class coord:
def __init__(self, x=None, y=None):
- self.x = x
- self.y = y
+ self.i = x
+ self.j = y
def invalidate(self):
- self.x = self.y = None
+ self.i = self.j = None
def is_valid(self):
- return self.x != None and self.y != None
+ return self.i != None and self.j != None
def __eq__(self, other):
- return other != None and self.x == other.x and self.y == other.y
+ return other != None and self.i == other.i and self.j == other.j
def __add__(self, other):
- return coord(self.x+other.x, self.y+other.y)
+ return coord(self.i+other.i, self.j+other.j)
def __sub__(self, other):
- return coord(self.x-other.x, self.y-other.y)
+ return coord(self.i-other.i, self.j-other.j)
def __mul__(self, other):
- return coord(self.x*other, self.y*other)
+ return coord(self.i*other, self.j*other)
def __rmul__(self, other):
- return coord(self.x*other, self.y*other)
+ return coord(self.i*other, self.j*other)
def __div__(self, other):
- return coord(self.x/other, self.y/other)
+ return coord(self.i/other, self.j/other)
def __rdiv__(self, other):
- return coord(self.x/other, self.y/other)
+ return coord(self.i/other, self.j/other)
def snaptogrid(self):
- return coord(int(round(self.x)), int(round(self.y)))
+ 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.x - other.x)**2 + (self.y - other.y)**2)
+ return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
def bearing(self, other=None):
if not other: other = coord(0, 0)
- return 1.90985*math.atan2(self.x-other.x, self.y-other.y)
+ return 1.90985*math.atan2(self.i-other.i, self.j-other.j)
def sgn(self):
s = coord()
- if self.x == 0:
- s.x = 0
+ if self.i == 0:
+ s.i = 0
else:
- s.x = self.x / abs(self.x)
- if self.y == 0:
- s.y = 0
+ s.i = self.i / abs(self.i)
+ if self.j == 0:
+ s.j = 0
else:
- s.y = self.y / abs(self.y)
+ s.j = self.j / abs(self.j)
return s
def scatter(self):
s = coord()
- s.x = self.x + randrange(-1, 2)
- s.y = self.y + randrange(-1, 2)
+ s.i = self.i + randrange(-1, 2)
+ s.j = self.j + randrange(-1, 2)
return s
def __hash__(self):
return hash((x, y))
def __str__(self):
- if self.x == None or self.y == None:
+ if self.i == None or self.j == None:
return "Nowhere"
- return "%s - %s" % (self.x+1, self.y+1)
+ return "%s - %s" % (self.i+1, self.j+1)
__repr__ = __str__
class planet:
game.enemies.append(self)
def move(self, loc):
motion = (loc != self.kloc)
- if self.kloc.x is not None and self.kloc.y is not None:
+ if self.kloc.i is not None and self.kloc.j is not None:
if motion:
if self.type == IHT:
- game.quad[self.kloc.x][self.kloc.y] = IHWEB
+ game.quad[self.kloc.i][self.kloc.j] = IHWEB
else:
- game.quad[self.kloc.x][self.kloc.y] = IHDOT
+ game.quad[self.kloc.i][self.kloc.j] = IHDOT
if loc:
self.kloc = copy.copy(loc)
- game.quad[self.kloc.x][self.kloc.y] = self.type
+ game.quad[self.kloc.i][self.kloc.j] = self.type
self.kdist = self.kavgd = (game.sector - loc).distance()
else:
self.kloc = coord()
def welcoming(iq):
"Would this quadrant welcome another Klingon?"
- return VALID_QUADRANT(iq.x,iq.y) and \
- not game.state.galaxy[iq.x][iq.y].supernova and \
- game.state.galaxy[iq.x][iq.y].klingons < MAXKLQUAD
+ return VALID_QUADRANT(iq.i,iq.j) 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.x = game.quadrant.x+(look.x+(QUADSIZE-1))/QUADSIZE - 1
- iq.y = game.quadrant.y+(look.y+(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 False;
if enemy.type == IHR:
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
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
+ game.state.galaxy[iq.i][iq.j].klingons += 1
if enemy.type==IHS:
game.iscate = False
game.ientesc = False
proutn("NSTEPS = %d:" % nsteps)
# Compute preferred values of delta X and Y
m = game.sector - enemy.kloc
- if 2.0 * abs(m.x) < abs(m.y):
- m.x = 0
- if 2.0 * abs(m.y) < abs(game.sector.x-enemy.kloc.x):
- m.y = 0
- if m.x != 0:
- if m.x*motion < 0:
- m.x = -1
+ if 2.0 * abs(m.i) < abs(m.j):
+ m.i = 0
+ if 2.0 * abs(m.j) < abs(game.sector.i-enemy.kloc.i):
+ m.j = 0
+ if m.i != 0:
+ if m.i*motion < 0:
+ m.i = -1
else:
- m.x = 1
- if m.y != 0:
- if m.y*motion < 0:
- m.y = -1
+ m.i = 1
+ if m.j != 0:
+ if m.j*motion < 0:
+ m.j = -1
else:
- m.y = 1
+ m.j = 1
next = enemy.kloc
# main move loop
for ll in range(nsteps):
proutn(" %d" % (ll+1))
# Check if preferred position available
look = next + m
- if m.x < 0:
+ if m.i < 0:
krawlx = 1
else:
krawlx = -1
- if m.y < 0:
+ if m.j < 0:
krawly = 1
else:
krawly = -1
attempts = 0; # Settle mysterious hang problem
while attempts < 20 and not success:
attempts += 1
- if look.x < 0 or look.x >= QUADSIZE:
+ if look.i < 0 or look.i >= QUADSIZE:
if motion < 0 and tryexit(enemy, look, irun):
return
- if krawlx == m.x or m.y == 0:
+ if krawlx == m.i or m.j == 0:
break
- look.x = next.x + krawlx
+ look.i = next.i + krawlx
krawlx = -krawlx
- elif look.y < 0 or look.y >= QUADSIZE:
+ elif look.j < 0 or look.j >= QUADSIZE:
if motion < 0 and tryexit(enemy, look, irun):
return
- if krawly == m.y or m.x == 0:
+ if krawly == m.j or m.i == 0:
break
- look.y = next.y + krawly
+ look.j = next.j + krawly
krawly = -krawly
- elif (game.options & OPTION_RAMMING) and game.quad[look.x][look.y] != IHDOT:
+ elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != IHDOT:
# See if enemy should ram ship
- if game.quad[look.x][look.y] == game.ship and \
+ if game.quad[look.i][look.j] == game.ship and \
(enemy.type == IHC or enemy.type == IHS):
collision(rammed=True, enemy=enemy)
return
- if krawlx != m.x and m.y != 0:
- look.x = next.x + krawlx
+ if krawlx != m.i and m.j != 0:
+ look.i = next.i + krawlx
krawlx = -krawlx
- elif krawly != m.y and m.x != 0:
- look.y = next.y + krawly
+ elif krawly != m.j and m.i != 0:
+ look.j = next.j + krawly
krawly = -krawly
else:
break; # we have failed
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.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
game.state.kscmdr = iq
- game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons += 1
+ game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
if game.state.kscmdr==game.quadrant:
# SC has scooted, Remove him from current quadrant
game.iscate=False
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 = None
+ game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
if communicating():
announce()
prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
if not game.iscate and avoid:
# compute move away from Enterprise
idelta = game.state.kscmdr-game.quadrant
- if math.sqrt(idelta.x*idelta.x+idelta.y*idelta.y) > 2.0:
+ if math.sqrt(idelta.i*idelta.i+idelta.j*idelta.j) > 2.0:
# circulate in space
- idelta.x = game.state.kscmdr.y-game.quadrant.y
- idelta.y = game.quadrant.x-game.state.kscmdr.x
+ 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:
iq = game.state.kscmdr + idelta
if movescom(iq, avoid):
# failed -- try some other maneuvers
- if idelta.x==0 or idelta.y==0:
+ if idelta.i==0 or idelta.j==0:
# attempt angle move
- if idelta.x != 0:
- iq.y = game.state.kscmdr.y + 1
+ if idelta.i != 0:
+ iq.j = game.state.kscmdr.j + 1
if movescom(iq, avoid):
- iq.y = game.state.kscmdr.y - 1
+ iq.j = game.state.kscmdr.j - 1
movescom(iq, avoid)
else:
- iq.x = game.state.kscmdr.x + 1
+ iq.i = game.state.kscmdr.i + 1
if movescom(iq, avoid):
- iq.x = game.state.kscmdr.x - 1
+ iq.i = game.state.kscmdr.i - 1
movescom(iq, avoid)
else:
# try moving just in x or y
- iq.y = game.state.kscmdr.y
+ iq.j = game.state.kscmdr.j
if movescom(iq, avoid):
- iq.y = game.state.kscmdr.y + idelta.y
- iq.x = game.state.kscmdr.x
+ iq.j = game.state.kscmdr.j + idelta.j
+ iq.i = game.state.kscmdr.i
movescom(iq, avoid)
# check for a base
if len(game.state.baseq) == 0:
if not idebug and \
(withprob(0.8) or \
(not communicating()) or \
- not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted):
+ not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
return
announce()
prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
if not game.tholian or game.justin:
return
id = coord()
- if game.tholian.kloc.x == 0 and game.tholian.kloc.y == 0:
- id.x = 0; id.y = QUADSIZE-1
- elif game.tholian.kloc.x == 0 and game.tholian.kloc.y == QUADSIZE-1:
- id.x = QUADSIZE-1; id.y = QUADSIZE-1
- elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == QUADSIZE-1:
- id.x = QUADSIZE-1; id.y = 0
- elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == 0:
- id.x = 0; id.y = 0
+ if game.tholian.kloc.i == 0 and game.tholian.kloc.j == 0:
+ id.i = 0; id.j = QUADSIZE-1
+ elif game.tholian.kloc.i == 0 and game.tholian.kloc.j == QUADSIZE-1:
+ id.i = QUADSIZE-1; id.j = QUADSIZE-1
+ elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == QUADSIZE-1:
+ id.i = QUADSIZE-1; id.j = 0
+ elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == 0:
+ id.i = 0; id.j = 0
else:
# something is wrong!
game.tholian.move(None)
prout("***Internal error: Tholian in a bad spot.")
return
# do nothing if we are blocked
- if game.quad[id.x][id.y] not in (IHDOT, IHWEB):
+ if game.quad[id.i][id.j] not in (IHDOT, IHWEB):
return
here = copy.copy(game.tholian.kloc)
delta = (id - game.tholian.kloc).sgn()
# move in x axis
- while here.x != id.x:
- here.x += delta.x
- if game.quad[here.x][here.y]==IHDOT:
+ while here.i != id.i:
+ here.i += delta.i
+ if game.quad[here.i][here.j]==IHDOT:
game.tholian.move(here)
# move in y axis
- while here.y != id.y:
- here.y += delta.y
- if game.quad[here.x][here.y]==IHDOT:
+ while here.j != id.j:
+ here.j += delta.j
+ if game.quad[here.i][here.j]==IHDOT:
game.tholian.move(here)
# check to see if all holes plugged
for i in range(QUADSIZE):
if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT:
return
# All plugged up -- Tholian splits
- game.quad[game.tholian.kloc.x][game.tholian.kloc.y]=IHWEB
+ game.quad[game.tholian.kloc.i][game.tholian.kloc.j]=IHWEB
dropin(IHBLANK)
prout(crmena(True, IHT, "sector", game.tholian) + _(" completes web."))
game.tholian.move(None)
angle = (15.0-ac)*0.5235988
bullseye = (15.0 - course)*0.5235988
delta = coord(-math.sin(angle), math.cos(angle))
- bigger = max(abs(delta.x), abs(delta.y))
+ bigger = max(abs(delta.i), abs(delta.j))
delta /= bigger
- x = origin.x; y = origin.y
+ x = origin.i; y = origin.j
w = coord(0, 0); jw = coord(0, 0)
if not damaged(DSRSENS) or game.condition=="docked":
setwnd(srscan_window)
setwnd(message_window)
# Loop to move a single torpedo
for step in range(1, 15+1):
- x += delta.x
- y += delta.y
+ x += delta.i
+ y += delta.j
w = coord(x, y).snaptogrid()
- if not VALID_SECTOR(w.x, w.y):
+ if not VALID_SECTOR(w.i, w.j):
break
- iquad=game.quad[w.x][w.y]
+ iquad=game.quad[w.i][w.j]
tracktorpedo(origin, w, step, number, nburst, iquad)
if iquad==IHDOT:
continue
temp = math.fabs(math.cos(ang))
xx = -math.sin(ang)/temp
yy = math.cos(ang)/temp
- jw.x = int(w.x+xx+0.5)
- jw.y = int(w.y+yy+0.5)
- if not VALID_SECTOR(jw.x, jw.y):
+ jw.i = int(w.i+xx+0.5)
+ jw.j = int(w.j+yy+0.5)
+ if not VALID_SECTOR(jw.i, jw.j):
return hit
- if game.quad[jw.x][jw.y]==IHBLANK:
+ if game.quad[jw.i][jw.j]==IHBLANK:
finish(FHOLE)
return hit
- if game.quad[jw.x][jw.y]!=IHDOT:
+ if game.quad[jw.i][jw.j]!=IHDOT:
# can't move into object
return hit
game.sector = jw
temp = math.fabs(math.cos(ang))
xx = -math.sin(ang)/temp
yy = math.cos(ang)/temp
- jw.x = int(w.x+xx+0.5)
- jw.y = int(w.y+yy+0.5)
- if not VALID_SECTOR(jw.x, jw.y):
+ jw.i = int(w.i+xx+0.5)
+ jw.j = int(w.j+yy+0.5)
+ if not VALID_SECTOR(jw.i, jw.j):
prout(_(" damaged but not destroyed."))
return
- if game.quad[jw.x][jw.y]==IHBLANK:
+ if game.quad[jw.i][jw.j]==IHBLANK:
prout(_(" buffeted into black hole."))
deadkl(w, iquad, jw)
return None
- if game.quad[jw.x][jw.y]!=IHDOT:
+ if game.quad[jw.i][jw.j]!=IHDOT:
# can't move into object
prout(_(" damaged but not destroyed."))
return None
skip(1)
prout(_("***STARBASE DESTROYED.."))
game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
- game.quad[w.x][w.y]=IHDOT
+ game.quad[w.i][w.j]=IHDOT
game.base.invalidate()
- game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase -= 1
- game.state.chart[game.quadrant.x][game.quadrant.y].starbase -= 1
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase -= 1
+ game.state.chart[game.quadrant.i][game.quadrant.j].starbase -= 1
game.state.basekl += 1
newcnd()
return None
elif iquad == IHP: # Hit a planet
prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
game.state.nplankl += 1
- game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
game.iplnet.pclass = "destroyed"
game.iplnet = None
game.plnet.invalidate()
- game.quad[w.x][w.y] = IHDOT
+ game.quad[w.i][w.j] = IHDOT
if game.landed:
# captain perishes on planet
finish(FDPLANET)
elif iquad == IHW: # Hit an inhabited world -- very bad!
prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
game.state.nworldkl += 1
- game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
game.iplnet.pclass = "destroyed"
game.iplnet = None
game.plnet.invalidate()
- game.quad[w.x][w.y] = IHDOT
+ game.quad[w.i][w.j] = IHDOT
if game.landed:
# captain perishes on planet
finish(FDPLANET)
1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
h1 = math.fabs(h1)
if h1 >= 600:
- game.quad[w.x][w.y] = IHDOT
+ game.quad[w.i][w.j] = IHDOT
deadkl(w, iquad, w)
game.tholian = None
return None
return None
prout(_(" disappears."))
game.tholian.move(None)
- game.quad[w.x][w.y] = IHWEB
+ game.quad[w.i][w.j] = IHWEB
dropin(IHBLANK)
return None
else: # Problem!
if curwnd!=message_window:
setwnd(message_window)
if shoved:
- game.quad[w.x][w.y]=IHDOT
- game.quad[jw.x][jw.y]=iquad
+ game.quad[w.i][w.j]=IHDOT
+ game.quad[jw.i][jw.j]=iquad
prout(_(" displaced by blast to Sector %s ") % jw)
for ll in range(len(game.enemies)):
game.enemies[ll].kdist = game.enemies[ll].kavgd = (game.sector-game.enemies[ll].kloc).distance()
enemy.kpower *= 0.75
else: # Enemy uses photon torpedo
#course2 = (enemy.kloc-game.sector).bearing()
- course = 1.90985*math.atan2(game.sector.y-enemy.kloc.y, enemy.kloc.x-game.sector.x)
+ course = 1.90985*math.atan2(game.sector.j-enemy.kloc.j, enemy.kloc.i-game.sector.i)
hit = 0
proutn(_("***TORPEDO INCOMING"))
if not damaged(DSRSENS):
hit = torpedo(enemy.kloc, course, dispersion, number=1, nburst=1)
if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
finish(FWON); # Klingons did themselves in!
- if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.alldone:
+ if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
return # Supernova or finished
if hit == None:
continue
# Decide what kind of enemy it is and update appropriately
if type == IHR:
# chalk up a Romulan
- game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans -= 1
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
game.irhere -= 1
game.state.nromrem -= 1
elif type == IHT:
thing = None
else:
# Some type of a Klingon
- game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
game.klhere -= 1
if type == IHC:
game.state.kcmdr.remove(game.quadrant)
def targetcheck(w):
"Return None if target is invalid, otherwise return a course angle."
- if not VALID_SECTOR(w.x, w.y):
+ if not VALID_SECTOR(w.i, w.j):
huh()
return None
delta = coord()
# FIXME: C code this was translated from is wacky -- why the sign reversal?
- delta.y = (w.y - game.sector.y);
- delta.x = (game.sector.x - w.x);
+ 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(_(" the Captain's psychological profile.\""))
scanner.chew()
return None
- return 1.90985932*math.atan2(delta.y, delta.x)
+ return 1.90985932*math.atan2(delta.j, delta.i)
def photon():
"Launch photon torpedo."
if game.shldup or game.condition == "docked":
dispersion *= 1.0 + 0.0001*game.shield
torpedo(game.sector, course[i], dispersion, number=i, nburst=n)
- if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+ if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
return
if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
finish(FWON);
proutn(_("%d unit hit on ") % int(hit))
else:
proutn(_("Very small hit on "))
- ienm = game.quad[w.x][w.y]
+ ienm = game.quad[w.i][w.j]
if ienm==IHQUEST:
thing.angry = True
proutn(crmena(False, ienm, "sector", w))
rpow = 0.0
for k in range(len(game.enemies)):
aim = game.enemies[k].kloc
- ienm = game.quad[aim.x][aim.y]
+ ienm = game.quad[aim.i][aim.j]
if msgflag:
proutn(_("Energy available= %.2f") % (avail-0.006))
skip(1)
# Not perfect, but will have to do
# Handle case where base is in same quadrant as starship
if game.battle == game.quadrant:
- game.state.chart[game.battle.x][game.battle.y].starbase = False
- game.quad[game.base.x][game.base.y] = IHDOT
+ game.state.chart[game.battle.i][game.battle.j].starbase = False
+ game.quad[game.base.i][game.base.j] = IHDOT
game.base.invalidate()
newcnd()
skip(1)
prout(_("the Klingon Super-Commander"))
else:
prout(_("a Klingon Commander"))
- game.state.chart[game.battle.x][game.battle.y].starbase = False
+ game.state.chart[game.battle.i][game.battle.j].starbase = False
# Remove Starbase from galaxy
- game.state.galaxy[game.battle.x][game.battle.y].starbase = False
+ game.state.galaxy[game.battle.i][game.battle.j].starbase = False
game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq)
if game.isatb == 2:
# reinstate a commander's base attack
else:
prout("never")
radio_was_broken = damaged(DRADIO)
- hold.x = hold.y = 0
+ hold.i = hold.j = 0
while True:
# Select earliest extraneous event, evcode==0 if no events
evcode = FSPY
announce()
supernova(False)
schedule(FSNOVA, expran(0.5*game.intime))
- if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+ 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 \
unschedule(FCDBAS)
continue
# commander + starbase combination found -- launch attack
- game.battle = game.state.baseq[j]
+ game.battle = ibq
schedule(FCDBAS, randreal(1.0, 4.0))
if game.isatb: # extra time if SC already attacking
postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
elif evcode == FSCDBAS: # Supercommander destroys base
unschedule(FSCDBAS)
game.isatb = 2
- if not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].starbase:
+ if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
continue # WAS RETURN!
hold = game.battle
game.battle = game.state.kscmdr
if evcode==FCDBAS:
unschedule(FCDBAS)
if not game.state.baseq() \
- or not game.state.galaxy[game.battle.x][game.battle.y].starbase:
+ or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
game.battle.invalidate()
continue
# find the lucky pair
game.probey += game.probeiny
i = (int)(game.probex/QUADSIZE +0.05)
j = (int)(game.probey/QUADSIZE + 0.05)
- if game.probec.x != i or game.probec.y != j:
- game.probec.x = i
- game.probec.y = j
+ if game.probec.i != i or game.probec.j != j:
+ game.probec.i = i
+ game.probec.j = j
if not VALID_QUADRANT(i, j) or \
- game.state.galaxy[game.probec.x][game.probec.y].supernova:
+ game.state.galaxy[game.probec.i][game.probec.j].supernova:
# Left galaxy or ran into supernova
if comunicating():
announce()
announce()
skip(1)
proutn(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probec)
- pdest = game.state.galaxy[game.probec.x][game.probec.y]
+ pdest = game.state.galaxy[game.probec.i][game.probec.j]
# Update star chart if Radio is working or have access to radio
if communicating():
- chp = game.state.chart[game.probec.x][game.probec.y]
+ chp = game.state.chart[game.probec.i][game.probec.j]
chp.klingons = pdest.klingons
chp.starbase = pdest.starbase
chp.stars = pdest.stars
# lets blow the sucker!
supernova(True, game.probec)
unschedule(FDSPROB)
- if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+ if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
return
elif evcode == FDISTR: # inhabited system issues distress call
unschedule(FDISTR)
# not already under attack, which is not
# supernova'ed, and which has some Klingons in it
w = randplace(GALSIZE)
- q = game.state.galaxy[w.x][w.y]
+ q = game.state.galaxy[w.i][w.j]
if not (game.quadrant == w or q.planet == None or \
not q.planet.inhabited or \
q.supernova or q.status!="secure" or q.klingons<=0):
# got one!! Schedule its enslavement
ev = schedule(FENSLV, expran(game.intime))
ev.quadrant = w
- q.status = distressed
-
+ 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") \
elif evcode == FENSLV: # starsystem is enslaved
ev = unschedule(FENSLV)
# see if current distress call still active
- q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
+ q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
if q.klingons <= 0:
q.status = "secure"
continue
# explicitly retrieve and restore the x and y.
ev = schedule(FREPRO, expran(1.0 * game.intime))
# see if current distress call still active
- q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
+ q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
if q.klingons <= 0:
q.status = "secure"
continue
if game.klhere >= MAXKLQUAD:
try:
# this quadrant not ok, pick an adjacent one
- for i in range(w.x - 1, w.x + 2):
- for j in range(w.y - 1, w.y + 2):
+ for i in range(w.i - 1, w.i + 2):
+ for j in range(w.j - 1, w.j + 2):
if not VALID_QUADRANT(i, j):
continue
- q = game.state.galaxy[w.x][w.y]
+ q = game.state.galaxy[w.i][w.j]
# check for this quad ok (not full & no snova)
if q.klingons >= MAXKLQUAD or q.supernova:
continue
else:
continue # search for eligible quadrant failed
except "FOUNDIT":
- w.x = i; w.y = j
+ w.i = i; w.j = j
# deliver the child
game.state.remkl += 1
q.klingons += 1
if origTime-delay >= 9.99 and game.condition == "docked":
game.damage[DDRAY] = 0.0
# leave if quadrant supernovas
- if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+ if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
break
game.resting = False
game.optime = 0
supernova(False, nov)
return
# handle initial nova
- game.quad[nov.x][nov.y] = IHDOT
+ game.quad[nov.i][nov.j] = IHDOT
prout(crmena(False, IHSTAR, "sector", nov) + _(" novas."))
- game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
game.state.starkl += 1
# Set up queue to recursively trigger adjacent stars
hits = [nov]
while hits:
offset = coord()
start = hits.pop()
- for offset.x in range(-1, 1+1):
- for offset.y in range(-1, 1+1):
- if offset.y==0 and offset.x==0:
+ 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
- if not VALID_SECTOR(neighbor.y, neighbor.x):
+ if not VALID_SECTOR(neighbor.j, neighbor.i):
continue
- iquad = game.quad[neighbor.x][neighbor.y]
+ iquad = game.quad[neighbor.i][neighbor.j]
# Empty space ends reaction
if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
pass
return
else:
hits.append(neighbor)
- game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
game.state.starkl += 1
proutn(crmena(True, IHSTAR, "sector", neighbor))
prout(_(" novas."))
- game.quad[neighbor.x][neighbor.y] = IHDOT
+ game.quad[neighbor.i][neighbor.j] = IHDOT
kount += 1
elif iquad in (IHP, IHW): # Destroy planet
- game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
if iquad == IHP:
game.state.nplankl += 1
else:
if game.landed:
finish(FPNOVA)
return
- game.quad[neighbor.x][neighbor.y] = IHDOT
+ game.quad[neighbor.i][neighbor.j] = IHDOT
elif iquad == IHB: # Destroy base
- game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
game.base.invalidate()
game.state.basekl += 1
newcnd()
prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
- game.quad[neighbor.x][neighbor.y] = IHDOT
+ game.quad[neighbor.i][neighbor.j] = IHDOT
elif iquad in (IHE, IHF): # Buffet ship
prout(_("***Starship buffeted by nova."))
if game.shldup:
break
newc = neighbor + neighbor - hits[mm]
proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
- if not VALID_SECTOR(newc.x, newc.y):
+ if not VALID_SECTOR(newc.i, newc.j):
# can't leave quadrant
skip(1)
break
- iquad1 = game.quad[newc.x][newc.y]
+ iquad1 = game.quad[newc.i][newc.j]
if iquad1 == IHBLANK:
proutn(_(", blasted into ") + crmena(False, IHBLANK, "sector", newc))
skip(1)
skip(1)
break
proutn(_(", buffeted to Sector %s") % newc)
- game.quad[neighbor.x][neighbor.y] = IHDOT
- game.quad[newc.x][newc.y] = iquad
+ game.quad[neighbor.i][neighbor.j] = IHDOT
+ game.quad[newc.i][newc.j] = iquad
game.enemies[ll].move(newc)
# Starship affected by nova -- kick it away.
game.dist = kount*0.1
- game.direc = course[3*(bump.x+1)+bump.y+2]
+ game.direc = course[3*(bump.i+1)+bump.j+2]
if game.direc == 0.0:
game.dist = 0.0
if game.dist == 0.0:
# Scheduled supernova -- select star
# logic changed here so that we won't favor quadrants in top
# left of universe
- for nq.x in range(GALSIZE):
- for nq.y in range(GALSIZE):
- stars += game.state.galaxy[nq.x][nq.y].stars
+ for nq.i in range(GALSIZE):
+ for nq.j in range(GALSIZE):
+ stars += game.state.galaxy[nq.i][nq.j].stars
if stars == 0:
return # nothing to supernova exists
num = randrange(stars) + 1
- for nq.x in range(GALSIZE):
- for nq.y in range(GALSIZE):
- num -= game.state.galaxy[nq.x][nq.y].stars
+ 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:
else:
ns = coord()
# we are in the quadrant!
- num = randrange(game.state.galaxy[nq.x][nq.y].stars) + 1
- for ns.x in range(QUADSIZE):
- for ns.y in range(QUADSIZE):
- if game.quad[ns.x][ns.y]==IHSTAR:
+ num = randrange(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]==IHSTAR:
num -= 1
if num==0:
break
prouts(_("***RED ALERT! RED ALERT!"))
skip(1)
prout(_("***Incipient supernova detected at Sector %s") % ns)
- if (ns.x-game.sector.x)**2 + (ns.y-game.sector.y)**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)
stars()
game.alldone = True
# destroy any Klingons in supernovaed quadrant
- kldead = game.state.galaxy[nq.x][nq.y].klingons
- game.state.galaxy[nq.x][nq.y].klingons = 0
+ kldead = game.state.galaxy[nq.i][nq.j].klingons
+ game.state.galaxy[nq.i][nq.j].klingons = 0
if nq == game.state.kscmdr:
# did in the Supercommander!
- game.state.nscrem = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0
+ game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
game.iscate = False
unschedule(FSCMOVE)
unschedule(FSCDBAS)
unschedule(FTBEAM)
game.state.remkl -= kldead
# destroy Romulans and planets in supernovaed quadrant
- nrmdead = game.state.galaxy[nq.x][nq.y].romulans
- game.state.galaxy[nq.x][nq.y].romulans = 0
+ nrmdead = game.state.galaxy[nq.i][nq.j].romulans
+ game.state.galaxy[nq.i][nq.j].romulans = 0
game.state.nromrem -= nrmdead
# Destroy planets
for loop in range(game.inplan):
game.state.baseq = filter(lambda x: x != nq, game.state.baseq)
# If starship caused supernova, tally up destruction
if induced:
- game.state.starkl += game.state.galaxy[nq.x][nq.y].stars
- game.state.basekl += game.state.galaxy[nq.x][nq.y].starbase
+ game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
+ game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
game.state.nplankl += npdead
# mark supernova in galaxy and in star chart
if game.quadrant == nq or communicating():
- game.state.galaxy[nq.x][nq.y].supernova = True
+ game.state.galaxy[nq.i][nq.j].supernova = True
# If supernova destroys last Klingons give special message
if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
skip(2)
l=1
while l <= len(game.enemies):
if game.enemies[l].kpower*game.enemies[l].kdist <= whammo:
- deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.x][game.enemies[l].kloc.y], game.enemies[l].kloc)
+ deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.i][game.enemies[l].kloc.j], game.enemies[l].kloc)
l += 1
finish(FDILITHIUM)
def put_srscan_sym(w, sym):
"Emit symbol for short-range scan."
- srscan_window.move(w.x+1, w.y*2+2)
+ srscan_window.move(w.i+1, w.j*2+2)
srscan_window.addch(sym)
srscan_window.refresh()
drawmaps(2)
setwnd(srscan_window)
srscan_window.attron(curses.A_REVERSE)
- put_srscan_sym(w, game.quad[w.x][w.y])
+ put_srscan_sym(w, game.quad[w.i][w.j])
#sound(500)
#time.sleep(1.0)
#nosound()
srscan_window.attroff(curses.A_REVERSE)
- put_srscan_sym(w, game.quad[w.x][w.y])
+ put_srscan_sym(w, game.quad[w.i][w.j])
curses.delay_output(500)
setwnd(message_window)
if step == 1:
if n != 1:
skip(1)
- proutn(_("Track for %s torpedo number %d- ") % (game.quad[origin.x][origin.y],i+1))
+ proutn(_("Track for %s torpedo number %d- ") % (game.quad[origin.i][origin.j],i+1))
else:
skip(1)
proutn(_("Torpedo track- "))
def no_quad_change():
# No quadrant change -- compute new average enemy distances
- game.quad[game.sector.x][game.sector.y] = game.ship
+ game.quad[game.sector.i][game.sector.j] = game.ship
if game.enemies:
for enemy in game.enemies:
finald = (w-enemy.kloc).distance()
enemy.kavgd = 0.5 * (finald + enemy.kdist)
enemy.kdist = finald
game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
- if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+ if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
attack(torps_ok=False)
for enemy in game.enemies:
enemy.kavgd = enemy.kdist
newcnd()
drawmaps(0)
setwnd(message_window)
- w.x = w.y = 0
+ w.i = w.j = 0
if game.inorbit:
prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
game.inorbit = False
game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
# Move within the quadrant
- game.quad[game.sector.x][game.sector.y] = IHDOT
- x = game.sector.x
- y = game.sector.y
+ game.quad[game.sector.i][game.sector.j] = IHDOT
+ x = game.sector.i
+ y = game.sector.j
n = int(10.0*game.dist*bigger+0.5)
if n > 0:
for m in range(1, n+1):
x += deltax
y += deltay
- w.x = int(round(x))
- w.y = int(round(y))
- if not VALID_SECTOR(w.x, w.y):
+ w.i = int(round(x))
+ w.j = int(round(y))
+ if not VALID_SECTOR(w.i, w.j):
# Leaving quadrant -- allow final enemy attack
# Don't do it if being pushed by Nova
if len(game.enemies) != 0 and not novapush:
# 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.x][game.quadrant.y].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
# compute final position -- new quadrant and sector
- x = (QUADSIZE*game.quadrant.x)+game.sector.x
- y = (QUADSIZE*game.quadrant.y)+game.sector.y
- w.x = int(round(x+10.0*game.dist*bigger*deltax))
- w.y = int(round(y+10.0*game.dist*bigger*deltay))
+ x = (QUADSIZE*game.quadrant.i)+game.sector.i
+ y = (QUADSIZE*game.quadrant.j)+game.sector.j
+ w.i = int(round(x+10.0*game.dist*bigger*deltax))
+ w.j = int(round(y+10.0*game.dist*bigger*deltay))
# check for edge of galaxy
kinks = 0
while True:
kink = False
- if w.x < 0:
- w.x = -w.x
+ if w.i < 0:
+ w.i = -w.i
kink = True
- if w.y < 0:
- w.y = -w.y
+ if w.j < 0:
+ w.j = -w.j
kink = True
- if w.x >= GALSIZE*QUADSIZE:
- w.x = (GALSIZE*QUADSIZE*2) - w.x
+ if w.i >= GALSIZE*QUADSIZE:
+ w.i = (GALSIZE*QUADSIZE*2) - w.i
kink = True
- if w.y >= GALSIZE*QUADSIZE:
- w.y = (GALSIZE*QUADSIZE*2) - w.y
+ if w.j >= GALSIZE*QUADSIZE:
+ w.j = (GALSIZE*QUADSIZE*2) - w.j
kink = True
if kink:
kinks += 1
# Compute final position in new quadrant
if trbeam: # Don't bother if we are to be beamed
return
- game.quadrant.x = w.x/QUADSIZE
- game.quadrant.y = w.y/QUADSIZE
- game.sector.x = w.x - (QUADSIZE*game.quadrant.x)
- game.sector.y = w.y - (QUADSIZE*game.quadrant.y)
+ game.quadrant.i = w.i/QUADSIZE
+ game.quadrant.j = w.j/QUADSIZE
+ game.sector.i = w.i - (QUADSIZE*game.quadrant.i)
+ game.sector.j = w.j - (QUADSIZE*game.quadrant.j)
skip(1)
prout(_("Entering Quadrant %s.") % game.quadrant)
- game.quad[game.sector.x][game.sector.y] = game.ship
+ game.quad[game.sector.i][game.sector.j] = game.ship
newqad()
if game.skill>SKILL_NOVICE:
attack(torps_ok=False)
return
- iquad = game.quad[w.x][w.y]
+ iquad = game.quad[w.i][w.j]
if iquad != IHDOT:
# object encountered in flight path
stopegy = 50.0*game.dist/game.optime
proutn(_("Emergency stop required "))
prout(_("%2d units of energy.") % int(stopegy))
game.energy -= stopegy
- final.x = int(round(deltax))
- final.y = int(round(deltay))
+ final.i = int(round(deltax))
+ final.j = int(round(deltay))
game.sector = final
if game.energy <= 0:
finish(FNRG)
if game.inorbit:
prout(_("You must first leave standard orbit."))
return
- if not game.base.is_valid() or abs(game.sector.x-game.base.x) > 1 or abs(game.sector.y-game.base.y) > 1:
+ if not game.base.is_valid() or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
prout(crmshp() + _(" not adjacent to base."))
return
game.condition = "docked"
huh()
return False
xl = int(round(scanner.real))-1
- dquad.x = xi
- dquad.y = xj
- dsect.y = xk
- dsect.x = xl
+ dquad.i = xi
+ dquad.j = xj
+ dsect.j = xk
+ dsect.i = xl
else:
# only one pair of numbers was specified
if isprobe:
# only quadrant specified -- go to center of dest quad
- dquad.x = xi
- dquad.y = xj
- dsect.y = dsect.x = 4 # preserves 1-origin behavior
+ dquad.i = xi
+ dquad.j = xj
+ dsect.j = dsect.i = 4 # preserves 1-origin behavior
else:
# only sector specified
- dsect.y = xi
- dsect.x = xj
+ dsect.j = xi
+ dsect.i = xj
itemp = "normal"
- if not VALID_QUADRANT(dquad.y,dquad.x) or not VALID_SECTOR(dsect.x,dsect.y):
+ if not VALID_QUADRANT(dquad.j,dquad.i) or not VALID_SECTOR(dsect.i,dsect.j):
huh()
return False
skip(1)
prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
# the actual deltas get computed here
delta = coord()
- delta.x = dquad.y-game.quadrant.y + 0.1*(dsect.x-game.sector.y)
- delta.y = game.quadrant.x-dquad.x + 0.1*(game.sector.x-dsect.y)
+ delta.i = dquad.j-game.quadrant.j + 0.1*(dsect.i-game.sector.j)
+ delta.j = game.quadrant.i-dquad.i + 0.1*(game.sector.i-dsect.j)
else: # manual
while key == IHEOL:
proutn(_("X and Y displacements- "))
if key != IHREAL:
huh()
return False
- delta.y = scanner.real
+ delta.j = scanner.real
key = scanner.next()
if key != IHREAL:
huh()
return False
- delta.x = scanner.real
+ delta.i = scanner.real
# Check for zero movement
- if delta.x == 0 and delta.y == 0:
+ if delta.i == 0 and delta.j == 0:
scanner.chew()
return False
if itemp == "verbose" and not isprobe:
deltax /= bigger
deltay /= bigger
n = 10.0 * game.dist * bigger +0.5
- x = game.sector.x
- y = game.sector.y
+ x = game.sector.i
+ y = game.sector.j
for l in range(1, n+1):
x += deltax
ix = x + 0.5
skip(1)
prout(_("safely out of quadrant."))
if not damaged(DRADIO):
- game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
# Try to use warp engines
if damaged(DWARPEN):
skip(1)
finish(FSNOVAED)
return
# Repeat if another snova
- if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+ if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
break
if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
finish(FWON) # Snova killed remaining enemy.
game.probeiny /= bigger
game.probeinx /= bigger
game.proben = 10.0*game.dist*bigger +0.5
- game.probex = game.quadrant.x*QUADSIZE + game.sector.x - 1 # We will use better packing than original
- game.probey = game.quadrant.y*QUADSIZE + game.sector.y - 1
+ game.probex = game.quadrant.i*QUADSIZE + game.sector.i - 1 # We will use better packing than original
+ game.probey = game.quadrant.j*QUADSIZE + game.sector.j - 1
game.probec = game.quadrant
schedule(FDSPROB, 0.01) # Time to move one sector
prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
return
# OK -- call for help from nearest starbase
game.nhelp += 1
- if game.base.x!=0:
+ if game.base.i!=0:
# There's one in this quadrant
ddist = (game.base - game.sector).distance()
else:
game.quadrant = ibq
newqad()
# dematerialize starship
- game.quad[game.sector.x][game.sector.y]=IHDOT
+ game.quad[game.sector.i][game.sector.j]=IHDOT
proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
% (game.quadrant, crmshp()))
game.sector.invalidate()
for m in range(1, 5+1):
w = game.base.scatter()
- if VALID_SECTOR(w.x,w.y) and game.quad[w.x][w.y]==IHDOT:
+ if VALID_SECTOR(w.i,w.j) and game.quad[w.i][w.j]==IHDOT:
# found one -- finish up
game.sector = w
break
# Oops! no place to go...
finish(FABANDN)
return
- q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
+ q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
# Dispose of crew
if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
prout(_("Remainder of ship's complement beam down"))
# Set up quadrant and position FQ adjacient to base
if not game.quadrant == game.state.baseq[nb]:
game.quadrant = game.state.baseq[nb]
- game.sector.x = game.sector.y = 5
+ game.sector.i = game.sector.j = 5
newqad()
while True:
# position next to base by trial and error
- game.quad[game.sector.x][game.sector.y] = IHDOT
+ game.quad[game.sector.i][game.sector.j] = IHDOT
for l in range(QUADSIZE):
game.sector = game.base.scatter()
- if VALID_SECTOR(game.sector.x, game.sector.y) and \
- game.quad[game.sector.x][game.sector.y] == IHDOT:
+ if VALID_SECTOR(game.sector.i, game.sector.j) and \
+ game.quad[game.sector.i][game.sector.j] == IHDOT:
break
if l < QUADSIZE+1:
break # found a spot
- game.sector.x=QUADSIZE/2
- game.sector.y=QUADSIZE/2
+ game.sector.i=QUADSIZE/2
+ game.sector.j=QUADSIZE/2
newqad()
# Get new commission
- game.quad[game.sector.x][game.sector.y] = game.ship = IHF
+ game.quad[game.sector.i][game.sector.j] = game.ship = IHF
game.state.crew = FULLCREW
prout(_("Starfleet puts you in command of another ship,"))
prout(_("the Faerie Queene, which is antiquated but,"))
"Abort a lengthy operation if an event interrupts it."
game.ididit = True
events()
- if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].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
if not game.plnet.is_valid():
prout("There is no planet in this sector.")
return
- if abs(game.sector.x-game.plnet.x)>1 or abs(game.sector.y-game.plnet.y)>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
prouts(_("Sulu- \"Captain! It's working!\""))
skip(2)
while len(game.enemies) > 0:
- deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.x][game.enemies[1].kloc.y],game.enemies[1].kloc)
+ deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.i][game.enemies[1].kloc.j],game.enemies[1].kloc)
prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
finish(FWON)
prout(_("Starbase's long-range scan"))
elif not silent:
prout(_("Long-range scan"))
- for x in range(game.quadrant.x-1, game.quadrant.x+2):
+ for x in range(game.quadrant.i-1, game.quadrant.i+2):
if not silent:
proutn(" ")
- for y in range(game.quadrant.y-1, game.quadrant.y+2):
+ for y in range(game.quadrant.j-1, game.quadrant.j+2):
if not VALID_QUADRANT(x, y):
if not silent:
proutn(" -1")
for i in range(GALSIZE):
proutn("%d |" % (i+1))
for j in range(GALSIZE):
- if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
+ if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
proutn("<")
else:
proutn(" ")
else:
show = "..."
proutn(show)
- if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
+ if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
proutn(">")
else:
proutn(" ")
def sectscan(goodScan, i, j):
"Light up an individual dot in a sector."
- if goodScan or (abs(i-game.sector.x)<= 1 and abs(j-game.sector.y) <= 1):
+ if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
if (game.quad[i][j]==IHMATER0) or (game.quad[i][j]==IHMATER1) or (game.quad[i][j]==IHMATER2) or (game.quad[i][j]==IHE) or (game.quad[i][j]==IHF):
if game.condition == "red": textcolor("red")
elif game.condition == "green": textcolor("green")
% (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem))
if not req or req == 10:
if game.options & OPTION_WORLDS:
- plnet = game.state.galaxy[game.quadrant.x][game.quadrant.y].planet
+ plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
if plnet and plnet.inhabited:
prstat(_("Major system"), plnet.name)
else:
else:
prout(_(" Short-range scan"))
if goodScan and not damaged(DRADIO):
- game.state.chart[game.quadrant.x][game.quadrant.y].klingons = game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons
- game.state.chart[game.quadrant.x][game.quadrant.y].starbase = game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase
- game.state.chart[game.quadrant.x][game.quadrant.y].stars = game.state.galaxy[game.quadrant.x][game.quadrant.y].stars
- game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
+ 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()
if scanner.next()!=IHREAL:
huh()
return
- w1.y = int(scanner.real-0.5)
+ w1.j = int(scanner.real-0.5)
if scanner.next() != IHREAL:
huh()
return
- w1.x = int(scanner.real-0.5)
+ w1.i = int(scanner.real-0.5)
if scanner.next() == IHREAL:
- w2.y = int(scanner.real-0.5)
+ w2.j = int(scanner.real-0.5)
if scanner.next() != IHREAL:
huh()
return
- w2.x = int(scanner.real-0.5)
+ w2.i = int(scanner.real-0.5)
else:
- if game.quadrant.y>w1.x:
- w2.x = 0
+ if game.quadrant.j>w1.i:
+ w2.i = 0
else:
- w2.x=QUADSIZE-1
- if game.quadrant.x>w1.y:
- w2.y = 0
+ w2.i=QUADSIZE-1
+ if game.quadrant.i>w1.j:
+ w2.j = 0
else:
- w2.y=QUADSIZE-1
- if not VALID_QUADRANT(w1.x, w1.y) or not VALID_SECTOR(w2.x, w2.y):
+ w2.j=QUADSIZE-1
+ if not VALID_QUADRANT(w1.i, w1.j) or not VALID_SECTOR(w2.i, w2.j):
huh()
return
- game.dist = math.sqrt((w1.y-game.quadrant.y+0.1*(w2.y-game.sector.y))**2+
- (w1.x-game.quadrant.x+0.1*(w2.x-game.sector.x))**2)
+ game.dist = math.sqrt((w1.j-game.quadrant.j+0.1*(w2.j-game.sector.j))**2+
+ (w1.i-game.quadrant.i+0.1*(w2.i-game.sector.i))**2)
wfl = False
if prompt:
prout(_("Answer \"no\" if you don't know the value:"))
while True:
while True:
w = randplace(GALSIZE)
- if not game.state.galaxy[w.x][w.y].starbase:
+ if not game.state.galaxy[w.i][w.j].starbase:
break
contflag = False
# C version: for (j = i-1; j > 0; j--)
if not contflag:
break
game.state.baseq.append(w)
- game.state.galaxy[w.x][w.y].starbase = game.state.chart[w.x][w.y].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
krem -= klump
while True:
w = randplace(GALSIZE)
- if not game.state.galaxy[w.x][w.y].supernova and \
- game.state.galaxy[w.x][w.y].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.x][w.y].klingons += int(klump)
+ game.state.galaxy[w.i][w.j].klingons += int(klump)
if krem <= 0:
break
# Position Klingon Commander Ships
w = randplace(GALSIZE)
if not welcoming(w) or w in game.state.kcmdr:
continue
- if (game.state.galaxy[w.x][w.y].klingons or withprob(0.25)):
+ if (game.state.galaxy[w.i][w.j].klingons or withprob(0.25)):
break
- game.state.galaxy[w.x][w.y].klingons += 1
+ game.state.galaxy[w.i][w.j].klingons += 1
game.state.kcmdr.append(w)
# Locate planets in galaxy
for i in range(game.inplan):
while True:
w = randplace(GALSIZE)
- if game.state.galaxy[w.x][w.y].planet == None:
+ if game.state.galaxy[w.i][w.j].planet == None:
break
new = planet()
new.quadrant = w
new.crystals = "present"
new.known = "unknown"
new.inhabited = False
- game.state.galaxy[w.x][w.y].planet = new
+ game.state.galaxy[w.i][w.j].planet = new
game.state.planets.append(new)
# Locate Romulans
for i in range(game.state.nromrem):
w = randplace(GALSIZE)
- game.state.galaxy[w.x][w.y].romulans += 1
+ game.state.galaxy[w.i][w.j].romulans += 1
# Place the Super-Commander if needed
if game.state.nscrem > 0:
while True:
if welcoming(w):
break
game.state.kscmdr = w
- game.state.galaxy[w.x][w.y].klingons += 1
+ game.state.galaxy[w.i][w.j].klingons += 1
# Initialize times for extraneous events
schedule(FSNOVA, expran(0.5 * game.intime))
schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
"Drop a feature on a random dot in the current quadrant."
while True:
w = randplace(QUADSIZE)
- if game.quad[w.x][w.y] == IHDOT:
+ if game.quad[w.i][w.j] == IHDOT:
break
if iquad is not None:
- game.quad[w.x][w.y] = iquad
+ game.quad[w.i][w.j] = iquad
return w
def newcnd():
game.condition = "green"
if game.energy < 1000.0:
game.condition = "yellow"
- if game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons or game.state.galaxy[game.quadrant.x][game.quadrant.y].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"
# Attempt to escape Super-commander, so tbeam back!
game.iscate = False
game.ientesc = True
- q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
+ q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
# cope with supernova
if q.supernova:
return
game.klhere = q.klingons
game.irhere = q.romulans
# Position Starship
- game.quad[game.sector.x][game.sector.y] = game.ship
+ game.quad[game.sector.i][game.sector.j] = game.ship
game.enemies = []
if q.klingons:
# Position ordinary Klingons
for cmdr in game.state.kcmdr:
if cmdr == game.quadrant:
e = game.enemies[game.klhere-1]
- game.quad[e.kloc.x][e.kloc.y] = IHC
+ game.quad[e.kloc.i][e.kloc.j] = IHC
e.kpower = randreal(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.kloc.x][e.kloc.y] = IHS
+ game.quad[e.kloc.i][e.kloc.j] = IHS
e.kpower = randreal(1175.0, 1575.0) + 125.0*game.skill
game.iscate = (game.state.remkl > 1)
# Put in Romulans if needed
(game.skill > SKILL_GOOD and withprob(0.08)):
w = coord()
while True:
- w.x = withprob(0.5) * (QUADSIZE-1)
- w.y = withprob(0.5) * (QUADSIZE-1)
- if game.quad[w.x][w.y] == IHDOT:
+ w.i = withprob(0.5) * (QUADSIZE-1)
+ w.j = withprob(0.5) * (QUADSIZE-1)
+ if game.quad[w.i][w.j] == IHDOT:
break
game.tholian = enemy(type=IHT, loc=w,
power=randrange(100, 500) + 25.0*game.skill)
"Generate a list of legal commands."
proutn(_("LEGAL COMMANDS ARE:"))
for (k, key) in enumerate(commands):
- if not commands[cmd] or (commands[key] & game.options):
+ if not commands[key] or (commands[key] & game.options):
if k % 5 == 0:
skip(1)
proutn("%-12s " % key)
events()
if game.alldone:
break # Events did us in
- if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+ if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
atover(False)
continue
if hitme and not game.justin:
attack(torps_ok=True)
if game.alldone:
break
- if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+ if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
atover(False)
hitme = True
continue
def randplace(size):
"Choose a random location."
w = coord()
- w.x = randrange(size)
- w.y = randrange(size)
+ w.i = randrange(size)
+ w.j = randrange(size)
return w
class sstscanner:
if scanner.type != IHREAL:
huh()
return None
- s.x = scanner.int()-1
+ s.i = scanner.int()-1
scanner.next()
if scanner.type != IHREAL:
huh()
return None
- s.y = scanner.int()-1
+ s.j = scanner.int()-1
return s
def ja():
prout("Event %d canceled, no x coordinate." % (i))
unschedule(i)
continue
- w.x = int(round(scanner.real))
+ w.i = int(round(scanner.real))
key = scanner.next()
if key != IHREAL:
prout("Event %d canceled, no y coordinate." % (i))
unschedule(i)
continue
- w.y = int(round(scanner.real))
+ w.j = int(round(scanner.real))
ev.quadrant = w
scanner.chew()
proutn("Induce supernova here? ")
if ja() == True:
- game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova = True
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
atover(True)
if __name__ == '__main__':