#
def findevent(evtype): return game.future[evtype]
+class enemy:
+ def __init__(self, loc=None, power=None):
+ if loc:
+ self.kloc = loc
+ else:
+ self.kloc = coord() # enemy sector location
+ self.kpower = power # enemy energy levels
+ self.kdist = self.kavgd = distance(game.sector, e.kloc)
+ def __repr__(self):
+ return "<%s=%f>" % (self.kloc, self.kpower) # For debugging
+
class gamestate:
def __init__(self):
self.options = None # Game options
self.state = snapshot() # A snapshot structure
self.snapsht = snapshot() # Last snapshot taken for time-travel purposes
self.quad = fill2d(QUADSIZE, lambda i, j: IHDOT) # contents of our quadrant
- self.kpower = [0.0]*(QUADSIZE**2) # enemy energy levels
- self.kdist = [0.0]*(QUADSIZE**2) # enemy distances
- self.kavgd = [0.0]*(QUADSIZE**2) # average distances
self.damage = [0.0] * NDEVICES # damage encountered
self.future = [] # future events
for i in range(NEVENTS):
self.future.append(event())
self.passwd = None; # Self Destruct password
- self.ks = [] # enemy sector locations
- for i in range(QUADSIZE**2):
- self.ks.append(coord())
+ self.enemies = []
self.quadrant = None # where we are in the large
self.sector = None # where we are in the small
self.tholian = None # coordinates of Tholian
self.nenhere = 0 # number of enemies in quadrant
self.irhere = 0 # Romulans in quadrant
self.isatb = 0 # =1 if super commander is attacking base
- self.tourn = 0 # tournament number
+ self.tourn = None # tournament number
self.proben = 0 # number of moves for probe
self.nprobes = 0 # number of probes available
self.inresor = 0.0 # initial resources
if game.battle == game.quadrant:
return False
# don't leave if over 1000 units of energy
- if game.kpower[loccom] > 1000.0:
+ if game.enemies[loccom].kpower > 1000.0:
return False
# print escape message and move out of quadrant.
# we know this if either short or long range sensors are working
if not damaged(DSRSENS) or not damaged(DLRSENS) or \
game.condition == docked:
- crmena(True, ienm, "sector", game.ks[loccom])
+ crmena(True, ienm, "sector", game.enemies[loccom].kloc)
prout(_(" escapes to Quadrant %s (and regains strength).") % q)
# handle local matters related to escape
- game.quad[game.ks[loccom].x][game.ks[loccom].y] = IHDOT
- game.ks[loccom] = game.ks[game.nenhere]
- game.kavgd[loccom] = game.kavgd[game.nenhere]
- game.kpower[loccom] = game.kpower[game.nenhere]
- game.kdist[loccom] = game.kdist[game.nenhere]
+ game.quad[game.enemies[loccom].kloc.x][game.enemies[loccom].kloc.y] = IHDOT
+ game.enemies[loccom].kloc = game.enemies[game.nenhere].kloc
+ game.enemies[loccom].kavgd = game.enemies[game.nenhere].kavgd
+ game.enemies[loccom].kpower = game.enemies[game.nenhere].kpower
+ game.enemies[loccom].kdist = game.enemies[game.nenhere].kdist
game.klhere -= 1
game.nenhere -= 1
if game.condition != docked:
else:
nbaddys = game.comhere + game.ishere
- dist1 = game.kdist[loccom]
+ dist1 = game.enemies[loccom].kdist
mdist = int(dist1 + 0.5); # Nearest integer distance
# If SC, check with spy to see if should hi-tail it
if ienm==IHS and \
- (game.kpower[loccom] <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
+ (game.enemies[loccom].kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
irun = True
motion = -QUADSIZE
else:
# decide whether to advance, retreat, or hold position
- forces = game.kpower[loccom]+100.0*game.nenhere+400*(nbaddys-1)
+ forces = game.enemies[loccom].kpower+100.0*game.nenhere+400*(nbaddys-1)
if not game.shldup:
forces += 1000; # Good for enemy if shield is down!
if not damaged(DPHASER) or not damaged(DPHOTON):
game.quad[next.x][next.y] = ienm
if next != com:
# it moved
- game.ks[loccom] = next
- game.kdist[loccom] = game.kavgd[loccom] = distance(game.sector, next)
+ game.enemies[loccom].kloc = next
+ game.enemies[loccom].kdist = game.enemies[loccom].kavgd = distance(game.sector, next)
if not damaged(DSRSENS) or game.condition == docked:
proutn("***")
cramen(ienm)
proutn(_(" from Sector %s") % com)
- if game.kdist[loccom] < dist1:
+ if game.enemies[loccom].kdist < dist1:
proutn(_(" advances to "))
else:
proutn(_(" retreats to "))
# and do move
if game.comhere:
for i in range(game.nenhere):
- w = game.ks[i]
+ w = game.enemies[i].kloc
if game.quad[w.x][w.y] == IHC:
movebaddy(w, i, IHC)
break
if game.ishere:
for i in range(game.nenhere):
- w = game.ks[i]
+ w = game.enemies[i].kloc
if game.quad[w.x][w.y] == IHS:
movebaddy(w, i, IHS)
break
# commander(s) do.
if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
for i in range(game.nenhere):
- w = game.ks[i]
+ w = game.enemies[i].kloc
if game.quad[w.x][w.y] == IHK or game.quad[w.x][w.y] == IHR:
movebaddy(w, i, game.quad[w.x][w.y])
sortklings();
game.ientesc = False
unschedule(FSCDBAS)
for i in range(game.nenhere):
- if game.quad[game.ks[i].x][game.ks[i].y] == IHS:
+ if game.quad[game.enemies[i].kloc.x][game.enemies[i].kloc.y] == IHS:
break
- game.quad[game.ks[i].x][game.ks[i].y] = IHDOT
- game.ks[i] = game.ks[game.nenhere]
- game.kdist[i] = game.kdist[game.nenhere]
- game.kavgd[i] = game.kavgd[game.nenhere]
- game.kpower[i] = game.kpower[game.nenhere]
+ game.quad[game.enemies[i].kloc.x][game.enemies[i].kloc.y] = IHDOT
+ game.enemies[i].kloc = game.enemies[game.nenhere].kloc
+ game.enemies[i].kdist = game.enemies[game.nenhere].kdist
+ game.enemies[i].kavgd = game.enemies[game.nenhere].kavgd
+ game.enemies[i].kpower = game.enemies[game.nenhere].kpower
game.klhere -= 1
game.nenhere -= 1
if game.condition!=docked:
if game.quad[game.tholian.x][game.tholian.y]==IHDOT:
game.quad[game.tholian.x][game.tholian.y] = IHWEB
game.quad[game.tholian.x][game.tholian.y] = IHT
- game.ks[game.nenhere] = game.tholian
+ game.enemies[game.nenhere].kloc = game.tholian
# check to see if all holes plugged
for i in range(QUADSIZE):
elif iquad in (IHR, IHK): # Hit a regular enemy
# find the enemy
for ll in range(game.nenhere):
- if w == game.ks[ll]:
+ if w == game.enemies[ll].kloc:
break
- kp = math.fabs(game.kpower[ll])
+ kp = math.fabs(game.enemies[ll].kpower)
h1 = 700.0 + randrange(100) - \
1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
h1 = math.fabs(h1)
if kp < h1:
h1 = kp
- if game.kpower[ll] < 0:
- game.kpower[ll] -= -h1
+ if game.enemies[ll].kpower < 0:
+ game.enemies[ll].kpower -= -h1
else:
- game.kpower[ll] -= h1
- if game.kpower[ll] == 0:
+ game.enemies[ll].kpower -= h1
+ if game.enemies[ll].kpower == 0:
deadkl(w, iquad, w)
return None
crmena(True, iquad, "sector", w)
prout(_(" damaged but not destroyed."))
return None
proutn(_(" damaged--"))
- game.ks[ll] = jw
+ game.enemies[ll].kloc = jw
shoved = True
break
elif iquad == IHB: # Hit a base
game.quad[jw.x][jw.y]=iquad
prout(_(" displaced by blast to Sector %s ") % jw)
for ll in range(game.nenhere):
- game.kdist[ll] = game.kavgd[ll] = distance(game.sector,game.ks[ll])
+ game.enemies[ll].kdist = game.enemies[ll].kavgd = distance(game.sector,game.enemies[ll].kloc)
sortklings()
return None
skip(1)
if game.skill <= SKILL_FAIR:
where = "sector"
for loop in range(game.nenhere):
- if game.kpower[loop] < 0:
+ if game.enemies[loop].kpower < 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 low
if game.condition == "docked":
r *= 0.25
- if game.kpower[loop] < 500:
+ if game.enemies[loop].kpower < 500:
r *= 0.25;
- jay = game.ks[loop]
+ jay = game.enemies[loop].kloc
iquad = game.quad[jay.x][jay.y]
if iquad==IHT or (iquad==IHQUEST and not iqengry):
continue
continue; # Don't waste the effort!
attempt = True; # Attempt to attack
dustfac = 0.8 + randreal(0.5)
- hit = game.kpower[loop]*math.pow(dustfac,game.kavgd[loop])
- game.kpower[loop] *= 0.75
+ hit = game.enemies[loop].kpower*math.pow(dustfac,game.enemies[loop].kavgd)
+ game.enemies[loop].kpower *= 0.75
else: # Enemy uses photon torpedo
course = 1.90985*math.atan2(game.sector.y-jay.y, jay.x-game.sector.x)
hit = 0
attempt = True
prout(" ")
r = (randreal()+randreal())*0.5 - 0.5
- r += 0.002*game.kpower[loop]*r
+ r += 0.002*game.enemies[loop].kpower*r
hit = torpedo(course, r, jay, 1, 1)
if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
finish(FWON); # Klingons did themselves in!
game.state.crew -= icas
# After attack, reset average distance to enemies
for loop in range(game.nenhere):
- game.kavgd[loop] = game.kdist[loop]
+ game.enemies[loop].kavgd = game.enemies[loop].kdist
sortklings()
return;
if is_scheduled(FCDBAS) and game.battle == game.quadrant and type==IHC:
unschedule(FCDBAS)
for i in range(game.nenhere):
- if game.ks[i] == w:
+ if game.enemies[i].kloc == w:
for j in range(i, game.nenhere):
- game.ks[j] = game.ks[j+1]
- game.kpower[j] = game.kpower[j+1]
- game.kavgd[j] = game.kdist[j] = game.kdist[j+1]
- game.ks[game.nenhere].x = 0
- game.ks[game.nenhere].y = 0
- game.kdist[game.nenhere] = 0
- game.kavgd[game.nenhere] = 0
- game.kpower[game.nenhere] = 0
+ game.enemies[j].kloc = game.enemies[j+1].kloc
+ game.enemies[j].kpower = game.enemies[j+1].kpower
+ game.enemies[j].kavgd = game.enemies[j].kdist = game.enemies[j+1].kdist
+ game.enemies[game.nenhere].kloc.x = 0
+ game.enemies[game.nenhere].kloc.y = 0
+ game.enemies[game.nenhere].kdist = 0
+ game.enemies[game.nenhere].kavgd = 0
+ game.enemies[game.nenhere].kpower = 0
game.nenhere -= 1
break
break
return True;
def hittem(hits):
- # register a phaser hit on Klingons and Romulans
+ # register a phaser hit on Klingons and Romulans
nenhr2 = game.nenhere; kk=0
w = coord()
skip(1)
if wham==0:
continue
dustfac = randreal(0.9, 1.0)
- print type(wham), type(dustfac), type(game.kdist[kk]), "Foo!", game.kdist
- hit = wham*math.pow(dustfac,game.kdist[kk])
- print "Got here"
- kpini = game.kpower[kk]
+ hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
+ kpini = game.enemies[kk].kpower
kp = math.fabs(kpini)
if PHASEFAC*hit < kp:
kp = PHASEFAC*hit
- if game.kpower[kk] < 0:
- game.kpower[kk] -= -kp
+ if game.enemies[kk].kpower < 0:
+ game.enemies[kk].kpower -= -kp
else:
- game.kpower[kk] -= kp
- kpow = game.kpower[kk]
- w = game.ks[kk]
+ game.enemies[kk].kpower -= kp
+ kpow = game.enemies[kk].kpower
+ w = game.enemies[kk].kloc
if hit > 0.005:
if not damaged(DSRSENS):
boom(w)
if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
prout(_(" has just lost its firepower.\""))
- game.kpower[kk] = -kpow
+ game.enemies[kk].kpower = -kpow
kk += 1
return
chew()
if not kz:
for i in range(game.nenhere):
- irec += math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))*randreal(1.01, 1.06) + 1.0
+ irec += math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
kz=1
proutn(_("%d units required. ") % irec)
chew()
hits.append(0.0)
if powrem <= 0:
continue
- hits[i] = math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))
+ hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
over = randreal(1.01, 1.06) * hits[i]
temp = powrem
powrem -= hits[i] + over
elif automode == "MANUAL":
rpow = 0.0
for k in range(game.nenhere):
- aim = game.ks[k]
+ aim = game.enemies[k].kloc
ienm = game.quad[aim.x][aim.y]
if msgflag:
proutn(_("Energy available= %.2f") % (avail-0.006))
if key == IHEOL:
chew()
if itarg and k > kz:
- irec=(abs(game.kpower[k])/(PHASEFAC*math.pow(0.9,game.kdist[k]))) * randreal(1.01, 1.06) + 1.0
+ irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
kz = k
proutn("(")
if not damaged(DCOMPTR):
q.klingons += 1
if game.quadrant == w:
game.klhere += 1
- newkling(game.klhere)
+ game.enemies.append(newkling())
# recompute time left
game.recompute()
# report the disaster if we can
deadkl(scratch,iquad, scratch)
elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
for ll in range(game.nenhere):
- if game.ks[ll] == scratch:
+ if game.enemies[ll].kloc == scratch:
break
- game.kpower[ll] -= 800.0 # If firepower is lost, die
- if game.kpower[ll] <= 0.0:
+ game.enemies[ll].kpower -= 800.0 # If firepower is lost, die
+ if game.enemies[ll].kpower <= 0.0:
deadkl(scratch, iquad, scratch)
break
newc.x = scratch.x + scratch.x - hits[mm][1]
proutn(_(", buffeted to Sector %s") % newc)
game.quad[scratch.x][scratch.y] = IHDOT
game.quad[newc.x][newc.y] = iquad
- game.ks[ll] = newc
- game.kdist[ll] = game.kavgd[ll] = distance(game.sector, newc)
+ game.enemies[ll].kloc = newc
+ game.enemies[ll].kdist = game.enemies[ll].kavgd = distance(game.sector, newc)
skip(1)
if top == top2:
break
whammo = 25.0 * game.energy
l=1
while l <= game.nenhere:
- if game.kpower[l]*game.kdist[l] <= whammo:
- deadkl(game.ks[l], game.quad[game.ks[l].x][game.ks[l].y], game.ks[l])
+ if game.enemies[l].kpower*game.enemies[l].kdist <= whammo:
+ deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.x][game.enemies[l].kloc.y], game.enemies[l].kloc)
l += 1
finish(FDILITHIUM)
game.quad[game.sector.x][game.sector.y] = game.ship
if game.nenhere:
for m in range(game.nenhere):
- finald = distance(w, game.ks[m])
- game.kavgd[m] = 0.5 * (finald+game.kdist[m])
- game.kdist[m] = finald
+ finald = distance(w, game.enemies[m].kloc)
+ game.enemies[m].kavgd = 0.5 * (finald+game.enemies[m].kdist)
+ game.enemies[m].kdist = finald
sortklings()
if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
attack(False)
for m in range(game.nenhere):
- game.kavgd[m] = game.kdist[m]
+ game.enemies[m].kavgd = game.enemies[m].kdist
newcnd()
drawmaps(0)
setwnd(message_window)
if game.nenhere != 0 and not novapush:
newcnd()
for m in range(game.nenhere):
- finald = distance(w, game.ks[m])
- game.kavgd[m] = 0.5 * (finald + game.kdist[m])
+ finald = distance(w, game.enemies[m].kloc)
+ game.enemies[m].kavgd = 0.5 * (finald + game.enemies[m].kdist)
#
# Stas Sergeev added the condition
# that attacks only happen if Klingons
prouts(_("Sulu- \"Captain! It's working!\""))
skip(2)
while game.nenhere > 0:
- deadkl(game.ks[1], game.quad[game.ks[1].x][game.ks[1].y],game.ks[1])
+ deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.x][game.enemies[1].kloc.y],game.enemies[1].kloc)
prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
if (game.state.remkl + game.state.remcom + game.state.nscrem) == 0:
finish(FWON)
break
game.state.kscmdr = w
game.state.galaxy[w.x][w.y].klingons += 1
- # Place thing (in tournament game, thingx == -1, don't want one!)
+ # Place thing (in tournament game, we don't want one!)
global thing
- if thing == None:
- thing = randplace(GALSIZE)
+ if game.tourn is None:
+ thing = randplace(GALSIZE)
skip(2)
game.state.snap = False
if game.skill == SKILL_NOVICE:
if not game.alive:
game.condition="dead"
-def newkling(i):
- # drop new Klingon into current quadrant
- pi = dropin(IHK)
- game.ks[i] = pi
- game.kdist[i] = game.kavgd[i] = distance(game.sector, pi)
- game.kpower[i] = randreal(300, 450) + 25.0*game.skill
- return pi
+def newkling():
+ # drop new Klingon into current quadrant
+ return enemy(loc=dropin(IHK), power=randreal(300, 450) + 25.0*game.skill)
def newqad(shutup):
# set up a new state of quadrant, for when we enter or re-enter it
game.nenhere = game.klhere + game.irhere
# Position Starship
game.quad[game.sector.x][game.sector.y] = game.ship
+ game.enemies = []
if q.klingons:
# Position ordinary Klingons
for i in range(game.klhere):
- w = newkling(i)
+ game.enemies.append(newkling())
# If we need a commander, promote a Klingon
for i in range(game.state.remcom):
if game.state.kcmdr[i] == game.quadrant:
- game.quad[game.ks[i].x][game.ks[i].y] = IHC
- game.kpower[game.klhere] = randreal(950,1350) + 50.0*game.skill
+ e = game.enemies[game.klhere-1]
+ game.quad[e.kloc.x][e.kloc.y] = IHC
+ e.kpower = randreal(950,1350) + 50.0*game.skill
game.comhere = True
break
# If we need a super-commander, promote a Klingon
if game.quadrant == game.state.kscmdr:
- game.quad[w.x][w.y] = IHS
- game.kpower[0] = randreal(1175.0, 1575.0) + 125.0*game.skill
+ e = game.enemies[0]
+ game.quad[e.kloc.x][e.kloc.y] = IHS
+ e.kpower = randreal(1175.0, 1575.0) + 125.0*game.skill
game.iscate = (game.state.remkl > 1)
game.ishere = True
# Put in Romulans if needed
for i in range(game.klhere, game.nenhere):
- w = dropin(IHR)
- game.ks[i] = w
- game.kdist[i] = game.kavgd[i] = distance(game.sector, w)
- game.kpower[i] = randreal(400.0, 850.0) + 50.0*game.skill
+ game.enemies.append(enemy(loc=dropin(IHR),
+ power=randreal(400.0,850.0)+50.0*game.skill))
# If quadrant needs a starbase, put it in
if q.starbase:
game.base = dropin(IHB)
prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
if shutup==0:
# Put in THING if needed
- global thing
if thing == game.quadrant:
- w = dropin(IHQUEST)
- thing = randplace(GALSIZE)
+ e = enemy(dropin(IHQUEST))
+ e.kdist = e.kavgd = distance(game.sector, e.kloc)
+ e.kpower = randreal(6000,6500.0)+250.0*game.skill
+ games.enemies.append(e)
game.nenhere += 1
- game.ks[game.nenhere] = w
- game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \
- distance(game.sector, w)
- game.kpower[game.nenhere] = randreal(6000,6500.0)+250.0*game.skill
if not damaged(DSRSENS):
skip(1)
prout(_("Mr. Spock- \"Captain, this is most unusual."))
if game.quad[game.tholian.x][game.tholian.y] == IHDOT:
break
game.quad[game.tholian.x][game.tholian.y] = IHT
+ game.enemies.append(loc=game.tholian,
+ power=randrange(100, 500) + 25.0*game.skill)
game.nenhere += 1
- game.ks[game.nenhere] = game.tholian
- game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \
- distance(game.sector, game.tholian)
- game.kpower[game.nenhere] = randrange(100, 500) + 25.0*game.skill
# Reserve unoccupied corners
if game.quad[0][0]==IHDOT:
game.quad[0][0] = 'X'
while True:
sw = False
for j in range(game.nenhere-1):
- if game.kdist[j] > game.kdist[j+1]:
+ if game.enemies[j].kdist > game.enemies[j+1].kdist:
sw = True
- t = game.kdist[j]
- game.kdist[j] = game.kdist[j+1]
- game.kdist[j+1] = t
- t = game.kavgd[j]
- game.kavgd[j] = game.kavgd[j+1]
- game.kavgd[j+1] = t
- k = game.ks[j].x
- game.ks[j].x = game.ks[j+1].x
- game.ks[j+1].x = k
- k = game.ks[j].y
- game.ks[j].y = game.ks[j+1].y
- game.ks[j+1].y = k
- t = game.kpower[j]
- game.kpower[j] = game.kpower[j+1]
- game.kpower[j+1] = t
+ t = game.enemies[j].kdist
+ game.enemies[j].kdist = game.enemies[j+1].kdist
+ game.enemies[j+1].kdist = t
+ t = game.enemies[j].kavgd
+ game.enemies[j].kavgd = game.enemies[j+1].kavgd
+ game.enemies[j+1].kavgd = t
+ k = game.enemies[j].kloc.x
+ game.enemies[j].kloc.x = game.enemies[j+1].kloc.x
+ game.enemies[j+1].kloc.x = k
+ k = game.enemies[j].kloc.y
+ game.enemies[j].kloc.y = game.enemies[j+1].kloc.y
+ game.enemies[j+1].kloc.y = k
+ t = game.enemies[j].kpower
+ game.enemies[j].kpower = game.enemies[j+1].kpower
+ game.enemies[j+1].kpower = t
if not sw:
break