FULLCREW = 428 # BSD Trek was 387, that's wrong
FOREVER = 1e30
MAXBURST = 3
+MINCMDR = 10
# These functions hide the difference between 0-origin and 1-origin addressing.
def VALID_QUADRANT(x, y): return ((x)>=0 and (x)<GALSIZE and (y)>=0 and (y)<GALSIZE)
def VALID_SECTOR(x, y): return ((x)>=0 and (x)<QUADSIZE and (y)>=0 and (y)<QUADSIZE)
-def square(i): return ((i)*(i))
-def distance(c1, c2): return math.sqrt(square(c1.x - c2.x) + square(c1.y - c2.y))
-def invalidate(w): w.x = w.y = 0
-def is_valid(w): return (w.x != 0 and w.y != 0)
-
# How to represent features
IHR = 'R',
IHK = 'K',
return coord(self.x+self.x, self.y+self.y)
def __sub__(self, other):
return coord(self.x-other.x, self.y-other.y)
- def distance(self, other):
+ def __mul__(self, other):
+ return coord(self.x*other, self.y*other)
+ def __rmul__(self, other):
+ return coord(self.x*other, self.y*other)
+ def distance(self, other=None):
+ if not other: other = coord(0, 0)
return math.sqrt((self.x - other.x)**2 + (self.y - other.y)**2)
+ def bearing(self, other=None):
+ if not other: other = coord(0, 0)
+ return 1.90985*math.atan2(self.x-other.x, self.y-other.y)
def sgn(self):
s = coord()
if self.x == 0:
class planet:
def __init__(self):
self.name = None # string-valued if inhabited
- self.w = coord() # quadrant located
+ 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.snap = False # snapshot taken
self.crew = 0 # crew complement
self.remkl = 0 # remaining klingons
- self.remcom = 0 # remaining commanders
self.nscrem = 0 # remaining super commanders
- self.rembase = 0 # remaining bases
self.starkl = 0 # destroyed stars
self.basekl = 0 # destroyed bases
self.nromrem = 0 # Romulans remaining
self.remres = 0 # remaining resources
self.remtime = 0 # remaining time
self.baseq = [] # Base quadrant coordinates
- for i in range(BASEMAX):
- self.baseq.append(coord())
self.kcmdr = [] # Commander quadrant coordinates
- for i in range(QUADSIZE):
- self.kcmdr.append(coord())
self.kscmdr = coord() # Supercommander quadrant coordinates
# the galaxy (subscript 0 not used)
self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
if loc:
self.kloc = copy.copy(loc)
game.quad[self.kloc.x][self.kloc.y] = self.type
- self.kdist = self.kavgd = distance(game.sector, loc)
+ self.kdist = self.kavgd = (game.sector - loc).distance()
else:
self.kloc = coord()
self.kdist = self.kavgd = None
self.justin = False # just entered quadrant
self.shldup = False # shields are up
self.shldchg = False # shield is changing (affects efficiency)
- self.comhere = False # commander here
- self.ishere = False # super-commander in quadrant
self.iscate = False # super commander is here
self.ientesc = False # attempted escape from supercommander
self.resting = False # rest time
self.height = 0.0 # height of orbit around planet
def recompute(self):
# Stas thinks this should be (C expression):
- # game.state.remkl + game.state.remcom > 0 ?
- # game.state.remres/(game.state.remkl + 4*game.state.remcom) : 99
+ # game.state.remkl + len(game.state.kcmdr) > 0 ?
+ # game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99
# 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.
- game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom)
+ game.state.remtime = game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr))
# From enumerated type 'feature'
IHR = 'R'
IHK = 'K'
# Code from ai.c begins here
+def welcoming(iq):
+ # Would this quadrant welcome another Klingon?
+ return VALID_QUADRANT(iq.x,iq.y) and \
+ not game.state.galaxy[iq.x][iq.y].supernova or \
+ game.state.galaxy[iq.x][iq.y].klingons < MAXKLQUAD
+
+
def tryexit(enemy, look, irun):
# a bad guy attempts to bug out
iq = coord()
iq.x = game.quadrant.x+(look.x+(QUADSIZE-1))/QUADSIZE - 1
iq.y = game.quadrant.y+(look.y+(QUADSIZE-1))/QUADSIZE - 1
- if not VALID_QUADRANT(iq.x,iq.y) or \
- game.state.galaxy[iq.x][iq.y].supernova or \
- game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1:
- return False; # no can do -- neg energy, supernovae, or >MAXKLQUAD-1 Klingons
+ if not welcoming(iq):
+ return False;
if enemy.type == IHR:
return False; # Romulans cannot escape!
if not irun:
# avoid intruding on another commander's territory
if enemy.type == IHC:
- for n in range(game.state.remcom):
- if game.state.kcmdr[n] == iq:
- return False
+ if iq in game.state.kcmdr:
+ return False
# refuse to leave if currently attacking starbase
if game.battle == game.quadrant:
return False
game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
game.state.galaxy[iq.x][iq.y].klingons += 1
if enemy.type==IHS:
- game.ishere = False
game.iscate = False
game.ientesc = False
game.isatb = 0
unschedule(FSCDBAS)
game.state.kscmdr=iq
else:
- for n in range(game.state.remcom):
- if game.state.kcmdr[n] == game.quadrant:
- game.state.kcmdr[n]=iq
+ for cmdr in game.state.kcmdr:
+ if cmdr == game.quadrant:
+ game.state.kcmdr[n] = iq
break
- game.comhere = False
return True; # success
#
# tactical movement for the bad guys
next = coord(); look = coord()
irun = False
- # This should probably be just game.comhere + game.ishere
+ # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
if game.skill >= SKILL_EXPERT:
- nbaddys = ((game.comhere*2 + game.ishere*2+game.klhere*1.23+game.irhere*1.5)/2.0)
+ nbaddys = (((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.comhere + game.ishere
+ nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
dist1 = enemy.kdist
mdist = int(dist1 + 0.5); # Nearest integer distance
# If SC, check with spy to see if should hi-tail it
motion = ((forces + randreal(200))/150.0) - 5.0
else:
if forces > 1000.0: # Very strong -- move in for kill
- motion = (1.0-square(randreal()))*dist1 + 1.0
+ motion = (1.0 - randreal())**2 * dist1 + 1.0
if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
- motion -= game.skill*(2.0-square(randreal()))
+ motion -= game.skill*(2.0-randreal()**2)
if idebug:
proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
# don't move if no motion
prout("== MOVCOM")
# Figure out which Klingon is the commander (or Supercommander)
# and do move
- if game.comhere:
+ if game.quadrant in game.state.kcmdr:
for enemy in game.enemies:
if enemy.type == IHC:
movebaddy(enemy)
- if game.ishere:
+ if game.state.kscmdr==game.quadrant:
for enemy in game.enemies:
if enemy.type == IHS:
movebaddy(enemy)
def movescom(iq, avoid):
# commander movement helper
- if iq == game.quadrant or not VALID_QUADRANT(iq.x, iq.y) or \
- game.state.galaxy[iq.x][iq.y].supernova or \
- game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1:
- return 1
- if avoid:
- # Avoid quadrants with bases if we want to avoid Enterprise
- for i in range(game.state.rembase):
- if game.state.baseq[i] == iq:
- return True
+ # Avoid quadrants with bases if we want to avoid Enterprise
+ if not welcoming(iq) or (avoid and iq in game.state.baseq):
+ return True
if game.justin and not game.iscate:
return True
# do the move
game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons -= 1
game.state.kscmdr = iq
game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons += 1
- if game.ishere:
+ if game.state.kscmdr==game.quadrant:
# SC has scooted, Remove him from current quadrant
game.iscate=False
game.isatb=0
- game.ishere = False
game.ientesc = False
unschedule(FSCDBAS)
for enemy in game.enemies:
game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
# check for a helpful planet
for i in range(game.inplan):
- if game.state.planets[i].w == game.state.kscmdr and \
+ 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"
if idebug:
prout("== SUPERCOMMANDER")
# Decide on being active or passive
- avoid = ((game.incom - game.state.remcom + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
+ avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.state.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.y = game.quadrant.x-game.state.kscmdr.x
else:
# compute distances to starbases
- if game.state.rembase <= 0:
+ if not game.state.baseq:
# nothing left to do
unschedule(FSCMOVE)
return
sc = game.state.kscmdr
- for i in range(game.state.rembase):
- basetbl.append((i, distance(game.state.baseq[i], sc)))
- if game.state.rembase > 1:
+ for base in game.state.baseq:
+ basetbl.append((i, (base - sc).distance()))
+ if game.state.baseq > 1:
basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
# look for nearest base without a commander, no Enterprise, and
# without too many Klingons, and not already under attack.
ifindit = iwhichb = 0
- for i2 in range(game.state.rembase):
+ for (i2, base) in enumerate(game.state.baseq):
i = basetbl[i2][0]; # bug in original had it not finding nearest
- ibq = game.state.baseq[i]
- if ibq == game.quadrant or ibq == game.battle or \
- game.state.galaxy[ibq.x][ibq.y].supernova or \
- game.state.galaxy[ibq.x][ibq.y].klingons > MAXKLQUAD-1:
+ if base==game.quadrant or base==game.battle or not welcoming(base):
continue
# if there is a commander, and no other base is appropriate,
- # we will take the one with the commander
- for j in range(game.state.remcom):
- if ibq == game.state.kcmdr[j] and ifindit!= 2:
+ # we will take the one with the commander
+ for cmdr in game.state.kcmdr:
+ if base == cmdr and ifindit != 2:
ifindit = 2
iwhichb = i
break
- if j > game.state.remcom: # no commander -- use this one
+ else: # no commander -- use this one
ifindit = 1
iwhichb = i
break
iq.x = game.state.kscmdr.x
movescom(iq, avoid)
# check for a base
- if game.state.rembase == 0:
+ if len(game.state.baseq) == 0:
unschedule(FSCMOVE)
else:
- for i in range(game.state.rembase):
- ibq = game.state.baseq[i]
+ for (i, ibq) in enumerate(game.state.baseq):
if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
# attack the base
if avoid:
game.damage[dev] += game.optime + extradm
game.shldup = False
prout(_("***Shields are down."))
- if game.state.remkl + game.state.remcom + game.state.nscrem:
+ if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
announce()
damagereport()
else:
crmshp()
prout(".")
hit = 700.0 + randreal(100) - \
- 1000.0 * distance(w, origin) * math.fabs(math.sin(bullseye-angle))
+ 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
newcnd(); # we're blown out of dock
# We may be displaced.
if game.landed or game.condition=="docked":
break
kp = math.fabs(e.kpower)
h1 = 700.0 + randrange(100) - \
- 1000.0 * distance(w, origin) * math.fabs(math.sin(bullseye-angle))
+ 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
h1 = math.fabs(h1)
if kp < h1:
h1 = kp
elif iquad == IHB: # Hit a base
skip(1)
prout(_("***STARBASE DESTROYED.."))
- for ll in range(game.state.rembase):
- if game.state.baseq[ll] == game.quadrant:
- game.state.baseq[ll]=game.state.baseq[game.state.rembase]
- break
+ game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
game.quad[w.x][w.y]=IHDOT
- game.state.rembase -= 1
- game.base.x=game.base.y=0
+ game.base.invalidate()
game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase -= 1
game.state.chart[game.quadrant.x][game.quadrant.y].starbase -= 1
game.state.basekl += 1
game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
game.iplnet.pclass = "destroyed"
game.iplnet = None
- invalidate(game.plnet)
+ game.plnet.invalidate()
game.quad[w.x][w.y] = IHDOT
if game.landed:
# captain perishes on planet
game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
game.iplnet.pclass = "destroyed"
game.iplnet = None
- invalidate(game.plnet)
+ game.plnet.invalidate()
game.quad[w.x][w.y] = IHDOT
if game.landed:
# captain perishes on planet
return None
elif iquad == IHT: # Hit a Tholian
h1 = 700.0 + randrange(100) - \
- 1000.0 * distance(w, origin) * math.fabs(math.sin(bullseye-angle))
+ 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
h1 = math.fabs(h1)
if h1 >= 600:
game.quad[w.x][w.y] = IHDOT
game.quad[jw.x][jw.y]=iquad
prout(_(" displaced by blast to Sector %s ") % jw)
for ll in range(len(game.enemies)):
- game.enemies[ll].kdist = game.enemies[ll].kavgd = distance(game.sector,game.enemies[ll].kloc)
+ game.enemies[ll].kdist = game.enemies[ll].kavgd = (game.sector-game.enemies[ll].kloc).distance()
game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
return None
skip(1)
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:
+ 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:
moveklings()
# if no enemies remain after movement, we're done
if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
if game.condition == "docked":
continue; # Don't waste the effort!
attempt = True; # Attempt to attack
- dustfac = 0.8 + randreal(0.5)
+ dustfac = randreal(0.8, 0.85)
hit = enemy.kpower*math.pow(dustfac,enemy.kavgd)
enemy.kpower *= 0.75
else: # Enemy uses photon torpedo
+ #course2 = (enemy.kloc-game.sector).bearing()
course = 1.90985*math.atan2(game.sector.y-enemy.kloc.y, enemy.kloc.x-game.sector.x)
hit = 0
proutn(_("***TORPEDO INCOMING"))
dispersion = (randreal()+randreal())*0.5 - 0.5
dispersion += 0.002*enemy.kpower*dispersion
hit = torpedo(course, dispersion, origin=enemy.kloc, number=1, nburst=1)
- if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
+ if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
finish(FWON); # Klingons did themselves in!
if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.alldone:
return # Supernova or finished
game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
game.klhere -= 1
if type == IHC:
- game.comhere = False
- for i in range(game.state.remcom):
- if game.state.kcmdr[i] == game.quadrant:
- break
- game.state.kcmdr[i] = game.state.kcmdr[game.state.remcom]
- game.state.kcmdr[game.state.remcom].x = 0
- game.state.kcmdr[game.state.remcom].y = 0
- game.state.remcom -= 1
+ game.state.kcmdr.remove(game.quadrant)
unschedule(FTBEAM)
- if game.state.remcom != 0:
- schedule(FTBEAM, expran(1.0*game.incom/game.state.remcom))
+ if 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 type == IHK:
game.state.remkl -= 1
elif type == IHS:
game.state.nscrem -= 1
- game.ishere = False
- game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0
+ game.state.kscmdr.invalidate()
+ game.isatb = 0
game.iscate = False
unschedule(FSCMOVE)
unschedule(FSCDBAS)
# For each kind of enemy, finish message to player
prout(_(" destroyed."))
- if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
+ if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
return
game.recompute()
# Remove enemy ship from arrays describing local conditions
return
def targetcheck(w):
- # Return None if target is invalid
+ # Return None if target is invalid, otherwise return a course angle
if not VALID_SECTOR(w.x, w.y):
huh()
return None
- deltx = 0.1*(w.y - game.sector.y)
- delty = 0.1*(w.x - game.sector.x)
- if deltx==0 and delty== 0:
+ delta = 0.1*(w - game.sector)
+ if delta.x==0 and delta.y== 0:
skip(1)
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 1.90985932*math.atan2(deltx, delty)
+ return delta.bearing()
def photon():
# launch photon torpedo
torpedo(course[i], dispersion, origin=game.sector, number=i, nburst=n)
if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
return
- if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
+ if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
finish(FWON);
def overheat(rpow):
skip(1)
if kpow == 0:
deadkl(w, ienm, w)
- if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
+ if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
finish(FWON);
if game.alldone:
return
# Adjust finish time to time of tractor beaming
fintim = game.state.date+game.optime
attack(torps_ok=False)
- if game.state.remcom <= 0:
+ if not game.state.kcmdr:
unschedule(FTBEAM)
else:
- schedule(FTBEAM, game.optime+expran(1.5*game.intime/game.state.remcom))
+ schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
def destroybase():
# Code merges here for any commander destroying base
if game.battle == game.quadrant:
game.state.chart[game.battle.x][game.battle.y].starbase = False
game.quad[game.base.x][game.base.y] = IHDOT
- game.base.x=game.base.y=0
+ game.base.invalidate()
newcnd()
skip(1)
prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
- elif game.state.rembase != 1 and communicating():
+ elif game.state.baseq and communicating():
# Get word via subspace radio
announce()
skip(1)
game.state.chart[game.battle.x][game.battle.y].starbase = False
# Remove Starbase from galaxy
game.state.galaxy[game.battle.x][game.battle.y].starbase = False
- for i in range(1, game.state.rembase+1):
- if game.state.baseq[i] == game.battle:
- game.state.baseq[i] = game.state.baseq[game.state.rembase]
- game.state.rembase -= 1
+ game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq)
if game.isatb == 2:
# reinstate a commander's base attack
game.battle = hold
game.isatb = 0
else:
- invalidate(game.battle)
+ game.battle.invalidate()
if idebug:
prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
xtime = datemin-game.state.date
game.state.date = datemin
# Decrement Federation resources and recompute remaining time
- game.state.remres -= (game.state.remkl+4*game.state.remcom)*xtime
+ game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
game.recompute()
if game.state.remtime <=0:
finish(FDEPLETE)
(game.torps < 5 or damaged(DPHOTON))):
# Tractor-beam her!
istract = ictbeam = True
- tractorbeam(distance(game.state.kscmdr, game.quadrant))
+ tractorbeam((game.state.kscmdr-game.quadrant).distance())
else:
return
elif evcode == FTBEAM: # Tractor beam
- if game.state.remcom == 0:
+ if not game.state.kcmdr:
unschedule(FTBEAM)
continue
- i = randrange(game.state.remcom)
- yank = distance(game.state.kcmdr[i], game.quadrant)
+ i = randrange(len(game.state.kcmdr))
+ yank = (game.state.kcmdr[i]-game.quadrant).distance()
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))
+ game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
continue
ictbeam = True
tractorbeam(yank)
game.state.snap = True
schedule(FSNAP, expran(0.5 * game.intime))
elif evcode == FBATTAK: # Commander attacks starbase
- if game.state.remcom==0 or game.state.rembase==0:
+ if not game.state.kcmdr or not game.state.baseq:
# no can do
unschedule(FBATTAK)
unschedule(FCDBAS)
continue
- i = 0
- for j in range(game.state.rembase):
- for k in range(game.state.remcom):
- if game.state.baseq[j] == game.state.kcmdr[k] and \
- not game.state.baseq[j] == game.quadrant and \
- not game.state.baseq[j] == game.state.kscmdr:
- i = 1
- if i == 1:
- continue
- if j>game.state.rembase:
+ 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:
+ raise "foundit"
+ except "foundit":
# no match found -- try later
schedule(FBATTAK, expran(0.3*game.intime))
unschedule(FCDBAS)
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.x][game.battle.y].starbase:
+ game.battle.invalidate()
+ continue
# find the lucky pair
- for i in range(game.state.remcom):
- if game.state.kcmdr[i] == game.battle:
+ for cmdr in game.state.kcmdr:
+ if cmdr == game.battle:
break
- if i > game.state.remcom or game.state.rembase == 0 or \
- not game.state.galaxy[game.battle.x][game.battle.y].starbase:
+ else:
# No action to take after all
- invalidate(game.battle)
continue
destroybase()
elif evcode == FSCMOVE: # Supercommander moves
prout(_(" destroyed."))
game.iplnet.pclass = "destroyed"
game.iplnet = None
- invalidate(game.plnet)
+ game.plnet.invalidate()
if game.landed:
finish(FPNOVA)
return
game.quad[neighbor.x][neighbor.y] = IHDOT
elif iquad == IHB: # Destroy base
game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False
- for i in range(game.state.rembase):
- if game.state.baseq[i] == game.quadrant:
- break
- game.state.baseq[i] = game.state.baseq[game.state.rembase]
- game.state.rembase -= 1
- invalidate(game.base)
+ game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
+ game.base.invalidate()
game.state.basekl += 1
newcnd()
crmena(True, IHB, "sector", neighbor)
prouts(_("***RED ALERT! RED ALERT!"))
skip(1)
prout(_("***Incipient supernova detected at Sector %s") % ns)
- if square(ns.x-game.sector.x) + square(ns.y-game.sector.y) <= 2.1:
+ if (ns.x-game.sector.x)**2 + (ns.y-game.sector.y)**2 <= 2.1:
proutn(_("Emergency override attempts t"))
prouts("***************")
skip(1)
stars()
game.alldone = True
-
# destroy any Klingons in supernovaed quadrant
kldead = game.state.galaxy[nq.x][nq.y].klingons
game.state.galaxy[nq.x][nq.y].klingons = 0
game.iscate = False
unschedule(FSCMOVE)
unschedule(FSCDBAS)
- if game.state.remcom:
- maxloop = game.state.remcom
- for l in range(maxloop):
- if game.state.kcmdr[l] == nq:
- game.state.kcmdr[l] = game.state.kcmdr[game.state.remcom]
- invalidate(game.state.kcmdr[game.state.remcom])
- game.state.remcom -= 1
- kldead -= 1
- if game.state.remcom==0:
- unschedule(FTBEAM)
- break
+ survivors = filter(lambda w: w != nq, game.state.kcmdr)
+ comkills = len(game.state.kcmdr) - len(survivors)
+ game.state.kcmdr = survivors
+ kldead -= comkills
+ if not game.state.kcmdr:
+ unschedule(FTBEAM)
game.state.remkl -= kldead
# destroy Romulans and planets in supernovaed quadrant
nrmdead = game.state.galaxy[nq.x][nq.y].romulans
game.state.nromrem -= nrmdead
# Destroy planets
for loop in range(game.inplan):
- if game.state.planets[loop].w == nq:
+ if game.state.planets[loop].quadrant == nq:
game.state.planets[loop].pclass = "destroyed"
npdead += 1
- # Destroy any base in supernovaed quadrant
- if game.state.rembase:
- maxloop = game.state.rembase
- for loop in range(maxloop):
- if game.state.baseq[loop] == nq:
- game.state.baseq[loop] = game.state.baseq[game.state.rembase]
- invalidate(game.state.baseq[game.state.rembase])
- game.state.rembase -= 1
- break
+ # Destroy any base in supernovaed quadrant
+ game.state.baseq = filter(lambda x: x != nq, game.state.baseq)
# If starship caused supernova, tally up destruction
if induced:
game.state.starkl += game.state.galaxy[nq.x][nq.y].stars
if game.quadrant == nq or communicating():
game.state.galaxy[nq.x][nq.y].supernova = True
# If supernova destroys last Klingons give special message
- if (game.state.remkl + game.state.remcom + game.state.nscrem)==0 and not nq == game.quadrant:
+ if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
skip(2)
if not induced:
prout(_("Lucky you!"))
return 0
else:
starting = (game.inkling + game.incom + game.inscom)
- remaining = (game.state.remkl + game.state.remcom + game.state.nscrem)
+ remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
return (starting - remaining)/elapsed
def badpoints():
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.state.remkl + game.state.remcom + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
+ if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
prout(_("acquitted."))
skip(1)
prout(_("LIVE LONG AND PROSPER."))
elif game.ship == IHE:
game.ship = IHF
game.alive = False
- if (game.state.remkl + game.state.remcom + game.state.nscrem) != 0:
+ if (game.state.remkl + len(game.state.kcmdr) + 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)
+ baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
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"))
# 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:
+ if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
timused = 5.0
perdate = killrate()
ithperd = 500*perdate + 0.5
if not game.gamewon:
game.state.nromrem = 0 # None captured if no win
iscore = 10*(game.inkling - game.state.remkl) \
- + 50*(game.incom - game.state.remcom) \
+ + 50*(game.incom - len(game.state.kcmdr)) \
+ ithperd + iwon \
+ 20*(game.inrom - game.state.nromrem) \
+ 200*(game.inscom - game.state.nscrem) \
if game.inkling - game.state.remkl:
prout(_("%6d ordinary Klingons destroyed %5d") %
(game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
- if game.incom - game.state.remcom:
+ if game.incom - len(game.state.kcmdr):
prout(_("%6d Klingon commanders destroyed %5d") %
- (game.incom - game.state.remcom, 50*(game.incom - game.state.remcom)))
+ (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
if game.inscom - game.state.nscrem:
prout(_("%6d Super-Commander destroyed %5d") %
(game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
def no_quad_change():
# No quadrant change -- compute new average enemy distances
game.quad[game.sector.x][game.sector.y] = game.ship
- if len(game.enemies):
- for m in range(len(game.enemies)):
- finald = distance(w, game.enemies[m].kloc)
- game.enemies[m].kavgd = 0.5 * (finald+game.enemies[m].kdist)
- game.enemies[m].kdist = finald
+ if game.enemies:
+ for enemy in game.enemies:
+ finald = (w-enemy.kloc).distance()
+ enemy.kavgd = 0.5 * (finald + enemy.kdist)
+ enemy.kdist = finald
game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
attack(torps_ok=False)
- for m in range(len(game.enemies)):
- game.enemies[m].kavgd = game.enemies[m].kdist
+ for enemy in game.enemies:
+ enemy.kavgd = enemy.kdist
newcnd()
drawmaps(0)
setwnd(message_window)
# Don't do it if being pushed by Nova
if len(game.enemies) != 0 and not novapush:
newcnd()
- for m in range(len(game.enemies)):
- finald = distance(w, game.enemies[m].kloc)
- game.enemies[m].kavgd = 0.5 * (finald + game.enemies[m].kdist)
+ for enemy in game.enemies:
+ finald = (w - enemy.kloc).distance()
+ enemy.kavgd = 0.5 * (finald + enemy.kdist)
#
# Stas Sergeev added the condition
# that attacks only happen if Klingons
if iquad != IHDOT:
# object encountered in flight path
stopegy = 50.0*game.dist/game.optime
- game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
+ game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0)
if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
game.sector = w
for enemy in game.enemies:
# We're here!
no_quad_change()
return
- game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
+ game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0)
game.sector = w
final = game.sector
no_quad_change()
if game.inorbit:
prout(_("You must first leave standard orbit."))
return
- if not is_valid(game.base) or abs(game.sector.x-game.base.x) > 1 or abs(game.sector.y-game.base.y) > 1:
+ if not game.base.is_valid() or abs(game.sector.x-game.base.x) > 1 or abs(game.sector.y-game.base.y) > 1:
crmshp()
prout(_(" not adjacent to base."))
return
else:
prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
# 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)
+ delta = coord()
+ delta.x = dquad.y-game.quadrant.y + 0.1*(dsect.x-game.sector.y)
+ delta.y = game.quadrant.x-dquad.x + 0.1*(game.sector.x-dsect.y)
else: # manual
while key == IHEOL:
proutn(_("X and Y displacements- "))
if key != IHREAL:
huh()
return False
- deltax = scanner.real
+ delta.x = scanner.real
key = scanner.next()
if key != IHREAL:
huh()
return False
- deltay = scanner.real
+ delta.y = scanner.real
# Check for zero movement
- if deltax == 0 and deltay == 0:
+ if delta.x == 0 and delta.y == 0:
scanner.chew()
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
+ game.dist = delta.distance()
+ game.direc = delta.bearing()
if game.direc < 0.0:
game.direc += 12.0
scanner.chew()
if game.warpfac > 6.0:
# 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
+ prob = game.dist*(6.0-game.warpfac)**2/66.666666666
if prob > randreal():
blooey = True
game.dist = randreal(game.dist)
# Repeat if another snova
if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
break
- if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
+ if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
finish(FWON) # Snova killed remaining enemy.
def timwrp():
int(game.state.date-game.snapsht.date))
game.state = game.snapsht
game.state.snap = False
- if game.state.remcom:
- schedule(FTBEAM, expran(game.intime/game.state.remcom))
+ 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))
# next snapshot will be sooner
game.isatb = 0
unschedule(FCDBAS)
unschedule(FSCDBAS)
- invalidate(game.battle)
+ game.battle.invalidate()
# Make sure Galileo is consistant -- Snapshot may have been taken
# when on planet, which would give us two Galileos!
def mayday():
# yell for help from nearest starbase
# There's more than one way to move in this game!
- line = 0
scanner.chew()
# Test for conditions which prevent calling for help
if game.condition == "docked":
if damaged(DRADIO):
prout(_("Subspace radio damaged."))
return
- if game.state.rembase==0:
+ if not game.state.baseq:
prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
return
if game.landed:
game.nhelp += 1
if game.base.x!=0:
# There's one in this quadrant
- ddist = distance(game.base, game.sector)
+ ddist = (game.base - game.sector).distance()
else:
ddist = FOREVER
- for m in range(game.state.rembase):
- xdist = QUADSIZE * distance(game.state.baseq[m], game.quadrant)
+ for ibq in game.state.baseq:
+ xdist = QUADSIZE * (ibq - game.quadrant).distance()
if xdist < ddist:
ddist = xdist
- line = m
# Since starbase not in quadrant, set up new quadrant
- game.quadrant = game.state.baseq[line]
+ game.quadrant = ibq
newqad(True)
# dematerialize starship
game.quad[game.sector.x][game.sector.y]=IHDOT
# found one -- finish up
game.sector = w
break
- if not is_valid(game.sector):
+ if not game.sector.is_valid():
prout(_("You have been lost in space..."))
finish(FMATERIALIZE)
return
prouts(_("***ALL HANDS ABANDON SHIP!"))
skip(2)
prout(_("Captain and crew escape in shuttle craft."))
- if game.state.rembase==0:
+ if not game.state.baseq:
# Oops! no place to go...
finish(FABANDN)
return
game.nprobes = 0 # No probes
prout(_("You are captured by Klingons and released to"))
prout(_("the Federation in a prisoner-of-war exchange."))
- nb = randrange(game.state.rembase)
+ nb = randrange(len(game.state.baseq))
# Set up quadrant and position FQ adjacient to base
if not game.quadrant == game.state.baseq[nb]:
game.quadrant = game.state.baseq[nb]
iknow = True
if idebug and game.state.planets[i].known=="unknown":
proutn("(Unknown) ")
- proutn(_("Quadrant %s") % game.state.planets[i].w)
+ proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
proutn(_(" class "))
proutn(game.state.planets[i].pclass)
proutn(" ")
if damaged(DWARPEN) and damaged(DIMPULS):
prout(_("Both warp and impulse engines damaged."))
return
- if not is_valid(game.plnet) or abs(game.sector.x-game.plnet.x) > 1 or abs(game.sector.y-game.plnet.y) > 1:
+ if not game.plnet.is_valid() or abs(game.sector.x-game.plnet.x) > 1 or abs(game.sector.y-game.plnet.y) > 1:
crmshp()
prout(_(" not adjacent to planet."))
skip(1)
while len(game.enemies) > 0:
deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.x][game.enemies[1].kloc.y],game.enemies[1].kloc)
prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
- if (game.state.remkl + game.state.remcom + game.state.nscrem) == 0:
+ if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
finish(FWON)
if (game.options & OPTION_PLAIN) == 0:
prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
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.state.remkl + game.state.remcom + game.state.nscrem)),
+ proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)),
(game.inkling + game.incom + game.inscom)))
- if game.incom - game.state.remcom:
- prout(_(", including %d Commander%s.") % (game.incom - game.state.remcom, (_("s"), "")[(game.incom - game.state.remcom)==1]))
+ 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]))
elif game.inkling - game.state.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])
- if game.state.rembase != game.inbase:
+ if len(game.state.baseq) != game.inbase:
proutn(_("There "))
- if game.inbase-game.state.rembase==1:
+ if game.inbase-len(game.state.baseq)==1:
proutn(_("has been 1 base"))
else:
- proutn(_("have been %d bases") % (game.inbase-game.state.rembase))
- prout(_(" destroyed, %d remaining.") % game.state.rembase)
+ 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)
if communicating() or game.iseenit:
prstat(_("Shields"), s+data)
if not req or req == 9:
prstat(_("Klingons Left"), "%d" \
- % (game.state.remkl + game.state.remcom + game.state.nscrem))
+ % (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem))
if not req or req == 10:
if game.options & OPTION_WORLDS:
plnet = game.state.galaxy[game.quadrant.x][game.quadrant.y].planet
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)))
+ game.dist = math.sqrt((w1.y-game.quadrant.y+0.1*(w2.y-game.sector.y))**2+
+ (w1.x-game.quadrant.x+0.1*(w2.x-game.sector.x))**2)
wfl = False
if prompt:
prout(_("Answer \"no\" if you don't know the value:"))
prout(_("Captain, certainly you can give me one of these."))
while True:
scanner.chew()
- ttime = (10.0*game.dist)/square(twarp)
+ ttime = (10.0*game.dist)/twarp**2
tpower = game.dist*twarp*twarp*twarp*(game.shldup+1)
if tpower >= game.energy:
prout(_("Insufficient energy, sir."))
quad.starbase = False
quad.supernova = False
quad.status = "secure"
- # Initialize times for extraneous events
- schedule(FSNOVA, expran(0.5 * game.intime))
- schedule(FTBEAM, expran(1.5 * (game.intime / game.state.remcom)))
- schedule(FSNAP, randreal(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)
- else:
- unschedule(FSCMOVE)
- unschedule(FSCDBAS)
- unschedule(FDSPROB)
- if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
- schedule(FDISTR, expran(1.0 + game.intime))
- else:
- unschedule(FDISTR)
- unschedule(FENSLV)
- unschedule(FREPRO)
# Starchart is functional but we've never seen it
game.lastchart = FOREVER
# Put stars in the galaxy
# so it did them in the opposite order.
for j in range(1, i):
# Improved placement algorithm to spread out bases
- distq = w.distance(game.state.baseq[j])
+ distq = (w - game.state.baseq[j]).distance()
if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
contflag = True
if idebug:
prout("=== Saving base #%d, close to #%d" % (i, j))
if not contflag:
break
- game.state.baseq[i] = w
+ game.state.baseq.append(w)
game.state.galaxy[w.x][w.y].starbase = True
game.state.chart[w.x][w.y].starbase = True
# Position ordinary Klingon Battle Cruisers
if krem <= 0:
break
# Position Klingon Commander Ships
- for i in range(1, game.incom+1):
+ for i in range(game.incom):
while True:
w = randplace(GALSIZE)
if (game.state.galaxy[w.x][w.y].klingons or withprob(0.25)) and \
not w in game.state.kcmdr[:i]:
break
game.state.galaxy[w.x][w.y].klingons += 1
- game.state.kcmdr[i] = w
+ game.state.kcmdr.append(w)
# Locate planets in galaxy
for i in range(game.inplan):
while True:
if game.state.galaxy[w.x][w.y].planet == None:
break
new = planet()
- new.w = w
+ new.quadrant = w
new.crystals = "absent"
if (game.options & OPTION_WORLDS) and i < NINHAB:
new.pclass = "M" # All inhabited planets are class M
if game.state.nscrem > 0:
while True:
w = randplace(GALSIZE)
- if not game.state.galaxy[w.x][w.y].supernova and game.state.galaxy[w.x][w.y].klingons <= MAXKLQUAD:
+ if not welcoming(w):
break
game.state.kscmdr = w
game.state.galaxy[w.x][w.y].klingons += 1
+ # Initialize times for extraneous events
+ schedule(FSNOVA, expran(0.5 * game.intime))
+ schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
+ schedule(FSNAP, randreal(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)
+ else:
+ unschedule(FSCMOVE)
+ unschedule(FSCDBAS)
+ unschedule(FDSPROB)
+ if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
+ schedule(FDISTR, expran(1.0 + game.intime))
+ else:
+ unschedule(FDISTR)
+ unschedule(FENSLV)
+ unschedule(FREPRO)
# Place thing (in tournament game, we don't want one!)
global thing
if game.tourn is None:
# Use parameters to generate initial values of things
game.damfac = 0.5 * game.skill
- game.state.rembase = randrange(BASEMIN, BASEMAX+1)
- game.inbase = game.state.rembase
+ game.inbase = randrange(BASEMIN, BASEMAX+1)
game.inplan = 0
if game.options & OPTION_PLANETS:
game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
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*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.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
game.state.remres = (game.inkling+4*game.incom)*game.intime
game.inresor = game.state.remres
if game.inkling > 50:
- game.state.rembase += 1
- game.inbase = game.state.rembase
+ game.state.inbase += 1
return False
def dropin(iquad=None):
w = coord()
game.justin = True
game.klhere = 0
- game.comhere = False
- game.ishere = False
game.irhere = 0
game.iplnet = 0
game.neutz = False
for i in range(game.klhere):
newkling()
# If we need a commander, promote a Klingon
- for i in range(game.state.remcom):
- if game.state.kcmdr[i] == game.quadrant:
+ for cmdr in game.state.kcmdr:
+ if cmdr == game.quadrant:
e = game.enemies[game.klhere-1]
game.quad[e.kloc.x][e.kloc.y] = IHC
e.kpower = randreal(950,1350) + 50.0*game.skill
- game.comhere = True
break
# If we need a super-commander, promote a Klingon
if game.quadrant == game.state.kscmdr:
game.quad[e.kloc.x][e.kloc.y] = IHS
e.kpower = randreal(1175.0, 1575.0) + 125.0*game.skill
game.iscate = (game.state.remkl > 1)
- game.ishere = True
# Put in Romulans if needed
for i in range(game.klhere, len(game.enemies)):
enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)