def __str__(self):
return self.name
-NOPLANET = None
class quadrant:
def __init__(self):
self.stars = None
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
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"))
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:
# 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 \
+ 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:
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)
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)
# 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:
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)
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)
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:
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) \
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 is located at Sector %s, Captain.\"") % (game.iplnet.name, 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()
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 = (0.1+0.2*random.random())*game.iplnet.pclass
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)
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."))
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"))
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
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(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
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)
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()
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 == "VISUAL":
# visual() # perform visual scan
#endif
- commandhook(commands[i].name, False)
while True:
if game.alldone:
break # Game has ended
setwnd(fullscreen_window)
clrscr()
prelim()
- setup(needprompt=not line)
+ setup(needprompt=not inqueue)
if game.alldone:
score()
game.alldone = False