def tryexit(look, ienm, loccom, irun):
# a bad guy attempts to bug out
iq = coord()
-
iq.x = game.quadrant.x+(look.x+(QUADSIZE-1))/QUADSIZE - 1
iq.y = game.quadrant.y+(look.y+(QUADSIZE-1))/QUADSIZE - 1
if not VALID_QUADRANT(iq.x,iq.y) or \
if game.kpower[loccom] > 1000.0:
return False
# print escape message and move out of quadrant.
- # We know this if either short or long range sensors are working
+ # 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])
- prout(_(" escapes to %s (and regains strength)."),
- cramlc(quadrant, iq))
+ crmena(True, ienm, "sector", game.ks[loccom])
+ 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]
# only commanders move. In Expert games, all enemy vessels move if there
# is a commander present. In Emeritus games all enemy vessels move.
#
-# 3. If Enterprise is not docked, an agressive action is taken if enemy
+# 3. If Enterprise is not docked, an aggressive action is taken if enemy
# forces are 1000 greater than Enterprise.
#
# Agressive action on average cuts the distance between the ship and
nbaddys = game.comhere + game.ishere
dist1 = game.kdist[loccom]
- mdist = dist1 + 0.5; # Nearest integer distance
+ 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.kpower[loccom] <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
irun = True
motion = -QUADSIZE
else:
# phasers and photon tubes both out!
forces += 1000.0
motion = 0
- if forces <= 1000.0 and game.condition != docked: # Typical situation
+ if forces <= 1000.0 and game.condition != "docked": # Typical situation
motion = ((forces+200.0*Rand())/150.0) - 5.0
else:
if forces > 1000.0: # Very strong -- move in for kill
if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
motion -= game.skill*(2.0-square(Rand()))
if idebug:
- proutn("=== MOTION = %d, FORCES = %1.2f, ", motion, forces)
+ proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
# don't move if no motion
if motion==0:
return
if nsteps < 1:
nsteps = 1; # This shouldn't be necessary
if idebug:
- proutn("NSTEPS = %d:", nsteps)
+ proutn("NSTEPS = %d:" % nsteps)
# Compute preferred values of delta X and Y
mx = game.sector.x - com.x
my = game.sector.y - com.y
# main move loop
for ll in range(nsteps):
if idebug:
- proutn(" %d", ll+1)
+ proutn(" %d" % (ll+1))
# Check if preferred position available
look.x = next.x + mx
look.y = next.y + my
if success:
next = look
if idebug:
- proutn(cramlc(neither, next))
+ proutn(`next`)
else:
break; # done early
if not damaged(DSRSENS) or game.condition == docked:
proutn("***")
cramen(ienm)
- proutn(_(" from %s"), cramlc(2, com))
+ proutn(_(" from Sector %s") % com)
if game.kdist[loccom] < dist1:
proutn(_(" advances to "))
else:
proutn(_(" retreats to "))
- prout(cramlc(sector, next))
+ prout("Sector %s." % next)
def moveklings():
# Klingon tactical movement
- w = coord();
-
if idebug:
prout("== MOVCOM")
-
# Figure out which Klingon is the commander (or Supercommander)
- # and do move
+ # and do move
if game.comhere:
for i in range(1, game.nenhere+1):
w = game.ks[i]
if game.quad[w.x][w.y] == IHS:
movebaddy(w, i, IHS)
break
- # if skill level is high, move other Klingons and Romulans too!
+ # If skill level is high, move other Klingons and Romulans too!
# Move these last so they can base their actions on what the
# commander(s) do.
if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
def movescom(iq, avoid):
# commander movement helper
-
if same(iq, game.quadrant) or not VALID_QUADRANT(iq.x, iq.y) or \
game.state.galaxy[iq.x][iq.y].supernova or \
game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1:
if not damaged(DRADIO) or game.condition == docked:
pause_game(True)
prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
- proutn(_(" a planet in "))
- proutn(cramlc(quadrant, game.state.kscmdr))
- prout(_(" has been destroyed"))
+ proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
prout(_(" by the Super-commander.\""))
break
return False; # looks good!
def supercommander():
# move the Super Commander
- iq = coord(); sc = coord(); ibq = coord()
+ iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
basetbl = []
-
if idebug:
prout("== SUPERCOMMANDER")
-
# Decide on being active or passive
avoid = ((game.incom - game.state.remcom + game.inkling - game.state.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
- ideltax = game.state.kscmdr.x-game.quadrant.x
- ideltay = game.state.kscmdr.y-game.quadrant.y
- if math.sqrt(ideltax*ideltax+ideltay*ideltay) > 2.0:
+ idelta = game.state.kscmdr-game.quadrant
+ if math.sqrt(idelta.x*idelta.x+idelta.y*idelta.y) > 2.0:
# circulate in space
- ideltax = game.state.kscmdr.y-game.quadrant.y
- ideltay = game.quadrant.x-game.state.kscmdr.x
+ idelta.x = game.state.kscmdr.y-game.quadrant.y
+ idelta.y = game.quadrant.x-game.state.kscmdr.x
else:
# compute distances to starbases
if game.state.rembase <= 0:
# look for nearest base without a commander, no Enterprise, and
# without too many Klingons, and not already under attack.
ifindit = iwhichb = 0
-
for i2 in range(1, game.state.rembase+1):
i = basetbl[i2][0]; # bug in original had it not finding nearest
ibq = game.state.baseq[i]
return; # Nothing suitable -- wait until next time
ibq = game.state.baseq[iwhichb]
# decide how to move toward base
- ideltax = ibq.x - game.state.kscmdr.x
- ideltay = ibq.y - game.state.kscmdr.y
- # Maximum movement is 1 quadrant in either or both axis
- if ideltax > 1:
- ideltax = 1
- if ideltax < -1:
- ideltax = -1
- if ideltay > 1:
- ideltay = 1
- if ideltay < -1:
- ideltay = -1
-
- # try moving in both x and y directions
- iq.x = game.state.kscmdr.x + ideltax
- iq.y = game.state.kscmdr.y + ideltax
+ idelta = ibq - game.state.kscmdr
+ # Maximum movement is 1 quadrant in either or both axes
+ idelta = idelta.sgn()
+ # try moving in both x and y directions
+ # there was what looked like a bug in the Almy C code here,
+ # but it might be this translation is just wrong.
+ iq = game.state.kscmdr + idelta
if movescom(iq, avoid):
# failed -- try some other maneuvers
- if ideltax==0 or ideltay==0:
+ if idelta.x==0 or idelta.y==0:
# attempt angle move
- if ideltax != 0:
+ if idelta.x != 0:
iq.y = game.state.kscmdr.y + 1
if movescom(iq, avoid):
iq.y = game.state.kscmdr.y - 1
# try moving just in x or y
iq.y = game.state.kscmdr.y
if movescom(iq, avoid):
- iq.y = game.state.kscmdr.y + ideltay
+ iq.y = game.state.kscmdr.y + idelta.y
iq.x = game.state.kscmdr.x
movescom(iq, avoid)
# check for a base
return; # no warning
game.iseenit = True
pause_game(True)
- proutn(_("Lt. Uhura- \"Captain, the starbase in "))
- proutn(cramlc(quadrant, game.state.kscmdr))
- skip(1)
+ prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
+ % game.state.kscmdr)
prout(_(" reports that it is under attack from the Klingon Super-commander."))
- proutn(_(" It can survive until stardate %d.\""),
- int(scheduled(FSCDBAS)))
+ proutn(_(" It can survive until stardate %d.\"") \
+ % int(scheduled(FSCDBAS)))
if not game.resting:
return
prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
return
pause_game(True)
prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
- proutn(_(" the Super-commander is in "))
- proutn(cramlc(quadrant, game.state.kscmdr))
- prout(".\"")
+ proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
return;
def movetholian():
# All plugged up -- Tholian splits
game.quad[game.tholian.x][game.tholian.y]=IHWEB
dropin(IHBLANK)
- crmena(True, IHT, sector, game.tholian)
+ crmena(True, IHT, "sector", game.tholian)
prout(_(" completes web."))
game.ithere = False
game.nenhere -= 1