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game.state.chart[game.quadrant.x][game.quadrant.y].klingons = game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons game.state.chart[game.quadrant.x][game.quadrant.y].starbase = game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase game.state.chart[game.quadrant.x][game.quadrant.y].stars = game.state.gala...
game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.gala...
def srscan(): "Short-range scan." goodScan=True if damaged(DSRSENS): # Allow base's sensors if docked if game.condition != "docked": prout(_(" S.R. SENSORS DAMAGED!")) goodScan=False else: prout(_(" [Using Base's sensors]")) else: prout(_(" Short-range scan")) if goodScan and not damaged(DRADIO): game.state.char...
w1.y = int(scanner.real-0.5)
w1.j = int(scanner.real-0.5)
def eta(): "Use computer to get estimated time of arrival for a warp jump." w1 = coord(); w2 = coord() prompt = False if damaged(DCOMPTR): prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR.")) skip(1) return if scanner.next() != IHREAL: prompt = True scanner.chew() proutn(_("Destination quadrant and/or sector? ")) if ...
w1.x = int(scanner.real-0.5)
w1.i = int(scanner.real-0.5)
def eta(): "Use computer to get estimated time of arrival for a warp jump." w1 = coord(); w2 = coord() prompt = False if damaged(DCOMPTR): prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR.")) skip(1) return if scanner.next() != IHREAL: prompt = True scanner.chew() proutn(_("Destination quadrant and/or sector? ")) if ...
w2.y = int(scanner.real-0.5)
w2.j = int(scanner.real-0.5)
def eta(): "Use computer to get estimated time of arrival for a warp jump." w1 = coord(); w2 = coord() prompt = False if damaged(DCOMPTR): prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR.")) skip(1) return if scanner.next() != IHREAL: prompt = True scanner.chew() proutn(_("Destination quadrant and/or sector? ")) if ...
w2.x = int(scanner.real-0.5)
w2.i = int(scanner.real-0.5)
def eta(): "Use computer to get estimated time of arrival for a warp jump." w1 = coord(); w2 = coord() prompt = False if damaged(DCOMPTR): prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR.")) skip(1) return if scanner.next() != IHREAL: prompt = True scanner.chew() proutn(_("Destination quadrant and/or sector? ")) if ...
if game.quadrant.y>w1.x: w2.x = 0
if game.quadrant.j>w1.i: w2.i = 0
def eta(): "Use computer to get estimated time of arrival for a warp jump." w1 = coord(); w2 = coord() prompt = False if damaged(DCOMPTR): prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR.")) skip(1) return if scanner.next() != IHREAL: prompt = True scanner.chew() proutn(_("Destination quadrant and/or sector? ")) if ...
w2.x=QUADSIZE-1 if game.quadrant.x>w1.y: w2.y = 0
w2.i=QUADSIZE-1 if game.quadrant.i>w1.j: w2.j = 0
def eta(): "Use computer to get estimated time of arrival for a warp jump." w1 = coord(); w2 = coord() prompt = False if damaged(DCOMPTR): prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR.")) skip(1) return if scanner.next() != IHREAL: prompt = True scanner.chew() proutn(_("Destination quadrant and/or sector? ")) if ...
w2.y=QUADSIZE-1 if not VALID_QUADRANT(w1.x, w1.y) or not VALID_SECTOR(w2.x, w2.y):
w2.j=QUADSIZE-1 if not VALID_QUADRANT(w1.i, w1.j) or not VALID_SECTOR(w2.i, w2.j):
def eta(): "Use computer to get estimated time of arrival for a warp jump." w1 = coord(); w2 = coord() prompt = False if damaged(DCOMPTR): prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR.")) skip(1) return if scanner.next() != IHREAL: prompt = True scanner.chew() proutn(_("Destination quadrant and/or sector? ")) if ...
game.dist = math.sqrt((w1.y-game.quadrant.y+0.1*(w2.y-game.sector.y))**2+ (w1.x-game.quadrant.x+0.1*(w2.x-game.sector.x))**2)
game.dist = math.sqrt((w1.j-game.quadrant.j+0.1*(w2.j-game.sector.j))**2+ (w1.i-game.quadrant.i+0.1*(w2.i-game.sector.i))**2)
def eta(): "Use computer to get estimated time of arrival for a warp jump." w1 = coord(); w2 = coord() prompt = False if damaged(DCOMPTR): prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR.")) skip(1) return if scanner.next() != IHREAL: prompt = True scanner.chew() proutn(_("Destination quadrant and/or sector? ")) if ...
if not game.state.galaxy[w.x][w.y].starbase:
if not game.state.galaxy[w.i][w.j].starbase:
def setup(): "Prepare to play, set up cosmos." w = coord() # Decide how many of everything if choose(): return # frozen game # Prepare the Enterprise game.alldone = game.gamewon = False game.ship = IHE game.state.crew = FULLCREW game.energy = game.inenrg = 5000.0 game.shield = game.inshld = 2500.0 game.shldchg = False...
game.state.galaxy[w.x][w.y].starbase = game.state.chart[w.x][w.y].starbase = True
game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
def setup(): "Prepare to play, set up cosmos." w = coord() # Decide how many of everything if choose(): return # frozen game # Prepare the Enterprise game.alldone = game.gamewon = False game.ship = IHE game.state.crew = FULLCREW game.energy = game.inenrg = 5000.0 game.shield = game.inshld = 2500.0 game.shldchg = False...
if not game.state.galaxy[w.x][w.y].supernova and \ game.state.galaxy[w.x][w.y].klingons + klump <= MAXKLQUAD:
if not game.state.galaxy[w.i][w.j].supernova and \ game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
def setup(): "Prepare to play, set up cosmos." w = coord() # Decide how many of everything if choose(): return # frozen game # Prepare the Enterprise game.alldone = game.gamewon = False game.ship = IHE game.state.crew = FULLCREW game.energy = game.inenrg = 5000.0 game.shield = game.inshld = 2500.0 game.shldchg = False...
game.state.galaxy[w.x][w.y].klingons += int(klump)
game.state.galaxy[w.i][w.j].klingons += int(klump)
def setup(): "Prepare to play, set up cosmos." w = coord() # Decide how many of everything if choose(): return # frozen game # Prepare the Enterprise game.alldone = game.gamewon = False game.ship = IHE game.state.crew = FULLCREW game.energy = game.inenrg = 5000.0 game.shield = game.inshld = 2500.0 game.shldchg = False...
if (game.state.galaxy[w.x][w.y].klingons or withprob(0.25)):
if (game.state.galaxy[w.i][w.j].klingons or withprob(0.25)):
def setup(): "Prepare to play, set up cosmos." w = coord() # Decide how many of everything if choose(): return # frozen game # Prepare the Enterprise game.alldone = game.gamewon = False game.ship = IHE game.state.crew = FULLCREW game.energy = game.inenrg = 5000.0 game.shield = game.inshld = 2500.0 game.shldchg = False...
game.state.galaxy[w.x][w.y].klingons += 1
game.state.galaxy[w.i][w.j].klingons += 1
def setup(): "Prepare to play, set up cosmos." w = coord() # Decide how many of everything if choose(): return # frozen game # Prepare the Enterprise game.alldone = game.gamewon = False game.ship = IHE game.state.crew = FULLCREW game.energy = game.inenrg = 5000.0 game.shield = game.inshld = 2500.0 game.shldchg = False...
if game.state.galaxy[w.x][w.y].planet == None:
if game.state.galaxy[w.i][w.j].planet == None:
def setup(): "Prepare to play, set up cosmos." w = coord() # Decide how many of everything if choose(): return # frozen game # Prepare the Enterprise game.alldone = game.gamewon = False game.ship = IHE game.state.crew = FULLCREW game.energy = game.inenrg = 5000.0 game.shield = game.inshld = 2500.0 game.shldchg = False...
game.state.galaxy[w.x][w.y].planet = new
game.state.galaxy[w.i][w.j].planet = new
def setup(): "Prepare to play, set up cosmos." w = coord() # Decide how many of everything if choose(): return # frozen game # Prepare the Enterprise game.alldone = game.gamewon = False game.ship = IHE game.state.crew = FULLCREW game.energy = game.inenrg = 5000.0 game.shield = game.inshld = 2500.0 game.shldchg = False...
game.state.galaxy[w.x][w.y].romulans += 1
game.state.galaxy[w.i][w.j].romulans += 1
def setup(): "Prepare to play, set up cosmos." w = coord() # Decide how many of everything if choose(): return # frozen game # Prepare the Enterprise game.alldone = game.gamewon = False game.ship = IHE game.state.crew = FULLCREW game.energy = game.inenrg = 5000.0 game.shield = game.inshld = 2500.0 game.shldchg = False...
if game.quad[w.x][w.y] == IHDOT:
if game.quad[w.i][w.j] == IHDOT:
def dropin(iquad=None): "Drop a feature on a random dot in the current quadrant." while True: w = randplace(QUADSIZE) if game.quad[w.x][w.y] == IHDOT: break if iquad is not None: game.quad[w.x][w.y] = iquad return w
game.quad[w.x][w.y] = iquad
game.quad[w.i][w.j] = iquad
def dropin(iquad=None): "Drop a feature on a random dot in the current quadrant." while True: w = randplace(QUADSIZE) if game.quad[w.x][w.y] == IHDOT: break if iquad is not None: game.quad[w.x][w.y] = iquad return w
if game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons or game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans:
if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
def newcnd(): "Update our alert status." game.condition = "green" if game.energy < 1000.0: game.condition = "yellow" if game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons or game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans: game.condition = "red" if not game.alive: game.condition="dead"
q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
def newqad(): "Set up a new state of quadrant, for when we enter or re-enter it." game.justin = True game.iplnet = None game.neutz = game.inorbit = game.landed = False game.ientesc = game.iseenit = False # Create a blank quadrant game.quad = fill2d(QUADSIZE, lambda i, j: IHDOT) if game.iscate: # Attempt to escape Super...
game.quad[game.sector.x][game.sector.y] = game.ship
game.quad[game.sector.i][game.sector.j] = game.ship
def newqad(): "Set up a new state of quadrant, for when we enter or re-enter it." game.justin = True game.iplnet = None game.neutz = game.inorbit = game.landed = False game.ientesc = game.iseenit = False # Create a blank quadrant game.quad = fill2d(QUADSIZE, lambda i, j: IHDOT) if game.iscate: # Attempt to escape Super...
game.quad[e.kloc.x][e.kloc.y] = IHC
game.quad[e.kloc.i][e.kloc.j] = IHC
def newqad(): "Set up a new state of quadrant, for when we enter or re-enter it." game.justin = True game.iplnet = None game.neutz = game.inorbit = game.landed = False game.ientesc = game.iseenit = False # Create a blank quadrant game.quad = fill2d(QUADSIZE, lambda i, j: IHDOT) if game.iscate: # Attempt to escape Super...
game.quad[e.kloc.x][e.kloc.y] = IHS
game.quad[e.kloc.i][e.kloc.j] = IHS
def newqad(): "Set up a new state of quadrant, for when we enter or re-enter it." game.justin = True game.iplnet = None game.neutz = game.inorbit = game.landed = False game.ientesc = game.iseenit = False # Create a blank quadrant game.quad = fill2d(QUADSIZE, lambda i, j: IHDOT) if game.iscate: # Attempt to escape Super...
w.x = withprob(0.5) * (QUADSIZE-1) w.y = withprob(0.5) * (QUADSIZE-1) if game.quad[w.x][w.y] == IHDOT:
w.i = withprob(0.5) * (QUADSIZE-1) w.j = withprob(0.5) * (QUADSIZE-1) if game.quad[w.i][w.j] == IHDOT:
def newqad(): "Set up a new state of quadrant, for when we enter or re-enter it." game.justin = True game.iplnet = None game.neutz = game.inorbit = game.landed = False game.ientesc = game.iseenit = False # Create a blank quadrant game.quad = fill2d(QUADSIZE, lambda i, j: IHDOT) if game.iscate: # Attempt to escape Super...
if not commands[cmd] or (commands[key] & game.options):
if not commands[key] or (commands[key] & game.options):
def listCommands(): "Generate a list of legal commands." proutn(_("LEGAL COMMANDS ARE:")) for (k, key) in enumerate(commands): if not commands[cmd] or (commands[key] & game.options): if k % 5 == 0: skip(1) proutn("%-12s " % key) skip(1)
if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
def makemoves(): "Command-interpretation loop." clrscr() setwnd(message_window) while True: # command loop drawmaps(1) while True: # get a command hitme = False game.justin = False game.optime = 0.0 scanner.chew() setwnd(prompt_window) clrscr() proutn("COMMAND> ") if scanner.next() == IHEOL: if game.options & OPTION_C...
w.x = randrange(size) w.y = randrange(size)
w.i = randrange(size) w.j = randrange(size)
def randplace(size): "Choose a random location." w = coord() w.x = randrange(size) w.y = randrange(size) return w
s.x = scanner.int()-1
s.i = scanner.int()-1
def getcoord(self): s = coord() scanner.next() if scanner.type != IHREAL: huh() return None
s.y = scanner.int()-1
s.j = scanner.int()-1
def getcoord(self): s = coord() scanner.next() if scanner.type != IHREAL: huh() return None
w.x = int(round(scanner.real))
w.i = int(round(scanner.real))
def debugme(): "Access to the internals for debugging." proutn("Reset levels? ") if ja() == True: 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: for i in range(NDEVICES): if game.damage[i] > ...
w.y = int(round(scanner.real))
w.j = int(round(scanner.real))
def debugme(): "Access to the internals for debugging." proutn("Reset levels? ") if ja() == True: 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: for i in range(NDEVICES): if game.damage[i] > ...
game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova = True
game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
def debugme(): "Access to the internals for debugging." proutn("Reset levels? ") if ja() == True: 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: for i in range(NDEVICES): if game.damage[i] > ...
return "<%s=%f>" % (self.kloc, self.kpower)
return "<%s,%s.%f>" % (self.type, self.kloc, self.kpower)
def __repr__(self): return "<%s=%f>" % (self.kloc, self.kpower) # For debugging
proutn(_(" encounters Tholian web at %s;") % w)
prout(_(" encounters Tholian web at %s;") % w)
def no_quad_change(): # No quadrant change -- compute new average enemy distances game.quad[game.sector.x][game.sector.y] = game.ship if game.enemies: for enemy in game.enemies: finald = (w-enemy.kloc).distance() enemy.kavgd = 0.5 * (finald + enemy.kdist) enemy.kdist = finald game.enemies.sort(lambda x, y: cmp(x.kdist,...
proutn(_(" blocked by object at %s;") % w)
prout(_(" blocked by object at %s;") % w)
def no_quad_change(): # No quadrant change -- compute new average enemy distances game.quad[game.sector.x][game.sector.y] = game.ship if game.enemies: for enemy in game.enemies: finald = (w-enemy.kloc).distance() enemy.kavgd = 0.5 * (finald + enemy.kdist) enemy.kdist = finald game.enemies.sort(lambda x, y: cmp(x.kdist,...
final.x = x-deltax+0.5 final.y = y-deltay+0.5
final.x = int(round(deltax)) final.y = int(round(deltay))
def no_quad_change(): # No quadrant change -- compute new average enemy distances game.quad[game.sector.x][game.sector.y] = game.ship if game.enemies: for enemy in game.enemies: finald = (w-enemy.kloc).distance() enemy.kavgd = 0.5 * (finald + enemy.kdist) enemy.kdist = finald game.enemies.sort(lambda x, y: cmp(x.kdist,...
if not welcoming(w):
if welcoming(w):
def setup(): # prepare to play, set up cosmos w = coord() # Decide how many of everything if choose(): return # frozen game # Prepare the Enterprise game.alldone = game.gamewon = False game.ship = IHE game.state.crew = FULLCREW game.energy = game.inenrg = 5000.0 game.shield = game.inshld = 2500.0 game.shldchg = False ...
for i in range(game.klhere, len(game.enemies)):
for i in range(q.romulans):
def newqad(shutup): # set up a new state of quadrant, for when we enter or re-enter it w = coord() game.justin = True game.klhere = 0 game.irhere = 0 game.iplnet = 0 game.neutz = False game.inorbit = False game.landed = False game.ientesc = False game.iseenit = False # Create a blank quadrant game.quad = fill2d(QUADSIZ...
"SEED": 0, "VISUAL": 0,
def setpassword(): # set the self-destruct password if game.options & OPTION_PLAIN: while True: scanner.chew() proutn(_("Please type in a secret password- ")) scanner.next() game.passwd = scanner.token if game.passwd != None: break else: game.passwd = "" for i in range(8): game.passwd += chr(ord('a')+randrange(26))
(options, arguments) = getopt.getopt(sys.argv[1:], "r:tx")
(options, arguments) = getopt.getopt(sys.argv[1:], "r:s:tx")
def debugme(): # access to the internals for debugging proutn("Reset levels? ") if ja() == True: 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: for i in range(NDEVICES): if game.damage[i] > 0...
scanner.token = "emsave.trk" else:
scanner.push("emsave.trk") key = scanner.next() if key == "IHEOL": proutn(_("File name: "))
def freeze(boss): "Save game." if boss: scanner.token = "emsave.trk" else: key = scanner.next() if key == "IHEOL": proutn(_("File name: ")) key = scanner.next() if key != "IHALPHA": huh() return scanner.chew() if '.' not in scanner.token: scanner.token += ".trk" try: fp = open(scanner.token, "wb") except IOError: prout...
if key == "IHEOL": proutn(_("File name: ")) key = scanner.next() if key != "IHALPHA": huh() return scanner.chew() if '.' not in scanner.token: scanner.token += ".trk"
if key != "IHALPHA": huh() return scanner.chew() if '.' not in scanner.token: scanner.token += ".trk"
def freeze(boss): "Save game." if boss: scanner.token = "emsave.trk" else: key = scanner.next() if key == "IHEOL": proutn(_("File name: ")) key = scanner.next() if key != "IHALPHA": huh() return scanner.chew() if '.' not in scanner.token: scanner.token += ".trk" try: fp = open(scanner.token, "wb") except IOError: prout...
elif scanner.sees("fancy"):
elif scanner.sees("fancy") or scanner.sees("\n"):
def choose(): "Choose your game type." global thing while True: game.tourn = 0 game.thawed = False game.skill = SKILL_NONE game.length = 0 if not scanner.inqueue: # Can start with command line options proutn(_("Would you like a regular, tournament, or saved game? ")) scanner.next() if scanner.sees("tournament"): while ...
self.inqueue = line.lstrip().split() + ["IHEOL"]
self.inqueue = line.lstrip().split() + ["\n"]
def next(self): # Get a token from the user self.real = 0.0 self.token = '' # Fill the token quue if nothing here while not self.inqueue: line = cgetline() if curwnd==prompt_window: clrscr() setwnd(message_window) clrscr() if line == '': return None if not line: continue else: self.inqueue = line.lstrip().split() + ["I...
if self.token == "IHEOL":
if self.token == "\n":
def next(self): # Get a token from the user self.real = 0.0 self.token = '' # Fill the token quue if nothing here while not self.inqueue: line = cgetline() if curwnd==prompt_window: clrscr() setwnd(message_window) clrscr() if line == '': return None if not line: continue else: self.inqueue = line.lstrip().split() + ["I...
proutn(" retreats to sector %s" % ship.location)
prout(" retreats to sector %s" % ship.location)
def movebaddy(ship): # tactical movement for the bad guys bugout = False # This should probably be just game.comhere + game.ishere if game.skill >= SKILL_EXPERT: nbaddys = int((game.comhere*2 + game.ishere*2+game.klhere*1.23+game.irhere*1.5)/2.0) else: nbaddys = game.comhere + game.ishere dist1 = ship.distance() mdist ...
return coord(self.x-self.x, self.y-self.y)
return coord(self.x-other.x, self.y-other.y)
def __sub__(self, other): return coord(self.x-self.x, self.y-self.y)
game.quad[self.kloc.x][self.kloc.y] = IHDOT
if motion: if self.type == IHT: game.quad[self.kloc.x][self.kloc.y] = IHWEB else: game.quad[self.kloc.x][self.kloc.y] = IHDOT
def move(self, loc): motion = (loc != self.kloc) 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 locat...
self.kloc = loc
self.kloc = copy.copy(loc)
def move(self, loc): motion = (loc != self.kloc) 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 locat...
idx = 0; idy = QUADSIZE-1
id.x = 0; id.y = QUADSIZE-1
def movetholian(): # move the Tholian if not game.tholian or game.justin: return if game.tholian.kloc.x == 0 and game.tholian.kloc.y == 0: idx = 0; idy = QUADSIZE-1 elif game.tholian.kloc.x == 0 and game.tholian.kloc.y == QUADSIZE-1: idx = QUADSIZE-1; idy = QUADSIZE-1 elif game.tholian.kloc.x == QUADSIZE-1 and game.tho...
idx = QUADSIZE-1; idy = QUADSIZE-1
id.x = QUADSIZE-1; id.y = QUADSIZE-1
def movetholian(): # move the Tholian if not game.tholian or game.justin: return if game.tholian.kloc.x == 0 and game.tholian.kloc.y == 0: idx = 0; idy = QUADSIZE-1 elif game.tholian.kloc.x == 0 and game.tholian.kloc.y == QUADSIZE-1: idx = QUADSIZE-1; idy = QUADSIZE-1 elif game.tholian.kloc.x == QUADSIZE-1 and game.tho...
idx = QUADSIZE-1; idy = 0
id.x = QUADSIZE-1; id.y = 0
def movetholian(): # move the Tholian if not game.tholian or game.justin: return if game.tholian.kloc.x == 0 and game.tholian.kloc.y == 0: idx = 0; idy = QUADSIZE-1 elif game.tholian.kloc.x == 0 and game.tholian.kloc.y == QUADSIZE-1: idx = QUADSIZE-1; idy = QUADSIZE-1 elif game.tholian.kloc.x == QUADSIZE-1 and game.tho...
idx = 0; idy = 0
id.x = 0; id.y = 0
def movetholian(): # move the Tholian if not game.tholian or game.justin: return if game.tholian.kloc.x == 0 and game.tholian.kloc.y == 0: idx = 0; idy = QUADSIZE-1 elif game.tholian.kloc.x == 0 and game.tholian.kloc.y == QUADSIZE-1: idx = QUADSIZE-1; idy = QUADSIZE-1 elif game.tholian.kloc.x == QUADSIZE-1 and game.tho...
game.tholian = None
game.tholian.move(None) prout("***Internal error: Tholian in a bad spot.")
def movetholian(): # move the Tholian if not game.tholian or game.justin: return if game.tholian.kloc.x == 0 and game.tholian.kloc.y == 0: idx = 0; idy = QUADSIZE-1 elif game.tholian.kloc.x == 0 and game.tholian.kloc.y == QUADSIZE-1: idx = QUADSIZE-1; idy = QUADSIZE-1 elif game.tholian.kloc.x == QUADSIZE-1 and game.tho...
if game.quad[idx][idy]!= IHDOT and game.quad[idx][idy]!= IHWEB: return game.quad[game.tholian.kloc.x][game.tholian.kloc.y] = IHWEB if game.tholian.kloc.x != idx: 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.tholi...
if game.quad[id.x][id.y] not in (IHDOT, IHWEB): return here = copy.copy(game.tholian.kloc) delta = (id - game.tholian.kloc).sgn() while here.x != id.x: here.x += delta.x if game.quad[here.kloc.x][here.y]==IHDOT: game.tholian.move(here) while here.y != id.y: here.y += delta.y if game.quad[here.x][here.y]==IHDOT: gam...
def movetholian(): # move the Tholian if not game.tholian or game.justin: return if game.tholian.kloc.x == 0 and game.tholian.kloc.y == 0: idx = 0; idy = QUADSIZE-1 elif game.tholian.kloc.x == 0 and game.tholian.kloc.y == QUADSIZE-1: idx = QUADSIZE-1; idy = QUADSIZE-1 elif game.tholian.kloc.x == QUADSIZE-1 and game.tho...
if damaged(DSRSENS) and not (abs(game.sector.x-aim.x) < 2 and abs(game.sector.y-aim.y) < 2) and \ (ienm == IHC or ienm == IHS):
if damaged(DSRSENS) and \ not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS):
def phasers(): # fire phasers hits = [] kz = 0; k = 1; irec=0 # Cheating inhibitor ifast = False; no = False; itarg = True; msgflag = True; rpow=0 automode = "NOTSET" key=0 skip(1) # SR sensors and Computer are needed fopr automode if damaged(DSRSENS) or damaged(DCOMPTR): itarg = False if game.condition == "docked": pr...
scan()
print "About to call scan()"
def choose(needprompt): # choose your game type global thing while True: game.tourn = 0 game.thawed = False game.skill = SKILL_NONE game.length = 0 if needprompt: # Can start with command line options proutn(_("Would you like a regular, tournament, or saved game? ")) scan() if len(citem)==0: # Try again continue if isi...
os.wait()
wait()
def makemoves(): # command-interpretation loop v = 0 clrscr() setwnd(message_window) while True: # command loop drawmaps(1) while True: # get a command hitme = False game.justin = False game.optime = 0.0 chew() setwnd(prompt_window) clrscr() proutn("COMMAND> ") if scan() == IHEOL: if game.options & OPTION_CURSES: make...
line = raw_input()
line = raw_input("COMMAND> ")
def cgetline(): "Get a line of input." if game.options & OPTION_CURSES: line = curwnd.getstr() + "\n" curwnd.refresh() else: if replayfp and not replayfp.closed: line = replayfp.readline() else: line = raw_input() if logfp: logfp.write(line + "\n") return line
proutn("COMMAND> ")
def makemoves(): # command-interpretation loop v = 0 clrscr() setwnd(message_window) while True: # command loop drawmaps(1) while True: # get a command hitme = False game.justin = False game.optime = 0.0 chew() setwnd(prompt_window) clrscr() proutn("COMMAND> ") if scan() == IHEOL: if game.options & OPTION_CURSES: make...
elif cmd == "SEED": key = scan() if key == IHREAL: seed = int(round(aaitem))
def makemoves(): # command-interpretation loop v = 0 clrscr() setwnd(message_window) while True: # command loop drawmaps(1) while True: # get a command hitme = False game.justin = False game.optime = 0.0 chew() setwnd(prompt_window) clrscr() proutn("COMMAND> ") if scan() == IHEOL: if game.options & OPTION_CURSES: make...
krawlx = 1
krawli = 1
def movebaddy(enemy): "Tactical movement for the bad guys." next = 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: nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quad...
krawlx = -1
krawli = -1
def movebaddy(enemy): "Tactical movement for the bad guys." next = 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: nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quad...
krawly = 1
krawlj = 1
def movebaddy(enemy): "Tactical movement for the bad guys." next = 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: nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quad...
krawly = -1
krawlj = -1
def movebaddy(enemy): "Tactical movement for the bad guys." next = 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: nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quad...
if krawlx == m.i or m.j == 0:
if krawli == m.i or m.j == 0:
def movebaddy(enemy): "Tactical movement for the bad guys." next = 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: nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quad...
look.i = next.i + krawlx krawlx = -krawlx
look.i = next.i + krawli krawli = -krawli
def movebaddy(enemy): "Tactical movement for the bad guys." next = 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: nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quad...
if krawly == m.j or m.i == 0:
if krawlj == m.j or m.i == 0:
def movebaddy(enemy): "Tactical movement for the bad guys." next = 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: nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quad...
look.j = next.j + krawly krawly = -krawly
look.j = next.j + krawlj krawlj = -krawlj
def movebaddy(enemy): "Tactical movement for the bad guys." next = 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: nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quad...
if krawlx != m.i and m.j != 0: look.i = next.i + krawlx krawlx = -krawlx elif krawly != m.j and m.i != 0: look.j = next.j + krawly krawly = -krawly
if krawli != m.i and m.j != 0: look.i = next.i + krawli krawli = -krawli elif krawlj != m.j and m.i != 0: look.j = next.j + krawlj krawlj = -krawlj
def movebaddy(enemy): "Tactical movement for the bad guys." next = 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: nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quad...
supernova(False)
supernova(None)
def destroybase(): "Code merges here for any commander destroying a starbase." # Not perfect, but will have to do # Handle case where base is in same quadrant as starship if game.battle == game.quadrant: game.state.chart[game.battle.i][game.battle.j].starbase = False game.quad[game.base.i][game.base.j] = IHDOT game.bas...
supernova(True, game.probec)
supernova(game.probec)
def destroybase(): "Code merges here for any commander destroying a starbase." # Not perfect, but will have to do # Handle case where base is in same quadrant as starship if game.battle == game.quadrant: game.state.chart[game.battle.i][game.battle.j].starbase = False game.quad[game.base.i][game.base.j] = IHDOT game.bas...
supernova(False, nov)
supernova(game.quadrant)
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) if withprob(0.05): # Wow! We've supernova'ed supernova(False, nov) return # handle initial nova game.quad[nov.i][nov.j] = IHDOT prout(crmena(False, IHSTAR, "sector", nov)...
supernova(False)
supernova(game.quadrant)
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) if withprob(0.05): # Wow! We've supernova'ed supernova(False, nov) return # handle initial nova game.quad[nov.i][nov.j] = IHDOT prout(crmena(False, IHSTAR, "sector", nov)...
def supernova(induced, w=None):
def supernova(w):
def supernova(induced, w=None): "Star goes supernova." num = 0; npdead = 0 nq = coord() if w != None: nq = w else: stars = 0 # Scheduled supernova -- select star # logic changed here so that we won't favor quadrants in top # left of universe for nq.i in range(GALSIZE): for nq.j in range(GALSIZE): stars += game.state.ga...
nq = coord()
def supernova(induced, w=None): "Star goes supernova." num = 0; npdead = 0 nq = coord() if w != None: nq = w else: stars = 0 # Scheduled supernova -- select star # logic changed here so that we won't favor quadrants in top # left of universe for nq.i in range(GALSIZE): for nq.j in range(GALSIZE): stars += game.state.ga...
nq = w
nq = copy.copy(w)
def supernova(induced, w=None): "Star goes supernova." num = 0; npdead = 0 nq = coord() if w != None: nq = w else: stars = 0 # Scheduled supernova -- select star # logic changed here so that we won't favor quadrants in top # left of universe for nq.i in range(GALSIZE): for nq.j in range(GALSIZE): stars += game.state.ga...
nq = coord()
def supernova(induced, w=None): "Star goes supernova." num = 0; npdead = 0 nq = coord() if w != None: nq = w else: stars = 0 # Scheduled supernova -- select star # logic changed here so that we won't favor quadrants in top # left of universe for nq.i in range(GALSIZE): for nq.j in range(GALSIZE): stars += game.state.ga...
if induced:
if w != None:
def supernova(induced, w=None): "Star goes supernova." num = 0; npdead = 0 nq = coord() if w != None: nq = w else: stars = 0 # Scheduled supernova -- select star # logic changed here so that we won't favor quadrants in top # left of universe for nq.i in range(GALSIZE): for nq.j in range(GALSIZE): stars += game.state.ga...
if not induced:
if w == None:
def supernova(induced, w=None): "Star goes supernova." num = 0; npdead = 0 nq = coord() if w != None: nq = w else: stars = 0 # Scheduled supernova -- select star # logic changed here so that we won't favor quadrants in top # left of universe for nq.i in range(GALSIZE): for nq.j in range(GALSIZE): stars += game.state.ga...
dsect.j = xk dsect.i = xl
dsect.i = xk dsect.j = xl
def getcourse(isprobe, akey): "Get a course and distance from the user." key = 0 dquad = copy.copy(game.quadrant) navmode = "unspecified" itemp = "curt" dsect = coord() iprompt = False if game.landed and not isprobe: prout(_("Dummy! You can't leave standard orbit until you")) proutn(_("are back aboard the ship.")) scan...
dsect.j = xi dsect.i = xj
dsect.i = xi dsect.j = xj
def getcourse(isprobe, akey): "Get a course and distance from the user." key = 0 dquad = copy.copy(game.quadrant) navmode = "unspecified" itemp = "curt" dsect = coord() iprompt = False if game.landed and not isprobe: prout(_("Dummy! You can't leave standard orbit until you")) proutn(_("are back aboard the ship.")) scan...
if not VALID_QUADRANT(dquad.j,dquad.i) or not VALID_SECTOR(dsect.i,dsect.j):
if not VALID_QUADRANT(dquad.i,dquad.j) or not VALID_SECTOR(dsect.i,dsect.j):
def getcourse(isprobe, akey): "Get a course and distance from the user." key = 0 dquad = copy.copy(game.quadrant) navmode = "unspecified" itemp = "curt" dsect = coord() iprompt = False if game.landed and not isprobe: prout(_("Dummy! You can't leave standard orbit until you")) proutn(_("are back aboard the ship.")) scan...
delta.i = dquad.j-game.quadrant.j + 0.1*(dsect.i-game.sector.j) delta.j = game.quadrant.i-dquad.i + 0.1*(game.sector.i-dsect.j)
delta.i = dquad.j-game.quadrant.j + 0.1*(dsect.j-game.sector.j) delta.j = game.quadrant.i-dquad.i + 0.1*(game.sector.i-dsect.i)
def getcourse(isprobe, akey): "Get a course and distance from the user." key = 0 dquad = copy.copy(game.quadrant) navmode = "unspecified" itemp = "curt" dsect = coord() iprompt = False if game.landed and not isprobe: prout(_("Dummy! You can't leave standard orbit until you")) proutn(_("are back aboard the ship.")) scan...
scanner.chew()
def ja(): "Yes-or-no confirmation." scanner.chew() while True: scanner.next() scanner.chew() if scanner.token == 'y': return True if scanner.token == 'n': return False proutn(_("Please answer with \"y\" or \"n\": "))
return other != None and self.x == other.y and self.x == other.y
return other != None and self.x == other.y and self.y == other.y
def __eq__(self, other): return other != None and self.x == other.y and self.x == other.y
delta.y = 0.1*(w.y - game.sector.y); delta.x = 0.1*(game.sector.x - w.x);
delta.y = (w.y - game.sector.y); delta.x = (game.sector.x - w.x);
def targetcheck(w): "Return None if target is invalid, otherwise return a course angle." if not VALID_SECTOR(w.x, w.y): huh() return None delta = coord() # FIXME: C code this was translated from is wacky -- why the sign reversal? delta.y = 0.1*(w.y - game.sector.y); delta.x = 0.1*(game.sector.x - w.x); if delta == coor...
self.stars = None
self.stars = 0
def __init__(self): self.stars = None self.planet = None
self.starbase = None self.klingons = None self.romulans = None self.supernova = None self.charted = None self.status = None
self.starbase = False self.klingons = 0 self.romulans = 0 self.supernova = False self.charted = False self.status = "secure"
def __init__(self): self.stars = None self.planet = None
if not game.plnet.is_valid() or abs(game.sector.x-game.plnet.x) > 1 or abs(game.sector.y-game.plnet.y) > 1:
if not game.plnet.is_valid(): prout("There is no planet in this sector.") return if abs(game.sector.x-game.plnet.x)>1 or abs(game.sector.y-game.plnet.y)>1:
def orbit(): # enter standard orbit skip(1) scanner.chew() if game.inorbit: prout(_("Already in standard orbit.")) return if damaged(DWARPEN) and damaged(DIMPULS): prout(_("Both warp and impulse engines damaged.")) return if not game.plnet.is_valid() or abs(game.sector.x-game.plnet.x) > 1 or abs(game.sector.y-game.plne...
for i in range(GALSIZE): for j in range(GALSIZE): quad = game.state.galaxy[i][j] quad.charted = 0 quad.planet = None quad.romulans = 0 quad.klingons = 0 quad.starbase = False quad.supernova = False quad.status = "secure"
def setup(): # prepare to play, set up cosmos w = coord() # Decide how many of everything if choose(): return # frozen game # Prepare the Enterprise game.alldone = game.gamewon = False game.ship = IHE game.state.crew = FULLCREW game.energy = game.inenrg = 5000.0 game.shield = game.inshld = 2500.0 game.shldchg = False ...
game.state.galaxy[w.x][w.y].starbase = True game.state.chart[w.x][w.y].starbase = True
game.state.galaxy[w.x][w.y].starbase = game.state.chart[w.x][w.y].starbase = True
def setup(): # prepare to play, set up cosmos w = coord() # Decide how many of everything if choose(): return # frozen game # Prepare the Enterprise game.alldone = game.gamewon = False game.ship = IHE game.state.crew = FULLCREW game.energy = game.inenrg = 5000.0 game.shield = game.inshld = 2500.0 game.shldchg = False ...
if (game.state.galaxy[w.x][w.y].klingons or withprob(0.25)) and \ not game.state.galaxy[w.x][w.y].supernova and \ game.state.galaxy[w.x][w.y].klingons <= MAXKLQUAD-1 and \ not w in game.state.kcmdr[:i]:
if not welcoming(w) or w in game.state.kcmdr: continue if (game.state.galaxy[w.x][w.y].klingons or withprob(0.25)):
def setup(): # prepare to play, set up cosmos w = coord() # Decide how many of everything if choose(): return # frozen game # Prepare the Enterprise game.alldone = game.gamewon = False game.ship = IHE game.state.crew = FULLCREW game.energy = game.inenrg = 5000.0 game.shield = game.inshld = 2500.0 game.shldchg = False ...
for i in range(3):
for i in range(8):
def setpassword(): # set the self-destruct password if game.options & OPTION_PLAIN: while True: scanner.chew() proutn(_("Please type in a secret password- ")) scanner.next() game.passwd = scanner.token if game.passwd != None: break else: game.passwd = "" for i in range(3): game.passwd += chr(ord('a')+randrange(26))
IHEOL = '\n' IHREAL = 0.0 IHALPHA = " "
def VALID_SECTOR(x, y): return ((x)>=0 and (x)<QUADSIZE and (y)>=0 and (y)<QUADSIZE)
if key == IHALPHA:
if key == "IHALPHA":
def doshield(shraise): "Change shield status." action = "NONE" game.ididit = False if shraise: action = "SHUP" else: key = scanner.next() if key == IHALPHA: if scanner.sees("transfer"): action = "NRG" else: if damaged(DSHIELD): prout(_("Shields damaged and down.")) return if scanner.sees("up"): action = "SHUP" elif sca...
while scanner.next() != IHREAL:
while scanner.next() != "IHREAL":
def doshield(shraise): "Change shield status." action = "NONE" game.ididit = False if shraise: action = "SHUP" else: key = scanner.next() if key == IHALPHA: if scanner.sees("transfer"): action = "NRG" else: if damaged(DSHIELD): prout(_("Shields damaged and down.")) return if scanner.sees("up"): action = "SHUP" elif sca...
if scanner.token == IHALPHA:
if scanner.token == "IHALPHA":
def photon(): "Launch photon torpedo." course = [] game.ididit = False if damaged(DPHOTON): prout(_("Photon tubes damaged.")) scanner.chew() return if game.torps == 0: prout(_("No torpedoes left.")) scanner.chew() return # First, get torpedo count while True: scanner.next() if scanner.token == IHALPHA: huh() return eli...