See the doc/HACKING file in the distribution for designers notes and advice
on how to modify (and how not to modify!) this code.
"""
-import os, sys, math, curses, time, readline, pickle, random, copy, gettext, getpass
+from __future__ import print_function, division
+# Runs under Python 2 an Python 3. Preserve this property!
+# SPDX-License-Identifier: BSD-2-clause
+
+import os, sys, math, curses, time, pickle, copy, gettext, getpass
+import getopt, socket, locale
+import codecs
+
+# This import only works on Unixes. The intention is to enable
+# Ctrl-P, Ctrl-N, and friends in Cmd.
+try:
+ import readline
+except ImportError:
+ pass
+
+# Prevent lossage under Python 3
+try:
+ my_input = raw_input
+except NameError:
+ my_input = input
-version = "2.1"
+version = "2.6"
-docpath = (".", "../doc", "/usr/share/doc/sst")
+docpath = (".", "doc/", "/usr/share/doc/sst/")
def _(st):
return gettext.gettext(st)
+# Rolling our own LCG because Python changed its incompatibly in 3.2.
+# Thus, we need to have our own to be 2/3 polyglot, which will also
+# be helpful when we forwrard-port.
+
+class randomizer:
+ # LCG PRNG parameters tested against
+ # Knuth vol. 2. by the authors of ADVENT
+ LCG_A = 1093
+ LCG_C = 221587
+ LCG_M = 1048576
+
+ @staticmethod
+ def random():
+ old_x = game.lcg_x
+ game.lcg_x = (randomizer.LCG_A * game.lcg_x + randomizer.LCG_C) % randomizer.LCG_M
+ return old_x / randomizer.LCG_M
+
+ @staticmethod
+ def withprob(p):
+ v = randomizer.random()
+ #if logfp:
+ # logfp.write("#withprob(%.2f) -> %s\n" % (p, v < p))
+ return v < p
+
+ @staticmethod
+ def integer(*args):
+ v = randomizer.random()
+ if len(args) == 1:
+ v = int(v * args[0])
+ else:
+ v = args[0] + int(v * (args[1] - args[0]))
+ #if logfp:
+ # logfp.write("#integer%s -> %s\n" % (args, v))
+ return int(v)
+
+ @staticmethod
+ def real(*args):
+ v = randomizer.random()
+ if len(args) == 1:
+ v *= args[0] # from [0, args[0])
+ elif len(args) == 2:
+ v = args[0] + v*(args[1]-args[0]) # from [args[0], args[1])
+ #if logfp:
+ # logfp.write("#real%s -> %f\n" % (args, v))
+ return v
+
+ @staticmethod
+ def seed(n):
+ #if logfp:
+ # logfp.write("#seed(%d)\n" % n)
+ game.lcg_x = n % randomizer.LCG_M
+
GALSIZE = 8 # Galaxy size in quadrants
NINHAB = (GALSIZE * GALSIZE // 2) # Number of inhabited worlds
MAXUNINHAB = 10 # Maximum uninhabited worlds
BASEMAX = (GALSIZE * GALSIZE // 12) # Maximum starbases
MAXKLGAME = 127 # Maximum Klingons per game
MAXKLQUAD = 9 # Maximum Klingons per quadrant
-FULLCREW = 428 # Crew size. BSD Trek was 387, that's wrong
+FULLCREW = 428 # Crew size. BSD Trek was 387, that's wrong
FOREVER = 1e30 # Time for the indefinite future
MAXBURST = 3 # Max # of torps you can launch in one turn
MINCMDR = 10 # Minimum number of Klingon commanders
DOCKFAC = 0.25 # Repair faster when docked
PHASEFAC = 2.0 # Unclear what this is, it was in the C version
+ALGERON = 2311 # Date of the Treaty of Algeron
+
+
DEFAULT = -1
BLACK = 0
BLUE = 1
pass
class JumpOut(Exception):
- pass
+ pass
class Coord:
def __init__(self, x=None, y=None):
- self.i = x
- self.j = y
+ self.i = x # Row
+ self.j = y # Column
def valid_quadrant(self):
return self.i >= 0 and self.i < GALSIZE and self.j >= 0 and self.j < GALSIZE
def valid_sector(self):
return self.i >= 0 and self.i < QUADSIZE and self.j >= 0 and self.j < QUADSIZE
def invalidate(self):
self.i = self.j = None
- def is_valid(self):
- return self.i != None and self.j != None
def __eq__(self, other):
- return other != None and self.i == other.i and self.j == other.j
+ return other is not None and self.i == other.i and self.j == other.j
def __ne__(self, other):
- return other == None or self.i != other.i or self.j != other.j
+ return other is None or self.i != other.i or self.j != other.j
def __add__(self, other):
return Coord(self.i+other.i, self.j+other.j)
def __sub__(self, other):
return Coord(self.i*other, self.j*other)
def __div__(self, other):
return Coord(self.i/other, self.j/other)
+ def __truediv__(self, other):
+ return Coord(self.i/other, self.j/other)
+ def __floordiv__(self, other):
+ return Coord(self.i//other, self.j//other)
def __mod__(self, other):
return Coord(self.i % other, self.j % other)
- def __rdiv__(self, other):
+ def __rtruediv__(self, other):
return Coord(self.i/other, self.j/other)
+ def __rfloordiv__(self, other):
+ return Coord(self.i//other, self.j//other)
def roundtogrid(self):
return Coord(int(round(self.i)), int(round(self.j)))
def distance(self, other=None):
s = Coord()
if self.i == 0:
s.i = 0
+ elif self.i < 0:
+ s.i = -1
else:
- s.i = self.i / abs(self.i)
+ s.i = 1
if self.j == 0:
s.j = 0
+ elif self.j < 0:
+ s.j = -1
else:
- s.j = self.j / abs(self.j)
+ s.j = 1
return s
def quadrant(self):
#print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
- return self.roundtogrid() / QUADSIZE
+ return self.roundtogrid() // QUADSIZE
def sector(self):
return self.roundtogrid() % QUADSIZE
def scatter(self):
s = Coord()
- s.i = self.i + randrange(-1, 2)
- s.j = self.j + randrange(-1, 2)
+ s.i = self.i + rnd.integer(-1, 2)
+ s.j = self.j + rnd.integer(-1, 2)
return s
def __str__(self):
- if self.i == None or self.j == None:
+ if self.i is None or self.j is None:
return "Nowhere"
return "%s - %s" % (self.i+1, self.j+1)
__repr__ = __str__
self.supernova = False
self.charted = False
self.status = "secure" # Could be "secure", "distressed", "enslaved"
+ def __str__(self):
+ return "<Quadrant: %(klingons)d>" % self.__dict__
+ __repr__ = __str__
class Page:
def __init__(self):
"Fill an empty list in 2D."
lst = []
for i in range(size):
- lst.append([])
+ lst.append([])
for j in range(size):
lst[i].append(fillfun(i, j))
return lst
class Snapshot:
def __init__(self):
- self.snap = False # snapshot taken
+ self.snap = False # snapshot taken
self.crew = 0 # crew complement
- self.remkl = 0 # remaining klingons
- self.nscrem = 0 # remaining super commanders
+ self.nscrem = 0 # remaining super commanders
self.starkl = 0 # destroyed stars
self.basekl = 0 # destroyed bases
self.nromrem = 0 # Romulans remaining
self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
# the starchart
self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
+ def traverse(self):
+ for i in range(GALSIZE):
+ for j in range(GALSIZE):
+ yield (i, j, self.galaxy[i][j])
class Event:
def __init__(self):
self.date = None # A real number
self.quadrant = None # A coord structure
-# game options
+# game options
OPTION_ALL = 0xffffffff
-OPTION_TTY = 0x00000001 # old interface
-OPTION_CURSES = 0x00000002 # new interface
-OPTION_IOMODES = 0x00000003 # cover both interfaces
-OPTION_PLANETS = 0x00000004 # planets and mining
-OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
-OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
-OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
-OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
-OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
-OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
-OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
-OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
-OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
-OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
-OPTION_PLAIN = 0x01000000 # user chose plain game
-OPTION_ALMY = 0x02000000 # user chose Almy variant
-OPTION_COLOR = 0x04000000 # enable color display (experimental, ESR, 2010)
-
-# Define devices
+OPTION_TTY = 0x00000001 # old interface
+OPTION_CURSES = 0x00000002 # new interface
+OPTION_IOMODES = 0x00000003 # cover both interfaces
+OPTION_PLANETS = 0x00000004 # planets and mining
+OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
+OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
+OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
+OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
+OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
+OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
+OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
+OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
+OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
+OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
+OPTION_CAPTURE = 0x00002000 # Enable BSD-Trek capture (Almy, 2013).
+OPTION_CLOAK = 0x80004000 # Enable BSD-Trek capture (Almy, 2013).
+OPTION_PLAIN = 0x01000000 # user chose plain game
+OPTION_ALMY = 0x02000000 # user chose Almy variant
+OPTION_COLOR = 0x04000000 # enable color display (ESR, 2010)
+OPTION_DOTFILL = 0x08000000 # fix dotfill glitch in chart (ESR, 2019)
+
+# Define devices
DSRSENS = 0
DLRSENS = 1
DPHASER = 2
DWARPEN = 5
DIMPULS = 6
DSHIELD = 7
-DRADIO = 0
-DSHUTTL = 9
-DCOMPTR = 10
+DRADIO = 8
+DSHUTTL = 9
+DCOMPTR = 10
DNAVSYS = 11
-DTRANSP = 12
+DTRANSP = 12
DSHCTRL = 13
-DDRAY = 14
-DDSP = 15
-NDEVICES = 16 # Number of devices
-
-SKILL_NONE = 0
-SKILL_NOVICE = 1
-SKILL_FAIR = 2
-SKILL_GOOD = 3
-SKILL_EXPERT = 4
-SKILL_EMERITUS = 5
+DDRAY = 14
+DDSP = 15
+DCLOAK = 16
+NDEVICES = 17 # Number of devices
+
+SKILL_NONE = 0
+SKILL_NOVICE = 1
+SKILL_FAIR = 2
+SKILL_GOOD = 3
+SKILL_EXPERT = 4
+SKILL_EMERITUS = 5
def damaged(dev):
return (game.damage[dev] != 0.0)
def communicating():
return not damaged(DRADIO) or game.condition=="docked"
-# Define future events
-FSPY = 0 # Spy event happens always (no future[] entry)
- # can cause SC to tractor beam Enterprise
+# Define future events
+FSPY = 0 # Spy event happens always (no future[] entry)
+ # can cause SC to tractor beam Enterprise
FSNOVA = 1 # Supernova
FTBEAM = 2 # Commander tractor beams Enterprise
FSNAP = 3 # Snapshot for time warp
FSCMOVE = 6 # Supercommander moves (might attack base)
FSCDBAS = 7 # Supercommander destroys base
FDSPROB = 8 # Move deep space probe
-FDISTR = 9 # Emit distress call from an inhabited world
-FENSLV = 10 # Inhabited word is enslaved */
-FREPRO = 11 # Klingons build a ship in an enslaved system
-NEVENTS = 12
+FDISTR = 9 # Emit distress call from an inhabited world
+FENSLV = 10 # Inhabited word is enslaved
+FREPRO = 11 # Klingons build a ship in an enslaved system
+NEVENTS = 12
# Abstract out the event handling -- underlying data structures will change
-# when we implement stateful events
+# when we implement stateful events
def findevent(evtype):
return game.future[evtype]
else:
self.location = Coord()
self.kdist = self.kavgd = None
- game.enemies.remove(self)
+ # Guard prevents failure on Tholian or thingy
+ if self in game.enemies:
+ game.enemies.remove(self)
return motion
def __repr__(self):
return "<%s,%s.%f>" % (self.type, self.location, self.power) # For debugging
self.thawed = False # thawed game
self.condition = None # "green", "yellow", "red", "docked", "dead"
self.iscraft = None # "onship", "offship", "removed"
- self.skill = None # Player skill level
+ self.skill = SKILL_NONE # Player skill level
self.inkling = 0 # initial number of klingons
self.inbase = 0 # initial number of bases
self.incom = 0 # initial number of commanders
self.score = 0.0 # overall score
self.perdate = 0.0 # rate of kills
self.idebug = False # Debugging instrumentation enabled?
+ self.cdebug = False # Debugging instrumentation for curses enabled?
self.statekscmdr = None # No SuperCommander coordinates yet.
+ self.brigcapacity = 400 # Enterprise brig capacity
+ self.brigfree = 400 # How many klingons can we put in the brig?
+ self.kcaptured = 0 # Total Klingons captured, for scoring.
+ self.iscloaked = False # Cloaking device on?
+ self.ncviol = 0 # Algreon treaty violations
+ self.isviolreported = False # We have been warned
+ self.lcg_x = 0 # LCG generator value
+ def remkl(self):
+ return sum([q.klingons for (_i, _j, q) in list(self.state.traverse())])
def recompute(self):
- # Stas thinks this should be (C expression):
- # game.state.remkl + len(game.state.kcmdr) > 0 ?
- # game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99
+ # Stas thinks this should be (C expression):
+ # game.remkl() + len(game.state.kcmdr) > 0 ?
+ # game.state.remres/(game.remkl() + 4*len(game.state.kcmdr)) : 99
# He says the existing expression is prone to divide-by-zero errors
# after killing the last klingon when score is shown -- perhaps also
# if the only remaining klingon is SCOM.
- self.state.remtime = self.state.remres/(self.state.remkl + 4*len(self.state.kcmdr))
+ self.state.remtime = self.state.remres/(self.remkl() + 4*len(self.state.kcmdr))
+ def unwon(self):
+ "Are there Klingons remaining?"
+ return self.remkl()
FWON = 0
FDEPLETE = 1
FTRIBBLE = 19
FHOLE = 20
FCREW = 21
-
-def withprob(p):
- return random.random() < p
-
-def randrange(*args):
- return random.randrange(*args)
-
-def randreal(*args):
- v = random.random()
- if len(args) == 1:
- v *= args[0] # from [0, args[0])
- elif len(args) == 2:
- v = args[0] + v*(args[1]-args[0]) # from [args[0], args[1])
- return v
+FCLOAK = 22
# Code from ai.c begins here
def tryexit(enemy, look, irun):
"A bad guy attempts to bug out."
iq = Coord()
- iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
- iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
+ iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))//QUADSIZE - 1
+ iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))//QUADSIZE - 1
if not welcoming(iq):
return False
if enemy.type == 'R':
- return False # Romulans cannot escape!
+ return False # Romulans cannot escape!
if not irun:
- # avoid intruding on another commander's territory
+ # avoid intruding on another commander's territory
if enemy.type == 'C':
if iq in game.state.kcmdr:
return []
- # refuse to leave if currently attacking starbase
+ # refuse to leave if currently attacking starbase
if game.battle == game.quadrant:
return []
- # don't leave if over 1000 units of energy
+ # don't leave if over 1000 units of energy
if enemy.power > 1000.0:
return []
oldloc = copy.copy(enemy.location)
game.klhere -= 1
if game.condition != "docked":
newcnd()
- # Handle global matters related to escape
+ # Handle global matters related to escape
game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
game.state.galaxy[iq.i][iq.j].klingons += 1
if enemy.type == 'S':
game.state.kcmdr.append(iq)
break
# report move out of quadrant.
- return [(True, enemy, oldloc, ibq)]
+ return [(True, enemy, oldloc, iq)]
# The bad-guy movement algorithm:
-#
+#
# 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
# If both are operating full strength, force is 1000. If both are damaged,
# force is -1000. Having shields down subtracts an additional 1000.
-#
+#
# 2. Enemy has forces equal to the energy of the attacker plus
# 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
# 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
-#
+#
# Attacker Initial energy levels (nominal):
# Klingon Romulan Commander Super-Commander
-# Novice 400 700 1200
+# Novice 400 700 1200
# Fair 425 750 1250
# Good 450 800 1300 1750
# Expert 475 850 1350 1875
# Emeritus 500 900 1400 2000
# VARIANCE 75 200 200 200
-#
+#
# Enemy vessels only move prior to their attack. In Novice - Good games
# only commanders move. In Expert games, all enemy vessels move if there
# is a commander present. In Emeritus games all enemy vessels move.
-#
+#
# 3. If Enterprise is not docked, an aggressive action is taken if enemy
# forces are 1000 greater than Enterprise.
-#
+#
# Agressive action on average cuts the distance between the ship and
# the enemy to 1/4 the original.
-#
+#
# 4. At lower energy advantage, movement units are proportional to the
# advantage with a 650 advantage being to hold ground, 800 to move forward
# 1, 950 for two, 150 for back 4, etc. Variance of 100.
-#
+#
# If docked, is reduced by roughly 1.75*game.skill, generally forcing a
# retreat, especially at high skill levels.
-#
+#
# 5. Motion is limited to skill level, except for SC hi-tailing it out.
def movebaddy(enemy):
goto = Coord()
look = Coord()
irun = False
- # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
+ # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
if game.skill >= SKILL_EXPERT:
- nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
+ nbaddys = int(((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
else:
nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
old_dist = enemy.kdist
- mdist = int(old_dist + 0.5) # Nearest integer distance
- # If SC, check with spy to see if should hi-tail it
+ mdist = int(old_dist + 0.5) # Nearest integer distance
+ # If SC, check with spy to see if should hi-tail it
if enemy.type == 'S' and \
(enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
irun = True
motion = -QUADSIZE
else:
- # decide whether to advance, retreat, or hold position
+ # decide whether to advance, retreat, or hold position
forces = enemy.power+100.0*len(game.enemies)+400*(nbaddys-1)
if not game.shldup:
- forces += 1000 # Good for enemy if shield is down!
+ forces += 1000 # Good for enemy if shield is down!
if not damaged(DPHASER) or not damaged(DPHOTON):
- if damaged(DPHASER): # phasers damaged
+ if damaged(DPHASER): # phasers damaged
forces += 300.0
else:
forces -= 0.2*(game.energy - 2500.0)
- if damaged(DPHOTON): # photon torpedoes damaged
+ if damaged(DPHOTON): # photon torpedoes damaged
forces += 300.0
else:
forces -= 50.0*game.torps
else:
- # phasers and photon tubes both out!
+ # phasers and photon tubes both out!
forces += 1000.0
motion = 0
- if forces <= 1000.0 and game.condition != "docked": # Typical situation
- motion = ((forces + randreal(200))/150.0) - 5.0
+ if forces <= 1000.0 and game.condition != "docked": # Typical situation
+ motion = ((forces + rnd.real(200))/150.0) - 5.0
else:
- if forces > 1000.0: # Very strong -- move in for kill
- motion = (1.0 - randreal())**2 * old_dist + 1.0
- if game.condition == "docked" and (game.options & OPTION_BASE): # protected by base -- back off !
- motion -= game.skill*(2.0-randreal()**2)
+ if forces > 1000.0: # Very strong -- move in for kill
+ motion = (1.0 - rnd.real())**2 * old_dist + 1.0
+ if game.condition == "docked" and (game.options & OPTION_BASE): # protected by base -- back off !
+ motion -= game.skill*(2.0-rnd.real()**2)
if game.idebug:
proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
- # don't move if no motion
+ # don't move if no motion
if motion == 0:
return []
- # Limit motion according to skill
+ # Limit motion according to skill
if abs(motion) > game.skill:
if motion < 0:
motion = -game.skill
else:
motion = game.skill
- # calculate preferred number of steps
+ # calculate preferred number of steps
nsteps = abs(int(motion))
if motion > 0 and nsteps > mdist:
- nsteps = mdist # don't overshoot
+ nsteps = mdist # don't overshoot
if nsteps > QUADSIZE:
- nsteps = QUADSIZE # This shouldn't be necessary
+ nsteps = QUADSIZE # This shouldn't be necessary
if nsteps < 1:
- nsteps = 1 # This shouldn't be necessary
+ nsteps = 1 # This shouldn't be necessary
if game.idebug:
proutn("NSTEPS = %d:" % nsteps)
- # Compute preferred values of delta X and Y
+ # Compute preferred values of delta X and Y
m = game.sector - enemy.location
if 2.0 * abs(m.i) < abs(m.j):
m.i = 0
m.j = 0
m = (motion * m).sgn()
goto = enemy.location
- # main move loop
+ # main move loop
for ll in range(nsteps):
if game.idebug:
proutn(" %d" % (ll+1))
- # Check if preferred position available
+ # Check if preferred position available
look = goto + m
if m.i < 0:
krawli = 1
else:
krawlj = -1
success = False
- attempts = 0 # Settle mysterious hang problem
+ attempts = 0 # Settle mysterious hang problem
while attempts < 20 and not success:
attempts += 1
if look.i < 0 or look.i >= QUADSIZE:
look.j = goto.j + krawlj
krawlj = -krawlj
elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.':
- # See if enemy should ram ship
+ # See if enemy should ram ship
if game.quad[look.i][look.j] == game.ship and \
(enemy.type == 'C' or enemy.type == 'S'):
collision(rammed=True, enemy=enemy)
look.j = goto.j + krawlj
krawlj = -krawlj
else:
- break # we have failed
+ break # we have failed
else:
success = True
if success:
if game.idebug:
proutn(repr(goto))
else:
- break # done early
+ break # done early
if game.idebug:
skip(1)
# Enemy moved, but is still in sector
return tacmoves
def movescom(iq, avoid):
- "Commander movement helper."
- # Avoid quadrants with bases if we want to avoid Enterprise
+ "Supercommander movement helper."
+ # Avoid quadrants with bases if we want to avoid Enterprise
if not welcoming(iq) or (avoid and iq in game.state.baseq):
return False
if game.justin and not game.iscate:
return False
- # do the move
+ # do the move
game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
game.state.kscmdr = iq
game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
if game.state.kscmdr == game.quadrant:
- # SC has scooted, remove him from current quadrant
+ # SC has scooted, remove him from current quadrant
game.iscate = False
game.isatb = 0
game.ientesc = False
if game.condition != "docked":
newcnd()
sortenemies()
- # check for a helpful planet
+ # check for a helpful planet
for i in range(game.inplan):
if game.state.planets[i].quadrant == game.state.kscmdr and \
game.state.planets[i].crystals == "present":
- # destroy the planet
+ # destroy the planet
game.state.planets[i].pclass = "destroyed"
game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
if communicating():
announce()
prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
- proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
+ prout(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
prout(_(" by the Super-commander.\""))
break
- return True # looks good!
-
+ return True # looks good!
+
def supercommander():
- "Move the Super Commander."
+ "Move the Super Commander."
iq = Coord()
sc = Coord()
ibq = Coord()
basetbl = []
if game.idebug:
prout("== SUPERCOMMANDER")
- # Decide on being active or passive
- avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
+ # Decide on being active or passive
+ avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.remkl())/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
(game.state.date-game.indate) < 3.0)
if not game.iscate and avoid:
- # compute move away from Enterprise
+ # compute move away from Enterprise
idelta = game.state.kscmdr-game.quadrant
if idelta.distance() > 2.0:
- # circulate in space
+ # circulate in space
idelta.i = game.state.kscmdr.j-game.quadrant.j
idelta.j = game.quadrant.i-game.state.kscmdr.i
else:
- # compute distances to starbases
+ # compute distances to starbases
if not game.state.baseq:
- # nothing left to do
+ # nothing left to do
unschedule(FSCMOVE)
return
sc = game.state.kscmdr
for (i, base) in enumerate(game.state.baseq):
basetbl.append((i, (base - sc).distance()))
- if game.state.baseq > 1:
+ if len(game.state.baseq) > 1:
basetbl.sort(key=lambda x: x[1])
# look for nearest base without a commander, no Enterprise, and
- # without too many Klingons, and not already under attack.
+ # without too many Klingons, and not already under attack.
ifindit = iwhichb = 0
for (i2, base) in enumerate(game.state.baseq):
i = basetbl[i2][0] # bug in original had it not finding nearest
ifindit = 2
iwhichb = i
break
- else: # no commander -- use this one
+ else: # no commander -- use this one
ifindit = 1
iwhichb = i
break
if ifindit == 0:
return # Nothing suitable -- wait until next time
ibq = game.state.baseq[iwhichb]
- # decide how to move toward base
+ # decide how to move toward base
idelta = ibq - game.state.kscmdr
- # Maximum movement is 1 quadrant in either or both axes
+ # Maximum movement is 1 quadrant in either or both axes
idelta = idelta.sgn()
# try moving in both x and y directions
# there was what looked like a bug in the Almy C code here,
# but it might be this translation is just wrong.
iq = game.state.kscmdr + idelta
if not movescom(iq, avoid):
- # failed -- try some other maneuvers
+ # failed -- try some other maneuvers
if idelta.i == 0 or idelta.j == 0:
- # attempt angle move
+ # attempt angle move
if idelta.i != 0:
iq.j = game.state.kscmdr.j + 1
if not movescom(iq, avoid):
iq.i = game.state.kscmdr.i - 1
movescom(iq, avoid)
else:
- # try moving just in x or y
+ # try moving just in x or y
iq.j = game.state.kscmdr.j
if not movescom(iq, avoid):
iq.j = game.state.kscmdr.j + idelta.j
iq.i = game.state.kscmdr.i
movescom(iq, avoid)
- # check for a base
+ # check for a base
if len(game.state.baseq) == 0:
unschedule(FSCMOVE)
else:
for ibq in game.state.baseq:
if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
- # attack the base
+ # 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, randreal(1.0, 3.0))
+ schedule(FSCDBAS, rnd.real(1.0, 3.0))
if is_scheduled(FCDBAS):
postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
if not communicating():
- return # no warning
+ return # no warning
game.iseenit = True
announce()
prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
% game.state.kscmdr)
prout(_(" reports that it is under attack from the Klingon Super-commander."))
- proutn(_(" It can survive until stardate %d.\"") \
+ prout(_(" It can survive until stardate %d.\"") \
% int(scheduled(FSCDBAS)))
if not game.resting:
return
if not ja():
return
game.resting = False
- game.optime = 0.0 # actually finished
+ game.optime = 0.0 # actually finished
return
- # Check for intelligence report
+ # Check for intelligence report
if not game.idebug and \
- (withprob(0.8) or \
+ (rnd.withprob(0.8) or \
(not communicating()) or \
not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
return
announce()
prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
- proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
+ prout(_(" the Super-commander is in Quadrant %s.") % game.state.kscmdr)
return
def movetholian():
tid.i = 0
tid.j = 0
else:
- # something is wrong!
+ # something is wrong!
game.tholian.move(None)
prout("***Internal error: Tholian in a bad spot.")
return
- # do nothing if we are blocked
+ # do nothing if we are blocked
if game.quad[tid.i][tid.j] not in ('.', '#'):
return
here = copy.copy(game.tholian.location)
delta = (tid - game.tholian.location).sgn()
- # move in x axis
+ # move in x axis
while here.i != tid.i:
here.i += delta.i
if game.quad[here.i][here.j] == '.':
game.tholian.move(here)
- # move in y axis
+ # move in y axis
while here.j != tid.j:
here.j += delta.j
if game.quad[here.i][here.j] == '.':
game.tholian.move(here)
- # check to see if all holes plugged
+ # check to see if all holes plugged
for i in range(QUADSIZE):
if game.quad[0][i] != '#' and game.quad[0][i] != 'T':
return
return
if game.quad[i][QUADSIZE-1] != '#' and game.quad[i][QUADSIZE-1] != 'T':
return
- # All plugged up -- Tholian splits
+ # All plugged up -- Tholian splits
game.quad[game.tholian.location.i][game.tholian.location.j] = '#'
dropin(' ')
prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web."))
# Code from battle.c begins here
+def cloak():
+ "Change cloaking-device status."
+ if game.ship == 'F':
+ prout(_("Ye Faerie Queene hath no cloaking device."))
+ return
+
+ key = scanner.nexttok()
+
+ if key == "IHREAL":
+ huh()
+ return
+
+ action = None
+ if key == "IHALPHA":
+ if scanner.sees("on"):
+ if game.iscloaked:
+ prout(_("The cloaking device has already been switched on."))
+ return
+ action = "CLON"
+ elif scanner.sees("off"):
+ if not game.iscloaked:
+ prout(_("The cloaking device has already been switched off."))
+ return
+ action = "CLOFF"
+ else:
+ huh()
+ return
+ else:
+ if not game.iscloaked:
+ proutn(_("Switch cloaking device on? "))
+ if not ja():
+ return
+ action = "CLON"
+ else:
+ proutn(_("Switch cloaking device off? "))
+ if not ja():
+ return
+ action = "CLOFF"
+ if action is None:
+ return
+
+ if action == "CLOFF":
+ if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
+ prout(_("Spock- \"Captain, the Treaty of Algeron is in effect.\n Are you sure this is wise?\""))
+ if not ja():
+ return
+ prout("Engineer Scott- \"Aye, Sir.\"")
+ game.iscloaked = False
+ if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
+ prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
+ game.ncviol += 1
+ game.isviolreported = True
+
+ #if (neutz and game.state.date >= ALGERON) finish(FCLOAK);
+ return
+
+ if action == "CLON":
+ if damaged(DCLOAK):
+ prout(_("Engineer Scott- \"The cloaking device is damaged, Sir.\""))
+ return
+
+ if game.condition == "docked":
+ prout(_("You cannot cloak while docked."))
+
+ if game.state.date >= ALGERON and not game.isviolreported:
+ prout(_("Spock- \"Captain, using the cloaking device is a violation"))
+ prout(_(" of the Treaty of Algeron. Considering the alternatives,"))
+ proutn(_(" are you sure this is wise? "))
+ if not ja():
+ return
+ prout(_("Engineer Scott- \"Cloaking device has engaging, Sir...\""))
+ attack(True)
+ prout(_("Engineer Scott- \"Cloaking device has engaged, Sir.\""))
+ game.iscloaked = True
+
+ if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
+ prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
+ game.ncviol += 1
+ game.isviolreported = True
+
def doshield(shraise):
"Change shield status."
action = "NONE"
else:
scanner.chew()
return
- if action == "SHUP": # raise shields
+ if action == "SHUP": # raise shields
if game.shldup:
prout(_("Shields already up."))
return
game.shield = game.inshld
return
if nrg < 0.0 and game.energy-nrg > game.inenrg:
- # Prevent shield drain loophole
+ # Prevent shield drain loophole
skip(1)
prout(_("Engineering to bridge--"))
prout(_(" Scott here. Power circuit problem, Captain."))
def randdevice():
"Choose a device to damage, at random."
weights = (
- 105, # DSRSENS: short range scanners 10.5%
- 105, # DLRSENS: long range scanners 10.5%
- 120, # DPHASER: phasers 12.0%
- 120, # DPHOTON: photon torpedoes 12.0%
- 25, # DLIFSUP: life support 2.5%
- 65, # DWARPEN: warp drive 6.5%
- 70, # DIMPULS: impulse engines 6.5%
- 145, # DSHIELD: deflector shields 14.5%
- 30, # DRADIO: subspace radio 3.0%
- 45, # DSHUTTL: shuttle 4.5%
- 15, # DCOMPTR: computer 1.5%
- 20, # NAVCOMP: navigation system 2.0%
- 75, # DTRANSP: transporter 7.5%
- 20, # DSHCTRL: high-speed shield controller 2.0%
- 10, # DDRAY: death ray 1.0%
- 30, # DDSP: deep-space probes 3.0%
+ 105, # DSRSENS: short range scanners 10.5%
+ 105, # DLRSENS: long range scanners 10.5%
+ 120, # DPHASER: phasers 12.0%
+ 120, # DPHOTON: photon torpedoes 12.0%
+ 25, # DLIFSUP: life support 2.5%
+ 65, # DWARPEN: warp drive 6.5%
+ 70, # DIMPULS: impulse engines 6.5%
+ 135, # DSHIELD: deflector shields 13.5%
+ 30, # DRADIO: subspace radio 3.0%
+ 45, # DSHUTTL: shuttle 4.5%
+ 15, # DCOMPTR: computer 1.5%
+ 20, # NAVCOMP: navigation system 2.0%
+ 75, # DTRANSP: transporter 7.5%
+ 20, # DSHCTRL: high-speed shield controller 2.0%
+ 10, # DDRAY: death ray 1.0%
+ 30, # DDSP: deep-space probes 3.0%
+ 10, # DCLOAK: the cloaking device 1.0
)
assert(sum(weights) == 1000)
- idx = randrange(1000)
+ idx = rnd.integer(1000)
wsum = 0
for (i, w) in enumerate(weights):
wsum += w
skip(1)
deadkl(enemy.location, enemy.type, game.sector)
proutn("***" + crmshp() + " heavily damaged.")
- icas = randrange(10, 30)
+ icas = rnd.integer(10, 30)
prout(_("***Sickbay reports %d casualties") % icas)
game.casual += icas
game.state.crew -= icas
# In the pre-SST2K version, all devices got equiprobably damaged,
# which was silly. Instead, pick up to half the devices at
# random according to our weighting table,
- ncrits = randrange(NDEVICES/2)
+ ncrits = rnd.integer(NDEVICES//2)
while ncrits > 0:
ncrits -= 1
dev = randdevice()
if game.damage[dev] < 0:
continue
- extradm = (10.0*hardness*randreal()+1.0)*game.damfac
- # Damage for at least time of travel!
+ extradm = (10.0*hardness*rnd.real()+1.0)*game.damfac
+ # Damage for at least time of travel!
game.damage[dev] += game.optime + extradm
game.shldup = False
prout(_("***Shields are down."))
- if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
+ if game.unwon():
announce()
damagereport()
else:
return
def torpedo(origin, bearing, dispersion, number, nburst):
- "Let a photon torpedo fly"
+ "Let a photon torpedo fly"
if not damaged(DSRSENS) or game.condition == "docked":
setwnd(srscan_window)
- else:
+ else:
setwnd(message_window)
ac = bearing + 0.25*dispersion # dispersion is a random variable
bullseye = (15.0 - bearing)*0.5235988
- track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
+ track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
bumpto = Coord(0, 0)
- # Loop to move a single torpedo
+ # Loop to move a single torpedo
setwnd(message_window)
for step in range(1, QUADSIZE*2):
if not track.nexttok():
tracktorpedo(w, step, number, nburst, iquad)
if iquad == '.':
continue
- # hit something
+ # hit something
setwnd(message_window)
if not damaged(DSRSENS) or game.condition == "docked":
- skip(1) # start new line after text track
- if iquad in ('E', 'F'): # Hit our ship
+ skip(1) # start new line after text track
+ if iquad in ('E', 'F'): # Hit our ship
skip(1)
prout(_("Torpedo hits %s.") % crmshp())
- hit = 700.0 + randreal(100) - \
+ hit = 700.0 + rnd.real(100) - \
1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
- newcnd() # we're blown out of dock
+ newcnd() # we're blown out of dock
if game.landed or game.condition == "docked":
- return hit # Cheat if on a planet
+ return hit # Cheat if on a planet
# In the C/FORTRAN version, dispersion was 2.5 radians, which
# is 143 degrees, which is almost exactly 4.8 clockface units
- displacement = course(track.bearing+randreal(-2.4, 2.4), distance=2**0.5)
+ displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5)
displacement.nexttok()
bumpto = displacement.sector()
if not bumpto.valid_sector():
finish(FHOLE)
return hit
if game.quad[bumpto.i][bumpto.j] != '.':
- # can't move into object
+ # can't move into object
return hit
game.sector = bumpto
proutn(crmshp())
enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
sortenemies()
return None
- elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
- # find the enemy
- if iquad in ('C', 'S') and withprob(0.05):
+ elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
+ # find the enemy
+ if iquad in ('C', 'S') and rnd.withprob(0.05):
prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
prout(_(" torpedo neutralized."))
return None
for enemy in game.enemies:
if w == enemy.location:
kp = math.fabs(enemy.power)
- h1 = 700.0 + randrange(100) - \
+ h1 = 700.0 + rnd.integer(100) - \
1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
h1 = math.fabs(h1)
if kp < h1:
deadkl(w, iquad, w)
return None
proutn(crmena(True, iquad, "sector", w))
- displacement = course(track.bearing+randreal(-2.4, 2.4), distance=2**0.5)
+ displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5)
displacement.nexttok()
bumpto = displacement.sector()
if not bumpto.valid_sector():
enemy.location = bumpto
game.quad[w.i][w.j] = '.'
game.quad[bumpto.i][bumpto.j] = iquad
- for enemy in game.enemies:
- enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
+ for tenemy in game.enemies:
+ tenemy.kdist = tenemy.kavgd = (game.sector-tenemy.location).distance()
sortenemies()
break
else:
prout("Internal error, no enemy where expected!")
raise SystemExit(1)
return None
- elif iquad == 'B': # Hit a base
+ elif iquad == 'B': # Hit a base
skip(1)
prout(_("***STARBASE DESTROYED.."))
game.state.baseq = [x for x in game.state.baseq if x != game.quadrant]
game.state.basekl += 1
newcnd()
return None
- elif iquad == 'P': # Hit a planet
+ elif iquad == 'P': # Hit a planet
prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
game.state.nplankl += 1
game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
game.plnet.invalidate()
game.quad[w.i][w.j] = '.'
if game.landed:
- # captain perishes on planet
+ # captain perishes on planet
finish(FDPLANET)
return None
- elif iquad == '@': # Hit an inhabited world -- very bad!
+ elif iquad == '@': # Hit an inhabited world -- very bad!
prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
game.state.nworldkl += 1
game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
game.plnet.invalidate()
game.quad[w.i][w.j] = '.'
if game.landed:
- # captain perishes on planet
+ # captain perishes on planet
finish(FDPLANET)
prout(_("The torpedo destroyed an inhabited planet."))
return None
- elif iquad == '*': # Hit a star
- if withprob(0.9):
+ elif iquad == '*': # Hit a star
+ if rnd.withprob(0.9):
nova(w)
else:
prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast."))
return None
- elif iquad == '?': # Hit a thingy
- if not (game.options & OPTION_THINGY) or withprob(0.3):
+ elif iquad == '?': # Hit a thingy
+ if not (game.options & OPTION_THINGY) or rnd.withprob(0.3):
skip(1)
prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
skip(1)
# It then becomes an enemy and may fire at you.
thing.angry()
return None
- elif iquad == ' ': # Black hole
+ elif iquad == ' ': # Black hole
skip(1)
prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo."))
return None
- elif iquad == '#': # hit the web
+ elif iquad == '#': # hit the web
skip(1)
prout(_("***Torpedo absorbed by Tholian web."))
return None
- elif iquad == 'T': # Hit a Tholian
- h1 = 700.0 + randrange(100) - \
+ elif iquad == 'T': # Hit a Tholian
+ h1 = 700.0 + rnd.integer(100) - \
1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
h1 = math.fabs(h1)
if h1 >= 600:
return None
skip(1)
proutn(crmena(True, 'T', "sector", w))
- if withprob(0.05):
+ if rnd.withprob(0.05):
prout(_(" survives photon blast."))
return None
prout(_(" disappears."))
return None
def fry(hit):
- "Critical-hit resolution."
- if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
+ "Critical-hit resolution."
+ if hit < (275.0-25.0*game.skill)*rnd.real(1.0, 1.5):
return
- ncrit = int(1.0 + hit/(500.0+randreal(100)))
+ ncrit = int(1.0 + hit/(500.0+rnd.real(100)))
proutn(_("***CRITICAL HIT--"))
# Select devices and cause damage
cdam = []
while ncrit > 0:
while True:
j = randdevice()
- # Cheat to prevent shuttle damage unless on ship
- if not (game.damage[j]<0.0 or (j == DSHUTTL and game.iscraft != "onship")):
+ # Cheat to prevent shuttle damage unless on ship
+ if not (game.damage[j]<0.0 or (j == DSHUTTL and game.iscraft != "onship") or (j == DCLOAK and game.ship != 'E' or j == DDRAY)):
break
cdam.append(j)
- extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
+ extradm = (hit*game.damfac)/(ncrit*rnd.real(75, 100))
game.damage[j] += extradm
ncrit -= 1
skipcount = 0
if damaged(DSHIELD) and game.shldup:
prout(_("***Shields knocked down."))
game.shldup = False
+ if damaged(DCLOAK) and game.iscloaked:
+ prout(_("***Cloaking device rendered inoperative."))
+ game.iscloaked = False
def attack(torps_ok):
- # bad guy attacks us
- # torps_ok == False forces use of phasers in an attack
+ # bad guy attacks us
+ # torps_ok == False forces use of phasers in an attack
+ if game.iscloaked:
+ return
# game could be over at this point, check
if game.alldone:
return
where = "neither"
if game.idebug:
prout("=== ATTACK!")
- # Tholian gets to move before attacking
+ # Tholian gets to move before attacking
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 you have just entered the RNZ, you'll get a warning
+ if game.neutz: # The one chance not to be attacked
game.neutz = False
return
- # commanders get a chance to tac-move towards you
+ # commanders get a chance to tac-move towards you
if (((game.quadrant in game.state.kcmdr or game.state.kscmdr == game.quadrant) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok:
for (bugout, enemy, old, goto) in moveklings():
if bugout:
proutn(_(" retreats to "))
prout("Sector %s." % goto)
sortenemies()
- # if no enemies remain after movement, we're done
+ # if no enemies remain after movement, we're done
if len(game.enemies) == 0 or (len(game.enemies) == 1 and thing.at(game.quadrant) and not thing.angered):
return
- # set up partial hits if attack happens during shield status change
+ # set up partial hits if attack happens during shield status change
pfac = 1.0/game.inshld
if game.shldchg:
- chgfac = 0.25 + randreal(0.5)
+ chgfac = 0.25 + rnd.real(0.5)
skip(1)
- # message verbosity control
+ # message verbosity control
if game.skill <= SKILL_FAIR:
where = "sector"
for enemy in game.enemies:
if enemy.power < 0:
- continue # too weak to attack
- # compute hit strength and diminish shield power
- r = randreal()
- # Increase chance of photon torpedos if docked or enemy energy is low
+ continue # too weak to attack
+ # compute hit strength and diminish shield power
+ r = rnd.real()
+ # Increase chance of photon torpedos if docked or enemy energy is low
if game.condition == "docked":
r *= 0.25
if enemy.power < 500:
- r *= 0.25
+ r *= 0.25
if enemy.type == 'T' or (enemy.type == '?' and not thing.angered):
continue
- # different enemies have different probabilities of throwing a torp
+ # different enemies have different probabilities of throwing a torp
usephasers = not torps_ok or \
(enemy.type == 'K' and r > 0.0005) or \
(enemy.type == 'C' and r > 0.015) or \
(enemy.type == 'R' and r > 0.3) or \
(enemy.type == 'S' and r > 0.07) or \
(enemy.type == '?' and r > 0.05)
- if usephasers: # Enemy uses phasers
+ if usephasers: # Enemy uses phasers
if game.condition == "docked":
- continue # Don't waste the effort!
- attempt = True # Attempt to attack
- dustfac = randreal(0.8, 0.85)
+ continue # Don't waste the effort!
+ attempt = True # Attempt to attack
+ dustfac = rnd.real(0.8, 0.85)
hit = enemy.power*math.pow(dustfac, enemy.kavgd)
enemy.power *= 0.75
- else: # Enemy uses photon torpedo
+ else: # Enemy uses photon torpedo
# We should be able to make the bearing() method work here
pcourse = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i)
hit = 0
proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location))
attempt = True
prout(" ")
- dispersion = (randreal()+randreal())*0.5 - 0.5
+ dispersion = (rnd.real()+rnd.real())*0.5 - 0.5
dispersion += 0.002*enemy.power*dispersion
hit = torpedo(enemy.location, pcourse, dispersion, number=1, nburst=1)
- if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
- finish(FWON) # Klingons did themselves in!
+ if game.unwon() == 0:
+ finish(FWON) # Klingons did themselves in!
if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
- return # Supernova or finished
- if hit == None:
+ return # Supernova or finished
+ if hit is None:
continue
- # incoming phaser or torpedo, shields may dissipate it
+ # incoming phaser or torpedo, shields may dissipate it
if game.shldup or game.shldchg or game.condition == "docked":
- # shields will take hits
+ # shields will take hits
propor = pfac * game.shield
if game.condition == "docked":
propor *= 2.1
absorb = game.shield
game.shield -= absorb
hit -= hitsh
- # taking a hit blasts us out of a starbase dock
+ # taking a hit blasts us out of a starbase dock
if game.condition == "docked":
dock(False)
- # but the shields may take care of it
+ # but the shields may take care of it
if propor > 0.1 and hit < 0.005*game.energy:
continue
- # hit from this opponent got through shields, so take damage
+ # hit from this opponent got through shields, so take damage
ihurt = True
proutn(_("%d unit hit") % int(hit))
if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
if not damaged(DSRSENS) and usephasers:
prout(_(" from ") + crmena(False, enemy.type, where, enemy.location))
skip(1)
- # Decide if hit is critical
+ # Decide if hit is critical
if hit > hitmax:
hitmax = hit
hittot += hit
fry(hit)
game.energy -= hit
if game.energy <= 0:
- # Returning home upon your shield, not with it...
+ # Returning home upon your shield, not with it...
finish(FBATTLE)
return
if not attempt and game.condition == "docked":
prout(_("***Enemies decide against attacking your ship."))
percent = 100.0*pfac*game.shield+0.5
if not ihurt:
- # Shields fully protect ship
+ # Shields fully protect ship
proutn(_("Enemy attack reduces shield strength to "))
else:
- # Emit message if starship suffered hit(s)
+ # Emit message if starship suffered hit(s)
skip(1)
proutn(_("Energy left %2d shields ") % int(game.energy))
if game.shldup:
else:
proutn(_("damaged, "))
prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
- # Check if anyone was hurt
+ # Check if anyone was hurt
if hitmax >= 200 or hittot >= 500:
- icas = randrange(int(hittot * 0.015))
+ icas = rnd.integer(int(hittot * 0.015))
if icas >= 2:
skip(1)
prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
prout(_(" in that last attack.\""))
game.casual += icas
game.state.crew -= icas
- # After attack, reset average distance to enemies
+ # After attack, reset average distance to enemies
for enemy in game.enemies:
enemy.kavgd = enemy.kdist
sortenemies()
return
-
+
def deadkl(w, etype, mv):
- "Kill a Klingon, Tholian, Romulan, or Thingy."
- # Added mv to allow enemy to "move" before dying
+ "Kill a Klingon, Tholian, Romulan, or Thingy."
+ # Added mv to allow enemy to "move" before dying
proutn(crmena(True, etype, "sector", mv))
- # Decide what kind of enemy it is and update appropriately
+ # Decide what kind of enemy it is and update appropriately
if etype == 'R':
- # Chalk up a Romulan
+ # Chalk up a Romulan
game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
game.irhere -= 1
game.state.nromrem -= 1
elif etype == 'T':
- # Killed a Tholian
+ # Killed a Tholian
game.tholian = None
elif etype == '?':
# Killed a Thingy
global thing
thing = None
else:
- # Killed some type of Klingon
+ # Killed some type of Klingon
game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
game.klhere -= 1
- if type == 'C':
+ if etype == 'C':
game.state.kcmdr.remove(game.quadrant)
unschedule(FTBEAM)
if game.state.kcmdr:
schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
if is_scheduled(FCDBAS) and game.battle == game.quadrant:
- unschedule(FCDBAS)
- elif type == 'K':
- game.state.remkl -= 1
- elif type == 'S':
+ unschedule(FCDBAS)
+ elif etype == 'K':
+ pass
+ elif etype == 'S':
game.state.nscrem -= 1
game.state.kscmdr.invalidate()
game.isatb = 0
game.iscate = False
unschedule(FSCMOVE)
unschedule(FSCDBAS)
- # For each kind of enemy, finish message to player
+ # For each kind of enemy, finish message to player
prout(_(" destroyed."))
- if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
+ if game.unwon() == 0:
return
game.recompute()
# Remove enemy ship from arrays describing local conditions
proutn(_("Number of torpedoes to fire- "))
continue # Go back around to get a number
else: # key == "IHREAL"
- n = scanner.int()
- if n <= 0: # abort command
+ try:
+ n = scanner.int()
+ except TypeError:
+ huh()
+ return
+ if n <= 0: # abort command
scanner.chew()
return
if n > MAXBURST:
for i in range(n):
key = scanner.nexttok()
if i == 0 and key == "IHEOL":
- break # no coordinate waiting, we will try prompting
+ break # no coordinate waiting, we will try prompting
if i == 1 and key == "IHEOL":
- # direct all torpedoes at one target
+ # direct all torpedoes at one target
while i < n:
target.append(target[0])
tcourse.append(tcourse[0])
break
scanner.push(scanner.token)
target.append(scanner.getcoord())
- if target[-1] == None:
+ if target[-1] is None:
return
tcourse.append(targetcheck(target[-1]))
- if tcourse[-1] == None:
+ if tcourse[-1] is None:
return
scanner.chew()
if len(target) == 0:
- # prompt for each one
+ # prompt for each one
for i in range(n):
proutn(_("Target sector for torpedo number %d- ") % (i+1))
scanner.chew()
target.append(scanner.getcoord())
- if target[-1] == None:
+ if target[-1] is None:
return
tcourse.append(targetcheck(target[-1]))
- if tcourse[-1] == None:
+ if tcourse[-1] is None:
return
game.ididit = True
- # Loop for moving <n> torpedoes
+ # Loop for moving <n> torpedoes
for i in range(n):
if game.condition != "docked":
game.torps -= 1
- dispersion = (randreal()+randreal())*0.5 -0.5
+ dispersion = (rnd.real()+rnd.real())*0.5 -0.5
if math.fabs(dispersion) >= 0.47:
- # misfire!
- dispersion *= randreal(1.2, 2.2)
+ # misfire!
+ dispersion *= rnd.real(1.2, 2.2)
if n > 0:
prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
else:
skip(1)
if i < n:
prout(_(" Remainder of burst aborted."))
- if withprob(0.2):
+ if rnd.withprob(0.2):
prout(_("***Photon tubes damaged by misfire."))
- game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
+ game.damage[DPHOTON] = game.damfac * rnd.real(1.0, 3.0)
break
- if game.shldup or game.condition == "docked":
+ if game.iscloaked:
+ dispersion *= 1.2
+ elif game.shldup or game.condition == "docked":
dispersion *= 1.0 + 0.0001*game.shield
torpedo(game.sector, tcourse[i], dispersion, number=i, nburst=n)
if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
return
- if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)<=0:
+ if game.unwon()<=0:
finish(FWON)
def overheat(rpow):
"Check for phasers overheating."
if rpow > 1500:
checkburn = (rpow-1500.0)*0.00038
- if withprob(checkburn):
+ if rnd.withprob(checkburn):
prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
- game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
+ game.damage[DPHASER] = game.damfac* rnd.real(1.0, 2.0) * (1.0+checkburn)
def checkshctrl(rpow):
"Check shield control."
skip(1)
- if withprob(0.998):
+ if rnd.withprob(0.998):
prout(_("Shields lowered."))
return False
- # Something bad has happened
+ # Something bad has happened
prouts(_("***RED ALERT! RED ALERT!"))
skip(2)
hit = rpow*game.shield/game.inshld
prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
skip(2)
prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
- icas = randrange(int(hit*0.012))
+ icas = rnd.integer(int(hit*0.012))
skip(1)
fry(0.8*hit)
if icas:
for wham in hits:
if wham == 0:
continue
- dustfac = randreal(0.9, 1.0)
+ dustfac = rnd.real(0.9, 1.0)
hit = wham*math.pow(dustfac, game.enemies[kk].kdist)
kpini = game.enemies[kk].power
kp = math.fabs(kpini)
skip(1)
if kpow == 0:
deadkl(w, ienm, w)
- if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
- finish(FWON)
+ if game.unwon()==0:
+ finish(FWON)
if game.alldone:
return
- kk -= 1 # don't do the increment
continue
- else: # decide whether or not to emasculate klingon
- if kpow > 0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
+ else: # decide whether or not to emasculate klingon
+ if kpow > 0 and rnd.withprob(0.9) and kpow <= rnd.real(0.4, 0.8)*kpini:
prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
prout(_(" has just lost its firepower.\""))
game.enemies[kk].power = -kpow
hits = []
kz = 0
k = 1
- irec = 0 # Cheating inhibitor
+ irec = 0 # Cheating inhibitor
ifast = False
no = False
itarg = True
msgflag = True
- rpow = 0
+ rpow = 0.0
automode = "NOTSET"
- key = 0
+ key = ""
skip(1)
- # SR sensors and Computer are needed for automode
+ # SR sensors and Computer are needed for automode
if damaged(DSRSENS) or damaged(DCOMPTR):
itarg = False
if game.condition == "docked":
else:
automode = "AUTOMATIC"
else:
- # "IHEOL"
+ # "IHEOL"
if len(game.enemies)==0:
prout(_("Energy will be expended into space."))
automode = "AUTOMATIC"
elif not itarg:
automode = "FORCEMAN"
- else:
+ else:
proutn(_("Manual or automatic? "))
scanner.chew()
avail = game.energy
scanner.chew()
if not kz:
for i in range(len(game.enemies)):
- irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
+ irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))*rnd.real(1.01, 1.06) + 1.0
kz = 1
proutn(_("%d units required. ") % irec)
scanner.chew()
if not rpow > avail:
break
if rpow <= 0:
- # chicken out
+ # chicken out
scanner.chew()
return
key = scanner.nexttok()
if key == "IHALPHA" and scanner.sees("no"):
no = True
if ifast:
- game.energy -= 200 # Go and do it!
+ game.energy -= 200 # Go and do it!
if checkshctrl(rpow):
return
scanner.chew()
if powrem <= 0:
continue
hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))
- over = randreal(1.01, 1.06) * hits[i]
+ over = rnd.real(1.01, 1.06) * hits[i]
temp = powrem
powrem -= hits[i] + over
if powrem <= 0 and temp < hits[i]:
prout(cramen(ienm) + _(" can't be located without short range scan."))
scanner.chew()
key = "IHEOL"
- hits[k] = 0 # prevent overflow -- thanks to Alexei Voitenko
- k += 1
+ hits[k] = 0 # prevent overflow -- thanks to Alexei Voitenko
continue
if key == "IHEOL":
scanner.chew()
if itarg and k > kz:
- irec = (abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9, game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
+ irec = (abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9, game.enemies[k].kdist))) * rnd.real(1.01, 1.06) + 1.0
kz = k
proutn("(")
if not damaged(DCOMPTR):
else:
proutn("??")
proutn(") ")
- proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
+ proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
key = scanner.nexttok()
if key == "IHALPHA" and scanner.sees("no"):
no = True
huh()
return
if key == "IHEOL":
- if k == 1: # Let me say I'm baffled by this
+ if k == 1: # Let me say I'm baffled by this
msgflag = True
continue
if scanner.real < 0:
- # abort out
+ # abort out
scanner.chew()
return
- hits[k] = scanner.real
+ hits.append(scanner.real)
rpow += scanner.real
- # If total requested is too much, inform and start over
+ # If total requested is too much, inform and start over
if rpow > avail:
prout(_("Available energy exceeded -- try again."))
scanner.chew()
return
- key = scanner.nexttok() # scan for next value
- k += 1
+ key = scanner.nexttok() # scan for next value
if rpow == 0.0:
- # zero energy -- abort
+ # zero energy -- abort
scanner.chew()
return
if key == "IHALPHA" and scanner.sees("no"):
return
hittem(hits)
game.ididit = True
- # Say shield raised or malfunction, if necessary
+ # Say shield raised or malfunction, if necessary
if game.alldone:
return
if ifast:
skip(1)
if no == 0:
- if withprob(0.01):
+ if rnd.withprob(0.01):
prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
prouts(_(" CLICK CLICK POP . . ."))
prout(_(" No response, sir!"))
game.shldup = False
overheat(rpow)
-# Code from events,c begins here.
-# This isn't a real event queue a la BSD Trek yet -- you can only have one
-# event of each type active at any given time. Mostly these means we can
+def capture():
+ game.ididit = False # Nothing if we fail
+ game.optime = 0.0
+
+ # Make sure there is room in the brig
+ if game.brigfree == 0:
+ prout(_("Security reports the brig is already full."))
+ return
+
+ if damaged(DRADIO):
+ prout(_("Uhura- \"We have no subspace radio communication, sir.\""))
+ return
+
+ if damaged(DTRANSP):
+ prout(_("Scotty- \"Transporter damaged, sir.\""))
+ return
+
+ # find out if there are any at all
+ if game.klhere < 1:
+ prout(_("Uhura- \"Getting no response, sir.\""))
+ return
+
+ # if there is more than one Klingon, find out which one
+ # Cruddy, just takes one at random. Should ask the captain.
+ # Nah, just select the weakest one since it is most likely to
+ # surrender (Tom Almy mod)
+ klingons = [e for e in game.enemies if e.type == 'K']
+ weakest = sorted(klingons, key=lambda e: e.power)[0]
+ game.optime = 0.05 # This action will take some time
+ game.ididit = True # So any others can strike back
+
+ # check out that Klingon
+ # The algorithm isn't that great and could use some more
+ # intelligent design
+ # x = 300 + 25*skill;
+ x = game.energy / (weakest.power * len(klingons))
+ #prout(_("Stats: energy = %s, kpower = %s, klingons = %s")
+ # % (game.energy, weakest.power, len(klingons)))
+ x *= 2.5 # would originally have been equivalent of 1.4,
+ # but we want command to work more often, more humanely
+ #prout(_("Prob = %.4f" % x))
+ # x = 100; // For testing, of course!
+ if x < rnd.real(100):
+ # guess what, he surrendered!!!
+ prout(_("Klingon captain at %s surrenders.") % weakest.location)
+ i = rnd.real(200)
+ if i > 0:
+ prout(_("%d Klingons commit suicide rather than be taken captive.") % (200 - i))
+ if i > game.brigfree:
+ prout(_("%d Klingons die because there is no room for them in the brig.") % (i-game.brigfree))
+ i = game.brigfree
+ game.brigfree -= i
+ prout(_("%d captives taken") % i)
+ deadkl(weakest.location, weakest.type, game.sector)
+ if game.unwon()<=0:
+ finish(FWON)
+ return
+
+ # big surprise, he refuses to surrender
+ prout(_("Fat chance, captain!"))
+
+# Code from events.c begins here.
+
+# This isn't a real event queue a la BSD Trek yet -- you can only have one
+# event of each type active at any given time. Mostly these means we can
# only have one FDISTR/FENSLV/FREPRO sequence going at any given time
# BSD Trek, from which we swiped the idea, can have up to 5.
ev2 = Event()
def tractorbeam(yank):
- "Tractor-beaming cases merge here."
+ "Tractor-beaming cases merge here."
announce()
- game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
+ game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
skip(1)
prout("***" + crmshp() + _(" caught in long range tractor beam--"))
- # If Kirk & Co. screwing around on planet, handle
- atover(True) # atover(true) is Grab
+ # If Kirk & Co. screwing around on planet, handle
+ atover(True) # atover(true) is Grab
if game.alldone:
return
- if game.icraft: # Caught in Galileo?
+ if game.icraft: # Caught in Galileo?
finish(FSTRACTOR)
return
- # Check to see if shuttle is aboard
+ # Check to see if shuttle is aboard
if game.iscraft == "offship":
skip(1)
- if withprob(0.5):
+ if rnd.withprob(0.5):
prout(_("Galileo, left on the planet surface, is captured"))
prout(_("by aliens and made into a flying McDonald's."))
game.damage[DSHUTTL] = -10
game.resting = False
if not game.shldup:
if not damaged(DSHIELD) and game.shield > 0:
- doshield(shraise=True) # raise shields
+ doshield(shraise=True) # raise shields
game.shldchg = False
else:
prout(_("(Shields not currently useable.)"))
newqad()
- # Adjust finish time to time of tractor beaming?
+ # Adjust finish time to time of tractor beaming?
# fintim = game.state.date+game.optime
attack(torps_ok=False)
if not game.state.kcmdr:
unschedule(FTBEAM)
- else:
+ else:
schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
def destroybase():
- "Code merges here for any commander destroying a starbase."
- # Not perfect, but will have to do
- # Handle case where base is in same quadrant as starship
+ "Code merges here for any commander destroying a starbase."
+ # Not perfect, but will have to do
+ # Handle case where base is in same quadrant as starship
if game.battle == game.quadrant:
game.state.chart[game.battle.i][game.battle.j].starbase = False
game.quad[game.base.i][game.base.j] = '.'
skip(1)
prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
elif game.state.baseq and communicating():
- # Get word via subspace radio
+ # Get word via subspace radio
announce()
skip(1)
prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
- if game.isatb == 2:
+ if game.isatb == 2:
prout(_("the Klingon Super-Commander"))
else:
prout(_("a Klingon Commander"))
game.state.chart[game.battle.i][game.battle.j].starbase = False
- # Remove Starbase from galaxy
+ # Remove Starbase from galaxy
game.state.galaxy[game.battle.i][game.battle.j].starbase = False
game.state.baseq = [x for x in game.state.baseq if x != game.battle]
if game.isatb == 2:
- # reinstate a commander's base attack
+ # reinstate a commander's base attack
game.battle = hold
game.isatb = 0
else:
radio_was_broken = damaged(DRADIO)
hold.i = hold.j = 0
while True:
- # Select earliest extraneous event, evcode==0 if no events
+ # Select earliest extraneous event, evcode==0 if no events
evcode = FSPY
if game.alldone:
return
prout("== Event %d fires" % evcode)
datemin = game.future[l].date
xtime = datemin-game.state.date
+ if game.iscloaked:
+ game.energy -= xtime*500.0
+ if game.energy <= 0:
+ finish(FNRG)
+ return
game.state.date = datemin
- # Decrement Federation resources and recompute remaining time
- game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
+ # Decrement Federation resources and recompute remaining time
+ game.state.remres -= (game.remkl()+4*len(game.state.kcmdr))*xtime
game.recompute()
if game.state.remtime <= 0:
finish(FDEPLETE)
return
- # Any crew left alive?
+ # Any crew left alive?
if game.state.crew <= 0:
finish(FCREW)
return
- # Is life support adequate?
+ # Is life support adequate?
if damaged(DLIFSUP) and game.condition != "docked":
if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
finish(FLIFESUP)
game.lsupres -= xtime
if game.damage[DLIFSUP] <= xtime:
game.lsupres = game.inlsr
- # Fix devices
+ # Fix devices
repair = xtime
if game.condition == "docked":
repair /= DOCKFAC
- # Don't fix Deathray here
+ # Don't fix Deathray here
for l in range(NDEVICES):
if game.damage[l] > 0.0 and l != DDRAY:
if game.damage[l]-repair > 0.0:
game.damage[l] -= repair
else:
game.damage[l] = 0.0
- # If radio repaired, update star chart and attack reports
+ # If radio repaired, update star chart and attack reports
if radio_was_broken and not damaged(DRADIO):
prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
prout(_(" surveillance reports are coming in."))
rechart()
prout(_(" The star chart is now up to date.\""))
skip(1)
- # Cause extraneous event EVCODE to occur
+ # Cause extraneous event EVCODE to occur
game.optime -= xtime
- if evcode == FSNOVA: # Supernova
+ if evcode == FSNOVA: # Supernova
announce()
supernova(None)
schedule(FSNOVA, expran(0.5*game.intime))
if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
return
- elif evcode == FSPY: # Check with spy to see if SC should tractor beam
- if game.state.nscrem == 0 or \
+ elif evcode == FSPY: # Check with spy to see if SC should tractor beam
+ if game.state.nscrem == 0 or game.iscloaked or \
ictbeam or istract or \
game.condition == "docked" or game.isatb == 1 or game.iscate:
return
(damaged(DSHIELD) and \
(game.energy < 2500 or damaged(DPHASER)) and \
(game.torps < 5 or damaged(DPHOTON))):
- # Tractor-beam her!
+ # Tractor-beam her!
istract = ictbeam = True
tractorbeam((game.state.kscmdr-game.quadrant).distance())
else:
return
- elif evcode == FTBEAM: # Tractor beam
+ elif evcode == FTBEAM: # Tractor beam
if not game.state.kcmdr:
unschedule(FTBEAM)
continue
- i = randrange(len(game.state.kcmdr))
+ i = rnd.integer(len(game.state.kcmdr))
yank = (game.state.kcmdr[i]-game.quadrant).distance()
- if istract or game.condition == "docked" or yank == 0:
- # Drats! Have to reschedule
- schedule(FTBEAM,
+ if istract or game.condition == "docked" or game.iscloaked or yank == 0:
+ # Drats! Have to reschedule
+ schedule(FTBEAM,
game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
continue
ictbeam = True
tractorbeam(yank)
- elif evcode == FSNAP: # Snapshot of the universe (for time warp)
+ elif evcode == FSNAP: # Snapshot of the universe (for time warp)
game.snapsht = copy.deepcopy(game.state)
game.state.snap = True
schedule(FSNAP, expran(0.5 * game.intime))
- elif evcode == FBATTAK: # Commander attacks starbase
+ elif evcode == FBATTAK: # Commander attacks starbase
if not game.state.kcmdr or not game.state.baseq:
- # no can do
+ # no can do
unschedule(FBATTAK)
unschedule(FCDBAS)
continue
+ ibq = None # Force battle location to persist past loop
try:
for ibq in game.state.baseq:
- for cmdr in game.state.kcmdr:
+ for cmdr in game.state.kcmdr:
if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
raise JumpOut
- else:
- # no match found -- try later
- schedule(FBATTAK, expran(0.3*game.intime))
- unschedule(FCDBAS)
- continue
+ # no match found -- try later
+ schedule(FBATTAK, expran(0.3*game.intime))
+ unschedule(FCDBAS)
+ continue
except JumpOut:
pass
- # commander + starbase combination found -- launch attack
+ # commander + starbase combination found -- launch attack
game.battle = ibq
- schedule(FCDBAS, randreal(1.0, 4.0))
- if game.isatb: # extra time if SC already attacking
+ schedule(FCDBAS, rnd.real(1.0, 4.0))
+ if game.isatb: # extra time if SC already attacking
postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
game.iseenit = False
if not communicating():
- continue # No warning :-(
+ continue # No warning :-(
game.iseenit = True
announce()
skip(1)
prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
if cancelrest():
return
- elif evcode == FSCDBAS: # Supercommander destroys base
+ elif evcode == FSCDBAS: # Supercommander destroys base
unschedule(FSCDBAS)
game.isatb = 2
- if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
- continue # WAS RETURN!
+ if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
+ continue # WAS RETURN!
hold = game.battle
game.battle = game.state.kscmdr
destroybase()
- elif evcode == FCDBAS: # Commander succeeds in destroying base
+ elif evcode == FCDBAS: # Commander succeeds in destroying base
if evcode == FCDBAS:
unschedule(FCDBAS)
if not game.state.baseq() \
or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
game.battle.invalidate()
continue
- # find the lucky pair
+ # find the lucky pair
for cmdr in game.state.kcmdr:
- if cmdr == game.battle:
+ if cmdr == game.battle:
break
else:
- # No action to take after all
+ # No action to take after all
continue
destroybase()
- elif evcode == FSCMOVE: # Supercommander moves
+ elif evcode == FSCMOVE: # Supercommander moves
schedule(FSCMOVE, 0.2777)
if not game.ientesc and not istract and game.isatb != 1 and \
- (not game.iscate or not game.justin):
+ (not game.iscate or not game.justin):
supercommander()
- elif evcode == FDSPROB: # Move deep space probe
+ elif evcode == FDSPROB: # Move deep space probe
schedule(FDSPROB, 0.01)
if not game.probe.nexttok():
if not game.probe.quadrant().valid_quadrant() or \
if game.probe.arrived() and game.isarmed and pdest.stars:
supernova(game.probe) # fire in the hole!
unschedule(FDSPROB)
- if game.state.galaxy[pquad.i][pquad.j].supernova:
+ if game.state.galaxy[pquad.i][pquad.j].supernova:
return
- elif evcode == FDISTR: # inhabited system issues distress call
+ elif evcode == FDISTR: # inhabited system issues distress call
unschedule(FDISTR)
- # try a whole bunch of times to find something suitable
+ # try a whole bunch of times to find something suitable
for i in range(100):
# need a quadrant which is not the current one,
# which has some stars which are inhabited and
# supernova'ed, and which has some Klingons in it
w = randplace(GALSIZE)
q = game.state.galaxy[w.i][w.j]
- if not (game.quadrant == w or q.planet == None or \
+ if not (game.quadrant == w or q.planet is None or \
not q.planet.inhabited or \
q.supernova or q.status!="secure" or q.klingons<=0):
break
else:
- # can't seem to find one; ignore this call
+ # can't seem to find one; ignore this call
if game.idebug:
prout("=== Couldn't find location for distress event.")
continue
- # got one!! Schedule its enslavement
+ # got one!! Schedule its enslavement
ev = schedule(FENSLV, expran(game.intime))
ev.quadrant = w
q.status = "distressed"
- # tell the captain about it if we can
+ # tell the captain about it if we can
if communicating():
prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
% (q.planet, repr(w)))
prout(_("by a Klingon invasion fleet."))
if cancelrest():
return
- elif evcode == FENSLV: # starsystem is enslaved
+ elif evcode == FENSLV: # starsystem is enslaved
ev = unschedule(FENSLV)
- # see if current distress call still active
+ # see if current distress call still active
q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
if q.klingons <= 0:
q.status = "secure"
continue
q.status = "enslaved"
- # play stork and schedule the first baby
+ # play stork and schedule the first baby
ev2 = schedule(FREPRO, expran(2.0 * game.intime))
ev2.quadrant = ev.quadrant
- # report the disaster if we can
+ # report the disaster if we can
if communicating():
prout(_("Uhura- We've lost contact with starsystem %s") % \
q.planet)
prout(_("in Quadrant %s.\n") % ev.quadrant)
- elif evcode == FREPRO: # Klingon reproduces
+ elif evcode == FREPRO: # Klingon reproduces
# If we ever switch to a real event queue, we'll need to
# explicitly retrieve and restore the x and y.
ev = schedule(FREPRO, expran(1.0 * game.intime))
- # see if current distress call still active
+ # see if current distress call still active
q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
if q.klingons <= 0:
q.status = "secure"
continue
- if game.state.remkl >= MAXKLGAME:
- continue # full right now
- # reproduce one Klingon
+ if game.remkl() >= MAXKLGAME:
+ continue # full right now
+ # reproduce one Klingon
w = ev.quadrant
m = Coord()
if game.klhere >= MAXKLQUAD:
try:
- # this quadrant not ok, pick an adjacent one
+ # this quadrant not ok, pick an adjacent one
for m.i in range(w.i - 1, w.i + 2):
for m.j in range(w.j - 1, w.j + 2):
if not m.valid_quadrant():
continue
q = game.state.galaxy[m.i][m.j]
- # check for this quad ok (not full & no snova)
+ # check for this quad ok (not full & no snova)
if q.klingons >= MAXKLQUAD or q.supernova:
continue
raise JumpOut
- else:
- continue # search for eligible quadrant failed
+ # search for eligible quadrant failed
+ continue
except JumpOut:
w = m
- # deliver the child
- game.state.remkl += 1
+ # deliver the child
q.klingons += 1
if game.quadrant == w:
game.klhere += 1
- game.enemies.append(newkling())
+ newkling() # also adds it to game.enemies
# recompute time left
game.recompute()
if communicating():
prout(_("launched a warship from %s.") % q.planet)
else:
prout(_("Uhura- Starfleet reports increased Klingon activity"))
- if q.planet != None:
+ if q.planet is not None:
proutn(_("near %s ") % q.planet)
prout(_("in Quadrant %s.") % w)
-
+
def wait():
"Wait on events."
game.ididit = False
if key != "IHEOL":
break
proutn(_("How long? "))
- scanner.chew()
+ scanner.chew()
if key != "IHREAL":
huh()
return
proutn(_("Are you sure? "))
if not ja():
return
- # Alternate resting periods (events) with attacks
+ # Alternate resting periods (events) with attacks
game.resting = True
while True:
if delay <= 0:
return
temp = game.optime = delay
if len(game.enemies):
- rtime = randreal(1.0, 2.0)
+ rtime = rnd.real(1.0, 2.0)
if rtime < temp:
temp = rtime
game.optime = temp
if game.alldone:
return
delay -= temp
- # Repair Deathray if long rest at starbase
+ # Repair Deathray if long rest at starbase
if origTime-delay >= 9.99 and game.condition == "docked":
game.damage[DDRAY] = 0.0
# leave if quadrant supernovas
if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
break
game.resting = False
- game.optime = 0
+ game.optime = 0.0
def nova(nov):
- "Star goes nova."
+ "Star goes nova."
ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
newc = Coord(); neighbor = Coord(); bump = Coord(0, 0)
- if withprob(0.05):
- # Wow! We've supernova'ed
+ if rnd.withprob(0.05):
+ # Wow! We've supernova'ed
supernova(game.quadrant)
return
- # handle initial nova
+ # handle initial nova
game.quad[nov.i][nov.j] = '.'
prout(crmena(False, '*', "sector", nov) + _(" novas."))
game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
game.state.starkl += 1
- # Set up queue to recursively trigger adjacent stars
+ # Set up queue to recursively trigger adjacent stars
hits = [nov]
kount = 0
while hits:
# Empty space ends reaction
if iquad in ('.', '?', ' ', 'T', '#'):
pass
- elif iquad == '*': # Affect another star
- if withprob(0.05):
- # This star supernovas
+ elif iquad == '*': # Affect another star
+ if rnd.withprob(0.05):
+ # This star supernovas
supernova(game.quadrant)
return
else:
prout(_(" novas."))
game.quad[neighbor.i][neighbor.j] = '.'
kount += 1
- elif iquad in ('P', '@'): # Destroy planet
+ elif iquad in ('P', '@'): # Destroy planet
game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
if iquad == 'P':
game.state.nplankl += 1
finish(FPNOVA)
return
game.quad[neighbor.i][neighbor.j] = '.'
- elif iquad == 'B': # Destroy base
+ elif iquad == 'B': # Destroy base
game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
game.state.baseq = [x for x in game.state.baseq if x!= game.quadrant]
game.base.invalidate()
newcnd()
prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
game.quad[neighbor.i][neighbor.j] = '.'
- elif iquad in ('E', 'F'): # Buffet ship
+ elif iquad in ('E', 'F'): # Buffet ship
prout(_("***Starship buffeted by nova."))
if game.shldup:
if game.shield >= 2000.0:
game.shield = 0.0
game.shldup = False
prout(_("***Shields knocked out."))
- game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
+ game.damage[DSHIELD] += 0.005*game.damfac*rnd.real()*diff
else:
game.energy -= 2000.0
if game.energy <= 0:
finish(FNOVA)
return
# add in course nova contributes to kicking starship
- bump += (game.sector-hits[-1]).sgn()
- elif iquad == 'K': # kill klingon
+ if hits:
+ bump += (game.sector-hits[-1]).sgn()
+ elif iquad == 'K': # kill klingon
deadkl(neighbor, iquad, neighbor)
- elif iquad in ('C','S','R'): # Damage/destroy big enemies
+ elif iquad in ('C','S','R'): # Damage/destroy big enemies
+ target = None
for ll in range(len(game.enemies)):
if game.enemies[ll].location == neighbor:
+ target = game.enemies[ll]
break
- game.enemies[ll].power -= 800.0 # If firepower is lost, die
- if game.enemies[ll].power <= 0.0:
- deadkl(neighbor, iquad, neighbor)
- break
- newc = neighbor + neighbor - hits[-1]
- proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
- if not newc.valid_sector():
- # can't leave quadrant
- skip(1)
- break
- iquad1 = game.quad[newc.i][newc.j]
- if iquad1 == ' ':
- proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
- skip(1)
- deadkl(neighbor, iquad, newc)
- break
- if iquad1 != '.':
- # can't move into something else
- skip(1)
- break
- proutn(_(", buffeted to Sector %s") % newc)
- game.quad[neighbor.i][neighbor.j] = '.'
- game.quad[newc.i][newc.j] = iquad
- game.enemies[ll].move(newc)
- # Starship affected by nova -- kick it away.
+ if target is not None:
+ target.power -= 800.0 # If firepower is lost, die
+ if target.power <= 0.0:
+ deadkl(neighbor, iquad, neighbor)
+ continue # neighbor loop
+ # Else enemy gets flung by the blast wave
+ newc = neighbor + neighbor - start
+ proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
+ if not newc.valid_sector():
+ # can't leave quadrant
+ skip(1)
+ continue
+ iquad1 = game.quad[newc.i][newc.j]
+ if iquad1 == ' ':
+ proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
+ skip(1)
+ deadkl(neighbor, iquad, newc)
+ continue
+ if iquad1 != '.':
+ # can't move into something else
+ skip(1)
+ continue
+ proutn(_(", buffeted to Sector %s") % newc)
+ game.quad[neighbor.i][neighbor.j] = '.'
+ game.quad[newc.i][newc.j] = iquad
+ target.move(newc)
+ # Starship affected by nova -- kick it away.
dist = kount*0.1
direc = ncourse[3*(bump.i+1)+bump.j+2]
if direc == 0.0:
if dist == 0.0:
return
scourse = course(bearing=direc, distance=dist)
- game.optime = scourse.time(warp=4)
+ game.optime = scourse.time(w=4)
skip(1)
prout(_("Force of nova displaces starship."))
imove(scourse, noattack=True)
- game.optime = scourse.time(warp=4)
+ game.optime = scourse.time(w=4)
return
-
+
def supernova(w):
"Star goes supernova."
num = 0; npdead = 0
- if w != None:
+ if w is not None:
nq = copy.copy(w)
else:
- # Scheduled supernova -- select star at random.
- stars = 0
+ # Scheduled supernova -- select star at random.
+ nstars = 0
nq = Coord()
for nq.i in range(GALSIZE):
for nq.j in range(GALSIZE):
- stars += game.state.galaxy[nq.i][nq.j].stars
- if stars == 0:
- return # nothing to supernova exists
- num = randrange(stars) + 1
+ nstars += game.state.galaxy[nq.i][nq.j].stars
+ if nstars == 0:
+ return # nothing to supernova exists
+ num = rnd.integer(nstars) + 1
for nq.i in range(GALSIZE):
for nq.j in range(GALSIZE):
num -= game.state.galaxy[nq.i][nq.j].stars
if ja():
nq = game.quadrant
if not nq == game.quadrant or game.justin:
- # it isn't here, or we just entered (treat as enroute)
+ # it isn't here, or we just entered (treat as enroute)
if communicating():
skip(1)
prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
else:
ns = Coord()
- # we are in the quadrant!
- num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
+ # we are in the quadrant!
+ num = rnd.integer(game.state.galaxy[nq.i][nq.j].stars) + 1
for ns.i in range(QUADSIZE):
for ns.j in range(QUADSIZE):
if game.quad[ns.i][ns.j]=='*':
stars()
game.alldone = True
# destroy any Klingons in supernovaed quadrant
- kldead = game.state.galaxy[nq.i][nq.j].klingons
game.state.galaxy[nq.i][nq.j].klingons = 0
if nq == game.state.kscmdr:
- # did in the Supercommander!
+ # did in the Supercommander!
game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
game.iscate = False
unschedule(FSCMOVE)
unschedule(FSCDBAS)
- survivors = filter(lambda w: w != nq, game.state.kcmdr)
- comkills = len(game.state.kcmdr) - len(survivors)
+ # Changing this to [w for w in game.state.kcmdr if w != nq]
+ # causes regression-test failure
+ survivors = list(filter(lambda w: w != nq, game.state.kcmdr))
+ #comkills = len(game.state.kcmdr) - len(survivors)
game.state.kcmdr = survivors
- kldead -= comkills
if not game.state.kcmdr:
unschedule(FTBEAM)
- game.state.remkl -= kldead
- # destroy Romulans and planets in supernovaed quadrant
+ # destroy Romulans and planets in supernovaed quadrant
nrmdead = game.state.galaxy[nq.i][nq.j].romulans
game.state.galaxy[nq.i][nq.j].romulans = 0
game.state.nromrem -= nrmdead
- # Destroy planets
+ # Destroy planets
for loop in range(game.inplan):
if game.state.planets[loop].quadrant == nq:
game.state.planets[loop].pclass = "destroyed"
npdead += 1
# Destroy any base in supernovaed quadrant
game.state.baseq = [x for x in game.state.baseq if x != nq]
- # If starship caused supernova, tally up destruction
- if w != None:
+ # If starship caused supernova, tally up destruction
+ if w is not None:
game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
game.state.nplankl += npdead
- # mark supernova in galaxy and in star chart
+ # mark supernova in galaxy and in star chart
if game.quadrant == nq or communicating():
game.state.galaxy[nq.i][nq.j].supernova = True
- # If supernova destroys last Klingons give special message
- if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
+ # If supernova destroys last Klingons give special message
+ if game.unwon()==0 and not nq == game.quadrant:
skip(2)
- if w == None:
+ if w is None:
prout(_("Lucky you!"))
proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
finish(FWON)
return
- # if some Klingons remain, continue or die in supernova
+ # if some Klingons remain, continue or die in supernova
if game.alldone:
finish(FSNOVAED)
return
# Code from finish.c ends here.
def selfdestruct():
- "Self-destruct maneuver. Finish with a BANG!"
+ "Self-destruct maneuver. Finish with a BANG!"
scanner.chew()
if damaged(DCOMPTR):
prout(_("Computer damaged; cannot execute destruct sequence."))
prouts(" 3"); skip(1)
prouts(" 2"); skip(1)
prouts(" 1"); skip(1)
- if withprob(0.15):
+ if rnd.withprob(0.15):
prouts(_("GOODBYE-CRUEL-WORLD"))
skip(1)
kaboom()
skip(1)
if len(game.enemies) != 0:
whammo = 25.0 * game.energy
- for l in range(len(game.enemies)):
- if game.enemies[l].power*game.enemies[l].kdist <= whammo:
- deadkl(game.enemies[l].location, game.quad[game.enemies[l].location.i][game.enemies[l].location.j], game.enemies[l].location)
+ for e in game.enemies[::-1]:
+ if e.power*e.kdist <= whammo:
+ deadkl(e.location, game.quad[e.location.i][e.location.j], e.location)
finish(FDILITHIUM)
-
+
def killrate():
"Compute our rate of kils over time."
elapsed = game.state.date - game.indate
return 0
else:
starting = (game.inkling + game.incom + game.inscom)
- remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
+ remaining = game.unwon()
return (starting - remaining)/elapsed
def badpoints():
300*game.state.nworldkl + \
45.0*game.nhelp +\
100.0*game.state.basekl +\
- 3.0*game.abandoned
+ 3.0*game.abandoned +\
+ 100*game.ncviol
if game.ship == 'F':
badpt += 100.0
- elif game.ship == None:
+ elif game.ship is None:
badpt += 200.0
return badpt
def finish(ifin):
- # end the game, with appropriate notfications
+ # end the game, with appropriate notifications
igotit = False
game.alldone = True
skip(3)
prout(_("You have smashed the Klingon invasion fleet and saved"))
prout(_("the Federation."))
+ if game.alive and game.brigcapacity-game.brigfree > 0:
+ game.kcaptured += game.brigcapacity-game.brigfree
+ prout(_("The %d captured Klingons are transferred to Star Fleet Command.") % (game.brigcapacity-game.brigfree))
game.gamewon = True
if game.alive:
badpt = badpoints()
prout(_("LIVE LONG AND PROSPER."))
score()
if igotit:
- plaque()
+ plaque()
return
elif ifin == FDEPLETE: # Federation Resources Depleted
prout(_("Your time has run out and the Federation has been"))
prout(_("conquered. Your starship is now Klingon property,"))
prout(_("and you are put on trial as a war criminal. On the"))
proutn(_("basis of your record, you are "))
- if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
+ if game.unwon()*3.0 > (game.inkling + game.incom + game.inscom):
prout(_("acquitted."))
skip(1)
prout(_("LIVE LONG AND PROSPER."))
prout(_("The %s has been cremated by its own phasers.") % crmshp())
elif ifin == FLOST:
prout(_("You and your landing party have been"))
- prout(_("converted to energy, disipating through space."))
+ prout(_("converted to energy, dissipating through space."))
elif ifin == FMINING:
prout(_("You are left with your landing party on"))
prout(_("a wild jungle planet inhabited by primitive cannibals."))
elif ifin == FHOLE:
prout(_("Your ship is drawn to the center of the black hole."))
prout(_("You are crushed into extremely dense matter."))
+ elif ifin == FCLOAK:
+ game.ncviol += 1
+ prout(_("You have violated the Treaty of Algeron."))
+ prout(_("The Romulan Empire can never trust you again."))
elif ifin == FCREW:
prout(_("Your last crew member has died."))
+ if ifin != FWON and ifin != FCLOAK and game.iscloaked:
+ prout(_("Your ship was cloaked so your subspace radio did not receive anything."))
+ prout(_("You may have missed some warning messages."))
+ skip(1)
if game.ship == 'F':
game.ship = None
elif game.ship == 'E':
game.ship = 'F'
game.alive = False
- if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
+ if game.unwon() != 0:
goodies = game.state.remres/game.inresor
- baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
- if goodies/baddies >= randreal(1.0, 1.5):
+ baddies = (game.remkl() + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
+ if goodies/baddies >= rnd.real(1.0, 1.5):
prout(_("As a result of your actions, a treaty with the Klingon"))
prout(_("Empire has been signed. The terms of the treaty are"))
- if goodies/baddies >= randreal(3.0):
+ if goodies/baddies >= rnd.real(3.0):
prout(_("favorable to the Federation."))
skip(1)
prout(_("Congratulations!"))
prout(_("to think about pigeons."))
game.gamewon = True
score()
+ scanner.chew() # Clean up leftovers
def score():
"Compute player's score."
timused = game.state.date - game.indate
- if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
+ if (timused == 0 or game.unwon() != 0) and timused < 5.0:
timused = 5.0
game.perdate = killrate()
ithperd = 500*game.perdate + 0.5
iwon = 0
if game.gamewon:
iwon = 100*game.skill
- if game.ship == 'E':
+ if game.ship == 'E':
klship = 0
- elif game.ship == 'F':
+ elif game.ship == 'F':
klship = 1
else:
klship = 2
- game.score = 10*(game.inkling - game.state.remkl) \
+ dead_ordinaries= game.inkling - game.remkl() + len(game.state.kcmdr) + game.state.nscrem
+ game.score = 10*(dead_ordinaries)\
+ 50*(game.incom - len(game.state.kcmdr)) \
+ ithperd + iwon \
+ 20*(game.inrom - game.state.nromrem) \
+ 200*(game.inscom - game.state.nscrem) \
- game.state.nromrem \
+ + 3 * game.kcaptured \
- badpoints()
if not game.alive:
game.score -= 200
if game.state.nromrem and game.gamewon:
prout(_("%6d Romulans captured %5d") %
(game.state.nromrem, game.state.nromrem))
- if game.inkling - game.state.remkl:
+ if dead_ordinaries:
prout(_("%6d ordinary Klingons destroyed %5d") %
- (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
+ (dead_ordinaries, 10*dead_ordinaries))
if game.incom - len(game.state.kcmdr):
prout(_("%6d Klingon commanders destroyed %5d") %
(game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
+ if game.kcaptured:
+ prout(_("%d Klingons captured %5d") %
+ (game.kcaptured, 3 * game.kcaptured))
if game.inscom - game.state.nscrem:
prout(_("%6d Super-Commander destroyed %5d") %
(game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
if klship:
prout(_("%6d ship(s) lost or destroyed %5d") %
(klship, -100*klship))
+ if game.ncviol > 0:
+ if game.ncviol == 1:
+ prout(_("1 Treaty of Algeron violation -100"))
+ else:
+ prout(_("%6d Treaty of Algeron violations %5d\n") %
+ (game.ncviol, -100*game.ncviol))
if not game.alive:
prout(_("Penalty for getting yourself killed -200"))
if game.gamewon:
prout(_("TOTAL SCORE %5d") % game.score)
def plaque():
- "Emit winner's commemmorative plaque."
+ "Emit winner's commemmorative plaque."
skip(2)
while True:
proutn(_("File or device name for your plaque: "))
proutn(_("Enter name to go on plaque (up to 30 characters): "))
winner = cgetline()
- # The 38 below must be 64 for 132-column paper
+ # The 38 below must be 64 for 132-column paper
nskip = 38 - len(winner)/2
- fp.write("\n\n\n\n")
- # --------DRAW ENTERPRISE PICTURE.
- fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
- fp.write(" EEE E : : : E\n" )
- fp.write(" EE EEE E : : NCC-1701 : E\n")
- fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
- fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
- fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
- fp.write(" EEEEEEE EEEEE E E E E\n")
- fp.write(" EEE E E E E\n")
- fp.write(" E E E E\n")
- fp.write(" EEEEEEEEEEEEE E E\n")
- fp.write(" EEE : EEEEEEE EEEEEEEE\n")
- fp.write(" :E : EEEE E\n")
- fp.write(" .-E -:----- E\n")
- fp.write(" :E : E\n")
- fp.write(" EE : EEEEEEEE\n")
- fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
+ # This is where the ASCII art picture was emitted.
+ # It got garbled somewhere in the chain of transmission to the Almy version.
+ # We should restore it if we can find old enough FORTRAN sources.
fp.write("\n\n\n")
fp.write(_(" U. S. S. ENTERPRISE\n"))
fp.write("\n\n\n\n")
fp.write(_(" Cheat level\n\n"))
timestring = time.ctime()
fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
- (timestring+4, timestring+20, timestring+11))
+ (timestring+4, timestring+20, timestring+11))
fp.write(_(" Your score: %d\n\n") % game.score)
fp.write(_(" Klingons per stardate: %.2f\n") % game.perdate)
fp.close()
# Code from io.c begins here
-rows = linecount = 0 # for paging
+rows = linecount = 0 # for paging
stdscr = None
replayfp = None
fullscreen_window = None
def iostart():
global stdscr, rows
- "for some recent versions of python2, the following enables UTF8"
- "for the older ones we probably need to set C locale, and the python3"
- "has no problems at all"
+ # for some recent versions of python2, the following enables UTF8
+ # for the older ones we probably need to set C locale, and python3
+ # has no problems at all
if sys.version_info[0] < 3:
- import locale
locale.setlocale(locale.LC_ALL, "")
gettext.bindtextdomain("sst", "/usr/local/share/locale")
gettext.textdomain("sst")
curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, -1)
global fullscreen_window, srscan_window, report_window, status_window
global lrscan_window, message_window, prompt_window
- (rows, columns) = stdscr.getmaxyx()
+ (rows, _columns) = stdscr.getmaxyx()
fullscreen_window = stdscr
srscan_window = curses.newwin(12, 25, 0, 0)
report_window = curses.newwin(11, 0, 1, 25)
status_window = curses.newwin(10, 0, 1, 39)
- lrscan_window = curses.newwin(5, 0, 0, 64)
+ lrscan_window = curses.newwin(5, 0, 0, 64)
message_window = curses.newwin(0, 0, 12, 0)
- prompt_window = curses.newwin(1, 0, rows-2, 0)
+ prompt_window = curses.newwin(1, 0, rows-2, 0)
message_window.scrollok(True)
setwnd(fullscreen_window)
sys.stdout.write('\n')
proutn(prompt)
if not replayfp:
- input()
+ my_input()
sys.stdout.write('\n' * rows)
linecount = 0
def skip(i):
"Skip i lines. Pause game if this would cause a scrolling event."
- for dummy in range(i):
+ for _dummy in range(i):
if game.options & OPTION_CURSES:
- (y, x) = curwnd.getyx()
+ (y, _x) = curwnd.getyx()
try:
curwnd.move(y+1, 0)
except curses.error:
else:
sys.stdout.write('\n')
-def proutn(line):
+def proutn(proutntline):
"Utter a line with no following line feed."
if game.options & OPTION_CURSES:
(y, x) = curwnd.getyx()
- (my, mx) = curwnd.getmaxyx()
+ (my, _mx) = curwnd.getmaxyx()
if curwnd == message_window and y >= my - 2:
pause_game()
clrscr()
- # Uncomment this to debug curses problems
- if logfp:
- logfp.write("#curses: at %s proutn(%s)\n" % ((y, x), repr(line)))
- curwnd.addstr(line)
+ if logfp and game.cdebug:
+ logfp.write("#curses: at %s proutn(%s)\n" % ((y, x), repr(proutntline)))
+ curwnd.addstr(proutntline)
curwnd.refresh()
else:
- sys.stdout.write(line)
+ sys.stdout.write(proutntline)
sys.stdout.flush()
-def prout(line):
- proutn(line)
+def prout(proutline):
+ proutn(proutline)
skip(1)
-def prouts(line):
- "Emit slowly!"
- for c in line:
+def prouts(proutsline):
+ "Emit slowly!"
+ for c in proutsline:
if not replayfp or replayfp.closed: # Don't slow down replays
time.sleep(0.03)
proutn(c)
def cgetline():
"Get a line of input."
if game.options & OPTION_CURSES:
- line = curwnd.getstr() + "\n"
+ linein = codecs.decode(curwnd.getstr()) + "\n"
curwnd.refresh()
else:
if replayfp and not replayfp.closed:
while True:
- line = replayfp.readline()
- proutn(line)
- if line == '':
+ linein = replayfp.readline()
+ proutn(linein)
+ if linein == '':
prout("*** Replay finished")
replayfp.close()
break
- elif line[0] != "#":
+ elif linein[0] != "#":
break
else:
- line = eval(input()) + "\n"
+ try:
+ linein = my_input() + "\n"
+ except EOFError:
+ prout("")
+ sys.exit(0)
if logfp:
- logfp.write(line)
- return line
+ logfp.write(linein)
+ return linein
def setwnd(wnd):
"Change windows -- OK for this to be a no-op in tty mode."
global curwnd
if game.options & OPTION_CURSES:
- # Uncomment this to debug curses problems
- if logfp:
+ if game.cdebug and logfp:
if wnd == fullscreen_window:
legend = "fullscreen"
elif wnd == srscan_window:
pass
def clreol():
- "Clear to end of line -- can be a no-op in tty mode"
+ "Clear to end of line -- can be a no-op in tty mode"
if game.options & OPTION_CURSES:
curwnd.clrtoeol()
curwnd.refresh()
linecount = 0
def textcolor(color=DEFAULT):
- if game.options & OPTION_COLOR:
- if color == DEFAULT:
+ if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES):
+ if color == DEFAULT:
curwnd.attrset(0)
- elif color == BLACK:
+ elif color == BLACK:
curwnd.attron(curses.color_pair(curses.COLOR_BLACK))
- elif color == BLUE:
+ elif color == BLUE:
curwnd.attron(curses.color_pair(curses.COLOR_BLUE))
- elif color == GREEN:
+ elif color == GREEN:
curwnd.attron(curses.color_pair(curses.COLOR_GREEN))
- elif color == CYAN:
+ elif color == CYAN:
curwnd.attron(curses.color_pair(curses.COLOR_CYAN))
- elif color == RED:
+ elif color == RED:
curwnd.attron(curses.color_pair(curses.COLOR_RED))
- elif color == MAGENTA:
+ elif color == MAGENTA:
curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA))
- elif color == BROWN:
+ elif color == BROWN:
curwnd.attron(curses.color_pair(curses.COLOR_YELLOW))
- elif color == LIGHTGRAY:
+ elif color == LIGHTGRAY:
curwnd.attron(curses.color_pair(curses.COLOR_WHITE))
- elif color == DARKGRAY:
+ elif color == DARKGRAY:
curwnd.attron(curses.color_pair(curses.COLOR_BLACK) | curses.A_BOLD)
- elif color == LIGHTBLUE:
+ elif color == LIGHTBLUE:
curwnd.attron(curses.color_pair(curses.COLOR_BLUE) | curses.A_BOLD)
- elif color == LIGHTGREEN:
+ elif color == LIGHTGREEN:
curwnd.attron(curses.color_pair(curses.COLOR_GREEN) | curses.A_BOLD)
- elif color == LIGHTCYAN:
+ elif color == LIGHTCYAN:
curwnd.attron(curses.color_pair(curses.COLOR_CYAN) | curses.A_BOLD)
- elif color == LIGHTRED:
+ elif color == LIGHTRED:
curwnd.attron(curses.color_pair(curses.COLOR_RED) | curses.A_BOLD)
- elif color == LIGHTMAGENTA:
+ elif color == LIGHTMAGENTA:
curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA) | curses.A_BOLD)
- elif color == YELLOW:
+ 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():
- if game.options & OPTION_COLOR:
+ if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES):
curwnd.attron(curses.A_REVERSE)
#
# Things past this point have policy implications.
-#
+#
def drawmaps(mode):
"Hook to be called after moving to redraw maps."
srscan_window.refresh()
def boom(w):
- "Enemy fall down, go boom."
+ "Enemy fall down, go boom."
if game.options & OPTION_CURSES:
- drawmaps(2)
+ drawmaps(0)
setwnd(srscan_window)
srscan_window.attron(curses.A_REVERSE)
put_srscan_sym(w, game.quad[w.i][w.j])
srscan_window.attroff(curses.A_REVERSE)
put_srscan_sym(w, game.quad[w.i][w.j])
curses.delay_output(500)
- setwnd(message_window)
+ setwnd(message_window)
def warble():
"Sound and visual effects for teleportation."
pass
def tracktorpedo(w, step, i, n, iquad):
- "Torpedo-track animation."
+ "Torpedo-track animation."
if not game.options & OPTION_CURSES:
if step == 1:
if n != 1:
else:
skip(1)
proutn(_("Torpedo track- "))
- elif step==4 or step==9:
+ elif step==4 or step==9:
skip(1)
proutn("%s " % w)
else:
w = Coord()
def newquadrant(noattack):
- # Leaving quadrant -- allow final enemy attack
- # Don't do it if being pushed by Nova
- if len(game.enemies) != 0 and not noattack:
+ # Leaving quadrant -- allow final enemy attack
+ # Don't set up attack if being pushed by nova or cloaked
+ if len(game.enemies) != 0 and not noattack and not game.iscloaked:
newcnd()
for enemy in game.enemies:
finald = (w - enemy.location).distance()
attack(torps_ok=False)
if game.alldone:
return
- # check for edge of galaxy
+ # check for edge of galaxy
kinks = 0
while True:
kink = False
if kinks:
game.nkinks += 1
if game.nkinks == 3:
- # Three strikes -- you're out!
+ # Three strikes -- you're out!
finish(FNEG3)
return
skip(1)
prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
prout(_("YOU WILL BE DESTROYED."))
- # Compute final position in new quadrant
- if trbeam: # Don't bother if we are to be beamed
+ # Compute final position in new quadrant
+ if trbeam: # Don't bother if we are to be beamed
return
game.quadrant = icourse.final.quadrant()
game.sector = icourse.final.sector()
game.quad[game.sector.i][game.sector.j] = game.ship
newqad()
if game.skill>SKILL_NOVICE:
- attack(torps_ok=False)
+ attack(torps_ok=False)
def check_collision(h):
iquad = game.quad[h.i][h.j]
if iquad != '.':
- # object encountered in flight path
+ # object encountered in flight path
stopegy = 50.0*icourse.distance/game.optime
if iquad in ('T', 'K', 'C', 'S', 'R', '?'):
for enemy in game.enemies:
if enemy.location == game.sector:
- break
- collision(rammed=False, enemy=enemy)
- return True
+ collision(rammed=False, enemy=enemy)
+ return True
+ # This should not happen
+ prout(_("Which way did he go?"))
+ return False
elif iquad == ' ':
skip(1)
prouts(_("***RED ALERT! RED ALERT!"))
# possibility that you'll get timewarped instead.
n=0
for m in range(NDEVICES):
- if game.damage[m]>0:
+ if game.damage[m]>0:
n += 1
probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
- if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
+ if (game.options & OPTION_BLKHOLE) and rnd.withprob(1-probf):
timwrp()
- else:
+ else:
finish(FHOLE)
return True
else:
- # something else
+ # something else
skip(1)
proutn(crmshp())
if iquad == '#':
if game.inorbit:
prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
game.inorbit = False
- # If tractor beam is to occur, don't move full distance
+ # If tractor beam is to occur, don't move full distance
if game.state.date+game.optime >= scheduled(FTBEAM):
- trbeam = True
- game.condition = "red"
- icourse.distance = icourse.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
- game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
+ if game.iscloaked:
+ # We can't be tractor beamed if cloaked,
+ # so move the event into the future
+ postpone(FTBEAM, game.optime + expran(1.5*game.intime/len(game.kcmdr)))
+ else:
+ trbeam = True
+ game.condition = "red"
+ icourse.distance = icourse.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
+ game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
# Move out
game.quad[game.sector.i][game.sector.j] = '.'
- for m in range(icourse.moves):
+ for _m in range(icourse.moves):
icourse.nexttok()
w = icourse.sector()
if icourse.origin.quadrant() != icourse.location.quadrant():
newquadrant(noattack)
break
elif check_collision(w):
- print("Collision detected")
+ prout(_("Collision detected"))
break
else:
game.sector = w
if game.inorbit:
prout(_("You must first leave standard orbit."))
return
- if not game.base.is_valid() or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
+ if game.base is None or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
prout(crmshp() + _(" not adjacent to base."))
return
+ if game.iscloaked:
+ prout(_("You cannot dock while cloaked."))
+ return
game.condition = "docked"
- if "verbose":
+ if verbose:
prout(_("Docked."))
game.ididit = True
if game.energy < game.inenrg:
game.torps = game.intorps
game.lsupres = game.inlsr
game.state.crew = FULLCREW
- if not damaged(DRADIO) and \
+ if game.brigcapacity-game.brigfree > 0:
+ prout(_("%d captured Klingons transferred to base") % (game.brigcapacity-game.brigfree))
+ game.kcaptured += game.brigcapacity-game.brigfree
+ game.brigfree = game.brigcapacity
+ if communicating() and \
((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
- # get attack report from base
+ # get attack report from base
prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
attackreport(False)
game.iseenit = True
def getcourse(isprobe):
"Get a course and distance from the user."
- key = 0
+ key = ""
dquad = copy.copy(game.quadrant)
navmode = "unspecified"
itemp = "curt"
huh()
scanner.chew()
raise TrekError
- else: # numeric
+ else: # numeric
if isprobe:
prout(_("(Manual navigation assumed.)"))
else:
xj = int(round(scanner.real))-1
key = scanner.nexttok()
if key == "IHREAL":
- # both quadrant and sector specified
+ # both quadrant and sector specified
xk = int(round(scanner.real))-1
key = scanner.nexttok()
if key != "IHREAL":
else:
# only one pair of numbers was specified
if isprobe:
- # only quadrant specified -- go to center of dest quad
+ # only quadrant specified -- go to center of dest quad
dquad.i = xi
dquad.j = xj
dsect.j = dsect.i = 4 # preserves 1-origin behavior
# the actual deltas get computed here
delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
- else: # manual
+ else: # manual
while key == "IHEOL":
proutn(_("X and Y displacements- "))
scanner.chew()
iprompt = True
key = scanner.nexttok()
itemp = "verbose"
- if key != "IHREAL":
+ if key == "IHREAL":
+ delta.j = scanner.real
+ else:
huh()
raise TrekError
- delta.j = scanner.real
key = scanner.nexttok()
- if key != "IHREAL":
+ if key == "IHREAL":
+ delta.i = scanner.real
+ elif key == "IHEOL":
+ delta.i = 0
+ scanner.push("\n")
+ else:
huh()
raise TrekError
- delta.i = scanner.real
- # Check for zero movement
+ # Check for zero movement
if delta.i == 0 and delta.j == 0:
scanner.chew()
raise TrekError
return course(bearing=delta.bearing(), distance=delta.distance())
class course:
- def __init__(self, bearing, distance, origin=None):
+ def __init__(self, bearing, distance, origin=None):
self.distance = distance
self.bearing = bearing
if origin is None:
if self.bearing < 0.0:
self.bearing += 12.0
self.angle = ((15.0 - self.bearing) * 0.5235988)
- if origin is None:
- self.origin = cartesian(game.quadrant, game.sector)
- else:
- self.origin = cartesian(game.quadrant, origin)
self.increment = Coord(-math.sin(self.angle), math.cos(self.angle))
bigger = max(abs(self.increment.i), abs(self.increment.j))
self.increment /= bigger
self.moves = int(round(10*self.distance*bigger))
self.reset()
self.final = (self.location + self.moves*self.increment).roundtogrid()
+ self.location = self.origin
+ self.nextlocation = None
def reset(self):
self.location = self.origin
self.step = 0
return self.location.quadrant()
def sector(self):
return self.location.sector()
- def power(self, warp):
- return self.distance*(warp**3)*(game.shldup+1)
- def time(self, warp):
- return 10.0*self.distance/warp**2
+ def power(self, w):
+ return self.distance*(w**3)*(game.shldup+1)
+ def time(self, w):
+ return 10.0*self.distance/w**2
def impulse():
"Move under impulse power."
return
if game.energy > 30.0:
try:
- course = getcourse(isprobe=False)
+ icourse = getcourse(isprobe=False)
except TrekError:
return
- power = 20.0 + 100.0*course.distance
+ power = 20.0 + 100.0*icourse.distance
else:
power = 30.0
if power >= game.energy:
- # Insufficient power for trip
+ # Insufficient power for trip
skip(1)
prout(_("First Officer Spock- \"Captain, the impulse engines"))
prout(_("require 20.0 units to engage, plus 100.0 units per"))
if game.energy > 30:
proutn(_("quadrant. We can go, therefore, a maximum of %d") %
- int(0.01 * (game.energy-20.0)-0.05))
+ int(0.01 * (game.energy-20.0)-0.05))
prout(_(" quadrants.\""))
else:
prout(_("quadrant. They are, therefore, useless.\""))
scanner.chew()
return
- # Make sure enough time is left for the trip
- game.optime = course.distance/0.095
+ # Make sure enough time is left for the trip
+ game.optime = icourse.distance/0.095
if game.optime >= game.state.remtime:
prout(_("First Officer Spock- \"Captain, our speed under impulse"))
prout(_("power is only 0.95 sectors per stardate. Are you sure"))
proutn(_("we dare spend the time?\" "))
if not ja():
return
- # Activate impulse engines and pay the cost
- imove(course, noattack=False)
+ # Activate impulse engines and pay the cost
+ imove(icourse, noattack=False)
game.ididit = True
if game.alldone:
return
- power = 20.0 + 100.0*course.distance
+ power = 20.0 + 100.0*icourse.distance
game.energy -= power
- game.optime = course.distance/0.095
+ game.optime = icourse.distance/0.095
if game.energy <= 0:
finish(FNRG)
return
def warp(wcourse, involuntary):
"ove under warp drive."
blooey = False; twarp = False
- if not involuntary: # Not WARPX entry
+ if not involuntary: # Not WARPX entry
game.ididit = False
+ if game.iscloaked:
+ scanner.chew()
+ skip(1)
+ prout(_("Engineer Scott- \"The warp engines can not be used while cloaked, Sir.\""))
+ return
if game.damage[DWARPEN] > 10.0:
scanner.chew()
skip(1)
prout(_(" is repaired, I can only give you warp 4.\""))
return
# Read in course and distance
- if wcourse==None:
+ if wcourse is None:
try:
wcourse = getcourse(isprobe=False)
except TrekError:
# Note: this formula is slightly different from the C version,
# and lets you skate a bit closer to the edge.
if wcourse.power(game.warpfac) >= game.energy:
- # Insufficient power for trip
+ # Insufficient power for trip
game.ididit = False
skip(1)
prout(_("Engineering to bridge--"))
prout(".")
else:
prout(_("We haven't the energy to go that far with the shields up."))
- return
- # Make sure enough time is left for the trip
+ return
+ # Make sure enough time is left for the trip
game.optime = wcourse.time(game.warpfac)
if game.optime >= 0.8*game.state.remtime:
skip(1)
proutn(_(" remaining time. Are you sure this is wise?\" "))
if not ja():
game.ididit = False
- game.optime=0
+ game.optime=0
return
- # Entry WARPX
+ # Entry WARPX
if game.warpfac > 6.0:
# Decide if engine damage will occur
- # ESR: Seems wrong. Probability of damage goes *down* with distance?
+ # ESR: Seems wrong. Probability of damage goes *down* with distance?
prob = wcourse.distance*(6.0-game.warpfac)**2/66.666666666
- if prob > randreal():
+ if prob > rnd.real():
blooey = True
- wcourse.distance = randreal(wcourse.distance)
- # Decide if time warp will occur
- if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > randreal():
+ wcourse.distance = rnd.real(wcourse.distance)
+ # Decide if time warp will occur
+ if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > rnd.real():
twarp = True
if game.idebug and game.warpfac==10 and not twarp:
blooey = False
if ja():
twarp = True
if blooey or twarp:
- # If time warp or engine damage, check path
+ # If time warp or engine damage, check path
# If it is obstructed, don't do warp or damage
look = wcourse.moves
while look > 0:
blooey = False
twarp = False
wcourse.reset()
- # Activate Warp Engines and pay the cost
+ # Activate Warp Engines and pay the cost
imove(wcourse, noattack=False)
if game.alldone:
return
if twarp:
timwrp()
if blooey:
- game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
+ game.damage[DWARPEN] = game.damfac * rnd.real(1.0, 4.0)
skip(1)
prout(_("Engineering to bridge--"))
prout(_(" Scott here. The warp engines are damaged."))
game.warpfac = scanner.real
if game.warpfac <= oldfac or game.warpfac <= 6.0:
prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
- int(game.warpfac))
+ int(game.warpfac))
return
if game.warpfac < 8.00:
prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
def atover(igrab):
"Cope with being tossed out of quadrant by supernova or yanked by beam."
scanner.chew()
- # is captain on planet?
+ # is captain on planet?
if game.landed:
if damaged(DTRANSP):
finish(FPNOVA)
prout(_("But with the shields up it's hopeless."))
finish(FPNOVA)
prouts(_("His desperate attempt to rescue you . . ."))
- if withprob(0.5):
+ if rnd.withprob(0.5):
prout(_("fails."))
finish(FPNOVA)
return
if game.imine:
game.imine = False
proutn(_("The crystals mined were "))
- if withprob(0.25):
+ if rnd.withprob(0.25):
prout(_("lost."))
else:
prout(_("saved."))
game.icrystl = True
if igrab:
return
- # Check to see if captain in shuttle craft
+ # Check to see if captain in shuttle craft
if game.icraft:
finish(FSTRACTOR)
if game.alldone:
return
- # Inform captain of attempt to reach safety
+ # Inform captain of attempt to reach safety
skip(1)
while True:
if game.justin:
prout(_("safely out of quadrant."))
if not damaged(DRADIO):
game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
- # Try to use warp engines
+ # Try to use warp engines
if damaged(DWARPEN):
skip(1)
prout(_("Warp engines damaged."))
finish(FSNOVAED)
return
- game.warpfac = randreal(6.0, 8.0)
+ game.warpfac = rnd.real(6.0, 8.0)
prout(_("Warp factor set to %d") % int(game.warpfac))
power = 0.75*game.energy
dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
- dist = max(dist, randreal(math.sqrt(2)))
- bugout = course(bearing=randreal(12), distance=dist) # How dumb!
+ dist = max(dist, rnd.real(math.sqrt(2)))
+ bugout = course(bearing=rnd.real(12), distance=dist) # How dumb!
game.optime = bugout.time(game.warpfac)
game.justin = False
game.inorbit = False
warp(bugout, involuntary=True)
if not game.justin:
- # This is bad news, we didn't leave quadrant.
+ # This is bad news, we didn't leave quadrant.
if game.alldone:
return
skip(1)
# Repeat if another snova
if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
break
- if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
- finish(FWON) # Snova killed remaining enemy.
+ if game.unwon()==0:
+ finish(FWON) # Snova killed remaining enemy.
def timwrp():
"Let's do the time warp again."
prout(_("***TIME WARP ENTERED."))
- if game.state.snap and withprob(0.5):
- # Go back in time
+ if game.state.snap and rnd.withprob(0.5):
+ # Go back in time
prout(_("You are traveling backwards in time %d stardates.") %
int(game.state.date-game.snapsht.date))
game.state = game.snapsht
schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
schedule(FBATTAK, expran(0.3*game.intime))
schedule(FSNOVA, expran(0.5*game.intime))
- # next snapshot will be sooner
+ # next snapshot will be sooner
schedule(FSNAP, expran(0.25*game.state.remtime))
-
+
if game.state.nscrem:
- schedule(FSCMOVE, 0.2777)
+ schedule(FSCMOVE, 0.2777)
game.isatb = 0
unschedule(FCDBAS)
unschedule(FSCDBAS)
game.battle.invalidate()
# Make sure Galileo is consistant -- Snapshot may have been taken
- # when on planet, which would give us two Galileos!
+ # when on planet, which would give us two Galileos!
gotit = False
for l in range(game.inplan):
if game.state.planets[l].known == "shuttle_down":
# but the starchart is now part of the snapshotted galaxy state.
prout(_("Spock has reconstructed a correct star chart from memory"))
else:
- # Go forward in time
+ # Go forward in time
game.optime = expran(0.5*game.intime)
prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
- # cheat to make sure no tractor beams occur during time warp
+ # cheat to make sure no tractor beams occur during time warp
postpone(FTBEAM, game.optime)
game.damage[DRADIO] += game.optime
newqad()
- events() # Stas Sergeev added this -- do pending events
+ events() # Stas Sergeev added this -- do pending events
def probe():
- "Launch deep-space probe."
- # New code to launch a deep space probe
+ "Launch deep-space probe."
+ # New code to launch a deep space probe
if game.nprobes == 0:
scanner.chew()
skip(1)
- if game.ship == 'E':
+ if game.ship == 'E':
prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
else:
prout(_("Ye Faerie Queene has no deep space probes."))
def mayday():
"Yell for help from nearest starbase."
- # There's more than one way to move in this game!
+ # There's more than one way to move in this game!
scanner.chew()
- # Test for conditions which prevent calling for help
+ # Test for conditions which prevent calling for help
if game.condition == "docked":
prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
return
if game.landed:
prout(_("You must be aboard the %s.") % crmshp())
return
- # OK -- call for help from nearest starbase
+ # OK -- call for help from nearest starbase
game.nhelp += 1
if game.base.i!=0:
- # There's one in this quadrant
+ # There's one in this quadrant
ddist = (game.base - game.sector).distance()
else:
+ ibq = None # Force base-quadrant game to persist past loop
ddist = FOREVER
for ibq in game.state.baseq:
xdist = QUADSIZE * (ibq - game.quadrant).distance()
if xdist < ddist:
ddist = xdist
- # Since starbase not in quadrant, set up new quadrant
+ if ibq is None:
+ prout(_("No starbases remain. You are alone in a hostile galaxy."))
+ return
+ # Since starbase not in quadrant, set up new quadrant
game.quadrant = ibq
newqad()
- # dematerialize starship
+ # dematerialize starship
game.quad[game.sector.i][game.sector.j]='.'
proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
% (game.quadrant, crmshp()))
game.sector.invalidate()
for m in range(1, 5+1):
- w = game.base.scatter()
+ w = game.base.scatter()
if w.valid_sector() and game.quad[w.i][w.j]=='.':
- # found one -- finish up
+ # found one -- finish up
game.sector = w
break
- if not game.sector.is_valid():
+ if game.sector is None:
prout(_("You have been lost in space..."))
finish(FMATERIALIZE)
return
- # Give starbase three chances to rematerialize starship
+ # Give starbase three chances to rematerialize starship
probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
for m in range(1, 3+1):
if m == 1: proutn(_("1st"))
game.quad[game.sector.i][game.sector.j]=('-','o','O')[m-1]
textcolor(RED)
warble()
- if randreal() > probf:
+ if rnd.real() > probf:
break
prout(_("fails."))
textcolor(DEFAULT)
prout(_("You cannot abandon Ye Faerie Queene."))
return
else:
- # Must take shuttle craft to exit
+ # Must take shuttle craft to exit
if game.damage[DSHUTTL]==-1:
prout(_("Ye Faerie Queene has no shuttle craft."))
return
if game.iscraft != "onship":
prout(_("Shuttle craft not currently available."))
return
- # Emit abandon ship messages
+ # Emit abandon ship messages
skip(1)
prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
skip(1)
skip(2)
prout(_("Captain and crew escape in shuttle craft."))
if not game.state.baseq:
- # Oops! no place to go...
+ # Oops! no place to go...
finish(FABANDN)
return
q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
- # Dispose of crew
+ # Dispose of crew
if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
prout(_("Remainder of ship's complement beam down"))
prout(_("to nearest habitable planet."))
- elif q.planet != None and not damaged(DTRANSP):
+ elif q.planet is not None and not damaged(DTRANSP):
prout(_("Remainder of ship's complement beam down to %s.") %
- q.planet)
+ q.planet)
else:
prout(_("Entire crew of %d left to die in outer space.") %
- game.state.crew)
+ game.state.crew)
game.casual += game.state.crew
game.abandoned += game.state.crew
- # If at least one base left, give 'em the Faerie Queene
+ # If at least one base left, give 'em the Faerie Queene
skip(1)
- game.icrystl = False # crystals are lost
- game.nprobes = 0 # No probes
+ game.icrystl = False # crystals are lost
+ game.nprobes = 0 # No probes
prout(_("You are captured by Klingons and released to"))
prout(_("the Federation in a prisoner-of-war exchange."))
- nb = randrange(len(game.state.baseq))
- # Set up quadrant and position FQ adjacient to base
+ nb = rnd.integer(len(game.state.baseq))
+ # Set up quadrant and position FQ adjacient to base
if not game.quadrant == game.state.baseq[nb]:
game.quadrant = game.state.baseq[nb]
game.sector.i = game.sector.j = 5
newqad()
while True:
- # position next to base by trial and error
+ # position next to base by trial and error
game.quad[game.sector.i][game.sector.j] = '.'
+ l = QUADSIZE
for l in range(QUADSIZE):
game.sector = game.base.scatter()
if game.sector.valid_sector() and \
game.quad[game.sector.i][game.sector.j] == '.':
break
- if l < QUADSIZE+1:
- break # found a spot
+ if l < QUADSIZE:
+ break # found a spot
game.sector.i=QUADSIZE/2
game.sector.j=QUADSIZE/2
newqad()
- # Get new commission
+ # Get new commission
game.quad[game.sector.i][game.sector.j] = game.ship = 'F'
game.state.crew = FULLCREW
prout(_("Starfleet puts you in command of another ship,"))
if game.icrystl:
prout(_("The dilithium crystals have been moved."))
game.imine = False
- game.iscraft = "offship" # Galileo disappears
- # Resupply ship
+ game.iscraft = "offship" # Galileo disappears
+ # Resupply ship
game.condition="docked"
- for l in range(NDEVICES):
+ for l in range(NDEVICES):
game.damage[l] = 0.0
game.damage[DSHUTTL] = -1
game.energy = game.inenrg = 3000.0
game.lsupres=game.inlsr=3.0
game.shldup=False
game.warpfac=5.0
+ game.brigfree = game.brigcapacity = 300
return
# Code from planets.c begins here.
def consumeTime():
- "Abort a lengthy operation if an event interrupts it."
+ "Abort a lengthy operation if an event interrupts it."
game.ididit = True
events()
- if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
+ if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
return True
return False
if game.state.planets[i].crystals != "present":
proutn(_("no "))
prout(_("dilithium crystals present."))
- if game.state.planets[i].known=="shuttle_down":
+ if game.state.planets[i].known=="shuttle_down":
prout(_(" Shuttle Craft Galileo on surface."))
if not iknow:
prout(_("No information available."))
def orbit():
- "Enter standard orbit."
+ "Enter standard orbit."
skip(1)
scanner.chew()
if game.inorbit:
if damaged(DWARPEN) and damaged(DIMPULS):
prout(_("Both warp and impulse engines damaged."))
return
- if not game.plnet.is_valid():
+ if game.plnet is None:
prout("There is no planet in this sector.")
return
if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
prout(crmshp() + _(" not adjacent to planet."))
skip(1)
return
- game.optime = randreal(0.02, 0.05)
+ game.optime = rnd.real(0.02, 0.05)
prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
newcnd()
if consumeTime():
return
- game.height = randreal(1400, 8600)
+ game.height = rnd.real(1400, 8600)
prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
game.inorbit = True
game.ididit = True
if game.options & OPTION_TTY:
prout(_("Short range sensors damaged."))
return
- if game.iplnet == None:
+ if game.iplnet is None:
if game.options & OPTION_TTY:
prout(_("Spock- \"No planet in this quadrant, Captain.\""))
return
skip(1)
prout(_(" Planet at Sector %s is of class %s.") %
(game.plnet, game.iplnet.pclass))
- if game.iplnet.known=="shuttle_down":
+ if game.iplnet.known=="shuttle_down":
prout(_(" Sensors show Galileo still on surface."))
proutn(_(" Readings indicate"))
if game.iplnet.crystals != "present":
scanner.chew()
return
if game.landed:
- # Coming from planet
+ # Coming from planet
if game.iplnet.known=="shuttle_down":
proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
if ja():
skip(2)
prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
else:
- # Going to planet
+ # Going to planet
prout(_("Scotty- \"Transporter room ready, Sir.\""))
skip(1)
prout(_("Kirk and landing party prepare to beam down to planet surface."))
skip(1)
prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
skip(2)
- if not withprob(0.98):
+ if not rnd.withprob(0.98):
prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
skip(2)
prout(_("Scotty- \"Oh my God! I've lost them.\""))
prout(_("With all those fresh crystals aboard the ") + crmshp())
prout(_("there's no reason to mine more at this time."))
return
- game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
+ game.optime = rnd.real(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
if consumeTime():
return
prout(_("Mining operation complete."))
skip(1)
prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
skip(1)
- if withprob(game.cryprob):
+ if rnd.withprob(game.cryprob):
prouts(_(" \"Activating now! - - No good! It's***"))
skip(2)
prouts(_("***RED ALERT! RED A*L********************************"))
skip(1)
kaboom()
return
- game.energy += randreal(5000.0, 5500.0)
+ game.energy += rnd.real(5000.0, 5500.0)
prouts(_(" \"Activating now! - - "))
prout(_("The instruments"))
prout(_(" are going crazy, but I think it's"))
prout(_("Ye Faerie Queene had no shuttle craft."))
elif game.damage[DSHUTTL] > 0:
prout(_("The Galileo is damaged."))
- else: # game.damage[DSHUTTL] < 0
+ else: # game.damage[DSHUTTL] < 0
prout(_("Shuttle craft is now serving Big Macs."))
return
if not game.inorbit:
game.optime = 0.0
return
if game.landed:
- # Kirk on planet
+ # Kirk on planet
if game.iscraft == "onship":
- # Galileo on ship!
+ # Galileo on ship!
if not damaged(DTRANSP):
proutn(_("Spock- \"Would you rather use the transporter?\" "))
if ja():
prout(_("Trip complete."))
return
else:
- # Ready to go back to ship
+ # Ready to go back to ship
prout(_("You and your mining party board the"))
prout(_("shuttle craft for the trip back to the Enterprise."))
skip(1)
prout(_("Trip complete."))
return
else:
- # Kirk on ship and so is Galileo
+ # Kirk on ship and so is Galileo
prout(_("Mining party assembles in the hangar deck,"))
prout(_("ready to board the shuttle craft \"Galileo\"."))
skip(1)
dprob = 0.30
if game.options & OPTION_PLAIN:
dprob = 0.5
- r = randreal()
+ r = rnd.real()
if r > dprob:
prouts(_("Sulu- \"Captain! It's working!\""))
skip(2)
while len(game.enemies) > 0:
- deadkl(game.enemies[1].location, game.quad[game.enemies[1].location.i][game.enemies[1].location.j],game.enemies[1].location)
+ deadkl(game.enemies[-1].location, game.quad[game.enemies[-1].location.i][game.enemies[-1].location.j],game.enemies[-1].location)
prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
- if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
- finish(FWON)
+ if game.unwon() == 0:
+ finish(FWON)
if (game.options & OPTION_PLAIN) == 0:
prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
- if withprob(0.05):
+ if rnd.withprob(0.05):
prout(_(" is still operational.\""))
else:
prout(_(" has been rendered nonfunctional.\""))
game.damage[DDRAY] = 39.95
return
- r = randreal() # Pick failure method
+ r = rnd.real() # Pick failure method
if r <= 0.30:
prouts(_("Sulu- \"Captain! It's working!\""))
skip(1)
clreol()
def report():
- # report on general game status
+ # report on general game status
scanner.chew()
s1 = (game.thawed and _("thawed ")) or ""
s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
if game.tourn:
prout(_("This is tournament game %d.") % game.tourn)
prout(_("Your secret password is \"%s\"") % game.passwd)
- proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)),
- (game.inkling + game.incom + game.inscom)))
+ proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - game.unwon()),
+ (game.inkling + game.incom + game.inscom)))
if game.incom - len(game.state.kcmdr):
prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
- elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
+ elif game.inkling - game.remkl() + (game.inscom - game.state.nscrem) > 0:
prout(_(", but no Commanders."))
else:
prout(".")
# either the radio is dead or not at base!
attackreport(False)
game.iseenit = True
- if game.casual:
+ if game.casual:
prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
+ if game.brigcapacity != game.brigfree:
+ embriggened = game.brigcapacity-game.brigfree
+ if embriggened == 1:
+ prout(_("1 Klingon in brig"))
+ else:
+ prout(_("%d Klingons in brig.") % embriggened)
+ if game.kcaptured == 0:
+ pass
+ elif game.kcaptured == 1:
+ prout(_("1 captured Klingon turned in to Starfleet."))
+ else:
+ prout(_("%d captured Klingons turned in to Star Fleet.") % game.kcaptured)
if game.nhelp:
prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
if game.ship == 'E':
proutn(_("s"))
prout(".")
if communicating() and is_scheduled(FDSPROB):
- if game.isarmed:
+ if game.isarmed:
proutn(_("An armed deep space probe is in "))
else:
proutn(_("A deep space probe is in "))
- prout("Quadrant %s." % game.probec)
+ prout("Quadrant %s." % game.probe.quadrant())
if game.icrystl:
if game.cryprob <= .05:
prout(_("Dilithium crystals aboard ship... not yet used."))
prout(_("Dilithium crystals have been used %d time%s.") % \
(i, (_("s"), "")[i==1]))
skip(1)
-
+
def lrscan(silent):
"Long-range sensor scan."
if damaged(DLRSENS):
- # Now allow base's sensors if docked
+ # Now allow base's sensors if docked
if game.condition != "docked":
if not silent:
prout(_("LONG-RANGE SENSORS DAMAGED."))
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 not silent and game.state.galaxy[x][y].supernova:
+ if not silent and game.state.galaxy[x][y].supernova:
proutn(" ***")
elif not silent:
- proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
+ cn = " %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars)
+ proutn(((3 - len(cn)) * '.') + cn)
if not silent:
prout(" ")
scanner.chew()
if (game.options & OPTION_AUTOSCAN):
lrscan(silent=True)
- if not damaged(DRADIO):
+ if communicating():
rechart()
if game.lastchart < game.state.date and game.condition == "docked":
prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
show = ".1."
elif game.state.galaxy[i][j].charted:
show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
+ if (game.options & OPTION_DOTFILL):
+ show = show.replace(" ", ".")
else:
show = "..."
proutn(show)
def sectscan(goodScan, i, j):
"Light up an individual dot in a sector."
if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
- textcolor({"green":GREEN,
- "yellow":YELLOW,
- "red":RED,
- "docked":CYAN,
- "dead":BROWN}[game.condition])
- if game.quad[i][j] != game.ship:
- highvideo()
+ if game.quad[i][j] in ('E', 'F'):
+ if game.iscloaked:
+ highvideo()
+ textcolor({"green":GREEN,
+ "yellow":YELLOW,
+ "red":RED,
+ "docked":CYAN,
+ "dead":BROWN}[game.condition])
+ else:
+ textcolor({'?':LIGHTMAGENTA,
+ 'K':LIGHTRED,
+ 'S':LIGHTRED,
+ 'C':LIGHTRED,
+ 'R':LIGHTRED,
+ 'T':LIGHTRED,
+ '@':LIGHTGREEN,
+ 'P':LIGHTGREEN,
+ }.get(game.quad[i][j], DEFAULT))
proutn("%c " % game.quad[i][j])
textcolor(DEFAULT)
else:
newcnd()
prstat(_("Condition"), _("%s, %i DAMAGES") % \
(game.condition.upper(), sum([x > 0 for x in game.damage])))
+ if game.iscloaked:
+ prout(_(", CLOAKED"))
if not req or req == 3:
prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
if not req or req == 4:
% (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
prstat(_("Shields"), s+data)
if not req or req == 9:
- prstat(_("Klingons Left"), "%d" \
- % (game.state.remkl+len(game.state.kcmdr)+game.state.nscrem))
+ prstat(_("Klingons Left"), "%d" % game.unwon())
if not req or req == 10:
if game.options & OPTION_WORLDS:
plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
prout((" date, condition, position, lsupport, warpfactor,"))
prout((" energy, torpedoes, shields, klingons, system, time."))
-
+
def srscan():
- "Short-range scan."
+ "Short-range scan."
goodScan=True
if damaged(DSRSENS):
- # Allow base's sensors if docked
+ # Allow base's sensors if docked
if game.condition != "docked":
prout(_(" S.R. SENSORS DAMAGED!"))
goodScan=False
prout(_(" [Using Base's sensors]"))
else:
prout(_(" Short-range scan"))
- if goodScan and not damaged(DRADIO):
+ if goodScan and communicating():
game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
for j in range(QUADSIZE):
sectscan(goodScan, i, j)
skip(1)
-
+
def eta():
"Use computer to get estimated time of arrival for a warp jump."
w1 = Coord(); w2 = Coord()
huh()
return
dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
- (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
+ (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
wfl = False
if prompt:
prout(_("Answer \"no\" if you don't know the value:"))
fp = open(scanner.token, "rb")
except IOError:
prout(_("Can't thaw game in %s") % scanner.token)
- return
+ return True
game = pickle.load(fp)
fp.close()
scanner.chew()
# I used <http://www.memory-alpha.org> to find planets
# with references in ST:TOS. Earth and the Alpha Centauri
# Colony have been omitted.
-#
+#
# Some planets marked Class G and P here will be displayed as class M
# because of the way planets are generated. This is a known bug.
systnames = (
- # Federation Worlds
- _("Andoria (Fesoan)"), # several episodes
- _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
- _("Vulcan (T'Khasi)"), # many episodes
- _("Medusa"), # TOS: "Is There in Truth No Beauty?"
- _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD)
- _("Ardana"), # TOS: "The Cloud Minders"
- _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
- _("Gideon"), # TOS: "The Mark of Gideon"
- _("Aldebaran III"), # TOS: "The Deadly Years"
- _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
- _("Altair IV"), # TOS: "Amok Time
- _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
- _("Benecia"), # TOS: "The Conscience of the King"
- _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
- _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
- _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
- _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
- _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
- _("Eminiar VII"), # TOS: "A Taste of Armageddon"
- _("Gamma Canaris IV"), # TOS: "Metamorphosis"
- _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
- _("Ingraham B"), # TOS: "Operation: Annihilate"
- _("Janus IV"), # TOS: "The Devil in the Dark"
- _("Makus III"), # TOS: "The Galileo Seven"
- _("Marcos XII"), # TOS: "And the Children Shall Lead",
- _("Omega IV"), # TOS: "The Omega Glory"
- _("Regulus V"), # TOS: "Amok Time
- _("Deneva"), # TOS: "Operation -- Annihilate!"
- # Worlds from BSD Trek
- _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
- _("Beta III"), # TOS: "The Return of the Archons"
- _("Triacus"), # TOS: "And the Children Shall Lead",
- _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
-# # Others
-# _("Hansen's Planet"), # TOS: "The Galileo Seven"
-# _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
-# _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
-# _("Izar"), # TOS: "Whom Gods Destroy"
-# _("Tiburon"), # TOS: "The Way to Eden"
-# _("Merak II"), # TOS: "The Cloud Minders"
-# _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
-# _("Iotia"), # TOS: "A Piece of the Action"
+ # Federation Worlds
+ _("Andoria (Fesoan)"), # several episodes
+ _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
+ _("Vulcan (T'Khasi)"), # many episodes
+ _("Medusa"), # TOS: "Is There in Truth No Beauty?"
+ _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD)
+ _("Ardana"), # TOS: "The Cloud Minders"
+ _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
+ _("Gideon"), # TOS: "The Mark of Gideon"
+ _("Aldebaran III"), # TOS: "The Deadly Years"
+ _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
+ _("Altair IV"), # TOS: "Amok Time
+ _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
+ _("Benecia"), # TOS: "The Conscience of the King"
+ _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
+ _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
+ _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
+ _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
+ _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
+ _("Eminiar VII"), # TOS: "A Taste of Armageddon"
+ _("Gamma Canaris IV"), # TOS: "Metamorphosis"
+ _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
+ _("Ingraham B"), # TOS: "Operation: Annihilate"
+ _("Janus IV"), # TOS: "The Devil in the Dark"
+ _("Makus III"), # TOS: "The Galileo Seven"
+ _("Marcos XII"), # TOS: "And the Children Shall Lead",
+ _("Omega IV"), # TOS: "The Omega Glory"
+ _("Regulus V"), # TOS: "Amok Time
+ _("Deneva"), # TOS: "Operation -- Annihilate!"
+ # Worlds from BSD Trek
+ _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
+ _("Beta III"), # TOS: "The Return of the Archons"
+ _("Triacus"), # TOS: "And the Children Shall Lead",
+ _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
+ # # Others
+ # _("Hansen's Planet"), # TOS: "The Galileo Seven"
+ # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
+ # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
+ # _("Izar"), # TOS: "Whom Gods Destroy"
+ # _("Tiburon"), # TOS: "The Way to Eden"
+ # _("Merak II"), # TOS: "The Cloud Minders"
+ # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
+ # _("Iotia"), # TOS: "A Piece of the Action"
)
device = (
- _("S. R. Sensors"), \
- _("L. R. Sensors"), \
- _("Phasers"), \
- _("Photon Tubes"), \
- _("Life Support"), \
- _("Warp Engines"), \
- _("Impulse Engines"), \
- _("Shields"), \
- _("Subspace Radio"), \
- _("Shuttle Craft"), \
- _("Computer"), \
- _("Navigation System"), \
- _("Transporter"), \
- _("Shield Control"), \
- _("Death Ray"), \
- _("D. S. Probe"), \
+ _("S. R. Sensors"), \
+ _("L. R. Sensors"), \
+ _("Phasers"), \
+ _("Photon Tubes"), \
+ _("Life Support"), \
+ _("Warp Engines"), \
+ _("Impulse Engines"), \
+ _("Shields"), \
+ _("Subspace Radio"), \
+ _("Shuttle Craft"), \
+ _("Computer"), \
+ _("Navigation System"), \
+ _("Transporter"), \
+ _("Shield Control"), \
+ _("Death Ray"), \
+ _("D. S. Probe"), \
+ _("Cloaking Device"), \
)
def setup():
game.quadrant = randplace(GALSIZE)
game.sector = randplace(QUADSIZE)
game.torps = game.intorps = 10
- game.nprobes = randrange(2, 5)
+ game.nprobes = rnd.integer(2, 5)
game.warpfac = 5.0
- for i in range(NDEVICES):
+ for i in range(NDEVICES):
game.damage[i] = 0.0
# Set up assorted game parameters
game.battle = Coord()
- game.state.date = game.indate = 100.0 * randreal(20, 51)
+ game.state.date = game.indate = 100.0 * rnd.real(20, 51)
game.nkinks = game.nhelp = game.casual = game.abandoned = 0
game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
game.isatb = game.state.nplankl = 0
for i in range(GALSIZE):
for j in range(GALSIZE):
# Can't have more stars per quadrant than fit in one decimal digit,
- # if we do the chart representation will break.
- k = randrange(1, min(10, QUADSIZE**2/10))
+ # if we do the chart representation will break.
+ k = rnd.integer(1, min(10, QUADSIZE**2/10))
game.instar += k
game.state.galaxy[i][j].stars = k
# Locate star bases in galaxy
for j in range(1, i):
# Improved placement algorithm to spread out bases
distq = (w - game.state.baseq[j]).distance()
- if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
+ if distq < 6.0*(BASEMAX+1-game.inbase) and rnd.withprob(0.75):
contflag = True
if game.idebug:
prout("=== Abandoning base #%d at %s" % (i, w))
# Position ordinary Klingon Battle Cruisers
krem = game.inkling
klumper = 0.25*game.skill*(9.0-game.length)+1.0
- if klumper > MAXKLQUAD:
+ if klumper > MAXKLQUAD:
klumper = MAXKLQUAD
while True:
- r = randreal()
- klump = (1.0 - r*r)*klumper
+ r = rnd.real()
+ klump = int((1.0 - r*r)*klumper)
if klump > krem:
klump = krem
krem -= klump
if not game.state.galaxy[w.i][w.j].supernova and \
game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
break
- game.state.galaxy[w.i][w.j].klingons += int(klump)
+ game.state.galaxy[w.i][w.j].klingons += klump
if krem <= 0:
break
# Position Klingon Commander Ships
w = randplace(GALSIZE)
if not welcoming(w) or w in game.state.kcmdr:
continue
- if (game.state.galaxy[w.i][w.j].klingons or withprob(0.25)):
+ if (game.state.galaxy[w.i][w.j].klingons or rnd.withprob(0.25)):
break
game.state.galaxy[w.i][w.j].klingons += 1
game.state.kcmdr.append(w)
# Locate planets in galaxy
for i in range(game.inplan):
while True:
- w = randplace(GALSIZE)
- if game.state.galaxy[w.i][w.j].planet == None:
+ w = randplace(GALSIZE)
+ if game.state.galaxy[w.i][w.j].planet is None:
break
new = Planet()
new.quadrant = w
new.name = systnames[i]
new.inhabited = True
else:
- new.pclass = ("M", "N", "O")[randrange(0, 3)]
- if withprob(0.33):
+ new.pclass = ("M", "N", "O")[rnd.integer(0, 3)]
+ if rnd.withprob(0.33):
new.crystals = "present"
new.known = "unknown"
new.inhabited = False
# Initialize times for extraneous events
schedule(FSNOVA, expran(0.5 * game.intime))
schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
- schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
+ schedule(FSNAP, rnd.real(1.0, 2.0)) # Force an early snapshot
schedule(FBATTAK, expran(0.3*game.intime))
unschedule(FCDBAS)
if game.state.nscrem:
clrscr()
setwnd(message_window)
newqad()
- if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
+ if len(game.enemies) - (thing == game.quadrant) - (game.tholian is not None):
game.shldup = True
if game.neutz: # bad luck to start in a Romulan Neutral Zone
attack(torps_ok=False)
game.tourn = game.length = 0
game.thawed = False
game.skill = SKILL_NONE
- scanner.chew()
-# if not scanner.inqueue: # Can start with command line options
- proutn(_("Would you like a regular, tournament, or saved game? "))
+ # Do not chew here, we want to use command-line tokens
+ if not scanner.inqueue: # Can start with command line options
+ proutn(_("Would you like a regular, tournament, or saved game? "))
scanner.nexttok()
if scanner.sees("tournament"):
while scanner.nexttok() == "IHEOL":
scanner.chew()
continue # We don't want a blank entry
game.tourn = int(round(scanner.real))
- random.seed(scanner.real)
+ rnd.seed(scanner.real)
if logfp:
- logfp.write("# random.seed(%d)\n" % scanner.real)
+ logfp.write("# rnd.seed(%d)\n" % scanner.real)
break
if scanner.sees("saved") or scanner.sees("frozen"):
if thaw():
continue
scanner.chew()
- if game.passwd == None:
+ if game.passwd is None:
continue
if not game.alldone:
game.thawed = True # No plaque if not finished
scanner.nexttok()
if scanner.sees("plain"):
# Approximates the UT FORTRAN version.
- game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
+ game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR | OPTION_CAPTURE | OPTION_CLOAK | OPTION_DOTFILL)
game.options |= OPTION_PLAIN
elif scanner.sees("almy"):
# Approximates Tom Almy's version.
- game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
+ game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR | OPTION_DOTFILL)
game.options |= OPTION_ALMY
elif scanner.sees("fancy") or scanner.sees("\n"):
pass
elif len(scanner.token):
proutn(_("What is \"%s\"?") % scanner.token)
- game.options &=~ OPTION_COLOR
setpassword()
if game.passwd == "debug":
game.idebug = True
prout("=== Debug mode enabled.")
# Use parameters to generate initial values of things
game.damfac = 0.5 * game.skill
- game.inbase = randrange(BASEMIN, BASEMAX+1)
+ game.inbase = rnd.integer(BASEMIN, BASEMAX+1)
game.inplan = 0
if game.options & OPTION_PLANETS:
- game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
+ game.inplan += rnd.integer(MAXUNINHAB/2, MAXUNINHAB+1)
if game.options & OPTION_WORLDS:
game.inplan += int(NINHAB)
- game.state.nromrem = game.inrom = randrange(2 *game.skill)
+ game.state.nromrem = game.inrom = rnd.integer(2 * game.skill)
game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
game.state.remtime = 7.0 * game.length
game.intime = game.state.remtime
- game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
- game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
+ game.inkling = int(2.0*game.intime*((game.skill+1 - 2*rnd.real())*game.skill*0.1+.15))
+ game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*rnd.real()))
game.state.remres = (game.inkling+4*game.incom)*game.intime
game.inresor = game.state.remres
if game.inkling > 50:
- game.state.inbase += 1
+ game.inbase += 1
return False
def dropin(iquad=None):
def newkling():
"Drop new Klingon into current quadrant."
- return Enemy('K', loc=dropin(), power=randreal(300,450)+25.0*game.skill)
+ return Enemy('K', loc=dropin(), power=rnd.real(300,450)+25.0*game.skill)
def sortenemies():
"Sort enemies by distance so 'nearest' is meaningful."
game.justin = True
game.iplnet = None
game.neutz = game.inorbit = game.landed = False
- game.ientesc = game.iseenit = False
+ game.ientesc = game.iseenit = game.isviolreported = False
+ game.tholian = None
# Create a blank quadrant
game.quad = fill2d(QUADSIZE, lambda i, j: '.')
if game.iscate:
game.enemies = []
if q.klingons:
# Position ordinary Klingons
- for i in range(game.klhere):
+ for _i in range(game.klhere):
newkling()
# If we need a commander, promote a Klingon
for cmdr in game.state.kcmdr:
if cmdr == game.quadrant:
e = game.enemies[game.klhere-1]
game.quad[e.location.i][e.location.j] = 'C'
- e.power = randreal(950,1350) + 50.0*game.skill
- break
+ e.power = rnd.real(950,1350) + 50.0*game.skill
+ break
# If we need a super-commander, promote a Klingon
if game.quadrant == game.state.kscmdr:
e = game.enemies[0]
game.quad[e.location.i][e.location.j] = 'S'
- e.power = randreal(1175.0, 1575.0) + 125.0*game.skill
- game.iscate = (game.state.remkl > 1)
+ e.power = rnd.real(1175.0, 1575.0) + 125.0*game.skill
+ game.iscate = (game.remkl() > 1)
# Put in Romulans if needed
- for i in range(q.romulans):
- Enemy('R', loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
+ for _i in range(q.romulans):
+ Enemy('R', loc=dropin(), power=rnd.real(400.0,850.0)+50.0*game.skill)
# If quadrant needs a starbase, put it in
if q.starbase:
game.base = dropin('B')
# Put in THING if needed
if thing == game.quadrant:
Enemy(etype='?', loc=dropin(),
- power=randreal(6000,6500.0)+250.0*game.skill)
+ power=rnd.real(6000,6500.0)+250.0*game.skill)
if not damaged(DSRSENS):
skip(1)
prout(_("Mr. Spock- \"Captain, this is most unusual."))
prout(_(" Please examine your short-range scan.\""))
- # Decide if quadrant needs a Tholian; lighten up if skill is low
+ # Decide if quadrant needs a Tholian; lighten up if skill is low
if game.options & OPTION_THOLIAN:
- if (game.skill < SKILL_GOOD and withprob(0.02)) or \
- (game.skill == SKILL_GOOD and withprob(0.05)) or \
- (game.skill > SKILL_GOOD and withprob(0.08)):
+ if (game.skill < SKILL_GOOD and rnd.withprob(0.02)) or \
+ (game.skill == SKILL_GOOD and rnd.withprob(0.05)) or \
+ (game.skill > SKILL_GOOD and rnd.withprob(0.08)):
w = Coord()
while True:
- w.i = withprob(0.5) * (QUADSIZE-1)
- w.j = withprob(0.5) * (QUADSIZE-1)
+ w.i = rnd.withprob(0.5) * (QUADSIZE-1)
+ w.j = rnd.withprob(0.5) * (QUADSIZE-1)
if game.quad[w.i][w.j] == '.':
break
game.tholian = Enemy(etype='T', loc=w,
- power=randrange(100, 500) + 25.0*game.skill)
- # Reserve unoccupied corners
+ power=rnd.integer(100, 500) + 25.0*game.skill)
+ # Reserve unoccupied corners
if game.quad[0][0]=='.':
game.quad[0][0] = 'X'
if game.quad[0][QUADSIZE-1]=='.':
game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
sortenemies()
# And finally the stars
- for i in range(q.stars):
+ for _i in range(q.stars):
dropin('*')
# Put in a few black holes
- for i in range(1, 3+1):
- if withprob(0.5):
+ for _i in range(1, 3+1):
+ if rnd.withprob(0.5):
dropin(' ')
# Take out X's in corners if Tholian present
if game.tholian:
game.quad[QUADSIZE-1][0] = '.'
if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
game.quad[QUADSIZE-1][QUADSIZE-1] = '.'
+ # This should guarantee that replay games don't lose info about the chart
+ if (game.options & OPTION_AUTOSCAN) or replayfp:
+ lrscan(silent=True)
def setpassword():
"Set the self-destruct password."
proutn(_("Please type in a secret password- "))
scanner.nexttok()
game.passwd = scanner.token
- if game.passwd != None:
+ if game.passwd is not None:
break
else:
game.passwd = ""
- game.passwd += chr(ord('a')+randrange(26))
- game.passwd += chr(ord('a')+randrange(26))
- game.passwd += chr(ord('a')+randrange(26))
+ game.passwd += chr(ord('a')+rnd.integer(26))
+ game.passwd += chr(ord('a')+rnd.integer(26))
+ game.passwd += chr(ord('a')+rnd.integer(26))
# Code from sst.c begins here
("IMPULSE", 0),
("REST", 0),
("WARP", 0),
- ("SCORE", 0),
("SENSORS", OPTION_PLANETS),
("ORBIT", OPTION_PLANETS),
("TRANSPORT", OPTION_PLANETS),
("ABANDON", 0),
("DESTRUCT", 0),
("DEATHRAY", 0),
+ ("CAPTURE", OPTION_CAPTURE),
+ ("CLOAK", OPTION_CLOAK),
("DEBUG", 0),
("MAYDAY", 0),
("SOS", 0), # Synonym for MAYDAY
("CALL", 0), # Synonym for MAYDAY
("QUIT", 0),
("HELP", 0),
+ ("SCORE", 0),
+ ("CURSES", 0),
("", 0),
]
prout(_(" computer. You need to find sst.doc and put it somewhere"))
proutn(_(" in these directories: %s") % ":".join(docpath))
prout(".\"")
- # This used to continue: "You need to find SST.DOC and put
+ # This used to continue: "You need to find SST.DOC and put
# it in the current directory."
return
while True:
def makemoves():
"Command-interpretation loop."
- while True: # command loop
+ def checkviol():
+ if game.irhere and game.state.date >= ALGERON and not game.isviolreported and game.iscloaked:
+ prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
+ game.ncviol += 1
+ game.isviolreported = True
+ while True: # command loop
drawmaps(1)
- while True: # get a command
+ while True: # get a command
hitme = False
game.optime = game.justin = False
scanner.chew()
setwnd(message_window)
clrscr()
abandon_passed = False
+ cmd = "" # Force cmd to persist after loop
+ opt = 0 # Force opt to persist after loop
for (cmd, opt) in commands:
# commands after ABANDON cannot be abbreviated
if cmd == "ABANDON":
if cmd == "":
listCommands()
continue
+ elif opt and not (opt & game.options):
+ huh()
else:
break
+ if game.options & OPTION_CURSES:
+ prout("COMMAND> %s" % cmd)
if cmd == "SRSCAN": # srscan
srscan()
elif cmd == "STATUS": # status
status()
- elif cmd == "REQUEST": # status request
+ elif cmd == "REQUEST": # status request
request()
elif cmd == "LRSCAN": # long range scan
lrscan(silent=False)
elif cmd == "PHASERS": # phasers
phasers()
if game.ididit:
+ checkviol()
hitme = True
elif cmd in ("TORPEDO", "PHOTONS"): # photon torpedos
torps()
if game.ididit:
+ checkviol()
hitme = True
elif cmd == "MOVE": # move under warp
warp(wcourse=None, involuntary=False)
elif cmd == "DOCK": # dock at starbase
dock(True)
if game.ididit:
- attack(torps_ok=False)
+ attack(torps_ok=False)
elif cmd == "DAMAGES": # damage reports
damagereport()
elif cmd == "CHART": # chart
hitme = True
elif cmd == "WARP": # warp
setwarp()
- elif cmd == "SCORE": # score
- score()
elif cmd == "SENSORS": # sensors
sensor()
elif cmd == "ORBIT": # orbit
hitme = True
elif cmd == "PLANETS": # Planet list
survey()
- elif cmd == "REPORT": # Game Report
+ elif cmd == "REPORT": # Game Report
report()
elif cmd == "COMPUTER": # use COMPUTER!
eta()
deathray()
if game.ididit:
hitme = True
+ elif cmd == "CAPTURE":
+ capture()
+ elif cmd == "CLOAK":
+ cloak()
elif cmd == "DEBUGCMD": # What do we want for debug???
debugme()
elif cmd == "MAYDAY": # Call for help
game.alldone = True # quit the game
elif cmd == "HELP":
helpme() # get help
+ elif cmd == "SCORE":
+ score() # see current score
+ elif cmd == "CURSES":
+ game.options |= (OPTION_CURSES | OPTION_COLOR)
+ iostart()
while True:
if game.alldone:
break # Game has ended
if game.idebug:
prout("=== Ending")
-def cramen(type):
- "Emit the name of an enemy or feature."
- if type == 'R': s = _("Romulan")
- elif type == 'K': s = _("Klingon")
- elif type == 'C': s = _("Commander")
- elif type == 'S': s = _("Super-commander")
- elif type == '*': s = _("Star")
- elif type == 'P': s = _("Planet")
- elif type == 'B': s = _("Starbase")
- elif type == ' ': s = _("Black hole")
- elif type == 'T': s = _("Tholian")
- elif type == '#': s = _("Tholian web")
- elif type == '?': s = _("Stranger")
- elif type == '@': s = _("Inhabited World")
+def cramen(ch):
+ "Emit the name of an enemy or feature."
+ if ch == 'R': s = _("Romulan")
+ elif ch == 'K': s = _("Klingon")
+ elif ch == 'C': s = _("Commander")
+ elif ch == 'S': s = _("Super-commander")
+ elif ch == '*': s = _("Star")
+ elif ch == 'P': s = _("Planet")
+ elif ch == 'B': s = _("Starbase")
+ elif ch == ' ': s = _("Black hole")
+ elif ch == 'T': s = _("Tholian")
+ elif ch == '#': s = _("Tholian web")
+ elif ch == '?': s = _("Stranger")
+ elif ch == '@': s = _("Inhabited World")
else: s = "Unknown??"
return s
-def crmena(stars, enemy, loctype, w):
+def crmena(loud, enemy, loctype, w):
"Emit the name of an enemy and his location."
buf = ""
- if stars:
+ if loud:
buf += "***"
buf += cramen(enemy) + _(" at ")
if loctype == "quadrant":
return buf + repr(w)
def crmshp():
- "Emit our ship name."
+ "Emit our ship name."
return{'E':_("Enterprise"),'F':_("Faerie Queene")}.get(game.ship,"Ship???")
def stars():
- "Emit a line of stars"
+ "Emit a line of stars"
prouts("******************************************************")
skip(1)
def expran(avrage):
- return -avrage*math.log(1e-7 + randreal())
+ return -avrage*math.log(1e-7 + rnd.real())
def randplace(size):
"Choose a random location."
w = Coord()
- w.i = randrange(size)
- w.j = randrange(size)
+ w.i = rnd.integer(size)
+ w.j = rnd.integer(size)
return w
class sstscanner:
self.token = ''
# Fill the token quue if nothing here
while not self.inqueue:
- line = cgetline()
+ sline = cgetline()
if curwnd==prompt_window:
clrscr()
setwnd(message_window)
clrscr()
- if line == '':
+ if sline == '':
return None
- if not line:
+ if not sline:
continue
else:
- self.inqueue = line.lstrip().split() + ["\n"]
+ self.inqueue = sline.lstrip().split() + ["\n"]
# From here on in it's all looking at the queue
self.token = self.inqueue.pop(0)
if self.token == "\n":
return s.startswith(self.token)
def int(self):
# Round token value to nearest integer
- return int(round(scanner.real))
+ return int(round(self.real))
def getcoord(self):
s = Coord()
- scanner.nexttok()
- if scanner.type != "IHREAL":
+ self.nexttok()
+ if self.type != "IHREAL":
huh()
return None
- s.i = scanner.int()-1
- scanner.nexttok()
- if scanner.type != "IHREAL":
+ s.i = self.int()-1
+ self.nexttok()
+ if self.type != "IHREAL":
huh()
return None
- s.j = scanner.int()-1
+ s.j = self.int()-1
return s
def __repr__(self):
- return "<sstcanner: token=%s, type=%s, queue=%s>" % (scanner.token, scanner.type, scanner.inqueue)
+ return "<sstcanner: token=%s, type=%s, queue=%s>" % (self.token, self.type, self.inqueue)
def ja():
"Yes-or-no confirmation."
game.lsupres = game.inlsr
proutn("Reset damage? ")
if ja():
- for i in range(NDEVICES):
- if game.damage[i] > 0.0:
+ for i in range(NDEVICES):
+ if game.damage[i] > 0.0:
game.damage[i] = 0.0
proutn("Toggle debug flag? ")
if ja():
game.idebug = not game.idebug
if game.idebug:
- prout("Debug output ON")
+ prout("Debug output ON")
else:
prout("Debug output OFF")
proutn("Cause selective damage? ")
scanner.chew()
proutn("In quadrant- ")
key = scanner.nexttok()
- # "IHEOL" says to leave coordinates as they are
+ # "IHEOL" says to leave coordinates as they are
if key != "IHEOL":
if key != "IHREAL":
prout("Event %d canceled, no x coordinate." % (i))
atover(True)
if __name__ == '__main__':
- import getopt, socket
try:
- global line, thing, game
+ #global line, thing, game
game = None
thing = Thingy()
game = Gamestate()
+ rnd = randomizer()
+ logfp = None
game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
if os.getenv("TERM"):
game.options |= OPTION_CURSES
else:
game.options |= OPTION_TTY
seed = int(time.time())
- (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:txV")
+ (options, arguments) = getopt.getopt(sys.argv[1:], "cr:s:txV")
replay = False
for (switch, val) in options:
if switch == '-r':
line = replayfp.readline().strip()
(leader, __, seed) = line.split()
seed = eval(seed)
- sys.stderr.write("sst2k: seed set to %s\n" % seed)
line = replayfp.readline().strip()
arguments += line.split()[2:]
replay = True
game.options &=~ OPTION_CURSES
elif switch == '-x':
game.idebug = True
+ elif switch == '-c': # Enable curses debugging - undocumented
+ game.cdebug = True
elif switch == '-V':
print("SST2K", version)
- raise SystemExit(0)
+ raise SystemExit(0)
else:
sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
raise SystemExit(1)
logfp.write("# SST2K version %s\n" % version)
logfp.write("# recorded by %s@%s on %s\n" % \
(getpass.getuser(),socket.gethostname(),time.ctime()))
- random.seed(seed)
+ rnd.seed(seed)
scanner = sstscanner()
for arg in arguments:
scanner.append(arg)
try:
iostart()
- while True: # Play a game
+ while True: # Play a game
setwnd(fullscreen_window)
clrscr()
prelim()