"""
sst.py =-- Super Star Trek in Python
-Control flow of this translation is pretty much identical to the C version
-(and thus like the ancestral FORTRAN) but the data structures are
-radically different -- the Python code makes heavy use of objects.
+"""
+import os, sys, math, curses
-Note that the game.quad, game.snap.galaxy and game.snap.chart members
-are not actually arrays but dictioaries indixed by coord tuples. Be setting
-the hash of a coord equal to the hash of a literal tuple containing its
-coordinate data, we ensure these can be indexed both ways.
+SSTDOC = "/usr/share/doc/sst/sst.doc"
-"""
-import math
+# Stub to be replaced
+def _(str): return str
PHASEFAC = 2.0
GALSIZE = 8
-NINHAB = GALSIZE * GALSIZE / 2
+NINHAB = (GALSIZE * GALSIZE / 2)
MAXUNINHAB = 10
-PLNETMAB = NINHAB + MAXUNINHAB
+PLNETMAX = (NINHAB + MAXUNINHAB)
QUADSIZE = 10
-BASEMAX = 5
-FULLCREW = 428 # BSD Trek was 387, that's wrong
+BASEMAX = (GALSIZE * GALSIZE / 12)
MAXKLGAME = 127
MAXKLQUAD = 9
+FULLCREW = 428 # BSD Trek was 387, that's wrong
FOREVER = 1e30
-# These macros hide the difference between 0-origin and 1-origin addressing.
-# They're a step towards de-FORTRANizing the code.
-def VALID_QUADRANT(x,y): ((x)>=1 and (x)<=GALSIZE and (y)>=1 and (y)<=GALSIZE)
-def VALID_SECTOR(x, y): ((x)>=1 and (x)<=QUADSIZE and (y)>=1 and (y)<=QUADSIZE)
+# These functions hide the difference between 0-origin and 1-origin addressing.
+def VALID_QUADRANT(x, y): return ((x)>=1 and (x)<=GALSIZE and (y)>=1 and (y)<=GALSIZE)
+def VALID_SECTOR(x, y): return ((x)>=1 and (x)<=QUADSIZE and (y)>=1 and (y)<=QUADSIZE)
-# These types have not been dealt with yet
-IHQUEST = '?',
-IHWEB = '#',
-IHMATER0 = '-',
-IHMATER1 = 'o',
-IHMATER2 = '0',
+def square(i): return ((i)*(i))
+def distance(c1, c2): return math.sqrt(square(c1.x - c2.x) + square(c1.y - c2.y))
+def invalidate(w): w.x = w.y = 0
+def is_valid(w): return (w.x != 0 and w.y != 0)
class coord:
def __init(self, x=None, y=None):
def __str__(self):
return "%d - %d" % (self.x, self.y)
-class feature:
- "A feature in the current quadrant (ship, star, black hole, base, etc)."
- def __init__(self):
- self.type = None # name of feature type
- self.sector = None # sector location
- def distance(self):
- return self.sector.distance(game.sector)
- def __str__(self):
- "This will be overridden by subclasses."
- return self.name[0]
- def sectormove(self, dest):
- "Move this feature within the current quadrant."
- if self.sector:
- game.quad[self.sector] = None
- game.quad[dest] = self
- self.sector = dest
-
-class ship(feature):
- "A starship, frindly or enemy."
- def __init__(self, type, power):
- feature.__init__(self)
- self.type = type # klingon, romulan, commander,
- # supercommander, tholian,
- # enterprise, faerie queene.
- self.power = power # power
- if self.type in ("Klingon", "Commander", "Super-Commander"):
- game.remkl += 1
- elif self.type == "Romulan":
- game.romrem += 1
- def __del__(self):
- if self.type in ("Klingon", "Commander", "Super-Commander"):
- game.remkl -= 1
- elif self.type == "Romulan":
- game.romrem -= 1
-
-class space(feature):
- "Empty space. Has no state, just knows how to identify iself."
- def __str__(self):
- return '*'
-
-class star(feature):
- "A star. Has no state, just knows how to identify iself."
- def __str__(self):
- return '*'
-
-class planet(feature):
- "A planet. May be inhabited or not, may hold dilithium crystals or not."
+class planet:
def __init(self):
- feature.__init__(self)
- self.name = None
- self.crystals = None # "absent", "present", or "mined"
- self.inhabited = False
- self.known = "unknown" # Other values: "known" and "shuttle down"
- game.state.planets.append(self)
- def __del__(self):
- game.state.planets.remove(self)
- def __str__(self):
- if self.inhabited:
- return '@'
- else:
- return 'P'
-
-class web(feature):
- "A bit of Tholian web. Has no state, just knows how to identify iself."
- def __str__(self):
- return '*'
-
-class blackhole(feature):
- "A black hole. Has no hair, just knows how to identify iself."
- def __str__(self):
- return ' '
+ self.name = None # String-valued if inhabited
+ self.w = None
+ self.pclass = None # could be ""M", "N", "O", or "destroyed"
+ self.crystals = None # could be "mined", "present", "absent"
+ self.known = None # could be "unknown", "known", "shuttle_down"
-class starbase(feature):
- "Starbases also have no features, just a location."
- def __init(self, quadrant):
- feature.__init__(self)
- self.quadrant = quadrant
- game.state.bases.append(self)
- def __del__(self):
- game.state.bases.remove(self)
- def __str__(self):
- return 'B'
+# How to represent features
+IHR = 'R',
+IHK = 'K',
+IHC = 'C',
+IHS = 'S',
+IHSTAR = '*',
+IHP = 'P',
+IHW = '@',
+IHB = 'B',
+IHBLANK = ' ',
+IHDOT = '.',
+IHQUEST = '?',
+IHE = 'E',
+IHF = 'F',
+IHT = 'T',
+IHWEB = '#',
+IHMATER0 = '-',
+IHMATER1 = 'o',
+IHMATER2 = '0'
+NOPLANET = None
class quadrant:
- def __init__(self):
+ def __init(self):
self.stars = None
self.planet = None
- self.starbase = None
- self.klingons = None
- self.romulans = None
- self.supernova = None
- self.charted = None
- self.status = "secure" # Other valuues: "distressed", "enslaved"
- def enemies(self):
- "List enemies in this quadrant."
- lst = []
- for feature in self.quad.values:
- if not isinstance(feature, ship):
- continue
- if feature.name not in ("Enterprise", "Faerie Queene"):
- lst.append(feature)
- return lst
-
-class page:
- "A chart page. The starchart is a 2D array of these."
- def __init__(self):
- self.stars = None # Will hold a number
- self.starbase = None # Will hold a bool
- self.klingons = None # Will hold a number
+ self.starbase = None
+ self.klingons = None
+ self.romulans = None
+ self.supernova = None
+ self.charted = None
+ self.status = None # Could be "secure", "distressed", "enslaved"
class snapshot:
- "State of the universe. The galaxy is a 2D array of these."
- def __init__(self):
+ def __init(self):
+ self.snap = False # snapshot taken
self.crew = None # crew complement
self.remkl = None # remaining klingons
self.remcom = None # remaining commanders
self.nscrem = None # remaining super commanders
+ self.rembase = None # remaining bases
self.starkl = None # destroyed stars
self.basekl = None # destroyed bases
self.nromrem = None # Romulans remaining
- self.nplankl = None # destroyed uninhabited planets self.nworldkl = None # destroyed inhabited planets
- self.planets = []; # List of planets known
+ self.nplankl = None # destroyed uninhabited planets
+ self.nworldkl = None # destroyed inhabited planets
+ self.planets = [] # Planet information
self.date = None # stardate
self.remres = None # remaining resources
- self. remtime = None # remaining time
- self.bases = [] # Base quadrant coordinates
+ self.remtime = None # remaining time
+ self.baseq = [] # Base quadrant coordinates
self.kcmdr = [] # Commander quadrant coordinates
- self.kscmdr = None # Supercommander quadrant coordinates
- self.galaxy = {} # Dictionary of quadrant objects
- self.chart = {} # Dictionary of page objects
-
-def damaged(dev):
- return game.damage[dev] != 0.0
+ self.kscmdr = None # Supercommander quadrant coordinates
+ self.galaxy = None # The Galaxy (subscript 0 not used)
+ self.chart = None # the starchart (subscript 0 not used)
class event:
def __init__(self):
- self.date = None # The only mandatory attribute
+ 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
+OPTION_THOLIAN = 0x00000008 # Tholians and their webs
+OPTION_THINGY = 0x00000010 # Space Thingy can shoot back
+OPTION_PROBE = 0x00000020 # deep-space probes
+OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
+OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise
+OPTION_MVBADDY = 0x00000100 # more enemies can move
+OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you
+OPTION_BASE = 0x00000400 # bases have good shields
+OPTION_WORLDS = 0x00000800 # logic for inhabited worlds
+OPTION_PLAIN = 0x01000000 # user chose plain game
+OPTION_ALMY = 0x02000000 # user chose Almy variant
+
+# Define devices
+DSRSENS = 0
+DLRSENS = 1
+DPHASER = 2
+DPHOTON = 3
+DLIFSUP = 4
+DWARPEN = 5
+DIMPULS = 6
+DSHIELD = 7
+DRADIO = 0
+DSHUTTL = 9
+DCOMPTR = 10
+DNAVSYS = 11
+DTRANSP = 12
+DSHCTRL = 13
+DDRAY = 14
+DDSP = 15
+NDEVICES= 16 # Number of devices
+
+def damaged(dev): return (game.damage[dev] != 0.0)
+
+# 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
+NEVENTS = 12
+
+#
+# abstract out the event handling -- underlying data structures will change
+# when we implement stateful events
+#
+def findevent(evtype): return game.future[evtype]
-class game:
+class gamestate:
def __init__(self):
- self.options = [] # List of option strings
- self.state = snapshot() # State of the universe
- self.snapsht = snapshot() # For backwards timetravel
- self.quad = {} # contents of our quadrant
- self.kpower = {} # enemy energy levels
- self.kdist = {} # enemy distances
- self.kavgd = {} # average distances
- self.damage = {} # damage encountered
- self.future = [] # future events
- self.passwd = None # Self Destruct password
- # Coordinate members start here
- self.enemies = {} # enemy sector locations
- self.quadrant = None # where we are
- self.sector = None
- self.tholian = None # coordinates of Tholian
- self.base = None # position of base in current quadrant
- self.battle = None # base coordinates being attacked
- self.plnet = None # location of planet in quadrant
- self.probec = None # current probe quadrant
- # Flag members start here
- self.gamewon = None # Finished!
- self.ididit = None # action taken -- allows enemy to attack
- self.alive = None # we are alive (not killed)
- self.justin = None # just entered quadrant
- self.shldup = None # shields are up
- self.shldchg = None # shield changing (affects efficiency)
- self.comhere = None # commander here
- self.ishere = None # super-commander in quadrant
- self.iscate = None # super commander is here
- self.ientesc = None # attempted escape from supercommander
- self.ithere = None # Tholian is here
- self.resting = None # rest time
- self.icraft = None # Kirk in Galileo
- self.landed = None # party on planet or on ship
- self.alldone = None # game is now finished
- self.neutz = None # Romulan Neutral Zone
- self.isarmed = None # probe is armed
- self.inorbit = None # orbiting a planet
- self.imine = None # mining
- self.icrystl = None # dilithium crystals aboard
- self.iseenit = None # seen base attack report
- self.thawed = None # thawed game
- # String members start here
- self.condition = None # green, yellow, red, docked, dead,
- self.iscraft = None # onship, offship, removed
- self.skill = None # levels: none, novice, fair, good,
- # expert, emeritus
- # Integer nembers sart here
-x self.inkling = None # initial number of klingons
- self.inbase = None # initial number of bases
- self.incom = None # initial number of commanders
- self.inscom = None # initial number of commanders
- self.inrom = None # initial number of commanders
- self.instar = None # initial stars
- self.intorps = None # initial/max torpedoes
- self.torps = None # number of torpedoes
- self.ship = None # ship type -- 'E' is Enterprise
- self.abandoned = None # count of crew abandoned in space
- self.length = None # length of game
- self.klhere = None # klingons here
- self.casual = None # causalties
- self.nhelp = None # calls for help
- self.nkinks = None # count of energy-barrier crossings
- self.iplnet = None # planet # in quadrant
- self.inplan = None # initial planets
- self.irhere = None # Romulans in quadrant
- self.isatb = None # =1 if super commander is attacking base
- self.tourn = None # tournament number
- self.proben = None # number of moves for probe
- self.nprobes = None # number of probes available
- # Float members start here
- self.inresor = None # initial resources
- self.intime = None # initial time
- self.inenrg = None # initial/max energy
- self.inshld = None # initial/max shield
- self.inlsr = None # initial life support resources
- self.indate = None # initial date
- self.energy = None # energy level
- self.shield = None # shield level
- self.warpfac = None # warp speed
- self.wfacsq = None # squared warp factor
- self.lsupres = None # life support reserves
- self.dist = None # movement distance
- self.direc = None # movement direction
- self.optime = None # time taken by current operation
- self.docfac = None # repair factor when docking (constant?)
- self.damfac = None # damage factor
- self.lastchart = None # time star chart was last updated
- self.cryprob = None # probability that crystal will work
- self.probex = None # location of probe
- self.probey = None #
- self.probeinx = None # probe x,y increment
- self.probeiny = None #
- self.height = None # height of orbit around planet
+ self.options = None # Game options
+ self.state = None # A snapshot structure
+ self.snapsht = None # Last snapshot taken for time-travel purposes
+ self.quad = [[IHDOT * (QUADSIZE+1)] * (QUADSIZE+1)] # contents of our quadrant
+ self.kpower = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)] # enemy energy levels
+ self.kdist = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)] # enemy distances
+ self.kavgd = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)] # average distances
+ self.damage = [0] * NDEVICES # damage encountered
+ self.future = [None] * NEVENTS # future events
+ self.passwd = None; # Self Destruct password
+ self.ks = [[None * (QUADSIZE+1)] * (QUADSIZE+1)] # enemy sector locations
+ self.quadrant = None # where we are in the large
+ self.sector = None # where we are in the small
+ self.tholian = None # coordinates of Tholian
+ self.base = None # position of base in current quadrant
+ self.battle = None # base coordinates being attacked
+ self.plnet = None # location of planet in quadrant
+ self.probec = None # current probe quadrant
+ self.gamewon = False # Finished!
+ self.ididit = False # action taken -- allows enemy to attack
+ self.alive = False # we are alive (not killed)
+ self.justin = False # just entered quadrant
+ self.shldup = False # shields are up
+ self.shldchg = False # shield is changing (affects efficiency)
+ self.comhere = False # commander here
+ self.ishere = False # super-commander in quadrant
+ self.iscate = False # super commander is here
+ self.ientesc = False # attempted escape from supercommander
+ self.ithere = False # Tholian is here
+ 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 = 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 = 0 # planet # in quadrant
+ self.inplan = 0 # initial planets
+ self.nenhere = 0 # number of enemies in quadrant
+ self.irhere = 0 # Romulans in quadrant
+ self.isatb = 0 # =1 if super commander is attacking base
+ self.tourn = 0 # tournament number
+ self.proben = 0 # number of moves for probe
+ self.nprobes = 0 # number of probes available
+ self.inresor = 0.0 # initial resources
+ self.intime = 0.0 # initial time
+ self.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.wfacsq = 0.0 # squared warp factor
+ self.lsupres = 0.0 # life support reserves
+ self.dist = 0.0 # movement distance
+ self.direc = 0.0 # movement direction
+ self.optime = 0.0 # time taken by current operation
+ self.docfac = 0.0 # repair factor when docking (constant?)
+ self.damfac = 0.0 # damage factor
+ self.lastchart = 0.0 # time star chart was last updated
+ self.cryprob = 0.0 # probability that crystal will work
+ self.probex = 0.0 # location of probe
+ self.probey = 0.0 #
+ self.probeinx = 0.0 # probe x,y increment
+ self.probeiny = 0.0 #
+ self.height = 0.0 # height of orbit around planet