Also, the nav subsystem (enabling automatic course
setting) can be damaged separately from the main computer (which
handles weapons targeting, ETA calculation, and self-destruct).
+
+After these features were added, I translated this into Python and added
+more:
+
+9. A long-range scan is done silently whenever you call CHART; thus
+the LRSCAN command is no longer needed. (Controlled by OPTION_AUTOSCAN
+and turned off if game type is "plain" or "almy".)
"""
import os,sys,math,curses,time,atexit,readline,cPickle,random,getopt,copy
MAXKLQUAD = 9
FULLCREW = 428 # BSD Trek was 387, that's wrong
FOREVER = 1e30
+MAXBURST = 3
# 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 __add__(self, other):
return coord(self.x+self.x, self.y+self.y)
def __sub__(self, other):
- return coord(self.x-self.x, self.y-self.y)
+ return coord(self.x-other.x, self.y-other.y)
def distance(self, other):
return math.sqrt((self.x - other.x)**2 + (self.y - other.y)**2)
def sgn(self):
- return coord(self.x / abs(x), self.y / abs(y));
+ s = coord()
+ if self.x == 0:
+ s.x = 0
+ else:
+ s.x = self.x / abs(self.x)
+ if self.y == 0:
+ s.y = 0
+ else:
+ s.y = self.y / abs(self.y)
+ return s
+ def scatter(self):
+ s = coord()
+ s.x = self.x + randrange(-1, 2)
+ s.y = self.y + randrange(-1, 2)
+ return s
def __hash__(self):
return hash((x, y))
def __str__(self):
+ if self.x == None or self.y == None:
+ return "Nowhere"
return "%s - %s" % (self.x+1, self.y+1)
__repr__ = __str__
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_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
+OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
+OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
-OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise
-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_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
+OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
+OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
+OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
+OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
+OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
OPTION_PLAIN = 0x01000000 # user chose plain game
OPTION_ALMY = 0x02000000 # user chose Almy variant
#
def findevent(evtype): return game.future[evtype]
+class enemy:
+ def __init__(self, type=None, loc=None, power=None):
+ self.type = type
+ self.kloc = coord()
+ if loc:
+ self.move(loc)
+ self.kpower = power # enemy energy level
+ game.enemies.append(self)
+ def move(self, loc):
+ motion = (loc != self.kloc)
+ if self.kloc.x is not None and self.kloc.y is not None:
+ if motion:
+ if self.type == IHT:
+ game.quad[self.kloc.x][self.kloc.y] = IHWEB
+ else:
+ game.quad[self.kloc.x][self.kloc.y] = IHDOT
+ 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)
+ 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
+
class gamestate:
def __init__(self):
self.options = None # Game options
self.state = snapshot() # A snapshot structure
self.snapsht = snapshot() # Last snapshot taken for time-travel purposes
- self.quad = fill2d(QUADSIZE, lambda i, j: IHDOT) # contents of our quadrant
- self.kpower = fill2d(QUADSIZE, lambda i, j: 0.0) # enemy energy levels
- self.kdist = fill2d(QUADSIZE, lambda i, j: 0.0) # enemy distances
- self.kavgd = fill2d(QUADSIZE, lambda i, j: 0.0) # average distances
+ self.quad = None # contents of our quadrant
self.damage = [0.0] * NDEVICES # damage encountered
self.future = [] # future events
for i in range(NEVENTS):
self.future.append(event())
self.passwd = None; # Self Destruct password
- self.ks = fill2d(QUADSIZE, lambda i, j: coord()) # enemy sector locations
+ self.enemies = []
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.tholian = None # Tholian enemy object
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.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.nkinks = 0 # count of energy-barrier crossings
self.iplnet = None # 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.tourn = None # tournament number
self.proben = 0 # number of moves for probe
self.nprobes = 0 # number of probes available
self.inresor = 0.0 # initial resources
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
+# Log the results of pulling random numbers so we can check determinism.
+
+import traceback
+
+def withprob(p):
+ v = random.random()
+ #logfp.write("# withprob(%s) -> %f (%s) at %s\n" % (p, v, v<p, traceback.extract_stack()[-2][1:]))
+ return v < p
+
+def randrange(*args):
+ v = random.randrange(*args)
+ #logfp.write("# randrange%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
+ return v
+
+def randreal(*args):
+ v = random.random()
+ if len(args) == 1:
+ v *= args[0] # returns from [0, a1)
+ elif len(args) == 2:
+ v = args[0] + v*args[1] # returns from [a1, a2)
+ #logfp.write("# randreal%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
+ return v
# Code from ai.c begins here
-def tryexit(look, ienm, loccom, irun):
+def tryexit(enemy, look, irun):
# a bad guy attempts to bug out
iq = coord()
iq.x = game.quadrant.x+(look.x+(QUADSIZE-1))/QUADSIZE - 1
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:
+ if enemy.type == IHR:
return False; # Romulans cannot escape!
if not irun:
# avoid intruding on another commander's territory
- if ienm == IHC:
+ if enemy.type == IHC:
for n in range(game.state.remcom):
if game.state.kcmdr[n] == iq:
return False
if game.battle == game.quadrant:
return False
# don't leave if over 1000 units of energy
- if game.kpower[loccom] > 1000.0:
+ if enemy.kpower > 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])
+ game.condition == "docked":
+ crmena(True, enemy.type, "sector", enemy.kloc)
prout(_(" escapes to Quadrant %s (and regains strength).") % q)
- # 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]
+ # handle local matters related to escape
+ enemy.move(None)
game.klhere -= 1
- game.nenhere -= 1
- if game.condition != docked:
+ 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:
+ if enemy.type==IHS:
game.ishere = False
game.iscate = False
game.ientesc = False
# 5. Motion is limited to skill level, except for SC hi-tailing it out.
#
-def movebaddy(com, loccom, ienm):
+def movebaddy(enemy):
# tactical movement for the bad guys
next = coord(); look = coord()
irun = False
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]
+ dist1 = enemy.kdist
mdist = int(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))):
+ if enemy.type==IHS and \
+ (enemy.kpower <= 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)
+ forces = enemy.kpower+100.0*len(game.enemies)+400*(nbaddys-1)
if not game.shldup:
forces += 1000; # Good for enemy if shield is down!
if not damaged(DPHASER) or not damaged(DPHOTON):
forces += 1000.0
motion = 0
if forces <= 1000.0 and game.condition != "docked": # Typical situation
- motion = ((forces+200.0*random.random())/150.0) - 5.0
+ motion = ((forces + randreal(200))/150.0) - 5.0
else:
if forces > 1000.0: # Very strong -- move in for kill
- motion = (1.0-square(random.random()))*dist1 + 1.0
+ motion = (1.0-square(randreal()))*dist1 + 1.0
if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
- motion -= game.skill*(2.0-square(random.random()))
+ motion -= game.skill*(2.0-square(randreal()))
if idebug:
proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
# don't move if no motion
motion = game.skill
# calculate preferred number of steps
if motion < 0:
- msteps = -motion
+ nsteps = -motion
else:
- msteps = motion
+ nsteps = motion
if motion > 0 and nsteps > mdist:
nsteps = mdist; # don't overshoot
if nsteps > QUADSIZE:
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
+ m = game.sector - enemy.kloc
+ if 2.0 * abs(m.x) < abs(m.y):
+ m.x = 0
+ if 2.0 * abs(m.y) < abs(game.sector.x-enemy.kloc.x):
+ m.y = 0
+ if m.x != 0:
+ if m.x*motion < 0:
+ m.x = -1
else:
- mx = 1
- if my != 0:
- if my*motion < 0:
- my = -1
+ m.x = 1
+ if m.y != 0:
+ if m.y*motion < 0:
+ m.y = -1
else:
- my = 1
- next = com
+ m.y = 1
+ next = enemy.kloc
# 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:
+ look = next + m
+ if m.x < 0:
krawlx = 1
else:
krawlx = -1
- if my < 0:
+ if m.y < 0:
krawly = 1
else:
krawly = -1
while attempts < 20 and not success:
attempts += 1
if look.x < 0 or look.x >= QUADSIZE:
- if motion < 0 and tryexit(look, ienm, loccom, irun):
+ if motion < 0 and tryexit(enemy, look, irun):
return
- if krawlx == mx or my == 0:
+ if krawlx == m.x or m.y == 0:
break
look.x = next.x + krawlx
krawlx = -krawlx
elif look.y < 0 or look.y >= QUADSIZE:
- if motion < 0 and tryexit(look, ienm, loccom, irun):
+ if motion < 0 and tryexit(enemy, look, irun):
return
- if krawly == my or mx == 0:
+ if krawly == m.y or m.x == 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
+ # See if enemy should ram ship
if game.quad[look.x][look.y] == game.ship and \
- (ienm == IHC or ienm == IHS):
- ram(True, ienm, com)
+ (enemy.type == IHC or enemy.type == IHS):
+ collision(rammed=True, enemy=enemy)
return
- if krawlx != mx and my != 0:
+ if krawlx != m.x and m.y != 0:
look.x = next.x + krawlx
krawlx = -krawlx
- elif krawly != my and mx != 0:
+ elif krawly != m.y and m.x != 0:
look.y = next.y + krawly
krawly = -krawly
else:
proutn(`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 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:
+ if enemy.move(next):
+ if not damaged(DSRSENS) or game.condition == "docked":
proutn("***")
- cramen(ienm)
- proutn(_(" from Sector %s") % com)
- if game.kdist[loccom] < dist1:
+ cramen(enemy.type)
+ proutn(_(" from Sector %s") % enemy.kloc)
+ if enemy.kdist < dist1:
proutn(_(" advances to "))
else:
proutn(_(" retreats to "))
# Figure out which Klingon is the commander (or Supercommander)
# and do move
if game.comhere:
- for i in range(game.nenhere):
- w = game.ks[i]
- if game.quad[w.x][w.y] == IHC:
- movebaddy(w, i, IHC)
- break
+ for enemy in game.enemies:
+ if enemy.type == IHC:
+ movebaddy(enemy)
if game.ishere:
- for i in range(game.nenhere):
- w = game.ks[i]
- if game.quad[w.x][w.y] == IHS:
- movebaddy(w, i, IHS)
+ for enemy in game.enemies:
+ if enemy.type == IHS:
+ movebaddy(enemy)
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(game.nenhere):
- 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();
+ for enemy in game.enemies:
+ if enemy.type in (IHK, IHR):
+ movebaddy(enemy)
+ game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
def movescom(iq, avoid):
# commander movement helper
game.ishere = False
game.ientesc = False
unschedule(FSCDBAS)
- for i in range(game.nenhere):
- if game.quad[game.ks[i].x][game.ks[i].y] == IHS:
+ for enemy in game.enemies:
+ if enemy.type == 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]
+ enemy.move(None)
game.klhere -= 1
- game.nenhere -= 1
- if game.condition!=docked:
+ if game.condition != "docked":
newcnd()
- sortklings()
+ 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 \
iwhichb = i
break
if ifindit==0:
- return; # Nothing suitable -- wait until next time
+ return # Nothing suitable -- wait until next time
ibq = game.state.baseq[iwhichb]
# decide how to move toward base
idelta = ibq - game.state.kscmdr
if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
# attack the base
if avoid:
- return; # no, don't attack base!
+ return # no, don't attack base!
game.iseenit = False
game.isatb = 1
- schedule(FSCDBAS, 1.0 +2.0*random.random())
+ schedule(FSCDBAS, randreal(1.0, 3.0))
if is_scheduled(FCDBAS):
postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
if not communicating():
- return; # no warning
+ return # no warning
game.iseenit = True
announce()
prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
return
# Check for intelligence report
if not idebug and \
- (random.random() > 0.2 or \
+ (withprob(0.8) or \
(not communicating()) or \
not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted):
return
announce()
prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
- return;
+ return
def movetholian():
- # move the Tholian
- if not game.ithere or game.justin:
+ # move the Tholian
+ if not game.tholian or game.justin:
return
-
- if game.tholian.x == 0 and game.tholian.y == 0:
- idx = 0; idy = QUADSIZE-1
- elif game.tholian.x == 0 and game.tholian.y == QUADSIZE-1:
- idx = QUADSIZE-1; idy = QUADSIZE-1
- elif game.tholian.x == QUADSIZE-1 and game.tholian.y == QUADSIZE-1:
- idx = QUADSIZE-1; idy = 0
- elif game.tholian.x == QUADSIZE-1 and game.tholian.y == 0:
- idx = 0; idy = 0
+ id = coord()
+ if game.tholian.kloc.x == 0 and game.tholian.kloc.y == 0:
+ id.x = 0; id.y = QUADSIZE-1
+ elif game.tholian.kloc.x == 0 and game.tholian.kloc.y == QUADSIZE-1:
+ id.x = QUADSIZE-1; id.y = QUADSIZE-1
+ elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == QUADSIZE-1:
+ id.x = QUADSIZE-1; id.y = 0
+ elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == 0:
+ id.x = 0; id.y = 0
else:
# something is wrong!
- game.ithere = False
+ game.tholian.move(None)
+ prout("***Internal error: Tholian in a bad spot.")
return
-
# do nothing if we are blocked
- if game.quad[idx][idy]!= IHDOT and game.quad[idx][idy]!= IHWEB:
+ if game.quad[id.x][id.y] not in (IHDOT, 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
-
+ here = copy.copy(game.tholian.kloc)
+ 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:
+ 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)
# check to see if all holes plugged
for i in range(QUADSIZE):
if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT:
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
+ game.quad[game.tholian.kloc.x][game.tholian.kloc.y]=IHWEB
dropin(IHBLANK)
crmena(True, IHT, "sector", game.tholian)
prout(_(" completes web."))
- game.ithere = False
- game.nenhere -= 1
+ game.tholian.move(None)
+ print "Tholian movement ends"
return
# Code from battle.c begins here
if shraise:
action = "SHUP"
else:
- key = scan()
+ key = scanner.next()
if key == IHALPHA:
- if isit("transfer"):
+ if scanner.sees("transfer"):
action = "NRG"
else:
- chew()
+ scanner.chew()
if damaged(DSHIELD):
prout(_("Shields damaged and down."))
return
- if isit("up"):
+ if scanner.sees("up"):
action = "SHUP"
- elif isit("down"):
+ elif scanner.sees("down"):
action = "SHDN"
if action=="NONE":
proutn(_("Do you wish to change shield energy? "))
if ja() == True:
action = "SHDN"
else:
- chew()
+ scanner.chew()
return
else:
proutn(_("Shields are down. Do you want them up? "))
if ja() == True:
action = "SHUP"
else:
- chew()
+ scanner.chew()
return
if action == "SHUP": # raise shields
if game.shldup:
game.ididit = True
return
elif action == "NRG":
- while scan() != IHREAL:
- chew()
+ while scanner.next() != IHREAL:
+ scanner.chew()
proutn(_("Energy to transfer to shields- "))
- chew()
- if aaitem == 0:
+ scanner.chew()
+ if scanner.real == 0:
return
- if aaitem > game.energy:
+ if scanner.real > game.energy:
prout(_("Insufficient ship energy."))
return
game.ididit = True
- if game.shield+aaitem >= game.inshld:
+ if game.shield+scanner.real >= game.inshld:
prout(_("Shield energy maximized."))
- if game.shield+aaitem > game.inshld:
+ if game.shield+scanner.real > game.inshld:
prout(_("Excess energy requested returned to ship energy"))
game.energy -= game.inshld-game.shield
game.shield = game.inshld
return
- if aaitem < 0.0 and game.energy-aaitem > game.inenrg:
+ if scanner.real < 0.0 and game.energy-scanner.real > game.inenrg:
# Prevent shield drain loophole
skip(1)
prout(_("Engineering to bridge--"))
prout(_(" I can't drain the shields."))
game.ididit = False
return
- if game.shield+aaitem < 0:
+ if game.shield+scanner.real < 0:
prout(_("All shield energy transferred to ship."))
game.energy += game.shield
game.shield = 0.0
return
proutn(_("Scotty- \""))
- if aaitem > 0:
+ if scanner.real > 0:
prout(_("Transferring energy to shields.\""))
else:
prout(_("Draining energy from shields.\""))
- game.shield += aaitem
- game.energy -= aaitem
+ game.shield += scanner.real
+ game.energy -= scanner.real
return
def randdevice():
#
# This is one place where OPTION_PLAIN does not restore the
# original behavior, which was equiprobable damage across
- # all devices. If we wanted that, we'd return NDEVICES*random.random()
+ # all devices. If we wanted that, we'd return randrange(NDEVICES)
# and have done with it. Also, in the original game, DNAVYS
# and DCOMPTR were the same device.
#
10, # DDRAY: death ray 1.0%
30, # DDSP: deep-space probes 3.0%
)
- idx = random.random() * 1000.0 # weights must sum to 1000
+ idx = randrange(1000) # weights must sum to 1000
sum = 0
for (i, w) in enumerate(weights):
sum += w
return i
return None; # we should never get here
-def ram(ibumpd, ienm, w):
- # make our ship ram something
+def collision(rammed, enemy):
+ # collision handling
prouts(_("***RED ALERT! RED ALERT!"))
skip(1)
prout(_("***COLLISION IMMINENT."))
skip(2)
proutn("***")
crmshp()
- hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(ienm, 1.0)
- if ibumpd:
+ 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, ienm, sector, w)
- if ibumpd:
+ crmena(False, enemy.type, "sector", enemy.kloc)
+ if rammed:
proutn(_(" (original position)"))
skip(1)
- deadkl(w, ienm, game.sector)
+ deadkl(enemy.kloc, enemy.type, game.sector)
proutn("***")
crmshp()
prout(_(" heavily damaged."))
- icas = 10 + random.randrange(20)
+ icas = randrange(10, 30)
prout(_("***Sickbay reports %d casualties"), icas)
game.casual += icas
game.state.crew -= icas
# which was silly. Instead, pick up to half the devices at
# random according to our weighting table,
#
- ncrits = random.randrange(NDEVICES/2)
+ ncrits = randrange(NDEVICES/2)
for m in range(ncrits):
dev = randdevice()
if game.damage[dev] < 0:
continue
- extradm = (10.0*hardness*random.random()+1.0)*game.damfac
+ extradm = (10.0*hardness*randreal()+1.0)*game.damfac
# Damage for at least time of travel!
game.damage[dev] += game.optime + extradm
game.shldup = False
damagereport()
else:
finish(FWON)
- return;
+ return
-def torpedo(course, r, incoming, i, n):
+def torpedo(course, dispersion, origin, number, nburst):
# let a photon torpedo fly
iquad = 0
shoved = False
- ac = course + 0.25*r
+ ac = course + 0.25*dispersion
angle = (15.0-ac)*0.5235988
bullseye = (15.0 - course)*0.5235988
deltax = -math.sin(angle);
deltay = math.cos(angle);
- x = incoming.x; y = incoming.y
+ x = origin.x; y = origin.y
w = coord(); jw = coord()
w.x = w.y = jw.x = jw.y = 0
bigger = max(math.fabs(deltax), math.fabs(deltay))
else:
setwnd(message_window)
# Loop to move a single torpedo
- for l in range(1, 15+1):
+ for step in range(1, 15+1):
x += deltax
- w.x = x + 0.5
+ w.x = int(x + 0.5)
y += deltay
- w.y = y + 0.5
+ w.y = int(y + 0.5)
if not VALID_SECTOR(w.x, w.y):
break
iquad=game.quad[w.x][w.y]
- tracktorpedo(w, l, i, n, iquad)
+ tracktorpedo(w, step, number, nburst, iquad)
if iquad==IHDOT:
continue
# hit something
proutn(_("Torpedo hits "))
crmshp()
prout(".")
- hit = 700.0 + 100.0*random.random() - \
- 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
+ hit = 700.0 + randreal(100) - \
+ 1000.0 * distance(w, origin) * math.fabs(math.sin(bullseye-angle))
newcnd(); # we're blown out of dock
# We may be displaced.
if game.landed or game.condition=="docked":
return hit # Cheat if on a planet
- ang = angle + 2.5*(random.random()-0.5)
+ ang = angle + 2.5*(randreal()-0.5)
temp = math.fabs(math.sin(ang))
if math.fabs(math.cos(ang)) > temp:
temp = math.fabs(math.cos(ang))
xx = -math.sin(ang)/temp
yy = math.cos(ang)/temp
- jw.x=w.x+xx+0.5
- jw.y=w.y+yy+0.5
+ jw.x = int(w.x+xx+0.5)
+ jw.y = int(w.y+yy+0.5)
if not VALID_SECTOR(jw.x, jw.y):
return hit
if game.quad[jw.x][jw.y]==IHBLANK:
crmshp()
shoved = True
elif iquad in (IHC, IHS): # Hit a commander
- if random.random() <= 0.05:
- crmena(True, iquad, sector, w)
+ if withprob(0.05):
+ crmena(True, iquad, "sector", w)
prout(_(" uses anti-photon device;"))
prout(_(" torpedo neutralized."))
return None
elif iquad in (IHR, IHK): # Hit a regular enemy
# find the enemy
- for ll in range(game.nenhere):
- if w == game.ks[ll]:
+ for enemy in game.enemies:
+ if w == game.enemies[ll].kloc:
break
- kp = math.fabs(game.kpower[ll])
- h1 = 700.0 + 100.0*random.random() - \
- 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
+ kp = math.fabs(e.kpower)
+ h1 = 700.0 + randrange(100) - \
+ 1000.0 * distance(w, origin) * math.fabs(math.sin(bullseye-angle))
h1 = math.fabs(h1)
if kp < h1:
h1 = kp
- if game.kpower[ll] < 0:
- game.kpower[ll] -= -h1
+ if enemy.kpower < 0:
+ enemy.kpower -= -h1
else:
- game.kpower[ll] -= h1
- if game.kpower[ll] == 0:
+ enemy.kpower -= h1
+ if enemy.kpower == 0:
deadkl(w, iquad, w)
return None
crmena(True, iquad, "sector", w)
# If enemy damaged but not destroyed, try to displace
- ang = angle + 2.5*(random.random()-0.5)
+ ang = angle + 2.5*(randreal()-0.5)
temp = math.fabs(math.sin(ang))
if math.fabs(math.cos(ang)) > temp:
temp = math.fabs(math.cos(ang))
xx = -math.sin(ang)/temp
yy = math.cos(ang)/temp
- jw.x=w.x+xx+0.5
- jw.y=w.y+yy+0.5
+ jw.x = int(w.x+xx+0.5)
+ jw.y = int(w.y+yy+0.5)
if not VALID_SECTOR(jw.x, jw.y):
prout(_(" damaged but not destroyed."))
return
prout(_(" damaged but not destroyed."))
return None
proutn(_(" damaged--"))
- game.ks[ll] = jw
+ enemy.kloc = jw
shoved = True
break
elif iquad == IHB: # Hit a base
newcnd()
return None
elif iquad == IHP: # Hit a planet
- crmena(True, iquad, sector, w)
+ crmena(True, iquad, "sector", w)
prout(_(" destroyed."))
game.state.nplankl += 1
game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
finish(FDPLANET)
return None
elif iquad == IHW: # Hit an inhabited world -- very bad!
- crmena(True, iquad, sector, w)
+ crmena(True, iquad, "sector", w)
prout(_(" destroyed."))
game.state.nworldkl += 1
game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
prout(_("Celebratory rallies are being held on the Klingon homeworld."))
return None
elif iquad == IHSTAR: # Hit a star
- if random.random() > 0.10:
+ if withprob(0.9):
nova(w)
- return None
- crmena(True, IHSTAR, sector, w)
- prout(_(" unaffected by photon blast."))
+ else:
+ crmena(True, IHSTAR, "sector", w)
+ prout(_(" unaffected by photon blast."))
return None
elif iquad == IHQUEST: # Hit a thingy
- if not (game.options & OPTION_THINGY) or random.random()>0.7:
+ if not (game.options & OPTION_THINGY) or withprob(0.3):
skip(1)
prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
skip(1)
# you can shove the Thingy and piss it off.
# It then becomes an enemy and may fire at you.
#
- global iqengry
- iqengry = True
+ thing.angry = True
shoved = True
return None
elif iquad == IHBLANK: # Black hole
skip(1)
- crmena(True, IHBLANK, sector, w)
+ crmena(True, IHBLANK, "sector", w)
prout(_(" swallows torpedo."))
return None
elif iquad == IHWEB: # hit the web
prout(_("***Torpedo absorbed by Tholian web."))
return None
elif iquad == IHT: # Hit a Tholian
- h1 = 700.0 + 100.0*random.random() - \
- 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
+ h1 = 700.0 + randrange(100) - \
+ 1000.0 * distance(w, origin) * math.fabs(math.sin(bullseye-angle))
h1 = math.fabs(h1)
if h1 >= 600:
game.quad[w.x][w.y] = IHDOT
- game.ithere = False
deadkl(w, iquad, w)
+ game.tholian = None
return None
skip(1)
- crmena(True, IHT, sector, w)
- if random.random() > 0.05:
+ crmena(True, IHT, "sector", w)
+ if withprob(0.05):
prout(_(" survives photon blast."))
return None
prout(_(" disappears."))
+ game.tholian.move(None)
game.quad[w.x][w.y] = IHWEB
- game.ithere = False
- game.nenhere -= 1
dropin(IHBLANK)
return None
else: # Problem!
skip(1)
proutn("Don't know how to handle torpedo collision with ")
- crmena(True, iquad, sector, w)
+ crmena(True, iquad, "sector", w)
skip(1)
return None
break
game.quad[w.x][w.y]=IHDOT
game.quad[jw.x][jw.y]=iquad
prout(_(" displaced by blast to Sector %s ") % jw)
- for ll in range(game.nenhere):
- game.kdist[ll] = game.kavgd[ll] = distance(game.sector,game.ks[ll])
- sortklings()
+ for ll in range(len(game.enemies)):
+ game.enemies[ll].kdist = game.enemies[ll].kavgd = distance(game.sector,game.enemies[ll].kloc)
+ game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
return None
skip(1)
prout(_("Torpedo missed."))
def fry(hit):
# critical-hit resolution
- ktr=1
- # a critical hit occured
- if hit < (275.0-25.0*game.skill)*(1.0+0.5*random.random()):
+ if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
return
- ncrit = 1.0 + hit/(500.0+100.0*random.random())
+ ncrit = int(1.0 + hit/(500.0+randreal(100)))
proutn(_("***CRITICAL HIT--"))
# Select devices and cause damage
cdam = []
if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
break
cdam.append(j)
- extradm = (hit*game.damfac)/(ncrit*(75.0+25.0*random.random()))
+ extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
game.damage[j] += extradm
- if loop1 > 0:
- for loop2 in range(loop1):
- if j == cdam[loop2]:
- break
- if loop2 < loop1:
- continue
- ktr += 1
- if ktr==3:
- skip(1)
- proutn(_(" and "))
+ skipcount = 0
+ for (i, j) in enumerate(cdam):
proutn(device[j])
+ if skipcount % 3 == 2 and i < len(cdam)-1:
+ skip()
+ skipcount += 1
+ if i < len(cdam)-1:
+ proutn(_(" and "))
prout(_(" damaged."))
if damaged(DSHIELD) and game.shldup:
prout(_("***Shields knocked down."))
def attack(torps_ok):
# bad guy attacks us
- # torps_ok == false forces use of phasers in an attack
- atackd = False; attempt = False; ihurt = False;
+ # torps_ok == False forces use of phasers in an attack
+ attempt = False; ihurt = False;
hitmax=0.0; hittot=0.0; chgfac=1.0
- jay = coord()
where = "neither"
# game could be over at this point, check
if game.alldone:
if idebug:
prout("=== ATTACK!")
# Tholian gets to move before attacking
- if game.ithere:
+ if game.tholian:
movetholian()
# if you have just entered the RNZ, you'll get a warning
if game.neutz: # The one chance not to be attacked
if (((game.comhere or game.ishere) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok:
moveklings()
# if no enemies remain after movement, we're done
- if game.nenhere==0 or (game.nenhere==1 and thing == game.quadrant and not iqengry):
+ if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
return
# set up partial hits if attack happens during shield status change
pfac = 1.0/game.inshld
if game.shldchg:
- chgfac = 0.25+0.5*random.random()
+ chgfac = 0.25 + randreal(0.5)
skip(1)
# message verbosity control
if game.skill <= SKILL_FAIR:
where = "sector"
- for loop in range(game.nenhere):
- if game.kpower[loop] < 0:
+ for enemy in game.enemies:
+ if enemy.kpower < 0:
continue; # too weak to attack
# compute hit strength and diminish shield power
- r = random.random()
- # Increase chance of photon torpedos if docked or enemy energy low
+ r = randreal()
+ # Increase chance of photon torpedos if docked or enemy energy is low
if game.condition == "docked":
r *= 0.25
- if game.kpower[loop] < 500:
+ if enemy.kpower < 500:
r *= 0.25;
- jay = game.ks[loop]
- iquad = game.quad[jay.x][jay.y]
- if iquad==IHT or (iquad==IHQUEST and not iqengry):
+ if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry):
continue
# different enemies have different probabilities of throwing a torp
usephasers = not torps_ok or \
- (iquad == IHK and r > 0.0005) or \
- (iquad==IHC and r > 0.015) or \
- (iquad==IHR and r > 0.3) or \
- (iquad==IHS and r > 0.07) or \
- (iquad==IHQUEST and r > 0.05)
+ (enemy.type == IHK and r > 0.0005) or \
+ (enemy.type==IHC and r > 0.015) or \
+ (enemy.type==IHR and r > 0.3) or \
+ (enemy.type==IHS and r > 0.07) or \
+ (enemy.type==IHQUEST and r > 0.05)
if usephasers: # Enemy uses phasers
if game.condition == "docked":
continue; # Don't waste the effort!
attempt = True; # Attempt to attack
- dustfac = 0.8+0.05*random.random()
- hit = game.kpower[loop]*math.pow(dustfac,game.kavgd[loop])
- game.kpower[loop] *= 0.75
+ dustfac = 0.8 + randreal(0.5)
+ hit = enemy.kpower*math.pow(dustfac,enemy.kavgd)
+ enemy.kpower *= 0.75
else: # Enemy uses photon torpedo
- course = 1.90985*math.atan2(game.sector.y-jay.y, jay.x-game.sector.x)
+ 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, iquad, where, jay)
+ crmena(False, enemy.type, where, enemy.kloc)
attempt = True
prout(" ")
- r = (random.random()+random.random())*0.5 -0.5
- r += 0.002*game.kpower[loop]*r
- hit = torpedo(course, r, jay, 1, 1)
+ 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:
finish(FWON); # Klingons did themselves in!
if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.alldone:
- return; # Supernova or finished
+ return # Supernova or finished
if hit == None:
continue
# incoming phaser or torpedo, shields may dissipate it
crmshp()
if not damaged(DSRSENS) and usephasers:
proutn(_(" from "))
- crmena(False, iquad, where, jay)
+ crmena(False, enemy.type, where, enemy.kloc)
skip(1)
# Decide if hit is critical
if hit > hitmax:
return
if not attempt and game.condition == "docked":
prout(_("***Enemies decide against attacking your ship."))
- if not atackd:
- return
percent = 100.0*pfac*game.shield+0.5
if not ihurt:
# Shields fully protect ship
prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
# Check if anyone was hurt
if hitmax >= 200 or hittot >= 500:
- icas= hittot*random.random()*0.015
+ icas = randrange(int(hittot * 0.015))
if icas >= 2:
skip(1)
prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
game.casual += icas
game.state.crew -= icas
# After attack, reset average distance to enemies
- for loop in range(game.nenhere):
- game.kavgd[loop] = game.kdist[loop]
- sortklings()
- return;
+ for enemy in game.enemies:
+ enemy.kavgd = enemy.kdist
+ game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+ return
def deadkl(w, type, mv):
# kill a Klingon, Tholian, Romulan, or Thingy
# Added mv to allow enemy to "move" before dying
- crmena(True, type, sector, mv)
+ 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].romulans -= 1
- game.irhere -= 1
- game.state.nromrem -= 1
+ # chalk up a Romulan
+ game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans -= 1
+ game.irhere -= 1
+ game.state.nromrem -= 1
elif type == IHT:
- # Killed a Tholian
- game.ithere = False
+ # Killed a Tholian
+ game.tholian = None
elif type == IHQUEST:
- # Killed a Thingy
- global iqengry
- iqengry = False
- invalidate(thing)
+ # Killed a Thingy
+ global thing
+ thing = None
else:
- # Some type of a Klingon
- 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
- unschedule(FTBEAM)
- if game.state.remcom != 0:
- schedule(FTBEAM, expran(1.0*game.incom/game.state.remcom))
- 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.iscate = False
- unschedule(FSCMOVE)
- unschedule(FSCDBAS)
- else:
- prout("*** Internal error, deadkl() called on %s\n" % type)
+ # Some type of a Klingon
+ 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
+ unschedule(FTBEAM)
+ if game.state.remcom != 0:
+ schedule(FTBEAM, expran(1.0*game.incom/game.state.remcom))
+ 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.iscate = False
+ unschedule(FSCMOVE)
+ unschedule(FSCDBAS)
# For each kind of enemy, finish message to player
prout(_(" destroyed."))
- game.quad[w.x][w.y] = IHDOT
if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
return
game.recompute()
- # Remove enemy ship from arrays describing local conditions
- if is_scheduled(FCDBAS) and game.battle == game.quadrant and type==IHC:
- unschedule(FCDBAS)
- for i in range(game.nenhere):
- if game.ks[i] == w:
- for j in range(i, game.nenhere):
- game.ks[j] = game.ks[j+1]
- game.kpower[j] = game.kpower[j+1]
- game.kavgd[j] = game.kdist[j] = game.kdist[j+1]
- game.ks[game.nenhere].x = 0
- game.ks[game.nenhere].y = 0
- game.kdist[game.nenhere] = 0
- game.kavgd[game.nenhere] = 0
- game.kpower[game.nenhere] = 0
- game.nenhere -= 1
+ # Remove enemy ship from arrays describing local conditions
+ for e in game.enemies:
+ if e.kloc == w:
+ e.move(None)
break
- break
- return;
+ return
-def targetcheck(x, y):
+def targetcheck(w):
# Return None if target is invalid
- if not VALID_SECTOR(x, y):
+ if not VALID_SECTOR(w.x, w.y):
huh()
return None
- deltx = 0.1*(y - game.sector.y)
- delty = 0.1*(x - game.sector.x)
+ deltx = 0.1*(w.y - game.sector.y)
+ delty = 0.1*(w.x - game.sector.x)
if deltx==0 and delty== 0:
skip(1)
prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
prout(_(" I recommend an immediate review of"))
prout(_(" the Captain's psychological profile.\""))
- chew()
+ scanner.chew()
return None
return 1.90985932*math.atan2(deltx, delty)
def photon():
- # launch photon torpedo
+ # launch photon torpedo
+ course = [0.0] * MAXBURST
game.ididit = False
if damaged(DPHOTON):
prout(_("Photon tubes damaged."))
- chew()
+ scanner.chew()
return
if game.torps == 0:
prout(_("No torpedoes left."))
- chew()
+ scanner.chew()
return
- key = scan()
+ key = scanner.next()
while True:
if key == IHALPHA:
huh()
return
elif key == IHEOL:
prout(_("%d torpedoes left.") % game.torps)
+ scanner.chew()
proutn(_("Number of torpedoes to fire- "))
- key = scan()
- else: # key == IHREAL {
- n = aaitem + 0.5
+ key = scanner.next()
+ else: # key == IHREAL
+ n = scanner.int()
if n <= 0: # abort command
- chew()
+ scanner.chew()
return
- if n > 3:
- chew()
- prout(_("Maximum of 3 torpedoes per burst."))
+ if n > MAXBURST:
+ scanner.chew()
+ prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
key = IHEOL
return
if n <= game.torps:
break
- chew()
+ scanner.chew()
key = IHEOL
- for i in range(1, n+1):
- key = scan()
- if i==1 and key == IHEOL:
+ targ = []
+ for i in range(MAXBURST):
+ targ.append(coord())
+ for i in range(n):
+ key = scanner.next()
+ if i==0 and key == IHEOL:
break; # we will try prompting
- if i==2 and key == IHEOL:
+ if i==1 and key == IHEOL:
# direct all torpedoes at one target
while i <= n:
- targ[i][1] = targ[1][1]
- targ[i][2] = targ[1][2]
- course[i] = course[1]
+ targ[i] = targ[0]
+ course[i] = course[0]
i += 1
break
if key != IHREAL:
huh()
return
- targ[i][1] = aaitem
- key = scan()
+ targ[i].x = scanner.real
+ key = scanner.next()
if key != IHREAL:
huh()
return
- targ[i][2] = aaitem
- course[i] = targetcheck(targ[i][1], targ[i][2])
+ targ[i].y = scanner.real
+ course[i] = targetcheck(targ[i])
if course[i] == None:
return
- chew()
+ scanner.chew()
if i == 1 and key == IHEOL:
# prompt for each one
- for i in range(1, n+1):
- proutn(_("Target sector for torpedo number %d- ") % i)
- key = scan()
+ for i in range(n):
+ proutn(_("Target sector for torpedo number %d- ") % (i+1))
+ key = scanner.next()
if key != IHREAL:
huh()
return
- targ[i][1] = int(aaitem-0.5)
- key = scan()
+ targ[i].x = int(scanner.real-0.5)
+ key = scanner.next()
if key != IHREAL:
huh()
return
- targ[i][2] = int(aaitem-0.5)
- chew()
- course[i] = targetcheck(targ[i][1], targ[i][2])
+ targ[i].y = int(scanner.real-0.5)
+ scanner.chew()
+ course[i] = targetcheck(targ[i])
if course[i] == None:
return
game.ididit = True
# Loop for moving <n> torpedoes
- for i in range(1, n+1):
+ for i in range(n):
if game.condition != "docked":
game.torps -= 1
- r = (random.random()+random.random())*0.5 -0.5
- if math.fabs(r) >= 0.47:
+ dispersion = (randreal()+randreal())*0.5 -0.5
+ if math.fabs(dispersion) >= 0.47:
# misfire!
- r = (random.random()+1.2) * r
- if n>1:
- prouts(_("***TORPEDO NUMBER %d MISFIRES") % i)
+ dispersion *= randreal(1.2, 2.2)
+ if n > 0:
+ prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
else:
prouts(_("***TORPEDO MISFIRES."))
skip(1)
if i < n:
prout(_(" Remainder of burst aborted."))
- if random.random() <= 0.2:
+ if withprob(0.2):
prout(_("***Photon tubes damaged by misfire."))
- game.damage[DPHOTON] = game.damfac*(1.0+2.0*random.random())
+ game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
break
if game.shldup or game.condition == "docked":
- r *= 1.0 + 0.0001*game.shield
- torpedo(course[i], r, game.sector, i, n)
+ dispersion *= 1.0 + 0.0001*game.shield
+ 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:
def overheat(rpow):
# check for phasers overheating
if rpow > 1500:
- chekbrn = (rpow-1500.)*0.00038
- if random.random() <= chekbrn:
+ checkburn = (rpow-1500.0)*0.00038
+ if withprob(checkburn):
prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
- game.damage[DPHASER] = game.damfac*(1.0 + random.random()) * (1.0+chekbrn)
+ game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
def checkshctrl(rpow):
# check shield control
skip(1)
- if random.random() < 0.998:
+ if withprob(0.998):
prout(_("Shields lowered."))
return False
# Something bad has happened
prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
skip(2)
prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
- icas = hit*random.random()*0.012
+ icas = randrange(int(hit*0.012))
skip(1)
fry(0.8*hit)
if icas:
return True;
def hittem(hits):
- # register a phaser hit on Klingons and Romulans
- nenhr2=game.nenhere; kk=1
+ # register a phaser hit on Klingons and Romulans
+ nenhr2 = len(game.enemies); kk=0
w = coord()
skip(1)
- for k in range(nenhr2):
- wham = hits[k]
+ for (k, wham) in enumerate(hits):
if wham==0:
continue
- dustfac = 0.9 + 0.01*random.random()
- hit = wham*math.pow(dustfac,game.kdist[kk])
- kpini = game.kpower[kk]
+ dustfac = randreal(0.9, 1.0)
+ hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
+ kpini = game.enemies[kk].kpower
kp = math.fabs(kpini)
if PHASEFAC*hit < kp:
kp = PHASEFAC*hit
- if game.kpower[kk] < 0:
- game.kpower[kk] -= -kp
+ if game.enemies[kk].kpower < 0:
+ game.enemies[kk].kpower -= -kp
else:
- game.kpower[kk] -= kp
- kpow = game.kpower[kk]
- w = game.ks[kk]
+ game.enemies[kk].kpower -= kp
+ kpow = game.enemies[kk].kpower
+ w = game.enemies[kk].kloc
if hit > 0.005:
if not damaged(DSRSENS):
boom(w)
proutn(_("Very small hit on "))
ienm = game.quad[w.x][w.y]
if ienm==IHQUEST:
- global iqengry
- iqengry = True
+ thing.angry = True
crmena(False, ienm, "sector", w)
skip(1)
if kpow == 0:
finish(FWON);
if game.alldone:
return
- kk -= 1; # don't do the increment
+ kk -= 1 # don't do the increment
+ continue
else: # decide whether or not to emasculate klingon
- if kpow > 0 and random.random() >= 0.9 and \
- kpow <= ((0.4 + 0.4*random.random())*kpini):
- prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s"), w)
+ if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
+ prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
prout(_(" has just lost its firepower.\""))
- game.kpower[kk] = -kpow
+ game.enemies[kk].kpower = -kpow
kk += 1
- return;
+ return
def phasers():
# fire phasers
- hits = []; rpow=0
+ hits = []
kz = 0; k = 1; irec=0 # Cheating inhibitor
- ifast = False; no = False; itarg = True; msgflag = True
+ ifast = False; no = False; itarg = True; msgflag = True; rpow=0
automode = "NOTSET"
key=0
skip(1)
- # SR sensors and Computer are needed fopr automode
+ # SR sensors and Computer are needed for automode
if damaged(DSRSENS) or damaged(DCOMPTR):
itarg = False
if game.condition == "docked":
prout(_("Phasers can't be fired through base shields."))
- chew()
+ scanner.chew()
return
if damaged(DPHASER):
prout(_("Phaser control damaged."))
- chew()
+ scanner.chew()
return
if game.shldup:
if damaged(DSHCTRL):
prout(_("High speed shield control damaged."))
- chew()
+ scanner.chew()
return
if game.energy <= 200.0:
prout(_("Insufficient energy to activate high-speed shield control."))
- chew()
+ scanner.chew()
return
prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
ifast = True
# Original code so convoluted, I re-did it all
# (That was Tom Almy talking about the C code, I think -- ESR)
while automode=="NOTSET":
- key=scan()
+ key=scanner.next()
if key == IHALPHA:
- if isit("manual"):
- if game.nenhere==0:
+ if scanner.sees("manual"):
+ if len(game.enemies)==0:
prout(_("There is no enemy present to select."))
- chew()
+ scanner.chew()
key = IHEOL
automode="AUTOMATIC"
else:
automode = "MANUAL"
- key = scan()
- elif isit("automatic"):
- if (not itarg) and game.nenhere != 0:
+ key = scanner.next()
+ elif scanner.sees("automatic"):
+ if (not itarg) and len(game.enemies) != 0:
automode = "FORCEMAN"
else:
- if game.nenhere==0:
+ if len(game.enemies)==0:
prout(_("Energy will be expended into space."))
automode = "AUTOMATIC"
- key = scan()
- elif isit("no"):
+ key = scanner.next()
+ elif scanner.sees("no"):
no = True
else:
huh()
return
elif key == IHREAL:
- if game.nenhere==0:
+ if len(game.enemies)==0:
prout(_("Energy will be expended into space."))
automode = "AUTOMATIC"
elif not itarg:
automode = "AUTOMATIC"
else:
# IHEOL
- if game.nenhere==0:
+ if len(game.enemies)==0:
prout(_("Energy will be expended into space."))
automode = "AUTOMATIC"
elif not itarg:
automode = "FORCEMAN"
else:
- proutn(_("Manual or automatic? "))
+ proutn(_("Manual or automatic? "))
+ scanner.chew()
avail = game.energy
if ifast:
avail -= 200.0
if automode == "AUTOMATIC":
- if key == IHALPHA and isit("no"):
+ if key == IHALPHA and scanner.sees("no"):
no = True
- key = scan()
- if key != IHREAL and game.nenhere != 0:
+ key = scanner.next()
+ if key != IHREAL and len(game.enemies) != 0:
prout(_("Phasers locked on target. Energy available: %.2f")%avail)
irec=0
while True:
- chew()
+ scanner.chew()
if not kz:
- for i in range(game.nenhere):
- irec += math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))*(1.01+0.05*random.random()) + 1.0
+ for i in range(len(game.enemies)):
+ irec += math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
kz=1
proutn(_("%d units required. ") % irec)
- chew()
+ scanner.chew()
proutn(_("Units to fire= "))
- key = scan()
+ key = scanner.next()
if key!=IHREAL:
return
- rpow = aaitem
+ rpow = scanner.real
if rpow > avail:
proutn(_("Energy available= %.2f") % avail)
skip(1)
break
if rpow<=0:
# chicken out
- chew()
+ scanner.chew()
return
- key=scan()
- if key == IHALPHA and isit("no"):
+ key=scanner.next()
+ if key == IHALPHA and scanner.sees("no"):
no = True
if ifast:
game.energy -= 200; # Go and do it!
if checkshctrl(rpow):
return
- chew()
+ scanner.chew()
game.energy -= rpow
extra = rpow
- if game.nenhere:
+ if len(game.enemies):
extra = 0.0
powrem = rpow
- for i in range(game.nenhere):
- hits[i] = 0.0
+ for i in range(len(game.enemies)):
+ hits.append(0.0)
if powrem <= 0:
continue
- hits[i] = math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))
- over = (0.01 + 0.05*random.random())*hits[i]
+ hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
+ over = randreal(1.01, 1.06) * hits[i]
temp = powrem
powrem -= hits[i] + over
if powrem <= 0 and temp < hits[i]:
hittem(hits)
game.ididit = True
if extra > 0 and not game.alldone:
- if game.ithere:
+ if game.tholian:
proutn(_("*** Tholian web absorbs "))
- if game.nenhere>0:
+ if len(game.enemies)>0:
proutn(_("excess "))
prout(_("phaser energy."))
else:
prout(_("%d expended on empty space.") % int(extra))
elif automode == "FORCEMAN":
- chew()
+ scanner.chew()
key = IHEOL
if damaged(DCOMPTR):
prout(_("Battle computer damaged, manual fire only."))
skip(1)
elif automode == "MANUAL":
rpow = 0.0
- for k in range(game.nenhere):
- aim = game.ks[k]
+ for k in range(len(game.enemies)):
+ aim = game.enemies[k].kloc
ienm = game.quad[aim.x][aim.y]
if msgflag:
proutn(_("Energy available= %.2f") % (avail-0.006))
skip(1)
msgflag = False
rpow = 0.0
- if damaged(DSRSENS) and not (abs(game.sector.x-aim.x) < 2 and abs(game.sector.y-aim.y) < 2) and \
- (ienm == IHC or ienm == IHS):
+ 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."))
- chew()
+ scanner.chew()
key = IHEOL
hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
k += 1
continue
if key == IHEOL:
- chew()
+ scanner.chew()
if itarg and k > kz:
- irec=(abs(game.kpower[k])/(PHASEFAC*math.pow(0.9,game.kdist[k]))) * (1.01+0.05*random.random()) + 1.0
+ irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
kz = k
proutn("(")
if not damaged(DCOMPTR):
proutn("??")
proutn(") ")
proutn(_("units to fire at "))
- crmena(False, ienm, sector, aim)
+ crmena(False, ienm, "sector", aim)
proutn("- ")
- key = scan()
- if key == IHALPHA and isit("no"):
+ key = scanner.next()
+ if key == IHALPHA and scanner.sees("no"):
no = True
- key = scan()
+ key = scanner.next()
continue
if key == IHALPHA:
huh()
if k==1: # Let me say I'm baffled by this
msgflag = True
continue
- if aaitem < 0:
+ if scanner.real < 0:
# abort out
- chew()
+ scanner.chew()
return
- hits[k] = aaitem
- rpow += aaitem
+ hits[k] = scanner.real
+ rpow += scanner.real
# If total requested is too much, inform and start over
if rpow > avail:
prout(_("Available energy exceeded -- try again."))
- chew()
+ scanner.chew()
return
- key = scan(); # scan for next value
+ key = scanner.next(); # scan for next value
k += 1
if rpow == 0.0:
# zero energy -- abort
- chew()
+ scanner.chew()
return
- if key == IHALPHA and isit("no"):
+ if key == IHALPHA and scanner.sees("no"):
no = True
game.energy -= rpow
- chew()
+ scanner.chew()
if ifast:
game.energy -= 200.0
if checkshctrl(rpow):
if ifast:
skip(1)
if no == 0:
- if random.random() >= 0.99:
+ if withprob(0.99):
prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
prouts(_(" CLICK CLICK POP . . ."))
prout(_(" No response, sir!"))
w = coord(); hold = coord()
ev = event(); ev2 = event()
- def tractorbeam():
+ def tractorbeam(yank):
# tractor beaming cases merge here
- yank = math.sqrt(yank)
announce()
game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
skip(1)
# Check to see if shuttle is aboard
if game.iscraft == "offship":
skip(1)
- if random.random() > 0.5:
+ if withprob(0.5):
prout(_("Galileo, left on the planet surface, is captured"))
prout(_("by aliens and made into a flying McDonald's."))
game.damage[DSHUTTL] = -10
game.iscraft = "removed"
else:
prout(_("Galileo, left on the planet surface, is well hidden."))
- if evcode==0:
+ if evcode == FSPY:
game.quadrant = game.state.kscmdr
else:
game.quadrant = game.state.kcmdr[i]
game.resting = False
if not game.shldup:
if not damaged(DSHIELD) and game.shield > 0:
- doshield(True) # raise shields
- game.shldchg=False
+ doshield(shraise=True) # raise shields
+ game.shldchg = False
else:
prout(_("(Shields not currently useable.)"))
newqad(False)
# Adjust finish time to time of tractor beaming
fintim = game.state.date+game.optime
- attack(False)
+ attack(torps_ok=False)
if game.state.remcom <= 0:
unschedule(FTBEAM)
else:
(game.energy < 2500 or damaged(DPHASER)) and \
(game.torps < 5 or damaged(DPHOTON))):
# Tractor-beam her!
- istract = True
- yank = distance(game.state.kscmdr, game.quadrant)
- ictbeam = True
- tractorbeam()
+ istract = ictbeam = True
+ tractorbeam(distance(game.state.kscmdr, game.quadrant))
else:
return
elif evcode == FTBEAM: # Tractor beam
if game.state.remcom == 0:
unschedule(FTBEAM)
continue
- i = random.randrange(game.state.remcom)
- yank = square(game.state.kcmdr[i].x-game.quadrant.x) + square(game.state.kcmdr[i].y-game.quadrant.y)
+ i = randrange(game.state.remcom)
+ yank = distance(game.state.kcmdr[i], game.quadrant)
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))
continue
ictbeam = True
- tractorbeam()
+ tractorbeam(yank)
elif evcode == FSNAP: # Snapshot of the universe (for time warp)
- game.snapsht = game.state
+ game.snapsht = copy.deepcopy(game.state)
game.state.snap = True
schedule(FSNAP, expran(0.5 * game.intime))
elif evcode == FBATTAK: # Commander attacks starbase
continue
# commander + starbase combination found -- launch attack
game.battle = game.state.baseq[j]
- schedule(FCDBAS, 1.0+3.0*random.random())
+ schedule(FCDBAS, randreal(1.0, 4.0))
if game.isatb: # extra time if SC already attacking
postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
game.iseenit = True
announce()
skip(1)
- proutn(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
+ prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
prout(_(" reports that it is under attack and that it can"))
- proutn(_(" hold out only until stardate %d") % (int(scheduled(FCDBAS))))
- prout(".\"")
+ prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
if cancelrest():
return
elif evcode == FSCDBAS: # Supercommander destroys base
q = game.state.galaxy[w.x][w.y]
if not (game.quadrant == w or q.planet == None or \
not q.planet.inhabited or \
- q.supernova or q.status!=secure or q.klingons<=0):
+ q.supernova or q.status!="secure" or q.klingons<=0):
break
else:
# can't seem to find one; ignore this call
q.klingons += 1
if game.quadrant == w:
game.klhere += 1
- newkling(game.klhere)
+ game.enemies.append(newkling())
# recompute time left
game.recompute()
# report the disaster if we can
# wait on events
game.ididit = False
while True:
- key = scan()
+ key = scanner.next()
if key != IHEOL:
break
proutn(_("How long? "))
- chew()
+ scanner.chew()
if key != IHREAL:
huh()
return
- origTime = delay = aaitem
+ origTime = delay = scanner.real
if delay <= 0.0:
return
- if delay >= game.state.remtime or game.nenhere != 0:
+ if delay >= game.state.remtime or len(game.enemies) != 0:
proutn(_("Are you sure? "))
if ja() == False:
return
prout(_("%d stardates left.") % int(game.state.remtime))
return
temp = game.optime = delay
- if game.nenhere:
- rtime = 1.0 + random.random()
+ if len(game.enemies):
+ rtime = randreal(1.0, 2.0)
if rtime < temp:
temp = rtime
game.optime = temp
if game.optime < delay:
- attack(False)
+ attack(torps_ok=False)
if game.alldone:
return
events()
def nova(nov):
# 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(); scratch = coord()
- if random.random() < 0.05:
+ newc = coord(); neighbor = coord(); bump = coord(0, 0)
+ if withprob(0.05):
# Wow! We've supernova'ed
supernova(False, nov)
return
# handle initial nova
game.quad[nov.x][nov.y] = IHDOT
- crmena(False, IHSTAR, sector, nov)
+ crmena(False, IHSTAR, "sector", nov)
prout(_(" novas."))
game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
game.state.starkl += 1
-
- # Set up stack to recursively trigger adjacent stars
- bot = top = top2 = 1
+ # Set up queue to recursively trigger adjacent stars
+ hits = [nov]
kount = 0
- icx = icy = 0
- hits[1][1] = nov.x
- hits[1][2] = nov.y
- while True:
- for mm in range(bot, top+1):
- for nn in range(1, 3+1): # nn,j represents coordinates around current
- for j in range(1, 3+1):
- if j==2 and nn== 2:
- continue
- scratch.x = hits[mm][1]+nn-2
- scratch.y = hits[mm][2]+j-2
- if not VALID_SECTOR(scratch.y, scratch.x):
- continue
- iquad = game.quad[scratch.x][scratch.y]
- # Empty space ends reaction
- if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
- break
- elif iquad == IHSTAR: # Affect another star
- if random.random() < 0.05:
- # This star supernovas
- scratch = supernova(False)
- return
- top2 += 1
- hits[top2][1]=scratch.x
- hits[top2][2]=scratch.y
+ while hits:
+ offset = coord()
+ start = hits.pop()
+ for offset.x in range(-1, 1+1):
+ for offset.y in range(-1, 1+1):
+ if offset.y==0 and offset.x==0:
+ continue
+ neighbor = start + offset
+ if not VALID_SECTOR(neighbor.y, neighbor.x):
+ continue
+ iquad = game.quad[neighbor.x][neighbor.y]
+ # Empty space ends reaction
+ if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
+ pass
+ elif iquad == IHSTAR: # Affect another star
+ if withprob(0.05):
+ # This star supernovas
+ supernova(False)
+ return
+ else:
+ hits.append(neighbor)
game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
game.state.starkl += 1
- crmena(True, IHSTAR, sector, scratch)
+ crmena(True, IHSTAR, "sector", neighbor)
prout(_(" novas."))
- game.quad[scratch.x][scratch.y] = IHDOT
- elif iquad == IHP: # Destroy planet
- game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
- game.state.nplankl += 1
- crmena(True, IHP, sector, scratch)
- prout(_(" destroyed."))
- game.iplnet.pclass = "destroyed"
- game.iplnet = None
- invalidate(game.plnet)
- if game.landed:
- finish(FPNOVA)
- return
- game.quad[scratch.x][scratch.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.basekl += 1
- newcnd()
- crmena(True, IHB, sector, scratch)
- prout(_(" destroyed."))
- game.quad[scratch.x][scratch.y] = IHDOT
- elif iquad in (IHE, IHF): # Buffet ship
- prout(_("***Starship buffeted by nova."))
- if game.shldup:
- if game.shield >= 2000.0:
- game.shield -= 2000.0
- else:
- diff = 2000.0 - game.shield
- game.energy -= diff
- game.shield = 0.0
- game.shldup = False
- prout(_("***Shields knocked out."))
- game.damage[DSHIELD] += 0.005*game.damfac*random.random()*diff
- else:
- game.energy -= 2000.0
- if game.energy <= 0:
- finish(FNOVA)
- return
- # add in course nova contributes to kicking starship
- icx += game.sector.x-hits[mm][1]
- icy += game.sector.y-hits[mm][2]
- kount += 1
- elif iquad == IHK: # kill klingon
- deadkl(scratch,iquad, scratch)
- elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
- for ll in range(game.nenhere):
- if game.ks[ll] == scratch:
- break
- game.kpower[ll] -= 800.0 # If firepower is lost, die
- if game.kpower[ll] <= 0.0:
- deadkl(scratch, iquad, scratch)
- break
- newc.x = scratch.x + scratch.x - hits[mm][1]
- newc.y = scratch.y + scratch.y - hits[mm][2]
- crmena(True, iquad, sector, scratch)
- proutn(_(" 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)
- skip(1)
- deadkl(scratch, iquad, newc)
- break
- if iquad1 != IHDOT:
- # can't move into something else
- skip(1)
- break
- proutn(_(", buffeted to Sector %s") % newc)
- game.quad[scratch.x][scratch.y] = IHDOT
- game.quad[newc.x][newc.y] = iquad
- game.ks[ll] = newc
- game.kdist[ll] = game.kavgd[ll] = distance(game.sector, newc)
- skip(1)
- if top == top2:
- break
- bot = top + 1
- top = top2
- if kount==0:
- return
-
+ game.quad[neighbor.x][neighbor.y] = IHDOT
+ kount += 1
+ elif iquad in (IHP, IHW): # Destroy planet
+ game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
+ if iquad == IHP:
+ game.state.nplankl += 1
+ else:
+ game.state.worldkl += 1
+ crmena(True, iquad, "sector", neighbor)
+ prout(_(" destroyed."))
+ game.iplnet.pclass = "destroyed"
+ game.iplnet = None
+ invalidate(game.plnet)
+ 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.basekl += 1
+ newcnd()
+ crmena(True, IHB, "sector", neighbor)
+ prout(_(" destroyed."))
+ game.quad[neighbor.x][neighbor.y] = IHDOT
+ elif iquad in (IHE, IHF): # Buffet ship
+ prout(_("***Starship buffeted by nova."))
+ if game.shldup:
+ if game.shield >= 2000.0:
+ game.shield -= 2000.0
+ else:
+ diff = 2000.0 - game.shield
+ game.energy -= diff
+ game.shield = 0.0
+ game.shldup = False
+ prout(_("***Shields knocked out."))
+ game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
+ else:
+ game.energy -= 2000.0
+ if game.energy <= 0:
+ finish(FNOVA)
+ return
+ # add in course nova contributes to kicking starship
+ bump += (game.sector-hits[mm]).sgn()
+ elif iquad == IHK: # kill klingon
+ deadkl(neighbor, iquad, neighbor)
+ elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
+ for ll in range(len(game.enemies)):
+ if game.enemies[ll].kloc == neighbor:
+ break
+ game.enemies[ll].kpower -= 800.0 # If firepower is lost, die
+ if game.enemies[ll].kpower <= 0.0:
+ deadkl(neighbor, iquad, neighbor)
+ break
+ newc = neighbor + neighbor - hits[mm]
+ crmena(True, iquad, "sector", neighbor)
+ proutn(_(" 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)
+ skip(1)
+ deadkl(neighbor, iquad, newc)
+ break
+ if iquad1 != IHDOT:
+ # can't move into something else
+ skip(1)
+ break
+ proutn(_(", buffeted to Sector %s") % newc)
+ game.quad[neighbor.x][neighbor.y] = IHDOT
+ game.quad[newc.x][newc.y] = iquad
+ game.enemies[ll].move(newc)
# Starship affected by nova -- kick it away.
game.dist = kount*0.1
- icx = sgn(icx)
- icy = sgn(icy)
- game.direc = course[3*(icx+1)+icy+2]
+ game.direc = course[3*(bump.x+1)+bump.y+2]
if game.direc == 0.0:
game.dist = 0.0
if game.dist == 0.0:
stars += game.state.galaxy[nq.x][nq.y].stars
if stars == 0:
return # nothing to supernova exists
- num = random.randrange(stars) + 1
+ num = randrange(stars) + 1
for nq.x in range(GALSIZE):
for nq.y in range(GALSIZE):
num -= game.state.galaxy[nq.x][nq.y].stars
else:
ns = coord()
# we are in the quadrant!
- num = random.randrange(game.state.galaxy[nq.x][nq.y].stars) + 1
+ num = randrange(game.state.galaxy[nq.x][nq.y].stars) + 1
for ns.x in range(QUADSIZE):
for ns.y in range(QUADSIZE):
if game.quad[ns.x][ns.y]==IHSTAR:
def selfdestruct():
# self-destruct maneuver
# Finish with a BANG!
- chew()
+ scanner.chew()
if damaged(DCOMPTR):
prout(_("Computer damaged; cannot execute destruct sequence."))
return
skip(1)
prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
skip(1)
- scan()
- chew()
- if game.passwd != citem:
+ scanner.next()
+ scanner.chew()
+ if game.passwd != scanner.token:
prouts(_("PASSWORD-REJECTED;"))
skip(1)
prouts(_("CONTINUITY-EFFECTED"))
prouts(" 3"); skip(1)
prouts(" 2"); skip(1)
prouts(" 1"); skip(1)
- if random.random() < 0.15:
+ if withprob(0.15):
prouts(_("GOODBYE-CRUEL-WORLD"))
skip(1)
kaboom()
skip(1)
stars()
skip(1)
- if game.nenhere != 0:
+ if len(game.enemies) != 0:
whammo = 25.0 * game.energy
l=1
- while l <= game.nenhere:
- if game.kpower[l]*game.kdist[l] <= whammo:
- deadkl(game.ks[l], game.quad[game.ks[l].x][game.ks[l].y], game.ks[l])
+ while l <= len(game.enemies):
+ if game.enemies[l].kpower*game.enemies[l].kdist <= whammo:
+ deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.x][game.enemies[l].kloc.y], game.enemies[l].kloc)
l += 1
finish(FDILITHIUM)
def killrate():
"Compute our rate of kils over time."
- return ((game.inkling + game.incom + game.inscom) - (game.state.remkl + game.state.remcom + game.state.nscrem))/(game.state.date-game.indate)
+ elapsed = game.state.date - game.indate
+ if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
+ return 0
+ else:
+ starting = (game.inkling + game.incom + game.inscom)
+ remaining = (game.state.remkl + game.state.remcom + game.state.nscrem)
+ return (starting - remaining)/elapsed
def badpoints():
"Compute demerits."
prout(_("You cannot get a citation, so..."))
else:
proutn(_("Do you want your Commodore Emeritus Citation printed? "))
- chew()
+ scanner.chew()
if ja() == True:
igotit = True
# Only grant long life if alive (original didn't!)
elif ifin == FBATTLE:
proutn(_("The "))
crmshp()
- prout(_("has been destroyed in battle."))
+ prout(_(" has been destroyed in battle."))
skip(1)
prout(_("Dulce et decorum est pro patria mori."))
elif ifin == FNEG3:
if (game.state.remkl + game.state.remcom + 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)
- if goodies/baddies >= 1.0+0.5*random.random():
+ if goodies/baddies >= randreal(1.0, 1.5):
prout(_("As a result of your actions, a treaty with the Klingon"))
prout(_("Empire has been signed. The terms of the treaty are"))
- if goodies/baddies >= 3.0+random.random():
+ if goodies/baddies >= randreal(3.0):
prout(_("favorable to the Federation."))
skip(1)
prout(_("Congratulations!"))
#textdomain(PACKAGE)
if atexit.register(outro):
sys.stderr.write("Unable to register outro(), exiting...\n")
- os.exit(1)
+ raise SysExit,1
if not (game.options & OPTION_CURSES):
ln_env = os.getenv("LINES")
if ln_env:
#noecho()
global fullscreen_window, srscan_window, report_window, status_window
global lrscan_window, message_window, prompt_window
+ (rows, columns) = stdscr.getmaxyx()
fullscreen_window = stdscr
srscan_window = curses.newwin(12, 25, 0, 0)
report_window = curses.newwin(11, 0, 1, 25)
setwnd(fullscreen_window)
textcolor(DEFAULT)
+def textcolor(color):
+ "Set text foreground color. Presently a stub."
+ pass # FIXME
+
+def ioend():
+ "Wrap up I/O. Presently a stub."
+ pass
+
def waitfor():
- "wait for user action -- OK to do nothing if on a TTY"
+ "Wait for user action -- OK to do nothing if on a TTY"
if game.options & OPTION_CURSES:
stsdcr.getch()
def prouts(line):
"print slowly!"
for c in line:
- time.sleep(0.03)
+ if not replayfp or replayfp.closed: # Don't slow down replays
+ time.sleep(0.03)
proutn(c)
if game.options & OPTION_CURSES:
wrefresh(curwnd)
else:
sys.stdout.flush()
- time.sleep(0.03)
+ if not replayfp or replayfp.closed:
+ time.sleep(0.03)
def cgetline():
"Get a line of input."
curwnd.refresh()
else:
if replayfp and not replayfp.closed:
- line = replayfp.readline()
+ while True:
+ line = replayfp.readline()
+ proutn(line)
+ if line == '':
+ prout("*** Replay finished")
+ replayfp.close()
+ break
+ elif line[0] != "#":
+ break
else:
- line = raw_input()
+ line = raw_input() + "\n"
if logfp:
logfp.write(line)
return line
curwnd.move(0, 0)
curwnd.refresh()
linecount = 0
-
-def textcolor(color):
- "Set the current text color"
- if game.options & OPTION_CURSES:
- if color == DEFAULT:
- curwnd.attrset(0)
- elif color == BLACK:
- curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLACK))
- elif color == BLUE:
- curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLUE))
- elif color == GREEN:
- curwnd.attron(curses.COLOR_PAIR(curses.COLOR_GREEN))
- elif color == CYAN:
- curwnd.attron(curses.COLOR_PAIR(curses.COLOR_CYAN))
- elif color == RED:
- curwnd.attron(curses.COLOR_PAIR(curses.COLOR_RED))
- elif color == MAGENTA:
- curwnd.attron(curses.COLOR_PAIR(curses.COLOR_MAGENTA))
- elif color == BROWN:
- curwnd.attron(curses.COLOR_PAIR(curses.COLOR_YELLOW))
- elif color == LIGHTGRAY:
- curwnd.attron(curses.COLOR_PAIR(curses.COLOR_WHITE))
- elif color == DARKGRAY:
- curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLACK) | curses.A_BOLD)
- elif color == LIGHTBLUE:
- curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLUE) | curses.A_BOLD)
- elif color == LIGHTGREEN:
- curwnd.attron(curses.COLOR_PAIR(curses.COLOR_GREEN) | curses.A_BOLD)
- elif color == LIGHTCYAN:
- curwnd.attron(curses.COLOR_PAIR(curses.COLOR_CYAN) | curses.A_BOLD)
- elif color == LIGHTRED:
- curwnd.attron(curses.COLOR_PAIR(curses.COLOR_RED) | curses.A_BOLD)
- elif color == LIGHTMAGENTA:
- curwnd.attron(curses.COLOR_PAIR(curses.COLOR_MAGENTA) | curses.A_BOLD)
- elif color == YELLOW:
- curwnd.attron(curses.COLOR_PAIR(curses.COLOR_YELLOW) | curses.A_BOLD)
- elif color == WHITE:
- curwnd.attron(curses.COLOR_PAIR(curses.COLOR_WHITE) | curses.A_BOLD)
-
+
def highvideo():
"Set highlight video, if this is reasonable."
if game.options & OPTION_CURSES:
setwnd(lrscan_window)
lrscan_window.clear()
lrscan_window.move(0, 0)
- lrscan()
+ lrscan(silent=False)
def put_srscan_sym(w, sym):
"Emit symbol for short-range scan."
#nosound()
pass
-def tracktorpedo(w, l, i, n, iquad):
+def tracktorpedo(w, step, i, n, iquad):
"Torpedo-track animation."
if not game.options & OPTION_CURSES:
- if l == 1:
+ if step == 1:
if n != 1:
skip(1)
proutn(_("Track for torpedo number %d- ") % i)
else:
skip(1)
proutn(_("Torpedo track- "))
- elif l==4 or l==9:
+ elif step==4 or step==9:
skip(1)
- proutn("%d - %d " % (w.x, w.y))
+ proutn("%s " % w)
else:
if not damaged(DSRSENS) or game.condition=="docked":
- if i != 1 and l == 1:
+ if i != 0 and step == 1:
drawmaps(2)
time.sleep(0.4)
if (iquad==IHDOT) or (iquad==IHBLANK):
put_srscan_sym(w, '+')
- #sound(l*10)
+ #sound(step*10)
#time.sleep(0.1)
#nosound()
put_srscan_sym(w, iquad)
curwnd.attroff(curses.A_REVERSE)
put_srscan_sym(w, iquad)
else:
- proutn("%d - %d " % (w.x, w.y))
+ proutn("%s " % w)
def makechart():
"Display the current galaxy chart."
def no_quad_change():
# No quadrant change -- compute new average enemy distances
game.quad[game.sector.x][game.sector.y] = game.ship
- if game.nenhere:
- for m in range(game.nenhere):
- finald = distance(w, game.ks[m])
- game.kavgd[m] = 0.5 * (finald+game.kdist[m])
- game.kdist[m] = finald
- sortklings()
+ 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
+ game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
- attack(False)
- for m in range(game.nenhere):
- game.kavgd[m] = game.kdist[m]
+ attack(torps_ok=False)
+ for m in range(len(game.enemies)):
+ game.enemies[m].kavgd = game.enemies[m].kdist
newcnd()
drawmaps(0)
setwnd(message_window)
if not VALID_SECTOR(w.x, w.y):
# Leaving quadrant -- allow final enemy attack
# Don't do it if being pushed by Nova
- if game.nenhere != 0 and not novapush:
+ if len(game.enemies) != 0 and not novapush:
newcnd()
- for m in range(game.nenhere):
- finald = distance(w, game.ks[m])
- game.kavgd[m] = 0.5 * (finald + game.kdist[m])
+ 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)
#
# Stas Sergeev added the condition
# that attacks only happen if Klingons
# are present and your skill is good.
#
if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
- attack(False)
+ attack(torps_ok=False)
if game.alldone:
return
# compute final position -- new quadrant and sector
# Compute final position in new quadrant
if trbeam: # Don't bother if we are to be beamed
return
- game.quadrant.x = (w.x+(QUADSIZE-1))/QUADSIZE
- game.quadrant.y = (w.y+(QUADSIZE-1))/QUADSIZE
- game.sector.x = w.x - QUADSIZE*(game.quadrant.x-1)
- game.sector.y = w.y - QUADSIZE*(game.quadrant.y-1)
+ game.quadrant.x = w.x/QUADSIZE
+ game.quadrant.y = w.y/QUADSIZE
+ game.sector.x = w.x - (QUADSIZE*game.quadrant.x)
+ game.sector.y = w.y - (QUADSIZE*game.quadrant.y)
skip(1)
prout(_("Entering Quadrant %s.") % game.quadrant)
game.quad[game.sector.x][game.sector.y] = game.ship
newqad(False)
if game.skill>SKILL_NOVICE:
- attack(False)
+ attack(torps_ok=False)
return
iquad = game.quad[w.x][w.y]
if iquad != IHDOT:
# object encountered in flight path
stopegy = 50.0*game.dist/game.optime
game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
- if iquad in (IHT, IHK, OHC, IHS, IHR, IHQUEST):
+ if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
game.sector = w
- ram(False, iquad, game.sector)
+ for enemy in game.enemies:
+ if enemy.kloc == game.sector:
+ break
+ collision(rammed=False, enemy=enemy)
final = game.sector
elif iquad == IHBLANK:
skip(1)
if game.damage[m]>0:
n += 1
probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
- if (game.options & OPTION_BLKHOLE) and random.random()>probf:
+ if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
timwrp()
else:
finish(FHOLE)
def dock(verbose):
# dock our ship at a starbase
- chew()
+ scanner.chew()
if game.condition == "docked" and verbose:
prout(_("Already docked."))
return
if game.landed and not isprobe:
prout(_("Dummy! You can't leave standard orbit until you"))
proutn(_("are back aboard the ship."))
- chew()
+ scanner.chew()
return False
while navmode == "unspecified":
if damaged(DNAVSYS):
prout(_("Computer damaged; manual navigation only"))
else:
prout(_("Computer damaged; manual movement only"))
- chew()
+ scanner.chew()
navmode = "manual"
key = IHEOL
break
key = akey
akey = -1
else:
- key = scan()
+ key = scanner.next()
if key == IHEOL:
proutn(_("Manual or automatic- "))
iprompt = True
- chew()
+ scanner.chew()
elif key == IHALPHA:
- if isit("manual"):
+ if scanner.sees("manual"):
navmode = "manual"
- key = scan()
+ key = scanner.next()
break
- elif isit("automatic"):
+ elif scanner.sees("automatic"):
navmode = "automatic"
- key = scan()
+ key = scanner.next()
break
else:
huh()
- chew()
+ scanner.chew()
return False
else: # numeric
if isprobe:
proutn(_("Target quadrant or quadrant§or- "))
else:
proutn(_("Destination sector or quadrant§or- "))
- chew()
+ scanner.chew()
iprompt = True
- key = scan()
+ key = scanner.next()
if key != IHREAL:
huh()
return False
- xi = int(round(aaitem))-1
- key = scan()
+ xi = int(round(scanner.real))-1
+ key = scanner.next()
if key != IHREAL:
huh()
return False
- xj = int(round(aaitem))-1
- key = scan()
+ xj = int(round(scanner.real))-1
+ key = scanner.next()
if key == IHREAL:
# both quadrant and sector specified
- xk = int(round(aaitem))-1
- key = scan()
+ xk = int(round(scanner.real))-1
+ key = scanner.next()
if key != IHREAL:
huh()
return False
- xl = int(round(aaitem))-1
+ xl = int(round(scanner.real))-1
dquad.x = xi
dquad.y = xj
dsect.y = xk
else: # manual
while key == IHEOL:
proutn(_("X and Y displacements- "))
- chew()
+ scanner.chew()
iprompt = True
- key = scan()
+ key = scanner.next()
itemp = "verbose"
if key != IHREAL:
huh()
return False
- deltax = aaitem
- key = scan()
+ deltax = scanner.real
+ key = scanner.next()
if key != IHREAL:
huh()
return False
- deltay = aaitem
+ deltay = scanner.real
# Check for zero movement
if deltax == 0 and deltay == 0:
- chew()
+ scanner.chew()
return False
if itemp == "verbose" and not isprobe:
skip(1)
game.direc = math.atan2(deltax, deltay)*1.90985932
if game.direc < 0.0:
game.direc += 12.0
- chew()
+ scanner.chew()
return True
def impulse():
# move under impulse power
game.ididit = False
if damaged(DIMPULS):
- chew()
+ scanner.chew()
skip(1)
prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
return
prout(_(" quadrants.\""))
else:
prout(_("quadrant. They are, therefore, useless.\""))
- chew()
+ scanner.chew()
return
# Make sure enough time is left for the trip
game.optime = game.dist/0.095
if not timewarp: # Not WARPX entry
game.ididit = False
if game.damage[DWARPEN] > 10.0:
- chew()
+ scanner.chew()
skip(1)
prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
return
if damaged(DWARPEN) and game.warpfac > 4.0:
- chew()
+ scanner.chew()
skip(1)
prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
prout(_(" is repaired, I can only give you warp 4.\""))
return
# Entry WARPX
if game.warpfac > 6.0:
- # Decide if engine damage will occur
- prob = game.dist*(6.0-game.warpfac)*(6.0-game.warpfac)/66.666666666
- if prob > random.random():
+ # 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
+ if prob > randreal():
blooey = True
- game.dist = random.random()*game.dist
+ game.dist = randreal(game.dist)
# Decide if time warp will occur
- if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > random.random():
+ if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > randreal():
twarp = True
if idebug and game.warpfac==10 and not twarp:
blooey = False
if twarp:
timwrp()
if blooey:
- game.damage[DWARPEN] = game.damfac*(3.0*random.random()+1.0)
+ game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
skip(1)
prout(_("Engineering to bridge--"))
prout(_(" Scott here. The warp engines are damaged."))
def setwarp():
# change the warp factor
while True:
- key=scan()
+ key=scanner.next()
if key != IHEOL:
break
- chew()
+ scanner.chew()
proutn(_("Warp factor- "))
- chew()
+ scanner.chew()
if key != IHREAL:
huh()
return
if game.damage[DWARPEN] > 10.0:
prout(_("Warp engines inoperative."))
return
- if damaged(DWARPEN) and aaitem > 4.0:
+ if damaged(DWARPEN) and scanner.real > 4.0:
prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
prout(_(" but right now we can only go warp 4.\""))
return
- if aaitem > 10.0:
+ if scanner.real > 10.0:
prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
return
- if aaitem < 1.0:
+ if scanner.real < 1.0:
prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
return
oldfac = game.warpfac
- game.warpfac = aaitem
+ game.warpfac = scanner.real
game.wfacsq=game.warpfac*game.warpfac
if game.warpfac <= oldfac or game.warpfac <= 6.0:
prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
def atover(igrab):
# cope with being tossed out of quadrant by supernova or yanked by beam
- chew()
+ scanner.chew()
# is captain on planet?
if game.landed:
if damaged(DTRANSP):
prout(_("But with the shields up it's hopeless."))
finish(FPNOVA)
prouts(_("His desperate attempt to rescue you . . ."))
- if random.random() <= 0.5:
+ if withprob(0.5):
prout(_("fails."))
finish(FPNOVA)
return
if game.imine:
game.imine = False
proutn(_("The crystals mined were "))
- if random.random() <= 0.25:
+ if withprob(0.25):
prout(_("lost."))
else:
prout(_("saved."))
prout(_("Warp engines damaged."))
finish(FSNOVAED)
return
- game.warpfac = 6.0+2.0*random.random()
+ game.warpfac = randreal(6.0, 8.0)
game.wfacsq = game.warpfac * game.warpfac
prout(_("Warp factor set to %d") % int(game.warpfac))
power = 0.75*game.energy
game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
- distreq = 1.4142+random.random()
+ distreq = randreal(math.sqrt(2))
if distreq < game.dist:
game.dist = distreq
game.optime = 10.0*game.dist/game.wfacsq
- game.direc = 12.0*random.random() # How dumb!
+ game.direc = randreal(12) # How dumb!
game.justin = False
game.inorbit = False
warp(True)
def timwrp():
# let's do the time warp again
prout(_("***TIME WARP ENTERED."))
- if game.state.snap and random.random() < 0.5:
+ if game.state.snap and withprob(0.5):
# Go back in time
prout(_("You are traveling backwards in time %d stardates.") %
int(game.state.date-game.snapsht.date))
prout(_("Spock has reconstructed a correct star chart from memory"))
else:
# Go forward in time
- game.optime = -0.5*game.intime*math.log(random.random())
+ game.optime = -0.5*game.intime*math.log(randreal())
prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
# cheat to make sure no tractor beams occur during time warp
postpone(FTBEAM, game.optime)
# launch deep-space probe
# New code to launch a deep space probe
if game.nprobes == 0:
- chew()
+ scanner.chew()
skip(1)
if game.ship == IHE:
prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
prout(_("Ye Faerie Queene has no deep space probes."))
return
if damaged(DDSP):
- chew()
+ scanner.chew()
skip(1)
prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
return
if is_scheduled(FDSPROB):
- chew()
+ scanner.chew()
skip(1)
if damaged(DRADIO) and game.condition != "docked":
prout(_("Spock- \"Records show the previous probe has not yet"))
else:
prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
return
- key = scan()
+ key = scanner.next()
if key == IHEOL:
# slow mode, so let Kirk know how many probes there are left
if game.nprobes == 1:
if ja() == False:
return
game.isarmed = False
- if key == IHALPHA and citem == "armed":
+ if key == IHALPHA and scanner.token == "armed":
game.isarmed = True
- key = scan()
+ key = scanner.next()
elif key == IHEOL:
proutn(_("Arm NOVAMAX warhead? "))
game.isarmed = ja()
# yell for help from nearest starbase
# There's more than one way to move in this game!
line = 0
- chew()
+ scanner.chew()
# Test for conditions which prevent calling for help
if game.condition == "docked":
prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
prout(_(" dematerializes."))
game.sector.x=0
for m in range(1, 5+1):
- ix = game.base.x+3.0*random.random()-1
- iy = game.base.y+3.0*random.random()-1
+ w = game.base.scatter()
if VALID_SECTOR(ix,iy) and game.quad[ix][iy]==IHDOT:
# found one -- finish up
- game.sector.x=ix
- game.sector.y=iy
+ game.sector = w
break
if not is_valid(game.sector):
prout(_("You have been lost in space..."))
proutn(_(" attempt to re-materialize "))
crmshp()
game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
- textcolor(RED)
+ textcolor("red")
warble()
- if random.random() > probf:
+ if randreal() > probf:
break
prout(_("fails."))
curses.delay_output(500)
- textcolor(DEFAULT)
+ textcolor(None)
if m > 3:
game.quad[ix][iy]=IHQUEST
game.alive = False
finish(FMATERIALIZE)
return
game.quad[ix][iy]=game.ship
- textcolor(GREEN)
+ textcolor("green")
prout(_("succeeds."))
- textcolor(DEFAULT)
+ textcolor(None)
dock(False)
skip(1)
prout(_("Lt. Uhura- \"Captain, we made it!\""))
def abandon():
# abandon ship
- chew()
+ scanner.chew()
if game.condition=="docked":
if game.ship!=IHE:
prout(_("You cannot abandon Ye Faerie Queene."))
game.nprobes = 0 # No probes
prout(_("You are captured by Klingons and released to"))
prout(_("the Federation in a prisoner-of-war exchange."))
- nb = random.random()*game.state.rembase+1
+ nb = randrange(game.state.rembase)
# Set up quadrant and position FQ adjacient to base
if not game.quadrant == game.state.baseq[nb]:
game.quadrant = game.state.baseq[nb]
# position next to base by trial and error
game.quad[game.sector.x][game.sector.y] = IHDOT
for l in range(QUADSIZE):
- game.sector.x = 3.0*random.random() - 1.0 + game.base.x
- game.sector.y = 3.0*random.random() - 1.0 + game.base.y
+ game.sector = game.base.scatter()
if VALID_SECTOR(game.sector.x, game.sector.y) and \
game.quad[game.sector.x][game.sector.y] == IHDOT:
break
# report on (uninhabited) planets in the galaxy
iknow = False
skip(1)
- chew()
+ scanner.chew()
prout(_("Spock- \"Planet report follows, Captain.\""))
skip(1)
for i in range(game.inplan):
def orbit():
# enter standard orbit
skip(1)
- chew()
+ scanner.chew()
if game.inorbit:
prout(_("Already in standard orbit."))
return
prout(_(" not adjacent to planet."))
skip(1)
return
- game.optime = 0.02+0.03*random.random()
+ game.optime = randreal(0.02, 0.05)
prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
newcnd()
if consumeTime():
return
- game.height = (1400.0+7200.0*random.random())
+ game.height = randreal(1400, 8600)
prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
game.inorbit = True
game.ididit = True
def beam():
# use the transporter
nrgneed = 0
- chew()
+ scanner.chew()
skip(1)
if damaged(DTRANSP):
prout(_("Transporter damaged."))
prout(_(" exploring a planet with no dilithium crystals."))
proutn(_(" Are you sure this is wise?\" "))
if ja() == False:
- chew()
+ scanner.chew()
return
if not (game.options & OPTION_PLAIN):
nrgneed = 50 * game.skill + game.height / 100.0
prout(_(" Although the Galileo shuttle craft may still be on a surface."))
proutn(_(" Are you sure this is wise?\" "))
if ja() == False:
- chew()
+ scanner.chew()
return
if game.landed:
# Coming from planet
if game.iplnet.known=="shuttle_down":
proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
if ja() == True:
- chew()
+ scanner.chew()
return
prout(_("Your crew hides the Galileo to prevent capture by aliens."))
prout(_("Landing party assembled, ready to beam up."))
skip(1)
prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
skip(2)
- if random.random() > 0.98:
+ if withprob(0.98):
prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
skip(2)
prout(_("Scotty- \"Oh my God! I've lost them.\""))
def mine():
# strip-mine a world for dilithium
skip(1)
- chew()
+ scanner.chew()
if not game.landed:
prout(_("Mining party not on planet."))
return
skip(1)
prout(_("there's no reason to mine more at this time."))
return
- game.optime = (0.1+0.2*random.random())*game.iplnet.pclass
+ game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
if consumeTime():
return
prout(_("Mining operation complete."))
# use dilithium crystals
game.ididit = False
skip(1)
- chew()
+ scanner.chew()
if not game.icrystl:
prout(_("No dilithium crystals available."))
return
prout(_(" system may risk a severe explosion."))
proutn(_(" Are you sure this is wise?\" "))
if ja() == False:
- chew()
+ scanner.chew()
return
skip(1)
prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
skip(1)
prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
skip(1)
- if random.random() <= game.cryprob:
+ if with(game.cryprob):
prouts(_(" \"Activating now! - - No good! It's***"))
skip(2)
prouts(_("***RED ALERT! RED A*L********************************"))
skip(1)
kaboom()
return
- game.energy += 5000.0*(1.0 + 0.9*random.random())
+ game.energy += randreal(5000.0, 5500.0)
prouts(_(" \"Activating now! - - "))
prout(_("The instruments"))
prout(_(" are going crazy, but I think it's"))
def shuttle():
# use shuttlecraft for planetary jaunt
- chew()
+ scanner.chew()
skip(1)
if damaged(DSHUTTL):
if game.damage[DSHUTTL] == -1.0:
def deathray():
# use the big zapper
- r = random.random()
game.ididit = False
skip(1)
- chew()
+ scanner.chew()
if game.ship != IHE:
prout(_("Ye Faerie Queene has no death ray."))
return
- if game.nenhere==0:
+ if len(game.enemies)==0:
prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
return
if damaged(DDRAY):
skip(1)
prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
skip(1)
- dprob = .30
+ dprob = 0.30
if game.options & OPTION_PLAIN:
- dprob = .5
+ dprob = 0.5
+ r = randreal()
if r > dprob:
prouts(_("Sulu- \"Captain! It's working!\""))
skip(2)
- while game.nenhere > 0:
- deadkl(game.ks[1], game.quad[game.ks[1].x][game.ks[1].y],game.ks[1])
+ 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:
finish(FWON)
if (game.options & OPTION_PLAIN) == 0:
prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
- if random.random() <= 0.05:
+ if withprob(0.05):
prout(_(" is still operational.\""))
else:
prout(_(" has been rendered nonfunctional.\""))
game.damage[DDRAY] = 39.95
return
- r = random.random() # Pick failure method
- if r <= .30:
+ r = randreal() # Pick failure method
+ if r <= 0.30:
prouts(_("Sulu- \"Captain! It's working!\""))
skip(1)
prouts(_("***RED ALERT! RED ALERT!"))
skip(1)
kaboom()
return
- if r <= .55:
+ if r <= 0.55:
prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
skip(1)
prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
def report():
# report on general game status
- chew()
+ scanner.chew()
s1 = "" and game.thawed and _("thawed ")
s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
s3 = (None, _("novice"). _("fair"),
(i, (_("s"), "")[i==1]))
skip(1)
-def lrscan():
+def lrscan(silent):
# long-range sensor scan
if damaged(DLRSENS):
# Now allow base's sensors if docked
if game.condition != "docked":
- prout(_("LONG-RANGE SENSORS DAMAGED."))
+ if not silent:
+ prout(_("LONG-RANGE SENSORS DAMAGED."))
return
- prout(_("Starbase's long-range scan"))
- else:
+ if not silent:
+ prout(_("Starbase's long-range scan"))
+ elif not silent:
prout(_("Long-range scan"))
for x in range(game.quadrant.x-1, game.quadrant.x+2):
- proutn(" ")
+ if not silent:
+ proutn(" ")
for y in range(game.quadrant.y-1, game.quadrant.y+2):
if not VALID_QUADRANT(x, y):
- proutn(" -1")
+ if not silent:
+ proutn(" -1")
else:
if not damaged(DRADIO):
game.state.galaxy[x][y].charted = True
game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
- if game.state.galaxy[x][y].supernova:
+ if not silent and game.state.galaxy[x][y].supernova:
proutn(" ***")
- else:
+ elif not silent:
proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
prout(" ")
def damagereport():
# damage report
jdam = False
- chew()
+ scanner.chew()
for i in range(NDEVICES):
if damaged(i):
def chart():
# display the star chart
- chew()
+ scanner.chew()
+ if (game.options & OPTION_AUTOSCAN):
+ lrscan(silent=True)
if not damaged(DRADIO):
rechart()
if game.lastchart < game.state.date and game.condition == "docked":
# 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)
- elif game.condition == "green": textcolor(GREEN)
- elif game.condition == "yellow": textcolor(YELLOW)
- elif game.condition == "docked": textcolor(CYAN)
- elif game.condition == "dead": textcolor(BROWN)
+ if game.condition == "red": textcolor("red")
+ elif game.condition == "green": textcolor("green")
+ elif game.condition == "yellow": textcolor("yellow")
+ elif game.condition == "docked": textcolor("cyan")
+ elif game.condition == "dead": textcolor("brown")
if game.quad[i][j] != game.ship:
highvideo()
proutn("%c " % game.quad[i][j])
- textcolor(DEFAULT)
+ textcolor(None)
else:
proutn("- ")
def request():
requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
- while scan() == IHEOL:
+ while scanner.next() == IHEOL:
proutn(_("Information desired? "))
- chew()
- if citem in requests:
- status(requests.index(citem))
+ scanner.chew()
+ if scanner.token in requests:
+ status(requests.index(scanner.token))
else:
prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
prout((" date, condition, position, lsupport, warpfactor,"))
sectscan(goodScan, i, j)
skip(1)
-
def eta():
# use computer to get estimated time of arrival for a warp jump
w1 = coord(); w2 = coord()
prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
skip(1)
return
- if scan() != IHREAL:
+ if scanner.next() != IHREAL:
prompt = True
- chew()
+ scanner.chew()
proutn(_("Destination quadrant and/or sector? "))
- if scan()!=IHREAL:
+ if scanner.next()!=IHREAL:
huh()
return
- w1.y = int(aaitem-0.5)
- if scan() != IHREAL:
+ w1.y = int(scanner.real-0.5)
+ if scanner.next() != IHREAL:
huh()
return
- w1.x = int(aaitem-0.5)
- if scan() == IHREAL:
- w2.y = int(aaitem-0.5)
- if scan() != IHREAL:
+ w1.x = int(scanner.real-0.5)
+ if scanner.next() == IHREAL:
+ w2.y = int(scanner.real-0.5)
+ if scanner.next() != IHREAL:
huh()
return
- w2.x = int(aaitem-0.5)
+ w2.x = int(scanner.real-0.5)
else:
if game.quadrant.y>w1.x:
w2.x = 0
if prompt:
prout(_("Answer \"no\" if you don't know the value:"))
while True:
- chew()
+ scanner.chew()
proutn(_("Time or arrival date? "))
- if scan()==IHREAL:
- ttime = aaitem
+ if scanner.next()==IHREAL:
+ ttime = scanner.real
if ttime > game.state.date:
ttime -= game.state.date # Actually a star date
twarp=(math.floor(math.sqrt((10.0*game.dist)/ttime)*10.0)+1.0)/10.0
if ttime <= 1e-10 or twarp > 10:
prout(_("We'll never make it, sir."))
- chew()
+ scanner.chew()
return
if twarp < 1.0:
twarp = 1.0
break
- chew()
+ scanner.chew()
proutn(_("Warp factor? "))
- if scan()== IHREAL:
+ if scanner.next()== IHREAL:
wfl = True
- twarp = aaitem
+ twarp = scanner.real
if twarp<1.0 or twarp > 10.0:
huh()
return
break
prout(_("Captain, certainly you can give me one of these."))
while True:
- chew()
+ scanner.chew()
ttime = (10.0*game.dist)/square(twarp)
tpower = game.dist*twarp*twarp*twarp*(game.shldup+1)
if tpower >= game.energy:
if not wfl:
return
proutn(_("New warp factor to try? "))
- if scan() == IHREAL:
+ if scanner.next() == IHREAL:
wfl = True
- twarp = aaitem
+ twarp = scanner.real
if twarp<1.0 or twarp > 10.0:
huh()
return
continue
else:
- chew()
+ scanner.chew()
skip(1)
return
prout(_("But if you lower your shields,"))
(scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
prout(_("The starbase there will be destroyed by then."))
proutn(_("New warp factor to try? "))
- if scan() == IHREAL:
+ if scanner.next() == IHREAL:
wfl = True
- twarp = aaitem
+ twarp = scanner.real
if twarp<1.0 or twarp > 10.0:
huh()
return
else:
- chew()
+ scanner.chew()
skip(1)
return
-#ifdef BSD_BUG_FOR_BUG
-# A visual scan is made in a particular direction of three sectors
-# in the general direction specified. This takes time, and
-# Klingons can attack you, so it should be done only when sensors
-# are out. Code swiped from BSD-Trek. Not presently used, as we
-# automatically display all adjacent sectors on the short-range
-# scan even when short-range sensors are out.
-
-# This struct[] has the delta x, delta y for particular directions
-
-visdelta = (
- (-1,-1),
- (-1, 0),
- (-1, 1),
- (0, 1),
- (1, 1),
- (1, 0),
- (1, -1),
- (0, -1),
- (-1,-1),
- (-1, 0),
- (-1, 1),
-)
-
-def visual():
- v = coord()
- if scan() != IHREAL:
- chew()
- proutn(_("Direction? "))
- if scan()!=IHREAL:
- huh()
- return
- if aaitem < 0.0 or aaitem > 360.0:
- return
- co = (aaitem + 22) / 45
- v = visdelta[co]
- ix = game.sector.x + v.x
- iy = game.sector.y + v.y
- if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE:
- co = '?'
- else:
- co = game.quad[ix][iy]
- printf("%d,%d %c " % (ix+1, iy+1, co))
- v += 1
- ix = game.sector.x + v.x
- iy = game.sector.y + v.y
- if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE:
- co = '?'
- else:
- co = game.quad[ix][iy]
- printf("%c " % (co))
- v += 1
- ix = game.sector.x + v.x
- iy = game.sector.y + v.y
- if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE:
- co = '?'
- else:
- co = game.quad[ix][iy]
- prout("%c %d,%d\n" % (co, ix+1, iy+1))
- game.optime = 0.5
- game.ididit = True
-#endif
-
# Code from setup.c begins here
def prelim():
skip(2)
prout(_("-SUPER- STAR TREK"))
skip(1)
-#ifdef __HISTORICAL__
+# From the FORTRAN original
# prout(_("Latest update-21 Sept 78"))
# skip(1)
-#endif __HISTORICAL__
def freeze(boss):
# save game
if boss:
- citem = "emsave.trk"
+ scanner.token = "emsave.trk"
else:
- key = scan()
+ key = scanner.next()
if key == IHEOL:
proutn(_("File name: "))
- key = scan()
+ key = scanner.next()
if key != IHALPHA:
huh()
return
- chew()
- if '.' not in citem:
- citem += ".trk"
+ scanner.chew()
+ if '.' not in scanner.token:
+ scanner.token += ".trk"
try:
- fp = open(citem, "wb")
+ fp = open(scanner.token, "wb")
except IOError:
- prout(_("Can't freeze game as file %s") % citem)
+ prout(_("Can't freeze game as file %s") % scanner.token)
return
cPickle.dump(game, fp)
fp.close()
def thaw():
# retrieve saved game
game.passwd[0] = '\0'
- key = scan()
+ key = scanner.next()
if key == IHEOL:
proutn(_("File name: "))
- key = scan()
+ key = scanner.next()
if key != IHALPHA:
huh()
return True
- chew()
- if '.' not in citem:
- citem += ".trk"
+ scanner.chew()
+ if '.' not in scanner.token:
+ scanner.token += ".trk"
try:
- fp = open(citem, "rb")
+ fp = open(scanner.token, "rb")
except IOError:
- prout(_("Can't thaw game in %s") % citem)
+ prout(_("Can't thaw game in %s") % scanner.token)
return
game = cPickle.load(fp)
fp.close()
_("D. S. Probe"), \
)
-def setup(needprompt):
+def setup():
# prepare to play, set up cosmos
w = coord()
# Decide how many of everything
- if choose(needprompt):
+ if choose():
return # frozen game
# Prepare the Enterprise
game.alldone = game.gamewon = False
game.quadrant = randplace(GALSIZE)
game.sector = randplace(QUADSIZE)
game.torps = game.intorps = 10
- game.nprobes = int(3.0*random.random() + 2.0) # Give them 2-4 of these
+ game.nprobes = randrange(2, 5)
game.warpfac = 5.0
game.wfacsq = game.warpfac * game.warpfac
for i in range(NDEVICES):
game.damage[i] = 0.0
# Set up assorted game parameters
game.battle = coord()
- game.state.date = game.indate = 100.0*int(31.0*random.random()+20.0)
+ game.state.date = game.indate = 100.0 * randreal(20, 51)
game.nkinks = game.nhelp = game.casual = game.abandoned = 0
game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
game.isatb = game.state.nplankl = 0
# Initialize times for extraneous events
schedule(FSNOVA, expran(0.5 * game.intime))
schedule(FTBEAM, expran(1.5 * (game.intime / game.state.remcom)))
- schedule(FSNAP, 1.0 + random.random()) # Force an early snapshot
+ schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
schedule(FBATTAK, expran(0.3*game.intime))
unschedule(FCDBAS)
if game.state.nscrem:
game.instar = 0
for i in range(GALSIZE):
for j in range(GALSIZE):
- k = int(random.random()*9.0 + 1.0)
+ k = randrange(1, QUADSIZE**2/10+1)
game.instar += k
game.state.galaxy[i][j].stars = k
# Locate star bases in galaxy
for j in range(1, i):
# Improved placement algorithm to spread out bases
distq = w.distance(game.state.baseq[j])
- if distq < 6.0*(BASEMAX+1-game.inbase) and random.random() < 0.75:
+ if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
contflag = True
if idebug:
prout("=== Abandoning base #%d at %s" % (i, w))
if klumper > MAXKLQUAD:
klumper = MAXKLQUAD
while True:
- r = random.random()
+ r = randreal()
klump = (1.0 - r*r)*klumper
if klump > krem:
klump = krem
for i in range(1, game.incom+1):
while True:
w = randplace(GALSIZE)
- if (game.state.galaxy[w.x][w.y].klingons or random.random()>=0.75) and \
+ 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]:
new.name = systnames[i]
new.inhabited = True
else:
- new.pclass = ("M", "N", "O")[random.randint(0, 2)]
- if random.random()*1.5: # 1 in 3 chance of crystals
+ new.pclass = ("M", "N", "O")[randrange(0, 3)]
+ if withprob(0.33):
new.crystals = "present"
new.known = "unknown"
new.inhabited = False
break
game.state.kscmdr = w
game.state.galaxy[w.x][w.y].klingons += 1
- # Place thing (in tournament game, thingx == -1, don't want one!)
+ # Place thing (in tournament game, we don't want one!)
global thing
- if thing == None:
- thing = randplace(GALSIZE)
+ if game.tourn is None:
+ thing = randplace(GALSIZE)
skip(2)
game.state.snap = False
if game.skill == SKILL_NOVICE:
prout(_(" YOU'LL NEED IT."))
waitfor()
newqad(False)
- if game.nenhere - (thing == game.quadrant) - game.ithere:
+ if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
game.shldup = True
if game.neutz: # bad luck to start in a Romulan Neutral Zone
- attack(False)
+ attack(torps_ok=False)
-def choose(needprompt):
+def choose():
# choose your game type
global thing
while True:
game.thawed = False
game.skill = SKILL_NONE
game.length = 0
- if needprompt: # Can start with command line options
+ if not scanner.inqueue: # Can start with command line options
proutn(_("Would you like a regular, tournament, or saved game? "))
- scan()
- if len(citem)==0: # Try again
+ scanner.next()
+ if len(scanner.token)==0: # Try again
continue
- if isit("tournament"):
- while scan() == IHEOL:
+ if scanner.sees("tournament"):
+ while scanner.next() == IHEOL:
proutn(_("Type in tournament number-"))
- if aaitem == 0:
- chew()
+ if scanner.real == 0:
+ scanner.chew()
continue # We don't want a blank entry
- game.tourn = int(round(aaitem))
- random.seed(aaitem)
+ game.tourn = int(round(scanner.real))
+ random.seed(scanner.real)
+ if logfp:
+ logfp.write("# random.seed(%d)\n" % scanner.real)
break
- if isit("saved") or isit("frozen"):
+ if scanner.sees("saved") or scanner.sees("frozen"):
if thaw():
continue
- chew()
+ scanner.chew()
if game.passwd == None:
continue
if not game.alldone:
report()
waitfor()
return True
- if isit("regular"):
+ if scanner.sees("regular"):
break
- proutn(_("What is \"%s\"?"), citem)
- chew()
+ proutn(_("What is \"%s\"?"), scanner.token)
+ scanner.chew()
while game.length==0 or game.skill==SKILL_NONE:
- if scan() == IHALPHA:
- if isit("short"):
+ if scanner.next() == IHALPHA:
+ if scanner.sees("short"):
game.length = 1
- elif isit("medium"):
+ elif scanner.sees("medium"):
game.length = 2
- elif isit("long"):
+ elif scanner.sees("long"):
game.length = 4
- elif isit("novice"):
+ elif scanner.sees("novice"):
game.skill = SKILL_NOVICE
- elif isit("fair"):
+ elif scanner.sees("fair"):
game.skill = SKILL_FAIR
- elif isit("good"):
+ elif scanner.sees("good"):
game.skill = SKILL_GOOD
- elif isit("expert"):
+ elif scanner.sees("expert"):
game.skill = SKILL_EXPERT
- elif isit("emeritus"):
+ elif scanner.sees("emeritus"):
game.skill = SKILL_EMERITUS
else:
proutn(_("What is \""))
- proutn(citem)
+ proutn(scanner.token)
prout("\"?")
else:
- chew()
+ scanner.chew()
if game.length==0:
proutn(_("Would you like a Short, Medium, or Long game? "))
elif game.skill == SKILL_NONE:
proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
# Choose game options -- added by ESR for SST2K
- if scan() != IHALPHA:
- chew()
+ if scanner.next() != IHALPHA:
+ scanner.chew()
proutn(_("Choose your game style (or just press enter): "))
- scan()
- if isit("plain"):
+ scanner.next()
+ if scanner.sees("plain"):
# Approximates the UT FORTRAN version.
game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
game.options |= OPTION_PLAIN
- elif isit("almy"):
+ elif scanner.sees("almy"):
# Approximates Tom Almy's version.
game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
game.options |= OPTION_ALMY
- elif isit("fancy"):
+ elif scanner.sees("fancy"):
pass
- elif len(citem):
- proutn(_("What is \"%s\"?") % citem)
+ elif len(scanner.token):
+ proutn(_("What is \"%s\"?") % scanner.token)
setpassword()
if game.passwd == "debug":
idebug = True
# Use parameters to generate initial values of things
game.damfac = 0.5 * game.skill
- game.state.rembase = random.randint(BASEMIN, BASEMAX)
+ game.state.rembase = randrange(BASEMIN, BASEMAX+1)
game.inbase = game.state.rembase
game.inplan = 0
if game.options & OPTION_PLANETS:
- game.inplan += int((MAXUNINHAB/2) + (MAXUNINHAB/2+1)*random.random())
+ game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
if game.options & OPTION_WORLDS:
game.inplan += int(NINHAB)
- game.state.nromrem = game.inrom = int((2.0+random.random())*game.skill)
+ game.state.nromrem = game.inrom = randrange(2 *game.skill)
game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
game.state.remtime = 7.0 * game.length
game.intime = game.state.remtime
- game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*random.random())*game.skill*0.1+.15)
- game.incom = int(game.skill + 0.0625*game.inkling*random.random())
+ 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.state.remres = (game.inkling+4*game.incom)*game.intime
game.inbase = game.state.rembase
return False
-def dropin(iquad):
+def dropin(iquad=None):
# drop a feature on a random dot in the current quadrant
w = coord()
while True:
w = randplace(QUADSIZE)
if game.quad[w.x][w.y] == IHDOT:
break
- game.quad[w.x][w.y] = iquad
+ if iquad is not None:
+ game.quad[w.x][w.y] = iquad
return w
def newcnd():
if not game.alive:
game.condition="dead"
-def newkling(i):
- # drop new Klingon into current quadrant
- pi = dropin(IHK)
- game.ks[i] = pi
- game.kdist[i] = game.kavgd[i] = distance(game.sector, pi)
- game.kpower[i] = random.random()*150.0 +300.0 +25.0*game.skill
- return pi
+def newkling():
+ # 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
game.ishere = False
game.irhere = 0
game.iplnet = 0
- game.nenhere = 0
game.neutz = False
game.inorbit = False
game.landed = False
game.ientesc = False
- game.ithere = False
- global iqengry
- iqengry = False
game.iseenit = False
+ # Create a blank quadrant
+ game.quad = fill2d(QUADSIZE, lambda i, j: IHDOT)
if game.iscate:
# Attempt to escape Super-commander, so tbeam back!
game.iscate = False
return
game.klhere = q.klingons
game.irhere = q.romulans
- game.nenhere = game.klhere + game.irhere
# Position Starship
game.quad[game.sector.x][game.sector.y] = game.ship
+ game.enemies = []
if q.klingons:
- w.x = w.y = 0 # quiet a gcc warning
# Position ordinary Klingons
for i in range(game.klhere):
- w = newkling(i)
+ newkling()
# If we need a commander, promote a Klingon
for i in range(game.state.remcom):
if game.state.kcmdr[i] == game.quadrant:
- break
-
- if i <= game.state.remcom:
- game.quad[w.x][w.y] = IHC
- game.kpower[game.klhere] = 950.0+400.0*random.random()+50.0*game.skill
- game.comhere = True
+ 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 same(game.quadrant, game.state.kscmdr):
- game.quad[game.ks[0].x][game.ks[0].y] = IHS
- game.kpower[1] = 1175.0 + 400.0*random.random() + 125.0*game.skill
+ if game.quadrant == game.state.kscmdr:
+ e = game.enemies[0]
+ 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, game.nenhere):
- w = dropin(IHR)
- game.ks[i] = w
- game.kdist[i] = game.kavgd[i] = distance(game.sector, w)
- game.kpower[i] = random.random()*400.0 + 450.0 + 50.0*game.skill
+ for i in range(game.klhere, len(game.enemies)):
+ 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.base = dropin(IHB)
game.plnet = dropin(IHW)
# Check for condition
newcnd()
- # And finally the stars
- for i in range(q.stars):
- dropin(IHSTAR)
-
# Check for RNZ
if game.irhere > 0 and game.klhere == 0:
game.neutz = True
prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
if shutup==0:
# Put in THING if needed
- global thing
if thing == game.quadrant:
- w = dropin(IHQUEST)
- thing = randplace(GALSIZE)
- game.nenhere += 1
- game.ks[game.nenhere] = w
- game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \
- distance(game.sector, w)
- game.kpower[game.nenhere] = random.random()*6000.0 +500.0 +250.0*game.skill
+ enemy(type=IHQUEST, loc=dropin(),
+ power=randreal(6000,6500.0)+250.0*game.skill)
if not damaged(DSRSENS):
skip(1)
prout(_("Mr. Spock- \"Captain, this is most unusual."))
prout(_(" Please examine your short-range scan.\""))
# Decide if quadrant needs a Tholian; lighten up if skill is low
if game.options & OPTION_THOLIAN:
- if (game.skill < SKILL_GOOD and random.random() <= 0.02) or \
- (game.skill == SKILL_GOOD and random.random() <= 0.05) or \
- (game.skill > SKILL_GOOD and random.random() <= 0.08):
+ if (game.skill < SKILL_GOOD and withprob(0.02)) or \
+ (game.skill == SKILL_GOOD and withprob(0.05)) or \
+ (game.skill > SKILL_GOOD and withprob(0.08)):
+ w = coord()
while True:
- game.tholian.x = random.choice((0, QUADSIZE-1))
- game.tholian.y = random.choice((0, QUADSIZE-1))
- if game.quad[game.tholian.x][game.tholian.y] == IHDOT:
+ w.x = withprob(0.5) * (QUADSIZE-1)
+ w.y = withprob(0.5) * (QUADSIZE-1)
+ if game.quad[w.x][w.y] == IHDOT:
break
- game.quad[game.tholian.x][game.tholian.y] = IHT
- game.ithere = True
- game.nenhere += 1
- game.ks[game.nenhere] = game.tholian
- game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \
- distance(game.sector, game.tholian)
- game.kpower[game.nenhere] = random.random()*400.0 +100.0 +25.0*game.skill
+ game.tholian = enemy(type=IHT, loc=w,
+ power=randrange(100, 500) + 25.0*game.skill)
# Reserve unoccupied corners
if game.quad[0][0]==IHDOT:
game.quad[0][0] = 'X'
game.quad[QUADSIZE-1][0] = 'X'
if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT:
game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
- sortklings()
+ game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+ # And finally the stars
+ for i in range(q.stars):
+ dropin(IHSTAR)
# Put in a few black holes
for i in range(1, 3+1):
- if random.random() > 0.5:
+ if withprob(0.5):
dropin(IHBLANK)
# Take out X's in corners if Tholian present
- if game.ithere:
+ if game.tholian:
if game.quad[0][0]=='X':
game.quad[0][0] = IHDOT
if game.quad[0][QUADSIZE-1]=='X':
if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT
-def sortklings():
- # sort Klingons by distance from us
- # The author liked bubble sort. So we will use it. :-(
- if game.nenhere-(thing==game.quadrant)-game.ithere < 2:
- return
- while True:
- sw = False
- for j in range(game.nenhere):
- if game.kdist[j] > game.kdist[j+1]:
- sw = True
- t = game.kdist[j]
- game.kdist[j] = game.kdist[j+1]
- game.kdist[j+1] = t
- t = game.kavgd[j]
- game.kavgd[j] = game.kavgd[j+1]
- game.kavgd[j+1] = t
- k = game.ks[j].x
- game.ks[j].x = game.ks[j+1].x
- game.ks[j+1].x = k
- k = game.ks[j].y
- game.ks[j].y = game.ks[j+1].y
- game.ks[j+1].y = k
- t = game.kpower[j]
- game.kpower[j] = game.kpower[j+1]
- game.kpower[j+1] = t
- if not sw:
- break
-
def setpassword():
# set the self-destruct password
if game.options & OPTION_PLAIN:
while True:
- chew()
+ scanner.chew()
proutn(_("Please type in a secret password- "))
- scan()
- game.passwd = citem
+ scanner.next()
+ game.passwd = scanner.token
if game.passwd != None:
break
else:
game.passwd = ""
for i in range(3):
- game.passwd += chr(97+int(random.random()*25))
+ game.passwd += chr(ord('a')+randrange(26))
# Code from sst.c begins here
def helpme():
# browse on-line help
# Give help on commands
- key = scan()
+ key = scanner.next()
while True:
if key == IHEOL:
setwnd(prompt_window)
proutn(_("Help on what command? "))
- key = scan()
+ key = scanner.next()
setwnd(message_window)
if key == IHEOL:
return
- if citem in commands or citem == "ABBREV":
+ if scanner.token in commands or scanner.token == "ABBREV":
break
skip(1)
listCommands()
key = IHEOL
- chew()
+ scanner.chew()
skip(1)
- cmd = citem.upper()
+ cmd = scanner.token.upper()
try:
fp = open(SSTDOC, "r")
except IOError:
hitme = False
game.justin = False
game.optime = 0.0
- chew()
+ scanner.chew()
setwnd(prompt_window)
clrscr()
proutn("COMMAND> ")
- if scan() == IHEOL:
+ if scanner.next() == IHEOL:
if game.options & OPTION_CURSES:
makechart()
continue
+ elif scanner.token == "":
+ continue
game.ididit = False
clrscr()
setwnd(message_window)
clrscr()
- candidates = filter(lambda x: x.startswith(citem.upper()),
+ candidates = filter(lambda x: x.startswith(scanner.token.upper()),
commands)
if len(candidates) == 1:
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
elif cmd == "REQUEST": # status request
request()
elif cmd == "LRSCAN": # long range scan
- lrscan()
+ lrscan(silent=False)
elif cmd == "PHASERS": # phasers
phasers()
if game.ididit:
elif cmd == "MOVE": # move under warp
warp(False)
elif cmd == "SHIELDS": # shields
- doshield(False)
+ doshield(shraise=False)
if game.ididit:
hitme = True
game.shldchg = False
elif cmd == "DOCK": # dock at starbase
dock(True)
if game.ididit:
- attack(False)
+ attack(torps_ok=False)
elif cmd == "DAMAGES": # damage reports
damagereport()
elif cmd == "CHART": # chart
elif cmd == "IMPULSE": # impulse
impulse()
elif cmd == "REST": # rest
- os.wait()
+ wait()
if game.ididit:
hitme = True
elif cmd == "WARP": # warp
elif cmd == "EMEXIT": # Emergency exit
clrscr() # Hide screen
freeze(True) # forced save
- os.exit(1) # And quick exit
+ raise SysExit,1 # And quick exit
elif cmd == "PROBE":
probe() # Launch probe
if game.ididit:
game.alldone = True # quit the game
elif cmd == "HELP":
helpme() # get help
- elif cmd == "SEED": # set random-number seed
- key = scan()
- if key == IHREAL:
- seed = int(round(aaitem))
-#ifdef BSD_BUG_FOR_BUG
-# elif cmd == "VISUAL":
-# visual() # perform visual scan
-#endif
while True:
if game.alldone:
break # Game has ended
atover(False)
continue
if hitme and not game.justin:
- attack(True)
+ attack(torps_ok=True)
if game.alldone:
break
if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
proutn("***")
cramen(enemy)
proutn(_(" at "))
+ buf = ""
if loctype == "quadrant":
buf = _("Quadrant ")
elif loctype == "sector":
skip(1)
def expran(avrage):
- return -avrage*math.log(1e-7 + random.random())
+ return -avrage*math.log(1e-7 + randreal())
def randplace(size):
# choose a random location
w = coord()
- w.x = random.randint(0, size-1)
- w.y = random.randint(0, size-1)
+ w.x = randrange(size)
+ w.y = randrange(size)
return w
-def chew():
- # Demand input for next scan
- global inqueue
- inqueue = None
-
-def chew2():
- # return IHEOL next time
- global inqueue
- inqueue = []
-
-def scan():
- # Get a token from the user
- global inqueue, line, citem, aaitem
- aaitem = 0.0
- citem = ''
-
- # Read a line if nothing here
- if inqueue == None:
- line = cgetline()
- if curwnd==prompt_window:
- clrscr()
- setwnd(message_window)
- clrscr()
- # Skip leading white space
- line = line.lstrip()
- if line:
- inqueue = line.split()
- else:
- inqueue = []
+class sstscanner:
+ def __init__(self):
+ self.type = None
+ self.token = None
+ self.real = 0.0
+ self.inqueue = []
+ def next(self):
+ # Get a token from the user
+ self.real = 0.0
+ self.token = ''
+ # Fill the token quue if nothing here
+ while self.inqueue == None:
+ line = cgetline()
+ if curwnd==prompt_window:
+ clrscr()
+ setwnd(message_window)
+ clrscr()
+ if line == '':
+ return None
+ # Skip leading white space
+ line = line.lstrip()
+ if not line:
+ continue
+ else:
+ 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 = IHEOL
return IHEOL
- elif not inqueue:
- return IHEOL
- # From here on in it's all looking at the queue
- citem = inqueue.pop(0)
- if citem == IHEOL:
- return IHEOL
- try:
- aaitem = float(citem)
- return IHREAL
- except ValueError:
- pass
- # Treat as alpha
- citem = citem.lower()
- return IHALPHA
+ try:
+ self.real = float(self.token)
+ self.type = IHREAL
+ return IHREAL
+ except ValueError:
+ pass
+ # Treat as alpha
+ self.token = self.token.lower()
+ self.type = IHALPHA
+ self.real = None
+ return IHALPHA
+ def push(self, toklist):
+ self.inqueue += toklist
+ def chew(self):
+ # Demand input for next scan
+ self.inqueue = None
+ self.real = self.token = None
+ def chew2(self):
+ # return IHEOL next time
+ self.inqueue = []
+ 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))
def ja():
# yes-or-no confirmation
- chew()
+ scanner.chew()
while True:
- scan()
- chew()
- if citem == 'y':
+ scanner.next()
+ scanner.chew()
+ if scanner.token == 'y':
return True
- if citem == 'n':
+ if scanner.token == 'n':
return False
proutn(_("Please answer with \"y\" or \"n\": "))
def huh():
# complain about unparseable input
- chew()
+ scanner.chew()
skip(1)
prout(_("Beg your pardon, Captain?"))
-def isit(s):
- # compares s to citem and returns true if it matches to the length of s
- return s.startswith(citem)
def debugme():
# access to the internals for debugging
proutn("Kill ")
proutn(device[i])
proutn("? ")
- chew()
- key = scan()
- if key == IHALPHA and isit("y"):
+ scanner.chew()
+ key = scanner.next()
+ if key == IHALPHA and scanner.sees("y"):
game.damage[i] = 10.0
proutn("Examine/change events? ")
if ja() == True:
else:
proutn("never")
proutn("? ")
- chew()
- key = scan()
+ scanner.chew()
+ key = scanner.next()
if key == 'n':
unschedule(i)
- chew()
+ scanner.chew()
elif key == IHREAL:
- ev = schedule(i, aaitem)
+ ev = schedule(i, scanner.real)
if i == FENSLV or i == FREPRO:
- chew()
+ scanner.chew()
proutn("In quadrant- ")
- key = scan()
+ key = scanner.next()
# IHEOL says to leave coordinates as they are
if key != IHEOL:
if key != IHREAL:
prout("Event %d canceled, no x coordinate." % (i))
unschedule(i)
continue
- w.x = int(round(aaitem))
- key = scan()
+ w.x = int(round(scanner.real))
+ key = scanner.next()
if key != IHREAL:
prout("Event %d canceled, no y coordinate." % (i))
unschedule(i)
continue
- w.y = int(round(aaitem))
+ w.y = int(round(scanner.real))
ev.quadrant = w
- chew()
+ scanner.chew()
proutn("Induce supernova here? ")
if ja() == True:
game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova = True
atover(True)
if __name__ == '__main__':
- global line, thing, game, idebug, iqengry
- game = citem = aaitem = inqueue = None
- line = ''
- thing = coord()
- iqengry = False
- game = gamestate()
- idebug = 0
- game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_SHOWME | OPTION_PLAIN | OPTION_ALMY)
- # Disable curses mode until the game logic is working.
- # if os.getenv("TERM"):
- # game.options |= OPTION_CURSES | OPTION_SHOWME
- # else:
- game.options |= OPTION_TTY
- seed = time.time()
- (options, arguments) = getopt.getopt(sys.argv[1:], "r:tx")
- for (switch, val) in options:
- if switch == '-r':
- try:
- replayfp = open(optarg, "r")
- except IOError:
- sys.stderr.write("sst: can't open replay file %s\n" % optarg)
- os.exit(1)
- line = replayfp.readline().strip()
- try:
- (key, seed) = line.split()
- seed = int(seed)
- except ValueError:
- sys.stderr.write("sst: replay file %s is ill-formed\n"%optarg)
- os.exit(1)
- game.options |= OPTION_TTY
- game.options &=~ OPTION_CURSES
- elif switch == '-t':
- game.options |= OPTION_TTY
- game.options &=~ OPTION_CURSES
- elif switch == '-x':
- idebug = True
- else:
- sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
- os.exit(0)
- # where to save the input in case of bugs
try:
- logfp = open("/usr/tmp/sst-input.log", "w")
- except IOError:
- sys.stderr.write("sst: warning, can't open logfile\n")
- if logfp:
- #setlinebuf(logfp)
- logfp.write("seed %d\n" % (seed))
- random.seed(seed)
- iostart()
- if arguments:
- inqueue = arguments
- else:
- inqueue = None
- while True: # Play a game
- setwnd(fullscreen_window)
- clrscr()
- prelim()
- setup(needprompt=not inqueue)
- if game.alldone:
- score()
- game.alldone = False
- else:
- makemoves()
- skip(1)
- stars()
- skip(1)
- if game.tourn and game.alldone:
- proutn(_("Do you want your score recorded?"))
- if ja() == True:
- chew2()
- freeze(False)
- proutn(_("Do you want to play again? "))
- if not ja():
- break
- skip(1)
- prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
- raise SysExit, 0
+ global line, thing, game, idebug
+ game = None
+ thing = coord()
+ thing.angry = False
+ game = gamestate()
+ idebug = 0
+ game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
+ # Disable curses mode until the game logic is working.
+ # if os.getenv("TERM"):
+ # game.options |= OPTION_CURSES | OPTION_SHOWME
+ # else:
+ game.options |= OPTION_TTY
+ seed = int(time.time())
+ (options, arguments) = getopt.getopt(sys.argv[1:], "r:tx")
+ for (switch, val) in options:
+ if switch == '-r':
+ try:
+ replayfp = open(val, "r")
+ except IOError:
+ sys.stderr.write("sst: can't open replay file %s\n" % val)
+ raise SystemExit, 1
+ try:
+ line = replayfp.readline().strip()
+ (leader, key, seed) = line.split()
+ seed = eval(seed)
+ sys.stderr.write("sst2k: seed set to %s\n" % seed)
+ line = replayfp.readline().strip()
+ arguments += line.split()[2:]
+ except ValueError:
+ sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
+ raise SystemExit(1)
+ game.options |= OPTION_TTY
+ game.options &=~ OPTION_CURSES
+ elif switch == '-t':
+ game.options |= OPTION_TTY
+ game.options &=~ OPTION_CURSES
+ elif switch == '-x':
+ idebug = True
+ else:
+ sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
+ raise SystemExit, 1
+ # where to save the input in case of bugs
+ try:
+ logfp = open("/usr/tmp/sst-input.log", "w")
+ except IOError:
+ sys.stderr.write("sst: warning, can't open logfile\n")
+ if logfp:
+ logfp.write("# seed %s\n" % seed)
+ logfp.write("# options %s\n" % " ".join(arguments))
+ random.seed(seed)
+ scanner = sstscanner()
+ scanner.push(arguments)
+ try:
+ iostart()
+ while True: # Play a game
+ setwnd(fullscreen_window)
+ clrscr()
+ prelim()
+ setup()
+ if game.alldone:
+ score()
+ game.alldone = False
+ else:
+ makemoves()
+ skip(1)
+ stars()
+ skip(1)
+ if game.tourn and game.alldone:
+ proutn(_("Do you want your score recorded?"))
+ if ja() == True:
+ scanner.chew2()
+ freeze(False)
+ scanner.chew()
+ proutn(_("Do you want to play again? "))
+ if not ja():
+ break
+ skip(1)
+ prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
+ finally:
+ ioend()
+ raise SystemExit, 0
+ except KeyboardInterrupt:
+ print""
+ pass