X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fsst.py;h=dff69d5235b98837f1d9530aaf557042992c6db9;hp=3f78e233d47ea7047d40c5cd11cb9943ae6cf4ac;hb=e216123ea61430150dab0ed9623b5cbf53071479;hpb=dc314dbf1be24f015f4e4cb33cd7c21ffa7eae7e diff --git a/src/sst.py b/src/sst.py index 3f78e23..dff69d5 100644 --- a/src/sst.py +++ b/src/sst.py @@ -172,8 +172,15 @@ 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 +import os,sys,math,curses,time,atexit,readline,cPickle,random,getopt,copy SSTDOC = "/usr/share/doc/sst/sst.doc" DOC_NAME = "sst.doc" @@ -193,6 +200,7 @@ MAXKLGAME = 127 MAXKLQUAD = 9 FULLCREW = 428 # BSD Trek was 387, that's wrong FOREVER = 1e30 +MAXBURST = 3 # 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)" % (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 @@ -424,7 +473,6 @@ class gamestate: 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) @@ -454,12 +502,11 @@ class gamestate: self.casual = 0 # causalties self.nhelp = 0 # calls for help self.nkinks = 0 # count of energy-barrier crossings - self.iplnet = 0 # planet # in quadrant + 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 @@ -538,28 +585,32 @@ 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, a1) + elif len(args) == 2: + v = args[0] + v*args[1] # returns from [a1, a2) + #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): +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 @@ -568,11 +619,11 @@ def tryexit(look, ienm, loccom, irun): 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 enemy.type == IHR: return False; # Romulans cannot escape! if not irun: # avoid intruding on another commander's territory - if ienm == IHC: + if enemy.type == IHC: for n in range(game.state.remcom): if game.state.kcmdr[n] == iq: return False @@ -580,28 +631,23 @@ def tryexit(look, ienm, loccom, irun): 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. # 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]) + game.condition == "docked": + crmena(True, enemy.type, "sector", enemy.kloc) 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] + # 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: + if enemy.type==IHS: game.ishere = False game.iscate = False game.ientesc = False @@ -657,7 +703,7 @@ 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): +def movebaddy(enemy): # tactical movement for the bad guys next = coord(); look = coord() irun = False @@ -666,18 +712,16 @@ def movebaddy(com, loccom, ienm): nbaddys = ((game.comhere*2 + game.ishere*2+game.klhere*1.23+game.irhere*1.5)/2.0) else: nbaddys = game.comhere + game.ishere - - dist1 = game.kdist[loccom] + 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): @@ -694,12 +738,12 @@ 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-square(randreal()))*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-square(randreal())) if idebug: proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces)) # don't move if no motion @@ -713,9 +757,9 @@ 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: @@ -725,35 +769,33 @@ 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 @@ -762,29 +804,29 @@ 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: @@ -797,21 +839,14 @@ 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: + if enemy.move(next): + if not damaged(DSRSENS) or game.condition == "docked": proutn("***") - cramen(ienm) - proutn(_(" from Sector %s") % com) - if game.kdist[loccom] < dist1: + cramen(enemy.type) + proutn(_(" from Sector %s") % enemy.kloc) + if enemy.kdist < dist1: proutn(_(" advances to ")) else: proutn(_(" retreats to ")) @@ -824,26 +859,22 @@ def moveklings(): # 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 + for enemy in game.enemies: + if enemy.type == IHC: + movebaddy(enemy) 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) + 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 @@ -869,26 +900,21 @@ def movescom(iq, avoid): 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 \ game.state.planets[i].crystals == "present": # destroy the planet game.state.planets[i].pclass = "destroyed" - game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = NOPLANET + game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = None if communicating(): announce() prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports")) @@ -946,7 +972,7 @@ def supercommander(): 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 @@ -986,14 +1012,14 @@ def supercommander(): 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") \ @@ -1011,55 +1037,50 @@ 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: + #print "Moving in X", delta + here.x += delta.x + if game.quad[here.kloc.x][here.y]==IHDOT: + game.tholian.move(here) + # move in y axis + while here.y != id.y: + #print "Moving in Y", delta + here.y += delta.y + if game.quad[here.x][here.y]==IHDOT: + game.tholian.move(here) # check to see if all holes plugged for i in range(QUADSIZE): if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT: @@ -1071,12 +1092,12 @@ 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 + game.tholian.move(None) + print "Tholian movement ends" return # Code from battle.c begins here @@ -1204,7 +1225,7 @@ 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. # @@ -1232,7 +1253,7 @@ 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 @@ -1240,28 +1261,28 @@ 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 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: + 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: + crmena(False, enemy.type, "sector", enemy.kloc) + if rammed: proutn(_(" (original position)")) skip(1) - deadkl(w, ienm, game.sector) + deadkl(enemy.kloc, enemy.type, game.sector) proutn("***") crmshp() prout(_(" heavily damaged.")) - icas = 10.0+20.0*random.random() + icas = randrange(10, 30) prout(_("***Sickbay reports %d casualties"), icas) game.casual += icas game.state.crew -= icas @@ -1270,12 +1291,12 @@ def ram(ibumpd, ienm, w): # 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 @@ -1285,18 +1306,18 @@ def ram(ibumpd, ienm, w): damagereport() else: finish(FWON) - return; + return -def torpedo(course, r, incoming, i, n): +def torpedo(course, dispersion, origin, number, nburst): # let a photon torpedo fly iquad = 0 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 + x = origin.x; y = origin.y w = coord(); jw = coord() w.x = w.y = jw.x = jw.y = 0 bigger = max(math.fabs(deltax), math.fabs(deltay)) @@ -1307,15 +1328,15 @@ def torpedo(course, r, incoming, i, n): else: setwnd(message_window) # Loop to move a single torpedo - for l in range(1, 15+1): + for step in range(1, 15+1): x += deltax - w.x = x + 0.5 + w.x = int(x + 0.5) y += deltay - w.y = y + 0.5 + w.y = int(y + 0.5) if not VALID_SECTOR(w.x, w.y): break iquad=game.quad[w.x][w.y] - tracktorpedo(w, l, i, n, iquad) + tracktorpedo(w, step, number, nburst, iquad) if iquad==IHDOT: continue # hit something @@ -1327,20 +1348,20 @@ def torpedo(course, r, incoming, i, n): proutn(_("Torpedo hits ")) crmshp() prout(".") - hit = 700.0 + 100.0*random.random() - \ - 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle)) + hit = 700.0 + randreal(100) - \ + 1000.0 * distance(w, origin) * 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: @@ -1353,39 +1374,39 @@ def torpedo(course, r, incoming, i, n): crmshp() shoved = True elif iquad in (IHC, IHS): # Hit a commander - if random.random() <= 0.05: - crmena(True, iquad, sector, w) + if withprob(0.05): + crmena(True, iquad, "sector", w) prout(_(" 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 == game.enemies[ll].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(e.kpower) + h1 = 700.0 + randrange(100) - \ + 1000.0 * distance(w, origin) * 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) # 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 @@ -1398,7 +1419,7 @@ 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 @@ -1417,12 +1438,12 @@ def torpedo(course, r, incoming, i, n): newcnd() return None elif iquad == IHP: # Hit a planet - crmena(True, iquad, sector, w) + crmena(True, iquad, "sector", w) prout(_(" destroyed.")) game.state.nplankl += 1 - game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET - game.state.planets[game.iplnet].pclass = destroyed - game.iplnet = 0 + game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None + game.iplnet.pclass = "destroyed" + game.iplnet = None invalidate(game.plnet) game.quad[w.x][w.y] = IHDOT if game.landed: @@ -1430,12 +1451,12 @@ def torpedo(course, r, incoming, i, n): finish(FDPLANET) return None elif iquad == IHW: # Hit an inhabited world -- very bad! - crmena(True, iquad, sector, w) + crmena(True, iquad, "sector", w) prout(_(" destroyed.")) game.state.nworldkl += 1 - game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET - game.state.planets[game.iplnet].pclass = destroyed - game.iplnet = 0 + game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None + game.iplnet.pclass = "destroyed" + game.iplnet = None invalidate(game.plnet) game.quad[w.x][w.y] = IHDOT if game.landed: @@ -1445,14 +1466,14 @@ 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: + crmena(True, IHSTAR, "sector", w) + prout(_(" 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) @@ -1468,13 +1489,12 @@ def torpedo(course, r, incoming, i, n): # 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) + crmena(True, IHBLANK, "sector", w) prout(_(" swallows torpedo.")) return None elif iquad == IHWEB: # hit the web @@ -1482,29 +1502,28 @@ def torpedo(course, r, incoming, i, n): 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 * distance(w, origin) * 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: + 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) + crmena(True, iquad, "sector", w) skip(1) return None break @@ -1514,9 +1533,9 @@ 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 = distance(game.sector,game.enemies[ll].kloc) + game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) return None skip(1) prout(_("Torpedo missed.")) @@ -1524,12 +1543,9 @@ def torpedo(course, r, incoming, i, n): 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()): + 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 = [] @@ -1540,19 +1556,16 @@ 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() + skipcount += 1 + if i < len(cdam)-1: + proutn(_(" and ")) prout(_(" damaged.")) if damaged(DSHIELD) and game.shldup: prout(_("***Shields knocked down.")) @@ -1560,91 +1573,78 @@ 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; + # torps_ok == False forces use of phasers in an attack + 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 if game.alldone: return - if idebug: prout("=== ATTACK!") - - # Tholian gewts to move before attacking - if game.ithere: + # Tholian gets to move before attacking + 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: 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 = 0.8 + randreal(0.5) + 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) + 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) + 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) + 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: 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 @@ -1675,7 +1675,7 @@ def attack(torps_ok): crmshp() if not damaged(DSRSENS) and usephasers: proutn(_(" from ")) - crmena(False, iquad, where, jay) + crmena(False, enemy.type, where, enemy.kloc) skip(1) # Decide if hit is critical if hit > hitmax: @@ -1689,8 +1689,6 @@ 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 @@ -1708,7 +1706,7 @@ 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) @@ -1716,90 +1714,74 @@ 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 # Added mv to allow enemy to "move" before dying - - crmena(True, type, sector, mv) + 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.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)) + 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.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: 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): +def targetcheck(w): # Return None if target is invalid - if not VALID_SECTOR(x, y): + 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) + deltx = 0.1*(w.y - game.sector.y) + delty = 0.1*(w.x - game.sector.x) if deltx==0 and delty== 0: skip(1) prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,")) @@ -1810,7 +1792,8 @@ def targetcheck(x, y): return 1.90985932*math.atan2(deltx, delty) def photon(): - # launch photon torpedo + # launch photon torpedo + course = [0.0] * MAXBURST game.ididit = False if damaged(DPHOTON): prout(_("Photon tubes damaged.")) @@ -1827,88 +1810,91 @@ def photon(): return elif key == IHEOL: prout(_("%d torpedoes left.") % game.torps) + chew() proutn(_("Number of torpedoes to fire- ")) key = scan() else: # key == IHREAL { - n = aaitem + 0.5 + n = int(round(aaitem + 0.5)) if n <= 0: # abort command chew() return - if n > 3: + if n > MAXBURST: chew() - prout(_("Maximum of 3 torpedoes per burst.")) + prout(_("Maximum of %d torpedoes per burst.") % MAXBURST) key = IHEOL return if n <= game.torps: break chew() key = IHEOL - for i in range(1, n+1): + targ = [] + for i in range(MAXBURST): + targ.append(coord()) + for i in range(n): key = scan() - if i==1 and key == IHEOL: + if i==0 and key == IHEOL: break; # we will try prompting - if i==2 and key == IHEOL: + if i==1 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] + targ[i] = targ[0] + course[i] = course[0] i += 1 break if key != IHREAL: huh() return - targ[i][1] = aaitem + targ[i].x = aaitem key = scan() if key != IHREAL: huh() return - targ[i][2] = aaitem - course[i] = targetcheck(targ[i][1], targ[i][2]) + targ[i].y = aaitem + course[i] = targetcheck(targ[i]) if course[i] == None: return chew() if i == 1 and key == IHEOL: # prompt for each one - for i in range(1, n+1): - proutn(_("Target sector for torpedo number %d- ") % i) + for i in range(n): + proutn(_("Target sector for torpedo number %d- ") % (i+1)) key = scan() if key != IHREAL: huh() return - targ[i][1] = int(aaitem-0.5) + targ[i].x = int(aaitem-0.5) key = scan() if key != IHREAL: huh() return - targ[i][2] = int(aaitem-0.5) + targ[i].y = int(aaitem-0.5) chew() - course[i] = targetcheck(targ[i][1], targ[i][2]) + course[i] = targetcheck(targ[i]) if course[i] == 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(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: @@ -1917,16 +1903,15 @@ def photon(): def overheat(rpow): # 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 - skip(1) - if random.random() < 0.998: + if withprob(0.998): prout(_("Shields lowered.")) return False # Something bad has happened @@ -1944,7 +1929,7 @@ 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: @@ -1960,26 +1945,25 @@ 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) @@ -1988,8 +1972,7 @@ def hittem(hits): proutn(_("Very small hit on ")) ienm = game.quad[w.x][w.y] if ienm==IHQUEST: - global iqengry - iqengry = True + thing.angry = True crmena(False, ienm, "sector", w) skip(1) if kpow == 0: @@ -1998,26 +1981,25 @@ def hittem(hits): 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 + 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": @@ -2039,13 +2021,13 @@ def phasers(): return prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\"")) ifast = True - - # Original code so convoluted, I re-did it all + # 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() if key == IHALPHA: if isit("manual"): - if game.nenhere==0: + if len(game.enemies)==0: prout(_("There is no enemy present to select.")) chew() key = IHEOL @@ -2054,10 +2036,10 @@ def phasers(): automode = "MANUAL" key = scan() elif isit("automatic"): - if (not itarg) and game.nenhere != 0: + if (not itarg) and len(game.enemies) != 0: automode = "FORCEMAN" else: - if game.nenhere==0: + if len(game.enemies)==0: prout(_("Energy will be expended into space.")) automode = "AUTOMATIC" key = scan() @@ -2067,7 +2049,7 @@ def phasers(): 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: @@ -2076,13 +2058,14 @@ 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? ")) + chew() avail = game.energy if ifast: avail -= 200.0 @@ -2090,14 +2073,14 @@ def phasers(): if key == IHALPHA and isit("no"): no = True key = scan() - if key != IHREAL and game.nenhere != 0: + if key != IHREAL and len(game.enemies) != 0: prout(_("Phasers locked on target. Energy available: %.2f")%avail) irec=0 while True: chew() if not kz: - for i in range(game.nenhere): - 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() @@ -2126,15 +2109,15 @@ def phasers(): 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]: @@ -2147,9 +2130,9 @@ 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: @@ -2169,16 +2152,16 @@ 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): + if damaged(DSRSENS) and \ + not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS): cramen(ienm) prout(_(" can't be located without short range scan.")) chew() @@ -2189,7 +2172,7 @@ def phasers(): if key == IHEOL: 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): @@ -2198,7 +2181,7 @@ def phasers(): proutn("??") proutn(") ") proutn(_("units to fire at ")) - crmena(False, ienm, sector, aim) + crmena(False, ienm, "sector", aim) proutn("- ") key = scan() if key == IHALPHA and isit("no"): @@ -2245,7 +2228,7 @@ 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!")) @@ -2263,8 +2246,6 @@ def phasers(): # only have one FDISTR/FENSLV/FREPRO sequence going at any given time # BSD Trek, from which we swiped the idea, can have up to 5. -import math - def unschedule(evtype): # remove an event from the schedule game.future[evtype].date = FOREVER @@ -2296,7 +2277,6 @@ def cancelrest(): game.resting = False game.optime = 0.0 return True - return False def events(): @@ -2307,9 +2287,8 @@ def events(): w = coord(); hold = coord() ev = event(); ev2 = event() - def tractorbeam(): + def tractorbeam(yank): # tractor beaming cases merge here - yank = math.sqrt(yank) announce() game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5) skip(1) @@ -2326,14 +2305,14 @@ 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] @@ -2346,14 +2325,14 @@ def events(): 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) # Adjust finish time to time of tractor beaming fintim = game.state.date+game.optime - attack(False) + attack(torps_ok=False) if game.state.remcom <= 0: unschedule(FTBEAM) else: @@ -2488,27 +2467,25 @@ 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(distance(game.state.kscmdr, game.quadrant)) else: return elif evcode == FTBEAM: # Tractor beam if game.state.remcom == 0: unschedule(FTBEAM) continue - i = random.random()*game.state.remcom+1.0 - yank = square(game.state.kcmdr[i].x-game.quadrant.x) + square(game.state.kcmdr[i].y-game.quadrant.y) + i = randrange(game.state.remcom) + yank = distance(game.state.kcmdr[i], game.quadrant) 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)) 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 @@ -2533,7 +2510,7 @@ def events(): 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) @@ -2543,10 +2520,9 @@ 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 @@ -2627,9 +2603,9 @@ def events(): # supernova'ed, and which has some Klingons in it w = randplace(GALSIZE) q = game.state.galaxy[w.x][w.y] - if not (game.quadrant == w or q.planet == NOPLANET or \ - not game.state.planets[q.planet].inhabited or \ - q.supernova or q.status!=secure or q.klingons<=0): + 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): break else: # can't seem to find one; ignore this call @@ -2701,7 +2677,7 @@ def events(): 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 @@ -2711,7 +2687,7 @@ def events(): prout(_("launched a warship from %s.") % q.planet) else: prout(_("Uhura- Starfleet reports increased Klingon activity")) - if q.planet != NOPLANET: + if q.planet != None: proutn(_("near %s") % q.planet) prout(_("in Quadrant %s.") % w) @@ -2730,13 +2706,11 @@ def wait(): origTime = delay = aaitem if delay <= 0.0: return - if delay >= game.state.remtime or game.nenhere != 0: + if delay >= game.state.remtime or len(game.enemies) != 0: proutn(_("Are you sure? ")) if ja() == False: return - # Alternate resting periods (events) with attacks - game.resting = True while True: if delay <= 0: @@ -2745,13 +2719,13 @@ 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() @@ -2778,146 +2752,129 @@ def wait(): def nova(nov): # 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) + crmena(False, IHSTAR, "sector", nov) prout(_(" 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) + 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 = NOPLANET - game.state.nplankl += 1 - crmena(True, IHP, sector, scratch) - prout(_(" destroyed.")) - game.state.planets[game.iplnet].pclass = destroyed - game.iplnet = 0 - 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 + crmena(True, iquad, "sector", neighbor) + prout(_(" destroyed.")) + game.iplnet.pclass = "destroyed" + game.iplnet = None + invalidate(game.plnet) + 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.basekl += 1 + newcnd() + crmena(True, IHB, "sector", neighbor) + prout(_(" 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] + crmena(True, iquad, "sector", neighbor) + 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(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: @@ -2925,7 +2882,7 @@ def nova(nov): game.optime = 10.0*game.dist/16.0 skip(1) prout(_("Force of nova displaces starship.")) - imove(True) + imove(novapush=True) game.optime = 10.0*game.dist/16.0 return @@ -2933,7 +2890,6 @@ def supernova(induced, w=None): # star goes supernova num = 0; npdead = 0 nq = coord() - if w != None: nq = w else: @@ -2946,7 +2902,7 @@ def supernova(induced, w=None): stars += game.state.galaxy[nq.x][nq.y].stars if stars == 0: return # nothing to supernova exists - num = random.random()*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 @@ -2958,7 +2914,6 @@ def supernova(induced, w=None): proutn("=== Super nova here?") if ja() == True: nq = game.quadrant - if not nq == game.quadrant or game.justin: # it isn't here, or we just entered (treat as enroute) if communicating(): @@ -2968,7 +2923,7 @@ def supernova(induced, w=None): else: ns = coord() # we are in the quadrant! - num = random.random()* 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: @@ -2977,7 +2932,6 @@ def supernova(induced, w=None): break if num==0: break - skip(1) prouts(_("***RED ALERT! RED ALERT!")) skip(1) @@ -3017,7 +2971,7 @@ def supernova(induced, w=None): # Destroy planets for loop in range(game.inplan): if game.state.planets[loop].w == nq: - game.state.planets[loop].pclass = destroyed + game.state.planets[loop].pclass = "destroyed" npdead += 1 # Destroy any base in supernovaed quadrant if game.state.rembase: @@ -3086,7 +3040,7 @@ 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() @@ -3101,18 +3055,24 @@ def kaboom(): 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 + game.state.remcom + game.state.nscrem) + return (starting - remaining)/elapsed def badpoints(): "Compute demerits." @@ -3129,7 +3089,6 @@ def badpoints(): badpt += 200.0 return badpt - def finish(ifin): # end the game, with appropriate notfications igotit = False @@ -3223,7 +3182,7 @@ def finish(ifin): elif ifin == FBATTLE: proutn(_("The ")) crmshp() - prout(_("has been destroyed in battle.")) + prout(_(" has been destroyed in battle.")) skip(1) prout(_("Dulce et decorum est pro patria mori.")) elif ifin == FNEG3: @@ -3318,10 +3277,10 @@ def finish(ifin): if (game.state.remkl + game.state.remcom + 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(): + 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!")) @@ -3340,7 +3299,6 @@ def finish(ifin): 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: timused = 5.0 @@ -3439,7 +3397,6 @@ def plaque(): winner = cgetline() # The 38 below must be 64 for 132-column paper nskip = 38 - len(winner)/2 - fp.write("\n\n\n\n") # --------DRAW ENTERPRISE PICTURE. fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" ) @@ -3516,7 +3473,7 @@ 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: @@ -3541,6 +3498,7 @@ 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) @@ -3552,9 +3510,16 @@ 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() @@ -3625,13 +3590,15 @@ def prout(line): def prouts(line): "print slowly!" for c in line: - curses.delay_output(30) + 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() - curses.delay_output(300) + if not replayfp or replayfp.closed: + time.sleep(0.03) def cgetline(): "Get a line of input." @@ -3640,9 +3607,17 @@ 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 @@ -3668,53 +3643,12 @@ 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: curwnd.attron(curses.A_REVERSE) -def commandhook(cmd, before): - pass - # # Things past this point have policy implications. # @@ -3734,11 +3668,11 @@ def drawmaps(mode): setwnd(report_window) report_window.clear() report_window.move(0, 0) - status(0) + status() 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." @@ -3754,7 +3688,7 @@ def boom(w): srscan_window.attron(curses.A_REVERSE) put_srscan_sym(w, game.quad[w.x][w.y]) #sound(500) - #delay(1000) + #time.sleep(1.0) #nosound() srscan_window.attroff(curses.A_REVERSE) put_srscan_sym(w, game.quad[w.x][w.y]) @@ -3773,40 +3707,40 @@ def warble(): #nosound() pass -def tracktorpedo(w, l, i, n, iquad): +def tracktorpedo(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) 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) - curses.delay_output(400) + time.sleep(0.4) if (iquad==IHDOT) or (iquad==IHBLANK): put_srscan_sym(w, '+') - #sound(l*10) - #curses.delay_output(100) + #sound(step*10) + #time.sleep(0.1) #nosound() put_srscan_sym(w, iquad) else: curwnd.attron(curses.A_REVERSE) put_srscan_sym(w, iquad) #sound(500) - #curses.delay_output(1000) + #time.sleep(1.0) #nosound() 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." @@ -3825,8 +3759,8 @@ def prstat(txt, data): skip(1) setwnd(status_window) else: - proutn(" " * NSYM - len(tx)) - vproutn(data) + proutn(" " * (NSYM - len(txt))) + proutn(data) skip(1) if game.options & OPTION_CURSES: setwnd(report_window) @@ -3839,27 +3773,25 @@ def imove(novapush): trbeam = False def no_quad_change(): - # No quadrant change -- compute new avg enemy distances + # 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 len(game.enemies): + for m in range(len(game.enemies)): + finald = distance(w, game.enemies[m].kloc) + game.enemies[m].kavgd = 0.5 * (finald+game.enemies[m].kdist) + game.enemies[m].kdist = finald + game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: - attack(False) - for m in range(game.nenhere): - game.kavgd[m] = game.kdist[m] + attack(torps_ok=False) + for m in range(len(game.enemies)): + game.enemies[m].kavgd = game.enemies[m].kdist newcnd() drawmaps(0) setwnd(message_window) - w.x = w.y = 0 if game.inorbit: prout(_("Helmsman Sulu- \"Leaving standard orbit.\"")) game.inorbit = False - angle = ((15.0 - game.direc) * 0.5235988) deltax = -math.sin(angle) deltay = math.cos(angle) @@ -3867,10 +3799,8 @@ def imove(novapush): bigger = math.fabs(deltax) else: bigger = math.fabs(deltay) - deltay /= bigger deltax /= bigger - # If tractor beam is to occur, don't move full distance if game.state.date+game.optime >= scheduled(FTBEAM): trbeam = True @@ -3881,57 +3811,55 @@ def imove(novapush): game.quad[game.sector.x][game.sector.y] = IHDOT x = game.sector.x y = game.sector.y - n = 10.0*game.dist*bigger+0.5 - + n = int(10.0*game.dist*bigger+0.5) if n > 0: for m in range(1, n+1): x += deltax y += deltay - w.x = x + 0.5 - w.y = y + 0.5 + w.x = int(round(x)) + w.y = int(round(y)) 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 m in range(len(game.enemies)): + finald = distance(w, game.enemies[m].kloc) + game.enemies[m].kavgd = 0.5 * (finald + game.enemies[m].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 - x = QUADSIZE*(game.quadrant.x-1)+game.sector.x - y = QUADSIZE*(game.quadrant.y-1)+game.sector.y - w.x = x+10.0*game.dist*bigger*deltax+0.5 - w.y = y+10.0*game.dist*bigger*deltay+0.5 + x = (QUADSIZE*game.quadrant.x)+game.sector.x + y = (QUADSIZE*game.quadrant.y)+game.sector.y + w.x = int(round(x+10.0*game.dist*bigger*deltax)) + w.y = int(round(y+10.0*game.dist*bigger*deltay)) # check for edge of galaxy kinks = 0 while True: - kink = 0 - if w.x <= 0: - w.x = -w.x + 1 - kink = 1 - if w.y <= 0: - w.y = -w.y + 1 - kink = 1 - if w.x > GALSIZE*QUADSIZE: - w.x = (GALSIZE*QUADSIZE*2)+1 - w.x - kink = 1 - if w.y > GALSIZE*QUADSIZE: - w.y = (GALSIZE*QUADSIZE*2)+1 - w.y - kink = 1 + kink = False + if w.x < 0: + w.x = -w.x + kink = True + if w.y < 0: + w.y = -w.y + kink = True + if w.x >= GALSIZE*QUADSIZE: + w.x = (GALSIZE*QUADSIZE*2) - w.x + kink = True + if w.y >= GALSIZE*QUADSIZE: + w.y = (GALSIZE*QUADSIZE*2) - w.y + kink = True if kink: - kinks = 1 - if not kink: - break - + kinks += 1 + else: + break if kinks: game.nkinks += 1 if game.nkinks == 3: @@ -3945,25 +3873,28 @@ def imove(novapush): # Compute final position in new quadrant if trbeam: # Don't bother if we are to be beamed return - game.quadrant.x = (w.x+(QUADSIZE-1))/QUADSIZE - game.quadrant.y = (w.y+(QUADSIZE-1))/QUADSIZE - game.sector.x = w.x - QUADSIZE*(game.quadrant.x-1) - game.sector.y = w.y - QUADSIZE*(game.quadrant.y-1) + game.quadrant.x = w.x/QUADSIZE + game.quadrant.y = w.y/QUADSIZE + game.sector.x = w.x - (QUADSIZE*game.quadrant.x) + game.sector.y = w.y - (QUADSIZE*game.quadrant.y) skip(1) prout(_("Entering Quadrant %s.") % game.quadrant) game.quad[game.sector.x][game.sector.y] = game.ship newqad(False) 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): + 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) @@ -3982,7 +3913,7 @@ 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) @@ -4042,8 +3973,7 @@ def dock(verbose): prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\"")) attackreport(False) game.iseenit = True - -# + # This program originally required input in terms of a (clock) # direction and distance. Somewhere in history, it was changed to # cartesian coordinates. So we need to convert. Probably @@ -4051,25 +3981,20 @@ def dock(verbose): # pain if the computer isn't working! Manual mode is still confusing # because it involves giving x and y motions, yet the coordinates # are always displayed y - x, where +y is downward! -# -def getcd(isprobe, akey): - # get course and distance - irowq=game.quadrant.x; icolq=game.quadrant.y; key=0 +def getcourse(isprobe, akey): + # get course and distance + key = 0 + dquad = copy.copy(game.quadrant) navmode = "unspecified" itemp = "curt" - incr = coord() + dsect = coord() iprompt = False - - # Get course direction and distance. If user types bad values, return - # with DIREC = -1.0. - game.direc = -1.0 - if game.landed and not isprobe: prout(_("Dummy! You can't leave standard orbit until you")) proutn(_("are back aboard the ship.")) chew() - return + return False while navmode == "unspecified": if damaged(DNAVSYS): if isprobe: @@ -4086,7 +4011,6 @@ def getcd(isprobe, akey): akey = -1 else: key = scan() - if key == IHEOL: proutn(_("Manual or automatic- ")) iprompt = True @@ -4103,7 +4027,7 @@ def getcd(isprobe, akey): else: huh() chew() - return + return False else: # numeric if isprobe: prout(_("(Manual navigation assumed.)")) @@ -4111,7 +4035,6 @@ def getcd(isprobe, akey): prout(_("(Manual movement assumed.)")) navmode = "manual" break - if navmode == "automatic": while key == IHEOL: if isprobe: @@ -4121,52 +4044,53 @@ def getcd(isprobe, akey): chew() iprompt = True key = scan() - if key != IHREAL: huh() - return - xi = int(aaitem-0.05) + return False + xi = int(round(aaitem))-1 key = scan() if key != IHREAL: huh() - return - xj = int(aaitem-0.5) + return False + xj = int(round(aaitem))-1 key = scan() if key == IHREAL: # both quadrant and sector specified - xk = aaitem + xk = int(round(aaitem))-1 key = scan() if key != IHREAL: huh() - return - xl = aaitem - - irowq = xi + 0.5 - icolq = xj + 0.5 - incr.y = xk + 0.5 - incr.x = xl + 0.5 + return False + xl = int(round(aaitem))-1 + dquad.x = xi + dquad.y = xj + dsect.y = xk + dsect.x = xl else: + # only one pair of numbers was specified if isprobe: # only quadrant specified -- go to center of dest quad - irowq = xi + 0.5 - icolq = xj + 0.5 - incr.y = incr.x = 5 + dquad.x = xi + dquad.y = xj + dsect.y = dsect.x = 4 # preserves 1-origin behavior else: - incr.y = xi + 0.5 - incr.x = xj + 0.5 + # only sector specified + dsect.y = xi + dsect.x = xj itemp = "normal" - if not VALID_QUADRANT(icolq,irowq) or not VALID_SECTOR(incr.x,incr.y): + if not VALID_QUADRANT(dquad.y,dquad.x) or not VALID_SECTOR(dsect.x,dsect.y): huh() - return + return False skip(1) if not isprobe: if itemp > "curt": if iprompt: - prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % incr) + prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect) else: prout(_("Ensign Chekov- \"Course laid in, Captain.\"")) - deltax = icolq - game.quadrant.y + 0.1*(incr.x-game.sector.y) - deltay = game.quadrant.x - irowq + 0.1*(game.sector.x-incr.y) + # 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) else: # manual while key == IHEOL: proutn(_("X and Y displacements- ")) @@ -4176,26 +4100,27 @@ def getcd(isprobe, akey): itemp = "verbose" if key != IHREAL: huh() - return + return False deltax = aaitem key = scan() if key != IHREAL: huh() - return + return False deltay = aaitem # Check for zero movement if deltax == 0 and deltay == 0: chew() - return + 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 if game.direc < 0.0: game.direc += 12.0 chew() - return + return True def impulse(): # move under impulse power @@ -4206,13 +4131,11 @@ def impulse(): prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\"")) return if game.energy > 30.0: - getcd(False, 0) - if game.direc == -1.0: + if not getcourse(isprobe=False, akey=0): return power = 20.0 + 100.0*game.dist else: power = 30.0 - if power >= game.energy: # Insufficient power for trip skip(1) @@ -4235,7 +4158,7 @@ def impulse(): if ja() == False: return # Activate impulse engines and pay the cost - imove(False) + imove(novapush=False) game.ididit = True if game.alldone: return @@ -4262,12 +4185,9 @@ def warp(timewarp): prout(_("Engineer Scott- \"Sorry, Captain. Until this damage")) prout(_(" is repaired, I can only give you warp 4.\"")) return - - # Read in course and distance - getcd(False, 0) - if game.direc == -1.0: + # Read in course and distance + if not getcourse(isprobe=False, akey=0): return - # Make sure starship has enough energy for the trip power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1) if power >= game.energy: @@ -4305,13 +4225,14 @@ 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*square(6.0-game.warpfac)/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 @@ -4344,10 +4265,8 @@ def warp(timewarp): if game.quad[ix][iy] != IHDOT: blooey = False twarp = False - - # Activate Warp Engines and pay the cost - imove(False) + imove(novapush=False) if game.alldone: return game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1) @@ -4357,7 +4276,7 @@ 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.")) @@ -4408,7 +4327,6 @@ def setwarp(): def atover(igrab): # cope with being tossed out of quadrant by supernova or yanked by beam - chew() # is captain on planet? if game.landed: @@ -4420,7 +4338,7 @@ 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 @@ -4428,20 +4346,18 @@ 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.")) game.icrystl = True if igrab: return - # Check to see if captain in shuttle craft if game.icraft: finish(FSTRACTOR) if game.alldone: return - # Inform captain of attempt to reach safety skip(1) while True: @@ -4465,16 +4381,16 @@ 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) @@ -4495,7 +4411,7 @@ def atover(igrab): def timwrp(): # 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)) @@ -4536,7 +4452,7 @@ def timwrp(): 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) @@ -4570,7 +4486,6 @@ def probe(): prout(_("Uhura- \"The previous probe is still reporting data, Sir.\"")) return key = scan() - if key == IHEOL: # slow mode, so let Kirk know how many probes there are left if game.nprobes == 1: @@ -4580,7 +4495,6 @@ def probe(): proutn(_("Are you sure you want to fire a probe? ")) if ja() == False: return - game.isarmed = False if key == IHALPHA and citem == "armed": game.isarmed = True @@ -4588,8 +4502,7 @@ def probe(): elif key == IHEOL: proutn(_("Arm NOVAMAX warhead? ")) game.isarmed = ja() - getcd(True, key) - if game.direc == -1.0: + if not getcourse(isprobe=True, akey=key): return game.nprobes -= 1 angle = ((15.0 - game.direc) * 0.5235988) @@ -4599,7 +4512,6 @@ def probe(): bigger = math.fabs(game.probeinx) else: bigger = math.fabs(game.probeiny) - game.probeiny /= bigger game.probeinx /= bigger game.proben = 10.0*game.dist*bigger +0.5 @@ -4632,7 +4544,6 @@ def mayday(): # yell for help from nearest starbase # There's more than one way to move in this game! line = 0 - chew() # Test for conditions which prevent calling for help if game.condition == "docked": @@ -4671,12 +4582,10 @@ def mayday(): prout(_(" dematerializes.")) game.sector.x=0 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 + w = game.base.scatter() if VALID_SECTOR(ix,iy) and game.quad[ix][iy]==IHDOT: # found one -- finish up - game.sector.x=ix - game.sector.y=iy + game.sector = w break if not is_valid(game.sector): prout(_("You have been lost in space...")) @@ -4691,13 +4600,13 @@ def mayday(): 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 @@ -4706,9 +4615,9 @@ 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!\"")) @@ -4771,7 +4680,7 @@ def abandon(): if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP): prout(_("Remainder of ship's complement beam down")) prout(_("to nearest habitable planet.")) - elif q.planet != NOPLANET and not damaged(DTRANSP): + elif q.planet != None and not damaged(DTRANSP): prout(_("Remainder of ship's complement beam down to %s.") % q.planet) else: @@ -4786,7 +4695,7 @@ 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 = random.random()*game.state.rembase+1 + nb = randrange(game.state.rembase) # Set up quadrant and position FQ adjacient to base if not game.quadrant == game.state.baseq[nb]: game.quadrant = game.state.baseq[nb] @@ -4796,8 +4705,7 @@ def abandon(): # 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 @@ -4848,7 +4756,7 @@ def survey(): prout(_("Spock- \"Planet report follows, Captain.\"")) skip(1) for i in range(game.inplan): - if game.state.planets[i].pclass == destroyed: + if game.state.planets[i].pclass == "destroyed": continue if (game.state.planets[i].known != "unknown" \ and not game.state.planets[i].inhabited) \ @@ -4883,12 +4791,12 @@ def orbit(): prout(_(" 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 @@ -4899,23 +4807,26 @@ def sensor(): if game.options & OPTION_TTY: prout(_("Short range sensors damaged.")) return - if not is_valid(game.plnet): + if game.iplnet == None: if game.options & OPTION_TTY: prout(_("Spock- \"No planet in this quadrant, Captain.\"")) return - if game.state.planets[game.iplnet].known == "unknown": + if game.iplnet.known == "unknown": prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant) skip(1) prout(_(" Planet at Sector %s is of class %s.") % - (sector,game.plnet, game.state.planets[game.iplnet])) - if game.state.planets[game.iplnet].known=="shuttle_down": + (game.plnet, game.iplnet.pclass)) + if game.iplnet.known=="shuttle_down": prout(_(" Sensors show Galileo still on surface.")) proutn(_(" Readings indicate")) - if game.state.planets[game.iplnet].crystals != present: + if game.iplnet.crystals != "present": proutn(_(" no")) prout(_(" dilithium crystals present.\"")) - if game.state.planets[game.iplnet].known == "unknown": - game.state.planets[game.iplnet].known = "known" + if game.iplnet.known == "unknown": + game.iplnet.known = "known" + elif game.iplnet.inhabited: + prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name) + prout(_(" is located at Sector %s, Captain.\"") % game.plnet) def beam(): # use the transporter @@ -4924,7 +4835,7 @@ def beam(): skip(1) if damaged(DTRANSP): prout(_("Transporter damaged.")) - if not damaged(DSHUTTL) and (game.state.planets[game.iplnet].known=="shuttle_down" or game.iscraft == "onship"): + if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"): skip(1) proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" ")) if ja() == True: @@ -4937,12 +4848,12 @@ def beam(): if game.shldup: prout(_("Impossible to transport through shields.")) return - if game.state.planets[game.iplnet].known=="unknown": + if game.iplnet.known=="unknown": prout(_("Spock- \"Captain, we have no information on this planet")) prout(_(" and Starfleet Regulations clearly state that in this situation")) prout(_(" you may not go down.\"")) return - if not game.landed and game.state.planets[game.iplnet].crystals==absent: + if not game.landed and game.iplnet.crystals=="absent": prout(_("Spock- \"Captain, I fail to see the logic in")) prout(_(" exploring a planet with no dilithium crystals.")) proutn(_(" Are you sure this is wise?\" ")) @@ -4959,7 +4870,7 @@ def beam(): prout(_("Engineering to bridge--")) prout(_(" Captain, we have enough energy only to transport you down to")) prout(_(" the planet, but there wouldn't be an energy for the trip back.")) - if game.state.planets[game.iplnet].known == "shuttle_down": + if game.iplnet.known == "shuttle_down": prout(_(" Although the Galileo shuttle craft may still be on a surface.")) proutn(_(" Are you sure this is wise?\" ")) if ja() == False: @@ -4967,7 +4878,7 @@ def beam(): return if game.landed: # Coming from planet - if game.state.planets[game.iplnet].known=="shuttle_down": + if game.iplnet.known=="shuttle_down": proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" ")) if ja() == True: chew() @@ -4990,7 +4901,7 @@ 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.\"")) @@ -5001,7 +4912,7 @@ def beam(): game.energy -= nrgneed skip(2) prout(_("Transport complete.")) - if game.landed and game.state.planets[game.iplnet].known=="shuttle_down": + if game.landed and game.iplnet.known=="shuttle_down": prout(_("The shuttle craft Galileo is here!")) if not game.landed and game.imine: game.icrystl = True @@ -5016,10 +4927,10 @@ def mine(): if not game.landed: prout(_("Mining party not on planet.")) return - if game.state.planets[game.iplnet].crystals == mined: + if game.iplnet.crystals == "mined": prout(_("This planet has already been strip-mined for dilithium.")) return - elif game.state.planets[game.iplnet].crystals == absent: + elif game.iplnet.crystals == "absent": prout(_("No dilithium crystals on this planet.")) return if game.imine: @@ -5031,11 +4942,11 @@ def mine(): skip(1) prout(_("there's no reason to mine more at this time.")) return - game.optime = (0.1+0.2*random.random())*game.state.planets[game.iplnet].pclass + game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L")) if consumeTime(): return prout(_("Mining operation complete.")) - game.state.planets[game.iplnet].crystals = mined + game.iplnet.crystals = "mined" game.imine = game.ididit = True def usecrystals(): @@ -5066,7 +4977,7 @@ 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********************************")) @@ -5076,7 +4987,7 @@ 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")) @@ -5090,7 +5001,7 @@ def shuttle(): skip(1) if damaged(DSHUTTL): if game.damage[DSHUTTL] == -1.0: - if game.inorbit and game.state.planets[game.iplnet].known == "shuttle_down": + if game.inorbit and game.iplnet.known == "shuttle_down": prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at.")) else: prout(_("Ye Faerie Queene had no shuttle craft.")) @@ -5103,16 +5014,16 @@ def shuttle(): crmshp() prout(_(" not in standard orbit.")) return - if (game.state.planets[game.iplnet].known != "shuttle_down") and game.iscraft != "onship": + if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship": prout(_("Shuttle craft not currently available.")) return - if not game.landed and game.state.planets[game.iplnet].known=="shuttle_down": + if not game.landed and game.iplnet.known=="shuttle_down": prout(_("You will have to beam down to retrieve the shuttle craft.")) return if game.shldup or game.condition == "docked": prout(_("Shuttle craft cannot pass through shields.")) return - if game.state.planets[game.iplnet].known=="unknown": + if game.iplnet.known=="unknown": prout(_("Spock- \"Captain, we have no information on this planet")) prout(_(" and Starfleet Regulations clearly state that in this situation")) prout(_(" you may not fly down.\"")) @@ -5144,7 +5055,7 @@ def shuttle(): skip(1) if consumeTime(): return - game.state.planets[game.iplnet].known="shuttle_down" + game.iplnet.known="shuttle_down" prout(_("Trip complete.")) return else: @@ -5154,7 +5065,7 @@ def shuttle(): skip(1) prouts(_("The short hop begins . . .")) skip(1) - game.state.planets[game.iplnet].known="known" + game.iplnet.known="known" game.icraft = True skip(1) game.landed = False @@ -5180,7 +5091,7 @@ def shuttle(): game.iscraft = "offship" if consumeTime(): return - game.state.planets[game.iplnet].known = "shuttle_down" + game.iplnet.known = "shuttle_down" game.landed = True game.icraft = False prout(_("Trip complete.")) @@ -5188,15 +5099,13 @@ def shuttle(): def deathray(): # use the big zapper - r = random.random() - game.ididit = False skip(1) 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): @@ -5221,27 +5130,28 @@ 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: 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!")) @@ -5255,7 +5165,7 @@ 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!\"")) @@ -5380,30 +5290,34 @@ def report(): (i, (_("s"), "")[i==1])) skip(1) -def lrscan(): +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(" ") @@ -5437,6 +5351,8 @@ def rechart(): def chart(): # display the star chart chew() + if (game.options & OPTION_AUTOSCAN): + lrscan(silent=True) if not damaged(DRADIO): rechart() if game.lastchart < game.state.date and game.condition == "docked": @@ -5448,21 +5364,21 @@ def chart(): prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart))) prout(" 1 2 3 4 5 6 7 8") for i in range(GALSIZE): - proutn("%d |" % (i)) + proutn("%d |" % (i+1)) for j in range(GALSIZE): if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y: proutn("<") else: proutn(" ") if game.state.galaxy[i][j].supernova: - strcpy(buf, "***") + show = "***" elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase: - strcpy(buf, ".1.") + show = ".1." elif game.state.galaxy[i][j].charted: - sprintf(buf, "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)) + show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars) else: - strcpy(buf, "...") - proutn(buf) + show = "..." + proutn(show) if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y: proutn(">") else: @@ -5475,25 +5391,25 @@ def sectscan(goodScan, i, j): # 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): +def status(req=0): # print status report lines if not req or req == 1: prstat(_("Stardate"), _("%.1f, Time Left %.2f") \ % (game.state.date, game.state.remtime)) - elif not req or req == 2: + if not req or req == 2: if game.condition != "docked": newcnd() dam = 0 @@ -5501,43 +5417,43 @@ def status(req): if game.damage[t]>0: dam += 1 prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam)) - elif not req or req == 3: + if not req or req == 3: prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector)) - elif not req or req == 4: + if not req or req == 4: if damaged(DLIFSUP): if game.condition == "docked": - sprintf(s, _("DAMAGED, Base provides")) + s = _("DAMAGED, Base provides") else: - sprintf(s, _("DAMAGED, reserves=%4.2f") % game.lsupres) + s = _("DAMAGED, reserves=%4.2f") % game.lsupres else: - sprintf(s, _("ACTIVE")) + s = _("ACTIVE") prstat(_("Life Support"), s) - elif not req or req == 5: - prstat(_("Warp Factor"), "%.1f" % (game.warpfac)) - elif not req or req == 6: + if not req or req == 5: + prstat(_("Warp Factor"), "%.1f" % game.warpfac) + if not req or req == 6: extra = "" if game.icrystl and (game.options & OPTION_SHOWME): extra = _(" (have crystals)") - prstat(_("Energy"), "%.2f%s" % game.energy, extra) - elif not req or req == 7: + prstat(_("Energy"), "%.2f%s" % (game.energy, extra)) + if not req or req == 7: prstat(_("Torpedoes"), "%d" % (game.torps)) - elif not req or req == 8: + if not req or req == 8: if damaged(DSHIELD): - strcpy(s, _("DAMAGED,")) + s = _("DAMAGED,") elif game.shldup: - strcpy(s, _("UP,")) + s = _("UP,") else: - strcpy(s, _("DOWN,")) + s = _("DOWN,") data = _(" %d%% %.1f units") \ % (int((100.0*game.shield)/game.inshld + 0.5), game.shield) - prstat(_("Shields"), s) - elif not req or req == 9: + prstat(_("Shields"), s+data) + if not req or req == 9: prstat(_("Klingons Left"), "%d" \ % (game.state.remkl + game.state.remcom + game.state.nscrem)) - elif not req or req == 10: + if not req or req == 10: if game.options & OPTION_WORLDS: plnet = game.state.galaxy[game.quadrant.x][game.quadrant.y].planet - if plnet != NOPLANET and game.state.planets[plnet].inhabited: + if plnet and plnet.inhabited: prstat(_("Major system"), plnet.name) else: prout(_("Sector is uninhabited")) @@ -5577,12 +5493,11 @@ def srscan(): if game.condition != "docked": newcnd() for i in range(QUADSIZE): - proutn("%2d " % (i)) + proutn("%2d " % (i+1)) for j in range(QUADSIZE): sectscan(goodScan, i, j) skip(1) - def eta(): # use computer to get estimated time of arrival for a warp jump w1 = coord(); w2 = coord() @@ -5618,14 +5533,12 @@ def eta(): w2.y = 0 else: w2.y=QUADSIZE-1 - 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))) wfl = False - if prompt: prout(_("Answer \"no\" if you don't know the value:")) while True: @@ -5708,83 +5621,16 @@ def eta(): 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 filelength(fd): - return os.fstat(fd).st_size - def prelim(): # 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 @@ -5905,7 +5751,6 @@ device = ( def setup(needprompt): # prepare to play, set up cosmos w = coord() - # Decide how many of everything if choose(needprompt): return # frozen game @@ -5922,14 +5767,14 @@ 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 @@ -5942,7 +5787,7 @@ def setup(needprompt): for j in range(GALSIZE): quad = game.state.galaxy[i][j] quad.charted = 0 - quad.planet = NOPLANET + quad.planet = None quad.romulans = 0 quad.klingons = 0 quad.starbase = False @@ -5951,7 +5796,7 @@ def setup(needprompt): # 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(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot schedule(FBATTAK, expran(0.3*game.intime)) unschedule(FCDBAS) if game.state.nscrem: @@ -5972,7 +5817,7 @@ def setup(needprompt): 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 @@ -5988,7 +5833,7 @@ def setup(needprompt): 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: + if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75): contflag = True if idebug: prout("=== Abandoning base #%d at %s" % (i, w)) @@ -6007,7 +5852,7 @@ def setup(needprompt): if klumper > MAXKLQUAD: klumper = MAXKLQUAD while True: - r = random.random() + r = randreal() klump = (1.0 - r*r)*klumper if klump > krem: klump = krem @@ -6017,14 +5862,14 @@ def setup(needprompt): if not game.state.galaxy[w.x][w.y].supernova and \ game.state.galaxy[w.x][w.y].klingons + klump <= MAXKLQUAD: break - game.state.galaxy[w.x][w.y].klingons += klump + game.state.galaxy[w.x][w.y].klingons += int(klump) if krem <= 0: break # Position Klingon Commander Ships for i in range(1, game.incom+1): while True: w = randplace(GALSIZE) - if (game.state.galaxy[w.x][w.y].klingons or random.random()>=0.75) and \ + if (game.state.galaxy[w.x][w.y].klingons or withprob(0.25)) 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]: @@ -6035,7 +5880,7 @@ def setup(needprompt): for i in range(game.inplan): while True: w = randplace(GALSIZE) - if game.state.galaxy[w.x][w.y].planet == NOPLANET: + if game.state.galaxy[w.x][w.y].planet == None: break new = planet() new.w = w @@ -6047,8 +5892,8 @@ 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 @@ -6066,10 +5911,10 @@ def setup(needprompt): 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!) + # Place thing (in tournament game, we don't want one!) global thing - if thing == None: - thing = randplace(GALSIZE) + if game.tourn is None: + thing = randplace(GALSIZE) skip(2) game.state.snap = False if game.skill == SKILL_NOVICE: @@ -6103,10 +5948,10 @@ def setup(needprompt): prout(_(" YOU'LL NEED IT.")) waitfor() newqad(False) - if game.nenhere - (thing == game.quadrant) - game.ithere: + 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 @@ -6118,7 +5963,7 @@ def choose(needprompt): game.length = 0 if needprompt: # Can start with command line options proutn(_("Would you like a regular, tournament, or saved game? ")) - scan() + print "About to call scan()" if len(citem)==0: # Try again continue if isit("tournament"): @@ -6127,8 +5972,10 @@ def choose(needprompt): if aaitem == 0: chew() continue # We don't want a blank entry - game.tourn = int(aaitem) + game.tourn = int(round(aaitem)) random.seed(aaitem) + if logfp: + logfp.write("# random.seed(%d)\n" % aaitem) break if isit("saved") or isit("frozen"): if thaw(): @@ -6197,19 +6044,19 @@ def choose(needprompt): # Use parameters to generate initial values of things game.damfac = 0.5 * game.skill - game.state.rembase = random.randint(BASEMIN, BASEMAX) + game.state.rembase = randrange(BASEMIN, BASEMAX+1) game.inbase = game.state.rembase 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.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.state.remres = (game.inkling+4*game.incom)*game.intime @@ -6219,14 +6066,15 @@ def choose(needprompt): game.inbase = game.state.rembase return False -def dropin(iquad): +def dropin(iquad=None): # drop a feature on a random dot in the current quadrant w = coord() 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(): @@ -6239,13 +6087,9 @@ 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 @@ -6256,15 +6100,13 @@ def newqad(shutup): 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 + # 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 @@ -6275,44 +6117,36 @@ 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 - + 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 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(game.klhere, len(game.enemies)): + enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill) # If quadrant needs a starbase, put it in if q.starbase: game.base = dropin(IHB) - # If quadrant needs a planet, put it in - if q.planet != NOPLANET: + if q.planet: game.iplnet = q.planet if not q.planet.inhabited: game.plnet = dropin(IHP) @@ -6320,10 +6154,6 @@ 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 @@ -6334,40 +6164,28 @@ 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 + 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' @@ -6377,15 +6195,16 @@ 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': @@ -6395,34 +6214,6 @@ 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 if game.options & OPTION_PLAIN: @@ -6436,7 +6227,7 @@ def setpassword(): else: game.passwd = "" for i in range(3): - game.passwd += chr(97+int(random.random()*25)) + game.passwd += chr(ord('a')+randrange(26)) # Code from sst.c begins here @@ -6491,7 +6282,7 @@ def listCommands(): k = 0 proutn(_("LEGAL COMMANDS ARE:")) for key in commands: - if ACCEPT(cmd): + if ACCEPT(key): if k % 5 == 0: skip(1) proutn("%-12s " % key) @@ -6566,7 +6357,6 @@ def makemoves(): hitme = False game.justin = False game.optime = 0.0 - i = -1 chew() setwnd(prompt_window) clrscr() @@ -6579,19 +6369,24 @@ def makemoves(): clrscr() setwnd(message_window) clrscr() - cmd = citem.upper() - if cmd not in commands: + candidates = filter(lambda x: x.startswith(citem.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)) + else: listCommands() continue - commandhook(commands[i].name, True) if cmd == "SRSCAN": # srscan srscan() elif cmd == "STATUS": # status - status(0) + status() elif cmd == "REQUEST": # status request request() elif cmd == "LRSCAN": # long range scan - lrscan() + lrscan(silent=False) elif cmd == "PHASERS": # phasers phasers() if game.ididit: @@ -6603,14 +6398,14 @@ 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 @@ -6618,7 +6413,7 @@ def makemoves(): elif cmd == "IMPULSE": # impulse impulse() elif cmd == "REST": # rest - os.wait() + wait() if game.ididit: hitme = True elif cmd == "WARP": # warp @@ -6656,7 +6451,7 @@ 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: @@ -6684,15 +6479,6 @@ 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(aaitem) -#ifdef BSD_BUG_FOR_BUG -# elif cmd == "VISUAL": -# visual() # perform visual scan -#endif - commandhook(commands[i].name, False) while True: if game.alldone: break # Game has ended @@ -6704,7 +6490,7 @@ 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: @@ -6734,22 +6520,18 @@ def cramen(cmd): else: s = "Unknown??" proutn(s) -def cramlc(loctype, w): - # name a location - if loctype == "quadrant": - buf = _("Quadrant ") - elif loctype == "sector": - buf = _("Sector ") - buf += ("%d - %d" % (w.x, w.y)) - return buf - def crmena(stars, enemy, loctype, w): # print an enemy and his location if stars: proutn("***") cramen(enemy) proutn(_(" at ")) - proutn(cramlc(loctype, w)) + buf = "" + if loctype == "quadrant": + buf = _("Quadrant ") + elif loctype == "sector": + buf = _("Sector ") + proutn(buf + `w`) def crmshp(): # print our ship name @@ -6767,13 +6549,13 @@ def stars(): 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 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(): @@ -6788,7 +6570,7 @@ def chew2(): def scan(): # Get a token from the user - global inqueue, line, citem + global inqueue, line, citem, aaitem aaitem = 0.0 citem = '' @@ -6918,13 +6700,13 @@ def debugme(): prout("Event %d canceled, no x coordinate." % (i)) unschedule(i) continue - w.x = int(aaitem) + w.x = int(round(aaitem)) key = scan() if key != IHREAL: prout("Event %d canceled, no y coordinate." % (i)) unschedule(i) continue - w.y = int(aaitem) + w.y = int(round(aaitem)) ev.quadrant = w chew() proutn("Induce supernova here? ") @@ -6933,86 +6715,91 @@ def debugme(): 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 line) - 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 = citem = aaitem = inqueue = None + line = '' + 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: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 == '-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) + if arguments: + inqueue = arguments + else: + inqueue = None + try: + iostart() + while True: # Play a game + setwnd(fullscreen_window) + clrscr() + prelim() + setup(needprompt=not inqueue) + if game.alldone: + score() + game.alldone = False + else: + makemoves() + skip(1) + stars() + skip(1) + if game.tourn and game.alldone: + proutn(_("Do you want your score recorded?")) + if ja() == True: + chew2() + freeze(False) + chew() + proutn(_("Do you want to play again? ")) + if not ja(): + break + skip(1) + prout(_("May the Great Bird of the Galaxy roost upon your home planet.")) + finally: + ioend() + raise SystemExit, 0 + except KeyboardInterrupt: + print"" + pass