUADSIZE][i]!=IHT:
+ return
+ if game.quad[i][1]!=IHWEB and game.quad[i][1]!=IHT:
+ return
+ if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT:
+ return
+ # All plugged up -- Tholian splits
+ game.quad[game.tholian.x][game.tholian.y]=IHWEB
+ dropin(IHBLANK)
+ crmena(True, IHT, sector, game.tholian)
+ prout(_(" completes web."))
+ game.ithere = False
+ game.nenhere -= 1
+ return