except NameError:
my_input = input
-
-version = "2.1"
+version = "2.3"
docpath = (".", "doc/", "/usr/share/doc/sst/")
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
def __ne__(self, other):
self.supernova = False
self.charted = False
self.status = "secure" # Could be "secure", "distressed", "enslaved"
+ def __str__(self):
+ return "<Quadrant: %(klingons)d>" % self.__dict__
+ __repr__ = __str__
class Page:
def __init__(self):
class 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):
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
+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)
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
+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
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.iscloaked = False # Cloaking device on?
self.ncviol = 0 # Algreon treaty violations
self.isviolreported = False # We have been warned
+ def remkl(self):
+ return sum([q.klingons for (_i, _j, q) in list(self.state.traverse())])
def recompute(self):
# Stas thinks this should be (C expression):
- # game.state.remkl + len(game.state.kcmdr) > 0 ?
- # game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99
+ # game.remkl() + len(game.state.kcmdr) > 0 ?
+ # game.state.remres/(game.remkl() + 4*len(game.state.kcmdr)) : 99
# He says the existing expression is prone to divide-by-zero errors
# after killing the last klingon when score is shown -- perhaps also
# if the only remaining klingon is SCOM.
- 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() + len(self.state.kcmdr) + self.state.nscrem
FWON = 0
FDEPLETE = 1
return tacmoves
def movescom(iq, avoid):
- "Commander movement helper."
+ "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.idebug:
prout("== SUPERCOMMANDER")
# Decide on being active or passive
- avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
+ avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.remkl())/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
(game.state.date-game.indate) < 3.0)
if not game.iscate and avoid:
# compute move away from Enterprise
key = scanner.nexttok()
if key == "IHREAL":
+ huh()
return
action = None
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%
+ 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%
- 0, # DCLOAK: the cloaking device 0.0
+ 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)
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:
dispersion = (randreal()+randreal())*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:
+ 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
# 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':
+ elif etype == 'K':
+ pass
+ elif etype == 'S':
game.state.nscrem -= 1
game.state.kscmdr.invalidate()
game.isatb = 0
unschedule(FSCDBAS)
# 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
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):
skip(1)
if kpow == 0:
deadkl(w, ienm, w)
- if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
+ 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:
# intelligent design
# x = 300 + 25*skill;
x = game.energy / (weakest.power * len(klingons))
- x *= 2.5; # would originally have been equivalent of 1.4,
+ #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 = %d (%.4f)\n", i, x))
+ #prout(_("Prob = %.4f" % x))
# x = 100; // For testing, of course!
- if x > randreal(100):
+ if x < randreal(100):
# guess what, he surrendered!!! */
prout(_("Klingon captain at %s surrenders.") % weakest.location)
i = randreal(200)
if i > 0:
- prout(_("%d Klingons commit suicide rather than be taken captive.") % 200 - i)
- if i > brigfree:
- prout(_("%d Klingons die because there is no room for them in the brig.") % i-brigfree)
- i = brigfree
- brigfree -= i
+ prout(_("%d Klingons commit suicide rather than be taken captive.") % (200 - i))
+ if i > game.brigfree:
+ prout(_("%d Klingons die because there is no room for them in the brig.") % (i-brigfree))
+ i = game.brigfree
+ game.brigfree -= i
prout(_("%d captives taken") % i)
deadkl(weakest.location, weakest.type, game.sector)
- if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)<=0:
+ if game.unwon()<=0:
finish(FWON)
return
# big surprise, he refuses to surrender */
- prout(_("Fat chance, captain!"))
+ prout(_("Fat chance, captain!"))
# Code from events.c begins here.
return
game.state.date = datemin
# Decrement Federation resources and recompute remaining time
- game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
+ game.state.remres -= (game.remkl()+4*len(game.state.kcmdr))*xtime
game.recompute()
if game.state.remtime <= 0:
finish(FDEPLETE)
if q.klingons <= 0:
q.status = "secure"
continue
- if game.state.remkl >= MAXKLGAME:
+ if game.remkl() >= MAXKLGAME:
continue # full right now
# reproduce one Klingon
w = ev.quadrant
except JumpOut:
w = m
# deliver the child
- game.state.remkl += 1
q.klingons += 1
if game.quadrant == w:
game.klhere += 1
if key != "IHEOL":
break
proutn(_("How long? "))
- scanner.chew()
+ scanner.chew()
if key != "IHREAL":
huh()
return
deadkl(neighbor, iquad, neighbor)
continue # neighbor loop
# Else enemy gets flung by the blast wave
- newc = neighbor + neighbor - hits[-1]
+ newc = neighbor + neighbor - start
proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
if not newc.valid_sector():
# can't leave quadrant
stars()
game.alldone = True
# destroy any Klingons in supernovaed quadrant
- kldead = game.state.galaxy[nq.i][nq.j].klingons
game.state.galaxy[nq.i][nq.j].klingons = 0
if nq == game.state.kscmdr:
# did in the Supercommander!
survivors = filter(lambda w: w != nq, game.state.kcmdr)
comkills = len(game.state.kcmdr) - len(survivors)
game.state.kcmdr = survivors
- kldead -= comkills
if not game.state.kcmdr:
unschedule(FTBEAM)
- game.state.remkl -= kldead
# destroy Romulans and planets in supernovaed quadrant
nrmdead = game.state.galaxy[nq.i][nq.j].romulans
game.state.galaxy[nq.i][nq.j].romulans = 0
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 game.unwon()==0 and not nq == game.quadrant:
skip(2)
if w is None:
prout(_("Lucky you!"))
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():
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."))
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)
+ baddies = (game.remkl() + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
if goodies/baddies >= randreal(1.0, 1.5):
prout(_("As a result of your actions, a treaty with the Klingon"))
prout(_("Empire has been signed. The terms of the treaty are"))
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
klship = 1
else:
klship = 2
- game.score = 10*(game.inkling - game.state.remkl) \
+ game.score = 10*(game.inkling - game.remkl()) \
+ 50*(game.incom - len(game.state.kcmdr)) \
+ ithperd + iwon \
+ 20*(game.inrom - game.state.nromrem) \
if game.state.nromrem and game.gamewon:
prout(_("%6d Romulans captured %5d") %
(game.state.nromrem, game.state.nromrem))
- if game.inkling - game.state.remkl:
+ if game.inkling - game.remkl():
prout(_("%6d ordinary Klingons destroyed %5d") %
- (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
+ (game.inkling - game.remkl(), 10*(game.inkling - game.remkl())))
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))))
winner = cgetline()
# 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")
pause_game()
clrscr()
# Uncomment this to debug curses problems
- if logfp:
- logfp.write("#curses: at %s proutn(%s)\n" % ((y, x), repr(proutntline)))
+ #if logfp:
+ # logfp.write("#curses: at %s proutn(%s)\n" % ((y, x), repr(proutntline)))
curwnd.addstr(proutntline)
curwnd.refresh()
else:
elif linein[0] != "#":
break
else:
- linein = my_input() + "\n"
+ try:
+ linein = my_input() + "\n"
+ except EOFError:
+ prout("")
+ sys.exit(0)
if logfp:
logfp.write(linein)
return linein
legend = "prompt"
else:
legend = "unknown"
- logfp.write("#curses: setwnd(%s)\n" % legend)
+ #logfp.write("#curses: setwnd(%s)\n" % legend)
curwnd = wnd
# Some curses implementations get confused when you try this.
try:
linecount = 0
def textcolor(color=DEFAULT):
- if game.options & OPTION_COLOR:
+ if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES):
if color == DEFAULT:
curwnd.attrset(0)
elif color == BLACK:
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)
#
def boom(w):
"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])
# check for edge of galaxy
kinks = 0
while True:
-
-
kink = False
if icourse.final.i < 0:
icourse.final.i = -icourse.final.i
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(_("%d captured Klingons transferred to base") % (game.brigcapacity-game.brigfree))
game.kcaptured += game.brigcapacity-game.brigfree
game.brigfree = game.brigcapacity
- if not damaged(DRADIO) and \
+ if communicating() and \
((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
# get attack report from base
prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
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
if delta.i == 0 and delta.j == 0:
scanner.chew()
# 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:
+ if game.unwon()==0:
finish(FWON) # Snova killed remaining enemy.
def timwrp():
# 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
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:
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)
prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
- if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
+ if game.unwon() == 0:
finish(FWON)
if (game.options & OPTION_PLAIN) == 0:
prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
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)),
+ 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(".")
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.\""))
% (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(_(" [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
klumper = MAXKLQUAD
while True:
r = randreal()
- klump = (1.0 - r*r)*klumper
+ klump = int((1.0 - r*r)*klumper)
if klump > krem:
klump = krem
krem -= klump
if 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
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.inkling = int(2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15))
game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
game.state.remres = (game.inkling+4*game.incom)*game.intime
game.inresor = game.state.remres
e = game.enemies[0]
game.quad[e.location.i][e.location.j] = 'S'
e.power = randreal(1175.0, 1575.0) + 125.0*game.skill
- game.iscate = (game.state.remkl > 1)
+ game.iscate = (game.remkl() > 1)
# Put in Romulans if needed
for _i in range(q.romulans):
Enemy('R', loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
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."
("QUIT", 0),
("HELP", 0),
("SCORE", 0),
+ ("CURSES", 0),
("", 0),
]
huh()
else:
break
+ if game.options & OPTION_CURSES:
+ prout("COMMAND> %s" % cmd)
if cmd == "SRSCAN": # srscan
srscan()
elif cmd == "STATUS": # status
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