setting) can be damaged separately from the main computer (which
handles weapons targeting, ETA calculation, and self-destruct).
"""
-import os, sys, math, curses, time, atexit, readline, cPickle, random, getopt
+import os,sys,math,curses,time,atexit,readline,cPickle,random,getopt,copy
SSTDOC = "/usr/share/doc/sst/sst.doc"
DOC_NAME = "sst.doc"
def distance(self, other):
return math.sqrt((self.x - other.x)**2 + (self.y - other.y)**2)
def sgn(self):
- return coord(self.x / abs(x), self.y / abs(y));
+ s = coord()
+ if self.x == 0:
+ s.x = 0
+ else:
+ s.x = self.x / abs(self.x)
+ if self.y == 0:
+ s.y = 0
+ else:
+ s.y = self.y / abs(self.y)
+ return s
+ def scatter(self):
+ s = coord()
+ s.x = self.x + randrange(-1, 2)
+ s.y = self.y + randrange(-1, 2)
+ return s
def __hash__(self):
return hash((x, y))
def __str__(self):
def __str__(self):
return self.name
-NOPLANET = None
class quadrant:
def __init__(self):
self.stars = None
self.ishere = False # super-commander in quadrant
self.iscate = False # super commander is here
self.ientesc = False # attempted escape from supercommander
- self.ithere = False # Tholian is here
self.resting = False # rest time
self.icraft = False # Kirk in Galileo
self.landed = False # party on planet (true), on ship (false)
self.casual = 0 # causalties
self.nhelp = 0 # calls for help
self.nkinks = 0 # count of energy-barrier crossings
- self.iplnet = 0 # planet # in quadrant
+ self.iplnet = None # planet # in quadrant
self.inplan = 0 # initial planets
self.nenhere = 0 # number of enemies in quadrant
self.irhere = 0 # Romulans in quadrant
YELLOW = 15
WHITE = 16
+# Log the results of pulling random numbers so we can check determinism.
+
+import traceback
+
+def withprob(p):
+ v = random.random()
+ logfp.write("# withprob(%s) -> %f (%s) at %s\n" % (p, v, v<p, traceback.extract_stack()[1][1:]))
+ return v < p
+
+def randrange(*args):
+ v = random.randrange(*args)
+ logfp.write("# randrange%s -> %s at %s\n" % (args, v, traceback.extract_stack()[1][1:]))
+ return v
+
+def randreal(*args):
+ v = random.random()
+ if len(args) == 1:
+ v *= args[0] # returns from [0, a1)
+ elif len(args) == 2:
+ v = args[0] + v*args[1] # returns from [a1, a2)
+ logfp.write("# randreal%s -> %s at %s\n" % (args, v, traceback.extract_stack()[1][1:]))
+ return v
+
# Code from ai.c begins here
def tryexit(look, ienm, loccom, irun):
forces += 1000.0
motion = 0
if forces <= 1000.0 and game.condition != "docked": # Typical situation
- motion = ((forces+200.0*random.random())/150.0) - 5.0
+ motion = ((forces + randreal(200))/150.0) - 5.0
else:
if forces > 1000.0: # Very strong -- move in for kill
- motion = (1.0-square(random.random()))*dist1 + 1.0
+ motion = (1.0-square(randreal()))*dist1 + 1.0
if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
- motion -= game.skill*(2.0-square(random.random()))
+ motion -= game.skill*(2.0-square(randreal()))
if idebug:
proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
# don't move if no motion
game.state.planets[i].crystals == "present":
# destroy the planet
game.state.planets[i].pclass = "destroyed"
- game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = NOPLANET
+ game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = None
if communicating():
announce()
prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
return; # no, don't attack base!
game.iseenit = False
game.isatb = 1
- schedule(FSCDBAS, 1.0 +2.0*random.random())
+ schedule(FSCDBAS, randreal(1.0, 3.0))
if is_scheduled(FCDBAS):
postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
if not communicating():
return
# Check for intelligence report
if not idebug and \
- (random.random() > 0.2 or \
+ (withprob(0.8) or \
(not communicating()) or \
not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted):
return
def movetholian():
# move the Tholian
- if not game.ithere or game.justin:
+ if not game.tholian or game.justin:
return
-
if game.tholian.x == 0 and game.tholian.y == 0:
idx = 0; idy = QUADSIZE-1
elif game.tholian.x == 0 and game.tholian.y == QUADSIZE-1:
# something is wrong!
game.ithere = False
return
-
# do nothing if we are blocked
if game.quad[idx][idy]!= IHDOT and game.quad[idx][idy]!= IHWEB:
return
game.quad[game.tholian.x][game.tholian.y] = IHWEB
-
if game.tholian.x != idx:
# move in x axis
im = math.fabs(idx - game.tholian.x)*1.0/(idx - game.tholian.x)
dropin(IHBLANK)
crmena(True, IHT, "sector", game.tholian)
prout(_(" completes web."))
- game.ithere = False
+ game.tholian = None
game.nenhere -= 1
return
#
# This is one place where OPTION_PLAIN does not restore the
# original behavior, which was equiprobable damage across
- # all devices. If we wanted that, we'd return NDEVICES*random.random()
+ # all devices. If we wanted that, we'd return randrange(NDEVICES)
# and have done with it. Also, in the original game, DNAVYS
# and DCOMPTR were the same device.
#
10, # DDRAY: death ray 1.0%
30, # DDSP: deep-space probes 3.0%
)
- idx = random.random() * 1000.0 # weights must sum to 1000
+ idx = randrange(1000) # weights must sum to 1000
sum = 0
for (i, w) in enumerate(weights):
sum += w
proutn("***")
crmshp()
prout(_(" heavily damaged."))
- icas = 10.0+20.0*random.random()
+ icas = randrange(10, 30)
prout(_("***Sickbay reports %d casualties"), icas)
game.casual += icas
game.state.crew -= icas
# which was silly. Instead, pick up to half the devices at
# random according to our weighting table,
#
- ncrits = random.randrange(NDEVICES/2)
+ ncrits = randrange(NDEVICES/2)
for m in range(ncrits):
dev = randdevice()
if game.damage[dev] < 0:
continue
- extradm = (10.0*hardness*random.random()+1.0)*game.damfac
+ extradm = (10.0*hardness*randreal()+1.0)*game.damfac
# Damage for at least time of travel!
game.damage[dev] += game.optime + extradm
game.shldup = False
proutn(_("Torpedo hits "))
crmshp()
prout(".")
- hit = 700.0 + 100.0*random.random() - \
+ hit = 700.0 + randreal(100) - \
1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
newcnd(); # we're blown out of dock
# We may be displaced.
if game.landed or game.condition=="docked":
return hit # Cheat if on a planet
- ang = angle + 2.5*(random.random()-0.5)
+ ang = angle + 2.5*(randreal()-0.5)
temp = math.fabs(math.sin(ang))
if math.fabs(math.cos(ang)) > temp:
temp = math.fabs(math.cos(ang))
crmshp()
shoved = True
elif iquad in (IHC, IHS): # Hit a commander
- if random.random() <= 0.05:
+ if withprob(0.05):
crmena(True, iquad, sector, w)
prout(_(" uses anti-photon device;"))
prout(_(" torpedo neutralized."))
if w == game.ks[ll]:
break
kp = math.fabs(game.kpower[ll])
- h1 = 700.0 + 100.0*random.random() - \
+ h1 = 700.0 + randrange(100) - \
1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
h1 = math.fabs(h1)
if kp < h1:
return None
crmena(True, iquad, "sector", w)
# If enemy damaged but not destroyed, try to displace
- ang = angle + 2.5*(random.random()-0.5)
+ ang = angle + 2.5*(randreal()-0.5)
temp = math.fabs(math.sin(ang))
if math.fabs(math.cos(ang)) > temp:
temp = math.fabs(math.cos(ang))
crmena(True, iquad, sector, w)
prout(_(" destroyed."))
game.state.nplankl += 1
- game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET
- game.state.planets[game.iplnet].pclass = destroyed
- game.iplnet = 0
+ game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
+ game.iplnet.pclass = "destroyed"
+ game.iplnet = None
invalidate(game.plnet)
game.quad[w.x][w.y] = IHDOT
if game.landed:
crmena(True, iquad, sector, w)
prout(_(" destroyed."))
game.state.nworldkl += 1
- game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET
- game.state.planets[game.iplnet].pclass = destroyed
- game.iplnet = 0
+ game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
+ game.iplnet.pclass = "destroyed"
+ game.iplnet = None
invalidate(game.plnet)
game.quad[w.x][w.y] = IHDOT
if game.landed:
prout(_("Celebratory rallies are being held on the Klingon homeworld."))
return None
elif iquad == IHSTAR: # Hit a star
- if random.random() > 0.10:
+ if withprob(0.9):
nova(w)
- return None
- crmena(True, IHSTAR, sector, w)
- prout(_(" unaffected by photon blast."))
+ else:
+ crmena(True, IHSTAR, sector, w)
+ prout(_(" unaffected by photon blast."))
return None
elif iquad == IHQUEST: # Hit a thingy
- if not (game.options & OPTION_THINGY) or random.random()>0.7:
+ if not (game.options & OPTION_THINGY) or withprob(0.3):
skip(1)
prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
skip(1)
prout(_("***Torpedo absorbed by Tholian web."))
return None
elif iquad == IHT: # Hit a Tholian
- h1 = 700.0 + 100.0*random.random() - \
+ h1 = 700.0 + randrange(100) - \
1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
h1 = math.fabs(h1)
if h1 >= 600:
game.quad[w.x][w.y] = IHDOT
- game.ithere = False
+ game.tholian = None
deadkl(w, iquad, w)
return None
skip(1)
crmena(True, IHT, sector, w)
- if random.random() > 0.05:
+ if withprob(0.05):
prout(_(" survives photon blast."))
return None
prout(_(" disappears."))
game.quad[w.x][w.y] = IHWEB
- game.ithere = False
+ game.tholian = None
game.nenhere -= 1
dropin(IHBLANK)
return None
# critical-hit resolution
ktr=1
# a critical hit occured
- if hit < (275.0-25.0*game.skill)*(1.0+0.5*random.random()):
+ if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
return
-
- ncrit = 1.0 + hit/(500.0+100.0*random.random())
+ ncrit = int(1.0 + hit/(500.0+randreal(100)))
proutn(_("***CRITICAL HIT--"))
# Select devices and cause damage
cdam = []
if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
break
cdam.append(j)
- extradm = (hit*game.damfac)/(ncrit*(75.0+25.0*random.random()))
+ extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
game.damage[j] += extradm
if loop1 > 0:
for loop2 in range(loop1):
hitmax=0.0; hittot=0.0; chgfac=1.0
jay = coord()
where = "neither"
-
# game could be over at this point, check
if game.alldone:
return
-
if idebug:
prout("=== ATTACK!")
-
- # Tholian gewts to move before attacking
- if game.ithere:
+ # 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
game.neutz = False
return
-
# commanders get a chance to tac-move towards you
if (((game.comhere or game.ishere) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok:
moveklings()
-
# if no enemies remain after movement, we're done
- if game.nenhere==0 or (game.nenhere==1 and iqhere and not iqengry):
+ if game.nenhere==0 or (game.nenhere==1 and thing == game.quadrant and not iqengry):
return
-
# set up partial hits if attack happens during shield status change
pfac = 1.0/game.inshld
if game.shldchg:
- chgfac = 0.25+0.5*random.random()
-
+ chgfac = 0.25 + randreal(0.5)
skip(1)
-
# message verbosity control
if game.skill <= SKILL_FAIR:
where = "sector"
-
for loop in range(game.nenhere):
if game.kpower[loop] < 0:
continue; # too weak to attack
# compute hit strength and diminish shield power
- r = random.random()
+ r = randreal()
# Increase chance of photon torpedos if docked or enemy energy low
if game.condition == "docked":
r *= 0.25
if game.condition == "docked":
continue; # Don't waste the effort!
attempt = True; # Attempt to attack
- dustfac = 0.8+0.05*random.random()
+ dustfac = 0.8 + randreal(0.5)
hit = game.kpower[loop]*math.pow(dustfac,game.kavgd[loop])
game.kpower[loop] *= 0.75
else: # Enemy uses photon torpedo
crmena(False, iquad, where, jay)
attempt = True
prout(" ")
- r = (random.random()+random.random())*0.5 -0.5
+ r = (randreal()+randreal())*0.5 - 0.5
r += 0.002*game.kpower[loop]*r
hit = torpedo(course, r, jay, 1, 1)
if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
# Check if anyone was hurt
if hitmax >= 200 or hittot >= 500:
- icas= hittot*random.random()*0.015
+ icas = randrange(hittot * 0.015)
if icas >= 2:
skip(1)
prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
def deadkl(w, type, mv):
# kill a Klingon, Tholian, Romulan, or Thingy
# Added mv to allow enemy to "move" before dying
-
crmena(True, type, sector, mv)
# Decide what kind of enemy it is and update appropriately
if type == IHR:
game.state.nromrem -= 1
elif type == IHT:
# Killed a Tholian
- game.ithere = False
+ game.tholian = None
elif type == IHQUEST:
# Killed a Thingy
- global iqhere, iqengry
- iqhere = iqengry = False
+ global iqengry
+ iqengry = False
invalidate(thing)
else:
# Some type of a Klingon
unschedule(FSCDBAS)
else:
prout("*** Internal error, deadkl() called on %s\n" % type)
-
# For each kind of enemy, finish message to player
prout(_(" destroyed."))
game.quad[w.x][w.y] = IHDOT
return
game.ididit = True
# Loop for moving <n> torpedoes
- for i in range(1, n+1):
+ for i in range(n):
if game.condition != "docked":
game.torps -= 1
- r = (random.random()+random.random())*0.5 -0.5
+ r = (randreal()+randreal())*0.5 -0.5
if math.fabs(r) >= 0.47:
# misfire!
- r = (random.random()+1.2) * r
- if n>1:
- prouts(_("***TORPEDO NUMBER %d MISFIRES") % i)
+ r *= randreal(1.2, 2.2)
+ if n > 0:
+ prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
else:
prouts(_("***TORPEDO MISFIRES."))
skip(1)
if i < n:
prout(_(" Remainder of burst aborted."))
- if random.random() <= 0.2:
+ if withprob(0.2):
prout(_("***Photon tubes damaged by misfire."))
- game.damage[DPHOTON] = game.damfac*(1.0+2.0*random.random())
+ game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
break
if game.shldup or game.condition == "docked":
r *= 1.0 + 0.0001*game.shield
def overheat(rpow):
# check for phasers overheating
if rpow > 1500:
- chekbrn = (rpow-1500.)*0.00038
- if random.random() <= chekbrn:
+ checkburn = (rpow-1500.0)*0.00038
+ if withprob(checkburn):
prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
- game.damage[DPHASER] = game.damfac*(1.0 + random.random()) * (1.0+chekbrn)
+ game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
def checkshctrl(rpow):
# check shield control
-
skip(1)
- if random.random() < 0.998:
+ if withprob(0.998):
prout(_("Shields lowered."))
return False
# Something bad has happened
prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
skip(2)
prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
- icas = hit*random.random()*0.012
+ icas = randrange(hit*0.012)
skip(1)
fry(0.8*hit)
if icas:
def hittem(hits):
# register a phaser hit on Klingons and Romulans
- nenhr2=game.nenhere; kk=1
+ nenhr2 = game.nenhere; kk=1
w = coord()
skip(1)
for k in range(nenhr2):
wham = hits[k]
if wham==0:
continue
- dustfac = 0.9 + 0.01*random.random()
+ dustfac = randreal(0.9, 1.0)
hit = wham*math.pow(dustfac,game.kdist[kk])
kpini = game.kpower[kk]
kp = math.fabs(kpini)
return
kk -= 1; # don't do the increment
else: # decide whether or not to emasculate klingon
- if kpow > 0 and random.random() >= 0.9 and \
- kpow <= ((0.4 + 0.4*random.random())*kpini):
- prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s"), w)
+ if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
+ prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
prout(_(" has just lost its firepower.\""))
game.kpower[kk] = -kpow
kk += 1
def phasers():
# fire phasers
- hits = []; rpow=0
+ hits = []
kz = 0; k = 1; irec=0 # Cheating inhibitor
- ifast = False; no = False; itarg = True; msgflag = True
+ ifast = False; no = False; itarg = True; msgflag = True; rpow=0
automode = "NOTSET"
key=0
-
skip(1)
# SR sensors and Computer are needed fopr automode
if damaged(DSRSENS) or damaged(DCOMPTR):
return
prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
ifast = True
-
- # Original code so convoluted, I re-did it all
+ # Original code so convoluted, I re-did it all
+ # (That was Tom Almy talking about the C code, I think -- ESR)
while automode=="NOTSET":
key=scan()
if key == IHALPHA:
elif not itarg:
automode = "FORCEMAN"
else:
- proutn(_("Manual or automatic? "))
+ proutn(_("Manual or automatic? "))
+ chew()
avail = game.energy
if ifast:
avail -= 200.0
chew()
if not kz:
for i in range(game.nenhere):
- irec += math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))*(1.01+0.05*random.random()) + 1.0
+ irec += math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))*randreal(1.01, 1.06) + 1.0
kz=1
proutn(_("%d units required. ") % irec)
chew()
extra = 0.0
powrem = rpow
for i in range(game.nenhere):
- hits[i] = 0.0
+ hits.append(0.0)
if powrem <= 0:
continue
hits[i] = math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))
- over = (0.01 + 0.05*random.random())*hits[i]
+ over = randreal(1.01, 1.06) * hits[i]
temp = powrem
powrem -= hits[i] + over
if powrem <= 0 and temp < hits[i]:
hittem(hits)
game.ididit = True
if extra > 0 and not game.alldone:
- if game.ithere:
+ if game.tholian:
proutn(_("*** Tholian web absorbs "))
if game.nenhere>0:
proutn(_("excess "))
if key == IHEOL:
chew()
if itarg and k > kz:
- irec=(abs(game.kpower[k])/(PHASEFAC*math.pow(0.9,game.kdist[k]))) * (1.01+0.05*random.random()) + 1.0
+ irec=(abs(game.kpower[k])/(PHASEFAC*math.pow(0.9,game.kdist[k]))) * randreal(1.01, 1.06) + 1.0
kz = k
proutn("(")
if not damaged(DCOMPTR):
if ifast:
skip(1)
if no == 0:
- if random.random() >= 0.99:
+ if withprob(0.99):
prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
prouts(_(" CLICK CLICK POP . . ."))
prout(_(" No response, sir!"))
# 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.
-import math
-
def unschedule(evtype):
# remove an event from the schedule
game.future[evtype].date = FOREVER
game.resting = False
game.optime = 0.0
return True
-
return False
def events():
w = coord(); hold = coord()
ev = event(); ev2 = event()
- def tractorbeam():
+ def tractorbeam(yank):
# tractor beaming cases merge here
- yank = math.sqrt(yank)
announce()
game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
skip(1)
# Check to see if shuttle is aboard
if game.iscraft == "offship":
skip(1)
- if random.random() > 0.5:
+ if withprob(0.5):
prout(_("Galileo, left on the planet surface, is captured"))
prout(_("by aliens and made into a flying McDonald's."))
game.damage[DSHUTTL] = -10
game.iscraft = "removed"
else:
prout(_("Galileo, left on the planet surface, is well hidden."))
- if evcode==0:
+ if evcode == FSPY:
game.quadrant = game.state.kscmdr
else:
game.quadrant = game.state.kcmdr[i]
game.resting = False
if not game.shldup:
if not damaged(DSHIELD) and game.shield > 0:
- doshield(True) # raise shields
- game.shldchg=False
+ doshield(shraise=True) # raise shields
+ game.shldchg = False
else:
prout(_("(Shields not currently useable.)"))
newqad(False)
(game.energy < 2500 or damaged(DPHASER)) and \
(game.torps < 5 or damaged(DPHOTON))):
# Tractor-beam her!
- istract = True
- yank = distance(game.state.kscmdr, game.quadrant)
- ictbeam = True
- tractorbeam()
+ istract = ictbeam = True
+ tractorbeam(distance(game.state.kscmdr, game.quadrant))
else:
return
elif evcode == FTBEAM: # Tractor beam
if game.state.remcom == 0:
unschedule(FTBEAM)
continue
- i = random.random()*game.state.remcom+1.0
- yank = square(game.state.kcmdr[i].x-game.quadrant.x) + square(game.state.kcmdr[i].y-game.quadrant.y)
+ i = randrange(game.state.remcom)
+ yank = distance(game.state.kcmdr[i], game.quadrant)
if istract or game.condition == "docked" or yank == 0:
# Drats! Have to reschedule
schedule(FTBEAM,
game.optime + expran(1.5*game.intime/game.state.remcom))
continue
ictbeam = True
- tractorbeam()
+ tractorbeam(yank)
elif evcode == FSNAP: # Snapshot of the universe (for time warp)
- game.snapsht = game.state
+ game.snapsht = copy.deepcopy(game.state)
game.state.snap = True
schedule(FSNAP, expran(0.5 * game.intime))
elif evcode == FBATTAK: # Commander attacks starbase
continue
# commander + starbase combination found -- launch attack
game.battle = game.state.baseq[j]
- schedule(FCDBAS, 1.0+3.0*random.random())
+ schedule(FCDBAS, randreal(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)
# supernova'ed, and which has some Klingons in it
w = randplace(GALSIZE)
q = game.state.galaxy[w.x][w.y]
- if not (game.quadrant == w or q.planet == NOPLANET or \
- not game.state.planets[q.planet].inhabited or \
- q.supernova or q.status!=secure or q.klingons<=0):
+ if not (game.quadrant == w or q.planet == None or \
+ not q.planet.inhabited or \
+ q.supernova or q.status!="secure" or q.klingons<=0):
break
else:
# can't seem to find one; ignore this call
prout(_("launched a warship from %s.") % q.planet)
else:
prout(_("Uhura- Starfleet reports increased Klingon activity"))
- if q.planet != NOPLANET:
+ if q.planet != None:
proutn(_("near %s") % q.planet)
prout(_("in Quadrant %s.") % w)
proutn(_("Are you sure? "))
if ja() == False:
return
-
# Alternate resting periods (events) with attacks
-
game.resting = True
while True:
if delay <= 0:
return
temp = game.optime = delay
if game.nenhere:
- rtime = 1.0 + random.random()
+ rtime = randreal(1.0, 2.0)
if rtime < temp:
temp = rtime
game.optime = temp
# star goes nova
course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
newc = coord(); scratch = coord()
-
- if random.random() < 0.05:
+ if withprob(0.05):
# Wow! We've supernova'ed
supernova(False, nov)
return
-
# handle initial nova
game.quad[nov.x][nov.y] = IHDOT
crmena(False, IHSTAR, sector, nov)
if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
break
elif iquad == IHSTAR: # Affect another star
- if random.random() < 0.05:
+ if wthprob(0.05):
# This star supernovas
scratch = supernova(False)
return
prout(_(" novas."))
game.quad[scratch.x][scratch.y] = IHDOT
elif iquad == IHP: # Destroy planet
- game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET
+ game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
game.state.nplankl += 1
crmena(True, IHP, sector, scratch)
prout(_(" destroyed."))
- game.state.planets[game.iplnet].pclass = destroyed
- game.iplnet = 0
+ game.iplnet.pclass = "destroyed"
+ game.iplnet = None
invalidate(game.plnet)
if game.landed:
finish(FPNOVA)
game.shield = 0.0
game.shldup = False
prout(_("***Shields knocked out."))
- game.damage[DSHIELD] += 0.005*game.damfac*random.random()*diff
+ game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
else:
game.energy -= 2000.0
if game.energy <= 0:
game.optime = 10.0*game.dist/16.0
skip(1)
prout(_("Force of nova displaces starship."))
- imove(True)
+ imove(novapush=True)
game.optime = 10.0*game.dist/16.0
return
# star goes supernova
num = 0; npdead = 0
nq = coord()
-
if w != None:
nq = w
else:
stars += game.state.galaxy[nq.x][nq.y].stars
if stars == 0:
return # nothing to supernova exists
- num = random.random()*stars + 1
+ num = randrange(stars) + 1
for nq.x in range(GALSIZE):
for nq.y in range(GALSIZE):
num -= game.state.galaxy[nq.x][nq.y].stars
proutn("=== Super nova here?")
if ja() == True:
nq = game.quadrant
-
if not nq == game.quadrant or game.justin:
# it isn't here, or we just entered (treat as enroute)
if communicating():
else:
ns = coord()
# we are in the quadrant!
- num = random.random()* game.state.galaxy[nq.x][nq.y].stars + 1
+ num = randrange(game.state.galaxy[nq.x][nq.y].stars) + 1
for ns.x in range(QUADSIZE):
for ns.y in range(QUADSIZE):
if game.quad[ns.x][ns.y]==IHSTAR:
break
if num==0:
break
-
skip(1)
prouts(_("***RED ALERT! RED ALERT!"))
skip(1)
# Destroy planets
for loop in range(game.inplan):
if game.state.planets[loop].w == nq:
- game.state.planets[loop].pclass = destroyed
+ game.state.planets[loop].pclass = "destroyed"
npdead += 1
# Destroy any base in supernovaed quadrant
if game.state.rembase:
prouts(" 3"); skip(1)
prouts(" 2"); skip(1)
prouts(" 1"); skip(1)
- if random.random() < 0.15:
+ if withprob(0.15):
prouts(_("GOODBYE-CRUEL-WORLD"))
skip(1)
kaboom()
def killrate():
"Compute our rate of kils over time."
- return ((game.inkling + game.incom + game.inscom) - (game.state.remkl + game.state.remcom + game.state.nscrem))/(game.state.date-game.indate)
+ elapsed = game.state.date - game.indate
+ if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
+ return 0
+ else:
+ starting = (game.inkling + game.incom + game.inscom)
+ remaining = (game.state.remkl + game.state.remcom + game.state.nscrem)
+ return (starting - remaining)/elapsed
def badpoints():
"Compute demerits."
badpt += 200.0
return badpt
-
def finish(ifin):
# end the game, with appropriate notfications
igotit = False
if (game.state.remkl + game.state.remcom + game.state.nscrem) != 0:
goodies = game.state.remres/game.inresor
baddies = (game.state.remkl + 2.0*game.state.remcom)/(game.inkling+2.0*game.incom)
- if goodies/baddies >= 1.0+0.5*random.random():
+ if goodies/baddies >= randreal(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 >= 3.0+random.random():
+ if goodies/baddies >= randreal(3.0):
prout(_("favorable to the Federation."))
skip(1)
prout(_("Congratulations!"))
def score():
# compute player's score
timused = game.state.date - game.indate
-
iskill = game.skill
if (timused == 0 or (game.state.remkl + game.state.remcom + game.state.nscrem) != 0) and timused < 5.0:
timused = 5.0
winner = cgetline()
# The 38 below must be 64 for 132-column paper
nskip = 38 - len(winner)/2
-
fp.write("\n\n\n\n")
# --------DRAW ENTERPRISE PICTURE.
fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
#textdomain(PACKAGE)
if atexit.register(outro):
sys.stderr.write("Unable to register outro(), exiting...\n")
- os.exit(1)
+ raise SysExit,1
if not (game.options & OPTION_CURSES):
ln_env = os.getenv("LINES")
if ln_env:
setwnd(fullscreen_window)
textcolor(DEFAULT)
-
def waitfor():
"wait for user action -- OK to do nothing if on a TTY"
if game.options & OPTION_CURSES:
def prouts(line):
"print slowly!"
for c in line:
- curses.delay_output(30)
+ time.sleep(0.03)
proutn(c)
if game.options & OPTION_CURSES:
wrefresh(curwnd)
else:
sys.stdout.flush()
- curses.delay_output(300)
+ time.sleep(0.03)
def cgetline():
"Get a line of input."
curwnd.refresh()
else:
if replayfp and not replayfp.closed:
- line = replayfp.readline()
+ while True:
+ line = replayfp.readline()
+ if line == '':
+ prout("*** Replay finished")
+ replayfp.close()
+ break
+ elif line[0] != "#":
+ break
else:
- line = raw_input()
+ line = raw_input("COMMAND> ")
if logfp:
- logfp.write(line)
+ logfp.write(line + "\n")
return line
def setwnd(wnd):
if game.options & OPTION_CURSES:
curwnd.attron(curses.A_REVERSE)
-def commandhook(cmd, before):
- pass
-
#
# Things past this point have policy implications.
#
setwnd(report_window)
report_window.clear()
report_window.move(0, 0)
- status(0)
+ status()
setwnd(lrscan_window)
lrscan_window.clear()
lrscan_window.move(0, 0)
srscan_window.attron(curses.A_REVERSE)
put_srscan_sym(w, game.quad[w.x][w.y])
#sound(500)
- #delay(1000)
+ #time.sleep(1.0)
#nosound()
srscan_window.attroff(curses.A_REVERSE)
put_srscan_sym(w, game.quad[w.x][w.y])
if not damaged(DSRSENS) or game.condition=="docked":
if i != 1 and l == 1:
drawmaps(2)
- curses.delay_output(400)
+ time.sleep(0.4)
if (iquad==IHDOT) or (iquad==IHBLANK):
put_srscan_sym(w, '+')
#sound(l*10)
- #curses.delay_output(100)
+ #time.sleep(0.1)
#nosound()
put_srscan_sym(w, iquad)
else:
curwnd.attron(curses.A_REVERSE)
put_srscan_sym(w, iquad)
#sound(500)
- #curses.delay_output(1000)
+ #time.sleep(1.0)
#nosound()
curwnd.attroff(curses.A_REVERSE)
put_srscan_sym(w, iquad)
skip(1)
setwnd(status_window)
else:
- proutn(" " * NSYM - len(tx))
- vproutn(data)
+ proutn(" " * (NSYM - len(txt)))
+ proutn(data)
skip(1)
if game.options & OPTION_CURSES:
setwnd(report_window)
trbeam = False
def no_quad_change():
- # No quadrant change -- compute new avg enemy distances
+ # No quadrant change -- compute new average enemy distances
game.quad[game.sector.x][game.sector.y] = game.ship
if game.nenhere:
for m in range(game.nenhere):
newcnd()
drawmaps(0)
setwnd(message_window)
-
w.x = w.y = 0
if game.inorbit:
prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
game.inorbit = False
-
angle = ((15.0 - game.direc) * 0.5235988)
deltax = -math.sin(angle)
deltay = math.cos(angle)
bigger = math.fabs(deltax)
else:
bigger = math.fabs(deltay)
-
deltay /= bigger
deltax /= bigger
-
# If tractor beam is to occur, don't move full distance
if game.state.date+game.optime >= scheduled(FTBEAM):
trbeam = True
game.quad[game.sector.x][game.sector.y] = IHDOT
x = game.sector.x
y = game.sector.y
- n = 10.0*game.dist*bigger+0.5
-
+ n = int(10.0*game.dist*bigger+0.5)
if n > 0:
for m in range(1, n+1):
x += deltax
y += deltay
- w.x = x + 0.5
- w.y = y + 0.5
+ w.x = int(round(x))
+ w.y = int(round(y))
if not VALID_SECTOR(w.x, w.y):
# Leaving quadrant -- allow final enemy attack
# Don't do it if being pushed by Nova
if game.alldone:
return
# compute final position -- new quadrant and sector
- x = QUADSIZE*(game.quadrant.x-1)+game.sector.x
- y = QUADSIZE*(game.quadrant.y-1)+game.sector.y
- w.x = x+10.0*game.dist*bigger*deltax+0.5
- w.y = y+10.0*game.dist*bigger*deltay+0.5
+ x = (QUADSIZE*game.quadrant.x)+game.sector.x
+ y = (QUADSIZE*game.quadrant.y)+game.sector.y
+ w.x = int(round(x+10.0*game.dist*bigger*deltax))
+ w.y = int(round(y+10.0*game.dist*bigger*deltay))
# check for edge of galaxy
kinks = 0
while True:
- kink = 0
- if w.x <= 0:
- w.x = -w.x + 1
- kink = 1
- if w.y <= 0:
- w.y = -w.y + 1
- kink = 1
- if w.x > GALSIZE*QUADSIZE:
- w.x = (GALSIZE*QUADSIZE*2)+1 - w.x
- kink = 1
- if w.y > GALSIZE*QUADSIZE:
- w.y = (GALSIZE*QUADSIZE*2)+1 - w.y
- kink = 1
+ kink = False
+ if w.x < 0:
+ w.x = -w.x
+ kink = True
+ if w.y < 0:
+ w.y = -w.y
+ kink = True
+ if w.x >= GALSIZE*QUADSIZE:
+ w.x = (GALSIZE*QUADSIZE*2) - w.x
+ kink = True
+ if w.y >= GALSIZE*QUADSIZE:
+ w.y = (GALSIZE*QUADSIZE*2) - w.y
+ kink = True
if kink:
- kinks = 1
- if not kink:
- break
-
+ kinks += 1
+ else:
+ break
if kinks:
game.nkinks += 1
if game.nkinks == 3:
# Compute final position in new quadrant
if trbeam: # Don't bother if we are to be beamed
return
- game.quadrant.x = (w.x+(QUADSIZE-1))/QUADSIZE
- game.quadrant.y = (w.y+(QUADSIZE-1))/QUADSIZE
- game.sector.x = w.x - QUADSIZE*(game.quadrant.x-1)
- game.sector.y = w.y - QUADSIZE*(game.quadrant.y-1)
+ game.quadrant.x = w.x/QUADSIZE
+ game.quadrant.y = w.y/QUADSIZE
+ game.sector.x = w.x - (QUADSIZE*game.quadrant.x)
+ game.sector.y = w.y - (QUADSIZE*game.quadrant.y)
skip(1)
prout(_("Entering Quadrant %s.") % game.quadrant)
game.quad[game.sector.x][game.sector.y] = game.ship
# object encountered in flight path
stopegy = 50.0*game.dist/game.optime
game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
- if iquad in (IHT. IHK, OHC, IHS, IHR, IHQUEST):
+ if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
game.sector = w
ram(False, iquad, game.sector)
final = game.sector
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 random.random()>probf:
+ if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
timwrp()
else:
finish(FHOLE)
prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
attackreport(False)
game.iseenit = True
-
-#
+
# This program originally required input in terms of a (clock)
# direction and distance. Somewhere in history, it was changed to
# cartesian coordinates. So we need to convert. Probably
# pain if the computer isn't working! Manual mode is still confusing
# because it involves giving x and y motions, yet the coordinates
# are always displayed y - x, where +y is downward!
-#
-def getcd(isprobe, akey):
- # get course and distance
- irowq=game.quadrant.x; icolq=game.quadrant.y; key=0
+def getcourse(isprobe, akey):
+ # get course and distance
+ key = 0
+ dquad = copy.copy(game.quadrant)
navmode = "unspecified"
itemp = "curt"
- incr = coord()
+ dsect = coord()
iprompt = False
-
- # Get course direction and distance. If user types bad values, return
- # with DIREC = -1.0.
- game.direc = -1.0
-
if game.landed and not isprobe:
prout(_("Dummy! You can't leave standard orbit until you"))
proutn(_("are back aboard the ship."))
chew()
- return
+ return False
while navmode == "unspecified":
if damaged(DNAVSYS):
if isprobe:
akey = -1
else:
key = scan()
-
if key == IHEOL:
proutn(_("Manual or automatic- "))
iprompt = True
else:
huh()
chew()
- return
+ return False
else: # numeric
if isprobe:
prout(_("(Manual navigation assumed.)"))
prout(_("(Manual movement assumed.)"))
navmode = "manual"
break
-
if navmode == "automatic":
while key == IHEOL:
if isprobe:
chew()
iprompt = True
key = scan()
-
if key != IHREAL:
huh()
- return
- xi = int(aaitem-0.05)
+ return False
+ xi = int(round(aaitem))-1
key = scan()
if key != IHREAL:
huh()
- return
- xj = int(aaitem-0.5)
+ return False
+ xj = int(round(aaitem))-1
key = scan()
if key == IHREAL:
# both quadrant and sector specified
- xk = aaitem
+ xk = int(round(aaitem))-1
key = scan()
if key != IHREAL:
huh()
- return
- xl = aaitem
-
- irowq = xi + 0.5
- icolq = xj + 0.5
- incr.y = xk + 0.5
- incr.x = xl + 0.5
+ return False
+ xl = int(round(aaitem))-1
+ dquad.x = xi
+ dquad.y = xj
+ dsect.y = xk
+ dsect.x = xl
else:
+ # only one pair of numbers was specified
if isprobe:
# only quadrant specified -- go to center of dest quad
- irowq = xi + 0.5
- icolq = xj + 0.5
- incr.y = incr.x = 5
+ dquad.x = xi
+ dquad.y = xj
+ dsect.y = dsect.x = 4 # preserves 1-origin behavior
else:
- incr.y = xi + 0.5
- incr.x = xj + 0.5
+ # only sector specified
+ dsect.y = xi
+ dsect.x = xj
itemp = "normal"
- if not VALID_QUADRANT(icolq,irowq) or not VALID_SECTOR(incr.x,incr.y):
+ if not VALID_QUADRANT(dquad.y,dquad.x) or not VALID_SECTOR(dsect.x,dsect.y):
huh()
- return
+ return False
skip(1)
if not isprobe:
if itemp > "curt":
if iprompt:
- prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % incr)
+ prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
else:
prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
- deltax = icolq - game.quadrant.y + 0.1*(incr.x-game.sector.y)
- deltay = game.quadrant.x - irowq + 0.1*(game.sector.x-incr.y)
+ # the actual deltas get computed here
+ deltax = dquad.y-game.quadrant.y + 0.1*(dsect.x-game.sector.y)
+ deltay = game.quadrant.x-dquad.x + 0.1*(game.sector.x-dsect.y)
else: # manual
while key == IHEOL:
proutn(_("X and Y displacements- "))
itemp = "verbose"
if key != IHREAL:
huh()
- return
+ return False
deltax = aaitem
key = scan()
if key != IHREAL:
huh()
- return
+ return False
deltay = aaitem
# Check for zero movement
if deltax == 0 and deltay == 0:
chew()
- return
+ return False
if itemp == "verbose" and not isprobe:
skip(1)
prout(_("Helmsman Sulu- \"Aye, Sir.\""))
+ # Course actually laid in.
game.dist = math.sqrt(deltax*deltax + deltay*deltay)
game.direc = math.atan2(deltax, deltay)*1.90985932
if game.direc < 0.0:
game.direc += 12.0
chew()
- return
+ return True
def impulse():
# move under impulse power
prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
return
if game.energy > 30.0:
- getcd(False, 0)
- if game.direc == -1.0:
+ if not getcourse(isprobe=False, akey=0):
return
power = 20.0 + 100.0*game.dist
else:
power = 30.0
-
if power >= game.energy:
# Insufficient power for trip
skip(1)
if ja() == False:
return
# Activate impulse engines and pay the cost
- imove(False)
+ imove(novapush=False)
game.ididit = True
if game.alldone:
return
prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
prout(_(" is repaired, I can only give you warp 4.\""))
return
-
- # Read in course and distance
- getcd(False, 0)
- if game.direc == -1.0:
+ # Read in course and distance
+ if not getcourse(isprobe=False, akey=0):
return
-
# Make sure starship has enough energy for the trip
power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
if power >= game.energy:
return
# Entry WARPX
if game.warpfac > 6.0:
- # Decide if engine damage will occur
- prob = game.dist*(6.0-game.warpfac)*(6.0-game.warpfac)/66.666666666
- if prob > random.random():
+ # Decide if engine damage will occur
+ # ESR: Seems wrong. Probability of damage goes *down* with distance?
+ prob = game.dist*square(6.0-game.warpfac)/66.666666666
+ if prob > randreal():
blooey = True
- game.dist = random.random()*game.dist
+ game.dist = randreal(game.dist)
# Decide if time warp will occur
- if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > random.random():
+ if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > randreal():
twarp = True
if idebug and game.warpfac==10 and not twarp:
blooey = False
if game.quad[ix][iy] != IHDOT:
blooey = False
twarp = False
-
-
# Activate Warp Engines and pay the cost
- imove(False)
+ imove(novapush=False)
if game.alldone:
return
game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
if twarp:
timwrp()
if blooey:
- game.damage[DWARPEN] = game.damfac*(3.0*random.random()+1.0)
+ game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
skip(1)
prout(_("Engineering to bridge--"))
prout(_(" Scott here. The warp engines are damaged."))
def atover(igrab):
# cope with being tossed out of quadrant by supernova or yanked by beam
-
chew()
# is captain on planet?
if game.landed:
prout(_("But with the shields up it's hopeless."))
finish(FPNOVA)
prouts(_("His desperate attempt to rescue you . . ."))
- if random.random() <= 0.5:
+ if withprob(0.5):
prout(_("fails."))
finish(FPNOVA)
return
if game.imine:
game.imine = False
proutn(_("The crystals mined were "))
- if random.random() <= 0.25:
+ if withprob(0.25):
prout(_("lost."))
else:
prout(_("saved."))
game.icrystl = True
if igrab:
return
-
# Check to see if captain in shuttle craft
if game.icraft:
finish(FSTRACTOR)
if game.alldone:
return
-
# Inform captain of attempt to reach safety
skip(1)
while True:
prout(_("Warp engines damaged."))
finish(FSNOVAED)
return
- game.warpfac = 6.0+2.0*random.random()
+ game.warpfac = randreal(6.0, 8.0)
game.wfacsq = game.warpfac * game.warpfac
prout(_("Warp factor set to %d") % int(game.warpfac))
power = 0.75*game.energy
game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
- distreq = 1.4142+random.random()
+ distreq = randreal(math.sqrt(2))
if distreq < game.dist:
game.dist = distreq
game.optime = 10.0*game.dist/game.wfacsq
- game.direc = 12.0*random.random() # How dumb!
+ game.direc = randreal(12) # How dumb!
game.justin = False
game.inorbit = False
warp(True)
def timwrp():
# let's do the time warp again
prout(_("***TIME WARP ENTERED."))
- if game.state.snap and random.random() < 0.5:
+ if game.state.snap and withprob(0.5):
# Go back in time
prout(_("You are traveling backwards in time %d stardates.") %
int(game.state.date-game.snapsht.date))
prout(_("Spock has reconstructed a correct star chart from memory"))
else:
# Go forward in time
- game.optime = -0.5*game.intime*math.log(random.random())
+ game.optime = -0.5*game.intime*math.log(randreal())
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)
prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
return
key = scan()
-
if key == IHEOL:
# slow mode, so let Kirk know how many probes there are left
if game.nprobes == 1:
proutn(_("Are you sure you want to fire a probe? "))
if ja() == False:
return
-
game.isarmed = False
if key == IHALPHA and citem == "armed":
game.isarmed = True
elif key == IHEOL:
proutn(_("Arm NOVAMAX warhead? "))
game.isarmed = ja()
- getcd(True, key)
- if game.direc == -1.0:
+ if not getcourse(isprobe=True, akey=key):
return
game.nprobes -= 1
angle = ((15.0 - game.direc) * 0.5235988)
bigger = math.fabs(game.probeinx)
else:
bigger = math.fabs(game.probeiny)
-
game.probeiny /= bigger
game.probeinx /= bigger
game.proben = 10.0*game.dist*bigger +0.5
# yell for help from nearest starbase
# There's more than one way to move in this game!
line = 0
-
chew()
# Test for conditions which prevent calling for help
if game.condition == "docked":
prout(_(" dematerializes."))
game.sector.x=0
for m in range(1, 5+1):
- ix = game.base.x+3.0*random.random()-1
- iy = game.base.y+3.0*random.random()-1
+ w = game.base.scatter()
if VALID_SECTOR(ix,iy) and game.quad[ix][iy]==IHDOT:
# found one -- finish up
- game.sector.x=ix
- game.sector.y=iy
+ game.sector = w
break
if not is_valid(game.sector):
prout(_("You have been lost in space..."))
game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
textcolor(RED)
warble()
- if random.random() > probf:
+ if randreal() > probf:
break
prout(_("fails."))
curses.delay_output(500)
if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
prout(_("Remainder of ship's complement beam down"))
prout(_("to nearest habitable planet."))
- elif q.planet != NOPLANET and not damaged(DTRANSP):
+ elif q.planet != None and not damaged(DTRANSP):
prout(_("Remainder of ship's complement beam down to %s.") %
q.planet)
else:
game.nprobes = 0 # No probes
prout(_("You are captured by Klingons and released to"))
prout(_("the Federation in a prisoner-of-war exchange."))
- nb = random.random()*game.state.rembase+1
+ nb = randrange(game.state.rembase)
# Set up quadrant and position FQ adjacient to base
if not game.quadrant == game.state.baseq[nb]:
game.quadrant = game.state.baseq[nb]
# position next to base by trial and error
game.quad[game.sector.x][game.sector.y] = IHDOT
for l in range(QUADSIZE):
- game.sector.x = 3.0*random.random() - 1.0 + game.base.x
- game.sector.y = 3.0*random.random() - 1.0 + game.base.y
+ game.sector = game.base.scatter()
if VALID_SECTOR(game.sector.x, game.sector.y) and \
game.quad[game.sector.x][game.sector.y] == IHDOT:
break
prout(_("Spock- \"Planet report follows, Captain.\""))
skip(1)
for i in range(game.inplan):
- if game.state.planets[i].pclass == destroyed:
+ if game.state.planets[i].pclass == "destroyed":
continue
if (game.state.planets[i].known != "unknown" \
and not game.state.planets[i].inhabited) \
prout(_(" not adjacent to planet."))
skip(1)
return
- game.optime = 0.02+0.03*random.random()
+ game.optime = randreal(0.02, 0.05)
prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
newcnd()
if consumeTime():
return
- game.height = (1400.0+7200.0*random.random())
+ game.height = randreal(1400, 8600)
prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
game.inorbit = True
game.ididit = True
if game.options & OPTION_TTY:
prout(_("Short range sensors damaged."))
return
- if not is_valid(game.plnet):
+ if game.iplnet == None:
if game.options & OPTION_TTY:
prout(_("Spock- \"No planet in this quadrant, Captain.\""))
return
- if game.state.planets[game.iplnet].known == "unknown":
+ if game.iplnet.known == "unknown":
prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
skip(1)
prout(_(" Planet at Sector %s is of class %s.") %
- (sector,game.plnet, game.state.planets[game.iplnet]))
- if game.state.planets[game.iplnet].known=="shuttle_down":
+ (game.plnet, game.iplnet.pclass))
+ if game.iplnet.known=="shuttle_down":
prout(_(" Sensors show Galileo still on surface."))
proutn(_(" Readings indicate"))
- if game.state.planets[game.iplnet].crystals != present:
+ if game.iplnet.crystals != "present":
proutn(_(" no"))
prout(_(" dilithium crystals present.\""))
- if game.state.planets[game.iplnet].known == "unknown":
- game.state.planets[game.iplnet].known = "known"
+ 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)
def beam():
# use the transporter
skip(1)
if damaged(DTRANSP):
prout(_("Transporter damaged."))
- if not damaged(DSHUTTL) and (game.state.planets[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?\" "))
if ja() == True:
if game.shldup:
prout(_("Impossible to transport through shields."))
return
- if game.state.planets[game.iplnet].known=="unknown":
+ 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.\""))
return
- if not game.landed and game.state.planets[game.iplnet].crystals==absent:
+ 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?\" "))
prout(_("Engineering to bridge--"))
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.state.planets[game.iplnet].known == "shuttle_down":
+ 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?\" "))
if ja() == False:
return
if game.landed:
# Coming from planet
- if game.state.planets[game.iplnet].known=="shuttle_down":
+ if game.iplnet.known=="shuttle_down":
proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
if ja() == True:
chew()
skip(1)
prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
skip(2)
- if random.random() > 0.98:
+ if withprob(0.98):
prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
skip(2)
prout(_("Scotty- \"Oh my God! I've lost them.\""))
game.energy -= nrgneed
skip(2)
prout(_("Transport complete."))
- if game.landed and game.state.planets[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
if not game.landed:
prout(_("Mining party not on planet."))
return
- if game.state.planets[game.iplnet].crystals == mined:
+ if game.iplnet.crystals == "mined":
prout(_("This planet has already been strip-mined for dilithium."))
return
- elif game.state.planets[game.iplnet].crystals == absent:
+ elif game.iplnet.crystals == "absent":
prout(_("No dilithium crystals on this planet."))
return
if game.imine:
skip(1)
prout(_("there's no reason to mine more at this time."))
return
- game.optime = (0.1+0.2*random.random())*game.state.planets[game.iplnet].pclass
+ game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
if consumeTime():
return
prout(_("Mining operation complete."))
- game.state.planets[game.iplnet].crystals = mined
+ game.iplnet.crystals = "mined"
game.imine = game.ididit = True
def usecrystals():
skip(1)
prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
skip(1)
- if random.random() <= game.cryprob:
+ if with(game.cryprob):
prouts(_(" \"Activating now! - - No good! It's***"))
skip(2)
prouts(_("***RED ALERT! RED A*L********************************"))
skip(1)
kaboom()
return
- game.energy += 5000.0*(1.0 + 0.9*random.random())
+ game.energy += randreal(5000.0, 5500.0)
prouts(_(" \"Activating now! - - "))
prout(_("The instruments"))
prout(_(" are going crazy, but I think it's"))
skip(1)
if damaged(DSHUTTL):
if game.damage[DSHUTTL] == -1.0:
- if game.inorbit and game.state.planets[game.iplnet].known == "shuttle_down":
+ if game.inorbit and game.iplnet.known == "shuttle_down":
prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
else:
prout(_("Ye Faerie Queene had no shuttle craft."))
crmshp()
prout(_(" not in standard orbit."))
return
- if (game.state.planets[game.iplnet].known != "shuttle_down") and game.iscraft != "onship":
+ if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
prout(_("Shuttle craft not currently available."))
return
- if not game.landed and game.state.planets[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.state.planets[game.iplnet].known=="unknown":
+ 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.\""))
skip(1)
if consumeTime():
return
- game.state.planets[game.iplnet].known="shuttle_down"
+ game.iplnet.known="shuttle_down"
prout(_("Trip complete."))
return
else:
skip(1)
prouts(_("The short hop begins . . ."))
skip(1)
- game.state.planets[game.iplnet].known="known"
+ game.iplnet.known="known"
game.icraft = True
skip(1)
game.landed = False
game.iscraft = "offship"
if consumeTime():
return
- game.state.planets[game.iplnet].known = "shuttle_down"
+ game.iplnet.known = "shuttle_down"
game.landed = True
game.icraft = False
prout(_("Trip complete."))
def deathray():
# use the big zapper
- r = random.random()
-
game.ididit = False
skip(1)
chew()
skip(1)
prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
skip(1)
- dprob = .30
+ dprob = 0.30
if game.options & OPTION_PLAIN:
- dprob = .5
+ dprob = 0.5
+ r = randreal()
if r > dprob:
prouts(_("Sulu- \"Captain! It's working!\""))
skip(2)
finish(FWON)
if (game.options & OPTION_PLAIN) == 0:
prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
- if random.random() <= 0.05:
+ if withprob(0.05):
prout(_(" is still operational.\""))
else:
prout(_(" has been rendered nonfunctional.\""))
game.damage[DDRAY] = 39.95
return
- r = random.random() # Pick failure method
- if r <= .30:
+ r = randreal() # Pick failure method
+ if r <= 0.30:
prouts(_("Sulu- \"Captain! It's working!\""))
skip(1)
prouts(_("***RED ALERT! RED ALERT!"))
skip(1)
kaboom()
return
- if r <= .55:
+ if r <= 0.55:
prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
skip(1)
prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
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):
- proutn("%d |" % (i))
+ proutn("%d |" % (i+1))
for j in range(GALSIZE):
if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
proutn("<")
else:
proutn(" ")
if game.state.galaxy[i][j].supernova:
- strcpy(buf, "***")
+ show = "***"
elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
- strcpy(buf, ".1.")
+ show = ".1."
elif game.state.galaxy[i][j].charted:
- sprintf(buf, "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars))
+ show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
else:
- strcpy(buf, "...")
- proutn(buf)
+ show = "..."
+ proutn(show)
if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
proutn(">")
else:
else:
proutn("- ")
-def status(req):
+def status(req=0):
# print status report lines
if not req or req == 1:
prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
% (game.state.date, game.state.remtime))
- elif not req or req == 2:
+ if not req or req == 2:
if game.condition != "docked":
newcnd()
dam = 0
if game.damage[t]>0:
dam += 1
prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
- elif not req or req == 3:
+ if not req or req == 3:
prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
- elif not req or req == 4:
+ if not req or req == 4:
if damaged(DLIFSUP):
if game.condition == "docked":
- sprintf(s, _("DAMAGED, Base provides"))
+ s = _("DAMAGED, Base provides")
else:
- sprintf(s, _("DAMAGED, reserves=%4.2f") % game.lsupres)
+ s = _("DAMAGED, reserves=%4.2f") % game.lsupres
else:
- sprintf(s, _("ACTIVE"))
+ s = _("ACTIVE")
prstat(_("Life Support"), s)
- elif not req or req == 5:
- prstat(_("Warp Factor"), "%.1f" % (game.warpfac))
- elif not req or req == 6:
+ if not req or req == 5:
+ prstat(_("Warp Factor"), "%.1f" % game.warpfac)
+ if not req or req == 6:
extra = ""
if game.icrystl and (game.options & OPTION_SHOWME):
extra = _(" (have crystals)")
- prstat(_("Energy"), "%.2f%s" % game.energy, extra)
- elif not req or req == 7:
+ prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
+ if not req or req == 7:
prstat(_("Torpedoes"), "%d" % (game.torps))
- elif not req or req == 8:
+ if not req or req == 8:
if damaged(DSHIELD):
- strcpy(s, _("DAMAGED,"))
+ s = _("DAMAGED,")
elif game.shldup:
- strcpy(s, _("UP,"))
+ s = _("UP,")
else:
- strcpy(s, _("DOWN,"))
+ s = _("DOWN,")
data = _(" %d%% %.1f units") \
% (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
- prstat(_("Shields"), s)
- elif not req or req == 9:
+ prstat(_("Shields"), s+data)
+ if not req or req == 9:
prstat(_("Klingons Left"), "%d" \
% (game.state.remkl + game.state.remcom + game.state.nscrem))
- elif not req or req == 10:
+ if not req or req == 10:
if game.options & OPTION_WORLDS:
plnet = game.state.galaxy[game.quadrant.x][game.quadrant.y].planet
- if plnet != NOPLANET and game.state.planets[plnet].inhabited:
+ if plnet and plnet.inhabited:
prstat(_("Major system"), plnet.name)
else:
prout(_("Sector is uninhabited"))
if game.condition != "docked":
newcnd()
for i in range(QUADSIZE):
- proutn("%2d " % (i))
+ proutn("%2d " % (i+1))
for j in range(QUADSIZE):
sectscan(goodScan, i, j)
skip(1)
w2.y = 0
else:
w2.y=QUADSIZE-1
-
if not VALID_QUADRANT(w1.x, w1.y) or not VALID_SECTOR(w2.x, w2.y):
huh()
return
game.dist = math.sqrt(square(w1.y-game.quadrant.y+0.1*(w2.y-game.sector.y))+
square(w1.x-game.quadrant.x+0.1*(w2.x-game.sector.x)))
wfl = False
-
if prompt:
prout(_("Answer \"no\" if you don't know the value:"))
while True:
return
-#ifdef BSD_BUG_FOR_BUG
-# A visual scan is made in a particular direction of three sectors
-# in the general direction specified. This takes time, and
-# Klingons can attack you, so it should be done only when sensors
-# are out. Code swiped from BSD-Trek. Not presently used, as we
-# automatically display all adjacent sectors on the short-range
-# scan even when short-range sensors are out.
-
-# This struct[] has the delta x, delta y for particular directions
-
-visdelta = (
- (-1,-1),
- (-1, 0),
- (-1, 1),
- (0, 1),
- (1, 1),
- (1, 0),
- (1, -1),
- (0, -1),
- (-1,-1),
- (-1, 0),
- (-1, 1),
-)
-
-def visual():
- v = coord()
- if scan() != IHREAL:
- chew()
- proutn(_("Direction? "))
- if scan()!=IHREAL:
- huh()
- return
- if aaitem < 0.0 or aaitem > 360.0:
- return
- co = (aaitem + 22) / 45
- v = visdelta[co]
- ix = game.sector.x + v.x
- iy = game.sector.y + v.y
- if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE:
- co = '?'
- else:
- co = game.quad[ix][iy]
- printf("%d,%d %c " % (ix+1, iy+1, co))
- v += 1
- ix = game.sector.x + v.x
- iy = game.sector.y + v.y
- if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE:
- co = '?'
- else:
- co = game.quad[ix][iy]
- printf("%c " % (co))
- v += 1
- ix = game.sector.x + v.x
- iy = game.sector.y + v.y
- if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE:
- co = '?'
- else:
- co = game.quad[ix][iy]
- prout("%c %d,%d\n" % (co, ix+1, iy+1))
- game.optime = 0.5
- game.ididit = True
-#endif
-
# Code from setup.c begins here
-def filelength(fd):
- return os.fstat(fd).st_size
-
def prelim():
# issue a historically correct banner
skip(2)
prout(_("-SUPER- STAR TREK"))
skip(1)
-#ifdef __HISTORICAL__
+# From the FORTRAN original
# prout(_("Latest update-21 Sept 78"))
# skip(1)
-#endif __HISTORICAL__
def freeze(boss):
# save game
def setup(needprompt):
# prepare to play, set up cosmos
w = coord()
-
# Decide how many of everything
if choose(needprompt):
return # frozen game
game.quadrant = randplace(GALSIZE)
game.sector = randplace(QUADSIZE)
game.torps = game.intorps = 10
- game.nprobes = int(3.0*random.random() + 2.0) # Give them 2-4 of these
+ game.nprobes = randrange(2, 5)
game.warpfac = 5.0
game.wfacsq = game.warpfac * game.warpfac
for i in range(NDEVICES):
game.damage[i] = 0.0
# Set up assorted game parameters
game.battle = coord()
- game.state.date = game.indate = 100.0*int(31.0*random.random()+20.0)
+ game.state.date = game.indate = 100.0 * randreal(20, 51)
game.nkinks = game.nhelp = game.casual = game.abandoned = 0
game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
game.isatb = game.state.nplankl = 0
for j in range(GALSIZE):
quad = game.state.galaxy[i][j]
quad.charted = 0
- quad.planet = NOPLANET
+ quad.planet = None
quad.romulans = 0
quad.klingons = 0
quad.starbase = False
# Initialize times for extraneous events
schedule(FSNOVA, expran(0.5 * game.intime))
schedule(FTBEAM, expran(1.5 * (game.intime / game.state.remcom)))
- schedule(FSNAP, 1.0 + random.random()) # Force an early snapshot
+ schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
schedule(FBATTAK, expran(0.3*game.intime))
unschedule(FCDBAS)
if game.state.nscrem:
game.instar = 0
for i in range(GALSIZE):
for j in range(GALSIZE):
- k = int(random.random()*9.0 + 1.0)
+ k = randrange(1, QUADSIZE**2/10+1)
game.instar += k
game.state.galaxy[i][j].stars = k
# Locate star bases in galaxy
for j in range(1, i):
# Improved placement algorithm to spread out bases
distq = w.distance(game.state.baseq[j])
- if distq < 6.0*(BASEMAX+1-game.inbase) and random.random() < 0.75:
+ if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
contflag = True
if idebug:
prout("=== Abandoning base #%d at %s" % (i, w))
if klumper > MAXKLQUAD:
klumper = MAXKLQUAD
while True:
- r = random.random()
+ r = randreal()
klump = (1.0 - r*r)*klumper
if klump > krem:
klump = krem
if not game.state.galaxy[w.x][w.y].supernova and \
game.state.galaxy[w.x][w.y].klingons + klump <= MAXKLQUAD:
break
- game.state.galaxy[w.x][w.y].klingons += klump
+ game.state.galaxy[w.x][w.y].klingons += int(klump)
if krem <= 0:
break
# Position Klingon Commander Ships
for i in range(1, game.incom+1):
while True:
w = randplace(GALSIZE)
- if (game.state.galaxy[w.x][w.y].klingons or random.random()>=0.75) and \
+ if (game.state.galaxy[w.x][w.y].klingons or withprob(0.25)) and \
not game.state.galaxy[w.x][w.y].supernova and \
game.state.galaxy[w.x][w.y].klingons <= MAXKLQUAD-1 and \
not w in game.state.kcmdr[:i]:
for i in range(game.inplan):
while True:
w = randplace(GALSIZE)
- if game.state.galaxy[w.x][w.y].planet == NOPLANET:
+ if game.state.galaxy[w.x][w.y].planet == None:
break
new = planet()
new.w = w
new.name = systnames[i]
new.inhabited = True
else:
- new.pclass = ("M", "N", "O")[random.randint(0, 2)]
- if random.random()*1.5: # 1 in 3 chance of crystals
+ new.pclass = ("M", "N", "O")[randrange(0, 3)]
+ if withprob(0.33):
new.crystals = "present"
new.known = "unknown"
new.inhabited = False
prout(_(" YOU'LL NEED IT."))
waitfor()
newqad(False)
- if game.nenhere - iqhere-game.ithere:
+ if game.nenhere - (thing == game.quadrant) - (game.tholian != None):
game.shldup = True
if game.neutz: # bad luck to start in a Romulan Neutral Zone
attack(False)
if aaitem == 0:
chew()
continue # We don't want a blank entry
- game.tourn = int(aaitem)
+ game.tourn = int(round(aaitem))
random.seed(aaitem)
+ if logfp:
+ logfp.write("# random.seed(%d)\n" % aaitem)
break
if isit("saved") or isit("frozen"):
if thaw():
# Use parameters to generate initial values of things
game.damfac = 0.5 * game.skill
- game.state.rembase = random.randint(BASEMIN, BASEMAX)
+ game.state.rembase = randrange(BASEMIN, BASEMAX+1)
game.inbase = game.state.rembase
game.inplan = 0
if game.options & OPTION_PLANETS:
- game.inplan += int((MAXUNINHAB/2) + (MAXUNINHAB/2+1)*random.random())
+ game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
if game.options & OPTION_WORLDS:
game.inplan += int(NINHAB)
- game.state.nromrem = game.inrom = int((2.0+random.random())*game.skill)
+ game.state.nromrem = game.inrom = randrange(2 *game.skill)
game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
game.state.remtime = 7.0 * game.length
game.intime = game.state.remtime
- game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*random.random())*game.skill*0.1+.15)
- game.incom = int(game.skill + 0.0625*game.inkling*random.random())
+ game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
+ game.incom = int(game.skill + 0.0625*game.inkling*randreal())
game.state.remcom = min(10, game.incom)
game.incom = game.state.remcom
game.state.remres = (game.inkling+4*game.incom)*game.intime
pi = dropin(IHK)
game.ks[i] = pi
game.kdist[i] = game.kavgd[i] = distance(game.sector, pi)
- game.kpower[i] = random.random()*150.0 +300.0 +25.0*game.skill
+ game.kpower[i] = randreal(300, 450) + 25.0*game.skill
return pi
def newqad(shutup):
game.inorbit = False
game.landed = False
game.ientesc = False
- game.ithere = False
- global iqhere, iqengry
- iqhere = False
+ global iqengry
iqengry = False
game.iseenit = False
if game.iscate:
game.klhere = q.klingons
game.irhere = q.romulans
game.nenhere = game.klhere + game.irhere
-
# Position Starship
game.quad[game.sector.x][game.sector.y] = game.ship
-
if q.klingons:
w.x = w.y = 0 # quiet a gcc warning
# Position ordinary Klingons
if i <= game.state.remcom:
game.quad[w.x][w.y] = IHC
- game.kpower[game.klhere] = 950.0+400.0*random.random()+50.0*game.skill
+ game.kpower[game.klhere] = randreal(950, 1350) + 50.0*game.skill
game.comhere = True
-
# If we need a super-commander, promote a Klingon
- if same(game.quadrant, game.state.kscmdr):
+ if game.quadrant == game.state.kscmdr:
game.quad[game.ks[0].x][game.ks[0].y] = IHS
- game.kpower[1] = 1175.0 + 400.0*random.random() + 125.0*game.skill
+ game.kpower[0] = randreal(1175.0, 1575.0) + 125.0*game.skill
game.iscate = (game.state.remkl > 1)
game.ishere = True
# Put in Romulans if needed
w = dropin(IHR)
game.ks[i] = w
game.kdist[i] = game.kavgd[i] = distance(game.sector, w)
- game.kpower[i] = random.random()*400.0 + 450.0 + 50.0*game.skill
+ game.kpower[i] = randreal(400.0, 850.0) + 50.0*game.skill
# If quadrant needs a starbase, put it in
if q.starbase:
game.base = dropin(IHB)
-
# If quadrant needs a planet, put it in
- if q.planet != NOPLANET:
+ if q.planet:
game.iplnet = q.planet
if not q.planet.inhabited:
game.plnet = dropin(IHP)
skip(1)
prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
-
if shutup==0:
# Put in THING if needed
global thing
w = dropin(IHQUEST)
thing = randplace(GALSIZE)
game.nenhere += 1
- global iqhere
- iqhere = True
game.ks[game.nenhere] = w
game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \
distance(game.sector, w)
- game.kpower[game.nenhere] = random.random()*6000.0 +500.0 +250.0*game.skill
+ game.kpower[game.nenhere] = randreal(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.\""))
-
# Decide if quadrant needs a Tholian; lighten up if skill is low
if game.options & OPTION_THOLIAN:
- if (game.skill < SKILL_GOOD and random.random() <= 0.02) or \
- (game.skill == SKILL_GOOD and random.random() <= 0.05) or \
- (game.skill > SKILL_GOOD and random.random() <= 0.08):
+ if (game.skill < SKILL_GOOD and withprob(0.02)) or \
+ (game.skill == SKILL_GOOD and withprob(0.05)) or \
+ (game.skill > SKILL_GOOD and withprob(0.08)):
+ game.tholian = coord()
while True:
- game.tholian.x = random.choice((0, QUADSIZE-1))
- game.tholian.y = random.choice((0, QUADSIZE-1))
+ game.tholian.x = withprob(0.5) * QUADSIZE
+ game.tholian.y = withprob(0.5) * QUADSIZE
if game.quad[game.tholian.x][game.tholian.y] == IHDOT:
break
game.quad[game.tholian.x][game.tholian.y] = IHT
- game.ithere = True
game.nenhere += 1
game.ks[game.nenhere] = game.tholian
game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \
distance(game.sector, game.tholian)
- game.kpower[game.nenhere] = random.random()*400.0 +100.0 +25.0*game.skill
+ game.kpower[game.nenhere] = randrange(100, 500) + 25.0*game.skill
# Reserve unoccupied corners
if game.quad[0][0]==IHDOT:
game.quad[0][0] = 'X'
if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT:
game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
sortklings()
-
# Put in a few black holes
for i in range(1, 3+1):
- if random.random() > 0.5:
+ if withprob(0.5):
dropin(IHBLANK)
-
# Take out X's in corners if Tholian present
- if game.ithere:
+ if game.tholian:
if game.quad[0][0]=='X':
game.quad[0][0] = IHDOT
if game.quad[0][QUADSIZE-1]=='X':
def sortklings():
# sort Klingons by distance from us
# The author liked bubble sort. So we will use it. :-(
- if game.nenhere-iqhere-game.ithere < 2:
+ if game.nenhere-(thing==game.quadrant)-(game.tholian!=None) < 2:
return
while True:
sw = False
else:
game.passwd = ""
for i in range(3):
- game.passwd += chr(97+int(random.random()*25))
+ game.passwd += chr(ord('a')+randrange(26))
# Code from sst.c begins here
k = 0
proutn(_("LEGAL COMMANDS ARE:"))
for key in commands:
- if ACCEPT(cmd):
+ if ACCEPT(key):
if k % 5 == 0:
skip(1)
proutn("%-12s " % key)
hitme = False
game.justin = False
game.optime = 0.0
- i = -1
chew()
setwnd(prompt_window)
clrscr()
- proutn("COMMAND> ")
if scan() == IHEOL:
if game.options & OPTION_CURSES:
makechart()
clrscr()
setwnd(message_window)
clrscr()
- cmd = citem.upper()
- if cmd not in commands:
+ candidates = filter(lambda x: x.startswith(citem.upper()),
+ commands)
+ if len(candidates) == 1:
+ cmd = candidates[0]
+ break
+ elif candidates and not (game.options & OPTION_PLAIN):
+ prout("Commands with that prefix: " + " ".join(candidates))
+ else:
listCommands()
continue
- commandhook(commands[i].name, True)
if cmd == "SRSCAN": # srscan
srscan()
elif cmd == "STATUS": # status
- status(0)
+ status()
elif cmd == "REQUEST": # status request
request()
elif cmd == "LRSCAN": # long range scan
elif cmd == "MOVE": # move under warp
warp(False)
elif cmd == "SHIELDS": # shields
- doshield(False)
+ doshield(shraise=False)
if game.ididit:
hitme = True
game.shldchg = False
elif cmd == "EMEXIT": # Emergency exit
clrscr() # Hide screen
freeze(True) # forced save
- os.exit(1) # And quick exit
+ raise SysExit,1 # And quick exit
elif cmd == "PROBE":
probe() # Launch probe
if game.ididit:
game.alldone = True # quit the game
elif cmd == "HELP":
helpme() # get help
- elif cmd == "SEED": # set random-number seed
- key = scan()
- if key == IHREAL:
- seed = int(aaitem)
-#ifdef BSD_BUG_FOR_BUG
-# elif cmd == "VISUAL":
-# visual() # perform visual scan
-#endif
- commandhook(commands[i].name, False)
while True:
if game.alldone:
break # Game has ended
else: s = "Unknown??"
proutn(s)
-def cramlc(loctype, w):
- # name a location
- if loctype == "quadrant":
- buf = _("Quadrant ")
- elif loctype == "sector":
- buf = _("Sector ")
- buf += ("%d - %d" % (w.x, w.y))
- return buf
-
def crmena(stars, enemy, loctype, w):
# print an enemy and his location
if stars:
proutn("***")
cramen(enemy)
proutn(_(" at "))
- proutn(cramlc(loctype, w))
+ buf = ""
+ if loctype == "quadrant":
+ buf = _("Quadrant ")
+ elif loctype == "sector":
+ buf = _("Sector ")
+ proutn(buf + `w`)
def crmshp():
# print our ship name
skip(1)
def expran(avrage):
- return -avrage*math.log(1e-7 + random.random())
+ return -avrage*math.log(1e-7 + randreal())
def randplace(size):
# choose a random location
w = coord()
- w.x = random.randint(0, size-1)
- w.y = random.randint(0, size-1)
+ w.x = randrange(size)
+ w.y = randrange(size)
return w
def chew():
def scan():
# Get a token from the user
- global inqueue, line, citem
+ global inqueue, line, citem, aaitem
aaitem = 0.0
citem = ''
prout("Event %d canceled, no x coordinate." % (i))
unschedule(i)
continue
- w.x = int(aaitem)
+ w.x = int(round(aaitem))
key = scan()
if key != IHREAL:
prout("Event %d canceled, no y coordinate." % (i))
unschedule(i)
continue
- w.y = int(aaitem)
+ w.y = int(round(aaitem))
ev.quadrant = w
chew()
proutn("Induce supernova here? ")
atover(True)
if __name__ == '__main__':
- global line, thing, game, idebug, iqhere, iqengry
+ global line, thing, game, idebug, iqengry
game = citem = aaitem = inqueue = None
line = ''
thing = coord()
- iqhere = iqengry = False
+ iqengry = False
game = gamestate()
idebug = 0
-
game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_SHOWME | OPTION_PLAIN | OPTION_ALMY)
# Disable curses mode until the game logic is working.
# if os.getenv("TERM"):
# game.options |= OPTION_CURSES | OPTION_SHOWME
# else:
game.options |= OPTION_TTY
-
seed = time.time()
(options, arguments) = getopt.getopt(sys.argv[1:], "r:tx")
for (switch, val) in options:
if switch == '-r':
try:
- replayfp = open(optarg, "r")
+ replayfp = open(val, "r")
except IOError:
- sys.stderr.write("sst: can't open replay file %s\n" % optarg)
- os.exit(1)
+ sys.stderr.write("sst: can't open replay file %s\n" % val)
+ raise SysExit, 1
line = replayfp.readline().strip()
try:
- (key, seed) = line.split()
+ (leader, key, seed) = line.split()
seed = int(seed)
+ sys.stderr.write("sst2k: seed set to %d\n" % seed)
except ValueError:
- sys.stderr.write("sst: replay file %s is ill-formed\n"%optarg)
+ sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
os.exit(1)
game.options |= OPTION_TTY
game.options &=~ OPTION_CURSES
sys.stderr.write("sst: warning, can't open logfile\n")
if logfp:
#setlinebuf(logfp)
- logfp.write("seed %d\n" % (seed))
+ logfp.write("# seed %d\n" % (seed))
random.seed(seed)
-
iostart()
if arguments:
inqueue = arguments
else:
inqueue = None
-
while True: # Play a game
setwnd(fullscreen_window)
clrscr()
prelim()
- setup(needprompt=not line)
+ setup(needprompt=not inqueue)
if game.alldone:
score()
game.alldone = False
skip(1)
stars()
skip(1)
-
if game.tourn and game.alldone:
proutn(_("Do you want your score recorded?"))
if ja() == True:
chew2()
freeze(False)
+ chew()
proutn(_("Do you want to play again? "))
if not ja():
break
skip(1)
prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
raise SysExit, 0
-