Python translation now includes ai.c.
authorEric S. Raymond <esr@thyrsus.com>
Mon, 2 Oct 2006 14:47:33 +0000 (14:47 +0000)
committerEric S. Raymond <esr@thyrsus.com>
Mon, 2 Oct 2006 14:47:33 +0000 (14:47 +0000)
src/sst.py

index 1cf20dc175ed24dd115673f7863754b23f6cc703..c921a496098863855457b206a89607e40b35db9f 100644 (file)
@@ -296,3 +296,611 @@ class gamestate:
         self.probeiny = 0.0    #
         self.height = 0.0      # height of orbit around planet
 
+# From enumerated type 'feature'
+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'
+
+
+# From enumerated type 'FINTYPE'
+FWON = 0
+FDEPLETE = 1
+FLIFESUP = 2
+FNRG = 3
+FBATTLE = 4
+FNEG3 = 5
+FNOVA = 6
+FSNOVAED = 7
+FABANDN = 8
+FDILITHIUM = 9
+FMATERIALIZE = 10
+FPHASER = 11
+FLOST = 12
+FMINING = 13
+FDPLANET = 14
+FPNOVA = 15
+FSSC = 16
+FSTRACTOR = 17
+FDRAY = 18
+FTRIBBLE = 19
+FHOLE = 20
+FCREW = 21
+
+# From enumerated type 'COLORS'
+DEFAULT = 0
+BLACK = 1
+BLUE = 2
+GREEN = 3
+CYAN = 4
+RED = 5
+MAGENTA = 6
+BROWN = 7
+LIGHTGRAY = 8
+DARKGRAY = 9
+LIGHTBLUE = 10
+LIGHTGREEN = 11
+LIGHTCYAN = 12
+LIGHTRED = 13
+LIGHTMAGENTA = 14
+YELLOW = 15
+WHITE = 16
+
+# Code from ai.c begins here
+
+def tryexit(look, ienm, loccom, irun):
+    # a bad guy attempts to bug out 
+    iq = coord()
+
+    iq.x = game.quadrant.x+(look.x+(QUADSIZE-1))/QUADSIZE - 1
+    iq.y = game.quadrant.y+(look.y+(QUADSIZE-1))/QUADSIZE - 1
+    if not VALID_QUADRANT(iq.x,iq.y) or \
+       game.state.galaxy[iq.x][iq.y].supernova or \
+       game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1:
+       return False; # no can do -- neg energy, supernovae, or >MAXKLQUAD-1 Klingons 
+    if ienm == IHR:
+       return False; # Romulans cannot escape! 
+    if not irun:
+       # avoid intruding on another commander's territory 
+       if ienm == IHC:
+           for n in range(1, game.state.remcom+1):
+               if same(game.state.kcmdr[n],iq):
+                   return False
+           # refuse to leave if currently attacking starbase 
+           if same(game.battle, game.quadrant):
+               return False
+       # don't leave if over 1000 units of energy 
+       if game.kpower[loccom] > 1000.0:
+           return False
+    # print escape message and move out of quadrant.
+    # We know this if either short or long range sensors are working
+    if not damaged(DSRSENS) or not damaged(DLRSENS) or \
+       game.condition == docked:
+       crmena(True, ienm, sector, game.ks[loccom])
+       prout(_(" escapes to %s (and regains strength)."),
+             cramlc(quadrant, iq))
+    # handle local matters related to escape 
+    game.quad[game.ks[loccom].x][game.ks[loccom].y] = IHDOT
+    game.ks[loccom] = game.ks[game.nenhere]
+    game.kavgd[loccom] = game.kavgd[game.nenhere]
+    game.kpower[loccom] = game.kpower[game.nenhere]
+    game.kdist[loccom] = game.kdist[game.nenhere]
+    game.klhere -= 1
+    game.nenhere -= 1
+    if game.condition != docked:
+       newcnd()
+    # Handle global matters related to escape 
+    game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
+    game.state.galaxy[iq.x][iq.y].klingons += 1
+    if ienm==IHS:
+       game.ishere = False
+       game.iscate = False
+       game.ientesc = False
+       game.isatb = 0
+       schedule(FSCMOVE, 0.2777)
+       unschedule(FSCDBAS)
+       game.state.kscmdr=iq
+    else:
+       for n in range(1, game.state.remcom+1):
+           if same(game.state.kcmdr[n], game.quadrant):
+               game.state.kcmdr[n]=iq
+               break
+       game.comhere = False
+    return True; # success 
+
+#
+# The bad-guy movement algorithm:
+# 
+# 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
+# If both are operating full strength, force is 1000. If both are damaged,
+# force is -1000. Having shields down subtracts an additional 1000.
+# 
+# 2. Enemy has forces equal to the energy of the attacker plus
+# 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
+# 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
+# 
+# Attacker Initial energy levels (nominal):
+# Klingon   Romulan   Commander   Super-Commander
+# Novice    400        700        1200        
+# Fair      425        750        1250
+# Good      450        800        1300        1750
+# Expert    475        850        1350        1875
+# Emeritus  500        900        1400        2000
+# VARIANCE   75        200         200         200
+# 
+# Enemy vessels only move prior to their attack. In Novice - Good games
+# only commanders move. In Expert games, all enemy vessels move if there
+# is a commander present. In Emeritus games all enemy vessels move.
+# 
+# 3. If Enterprise is not docked, an agressive action is taken if enemy
+# forces are 1000 greater than Enterprise.
+# 
+# Agressive action on average cuts the distance between the ship and
+# the enemy to 1/4 the original.
+# 
+# 4.  At lower energy advantage, movement units are proportional to the
+# advantage with a 650 advantage being to hold ground, 800 to move forward
+# 1, 950 for two, 150 for back 4, etc. Variance of 100.
+# 
+# If docked, is reduced by roughly 1.75*game.skill, generally forcing a
+# retreat, especially at high skill levels.
+# 
+# 5.  Motion is limited to skill level, except for SC hi-tailing it out.
+# 
+
+def movebaddy(com, loccom, ienm):
+    # tactical movement for the bad guys 
+    next = coord(); look = coord()
+    irun = False
+    # This should probably be just game.comhere + game.ishere 
+    if game.skill >= SKILL_EXPERT:
+       nbaddys = ((game.comhere*2 + game.ishere*2+game.klhere*1.23+game.irhere*1.5)/2.0)
+    else:
+       nbaddys = game.comhere + game.ishere
+
+    dist1 = game.kdist[loccom]
+    mdist = dist1 + 0.5; # Nearest integer distance 
+
+    # If SC, check with spy to see if should hi-tail it 
+    if ienm==IHS and \
+       (game.kpower[loccom] <= 500.0 or (game.condition==docked and not damaged(DPHOTON))):
+       irun = True
+       motion = -QUADSIZE
+    else:
+       # decide whether to advance, retreat, or hold position 
+       forces = game.kpower[loccom]+100.0*game.nenhere+400*(nbaddys-1)
+       if not game.shldup:
+           forces += 1000; # Good for enemy if shield is down! 
+       if not damaged(DPHASER) or not damaged(DPHOTON):
+            if damaged(DPHASER): # phasers damaged 
+               forces += 300.0
+           else:
+               forces -= 0.2*(game.energy - 2500.0)
+           if damaged(DPHOTON): # photon torpedoes damaged 
+               forces += 300.0
+           else:
+               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+200.0*Rand())/150.0) - 5.0
+       else:
+            if forces > 1000.0: # Very strong -- move in for kill 
+               motion = (1.0-square(Rand()))*dist1 + 1.0
+           if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off ! 
+               motion -= game.skill*(2.0-square(Rand()))
+       if idebug:
+           proutn("=== MOTION = %d, FORCES = %1.2f, ", motion, forces)
+       # don't move if no motion 
+       if motion==0:
+           return
+       # Limit motion according to skill 
+       if abs(motion) > game.skill:
+            if motion < 0:
+                motion = -game.skill
+            else:
+                motion = game.skill
+    # calculate preferred number of steps 
+    if motion < 0:
+        msteps = -motion
+    else:
+        msteps = motion
+    if motion > 0 and nsteps > mdist:
+       nsteps = mdist; # don't overshoot 
+    if nsteps > QUADSIZE:
+       nsteps = QUADSIZE; # This shouldn't be necessary 
+    if nsteps < 1:
+       nsteps = 1; # This shouldn't be necessary 
+    if idebug:
+       proutn("NSTEPS = %d:", nsteps)
+    # Compute preferred values of delta X and Y 
+    mx = game.sector.x - com.x
+    my = game.sector.y - com.y
+    if 2.0 * abs(mx) < abs(my):
+       mx = 0
+    if 2.0 * abs(my) < abs(game.sector.x-com.x):
+       my = 0
+    if mx != 0:
+        if mx*motion < 0:
+            mx = -1
+        else:
+            mx = 1
+    if my != 0:
+        if my*motion < 0:
+            my = -1
+        else:
+            my = 1
+    next = com
+    # main move loop 
+    for ll in range(nsteps):
+       if idebug:
+           proutn(" %d", ll+1)
+       # Check if preferred position available 
+       look.x = next.x + mx
+       look.y = next.y + my
+        if mx < 0:
+            krawlx = 1
+        else:
+            krawlx = -1
+        if my < 0:
+            krawly = 1
+        else:
+            krawly = -1
+       success = False
+       attempts = 0; # Settle mysterious hang problem 
+       while attempts < 20 and not success:
+            attempts += 1
+           if look.x < 1 or look.x > QUADSIZE:
+               if motion < 0 and tryexit(look, ienm, loccom, irun):
+                   return
+               if krawlx == mx or my == 0:
+                   break
+               look.x = next.x + krawlx
+               krawlx = -krawlx
+           elif look.y < 1 or look.y > QUADSIZE:
+               if motion < 0 and tryexit(look, ienm, loccom, irun):
+                   return
+               if krawly == my or mx == 0:
+                   break
+               look.y = next.y + krawly
+               krawly = -krawly
+           elif (game.options & OPTION_RAMMING) and game.quad[look.x][look.y] != IHDOT:
+               # See if we should ram ship 
+               if game.quad[look.x][look.y] == game.ship and \
+                   (ienm == IHC or ienm == IHS):
+                   ram(True, ienm, com)
+                   return
+               if krawlx != mx and my != 0:
+                   look.x = next.x + krawlx
+                   krawlx = -krawlx
+               elif krawly != my and mx != 0:
+                   look.y = next.y + krawly
+                   krawly = -krawly
+               else:
+                   break; # we have failed 
+           else:
+               success = True
+       if success:
+           next = look
+           if idebug:
+               proutn(cramlc(neither, next))
+       else:
+           break; # done early 
+       
+    if idebug:
+       skip(1)
+    # Put commander in place within same quadrant 
+    game.quad[com.x][com.y] = IHDOT
+    game.quad[next.x][next.y] = ienm
+    if not same(next, com):
+       # it moved 
+       game.ks[loccom] = next
+       game.kdist[loccom] = game.kavgd[loccom] = distance(game.sector, next)
+       if not damaged(DSRSENS) or game.condition == docked:
+           proutn("***")
+           cramen(ienm)
+           proutn(_(" from %s"), cramlc(2, com))
+           if game.kdist[loccom] < dist1:
+               proutn(_(" advances to "))
+           else:
+               proutn(_(" retreats to "))
+           prout(cramlc(sector, next))
+
+def moveklings():
+    # Klingon tactical movement 
+    w = coord(); 
+
+    if idebug:
+       prout("== MOVCOM")
+
+    # Figure out which Klingon is the commander (or Supercommander)
+    #   and do move
+    if game.comhere:
+       for i in range(1, game.nenhere+1):
+           w = game.ks[i]
+           if game.quad[w.x][w.y] == IHC:
+               movebaddy(w, i, IHC)
+               break
+    if game.ishere:
+       for i in range(1, game.nenhere+1):
+           w = game.ks[i]
+           if game.quad[w.x][w.y] == IHS:
+               movebaddy(w, i, IHS)
+               break
+    # if skill level is high, move other Klingons and Romulans too!
+    # Move these last so they can base their actions on what the
+    # commander(s) do.
+    if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
+       for i in range(1, game.nenhere+1):
+           w = game.ks[i]
+           if game.quad[w.x][w.y] == IHK or game.quad[w.x][w.y] == IHR:
+               movebaddy(w, i, game.quad[w.x][w.y])
+    sortklings();
+
+def movescom(iq, avoid):
+    # commander movement helper 
+
+    if same(iq, game.quadrant) or not VALID_QUADRANT(iq.x, iq.y) or \
+       game.state.galaxy[iq.x][iq.y].supernova or \
+       game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1:
+       return 1
+    if avoid:
+       # Avoid quadrants with bases if we want to avoid Enterprise 
+       for i in range(1, game.state.rembase+1):
+           if same(game.state.baseq[i], iq):
+               return True
+    if game.justin and not game.iscate:
+       return True
+    # do the move 
+    game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons -= 1
+    game.state.kscmdr = iq
+    game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons += 1
+    if game.ishere:
+       # SC has scooted, Remove him from current quadrant 
+       game.iscate=False
+       game.isatb=0
+       game.ishere = False
+       game.ientesc = False
+       unschedule(FSCDBAS)
+       for i in range(1, game.nenhere+1):
+           if game.quad[game.ks[i].x][game.ks[i].y] == IHS:
+               break
+       game.quad[game.ks[i].x][game.ks[i].y] = IHDOT
+       game.ks[i] = game.ks[game.nenhere]
+       game.kdist[i] = game.kdist[game.nenhere]
+       game.kavgd[i] = game.kavgd[game.nenhere]
+       game.kpower[i] = game.kpower[game.nenhere]
+       game.klhere -= 1
+       game.nenhere -= 1
+       if game.condition!=docked:
+           newcnd()
+       sortklings()
+    # check for a helpful planet 
+    for i in range(game.inplan):
+       if same(game.state.planets[i].w, 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.x][game.state.kscmdr.y].planet = NOPLANET
+           if not damaged(DRADIO) or game.condition == docked:
+               pause_game(True)
+               prout(_("Lt. Uhura-  \"Captain, Starfleet Intelligence reports"))
+               proutn(_("   a planet in "))
+               proutn(cramlc(quadrant, game.state.kscmdr))
+               prout(_(" has been destroyed"))
+               prout(_("   by the Super-commander.\""))
+           break
+    return False; # looks good! 
+                       
+def supercommander():
+    # move the Super Commander 
+    iq = coord(); sc = coord(); ibq = coord()
+    basetbl = []
+
+    if idebug:
+       prout("== SUPERCOMMANDER")
+
+    # Decide on being active or passive 
+    avoid = ((game.incom - game.state.remcom + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
+           (game.state.date-game.indate) < 3.0)
+    if not game.iscate and avoid:
+       # compute move away from Enterprise 
+       ideltax = game.state.kscmdr.x-game.quadrant.x
+       ideltay = game.state.kscmdr.y-game.quadrant.y
+       if math.sqrt(ideltax*ideltax+ideltay*ideltay) > 2.0:
+           # circulate in space 
+           ideltax = game.state.kscmdr.y-game.quadrant.y
+           ideltay = game.quadrant.x-game.state.kscmdr.x
+    else:
+       # compute distances to starbases 
+       if game.state.rembase <= 0:
+           # nothing left to do 
+           unschedule(FSCMOVE)
+           return
+       sc = game.state.kscmdr
+       for i in range(1, game.state.rembase+1):
+           basetbl.append((i, distance(game.state.baseq[i], sc)))
+       if game.state.rembase > 1:
+            basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
+       # look for nearest base without a commander, no Enterprise, and
+        # without too many Klingons, and not already under attack. 
+       ifindit = iwhichb = 0
+
+       for i2 in range(1, game.state.rembase+1):
+           i = basetbl[i2][0]; # bug in original had it not finding nearest
+           ibq = game.state.baseq[i]
+           if same(ibq, game.quadrant) or same(ibq, game.battle) or \
+               game.state.galaxy[ibq.x][ibq.y].supernova or \
+               game.state.galaxy[ibq.x][ibq.y].klingons > MAXKLQUAD-1:
+               continue
+           # if there is a commander, and no other base is appropriate,
+           #   we will take the one with the commander
+           for j in range(1, game.state.remcom+1):
+               if same(ibq, game.state.kcmdr[j]) and ifindit!= 2:
+                   ifindit = 2
+                   iwhichb = i
+                   break
+           if j > game.state.remcom: # no commander -- use this one 
+               ifindit = 1
+               iwhichb = i
+               break
+       if ifindit==0:
+           return; # Nothing suitable -- wait until next time
+       ibq = game.state.baseq[iwhichb]
+       # decide how to move toward base 
+       ideltax = ibq.x - game.state.kscmdr.x
+       ideltay = ibq.y - game.state.kscmdr.y
+    # Maximum movement is 1 quadrant in either or both axis 
+    if ideltax > 1:
+       ideltax = 1
+    if ideltax < -1:
+       ideltax = -1
+    if ideltay > 1:
+       ideltay = 1
+    if ideltay < -1:
+       ideltay = -1
+
+    # try moving in both x and y directions 
+    iq.x = game.state.kscmdr.x + ideltax
+    iq.y = game.state.kscmdr.y + ideltax
+    if movescom(iq, avoid):
+       # failed -- try some other maneuvers 
+       if ideltax==0 or ideltay==0:
+           # attempt angle move 
+           if ideltax != 0:
+               iq.y = game.state.kscmdr.y + 1
+               if movescom(iq, avoid):
+                   iq.y = game.state.kscmdr.y - 1
+                   movescom(iq, avoid)
+           else:
+               iq.x = game.state.kscmdr.x + 1
+               if movescom(iq, avoid):
+                   iq.x = game.state.kscmdr.x - 1
+                   movescom(iq, avoid)
+       else:
+           # try moving just in x or y 
+           iq.y = game.state.kscmdr.y
+           if movescom(iq, avoid):
+               iq.y = game.state.kscmdr.y + ideltay
+               iq.x = game.state.kscmdr.x
+               movescom(iq, avoid)
+    # check for a base 
+    if game.state.rembase == 0:
+       unschedule(FSCMOVE)
+    else:
+       for i in range(1, game.state.rembase+1):
+           ibq = game.state.baseq[i]
+           if same(ibq, game.state.kscmdr) and same(game.state.kscmdr, game.battle):
+               # attack the base 
+               if avoid:
+                   return; # no, don't attack base! 
+               game.iseenit = False
+               game.isatb = 1
+               schedule(FSCDBAS, 1.0 +2.0*Rand())
+               if is_scheduled(FCDBAS):
+                   postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
+               if damaged(DRADIO) and game.condition != docked:
+                   return; # no warning 
+               game.iseenit = True
+               pause_game(True)
+               proutn(_("Lt. Uhura-  \"Captain, the starbase in "))
+               proutn(cramlc(quadrant, game.state.kscmdr))
+               skip(1)
+               prout(_("   reports that it is under attack from the Klingon Super-commander."))
+               proutn(_("   It can survive until stardate %d.\""),
+                      int(scheduled(FSCDBAS)))
+               if not game.resting:
+                   return
+               prout(_("Mr. Spock-  \"Captain, shall we cancel the rest period?\""))
+               if ja() == False:
+                   return
+               game.resting = False
+               game.optime = 0.0; # actually finished 
+               return
+    # Check for intelligence report 
+    if not idebug and \
+       (Rand() > 0.2 or \
+        (damaged(DRADIO) and game.condition != docked) or \
+        not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted):
+       return
+    pause_game(True)
+    prout(_("Lt. Uhura-  \"Captain, Starfleet Intelligence reports"))
+    proutn(_("   the Super-commander is in "))
+    proutn(cramlc(quadrant, game.state.kscmdr))
+    prout(".\"")
+    return;
+
+def movetholian():
+    # move the Tholian 
+    if not game.ithere or game.justin:
+       return
+
+    if game.tholian.x == 1 and game.tholian.y == 1:
+       idx = 1; idy = QUADSIZE
+    elif game.tholian.x == 1 and game.tholian.y == QUADSIZE:
+       idx = QUADSIZE; idy = QUADSIZE
+    elif game.tholian.x == QUADSIZE and game.tholian.y == QUADSIZE:
+       idx = QUADSIZE; idy = 1
+    elif game.tholian.x == QUADSIZE and game.tholian.y == 1:
+       idx = 1; idy = 1
+    else:
+       # something is wrong! 
+       game.ithere = False
+       return
+
+    # do nothing if we are blocked 
+    if game.quad[idx][idy]!= IHDOT and game.quad[idx][idy]!= IHWEB:
+       return
+    game.quad[game.tholian.x][game.tholian.y] = IHWEB
+
+    if game.tholian.x != idx:
+       # move in x axis 
+       im = math.fabs(idx - game.tholian.x)*1.0/(idx - game.tholian.x)
+       while game.tholian.x != idx:
+           game.tholian.x += im
+           if game.quad[game.tholian.x][game.tholian.y]==IHDOT:
+               game.quad[game.tholian.x][game.tholian.y] = IHWEB
+    elif game.tholian.y != idy:
+       # move in y axis 
+       im = math.fabs(idy - game.tholian.y)*1.0/(idy - game.tholian.y)
+       while game.tholian.y != idy:
+           game.tholian.y += im
+           if game.quad[game.tholian.x][game.tholian.y]==IHDOT:
+               game.quad[game.tholian.x][game.tholian.y] = IHWEB
+    game.quad[game.tholian.x][game.tholian.y] = IHT
+    game.ks[game.nenhere] = game.tholian
+
+    # check to see if all holes plugged 
+    for i in range(1, QUADSIZE+1):
+       if game.quad[1][i]!=IHWEB and game.quad[1][i]!=IHT:
+           return
+       if game.quad[QUADSIZE][i]!=IHWEB and game.quad[QUADSIZE][i]!=IHT:
+           return
+       if game.quad[i][1]!=IHWEB and game.quad[i][1]!=IHT:
+           return
+       if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT:
+           return
+    # All plugged up -- Tholian splits 
+    game.quad[game.tholian.x][game.tholian.y]=IHWEB
+    dropin(IHBLANK)
+    crmena(True, IHT, sector, game.tholian)
+    prout(_(" completes web."))
+    game.ithere = False
+    game.nenhere -= 1
+    return