return "%s - %s" % (self.i+1, self.j+1)
__repr__ = __str__
+class Thingy(Coord):
+ "Do not anger the Space Thingy!"
+ def __init__(self):
+ Coord.__init__(self)
+ self.angered = False
+ def angry(self):
+ self.angered = True
+ def at(self, q):
+ return (q.i, q.j) == (self.i, self.j)
+
class Planet:
def __init__(self):
self.name = None # string-valued if inhabited
self.pclass = None # could be ""M", "N", "O", or "destroyed"
self.crystals = "absent"# could be "mined", "present", "absent"
self.known = "unknown" # could be "unknown", "known", "shuttle_down"
- self.inhabited = False # is it inhabites?
+ self.inhabited = False # is it inhabited?
def __str__(self):
return self.name
class Page:
def __init__(self):
self.stars = None
- self.starbase = None
+ self.starbase = False
self.klingons = None
+ def __repr__(self):
+ return "<%s,%s,%s>" % (self.klingons, self.starbase, self.stars)
def fill2d(size, fillfun):
"Fill an empty list in 2D."
def __init__(self, etype=None, loc=None, power=None):
self.type = etype
self.location = Coord()
+ self.kdist = None
+ self.kavgd = None
if loc:
self.move(loc)
self.power = power # enemy energy level
self.score = 0.0 # overall score
self.perdate = 0.0 # rate of kills
self.idebug = False # Debugging instrumentation enabled?
+ self.statekscmdr = None # No SuperCommander coordinates yet.
def recompute(self):
# Stas thinks this should be (C expression):
# game.state.remkl + len(game.state.kcmdr) > 0 ?
# He says the existing expression is prone to divide-by-zero errors
# after killing the last klingon when score is shown -- perhaps also
# if the only remaining klingon is SCOM.
- game.state.remtime = game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr))
+ self.state.remtime = self.state.remres/(self.state.remkl + 4*len(self.state.kcmdr))
FWON = 0
FDEPLETE = 1
# avoid intruding on another commander's territory
if enemy.type == 'C':
if iq in game.state.kcmdr:
- return False
+ return []
# refuse to leave if currently attacking starbase
if game.battle == game.quadrant:
- return False
+ return []
# don't leave if over 1000 units of energy
if enemy.power > 1000.0:
- return False
- # emit escape message and move out of quadrant.
- # we know this if either short or long range sensors are working
- if not damaged(DSRSENS) or not damaged(DLRSENS) or \
- game.condition == "docked":
- prout(crmena(True, enemy.type, "sector", enemy.location) + \
- (_(" escapes to Quadrant %s (and regains strength).") % iq))
+ return []
+ oldloc = copy.copy(enemy.location)
# handle local matters related to escape
enemy.move(None)
game.klhere -= 1
if cmdr == game.quadrant:
game.state.kcmdr.append(iq)
break
- return True # success
+ # report move out of quadrant.
+ return [(True, enemy, oldloc, ibq)]
# The bad-guy movement algorithm:
#
def movebaddy(enemy):
"Tactical movement for the bad guys."
- goto = Coord(); look = Coord()
+ goto = Coord()
+ look = Coord()
irun = False
# 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)
else:
nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
- dist1 = enemy.kdist
- mdist = int(dist1 + 0.5) # Nearest integer distance
+ 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
- if enemy.type=='S' and \
+ if enemy.type == 'S' and \
(enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
irun = True
motion = -QUADSIZE
motion = ((forces + randreal(200))/150.0) - 5.0
else:
if forces > 1000.0: # Very strong -- move in for kill
- motion = (1.0 - randreal())**2 * dist1 + 1.0
+ 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 game.idebug:
proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
# don't move if no motion
if motion == 0:
- return
+ return []
# Limit motion according to skill
if abs(motion) > game.skill:
if motion < 0:
while attempts < 20 and not success:
attempts += 1
if look.i < 0 or look.i >= QUADSIZE:
- if motion < 0 and tryexit(enemy, look, irun):
- return
+ if motion < 0:
+ return tryexit(enemy, look, irun)
if krawli == m.i or m.j == 0:
break
look.i = goto.i + krawli
krawli = -krawli
elif look.j < 0 or look.j >= QUADSIZE:
- if motion < 0 and tryexit(enemy, look, irun):
- return
+ if motion < 0:
+ return tryexit(enemy, look, irun)
if krawlj == m.j or m.i == 0:
break
look.j = goto.j + krawlj
if game.quad[look.i][look.j] == game.ship and \
(enemy.type == 'C' or enemy.type == 'S'):
collision(rammed=True, enemy=enemy)
- return
+ return []
if krawli != m.i and m.j != 0:
look.i = goto.i + krawli
krawli = -krawli
if success:
goto = look
if game.idebug:
- proutn(`goto`)
+ proutn(repr(goto))
else:
break # done early
if game.idebug:
skip(1)
- if enemy.move(goto):
- if not damaged(DSRSENS) or game.condition == "docked":
- proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
- if enemy.kdist < dist1:
- proutn(_(" advances to "))
- else:
- proutn(_(" retreats to "))
- prout("Sector %s." % goto)
+ # Enemy moved, but is still in sector
+ return [(False, enemy, old_dist, goto)]
def moveklings():
"Sequence Klingon tactical movement."
prout("== MOVCOM")
# Figure out which Klingon is the commander (or Supercommander)
# and do move
+ tacmoves = []
if game.quadrant in game.state.kcmdr:
for enemy in game.enemies:
if enemy.type == 'C':
- movebaddy(enemy)
- if game.state.kscmdr==game.quadrant:
+ tacmoves += movebaddy(enemy)
+ if game.state.kscmdr == game.quadrant:
for enemy in game.enemies:
if enemy.type == 'S':
- movebaddy(enemy)
+ tacmoves += movebaddy(enemy)
break
# If skill level is high, move other Klingons and Romulans too!
# Move these last so they can base their actions on what the
if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
for enemy in game.enemies:
if enemy.type in ('K', 'R'):
- movebaddy(enemy)
- sortenemies()
+ tacmoves += movebaddy(enemy)
+ return tacmoves
def movescom(iq, avoid):
"Commander movement helper."
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:
+ if game.state.kscmdr == game.quadrant:
# SC has scooted, remove him from current quadrant
game.iscate = False
game.isatb = 0
unschedule(FSCDBAS)
for enemy in game.enemies:
if enemy.type == 'S':
- break
- enemy.move(None)
+ enemy.move(None)
game.klhere -= 1
if game.condition != "docked":
newcnd()
def supercommander():
"Move the Super Commander."
- iq = Coord(); sc = Coord(); ibq = Coord(); idelta = Coord()
+ iq = Coord()
+ sc = Coord()
+ ibq = Coord()
+ idelta = Coord()
basetbl = []
if game.idebug:
prout("== SUPERCOMMANDER")
game.tholian.move(here)
# check to see if all holes plugged
for i in range(QUADSIZE):
- if game.quad[0][i]!='#' and game.quad[0][i]!='T':
+ if game.quad[0][i] != '#' and game.quad[0][i] != 'T':
return
- if game.quad[QUADSIZE-1][i]!='#' and game.quad[QUADSIZE-1][i]!='T':
+ if game.quad[QUADSIZE-1][i] != '#' and game.quad[QUADSIZE-1][i] != 'T':
return
- if game.quad[i][0]!='#' and game.quad[i][0]!='T':
+ if game.quad[i][0] != '#' and game.quad[i][0] != 'T':
return
- if game.quad[i][QUADSIZE-1]!='#' and game.quad[i][QUADSIZE-1]!='T':
+ if game.quad[i][QUADSIZE-1] != '#' and game.quad[i][QUADSIZE-1] != 'T':
return
# All plugged up -- Tholian splits
- game.quad[game.tholian.location.i][game.tholian.location.j]='#'
+ game.quad[game.tholian.location.i][game.tholian.location.j] = '#'
dropin(' ')
prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web."))
game.tholian.move(None)
prout(_("Shields raising uses up last of energy."))
finish(FNRG)
return
- game.ididit=True
+ game.ididit = True
return
elif action == "SHDN":
if not game.shldup:
prout(_("Shields already down."))
return
- game.shldup=False
- game.shldchg=True
+ game.shldup = False
+ game.shldchg = True
prout(_("Shields lowered."))
game.ididit = True
return
return None # we should never get here
def collision(rammed, enemy):
- "Collision handling fot rammong events."
+ "Collision handling for rammong events."
prouts(_("***RED ALERT! RED ALERT!"))
skip(1)
prout(_("***COLLISION IMMINENT."))
# Loop to move a single torpedo
setwnd(message_window)
for step in range(1, QUADSIZE*2):
- if not track.next(): break
+ if not track.next():
+ break
w = track.sector()
if not w.valid_sector():
break
- iquad=game.quad[w.i][w.j]
+ iquad = game.quad[w.i][w.j]
tracktorpedo(w, step, number, nburst, iquad)
if iquad == '.':
continue
# hit something
- if not damaged(DSRSENS) or game.condition == "docked":
+ 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)
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+randreal(-2.4, 2.4), distance=2**0.5)
displacement.next()
bumpto = displacement.sector()
if not bumpto.valid_sector():
if game.quad[bumpto.i][bumpto.j] == ' ':
finish(FHOLE)
return hit
- if game.quad[bumpto.i][bumpto.j]!='.':
+ if game.quad[bumpto.i][bumpto.j] != '.':
# can't move into object
return hit
game.sector = bumpto
return None
for enemy in game.enemies:
if w == enemy.location:
- break
- kp = math.fabs(enemy.power)
- h1 = 700.0 + randrange(100) - \
- 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
- h1 = math.fabs(h1)
- if kp < h1:
- h1 = kp
- if enemy.power < 0:
- enemy.power -= -h1
- else:
- enemy.power -= h1
- if enemy.power == 0:
- 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.next()
- bumpto = displacement.sector()
- if not bumpto.valid_sector():
- prout(_(" damaged but not destroyed."))
- return
- if game.quad[bumpto.i][bumpto.j] == ' ':
- prout(_(" buffeted into black hole."))
- deadkl(w, iquad, bumpto)
- if game.quad[bumpto.i][bumpto.j] != '.':
- prout(_(" damaged but not destroyed."))
+ kp = math.fabs(enemy.power)
+ h1 = 700.0 + randrange(100) - \
+ 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
+ h1 = math.fabs(h1)
+ if kp < h1:
+ h1 = kp
+ if enemy.power < 0:
+ enemy.power -= -h1
+ else:
+ enemy.power -= h1
+ if enemy.power == 0:
+ 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.next()
+ bumpto = displacement.sector()
+ if not bumpto.valid_sector():
+ prout(_(" damaged but not destroyed."))
+ return
+ if game.quad[bumpto.i][bumpto.j] == ' ':
+ prout(_(" buffeted into black hole."))
+ deadkl(w, iquad, bumpto)
+ if game.quad[bumpto.i][bumpto.j] != '.':
+ prout(_(" damaged but not destroyed."))
+ else:
+ prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
+ 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()
+ sortenemies()
+ break
else:
- prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
- 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()
- sortenemies()
+ prout("Internal error, no enemy where expected!")
+ raise SystemExit, 1
return None
elif iquad == 'B': # Hit a base
skip(1)
game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
game.quad[w.i][w.j] = '.'
game.base.invalidate()
- game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase -= 1
- game.state.chart[game.quadrant.i][game.quadrant.j].starbase -= 1
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
+ game.state.chart[game.quadrant.i][game.quadrant.j].starbase = False
game.state.basekl += 1
newcnd()
return None
# Stas Sergeev added the possibility that
# you can shove the Thingy and piss it off.
# It then becomes an enemy and may fire at you.
- thing.angry = True
+ thing.angry()
return None
elif iquad == ' ': # Black hole
skip(1)
return None
break
skip(1)
+ setwnd(message_window)
prout(_("Torpedo missed."))
return None
# Select devices and cause damage
cdam = []
while ncrit > 0:
- ncrit -= 1
while True:
j = randdevice()
# Cheat to prevent shuttle damage unless on ship
cdam.append(j)
extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
game.damage[j] += extradm
+ ncrit -= 1
skipcount = 0
for (i, j) in enumerate(cdam):
proutn(device[j])
prout(_(" damaged."))
if damaged(DSHIELD) and game.shldup:
prout(_("***Shields knocked down."))
- game.shldup=False
+ game.shldup = False
def attack(torps_ok):
# bad guy attacks us
return
attempt = False
ihurt = False
- hitmax=0.0; hittot=0.0; chgfac=1.0
+ hitmax = 0.0
+ hittot = 0.0
+ chgfac = 1.0
where = "neither"
if game.idebug:
prout("=== ATTACK!")
return
# 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:
- moveklings()
+ for (bugout, enemy, old, goto) in moveklings():
+ if bugout:
+ # we know about this if either short or long range
+ # sensors are working
+ if damaged(DSRSENS) and damaged(DLRSENS) \
+ and game.condition != "docked":
+ prout(crmena(True, enemy.type, "sector", old) + \
+ (_(" escapes to Quadrant %s (and regains strength).") % goto))
+ else: # Enemy still in-sector
+ if enemy.move(goto):
+ if not damaged(DSRSENS) or game.condition == "docked":
+ proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
+ if enemy.kdist < old:
+ proutn(_(" advances to "))
+ else:
+ proutn(_(" retreats to "))
+ prout("Sector %s." % goto)
+ sortenemies()
# if no enemies remain after movement, we're done
- if len(game.enemies) == 0 or (len(game.enemies) == 1 and thing == game.quadrant and not thing.angry):
+ if 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
pfac = 1.0/game.inshld
r *= 0.25
if enemy.power < 500:
r *= 0.25
- if enemy.type == 'T' or (enemy.type == '?' and not thing.angry):
+ if enemy.type == 'T' or (enemy.type == '?' and not thing.angered):
continue
# different enemies have different probabilities of throwing a torp
usephasers = not torps_ok or \
continue # Don't waste the effort!
attempt = True # Attempt to attack
dustfac = randreal(0.8, 0.85)
- hit = enemy.power*math.pow(dustfac,enemy.kavgd)
+ hit = enemy.power*math.pow(dustfac, enemy.kavgd)
enemy.power *= 0.75
else: # Enemy uses photon torpedo
# We should be able to make the bearing() method work here
huh()
return None
delta = Coord()
- # FIXME: C code this was translated from is wacky -- why the sign reversal?
+ # C code this was translated from is wacky -- why the sign reversal?
delta.j = (w.j - game.sector.j)
delta.i = (game.sector.i - w.i)
if delta == Coord(0, 0):
def hittem(hits):
"Register a phaser hit on Klingons and Romulans."
- kk = 0
w = Coord()
skip(1)
- for (k, wham) in enumerate(hits):
- if wham==0:
+ kk = 0
+ for wham in hits:
+ if wham == 0:
continue
dustfac = randreal(0.9, 1.0)
- hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
+ hit = wham*math.pow(dustfac, game.enemies[kk].kdist)
kpini = game.enemies[kk].power
kp = math.fabs(kpini)
if PHASEFAC*hit < kp:
else:
proutn(_("Very small hit on "))
ienm = game.quad[w.i][w.j]
- if ienm=='?':
- thing.angry = True
+ if ienm == '?':
+ thing.angry()
proutn(crmena(False, ienm, "sector", w))
skip(1)
if kpow == 0:
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:
+ if kpow > 0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
prout(_(" has just lost its firepower.\""))
game.enemies[kk].power = -kpow
def phasers():
"Fire phasers at bad guys."
hits = []
- kz = 0; k = 1; irec=0 # Cheating inhibitor
- ifast = False; no = False; itarg = True; msgflag = True; rpow=0
+ kz = 0
+ k = 1
+ irec = 0 # Cheating inhibitor
+ ifast = False
+ no = False
+ itarg = True
+ msgflag = True
+ rpow = 0
automode = "NOTSET"
- key=0
+ key = 0
skip(1)
# SR sensors and Computer are needed for automode
if damaged(DSRSENS) or damaged(DCOMPTR):
ifast = True
# Original code so convoluted, I re-did it all
# (That was Tom Almy talking about the C code, I think -- ESR)
- while automode=="NOTSET":
- key=scanner.next()
+ while automode == "NOTSET":
+ key = scanner.next()
if key == "IHALPHA":
if scanner.sees("manual"):
if len(game.enemies)==0:
prout(_("There is no enemy present to select."))
scanner.chew()
key = "IHEOL"
- automode="AUTOMATIC"
+ automode = "AUTOMATIC"
else:
automode = "MANUAL"
key = scanner.next()
key = scanner.next()
if key != "IHREAL" and len(game.enemies) != 0:
prout(_("Phasers locked on target. Energy available: %.2f")%avail)
- irec=0
+ irec = 0
while True:
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
- kz=1
+ irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
+ kz = 1
proutn(_("%d units required. ") % irec)
scanner.chew()
proutn(_("Units to fire= "))
key = scanner.next()
- if key!="IHREAL":
+ if key != "IHREAL":
return
rpow = scanner.real
if rpow > avail:
key = "IHEOL"
if not rpow > avail:
break
- if rpow<=0:
+ if rpow <= 0:
# chicken out
scanner.chew()
return
- key=scanner.next()
+ key = scanner.next()
if key == "IHALPHA" and scanner.sees("no"):
no = True
if ifast:
hits.append(0.0)
if powrem <= 0:
continue
- hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
+ 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]
temp = powrem
powrem -= hits[i] + over
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))) * randreal(1.01, 1.06) + 1.0
kz = k
proutn("(")
if not damaged(DCOMPTR):
"Run through the event queue looking for things to do."
i = 0
fintim = game.state.date + game.optime
- yank=0
+ yank = 0
ictbeam = False
istract = False
- w = Coord(); hold = Coord()
- ev = Event(); ev2 = Event()
+ w = Coord()
+ hold = Coord()
+ ev = Event()
+ ev2 = Event()
def tractorbeam(yank):
"Tractor-beaming cases merge here."
else:
prout(_("(Shields not currently useable.)"))
newqad()
- # Adjust finish time to time of tractor beaming
- fintim = game.state.date+game.optime
+ # 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)
finish(FDEPLETE)
return
# Any crew left alive?
- if game.state.crew <=0:
+ if game.state.crew <= 0:
finish(FCREW)
return
# Is life support adequate?
elif evcode == FSPY: # Check with spy to see if SC should tractor beam
if game.state.nscrem == 0 or \
ictbeam or istract or \
- game.condition=="docked" or game.isatb==1 or game.iscate:
+ game.condition == "docked" or game.isatb == 1 or game.iscate:
return
if game.ientesc or \
(game.energy<2000 and game.torps<4 and game.shield < 1250) or \
#announce()
skip(1)
prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
- pdest = game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j]
+ pquad = game.probe.quadrant()
+ pdest = game.state.galaxy[pquad.i][pquad.j]
if communicating():
- chp = game.state.chart[game.probe.quadrant().i][game.probe.quadrant().j]
- chp.klingons = pdest.klingons
- chp.starbase = pdest.starbase
- chp.stars = pdest.stars
+ game.state.chart[pquad.i][pquad.j].klingons = pdest.klingons
+ game.state.chart[pquad.i][pquad.j].starbase = pdest.starbase
+ game.state.chart[pquad.i][pquad.j].stars = pdest.stars
pdest.charted = True
game.probe.moves -= 1 # One less to travel
if game.probe.arrived() and game.isarmed and pdest.stars:
supernova(game.probe) # fire in the hole!
unschedule(FDSPROB)
- if game.state.galaxy[game.quadrant().i][game.quadrant().j].supernova:
+ if game.state.galaxy[pquad.i][pquad.j].supernova:
return
elif evcode == FDISTR: # inhabited system issues distress call
unschedule(FDISTR)
# tell the captain about it if we can
if communicating():
prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
- % (q.planet, `w`))
+ % (q.planet, repr(w)))
prout(_("by a Klingon invasion fleet."))
if cancelrest():
return
if q.klingons <= 0:
q.status = "secure"
continue
- if game.state.remkl >=MAXKLGAME:
+ if game.state.remkl >= MAXKLGAME:
continue # full right now
# reproduce one Klingon
w = ev.quadrant
start = hits.pop()
for offset.i in range(-1, 1+1):
for offset.j in range(-1, 1+1):
- if offset.j==0 and offset.i==0:
+ if offset.j == 0 and offset.i == 0:
continue
neighbor = start + offset
if not neighbor.valid_sector():
if iquad == 'P':
game.state.nplankl += 1
else:
- game.state.worldkl += 1
+ game.state.nworldkl += 1
prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
game.iplnet.pclass = "destroyed"
game.iplnet = None
global linecount
sys.stdout.write('\n')
proutn(prompt)
- raw_input()
+ if not replayfp:
+ raw_input()
sys.stdout.write('\n' * rows)
linecount = 0
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)
curwnd.refresh()
else:
"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 wnd == fullscreen_window:
+ legend = "fullscreen"
+ elif wnd == srscan_window:
+ legend = "srscan"
+ elif wnd == report_window:
+ legend = "report"
+ elif wnd == status_window:
+ legend = "status"
+ elif wnd == lrscan_window:
+ legend = "lrscan"
+ elif wnd == message_window:
+ legend = "message"
+ elif wnd == prompt_window:
+ legend = "prompt"
+ else:
+ legend = "unknown"
+ logfp.write("#curses: setwnd(%s)\n" % legend)
curwnd = wnd
- curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
+ # Some curses implementations get confused when you try this.
+ try:
+ curses.curs_set(wnd in (fullscreen_window, message_window, prompt_window))
+ except curses.error:
+ pass
def clreol():
"Clear to end of line -- can be a no-op in tty mode"
scanner.chew()
return
# Make sure enough time is left for the trip
- game.optime = course.dist/0.095
+ game.optime = course.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"))
game.ididit = True
if game.alldone:
return
- power = 20.0 + 100.0*course.dist
+ power = 20.0 + 100.0*course.distance
game.energy -= power
- game.optime = course.dist/0.095
+ game.optime = course.distance/0.095
if game.energy <= 0:
finish(FNRG)
return
skip(1)
prout(_("Engineering to bridge--"))
if not game.shldup or 0.5*wcourse.power(game.warpfac) > game.energy:
- iwarp = (game.energy/(wcourse.dist+0.05)) ** 0.333333333
+ iwarp = (game.energy/(wcourse.distance+0.05)) ** 0.333333333
if iwarp <= 0:
prout(_("We can't do it, Captain. We don't have enough energy."))
else:
game.instar = 0
for i in range(GALSIZE):
for j in range(GALSIZE):
- k = randrange(1, QUADSIZE**2/10+1)
+ # 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))
game.instar += k
game.state.galaxy[i][j].stars = k
# Locate star bases in galaxy
+ if game.idebug:
+ prout("=== Allocating %d bases" % game.inbase)
for i in range(game.inbase):
while True:
while True:
prout("=== Saving base #%d, close to #%d" % (i, j))
if not contflag:
break
+ if game.idebug:
+ prout("=== Placing base #%d in quadrant %s" % (i, w))
game.state.baseq.append(w)
game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
# Position ordinary Klingon Battle Cruisers
prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
# Put in THING if needed
if thing == game.quadrant:
- Enemy(type='?', loc=dropin(),
+ Enemy(etype='?', loc=dropin(),
power=randreal(6000,6500.0)+250.0*game.skill)
if not damaged(DSRSENS):
skip(1)
w.j = withprob(0.5) * (QUADSIZE-1)
if game.quad[w.i][w.j] == '.':
break
- game.tholian = Enemy(type='T', loc=w,
+ game.tholian = Enemy(etype='T', loc=w,
power=randrange(100, 500) + 25.0*game.skill)
# Reserve unoccupied corners
if game.quad[0][0]=='.':
try:
global line, thing, game
game = None
- thing = Coord()
- thing.angry = False
+ thing = Thingy()
game = Gamestate()
game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
if os.getenv("TERM"):
game.options |= OPTION_TTY
seed = int(time.time())
(options, arguments) = getopt.getopt(sys.argv[1:], "r:s:txV")
+ replay = False
for (switch, val) in options:
if switch == '-r':
try:
raise SystemExit, 1
try:
line = replayfp.readline().strip()
- (leader, key, seed) = line.split()
+ (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
except ValueError:
sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
raise SystemExit(1)
if logfp:
logfp.write("# seed %s\n" % seed)
logfp.write("# options %s\n" % " ".join(arguments))
+ 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)
game.alldone = False
else:
makemoves()
+ if replay:
+ break
skip(1)
stars()
skip(1)