X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=sst.py;h=34a2236dd3955f28eec9cb14a3a86957cee6fa68;hp=724674ad24f9f51e5ca2c08dcb221fcdeb65397b;hb=327ce969ed0a2607044ee1659d025b6a73abfdf3;hpb=abf770449f233ca6c9f3941b1083cff3ac74f87a diff --git a/sst.py b/sst.py index 724674a..34a2236 100755 --- a/sst.py +++ b/sst.py @@ -131,6 +131,8 @@ class Thingy(Coord): self.angered = False def angry(self): self.angered = True + def at(self, q): + return (q.i, q.j) == (self.i, self.j) class Planet: def __init__(self): @@ -273,6 +275,8 @@ class Enemy: def __init__(self, etype=None, loc=None, power=None): self.type = etype self.location = Coord() + self.kdist = None + self.kavgd = None if loc: self.move(loc) self.power = power # enemy energy level @@ -379,6 +383,7 @@ class Gamestate: self.score = 0.0 # overall score self.perdate = 0.0 # rate of kills self.idebug = False # Debugging instrumentation enabled? + self.statekscmdr = None # No SuperCommander coordinates yet. def recompute(self): # Stas thinks this should be (C expression): # game.state.remkl + len(game.state.kcmdr) > 0 ? @@ -446,19 +451,14 @@ def tryexit(enemy, look, irun): # avoid intruding on another commander's territory if enemy.type == 'C': if iq in game.state.kcmdr: - return False + return [] # refuse to leave if currently attacking starbase if game.battle == game.quadrant: - return False + return [] # don't leave if over 1000 units of energy if enemy.power > 1000.0: - return False - # emit escape message and move out of quadrant. - # we know this if either short or long range sensors are working - if not damaged(DSRSENS) or not damaged(DLRSENS) or \ - game.condition == "docked": - prout(crmena(True, enemy.type, "sector", enemy.location) + \ - (_(" escapes to Quadrant %s (and regains strength).") % iq)) + return [] + oldloc = copy.copy(enemy.location) # handle local matters related to escape enemy.move(None) game.klhere -= 1 @@ -479,7 +479,8 @@ def tryexit(enemy, look, irun): if cmdr == game.quadrant: game.state.kcmdr.append(iq) break - return True # success + # report move out of quadrant. + return [(True, enemy, oldloc, ibq)] # The bad-guy movement algorithm: # @@ -529,8 +530,8 @@ def movebaddy(enemy): nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0) else: nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant) - dist1 = enemy.kdist - mdist = int(dist1 + 0.5) # Nearest integer distance + old_dist = enemy.kdist + mdist = int(old_dist + 0.5) # Nearest integer distance # If SC, check with spy to see if should hi-tail it if enemy.type == 'S' and \ (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))): @@ -558,14 +559,14 @@ def movebaddy(enemy): motion = ((forces + randreal(200))/150.0) - 5.0 else: if forces > 1000.0: # Very strong -- move in for kill - motion = (1.0 - randreal())**2 * dist1 + 1.0 + motion = (1.0 - randreal())**2 * old_dist + 1.0 if game.condition == "docked" and (game.options & OPTION_BASE): # protected by base -- back off ! motion -= game.skill*(2.0-randreal()**2) if game.idebug: proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces)) # don't move if no motion if motion == 0: - return + return [] # Limit motion according to skill if abs(motion) > game.skill: if motion < 0: @@ -609,15 +610,15 @@ def movebaddy(enemy): while attempts < 20 and not success: attempts += 1 if look.i < 0 or look.i >= QUADSIZE: - if motion < 0 and tryexit(enemy, look, irun): - return + if motion < 0: + return tryexit(enemy, look, irun) if krawli == m.i or m.j == 0: break look.i = goto.i + krawli krawli = -krawli elif look.j < 0 or look.j >= QUADSIZE: - if motion < 0 and tryexit(enemy, look, irun): - return + if motion < 0: + return tryexit(enemy, look, irun) if krawlj == m.j or m.i == 0: break look.j = goto.j + krawlj @@ -627,7 +628,7 @@ def movebaddy(enemy): if game.quad[look.i][look.j] == game.ship and \ (enemy.type == 'C' or enemy.type == 'S'): collision(rammed=True, enemy=enemy) - return + return [] if krawli != m.i and m.j != 0: look.i = goto.i + krawli krawli = -krawli @@ -646,14 +647,8 @@ def movebaddy(enemy): break # done early if game.idebug: skip(1) - if enemy.move(goto): - if not damaged(DSRSENS) or game.condition == "docked": - proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location)) - if enemy.kdist < dist1: - proutn(_(" advances to ")) - else: - proutn(_(" retreats to ")) - prout("Sector %s." % goto) + # Enemy moved, but is still in sector + return [(False, enemy, old_dist, goto)] def moveklings(): "Sequence Klingon tactical movement." @@ -661,14 +656,15 @@ def moveklings(): prout("== MOVCOM") # Figure out which Klingon is the commander (or Supercommander) # and do move + tacmoves = [] if game.quadrant in game.state.kcmdr: for enemy in game.enemies: if enemy.type == 'C': - movebaddy(enemy) + tacmoves += movebaddy(enemy) if game.state.kscmdr == game.quadrant: for enemy in game.enemies: if enemy.type == 'S': - movebaddy(enemy) + tacmoves += 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 @@ -676,8 +672,8 @@ def moveklings(): if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY): for enemy in game.enemies: if enemy.type in ('K', 'R'): - movebaddy(enemy) - sortenemies() + tacmoves += movebaddy(enemy) + return tacmoves def movescom(iq, avoid): "Commander movement helper." @@ -698,8 +694,7 @@ def movescom(iq, avoid): unschedule(FSCDBAS) for enemy in game.enemies: if enemy.type == 'S': - break - enemy.move(None) + enemy.move(None) game.klhere -= 1 if game.condition != "docked": newcnd() @@ -1140,40 +1135,43 @@ def torpedo(origin, bearing, dispersion, number, nburst): return None for enemy in game.enemies: if w == enemy.location: - break - kp = math.fabs(enemy.power) - h1 = 700.0 + randrange(100) - \ - 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle)) - h1 = math.fabs(h1) - if kp < h1: - h1 = kp - if enemy.power < 0: - enemy.power -= -h1 - else: - enemy.power -= h1 - if enemy.power == 0: - deadkl(w, iquad, w) - return None - proutn(crmena(True, iquad, "sector", w)) - displacement = course(track.bearing+randreal(-2.4, 2.4), distance=2**0.5) - displacement.next() - bumpto = displacement.sector() - if not bumpto.valid_sector(): - prout(_(" damaged but not destroyed.")) - return - if game.quad[bumpto.i][bumpto.j] == ' ': - prout(_(" buffeted into black hole.")) - deadkl(w, iquad, bumpto) - if game.quad[bumpto.i][bumpto.j] != '.': - prout(_(" damaged but not destroyed.")) + kp = math.fabs(enemy.power) + h1 = 700.0 + randrange(100) - \ + 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle)) + h1 = math.fabs(h1) + if kp < h1: + h1 = kp + if enemy.power < 0: + enemy.power -= -h1 + else: + enemy.power -= h1 + if enemy.power == 0: + deadkl(w, iquad, w) + return None + proutn(crmena(True, iquad, "sector", w)) + displacement = course(track.bearing+randreal(-2.4, 2.4), distance=2**0.5) + displacement.next() + bumpto = displacement.sector() + if not bumpto.valid_sector(): + prout(_(" damaged but not destroyed.")) + return + if game.quad[bumpto.i][bumpto.j] == ' ': + prout(_(" buffeted into black hole.")) + deadkl(w, iquad, bumpto) + if game.quad[bumpto.i][bumpto.j] != '.': + prout(_(" damaged but not destroyed.")) + else: + prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto) + enemy.location = bumpto + game.quad[w.i][w.j] = '.' + game.quad[bumpto.i][bumpto.j] = iquad + for enemy in game.enemies: + enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance() + sortenemies() + break else: - prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto) - enemy.location = bumpto - game.quad[w.i][w.j] = '.' - game.quad[bumpto.i][bumpto.j] = iquad - for enemy in game.enemies: - enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance() - sortenemies() + prout("Internal error, no enemy where expected!") + raise SystemExit, 1 return None elif iquad == 'B': # Hit a base skip(1) @@ -1269,6 +1267,7 @@ def torpedo(origin, bearing, dispersion, number, nburst): return None break skip(1) + setwnd(message_window) prout(_("Torpedo missed.")) return None @@ -1281,7 +1280,6 @@ def fry(hit): # Select devices and cause damage cdam = [] while ncrit > 0: - ncrit -= 1 while True: j = randdevice() # Cheat to prevent shuttle damage unless on ship @@ -1290,6 +1288,7 @@ def fry(hit): cdam.append(j) extradm = (hit*game.damfac)/(ncrit*randreal(75, 100)) game.damage[j] += extradm + ncrit -= 1 skipcount = 0 for (i, j) in enumerate(cdam): proutn(device[j]) @@ -1326,9 +1325,26 @@ def attack(torps_ok): return # commanders get a chance to tac-move towards you if (((game.quadrant in game.state.kcmdr or game.state.kscmdr == game.quadrant) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok: - moveklings() + for (bugout, enemy, old, goto) in moveklings(): + if bugout: + # we know about this if either short or long range + # sensors are working + if damaged(DSRSENS) and damaged(DLRSENS) \ + and game.condition != "docked": + prout(crmena(True, enemy.type, "sector", old) + \ + (_(" escapes to Quadrant %s (and regains strength).") % goto)) + else: # Enemy still in-sector + if enemy.move(goto): + if not damaged(DSRSENS) or game.condition == "docked": + proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location)) + if enemy.kdist < old: + proutn(_(" advances to ")) + else: + proutn(_(" retreats to ")) + prout("Sector %s." % goto) + sortenemies() # if no enemies remain after movement, we're done - if len(game.enemies) == 0 or (len(game.enemies) == 1 and thing == game.quadrant and not thing.angered): + if len(game.enemies) == 0 or (len(game.enemies) == 1 and thing.at(game.quadrant) and not thing.angered): return # set up partial hits if attack happens during shield status change pfac = 1.0/game.inshld @@ -2049,8 +2065,8 @@ def events(): else: prout(_("(Shields not currently useable.)")) newqad() - # Adjust finish time to time of tractor beaming - fintim = game.state.date+game.optime + # Adjust finish time to time of tractor beaming? + # fintim = game.state.date+game.optime attack(torps_ok=False) if not game.state.kcmdr: unschedule(FTBEAM) @@ -3857,7 +3873,7 @@ def impulse(): scanner.chew() return # Make sure enough time is left for the trip - game.optime = course.dist/0.095 + game.optime = course.distance/0.095 if game.optime >= game.state.remtime: prout(_("First Officer Spock- \"Captain, our speed under impulse")) prout(_("power is only 0.95 sectors per stardate. Are you sure")) @@ -3869,9 +3885,9 @@ def impulse(): game.ididit = True if game.alldone: return - power = 20.0 + 100.0*course.dist + power = 20.0 + 100.0*course.distance game.energy -= power - game.optime = course.dist/0.095 + game.optime = course.distance/0.095 if game.energy <= 0: finish(FNRG) return @@ -3907,7 +3923,7 @@ def warp(wcourse, involuntary): skip(1) prout(_("Engineering to bridge--")) if not game.shldup or 0.5*wcourse.power(game.warpfac) > game.energy: - iwarp = (game.energy/(wcourse.dist+0.05)) ** 0.333333333 + iwarp = (game.energy/(wcourse.distance+0.05)) ** 0.333333333 if iwarp <= 0: prout(_("We can't do it, Captain. We don't have enough energy.")) else: @@ -5777,7 +5793,7 @@ def newqad(): prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!")) # Put in THING if needed if thing == game.quadrant: - Enemy(type='?', loc=dropin(), + Enemy(etype='?', loc=dropin(), power=randreal(6000,6500.0)+250.0*game.skill) if not damaged(DSRSENS): skip(1) @@ -5794,7 +5810,7 @@ def newqad(): w.j = withprob(0.5) * (QUADSIZE-1) if game.quad[w.i][w.j] == '.': break - game.tholian = Enemy(type='T', loc=w, + game.tholian = Enemy(etype='T', loc=w, power=randrange(100, 500) + 25.0*game.skill) # Reserve unoccupied corners if game.quad[0][0]=='.': @@ -6394,6 +6410,7 @@ if __name__ == '__main__': if logfp: logfp.write("# seed %s\n" % seed) logfp.write("# options %s\n" % " ".join(arguments)) + logfp.write("# SST2K version %s\n" % version) logfp.write("# recorded by %s@%s on %s\n" % \ (getpass.getuser(),socket.gethostname(),time.ctime())) random.seed(seed)