From: Eric S. Raymond Date: Fri, 6 Oct 2006 18:14:08 +0000 (+0000) Subject: Got through an entire game with this Python version. X-Git-Tag: 2.0~135 X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=commitdiff_plain;h=67a86ffea0c175bf89567293231b4cbf777ace89 Got through an entire game with this Python version. --- diff --git a/src/sst.py b/src/sst.py index 19bd19f..1aa671b 100644 --- a/src/sst.py +++ b/src/sst.py @@ -416,14 +416,24 @@ NEVENTS = 12 def findevent(evtype): return game.future[evtype] class enemy: - def __init__(self, loc=None, power=None): + def __init__(self, type=None, loc=None, power=None): + self.type = type + self.kloc = coord() + if loc: + self.move(loc) + self.kpower = power # enemy energy level + game.enemies.append(self) + def move(self, loc): + if self.kloc.x is not None and self.kloc.y is not None: + game.quad[self.kloc.x][self.kloc.y] = IHDOT if loc: self.kloc = loc + game.quad[self.kloc.x][self.kloc.y] = self.type self.kdist = self.kavgd = distance(game.sector, loc) else: self.kloc = coord() # enemy sector location self.kdist = self.kavgd = None - self.kpower = power # enemy energy levels + game.enemies.remove(self) def __repr__(self): return "<%s=%f>" % (self.kloc, self.kpower) # For debugging @@ -441,7 +451,7 @@ class gamestate: self.enemies = [] self.quadrant = None # where we are in the large self.sector = None # where we are in the small - self.tholian = None # coordinates of Tholian + self.tholian = None # Tholian enemy object self.base = None # position of base in current quadrant self.battle = None # base coordinates being attacked self.plnet = None # location of planet in quadrant @@ -487,7 +497,6 @@ class gamestate: self.nkinks = 0 # count of energy-barrier crossings self.iplnet = None # planet # in quadrant self.inplan = 0 # initial planets - self.nenhere = 0 # number of enemies in quadrant self.irhere = 0 # Romulans in quadrant self.isatb = 0 # =1 if super commander is attacking base self.tourn = None # tournament number @@ -642,14 +651,9 @@ def tryexit(look, ienm, loccom, irun): game.condition == docked: crmena(True, ienm, "sector", game.enemies[loccom].kloc) prout(_(" escapes to Quadrant %s (and regains strength).") % q) - # handle local matters related to escape - game.quad[game.enemies[loccom].kloc.x][game.enemies[loccom].kloc.y] = IHDOT - game.enemies[loccom].kloc = game.enemies[game.nenhere].kloc - game.enemies[loccom].kavgd = game.enemies[game.nenhere].kavgd - game.enemies[loccom].kpower = game.enemies[game.nenhere].kpower - game.enemies[loccom].kdist = game.enemies[game.nenhere].kdist + # handle local matters related to escape + game.enemies[loccom].move(None) game.klhere -= 1 - game.nenhere -= 1 if game.condition != docked: newcnd() # Handle global matters related to escape @@ -723,7 +727,6 @@ def movebaddy(com, loccom, ienm): dist1 = game.enemies[loccom].kdist mdist = int(dist1 + 0.5); # Nearest integer distance - # If SC, check with spy to see if should hi-tail it if ienm==IHS and \ (game.enemies[loccom].kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))): @@ -731,7 +734,7 @@ def movebaddy(com, loccom, ienm): motion = -QUADSIZE else: # decide whether to advance, retreat, or hold position - forces = game.enemies[loccom].kpower+100.0*game.nenhere+400*(nbaddys-1) + forces = game.enemies[loccom].kpower+100.0*len(game.enemies)+400*(nbaddys-1) if not game.shldup: forces += 1000; # Good for enemy if shield is down! if not damaged(DPHASER) or not damaged(DPHOTON): @@ -878,25 +881,22 @@ def moveklings(): # Figure out which Klingon is the commander (or Supercommander) # and do move if game.comhere: - for i in range(game.nenhere): - w = game.enemies[i].kloc - if game.quad[w.x][w.y] == IHC: - movebaddy(w, i, IHC) + for (i, e) in enumerate(game.enemies): + if game.quad[e.kloc.x][e.kloc.y] == IHC: + movebaddy(e.kloc, i, IHC) break if game.ishere: - for i in range(game.nenhere): - w = game.enemies[i].kloc - if game.quad[w.x][w.y] == IHS: - movebaddy(w, i, IHS) + for (i, e) in enumerate(game.enemies): + if game.quad[e.kloc.x][e.kloc.y] == IHS: + movebaddy(e.kloc, i, IHS) break # If skill level is high, move other Klingons and Romulans too! # Move these last so they can base their actions on what the # commander(s) do. if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY): - for i in range(game.nenhere): - w = game.enemies[i].kloc - if game.quad[w.x][w.y] == IHK or game.quad[w.x][w.y] == IHR: - movebaddy(w, i, game.quad[w.x][w.y]) + for (i, e) in enumerate(game.enemies): + if game.quad[e.kloc.x][e.kloc.y] in (IHK, IHR): + movebaddy(e.kloc, i, game.quad[e.kloc.x][e.kloc.y]) game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) def movescom(iq, avoid): @@ -923,16 +923,11 @@ def movescom(iq, avoid): game.ishere = False game.ientesc = False unschedule(FSCDBAS) - for i in range(game.nenhere): - if game.quad[game.enemies[i].kloc.x][game.enemies[i].kloc.y] == IHS: + for e in game.enemies: + if game.quad[e.kloc.x][e.kloc.y] == IHS: break - game.quad[game.enemies[i].kloc.x][game.enemies[i].kloc.y] = IHDOT - game.enemies[i].kloc = game.enemies[game.nenhere].kloc - game.enemies[i].kdist = game.enemies[game.nenhere].kdist - game.enemies[i].kavgd = game.enemies[game.nenhere].kavgd - game.enemies[i].kpower = game.enemies[game.nenhere].kpower + game.enemies[i].move(None) game.klhere -= 1 - game.nenhere -= 1 if game.condition!=docked: newcnd() game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) @@ -1000,7 +995,7 @@ def supercommander(): iwhichb = i break if ifindit==0: - return; # Nothing suitable -- wait until next time + return # Nothing suitable -- wait until next time ibq = game.state.baseq[iwhichb] # decide how to move toward base idelta = ibq - game.state.kscmdr @@ -1040,14 +1035,14 @@ def supercommander(): if ibq == game.state.kscmdr and game.state.kscmdr == game.battle: # attack the base if avoid: - return; # no, don't attack base! + return # no, don't attack base! game.iseenit = False game.isatb = 1 schedule(FSCDBAS, randreal(1.0, 3.0)) if is_scheduled(FCDBAS): postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date) if not communicating(): - return; # no warning + return # no warning game.iseenit = True announce() prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \ @@ -1072,45 +1067,44 @@ def supercommander(): announce() prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports")) proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr) - return; + return def movetholian(): # move the Tholian if not game.tholian or game.justin: return - if game.tholian.x == 0 and game.tholian.y == 0: + if game.tholian.kloc.x == 0 and game.tholian.kloc.y == 0: idx = 0; idy = QUADSIZE-1 - elif game.tholian.x == 0 and game.tholian.y == QUADSIZE-1: + elif game.tholian.kloc.x == 0 and game.tholian.kloc.y == QUADSIZE-1: idx = QUADSIZE-1; idy = QUADSIZE-1 - elif game.tholian.x == QUADSIZE-1 and game.tholian.y == QUADSIZE-1: + elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == QUADSIZE-1: idx = QUADSIZE-1; idy = 0 - elif game.tholian.x == QUADSIZE-1 and game.tholian.y == 0: + elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == 0: idx = 0; idy = 0 else: # something is wrong! - game.ithere = False + game.tholian = None return # do nothing if we are blocked if game.quad[idx][idy]!= IHDOT and game.quad[idx][idy]!= IHWEB: return - game.quad[game.tholian.x][game.tholian.y] = IHWEB - if game.tholian.x != idx: + game.quad[game.tholian.kloc.x][game.tholian.kloc.y] = IHWEB + if game.tholian.kloc.x != idx: # move in x axis - im = math.fabs(idx - game.tholian.x)*1.0/(idx - game.tholian.x) - while game.tholian.x != idx: - game.tholian.x += im - if game.quad[game.tholian.x][game.tholian.y]==IHDOT: - game.quad[game.tholian.x][game.tholian.y] = IHWEB - elif game.tholian.y != idy: + im = math.fabs(idx - game.tholian.kloc.x)*1.0/(idx - game.tholian.kloc.x) + while game.tholian.kloc.x != idx: + game.tholian.kloc.x += im + if game.quad[game.tholian.kloc.x][game.tholian.kloc.y]==IHDOT: + game.quad[game.tholian.kloc.x][game.tholian.kloc.y] = IHWEB + elif game.tholian.kloc.y != idy: # move in y axis - im = math.fabs(idy - game.tholian.y)*1.0/(idy - game.tholian.y) - while game.tholian.y != idy: - game.tholian.y += im - if game.quad[game.tholian.x][game.tholian.y]==IHDOT: - game.quad[game.tholian.x][game.tholian.y] = IHWEB - game.quad[game.tholian.x][game.tholian.y] = IHT - game.enemies[game.nenhere].kloc = game.tholian - + im = math.fabs(idy - game.tholian.kloc.y)*1.0/(idy - game.tholian.kloc.y) + while game.tholian.kloc.y != idy: + game.tholian.kloc.y += im + if game.quad[game.tholian.kloc.x][game.tholian.kloc.y]==IHDOT: + game.quad[game.tholian.kloc.x][game.tholian.kloc.y] = IHWEB + game.quad[game.tholian.kloc.x][game.tholian.kloc.y] = IHT + #game.enemies[-1].kloc = game.tholian #FIXME # check to see if all holes plugged for i in range(QUADSIZE): if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT: @@ -1122,12 +1116,11 @@ def movetholian(): if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT: return # All plugged up -- Tholian splits - game.quad[game.tholian.x][game.tholian.y]=IHWEB + game.quad[game.tholian.kloc.x][game.tholian.kloc.y]=IHWEB dropin(IHBLANK) crmena(True, IHT, "sector", game.tholian) prout(_(" completes web.")) - game.tholian = None - game.nenhere -= 1 + game.tholian.move(None) return # Code from battle.c begins here @@ -1336,7 +1329,7 @@ def ram(ibumpd, ienm, w): damagereport() else: finish(FWON) - return; + return def torpedo(course, r, incoming, i, n): # let a photon torpedo fly @@ -1360,9 +1353,9 @@ def torpedo(course, r, incoming, i, n): # Loop to move a single torpedo for l in range(1, 15+1): x += deltax - w.x = x + 0.5 + w.x = int(x + 0.5) y += deltay - w.y = y + 0.5 + w.y = int(y + 0.5) if not VALID_SECTOR(w.x, w.y): break iquad=game.quad[w.x][w.y] @@ -1390,8 +1383,8 @@ def torpedo(course, r, incoming, i, n): temp = math.fabs(math.cos(ang)) xx = -math.sin(ang)/temp yy = math.cos(ang)/temp - jw.x=w.x+xx+0.5 - jw.y=w.y+yy+0.5 + jw.x = int(w.x+xx+0.5) + jw.y = int(w.y+yy+0.5) if not VALID_SECTOR(jw.x, jw.y): return hit if game.quad[jw.x][jw.y]==IHBLANK: @@ -1411,20 +1404,20 @@ def torpedo(course, r, incoming, i, n): return None elif iquad in (IHR, IHK): # Hit a regular enemy # find the enemy - for ll in range(game.nenhere): + for enemy in game.enemies: if w == game.enemies[ll].kloc: break - kp = math.fabs(game.enemies[ll].kpower) + kp = math.fabs(e.kpower) h1 = 700.0 + randrange(100) - \ 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle)) h1 = math.fabs(h1) if kp < h1: h1 = kp - if game.enemies[ll].kpower < 0: - game.enemies[ll].kpower -= -h1 + if enemy.kpower < 0: + enemy.kpower -= -h1 else: - game.enemies[ll].kpower -= h1 - if game.enemies[ll].kpower == 0: + enemy.kpower -= h1 + if enemy.kpower == 0: deadkl(w, iquad, w) return None crmena(True, iquad, "sector", w) @@ -1449,7 +1442,7 @@ def torpedo(course, r, incoming, i, n): prout(_(" damaged but not destroyed.")) return None proutn(_(" damaged--")) - game.enemies[ll].kloc = jw + enemy.kloc = jw shoved = True break elif iquad == IHB: # Hit a base @@ -1519,8 +1512,7 @@ def torpedo(course, r, incoming, i, n): # you can shove the Thingy and piss it off. # It then becomes an enemy and may fire at you. # - global iqengry - iqengry = True + thing.angry = True shoved = True return None elif iquad == IHBLANK: # Black hole @@ -1538,8 +1530,8 @@ def torpedo(course, r, incoming, i, n): h1 = math.fabs(h1) if h1 >= 600: game.quad[w.x][w.y] = IHDOT - game.tholian = None deadkl(w, iquad, w) + game.tholian = None return None skip(1) crmena(True, IHT, "sector", w) @@ -1547,9 +1539,8 @@ def torpedo(course, r, incoming, i, n): prout(_(" survives photon blast.")) return None prout(_(" disappears.")) + game.tholian.move(None) game.quad[w.x][w.y] = IHWEB - game.tholian = None - game.nenhere -= 1 dropin(IHBLANK) return None else: # Problem! @@ -1565,7 +1556,7 @@ def torpedo(course, r, incoming, i, n): game.quad[w.x][w.y]=IHDOT game.quad[jw.x][jw.y]=iquad prout(_(" displaced by blast to Sector %s ") % jw) - for ll in range(game.nenhere): + for ll in range(len(game.enemies)): game.enemies[ll].kdist = game.enemies[ll].kavgd = distance(game.sector,game.enemies[ll].kloc) game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) return None @@ -1605,10 +1596,9 @@ def fry(hit): def attack(torps_ok): # bad guy attacks us - # torps_ok == false forces use of phasers in an attack - atackd = False; attempt = False; ihurt = False; + # torps_ok == False forces use of phasers in an attack + attempt = False; ihurt = False; hitmax=0.0; hittot=0.0; chgfac=1.0 - jay = coord() where = "neither" # game could be over at this point, check if game.alldone: @@ -1626,7 +1616,7 @@ def attack(torps_ok): if (((game.comhere or game.ishere) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok: moveklings() # if no enemies remain after movement, we're done - if game.nenhere==0 or (game.nenhere==1 and thing == game.quadrant and not iqengry): + if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry): return # set up partial hits if attack happens during shield status change pfac = 1.0/game.inshld @@ -1636,50 +1626,48 @@ def attack(torps_ok): # message verbosity control if game.skill <= SKILL_FAIR: where = "sector" - for loop in range(game.nenhere): - if game.enemies[loop].kpower < 0: + for enemy in game.enemies: + if enemy.kpower < 0: continue; # too weak to attack # compute hit strength and diminish shield power r = randreal() - # Increase chance of photon torpedos if docked or enemy energy low + # Increase chance of photon torpedos if docked or enemy energy is low if game.condition == "docked": r *= 0.25 - if game.enemies[loop].kpower < 500: + if enemy.kpower < 500: r *= 0.25; - jay = game.enemies[loop].kloc - iquad = game.quad[jay.x][jay.y] - if iquad==IHT or (iquad==IHQUEST and not iqengry): + if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry): continue # different enemies have different probabilities of throwing a torp usephasers = not torps_ok or \ - (iquad == IHK and r > 0.0005) or \ - (iquad==IHC and r > 0.015) or \ - (iquad==IHR and r > 0.3) or \ - (iquad==IHS and r > 0.07) or \ - (iquad==IHQUEST and r > 0.05) + (enemy.type == IHK and r > 0.0005) or \ + (enemy.type==IHC and r > 0.015) or \ + (enemy.type==IHR and r > 0.3) or \ + (enemy.type==IHS and r > 0.07) or \ + (enemy.type==IHQUEST and r > 0.05) if usephasers: # Enemy uses phasers if game.condition == "docked": continue; # Don't waste the effort! attempt = True; # Attempt to attack dustfac = 0.8 + randreal(0.5) - hit = game.enemies[loop].kpower*math.pow(dustfac,game.enemies[loop].kavgd) - game.enemies[loop].kpower *= 0.75 + hit = enemy.kpower*math.pow(dustfac,enemy.kavgd) + enemy.kpower *= 0.75 else: # Enemy uses photon torpedo - course = 1.90985*math.atan2(game.sector.y-jay.y, jay.x-game.sector.x) + course = 1.90985*math.atan2(game.sector.y-enemy.kloc.y, enemy.kloc.x-game.sector.x) hit = 0 proutn(_("***TORPEDO INCOMING")) if not damaged(DSRSENS): proutn(_(" From ")) - crmena(False, iquad, where, jay) + crmena(False, enemy.type, where, enemy.kloc) attempt = True prout(" ") r = (randreal()+randreal())*0.5 - 0.5 - r += 0.002*game.enemies[loop].kpower*r - hit = torpedo(course, r, jay, 1, 1) + r += 0.002*enemy.kpower*r + hit = torpedo(course, r, enemy.kloc, 1, 1) if (game.state.remkl + game.state.remcom + game.state.nscrem)==0: finish(FWON); # Klingons did themselves in! if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.alldone: - return; # Supernova or finished + return # Supernova or finished if hit == None: continue # incoming phaser or torpedo, shields may dissipate it @@ -1710,7 +1698,7 @@ def attack(torps_ok): crmshp() if not damaged(DSRSENS) and usephasers: proutn(_(" from ")) - crmena(False, iquad, where, jay) + crmena(False, enemy.type, where, enemy.kloc) skip(1) # Decide if hit is critical if hit > hitmax: @@ -1724,8 +1712,6 @@ def attack(torps_ok): return if not attempt and game.condition == "docked": prout(_("***Enemies decide against attacking your ship.")) - if not atackd: - return percent = 100.0*pfac*game.shield+0.5 if not ihurt: # Shields fully protect ship @@ -1751,10 +1737,10 @@ def attack(torps_ok): game.casual += icas game.state.crew -= icas # After attack, reset average distance to enemies - for loop in range(game.nenhere): - game.enemies[loop].kavgd = game.enemies[loop].kdist + for enemy in game.enemies: + enemy.kavgd = enemy.kdist game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) - return; + return def deadkl(w, type, mv): # kill a Klingon, Tholian, Romulan, or Thingy @@ -1762,69 +1748,55 @@ def deadkl(w, type, mv): crmena(True, type, "sector", mv) # Decide what kind of enemy it is and update appropriately if type == IHR: - # chalk up a Romulan - game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans -= 1 - game.irhere -= 1 - game.state.nromrem -= 1 + # chalk up a Romulan + game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans -= 1 + game.irhere -= 1 + game.state.nromrem -= 1 elif type == IHT: - # Killed a Tholian - game.tholian = None + # Killed a Tholian + game.tholian = None elif type == IHQUEST: - # Killed a Thingy - global iqengry - iqengry = False - invalidate(thing) + # Killed a Thingy + global thing + thing = None else: - # Some type of a Klingon - game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1 - game.klhere -= 1 - if type == IHC: - game.comhere = False - for i in range(game.state.remcom): - if game.state.kcmdr[i] == game.quadrant: - break - game.state.kcmdr[i] = game.state.kcmdr[game.state.remcom] - game.state.kcmdr[game.state.remcom].x = 0 - game.state.kcmdr[game.state.remcom].y = 0 - game.state.remcom -= 1 - unschedule(FTBEAM) - if game.state.remcom != 0: - schedule(FTBEAM, expran(1.0*game.incom/game.state.remcom)) - elif type == IHK: - game.state.remkl -= 1 - elif type == IHS: - game.state.nscrem -= 1 - game.ishere = False - game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0 - game.iscate = False - unschedule(FSCMOVE) - unschedule(FSCDBAS) - else: - prout("*** Internal error, deadkl() called on %s\n" % type) + # Some type of a Klingon + game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1 + game.klhere -= 1 + if type == IHC: + game.comhere = False + for i in range(game.state.remcom): + if game.state.kcmdr[i] == game.quadrant: + break + game.state.kcmdr[i] = game.state.kcmdr[game.state.remcom] + game.state.kcmdr[game.state.remcom].x = 0 + game.state.kcmdr[game.state.remcom].y = 0 + game.state.remcom -= 1 + unschedule(FTBEAM) + if game.state.remcom != 0: + schedule(FTBEAM, expran(1.0*game.incom/game.state.remcom)) + if is_scheduled(FCDBAS) and game.battle == game.quadrant: + unschedule(FCDBAS) + elif type == IHK: + game.state.remkl -= 1 + elif type == IHS: + game.state.nscrem -= 1 + game.ishere = False + game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0 + game.iscate = False + unschedule(FSCMOVE) + unschedule(FSCDBAS) # For each kind of enemy, finish message to player prout(_(" destroyed.")) - game.quad[w.x][w.y] = IHDOT if (game.state.remkl + game.state.remcom + game.state.nscrem)==0: return game.recompute() - # Remove enemy ship from arrays describing local conditions - if is_scheduled(FCDBAS) and game.battle == game.quadrant and type==IHC: - unschedule(FCDBAS) - for i in range(game.nenhere): - if game.enemies[i].kloc == w: - for j in range(i, game.nenhere): - game.enemies[j].kloc = game.enemies[j+1].kloc - game.enemies[j].kpower = game.enemies[j+1].kpower - game.enemies[j].kavgd = game.enemies[j].kdist = game.enemies[j+1].kdist - game.enemies[game.nenhere].kloc.x = 0 - game.enemies[game.nenhere].kloc.y = 0 - game.enemies[game.nenhere].kdist = 0 - game.enemies[game.nenhere].kavgd = 0 - game.enemies[game.nenhere].kpower = 0 - game.nenhere -= 1 + # Remove enemy ship from arrays describing local conditions + for e in game.enemies: + if e.kloc == w: + e.move(None) break - break - return; + return def targetcheck(x, y): # Return None if target is invalid @@ -2019,8 +1991,7 @@ def hittem(hits): proutn(_("Very small hit on ")) ienm = game.quad[w.x][w.y] if ienm==IHQUEST: - global iqengry - iqengry = True + thing.angry = True crmena(False, ienm, "sector", w) skip(1) if kpow == 0: @@ -2800,7 +2771,7 @@ def wait(): def nova(nov): # star goes nova course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5) - newc = coord(); scratch = coord() + newc = coord(); neighbor = coord(); bump = coord(0, 0) if withprob(0.05): # Wow! We've supernova'ed supernova(False, nov) @@ -2811,133 +2782,118 @@ def nova(nov): prout(_(" novas.")) game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1 game.state.starkl += 1 - - # Set up stack to recursively trigger adjacent stars - bot = top = top2 = 1 + # Set up queue to recursively trigger adjacent stars + hits = [nov] kount = 0 - icx = icy = 0 - hits[1][1] = nov.x - hits[1][2] = nov.y - while True: - for mm in range(bot, top+1): - for nn in range(1, 3+1): # nn,j represents coordinates around current - for j in range(1, 3+1): - if j==2 and nn== 2: - continue - scratch.x = hits[mm][1]+nn-2 - scratch.y = hits[mm][2]+j-2 - if not VALID_SECTOR(scratch.y, scratch.x): - continue - iquad = game.quad[scratch.x][scratch.y] - # Empty space ends reaction - if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB): - break - elif iquad == IHSTAR: # Affect another star - if wthprob(0.05): - # This star supernovas - scratch = supernova(False) - return - top2 += 1 - hits[top2][1]=scratch.x - hits[top2][2]=scratch.y + while hits: + offset = coord() + start = hits.pop() + for offset.x in range(-1, 1+1): + for offset.y in range(-1, 1+1): + if offset.y==0 and offset.x==0: + continue + neighbor = start + offset + if not VALID_SECTOR(neighbor.y, neighbor.x): + continue + iquad = game.quad[neighbor.x][neighbor.y] + # Empty space ends reaction + if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB): + pass + elif iquad == IHSTAR: # Affect another star + if withprob(0.05): + # This star supernovas + supernova(False) + return + else: + hits.append(neighbor) game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1 game.state.starkl += 1 - crmena(True, IHSTAR, "sector", scratch) + crmena(True, IHSTAR, "sector", neighbor) prout(_(" novas.")) - game.quad[scratch.x][scratch.y] = IHDOT - elif iquad == IHP: # Destroy planet - game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None - game.state.nplankl += 1 - crmena(True, IHP, "sector", scratch) - prout(_(" destroyed.")) - game.iplnet.pclass = "destroyed" - game.iplnet = None - invalidate(game.plnet) - if game.landed: - finish(FPNOVA) - return - game.quad[scratch.x][scratch.y] = IHDOT - elif iquad == IHB: # Destroy base - game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False - for i in range(game.state.rembase): - if game.state.baseq[i] == game.quadrant: - break - game.state.baseq[i] = game.state.baseq[game.state.rembase] - game.state.rembase -= 1 - invalidate(game.base) - game.state.basekl += 1 - newcnd() - crmena(True, IHB, "sector", scratch) - prout(_(" destroyed.")) - game.quad[scratch.x][scratch.y] = IHDOT - elif iquad in (IHE, IHF): # Buffet ship - prout(_("***Starship buffeted by nova.")) - if game.shldup: - if game.shield >= 2000.0: - game.shield -= 2000.0 - else: - diff = 2000.0 - game.shield - game.energy -= diff - game.shield = 0.0 - game.shldup = False - prout(_("***Shields knocked out.")) - game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff - else: - game.energy -= 2000.0 - if game.energy <= 0: - finish(FNOVA) - return - # add in course nova contributes to kicking starship - icx += game.sector.x-hits[mm][1] - icy += game.sector.y-hits[mm][2] - kount += 1 - elif iquad == IHK: # kill klingon - deadkl(scratch,iquad, scratch) - elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies - for ll in range(game.nenhere): - if game.enemies[ll].kloc == scratch: - break - game.enemies[ll].kpower -= 800.0 # If firepower is lost, die - if game.enemies[ll].kpower <= 0.0: - deadkl(scratch, iquad, scratch) - break - newc.x = scratch.x + scratch.x - hits[mm][1] - newc.y = scratch.y + scratch.y - hits[mm][2] - crmena(True, iquad, "sector", scratch) - proutn(_(" damaged")) - if not VALID_SECTOR(newc.x, newc.y): - # can't leave quadrant - skip(1) - break - iquad1 = game.quad[newc.x][newc.y] - if iquad1 == IHBLANK: - proutn(_(", blasted into ")) - crmena(False, IHBLANK, "sector", newc) - skip(1) - deadkl(scratch, iquad, newc) - break - if iquad1 != IHDOT: - # can't move into something else - skip(1) - break - proutn(_(", buffeted to Sector %s") % newc) - game.quad[scratch.x][scratch.y] = IHDOT - game.quad[newc.x][newc.y] = iquad - game.enemies[ll].kloc = newc - game.enemies[ll].kdist = game.enemies[ll].kavgd = distance(game.sector, newc) - skip(1) - if top == top2: - break - bot = top + 1 - top = top2 - if kount==0: - return - + game.quad[neighbor.x][neighbor.y] = IHDOT + kount += 1 + elif iquad in (IHP, IHW): # Destroy planet + game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None + if iquad == IHP: + game.state.nplankl += 1 + else: + game.state.worldkl += 1 + crmena(True, iquad, "sector", neighbor) + prout(_(" destroyed.")) + game.iplnet.pclass = "destroyed" + game.iplnet = None + invalidate(game.plnet) + if game.landed: + finish(FPNOVA) + return + game.quad[neighbor.x][neighbor.y] = IHDOT + elif iquad == IHB: # Destroy base + game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False + for i in range(game.state.rembase): + if game.state.baseq[i] == game.quadrant: + break + game.state.baseq[i] = game.state.baseq[game.state.rembase] + game.state.rembase -= 1 + invalidate(game.base) + game.state.basekl += 1 + newcnd() + crmena(True, IHB, "sector", neighbor) + prout(_(" destroyed.")) + game.quad[neighbor.x][neighbor.y] = IHDOT + elif iquad in (IHE, IHF): # Buffet ship + prout(_("***Starship buffeted by nova.")) + if game.shldup: + if game.shield >= 2000.0: + game.shield -= 2000.0 + else: + diff = 2000.0 - game.shield + game.energy -= diff + game.shield = 0.0 + game.shldup = False + prout(_("***Shields knocked out.")) + game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff + else: + game.energy -= 2000.0 + if game.energy <= 0: + finish(FNOVA) + return + # add in course nova contributes to kicking starship + bump += (game.sector-hits[mm]).sgn() + elif iquad == IHK: # kill klingon + deadkl(neighbor, iquad, neighbor) + elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies + for ll in range(game.nenhere): + if game.enemies[ll].kloc == neighbor: + break + game.enemies[ll].kpower -= 800.0 # If firepower is lost, die + if game.enemies[ll].kpower <= 0.0: + deadkl(neighbor, iquad, neighbor) + break + newc = neighbor + neighbor - hits[mm] + crmena(True, iquad, "sector", neighbor) + proutn(_(" damaged")) + if not VALID_SECTOR(newc.x, newc.y): + # can't leave quadrant + skip(1) + break + iquad1 = game.quad[newc.x][newc.y] + if iquad1 == IHBLANK: + proutn(_(", blasted into ")) + crmena(False, IHBLANK, "sector", newc) + skip(1) + deadkl(neighbor, iquad, newc) + break + if iquad1 != IHDOT: + # can't move into something else + skip(1) + break + proutn(_(", buffeted to Sector %s") % newc) + game.quad[neighbor.x][neighbor.y] = IHDOT + game.quad[newc.x][newc.y] = iquad + game.enemies[ll].move(newc) # Starship affected by nova -- kick it away. game.dist = kount*0.1 - icx = sgn(icx) - icy = sgn(icy) - game.direc = course[3*(icx+1)+icy+2] + game.direc = course[3*(bump.x+1)+bump.y+2] if game.direc == 0.0: game.dist = 0.0 if game.dist == 0.0: @@ -3245,7 +3201,7 @@ def finish(ifin): elif ifin == FBATTLE: proutn(_("The ")) crmshp() - prout(_("has been destroyed in battle.")) + prout(_(" has been destroyed in battle.")) skip(1) prout(_("Dulce et decorum est pro patria mori.")) elif ifin == FNEG3: @@ -3673,7 +3629,7 @@ def cgetline(): else: line = raw_input() if logfp: - logfp.write(line + "\n") + logfp.write("$" + line + "\n") return line def setwnd(wnd): @@ -6156,14 +6112,15 @@ def choose(needprompt): game.inbase = game.state.rembase return False -def dropin(iquad): +def dropin(iquad=None): # drop a feature on a random dot in the current quadrant w = coord() while True: w = randplace(QUADSIZE) if game.quad[w.x][w.y] == IHDOT: break - game.quad[w.x][w.y] = iquad + if iquad is not None: + game.quad[w.x][w.y] = iquad return w def newcnd(): @@ -6178,7 +6135,7 @@ def newcnd(): def newkling(): # drop new Klingon into current quadrant - return enemy(loc=dropin(IHK), power=randreal(300, 450) + 25.0*game.skill) + return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill) def newqad(shutup): # set up a new state of quadrant, for when we enter or re-enter it @@ -6194,8 +6151,6 @@ def newqad(shutup): game.inorbit = False game.landed = False game.ientesc = False - global iqengry - iqengry = False game.iseenit = False if game.iscate: # Attempt to escape Super-commander, so tbeam back! @@ -6214,7 +6169,7 @@ def newqad(shutup): if q.klingons: # Position ordinary Klingons for i in range(game.klhere): - game.enemies.append(newkling()) + newkling() # If we need a commander, promote a Klingon for i in range(game.state.remcom): if game.state.kcmdr[i] == game.quadrant: @@ -6232,8 +6187,7 @@ def newqad(shutup): game.ishere = True # Put in Romulans if needed for i in range(game.klhere, game.nenhere): - game.enemies.append(enemy(loc=dropin(IHR), - power=randreal(400.0,850.0)+50.0*game.skill)) + enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill) # If quadrant needs a starbase, put it in if q.starbase: game.base = dropin(IHB) @@ -6246,9 +6200,6 @@ def newqad(shutup): game.plnet = dropin(IHW) # Check for condition newcnd() - # And finally the stars - for i in range(q.stars): - dropin(IHSTAR) # Check for RNZ if game.irhere > 0 and game.klhere == 0: game.neutz = True @@ -6262,11 +6213,8 @@ def newqad(shutup): if shutup==0: # Put in THING if needed if thing == game.quadrant: - e = enemy(dropin(IHQUEST)) - e.kdist = e.kavgd = distance(game.sector, e.kloc) - e.kpower = randreal(6000,6500.0)+250.0*game.skill - games.enemies.append(e) - game.nenhere += 1 + enemy(symbol=IHQUEST, loc=dropin(), + power=randreal(6000,6500.0)+250.0*game.skill) if not damaged(DSRSENS): skip(1) prout(_("Mr. Spock- \"Captain, this is most unusual.")) @@ -6276,16 +6224,14 @@ def newqad(shutup): if (game.skill < SKILL_GOOD and withprob(0.02)) or \ (game.skill == SKILL_GOOD and withprob(0.05)) or \ (game.skill > SKILL_GOOD and withprob(0.08)): - game.tholian = coord() + w = coord() while True: - game.tholian.x = withprob(0.5) * (QUADSIZE-1) - game.tholian.y = withprob(0.5) * (QUADSIZE-1) - if game.quad[game.tholian.x][game.tholian.y] == IHDOT: + w.x = withprob(0.5) * (QUADSIZE-1) + w.y = withprob(0.5) * (QUADSIZE-1) + if game.quad[w.x][w.y] == IHDOT: break - game.quad[game.tholian.x][game.tholian.y] = IHT - game.enemies.append(loc=game.tholian, - power=randrange(100, 500) + 25.0*game.skill) - game.nenhere += 1 + game.tholian = enemy(symbol=IHT, loc=w, + power=randrange(100, 500) + 25.0*game.skill) # Reserve unoccupied corners if game.quad[0][0]==IHDOT: game.quad[0][0] = 'X' @@ -6296,6 +6242,9 @@ def newqad(shutup): if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT: game.quad[QUADSIZE-1][QUADSIZE-1] = 'X' game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist)) + # And finally the stars + for i in range(q.stars): + dropin(IHSTAR) # Put in a few black holes for i in range(1, 3+1): if withprob(0.5): @@ -6813,11 +6762,11 @@ def debugme(): if __name__ == '__main__': try: - global line, thing, game, idebug, iqengry + global line, thing, game, idebug game = citem = aaitem = inqueue = None line = '' thing = coord() - iqengry = False + thing.angry = False game = gamestate() idebug = 0 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)