games, so you can't prove to others that you've seen it. He says it
shouldn't fire back, either. It should do nothing except scream and
disappear when hit by photon torpedos. It's OK that it may move
-when attacked, but it didn't in the original. (Whether the Thingy
-can fire back is now controlled by OPTION_THINGY and turned off if the
-game type is "plain" or "almy". The no-save behavior has been restored.)
+when attacked, but it didn't in the original. (The no-save behavior
+has been restored.)
The Faerie Queen, black holes, and time warping were in the original.
"Do not anger the Space Thingy!"
def __init__(self):
self.location = Coord()
- self.angered = False
- def angry(self):
- self.angered = True
def at(self, q):
return (q.i, q.j) == (self.location.i, self.location.j)
OPTION_IOMODES = 0x00000003 # cover both interfaces
OPTION_PLANETS = 0x00000004 # planets and mining
OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
-OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
"TTY": OPTION_TTY,
"IOMODES": OPTION_IOMODES,
"PLANETS": OPTION_PLANETS,
- "THOLIAN": OPTION_THOLIAN,
- "THINGY": OPTION_THINGY,
"PROBE": OPTION_PROBE,
"SHOWME": OPTION_SHOWME,
"RAMMING": OPTION_RAMMING,
prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast."))
return None
elif iquad == '?': # Hit a thingy
- if not (game.options & OPTION_THINGY) or rnd.withprob(0.3):
- skip(1)
- prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
- skip(1)
- prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
- skip(1)
- proutn(_("Mr. Spock-"))
- prouts(_(" \"Fascinating!\""))
- skip(1)
- deadkl(w, iquad, w)
- else:
- # Stas Sergeev added the possibility that
- # you can shove the Thingy and piss it off.
- # It then becomes an enemy and may fire at you.
- thing.angry()
+ skip(1)
+ prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
+ skip(1)
+ prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
+ skip(1)
+ proutn(_("Mr. Spock-"))
+ prouts(_(" \"Fascinating!\""))
+ skip(1)
+ deadkl(w, iquad, w)
return None
elif iquad == ' ': # Black hole
skip(1)
prout("Sector %s." % goto)
sortenemies()
# if no enemies remain after movement, we're done
- if len(game.enemies) == 0 or (len(game.enemies) == 1 and thing.at(game.quadrant) and not thing.angered):
+ 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
r *= 0.25
if enemy.power < 500:
r *= 0.25
- if enemy.type == 'T' or (enemy.type == '?' and not thing.angered):
+ if enemy.type in ('T', '?'):
continue
# different enemies have different probabilities of throwing a torp
usephasers = not torps_ok or \
else:
proutn(_("Very small hit on "))
ienm = game.quad[w.i][w.j]
- if ienm == '?':
- thing.angry()
proutn(crmena(False, ienm, "sector", w))
skip(1)
if kpow == 0:
scanner.nexttok()
if scanner.sees("plain"):
# Approximates the UT FORTRAN version.
- game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR | OPTION_CAPTURE | OPTION_CLOAK | OPTION_DOTFILL | OPTION_ALPHAMERIC)
+ game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR | OPTION_CAPTURE | OPTION_CLOAK | OPTION_DOTFILL | OPTION_ALPHAMERIC)
game.options |= OPTION_PLAIN
elif scanner.sees("almy"):
# Approximates Tom Almy's version.
- game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR | OPTION_DOTFILL | OPTION_ALPHAMERIC)
+ game.options &=~ (OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR | OPTION_DOTFILL | OPTION_ALPHAMERIC)
game.options |= OPTION_ALMY
elif scanner.sees("fancy") or scanner.sees("\n"):
pass