IHMATER1 = 'o',
IHMATER2 = '0'
+class TrekError:
+ pass
+
class coord:
def __init__(self, x=None, y=None):
self.i = x
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):
+ return other == 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):
self.base = None # position of base in current quadrant
self.battle = None # base coordinates being attacked
self.plnet = None # location of planet in quadrant
- self.probec = None # current probe quadrant
self.gamewon = False # Finished!
self.ididit = False # action taken -- allows enemy to attack
self.alive = False # we are alive (not killed)
self.irhere = 0 # Romulans in quadrant
self.isatb = 0 # =1 if super commander is attacking base
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
self.intime = 0.0 # initial time
self.warpfac = 0.0 # warp speed
self.wfacsq = 0.0 # squared warp factor
self.lsupres = 0.0 # life support reserves
- self.dist = 0.0 # movement distance
- self.direc = 0.0 # movement direction
self.optime = 0.0 # time taken by current operation
self.docfac = 0.0 # repair factor when docking (constant?)
self.damfac = 0.0 # damage factor
self.lastchart = 0.0 # time star chart was last updated
self.cryprob = 0.0 # probability that crystal will work
- self.probe = None # location of probe
- self.probein = None # probe i,j increment
+ self.probe = None # object holding probe course info
self.height = 0.0 # height of orbit around planet
def recompute(self):
# Stas thinks this should be (C expression):
supercommander()
elif evcode == FDSPROB: # Move deep space probe
schedule(FDSPROB, 0.01)
- game.probe += game.probein
- newloc = (game.probe / float(QUADSIZE)).snaptogrid()
- if newloc != game.probec:
- game.probec = newloc
- if not VALID_QUADRANT(game.probec.i, game.probec.j) or \
- game.state.galaxy[game.probec.i][game.probec.j].supernova:
+ if game.probe.next():
+ if not VALID_QUADRANT(game.probe.loc.i, game.probe.loc.j) or \
+ game.state.galaxy[game.probe.loc.i][game.probe.loc.j].supernova:
# Left galaxy or ran into supernova
if communicating():
announce()
skip(1)
proutn(_("Lt. Uhura- \"The deep space probe "))
- if not VALID_QUADRANT(game.probec.i, game.probec.j):
+ if not VALID_QUADRANT(game.probe.loc.i, game.probe.loc.j):
proutn(_("has left the galaxy.\""))
else:
proutn(_("is no longer transmitting.\""))
unschedule(FDSPROB)
continue
if communicating():
- announce()
+ #announce()
skip(1)
- proutn(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probec)
- pdest = game.state.galaxy[game.probec.i][game.probec.j]
- # Update star chart if Radio is working or have access to radio
+ prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.loc)
+ pdest = game.state.galaxy[game.probe.loc.i][game.probe.loc.j]
if communicating():
- chp = game.state.chart[game.probec.i][game.probec.j]
+ chp = game.state.chart[game.probe.loc.i][game.probe.loc.j]
chp.klingons = pdest.klingons
chp.starbase = pdest.starbase
chp.stars = pdest.stars
pdest.charted = True
- game.proben -= 1 # One less to travel
- if game.proben == 0 and game.isarmed and pdest.stars:
- supernova(game.probec) # fire in the hole!
+ game.probe.moves -= 1 # One less to travel
+ if game.probe.moves == 0 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:
return
game.quad[newc.i][newc.j] = iquad
game.enemies[ll].move(newc)
# Starship affected by nova -- kick it away.
- game.dist = kount*0.1
- game.direc = course[3*(bump.i+1)+bump.j+2]
- if game.direc == 0.0:
- game.dist = 0.0
- if game.dist == 0.0:
+ dist = kount*0.1
+ direc = course[3*(bump.i+1)+bump.j+2]
+ if direc == 0.0:
+ dist = 0.0
+ if dist == 0.0:
return
- game.optime = 10.0*game.dist/16.0
+ course = course(distance=dist, bearing=direc, warp=4)
+ game.optime = course.time()
skip(1)
prout(_("Force of nova displaces starship."))
- imove(novapush=True)
- game.optime = 10.0*game.dist/16.0
+ imove(course, novapush=True)
+ game.optime = course.time()
return
def supernova(w):
fp.write(_("Emeritus level\n\n"))
else:
fp.write(_(" Cheat level\n\n"))
- timestring = ctime()
+ timestring = time.ctime()
fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
(timestring+4, timestring+20, timestring+11))
fp.write(_(" Your score: %d\n\n") % iscore)
def announce():
skip(1)
- prouts(_("[ANOUNCEMENT ARRIVING...]"))
+ prouts(_("[ANNOUNCEMENT ARRIVING...]"))
skip(1)
def pause_game():
# Code from moving.c begins here
-def imove(novapush):
+def imove(course=None, novapush=False):
"Movement execution for warp, impulse, supernova, and tractor-beam events."
w = coord(); final = coord()
trbeam = False
if game.inorbit:
prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
game.inorbit = False
- angle = ((15.0 - game.direc) * 0.5235988)
+ angle = ((15.0 - course.bearing) * 0.5235988)
deltax = -math.sin(angle)
deltay = math.cos(angle)
if math.fabs(deltax) > math.fabs(deltay):
if game.state.date+game.optime >= scheduled(FTBEAM):
trbeam = True
game.condition = "red"
- game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
+ course.distance = course.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
# Move within the quadrant
game.quad[game.sector.i][game.sector.j] = IHDOT
x = game.sector.i
y = game.sector.j
- n = int(10.0*game.dist*bigger+0.5)
+ n = int(10.0*course.distance*bigger+0.5)
if n > 0:
for m in range(1, n+1):
x += deltax
# compute final position -- new quadrant and sector
x = (QUADSIZE*game.quadrant.i)+game.sector.i
y = (QUADSIZE*game.quadrant.j)+game.sector.j
- w.i = int(round(x+10.0*game.dist*bigger*deltax))
- w.j = int(round(y+10.0*game.dist*bigger*deltay))
+ w.i = int(round(x+QUADSIZE*course.distance*bigger*deltax))
+ w.j = int(round(y+QUADSIZE*course.distance*bigger*deltay))
# check for edge of galaxy
kinks = 0
while True:
iquad = game.quad[w.i][w.j]
if iquad != IHDOT:
# object encountered in flight path
- stopegy = 50.0*game.dist/game.optime
- game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0)
+ stopegy = 50.0*course.dist/game.optime
+ course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0)
if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
game.sector = w
for enemy in game.enemies:
skip(1)
proutn("***" + crmshp())
proutn(_(" pulled into black hole at Sector %s") % w)
- #
# Getting pulled into a black hole was certain
# death in Almy's original. Stas Sergeev added a
# possibility that you'll get timewarped instead.
- #
n=0
for m in range(NDEVICES):
if game.damage[m]>0:
# We're here!
no_quad_change()
return
- game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0)
+ course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0)
game.sector = w
final = game.sector
no_quad_change()
prout(_("Dummy! You can't leave standard orbit until you"))
proutn(_("are back aboard the ship."))
scanner.chew()
- return False
+ raise TrekError
while navmode == "unspecified":
if damaged(DNAVSYS):
if isprobe:
else:
huh()
scanner.chew()
- return False
+ raise TrekError
else: # numeric
if isprobe:
prout(_("(Manual navigation assumed.)"))
key = scanner.next()
if key != "IHREAL":
huh()
- return False
+ raise TrekError
xi = int(round(scanner.real))-1
key = scanner.next()
if key != "IHREAL":
huh()
- return False
+ raise TrekError
xj = int(round(scanner.real))-1
key = scanner.next()
if key == "IHREAL":
key = scanner.next()
if key != "IHREAL":
huh()
- return False
+ raise TrekError
xl = int(round(scanner.real))-1
dquad.i = xi
dquad.j = xj
itemp = "normal"
if not VALID_QUADRANT(dquad.i,dquad.j) or not VALID_SECTOR(dsect.i,dsect.j):
huh()
- return False
+ raise TrekError
skip(1)
if not isprobe:
if itemp > "curt":
itemp = "verbose"
if key != "IHREAL":
huh()
- return False
+ raise TrekError
delta.j = scanner.real
key = scanner.next()
if key != "IHREAL":
huh()
- return False
+ raise TrekError
delta.i = scanner.real
# Check for zero movement
if delta.i == 0 and delta.j == 0:
scanner.chew()
- return False
+ raise TrekError
if itemp == "verbose" and not isprobe:
skip(1)
prout(_("Helmsman Sulu- \"Aye, Sir.\""))
- # Course actually laid in.
- game.dist = delta.distance()
- game.direc = delta.bearing()
- if game.direc < 0.0:
- game.direc += 12.0
scanner.chew()
- return True
+ return course(delta.distance(), delta.bearing(), isprobe=isprobe)
+
+class course:
+ # Eventually, we want to consolidate all course compuation here,
+ # including for torpedos and the Enterprise.
+ def __init__(self, distance, bearing, warp=None, isprobe=False):
+ # Course actually laid in -- thisis straight from the old getcd().
+ self.distance = distance
+ self.bearing = bearing
+ self.warp = warp or game.warpfac
+ self.isprobe = isprobe
+ # This odd relic suggests that the bearing() code we inherited from
+ # FORTRAN is actually computing clockface directions.
+ if self.bearing < 0.0:
+ self.bearing += 12.0
+ # This code was moved from the probe() routine
+ if isprobe:
+ angle = ((15.0 - self.bearing) * 0.5235988)
+ self.increment = coord(-math.sin(angle), math.cos(angle))
+ bigger = max(abs(self.increment.i), abs(self.increment.j))
+ self.increment /= bigger
+ self.location = coord(game.quadrant.i*QUADSIZE + game.sector.i,
+ game.quadrant.j*QUADSIZE + game.sector.j)
+ self.loc = copy.copy(game.quadrant)
+ self.moves = 10.0*self.distance*bigger +0.5
+ def power(self):
+ return self.distance*(self.warp**3)*(game.shldup+1)
+ def time(self):
+ return 10.0*self.distance/self.warp**2
+ def next(self):
+ "Next location on course, currently only at quadrant granularity."
+ self.location += self.increment
+ newloc = (self.location / float(QUADSIZE)).snaptogrid()
+ if not newloc == self.loc:
+ self.loc = newloc
+ return True
+ else:
+ return False
def impulse():
"Move under impulse power."
prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
return
if game.energy > 30.0:
- if not getcourse(isprobe=False):
+ try:
+ course = getcourse(isprobe=False)
+ except TrekError:
return
- power = 20.0 + 100.0*game.dist
+ power = 20.0 + 100.0*course.distance
else:
power = 30.0
if power >= game.energy:
scanner.chew()
return
# Make sure enough time is left for the trip
- game.optime = game.dist/0.095
+ game.optime = course.dist/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"))
if ja() == False:
return
# Activate impulse engines and pay the cost
- imove(novapush=False)
+ imove(course, novapush=False)
game.ididit = True
if game.alldone:
return
- power = 20.0 + 100.0*game.dist
+ power = 20.0 + 100.0*course.dist
game.energy -= power
- game.optime = game.dist/0.095
+ game.optime = course.dist/0.095
if game.energy <= 0:
finish(FNRG)
return
-def warp(timewarp):
+def warp(course, involuntary):
"ove under warp drive."
blooey = False; twarp = False
- if not timewarp: # Not WARPX entry
+ if not involuntary: # Not WARPX entry
game.ididit = False
if game.damage[DWARPEN] > 10.0:
scanner.chew()
skip(1)
- prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
+ prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
return
if damaged(DWARPEN) and game.warpfac > 4.0:
scanner.chew()
prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
prout(_(" is repaired, I can only give you warp 4.\""))
return
- # Read in course and distance
- if not getcourse(isprobe=False):
- return
- # Make sure starship has enough energy for the trip
- power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
- if power >= game.energy:
+ # Read in course and distance
+ if course==None:
+ try:
+ course = getcourse(isprobe=False)
+ except TrekError:
+ return
+ # Make sure starship has enough energy for the trip
+ # Note: this formula is slightly different from the C version,
+ # and lets you skate a bit closer to the edge.
+ if course.power() >= game.energy:
# Insufficient power for trip
game.ididit = False
skip(1)
prout(_("Engineering to bridge--"))
if not game.shldup or 0.5*power > game.energy:
- iwarp = math.pow((game.energy/(game.dist+0.05)), 0.333333333)
+ iwarp = (game.energy/(course.dist+0.05)) ** 0.333333333
if iwarp <= 0:
prout(_("We can't do it, Captain. We don't have enough energy."))
else:
prout(".")
else:
prout(_("We haven't the energy to go that far with the shields up."))
- return
-
+ return
# Make sure enough time is left for the trip
- game.optime = 10.0*game.dist/game.warpfac**2
+ game.optime = course.time()
if game.optime >= 0.8*game.state.remtime:
skip(1)
prout(_("First Officer Spock- \"Captain, I compute that such"))
if game.warpfac > 6.0:
# Decide if engine damage will occur
# ESR: Seems wrong. Probability of damage goes *down* with distance?
- prob = game.dist*(6.0-game.warpfac)**2/66.666666666
+ prob = course.dist*(6.0-game.warpfac)**2/66.666666666
if prob > randreal():
blooey = True
- game.dist = randreal(game.dist)
+ course.distance = randreal(course.distance)
# Decide if time warp will occur
- if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > randreal():
+ if 0.5*course.dist*math.pow(7.0,game.warpfac-10.0) > randreal():
twarp = True
if idebug and game.warpfac==10 and not twarp:
blooey = False
if blooey or twarp:
# If time warp or engine damage, check path
# If it is obstructed, don't do warp or damage
- angle = ((15.0-game.direc)*0.5235998)
+ angle = ((15.0-course.bearing)*0.5235998)
deltax = -math.sin(angle)
deltay = math.cos(angle)
if math.fabs(deltax) > math.fabs(deltay):
bigger = math.fabs(deltay)
deltax /= bigger
deltay /= bigger
- n = 10.0 * game.dist * bigger +0.5
+ n = 10.0 * course.distance * bigger +0.5
x = game.sector.i
y = game.sector.j
for l in range(1, n+1):
blooey = False
twarp = False
# Activate Warp Engines and pay the cost
- imove(novapush=False)
+ imove(course, novapush=False)
if game.alldone:
return
- game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
+ game.energy -= course.power()
if game.energy <= 0:
finish(FNRG)
- game.optime = 10.0*game.dist/game.warpfac**2
+ game.optime = course.time()
if twarp:
timwrp()
if blooey:
game.warpfac = randreal(6.0, 8.0)
prout(_("Warp factor set to %d") % int(game.warpfac))
power = 0.75*game.energy
- game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
+ dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
distreq = randreal(math.sqrt(2))
if distreq < game.dist:
- game.dist = distreq
- game.optime = 10.0*game.dist/game.warpfac**2
- game.direc = randreal(12) # How dumb!
+ dist = distreq
+ course = course(distance=dist, bearing=randreal(12)) # How dumb!
+ game.optime = course.time()
game.justin = False
game.inorbit = False
- warp(True)
+ warp(course, involuntary=True)
if not game.justin:
# This is bad news, we didn't leave quadrant.
if game.alldone:
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!
gotit = False
game.isarmed = ja()
elif key == "IHREAL": # first element of course
scanner.push(scanner.token)
- if not getcourse(isprobe=True):
- return
+ try:
+ game.probe = getcourse(isprobe=True)
+ except TrekError:
+ return
game.nprobes -= 1
- angle = ((15.0 - game.direc) * 0.5235988)
- game.probein = coord(-math.sin(angle), math.cos(angle))
- bigger = max(abs(game.probein.i), abs(game.probein.j))
- game.probein /= bigger
- game.proben = 10.0*game.dist*bigger +0.5
- game.probe = coord(game.quadrant.i*QUADSIZE + game.sector.i,
- game.quadrant.j*QUADSIZE + game.sector.j)
- game.probec = copy.copy(game.quadrant)
schedule(FDSPROB, 0.01) # Time to move one sector
prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
game.ididit = True
if not VALID_QUADRANT(w1.i, w1.j) or not VALID_SECTOR(w2.i, w2.j):
huh()
return
- game.dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
+ 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)
wfl = False
if prompt:
ttime = scanner.real
if ttime > game.state.date:
ttime -= game.state.date # Actually a star date
- twarp=(math.floor(math.sqrt((10.0*game.dist)/ttime)*10.0)+1.0)/10.0
+ twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
if ttime <= 1e-10 or twarp > 10:
prout(_("We'll never make it, sir."))
scanner.chew()
while True:
scanner.chew()
ttime = (10.0*game.dist)/twarp**2
- tpower = game.dist*twarp*twarp*twarp*(game.shldup+1)
+ tpower = dist*twarp*twarp*twarp*(game.shldup+1)
if tpower >= game.energy:
prout(_("Insufficient energy, sir."))
if not game.shldup or tpower > game.energy*2.0:
proutn(_(" current directory or to "))
proutn(SSTDOC)
prout(".\"")
- #
# This used to continue: "You need to find SST.DOC and put
# it in the current directory."
- #
return
while True:
linebuf = fp.readline()
if game.ididit:
hitme = True
elif cmd == "MOVE": # move under warp
- warp(False)
+ warp(course=None, involuntary=False)
elif cmd == "SHIELDS": # shields
doshield(shraise=False)
if game.ididit: