X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=sst.py;h=94f8103e95e93979e3fc3f4e2f8a861c44427ff2;hp=caf6b6e855b084b4148c1bf731a4d072f1bd02bd;hb=a404eb642e74b97233fa0f84b95a0601a86b5b66;hpb=1dc3e2e56bd836aa1c9d45417222b4fed6d34c0e diff --git a/sst.py b/sst.py old mode 100644 new mode 100755 index caf6b6e..94f8103 --- a/sst.py +++ b/sst.py @@ -13,6 +13,8 @@ on how to modify (and how not to modify!) this code. """ import os, sys, math, curses, time, readline, cPickle, random, copy, gettext, getpass +version="2.0" + docpath = (".", "../doc", "/usr/share/doc/sst") def _(str): return gettext.gettext(str) @@ -50,10 +52,13 @@ LIGHTMAGENTA = 13 YELLOW = 14 WHITE = 15 -class TrekError: +class TrekError(Exception): pass -class coord: +class JumpOut(Exception): + pass + +class Coord: def __init__(self, x=None, y=None): self.i = x self.j = y @@ -70,28 +75,28 @@ class coord: def __ne__(self, other): return other == None or self.i != other.i or self.j != other.j def __add__(self, other): - return coord(self.i+other.i, self.j+other.j) + return Coord(self.i+other.i, self.j+other.j) def __sub__(self, other): - return coord(self.i-other.i, self.j-other.j) + return Coord(self.i-other.i, self.j-other.j) def __mul__(self, other): - return coord(self.i*other, self.j*other) + return Coord(self.i*other, self.j*other) def __rmul__(self, other): - return coord(self.i*other, self.j*other) + return Coord(self.i*other, self.j*other) def __div__(self, other): - return coord(self.i/other, self.j/other) + return Coord(self.i/other, self.j/other) def __mod__(self, other): - return coord(self.i % other, self.j % other) + return Coord(self.i % other, self.j % other) def __rdiv__(self, other): - return coord(self.i/other, self.j/other) + return Coord(self.i/other, self.j/other) def roundtogrid(self): - return coord(int(round(self.i)), int(round(self.j))) + return Coord(int(round(self.i)), int(round(self.j))) def distance(self, other=None): - if not other: other = coord(0, 0) + if not other: other = Coord(0, 0) return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2) def bearing(self): return 1.90985*math.atan2(self.j, self.i) def sgn(self): - s = coord() + s = Coord() if self.i == 0: s.i = 0 else: @@ -107,7 +112,7 @@ class coord: def sector(self): return self.roundtogrid() % QUADSIZE def scatter(self): - s = coord() + s = Coord() s.i = self.i + randrange(-1, 2) s.j = self.j + randrange(-1, 2) return s @@ -117,10 +122,10 @@ class coord: return "%s - %s" % (self.i+1, self.j+1) __repr__ = __str__ -class planet: +class Planet: def __init__(self): self.name = None # string-valued if inhabited - self.quadrant = coord() # quadrant located + self.quadrant = Coord() # quadrant located self.pclass = None # could be ""M", "N", "O", or "destroyed" self.crystals = "absent"# could be "mined", "present", "absent" self.known = "unknown" # could be "unknown", "known", "shuttle_down" @@ -128,7 +133,7 @@ class planet: def __str__(self): return self.name -class quadrant: +class Quadrant: def __init__(self): self.stars = 0 self.planet = None @@ -139,7 +144,7 @@ class quadrant: self.charted = False self.status = "secure" # Could be "secure", "distressed", "enslaved" -class page: +class Page: def __init__(self): self.stars = None self.starbase = None @@ -154,7 +159,7 @@ def fill2d(size, fillfun): lst[i].append(fillfun(i, j)) return lst -class snapshot: +class Snapshot: def __init__(self): self.snap = False # snapshot taken self.crew = 0 # crew complement @@ -171,13 +176,13 @@ class snapshot: self.remtime = 0 # remaining time self.baseq = [] # Base quadrant coordinates self.kcmdr = [] # Commander quadrant coordinates - self.kscmdr = coord() # Supercommander quadrant coordinates + self.kscmdr = Coord() # Supercommander quadrant coordinates # the galaxy - self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant()) + self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant()) # the starchart - self.chart = fill2d(GALSIZE, lambda i, j: page()) + self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page()) -class event: +class Event: def __init__(self): self.date = None # A real number self.quadrant = None # A coord structure @@ -251,10 +256,10 @@ NEVENTS = 12 # when we implement stateful events def findevent(evtype): return game.future[evtype] -class enemy: +class Enemy: def __init__(self, type=None, loc=None, power=None): self.type = type - self.location = coord() + self.location = Coord() if loc: self.move(loc) self.power = power # enemy energy level @@ -272,23 +277,25 @@ class enemy: game.quad[self.location.i][self.location.j] = self.type self.kdist = self.kavgd = (game.sector - loc).distance() else: - self.location = coord() + self.location = Coord() self.kdist = self.kavgd = None game.enemies.remove(self) return motion def __repr__(self): return "<%s,%s.%f>" % (self.type, self.location, self.power) # For debugging -class gamestate: +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.state = Snapshot() # A snapshot structure + self.snapsht = Snapshot() # Last snapshot taken for time-travel purposes 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.future = [] # future events + i = NEVENTS + while i > 0: + i -= 1 + self.future.append(Event()) self.passwd = None; # Self Destruct password self.enemies = [] self.quadrant = None # where we are in the large @@ -356,6 +363,9 @@ class gamestate: self.cryprob = 0.0 # probability that crystal will work self.probe = None # object holding probe course info self.height = 0.0 # height of orbit around planet + self.score = 0.0 # overall score + self.perdate = 0.0 # rate of kills + self.idebug = False # Debugging instrumentation enabled? def recompute(self): # Stas thinks this should be (C expression): # game.state.remkl + len(game.state.kcmdr) > 0 ? @@ -412,7 +422,7 @@ def welcoming(iq): def tryexit(enemy, look, irun): "A bad guy attempts to bug out." - iq = coord() + iq = Coord() iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1 if not welcoming(iq): @@ -435,7 +445,7 @@ def tryexit(enemy, look, irun): 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).") % q)) + (_(" escapes to Quadrant %s (and regains strength).") % iq)) # handle local matters related to escape enemy.move(None) game.klhere -= 1 @@ -454,7 +464,7 @@ def tryexit(enemy, look, irun): else: for cmdr in game.state.kcmdr: if cmdr == game.quadrant: - game.state.kcmdr[n] = iq + game.state.kcmdr.append(iq) break return True; # success @@ -498,7 +508,7 @@ def tryexit(enemy, look, irun): def movebaddy(enemy): "Tactical movement for the bad guys." - next = coord(); look = coord() + goto = Coord(); look = Coord() irun = False # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant) if game.skill >= SKILL_EXPERT: @@ -537,7 +547,7 @@ def movebaddy(enemy): motion = (1.0 - randreal())**2 * dist1 + 1.0 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off ! motion -= game.skill*(2.0-randreal()**2) - if idebug: + if game.idebug: proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces)) # don't move if no motion if motion==0: @@ -556,7 +566,7 @@ def movebaddy(enemy): nsteps = QUADSIZE; # This shouldn't be necessary if nsteps < 1: nsteps = 1; # This shouldn't be necessary - if idebug: + if game.idebug: proutn("NSTEPS = %d:" % nsteps) # Compute preferred values of delta X and Y m = game.sector - enemy.location @@ -565,13 +575,13 @@ def movebaddy(enemy): if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i): m.j = 0 m = (motion * m).sgn() - next = enemy.location + goto = enemy.location # main move loop for ll in range(nsteps): - if idebug: + if game.idebug: proutn(" %d" % (ll+1)) # Check if preferred position available - look = next + m + look = goto + m if m.i < 0: krawli = 1 else: @@ -589,14 +599,14 @@ def movebaddy(enemy): return if krawli == m.i or m.j == 0: break - look.i = next.i + krawli + 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 krawlj == m.j or m.i == 0: break - look.j = next.j + krawlj + look.j = goto.j + krawlj krawlj = -krawlj elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.': # See if enemy should ram ship @@ -605,35 +615,35 @@ def movebaddy(enemy): collision(rammed=True, enemy=enemy) return if krawli != m.i and m.j != 0: - look.i = next.i + krawli + look.i = goto.i + krawli krawli = -krawli elif krawlj != m.j and m.i != 0: - look.j = next.j + krawlj + look.j = goto.j + krawlj krawlj = -krawlj else: break; # we have failed else: success = True if success: - next = look - if idebug: - proutn(`next`) + goto = look + if game.idebug: + proutn(`goto`) else: break; # done early - if idebug: + if game.idebug: skip(1) - if enemy.move(next): + 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." % next) + prout("Sector %s." % goto) def moveklings(): "Sequence Klingon tactical movement." - if idebug: + if game.idebug: prout("== MOVCOM") # Figure out which Klingon is the commander (or Supercommander) # and do move @@ -653,7 +663,7 @@ def moveklings(): for enemy in game.enemies: if enemy.type in ('K', 'R'): movebaddy(enemy) - game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) + sortenemies() def movescom(iq, avoid): "Commander movement helper." @@ -679,7 +689,7 @@ def movescom(iq, avoid): game.klhere -= 1 if game.condition != "docked": newcnd() - game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) + sortenemies() # check for a helpful planet for i in range(game.inplan): if game.state.planets[i].quadrant == game.state.kscmdr and \ @@ -697,9 +707,9 @@ def movescom(iq, avoid): def supercommander(): "Move the Super Commander." - iq = coord(); sc = coord(); ibq = coord(); idelta = coord() + iq = Coord(); sc = Coord(); ibq = Coord(); idelta = Coord() basetbl = [] - if idebug: + if game.idebug: prout("== SUPERCOMMANDER") # Decide on being active or passive avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \ @@ -718,10 +728,10 @@ def supercommander(): unschedule(FSCMOVE) return sc = game.state.kscmdr - for base in game.state.baseq: + for (i, base) in enumerate(game.state.baseq): basetbl.append((i, (base - sc).distance())) if game.state.baseq > 1: - basetbl.sort(lambda x, y: cmp(x[1]. y[1])) + basetbl.sort(lambda x, y: cmp(x[1], y[1])) # look for nearest base without a commander, no Enterprise, and # without too many Klingons, and not already under attack. ifindit = iwhichb = 0 @@ -798,13 +808,13 @@ def supercommander(): if not game.resting: return prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\"")) - if ja() == False: + if not ja(): return game.resting = False game.optime = 0.0; # actually finished return # Check for intelligence report - if not idebug and \ + if not game.idebug and \ (withprob(0.8) or \ (not communicating()) or \ not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted): @@ -818,32 +828,32 @@ def movetholian(): "Move the Tholian." if not game.tholian or game.justin: return - id = coord() + tid = Coord() if game.tholian.location.i == 0 and game.tholian.location.j == 0: - id.i = 0; id.j = QUADSIZE-1 + tid.i = 0; tid.j = QUADSIZE-1 elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1: - id.i = QUADSIZE-1; id.j = QUADSIZE-1 + tid.i = QUADSIZE-1; tid.j = QUADSIZE-1 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1: - id.i = QUADSIZE-1; id.j = 0 + tid.i = QUADSIZE-1; tid.j = 0 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0: - id.i = 0; id.j = 0 + tid.i = 0; tid.j = 0 else: # something is wrong! game.tholian.move(None) prout("***Internal error: Tholian in a bad spot.") return # do nothing if we are blocked - if game.quad[id.i][id.j] not in ('.', '#'): + if game.quad[tid.i][tid.j] not in ('.', '#'): return here = copy.copy(game.tholian.location) - delta = (id - game.tholian.location).sgn() + delta = (tid - game.tholian.location).sgn() # move in x axis - while here.i != id.i: + while here.i != tid.i: here.i += delta.i if game.quad[here.i][here.j]=='.': game.tholian.move(here) # move in y axis - while here.j != id.j: + while here.j != tid.j: here.j += delta.j if game.quad[here.i][here.j]=='.': game.tholian.move(here) @@ -887,21 +897,21 @@ def doshield(shraise): action = "SHDN" if action=="NONE": proutn(_("Do you wish to change shield energy? ")) - if ja() == True: + if ja(): action = "NRG" elif damaged(DSHIELD): prout(_("Shields damaged and down.")) return elif game.shldup: proutn(_("Shields are up. Do you want them down? ")) - if ja() == True: + if ja(): action = "SHDN" else: scanner.chew() return else: proutn(_("Shields are down. Do you want them up? ")) - if ja() == True: + if ja(): action = "SHUP" else: scanner.chew() @@ -994,10 +1004,10 @@ def randdevice(): ) assert(sum(weights) == 1000) idx = randrange(1000) - sum = 0 + wsum = 0 for (i, w) in enumerate(weights): - sum += w - if idx < sum: + wsum += w + if idx < wsum: return i return None; # we should never get here @@ -1019,16 +1029,17 @@ def collision(rammed, enemy): proutn(_(" (original position)")) skip(1) deadkl(enemy.location, enemy.type, game.sector) - proutn("***" + crmship() + " heavily damaged.") + proutn("***" + crmshp() + " heavily damaged.") icas = randrange(10, 30) - prout(_("***Sickbay reports %d casualties"), icas) + prout(_("***Sickbay reports %d casualties") % icas) game.casual += icas game.state.crew -= icas # In the pre-SST2K version, all devices got equiprobably damaged, # which was silly. Instead, pick up to half the devices at # random according to our weighting table, ncrits = randrange(NDEVICES/2) - for m in range(ncrits): + while ncrits > 0: + ncrits -= 1 dev = randdevice() if game.damage[dev] < 0: continue @@ -1053,7 +1064,7 @@ def torpedo(origin, bearing, dispersion, number, nburst): ac = bearing + 0.25*dispersion # dispersion is a random variable bullseye = (15.0 - bearing)*0.5235988 track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin)) - bumpto = coord(0, 0) + bumpto = Coord(0, 0) # Loop to move a single torpedo setwnd(message_window) for step in range(1, QUADSIZE*2): @@ -1062,7 +1073,7 @@ def torpedo(origin, bearing, dispersion, number, nburst): if not w.valid_sector(): break iquad=game.quad[w.i][w.j] - tracktorpedo(origin, w, step, number, nburst, iquad) + tracktorpedo(w, step, number, nburst, iquad) if iquad=='.': continue # hit something @@ -1096,7 +1107,7 @@ def torpedo(origin, bearing, dispersion, number, nburst): prout(_(" displaced by blast to Sector %s ") % bumpto) for enemy in game.enemies: enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance() - game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) + sortenemies() return None elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy # find the enemy @@ -1139,7 +1150,7 @@ def torpedo(origin, bearing, dispersion, number, nburst): game.quad[bumpto.i][bumpto.j]=iquad for enemy in game.enemies: enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance() - game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) + sortenemies() return None elif iquad == 'B': # Hit a base skip(1) @@ -1199,7 +1210,6 @@ def torpedo(origin, bearing, dispersion, number, nburst): # you can shove the Thingy and piss it off. # It then becomes an enemy and may fire at you. thing.angry = True - shoved = True return None elif iquad == ' ': # Black hole skip(1) @@ -1211,7 +1221,7 @@ def torpedo(origin, bearing, dispersion, number, nburst): return None elif iquad == 'T': # Hit a Tholian h1 = 700.0 + randrange(100) - \ - 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle)) + 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle)) h1 = math.fabs(h1) if h1 >= 600: game.quad[w.i][w.j] = '.' @@ -1247,7 +1257,8 @@ def fry(hit): proutn(_("***CRITICAL HIT--")) # Select devices and cause damage cdam = [] - for loop1 in range(ncrit): + while ncrit > 0: + ncrit -= 1 while True: j = randdevice() # Cheat to prevent shuttle damage unless on ship @@ -1278,7 +1289,7 @@ def attack(torps_ok): attempt = False; ihurt = False; hitmax=0.0; hittot=0.0; chgfac=1.0 where = "neither" - if idebug: + if game.idebug: prout("=== ATTACK!") # Tholian gets to move before attacking if game.tholian: @@ -1329,7 +1340,7 @@ def attack(torps_ok): enemy.power *= 0.75 else: # Enemy uses photon torpedo # We should be able to make the bearing() method work here - course = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i) + pcourse = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i) hit = 0 proutn(_("***TORPEDO INCOMING")) if not damaged(DSRSENS): @@ -1338,7 +1349,7 @@ def attack(torps_ok): prout(" ") dispersion = (randreal()+randreal())*0.5 - 0.5 dispersion += 0.002*enemy.power*dispersion - hit = torpedo(enemy.location, course, dispersion, number=1, nburst=1) + hit = torpedo(enemy.location, pcourse, dispersion, number=1, nburst=1) if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0: finish(FWON); # Klingons did themselves in! if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone: @@ -1350,7 +1361,7 @@ def attack(torps_ok): # shields will take hits propor = pfac * game.shield if game.condition =="docked": - propr *= 2.1 + propor *= 2.1 if propor < 0.1: propor = 0.1 hitsh = propor*chgfac*hit+1.0 @@ -1412,7 +1423,7 @@ def attack(torps_ok): # After attack, reset average distance to enemies for enemy in game.enemies: enemy.kavgd = enemy.kdist - game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) + sortenemies() return def deadkl(w, type, mv): @@ -1469,11 +1480,11 @@ def targetcheck(w): if not w.valid_sector(): huh() return None - delta = coord() + delta = Coord() # FIXME: C code this was translated from is wacky -- why the sign reversal? delta.j = (w.j - game.sector.j); delta.i = (game.sector.i - w.i); - if delta == coord(0, 0): + if delta == Coord(0, 0): skip(1) prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,")) prout(_(" I recommend an immediate review of")) @@ -1484,7 +1495,7 @@ def targetcheck(w): def torps(): "Launch photon torpedo salvo." - course = [] + tcourse = [] game.ididit = False if damaged(DPHOTON): prout(_("Photon tubes damaged.")) @@ -1528,15 +1539,15 @@ def torps(): # direct all torpedoes at one target while i < n: target.append(target[0]) - course.append(course[0]) + tcourse.append(tcourse[0]) i += 1 break scanner.push(scanner.token) target.append(scanner.getcoord()) if target[-1] == None: return - course.append(targetcheck(target[-1])) - if course[-1] == None: + tcourse.append(targetcheck(target[-1])) + if tcourse[-1] == None: return scanner.chew() if len(target) == 0: @@ -1547,8 +1558,8 @@ def torps(): target.append(scanner.getcoord()) if target[-1] == None: return - course.append(targetcheck(target[-1])) - if course[-1] == None: + tcourse.append(targetcheck(target[-1])) + if tcourse[-1] == None: return game.ididit = True # Loop for moving torpedoes @@ -1572,10 +1583,10 @@ def torps(): break if game.shldup or game.condition == "docked": dispersion *= 1.0 + 0.0001*game.shield - torpedo(game.sector, course[i], dispersion, number=i, nburst=n) + torpedo(game.sector, tcourse[i], dispersion, number=i, nburst=n) if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: return - if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0: + if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)<=0: finish(FWON); def overheat(rpow): @@ -1624,8 +1635,8 @@ def checkshctrl(rpow): def hittem(hits): "Register a phaser hit on Klingons and Romulans." - nenhr2 = len(game.enemies); kk=0 - w = coord() + kk = 0 + w = Coord() skip(1) for (k, wham) in enumerate(hits): if wham==0: @@ -1948,7 +1959,7 @@ def cancelrest(): if game.resting: skip(1) proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\"")) - if ja() == True: + if ja(): game.resting = False game.optime = 0.0 return True @@ -1959,8 +1970,8 @@ def events(): i=0 fintim = game.state.date + game.optime; yank=0 ictbeam = False; istract = False - w = coord(); hold = coord() - ev = event(); ev2 = event() + w = Coord(); hold = Coord() + ev = Event(); ev2 = Event() def tractorbeam(yank): "Tractor-beaming cases merge here." @@ -2041,7 +2052,7 @@ def events(): game.isatb = 0 else: game.battle.invalidate() - if idebug: + if game.idebug: prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim)) for i in range(1, NEVENTS): if i == FSNOVA: proutn("=== Supernova ") @@ -2070,7 +2081,7 @@ def events(): for l in range(1, NEVENTS): if game.future[l].date < datemin: evcode = l - if idebug: + if game.idebug: prout("== Event %d fires" % evcode) datemin = game.future[l].date xtime = datemin-game.state.date @@ -2166,13 +2177,13 @@ def events(): for ibq in game.state.baseq: for cmdr in game.state.kcmdr: if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr: - raise ibq + raise JumpOut else: # no match found -- try later schedule(FBATTAK, expran(0.3*game.intime)) unschedule(FCDBAS) continue - except coord: + except JumpOut: pass # commander + starbase combination found -- launch attack game.battle = ibq @@ -2268,7 +2279,7 @@ def events(): break else: # can't seem to find one; ignore this call - if idebug: + if game.idebug: prout("=== Couldn't find location for distress event.") continue # got one!! Schedule its enslavement @@ -2313,7 +2324,7 @@ def events(): continue # full right now # reproduce one Klingon w = ev.quadrant - m = coord() + m = Coord() if game.klhere >= MAXKLQUAD: try: # this quadrant not ok, pick an adjacent one @@ -2325,10 +2336,10 @@ def events(): # check for this quad ok (not full & no snova) if q.klingons >= MAXKLQUAD or q.supernova: continue - raise "FOUNDIT" + raise JumpOut else: continue # search for eligible quadrant failed - except "FOUNDIT": + except JumpOut: w = m # deliver the child game.state.remkl += 1 @@ -2365,7 +2376,7 @@ def wait(): return if delay >= game.state.remtime or len(game.enemies) != 0: proutn(_("Are you sure? ")) - if ja() == False: + if not ja(): return # Alternate resting periods (events) with attacks game.resting = True @@ -2401,8 +2412,8 @@ 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(); neighbor = coord(); bump = coord(0, 0) + ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5) + newc = Coord(); neighbor = Coord(); bump = Coord(0, 0) if withprob(0.05): # Wow! We've supernova'ed supernova(game.quadrant) @@ -2416,7 +2427,7 @@ def nova(nov): hits = [nov] kount = 0 while hits: - offset = coord() + offset = Coord() start = hits.pop() for offset.i in range(-1, 1+1): for offset.j in range(-1, 1+1): @@ -2482,7 +2493,7 @@ def nova(nov): finish(FNOVA) return # add in course nova contributes to kicking starship - bump += (game.sector-hits[mm]).sgn() + bump += (game.sector-hits[-1]).sgn() elif iquad == 'K': # kill klingon deadkl(neighbor, iquad, neighbor) elif iquad in ('C','S','R'): # Damage/destroy big enemies @@ -2493,7 +2504,7 @@ def nova(nov): if game.enemies[ll].power <= 0.0: deadkl(neighbor, iquad, neighbor) break - newc = neighbor + neighbor - hits[mm] + newc = neighbor + neighbor - hits[-1] proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged")) if not newc.valid_sector(): # can't leave quadrant @@ -2515,17 +2526,17 @@ def nova(nov): game.enemies[ll].move(newc) # Starship affected by nova -- kick it away. dist = kount*0.1 - direc = course[3*(bump.i+1)+bump.j+2] + direc = ncourse[3*(bump.i+1)+bump.j+2] if direc == 0.0: dist = 0.0 if dist == 0.0: return - course = course(bearing=direc, distance=dist) - game.optime = course.time(warp=4) + scourse = course(bearing=direc, distance=dist) + game.optime = scourse.time(warp=4) skip(1) prout(_("Force of nova displaces starship.")) - imove(course, noattack=True) - game.optime = course.time(warp=4) + imove(scourse, noattack=True) + game.optime = scourse.time(warp=4) return def supernova(w): @@ -2536,7 +2547,7 @@ def supernova(w): else: # Scheduled supernova -- select star at random. stars = 0 - nq = coord() + nq = Coord() for nq.i in range(GALSIZE): for nq.j in range(GALSIZE): stars += game.state.galaxy[nq.i][nq.j].stars @@ -2550,9 +2561,9 @@ def supernova(w): break if num <=0: break - if idebug: + if game.idebug: proutn("=== Super nova here?") - if ja() == True: + if ja(): nq = game.quadrant if not nq == game.quadrant or game.justin: # it isn't here, or we just entered (treat as enroute) @@ -2561,7 +2572,7 @@ def supernova(w): prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date) prout(_(" Supernova in Quadrant %s; caution advised.") % nq) else: - ns = coord() + ns = Coord() # we are in the quadrant! num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1 for ns.i in range(QUADSIZE): @@ -2766,12 +2777,12 @@ def finish(ifin): prout(_("Now you can retire and write your own Star Trek game!")) skip(1) elif game.skill >= SKILL_EXPERT: - if game.thawed and not idebug: + if game.thawed and not game.idebug: prout(_("You cannot get a citation, so...")) else: proutn(_("Do you want your Commodore Emeritus Citation printed? ")) scanner.chew() - if ja() == True: + if ja(): igotit = True # Only grant long life if alive (original didn't!) skip(1) @@ -2909,11 +2920,10 @@ 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 + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0: timused = 5.0 - perdate = killrate() - ithperd = 500*perdate + 0.5 + game.perdate = killrate() + ithperd = 500*game.perdate + 0.5 iwon = 0 if game.gamewon: iwon = 100*game.skill @@ -2923,7 +2933,7 @@ def score(): klship = 1 else: klship = 2 - iscore = 10*(game.inkling - game.state.remkl) \ + game.score = 10*(game.inkling - game.state.remkl) \ + 50*(game.incom - len(game.state.kcmdr)) \ + ithperd + iwon \ + 20*(game.inrom - game.state.nromrem) \ @@ -2931,7 +2941,7 @@ def score(): - game.state.nromrem \ - badpoints() if not game.alive: - iscore -= 200 + game.score -= 200 skip(2) prout(_("Your score --")) if game.inrom - game.state.nromrem: @@ -2951,7 +2961,7 @@ def score(): (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem))) if ithperd: prout(_("%6.2f Klingons per stardate %5d") % - (perdate, ithperd)) + (game.perdate, ithperd)) if game.state.starkl: prout(_("%6d stars destroyed by your action %5d") % (game.state.starkl, -5*game.state.starkl)) @@ -2987,7 +2997,7 @@ def score(): elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game")) prout(" %5d" % iwon) skip(1) - prout(_("TOTAL SCORE %5d") % iscore) + prout(_("TOTAL SCORE %5d") % game.score) def plaque(): "Emit winner's commemmorative plaque." @@ -3043,8 +3053,8 @@ def plaque(): timestring = time.ctime() fp.write(_(" This day of %.6s %.4s, %.8s\n\n") % (timestring+4, timestring+20, timestring+11)) - fp.write(_(" Your score: %d\n\n") % iscore) - fp.write(_(" Klingons per stardate: %.2f\n") % perdate) + fp.write(_(" Your score: %d\n\n") % game.score) + fp.write(_(" Klingons per stardate: %.2f\n") % game.perdate) fp.close() # Code from io.c begins here @@ -3066,7 +3076,7 @@ def iostart(): "for some recent versions of python2, the following enables UTF8" "for the older ones we probably need to set C locale, and the python3" "has no problems at all" - if sys.version_info.major < 3: + if sys.version_info[0] < 3: import locale locale.setlocale(locale.LC_ALL, "") gettext.bindtextdomain("sst", "/usr/local/share/locale") @@ -3144,24 +3154,18 @@ def pause_game(): sys.stdout.write('\n') proutn(prompt) raw_input() - for j in range(rows): - sys.stdout.write('\n') + sys.stdout.write('\n' * rows) linecount = 0 def skip(i): "Skip i lines. Pause game if this would cause a scrolling event." for dummy in range(i): if game.options & OPTION_CURSES: - (y, x) = curwnd.getyx() - (my, mx) = curwnd.getmaxyx() - if curwnd == message_window and y >= my - 2: - pause_game() - clrscr() - else: - try: - curwnd.move(y+1, 0) - except curses.error: - pass + (y, x) = curwnd.getyx() + try: + curwnd.move(y+1, 0) + except curses.error: + pass else: global linecount linecount += 1 @@ -3173,6 +3177,11 @@ def skip(i): def proutn(line): "Utter a line with no following line feed." if game.options & OPTION_CURSES: + (y, x) = curwnd.getyx() + (my, mx) = curwnd.getmaxyx() + if curwnd == message_window and y >= my - 2: + pause_game() + clrscr() curwnd.addstr(line) curwnd.refresh() else: @@ -3339,7 +3348,7 @@ def warble(): #nosound() pass -def tracktorpedo(origin, w, step, i, n, iquad): +def tracktorpedo(w, step, i, n, iquad): "Torpedo-track animation." if not game.options & OPTION_CURSES: if step == 1: @@ -3399,9 +3408,9 @@ def prstat(txt, data): # Code from moving.c begins here -def imove(course=None, noattack=False): +def imove(icourse=None, noattack=False): "Movement execution for warp, impulse, supernova, and tractor-beam events." - w = coord() + w = Coord() def newquadrant(noattack): # Leaving quadrant -- allow final enemy attack @@ -3422,17 +3431,17 @@ def imove(course=None, noattack=False): kinks = 0 while True: kink = False - if course.final.i < 0: - course.final.i = -course.final.i + if icourse.final.i < 0: + icourse.final.i = -icourse.final.i kink = True - if course.final.j < 0: - course.final.j = -course.final.j + if icourse.final.j < 0: + icourse.final.j = -icourse.final.j kink = True - if course.final.i >= GALSIZE*QUADSIZE: - course.final.i = (GALSIZE*QUADSIZE*2) - course.final.i + if icourse.final.i >= GALSIZE*QUADSIZE: + icourse.final.i = (GALSIZE*QUADSIZE*2) - icourse.final.i kink = True - if course.final.j >= GALSIZE*QUADSIZE: - course.final.j = (GALSIZE*QUADSIZE*2) - course.final.j + if icourse.final.j >= GALSIZE*QUADSIZE: + icourse.final.j = (GALSIZE*QUADSIZE*2) - icourse.final.j kink = True if kink: kinks += 1 @@ -3451,8 +3460,8 @@ def imove(course=None, noattack=False): # Compute final position in new quadrant if trbeam: # Don't bother if we are to be beamed return - game.quadrant = course.final.quadrant() - game.sector = course.final.sector() + game.quadrant = icourse.final.quadrant() + game.sector = icourse.final.sector() skip(1) prout(_("Entering Quadrant %s.") % game.quadrant) game.quad[game.sector.i][game.sector.j] = game.ship @@ -3464,7 +3473,7 @@ def imove(course=None, noattack=False): iquad = game.quad[h.i][h.j] if iquad != '.': # object encountered in flight path - stopegy = 50.0*course.distance/game.optime + stopegy = 50.0*icourse.distance/game.optime if iquad in ('T', 'K', 'C', 'S', 'R', '?'): for enemy in game.enemies: if enemy.location == game.sector: @@ -3514,17 +3523,17 @@ def imove(course=None, noattack=False): if game.state.date+game.optime >= scheduled(FTBEAM): trbeam = True game.condition = "red" - course.distance = course.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1 + icourse.distance = icourse.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5 # Move out game.quad[game.sector.i][game.sector.j] = '.' - for m in range(course.moves): - course.next() - w = course.sector() - if course.origin.quadrant() != course.location.quadrant(): + for m in range(icourse.moves): + icourse.next() + w = icourse.sector() + if icourse.origin.quadrant() != icourse.location.quadrant(): newquadrant(noattack) break - elif check_collision(w): + elif check_collision(icourse, w): print "Collision detected" break else: @@ -3536,7 +3545,7 @@ def imove(course=None, noattack=False): finald = (w-enemy.location).distance() enemy.kavgd = 0.5 * (finald + enemy.kdist) enemy.kdist = finald - game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) + sortenemies() if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: attack(torps_ok=False) for enemy in game.enemies: @@ -3589,7 +3598,7 @@ def getcourse(isprobe): dquad = copy.copy(game.quadrant) navmode = "unspecified" itemp = "curt" - dsect = coord() + dsect = Coord() iprompt = False if game.landed and not isprobe: prout(_("Dummy! You can't leave standard orbit until you")) @@ -3631,7 +3640,7 @@ def getcourse(isprobe): prout(_("(Manual movement assumed.)")) navmode = "manual" break - delta = coord() + delta = Coord() if navmode == "automatic": while key == "IHEOL": if isprobe: @@ -3731,7 +3740,7 @@ class course: self.origin = cartesian(game.quadrant, game.sector) else: self.origin = cartesian(game.quadrant, origin) - self.increment = coord(-math.sin(self.angle), math.cos(self.angle)) + self.increment = Coord(-math.sin(self.angle), math.cos(self.angle)) bigger = max(abs(self.increment.i), abs(self.increment.j)) self.increment /= bigger self.moves = int(round(10*self.distance*bigger)) @@ -3793,7 +3802,7 @@ def impulse(): prout(_("First Officer Spock- \"Captain, our speed under impulse")) prout(_("power is only 0.95 sectors per stardate. Are you sure")) proutn(_("we dare spend the time?\" ")) - if ja() == False: + if not ja(): return # Activate impulse engines and pay the cost imove(course, noattack=False) @@ -3807,7 +3816,7 @@ def impulse(): finish(FNRG) return -def warp(course, involuntary): +def warp(wcourse, involuntary): "ove under warp drive." blooey = False; twarp = False if not involuntary: # Not WARPX entry @@ -3824,21 +3833,21 @@ def warp(course, involuntary): prout(_(" is repaired, I can only give you warp 4.\"")) return # Read in course and distance - if course==None: + if wcourse==None: try: - course = getcourse(isprobe=False) + wcourse = getcourse(isprobe=False) except TrekError: return # Make sure starship has enough energy for the trip # Note: this formula is slightly different from the C version, # and lets you skate a bit closer to the edge. - if course.power(game.warpfac) >= game.energy: + if wcourse.power(game.warpfac) >= game.energy: # Insufficient power for trip game.ididit = False skip(1) prout(_("Engineering to bridge--")) - if not game.shldup or 0.5*power > game.energy: - iwarp = (game.energy/(course.dist+0.05)) ** 0.333333333 + if not game.shldup or 0.5*wcourse.power(game.warpfac) > game.energy: + iwarp = (game.energy/(wcourse.dist+0.05)) ** 0.333333333 if iwarp <= 0: prout(_("We can't do it, Captain. We don't have enough energy.")) else: @@ -3852,7 +3861,7 @@ def warp(course, involuntary): prout(_("We haven't the energy to go that far with the shields up.")) return # Make sure enough time is left for the trip - game.optime = course.time(game.warpfac) + game.optime = wcourse.time(game.warpfac) if game.optime >= 0.8*game.state.remtime: skip(1) prout(_("First Officer Spock- \"Captain, I compute that such")) @@ -3860,7 +3869,7 @@ def warp(course, involuntary): (100.0*game.optime/game.state.remtime)) prout(_(" percent of our")) proutn(_(" remaining time. Are you sure this is wise?\" ")) - if ja() == False: + if not ja(): game.ididit = False game.optime=0 return @@ -3868,38 +3877,40 @@ def warp(course, involuntary): if game.warpfac > 6.0: # Decide if engine damage will occur # ESR: Seems wrong. Probability of damage goes *down* with distance? - prob = course.distance*(6.0-game.warpfac)**2/66.666666666 + prob = wcourse.distance*(6.0-game.warpfac)**2/66.666666666 if prob > randreal(): blooey = True - course.distance = randreal(course.distance) + wcourse.distance = randreal(wcourse.distance) # Decide if time warp will occur - if 0.5*course.distance*math.pow(7.0,game.warpfac-10.0) > randreal(): + if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > randreal(): twarp = True - if idebug and game.warpfac==10 and not twarp: + if game.idebug and game.warpfac==10 and not twarp: blooey = False proutn("=== Force time warp? ") - if ja() == True: + if ja(): twarp = True if blooey or twarp: # If time warp or engine damage, check path - # If it is obstructed, don't do warp or damage - for m in range(course.moves): - course.next() - w = course.sector() + # If it is obstructed, don't do warp or damage + look = wcourse.moves + while look > 0: + look -= 1 + wcourse.next() + w = wcourse.sector() if not w.valid_sector(): break if game.quad[w.i][w.j] != '.': blooey = False twarp = False - course.reset() + wcourse.reset() # Activate Warp Engines and pay the cost imove(course, noattack=False) if game.alldone: return - game.energy -= course.power(game.warpfac) + game.energy -= wcourse.power(game.warpfac) if game.energy <= 0: finish(FNRG) - game.optime = course.time(game.warpfac) + game.optime = wcourse.time(game.warpfac) if twarp: timwrp() if blooey: @@ -4107,7 +4118,7 @@ def probe(): else: prout(_("%d probes left") % game.nprobes) proutn(_("Are you sure you want to fire a probe? ")) - if ja() == False: + if not ja(): return game.isarmed = False if key == "IHALPHA" and scanner.token == "armed": @@ -4181,7 +4192,7 @@ def mayday(): elif m == 2: proutn(_("2nd")) elif m == 3: proutn(_("3rd")) proutn(_(" attempt to re-materialize ") + crmshp()) - game.quad[ix][iy]=('-','o','O')[m-1] + game.quad[game.sector.i][game.sector.j]=('-','o','O')[m-1] textcolor(RED) warble() if randreal() > probf: @@ -4190,13 +4201,13 @@ def mayday(): textcolor(DEFAULT) curses.delay_output(500) if m > 3: - game.quad[ix][iy]='?' + game.quad[game.sector.i][game.sector.j]='?' game.alive = False drawmaps(1) setwnd(message_window) finish(FMATERIALIZE) return - game.quad[ix][iy]=game.ship + game.quad[game.sector.i][game.sector.j]=game.ship textcolor(GREEN); prout(_("succeeds.")) textcolor(DEFAULT); @@ -4322,15 +4333,15 @@ def survey(): continue if (game.state.planets[i].known != "unknown" \ and not game.state.planets[i].inhabited) \ - or idebug: + or game.idebug: iknow = True - if idebug and game.state.planets[i].known=="unknown": + if game.idebug and game.state.planets[i].known=="unknown": proutn("(Unknown) ") proutn(_("Quadrant %s") % game.state.planets[i].quadrant) proutn(_(" class ")) proutn(game.state.planets[i].pclass) proutn(" ") - if game.state.planets[i].crystals != present: + if game.state.planets[i].crystals != "present": proutn(_("no ")) prout(_("dilithium crystals present.")) if game.state.planets[i].known=="shuttle_down": @@ -4402,7 +4413,7 @@ def beam(): 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: + if ja(): shuttle() return if not game.inorbit: @@ -4420,7 +4431,7 @@ def beam(): 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?\" ")) - if ja() == False: + if not ja(): scanner.chew() return if not (game.options & OPTION_PLAIN): @@ -4436,14 +4447,14 @@ def beam(): 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: + if not ja(): scanner.chew() return if game.landed: # Coming from planet if game.iplnet.known=="shuttle_down": proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" ")) - if ja() == True: + if ja(): scanner.chew() return prout(_("Your crew hides the Galileo to prevent capture by aliens.")) @@ -4526,7 +4537,7 @@ def usecrystals(): prout(_(" raw dilithium crystals into the ship's power")) prout(_(" system may risk a severe explosion.")) proutn(_(" Are you sure this is wise?\" ")) - if ja() == False: + if not ja(): scanner.chew() return skip(1) @@ -4595,7 +4606,7 @@ def shuttle(): int(100*game.optime/game.state.remtime)) prout(_("remaining time.")) proutn(_("Are you sure this is wise?\" ")) - if ja() == False: + if not ja(): game.optime = 0.0 return if game.landed: @@ -4604,7 +4615,7 @@ def shuttle(): # Galileo on ship! if not damaged(DTRANSP): proutn(_("Spock- \"Would you rather use the transporter?\" ")) - if ja() == True: + if ja(): beam() return proutn(_("Shuttle crew")) @@ -4673,7 +4684,7 @@ def deathray(): prout(_("Spock- \"Captain, the 'Experimental Death Ray'")) prout(_(" is highly unpredictible. Considering the alternatives,")) proutn(_(" are you sure this is wise?\" ")) - if ja() == False: + if not ja(): return prout(_("Spock- \"Acknowledged.\"")) skip(1) @@ -4737,7 +4748,6 @@ def deathray(): finish(FDRAY) return if r <= 0.75: - intj prouts(_("Sulu- \"Captain! It's --WHAT?!?!\"")) skip(2) proutn(_("Spock- \"I believe the word is")) @@ -4782,7 +4792,7 @@ def attackreport(curt): def report(): # report on general game status scanner.chew() - s1 = "" and game.thawed and _("thawed ") + s1 = (game.thawed and _("thawed ")) or "" s2 = {1:"short", 2:"medium", 4:"long"}[game.length] s3 = (None, _("novice"), _("fair"), _("good"), _("expert"), _("emeritus"))[game.skill] @@ -4865,7 +4875,7 @@ def lrscan(silent): if not silent: proutn(" ") for y in range(game.quadrant.j-1, game.quadrant.j+2): - if not coord(x, y).valid_quadrant(): + if not Coord(x, y).valid_quadrant(): if not silent: proutn(" -1") else: @@ -5054,7 +5064,7 @@ def srscan(): def eta(): "Use computer to get estimated time of arrival for a warp jump." - w1 = coord(); w2 = coord() + w1 = Coord(); w2 = Coord() prompt = False if damaged(DCOMPTR): prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR.")) @@ -5208,7 +5218,8 @@ def freeze(boss): fp.close() def thaw(): - "Retrieve saved game." + "Retrieve saved game." + global game game.passwd[0] = '\0' key = scanner.next() if key == "IHEOL": @@ -5230,7 +5241,7 @@ def thaw(): return False # I used to find planets -# with references in ST:TOS. Eath and the Alpha Centauri +# with references in ST:TOS. Earth and the Alpha Centauri # Colony have been omitted. # # Some planets marked Class G and P here will be displayed as class M @@ -5302,7 +5313,7 @@ device = ( def setup(): "Prepare to play, set up cosmos." - w = coord() + w = Coord() # Decide how many of everything if choose(): return # frozen game @@ -5322,7 +5333,7 @@ def setup(): for i in range(NDEVICES): game.damage[i] = 0.0 # Set up assorted game parameters - game.battle = coord() + game.battle = Coord() 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 @@ -5355,11 +5366,11 @@ def setup(): distq = (w - game.state.baseq[j]).distance() if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75): contflag = True - if idebug: + if game.idebug: prout("=== Abandoning base #%d at %s" % (i, w)) break elif distq < 6.0 * (BASEMAX+1-game.inbase): - if idebug: + if game.idebug: prout("=== Saving base #%d, close to #%d" % (i, j)) if not contflag: break @@ -5400,7 +5411,7 @@ def setup(): w = randplace(GALSIZE) if game.state.galaxy[w.i][w.j].planet == None: break - new = planet() + new = Planet() new.quadrant = w new.crystals = "absent" if (game.options & OPTION_WORLDS) and i < NINHAB: @@ -5577,7 +5588,7 @@ def choose(): game.options &=~ OPTION_COLOR setpassword() if game.passwd == "debug": - idebug = True + game.idebug = True prout("=== Debug mode enabled.") # Use parameters to generate initial values of things game.damfac = 0.5 * game.skill @@ -5621,7 +5632,11 @@ def newcnd(): def newkling(): "Drop new Klingon into current quadrant." - return enemy('K', loc=dropin(), power=randreal(300,450)+25.0*game.skill) + return Enemy('K', loc=dropin(), power=randreal(300,450)+25.0*game.skill) + +def sortenemies(): + "Sort enemies by distance so 'nearest' is meaningful." + game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) def newqad(): "Set up a new state of quadrant, for when we enter or re-enter it." @@ -5663,7 +5678,7 @@ def newqad(): game.iscate = (game.state.remkl > 1) # Put in Romulans if needed for i in range(q.romulans): - enemy('R', loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill) + Enemy('R', 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('B') @@ -5688,7 +5703,7 @@ 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(type='?', loc=dropin(), power=randreal(6000,6500.0)+250.0*game.skill) if not damaged(DSRSENS): skip(1) @@ -5699,13 +5714,13 @@ def newqad(): 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() + w = Coord() while True: w.i = withprob(0.5) * (QUADSIZE-1) 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(type='T', loc=w, power=randrange(100, 500) + 25.0*game.skill) # Reserve unoccupied corners if game.quad[0][0]=='.': @@ -5716,7 +5731,7 @@ def newqad(): game.quad[QUADSIZE-1][0] = 'X' if game.quad[QUADSIZE-1][QUADSIZE-1]=='.': game.quad[QUADSIZE-1][QUADSIZE-1] = 'X' - game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) + sortenemies() # And finally the stars for i in range(q.stars): dropin('*') @@ -5747,8 +5762,9 @@ def setpassword(): break else: game.passwd = "" - for i in range(3): - game.passwd += chr(ord('a')+randrange(26)) + game.passwd += chr(ord('a')+randrange(26)) + game.passwd += chr(ord('a')+randrange(26)) + game.passwd += chr(ord('a')+randrange(26)) # Code from sst.c begins here @@ -5909,7 +5925,7 @@ def makemoves(): if game.ididit: hitme = True elif cmd == "MOVE": # move under warp - warp(course=None, involuntary=False) + warp(wcourse=None, involuntary=False) elif cmd == "SHIELDS": # shields doshield(shraise=False) if game.ididit: @@ -5964,7 +5980,7 @@ def makemoves(): elif cmd == "EMEXIT": # Emergency exit clrscr() # Hide screen freeze(True) # forced save - raise SysExit,1 # And quick exit + raise SystemExit,1 # And quick exit elif cmd == "PROBE": probe() # Launch probe if game.ididit: @@ -6013,7 +6029,7 @@ def makemoves(): break if game.alldone: break - if idebug: + if game.idebug: prout("=== Ending") def cramen(type): @@ -6059,7 +6075,7 @@ def expran(avrage): def randplace(size): "Choose a random location." - w = coord() + w = Coord() w.i = randrange(size) w.j = randrange(size) return w @@ -6120,7 +6136,7 @@ class sstscanner: # Round token value to nearest integer return int(round(scanner.real)) def getcoord(self): - s = coord() + s = Coord() scanner.next() if scanner.type != "IHREAL": huh() @@ -6132,7 +6148,7 @@ class sstscanner: return None s.j = scanner.int()-1 return s - def __repr__(str): + def __repr__(self): return "" % (scanner.token, scanner.type, scanner.inqueue) def ja(): @@ -6156,26 +6172,26 @@ def huh(): def debugme(): "Access to the internals for debugging." proutn("Reset levels? ") - if ja() == True: + if ja(): if game.energy < game.inenrg: game.energy = game.inenrg game.shield = game.inshld game.torps = game.intorps game.lsupres = game.inlsr proutn("Reset damage? ") - if ja() == True: + if ja(): for i in range(NDEVICES): if game.damage[i] > 0.0: game.damage[i] = 0.0 proutn("Toggle debug flag? ") - if ja() == True: - idebug = not idebug - if idebug: + if ja(): + game.idebug = not game.idebug + if game.idebug: prout("Debug output ON") else: prout("Debug output OFF") proutn("Cause selective damage? ") - if ja() == True: + if ja(): for i in range(NDEVICES): proutn("Kill %s?" % device[i]) scanner.chew() @@ -6183,9 +6199,9 @@ def debugme(): if key == "IHALPHA" and scanner.sees("y"): game.damage[i] = 10.0 proutn("Examine/change events? ") - if ja() == True: - ev = event() - w = coord() + if ja(): + ev = Event() + w = Coord() legends = { FSNOVA: "Supernova ", FTBEAM: "T Beam ", @@ -6236,26 +6252,25 @@ def debugme(): ev.quadrant = w scanner.chew() proutn("Induce supernova here? ") - if ja() == True: + if ja(): game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True atover(True) if __name__ == '__main__': import getopt, socket try: - global line, thing, game, idebug + global line, thing, game game = None - thing = coord() + thing = Coord() thing.angry = False - game = gamestate() - idebug = 0 + game = Gamestate() game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY) if os.getenv("TERM"): game.options |= OPTION_CURSES else: game.options |= OPTION_TTY seed = int(time.time()) - (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:tx") + (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:txV") for (switch, val) in options: if switch == '-r': try: @@ -6281,7 +6296,10 @@ if __name__ == '__main__': game.options |= OPTION_TTY game.options &=~ OPTION_CURSES elif switch == '-x': - idebug = True + game.idebug = True + elif switch == '-V': + print "SST2K", version + raise SystemExit, 0 else: sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n") raise SystemExit, 1 @@ -6320,7 +6338,7 @@ if __name__ == '__main__': skip(1) if game.tourn and game.alldone: proutn(_("Do you want your score recorded?")) - if ja() == True: + if ja(): scanner.chew() scanner.push("\n") freeze(False)