X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fsst.py;h=c879d81a94194dec7ba9e47416d7195ce51d6538;hp=e4681e29b3331e42bee6e21551911d26d89f9149;hb=f33914ff6769bed33c3fcc56e4cff60216452a6f;hpb=e3d6e5a39b7da5e79bb3c21571dcf3cca6c4bb93 diff --git a/src/sst.py b/src/sst.py index e4681e2..c879d81 100644 --- a/src/sst.py +++ b/src/sst.py @@ -201,16 +201,12 @@ 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) 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' @@ -602,31 +598,35 @@ def randrange(*args): def randreal(*args): v = random.random() if len(args) == 1: - v *= args[0] # returns from [0, a1) + v *= args[0] # returns from [0, args[0]) elif len(args) == 2: - v = args[0] + v*args[1] # returns from [a1, a2) + 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 welcoming(iq): + # Would this quadrant welcome another Klingon? + return VALID_QUADRANT(iq.x,iq.y) and \ + not game.state.galaxy[iq.x][iq.y].supernova or \ + game.state.galaxy[iq.x][iq.y].klingons < MAXKLQUAD + + def tryexit(enemy, look, irun): # a bad guy attempts to bug out iq = coord() iq.x = game.quadrant.x+(look.x+(QUADSIZE-1))/QUADSIZE - 1 iq.y = game.quadrant.y+(look.y+(QUADSIZE-1))/QUADSIZE - 1 - if not VALID_QUADRANT(iq.x,iq.y) or \ - game.state.galaxy[iq.x][iq.y].supernova or \ - game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1: - return False; # no can do -- neg energy, supernovae, or >MAXKLQUAD-1 Klingons + if not welcoming(iq): + return False; if enemy.type == IHR: return False; # Romulans cannot escape! if not irun: # avoid intruding on another commander's territory if enemy.type == IHC: - for n in range(game.state.remcom): - if game.state.kcmdr[n] == iq: - return False + if iq in game.state.kcmdr: + return False # refuse to leave if currently attacking starbase if game.battle == game.quadrant: return False @@ -648,7 +648,6 @@ def tryexit(enemy, look, irun): game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1 game.state.galaxy[iq.x][iq.y].klingons += 1 if enemy.type==IHS: - game.ishere = False game.iscate = False game.ientesc = False game.isatb = 0 @@ -656,11 +655,10 @@ def tryexit(enemy, look, 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 # @@ -707,11 +705,11 @@ 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 + 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 @@ -741,9 +739,9 @@ def movebaddy(enemy): motion = ((forces + randreal(200))/150.0) - 5.0 else: if forces > 1000.0: # Very strong -- move in for kill - motion = (1.0-square(randreal()))*dist1 + 1.0 + motion = (1.0 - randreal())**2 * dist1 + 1.0 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off ! - motion -= game.skill*(2.0-square(randreal())) + motion -= game.skill*(2.0-randreal()**2) if idebug: proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces)) # don't move if no motion @@ -858,11 +856,11 @@ def moveklings(): prout("== MOVCOM") # Figure out which Klingon is the commander (or Supercommander) # and do move - if game.comhere: + if game.quadrant in game.state.kcmdr: for enemy in game.enemies: if enemy.type == IHC: movebaddy(enemy) - if game.ishere: + if game.state.kscmdr==game.quadrant: for enemy in game.enemies: if enemy.type == IHS: movebaddy(enemy) @@ -878,26 +876,19 @@ def moveklings(): def movescom(iq, avoid): # commander movement helper - if iq == game.quadrant or not VALID_QUADRANT(iq.x, iq.y) or \ - game.state.galaxy[iq.x][iq.y].supernova or \ - game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1: - return 1 - if avoid: - # Avoid quadrants with bases if we want to avoid Enterprise - for i in range(game.state.rembase): - if game.state.baseq[i] == iq: - return True + # Avoid quadrants with bases if we want to avoid Enterprise + if not welcoming(iq) or (avoid and iq in game.state.baseq): + return True if game.justin and not game.iscate: return True # do the move game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons -= 1 game.state.kscmdr = iq game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons += 1 - if game.ishere: + if game.state.kscmdr==game.quadrant: # SC has scooted, Remove him from current quadrant game.iscate=False game.isatb=0 - game.ishere = False game.ientesc = False unschedule(FSCDBAS) for enemy in game.enemies: @@ -910,7 +901,7 @@ def movescom(iq, avoid): 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" @@ -930,7 +921,7 @@ def supercommander(): 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 @@ -941,33 +932,30 @@ 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 @@ -1004,11 +992,10 @@ 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: @@ -1073,7 +1060,7 @@ def movetholian(): while here.x != id.x: #print "Moving in X", delta here.x += delta.x - if game.quad[here.kloc.x][here.y]==IHDOT: + if game.quad[here.x][here.y]==IHDOT: game.tholian.move(here) # move in y axis while here.y != id.y: @@ -1114,7 +1101,6 @@ def doshield(shraise): if scanner.sees("transfer"): action = "NRG" else: - scanner.chew() if damaged(DSHIELD): prout(_("Shields damaged and down.")) return @@ -1301,7 +1287,7 @@ def collision(rammed, enemy): 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: @@ -1336,7 +1322,7 @@ def torpedo(course, dispersion, origin, number, nburst): if not VALID_SECTOR(w.x, w.y): break iquad=game.quad[w.x][w.y] - tracktorpedo(w, step, number, nburst, iquad) + tracktorpedo(origin, w, step, number, nburst, iquad) if iquad==IHDOT: continue # hit something @@ -1349,7 +1335,7 @@ def torpedo(course, dispersion, origin, number, nburst): crmshp() prout(".") hit = 700.0 + randreal(100) - \ - 1000.0 * distance(w, origin) * math.fabs(math.sin(bullseye-angle)) + 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle)) newcnd(); # we're blown out of dock # We may be displaced. if game.landed or game.condition=="docked": @@ -1386,7 +1372,7 @@ def torpedo(course, dispersion, origin, number, nburst): break kp = math.fabs(e.kpower) h1 = 700.0 + randrange(100) - \ - 1000.0 * distance(w, origin) * math.fabs(math.sin(bullseye-angle)) + 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle)) h1 = math.fabs(h1) if kp < h1: h1 = kp @@ -1425,13 +1411,9 @@ def torpedo(course, dispersion, origin, number, nburst): 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 @@ -1444,7 +1426,7 @@ def torpedo(course, dispersion, origin, number, nburst): 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 @@ -1457,7 +1439,7 @@ def torpedo(course, dispersion, origin, number, nburst): 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 @@ -1503,7 +1485,7 @@ def torpedo(course, dispersion, origin, number, nburst): return None elif iquad == IHT: # Hit a Tholian h1 = 700.0 + randrange(100) - \ - 1000.0 * distance(w, origin) * math.fabs(math.sin(bullseye-angle)) + 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle)) h1 = math.fabs(h1) if h1 >= 600: game.quad[w.x][w.y] = IHDOT @@ -1534,7 +1516,7 @@ def torpedo(course, dispersion, origin, number, nburst): game.quad[jw.x][jw.y]=iquad prout(_(" displaced by blast to Sector %s ") % jw) for ll in range(len(game.enemies)): - game.enemies[ll].kdist = game.enemies[ll].kavgd = distance(game.sector,game.enemies[ll].kloc) + game.enemies[ll].kdist = game.enemies[ll].kavgd = (game.sector-game.enemies[ll].kloc).distance() game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) return None skip(1) @@ -1562,7 +1544,7 @@ def fry(hit): for (i, j) in enumerate(cdam): proutn(device[j]) if skipcount % 3 == 2 and i < len(cdam)-1: - skip() + skip(1) skipcount += 1 if i < len(cdam)-1: proutn(_(" and ")) @@ -1590,7 +1572,7 @@ def attack(torps_ok): game.neutz = False return # commanders get a chance to tac-move towards you - if (((game.comhere or game.ishere) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok: + if (((game.quadrant in game.state.kcmdr or game.state.kscmdr==game.quadrant) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok: moveklings() # if no enemies remain after movement, we're done if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry): @@ -1626,10 +1608,11 @@ def attack(torps_ok): if game.condition == "docked": continue; # Don't waste the effort! attempt = True; # Attempt to attack - dustfac = 0.8 + randreal(0.5) + dustfac = randreal(0.8, 0.85) hit = enemy.kpower*math.pow(dustfac,enemy.kavgd) enemy.kpower *= 0.75 else: # Enemy uses photon torpedo + #course2 = (enemy.kloc-game.sector).bearing() course = 1.90985*math.atan2(game.sector.y-enemy.kloc.y, enemy.kloc.x-game.sector.x) hit = 0 proutn(_("***TORPEDO INCOMING")) @@ -1641,7 +1624,7 @@ def attack(torps_ok): dispersion = (randreal()+randreal())*0.5 - 0.5 dispersion += 0.002*enemy.kpower*dispersion hit = torpedo(course, dispersion, origin=enemy.kloc, number=1, nburst=1) - if (game.state.remkl + game.state.remcom + game.state.nscrem)==0: + if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0: finish(FWON); # Klingons did themselves in! if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.alldone: return # Supernova or finished @@ -1741,31 +1724,24 @@ def deadkl(w, type, mv): game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1 game.klhere -= 1 if type == IHC: - game.comhere = False - for i in range(game.state.remcom): - if game.state.kcmdr[i] == game.quadrant: - break - game.state.kcmdr[i] = game.state.kcmdr[game.state.remcom] - game.state.kcmdr[game.state.remcom].x = 0 - game.state.kcmdr[game.state.remcom].y = 0 - game.state.remcom -= 1 + game.state.kcmdr.remove(game.quadrant) unschedule(FTBEAM) - if game.state.remcom != 0: - schedule(FTBEAM, expran(1.0*game.incom/game.state.remcom)) + if game.state.kcmdr: + schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr))) if is_scheduled(FCDBAS) and game.battle == game.quadrant: unschedule(FCDBAS) elif type == IHK: game.state.remkl -= 1 elif type == IHS: game.state.nscrem -= 1 - game.ishere = False - game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0 + game.state.kscmdr.invalidate() + game.isatb = 0 game.iscate = False unschedule(FSCMOVE) unschedule(FSCDBAS) # For each kind of enemy, finish message to player prout(_(" destroyed.")) - if (game.state.remkl + game.state.remcom + game.state.nscrem)==0: + if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0: return game.recompute() # Remove enemy ship from arrays describing local conditions @@ -1776,20 +1752,19 @@ def deadkl(w, type, mv): return def targetcheck(w): - # Return None if target is invalid + # Return None if target is invalid, otherwise return a course angle if not VALID_SECTOR(w.x, w.y): huh() return None - deltx = 0.1*(w.y - game.sector.y) - delty = 0.1*(w.x - game.sector.x) - if deltx==0 and delty== 0: + delta = 0.1*(w - game.sector) + if delta.x==0 and delta.y== 0: skip(1) prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,")) prout(_(" I recommend an immediate review of")) prout(_(" the Captain's psychological profile.\"")) scanner.chew() return None - return 1.90985932*math.atan2(deltx, delty) + return delta.bearing() def photon(): # launch photon torpedo @@ -1844,17 +1819,17 @@ def photon(): if key != IHREAL: huh() return - targ[i].x = scanner.real + targ[i].x = scanner.int() key = scanner.next() if key != IHREAL: huh() return - targ[i].y = scanner.real + targ[i].y = scanner.int() course[i] = targetcheck(targ[i]) if course[i] == None: return scanner.chew() - if i == 1 and key == IHEOL: + if i == 0 and key == IHEOL: # prompt for each one for i in range(n): proutn(_("Target sector for torpedo number %d- ") % (i+1)) @@ -1862,12 +1837,12 @@ def photon(): if key != IHREAL: huh() return - targ[i].x = int(scanner.real-0.5) + targ[i].x = scanner.int() key = scanner.next() if key != IHREAL: huh() return - targ[i].y = int(scanner.real-0.5) + targ[i].y = scanner.int() scanner.chew() course[i] = targetcheck(targ[i]) if course[i] == None: @@ -1897,7 +1872,7 @@ def photon(): torpedo(course[i], dispersion, origin=game.sector, number=i, nburst=n) if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: return - if (game.state.remkl + game.state.remcom + game.state.nscrem)==0: + if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0: finish(FWON); def overheat(rpow): @@ -1949,6 +1924,7 @@ def hittem(hits): nenhr2 = len(game.enemies); kk=0 w = coord() skip(1) + print "Hits are:", hits for (k, wham) in enumerate(hits): if wham==0: continue @@ -1977,7 +1953,7 @@ def hittem(hits): 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 @@ -2333,10 +2309,10 @@ def events(): # Adjust finish time to time of tractor beaming fintim = game.state.date+game.optime attack(torps_ok=False) - if game.state.remcom <= 0: + if not game.state.kcmdr: unschedule(FTBEAM) else: - schedule(FTBEAM, game.optime+expran(1.5*game.intime/game.state.remcom)) + schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr))) def destroybase(): # Code merges here for any commander destroying base @@ -2345,11 +2321,11 @@ def events(): 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) @@ -2362,16 +2338,13 @@ 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)) @@ -2408,7 +2381,7 @@ 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) @@ -2468,19 +2441,19 @@ def events(): (game.torps < 5 or damaged(DPHOTON))): # Tractor-beam her! istract = ictbeam = True - tractorbeam(distance(game.state.kscmdr, game.quadrant)) + tractorbeam((game.state.kscmdr-game.quadrant).distance()) else: return elif evcode == FTBEAM: # Tractor beam - if game.state.remcom == 0: + if not game.state.kcmdr: unschedule(FTBEAM) continue - i = randrange(game.state.remcom) - yank = distance(game.state.kcmdr[i], game.quadrant) + i = randrange(len(game.state.kcmdr)) + yank = (game.state.kcmdr[i]-game.quadrant).distance() if istract or game.condition == "docked" or yank == 0: # Drats! Have to reschedule schedule(FTBEAM, - game.optime + expran(1.5*game.intime/game.state.remcom)) + game.optime + expran(1.5*game.intime/len(game.state.kcmdr))) continue ictbeam = True tractorbeam(yank) @@ -2489,21 +2462,17 @@ def events(): 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) @@ -2536,14 +2505,16 @@ 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 @@ -2803,19 +2774,15 @@ def nova(nov): prout(_(" destroyed.")) game.iplnet.pclass = "destroyed" game.iplnet = None - invalidate(game.plnet) + game.plnet.invalidate() if game.landed: finish(FPNOVA) return game.quad[neighbor.x][neighbor.y] = IHDOT elif iquad == IHB: # Destroy base game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False - for i in range(game.state.rembase): - if game.state.baseq[i] == game.quadrant: - break - game.state.baseq[i] = game.state.baseq[game.state.rembase] - game.state.rembase -= 1 - invalidate(game.base) + game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq) + game.base.invalidate() game.state.basekl += 1 newcnd() crmena(True, IHB, "sector", neighbor) @@ -2936,13 +2903,12 @@ 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 @@ -2952,17 +2918,12 @@ 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 @@ -2970,18 +2931,11 @@ 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 @@ -2991,7 +2945,7 @@ 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!")) @@ -3071,7 +3025,7 @@ def killrate(): return 0 else: starting = (game.inkling + game.incom + game.inscom) - remaining = (game.state.remkl + game.state.remcom + game.state.nscrem) + remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) return (starting - remaining)/elapsed def badpoints(): @@ -3161,7 +3115,7 @@ 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.")) @@ -3274,9 +3228,9 @@ 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) + 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")) @@ -3300,7 +3254,7 @@ def 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 @@ -3316,7 +3270,7 @@ 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) \ @@ -3335,9 +3289,9 @@ 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))) @@ -3707,13 +3661,13 @@ def warble(): #nosound() pass -def tracktorpedo(w, step, i, n, iquad): +def tracktorpedo(origin, w, step, i, n, iquad): "Torpedo-track animation." if not game.options & OPTION_CURSES: 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- ")) @@ -3775,16 +3729,16 @@ def imove(novapush): def no_quad_change(): # No quadrant change -- compute new average enemy distances game.quad[game.sector.x][game.sector.y] = game.ship - if len(game.enemies): - for m in range(len(game.enemies)): - finald = distance(w, game.enemies[m].kloc) - game.enemies[m].kavgd = 0.5 * (finald+game.enemies[m].kdist) - game.enemies[m].kdist = finald + if game.enemies: + for enemy in game.enemies: + finald = (w-enemy.kloc).distance() + enemy.kavgd = 0.5 * (finald + enemy.kdist) + enemy.kdist = finald game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: attack(torps_ok=False) - for m in range(len(game.enemies)): - game.enemies[m].kavgd = game.enemies[m].kdist + for enemy in game.enemies: + enemy.kavgd = enemy.kdist newcnd() drawmaps(0) setwnd(message_window) @@ -3823,9 +3777,9 @@ def imove(novapush): # Don't do it if being pushed by Nova if len(game.enemies) != 0 and not novapush: newcnd() - for m in range(len(game.enemies)): - finald = distance(w, game.enemies[m].kloc) - game.enemies[m].kavgd = 0.5 * (finald + game.enemies[m].kdist) + for enemy in game.enemies: + finald = (w - enemy.kloc).distance() + enemy.kavgd = 0.5 * (finald + enemy.kdist) # # Stas Sergeev added the condition # that attacks only happen if Klingons @@ -3888,7 +3842,7 @@ def imove(novapush): if iquad != IHDOT: # object encountered in flight path stopegy = 50.0*game.dist/game.optime - game.dist = distance(game.sector, w) / (QUADSIZE * 1.0) + game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0) if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST): game.sector = w for enemy in game.enemies: @@ -3938,7 +3892,7 @@ 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() @@ -3953,7 +3907,7 @@ def dock(verbose): if game.inorbit: prout(_("You must first leave standard orbit.")) return - if not is_valid(game.base) or abs(game.sector.x-game.base.x) > 1 or abs(game.sector.y-game.base.y) > 1: + if not game.base.is_valid() or abs(game.sector.x-game.base.x) > 1 or abs(game.sector.y-game.base.y) > 1: crmshp() prout(_(" not adjacent to base.")) return @@ -4089,8 +4043,9 @@ 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- ")) @@ -4101,22 +4056,22 @@ def getcourse(isprobe, akey): if key != IHREAL: huh() return False - deltax = scanner.real + delta.x = scanner.real key = scanner.next() if key != IHREAL: huh() return False - deltay = scanner.real + delta.y = scanner.real # Check for zero movement - if deltax == 0 and deltay == 0: + if delta.x == 0 and delta.y == 0: scanner.chew() return False if itemp == "verbose" and not isprobe: skip(1) prout(_("Helmsman Sulu- \"Aye, Sir.\"")) # Course actually laid in. - game.dist = math.sqrt(deltax*deltax + deltay*deltay) - game.direc = math.atan2(deltax, deltay)*1.90985932 + game.dist = delta.distance() + game.direc = delta.bearing() if game.direc < 0.0: game.direc += 12.0 scanner.chew() @@ -4227,7 +4182,7 @@ def warp(timewarp): if game.warpfac > 6.0: # Decide if engine damage will occur # ESR: Seems wrong. Probability of damage goes *down* with distance? - prob = game.dist*square(6.0-game.warpfac)/66.666666666 + prob = game.dist*(6.0-game.warpfac)**2/66.666666666 if prob > randreal(): blooey = True game.dist = randreal(game.dist) @@ -4405,7 +4360,7 @@ 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(): @@ -4417,8 +4372,8 @@ def timwrp(): int(game.state.date-game.snapsht.date)) game.state = game.snapsht game.state.snap = False - if game.state.remcom: - schedule(FTBEAM, expran(game.intime/game.state.remcom)) + if len(game.state.kcmdr): + schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr))) schedule(FBATTAK, expran(0.3*game.intime)) schedule(FSNOVA, expran(0.5*game.intime)) # next snapshot will be sooner @@ -4429,7 +4384,7 @@ 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! @@ -4543,7 +4498,6 @@ def probe(): def mayday(): # yell for help from nearest starbase # There's more than one way to move in this game! - line = 0 scanner.chew() # Test for conditions which prevent calling for help if game.condition == "docked": @@ -4552,7 +4506,7 @@ 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: @@ -4564,16 +4518,15 @@ def mayday(): game.nhelp += 1 if game.base.x!=0: # There's one in this quadrant - ddist = distance(game.base, game.sector) + ddist = (game.base - game.sector).distance() else: ddist = FOREVER - for m in range(game.state.rembase): - xdist = QUADSIZE * distance(game.state.baseq[m], game.quadrant) + for ibq in game.state.baseq: + xdist = QUADSIZE * (ibq - game.quadrant).distance() if xdist < ddist: ddist = xdist - line = m # Since starbase not in quadrant, set up new quadrant - game.quadrant = game.state.baseq[line] + game.quadrant = ibq newqad(True) # dematerialize starship game.quad[game.sector.x][game.sector.y]=IHDOT @@ -4587,7 +4540,7 @@ def mayday(): # found one -- finish up game.sector = w break - if not is_valid(game.sector): + if not game.sector.is_valid(): prout(_("You have been lost in space...")) finish(FMATERIALIZE) return @@ -4671,7 +4624,7 @@ def abandon(): 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 @@ -4695,7 +4648,7 @@ def abandon(): game.nprobes = 0 # No probes prout(_("You are captured by Klingons and released to")) prout(_("the Federation in a prisoner-of-war exchange.")) - nb = randrange(game.state.rembase) + nb = randrange(len(game.state.baseq)) # Set up quadrant and position FQ adjacient to base if not game.quadrant == game.state.baseq[nb]: game.quadrant = game.state.baseq[nb] @@ -4764,7 +4717,7 @@ 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(" ") @@ -4786,7 +4739,7 @@ def orbit(): if damaged(DWARPEN) and damaged(DIMPULS): prout(_("Both warp and impulse engines damaged.")) return - if not is_valid(game.plnet) or abs(game.sector.x-game.plnet.x) > 1 or abs(game.sector.y-game.plnet.y) > 1: + if not game.plnet.is_valid() or abs(game.sector.x-game.plnet.x) > 1 or abs(game.sector.y-game.plnet.y) > 1: crmshp() prout(_(" not adjacent to planet.")) skip(1) @@ -5140,7 +5093,7 @@ def deathray(): 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'")) @@ -5233,23 +5186,23 @@ 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: @@ -5449,7 +5402,7 @@ 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 @@ -5536,8 +5489,8 @@ 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:")) @@ -5568,7 +5521,7 @@ def eta(): prout(_("Captain, certainly you can give me one of these.")) while True: scanner.chew() - ttime = (10.0*game.dist)/square(twarp) + ttime = (10.0*game.dist)/twarp**2 tpower = game.dist*twarp*twarp*twarp*(game.shldup+1) if tpower >= game.energy: prout(_("Insufficient energy, sir.")) @@ -5793,24 +5746,6 @@ def setup(): quad.starbase = False quad.supernova = False quad.status = "secure" - # Initialize times for extraneous events - schedule(FSNOVA, expran(0.5 * game.intime)) - schedule(FTBEAM, expran(1.5 * (game.intime / game.state.remcom))) - schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot - schedule(FBATTAK, expran(0.3*game.intime)) - unschedule(FCDBAS) - if game.state.nscrem: - schedule(FSCMOVE, 0.2777) - else: - unschedule(FSCMOVE) - unschedule(FSCDBAS) - unschedule(FDSPROB) - if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD: - schedule(FDISTR, expran(1.0 + game.intime)) - else: - unschedule(FDISTR) - unschedule(FENSLV) - unschedule(FREPRO) # Starchart is functional but we've never seen it game.lastchart = FOREVER # Put stars in the galaxy @@ -5832,7 +5767,7 @@ def setup(): # so it did them in the opposite order. for j in range(1, i): # Improved placement algorithm to spread out bases - distq = w.distance(game.state.baseq[j]) + distq = (w - game.state.baseq[j]).distance() if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75): contflag = True if idebug: @@ -5843,7 +5778,7 @@ def setup(): prout("=== Saving base #%d, close to #%d" % (i, j)) if not contflag: break - game.state.baseq[i] = w + game.state.baseq.append(w) game.state.galaxy[w.x][w.y].starbase = True game.state.chart[w.x][w.y].starbase = True # Position ordinary Klingon Battle Cruisers @@ -5866,7 +5801,7 @@ def setup(): if krem <= 0: break # Position Klingon Commander Ships - for i in range(1, game.incom+1): + for i in range(game.incom): while True: w = randplace(GALSIZE) if (game.state.galaxy[w.x][w.y].klingons or withprob(0.25)) and \ @@ -5875,7 +5810,7 @@ def setup(): not w in game.state.kcmdr[:i]: break game.state.galaxy[w.x][w.y].klingons += 1 - game.state.kcmdr[i] = w + game.state.kcmdr.append(w) # Locate planets in galaxy for i in range(game.inplan): while True: @@ -5883,7 +5818,7 @@ def setup(): 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 @@ -5907,10 +5842,28 @@ def setup(): if game.state.nscrem > 0: while True: w = randplace(GALSIZE) - if not game.state.galaxy[w.x][w.y].supernova and game.state.galaxy[w.x][w.y].klingons <= MAXKLQUAD: + if not welcoming(w): break game.state.kscmdr = w game.state.galaxy[w.x][w.y].klingons += 1 + # Initialize times for extraneous events + schedule(FSNOVA, expran(0.5 * game.intime)) + schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr)))) + schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot + schedule(FBATTAK, expran(0.3*game.intime)) + unschedule(FCDBAS) + if game.state.nscrem: + schedule(FSCMOVE, 0.2777) + else: + unschedule(FSCMOVE) + unschedule(FSCDBAS) + unschedule(FDSPROB) + if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD: + schedule(FDISTR, expran(1.0 + game.intime)) + else: + unschedule(FDISTR) + unschedule(FENSLV) + unschedule(FREPRO) # Place thing (in tournament game, we don't want one!) global thing if game.tourn is None: @@ -5990,7 +5943,7 @@ def choose(): return True if scanner.sees("regular"): break - proutn(_("What is \"%s\"?"), scanner.token) + proutn(_("What is \"%s\"?") % scanner.token) scanner.chew() while game.length==0 or game.skill==SKILL_NONE: if scanner.next() == IHALPHA: @@ -6044,8 +5997,7 @@ def choose(): # Use parameters to generate initial values of things game.damfac = 0.5 * game.skill - game.state.rembase = randrange(BASEMIN, BASEMAX+1) - game.inbase = game.state.rembase + game.inbase = randrange(BASEMIN, BASEMAX+1) game.inplan = 0 if game.options & OPTION_PLANETS: game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1) @@ -6056,14 +6008,11 @@ def choose(): game.state.remtime = 7.0 * game.length game.intime = game.state.remtime game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15) - game.incom = int(game.skill + 0.0625*game.inkling*randreal()) - game.state.remcom = min(10, game.incom) - game.incom = game.state.remcom + game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal())) game.state.remres = (game.inkling+4*game.incom)*game.intime game.inresor = game.state.remres if game.inkling > 50: - game.state.rembase += 1 - game.inbase = game.state.rembase + game.state.inbase += 1 return False def dropin(iquad=None): @@ -6096,8 +6045,6 @@ def newqad(shutup): w = coord() game.justin = True game.klhere = 0 - game.comhere = False - game.ishere = False game.irhere = 0 game.iplnet = 0 game.neutz = False @@ -6125,12 +6072,11 @@ def newqad(shutup): for i in range(game.klhere): newkling() # If we need a commander, promote a Klingon - for i in range(game.state.remcom): - if game.state.kcmdr[i] == game.quadrant: + for cmdr in game.state.kcmdr: + if cmdr == game.quadrant: e = game.enemies[game.klhere-1] game.quad[e.kloc.x][e.kloc.y] = IHC e.kpower = randreal(950,1350) + 50.0*game.skill - game.comhere = True break # If we need a super-commander, promote a Klingon if game.quadrant == game.state.kscmdr: @@ -6138,7 +6084,6 @@ def newqad(shutup): game.quad[e.kloc.x][e.kloc.y] = IHS e.kpower = randreal(1175.0, 1575.0) + 125.0*game.skill game.iscate = (game.state.remkl > 1) - game.ishere = True # Put in Romulans if needed for i in range(game.klhere, len(game.enemies)): enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill) @@ -6571,7 +6516,7 @@ class sstscanner: self.real = 0.0 self.token = '' # Fill the token quue if nothing here - while self.inqueue == None: + while not self.inqueue: line = cgetline() if curwnd==prompt_window: clrscr() @@ -6616,7 +6561,7 @@ class sstscanner: return s.startswith(self.token) def int(self): # Round token value to nearest integer - return int(round(scanner.real + 0.5)) + return int(round(scanner.real)) def ja(): # yes-or-no confirmation