MAXBURST = 3
MINCMDR = 10
-# How to represent features
-IHR = 'R',
-IHK = 'K',
-IHC = 'C',
-IHS = 'S',
-IHSTAR = '*',
-IHP = 'P',
-IHW = '@',
-IHB = 'B',
-IHBLANK = ' ',
-IHDOT = '.',
-IHQUEST = '?',
-IHE = 'E',
-IHF = 'F',
-IHT = 'T',
-IHWEB = '#',
-IHMATER0 = '-',
-IHMATER1 = 'o',
-IHMATER2 = '0'
-
class TrekError:
pass
motion = (loc != self.kloc)
if self.kloc.i is not None and self.kloc.j is not None:
if motion:
- if self.type == IHT:
- game.quad[self.kloc.i][self.kloc.j] = IHWEB
+ if self.type == 'T':
+ game.quad[self.kloc.i][self.kloc.j] = '#'
else:
- game.quad[self.kloc.i][self.kloc.j] = IHDOT
+ game.quad[self.kloc.i][self.kloc.j] = '.'
if loc:
self.kloc = copy.copy(loc)
game.quad[self.kloc.i][self.kloc.j] = self.type
# if the only remaining klingon is SCOM.
game.state.remtime = game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr))
-IHR = 'R'
-IHK = 'K'
-IHC = 'C'
-IHS = 'S'
-IHSTAR = '*'
-IHP = 'P'
-IHW = '@'
-IHB = 'B'
-IHBLANK = ' '
-IHDOT = '.'
-IHQUEST = '?'
-IHE = 'E'
-IHF = 'F'
-IHT = 'T'
-IHWEB = '#'
-IHMATER0 = '-'
-IHMATER1 = 'o'
-IHMATER2 = '0'
-
FWON = 0
FDEPLETE = 1
FLIFESUP = 2
iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
if not welcoming(iq):
return False;
- if enemy.type == IHR:
+ if enemy.type == 'R':
return False; # Romulans cannot escape!
if not irun:
# avoid intruding on another commander's territory
- if enemy.type == IHC:
+ if enemy.type == 'C':
if iq in game.state.kcmdr:
return False
# refuse to leave if currently attacking starbase
# 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==IHS:
+ if enemy.type=='S':
game.iscate = False
game.ientesc = False
game.isatb = 0
dist1 = enemy.kdist
mdist = int(dist1 + 0.5); # Nearest integer distance
# If SC, check with spy to see if should hi-tail it
- if enemy.type==IHS and \
+ if enemy.type=='S' and \
(enemy.kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
irun = True
motion = -QUADSIZE
break
look.j = next.j + krawlj
krawlj = -krawlj
- elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != IHDOT:
+ elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.':
# See if enemy should ram ship
if game.quad[look.i][look.j] == game.ship and \
- (enemy.type == IHC or enemy.type == IHS):
+ (enemy.type == 'C' or enemy.type == 'S'):
collision(rammed=True, enemy=enemy)
return
if krawli != m.i and m.j != 0:
# and do move
if game.quadrant in game.state.kcmdr:
for enemy in game.enemies:
- if enemy.type == IHC:
+ if enemy.type == 'C':
movebaddy(enemy)
if game.state.kscmdr==game.quadrant:
for enemy in game.enemies:
- if enemy.type == IHS:
+ if enemy.type == 'S':
movebaddy(enemy)
break
# If skill level is high, move other Klingons and Romulans too!
# commander(s) do.
if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
for enemy in game.enemies:
- if enemy.type in (IHK, IHR):
+ if enemy.type in ('K', 'R'):
movebaddy(enemy)
game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
game.ientesc = False
unschedule(FSCDBAS)
for enemy in game.enemies:
- if enemy.type == IHS:
+ if enemy.type == 'S':
break
enemy.move(None)
game.klhere -= 1
prout("***Internal error: Tholian in a bad spot.")
return
# do nothing if we are blocked
- if game.quad[id.i][id.j] not in (IHDOT, IHWEB):
+ if game.quad[id.i][id.j] not in ('.', '#'):
return
here = copy.copy(game.tholian.kloc)
delta = (id - game.tholian.kloc).sgn()
# move in x axis
while here.i != id.i:
here.i += delta.i
- if game.quad[here.i][here.j]==IHDOT:
+ if game.quad[here.i][here.j]=='.':
game.tholian.move(here)
# move in y axis
while here.j != id.j:
here.j += delta.j
- if game.quad[here.i][here.j]==IHDOT:
+ if game.quad[here.i][here.j]=='.':
game.tholian.move(here)
# check to see if all holes plugged
for i in range(QUADSIZE):
- if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT:
+ if game.quad[0][i]!='#' and game.quad[0][i]!='T':
return
- if game.quad[QUADSIZE-1][i]!=IHWEB and game.quad[QUADSIZE-1][i]!=IHT:
+ if game.quad[QUADSIZE-1][i]!='#' and game.quad[QUADSIZE-1][i]!='T':
return
- if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT:
+ if game.quad[i][0]!='#' and game.quad[i][0]!='T':
return
- if game.quad[i][QUADSIZE-1]!=IHWEB and game.quad[i][QUADSIZE-1]!=IHT:
+ if game.quad[i][QUADSIZE-1]!='#' and game.quad[i][QUADSIZE-1]!='T':
return
# All plugged up -- Tholian splits
- game.quad[game.tholian.kloc.i][game.tholian.kloc.j]=IHWEB
- dropin(IHBLANK)
- prout(crmena(True, IHT, "sector", game.tholian) + _(" completes web."))
+ game.quad[game.tholian.kloc.i][game.tholian.kloc.j]='#'
+ dropin(' ')
+ prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web."))
game.tholian.move(None)
return
skip(2)
proutn("***")
proutn(crmshp())
- hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(enemy.type, 1.0)
+ hardness = {'R':1.5, 'C':2.0, 'S':2.5, 'T':0.5, '?':4.0}.get(enemy.type, 1.0)
if rammed:
proutn(_(" rammed by "))
else:
break
iquad=game.quad[w.i][w.j]
tracktorpedo(origin, w, step, number, nburst, iquad)
- if iquad==IHDOT:
+ if iquad=='.':
continue
# hit something
if not damaged(DSRSENS) or game.condition == "docked":
skip(1); # start new line after text track
- if iquad in (IHE, IHF): # Hit our ship
+ if iquad in ('E', 'F'): # Hit our ship
skip(1)
prout(_("Torpedo hits %s.") % crmshp())
hit = 700.0 + randreal(100) - \
bumpto = displacement.sector()
if not bumpto.valid_sector():
return hit
- if game.quad[bumpto.i][bumpto.j]==IHBLANK:
+ if game.quad[bumpto.i][bumpto.j]==' ':
finish(FHOLE)
return hit
- if game.quad[bumpto.i][bumpto.j]!=IHDOT:
+ if game.quad[bumpto.i][bumpto.j]!='.':
# can't move into object
return hit
game.sector = bumpto
proutn(crmshp())
- game.quad[w.i][w.j]=IHDOT
+ game.quad[w.i][w.j]='.'
game.quad[bumpto.i][bumpto.j]=iquad
prout(_(" displaced by blast to Sector %s ") % bumpto)
for enemy in game.enemies:
enemy.kdist = enemy.kavgd = (game.sector-enemy.kloc).distance()
game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
return None
- elif iquad in (IHC, IHS, IHR, IHK): # Hit a regular enemy
+ elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
# find the enemy
- if iquad in (IHC, IHS) and withprob(0.05):
+ if iquad in ('C', 'S') and withprob(0.05):
prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
prout(_(" torpedo neutralized."))
return None
if not bumpto.valid_sector():
prout(_(" damaged but not destroyed."))
return
- if game.quad[bumpto.i][bumpto.j] == IHBLANK:
+ if game.quad[bumpto.i][bumpto.j] == ' ':
prout(_(" buffeted into black hole."))
deadkl(w, iquad, bumpto)
- if game.quad[bumpto.i][bumpto.j] != IHDOT:
+ if game.quad[bumpto.i][bumpto.j] != '.':
prout(_(" damaged but not destroyed."))
else:
prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
enemy.kloc = bumpto
- game.quad[w.i][w.j]=IHDOT
+ 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.kloc).distance()
game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
return None
- elif iquad == IHB: # Hit a base
+ elif iquad == 'B': # Hit a base
skip(1)
prout(_("***STARBASE DESTROYED.."))
game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
- game.quad[w.i][w.j]=IHDOT
+ 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.basekl += 1
newcnd()
return None
- elif iquad == IHP: # 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.iplnet.pclass = "destroyed"
game.iplnet = None
game.plnet.invalidate()
- game.quad[w.i][w.j] = IHDOT
+ game.quad[w.i][w.j] = '.'
if game.landed:
# captain perishes on planet
finish(FDPLANET)
return None
- elif iquad == IHW: # 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.iplnet.pclass = "destroyed"
game.iplnet = None
game.plnet.invalidate()
- game.quad[w.i][w.j] = IHDOT
+ game.quad[w.i][w.j] = '.'
if game.landed:
# captain perishes on planet
finish(FDPLANET)
prout(_("The torpedo destroyed an inhabited planet."))
return None
- elif iquad == IHSTAR: # Hit a star
+ elif iquad == '*': # Hit a star
if withprob(0.9):
nova(w)
else:
- prout(crmena(True, IHSTAR, "sector", w) + _(" unaffected by photon blast."))
+ prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast."))
return None
- elif iquad == IHQUEST: # Hit a thingy
+ elif iquad == '?': # Hit a thingy
if not (game.options & OPTION_THINGY) or withprob(0.3):
skip(1)
prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
thing.angry = True
shoved = True
return None
- elif iquad == IHBLANK: # Black hole
+ elif iquad == ' ': # Black hole
skip(1)
- prout(crmena(True, IHBLANK, "sector", w) + _(" swallows torpedo."))
+ prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo."))
return None
- elif iquad == IHWEB: # hit the web
+ elif iquad == '#': # hit the web
skip(1)
prout(_("***Torpedo absorbed by Tholian web."))
return None
- elif iquad == IHT: # Hit a Tholian
+ elif iquad == 'T': # Hit a Tholian
h1 = 700.0 + randrange(100) - \
1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
h1 = math.fabs(h1)
if h1 >= 600:
- game.quad[w.i][w.j] = IHDOT
+ game.quad[w.i][w.j] = '.'
deadkl(w, iquad, w)
game.tholian = None
return None
skip(1)
- proutn(crmena(True, IHT, "sector", w))
+ proutn(crmena(True, 'T', "sector", w))
if withprob(0.05):
prout(_(" survives photon blast."))
return None
prout(_(" disappears."))
game.tholian.move(None)
- game.quad[w.i][w.j] = IHWEB
- dropin(IHBLANK)
+ game.quad[w.i][w.j] = '#'
+ dropin(' ')
return None
else: # Problem!
skip(1)
r *= 0.25
if enemy.kpower < 500:
r *= 0.25;
- if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry):
+ if enemy.type=='T' or (enemy.type=='?' and not thing.angry):
continue
# different enemies have different probabilities of throwing a torp
usephasers = not torps_ok or \
- (enemy.type == IHK and r > 0.0005) or \
- (enemy.type==IHC and r > 0.015) or \
- (enemy.type==IHR and r > 0.3) or \
- (enemy.type==IHS and r > 0.07) or \
- (enemy.type==IHQUEST and r > 0.05)
+ (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 game.condition == "docked":
continue; # Don't waste the effort!
# Added mv to allow enemy to "move" before dying
proutn(crmena(True, type, "sector", mv))
# Decide what kind of enemy it is and update appropriately
- if type == IHR:
+ if type == 'R':
# Chalk up a Romulan
game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
game.irhere -= 1
game.state.nromrem -= 1
- elif type == IHT:
+ elif type == 'T':
# Killed a Tholian
game.tholian = None
- elif type == IHQUEST:
+ elif type == '?':
# Killed a Thingy
global thing
thing = None
# Killed some type of Klingon
game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
game.klhere -= 1
- if type == IHC:
+ if type == '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 == IHK:
+ elif type == 'K':
game.state.remkl -= 1
- elif type == IHS:
+ elif type == 'S':
game.state.nscrem -= 1
game.state.kscmdr.invalidate()
game.isatb = 0
else:
proutn(_("Very small hit on "))
ienm = game.quad[w.i][w.j]
- if ienm==IHQUEST:
+ if ienm=='?':
thing.angry = True
proutn(crmena(False, ienm, "sector", w))
skip(1)
msgflag = False
rpow = 0.0
if damaged(DSRSENS) and \
- not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS):
+ not game.sector.distance(aim)<2**0.5 and ienm in ('C', 'S'):
prout(cramen(ienm) + _(" can't be located without short range scan."))
scanner.chew()
key = "IHEOL"
# 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] = IHDOT
+ game.quad[game.base.i][game.base.j] = '.'
game.base.invalidate()
newcnd()
skip(1)
supernova(game.quadrant)
return
# handle initial nova
- game.quad[nov.i][nov.j] = IHDOT
- prout(crmena(False, IHSTAR, "sector", nov) + _(" novas."))
+ 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
continue
iquad = game.quad[neighbor.i][neighbor.j]
# Empty space ends reaction
- if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
+ if iquad in ('.', '?', ' ', 'T', '#'):
pass
- elif iquad == IHSTAR: # Affect another star
+ elif iquad == '*': # Affect another star
if withprob(0.05):
# This star supernovas
supernova(game.quadrant)
hits.append(neighbor)
game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
game.state.starkl += 1
- proutn(crmena(True, IHSTAR, "sector", neighbor))
+ proutn(crmena(True, '*', "sector", neighbor))
prout(_(" novas."))
- game.quad[neighbor.i][neighbor.j] = IHDOT
+ game.quad[neighbor.i][neighbor.j] = '.'
kount += 1
- elif iquad in (IHP, IHW): # Destroy planet
+ elif iquad in ('P', '@'): # Destroy planet
game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
- if iquad == IHP:
+ if iquad == 'P':
game.state.nplankl += 1
else:
game.state.worldkl += 1
- prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
+ prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
game.iplnet.pclass = "destroyed"
game.iplnet = None
game.plnet.invalidate()
if game.landed:
finish(FPNOVA)
return
- game.quad[neighbor.i][neighbor.j] = IHDOT
- elif iquad == IHB: # Destroy base
+ game.quad[neighbor.i][neighbor.j] = '.'
+ elif iquad == 'B': # Destroy base
game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
game.base.invalidate()
game.state.basekl += 1
newcnd()
- prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
- game.quad[neighbor.i][neighbor.j] = IHDOT
- elif iquad in (IHE, IHF): # Buffet ship
+ prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
+ game.quad[neighbor.i][neighbor.j] = '.'
+ elif iquad in ('E', 'F'): # Buffet ship
prout(_("***Starship buffeted by nova."))
if game.shldup:
if game.shield >= 2000.0:
return
# add in course nova contributes to kicking starship
bump += (game.sector-hits[mm]).sgn()
- elif iquad == IHK: # kill klingon
+ elif iquad == 'K': # kill klingon
deadkl(neighbor, iquad, neighbor)
- elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
+ elif iquad in ('C','S','R'): # Damage/destroy big enemies
for ll in range(len(game.enemies)):
if game.enemies[ll].kloc == neighbor:
break
skip(1)
break
iquad1 = game.quad[newc.i][newc.j]
- if iquad1 == IHBLANK:
- proutn(_(", blasted into ") + crmena(False, IHBLANK, "sector", newc))
+ if iquad1 == ' ':
+ proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
skip(1)
deadkl(neighbor, iquad, newc)
break
- if iquad1 != IHDOT:
+ if iquad1 != '.':
# can't move into something else
skip(1)
break
proutn(_(", buffeted to Sector %s") % newc)
- game.quad[neighbor.i][neighbor.j] = IHDOT
+ 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.
num = randrange(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]==IHSTAR:
+ if game.quad[ns.i][ns.j]=='*':
num -= 1
if num==0:
break
def kaboom():
stars()
- if game.ship==IHE:
+ if game.ship=='E':
prouts("***")
prouts(_("********* Entropy of %s maximized *********") % crmshp())
skip(1)
45.0*game.nhelp +\
100.0*game.state.basekl +\
3.0*game.abandoned
- if game.ship == IHF:
+ if game.ship == 'F':
badpt += 100.0
elif game.ship == None:
badpt += 200.0
prout(_("You are crushed into extremely dense matter."))
elif ifin == FCREW:
prout(_("Your last crew member has died."))
- if game.ship == IHF:
+ if game.ship == 'F':
game.ship = None
- elif game.ship == IHE:
- game.ship = IHF
+ elif game.ship == 'E':
+ game.ship = 'F'
game.alive = False
if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
goodies = game.state.remres/game.inresor
iwon = 0
if game.gamewon:
iwon = 100*game.skill
- if game.ship == IHE:
+ if game.ship == 'E':
klship = 0
- elif game.ship == IHF:
+ elif game.ship == 'F':
klship = 1
else:
klship = 2
curwnd.refresh()
linecount = 0
-def highvideo():
- "Set highlight video, if this is reasonable."
- if game.options & OPTION_CURSES:
- curwnd.attron(curses.A_REVERSE)
-
#
# Things past this point have policy implications.
#
if i != 0 and step == 1:
drawmaps(2)
time.sleep(0.4)
- if (iquad==IHDOT) or (iquad==IHBLANK):
+ if (iquad=='.') or (iquad==' '):
put_srscan_sym(w, '+')
#sound(step*10)
#time.sleep(0.1)
def check_collision(h):
iquad = game.quad[h.i][h.j]
- if iquad != IHDOT:
+ if iquad != '.':
# object encountered in flight path
stopegy = 50.0*course.distance/game.optime
- if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
+ if iquad in ('T', 'K', 'C', 'S', 'R', '?'):
for enemy in game.enemies:
if enemy.kloc == game.sector:
break
collision(rammed=False, enemy=enemy)
return True
- elif iquad == IHBLANK:
+ elif iquad == ' ':
skip(1)
prouts(_("***RED ALERT! RED ALERT!"))
skip(1)
# something else
skip(1)
proutn(crmshp())
- if iquad == IHWEB:
+ if iquad == '#':
prout(_(" encounters Tholian web at %s;") % h)
else:
prout(_(" blocked by object at %s;") % h)
course.distance = course.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] = IHDOT
+ game.quad[game.sector.i][game.sector.j] = '.'
for m in range(course.moves):
course.next()
w = course.sector()
w = course.sector()
if not w.valid_sector():
break
- if game.quad[w.i][w.j] != IHDOT:
+ if game.quad[w.i][w.j] != '.':
blooey = False
twarp = False
course.reset()
for l in range(game.inplan):
if game.state.planets[l].known == "shuttle_down":
gotit = True
- if game.iscraft == "onship" and game.ship==IHE:
+ if game.iscraft == "onship" and game.ship=='E':
prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
game.iscraft = "offship"
# Likewise, if in the original time the Galileo was abandoned, but
if game.nprobes == 0:
scanner.chew()
skip(1)
- if game.ship == IHE:
+ 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."))
game.quadrant = ibq
newqad()
# dematerialize starship
- game.quad[game.sector.i][game.sector.j]=IHDOT
+ 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()
- if w.valid_sector() and game.quad[w.i][w.j]==IHDOT:
+ if w.valid_sector() and game.quad[w.i][w.j]=='.':
# found one -- finish up
game.sector = w
break
elif m == 2: proutn(_("2nd"))
elif m == 3: proutn(_("3rd"))
proutn(_(" attempt to re-materialize ") + crmshp())
- game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
- #textcolor("red")
+ game.quad[ix][iy]=('-','o','O')[m-1]
warble()
if randreal() > probf:
break
prout(_("fails."))
curses.delay_output(500)
- #textcolor(None)
if m > 3:
- game.quad[ix][iy]=IHQUEST
+ game.quad[ix][iy]='?'
game.alive = False
drawmaps(1)
setwnd(message_window)
finish(FMATERIALIZE)
return
game.quad[ix][iy]=game.ship
- #textcolor("green")
prout(_("succeeds."))
- #textcolor(None)
dock(False)
skip(1)
prout(_("Lt. Uhura- \"Captain, we made it!\""))
"Abandon ship."
scanner.chew()
if game.condition=="docked":
- if game.ship!=IHE:
+ if game.ship!='E':
prout(_("You cannot abandon Ye Faerie Queene."))
return
else:
newqad()
while True:
# position next to base by trial and error
- game.quad[game.sector.i][game.sector.j] = IHDOT
+ game.quad[game.sector.i][game.sector.j] = '.'
for l in range(QUADSIZE):
game.sector = game.base.scatter()
if game.sector.valid_sector() and \
- game.quad[game.sector.i][game.sector.j] == IHDOT:
+ game.quad[game.sector.i][game.sector.j] == '.':
break
if l < QUADSIZE+1:
break # found a spot
game.sector.j=QUADSIZE/2
newqad()
# Get new commission
- game.quad[game.sector.i][game.sector.j] = game.ship = IHF
+ game.quad[game.sector.i][game.sector.j] = game.ship = 'F'
game.state.crew = FULLCREW
prout(_("Starfleet puts you in command of another ship,"))
prout(_("the Faerie Queene, which is antiquated but,"))
game.ididit = False
skip(1)
scanner.chew()
- if game.ship != IHE:
+ if game.ship != 'E':
prout(_("Ye Faerie Queene has no death ray."))
return
if len(game.enemies)==0:
prout(_(" Mr. Sulu."))
for i in range(QUADSIZE):
for j in range(QUADSIZE):
- if game.quad[i][j] == IHDOT:
- game.quad[i][j] = IHQUEST
+ if game.quad[i][j] == '.':
+ game.quad[i][j] = '?'
prout(_(" Captain, our quadrant is now infested with"))
prouts(_(" - - - - - - *THINGS*."))
skip(1)
prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
if game.nhelp:
prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
- if game.ship == IHE:
+ if game.ship == 'E':
proutn(_("You have "))
if game.nprobes:
proutn("%d" % (game.nprobes))
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):
- if (game.quad[i][j]==IHMATER0) or (game.quad[i][j]==IHMATER1) or (game.quad[i][j]==IHMATER2) or (game.quad[i][j]==IHE) or (game.quad[i][j]==IHF):
- #if game.condition == "red": textcolor("red")
- #elif game.condition == "green": textcolor("green")
- #elif game.condition == "yellow": textcolor("yellow")
- #elif game.condition == "docked": textcolor("cyan")
- #elif game.condition == "dead": textcolor("brown")
- if game.quad[i][j] != game.ship:
- highvideo()
proutn("%c " % game.quad[i][j])
- #textcolor(None)
else:
proutn("- ")
return # frozen game
# Prepare the Enterprise
game.alldone = game.gamewon = game.shldchg = game.shldup = False
- game.ship = IHE
+ game.ship = 'E'
game.state.crew = FULLCREW
game.energy = game.inenrg = 5000.0
game.shield = game.inshld = 2500.0
"Drop a feature on a random dot in the current quadrant."
while True:
w = randplace(QUADSIZE)
- if game.quad[w.i][w.j] == IHDOT:
+ if game.quad[w.i][w.j] == '.':
break
if iquad is not None:
game.quad[w.i][w.j] = iquad
def newkling():
"Drop new Klingon into current quadrant."
- return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill)
+ return enemy('K', loc=dropin(), power=randreal(300,450)+25.0*game.skill)
def newqad():
"Set up a new state of quadrant, for when we enter or re-enter it."
game.neutz = game.inorbit = game.landed = False
game.ientesc = game.iseenit = False
# Create a blank quadrant
- game.quad = fill2d(QUADSIZE, lambda i, j: IHDOT)
+ game.quad = fill2d(QUADSIZE, lambda i, j: '.')
if game.iscate:
# Attempt to escape Super-commander, so tbeam back!
game.iscate = False
for cmdr in game.state.kcmdr:
if cmdr == game.quadrant:
e = game.enemies[game.klhere-1]
- game.quad[e.kloc.i][e.kloc.j] = IHC
+ game.quad[e.kloc.i][e.kloc.j] = 'C'
e.kpower = randreal(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.kloc.i][e.kloc.j] = IHS
+ game.quad[e.kloc.i][e.kloc.j] = 'S'
e.kpower = randreal(1175.0, 1575.0) + 125.0*game.skill
game.iscate = (game.state.remkl > 1)
# Put in Romulans if needed
for i in range(q.romulans):
- enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
+ enemy('R', loc=dropin(), 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)
+ game.base = dropin('B')
# If quadrant needs a planet, put it in
if q.planet:
game.iplnet = q.planet
if not q.planet.inhabited:
- game.plnet = dropin(IHP)
+ game.plnet = dropin('P')
else:
- game.plnet = dropin(IHW)
+ game.plnet = dropin('@')
# Check for condition
newcnd()
# Check for RNZ
prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
# Put in THING if needed
if thing == game.quadrant:
- enemy(type=IHQUEST, loc=dropin(),
+ enemy(type='?', loc=dropin(),
power=randreal(6000,6500.0)+250.0*game.skill)
if not damaged(DSRSENS):
skip(1)
while True:
w.i = withprob(0.5) * (QUADSIZE-1)
w.j = withprob(0.5) * (QUADSIZE-1)
- if game.quad[w.i][w.j] == IHDOT:
+ if game.quad[w.i][w.j] == '.':
break
- game.tholian = enemy(type=IHT, loc=w,
+ game.tholian = enemy(type='T', loc=w,
power=randrange(100, 500) + 25.0*game.skill)
# Reserve unoccupied corners
- if game.quad[0][0]==IHDOT:
+ if game.quad[0][0]=='.':
game.quad[0][0] = 'X'
- if game.quad[0][QUADSIZE-1]==IHDOT:
+ if game.quad[0][QUADSIZE-1]=='.':
game.quad[0][QUADSIZE-1] = 'X'
- if game.quad[QUADSIZE-1][0]==IHDOT:
+ if game.quad[QUADSIZE-1][0]=='.':
game.quad[QUADSIZE-1][0] = 'X'
- if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT:
+ if game.quad[QUADSIZE-1][QUADSIZE-1]=='.':
game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
# And finally the stars
for i in range(q.stars):
- dropin(IHSTAR)
+ dropin('*')
# Put in a few black holes
for i in range(1, 3+1):
if withprob(0.5):
- dropin(IHBLANK)
+ dropin(' ')
# Take out X's in corners if Tholian present
if game.tholian:
if game.quad[0][0]=='X':
- game.quad[0][0] = IHDOT
+ game.quad[0][0] = '.'
if game.quad[0][QUADSIZE-1]=='X':
- game.quad[0][QUADSIZE-1] = IHDOT
+ game.quad[0][QUADSIZE-1] = '.'
if game.quad[QUADSIZE-1][0]=='X':
- game.quad[QUADSIZE-1][0] = IHDOT
+ game.quad[QUADSIZE-1][0] = '.'
if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
- game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT
+ game.quad[QUADSIZE-1][QUADSIZE-1] = '.'
def setpassword():
"Set the self-destruct password."
def cramen(type):
"Emit the name of an enemy or feature."
- if type == IHR: s = _("Romulan")
- elif type == IHK: s = _("Klingon")
- elif type == IHC: s = _("Commander")
- elif type == IHS: s = _("Super-commander")
- elif type == IHSTAR: s = _("Star")
- elif type == IHP: s = _("Planet")
- elif type == IHB: s = _("Starbase")
- elif type == IHBLANK: s = _("Black hole")
- elif type == IHT: s = _("Tholian")
- elif type == IHWEB: s = _("Tholian web")
- elif type == IHQUEST: s = _("Stranger")
- elif type == IHW: s = _("Inhabited World")
+ 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")
else: s = "Unknown??"
return s
def crmshp():
"Emit our ship name."
- return{IHE:_("Enterprise"),IHF:_("Faerie Queene")}.get(game.ship,"Ship???")
+ return{'E':_("Enterprise"),'F':_("Faerie Queene")}.get(game.ship,"Ship???")
def stars():
"Emit a line of stars"