Initialize the Thingy and Tholian properly. Refactor to narrow I/O calls.
[super-star-trek.git] / sst.py
diff --git a/sst.py b/sst.py
index 8e3db850c8450900fce64db42d966748eb8847a4..9c0024451ac0ae493fe699afcb547b896e861d58 100755 (executable)
--- a/sst.py
+++ b/sst.py
@@ -273,6 +273,8 @@ class Enemy:
     def __init__(self, etype=None, loc=None, power=None):
         self.type = etype
         self.location = Coord()
+        self.kdist = None
+        self.kavgd = None
         if loc:
             self.move(loc)
         self.power = power     # enemy energy level
@@ -379,6 +381,7 @@ class Gamestate:
         self.score = 0.0       # overall score
         self.perdate = 0.0     # rate of kills
         self.idebug = False    # Debugging instrumentation enabled?
+        self.statekscmdr = None # No SuperCommander coordinates yet.
     def recompute(self):
         # Stas thinks this should be (C expression): 
         # game.state.remkl + len(game.state.kcmdr) > 0 ?
@@ -529,8 +532,8 @@ def movebaddy(enemy):
        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.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
-    dist1 = enemy.kdist
-    mdist = int(dist1 + 0.5) # Nearest integer distance 
+    old_dist = enemy.kdist
+    mdist = int(old_dist + 0.5) # Nearest integer distance 
     # If SC, check with spy to see if should hi-tail it 
     if enemy.type == 'S' and \
        (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
@@ -558,7 +561,7 @@ def movebaddy(enemy):
            motion = ((forces + randreal(200))/150.0) - 5.0
        else:
             if forces > 1000.0: # Very strong -- move in for kill 
-               motion = (1.0 - randreal())**2 * dist1 + 1.0
+               motion = (1.0 - randreal())**2 * old_dist + 1.0
            if game.condition == "docked" and (game.options & OPTION_BASE): # protected by base -- back off ! 
                motion -= game.skill*(2.0-randreal()**2)
        if game.idebug:
@@ -646,14 +649,7 @@ def movebaddy(enemy):
            break # done early 
     if game.idebug:
        skip(1)
-    if enemy.move(goto):
-       if not damaged(DSRSENS) or game.condition == "docked":
-           proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
-           if enemy.kdist < dist1:
-               proutn(_(" advances to "))
-           else:
-               proutn(_(" retreats to "))
-           prout("Sector %s." % goto)
+    return (enemy, old_dist, goto)
 
 def moveklings():
     "Sequence Klingon tactical movement."
@@ -661,14 +657,15 @@ def moveklings():
        prout("== MOVCOM")
     # Figure out which Klingon is the commander (or Supercommander)
     # and do move
+    tacmoves = []
     if game.quadrant in game.state.kcmdr:
         for enemy in game.enemies:
            if enemy.type == 'C':
-               movebaddy(enemy)
+               tacmoves.append(movebaddy(enemy))
     if game.state.kscmdr == game.quadrant:
         for enemy in game.enemies:
            if enemy.type == 'S':
-               movebaddy(enemy)
+               tacmoves.append(movebaddy(enemy))
                break
     # If skill level is high, move other Klingons and Romulans too!
     # Move these last so they can base their actions on what the
@@ -676,8 +673,8 @@ def moveklings():
     if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
         for enemy in game.enemies:
             if enemy.type in ('K', 'R'):
-               movebaddy(enemy)
-    sortenemies()
+               tacmoves.append(movebaddy(enemy))
+    return tacmoves
 
 def movescom(iq, avoid):
     "Commander movement helper." 
@@ -698,8 +695,7 @@ def movescom(iq, avoid):
        unschedule(FSCDBAS)
        for enemy in game.enemies:
            if enemy.type == 'S':
-               break
-       enemy.move(None)
+               enemy.move(None)
        game.klhere -= 1
        if game.condition != "docked":
            newcnd()
@@ -1099,7 +1095,8 @@ def torpedo(origin, bearing, dispersion, number, nburst):
        if iquad == '.':
            continue
        # hit something 
-       if not damaged(DSRSENS) or game.condition == "docked":
+        setwnd(message_window)
+        if not damaged(DSRSENS) or game.condition == "docked":
            skip(1)     # start new line after text track 
        if iquad in ('E', 'F'): # Hit our ship 
            skip(1)
@@ -1139,40 +1136,43 @@ def torpedo(origin, bearing, dispersion, number, nburst):
                return None
             for enemy in game.enemies:
                if w == enemy.location:
-                   break
-           kp = math.fabs(enemy.power)
-           h1 = 700.0 + randrange(100) - \
-               1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
-           h1 = math.fabs(h1)
-           if kp < h1:
-               h1 = kp
-            if enemy.power < 0:
-                enemy.power -= -h1
-            else:
-                enemy.power -= h1
-           if enemy.power == 0:
-               deadkl(w, iquad, w)
-               return None
-           proutn(crmena(True, iquad, "sector", w))
-            displacement = course(track.bearing+randreal(-2.4, 2.4), distance=2**0.5)
-            displacement.next()
-            bumpto = displacement.sector()
-            if not bumpto.valid_sector():
-               prout(_(" damaged but not destroyed."))
-               return
-           if game.quad[bumpto.i][bumpto.j] == ' ':
-               prout(_(" buffeted into black hole."))
-               deadkl(w, iquad, bumpto)
-           if game.quad[bumpto.i][bumpto.j] != '.':
-               prout(_(" damaged but not destroyed."))
+                    kp = math.fabs(enemy.power)
+                    h1 = 700.0 + randrange(100) - \
+                        1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
+                    h1 = math.fabs(h1)
+                    if kp < h1:
+                        h1 = kp
+                    if enemy.power < 0:
+                        enemy.power -= -h1
+                    else:
+                        enemy.power -= h1
+                    if enemy.power == 0:
+                        deadkl(w, iquad, w)
+                        return None
+                    proutn(crmena(True, iquad, "sector", w))
+                    displacement = course(track.bearing+randreal(-2.4, 2.4), distance=2**0.5)
+                    displacement.next()
+                    bumpto = displacement.sector()
+                    if not bumpto.valid_sector():
+                        prout(_(" damaged but not destroyed."))
+                        return
+                    if game.quad[bumpto.i][bumpto.j] == ' ':
+                        prout(_(" buffeted into black hole."))
+                        deadkl(w, iquad, bumpto)
+                    if game.quad[bumpto.i][bumpto.j] != '.':
+                        prout(_(" damaged but not destroyed."))
+                    else:
+                        prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
+                        enemy.location = bumpto
+                        game.quad[w.i][w.j] = '.'
+                        game.quad[bumpto.i][bumpto.j] = iquad
+                        for enemy in game.enemies:
+                            enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
+                        sortenemies()
+                    break
             else:
-                prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
-                enemy.location = bumpto
-                game.quad[w.i][w.j] = '.'
-                game.quad[bumpto.i][bumpto.j] = iquad
-                for enemy in game.enemies:
-                    enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
-                sortenemies()
+                prout("Internal error, no enemy where expected!")
+                raise SystemExit, 1
             return None
        elif iquad == 'B': # Hit a base 
            skip(1)
@@ -1268,6 +1268,7 @@ def torpedo(origin, bearing, dispersion, number, nburst):
            return None
        break
     skip(1)
+    setwnd(message_window)
     prout(_("Torpedo missed."))
     return None
 
@@ -1280,7 +1281,6 @@ def fry(hit):
     # Select devices and cause damage
     cdam = []
     while ncrit > 0:
-        ncrit -= 1
         while True:
            j = randdevice()
            # Cheat to prevent shuttle damage unless on ship 
@@ -1289,6 +1289,7 @@ def fry(hit):
        cdam.append(j)
        extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
        game.damage[j] += extradm
+        ncrit -= 1
     skipcount = 0
     for (i, j) in enumerate(cdam):
        proutn(device[j])
@@ -1325,7 +1326,16 @@ def attack(torps_ok):
        return
     # commanders get a chance to tac-move towards you 
     if (((game.quadrant in game.state.kcmdr or game.state.kscmdr == game.quadrant) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok:
-       moveklings()
+        for (enemy, old_dist, goto) in  moveklings():
+            if enemy.move(goto):
+                if not damaged(DSRSENS) or game.condition == "docked":
+                    proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
+                    if enemy.kdist < old_dist:
+                        proutn(_(" advances to "))
+                    else:
+                        proutn(_(" retreats to "))
+                    prout("Sector %s." % goto)
+        sortenemies()
     # 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.angered):
        return
@@ -1662,7 +1672,8 @@ def hittem(hits):
     "Register a phaser hit on Klingons and Romulans."
     w = Coord()
     skip(1)
-    for (kk, wham) in enumerate(hits):
+    kk = 0
+    for wham in hits:
        if wham == 0:
            continue
        dustfac = randreal(0.9, 1.0)
@@ -2047,8 +2058,8 @@ def events():
             else:
                 prout(_("(Shields not currently useable.)"))
         newqad()
-        # Adjust finish time to time of tractor beaming 
-        fintim = game.state.date+game.optime
+        # Adjust finish time to time of tractor beaming? 
+        fintim = game.state.date+game.optime
         attack(torps_ok=False)
         if not game.state.kcmdr:
             unschedule(FTBEAM)
@@ -3184,7 +3195,8 @@ def pause_game():
         global linecount
         sys.stdout.write('\n')
         proutn(prompt)
-        raw_input()
+        if not replayfp:
+            raw_input()
         sys.stdout.write('\n' * rows)
         linecount = 0
 
@@ -3213,6 +3225,9 @@ def proutn(line):
        if curwnd == message_window and y >= my - 2:
            pause_game()
            clrscr()
+        # Uncomment this to debug curses problems
+        if logfp:
+            logfp.write("#curses: at %s proutn(%s)\n" % ((y, x), repr(line)))
        curwnd.addstr(line)
        curwnd.refresh()
     else:
@@ -3262,8 +3277,31 @@ def setwnd(wnd):
     "Change windows -- OK for this to be a no-op in tty mode."
     global curwnd
     if game.options & OPTION_CURSES:
+        # Uncomment this to debug curses problems
+        if logfp:
+            if wnd == fullscreen_window:
+                legend = "fullscreen"
+            elif wnd == srscan_window:
+                legend = "srscan"
+            elif wnd == report_window:
+                legend = "report"
+            elif wnd == status_window:
+                legend = "status"
+            elif wnd == lrscan_window:
+                legend = "lrscan"
+            elif wnd == message_window:
+                legend = "message"
+            elif wnd == prompt_window:
+                legend = "prompt"
+            else:
+                legend = "unknown"
+            logfp.write("#curses: setwnd(%s)\n" % legend)
         curwnd = wnd
-        curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
+        # Some curses implementations get confused when you try this.
+        try:
+            curses.curs_set(wnd in (fullscreen_window, message_window, prompt_window))
+        except curses.error:
+            pass
 
 def clreol():
     "Clear to end of line -- can be a no-op in tty mode" 
@@ -3828,7 +3866,7 @@ def impulse():
        scanner.chew()
        return
     # Make sure enough time is left for the trip 
-    game.optime = course.dist/0.095
+    game.optime = course.distance/0.095
     if game.optime >= game.state.remtime:
        prout(_("First Officer Spock- \"Captain, our speed under impulse"))
        prout(_("power is only 0.95 sectors per stardate. Are you sure"))
@@ -3840,9 +3878,9 @@ def impulse():
     game.ididit = True
     if game.alldone:
        return
-    power = 20.0 + 100.0*course.dist
+    power = 20.0 + 100.0*course.distance
     game.energy -= power
-    game.optime = course.dist/0.095
+    game.optime = course.distance/0.095
     if game.energy <= 0:
        finish(FNRG)
     return
@@ -3878,7 +3916,7 @@ def warp(wcourse, involuntary):
            skip(1)
            prout(_("Engineering to bridge--"))
            if not game.shldup or 0.5*wcourse.power(game.warpfac) > game.energy:
-               iwarp = (game.energy/(wcourse.dist+0.05)) ** 0.333333333
+               iwarp = (game.energy/(wcourse.distance+0.05)) ** 0.333333333
                if iwarp <= 0:
                    prout(_("We can't do it, Captain. We don't have enough energy."))
                else:
@@ -5748,7 +5786,7 @@ def newqad():
            prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
     # Put in THING if needed
     if thing == game.quadrant:
-        Enemy(type='?', loc=dropin(),
+        Enemy(etype='?', loc=dropin(),
                   power=randreal(6000,6500.0)+250.0*game.skill)
         if not damaged(DSRSENS):
             skip(1)
@@ -5765,7 +5803,7 @@ def newqad():
                w.j = withprob(0.5) * (QUADSIZE-1)
                 if game.quad[w.i][w.j] == '.':
                     break
-            game.tholian = Enemy(type='T', loc=w,
+            game.tholian = Enemy(etype='T', loc=w,
                                  power=randrange(100, 500) + 25.0*game.skill)
            # Reserve unoccupied corners 
            if game.quad[0][0]=='.':
@@ -6365,6 +6403,7 @@ if __name__ == '__main__':
         if logfp:
             logfp.write("# seed %s\n" % seed)
             logfp.write("# options %s\n" % " ".join(arguments))
+            logfp.write("# SST2K version %s\n" % version)
             logfp.write("# recorded by %s@%s on %s\n" % \
                     (getpass.getuser(),socket.gethostname(),time.ctime()))
         random.seed(seed)