From: Eric S. Raymond Date: Mon, 18 Sep 2023 05:56:12 +0000 (-0400) Subject: pylint & black cleanup. X-Git-Tag: 2.8~6 X-Git-Url: https://jxself.org/git/?a=commitdiff_plain;h=71214b69720106828559eb23970b0bf63f1a8529;p=super-star-trek.git pylint & black cleanup. --- diff --git a/sst b/sst index 3d30875..e43613e 100755 --- a/sst +++ b/sst @@ -14,7 +14,7 @@ on how to modify (and how not to modify!) this code. # Copyright by Eric S. Raymond # SPDX-License-Identifier: BSD-2-clause -# pylint: disable=line-too-long,superfluous-parens,too-many-lines,invalid-name,missing-function-docstring,missing-class-docstring,multiple-statements,too-many-branches,too-many-statements,too-many-locals,too-many-nested-blocks,too-many-return-statements,too-many-instance-attributes,global-statement,no-else-break,no-else-return,no-else-continue,too-few-public-methods,too-many-boolean-expressions,consider-using-f-string,consider-using-enumerate,consider-using-with,unspecified-encoding +# pylint: disable=line-too-long,superfluous-parens,too-many-lines,invalid-name,missing-function-docstring,missing-class-docstring,multiple-statements,too-many-branches,too-many-statements,too-many-locals,too-many-nested-blocks,too-many-return-statements,too-many-instance-attributes,global-statement,no-else-break,no-else-return,no-else-continue,too-few-public-methods,too-many-boolean-expressions,consider-using-f-string,consider-using-enumerate,consider-using-with,unspecified-encoding,consider-using-generator # pylint: disable=multiple-imports import os, sys, math, curses, time, pickle, copy, gettext, getpass @@ -31,15 +31,18 @@ except ImportError: # pragma: no cover version = "2.7" -docpath = (".", "doc/", "/usr/share/doc/sst/") +docpath = (".", "doc/", "/usr/share/doc/sst/") + def _(st): return gettext.gettext(st) + # Rolling our own LCG because Python changed its incompatibly in 3.2. # Thus, we needed to have our own to be 2/3 polyglot; it will be # helpful when and if we ever forward-port to another language. + class randomizer: # LCG PRNG parameters tested against # Knuth vol. 2. by the authors of ADVENT @@ -50,13 +53,15 @@ class randomizer: @staticmethod def random(): old_x = game.lcg_x - game.lcg_x = (randomizer.LCG_A * game.lcg_x + randomizer.LCG_C) % randomizer.LCG_M + game.lcg_x = ( + randomizer.LCG_A * game.lcg_x + randomizer.LCG_C + ) % randomizer.LCG_M return old_x / randomizer.LCG_M @staticmethod def withprob(p): v = randomizer.random() - #if logfp: + # if logfp: # logfp.write("#withprob(%.2f) -> %s\n" % (p, v < p)) return v < p @@ -67,7 +72,7 @@ class randomizer: v = int(v * args[0]) else: v = args[0] + int(v * (args[1] - args[0])) - #if logfp: + # if logfp: # logfp.write("#integer%s -> %s\n" % (args, v)) return int(v) @@ -75,16 +80,16 @@ class randomizer: def real(*args): v = randomizer.random() if len(args) == 1: - v *= args[0] # from [0, args[0]) + v *= args[0] # from [0, args[0]) elif len(args) == 2: - v = args[0] + v*(args[1]-args[0]) # from [args[0], args[1]) - #if logfp: + v = args[0] + v * (args[1] - args[0]) # from [args[0], args[1]) + # if logfp: # logfp.write("#real%s -> %f\n" % (args, v)) return v @staticmethod def seed(n): - #if logfp: + # if logfp: # logfp.write("#seed(%d)\n" % n) game.lcg_x = n % randomizer.LCG_M @@ -96,93 +101,131 @@ class randomizer: def setrngstate(n): game.lcg_x = n -GALSIZE = 8 # Galaxy size in quadrants -NINHAB = (GALSIZE * GALSIZE // 2) # Number of inhabited worlds -MAXUNINHAB = 10 # Maximum uninhabited worlds -QUADSIZE = 10 # Quadrant size in sectors -BASEMIN = 2 # Minimum starbases -BASEMAX = (GALSIZE * GALSIZE // 12) # Maximum starbases -MAXKLGAME = 127 # Maximum Klingons per game -MAXKLQUAD = 9 # Maximum Klingons per quadrant -FULLCREW = 428 # Crew size. BSD Trek was 387, that's wrong -FOREVER = 1e30 # Time for the indefinite future -MAXBURST = 3 # Max # of torps you can launch in one turn -MINCMDR = 10 # Minimum number of Klingon commanders -DOCKFAC = 0.25 # Repair faster when docked -PHASEFAC = 2.0 # Phaser attenuation factor - -ALGERON = 2311 # Date of the Treaty of Algeron - - -DEFAULT = -1 -BLACK = 0 -BLUE = 1 -GREEN = 2 -CYAN = 3 -RED = 4 -MAGENTA = 5 -BROWN = 6 -LIGHTGRAY = 7 -DARKGRAY = 8 -LIGHTBLUE = 9 -LIGHTGREEN = 10 -LIGHTCYAN = 11 -LIGHTRED = 12 + +GALSIZE = 8 # Galaxy size in quadrants +NINHAB = GALSIZE * GALSIZE // 2 # Number of inhabited worlds +MAXUNINHAB = 10 # Maximum uninhabited worlds +QUADSIZE = 10 # Quadrant size in sectors +BASEMIN = 2 # Minimum starbases +BASEMAX = GALSIZE * GALSIZE // 12 # Maximum starbases +MAXKLGAME = 127 # Maximum Klingons per game +MAXKLQUAD = 9 # Maximum Klingons per quadrant +FULLCREW = 428 # Crew size. BSD Trek was 387, that's wrong +FOREVER = 1e30 # Time for the indefinite future +MAXBURST = 3 # Max # of torps you can launch in one turn +MINCMDR = 10 # Minimum number of Klingon commanders +DOCKFAC = 0.25 # Repair faster when docked +PHASEFAC = 2.0 # Phaser attenuation factor + +ALGERON = 2311 # Date of the Treaty of Algeron + + +DEFAULT = -1 +BLACK = 0 +BLUE = 1 +GREEN = 2 +CYAN = 3 +RED = 4 +MAGENTA = 5 +BROWN = 6 +LIGHTGRAY = 7 +DARKGRAY = 8 +LIGHTBLUE = 9 +LIGHTGREEN = 10 +LIGHTCYAN = 11 +LIGHTRED = 12 LIGHTMAGENTA = 13 -YELLOW = 14 -WHITE = 15 +YELLOW = 14 +WHITE = 15 + class TrekError(Exception): pass + class JumpOut(Exception): pass + def letterize(n): - return chr(ord('a') + n - 1) + return chr(ord("a") + n - 1) + class Coord: def __init__(self, x=None, y=None): - self.i = x # Row - self.j = y # Column + self.i = x # Row + self.j = y # Column + def valid_quadrant(self): - return (self.i is not None) and (self.j is not None) and (self.i >= 0) and (self.i < GALSIZE) and (self.j >= 0) and (self.j < GALSIZE) + return ( + (self.i is not None) + and (self.j is not None) + and (self.i >= 0) + and (self.i < GALSIZE) + and (self.j >= 0) + and (self.j < GALSIZE) + ) + def valid_sector(self): - return (self.i is not None) and (self.j is not None) and (self.i >= 0) and (self.i < QUADSIZE) and (self.j >= 0) and (self.j < QUADSIZE) + return ( + (self.i is not None) + and (self.j is not None) + and (self.i >= 0) + and (self.i < QUADSIZE) + and (self.j >= 0) + and (self.j < QUADSIZE) + ) + def invalidate(self): self.i = self.j = None + def __eq__(self, other): return other is not None and self.i == other.i and self.j == other.j + def __ne__(self, other): return other is None or self.i != other.i or self.j != other.j + def __add__(self, other): - return Coord(self.i+other.i, self.j+other.j) + return Coord(self.i + other.i, self.j + other.j) + def __sub__(self, other): - return Coord(self.i-other.i, self.j-other.j) + return Coord(self.i - other.i, self.j - other.j) + def __mul__(self, other): - return Coord(self.i*other, self.j*other) + return Coord(self.i * other, self.j * other) + def __rmul__(self, other): - return Coord(self.i*other, self.j*other) + return Coord(self.i * other, self.j * other) + def __div__(self, other): # pragma: no cover - return Coord(self.i/other, self.j/other) + return Coord(self.i / other, self.j / other) + def __truediv__(self, other): # pragma: no cover - return Coord(self.i/other, self.j/other) + return Coord(self.i / other, self.j / other) + def __floordiv__(self, other): # pragma: no cover - return Coord(self.i//other, self.j//other) + return Coord(self.i // other, self.j // other) + def __mod__(self, other): return Coord(self.i % other, self.j % other) + def __rtruediv__(self, other): # pragma: no cover - return Coord(self.i/other, self.j/other) + return Coord(self.i / other, self.j / other) + def __rfloordiv__(self, other): # pragma: no cover - return Coord(self.i//other, self.j//other) + return Coord(self.i // other, self.j // other) + def roundtogrid(self): return Coord(int(round(self.i)), int(round(self.j))) + def distance(self, other=None): if not other: other = Coord(0, 0) - return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2) + return math.sqrt((self.i - other.i) ** 2 + (self.j - other.j) ** 2) + def bearing(self): - return 1.90985*math.atan2(self.j, self.i) + return 1.90985 * math.atan2(self.j, self.i) + def sgn(self): s = Coord() if self.i == 0: @@ -198,37 +241,47 @@ class Coord: else: s.j = 1 return s + def quadrant(self): - #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid()) + # print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid()) return self.roundtogrid() // QUADSIZE + def sector(self): return self.roundtogrid() % QUADSIZE + def __str__(self): if self.i is None or self.j is None: return "Nowhere" # pragma: no cover - if (game.options & OPTION_ALPHAMERIC): + if game.options & OPTION_ALPHAMERIC: return letterize(self.i + 1) + str(self.j + 1) - return "%s - %s" % (self.i+1, self.j+1) + return "%s - %s" % (self.i + 1, self.j + 1) + __repr__ = __str__ -class Thingy(): + +class Thingy: "Do not anger the Space Thingy!" + def __init__(self): self.location = Coord() + def at(self, q): return (q.i, q.j) == (self.location.i, self.location.j) + class Planet: def __init__(self): - self.name = None # string-valued if inhabited - self.quadrant = Coord() # quadrant located - self.pclass = None # could be ""M", "N", "O", or "destroyed" - self.crystals = "absent"# could be "mined", "present", "absent" - self.known = "unknown" # could be "unknown", "known", "shuttle_down" - self.inhabited = False # is it inhabited? + self.name = None # string-valued if inhabited + self.quadrant = Coord() # quadrant located + self.pclass = None # could be ""M", "N", "O", or "destroyed" + self.crystals = "absent" # could be "mined", "present", "absent" + self.known = "unknown" # could be "unknown", "known", "shuttle_down" + self.inhabited = False # is it inhabited? + def __str__(self): return self.name + class Quadrant: def __init__(self): self.stars = 0 @@ -238,18 +291,27 @@ class Quadrant: self.romulans = 0 self.supernova = False self.charted = False - self.status = "secure" # Could be "secure", "distressed", "enslaved" + self.status = "secure" # Could be "secure", "distressed", "enslaved" + def __str__(self): return "" % self.__dict__ # pragma: no cover + __repr__ = __str__ + class Page: def __init__(self): self.stars = None self.starbase = False self.klingons = None + def __repr__(self): - return "<%s,%s,%s>" % (self.klingons, self.starbase, self.stars) # pragma: no cover + return "<%s,%s,%s>" % ( + self.klingons, + self.starbase, + self.stars, + ) # pragma: no cover + def fill2d(size, fillfun): "Fill an empty list in 2D." @@ -260,60 +322,64 @@ def fill2d(size, fillfun): lst[i].append(fillfun(i, j)) return lst + class Snapshot: def __init__(self): - self.snap = False # snapshot taken - self.crew = 0 # crew complement - self.nscrem = 0 # remaining super commanders - self.starkl = 0 # destroyed stars - self.basekl = 0 # destroyed bases - self.nromrem = 0 # Romulans remaining - self.nplankl = 0 # destroyed uninhabited planets - self.nworldkl = 0 # destroyed inhabited planets - self.planets = [] # Planet information - self.date = 0.0 # stardate - self.remres = 0 # remaining resources - self.remtime = 0 # remaining time - self.baseq = [] # Base quadrant coordinates - self.kcmdr = [] # Commander quadrant coordinates - self.kscmdr = Coord() # Supercommander quadrant coordinates + self.snap = False # snapshot taken + self.crew = 0 # crew complement + self.nscrem = 0 # remaining super commanders + self.starkl = 0 # destroyed stars + self.basekl = 0 # destroyed bases + self.nromrem = 0 # Romulans remaining + self.nplankl = 0 # destroyed uninhabited planets + self.nworldkl = 0 # destroyed inhabited planets + self.planets = [] # Planet information + self.date = 0.0 # stardate + self.remres = 0 # remaining resources + self.remtime = 0 # remaining time + self.baseq = [] # Base quadrant coordinates + self.kcmdr = [] # Commander quadrant coordinates + self.kscmdr = Coord() # Supercommander quadrant coordinates # the galaxy self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant()) # the starchart self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page()) + def traverse(self): for i in range(GALSIZE): for j in range(GALSIZE): yield (i, j, self.galaxy[i][j]) + class Event: def __init__(self): - self.date = None # A real number - self.quadrant = None # A coord structure + self.date = None # A real number + self.quadrant = None # A coord structure + # game options -OPTION_ALL = 0xffffffff -OPTION_TTY = 0x00000001 # old interface -OPTION_CURSES = 0x00000002 # new interface -OPTION_IOMODES = 0x00000003 # cover both interfaces -OPTION_PLANETS = 0x00000004 # planets and mining (> 1974) -OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version) -OPTION_SUPERCMDR = 0x00000010 # Supercommanders (UT 1979 version) -OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980) -OPTION_MVBADDY = 0x00000040 # more enemies can move (Almy, 1979?) -OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy, 1979?) -OPTION_ALMY = 0x00000100 # Almy's death ray upgrade (1997?) -OPTION_AUTOPASS = 0x00000200 # Autogenerate password (Almy, 1997?) -OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005) -OPTION_BLKHOLE = 0x00000800 # black hole may timewarp you (Stas, 2005) -OPTION_SHOWME = 0x00001000 # bracket Enterprise in chart (ESR, 2005) -OPTION_WORLDS = 0x00002000 # logic for inhabited worlds (ESR, 2006) -OPTION_AUTOSCAN = 0x00004000 # automatic LRSCAN before CHART (ESR, 2006) -OPTION_COLOR = 0x00008000 # enable color display (ESR, 2010) -OPTION_CAPTURE = 0x00010000 # Enable BSD-Trek capture (Almy, 2013). -OPTION_CLOAK = 0x10020000 # Enable BSD-Trek capture (Almy, 2013). -OPTION_DOTFILL = 0x01040000 # fix dotfill glitch in chart (ESR, 2019) -OPTION_ALPHAMERIC = 0x00080000 # Alpha Y coordinates (ESR, 2023) +OPTION_ALL = 0xFFFFFFFF +OPTION_TTY = 0x00000001 # old interface +OPTION_CURSES = 0x00000002 # new interface +OPTION_IOMODES = 0x00000003 # cover both interfaces +OPTION_PLANETS = 0x00000004 # planets and mining (> 1974) +OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version) +OPTION_SUPERCMDR = 0x00000010 # Supercommanders (UT 1979 version) +OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980) +OPTION_MVBADDY = 0x00000040 # more enemies can move (Almy, 1979?) +OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy, 1979?) +OPTION_ALMY = 0x00000100 # Almy's death ray upgrade (1997?) +OPTION_AUTOPASS = 0x00000200 # Autogenerate password (Almy, 1997?) +OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005) +OPTION_BLKHOLE = 0x00000800 # black hole may timewarp you (Stas, 2005) +OPTION_SHOWME = 0x00001000 # bracket Enterprise in chart (ESR, 2005) +OPTION_WORLDS = 0x00002000 # logic for inhabited worlds (ESR, 2006) +OPTION_AUTOSCAN = 0x00004000 # automatic LRSCAN before CHART (ESR, 2006) +OPTION_COLOR = 0x00008000 # enable color display (ESR, 2010) +OPTION_CAPTURE = 0x00010000 # Enable BSD-Trek capture (Almy, 2013). +OPTION_CLOAK = 0x10020000 # Enable BSD-Trek capture (Almy, 2013). +OPTION_DOTFILL = 0x01040000 # fix dotfill glitch in chart (ESR, 2019) +OPTION_ALPHAMERIC = 0x00080000 # Alpha Y coordinates (ESR, 2023) option_names = { "ALL": (OPTION_ALL, 0), @@ -323,68 +389,72 @@ option_names = { "THOLIAN": (OPTION_THOLIAN, 1979), "SUPERCMDR": (OPTION_SUPERCMDR, 1979), "PROBE": (OPTION_PROBE, 1980), - "MVBADDY": (OPTION_MVBADDY, 1981), # year bumped to make it distinct - "RAMMING": (OPTION_RAMMING, 1982), # year bumped to make it distinct + "MVBADDY": (OPTION_MVBADDY, 1981), # year bumped to make it distinct + "RAMMING": (OPTION_RAMMING, 1982), # year bumped to make it distinct "ALMY": (OPTION_ALMY, 1997), - "AUTOPASS": (OPTION_AUTOPASS, 1998), # year bumped to make it distinct - "BASE": (OPTION_BASE, 2004), # year bumped to make it distinct - "BLKHOLE": (OPTION_BLKHOLE, 2004), # year bumped to make it distinct + "AUTOPASS": (OPTION_AUTOPASS, 1998), # year bumped to make it distinct + "BASE": (OPTION_BASE, 2004), # year bumped to make it distinct + "BLKHOLE": (OPTION_BLKHOLE, 2004), # year bumped to make it distinct "SHOWME": (OPTION_SHOWME, 2005), "WORLDS": (OPTION_WORLDS, 2006), "AUTOSCAN": (OPTION_AUTOSCAN, 2007), # year bumped to make it distinct "COLOR": (OPTION_COLOR, 2010), "CAPTURE": (OPTION_CAPTURE, 2013), - "CLOAK": (OPTION_CLOAK, 2014), # year bumped to make it distinct + "CLOAK": (OPTION_CLOAK, 2014), # year bumped to make it distinct "DOTFILL": (OPTION_DOTFILL, 2019), - "ALPHAMERIC": (OPTION_ALPHAMERIC, 2023) + "ALPHAMERIC": (OPTION_ALPHAMERIC, 2023), } # Define devices -DSRSENS = 0 -DLRSENS = 1 -DPHASER = 2 -DPHOTON = 3 -DLIFSUP = 4 -DWARPEN = 5 -DIMPULS = 6 -DSHIELD = 7 -DRADIO = 8 -DSHUTTL = 9 -DCOMPTR = 10 -DNAVSYS = 11 -DTRANSP = 12 -DSHCTRL = 13 -DDRAY = 14 -DDSP = 15 -DCLOAK = 16 -NDEVICES = 17 # Number of devices - -SKILL_NONE = 0 -SKILL_NOVICE = 1 -SKILL_FAIR = 2 -SKILL_GOOD = 3 -SKILL_EXPERT = 4 -SKILL_EMERITUS = 5 +DSRSENS = 0 +DLRSENS = 1 +DPHASER = 2 +DPHOTON = 3 +DLIFSUP = 4 +DWARPEN = 5 +DIMPULS = 6 +DSHIELD = 7 +DRADIO = 8 +DSHUTTL = 9 +DCOMPTR = 10 +DNAVSYS = 11 +DTRANSP = 12 +DSHCTRL = 13 +DDRAY = 14 +DDSP = 15 +DCLOAK = 16 +NDEVICES = 17 # Number of devices + +SKILL_NONE = 0 +SKILL_NOVICE = 1 +SKILL_FAIR = 2 +SKILL_GOOD = 3 +SKILL_EXPERT = 4 +SKILL_EMERITUS = 5 + def damaged(dev): - return (game.damage[dev] != 0.0) + return game.damage[dev] != 0.0 + + def communicating(): - return not damaged(DRADIO) or game.condition=="docked" + return not damaged(DRADIO) or game.condition == "docked" + # Define future events -FSPY = 0 # Spy event happens always (no future[] entry) - # can cause SC to tractor beam Enterprise -FSNOVA = 1 # Supernova -FTBEAM = 2 # Commander tractor beams Enterprise -FSNAP = 3 # Snapshot for time warp -FBATTAK = 4 # Commander attacks base -FCDBAS = 5 # Commander destroys base -FSCMOVE = 6 # Supercommander moves (might attack base) -FSCDBAS = 7 # Supercommander destroys base -FDSPROB = 8 # Move deep space probe -FDISTR = 9 # Emit distress call from an inhabited world -FENSLV = 10 # Inhabited word is enslaved -FREPRO = 11 # Klingons build a ship in an enslaved system +FSPY = 0 # Spy event happens always (no future[] entry) +# can cause SC to tractor beam Enterprise +FSNOVA = 1 # Supernova +FTBEAM = 2 # Commander tractor beams Enterprise +FSNAP = 3 # Snapshot for time warp +FBATTAK = 4 # Commander attacks base +FCDBAS = 5 # Commander destroys base +FSCMOVE = 6 # Supercommander moves (might attack base) +FSCDBAS = 7 # Supercommander destroys base +FDSPROB = 8 # Move deep space probe +FDISTR = 9 # Emit distress call from an inhabited world +FENSLV = 10 # Inhabited word is enslaved +FREPRO = 11 # Klingons build a ship in an enslaved system NEVENTS = 12 # Abstract out the event handling -- underlying data structures will change @@ -392,6 +462,7 @@ NEVENTS = 12 def findevent(evtype): # pragma: no cover return game.future[evtype] + class Enemy: def __init__(self, etype=None, loc=None, power=None): self.type = etype @@ -400,16 +471,17 @@ class Enemy: self.kavgd = None if loc: self.move(loc) - self.power = power # enemy energy level + self.power = power # enemy energy level game.enemies.append(self) + def move(self, loc): - motion = (loc != self.location) + motion = loc != self.location if self.location.i is not None and self.location.j is not None: if motion: - if self.type == 'T': - game.quad[self.location.i][self.location.j] = '#' + if self.type == "T": + game.quad[self.location.i][self.location.j] = "#" else: - game.quad[self.location.i][self.location.j] = '.' + game.quad[self.location.i][self.location.j] = "." if loc: self.location = copy.copy(loc) game.quad[self.location.i][self.location.j] = self.type @@ -421,102 +493,106 @@ class Enemy: if self in game.enemies: game.enemies.remove(self) return motion + def __repr__(self): return "<%s,%s,%f>" % (self.type, self.location, self.power) # pragma: no cover + class Gamestate: def __init__(self): - self.options = None # Game options - self.state = Snapshot() # A snapshot structure - self.snapsht = Snapshot() # Last snapshot taken for time-travel purposes - self.quad = None # contents of our quadrant - self.damage = [0.0] * NDEVICES # damage encountered - self.future = [] # future events + self.options = None # Game options + self.state = Snapshot() # A snapshot structure + self.snapsht = Snapshot() # Last snapshot taken for time-travel purposes + self.quad = None # contents of our quadrant + self.damage = [0.0] * NDEVICES # damage encountered + self.future = [] # future events i = NEVENTS while i > 0: i -= 1 self.future.append(Event()) - self.passwd = None # Self Destruct password + self.passwd = None # Self Destruct password self.enemies = [] - self.quadrant = None # where we are in the large - self.sector = None # where we are in the small - self.tholian = None # Tholian enemy object - self.base = None # position of base in current quadrant - self.battle = None # base coordinates being attacked - self.plnet = None # location of planet in quadrant - self.gamewon = False # Finished! - self.ididit = False # action taken -- allows enemy to attack - self.alive = False # we are alive (not killed) - self.justin = False # just entered quadrant - self.shldup = False # shields are up - self.shldchg = False # shield is changing (affects efficiency) - self.iscate = False # super commander is here - self.ientesc = False # attempted escape from supercommander - self.resting = False # rest time - self.icraft = False # Kirk in Galileo - self.landed = False # party on planet (true), on ship (false) - self.alldone = False # game is now finished - self.neutz = False # Romulan Neutral Zone - self.isarmed = False # probe is armed - self.inorbit = False # orbiting a planet - self.imine = False # mining - self.icrystl = False # dilithium crystals aboard - self.iseenit = False # seen base attack report - self.thawed = False # thawed game - self.condition = None # "green", "yellow", "red", "docked", "dead" - self.iscraft = None # "onship", "offship", "removed" - self.skill = SKILL_NONE # Player skill level - self.inkling = 0 # initial number of klingons - self.inbase = 0 # initial number of bases - self.incom = 0 # initial number of commanders - self.inscom = 0 # initial number of commanders - self.inrom = 0 # initial number of commanders - self.instar = 0 # initial stars - self.intorps = 0 # initial/max torpedoes - self.torps = 0 # number of torpedoes - self.ship = 0 # ship type -- 'E' is Enterprise - self.abandoned = 0 # count of crew abandoned in space - self.length = 0 # length of game - self.klhere = 0 # klingons here - self.casual = 0 # causalties - self.nhelp = 0 # calls for help - self.nkinks = 0 # count of energy-barrier crossings - self.iplnet = None # planet # in quadrant - self.inplan = 0 # initial planets - self.irhere = 0 # Romulans in quadrant - self.isatb = 0 # =2 if super commander is attacking base - self.tourn = None # tournament number - self.nprobes = 0 # number of probes available - self.inresor = 0.0 # initial resources - self.intime = 0.0 # initial time - self.inenrg = 0.0 # initial/max energy - self.inshld = 0.0 # initial/max shield - self.inlsr = 0.0 # initial life support resources - self.indate = 0.0 # initial date - self.energy = 0.0 # energy level - self.shield = 0.0 # shield level - self.warpfac = 0.0 # warp speed - self.lsupres = 0.0 # life support reserves - self.optime = 0.0 # time taken by current operation - self.damfac = 0.0 # damage factor - self.lastchart = 0.0 # time star chart was last updated - self.cryprob = 0.0 # probability that crystal will work - self.probe = None # object holding probe course info - self.height = 0.0 # height of orbit around planet - self.score = 0.0 # overall score - self.perdate = 0.0 # rate of kills - self.idebug = False # Debugging instrumentation enabled? - self.cdebug = False # Debugging instrumentation for curses enabled? - self.statekscmdr = None # No SuperCommander coordinates yet. - self.brigcapacity = 400 # Enterprise brig capacity - self.brigfree = 400 # How many klingons can we put in the brig? - self.kcaptured = 0 # Total Klingons captured, for scoring. + self.quadrant = None # where we are in the large + self.sector = None # where we are in the small + self.tholian = None # Tholian enemy object + self.base = None # position of base in current quadrant + self.battle = None # base coordinates being attacked + self.plnet = None # location of planet in quadrant + self.gamewon = False # Finished! + self.ididit = False # action taken -- allows enemy to attack + self.alive = False # we are alive (not killed) + self.justin = False # just entered quadrant + self.shldup = False # shields are up + self.shldchg = False # shield is changing (affects efficiency) + self.iscate = False # super commander is here + self.ientesc = False # attempted escape from supercommander + self.resting = False # rest time + self.icraft = False # Kirk in Galileo + self.landed = False # party on planet (true), on ship (false) + self.alldone = False # game is now finished + self.neutz = False # Romulan Neutral Zone + self.isarmed = False # probe is armed + self.inorbit = False # orbiting a planet + self.imine = False # mining + self.icrystl = False # dilithium crystals aboard + self.iseenit = False # seen base attack report + self.thawed = False # thawed game + self.condition = None # "green", "yellow", "red", "docked", "dead" + self.iscraft = None # "onship", "offship", "removed" + self.skill = SKILL_NONE # Player skill level + self.inkling = 0 # initial number of klingons + self.inbase = 0 # initial number of bases + self.incom = 0 # initial number of commanders + self.inscom = 0 # initial number of commanders + self.inrom = 0 # initial number of commanders + self.instar = 0 # initial stars + self.intorps = 0 # initial/max torpedoes + self.torps = 0 # number of torpedoes + self.ship = 0 # ship type -- 'E' is Enterprise + self.abandoned = 0 # count of crew abandoned in space + self.length = 0 # length of game + self.klhere = 0 # klingons here + self.casual = 0 # causalties + self.nhelp = 0 # calls for help + self.nkinks = 0 # count of energy-barrier crossings + self.iplnet = None # planet # in quadrant + self.inplan = 0 # initial planets + self.irhere = 0 # Romulans in quadrant + self.isatb = 0 # =2 if super commander is attacking base + self.tourn = None # tournament number + self.nprobes = 0 # number of probes available + self.inresor = 0.0 # initial resources + self.intime = 0.0 # initial time + self.inenrg = 0.0 # initial/max energy + self.inshld = 0.0 # initial/max shield + self.inlsr = 0.0 # initial life support resources + self.indate = 0.0 # initial date + self.energy = 0.0 # energy level + self.shield = 0.0 # shield level + self.warpfac = 0.0 # warp speed + self.lsupres = 0.0 # life support reserves + self.optime = 0.0 # time taken by current operation + self.damfac = 0.0 # damage factor + self.lastchart = 0.0 # time star chart was last updated + self.cryprob = 0.0 # probability that crystal will work + self.probe = None # object holding probe course info + self.height = 0.0 # height of orbit around planet + self.score = 0.0 # overall score + self.perdate = 0.0 # rate of kills + self.idebug = False # Debugging instrumentation enabled? + self.cdebug = False # Debugging instrumentation for curses enabled? + self.statekscmdr = None # No SuperCommander coordinates yet. + self.brigcapacity = 400 # Enterprise brig capacity + self.brigfree = 400 # How many klingons can we put in the brig? + self.kcaptured = 0 # Total Klingons captured, for scoring. self.iscloaked = False # Cloaking device on? - self.ncviol = 0 # Algreon treaty violations - self.isviolreported = False # We have been warned - self.lcg_x = 0 # LCG generator value + self.ncviol = 0 # Algreon treaty violations + self.isviolreported = False # We have been warned + self.lcg_x = 0 # LCG generator value + def remkl(self): return sum([q.klingons for (_i, _j, q) in list(self.state.traverse())]) + def recompute(self): # Stas thinks this should be (C expression): # game.remkl() + len(game.state.kcmdr) > 0 ? @@ -524,11 +600,15 @@ class Gamestate: # He says the existing expression is prone to divide-by-zero errors # after killing the last klingon when score is shown -- perhaps also # if the only remaining klingon is SCOM. - self.state.remtime = self.state.remres/(self.remkl() + 4*len(self.state.kcmdr)) + self.state.remtime = self.state.remres / ( + self.remkl() + 4 * len(self.state.kcmdr) + ) + def unwon(self): "Are there Klingons remaining?" return self.remkl() + FWON = 0 FDEPLETE = 1 FLIFESUP = 2 @@ -555,24 +635,28 @@ FCLOAK = 22 # Code from ai.c begins here + def welcoming(iq): "Would this quadrant welcome another Klingon?" - return iq.valid_quadrant() and \ - not game.state.galaxy[iq.i][iq.j].supernova and \ - game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD + return ( + iq.valid_quadrant() + and not game.state.galaxy[iq.i][iq.j].supernova + and game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD + ) + def tryexit(enemy, look, irun): "A bad guy attempts to bug out." iq = Coord() - iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))//QUADSIZE - 1 - iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))//QUADSIZE - 1 + iq.i = game.quadrant.i + (look.i + (QUADSIZE - 1)) // QUADSIZE - 1 + iq.j = game.quadrant.j + (look.j + (QUADSIZE - 1)) // QUADSIZE - 1 if not welcoming(iq): return [] - if enemy.type == 'R': - return [] # Romulans cannot escape! + if enemy.type == "R": + return [] # Romulans cannot escape! if not irun: # avoid intruding on another commander's territory - if enemy.type == 'C': + if enemy.type == "C": if iq in game.state.kcmdr: return [] # refuse to leave if currently attacking starbase @@ -590,7 +674,7 @@ def tryexit(enemy, look, irun): # Handle global matters related to escape game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1 game.state.galaxy[iq.i][iq.j].klingons += 1 - if enemy.type == 'S': + if enemy.type == "S": game.iscate = False game.ientesc = False game.isatb = 0 @@ -605,6 +689,7 @@ def tryexit(enemy, look, irun): # report move out of quadrant. return [(True, enemy, oldloc, iq)] + # The bad-guy movement algorithm: # # 1. Enterprise has "force" based on condition of phaser and photon torpedoes. @@ -643,6 +728,7 @@ def tryexit(enemy, look, irun): # # 5. Motion is limited to skill level, except for SC hi-tailing it out. + def movebaddy(enemy): "Tactical movement for the bad guys." goto = Coord() @@ -650,43 +736,58 @@ def movebaddy(enemy): irun = False # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant) if game.skill >= SKILL_EXPERT: - nbaddys = int(((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0) + nbaddys = int( + ( + (game.quadrant in game.state.kcmdr) * 2 + + (game.state.kscmdr == game.quadrant) * 2 + + game.klhere * 1.23 + + game.irhere * 1.5 + ) + / 2.0 + ) else: - nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant) + nbaddys = (game.quadrant in game.state.kcmdr) + ( + game.state.kscmdr == game.quadrant + ) old_dist = enemy.kdist - mdist = int(old_dist + 0.5) # Nearest integer distance + mdist = int(old_dist + 0.5) # Nearest integer distance # If SC, check with spy to see if should hi-tail it - if enemy.type == 'S' and \ - (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))): + if enemy.type == "S" and ( + enemy.power <= 500.0 or (game.condition == "docked" and not damaged(DPHOTON)) + ): irun = True motion = -QUADSIZE else: # decide whether to advance, retreat, or hold position - forces = enemy.power+100.0*len(game.enemies)+400*(nbaddys-1) + forces = enemy.power + 100.0 * len(game.enemies) + 400 * (nbaddys - 1) if not game.shldup: - forces += 1000 # Good for enemy if shield is down! + forces += 1000 # Good for enemy if shield is down! if not damaged(DPHASER) or not damaged(DPHOTON): - if damaged(DPHASER): # phasers damaged + if damaged(DPHASER): # phasers damaged forces += 300.0 else: - forces -= 0.2*(game.energy - 2500.0) - if damaged(DPHOTON): # photon torpedoes damaged + forces -= 0.2 * (game.energy - 2500.0) + if damaged(DPHOTON): # photon torpedoes damaged forces += 300.0 else: - forces -= 50.0*game.torps + forces -= 50.0 * game.torps else: # phasers and photon tubes both out! forces += 1000.0 motion = 0 - if forces <= 1000.0 and game.condition != "docked": # Typical situation - motion = ((forces + rnd.real(200))/150.0) - 5.0 + if forces <= 1000.0 and game.condition != "docked": # Typical situation + motion = ((forces + rnd.real(200)) / 150.0) - 5.0 else: - if forces > 1000.0: # Very strong -- move in for kill - motion = (1.0 - rnd.real())**2 * old_dist + 1.0 - if game.condition == "docked" and (game.options & OPTION_BASE): # protected by base -- back off ! - motion -= game.skill*(2.0-rnd.real()**2) + if forces > 1000.0: # Very strong -- move in for kill + motion = (1.0 - rnd.real()) ** 2 * old_dist + 1.0 + if game.condition == "docked" and ( + game.options & OPTION_BASE + ): # protected by base -- back off ! + motion -= game.skill * (2.0 - rnd.real() ** 2) if game.idebug: - proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces)) # pragma: no cover + proutn( + "=== MOTION = %d, FORCES = %1.2f, " % (motion, forces) + ) # pragma: no cover # don't move if no motion if motion == 0: return [] @@ -699,23 +800,23 @@ def movebaddy(enemy): # calculate preferred number of steps nsteps = abs(int(motion)) if motion > 0 and nsteps > mdist: - nsteps = mdist # don't overshoot - nsteps = min(nsteps, QUADSIZE) # This shouldn't be necessary - nsteps = max(nsteps, 1) # This shouldn't be necessary + nsteps = mdist # don't overshoot + nsteps = min(nsteps, QUADSIZE) # This shouldn't be necessary + nsteps = max(nsteps, 1) # This shouldn't be necessary if game.idebug: - proutn("NSTEPS = %d:" % nsteps) # pragma: no cover + proutn("NSTEPS = %d:" % nsteps) # pragma: no cover # Compute preferred values of delta X and Y m = game.sector - enemy.location if 2.0 * abs(m.i) < abs(m.j): m.i = 0 - if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i): + if 2.0 * abs(m.j) < abs(game.sector.i - enemy.location.i): m.j = 0 m = (motion * m).sgn() goto = enemy.location # main move loop for ll in range(nsteps): if game.idebug: - proutn(" %d" % (ll+1)) # pragma: no cover + proutn(" %d" % (ll + 1)) # pragma: no cover # Check if preferred position available look = goto + m if m.i < 0: @@ -727,7 +828,7 @@ def movebaddy(enemy): else: krawlj = -1 success = False - attempts = 0 # Settle mysterious hang problem + attempts = 0 # Settle mysterious hang problem while attempts < 20 and not success: attempts += 1 if look.i < 0 or look.i >= QUADSIZE: @@ -744,10 +845,9 @@ def movebaddy(enemy): break look.j = goto.j + krawlj krawlj = -krawlj - elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.': + elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != ".": # See if enemy should ram ship - if game.quad[look.i][look.j] == game.ship and \ - enemy.type in ('C', 'S'): + if game.quad[look.i][look.j] == game.ship and enemy.type in ("C", "S"): collision(rammed=True, enemy=enemy) return [] if krawli != m.i and m.j != 0: @@ -757,34 +857,35 @@ def movebaddy(enemy): look.j = goto.j + krawlj krawlj = -krawlj else: - break # we have failed + break # we have failed else: success = True if success: goto = look if game.idebug: - proutn(repr(goto)) # pragma: no cover + proutn(repr(goto)) # pragma: no cover else: - break # done early + break # done early if game.idebug: - skip(1) # pragma: no cover + skip(1) # pragma: no cover # Enemy moved, but is still in sector return [(False, enemy, old_dist, goto)] + def moveklings(): "Sequence Klingon tactical movement." if game.idebug: - prout("== MOVCOM") # pragma: no cover + prout("== MOVCOM") # pragma: no cover # Figure out which Klingon is the commander (or Supercommander) # and do move tacmoves = [] if game.quadrant in game.state.kcmdr: for enemy in game.enemies: - if enemy.type == 'C': + if enemy.type == "C": tacmoves += movebaddy(enemy) if game.state.kscmdr == game.quadrant: for enemy in game.enemies: - if enemy.type == 'S': + if enemy.type == "S": tacmoves += movebaddy(enemy) break # If skill level is high, move other Klingons and Romulans too! @@ -792,10 +893,11 @@ def moveklings(): # commander(s) do. if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY): for enemy in game.enemies: - if enemy.type in ('K', 'R'): + if enemy.type in ("K", "R"): tacmoves += movebaddy(enemy) return tacmoves + def movescom(iq, avoid): "Supercommander movement helper." # Avoid quadrants with bases if we want to avoid Enterprise @@ -814,7 +916,7 @@ def movescom(iq, avoid): game.ientesc = False unschedule(FSCDBAS) for enemy in game.enemies: - if enemy.type == 'S': + if enemy.type == "S": enemy.move(None) game.klhere -= 1 if game.condition != "docked": @@ -822,18 +924,24 @@ def movescom(iq, avoid): sortenemies() # check for a helpful planet for i in range(game.inplan): - if game.state.planets[i].quadrant == game.state.kscmdr and \ - game.state.planets[i].crystals == "present": + if ( + game.state.planets[i].quadrant == game.state.kscmdr + and game.state.planets[i].crystals == "present" + ): # destroy the planet game.state.planets[i].pclass = "destroyed" game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None if communicating(): announce() - prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports")) - prout(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr) - prout(_(" by the Super-commander.\"")) + prout(_('Lt. Uhura- "Captain, Starfleet Intelligence reports')) + prout( + _(" a planet in Quadrant %s has been destroyed") + % game.state.kscmdr + ) + prout(_(' by the Super-commander."')) break - return True # looks good! + return True # looks good! + def supercommander(): "Move the Super Commander." @@ -843,17 +951,18 @@ def supercommander(): idelta = Coord() basetbl = [] if game.idebug: - prout("== SUPERCOMMANDER") # pragma: no cover + prout("== SUPERCOMMANDER") # pragma: no cover # Decide on being active or passive - avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.remkl())/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \ - (game.state.date-game.indate) < 3.0) + avoid = (game.incom - len(game.state.kcmdr) + game.inkling - game.remkl()) / ( + game.state.date + 0.01 - game.indate + ) < 0.1 * game.skill * (game.skill + 1.0) or (game.state.date - game.indate) < 3.0 if not game.iscate and avoid: # compute move away from Enterprise - idelta = game.state.kscmdr-game.quadrant + idelta = game.state.kscmdr - game.quadrant if idelta.distance() > 2.0: # circulate in space - idelta.i = game.state.kscmdr.j-game.quadrant.j - idelta.j = game.quadrant.i-game.state.kscmdr.i + idelta.i = game.state.kscmdr.j - game.quadrant.j + idelta.j = game.quadrant.i - game.state.kscmdr.i else: # compute distances to starbases if not game.state.baseq: @@ -869,7 +978,7 @@ def supercommander(): # without too many Klingons, and not already under attack. ifindit = iwhichb = 0 for (i2, base) in enumerate(game.state.baseq): - i = basetbl[i2][0] # bug in original had it not finding nearest + i = basetbl[i2][0] # bug in original had it not finding nearest if base == game.quadrant or base == game.battle or not welcoming(base): continue # if there is a commander, and no other base is appropriate, @@ -879,12 +988,12 @@ def supercommander(): ifindit = 2 iwhichb = i break - else: # no commander -- use this one + else: # no commander -- use this one ifindit = 1 iwhichb = i break if ifindit == 0: - return # Nothing suitable -- wait until next time + return # Nothing suitable -- wait until next time ibq = game.state.baseq[iwhichb] # decide how to move toward base idelta = ibq - game.state.kscmdr @@ -923,40 +1032,49 @@ def supercommander(): if ibq == game.state.kscmdr and game.state.kscmdr == game.battle: # attack the base if avoid: - return # no, don't attack base! + return # no, don't attack base! game.iseenit = False game.isatb = 1 schedule(FSCDBAS, rnd.real(1.0, 3.0)) if is_scheduled(FCDBAS): - postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date) + postpone(FSCDBAS, scheduled(FCDBAS) - game.state.date) if not communicating(): - return # no warning + return # no warning game.iseenit = True announce() - prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \ - % game.state.kscmdr) - prout(_(" reports that it is under attack from the Klingon Super-commander.")) - prout(_(" It can survive until stardate %d.\"") \ - % int(scheduled(FSCDBAS))) + prout( + _('Lt. Uhura- "Captain, the starbase in Quadrant %s') + % game.state.kscmdr + ) + prout( + _( + " reports that it is under attack from the Klingon Super-commander." + ) + ) + prout( + _(' It can survive until stardate %d."') % int(scheduled(FSCDBAS)) + ) if not game.resting: return - prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\"")) + prout(_('Mr. Spock- "Captain, shall we cancel the rest period?"')) if not ja(): return game.resting = False - game.optime = 0.0 # actually finished + game.optime = 0.0 # actually finished return # Check for intelligence report - if not game.idebug and \ - (rnd.withprob(0.8) or \ - (not communicating()) or \ - not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted): + if not game.idebug and ( + rnd.withprob(0.8) + or (not communicating()) + or not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted + ): return announce() - prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports")) + prout(_('Lt. Uhura- "Captain, Starfleet Intelligence reports')) prout(_(" the Super-commander is in Quadrant %s.") % game.state.kscmdr) return + def movetholian(): "Move the Tholian." if not game.tholian or game.justin: @@ -964,14 +1082,17 @@ def movetholian(): tid = Coord() if game.tholian.location.i == 0 and game.tholian.location.j == 0: tid.i = 0 - tid.j = QUADSIZE-1 - elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1: - tid.i = QUADSIZE-1 - tid.j = QUADSIZE-1 - elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1: - tid.i = QUADSIZE-1 + tid.j = QUADSIZE - 1 + elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE - 1: + tid.i = QUADSIZE - 1 + tid.j = QUADSIZE - 1 + elif ( + game.tholian.location.i == QUADSIZE - 1 + and game.tholian.location.j == QUADSIZE - 1 + ): + tid.i = QUADSIZE - 1 tid.j = 0 - elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0: + elif game.tholian.location.i == QUADSIZE - 1 and game.tholian.location.j == 0: tid.i = 0 tid.j = 0 else: # pragma: no cover @@ -980,42 +1101,44 @@ def movetholian(): prout("***Internal error: Tholian in a bad spot.") return # do nothing if we are blocked - if game.quad[tid.i][tid.j] not in ('.', '#'): + if game.quad[tid.i][tid.j] not in (".", "#"): return here = copy.copy(game.tholian.location) delta = (tid - game.tholian.location).sgn() # move in x axis while here.i != tid.i: here.i += delta.i - if game.quad[here.i][here.j] == '.': + if game.quad[here.i][here.j] == ".": game.tholian.move(here) # move in y axis while here.j != tid.j: here.j += delta.j - if game.quad[here.i][here.j] == '.': + if game.quad[here.i][here.j] == ".": game.tholian.move(here) # check to see if all holes plugged for i in range(QUADSIZE): - if game.quad[0][i] != '#' and game.quad[0][i] != 'T': + if game.quad[0][i] != "#" and game.quad[0][i] != "T": return - if game.quad[QUADSIZE-1][i] != '#' and game.quad[QUADSIZE-1][i] != 'T': + if game.quad[QUADSIZE - 1][i] != "#" and game.quad[QUADSIZE - 1][i] != "T": return - if game.quad[i][0] != '#' and game.quad[i][0] != 'T': + if game.quad[i][0] != "#" and game.quad[i][0] != "T": return - if game.quad[i][QUADSIZE-1] != '#' and game.quad[i][QUADSIZE-1] != 'T': + if game.quad[i][QUADSIZE - 1] != "#" and game.quad[i][QUADSIZE - 1] != "T": return # All plugged up -- Tholian splits - game.quad[game.tholian.location.i][game.tholian.location.j] = '#' - dropin(' ') - prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web.")) + game.quad[game.tholian.location.i][game.tholian.location.j] = "#" + dropin(" ") + prout(crmena(True, "T", "sector", game.tholian) + _(" completes web.")) game.tholian.move(None) return + # Code from battle.c begins here + def cloak(): "Change cloaking-device status." - if game.ship == 'F': + if game.ship == "F": prout(_("Ye Faerie Queene hath no cloaking device.")) return @@ -1056,43 +1179,52 @@ def cloak(): if action == "CLOFF": if game.irhere and game.state.date >= ALGERON and not game.isviolreported: - prout(_("Spock- \"Captain, the Treaty of Algeron is in effect.\n Are you sure this is wise?\"")) + prout( + _( + 'Spock- "Captain, the Treaty of Algeron is in effect.\n Are you sure this is wise?"' + ) + ) if not ja(): return - prout("Engineer Scott- \"Aye, Sir.\"") + prout('Engineer Scott- "Aye, Sir."') game.iscloaked = False if game.irhere and game.state.date >= ALGERON and not game.isviolreported: - prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!")) + prout( + _("The Romulan ship discovers you are breaking the Treaty of Algeron!") + ) game.ncviol += 1 game.isviolreported = True - #if (neutz and game.state.date >= ALGERON) finish(FCLOAK); + # if (neutz and game.state.date >= ALGERON) finish(FCLOAK); return if action == "CLON": if damaged(DCLOAK): - prout(_("Engineer Scott- \"The cloaking device is damaged, Sir.\"")) + prout(_('Engineer Scott- "The cloaking device is damaged, Sir."')) return if game.condition == "docked": prout(_("You cannot cloak while docked.")) if game.state.date >= ALGERON and not game.isviolreported: - prout(_("Spock- \"Captain, using the cloaking device is a violation")) + prout(_('Spock- "Captain, using the cloaking device is a violation')) prout(_(" of the Treaty of Algeron. Considering the alternatives,")) proutn(_(" are you sure this is wise? ")) if not ja(): return - prout(_("Engineer Scott- \"Cloaking device has engaging, Sir...\"")) + prout(_('Engineer Scott- "Cloaking device has engaging, Sir..."')) attack(True) - prout(_("Engineer Scott- \"Cloaking device has engaged, Sir.\"")) + prout(_('Engineer Scott- "Cloaking device has engaged, Sir."')) game.iscloaked = True if game.irhere and game.state.date >= ALGERON and not game.isviolreported: - prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!")) + prout( + _("The Romulan ship discovers you are breaking the Treaty of Algeron!") + ) game.ncviol += 1 game.isviolreported = True + def doshield(shraise): "Change shield status." action = "NONE" @@ -1133,7 +1265,7 @@ def doshield(shraise): else: scanner.chew() return - if action == "SHUP": # raise shields + if action == "SHUP": # raise shields if game.shldup: prout(_("Shields already up.")) return @@ -1170,14 +1302,14 @@ def doshield(shraise): prout(_("Insufficient ship energy.")) return game.ididit = True - if game.shield+nrg >= game.inshld: + if game.shield + nrg >= game.inshld: prout(_("Shield energy maximized.")) - if game.shield+nrg > game.inshld: + if game.shield + nrg > game.inshld: prout(_("Excess energy requested returned to ship energy")) - game.energy -= game.inshld-game.shield + game.energy -= game.inshld - game.shield game.shield = game.inshld return - if nrg < 0.0 and game.energy-nrg > game.inenrg: + if nrg < 0.0 and game.energy - nrg > game.inenrg: # Prevent shield drain loophole skip(1) prout(_("Engineering to bridge--")) @@ -1185,49 +1317,51 @@ def doshield(shraise): prout(_(" I can't drain the shields.")) game.ididit = False return - if game.shield+nrg < 0: + if game.shield + nrg < 0: prout(_("All shield energy transferred to ship.")) game.energy += game.shield game.shield = 0.0 return - proutn(_("Scotty- \"")) + proutn(_('Scotty- "')) if nrg > 0: - prout(_("Transferring energy to shields.\"")) + prout(_('Transferring energy to shields."')) else: - prout(_("Draining energy from shields.\"")) + prout(_('Draining energy from shields."')) game.shield += nrg game.energy -= nrg return + def randdevice(): "Choose a device to damage, at random." weights = ( - 105, # DSRSENS: short range scanners 10.5% - 105, # DLRSENS: long range scanners 10.5% - 120, # DPHASER: phasers 12.0% - 120, # DPHOTON: photon torpedoes 12.0% - 25, # DLIFSUP: life support 2.5% - 65, # DWARPEN: warp drive 6.5% - 70, # DIMPULS: impulse engines 6.5% - 135, # DSHIELD: deflector shields 13.5% - 30, # DRADIO: subspace radio 3.0% - 45, # DSHUTTL: shuttle 4.5% - 15, # DCOMPTR: computer 1.5% - 20, # NAVCOMP: navigation system 2.0% - 75, # DTRANSP: transporter 7.5% - 20, # DSHCTRL: high-speed shield controller 2.0% - 10, # DDRAY: death ray 1.0% - 30, # DDSP: deep-space probes 3.0% - 10, # DCLOAK: the cloaking device 1.0 + 105, # DSRSENS: short range scanners 10.5% + 105, # DLRSENS: long range scanners 10.5% + 120, # DPHASER: phasers 12.0% + 120, # DPHOTON: photon torpedoes 12.0% + 25, # DLIFSUP: life support 2.5% + 65, # DWARPEN: warp drive 6.5% + 70, # DIMPULS: impulse engines 6.5% + 135, # DSHIELD: deflector shields 13.5% + 30, # DRADIO: subspace radio 3.0% + 45, # DSHUTTL: shuttle 4.5% + 15, # DCOMPTR: computer 1.5% + 20, # NAVCOMP: navigation system 2.0% + 75, # DTRANSP: transporter 7.5% + 20, # DSHCTRL: high-speed shield controller 2.0% + 10, # DDRAY: death ray 1.0% + 30, # DDSP: deep-space probes 3.0% + 10, # DCLOAK: the cloaking device 1.0 ) - assert(sum(weights) == 1000) + assert sum(weights) == 1000 idx = rnd.integer(1000) wsum = 0 for (i, w) in enumerate(weights): wsum += w if idx < wsum: return i - return None # pragma: no cover + return None # pragma: no cover + def collision(rammed, enemy): "Collision handling for ramming events." @@ -1237,7 +1371,7 @@ def collision(rammed, enemy): skip(2) proutn("***") proutn(crmshp()) - hardness = {'R':1.5, 'C':2.0, 'S':2.5, 'T':0.5, '?':4.0}.get(enemy.type, 1.0) + hardness = {"R": 1.5, "C": 2.0, "S": 2.5, "T": 0.5, "?": 4.0}.get(enemy.type, 1.0) if rammed: proutn(_(" rammed by ")) else: @@ -1255,13 +1389,13 @@ def collision(rammed, enemy): # In the pre-SST2K versions, all devices got equiprobably damaged, # which was silly. Instead, pick up to half the devices at # random according to our weighting table, - ncrits = rnd.integer(NDEVICES//2) + ncrits = rnd.integer(NDEVICES // 2) while ncrits > 0: ncrits -= 1 dev = randdevice() if game.damage[dev] < 0: continue - extradm = (10.0*hardness*rnd.real()+1.0)*game.damfac + extradm = (10.0 * hardness * rnd.real() + 1.0) * game.damfac # Damage for at least time of travel! game.damage[dev] += game.optime + extradm game.shldup = False @@ -1272,19 +1406,20 @@ def collision(rammed, enemy): else: finish(FWON) + def torpedo(origin, bearing, dispersion, number, nburst): "Let a photon torpedo fly" if not damaged(DSRSENS) or game.condition == "docked": setwnd(srscan_window) else: setwnd(message_window) - ac = bearing + 0.25*dispersion # dispersion is a random variable - bullseye = (15.0 - bearing)*0.5235988 + ac = bearing + 0.25 * dispersion # dispersion is a random variable + bullseye = (15.0 - bearing) * 0.5235988 track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin)) bumpto = Coord(0, 0) # Loop to move a single torpedo setwnd(message_window) - for step in range(1, QUADSIZE*2): + for step in range(1, QUADSIZE * 2): if not track.nextstep(): break w = track.sector() @@ -1292,53 +1427,65 @@ def torpedo(origin, bearing, dispersion, number, nburst): break iquad = game.quad[w.i][w.j] tracktorpedo(w, step, number, nburst, iquad) - if iquad == '.': + if iquad == ".": continue # hit something setwnd(message_window) if not damaged(DSRSENS) or game.condition == "docked": - skip(1) # start new line after text track - if iquad in ('E', 'F'): # Hit our ship + skip(1) # start new line after text track + if iquad in ("E", "F"): # Hit our ship skip(1) prout(_("Torpedo hits %s.") % crmshp()) - hit = 700.0 + rnd.real(100) - \ - 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle)) - newcnd() # we're blown out of dock + hit = ( + 700.0 + + rnd.real(100) + - 1000.0 + * (w - origin).distance() + * math.fabs(math.sin(bullseye - track.angle)) + ) + newcnd() # we're blown out of dock if game.landed or game.condition == "docked": - return hit # Cheat if on a planet + return hit # Cheat if on a planet # In the C/FORTRAN version, dispersion was 2.5 radians, which # is 143 degrees, which is almost exactly 4.8 clockface units - displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5) + displacement = course( + track.bearing + rnd.real(-2.4, 2.4), distance=2 ** 0.5 + ) displacement.nextstep() bumpto = displacement.sector() if not bumpto.valid_sector(): return hit - if game.quad[bumpto.i][bumpto.j] == ' ': + if game.quad[bumpto.i][bumpto.j] == " ": finish(FHOLE) return hit - if game.quad[bumpto.i][bumpto.j] != '.': + if game.quad[bumpto.i][bumpto.j] != ".": # can't move into object return hit game.sector = bumpto proutn(crmshp()) - game.quad[w.i][w.j] = '.' + game.quad[w.i][w.j] = "." game.quad[bumpto.i][bumpto.j] = iquad prout(_(" displaced by blast to Sector %s ") % bumpto) for enemy in game.enemies: - enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance() + enemy.kdist = enemy.kavgd = (game.sector - enemy.location).distance() sortenemies() return None - elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy + elif iquad in ("C", "S", "R", "K"): # Hit a regular enemy # find the enemy - if iquad in ('C', 'S') and rnd.withprob(0.05): + if iquad in ("C", "S") and rnd.withprob(0.05): prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;")) prout(_(" torpedo neutralized.")) return None for enemy in game.enemies: if w == enemy.location: kp = math.fabs(enemy.power) - h1 = 700.0 + rnd.integer(100) - \ - 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle)) + h1 = ( + 700.0 + + rnd.integer(100) + - 1000.0 + * (w - origin).distance() + * math.fabs(math.sin(bullseye - track.angle)) + ) h1 = math.fabs(h1) if kp < h1: h1 = kp @@ -1350,112 +1497,123 @@ def torpedo(origin, bearing, dispersion, number, nburst): deadkl(w, iquad, w) return None proutn(crmena(True, iquad, "sector", w)) - displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5, origin=w) + displacement = course( + track.bearing + rnd.real(-2.4, 2.4), distance=2 ** 0.5, origin=w + ) displacement.nextstep() bumpto = displacement.sector() - if game.quad[bumpto.i][bumpto.j] == ' ': + if game.quad[bumpto.i][bumpto.j] == " ": prout(_(" buffeted into black hole.")) deadkl(w, iquad, bumpto) return None if not bumpto.valid_sector(): prout(_(" damaged but not destroyed.")) return None - if game.quad[bumpto.i][bumpto.j] != '.': + if game.quad[bumpto.i][bumpto.j] != ".": prout(_(" damaged but not destroyed.")) else: - prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto) + prout(_(" damaged-- displaced by blast to Sector %s ") % bumpto) enemy.location = bumpto - game.quad[w.i][w.j] = '.' + game.quad[w.i][w.j] = "." game.quad[bumpto.i][bumpto.j] = iquad for tenemy in game.enemies: - tenemy.kdist = tenemy.kavgd = (game.sector-tenemy.location).distance() + tenemy.kdist = tenemy.kavgd = ( + game.sector - tenemy.location + ).distance() sortenemies() break - else: # pragma: no cover + else: # pragma: no cover prout("Internal error, no enemy where expected!") raise SystemExit(1) return None - elif iquad == 'B': # Hit a base + elif iquad == "B": # Hit a base skip(1) prout(_("***STARBASE DESTROYED..")) game.state.baseq = [x for x in game.state.baseq if x != game.quadrant] - game.quad[w.i][w.j] = '.' + game.quad[w.i][w.j] = "." game.base.invalidate() game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False game.state.chart[game.quadrant.i][game.quadrant.j].starbase = False game.state.basekl += 1 newcnd() return None - elif iquad == 'P': # Hit a planet + elif iquad == "P": # Hit a planet prout(crmena(True, iquad, "sector", w) + _(" destroyed.")) game.state.nplankl += 1 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None game.iplnet.pclass = "destroyed" game.iplnet = None game.plnet.invalidate() - game.quad[w.i][w.j] = '.' + game.quad[w.i][w.j] = "." if game.landed: # captain perishes on planet finish(FDPLANET) return None - elif iquad == '@': # Hit an inhabited world -- very bad! + elif iquad == "@": # Hit an inhabited world -- very bad! prout(crmena(True, iquad, "sector", w) + _(" destroyed.")) game.state.nworldkl += 1 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None game.iplnet.pclass = "destroyed" game.iplnet = None game.plnet.invalidate() - game.quad[w.i][w.j] = '.' + game.quad[w.i][w.j] = "." if game.landed: # captain perishes on planet finish(FDPLANET) prout(_("The torpedo destroyed an inhabited planet.")) return None - elif iquad == '*': # Hit a star + elif iquad == "*": # Hit a star if rnd.withprob(0.9): nova(w) else: - prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast.")) + prout( + crmena(True, "*", "sector", w) + _(" unaffected by photon blast.") + ) return None - elif iquad == '?': # Hit a thingy + elif iquad == "?": # Hit a thingy skip(1) prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!")) skip(1) prouts(_(" HACK! HACK! HACK! *CHOKE!* ")) skip(1) proutn(_("Mr. Spock-")) - prouts(_(" \"Fascinating!\"")) + prouts(_(' "Fascinating!"')) skip(1) deadkl(w, iquad, w) return None - elif iquad == ' ': # Black hole + elif iquad == " ": # Black hole skip(1) - prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo.")) + prout(crmena(True, " ", "sector", w) + _(" swallows torpedo.")) return None - elif iquad == '#': # hit the web + elif iquad == "#": # hit the web skip(1) prout(_("***Torpedo absorbed by Tholian web.")) return None - elif iquad == 'T': # Hit a Tholian - h1 = 700.0 + rnd.integer(100) - \ - 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle)) + elif iquad == "T": # Hit a Tholian + h1 = ( + 700.0 + + rnd.integer(100) + - 1000.0 + * (w - origin).distance() + * math.fabs(math.sin(bullseye - track.angle)) + ) h1 = math.fabs(h1) if h1 >= 600: - game.quad[w.i][w.j] = '.' + game.quad[w.i][w.j] = "." deadkl(w, iquad, w) game.tholian = None return None skip(1) - proutn(crmena(True, 'T', "sector", w)) + proutn(crmena(True, "T", "sector", w)) if rnd.withprob(0.05): prout(_(" survives photon blast.")) return None prout(_(" disappears.")) game.tholian.move(None) - game.quad[w.i][w.j] = '#' - dropin(' ') + game.quad[w.i][w.j] = "#" + dropin(" ") return None - else: # Problem! + else: # Problem! skip(1) proutn("Don't know how to handle torpedo collision with ") proutn(crmena(True, iquad, "sector", w)) @@ -1467,11 +1625,12 @@ def torpedo(origin, bearing, dispersion, number, nburst): prout(_("Torpedo missed.")) return None + def fry(hit): "Critical-hit resolution." - if hit < (275.0-25.0*game.skill)*rnd.real(1.0, 1.5): + if hit < (275.0 - 25.0 * game.skill) * rnd.real(1.0, 1.5): return - ncrit = int(1.0 + hit/(500.0+rnd.real(100))) + ncrit = int(1.0 + hit / (500.0 + rnd.real(100))) proutn(_("***CRITICAL HIT--")) # Select devices and cause damage cdam = [] @@ -1479,19 +1638,23 @@ def fry(hit): while True: j = randdevice() # Cheat to prevent shuttle damage unless on ship - if not (game.damage[j]<0.0 or (j == DSHUTTL and game.iscraft != "onship") or (j == DCLOAK and game.ship != 'E' or j == DDRAY)): + if not ( + game.damage[j] < 0.0 + or (j == DSHUTTL and game.iscraft != "onship") + or (j == DCLOAK and game.ship != "E" or j == DDRAY) + ): break cdam.append(j) - extradm = (hit*game.damfac)/(ncrit*rnd.real(75, 100)) + extradm = (hit * game.damfac) / (ncrit * rnd.real(75, 100)) game.damage[j] += extradm ncrit -= 1 skipcount = 0 for (i, j) in enumerate(cdam): proutn(device[j]) - if skipcount % 3 == 2 and i < len(cdam)-1: + if skipcount % 3 == 2 and i < len(cdam) - 1: skip(1) skipcount += 1 - if i < len(cdam)-1: + if i < len(cdam) - 1: proutn(_(" and ")) prout(_(" damaged.")) if damaged(DSHIELD) and game.shldup: @@ -1501,6 +1664,7 @@ def fry(hit): prout(_("***Cloaking device rendered inoperative.")) game.iscloaked = False + def attack(torps_ok): # bad guy attacks us # torps_ok == False forces use of phasers in an attack @@ -1516,28 +1680,38 @@ def attack(torps_ok): chgfac = 1.0 where = "neither" if game.idebug: - prout("=== ATTACK!") # pragma: no cover + prout("=== ATTACK!") # pragma: no cover # Tholian gets to move before attacking if game.tholian: movetholian() # if you have just entered the RNZ, you'll get a warning - if game.neutz: # The one chance not to be attacked + if game.neutz: # The one chance not to be attacked game.neutz = False return # commanders get a chance to tac-move towards you - if (((game.quadrant in game.state.kcmdr or game.state.kscmdr == game.quadrant) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok: - for (bugout, enemy, old, goto) in moveklings(): + if ( + ( + (game.quadrant in game.state.kcmdr or game.state.kscmdr == game.quadrant) + and not game.justin + ) + or game.skill == SKILL_EMERITUS + ) and torps_ok: + for (bugout, enemy, old, goto) in moveklings(): if bugout: # we know about this if either short or long range # sensors are working - if damaged(DSRSENS) and damaged(DLRSENS) \ - and game.condition != "docked": - prout(crmena(True, enemy.type, "sector", old) + \ - (_(" escapes to Quadrant %s (and regains strength).") % goto)) - else: # Enemy still in-sector + if damaged(DSRSENS) and damaged(DLRSENS) and game.condition != "docked": + prout( + crmena(True, enemy.type, "sector", old) + + (_(" escapes to Quadrant %s (and regains strength).") % goto) + ) + else: # Enemy still in-sector if enemy.move(goto): if not damaged(DSRSENS) or game.condition == "docked": - proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location)) + proutn( + _("*** %s from Sector %s") + % (cramen(enemy.type), enemy.location) + ) if enemy.kdist < old: proutn(_(" advances to ")) else: @@ -1548,7 +1722,7 @@ def attack(torps_ok): if len(game.enemies) == 0 or (len(game.enemies) == 1 and thing.at(game.quadrant)): return # set up partial hits if attack happens during shield status change - pfac = 1.0/game.inshld + pfac = 1.0 / game.inshld if game.shldchg: chgfac = 0.25 + rnd.real(0.5) skip(1) @@ -1557,7 +1731,7 @@ def attack(torps_ok): where = "sector" for enemy in game.enemies: if enemy.power < 0: - continue # too weak to attack + continue # too weak to attack # compute hit strength and diminish shield power r = rnd.real() # Increase chance of photon torpedos if docked or enemy energy is low @@ -1565,38 +1739,45 @@ def attack(torps_ok): r *= 0.25 if enemy.power < 500: r *= 0.25 - if enemy.type in ('T', '?'): + if enemy.type in ("T", "?"): continue # different enemies have different probabilities of throwing a torp - usephasers = not torps_ok or \ - (enemy.type == 'K' and r > 0.0005) or \ - (enemy.type == 'C' and r > 0.015) or \ - (enemy.type == 'R' and r > 0.3) or \ - (enemy.type == 'S' and r > 0.07) or \ - (enemy.type == '?' and r > 0.05) - if usephasers: # Enemy uses phasers + usephasers = ( + not torps_ok + or (enemy.type == "K" and r > 0.0005) + or (enemy.type == "C" and r > 0.015) + or (enemy.type == "R" and r > 0.3) + or (enemy.type == "S" and r > 0.07) + or (enemy.type == "?" and r > 0.05) + ) + if usephasers: # Enemy uses phasers if game.condition == "docked": - continue # Don't waste the effort! - attempt = True # Attempt to attack + continue # Don't waste the effort! + attempt = True # Attempt to attack dustfac = rnd.real(0.8, 0.85) - hit = enemy.power*math.pow(dustfac, enemy.kavgd) + hit = enemy.power * math.pow(dustfac, enemy.kavgd) enemy.power *= 0.75 - else: # Enemy uses photon torpedo + else: # Enemy uses photon torpedo # We should be able to make the bearing() method work here - pcourse = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i) + pcourse = 1.90985 * math.atan2( + game.sector.j - enemy.location.j, enemy.location.i - game.sector.i + ) hit = 0 proutn(_("***TORPEDO INCOMING")) if not damaged(DSRSENS): proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location)) attempt = True prout(" ") - dispersion = (rnd.real()+rnd.real())*0.5 - 0.5 - dispersion += 0.002*enemy.power*dispersion + dispersion = (rnd.real() + rnd.real()) * 0.5 - 0.5 + dispersion += 0.002 * enemy.power * dispersion hit = torpedo(enemy.location, pcourse, dispersion, number=1, nburst=1) if game.unwon() == 0: - finish(FWON) # Klingons did themselves in! - if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone: - return # Supernova or finished + finish(FWON) # Klingons did themselves in! + if ( + game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova + or game.alldone + ): + return # Supernova or finished if hit is None: continue # incoming phaser or torpedo, shields may dissipate it @@ -1606,8 +1787,8 @@ def attack(torps_ok): if game.condition == "docked": propor *= 2.1 propor = max(propor, 0.1) - hitsh = propor*chgfac*hit+1.0 - absorb = 0.8*hitsh + hitsh = propor * chgfac * hit + 1.0 + absorb = 0.8 * hitsh if absorb > game.shield: absorb = game.shield game.shield -= absorb @@ -1616,12 +1797,12 @@ def attack(torps_ok): if game.condition == "docked": dock(False) # but the shields may take care of it - if propor > 0.1 and hit < 0.005*game.energy: + if propor > 0.1 and hit < 0.005 * game.energy: continue # hit from this opponent got through shields, so take damage ihurt = True proutn(_("%d unit hit") % int(hit)) - if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR: + if (damaged(DSRSENS) and usephasers) or game.skill <= SKILL_FAIR: proutn(_(" on the ") + crmshp()) if not damaged(DSRSENS) and usephasers: prout(_(" from ") + crmena(False, enemy.type, where, enemy.location)) @@ -1638,7 +1819,7 @@ def attack(torps_ok): return if not attempt and game.condition == "docked": prout(_("***Enemies decide against attacking your ship.")) - percent = 100.0*pfac*game.shield+0.5 + percent = 100.0 * pfac * game.shield + 0.5 if not ihurt: # Shields fully protect ship proutn(_("Enemy attack reduces shield strength to ")) @@ -1658,8 +1839,8 @@ def attack(torps_ok): icas = rnd.integer(int(hittot * 0.015)) if icas >= 2: skip(1) - prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas) - prout(_(" in that last attack.\"")) + prout(_('Mc Coy- "Sickbay to bridge. We suffered %d casualties') % icas) + prout(_(' in that last attack."')) game.casual += icas game.state.crew -= icas # After attack, reset average distance to enemies @@ -1668,20 +1849,21 @@ def attack(torps_ok): sortenemies() return + def deadkl(w, etype, mv): "Kill a Klingon, Tholian, Romulan, or Thingy." # Added mv to allow enemy to "move" before dying proutn(crmena(True, etype, "sector", mv)) # Decide what kind of enemy it is and update appropriately - if etype == 'R': + if etype == "R": # Chalk up a Romulan game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1 game.irhere -= 1 game.state.nromrem -= 1 - elif etype == 'T': + elif etype == "T": # Killed a Tholian game.tholian = None - elif etype == '?': + elif etype == "?": # Killed a Thingy global thing thing = None @@ -1689,16 +1871,16 @@ def deadkl(w, etype, mv): # Killed some type of Klingon game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1 game.klhere -= 1 - if etype == 'C': + if etype == "C": game.state.kcmdr.remove(game.quadrant) unschedule(FTBEAM) if game.state.kcmdr: - schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr))) + schedule(FTBEAM, expran(1.0 * game.incom / len(game.state.kcmdr))) if is_scheduled(FCDBAS) and game.battle == game.quadrant: unschedule(FCDBAS) - elif etype == 'K': + elif etype == "K": pass - elif etype == 'S': + elif etype == "S": game.state.nscrem -= 1 game.state.kscmdr.invalidate() game.isatb = 0 @@ -1717,6 +1899,7 @@ def deadkl(w, etype, mv): break return + def targetcheck(w): "Return None if target is invalid, otherwise return a course angle." if not w.valid_sector(): @@ -1724,17 +1907,18 @@ def targetcheck(w): return None delta = Coord() # C code this was translated from is wacky -- why the sign reversal? - delta.j = (w.j - game.sector.j) - delta.i = (game.sector.i - w.i) + delta.j = w.j - game.sector.j + delta.i = game.sector.i - w.i if delta == Coord(0, 0): skip(1) - prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,")) + prout(_('Spock- "Bridge to sickbay. Dr. McCoy,')) prout(_(" I recommend an immediate review of")) prout(_(" the Captain's psychological profile.\"")) scanner.chew() return None return delta.bearing() + def torps(): "Launch photon torpedo salvo." tcourse = [] @@ -1757,14 +1941,14 @@ def torps(): prout(_("%d torpedoes left.") % game.torps) scanner.chew() proutn(_("Number of torpedoes to fire- ")) - continue # Go back around to get a number - else: # key == "IHREAL" + continue # Go back around to get a number + else: # key == "IHREAL" try: n = scanner.int() except TypeError: huh() return - if n <= 0: # abort command + if n <= 0: # abort command scanner.chew() return if n > MAXBURST: @@ -1772,15 +1956,15 @@ def torps(): prout(_("Maximum of %d torpedoes per burst.") % MAXBURST) return if n > game.torps: - scanner.chew() # User requested more torps than available - continue # Go back around - break # All is good, go to next stage + scanner.chew() # User requested more torps than available + continue # Go back around + break # All is good, go to next stage # Next, get targets target = [] for i in range(n): key = scanner.nexttok() if i == 0 and key == "IHEOL": - break # no coordinate waiting, we will try prompting + break # no coordinate waiting, we will try prompting if i == 1 and key == "IHEOL": # direct all torpedoes at one target while i < n: @@ -1799,7 +1983,7 @@ def torps(): if len(target) == 0: # prompt for each one for i in range(n): - proutn(_("Target sector for torpedo number %d- ") % (i+1)) + proutn(_("Target sector for torpedo number %d- ") % (i + 1)) scanner.chew() target.append(scanner.getcoord()) if target[-1] is None: @@ -1812,12 +1996,12 @@ def torps(): for i in range(n): if game.condition != "docked": game.torps -= 1 - dispersion = (rnd.real()+rnd.real())*0.5 -0.5 + dispersion = (rnd.real() + rnd.real()) * 0.5 - 0.5 if math.fabs(dispersion) >= 0.47: # misfire! dispersion *= rnd.real(1.2, 2.2) if n > 0: - prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1)) + prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i + 1)) else: prouts(_("***TORPEDO MISFIRES.")) skip(1) @@ -1830,20 +2014,25 @@ def torps(): if game.iscloaked: dispersion *= 1.2 elif game.shldup or game.condition == "docked": - dispersion *= 1.0 + 0.0001*game.shield + dispersion *= 1.0 + 0.0001 * game.shield torpedo(game.sector, tcourse[i], dispersion, number=i, nburst=n) - if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: + if ( + game.alldone + or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova + ): return - if game.unwon()<=0: + if game.unwon() <= 0: finish(FWON) + def overheat(rpow): "Check for phasers overheating." if rpow > 1500: - checkburn = (rpow-1500.0)*0.00038 + checkburn = (rpow - 1500.0) * 0.00038 if rnd.withprob(checkburn): - prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\"")) - game.damage[DPHASER] = game.damfac* rnd.real(1.0, 2.0) * (1.0+checkburn) + prout(_('Weapons officer Sulu- "Phasers overheated, sir."')) + game.damage[DPHASER] = game.damfac * rnd.real(1.0, 2.0) * (1.0 + checkburn) + def checkshctrl(rpow): "Check shield control." @@ -1854,25 +2043,25 @@ def checkshctrl(rpow): # Something bad has happened prouts(_("***RED ALERT! RED ALERT!")) skip(2) - hit = rpow*game.shield/game.inshld - game.energy -= rpow+hit*0.8 - game.shield -= hit*0.2 + hit = rpow * game.shield / game.inshld + game.energy -= rpow + hit * 0.8 + game.shield -= hit * 0.2 if game.energy <= 0.0: - prouts(_("Sulu- \"Captain! Shield malf***********************\"")) + prouts(_('Sulu- "Captain! Shield malf***********************"')) skip(1) stars() finish(FPHASER) return True - prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\"")) + prouts(_('Sulu- "Captain! Shield malfunction! Phaser fire contained!"')) skip(2) - prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\"")) - icas = rnd.integer(int(hit*0.012)) + prout(_('Lt. Uhura- "Sir, all decks reporting damage."')) + icas = rnd.integer(int(hit * 0.012)) skip(1) - fry(0.8*hit) + fry(0.8 * hit) if icas: skip(1) - prout(_("McCoy to bridge- \"Severe radiation burns, Jim.")) - prout(_(" %d casualties so far.\"") % icas) + prout(_('McCoy to bridge- "Severe radiation burns, Jim.')) + prout(_(' %d casualties so far."') % icas) game.casual += icas game.state.crew -= icas skip(1) @@ -1881,6 +2070,7 @@ def checkshctrl(rpow): overheat(rpow) return True + def hittem(hits): "Register a phaser hit on Klingons and Romulans." w = Coord() @@ -1890,11 +2080,11 @@ def hittem(hits): if wham == 0: continue dustfac = rnd.real(0.9, 1.0) - hit = wham*math.pow(dustfac, game.enemies[kk].kdist) + hit = wham * math.pow(dustfac, game.enemies[kk].kdist) kpini = game.enemies[kk].power kp = math.fabs(kpini) - if PHASEFAC*hit < kp: - kp = PHASEFAC*hit + if PHASEFAC * hit < kp: + kp = PHASEFAC * hit if game.enemies[kk].power < 0: game.enemies[kk].power -= -kp else: @@ -1912,26 +2102,27 @@ def hittem(hits): skip(1) if kpow == 0: deadkl(w, ienm, w) - if game.unwon()==0: + if game.unwon() == 0: finish(FWON) if game.alldone: return continue - else: # decide whether or not to emasculate klingon + else: # decide whether or not to emasculate klingon # pylint: disable=chained-comparison - if kpow > 0 and rnd.withprob(0.9) and kpow <= rnd.real(0.4, 0.8)*kpini: - prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w) - prout(_(" has just lost its firepower.\"")) + if kpow > 0 and rnd.withprob(0.9) and kpow <= rnd.real(0.4, 0.8) * kpini: + prout(_('***Mr. Spock- "Captain, the vessel at Sector %s') % w) + prout(_(' has just lost its firepower."')) game.enemies[kk].power = -kpow kk += 1 return + def phasers(): "Fire phasers at bad guys." hits = [] kz = 0 k = 1 - irec = 0 # Cheating inhibitor + irec = 0 # Cheating inhibitor ifast = False no = False itarg = True @@ -1960,7 +2151,7 @@ def phasers(): prout(_("Insufficient energy to activate high-speed shield control.")) scanner.chew() return - prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\"")) + prout(_('Weapons Officer Sulu- "High-speed shield control enabled, sir."')) ifast = True # Original code so convoluted, I re-did it all # (That was Tom Almy talking about the C code, I think -- ESR) @@ -1968,7 +2159,7 @@ def phasers(): key = scanner.nexttok() if key == "IHALPHA": if scanner.sees("manual"): - if len(game.enemies)==0: + if len(game.enemies) == 0: prout(_("There is no enemy present to select.")) scanner.chew() key = "IHEOL" @@ -1980,7 +2171,7 @@ def phasers(): if (not itarg) and len(game.enemies) != 0: automode = "FORCEMAN" else: - if len(game.enemies)==0: + if len(game.enemies) == 0: prout(_("Energy will be expended into space.")) automode = "AUTOMATIC" key = scanner.nexttok() @@ -1990,7 +2181,7 @@ def phasers(): huh() return elif key == "IHREAL": - if len(game.enemies)==0: + if len(game.enemies) == 0: prout(_("Energy will be expended into space.")) automode = "AUTOMATIC" elif not itarg: @@ -1999,7 +2190,7 @@ def phasers(): automode = "AUTOMATIC" else: # "IHEOL" - if len(game.enemies)==0: + if len(game.enemies) == 0: prout(_("Energy will be expended into space.")) automode = "AUTOMATIC" elif not itarg: @@ -2015,13 +2206,18 @@ def phasers(): no = True key = scanner.nexttok() if key != "IHREAL" and len(game.enemies) != 0: - prout(_("Phasers locked on target. Energy available: %.2f")%avail) + prout(_("Phasers locked on target. Energy available: %.2f") % avail) irec = 0 while True: scanner.chew() if not kz: for i in range(len(game.enemies)): - irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))*rnd.real(1.01, 1.06) + 1.0 + irec += ( + math.fabs(game.enemies[i].power) + / (PHASEFAC * math.pow(0.90, game.enemies[i].kdist)) + * rnd.real(1.01, 1.06) + + 1.0 + ) kz = 1 proutn(_("%d units required. ") % irec) scanner.chew() @@ -2044,7 +2240,7 @@ def phasers(): if key == "IHALPHA" and scanner.sees("no"): no = True if ifast: - game.energy -= 200 # Go and do it! + game.energy -= 200 # Go and do it! if checkshctrl(rpow): return scanner.chew() @@ -2057,7 +2253,9 @@ def phasers(): hits.append(0.0) if powrem <= 0: continue - hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist)) + hits[i] = math.fabs(game.enemies[i].power) / ( + PHASEFAC * math.pow(0.90, game.enemies[i].kdist) + ) over = rnd.real(1.01, 1.06) * hits[i] temp = powrem powrem -= hits[i] + over @@ -2073,7 +2271,7 @@ def phasers(): if extra > 0 and not game.alldone: if game.tholian: proutn(_("*** Tholian web absorbs ")) - if len(game.enemies)>0: + if len(game.enemies) > 0: proutn(_("excess ")) prout(_("phaser energy.")) else: @@ -2097,21 +2295,27 @@ def phasers(): aim = game.enemies[k].location ienm = game.quad[aim.i][aim.j] if msgflag: - proutn(_("Energy available= %.2f") % (avail-0.006)) + proutn(_("Energy available= %.2f") % (avail - 0.006)) skip(1) msgflag = False rpow = 0.0 - if damaged(DSRSENS) and \ - not game.sector.distance(aim)<2**0.5 and ienm in ('C', 'S'): + if ( + damaged(DSRSENS) + and not game.sector.distance(aim) < 2 ** 0.5 + and ienm in ("C", "S") + ): prout(cramen(ienm) + _(" can't be located without short range scan.")) scanner.chew() key = "IHEOL" - hits[k] = 0 # prevent overflow -- thanks to Alexei Voitenko + hits[k] = 0 # prevent overflow -- thanks to Alexei Voitenko continue if key == "IHEOL": scanner.chew() if itarg and k > kz: - irec = (abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9, game.enemies[k].kdist))) * rnd.real(1.01, 1.06) + 1.0 + irec = ( + abs(game.enemies[k].power) + / (PHASEFAC * math.pow(0.9, game.enemies[k].kdist)) + ) * rnd.real(1.01, 1.06) + 1.0 kz = k proutn("(") if not damaged(DCOMPTR): @@ -2129,7 +2333,7 @@ def phasers(): huh() return if key == "IHEOL": - if k == 1: # Let me say I'm baffled by this + if k == 1: # Let me say I'm baffled by this msgflag = True continue if scanner.real < 0: @@ -2143,7 +2347,7 @@ def phasers(): prout(_("Available energy exceeded -- try again.")) scanner.chew() return - key = scanner.nexttok() # scan for next value + key = scanner.nexttok() # scan for next value if rpow == 0.0: # zero energy -- abort scanner.chew() @@ -2158,14 +2362,18 @@ def phasers(): return hittem(hits) game.ididit = True - # Say shield raised or malfunction, if necessary + # Say shield raised or malfunction, if necessary if game.alldone: return if ifast: skip(1) if no == 0: if rnd.withprob(0.01): - prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . .")) + prout( + _( + 'Sulu- "Sir, the high-speed shield control has malfunctioned . . .' + ) + ) prouts(_(" CLICK CLICK POP . . .")) prout(_(" No response, sir!")) game.shldup = False @@ -2177,7 +2385,7 @@ def phasers(): def capture(): - game.ididit = False # Nothing if we fail + game.ididit = False # Nothing if we fail game.optime = 0.0 # Make sure there is room in the brig @@ -2186,57 +2394,64 @@ def capture(): return if damaged(DRADIO): - prout(_("Uhura- \"We have no subspace radio communication, sir.\"")) + prout(_('Uhura- "We have no subspace radio communication, sir."')) return if damaged(DTRANSP): - prout(_("Scotty- \"Transporter damaged, sir.\"")) + prout(_('Scotty- "Transporter damaged, sir."')) return # find out if there are any at all if game.klhere < 1: - prout(_("Uhura- \"Getting no response, sir.\"")) + prout(_('Uhura- "Getting no response, sir."')) return # if there is more than one Klingon, find out which one - # Cruddy, just takes one at random. Should ask the captain. - # Nah, just select the weakest one since it is most likely to - # surrender (Tom Almy mod) - klingons = [e for e in game.enemies if e.type == 'K'] + # Cruddy, just takes one at random. Should ask the captain. + # Nah, just select the weakest one since it is most likely to + # surrender (Tom Almy mod) + klingons = [e for e in game.enemies if e.type == "K"] weakest = sorted(klingons, key=lambda e: e.power)[0] - game.optime = 0.05 # This action will take some time - game.ididit = True # So any others can strike back + game.optime = 0.05 # This action will take some time + game.ididit = True # So any others can strike back # check out that Klingon # The algorithm isn't that great and could use some more # intelligent design # x = 300 + 25*skill; x = game.energy / (weakest.power * len(klingons)) - #prout(_("Stats: energy = %s, kpower = %s, klingons = %s") + # prout(_("Stats: energy = %s, kpower = %s, klingons = %s") # % (game.energy, weakest.power, len(klingons))) - x *= 2.5 # would originally have been equivalent of 1.4, - # but we want command to work more often, more humanely - #prout(_("Prob = %.4f" % x)) - # x = 100; // For testing, of course! + x *= 2.5 # would originally have been equivalent of 1.4, + # but we want command to work more often, more humanely + # prout(_("Prob = %.4f" % x)) + # x = 100; // For testing, of course! if x < rnd.real(100): # guess what, he surrendered!!! prout(_("Klingon captain at %s surrenders.") % weakest.location) i = rnd.real(200) if i > 0: - prout(_("%d Klingons commit suicide rather than be taken captive.") % (200 - i)) + prout( + _("%d Klingons commit suicide rather than be taken captive.") + % (200 - i) + ) if i > game.brigfree: - prout(_("%d Klingons die because there is no room for them in the brig.") % (i-game.brigfree)) + prout( + _("%d Klingons die because there is no room for them in the brig.") + % (i - game.brigfree) + ) i = game.brigfree game.brigfree -= i prout(_("%d captives taken") % i) deadkl(weakest.location, weakest.type, game.sector) - if game.unwon()<=0: + if game.unwon() <= 0: finish(FWON) return - # big surprise, he refuses to surrender + # big surprise, he refuses to surrender prout(_("Fat chance, captain!")) + # Code from events.c begins here. # This isn't a real event queue a la BSD Trek yet -- you can only have one @@ -2244,39 +2459,46 @@ def capture(): # only have one FDISTR/FENSLV/FREPRO sequence going at any given time # BSD Trek, from which we swiped the idea, can have up to 5. + def unschedule(evtype): "Remove an event from the schedule." game.future[evtype].date = FOREVER return game.future[evtype] + def is_scheduled(evtype): "Is an event of specified type scheduled." return game.future[evtype].date != FOREVER + def scheduled(evtype): "When will this event happen?" return game.future[evtype].date + def schedule(evtype, offset): "Schedule an event of specified type." game.future[evtype].date = game.state.date + offset return game.future[evtype] + def postpone(evtype, offset): "Postpone a scheduled event." game.future[evtype].date += offset + def cancelrest(): "Rest period is interrupted by event." if game.resting: skip(1) - proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\"")) + proutn(_('Mr. Spock- "Captain, shall we cancel the rest period?"')) if ja(): game.resting = False game.optime = 0.0 return True return False + def events(): "Run through the event queue looking for things to do." i = 0 @@ -2292,14 +2514,14 @@ def events(): def tractorbeam(yank): "Tractor-beaming cases merge here." announce() - game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5) + game.optime = (10.0 / (7.5 * 7.5)) * yank # 7.5 is yank rate (warp 7.5) skip(1) prout("***" + crmshp() + _(" caught in long range tractor beam--")) # If Kirk & Co. screwing around on planet, handle - atover(True) # atover(true) is Grab + atover(True) # atover(true) is Grab if game.alldone: return - if game.icraft: # Caught in Galileo? + if game.icraft: # Caught in Galileo? finish(FSTRACTOR) return # Check to see if shuttle is aboard @@ -2317,14 +2539,16 @@ def events(): else: game.quadrant = game.state.kcmdr[i] game.sector = randplace(QUADSIZE) - prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \ - % (game.quadrant, game.sector)) + prout( + crmshp() + + _(" is pulled to Quadrant %s, Sector %s") % (game.quadrant, game.sector) + ) if game.resting: prout(_("(Remainder of rest/repair period cancelled.)")) game.resting = False if not game.shldup: if not damaged(DSHIELD) and game.shield > 0: - doshield(shraise=True) # raise shields + doshield(shraise=True) # raise shields game.shldchg = False else: prout(_("(Shields not currently useable.)")) @@ -2335,7 +2559,9 @@ def events(): if not game.state.kcmdr: unschedule(FTBEAM) else: - schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr))) + schedule( + FTBEAM, game.optime + expran(1.5 * game.intime / len(game.state.kcmdr)) + ) def destroybase(): "Code merges here for any commander destroying a starbase." @@ -2343,17 +2569,19 @@ def events(): # Handle case where base is in same quadrant as starship if game.battle == game.quadrant: game.state.chart[game.battle.i][game.battle.j].starbase = False - game.quad[game.base.i][game.base.j] = '.' + game.quad[game.base.i][game.base.j] = "." game.base.invalidate() newcnd() skip(1) - prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\"")) + prout(_('Spock- "Captain, I believe the starbase has been destroyed."')) elif game.state.baseq and communicating(): # Get word via subspace radio announce() skip(1) - prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that")) - proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle) + prout(_('Lt. Uhura- "Captain, Starfleet Command reports that')) + proutn( + _(" the starbase in Quadrant %s has been destroyed by") % game.battle + ) if game.isatb == 2: prout(_("the Klingon Super-Commander")) else: @@ -2368,20 +2596,32 @@ def events(): game.isatb = 0 else: game.battle.invalidate() - if game.idebug: # pragma: no cover + + if game.idebug: # pragma: no cover prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim)) for i in range(1, NEVENTS): - if i == FSNOVA: proutn("=== Supernova ") - elif i == FTBEAM: proutn("=== T Beam ") - elif i == FSNAP: proutn("=== Snapshot ") - elif i == FBATTAK: proutn("=== Base Attack ") - elif i == FCDBAS: proutn("=== Base Destroy ") - elif i == FSCMOVE: proutn("=== SC Move ") - elif i == FSCDBAS: proutn("=== SC Base Destroy ") - elif i == FDSPROB: proutn("=== Probe Move ") - elif i == FDISTR: proutn("=== Distress Call ") - elif i == FENSLV: proutn("=== Enslavement ") - elif i == FREPRO: proutn("=== Klingon Build ") + if i == FSNOVA: + proutn("=== Supernova ") + elif i == FTBEAM: + proutn("=== T Beam ") + elif i == FSNAP: + proutn("=== Snapshot ") + elif i == FBATTAK: + proutn("=== Base Attack ") + elif i == FCDBAS: + proutn("=== Base Destroy ") + elif i == FSCMOVE: + proutn("=== SC Move ") + elif i == FSCDBAS: + proutn("=== SC Base Destroy ") + elif i == FDSPROB: + proutn("=== Probe Move ") + elif i == FDISTR: + proutn("=== Distress Call ") + elif i == FENSLV: + proutn("=== Enslavement ") + elif i == FREPRO: + proutn("=== Klingon Build ") if is_scheduled(i): prout("%.2f" % (scheduled(i))) else: @@ -2398,17 +2638,17 @@ def events(): if game.future[l].date < datemin: evcode = l if game.idebug: - prout("== Event %d fires" % evcode) # pragma: no cover + prout("== Event %d fires" % evcode) # pragma: no cover datemin = game.future[l].date - xtime = datemin-game.state.date + xtime = datemin - game.state.date if game.iscloaked: - game.energy -= xtime*500.0 + game.energy -= xtime * 500.0 if game.energy <= 0: finish(FNRG) return game.state.date = datemin # Decrement Federation resources and recompute remaining time - game.state.remres -= (game.remkl()+4*len(game.state.kcmdr))*xtime + game.state.remres -= (game.remkl() + 4 * len(game.state.kcmdr)) * xtime game.recompute() if game.state.remtime <= 0: finish(FDEPLETE) @@ -2432,76 +2672,92 @@ def events(): # Don't fix Deathray here for l in range(NDEVICES): if game.damage[l] > 0.0 and l != DDRAY: - if game.damage[l]-repair > 0.0: + if game.damage[l] - repair > 0.0: game.damage[l] -= repair else: game.damage[l] = 0.0 # If radio repaired, update star chart and attack reports if radio_was_broken and not damaged(DRADIO): - prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and")) + prout(_('Lt. Uhura- "Captain, the sub-space radio is working and')) prout(_(" surveillance reports are coming in.")) skip(1) if not game.iseenit: attackreport(False) game.iseenit = True rechart() - prout(_(" The star chart is now up to date.\"")) + prout(_(' The star chart is now up to date."')) skip(1) # Cause extraneous event EVCODE to occur game.optime -= xtime - if evcode == FSNOVA: # Supernova + if evcode == FSNOVA: # Supernova announce() supernova(None) - schedule(FSNOVA, expran(0.5*game.intime)) + schedule(FSNOVA, expran(0.5 * game.intime)) if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: return - elif evcode == FSPY: # Check with spy to see if SC should tractor beam - if game.state.nscrem == 0 or game.iscloaked or \ - ictbeam or istract or \ - game.condition == "docked" or game.isatb == 1 or game.iscate: + elif evcode == FSPY: # Check with spy to see if SC should tractor beam + if ( + game.state.nscrem == 0 + or game.iscloaked + or ictbeam + or istract + or game.condition == "docked" + or game.isatb == 1 + or game.iscate + ): return - if game.ientesc or \ - (game.energy<2000 and game.torps<4 and game.shield < 1250) or \ - (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \ - (damaged(DSHIELD) and \ - (game.energy < 2500 or damaged(DPHASER)) and \ - (game.torps < 5 or damaged(DPHOTON))): + if ( + game.ientesc + or (game.energy < 2000 and game.torps < 4 and game.shield < 1250) + or (damaged(DPHASER) and (damaged(DPHOTON) or game.torps < 4)) + or ( + damaged(DSHIELD) + and (game.energy < 2500 or damaged(DPHASER)) + and (game.torps < 5 or damaged(DPHOTON)) + ) + ): # Tractor-beam her! istract = ictbeam = True - tractorbeam((game.state.kscmdr-game.quadrant).distance()) + tractorbeam((game.state.kscmdr - game.quadrant).distance()) else: return - elif evcode == FTBEAM: # Tractor beam + elif evcode == FTBEAM: # Tractor beam if not game.state.kcmdr: unschedule(FTBEAM) continue i = rnd.integer(len(game.state.kcmdr)) - yank = (game.state.kcmdr[i]-game.quadrant).distance() + yank = (game.state.kcmdr[i] - game.quadrant).distance() if istract or game.condition == "docked" or game.iscloaked or yank == 0: # Drats! Have to reschedule - schedule(FTBEAM, - game.optime + expran(1.5*game.intime/len(game.state.kcmdr))) + schedule( + FTBEAM, + game.optime + expran(1.5 * game.intime / len(game.state.kcmdr)), + ) continue ictbeam = True tractorbeam(yank) - elif evcode == FSNAP: # Snapshot of the universe (for time warp) + elif evcode == FSNAP: # Snapshot of the universe (for time warp) game.snapsht = copy.deepcopy(game.state) game.state.snap = True schedule(FSNAP, expran(0.5 * game.intime)) - elif evcode == FBATTAK: # Commander attacks starbase + elif evcode == FBATTAK: # Commander attacks starbase if not game.state.kcmdr or not game.state.baseq: # no can do unschedule(FBATTAK) unschedule(FCDBAS) continue - ibq = None # Force battle location to persist past loop + ibq = None # Force battle location to persist past loop try: for ibq in game.state.baseq: for cmdr in game.state.kcmdr: - if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr: + if ( + ibq == cmdr + and ibq != game.quadrant + and ibq != game.state.kscmdr + ): raise JumpOut # no match found -- try later - schedule(FBATTAK, expran(0.3*game.intime)) + schedule(FBATTAK, expran(0.3 * game.intime)) unschedule(FCDBAS) continue except JumpOut: @@ -2509,33 +2765,37 @@ def events(): # commander + starbase combination found -- launch attack game.battle = ibq schedule(FCDBAS, rnd.real(1.0, 4.0)) - if game.isatb: # extra time if SC already attacking - postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date) - game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime) + if game.isatb: # extra time if SC already attacking + postpone(FCDBAS, scheduled(FSCDBAS) - game.state.date) + game.future[FBATTAK].date = game.future[FCDBAS].date + expran( + 0.3 * game.intime + ) game.iseenit = False if not communicating(): - continue # No warning :-( + continue # No warning :-( game.iseenit = True announce() skip(1) - prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle) + prout(_('Lt. Uhura- "Captain, the starbase in Quadrant %s') % game.battle) prout(_(" reports that it is under attack and that it can")) - prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS)))) + prout(_(' hold out only until stardate %d."') % (int(scheduled(FCDBAS)))) if cancelrest(): return - elif evcode == FSCDBAS: # Supercommander destroys base + elif evcode == FSCDBAS: # Supercommander destroys base unschedule(FSCDBAS) game.isatb = 2 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase: - continue # WAS RETURN! + continue # WAS RETURN! hold = game.battle game.battle = game.state.kscmdr destroybase() - elif evcode == FCDBAS: # Commander succeeds in destroying base + elif evcode == FCDBAS: # Commander succeeds in destroying base if evcode == FCDBAS: unschedule(FCDBAS) - if not game.state.baseq \ - or not game.state.galaxy[game.battle.i][game.battle.j].starbase: + if ( + not game.state.baseq + or not game.state.galaxy[game.battle.i][game.battle.j].starbase + ): game.battle.invalidate() continue # find the lucky pair @@ -2546,31 +2806,42 @@ def events(): # No action to take after all continue destroybase() - elif evcode == FSCMOVE: # Supercommander moves + elif evcode == FSCMOVE: # Supercommander moves schedule(FSCMOVE, 0.2777) - if not game.ientesc and not istract and game.isatb != 1 and \ - (not game.iscate or not game.justin): + if ( + not game.ientesc + and not istract + and game.isatb != 1 + and (not game.iscate or not game.justin) + ): supercommander() - elif evcode == FDSPROB: # Move deep space probe + elif evcode == FDSPROB: # Move deep space probe schedule(FDSPROB, 0.01) if not game.probe.nextstep(): - if not game.probe.quadrant().valid_quadrant() or \ - game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova: + if ( + not game.probe.quadrant().valid_quadrant() + or game.state.galaxy[game.probe.quadrant().i][ + game.probe.quadrant().j + ].supernova + ): # Left galaxy or ran into supernova if communicating(): announce() skip(1) - proutn(_("Lt. Uhura- \"The deep space probe ")) + proutn(_('Lt. Uhura- "The deep space probe ')) if not game.probe.quadrant().valid_quadrant(): - prout(_("has left the galaxy.\"")) + prout(_('has left the galaxy."')) else: - prout(_("is no longer transmitting.\"")) + prout(_('is no longer transmitting."')) unschedule(FDSPROB) continue if communicating(): - #announce() + # announce() skip(1) - prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant()) + prout( + _('Lt. Uhura- "The deep space probe is now in Quadrant %s."') + % game.probe.quadrant() + ) pquad = game.probe.quadrant() pdest = game.state.galaxy[pquad.i][pquad.j] if communicating(): @@ -2578,13 +2849,13 @@ def events(): game.state.chart[pquad.i][pquad.j].starbase = pdest.starbase game.state.chart[pquad.i][pquad.j].stars = pdest.stars pdest.charted = True - game.probe.moves -= 1 # One less to travel + game.probe.moves -= 1 # One less to travel if game.probe.arrived() and game.isarmed and pdest.stars: - supernova(game.probe.quadrant()) # fire in the hole! + supernova(game.probe.quadrant()) # fire in the hole! unschedule(FDSPROB) if game.state.galaxy[pquad.i][pquad.j].supernova: return - elif evcode == FDISTR: # inhabited system issues distress call + elif evcode == FDISTR: # inhabited system issues distress call unschedule(FDISTR) # try a whole bunch of times to find something suitable for i in range(100): @@ -2594,14 +2865,21 @@ def events(): # supernova'ed, and which has some Klingons in it w = randplace(GALSIZE) q = game.state.galaxy[w.i][w.j] - if not (game.quadrant == w or q.planet is None or \ - not q.planet.inhabited or \ - q.supernova or q.status!="secure" or q.klingons<=0): + if not ( + game.quadrant == w + or q.planet is None + or not q.planet.inhabited + or q.supernova + or q.status != "secure" + or q.klingons <= 0 + ): break else: # can't seem to find one; ignore this call if game.idebug: - prout("=== Couldn't find location for distress event.") # pragma: no cover + prout( + "=== Couldn't find location for distress event." + ) # pragma: no cover continue # got one!! Schedule its enslavement ev = schedule(FENSLV, expran(game.intime)) @@ -2609,12 +2887,14 @@ def events(): q.status = "distressed" # tell the captain about it if we can if communicating(): - prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \ - % (q.planet, repr(w))) + prout( + _("Uhura- Captain, %s in Quadrant %s reports it is under attack") + % (q.planet, repr(w)) + ) prout(_("by a Klingon invasion fleet.")) if cancelrest(): return - elif evcode == FENSLV: # starsystem is enslaved + elif evcode == FENSLV: # starsystem is enslaved ev = unschedule(FENSLV) # see if current distress call still active q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j] @@ -2629,10 +2909,9 @@ def events(): # report the disaster if we can if communicating(): - prout(_("Uhura- We've lost contact with starsystem %s") % \ - q.planet) + prout(_("Uhura- We've lost contact with starsystem %s") % q.planet) prout(_("in Quadrant %s.\n") % ev.quadrant) - elif evcode == FREPRO: # Klingon reproduces + elif evcode == FREPRO: # Klingon reproduces # If we ever switch to a real event queue, we'll need to # explicitly retrieve and restore the x and y. ev = schedule(FREPRO, expran(1.0 * game.intime)) @@ -2642,7 +2921,7 @@ def events(): q.status = "secure" continue if game.remkl() >= MAXKLGAME: - continue # full right now + continue # full right now # reproduce one Klingon w = ev.quadrant m = Coord() @@ -2666,7 +2945,7 @@ def events(): q.klingons += 1 if game.quadrant == w: game.klhere += 1 - newkling() # also adds it to game.enemies + newkling() # also adds it to game.enemies # recompute time left game.recompute() if communicating(): @@ -2679,12 +2958,13 @@ def events(): proutn(_("near %s ") % q.planet) prout(_("in Quadrant %s.") % w) + def wait(): "Wait on events." game.ididit = False while True: key = scanner.nexttok() - if key != "IHEOL": + if key != "IHEOL": break proutn(_("How long? ")) scanner.chew() @@ -2722,7 +3002,7 @@ def wait(): return delay -= temp # Repair Deathray if long rest at starbase - if origTime-delay >= 9.99 and game.condition == "docked": + if origTime - delay >= 9.99 and game.condition == "docked": game.damage[DDRAY] = 0.0 # leave if quadrant supernovas if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: @@ -2730,17 +3010,20 @@ def wait(): game.resting = False game.optime = 0.0 + def nova(nov): "Star goes nova." ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5) - newc = Coord(); neighbor = Coord(); bump = Coord(0, 0) + newc = Coord() + neighbor = Coord() + bump = Coord(0, 0) if rnd.withprob(0.05): # Wow! We've supernova'ed supernova(game.quadrant) return # handle initial nova - game.quad[nov.i][nov.j] = '.' - prout(crmena(False, '*', "sector", nov) + _(" novas.")) + game.quad[nov.i][nov.j] = "." + prout(crmena(False, "*", "sector", nov) + _(" novas.")) game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1 game.state.starkl += 1 # Set up queue to recursively trigger adjacent stars @@ -2749,8 +3032,8 @@ def nova(nov): while hits: offset = Coord() start = hits.pop() - for offset.i in range(-1, 1+1): - for offset.j in range(-1, 1+1): + for offset.i in range(-1, 1 + 1): + for offset.j in range(-1, 1 + 1): if offset.j == 0 and offset.i == 0: continue neighbor = start + offset @@ -2758,9 +3041,9 @@ def nova(nov): continue iquad = game.quad[neighbor.i][neighbor.j] # Empty space ends reaction - if iquad in ('.', '?', ' ', 'T', '#'): + if iquad in (".", "?", " ", "T", "#"): pass - elif iquad == '*': # Affect another star + elif iquad == "*": # Affect another star if rnd.withprob(0.05): # This star supernovas supernova(game.quadrant) @@ -2769,33 +3052,35 @@ def nova(nov): hits.append(neighbor) game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1 game.state.starkl += 1 - proutn(crmena(True, '*', "sector", neighbor)) + proutn(crmena(True, "*", "sector", neighbor)) prout(_(" novas.")) - game.quad[neighbor.i][neighbor.j] = '.' + game.quad[neighbor.i][neighbor.j] = "." kount += 1 - elif iquad in ('P', '@'): # Destroy planet + elif iquad in ("P", "@"): # Destroy planet game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None - if iquad == 'P': + if iquad == "P": game.state.nplankl += 1 else: game.state.nworldkl += 1 - prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed.")) + prout(crmena(True, "B", "sector", neighbor) + _(" destroyed.")) game.iplnet.pclass = "destroyed" game.iplnet = None game.plnet.invalidate() if game.landed: finish(FPNOVA) return - game.quad[neighbor.i][neighbor.j] = '.' - elif iquad == 'B': # Destroy base + game.quad[neighbor.i][neighbor.j] = "." + elif iquad == "B": # Destroy base game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False - game.state.baseq = [x for x in game.state.baseq if x!= game.quadrant] + game.state.baseq = [ + x for x in game.state.baseq if x != game.quadrant + ] game.base.invalidate() game.state.basekl += 1 newcnd() - prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed.")) - game.quad[neighbor.i][neighbor.j] = '.' - elif iquad in ('E', 'F'): # Buffet ship + prout(crmena(True, "B", "sector", neighbor) + _(" destroyed.")) + game.quad[neighbor.i][neighbor.j] = "." + elif iquad in ("E", "F"): # Buffet ship prout(_("***Starship buffeted by nova.")) if game.shldup: if game.shield >= 2000.0: @@ -2806,7 +3091,9 @@ def nova(nov): game.shield = 0.0 game.shldup = False prout(_("***Shields knocked out.")) - game.damage[DSHIELD] += 0.005*game.damfac*rnd.real()*diff + game.damage[DSHIELD] += ( + 0.005 * game.damfac * rnd.real() * diff + ) else: game.energy -= 2000.0 if game.energy <= 0: @@ -2814,20 +3101,20 @@ def nova(nov): return # add in course nova contributes to kicking starship if hits: - bump += (game.sector-hits[-1]).sgn() - elif iquad == 'K': # kill klingon + bump += (game.sector - hits[-1]).sgn() + elif iquad == "K": # kill klingon deadkl(neighbor, iquad, neighbor) - elif iquad in ('C','S','R'): # Damage/destroy big enemies + elif iquad in ("C", "S", "R"): # Damage/destroy big enemies target = None for ll in range(len(game.enemies)): if game.enemies[ll].location == neighbor: target = game.enemies[ll] break if target is not None: - target.power -= 800.0 # If firepower is lost, die + target.power -= 800.0 # If firepower is lost, die if target.power <= 0.0: deadkl(neighbor, iquad, neighbor) - continue # neighbor loop + continue # neighbor loop # Else enemy gets flung by the blast wave newc = neighbor + neighbor - start proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged")) @@ -2836,22 +3123,25 @@ def nova(nov): skip(1) continue iquad1 = game.quad[newc.i][newc.j] - if iquad1 == ' ': - proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc)) + if iquad1 == " ": + proutn( + _(", blasted into ") + + crmena(False, " ", "sector", newc) + ) skip(1) deadkl(neighbor, iquad, newc) continue - if iquad1 != '.': + if iquad1 != ".": # can't move into something else skip(1) continue proutn(_(", buffeted to Sector %s") % newc) - game.quad[neighbor.i][neighbor.j] = '.' + game.quad[neighbor.i][neighbor.j] = "." game.quad[newc.i][newc.j] = iquad target.move(newc) # Starship affected by nova -- kick it away. - dist = kount*0.1 - direc = ncourse[3*(bump.i+1)+bump.j+2] + dist = kount * 0.1 + direc = ncourse[3 * (bump.i + 1) + bump.j + 2] if direc == 0.0: dist = 0.0 if dist == 0.0: @@ -2864,9 +3154,11 @@ def nova(nov): game.optime = scourse.time(w=4) return + def supernova(w): "Star goes supernova." - num = 0; npdead = 0 + num = 0 + npdead = 0 if w is not None: nq = copy.copy(w) else: @@ -2877,16 +3169,16 @@ def supernova(w): for nq.j in range(GALSIZE): nstars += game.state.galaxy[nq.i][nq.j].stars if nstars == 0: - return # nothing to supernova exists + return # nothing to supernova exists num = rnd.integer(nstars) + 1 for nq.i in range(GALSIZE): for nq.j in range(GALSIZE): num -= game.state.galaxy[nq.i][nq.j].stars if num <= 0: break - if num <=0: + if num <= 0: break - if game.idebug: # pragma: no cover + if game.idebug: # pragma: no cover proutn("=== Super nova here?") if ja(): nq = game.quadrant @@ -2894,7 +3186,10 @@ def supernova(w): # it isn't here, or we just entered (treat as enroute) if communicating(): skip(1) - prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date) + prout( + _("Message from Starfleet Command Stardate %.2f") + % game.state.date + ) prout(_(" Supernova in Quadrant %s; caution advised.") % nq) else: ns = Coord() @@ -2902,17 +3197,17 @@ def supernova(w): num = rnd.integer(game.state.galaxy[nq.i][nq.j].stars) + 1 for ns.i in range(QUADSIZE): for ns.j in range(QUADSIZE): - if game.quad[ns.i][ns.j]=='*': + if game.quad[ns.i][ns.j] == "*": num -= 1 - if num==0: + if num == 0: break - if num==0: + if num == 0: break skip(1) prouts(_("***RED ALERT! RED ALERT!")) skip(1) prout(_("***Incipient supernova detected at Sector %s") % ns) - if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1: + if (ns.i - game.sector.i) ** 2 + (ns.j - game.sector.j) ** 2 <= 2.1: proutn(_("Emergency override attempts t")) prouts("***************") skip(1) @@ -2922,14 +3217,14 @@ def supernova(w): game.state.galaxy[nq.i][nq.j].klingons = 0 if nq == game.state.kscmdr: # did in the Supercommander! - game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0 + game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0 game.iscate = False unschedule(FSCMOVE) unschedule(FSCDBAS) # Changing this to [w for w in game.state.kcmdr if w != nq] # causes regression-test failure survivors = list(filter(lambda w: w != nq, game.state.kcmdr)) - #comkills = len(game.state.kcmdr) - len(survivors) + # comkills = len(game.state.kcmdr) - len(survivors) game.state.kcmdr = survivors if not game.state.kcmdr: unschedule(FTBEAM) @@ -2953,7 +3248,7 @@ def supernova(w): if game.quadrant == nq or communicating(): game.state.galaxy[nq.i][nq.j].supernova = True # If supernova destroys last Klingons give special message - if game.unwon()==0 and nq != game.quadrant: + if game.unwon() == 0 and nq != game.quadrant: skip(2) if w is None: prout(_("Lucky you!")) @@ -2965,21 +3260,30 @@ def supernova(w): finish(FSNOVAED) return + # Code from finish.c ends here. + def selfdestruct(): "Self-destruct maneuver. Finish with a BANG!" scanner.chew() if damaged(DCOMPTR): prout(_("Computer damaged; cannot execute destruct sequence.")) return - prouts(_("---WORKING---")); skip(1) - prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1) - prouts(" 10"); skip(1) - prouts(" 9"); skip(1) - prouts(" 8"); skip(1) - prouts(" 7"); skip(1) - prouts(" 6"); skip(1) + prouts(_("---WORKING---")) + skip(1) + prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")) + skip(1) + prouts(" 10") + skip(1) + prouts(" 9") + skip(1) + prouts(" 8") + skip(1) + prouts(" 7") + skip(1) + prouts(" 6") + skip(1) skip(1) prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-")) skip(1) @@ -2994,20 +3298,27 @@ def selfdestruct(): prouts(_("CONTINUITY-EFFECTED")) skip(2) return - prouts(_("PASSWORD-ACCEPTED")); skip(1) - prouts(" 5"); skip(1) - prouts(" 4"); skip(1) - prouts(" 3"); skip(1) - prouts(" 2"); skip(1) - prouts(" 1"); skip(1) + prouts(_("PASSWORD-ACCEPTED")) + skip(1) + prouts(" 5") + skip(1) + prouts(" 4") + skip(1) + prouts(" 3") + skip(1) + prouts(" 2") + skip(1) + prouts(" 1") + skip(1) if rnd.withprob(0.15): prouts(_("GOODBYE-CRUEL-WORLD")) skip(1) kaboom() + def kaboom(): stars() - if game.ship=='E': + if game.ship == "E": prouts("***") prouts(_("********* Entropy of %s maximized *********") % crmshp()) skip(1) @@ -3016,36 +3327,41 @@ def kaboom(): if len(game.enemies) != 0: whammo = 25.0 * game.energy for e in game.enemies[::-1]: - if e.power*e.kdist <= whammo: + if e.power * e.kdist <= whammo: deadkl(e.location, game.quad[e.location.i][e.location.j], e.location) finish(FDILITHIUM) + def killrate(): "Compute our rate of kils over time." elapsed = game.state.date - game.indate - if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0 + if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0 return 0 else: - starting = (game.inkling + game.incom + game.inscom) + starting = game.inkling + game.incom + game.inscom remaining = game.unwon() - return (starting - remaining)/elapsed + return (starting - remaining) / elapsed + def badpoints(): "Compute demerits." - badpt = 5.0*game.state.starkl + \ - game.casual + \ - 10.0*game.state.nplankl + \ - 300*game.state.nworldkl + \ - 45.0*game.nhelp +\ - 100.0*game.state.basekl +\ - 3.0*game.abandoned +\ - 100*game.ncviol - if game.ship == 'F': + badpt = ( + 5.0 * game.state.starkl + + game.casual + + 10.0 * game.state.nplankl + + 300 * game.state.nworldkl + + 45.0 * game.nhelp + + 100.0 * game.state.basekl + + 3.0 * game.abandoned + + 100 * game.ncviol + ) + if game.ship == "F": badpt += 100.0 elif game.ship is None: badpt += 200.0 return badpt + def finish(ifin): # end the game, with appropriate notifications igotit = False @@ -3053,37 +3369,45 @@ def finish(ifin): skip(3) prout(_("It is stardate %.1f.") % game.state.date) skip(1) - if ifin == FWON: # Game has been won + if ifin == FWON: # Game has been won if game.state.nromrem != 0: - prout(_("The remaining %d Romulans surrender to Starfleet Command.") % - game.state.nromrem) + prout( + _("The remaining %d Romulans surrender to Starfleet Command.") + % game.state.nromrem + ) prout(_("You have smashed the Klingon invasion fleet and saved")) prout(_("the Federation.")) - if game.alive and game.brigcapacity-game.brigfree > 0: - game.kcaptured += game.brigcapacity-game.brigfree - prout(_("The %d captured Klingons are transferred to Star Fleet Command.") % (game.brigcapacity-game.brigfree)) + if game.alive and game.brigcapacity - game.brigfree > 0: + game.kcaptured += game.brigcapacity - game.brigfree + prout( + _("The %d captured Klingons are transferred to Star Fleet Command.") + % (game.brigcapacity - game.brigfree) + ) game.gamewon = True if game.alive: badpt = badpoints() if badpt < 100.0: - badpt = 0.0 # Close enough! + badpt = 0.0 # Close enough! # killsPerDate >= RateMax - if game.state.date-game.indate < 5.0 or \ - killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt: + if ( + game.state.date - game.indate < 5.0 + or killrate() + >= 0.1 * game.skill * (game.skill + 1.0) + 0.1 + 0.008 * badpt + ): skip(1) prout(_("In fact, you have done so well that Starfleet Command")) if game.skill == SKILL_NOVICE: - prout(_("promotes you one step in rank from \"Novice\" to \"Fair\".")) + prout(_('promotes you one step in rank from "Novice" to "Fair".')) elif game.skill == SKILL_FAIR: - prout(_("promotes you one step in rank from \"Fair\" to \"Good\".")) + prout(_('promotes you one step in rank from "Fair" to "Good".')) elif game.skill == SKILL_GOOD: - prout(_("promotes you one step in rank from \"Good\" to \"Expert\".")) + prout(_('promotes you one step in rank from "Good" to "Expert".')) elif game.skill == SKILL_EXPERT: prout(_("promotes you to Commodore Emeritus.")) skip(1) prout(_("Now that you think you're really good, try playing")) - prout(_("the \"Emeritus\" game. It will splatter your ego.")) + prout(_('the "Emeritus" game. It will splatter your ego.')) elif game.skill == SKILL_EMERITUS: skip(1) proutn(_("Computer- ")) @@ -3105,7 +3429,9 @@ def finish(ifin): if game.thawed and not game.idebug: prout(_("You cannot get a citation, so...")) else: - proutn(_("Do you want your Commodore Emeritus Citation printed? ")) + proutn( + _("Do you want your Commodore Emeritus Citation printed? ") + ) scanner.chew() if ja(): igotit = True @@ -3116,12 +3442,12 @@ def finish(ifin): if igotit: plaque() return - elif ifin == FDEPLETE: # Federation Resources Depleted + elif ifin == FDEPLETE: # Federation Resources Depleted prout(_("Your time has run out and the Federation has been")) prout(_("conquered. Your starship is now Klingon property,")) prout(_("and you are put on trial as a war criminal. On the")) proutn(_("basis of your record, you are ")) - if game.unwon()*3.0 > (game.inkling + game.incom + game.inscom): + if game.unwon() * 3.0 > (game.inkling + game.incom + game.inscom): prout(_("acquitted.")) skip(1) prout(_("LIVE LONG AND PROSPER.")) @@ -3176,7 +3502,7 @@ def finish(ifin): prout(_("You are left with your landing party on")) prout(_("a wild jungle planet inhabited by primitive cannibals.")) skip(1) - prout(_("They are very fond of \"Captain Kirk\" soup.")) + prout(_('They are very fond of "Captain Kirk" soup.')) skip(1) prout(_("Without your leadership, the %s is destroyed.") % crmshp()) elif ifin == FDPLANET: @@ -3222,21 +3548,25 @@ def finish(ifin): elif ifin == FCREW: prout(_("Your last crew member has died.")) if ifin != FWON and ifin != FCLOAK and game.iscloaked: - prout(_("Your ship was cloaked so your subspace radio did not receive anything.")) + prout( + _("Your ship was cloaked so your subspace radio did not receive anything.") + ) prout(_("You may have missed some warning messages.")) skip(1) - if game.ship == 'F': + if game.ship == "F": game.ship = None - elif game.ship == 'E': - game.ship = 'F' + elif game.ship == "E": + game.ship = "F" game.alive = False if game.unwon() != 0: - goodies = game.state.remres/game.inresor - baddies = (game.remkl() + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom) - if goodies/baddies >= rnd.real(1.0, 1.5): + goodies = game.state.remres / game.inresor + baddies = (game.remkl() + 2.0 * len(game.state.kcmdr)) / ( + game.inkling + 2.0 * game.incom + ) + if goodies / baddies >= rnd.real(1.0, 1.5): prout(_("As a result of your actions, a treaty with the Klingon")) prout(_("Empire has been signed. The terms of the treaty are")) - if goodies/baddies >= rnd.real(3.0): + if goodies / baddies >= rnd.real(3.0): prout(_("favorable to the Federation.")) skip(1) prout(_("Congratulations!")) @@ -3251,7 +3581,8 @@ def finish(ifin): prout(_("to think about pigeons.")) game.gamewon = True score() - scanner.chew() # Clean up leftovers + scanner.chew() # Clean up leftovers + def score(): "Compute player's score." @@ -3259,93 +3590,135 @@ def score(): if (timused == 0 or game.unwon() != 0) and timused < 5.0: timused = 5.0 game.perdate = killrate() - ithperd = 500*game.perdate + 0.5 + ithperd = 500 * game.perdate + 0.5 iwon = 0 if game.gamewon: - iwon = 100*game.skill - if game.ship == 'E': + iwon = 100 * game.skill + if game.ship == "E": klship = 0 - elif game.ship == 'F': + elif game.ship == "F": klship = 1 else: klship = 2 - dead_ordinaries= game.inkling - game.remkl() + len(game.state.kcmdr) + game.state.nscrem - game.score = 10*(dead_ordinaries)\ - + 50*(game.incom - len(game.state.kcmdr)) \ - + ithperd + iwon \ - + 20*(game.inrom - game.state.nromrem) \ - + 200*(game.inscom - game.state.nscrem) \ - - game.state.nromrem \ - + 3 * game.kcaptured \ - - badpoints() + dead_ordinaries = ( + game.inkling - game.remkl() + len(game.state.kcmdr) + game.state.nscrem + ) + game.score = ( + 10 * (dead_ordinaries) + + 50 * (game.incom - len(game.state.kcmdr)) + + ithperd + + iwon + + 20 * (game.inrom - game.state.nromrem) + + 200 * (game.inscom - game.state.nscrem) + - game.state.nromrem + + 3 * game.kcaptured + - badpoints() + ) if not game.alive: game.score -= 200 skip(2) prout(_("Your score --")) if game.inrom - game.state.nromrem: - prout(_("%6d Romulans destroyed %5d") % - (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem))) + prout( + _("%6d Romulans destroyed %5d") + % (game.inrom - game.state.nromrem, 20 * (game.inrom - game.state.nromrem)) + ) if game.state.nromrem and game.gamewon: - prout(_("%6d Romulans captured %5d") % - (game.state.nromrem, game.state.nromrem)) + prout( + _("%6d Romulans captured %5d") + % (game.state.nromrem, game.state.nromrem) + ) if dead_ordinaries: - prout(_("%6d ordinary Klingons destroyed %5d") % - (dead_ordinaries, 10*dead_ordinaries)) + prout( + _("%6d ordinary Klingons destroyed %5d") + % (dead_ordinaries, 10 * dead_ordinaries) + ) if game.incom - len(game.state.kcmdr): - prout(_("%6d Klingon commanders destroyed %5d") % - (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr)))) + prout( + _("%6d Klingon commanders destroyed %5d") + % ( + game.incom - len(game.state.kcmdr), + 50 * (game.incom - len(game.state.kcmdr)), + ) + ) if game.kcaptured: - prout(_("%d Klingons captured %5d") % - (game.kcaptured, 3 * game.kcaptured)) + prout( + _("%d Klingons captured %5d") + % (game.kcaptured, 3 * game.kcaptured) + ) if game.inscom - game.state.nscrem: - prout(_("%6d Super-Commander destroyed %5d") % - (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem))) + prout( + _("%6d Super-Commander destroyed %5d") + % (game.inscom - game.state.nscrem, 200 * (game.inscom - game.state.nscrem)) + ) if ithperd: - prout(_("%6.2f Klingons per stardate %5d") % - (game.perdate, ithperd)) + prout( + _("%6.2f Klingons per stardate %5d") % (game.perdate, ithperd) + ) if game.state.starkl: - prout(_("%6d stars destroyed by your action %5d") % - (game.state.starkl, -5*game.state.starkl)) + prout( + _("%6d stars destroyed by your action %5d") + % (game.state.starkl, -5 * game.state.starkl) + ) if game.state.nplankl: - prout(_("%6d planets destroyed by your action %5d") % - (game.state.nplankl, -10*game.state.nplankl)) + prout( + _("%6d planets destroyed by your action %5d") + % (game.state.nplankl, -10 * game.state.nplankl) + ) if (game.options & OPTION_WORLDS) and game.state.nworldkl: - prout(_("%6d inhabited planets destroyed by your action %5d") % - (game.state.nworldkl, -300*game.state.nworldkl)) + prout( + _("%6d inhabited planets destroyed by your action %5d") + % (game.state.nworldkl, -300 * game.state.nworldkl) + ) if game.state.basekl: - prout(_("%6d bases destroyed by your action %5d") % - (game.state.basekl, -100*game.state.basekl)) + prout( + _("%6d bases destroyed by your action %5d") + % (game.state.basekl, -100 * game.state.basekl) + ) if game.nhelp: - prout(_("%6d calls for help from starbase %5d") % - (game.nhelp, -45*game.nhelp)) + prout( + _("%6d calls for help from starbase %5d") + % (game.nhelp, -45 * game.nhelp) + ) if game.casual: - prout(_("%6d casualties incurred %5d") % - (game.casual, -game.casual)) + prout( + _("%6d casualties incurred %5d") + % (game.casual, -game.casual) + ) if game.abandoned: - prout(_("%6d crew abandoned in space %5d") % - (game.abandoned, -3*game.abandoned)) + prout( + _("%6d crew abandoned in space %5d") + % (game.abandoned, -3 * game.abandoned) + ) if klship: - prout(_("%6d ship(s) lost or destroyed %5d") % - (klship, -100*klship)) + prout(_("%6d ship(s) lost or destroyed %5d") % (klship, -100 * klship)) if game.ncviol > 0: if game.ncviol == 1: prout(_("1 Treaty of Algeron violation -100")) else: - prout(_("%6d Treaty of Algeron violations %5d\n") % - (game.ncviol, -100*game.ncviol)) + prout( + _("%6d Treaty of Algeron violations %5d\n") + % (game.ncviol, -100 * game.ncviol) + ) if not game.alive: prout(_("Penalty for getting yourself killed -200")) if game.gamewon: proutn(_("Bonus for winning ")) - if game.skill == SKILL_NOVICE: proutn(_("Novice game ")) - elif game.skill == SKILL_FAIR: proutn(_("Fair game ")) - elif game.skill == SKILL_GOOD: proutn(_("Good game ")) - elif game.skill == SKILL_EXPERT: proutn(_("Expert game ")) - elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game")) + if game.skill == SKILL_NOVICE: + proutn(_("Novice game ")) + elif game.skill == SKILL_FAIR: + proutn(_("Fair game ")) + elif game.skill == SKILL_GOOD: + proutn(_("Good game ")) + elif game.skill == SKILL_EXPERT: + proutn(_("Expert game ")) + elif game.skill == SKILL_EMERITUS: + proutn(_("Emeritus game")) prout(" %5d" % iwon) skip(1) prout(_("TOTAL SCORE %5d") % game.score) + def plaque(): "Emit winner's commemmorative plaque." skip(2) @@ -3361,48 +3734,80 @@ def plaque(): proutn(_("Enter name to go on plaque (up to 30 characters): ")) winner = cgetline() # The 38 below must be 64 for 132-column paper - nskip = 38 - len(winner)/2 + nskip = 38 - len(winner) / 2 # This is where the ASCII art picture was emitted. # It got garbled somewhere in the chain of transmission to the Almy version. # We should restore it if we can find old enough FORTRAN sources. fp.write("\n\n\n") - fp.write(_(" U. S. S. ENTERPRISE\n")) + fp.write( + _( + " U. S. S. ENTERPRISE\n" + ) + ) fp.write("\n\n\n\n") - fp.write(_(" For demonstrating outstanding ability as a starship captain\n")) + fp.write( + _( + " For demonstrating outstanding ability as a starship captain\n" + ) + ) fp.write("\n") - fp.write(_(" Starfleet Command bestows to you\n")) + fp.write( + _( + " Starfleet Command bestows to you\n" + ) + ) fp.write("\n") fp.write("%*s%s\n\n" % (nskip, "", winner)) - fp.write(_(" the rank of\n\n")) - fp.write(_(" \"Commodore Emeritus\"\n\n")) + fp.write( + _(" the rank of\n\n") + ) + fp.write( + _( + ' "Commodore Emeritus"\n\n' + ) + ) fp.write(" ") - if game.skill == SKILL_EXPERT: + if game.skill == SKILL_EXPERT: fp.write(_(" Expert level\n\n")) elif game.skill == SKILL_EMERITUS: fp.write(_("Emeritus level\n\n")) else: fp.write(_(" Cheat level\n\n")) timestring = time.ctime() - fp.write(_(" This day of %.6s %.4s, %.8s\n\n") % - (timestring+4, timestring+20, timestring+11)) - fp.write(_(" Your score: %d\n\n") % game.score) - fp.write(_(" Klingons per stardate: %.2f\n") % game.perdate) + fp.write( + _( + " This day of %.6s %.4s, %.8s\n\n" + ) + % (timestring + 4, timestring + 20, timestring + 11) + ) + fp.write( + _(" Your score: %d\n\n") + % game.score + ) + fp.write( + _( + " Klingons per stardate: %.2f\n" + ) + % game.perdate + ) fp.close() + # Code from io.c begins here -rows = linecount = 0 # for paging +rows = linecount = 0 # for paging stdscr = None replayfp = None fullscreen_window = None -srscan_window = None # Short range scan -report_window = None # Report legends for status window -status_window = None # The status window itself -lrscan_window = None # Long range scan -message_window = None # Main window for scrolling text -prompt_window = None # Prompt window at bottom of display +srscan_window = None # Short range scan +report_window = None # Report legends for status window +status_window = None # The status window itself +lrscan_window = None # Long range scan +message_window = None # Main window for scrolling text +prompt_window = None # Prompt window at bottom of display curwnd = None + def iostart(): global stdscr, rows gettext.bindtextdomain("sst", "/usr/local/share/locale") @@ -3413,7 +3818,7 @@ def iostart(): rows = ln_env else: rows = 25 - else: # pragma: no cover + else: # pragma: no cover stdscr = curses.initscr() stdscr.keypad(True) curses.nonl() @@ -3421,52 +3826,56 @@ def iostart(): if game.options & OPTION_COLOR: curses.start_color() curses.use_default_colors() - curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, -1) - curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, -1) - curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, -1) - curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, -1) - curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, -1) + curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, -1) + curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, -1) + curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, -1) + curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, -1) + curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, -1) curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, -1) - curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, -1) - curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, -1) + curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, -1) + curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, -1) global fullscreen_window, srscan_window, report_window, status_window global lrscan_window, message_window, prompt_window - (rows, _columns) = stdscr.getmaxyx() + (rows, _columns) = stdscr.getmaxyx() fullscreen_window = stdscr - srscan_window = curses.newwin(12, 25, 0, 0) - report_window = curses.newwin(11, 0, 1, 25) - status_window = curses.newwin(10, 0, 1, 39) - lrscan_window = curses.newwin(5, 0, 0, 64) - message_window = curses.newwin(0, 0, 12, 0) - prompt_window = curses.newwin(1, 0, rows-2, 0) + srscan_window = curses.newwin(12, 25, 0, 0) + report_window = curses.newwin(11, 0, 1, 25) + status_window = curses.newwin(10, 0, 1, 39) + lrscan_window = curses.newwin(5, 0, 0, 64) + message_window = curses.newwin(0, 0, 12, 0) + prompt_window = curses.newwin(1, 0, rows - 2, 0) message_window.scrollok(True) setwnd(fullscreen_window) + def ioend(): "Wrap up I/O." - if game.options & OPTION_CURSES: # pragma: no cover + if game.options & OPTION_CURSES: # pragma: no cover stdscr.keypad(False) curses.echo() curses.nocbreak() curses.endwin() + def waitfor(): "Wait for user action -- OK to do nothing if on a TTY" - if game.options & OPTION_CURSES: # pragma: no cover + if game.options & OPTION_CURSES: # pragma: no cover stdscr.getch() + def announce(): skip(1) prouts(_("[ANNOUNCEMENT ARRIVING...]")) skip(1) + def pause_game(): if game.skill > SKILL_FAIR: prompt = _("[CONTINUE?]") else: prompt = _("[PRESS ENTER TO CONTINUE]") - if game.options & OPTION_CURSES: # pragma: no cover + if game.options & OPTION_CURSES: # pragma: no cover drawmaps(0) setwnd(prompt_window) prompt_window.clear() @@ -3477,20 +3886,21 @@ def pause_game(): setwnd(message_window) else: global linecount - sys.stdout.write('\n') + sys.stdout.write("\n") proutn(prompt) if not replayfp: input() - sys.stdout.write('\n' * rows) + sys.stdout.write("\n" * rows) linecount = 0 + def skip(i): "Skip i lines. Pause game if this would cause a scrolling event." for _dummy in range(i): - if game.options & OPTION_CURSES: # pragma: no cover + if game.options & OPTION_CURSES: # pragma: no cover (y, _x) = curwnd.getyx() try: - curwnd.move(y+1, 0) + curwnd.move(y + 1, 0) except curses.error: pass else: @@ -3499,11 +3909,12 @@ def skip(i): if rows and linecount >= rows: pause_game() else: - sys.stdout.write('\n') + sys.stdout.write("\n") + def proutn(proutntline): "Utter a line with no following line feed." - if game.options & OPTION_CURSES: # pragma: no cover + if game.options & OPTION_CURSES: # pragma: no cover (y, x) = curwnd.getyx() (my, _mx) = curwnd.getmaxyx() if curwnd == message_window and y >= my - 2: @@ -3517,26 +3928,29 @@ def proutn(proutntline): sys.stdout.write(proutntline) sys.stdout.flush() + def prout(proutline): proutn(proutline) skip(1) + def prouts(proutsline): "Emit slowly!" for c in proutsline: - if not replayfp or replayfp.closed: # Don't slow down replays + if not replayfp or replayfp.closed: # Don't slow down replays time.sleep(0.03) proutn(c) - if game.options & OPTION_CURSES: # pragma: no cover + if game.options & OPTION_CURSES: # pragma: no cover curwnd.refresh() else: sys.stdout.flush() if not replayfp or replayfp.closed: time.sleep(0.03) + def cgetline(): "Get a line of input." - if game.options & OPTION_CURSES: # pragma: no cover + if game.options & OPTION_CURSES: # pragma: no cover linein = codecs.decode(curwnd.getstr()) + "\n" curwnd.refresh() else: @@ -3544,7 +3958,7 @@ def cgetline(): while True: linein = replayfp.readline() proutn(linein) - if linein == '': # pragma: no cover + if linein == "": # pragma: no cover prout("*** Replay finished") replayfp.close() break @@ -3560,10 +3974,11 @@ def cgetline(): logfp.write(linein) return linein + def setwnd(wnd): "Change windows -- OK for this to be a no-op in tty mode." global curwnd - if game.options & OPTION_CURSES: # pragma: no cover + if game.options & OPTION_CURSES: # pragma: no cover if game.cdebug and logfp: if wnd == fullscreen_window: legend = "fullscreen" @@ -3589,69 +4004,79 @@ def setwnd(wnd): except curses.error: pass + def clreol(): "Clear to end of line -- can be a no-op in tty mode" - if game.options & OPTION_CURSES: # pragma: no cover + if game.options & OPTION_CURSES: # pragma: no cover curwnd.clrtoeol() curwnd.refresh() + def clrscr(): "Clear screen -- can be a no-op in tty mode." global linecount - if game.options & OPTION_CURSES: # pragma: no cover + if game.options & OPTION_CURSES: # pragma: no cover curwnd.clear() curwnd.move(0, 0) curwnd.refresh() linecount = 0 + def textcolor(color=DEFAULT): - if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES): # pragma: no cover + if (game.options & OPTION_COLOR) and ( + game.options & OPTION_CURSES + ): # pragma: no cover if color == DEFAULT: curwnd.attrset(0) - elif color == BLACK: + elif color == BLACK: curwnd.attron(curses.color_pair(curses.COLOR_BLACK)) - elif color == BLUE: + elif color == BLUE: curwnd.attron(curses.color_pair(curses.COLOR_BLUE)) - elif color == GREEN: + elif color == GREEN: curwnd.attron(curses.color_pair(curses.COLOR_GREEN)) - elif color == CYAN: + elif color == CYAN: curwnd.attron(curses.color_pair(curses.COLOR_CYAN)) - elif color == RED: + elif color == RED: curwnd.attron(curses.color_pair(curses.COLOR_RED)) - elif color == MAGENTA: + elif color == MAGENTA: curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA)) - elif color == BROWN: + elif color == BROWN: curwnd.attron(curses.color_pair(curses.COLOR_YELLOW)) - elif color == LIGHTGRAY: + elif color == LIGHTGRAY: curwnd.attron(curses.color_pair(curses.COLOR_WHITE)) - elif color == DARKGRAY: + elif color == DARKGRAY: curwnd.attron(curses.color_pair(curses.COLOR_BLACK) | curses.A_BOLD) - elif color == LIGHTBLUE: + elif color == LIGHTBLUE: curwnd.attron(curses.color_pair(curses.COLOR_BLUE) | curses.A_BOLD) - elif color == LIGHTGREEN: + elif color == LIGHTGREEN: curwnd.attron(curses.color_pair(curses.COLOR_GREEN) | curses.A_BOLD) - elif color == LIGHTCYAN: + elif color == LIGHTCYAN: curwnd.attron(curses.color_pair(curses.COLOR_CYAN) | curses.A_BOLD) - elif color == LIGHTRED: + elif color == LIGHTRED: curwnd.attron(curses.color_pair(curses.COLOR_RED) | curses.A_BOLD) - elif color == LIGHTMAGENTA: + elif color == LIGHTMAGENTA: curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA) | curses.A_BOLD) - elif color == YELLOW: + elif color == YELLOW: curwnd.attron(curses.color_pair(curses.COLOR_YELLOW) | curses.A_BOLD) - elif color == WHITE: + elif color == WHITE: curwnd.attron(curses.color_pair(curses.COLOR_WHITE) | curses.A_BOLD) + def highvideo(): - if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES): # pragma: no cover + if (game.options & OPTION_COLOR) and ( + game.options & OPTION_CURSES + ): # pragma: no cover curwnd.attron(curses.A_REVERSE) + # # Things past this point have policy implications. # + def drawmaps(mode): "Hook to be called after moving to redraw maps." - if game.options & OPTION_CURSES: # pragma: no cover + if game.options & OPTION_CURSES: # pragma: no cover if mode == 1: sensor() setwnd(srscan_window) @@ -3670,99 +4095,108 @@ def drawmaps(mode): lrscan_window.move(0, 0) lrscan(silent=False) -def put_srscan_sym(w, sym): # pragma: no cover + +def put_srscan_sym(w, sym): # pragma: no cover "Emit symbol for short-range scan." - srscan_window.move(w.i+1, w.j*2+2) + srscan_window.move(w.i + 1, w.j * 2 + 2) srscan_window.addch(sym) srscan_window.refresh() + def boom(w): "Enemy fall down, go boom." - if game.options & OPTION_CURSES: # pragma: no cover + if game.options & OPTION_CURSES: # pragma: no cover drawmaps(0) setwnd(srscan_window) srscan_window.attron(curses.A_REVERSE) put_srscan_sym(w, game.quad[w.i][w.j]) - #sound(500) - #time.sleep(1.0) - #nosound() + # sound(500) + # time.sleep(1.0) + # nosound() srscan_window.attroff(curses.A_REVERSE) put_srscan_sym(w, game.quad[w.i][w.j]) curses.delay_output(500) setwnd(message_window) + def warble(): "Sound and visual effects for teleportation." - if game.options & OPTION_CURSES: # pragma: no cover + if game.options & OPTION_CURSES: # pragma: no cover drawmaps(2) setwnd(message_window) - #sound(50) + # sound(50) prouts(" . . . . . ") - if game.options & OPTION_CURSES: # pragma: no cover - #curses.delay_output(1000) - #nosound() + if game.options & OPTION_CURSES: # pragma: no cover + # curses.delay_output(1000) + # nosound() pass + def tracktorpedo(w, step, i, n, iquad): "Torpedo-track animation." if not game.options & OPTION_CURSES: if step == 1: if n != 1: skip(1) - proutn(_("Track for torpedo number %d- ") % (i+1)) + proutn(_("Track for torpedo number %d- ") % (i + 1)) else: skip(1) proutn(_("Torpedo track- ")) elif step in {4, 9}: skip(1) proutn("%s " % w) - else: # pragma: no cover - if not damaged(DSRSENS) or game.condition=="docked": + else: # pragma: no cover + if not damaged(DSRSENS) or game.condition == "docked": if i != 0 and step == 1: drawmaps(2) time.sleep(0.4) - if iquad in {'.', ' '}: - put_srscan_sym(w, '+') - #sound(step*10) - #time.sleep(0.1) - #nosound() + if iquad in {".", " "}: + put_srscan_sym(w, "+") + # sound(step*10) + # time.sleep(0.1) + # nosound() put_srscan_sym(w, iquad) else: curwnd.attron(curses.A_REVERSE) put_srscan_sym(w, iquad) - #sound(500) - #time.sleep(1.0) - #nosound() + # sound(500) + # time.sleep(1.0) + # nosound() curwnd.attroff(curses.A_REVERSE) put_srscan_sym(w, iquad) else: proutn("%s " % w) + def makechart(): "Display the current galaxy chart." - if game.options & OPTION_CURSES: # pragma: no cover + if game.options & OPTION_CURSES: # pragma: no cover setwnd(message_window) message_window.clear() chart() if game.options & OPTION_TTY: skip(1) -NSYM = 14 + +NSYM = 14 + def prstat(txt, data): proutn(txt) - if game.options & OPTION_CURSES: # pragma: no cover + if game.options & OPTION_CURSES: # pragma: no cover skip(1) setwnd(status_window) else: proutn(" " * (NSYM - len(txt))) proutn(data) skip(1) - if game.options & OPTION_CURSES: # pragma: no cover + if game.options & OPTION_CURSES: # pragma: no cover setwnd(report_window) + # Code from moving.c begins here + def imove(icourse=None, noattack=False): "Movement execution for warp, impulse, supernova, and tractor-beam events." w = Coord() @@ -3778,7 +4212,11 @@ def imove(icourse=None, noattack=False): # Stas Sergeev added the condition # that attacks only happen if Klingons # are present and your skill is good. - if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: + if ( + game.skill > SKILL_GOOD + and game.klhere > 0 + and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova + ): attack(torps_ok=False) if game.alldone: return @@ -3792,11 +4230,11 @@ def imove(icourse=None, noattack=False): if icourse.final.j < 0: icourse.final.j = -icourse.final.j kink = True - if icourse.final.i >= GALSIZE*QUADSIZE: - icourse.final.i = (GALSIZE*QUADSIZE*2) - icourse.final.i + if icourse.final.i >= GALSIZE * QUADSIZE: + icourse.final.i = (GALSIZE * QUADSIZE * 2) - icourse.final.i kink = True - if icourse.final.j >= GALSIZE*QUADSIZE: - icourse.final.j = (GALSIZE*QUADSIZE*2) - icourse.final.j + if icourse.final.j >= GALSIZE * QUADSIZE: + icourse.final.j = (GALSIZE * QUADSIZE * 2) - icourse.final.j kink = True if kink: kinks += 1 @@ -3813,7 +4251,7 @@ def imove(icourse=None, noattack=False): prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,")) prout(_("YOU WILL BE DESTROYED.")) # Compute final position in new quadrant - if trbeam: # Don't bother if we are to be beamed + if trbeam: # Don't bother if we are to be beamed return game.quadrant = icourse.final.quadrant() game.sector = icourse.final.sector() @@ -3821,23 +4259,23 @@ def imove(icourse=None, noattack=False): prout(_("Entering Quadrant %s.") % game.quadrant) game.quad[game.sector.i][game.sector.j] = game.ship newqad() - if game.skill>SKILL_NOVICE: + if game.skill > SKILL_NOVICE: attack(torps_ok=False) def check_collision(h): iquad = game.quad[h.i][h.j] - if iquad != '.': + if iquad != ".": # object encountered in flight path - stopegy = 50.0*icourse.distance/game.optime - if iquad in ('T', 'K', 'C', 'S', 'R', '?'): + stopegy = 50.0 * icourse.distance / game.optime + if iquad in ("T", "K", "C", "S", "R", "?"): for enemy in game.enemies: if enemy.location == h: collision(rammed=False, enemy=enemy) return True # This should not happen - prout(_("Which way did he go?")) # pragma: no cover - return False # pragma: no cover - elif iquad == ' ': + prout(_("Which way did he go?")) # pragma: no cover + return False # pragma: no cover + elif iquad == " ": skip(1) prouts(_("***RED ALERT! RED ALERT!")) skip(1) @@ -3846,12 +4284,14 @@ def imove(icourse=None, noattack=False): # Getting pulled into a black hole was certain # death in Almy's original. Stas Sergeev added a # possibility that you'll get timewarped instead. - n=0 + n = 0 for m in range(NDEVICES): - if game.damage[m]>0: + if game.damage[m] > 0: n += 1 - probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0) - if (game.options & OPTION_BLKHOLE) and rnd.withprob(1-probf): + probf = math.pow( + 1.4, (game.energy + game.shield) / 5000.0 - 1.0 + ) * math.pow(1.3, 1.0 / (n + 1) - 1.0) + if (game.options & OPTION_BLKHOLE) and rnd.withprob(1 - probf): timwrp() else: finish(FHOLE) @@ -3860,7 +4300,7 @@ def imove(icourse=None, noattack=False): # something else skip(1) proutn(crmshp()) - if iquad == '#': + if iquad == "#": prout(_(" encounters Tholian web at %s;") % h) else: prout(_(" blocked by object at %s;") % h) @@ -3874,21 +4314,26 @@ def imove(icourse=None, noattack=False): trbeam = False if game.inorbit: - prout(_("Helmsman Sulu- \"Leaving standard orbit.\"")) + prout(_('Helmsman Sulu- "Leaving standard orbit."')) game.inorbit = False # If tractor beam is to occur, don't move full distance - if game.state.date+game.optime >= scheduled(FTBEAM): + if game.state.date + game.optime >= scheduled(FTBEAM): if game.iscloaked: # We can't be tractor beamed if cloaked, # so move the event into the future - postpone(FTBEAM, game.optime + expran(1.5*game.intime/len(game.state.kcmdr))) + postpone( + FTBEAM, game.optime + expran(1.5 * game.intime / len(game.state.kcmdr)) + ) else: trbeam = True game.condition = "red" - icourse.distance = icourse.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1 + icourse.distance = ( + icourse.distance * (scheduled(FTBEAM) - game.state.date) / game.optime + + 0.1 + ) game.optime = scheduled(FTBEAM) - game.state.date + 1e-5 # Move out - game.quad[game.sector.i][game.sector.j] = '.' + game.quad[game.sector.i][game.sector.j] = "." for _m in range(icourse.moves): icourse.nextstep() w = icourse.sector() @@ -3904,7 +4349,7 @@ def imove(icourse=None, noattack=False): game.quad[game.sector.i][game.sector.j] = game.ship if game.enemies: for enemy in game.enemies: - finald = (w-enemy.location).distance() + finald = (w - enemy.location).distance() enemy.kavgd = 0.5 * (finald + enemy.kdist) enemy.kdist = finald sortenemies() @@ -3916,6 +4361,7 @@ def imove(icourse=None, noattack=False): drawmaps(0) setwnd(message_window) + def dock(verbose): "Dock our ship at a starbase." scanner.chew() @@ -3928,7 +4374,7 @@ def dock(verbose): if game.base is None or not game.base.valid_sector(): prout(_("No starbase available for docking in this quadrant.")) return - if (abs(game.sector.i-game.base.i) > 1) or (abs(game.sector.j-game.base.j) > 1): + if (abs(game.sector.i - game.base.i) > 1) or (abs(game.sector.j - game.base.j) > 1): prout(crmshp() + _(" not adjacent to base.")) return if game.iscloaked: @@ -3944,17 +4390,22 @@ def dock(verbose): game.torps = game.intorps game.lsupres = game.inlsr game.state.crew = FULLCREW - if game.brigcapacity-game.brigfree > 0: - prout(_("%d captured Klingons transferred to base") % (game.brigcapacity-game.brigfree)) - game.kcaptured += game.brigcapacity-game.brigfree + if game.brigcapacity - game.brigfree > 0: + prout( + _("%d captured Klingons transferred to base") + % (game.brigcapacity - game.brigfree) + ) + game.kcaptured += game.brigcapacity - game.brigfree game.brigfree = game.brigcapacity - if communicating() and \ - ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit): + if communicating() and ( + (is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit + ): # get attack report from base - prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\"")) + prout(_('Lt. Uhura- "Captain, an important message from the starbase:"')) attackreport(False) game.iseenit = True + def cartesian(loc1=None, loc2=None): if loc1 is None: return game.quadrant * QUADSIZE + game.sector @@ -3963,6 +4414,7 @@ def cartesian(loc1=None, loc2=None): else: return loc1 * QUADSIZE + loc2 + def getcourse(isprobe): "Get a course and distance from the user." key = "" @@ -4004,7 +4456,7 @@ def getcourse(isprobe): huh() scanner.chew() raise TrekError - else: # numeric + else: # numeric if isprobe: prout(_("(Manual navigation assumed.)")) else: @@ -4021,7 +4473,7 @@ def getcourse(isprobe): scanner.chew() iprompt = True key = scanner.nexttok() - scanner.push(scanner.token) # Something IHREAL or IHALPHA awaits us + scanner.push(scanner.token) # Something IHREAL or IHALPHA awaits us first = scanner.getcoord() if first is None: raise TrekError @@ -4045,7 +4497,7 @@ def getcourse(isprobe): # only quadrant specified -- go to center of dest quad dquad.i = first.i dquad.j = first.j - dsect.j = dsect.i = (QUADSIZE/2)-1 # preserves 1-origin behavior + dsect.j = dsect.i = (QUADSIZE / 2) - 1 # preserves 1-origin behavior else: # only sector specified dsect.i = first.i @@ -4058,13 +4510,17 @@ def getcourse(isprobe): if not isprobe: if itemp > "curt": if iprompt: - prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect) + prout(_('Helmsman Sulu- "Course locked in for Sector %s."') % dsect) else: - prout(_("Ensign Chekov- \"Course laid in, Captain.\"")) + prout(_('Ensign Chekov- "Course laid in, Captain."')) # the actual deltas get computed here - delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0) - delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0) - else: # manual + delta.j = ( + dquad.j - game.quadrant.j + (dsect.j - game.sector.j) / (QUADSIZE * 1.0) + ) + delta.i = ( + game.quadrant.i - dquad.i + (game.sector.i - dsect.i) / (QUADSIZE * 1.0) + ) + else: # manual while key == "IHEOL": proutn(_("X and Y displacements- ")) scanner.chew() @@ -4091,10 +4547,11 @@ def getcourse(isprobe): raise TrekError if itemp == "verbose" and not isprobe: skip(1) - prout(_("Helmsman Sulu- \"Aye, Sir.\"")) + prout(_('Helmsman Sulu- "Aye, Sir."')) scanner.chew() return course(bearing=delta.bearing(), distance=delta.distance()) + class course: def __init__(self, bearing, distance, origin=None): self.distance = distance @@ -4107,35 +4564,43 @@ class course: # clockface directions! if self.bearing < 0.0: self.bearing += 12.0 - self.angle = ((15.0 - self.bearing) * 0.5235988) + self.angle = (15.0 - self.bearing) * 0.5235988 self.increment = Coord(-math.sin(self.angle), math.cos(self.angle)) bigger = max(abs(self.increment.i), abs(self.increment.j)) self.increment /= bigger - self.moves = int(round(10*self.distance*bigger)) + self.moves = int(round(10 * self.distance * bigger)) self.reset() - self.final = (self.location + self.moves*self.increment).roundtogrid() + self.final = (self.location + self.moves * self.increment).roundtogrid() self.location = self.origin self.nextlocation = None + def reset(self): self.location = self.origin self.step = 0 + def arrived(self): return self.location.roundtogrid() == self.final + def nextstep(self): "Next step on course." self.step += 1 self.nextlocation = self.location + self.increment - samequad = (self.location.quadrant() == self.nextlocation.quadrant()) + samequad = self.location.quadrant() == self.nextlocation.quadrant() self.location = self.nextlocation return samequad + def quadrant(self): return self.location.quadrant() + def sector(self): return self.location.sector() + def power(self, w): - return self.distance*(w**3)*(game.shldup+1) + return self.distance * (w ** 3) * (game.shldup + 1) + def time(self, w): - return 10.0*self.distance/w**2 + return 10.0 * self.distance / w ** 2 + def impulse(): "Move under impulse power." @@ -4143,35 +4608,37 @@ def impulse(): if damaged(DIMPULS): scanner.chew() skip(1) - prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\"")) + prout(_('Engineer Scott- "The impulse engines are damaged, Sir."')) return if game.energy > 30.0: try: icourse = getcourse(isprobe=False) except TrekError: return - power = 20.0 + 100.0*icourse.distance + power = 20.0 + 100.0 * icourse.distance else: power = 30.0 if power >= game.energy: # Insufficient power for trip skip(1) - prout(_("First Officer Spock- \"Captain, the impulse engines")) + prout(_('First Officer Spock- "Captain, the impulse engines')) prout(_("require 20.0 units to engage, plus 100.0 units per")) if game.energy > 30: - proutn(_("quadrant. We can go, therefore, a maximum of %d") % - int(0.01 * (game.energy-20.0)-0.05)) - prout(_(" quadrants.\"")) + proutn( + _("quadrant. We can go, therefore, a maximum of %d") + % int(0.01 * (game.energy - 20.0) - 0.05) + ) + prout(_(' quadrants."')) else: - prout(_("quadrant. They are, therefore, useless.\"")) + prout(_('quadrant. They are, therefore, useless."')) scanner.chew() return # Make sure enough time is left for the trip - game.optime = icourse.distance/0.095 + game.optime = icourse.distance / 0.095 if game.optime >= game.state.remtime: - prout(_("First Officer Spock- \"Captain, our speed under impulse")) + prout(_('First Officer Spock- "Captain, our speed under impulse')) prout(_("power is only 0.95 sectors per stardate. Are you sure")) - proutn(_("we dare spend the time?\" ")) + proutn(_('we dare spend the time?" ')) if not ja(): return # Activate impulse engines and pay the cost @@ -4179,35 +4646,41 @@ def impulse(): game.ididit = True if game.alldone: return - power = 20.0 + 100.0*icourse.distance + power = 20.0 + 100.0 * icourse.distance game.energy -= power - game.optime = icourse.distance/0.095 + game.optime = icourse.distance / 0.095 if game.energy <= 0: finish(FNRG) return + def warp(wcourse, involuntary): "Move under warp drive." - blooey = False; twarp = False - if not involuntary: # Not WARPX entry + blooey = False + twarp = False + if not involuntary: # Not WARPX entry game.ididit = False if game.iscloaked: scanner.chew() skip(1) - prout(_("Engineer Scott- \"The warp engines can not be used while cloaked, Sir.\"")) + prout( + _( + 'Engineer Scott- "The warp engines can not be used while cloaked, Sir."' + ) + ) return if game.damage[DWARPEN] > 10.0: scanner.chew() skip(1) - prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\"")) + prout(_('Engineer Scott- "The warp engines are damaged, Sir."')) return if damaged(DWARPEN) and game.warpfac > 4.0: scanner.chew() skip(1) - prout(_("Engineer Scott- \"Sorry, Captain. Until this damage")) - prout(_(" is repaired, I can only give you warp 4.\"")) + prout(_('Engineer Scott- "Sorry, Captain. Until this damage')) + prout(_(' is repaired, I can only give you warp 4."')) return - # Read in course and distance + # Read in course and distance if wcourse is None: try: wcourse = getcourse(isprobe=False) @@ -4221,12 +4694,15 @@ def warp(wcourse, involuntary): game.ididit = False skip(1) prout(_("Engineering to bridge--")) - if not game.shldup or 0.5*wcourse.power(game.warpfac) > game.energy: - iwarp = (game.energy/(wcourse.distance+0.05)) ** 0.333333333 + if not game.shldup or 0.5 * wcourse.power(game.warpfac) > game.energy: + iwarp = (game.energy / (wcourse.distance + 0.05)) ** 0.333333333 if iwarp <= 0: prout(_("We can't do it, Captain. We don't have enough energy.")) else: - proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp) + proutn( + _("We don't have enough energy, but we could do it at warp %d") + % iwarp + ) if game.shldup: prout(",") prout(_("if you'll lower the shields.")) @@ -4237,29 +4713,31 @@ def warp(wcourse, involuntary): return # Make sure enough time is left for the trip game.optime = wcourse.time(game.warpfac) - if game.optime >= 0.8*game.state.remtime: + if game.optime >= 0.8 * game.state.remtime: skip(1) - prout(_("First Officer Spock- \"Captain, I compute that such")) - proutn(_(" a trip would require approximately %2.0f") % - (100.0*game.optime/game.state.remtime)) + prout(_('First Officer Spock- "Captain, I compute that such')) + proutn( + _(" a trip would require approximately %2.0f") + % (100.0 * game.optime / game.state.remtime) + ) prout(_(" percent of our")) - proutn(_(" remaining time. Are you sure this is wise?\" ")) + proutn(_(' remaining time. Are you sure this is wise?" ')) if not ja(): game.ididit = False - game.optime=0 + game.optime = 0 return # Entry WARPX if game.warpfac > 6.0: # Decide if engine damage will occur # ESR: Seems wrong. Probability of damage goes *down* with distance? - prob = wcourse.distance*(6.0-game.warpfac)**2/66.666666666 + prob = wcourse.distance * (6.0 - game.warpfac) ** 2 / 66.666666666 if prob > rnd.real(): blooey = True wcourse.distance = rnd.real(wcourse.distance) # Decide if time warp will occur - if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > rnd.real(): + if 0.5 * wcourse.distance * math.pow(7.0, game.warpfac - 10.0) > rnd.real(): twarp = True - if game.idebug and game.warpfac==10 and not twarp: # pragma: no cover + if game.idebug and game.warpfac == 10 and not twarp: # pragma: no cover blooey = False proutn("=== Force time warp? ") if ja(): @@ -4274,7 +4752,7 @@ def warp(wcourse, involuntary): w = wcourse.sector() if not w.valid_sector(): break - if game.quad[w.i][w.j] != '.': + if game.quad[w.i][w.j] != ".": blooey = False twarp = False wcourse.reset() @@ -4297,10 +4775,11 @@ def warp(wcourse, involuntary): game.ididit = True return + def setwarp(): "Change the warp factor." while True: - key=scanner.nexttok() + key = scanner.nexttok() if key != "IHEOL": break scanner.chew() @@ -4313,29 +4792,29 @@ def setwarp(): return if damaged(DWARPEN) and scanner.real > 4.0: prout(_("Engineer Scott- \"I'm doing my best, Captain,")) - prout(_(" but right now we can only go warp 4.\"")) + prout(_(' but right now we can only go warp 4."')) return if scanner.real > 10.0: - prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\"")) + prout(_('Helmsman Sulu- "Our top speed is warp 10, Captain."')) return if scanner.real < 1.0: - prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\"")) + prout(_('Helmsman Sulu- "We can\'t go below warp 1, Captain."')) return oldfac = game.warpfac game.warpfac = scanner.real if game.warpfac <= oldfac or game.warpfac <= 6.0: - prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") % - int(game.warpfac)) + prout(_('Helmsman Sulu- "Warp factor %d, Captain."') % int(game.warpfac)) return if game.warpfac < 8.00: - prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\"")) + prout(_('Engineer Scott- "Aye, but our maximum safe speed is warp 6."')) return if game.warpfac == 10.0: - prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\"")) + prout(_('Engineer Scott- "Aye, Captain, we\'ll try it."')) return - prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\"")) + prout(_('Engineer Scott- "Aye, Captain, but our engines may not take it."')) return + def atover(igrab): "Cope with being tossed out of quadrant by supernova or yanked by beam." scanner.chew() @@ -4378,7 +4857,7 @@ def atover(igrab): proutn(_("The %s has stopped in a quadrant containing") % crmshp()) prouts(_(" a supernova.")) skip(2) - prout(_("***Emergency automatic override attempts to hurl ")+crmshp()) + prout(_("***Emergency automatic override attempts to hurl ") + crmshp()) prout(_("safely out of quadrant.")) if not damaged(DRADIO): game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True @@ -4390,10 +4869,10 @@ def atover(igrab): return game.warpfac = rnd.real(6.0, 8.0) prout(_("Warp factor set to %d") % int(game.warpfac)) - power = 0.75*game.energy - dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)) + power = 0.75 * game.energy + dist = power / (game.warpfac * game.warpfac * game.warpfac * (game.shldup + 1)) dist = max(dist, rnd.real(math.sqrt(2))) - bugout = course(bearing=rnd.real(12), distance=dist) # How dumb! + bugout = course(bearing=rnd.real(12), distance=dist) # How dumb! game.optime = bugout.time(game.warpfac) game.justin = False game.inorbit = False @@ -4409,24 +4888,27 @@ def atover(igrab): # Repeat if another snova if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: break - if game.unwon()==0: - finish(FWON) # Snova killed remaining enemy. + if game.unwon() == 0: + finish(FWON) # Snova killed remaining enemy. + def timwrp(): "Let's do the time warp again." prout(_("***TIME WARP ENTERED.")) if game.state.snap and rnd.withprob(0.5): # Go back in time - prout(_("You are traveling backwards in time %d stardates.") % - int(game.state.date-game.snapsht.date)) + prout( + _("You are traveling backwards in time %d stardates.") + % int(game.state.date - game.snapsht.date) + ) game.state = game.snapsht game.state.snap = False if len(game.state.kcmdr): - schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr))) - schedule(FBATTAK, expran(0.3*game.intime)) - schedule(FSNOVA, expran(0.5*game.intime)) + schedule(FTBEAM, expran(game.intime / len(game.state.kcmdr))) + schedule(FBATTAK, expran(0.3 * game.intime)) + schedule(FSNOVA, expran(0.5 * game.intime)) # next snapshot will be sooner - schedule(FSNAP, expran(0.25*game.state.remtime)) + schedule(FSNAP, expran(0.25 * game.state.remtime)) if game.state.nscrem: schedule(FSCMOVE, 0.2777) @@ -4440,26 +4922,33 @@ def timwrp(): for l in range(game.inplan): if game.state.planets[l].known == "shuttle_down": gotit = True - if game.iscraft == "onship" and game.ship=='E': - prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!")) + if game.iscraft == "onship" and game.ship == "E": + prout( + _( + 'Chekov- "Security reports the Galileo has disappeared, Sir!' + ) + ) game.iscraft = "offship" # Likewise, if in the original time the Galileo was abandoned, but # was on ship earlier, it would have vanished -- let's restore it. if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0: - prout(_("Chekov- \"Security reports the Galileo has reappeared in the dock!\"")) + prout( + _('Chekov- "Security reports the Galileo has reappeared in the dock!"') + ) game.iscraft = "onship" # There used to be code to do the actual reconstrction here, # but the starchart is now part of the snapshotted galaxy state. prout(_("Spock has reconstructed a correct star chart from memory")) else: # Go forward in time - game.optime = expran(0.5*game.intime) + game.optime = expran(0.5 * game.intime) prout(_("You are traveling forward in time %d stardates.") % int(game.optime)) # cheat to make sure no tractor beams occur during time warp postpone(FTBEAM, game.optime) game.damage[DRADIO] += game.optime newqad() - events() # Stas Sergeev added this -- do pending events + events() # Stas Sergeev added this -- do pending events + def probe(): "Launch deep-space probe." @@ -4467,24 +4956,24 @@ def probe(): if game.nprobes == 0: scanner.chew() skip(1) - if game.ship == 'E': - prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\"")) + if game.ship == "E": + prout(_('Engineer Scott- "We have no more deep space probes, Sir."')) else: prout(_("Ye Faerie Queene has no deep space probes.")) return if damaged(DDSP): scanner.chew() skip(1) - prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\"")) + prout(_('Engineer Scott- "The probe launcher is damaged, Sir."')) return if is_scheduled(FDSPROB): scanner.chew() skip(1) if damaged(DRADIO) and game.condition != "docked": - prout(_("Spock- \"Records show the previous probe has not yet")) - prout(_(" reached its destination.\"")) + prout(_('Spock- "Records show the previous probe has not yet')) + prout(_(' reached its destination."')) else: - prout(_("Uhura- \"The previous probe is still reporting data, Sir.\"")) + prout(_('Uhura- "The previous probe is still reporting data, Sir."')) return key = scanner.nexttok() if key == "IHEOL": @@ -4502,42 +4991,43 @@ def probe(): elif key == "IHEOL": proutn(_("Arm NOVAMAX warhead? ")) game.isarmed = ja() - elif key == "IHREAL": # first element of course + elif key == "IHREAL": # first element of course scanner.push(scanner.token) try: game.probe = getcourse(isprobe=True) except TrekError: return game.nprobes -= 1 - schedule(FDSPROB, 0.01) # Time to move one sector - prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\"")) + schedule(FDSPROB, 0.01) # Time to move one sector + prout(_('Ensign Chekov- "The deep space probe is launched, Captain."')) game.ididit = True return + def mayday(): "Yell for help from nearest starbase." # There's more than one way to move in this game! scanner.chew() # Test for conditions which prevent calling for help if game.condition == "docked": - prout(_("Lt. Uhura- \"But Captain, we're already docked.\"")) + prout(_('Lt. Uhura- "But Captain, we\'re already docked."')) return if damaged(DRADIO): prout(_("Subspace radio damaged.")) return if not game.state.baseq: - prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\"")) + prout(_('Lt. Uhura- "Captain, I\'m not getting any response from Starbase."')) return if game.landed: prout(_("You must be aboard the %s.") % crmshp()) return # OK -- call for help from nearest starbase game.nhelp += 1 - if game.base.i!=0: + if game.base.i != 0: # There's one in this quadrant ddist = (game.base - game.sector).distance() else: - ibq = None # Force base-quadrant game to persist past loop + ibq = None # Force base-quadrant game to persist past loop ddist = FOREVER for ibq in game.state.baseq: xdist = QUADSIZE * (ibq - game.quadrant).distance() @@ -4550,13 +5040,15 @@ def mayday(): game.quadrant = ibq newqad() # dematerialize starship - game.quad[game.sector.i][game.sector.j]='.' - proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \ - % (game.quadrant, crmshp())) + game.quad[game.sector.i][game.sector.j] = "." + proutn( + _("Starbase in Quadrant %s responds--%s dematerializes") + % (game.quadrant, crmshp()) + ) game.sector.invalidate() - for m in range(1, 5+1): + for m in range(1, 5 + 1): w = game.base.scatter() - if w.valid_sector() and game.quad[w.i][w.j]=='.': + if w.valid_sector() and game.quad[w.i][w.j] == ".": # found one -- finish up game.sector = w break @@ -4565,52 +5057,56 @@ def mayday(): finish(FMATERIALIZE) return # Give starbase three chances to rematerialize starship - probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333) - for m in range(1, 3+1): - if m == 1: proutn(_("1st")) - elif m == 2: proutn(_("2nd")) - elif m == 3: proutn(_("3rd")) + probf = math.pow((1.0 - math.pow(0.98, ddist)), 0.33333333) + for m in range(1, 3 + 1): + if m == 1: + proutn(_("1st")) + elif m == 2: + proutn(_("2nd")) + elif m == 3: + proutn(_("3rd")) proutn(_(" attempt to re-materialize ") + crmshp()) - game.quad[game.sector.i][game.sector.j]=('-','o','O')[m-1] + game.quad[game.sector.i][game.sector.j] = ("-", "o", "O")[m - 1] textcolor(RED) warble() if rnd.real() > probf: break prout(_("fails.")) textcolor(DEFAULT) - if game.options & OPTION_CURSES: # pragma: no cover + if game.options & OPTION_CURSES: # pragma: no cover curses.delay_output(500) if m > 3: - game.quad[game.sector.i][game.sector.j]='?' + game.quad[game.sector.i][game.sector.j] = "?" game.alive = False drawmaps(1) setwnd(message_window) finish(FMATERIALIZE) return - game.quad[game.sector.i][game.sector.j]=game.ship + game.quad[game.sector.i][game.sector.j] = game.ship textcolor(GREEN) prout(_("succeeds.")) textcolor(DEFAULT) dock(False) skip(1) - prout(_("Lt. Uhura- \"Captain, we made it!\"")) + prout(_('Lt. Uhura- "Captain, we made it!"')) + def abandon(): "Abandon ship." scanner.chew() - if game.condition=="docked": - if game.ship!='E': + if game.condition == "docked": + if game.ship != "E": prout(_("You cannot abandon Ye Faerie Queene.")) return else: # Must take shuttle craft to exit - if game.damage[DSHUTTL]==-1: + if game.damage[DSHUTTL] == -1: prout(_("Ye Faerie Queene has no shuttle craft.")) return - if game.damage[DSHUTTL]<0: + if game.damage[DSHUTTL] < 0: prout(_("Shuttle craft now serving Big Macs.")) return - if game.damage[DSHUTTL]>0: + if game.damage[DSHUTTL] > 0: prout(_("Shuttle craft damaged.")) return if game.landed: @@ -4636,17 +5132,15 @@ def abandon(): prout(_("Remainder of ship's complement beam down")) prout(_("to nearest habitable planet.")) elif q.planet is not None and not damaged(DTRANSP): - prout(_("Remainder of ship's complement beam down to %s.") % - q.planet) + prout(_("Remainder of ship's complement beam down to %s.") % q.planet) else: - prout(_("Entire crew of %d left to die in outer space.") % - game.state.crew) + prout(_("Entire crew of %d left to die in outer space.") % game.state.crew) game.casual += game.state.crew game.abandoned += game.state.crew # If at least one base left, give 'em the Faerie Queene skip(1) - game.icrystl = False # crystals are lost - game.nprobes = 0 # No probes + game.icrystl = False # crystals are lost + game.nprobes = 0 # No probes prout(_("You are captured by Klingons and released to")) prout(_("the Federation in a prisoner-of-war exchange.")) nb = rnd.integer(len(game.state.baseq)) @@ -4657,20 +5151,22 @@ def abandon(): newqad() while True: # position next to base by trial and error - game.quad[game.sector.i][game.sector.j] = '.' + game.quad[game.sector.i][game.sector.j] = "." l = QUADSIZE for l in range(QUADSIZE): game.sector = game.base.scatter() - if game.sector.valid_sector() and \ - game.quad[game.sector.i][game.sector.j] == '.': + if ( + game.sector.valid_sector() + and game.quad[game.sector.i][game.sector.j] == "." + ): break if l < QUADSIZE: - break # found a spot - game.sector.i=QUADSIZE/2 - game.sector.j=QUADSIZE/2 + break # found a spot + game.sector.i = QUADSIZE / 2 + game.sector.j = QUADSIZE / 2 newqad() # Get new commission - game.quad[game.sector.i][game.sector.j] = game.ship = 'F' + game.quad[game.sector.i][game.sector.j] = game.ship = "F" game.state.crew = FULLCREW prout(_("Starfleet puts you in command of another ship,")) prout(_("the Faerie Queene, which is antiquated but,")) @@ -4678,46 +5174,54 @@ def abandon(): if game.icrystl: prout(_("The dilithium crystals have been moved.")) game.imine = False - game.iscraft = "offship" # Galileo disappears + game.iscraft = "offship" # Galileo disappears # Resupply ship - game.condition="docked" + game.condition = "docked" for l in range(NDEVICES): game.damage[l] = 0.0 game.damage[DSHUTTL] = -1 game.energy = game.inenrg = 3000.0 game.shield = game.inshld = 1250.0 game.torps = game.intorps = 6 - game.lsupres=game.inlsr=3.0 - game.shldup=False - game.warpfac=5.0 + game.lsupres = game.inlsr = 3.0 + game.shldup = False + game.warpfac = 5.0 game.brigfree = game.brigcapacity = 300 return + # Code from planets.c begins here. + def consumeTime(): "Abort a lengthy operation if an event interrupts it." game.ididit = True events() - if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin: + if ( + game.alldone + or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova + or game.justin + ): return True return False + def survey(): "Report on (uninhabited) planets in the galaxy." iknow = False skip(1) scanner.chew() - prout(_("Spock- \"Planet report follows, Captain.\"")) + prout(_('Spock- "Planet report follows, Captain."')) skip(1) for i in range(game.inplan): if game.state.planets[i].pclass == "destroyed": continue - if (game.state.planets[i].known != "unknown" \ - and not game.state.planets[i].inhabited) \ - or game.idebug: + if ( + game.state.planets[i].known != "unknown" + and not game.state.planets[i].inhabited + ) or game.idebug: iknow = True - if game.idebug and game.state.planets[i].known=="unknown": + if game.idebug and game.state.planets[i].known == "unknown": proutn("(Unknown) ") proutn(_("Quadrant %s") % game.state.planets[i].quadrant) proutn(_(" class ")) @@ -4726,11 +5230,12 @@ def survey(): if game.state.planets[i].crystals != "present": proutn(_("no ")) prout(_("dilithium crystals present.")) - if game.state.planets[i].known=="shuttle_down": + if game.state.planets[i].known == "shuttle_down": prout(_(" Shuttle Craft Galileo on surface.")) if not iknow: prout(_("No information available.")) + def orbit(): "Enter standard orbit." skip(1) @@ -4744,20 +5249,21 @@ def orbit(): if game.plnet is None: prout("There is no planet in this sector.") return - if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1: + if abs(game.sector.i - game.plnet.i) > 1 or abs(game.sector.j - game.plnet.j) > 1: prout(crmshp() + _(" not adjacent to planet.")) skip(1) return game.optime = rnd.real(0.02, 0.05) - prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\"")) + prout(_('Helmsman Sulu- "Entering standard orbit, Sir."')) newcnd() if consumeTime(): return game.height = rnd.real(1400, 8600) - prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height) + prout(_('Sulu- "Entered orbit at altitude %.2f kilometers."') % game.height) game.inorbit = True game.ididit = True + def sensor(): "Examine planets in this quadrant." if damaged(DSRSENS): @@ -4766,24 +5272,27 @@ def sensor(): return if game.iplnet is None: if game.options & OPTION_TTY: - prout(_("Spock- \"No planet in this quadrant, Captain.\"")) + prout(_('Spock- "No planet in this quadrant, Captain."')) return if game.iplnet.known == "unknown": - prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant) + prout(_('Spock- "Sensor scan for Quadrant %s-') % game.quadrant) skip(1) - prout(_(" Planet at Sector %s is of class %s.") % - (game.plnet, game.iplnet.pclass)) - if game.iplnet.known=="shuttle_down": + prout( + _(" Planet at Sector %s is of class %s.") + % (game.plnet, game.iplnet.pclass) + ) + if game.iplnet.known == "shuttle_down": prout(_(" Sensors show Galileo still on surface.")) proutn(_(" Readings indicate")) if game.iplnet.crystals != "present": proutn(_(" no")) - prout(_(" dilithium crystals present.\"")) + prout(_(' dilithium crystals present."')) if game.iplnet.known == "unknown": game.iplnet.known = "known" elif game.iplnet.inhabited: - prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name) - prout(_(" is located at Sector %s, Captain.\"") % game.plnet) + prout(_('Spock- "The inhabited planet %s ') % game.iplnet.name) + prout(_(' is located at Sector %s, Captain."') % game.plnet) + def beam(): "Use the transporter." @@ -4792,9 +5301,11 @@ def beam(): skip(1) if damaged(DTRANSP): prout(_("Transporter damaged.")) - if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"): + if not damaged(DSHUTTL) and ( + game.iplnet.known == "shuttle_down" or game.iscraft == "onship" + ): skip(1) - proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" ")) + proutn(_('Spock- "May I suggest the shuttle craft, Sir?" ')) if ja(): shuttle() return @@ -4804,19 +5315,19 @@ def beam(): if game.shldup: prout(_("Impossible to transport through shields.")) return - if game.iplnet.known=="unknown": - prout(_("Spock- \"Captain, we have no information on this planet")) + if game.iplnet.known == "unknown": + prout(_('Spock- "Captain, we have no information on this planet')) prout(_(" and Starfleet Regulations clearly state that in this situation")) - prout(_(" you may not go down.\"")) + prout(_(' you may not go down."')) return - if not game.landed and game.iplnet.crystals=="absent": - prout(_("Spock- \"Captain, I fail to see the logic in")) + if not game.landed and game.iplnet.crystals == "absent": + prout(_('Spock- "Captain, I fail to see the logic in')) prout(_(" exploring a planet with no dilithium crystals.")) - proutn(_(" Are you sure this is wise?\" ")) + proutn(_(' Are you sure this is wise?" ')) if not ja(): scanner.chew() return - if (game.options & OPTION_ALMY): + if game.options & OPTION_ALMY: nrgneed = 50 * game.skill + game.height / 100.0 if nrgneed > game.energy: prout(_("Engineering to bridge--")) @@ -4827,15 +5338,17 @@ def beam(): prout(_(" Captain, we have enough energy only to transport you down to")) prout(_(" the planet, but there wouldn't be an energy for the trip back.")) if game.iplnet.known == "shuttle_down": - prout(_(" Although the Galileo shuttle craft may still be on a surface.")) - proutn(_(" Are you sure this is wise?\" ")) + prout( + _(" Although the Galileo shuttle craft may still be on a surface.") + ) + proutn(_(' Are you sure this is wise?" ')) if not ja(): scanner.chew() return if game.landed: # Coming from planet - if game.iplnet.known=="shuttle_down": - proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" ")) + if game.iplnet.known == "shuttle_down": + proutn(_('Spock- "Wouldn\'t you rather take the Galileo?" ')) if ja(): scanner.chew() return @@ -4845,14 +5358,14 @@ def beam(): prout(_("Kirk whips out communicator...")) prouts(_("BEEP BEEP BEEP")) skip(2) - prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\"")) + prout(_('"Kirk to enterprise- Lock on coordinates...energize."')) else: # Going to planet - prout(_("Scotty- \"Transporter room ready, Sir.\"")) + prout(_('Scotty- "Transporter room ready, Sir."')) skip(1) prout(_("Kirk and landing party prepare to beam down to planet surface.")) skip(1) - prout(_("Kirk- \"Energize.\"")) + prout(_('Kirk- "Energize."')) game.ididit = True skip(1) prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .") @@ -4860,7 +5373,7 @@ def beam(): if not rnd.withprob(0.98): prouts("BOOOIIIOOOIIOOOOIIIOIING . . .") skip(2) - prout(_("Scotty- \"Oh my God! I've lost them.\"")) + prout(_('Scotty- "Oh my God! I\'ve lost them."')) finish(FLOST) return prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW") @@ -4868,7 +5381,7 @@ def beam(): game.energy -= nrgneed skip(2) prout(_("Transport complete.")) - if game.landed and game.iplnet.known=="shuttle_down": + if game.landed and game.iplnet.known == "shuttle_down": prout(_("The shuttle craft Galileo is here!")) if not game.landed and game.imine: game.icrystl = True @@ -4876,6 +5389,7 @@ def beam(): game.imine = False return + def mine(): "Strip-mine a world for dilithium." skip(1) @@ -4896,13 +5410,14 @@ def mine(): prout(_("With all those fresh crystals aboard the ") + crmshp()) prout(_("there's no reason to mine more at this time.")) return - game.optime = rnd.real(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L")) + game.optime = rnd.real(0.1, 0.3) * (ord(game.iplnet.pclass) - ord("L")) if consumeTime(): return prout(_("Mining operation complete.")) game.iplnet.crystals = "mined" game.imine = game.ididit = True + def usecrystals(): "Use dilithium crystals." game.ididit = False @@ -4912,24 +5427,24 @@ def usecrystals(): prout(_("No dilithium crystals available.")) return if game.energy >= 1000: - prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation")) + prout(_('Spock- "Captain, Starfleet Regulations prohibit such an operation')) prout(_(" except when Condition Yellow exists.")) return - prout(_("Spock- \"Captain, I must warn you that loading")) + prout(_('Spock- "Captain, I must warn you that loading')) prout(_(" raw dilithium crystals into the ship's power")) prout(_(" system may risk a severe explosion.")) - proutn(_(" Are you sure this is wise?\" ")) + proutn(_(' Are you sure this is wise?" ')) if not ja(): scanner.chew() return skip(1) - prout(_("Engineering Officer Scott- \"(GULP) Aye Sir.")) - prout(_(" Mr. Spock and I will try it.\"")) + prout(_('Engineering Officer Scott- "(GULP) Aye Sir.')) + prout(_(' Mr. Spock and I will try it."')) skip(1) - prout(_("Spock- \"Crystals in place, Sir.")) - prout(_(" Ready to activate circuit.\"")) + prout(_('Spock- "Crystals in place, Sir.')) + prout(_(' Ready to activate circuit."')) skip(1) - prouts(_("Scotty- \"Keep your fingers crossed, Sir!\"")) + prouts(_('Scotty- "Keep your fingers crossed, Sir!"')) skip(1) if rnd.withprob(game.cryprob): prouts(_(" \"Activating now! - - No good! It's***")) @@ -4942,13 +5457,14 @@ def usecrystals(): kaboom() return game.energy += rnd.real(5000.0, 5500.0) - prouts(_(" \"Activating now! - - ")) + prouts(_(' "Activating now! - - ')) prout(_("The instruments")) prout(_(" are going crazy, but I think it's")) - prout(_(" going to work!! Congratulations, Sir!\"")) + prout(_(' going to work!! Congratulations, Sir!"')) game.cryprob *= 2.0 game.ididit = True + def shuttle(): "Use shuttlecraft for planetary jaunt." scanner.chew() @@ -4961,7 +5477,7 @@ def shuttle(): prout(_("Ye Faerie Queene had no shuttle craft.")) elif game.damage[DSHUTTL] > 0: prout(_("The Galileo is damaged.")) - else: # game.damage[DSHUTTL] < 0 + else: # game.damage[DSHUTTL] < 0 prout(_("Shuttle craft is now serving Big Macs.")) return if not game.inorbit: @@ -4970,24 +5486,26 @@ def shuttle(): if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship": prout(_("Shuttle craft not currently available.")) return - if not game.landed and game.iplnet.known=="shuttle_down": + if not game.landed and game.iplnet.known == "shuttle_down": prout(_("You will have to beam down to retrieve the shuttle craft.")) return if game.shldup or game.condition == "docked": prout(_("Shuttle craft cannot pass through shields.")) return - if game.iplnet.known=="unknown": - prout(_("Spock- \"Captain, we have no information on this planet")) + if game.iplnet.known == "unknown": + prout(_('Spock- "Captain, we have no information on this planet')) prout(_(" and Starfleet Regulations clearly state that in this situation")) - prout(_(" you may not fly down.\"")) + prout(_(' you may not fly down."')) return - game.optime = 3.0e-5*game.height - if game.optime >= 0.8*game.state.remtime: - prout(_("First Officer Spock- \"Captain, I compute that such")) - proutn(_(" a maneuver would require approximately %2d%% of our") % \ - int(100*game.optime/game.state.remtime)) + game.optime = 3.0e-5 * game.height + if game.optime >= 0.8 * game.state.remtime: + prout(_('First Officer Spock- "Captain, I compute that such')) + proutn( + _(" a maneuver would require approximately %2d%% of our") + % int(100 * game.optime / game.state.remtime) + ) prout(_("remaining time.")) - proutn(_("Are you sure this is wise?\" ")) + proutn(_('Are you sure this is wise?" ')) if not ja(): game.optime = 0.0 return @@ -4996,7 +5514,7 @@ def shuttle(): if game.iscraft == "onship": # Galileo on ship! if not damaged(DTRANSP): - proutn(_("Spock- \"Would you rather use the transporter?\" ")) + proutn(_('Spock- "Would you rather use the transporter?" ')) if ja(): beam() return @@ -5008,7 +5526,7 @@ def shuttle(): skip(1) if consumeTime(): return - game.iplnet.known="shuttle_down" + game.iplnet.known = "shuttle_down" prout(_("Trip complete.")) return else: @@ -5018,7 +5536,7 @@ def shuttle(): skip(1) prouts(_("The short hop begins . . .")) skip(1) - game.iplnet.known="known" + game.iplnet.known = "known" game.icraft = True skip(1) game.landed = False @@ -5035,7 +5553,7 @@ def shuttle(): else: # Kirk on ship and so is Galileo prout(_("Mining party assembles in the hangar deck,")) - prout(_("ready to board the shuttle craft \"Galileo\".")) + prout(_('ready to board the shuttle craft "Galileo".')) skip(1) prouts(_("The hangar doors open; the trip begins.")) skip(1) @@ -5049,26 +5567,27 @@ def shuttle(): prout(_("Trip complete.")) return + def deathray(): "Use the big zapper." game.ididit = False skip(1) scanner.chew() - if game.ship != 'E': + if game.ship != "E": prout(_("Ye Faerie Queene has no death ray.")) return - if len(game.enemies)==0: - prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\"")) + if len(game.enemies) == 0: + prout(_('Sulu- "But Sir, there are no enemies in this quadrant."')) return if damaged(DDRAY): prout(_("Death Ray is damaged.")) return prout(_("Spock- \"Captain, the 'Experimental Death Ray'")) prout(_(" is highly unpredictible. Considering the alternatives,")) - proutn(_(" are you sure this is wise?\" ")) + proutn(_(' are you sure this is wise?" ')) if not ja(): return - prout(_("Spock- \"Acknowledged.\"")) + prout(_('Spock- "Acknowledged."')) skip(1) game.ididit = True prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE")) @@ -5077,8 +5596,8 @@ def deathray(): prout(_("Spock and Scotty ready the death ray and")) prout(_("prepare to channel all ship's power to the device.")) skip(1) - prout(_("Spock- \"Preparations complete, sir.\"")) - prout(_("Kirk- \"Engage!\"")) + prout(_('Spock- "Preparations complete, sir."')) + prout(_('Kirk- "Engage!"')) skip(1) prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR")) skip(1) @@ -5090,24 +5609,28 @@ def deathray(): dprob = 0.5 r = rnd.real() if r > dprob: - prouts(_("Sulu- \"Captain! It's working!\"")) + prouts(_('Sulu- "Captain! It\'s working!"')) skip(2) while len(game.enemies) > 0: - deadkl(game.enemies[-1].location, game.quad[game.enemies[-1].location.i][game.enemies[-1].location.j],game.enemies[-1].location) - prout(_("Ensign Chekov- \"Congratulations, Captain!\"")) + deadkl( + game.enemies[-1].location, + game.quad[game.enemies[-1].location.i][game.enemies[-1].location.j], + game.enemies[-1].location, + ) + prout(_('Ensign Chekov- "Congratulations, Captain!"')) if game.unwon() == 0: finish(FWON) - if (game.options & OPTION_ALMY): + if game.options & OPTION_ALMY: prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'")) if rnd.withprob(0.05): - prout(_(" is still operational.\"")) + prout(_(' is still operational."')) else: - prout(_(" has been rendered nonfunctional.\"")) + prout(_(' has been rendered nonfunctional."')) game.damage[DDRAY] = 39.95 return - r = rnd.real() # Pick failure method + r = rnd.real() # Pick failure method if r <= 0.30: - prouts(_("Sulu- \"Captain! It's working!\"")) + prouts(_('Sulu- "Captain! It\'s working!"')) skip(1) prouts(_("***RED ALERT! RED ALERT!")) skip(1) @@ -5121,89 +5644,122 @@ def deathray(): kaboom() return if r <= 0.55: - prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\"")) + prouts(_('Sulu- "Captain! Yagabandaghangrapl, brachriigringlanbla!"')) skip(1) - prout(_("Lt. Uhura- \"Graaeek! Graaeek!\"")) + prout(_('Lt. Uhura- "Graaeek! Graaeek!"')) skip(1) - prout(_("Spock- \"Fascinating! . . . All humans aboard")) + prout(_('Spock- "Fascinating! . . . All humans aboard')) prout(_(" have apparently been transformed into strange mutations.")) prout(_(" Vulcans do not seem to be affected.")) skip(1) - prout(_("Kirk- \"Raauch! Raauch!\"")) + prout(_('Kirk- "Raauch! Raauch!"')) finish(FDRAY) return if r <= 0.75: - prouts(_("Sulu- \"Captain! It's --WHAT?!?!\"")) + prouts(_('Sulu- "Captain! It\'s --WHAT?!?!"')) skip(2) - proutn(_("Spock- \"I believe the word is")) + proutn(_('Spock- "I believe the word is')) prouts(_(" *ASTONISHING*")) prout(_(" Mr. Sulu.")) for i in range(QUADSIZE): for j in range(QUADSIZE): - if game.quad[i][j] == '.': - game.quad[i][j] = '?' + if game.quad[i][j] == ".": + game.quad[i][j] = "?" prout(_(" Captain, our quadrant is now infested with")) prouts(_(" - - - - - - *THINGS*.")) skip(1) - prout(_(" I have no logical explanation.\"")) + prout(_(' I have no logical explanation."')) return - prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\"")) + prouts(_('Sulu- "Captain! The Death Ray is creating tribbles!"')) skip(1) - prout(_("Scotty- \"There are so many tribbles down here")) + prout(_('Scotty- "There are so many tribbles down here')) prout(_(" in Engineering, we can't move for 'em, Captain.\"")) finish(FTRIBBLE) return + # Code from reports.c begins here + def attackreport(curt): "eport status of bases under attack." if not curt: if is_scheduled(FCDBAS): - prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle) + prout( + _("Starbase in Quadrant %s is currently under Commander attack.") + % game.battle + ) prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS))) elif game.isatb == 1: - prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr) + prout( + _("Starbase in Quadrant %s is under Super-commander attack.") + % game.state.kscmdr + ) prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS))) else: prout(_("No Starbase is currently under attack.")) else: if is_scheduled(FCDBAS): - proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS))) + proutn( + _("Base in %s attacked by C. Alive until %.1f") + % (game.battle, scheduled(FCDBAS)) + ) if game.isatb: - proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS))) + proutn( + _("Base in %s attacked by S. Alive until %.1f") + % (game.state.kscmdr, scheduled(FSCDBAS)) + ) clreol() + def report(): # report on general game status scanner.chew() # pylint: disable=consider-using-ternary s1 = (game.thawed and _("thawed ")) or "" - s2 = {1:"short", 2:"medium", 4:"long"}[game.length] - s3 = (None, _("novice"), _("fair"), - _("good"), _("expert"), _("emeritus"))[game.skill] - prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3)) - if game.skill>SKILL_GOOD and game.thawed and not game.alldone: + s2 = {1: "short", 2: "medium", 4: "long"}[game.length] + s3 = (None, _("novice"), _("fair"), _("good"), _("expert"), _("emeritus"))[ + game.skill + ] + prout( + _("You %s a %s%s %s game.") + % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3) + ) + if game.skill > SKILL_GOOD and game.thawed and not game.alldone: prout(_("No plaque is allowed.")) if game.tourn: prout(_("This is tournament game %d.") % game.tourn) - prout(_("Your secret password is \"%s\"") % game.passwd) - proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - game.unwon()), - (game.inkling + game.incom + game.inscom))) + prout(_('Your secret password is "%s"') % game.passwd) + proutn( + _("%d of %d Klingons have been killed") + % ( + ((game.inkling + game.incom + game.inscom) - game.unwon()), + (game.inkling + game.incom + game.inscom), + ) + ) if game.incom - len(game.state.kcmdr): - prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1])) + prout( + _(", including %d Commander%s.") + % ( + game.incom - len(game.state.kcmdr), + (_("s"), "")[(game.incom - len(game.state.kcmdr)) == 1], + ) + ) elif game.inkling - game.remkl() + (game.inscom - game.state.nscrem) > 0: prout(_(", but no Commanders.")) else: prout(".") if game.skill > SKILL_FAIR: - prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem]) + prout( + _("The Super Commander has %sbeen destroyed.") + % ("", _("not "))[game.state.nscrem] + ) if len(game.state.baseq) != game.inbase: proutn(_("There ")) - if game.inbase-len(game.state.baseq)==1: + if game.inbase - len(game.state.baseq) == 1: proutn(_("has been 1 base")) else: - proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq))) + proutn(_("have been %d bases") % (game.inbase - len(game.state.baseq))) prout(_(" destroyed, %d remaining.") % len(game.state.baseq)) else: prout(_("There are %d bases.") % game.inbase) @@ -5213,13 +5769,16 @@ def report(): attackreport(False) game.iseenit = True if game.casual: - prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1])) + prout( + _("%d casualt%s suffered so far.") + % (game.casual, ("y", "ies")[game.casual != 1]) + ) if game.brigcapacity != game.brigfree: - embriggened = game.brigcapacity-game.brigfree + embriggened = game.brigcapacity - game.brigfree if embriggened == 1: prout(_("1 Klingon in brig")) else: - prout(_("%d Klingons in brig.") % embriggened) + prout(_("%d Klingons in brig.") % embriggened) if game.kcaptured == 0: pass elif game.kcaptured == 1: @@ -5227,15 +5786,18 @@ def report(): else: prout(_("%d captured Klingons turned in to Star Fleet.") % game.kcaptured) if game.nhelp: - prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1])) - if game.ship == 'E': + prout( + _("There were %d call%s for help.") + % (game.nhelp, ("", _("s"))[game.nhelp != 1]) + ) + if game.ship == "E": proutn(_("You have ")) if game.nprobes: proutn("%d" % (game.nprobes)) else: proutn(_("no")) proutn(_(" deep space probe")) - if game.nprobes!=1: + if game.nprobes != 1: proutn(_("s")) prout(".") if communicating() and is_scheduled(FDSPROB): @@ -5245,18 +5807,21 @@ def report(): proutn(_("A deep space probe is in ")) prout("Quadrant %s." % game.probe.quadrant()) if game.icrystl: - if game.cryprob <= .05: + if game.cryprob <= 0.05: prout(_("Dilithium crystals aboard ship... not yet used.")) else: - i=0 + i = 0 ai = 0.05 while game.cryprob > ai: ai *= 2.0 i += 1 - prout(_("Dilithium crystals have been used %d time%s.") % \ - (i, (_("s"), "")[i==1])) + prout( + _("Dilithium crystals have been used %d time%s.") + % (i, (_("s"), "")[i == 1]) + ) skip(1) + def lrscan(silent): "Long-range sensor scan." if damaged(DLRSENS): @@ -5269,10 +5834,10 @@ def lrscan(silent): prout(_("Starbase's long-range scan")) elif not silent: prout(_("Long-range scan")) - for x in range(game.quadrant.i-1, game.quadrant.i+2): + for x in range(game.quadrant.i - 1, game.quadrant.i + 2): if not silent: proutn(" ") - for y in range(game.quadrant.j-1, game.quadrant.j+2): + for y in range(game.quadrant.j - 1, game.quadrant.j + 2): if not Coord(x, y).valid_quadrant(): if not silent: proutn(" -1") @@ -5285,11 +5850,16 @@ def lrscan(silent): if not silent and game.state.galaxy[x][y].supernova: proutn(" ***") elif not silent: - cn = " %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars) - proutn(((3 - len(cn)) * '.') + cn) + cn = " %3d" % ( + game.state.chart[x][y].klingons * 100 + + game.state.chart[x][y].starbase * 10 + + game.state.chart[x][y].stars + ) + proutn(((3 - len(cn)) * ".") + cn) if not silent: prout(" ") + def damagereport(): "Damage report." jdam = False @@ -5298,14 +5868,20 @@ def damagereport(): if damaged(i): if not jdam: prout(_("DEVICE REPAIR TIMES")) - prout(_(" IN FLIGHT DOCKED")) + prout( + _( + " IN FLIGHT DOCKED" + ) + ) jdam = True - prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i], - game.damage[i]+0.05, - DOCKFAC*game.damage[i]+0.005)) + prout( + " %-26s\t%8.2f\t\t%8.2f" + % (device[i], game.damage[i] + 0.05, DOCKFAC * game.damage[i] + 0.005) + ) if not jdam: prout(_("All devices functional.")) + def rechart(): "Update the chart in the Enterprise's computer from galaxy data." game.lastchart = game.state.date @@ -5316,85 +5892,117 @@ def rechart(): game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase game.state.chart[i][j].stars = game.state.galaxy[i][j].stars + def chart(): "Display the star chart." scanner.chew() - if (game.options & OPTION_AUTOSCAN): + if game.options & OPTION_AUTOSCAN: lrscan(silent=True) if communicating(): rechart() if game.lastchart < game.state.date and game.condition == "docked": - prout(_("Spock- \"I revised the Star Chart from the starbase's records.\"")) + prout(_('Spock- "I revised the Star Chart from the starbase\'s records."')) rechart() prout(_(" STAR CHART FOR THE KNOWN GALAXY")) if game.state.date > game.lastchart: - prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart))) + prout( + _("(Last surveillance update %d stardates ago).") + % ((int)(game.state.date - game.lastchart)) + ) prout(" 1 2 3 4 5 6 7 8") for i in range(GALSIZE): - if (game.options & OPTION_ALPHAMERIC): - proutn("%c |" % letterize(i+1)) + if game.options & OPTION_ALPHAMERIC: + proutn("%c |" % letterize(i + 1)) else: - proutn("%d |" % (i+1)) + proutn("%d |" % (i + 1)) for j in range(GALSIZE): - if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j: + if ( + (game.options & OPTION_SHOWME) + and i == game.quadrant.i + and j == game.quadrant.j + ): proutn("<") else: proutn(" ") if game.state.galaxy[i][j].supernova: show = "***" - elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase: + elif ( + not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase + ): show = ".1." elif game.state.galaxy[i][j].charted: - show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars) - if (game.options & OPTION_DOTFILL): + show = "%3d" % ( + game.state.chart[i][j].klingons * 100 + + game.state.chart[i][j].starbase * 10 + + game.state.chart[i][j].stars + ) + if game.options & OPTION_DOTFILL: show = show.replace(" ", ".") else: show = "..." proutn(show) - if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j: + if ( + (game.options & OPTION_SHOWME) + and i == game.quadrant.i + and j == game.quadrant.j + ): proutn(">") else: proutn(" ") proutn(" |") - if i 0 for x in game.damage]))) + prstat( + _("Condition"), + _("%s, %i DAMAGES") + % (game.condition.upper(), sum([x > 0 for x in game.damage])), + ) if game.iscloaked: prout(_(", CLOAKED")) if not req or req == 3: @@ -5424,9 +6032,11 @@ def status(req=0): s = _("UP,") else: s = _("DOWN,") - data = _(" %d%% %.1f units") \ - % (int((100.0*game.shield)/game.inshld + 0.5), game.shield) - prstat(_("Shields"), s+data) + data = _(" %d%% %.1f units") % ( + int((100.0 * game.shield) / game.inshld + 0.5), + game.shield, + ) + prstat(_("Shields"), s + data) if not req or req == 9: prstat(_("Klingons Left"), "%d" % game.unwon()) if not req or req == 10: @@ -5439,9 +6049,10 @@ def status(req=0): elif not req or req == 11: attackreport(not req) + def request(): "Request specified status data, a historical relic from slow TTYs." - requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti") + requests = ("da", "co", "po", "ls", "wa", "en", "to", "sh", "kl", "sy", "ti") while scanner.nexttok() == "IHEOL": proutn(_("Information desired? ")) scanner.chew() @@ -5452,38 +6063,47 @@ def request(): prout((" date, condition, position, lsupport, warpfactor,")) prout((" energy, torpedoes, shields, klingons, system, time.")) + def srscan(): "Short-range scan." - goodScan=True + goodScan = True if damaged(DSRSENS): # Allow base's sensors if docked if game.condition != "docked": prout(_(" S.R. SENSORS DAMAGED!")) - goodScan=False + goodScan = False else: prout(_(" [Using Base's sensors]")) else: prout(_(" Short-range scan")) if goodScan and communicating(): - game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons - game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase - game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars + game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[ + game.quadrant.i + ][game.quadrant.j].klingons + game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[ + game.quadrant.i + ][game.quadrant.j].starbase + game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[ + game.quadrant.i + ][game.quadrant.j].stars game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True prout(" 1 2 3 4 5 6 7 8 9 10") if game.condition != "docked": newcnd() for i in range(QUADSIZE): - if (game.options & OPTION_ALPHAMERIC): - proutn("%c " % letterize(i+1)) + if game.options & OPTION_ALPHAMERIC: + proutn("%c " % letterize(i + 1)) else: - proutn("%2d " % (i+1)) + proutn("%2d " % (i + 1)) for j in range(QUADSIZE): sectscan(goodScan, i, j) skip(1) + def eta(): "Use computer to get estimated time of arrival for a warp jump." - w1 = Coord(); w2 = Coord() + w1 = Coord() + w2 = Coord() prompt = False if damaged(DCOMPTR): prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR.")) @@ -5493,45 +6113,47 @@ def eta(): prompt = True scanner.chew() proutn(_("Destination quadrant and/or sector? ")) - if scanner.nexttok()!="IHREAL": + if scanner.nexttok() != "IHREAL": huh() return - w1.j = int(scanner.real-0.5) + w1.j = int(scanner.real - 0.5) if scanner.nexttok() != "IHREAL": huh() return - w1.i = int(scanner.real-0.5) + w1.i = int(scanner.real - 0.5) if scanner.nexttok() == "IHREAL": - w2.j = int(scanner.real-0.5) + w2.j = int(scanner.real - 0.5) if scanner.nexttok() != "IHREAL": huh() return - w2.i = int(scanner.real-0.5) + w2.i = int(scanner.real - 0.5) else: - if game.quadrant.j>w1.i: + if game.quadrant.j > w1.i: w2.i = 0 else: - w2.i=QUADSIZE-1 - if game.quadrant.i>w1.j: + w2.i = QUADSIZE - 1 + if game.quadrant.i > w1.j: w2.j = 0 else: - w2.j=QUADSIZE-1 + w2.j = QUADSIZE - 1 if not w1.valid_quadrant() or not w2.valid_sector(): huh() return - dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+ - (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2) + dist = math.sqrt( + (w1.j - game.quadrant.j + (w2.j - game.sector.j) / (QUADSIZE * 1.0)) ** 2 + + (w1.i - game.quadrant.i + (w2.i - game.sector.i) / (QUADSIZE * 1.0)) ** 2 + ) wfl = False if prompt: - prout(_("Answer \"no\" if you don't know the value:")) + prout(_('Answer "no" if you don\'t know the value:')) while True: scanner.chew() proutn(_("Time or arrival date? ")) - if scanner.nexttok()=="IHREAL": + if scanner.nexttok() == "IHREAL": ttime = scanner.real if ttime > game.state.date: - ttime -= game.state.date # Actually a star date - twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0 + ttime -= game.state.date # Actually a star date + twarp = (math.floor(math.sqrt((10.0 * dist) / ttime) * 10.0) + 1.0) / 10.0 if ttime <= 1e-10 or twarp > 10: prout(_("We'll never make it, sir.")) scanner.chew() @@ -5540,28 +6162,28 @@ def eta(): break scanner.chew() proutn(_("Warp factor? ")) - if scanner.nexttok()== "IHREAL": + if scanner.nexttok() == "IHREAL": wfl = True twarp = scanner.real - if twarp<1.0 or twarp > 10.0: + if twarp < 1.0 or twarp > 10.0: huh() return break prout(_("Captain, certainly you can give me one of these.")) while True: scanner.chew() - ttime = (10.0*dist)/twarp**2 - tpower = dist*twarp*twarp*twarp*(game.shldup+1) + ttime = (10.0 * dist) / twarp ** 2 + tpower = dist * twarp * twarp * twarp * (game.shldup + 1) if tpower >= game.energy: prout(_("Insufficient energy, sir.")) - if not game.shldup or tpower > game.energy*2.0: + if not game.shldup or tpower > game.energy * 2.0: if not wfl: return proutn(_("New warp factor to try? ")) if scanner.nexttok() == "IHREAL": wfl = True twarp = scanner.real - if twarp<1.0 or twarp > 10.0: + if twarp < 1.0 or twarp > 10.0: huh() return continue @@ -5574,27 +6196,29 @@ def eta(): tpower /= 2 else: proutn(_("Remaining")) - prout(_(" energy will be %.2f.") % (game.energy-tpower)) + prout(_(" energy will be %.2f.") % (game.energy - tpower)) if wfl: - prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime)) - elif twarp==1.0: + prout(_("And we will arrive at stardate %.2f.") % (game.state.date + ttime)) + elif twarp == 1.0: prout(_("Any warp speed is adequate.")) else: prout(_("Minimum warp needed is %.2f,") % (twarp)) - prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime)) + prout(_("and we will arrive at stardate %.2f.") % (game.state.date + ttime)) if game.state.remtime < ttime: prout(_("Unfortunately, the Federation will be destroyed by then.")) if twarp > 6.0: prout(_("You'll be taking risks at that speed, Captain")) - if (game.isatb==1 and game.state.kscmdr == w1 and \ - scheduled(FSCDBAS)< ttime+game.state.date) or \ - (scheduled(FCDBAS) 10.0: + if twarp < 1.0 or twarp > 10.0: huh() return else: @@ -5602,8 +6226,10 @@ def eta(): skip(1) return + # This is new in SST2K. + def goptions(): mode = scanner.nexttok() if mode == "IHEOL": @@ -5625,30 +6251,39 @@ def goptions(): else: prout(_("No such option as ") + scanner.token) if mode == "set": - if (not (game.options & OPTION_CURSES)) and (changemask & OPTION_CURSES): # pragma: no cover + if (not (game.options & OPTION_CURSES)) and ( + changemask & OPTION_CURSES + ): # pragma: no cover iostart() game.options |= changemask elif mode == "clear": - if (game.options & OPTION_CURSES) and (not (changemask & OPTION_CURSES)): # pragma: no cover + if (game.options & OPTION_CURSES) and ( + not (changemask & OPTION_CURSES) + ): # pragma: no cover ioend() - game.options &=~ changemask + game.options &= ~changemask prout(_("Acknowledged, Captain.")) else: huh() scanner.chew() skip(1) + # Code from setup.c begins here + def prelim(): "Issue a historically correct banner." skip(2) prout(_("-SUPER- STAR TREK")) skip(1) + + # From the FORTRAN original # prout(_("Latest update-21 Sept 78")) # skip(1) + def freeze(boss): "Save game." if boss: @@ -5660,7 +6295,7 @@ def freeze(boss): if key != "IHALPHA": huh() return - if '.' not in scanner.token: + if "." not in scanner.token: scanner.token += ".trk" try: fp = open(scanner.token, "wb") @@ -5671,6 +6306,7 @@ def freeze(boss): fp.close() scanner.chew() + def thaw(): "Retrieve saved game." global game @@ -5682,7 +6318,7 @@ def thaw(): if key != "IHALPHA": huh() return True - if '.' not in scanner.token: + if "." not in scanner.token: scanner.token += ".trk" try: fp = open(scanner.token, "rb") @@ -5694,6 +6330,7 @@ def thaw(): scanner.chew() return False + # I used to find planets # with references in ST:TOS. Earth and the Alpha Centauri # Colony have been omitted. @@ -5702,39 +6339,39 @@ def thaw(): # because of the way planets are generated. This is a known bug. systnames = ( # Federation Worlds - _("Andoria (Fesoan)"), # several episodes - _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel" - _("Vulcan (T'Khasi)"), # many episodes - _("Medusa"), # TOS: "Is There in Truth No Beauty?" - _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD) - _("Ardana"), # TOS: "The Cloud Minders" - _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden" - _("Gideon"), # TOS: "The Mark of Gideon" - _("Aldebaran III"), # TOS: "The Deadly Years" - _("Alpha Majoris I"), # TOS: "Wolf in the Fold" - _("Altair IV"), # TOS: "Amok Time - _("Ariannus"), # TOS: "Let That Be Your Last Battlefield" - _("Benecia"), # TOS: "The Conscience of the King" - _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays" - _("Alpha Carinae II"), # TOS: "The Ultimate Computer" - _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G) - _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky" - _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD) - _("Eminiar VII"), # TOS: "A Taste of Armageddon" - _("Gamma Canaris IV"), # TOS: "Metamorphosis" - _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple" - _("Ingraham B"), # TOS: "Operation: Annihilate" - _("Janus IV"), # TOS: "The Devil in the Dark" - _("Makus III"), # TOS: "The Galileo Seven" - _("Marcos XII"), # TOS: "And the Children Shall Lead", - _("Omega IV"), # TOS: "The Omega Glory" - _("Regulus V"), # TOS: "Amok Time - _("Deneva"), # TOS: "Operation -- Annihilate!" + _("Andoria (Fesoan)"), # several episodes + _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel" + _("Vulcan (T'Khasi)"), # many episodes + _("Medusa"), # TOS: "Is There in Truth No Beauty?" + _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD) + _("Ardana"), # TOS: "The Cloud Minders" + _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden" + _("Gideon"), # TOS: "The Mark of Gideon" + _("Aldebaran III"), # TOS: "The Deadly Years" + _("Alpha Majoris I"), # TOS: "Wolf in the Fold" + _("Altair IV"), # TOS: "Amok Time + _("Ariannus"), # TOS: "Let That Be Your Last Battlefield" + _("Benecia"), # TOS: "The Conscience of the King" + _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays" + _("Alpha Carinae II"), # TOS: "The Ultimate Computer" + _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G) + _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky" + _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD) + _("Eminiar VII"), # TOS: "A Taste of Armageddon" + _("Gamma Canaris IV"), # TOS: "Metamorphosis" + _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple" + _("Ingraham B"), # TOS: "Operation: Annihilate" + _("Janus IV"), # TOS: "The Devil in the Dark" + _("Makus III"), # TOS: "The Galileo Seven" + _("Marcos XII"), # TOS: "And the Children Shall Lead", + _("Omega IV"), # TOS: "The Omega Glory" + _("Regulus V"), # TOS: "Amok Time + _("Deneva"), # TOS: "Operation -- Annihilate!" # Worlds from BSD Trek - _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD) - _("Beta III"), # TOS: "The Return of the Archons" - _("Triacus"), # TOS: "And the Children Shall Lead", - _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P) + _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD) + _("Beta III"), # TOS: "The Return of the Archons" + _("Triacus"), # TOS: "And the Children Shall Lead", + _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P) # # Others # _("Hansen's Planet"), # TOS: "The Galileo Seven" # _("Taurus IV"), # TOS: "The Galileo Seven" (class G) @@ -5747,34 +6384,35 @@ systnames = ( ) device = ( - _("S. R. Sensors"), \ - _("L. R. Sensors"), \ - _("Phasers"), \ - _("Photon Tubes"), \ - _("Life Support"), \ - _("Warp Engines"), \ - _("Impulse Engines"), \ - _("Shields"), \ - _("Subspace Radio"), \ - _("Shuttle Craft"), \ - _("Computer"), \ - _("Navigation System"), \ - _("Transporter"), \ - _("Shield Control"), \ - _("Death Ray"), \ - _("D. S. Probe"), \ - _("Cloaking Device"), \ + _("S. R. Sensors"), + _("L. R. Sensors"), + _("Phasers"), + _("Photon Tubes"), + _("Life Support"), + _("Warp Engines"), + _("Impulse Engines"), + _("Shields"), + _("Subspace Radio"), + _("Shuttle Craft"), + _("Computer"), + _("Navigation System"), + _("Transporter"), + _("Shield Control"), + _("Death Ray"), + _("D. S. Probe"), + _("Cloaking Device"), ) + def setup(): "Prepare to play, set up cosmos." w = Coord() # Decide how many of everything if choose(): - return # frozen game + return # frozen game # Prepare the Enterprise game.alldone = game.gamewon = game.shldchg = game.shldup = False - game.ship = 'E' + game.ship = "E" game.state.crew = FULLCREW game.energy = game.inenrg = 5000.0 game.shield = game.inshld = 2500.0 @@ -5803,10 +6441,10 @@ def setup(): # the starchart game.state.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page()) - game.state.planets = [] # Planet information - game.state.baseq = [] # Base quadrant coordinates - game.state.kcmdr = [] # Commander quadrant coordinates - game.statekscmdr = Coord() # Supercommander quadrant coordinates + game.state.planets = [] # Planet information + game.state.baseq = [] # Base quadrant coordinates + game.state.kcmdr = [] # Commander quadrant coordinates + game.statekscmdr = Coord() # Supercommander quadrant coordinates # Starchart is functional but we've never seen it game.lastchart = FOREVER @@ -5816,12 +6454,12 @@ def setup(): for j in range(GALSIZE): # Can't have more stars per quadrant than fit in one decimal digit, # if we do the chart representation will break. - k = rnd.integer(1, min(10, QUADSIZE**2/10)) + k = rnd.integer(1, min(10, QUADSIZE ** 2 / 10)) game.instar += k game.state.galaxy[i][j].stars = k # Locate star bases in galaxy if game.idebug: - prout("=== Allocating %d bases" % game.inbase) # pragma: no cover + prout("=== Allocating %d bases" % game.inbase) # pragma: no cover for i in range(game.inbase): while True: while True: @@ -5834,33 +6472,41 @@ def setup(): for j in range(1, i): # Improved placement algorithm to spread out bases distq = (w - game.state.baseq[j]).distance() - if distq < 6.0*(BASEMAX+1-game.inbase) and rnd.withprob(0.75): + if distq < 6.0 * (BASEMAX + 1 - game.inbase) and rnd.withprob(0.75): contflag = True if game.idebug: - prout("=== Abandoning base #%d at %s" % (i, w)) # pragma: no cover + prout( + "=== Abandoning base #%d at %s" % (i, w) + ) # pragma: no cover break - elif distq < 6.0 * (BASEMAX+1-game.inbase): + elif distq < 6.0 * (BASEMAX + 1 - game.inbase): if game.idebug: - prout("=== Saving base #%d, close to #%d" % (i, j)) # pragma: no cover + prout( + "=== Saving base #%d, close to #%d" % (i, j) + ) # pragma: no cover if not contflag: break if game.idebug: - prout("=== Placing base #%d in quadrant %s" % (i, w)) # pragma: no cover + prout("=== Placing base #%d in quadrant %s" % (i, w)) # pragma: no cover game.state.baseq.append(w) - game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True + game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][ + w.j + ].starbase = True # Position ordinary Klingon Battle Cruisers krem = game.inkling - klumper = 0.25*game.skill*(9.0-game.length)+1.0 + klumper = 0.25 * game.skill * (9.0 - game.length) + 1.0 klumper = min(klumper, MAXKLQUAD) while True: r = rnd.real() - klump = int((1.0 - r*r)*klumper) + klump = int((1.0 - r * r) * klumper) klump = min(klump, krem) krem -= klump while True: w = randplace(GALSIZE) - if not game.state.galaxy[w.i][w.j].supernova and \ - game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD: + if ( + not game.state.galaxy[w.i][w.j].supernova + and game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD + ): break game.state.galaxy[w.i][w.j].klingons += klump if krem <= 0: @@ -5871,7 +6517,7 @@ def setup(): w = randplace(GALSIZE) if not welcoming(w) or w in game.state.kcmdr: continue - if (game.state.galaxy[w.i][w.j].klingons or rnd.withprob(0.25)): + if game.state.galaxy[w.i][w.j].klingons or rnd.withprob(0.25): break game.state.galaxy[w.i][w.j].klingons += 1 game.state.kcmdr.append(w) @@ -5885,7 +6531,7 @@ def setup(): new.quadrant = w new.crystals = "absent" if (game.options & OPTION_WORLDS) and i < NINHAB: - new.pclass = "M" # All inhabited planets are class M + new.pclass = "M" # All inhabited planets are class M new.crystals = "absent" new.known = "known" new.name = systnames[i] @@ -5913,8 +6559,8 @@ def setup(): # Initialize times for extraneous events schedule(FSNOVA, expran(0.5 * game.intime)) schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr)))) - schedule(FSNAP, rnd.real(1.0, 2.0)) # Force an early snapshot - schedule(FBATTAK, expran(0.3*game.intime)) + schedule(FSNAP, rnd.real(1.0, 2.0)) # Force an early snapshot + schedule(FBATTAK, expran(0.3 * game.intime)) unschedule(FCDBAS) if game.state.nscrem: schedule(FSCMOVE, 0.2777) @@ -5945,11 +6591,20 @@ def setup(): skip(2) game.state.snap = False if game.skill == SKILL_NOVICE: - prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date)) + prout( + _("It is stardate %d. The Federation is being attacked by") + % int(game.state.date) + ) prout(_("a deadly Klingon invasion force. As captain of the United")) prout(_("Starship U.S.S. Enterprise, it is your mission to seek out")) - prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom))) - prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime)) + prout( + _("and destroy this invasion force of %d battle cruisers.") + % ((game.inkling + game.incom + game.inscom)) + ) + prout( + _("You have an initial allotment of %d stardates to complete") + % int(game.intime) + ) prout(_("your mission. As you proceed you may be given more time.")) skip(1) prout(_("You will have %d supporting starbases.") % (game.inbase)) @@ -5977,11 +6632,16 @@ def setup(): clrscr() setwnd(message_window) newqad() - if len(game.enemies) - (thing.location == game.quadrant) - (game.tholian is not None): + if ( + len(game.enemies) + - (thing.location == game.quadrant) + - (game.tholian is not None) + ): game.shldup = True - if game.neutz: # bad luck to start in a Romulan Neutral Zone + if game.neutz: # bad luck to start in a Romulan Neutral Zone attack(torps_ok=False) + def choose(): "Choose your game type." game.tourn = None @@ -5990,12 +6650,16 @@ def choose(): game.skill = SKILL_NONE gametype = None wayback = 0 - while gametype is None or game.length == 0 or game.skill == SKILL_NONE or wayback == 0: + while ( + gametype is None or game.length == 0 or game.skill == SKILL_NONE or wayback == 0 + ): eol_is_fancy = False - if not scanner.inqueue or scanner.token == "IHEOL": # Can start with command line options + if ( + not scanner.inqueue or scanner.token == "IHEOL" + ): # Can start with command line options if gametype is None: proutn(_("Would you like a regular, tournament, or saved game? ")) - elif game.length==0: + elif game.length == 0: proutn(_("Would you like a Short, Medium, or Long game? ")) elif game.skill == SKILL_NONE: proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? ")) @@ -6006,8 +6670,8 @@ def choose(): if game.idebug: prout("-- Token: %s=%s" % (scanner.type, repr(scanner.token))) if scanner.token == "": - raise SystemExit(0) # Early end of replay - if scanner.token.startswith("r"): # regular + raise SystemExit(0) # Early end of replay + if scanner.token.startswith("r"): # regular gametype = "regular" elif scanner.token.startswith("t"): gametype = "tournament" @@ -6016,12 +6680,14 @@ def choose(): while scanner.nexttok() == "IHEOL": if scanner.real == 0: scanner.chew() - continue # We don't want a blank entry + continue # We don't want a blank entry game.tourn = int(round(scanner.real)) rnd.seed(scanner.real) if logfp: logfp.write("# rnd.seed(%d)\n" % scanner.real) - elif scanner.token.startswith("sa") or scanner.token.startswith("fr"): # saved or frozen + elif scanner.token.startswith("sa") or scanner.token.startswith( + "fr" + ): # saved or frozen gametype = "saved" if thaw(): continue @@ -6029,29 +6695,29 @@ def choose(): if game.passwd is None: continue if not game.alldone: - game.thawed = True # No plaque if not finished + game.thawed = True # No plaque if not finished report() waitfor() return True - elif scanner.token.startswith("s"): # short + elif scanner.token.startswith("s"): # short game.length = 1 - elif scanner.token.startswith("m"): # medium + elif scanner.token.startswith("m"): # medium game.length = 2 - elif scanner.token.startswith("l"): # long + elif scanner.token.startswith("l"): # long game.length = 4 - elif scanner.token.startswith("n"): # novice + elif scanner.token.startswith("n"): # novice game.skill = SKILL_NOVICE - elif (game.skill is None) and scanner.token.startswith("f"): # fair + elif (game.skill is None) and scanner.token.startswith("f"): # fair game.skill = SKILL_FAIR - elif scanner.token.startswith("g"): # good + elif scanner.token.startswith("g"): # good game.skill = SKILL_GOOD - elif scanner.token.startswith("e"): # expert + elif scanner.token.startswith("e"): # expert game.skill = SKILL_EXPERT - elif scanner.token.startswith("em"): # emeritus + elif scanner.token.startswith("em"): # emeritus game.skill = SKILL_EMERITUS elif scanner.type == "IHREAL": wayback = scanner.int() - elif (eol_is_fancy and scanner.token.startswith("\n")): + elif eol_is_fancy and scanner.token.startswith("\n"): wayback = time.localtime().tm_year elif scanner.token.startswith("\n"): continue @@ -6060,63 +6726,80 @@ def choose(): else: # Unrecognized token prout(_("Can't interpret %s") % repr(scanner.token)) - for (name, (option, year)) in option_names.items(): + for (__, (option, year)) in option_names.items(): if wayback < year: - game.options &=~ option + game.options &= ~option setpassword() - if game.passwd == "debug": # pragma: no cover + if game.passwd == "debug": # pragma: no cover game.idebug = True prout("=== Debug mode enabled.") if game.idebug: - prout("--- Setup: type=%s length=%s skill=%s wayback=%s" % (gametype, game.length, game.skill, wayback)) + prout( + "--- Setup: type=%s length=%s skill=%s wayback=%s" + % (gametype, game.length, game.skill, wayback) + ) # Use parameters to generate initial values of things game.damfac = 0.5 * game.skill - game.inbase = rnd.integer(BASEMIN, BASEMAX+1) + game.inbase = rnd.integer(BASEMIN, BASEMAX + 1) game.inplan = 0 if game.options & OPTION_PLANETS: - game.inplan += rnd.integer(MAXUNINHAB/2, MAXUNINHAB+1) + game.inplan += rnd.integer(MAXUNINHAB / 2, MAXUNINHAB + 1) if game.options & OPTION_WORLDS: game.inplan += int(NINHAB) game.state.nromrem = game.inrom = rnd.integer(2 * game.skill) - game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR) and ((game.options & OPTION_SUPERCMDR) != 0) + game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR) and ( + (game.options & OPTION_SUPERCMDR) != 0 + ) game.state.remtime = 7.0 * game.length game.intime = game.state.remtime - game.inkling = int(2.0*game.intime*((game.skill+1 - 2*rnd.real())*game.skill*0.1+.15)) - game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*rnd.real())) - game.state.remres = (game.inkling+4*game.incom)*game.intime + game.inkling = int( + 2.0 + * game.intime + * ((game.skill + 1 - 2 * rnd.real()) * game.skill * 0.1 + 0.15) + ) + game.incom = min(MINCMDR, int(game.skill + 0.0625 * game.inkling * rnd.real())) + game.state.remres = (game.inkling + 4 * game.incom) * game.intime game.inresor = game.state.remres if game.inkling > 50: game.inbase += 1 return False + def dropin(iquad=None): "Drop a feature on a random dot in the current quadrant." while True: w = randplace(QUADSIZE) - if game.quad[w.i][w.j] == '.': + if game.quad[w.i][w.j] == ".": break if iquad is not None: game.quad[w.i][w.j] = iquad return w + def newcnd(): "Update our alert status." game.condition = "green" if game.energy < 1000.0: game.condition = "yellow" - if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans: + if ( + game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons + or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans + ): game.condition = "red" if not game.alive: - game.condition="dead" + game.condition = "dead" + def newkling(): "Drop new Klingon into current quadrant." - return Enemy('K', loc=dropin(), power=rnd.real(300,450)+25.0*game.skill) + return Enemy("K", loc=dropin(), power=rnd.real(300, 450) + 25.0 * game.skill) + def sortenemies(): "Sort enemies by distance so 'nearest' is meaningful." game.enemies.sort(key=lambda x: x.kdist) + def newqad(): "Set up a new state of quadrant, for when we enter or re-enter it." game.justin = True @@ -6125,7 +6808,7 @@ def newqad(): game.ientesc = game.iseenit = game.isviolreported = False game.tholian = None # Create a blank quadrant - game.quad = fill2d(QUADSIZE, lambda i, j: '.') + game.quad = fill2d(QUADSIZE, lambda i, j: ".") if game.iscate: # Attempt to escape Super-commander, so tbeam back! game.iscate = False @@ -6146,29 +6829,29 @@ def newqad(): # If we need a commander, promote a Klingon for cmdr in game.state.kcmdr: if cmdr == game.quadrant: - e = game.enemies[game.klhere-1] - game.quad[e.location.i][e.location.j] = 'C' - e.power = rnd.real(950,1350) + 50.0*game.skill + e = game.enemies[game.klhere - 1] + game.quad[e.location.i][e.location.j] = "C" + e.power = rnd.real(950, 1350) + 50.0 * game.skill break # If we need a super-commander, promote a Klingon if game.quadrant == game.state.kscmdr: e = game.enemies[0] - game.quad[e.location.i][e.location.j] = 'S' - e.power = rnd.real(1175.0, 1575.0) + 125.0*game.skill - game.iscate = (game.remkl() > 1) + game.quad[e.location.i][e.location.j] = "S" + e.power = rnd.real(1175.0, 1575.0) + 125.0 * game.skill + game.iscate = game.remkl() > 1 # Put in Romulans if needed for _i in range(q.romulans): - Enemy('R', loc=dropin(), power=rnd.real(400.0,850.0)+50.0*game.skill) + Enemy("R", loc=dropin(), power=rnd.real(400.0, 850.0) + 50.0 * game.skill) # If quadrant needs a starbase, put it in if q.starbase: - game.base = dropin('B') + game.base = dropin("B") # If quadrant needs a planet, put it in if q.planet: game.iplnet = q.planet if not q.planet.inhabited: - game.plnet = dropin('P') + game.plnet = dropin("P") else: - game.plnet = dropin('@') + game.plnet = dropin("@") # Check for condition newcnd() # Check for RNZ @@ -6176,131 +6859,138 @@ def newqad(): game.neutz = True if not damaged(DRADIO): skip(1) - prout(_("LT. Uhura- \"Captain, an urgent message.")) + prout(_('LT. Uhura- "Captain, an urgent message.')) prout(_(" I'll put it on audio.\" CLICK")) skip(1) prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE.")) prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!")) # Put in THING if needed if thing.location == game.quadrant: - Enemy(etype='?', loc=dropin(), - power=rnd.real(6000,6500.0)+250.0*game.skill) + Enemy( + etype="?", loc=dropin(), power=rnd.real(6000, 6500.0) + 250.0 * game.skill + ) if not damaged(DSRSENS): skip(1) - prout(_("Mr. Spock- \"Captain, this is most unusual.")) - prout(_(" Please examine your short-range scan.\"")) + prout(_('Mr. Spock- "Captain, this is most unusual.')) + prout(_(' Please examine your short-range scan."')) # Decide if quadrant needs a Tholian; lighten up if skill is low if game.options & OPTION_THOLIAN: - if (game.skill < SKILL_GOOD and rnd.withprob(0.02)) or \ - (game.skill == SKILL_GOOD and rnd.withprob(0.05)) or \ - (game.skill > SKILL_GOOD and rnd.withprob(0.08)): + if ( + (game.skill < SKILL_GOOD and rnd.withprob(0.02)) + or (game.skill == SKILL_GOOD and rnd.withprob(0.05)) + or (game.skill > SKILL_GOOD and rnd.withprob(0.08)) + ): w = Coord() while True: - w.i = rnd.withprob(0.5) * (QUADSIZE-1) - w.j = rnd.withprob(0.5) * (QUADSIZE-1) - if game.quad[w.i][w.j] == '.': + w.i = rnd.withprob(0.5) * (QUADSIZE - 1) + w.j = rnd.withprob(0.5) * (QUADSIZE - 1) + if game.quad[w.i][w.j] == ".": break - game.tholian = Enemy(etype='T', loc=w, - power=rnd.integer(100, 500) + 25.0*game.skill) + game.tholian = Enemy( + etype="T", loc=w, power=rnd.integer(100, 500) + 25.0 * game.skill + ) # Reserve unoccupied corners - if game.quad[0][0]=='.': - game.quad[0][0] = 'X' - if game.quad[0][QUADSIZE-1]=='.': - game.quad[0][QUADSIZE-1] = 'X' - if game.quad[QUADSIZE-1][0]=='.': - game.quad[QUADSIZE-1][0] = 'X' - if game.quad[QUADSIZE-1][QUADSIZE-1]=='.': - game.quad[QUADSIZE-1][QUADSIZE-1] = 'X' + if game.quad[0][0] == ".": + game.quad[0][0] = "X" + if game.quad[0][QUADSIZE - 1] == ".": + game.quad[0][QUADSIZE - 1] = "X" + if game.quad[QUADSIZE - 1][0] == ".": + game.quad[QUADSIZE - 1][0] = "X" + if game.quad[QUADSIZE - 1][QUADSIZE - 1] == ".": + game.quad[QUADSIZE - 1][QUADSIZE - 1] = "X" sortenemies() # And finally the stars for _i in range(q.stars): - dropin('*') + dropin("*") # Put in a few black holes - for _i in range(1, 3+1): + for _i in range(1, 3 + 1): if rnd.withprob(0.5): - dropin(' ') + dropin(" ") # Take out X's in corners if Tholian present if game.tholian: - if game.quad[0][0]=='X': - game.quad[0][0] = '.' - if game.quad[0][QUADSIZE-1]=='X': - game.quad[0][QUADSIZE-1] = '.' - if game.quad[QUADSIZE-1][0]=='X': - game.quad[QUADSIZE-1][0] = '.' - if game.quad[QUADSIZE-1][QUADSIZE-1]=='X': - game.quad[QUADSIZE-1][QUADSIZE-1] = '.' + if game.quad[0][0] == "X": + game.quad[0][0] = "." + if game.quad[0][QUADSIZE - 1] == "X": + game.quad[0][QUADSIZE - 1] = "." + if game.quad[QUADSIZE - 1][0] == "X": + game.quad[QUADSIZE - 1][0] = "." + if game.quad[QUADSIZE - 1][QUADSIZE - 1] == "X": + game.quad[QUADSIZE - 1][QUADSIZE - 1] = "." # This should guarantee that replay games don't lose info about the chart if (game.options & OPTION_AUTOSCAN) or replayfp: lrscan(silent=True) + def setpassword(): "Set the self-destruct password." if game.options & OPTION_AUTOPASS: game.passwd = "" - game.passwd += chr(ord('a')+rnd.integer(26)) - game.passwd += chr(ord('a')+rnd.integer(26)) - game.passwd += chr(ord('a')+rnd.integer(26)) + game.passwd += chr(ord("a") + rnd.integer(26)) + game.passwd += chr(ord("a") + rnd.integer(26)) + game.passwd += chr(ord("a") + rnd.integer(26)) else: while True: scanner.chew() proutn(_("Please type in a secret password- ")) scanner.nexttok() game.passwd = scanner.token - #game.passwd = getpass.getpass("Please type in a secret password- ") + # game.passwd = getpass.getpass("Please type in a secret password- ") if game.passwd is not None: break + # Code from sst.c begins here commands = [ - ("SRSCAN", OPTION_TTY), - ("STATUS", OPTION_TTY), - ("REQUEST", OPTION_TTY), - ("LRSCAN", OPTION_TTY), - ("PHASERS", 0), - ("TORPEDO", 0), - ("PHOTONS", 0), - ("MOVE", 0), - ("SHIELDS", 0), - ("DOCK", 0), - ("DAMAGES", 0), - ("CHART", 0), - ("IMPULSE", 0), - ("REST", 0), - ("WARP", 0), - ("SENSORS", OPTION_PLANETS), - ("ORBIT", OPTION_PLANETS), - ("TRANSPORT", OPTION_PLANETS), - ("MINE", OPTION_PLANETS), - ("CRYSTALS", OPTION_PLANETS), - ("SHUTTLE", OPTION_PLANETS), - ("PLANETS", OPTION_PLANETS), - ("REPORT", 0), - ("COMPUTER", 0), - ("COMMANDS", 0), - ("EMEXIT", 0), - ("PROBE", OPTION_PROBE), - ("SAVE", 0), - ("FREEZE", 0), # Synonym for SAVE - ("OPTIONS", 0), - ("ABANDON", 0), + ("SRSCAN", OPTION_TTY), + ("STATUS", OPTION_TTY), + ("REQUEST", OPTION_TTY), + ("LRSCAN", OPTION_TTY), + ("PHASERS", 0), + ("TORPEDO", 0), + ("PHOTONS", 0), + ("MOVE", 0), + ("SHIELDS", 0), + ("DOCK", 0), + ("DAMAGES", 0), + ("CHART", 0), + ("IMPULSE", 0), + ("REST", 0), + ("WARP", 0), + ("SENSORS", OPTION_PLANETS), + ("ORBIT", OPTION_PLANETS), + ("TRANSPORT", OPTION_PLANETS), + ("MINE", OPTION_PLANETS), + ("CRYSTALS", OPTION_PLANETS), + ("SHUTTLE", OPTION_PLANETS), + ("PLANETS", OPTION_PLANETS), + ("REPORT", 0), + ("COMPUTER", 0), + ("COMMANDS", 0), + ("EMEXIT", 0), + ("PROBE", OPTION_PROBE), + ("SAVE", 0), + ("FREEZE", 0), # Synonym for SAVE + ("OPTIONS", 0), + ("ABANDON", 0), # No abbreviations accepted after this point - ("DESTRUCT", 0), - ("DEATHRAY", 0), - ("CAPTURE", OPTION_CAPTURE), - ("CLOAK", OPTION_CLOAK), - ("DEBUG", 0), - ("MAYDAY", 0), - ("SOS", 0), # Synonym for MAYDAY - ("CALL", 0), # Synonym for MAYDAY - ("QUIT", 0), - ("HELP", 0), - ("SCORE", 0), - ("CURSES", 0), - ("", 0), + ("DESTRUCT", 0), + ("DEATHRAY", 0), + ("CAPTURE", OPTION_CAPTURE), + ("CLOAK", OPTION_CLOAK), + ("DEBUG", 0), + ("MAYDAY", 0), + ("SOS", 0), # Synonym for MAYDAY + ("CALL", 0), # Synonym for MAYDAY + ("QUIT", 0), + ("HELP", 0), + ("SCORE", 0), + ("CURSES", 0), + ("", 0), ] -def listCommands(): # pragma: no cover + +def listCommands(): # pragma: no cover "Generate a list of legal commands." # Coverage-disabled because testing for this is fragile # in the presence of changes in the command set. @@ -6314,6 +7004,7 @@ def listCommands(): # pragma: no cover skip(1) skip(1) + def helpme(): "Browse on-line help." key = scanner.nexttok() @@ -6341,25 +7032,25 @@ def helpme(): except IOError: pass else: - prout(_("Spock- \"Captain, that information is missing from the")) + prout(_('Spock- "Captain, that information is missing from the')) prout(_(" computer. You need to find sst.doc and put it somewhere")) proutn(_(" in these directories: %s") % ":".join(docpath)) - prout(".\"") + prout('."') # This used to continue: "You need to find SST.DOC and put # it in the current directory." return while True: linebuf = fp.readline() - if linebuf == '': - prout(_("Spock- \"Captain, there is no information on that command.\"")) + if linebuf == "": + prout(_('Spock- "Captain, there is no information on that command."')) fp.close() return - if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ': + if linebuf[0] == "%" and linebuf[1] == "%" and linebuf[2] == " ": linebuf = linebuf[3:].strip() if cmd.upper() == linebuf: break skip(1) - prout(_("Spock- \"Captain, I've found the following information:\"")) + prout(_('Spock- "Captain, I\'ve found the following information:"')) skip(1) while True: linebuf = fp.readline() @@ -6368,16 +7059,26 @@ def helpme(): proutn(linebuf) fp.close() + def makemoves(): "Command-interpretation loop." + def checkviol(): - if game.irhere and game.state.date >= ALGERON and not game.isviolreported and game.iscloaked: - prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!")) + if ( + game.irhere + and game.state.date >= ALGERON + and not game.isviolreported + and game.iscloaked + ): + prout( + _("The Romulan ship discovers you are breaking the Treaty of Algeron!") + ) game.ncviol += 1 game.isviolreported = True - while True: # command loop + + while True: # command loop drawmaps(1) - while True: # get a command + while True: # get a command hitme = False game.optime = game.justin = False scanner.chew() @@ -6385,7 +7086,7 @@ def makemoves(): clrscr() proutn("COMMAND> ") if scanner.nexttok() == "IHEOL": - if game.options & OPTION_CURSES: # pragma: no cover + if game.options & OPTION_CURSES: # pragma: no cover makechart() continue elif scanner.token == "": @@ -6395,111 +7096,112 @@ def makemoves(): setwnd(message_window) clrscr() abandon_passed = False - cmd = "" # Force cmd to persist after loop - opt = 0 # Force opt to persist after loop + cmd = "" # Force cmd to persist after loop + opt = 0 # Force opt to persist after loop for (cmd, opt) in commands: # commands after ABANDON cannot be abbreviated if cmd == "ABANDON": abandon_passed = True - if cmd == scanner.token.upper() or (not abandon_passed \ - and cmd.startswith(scanner.token.upper())): + if cmd == scanner.token.upper() or ( + not abandon_passed and cmd.startswith(scanner.token.upper()) + ): break - if cmd == "": # pragma: no cover + if cmd == "": # pragma: no cover listCommands() continue elif opt and not (opt & game.options): huh() else: break - if game.options & OPTION_CURSES: # pragma: no cover + if game.options & OPTION_CURSES: # pragma: no cover prout("COMMAND> %s" % cmd) - if cmd == "SRSCAN": # srscan + if cmd == "SRSCAN": # srscan srscan() - elif cmd == "STATUS": # status + elif cmd == "STATUS": # status status() - elif cmd == "REQUEST": # status request + elif cmd == "REQUEST": # status request request() - elif cmd == "LRSCAN": # long range scan + elif cmd == "LRSCAN": # long range scan lrscan(silent=False) - elif cmd == "PHASERS": # phasers + elif cmd == "PHASERS": # phasers phasers() if game.ididit: checkviol() hitme = True - elif cmd in ("TORPEDO", "PHOTONS"): # photon torpedos + elif cmd in ("TORPEDO", "PHOTONS"): # photon torpedos torps() if game.ididit: checkviol() hitme = True - elif cmd == "MOVE": # move under warp + elif cmd == "MOVE": # move under warp warp(wcourse=None, involuntary=False) - elif cmd == "SHIELDS": # shields + elif cmd == "SHIELDS": # shields doshield(shraise=False) if game.ididit: hitme = True game.shldchg = False - elif cmd == "DOCK": # dock at starbase + elif cmd == "DOCK": # dock at starbase dock(True) if game.ididit: attack(torps_ok=False) - elif cmd == "DAMAGES": # damage reports + elif cmd == "DAMAGES": # damage reports damagereport() - elif cmd == "CHART": # chart + elif cmd == "CHART": # chart makechart() - elif cmd == "IMPULSE": # impulse + elif cmd == "IMPULSE": # impulse impulse() - elif cmd == "REST": # rest + elif cmd == "REST": # rest wait() if game.ididit: hitme = True - elif cmd == "WARP": # warp + elif cmd == "WARP": # warp setwarp() - elif cmd == "SENSORS": # sensors + elif cmd == "SENSORS": # sensors sensor() - elif cmd == "ORBIT": # orbit + elif cmd == "ORBIT": # orbit orbit() if game.ididit: hitme = True - elif cmd == "TRANSPORT": # transport "beam" + elif cmd == "TRANSPORT": # transport "beam" beam() - elif cmd == "MINE": # mine + elif cmd == "MINE": # mine mine() if game.ididit: hitme = True - elif cmd == "CRYSTALS": # crystals + elif cmd == "CRYSTALS": # crystals usecrystals() if game.ididit: hitme = True - elif cmd == "SHUTTLE": # shuttle + elif cmd == "SHUTTLE": # shuttle shuttle() if game.ididit: hitme = True - elif cmd == "PLANETS": # Planet list + elif cmd == "PLANETS": # Planet list survey() - elif cmd == "REPORT": # Game Report + elif cmd == "REPORT": # Game Report report() - elif cmd == "COMPUTER": # use COMPUTER! + elif cmd == "COMPUTER": # use COMPUTER! eta() elif cmd == "COMMANDS": listCommands() - elif cmd == "EMEXIT": # Emergency exit - clrscr() # Hide screen - freeze(True) # forced save - raise SystemExit(1) # And quick exit + elif cmd == "EMEXIT": # Emergency exit + clrscr() # Hide screen + freeze(True) # forced save + raise SystemExit(1) # And quick exit elif cmd == "PROBE": - probe() # Launch probe + probe() # Launch probe if game.ididit: hitme = True - elif cmd == "ABANDON": # Abandon Ship + elif cmd == "ABANDON": # Abandon Ship abandon() - elif cmd == "DESTRUCT": # Self Destruct + elif cmd == "DESTRUCT": # Self Destruct selfdestruct() - elif cmd == "SAVE": # Save Game + elif cmd == "SAVE": # Save Game freeze(False) clrscr() if game.skill > SKILL_GOOD: prout(_("WARNING--Saved games produce no plaques!")) - elif cmd == "DEATHRAY": # Try a desparation measure + elif cmd == "DEATHRAY": # Try a desparation measure deathray() if game.ididit: hitme = True @@ -6507,30 +7209,30 @@ def makemoves(): capture() elif cmd == "CLOAK": cloak() - elif cmd == "DEBUGCMD": # What do we want for debug??? + elif cmd == "DEBUGCMD": # What do we want for debug??? debugme() - elif cmd == "MAYDAY": # Call for help + elif cmd == "MAYDAY": # Call for help mayday() if game.ididit: hitme = True elif cmd == "QUIT": - game.alldone = True # quit the game + game.alldone = True # quit the game elif cmd == "HELP": - helpme() # get help + helpme() # get help elif cmd == "SCORE": - score() # see current score - elif cmd == "CURSES": # pragma: no cover - game.options |= (OPTION_CURSES | OPTION_COLOR) + score() # see current score + elif cmd == "CURSES": # pragma: no cover + game.options |= OPTION_CURSES | OPTION_COLOR iostart() elif cmd == "OPTIONS": goptions() while True: if game.alldone: - break # Game has ended + break # Game has ended if game.optime != 0.0: events() if game.alldone: - break # Events did us in + break # Events did us in if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: atover(False) continue @@ -6546,25 +7248,40 @@ def makemoves(): if game.alldone: break if game.idebug: - prout("=== Ending") # pragma: no cover + prout("=== Ending") # pragma: no cover + def cramen(ch): "Emit the name of an enemy or feature." - if ch == 'R': s = _("Romulan") - elif ch == 'K': s = _("Klingon") - elif ch == 'C': s = _("Commander") - elif ch == 'S': s = _("Super-commander") - elif ch == '*': s = _("Star") - elif ch == 'P': s = _("Planet") - elif ch == 'B': s = _("Starbase") - elif ch == ' ': s = _("Black hole") - elif ch == 'T': s = _("Tholian") - elif ch == '#': s = _("Tholian web") - elif ch == '?': s = _("Stranger") - elif ch == '@': s = _("Inhabited World") - else: s = "Unknown??" # pragma: no cover + if ch == "R": + s = _("Romulan") + elif ch == "K": + s = _("Klingon") + elif ch == "C": + s = _("Commander") + elif ch == "S": + s = _("Super-commander") + elif ch == "*": + s = _("Star") + elif ch == "P": + s = _("Planet") + elif ch == "B": + s = _("Starbase") + elif ch == " ": + s = _("Black hole") + elif ch == "T": + s = _("Tholian") + elif ch == "#": + s = _("Tholian web") + elif ch == "?": + s = _("Stranger") + elif ch == "@": + s = _("Inhabited World") + else: + s = "Unknown??" # pragma: no cover return s + def crmena(loud, enemy, loctype, w): "Emit the name of an enemy and his location." buf = "" @@ -6577,17 +7294,21 @@ def crmena(loud, enemy, loctype, w): buf += _("Sector ") return buf + repr(w) + def crmshp(): "Emit our ship name." - return{'E':_("Enterprise"),'F':_("Faerie Queene")}.get(game.ship,"Ship???") + return {"E": _("Enterprise"), "F": _("Faerie Queene")}.get(game.ship, "Ship???") + def stars(): "Emit a line of stars" prouts("******************************************************") skip(1) + def expran(avrage): - return -avrage*math.log(1e-7 + rnd.real()) + return -avrage * math.log(1e-7 + rnd.real()) + def randplace(size): "Choose a random location." @@ -6596,24 +7317,26 @@ def randplace(size): w.j = rnd.integer(size) return w + class sstscanner: def __init__(self): self.type = None self.token = None self.real = 0.0 self.inqueue = [] + def nexttok(self): # Get a token from the user self.real = 0.0 - self.token = '' + self.token = "" # Fill the token queue if nothing here while not self.inqueue: sline = cgetline() - if curwnd==prompt_window: + if curwnd == prompt_window: clrscr() setwnd(message_window) clrscr() - if sline == '': + if sline == "": return None if not sline: continue @@ -6635,30 +7358,41 @@ class sstscanner: self.type = "IHALPHA" self.real = None return "IHALPHA" + def append(self, tok): self.inqueue.append(tok) + def push(self, tok): self.inqueue.insert(0, tok) + def waiting(self): return self.inqueue + def chew(self): # Demand input for next scan self.inqueue = [] self.real = self.token = None + def sees(self, s): # compares s to item and returns true if it matches to the length of s return s.startswith(self.token) + def int(self): # Round token value to nearest integer return int(round(self.real)) + def getcoord(self): s = Coord() self.nexttok() - if (game.options & OPTION_ALPHAMERIC): + if game.options & OPTION_ALPHAMERIC: try: - if (self.type == "IHALPHA") and (self.token[0] in "abcdefghij") and (self.token[1] in "0123456789"): + if ( + (self.type == "IHALPHA") + and (self.token[0] in "abcdefghij") + and (self.token[1] in "0123456789") + ): s.i = ord(self.token[0]) - ord("a") - s.j = int(self.token[1:])-1 + s.j = int(self.token[1:]) - 1 return s except (TypeError, IndexError): huh() @@ -6666,27 +7400,34 @@ class sstscanner: if self.type != "IHREAL": huh() return None - s.i = self.int()-1 + s.i = self.int() - 1 self.nexttok() if self.type != "IHREAL": huh() return None - s.j = self.int()-1 + s.j = self.int() - 1 return s - def __repr__(self): # pragma: no cover - return "" % (self.token, self.type, self.inqueue) + + def __repr__(self): # pragma: no cover + return "" % ( + self.token, + self.type, + self.inqueue, + ) + def ja(): "Yes-or-no confirmation." scanner.chew() while True: scanner.nexttok() - if scanner.token == 'y': + if scanner.token == "y": return True - if scanner.token == 'n': + if scanner.token == "n": return False scanner.chew() - proutn(_("Please answer with \"y\" or \"n\": ")) + proutn(_('Please answer with "y" or "n": ')) + def huh(): "Complain about unparseable input." @@ -6694,7 +7435,8 @@ def huh(): skip(1) prout(_("Beg your pardon, Captain?")) -def debugme(): # pragma: no cover + +def debugme(): # pragma: no cover "Access to the internals for debugging." proutn("Reset levels? ") if ja(): @@ -6711,7 +7453,7 @@ def debugme(): # pragma: no cover proutn("Toggle debug flag? ") if ja(): game.idebug = not game.idebug - if game.idebug: # pragma: no cover + if game.idebug: # pragma: no cover prout("Debug output ON") else: prout("Debug output OFF") @@ -6728,22 +7470,22 @@ def debugme(): # pragma: no cover ev = Event() w = Coord() legends = { - FSNOVA: "Supernova ", - FTBEAM: "T Beam ", - FSNAP: "Snapshot ", + FSNOVA: "Supernova ", + FTBEAM: "T Beam ", + FSNAP: "Snapshot ", FBATTAK: "Base Attack ", - FCDBAS: "Base Destroy ", + FCDBAS: "Base Destroy ", FSCMOVE: "SC Move ", FSCDBAS: "SC Base Destroy ", FDSPROB: "Probe Move ", - FDISTR: "Distress Call ", - FENSLV: "Enslavement ", - FREPRO: "Klingon Build ", + FDISTR: "Distress Call ", + FENSLV: "Enslavement ", + FREPRO: "Klingon Build ", } for i in range(1, NEVENTS): proutn(legends[i]) if is_scheduled(i): - proutn("%.2f" % (scheduled(i)-game.state.date)) + proutn("%.2f" % (scheduled(i) - game.state.date)) if i in {FENSLV, FREPRO}: ev = findevent(i) proutn(" in %s" % ev.quadrant) @@ -6752,7 +7494,7 @@ def debugme(): # pragma: no cover proutn("? ") scanner.chew() key = scanner.nexttok() - if key == 'n': + if key == "n": unschedule(i) scanner.chew() elif key == "IHREAL": @@ -6781,24 +7523,25 @@ def debugme(): # pragma: no cover game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True atover(True) -if __name__ == '__main__': + +if __name__ == "__main__": try: - #global line, thing, game + # global line, thing, game game = None thing = Thingy() game = Gamestate() rnd = randomizer() logfp = None - game.options = OPTION_ALL &~ OPTION_IOMODES + game.options = OPTION_ALL & ~OPTION_IOMODES if os.getenv("TERM"): - game.options |= OPTION_CURSES # pragma: no cover + game.options |= OPTION_CURSES # pragma: no cover else: game.options |= OPTION_TTY seed = int(time.time()) try: (options, arguments) = getopt.getopt(sys.argv[1:], "cr:s:txV") for (switch, val) in options: - if switch == '-r': + if switch == "-r": # pylint: disable=raise-missing-from try: replayfp = open(val, "r") @@ -6818,45 +7561,47 @@ if __name__ == '__main__': seed = eval(seed) elif line.startswith("# arguments"): arguments += line.split()[2:] - except ValueError: # pragma: no cover - sys.stderr.write("sst: replay file %s is ill-formed\n"% val) + except ValueError: # pragma: no cover + sys.stderr.write("sst: replay file %s is ill-formed\n" % val) raise SystemExit(1) game.options |= OPTION_TTY - game.options &=~ OPTION_CURSES - elif switch == '-s': # pragma: no cover + game.options &= ~OPTION_CURSES + elif switch == "-s": # pragma: no cover seed = int(val) - elif switch == '-t': # pragma: no cover + elif switch == "-t": # pragma: no cover game.options |= OPTION_TTY - game.options &=~ OPTION_CURSES - elif switch == '-x': # pragma: no cover + game.options &= ~OPTION_CURSES + elif switch == "-x": # pragma: no cover game.idebug = True - elif switch == '-c': # Enable curses debugging - undocumented + elif switch == "-c": # Enable curses debugging - undocumented game.cdebug = True - elif switch == '-V': # pragma: no cover + elif switch == "-V": # pragma: no cover print("SST2K", version) raise SystemExit(0) - else: # pragma: no cover + else: # pragma: no cover sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n") raise SystemExit(1) except getopt.GetoptError as err: print(err) raise SystemExit(1) from err # where to save the input in case of bugs - if "TMPDIR" in os.environ: # pragma: no cover - tmpdir = os.environ['TMPDIR'] + if "TMPDIR" in os.environ: # pragma: no cover + tmpdir = os.environ["TMPDIR"] else: tmpdir = "/tmp" try: logfp = open(os.path.join(tmpdir, "sst-input.log"), "w") - except IOError: # pragma: no cover + except IOError: # pragma: no cover sys.stderr.write("sst: warning, can't open logfile\n") sys.exit(1) if logfp: logfp.write("# seed %s\n" % seed) logfp.write("# arguments %s\n" % " ".join(arguments)) logfp.write("# SST2K version %s\n" % version) - logfp.write("# recorded by %s@%s on %s\n" % \ - (getpass.getuser(),socket.getfqdn(),time.ctime())) + logfp.write( + "# recorded by %s@%s on %s\n" + % (getpass.getuser(), socket.getfqdn(), time.ctime()) + ) logfp.write("#\n") rnd.seed(seed) scanner = sstscanner() @@ -6864,7 +7609,7 @@ if __name__ == '__main__': scanner.append(arg) try: iostart() - while True: # Play a game + while True: # Play a game setwnd(fullscreen_window) clrscr() prelim() @@ -6877,7 +7622,7 @@ if __name__ == '__main__': if replayfp: break skip(1) - if (game.options & OPTION_TTY): + if game.options & OPTION_TTY: stars() skip(1) if game.tourn and game.alldone: @@ -6887,7 +7632,7 @@ if __name__ == '__main__': scanner.push("\n") freeze(False) scanner.chew() - if (game.options & OPTION_TTY): + if game.options & OPTION_TTY: proutn(_("Do you want to play again? ")) if not ja(): break @@ -6898,7 +7643,7 @@ if __name__ == '__main__': finally: ioend() raise SystemExit(0) - except KeyboardInterrupt: # pragma: no cover + except KeyboardInterrupt: # pragma: no cover if logfp: logfp.close() print("")