def findevent(evtype): return game.future[evtype]
class enemy:
- def __init__(self, loc=None, power=None):
+ def __init__(self, type=None, loc=None, power=None):
+ self.type = type
+ self.kloc = coord()
+ if loc:
+ self.move(loc)
+ self.kpower = power # enemy energy level
+ game.enemies.append(self)
+ def move(self, loc):
+ if self.kloc.x is not None and self.kloc.y is not None:
+ game.quad[self.kloc.x][self.kloc.y] = IHDOT
if loc:
self.kloc = loc
+ game.quad[self.kloc.x][self.kloc.y] = self.type
self.kdist = self.kavgd = distance(game.sector, loc)
else:
self.kloc = coord() # enemy sector location
self.kdist = self.kavgd = None
- self.kpower = power # enemy energy levels
+ game.enemies.remove(self)
def __repr__(self):
return "<%s=%f>" % (self.kloc, self.kpower) # For debugging
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.tholian = None # Tholian enemy object
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.nkinks = 0 # count of energy-barrier crossings
self.iplnet = None # planet # in quadrant
self.inplan = 0 # initial planets
- 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 = None # tournament number
game.condition == docked:
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.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
+ # handle local matters related to escape
+ game.enemies[loccom].move(None)
game.klhere -= 1
- game.nenhere -= 1
if game.condition != docked:
newcnd()
# Handle global matters related to escape
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.enemies[loccom].kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
motion = -QUADSIZE
else:
# decide whether to advance, retreat, or hold position
- forces = game.enemies[loccom].kpower+100.0*game.nenhere+400*(nbaddys-1)
+ forces = game.enemies[loccom].kpower+100.0*len(game.enemies)+400*(nbaddys-1)
if not game.shldup:
forces += 1000; # Good for enemy if shield is down!
if not damaged(DPHASER) or not damaged(DPHOTON):
# Figure out which Klingon is the commander (or Supercommander)
# and do move
if game.comhere:
- for i in range(game.nenhere):
- w = game.enemies[i].kloc
- if game.quad[w.x][w.y] == IHC:
- movebaddy(w, i, IHC)
+ for (i, e) in enumerate(game.enemies):
+ if game.quad[e.kloc.x][e.kloc.y] == IHC:
+ movebaddy(e.kloc, i, IHC)
break
if game.ishere:
- for i in range(game.nenhere):
- w = game.enemies[i].kloc
- if game.quad[w.x][w.y] == IHS:
- movebaddy(w, i, IHS)
+ for (i, e) in enumerate(game.enemies):
+ if game.quad[e.kloc.x][e.kloc.y] == IHS:
+ movebaddy(e.kloc, i, IHS)
break
# 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):
- for i in range(game.nenhere):
- 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])
+ for (i, e) in enumerate(game.enemies):
+ if game.quad[e.kloc.x][e.kloc.y] in (IHK, IHR):
+ movebaddy(e.kloc, i, game.quad[e.kloc.x][e.kloc.y])
game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
def movescom(iq, avoid):
game.ishere = False
game.ientesc = False
unschedule(FSCDBAS)
- for i in range(game.nenhere):
- if game.quad[game.enemies[i].kloc.x][game.enemies[i].kloc.y] == IHS:
+ for e in game.enemies:
+ if game.quad[e.kloc.x][e.kloc.y] == IHS:
break
- 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.enemies[i].move(None)
game.klhere -= 1
- game.nenhere -= 1
if game.condition!=docked:
newcnd()
game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
iwhichb = i
break
if ifindit==0:
- return; # Nothing suitable -- wait until next time
+ return # Nothing suitable -- wait until next time
ibq = game.state.baseq[iwhichb]
# decide how to move toward base
idelta = ibq - game.state.kscmdr
if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
# attack the base
if avoid:
- return; # no, don't attack base!
+ return # no, don't attack base!
game.iseenit = False
game.isatb = 1
schedule(FSCDBAS, randreal(1.0, 3.0))
if is_scheduled(FCDBAS):
postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
if not communicating():
- return; # no warning
+ return # no warning
game.iseenit = True
announce()
prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
announce()
prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
- return;
+ return
def movetholian():
# move the Tholian
if not game.tholian or game.justin:
return
- if game.tholian.x == 0 and game.tholian.y == 0:
+ if game.tholian.kloc.x == 0 and game.tholian.kloc.y == 0:
idx = 0; idy = QUADSIZE-1
- elif game.tholian.x == 0 and game.tholian.y == QUADSIZE-1:
+ elif game.tholian.kloc.x == 0 and game.tholian.kloc.y == QUADSIZE-1:
idx = QUADSIZE-1; idy = QUADSIZE-1
- elif game.tholian.x == QUADSIZE-1 and game.tholian.y == QUADSIZE-1:
+ elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == QUADSIZE-1:
idx = QUADSIZE-1; idy = 0
- elif game.tholian.x == QUADSIZE-1 and game.tholian.y == 0:
+ elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == 0:
idx = 0; idy = 0
else:
# something is wrong!
- game.ithere = False
+ game.tholian = None
return
# do nothing if we are blocked
if game.quad[idx][idy]!= IHDOT and game.quad[idx][idy]!= IHWEB:
return
- game.quad[game.tholian.x][game.tholian.y] = IHWEB
- if game.tholian.x != idx:
+ game.quad[game.tholian.kloc.x][game.tholian.kloc.y] = IHWEB
+ if game.tholian.kloc.x != idx:
# move in x axis
- im = math.fabs(idx - game.tholian.x)*1.0/(idx - game.tholian.x)
- while game.tholian.x != idx:
- game.tholian.x += im
- if game.quad[game.tholian.x][game.tholian.y]==IHDOT:
- game.quad[game.tholian.x][game.tholian.y] = IHWEB
- elif game.tholian.y != idy:
+ im = math.fabs(idx - game.tholian.kloc.x)*1.0/(idx - game.tholian.kloc.x)
+ while game.tholian.kloc.x != idx:
+ game.tholian.kloc.x += im
+ if game.quad[game.tholian.kloc.x][game.tholian.kloc.y]==IHDOT:
+ game.quad[game.tholian.kloc.x][game.tholian.kloc.y] = IHWEB
+ elif game.tholian.kloc.y != idy:
# move in y axis
- im = math.fabs(idy - game.tholian.y)*1.0/(idy - game.tholian.y)
- while game.tholian.y != idy:
- game.tholian.y += im
- 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.enemies[game.nenhere].kloc = game.tholian
-
+ im = math.fabs(idy - game.tholian.kloc.y)*1.0/(idy - game.tholian.kloc.y)
+ while game.tholian.kloc.y != idy:
+ game.tholian.kloc.y += im
+ if game.quad[game.tholian.kloc.x][game.tholian.kloc.y]==IHDOT:
+ game.quad[game.tholian.kloc.x][game.tholian.kloc.y] = IHWEB
+ game.quad[game.tholian.kloc.x][game.tholian.kloc.y] = IHT
+ #game.enemies[-1].kloc = game.tholian #FIXME
# 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[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT:
return
# All plugged up -- Tholian splits
- game.quad[game.tholian.x][game.tholian.y]=IHWEB
+ game.quad[game.tholian.kloc.x][game.tholian.kloc.y]=IHWEB
dropin(IHBLANK)
crmena(True, IHT, "sector", game.tholian)
prout(_(" completes web."))
- game.tholian = None
- game.nenhere -= 1
+ game.tholian.move(None)
return
# Code from battle.c begins here
damagereport()
else:
finish(FWON)
- return;
+ return
def torpedo(course, r, incoming, i, n):
# let a photon torpedo fly
# Loop to move a single torpedo
for l in range(1, 15+1):
x += deltax
- w.x = x + 0.5
+ w.x = int(x + 0.5)
y += deltay
- w.y = y + 0.5
+ w.y = int(y + 0.5)
if not VALID_SECTOR(w.x, w.y):
break
iquad=game.quad[w.x][w.y]
temp = math.fabs(math.cos(ang))
xx = -math.sin(ang)/temp
yy = math.cos(ang)/temp
- jw.x=w.x+xx+0.5
- jw.y=w.y+yy+0.5
+ jw.x = int(w.x+xx+0.5)
+ jw.y = int(w.y+yy+0.5)
if not VALID_SECTOR(jw.x, jw.y):
return hit
if game.quad[jw.x][jw.y]==IHBLANK:
return None
elif iquad in (IHR, IHK): # Hit a regular enemy
# find the enemy
- for ll in range(game.nenhere):
+ for enemy in game.enemies:
if w == game.enemies[ll].kloc:
break
- kp = math.fabs(game.enemies[ll].kpower)
+ kp = math.fabs(e.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.enemies[ll].kpower < 0:
- game.enemies[ll].kpower -= -h1
+ if enemy.kpower < 0:
+ enemy.kpower -= -h1
else:
- game.enemies[ll].kpower -= h1
- if game.enemies[ll].kpower == 0:
+ enemy.kpower -= h1
+ if enemy.kpower == 0:
deadkl(w, iquad, w)
return None
crmena(True, iquad, "sector", w)
prout(_(" damaged but not destroyed."))
return None
proutn(_(" damaged--"))
- game.enemies[ll].kloc = jw
+ enemy.kloc = jw
shoved = True
break
elif iquad == IHB: # Hit a base
# you can shove the Thingy and piss it off.
# It then becomes an enemy and may fire at you.
#
- global iqengry
- iqengry = True
+ thing.angry = True
shoved = True
return None
elif iquad == IHBLANK: # Black hole
h1 = math.fabs(h1)
if h1 >= 600:
game.quad[w.x][w.y] = IHDOT
- game.tholian = None
deadkl(w, iquad, w)
+ game.tholian = None
return None
skip(1)
crmena(True, IHT, "sector", w)
prout(_(" survives photon blast."))
return None
prout(_(" disappears."))
+ game.tholian.move(None)
game.quad[w.x][w.y] = IHWEB
- game.tholian = None
- game.nenhere -= 1
dropin(IHBLANK)
return None
else: # Problem!
game.quad[w.x][w.y]=IHDOT
game.quad[jw.x][jw.y]=iquad
prout(_(" displaced by blast to Sector %s ") % jw)
- for ll in range(game.nenhere):
+ for ll in range(len(game.enemies)):
game.enemies[ll].kdist = game.enemies[ll].kavgd = distance(game.sector,game.enemies[ll].kloc)
game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
return None
def attack(torps_ok):
# bad guy attacks us
- # torps_ok == false forces use of phasers in an attack
- atackd = False; attempt = False; ihurt = False;
+ # torps_ok == False forces use of phasers in an attack
+ attempt = False; ihurt = False;
hitmax=0.0; hittot=0.0; chgfac=1.0
- jay = coord()
where = "neither"
# game could be over at this point, check
if game.alldone:
if (((game.comhere or game.ishere) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok:
moveklings()
# if no enemies remain after movement, we're done
- if game.nenhere==0 or (game.nenhere==1 and thing == game.quadrant and not iqengry):
+ if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
return
# set up partial hits if attack happens during shield status change
pfac = 1.0/game.inshld
# message verbosity control
if game.skill <= SKILL_FAIR:
where = "sector"
- for loop in range(game.nenhere):
- if game.enemies[loop].kpower < 0:
+ for enemy in game.enemies:
+ if enemy.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
+ # Increase chance of photon torpedos if docked or enemy energy is low
if game.condition == "docked":
r *= 0.25
- if game.enemies[loop].kpower < 500:
+ if enemy.kpower < 500:
r *= 0.25;
- jay = game.enemies[loop].kloc
- iquad = game.quad[jay.x][jay.y]
- if iquad==IHT or (iquad==IHQUEST and not iqengry):
+ if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry):
continue
# different enemies have different probabilities of throwing a torp
usephasers = not torps_ok or \
- (iquad == IHK and r > 0.0005) or \
- (iquad==IHC and r > 0.015) or \
- (iquad==IHR and r > 0.3) or \
- (iquad==IHS and r > 0.07) or \
- (iquad==IHQUEST and r > 0.05)
+ (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)
if usephasers: # Enemy uses phasers
if game.condition == "docked":
continue; # Don't waste the effort!
attempt = True; # Attempt to attack
dustfac = 0.8 + randreal(0.5)
- hit = game.enemies[loop].kpower*math.pow(dustfac,game.enemies[loop].kavgd)
- game.enemies[loop].kpower *= 0.75
+ hit = enemy.kpower*math.pow(dustfac,enemy.kavgd)
+ enemy.kpower *= 0.75
else: # Enemy uses photon torpedo
- course = 1.90985*math.atan2(game.sector.y-jay.y, jay.x-game.sector.x)
+ course = 1.90985*math.atan2(game.sector.y-enemy.kloc.y, enemy.kloc.x-game.sector.x)
hit = 0
proutn(_("***TORPEDO INCOMING"))
if not damaged(DSRSENS):
proutn(_(" From "))
- crmena(False, iquad, where, jay)
+ crmena(False, enemy.type, where, enemy.kloc)
attempt = True
prout(" ")
r = (randreal()+randreal())*0.5 - 0.5
- r += 0.002*game.enemies[loop].kpower*r
- hit = torpedo(course, r, jay, 1, 1)
+ r += 0.002*enemy.kpower*r
+ hit = torpedo(course, r, enemy.kloc, 1, 1)
if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
finish(FWON); # Klingons did themselves in!
if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.alldone:
- return; # Supernova or finished
+ return # Supernova or finished
if hit == None:
continue
# incoming phaser or torpedo, shields may dissipate it
crmshp()
if not damaged(DSRSENS) and usephasers:
proutn(_(" from "))
- crmena(False, iquad, where, jay)
+ crmena(False, enemy.type, where, enemy.kloc)
skip(1)
# Decide if hit is critical
if hit > hitmax:
return
if not attempt and game.condition == "docked":
prout(_("***Enemies decide against attacking your ship."))
- if not atackd:
- return
percent = 100.0*pfac*game.shield+0.5
if not ihurt:
# Shields fully protect ship
game.casual += icas
game.state.crew -= icas
# After attack, reset average distance to enemies
- for loop in range(game.nenhere):
- game.enemies[loop].kavgd = game.enemies[loop].kdist
+ for enemy in game.enemies:
+ enemy.kavgd = enemy.kdist
game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
- return;
+ return
def deadkl(w, type, mv):
# kill a Klingon, Tholian, Romulan, or Thingy
crmena(True, type, "sector", mv)
# Decide what kind of enemy it is and update appropriately
if type == IHR:
- # chalk up a Romulan
- game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans -= 1
- game.irhere -= 1
- game.state.nromrem -= 1
+ # chalk up a Romulan
+ game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans -= 1
+ game.irhere -= 1
+ game.state.nromrem -= 1
elif type == IHT:
- # Killed a Tholian
- game.tholian = None
+ # Killed a Tholian
+ game.tholian = None
elif type == IHQUEST:
- # Killed a Thingy
- global iqengry
- iqengry = False
- invalidate(thing)
+ # Killed a Thingy
+ global thing
+ thing = None
else:
- # Some type of a Klingon
- game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
- game.klhere -= 1
- if type == IHC:
- game.comhere = False
- for i in range(game.state.remcom):
- if game.state.kcmdr[i] == game.quadrant:
- break
- game.state.kcmdr[i] = game.state.kcmdr[game.state.remcom]
- game.state.kcmdr[game.state.remcom].x = 0
- game.state.kcmdr[game.state.remcom].y = 0
- game.state.remcom -= 1
- unschedule(FTBEAM)
- if game.state.remcom != 0:
- schedule(FTBEAM, expran(1.0*game.incom/game.state.remcom))
- elif type == IHK:
- game.state.remkl -= 1
- elif type == IHS:
- game.state.nscrem -= 1
- game.ishere = False
- game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0
- game.iscate = False
- unschedule(FSCMOVE)
- unschedule(FSCDBAS)
- else:
- prout("*** Internal error, deadkl() called on %s\n" % type)
+ # Some type of a Klingon
+ game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
+ game.klhere -= 1
+ if type == IHC:
+ game.comhere = False
+ for i in range(game.state.remcom):
+ if game.state.kcmdr[i] == game.quadrant:
+ break
+ game.state.kcmdr[i] = game.state.kcmdr[game.state.remcom]
+ game.state.kcmdr[game.state.remcom].x = 0
+ game.state.kcmdr[game.state.remcom].y = 0
+ game.state.remcom -= 1
+ unschedule(FTBEAM)
+ if game.state.remcom != 0:
+ schedule(FTBEAM, expran(1.0*game.incom/game.state.remcom))
+ if is_scheduled(FCDBAS) and game.battle == game.quadrant:
+ unschedule(FCDBAS)
+ elif type == IHK:
+ game.state.remkl -= 1
+ elif type == IHS:
+ game.state.nscrem -= 1
+ game.ishere = False
+ game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0
+ game.iscate = False
+ unschedule(FSCMOVE)
+ unschedule(FSCDBAS)
# For each kind of enemy, finish message to player
prout(_(" destroyed."))
- game.quad[w.x][w.y] = IHDOT
if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
return
game.recompute()
- # Remove enemy ship from arrays describing local conditions
- if is_scheduled(FCDBAS) and game.battle == game.quadrant and type==IHC:
- unschedule(FCDBAS)
- for i in range(game.nenhere):
- if game.enemies[i].kloc == w:
- for j in range(i, game.nenhere):
- 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
+ # Remove enemy ship from arrays describing local conditions
+ for e in game.enemies:
+ if e.kloc == w:
+ e.move(None)
break
- break
- return;
+ return
def targetcheck(x, y):
# Return None if target is invalid
proutn(_("Very small hit on "))
ienm = game.quad[w.x][w.y]
if ienm==IHQUEST:
- global iqengry
- iqengry = True
+ thing.angry = True
crmena(False, ienm, "sector", w)
skip(1)
if kpow == 0:
def nova(nov):
# star goes nova
course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
- newc = coord(); scratch = coord()
+ newc = coord(); neighbor = coord(); bump = coord(0, 0)
if withprob(0.05):
# Wow! We've supernova'ed
supernova(False, nov)
prout(_(" novas."))
game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
game.state.starkl += 1
-
- # Set up stack to recursively trigger adjacent stars
- bot = top = top2 = 1
+ # Set up queue to recursively trigger adjacent stars
+ hits = [nov]
kount = 0
- icx = icy = 0
- hits[1][1] = nov.x
- hits[1][2] = nov.y
- while True:
- for mm in range(bot, top+1):
- for nn in range(1, 3+1): # nn,j represents coordinates around current
- for j in range(1, 3+1):
- if j==2 and nn== 2:
- continue
- scratch.x = hits[mm][1]+nn-2
- scratch.y = hits[mm][2]+j-2
- if not VALID_SECTOR(scratch.y, scratch.x):
- continue
- iquad = game.quad[scratch.x][scratch.y]
- # Empty space ends reaction
- if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
- break
- elif iquad == IHSTAR: # Affect another star
- if wthprob(0.05):
- # This star supernovas
- scratch = supernova(False)
- return
- top2 += 1
- hits[top2][1]=scratch.x
- hits[top2][2]=scratch.y
+ while hits:
+ offset = coord()
+ start = hits.pop()
+ for offset.x in range(-1, 1+1):
+ for offset.y in range(-1, 1+1):
+ if offset.y==0 and offset.x==0:
+ continue
+ neighbor = start + offset
+ if not VALID_SECTOR(neighbor.y, neighbor.x):
+ continue
+ iquad = game.quad[neighbor.x][neighbor.y]
+ # Empty space ends reaction
+ if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
+ pass
+ elif iquad == IHSTAR: # Affect another star
+ if withprob(0.05):
+ # This star supernovas
+ supernova(False)
+ return
+ else:
+ hits.append(neighbor)
game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
game.state.starkl += 1
- crmena(True, IHSTAR, "sector", scratch)
+ crmena(True, IHSTAR, "sector", neighbor)
prout(_(" novas."))
- game.quad[scratch.x][scratch.y] = IHDOT
- elif iquad == IHP: # Destroy planet
- game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
- game.state.nplankl += 1
- crmena(True, IHP, "sector", scratch)
- prout(_(" destroyed."))
- game.iplnet.pclass = "destroyed"
- game.iplnet = None
- invalidate(game.plnet)
- if game.landed:
- finish(FPNOVA)
- return
- game.quad[scratch.x][scratch.y] = IHDOT
- elif iquad == IHB: # Destroy base
- game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False
- for i in range(game.state.rembase):
- if game.state.baseq[i] == game.quadrant:
- break
- game.state.baseq[i] = game.state.baseq[game.state.rembase]
- game.state.rembase -= 1
- invalidate(game.base)
- game.state.basekl += 1
- newcnd()
- crmena(True, IHB, "sector", scratch)
- prout(_(" destroyed."))
- game.quad[scratch.x][scratch.y] = IHDOT
- elif iquad in (IHE, IHF): # Buffet ship
- prout(_("***Starship buffeted by nova."))
- if game.shldup:
- if game.shield >= 2000.0:
- game.shield -= 2000.0
- else:
- diff = 2000.0 - game.shield
- game.energy -= diff
- game.shield = 0.0
- game.shldup = False
- prout(_("***Shields knocked out."))
- game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
- else:
- game.energy -= 2000.0
- if game.energy <= 0:
- finish(FNOVA)
- return
- # add in course nova contributes to kicking starship
- icx += game.sector.x-hits[mm][1]
- icy += game.sector.y-hits[mm][2]
- kount += 1
- elif iquad == IHK: # kill klingon
- deadkl(scratch,iquad, scratch)
- elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
- for ll in range(game.nenhere):
- if game.enemies[ll].kloc == scratch:
- break
- 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]
- newc.y = scratch.y + scratch.y - hits[mm][2]
- crmena(True, iquad, "sector", scratch)
- proutn(_(" damaged"))
- if not VALID_SECTOR(newc.x, newc.y):
- # can't leave quadrant
- skip(1)
- break
- iquad1 = game.quad[newc.x][newc.y]
- if iquad1 == IHBLANK:
- proutn(_(", blasted into "))
- crmena(False, IHBLANK, "sector", newc)
- skip(1)
- deadkl(scratch, iquad, newc)
- break
- if iquad1 != IHDOT:
- # can't move into something else
- skip(1)
- break
- proutn(_(", buffeted to Sector %s") % newc)
- game.quad[scratch.x][scratch.y] = IHDOT
- game.quad[newc.x][newc.y] = iquad
- game.enemies[ll].kloc = newc
- game.enemies[ll].kdist = game.enemies[ll].kavgd = distance(game.sector, newc)
- skip(1)
- if top == top2:
- break
- bot = top + 1
- top = top2
- if kount==0:
- return
-
+ game.quad[neighbor.x][neighbor.y] = IHDOT
+ kount += 1
+ elif iquad in (IHP, IHW): # Destroy planet
+ game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
+ if iquad == IHP:
+ game.state.nplankl += 1
+ else:
+ game.state.worldkl += 1
+ crmena(True, iquad, "sector", neighbor)
+ prout(_(" destroyed."))
+ game.iplnet.pclass = "destroyed"
+ game.iplnet = None
+ invalidate(game.plnet)
+ if game.landed:
+ finish(FPNOVA)
+ return
+ game.quad[neighbor.x][neighbor.y] = IHDOT
+ elif iquad == IHB: # Destroy base
+ game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False
+ for i in range(game.state.rembase):
+ if game.state.baseq[i] == game.quadrant:
+ break
+ game.state.baseq[i] = game.state.baseq[game.state.rembase]
+ game.state.rembase -= 1
+ invalidate(game.base)
+ game.state.basekl += 1
+ newcnd()
+ crmena(True, IHB, "sector", neighbor)
+ prout(_(" destroyed."))
+ game.quad[neighbor.x][neighbor.y] = IHDOT
+ elif iquad in (IHE, IHF): # Buffet ship
+ prout(_("***Starship buffeted by nova."))
+ if game.shldup:
+ if game.shield >= 2000.0:
+ game.shield -= 2000.0
+ else:
+ diff = 2000.0 - game.shield
+ game.energy -= diff
+ game.shield = 0.0
+ game.shldup = False
+ prout(_("***Shields knocked out."))
+ game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
+ else:
+ game.energy -= 2000.0
+ if game.energy <= 0:
+ finish(FNOVA)
+ return
+ # add in course nova contributes to kicking starship
+ bump += (game.sector-hits[mm]).sgn()
+ elif iquad == IHK: # kill klingon
+ deadkl(neighbor, iquad, neighbor)
+ elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
+ for ll in range(game.nenhere):
+ if game.enemies[ll].kloc == neighbor:
+ break
+ game.enemies[ll].kpower -= 800.0 # If firepower is lost, die
+ if game.enemies[ll].kpower <= 0.0:
+ deadkl(neighbor, iquad, neighbor)
+ break
+ newc = neighbor + neighbor - hits[mm]
+ crmena(True, iquad, "sector", neighbor)
+ proutn(_(" damaged"))
+ if not VALID_SECTOR(newc.x, newc.y):
+ # can't leave quadrant
+ skip(1)
+ break
+ iquad1 = game.quad[newc.x][newc.y]
+ if iquad1 == IHBLANK:
+ proutn(_(", blasted into "))
+ crmena(False, IHBLANK, "sector", newc)
+ skip(1)
+ deadkl(neighbor, iquad, newc)
+ break
+ if iquad1 != IHDOT:
+ # can't move into something else
+ skip(1)
+ break
+ proutn(_(", buffeted to Sector %s") % newc)
+ game.quad[neighbor.x][neighbor.y] = IHDOT
+ game.quad[newc.x][newc.y] = iquad
+ game.enemies[ll].move(newc)
# Starship affected by nova -- kick it away.
game.dist = kount*0.1
- icx = sgn(icx)
- icy = sgn(icy)
- game.direc = course[3*(icx+1)+icy+2]
+ game.direc = course[3*(bump.x+1)+bump.y+2]
if game.direc == 0.0:
game.dist = 0.0
if game.dist == 0.0:
elif ifin == FBATTLE:
proutn(_("The "))
crmshp()
- prout(_("has been destroyed in battle."))
+ prout(_(" has been destroyed in battle."))
skip(1)
prout(_("Dulce et decorum est pro patria mori."))
elif ifin == FNEG3:
else:
line = raw_input()
if logfp:
- logfp.write(line + "\n")
+ logfp.write("$" + line + "\n")
return line
def setwnd(wnd):
game.inbase = game.state.rembase
return False
-def dropin(iquad):
+def dropin(iquad=None):
# drop a feature on a random dot in the current quadrant
w = coord()
while True:
w = randplace(QUADSIZE)
if game.quad[w.x][w.y] == IHDOT:
break
- game.quad[w.x][w.y] = iquad
+ if iquad is not None:
+ game.quad[w.x][w.y] = iquad
return w
def newcnd():
def newkling():
# drop new Klingon into current quadrant
- return enemy(loc=dropin(IHK), power=randreal(300, 450) + 25.0*game.skill)
+ return enemy(IHK, loc=dropin(), 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.inorbit = False
game.landed = False
game.ientesc = False
- global iqengry
- iqengry = False
game.iseenit = False
if game.iscate:
# Attempt to escape Super-commander, so tbeam back!
if q.klingons:
# Position ordinary Klingons
for i in range(game.klhere):
- game.enemies.append(newkling())
+ newkling()
# If we need a commander, promote a Klingon
for i in range(game.state.remcom):
if game.state.kcmdr[i] == game.quadrant:
game.ishere = True
# Put in Romulans if needed
for i in range(game.klhere, game.nenhere):
- game.enemies.append(enemy(loc=dropin(IHR),
- power=randreal(400.0,850.0)+50.0*game.skill))
+ enemy(IHR, 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.plnet = dropin(IHW)
# Check for condition
newcnd()
- # And finally the stars
- for i in range(q.stars):
- dropin(IHSTAR)
# Check for RNZ
if game.irhere > 0 and game.klhere == 0:
game.neutz = True
if shutup==0:
# Put in THING if needed
if thing == game.quadrant:
- 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
+ enemy(symbol=IHQUEST, loc=dropin(),
+ power=randreal(6000,6500.0)+250.0*game.skill)
if not damaged(DSRSENS):
skip(1)
prout(_("Mr. Spock- \"Captain, this is most unusual."))
if (game.skill < SKILL_GOOD and withprob(0.02)) or \
(game.skill == SKILL_GOOD and withprob(0.05)) or \
(game.skill > SKILL_GOOD and withprob(0.08)):
- game.tholian = coord()
+ w = coord()
while True:
- game.tholian.x = withprob(0.5) * (QUADSIZE-1)
- game.tholian.y = withprob(0.5) * (QUADSIZE-1)
- if game.quad[game.tholian.x][game.tholian.y] == IHDOT:
+ w.x = withprob(0.5) * (QUADSIZE-1)
+ w.y = withprob(0.5) * (QUADSIZE-1)
+ if game.quad[w.x][w.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.tholian = enemy(symbol=IHT, loc=w,
+ power=randrange(100, 500) + 25.0*game.skill)
# Reserve unoccupied corners
if game.quad[0][0]==IHDOT:
game.quad[0][0] = 'X'
if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT:
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)
# Put in a few black holes
for i in range(1, 3+1):
if withprob(0.5):
if __name__ == '__main__':
try:
- global line, thing, game, idebug, iqengry
+ global line, thing, game, idebug
game = citem = aaitem = inqueue = None
line = ''
thing = coord()
- iqengry = False
+ thing.angry = False
game = gamestate()
idebug = 0
game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)