X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fsst.py;h=3f37ea35b92f1265a942347f5347b90fbec9c152;hp=bd01149621a1f10e24d6386883d9e0f3dbab4b13;hb=22f7cb3bfdf2e4759470f5decce4dba8c306e139;hpb=31cf20ac304a2737e17dbe87b1f3933b1b2f0ad7 diff --git a/src/sst.py b/src/sst.py index bd01149..3f37ea3 100644 --- a/src/sst.py +++ b/src/sst.py @@ -1,183 +1,15 @@ #!/usr/bin/env python """ -sst.py =-- Super Star Trek in Python - -This code is a Python translation of a C translation of a FORTRAN -original dating back to 1973. Beautiful Python it is not. But it -works. - -Dave Matuszek says: - -SRSCAN, MOVE, PHASERS, CALL, STATUS, IMPULSE, PHOTONS, ABANDON, -LRSCAN, WARP, SHIELDS, DESTRUCT, CHART, REST, DOCK, QUIT, and DAMAGE -were in the original non-"super" version of UT FORTRAN Star Trek. - -Tholians were not in the original. Dave is dubious about their merits. -(They are now controlled by OPTION_THOLIAN and turned off if the game -type is "plain".) - -Planets and dilithium crystals were not in the original. Dave is OK -with this idea. (It's now controlled by OPTION_PLANETS and turned -off if the game type is "plain".) +sst.py -- Super Star Trek 2K -Dave says the bit about the Galileo getting turned into a -McDonald's is "consistant with our original vision". (This has been -left permanently enabled, as it can only happen if OPTION_PLANETS -is on.) +SST2K is a Python translation of a C translation of a FORTRAN +original dating back to 1973. Beautiful Python it is not, but it +works. Translation by Eric S. Raymond; original game by David Matuszek +and Paul Reynolds, with modifications by Don Smith, Tom Almy, +Stas Sergeev, and Eric S. Raymond. -Dave also says the Space Thingy should not be preserved across saved -games, so you can't prove to others that you've seen it. He says it -shouldn't fire back, either. It should do nothing except scream and -disappear when hit by photon torpedos. It's OK that it may move -when attacked, but it didn't in the original. (Whether the Thingy -can fire back is now controlled by OPTION_THINGY and turned off if the -game type is "plain" or "almy". The no-save behavior has been restored.) - -The Faerie Queen, black holes, and time warping were in the original. - -Here are Tom Almy's changes: - -In early 1997, I got the bright idea to look for references to -"Super Star Trek" on the World Wide Web. There weren't many hits, -but there was one that came up with 1979 Fortran sources! This -version had a few additional features that mine didn't have, -however mine had some feature it didn't have. So I merged its -features that I liked. I also took a peek at the DECUS version (a -port, less sources, to the PDP-10), and some other variations. - -1, Compared to the original UT version, I've changed the "help" -command to "call" and the "terminate" command to "quit" to better -match user expectations. The DECUS version apparently made those -changes as well as changing "freeze" to "save". However I like -"freeze". (Both "freeze" and "save" work in SST2K.) - -2. The experimental deathray originally had only a 5% chance of -success, but could be used repeatedly. I guess after a couple -years of use, it was less "experimental" because the 1979 -version had a 70% success rate. However it was prone to breaking -after use. I upgraded the deathray, but kept the original set of -failure modes (great humor!). (Now controlled by OPTION_DEATHRAY -and turned off if game type is "plain".) - -3. The 1979 version also mentions srscan and lrscan working when -docked (using the starbase's scanners), so I made some changes here -to do this (and indicating that fact to the player), and then realized -the base would have a subspace radio as well -- doing a Chart when docked -updates the star chart, and all radio reports will be heard. The Dock -command will also give a report if a base is under attack. - -4. Tholian Web from the 1979 version. (Now controlled by -OPTION_THOLIAN and turned off if game type is "plain".) - -5. Enemies can ram the Enterprise. (Now controlled by OPTION_RAMMING -and turned off if game type is "plain".) - -6. Regular Klingons and Romulans can move in Expert and Emeritus games. -This code could use improvement. (Now controlled by OPTION_MVBADDY -and turned off if game type is "plain".) - -7. The deep-space probe feature from the DECUS version. (Now controlled -by OPTION_PROBE and turned off if game type is "plain"). - -8. 'emexit' command from the 1979 version. - -9. Bugfix: Klingon commander movements are no longer reported if long-range -sensors are damaged. - -10. Bugfix: Better base positioning at startup (more spread out). -That made sense to add because most people abort games with -bad base placement. - -In June 2002, I fixed two known bugs and a documentation typo. -In June 2004 I fixed a number of bugs involving: 1) parsing invalid -numbers, 2) manual phasers when SR scan is damaged and commander is -present, 3) time warping into the future, 4) hang when moving -klingons in crowded quadrants. (These fixes are in SST2K.) - -Here are Stas Sergeev's changes: - -1. The Space Thingy can be shoved, if you ram it, and can fire back if -fired upon. (Now controlled by OPTION_THINGY and turned off if game -type is "plain" or "almy".) - -2. When you are docked, base covers you with an almost invincible shield. -(A commander can still ram you, or a Romulan can destroy the base, -or a SCom can even succeed with direct attack IIRC, but this rarely -happens.) (Now controlled by OPTION_BASE and turned off if game -type is "plain" or "almy".) - -3. Ramming a black hole is no longer instant death. There is a -chance you might get timewarped instead. (Now controlled by -OPTION_BLKHOLE and turned off if game type is "plain" or "almy".) - -4. The Tholian can be hit with phasers. - -5. SCom can't escape from you if no more enemies remain -(without this, chasing SCom can take an eternity). - -6. Probe target you enter is now the destination quadrant. Before I don't -remember what it was, but it was something I had difficulty using. - -7. Secret password is now autogenerated. - -8. "Plaque" is adjusted for A4 paper :-) - -9. Phasers now tells you how much energy needed, but only if the computer -is alive. - -10. Planets are auto-scanned when you enter the quadrant. - -11. Mining or using crystals in presense of enemy now yields an attack. -There are other minor adjustments to what yields an attack -and what does not. - -12. "freeze" command reverts to "save", most people will understand this -better anyway. (SST2K recognizes both.) - -13. Screen-oriented interface, with sensor scans always up. (SST2K -supports both screen-oriented and TTY modes.) - -Eric Raymond's changes: - -Mainly, I translated this C code out of FORTRAN into C -- created #defines -for a lot of magic numbers and refactored the heck out of it. - -1. "sos" and "call" becomes "mayday", "freeze" and "save" are both good. - -2. Status report now indicates when dilithium crystals are on board. - -3. Per Dave Matuszek's remarks, Thingy state is never saved across games. - -4. Added game option selection so you can play a close (but not bug-for- -bug identical) approximation of older versions. - -5. Half the quadrants now have inhabited planets, from which one -cannot mine dilithium (there will still be the same additional number -of dilithium-bearing planets). Torpedoing an inhabited world is *bad*. -There is BSD-Trek-like logic for Klingons to attack and enslave -inhabited worlds, producing more ships (only is skill is 'good' or -better). (Controlled by OPTION_WORLDS and turned off if game -type is "plain" or "almy".) - -6. User input is now logged so we can do regression testing. - -7. More BSD-Trek features: You can now lose if your entire crew -dies in battle. When abandoning ship in a game with inhabited -worlds enabled, they must have one in the quadrant to beam down -to; otherwise they die in space and this counts heavily against -your score. Docking at a starbase replenishes your crew. - -8. Still more BSD-Trek: we now have a weighted damage table. -Also, the nav subsystem (enabling automatic course -setting) can be damaged separately from the main computer (which -handles weapons targeting, ETA calculation, and self-destruct). - -After these features were added, I translated this into Python and added -more: - -9. A long-range scan is done silently whenever you call CHART; thus -the LRSCAN command is no longer needed. (Controlled by OPTION_AUTOSCAN -and turned off if game type is "plain" or "almy".) +See the doc/HACKING file in the distribution for designers notes and advice +ion how to modify (and how not to modify!) this code. """ import os, sys, math, curses, time, readline, cPickle, random, copy, gettext @@ -250,18 +82,17 @@ class coord: return coord(self.i*other, self.j*other) def __div__(self, other): return coord(self.i/other, self.j/other) + def __mod__(self, other): + return coord(self.i % other, self.j % other) def __rdiv__(self, other): return coord(self.i/other, self.j/other) def roundtogrid(self): return coord(int(round(self.i)), int(round(self.j))) - def trunctogrid(self): - return coord(int(round(self.i)), int(round(self.j))) def distance(self, other=None): if not other: other = coord(0, 0) return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2) - def bearing(self, other=None): - if not other: other = coord(0, 0) - return 1.90985*math.atan2(self.j-other.j, self.i-other.i) + def bearing(self): + return 1.90985*math.atan2(self.j, self.i) def sgn(self): s = coord() if self.i == 0: @@ -273,13 +104,16 @@ class coord: else: s.j = self.j / abs(self.j) return s + def quadrant(self): + #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid()) + return self.roundtogrid() / QUADSIZE + def sector(self): + return self.roundtogrid() % QUADSIZE def scatter(self): s = coord() s.i = self.i + randrange(-1, 2) s.j = self.j + randrange(-1, 2) return s - def __hash__(self): - return hash((x, y)) def __str__(self): if self.i == None or self.j == None: return "Nowhere" @@ -1267,14 +1101,14 @@ def torpedo(origin, bearing, dispersion, number, nburst): setwnd(srscan_window) else: setwnd(message_window) - shoved = False ac = bearing + 0.25*dispersion # dispersion is a random variable bullseye = (15.0 - bearing)*0.5235988 track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin)) - jw = coord(0, 0) + bumpto = coord(0, 0) # Loop to move a single torpedo + setwnd(message_window) for step in range(1, QUADSIZE*2): - track.next() + if not track.next(): break w = track.sector() if not w.valid_sector(): break @@ -1283,37 +1117,38 @@ def torpedo(origin, bearing, dispersion, number, nburst): if iquad==IHDOT: continue # hit something - setwnd(message_window) - if damaged(DSRSENS) and not game.condition=="docked": + if not damaged(DSRSENS) or game.condition == "docked": skip(1); # start new line after text track if iquad in (IHE, IHF): # Hit our ship skip(1) prout(_("Torpedo hits %s.") % crmshp()) hit = 700.0 + randreal(100) - \ - 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle)) + 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.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 = track.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)) - xx = -math.sin(ang)/temp - yy = math.cos(ang)/temp - jw.i = int(w.i+xx+0.5) - jw.j = int(w.j+yy+0.5) - if not jw.valid_sector(): + # In the C/FORTRAN version, dispersion was 2.5 radians, which + # is 143 degrees, which is almost exactly 4.8 clockface units + displacement = course(track.bearing+randreal(-2.4,2.4), distance=2**0.5) + displacement.next() + bumpto = displacement.sector() + if not bumpto.valid_sector(): return hit - if game.quad[jw.i][jw.j]==IHBLANK: + if game.quad[bumpto.i][bumpto.j]==IHBLANK: finish(FHOLE) return hit - if game.quad[jw.i][jw.j]!=IHDOT: + if game.quad[bumpto.i][bumpto.j]!=IHDOT: # can't move into object return hit - game.sector = jw + game.sector = bumpto proutn(crmshp()) - shoved = True + game.quad[w.i][w.j]=IHDOT + game.quad[bumpto.i][bumpto.j]=iquad + prout(_(" displaced by blast to Sector %s ") % bumpto) + for enemy in game.enemies: + enemy.kdist = enemy.kavgd = (game.sector-enemy.kloc).distance() + game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) + return None elif iquad in (IHC, IHS, IHR, IHK): # Hit a regular enemy # find the enemy if iquad in (IHC, IHS) and withprob(0.05): @@ -1337,30 +1172,26 @@ def torpedo(origin, bearing, dispersion, number, nburst): deadkl(w, iquad, w) return None proutn(crmena(True, iquad, "sector", w)) - # If enemy damaged but not destroyed, try to displace - ang = track.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)) - xx = -math.sin(ang)/temp - yy = math.cos(ang)/temp - jw.i = int(w.i+xx+0.5) - jw.j = int(w.j+yy+0.5) - if not jw.valid_sector(): + 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[jw.i][jw.j]==IHBLANK: + if game.quad[bumpto.i][bumpto.j] == IHBLANK: prout(_(" buffeted into black hole.")) - deadkl(w, iquad, jw) - return None - if game.quad[jw.i][jw.j]!=IHDOT: - # can't move into object + deadkl(w, iquad, bumpto) + if game.quad[bumpto.i][bumpto.j] != IHDOT: prout(_(" damaged but not destroyed.")) - return None - proutn(_(" damaged--")) - enemy.kloc = jw - shoved = True - break + else: + prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto) + enemy.kloc = bumpto + game.quad[w.i][w.j]=IHDOT + game.quad[bumpto.i][bumpto.j]=iquad + for enemy in game.enemies: + enemy.kdist = enemy.kavgd = (game.sector-enemy.kloc).distance() + game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) + return None elif iquad == IHB: # Hit a base skip(1) prout(_("***STARBASE DESTROYED..")) @@ -1395,8 +1226,7 @@ def torpedo(origin, bearing, dispersion, number, nburst): if game.landed: # captain perishes on planet finish(FDPLANET) - prout(_("You have just destroyed an inhabited planet.")) - prout(_("Celebratory rallies are being held on the Klingon homeworld.")) + prout(_("The torpedo destroyed an inhabited planet.")) return None elif iquad == IHSTAR: # Hit a star if withprob(0.9): @@ -1456,16 +1286,6 @@ def torpedo(origin, bearing, dispersion, number, nburst): skip(1) return None break - if curwnd!=message_window: - setwnd(message_window) - if shoved: - game.quad[w.i][w.j]=IHDOT - game.quad[jw.i][jw.j]=iquad - prout(_(" displaced by blast to Sector %s ") % jw) - for ll in range(len(game.enemies)): - 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) prout(_("Torpedo missed.")) return None; @@ -2134,7 +1954,7 @@ def phasers(): if ifast: skip(1) if no == 0: - if withprob(0.99): + if withprob(0.01): prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . .")) prouts(_(" CLICK CLICK POP . . .")) prout(_(" No response, sir!")) @@ -2452,7 +2272,7 @@ def events(): supercommander() elif evcode == FDSPROB: # Move deep space probe schedule(FDSPROB, 0.01) - if game.probe.next(grain=QUADSIZE): + if not game.probe.next(): if not game.probe.quadrant().valid_quadrant() or \ game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova: # Left galaxy or ran into supernova @@ -2478,7 +2298,7 @@ def events(): chp.stars = pdest.stars pdest.charted = True game.probe.moves -= 1 # One less to travel - if game.probe.moves == 0 and game.isarmed and pdest.stars: + if game.probe.arrived() and game.isarmed and pdest.stars: supernova(game.probe) # fire in the hole! unschedule(FDSPROB) if game.state.galaxy[game.quadrant().i][game.quadrant().j].supernova: @@ -2755,7 +2575,7 @@ def nova(nov): game.optime = course.time(warp=4) skip(1) prout(_("Force of nova displaces starship.")) - imove(course, novapush=True) + imove(course, noattack=True) game.optime = course.time(warp=4) return @@ -3525,7 +3345,7 @@ def tracktorpedo(origin, w, step, i, n, iquad): if step == 1: if n != 1: skip(1) - proutn(_("Track for %s torpedo number %d- ") % (game.quad[origin.i][origin.j],i+1)) + proutn(_("Track for torpedo number %d- ") % (i+1)) else: skip(1) proutn(_("Torpedo track- ")) @@ -3579,178 +3399,151 @@ def prstat(txt, data): # Code from moving.c begins here -def imove(course=None, novapush=False): +def imove(course=None, noattack=False): "Movement execution for warp, impulse, supernova, and tractor-beam events." - w = coord(); final = coord() - trbeam = False + w = coord() - def no_quad_change(): - # No quadrant change -- compute new average enemy distances - game.quad[game.sector.i][game.sector.j] = game.ship - if game.enemies: + def newquadrant(noattack): + # Leaving quadrant -- allow final enemy attack + # Don't do it if being pushed by Nova + if len(game.enemies) != 0 and not noattack: + newcnd() for enemy in game.enemies: - finald = (w-enemy.kloc).distance() + 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.i][game.quadrant.j].supernova: + # Stas Sergeev added the condition + # that attacks only happen if Klingons + # are present and your skill is good. + if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: attack(torps_ok=False) - for enemy in game.enemies: - enemy.kavgd = enemy.kdist - newcnd() - drawmaps(0) - setwnd(message_window) - w.i = w.j = 0 + if game.alldone: + return + # check for edge of galaxy + kinks = 0 + while True: + kink = False + if course.final.i < 0: + course.final.i = -course.final.i + kink = True + if course.final.j < 0: + course.final.j = -course.final.j + kink = True + if course.final.i >= GALSIZE*QUADSIZE: + course.final.i = (GALSIZE*QUADSIZE*2) - course.final.i + kink = True + if course.final.j >= GALSIZE*QUADSIZE: + course.final.j = (GALSIZE*QUADSIZE*2) - course.final.j + kink = True + if kink: + kinks += 1 + else: + break + if kinks: + game.nkinks += 1 + if game.nkinks == 3: + # Three strikes -- you're out! + finish(FNEG3) + return + skip(1) + prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER")) + prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,")) + prout(_("YOU WILL BE DESTROYED.")) + # Compute final position in new quadrant + if trbeam: # Don't bother if we are to be beamed + return + game.quadrant = course.final.quadrant() + game.sector = course.final.sector() + skip(1) + prout(_("Entering Quadrant %s.") % game.quadrant) + game.quad[game.sector.i][game.sector.j] = game.ship + newqad() + if game.skill>SKILL_NOVICE: + attack(torps_ok=False) + + def check_collision(h): + iquad = game.quad[h.i][h.j] + if iquad != IHDOT: + # object encountered in flight path + stopegy = 50.0*course.distance/game.optime + if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST): + for enemy in game.enemies: + if enemy.kloc == game.sector: + break + collision(rammed=False, enemy=enemy) + return True + elif iquad == IHBLANK: + skip(1) + prouts(_("***RED ALERT! RED ALERT!")) + skip(1) + proutn("***" + crmshp()) + proutn(_(" pulled into black hole at Sector %s") % h) + # Getting pulled into a black hole was certain + # death in Almy's original. Stas Sergeev added a + # possibility that you'll get timewarped instead. + n=0 + for m in range(NDEVICES): + 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 withprob(1-probf): + timwrp() + else: + finish(FHOLE) + return True + else: + # something else + skip(1) + proutn(crmshp()) + if iquad == IHWEB: + prout(_(" encounters Tholian web at %s;") % h) + else: + prout(_(" blocked by object at %s;") % h) + proutn(_("Emergency stop required ")) + prout(_("%2d units of energy.") % int(stopegy)) + game.energy -= stopegy + if game.energy <= 0: + finish(FNRG) + return True + return False + + trbeam = False if game.inorbit: prout(_("Helmsman Sulu- \"Leaving standard orbit.\"")) game.inorbit = False - angle = ((15.0 - course.bearing) * 0.5235988) - deltax = -math.sin(angle) - deltay = math.cos(angle) - if math.fabs(deltax) > math.fabs(deltay): - 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.condition = "red" course.distance = course.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5 - # Move within the quadrant + # Move out game.quad[game.sector.i][game.sector.j] = IHDOT - x = game.sector.i - y = game.sector.j - n = int(10.0*course.distance*bigger+0.5) - if n > 0: - for m in range(1, n+1): - x += deltax - y += deltay - w.i = int(round(x)) - w.j = int(round(y)) - if not w.valid_sector(): - # Leaving quadrant -- allow final enemy attack - # Don't do it if being pushed by Nova - if len(game.enemies) != 0 and not novapush: - newcnd() - 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 - # are present and your skill is good. - # - if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: - attack(torps_ok=False) - if game.alldone: - return - # compute final position -- new quadrant and sector - x = (QUADSIZE*game.quadrant.i)+game.sector.i - y = (QUADSIZE*game.quadrant.j)+game.sector.j - w.i = int(round(x+QUADSIZE*course.distance*bigger*deltax)) - w.j = int(round(y+QUADSIZE*course.distance*bigger*deltay)) - # check for edge of galaxy - kinks = 0 - while True: - kink = False - if w.i < 0: - w.i = -w.i - kink = True - if w.j < 0: - w.j = -w.j - kink = True - if w.i >= GALSIZE*QUADSIZE: - w.i = (GALSIZE*QUADSIZE*2) - w.i - kink = True - if w.j >= GALSIZE*QUADSIZE: - w.j = (GALSIZE*QUADSIZE*2) - w.j - kink = True - if kink: - kinks += 1 - else: - break - if kinks: - game.nkinks += 1 - if game.nkinks == 3: - # Three strikes -- you're out! - finish(FNEG3) - return - skip(1) - prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER")) - prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,")) - prout(_("YOU WILL BE DESTROYED.")) - # Compute final position in new quadrant - if trbeam: # Don't bother if we are to be beamed - return - game.quadrant.i = w.i/QUADSIZE - game.quadrant.j = w.j/QUADSIZE - game.sector.i = w.i - (QUADSIZE*game.quadrant.i) - game.sector.j = w.j - (QUADSIZE*game.quadrant.j) - skip(1) - prout(_("Entering Quadrant %s.") % game.quadrant) - game.quad[game.sector.i][game.sector.j] = game.ship - newqad() - if game.skill>SKILL_NOVICE: - attack(torps_ok=False) - return - iquad = game.quad[w.i][w.j] - if iquad != IHDOT: - # object encountered in flight path - stopegy = 50.0*course.dist/game.optime - course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0) - if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST): - game.sector = w - for enemy in game.enemies: - if enemy.kloc == game.sector: - break - collision(rammed=False, enemy=enemy) - final = game.sector - elif iquad == IHBLANK: - skip(1) - prouts(_("***RED ALERT! RED ALERT!")) - skip(1) - proutn("***" + crmshp()) - proutn(_(" pulled into black hole at Sector %s") % w) - # Getting pulled into a black hole was certain - # death in Almy's original. Stas Sergeev added a - # possibility that you'll get timewarped instead. - n=0 - for m in range(NDEVICES): - 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 withprob(1-probf): - timwrp() - else: - finish(FHOLE) - return - else: - # something else - skip(1) - proutn(crmshp()) - if iquad == IHWEB: - prout(_(" encounters Tholian web at %s;") % w) - else: - prout(_(" blocked by object at %s;") % w) - proutn(_("Emergency stop required ")) - prout(_("%2d units of energy.") % int(stopegy)) - game.energy -= stopegy - final.i = int(round(deltax)) - final.j = int(round(deltay)) - game.sector = final - if game.energy <= 0: - finish(FNRG) - return - # We're here! - no_quad_change() - return - course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0) - game.sector = w - final = game.sector - no_quad_change() + for m in range(course.moves): + course.next() + w = course.sector() + if course.origin.quadrant() != course.location.quadrant(): + newquadrant(noattack) + break + elif check_collision(w): + print "Collision detected" + break + else: + game.sector = w + # We're in destination quadrant -- compute new average enemy distances + game.quad[game.sector.i][game.sector.j] = game.ship + 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.i][game.quadrant.j].supernova: + attack(torps_ok=False) + for enemy in game.enemies: + enemy.kavgd = enemy.kdist + newcnd() + drawmaps(0) + setwnd(message_window) return def dock(verbose): @@ -3933,34 +3726,41 @@ class course: def __init__(self, bearing, distance, origin=None): self.distance = distance self.bearing = bearing + if origin is None: + self.origin = cartesian(game.quadrant, game.sector) + else: + self.origin = origin # The bearing() code we inherited from FORTRAN is actually computing # clockface directions! if self.bearing < 0.0: self.bearing += 12.0 self.angle = ((15.0 - self.bearing) * 0.5235988) if origin is None: - self.location = cartesian(game.quadrant, game.sector) + self.origin = cartesian(game.quadrant, game.sector) else: - self.location = cartesian(game.quadrant, origin) + self.origin = cartesian(game.quadrant, origin) self.increment = coord(-math.sin(self.angle), math.cos(self.angle)) bigger = max(abs(self.increment.i), abs(self.increment.j)) self.increment /= bigger - self.moves = 10*self.distance*bigger +0.5 - def next(self, grain=1): + self.moves = int(round(10*self.distance*bigger)) + self.reset() + self.final = (self.location + self.moves*self.increment).roundtogrid() + def reset(self): + self.location = self.origin + self.step = 0 + def arrived(self): + return self.location.roundtogrid() == self.final + def next(self): "Next step on course." - self.moves -=1 + self.step += 1 self.nextlocation = self.location + self.increment - oldloc = (self.location/grain).roundtogrid() - newloc = (self.nextlocation/grain).roundtogrid() + samequad = (self.location.quadrant() == self.nextlocation.quadrant()) self.location = self.nextlocation - if newloc != oldloc: - return True - else: - return False + return samequad def quadrant(self): - return (self.location / QUADSIZE).roundtogrid() + return self.location.quadrant() def sector(self): - return coord(int(round(self.location.i)) % QUADSIZE, int(round(self.location.j)) % QUADSIZE) + return self.location.sector() def power(self, warp): return self.distance*(warp**3)*(game.shldup+1) def time(self, warp): @@ -4004,7 +3804,7 @@ def impulse(): if ja() == False: return # Activate impulse engines and pay the cost - imove(course, novapush=False) + imove(course, noattack=False) game.ididit = True if game.alldone: return @@ -4076,12 +3876,12 @@ def warp(course, involuntary): if game.warpfac > 6.0: # Decide if engine damage will occur # ESR: Seems wrong. Probability of damage goes *down* with distance? - prob = course.dist*(6.0-game.warpfac)**2/66.666666666 + prob = course.distance*(6.0-game.warpfac)**2/66.666666666 if prob > randreal(): blooey = True course.distance = randreal(course.distance) # Decide if time warp will occur - if 0.5*course.dist*math.pow(7.0,game.warpfac-10.0) > randreal(): + if 0.5*course.distance*math.pow(7.0,game.warpfac-10.0) > randreal(): twarp = True if idebug and game.warpfac==10 and not twarp: blooey = False @@ -4091,30 +3891,17 @@ def warp(course, involuntary): if blooey or twarp: # If time warp or engine damage, check path # If it is obstructed, don't do warp or damage - angle = ((15.0-course.bearing)*0.5235998) - deltax = -math.sin(angle) - deltay = math.cos(angle) - if math.fabs(deltax) > math.fabs(deltay): - bigger = math.fabs(deltax) - else: - bigger = math.fabs(deltay) - deltax /= bigger - deltay /= bigger - n = 10.0 * course.distance * bigger +0.5 - x = game.sector.i - y = game.sector.j - for l in range(1, n+1): - x += deltax - ix = x + 0.5 - y += deltay - iy = y +0.5 - if not coord(ix, iy).valid_sector(): - break - if game.quad[ix][iy] != IHDOT: + for m in range(course.moves): + course.next() + w = course.sector() + if not w.valid_sector(): + break + if game.quad[w.i][w.j] != IHDOT: blooey = False twarp = False + course.reset() # Activate Warp Engines and pay the cost - imove(course, novapush=False) + imove(course, noattack=False) if game.alldone: return game.energy -= course.power(game.warpfac) @@ -4214,7 +4001,7 @@ def atover(igrab): proutn(_("The %s has stopped in a quadrant containing") % crmshp()) prouts(_(" a supernova.")) skip(2) - proutn(_("***Emergency automatic override attempts to hurl ")+crmshp()) + prout(_("***Emergency automatic override attempts to hurl ")+crmshp()) prout(_("safely out of quadrant.")) if not damaged(DRADIO): game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True @@ -4228,14 +4015,12 @@ def atover(igrab): prout(_("Warp factor set to %d") % int(game.warpfac)) power = 0.75*game.energy dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)) - distreq = randreal(math.sqrt(2)) - if distreq < game.dist: - dist = distreq - course = course(bearing=randreal(12), distance=dist) # How dumb! - game.optime = course.time() + dist = max(dist, randreal(math.sqrt(2))) + bugout = course(bearing=randreal(12), distance=dist) # How dumb! + game.optime = bugout.time(game.warpfac) game.justin = False game.inorbit = False - warp(course, involuntary=True) + warp(bugout, involuntary=True) if not game.justin: # This is bad news, we didn't leave quadrant. if game.alldone: @@ -5192,11 +4977,8 @@ def status(req=0): if not req or req == 2: if game.condition != "docked": newcnd() - dam = 0 - for t in range(NDEVICES): - if game.damage[t]>0: - dam += 1 - prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam)) + prstat(_("Condition"), _("%s, %i DAMAGES") % \ + (game.condition.upper(), sum(map(lambda x: x > 0, game.damage)))) if not req or req == 3: prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector)) if not req or req == 4: @@ -5229,7 +5011,7 @@ def status(req=0): prstat(_("Shields"), s+data) if not req or req == 9: prstat(_("Klingons Left"), "%d" \ - % (game.state.remkl + len(game.state.kcmdr) + 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.i][game.quadrant.j].planet @@ -5349,7 +5131,7 @@ def eta(): prout(_("Captain, certainly you can give me one of these.")) while True: scanner.chew() - ttime = (10.0*game.dist)/twarp**2 + ttime = (10.0*dist)/twarp**2 tpower = dist*twarp*twarp*twarp*(game.shldup+1) if tpower >= game.energy: prout(_("Insufficient energy, sir."))