Dave Matuszek objected the the Thingy shooting back.
authorEric S. Raymond <esr@thyrsus.com>
Wed, 16 Aug 2023 23:31:25 +0000 (19:31 -0400)
committerEric S. Raymond <esr@thyrsus.com>
Wed, 16 Aug 2023 23:31:25 +0000 (19:31 -0400)
So let it be written, so let it be done, OPTION_THINGY
is gone, than the Thingy can't be angered.

doc/HACKING
sst

index abb692a03c587f1713645034d9ac8aa82058e7cb..924422dc127967f18cd469123f0d462aeb48773d 100644 (file)
@@ -40,9 +40,8 @@ Dave also says the Space Thingy should not be preserved across saved
 games, so you can't prove to others that you've seen it.  He says it
 shouldn't fire back, either.  It should do nothing except scream and
 disappear when hit by photon torpedos.  It's OK that it may move
-when attacked, but it didn't in the original.  (Whether the Thingy
-can fire back is now controlled by OPTION_THINGY and turned off if the
-game type is "plain" or "almy".  The no-save behavior has been restored.)
+when attacked, but it didn't in the original. (The no-save behavior
+has been restored.)
 
 The Faerie Queen, black holes, and time warping were in the original.
 
diff --git a/sst b/sst
index 3b62874e180e4d8c7200fb78f257aec4256ab0e7..cb64fd5cd2d14e429b82ff122eafb560cc9764d0 100755 (executable)
--- a/sst
+++ b/sst
@@ -215,9 +215,6 @@ class Thingy():
     "Do not anger the Space Thingy!"
     def __init__(self):
         self.location = Coord()
-        self.angered = False
-    def angry(self):
-        self.angered = True
     def at(self, q):
         return (q.i, q.j) == (self.location.i, self.location.j)
 
@@ -301,7 +298,6 @@ OPTION_CURSES     = 0x00000002        # new interface
 OPTION_IOMODES    = 0x00000003        # cover both interfaces
 OPTION_PLANETS    = 0x00000004        # planets and mining
 OPTION_THOLIAN    = 0x00000008        # Tholians and their webs (UT 1979 version)
-OPTION_THINGY     = 0x00000010        # Space Thingy can shoot back (Stas, 2005)
 OPTION_PROBE      = 0x00000020        # deep-space probes (DECUS version, 1980)
 OPTION_SHOWME     = 0x00000040        # bracket Enterprise in chart
 OPTION_RAMMING    = 0x00000080        # enemies may ram Enterprise (Almy)
@@ -323,8 +319,6 @@ option_names = {
     "TTY": OPTION_TTY,
     "IOMODES": OPTION_IOMODES,
     "PLANETS": OPTION_PLANETS,
-    "THOLIAN": OPTION_THOLIAN,
-    "THINGY": OPTION_THINGY,
     "PROBE": OPTION_PROBE,
     "SHOWME": OPTION_SHOWME,
     "RAMMING": OPTION_RAMMING,
@@ -1420,21 +1414,15 @@ def torpedo(origin, bearing, dispersion, number, nburst):
                 prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast."))
             return None
         elif iquad == '?': # Hit a thingy
-            if not (game.options & OPTION_THINGY) or rnd.withprob(0.3):
-                skip(1)
-                prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
-                skip(1)
-                prouts(_("    HACK!     HACK!    HACK!        *CHOKE!*  "))
-                skip(1)
-                proutn(_("Mr. Spock-"))
-                prouts(_("  \"Fascinating!\""))
-                skip(1)
-                deadkl(w, iquad, w)
-            else:
-                # Stas Sergeev added the possibility that
-                # you can shove the Thingy and piss it off.
-                # It then becomes an enemy and may fire at you.
-                thing.angry()
+            skip(1)
+            prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
+            skip(1)
+            prouts(_("    HACK!     HACK!    HACK!        *CHOKE!*  "))
+            skip(1)
+            proutn(_("Mr. Spock-"))
+            prouts(_("  \"Fascinating!\""))
+            skip(1)
+            deadkl(w, iquad, w)
             return None
         elif iquad == ' ': # Black hole
             skip(1)
@@ -1553,7 +1541,7 @@ def attack(torps_ok):
                         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.at(game.quadrant) and not thing.angered):
+    if len(game.enemies) == 0 or (len(game.enemies) == 1 and thing.at(game.quadrant)):
         return
     # set up partial hits if attack happens during shield status change
     pfac = 1.0/game.inshld
@@ -1573,7 +1561,7 @@ def attack(torps_ok):
             r *= 0.25
         if enemy.power < 500:
             r *= 0.25
-        if enemy.type == 'T' or (enemy.type == '?' and not thing.angered):
+        if enemy.type in ('T', '?'):
             continue
         # different enemies have different probabilities of throwing a torp
         usephasers = not torps_ok or \
@@ -1916,8 +1904,6 @@ def hittem(hits):
         else:
             proutn(_("Very small hit on "))
         ienm = game.quad[w.i][w.j]
-        if ienm == '?':
-            thing.angry()
         proutn(crmena(False, ienm, "sector", w))
         skip(1)
         if kpow == 0:
@@ -6062,11 +6048,11 @@ def choose():
         scanner.nexttok()
     if scanner.sees("plain"):
         # Approximates the UT FORTRAN version.
-        game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR | OPTION_CAPTURE | OPTION_CLOAK | OPTION_DOTFILL | OPTION_ALPHAMERIC)
+        game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR | OPTION_CAPTURE | OPTION_CLOAK | OPTION_DOTFILL | OPTION_ALPHAMERIC)
         game.options |= OPTION_PLAIN
     elif scanner.sees("almy"):
         # Approximates Tom Almy's version.
-        game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR | OPTION_DOTFILL | OPTION_ALPHAMERIC)
+        game.options &=~ (OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR | OPTION_DOTFILL | OPTION_ALPHAMERIC)
         game.options |= OPTION_ALMY
     elif scanner.sees("fancy") or scanner.sees("\n"):
         pass