X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=sst.py;h=957ddfbd14e36d745ef5c8138133f51cc4144576;hp=9b3628570761e78fa487414e9484f475216e7c8b;hb=b8ffe91a83c83c29cc1a574e3fc2d857d582df33;hpb=b599a12ccbd7f0b4dbe131e77576649372d3be69 diff --git a/sst.py b/sst.py old mode 100644 new mode 100755 index 9b36285..957ddfb --- a/sst.py +++ b/sst.py @@ -52,7 +52,10 @@ LIGHTMAGENTA = 13 YELLOW = 14 WHITE = 15 -class TrekError: +class TrekError(Exception): + pass + +class JumpOut(Exception): pass class coord: @@ -175,9 +178,9 @@ class snapshot: self.kcmdr = [] # Commander 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: def __init__(self): @@ -288,8 +291,10 @@ class gamestate: 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 = [] # future events + i = NEVENTS + while i > 0: + i -= 1 self.future.append(event()) self.passwd = None; # Self Destruct password self.enemies = [] @@ -358,6 +363,7 @@ 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.idebug = False # Debugging instrumentation enabled? def recompute(self): # Stas thinks this should be (C expression): # game.state.remkl + len(game.state.kcmdr) > 0 ? @@ -437,7 +443,7 @@ 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 @@ -456,7 +462,7 @@ 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 @@ -500,7 +506,7 @@ 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: @@ -539,7 +545,7 @@ 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: @@ -558,7 +564,7 @@ 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 @@ -567,13 +573,13 @@ 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: @@ -591,14 +597,14 @@ 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 @@ -607,35 +613,35 @@ 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 @@ -701,7 +707,7 @@ def supercommander(): "Move the Super Commander." 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 \ @@ -723,7 +729,7 @@ def supercommander(): for base in game.state.baseq: basetbl.append((i, (base - sc).distance())) if game.state.baseq > 1: - basetbl.sort(lambda x, y: cmp(x[1]. y[1])) + 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 @@ -800,13 +806,13 @@ 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): @@ -820,32 +826,32 @@ 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) @@ -889,21 +895,21 @@ 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() @@ -996,10 +1002,10 @@ 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 @@ -1021,16 +1027,17 @@ 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 @@ -1201,7 +1208,6 @@ 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) @@ -1249,7 +1255,8 @@ 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 @@ -1280,7 +1287,7 @@ 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: @@ -1331,7 +1338,7 @@ 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): @@ -1340,7 +1347,7 @@ 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: @@ -1352,7 +1359,7 @@ 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 @@ -1486,7 +1493,7 @@ def targetcheck(w): def torps(): "Launch photon torpedo salvo." - course = [] + tcourse = [] game.ididit = False if damaged(DPHOTON): prout(_("Photon tubes damaged.")) @@ -1530,15 +1537,15 @@ 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: @@ -1549,8 +1556,8 @@ 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 @@ -1574,7 +1581,7 @@ 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: @@ -1626,7 +1633,7 @@ def checkshctrl(rpow): def hittem(hits): "Register a phaser hit on Klingons and Romulans." - nenhr2 = len(game.enemies); kk=0 + kk = 0 w = coord() skip(1) for (k, wham) in enumerate(hits): @@ -1950,7 +1957,7 @@ 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 @@ -2043,7 +2050,7 @@ 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 ") @@ -2072,7 +2079,7 @@ 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 @@ -2270,7 +2277,7 @@ 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 @@ -2327,10 +2334,10 @@ 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 @@ -2367,7 +2374,7 @@ 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 @@ -2403,7 +2410,7 @@ 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) + 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 @@ -2517,17 +2524,17 @@ 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): @@ -2552,9 +2559,9 @@ 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) @@ -2768,12 +2775,12 @@ 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) @@ -3146,8 +3153,7 @@ 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): @@ -3401,7 +3407,7 @@ 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() @@ -3424,17 +3430,17 @@ 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 @@ -3453,8 +3459,8 @@ 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 @@ -3466,7 +3472,7 @@ 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: @@ -3516,17 +3522,17 @@ 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: @@ -3795,7 +3801,7 @@ 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) @@ -3809,7 +3815,7 @@ 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 @@ -3826,21 +3832,21 @@ 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: @@ -3854,7 +3860,7 @@ 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")) @@ -3862,7 +3868,7 @@ 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 @@ -3870,38 +3876,38 @@ 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() + for m_unused in range(wcourse.moves): + 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: @@ -4109,7 +4115,7 @@ 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": @@ -4324,15 +4330,15 @@ 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": @@ -4404,7 +4410,7 @@ 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: @@ -4422,7 +4428,7 @@ 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): @@ -4438,14 +4444,14 @@ 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.")) @@ -4528,7 +4534,7 @@ 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) @@ -4597,7 +4603,7 @@ 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: @@ -4606,7 +4612,7 @@ 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")) @@ -4675,7 +4681,7 @@ 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) @@ -4739,7 +4745,6 @@ 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")) @@ -5210,7 +5215,7 @@ def freeze(boss): fp.close() def thaw(): - "Retrieve saved game." + "Retrieve saved game." game.passwd[0] = '\0' key = scanner.next() if key == "IHEOL": @@ -5357,11 +5362,11 @@ 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 @@ -5579,7 +5584,7 @@ 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 @@ -5749,8 +5754,9 @@ 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 @@ -5911,7 +5917,7 @@ 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: @@ -5966,7 +5972,7 @@ 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: @@ -6015,7 +6021,7 @@ def makemoves(): break if game.alldone: break - if idebug: + if game.idebug: prout("=== Ending") def cramen(type): @@ -6134,7 +6140,7 @@ 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(): @@ -6158,26 +6164,26 @@ 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() @@ -6185,7 +6191,7 @@ def debugme(): if key == "IHALPHA" and scanner.sees("y"): game.damage[i] = 10.0 proutn("Examine/change events? ") - if ja() == True: + if ja(): ev = event() w = coord() legends = { @@ -6238,19 +6244,18 @@ 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.angry = False game = gamestate() - idebug = 0 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY) if os.getenv("TERM"): game.options |= OPTION_CURSES @@ -6283,7 +6288,7 @@ 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 @@ -6325,7 +6330,7 @@ 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)