X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fsst.py;h=51ad07b53cdf03fa18d9e7a55bad2bddfbb6c357;hp=aa22fe10418a10d26f86d952bd3a65b574e164df;hb=8e7c8e784c1c049639c3c08d93e4c29d4cc4f012;hpb=066d52967ad0499c41d2b65788aff1242d6a9604 diff --git a/src/sst.py b/src/sst.py index aa22fe1..51ad07b 100644 --- a/src/sst.py +++ b/src/sst.py @@ -172,6 +172,13 @@ your score. Docking at a starbase replenishes your crew. 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".) """ import os,sys,math,curses,time,atexit,readline,cPickle,random,getopt,copy @@ -193,16 +200,13 @@ MAXKLGAME = 127 MAXKLQUAD = 9 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)=0 and (y)=0 and (x)=0 and (y)" % (self.type, self.kloc, self.kpower) # For debugging + class gamestate: def __init__(self): 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.kpower = fill2d(QUADSIZE, lambda i, j: 0.0) # enemy energy levels - self.kdist = fill2d(QUADSIZE, lambda i, j: 0.0) # enemy distances - self.kavgd = fill2d(QUADSIZE, lambda i, j: 0.0) # average distances + self.quad = None # contents of our quadrant self.damage = [0.0] * NDEVICES # damage encountered self.future = [] # future events for i in range(NEVENTS): self.future.append(event()) self.passwd = None; # Self Destruct password - self.ks = fill2d(QUADSIZE, lambda i, j: coord()) # enemy sector locations + self.enemies = [] self.quadrant = None # where we are in the large self.sector = None # where we are in the small - self.tholian = None # coordinates of Tholian + self.tholian = None # Tholian enemy object self.base = None # position of base in current quadrant self.battle = None # base coordinates being attacked self.plnet = None # location of planet in quadrant @@ -419,11 +473,8 @@ class gamestate: 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.ithere = False # Tholian is here self.resting = False # rest time self.icraft = False # Kirk in Galileo self.landed = False # party on planet (true), on ship (false) @@ -455,10 +506,9 @@ class gamestate: self.nkinks = 0 # count of energy-barrier crossings self.iplnet = None # planet # in quadrant self.inplan = 0 # initial planets - self.nenhere = 0 # number of enemies in quadrant self.irhere = 0 # Romulans in quadrant self.isatb = 0 # =1 if super commander is attacking base - self.tourn = 0 # tournament number + self.tourn = None # tournament number self.proben = 0 # number of moves for probe self.nprobes = 0 # number of probes available self.inresor = 0.0 # initial resources @@ -486,12 +536,12 @@ class gamestate: 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' @@ -537,71 +587,72 @@ FTRIBBLE = 19 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 + +def withprob(p): + v = random.random() + #logfp.write("# withprob(%s) -> %f (%s) at %s\n" % (p, v, v %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:])) + return v + +def randreal(*args): + v = random.random() + if len(args) == 1: + v *= args[0] # returns from [0, args[0]) + elif len(args) == 2: + v = args[0] + v*(args[1]-args[0]) # returns from [args[0], args[1]) + #logfp.write("# randreal%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:])) + return v # Code from ai.c begins here -def tryexit(look, ienm, loccom, irun): - # a bad guy attempts to bug out +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 and \ + 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 ienm == IHR: + 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 ienm == IHC: - for n in range(game.state.remcom): - if game.state.kcmdr[n] == iq: - return False + if enemy.type == IHC: + if iq in game.state.kcmdr: + return False # refuse to leave if currently attacking starbase if game.battle == game.quadrant: return False # don't leave if over 1000 units of energy - if game.kpower[loccom] > 1000.0: + if enemy.kpower > 1000.0: return False - # print escape message and move out of quadrant. + # emit escape message and move out of quadrant. # we know this if either short or long range sensors are working if not damaged(DSRSENS) or not damaged(DLRSENS) or \ - game.condition == docked: - crmena(True, ienm, "sector", game.ks[loccom]) - prout(_(" escapes to Quadrant %s (and regains strength).") % q) - # handle local matters related to escape - game.quad[game.ks[loccom].x][game.ks[loccom].y] = IHDOT - game.ks[loccom] = game.ks[game.nenhere] - game.kavgd[loccom] = game.kavgd[game.nenhere] - game.kpower[loccom] = game.kpower[game.nenhere] - game.kdist[loccom] = game.kdist[game.nenhere] + game.condition == "docked": + prout(crmena(True, enemy.type, "sector", enemy.kloc) + \ + (_(" escapes to Quadrant %s (and regains strength).") % q)) + # handle local matters related to escape + enemy.move(None) game.klhere -= 1 - game.nenhere -= 1 - if game.condition != docked: + if game.condition != "docked": newcnd() # Handle global matters related to escape game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1 game.state.galaxy[iq.x][iq.y].klingons += 1 - if ienm==IHS: - game.ishere = False + if enemy.type==IHS: game.iscate = False game.ientesc = False game.isatb = 0 @@ -609,11 +660,10 @@ def tryexit(look, ienm, loccom, irun): 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 # @@ -656,27 +706,25 @@ def tryexit(look, ienm, loccom, irun): # 5. Motion is limited to skill level, except for SC hi-tailing it out. # -def movebaddy(com, loccom, ienm): - # tactical movement for the bad guys +def movebaddy(enemy): + "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 - - dist1 = game.kdist[loccom] + 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 - if ienm==IHS and \ - (game.kpower[loccom] <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))): + if enemy.type==IHS and \ + (enemy.kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))): irun = True motion = -QUADSIZE else: # decide whether to advance, retreat, or hold position - forces = game.kpower[loccom]+100.0*game.nenhere+400*(nbaddys-1) + forces = enemy.kpower+100.0*len(game.enemies)+400*(nbaddys-1) if not game.shldup: forces += 1000; # Good for enemy if shield is down! if not damaged(DPHASER) or not damaged(DPHOTON): @@ -693,12 +741,12 @@ def movebaddy(com, loccom, ienm): forces += 1000.0 motion = 0 if forces <= 1000.0 and game.condition != "docked": # Typical situation - motion = ((forces+200.0*random.random())/150.0) - 5.0 + motion = ((forces + randreal(200))/150.0) - 5.0 else: if forces > 1000.0: # Very strong -- move in for kill - motion = (1.0-square(random.random()))*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(random.random())) + motion -= game.skill*(2.0-randreal()**2) if idebug: proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces)) # don't move if no motion @@ -712,9 +760,9 @@ def movebaddy(com, loccom, ienm): motion = game.skill # calculate preferred number of steps if motion < 0: - msteps = -motion + nsteps = -motion else: - msteps = motion + nsteps = motion if motion > 0 and nsteps > mdist: nsteps = mdist; # don't overshoot if nsteps > QUADSIZE: @@ -724,35 +772,33 @@ def movebaddy(com, loccom, ienm): if idebug: proutn("NSTEPS = %d:" % nsteps) # Compute preferred values of delta X and Y - mx = game.sector.x - com.x - my = game.sector.y - com.y - if 2.0 * abs(mx) < abs(my): - mx = 0 - if 2.0 * abs(my) < abs(game.sector.x-com.x): - my = 0 - if mx != 0: - if mx*motion < 0: - mx = -1 + m = game.sector - enemy.kloc + if 2.0 * abs(m.x) < abs(m.y): + m.x = 0 + if 2.0 * abs(m.y) < abs(game.sector.x-enemy.kloc.x): + m.y = 0 + if m.x != 0: + if m.x*motion < 0: + m.x = -1 else: - mx = 1 - if my != 0: - if my*motion < 0: - my = -1 + m.x = 1 + if m.y != 0: + if m.y*motion < 0: + m.y = -1 else: - my = 1 - next = com + m.y = 1 + next = enemy.kloc # main move loop for ll in range(nsteps): if idebug: proutn(" %d" % (ll+1)) # Check if preferred position available - look.x = next.x + mx - look.y = next.y + my - if mx < 0: + look = next + m + if m.x < 0: krawlx = 1 else: krawlx = -1 - if my < 0: + if m.y < 0: krawly = 1 else: krawly = -1 @@ -761,29 +807,29 @@ def movebaddy(com, loccom, ienm): while attempts < 20 and not success: attempts += 1 if look.x < 0 or look.x >= QUADSIZE: - if motion < 0 and tryexit(look, ienm, loccom, irun): + if motion < 0 and tryexit(enemy, look, irun): return - if krawlx == mx or my == 0: + if krawlx == m.x or m.y == 0: break look.x = next.x + krawlx krawlx = -krawlx elif look.y < 0 or look.y >= QUADSIZE: - if motion < 0 and tryexit(look, ienm, loccom, irun): + if motion < 0 and tryexit(enemy, look, irun): return - if krawly == my or mx == 0: + if krawly == m.y or m.x == 0: break look.y = next.y + krawly krawly = -krawly elif (game.options & OPTION_RAMMING) and game.quad[look.x][look.y] != IHDOT: - # See if we should ram ship + # See if enemy should ram ship if game.quad[look.x][look.y] == game.ship and \ - (ienm == IHC or ienm == IHS): - ram(True, ienm, com) + (enemy.type == IHC or enemy.type == IHS): + collision(rammed=True, enemy=enemy) return - if krawlx != mx and my != 0: + if krawlx != m.x and m.y != 0: look.x = next.x + krawlx krawlx = -krawlx - elif krawly != my and mx != 0: + elif krawly != m.y and m.x != 0: look.y = next.y + krawly krawly = -krawly else: @@ -796,94 +842,69 @@ def movebaddy(com, loccom, ienm): proutn(`next`) else: break; # done early - if idebug: skip(1) - # Put commander in place within same quadrant - game.quad[com.x][com.y] = IHDOT - game.quad[next.x][next.y] = ienm - if next != com: - # it moved - game.ks[loccom] = next - game.kdist[loccom] = game.kavgd[loccom] = distance(game.sector, next) - if not damaged(DSRSENS) or game.condition == docked: - proutn("***") - cramen(ienm) - proutn(_(" from Sector %s") % com) - if game.kdist[loccom] < dist1: + if enemy.move(next): + if not damaged(DSRSENS) or game.condition == "docked": + proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.kloc)) + if enemy.kdist < dist1: proutn(_(" advances to ")) else: proutn(_(" retreats to ")) prout("Sector %s." % next) def moveklings(): - # Klingon tactical movement + "Sequence Klingon tactical movement." if idebug: prout("== MOVCOM") # Figure out which Klingon is the commander (or Supercommander) # and do move - if game.comhere: - for i in range(game.nenhere): - w = game.ks[i] - if game.quad[w.x][w.y] == IHC: - movebaddy(w, i, IHC) - break - if game.ishere: - for i in range(game.nenhere): - w = game.ks[i] - if game.quad[w.x][w.y] == IHS: - movebaddy(w, i, IHS) + if game.quadrant in game.state.kcmdr: + for enemy in game.enemies: + if enemy.type == IHC: + movebaddy(enemy) + if game.state.kscmdr==game.quadrant: + for enemy in game.enemies: + if enemy.type == IHS: + 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 # commander(s) do. if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY): - for i in range(game.nenhere): - w = game.ks[i] - if game.quad[w.x][w.y] == IHK or game.quad[w.x][w.y] == IHR: - movebaddy(w, i, game.quad[w.x][w.y]) - sortklings(); + for enemy in game.enemies: + if enemy.type in (IHK, IHR): + movebaddy(enemy) + game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) 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 + "Commander movement helper." + # 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 i in range(game.nenhere): - if game.quad[game.ks[i].x][game.ks[i].y] == IHS: + for enemy in game.enemies: + if enemy.type == IHS: break - game.quad[game.ks[i].x][game.ks[i].y] = IHDOT - game.ks[i] = game.ks[game.nenhere] - game.kdist[i] = game.kdist[game.nenhere] - game.kavgd[i] = game.kavgd[game.nenhere] - game.kpower[i] = game.kpower[game.nenhere] + enemy.move(None) game.klhere -= 1 - game.nenhere -= 1 - if game.condition!=docked: + if game.condition != "docked": newcnd() - sortklings() + 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" @@ -897,13 +918,13 @@ def movescom(iq, avoid): return False; # looks good! def supercommander(): - # move the Super Commander + "Move the Super Commander." iq = coord(); sc = coord(); ibq = coord(); idelta = coord() basetbl = [] 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 @@ -914,38 +935,35 @@ def supercommander(): 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 if ifindit==0: - return; # Nothing suitable -- wait until next time + return # Nothing suitable -- wait until next time ibq = game.state.baseq[iwhichb] # decide how to move toward base idelta = ibq - game.state.kscmdr @@ -977,22 +995,21 @@ def supercommander(): 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: - return; # no, don't attack base! + return # no, don't attack base! game.iseenit = False game.isatb = 1 - schedule(FSCDBAS, 1.0 +2.0*random.random()) + schedule(FSCDBAS, randreal(1.0, 3.0)) if is_scheduled(FCDBAS): postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date) if not communicating(): - return; # no warning + return # no warning game.iseenit = True announce() prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \ @@ -1010,55 +1027,48 @@ def supercommander(): return # Check for intelligence report if not idebug and \ - (random.random() > 0.2 or \ + (withprob(0.8) or \ (not communicating()) or \ not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted): return announce() prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports")) proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr) - return; + return def movetholian(): - # move the Tholian - if not game.ithere or game.justin: + "Move the Tholian." + if not game.tholian or game.justin: return - - if game.tholian.x == 0 and game.tholian.y == 0: - idx = 0; idy = QUADSIZE-1 - elif game.tholian.x == 0 and game.tholian.y == QUADSIZE-1: - idx = QUADSIZE-1; idy = QUADSIZE-1 - elif game.tholian.x == QUADSIZE-1 and game.tholian.y == QUADSIZE-1: - idx = QUADSIZE-1; idy = 0 - elif game.tholian.x == QUADSIZE-1 and game.tholian.y == 0: - idx = 0; idy = 0 + id = coord() + if game.tholian.kloc.x == 0 and game.tholian.kloc.y == 0: + id.x = 0; id.y = QUADSIZE-1 + elif game.tholian.kloc.x == 0 and game.tholian.kloc.y == QUADSIZE-1: + id.x = QUADSIZE-1; id.y = QUADSIZE-1 + elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == QUADSIZE-1: + id.x = QUADSIZE-1; id.y = 0 + elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == 0: + id.x = 0; id.y = 0 else: # something is wrong! - game.ithere = False + 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.x][game.tholian.y] = IHWEB - - if game.tholian.x != idx: - # move in x axis - im = math.fabs(idx - game.tholian.x)*1.0/(idx - game.tholian.x) - while game.tholian.x != idx: - game.tholian.x += im - if game.quad[game.tholian.x][game.tholian.y]==IHDOT: - game.quad[game.tholian.x][game.tholian.y] = IHWEB - elif game.tholian.y != idy: - # move in y axis - im = math.fabs(idy - game.tholian.y)*1.0/(idy - game.tholian.y) - while game.tholian.y != idy: - game.tholian.y += im - if game.quad[game.tholian.x][game.tholian.y]==IHDOT: - game.quad[game.tholian.x][game.tholian.y] = IHWEB - game.quad[game.tholian.x][game.tholian.y] = IHT - game.ks[game.nenhere] = game.tholian - + here = copy.copy(game.tholian.kloc) + delta = (id - game.tholian.kloc).sgn() + # move in x axis + while here.x != id.x: + here.x += delta.x + if game.quad[here.x][here.y]==IHDOT: + game.tholian.move(here) + # move in y axis + while here.y != id.y: + 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: @@ -1070,35 +1080,32 @@ def movetholian(): if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT: return # All plugged up -- Tholian splits - game.quad[game.tholian.x][game.tholian.y]=IHWEB + game.quad[game.tholian.kloc.x][game.tholian.kloc.y]=IHWEB dropin(IHBLANK) - crmena(True, IHT, "sector", game.tholian) - prout(_(" completes web.")) - game.ithere = False - game.nenhere -= 1 + prout(crmena(True, IHT, "sector", game.tholian) + _(" completes web.")) + game.tholian.move(None) return # Code from battle.c begins here def doshield(shraise): - # change shield status + "Change shield status." action = "NONE" game.ididit = False if shraise: action = "SHUP" else: - key = scan() + key = scanner.next() if key == IHALPHA: - if isit("transfer"): + if scanner.sees("transfer"): action = "NRG" else: - chew() if damaged(DSHIELD): prout(_("Shields damaged and down.")) return - if isit("up"): + if scanner.sees("up"): action = "SHUP" - elif isit("down"): + elif scanner.sees("down"): action = "SHDN" if action=="NONE": proutn(_("Do you wish to change shield energy? ")) @@ -1113,14 +1120,14 @@ def doshield(shraise): if ja() == True: action = "SHDN" else: - chew() + scanner.chew() return else: proutn(_("Shields are down. Do you want them up? ")) if ja() == True: action = "SHUP" else: - chew() + scanner.chew() return if action == "SHUP": # raise shields if game.shldup: @@ -1148,24 +1155,24 @@ def doshield(shraise): game.ididit = True return elif action == "NRG": - while scan() != IHREAL: - chew() + while scanner.next() != IHREAL: + scanner.chew() proutn(_("Energy to transfer to shields- ")) - chew() - if aaitem == 0: + scanner.chew() + if scanner.real == 0: return - if aaitem > game.energy: + if scanner.real > game.energy: prout(_("Insufficient ship energy.")) return game.ididit = True - if game.shield+aaitem >= game.inshld: + if game.shield+scanner.real >= game.inshld: prout(_("Shield energy maximized.")) - if game.shield+aaitem > game.inshld: + if game.shield+scanner.real > game.inshld: prout(_("Excess energy requested returned to ship energy")) game.energy -= game.inshld-game.shield game.shield = game.inshld return - if aaitem < 0.0 and game.energy-aaitem > game.inenrg: + if scanner.real < 0.0 and game.energy-scanner.real > game.inenrg: # Prevent shield drain loophole skip(1) prout(_("Engineering to bridge--")) @@ -1173,23 +1180,22 @@ def doshield(shraise): prout(_(" I can't drain the shields.")) game.ididit = False return - if game.shield+aaitem < 0: + if game.shield+scanner.real < 0: prout(_("All shield energy transferred to ship.")) game.energy += game.shield game.shield = 0.0 return proutn(_("Scotty- \"")) - if aaitem > 0: + if scanner.real > 0: prout(_("Transferring energy to shields.\"")) else: prout(_("Draining energy from shields.\"")) - game.shield += aaitem - game.energy -= aaitem + game.shield += scanner.real + game.energy -= scanner.real return def randdevice(): - # choose a device to damage, at random. - # + "Choose a device to damage, at random." # Quoth Eric Allman in the code of BSD-Trek: # "Under certain conditions you can get a critical hit. This # sort of hit damages devices. The probability that a given @@ -1203,7 +1209,7 @@ def randdevice(): # # This is one place where OPTION_PLAIN does not restore the # original behavior, which was equiprobable damage across - # all devices. If we wanted that, we'd return NDEVICES*random.random() + # all devices. If we wanted that, we'd return randrange(NDEVICES) # and have done with it. Also, in the original game, DNAVYS # and DCOMPTR were the same device. # @@ -1212,7 +1218,6 @@ def randdevice(): # We don't have a cloaking device. The shuttle got the allocation # for the cloaking device, then we shaved a half-percent off # everything to have some weight to give DSHCTRL/DDRAY/DDSP. - # weights = ( 105, # DSRSENS: short range scanners 10.5% 105, # DLRSENS: long range scanners 10.5% @@ -1231,7 +1236,7 @@ def randdevice(): 10, # DDRAY: death ray 1.0% 30, # DDSP: deep-space probes 3.0% ) - idx = random.random() * 1000.0 # weights must sum to 1000 + idx = randrange(1000) # weights must sum to 1000 sum = 0 for (i, w) in enumerate(weights): sum += w @@ -1239,82 +1244,73 @@ def randdevice(): return i return None; # we should never get here -def ram(ibumpd, ienm, w): - # make our ship ram something +def collision(rammed, enemy): + "Collision handling fot rammong events." prouts(_("***RED ALERT! RED ALERT!")) skip(1) prout(_("***COLLISION IMMINENT.")) skip(2) proutn("***") - crmshp() - hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(ienm, 1.0) - if ibumpd: + proutn(crmshp()) + hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(enemy.type, 1.0) + if rammed: proutn(_(" rammed by ")) else: proutn(_(" rams ")) - crmena(False, ienm, sector, w) - if ibumpd: + proutn(crmena(False, enemy.type, "sector", enemy.kloc)) + if rammed: proutn(_(" (original position)")) skip(1) - deadkl(w, ienm, game.sector) - proutn("***") - crmshp() - prout(_(" heavily damaged.")) - icas = 10 + random.randrange(20) + deadkl(enemy.kloc, enemy.type, game.sector) + proutn("***" + crmship() + " heavily damaged.") + icas = randrange(10, 30) prout(_("***Sickbay reports %d casualties"), icas) game.casual += icas game.state.crew -= icas - # # In the pre-SST2K version, all devices got equiprobably damaged, # which was silly. Instead, pick up to half the devices at # random according to our weighting table, - # - ncrits = random.randrange(NDEVICES/2) + ncrits = randrange(NDEVICES/2) for m in range(ncrits): dev = randdevice() if game.damage[dev] < 0: continue - extradm = (10.0*hardness*random.random()+1.0)*game.damfac + extradm = (10.0*hardness*randreal()+1.0)*game.damfac # Damage for at least time of travel! 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: finish(FWON) - return; + return -def torpedo(course, r, incoming, i, n): - # let a photon torpedo fly - iquad = 0 +def torpedo(origin, course, dispersion, number, nburst): + "Let a photon torpedo fly" shoved = False - ac = course + 0.25*r + ac = course + 0.25*dispersion angle = (15.0-ac)*0.5235988 bullseye = (15.0 - course)*0.5235988 - deltax = -math.sin(angle); - deltay = math.cos(angle); - x = incoming.x; y = incoming.y - w = coord(); jw = coord() - w.x = w.y = jw.x = jw.y = 0 - bigger = max(math.fabs(deltax), math.fabs(deltay)) - deltax /= bigger - deltay /= bigger + delta = coord(-math.sin(angle), math.cos(angle)) + bigger = max(abs(delta.x), abs(delta.y)) + delta /= bigger + x = origin.x; y = origin.y + w = coord(0, 0); jw = coord(0, 0) if not damaged(DSRSENS) or game.condition=="docked": setwnd(srscan_window) else: setwnd(message_window) # Loop to move a single torpedo - for l in range(1, 15+1): - x += deltax - w.x = x + 0.5 - y += deltay - w.y = y + 0.5 + for step in range(1, 15+1): + x += delta.x + y += delta.y + w = coord(x, y).snaptogrid() if not VALID_SECTOR(w.x, w.y): break iquad=game.quad[w.x][w.y] - tracktorpedo(w, l, i, n, iquad) + tracktorpedo(origin, w, step, number, nburst, iquad) if iquad==IHDOT: continue # hit something @@ -1323,23 +1319,21 @@ def torpedo(course, r, incoming, i, n): skip(1); # start new line after text track if iquad in (IHE, IHF): # Hit our ship skip(1) - proutn(_("Torpedo hits ")) - crmshp() - prout(".") - hit = 700.0 + 100.0*random.random() - \ - 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle)) + prout(_("Torpedo hits %s.") % crmshp()) + hit = 700.0 + randreal(100) - \ + 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": return hit # Cheat if on a planet - ang = angle + 2.5*(random.random()-0.5) + ang = 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.x=w.x+xx+0.5 - jw.y=w.y+yy+0.5 + jw.x = int(w.x+xx+0.5) + jw.y = int(w.y+yy+0.5) if not VALID_SECTOR(jw.x, jw.y): return hit if game.quad[jw.x][jw.y]==IHBLANK: @@ -1349,42 +1343,41 @@ def torpedo(course, r, incoming, i, n): # can't move into object return hit game.sector = jw - crmshp() + proutn(crmshp()) shoved = True elif iquad in (IHC, IHS): # Hit a commander - if random.random() <= 0.05: - crmena(True, iquad, sector, w) - prout(_(" uses anti-photon device;")) + if withprob(0.05): + prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;")) prout(_(" torpedo neutralized.")) return None elif iquad in (IHR, IHK): # Hit a regular enemy # find the enemy - for ll in range(game.nenhere): - if w == game.ks[ll]: + for enemy in game.enemies: + if w == enemy.kloc: break - kp = math.fabs(game.kpower[ll]) - h1 = 700.0 + 100.0*random.random() - \ - 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle)) + kp = math.fabs(enemy.kpower) + h1 = 700.0 + randrange(100) - \ + 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle)) h1 = math.fabs(h1) if kp < h1: h1 = kp - if game.kpower[ll] < 0: - game.kpower[ll] -= -h1 + if enemy.kpower < 0: + enemy.kpower -= -h1 else: - game.kpower[ll] -= h1 - if game.kpower[ll] == 0: + enemy.kpower -= h1 + if enemy.kpower == 0: deadkl(w, iquad, w) return None - crmena(True, iquad, "sector", w) + proutn(crmena(True, iquad, "sector", w)) # If enemy damaged but not destroyed, try to displace - ang = angle + 2.5*(random.random()-0.5) + ang = 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.x=w.x+xx+0.5 - jw.y=w.y+yy+0.5 + jw.x = int(w.x+xx+0.5) + jw.y = int(w.y+yy+0.5) if not VALID_SECTOR(jw.x, jw.y): prout(_(" damaged but not destroyed.")) return @@ -1397,45 +1390,39 @@ def torpedo(course, r, incoming, i, n): prout(_(" damaged but not destroyed.")) return None proutn(_(" damaged--")) - game.ks[ll] = jw + enemy.kloc = jw shoved = True break 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 newcnd() return None elif iquad == IHP: # Hit a planet - crmena(True, iquad, sector, w) - prout(_(" destroyed.")) + prout(crmena(True, iquad, "sector", w) + _(" destroyed.")) game.state.nplankl += 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 finish(FDPLANET) return None elif iquad == IHW: # Hit an inhabited world -- very bad! - crmena(True, iquad, sector, w) - prout(_(" destroyed.")) + prout(crmena(True, iquad, "sector", w) + _(" destroyed.")) game.state.nworldkl += 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 @@ -1444,14 +1431,13 @@ def torpedo(course, r, incoming, i, n): prout(_("Celebratory rallies are being held on the Klingon homeworld.")) return None elif iquad == IHSTAR: # Hit a star - if random.random() > 0.10: + if withprob(0.9): nova(w) - return None - crmena(True, IHSTAR, sector, w) - prout(_(" unaffected by photon blast.")) + else: + prout(crmena(True, IHSTAR, "sector", w) + _(" unaffected by photon blast.")) return None elif iquad == IHQUEST: # Hit a thingy - if not (game.options & OPTION_THINGY) or random.random()>0.7: + if not (game.options & OPTION_THINGY) or withprob(0.3): skip(1) prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!")) skip(1) @@ -1462,48 +1448,43 @@ def torpedo(course, r, incoming, i, n): skip(1) deadkl(w, iquad, w) else: - # # Stas Sergeev added the possibility that # you can shove the Thingy and piss it off. # It then becomes an enemy and may fire at you. - # - global iqengry - iqengry = True + thing.angry = True shoved = True return None elif iquad == IHBLANK: # Black hole skip(1) - crmena(True, IHBLANK, sector, w) - prout(_(" swallows torpedo.")) + prout(crmena(True, IHBLANK, "sector", w) + _(" swallows torpedo.")) return None elif iquad == IHWEB: # hit the web skip(1) prout(_("***Torpedo absorbed by Tholian web.")) return None elif iquad == IHT: # Hit a Tholian - h1 = 700.0 + 100.0*random.random() - \ - 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle)) + h1 = 700.0 + randrange(100) - \ + 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.ithere = False deadkl(w, iquad, w) + game.tholian = None return None skip(1) - crmena(True, IHT, sector, w) - if random.random() > 0.05: + proutn(crmena(True, IHT, "sector", w)) + if withprob(0.05): prout(_(" survives photon blast.")) return None prout(_(" disappears.")) + game.tholian.move(None) game.quad[w.x][w.y] = IHWEB - game.ithere = False - game.nenhere -= 1 dropin(IHBLANK) return None else: # Problem! skip(1) proutn("Don't know how to handle torpedo collision with ") - crmena(True, iquad, sector, w) + proutn(crmena(True, iquad, "sector", w)) skip(1) return None break @@ -1513,21 +1494,19 @@ def torpedo(course, r, incoming, i, n): 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(game.nenhere): - game.kdist[ll] = game.kavgd[ll] = distance(game.sector,game.ks[ll]) - sortklings() + 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; def fry(hit): - # critical-hit resolution - ktr=1 - # a critical hit occured - if hit < (275.0-25.0*game.skill)*(1.0+0.5*random.random()): + "Critical-hit resolution." + if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5): return - ncrit = 1.0 + hit/(500.0+100.0*random.random()) + ncrit = int(1.0 + hit/(500.0+randreal(100))) proutn(_("***CRITICAL HIT--")) # Select devices and cause damage cdam = [] @@ -1538,19 +1517,16 @@ def fry(hit): if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")): break cdam.append(j) - extradm = (hit*game.damfac)/(ncrit*(75.0+25.0*random.random())) + extradm = (hit*game.damfac)/(ncrit*randreal(75, 100)) game.damage[j] += extradm - if loop1 > 0: - for loop2 in range(loop1): - if j == cdam[loop2]: - break - if loop2 < loop1: - continue - ktr += 1 - if ktr==3: - skip(1) - proutn(_(" and ")) + skipcount = 0 + for (i, j) in enumerate(cdam): proutn(device[j]) + if skipcount % 3 == 2 and i < len(cdam)-1: + skip(1) + skipcount += 1 + if i < len(cdam)-1: + proutn(_(" and ")) prout(_(" damaged.")) if damaged(DSHIELD) and game.shldup: prout(_("***Shields knocked down.")) @@ -1558,81 +1534,78 @@ def fry(hit): def attack(torps_ok): # bad guy attacks us - # torps_ok == false forces use of phasers in an attack - atackd = False; attempt = False; ihurt = False; - hitmax=0.0; hittot=0.0; chgfac=1.0 - jay = coord() - where = "neither" - # game could be over at this point, check + # torps_ok == False forces use of phasers in an attack + # game could be over at this point, check if game.alldone: return + attempt = False; ihurt = False; + hitmax=0.0; hittot=0.0; chgfac=1.0 + where = "neither" if idebug: prout("=== ATTACK!") # Tholian gets to move before attacking - if game.ithere: + if game.tholian: movetholian() # if you have just entered the RNZ, you'll get a warning if game.neutz: # The one chance not to be attacked 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 game.nenhere==0 or (game.nenhere==1 and thing == game.quadrant and not iqengry): + if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry): return # set up partial hits if attack happens during shield status change pfac = 1.0/game.inshld if game.shldchg: - chgfac = 0.25+0.5*random.random() + chgfac = 0.25 + randreal(0.5) skip(1) # message verbosity control if game.skill <= SKILL_FAIR: where = "sector" - for loop in range(game.nenhere): - if game.kpower[loop] < 0: + for enemy in game.enemies: + if enemy.kpower < 0: continue; # too weak to attack # compute hit strength and diminish shield power - r = random.random() - # Increase chance of photon torpedos if docked or enemy energy low + r = randreal() + # Increase chance of photon torpedos if docked or enemy energy is low if game.condition == "docked": r *= 0.25 - if game.kpower[loop] < 500: + if enemy.kpower < 500: r *= 0.25; - jay = game.ks[loop] - iquad = game.quad[jay.x][jay.y] - if iquad==IHT or (iquad==IHQUEST and not iqengry): + if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry): continue # different enemies have different probabilities of throwing a torp usephasers = not torps_ok or \ - (iquad == IHK and r > 0.0005) or \ - (iquad==IHC and r > 0.015) or \ - (iquad==IHR and r > 0.3) or \ - (iquad==IHS and r > 0.07) or \ - (iquad==IHQUEST and r > 0.05) + (enemy.type == IHK and r > 0.0005) or \ + (enemy.type==IHC and r > 0.015) or \ + (enemy.type==IHR and r > 0.3) or \ + (enemy.type==IHS and r > 0.07) or \ + (enemy.type==IHQUEST and r > 0.05) if usephasers: # Enemy uses phasers if game.condition == "docked": continue; # Don't waste the effort! attempt = True; # Attempt to attack - dustfac = 0.8+0.05*random.random() - hit = game.kpower[loop]*math.pow(dustfac,game.kavgd[loop]) - game.kpower[loop] *= 0.75 + dustfac = randreal(0.8, 0.85) + hit = enemy.kpower*math.pow(dustfac,enemy.kavgd) + enemy.kpower *= 0.75 else: # Enemy uses photon torpedo - course = 1.90985*math.atan2(game.sector.y-jay.y, jay.x-game.sector.x) + #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")) if not damaged(DSRSENS): - proutn(_(" From ")) - crmena(False, iquad, where, jay) + proutn(_(" From ") + crmena(False, enemy.type, where, enemy.kloc)) attempt = True prout(" ") - r = (random.random()+random.random())*0.5 -0.5 - r += 0.002*game.kpower[loop]*r - hit = torpedo(course, r, jay, 1, 1) - if (game.state.remkl + game.state.remcom + game.state.nscrem)==0: + dispersion = (randreal()+randreal())*0.5 - 0.5 + dispersion += 0.002*enemy.kpower*dispersion + hit = torpedo(enemy.kloc, course, dispersion, number=1, nburst=1) + 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 + return # Supernova or finished if hit == None: continue # incoming phaser or torpedo, shields may dissipate it @@ -1659,11 +1632,9 @@ def attack(torps_ok): ihurt = True proutn(_("%d unit hit") % int(hit)) if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR: - proutn(_(" on the ")) - crmshp() + proutn(_(" on the ") + crmshp()) if not damaged(DSRSENS) and usephasers: - proutn(_(" from ")) - crmena(False, iquad, where, jay) + prout(_(" from ") + crmena(False, enemy.type, where, enemy.kloc)) skip(1) # Decide if hit is critical if hit > hitmax: @@ -1677,14 +1648,12 @@ def attack(torps_ok): return if not attempt and game.condition == "docked": prout(_("***Enemies decide against attacking your ship.")) - if not atackd: - return percent = 100.0*pfac*game.shield+0.5 if not ihurt: # Shields fully protect ship proutn(_("Enemy attack reduces shield strength to ")) else: - # Print message if starship suffered hit(s) + # Emit message if starship suffered hit(s) skip(1) proutn(_("Energy left %2d shields ") % int(game.energy)) if game.shldup: @@ -1696,7 +1665,7 @@ def attack(torps_ok): prout(_("%d%%, torpedoes left %d") % (percent, game.torps)) # Check if anyone was hurt if hitmax >= 200 or hittot >= 500: - icas= hittot*random.random()*0.015 + icas = randrange(int(hittot * 0.015)) if icas >= 2: skip(1) prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas) @@ -1704,214 +1673,186 @@ def attack(torps_ok): game.casual += icas game.state.crew -= icas # After attack, reset average distance to enemies - for loop in range(game.nenhere): - game.kavgd[loop] = game.kdist[loop] - sortklings() - return; + for enemy in game.enemies: + enemy.kavgd = enemy.kdist + game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) + return def deadkl(w, type, mv): - # kill a Klingon, Tholian, Romulan, or Thingy + "Kill a Klingon, Tholian, Romulan, or Thingy." # Added mv to allow enemy to "move" before dying - crmena(True, type, sector, mv) + proutn(crmena(True, type, "sector", mv)) # Decide what kind of enemy it is and update appropriately if type == IHR: - # chalk up a Romulan - game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans -= 1 - game.irhere -= 1 - game.state.nromrem -= 1 + # chalk up a Romulan + game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans -= 1 + game.irhere -= 1 + game.state.nromrem -= 1 elif type == IHT: - # Killed a Tholian - game.ithere = False + # Killed a Tholian + game.tholian = None elif type == IHQUEST: - # Killed a Thingy - global iqengry - iqengry = False - invalidate(thing) + # Killed a Thingy + global thing + thing = None else: - # Some type of a Klingon - 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 - unschedule(FTBEAM) - if game.state.remcom != 0: - schedule(FTBEAM, expran(1.0*game.incom/game.state.remcom)) - 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.iscate = False - unschedule(FSCMOVE) - unschedule(FSCDBAS) - else: - prout("*** Internal error, deadkl() called on %s\n" % type) + # Some type of a Klingon + game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1 + game.klhere -= 1 + if type == IHC: + game.state.kcmdr.remove(game.quadrant) + unschedule(FTBEAM) + 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.state.kscmdr.invalidate() + game.isatb = 0 + game.iscate = False + unschedule(FSCMOVE) + unschedule(FSCDBAS) # For each kind of enemy, finish message to player prout(_(" destroyed.")) - game.quad[w.x][w.y] = IHDOT - 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 - if is_scheduled(FCDBAS) and game.battle == game.quadrant and type==IHC: - unschedule(FCDBAS) - for i in range(game.nenhere): - if game.ks[i] == w: - for j in range(i, game.nenhere): - game.ks[j] = game.ks[j+1] - game.kpower[j] = game.kpower[j+1] - game.kavgd[j] = game.kdist[j] = game.kdist[j+1] - game.ks[game.nenhere].x = 0 - game.ks[game.nenhere].y = 0 - game.kdist[game.nenhere] = 0 - game.kavgd[game.nenhere] = 0 - game.kpower[game.nenhere] = 0 - game.nenhere -= 1 + # Remove enemy ship from arrays describing local conditions + for e in game.enemies: + if e.kloc == w: + e.move(None) break - break - return; + return -def targetcheck(x, y): - # Return None if target is invalid - if not VALID_SECTOR(x, y): +def targetcheck(w): + "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*(y - game.sector.y) - delty = 0.1*(x - game.sector.x) - if deltx==0 and delty== 0: + delta = coord() + # FIXME: C code this was translated from is wacky -- why the sign reversal? + delta.y = (w.y - game.sector.y); + delta.x = (game.sector.x - w.x); + if delta == coord(0, 0): skip(1) prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,")) prout(_(" I recommend an immediate review of")) prout(_(" the Captain's psychological profile.\"")) - chew() + scanner.chew() return None - return 1.90985932*math.atan2(deltx, delty) + return 1.90985932*math.atan2(delta.y, delta.x) def photon(): - # launch photon torpedo + "Launch photon torpedo." + course = [] game.ididit = False if damaged(DPHOTON): prout(_("Photon tubes damaged.")) - chew() + scanner.chew() return if game.torps == 0: prout(_("No torpedoes left.")) - chew() + scanner.chew() return - key = scan() + # First, get torpedo count while True: - if key == IHALPHA: + scanner.next() + if scanner.token == IHALPHA: huh() return - elif key == IHEOL: + elif scanner.token == IHEOL or not scanner.waiting(): prout(_("%d torpedoes left.") % game.torps) + scanner.chew() proutn(_("Number of torpedoes to fire- ")) - key = scan() - else: # key == IHREAL { - n = aaitem + 0.5 + continue # Go back around to get a number + else: # key == IHREAL + n = scanner.int() if n <= 0: # abort command - chew() + scanner.chew() return - if n > 3: - chew() - prout(_("Maximum of 3 torpedoes per burst.")) - key = IHEOL + if n > MAXBURST: + scanner.chew() + prout(_("Maximum of %d torpedoes per burst.") % MAXBURST) return - if n <= game.torps: - break - chew() - key = IHEOL - for i in range(1, n+1): - key = scan() + if n > game.torps: + scanner.chew() # User requested more torps than available + continue # Go back around + break # All is good, go to next stage + # Next, get targets + target = [] + for i in range(n): + key = scanner.next() + if i==0 and key == IHEOL: + break; # no coordinate waiting, we will try prompting if i==1 and key == IHEOL: - break; # we will try prompting - if i==2 and key == IHEOL: # direct all torpedoes at one target - while i <= n: - targ[i][1] = targ[1][1] - targ[i][2] = targ[1][2] - course[i] = course[1] + while i < n: + target.append(targets[0]) + course.append(course[0]) i += 1 break - if key != IHREAL: - huh() - return - targ[i][1] = aaitem - key = scan() - if key != IHREAL: - huh() - return - targ[i][2] = aaitem - course[i] = targetcheck(targ[i][1], targ[i][2]) + scanner.push(key) + target.append(scanner.getcoord()) + if target[-1] == None: + return + course.append(targetcheck(target[1])) if course[i] == None: return - chew() - if i == 1 and key == IHEOL: + scanner.chew() + if i == 0: # prompt for each one - for i in range(1, n+1): - proutn(_("Target sector for torpedo number %d- ") % i) - key = scan() - if key != IHREAL: - huh() - return - targ[i][1] = int(aaitem-0.5) - key = scan() - if key != IHREAL: - huh() - return - targ[i][2] = int(aaitem-0.5) - chew() - course[i] = targetcheck(targ[i][1], targ[i][2]) - if course[i] == None: + for i in range(n): + proutn(_("Target sector for torpedo number %d- ") % (i+1)) + scanner.chew() + target.append(scanner.getcoord()) + if target[-1] == None: + return + course.append(targetcheck(target[-1])) + if course[-1] == None: return game.ididit = True # Loop for moving torpedoes - for i in range(1, n+1): + for i in range(n): if game.condition != "docked": game.torps -= 1 - r = (random.random()+random.random())*0.5 -0.5 - if math.fabs(r) >= 0.47: + dispersion = (randreal()+randreal())*0.5 -0.5 + if math.fabs(dispersion) >= 0.47: # misfire! - r = (random.random()+1.2) * r - if n>1: - prouts(_("***TORPEDO NUMBER %d MISFIRES") % i) + dispersion *= randreal(1.2, 2.2) + if n > 0: + prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1)) else: prouts(_("***TORPEDO MISFIRES.")) skip(1) if i < n: prout(_(" Remainder of burst aborted.")) - if random.random() <= 0.2: + if withprob(0.2): prout(_("***Photon tubes damaged by misfire.")) - game.damage[DPHOTON] = game.damfac*(1.0+2.0*random.random()) + game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0) break if game.shldup or game.condition == "docked": - r *= 1.0 + 0.0001*game.shield - torpedo(course[i], r, game.sector, i, n) + dispersion *= 1.0 + 0.0001*game.shield + torpedo(game.sector, course[i], dispersion, 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): - # check for phasers overheating + "Check for phasers overheating." if rpow > 1500: - chekbrn = (rpow-1500.)*0.00038 - if random.random() <= chekbrn: + checkburn = (rpow-1500.0)*0.00038 + if withprob(checkburn): prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\"")) - game.damage[DPHASER] = game.damfac*(1.0 + random.random()) * (1.0+chekbrn) + game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn) def checkshctrl(rpow): - # check shield control + "Check shield control." skip(1) - if random.random() < 0.998: + if withprob(0.998): prout(_("Shields lowered.")) return False # Something bad has happened @@ -1929,7 +1870,7 @@ def checkshctrl(rpow): prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\"")) skip(2) prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\"")) - icas = hit*random.random()*0.012 + icas = randrange(int(hit*0.012)) skip(1) fry(0.8*hit) if icas: @@ -1945,26 +1886,25 @@ def checkshctrl(rpow): return True; def hittem(hits): - # register a phaser hit on Klingons and Romulans - nenhr2=game.nenhere; kk=1 + "Register a phaser hit on Klingons and Romulans." + nenhr2 = len(game.enemies); kk=0 w = coord() skip(1) - for k in range(nenhr2): - wham = hits[k] + for (k, wham) in enumerate(hits): if wham==0: continue - dustfac = 0.9 + 0.01*random.random() - hit = wham*math.pow(dustfac,game.kdist[kk]) - kpini = game.kpower[kk] + dustfac = randreal(0.9, 1.0) + hit = wham*math.pow(dustfac,game.enemies[kk].kdist) + kpini = game.enemies[kk].kpower kp = math.fabs(kpini) if PHASEFAC*hit < kp: kp = PHASEFAC*hit - if game.kpower[kk] < 0: - game.kpower[kk] -= -kp + if game.enemies[kk].kpower < 0: + game.enemies[kk].kpower -= -kp else: - game.kpower[kk] -= kp - kpow = game.kpower[kk] - w = game.ks[kk] + game.enemies[kk].kpower -= kp + kpow = game.enemies[kk].kpower + w = game.enemies[kk].kloc if hit > 0.005: if not damaged(DSRSENS): boom(w) @@ -1973,85 +1913,84 @@ def hittem(hits): proutn(_("Very small hit on ")) ienm = game.quad[w.x][w.y] if ienm==IHQUEST: - global iqengry - iqengry = True - crmena(False, ienm, "sector", w) + thing.angry = True + proutn(crmena(False, ienm, "sector", w)) 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 - kk -= 1; # don't do the increment + kk -= 1 # don't do the increment + continue else: # decide whether or not to emasculate klingon - if kpow > 0 and random.random() >= 0.9 and \ - kpow <= ((0.4 + 0.4*random.random())*kpini): - prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s"), w) + if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini: + prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w) prout(_(" has just lost its firepower.\"")) - game.kpower[kk] = -kpow + game.enemies[kk].kpower = -kpow kk += 1 - return; + return def phasers(): - # fire phasers - hits = []; rpow=0 + "Fire phasers at bad guys." + hits = [] kz = 0; k = 1; irec=0 # Cheating inhibitor - ifast = False; no = False; itarg = True; msgflag = True + ifast = False; no = False; itarg = True; msgflag = True; rpow=0 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": prout(_("Phasers can't be fired through base shields.")) - chew() + scanner.chew() return if damaged(DPHASER): prout(_("Phaser control damaged.")) - chew() + scanner.chew() return if game.shldup: if damaged(DSHCTRL): prout(_("High speed shield control damaged.")) - chew() + scanner.chew() return if game.energy <= 200.0: prout(_("Insufficient energy to activate high-speed shield control.")) - chew() + scanner.chew() return prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\"")) ifast = True # Original code so convoluted, I re-did it all # (That was Tom Almy talking about the C code, I think -- ESR) while automode=="NOTSET": - key=scan() + key=scanner.next() if key == IHALPHA: - if isit("manual"): - if game.nenhere==0: + if scanner.sees("manual"): + if len(game.enemies)==0: prout(_("There is no enemy present to select.")) - chew() + scanner.chew() key = IHEOL automode="AUTOMATIC" else: automode = "MANUAL" - key = scan() - elif isit("automatic"): - if (not itarg) and game.nenhere != 0: + key = scanner.next() + elif scanner.sees("automatic"): + 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() - elif isit("no"): + key = scanner.next() + elif scanner.sees("no"): no = True else: 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: @@ -2060,36 +1999,37 @@ def phasers(): 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: automode = "FORCEMAN" else: - proutn(_("Manual or automatic? ")) + proutn(_("Manual or automatic? ")) + scanner.chew() avail = game.energy if ifast: avail -= 200.0 if automode == "AUTOMATIC": - if key == IHALPHA and isit("no"): + if key == IHALPHA and scanner.sees("no"): no = True - key = scan() - if key != IHREAL and game.nenhere != 0: + key = scanner.next() + if key != IHREAL and len(game.enemies) != 0: prout(_("Phasers locked on target. Energy available: %.2f")%avail) irec=0 while True: - chew() + scanner.chew() if not kz: - for i in range(game.nenhere): - irec += math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))*(1.01+0.05*random.random()) + 1.0 + 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() + scanner.chew() proutn(_("Units to fire= ")) - key = scan() + key = scanner.next() if key!=IHREAL: return - rpow = aaitem + rpow = scanner.real if rpow > avail: proutn(_("Energy available= %.2f") % avail) skip(1) @@ -2098,27 +2038,27 @@ def phasers(): break if rpow<=0: # chicken out - chew() + scanner.chew() return - key=scan() - if key == IHALPHA and isit("no"): + key=scanner.next() + if key == IHALPHA and scanner.sees("no"): no = True if ifast: game.energy -= 200; # Go and do it! if checkshctrl(rpow): return - chew() + scanner.chew() game.energy -= rpow extra = rpow - if game.nenhere: + if len(game.enemies): extra = 0.0 powrem = rpow - for i in range(game.nenhere): - hits[i] = 0.0 + for i in range(len(game.enemies)): + hits.append(0.0) if powrem <= 0: continue - hits[i] = math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i])) - over = (0.01 + 0.05*random.random())*hits[i] + hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist)) + over = randreal(1.01, 1.06) * hits[i] temp = powrem powrem -= hits[i] + over if powrem <= 0 and temp < hits[i]: @@ -2131,15 +2071,15 @@ def phasers(): hittem(hits) game.ididit = True if extra > 0 and not game.alldone: - if game.ithere: + if game.tholian: proutn(_("*** Tholian web absorbs ")) - if game.nenhere>0: + if len(game.enemies)>0: proutn(_("excess ")) prout(_("phaser energy.")) else: prout(_("%d expended on empty space.") % int(extra)) elif automode == "FORCEMAN": - chew() + scanner.chew() key = IHEOL if damaged(DCOMPTR): prout(_("Battle computer damaged, manual fire only.")) @@ -2153,27 +2093,26 @@ def phasers(): skip(1) elif automode == "MANUAL": rpow = 0.0 - for k in range(game.nenhere): - aim = game.ks[k] + for k in range(len(game.enemies)): + aim = game.enemies[k].kloc ienm = game.quad[aim.x][aim.y] if msgflag: proutn(_("Energy available= %.2f") % (avail-0.006)) 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): - cramen(ienm) - prout(_(" can't be located without short range scan.")) - chew() + if damaged(DSRSENS) and \ + not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS): + prout(cramen(ienm) + _(" can't be located without short range scan.")) + scanner.chew() key = IHEOL hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko k += 1 continue if key == IHEOL: - chew() + scanner.chew() if itarg and k > kz: - irec=(abs(game.kpower[k])/(PHASEFAC*math.pow(0.9,game.kdist[k]))) * (1.01+0.05*random.random()) + 1.0 + irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0 kz = k proutn("(") if not damaged(DCOMPTR): @@ -2181,13 +2120,11 @@ def phasers(): else: proutn("??") proutn(") ") - proutn(_("units to fire at ")) - crmena(False, ienm, sector, aim) - proutn("- ") - key = scan() - if key == IHALPHA and isit("no"): + proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim)) + key = scanner.next() + if key == IHALPHA and scanner.sees("no"): no = True - key = scan() + key = scanner.next() continue if key == IHALPHA: huh() @@ -2196,27 +2133,27 @@ def phasers(): if k==1: # Let me say I'm baffled by this msgflag = True continue - if aaitem < 0: + if scanner.real < 0: # abort out - chew() + scanner.chew() return - hits[k] = aaitem - rpow += aaitem + hits[k] = scanner.real + rpow += scanner.real # If total requested is too much, inform and start over if rpow > avail: prout(_("Available energy exceeded -- try again.")) - chew() + scanner.chew() return - key = scan(); # scan for next value + key = scanner.next(); # scan for next value k += 1 if rpow == 0.0: # zero energy -- abort - chew() + scanner.chew() return - if key == IHALPHA and isit("no"): + if key == IHALPHA and scanner.sees("no"): no = True game.energy -= rpow - chew() + scanner.chew() if ifast: game.energy -= 200.0 if checkshctrl(rpow): @@ -2229,7 +2166,7 @@ def phasers(): if ifast: skip(1) if no == 0: - if random.random() >= 0.99: + if withprob(0.99): prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . .")) prouts(_(" CLICK CLICK POP . . .")) prout(_(" No response, sir!")) @@ -2248,29 +2185,29 @@ def phasers(): # BSD Trek, from which we swiped the idea, can have up to 5. def unschedule(evtype): - # remove an event from the schedule + "Remove an event from the schedule." game.future[evtype].date = FOREVER return game.future[evtype] def is_scheduled(evtype): - # is an event of specified type scheduled + "Is an event of specified type scheduled." return game.future[evtype].date != FOREVER def scheduled(evtype): - # when will this event happen? + "When will this event happen?" return game.future[evtype].date def schedule(evtype, offset): - # schedule an event of specified type + "Schedule an event of specified type." game.future[evtype].date = game.state.date + offset return game.future[evtype] def postpone(evtype, offset): - # postpone a scheduled event + "Postpone a scheduled event." game.future[evtype].date += offset def cancelrest(): - # rest period is interrupted by event + "Rest period is interrupted by event." if game.resting: skip(1) proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\"")) @@ -2281,22 +2218,19 @@ def cancelrest(): return False def events(): - # run through the event queue looking for things to do + "Run through the event queue looking for things to do." i=0 fintim = game.state.date + game.optime; yank=0 ictbeam = False; istract = False w = coord(); hold = coord() ev = event(); ev2 = event() - def tractorbeam(): - # tractor beaming cases merge here - yank = math.sqrt(yank) + def tractorbeam(yank): + "Tractor-beaming cases merge here." announce() game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5) skip(1) - proutn("***") - crmshp() - prout(_(" caught in long range tractor beam--")) + prout("***" + crmshp() + _(" caught in long range tractor beam--")) # If Kirk & Co. screwing around on planet, handle atover(True) # atover(true) is Grab if game.alldone: @@ -2307,51 +2241,50 @@ def events(): # Check to see if shuttle is aboard if game.iscraft == "offship": skip(1) - if random.random() > 0.5: + if withprob(0.5): prout(_("Galileo, left on the planet surface, is captured")) prout(_("by aliens and made into a flying McDonald's.")) game.damage[DSHUTTL] = -10 game.iscraft = "removed" else: prout(_("Galileo, left on the planet surface, is well hidden.")) - if evcode==0: + if evcode == FSPY: game.quadrant = game.state.kscmdr else: game.quadrant = game.state.kcmdr[i] game.sector = randplace(QUADSIZE) - crmshp() - prout(_(" is pulled to Quadrant %s, Sector %s") \ + prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \ % (game.quadrant, game.sector)) if game.resting: prout(_("(Remainder of rest/repair period cancelled.)")) game.resting = False if not game.shldup: if not damaged(DSHIELD) and game.shield > 0: - doshield(True) # raise shields - game.shldchg=False + doshield(shraise=True) # raise shields + game.shldchg = False else: prout(_("(Shields not currently useable.)")) - newqad(False) + newqad() # Adjust finish time to time of tractor beaming fintim = game.state.date+game.optime - attack(False) - if game.state.remcom <= 0: + attack(torps_ok=False) + 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 + "Code merges here for any commander destroying a starbase." # Not perfect, but will have to do # Handle case where base is in same quadrant as starship 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) @@ -2364,17 +2297,13 @@ def events(): 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)) for i in range(1, NEVENTS): @@ -2410,7 +2339,7 @@ def events(): 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) @@ -2469,52 +2398,46 @@ def events(): (game.energy < 2500 or damaged(DPHASER)) and \ (game.torps < 5 or damaged(DPHOTON))): # Tractor-beam her! - istract = True - yank = distance(game.state.kscmdr, game.quadrant) - ictbeam = True - tractorbeam() + istract = ictbeam = True + 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 = random.randrange(game.state.remcom) - yank = square(game.state.kcmdr[i].x-game.quadrant.x) + square(game.state.kcmdr[i].y-game.quadrant.y) + 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() + tractorbeam(yank) elif evcode == FSNAP: # Snapshot of the universe (for time warp) - game.snapsht = game.state + game.snapsht = copy.deepcopy(game.state) 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) continue # commander + starbase combination found -- launch attack game.battle = game.state.baseq[j] - schedule(FCDBAS, 1.0+3.0*random.random()) + schedule(FCDBAS, randreal(1.0, 4.0)) if game.isatb: # extra time if SC already attacking postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date) game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime) @@ -2524,10 +2447,9 @@ def events(): game.iseenit = True announce() skip(1) - proutn(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle) + prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle) prout(_(" reports that it is under attack and that it can")) - proutn(_(" hold out only until stardate %d") % (int(scheduled(FCDBAS)))) - prout(".\"") + prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS)))) if cancelrest(): return elif evcode == FSCDBAS: # Supercommander destroys base @@ -2541,14 +2463,16 @@ def events(): 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 @@ -2610,7 +2534,7 @@ def events(): q = game.state.galaxy[w.x][w.y] if not (game.quadrant == w or q.planet == None or \ not q.planet.inhabited or \ - q.supernova or q.status!=secure or q.klingons<=0): + q.supernova or q.status!="secure" or q.klingons<=0): break else: # can't seem to find one; ignore this call @@ -2675,14 +2599,13 @@ def events(): else: continue # search for eligible quadrant failed except "FOUNDIT": - w.x = i - w.y = j + w.x = i; w.y = j # deliver the child game.state.remkl += 1 q.klingons += 1 if game.quadrant == w: game.klhere += 1 - newkling(game.klhere) + game.enemies.append(newkling()) # recompute time left game.recompute() # report the disaster if we can @@ -2697,21 +2620,21 @@ def events(): prout(_("in Quadrant %s.") % w) def wait(): - # wait on events + "Wait on events." game.ididit = False while True: - key = scan() + key = scanner.next() if key != IHEOL: break proutn(_("How long? ")) - chew() + scanner.chew() if key != IHREAL: huh() return - origTime = delay = aaitem + origTime = delay = scanner.real 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 @@ -2724,13 +2647,13 @@ def wait(): prout(_("%d stardates left.") % int(game.state.remtime)) return temp = game.optime = delay - if game.nenhere: - rtime = 1.0 + random.random() + if len(game.enemies): + rtime = randreal(1.0, 2.0) if rtime < temp: temp = rtime game.optime = temp if game.optime < delay: - attack(False) + attack(torps_ok=False) if game.alldone: return events() @@ -2755,146 +2678,122 @@ def wait(): # If the zap is too much, it gets destroyed. def nova(nov): - # star goes nova + "Star goes nova." course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5) - newc = coord(); scratch = coord() - if random.random() < 0.05: + newc = coord(); neighbor = coord(); bump = coord(0, 0) + if withprob(0.05): # Wow! We've supernova'ed supernova(False, nov) return # handle initial nova game.quad[nov.x][nov.y] = IHDOT - crmena(False, IHSTAR, sector, nov) - prout(_(" novas.")) + prout(crmena(False, IHSTAR, "sector", nov) + _(" novas.")) game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1 game.state.starkl += 1 - - # Set up stack to recursively trigger adjacent stars - bot = top = top2 = 1 + # Set up queue to recursively trigger adjacent stars + hits = [nov] kount = 0 - icx = icy = 0 - hits[1][1] = nov.x - hits[1][2] = nov.y - while True: - for mm in range(bot, top+1): - for nn in range(1, 3+1): # nn,j represents coordinates around current - for j in range(1, 3+1): - if j==2 and nn== 2: - continue - scratch.x = hits[mm][1]+nn-2 - scratch.y = hits[mm][2]+j-2 - if not VALID_SECTOR(scratch.y, scratch.x): - continue - iquad = game.quad[scratch.x][scratch.y] - # Empty space ends reaction - if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB): - break - elif iquad == IHSTAR: # Affect another star - if random.random() < 0.05: - # This star supernovas - scratch = supernova(False) - return - top2 += 1 - hits[top2][1]=scratch.x - hits[top2][2]=scratch.y + while hits: + offset = coord() + start = hits.pop() + for offset.x in range(-1, 1+1): + for offset.y in range(-1, 1+1): + if offset.y==0 and offset.x==0: + continue + neighbor = start + offset + if not VALID_SECTOR(neighbor.y, neighbor.x): + continue + iquad = game.quad[neighbor.x][neighbor.y] + # Empty space ends reaction + if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB): + pass + elif iquad == IHSTAR: # Affect another star + if withprob(0.05): + # This star supernovas + supernova(False) + return + else: + hits.append(neighbor) game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1 game.state.starkl += 1 - crmena(True, IHSTAR, sector, scratch) + proutn(crmena(True, IHSTAR, "sector", neighbor)) prout(_(" novas.")) - game.quad[scratch.x][scratch.y] = IHDOT - elif iquad == IHP: # Destroy planet - game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None - game.state.nplankl += 1 - crmena(True, IHP, sector, scratch) - prout(_(" destroyed.")) - game.iplnet.pclass = "destroyed" - game.iplnet = None - invalidate(game.plnet) - if game.landed: - finish(FPNOVA) - return - game.quad[scratch.x][scratch.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.basekl += 1 - newcnd() - crmena(True, IHB, sector, scratch) - prout(_(" destroyed.")) - game.quad[scratch.x][scratch.y] = IHDOT - elif iquad in (IHE, IHF): # Buffet ship - prout(_("***Starship buffeted by nova.")) - if game.shldup: - if game.shield >= 2000.0: - game.shield -= 2000.0 - else: - diff = 2000.0 - game.shield - game.energy -= diff - game.shield = 0.0 - game.shldup = False - prout(_("***Shields knocked out.")) - game.damage[DSHIELD] += 0.005*game.damfac*random.random()*diff - else: - game.energy -= 2000.0 - if game.energy <= 0: - finish(FNOVA) - return - # add in course nova contributes to kicking starship - icx += game.sector.x-hits[mm][1] - icy += game.sector.y-hits[mm][2] - kount += 1 - elif iquad == IHK: # kill klingon - deadkl(scratch,iquad, scratch) - elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies - for ll in range(game.nenhere): - if game.ks[ll] == scratch: - break - game.kpower[ll] -= 800.0 # If firepower is lost, die - if game.kpower[ll] <= 0.0: - deadkl(scratch, iquad, scratch) - break - newc.x = scratch.x + scratch.x - hits[mm][1] - newc.y = scratch.y + scratch.y - hits[mm][2] - crmena(True, iquad, sector, scratch) - proutn(_(" damaged")) - if not VALID_SECTOR(newc.x, newc.y): - # can't leave quadrant - skip(1) - break - iquad1 = game.quad[newc.x][newc.y] - if iquad1 == IHBLANK: - proutn(_(", blasted into ")) - crmena(False, IHBLANK, sector, newc) - skip(1) - deadkl(scratch, iquad, newc) - break - if iquad1 != IHDOT: - # can't move into something else - skip(1) - break - proutn(_(", buffeted to Sector %s") % newc) - game.quad[scratch.x][scratch.y] = IHDOT - game.quad[newc.x][newc.y] = iquad - game.ks[ll] = newc - game.kdist[ll] = game.kavgd[ll] = distance(game.sector, newc) - skip(1) - if top == top2: - break - bot = top + 1 - top = top2 - if kount==0: - return - + game.quad[neighbor.x][neighbor.y] = IHDOT + kount += 1 + elif iquad in (IHP, IHW): # Destroy planet + game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None + if iquad == IHP: + game.state.nplankl += 1 + else: + game.state.worldkl += 1 + prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed.")) + game.iplnet.pclass = "destroyed" + game.iplnet = None + 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 + game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq) + game.base.invalidate() + game.state.basekl += 1 + newcnd() + prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed.")) + game.quad[neighbor.x][neighbor.y] = IHDOT + elif iquad in (IHE, IHF): # Buffet ship + prout(_("***Starship buffeted by nova.")) + if game.shldup: + if game.shield >= 2000.0: + game.shield -= 2000.0 + else: + diff = 2000.0 - game.shield + game.energy -= diff + game.shield = 0.0 + game.shldup = False + prout(_("***Shields knocked out.")) + game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff + else: + game.energy -= 2000.0 + if game.energy <= 0: + finish(FNOVA) + return + # add in course nova contributes to kicking starship + bump += (game.sector-hits[mm]).sgn() + elif iquad == IHK: # kill klingon + deadkl(neighbor, iquad, neighbor) + elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies + 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 + if game.enemies[ll].kpower <= 0.0: + deadkl(neighbor, iquad, neighbor) + break + newc = neighbor + neighbor - hits[mm] + proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged")) + if not VALID_SECTOR(newc.x, newc.y): + # can't leave quadrant + skip(1) + break + iquad1 = game.quad[newc.x][newc.y] + if iquad1 == IHBLANK: + proutn(_(", blasted into ") + crmena(False, IHBLANK, "sector", newc)) + skip(1) + deadkl(neighbor, iquad, newc) + break + if iquad1 != IHDOT: + # can't move into something else + skip(1) + break + proutn(_(", buffeted to Sector %s") % newc) + game.quad[neighbor.x][neighbor.y] = IHDOT + game.quad[newc.x][newc.y] = iquad + game.enemies[ll].move(newc) # Starship affected by nova -- kick it away. game.dist = kount*0.1 - icx = sgn(icx) - icy = sgn(icy) - game.direc = course[3*(icx+1)+icy+2] + game.direc = course[3*(bump.x+1)+bump.y+2] if game.direc == 0.0: game.dist = 0.0 if game.dist == 0.0: @@ -2907,7 +2806,7 @@ def nova(nov): return def supernova(induced, w=None): - # star goes supernova + "Star goes supernova." num = 0; npdead = 0 nq = coord() if w != None: @@ -2922,7 +2821,7 @@ def supernova(induced, w=None): stars += game.state.galaxy[nq.x][nq.y].stars if stars == 0: return # nothing to supernova exists - num = random.randrange(stars) + 1 + num = randrange(stars) + 1 for nq.x in range(GALSIZE): for nq.y in range(GALSIZE): num -= game.state.galaxy[nq.x][nq.y].stars @@ -2943,7 +2842,7 @@ def supernova(induced, w=None): else: ns = coord() # we are in the quadrant! - num = random.randrange(game.state.galaxy[nq.x][nq.y].stars) + 1 + num = randrange(game.state.galaxy[nq.x][nq.y].stars) + 1 for ns.x in range(QUADSIZE): for ns.y in range(QUADSIZE): if game.quad[ns.x][ns.y]==IHSTAR: @@ -2956,13 +2855,12 @@ def supernova(induced, w=None): 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 @@ -2972,17 +2870,12 @@ def supernova(induced, w=None): 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 @@ -2990,18 +2883,11 @@ def supernova(induced, w=None): 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 @@ -3011,7 +2897,7 @@ def supernova(induced, w=None): 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!")) @@ -3026,9 +2912,8 @@ def supernova(induced, w=None): # Code from finish.c ends here. def selfdestruct(): - # self-destruct maneuver - # Finish with a BANG! - chew() + "Self-destruct maneuver. Finish with a BANG!" + scanner.chew() if damaged(DCOMPTR): prout(_("Computer damaged; cannot execute destruct sequence.")) return @@ -3046,9 +2931,9 @@ def selfdestruct(): skip(1) prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED")) skip(1) - scan() - chew() - if game.passwd != citem: + scanner.next() + scanner.chew() + if game.passwd != scanner.token: prouts(_("PASSWORD-REJECTED;")) skip(1) prouts(_("CONTINUITY-EFFECTED")) @@ -3060,7 +2945,7 @@ def selfdestruct(): prouts(" 3"); skip(1) prouts(" 2"); skip(1) prouts(" 1"); skip(1) - if random.random() < 0.15: + if withprob(0.15): prouts(_("GOODBYE-CRUEL-WORLD")) skip(1) kaboom() @@ -3069,24 +2954,28 @@ def kaboom(): stars() if game.ship==IHE: prouts("***") - prouts(_("********* Entropy of ")) - crmshp() - prouts(_(" maximized *********")) + prouts(_("********* Entropy of %s maximized *********") % crmshp()) 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: - if game.kpower[l]*game.kdist[l] <= whammo: - deadkl(game.ks[l], game.quad[game.ks[l].x][game.ks[l].y], game.ks[l]) + 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 finish(FDILITHIUM) def killrate(): "Compute our rate of kils over time." - return ((game.inkling + game.incom + game.inscom) - (game.state.remkl + game.state.remcom + game.state.nscrem))/(game.state.date-game.indate) + elapsed = game.state.date - game.indate + if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0 + return 0 + else: + starting = (game.inkling + game.incom + game.inscom) + remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) + return (starting - remaining)/elapsed def badpoints(): "Compute demerits." @@ -3160,7 +3049,7 @@ def finish(ifin): prout(_("You cannot get a citation, so...")) else: proutn(_("Do you want your Commodore Emeritus Citation printed? ")) - chew() + scanner.chew() if ja() == True: igotit = True # Only grant long life if alive (original didn't!) @@ -3175,7 +3064,7 @@ def finish(ifin): 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.")) @@ -3194,9 +3083,7 @@ def finish(ifin): skip(1) prout(_("Your starship is a derelict in space.")) elif ifin == FBATTLE: - proutn(_("The ")) - crmshp() - prout(_("has been destroyed in battle.")) + prout(_("The %s has been destroyed in battle.") % crmshp()) skip(1) prout(_("Dulce et decorum est pro patria mori.")) elif ifin == FNEG3: @@ -3210,9 +3097,7 @@ def finish(ifin): prout(_("That was a great shot.")) skip(1) elif ifin == FSNOVAED: - proutn(_("The ")) - crmshp() - prout(_(" has been fried by a supernova.")) + prout(_("The %s has been fried by a supernova.") % crmshp()) prout(_("...Not even cinders remain...")) elif ifin == FABANDN: prout(_("You have been captured by the Klingons. If you still")) @@ -3225,9 +3110,7 @@ def finish(ifin): prout(_("Starbase was unable to re-materialize your starship.")) prout(_("Sic transit gloria mundi")) elif ifin == FPHASER: - proutn(_("The ")) - crmshp() - prout(_(" has been cremated by its own phasers.")) + prout(_("The %s has been cremated by its own phasers.") % crmshp()) elif ifin == FLOST: prout(_("You and your landing party have been")) prout(_("converted to energy, disipating through space.")) @@ -3237,9 +3120,7 @@ def finish(ifin): skip(1) prout(_("They are very fond of \"Captain Kirk\" soup.")) skip(1) - proutn(_("Without your leadership, the ")) - crmshp() - prout(_(" is destroyed.")) + prout(_("Without your leadership, the %s is destroyed.") % crmshp()) elif ifin == FDPLANET: prout(_("You and your mining party perish.")) skip(1) @@ -3249,25 +3130,19 @@ def finish(ifin): prout(_("The Galileo is instantly annihilated by the supernova.")) prout(_("You and your mining party are atomized.")) skip(1) - proutn(_("Mr. Spock takes command of the ")) - crmshp() - prout(_(" and")) - prout(_("joins the Romulans, reigning terror on the Federation.")) + prout(_("Mr. Spock takes command of the %s and") % crmshp()) + prout(_("joins the Romulans, wreaking terror on the Federation.")) elif ifin == FPNOVA: prout(_("You and your mining party are atomized.")) skip(1) - proutn(_("Mr. Spock takes command of the ")) - crmshp() - prout(_(" and")) - prout(_("joins the Romulans, reigning terror on the Federation.")) + prout(_("Mr. Spock takes command of the %s and") % crmshp()) + prout(_("joins the Romulans, wreaking terror on the Federation.")) elif ifin == FSTRACTOR: prout(_("The shuttle craft Galileo is also caught,")) prout(_("and breaks up under the strain.")) skip(1) prout(_("Your debris is scattered for millions of miles.")) - proutn(_("Without your leadership, the ")) - crmshp() - prout(_(" is destroyed.")) + prout(_("Without your leadership, the %s is destroyed.") % crmshp()) elif ifin == FDRAY: prout(_("The mutants attack and kill Spock.")) prout(_("Your ship is captured by Klingons, and")) @@ -3288,13 +3163,13 @@ def finish(ifin): 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) - if goodies/baddies >= 1.0+0.5*random.random(): + 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")) - if goodies/baddies >= 3.0+random.random(): + if goodies/baddies >= randreal(3.0): prout(_("favorable to the Federation.")) skip(1) prout(_("Congratulations!")) @@ -3311,10 +3186,10 @@ def finish(ifin): score() def score(): - # compute player's score + "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 @@ -3330,7 +3205,7 @@ def score(): 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) \ @@ -3349,9 +3224,9 @@ def score(): 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))) @@ -3396,7 +3271,7 @@ def score(): prout(_("TOTAL SCORE %5d") % iscore) def plaque(): - # emit winner's commemmorative plaque + "Emit winner's commemmorative plaque." skip(2) while True: proutn(_("File or device name for your plaque: ")) @@ -3468,7 +3343,7 @@ prompt_window = None curwnd = None def outro(): - "wrap up, either normally or due to signal" + "Wrap up, either normally or due to signal" if game.options & OPTION_CURSES: #clear() #curs_set(1) @@ -3487,7 +3362,7 @@ def iostart(): #textdomain(PACKAGE) if atexit.register(outro): sys.stderr.write("Unable to register outro(), exiting...\n") - os.exit(1) + raise SysExit,1 if not (game.options & OPTION_CURSES): ln_env = os.getenv("LINES") if ln_env: @@ -3512,6 +3387,7 @@ def iostart(): #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) @@ -3523,17 +3399,22 @@ def iostart(): 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() def announce(): skip(1) - if game.skill > SKILL_FAIR: - prouts(_("[ANOUNCEMENT ARRIVING...]")) - else: - prouts(_("[IMPORTANT ANNOUNCEMENT ARRIVING -- PRESS ENTER TO CONTINUE]")) + prouts(_("[ANOUNCEMENT ARRIVING...]")) skip(1) def pause_game(): @@ -3593,15 +3474,17 @@ def prout(line): skip(1) def prouts(line): - "print slowly!" + "Emit slowly!" for c in line: - time.sleep(0.03) + if not replayfp or replayfp.closed: # Don't slow down replays + time.sleep(0.03) proutn(c) if game.options & OPTION_CURSES: wrefresh(curwnd) else: sys.stdout.flush() - time.sleep(0.03) + if not replayfp or replayfp.closed: + time.sleep(0.03) def cgetline(): "Get a line of input." @@ -3610,9 +3493,17 @@ def cgetline(): curwnd.refresh() else: if replayfp and not replayfp.closed: - line = replayfp.readline() + while True: + line = replayfp.readline() + proutn(line) + if line == '': + prout("*** Replay finished") + replayfp.close() + break + elif line[0] != "#": + break else: - line = raw_input() + line = raw_input() + "\n" if logfp: logfp.write(line) return line @@ -3638,45 +3529,7 @@ def clrscr(): 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: @@ -3705,7 +3558,7 @@ def drawmaps(mode): setwnd(lrscan_window) lrscan_window.clear() lrscan_window.move(0, 0) - lrscan() + lrscan(silent=False) def put_srscan_sym(w, sym): "Emit symbol for short-range scan." @@ -3740,27 +3593,27 @@ def warble(): #nosound() pass -def tracktorpedo(w, l, i, n, iquad): +def tracktorpedo(origin, w, step, i, n, iquad): "Torpedo-track animation." if not game.options & OPTION_CURSES: - if l == 1: + if step == 1: if n != 1: skip(1) - proutn(_("Track for torpedo number %d- ") % i) + proutn(_("Track for %s torpedo number %d- ") % (game.quad[origin.x][origin.y],i+1)) else: skip(1) proutn(_("Torpedo track- ")) - elif l==4 or l==9: + elif step==4 or step==9: skip(1) - proutn("%d - %d " % (w.x, w.y)) + proutn("%s " % w) else: if not damaged(DSRSENS) or game.condition=="docked": - if i != 1 and l == 1: + if i != 0 and step == 1: drawmaps(2) time.sleep(0.4) if (iquad==IHDOT) or (iquad==IHBLANK): put_srscan_sym(w, '+') - #sound(l*10) + #sound(step*10) #time.sleep(0.1) #nosound() put_srscan_sym(w, iquad) @@ -3773,7 +3626,7 @@ def tracktorpedo(w, l, i, n, iquad): curwnd.attroff(curses.A_REVERSE) put_srscan_sym(w, iquad) else: - proutn("%d - %d " % (w.x, w.y)) + proutn("%s " % w) def makechart(): "Display the current galaxy chart." @@ -3801,23 +3654,23 @@ def prstat(txt, data): # Code from moving.c begins here def imove(novapush): - # movement execution for warp, impulse, supernova, and tractor-beam events + "Movement execution for warp, impulse, supernova, and tractor-beam events." w = coord(); final = coord() trbeam = False 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): - finald = distance(w, game.ks[m]) - game.kavgd[m] = 0.5 * (finald+game.kdist[m]) - game.kdist[m] = finald - sortklings() + 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(False) - for m in range(game.nenhere): - game.kavgd[m] = game.kdist[m] + attack(torps_ok=False) + for enemy in game.enemies: + enemy.kavgd = enemy.kdist newcnd() drawmaps(0) setwnd(message_window) @@ -3854,18 +3707,18 @@ def imove(novapush): 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): - finald = distance(w, game.ks[m]) - game.kavgd[m] = 0.5 * (finald + game.kdist[m]) + 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.x][game.quadrant.y].supernova: - attack(False) + attack(torps_ok=False) if game.alldone: return # compute final position -- new quadrant and sector @@ -3913,25 +3766,27 @@ def imove(novapush): skip(1) prout(_("Entering Quadrant %s.") % game.quadrant) game.quad[game.sector.x][game.sector.y] = game.ship - newqad(False) + newqad() if game.skill>SKILL_NOVICE: - attack(False) + attack(torps_ok=False) return iquad = game.quad[w.x][w.y] if iquad != IHDOT: # object encountered in flight path stopegy = 50.0*game.dist/game.optime - game.dist = distance(game.sector, w) / (QUADSIZE * 1.0) - if iquad in (IHT, IHK, OHC, IHS, IHR, IHQUEST): + game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0) + if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST): game.sector = w - ram(False, iquad, game.sector) + 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("***" + crmshp()) proutn(_(" pulled into black hole at Sector %s") % w) # # Getting pulled into a black hole was certain @@ -3943,7 +3798,7 @@ def imove(novapush): 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 random.random()>probf: + if (game.options & OPTION_BLKHOLE) and withprob(1-probf): timwrp() else: finish(FHOLE) @@ -3951,16 +3806,16 @@ def imove(novapush): else: # something else skip(1) - crmshp() + proutn(crmshp()) if iquad == IHWEB: - proutn(_(" encounters Tholian web at %s;") % w) + prout(_(" encounters Tholian web at %s;") % w) else: - proutn(_(" blocked by object at %s;") % w) + prout(_(" blocked by object at %s;") % w) proutn(_("Emergency stop required ")) prout(_("%2d units of energy.") % int(stopegy)) game.energy -= stopegy - final.x = x-deltax+0.5 - final.y = y-deltay+0.5 + final.x = int(round(deltax)) + final.y = int(round(deltay)) game.sector = final if game.energy <= 0: finish(FNRG) @@ -3968,24 +3823,23 @@ def imove(novapush): # 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() return def dock(verbose): - # dock our ship at a starbase - chew() + "Dock our ship at a starbase." + scanner.chew() if game.condition == "docked" and verbose: prout(_("Already docked.")) return 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: - crmshp() - prout(_(" not adjacent to base.")) + if not game.base.is_valid() or abs(game.sector.x-game.base.x) > 1 or abs(game.sector.y-game.base.y) > 1: + prout(crmshp() + _(" not adjacent to base.")) return game.condition = "docked" if "verbose": @@ -4013,7 +3867,7 @@ def dock(verbose): # are always displayed y - x, where +y is downward! def getcourse(isprobe, akey): - # get course and distance + "Get a course and distance from the user." key = 0 dquad = copy.copy(game.quadrant) navmode = "unspecified" @@ -4023,7 +3877,7 @@ def getcourse(isprobe, akey): if game.landed and not isprobe: prout(_("Dummy! You can't leave standard orbit until you")) proutn(_("are back aboard the ship.")) - chew() + scanner.chew() return False while navmode == "unspecified": if damaged(DNAVSYS): @@ -4031,7 +3885,7 @@ def getcourse(isprobe, akey): prout(_("Computer damaged; manual navigation only")) else: prout(_("Computer damaged; manual movement only")) - chew() + scanner.chew() navmode = "manual" key = IHEOL break @@ -4040,23 +3894,23 @@ def getcourse(isprobe, akey): key = akey akey = -1 else: - key = scan() + key = scanner.next() if key == IHEOL: proutn(_("Manual or automatic- ")) iprompt = True - chew() + scanner.chew() elif key == IHALPHA: - if isit("manual"): + if scanner.sees("manual"): navmode = "manual" - key = scan() + key = scanner.next() break - elif isit("automatic"): + elif scanner.sees("automatic"): navmode = "automatic" - key = scan() + key = scanner.next() break else: huh() - chew() + scanner.chew() return False else: # numeric if isprobe: @@ -4071,27 +3925,27 @@ def getcourse(isprobe, akey): proutn(_("Target quadrant or quadrant§or- ")) else: proutn(_("Destination sector or quadrant§or- ")) - chew() + scanner.chew() iprompt = True - key = scan() + key = scanner.next() if key != IHREAL: huh() return False - xi = int(round(aaitem))-1 - key = scan() + xi = int(round(scanner.real))-1 + key = scanner.next() if key != IHREAL: huh() return False - xj = int(round(aaitem))-1 - key = scan() + xj = int(round(scanner.real))-1 + key = scanner.next() if key == IHREAL: # both quadrant and sector specified - xk = int(round(aaitem))-1 - key = scan() + xk = int(round(scanner.real))-1 + key = scanner.next() if key != IHREAL: huh() return False - xl = int(round(aaitem))-1 + xl = int(round(scanner.real))-1 dquad.x = xi dquad.y = xj dsect.y = xk @@ -4119,44 +3973,45 @@ def getcourse(isprobe, akey): 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- ")) - chew() + scanner.chew() iprompt = True - key = scan() + key = scanner.next() itemp = "verbose" if key != IHREAL: huh() return False - deltax = aaitem - key = scan() + delta.y = scanner.real + key = scanner.next() if key != IHREAL: huh() return False - deltay = aaitem + delta.x = scanner.real # Check for zero movement - if deltax == 0 and deltay == 0: - chew() + 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 - chew() + scanner.chew() return True def impulse(): - # move under impulse power + "Move under impulse power." game.ididit = False if damaged(DIMPULS): - chew() + scanner.chew() skip(1) prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\"")) return @@ -4177,7 +4032,7 @@ def impulse(): prout(_(" quadrants.\"")) else: prout(_("quadrant. They are, therefore, useless.\"")) - chew() + scanner.chew() return # Make sure enough time is left for the trip game.optime = game.dist/0.095 @@ -4200,17 +4055,17 @@ def impulse(): return def warp(timewarp): - # move under warp drive + "ove under warp drive." blooey = False; twarp = False if not timewarp: # Not WARPX entry game.ididit = False if game.damage[DWARPEN] > 10.0: - chew() + scanner.chew() skip(1) prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\"")) return if damaged(DWARPEN) and game.warpfac > 4.0: - chew() + scanner.chew() skip(1) prout(_("Engineer Scott- \"Sorry, Captain. Until this damage")) prout(_(" is repaired, I can only give you warp 4.\"")) @@ -4255,13 +4110,14 @@ def warp(timewarp): return # Entry WARPX if game.warpfac > 6.0: - # Decide if engine damage will occur - prob = game.dist*(6.0-game.warpfac)*(6.0-game.warpfac)/66.666666666 - if prob > random.random(): + # Decide if engine damage will occur + # ESR: Seems wrong. Probability of damage goes *down* with distance? + prob = game.dist*(6.0-game.warpfac)**2/66.666666666 + if prob > randreal(): blooey = True - game.dist = random.random()*game.dist + game.dist = randreal(game.dist) # Decide if time warp will occur - if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > random.random(): + if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > randreal(): twarp = True if idebug and game.warpfac==10 and not twarp: blooey = False @@ -4278,7 +4134,6 @@ def warp(timewarp): bigger = math.fabs(deltax) else: bigger = math.fabs(deltay) - deltax /= bigger deltay /= bigger n = 10.0 * game.dist * bigger +0.5 @@ -4305,7 +4160,7 @@ def warp(timewarp): if twarp: timwrp() if blooey: - game.damage[DWARPEN] = game.damfac*(3.0*random.random()+1.0) + game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0) skip(1) prout(_("Engineering to bridge--")) prout(_(" Scott here. The warp engines are damaged.")) @@ -4314,32 +4169,32 @@ def warp(timewarp): return def setwarp(): - # change the warp factor + "Change the warp factor." while True: - key=scan() + key=scanner.next() if key != IHEOL: break - chew() + scanner.chew() proutn(_("Warp factor- ")) - chew() + scanner.chew() if key != IHREAL: huh() return if game.damage[DWARPEN] > 10.0: prout(_("Warp engines inoperative.")) return - if damaged(DWARPEN) and aaitem > 4.0: + if damaged(DWARPEN) and scanner.real > 4.0: prout(_("Engineer Scott- \"I'm doing my best, Captain,")) prout(_(" but right now we can only go warp 4.\"")) return - if aaitem > 10.0: + if scanner.real > 10.0: prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\"")) return - if aaitem < 1.0: + if scanner.real < 1.0: prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\"")) return oldfac = game.warpfac - game.warpfac = aaitem + game.warpfac = scanner.real game.wfacsq=game.warpfac*game.warpfac if game.warpfac <= oldfac or game.warpfac <= 6.0: prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") % @@ -4355,8 +4210,8 @@ def setwarp(): return def atover(igrab): - # cope with being tossed out of quadrant by supernova or yanked by beam - chew() + "Cope with being tossed out of quadrant by supernova or yanked by beam." + scanner.chew() # is captain on planet? if game.landed: if damaged(DTRANSP): @@ -4367,7 +4222,7 @@ def atover(igrab): prout(_("But with the shields up it's hopeless.")) finish(FPNOVA) prouts(_("His desperate attempt to rescue you . . .")) - if random.random() <= 0.5: + if withprob(0.5): prout(_("fails.")) finish(FPNOVA) return @@ -4375,7 +4230,7 @@ def atover(igrab): if game.imine: game.imine = False proutn(_("The crystals mined were ")) - if random.random() <= 0.25: + if withprob(0.25): prout(_("lost.")) else: prout(_("saved.")) @@ -4393,13 +4248,10 @@ def atover(igrab): if game.justin: prouts(_("***RED ALERT! RED ALERT!")) skip(1) - proutn(_("The ")) - crmshp() - prout(_(" has stopped in a quadrant containing")) + 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()) skip(1) prout(_("safely out of quadrant.")) if not damaged(DRADIO): @@ -4410,16 +4262,16 @@ def atover(igrab): prout(_("Warp engines damaged.")) finish(FSNOVAED) return - game.warpfac = 6.0+2.0*random.random() + game.warpfac = randreal(6.0, 8.0) game.wfacsq = game.warpfac * game.warpfac prout(_("Warp factor set to %d") % int(game.warpfac)) power = 0.75*game.energy game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)) - distreq = 1.4142+random.random() + distreq = randreal(math.sqrt(2)) if distreq < game.dist: game.dist = distreq game.optime = 10.0*game.dist/game.wfacsq - game.direc = 12.0*random.random() # How dumb! + game.direc = randreal(12) # How dumb! game.justin = False game.inorbit = False warp(True) @@ -4434,20 +4286,20 @@ def atover(igrab): # 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(): - # let's do the time warp again + "Let's do the time warp again." prout(_("***TIME WARP ENTERED.")) - if game.state.snap and random.random() < 0.5: + if game.state.snap and withprob(0.5): # Go back in time prout(_("You are traveling backwards in time %d stardates.") % 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 @@ -4458,7 +4310,7 @@ def timwrp(): 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! @@ -4474,26 +4326,24 @@ def timwrp(): if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0: prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\"")) game.iscraft = "onship" - # -# * There used to be code to do the actual reconstrction here, -# * but the starchart is now part of the snapshotted galaxy state. -# + # There used to be code to do the actual reconstrction here, + # but the starchart is now part of the snapshotted galaxy state. prout(_("Spock has reconstructed a correct star chart from memory")) else: # Go forward in time - game.optime = -0.5*game.intime*math.log(random.random()) + game.optime = -0.5*game.intime*math.log(randreal()) prout(_("You are traveling forward in time %d stardates.") % int(game.optime)) # cheat to make sure no tractor beams occur during time warp postpone(FTBEAM, game.optime) game.damage[DRADIO] += game.optime - newqad(False) + newqad() events() # Stas Sergeev added this -- do pending events def probe(): - # launch deep-space probe + "Launch deep-space probe." # New code to launch a deep space probe if game.nprobes == 0: - chew() + scanner.chew() skip(1) if game.ship == IHE: prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\"")) @@ -4501,12 +4351,12 @@ def probe(): prout(_("Ye Faerie Queene has no deep space probes.")) return if damaged(DDSP): - chew() + scanner.chew() skip(1) prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\"")) return if is_scheduled(FDSPROB): - chew() + scanner.chew() skip(1) if damaged(DRADIO) and game.condition != "docked": prout(_("Spock- \"Records show the previous probe has not yet")) @@ -4514,7 +4364,7 @@ def probe(): else: prout(_("Uhura- \"The previous probe is still reporting data, Sir.\"")) return - key = scan() + key = scanner.next() if key == IHEOL: # slow mode, so let Kirk know how many probes there are left if game.nprobes == 1: @@ -4525,9 +4375,9 @@ def probe(): if ja() == False: return game.isarmed = False - if key == IHALPHA and citem == "armed": + if key == IHALPHA and scanner.token == "armed": game.isarmed = True - key = scan() + key = scanner.next() elif key == IHEOL: proutn(_("Arm NOVAMAX warhead? ")) game.isarmed = ja() @@ -4570,10 +4420,9 @@ def probe(): # problem. def mayday(): - # yell for help from nearest starbase + "Yell for help from nearest starbase." # There's more than one way to move in this game! - line = 0 - chew() + scanner.chew() # Test for conditions which prevent calling for help if game.condition == "docked": prout(_("Lt. Uhura- \"But Captain, we're already docked.\"")) @@ -4581,44 +4430,38 @@ def mayday(): 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: - proutn(_("You must be aboard the ")) - crmshp() - prout(".") + prout(_("You must be aboard the %s.") % crmshp()) return # OK -- call for help from nearest starbase 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] - newqad(True) + game.quadrant = ibq + newqad() # dematerialize starship game.quad[game.sector.x][game.sector.y]=IHDOT - proutn(_("Starbase in Quadrant %s responds--") % game.quadrant) - crmshp() - prout(_(" dematerializes.")) - game.sector.x=0 + proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \ + % (game.quadrant, crmshp())) + game.sector.invalidate() for m in range(1, 5+1): - ix = game.base.x+3.0*random.random()-1 - iy = game.base.y+3.0*random.random()-1 - if VALID_SECTOR(ix,iy) and game.quad[ix][iy]==IHDOT: + w = game.base.scatter() + if VALID_SECTOR(w.x,w.y) and game.quad[w.x][w.y]==IHDOT: # found one -- finish up - game.sector.x=ix - game.sector.y=iy + 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 @@ -4628,16 +4471,15 @@ def mayday(): if m == 1: proutn(_("1st")) elif m == 2: proutn(_("2nd")) elif m == 3: proutn(_("3rd")) - proutn(_(" attempt to re-materialize ")) - crmshp() + proutn(_(" attempt to re-materialize ") + crmshp()) game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1] - textcolor(RED) + textcolor("red") warble() - if random.random() > probf: + 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 @@ -4646,9 +4488,9 @@ def mayday(): 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!\"")) @@ -4672,8 +4514,8 @@ def mayday(): # can't happen unless you have taken some prisoners. def abandon(): - # abandon ship - chew() + "Abandon ship." + scanner.chew() if game.condition=="docked": if game.ship!=IHE: prout(_("You cannot abandon Ye Faerie Queene.")) @@ -4695,14 +4537,14 @@ def abandon(): if game.iscraft != "onship": prout(_("Shuttle craft not currently available.")) return - # Print abandon ship messages + # Emit abandon ship messages skip(1) prouts(_("***ABANDON SHIP! ABANDON SHIP!")) skip(1) 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 @@ -4719,25 +4561,23 @@ def abandon(): game.state.crew) game.casual += game.state.crew game.abandoned += game.state.crew - # If at least one base left, give 'em the Faerie Queene skip(1) game.icrystl = False # crystals are lost game.nprobes = 0 # No probes prout(_("You are captured by Klingons and released to")) prout(_("the Federation in a prisoner-of-war exchange.")) - nb = random.random()*game.state.rembase+1 + 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] game.sector.x = game.sector.y = 5 - newqad(True) + newqad() while True: # position next to base by trial and error game.quad[game.sector.x][game.sector.y] = IHDOT for l in range(QUADSIZE): - game.sector.x = 3.0*random.random() - 1.0 + game.base.x - game.sector.y = 3.0*random.random() - 1.0 + game.base.y + game.sector = game.base.scatter() if VALID_SECTOR(game.sector.x, game.sector.y) and \ game.quad[game.sector.x][game.sector.y] == IHDOT: break @@ -4745,7 +4585,7 @@ def abandon(): break # found a spot game.sector.x=QUADSIZE/2 game.sector.y=QUADSIZE/2 - newqad(True) + newqad() # Get new commission game.quad[game.sector.x][game.sector.y] = game.ship = IHF game.state.crew = FULLCREW @@ -4773,7 +4613,7 @@ def abandon(): # Code from planets.c begins here. def consumeTime(): - # abort a lengthy operation if an event interrupts it + "Abort a lengthy operation if an event interrupts it." game.ididit = True events() if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.justin: @@ -4781,10 +4621,10 @@ def consumeTime(): return False def survey(): - # report on (uninhabited) planets in the galaxy + "Report on (uninhabited) planets in the galaxy." iknow = False skip(1) - chew() + scanner.chew() prout(_("Spock- \"Planet report follows, Captain.\"")) skip(1) for i in range(game.inplan): @@ -4796,7 +4636,7 @@ def survey(): 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(" ") @@ -4809,32 +4649,34 @@ def survey(): prout(_("No information available.")) def orbit(): - # enter standard orbit + "Enter standard orbit." skip(1) - chew() + scanner.chew() if game.inorbit: prout(_("Already in standard orbit.")) return 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: - crmshp() - prout(_(" not adjacent to planet.")) + if not game.plnet.is_valid(): + prout("There is no planet in this sector.") + return + if abs(game.sector.x-game.plnet.x)>1 or abs(game.sector.y-game.plnet.y)>1: + prout(crmshp() + _(" not adjacent to planet.")) skip(1) return - game.optime = 0.02+0.03*random.random() + game.optime = randreal(0.02, 0.05) prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\"")) newcnd() if consumeTime(): return - game.height = (1400.0+7200.0*random.random()) + game.height = randreal(1400, 8600) prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height) game.inorbit = True game.ididit = True def sensor(): - # examine planets in this quadrant + "Examine planets in this quadrant." if damaged(DSRSENS): if game.options & OPTION_TTY: prout(_("Short range sensors damaged.")) @@ -4861,9 +4703,9 @@ def sensor(): prout(_(" is located at Sector %s, Captain.\"") % game.plnet) def beam(): - # use the transporter + "Use the transporter." nrgneed = 0 - chew() + scanner.chew() skip(1) if damaged(DTRANSP): prout(_("Transporter damaged.")) @@ -4874,8 +4716,7 @@ def beam(): shuttle() return if not game.inorbit: - crmshp() - prout(_(" not in standard orbit.")) + prout(crmshp() + _(" not in standard orbit.")) return if game.shldup: prout(_("Impossible to transport through shields.")) @@ -4890,7 +4731,7 @@ def beam(): prout(_(" exploring a planet with no dilithium crystals.")) proutn(_(" Are you sure this is wise?\" ")) if ja() == False: - chew() + scanner.chew() return if not (game.options & OPTION_PLAIN): nrgneed = 50 * game.skill + game.height / 100.0 @@ -4906,14 +4747,14 @@ def beam(): prout(_(" Although the Galileo shuttle craft may still be on a surface.")) proutn(_(" Are you sure this is wise?\" ")) if ja() == False: - chew() + scanner.chew() return if game.landed: # Coming from planet if game.iplnet.known=="shuttle_down": proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" ")) if ja() == True: - chew() + scanner.chew() return prout(_("Your crew hides the Galileo to prevent capture by aliens.")) prout(_("Landing party assembled, ready to beam up.")) @@ -4933,7 +4774,7 @@ def beam(): skip(1) prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .") skip(2) - if random.random() > 0.98: + if withprob(0.98): prouts("BOOOIIIOOOIIOOOOIIIOIING . . .") skip(2) prout(_("Scotty- \"Oh my God! I've lost them.\"")) @@ -4953,9 +4794,9 @@ def beam(): return def mine(): - # strip-mine a world for dilithium + "Strip-mine a world for dilithium." skip(1) - chew() + scanner.chew() if not game.landed: prout(_("Mining party not on planet.")) return @@ -4969,12 +4810,10 @@ def mine(): prout(_("You've already mined enough crystals for this trip.")) return if game.icrystl and game.cryprob == 0.05: - proutn(_("With all those fresh crystals aboard the ")) - crmshp() - skip(1) + prout(_("With all those fresh crystals aboard the ") + crmshp()) prout(_("there's no reason to mine more at this time.")) return - game.optime = (0.1+0.2*random.random())*game.iplnet.pclass + game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L")) if consumeTime(): return prout(_("Mining operation complete.")) @@ -4982,10 +4821,10 @@ def mine(): game.imine = game.ididit = True def usecrystals(): - # use dilithium crystals + "Use dilithium crystals." game.ididit = False skip(1) - chew() + scanner.chew() if not game.icrystl: prout(_("No dilithium crystals available.")) return @@ -4998,7 +4837,7 @@ def usecrystals(): prout(_(" system may risk a severe explosion.")) proutn(_(" Are you sure this is wise?\" ")) if ja() == False: - chew() + scanner.chew() return skip(1) prout(_("Engineering Officer Scott- \"(GULP) Aye Sir.")) @@ -5009,7 +4848,7 @@ def usecrystals(): skip(1) prouts(_("Scotty- \"Keep your fingers crossed, Sir!\"")) skip(1) - if random.random() <= game.cryprob: + if with(game.cryprob): prouts(_(" \"Activating now! - - No good! It's***")) skip(2) prouts(_("***RED ALERT! RED A*L********************************")) @@ -5019,7 +4858,7 @@ def usecrystals(): skip(1) kaboom() return - game.energy += 5000.0*(1.0 + 0.9*random.random()) + game.energy += randreal(5000.0, 5500.0) prouts(_(" \"Activating now! - - ")) prout(_("The instruments")) prout(_(" are going crazy, but I think it's")) @@ -5028,8 +4867,8 @@ def usecrystals(): game.ididit = True def shuttle(): - # use shuttlecraft for planetary jaunt - chew() + "Use shuttlecraft for planetary jaunt." + scanner.chew() skip(1) if damaged(DSHUTTL): if game.damage[DSHUTTL] == -1.0: @@ -5043,8 +4882,7 @@ def shuttle(): prout(_("Shuttle craft is now serving Big Macs.")) return if not game.inorbit: - crmshp() - prout(_(" not in standard orbit.")) + prout(crmshp() + _(" not in standard orbit.")) return if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship": prout(_("Shuttle craft not currently available.")) @@ -5112,8 +4950,7 @@ def shuttle(): prout(_("Trip complete.")) return else: - # Kirk on ship - # and so is Galileo + # Kirk on ship and so is Galileo prout(_("Mining party assembles in the hangar deck,")) prout(_("ready to board the shuttle craft \"Galileo\".")) skip(1) @@ -5130,15 +4967,14 @@ def shuttle(): return def deathray(): - # use the big zapper - r = random.random() + "Use the big zapper." game.ididit = False skip(1) - chew() + scanner.chew() 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): @@ -5163,27 +4999,28 @@ def deathray(): skip(1) prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR")) skip(1) - dprob = .30 + dprob = 0.30 if game.options & OPTION_PLAIN: - dprob = .5 + dprob = 0.5 + r = randreal() if r > dprob: prouts(_("Sulu- \"Captain! It's working!\"")) skip(2) - while game.nenhere > 0: - deadkl(game.ks[1], game.quad[game.ks[1].x][game.ks[1].y],game.ks[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 random.random() <= 0.05: + if withprob(0.05): prout(_(" is still operational.\"")) else: prout(_(" has been rendered nonfunctional.\"")) game.damage[DDRAY] = 39.95 return - r = random.random() # Pick failure method - if r <= .30: + r = randreal() # Pick failure method + if r <= 0.30: prouts(_("Sulu- \"Captain! It's working!\"")) skip(1) prouts(_("***RED ALERT! RED ALERT!")) @@ -5197,7 +5034,7 @@ def deathray(): skip(1) kaboom() return - if r <= .55: + if r <= 0.55: prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\"")) skip(1) prout(_("Lt. Uhura- \"Graaeek! Graaeek!\"")) @@ -5235,7 +5072,7 @@ def deathray(): # Code from reports.c begins here def attackreport(curt): - # report status of bases under attack + "eport status of bases under attack." if not curt: if is_scheduled(FCDBAS): prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle) @@ -5254,7 +5091,7 @@ def attackreport(curt): def report(): # report on general game status - chew() + scanner.chew() s1 = "" and game.thawed and _("thawed ") s2 = {1:"short", 2:"medium", 4:"long"}[game.length] s3 = (None, _("novice"). _("fair"), @@ -5265,23 +5102,23 @@ def report(): 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: @@ -5322,37 +5159,41 @@ def report(): (i, (_("s"), "")[i==1])) skip(1) -def lrscan(): - # long-range sensor scan +def lrscan(silent): + "Long-range sensor scan." if damaged(DLRSENS): # Now allow base's sensors if docked if game.condition != "docked": - prout(_("LONG-RANGE SENSORS DAMAGED.")) + if not silent: + prout(_("LONG-RANGE SENSORS DAMAGED.")) return - prout(_("Starbase's long-range scan")) - else: + if not silent: + prout(_("Starbase's long-range scan")) + elif not silent: prout(_("Long-range scan")) for x in range(game.quadrant.x-1, game.quadrant.x+2): - proutn(" ") + if not silent: + proutn(" ") for y in range(game.quadrant.y-1, game.quadrant.y+2): if not VALID_QUADRANT(x, y): - proutn(" -1") + if not silent: + proutn(" -1") else: if not damaged(DRADIO): game.state.galaxy[x][y].charted = True game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase game.state.chart[x][y].stars = game.state.galaxy[x][y].stars - if game.state.galaxy[x][y].supernova: + if not silent and game.state.galaxy[x][y].supernova: proutn(" ***") - else: + elif not silent: proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars)) prout(" ") def damagereport(): - # damage report + "Damage report." jdam = False - chew() + scanner.chew() for i in range(NDEVICES): if damaged(i): @@ -5367,7 +5208,7 @@ def damagereport(): prout(_("All devices functional.")) def rechart(): - # update the chart in the Enterprise's computer from galaxy data + "Update the chart in the Enterprise's computer from galaxy data." game.lastchart = game.state.date for i in range(GALSIZE): for j in range(GALSIZE): @@ -5377,14 +5218,15 @@ def rechart(): game.state.chart[i][j].stars = game.state.galaxy[i][j].stars def chart(): - # display the star chart - chew() + "Display the star chart." + scanner.chew() + if (game.options & OPTION_AUTOSCAN): + lrscan(silent=True) if not damaged(DRADIO): rechart() if game.lastchart < game.state.date and game.condition == "docked": prout(_("Spock- \"I revised the Star Chart from the starbase's records.\"")) rechart() - prout(_(" STAR CHART FOR THE KNOWN GALAXY")) if game.state.date > game.lastchart: prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart))) @@ -5414,24 +5256,23 @@ def chart(): skip(1) def sectscan(goodScan, i, j): - # light up an individual dot in a sector + "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("- ") def status(req=0): - # print status report lines - + "Emit status report lines" if not req or req == 1: prstat(_("Stardate"), _("%.1f, Time Left %.2f") \ % (game.state.date, game.state.remtime)) @@ -5475,7 +5316,7 @@ def status(req=0): 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 @@ -5487,19 +5328,20 @@ def status(req=0): attackreport(not req) def request(): + "Request specified status data, a historical relic from slow TTYs." requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti") - while scan() == IHEOL: + while scanner.next() == IHEOL: proutn(_("Information desired? ")) - chew() - if citem in requests: - status(requests.index(citem)) + scanner.chew() + if scanner.token in requests: + status(requests.index(scanner.token)) else: prout(_("UNRECOGNIZED REQUEST. Legal requests are:")) prout((" date, condition, position, lsupport, warpfactor,")) prout((" energy, torpedoes, shields, klingons, system, time.")) def srscan(): - # short-range scan + "Short-range scan." goodScan=True if damaged(DSRSENS): # Allow base's sensors if docked @@ -5524,33 +5366,32 @@ def srscan(): sectscan(goodScan, i, j) skip(1) - def eta(): - # use computer to get estimated time of arrival for a warp jump + "Use computer to get estimated time of arrival for a warp jump." w1 = coord(); w2 = coord() prompt = False if damaged(DCOMPTR): prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR.")) skip(1) return - if scan() != IHREAL: + if scanner.next() != IHREAL: prompt = True - chew() + scanner.chew() proutn(_("Destination quadrant and/or sector? ")) - if scan()!=IHREAL: + if scanner.next()!=IHREAL: huh() return - w1.y = int(aaitem-0.5) - if scan() != IHREAL: + w1.y = int(scanner.real-0.5) + if scanner.next() != IHREAL: huh() return - w1.x = int(aaitem-0.5) - if scan() == IHREAL: - w2.y = int(aaitem-0.5) - if scan() != IHREAL: + w1.x = int(scanner.real-0.5) + if scanner.next() == IHREAL: + w2.y = int(scanner.real-0.5) + if scanner.next() != IHREAL: huh() return - w2.x = int(aaitem-0.5) + w2.x = int(scanner.real-0.5) else: if game.quadrant.y>w1.x: w2.x = 0 @@ -5563,39 +5404,39 @@ def eta(): 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:")) while True: - chew() + scanner.chew() proutn(_("Time or arrival date? ")) - if scan()==IHREAL: - ttime = aaitem + if scanner.next()==IHREAL: + ttime = scanner.real if ttime > game.state.date: ttime -= game.state.date # Actually a star date twarp=(math.floor(math.sqrt((10.0*game.dist)/ttime)*10.0)+1.0)/10.0 if ttime <= 1e-10 or twarp > 10: prout(_("We'll never make it, sir.")) - chew() + scanner.chew() return if twarp < 1.0: twarp = 1.0 break - chew() + scanner.chew() proutn(_("Warp factor? ")) - if scan()== IHREAL: + if scanner.next()== IHREAL: wfl = True - twarp = aaitem + twarp = scanner.real if twarp<1.0 or twarp > 10.0: huh() return break prout(_("Captain, certainly you can give me one of these.")) while True: - chew() - ttime = (10.0*game.dist)/square(twarp) + scanner.chew() + ttime = (10.0*game.dist)/twarp**2 tpower = game.dist*twarp*twarp*twarp*(game.shldup+1) if tpower >= game.energy: prout(_("Insufficient energy, sir.")) @@ -5603,15 +5444,15 @@ def eta(): if not wfl: return proutn(_("New warp factor to try? ")) - if scan() == IHREAL: + if scanner.next() == IHREAL: wfl = True - twarp = aaitem + twarp = scanner.real if twarp<1.0 or twarp > 10.0: huh() return continue else: - chew() + scanner.chew() skip(1) return prout(_("But if you lower your shields,")) @@ -5636,133 +5477,68 @@ def eta(): (scheduled(FCDBAS) 10.0: huh() return else: - chew() + scanner.chew() skip(1) return - - -#ifdef BSD_BUG_FOR_BUG -# A visual scan is made in a particular direction of three sectors -# in the general direction specified. This takes time, and -# Klingons can attack you, so it should be done only when sensors -# are out. Code swiped from BSD-Trek. Not presently used, as we -# automatically display all adjacent sectors on the short-range -# scan even when short-range sensors are out. - -# This struct[] has the delta x, delta y for particular directions - -visdelta = ( - (-1,-1), - (-1, 0), - (-1, 1), - (0, 1), - (1, 1), - (1, 0), - (1, -1), - (0, -1), - (-1,-1), - (-1, 0), - (-1, 1), -) - -def visual(): - v = coord() - if scan() != IHREAL: - chew() - proutn(_("Direction? ")) - if scan()!=IHREAL: - huh() - return - if aaitem < 0.0 or aaitem > 360.0: - return - co = (aaitem + 22) / 45 - v = visdelta[co] - ix = game.sector.x + v.x - iy = game.sector.y + v.y - if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE: - co = '?' - else: - co = game.quad[ix][iy] - printf("%d,%d %c " % (ix+1, iy+1, co)) - v += 1 - ix = game.sector.x + v.x - iy = game.sector.y + v.y - if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE: - co = '?' - else: - co = game.quad[ix][iy] - printf("%c " % (co)) - v += 1 - ix = game.sector.x + v.x - iy = game.sector.y + v.y - if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE: - co = '?' - else: - co = game.quad[ix][iy] - prout("%c %d,%d\n" % (co, ix+1, iy+1)) - game.optime = 0.5 - game.ididit = True -#endif # Code from setup.c begins here def prelim(): - # issue a historically correct banner + "Issue a historically correct banner." skip(2) prout(_("-SUPER- STAR TREK")) skip(1) -#ifdef __HISTORICAL__ +# From the FORTRAN original # prout(_("Latest update-21 Sept 78")) # skip(1) -#endif __HISTORICAL__ def freeze(boss): - # save game + "Save game." if boss: - citem = "emsave.trk" + scanner.token = "emsave.trk" else: - key = scan() + key = scanner.next() if key == IHEOL: proutn(_("File name: ")) - key = scan() + key = scanner.next() if key != IHALPHA: huh() return - chew() - if '.' not in citem: - citem += ".trk" + scanner.chew() + if '.' not in scanner.token: + scanner.token += ".trk" try: - fp = open(citem, "wb") + fp = open(scanner.token, "wb") except IOError: - prout(_("Can't freeze game as file %s") % citem) + prout(_("Can't freeze game as file %s") % scanner.token) return cPickle.dump(game, fp) fp.close() def thaw(): - # retrieve saved game + "Retrieve saved game." game.passwd[0] = '\0' - key = scan() + key = scanner.next() if key == IHEOL: proutn(_("File name: ")) - key = scan() + key = scanner.next() if key != IHALPHA: huh() return True - chew() - if '.' not in citem: - citem += ".trk" + scanner.chew() + if '.' not in scanner.token: + scanner.token += ".trk" try: - fp = open(citem, "rb") + fp = open(scanner.token, "rb") except IOError: - prout(_("Can't thaw game in %s") % citem) + prout(_("Can't thaw game in %s") % scanner.token) return game = cPickle.load(fp) fp.close() @@ -5839,11 +5615,11 @@ device = ( _("D. S. Probe"), \ ) -def setup(needprompt): - # prepare to play, set up cosmos +def setup(): + "Prepare to play, set up cosmos." w = coord() # Decide how many of everything - if choose(needprompt): + if choose(): return # frozen game # Prepare the Enterprise game.alldone = game.gamewon = False @@ -5858,14 +5634,14 @@ def setup(needprompt): game.quadrant = randplace(GALSIZE) game.sector = randplace(QUADSIZE) game.torps = game.intorps = 10 - game.nprobes = int(3.0*random.random() + 2.0) # Give them 2-4 of these + game.nprobes = randrange(2, 5) game.warpfac = 5.0 game.wfacsq = game.warpfac * game.warpfac for i in range(NDEVICES): game.damage[i] = 0.0 # Set up assorted game parameters game.battle = coord() - game.state.date = game.indate = 100.0*int(31.0*random.random()+20.0) + game.state.date = game.indate = 100.0 * randreal(20, 51) game.nkinks = game.nhelp = game.casual = game.abandoned = 0 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False game.isatb = game.state.nplankl = 0 @@ -5874,41 +5650,13 @@ def setup(needprompt): game.landed = False game.alive = True game.docfac = 0.25 - for i in range(GALSIZE): - for j in range(GALSIZE): - quad = game.state.galaxy[i][j] - quad.charted = 0 - quad.planet = None - quad.romulans = 0 - quad.klingons = 0 - 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, 1.0 + random.random()) # 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 game.instar = 0 for i in range(GALSIZE): for j in range(GALSIZE): - k = int(random.random()*9.0 + 1.0) + k = randrange(1, QUADSIZE**2/10+1) game.instar += k game.state.galaxy[i][j].stars = k # Locate star bases in galaxy @@ -5923,8 +5671,8 @@ def setup(needprompt): # 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]) - if distq < 6.0*(BASEMAX+1-game.inbase) and random.random() < 0.75: + distq = (w - game.state.baseq[j]).distance() + if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75): contflag = True if idebug: prout("=== Abandoning base #%d at %s" % (i, w)) @@ -5934,16 +5682,15 @@ def setup(needprompt): prout("=== Saving base #%d, close to #%d" % (i, j)) if not contflag: break - game.state.baseq[i] = w - game.state.galaxy[w.x][w.y].starbase = True - game.state.chart[w.x][w.y].starbase = True + game.state.baseq.append(w) + game.state.galaxy[w.x][w.y].starbase = game.state.chart[w.x][w.y].starbase = True # Position ordinary Klingon Battle Cruisers krem = game.inkling klumper = 0.25*game.skill*(9.0-game.length)+1.0 if klumper > MAXKLQUAD: klumper = MAXKLQUAD while True: - r = random.random() + r = randreal() klump = (1.0 - r*r)*klumper if klump > krem: klump = krem @@ -5957,16 +5704,15 @@ def setup(needprompt): 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 random.random()>=0.75) and \ - not game.state.galaxy[w.x][w.y].supernova and \ - game.state.galaxy[w.x][w.y].klingons <= MAXKLQUAD-1 and \ - not w in game.state.kcmdr[:i]: + if not welcoming(w) or w in game.state.kcmdr: + continue + if (game.state.galaxy[w.x][w.y].klingons or withprob(0.25)): 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: @@ -5974,7 +5720,7 @@ def setup(needprompt): 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 @@ -5983,8 +5729,8 @@ def setup(needprompt): new.name = systnames[i] new.inhabited = True else: - new.pclass = ("M", "N", "O")[random.randint(0, 2)] - if random.random()*1.5: # 1 in 3 chance of crystals + new.pclass = ("M", "N", "O")[randrange(0, 3)] + if withprob(0.33): new.crystals = "present" new.known = "unknown" new.inhabited = False @@ -5994,18 +5740,41 @@ def setup(needprompt): for i in range(game.state.nromrem): w = randplace(GALSIZE) game.state.galaxy[w.x][w.y].romulans += 1 - # Locate the Super Commander + # Place the Super-Commander if needed 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 welcoming(w): break game.state.kscmdr = w game.state.galaxy[w.x][w.y].klingons += 1 - # Place thing (in tournament game, thingx == -1, don't want one!) + # 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!) + # New in SST2K: never place the Thing near a starbase. + # This makes sense and avoids a special case in the old code. global thing - if thing == None: - thing = randplace(GALSIZE) + if game.tourn is None: + while True: + thing = randplace(GALSIZE) + if thing not in game.state.baseq: + break skip(2) game.state.snap = False if game.skill == SKILL_NOVICE: @@ -6038,38 +5807,40 @@ def setup(needprompt): if game.state.nscrem: prout(_(" YOU'LL NEED IT.")) waitfor() - newqad(False) - if game.nenhere - (thing == game.quadrant) - game.ithere: + newqad() + 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(False) + attack(torps_ok=False) -def choose(needprompt): - # choose your game type +def choose(): + "Choose your game type." global thing while True: game.tourn = 0 game.thawed = False game.skill = SKILL_NONE game.length = 0 - if needprompt: # Can start with command line options + if not scanner.inqueue: # Can start with command line options proutn(_("Would you like a regular, tournament, or saved game? ")) - scan() - if len(citem)==0: # Try again + scanner.next() + if len(scanner.token)==0: # Try again continue - if isit("tournament"): - while scan() == IHEOL: + if scanner.sees("tournament"): + while scanner.next() == IHEOL: proutn(_("Type in tournament number-")) - if aaitem == 0: - chew() + if scanner.real == 0: + scanner.chew() continue # We don't want a blank entry - game.tourn = int(round(aaitem)) - random.seed(aaitem) + game.tourn = int(round(scanner.real)) + random.seed(scanner.real) + if logfp: + logfp.write("# random.seed(%d)\n" % scanner.real) break - if isit("saved") or isit("frozen"): + if scanner.sees("saved") or scanner.sees("frozen"): if thaw(): continue - chew() + scanner.chew() if game.passwd == None: continue if not game.alldone: @@ -6077,96 +5848,91 @@ def choose(needprompt): report() waitfor() return True - if isit("regular"): + if scanner.sees("regular"): break - proutn(_("What is \"%s\"?"), citem) - chew() + proutn(_("What is \"%s\"?") % scanner.token) + scanner.chew() while game.length==0 or game.skill==SKILL_NONE: - if scan() == IHALPHA: - if isit("short"): + if scanner.next() == IHALPHA: + if scanner.sees("short"): game.length = 1 - elif isit("medium"): + elif scanner.sees("medium"): game.length = 2 - elif isit("long"): + elif scanner.sees("long"): game.length = 4 - elif isit("novice"): + elif scanner.sees("novice"): game.skill = SKILL_NOVICE - elif isit("fair"): + elif scanner.sees("fair"): game.skill = SKILL_FAIR - elif isit("good"): + elif scanner.sees("good"): game.skill = SKILL_GOOD - elif isit("expert"): + elif scanner.sees("expert"): game.skill = SKILL_EXPERT - elif isit("emeritus"): + elif scanner.sees("emeritus"): game.skill = SKILL_EMERITUS else: proutn(_("What is \"")) - proutn(citem) + proutn(scanner.token) prout("\"?") else: - chew() + scanner.chew() if game.length==0: proutn(_("Would you like a Short, Medium, or Long game? ")) elif game.skill == SKILL_NONE: proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? ")) # Choose game options -- added by ESR for SST2K - if scan() != IHALPHA: - chew() + if scanner.next() != IHALPHA: + scanner.chew() proutn(_("Choose your game style (or just press enter): ")) - scan() - if isit("plain"): + scanner.next() + if scanner.sees("plain"): # Approximates the UT FORTRAN version. game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS) game.options |= OPTION_PLAIN - elif isit("almy"): + elif scanner.sees("almy"): # Approximates Tom Almy's version. game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS) game.options |= OPTION_ALMY - elif isit("fancy"): + elif scanner.sees("fancy"): pass - elif len(citem): - proutn(_("What is \"%s\"?") % citem) + elif len(scanner.token): + proutn(_("What is \"%s\"?") % scanner.token) setpassword() if game.passwd == "debug": idebug = True - fputs("=== Debug mode enabled\n", sys.stdout) - + prout("=== Debug mode enabled.") # Use parameters to generate initial values of things game.damfac = 0.5 * game.skill - game.state.rembase = random.randint(BASEMIN, BASEMAX) - game.inbase = game.state.rembase + game.inbase = randrange(BASEMIN, BASEMAX+1) game.inplan = 0 if game.options & OPTION_PLANETS: - game.inplan += int((MAXUNINHAB/2) + (MAXUNINHAB/2+1)*random.random()) + game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1) if game.options & OPTION_WORLDS: game.inplan += int(NINHAB) - game.state.nromrem = game.inrom = int((2.0+random.random())*game.skill) + game.state.nromrem = game.inrom = randrange(2 *game.skill) game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR) 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*random.random())*game.skill*0.1+.15) - game.incom = int(game.skill + 0.0625*game.inkling*random.random()) - game.state.remcom = min(10, game.incom) - game.incom = game.state.remcom + game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15) + 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): - # drop a feature on a random dot in the current quadrant - w = coord() +def dropin(iquad=None): + "Drop a feature on a random dot in the current quadrant." while True: w = randplace(QUADSIZE) if game.quad[w.x][w.y] == IHDOT: break - game.quad[w.x][w.y] = iquad + if iquad is not None: + game.quad[w.x][w.y] = iquad return w def newcnd(): - # update our alert status + "Update our alert status." game.condition = "green" if game.energy < 1000.0: game.condition = "yellow" @@ -6175,32 +5941,18 @@ def newcnd(): if not game.alive: game.condition="dead" -def newkling(i): - # drop new Klingon into current quadrant - pi = dropin(IHK) - game.ks[i] = pi - game.kdist[i] = game.kavgd[i] = distance(game.sector, pi) - game.kpower[i] = random.random()*150.0 +300.0 +25.0*game.skill - return pi +def newkling(): + "Drop new Klingon into current quadrant." + return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill) -def newqad(shutup): - # set up a new state of quadrant, for when we enter or re-enter it - w = coord() +def newqad(): + "Set up a new state of quadrant, for when we enter or re-enter it." game.justin = True - game.klhere = 0 - game.comhere = False - 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.ithere = False - global iqengry - iqengry = False - game.iseenit = False + game.iplnet = None + game.neutz = game.inorbit = game.landed = False + game.ientesc = 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 @@ -6211,35 +5963,29 @@ def newqad(shutup): 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 = [] if q.klingons: - w.x = w.y = 0 # quiet a gcc warning # Position ordinary Klingons for i in range(game.klhere): - w = newkling(i) + newkling() # If we need a commander, promote a Klingon - for i in range(game.state.remcom): - if game.state.kcmdr[i] == game.quadrant: - break - - if i <= game.state.remcom: - game.quad[w.x][w.y] = IHC - game.kpower[game.klhere] = 950.0+400.0*random.random()+50.0*game.skill - game.comhere = True + 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 + break # If we need a super-commander, promote a Klingon - if same(game.quadrant, game.state.kscmdr): - game.quad[game.ks[0].x][game.ks[0].y] = IHS - game.kpower[1] = 1175.0 + 400.0*random.random() + 125.0*game.skill + if game.quadrant == game.state.kscmdr: + e = game.enemies[0] + 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, game.nenhere): - w = dropin(IHR) - game.ks[i] = w - game.kdist[i] = game.kavgd[i] = distance(game.sector, w) - game.kpower[i] = random.random()*400.0 + 450.0 + 50.0*game.skill + for i in range(q.romulans): + 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: game.base = dropin(IHB) @@ -6252,10 +5998,6 @@ def newqad(shutup): game.plnet = dropin(IHW) # Check for condition newcnd() - # And finally the stars - for i in range(q.stars): - dropin(IHSTAR) - # Check for RNZ if game.irhere > 0 and game.klhere == 0: game.neutz = True @@ -6266,38 +6008,27 @@ def newqad(shutup): skip(1) prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE.")) prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!")) - if shutup==0: - # Put in THING if needed - global thing - if thing == game.quadrant: - w = dropin(IHQUEST) - thing = randplace(GALSIZE) - game.nenhere += 1 - game.ks[game.nenhere] = w - game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \ - distance(game.sector, w) - game.kpower[game.nenhere] = random.random()*6000.0 +500.0 +250.0*game.skill - if not damaged(DSRSENS): - skip(1) - prout(_("Mr. Spock- \"Captain, this is most unusual.")) - prout(_(" Please examine your short-range scan.\"")) + # Put in THING if needed + if thing == game.quadrant: + enemy(type=IHQUEST, loc=dropin(), + power=randreal(6000,6500.0)+250.0*game.skill) + if not damaged(DSRSENS): + skip(1) + prout(_("Mr. Spock- \"Captain, this is most unusual.")) + prout(_(" Please examine your short-range scan.\"")) # Decide if quadrant needs a Tholian; lighten up if skill is low if game.options & OPTION_THOLIAN: - if (game.skill < SKILL_GOOD and random.random() <= 0.02) or \ - (game.skill == SKILL_GOOD and random.random() <= 0.05) or \ - (game.skill > SKILL_GOOD and random.random() <= 0.08): + if (game.skill < SKILL_GOOD and withprob(0.02)) or \ + (game.skill == SKILL_GOOD and withprob(0.05)) or \ + (game.skill > SKILL_GOOD and withprob(0.08)): + w = coord() while True: - game.tholian.x = random.choice((0, QUADSIZE-1)) - game.tholian.y = random.choice((0, QUADSIZE-1)) - if game.quad[game.tholian.x][game.tholian.y] == IHDOT: + w.x = withprob(0.5) * (QUADSIZE-1) + w.y = withprob(0.5) * (QUADSIZE-1) + if game.quad[w.x][w.y] == IHDOT: break - game.quad[game.tholian.x][game.tholian.y] = IHT - game.ithere = True - game.nenhere += 1 - game.ks[game.nenhere] = game.tholian - game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \ - distance(game.sector, game.tholian) - game.kpower[game.nenhere] = random.random()*400.0 +100.0 +25.0*game.skill + game.tholian = enemy(type=IHT, loc=w, + power=randrange(100, 500) + 25.0*game.skill) # Reserve unoccupied corners if game.quad[0][0]==IHDOT: game.quad[0][0] = 'X' @@ -6307,13 +6038,16 @@ def newqad(shutup): game.quad[QUADSIZE-1][0] = 'X' if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT: game.quad[QUADSIZE-1][QUADSIZE-1] = 'X' - sortklings() + game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) + # And finally the stars + for i in range(q.stars): + dropin(IHSTAR) # Put in a few black holes for i in range(1, 3+1): - if random.random() > 0.5: + if withprob(0.5): dropin(IHBLANK) # Take out X's in corners if Tholian present - if game.ithere: + if game.tholian: if game.quad[0][0]=='X': game.quad[0][0] = IHDOT if game.quad[0][QUADSIZE-1]=='X': @@ -6323,48 +6057,20 @@ def newqad(shutup): if game.quad[QUADSIZE-1][QUADSIZE-1]=='X': game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT -def sortklings(): - # sort Klingons by distance from us - # The author liked bubble sort. So we will use it. :-( - if game.nenhere-(thing==game.quadrant)-game.ithere < 2: - return - while True: - sw = False - for j in range(game.nenhere): - if game.kdist[j] > game.kdist[j+1]: - sw = True - t = game.kdist[j] - game.kdist[j] = game.kdist[j+1] - game.kdist[j+1] = t - t = game.kavgd[j] - game.kavgd[j] = game.kavgd[j+1] - game.kavgd[j+1] = t - k = game.ks[j].x - game.ks[j].x = game.ks[j+1].x - game.ks[j+1].x = k - k = game.ks[j].y - game.ks[j].y = game.ks[j+1].y - game.ks[j+1].y = k - t = game.kpower[j] - game.kpower[j] = game.kpower[j+1] - game.kpower[j+1] = t - if not sw: - break - def setpassword(): - # set the self-destruct password + "Set the self-destruct password." if game.options & OPTION_PLAIN: while True: - chew() + scanner.chew() proutn(_("Please type in a secret password- ")) - scan() - game.passwd = citem + scanner.next() + game.passwd = scanner.token if game.passwd != None: break else: game.passwd = "" - for i in range(3): - game.passwd += chr(97+int(random.random()*25)) + for i in range(8): + game.passwd += chr(ord('a')+randrange(26)) # Code from sst.c begins here @@ -6408,44 +6114,37 @@ commands = { "CALL": 0, # Synonym for MAYDAY "QUIT": 0, "HELP": 0, - "SEED": 0, - "VISUAL": 0, } -def ACCEPT(cmd): return (not commands[cmd] or (commands[cmd] & game.options)) - def listCommands(): - # generate a list of legal commands - k = 0 + "Generate a list of legal commands." proutn(_("LEGAL COMMANDS ARE:")) - for key in commands: - if ACCEPT(key): + for (k, key) in enumerate(commands): + if not commands[cmd] or (commands[key] & game.options): if k % 5 == 0: skip(1) proutn("%-12s " % key) - k += 1 skip(1) def helpme(): - # browse on-line help - # Give help on commands - key = scan() + "Browse on-line help." + key = scanner.next() while True: if key == IHEOL: setwnd(prompt_window) proutn(_("Help on what command? ")) - key = scan() + key = scanner.next() setwnd(message_window) if key == IHEOL: return - if citem in commands or citem == "ABBREV": + if scanner.token in commands or scanner.token == "ABBREV": break skip(1) listCommands() key = IHEOL - chew() + scanner.chew() skip(1) - cmd = citem.upper() + cmd = scanner.token.upper() try: fp = open(SSTDOC, "r") except IOError: @@ -6484,8 +6183,7 @@ def helpme(): fp.close() def makemoves(): - # command-interpretation loop - v = 0 + "Command-interpretation loop." clrscr() setwnd(message_window) while True: # command loop @@ -6494,25 +6192,27 @@ def makemoves(): hitme = False game.justin = False game.optime = 0.0 - chew() + scanner.chew() setwnd(prompt_window) clrscr() proutn("COMMAND> ") - if scan() == IHEOL: + if scanner.next() == IHEOL: if game.options & OPTION_CURSES: makechart() continue + elif scanner.token == "": + continue game.ididit = False clrscr() setwnd(message_window) clrscr() - candidates = filter(lambda x: x.startswith(citem.upper()), + candidates = filter(lambda x: x.startswith(scanner.token.upper()), commands) if len(candidates) == 1: cmd = candidates[0] break elif candidates and not (game.options & OPTION_PLAIN): - prout("Commands with that prefix: " + " ".join(candidates)) + prout("Commands with prefix '%s': %s" % (scanner.token, " ".join(candidates))) else: listCommands() continue @@ -6523,7 +6223,7 @@ def makemoves(): elif cmd == "REQUEST": # status request request() elif cmd == "LRSCAN": # long range scan - lrscan() + lrscan(silent=False) elif cmd == "PHASERS": # phasers phasers() if game.ididit: @@ -6535,14 +6235,14 @@ def makemoves(): elif cmd == "MOVE": # move under warp warp(False) elif cmd == "SHIELDS": # shields - doshield(False) + doshield(shraise=False) if game.ididit: hitme = True game.shldchg = False elif cmd == "DOCK": # dock at starbase dock(True) if game.ididit: - attack(False) + attack(torps_ok=False) elif cmd == "DAMAGES": # damage reports damagereport() elif cmd == "CHART": # chart @@ -6550,7 +6250,7 @@ def makemoves(): elif cmd == "IMPULSE": # impulse impulse() elif cmd == "REST": # rest - os.wait() + wait() if game.ididit: hitme = True elif cmd == "WARP": # warp @@ -6588,7 +6288,7 @@ def makemoves(): elif cmd == "EMEXIT": # Emergency exit clrscr() # Hide screen freeze(True) # forced save - os.exit(1) # And quick exit + raise SysExit,1 # And quick exit elif cmd == "PROBE": probe() # Launch probe if game.ididit: @@ -6616,14 +6316,6 @@ def makemoves(): game.alldone = True # quit the game elif cmd == "HELP": helpme() # get help - elif cmd == "SEED": # set random-number seed - key = scan() - if key == IHREAL: - seed = int(round(aaitem)) -#ifdef BSD_BUG_FOR_BUG -# elif cmd == "VISUAL": -# visual() # perform visual scan -#endif while True: if game.alldone: break # Game has ended @@ -6635,7 +6327,7 @@ def makemoves(): atover(False) continue if hitme and not game.justin: - attack(True) + attack(torps_ok=True) if game.alldone: break if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: @@ -6648,129 +6340,147 @@ def makemoves(): if idebug: prout("=== Ending") -def cramen(cmd): - # return an enemy - if cmd == IHR: s = _("Romulan") - elif cmd == IHK: s = _("Klingon") - elif cmd == IHC: s = _("Commander") - elif cmd == IHS: s = _("Super-commander") - elif cmd == IHSTAR: s = _("Star") - elif cmd == IHP: s = _("Planet") - elif cmd == IHB: s = _("Starbase") - elif cmd == IHBLANK: s = _("Black hole") - elif cmd == IHT: s = _("Tholian") - elif cmd == IHWEB: s = _("Tholian web") - elif cmd == IHQUEST: s = _("Stranger") - elif cmd == IHW: s = _("Inhabited World") +def cramen(type): + "Emit the name of an enemy or feature." + if type == IHR: s = _("Romulan") + elif type == IHK: s = _("Klingon") + elif type == IHC: s = _("Commander") + elif type == IHS: s = _("Super-commander") + elif type == IHSTAR: s = _("Star") + elif type == IHP: s = _("Planet") + elif type == IHB: s = _("Starbase") + elif type == IHBLANK: s = _("Black hole") + elif type == IHT: s = _("Tholian") + elif type == IHWEB: s = _("Tholian web") + elif type == IHQUEST: s = _("Stranger") + elif type == IHW: s = _("Inhabited World") else: s = "Unknown??" - proutn(s) + return s def crmena(stars, enemy, loctype, w): - # print an enemy and his location + "Emit the name of an enemy and his location." + buf = "" if stars: - proutn("***") - cramen(enemy) - proutn(_(" at ")) + buf += "***" + buf += cramen(enemy) + _(" at ") if loctype == "quadrant": - buf = _("Quadrant ") + buf += _("Quadrant ") elif loctype == "sector": - buf = _("Sector ") - proutn(buf + `w`) + buf += _("Sector ") + return buf + `w` def crmshp(): - # print our ship name - if game.ship == IHE: - s = _("Enterprise") - elif game.ship == IHF: - s = _("Faerie Queene") - else: - s = "Ship???" - proutn(s) + "Emit our ship name." + return{IHE:_("Enterprise"),IHF:_("Faerie Queene")}.get(game.ship,"Ship???") def stars(): - # print a line of stars + "Emit a line of stars" prouts("******************************************************") skip(1) def expran(avrage): - return -avrage*math.log(1e-7 + random.random()) + return -avrage*math.log(1e-7 + randreal()) def randplace(size): - # choose a random location + "Choose a random location." w = coord() - w.x = random.randint(0, size-1) - w.y = random.randint(0, size-1) + w.x = randrange(size) + w.y = randrange(size) return w -def chew(): - # Demand input for next scan - global inqueue - inqueue = None - -def chew2(): - # return IHEOL next time - global inqueue - inqueue = [] - -def scan(): - # Get a token from the user - global inqueue, line, citem, aaitem - aaitem = 0.0 - citem = '' - - # Read a line if nothing here - if inqueue == None: - line = cgetline() - if curwnd==prompt_window: - clrscr() - setwnd(message_window) - clrscr() - # Skip leading white space - line = line.lstrip() - if line: - inqueue = line.split() - else: - inqueue = [] +class sstscanner: + def __init__(self): + self.type = None + self.token = None + self.real = 0.0 + self.inqueue = [] + def next(self): + # Get a token from the user + self.real = 0.0 + self.token = '' + # Fill the token quue if nothing here + while not self.inqueue: + line = cgetline() + if curwnd==prompt_window: + clrscr() + setwnd(message_window) + clrscr() + if line == '': + return None + # Skip leading white space + line = line.lstrip() + if not line: + continue + else: + self.inqueue = line.lstrip().split() + [IHEOL] + # From here on in it's all looking at the queue + self.token = self.inqueue.pop(0) + if self.token == IHEOL: + self.type = IHEOL return IHEOL - elif not inqueue: - return IHEOL - # From here on in it's all looking at the queue - citem = inqueue.pop(0) - if citem == IHEOL: - return IHEOL - try: - aaitem = float(citem) - return IHREAL - except ValueError: - pass - # Treat as alpha - citem = citem.lower() - return IHALPHA + try: + self.real = float(self.token) + self.type = IHREAL + return IHREAL + except ValueError: + pass + # Treat as alpha + self.token = self.token.lower() + self.type = IHALPHA + self.real = None + return IHALPHA + def push(self, tok): + self.inqueue.append(tok) + def waiting(self): + return self.inqueue + def chew(self): + # Demand input for next scan + self.inqueue = [] + self.real = self.token = None + def chew2(self): + # return IHEOL next time + self.inqueue = [IHEOL] + self.real = self.token = None + def sees(self, s): + # compares s to item and returns true if it matches to the length of s + return s.startswith(self.token) + def int(self): + # Round token value to nearest integer + return int(round(scanner.real)) + def getcoord(self): + s = coord() + scanner.next() + if scanner.type != IHREAL: + huh() + return None + s.x = scanner.int()-1 + scanner.next() + if scanner.type != IHREAL: + huh() + return None + s.y = scanner.int()-1 + return s def ja(): - # yes-or-no confirmation - chew() + "Yes-or-no confirmation." + scanner.chew() while True: - scan() - chew() - if citem == 'y': + scanner.next() + scanner.chew() + if scanner.token == 'y': return True - if citem == 'n': + if scanner.token == 'n': return False proutn(_("Please answer with \"y\" or \"n\": ")) def huh(): - # complain about unparseable input - chew() + "Complain about unparseable input." + scanner.chew() skip(1) prout(_("Beg your pardon, Captain?")) -def isit(s): - # compares s to citem and returns true if it matches to the length of s - return s.startswith(citem) - def debugme(): - # access to the internals for debugging + "Access to the internals for debugging." proutn("Reset levels? ") if ja() == True: if game.energy < game.inenrg: @@ -6793,12 +6503,10 @@ def debugme(): proutn("Cause selective damage? ") if ja() == True: for i in range(NDEVICES): - proutn("Kill ") - proutn(device[i]) - proutn("? ") - chew() - key = scan() - if key == IHALPHA and isit("y"): + proutn("Kill %s?" % device[i]) + scanner.chew() + key = scanner.next() + if key == IHALPHA and scanner.sees("y"): game.damage[i] = 10.0 proutn("Examine/change events? ") if ja() == True: @@ -6827,112 +6535,122 @@ def debugme(): else: proutn("never") proutn("? ") - chew() - key = scan() + scanner.chew() + key = scanner.next() if key == 'n': unschedule(i) - chew() + scanner.chew() elif key == IHREAL: - ev = schedule(i, aaitem) + ev = schedule(i, scanner.real) if i == FENSLV or i == FREPRO: - chew() + scanner.chew() proutn("In quadrant- ") - key = scan() + key = scanner.next() # IHEOL says to leave coordinates as they are if key != IHEOL: if key != IHREAL: prout("Event %d canceled, no x coordinate." % (i)) unschedule(i) continue - w.x = int(round(aaitem)) - key = scan() + w.x = int(round(scanner.real)) + key = scanner.next() if key != IHREAL: prout("Event %d canceled, no y coordinate." % (i)) unschedule(i) continue - w.y = int(round(aaitem)) + w.y = int(round(scanner.real)) ev.quadrant = w - chew() + scanner.chew() proutn("Induce supernova here? ") if ja() == True: game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova = True atover(True) if __name__ == '__main__': - global line, thing, game, idebug, iqengry - game = citem = aaitem = inqueue = None - line = '' - thing = coord() - iqengry = False - game = gamestate() - idebug = 0 - game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_SHOWME | OPTION_PLAIN | OPTION_ALMY) - # Disable curses mode until the game logic is working. - # if os.getenv("TERM"): - # game.options |= OPTION_CURSES | OPTION_SHOWME - # else: - game.options |= OPTION_TTY - seed = time.time() - (options, arguments) = getopt.getopt(sys.argv[1:], "r:tx") - for (switch, val) in options: - if switch == '-r': - try: - replayfp = open(optarg, "r") - except IOError: - sys.stderr.write("sst: can't open replay file %s\n" % optarg) - os.exit(1) - line = replayfp.readline().strip() - try: - (key, seed) = line.split() - seed = int(seed) - except ValueError: - sys.stderr.write("sst: replay file %s is ill-formed\n"%optarg) - os.exit(1) - game.options |= OPTION_TTY - game.options &=~ OPTION_CURSES - elif switch == '-t': - game.options |= OPTION_TTY - game.options &=~ OPTION_CURSES - elif switch == '-x': - idebug = True - else: - sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n") - os.exit(0) - # where to save the input in case of bugs try: - logfp = open("/usr/tmp/sst-input.log", "w") - except IOError: - sys.stderr.write("sst: warning, can't open logfile\n") - if logfp: - #setlinebuf(logfp) - logfp.write("seed %d\n" % (seed)) - 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() - skip(1) - if game.tourn and game.alldone: - proutn(_("Do you want your score recorded?")) - if ja() == True: - chew2() - freeze(False) - 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.")) - raise SysExit, 0 + global line, thing, game, idebug + game = None + thing = coord() + thing.angry = False + game = gamestate() + idebug = 0 + game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY) + # Disable curses mode until the game logic is working. + # if os.getenv("TERM"): + # game.options |= OPTION_CURSES | OPTION_SHOWME + # else: + game.options |= OPTION_TTY + seed = int(time.time()) + (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:tx") + for (switch, val) in options: + if switch == '-r': + try: + replayfp = open(val, "r") + except IOError: + sys.stderr.write("sst: can't open replay file %s\n" % val) + raise SystemExit, 1 + try: + line = replayfp.readline().strip() + (leader, key, seed) = line.split() + seed = eval(seed) + sys.stderr.write("sst2k: seed set to %s\n" % seed) + line = replayfp.readline().strip() + arguments += line.split()[2:] + except ValueError: + sys.stderr.write("sst: replay file %s is ill-formed\n"% val) + raise SystemExit(1) + game.options |= OPTION_TTY + game.options &=~ OPTION_CURSES + elif switch == '-s': + seed = int(val) + elif switch == '-t': + game.options |= OPTION_TTY + game.options &=~ OPTION_CURSES + elif switch == '-x': + idebug = True + else: + sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n") + raise SystemExit, 1 + # where to save the input in case of bugs + try: + logfp = open("/usr/tmp/sst-input.log", "w") + except IOError: + sys.stderr.write("sst: warning, can't open logfile\n") + if logfp: + logfp.write("# seed %s\n" % seed) + logfp.write("# options %s\n" % " ".join(arguments)) + random.seed(seed) + scanner = sstscanner() + map(scanner.push, arguments) + try: + iostart() + while True: # Play a game + setwnd(fullscreen_window) + clrscr() + prelim() + setup() + 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: + scanner.chew2() + freeze(False) + scanner.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.")) + finally: + ioend() + raise SystemExit, 0 + except KeyboardInterrupt: + print"" + pass