# Copyright by Eric S. Raymond
# SPDX-License-Identifier: BSD-2-clause
-# pylint: disable=line-too-long,superfluous-parens,too-many-lines,invalid-name,missing-function-docstring,missing-class-docstring,multiple-statements,too-many-branches,too-many-statements,too-many-locals,too-many-nested-blocks,too-many-return-statements,too-many-instance-attributes,global-statement,no-else-break,no-else-return,no-else-continue,too-few-public-methods,too-many-boolean-expressions,consider-using-f-string,consider-using-enumerate,consider-using-with,unspecified-encoding
+# pylint: disable=line-too-long,superfluous-parens,too-many-lines,invalid-name,missing-function-docstring,missing-class-docstring,multiple-statements,too-many-branches,too-many-statements,too-many-locals,too-many-nested-blocks,too-many-return-statements,too-many-instance-attributes,global-statement,no-else-break,no-else-return,no-else-continue,too-few-public-methods,too-many-boolean-expressions,consider-using-f-string,consider-using-enumerate,consider-using-with,unspecified-encoding,consider-using-generator
# pylint: disable=multiple-imports
import os, sys, math, curses, time, pickle, copy, gettext, getpass
version = "2.7"
-docpath = (".", "doc/", "/usr/share/doc/sst/")
+docpath = (".", "doc/", "/usr/share/doc/sst/")
+
def _(st):
return gettext.gettext(st)
+
# Rolling our own LCG because Python changed its incompatibly in 3.2.
# Thus, we needed to have our own to be 2/3 polyglot; it will be
# helpful when and if we ever forward-port to another language.
+
class randomizer:
# LCG PRNG parameters tested against
# Knuth vol. 2. by the authors of ADVENT
@staticmethod
def random():
old_x = game.lcg_x
- game.lcg_x = (randomizer.LCG_A * game.lcg_x + randomizer.LCG_C) % randomizer.LCG_M
+ game.lcg_x = (
+ randomizer.LCG_A * game.lcg_x + randomizer.LCG_C
+ ) % randomizer.LCG_M
return old_x / randomizer.LCG_M
@staticmethod
def withprob(p):
v = randomizer.random()
- #if logfp:
+ # if logfp:
# logfp.write("#withprob(%.2f) -> %s\n" % (p, v < p))
return v < p
v = int(v * args[0])
else:
v = args[0] + int(v * (args[1] - args[0]))
- #if logfp:
+ # if logfp:
# logfp.write("#integer%s -> %s\n" % (args, v))
return int(v)
def real(*args):
v = randomizer.random()
if len(args) == 1:
- v *= args[0] # from [0, args[0])
+ v *= args[0] # from [0, args[0])
elif len(args) == 2:
- v = args[0] + v*(args[1]-args[0]) # from [args[0], args[1])
- #if logfp:
+ v = args[0] + v * (args[1] - args[0]) # from [args[0], args[1])
+ # if logfp:
# logfp.write("#real%s -> %f\n" % (args, v))
return v
@staticmethod
def seed(n):
- #if logfp:
+ # if logfp:
# logfp.write("#seed(%d)\n" % n)
game.lcg_x = n % randomizer.LCG_M
def setrngstate(n):
game.lcg_x = n
-GALSIZE = 8 # Galaxy size in quadrants
-NINHAB = (GALSIZE * GALSIZE // 2) # Number of inhabited worlds
-MAXUNINHAB = 10 # Maximum uninhabited worlds
-QUADSIZE = 10 # Quadrant size in sectors
-BASEMIN = 2 # Minimum starbases
-BASEMAX = (GALSIZE * GALSIZE // 12) # Maximum starbases
-MAXKLGAME = 127 # Maximum Klingons per game
-MAXKLQUAD = 9 # Maximum Klingons per quadrant
-FULLCREW = 428 # Crew size. BSD Trek was 387, that's wrong
-FOREVER = 1e30 # Time for the indefinite future
-MAXBURST = 3 # Max # of torps you can launch in one turn
-MINCMDR = 10 # Minimum number of Klingon commanders
-DOCKFAC = 0.25 # Repair faster when docked
-PHASEFAC = 2.0 # Phaser attenuation factor
-
-ALGERON = 2311 # Date of the Treaty of Algeron
-
-
-DEFAULT = -1
-BLACK = 0
-BLUE = 1
-GREEN = 2
-CYAN = 3
-RED = 4
-MAGENTA = 5
-BROWN = 6
-LIGHTGRAY = 7
-DARKGRAY = 8
-LIGHTBLUE = 9
-LIGHTGREEN = 10
-LIGHTCYAN = 11
-LIGHTRED = 12
+
+GALSIZE = 8 # Galaxy size in quadrants
+NINHAB = GALSIZE * GALSIZE // 2 # Number of inhabited worlds
+MAXUNINHAB = 10 # Maximum uninhabited worlds
+QUADSIZE = 10 # Quadrant size in sectors
+BASEMIN = 2 # Minimum starbases
+BASEMAX = GALSIZE * GALSIZE // 12 # Maximum starbases
+MAXKLGAME = 127 # Maximum Klingons per game
+MAXKLQUAD = 9 # Maximum Klingons per quadrant
+FULLCREW = 428 # Crew size. BSD Trek was 387, that's wrong
+FOREVER = 1e30 # Time for the indefinite future
+MAXBURST = 3 # Max # of torps you can launch in one turn
+MINCMDR = 10 # Minimum number of Klingon commanders
+DOCKFAC = 0.25 # Repair faster when docked
+PHASEFAC = 2.0 # Phaser attenuation factor
+
+ALGERON = 2311 # Date of the Treaty of Algeron
+
+
+DEFAULT = -1
+BLACK = 0
+BLUE = 1
+GREEN = 2
+CYAN = 3
+RED = 4
+MAGENTA = 5
+BROWN = 6
+LIGHTGRAY = 7
+DARKGRAY = 8
+LIGHTBLUE = 9
+LIGHTGREEN = 10
+LIGHTCYAN = 11
+LIGHTRED = 12
LIGHTMAGENTA = 13
-YELLOW = 14
-WHITE = 15
+YELLOW = 14
+WHITE = 15
+
class TrekError(Exception):
pass
+
class JumpOut(Exception):
pass
+
def letterize(n):
- return chr(ord('a') + n - 1)
+ return chr(ord("a") + n - 1)
+
class Coord:
def __init__(self, x=None, y=None):
- self.i = x # Row
- self.j = y # Column
+ self.i = x # Row
+ self.j = y # Column
+
def valid_quadrant(self):
- return (self.i is not None) and (self.j is not None) and (self.i >= 0) and (self.i < GALSIZE) and (self.j >= 0) and (self.j < GALSIZE)
+ return (
+ (self.i is not None)
+ and (self.j is not None)
+ and (self.i >= 0)
+ and (self.i < GALSIZE)
+ and (self.j >= 0)
+ and (self.j < GALSIZE)
+ )
+
def valid_sector(self):
- return (self.i is not None) and (self.j is not None) and (self.i >= 0) and (self.i < QUADSIZE) and (self.j >= 0) and (self.j < QUADSIZE)
+ return (
+ (self.i is not None)
+ and (self.j is not None)
+ and (self.i >= 0)
+ and (self.i < QUADSIZE)
+ and (self.j >= 0)
+ and (self.j < QUADSIZE)
+ )
+
def invalidate(self):
self.i = self.j = None
+
def __eq__(self, other):
return other is not None and self.i == other.i and self.j == other.j
+
def __ne__(self, other):
return other is 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)
+ return Coord(self.i + other.i, self.j + other.j)
+
def __sub__(self, other):
- return Coord(self.i-other.i, self.j-other.j)
+ return Coord(self.i - other.i, self.j - other.j)
+
def __mul__(self, other):
- return Coord(self.i*other, self.j*other)
+ return Coord(self.i * other, self.j * other)
+
def __rmul__(self, other):
- return Coord(self.i*other, self.j*other)
+ return Coord(self.i * other, self.j * other)
+
def __div__(self, other): # pragma: no cover
- return Coord(self.i/other, self.j/other)
+ return Coord(self.i / other, self.j / other)
+
def __truediv__(self, other): # pragma: no cover
- return Coord(self.i/other, self.j/other)
+ return Coord(self.i / other, self.j / other)
+
def __floordiv__(self, other): # pragma: no cover
- return Coord(self.i//other, self.j//other)
+ return Coord(self.i // other, self.j // other)
+
def __mod__(self, other):
return Coord(self.i % other, self.j % other)
+
def __rtruediv__(self, other): # pragma: no cover
- return Coord(self.i/other, self.j/other)
+ return Coord(self.i / other, self.j / other)
+
def __rfloordiv__(self, other): # pragma: no cover
- return Coord(self.i//other, self.j//other)
+ return Coord(self.i // other, self.j // other)
+
def roundtogrid(self):
return Coord(int(round(self.i)), int(round(self.j)))
+
def distance(self, other=None):
if not other:
other = Coord(0, 0)
- return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
+ return math.sqrt((self.i - other.i) ** 2 + (self.j - other.j) ** 2)
+
def bearing(self):
- return 1.90985*math.atan2(self.j, self.i)
+ return 1.90985 * math.atan2(self.j, self.i)
+
def sgn(self):
s = Coord()
if self.i == 0:
else:
s.j = 1
return s
+
def quadrant(self):
- #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
+ # print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
return self.roundtogrid() // QUADSIZE
+
def sector(self):
return self.roundtogrid() % QUADSIZE
+
def __str__(self):
if self.i is None or self.j is None:
return "Nowhere" # pragma: no cover
- if (game.options & OPTION_ALPHAMERIC):
+ if game.options & OPTION_ALPHAMERIC:
return letterize(self.i + 1) + str(self.j + 1)
- return "%s - %s" % (self.i+1, self.j+1)
+ return "%s - %s" % (self.i + 1, self.j + 1)
+
__repr__ = __str__
-class Thingy():
+
+class Thingy:
"Do not anger the Space Thingy!"
+
def __init__(self):
self.location = Coord()
+
def at(self, q):
return (q.i, q.j) == (self.location.i, self.location.j)
+
class Planet:
def __init__(self):
- self.name = None # string-valued if inhabited
- self.quadrant = Coord() # quadrant located
- self.pclass = None # could be ""M", "N", "O", or "destroyed"
- self.crystals = "absent"# could be "mined", "present", "absent"
- self.known = "unknown" # could be "unknown", "known", "shuttle_down"
- self.inhabited = False # is it inhabited?
+ self.name = None # string-valued if inhabited
+ self.quadrant = Coord() # quadrant located
+ self.pclass = None # could be ""M", "N", "O", or "destroyed"
+ self.crystals = "absent" # could be "mined", "present", "absent"
+ self.known = "unknown" # could be "unknown", "known", "shuttle_down"
+ self.inhabited = False # is it inhabited?
+
def __str__(self):
return self.name
+
class Quadrant:
def __init__(self):
self.stars = 0
self.romulans = 0
self.supernova = False
self.charted = False
- self.status = "secure" # Could be "secure", "distressed", "enslaved"
+ self.status = "secure" # Could be "secure", "distressed", "enslaved"
+
def __str__(self):
return "<Quadrant: %(klingons)d>" % self.__dict__ # pragma: no cover
+
__repr__ = __str__
+
class Page:
def __init__(self):
self.stars = None
self.starbase = False
self.klingons = None
+
def __repr__(self):
- return "<%s,%s,%s>" % (self.klingons, self.starbase, self.stars) # pragma: no cover
+ return "<%s,%s,%s>" % (
+ self.klingons,
+ self.starbase,
+ self.stars,
+ ) # pragma: no cover
+
def fill2d(size, fillfun):
"Fill an empty list in 2D."
lst[i].append(fillfun(i, j))
return lst
+
class Snapshot:
def __init__(self):
- self.snap = False # snapshot taken
- self.crew = 0 # crew complement
- self.nscrem = 0 # remaining super commanders
- self.starkl = 0 # destroyed stars
- self.basekl = 0 # destroyed bases
- self.nromrem = 0 # Romulans remaining
- self.nplankl = 0 # destroyed uninhabited planets
- self.nworldkl = 0 # destroyed inhabited planets
- self.planets = [] # Planet information
- self.date = 0.0 # stardate
- self.remres = 0 # remaining resources
- self.remtime = 0 # remaining time
- self.baseq = [] # Base quadrant coordinates
- self.kcmdr = [] # Commander quadrant coordinates
- self.kscmdr = Coord() # Supercommander quadrant coordinates
+ self.snap = False # snapshot taken
+ self.crew = 0 # crew complement
+ self.nscrem = 0 # remaining super commanders
+ self.starkl = 0 # destroyed stars
+ self.basekl = 0 # destroyed bases
+ self.nromrem = 0 # Romulans remaining
+ self.nplankl = 0 # destroyed uninhabited planets
+ self.nworldkl = 0 # destroyed inhabited planets
+ self.planets = [] # Planet information
+ self.date = 0.0 # stardate
+ self.remres = 0 # remaining resources
+ self.remtime = 0 # remaining time
+ self.baseq = [] # Base quadrant coordinates
+ self.kcmdr = [] # Commander quadrant coordinates
+ self.kscmdr = Coord() # Supercommander quadrant coordinates
# the galaxy
self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
# the starchart
self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
+
def traverse(self):
for i in range(GALSIZE):
for j in range(GALSIZE):
yield (i, j, self.galaxy[i][j])
+
class Event:
def __init__(self):
- self.date = None # A real number
- self.quadrant = None # A coord structure
+ self.date = None # A real number
+ self.quadrant = None # A coord structure
+
# game options
-OPTION_ALL = 0xffffffff
-OPTION_TTY = 0x00000001 # old interface
-OPTION_CURSES = 0x00000002 # new interface
-OPTION_IOMODES = 0x00000003 # cover both interfaces
-OPTION_PLANETS = 0x00000004 # planets and mining (> 1974)
-OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
-OPTION_SUPERCMDR = 0x00000010 # Supercommanders (UT 1979 version)
-OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
-OPTION_MVBADDY = 0x00000040 # more enemies can move (Almy, 1979?)
-OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy, 1979?)
-OPTION_ALMY = 0x00000100 # Almy's death ray upgrade (1997?)
-OPTION_AUTOPASS = 0x00000200 # Autogenerate password (Almy, 1997?)
-OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
-OPTION_BLKHOLE = 0x00000800 # black hole may timewarp you (Stas, 2005)
-OPTION_SHOWME = 0x00001000 # bracket Enterprise in chart (ESR, 2005)
-OPTION_WORLDS = 0x00002000 # logic for inhabited worlds (ESR, 2006)
-OPTION_AUTOSCAN = 0x00004000 # automatic LRSCAN before CHART (ESR, 2006)
-OPTION_COLOR = 0x00008000 # enable color display (ESR, 2010)
-OPTION_CAPTURE = 0x00010000 # Enable BSD-Trek capture (Almy, 2013).
-OPTION_CLOAK = 0x10020000 # Enable BSD-Trek capture (Almy, 2013).
-OPTION_DOTFILL = 0x01040000 # fix dotfill glitch in chart (ESR, 2019)
-OPTION_ALPHAMERIC = 0x00080000 # Alpha Y coordinates (ESR, 2023)
+OPTION_ALL = 0xFFFFFFFF
+OPTION_TTY = 0x00000001 # old interface
+OPTION_CURSES = 0x00000002 # new interface
+OPTION_IOMODES = 0x00000003 # cover both interfaces
+OPTION_PLANETS = 0x00000004 # planets and mining (> 1974)
+OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
+OPTION_SUPERCMDR = 0x00000010 # Supercommanders (UT 1979 version)
+OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
+OPTION_MVBADDY = 0x00000040 # more enemies can move (Almy, 1979?)
+OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy, 1979?)
+OPTION_ALMY = 0x00000100 # Almy's death ray upgrade (1997?)
+OPTION_AUTOPASS = 0x00000200 # Autogenerate password (Almy, 1997?)
+OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
+OPTION_BLKHOLE = 0x00000800 # black hole may timewarp you (Stas, 2005)
+OPTION_SHOWME = 0x00001000 # bracket Enterprise in chart (ESR, 2005)
+OPTION_WORLDS = 0x00002000 # logic for inhabited worlds (ESR, 2006)
+OPTION_AUTOSCAN = 0x00004000 # automatic LRSCAN before CHART (ESR, 2006)
+OPTION_COLOR = 0x00008000 # enable color display (ESR, 2010)
+OPTION_CAPTURE = 0x00010000 # Enable BSD-Trek capture (Almy, 2013).
+OPTION_CLOAK = 0x10020000 # Enable BSD-Trek capture (Almy, 2013).
+OPTION_DOTFILL = 0x01040000 # fix dotfill glitch in chart (ESR, 2019)
+OPTION_ALPHAMERIC = 0x00080000 # Alpha Y coordinates (ESR, 2023)
option_names = {
"ALL": (OPTION_ALL, 0),
"THOLIAN": (OPTION_THOLIAN, 1979),
"SUPERCMDR": (OPTION_SUPERCMDR, 1979),
"PROBE": (OPTION_PROBE, 1980),
- "MVBADDY": (OPTION_MVBADDY, 1981), # year bumped to make it distinct
- "RAMMING": (OPTION_RAMMING, 1982), # year bumped to make it distinct
+ "MVBADDY": (OPTION_MVBADDY, 1981), # year bumped to make it distinct
+ "RAMMING": (OPTION_RAMMING, 1982), # year bumped to make it distinct
"ALMY": (OPTION_ALMY, 1997),
- "AUTOPASS": (OPTION_AUTOPASS, 1998), # year bumped to make it distinct
- "BASE": (OPTION_BASE, 2004), # year bumped to make it distinct
- "BLKHOLE": (OPTION_BLKHOLE, 2004), # year bumped to make it distinct
+ "AUTOPASS": (OPTION_AUTOPASS, 1998), # year bumped to make it distinct
+ "BASE": (OPTION_BASE, 2004), # year bumped to make it distinct
+ "BLKHOLE": (OPTION_BLKHOLE, 2004), # year bumped to make it distinct
"SHOWME": (OPTION_SHOWME, 2005),
"WORLDS": (OPTION_WORLDS, 2006),
"AUTOSCAN": (OPTION_AUTOSCAN, 2007), # year bumped to make it distinct
"COLOR": (OPTION_COLOR, 2010),
"CAPTURE": (OPTION_CAPTURE, 2013),
- "CLOAK": (OPTION_CLOAK, 2014), # year bumped to make it distinct
+ "CLOAK": (OPTION_CLOAK, 2014), # year bumped to make it distinct
"DOTFILL": (OPTION_DOTFILL, 2019),
- "ALPHAMERIC": (OPTION_ALPHAMERIC, 2023)
+ "ALPHAMERIC": (OPTION_ALPHAMERIC, 2023),
}
# Define devices
-DSRSENS = 0
-DLRSENS = 1
-DPHASER = 2
-DPHOTON = 3
-DLIFSUP = 4
-DWARPEN = 5
-DIMPULS = 6
-DSHIELD = 7
-DRADIO = 8
-DSHUTTL = 9
-DCOMPTR = 10
-DNAVSYS = 11
-DTRANSP = 12
-DSHCTRL = 13
-DDRAY = 14
-DDSP = 15
-DCLOAK = 16
-NDEVICES = 17 # Number of devices
-
-SKILL_NONE = 0
-SKILL_NOVICE = 1
-SKILL_FAIR = 2
-SKILL_GOOD = 3
-SKILL_EXPERT = 4
-SKILL_EMERITUS = 5
+DSRSENS = 0
+DLRSENS = 1
+DPHASER = 2
+DPHOTON = 3
+DLIFSUP = 4
+DWARPEN = 5
+DIMPULS = 6
+DSHIELD = 7
+DRADIO = 8
+DSHUTTL = 9
+DCOMPTR = 10
+DNAVSYS = 11
+DTRANSP = 12
+DSHCTRL = 13
+DDRAY = 14
+DDSP = 15
+DCLOAK = 16
+NDEVICES = 17 # Number of devices
+
+SKILL_NONE = 0
+SKILL_NOVICE = 1
+SKILL_FAIR = 2
+SKILL_GOOD = 3
+SKILL_EXPERT = 4
+SKILL_EMERITUS = 5
+
def damaged(dev):
- return (game.damage[dev] != 0.0)
+ return game.damage[dev] != 0.0
+
+
def communicating():
- return not damaged(DRADIO) or game.condition=="docked"
+ return not damaged(DRADIO) or game.condition == "docked"
+
# Define future events
-FSPY = 0 # Spy event happens always (no future[] entry)
- # can cause SC to tractor beam Enterprise
-FSNOVA = 1 # Supernova
-FTBEAM = 2 # Commander tractor beams Enterprise
-FSNAP = 3 # Snapshot for time warp
-FBATTAK = 4 # Commander attacks base
-FCDBAS = 5 # Commander destroys base
-FSCMOVE = 6 # Supercommander moves (might attack base)
-FSCDBAS = 7 # Supercommander destroys base
-FDSPROB = 8 # Move deep space probe
-FDISTR = 9 # Emit distress call from an inhabited world
-FENSLV = 10 # Inhabited word is enslaved
-FREPRO = 11 # Klingons build a ship in an enslaved system
+FSPY = 0 # Spy event happens always (no future[] entry)
+# can cause SC to tractor beam Enterprise
+FSNOVA = 1 # Supernova
+FTBEAM = 2 # Commander tractor beams Enterprise
+FSNAP = 3 # Snapshot for time warp
+FBATTAK = 4 # Commander attacks base
+FCDBAS = 5 # Commander destroys base
+FSCMOVE = 6 # Supercommander moves (might attack base)
+FSCDBAS = 7 # Supercommander destroys base
+FDSPROB = 8 # Move deep space probe
+FDISTR = 9 # Emit distress call from an inhabited world
+FENSLV = 10 # Inhabited word is enslaved
+FREPRO = 11 # Klingons build a ship in an enslaved system
NEVENTS = 12
# Abstract out the event handling -- underlying data structures will change
def findevent(evtype): # pragma: no cover
return game.future[evtype]
+
class Enemy:
def __init__(self, etype=None, loc=None, power=None):
self.type = etype
self.kavgd = None
if loc:
self.move(loc)
- self.power = power # enemy energy level
+ self.power = power # enemy energy level
game.enemies.append(self)
+
def move(self, loc):
- motion = (loc != self.location)
+ motion = loc != self.location
if self.location.i is not None and self.location.j is not None:
if motion:
- if self.type == 'T':
- game.quad[self.location.i][self.location.j] = '#'
+ if self.type == "T":
+ game.quad[self.location.i][self.location.j] = "#"
else:
- game.quad[self.location.i][self.location.j] = '.'
+ game.quad[self.location.i][self.location.j] = "."
if loc:
self.location = copy.copy(loc)
game.quad[self.location.i][self.location.j] = self.type
if self in game.enemies:
game.enemies.remove(self)
return motion
+
def __repr__(self):
return "<%s,%s,%f>" % (self.type, self.location, self.power) # pragma: no cover
+
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 = None # contents of our quadrant
- self.damage = [0.0] * NDEVICES # damage encountered
- self.future = [] # future events
+ self.options = None # Game options
+ self.state = Snapshot() # A snapshot structure
+ self.snapsht = Snapshot() # Last snapshot taken for time-travel purposes
+ self.quad = None # contents of our quadrant
+ self.damage = [0.0] * NDEVICES # damage encountered
+ self.future = [] # future events
i = NEVENTS
while i > 0:
i -= 1
self.future.append(Event())
- self.passwd = None # Self Destruct password
+ self.passwd = None # Self Destruct password
self.enemies = []
- self.quadrant = None # where we are in the large
- self.sector = None # where we are in the small
- 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.gamewon = False # Finished!
- self.ididit = False # action taken -- allows enemy to attack
- self.alive = False # we are alive (not killed)
- self.justin = False # just entered quadrant
- self.shldup = False # shields are up
- self.shldchg = False # shield is changing (affects efficiency)
- self.iscate = False # super commander is here
- self.ientesc = False # attempted escape from supercommander
- self.resting = False # rest time
- self.icraft = False # Kirk in Galileo
- self.landed = False # party on planet (true), on ship (false)
- self.alldone = False # game is now finished
- self.neutz = False # Romulan Neutral Zone
- self.isarmed = False # probe is armed
- self.inorbit = False # orbiting a planet
- self.imine = False # mining
- self.icrystl = False # dilithium crystals aboard
- self.iseenit = False # seen base attack report
- self.thawed = False # thawed game
- self.condition = None # "green", "yellow", "red", "docked", "dead"
- self.iscraft = None # "onship", "offship", "removed"
- self.skill = SKILL_NONE # Player skill level
- self.inkling = 0 # initial number of klingons
- self.inbase = 0 # initial number of bases
- self.incom = 0 # initial number of commanders
- self.inscom = 0 # initial number of commanders
- self.inrom = 0 # initial number of commanders
- self.instar = 0 # initial stars
- self.intorps = 0 # initial/max torpedoes
- self.torps = 0 # number of torpedoes
- self.ship = 0 # ship type -- 'E' is Enterprise
- self.abandoned = 0 # count of crew abandoned in space
- self.length = 0 # length of game
- self.klhere = 0 # klingons here
- self.casual = 0 # causalties
- self.nhelp = 0 # calls for help
- self.nkinks = 0 # count of energy-barrier crossings
- self.iplnet = None # planet # in quadrant
- self.inplan = 0 # initial planets
- self.irhere = 0 # Romulans in quadrant
- self.isatb = 0 # =2 if super commander is attacking base
- self.tourn = None # tournament number
- self.nprobes = 0 # number of probes available
- self.inresor = 0.0 # initial resources
- self.intime = 0.0 # initial time
- self.inenrg = 0.0 # initial/max energy
- self.inshld = 0.0 # initial/max shield
- self.inlsr = 0.0 # initial life support resources
- self.indate = 0.0 # initial date
- self.energy = 0.0 # energy level
- self.shield = 0.0 # shield level
- self.warpfac = 0.0 # warp speed
- self.lsupres = 0.0 # life support reserves
- self.optime = 0.0 # time taken by current operation
- 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 # object holding probe course info
- self.height = 0.0 # height of orbit around planet
- self.score = 0.0 # overall score
- self.perdate = 0.0 # rate of kills
- self.idebug = False # Debugging instrumentation enabled?
- self.cdebug = False # Debugging instrumentation for curses enabled?
- self.statekscmdr = None # No SuperCommander coordinates yet.
- self.brigcapacity = 400 # Enterprise brig capacity
- self.brigfree = 400 # How many klingons can we put in the brig?
- self.kcaptured = 0 # Total Klingons captured, for scoring.
+ self.quadrant = None # where we are in the large
+ self.sector = None # where we are in the small
+ 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.gamewon = False # Finished!
+ self.ididit = False # action taken -- allows enemy to attack
+ self.alive = False # we are alive (not killed)
+ self.justin = False # just entered quadrant
+ self.shldup = False # shields are up
+ self.shldchg = False # shield is changing (affects efficiency)
+ self.iscate = False # super commander is here
+ self.ientesc = False # attempted escape from supercommander
+ self.resting = False # rest time
+ self.icraft = False # Kirk in Galileo
+ self.landed = False # party on planet (true), on ship (false)
+ self.alldone = False # game is now finished
+ self.neutz = False # Romulan Neutral Zone
+ self.isarmed = False # probe is armed
+ self.inorbit = False # orbiting a planet
+ self.imine = False # mining
+ self.icrystl = False # dilithium crystals aboard
+ self.iseenit = False # seen base attack report
+ self.thawed = False # thawed game
+ self.condition = None # "green", "yellow", "red", "docked", "dead"
+ self.iscraft = None # "onship", "offship", "removed"
+ self.skill = SKILL_NONE # Player skill level
+ self.inkling = 0 # initial number of klingons
+ self.inbase = 0 # initial number of bases
+ self.incom = 0 # initial number of commanders
+ self.inscom = 0 # initial number of commanders
+ self.inrom = 0 # initial number of commanders
+ self.instar = 0 # initial stars
+ self.intorps = 0 # initial/max torpedoes
+ self.torps = 0 # number of torpedoes
+ self.ship = 0 # ship type -- 'E' is Enterprise
+ self.abandoned = 0 # count of crew abandoned in space
+ self.length = 0 # length of game
+ self.klhere = 0 # klingons here
+ self.casual = 0 # causalties
+ self.nhelp = 0 # calls for help
+ self.nkinks = 0 # count of energy-barrier crossings
+ self.iplnet = None # planet # in quadrant
+ self.inplan = 0 # initial planets
+ self.irhere = 0 # Romulans in quadrant
+ self.isatb = 0 # =2 if super commander is attacking base
+ self.tourn = None # tournament number
+ self.nprobes = 0 # number of probes available
+ self.inresor = 0.0 # initial resources
+ self.intime = 0.0 # initial time
+ self.inenrg = 0.0 # initial/max energy
+ self.inshld = 0.0 # initial/max shield
+ self.inlsr = 0.0 # initial life support resources
+ self.indate = 0.0 # initial date
+ self.energy = 0.0 # energy level
+ self.shield = 0.0 # shield level
+ self.warpfac = 0.0 # warp speed
+ self.lsupres = 0.0 # life support reserves
+ self.optime = 0.0 # time taken by current operation
+ 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 # object holding probe course info
+ self.height = 0.0 # height of orbit around planet
+ self.score = 0.0 # overall score
+ self.perdate = 0.0 # rate of kills
+ self.idebug = False # Debugging instrumentation enabled?
+ self.cdebug = False # Debugging instrumentation for curses enabled?
+ self.statekscmdr = None # No SuperCommander coordinates yet.
+ self.brigcapacity = 400 # Enterprise brig capacity
+ self.brigfree = 400 # How many klingons can we put in the brig?
+ self.kcaptured = 0 # Total Klingons captured, for scoring.
self.iscloaked = False # Cloaking device on?
- self.ncviol = 0 # Algreon treaty violations
- self.isviolreported = False # We have been warned
- self.lcg_x = 0 # LCG generator value
+ self.ncviol = 0 # Algreon treaty violations
+ self.isviolreported = False # We have been warned
+ self.lcg_x = 0 # LCG generator value
+
def remkl(self):
return sum([q.klingons for (_i, _j, q) in list(self.state.traverse())])
+
def recompute(self):
# Stas thinks this should be (C expression):
# game.remkl() + len(game.state.kcmdr) > 0 ?
# He says the existing expression is prone to divide-by-zero errors
# after killing the last klingon when score is shown -- perhaps also
# if the only remaining klingon is SCOM.
- self.state.remtime = self.state.remres/(self.remkl() + 4*len(self.state.kcmdr))
+ self.state.remtime = self.state.remres / (
+ self.remkl() + 4 * len(self.state.kcmdr)
+ )
+
def unwon(self):
"Are there Klingons remaining?"
return self.remkl()
+
FWON = 0
FDEPLETE = 1
FLIFESUP = 2
# Code from ai.c begins here
+
def welcoming(iq):
"Would this quadrant welcome another Klingon?"
- return iq.valid_quadrant() and \
- not game.state.galaxy[iq.i][iq.j].supernova and \
- game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
+ return (
+ iq.valid_quadrant()
+ and not game.state.galaxy[iq.i][iq.j].supernova
+ and game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
+ )
+
def tryexit(enemy, look, irun):
"A bad guy attempts to bug out."
iq = Coord()
- iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))//QUADSIZE - 1
- iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))//QUADSIZE - 1
+ iq.i = game.quadrant.i + (look.i + (QUADSIZE - 1)) // QUADSIZE - 1
+ iq.j = game.quadrant.j + (look.j + (QUADSIZE - 1)) // QUADSIZE - 1
if not welcoming(iq):
return []
- if enemy.type == 'R':
- return [] # Romulans cannot escape!
+ if enemy.type == "R":
+ return [] # Romulans cannot escape!
if not irun:
# avoid intruding on another commander's territory
- if enemy.type == 'C':
+ if enemy.type == "C":
if iq in game.state.kcmdr:
return []
# 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 == 'S':
+ if enemy.type == "S":
game.iscate = False
game.ientesc = False
game.isatb = 0
# report move out of quadrant.
return [(True, enemy, oldloc, iq)]
+
# The bad-guy movement algorithm:
#
# 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
#
# 5. Motion is limited to skill level, except for SC hi-tailing it out.
+
def movebaddy(enemy):
"Tactical movement for the bad guys."
goto = Coord()
irun = False
# This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
if game.skill >= SKILL_EXPERT:
- nbaddys = int(((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
+ nbaddys = int(
+ (
+ (game.quadrant in game.state.kcmdr) * 2
+ + (game.state.kscmdr == game.quadrant) * 2
+ + game.klhere * 1.23
+ + game.irhere * 1.5
+ )
+ / 2.0
+ )
else:
- nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
+ nbaddys = (game.quadrant in game.state.kcmdr) + (
+ game.state.kscmdr == game.quadrant
+ )
old_dist = enemy.kdist
- mdist = int(old_dist + 0.5) # Nearest integer distance
+ mdist = int(old_dist + 0.5) # Nearest integer distance
# If SC, check with spy to see if should hi-tail it
- if enemy.type == 'S' and \
- (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
+ if enemy.type == "S" and (
+ enemy.power <= 500.0 or (game.condition == "docked" and not damaged(DPHOTON))
+ ):
irun = True
motion = -QUADSIZE
else:
# decide whether to advance, retreat, or hold position
- forces = enemy.power+100.0*len(game.enemies)+400*(nbaddys-1)
+ forces = enemy.power + 100.0 * len(game.enemies) + 400 * (nbaddys - 1)
if not game.shldup:
- forces += 1000 # Good for enemy if shield is down!
+ forces += 1000 # Good for enemy if shield is down!
if not damaged(DPHASER) or not damaged(DPHOTON):
- if damaged(DPHASER): # phasers damaged
+ if damaged(DPHASER): # phasers damaged
forces += 300.0
else:
- forces -= 0.2*(game.energy - 2500.0)
- if damaged(DPHOTON): # photon torpedoes damaged
+ forces -= 0.2 * (game.energy - 2500.0)
+ if damaged(DPHOTON): # photon torpedoes damaged
forces += 300.0
else:
- forces -= 50.0*game.torps
+ forces -= 50.0 * game.torps
else:
# phasers and photon tubes both out!
forces += 1000.0
motion = 0
- if forces <= 1000.0 and game.condition != "docked": # Typical situation
- motion = ((forces + rnd.real(200))/150.0) - 5.0
+ if forces <= 1000.0 and game.condition != "docked": # Typical situation
+ motion = ((forces + rnd.real(200)) / 150.0) - 5.0
else:
- if forces > 1000.0: # Very strong -- move in for kill
- motion = (1.0 - rnd.real())**2 * old_dist + 1.0
- if game.condition == "docked" and (game.options & OPTION_BASE): # protected by base -- back off !
- motion -= game.skill*(2.0-rnd.real()**2)
+ if forces > 1000.0: # Very strong -- move in for kill
+ motion = (1.0 - rnd.real()) ** 2 * old_dist + 1.0
+ if game.condition == "docked" and (
+ game.options & OPTION_BASE
+ ): # protected by base -- back off !
+ motion -= game.skill * (2.0 - rnd.real() ** 2)
if game.idebug:
- proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces)) # pragma: no cover
+ proutn(
+ "=== MOTION = %d, FORCES = %1.2f, " % (motion, forces)
+ ) # pragma: no cover
# don't move if no motion
if motion == 0:
return []
# calculate preferred number of steps
nsteps = abs(int(motion))
if motion > 0 and nsteps > mdist:
- nsteps = mdist # don't overshoot
- nsteps = min(nsteps, QUADSIZE) # This shouldn't be necessary
- nsteps = max(nsteps, 1) # This shouldn't be necessary
+ nsteps = mdist # don't overshoot
+ nsteps = min(nsteps, QUADSIZE) # This shouldn't be necessary
+ nsteps = max(nsteps, 1) # This shouldn't be necessary
if game.idebug:
- proutn("NSTEPS = %d:" % nsteps) # pragma: no cover
+ proutn("NSTEPS = %d:" % nsteps) # pragma: no cover
# Compute preferred values of delta X and Y
m = game.sector - enemy.location
if 2.0 * abs(m.i) < abs(m.j):
m.i = 0
- if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
+ if 2.0 * abs(m.j) < abs(game.sector.i - enemy.location.i):
m.j = 0
m = (motion * m).sgn()
goto = enemy.location
# main move loop
for ll in range(nsteps):
if game.idebug:
- proutn(" %d" % (ll+1)) # pragma: no cover
+ proutn(" %d" % (ll + 1)) # pragma: no cover
# Check if preferred position available
look = goto + m
if m.i < 0:
else:
krawlj = -1
success = False
- attempts = 0 # Settle mysterious hang problem
+ attempts = 0 # Settle mysterious hang problem
while attempts < 20 and not success:
attempts += 1
if look.i < 0 or look.i >= QUADSIZE:
break
look.j = goto.j + krawlj
krawlj = -krawlj
- elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.':
+ 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 in ('C', 'S'):
+ if game.quad[look.i][look.j] == game.ship and enemy.type in ("C", "S"):
collision(rammed=True, enemy=enemy)
return []
if krawli != m.i and m.j != 0:
look.j = goto.j + krawlj
krawlj = -krawlj
else:
- break # we have failed
+ break # we have failed
else:
success = True
if success:
goto = look
if game.idebug:
- proutn(repr(goto)) # pragma: no cover
+ proutn(repr(goto)) # pragma: no cover
else:
- break # done early
+ break # done early
if game.idebug:
- skip(1) # pragma: no cover
+ skip(1) # pragma: no cover
# Enemy moved, but is still in sector
return [(False, enemy, old_dist, goto)]
+
def moveklings():
"Sequence Klingon tactical movement."
if game.idebug:
- prout("== MOVCOM") # pragma: no cover
+ prout("== MOVCOM") # pragma: no cover
# Figure out which Klingon is the commander (or Supercommander)
# and do move
tacmoves = []
if game.quadrant in game.state.kcmdr:
for enemy in game.enemies:
- if enemy.type == 'C':
+ if enemy.type == "C":
tacmoves += movebaddy(enemy)
if game.state.kscmdr == game.quadrant:
for enemy in game.enemies:
- if enemy.type == 'S':
+ if enemy.type == "S":
tacmoves += 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 ('K', 'R'):
+ if enemy.type in ("K", "R"):
tacmoves += movebaddy(enemy)
return tacmoves
+
def movescom(iq, avoid):
"Supercommander movement helper."
# Avoid quadrants with bases if we want to avoid Enterprise
game.ientesc = False
unschedule(FSCDBAS)
for enemy in game.enemies:
- if enemy.type == 'S':
+ if enemy.type == "S":
enemy.move(None)
game.klhere -= 1
if game.condition != "docked":
sortenemies()
# check for a helpful planet
for i in range(game.inplan):
- if game.state.planets[i].quadrant == game.state.kscmdr and \
- game.state.planets[i].crystals == "present":
+ if (
+ game.state.planets[i].quadrant == game.state.kscmdr
+ and game.state.planets[i].crystals == "present"
+ ):
# destroy the planet
game.state.planets[i].pclass = "destroyed"
game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
if communicating():
announce()
- prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
- prout(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
- prout(_(" by the Super-commander.\""))
+ prout(_('Lt. Uhura- "Captain, Starfleet Intelligence reports'))
+ prout(
+ _(" a planet in Quadrant %s has been destroyed")
+ % game.state.kscmdr
+ )
+ prout(_(' by the Super-commander."'))
break
- return True # looks good!
+ return True # looks good!
+
def supercommander():
"Move the Super Commander."
idelta = Coord()
basetbl = []
if game.idebug:
- prout("== SUPERCOMMANDER") # pragma: no cover
+ prout("== SUPERCOMMANDER") # pragma: no cover
# Decide on being active or passive
- avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.remkl())/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
- (game.state.date-game.indate) < 3.0)
+ avoid = (game.incom - len(game.state.kcmdr) + game.inkling - game.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
- idelta = game.state.kscmdr-game.quadrant
+ idelta = game.state.kscmdr - game.quadrant
if idelta.distance() > 2.0:
# circulate in space
- idelta.i = game.state.kscmdr.j-game.quadrant.j
- idelta.j = game.quadrant.i-game.state.kscmdr.i
+ idelta.i = game.state.kscmdr.j - game.quadrant.j
+ idelta.j = game.quadrant.i - game.state.kscmdr.i
else:
# compute distances to starbases
if not game.state.baseq:
# without too many Klingons, and not already under attack.
ifindit = iwhichb = 0
for (i2, base) in enumerate(game.state.baseq):
- i = basetbl[i2][0] # bug in original had it not finding nearest
+ i = basetbl[i2][0] # bug in original had it not finding nearest
if base == game.quadrant or base == game.battle or not welcoming(base):
continue
# if there is a commander, and no other base is appropriate,
ifindit = 2
iwhichb = i
break
- else: # no commander -- use this one
+ else: # no commander -- use this one
ifindit = 1
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, rnd.real(1.0, 3.0))
if is_scheduled(FCDBAS):
- postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
+ 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") \
- % game.state.kscmdr)
- prout(_(" reports that it is under attack from the Klingon Super-commander."))
- prout(_(" It can survive until stardate %d.\"") \
- % int(scheduled(FSCDBAS)))
+ prout(
+ _('Lt. Uhura- "Captain, the starbase in Quadrant %s')
+ % game.state.kscmdr
+ )
+ prout(
+ _(
+ " reports that it is under attack from the Klingon Super-commander."
+ )
+ )
+ prout(
+ _(' It can survive until stardate %d."') % int(scheduled(FSCDBAS))
+ )
if not game.resting:
return
- prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
+ prout(_('Mr. Spock- "Captain, shall we cancel the rest period?"'))
if not ja():
return
game.resting = False
- game.optime = 0.0 # actually finished
+ game.optime = 0.0 # actually finished
return
# Check for intelligence report
- if not game.idebug and \
- (rnd.withprob(0.8) or \
- (not communicating()) or \
- not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
+ if not game.idebug and (
+ rnd.withprob(0.8)
+ or (not communicating())
+ or not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted
+ ):
return
announce()
- prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
+ prout(_('Lt. Uhura- "Captain, Starfleet Intelligence reports'))
prout(_(" the Super-commander is in Quadrant %s.") % game.state.kscmdr)
return
+
def movetholian():
"Move the Tholian."
if not game.tholian or game.justin:
tid = Coord()
if game.tholian.location.i == 0 and game.tholian.location.j == 0:
tid.i = 0
- tid.j = QUADSIZE-1
- elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
- tid.i = QUADSIZE-1
- tid.j = QUADSIZE-1
- elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1:
- tid.i = QUADSIZE-1
+ tid.j = QUADSIZE - 1
+ elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE - 1:
+ tid.i = QUADSIZE - 1
+ tid.j = QUADSIZE - 1
+ elif (
+ game.tholian.location.i == QUADSIZE - 1
+ and game.tholian.location.j == QUADSIZE - 1
+ ):
+ tid.i = QUADSIZE - 1
tid.j = 0
- elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0:
+ elif game.tholian.location.i == QUADSIZE - 1 and game.tholian.location.j == 0:
tid.i = 0
tid.j = 0
else: # pragma: no cover
prout("***Internal error: Tholian in a bad spot.")
return
# do nothing if we are blocked
- if game.quad[tid.i][tid.j] not in ('.', '#'):
+ if game.quad[tid.i][tid.j] not in (".", "#"):
return
here = copy.copy(game.tholian.location)
delta = (tid - game.tholian.location).sgn()
# move in x axis
while here.i != tid.i:
here.i += delta.i
- if game.quad[here.i][here.j] == '.':
+ if game.quad[here.i][here.j] == ".":
game.tholian.move(here)
# move in y axis
while here.j != tid.j:
here.j += delta.j
- if game.quad[here.i][here.j] == '.':
+ 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] != '#' and game.quad[0][i] != 'T':
+ if game.quad[0][i] != "#" and game.quad[0][i] != "T":
return
- if game.quad[QUADSIZE-1][i] != '#' and game.quad[QUADSIZE-1][i] != 'T':
+ if game.quad[QUADSIZE - 1][i] != "#" and game.quad[QUADSIZE - 1][i] != "T":
return
- if game.quad[i][0] != '#' and game.quad[i][0] != 'T':
+ if game.quad[i][0] != "#" and game.quad[i][0] != "T":
return
- if game.quad[i][QUADSIZE-1] != '#' and game.quad[i][QUADSIZE-1] != 'T':
+ if game.quad[i][QUADSIZE - 1] != "#" and game.quad[i][QUADSIZE - 1] != "T":
return
# All plugged up -- Tholian splits
- game.quad[game.tholian.location.i][game.tholian.location.j] = '#'
- dropin(' ')
- prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web."))
+ game.quad[game.tholian.location.i][game.tholian.location.j] = "#"
+ dropin(" ")
+ prout(crmena(True, "T", "sector", game.tholian) + _(" completes web."))
game.tholian.move(None)
return
+
# Code from battle.c begins here
+
def cloak():
"Change cloaking-device status."
- if game.ship == 'F':
+ if game.ship == "F":
prout(_("Ye Faerie Queene hath no cloaking device."))
return
if action == "CLOFF":
if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
- prout(_("Spock- \"Captain, the Treaty of Algeron is in effect.\n Are you sure this is wise?\""))
+ prout(
+ _(
+ 'Spock- "Captain, the Treaty of Algeron is in effect.\n Are you sure this is wise?"'
+ )
+ )
if not ja():
return
- prout("Engineer Scott- \"Aye, Sir.\"")
+ prout('Engineer Scott- "Aye, Sir."')
game.iscloaked = False
if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
- prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
+ prout(
+ _("The Romulan ship discovers you are breaking the Treaty of Algeron!")
+ )
game.ncviol += 1
game.isviolreported = True
- #if (neutz and game.state.date >= ALGERON) finish(FCLOAK);
+ # if (neutz and game.state.date >= ALGERON) finish(FCLOAK);
return
if action == "CLON":
if damaged(DCLOAK):
- prout(_("Engineer Scott- \"The cloaking device is damaged, Sir.\""))
+ prout(_('Engineer Scott- "The cloaking device is damaged, Sir."'))
return
if game.condition == "docked":
prout(_("You cannot cloak while docked."))
if game.state.date >= ALGERON and not game.isviolreported:
- prout(_("Spock- \"Captain, using the cloaking device is a violation"))
+ prout(_('Spock- "Captain, using the cloaking device is a violation'))
prout(_(" of the Treaty of Algeron. Considering the alternatives,"))
proutn(_(" are you sure this is wise? "))
if not ja():
return
- prout(_("Engineer Scott- \"Cloaking device has engaging, Sir...\""))
+ prout(_('Engineer Scott- "Cloaking device has engaging, Sir..."'))
attack(True)
- prout(_("Engineer Scott- \"Cloaking device has engaged, Sir.\""))
+ prout(_('Engineer Scott- "Cloaking device has engaged, Sir."'))
game.iscloaked = True
if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
- prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
+ prout(
+ _("The Romulan ship discovers you are breaking the Treaty of Algeron!")
+ )
game.ncviol += 1
game.isviolreported = True
+
def doshield(shraise):
"Change shield status."
action = "NONE"
else:
scanner.chew()
return
- if action == "SHUP": # raise shields
+ if action == "SHUP": # raise shields
if game.shldup:
prout(_("Shields already up."))
return
prout(_("Insufficient ship energy."))
return
game.ididit = True
- if game.shield+nrg >= game.inshld:
+ if game.shield + nrg >= game.inshld:
prout(_("Shield energy maximized."))
- if game.shield+nrg > game.inshld:
+ if game.shield + nrg > game.inshld:
prout(_("Excess energy requested returned to ship energy"))
- game.energy -= game.inshld-game.shield
+ game.energy -= game.inshld - game.shield
game.shield = game.inshld
return
- if nrg < 0.0 and game.energy-nrg > game.inenrg:
+ if nrg < 0.0 and game.energy - nrg > game.inenrg:
# Prevent shield drain loophole
skip(1)
prout(_("Engineering to bridge--"))
prout(_(" I can't drain the shields."))
game.ididit = False
return
- if game.shield+nrg < 0:
+ if game.shield + nrg < 0:
prout(_("All shield energy transferred to ship."))
game.energy += game.shield
game.shield = 0.0
return
- proutn(_("Scotty- \""))
+ proutn(_('Scotty- "'))
if nrg > 0:
- prout(_("Transferring energy to shields.\""))
+ prout(_('Transferring energy to shields."'))
else:
- prout(_("Draining energy from shields.\""))
+ prout(_('Draining energy from shields."'))
game.shield += nrg
game.energy -= nrg
return
+
def randdevice():
"Choose a device to damage, at random."
weights = (
- 105, # DSRSENS: short range scanners 10.5%
- 105, # DLRSENS: long range scanners 10.5%
- 120, # DPHASER: phasers 12.0%
- 120, # DPHOTON: photon torpedoes 12.0%
- 25, # DLIFSUP: life support 2.5%
- 65, # DWARPEN: warp drive 6.5%
- 70, # DIMPULS: impulse engines 6.5%
- 135, # DSHIELD: deflector shields 13.5%
- 30, # DRADIO: subspace radio 3.0%
- 45, # DSHUTTL: shuttle 4.5%
- 15, # DCOMPTR: computer 1.5%
- 20, # NAVCOMP: navigation system 2.0%
- 75, # DTRANSP: transporter 7.5%
- 20, # DSHCTRL: high-speed shield controller 2.0%
- 10, # DDRAY: death ray 1.0%
- 30, # DDSP: deep-space probes 3.0%
- 10, # DCLOAK: the cloaking device 1.0
+ 105, # DSRSENS: short range scanners 10.5%
+ 105, # DLRSENS: long range scanners 10.5%
+ 120, # DPHASER: phasers 12.0%
+ 120, # DPHOTON: photon torpedoes 12.0%
+ 25, # DLIFSUP: life support 2.5%
+ 65, # DWARPEN: warp drive 6.5%
+ 70, # DIMPULS: impulse engines 6.5%
+ 135, # DSHIELD: deflector shields 13.5%
+ 30, # DRADIO: subspace radio 3.0%
+ 45, # DSHUTTL: shuttle 4.5%
+ 15, # DCOMPTR: computer 1.5%
+ 20, # NAVCOMP: navigation system 2.0%
+ 75, # DTRANSP: transporter 7.5%
+ 20, # DSHCTRL: high-speed shield controller 2.0%
+ 10, # DDRAY: death ray 1.0%
+ 30, # DDSP: deep-space probes 3.0%
+ 10, # DCLOAK: the cloaking device 1.0
)
- assert(sum(weights) == 1000)
+ assert sum(weights) == 1000
idx = rnd.integer(1000)
wsum = 0
for (i, w) in enumerate(weights):
wsum += w
if idx < wsum:
return i
- return None # pragma: no cover
+ return None # pragma: no cover
+
def collision(rammed, enemy):
"Collision handling for ramming events."
skip(2)
proutn("***")
proutn(crmshp())
- hardness = {'R':1.5, 'C':2.0, 'S':2.5, 'T':0.5, '?':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:
# In the pre-SST2K versions, all devices got equiprobably damaged,
# which was silly. Instead, pick up to half the devices at
# random according to our weighting table,
- ncrits = rnd.integer(NDEVICES//2)
+ ncrits = rnd.integer(NDEVICES // 2)
while ncrits > 0:
ncrits -= 1
dev = randdevice()
if game.damage[dev] < 0:
continue
- extradm = (10.0*hardness*rnd.real()+1.0)*game.damfac
+ extradm = (10.0 * hardness * rnd.real() + 1.0) * game.damfac
# Damage for at least time of travel!
game.damage[dev] += game.optime + extradm
game.shldup = False
else:
finish(FWON)
+
def torpedo(origin, bearing, dispersion, number, nburst):
"Let a photon torpedo fly"
if not damaged(DSRSENS) or game.condition == "docked":
setwnd(srscan_window)
else:
setwnd(message_window)
- ac = bearing + 0.25*dispersion # dispersion is a random variable
- bullseye = (15.0 - bearing)*0.5235988
+ ac = bearing + 0.25 * dispersion # dispersion is a random variable
+ bullseye = (15.0 - bearing) * 0.5235988
track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
bumpto = Coord(0, 0)
# Loop to move a single torpedo
setwnd(message_window)
- for step in range(1, QUADSIZE*2):
+ for step in range(1, QUADSIZE * 2):
if not track.nextstep():
break
w = track.sector()
break
iquad = game.quad[w.i][w.j]
tracktorpedo(w, step, number, nburst, iquad)
- if iquad == '.':
+ if iquad == ".":
continue
# hit something
setwnd(message_window)
if not damaged(DSRSENS) or game.condition == "docked":
- skip(1) # start new line after text track
- if iquad in ('E', 'F'): # Hit our ship
+ skip(1) # start new line after text track
+ if iquad in ("E", "F"): # Hit our ship
skip(1)
prout(_("Torpedo hits %s.") % crmshp())
- hit = 700.0 + rnd.real(100) - \
- 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
- newcnd() # we're blown out of dock
+ hit = (
+ 700.0
+ + rnd.real(100)
+ - 1000.0
+ * (w - origin).distance()
+ * math.fabs(math.sin(bullseye - track.angle))
+ )
+ newcnd() # we're blown out of dock
if game.landed or game.condition == "docked":
- return hit # Cheat if on a planet
+ return hit # Cheat if on a planet
# In the C/FORTRAN version, dispersion was 2.5 radians, which
# is 143 degrees, which is almost exactly 4.8 clockface units
- displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5)
+ displacement = course(
+ track.bearing + rnd.real(-2.4, 2.4), distance=2 ** 0.5
+ )
displacement.nextstep()
bumpto = displacement.sector()
if not bumpto.valid_sector():
return hit
- if game.quad[bumpto.i][bumpto.j] == ' ':
+ if game.quad[bumpto.i][bumpto.j] == " ":
finish(FHOLE)
return hit
- if game.quad[bumpto.i][bumpto.j] != '.':
+ 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] = '.'
+ 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.location).distance()
+ enemy.kdist = enemy.kavgd = (game.sector - enemy.location).distance()
sortenemies()
return None
- elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
+ elif iquad in ("C", "S", "R", "K"): # Hit a regular enemy
# find the enemy
- if iquad in ('C', 'S') and rnd.withprob(0.05):
+ if iquad in ("C", "S") and rnd.withprob(0.05):
prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
prout(_(" torpedo neutralized."))
return None
for enemy in game.enemies:
if w == enemy.location:
kp = math.fabs(enemy.power)
- h1 = 700.0 + rnd.integer(100) - \
- 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
+ h1 = (
+ 700.0
+ + rnd.integer(100)
+ - 1000.0
+ * (w - origin).distance()
+ * math.fabs(math.sin(bullseye - track.angle))
+ )
h1 = math.fabs(h1)
if kp < h1:
h1 = kp
deadkl(w, iquad, w)
return None
proutn(crmena(True, iquad, "sector", w))
- displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5, origin=w)
+ displacement = course(
+ track.bearing + rnd.real(-2.4, 2.4), distance=2 ** 0.5, origin=w
+ )
displacement.nextstep()
bumpto = displacement.sector()
- if game.quad[bumpto.i][bumpto.j] == ' ':
+ if game.quad[bumpto.i][bumpto.j] == " ":
prout(_(" buffeted into black hole."))
deadkl(w, iquad, bumpto)
return None
if not bumpto.valid_sector():
prout(_(" damaged but not destroyed."))
return None
- if game.quad[bumpto.i][bumpto.j] != '.':
+ if game.quad[bumpto.i][bumpto.j] != ".":
prout(_(" damaged but not destroyed."))
else:
- prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
+ prout(_(" damaged-- displaced by blast to Sector %s ") % bumpto)
enemy.location = bumpto
- game.quad[w.i][w.j] = '.'
+ game.quad[w.i][w.j] = "."
game.quad[bumpto.i][bumpto.j] = iquad
for tenemy in game.enemies:
- tenemy.kdist = tenemy.kavgd = (game.sector-tenemy.location).distance()
+ tenemy.kdist = tenemy.kavgd = (
+ game.sector - tenemy.location
+ ).distance()
sortenemies()
break
- else: # pragma: no cover
+ else: # pragma: no cover
prout("Internal error, no enemy where expected!")
raise SystemExit(1)
return None
- elif iquad == 'B': # Hit a base
+ elif iquad == "B": # Hit a base
skip(1)
prout(_("***STARBASE DESTROYED.."))
game.state.baseq = [x for x in game.state.baseq if x != game.quadrant]
- game.quad[w.i][w.j] = '.'
+ game.quad[w.i][w.j] = "."
game.base.invalidate()
game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
game.state.chart[game.quadrant.i][game.quadrant.j].starbase = False
game.state.basekl += 1
newcnd()
return None
- elif iquad == 'P': # 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] = '.'
+ game.quad[w.i][w.j] = "."
if game.landed:
# captain perishes on planet
finish(FDPLANET)
return None
- elif iquad == '@': # 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] = '.'
+ 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 == '*': # Hit a star
+ elif iquad == "*": # Hit a star
if rnd.withprob(0.9):
nova(w)
else:
- prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast."))
+ prout(
+ crmena(True, "*", "sector", w) + _(" unaffected by photon blast.")
+ )
return None
- elif iquad == '?': # Hit a thingy
+ elif iquad == "?": # Hit a thingy
skip(1)
prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
skip(1)
prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
skip(1)
proutn(_("Mr. Spock-"))
- prouts(_(" \"Fascinating!\""))
+ prouts(_(' "Fascinating!"'))
skip(1)
deadkl(w, iquad, w)
return None
- elif iquad == ' ': # Black hole
+ elif iquad == " ": # Black hole
skip(1)
- prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo."))
+ prout(crmena(True, " ", "sector", w) + _(" swallows torpedo."))
return None
- elif iquad == '#': # hit the web
+ elif iquad == "#": # hit the web
skip(1)
prout(_("***Torpedo absorbed by Tholian web."))
return None
- elif iquad == 'T': # Hit a Tholian
- h1 = 700.0 + rnd.integer(100) - \
- 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
+ elif iquad == "T": # Hit a Tholian
+ h1 = (
+ 700.0
+ + rnd.integer(100)
+ - 1000.0
+ * (w - origin).distance()
+ * math.fabs(math.sin(bullseye - track.angle))
+ )
h1 = math.fabs(h1)
if h1 >= 600:
- game.quad[w.i][w.j] = '.'
+ game.quad[w.i][w.j] = "."
deadkl(w, iquad, w)
game.tholian = None
return None
skip(1)
- proutn(crmena(True, 'T', "sector", w))
+ proutn(crmena(True, "T", "sector", w))
if rnd.withprob(0.05):
prout(_(" survives photon blast."))
return None
prout(_(" disappears."))
game.tholian.move(None)
- game.quad[w.i][w.j] = '#'
- dropin(' ')
+ game.quad[w.i][w.j] = "#"
+ dropin(" ")
return None
- else: # Problem!
+ else: # Problem!
skip(1)
proutn("Don't know how to handle torpedo collision with ")
proutn(crmena(True, iquad, "sector", w))
prout(_("Torpedo missed."))
return None
+
def fry(hit):
"Critical-hit resolution."
- if hit < (275.0-25.0*game.skill)*rnd.real(1.0, 1.5):
+ if hit < (275.0 - 25.0 * game.skill) * rnd.real(1.0, 1.5):
return
- ncrit = int(1.0 + hit/(500.0+rnd.real(100)))
+ ncrit = int(1.0 + hit / (500.0 + rnd.real(100)))
proutn(_("***CRITICAL HIT--"))
# Select devices and cause damage
cdam = []
while True:
j = randdevice()
# Cheat to prevent shuttle damage unless on ship
- if not (game.damage[j]<0.0 or (j == DSHUTTL and game.iscraft != "onship") or (j == DCLOAK and game.ship != 'E' or j == DDRAY)):
+ if not (
+ game.damage[j] < 0.0
+ or (j == DSHUTTL and game.iscraft != "onship")
+ or (j == DCLOAK and game.ship != "E" or j == DDRAY)
+ ):
break
cdam.append(j)
- extradm = (hit*game.damfac)/(ncrit*rnd.real(75, 100))
+ extradm = (hit * game.damfac) / (ncrit * rnd.real(75, 100))
game.damage[j] += extradm
ncrit -= 1
skipcount = 0
for (i, j) in enumerate(cdam):
proutn(device[j])
- if skipcount % 3 == 2 and i < len(cdam)-1:
+ if skipcount % 3 == 2 and i < len(cdam) - 1:
skip(1)
skipcount += 1
- if i < len(cdam)-1:
+ if i < len(cdam) - 1:
proutn(_(" and "))
prout(_(" damaged."))
if damaged(DSHIELD) and game.shldup:
prout(_("***Cloaking device rendered inoperative."))
game.iscloaked = False
+
def attack(torps_ok):
# bad guy attacks us
# torps_ok == False forces use of phasers in an attack
chgfac = 1.0
where = "neither"
if game.idebug:
- prout("=== ATTACK!") # pragma: no cover
+ prout("=== ATTACK!") # pragma: no cover
# Tholian gets to move before attacking
if game.tholian:
movetholian()
# if you have just entered the RNZ, you'll get a warning
- if game.neutz: # The one chance not to be attacked
+ if game.neutz: # The one chance not to be attacked
game.neutz = False
return
# commanders get a chance to tac-move towards you
- if (((game.quadrant in game.state.kcmdr or game.state.kscmdr == game.quadrant) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok:
- for (bugout, enemy, old, goto) in moveklings():
+ if (
+ (
+ (game.quadrant in game.state.kcmdr or game.state.kscmdr == game.quadrant)
+ and not game.justin
+ )
+ or game.skill == SKILL_EMERITUS
+ ) and torps_ok:
+ for (bugout, enemy, old, goto) in moveklings():
if bugout:
# we know about this if either short or long range
# sensors are working
- if damaged(DSRSENS) and damaged(DLRSENS) \
- and game.condition != "docked":
- prout(crmena(True, enemy.type, "sector", old) + \
- (_(" escapes to Quadrant %s (and regains strength).") % goto))
- else: # Enemy still in-sector
+ if damaged(DSRSENS) and damaged(DLRSENS) and game.condition != "docked":
+ prout(
+ crmena(True, enemy.type, "sector", old)
+ + (_(" escapes to Quadrant %s (and regains strength).") % goto)
+ )
+ else: # Enemy still in-sector
if enemy.move(goto):
if not damaged(DSRSENS) or game.condition == "docked":
- proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
+ proutn(
+ _("*** %s from Sector %s")
+ % (cramen(enemy.type), enemy.location)
+ )
if enemy.kdist < old:
proutn(_(" advances to "))
else:
if len(game.enemies) == 0 or (len(game.enemies) == 1 and thing.at(game.quadrant)):
return
# set up partial hits if attack happens during shield status change
- pfac = 1.0/game.inshld
+ pfac = 1.0 / game.inshld
if game.shldchg:
chgfac = 0.25 + rnd.real(0.5)
skip(1)
where = "sector"
for enemy in game.enemies:
if enemy.power < 0:
- continue # too weak to attack
+ continue # too weak to attack
# compute hit strength and diminish shield power
r = rnd.real()
# Increase chance of photon torpedos if docked or enemy energy is low
r *= 0.25
if enemy.power < 500:
r *= 0.25
- if enemy.type in ('T', '?'):
+ if enemy.type in ("T", "?"):
continue
# different enemies have different probabilities of throwing a torp
- usephasers = not torps_ok or \
- (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
+ usephasers = (
+ not torps_ok
+ or (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!
- attempt = True # Attempt to attack
+ continue # Don't waste the effort!
+ attempt = True # Attempt to attack
dustfac = rnd.real(0.8, 0.85)
- hit = enemy.power*math.pow(dustfac, enemy.kavgd)
+ hit = enemy.power * math.pow(dustfac, enemy.kavgd)
enemy.power *= 0.75
- else: # Enemy uses photon torpedo
+ else: # Enemy uses photon torpedo
# We should be able to make the bearing() method work here
- pcourse = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i)
+ pcourse = 1.90985 * math.atan2(
+ game.sector.j - enemy.location.j, enemy.location.i - game.sector.i
+ )
hit = 0
proutn(_("***TORPEDO INCOMING"))
if not damaged(DSRSENS):
proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location))
attempt = True
prout(" ")
- dispersion = (rnd.real()+rnd.real())*0.5 - 0.5
- dispersion += 0.002*enemy.power*dispersion
+ dispersion = (rnd.real() + rnd.real()) * 0.5 - 0.5
+ dispersion += 0.002 * enemy.power * dispersion
hit = torpedo(enemy.location, pcourse, dispersion, number=1, nburst=1)
if game.unwon() == 0:
- finish(FWON) # Klingons did themselves in!
- if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
- return # Supernova or finished
+ finish(FWON) # Klingons did themselves in!
+ if (
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova
+ or game.alldone
+ ):
+ return # Supernova or finished
if hit is None:
continue
# incoming phaser or torpedo, shields may dissipate it
if game.condition == "docked":
propor *= 2.1
propor = max(propor, 0.1)
- hitsh = propor*chgfac*hit+1.0
- absorb = 0.8*hitsh
+ hitsh = propor * chgfac * hit + 1.0
+ absorb = 0.8 * hitsh
if absorb > game.shield:
absorb = game.shield
game.shield -= absorb
if game.condition == "docked":
dock(False)
# but the shields may take care of it
- if propor > 0.1 and hit < 0.005*game.energy:
+ if propor > 0.1 and hit < 0.005 * game.energy:
continue
# hit from this opponent got through shields, so take damage
ihurt = True
proutn(_("%d unit hit") % int(hit))
- if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
+ if (damaged(DSRSENS) and usephasers) or game.skill <= SKILL_FAIR:
proutn(_(" on the ") + crmshp())
if not damaged(DSRSENS) and usephasers:
prout(_(" from ") + crmena(False, enemy.type, where, enemy.location))
return
if not attempt and game.condition == "docked":
prout(_("***Enemies decide against attacking your ship."))
- percent = 100.0*pfac*game.shield+0.5
+ percent = 100.0 * pfac * game.shield + 0.5
if not ihurt:
# Shields fully protect ship
proutn(_("Enemy attack reduces shield strength to "))
icas = rnd.integer(int(hittot * 0.015))
if icas >= 2:
skip(1)
- prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
- prout(_(" in that last attack.\""))
+ prout(_('Mc Coy- "Sickbay to bridge. We suffered %d casualties') % icas)
+ prout(_(' in that last attack."'))
game.casual += icas
game.state.crew -= icas
# After attack, reset average distance to enemies
sortenemies()
return
+
def deadkl(w, etype, mv):
"Kill a Klingon, Tholian, Romulan, or Thingy."
# Added mv to allow enemy to "move" before dying
proutn(crmena(True, etype, "sector", mv))
# Decide what kind of enemy it is and update appropriately
- if etype == 'R':
+ if etype == "R":
# Chalk up a Romulan
game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
game.irhere -= 1
game.state.nromrem -= 1
- elif etype == 'T':
+ elif etype == "T":
# Killed a Tholian
game.tholian = None
- elif etype == '?':
+ elif etype == "?":
# 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 etype == 'C':
+ if etype == "C":
game.state.kcmdr.remove(game.quadrant)
unschedule(FTBEAM)
if game.state.kcmdr:
- schedule(FTBEAM, expran(1.0*game.incom/len(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 etype == 'K':
+ elif etype == "K":
pass
- elif etype == 'S':
+ elif etype == "S":
game.state.nscrem -= 1
game.state.kscmdr.invalidate()
game.isatb = 0
break
return
+
def targetcheck(w):
"Return None if target is invalid, otherwise return a course angle."
if not w.valid_sector():
return None
delta = Coord()
# C code this was translated from is wacky -- why the sign reversal?
- delta.j = (w.j - game.sector.j)
- delta.i = (game.sector.i - w.i)
+ delta.j = w.j - game.sector.j
+ delta.i = game.sector.i - w.i
if delta == Coord(0, 0):
skip(1)
- prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
+ prout(_('Spock- "Bridge to sickbay. Dr. McCoy,'))
prout(_(" I recommend an immediate review of"))
prout(_(" the Captain's psychological profile.\""))
scanner.chew()
return None
return delta.bearing()
+
def torps():
"Launch photon torpedo salvo."
tcourse = []
prout(_("%d torpedoes left.") % game.torps)
scanner.chew()
proutn(_("Number of torpedoes to fire- "))
- continue # Go back around to get a number
- else: # key == "IHREAL"
+ continue # Go back around to get a number
+ else: # key == "IHREAL"
try:
n = scanner.int()
except TypeError:
huh()
return
- if n <= 0: # abort command
+ if n <= 0: # abort command
scanner.chew()
return
if n > MAXBURST:
prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
return
if n > game.torps:
- scanner.chew() # User requested more torps than available
- continue # Go back around
- break # All is good, go to next stage
+ scanner.chew() # User requested more torps than available
+ continue # Go back around
+ break # All is good, go to next stage
# Next, get targets
target = []
for i in range(n):
key = scanner.nexttok()
if i == 0 and key == "IHEOL":
- break # no coordinate waiting, we will try prompting
+ break # no coordinate waiting, we will try prompting
if i == 1 and key == "IHEOL":
# direct all torpedoes at one target
while i < n:
if len(target) == 0:
# prompt for each one
for i in range(n):
- proutn(_("Target sector for torpedo number %d- ") % (i+1))
+ proutn(_("Target sector for torpedo number %d- ") % (i + 1))
scanner.chew()
target.append(scanner.getcoord())
if target[-1] is None:
for i in range(n):
if game.condition != "docked":
game.torps -= 1
- dispersion = (rnd.real()+rnd.real())*0.5 -0.5
+ dispersion = (rnd.real() + rnd.real()) * 0.5 - 0.5
if math.fabs(dispersion) >= 0.47:
# misfire!
dispersion *= rnd.real(1.2, 2.2)
if n > 0:
- prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
+ prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i + 1))
else:
prouts(_("***TORPEDO MISFIRES."))
skip(1)
if game.iscloaked:
dispersion *= 1.2
elif game.shldup or game.condition == "docked":
- dispersion *= 1.0 + 0.0001*game.shield
+ dispersion *= 1.0 + 0.0001 * game.shield
torpedo(game.sector, tcourse[i], dispersion, number=i, nburst=n)
- if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
+ if (
+ game.alldone
+ or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova
+ ):
return
- if game.unwon()<=0:
+ if game.unwon() <= 0:
finish(FWON)
+
def overheat(rpow):
"Check for phasers overheating."
if rpow > 1500:
- checkburn = (rpow-1500.0)*0.00038
+ checkburn = (rpow - 1500.0) * 0.00038
if rnd.withprob(checkburn):
- prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
- game.damage[DPHASER] = game.damfac* rnd.real(1.0, 2.0) * (1.0+checkburn)
+ prout(_('Weapons officer Sulu- "Phasers overheated, sir."'))
+ game.damage[DPHASER] = game.damfac * rnd.real(1.0, 2.0) * (1.0 + checkburn)
+
def checkshctrl(rpow):
"Check shield control."
# Something bad has happened
prouts(_("***RED ALERT! RED ALERT!"))
skip(2)
- hit = rpow*game.shield/game.inshld
- game.energy -= rpow+hit*0.8
- game.shield -= hit*0.2
+ hit = rpow * game.shield / game.inshld
+ game.energy -= rpow + hit * 0.8
+ game.shield -= hit * 0.2
if game.energy <= 0.0:
- prouts(_("Sulu- \"Captain! Shield malf***********************\""))
+ prouts(_('Sulu- "Captain! Shield malf***********************"'))
skip(1)
stars()
finish(FPHASER)
return True
- prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
+ prouts(_('Sulu- "Captain! Shield malfunction! Phaser fire contained!"'))
skip(2)
- prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
- icas = rnd.integer(int(hit*0.012))
+ prout(_('Lt. Uhura- "Sir, all decks reporting damage."'))
+ icas = rnd.integer(int(hit * 0.012))
skip(1)
- fry(0.8*hit)
+ fry(0.8 * hit)
if icas:
skip(1)
- prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
- prout(_(" %d casualties so far.\"") % icas)
+ prout(_('McCoy to bridge- "Severe radiation burns, Jim.'))
+ prout(_(' %d casualties so far."') % icas)
game.casual += icas
game.state.crew -= icas
skip(1)
overheat(rpow)
return True
+
def hittem(hits):
"Register a phaser hit on Klingons and Romulans."
w = Coord()
if wham == 0:
continue
dustfac = rnd.real(0.9, 1.0)
- hit = wham*math.pow(dustfac, game.enemies[kk].kdist)
+ hit = wham * math.pow(dustfac, game.enemies[kk].kdist)
kpini = game.enemies[kk].power
kp = math.fabs(kpini)
- if PHASEFAC*hit < kp:
- kp = PHASEFAC*hit
+ if PHASEFAC * hit < kp:
+ kp = PHASEFAC * hit
if game.enemies[kk].power < 0:
game.enemies[kk].power -= -kp
else:
skip(1)
if kpow == 0:
deadkl(w, ienm, w)
- if game.unwon()==0:
+ if game.unwon() == 0:
finish(FWON)
if game.alldone:
return
continue
- else: # decide whether or not to emasculate klingon
+ else: # decide whether or not to emasculate klingon
# pylint: disable=chained-comparison
- if kpow > 0 and rnd.withprob(0.9) and kpow <= rnd.real(0.4, 0.8)*kpini:
- prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
- prout(_(" has just lost its firepower.\""))
+ if kpow > 0 and rnd.withprob(0.9) and kpow <= rnd.real(0.4, 0.8) * kpini:
+ prout(_('***Mr. Spock- "Captain, the vessel at Sector %s') % w)
+ prout(_(' has just lost its firepower."'))
game.enemies[kk].power = -kpow
kk += 1
return
+
def phasers():
"Fire phasers at bad guys."
hits = []
kz = 0
k = 1
- irec = 0 # Cheating inhibitor
+ irec = 0 # Cheating inhibitor
ifast = False
no = False
itarg = True
prout(_("Insufficient energy to activate high-speed shield control."))
scanner.chew()
return
- prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
+ prout(_('Weapons Officer Sulu- "High-speed shield control enabled, sir."'))
ifast = True
# Original code so convoluted, I re-did it all
# (That was Tom Almy talking about the C code, I think -- ESR)
key = scanner.nexttok()
if key == "IHALPHA":
if scanner.sees("manual"):
- if len(game.enemies)==0:
+ if len(game.enemies) == 0:
prout(_("There is no enemy present to select."))
scanner.chew()
key = "IHEOL"
if (not itarg) and len(game.enemies) != 0:
automode = "FORCEMAN"
else:
- if len(game.enemies)==0:
+ if len(game.enemies) == 0:
prout(_("Energy will be expended into space."))
automode = "AUTOMATIC"
key = scanner.nexttok()
huh()
return
elif key == "IHREAL":
- if len(game.enemies)==0:
+ if len(game.enemies) == 0:
prout(_("Energy will be expended into space."))
automode = "AUTOMATIC"
elif not itarg:
automode = "AUTOMATIC"
else:
# "IHEOL"
- if len(game.enemies)==0:
+ if len(game.enemies) == 0:
prout(_("Energy will be expended into space."))
automode = "AUTOMATIC"
elif not itarg:
no = True
key = scanner.nexttok()
if key != "IHREAL" and len(game.enemies) != 0:
- prout(_("Phasers locked on target. Energy available: %.2f")%avail)
+ prout(_("Phasers locked on target. Energy available: %.2f") % avail)
irec = 0
while True:
scanner.chew()
if not kz:
for i in range(len(game.enemies)):
- irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))*rnd.real(1.01, 1.06) + 1.0
+ irec += (
+ math.fabs(game.enemies[i].power)
+ / (PHASEFAC * math.pow(0.90, game.enemies[i].kdist))
+ * rnd.real(1.01, 1.06)
+ + 1.0
+ )
kz = 1
proutn(_("%d units required. ") % irec)
scanner.chew()
if key == "IHALPHA" and scanner.sees("no"):
no = True
if ifast:
- game.energy -= 200 # Go and do it!
+ game.energy -= 200 # Go and do it!
if checkshctrl(rpow):
return
scanner.chew()
hits.append(0.0)
if powrem <= 0:
continue
- hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))
+ hits[i] = math.fabs(game.enemies[i].power) / (
+ PHASEFAC * math.pow(0.90, game.enemies[i].kdist)
+ )
over = rnd.real(1.01, 1.06) * hits[i]
temp = powrem
powrem -= hits[i] + over
if extra > 0 and not game.alldone:
if game.tholian:
proutn(_("*** Tholian web absorbs "))
- if len(game.enemies)>0:
+ if len(game.enemies) > 0:
proutn(_("excess "))
prout(_("phaser energy."))
else:
aim = game.enemies[k].location
ienm = game.quad[aim.i][aim.j]
if msgflag:
- proutn(_("Energy available= %.2f") % (avail-0.006))
+ proutn(_("Energy available= %.2f") % (avail - 0.006))
skip(1)
msgflag = False
rpow = 0.0
- if damaged(DSRSENS) and \
- not game.sector.distance(aim)<2**0.5 and ienm in ('C', 'S'):
+ if (
+ damaged(DSRSENS)
+ and 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"
- hits[k] = 0 # prevent overflow -- thanks to Alexei Voitenko
+ hits[k] = 0 # prevent overflow -- thanks to Alexei Voitenko
continue
if key == "IHEOL":
scanner.chew()
if itarg and k > kz:
- irec = (abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9, game.enemies[k].kdist))) * rnd.real(1.01, 1.06) + 1.0
+ irec = (
+ abs(game.enemies[k].power)
+ / (PHASEFAC * math.pow(0.9, game.enemies[k].kdist))
+ ) * rnd.real(1.01, 1.06) + 1.0
kz = k
proutn("(")
if not damaged(DCOMPTR):
huh()
return
if key == "IHEOL":
- if k == 1: # Let me say I'm baffled by this
+ if k == 1: # Let me say I'm baffled by this
msgflag = True
continue
if scanner.real < 0:
prout(_("Available energy exceeded -- try again."))
scanner.chew()
return
- key = scanner.nexttok() # scan for next value
+ key = scanner.nexttok() # scan for next value
if rpow == 0.0:
# zero energy -- abort
scanner.chew()
return
hittem(hits)
game.ididit = True
- # Say shield raised or malfunction, if necessary
+ # Say shield raised or malfunction, if necessary
if game.alldone:
return
if ifast:
skip(1)
if no == 0:
if rnd.withprob(0.01):
- prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
+ prout(
+ _(
+ 'Sulu- "Sir, the high-speed shield control has malfunctioned . . .'
+ )
+ )
prouts(_(" CLICK CLICK POP . . ."))
prout(_(" No response, sir!"))
game.shldup = False
def capture():
- game.ididit = False # Nothing if we fail
+ game.ididit = False # Nothing if we fail
game.optime = 0.0
# Make sure there is room in the brig
return
if damaged(DRADIO):
- prout(_("Uhura- \"We have no subspace radio communication, sir.\""))
+ prout(_('Uhura- "We have no subspace radio communication, sir."'))
return
if damaged(DTRANSP):
- prout(_("Scotty- \"Transporter damaged, sir.\""))
+ prout(_('Scotty- "Transporter damaged, sir."'))
return
# find out if there are any at all
if game.klhere < 1:
- prout(_("Uhura- \"Getting no response, sir.\""))
+ prout(_('Uhura- "Getting no response, sir."'))
return
# if there is more than one Klingon, find out which one
- # Cruddy, just takes one at random. Should ask the captain.
- # Nah, just select the weakest one since it is most likely to
- # surrender (Tom Almy mod)
- klingons = [e for e in game.enemies if e.type == 'K']
+ # Cruddy, just takes one at random. Should ask the captain.
+ # Nah, just select the weakest one since it is most likely to
+ # surrender (Tom Almy mod)
+ klingons = [e for e in game.enemies if e.type == "K"]
weakest = sorted(klingons, key=lambda e: e.power)[0]
- game.optime = 0.05 # This action will take some time
- game.ididit = True # So any others can strike back
+ game.optime = 0.05 # This action will take some time
+ game.ididit = True # So any others can strike back
# check out that Klingon
# The algorithm isn't that great and could use some more
# intelligent design
# x = 300 + 25*skill;
x = game.energy / (weakest.power * len(klingons))
- #prout(_("Stats: energy = %s, kpower = %s, klingons = %s")
+ # prout(_("Stats: energy = %s, kpower = %s, klingons = %s")
# % (game.energy, weakest.power, len(klingons)))
- x *= 2.5 # would originally have been equivalent of 1.4,
- # but we want command to work more often, more humanely
- #prout(_("Prob = %.4f" % x))
- # x = 100; // For testing, of course!
+ x *= 2.5 # would originally have been equivalent of 1.4,
+ # but we want command to work more often, more humanely
+ # prout(_("Prob = %.4f" % x))
+ # x = 100; // For testing, of course!
if x < rnd.real(100):
# guess what, he surrendered!!!
prout(_("Klingon captain at %s surrenders.") % weakest.location)
i = rnd.real(200)
if i > 0:
- prout(_("%d Klingons commit suicide rather than be taken captive.") % (200 - i))
+ prout(
+ _("%d Klingons commit suicide rather than be taken captive.")
+ % (200 - i)
+ )
if i > game.brigfree:
- prout(_("%d Klingons die because there is no room for them in the brig.") % (i-game.brigfree))
+ prout(
+ _("%d Klingons die because there is no room for them in the brig.")
+ % (i - game.brigfree)
+ )
i = game.brigfree
game.brigfree -= i
prout(_("%d captives taken") % i)
deadkl(weakest.location, weakest.type, game.sector)
- if game.unwon()<=0:
+ if game.unwon() <= 0:
finish(FWON)
return
- # big surprise, he refuses to surrender
+ # big surprise, he refuses to surrender
prout(_("Fat chance, captain!"))
+
# Code from events.c begins here.
# This isn't a real event queue a la BSD Trek yet -- you can only have one
# only have one FDISTR/FENSLV/FREPRO sequence going at any given time
# BSD Trek, from which we swiped the idea, can have up to 5.
+
def unschedule(evtype):
"Remove an event from the schedule."
game.future[evtype].date = FOREVER
return game.future[evtype]
+
def is_scheduled(evtype):
"Is an event of specified type scheduled."
return game.future[evtype].date != FOREVER
+
def scheduled(evtype):
"When will this event happen?"
return game.future[evtype].date
+
def schedule(evtype, offset):
"Schedule an event of specified type."
game.future[evtype].date = game.state.date + offset
return game.future[evtype]
+
def postpone(evtype, offset):
"Postpone a scheduled event."
game.future[evtype].date += offset
+
def cancelrest():
"Rest period is interrupted by event."
if game.resting:
skip(1)
- proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
+ proutn(_('Mr. Spock- "Captain, shall we cancel the rest period?"'))
if ja():
game.resting = False
game.optime = 0.0
return True
return False
+
def events():
"Run through the event queue looking for things to do."
i = 0
def tractorbeam(yank):
"Tractor-beaming cases merge here."
announce()
- game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
+ game.optime = (10.0 / (7.5 * 7.5)) * yank # 7.5 is yank rate (warp 7.5)
skip(1)
prout("***" + crmshp() + _(" caught in long range tractor beam--"))
# If Kirk & Co. screwing around on planet, handle
- atover(True) # atover(true) is Grab
+ atover(True) # atover(true) is Grab
if game.alldone:
return
- if game.icraft: # Caught in Galileo?
+ if game.icraft: # Caught in Galileo?
finish(FSTRACTOR)
return
# Check to see if shuttle is aboard
else:
game.quadrant = game.state.kcmdr[i]
game.sector = randplace(QUADSIZE)
- prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
- % (game.quadrant, game.sector))
+ prout(
+ crmshp()
+ + _(" is pulled to Quadrant %s, Sector %s") % (game.quadrant, game.sector)
+ )
if game.resting:
prout(_("(Remainder of rest/repair period cancelled.)"))
game.resting = False
if not game.shldup:
if not damaged(DSHIELD) and game.shield > 0:
- doshield(shraise=True) # raise shields
+ doshield(shraise=True) # raise shields
game.shldchg = False
else:
prout(_("(Shields not currently useable.)"))
if not game.state.kcmdr:
unschedule(FTBEAM)
else:
- schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
+ schedule(
+ FTBEAM, game.optime + expran(1.5 * game.intime / len(game.state.kcmdr))
+ )
def destroybase():
"Code merges here for any commander destroying a starbase."
# 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] = '.'
+ game.quad[game.base.i][game.base.j] = "."
game.base.invalidate()
newcnd()
skip(1)
- prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
+ prout(_('Spock- "Captain, I believe the starbase has been destroyed."'))
elif game.state.baseq and communicating():
# Get word via subspace radio
announce()
skip(1)
- prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
- proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
+ prout(_('Lt. Uhura- "Captain, Starfleet Command reports that'))
+ proutn(
+ _(" the starbase in Quadrant %s has been destroyed by") % game.battle
+ )
if game.isatb == 2:
prout(_("the Klingon Super-Commander"))
else:
game.isatb = 0
else:
game.battle.invalidate()
- if game.idebug: # pragma: no cover
+
+ if game.idebug: # pragma: no cover
prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
for i in range(1, NEVENTS):
- if i == FSNOVA: proutn("=== Supernova ")
- elif i == FTBEAM: proutn("=== T Beam ")
- elif i == FSNAP: proutn("=== Snapshot ")
- elif i == FBATTAK: proutn("=== Base Attack ")
- elif i == FCDBAS: proutn("=== Base Destroy ")
- elif i == FSCMOVE: proutn("=== SC Move ")
- elif i == FSCDBAS: proutn("=== SC Base Destroy ")
- elif i == FDSPROB: proutn("=== Probe Move ")
- elif i == FDISTR: proutn("=== Distress Call ")
- elif i == FENSLV: proutn("=== Enslavement ")
- elif i == FREPRO: proutn("=== Klingon Build ")
+ if i == FSNOVA:
+ proutn("=== Supernova ")
+ elif i == FTBEAM:
+ proutn("=== T Beam ")
+ elif i == FSNAP:
+ proutn("=== Snapshot ")
+ elif i == FBATTAK:
+ proutn("=== Base Attack ")
+ elif i == FCDBAS:
+ proutn("=== Base Destroy ")
+ elif i == FSCMOVE:
+ proutn("=== SC Move ")
+ elif i == FSCDBAS:
+ proutn("=== SC Base Destroy ")
+ elif i == FDSPROB:
+ proutn("=== Probe Move ")
+ elif i == FDISTR:
+ proutn("=== Distress Call ")
+ elif i == FENSLV:
+ proutn("=== Enslavement ")
+ elif i == FREPRO:
+ proutn("=== Klingon Build ")
if is_scheduled(i):
prout("%.2f" % (scheduled(i)))
else:
if game.future[l].date < datemin:
evcode = l
if game.idebug:
- prout("== Event %d fires" % evcode) # pragma: no cover
+ prout("== Event %d fires" % evcode) # pragma: no cover
datemin = game.future[l].date
- xtime = datemin-game.state.date
+ xtime = datemin - game.state.date
if game.iscloaked:
- game.energy -= xtime*500.0
+ game.energy -= xtime * 500.0
if game.energy <= 0:
finish(FNRG)
return
game.state.date = datemin
# Decrement Federation resources and recompute remaining time
- game.state.remres -= (game.remkl()+4*len(game.state.kcmdr))*xtime
+ game.state.remres -= (game.remkl() + 4 * len(game.state.kcmdr)) * xtime
game.recompute()
if game.state.remtime <= 0:
finish(FDEPLETE)
# Don't fix Deathray here
for l in range(NDEVICES):
if game.damage[l] > 0.0 and l != DDRAY:
- if game.damage[l]-repair > 0.0:
+ if game.damage[l] - repair > 0.0:
game.damage[l] -= repair
else:
game.damage[l] = 0.0
# If radio repaired, update star chart and attack reports
if radio_was_broken and not damaged(DRADIO):
- prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
+ prout(_('Lt. Uhura- "Captain, the sub-space radio is working and'))
prout(_(" surveillance reports are coming in."))
skip(1)
if not game.iseenit:
attackreport(False)
game.iseenit = True
rechart()
- prout(_(" The star chart is now up to date.\""))
+ prout(_(' The star chart is now up to date."'))
skip(1)
# Cause extraneous event EVCODE to occur
game.optime -= xtime
- if evcode == FSNOVA: # Supernova
+ if evcode == FSNOVA: # Supernova
announce()
supernova(None)
- schedule(FSNOVA, expran(0.5*game.intime))
+ schedule(FSNOVA, expran(0.5 * game.intime))
if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
return
- elif evcode == FSPY: # Check with spy to see if SC should tractor beam
- if game.state.nscrem == 0 or game.iscloaked or \
- ictbeam or istract or \
- game.condition == "docked" or game.isatb == 1 or game.iscate:
+ elif evcode == FSPY: # Check with spy to see if SC should tractor beam
+ if (
+ game.state.nscrem == 0
+ or game.iscloaked
+ or ictbeam
+ or istract
+ or game.condition == "docked"
+ or game.isatb == 1
+ or game.iscate
+ ):
return
- if game.ientesc or \
- (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
- (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
- (damaged(DSHIELD) and \
- (game.energy < 2500 or damaged(DPHASER)) and \
- (game.torps < 5 or damaged(DPHOTON))):
+ if (
+ game.ientesc
+ or (game.energy < 2000 and game.torps < 4 and game.shield < 1250)
+ or (damaged(DPHASER) and (damaged(DPHOTON) or game.torps < 4))
+ or (
+ damaged(DSHIELD)
+ and (game.energy < 2500 or damaged(DPHASER))
+ and (game.torps < 5 or damaged(DPHOTON))
+ )
+ ):
# Tractor-beam her!
istract = ictbeam = True
- tractorbeam((game.state.kscmdr-game.quadrant).distance())
+ tractorbeam((game.state.kscmdr - game.quadrant).distance())
else:
return
- elif evcode == FTBEAM: # Tractor beam
+ elif evcode == FTBEAM: # Tractor beam
if not game.state.kcmdr:
unschedule(FTBEAM)
continue
i = rnd.integer(len(game.state.kcmdr))
- yank = (game.state.kcmdr[i]-game.quadrant).distance()
+ yank = (game.state.kcmdr[i] - game.quadrant).distance()
if istract or game.condition == "docked" or game.iscloaked or yank == 0:
# Drats! Have to reschedule
- schedule(FTBEAM,
- game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
+ schedule(
+ FTBEAM,
+ game.optime + expran(1.5 * game.intime / len(game.state.kcmdr)),
+ )
continue
ictbeam = True
tractorbeam(yank)
- elif evcode == FSNAP: # Snapshot of the universe (for time warp)
+ elif evcode == FSNAP: # Snapshot of the universe (for time warp)
game.snapsht = copy.deepcopy(game.state)
game.state.snap = True
schedule(FSNAP, expran(0.5 * game.intime))
- elif evcode == FBATTAK: # Commander attacks starbase
+ elif evcode == FBATTAK: # Commander attacks starbase
if not game.state.kcmdr or not game.state.baseq:
# no can do
unschedule(FBATTAK)
unschedule(FCDBAS)
continue
- ibq = None # Force battle location to persist past loop
+ ibq = None # Force battle location to persist past loop
try:
for ibq in game.state.baseq:
for cmdr in game.state.kcmdr:
- if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
+ if (
+ ibq == cmdr
+ and ibq != game.quadrant
+ and ibq != game.state.kscmdr
+ ):
raise JumpOut
# no match found -- try later
- schedule(FBATTAK, expran(0.3*game.intime))
+ schedule(FBATTAK, expran(0.3 * game.intime))
unschedule(FCDBAS)
continue
except JumpOut:
# commander + starbase combination found -- launch attack
game.battle = ibq
schedule(FCDBAS, rnd.real(1.0, 4.0))
- if game.isatb: # extra time if SC already attacking
- postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
- game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
+ if game.isatb: # extra time if SC already attacking
+ postpone(FCDBAS, scheduled(FSCDBAS) - game.state.date)
+ game.future[FBATTAK].date = game.future[FCDBAS].date + expran(
+ 0.3 * game.intime
+ )
game.iseenit = False
if not communicating():
- continue # No warning :-(
+ continue # No warning :-(
game.iseenit = True
announce()
skip(1)
- prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
+ prout(_('Lt. Uhura- "Captain, the starbase in Quadrant %s') % game.battle)
prout(_(" reports that it is under attack and that it can"))
- prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
+ prout(_(' hold out only until stardate %d."') % (int(scheduled(FCDBAS))))
if cancelrest():
return
- elif evcode == FSCDBAS: # Supercommander destroys base
+ elif evcode == FSCDBAS: # Supercommander destroys base
unschedule(FSCDBAS)
game.isatb = 2
if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
- continue # WAS RETURN!
+ continue # WAS RETURN!
hold = game.battle
game.battle = game.state.kscmdr
destroybase()
- elif evcode == FCDBAS: # Commander succeeds in destroying base
+ elif evcode == FCDBAS: # Commander succeeds in destroying base
if evcode == FCDBAS:
unschedule(FCDBAS)
- if not game.state.baseq \
- or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
+ if (
+ not game.state.baseq
+ or not game.state.galaxy[game.battle.i][game.battle.j].starbase
+ ):
game.battle.invalidate()
continue
# find the lucky pair
# No action to take after all
continue
destroybase()
- elif evcode == FSCMOVE: # Supercommander moves
+ elif evcode == FSCMOVE: # Supercommander moves
schedule(FSCMOVE, 0.2777)
- if not game.ientesc and not istract and game.isatb != 1 and \
- (not game.iscate or not game.justin):
+ if (
+ not game.ientesc
+ and not istract
+ and game.isatb != 1
+ and (not game.iscate or not game.justin)
+ ):
supercommander()
- elif evcode == FDSPROB: # Move deep space probe
+ elif evcode == FDSPROB: # Move deep space probe
schedule(FDSPROB, 0.01)
if not game.probe.nextstep():
- if not game.probe.quadrant().valid_quadrant() or \
- game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
+ if (
+ not game.probe.quadrant().valid_quadrant()
+ or game.state.galaxy[game.probe.quadrant().i][
+ game.probe.quadrant().j
+ ].supernova
+ ):
# Left galaxy or ran into supernova
if communicating():
announce()
skip(1)
- proutn(_("Lt. Uhura- \"The deep space probe "))
+ proutn(_('Lt. Uhura- "The deep space probe '))
if not game.probe.quadrant().valid_quadrant():
- prout(_("has left the galaxy.\""))
+ prout(_('has left the galaxy."'))
else:
- prout(_("is no longer transmitting.\""))
+ prout(_('is no longer transmitting."'))
unschedule(FDSPROB)
continue
if communicating():
- #announce()
+ # announce()
skip(1)
- prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
+ prout(
+ _('Lt. Uhura- "The deep space probe is now in Quadrant %s."')
+ % game.probe.quadrant()
+ )
pquad = game.probe.quadrant()
pdest = game.state.galaxy[pquad.i][pquad.j]
if communicating():
game.state.chart[pquad.i][pquad.j].starbase = pdest.starbase
game.state.chart[pquad.i][pquad.j].stars = pdest.stars
pdest.charted = True
- game.probe.moves -= 1 # One less to travel
+ game.probe.moves -= 1 # One less to travel
if game.probe.arrived() and game.isarmed and pdest.stars:
- supernova(game.probe.quadrant()) # fire in the hole!
+ supernova(game.probe.quadrant()) # fire in the hole!
unschedule(FDSPROB)
if game.state.galaxy[pquad.i][pquad.j].supernova:
return
- elif evcode == FDISTR: # inhabited system issues distress call
+ elif evcode == FDISTR: # inhabited system issues distress call
unschedule(FDISTR)
# try a whole bunch of times to find something suitable
for i in range(100):
# supernova'ed, and which has some Klingons in it
w = randplace(GALSIZE)
q = game.state.galaxy[w.i][w.j]
- if not (game.quadrant == w or q.planet is None or \
- not q.planet.inhabited or \
- q.supernova or q.status!="secure" or q.klingons<=0):
+ if not (
+ game.quadrant == w
+ or q.planet is None
+ or not q.planet.inhabited
+ or q.supernova
+ or q.status != "secure"
+ or q.klingons <= 0
+ ):
break
else:
# can't seem to find one; ignore this call
if game.idebug:
- prout("=== Couldn't find location for distress event.") # pragma: no cover
+ prout(
+ "=== Couldn't find location for distress event."
+ ) # pragma: no cover
continue
# got one!! Schedule its enslavement
ev = schedule(FENSLV, expran(game.intime))
q.status = "distressed"
# tell the captain about it if we can
if communicating():
- prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
- % (q.planet, repr(w)))
+ prout(
+ _("Uhura- Captain, %s in Quadrant %s reports it is under attack")
+ % (q.planet, repr(w))
+ )
prout(_("by a Klingon invasion fleet."))
if cancelrest():
return
- elif evcode == FENSLV: # starsystem is enslaved
+ elif evcode == FENSLV: # starsystem is enslaved
ev = unschedule(FENSLV)
# see if current distress call still active
q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
# report the disaster if we can
if communicating():
- prout(_("Uhura- We've lost contact with starsystem %s") % \
- q.planet)
+ prout(_("Uhura- We've lost contact with starsystem %s") % q.planet)
prout(_("in Quadrant %s.\n") % ev.quadrant)
- elif evcode == FREPRO: # Klingon reproduces
+ elif evcode == FREPRO: # Klingon reproduces
# If we ever switch to a real event queue, we'll need to
# explicitly retrieve and restore the x and y.
ev = schedule(FREPRO, expran(1.0 * game.intime))
q.status = "secure"
continue
if game.remkl() >= MAXKLGAME:
- continue # full right now
+ continue # full right now
# reproduce one Klingon
w = ev.quadrant
m = Coord()
q.klingons += 1
if game.quadrant == w:
game.klhere += 1
- newkling() # also adds it to game.enemies
+ newkling() # also adds it to game.enemies
# recompute time left
game.recompute()
if communicating():
proutn(_("near %s ") % q.planet)
prout(_("in Quadrant %s.") % w)
+
def wait():
"Wait on events."
game.ididit = False
while True:
key = scanner.nexttok()
- if key != "IHEOL":
+ if key != "IHEOL":
break
proutn(_("How long? "))
scanner.chew()
return
delay -= temp
# Repair Deathray if long rest at starbase
- if origTime-delay >= 9.99 and game.condition == "docked":
+ if origTime - delay >= 9.99 and game.condition == "docked":
game.damage[DDRAY] = 0.0
# leave if quadrant supernovas
if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
game.resting = False
game.optime = 0.0
+
def nova(nov):
"Star goes nova."
ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
- newc = Coord(); neighbor = Coord(); bump = Coord(0, 0)
+ newc = Coord()
+ neighbor = Coord()
+ bump = Coord(0, 0)
if rnd.withprob(0.05):
# Wow! We've supernova'ed
supernova(game.quadrant)
return
# handle initial nova
- game.quad[nov.i][nov.j] = '.'
- prout(crmena(False, '*', "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
while hits:
offset = Coord()
start = hits.pop()
- for offset.i in range(-1, 1+1):
- for offset.j in range(-1, 1+1):
+ for offset.i in range(-1, 1 + 1):
+ for offset.j in range(-1, 1 + 1):
if offset.j == 0 and offset.i == 0:
continue
neighbor = start + offset
continue
iquad = game.quad[neighbor.i][neighbor.j]
# Empty space ends reaction
- if iquad in ('.', '?', ' ', 'T', '#'):
+ if iquad in (".", "?", " ", "T", "#"):
pass
- elif iquad == '*': # Affect another star
+ elif iquad == "*": # Affect another star
if rnd.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, '*', "sector", neighbor))
+ proutn(crmena(True, "*", "sector", neighbor))
prout(_(" novas."))
- game.quad[neighbor.i][neighbor.j] = '.'
+ game.quad[neighbor.i][neighbor.j] = "."
kount += 1
- elif iquad in ('P', '@'): # Destroy planet
+ elif iquad in ("P", "@"): # Destroy planet
game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
- if iquad == 'P':
+ if iquad == "P":
game.state.nplankl += 1
else:
game.state.nworldkl += 1
- prout(crmena(True, 'B', "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] = '.'
- elif iquad == 'B': # 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 = [x for x in game.state.baseq if x!= game.quadrant]
+ game.state.baseq = [
+ x for x in game.state.baseq if x != game.quadrant
+ ]
game.base.invalidate()
game.state.basekl += 1
newcnd()
- prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
- game.quad[neighbor.i][neighbor.j] = '.'
- elif iquad in ('E', 'F'): # 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:
game.shield = 0.0
game.shldup = False
prout(_("***Shields knocked out."))
- game.damage[DSHIELD] += 0.005*game.damfac*rnd.real()*diff
+ game.damage[DSHIELD] += (
+ 0.005 * game.damfac * rnd.real() * diff
+ )
else:
game.energy -= 2000.0
if game.energy <= 0:
return
# add in course nova contributes to kicking starship
if hits:
- bump += (game.sector-hits[-1]).sgn()
- elif iquad == 'K': # kill klingon
+ bump += (game.sector - hits[-1]).sgn()
+ elif iquad == "K": # kill klingon
deadkl(neighbor, iquad, neighbor)
- elif iquad in ('C','S','R'): # Damage/destroy big enemies
+ elif iquad in ("C", "S", "R"): # Damage/destroy big enemies
target = None
for ll in range(len(game.enemies)):
if game.enemies[ll].location == neighbor:
target = game.enemies[ll]
break
if target is not None:
- target.power -= 800.0 # If firepower is lost, die
+ target.power -= 800.0 # If firepower is lost, die
if target.power <= 0.0:
deadkl(neighbor, iquad, neighbor)
- continue # neighbor loop
+ continue # neighbor loop
# Else enemy gets flung by the blast wave
newc = neighbor + neighbor - start
proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
skip(1)
continue
iquad1 = game.quad[newc.i][newc.j]
- if iquad1 == ' ':
- proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
+ if iquad1 == " ":
+ proutn(
+ _(", blasted into ")
+ + crmena(False, " ", "sector", newc)
+ )
skip(1)
deadkl(neighbor, iquad, newc)
continue
- if iquad1 != '.':
+ if iquad1 != ".":
# can't move into something else
skip(1)
continue
proutn(_(", buffeted to Sector %s") % newc)
- game.quad[neighbor.i][neighbor.j] = '.'
+ game.quad[neighbor.i][neighbor.j] = "."
game.quad[newc.i][newc.j] = iquad
target.move(newc)
# Starship affected by nova -- kick it away.
- dist = kount*0.1
- direc = ncourse[3*(bump.i+1)+bump.j+2]
+ dist = kount * 0.1
+ direc = ncourse[3 * (bump.i + 1) + bump.j + 2]
if direc == 0.0:
dist = 0.0
if dist == 0.0:
game.optime = scourse.time(w=4)
return
+
def supernova(w):
"Star goes supernova."
- num = 0; npdead = 0
+ num = 0
+ npdead = 0
if w is not None:
nq = copy.copy(w)
else:
for nq.j in range(GALSIZE):
nstars += game.state.galaxy[nq.i][nq.j].stars
if nstars == 0:
- return # nothing to supernova exists
+ return # nothing to supernova exists
num = rnd.integer(nstars) + 1
for nq.i in range(GALSIZE):
for nq.j in range(GALSIZE):
num -= game.state.galaxy[nq.i][nq.j].stars
if num <= 0:
break
- if num <=0:
+ if num <= 0:
break
- if game.idebug: # pragma: no cover
+ if game.idebug: # pragma: no cover
proutn("=== Super nova here?")
if ja():
nq = game.quadrant
# it isn't here, or we just entered (treat as enroute)
if communicating():
skip(1)
- prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
+ prout(
+ _("Message from Starfleet Command Stardate %.2f")
+ % game.state.date
+ )
prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
else:
ns = Coord()
num = rnd.integer(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]=='*':
+ if game.quad[ns.i][ns.j] == "*":
num -= 1
- if num==0:
+ if num == 0:
break
- if num==0:
+ if num == 0:
break
skip(1)
prouts(_("***RED ALERT! RED ALERT!"))
skip(1)
prout(_("***Incipient supernova detected at Sector %s") % ns)
- if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
+ if (ns.i - game.sector.i) ** 2 + (ns.j - game.sector.j) ** 2 <= 2.1:
proutn(_("Emergency override attempts t"))
prouts("***************")
skip(1)
game.state.galaxy[nq.i][nq.j].klingons = 0
if nq == game.state.kscmdr:
# did in the Supercommander!
- game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
+ game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
game.iscate = False
unschedule(FSCMOVE)
unschedule(FSCDBAS)
# Changing this to [w for w in game.state.kcmdr if w != nq]
# causes regression-test failure
survivors = list(filter(lambda w: w != nq, game.state.kcmdr))
- #comkills = len(game.state.kcmdr) - len(survivors)
+ # comkills = len(game.state.kcmdr) - len(survivors)
game.state.kcmdr = survivors
if not game.state.kcmdr:
unschedule(FTBEAM)
if game.quadrant == nq or communicating():
game.state.galaxy[nq.i][nq.j].supernova = True
# If supernova destroys last Klingons give special message
- if game.unwon()==0 and nq != game.quadrant:
+ if game.unwon() == 0 and nq != game.quadrant:
skip(2)
if w is None:
prout(_("Lucky you!"))
finish(FSNOVAED)
return
+
# Code from finish.c ends here.
+
def selfdestruct():
"Self-destruct maneuver. Finish with a BANG!"
scanner.chew()
if damaged(DCOMPTR):
prout(_("Computer damaged; cannot execute destruct sequence."))
return
- prouts(_("---WORKING---")); skip(1)
- prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
- prouts(" 10"); skip(1)
- prouts(" 9"); skip(1)
- prouts(" 8"); skip(1)
- prouts(" 7"); skip(1)
- prouts(" 6"); skip(1)
+ prouts(_("---WORKING---"))
+ skip(1)
+ prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED"))
+ skip(1)
+ prouts(" 10")
+ skip(1)
+ prouts(" 9")
+ skip(1)
+ prouts(" 8")
+ skip(1)
+ prouts(" 7")
+ skip(1)
+ prouts(" 6")
+ skip(1)
skip(1)
prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
skip(1)
prouts(_("CONTINUITY-EFFECTED"))
skip(2)
return
- prouts(_("PASSWORD-ACCEPTED")); skip(1)
- prouts(" 5"); skip(1)
- prouts(" 4"); skip(1)
- prouts(" 3"); skip(1)
- prouts(" 2"); skip(1)
- prouts(" 1"); skip(1)
+ prouts(_("PASSWORD-ACCEPTED"))
+ skip(1)
+ prouts(" 5")
+ skip(1)
+ prouts(" 4")
+ skip(1)
+ prouts(" 3")
+ skip(1)
+ prouts(" 2")
+ skip(1)
+ prouts(" 1")
+ skip(1)
if rnd.withprob(0.15):
prouts(_("GOODBYE-CRUEL-WORLD"))
skip(1)
kaboom()
+
def kaboom():
stars()
- if game.ship=='E':
+ if game.ship == "E":
prouts("***")
prouts(_("********* Entropy of %s maximized *********") % crmshp())
skip(1)
if len(game.enemies) != 0:
whammo = 25.0 * game.energy
for e in game.enemies[::-1]:
- if e.power*e.kdist <= whammo:
+ if e.power * e.kdist <= whammo:
deadkl(e.location, game.quad[e.location.i][e.location.j], e.location)
finish(FDILITHIUM)
+
def killrate():
"Compute our rate of kils over time."
elapsed = game.state.date - game.indate
- if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
+ if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
return 0
else:
- starting = (game.inkling + game.incom + game.inscom)
+ starting = game.inkling + game.incom + game.inscom
remaining = game.unwon()
- return (starting - remaining)/elapsed
+ return (starting - remaining) / elapsed
+
def badpoints():
"Compute demerits."
- badpt = 5.0*game.state.starkl + \
- game.casual + \
- 10.0*game.state.nplankl + \
- 300*game.state.nworldkl + \
- 45.0*game.nhelp +\
- 100.0*game.state.basekl +\
- 3.0*game.abandoned +\
- 100*game.ncviol
- if game.ship == 'F':
+ badpt = (
+ 5.0 * game.state.starkl
+ + game.casual
+ + 10.0 * game.state.nplankl
+ + 300 * game.state.nworldkl
+ + 45.0 * game.nhelp
+ + 100.0 * game.state.basekl
+ + 3.0 * game.abandoned
+ + 100 * game.ncviol
+ )
+ if game.ship == "F":
badpt += 100.0
elif game.ship is None:
badpt += 200.0
return badpt
+
def finish(ifin):
# end the game, with appropriate notifications
igotit = False
skip(3)
prout(_("It is stardate %.1f.") % game.state.date)
skip(1)
- if ifin == FWON: # Game has been won
+ if ifin == FWON: # Game has been won
if game.state.nromrem != 0:
- prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
- game.state.nromrem)
+ prout(
+ _("The remaining %d Romulans surrender to Starfleet Command.")
+ % game.state.nromrem
+ )
prout(_("You have smashed the Klingon invasion fleet and saved"))
prout(_("the Federation."))
- if game.alive and game.brigcapacity-game.brigfree > 0:
- game.kcaptured += game.brigcapacity-game.brigfree
- prout(_("The %d captured Klingons are transferred to Star Fleet Command.") % (game.brigcapacity-game.brigfree))
+ if game.alive and game.brigcapacity - game.brigfree > 0:
+ game.kcaptured += game.brigcapacity - game.brigfree
+ prout(
+ _("The %d captured Klingons are transferred to Star Fleet Command.")
+ % (game.brigcapacity - game.brigfree)
+ )
game.gamewon = True
if game.alive:
badpt = badpoints()
if badpt < 100.0:
- badpt = 0.0 # Close enough!
+ badpt = 0.0 # Close enough!
# killsPerDate >= RateMax
- if game.state.date-game.indate < 5.0 or \
- killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
+ if (
+ game.state.date - game.indate < 5.0
+ or killrate()
+ >= 0.1 * game.skill * (game.skill + 1.0) + 0.1 + 0.008 * badpt
+ ):
skip(1)
prout(_("In fact, you have done so well that Starfleet Command"))
if game.skill == SKILL_NOVICE:
- prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
+ prout(_('promotes you one step in rank from "Novice" to "Fair".'))
elif game.skill == SKILL_FAIR:
- prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
+ prout(_('promotes you one step in rank from "Fair" to "Good".'))
elif game.skill == SKILL_GOOD:
- prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
+ prout(_('promotes you one step in rank from "Good" to "Expert".'))
elif game.skill == SKILL_EXPERT:
prout(_("promotes you to Commodore Emeritus."))
skip(1)
prout(_("Now that you think you're really good, try playing"))
- prout(_("the \"Emeritus\" game. It will splatter your ego."))
+ prout(_('the "Emeritus" game. It will splatter your ego.'))
elif game.skill == SKILL_EMERITUS:
skip(1)
proutn(_("Computer- "))
if game.thawed and not game.idebug:
prout(_("You cannot get a citation, so..."))
else:
- proutn(_("Do you want your Commodore Emeritus Citation printed? "))
+ proutn(
+ _("Do you want your Commodore Emeritus Citation printed? ")
+ )
scanner.chew()
if ja():
igotit = True
if igotit:
plaque()
return
- elif ifin == FDEPLETE: # Federation Resources Depleted
+ elif ifin == FDEPLETE: # Federation Resources Depleted
prout(_("Your time has run out and the Federation has been"))
prout(_("conquered. Your starship is now Klingon property,"))
prout(_("and you are put on trial as a war criminal. On the"))
proutn(_("basis of your record, you are "))
- if game.unwon()*3.0 > (game.inkling + game.incom + game.inscom):
+ if game.unwon() * 3.0 > (game.inkling + game.incom + game.inscom):
prout(_("acquitted."))
skip(1)
prout(_("LIVE LONG AND PROSPER."))
prout(_("You are left with your landing party on"))
prout(_("a wild jungle planet inhabited by primitive cannibals."))
skip(1)
- prout(_("They are very fond of \"Captain Kirk\" soup."))
+ prout(_('They are very fond of "Captain Kirk" soup.'))
skip(1)
prout(_("Without your leadership, the %s is destroyed.") % crmshp())
elif ifin == FDPLANET:
elif ifin == FCREW:
prout(_("Your last crew member has died."))
if ifin != FWON and ifin != FCLOAK and game.iscloaked:
- prout(_("Your ship was cloaked so your subspace radio did not receive anything."))
+ prout(
+ _("Your ship was cloaked so your subspace radio did not receive anything.")
+ )
prout(_("You may have missed some warning messages."))
skip(1)
- if game.ship == 'F':
+ if game.ship == "F":
game.ship = None
- elif game.ship == 'E':
- game.ship = 'F'
+ elif game.ship == "E":
+ game.ship = "F"
game.alive = False
if game.unwon() != 0:
- goodies = game.state.remres/game.inresor
- baddies = (game.remkl() + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
- if goodies/baddies >= rnd.real(1.0, 1.5):
+ goodies = game.state.remres / game.inresor
+ baddies = (game.remkl() + 2.0 * len(game.state.kcmdr)) / (
+ game.inkling + 2.0 * game.incom
+ )
+ if goodies / baddies >= rnd.real(1.0, 1.5):
prout(_("As a result of your actions, a treaty with the Klingon"))
prout(_("Empire has been signed. The terms of the treaty are"))
- if goodies/baddies >= rnd.real(3.0):
+ if goodies / baddies >= rnd.real(3.0):
prout(_("favorable to the Federation."))
skip(1)
prout(_("Congratulations!"))
prout(_("to think about pigeons."))
game.gamewon = True
score()
- scanner.chew() # Clean up leftovers
+ scanner.chew() # Clean up leftovers
+
def score():
"Compute player's score."
if (timused == 0 or game.unwon() != 0) and timused < 5.0:
timused = 5.0
game.perdate = killrate()
- ithperd = 500*game.perdate + 0.5
+ ithperd = 500 * game.perdate + 0.5
iwon = 0
if game.gamewon:
- iwon = 100*game.skill
- if game.ship == 'E':
+ iwon = 100 * game.skill
+ if game.ship == "E":
klship = 0
- elif game.ship == 'F':
+ elif game.ship == "F":
klship = 1
else:
klship = 2
- dead_ordinaries= game.inkling - game.remkl() + len(game.state.kcmdr) + game.state.nscrem
- game.score = 10*(dead_ordinaries)\
- + 50*(game.incom - len(game.state.kcmdr)) \
- + ithperd + iwon \
- + 20*(game.inrom - game.state.nromrem) \
- + 200*(game.inscom - game.state.nscrem) \
- - game.state.nromrem \
- + 3 * game.kcaptured \
- - badpoints()
+ dead_ordinaries = (
+ game.inkling - game.remkl() + len(game.state.kcmdr) + game.state.nscrem
+ )
+ game.score = (
+ 10 * (dead_ordinaries)
+ + 50 * (game.incom - len(game.state.kcmdr))
+ + ithperd
+ + iwon
+ + 20 * (game.inrom - game.state.nromrem)
+ + 200 * (game.inscom - game.state.nscrem)
+ - game.state.nromrem
+ + 3 * game.kcaptured
+ - badpoints()
+ )
if not game.alive:
game.score -= 200
skip(2)
prout(_("Your score --"))
if game.inrom - game.state.nromrem:
- prout(_("%6d Romulans destroyed %5d") %
- (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
+ prout(
+ _("%6d Romulans destroyed %5d")
+ % (game.inrom - game.state.nromrem, 20 * (game.inrom - game.state.nromrem))
+ )
if game.state.nromrem and game.gamewon:
- prout(_("%6d Romulans captured %5d") %
- (game.state.nromrem, game.state.nromrem))
+ prout(
+ _("%6d Romulans captured %5d")
+ % (game.state.nromrem, game.state.nromrem)
+ )
if dead_ordinaries:
- prout(_("%6d ordinary Klingons destroyed %5d") %
- (dead_ordinaries, 10*dead_ordinaries))
+ prout(
+ _("%6d ordinary Klingons destroyed %5d")
+ % (dead_ordinaries, 10 * dead_ordinaries)
+ )
if game.incom - len(game.state.kcmdr):
- prout(_("%6d Klingon commanders destroyed %5d") %
- (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
+ prout(
+ _("%6d Klingon commanders destroyed %5d")
+ % (
+ game.incom - len(game.state.kcmdr),
+ 50 * (game.incom - len(game.state.kcmdr)),
+ )
+ )
if game.kcaptured:
- prout(_("%d Klingons captured %5d") %
- (game.kcaptured, 3 * game.kcaptured))
+ prout(
+ _("%d Klingons captured %5d")
+ % (game.kcaptured, 3 * game.kcaptured)
+ )
if game.inscom - game.state.nscrem:
- prout(_("%6d Super-Commander destroyed %5d") %
- (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
+ prout(
+ _("%6d Super-Commander destroyed %5d")
+ % (game.inscom - game.state.nscrem, 200 * (game.inscom - game.state.nscrem))
+ )
if ithperd:
- prout(_("%6.2f Klingons per stardate %5d") %
- (game.perdate, ithperd))
+ prout(
+ _("%6.2f Klingons per stardate %5d") % (game.perdate, ithperd)
+ )
if game.state.starkl:
- prout(_("%6d stars destroyed by your action %5d") %
- (game.state.starkl, -5*game.state.starkl))
+ prout(
+ _("%6d stars destroyed by your action %5d")
+ % (game.state.starkl, -5 * game.state.starkl)
+ )
if game.state.nplankl:
- prout(_("%6d planets destroyed by your action %5d") %
- (game.state.nplankl, -10*game.state.nplankl))
+ prout(
+ _("%6d planets destroyed by your action %5d")
+ % (game.state.nplankl, -10 * game.state.nplankl)
+ )
if (game.options & OPTION_WORLDS) and game.state.nworldkl:
- prout(_("%6d inhabited planets destroyed by your action %5d") %
- (game.state.nworldkl, -300*game.state.nworldkl))
+ prout(
+ _("%6d inhabited planets destroyed by your action %5d")
+ % (game.state.nworldkl, -300 * game.state.nworldkl)
+ )
if game.state.basekl:
- prout(_("%6d bases destroyed by your action %5d") %
- (game.state.basekl, -100*game.state.basekl))
+ prout(
+ _("%6d bases destroyed by your action %5d")
+ % (game.state.basekl, -100 * game.state.basekl)
+ )
if game.nhelp:
- prout(_("%6d calls for help from starbase %5d") %
- (game.nhelp, -45*game.nhelp))
+ prout(
+ _("%6d calls for help from starbase %5d")
+ % (game.nhelp, -45 * game.nhelp)
+ )
if game.casual:
- prout(_("%6d casualties incurred %5d") %
- (game.casual, -game.casual))
+ prout(
+ _("%6d casualties incurred %5d")
+ % (game.casual, -game.casual)
+ )
if game.abandoned:
- prout(_("%6d crew abandoned in space %5d") %
- (game.abandoned, -3*game.abandoned))
+ prout(
+ _("%6d crew abandoned in space %5d")
+ % (game.abandoned, -3 * game.abandoned)
+ )
if klship:
- prout(_("%6d ship(s) lost or destroyed %5d") %
- (klship, -100*klship))
+ prout(_("%6d ship(s) lost or destroyed %5d") % (klship, -100 * klship))
if game.ncviol > 0:
if game.ncviol == 1:
prout(_("1 Treaty of Algeron violation -100"))
else:
- prout(_("%6d Treaty of Algeron violations %5d\n") %
- (game.ncviol, -100*game.ncviol))
+ prout(
+ _("%6d Treaty of Algeron violations %5d\n")
+ % (game.ncviol, -100 * game.ncviol)
+ )
if not game.alive:
prout(_("Penalty for getting yourself killed -200"))
if game.gamewon:
proutn(_("Bonus for winning "))
- if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
- elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
- elif game.skill == SKILL_GOOD: proutn(_("Good game "))
- elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
- elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
+ if game.skill == SKILL_NOVICE:
+ proutn(_("Novice game "))
+ elif game.skill == SKILL_FAIR:
+ proutn(_("Fair game "))
+ elif game.skill == SKILL_GOOD:
+ proutn(_("Good game "))
+ elif game.skill == SKILL_EXPERT:
+ proutn(_("Expert game "))
+ elif game.skill == SKILL_EMERITUS:
+ proutn(_("Emeritus game"))
prout(" %5d" % iwon)
skip(1)
prout(_("TOTAL SCORE %5d") % game.score)
+
def plaque():
"Emit winner's commemmorative plaque."
skip(2)
proutn(_("Enter name to go on plaque (up to 30 characters): "))
winner = cgetline()
# The 38 below must be 64 for 132-column paper
- nskip = 38 - len(winner)/2
+ nskip = 38 - len(winner) / 2
# This is where the ASCII art picture was emitted.
# It got garbled somewhere in the chain of transmission to the Almy version.
# We should restore it if we can find old enough FORTRAN sources.
fp.write("\n\n\n")
- fp.write(_(" U. S. S. ENTERPRISE\n"))
+ fp.write(
+ _(
+ " U. S. S. ENTERPRISE\n"
+ )
+ )
fp.write("\n\n\n\n")
- fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
+ fp.write(
+ _(
+ " For demonstrating outstanding ability as a starship captain\n"
+ )
+ )
fp.write("\n")
- fp.write(_(" Starfleet Command bestows to you\n"))
+ fp.write(
+ _(
+ " Starfleet Command bestows to you\n"
+ )
+ )
fp.write("\n")
fp.write("%*s%s\n\n" % (nskip, "", winner))
- fp.write(_(" the rank of\n\n"))
- fp.write(_(" \"Commodore Emeritus\"\n\n"))
+ fp.write(
+ _(" the rank of\n\n")
+ )
+ fp.write(
+ _(
+ ' "Commodore Emeritus"\n\n'
+ )
+ )
fp.write(" ")
- if game.skill == SKILL_EXPERT:
+ if game.skill == SKILL_EXPERT:
fp.write(_(" Expert level\n\n"))
elif game.skill == SKILL_EMERITUS:
fp.write(_("Emeritus level\n\n"))
else:
fp.write(_(" Cheat level\n\n"))
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") % game.score)
- fp.write(_(" Klingons per stardate: %.2f\n") % game.perdate)
+ fp.write(
+ _(
+ " This day of %.6s %.4s, %.8s\n\n"
+ )
+ % (timestring + 4, timestring + 20, timestring + 11)
+ )
+ fp.write(
+ _(" Your score: %d\n\n")
+ % game.score
+ )
+ fp.write(
+ _(
+ " Klingons per stardate: %.2f\n"
+ )
+ % game.perdate
+ )
fp.close()
+
# Code from io.c begins here
-rows = linecount = 0 # for paging
+rows = linecount = 0 # for paging
stdscr = None
replayfp = None
fullscreen_window = None
-srscan_window = None # Short range scan
-report_window = None # Report legends for status window
-status_window = None # The status window itself
-lrscan_window = None # Long range scan
-message_window = None # Main window for scrolling text
-prompt_window = None # Prompt window at bottom of display
+srscan_window = None # Short range scan
+report_window = None # Report legends for status window
+status_window = None # The status window itself
+lrscan_window = None # Long range scan
+message_window = None # Main window for scrolling text
+prompt_window = None # Prompt window at bottom of display
curwnd = None
+
def iostart():
global stdscr, rows
gettext.bindtextdomain("sst", "/usr/local/share/locale")
rows = ln_env
else:
rows = 25
- else: # pragma: no cover
+ else: # pragma: no cover
stdscr = curses.initscr()
stdscr.keypad(True)
curses.nonl()
if game.options & OPTION_COLOR:
curses.start_color()
curses.use_default_colors()
- curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, -1)
- curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, -1)
- curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, -1)
- curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, -1)
- curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, -1)
+ curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, -1)
+ curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, -1)
+ curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, -1)
+ curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, -1)
+ curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, -1)
curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, -1)
- curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, -1)
- curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, -1)
+ curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, -1)
+ curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, -1)
global fullscreen_window, srscan_window, report_window, status_window
global lrscan_window, message_window, prompt_window
- (rows, _columns) = stdscr.getmaxyx()
+ (rows, _columns) = stdscr.getmaxyx()
fullscreen_window = stdscr
- srscan_window = curses.newwin(12, 25, 0, 0)
- report_window = curses.newwin(11, 0, 1, 25)
- status_window = curses.newwin(10, 0, 1, 39)
- lrscan_window = curses.newwin(5, 0, 0, 64)
- message_window = curses.newwin(0, 0, 12, 0)
- prompt_window = curses.newwin(1, 0, rows-2, 0)
+ srscan_window = curses.newwin(12, 25, 0, 0)
+ report_window = curses.newwin(11, 0, 1, 25)
+ status_window = curses.newwin(10, 0, 1, 39)
+ lrscan_window = curses.newwin(5, 0, 0, 64)
+ message_window = curses.newwin(0, 0, 12, 0)
+ prompt_window = curses.newwin(1, 0, rows - 2, 0)
message_window.scrollok(True)
setwnd(fullscreen_window)
+
def ioend():
"Wrap up I/O."
- if game.options & OPTION_CURSES: # pragma: no cover
+ if game.options & OPTION_CURSES: # pragma: no cover
stdscr.keypad(False)
curses.echo()
curses.nocbreak()
curses.endwin()
+
def waitfor():
"Wait for user action -- OK to do nothing if on a TTY"
- if game.options & OPTION_CURSES: # pragma: no cover
+ if game.options & OPTION_CURSES: # pragma: no cover
stdscr.getch()
+
def announce():
skip(1)
prouts(_("[ANNOUNCEMENT ARRIVING...]"))
skip(1)
+
def pause_game():
if game.skill > SKILL_FAIR:
prompt = _("[CONTINUE?]")
else:
prompt = _("[PRESS ENTER TO CONTINUE]")
- if game.options & OPTION_CURSES: # pragma: no cover
+ if game.options & OPTION_CURSES: # pragma: no cover
drawmaps(0)
setwnd(prompt_window)
prompt_window.clear()
setwnd(message_window)
else:
global linecount
- sys.stdout.write('\n')
+ sys.stdout.write("\n")
proutn(prompt)
if not replayfp:
input()
- sys.stdout.write('\n' * rows)
+ sys.stdout.write("\n" * rows)
linecount = 0
+
def skip(i):
"Skip i lines. Pause game if this would cause a scrolling event."
for _dummy in range(i):
- if game.options & OPTION_CURSES: # pragma: no cover
+ if game.options & OPTION_CURSES: # pragma: no cover
(y, _x) = curwnd.getyx()
try:
- curwnd.move(y+1, 0)
+ curwnd.move(y + 1, 0)
except curses.error:
pass
else:
if rows and linecount >= rows:
pause_game()
else:
- sys.stdout.write('\n')
+ sys.stdout.write("\n")
+
def proutn(proutntline):
"Utter a line with no following line feed."
- if game.options & OPTION_CURSES: # pragma: no cover
+ if game.options & OPTION_CURSES: # pragma: no cover
(y, x) = curwnd.getyx()
(my, _mx) = curwnd.getmaxyx()
if curwnd == message_window and y >= my - 2:
sys.stdout.write(proutntline)
sys.stdout.flush()
+
def prout(proutline):
proutn(proutline)
skip(1)
+
def prouts(proutsline):
"Emit slowly!"
for c in proutsline:
- if not replayfp or replayfp.closed: # Don't slow down replays
+ if not replayfp or replayfp.closed: # Don't slow down replays
time.sleep(0.03)
proutn(c)
- if game.options & OPTION_CURSES: # pragma: no cover
+ if game.options & OPTION_CURSES: # pragma: no cover
curwnd.refresh()
else:
sys.stdout.flush()
if not replayfp or replayfp.closed:
time.sleep(0.03)
+
def cgetline():
"Get a line of input."
- if game.options & OPTION_CURSES: # pragma: no cover
+ if game.options & OPTION_CURSES: # pragma: no cover
linein = codecs.decode(curwnd.getstr()) + "\n"
curwnd.refresh()
else:
while True:
linein = replayfp.readline()
proutn(linein)
- if linein == '': # pragma: no cover
+ if linein == "": # pragma: no cover
prout("*** Replay finished")
replayfp.close()
break
logfp.write(linein)
return linein
+
def setwnd(wnd):
"Change windows -- OK for this to be a no-op in tty mode."
global curwnd
- if game.options & OPTION_CURSES: # pragma: no cover
+ if game.options & OPTION_CURSES: # pragma: no cover
if game.cdebug and logfp:
if wnd == fullscreen_window:
legend = "fullscreen"
except curses.error:
pass
+
def clreol():
"Clear to end of line -- can be a no-op in tty mode"
- if game.options & OPTION_CURSES: # pragma: no cover
+ if game.options & OPTION_CURSES: # pragma: no cover
curwnd.clrtoeol()
curwnd.refresh()
+
def clrscr():
"Clear screen -- can be a no-op in tty mode."
global linecount
- if game.options & OPTION_CURSES: # pragma: no cover
+ if game.options & OPTION_CURSES: # pragma: no cover
curwnd.clear()
curwnd.move(0, 0)
curwnd.refresh()
linecount = 0
+
def textcolor(color=DEFAULT):
- if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES): # pragma: no cover
+ if (game.options & OPTION_COLOR) and (
+ game.options & OPTION_CURSES
+ ): # pragma: no cover
if color == DEFAULT:
curwnd.attrset(0)
- elif color == BLACK:
+ elif color == BLACK:
curwnd.attron(curses.color_pair(curses.COLOR_BLACK))
- elif color == BLUE:
+ elif color == BLUE:
curwnd.attron(curses.color_pair(curses.COLOR_BLUE))
- elif color == GREEN:
+ elif color == GREEN:
curwnd.attron(curses.color_pair(curses.COLOR_GREEN))
- elif color == CYAN:
+ elif color == CYAN:
curwnd.attron(curses.color_pair(curses.COLOR_CYAN))
- elif color == RED:
+ elif color == RED:
curwnd.attron(curses.color_pair(curses.COLOR_RED))
- elif color == MAGENTA:
+ elif color == MAGENTA:
curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA))
- elif color == BROWN:
+ elif color == BROWN:
curwnd.attron(curses.color_pair(curses.COLOR_YELLOW))
- elif color == LIGHTGRAY:
+ elif color == LIGHTGRAY:
curwnd.attron(curses.color_pair(curses.COLOR_WHITE))
- elif color == DARKGRAY:
+ elif color == DARKGRAY:
curwnd.attron(curses.color_pair(curses.COLOR_BLACK) | curses.A_BOLD)
- elif color == LIGHTBLUE:
+ elif color == LIGHTBLUE:
curwnd.attron(curses.color_pair(curses.COLOR_BLUE) | curses.A_BOLD)
- elif color == LIGHTGREEN:
+ elif color == LIGHTGREEN:
curwnd.attron(curses.color_pair(curses.COLOR_GREEN) | curses.A_BOLD)
- elif color == LIGHTCYAN:
+ elif color == LIGHTCYAN:
curwnd.attron(curses.color_pair(curses.COLOR_CYAN) | curses.A_BOLD)
- elif color == LIGHTRED:
+ elif color == LIGHTRED:
curwnd.attron(curses.color_pair(curses.COLOR_RED) | curses.A_BOLD)
- elif color == LIGHTMAGENTA:
+ elif color == LIGHTMAGENTA:
curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA) | curses.A_BOLD)
- elif color == YELLOW:
+ elif color == YELLOW:
curwnd.attron(curses.color_pair(curses.COLOR_YELLOW) | curses.A_BOLD)
- elif color == WHITE:
+ elif color == WHITE:
curwnd.attron(curses.color_pair(curses.COLOR_WHITE) | curses.A_BOLD)
+
def highvideo():
- if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES): # pragma: no cover
+ if (game.options & OPTION_COLOR) and (
+ game.options & OPTION_CURSES
+ ): # pragma: no cover
curwnd.attron(curses.A_REVERSE)
+
#
# Things past this point have policy implications.
#
+
def drawmaps(mode):
"Hook to be called after moving to redraw maps."
- if game.options & OPTION_CURSES: # pragma: no cover
+ if game.options & OPTION_CURSES: # pragma: no cover
if mode == 1:
sensor()
setwnd(srscan_window)
lrscan_window.move(0, 0)
lrscan(silent=False)
-def put_srscan_sym(w, sym): # pragma: no cover
+
+def put_srscan_sym(w, sym): # pragma: no cover
"Emit symbol for short-range scan."
- srscan_window.move(w.i+1, w.j*2+2)
+ srscan_window.move(w.i + 1, w.j * 2 + 2)
srscan_window.addch(sym)
srscan_window.refresh()
+
def boom(w):
"Enemy fall down, go boom."
- if game.options & OPTION_CURSES: # pragma: no cover
+ if game.options & OPTION_CURSES: # pragma: no cover
drawmaps(0)
setwnd(srscan_window)
srscan_window.attron(curses.A_REVERSE)
put_srscan_sym(w, game.quad[w.i][w.j])
- #sound(500)
- #time.sleep(1.0)
- #nosound()
+ # sound(500)
+ # time.sleep(1.0)
+ # nosound()
srscan_window.attroff(curses.A_REVERSE)
put_srscan_sym(w, game.quad[w.i][w.j])
curses.delay_output(500)
setwnd(message_window)
+
def warble():
"Sound and visual effects for teleportation."
- if game.options & OPTION_CURSES: # pragma: no cover
+ if game.options & OPTION_CURSES: # pragma: no cover
drawmaps(2)
setwnd(message_window)
- #sound(50)
+ # sound(50)
prouts(" . . . . . ")
- if game.options & OPTION_CURSES: # pragma: no cover
- #curses.delay_output(1000)
- #nosound()
+ if game.options & OPTION_CURSES: # pragma: no cover
+ # curses.delay_output(1000)
+ # nosound()
pass
+
def tracktorpedo(w, step, i, n, iquad):
"Torpedo-track animation."
if not game.options & OPTION_CURSES:
if step == 1:
if n != 1:
skip(1)
- proutn(_("Track for torpedo number %d- ") % (i+1))
+ proutn(_("Track for torpedo number %d- ") % (i + 1))
else:
skip(1)
proutn(_("Torpedo track- "))
elif step in {4, 9}:
skip(1)
proutn("%s " % w)
- else: # pragma: no cover
- if not damaged(DSRSENS) or game.condition=="docked":
+ else: # pragma: no cover
+ if not damaged(DSRSENS) or game.condition == "docked":
if i != 0 and step == 1:
drawmaps(2)
time.sleep(0.4)
- if iquad in {'.', ' '}:
- put_srscan_sym(w, '+')
- #sound(step*10)
- #time.sleep(0.1)
- #nosound()
+ if iquad in {".", " "}:
+ put_srscan_sym(w, "+")
+ # sound(step*10)
+ # time.sleep(0.1)
+ # nosound()
put_srscan_sym(w, iquad)
else:
curwnd.attron(curses.A_REVERSE)
put_srscan_sym(w, iquad)
- #sound(500)
- #time.sleep(1.0)
- #nosound()
+ # sound(500)
+ # time.sleep(1.0)
+ # nosound()
curwnd.attroff(curses.A_REVERSE)
put_srscan_sym(w, iquad)
else:
proutn("%s " % w)
+
def makechart():
"Display the current galaxy chart."
- if game.options & OPTION_CURSES: # pragma: no cover
+ if game.options & OPTION_CURSES: # pragma: no cover
setwnd(message_window)
message_window.clear()
chart()
if game.options & OPTION_TTY:
skip(1)
-NSYM = 14
+
+NSYM = 14
+
def prstat(txt, data):
proutn(txt)
- if game.options & OPTION_CURSES: # pragma: no cover
+ if game.options & OPTION_CURSES: # pragma: no cover
skip(1)
setwnd(status_window)
else:
proutn(" " * (NSYM - len(txt)))
proutn(data)
skip(1)
- if game.options & OPTION_CURSES: # pragma: no cover
+ if game.options & OPTION_CURSES: # pragma: no cover
setwnd(report_window)
+
# Code from moving.c begins here
+
def imove(icourse=None, noattack=False):
"Movement execution for warp, impulse, supernova, and tractor-beam events."
w = Coord()
# Stas Sergeev added the condition
# that attacks only happen if Klingons
# are present and your skill is good.
- if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
+ if (
+ game.skill > SKILL_GOOD
+ and game.klhere > 0
+ and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova
+ ):
attack(torps_ok=False)
if game.alldone:
return
if icourse.final.j < 0:
icourse.final.j = -icourse.final.j
kink = True
- if icourse.final.i >= GALSIZE*QUADSIZE:
- icourse.final.i = (GALSIZE*QUADSIZE*2) - icourse.final.i
+ if icourse.final.i >= GALSIZE * QUADSIZE:
+ icourse.final.i = (GALSIZE * QUADSIZE * 2) - icourse.final.i
kink = True
- if icourse.final.j >= GALSIZE*QUADSIZE:
- icourse.final.j = (GALSIZE*QUADSIZE*2) - icourse.final.j
+ if icourse.final.j >= GALSIZE * QUADSIZE:
+ icourse.final.j = (GALSIZE * QUADSIZE * 2) - icourse.final.j
kink = True
if kink:
kinks += 1
prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
prout(_("YOU WILL BE DESTROYED."))
# Compute final position in new quadrant
- if trbeam: # Don't bother if we are to be beamed
+ if trbeam: # Don't bother if we are to be beamed
return
game.quadrant = icourse.final.quadrant()
game.sector = icourse.final.sector()
prout(_("Entering Quadrant %s.") % game.quadrant)
game.quad[game.sector.i][game.sector.j] = game.ship
newqad()
- if game.skill>SKILL_NOVICE:
+ if game.skill > SKILL_NOVICE:
attack(torps_ok=False)
def check_collision(h):
iquad = game.quad[h.i][h.j]
- if iquad != '.':
+ if iquad != ".":
# object encountered in flight path
- stopegy = 50.0*icourse.distance/game.optime
- if iquad in ('T', 'K', 'C', 'S', 'R', '?'):
+ stopegy = 50.0 * icourse.distance / game.optime
+ if iquad in ("T", "K", "C", "S", "R", "?"):
for enemy in game.enemies:
if enemy.location == h:
collision(rammed=False, enemy=enemy)
return True
# This should not happen
- prout(_("Which way did he go?")) # pragma: no cover
- return False # pragma: no cover
- elif iquad == ' ':
+ prout(_("Which way did he go?")) # pragma: no cover
+ return False # pragma: no cover
+ elif iquad == " ":
skip(1)
prouts(_("***RED ALERT! RED ALERT!"))
skip(1)
# 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
+ n = 0
for m in range(NDEVICES):
- if game.damage[m]>0:
+ if game.damage[m] > 0:
n += 1
- probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
- if (game.options & OPTION_BLKHOLE) and rnd.withprob(1-probf):
+ probf = math.pow(
+ 1.4, (game.energy + game.shield) / 5000.0 - 1.0
+ ) * math.pow(1.3, 1.0 / (n + 1) - 1.0)
+ if (game.options & OPTION_BLKHOLE) and rnd.withprob(1 - probf):
timwrp()
else:
finish(FHOLE)
# something else
skip(1)
proutn(crmshp())
- if iquad == '#':
+ if iquad == "#":
prout(_(" encounters Tholian web at %s;") % h)
else:
prout(_(" blocked by object at %s;") % h)
trbeam = False
if game.inorbit:
- prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
+ prout(_('Helmsman Sulu- "Leaving standard orbit."'))
game.inorbit = False
# If tractor beam is to occur, don't move full distance
- if game.state.date+game.optime >= scheduled(FTBEAM):
+ if game.state.date + game.optime >= scheduled(FTBEAM):
if game.iscloaked:
# We can't be tractor beamed if cloaked,
# so move the event into the future
- postpone(FTBEAM, game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
+ postpone(
+ FTBEAM, game.optime + expran(1.5 * game.intime / len(game.state.kcmdr))
+ )
else:
trbeam = True
game.condition = "red"
- icourse.distance = icourse.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
+ icourse.distance = (
+ icourse.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] = '.'
+ game.quad[game.sector.i][game.sector.j] = "."
for _m in range(icourse.moves):
icourse.nextstep()
w = icourse.sector()
game.quad[game.sector.i][game.sector.j] = game.ship
if game.enemies:
for enemy in game.enemies:
- finald = (w-enemy.location).distance()
+ finald = (w - enemy.location).distance()
enemy.kavgd = 0.5 * (finald + enemy.kdist)
enemy.kdist = finald
sortenemies()
drawmaps(0)
setwnd(message_window)
+
def dock(verbose):
"Dock our ship at a starbase."
scanner.chew()
if game.base is None or not game.base.valid_sector():
prout(_("No starbase available for docking in this quadrant."))
return
- if (abs(game.sector.i-game.base.i) > 1) or (abs(game.sector.j-game.base.j) > 1):
+ if (abs(game.sector.i - game.base.i) > 1) or (abs(game.sector.j - game.base.j) > 1):
prout(crmshp() + _(" not adjacent to base."))
return
if game.iscloaked:
game.torps = game.intorps
game.lsupres = game.inlsr
game.state.crew = FULLCREW
- if game.brigcapacity-game.brigfree > 0:
- prout(_("%d captured Klingons transferred to base") % (game.brigcapacity-game.brigfree))
- game.kcaptured += game.brigcapacity-game.brigfree
+ if game.brigcapacity - game.brigfree > 0:
+ prout(
+ _("%d captured Klingons transferred to base")
+ % (game.brigcapacity - game.brigfree)
+ )
+ game.kcaptured += game.brigcapacity - game.brigfree
game.brigfree = game.brigcapacity
- if communicating() and \
- ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
+ if communicating() and (
+ (is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit
+ ):
# get attack report from base
- prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
+ prout(_('Lt. Uhura- "Captain, an important message from the starbase:"'))
attackreport(False)
game.iseenit = True
+
def cartesian(loc1=None, loc2=None):
if loc1 is None:
return game.quadrant * QUADSIZE + game.sector
else:
return loc1 * QUADSIZE + loc2
+
def getcourse(isprobe):
"Get a course and distance from the user."
key = ""
huh()
scanner.chew()
raise TrekError
- else: # numeric
+ else: # numeric
if isprobe:
prout(_("(Manual navigation assumed.)"))
else:
scanner.chew()
iprompt = True
key = scanner.nexttok()
- scanner.push(scanner.token) # Something IHREAL or IHALPHA awaits us
+ scanner.push(scanner.token) # Something IHREAL or IHALPHA awaits us
first = scanner.getcoord()
if first is None:
raise TrekError
# only quadrant specified -- go to center of dest quad
dquad.i = first.i
dquad.j = first.j
- dsect.j = dsect.i = (QUADSIZE/2)-1 # preserves 1-origin behavior
+ dsect.j = dsect.i = (QUADSIZE / 2) - 1 # preserves 1-origin behavior
else:
# only sector specified
dsect.i = first.i
if not isprobe:
if itemp > "curt":
if iprompt:
- prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
+ prout(_('Helmsman Sulu- "Course locked in for Sector %s."') % dsect)
else:
- prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
+ prout(_('Ensign Chekov- "Course laid in, Captain."'))
# the actual deltas get computed here
- delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
- delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
- else: # manual
+ delta.j = (
+ dquad.j - game.quadrant.j + (dsect.j - game.sector.j) / (QUADSIZE * 1.0)
+ )
+ delta.i = (
+ game.quadrant.i - dquad.i + (game.sector.i - dsect.i) / (QUADSIZE * 1.0)
+ )
+ else: # manual
while key == "IHEOL":
proutn(_("X and Y displacements- "))
scanner.chew()
raise TrekError
if itemp == "verbose" and not isprobe:
skip(1)
- prout(_("Helmsman Sulu- \"Aye, Sir.\""))
+ prout(_('Helmsman Sulu- "Aye, Sir."'))
scanner.chew()
return course(bearing=delta.bearing(), distance=delta.distance())
+
class course:
def __init__(self, bearing, distance, origin=None):
self.distance = distance
# clockface directions!
if self.bearing < 0.0:
self.bearing += 12.0
- self.angle = ((15.0 - self.bearing) * 0.5235988)
+ self.angle = (15.0 - self.bearing) * 0.5235988
self.increment = Coord(-math.sin(self.angle), math.cos(self.angle))
bigger = max(abs(self.increment.i), abs(self.increment.j))
self.increment /= bigger
- self.moves = int(round(10*self.distance*bigger))
+ self.moves = int(round(10 * self.distance * bigger))
self.reset()
- self.final = (self.location + self.moves*self.increment).roundtogrid()
+ self.final = (self.location + self.moves * self.increment).roundtogrid()
self.location = self.origin
self.nextlocation = None
+
def reset(self):
self.location = self.origin
self.step = 0
+
def arrived(self):
return self.location.roundtogrid() == self.final
+
def nextstep(self):
"Next step on course."
self.step += 1
self.nextlocation = self.location + self.increment
- samequad = (self.location.quadrant() == self.nextlocation.quadrant())
+ samequad = self.location.quadrant() == self.nextlocation.quadrant()
self.location = self.nextlocation
return samequad
+
def quadrant(self):
return self.location.quadrant()
+
def sector(self):
return self.location.sector()
+
def power(self, w):
- return self.distance*(w**3)*(game.shldup+1)
+ return self.distance * (w ** 3) * (game.shldup + 1)
+
def time(self, w):
- return 10.0*self.distance/w**2
+ return 10.0 * self.distance / w ** 2
+
def impulse():
"Move under impulse power."
if damaged(DIMPULS):
scanner.chew()
skip(1)
- prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
+ prout(_('Engineer Scott- "The impulse engines are damaged, Sir."'))
return
if game.energy > 30.0:
try:
icourse = getcourse(isprobe=False)
except TrekError:
return
- power = 20.0 + 100.0*icourse.distance
+ power = 20.0 + 100.0 * icourse.distance
else:
power = 30.0
if power >= game.energy:
# Insufficient power for trip
skip(1)
- prout(_("First Officer Spock- \"Captain, the impulse engines"))
+ prout(_('First Officer Spock- "Captain, the impulse engines'))
prout(_("require 20.0 units to engage, plus 100.0 units per"))
if game.energy > 30:
- proutn(_("quadrant. We can go, therefore, a maximum of %d") %
- int(0.01 * (game.energy-20.0)-0.05))
- prout(_(" quadrants.\""))
+ proutn(
+ _("quadrant. We can go, therefore, a maximum of %d")
+ % int(0.01 * (game.energy - 20.0) - 0.05)
+ )
+ prout(_(' quadrants."'))
else:
- prout(_("quadrant. They are, therefore, useless.\""))
+ prout(_('quadrant. They are, therefore, useless."'))
scanner.chew()
return
# Make sure enough time is left for the trip
- game.optime = icourse.distance/0.095
+ game.optime = icourse.distance / 0.095
if game.optime >= game.state.remtime:
- prout(_("First Officer Spock- \"Captain, our speed under impulse"))
+ prout(_('First Officer Spock- "Captain, our speed under impulse'))
prout(_("power is only 0.95 sectors per stardate. Are you sure"))
- proutn(_("we dare spend the time?\" "))
+ proutn(_('we dare spend the time?" '))
if not ja():
return
# Activate impulse engines and pay the cost
game.ididit = True
if game.alldone:
return
- power = 20.0 + 100.0*icourse.distance
+ power = 20.0 + 100.0 * icourse.distance
game.energy -= power
- game.optime = icourse.distance/0.095
+ game.optime = icourse.distance / 0.095
if game.energy <= 0:
finish(FNRG)
return
+
def warp(wcourse, involuntary):
"Move under warp drive."
- blooey = False; twarp = False
- if not involuntary: # Not WARPX entry
+ blooey = False
+ twarp = False
+ if not involuntary: # Not WARPX entry
game.ididit = False
if game.iscloaked:
scanner.chew()
skip(1)
- prout(_("Engineer Scott- \"The warp engines can not be used while cloaked, Sir.\""))
+ prout(
+ _(
+ 'Engineer Scott- "The warp engines can not be used while cloaked, Sir."'
+ )
+ )
return
if game.damage[DWARPEN] > 10.0:
scanner.chew()
skip(1)
- prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
+ prout(_('Engineer Scott- "The warp engines are damaged, Sir."'))
return
if damaged(DWARPEN) and game.warpfac > 4.0:
scanner.chew()
skip(1)
- prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
- prout(_(" is repaired, I can only give you warp 4.\""))
+ prout(_('Engineer Scott- "Sorry, Captain. Until this damage'))
+ prout(_(' is repaired, I can only give you warp 4."'))
return
- # Read in course and distance
+ # Read in course and distance
if wcourse is None:
try:
wcourse = getcourse(isprobe=False)
game.ididit = False
skip(1)
prout(_("Engineering to bridge--"))
- if not game.shldup or 0.5*wcourse.power(game.warpfac) > game.energy:
- iwarp = (game.energy/(wcourse.distance+0.05)) ** 0.333333333
+ if not game.shldup or 0.5 * wcourse.power(game.warpfac) > game.energy:
+ iwarp = (game.energy / (wcourse.distance + 0.05)) ** 0.333333333
if iwarp <= 0:
prout(_("We can't do it, Captain. We don't have enough energy."))
else:
- proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
+ proutn(
+ _("We don't have enough energy, but we could do it at warp %d")
+ % iwarp
+ )
if game.shldup:
prout(",")
prout(_("if you'll lower the shields."))
return
# Make sure enough time is left for the trip
game.optime = wcourse.time(game.warpfac)
- if game.optime >= 0.8*game.state.remtime:
+ if game.optime >= 0.8 * game.state.remtime:
skip(1)
- prout(_("First Officer Spock- \"Captain, I compute that such"))
- proutn(_(" a trip would require approximately %2.0f") %
- (100.0*game.optime/game.state.remtime))
+ prout(_('First Officer Spock- "Captain, I compute that such'))
+ proutn(
+ _(" a trip would require approximately %2.0f")
+ % (100.0 * game.optime / game.state.remtime)
+ )
prout(_(" percent of our"))
- proutn(_(" remaining time. Are you sure this is wise?\" "))
+ proutn(_(' remaining time. Are you sure this is wise?" '))
if not ja():
game.ididit = False
- game.optime=0
+ game.optime = 0
return
# Entry WARPX
if game.warpfac > 6.0:
# Decide if engine damage will occur
# ESR: Seems wrong. Probability of damage goes *down* with distance?
- prob = wcourse.distance*(6.0-game.warpfac)**2/66.666666666
+ prob = wcourse.distance * (6.0 - game.warpfac) ** 2 / 66.666666666
if prob > rnd.real():
blooey = True
wcourse.distance = rnd.real(wcourse.distance)
# Decide if time warp will occur
- if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > rnd.real():
+ if 0.5 * wcourse.distance * math.pow(7.0, game.warpfac - 10.0) > rnd.real():
twarp = True
- if game.idebug and game.warpfac==10 and not twarp: # pragma: no cover
+ if game.idebug and game.warpfac == 10 and not twarp: # pragma: no cover
blooey = False
proutn("=== Force time warp? ")
if ja():
w = wcourse.sector()
if not w.valid_sector():
break
- if game.quad[w.i][w.j] != '.':
+ if game.quad[w.i][w.j] != ".":
blooey = False
twarp = False
wcourse.reset()
game.ididit = True
return
+
def setwarp():
"Change the warp factor."
while True:
- key=scanner.nexttok()
+ key = scanner.nexttok()
if key != "IHEOL":
break
scanner.chew()
return
if damaged(DWARPEN) and scanner.real > 4.0:
prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
- prout(_(" but right now we can only go warp 4.\""))
+ prout(_(' but right now we can only go warp 4."'))
return
if scanner.real > 10.0:
- prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
+ prout(_('Helmsman Sulu- "Our top speed is warp 10, Captain."'))
return
if scanner.real < 1.0:
- prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
+ prout(_('Helmsman Sulu- "We can\'t go below warp 1, Captain."'))
return
oldfac = game.warpfac
game.warpfac = scanner.real
if game.warpfac <= oldfac or game.warpfac <= 6.0:
- prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
- int(game.warpfac))
+ prout(_('Helmsman Sulu- "Warp factor %d, Captain."') % int(game.warpfac))
return
if game.warpfac < 8.00:
- prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
+ prout(_('Engineer Scott- "Aye, but our maximum safe speed is warp 6."'))
return
if game.warpfac == 10.0:
- prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
+ prout(_('Engineer Scott- "Aye, Captain, we\'ll try it."'))
return
- prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
+ prout(_('Engineer Scott- "Aye, Captain, but our engines may not take it."'))
return
+
def atover(igrab):
"Cope with being tossed out of quadrant by supernova or yanked by beam."
scanner.chew()
proutn(_("The %s has stopped in a quadrant containing") % crmshp())
prouts(_(" a supernova."))
skip(2)
- prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
+ prout(_("***Emergency automatic override attempts to hurl ") + crmshp())
prout(_("safely out of quadrant."))
if not damaged(DRADIO):
game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
return
game.warpfac = rnd.real(6.0, 8.0)
prout(_("Warp factor set to %d") % int(game.warpfac))
- power = 0.75*game.energy
- dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
+ power = 0.75 * game.energy
+ dist = power / (game.warpfac * game.warpfac * game.warpfac * (game.shldup + 1))
dist = max(dist, rnd.real(math.sqrt(2)))
- bugout = course(bearing=rnd.real(12), distance=dist) # How dumb!
+ bugout = course(bearing=rnd.real(12), distance=dist) # How dumb!
game.optime = bugout.time(game.warpfac)
game.justin = False
game.inorbit = False
# Repeat if another snova
if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
break
- if game.unwon()==0:
- finish(FWON) # Snova killed remaining enemy.
+ if game.unwon() == 0:
+ finish(FWON) # Snova killed remaining enemy.
+
def timwrp():
"Let's do the time warp again."
prout(_("***TIME WARP ENTERED."))
if game.state.snap and rnd.withprob(0.5):
# Go back in time
- prout(_("You are traveling backwards in time %d stardates.") %
- int(game.state.date-game.snapsht.date))
+ prout(
+ _("You are traveling backwards in time %d stardates.")
+ % int(game.state.date - game.snapsht.date)
+ )
game.state = game.snapsht
game.state.snap = False
if len(game.state.kcmdr):
- schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
- schedule(FBATTAK, expran(0.3*game.intime))
- schedule(FSNOVA, expran(0.5*game.intime))
+ schedule(FTBEAM, expran(game.intime / len(game.state.kcmdr)))
+ schedule(FBATTAK, expran(0.3 * game.intime))
+ schedule(FSNOVA, expran(0.5 * game.intime))
# next snapshot will be sooner
- schedule(FSNAP, expran(0.25*game.state.remtime))
+ schedule(FSNAP, expran(0.25 * game.state.remtime))
if game.state.nscrem:
schedule(FSCMOVE, 0.2777)
for l in range(game.inplan):
if game.state.planets[l].known == "shuttle_down":
gotit = True
- if game.iscraft == "onship" and game.ship=='E':
- prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
+ 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
# was on ship earlier, it would have vanished -- let's restore it.
if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
- prout(_("Chekov- \"Security reports the Galileo has reappeared in the dock!\""))
+ prout(
+ _('Chekov- "Security reports the Galileo has reappeared in the dock!"')
+ )
game.iscraft = "onship"
# There used to be code to do the actual reconstrction here,
# but the starchart is now part of the snapshotted galaxy state.
prout(_("Spock has reconstructed a correct star chart from memory"))
else:
# Go forward in time
- game.optime = expran(0.5*game.intime)
+ game.optime = expran(0.5 * game.intime)
prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
# cheat to make sure no tractor beams occur during time warp
postpone(FTBEAM, game.optime)
game.damage[DRADIO] += game.optime
newqad()
- events() # Stas Sergeev added this -- do pending events
+ events() # Stas Sergeev added this -- do pending events
+
def probe():
"Launch deep-space probe."
if game.nprobes == 0:
scanner.chew()
skip(1)
- if game.ship == 'E':
- prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
+ 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."))
return
if damaged(DDSP):
scanner.chew()
skip(1)
- prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
+ prout(_('Engineer Scott- "The probe launcher is damaged, Sir."'))
return
if is_scheduled(FDSPROB):
scanner.chew()
skip(1)
if damaged(DRADIO) and game.condition != "docked":
- prout(_("Spock- \"Records show the previous probe has not yet"))
- prout(_(" reached its destination.\""))
+ prout(_('Spock- "Records show the previous probe has not yet'))
+ prout(_(' reached its destination."'))
else:
- prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
+ prout(_('Uhura- "The previous probe is still reporting data, Sir."'))
return
key = scanner.nexttok()
if key == "IHEOL":
elif key == "IHEOL":
proutn(_("Arm NOVAMAX warhead? "))
game.isarmed = ja()
- elif key == "IHREAL": # first element of course
+ elif key == "IHREAL": # first element of course
scanner.push(scanner.token)
try:
game.probe = getcourse(isprobe=True)
except TrekError:
return
game.nprobes -= 1
- schedule(FDSPROB, 0.01) # Time to move one sector
- prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
+ schedule(FDSPROB, 0.01) # Time to move one sector
+ prout(_('Ensign Chekov- "The deep space probe is launched, Captain."'))
game.ididit = True
return
+
def mayday():
"Yell for help from nearest starbase."
# There's more than one way to move in this game!
scanner.chew()
# Test for conditions which prevent calling for help
if game.condition == "docked":
- prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
+ prout(_('Lt. Uhura- "But Captain, we\'re already docked."'))
return
if damaged(DRADIO):
prout(_("Subspace radio damaged."))
return
if not game.state.baseq:
- prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
+ prout(_('Lt. Uhura- "Captain, I\'m not getting any response from Starbase."'))
return
if game.landed:
prout(_("You must be aboard the %s.") % crmshp())
return
# OK -- call for help from nearest starbase
game.nhelp += 1
- if game.base.i!=0:
+ if game.base.i != 0:
# There's one in this quadrant
ddist = (game.base - game.sector).distance()
else:
- ibq = None # Force base-quadrant game to persist past loop
+ ibq = None # Force base-quadrant game to persist past loop
ddist = FOREVER
for ibq in game.state.baseq:
xdist = QUADSIZE * (ibq - game.quadrant).distance()
game.quadrant = ibq
newqad()
# dematerialize starship
- game.quad[game.sector.i][game.sector.j]='.'
- proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
- % (game.quadrant, crmshp()))
+ 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):
+ for m in range(1, 5 + 1):
w = game.base.scatter()
- if w.valid_sector() and game.quad[w.i][w.j]=='.':
+ if w.valid_sector() and game.quad[w.i][w.j] == ".":
# found one -- finish up
game.sector = w
break
finish(FMATERIALIZE)
return
# Give starbase three chances to rematerialize starship
- probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
- for m in range(1, 3+1):
- if m == 1: proutn(_("1st"))
- elif m == 2: proutn(_("2nd"))
- elif m == 3: proutn(_("3rd"))
+ probf = math.pow((1.0 - math.pow(0.98, ddist)), 0.33333333)
+ for m in range(1, 3 + 1):
+ if m == 1:
+ proutn(_("1st"))
+ elif m == 2:
+ proutn(_("2nd"))
+ elif m == 3:
+ proutn(_("3rd"))
proutn(_(" attempt to re-materialize ") + crmshp())
- game.quad[game.sector.i][game.sector.j]=('-','o','O')[m-1]
+ game.quad[game.sector.i][game.sector.j] = ("-", "o", "O")[m - 1]
textcolor(RED)
warble()
if rnd.real() > probf:
break
prout(_("fails."))
textcolor(DEFAULT)
- if game.options & OPTION_CURSES: # pragma: no cover
+ if game.options & OPTION_CURSES: # pragma: no cover
curses.delay_output(500)
if m > 3:
- game.quad[game.sector.i][game.sector.j]='?'
+ game.quad[game.sector.i][game.sector.j] = "?"
game.alive = False
drawmaps(1)
setwnd(message_window)
finish(FMATERIALIZE)
return
- game.quad[game.sector.i][game.sector.j]=game.ship
+ game.quad[game.sector.i][game.sector.j] = game.ship
textcolor(GREEN)
prout(_("succeeds."))
textcolor(DEFAULT)
dock(False)
skip(1)
- prout(_("Lt. Uhura- \"Captain, we made it!\""))
+ prout(_('Lt. Uhura- "Captain, we made it!"'))
+
def abandon():
"Abandon ship."
scanner.chew()
- if game.condition=="docked":
- if game.ship!='E':
+ if game.condition == "docked":
+ if game.ship != "E":
prout(_("You cannot abandon Ye Faerie Queene."))
return
else:
# Must take shuttle craft to exit
- if game.damage[DSHUTTL]==-1:
+ if game.damage[DSHUTTL] == -1:
prout(_("Ye Faerie Queene has no shuttle craft."))
return
- if game.damage[DSHUTTL]<0:
+ if game.damage[DSHUTTL] < 0:
prout(_("Shuttle craft now serving Big Macs."))
return
- if game.damage[DSHUTTL]>0:
+ if game.damage[DSHUTTL] > 0:
prout(_("Shuttle craft damaged."))
return
if game.landed:
prout(_("Remainder of ship's complement beam down"))
prout(_("to nearest habitable planet."))
elif q.planet is not None and not damaged(DTRANSP):
- prout(_("Remainder of ship's complement beam down to %s.") %
- q.planet)
+ prout(_("Remainder of ship's complement beam down to %s.") % q.planet)
else:
- prout(_("Entire crew of %d left to die in outer space.") %
- game.state.crew)
+ prout(_("Entire crew of %d left to die in outer space.") % game.state.crew)
game.casual += game.state.crew
game.abandoned += game.state.crew
# If at least one base left, give 'em the Faerie Queene
skip(1)
- game.icrystl = False # crystals are lost
- game.nprobes = 0 # No probes
+ game.icrystl = False # crystals are lost
+ game.nprobes = 0 # No probes
prout(_("You are captured by Klingons and released to"))
prout(_("the Federation in a prisoner-of-war exchange."))
nb = rnd.integer(len(game.state.baseq))
newqad()
while True:
# position next to base by trial and error
- game.quad[game.sector.i][game.sector.j] = '.'
+ game.quad[game.sector.i][game.sector.j] = "."
l = QUADSIZE
for l in range(QUADSIZE):
game.sector = game.base.scatter()
- if game.sector.valid_sector() and \
- game.quad[game.sector.i][game.sector.j] == '.':
+ if (
+ game.sector.valid_sector()
+ and game.quad[game.sector.i][game.sector.j] == "."
+ ):
break
if l < QUADSIZE:
- break # found a spot
- game.sector.i=QUADSIZE/2
- game.sector.j=QUADSIZE/2
+ break # found a spot
+ game.sector.i = QUADSIZE / 2
+ game.sector.j = QUADSIZE / 2
newqad()
# Get new commission
- game.quad[game.sector.i][game.sector.j] = game.ship = 'F'
+ 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,"))
if game.icrystl:
prout(_("The dilithium crystals have been moved."))
game.imine = False
- game.iscraft = "offship" # Galileo disappears
+ game.iscraft = "offship" # Galileo disappears
# Resupply ship
- game.condition="docked"
+ game.condition = "docked"
for l in range(NDEVICES):
game.damage[l] = 0.0
game.damage[DSHUTTL] = -1
game.energy = game.inenrg = 3000.0
game.shield = game.inshld = 1250.0
game.torps = game.intorps = 6
- game.lsupres=game.inlsr=3.0
- game.shldup=False
- game.warpfac=5.0
+ game.lsupres = game.inlsr = 3.0
+ game.shldup = False
+ game.warpfac = 5.0
game.brigfree = game.brigcapacity = 300
return
+
# Code from planets.c begins here.
+
def consumeTime():
"Abort a lengthy operation if an event interrupts it."
game.ididit = True
events()
- if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
+ if (
+ game.alldone
+ or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova
+ or game.justin
+ ):
return True
return False
+
def survey():
"Report on (uninhabited) planets in the galaxy."
iknow = False
skip(1)
scanner.chew()
- prout(_("Spock- \"Planet report follows, Captain.\""))
+ prout(_('Spock- "Planet report follows, Captain."'))
skip(1)
for i in range(game.inplan):
if game.state.planets[i].pclass == "destroyed":
continue
- if (game.state.planets[i].known != "unknown" \
- and not game.state.planets[i].inhabited) \
- or game.idebug:
+ if (
+ game.state.planets[i].known != "unknown"
+ and not game.state.planets[i].inhabited
+ ) or game.idebug:
iknow = True
- if game.idebug and game.state.planets[i].known=="unknown":
+ if game.idebug and game.state.planets[i].known == "unknown":
proutn("(Unknown) ")
proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
proutn(_(" class "))
if game.state.planets[i].crystals != "present":
proutn(_("no "))
prout(_("dilithium crystals present."))
- if game.state.planets[i].known=="shuttle_down":
+ if game.state.planets[i].known == "shuttle_down":
prout(_(" Shuttle Craft Galileo on surface."))
if not iknow:
prout(_("No information available."))
+
def orbit():
"Enter standard orbit."
skip(1)
if game.plnet is None:
prout("There is no planet in this sector.")
return
- if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
+ if abs(game.sector.i - game.plnet.i) > 1 or abs(game.sector.j - game.plnet.j) > 1:
prout(crmshp() + _(" not adjacent to planet."))
skip(1)
return
game.optime = rnd.real(0.02, 0.05)
- prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
+ prout(_('Helmsman Sulu- "Entering standard orbit, Sir."'))
newcnd()
if consumeTime():
return
game.height = rnd.real(1400, 8600)
- prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
+ prout(_('Sulu- "Entered orbit at altitude %.2f kilometers."') % game.height)
game.inorbit = True
game.ididit = True
+
def sensor():
"Examine planets in this quadrant."
if damaged(DSRSENS):
return
if game.iplnet is None:
if game.options & OPTION_TTY:
- prout(_("Spock- \"No planet in this quadrant, Captain.\""))
+ prout(_('Spock- "No planet in this quadrant, Captain."'))
return
if game.iplnet.known == "unknown":
- prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
+ prout(_('Spock- "Sensor scan for Quadrant %s-') % game.quadrant)
skip(1)
- prout(_(" Planet at Sector %s is of class %s.") %
- (game.plnet, game.iplnet.pclass))
- if game.iplnet.known=="shuttle_down":
+ prout(
+ _(" Planet at Sector %s is of class %s.")
+ % (game.plnet, game.iplnet.pclass)
+ )
+ if game.iplnet.known == "shuttle_down":
prout(_(" Sensors show Galileo still on surface."))
proutn(_(" Readings indicate"))
if game.iplnet.crystals != "present":
proutn(_(" no"))
- prout(_(" dilithium crystals present.\""))
+ prout(_(' dilithium crystals present."'))
if game.iplnet.known == "unknown":
game.iplnet.known = "known"
elif game.iplnet.inhabited:
- prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
- prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
+ prout(_('Spock- "The inhabited planet %s ') % game.iplnet.name)
+ prout(_(' is located at Sector %s, Captain."') % game.plnet)
+
def beam():
"Use the transporter."
skip(1)
if damaged(DTRANSP):
prout(_("Transporter damaged."))
- if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
+ if not damaged(DSHUTTL) and (
+ game.iplnet.known == "shuttle_down" or game.iscraft == "onship"
+ ):
skip(1)
- proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
+ proutn(_('Spock- "May I suggest the shuttle craft, Sir?" '))
if ja():
shuttle()
return
if game.shldup:
prout(_("Impossible to transport through shields."))
return
- if game.iplnet.known=="unknown":
- prout(_("Spock- \"Captain, we have no information on this planet"))
+ if game.iplnet.known == "unknown":
+ prout(_('Spock- "Captain, we have no information on this planet'))
prout(_(" and Starfleet Regulations clearly state that in this situation"))
- prout(_(" you may not go down.\""))
+ prout(_(' you may not go down."'))
return
- if not game.landed and game.iplnet.crystals=="absent":
- prout(_("Spock- \"Captain, I fail to see the logic in"))
+ if not game.landed and game.iplnet.crystals == "absent":
+ prout(_('Spock- "Captain, I fail to see the logic in'))
prout(_(" exploring a planet with no dilithium crystals."))
- proutn(_(" Are you sure this is wise?\" "))
+ proutn(_(' Are you sure this is wise?" '))
if not ja():
scanner.chew()
return
- if (game.options & OPTION_ALMY):
+ if game.options & OPTION_ALMY:
nrgneed = 50 * game.skill + game.height / 100.0
if nrgneed > game.energy:
prout(_("Engineering to bridge--"))
prout(_(" Captain, we have enough energy only to transport you down to"))
prout(_(" the planet, but there wouldn't be an energy for the trip back."))
if game.iplnet.known == "shuttle_down":
- prout(_(" Although the Galileo shuttle craft may still be on a surface."))
- proutn(_(" Are you sure this is wise?\" "))
+ prout(
+ _(" Although the Galileo shuttle craft may still be on a surface.")
+ )
+ proutn(_(' Are you sure this is wise?" '))
if not ja():
scanner.chew()
return
if game.landed:
# Coming from planet
- if game.iplnet.known=="shuttle_down":
- proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
+ if game.iplnet.known == "shuttle_down":
+ proutn(_('Spock- "Wouldn\'t you rather take the Galileo?" '))
if ja():
scanner.chew()
return
prout(_("Kirk whips out communicator..."))
prouts(_("BEEP BEEP BEEP"))
skip(2)
- prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
+ prout(_('"Kirk to enterprise- Lock on coordinates...energize."'))
else:
# Going to planet
- prout(_("Scotty- \"Transporter room ready, Sir.\""))
+ prout(_('Scotty- "Transporter room ready, Sir."'))
skip(1)
prout(_("Kirk and landing party prepare to beam down to planet surface."))
skip(1)
- prout(_("Kirk- \"Energize.\""))
+ prout(_('Kirk- "Energize."'))
game.ididit = True
skip(1)
prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
if not rnd.withprob(0.98):
prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
skip(2)
- prout(_("Scotty- \"Oh my God! I've lost them.\""))
+ prout(_('Scotty- "Oh my God! I\'ve lost them."'))
finish(FLOST)
return
prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
game.energy -= nrgneed
skip(2)
prout(_("Transport complete."))
- if game.landed and game.iplnet.known=="shuttle_down":
+ if game.landed and game.iplnet.known == "shuttle_down":
prout(_("The shuttle craft Galileo is here!"))
if not game.landed and game.imine:
game.icrystl = True
game.imine = False
return
+
def mine():
"Strip-mine a world for dilithium."
skip(1)
prout(_("With all those fresh crystals aboard the ") + crmshp())
prout(_("there's no reason to mine more at this time."))
return
- game.optime = rnd.real(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
+ game.optime = rnd.real(0.1, 0.3) * (ord(game.iplnet.pclass) - ord("L"))
if consumeTime():
return
prout(_("Mining operation complete."))
game.iplnet.crystals = "mined"
game.imine = game.ididit = True
+
def usecrystals():
"Use dilithium crystals."
game.ididit = False
prout(_("No dilithium crystals available."))
return
if game.energy >= 1000:
- prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
+ prout(_('Spock- "Captain, Starfleet Regulations prohibit such an operation'))
prout(_(" except when Condition Yellow exists."))
return
- prout(_("Spock- \"Captain, I must warn you that loading"))
+ prout(_('Spock- "Captain, I must warn you that loading'))
prout(_(" raw dilithium crystals into the ship's power"))
prout(_(" system may risk a severe explosion."))
- proutn(_(" Are you sure this is wise?\" "))
+ proutn(_(' Are you sure this is wise?" '))
if not ja():
scanner.chew()
return
skip(1)
- prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
- prout(_(" Mr. Spock and I will try it.\""))
+ prout(_('Engineering Officer Scott- "(GULP) Aye Sir.'))
+ prout(_(' Mr. Spock and I will try it."'))
skip(1)
- prout(_("Spock- \"Crystals in place, Sir."))
- prout(_(" Ready to activate circuit.\""))
+ prout(_('Spock- "Crystals in place, Sir.'))
+ prout(_(' Ready to activate circuit."'))
skip(1)
- prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
+ prouts(_('Scotty- "Keep your fingers crossed, Sir!"'))
skip(1)
if rnd.withprob(game.cryprob):
prouts(_(" \"Activating now! - - No good! It's***"))
kaboom()
return
game.energy += rnd.real(5000.0, 5500.0)
- prouts(_(" \"Activating now! - - "))
+ prouts(_(' "Activating now! - - '))
prout(_("The instruments"))
prout(_(" are going crazy, but I think it's"))
- prout(_(" going to work!! Congratulations, Sir!\""))
+ prout(_(' going to work!! Congratulations, Sir!"'))
game.cryprob *= 2.0
game.ididit = True
+
def shuttle():
"Use shuttlecraft for planetary jaunt."
scanner.chew()
prout(_("Ye Faerie Queene had no shuttle craft."))
elif game.damage[DSHUTTL] > 0:
prout(_("The Galileo is damaged."))
- else: # game.damage[DSHUTTL] < 0
+ else: # game.damage[DSHUTTL] < 0
prout(_("Shuttle craft is now serving Big Macs."))
return
if not game.inorbit:
if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
prout(_("Shuttle craft not currently available."))
return
- if not game.landed and game.iplnet.known=="shuttle_down":
+ if not game.landed and game.iplnet.known == "shuttle_down":
prout(_("You will have to beam down to retrieve the shuttle craft."))
return
if game.shldup or game.condition == "docked":
prout(_("Shuttle craft cannot pass through shields."))
return
- if game.iplnet.known=="unknown":
- prout(_("Spock- \"Captain, we have no information on this planet"))
+ if game.iplnet.known == "unknown":
+ prout(_('Spock- "Captain, we have no information on this planet'))
prout(_(" and Starfleet Regulations clearly state that in this situation"))
- prout(_(" you may not fly down.\""))
+ prout(_(' you may not fly down."'))
return
- game.optime = 3.0e-5*game.height
- if game.optime >= 0.8*game.state.remtime:
- prout(_("First Officer Spock- \"Captain, I compute that such"))
- proutn(_(" a maneuver would require approximately %2d%% of our") % \
- int(100*game.optime/game.state.remtime))
+ game.optime = 3.0e-5 * game.height
+ if game.optime >= 0.8 * game.state.remtime:
+ prout(_('First Officer Spock- "Captain, I compute that such'))
+ proutn(
+ _(" a maneuver would require approximately %2d%% of our")
+ % int(100 * game.optime / game.state.remtime)
+ )
prout(_("remaining time."))
- proutn(_("Are you sure this is wise?\" "))
+ proutn(_('Are you sure this is wise?" '))
if not ja():
game.optime = 0.0
return
if game.iscraft == "onship":
# Galileo on ship!
if not damaged(DTRANSP):
- proutn(_("Spock- \"Would you rather use the transporter?\" "))
+ proutn(_('Spock- "Would you rather use the transporter?" '))
if ja():
beam()
return
skip(1)
if consumeTime():
return
- game.iplnet.known="shuttle_down"
+ game.iplnet.known = "shuttle_down"
prout(_("Trip complete."))
return
else:
skip(1)
prouts(_("The short hop begins . . ."))
skip(1)
- game.iplnet.known="known"
+ game.iplnet.known = "known"
game.icraft = True
skip(1)
game.landed = False
else:
# Kirk on ship and so is Galileo
prout(_("Mining party assembles in the hangar deck,"))
- prout(_("ready to board the shuttle craft \"Galileo\"."))
+ prout(_('ready to board the shuttle craft "Galileo".'))
skip(1)
prouts(_("The hangar doors open; the trip begins."))
skip(1)
prout(_("Trip complete."))
return
+
def deathray():
"Use the big zapper."
game.ididit = False
skip(1)
scanner.chew()
- if game.ship != 'E':
+ if game.ship != "E":
prout(_("Ye Faerie Queene has no death ray."))
return
- if len(game.enemies)==0:
- prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
+ if len(game.enemies) == 0:
+ prout(_('Sulu- "But Sir, there are no enemies in this quadrant."'))
return
if damaged(DDRAY):
prout(_("Death Ray is damaged."))
return
prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
prout(_(" is highly unpredictible. Considering the alternatives,"))
- proutn(_(" are you sure this is wise?\" "))
+ proutn(_(' are you sure this is wise?" '))
if not ja():
return
- prout(_("Spock- \"Acknowledged.\""))
+ prout(_('Spock- "Acknowledged."'))
skip(1)
game.ididit = True
prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
prout(_("Spock and Scotty ready the death ray and"))
prout(_("prepare to channel all ship's power to the device."))
skip(1)
- prout(_("Spock- \"Preparations complete, sir.\""))
- prout(_("Kirk- \"Engage!\""))
+ prout(_('Spock- "Preparations complete, sir."'))
+ prout(_('Kirk- "Engage!"'))
skip(1)
prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
skip(1)
dprob = 0.5
r = rnd.real()
if r > dprob:
- prouts(_("Sulu- \"Captain! It's working!\""))
+ prouts(_('Sulu- "Captain! It\'s working!"'))
skip(2)
while len(game.enemies) > 0:
- deadkl(game.enemies[-1].location, game.quad[game.enemies[-1].location.i][game.enemies[-1].location.j],game.enemies[-1].location)
- prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
+ deadkl(
+ game.enemies[-1].location,
+ game.quad[game.enemies[-1].location.i][game.enemies[-1].location.j],
+ game.enemies[-1].location,
+ )
+ prout(_('Ensign Chekov- "Congratulations, Captain!"'))
if game.unwon() == 0:
finish(FWON)
- if (game.options & OPTION_ALMY):
+ if game.options & OPTION_ALMY:
prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
if rnd.withprob(0.05):
- prout(_(" is still operational.\""))
+ prout(_(' is still operational."'))
else:
- prout(_(" has been rendered nonfunctional.\""))
+ prout(_(' has been rendered nonfunctional."'))
game.damage[DDRAY] = 39.95
return
- r = rnd.real() # Pick failure method
+ r = rnd.real() # Pick failure method
if r <= 0.30:
- prouts(_("Sulu- \"Captain! It's working!\""))
+ prouts(_('Sulu- "Captain! It\'s working!"'))
skip(1)
prouts(_("***RED ALERT! RED ALERT!"))
skip(1)
kaboom()
return
if r <= 0.55:
- prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
+ prouts(_('Sulu- "Captain! Yagabandaghangrapl, brachriigringlanbla!"'))
skip(1)
- prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
+ prout(_('Lt. Uhura- "Graaeek! Graaeek!"'))
skip(1)
- prout(_("Spock- \"Fascinating! . . . All humans aboard"))
+ prout(_('Spock- "Fascinating! . . . All humans aboard'))
prout(_(" have apparently been transformed into strange mutations."))
prout(_(" Vulcans do not seem to be affected."))
skip(1)
- prout(_("Kirk- \"Raauch! Raauch!\""))
+ prout(_('Kirk- "Raauch! Raauch!"'))
finish(FDRAY)
return
if r <= 0.75:
- prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
+ prouts(_('Sulu- "Captain! It\'s --WHAT?!?!"'))
skip(2)
- proutn(_("Spock- \"I believe the word is"))
+ proutn(_('Spock- "I believe the word is'))
prouts(_(" *ASTONISHING*"))
prout(_(" Mr. Sulu."))
for i in range(QUADSIZE):
for j in range(QUADSIZE):
- if game.quad[i][j] == '.':
- game.quad[i][j] = '?'
+ if game.quad[i][j] == ".":
+ game.quad[i][j] = "?"
prout(_(" Captain, our quadrant is now infested with"))
prouts(_(" - - - - - - *THINGS*."))
skip(1)
- prout(_(" I have no logical explanation.\""))
+ prout(_(' I have no logical explanation."'))
return
- prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
+ prouts(_('Sulu- "Captain! The Death Ray is creating tribbles!"'))
skip(1)
- prout(_("Scotty- \"There are so many tribbles down here"))
+ prout(_('Scotty- "There are so many tribbles down here'))
prout(_(" in Engineering, we can't move for 'em, Captain.\""))
finish(FTRIBBLE)
return
+
# Code from reports.c begins here
+
def attackreport(curt):
"eport status of bases under attack."
if not curt:
if is_scheduled(FCDBAS):
- prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
+ prout(
+ _("Starbase in Quadrant %s is currently under Commander attack.")
+ % game.battle
+ )
prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
elif game.isatb == 1:
- prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
+ prout(
+ _("Starbase in Quadrant %s is under Super-commander attack.")
+ % game.state.kscmdr
+ )
prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
else:
prout(_("No Starbase is currently under attack."))
else:
if is_scheduled(FCDBAS):
- proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
+ proutn(
+ _("Base in %s attacked by C. Alive until %.1f")
+ % (game.battle, scheduled(FCDBAS))
+ )
if game.isatb:
- proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
+ proutn(
+ _("Base in %s attacked by S. Alive until %.1f")
+ % (game.state.kscmdr, scheduled(FSCDBAS))
+ )
clreol()
+
def report():
# report on general game status
scanner.chew()
# pylint: disable=consider-using-ternary
s1 = (game.thawed and _("thawed ")) or ""
- s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
- s3 = (None, _("novice"), _("fair"),
- _("good"), _("expert"), _("emeritus"))[game.skill]
- prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
- if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
+ s2 = {1: "short", 2: "medium", 4: "long"}[game.length]
+ s3 = (None, _("novice"), _("fair"), _("good"), _("expert"), _("emeritus"))[
+ game.skill
+ ]
+ prout(
+ _("You %s a %s%s %s game.")
+ % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3)
+ )
+ if game.skill > SKILL_GOOD and game.thawed and not game.alldone:
prout(_("No plaque is allowed."))
if game.tourn:
prout(_("This is tournament game %d.") % game.tourn)
- prout(_("Your secret password is \"%s\"") % game.passwd)
- proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - game.unwon()),
- (game.inkling + game.incom + game.inscom)))
+ prout(_('Your secret password is "%s"') % game.passwd)
+ proutn(
+ _("%d of %d Klingons have been killed")
+ % (
+ ((game.inkling + game.incom + game.inscom) - game.unwon()),
+ (game.inkling + game.incom + game.inscom),
+ )
+ )
if game.incom - len(game.state.kcmdr):
- prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
+ prout(
+ _(", including %d Commander%s.")
+ % (
+ game.incom - len(game.state.kcmdr),
+ (_("s"), "")[(game.incom - len(game.state.kcmdr)) == 1],
+ )
+ )
elif game.inkling - game.remkl() + (game.inscom - game.state.nscrem) > 0:
prout(_(", but no Commanders."))
else:
prout(".")
if game.skill > SKILL_FAIR:
- prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
+ prout(
+ _("The Super Commander has %sbeen destroyed.")
+ % ("", _("not "))[game.state.nscrem]
+ )
if len(game.state.baseq) != game.inbase:
proutn(_("There "))
- if game.inbase-len(game.state.baseq)==1:
+ if game.inbase - len(game.state.baseq) == 1:
proutn(_("has been 1 base"))
else:
- proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
+ proutn(_("have been %d bases") % (game.inbase - len(game.state.baseq)))
prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
else:
prout(_("There are %d bases.") % game.inbase)
attackreport(False)
game.iseenit = True
if game.casual:
- prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
+ prout(
+ _("%d casualt%s suffered so far.")
+ % (game.casual, ("y", "ies")[game.casual != 1])
+ )
if game.brigcapacity != game.brigfree:
- embriggened = game.brigcapacity-game.brigfree
+ embriggened = game.brigcapacity - game.brigfree
if embriggened == 1:
prout(_("1 Klingon in brig"))
else:
- prout(_("%d Klingons in brig.") % embriggened)
+ prout(_("%d Klingons in brig.") % embriggened)
if game.kcaptured == 0:
pass
elif game.kcaptured == 1:
else:
prout(_("%d captured Klingons turned in to Star Fleet.") % game.kcaptured)
if game.nhelp:
- prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
- if game.ship == 'E':
+ prout(
+ _("There were %d call%s for help.")
+ % (game.nhelp, ("", _("s"))[game.nhelp != 1])
+ )
+ if game.ship == "E":
proutn(_("You have "))
if game.nprobes:
proutn("%d" % (game.nprobes))
else:
proutn(_("no"))
proutn(_(" deep space probe"))
- if game.nprobes!=1:
+ if game.nprobes != 1:
proutn(_("s"))
prout(".")
if communicating() and is_scheduled(FDSPROB):
proutn(_("A deep space probe is in "))
prout("Quadrant %s." % game.probe.quadrant())
if game.icrystl:
- if game.cryprob <= .05:
+ if game.cryprob <= 0.05:
prout(_("Dilithium crystals aboard ship... not yet used."))
else:
- i=0
+ i = 0
ai = 0.05
while game.cryprob > ai:
ai *= 2.0
i += 1
- prout(_("Dilithium crystals have been used %d time%s.") % \
- (i, (_("s"), "")[i==1]))
+ prout(
+ _("Dilithium crystals have been used %d time%s.")
+ % (i, (_("s"), "")[i == 1])
+ )
skip(1)
+
def lrscan(silent):
"Long-range sensor scan."
if damaged(DLRSENS):
prout(_("Starbase's long-range scan"))
elif not silent:
prout(_("Long-range scan"))
- for x in range(game.quadrant.i-1, game.quadrant.i+2):
+ for x in range(game.quadrant.i - 1, game.quadrant.i + 2):
if not silent:
proutn(" ")
- for y in range(game.quadrant.j-1, game.quadrant.j+2):
+ for y in range(game.quadrant.j - 1, game.quadrant.j + 2):
if not Coord(x, y).valid_quadrant():
if not silent:
proutn(" -1")
if not silent and game.state.galaxy[x][y].supernova:
proutn(" ***")
elif not silent:
- cn = " %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars)
- proutn(((3 - len(cn)) * '.') + cn)
+ cn = " %3d" % (
+ game.state.chart[x][y].klingons * 100
+ + game.state.chart[x][y].starbase * 10
+ + game.state.chart[x][y].stars
+ )
+ proutn(((3 - len(cn)) * ".") + cn)
if not silent:
prout(" ")
+
def damagereport():
"Damage report."
jdam = False
if damaged(i):
if not jdam:
prout(_("DEVICE REPAIR TIMES"))
- prout(_(" IN FLIGHT DOCKED"))
+ prout(
+ _(
+ " IN FLIGHT DOCKED"
+ )
+ )
jdam = True
- prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
- game.damage[i]+0.05,
- DOCKFAC*game.damage[i]+0.005))
+ prout(
+ " %-26s\t%8.2f\t\t%8.2f"
+ % (device[i], game.damage[i] + 0.05, DOCKFAC * game.damage[i] + 0.005)
+ )
if not jdam:
prout(_("All devices functional."))
+
def rechart():
"Update the chart in the Enterprise's computer from galaxy data."
game.lastchart = game.state.date
game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
+
def chart():
"Display the star chart."
scanner.chew()
- if (game.options & OPTION_AUTOSCAN):
+ if game.options & OPTION_AUTOSCAN:
lrscan(silent=True)
if communicating():
rechart()
if game.lastchart < game.state.date and game.condition == "docked":
- prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
+ prout(_('Spock- "I revised the Star Chart from the starbase\'s records."'))
rechart()
prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
if game.state.date > game.lastchart:
- prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
+ prout(
+ _("(Last surveillance update %d stardates ago).")
+ % ((int)(game.state.date - game.lastchart))
+ )
prout(" 1 2 3 4 5 6 7 8")
for i in range(GALSIZE):
- if (game.options & OPTION_ALPHAMERIC):
- proutn("%c |" % letterize(i+1))
+ if game.options & OPTION_ALPHAMERIC:
+ proutn("%c |" % letterize(i + 1))
else:
- proutn("%d |" % (i+1))
+ proutn("%d |" % (i + 1))
for j in range(GALSIZE):
- if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
+ if (
+ (game.options & OPTION_SHOWME)
+ and i == game.quadrant.i
+ and j == game.quadrant.j
+ ):
proutn("<")
else:
proutn(" ")
if game.state.galaxy[i][j].supernova:
show = "***"
- elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
+ elif (
+ not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase
+ ):
show = ".1."
elif game.state.galaxy[i][j].charted:
- show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
- if (game.options & OPTION_DOTFILL):
+ show = "%3d" % (
+ game.state.chart[i][j].klingons * 100
+ + game.state.chart[i][j].starbase * 10
+ + game.state.chart[i][j].stars
+ )
+ if game.options & OPTION_DOTFILL:
show = show.replace(" ", ".")
else:
show = "..."
proutn(show)
- if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
+ if (
+ (game.options & OPTION_SHOWME)
+ and i == game.quadrant.i
+ and j == game.quadrant.j
+ ):
proutn(">")
else:
proutn(" ")
proutn(" |")
- if i<GALSIZE:
+ if i < GALSIZE:
skip(1)
+
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] in ('E', 'F'):
+ if goodScan or (abs(i - game.sector.i) <= 1 and abs(j - game.sector.j) <= 1):
+ if game.quad[i][j] in ("E", "F"):
if game.iscloaked:
- highvideo() # pragma: no cover
- textcolor({"green":GREEN,
- "yellow":YELLOW,
- "red":RED,
- "docked":CYAN,
- "dead":BROWN}[game.condition])
+ highvideo() # pragma: no cover
+ textcolor(
+ {
+ "green": GREEN,
+ "yellow": YELLOW,
+ "red": RED,
+ "docked": CYAN,
+ "dead": BROWN,
+ }[game.condition]
+ )
else:
- textcolor({'?':LIGHTMAGENTA,
- 'K':LIGHTRED,
- 'S':LIGHTRED,
- 'C':LIGHTRED,
- 'R':LIGHTRED,
- 'T':LIGHTRED,
- '@':LIGHTGREEN,
- 'P':LIGHTGREEN,
- }.get(game.quad[i][j], DEFAULT))
+ textcolor(
+ {
+ "?": LIGHTMAGENTA,
+ "K": LIGHTRED,
+ "S": LIGHTRED,
+ "C": LIGHTRED,
+ "R": LIGHTRED,
+ "T": LIGHTRED,
+ "@": LIGHTGREEN,
+ "P": LIGHTGREEN,
+ }.get(game.quad[i][j], DEFAULT)
+ )
proutn("%c " % game.quad[i][j])
textcolor(DEFAULT)
else:
proutn("- ")
+
def status(req=0):
"Emit status report lines"
if not req or req == 1:
- prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
- % (game.state.date, game.state.remtime))
+ prstat(
+ _("Stardate"),
+ _("%.1f, Time Left %.2f") % (game.state.date, game.state.remtime),
+ )
if not req or req == 2:
if game.condition != "docked":
newcnd()
- prstat(_("Condition"), _("%s, %i DAMAGES") % \
- (game.condition.upper(), sum([x > 0 for x in game.damage])))
+ prstat(
+ _("Condition"),
+ _("%s, %i DAMAGES")
+ % (game.condition.upper(), sum([x > 0 for x in game.damage])),
+ )
if game.iscloaked:
prout(_(", CLOAKED"))
if not req or req == 3:
s = _("UP,")
else:
s = _("DOWN,")
- data = _(" %d%% %.1f units") \
- % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
- prstat(_("Shields"), s+data)
+ data = _(" %d%% %.1f units") % (
+ int((100.0 * game.shield) / game.inshld + 0.5),
+ game.shield,
+ )
+ prstat(_("Shields"), s + data)
if not req or req == 9:
prstat(_("Klingons Left"), "%d" % game.unwon())
if not req or req == 10:
elif not req or req == 11:
attackreport(not req)
+
def request():
"Request specified status data, a historical relic from slow TTYs."
- requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
+ requests = ("da", "co", "po", "ls", "wa", "en", "to", "sh", "kl", "sy", "ti")
while scanner.nexttok() == "IHEOL":
proutn(_("Information desired? "))
scanner.chew()
prout((" date, condition, position, lsupport, warpfactor,"))
prout((" energy, torpedoes, shields, klingons, system, time."))
+
def srscan():
"Short-range scan."
- goodScan=True
+ goodScan = True
if damaged(DSRSENS):
# Allow base's sensors if docked
if game.condition != "docked":
prout(_(" S.R. SENSORS DAMAGED!"))
- goodScan=False
+ goodScan = False
else:
prout(_(" [Using Base's sensors]"))
else:
prout(_(" Short-range scan"))
if goodScan and communicating():
- game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
- game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
- game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
+ game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[
+ game.quadrant.i
+ ][game.quadrant.j].klingons
+ game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[
+ game.quadrant.i
+ ][game.quadrant.j].starbase
+ game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[
+ game.quadrant.i
+ ][game.quadrant.j].stars
game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
prout(" 1 2 3 4 5 6 7 8 9 10")
if game.condition != "docked":
newcnd()
for i in range(QUADSIZE):
- if (game.options & OPTION_ALPHAMERIC):
- proutn("%c " % letterize(i+1))
+ if game.options & OPTION_ALPHAMERIC:
+ proutn("%c " % letterize(i + 1))
else:
- proutn("%2d " % (i+1))
+ proutn("%2d " % (i + 1))
for j in range(QUADSIZE):
sectscan(goodScan, i, j)
skip(1)
+
def eta():
"Use computer to get estimated time of arrival for a warp jump."
- w1 = Coord(); w2 = Coord()
+ w1 = Coord()
+ w2 = Coord()
prompt = False
if damaged(DCOMPTR):
prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
prompt = True
scanner.chew()
proutn(_("Destination quadrant and/or sector? "))
- if scanner.nexttok()!="IHREAL":
+ if scanner.nexttok() != "IHREAL":
huh()
return
- w1.j = int(scanner.real-0.5)
+ w1.j = int(scanner.real - 0.5)
if scanner.nexttok() != "IHREAL":
huh()
return
- w1.i = int(scanner.real-0.5)
+ w1.i = int(scanner.real - 0.5)
if scanner.nexttok() == "IHREAL":
- w2.j = int(scanner.real-0.5)
+ w2.j = int(scanner.real - 0.5)
if scanner.nexttok() != "IHREAL":
huh()
return
- w2.i = int(scanner.real-0.5)
+ w2.i = int(scanner.real - 0.5)
else:
- if game.quadrant.j>w1.i:
+ if game.quadrant.j > w1.i:
w2.i = 0
else:
- w2.i=QUADSIZE-1
- if game.quadrant.i>w1.j:
+ w2.i = QUADSIZE - 1
+ if game.quadrant.i > w1.j:
w2.j = 0
else:
- w2.j=QUADSIZE-1
+ w2.j = QUADSIZE - 1
if not w1.valid_quadrant() or not w2.valid_sector():
huh()
return
- 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)
+ 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:
- prout(_("Answer \"no\" if you don't know the value:"))
+ prout(_('Answer "no" if you don\'t know the value:'))
while True:
scanner.chew()
proutn(_("Time or arrival date? "))
- if scanner.nexttok()=="IHREAL":
+ if scanner.nexttok() == "IHREAL":
ttime = scanner.real
if ttime > game.state.date:
- ttime -= game.state.date # Actually a star date
- twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
+ ttime -= game.state.date # Actually a star date
+ 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()
break
scanner.chew()
proutn(_("Warp factor? "))
- if scanner.nexttok()== "IHREAL":
+ if scanner.nexttok() == "IHREAL":
wfl = True
twarp = scanner.real
- if twarp<1.0 or twarp > 10.0:
+ if twarp < 1.0 or twarp > 10.0:
huh()
return
break
prout(_("Captain, certainly you can give me one of these."))
while True:
scanner.chew()
- ttime = (10.0*dist)/twarp**2
- tpower = dist*twarp*twarp*twarp*(game.shldup+1)
+ ttime = (10.0 * dist) / twarp ** 2
+ 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:
+ if not game.shldup or tpower > game.energy * 2.0:
if not wfl:
return
proutn(_("New warp factor to try? "))
if scanner.nexttok() == "IHREAL":
wfl = True
twarp = scanner.real
- if twarp<1.0 or twarp > 10.0:
+ if twarp < 1.0 or twarp > 10.0:
huh()
return
continue
tpower /= 2
else:
proutn(_("Remaining"))
- prout(_(" energy will be %.2f.") % (game.energy-tpower))
+ prout(_(" energy will be %.2f.") % (game.energy - tpower))
if wfl:
- prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
- elif twarp==1.0:
+ prout(_("And we will arrive at stardate %.2f.") % (game.state.date + ttime))
+ elif twarp == 1.0:
prout(_("Any warp speed is adequate."))
else:
prout(_("Minimum warp needed is %.2f,") % (twarp))
- prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
+ prout(_("and we will arrive at stardate %.2f.") % (game.state.date + ttime))
if game.state.remtime < ttime:
prout(_("Unfortunately, the Federation will be destroyed by then."))
if twarp > 6.0:
prout(_("You'll be taking risks at that speed, Captain"))
- if (game.isatb==1 and game.state.kscmdr == w1 and \
- scheduled(FSCDBAS)< ttime+game.state.date) or \
- (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
+ if (
+ game.isatb == 1
+ and game.state.kscmdr == w1
+ and scheduled(FSCDBAS) < ttime + game.state.date
+ ) or (scheduled(FCDBAS) < ttime + game.state.date and game.battle == w1):
prout(_("The starbase there will be destroyed by then."))
proutn(_("New warp factor to try? "))
if scanner.nexttok() == "IHREAL":
wfl = True
twarp = scanner.real
- if twarp<1.0 or twarp > 10.0:
+ if twarp < 1.0 or twarp > 10.0:
huh()
return
else:
skip(1)
return
+
# This is new in SST2K.
+
def goptions():
mode = scanner.nexttok()
if mode == "IHEOL":
else:
prout(_("No such option as ") + scanner.token)
if mode == "set":
- if (not (game.options & OPTION_CURSES)) and (changemask & OPTION_CURSES): # pragma: no cover
+ if (not (game.options & OPTION_CURSES)) and (
+ changemask & OPTION_CURSES
+ ): # pragma: no cover
iostart()
game.options |= changemask
elif mode == "clear":
- if (game.options & OPTION_CURSES) and (not (changemask & OPTION_CURSES)): # pragma: no cover
+ if (game.options & OPTION_CURSES) and (
+ not (changemask & OPTION_CURSES)
+ ): # pragma: no cover
ioend()
- game.options &=~ changemask
+ game.options &= ~changemask
prout(_("Acknowledged, Captain."))
else:
huh()
scanner.chew()
skip(1)
+
# Code from setup.c begins here
+
def prelim():
"Issue a historically correct banner."
skip(2)
prout(_("-SUPER- STAR TREK"))
skip(1)
+
+
# From the FORTRAN original
# prout(_("Latest update-21 Sept 78"))
# skip(1)
+
def freeze(boss):
"Save game."
if boss:
if key != "IHALPHA":
huh()
return
- if '.' not in scanner.token:
+ if "." not in scanner.token:
scanner.token += ".trk"
try:
fp = open(scanner.token, "wb")
fp.close()
scanner.chew()
+
def thaw():
"Retrieve saved game."
global game
if key != "IHALPHA":
huh()
return True
- if '.' not in scanner.token:
+ if "." not in scanner.token:
scanner.token += ".trk"
try:
fp = open(scanner.token, "rb")
scanner.chew()
return False
+
# I used <http://www.memory-alpha.org> to find planets
# with references in ST:TOS. Earth and the Alpha Centauri
# Colony have been omitted.
# because of the way planets are generated. This is a known bug.
systnames = (
# Federation Worlds
- _("Andoria (Fesoan)"), # several episodes
- _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
- _("Vulcan (T'Khasi)"), # many episodes
- _("Medusa"), # TOS: "Is There in Truth No Beauty?"
- _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD)
- _("Ardana"), # TOS: "The Cloud Minders"
- _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
- _("Gideon"), # TOS: "The Mark of Gideon"
- _("Aldebaran III"), # TOS: "The Deadly Years"
- _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
- _("Altair IV"), # TOS: "Amok Time
- _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
- _("Benecia"), # TOS: "The Conscience of the King"
- _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
- _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
- _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
- _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
- _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
- _("Eminiar VII"), # TOS: "A Taste of Armageddon"
- _("Gamma Canaris IV"), # TOS: "Metamorphosis"
- _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
- _("Ingraham B"), # TOS: "Operation: Annihilate"
- _("Janus IV"), # TOS: "The Devil in the Dark"
- _("Makus III"), # TOS: "The Galileo Seven"
- _("Marcos XII"), # TOS: "And the Children Shall Lead",
- _("Omega IV"), # TOS: "The Omega Glory"
- _("Regulus V"), # TOS: "Amok Time
- _("Deneva"), # TOS: "Operation -- Annihilate!"
+ _("Andoria (Fesoan)"), # several episodes
+ _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
+ _("Vulcan (T'Khasi)"), # many episodes
+ _("Medusa"), # TOS: "Is There in Truth No Beauty?"
+ _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD)
+ _("Ardana"), # TOS: "The Cloud Minders"
+ _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
+ _("Gideon"), # TOS: "The Mark of Gideon"
+ _("Aldebaran III"), # TOS: "The Deadly Years"
+ _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
+ _("Altair IV"), # TOS: "Amok Time
+ _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
+ _("Benecia"), # TOS: "The Conscience of the King"
+ _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
+ _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
+ _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
+ _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
+ _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
+ _("Eminiar VII"), # TOS: "A Taste of Armageddon"
+ _("Gamma Canaris IV"), # TOS: "Metamorphosis"
+ _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
+ _("Ingraham B"), # TOS: "Operation: Annihilate"
+ _("Janus IV"), # TOS: "The Devil in the Dark"
+ _("Makus III"), # TOS: "The Galileo Seven"
+ _("Marcos XII"), # TOS: "And the Children Shall Lead",
+ _("Omega IV"), # TOS: "The Omega Glory"
+ _("Regulus V"), # TOS: "Amok Time
+ _("Deneva"), # TOS: "Operation -- Annihilate!"
# Worlds from BSD Trek
- _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
- _("Beta III"), # TOS: "The Return of the Archons"
- _("Triacus"), # TOS: "And the Children Shall Lead",
- _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
+ _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
+ _("Beta III"), # TOS: "The Return of the Archons"
+ _("Triacus"), # TOS: "And the Children Shall Lead",
+ _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
# # Others
# _("Hansen's Planet"), # TOS: "The Galileo Seven"
# _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
)
device = (
- _("S. R. Sensors"), \
- _("L. R. Sensors"), \
- _("Phasers"), \
- _("Photon Tubes"), \
- _("Life Support"), \
- _("Warp Engines"), \
- _("Impulse Engines"), \
- _("Shields"), \
- _("Subspace Radio"), \
- _("Shuttle Craft"), \
- _("Computer"), \
- _("Navigation System"), \
- _("Transporter"), \
- _("Shield Control"), \
- _("Death Ray"), \
- _("D. S. Probe"), \
- _("Cloaking Device"), \
+ _("S. R. Sensors"),
+ _("L. R. Sensors"),
+ _("Phasers"),
+ _("Photon Tubes"),
+ _("Life Support"),
+ _("Warp Engines"),
+ _("Impulse Engines"),
+ _("Shields"),
+ _("Subspace Radio"),
+ _("Shuttle Craft"),
+ _("Computer"),
+ _("Navigation System"),
+ _("Transporter"),
+ _("Shield Control"),
+ _("Death Ray"),
+ _("D. S. Probe"),
+ _("Cloaking Device"),
)
+
def setup():
"Prepare to play, set up cosmos."
w = Coord()
# Decide how many of everything
if choose():
- return # frozen game
+ return # frozen game
# Prepare the Enterprise
game.alldone = game.gamewon = game.shldchg = game.shldup = False
- game.ship = 'E'
+ game.ship = "E"
game.state.crew = FULLCREW
game.energy = game.inenrg = 5000.0
game.shield = game.inshld = 2500.0
# the starchart
game.state.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
- game.state.planets = [] # Planet information
- game.state.baseq = [] # Base quadrant coordinates
- game.state.kcmdr = [] # Commander quadrant coordinates
- game.statekscmdr = Coord() # Supercommander quadrant coordinates
+ game.state.planets = [] # Planet information
+ game.state.baseq = [] # Base quadrant coordinates
+ game.state.kcmdr = [] # Commander quadrant coordinates
+ game.statekscmdr = Coord() # Supercommander quadrant coordinates
# Starchart is functional but we've never seen it
game.lastchart = FOREVER
for j in range(GALSIZE):
# Can't have more stars per quadrant than fit in one decimal digit,
# if we do the chart representation will break.
- k = rnd.integer(1, min(10, QUADSIZE**2/10))
+ k = rnd.integer(1, min(10, QUADSIZE ** 2 / 10))
game.instar += k
game.state.galaxy[i][j].stars = k
# Locate star bases in galaxy
if game.idebug:
- prout("=== Allocating %d bases" % game.inbase) # pragma: no cover
+ prout("=== Allocating %d bases" % game.inbase) # pragma: no cover
for i in range(game.inbase):
while True:
while True:
for j in range(1, i):
# Improved placement algorithm to spread out bases
distq = (w - game.state.baseq[j]).distance()
- if distq < 6.0*(BASEMAX+1-game.inbase) and rnd.withprob(0.75):
+ if distq < 6.0 * (BASEMAX + 1 - game.inbase) and rnd.withprob(0.75):
contflag = True
if game.idebug:
- prout("=== Abandoning base #%d at %s" % (i, w)) # pragma: no cover
+ prout(
+ "=== Abandoning base #%d at %s" % (i, w)
+ ) # pragma: no cover
break
- elif distq < 6.0 * (BASEMAX+1-game.inbase):
+ elif distq < 6.0 * (BASEMAX + 1 - game.inbase):
if game.idebug:
- prout("=== Saving base #%d, close to #%d" % (i, j)) # pragma: no cover
+ prout(
+ "=== Saving base #%d, close to #%d" % (i, j)
+ ) # pragma: no cover
if not contflag:
break
if game.idebug:
- prout("=== Placing base #%d in quadrant %s" % (i, w)) # pragma: no cover
+ prout("=== Placing base #%d in quadrant %s" % (i, w)) # pragma: no cover
game.state.baseq.append(w)
- game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
+ game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][
+ w.j
+ ].starbase = True
# Position ordinary Klingon Battle Cruisers
krem = game.inkling
- klumper = 0.25*game.skill*(9.0-game.length)+1.0
+ klumper = 0.25 * game.skill * (9.0 - game.length) + 1.0
klumper = min(klumper, MAXKLQUAD)
while True:
r = rnd.real()
- klump = int((1.0 - r*r)*klumper)
+ klump = int((1.0 - r * r) * klumper)
klump = min(klump, krem)
krem -= klump
while True:
w = randplace(GALSIZE)
- if not game.state.galaxy[w.i][w.j].supernova and \
- game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
+ if (
+ not game.state.galaxy[w.i][w.j].supernova
+ and game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD
+ ):
break
game.state.galaxy[w.i][w.j].klingons += klump
if krem <= 0:
w = randplace(GALSIZE)
if not welcoming(w) or w in game.state.kcmdr:
continue
- if (game.state.galaxy[w.i][w.j].klingons or rnd.withprob(0.25)):
+ if game.state.galaxy[w.i][w.j].klingons or rnd.withprob(0.25):
break
game.state.galaxy[w.i][w.j].klingons += 1
game.state.kcmdr.append(w)
new.quadrant = w
new.crystals = "absent"
if (game.options & OPTION_WORLDS) and i < NINHAB:
- new.pclass = "M" # All inhabited planets are class M
+ new.pclass = "M" # All inhabited planets are class M
new.crystals = "absent"
new.known = "known"
new.name = systnames[i]
# Initialize times for extraneous events
schedule(FSNOVA, expran(0.5 * game.intime))
schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
- schedule(FSNAP, rnd.real(1.0, 2.0)) # Force an early snapshot
- schedule(FBATTAK, expran(0.3*game.intime))
+ schedule(FSNAP, rnd.real(1.0, 2.0)) # Force an early snapshot
+ schedule(FBATTAK, expran(0.3 * game.intime))
unschedule(FCDBAS)
if game.state.nscrem:
schedule(FSCMOVE, 0.2777)
skip(2)
game.state.snap = False
if game.skill == SKILL_NOVICE:
- prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
+ prout(
+ _("It is stardate %d. The Federation is being attacked by")
+ % int(game.state.date)
+ )
prout(_("a deadly Klingon invasion force. As captain of the United"))
prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
- prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
- prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
+ prout(
+ _("and destroy this invasion force of %d battle cruisers.")
+ % ((game.inkling + game.incom + game.inscom))
+ )
+ prout(
+ _("You have an initial allotment of %d stardates to complete")
+ % int(game.intime)
+ )
prout(_("your mission. As you proceed you may be given more time."))
skip(1)
prout(_("You will have %d supporting starbases.") % (game.inbase))
clrscr()
setwnd(message_window)
newqad()
- if len(game.enemies) - (thing.location == game.quadrant) - (game.tholian is not None):
+ if (
+ len(game.enemies)
+ - (thing.location == game.quadrant)
+ - (game.tholian is not None)
+ ):
game.shldup = True
- if game.neutz: # bad luck to start in a Romulan Neutral Zone
+ if game.neutz: # bad luck to start in a Romulan Neutral Zone
attack(torps_ok=False)
+
def choose():
"Choose your game type."
game.tourn = None
game.skill = SKILL_NONE
gametype = None
wayback = 0
- while gametype is None or game.length == 0 or game.skill == SKILL_NONE or wayback == 0:
+ while (
+ gametype is None or game.length == 0 or game.skill == SKILL_NONE or wayback == 0
+ ):
eol_is_fancy = False
- if not scanner.inqueue or scanner.token == "IHEOL": # Can start with command line options
+ if (
+ not scanner.inqueue or scanner.token == "IHEOL"
+ ): # Can start with command line options
if gametype is None:
proutn(_("Would you like a regular, tournament, or saved game? "))
- elif game.length==0:
+ elif game.length == 0:
proutn(_("Would you like a Short, Medium, or Long game? "))
elif game.skill == SKILL_NONE:
proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
if game.idebug:
prout("-- Token: %s=%s" % (scanner.type, repr(scanner.token)))
if scanner.token == "":
- raise SystemExit(0) # Early end of replay
- if scanner.token.startswith("r"): # regular
+ raise SystemExit(0) # Early end of replay
+ if scanner.token.startswith("r"): # regular
gametype = "regular"
elif scanner.token.startswith("t"):
gametype = "tournament"
while scanner.nexttok() == "IHEOL":
if scanner.real == 0:
scanner.chew()
- continue # We don't want a blank entry
+ continue # We don't want a blank entry
game.tourn = int(round(scanner.real))
rnd.seed(scanner.real)
if logfp:
logfp.write("# rnd.seed(%d)\n" % scanner.real)
- elif scanner.token.startswith("sa") or scanner.token.startswith("fr"): # saved or frozen
+ elif scanner.token.startswith("sa") or scanner.token.startswith(
+ "fr"
+ ): # saved or frozen
gametype = "saved"
if thaw():
continue
if game.passwd is None:
continue
if not game.alldone:
- game.thawed = True # No plaque if not finished
+ game.thawed = True # No plaque if not finished
report()
waitfor()
return True
- elif scanner.token.startswith("s"): # short
+ elif scanner.token.startswith("s"): # short
game.length = 1
- elif scanner.token.startswith("m"): # medium
+ elif scanner.token.startswith("m"): # medium
game.length = 2
- elif scanner.token.startswith("l"): # long
+ elif scanner.token.startswith("l"): # long
game.length = 4
- elif scanner.token.startswith("n"): # novice
+ elif scanner.token.startswith("n"): # novice
game.skill = SKILL_NOVICE
- elif (game.skill is None) and scanner.token.startswith("f"): # fair
+ elif (game.skill is None) and scanner.token.startswith("f"): # fair
game.skill = SKILL_FAIR
- elif scanner.token.startswith("g"): # good
+ elif scanner.token.startswith("g"): # good
game.skill = SKILL_GOOD
- elif scanner.token.startswith("e"): # expert
+ elif scanner.token.startswith("e"): # expert
game.skill = SKILL_EXPERT
- elif scanner.token.startswith("em"): # emeritus
+ elif scanner.token.startswith("em"): # emeritus
game.skill = SKILL_EMERITUS
elif scanner.type == "IHREAL":
wayback = scanner.int()
- elif (eol_is_fancy and scanner.token.startswith("\n")):
+ elif eol_is_fancy and scanner.token.startswith("\n"):
wayback = time.localtime().tm_year
elif scanner.token.startswith("\n"):
continue
else:
# Unrecognized token
prout(_("Can't interpret %s") % repr(scanner.token))
- for (name, (option, year)) in option_names.items():
+ for (__, (option, year)) in option_names.items():
if wayback < year:
- game.options &=~ option
+ game.options &= ~option
setpassword()
- if game.passwd == "debug": # pragma: no cover
+ if game.passwd == "debug": # pragma: no cover
game.idebug = True
prout("=== Debug mode enabled.")
if game.idebug:
- prout("--- Setup: type=%s length=%s skill=%s wayback=%s" % (gametype, game.length, game.skill, wayback))
+ prout(
+ "--- Setup: type=%s length=%s skill=%s wayback=%s"
+ % (gametype, game.length, game.skill, wayback)
+ )
# Use parameters to generate initial values of things
game.damfac = 0.5 * game.skill
- game.inbase = rnd.integer(BASEMIN, BASEMAX+1)
+ game.inbase = rnd.integer(BASEMIN, BASEMAX + 1)
game.inplan = 0
if game.options & OPTION_PLANETS:
- game.inplan += rnd.integer(MAXUNINHAB/2, MAXUNINHAB+1)
+ game.inplan += rnd.integer(MAXUNINHAB / 2, MAXUNINHAB + 1)
if game.options & OPTION_WORLDS:
game.inplan += int(NINHAB)
game.state.nromrem = game.inrom = rnd.integer(2 * game.skill)
- game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR) and ((game.options & OPTION_SUPERCMDR) != 0)
+ game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR) and (
+ (game.options & OPTION_SUPERCMDR) != 0
+ )
game.state.remtime = 7.0 * game.length
game.intime = game.state.remtime
- game.inkling = int(2.0*game.intime*((game.skill+1 - 2*rnd.real())*game.skill*0.1+.15))
- game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*rnd.real()))
- game.state.remres = (game.inkling+4*game.incom)*game.intime
+ game.inkling = int(
+ 2.0
+ * game.intime
+ * ((game.skill + 1 - 2 * rnd.real()) * game.skill * 0.1 + 0.15)
+ )
+ game.incom = min(MINCMDR, int(game.skill + 0.0625 * game.inkling * rnd.real()))
+ game.state.remres = (game.inkling + 4 * game.incom) * game.intime
game.inresor = game.state.remres
if game.inkling > 50:
game.inbase += 1
return False
+
def dropin(iquad=None):
"Drop a feature on a random dot in the current quadrant."
while True:
w = randplace(QUADSIZE)
- if game.quad[w.i][w.j] == '.':
+ if game.quad[w.i][w.j] == ".":
break
if iquad is not None:
game.quad[w.i][w.j] = iquad
return w
+
def newcnd():
"Update our alert status."
game.condition = "green"
if game.energy < 1000.0:
game.condition = "yellow"
- if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
+ if (
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
+ or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans
+ ):
game.condition = "red"
if not game.alive:
- game.condition="dead"
+ game.condition = "dead"
+
def newkling():
"Drop new Klingon into current quadrant."
- return Enemy('K', loc=dropin(), power=rnd.real(300,450)+25.0*game.skill)
+ return Enemy("K", loc=dropin(), power=rnd.real(300, 450) + 25.0 * game.skill)
+
def sortenemies():
"Sort enemies by distance so 'nearest' is meaningful."
game.enemies.sort(key=lambda x: x.kdist)
+
def newqad():
"Set up a new state of quadrant, for when we enter or re-enter it."
game.justin = True
game.ientesc = game.iseenit = game.isviolreported = False
game.tholian = None
# Create a blank quadrant
- game.quad = fill2d(QUADSIZE, lambda i, j: '.')
+ game.quad = fill2d(QUADSIZE, lambda i, j: ".")
if game.iscate:
# Attempt to escape Super-commander, so tbeam back!
game.iscate = False
# If we need a commander, promote a Klingon
for cmdr in game.state.kcmdr:
if cmdr == game.quadrant:
- e = game.enemies[game.klhere-1]
- game.quad[e.location.i][e.location.j] = 'C'
- e.power = rnd.real(950,1350) + 50.0*game.skill
+ e = game.enemies[game.klhere - 1]
+ game.quad[e.location.i][e.location.j] = "C"
+ e.power = rnd.real(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.location.i][e.location.j] = 'S'
- e.power = rnd.real(1175.0, 1575.0) + 125.0*game.skill
- game.iscate = (game.remkl() > 1)
+ game.quad[e.location.i][e.location.j] = "S"
+ e.power = rnd.real(1175.0, 1575.0) + 125.0 * game.skill
+ game.iscate = game.remkl() > 1
# Put in Romulans if needed
for _i in range(q.romulans):
- Enemy('R', loc=dropin(), power=rnd.real(400.0,850.0)+50.0*game.skill)
+ Enemy("R", loc=dropin(), power=rnd.real(400.0, 850.0) + 50.0 * game.skill)
# If quadrant needs a starbase, put it in
if q.starbase:
- game.base = dropin('B')
+ 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('P')
+ game.plnet = dropin("P")
else:
- game.plnet = dropin('@')
+ game.plnet = dropin("@")
# Check for condition
newcnd()
# Check for RNZ
game.neutz = True
if not damaged(DRADIO):
skip(1)
- prout(_("LT. Uhura- \"Captain, an urgent message."))
+ prout(_('LT. Uhura- "Captain, an urgent message.'))
prout(_(" I'll put it on audio.\" CLICK"))
skip(1)
prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
# Put in THING if needed
if thing.location == game.quadrant:
- Enemy(etype='?', loc=dropin(),
- power=rnd.real(6000,6500.0)+250.0*game.skill)
+ Enemy(
+ etype="?", loc=dropin(), power=rnd.real(6000, 6500.0) + 250.0 * game.skill
+ )
if not damaged(DSRSENS):
skip(1)
- prout(_("Mr. Spock- \"Captain, this is most unusual."))
- prout(_(" Please examine your short-range scan.\""))
+ prout(_('Mr. Spock- "Captain, this is most unusual.'))
+ prout(_(' Please examine your short-range scan."'))
# Decide if quadrant needs a Tholian; lighten up if skill is low
if game.options & OPTION_THOLIAN:
- if (game.skill < SKILL_GOOD and rnd.withprob(0.02)) or \
- (game.skill == SKILL_GOOD and rnd.withprob(0.05)) or \
- (game.skill > SKILL_GOOD and rnd.withprob(0.08)):
+ if (
+ (game.skill < SKILL_GOOD and rnd.withprob(0.02))
+ or (game.skill == SKILL_GOOD and rnd.withprob(0.05))
+ or (game.skill > SKILL_GOOD and rnd.withprob(0.08))
+ ):
w = Coord()
while True:
- w.i = rnd.withprob(0.5) * (QUADSIZE-1)
- w.j = rnd.withprob(0.5) * (QUADSIZE-1)
- if game.quad[w.i][w.j] == '.':
+ w.i = rnd.withprob(0.5) * (QUADSIZE - 1)
+ w.j = rnd.withprob(0.5) * (QUADSIZE - 1)
+ if game.quad[w.i][w.j] == ".":
break
- game.tholian = Enemy(etype='T', loc=w,
- power=rnd.integer(100, 500) + 25.0*game.skill)
+ game.tholian = Enemy(
+ etype="T", loc=w, power=rnd.integer(100, 500) + 25.0 * game.skill
+ )
# Reserve unoccupied corners
- if game.quad[0][0]=='.':
- game.quad[0][0] = 'X'
- if game.quad[0][QUADSIZE-1]=='.':
- game.quad[0][QUADSIZE-1] = 'X'
- if game.quad[QUADSIZE-1][0]=='.':
- game.quad[QUADSIZE-1][0] = 'X'
- if game.quad[QUADSIZE-1][QUADSIZE-1]=='.':
- game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
+ if game.quad[0][0] == ".":
+ game.quad[0][0] = "X"
+ if game.quad[0][QUADSIZE - 1] == ".":
+ game.quad[0][QUADSIZE - 1] = "X"
+ if game.quad[QUADSIZE - 1][0] == ".":
+ game.quad[QUADSIZE - 1][0] = "X"
+ if game.quad[QUADSIZE - 1][QUADSIZE - 1] == ".":
+ game.quad[QUADSIZE - 1][QUADSIZE - 1] = "X"
sortenemies()
# And finally the stars
for _i in range(q.stars):
- dropin('*')
+ dropin("*")
# Put in a few black holes
- for _i in range(1, 3+1):
+ for _i in range(1, 3 + 1):
if rnd.withprob(0.5):
- dropin(' ')
+ dropin(" ")
# Take out X's in corners if Tholian present
if game.tholian:
- if game.quad[0][0]=='X':
- game.quad[0][0] = '.'
- if game.quad[0][QUADSIZE-1]=='X':
- game.quad[0][QUADSIZE-1] = '.'
- if game.quad[QUADSIZE-1][0]=='X':
- game.quad[QUADSIZE-1][0] = '.'
- if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
- game.quad[QUADSIZE-1][QUADSIZE-1] = '.'
+ if game.quad[0][0] == "X":
+ game.quad[0][0] = "."
+ if game.quad[0][QUADSIZE - 1] == "X":
+ game.quad[0][QUADSIZE - 1] = "."
+ if game.quad[QUADSIZE - 1][0] == "X":
+ game.quad[QUADSIZE - 1][0] = "."
+ if game.quad[QUADSIZE - 1][QUADSIZE - 1] == "X":
+ game.quad[QUADSIZE - 1][QUADSIZE - 1] = "."
# This should guarantee that replay games don't lose info about the chart
if (game.options & OPTION_AUTOSCAN) or replayfp:
lrscan(silent=True)
+
def setpassword():
"Set the self-destruct password."
if game.options & OPTION_AUTOPASS:
game.passwd = ""
- game.passwd += chr(ord('a')+rnd.integer(26))
- game.passwd += chr(ord('a')+rnd.integer(26))
- game.passwd += chr(ord('a')+rnd.integer(26))
+ game.passwd += chr(ord("a") + rnd.integer(26))
+ game.passwd += chr(ord("a") + rnd.integer(26))
+ game.passwd += chr(ord("a") + rnd.integer(26))
else:
while True:
scanner.chew()
proutn(_("Please type in a secret password- "))
scanner.nexttok()
game.passwd = scanner.token
- #game.passwd = getpass.getpass("Please type in a secret password- ")
+ # game.passwd = getpass.getpass("Please type in a secret password- ")
if game.passwd is not None:
break
+
# Code from sst.c begins here
commands = [
- ("SRSCAN", OPTION_TTY),
- ("STATUS", OPTION_TTY),
- ("REQUEST", OPTION_TTY),
- ("LRSCAN", OPTION_TTY),
- ("PHASERS", 0),
- ("TORPEDO", 0),
- ("PHOTONS", 0),
- ("MOVE", 0),
- ("SHIELDS", 0),
- ("DOCK", 0),
- ("DAMAGES", 0),
- ("CHART", 0),
- ("IMPULSE", 0),
- ("REST", 0),
- ("WARP", 0),
- ("SENSORS", OPTION_PLANETS),
- ("ORBIT", OPTION_PLANETS),
- ("TRANSPORT", OPTION_PLANETS),
- ("MINE", OPTION_PLANETS),
- ("CRYSTALS", OPTION_PLANETS),
- ("SHUTTLE", OPTION_PLANETS),
- ("PLANETS", OPTION_PLANETS),
- ("REPORT", 0),
- ("COMPUTER", 0),
- ("COMMANDS", 0),
- ("EMEXIT", 0),
- ("PROBE", OPTION_PROBE),
- ("SAVE", 0),
- ("FREEZE", 0), # Synonym for SAVE
- ("OPTIONS", 0),
- ("ABANDON", 0),
+ ("SRSCAN", OPTION_TTY),
+ ("STATUS", OPTION_TTY),
+ ("REQUEST", OPTION_TTY),
+ ("LRSCAN", OPTION_TTY),
+ ("PHASERS", 0),
+ ("TORPEDO", 0),
+ ("PHOTONS", 0),
+ ("MOVE", 0),
+ ("SHIELDS", 0),
+ ("DOCK", 0),
+ ("DAMAGES", 0),
+ ("CHART", 0),
+ ("IMPULSE", 0),
+ ("REST", 0),
+ ("WARP", 0),
+ ("SENSORS", OPTION_PLANETS),
+ ("ORBIT", OPTION_PLANETS),
+ ("TRANSPORT", OPTION_PLANETS),
+ ("MINE", OPTION_PLANETS),
+ ("CRYSTALS", OPTION_PLANETS),
+ ("SHUTTLE", OPTION_PLANETS),
+ ("PLANETS", OPTION_PLANETS),
+ ("REPORT", 0),
+ ("COMPUTER", 0),
+ ("COMMANDS", 0),
+ ("EMEXIT", 0),
+ ("PROBE", OPTION_PROBE),
+ ("SAVE", 0),
+ ("FREEZE", 0), # Synonym for SAVE
+ ("OPTIONS", 0),
+ ("ABANDON", 0),
# No abbreviations accepted after this point
- ("DESTRUCT", 0),
- ("DEATHRAY", 0),
- ("CAPTURE", OPTION_CAPTURE),
- ("CLOAK", OPTION_CLOAK),
- ("DEBUG", 0),
- ("MAYDAY", 0),
- ("SOS", 0), # Synonym for MAYDAY
- ("CALL", 0), # Synonym for MAYDAY
- ("QUIT", 0),
- ("HELP", 0),
- ("SCORE", 0),
- ("CURSES", 0),
- ("", 0),
+ ("DESTRUCT", 0),
+ ("DEATHRAY", 0),
+ ("CAPTURE", OPTION_CAPTURE),
+ ("CLOAK", OPTION_CLOAK),
+ ("DEBUG", 0),
+ ("MAYDAY", 0),
+ ("SOS", 0), # Synonym for MAYDAY
+ ("CALL", 0), # Synonym for MAYDAY
+ ("QUIT", 0),
+ ("HELP", 0),
+ ("SCORE", 0),
+ ("CURSES", 0),
+ ("", 0),
]
-def listCommands(): # pragma: no cover
+
+def listCommands(): # pragma: no cover
"Generate a list of legal commands."
# Coverage-disabled because testing for this is fragile
# in the presence of changes in the command set.
skip(1)
skip(1)
+
def helpme():
"Browse on-line help."
key = scanner.nexttok()
except IOError:
pass
else:
- prout(_("Spock- \"Captain, that information is missing from the"))
+ prout(_('Spock- "Captain, that information is missing from the'))
prout(_(" computer. You need to find sst.doc and put it somewhere"))
proutn(_(" in these directories: %s") % ":".join(docpath))
- prout(".\"")
+ 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 linebuf == '':
- prout(_("Spock- \"Captain, there is no information on that command.\""))
+ if linebuf == "":
+ prout(_('Spock- "Captain, there is no information on that command."'))
fp.close()
return
- if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
+ if linebuf[0] == "%" and linebuf[1] == "%" and linebuf[2] == " ":
linebuf = linebuf[3:].strip()
if cmd.upper() == linebuf:
break
skip(1)
- prout(_("Spock- \"Captain, I've found the following information:\""))
+ prout(_('Spock- "Captain, I\'ve found the following information:"'))
skip(1)
while True:
linebuf = fp.readline()
proutn(linebuf)
fp.close()
+
def makemoves():
"Command-interpretation loop."
+
def checkviol():
- if game.irhere and game.state.date >= ALGERON and not game.isviolreported and game.iscloaked:
- prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
+ if (
+ game.irhere
+ and game.state.date >= ALGERON
+ and not game.isviolreported
+ and game.iscloaked
+ ):
+ prout(
+ _("The Romulan ship discovers you are breaking the Treaty of Algeron!")
+ )
game.ncviol += 1
game.isviolreported = True
- while True: # command loop
+
+ while True: # command loop
drawmaps(1)
- while True: # get a command
+ while True: # get a command
hitme = False
game.optime = game.justin = False
scanner.chew()
clrscr()
proutn("COMMAND> ")
if scanner.nexttok() == "IHEOL":
- if game.options & OPTION_CURSES: # pragma: no cover
+ if game.options & OPTION_CURSES: # pragma: no cover
makechart()
continue
elif scanner.token == "":
setwnd(message_window)
clrscr()
abandon_passed = False
- cmd = "" # Force cmd to persist after loop
- opt = 0 # Force opt to persist after loop
+ cmd = "" # Force cmd to persist after loop
+ opt = 0 # Force opt to persist after loop
for (cmd, opt) in commands:
# commands after ABANDON cannot be abbreviated
if cmd == "ABANDON":
abandon_passed = True
- if cmd == scanner.token.upper() or (not abandon_passed \
- and cmd.startswith(scanner.token.upper())):
+ if cmd == scanner.token.upper() or (
+ not abandon_passed and cmd.startswith(scanner.token.upper())
+ ):
break
- if cmd == "": # pragma: no cover
+ if cmd == "": # pragma: no cover
listCommands()
continue
elif opt and not (opt & game.options):
huh()
else:
break
- if game.options & OPTION_CURSES: # pragma: no cover
+ if game.options & OPTION_CURSES: # pragma: no cover
prout("COMMAND> %s" % cmd)
- if cmd == "SRSCAN": # srscan
+ if cmd == "SRSCAN": # srscan
srscan()
- elif cmd == "STATUS": # status
+ elif cmd == "STATUS": # status
status()
- elif cmd == "REQUEST": # status request
+ elif cmd == "REQUEST": # status request
request()
- elif cmd == "LRSCAN": # long range scan
+ elif cmd == "LRSCAN": # long range scan
lrscan(silent=False)
- elif cmd == "PHASERS": # phasers
+ elif cmd == "PHASERS": # phasers
phasers()
if game.ididit:
checkviol()
hitme = True
- elif cmd in ("TORPEDO", "PHOTONS"): # photon torpedos
+ elif cmd in ("TORPEDO", "PHOTONS"): # photon torpedos
torps()
if game.ididit:
checkviol()
hitme = True
- elif cmd == "MOVE": # move under warp
+ elif cmd == "MOVE": # move under warp
warp(wcourse=None, involuntary=False)
- elif cmd == "SHIELDS": # shields
+ elif cmd == "SHIELDS": # shields
doshield(shraise=False)
if game.ididit:
hitme = True
game.shldchg = False
- elif cmd == "DOCK": # dock at starbase
+ elif cmd == "DOCK": # dock at starbase
dock(True)
if game.ididit:
attack(torps_ok=False)
- elif cmd == "DAMAGES": # damage reports
+ elif cmd == "DAMAGES": # damage reports
damagereport()
- elif cmd == "CHART": # chart
+ elif cmd == "CHART": # chart
makechart()
- elif cmd == "IMPULSE": # impulse
+ elif cmd == "IMPULSE": # impulse
impulse()
- elif cmd == "REST": # rest
+ elif cmd == "REST": # rest
wait()
if game.ididit:
hitme = True
- elif cmd == "WARP": # warp
+ elif cmd == "WARP": # warp
setwarp()
- elif cmd == "SENSORS": # sensors
+ elif cmd == "SENSORS": # sensors
sensor()
- elif cmd == "ORBIT": # orbit
+ elif cmd == "ORBIT": # orbit
orbit()
if game.ididit:
hitme = True
- elif cmd == "TRANSPORT": # transport "beam"
+ elif cmd == "TRANSPORT": # transport "beam"
beam()
- elif cmd == "MINE": # mine
+ elif cmd == "MINE": # mine
mine()
if game.ididit:
hitme = True
- elif cmd == "CRYSTALS": # crystals
+ elif cmd == "CRYSTALS": # crystals
usecrystals()
if game.ididit:
hitme = True
- elif cmd == "SHUTTLE": # shuttle
+ elif cmd == "SHUTTLE": # shuttle
shuttle()
if game.ididit:
hitme = True
- elif cmd == "PLANETS": # Planet list
+ elif cmd == "PLANETS": # Planet list
survey()
- elif cmd == "REPORT": # Game Report
+ elif cmd == "REPORT": # Game Report
report()
- elif cmd == "COMPUTER": # use COMPUTER!
+ elif cmd == "COMPUTER": # use COMPUTER!
eta()
elif cmd == "COMMANDS":
listCommands()
- elif cmd == "EMEXIT": # Emergency exit
- clrscr() # Hide screen
- freeze(True) # forced save
- raise SystemExit(1) # And quick exit
+ elif cmd == "EMEXIT": # Emergency exit
+ clrscr() # Hide screen
+ freeze(True) # forced save
+ raise SystemExit(1) # And quick exit
elif cmd == "PROBE":
- probe() # Launch probe
+ probe() # Launch probe
if game.ididit:
hitme = True
- elif cmd == "ABANDON": # Abandon Ship
+ elif cmd == "ABANDON": # Abandon Ship
abandon()
- elif cmd == "DESTRUCT": # Self Destruct
+ elif cmd == "DESTRUCT": # Self Destruct
selfdestruct()
- elif cmd == "SAVE": # Save Game
+ elif cmd == "SAVE": # Save Game
freeze(False)
clrscr()
if game.skill > SKILL_GOOD:
prout(_("WARNING--Saved games produce no plaques!"))
- elif cmd == "DEATHRAY": # Try a desparation measure
+ elif cmd == "DEATHRAY": # Try a desparation measure
deathray()
if game.ididit:
hitme = True
capture()
elif cmd == "CLOAK":
cloak()
- elif cmd == "DEBUGCMD": # What do we want for debug???
+ elif cmd == "DEBUGCMD": # What do we want for debug???
debugme()
- elif cmd == "MAYDAY": # Call for help
+ elif cmd == "MAYDAY": # Call for help
mayday()
if game.ididit:
hitme = True
elif cmd == "QUIT":
- game.alldone = True # quit the game
+ game.alldone = True # quit the game
elif cmd == "HELP":
- helpme() # get help
+ helpme() # get help
elif cmd == "SCORE":
- score() # see current score
- elif cmd == "CURSES": # pragma: no cover
- game.options |= (OPTION_CURSES | OPTION_COLOR)
+ score() # see current score
+ elif cmd == "CURSES": # pragma: no cover
+ game.options |= OPTION_CURSES | OPTION_COLOR
iostart()
elif cmd == "OPTIONS":
goptions()
while True:
if game.alldone:
- break # Game has ended
+ break # Game has ended
if game.optime != 0.0:
events()
if game.alldone:
- break # Events did us in
+ break # Events did us in
if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
atover(False)
continue
if game.alldone:
break
if game.idebug:
- prout("=== Ending") # pragma: no cover
+ prout("=== Ending") # pragma: no cover
+
def cramen(ch):
"Emit the name of an enemy or feature."
- if ch == 'R': s = _("Romulan")
- elif ch == 'K': s = _("Klingon")
- elif ch == 'C': s = _("Commander")
- elif ch == 'S': s = _("Super-commander")
- elif ch == '*': s = _("Star")
- elif ch == 'P': s = _("Planet")
- elif ch == 'B': s = _("Starbase")
- elif ch == ' ': s = _("Black hole")
- elif ch == 'T': s = _("Tholian")
- elif ch == '#': s = _("Tholian web")
- elif ch == '?': s = _("Stranger")
- elif ch == '@': s = _("Inhabited World")
- else: s = "Unknown??" # pragma: no cover
+ if ch == "R":
+ s = _("Romulan")
+ elif ch == "K":
+ s = _("Klingon")
+ elif ch == "C":
+ s = _("Commander")
+ elif ch == "S":
+ s = _("Super-commander")
+ elif ch == "*":
+ s = _("Star")
+ elif ch == "P":
+ s = _("Planet")
+ elif ch == "B":
+ s = _("Starbase")
+ elif ch == " ":
+ s = _("Black hole")
+ elif ch == "T":
+ s = _("Tholian")
+ elif ch == "#":
+ s = _("Tholian web")
+ elif ch == "?":
+ s = _("Stranger")
+ elif ch == "@":
+ s = _("Inhabited World")
+ else:
+ s = "Unknown??" # pragma: no cover
return s
+
def crmena(loud, enemy, loctype, w):
"Emit the name of an enemy and his location."
buf = ""
buf += _("Sector ")
return buf + repr(w)
+
def crmshp():
"Emit our ship name."
- return{'E':_("Enterprise"),'F':_("Faerie Queene")}.get(game.ship,"Ship???")
+ return {"E": _("Enterprise"), "F": _("Faerie Queene")}.get(game.ship, "Ship???")
+
def stars():
"Emit a line of stars"
prouts("******************************************************")
skip(1)
+
def expran(avrage):
- return -avrage*math.log(1e-7 + rnd.real())
+ return -avrage * math.log(1e-7 + rnd.real())
+
def randplace(size):
"Choose a random location."
w.j = rnd.integer(size)
return w
+
class sstscanner:
def __init__(self):
self.type = None
self.token = None
self.real = 0.0
self.inqueue = []
+
def nexttok(self):
# Get a token from the user
self.real = 0.0
- self.token = ''
+ self.token = ""
# Fill the token queue if nothing here
while not self.inqueue:
sline = cgetline()
- if curwnd==prompt_window:
+ if curwnd == prompt_window:
clrscr()
setwnd(message_window)
clrscr()
- if sline == '':
+ if sline == "":
return None
if not sline:
continue
self.type = "IHALPHA"
self.real = None
return "IHALPHA"
+
def append(self, tok):
self.inqueue.append(tok)
+
def push(self, tok):
self.inqueue.insert(0, tok)
+
def waiting(self):
return self.inqueue
+
def chew(self):
# Demand input for next scan
self.inqueue = []
self.real = self.token = None
+
def sees(self, s):
# compares s to item and returns true if it matches to the length of s
return s.startswith(self.token)
+
def int(self):
# Round token value to nearest integer
return int(round(self.real))
+
def getcoord(self):
s = Coord()
self.nexttok()
- if (game.options & OPTION_ALPHAMERIC):
+ if game.options & OPTION_ALPHAMERIC:
try:
- if (self.type == "IHALPHA") and (self.token[0] in "abcdefghij") and (self.token[1] in "0123456789"):
+ if (
+ (self.type == "IHALPHA")
+ and (self.token[0] in "abcdefghij")
+ and (self.token[1] in "0123456789")
+ ):
s.i = ord(self.token[0]) - ord("a")
- s.j = int(self.token[1:])-1
+ s.j = int(self.token[1:]) - 1
return s
except (TypeError, IndexError):
huh()
if self.type != "IHREAL":
huh()
return None
- s.i = self.int()-1
+ s.i = self.int() - 1
self.nexttok()
if self.type != "IHREAL":
huh()
return None
- s.j = self.int()-1
+ s.j = self.int() - 1
return s
- def __repr__(self): # pragma: no cover
- return "<sstcanner: token=%s, type=%s, queue=%s>" % (self.token, self.type, self.inqueue)
+
+ def __repr__(self): # pragma: no cover
+ return "<sstcanner: token=%s, type=%s, queue=%s>" % (
+ self.token,
+ self.type,
+ self.inqueue,
+ )
+
def ja():
"Yes-or-no confirmation."
scanner.chew()
while True:
scanner.nexttok()
- if scanner.token == 'y':
+ if scanner.token == "y":
return True
- if scanner.token == 'n':
+ if scanner.token == "n":
return False
scanner.chew()
- proutn(_("Please answer with \"y\" or \"n\": "))
+ proutn(_('Please answer with "y" or "n": '))
+
def huh():
"Complain about unparseable input."
skip(1)
prout(_("Beg your pardon, Captain?"))
-def debugme(): # pragma: no cover
+
+def debugme(): # pragma: no cover
"Access to the internals for debugging."
proutn("Reset levels? ")
if ja():
proutn("Toggle debug flag? ")
if ja():
game.idebug = not game.idebug
- if game.idebug: # pragma: no cover
+ if game.idebug: # pragma: no cover
prout("Debug output ON")
else:
prout("Debug output OFF")
ev = Event()
w = Coord()
legends = {
- FSNOVA: "Supernova ",
- FTBEAM: "T Beam ",
- FSNAP: "Snapshot ",
+ FSNOVA: "Supernova ",
+ FTBEAM: "T Beam ",
+ FSNAP: "Snapshot ",
FBATTAK: "Base Attack ",
- FCDBAS: "Base Destroy ",
+ FCDBAS: "Base Destroy ",
FSCMOVE: "SC Move ",
FSCDBAS: "SC Base Destroy ",
FDSPROB: "Probe Move ",
- FDISTR: "Distress Call ",
- FENSLV: "Enslavement ",
- FREPRO: "Klingon Build ",
+ FDISTR: "Distress Call ",
+ FENSLV: "Enslavement ",
+ FREPRO: "Klingon Build ",
}
for i in range(1, NEVENTS):
proutn(legends[i])
if is_scheduled(i):
- proutn("%.2f" % (scheduled(i)-game.state.date))
+ proutn("%.2f" % (scheduled(i) - game.state.date))
if i in {FENSLV, FREPRO}:
ev = findevent(i)
proutn(" in %s" % ev.quadrant)
proutn("? ")
scanner.chew()
key = scanner.nexttok()
- if key == 'n':
+ if key == "n":
unschedule(i)
scanner.chew()
elif key == "IHREAL":
game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
atover(True)
-if __name__ == '__main__':
+
+if __name__ == "__main__":
try:
- #global line, thing, game
+ # global line, thing, game
game = None
thing = Thingy()
game = Gamestate()
rnd = randomizer()
logfp = None
- game.options = OPTION_ALL &~ OPTION_IOMODES
+ game.options = OPTION_ALL & ~OPTION_IOMODES
if os.getenv("TERM"):
- game.options |= OPTION_CURSES # pragma: no cover
+ game.options |= OPTION_CURSES # pragma: no cover
else:
game.options |= OPTION_TTY
seed = int(time.time())
try:
(options, arguments) = getopt.getopt(sys.argv[1:], "cr:s:txV")
for (switch, val) in options:
- if switch == '-r':
+ if switch == "-r":
# pylint: disable=raise-missing-from
try:
replayfp = open(val, "r")
seed = eval(seed)
elif line.startswith("# arguments"):
arguments += line.split()[2:]
- except ValueError: # pragma: no cover
- sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
+ except ValueError: # pragma: no cover
+ sys.stderr.write("sst: replay file %s is ill-formed\n" % val)
raise SystemExit(1)
game.options |= OPTION_TTY
- game.options &=~ OPTION_CURSES
- elif switch == '-s': # pragma: no cover
+ game.options &= ~OPTION_CURSES
+ elif switch == "-s": # pragma: no cover
seed = int(val)
- elif switch == '-t': # pragma: no cover
+ elif switch == "-t": # pragma: no cover
game.options |= OPTION_TTY
- game.options &=~ OPTION_CURSES
- elif switch == '-x': # pragma: no cover
+ game.options &= ~OPTION_CURSES
+ elif switch == "-x": # pragma: no cover
game.idebug = True
- elif switch == '-c': # Enable curses debugging - undocumented
+ elif switch == "-c": # Enable curses debugging - undocumented
game.cdebug = True
- elif switch == '-V': # pragma: no cover
+ elif switch == "-V": # pragma: no cover
print("SST2K", version)
raise SystemExit(0)
- else: # pragma: no cover
+ else: # pragma: no cover
sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
raise SystemExit(1)
except getopt.GetoptError as err:
print(err)
raise SystemExit(1) from err
# where to save the input in case of bugs
- if "TMPDIR" in os.environ: # pragma: no cover
- tmpdir = os.environ['TMPDIR']
+ if "TMPDIR" in os.environ: # pragma: no cover
+ tmpdir = os.environ["TMPDIR"]
else:
tmpdir = "/tmp"
try:
logfp = open(os.path.join(tmpdir, "sst-input.log"), "w")
- except IOError: # pragma: no cover
+ except IOError: # pragma: no cover
sys.stderr.write("sst: warning, can't open logfile\n")
sys.exit(1)
if logfp:
logfp.write("# seed %s\n" % seed)
logfp.write("# arguments %s\n" % " ".join(arguments))
logfp.write("# SST2K version %s\n" % version)
- logfp.write("# recorded by %s@%s on %s\n" % \
- (getpass.getuser(),socket.getfqdn(),time.ctime()))
+ logfp.write(
+ "# recorded by %s@%s on %s\n"
+ % (getpass.getuser(), socket.getfqdn(), time.ctime())
+ )
logfp.write("#\n")
rnd.seed(seed)
scanner = sstscanner()
scanner.append(arg)
try:
iostart()
- while True: # Play a game
+ while True: # Play a game
setwnd(fullscreen_window)
clrscr()
prelim()
if replayfp:
break
skip(1)
- if (game.options & OPTION_TTY):
+ if game.options & OPTION_TTY:
stars()
skip(1)
if game.tourn and game.alldone:
scanner.push("\n")
freeze(False)
scanner.chew()
- if (game.options & OPTION_TTY):
+ if game.options & OPTION_TTY:
proutn(_("Do you want to play again? "))
if not ja():
break
finally:
ioend()
raise SystemExit(0)
- except KeyboardInterrupt: # pragma: no cover
+ except KeyboardInterrupt: # pragma: no cover
if logfp:
logfp.close()
print("")