def __add__(self, other):
return coord(self.x+self.x, self.y+self.y)
def __sub__(self, other):
- return coord(self.x-self.x, self.y-self.y)
+ return coord(self.x-other.x, self.y-other.y)
def distance(self, other):
return math.sqrt((self.x - other.x)**2 + (self.y - other.y)**2)
def sgn(self):
def move(self, loc):
motion = (loc != self.kloc)
if self.kloc.x is not None and self.kloc.y is not None:
- game.quad[self.kloc.x][self.kloc.y] = IHDOT
+ if motion:
+ if self.type == IHT:
+ game.quad[self.kloc.x][self.kloc.y] = IHWEB
+ else:
+ game.quad[self.kloc.x][self.kloc.y] = IHDOT
if loc:
- self.kloc = loc
+ self.kloc = copy.copy(loc)
game.quad[self.kloc.x][self.kloc.y] = self.type
self.kdist = self.kavgd = distance(game.sector, loc)
else:
- self.kloc = coord() # enemy sector location
+ self.kloc = coord()
self.kdist = self.kavgd = None
game.enemies.remove(self)
return motion
self.options = None # Game options
self.state = snapshot() # A snapshot structure
self.snapsht = snapshot() # Last snapshot taken for time-travel purposes
- self.quad = fill2d(QUADSIZE, lambda i, j: IHDOT) # contents of our quadrant
+ self.quad = None # contents of our quadrant
self.damage = [0.0] * NDEVICES # damage encountered
self.future = [] # future events
for i in range(NEVENTS):
FHOLE = 20
FCREW = 21
-# From enumerated type 'COLORS'
-DEFAULT = 0
-BLACK = 1
-BLUE = 2
-GREEN = 3
-CYAN = 4
-RED = 5
-MAGENTA = 6
-BROWN = 7
-LIGHTGRAY = 8
-DARKGRAY = 9
-LIGHTBLUE = 10
-LIGHTGREEN = 11
-LIGHTCYAN = 12
-LIGHTRED = 13
-LIGHTMAGENTA = 14
-YELLOW = 15
-WHITE = 16
-
# Log the results of pulling random numbers so we can check determinism.
import traceback
return
def movetholian():
- # move the Tholian
+ # move the Tholian
if not game.tholian or game.justin:
return
+ id = coord()
if game.tholian.kloc.x == 0 and game.tholian.kloc.y == 0:
- idx = 0; idy = QUADSIZE-1
+ id.x = 0; id.y = QUADSIZE-1
elif game.tholian.kloc.x == 0 and game.tholian.kloc.y == QUADSIZE-1:
- idx = QUADSIZE-1; idy = QUADSIZE-1
+ id.x = QUADSIZE-1; id.y = QUADSIZE-1
elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == QUADSIZE-1:
- idx = QUADSIZE-1; idy = 0
+ id.x = QUADSIZE-1; id.y = 0
elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == 0:
- idx = 0; idy = 0
+ id.x = 0; id.y = 0
else:
# something is wrong!
- game.tholian = None
+ game.tholian.move(None)
+ prout("***Internal error: Tholian in a bad spot.")
return
# do nothing if we are blocked
- if game.quad[idx][idy]!= IHDOT and game.quad[idx][idy]!= IHWEB:
+ if game.quad[id.x][id.y] not in (IHDOT, IHWEB):
return
- game.quad[game.tholian.kloc.x][game.tholian.kloc.y] = IHWEB
- if game.tholian.kloc.x != idx:
- # move in x axis
- im = math.fabs(idx - game.tholian.kloc.x)*1.0/(idx - game.tholian.kloc.x)
- while game.tholian.kloc.x != idx:
- game.tholian.kloc.x += im
- if game.quad[game.tholian.kloc.x][game.tholian.kloc.y]==IHDOT:
- game.quad[game.tholian.kloc.x][game.tholian.kloc.y] = IHWEB
- elif game.tholian.kloc.y != idy:
- # move in y axis
- im = math.fabs(idy - game.tholian.kloc.y)*1.0/(idy - game.tholian.kloc.y)
- while game.tholian.kloc.y != idy:
- game.tholian.kloc.y += im
- if game.quad[game.tholian.kloc.x][game.tholian.kloc.y]==IHDOT:
- game.quad[game.tholian.kloc.x][game.tholian.kloc.y] = IHWEB
- game.quad[game.tholian.kloc.x][game.tholian.kloc.y] = IHT
- #game.enemies[-1].kloc = game.tholian #FIXME
+ here = copy.copy(game.tholian.kloc)
+ delta = (id - game.tholian.kloc).sgn()
+ # move in x axis
+ while here.x != id.x:
+ #print "Moving in X", delta
+ here.x += delta.x
+ if game.quad[here.kloc.x][here.y]==IHDOT:
+ game.tholian.move(here)
+ # move in y axis
+ while here.y != id.y:
+ #print "Moving in Y", delta
+ here.y += delta.y
+ if game.quad[here.x][here.y]==IHDOT:
+ game.tholian.move(here)
# check to see if all holes plugged
for i in range(QUADSIZE):
if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT:
crmena(True, IHT, "sector", game.tholian)
prout(_(" completes web."))
game.tholian.move(None)
+ print "Tholian movement ends"
return
# Code from battle.c begins here
prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
# Check if anyone was hurt
if hitmax >= 200 or hittot >= 500:
- icas = randrange(hittot * 0.015)
+ icas = randrange(int(hittot * 0.015))
if icas >= 2:
skip(1)
prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
return 1.90985932*math.atan2(deltx, delty)
def photon():
- # launch photon torpedo
+ # launch photon torpedo
+ course = [0.0] * MAXBURST
game.ididit = False
if damaged(DPHOTON):
prout(_("Photon tubes damaged."))
return
elif key == IHEOL:
prout(_("%d torpedoes left.") % game.torps)
+ chew()
proutn(_("Number of torpedoes to fire- "))
key = scan()
else: # key == IHREAL {
- n = aaitem + 0.5
+ n = int(round(aaitem + 0.5))
if n <= 0: # abort command
chew()
return
prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
skip(2)
prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
- icas = randrange(hit*0.012)
+ icas = randrange(int(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=0
+ nenhr2 = len(game.enemies); kk=0
w = coord()
skip(1)
for (k, wham) in enumerate(hits):
automode = "NOTSET"
key=0
skip(1)
- # SR sensors and Computer are needed fopr automode
+ # SR sensors and Computer are needed for automode
if damaged(DSRSENS) or damaged(DCOMPTR):
itarg = False
if game.condition == "docked":
key=scan()
if key == IHALPHA:
if isit("manual"):
- if game.nenhere==0:
+ if len(game.enemies)==0:
prout(_("There is no enemy present to select."))
chew()
key = IHEOL
automode = "MANUAL"
key = scan()
elif isit("automatic"):
- if (not itarg) and game.nenhere != 0:
+ if (not itarg) and len(game.enemies) != 0:
automode = "FORCEMAN"
else:
- if game.nenhere==0:
+ if len(game.enemies)==0:
prout(_("Energy will be expended into space."))
automode = "AUTOMATIC"
key = scan()
huh()
return
elif key == IHREAL:
- if game.nenhere==0:
+ if len(game.enemies)==0:
prout(_("Energy will be expended into space."))
automode = "AUTOMATIC"
elif not itarg:
automode = "AUTOMATIC"
else:
# IHEOL
- if game.nenhere==0:
+ if len(game.enemies)==0:
prout(_("Energy will be expended into space."))
automode = "AUTOMATIC"
elif not itarg:
if key == IHALPHA and isit("no"):
no = True
key = scan()
- if key != IHREAL and game.nenhere != 0:
+ if key != IHREAL and len(game.enemies) != 0:
prout(_("Phasers locked on target. Energy available: %.2f")%avail)
irec=0
while True:
chew()
if not kz:
- for i in range(game.nenhere):
+ for i in range(len(game.enemies)):
irec += math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
kz=1
proutn(_("%d units required. ") % irec)
chew()
game.energy -= rpow
extra = rpow
- if game.nenhere:
+ if len(game.enemies):
extra = 0.0
powrem = rpow
- for i in range(game.nenhere):
+ for i in range(len(game.enemies)):
hits.append(0.0)
if powrem <= 0:
continue
if extra > 0 and not game.alldone:
if game.tholian:
proutn(_("*** Tholian web absorbs "))
- if game.nenhere>0:
+ if len(game.enemies)>0:
proutn(_("excess "))
prout(_("phaser energy."))
else:
skip(1)
elif automode == "MANUAL":
rpow = 0.0
- for k in range(game.nenhere):
+ for k in range(len(game.enemies)):
aim = game.enemies[k].kloc
ienm = game.quad[aim.x][aim.y]
if msgflag:
skip(1)
msgflag = False
rpow = 0.0
- if damaged(DSRSENS) and not (abs(game.sector.x-aim.x) < 2 and abs(game.sector.y-aim.y) < 2) and \
- (ienm == IHC or ienm == IHS):
+ if damaged(DSRSENS) and \
+ not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS):
cramen(ienm)
prout(_(" can't be located without short range scan."))
chew()
origTime = delay = aaitem
if delay <= 0.0:
return
- if delay >= game.state.remtime or game.nenhere != 0:
+ if delay >= game.state.remtime or len(game.enemies) != 0:
proutn(_("Are you sure? "))
if ja() == False:
return
prout(_("%d stardates left.") % int(game.state.remtime))
return
temp = game.optime = delay
- if game.nenhere:
+ if len(game.enemies):
rtime = randreal(1.0, 2.0)
if rtime < temp:
temp = rtime
elif iquad == IHK: # kill klingon
deadkl(neighbor, iquad, neighbor)
elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
- for ll in range(game.nenhere):
+ for ll in range(len(game.enemies)):
if game.enemies[ll].kloc == neighbor:
break
game.enemies[ll].kpower -= 800.0 # If firepower is lost, die
skip(1)
stars()
skip(1)
- if game.nenhere != 0:
+ if len(game.enemies) != 0:
whammo = 25.0 * game.energy
l=1
- while l <= game.nenhere:
+ while l <= len(game.enemies):
if game.enemies[l].kpower*game.enemies[l].kdist <= whammo:
deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.x][game.enemies[l].kloc.y], game.enemies[l].kloc)
l += 1
#noecho()
global fullscreen_window, srscan_window, report_window, status_window
global lrscan_window, message_window, prompt_window
+ (rows, columns) = stdscr.getmaxyx()
fullscreen_window = stdscr
srscan_window = curses.newwin(12, 25, 0, 0)
report_window = curses.newwin(11, 0, 1, 25)
setwnd(fullscreen_window)
textcolor(DEFAULT)
+def textcolor(color):
+ "Set text foreground color. Presently a stub."
+ pass # FIXME
+
+def ioend():
+ "Wrap up I/O. Presently a stub."
+ pass
+
def waitfor():
- "wait for user action -- OK to do nothing if on a TTY"
+ "Wait for user action -- OK to do nothing if on a TTY"
if game.options & OPTION_CURSES:
stsdcr.getch()
curwnd.move(0, 0)
curwnd.refresh()
linecount = 0
-
-def textcolor(color):
- "Set the current text color"
- if game.options & OPTION_CURSES:
- if color == DEFAULT:
- curwnd.attrset(0)
- elif color == BLACK:
- curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLACK))
- elif color == BLUE:
- curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLUE))
- elif color == GREEN:
- curwnd.attron(curses.COLOR_PAIR(curses.COLOR_GREEN))
- elif color == CYAN:
- curwnd.attron(curses.COLOR_PAIR(curses.COLOR_CYAN))
- elif color == RED:
- curwnd.attron(curses.COLOR_PAIR(curses.COLOR_RED))
- elif color == MAGENTA:
- curwnd.attron(curses.COLOR_PAIR(curses.COLOR_MAGENTA))
- elif color == BROWN:
- curwnd.attron(curses.COLOR_PAIR(curses.COLOR_YELLOW))
- elif color == LIGHTGRAY:
- curwnd.attron(curses.COLOR_PAIR(curses.COLOR_WHITE))
- elif color == DARKGRAY:
- curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLACK) | curses.A_BOLD)
- elif color == LIGHTBLUE:
- curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLUE) | curses.A_BOLD)
- elif color == LIGHTGREEN:
- curwnd.attron(curses.COLOR_PAIR(curses.COLOR_GREEN) | curses.A_BOLD)
- elif color == LIGHTCYAN:
- curwnd.attron(curses.COLOR_PAIR(curses.COLOR_CYAN) | curses.A_BOLD)
- elif color == LIGHTRED:
- curwnd.attron(curses.COLOR_PAIR(curses.COLOR_RED) | curses.A_BOLD)
- elif color == LIGHTMAGENTA:
- curwnd.attron(curses.COLOR_PAIR(curses.COLOR_MAGENTA) | curses.A_BOLD)
- elif color == YELLOW:
- curwnd.attron(curses.COLOR_PAIR(curses.COLOR_YELLOW) | curses.A_BOLD)
- elif color == WHITE:
- curwnd.attron(curses.COLOR_PAIR(curses.COLOR_WHITE) | curses.A_BOLD)
-
+
def highvideo():
"Set highlight video, if this is reasonable."
if game.options & OPTION_CURSES:
def no_quad_change():
# 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):
+ 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
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(game.nenhere):
+ for m in range(len(game.enemies)):
game.enemies[m].kavgd = game.enemies[m].kdist
newcnd()
drawmaps(0)
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.nenhere != 0 and not novapush:
+ if len(game.enemies) != 0 and not novapush:
newcnd()
- for m in range(game.nenhere):
+ 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)
#
proutn(_(" attempt to re-materialize "))
crmshp()
game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
- textcolor(RED)
+ textcolor("red")
warble()
if randreal() > probf:
break
prout(_("fails."))
curses.delay_output(500)
- textcolor(DEFAULT)
+ textcolor(None)
if m > 3:
game.quad[ix][iy]=IHQUEST
game.alive = False
finish(FMATERIALIZE)
return
game.quad[ix][iy]=game.ship
- textcolor(GREEN)
+ textcolor("green")
prout(_("succeeds."))
- textcolor(DEFAULT)
+ textcolor(None)
dock(False)
skip(1)
prout(_("Lt. Uhura- \"Captain, we made it!\""))
if game.ship != IHE:
prout(_("Ye Faerie Queene has no death ray."))
return
- if game.nenhere==0:
+ if len(game.enemies)==0:
prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
return
if damaged(DDRAY):
if r > dprob:
prouts(_("Sulu- \"Captain! It's working!\""))
skip(2)
- while game.nenhere > 0:
+ 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:
# light up an individual dot in a sector
if goodScan or (abs(i-game.sector.x)<= 1 and abs(j-game.sector.y) <= 1):
if (game.quad[i][j]==IHMATER0) or (game.quad[i][j]==IHMATER1) or (game.quad[i][j]==IHMATER2) or (game.quad[i][j]==IHE) or (game.quad[i][j]==IHF):
- if game.condition == "red": textcolor(RED)
- elif game.condition == "green": textcolor(GREEN)
- elif game.condition == "yellow": textcolor(YELLOW)
- elif game.condition == "docked": textcolor(CYAN)
- elif game.condition == "dead": textcolor(BROWN)
+ if game.condition == "red": textcolor("red")
+ elif game.condition == "green": textcolor("green")
+ elif game.condition == "yellow": textcolor("yellow")
+ elif game.condition == "docked": textcolor("cyan")
+ elif game.condition == "dead": textcolor("brown")
if game.quad[i][j] != game.ship:
highvideo()
proutn("%c " % game.quad[i][j])
- textcolor(DEFAULT)
+ textcolor(None)
else:
proutn("- ")
sectscan(goodScan, i, j)
skip(1)
-
def eta():
# use computer to get estimated time of arrival for a warp jump
w1 = coord(); w2 = coord()
prout(_(" YOU'LL NEED IT."))
waitfor()
newqad(False)
- if game.nenhere - (thing == game.quadrant) - (game.tholian != None):
+ if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
game.shldup = True
if game.neutz: # bad luck to start in a Romulan Neutral Zone
attack(torps_ok=False)
game.length = 0
if needprompt: # Can start with command line options
proutn(_("Would you like a regular, tournament, or saved game? "))
- scan()
+ print "About to call scan()"
if len(citem)==0: # Try again
continue
if isit("tournament"):
game.ishere = False
game.irhere = 0
game.iplnet = 0
- game.nenhere = 0
game.neutz = False
game.inorbit = False
game.landed = False
game.ientesc = False
game.iseenit = False
+ # Create a blank quadrant
+ game.quad = fill2d(QUADSIZE, lambda i, j: IHDOT)
if game.iscate:
# Attempt to escape Super-commander, so tbeam back!
game.iscate = False
return
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
game.enemies = []
game.iscate = (game.state.remkl > 1)
game.ishere = True
# Put in Romulans if needed
- for i in range(game.klhere, game.nenhere):
+ for i in range(game.klhere, len(game.enemies)):
enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
# If quadrant needs a starbase, put it in
if q.starbase:
if shutup==0:
# Put in THING if needed
if thing == game.quadrant:
- enemy(symbol=IHQUEST, loc=dropin(),
+ enemy(type=IHQUEST, loc=dropin(),
power=randreal(6000,6500.0)+250.0*game.skill)
if not damaged(DSRSENS):
skip(1)
w.y = withprob(0.5) * (QUADSIZE-1)
if game.quad[w.x][w.y] == IHDOT:
break
- game.tholian = enemy(symbol=IHT, loc=w,
+ game.tholian = enemy(type=IHT, loc=w,
power=randrange(100, 500) + 25.0*game.skill)
# Reserve unoccupied corners
if game.quad[0][0]==IHDOT:
elif cmd == "IMPULSE": # impulse
impulse()
elif cmd == "REST": # rest
- os.wait()
+ wait()
if game.ididit:
hitme = True
elif cmd == "WARP": # warp
logfp.write("# seed %s\n" % seed)
logfp.write("# options %s\n" % " ".join(arguments))
random.seed(seed)
- iostart()
if arguments:
inqueue = arguments
else:
inqueue = None
- while True: # Play a game
- setwnd(fullscreen_window)
- clrscr()
- prelim()
- setup(needprompt=not inqueue)
- if game.alldone:
- score()
- game.alldone = False
- else:
- makemoves()
- skip(1)
- stars()
+ try:
+ iostart()
+ while True: # Play a game
+ setwnd(fullscreen_window)
+ clrscr()
+ prelim()
+ setup(needprompt=not inqueue)
+ if game.alldone:
+ score()
+ game.alldone = False
+ else:
+ makemoves()
+ 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)
- 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."))
+ prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
+ finally:
+ ioend()
raise SystemExit, 0
except KeyboardInterrupt:
print""