X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fsst.py;h=dff69d5235b98837f1d9530aaf557042992c6db9;hp=fb665de93505b70bac785dd26773c0439b87477f;hb=e216123ea61430150dab0ed9623b5cbf53071479;hpb=0116120e7c8552ac5869ce52facbdcc390575b4d diff --git a/src/sst.py b/src/sst.py index fb665de..dff69d5 100644 --- a/src/sst.py +++ b/src/sst.py @@ -200,6 +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 @@ -431,7 +449,7 @@ class gamestate: 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.quad = None # contents of our quadrant self.damage = [0.0] * NDEVICES # damage encountered self.future = [] # future events for i in range(NEVENTS): @@ -440,7 +458,7 @@ class gamestate: 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 @@ -486,7 +504,6 @@ class gamestate: self.nkinks = 0 # count of energy-barrier crossings self.iplnet = None # planet # in quadrant self.inplan = 0 # initial planets - self.nenhere = 0 # number of enemies in quadrant self.irhere = 0 # Romulans in quadrant self.isatb = 0 # =1 if super commander is attacking base self.tourn = None # tournament number @@ -568,25 +585,6 @@ 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 @@ -612,7 +610,7 @@ def randreal(*args): # 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 @@ -621,11 +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 @@ -633,28 +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.enemies[loccom].kpower > 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.enemies[loccom].kloc) + 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.enemies[loccom].kloc.x][game.enemies[loccom].kloc.y] = IHDOT - game.enemies[loccom].kloc = game.enemies[game.nenhere].kloc - game.enemies[loccom].kavgd = game.enemies[game.nenhere].kavgd - game.enemies[loccom].kpower = game.enemies[game.nenhere].kpower - game.enemies[loccom].kdist = game.enemies[game.nenhere].kdist + # 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 @@ -710,7 +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 @@ -719,18 +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.enemies[loccom].kdist + 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.enemies[loccom].kpower <= 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.enemies[loccom].kpower+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): @@ -778,35 +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 @@ -815,29 +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: @@ -850,21 +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.enemies[loccom].kloc = next - game.enemies[loccom].kdist = game.enemies[loccom].kavgd = 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.enemies[loccom].kdist < dist1: + cramen(enemy.type) + proutn(_(" from Sector %s") % enemy.kloc) + if enemy.kdist < dist1: proutn(_(" advances to ")) else: proutn(_(" retreats to ")) @@ -877,26 +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.enemies[i].kloc - 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.enemies[i].kloc - 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.enemies[i].kloc - 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 @@ -922,19 +900,14 @@ def movescom(iq, avoid): game.ishere = False game.ientesc = False unschedule(FSCDBAS) - for i in range(game.nenhere): - if game.quad[game.enemies[i].kloc.x][game.enemies[i].kloc.y] == IHS: + for enemy in game.enemies: + if enemy.type == IHS: break - game.quad[game.enemies[i].kloc.x][game.enemies[i].kloc.y] = IHDOT - game.enemies[i].kloc = game.enemies[game.nenhere].kloc - game.enemies[i].kdist = game.enemies[game.nenhere].kdist - game.enemies[i].kavgd = game.enemies[game.nenhere].kavgd - game.enemies[i].kpower = game.enemies[game.nenhere].kpower + 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 \ @@ -999,7 +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 @@ -1039,14 +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, 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") \ @@ -1071,45 +1044,43 @@ def supercommander(): 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 + # 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.enemies[game.nenhere].kloc = 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: @@ -1121,12 +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.tholian = None - game.nenhere -= 1 + game.tholian.move(None) + print "Tholian movement ends" return # Code from battle.c begins here @@ -1290,24 +1261,24 @@ 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.")) @@ -1335,18 +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)) @@ -1357,15 +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 @@ -1378,7 +1349,7 @@ def torpedo(course, r, incoming, i, n): crmshp() prout(".") hit = 700.0 + randreal(100) - \ - 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle)) + 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": @@ -1389,8 +1360,8 @@ def torpedo(course, r, incoming, i, n): 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: @@ -1410,20 +1381,20 @@ def torpedo(course, r, incoming, i, n): return None elif iquad in (IHR, IHK): # Hit a regular enemy # find the enemy - for ll in range(game.nenhere): + for enemy in game.enemies: if w == game.enemies[ll].kloc: break - kp = math.fabs(game.enemies[ll].kpower) + kp = math.fabs(e.kpower) h1 = 700.0 + randrange(100) - \ - 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle)) + 1000.0 * distance(w, origin) * math.fabs(math.sin(bullseye-angle)) h1 = math.fabs(h1) if kp < h1: h1 = kp - if game.enemies[ll].kpower < 0: - game.enemies[ll].kpower -= -h1 + if enemy.kpower < 0: + enemy.kpower -= -h1 else: - game.enemies[ll].kpower -= h1 - if game.enemies[ll].kpower == 0: + enemy.kpower -= h1 + if enemy.kpower == 0: deadkl(w, iquad, w) return None crmena(True, iquad, "sector", w) @@ -1434,8 +1405,8 @@ def torpedo(course, r, incoming, i, n): 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 @@ -1448,7 +1419,7 @@ def torpedo(course, r, incoming, i, n): prout(_(" damaged but not destroyed.")) return None proutn(_(" damaged--")) - game.enemies[ll].kloc = jw + enemy.kloc = jw shoved = True break elif iquad == IHB: # Hit a base @@ -1518,8 +1489,7 @@ 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 @@ -1533,12 +1503,12 @@ def torpedo(course, r, incoming, i, n): return None elif iquad == IHT: # Hit a Tholian h1 = 700.0 + randrange(100) - \ - 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle)) + 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.tholian = None deadkl(w, iquad, w) + game.tholian = None return None skip(1) crmena(True, IHT, "sector", w) @@ -1546,9 +1516,8 @@ def torpedo(course, r, incoming, i, n): prout(_(" survives photon blast.")) return None prout(_(" disappears.")) + game.tholian.move(None) game.quad[w.x][w.y] = IHWEB - game.tholian = None - game.nenhere -= 1 dropin(IHBLANK) return None else: # Problem! @@ -1564,9 +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): + for ll in range(len(game.enemies)): game.enemies[ll].kdist = game.enemies[ll].kavgd = distance(game.sector,game.enemies[ll].kloc) - sortklings() + game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) return None skip(1) prout(_("Torpedo missed.")) @@ -1604,10 +1573,9 @@ 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: @@ -1625,7 +1593,7 @@ def attack(torps_ok): 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 @@ -1635,50 +1603,48 @@ def attack(torps_ok): # message verbosity control if game.skill <= SKILL_FAIR: where = "sector" - for loop in range(game.nenhere): - if game.enemies[loop].kpower < 0: + for enemy in game.enemies: + if enemy.kpower < 0: continue; # too weak to attack # compute hit strength and diminish shield power r = randreal() - # Increase chance of photon torpedos if docked or enemy energy low + # Increase chance of photon torpedos if docked or enemy energy is low if game.condition == "docked": r *= 0.25 - if game.enemies[loop].kpower < 500: + if enemy.kpower < 500: r *= 0.25; - jay = game.enemies[loop].kloc - 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 + randreal(0.5) - hit = game.enemies[loop].kpower*math.pow(dustfac,game.enemies[loop].kavgd) - game.enemies[loop].kpower *= 0.75 + 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 = (randreal()+randreal())*0.5 - 0.5 - r += 0.002*game.enemies[loop].kpower*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 @@ -1709,7 +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: @@ -1723,8 +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 @@ -1742,7 +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 = randrange(hittot * 0.015) + icas = randrange(int(hittot * 0.015)) if icas >= 2: skip(1) prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas) @@ -1750,10 +1714,10 @@ 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.enemies[loop].kavgd = game.enemies[loop].kdist - 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 @@ -1761,77 +1725,63 @@ def deadkl(w, type, 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.tholian = None + # 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.enemies[i].kloc == w: - for j in range(i, game.nenhere): - game.enemies[j].kloc = game.enemies[j+1].kloc - game.enemies[j].kpower = game.enemies[j+1].kpower - game.enemies[j].kavgd = game.enemies[j].kdist = game.enemies[j+1].kdist - game.enemies[game.nenhere].kloc.x = 0 - game.enemies[game.nenhere].kloc.y = 0 - game.enemies[game.nenhere].kdist = 0 - game.enemies[game.nenhere].kavgd = 0 - game.enemies[game.nenhere].kpower = 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,")) @@ -1842,7 +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.")) @@ -1859,63 +1810,66 @@ 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 @@ -1923,10 +1877,10 @@ def photon(): for i in range(n): if game.condition != "docked": game.torps -= 1 - r = (randreal()+randreal())*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 *= randreal(1.2, 2.2) + dispersion *= randreal(1.2, 2.2) if n > 0: prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1)) else: @@ -1939,8 +1893,8 @@ def photon(): 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: @@ -1975,7 +1929,7 @@ def checkshctrl(rpow): prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\"")) skip(2) prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\"")) - icas = randrange(hit*0.012) + icas = randrange(int(hit*0.012)) skip(1) fry(0.8*hit) if icas: @@ -1992,7 +1946,7 @@ def checkshctrl(rpow): def hittem(hits): # register a phaser hit on Klingons and Romulans - nenhr2 = game.nenhere; kk=0 + nenhr2 = len(game.enemies); kk=0 w = coord() skip(1) for (k, wham) in enumerate(hits): @@ -2018,8 +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: @@ -2046,7 +1999,7 @@ def phasers(): 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": @@ -2074,7 +2027,7 @@ def phasers(): 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 @@ -2083,10 +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() @@ -2096,7 +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: @@ -2105,7 +2058,7 @@ 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: @@ -2120,13 +2073,13 @@ 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): + 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) @@ -2156,10 +2109,10 @@ 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): + for i in range(len(game.enemies)): hits.append(0.0) if powrem <= 0: continue @@ -2179,7 +2132,7 @@ def phasers(): if extra > 0 and not game.alldone: if game.tholian: proutn(_("*** Tholian web absorbs ")) - if game.nenhere>0: + if len(game.enemies)>0: proutn(_("excess ")) prout(_("phaser energy.")) else: @@ -2199,7 +2152,7 @@ def phasers(): skip(1) elif automode == "MANUAL": rpow = 0.0 - for k in range(game.nenhere): + for k in range(len(game.enemies)): aim = game.enemies[k].kloc ienm = game.quad[aim.x][aim.y] if msgflag: @@ -2207,8 +2160,8 @@ def phasers(): 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() @@ -2379,7 +2332,7 @@ def events(): 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: @@ -2753,7 +2706,7 @@ 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 @@ -2766,13 +2719,13 @@ def wait(): prout(_("%d stardates left.") % int(game.state.remtime)) return temp = game.optime = delay - if game.nenhere: + 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() @@ -2799,7 +2752,7 @@ 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() + newc = coord(); neighbor = coord(); bump = coord(0, 0) if withprob(0.05): # Wow! We've supernova'ed supernova(False, nov) @@ -2810,133 +2763,118 @@ def nova(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 wthprob(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 = None - game.state.nplankl += 1 - crmena(True, IHP, "sector", scratch) - prout(_(" destroyed.")) - game.iplnet.pclass = "destroyed" - game.iplnet = None - invalidate(game.plnet) - if game.landed: - finish(FPNOVA) - return - game.quad[scratch.x][scratch.y] = IHDOT - elif iquad == IHB: # Destroy base - game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False - for i in range(game.state.rembase): - if game.state.baseq[i] == game.quadrant: - break - game.state.baseq[i] = game.state.baseq[game.state.rembase] - game.state.rembase -= 1 - invalidate(game.base) - game.state.basekl += 1 - newcnd() - crmena(True, IHB, "sector", scratch) - prout(_(" destroyed.")) - game.quad[scratch.x][scratch.y] = IHDOT - elif iquad in (IHE, IHF): # Buffet ship - prout(_("***Starship buffeted by nova.")) - if game.shldup: - if game.shield >= 2000.0: - game.shield -= 2000.0 - else: - diff = 2000.0 - game.shield - game.energy -= diff - game.shield = 0.0 - game.shldup = False - prout(_("***Shields knocked out.")) - game.damage[DSHIELD] += 0.005*game.damfac*randreal()*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.enemies[ll].kloc == scratch: - break - game.enemies[ll].kpower -= 800.0 # If firepower is lost, die - if game.enemies[ll].kpower <= 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.enemies[ll].kloc = newc - game.enemies[ll].kdist = game.enemies[ll].kavgd = 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: @@ -3117,10 +3055,10 @@ 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: + 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 @@ -3244,7 +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: @@ -3560,6 +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) @@ -3571,8 +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() @@ -3670,9 +3617,9 @@ def cgetline(): elif line[0] != "#": break else: - line = raw_input() + line = raw_input() + "\n" if logfp: - logfp.write(line + "\n") + logfp.write(line) return line def setwnd(wnd): @@ -3696,45 +3643,7 @@ def clrscr(): curwnd.move(0, 0) curwnd.refresh() linecount = 0 - -def textcolor(color): - "Set the current text color" - if game.options & OPTION_CURSES: - if color == DEFAULT: - curwnd.attrset(0) - elif color == BLACK: - curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLACK)) - elif color == BLUE: - curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLUE)) - elif color == GREEN: - curwnd.attron(curses.COLOR_PAIR(curses.COLOR_GREEN)) - elif color == CYAN: - curwnd.attron(curses.COLOR_PAIR(curses.COLOR_CYAN)) - elif color == RED: - curwnd.attron(curses.COLOR_PAIR(curses.COLOR_RED)) - elif color == MAGENTA: - curwnd.attron(curses.COLOR_PAIR(curses.COLOR_MAGENTA)) - elif color == BROWN: - curwnd.attron(curses.COLOR_PAIR(curses.COLOR_YELLOW)) - elif color == LIGHTGRAY: - curwnd.attron(curses.COLOR_PAIR(curses.COLOR_WHITE)) - elif color == DARKGRAY: - curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLACK) | curses.A_BOLD) - elif color == LIGHTBLUE: - curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLUE) | curses.A_BOLD) - elif color == LIGHTGREEN: - curwnd.attron(curses.COLOR_PAIR(curses.COLOR_GREEN) | curses.A_BOLD) - elif color == LIGHTCYAN: - curwnd.attron(curses.COLOR_PAIR(curses.COLOR_CYAN) | curses.A_BOLD) - elif color == LIGHTRED: - curwnd.attron(curses.COLOR_PAIR(curses.COLOR_RED) | curses.A_BOLD) - elif color == LIGHTMAGENTA: - curwnd.attron(curses.COLOR_PAIR(curses.COLOR_MAGENTA) | curses.A_BOLD) - elif color == YELLOW: - curwnd.attron(curses.COLOR_PAIR(curses.COLOR_YELLOW) | curses.A_BOLD) - elif color == WHITE: - curwnd.attron(curses.COLOR_PAIR(curses.COLOR_WHITE) | curses.A_BOLD) - + def highvideo(): "Set highlight video, if this is reasonable." if game.options & OPTION_CURSES: @@ -3798,27 +3707,27 @@ 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) time.sleep(0.4) if (iquad==IHDOT) or (iquad==IHBLANK): put_srscan_sym(w, '+') - #sound(l*10) + #sound(step*10) #time.sleep(0.1) #nosound() put_srscan_sym(w, iquad) @@ -3831,7 +3740,7 @@ def tracktorpedo(w, l, i, n, iquad): curwnd.attroff(curses.A_REVERSE) put_srscan_sym(w, iquad) else: - proutn("%d - %d " % (w.x, w.y)) + proutn("%s " % w) def makechart(): "Display the current galaxy chart." @@ -3866,15 +3775,15 @@ def imove(novapush): def no_quad_change(): # No quadrant change -- compute new average enemy distances game.quad[game.sector.x][game.sector.y] = game.ship - if game.nenhere: - for m in range(game.nenhere): + 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 - sortklings() + 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): + attack(torps_ok=False) + for m in range(len(game.enemies)): game.enemies[m].kavgd = game.enemies[m].kdist newcnd() drawmaps(0) @@ -3912,9 +3821,9 @@ def imove(novapush): if not VALID_SECTOR(w.x, w.y): # Leaving quadrant -- allow final enemy attack # Don't do it if being pushed by Nova - if game.nenhere != 0 and not novapush: + if len(game.enemies) != 0 and not novapush: newcnd() - for m in range(game.nenhere): + 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) # @@ -3923,7 +3832,7 @@ def imove(novapush): # 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 @@ -3973,7 +3882,7 @@ def imove(novapush): 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: @@ -3982,7 +3891,10 @@ def imove(novapush): game.dist = distance(game.sector, w) / (QUADSIZE * 1.0) if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST): game.sector = w - ram(False, iquad, game.sector) + for enemy in game.enemies: + if enemy.kloc == game.sector: + break + collision(rammed=False, enemy=enemy) final = game.sector elif iquad == IHBLANK: skip(1) @@ -4688,13 +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 randreal() > probf: break prout(_("fails.")) curses.delay_output(500) - textcolor(DEFAULT) + textcolor(None) if m > 3: game.quad[ix][iy]=IHQUEST game.alive = False @@ -4703,9 +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!\"")) @@ -5193,7 +5105,7 @@ def deathray(): 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): @@ -5225,7 +5137,7 @@ def deathray(): if r > dprob: prouts(_("Sulu- \"Captain! It's working!\"")) skip(2) - while game.nenhere > 0: + 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: @@ -5479,15 +5391,15 @@ 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("- ") @@ -5586,7 +5498,6 @@ def srscan(): sectscan(goodScan, i, j) skip(1) - def eta(): # use computer to get estimated time of arrival for a warp jump w1 = coord(); w2 = coord() @@ -6037,10 +5948,10 @@ def setup(needprompt): prout(_(" YOU'LL NEED IT.")) waitfor() newqad(False) - if game.nenhere - (thing == game.quadrant) - (game.tholian != None): + 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 @@ -6052,7 +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"): @@ -6155,14 +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(): @@ -6177,7 +6089,7 @@ def newcnd(): def newkling(): # drop new Klingon into current quadrant - return enemy(loc=dropin(IHK), power=randreal(300, 450) + 25.0*game.skill) + 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 @@ -6188,14 +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 - 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 @@ -6206,14 +6117,13 @@ 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: # Position ordinary Klingons for i in range(game.klhere): - game.enemies.append(newkling()) + newkling() # If we need a commander, promote a Klingon for i in range(game.state.remcom): if game.state.kcmdr[i] == game.quadrant: @@ -6230,9 +6140,8 @@ def newqad(shutup): game.iscate = (game.state.remkl > 1) game.ishere = True # Put in Romulans if needed - for i in range(game.klhere, game.nenhere): - game.enemies.append(enemy(loc=dropin(IHR), - power=randreal(400.0,850.0)+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) @@ -6245,9 +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 @@ -6261,11 +6167,8 @@ def newqad(shutup): if shutup==0: # Put in THING if needed if thing == game.quadrant: - e = enemy(dropin(IHQUEST)) - e.kdist = e.kavgd = distance(game.sector, e.kloc) - e.kpower = randreal(6000,6500.0)+250.0*game.skill - games.enemies.append(e) - game.nenhere += 1 + 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.")) @@ -6275,16 +6178,14 @@ def newqad(shutup): 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)): - game.tholian = coord() + w = coord() while True: - game.tholian.x = withprob(0.5) * (QUADSIZE-1) - game.tholian.y = withprob(0.5) * (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.enemies.append(loc=game.tholian, - power=randrange(100, 500) + 25.0*game.skill) - game.nenhere += 1 + 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' @@ -6294,7 +6195,10 @@ 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 withprob(0.5): @@ -6310,34 +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.tholian!=None) < 2: - return - while True: - sw = False - for j in range(game.nenhere-1): - if game.enemies[j].kdist > game.enemies[j+1].kdist: - sw = True - t = game.enemies[j].kdist - game.enemies[j].kdist = game.enemies[j+1].kdist - game.enemies[j+1].kdist = t - t = game.enemies[j].kavgd - game.enemies[j].kavgd = game.enemies[j+1].kavgd - game.enemies[j+1].kavgd = t - k = game.enemies[j].kloc.x - game.enemies[j].kloc.x = game.enemies[j+1].kloc.x - game.enemies[j+1].kloc.x = k - k = game.enemies[j].kloc.y - game.enemies[j].kloc.y = game.enemies[j+1].kloc.y - game.enemies[j+1].kloc.y = k - t = game.enemies[j].kpower - game.enemies[j].kpower = game.enemies[j+1].kpower - game.enemies[j+1].kpower = t - if not sw: - break - def setpassword(): # set the self-destruct password if game.options & OPTION_PLAIN: @@ -6529,7 +6405,7 @@ def makemoves(): 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 @@ -6537,7 +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 @@ -6614,7 +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: @@ -6840,11 +6716,11 @@ def debugme(): if __name__ == '__main__': try: - global line, thing, game, idebug, iqengry + global line, thing, game, idebug game = citem = aaitem = inqueue = None line = '' thing = coord() - iqengry = False + thing.angry = False game = gamestate() idebug = 0 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY) @@ -6891,37 +6767,39 @@ if __name__ == '__main__': logfp.write("# seed %s\n" % seed) logfp.write("# options %s\n" % " ".join(arguments)) random.seed(seed) - iostart() if arguments: inqueue = arguments else: inqueue = None - while True: # Play a game - setwnd(fullscreen_window) - clrscr() - prelim() - setup(needprompt=not inqueue) - if game.alldone: - score() - game.alldone = False - else: - makemoves() - skip(1) - stars() + 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) - 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.")) + prout(_("May the Great Bird of the Galaxy roost upon your home planet.")) + finally: + ioend() raise SystemExit, 0 except KeyboardInterrupt: print"" pass -