+#!/usr/bin/env python
"""
sst.py =-- Super Star Trek in Python
+This code is a Python translation of a C translation of a FORTRAN
+original dating back to 1973. Beautiful Python it is not. But it
+works.
+
+Dave Matuszek says:
+
+SRSCAN, MOVE, PHASERS, CALL, STATUS, IMPULSE, PHOTONS, ABANDON,
+LRSCAN, WARP, SHIELDS, DESTRUCT, CHART, REST, DOCK, QUIT, and DAMAGE
+were in the original non-"super" version of UT FORTRAN Star Trek.
+
+Tholians were not in the original. Dave is dubious about their merits.
+(They are now controlled by OPTION_THOLIAN and turned off if the game
+type is "plain".)
+
+Planets and dilithium crystals were not in the original. Dave is OK
+with this idea. (It's now controlled by OPTION_PLANETS and turned
+off if the game type is "plain".)
+
+Dave says the bit about the Galileo getting turned into a
+McDonald's is "consistant with our original vision". (This has been
+left permanently enabled, as it can only happen if OPTION_PLANETS
+is on.)
+
+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.)
+
+The Faerie Queen, black holes, and time warping were in the original.
+
+Here are Tom Almy's changes:
+
+In early 1997, I got the bright idea to look for references to
+"Super Star Trek" on the World Wide Web. There weren't many hits,
+but there was one that came up with 1979 Fortran sources! This
+version had a few additional features that mine didn't have,
+however mine had some feature it didn't have. So I merged its
+features that I liked. I also took a peek at the DECUS version (a
+port, less sources, to the PDP-10), and some other variations.
+
+1, Compared to the original UT version, I've changed the "help"
+command to "call" and the "terminate" command to "quit" to better
+match user expectations. The DECUS version apparently made those
+changes as well as changing "freeze" to "save". However I like
+"freeze". (Both "freeze" and "save" work in SST2K.)
+
+2. The experimental deathray originally had only a 5% chance of
+success, but could be used repeatedly. I guess after a couple
+years of use, it was less "experimental" because the 1979
+version had a 70% success rate. However it was prone to breaking
+after use. I upgraded the deathray, but kept the original set of
+failure modes (great humor!). (Now controlled by OPTION_DEATHRAY
+and turned off if game type is "plain".)
+
+3. The 1979 version also mentions srscan and lrscan working when
+docked (using the starbase's scanners), so I made some changes here
+to do this (and indicating that fact to the player), and then realized
+the base would have a subspace radio as well -- doing a Chart when docked
+updates the star chart, and all radio reports will be heard. The Dock
+command will also give a report if a base is under attack.
+
+4. Tholian Web from the 1979 version. (Now controlled by
+OPTION_THOLIAN and turned off if game type is "plain".)
+
+5. Enemies can ram the Enterprise. (Now controlled by OPTION_RAMMING
+and turned off if game type is "plain".)
+
+6. Regular Klingons and Romulans can move in Expert and Emeritus games.
+This code could use improvement. (Now controlled by OPTION_MVBADDY
+and turned off if game type is "plain".)
+
+7. The deep-space probe feature from the DECUS version. (Now controlled
+by OPTION_PROBE and turned off if game type is "plain").
+
+8. 'emexit' command from the 1979 version.
+
+9. Bugfix: Klingon commander movements are no longer reported if long-range
+sensors are damaged.
+
+10. Bugfix: Better base positioning at startup (more spread out).
+That made sense to add because most people abort games with
+bad base placement.
+
+In June 2002, I fixed two known bugs and a documentation typo.
+In June 2004 I fixed a number of bugs involving: 1) parsing invalid
+numbers, 2) manual phasers when SR scan is damaged and commander is
+present, 3) time warping into the future, 4) hang when moving
+klingons in crowded quadrants. (These fixes are in SST2K.)
+
+Here are Stas Sergeev's changes:
+
+1. The Space Thingy can be shoved, if you ram it, and can fire back if
+fired upon. (Now controlled by OPTION_THINGY and turned off if game
+type is "plain" or "almy".)
+
+2. When you are docked, base covers you with an almost invincible shield.
+(A commander can still ram you, or a Romulan can destroy the base,
+or a SCom can even succeed with direct attack IIRC, but this rarely
+happens.) (Now controlled by OPTION_BASE and turned off if game
+type is "plain" or "almy".)
+
+3. Ramming a black hole is no longer instant death. There is a
+chance you might get timewarped instead. (Now controlled by
+OPTION_BLKHOLE and turned off if game type is "plain" or "almy".)
+
+4. The Tholian can be hit with phasers.
+
+5. SCom can't escape from you if no more enemies remain
+(without this, chasing SCom can take an eternity).
+
+6. Probe target you enter is now the destination quadrant. Before I don't
+remember what it was, but it was something I had difficulty using.
+
+7. Secret password is now autogenerated.
+
+8. "Plaque" is adjusted for A4 paper :-)
+
+9. Phasers now tells you how much energy needed, but only if the computer
+is alive.
+
+10. Planets are auto-scanned when you enter the quadrant.
+
+11. Mining or using crystals in presense of enemy now yields an attack.
+There are other minor adjustments to what yields an attack
+and what does not.
+
+12. "freeze" command reverts to "save", most people will understand this
+better anyway. (SST2K recognizes both.)
+
+13. Screen-oriented interface, with sensor scans always up. (SST2K
+supports both screen-oriented and TTY modes.)
+
+Eric Raymond's changes:
+
+Mainly, I translated this C code out of FORTRAN into C -- created #defines
+for a lot of magic numbers and refactored the heck out of it.
+
+1. "sos" and "call" becomes "mayday", "freeze" and "save" are both good.
+
+2. Status report now indicates when dilithium crystals are on board.
+
+3. Per Dave Matuszek's remarks, Thingy state is never saved across games.
+
+4. Added game option selection so you can play a close (but not bug-for-
+bug identical) approximation of older versions.
+
+5. Half the quadrants now have inhabited planets, from which one
+cannot mine dilithium (there will still be the same additional number
+of dilithium-bearing planets). Torpedoing an inhabited world is *bad*.
+There is BSD-Trek-like logic for Klingons to attack and enslave
+inhabited worlds, producing more ships (only is skill is 'good' or
+better). (Controlled by OPTION_WORLDS and turned off if game
+type is "plain" or "almy".)
+
+6. User input is now logged so we can do regression testing.
+
+7. More BSD-Trek features: You can now lose if your entire crew
+dies in battle. When abandoning ship in a game with inhabited
+worlds enabled, they must have one in the quadrant to beam down
+to; otherwise they die in space and this counts heavily against
+your score. Docking at a starbase replenishes your crew.
+
+8. Still more BSD-Trek: we now have a weighted damage table.
+Also, the nav subsystem (enabling automatic course
+setting) can be damaged separately from the main computer (which
+handles weapons targeting, ETA calculation, and self-destruct).
+
+After these features were added, I translated this into Python and added
+more:
+
+9. A long-range scan is done silently whenever you call CHART; thus
+the LRSCAN command is no longer needed. (Controlled by OPTION_AUTOSCAN
+and turned off if game type is "plain" or "almy".)
"""
-import os, sys, math, curses
+import os, sys, math, curses, time, readline, cPickle, random, copy, gettext
-SSTDOC = "/usr/share/doc/sst/sst.doc"
+SSTDOC = "/usr/share/doc/sst/sst.doc"
+DOC_NAME = "sst.doc"
-# Stub to be replaced
-def _(str): return str
+def _(str): return gettext.gettext(str)
PHASEFAC = 2.0
GALSIZE = 8
MAXUNINHAB = 10
PLNETMAX = (NINHAB + MAXUNINHAB)
QUADSIZE = 10
+BASEMIN = 2
BASEMAX = (GALSIZE * GALSIZE / 12)
MAXKLGAME = 127
MAXKLQUAD = 9
FULLCREW = 428 # BSD Trek was 387, that's wrong
FOREVER = 1e30
-
-# These functions hide the difference between 0-origin and 1-origin addressing.
-def VALID_QUADRANT(x, y): return ((x)>=1 and (x)<=GALSIZE and (y)>=1 and (y)<=GALSIZE)
-def VALID_SECTOR(x, y): return ((x)>=1 and (x)<=QUADSIZE and (y)>=1 and (y)<=QUADSIZE)
-
-def square(i): return ((i)*(i))
-def distance(c1, c2): return math.sqrt(square(c1.x - c2.x) + square(c1.y - c2.y))
-def invalidate(w): w.x = w.y = 0
-def is_valid(w): return (w.x != 0 and w.y != 0)
-
-class coord:
- def __init(self, x=None, y=None):
- self.x = x
- self.y = y
- def invalidate(self):
- self.x = self.y = None
- def is_valid(self):
- return self.x != None and self.y != None
- def __eq__(self, other):
- return self.x == other.y and self.x == other.y
- def __add__(self, other):
- return coord(self.x+self.x, self.y+self.y)
- def __sub__(self, other):
- return coord(self.x-self.x, self.y-self.y)
- def distance(self, other):
- return math.sqrt((self.x - other.x)**2 + (self.y - other.y)**2)
- def sgn(self):
- return coord(self.x / abs(x), self.y / abs(y));
- def __hash__(self):
- return hash((x, y))
- def __str__(self):
- return "%d - %d" % (self.x, self.y)
-
-class planet:
- def __init(self):
- self.name = None # string-valued if inhabited
- self.w = coord() # quadrant located
- self.pclass = None # could be ""M", "N", "O", or "destroyed"
- self.crystals = None # could be "mined", "present", "absent"
- self.known = None # could be "unknown", "known", "shuttle_down"
+MAXBURST = 3
+MINCMDR = 10
# How to represent features
IHR = 'R',
IHMATER1 = 'o',
IHMATER2 = '0'
-NOPLANET = None
+class TrekError:
+ pass
+
+class coord:
+ def __init__(self, x=None, y=None):
+ self.i = x
+ self.j = y
+ def valid_quadrant(self):
+ return self.i>=0 and self.i<GALSIZE and self.j>=0 and self.j<GALSIZE
+ def valid_sector(self):
+ return self.i>=0 and self.i<QUADSIZE and self.j>=0 and self.j<QUADSIZE
+ def invalidate(self):
+ self.i = self.j = None
+ def is_valid(self):
+ return self.i != None and self.j != None
+ def __eq__(self, other):
+ return other != None and self.i == other.i and self.j == other.j
+ def __ne__(self, other):
+ return other == None or self.i != other.i or self.j != other.j
+ def __add__(self, other):
+ return coord(self.i+other.i, self.j+other.j)
+ def __sub__(self, other):
+ return coord(self.i-other.i, self.j-other.j)
+ def __mul__(self, other):
+ return coord(self.i*other, self.j*other)
+ def __rmul__(self, other):
+ return coord(self.i*other, self.j*other)
+ def __div__(self, other):
+ return coord(self.i/other, self.j/other)
+ def __mod__(self, other):
+ return coord(self.i % other, self.j % other)
+ def __rdiv__(self, other):
+ return coord(self.i/other, self.j/other)
+ def roundtogrid(self):
+ return coord(int(round(self.i)), int(round(self.j)))
+ def distance(self, other=None):
+ if not other: other = coord(0, 0)
+ return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
+ def bearing(self):
+ return 1.90985*math.atan2(self.j, self.i)
+ def sgn(self):
+ s = coord()
+ if self.i == 0:
+ s.i = 0
+ else:
+ s.i = self.i / abs(self.i)
+ if self.j == 0:
+ s.j = 0
+ else:
+ s.j = self.j / abs(self.j)
+ return s
+ def quadrant(self):
+ #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
+ return self.roundtogrid() / QUADSIZE
+ def sector(self):
+ return self.roundtogrid() % QUADSIZE
+ def scatter(self):
+ s = coord()
+ s.i = self.i + randrange(-1, 2)
+ s.j = self.j + randrange(-1, 2)
+ return s
+ def __str__(self):
+ if self.i == None or self.j == None:
+ return "Nowhere"
+ return "%s - %s" % (self.i+1, self.j+1)
+ __repr__ = __str__
+
+class planet:
+ def __init__(self):
+ self.name = None # string-valued if inhabited
+ self.quadrant = coord() # quadrant located
+ self.pclass = None # could be ""M", "N", "O", or "destroyed"
+ self.crystals = "absent"# could be "mined", "present", "absent"
+ self.known = "unknown" # could be "unknown", "known", "shuttle_down"
+ self.inhabited = False # is it inhabites?
+ def __str__(self):
+ return self.name
+
class quadrant:
- def __init(self):
- self.stars = None
+ def __init__(self):
+ self.stars = 0
self.planet = None
- self.starbase = None
- self.klingons = None
- self.romulans = None
- self.supernova = None
- self.charted = None
- self.status = None # Could be "secure", "distressed", "enslaved"
+ self.starbase = False
+ self.klingons = 0
+ self.romulans = 0
+ self.supernova = False
+ self.charted = False
+ self.status = "secure" # Could be "secure", "distressed", "enslaved"
class page:
- def __init(self):
+ def __init__(self):
self.stars = None
self.starbase = None
self.klingons = None
+def fill2d(size, fillfun):
+ "Fill an empty list in 2D."
+ lst = []
+ for i in range(size):
+ lst.append([])
+ for j in range(size):
+ lst[i].append(fillfun(i, j))
+ return lst
+
class snapshot:
- def __init(self):
+ def __init__(self):
self.snap = False # snapshot taken
- self.crew = None # crew complement
- self.remkl = None # remaining klingons
- self.remcom = None # remaining commanders
- self.nscrem = None # remaining super commanders
- self.rembase = None # remaining bases
- self.starkl = None # destroyed stars
- self.basekl = None # destroyed bases
- self.nromrem = None # Romulans remaining
- self.nplankl = None # destroyed uninhabited planets
- self.nworldkl = None # destroyed inhabited planets
+ self.crew = 0 # crew complement
+ self.remkl = 0 # remaining klingons
+ self.nscrem = 0 # remaining super commanders
+ self.starkl = 0 # destroyed stars
+ self.basekl = 0 # destroyed bases
+ self.nromrem = 0 # Romulans remaining
+ self.nplankl = 0 # destroyed uninhabited planets
+ self.nworldkl = 0 # destroyed inhabited planets
self.planets = [] # Planet information
- for i in range(PLNETMAX):
- self.planets.append(planet())
- self.date = None # stardate
- self.remres = None # remaining resources
- self.remtime = None # remaining time
+ self.date = 0.0 # stardate
+ self.remres = 0 # remaining resources
+ self.remtime = 0 # remaining time
self.baseq = [] # Base quadrant coordinates
- for i in range(BASEMAX+1):
- self.baseq.append(coord())
self.kcmdr = [] # Commander quadrant coordinates
- for i in range(QUADSIZE+1):
- self.kcmdr.append(coord())
self.kscmdr = coord() # Supercommander quadrant coordinates
- self.galaxy = [] # The Galaxy (subscript 0 not used)
- for i in range(GALSIZE+1):
- self.chart.append([])
- for j in range(GALSIZE+1):
- self.galaxy[i].append(quadrant())
- self.chart = [] # the starchart (subscript 0 not used)
- for i in range(GALSIZE+1):
- self.chart.append([])
- for j in range(GALSIZE+1):
- self.chart[i].append(page())
+ # the galaxy
+ self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
+ # the starchart
+ self.chart = fill2d(GALSIZE, lambda i, j: page())
class event:
def __init__(self):
OPTION_CURSES = 0x00000002 # new interface
OPTION_IOMODES = 0x00000003 # cover both interfaces
OPTION_PLANETS = 0x00000004 # planets and mining
-OPTION_THOLIAN = 0x00000008 # Tholians and their webs
-OPTION_THINGY = 0x00000010 # Space Thingy can shoot back
-OPTION_PROBE = 0x00000020 # deep-space probes
+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
-OPTION_MVBADDY = 0x00000100 # more enemies can move
-OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you
-OPTION_BASE = 0x00000400 # bases have good shields
-OPTION_WORLDS = 0x00000800 # logic for inhabited worlds
+OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
+OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
+OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
+OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
+OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
+OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
OPTION_PLAIN = 0x01000000 # user chose plain game
OPTION_ALMY = 0x02000000 # user chose Almy variant
DDSP = 15
NDEVICES= 16 # Number of devices
+SKILL_NONE = 0
+SKILL_NOVICE = 1
+SKILL_FAIR = 2
+SKILL_GOOD = 3
+SKILL_EXPERT = 4
+SKILL_EMERITUS = 5
+
def damaged(dev): return (game.damage[dev] != 0.0)
+def communicating(): return not damaged(DRADIO) or game.condition=="docked"
# Define future events
FSPY = 0 # Spy event happens always (no future[] entry)
#
def findevent(evtype): return game.future[evtype]
+class enemy:
+ 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):
+ motion = (loc != self.kloc)
+ if self.kloc.i is not None and self.kloc.j is not None:
+ if motion:
+ if self.type == IHT:
+ game.quad[self.kloc.i][self.kloc.j] = IHWEB
+ else:
+ game.quad[self.kloc.i][self.kloc.j] = IHDOT
+ if loc:
+ self.kloc = copy.copy(loc)
+ game.quad[self.kloc.i][self.kloc.j] = self.type
+ self.kdist = self.kavgd = (game.sector - loc).distance()
+ else:
+ self.kloc = coord()
+ self.kdist = self.kavgd = None
+ game.enemies.remove(self)
+ return motion
+ def __repr__(self):
+ return "<%s,%s.%f>" % (self.type, self.kloc, self.kpower) # For debugging
+
class gamestate:
def __init__(self):
self.options = None # Game options
- self.state = None # A snapshot structure
- self.snapsht = None # Last snapshot taken for time-travel purposes
- self.quad = [[IHDOT * (QUADSIZE+1)] * (QUADSIZE+1)] # contents of our quadrant
- self.kpower = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)] # enemy energy levels
- self.kdist = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)] # enemy distances
- self.kavgd = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)] # average distances
- self.damage = [0] * NDEVICES # damage encountered
- self.future = [0.0] * NEVENTS # future events
+ self.state = snapshot() # A snapshot structure
+ self.snapsht = snapshot() # Last snapshot taken for time-travel purposes
+ self.quad = None # contents of our quadrant
+ self.damage = [0.0] * NDEVICES # damage encountered
+ self.future = [] # future events
for i in range(NEVENTS):
self.future.append(event())
self.passwd = None; # Self Destruct password
- self.ks = [[None * (QUADSIZE+1)] * (QUADSIZE+1)] # enemy sector locations
+ 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
- self.probec = None # current probe quadrant
self.gamewon = False # Finished!
self.ididit = False # action taken -- allows enemy to attack
self.alive = False # we are alive (not killed)
self.justin = False # just entered quadrant
self.shldup = False # shields are up
self.shldchg = False # shield is changing (affects efficiency)
- self.comhere = False # commander here
- self.ishere = False # super-commander in quadrant
self.iscate = False # super commander is here
self.ientesc = False # attempted escape from supercommander
- self.ithere = False # Tholian is here
self.resting = False # rest time
self.icraft = False # Kirk in Galileo
self.landed = False # party on planet (true), on ship (false)
self.casual = 0 # causalties
self.nhelp = 0 # calls for help
self.nkinks = 0 # count of energy-barrier crossings
- self.iplnet = 0 # planet # in quadrant
+ 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 = 0 # tournament number
- self.proben = 0 # number of moves for probe
+ self.tourn = None # tournament number
self.nprobes = 0 # number of probes available
self.inresor = 0.0 # initial resources
self.intime = 0.0 # initial time
self.warpfac = 0.0 # warp speed
self.wfacsq = 0.0 # squared warp factor
self.lsupres = 0.0 # life support reserves
- self.dist = 0.0 # movement distance
- self.direc = 0.0 # movement direction
self.optime = 0.0 # time taken by current operation
self.docfac = 0.0 # repair factor when docking (constant?)
self.damfac = 0.0 # damage factor
self.lastchart = 0.0 # time star chart was last updated
self.cryprob = 0.0 # probability that crystal will work
- self.probex = 0.0 # location of probe
- self.probey = 0.0 #
- self.probeinx = 0.0 # probe x,y increment
- self.probeiny = 0.0 #
+ self.probe = None # object holding probe course info
self.height = 0.0 # height of orbit around planet
def recompute(self):
# Stas thinks this should be (C expression):
- # game.state.remkl + game.state.remcom > 0 ?
- # game.state.remres/(game.state.remkl + 4*game.state.remcom) : 99
- # He says the existing expression is prone to divide-by-zero errors.
- game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom)
-# From enumerated type 'feature'
+ # game.state.remkl + len(game.state.kcmdr) > 0 ?
+ # game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99
+ # He says the existing expression is prone to divide-by-zero errors
+ # after killing the last klingon when score is shown -- perhaps also
+ # if the only remaining klingon is SCOM.
+ game.state.remtime = game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr))
+
IHR = 'R'
IHK = 'K'
IHC = 'C'
IHMATER1 = 'o'
IHMATER2 = '0'
-
-# From enumerated type 'FINTYPE'
FWON = 0
FDEPLETE = 1
FLIFESUP = 2
FHOLE = 20
FCREW = 21
-# From enumerated type 'COLORS'
-DEFAULT = 0
-BLACK = 1
-BLUE = 2
-GREEN = 3
-CYAN = 4
-RED = 5
-MAGENTA = 6
-BROWN = 7
-LIGHTGRAY = 8
-DARKGRAY = 9
-LIGHTBLUE = 10
-LIGHTGREEN = 11
-LIGHTCYAN = 12
-LIGHTRED = 13
-LIGHTMAGENTA = 14
-YELLOW = 15
-WHITE = 16
+def withprob(p):
+ v = random.random()
+ #logfp.write("# withprob(%s) -> %f (%s) at %s\n" % (p, v, v<p, traceback.extract_stack()[-2][1:]))
+ return v < p
+
+def randrange(*args):
+ v = random.randrange(*args)
+ #logfp.write("# randrange%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
+ return v
+
+def randreal(*args):
+ v = random.random()
+ if len(args) == 1:
+ v *= args[0] # returns from [0, args[0])
+ elif len(args) == 2:
+ v = args[0] + v*(args[1]-args[0]) # returns from [args[0], args[1])
+ #logfp.write("# randreal%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
+ return v
# Code from ai.c begins here
-def tryexit(look, ienm, loccom, irun):
- # a bad guy attempts to bug out
+def welcoming(iq):
+ "Would this quadrant welcome another Klingon?"
+ return iq.valid_quadrant() and \
+ not game.state.galaxy[iq.i][iq.j].supernova and \
+ game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
+
+def tryexit(enemy, look, irun):
+ "A bad guy attempts to bug out."
iq = coord()
- iq.x = game.quadrant.x+(look.x+(QUADSIZE-1))/QUADSIZE - 1
- iq.y = game.quadrant.y+(look.y+(QUADSIZE-1))/QUADSIZE - 1
- if not VALID_QUADRANT(iq.x,iq.y) or \
- game.state.galaxy[iq.x][iq.y].supernova or \
- game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1:
- return False; # no can do -- neg energy, supernovae, or >MAXKLQUAD-1 Klingons
- if ienm == IHR:
+ iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
+ iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
+ if not welcoming(iq):
+ return False;
+ if enemy.type == IHR:
return False; # Romulans cannot escape!
if not irun:
# avoid intruding on another commander's territory
- if ienm == IHC:
- for n in range(1, game.state.remcom+1):
- if same(game.state.kcmdr[n],iq):
- return False
+ if enemy.type == IHC:
+ if iq in game.state.kcmdr:
+ return False
# refuse to leave if currently attacking starbase
- if same(game.battle, game.quadrant):
+ if game.battle == game.quadrant:
return False
# don't leave if over 1000 units of energy
- if game.kpower[loccom] > 1000.0:
+ if enemy.kpower > 1000.0:
return False
- # print escape message and move out of quadrant.
+ # emit escape message and move out of quadrant.
# we know this if either short or long range sensors are working
if not damaged(DSRSENS) or not damaged(DLRSENS) or \
- game.condition == docked:
- crmena(True, ienm, "sector", game.ks[loccom])
- prout(_(" escapes to Quadrant %s (and regains strength).") % q)
- # handle local matters related to escape
- game.quad[game.ks[loccom].x][game.ks[loccom].y] = IHDOT
- game.ks[loccom] = game.ks[game.nenhere]
- game.kavgd[loccom] = game.kavgd[game.nenhere]
- game.kpower[loccom] = game.kpower[game.nenhere]
- game.kdist[loccom] = game.kdist[game.nenhere]
+ game.condition == "docked":
+ prout(crmena(True, enemy.type, "sector", enemy.kloc) + \
+ (_(" escapes to Quadrant %s (and regains strength).") % q))
+ # handle local matters related to escape
+ enemy.move(None)
game.klhere -= 1
- game.nenhere -= 1
- if game.condition != docked:
+ if game.condition != "docked":
newcnd()
# Handle global matters related to escape
- game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
- game.state.galaxy[iq.x][iq.y].klingons += 1
- if ienm==IHS:
- game.ishere = False
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
+ game.state.galaxy[iq.i][iq.j].klingons += 1
+ if enemy.type==IHS:
game.iscate = False
game.ientesc = False
game.isatb = 0
unschedule(FSCDBAS)
game.state.kscmdr=iq
else:
- for n in range(1, game.state.remcom+1):
- if same(game.state.kcmdr[n], game.quadrant):
- game.state.kcmdr[n]=iq
+ for cmdr in game.state.kcmdr:
+ if cmdr == game.quadrant:
+ game.state.kcmdr[n] = iq
break
- game.comhere = False
return True; # success
-#
# The bad-guy movement algorithm:
#
# 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
# retreat, especially at high skill levels.
#
# 5. Motion is limited to skill level, except for SC hi-tailing it out.
-#
-def movebaddy(com, loccom, ienm):
- # tactical movement for the bad guys
+def movebaddy(enemy):
+ "Tactical movement for the bad guys."
next = coord(); look = coord()
irun = False
- # This should probably be just game.comhere + game.ishere
+ # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
if game.skill >= SKILL_EXPERT:
- nbaddys = ((game.comhere*2 + game.ishere*2+game.klhere*1.23+game.irhere*1.5)/2.0)
+ nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
else:
- nbaddys = game.comhere + game.ishere
-
- dist1 = game.kdist[loccom]
+ nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
+ dist1 = enemy.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.kpower[loccom] <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
+ if enemy.type==IHS and \
+ (enemy.kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
irun = True
motion = -QUADSIZE
else:
# decide whether to advance, retreat, or hold position
- forces = game.kpower[loccom]+100.0*game.nenhere+400*(nbaddys-1)
+ forces = enemy.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):
forces += 1000.0
motion = 0
if forces <= 1000.0 and game.condition != "docked": # Typical situation
- motion = ((forces+200.0*Rand())/150.0) - 5.0
+ motion = ((forces + randreal(200))/150.0) - 5.0
else:
if forces > 1000.0: # Very strong -- move in for kill
- motion = (1.0-square(Rand()))*dist1 + 1.0
+ 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-square(Rand()))
+ motion -= game.skill*(2.0-randreal()**2)
if idebug:
proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
# don't move if no motion
else:
motion = game.skill
# calculate preferred number of steps
- if motion < 0:
- msteps = -motion
- else:
- msteps = motion
+ nsteps = abs(int(motion))
if motion > 0 and nsteps > mdist:
nsteps = mdist; # don't overshoot
if nsteps > QUADSIZE:
if idebug:
proutn("NSTEPS = %d:" % nsteps)
# Compute preferred values of delta X and Y
- mx = game.sector.x - com.x
- my = game.sector.y - com.y
- if 2.0 * abs(mx) < abs(my):
- mx = 0
- if 2.0 * abs(my) < abs(game.sector.x-com.x):
- my = 0
- if mx != 0:
- if mx*motion < 0:
- mx = -1
- else:
- mx = 1
- if my != 0:
- if my*motion < 0:
- my = -1
- else:
- my = 1
- next = com
+ m = game.sector - enemy.kloc
+ if 2.0 * abs(m.i) < abs(m.j):
+ m.i = 0
+ if 2.0 * abs(m.j) < abs(game.sector.i-enemy.kloc.i):
+ m.j = 0
+ m = (motion * m).sgn()
+ next = enemy.kloc
# main move loop
for ll in range(nsteps):
if idebug:
proutn(" %d" % (ll+1))
# Check if preferred position available
- look.x = next.x + mx
- look.y = next.y + my
- if mx < 0:
- krawlx = 1
+ look = next + m
+ if m.i < 0:
+ krawli = 1
else:
- krawlx = -1
- if my < 0:
- krawly = 1
+ krawli = -1
+ if m.j < 0:
+ krawlj = 1
else:
- krawly = -1
+ krawlj = -1
success = False
attempts = 0; # Settle mysterious hang problem
while attempts < 20 and not success:
attempts += 1
- if look.x < 1 or look.x > QUADSIZE:
- if motion < 0 and tryexit(look, ienm, loccom, irun):
+ if look.i < 0 or look.i >= QUADSIZE:
+ if motion < 0 and tryexit(enemy, look, irun):
return
- if krawlx == mx or my == 0:
+ if krawli == m.i or m.j == 0:
break
- look.x = next.x + krawlx
- krawlx = -krawlx
- elif look.y < 1 or look.y > QUADSIZE:
- if motion < 0 and tryexit(look, ienm, loccom, irun):
+ look.i = next.i + krawli
+ krawli = -krawli
+ elif look.j < 0 or look.j >= QUADSIZE:
+ if motion < 0 and tryexit(enemy, look, irun):
return
- if krawly == my or mx == 0:
+ if krawlj == m.j or m.i == 0:
break
- look.y = next.y + krawly
- krawly = -krawly
- elif (game.options & OPTION_RAMMING) and game.quad[look.x][look.y] != IHDOT:
- # See if we should ram ship
- if game.quad[look.x][look.y] == game.ship and \
- (ienm == IHC or ienm == IHS):
- ram(True, ienm, com)
+ look.j = next.j + krawlj
+ krawlj = -krawlj
+ elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != IHDOT:
+ # See if enemy should ram ship
+ if game.quad[look.i][look.j] == game.ship and \
+ (enemy.type == IHC or enemy.type == IHS):
+ collision(rammed=True, enemy=enemy)
return
- if krawlx != mx and my != 0:
- look.x = next.x + krawlx
- krawlx = -krawlx
- elif krawly != my and mx != 0:
- look.y = next.y + 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
else:
break; # we have failed
else:
proutn(`next`)
else:
break; # done early
-
if idebug:
skip(1)
- # Put commander in place within same quadrant
- game.quad[com.x][com.y] = IHDOT
- game.quad[next.x][next.y] = ienm
- if not same(next, com):
- # it moved
- game.ks[loccom] = next
- game.kdist[loccom] = game.kavgd[loccom] = distance(game.sector, next)
- if not damaged(DSRSENS) or game.condition == docked:
- proutn("***")
- cramen(ienm)
- proutn(_(" from Sector %s") % com)
- if game.kdist[loccom] < dist1:
+ if enemy.move(next):
+ if not damaged(DSRSENS) or game.condition == "docked":
+ proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.kloc))
+ if enemy.kdist < dist1:
proutn(_(" advances to "))
else:
proutn(_(" retreats to "))
prout("Sector %s." % next)
def moveklings():
- # Klingon tactical movement
+ "Sequence Klingon tactical movement."
if idebug:
prout("== MOVCOM")
# Figure out which Klingon is the commander (or Supercommander)
# and do move
- if game.comhere:
- for i in range(1, game.nenhere+1):
- w = game.ks[i]
- if game.quad[w.x][w.y] == IHC:
- movebaddy(w, i, IHC)
- break
- if game.ishere:
- for i in range(1, game.nenhere+1):
- w = game.ks[i]
- if game.quad[w.x][w.y] == IHS:
- movebaddy(w, i, IHS)
+ if game.quadrant in game.state.kcmdr:
+ for enemy in game.enemies:
+ if enemy.type == IHC:
+ movebaddy(enemy)
+ if game.state.kscmdr==game.quadrant:
+ for enemy in game.enemies:
+ if enemy.type == IHS:
+ movebaddy(enemy)
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(1, game.nenhere+1):
- w = game.ks[i]
- 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])
- sortklings();
+ for enemy in game.enemies:
+ if enemy.type in (IHK, IHR):
+ movebaddy(enemy)
+ game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
def movescom(iq, avoid):
- # commander movement helper
- if same(iq, game.quadrant) or not VALID_QUADRANT(iq.x, iq.y) or \
- game.state.galaxy[iq.x][iq.y].supernova or \
- game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1:
- return 1
- if avoid:
- # Avoid quadrants with bases if we want to avoid Enterprise
- for i in range(1, game.state.rembase+1):
- if same(game.state.baseq[i], iq):
- return True
+ "Commander movement helper."
+ # Avoid quadrants with bases if we want to avoid Enterprise
+ if not welcoming(iq) or (avoid and iq in game.state.baseq):
+ return False
if game.justin and not game.iscate:
- return True
+ return False
# do the move
- game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons -= 1
+ game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
game.state.kscmdr = iq
- game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons += 1
- if game.ishere:
+ game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
+ if game.state.kscmdr==game.quadrant:
# SC has scooted, Remove him from current quadrant
game.iscate=False
game.isatb=0
- game.ishere = False
game.ientesc = False
unschedule(FSCDBAS)
- for i in range(1, game.nenhere+1):
- if game.quad[game.ks[i].x][game.ks[i].y] == IHS:
+ for enemy in game.enemies:
+ if enemy.type == IHS:
break
- game.quad[game.ks[i].x][game.ks[i].y] = IHDOT
- game.ks[i] = game.ks[game.nenhere]
- game.kdist[i] = game.kdist[game.nenhere]
- game.kavgd[i] = game.kavgd[game.nenhere]
- game.kpower[i] = game.kpower[game.nenhere]
+ enemy.move(None)
game.klhere -= 1
- game.nenhere -= 1
- if game.condition!=docked:
+ if game.condition != "docked":
newcnd()
- sortklings()
+ game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
# check for a helpful planet
for i in range(game.inplan):
- if same(game.state.planets[i].w, game.state.kscmdr) and \
- game.state.planets[i].crystals == present:
+ if game.state.planets[i].quadrant == game.state.kscmdr and \
+ game.state.planets[i].crystals == "present":
# destroy the planet
- game.state.planets[i].pclass = destroyed
- game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = NOPLANET
- if not damaged(DRADIO) or game.condition == docked:
+ game.state.planets[i].pclass = "destroyed"
+ game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
+ if communicating():
announce()
prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
prout(_(" by the Super-commander.\""))
break
- return False; # looks good!
+ return True; # looks good!
def supercommander():
- # move the Super Commander
+ "Move the Super Commander."
iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
basetbl = []
if idebug:
prout("== SUPERCOMMANDER")
# Decide on being active or passive
- avoid = ((game.incom - game.state.remcom + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
+ 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 \
(game.state.date-game.indate) < 3.0)
if not game.iscate and avoid:
# compute move away from Enterprise
idelta = game.state.kscmdr-game.quadrant
- if math.sqrt(idelta.x*idelta.x+idelta.y*idelta.y) > 2.0:
+ if idelta.distance() > 2.0:
# circulate in space
- idelta.x = game.state.kscmdr.y-game.quadrant.y
- idelta.y = game.quadrant.x-game.state.kscmdr.x
+ idelta.i = game.state.kscmdr.j-game.quadrant.j
+ idelta.j = game.quadrant.i-game.state.kscmdr.i
else:
# compute distances to starbases
- if game.state.rembase <= 0:
+ if not game.state.baseq:
# nothing left to do
unschedule(FSCMOVE)
return
sc = game.state.kscmdr
- for i in range(1, game.state.rembase+1):
- basetbl.append((i, distance(game.state.baseq[i], sc)))
- if game.state.rembase > 1:
+ 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]))
# look for nearest base without a commander, no Enterprise, and
# without too many Klingons, and not already under attack.
ifindit = iwhichb = 0
- for i2 in range(1, game.state.rembase+1):
+ for (i2, base) in enumerate(game.state.baseq):
i = basetbl[i2][0]; # bug in original had it not finding nearest
- ibq = game.state.baseq[i]
- if same(ibq, game.quadrant) or same(ibq, game.battle) or \
- game.state.galaxy[ibq.x][ibq.y].supernova or \
- game.state.galaxy[ibq.x][ibq.y].klingons > MAXKLQUAD-1:
+ if base==game.quadrant or base==game.battle or not welcoming(base):
continue
# if there is a commander, and no other base is appropriate,
- # we will take the one with the commander
- for j in range(1, game.state.remcom+1):
- if same(ibq, game.state.kcmdr[j]) and ifindit!= 2:
+ # we will take the one with the commander
+ for cmdr in game.state.kcmdr:
+ if base == cmdr and ifindit != 2:
ifindit = 2
iwhichb = i
break
- if j > game.state.remcom: # no commander -- use this one
+ else: # no commander -- use this one
ifindit = 1
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
# there was what looked like a bug in the Almy C code here,
# but it might be this translation is just wrong.
iq = game.state.kscmdr + idelta
- if movescom(iq, avoid):
+ if not movescom(iq, avoid):
# failed -- try some other maneuvers
- if idelta.x==0 or idelta.y==0:
+ if idelta.i==0 or idelta.j==0:
# attempt angle move
- if idelta.x != 0:
- iq.y = game.state.kscmdr.y + 1
- if movescom(iq, avoid):
- iq.y = game.state.kscmdr.y - 1
+ if idelta.i != 0:
+ iq.j = game.state.kscmdr.j + 1
+ if not movescom(iq, avoid):
+ iq.j = game.state.kscmdr.j - 1
movescom(iq, avoid)
- else:
- iq.x = game.state.kscmdr.x + 1
- if movescom(iq, avoid):
- iq.x = game.state.kscmdr.x - 1
+ elif idelta.j != 0:
+ iq.i = game.state.kscmdr.i + 1
+ if not movescom(iq, avoid):
+ iq.i = game.state.kscmdr.i - 1
movescom(iq, avoid)
else:
# try moving just in x or y
- iq.y = game.state.kscmdr.y
- if movescom(iq, avoid):
- iq.y = game.state.kscmdr.y + idelta.y
- iq.x = game.state.kscmdr.x
+ iq.j = game.state.kscmdr.j
+ if not movescom(iq, avoid):
+ iq.j = game.state.kscmdr.j + idelta.j
+ iq.i = game.state.kscmdr.i
movescom(iq, avoid)
# check for a base
- if game.state.rembase == 0:
+ if len(game.state.baseq) == 0:
unschedule(FSCMOVE)
else:
- for i in range(1, game.state.rembase+1):
- ibq = game.state.baseq[i]
- if same(ibq, game.state.kscmdr) and same(game.state.kscmdr, game.battle):
+ for ibq in game.state.baseq:
+ 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, 1.0 +2.0*Rand())
+ schedule(FSCDBAS, randreal(1.0, 3.0))
if is_scheduled(FCDBAS):
postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
- if damaged(DRADIO) and game.condition != docked:
- return; # no warning
+ if not communicating():
+ return # no warning
game.iseenit = True
announce()
prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
return
# Check for intelligence report
if not idebug and \
- (Rand() > 0.2 or \
- (damaged(DRADIO) and game.condition != docked) or \
- not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted):
+ (withprob(0.8) or \
+ (not communicating()) or \
+ not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
return
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.ithere or game.justin:
- return
-
- if game.tholian.x == 1 and game.tholian.y == 1:
- idx = 1; idy = QUADSIZE
- elif game.tholian.x == 1 and game.tholian.y == QUADSIZE:
- idx = QUADSIZE; idy = QUADSIZE
- elif game.tholian.x == QUADSIZE and game.tholian.y == QUADSIZE:
- idx = QUADSIZE; idy = 1
- elif game.tholian.x == QUADSIZE and game.tholian.y == 1:
- idx = 1; idy = 1
+ "Move the Tholian."
+ if not game.tholian or game.justin:
+ return
+ id = coord()
+ if game.tholian.kloc.i == 0 and game.tholian.kloc.j == 0:
+ id.i = 0; id.j = QUADSIZE-1
+ elif game.tholian.kloc.i == 0 and game.tholian.kloc.j == QUADSIZE-1:
+ id.i = QUADSIZE-1; id.j = QUADSIZE-1
+ elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == QUADSIZE-1:
+ id.i = QUADSIZE-1; id.j = 0
+ elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == 0:
+ id.i = 0; id.j = 0
else:
# something is wrong!
- game.ithere = False
+ game.tholian.move(None)
+ prout("***Internal error: Tholian in a bad spot.")
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:
- # 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:
- # 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.ks[game.nenhere] = game.tholian
-
+ if game.quad[id.i][id.j] not in (IHDOT, IHWEB):
+ return
+ here = copy.copy(game.tholian.kloc)
+ delta = (id - game.tholian.kloc).sgn()
+ # move in x axis
+ while here.i != id.i:
+ here.i += delta.i
+ if game.quad[here.i][here.j]==IHDOT:
+ game.tholian.move(here)
+ # move in y axis
+ while here.j != id.j:
+ here.j += delta.j
+ if game.quad[here.i][here.j]==IHDOT:
+ game.tholian.move(here)
# check to see if all holes plugged
- for i in range(1, QUADSIZE+1):
- if game.quad[1][i]!=IHWEB and game.quad[1][i]!=IHT:
+ for i in range(QUADSIZE):
+ if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT:
return
- if game.quad[QUADSIZE][i]!=IHWEB and game.quad[QUADSIZE][i]!=IHT:
+ if game.quad[QUADSIZE-1][i]!=IHWEB and game.quad[QUADSIZE-1][i]!=IHT:
return
- if game.quad[i][1]!=IHWEB and game.quad[i][1]!=IHT:
+ if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT:
return
- if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT:
+ if game.quad[i][QUADSIZE-1]!=IHWEB and game.quad[i][QUADSIZE-1]!=IHT:
return
# All plugged up -- Tholian splits
- game.quad[game.tholian.x][game.tholian.y]=IHWEB
+ game.quad[game.tholian.kloc.i][game.tholian.kloc.j]=IHWEB
dropin(IHBLANK)
- crmena(True, IHT, "sector", game.tholian)
- prout(_(" completes web."))
- game.ithere = False
- game.nenhere -= 1
+ prout(crmena(True, IHT, "sector", game.tholian) + _(" completes web."))
+ game.tholian.move(None)
return
# Code from battle.c begins here
def doshield(shraise):
- # change shield status
+ "Change shield status."
action = "NONE"
game.ididit = False
if shraise:
action = "SHUP"
else:
- key = scan()
- if key == IHALPHA:
- if isit("transfer"):
+ key = scanner.next()
+ if key == "IHALPHA":
+ if scanner.sees("transfer"):
action = "NRG"
else:
- chew()
if damaged(DSHIELD):
prout(_("Shields damaged and down."))
return
- if isit("up"):
+ if scanner.sees("up"):
action = "SHUP"
- elif isit("down"):
+ elif scanner.sees("down"):
action = "SHDN"
if action=="NONE":
proutn(_("Do you wish to change shield energy? "))
if ja() == True:
action = "SHDN"
else:
- chew()
+ scanner.chew()
return
else:
proutn(_("Shields are down. Do you want them up? "))
if ja() == True:
action = "SHUP"
else:
- chew()
+ scanner.chew()
return
if action == "SHUP": # raise shields
if game.shldup:
game.ididit = True
return
elif action == "NRG":
- while scan() != IHREAL:
- chew()
+ while scanner.next() != "IHREAL":
+ scanner.chew()
proutn(_("Energy to transfer to shields- "))
- chew()
- if aaitem==0:
+ scanner.chew()
+ if scanner.real == 0:
return
- if aaitem > game.energy:
+ if scanner.real > game.energy:
prout(_("Insufficient ship energy."))
return
game.ididit = True
- if game.shield+aaitem >= game.inshld:
+ if game.shield+scanner.real >= game.inshld:
prout(_("Shield energy maximized."))
- if game.shield+aaitem > game.inshld:
+ if game.shield+scanner.real > game.inshld:
prout(_("Excess energy requested returned to ship energy"))
game.energy -= game.inshld-game.shield
game.shield = game.inshld
return
- if aaitem < 0.0 and game.energy-aaitem > game.inenrg:
+ if scanner.real < 0.0 and game.energy-scanner.real > game.inenrg:
# Prevent shield drain loophole
skip(1)
prout(_("Engineering to bridge--"))
prout(_(" I can't drain the shields."))
game.ididit = False
return
- if game.shield+aaitem < 0:
+ if game.shield+scanner.real < 0:
prout(_("All shield energy transferred to ship."))
game.energy += game.shield
game.shield = 0.0
return
proutn(_("Scotty- \""))
- if aaitem > 0:
+ if scanner.real > 0:
prout(_("Transferring energy to shields.\""))
else:
prout(_("Draining energy from shields.\""))
- game.shield += aaitem
- game.energy -= aaitem
+ game.shield += scanner.real
+ game.energy -= scanner.real
return
def randdevice():
- # choose a device to damage, at random.
- #
+ "Choose a device to damage, at random."
# Quoth Eric Allman in the code of BSD-Trek:
# "Under certain conditions you can get a critical hit. This
# sort of hit damages devices. The probability that a given
#
# This is one place where OPTION_PLAIN does not restore the
# original behavior, which was equiprobable damage across
- # all devices. If we wanted that, we'd return NDEVICES*Rand()
+ # all devices. If we wanted that, we'd return randrange(NDEVICES)
# and have done with it. Also, in the original game, DNAVYS
# and DCOMPTR were the same device.
#
# We don't have a cloaking device. The shuttle got the allocation
# for the cloaking device, then we shaved a half-percent off
# everything to have some weight to give DSHCTRL/DDRAY/DDSP.
- #
weights = (
105, # DSRSENS: short range scanners 10.5%
105, # DLRSENS: long range scanners 10.5%
10, # DDRAY: death ray 1.0%
30, # DDSP: deep-space probes 3.0%
)
- idx = Rand() * 1000.0 # weights must sum to 1000
+ idx = randrange(1000) # weights must sum to 1000
sum = 0
for (i, w) in enumerate(weights):
sum += w
return i
return None; # we should never get here
-def ram(ibumpd, ienm, w):
- # make our ship ram something
+def collision(rammed, enemy):
+ "Collision handling fot rammong events."
prouts(_("***RED ALERT! RED ALERT!"))
skip(1)
prout(_("***COLLISION IMMINENT."))
skip(2)
proutn("***")
- crmshp()
- hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(ienm, 1.0)
- if ibumpd:
+ proutn(crmshp())
+ hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(enemy.type, 1.0)
+ if rammed:
proutn(_(" rammed by "))
else:
proutn(_(" rams "))
- crmena(False, ienm, sector, w)
- if ibumpd:
+ proutn(crmena(False, enemy.type, "sector", enemy.kloc))
+ if rammed:
proutn(_(" (original position)"))
skip(1)
- deadkl(w, ienm, game.sector)
- proutn("***")
- crmshp()
- prout(_(" heavily damaged."))
- icas = 10.0+20.0*Rand()
+ deadkl(enemy.kloc, enemy.type, game.sector)
+ proutn("***" + crmship() + " heavily damaged.")
+ icas = randrange(10, 30)
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 = Rand() * (NDEVICES/2)
+ ncrits = randrange(NDEVICES/2)
for m in range(ncrits):
dev = randdevice()
if game.damage[dev] < 0:
continue
- extradm = (10.0*hardness*Rand()+1.0)*game.damfac
+ extradm = (10.0*hardness*randreal()+1.0)*game.damfac
# Damage for at least time of travel!
game.damage[dev] += game.optime + extradm
game.shldup = False
prout(_("***Shields are down."))
- if game.state.remkl + game.state.remcom + game.state.nscrem:
+ if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
announce()
damagereport()
else:
finish(FWON)
- return;
-
-def torpedo(course, r, incoming, i, n):
- # let a photon torpedo fly
- iquad = 0
- shoved = False
- ac = course + 0.25*r
- angle = (15.0-ac)*0.5235988
- bullseye = (15.0 - course)*0.5235988
- deltax = -math.sin(angle);
- deltay = math.cos(angle);
- x = incoming.x; y = incoming.y
- w = coord(); jw = coord()
- w.x = w.y = jw.x = jw.y = 0
- bigger = max(math.fabs(deltax), math.fabs(deltay))
- deltax /= bigger
- deltay /= bigger
+ return
+
+def torpedo(origin, bearing, dispersion, number, nburst):
+ "Let a photon torpedo fly"
if not damaged(DSRSENS) or game.condition=="docked":
setwnd(srscan_window)
else:
setwnd(message_window)
+ ac = bearing + 0.25*dispersion # dispersion is a random variable
+ bullseye = (15.0 - bearing)*0.5235988
+ track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
+ bumpto = coord(0, 0)
# Loop to move a single torpedo
- for l in range(1, 15+1):
- x += deltax
- w.x = x + 0.5
- y += deltay
- w.y = y + 0.5
- if not VALID_SECTOR(w.x, w.y):
+ setwnd(message_window)
+ for step in range(1, QUADSIZE*2):
+ if not track.next(): break
+ w = track.sector()
+ if not w.valid_sector():
break
- iquad=game.quad[w.x][w.y]
- tracktorpedo(w, l, i, n, iquad)
+ iquad=game.quad[w.i][w.j]
+ tracktorpedo(origin, w, step, number, nburst, iquad)
if iquad==IHDOT:
continue
# hit something
- setwnd(message_window)
- if damaged(DSRSENS) and not game.condition=="docked":
+ if not damaged(DSRSENS) or game.condition == "docked":
skip(1); # start new line after text track
if iquad in (IHE, IHF): # Hit our ship
skip(1)
- proutn(_("Torpedo hits "))
- crmshp()
- prout(".")
- hit = 700.0 + 100.0*Rand() - \
- 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
+ prout(_("Torpedo hits %s.") % crmshp())
+ hit = 700.0 + randreal(100) - \
+ 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
newcnd(); # we're blown out of dock
- # We may be displaced.
if game.landed or game.condition=="docked":
return hit # Cheat if on a planet
- ang = angle + 2.5*(Rand()-0.5)
+ ang = track.angle + 2.5*(randreal()-0.5)
temp = math.fabs(math.sin(ang))
if math.fabs(math.cos(ang)) > temp:
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
- if not VALID_SECTOR(jw.x, jw.y):
+ bumpto.i = int(w.i+xx+0.5)
+ bumpto.j = int(w.j+yy+0.5)
+ if not bumpto.valid_sector():
return hit
- if game.quad[jw.x][jw.y]==IHBLANK:
+ if game.quad[bumpto.i][bumpto.j]==IHBLANK:
finish(FHOLE)
return hit
- if game.quad[jw.x][jw.y]!=IHDOT:
+ if game.quad[bumpto.i][bumpto.j]!=IHDOT:
# can't move into object
return hit
- game.sector = jw
- crmshp()
- shoved = True
- elif iquad in (IHC, IHS): # Hit a commander
- if Rand() <= 0.05:
- crmena(True, iquad, sector, w)
- prout(_(" uses anti-photon device;"))
+ game.sector = bumpto
+ proutn(crmshp())
+ game.quad[w.i][w.j]=IHDOT
+ game.quad[bumpto.i][bumpto.j]=iquad
+ prout(_(" displaced by blast to Sector %s ") % bumpto)
+ for enemy in game.enemies:
+ enemy.kdist = enemy.kavgd = (game.sector-enemy.kloc).distance()
+ game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+ return None
+ elif iquad in (IHC, IHS, IHR, IHK): # Hit a regular enemy
+ # find the enemy
+ if iquad in (IHC, IHS) and withprob(0.05):
+ prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
prout(_(" torpedo neutralized."))
return None
- elif iquad in (IHR, IHK): # Hit a regular enemy
- # find the enemy
- for ll in range(1, game.nenhere+1):
- if same(w, game.ks[ll]):
+ for enemy in game.enemies:
+ if w == enemy.kloc:
break
- kp = math.fabs(game.kpower[ll])
- h1 = 700.0 + 100.0*Rand() - \
- 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
+ kp = math.fabs(enemy.kpower)
+ h1 = 700.0 + randrange(100) - \
+ 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
h1 = math.fabs(h1)
if kp < h1:
h1 = kp
- if game.kpower[ll] < 0:
- game.kpower[ll] -= -h1
+ if enemy.kpower < 0:
+ enemy.kpower -= -h1
else:
- game.kpower[ll] -= h1
- if game.kpower[ll] == 0:
+ enemy.kpower -= h1
+ if enemy.kpower == 0:
deadkl(w, iquad, w)
return None
- crmena(True, iquad, "sector", w)
+ proutn(crmena(True, iquad, "sector", w))
# If enemy damaged but not destroyed, try to displace
- ang = angle + 2.5*(Rand()-0.5)
+ ang = track.angle + 2.5*(randreal()-0.5)
temp = math.fabs(math.sin(ang))
if math.fabs(math.cos(ang)) > temp:
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
- if not VALID_SECTOR(jw.x, jw.y):
+ bumpto.i = int(w.i+xx+0.5)
+ bumpto.j = int(w.j+yy+0.5)
+ if not bumpto.valid_sector():
prout(_(" damaged but not destroyed."))
return
- if game.quad[jw.x][jw.y]==IHBLANK:
+ if game.quad[bumpto.i][bumpto.j] == IHBLANK:
prout(_(" buffeted into black hole."))
- deadkl(w, iquad, jw)
- return None
- if game.quad[jw.x][jw.y]!=IHDOT:
- # can't move into object
+ deadkl(w, iquad, bumpto)
+ if game.quad[bumpto.i][bumpto.j] != IHDOT:
prout(_(" damaged but not destroyed."))
- return None
- proutn(_(" damaged--"))
- game.ks[ll] = jw
- shoved = True
- break
+ else:
+ prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
+ enemy.kloc = bumpto
+ game.quad[w.i][w.j]=IHDOT
+ game.quad[bumpto.i][bumpto.j]=iquad
+ for enemy in game.enemies:
+ enemy.kdist = enemy.kavgd = (game.sector-enemy.kloc).distance()
+ game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+ return None
elif iquad == IHB: # Hit a base
skip(1)
prout(_("***STARBASE DESTROYED.."))
- for ll in range(1, game.state.rembase+1):
- if same(game.state.baseq[ll], game.quadrant):
- game.state.baseq[ll]=game.state.baseq[game.state.rembase]
- break
- game.quad[w.x][w.y]=IHDOT
- game.state.rembase -= 1
- game.base.x=game.base.y=0
- game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase -= 1
- game.state.chart[game.quadrant.x][game.quadrant.y].starbase -= 1
+ game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
+ game.quad[w.i][w.j]=IHDOT
+ game.base.invalidate()
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase -= 1
+ game.state.chart[game.quadrant.i][game.quadrant.j].starbase -= 1
game.state.basekl += 1
newcnd()
return None
elif iquad == IHP: # Hit a planet
- crmena(True, iquad, sector, w)
- prout(_(" destroyed."))
+ prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
game.state.nplankl += 1
- game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET
- game.state.planets[game.iplnet].pclass = destroyed
- game.iplnet = 0
- invalidate(game.plnet)
- game.quad[w.x][w.y] = IHDOT
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
+ game.iplnet.pclass = "destroyed"
+ game.iplnet = None
+ game.plnet.invalidate()
+ game.quad[w.i][w.j] = IHDOT
if game.landed:
# captain perishes on planet
finish(FDPLANET)
return None
elif iquad == IHW: # Hit an inhabited world -- very bad!
- crmena(True, iquad, sector, w)
- prout(_(" destroyed."))
+ prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
game.state.nworldkl += 1
- game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET
- game.state.planets[game.iplnet].pclass = destroyed
- game.iplnet = 0
- invalidate(game.plnet)
- game.quad[w.x][w.y] = IHDOT
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
+ game.iplnet.pclass = "destroyed"
+ game.iplnet = None
+ game.plnet.invalidate()
+ game.quad[w.i][w.j] = IHDOT
if game.landed:
# captain perishes on planet
finish(FDPLANET)
- prout(_("You have just destroyed an inhabited planet."))
- prout(_("Celebratory rallies are being held on the Klingon homeworld."))
+ prout(_("The torpedo destroyed an inhabited planet."))
return None
elif iquad == IHSTAR: # Hit a star
- if Rand() > 0.10:
+ if withprob(0.9):
nova(w)
- return None
- crmena(True, IHSTAR, sector, w)
- prout(_(" unaffected by photon blast."))
+ else:
+ prout(crmena(True, IHSTAR, "sector", w) + _(" unaffected by photon blast."))
return None
elif iquad == IHQUEST: # Hit a thingy
- if not (game.options & OPTION_THINGY) or Rand()>0.7:
+ if not (game.options & OPTION_THINGY) or withprob(0.3):
skip(1)
prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
skip(1)
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.
- #
- iqengry = True
+ thing.angry = True
shoved = True
return None
elif iquad == IHBLANK: # Black hole
skip(1)
- crmena(True, IHBLANK, sector, w)
- prout(_(" swallows torpedo."))
+ prout(crmena(True, IHBLANK, "sector", w) + _(" swallows torpedo."))
return None
elif iquad == IHWEB: # hit the web
skip(1)
prout(_("***Torpedo absorbed by Tholian web."))
return None
elif iquad == IHT: # Hit a Tholian
- h1 = 700.0 + 100.0*Rand() - \
- 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
+ h1 = 700.0 + randrange(100) - \
+ 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
h1 = math.fabs(h1)
if h1 >= 600:
- game.quad[w.x][w.y] = IHDOT
- game.ithere = False
+ game.quad[w.i][w.j] = IHDOT
deadkl(w, iquad, w)
+ game.tholian = None
return None
skip(1)
- crmena(True, IHT, sector, w)
- if Rand() > 0.05:
+ proutn(crmena(True, IHT, "sector", w))
+ if withprob(0.05):
prout(_(" survives photon blast."))
return None
prout(_(" disappears."))
- game.quad[w.x][w.y] = IHWEB
- game.ithere = False
- game.nenhere -= 1
+ game.tholian.move(None)
+ game.quad[w.i][w.j] = IHWEB
dropin(IHBLANK)
return None
else: # Problem!
skip(1)
proutn("Don't know how to handle torpedo collision with ")
- crmena(True, iquad, sector, w)
+ proutn(crmena(True, iquad, "sector", w))
skip(1)
return None
break
- if curwnd!=message_window:
- setwnd(message_window)
- if shoved:
- game.quad[w.x][w.y]=IHDOT
- game.quad[jw.x][jw.y]=iquad
- prout(_(" displaced by blast to %s "), cramlc(sector, jw))
- for ll in range(1, game.nenhere+1):
- game.kdist[ll] = game.kavgd[ll] = distance(game.sector,game.ks[ll])
- sortklings()
- return None
skip(1)
prout(_("Torpedo missed."))
return None;
def fry(hit):
- # critical-hit resolution
- ktr=1
- # a critical hit occured
- if hit < (275.0-25.0*game.skill)*(1.0+0.5*Rand()):
+ "Critical-hit resolution."
+ if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
return
-
- ncrit = 1.0 + hit/(500.0+100.0*Rand())
+ ncrit = int(1.0 + hit/(500.0+randreal(100)))
proutn(_("***CRITICAL HIT--"))
# Select devices and cause damage
cdam = []
if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
break
cdam.append(j)
- extradm = (hit*game.damfac)/(ncrit*(75.0+25.0*Rand()))
+ extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
game.damage[j] += extradm
- if loop1 > 0:
- for loop2 in range(loop1):
- if j == cdam[loop2]:
- break
- if loop2 < loop1:
- continue
- ktr += 1
- if ktr==3:
- skip(1)
- proutn(_(" and "))
+ skipcount = 0
+ for (i, j) in enumerate(cdam):
proutn(device[j])
+ if skipcount % 3 == 2 and i < len(cdam)-1:
+ skip(1)
+ skipcount += 1
+ if i < len(cdam)-1:
+ proutn(_(" and "))
prout(_(" damaged."))
if damaged(DSHIELD) and game.shldup:
prout(_("***Shields knocked down."))
def attack(torps_ok):
# bad guy attacks us
- # torps_ok == false forces use of phasers in an attack
- atackd = False; 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
+ # torps_ok == False forces use of phasers in an attack
+ # game could be over at this point, check
if game.alldone:
return
-
+ attempt = False; ihurt = False;
+ hitmax=0.0; hittot=0.0; chgfac=1.0
+ where = "neither"
if idebug:
prout("=== ATTACK!")
-
- # Tholian gewts to move before attacking
- if game.ithere:
+ # Tholian gets to move before attacking
+ if game.tholian:
movetholian()
-
# if you have just entered the RNZ, you'll get a warning
if game.neutz: # The one chance not to be attacked
game.neutz = False
return
-
# commanders get a chance to tac-move towards you
- if (((game.comhere or game.ishere) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok:
+ if (((game.quadrant in game.state.kcmdr or game.state.kscmdr==game.quadrant) 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 iqhere 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
if game.shldchg:
- chgfac = 0.25+0.5*Rand()
-
+ chgfac = 0.25 + randreal(0.5)
skip(1)
-
# message verbosity control
if game.skill <= SKILL_FAIR:
where = "sector"
-
- for loop in range(1, game.nenhere+1):
- if game.kpower[loop] < 0:
+ for enemy in game.enemies:
+ if enemy.kpower < 0:
continue; # too weak to attack
# compute hit strength and diminish shield power
- r = Rand()
- # Increase chance of photon torpedos if docked or enemy energy low
+ r = randreal()
+ # Increase chance of photon torpedos if docked or enemy energy is low
if game.condition == "docked":
r *= 0.25
- if game.kpower[loop] < 500:
+ if enemy.kpower < 500:
r *= 0.25;
- jay = game.ks[loop]
- 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+0.05*Rand()
- hit = game.kpower[loop]*math.pow(dustfac,game.kavgd[loop])
- game.kpower[loop] *= 0.75
+ dustfac = randreal(0.8, 0.85)
+ 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)
+ # We should be able to make the bearing() method work here
+ course = 1.90985*math.atan2(game.sector.j-enemy.kloc.j, enemy.kloc.i-game.sector.i)
hit = 0
proutn(_("***TORPEDO INCOMING"))
if not damaged(DSRSENS):
- proutn(_(" From "))
- crmena(False, iquad, where, jay)
+ proutn(_(" From ") + crmena(False, enemy.type, where, enemy.kloc))
attempt = True
prout(" ")
- r = (Rand()+Rand())*0.5 -0.5
- r += 0.002*game.kpower[loop]*r
- hit = torpedo(course, r, jay, 1, 1)
- if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
+ dispersion = (randreal()+randreal())*0.5 - 0.5
+ dispersion += 0.002*enemy.kpower*dispersion
+ hit = torpedo(enemy.kloc, course, 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.x][game.quadrant.y].supernova or game.alldone:
- return; # Supernova or finished
+ if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
+ return # Supernova or finished
if hit == None:
continue
# incoming phaser or torpedo, shields may dissipate it
ihurt = True
proutn(_("%d unit hit") % int(hit))
if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
- proutn(_(" on the "))
- crmshp()
+ proutn(_(" on the ") + crmshp())
if not damaged(DSRSENS) and usephasers:
- proutn(_(" from "))
- crmena(False, iquad, where, jay)
+ prout(_(" from ") + crmena(False, enemy.type, where, enemy.kloc))
skip(1)
# Decide if hit is critical
if hit > hitmax:
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
proutn(_("Enemy attack reduces shield strength to "))
else:
- # Print message if starship suffered hit(s)
+ # Emit message if starship suffered hit(s)
skip(1)
proutn(_("Energy left %2d shields ") % int(game.energy))
if game.shldup:
proutn(_("down "))
else:
proutn(_("damaged, "))
- prout(_("%d%%, torpedoes left %d"), percent, game.torps)
+ prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
# Check if anyone was hurt
if hitmax >= 200 or hittot >= 500:
- icas= hittot*Rand()*0.015
+ icas = randrange(int(hittot * 0.015))
if icas >= 2:
skip(1)
prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
game.casual += icas
game.state.crew -= icas
# After attack, reset average distance to enemies
- for loop in range(1, game.nenhere+1):
- game.kavgd[loop] = game.kdist[loop]
- sortklings()
- return;
+ for enemy in game.enemies:
+ enemy.kavgd = enemy.kdist
+ game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+ return
def deadkl(w, type, mv):
- # kill a Klingon, Tholian, Romulan, or Thingy
+ "Kill a Klingon, Tholian, Romulan, or Thingy."
# Added mv to allow enemy to "move" before dying
-
- crmena(True, type, sector, mv)
+ proutn(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.i][game.quadrant.j].romulans -= 1
+ game.irhere -= 1
+ game.state.nromrem -= 1
elif type == IHT:
- # Killed a Tholian
- game.ithere = False
+ # Killed a Tholian
+ game.tholian = None
elif type == IHQUEST:
- # Killed a Thingy
- iqhere = 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(1, game.state.remcom+1):
- if same(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)
-
+ # Killed some type of Klingon
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
+ game.klhere -= 1
+ if type == IHC:
+ game.state.kcmdr.remove(game.quadrant)
+ unschedule(FTBEAM)
+ if game.state.kcmdr:
+ schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
+ 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.state.kscmdr.invalidate()
+ 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:
+ if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
return
game.recompute()
- # Remove enemy ship from arrays describing local conditions
- if is_scheduled(FCDBAS) and same(game.battle, game.quadrant) and type==IHC:
- unschedule(FCDBAS)
- for i in range(1, game.nenhere+1):
- if same(game.ks[i], w):
+ # Remove enemy ship from arrays describing local conditions
+ for e in game.enemies:
+ if e.kloc == w:
+ e.move(None)
break
- game.nenhere -= 1
- if i <= game.nenhere:
- for j in range(i, game.nenhere+1):
- game.ks[j] = game.ks[j+1]
- game.kpower[j] = game.kpower[j+1]
- game.kavgd[j] = game.kdist[j] = game.kdist[j+1]
- game.ks[game.nenhere+1].x = 0
- game.ks[game.nenhere+1].x = 0
- game.kdist[game.nenhere+1] = 0
- game.kavgd[game.nenhere+1] = 0
- game.kpower[game.nenhere+1] = 0
- return;
-
-def targetcheck(x, y):
- # Return None if target is invalid
- if not VALID_SECTOR(x, y):
+ return
+
+def targetcheck(w):
+ "Return None if target is invalid, otherwise return a course angle."
+ if not w.valid_sector():
huh()
return None
- deltx = 0.1*(y - game.sector.y)
- delty = 0.1*(x - game.sector.x)
- if deltx==0 and delty== 0:
+ delta = coord()
+ # FIXME: C code this was translated from is wacky -- why the sign reversal?
+ delta.j = (w.j - game.sector.j);
+ delta.i = (game.sector.i - w.i);
+ if delta == coord(0, 0):
skip(1)
prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
prout(_(" I recommend an immediate review of"))
prout(_(" the Captain's psychological profile.\""))
- chew()
+ scanner.chew()
return None
- return 1.90985932*math.atan2(deltx, delty)
+ return delta.bearing()
def photon():
- # launch photon torpedo
+ "Launch photon torpedo."
+ course = []
game.ididit = False
if damaged(DPHOTON):
prout(_("Photon tubes damaged."))
- chew()
+ scanner.chew()
return
if game.torps == 0:
prout(_("No torpedoes left."))
- chew()
+ scanner.chew()
return
- key = scan()
+ # First, get torpedo count
while True:
- if key == IHALPHA:
+ scanner.next()
+ if scanner.token == "IHALPHA":
huh()
return
- elif key == IHEOL:
- prout(_("%d torpedoes left."), game.torps)
+ elif scanner.token == "IHEOL" or not scanner.waiting():
+ prout(_("%d torpedoes left.") % game.torps)
+ scanner.chew()
proutn(_("Number of torpedoes to fire- "))
- key = scan()
- else: # key == IHREAL {
- n = aaitem + 0.5
+ continue # Go back around to get a number
+ else: # key == "IHREAL"
+ n = scanner.int()
if n <= 0: # abort command
- chew()
+ scanner.chew()
return
- if n > 3:
- chew()
- prout(_("Maximum of 3 torpedoes per burst."))
- key = IHEOL
+ if n > MAXBURST:
+ scanner.chew()
+ prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
return
- if n <= game.torps:
- break
- chew()
- key = IHEOL
- for i in range(1, n+1):
- key = scan()
- if i==1 and key == IHEOL:
- break; # we will try prompting
- if i==2 and key == IHEOL:
+ if n > game.torps:
+ scanner.chew() # User requested more torps than available
+ continue # Go back around
+ break # All is good, go to next stage
+ # Next, get targets
+ target = []
+ for i in range(n):
+ key = scanner.next()
+ if i==0 and key == "IHEOL":
+ break; # no coordinate waiting, we will try prompting
+ if i==1 and key == "IHEOL":
# direct all torpedoes at one target
- while i <= n:
- targ[i][1] = targ[1][1]
- targ[i][2] = targ[1][2]
- course[i] = course[1]
+ while i < n:
+ target.append(target[0])
+ course.append(course[0])
i += 1
break
- if key != IHREAL:
- huh()
- return
- targ[i][1] = aaitem
- key = scan()
- if key != IHREAL:
- huh()
- return
- targ[i][2] = aaitem
- course[i] = targetcheck(targ[i][1], targ[i][2])
- if course[i] == None:
+ scanner.push(scanner.token)
+ target.append(scanner.getcoord())
+ if target[-1] == None:
+ return
+ course.append(targetcheck(target[-1]))
+ if course[-1] == None:
return
- chew()
- if i == 1 and key == IHEOL:
+ scanner.chew()
+ if len(target) == 0:
# prompt for each one
- for i in range(1, n+1):
- proutn(_("Target sector for torpedo number %d- "), i)
- key = scan()
- if key != IHREAL:
- huh()
- return
- targ[i][1] = aaitem
- key = scan()
- if key != IHREAL:
- huh()
- return
- targ[i][2] = aaitem
- chew()
- course[i] = targetcheck(targ[i][1], targ[i][2])
- if course[i] == None:
+ for i in range(n):
+ proutn(_("Target sector for torpedo number %d- ") % (i+1))
+ scanner.chew()
+ target.append(scanner.getcoord())
+ if target[-1] == None:
+ return
+ course.append(targetcheck(target[-1]))
+ if course[-1] == None:
return
game.ididit = True
# Loop for moving <n> torpedoes
- for i in range(1, n+1):
+ for i in range(n):
if game.condition != "docked":
game.torps -= 1
- r = (Rand()+Rand())*0.5 -0.5
- if math.fabs(r) >= 0.47:
+ dispersion = (randreal()+randreal())*0.5 -0.5
+ if math.fabs(dispersion) >= 0.47:
# misfire!
- r = (Rand()+1.2) * r
- if n>1:
- prouts(_("***TORPEDO NUMBER %d MISFIRES"), i)
+ dispersion *= randreal(1.2, 2.2)
+ if n > 0:
+ prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
else:
prouts(_("***TORPEDO MISFIRES."))
skip(1)
if i < n:
prout(_(" Remainder of burst aborted."))
- if Rand() <= 0.2:
+ if withprob(0.2):
prout(_("***Photon tubes damaged by misfire."))
- game.damage[DPHOTON] = game.damfac*(1.0+2.0*Rand())
+ game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
break
if game.shldup or game.condition == "docked":
- r *= 1.0 + 0.0001*game.shield
- torpedo(course[i], r, game.sector, i, n)
- if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+ dispersion *= 1.0 + 0.0001*game.shield
+ torpedo(game.sector, course[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 + game.state.remcom + game.state.nscrem)==0:
+ if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
finish(FWON);
def overheat(rpow):
- # check for phasers overheating
+ "Check for phasers overheating."
if rpow > 1500:
- chekbrn = (rpow-1500.)*0.00038
- if Rand() <= chekbrn:
+ checkburn = (rpow-1500.0)*0.00038
+ if withprob(checkburn):
prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
- game.damage[DPHASER] = game.damfac*(1.0 + Rand()) * (1.0+chekbrn)
+ game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
def checkshctrl(rpow):
- # check shield control
-
+ "Check shield control."
skip(1)
- if Rand() < 0.998:
+ if withprob(0.998):
prout(_("Shields lowered."))
return False
# Something bad has happened
prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
skip(2)
prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
- icas = hit*Rand()*0.012
+ icas = randrange(int(hit*0.012))
skip(1)
fry(0.8*hit)
if icas:
skip(1)
prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
- prout(_(" %d casualties so far.\""), icas)
+ prout(_(" %d casualties so far.\"") % icas)
game.casual += icas
game.state.crew -= icas
skip(1)
overheat(rpow)
return True;
-def hittem(doublehits):
- # register a phaser hit on Klingons and Romulans
- nenhr2=game.nenhere; kk=1
+def hittem(hits):
+ "Register a phaser hit on Klingons and Romulans."
+ nenhr2 = len(game.enemies); kk=0
w = coord()
skip(1)
- for k in range(1, nenhr2+1):
- wham = hits[k]
+ for (k, wham) in enumerate(hits):
if wham==0:
continue
- dustfac = 0.9 + 0.01*Rand()
- hit = wham*math.pow(dustfac,game.kdist[kk])
- kpini = game.kpower[kk]
+ dustfac = randreal(0.9, 1.0)
+ hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
+ kpini = game.enemies[kk].kpower
kp = math.fabs(kpini)
if PHASEFAC*hit < kp:
kp = PHASEFAC*hit
- if game.kpower[kk] < 0:
- game.kpower[kk] -= -kp
+ if game.enemies[kk].kpower < 0:
+ game.enemies[kk].kpower -= -kp
else:
- game.kpower[kk] -= kp
- kpow = game.kpower[kk]
- w = game.ks[kk]
+ game.enemies[kk].kpower -= kp
+ kpow = game.enemies[kk].kpower
+ w = game.enemies[kk].kloc
if hit > 0.005:
if not damaged(DSRSENS):
boom(w)
proutn(_("%d unit hit on ") % int(hit))
else:
proutn(_("Very small hit on "))
- ienm = game.quad[w.x][w.y]
+ ienm = game.quad[w.i][w.j]
if ienm==IHQUEST:
- iqengry = True
- crmena(False, ienm, "sector", w)
+ thing.angry = True
+ proutn(crmena(False, ienm, "sector", w))
skip(1)
if kpow == 0:
deadkl(w, ienm, w)
- if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
+ if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
finish(FWON);
if game.alldone:
return
- kk -= 1; # don't do the increment
+ kk -= 1 # don't do the increment
+ continue
else: # decide whether or not to emasculate klingon
- if kpow > 0 and Rand() >= 0.9 and \
- kpow <= ((0.4 + 0.4*Rand())*kpini):
- prout(_("***Mr. Spock- \"Captain, the vessel at %s"),
- cramlc(sector, w))
+ if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
+ prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
prout(_(" has just lost its firepower.\""))
- game.kpower[kk] = -kpow
+ game.enemies[kk].kpower = -kpow
kk += 1
- return;
+ return
def phasers():
- # fire phasers
- hits = []; rpow=0
+ "Fire phasers at bad guys."
+ hits = []
kz = 0; k = 1; irec=0 # Cheating inhibitor
- ifast = False; no = False; itarg = True; msgflag = True
+ ifast = False; no = False; itarg = True; msgflag = True; rpow=0
automode = "NOTSET"
key=0
-
skip(1)
- # SR sensors and Computer are needed fopr automode
+ # SR sensors and Computer are needed for automode
if damaged(DSRSENS) or damaged(DCOMPTR):
itarg = False
if game.condition == "docked":
prout(_("Phasers can't be fired through base shields."))
- chew()
+ scanner.chew()
return
if damaged(DPHASER):
prout(_("Phaser control damaged."))
- chew()
+ scanner.chew()
return
if game.shldup:
if damaged(DSHCTRL):
prout(_("High speed shield control damaged."))
- chew()
+ scanner.chew()
return
if game.energy <= 200.0:
prout(_("Insufficient energy to activate high-speed shield control."))
- chew()
+ scanner.chew()
return
prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
ifast = True
-
- # Original code so convoluted, I re-did it all
+ # Original code so convoluted, I re-did it all
+ # (That was Tom Almy talking about the C code, I think -- ESR)
while automode=="NOTSET":
- key=scan()
- if key == IHALPHA:
- if isit("manual"):
- if game.nenhere==0:
+ key=scanner.next()
+ if key == "IHALPHA":
+ if scanner.sees("manual"):
+ if len(game.enemies)==0:
prout(_("There is no enemy present to select."))
- chew()
- key = IHEOL
+ scanner.chew()
+ key = "IHEOL"
automode="AUTOMATIC"
else:
automode = "MANUAL"
- key = scan()
- elif isit("automatic"):
- if (not itarg) and game.nenhere != 0:
+ key = scanner.next()
+ elif scanner.sees("automatic"):
+ if (not itarg) and len(game.enemies) != 0:
automode = "FORCEMAN"
else:
- if game.nenhere==0:
+ if len(game.enemies)==0:
prout(_("Energy will be expended into space."))
automode = "AUTOMATIC"
- key = scan()
- elif isit("no"):
+ key = scanner.next()
+ elif scanner.sees("no"):
no = True
else:
huh()
return
- elif key == IHREAL:
- if game.nenhere==0:
+ elif key == "IHREAL":
+ if len(game.enemies)==0:
prout(_("Energy will be expended into space."))
automode = "AUTOMATIC"
elif not itarg:
else:
automode = "AUTOMATIC"
else:
- # IHEOL
- if game.nenhere==0:
+ # "IHEOL"
+ if len(game.enemies)==0:
prout(_("Energy will be expended into space."))
automode = "AUTOMATIC"
elif not itarg:
automode = "FORCEMAN"
else:
- proutn(_("Manual or automatic? "))
+ proutn(_("Manual or automatic? "))
+ scanner.chew()
avail = game.energy
if ifast:
avail -= 200.0
if automode == "AUTOMATIC":
- if key == IHALPHA and isit("no"):
+ if key == "IHALPHA" and scanner.sees("no"):
no = True
- key = scan()
- if key != IHREAL and game.nenhere != 0:
- prout(_("Phasers locked on target. Energy available: %.2f"),
- avail)
+ key = scanner.next()
+ if key != "IHREAL" and len(game.enemies) != 0:
+ prout(_("Phasers locked on target. Energy available: %.2f")%avail)
irec=0
while True:
- chew()
+ scanner.chew()
if not kz:
- for i in range(1, game.nenhere+1):
- irec += math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))*(1.01+0.05*Rand()) + 1.0
+ for i in range(len(game.enemies)):
+ irec += math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
kz=1
- proutn(_("%d units required. "), irec)
- chew()
+ proutn(_("%d units required. ") % irec)
+ scanner.chew()
proutn(_("Units to fire= "))
- key = scan()
- if key!=IHREAL:
+ key = scanner.next()
+ if key!="IHREAL":
return
- rpow = aaitem
+ rpow = scanner.real
if rpow > avail:
proutn(_("Energy available= %.2f") % avail)
skip(1)
- key = IHEOL
+ key = "IHEOL"
if not rpow > avail:
break
if rpow<=0:
# chicken out
- chew()
+ scanner.chew()
return
- key=scan()
- if key == IHALPHA and isit("no"):
+ key=scanner.next()
+ if key == "IHALPHA" and scanner.sees("no"):
no = True
if ifast:
game.energy -= 200; # Go and do it!
if checkshctrl(rpow):
return
- chew()
+ scanner.chew()
game.energy -= rpow
extra = rpow
- if game.nenhere:
+ if len(game.enemies):
extra = 0.0
powrem = rpow
- for i in range(1, game.nenhere+1):
- hits[i] = 0.0
+ for i in range(len(game.enemies)):
+ hits.append(0.0)
if powrem <= 0:
continue
- hits[i] = math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))
- over = (0.01 + 0.05*Rand())*hits[i]
+ hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
+ over = randreal(1.01, 1.06) * hits[i]
temp = powrem
powrem -= hits[i] + over
if powrem <= 0 and temp < hits[i]:
hittem(hits)
game.ididit = True
if extra > 0 and not game.alldone:
- if game.ithere:
+ if game.tholian:
proutn(_("*** Tholian web absorbs "))
- if game.nenhere>0:
+ if len(game.enemies)>0:
proutn(_("excess "))
prout(_("phaser energy."))
else:
- prout(_("%d expended on empty space."), int(extra))
+ prout(_("%d expended on empty space.") % int(extra))
elif automode == "FORCEMAN":
- chew()
- key = IHEOL
+ scanner.chew()
+ key = "IHEOL"
if damaged(DCOMPTR):
prout(_("Battle computer damaged, manual fire only."))
else:
skip(1)
elif automode == "MANUAL":
rpow = 0.0
- for k in range(1, game.nenhere+1):
- aim = game.ks[k]
- ienm = game.quad[aim.x][aim.y]
+ for k in range(len(game.enemies)):
+ aim = game.enemies[k].kloc
+ ienm = game.quad[aim.i][aim.j]
if msgflag:
- proutn(_("Energy available= %.2f") % avail-0.006)
+ proutn(_("Energy available= %.2f") % (avail-0.006))
skip(1)
msgflag = False
rpow = 0.0
- 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):
- cramen(ienm)
- prout(_(" can't be located without short range scan."))
- chew()
- key = IHEOL
+ if damaged(DSRSENS) and \
+ not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS):
+ prout(cramen(ienm) + _(" can't be located without short range scan."))
+ scanner.chew()
+ key = "IHEOL"
hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
k += 1
continue
- if key == IHEOL:
- chew()
+ if key == "IHEOL":
+ scanner.chew()
if itarg and k > kz:
- irec=(abs(game.kpower[k])/(PHASEFAC*math.pow(0.9,game.kdist[k]))) * (1.01+0.05*Rand()) + 1.0
+ irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
kz = k
proutn("(")
if not damaged(DCOMPTR):
- proutn("%d", irec)
+ proutn("%d" % irec)
else:
proutn("??")
proutn(") ")
- proutn(_("units to fire at "))
- crmena(False, ienm, sector, aim)
- proutn("- ")
- key = scan()
- if key == IHALPHA and isit("no"):
+ proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
+ key = scanner.next()
+ if key == "IHALPHA" and scanner.sees("no"):
no = True
- key = scan()
+ key = scanner.next()
continue
- if key == IHALPHA:
+ if key == "IHALPHA":
huh()
return
- if key == IHEOL:
+ if key == "IHEOL":
if k==1: # Let me say I'm baffled by this
msgflag = True
continue
- if aaitem < 0:
+ if scanner.real < 0:
# abort out
- chew()
+ scanner.chew()
return
- hits[k] = aaitem
- rpow += aaitem
+ hits[k] = scanner.real
+ rpow += scanner.real
# If total requested is too much, inform and start over
if rpow > avail:
prout(_("Available energy exceeded -- try again."))
- chew()
+ scanner.chew()
return
- key = scan(); # scan for next value
+ key = scanner.next(); # scan for next value
k += 1
if rpow == 0.0:
# zero energy -- abort
- chew()
+ scanner.chew()
return
- if key == IHALPHA and isit("no"):
+ if key == "IHALPHA" and scanner.sees("no"):
no = True
game.energy -= rpow
- chew()
+ scanner.chew()
if ifast:
game.energy -= 200.0
if checkshctrl(rpow):
if ifast:
skip(1)
if no == 0:
- if Rand() >= 0.99:
+ if withprob(0.01):
prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
prouts(_(" CLICK CLICK POP . . ."))
prout(_(" No response, sir!"))
# only have one FDISTR/FENSLV/FREPRO sequence going at any given time
# BSD Trek, from which we swiped the idea, can have up to 5.
-import math
-
def unschedule(evtype):
- # remove an event from the schedule
+ "Remove an event from the schedule."
game.future[evtype].date = FOREVER
return game.future[evtype]
def is_scheduled(evtype):
- # is an event of specified type scheduled
+ "Is an event of specified type scheduled."
return game.future[evtype].date != FOREVER
def scheduled(evtype):
- # when will this event happen?
+ "When will this event happen?"
return game.future[evtype].date
def schedule(evtype, offset):
- # schedule an event of specified type
+ "Schedule an event of specified type."
game.future[evtype].date = game.state.date + offset
return game.future[evtype]
def postpone(evtype, offset):
- # postpone a scheduled event
+ "Postpone a scheduled event."
game.future[evtype].date += offset
def cancelrest():
- # rest period is interrupted by event
+ "Rest period is interrupted by event."
if game.resting:
skip(1)
proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
game.resting = False
game.optime = 0.0
return True
-
return False
def events():
- # run through the event queue looking for things to do
+ "Run through the event queue looking for things to do."
i=0
fintim = game.state.date + game.optime; yank=0
ictbeam = False; istract = False
w = coord(); hold = coord()
ev = event(); ev2 = event()
- def tractorbeam():
- # tractor beaming cases merge here
- yank = math.sqrt(yank)
+ def tractorbeam(yank):
+ "Tractor-beaming cases merge here."
announce()
game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
skip(1)
- proutn("***")
- crmshp()
- prout(_(" caught in long range tractor beam--"))
+ prout("***" + crmshp() + _(" caught in long range tractor beam--"))
# If Kirk & Co. screwing around on planet, handle
atover(True) # atover(true) is Grab
if game.alldone:
# Check to see if shuttle is aboard
if game.iscraft == "offship":
skip(1)
- if Rand() > 0.5:
+ if withprob(0.5):
prout(_("Galileo, left on the planet surface, is captured"))
prout(_("by aliens and made into a flying McDonald's."))
game.damage[DSHUTTL] = -10
game.iscraft = "removed"
else:
prout(_("Galileo, left on the planet surface, is well hidden."))
- if evcode==0:
+ if evcode == FSPY:
game.quadrant = game.state.kscmdr
else:
game.quadrant = game.state.kcmdr[i]
game.sector = randplace(QUADSIZE)
- crmshp()
- proutn(_(" is pulled to "))
- proutn(cramlc(quadrant, game.quadrant))
- proutn(", ")
- prout(cramlc(sector, game.sector))
+ prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
+ % (game.quadrant, game.sector))
if game.resting:
prout(_("(Remainder of rest/repair period cancelled.)"))
game.resting = False
if not game.shldup:
if not damaged(DSHIELD) and game.shield > 0:
- doshield(True) # raise shields
- game.shldchg=False
+ doshield(shraise=True) # raise shields
+ game.shldchg = False
else:
prout(_("(Shields not currently useable.)"))
- newqad(False)
+ newqad()
# Adjust finish time to time of tractor beaming
fintim = game.state.date+game.optime
- attack(False)
- if game.state.remcom <= 0:
+ attack(torps_ok=False)
+ if not game.state.kcmdr:
unschedule(FTBEAM)
else:
- schedule(FTBEAM, game.optime+expran(1.5*game.intime/game.state.remcom))
+ schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
def destroybase():
- # Code merges here for any commander destroying base
+ "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 same(game.battle, game.quadrant):
- game.state.chart[game.battle.x][game.battle.y].starbase = False
- game.quad[game.base.x][game.base.y] = IHDOT
- game.base.x=game.base.y=0
+ 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.base.invalidate()
newcnd()
skip(1)
prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
- elif game.state.rembase != 1 and \
- (not damaged(DRADIO) or game.condition == "docked"):
+ elif game.state.baseq and communicating():
# Get word via subspace radio
announce()
skip(1)
prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
- proutn(_(" the starbase in "))
- proutn(cramlc(quadrant, game.battle))
- prout(_(" has been destroyed by"))
+ proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
if game.isatb == 2:
prout(_("the Klingon Super-Commander"))
else:
prout(_("a Klingon Commander"))
- game.state.chart[game.battle.x][game.battle.y].starbase = False
+ game.state.chart[game.battle.i][game.battle.j].starbase = False
# Remove Starbase from galaxy
- game.state.galaxy[game.battle.x][game.battle.y].starbase = False
- for i in range(1, game.state.rembase+1):
- if same(game.state.baseq[i], game.battle):
- game.state.baseq[i] = game.state.baseq[game.state.rembase]
- game.state.rembase -= 1
+ game.state.galaxy[game.battle.i][game.battle.j].starbase = False
+ game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq)
if game.isatb == 2:
# reinstate a commander's base attack
game.battle = hold
game.isatb = 0
else:
- invalidate(game.battle)
-
+ game.battle.invalidate()
if idebug:
prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
for i in range(1, NEVENTS):
else:
prout("never")
radio_was_broken = damaged(DRADIO)
- hold.x = hold.y = 0
+ hold.i = hold.j = 0
while True:
# Select earliest extraneous event, evcode==0 if no events
evcode = FSPY
if game.future[l].date < datemin:
evcode = l
if idebug:
- prout("== Event %d fires" % (evcode))
+ prout("== Event %d fires" % evcode)
datemin = game.future[l].date
xtime = datemin-game.state.date
game.state.date = datemin
# Decrement Federation resources and recompute remaining time
- game.state.remres -= (game.state.remkl+4*game.state.remcom)*xtime
+ game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
game.recompute()
if game.state.remtime <=0:
finish(FDEPLETE)
if game.condition == "docked":
repair /= game.docfac
# Don't fix Deathray here
- for l in range(0, NDEVICES):
+ for l in range(NDEVICES):
if game.damage[l] > 0.0 and l != DDRAY:
if game.damage[l]-repair > 0.0:
game.damage[l] -= repair
game.optime -= xtime
if evcode == FSNOVA: # Supernova
announce()
- supernova(False)
+ supernova(None)
schedule(FSNOVA, expran(0.5*game.intime))
- if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+ if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
return
elif evcode == FSPY: # Check with spy to see if SC should tractor beam
if game.state.nscrem == 0 or \
(game.energy < 2500 or damaged(DPHASER)) and \
(game.torps < 5 or damaged(DPHOTON))):
# Tractor-beam her!
- istract = True
- yank = distance(game.state.kscmdr, game.quadrant)
- ictbeam = True
- tractorbeam()
+ istract = ictbeam = True
+ tractorbeam((game.state.kscmdr-game.quadrant).distance())
else:
return
elif evcode == FTBEAM: # Tractor beam
- if game.state.remcom == 0:
+ if not game.state.kcmdr:
unschedule(FTBEAM)
continue
- i = Rand()*game.state.remcom+1.0
- yank = square(game.state.kcmdr[i].x-game.quadrant.x) + square(game.state.kcmdr[i].y-game.quadrant.y)
+ i = randrange(len(game.state.kcmdr))
+ yank = (game.state.kcmdr[i]-game.quadrant).distance()
if istract or game.condition == "docked" or yank == 0:
# Drats! Have to reschedule
schedule(FTBEAM,
- game.optime + expran(1.5*game.intime/game.state.remcom))
+ game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
continue
ictbeam = True
- tractorbeam()
+ tractorbeam(yank)
elif evcode == FSNAP: # Snapshot of the universe (for time warp)
- game.snapsht = game.state
+ game.snapsht = copy.deepcopy(game.state)
game.state.snap = True
schedule(FSNAP, expran(0.5 * game.intime))
elif evcode == FBATTAK: # Commander attacks starbase
- if game.state.remcom==0 or game.state.rembase==0:
+ if not game.state.kcmdr or not game.state.baseq:
# no can do
unschedule(FBATTAK)
unschedule(FCDBAS)
continue
- i = 0
- for j in range(1, game.state.rembase+1):
- for k in range(1, game.state.remcom+1):
- if same(game.state.baseq[j], game.state.kcmdr[k]) and \
- not same(game.state.baseq[j], game.quadrant) and \
- not same(game.state.baseq[j], game.state.kscmdr):
- i = 1
- if i == 1:
- continue
- if j>game.state.rembase:
- # no match found -- try later
- schedule(FBATTAK, expran(0.3*game.intime))
- unschedule(FCDBAS)
- continue
+ try:
+ for ibq in game.state.baseq:
+ for cmdr in game.state.kcmdr:
+ if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
+ raise ibq
+ else:
+ # no match found -- try later
+ schedule(FBATTAK, expran(0.3*game.intime))
+ unschedule(FCDBAS)
+ continue
+ except coord:
+ pass
# commander + starbase combination found -- launch attack
- game.battle = game.state.baseq[j]
- schedule(FCDBAS, 1.0+3.0*Rand())
+ game.battle = ibq
+ schedule(FCDBAS, randreal(1.0, 4.0))
if game.isatb: # extra time if SC already attacking
postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
game.iseenit = False
- if damaged(DRADIO) and game.condition != "docked":
+ if not communicating():
continue # No warning :-(
game.iseenit = True
announce()
skip(1)
- proutn(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
+ prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
prout(_(" reports that it is under attack and that it can"))
- proutn(_(" hold out only until stardate %d" % (int(scheduled(FCDBAS)))))
- prout(".\"")
+ prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
if cancelrest():
return
elif evcode == FSCDBAS: # Supercommander destroys base
unschedule(FSCDBAS)
game.isatb = 2
- if not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].starbase:
+ if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
continue # WAS RETURN!
hold = game.battle
game.battle = game.state.kscmdr
elif evcode == FCDBAS: # Commander succeeds in destroying base
if evcode==FCDBAS:
unschedule(FCDBAS)
+ if not game.state.baseq() \
+ or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
+ game.battle.invalidate()
+ continue
# find the lucky pair
- for i in range(1, game.state.remcom+1):
- if same(game.state.kcmdr[i], game.battle):
+ for cmdr in game.state.kcmdr:
+ if cmdr == game.battle:
break
- if i > game.state.remcom or game.state.rembase == 0 or \
- not game.state.galaxy[game.battle.x][game.battle.y].starbase:
+ else:
# No action to take after all
- invalidate(game.battle)
continue
destroybase()
elif evcode == FSCMOVE: # Supercommander moves
supercommander()
elif evcode == FDSPROB: # Move deep space probe
schedule(FDSPROB, 0.01)
- game.probex += game.probeinx
- game.probey += game.probeiny
- i = (int)(game.probex/QUADSIZE +0.05)
- j = (int)(game.probey/QUADSIZE + 0.05)
- if game.probec.x != i or game.probec.y != j:
- game.probec.x = i
- game.probec.y = j
- if not VALID_QUADRANT(i, j) or \
- game.state.galaxy[game.probec.x][game.probec.y].supernova:
+ if not game.probe.next():
+ if not game.probe.quadrant().valid_quadrant() or \
+ game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
# Left galaxy or ran into supernova
- if not damaged(DRADIO) or game.condition == "docked":
+ if communicating():
announce()
skip(1)
proutn(_("Lt. Uhura- \"The deep space probe "))
- if not VALID_QUADRANT(j, i):
- proutn(_("has left the galaxy"))
+ if not game.probe.quadrant().valid_quadrant():
+ prout(_("has left the galaxy.\""))
else:
- proutn(_("is no longer transmitting"))
- prout(".\"")
+ prout(_("is no longer transmitting.\""))
unschedule(FDSPROB)
continue
- if not damaged(DRADIO) or game.condition == "docked":
- announce()
+ if communicating():
+ #announce()
skip(1)
- proutn(_("Lt. Uhura- \"The deep space probe is now in "))
- proutn(cramlc(quadrant, game.probec))
- prout(".\"")
- pdest = game.state.galaxy[game.probec.x][game.probec.y]
- # Update star chart if Radio is working or have access to radio
- if not damaged(DRADIO) or game.condition == "docked":
- chp = game.state.chart[game.probec.x][game.probec.y]
+ prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
+ pdest = game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j]
+ if communicating():
+ chp = game.state.chart[game.probe.quadrant().i][game.probe.quadrant().j]
chp.klingons = pdest.klingons
chp.starbase = pdest.starbase
chp.stars = pdest.stars
pdest.charted = True
- game.proben -= 1 # One less to travel
- if game.proben == 0 and game.isarmed and pdest.stars:
- # lets blow the sucker!
- supernova(True, game.probec)
+ game.probe.moves -= 1 # One less to travel
+ if game.probe.arrived() and game.isarmed and pdest.stars:
+ supernova(game.probe) # fire in the hole!
unschedule(FDSPROB)
- if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+ if game.state.galaxy[game.quadrant().i][game.quadrant().j].supernova:
return
elif evcode == FDISTR: # inhabited system issues distress call
unschedule(FDISTR)
# not already under attack, which is not
# supernova'ed, and which has some Klingons in it
w = randplace(GALSIZE)
- q = game.state.galaxy[w.x][w.y]
- if not (same(game.quadrant, w) or q.planet == NOPLANET or \
- game.state.planets[q.planet].inhabited == UNINHABITED or \
- q.supernova or q.status!=secure or q.klingons<=0):
+ q = game.state.galaxy[w.i][w.j]
+ if not (game.quadrant == w or q.planet == None or \
+ not q.planet.inhabited or \
+ q.supernova or q.status!="secure" or q.klingons<=0):
break
else:
# can't seem to find one; ignore this call
# got one!! Schedule its enslavement
ev = schedule(FENSLV, expran(game.intime))
ev.quadrant = w
- q.status = distressed
-
+ q.status = "distressed"
# tell the captain about it if we can
- if not damaged(DRADIO) or game.condition == "docked":
- prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack" \
- % (systnames[q.planet], `w`)))
+ if communicating():
+ prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
+ % (q.planet, `w`))
prout(_("by a Klingon invasion fleet."))
if cancelrest():
return
elif evcode == FENSLV: # starsystem is enslaved
ev = unschedule(FENSLV)
# see if current distress call still active
- q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
+ q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
if q.klingons <= 0:
q.status = "secure"
continue
ev2.quadrant = ev.quadrant
# report the disaster if we can
- if not damaged(DRADIO) or game.condition == "docked":
- prout(_("Uhura- We've lost contact with starsystem %s" % \
- systnames[q.planet]))
- prout(_("in Quadrant %s.\n" % ev.quadrant))
+ if communicating():
+ prout(_("Uhura- We've lost contact with starsystem %s") % \
+ q.planet)
+ prout(_("in Quadrant %s.\n") % ev.quadrant)
elif evcode == FREPRO: # Klingon reproduces
# If we ever switch to a real event queue, we'll need to
# explicitly retrieve and restore the x and y.
ev = schedule(FREPRO, expran(1.0 * game.intime))
# see if current distress call still active
- q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
+ q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
if q.klingons <= 0:
q.status = "secure"
continue
continue # full right now
# reproduce one Klingon
w = ev.quadrant
+ m = coord()
if game.klhere >= MAXKLQUAD:
try:
# this quadrant not ok, pick an adjacent one
- for i in range(w.x - 1, w.x + 2):
- for j in range(w.y - 1, w.y + 2):
- if not VALID_QUADRANT(i, j):
+ for m.i in range(w.i - 1, w.i + 2):
+ for m.j in range(w.j - 1, w.j + 2):
+ if not m.valid_quadrant():
continue
- q = game.state.galaxy[w.x][w.y]
+ q = game.state.galaxy[m.i][m.j]
# check for this quad ok (not full & no snova)
if q.klingons >= MAXKLQUAD or q.supernova:
continue
else:
continue # search for eligible quadrant failed
except "FOUNDIT":
- w.x = i
- w.y = j
+ w = m
# deliver the child
game.state.remkl += 1
q.klingons += 1
- if same(game.quadrant, w):
- newkling(++game.klhere)
-
+ if game.quadrant == w:
+ game.klhere += 1
+ game.enemies.append(newkling())
# recompute time left
game.recompute()
- # report the disaster if we can
- if not damaged(DRADIO) or game.condition == "docked":
- if same(game.quadrant, w):
+ if communicating():
+ if game.quadrant == w:
prout(_("Spock- sensors indicate the Klingons have"))
- prout(_("launched a warship from %s." \
- % systnames[q.planet]))
+ prout(_("launched a warship from %s.") % q.planet)
else:
prout(_("Uhura- Starfleet reports increased Klingon activity"))
- if q.planet != NOPLANET:
- proutn(_("near %s" % systnames[q.planet]))
- prout(_("in %s.\n" % cramlc(quadrant, w)))
+ if q.planet != None:
+ proutn(_("near %s") % q.planet)
+ prout(_("in Quadrant %s.") % w)
def wait():
- # wait on events
+ "Wait on events."
game.ididit = False
while True:
- key = scan()
- if key != IHEOL:
+ key = scanner.next()
+ if key != "IHEOL":
break
proutn(_("How long? "))
- chew()
- if key != IHREAL:
+ scanner.chew()
+ if key != "IHREAL":
huh()
return
- origTime = delay = aaitem
+ origTime = delay = scanner.real
if delay <= 0.0:
return
- if delay >= game.state.remtime or game.nenhere != 0:
+ if delay >= game.state.remtime or len(game.enemies) != 0:
proutn(_("Are you sure? "))
if ja() == False:
return
-
# Alternate resting periods (events) with attacks
-
game.resting = True
while True:
if delay <= 0:
game.resting = False
if not game.resting:
- prout(_("%d stardates left." % int(game.state.remtime)))
+ prout(_("%d stardates left.") % int(game.state.remtime))
return
temp = game.optime = delay
- if game.nenhere:
- rtime = 1.0 + Rand()
+ if len(game.enemies):
+ rtime = randreal(1.0, 2.0)
if rtime < temp:
temp = rtime
game.optime = temp
if game.optime < delay:
- attack(False)
+ attack(torps_ok=False)
if game.alldone:
return
events()
if origTime-delay >= 9.99 and game.condition == "docked":
game.damage[DDRAY] = 0.0
# leave if quadrant supernovas
- if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+ if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
break
game.resting = False
game.optime = 0
-# A nova occurs. It is the result of having a star hit with a
-# photon torpedo, or possibly of a probe warhead going off.
-# Stars that go nova cause stars which surround them to undergo
-# the same probabilistic process. Klingons next to them are
-# destroyed. And if the starship is next to it, it gets zapped.
-# If the zap is too much, it gets destroyed.
-
def nova(nov):
- # star goes nova
+ "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()
-
- if Rand() < 0.05:
+ newc = coord(); neighbor = coord(); bump = coord(0, 0)
+ if withprob(0.05):
# Wow! We've supernova'ed
- supernova(False, nov)
+ supernova(game.quadrant)
return
-
# handle initial nova
- game.quad[nov.x][nov.y] = IHDOT
- crmena(False, IHSTAR, sector, nov)
- prout(_(" novas."))
- game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
+ game.quad[nov.i][nov.j] = IHDOT
+ prout(crmena(False, IHSTAR, "sector", nov) + _(" novas."))
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].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 Rand() < 0.05:
- # This star supernovas
- scratch = supernova(False)
- return
- top2 += 1
- hits[top2][1]=scratch.x
- hits[top2][2]=scratch.y
- game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
+ while hits:
+ offset = coord()
+ start = hits.pop()
+ for offset.i in range(-1, 1+1):
+ for offset.j in range(-1, 1+1):
+ if offset.j==0 and offset.i==0:
+ continue
+ neighbor = start + offset
+ if not neighbor.valid_sector():
+ continue
+ iquad = game.quad[neighbor.i][neighbor.j]
+ # 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(game.quadrant)
+ return
+ else:
+ hits.append(neighbor)
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
game.state.starkl += 1
- crmena(True, IHSTAR, sector, scratch)
+ proutn(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 = NOPLANET
- game.state.nplankl += 1
- crmena(True, IHP, sector, scratch)
- prout(_(" destroyed."))
- game.state.planets[game.iplnet].pclass = destroyed
- game.iplnet = 0
- 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(1, game.state.rembase+1):
- if same(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*Rand()*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(1, game.nenhere+1):
- if same(game.ks[ll], scratch):
- break
- game.kpower[ll] -= 800.0 # If firepower is lost, die
- if game.kpower[ll] <= 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 "))
- proutn(cramlc(sector, newc))
- game.quad[scratch.x][scratch.y] = IHDOT
- game.quad[newc.x][newc.y] = iquad
- game.ks[ll] = newc
- game.kdist[ll] = game.kavgd[ll] = distance(game.sector, newc)
- skip(1)
- if top == top2:
- break
- bot = top + 1
- top = top2
- if kount==0:
- return
-
+ game.quad[neighbor.i][neighbor.j] = IHDOT
+ kount += 1
+ elif iquad in (IHP, IHW): # Destroy planet
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
+ if iquad == IHP:
+ game.state.nplankl += 1
+ else:
+ game.state.worldkl += 1
+ prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
+ game.iplnet.pclass = "destroyed"
+ game.iplnet = None
+ game.plnet.invalidate()
+ if game.landed:
+ finish(FPNOVA)
+ return
+ game.quad[neighbor.i][neighbor.j] = IHDOT
+ elif iquad == IHB: # Destroy base
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
+ game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
+ game.base.invalidate()
+ game.state.basekl += 1
+ newcnd()
+ prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
+ game.quad[neighbor.i][neighbor.j] = 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(len(game.enemies)):
+ 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]
+ proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
+ if not newc.valid_sector():
+ # can't leave quadrant
+ skip(1)
+ break
+ iquad1 = game.quad[newc.i][newc.j]
+ 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.i][neighbor.j] = IHDOT
+ game.quad[newc.i][newc.j] = 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]
- if game.direc == 0.0:
- game.dist = 0.0
- if game.dist == 0.0:
- return
- game.optime = 10.0*game.dist/16.0
+ dist = kount*0.1
+ direc = course[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)
skip(1)
prout(_("Force of nova displaces starship."))
- imove(True)
- game.optime = 10.0*game.dist/16.0
+ imove(course, noattack=True)
+ game.optime = course.time(warp=4)
return
-def supernova(induced, w=None):
- # star goes supernova
+def supernova(w):
+ "Star goes supernova."
num = 0; npdead = 0
- nq = coord()
-
if w != None:
- nq = w
+ nq = copy.copy(w)
else:
+ # Scheduled supernova -- select star at random.
stars = 0
- # Scheduled supernova -- select star
- # logic changed here so that we won't favor quadrants in top
- # left of universe
- for nq.x in range(1, GALSIZE+1):
- for nq.y in range(1, GALSIZE+1):
- stars += game.state.galaxy[nq.x][nq.y].stars
+ nq = coord()
+ for nq.i in range(GALSIZE):
+ for nq.j in range(GALSIZE):
+ stars += game.state.galaxy[nq.i][nq.j].stars
if stars == 0:
return # nothing to supernova exists
- num = Rand()*stars + 1
- for nq.x in range(1, GALSIZE+1):
- for nq.y in range(1, GALSIZE+1):
- num -= game.state.galaxy[nq.x][nq.y].stars
+ num = randrange(stars) + 1
+ for nq.i in range(GALSIZE):
+ for nq.j in range(GALSIZE):
+ num -= game.state.galaxy[nq.i][nq.j].stars
if num <= 0:
break
if num <=0:
proutn("=== Super nova here?")
if ja() == True:
nq = game.quadrant
-
- if not same(nq, game.quadrant) or game.justin:
+ if not nq == game.quadrant or game.justin:
# it isn't here, or we just entered (treat as enroute)
- if not damaged(DRADIO) or game.condition == "docked":
+ if communicating():
skip(1)
- prout(_("Message from Starfleet Command Stardate %.2f" % game.state.date))
- prout(_(" Supernova in Quadrant %s; caution advised." % nq))
+ prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
+ prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
else:
ns = coord()
# we are in the quadrant!
- num = Rand()* game.state.galaxy[nq.x][nq.y].stars + 1
- for ns.x in range(1, QUADSIZE+1):
- for ns.y in range(1, QUADSIZE+1):
- if game.quad[ns.x][ns.y]==IHSTAR:
+ num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
+ for ns.i in range(QUADSIZE):
+ for ns.j in range(QUADSIZE):
+ if game.quad[ns.i][ns.j]==IHSTAR:
num -= 1
if num==0:
break
if num==0:
break
-
skip(1)
prouts(_("***RED ALERT! RED ALERT!"))
skip(1)
- prout(_("***Incipient supernova detected at Sector %s" % ns))
- if square(ns.x-game.sector.x) + square(ns.y-game.sector.y) <= 2.1:
+ prout(_("***Incipient supernova detected at Sector %s") % ns)
+ if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
proutn(_("Emergency override attempts t"))
prouts("***************")
skip(1)
stars()
game.alldone = True
-
- # destroy any Klingons in supernovaed quadrant
- kldead = game.state.galaxy[nq.x][nq.y].klingons
- game.state.galaxy[nq.x][nq.y].klingons = 0
- if same(nq, game.state.kscmdr):
+ # destroy any Klingons in supernovaed quadrant
+ kldead = game.state.galaxy[nq.i][nq.j].klingons
+ game.state.galaxy[nq.i][nq.j].klingons = 0
+ if nq == game.state.kscmdr:
# did in the Supercommander!
- game.state.nscrem = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0
+ game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
game.iscate = False
unschedule(FSCMOVE)
unschedule(FSCDBAS)
- if game.state.remcom:
- maxloop = game.state.remcom
- for l in range(1, maxloop+1):
- if same(game.state.kcmdr[l], nq):
- game.state.kcmdr[l] = game.state.kcmdr[game.state.remcom]
- invalidate(game.state.kcmdr[game.state.remcom])
- game.state.remcom -= 1
- kldead -= 1
- if game.state.remcom==0:
- unschedule(FTBEAM)
- break
+ survivors = filter(lambda w: w != nq, game.state.kcmdr)
+ comkills = len(game.state.kcmdr) - len(survivors)
+ game.state.kcmdr = survivors
+ kldead -= comkills
+ if not game.state.kcmdr:
+ unschedule(FTBEAM)
game.state.remkl -= kldead
# destroy Romulans and planets in supernovaed quadrant
- nrmdead = game.state.galaxy[nq.x][nq.y].romulans
- game.state.galaxy[nq.x][nq.y].romulans = 0
+ nrmdead = game.state.galaxy[nq.i][nq.j].romulans
+ game.state.galaxy[nq.i][nq.j].romulans = 0
game.state.nromrem -= nrmdead
# Destroy planets
for loop in range(game.inplan):
- if same(game.state.planets[loop].w, nq):
- game.state.planets[loop].pclass = destroyed
+ if game.state.planets[loop].quadrant == nq:
+ game.state.planets[loop].pclass = "destroyed"
npdead += 1
- # Destroy any base in supernovaed quadrant
- if game.state.rembase:
- maxloop = game.state.rembase
- for loop in range(1, maxloop+1):
- if same(game.state.baseq[loop], nq):
- game.state.baseq[loop] = game.state.baseq[game.state.rembase]
- invalidate(game.state.baseq[game.state.rembase])
- game.state.rembase -= 1
- break
+ # Destroy any base in supernovaed quadrant
+ game.state.baseq = filter(lambda x: x != nq, game.state.baseq)
# If starship caused supernova, tally up destruction
- if induced:
- game.state.starkl += game.state.galaxy[nq.x][nq.y].stars
- game.state.basekl += game.state.galaxy[nq.x][nq.y].starbase
+ if w != None:
+ game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
+ game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
game.state.nplankl += npdead
# mark supernova in galaxy and in star chart
- if same(game.quadrant, nq) or not damaged(DRADIO) or game.condition == "docked":
- game.state.galaxy[nq.x][nq.y].supernova = True
+ if game.quadrant == nq or communicating():
+ game.state.galaxy[nq.i][nq.j].supernova = True
# If supernova destroys last Klingons give special message
- if (game.state.remkl + game.state.remcom + game.state.nscrem)==0 and not same(nq, game.quadrant):
+ if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
skip(2)
- if not induced:
+ if w == None:
prout(_("Lucky you!"))
- proutn(_("A supernova in %s has just destroyed the last Klingons." % nq))
+ proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
finish(FWON)
return
# if some Klingons remain, continue or die in supernova
if game.alldone:
finish(FSNOVAED)
return
+
+# Code from finish.c ends here.
+
+def selfdestruct():
+ "Self-destruct maneuver. Finish with a BANG!"
+ scanner.chew()
+ if damaged(DCOMPTR):
+ prout(_("Computer damaged; cannot execute destruct sequence."))
+ return
+ prouts(_("---WORKING---")); skip(1)
+ prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
+ prouts(" 10"); skip(1)
+ prouts(" 9"); skip(1)
+ prouts(" 8"); skip(1)
+ prouts(" 7"); skip(1)
+ prouts(" 6"); skip(1)
+ skip(1)
+ prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
+ skip(1)
+ prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
+ skip(1)
+ prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
+ skip(1)
+ scanner.next()
+ scanner.chew()
+ if game.passwd != scanner.token:
+ prouts(_("PASSWORD-REJECTED;"))
+ skip(1)
+ prouts(_("CONTINUITY-EFFECTED"))
+ skip(2)
+ return
+ prouts(_("PASSWORD-ACCEPTED")); skip(1)
+ prouts(" 5"); skip(1)
+ prouts(" 4"); skip(1)
+ prouts(" 3"); skip(1)
+ prouts(" 2"); skip(1)
+ prouts(" 1"); skip(1)
+ if withprob(0.15):
+ prouts(_("GOODBYE-CRUEL-WORLD"))
+ skip(1)
+ kaboom()
+
+def kaboom():
+ stars()
+ if game.ship==IHE:
+ prouts("***")
+ prouts(_("********* Entropy of %s maximized *********") % crmshp())
+ skip(1)
+ stars()
+ skip(1)
+ if len(game.enemies) != 0:
+ whammo = 25.0 * game.energy
+ l=1
+ while l <= len(game.enemies):
+ if game.enemies[l].kpower*game.enemies[l].kdist <= whammo:
+ deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.i][game.enemies[l].kloc.j], game.enemies[l].kloc)
+ l += 1
+ finish(FDILITHIUM)
+
+def killrate():
+ "Compute our rate of kils over time."
+ elapsed = game.state.date - game.indate
+ if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
+ return 0
+ else:
+ starting = (game.inkling + game.incom + game.inscom)
+ remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
+ return (starting - remaining)/elapsed
+
+def badpoints():
+ "Compute demerits."
+ badpt = 5.0*game.state.starkl + \
+ game.casual + \
+ 10.0*game.state.nplankl + \
+ 300*game.state.nworldkl + \
+ 45.0*game.nhelp +\
+ 100.0*game.state.basekl +\
+ 3.0*game.abandoned
+ if game.ship == IHF:
+ badpt += 100.0
+ elif game.ship == None:
+ badpt += 200.0
+ return badpt
+
+def finish(ifin):
+ # end the game, with appropriate notfications
+ igotit = False
+ game.alldone = True
+ skip(3)
+ prout(_("It is stardate %.1f.") % game.state.date)
+ skip(1)
+ if ifin == FWON: # Game has been won
+ if game.state.nromrem != 0:
+ prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
+ game.state.nromrem)
+
+ prout(_("You have smashed the Klingon invasion fleet and saved"))
+ prout(_("the Federation."))
+ game.gamewon = True
+ if game.alive:
+ badpt = badpoints()
+ if badpt < 100.0:
+ badpt = 0.0 # Close enough!
+ # killsPerDate >= RateMax
+ if game.state.date-game.indate < 5.0 or \
+ killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
+ skip(1)
+ prout(_("In fact, you have done so well that Starfleet Command"))
+ if game.skill == SKILL_NOVICE:
+ prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
+ elif game.skill == SKILL_FAIR:
+ prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
+ elif game.skill == SKILL_GOOD:
+ prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
+ elif game.skill == SKILL_EXPERT:
+ prout(_("promotes you to Commodore Emeritus."))
+ skip(1)
+ prout(_("Now that you think you're really good, try playing"))
+ prout(_("the \"Emeritus\" game. It will splatter your ego."))
+ elif game.skill == SKILL_EMERITUS:
+ skip(1)
+ proutn(_("Computer- "))
+ prouts(_("ERROR-ERROR-ERROR-ERROR"))
+ skip(2)
+ prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
+ skip(1)
+ prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
+ skip(1)
+ prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
+ skip(1)
+ prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
+ skip(1)
+ prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
+ skip(2)
+ 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:
+ prout(_("You cannot get a citation, so..."))
+ else:
+ proutn(_("Do you want your Commodore Emeritus Citation printed? "))
+ scanner.chew()
+ if ja() == True:
+ igotit = True
+ # Only grant long life if alive (original didn't!)
+ skip(1)
+ prout(_("LIVE LONG AND PROSPER."))
+ score()
+ if igotit:
+ plaque()
+ return
+ elif ifin == FDEPLETE: # Federation Resources Depleted
+ prout(_("Your time has run out and the Federation has been"))
+ prout(_("conquered. Your starship is now Klingon property,"))
+ prout(_("and you are put on trial as a war criminal. On the"))
+ proutn(_("basis of your record, you are "))
+ if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
+ prout(_("acquitted."))
+ skip(1)
+ prout(_("LIVE LONG AND PROSPER."))
+ else:
+ prout(_("found guilty and"))
+ prout(_("sentenced to death by slow torture."))
+ game.alive = False
+ score()
+ return
+ elif ifin == FLIFESUP:
+ prout(_("Your life support reserves have run out, and"))
+ prout(_("you die of thirst, starvation, and asphyxiation."))
+ prout(_("Your starship is a derelict in space."))
+ elif ifin == FNRG:
+ prout(_("Your energy supply is exhausted."))
+ skip(1)
+ prout(_("Your starship is a derelict in space."))
+ elif ifin == FBATTLE:
+ prout(_("The %s has been destroyed in battle.") % crmshp())
+ skip(1)
+ prout(_("Dulce et decorum est pro patria mori."))
+ elif ifin == FNEG3:
+ prout(_("You have made three attempts to cross the negative energy"))
+ prout(_("barrier which surrounds the galaxy."))
+ skip(1)
+ prout(_("Your navigation is abominable."))
+ score()
+ elif ifin == FNOVA:
+ prout(_("Your starship has been destroyed by a nova."))
+ prout(_("That was a great shot."))
+ skip(1)
+ elif ifin == FSNOVAED:
+ prout(_("The %s has been fried by a supernova.") % crmshp())
+ prout(_("...Not even cinders remain..."))
+ elif ifin == FABANDN:
+ prout(_("You have been captured by the Klingons. If you still"))
+ prout(_("had a starbase to be returned to, you would have been"))
+ prout(_("repatriated and given another chance. Since you have"))
+ prout(_("no starbases, you will be mercilessly tortured to death."))
+ elif ifin == FDILITHIUM:
+ prout(_("Your starship is now an expanding cloud of subatomic particles"))
+ elif ifin == FMATERIALIZE:
+ prout(_("Starbase was unable to re-materialize your starship."))
+ prout(_("Sic transit gloria mundi"))
+ elif ifin == FPHASER:
+ prout(_("The %s has been cremated by its own phasers.") % crmshp())
+ elif ifin == FLOST:
+ prout(_("You and your landing party have been"))
+ prout(_("converted to energy, disipating through space."))
+ elif ifin == FMINING:
+ prout(_("You are left with your landing party on"))
+ prout(_("a wild jungle planet inhabited by primitive cannibals."))
+ skip(1)
+ prout(_("They are very fond of \"Captain Kirk\" soup."))
+ skip(1)
+ prout(_("Without your leadership, the %s is destroyed.") % crmshp())
+ elif ifin == FDPLANET:
+ prout(_("You and your mining party perish."))
+ skip(1)
+ prout(_("That was a great shot."))
+ skip(1)
+ elif ifin == FSSC:
+ prout(_("The Galileo is instantly annihilated by the supernova."))
+ prout(_("You and your mining party are atomized."))
+ skip(1)
+ prout(_("Mr. Spock takes command of the %s and") % crmshp())
+ prout(_("joins the Romulans, wreaking terror on the Federation."))
+ elif ifin == FPNOVA:
+ prout(_("You and your mining party are atomized."))
+ skip(1)
+ prout(_("Mr. Spock takes command of the %s and") % crmshp())
+ prout(_("joins the Romulans, wreaking terror on the Federation."))
+ elif ifin == FSTRACTOR:
+ prout(_("The shuttle craft Galileo is also caught,"))
+ prout(_("and breaks up under the strain."))
+ skip(1)
+ prout(_("Your debris is scattered for millions of miles."))
+ prout(_("Without your leadership, the %s is destroyed.") % crmshp())
+ elif ifin == FDRAY:
+ prout(_("The mutants attack and kill Spock."))
+ prout(_("Your ship is captured by Klingons, and"))
+ prout(_("your crew is put on display in a Klingon zoo."))
+ elif ifin == FTRIBBLE:
+ prout(_("Tribbles consume all remaining water,"))
+ prout(_("food, and oxygen on your ship."))
+ skip(1)
+ prout(_("You die of thirst, starvation, and asphyxiation."))
+ prout(_("Your starship is a derelict in space."))
+ elif ifin == FHOLE:
+ prout(_("Your ship is drawn to the center of the black hole."))
+ prout(_("You are crushed into extremely dense matter."))
+ elif ifin == FCREW:
+ prout(_("Your last crew member has died."))
+ if game.ship == IHF:
+ game.ship = None
+ elif game.ship == IHE:
+ game.ship = IHF
+ game.alive = False
+ if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
+ goodies = game.state.remres/game.inresor
+ baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
+ if goodies/baddies >= randreal(1.0, 1.5):
+ prout(_("As a result of your actions, a treaty with the Klingon"))
+ prout(_("Empire has been signed. The terms of the treaty are"))
+ if goodies/baddies >= randreal(3.0):
+ prout(_("favorable to the Federation."))
+ skip(1)
+ prout(_("Congratulations!"))
+ else:
+ prout(_("highly unfavorable to the Federation."))
+ else:
+ prout(_("The Federation will be destroyed."))
+ else:
+ prout(_("Since you took the last Klingon with you, you are a"))
+ prout(_("martyr and a hero. Someday maybe they'll erect a"))
+ prout(_("statue in your memory. Rest in peace, and try not"))
+ prout(_("to think about pigeons."))
+ game.gamewon = True
+ score()
+
+def score():
+ "Compute player's score."
+ timused = game.state.date - game.indate
+ iskill = game.skill
+ if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
+ timused = 5.0
+ perdate = killrate()
+ ithperd = 500*perdate + 0.5
+ iwon = 0
+ if game.gamewon:
+ iwon = 100*game.skill
+ if game.ship == IHE:
+ klship = 0
+ elif game.ship == IHF:
+ klship = 1
+ else:
+ klship = 2
+ if not game.gamewon:
+ game.state.nromrem = 0 # None captured if no win
+ iscore = 10*(game.inkling - game.state.remkl) \
+ + 50*(game.incom - len(game.state.kcmdr)) \
+ + ithperd + iwon \
+ + 20*(game.inrom - game.state.nromrem) \
+ + 200*(game.inscom - game.state.nscrem) \
+ - game.state.nromrem \
+ - badpoints()
+ if not game.alive:
+ iscore -= 200
+ skip(2)
+ prout(_("Your score --"))
+ if game.inrom - game.state.nromrem:
+ prout(_("%6d Romulans destroyed %5d") %
+ (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
+ if game.state.nromrem:
+ prout(_("%6d Romulans captured %5d") %
+ (game.state.nromrem, game.state.nromrem))
+ if game.inkling - game.state.remkl:
+ prout(_("%6d ordinary Klingons destroyed %5d") %
+ (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
+ if game.incom - len(game.state.kcmdr):
+ prout(_("%6d Klingon commanders destroyed %5d") %
+ (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
+ if game.inscom - game.state.nscrem:
+ prout(_("%6d Super-Commander destroyed %5d") %
+ (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
+ if ithperd:
+ prout(_("%6.2f Klingons per stardate %5d") %
+ (perdate, ithperd))
+ if game.state.starkl:
+ prout(_("%6d stars destroyed by your action %5d") %
+ (game.state.starkl, -5*game.state.starkl))
+ if game.state.nplankl:
+ prout(_("%6d planets destroyed by your action %5d") %
+ (game.state.nplankl, -10*game.state.nplankl))
+ if (game.options & OPTION_WORLDS) and game.state.nworldkl:
+ prout(_("%6d inhabited planets destroyed by your action %5d") %
+ (game.state.nplankl, -300*game.state.nworldkl))
+ if game.state.basekl:
+ prout(_("%6d bases destroyed by your action %5d") %
+ (game.state.basekl, -100*game.state.basekl))
+ if game.nhelp:
+ prout(_("%6d calls for help from starbase %5d") %
+ (game.nhelp, -45*game.nhelp))
+ if game.casual:
+ prout(_("%6d casualties incurred %5d") %
+ (game.casual, -game.casual))
+ if game.abandoned:
+ prout(_("%6d crew abandoned in space %5d") %
+ (game.abandoned, -3*game.abandoned))
+ if klship:
+ prout(_("%6d ship(s) lost or destroyed %5d") %
+ (klship, -100*klship))
+ if not game.alive:
+ prout(_("Penalty for getting yourself killed -200"))
+ if game.gamewon:
+ proutn(_("Bonus for winning "))
+ if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
+ elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
+ elif game.skill == SKILL_GOOD: proutn(_("Good game "))
+ elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
+ elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
+ prout(" %5d" % iwon)
+ skip(1)
+ prout(_("TOTAL SCORE %5d") % iscore)
+
+def plaque():
+ "Emit winner's commemmorative plaque."
+ skip(2)
+ while True:
+ proutn(_("File or device name for your plaque: "))
+ winner = cgetline()
+ try:
+ fp = open(winner, "w")
+ break
+ except IOError:
+ prout(_("Invalid name."))
+
+ proutn(_("Enter name to go on plaque (up to 30 characters): "))
+ winner = cgetline()
+ # The 38 below must be 64 for 132-column paper
+ nskip = 38 - len(winner)/2
+ fp.write("\n\n\n\n")
+ # --------DRAW ENTERPRISE PICTURE.
+ fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
+ fp.write(" EEE E : : : E\n" )
+ fp.write(" EE EEE E : : NCC-1701 : E\n")
+ fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
+ fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
+ fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
+ fp.write(" EEEEEEE EEEEE E E E E\n")
+ fp.write(" EEE E E E E\n")
+ fp.write(" E E E E\n")
+ fp.write(" EEEEEEEEEEEEE E E\n")
+ fp.write(" EEE : EEEEEEE EEEEEEEE\n")
+ fp.write(" :E : EEEE E\n")
+ fp.write(" .-E -:----- E\n")
+ fp.write(" :E : E\n")
+ fp.write(" EE : EEEEEEEE\n")
+ fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
+ fp.write("\n\n\n")
+ fp.write(_(" U. S. S. ENTERPRISE\n"))
+ fp.write("\n\n\n\n")
+ fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
+ fp.write("\n")
+ fp.write(_(" Starfleet Command bestows to you\n"))
+ fp.write("\n")
+ fp.write("%*s%s\n\n" % (nskip, "", winner))
+ fp.write(_(" the rank of\n\n"))
+ fp.write(_(" \"Commodore Emeritus\"\n\n"))
+ fp.write(" ")
+ if game.skill == SKILL_EXPERT:
+ fp.write(_(" Expert level\n\n"))
+ elif game.skill == SKILL_EMERITUS:
+ fp.write(_("Emeritus level\n\n"))
+ else:
+ fp.write(_(" Cheat level\n\n"))
+ timestring = time.ctime()
+ fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
+ (timestring+4, timestring+20, timestring+11))
+ fp.write(_(" Your score: %d\n\n") % iscore)
+ fp.write(_(" Klingons per stardate: %.2f\n") % perdate)
+ fp.close()
+
+# Code from io.c begins here
+
+rows = linecount = 0 # for paging
+stdscr = None
+replayfp = None
+fullscreen_window = None
+srscan_window = None
+report_window = None
+status_window = None
+lrscan_window = None
+message_window = None
+prompt_window = None
+curwnd = None
+
+def iostart():
+ global stdscr, rows
+ gettext.bindtextdomain("sst", "/usr/local/share/locale")
+ gettext.textdomain("sst")
+ if not (game.options & OPTION_CURSES):
+ ln_env = os.getenv("LINES")
+ if ln_env:
+ rows = ln_env
+ else:
+ rows = 25
+ else:
+ stdscr = curses.initscr()
+ stdscr.keypad(True)
+ curses.nonl()
+ curses.cbreak()
+ global fullscreen_window, srscan_window, report_window, status_window
+ global lrscan_window, message_window, prompt_window
+ (rows, columns) = stdscr.getmaxyx()
+ fullscreen_window = stdscr
+ srscan_window = curses.newwin(12, 25, 0, 0)
+ report_window = curses.newwin(11, 0, 1, 25)
+ status_window = curses.newwin(10, 0, 1, 39)
+ lrscan_window = curses.newwin(5, 0, 0, 64)
+ message_window = curses.newwin(0, 0, 12, 0)
+ prompt_window = curses.newwin(1, 0, rows-2, 0)
+ message_window.scrollok(True)
+ setwnd(fullscreen_window)
+
+def ioend():
+ "Wrap up I/O."
+ if game.options & OPTION_CURSES:
+ stdscr.keypad(False)
+ curses.echo()
+ curses.nocbreak()
+ curses.endwin()
+
+def waitfor():
+ "Wait for user action -- OK to do nothing if on a TTY"
+ if game.options & OPTION_CURSES:
+ stdscr.getch()
+
+def announce():
+ skip(1)
+ prouts(_("[ANNOUNCEMENT ARRIVING...]"))
+ skip(1)
+
+def pause_game():
+ if game.skill > SKILL_FAIR:
+ prompt = _("[CONTINUE?]")
+ else:
+ prompt = _("[PRESS ENTER TO CONTINUE]")
+
+ if game.options & OPTION_CURSES:
+ drawmaps(0)
+ setwnd(prompt_window)
+ prompt_window.clear()
+ prompt_window.addstr(prompt)
+ prompt_window.getstr()
+ prompt_window.clear()
+ prompt_window.refresh()
+ setwnd(message_window)
+ else:
+ global linecount
+ sys.stdout.write('\n')
+ proutn(prompt)
+ raw_input()
+ for j in range(rows):
+ sys.stdout.write('\n')
+ linecount = 0
+
+def skip(i):
+ "Skip i lines. Pause game if this would cause a scrolling event."
+ for dummy in range(i):
+ if game.options & OPTION_CURSES:
+ (y, x) = curwnd.getyx()
+ (my, mx) = curwnd.getmaxyx()
+ if curwnd == message_window and y >= my - 3:
+ pause_game()
+ clrscr()
+ else:
+ try:
+ curwnd.move(y+1, 0)
+ except curses.error:
+ pass
+ else:
+ global linecount
+ linecount += 1
+ if rows and linecount >= rows:
+ pause_game()
+ else:
+ sys.stdout.write('\n')
+
+def proutn(line):
+ "Utter a line with no following line feed."
+ if game.options & OPTION_CURSES:
+ curwnd.addstr(line)
+ curwnd.refresh()
+ else:
+ sys.stdout.write(line)
+ sys.stdout.flush()
+
+def prout(line):
+ proutn(line)
+ skip(1)
+
+def prouts(line):
+ "Emit slowly!"
+ for c in line:
+ if not replayfp or replayfp.closed: # Don't slow down replays
+ time.sleep(0.03)
+ proutn(c)
+ if game.options & OPTION_CURSES:
+ curwnd.refresh()
+ else:
+ sys.stdout.flush()
+ if not replayfp or replayfp.closed:
+ time.sleep(0.03)
+
+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:
+ while True:
+ line = replayfp.readline()
+ proutn(line)
+ if line == '':
+ prout("*** Replay finished")
+ replayfp.close()
+ break
+ elif line[0] != "#":
+ break
+ else:
+ line = raw_input() + "\n"
+ if logfp:
+ logfp.write(line)
+ return line
+
+def setwnd(wnd):
+ "Change windows -- OK for this to be a no-op in tty mode."
+ global curwnd
+ if game.options & OPTION_CURSES:
+ curwnd = wnd
+ curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
+
+def clreol():
+ "Clear to end of line -- can be a no-op in tty mode"
+ if game.options & OPTION_CURSES:
+ curwnd.clrtoeol()
+ curwnd.refresh()
+
+def clrscr():
+ "Clear screen -- can be a no-op in tty mode."
+ global linecount
+ if game.options & OPTION_CURSES:
+ curwnd.clear()
+ curwnd.move(0, 0)
+ curwnd.refresh()
+ linecount = 0
+
+def highvideo():
+ "Set highlight video, if this is reasonable."
+ if game.options & OPTION_CURSES:
+ curwnd.attron(curses.A_REVERSE)
+
+#
+# Things past this point have policy implications.
+#
+
+def drawmaps(mode):
+ "Hook to be called after moving to redraw maps."
+ if game.options & OPTION_CURSES:
+ if mode == 1:
+ sensor()
+ setwnd(srscan_window)
+ curwnd.move(0, 0)
+ srscan()
+ if mode != 2:
+ setwnd(status_window)
+ status_window.clear()
+ status_window.move(0, 0)
+ setwnd(report_window)
+ report_window.clear()
+ report_window.move(0, 0)
+ status()
+ setwnd(lrscan_window)
+ lrscan_window.clear()
+ lrscan_window.move(0, 0)
+ lrscan(silent=False)
+
+def put_srscan_sym(w, sym):
+ "Emit symbol for short-range scan."
+ srscan_window.move(w.i+1, w.j*2+2)
+ srscan_window.addch(sym)
+ srscan_window.refresh()
+
+def boom(w):
+ "Enemy fall down, go boom."
+ if game.options & OPTION_CURSES:
+ drawmaps(2)
+ setwnd(srscan_window)
+ srscan_window.attron(curses.A_REVERSE)
+ put_srscan_sym(w, game.quad[w.i][w.j])
+ #sound(500)
+ #time.sleep(1.0)
+ #nosound()
+ srscan_window.attroff(curses.A_REVERSE)
+ put_srscan_sym(w, game.quad[w.i][w.j])
+ curses.delay_output(500)
+ setwnd(message_window)
+
+def warble():
+ "Sound and visual effects for teleportation."
+ if game.options & OPTION_CURSES:
+ drawmaps(2)
+ setwnd(message_window)
+ #sound(50)
+ prouts(" . . . . . ")
+ if game.options & OPTION_CURSES:
+ #curses.delay_output(1000)
+ #nosound()
+ pass
+
+def tracktorpedo(origin, w, step, i, n, iquad):
+ "Torpedo-track animation."
+ if not game.options & OPTION_CURSES:
+ if step == 1:
+ if n != 1:
+ skip(1)
+ proutn(_("Track for torpedo number %d- ") % (i+1))
+ else:
+ skip(1)
+ proutn(_("Torpedo track- "))
+ elif step==4 or step==9:
+ skip(1)
+ proutn("%s " % w)
+ else:
+ if not damaged(DSRSENS) or game.condition=="docked":
+ if i != 0 and step == 1:
+ drawmaps(2)
+ time.sleep(0.4)
+ if (iquad==IHDOT) or (iquad==IHBLANK):
+ put_srscan_sym(w, '+')
+ #sound(step*10)
+ #time.sleep(0.1)
+ #nosound()
+ put_srscan_sym(w, iquad)
+ else:
+ curwnd.attron(curses.A_REVERSE)
+ put_srscan_sym(w, iquad)
+ #sound(500)
+ #time.sleep(1.0)
+ #nosound()
+ curwnd.attroff(curses.A_REVERSE)
+ put_srscan_sym(w, iquad)
+ else:
+ proutn("%s " % w)
+
+def makechart():
+ "Display the current galaxy chart."
+ if game.options & OPTION_CURSES:
+ setwnd(message_window)
+ message_window.clear()
+ chart()
+ if game.options & OPTION_TTY:
+ skip(1)
+
+NSYM = 14
+
+def prstat(txt, data):
+ proutn(txt)
+ if game.options & OPTION_CURSES:
+ skip(1)
+ setwnd(status_window)
+ else:
+ proutn(" " * (NSYM - len(txt)))
+ proutn(data)
+ skip(1)
+ if game.options & OPTION_CURSES:
+ setwnd(report_window)
+
+# Code from moving.c begins here
+
+def imove(course=None, noattack=False):
+ "Movement execution for warp, impulse, supernova, and tractor-beam events."
+ w = coord()
+
+ def newquadrant(noattack):
+ # Leaving quadrant -- allow final enemy attack
+ # Don't do it if being pushed by Nova
+ if len(game.enemies) != 0 and not noattack:
+ newcnd()
+ for enemy in game.enemies:
+ finald = (w - enemy.kloc).distance()
+ enemy.kavgd = 0.5 * (finald + enemy.kdist)
+ # Stas Sergeev added the condition
+ # that attacks only happen if Klingons
+ # are present and your skill is good.
+ if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
+ attack(torps_ok=False)
+ if game.alldone:
+ return
+ # check for edge of galaxy
+ kinks = 0
+ while True:
+ kink = False
+ if course.final.i < 0:
+ course.final.i = -course.final.i
+ kink = True
+ if course.final.j < 0:
+ course.final.j = -course.final.j
+ kink = True
+ if course.final.i >= GALSIZE*QUADSIZE:
+ course.final.i = (GALSIZE*QUADSIZE*2) - course.final.i
+ kink = True
+ if course.final.j >= GALSIZE*QUADSIZE:
+ course.final.j = (GALSIZE*QUADSIZE*2) - course.final.j
+ kink = True
+ if kink:
+ kinks += 1
+ else:
+ break
+ if kinks:
+ game.nkinks += 1
+ if game.nkinks == 3:
+ # Three strikes -- you're out!
+ finish(FNEG3)
+ return
+ skip(1)
+ prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
+ prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
+ prout(_("YOU WILL BE DESTROYED."))
+ # 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()
+ skip(1)
+ prout(_("Entering Quadrant %s.") % game.quadrant)
+ game.quad[game.sector.i][game.sector.j] = game.ship
+ newqad()
+ if game.skill>SKILL_NOVICE:
+ attack(torps_ok=False)
+
+ def check_collision(h):
+ iquad = game.quad[h.i][h.j]
+ if iquad != IHDOT:
+ # object encountered in flight path
+ stopegy = 50.0*course.distance/game.optime
+ if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
+ for enemy in game.enemies:
+ if enemy.kloc == game.sector:
+ break
+ collision(rammed=False, enemy=enemy)
+ return True
+ elif iquad == IHBLANK:
+ skip(1)
+ prouts(_("***RED ALERT! RED ALERT!"))
+ skip(1)
+ proutn("***" + crmshp())
+ proutn(_(" pulled into black hole at Sector %s") % h)
+ # Getting pulled into a black hole was certain
+ # death in Almy's original. Stas Sergeev added a
+ # possibility that you'll get timewarped instead.
+ n=0
+ for m in range(NDEVICES):
+ if game.damage[m]>0:
+ n += 1
+ probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
+ if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
+ timwrp()
+ else:
+ finish(FHOLE)
+ return True
+ else:
+ # something else
+ skip(1)
+ proutn(crmshp())
+ if iquad == IHWEB:
+ prout(_(" encounters Tholian web at %s;") % h)
+ else:
+ prout(_(" blocked by object at %s;") % h)
+ proutn(_("Emergency stop required "))
+ prout(_("%2d units of energy.") % int(stopegy))
+ game.energy -= stopegy
+ if game.energy <= 0:
+ finish(FNRG)
+ return True
+ return False
+
+ trbeam = False
+ if game.inorbit:
+ prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
+ game.inorbit = False
+ # If tractor beam is to occur, don't move full distance
+ 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
+ game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
+ # Move out
+ game.quad[game.sector.i][game.sector.j] = IHDOT
+ for m in range(course.moves):
+ course.next()
+ w = course.sector()
+ if course.origin.quadrant() != course.location.quadrant():
+ newquadrant(noattack)
+ break
+ elif check_collision(w):
+ print "Collision detected"
+ break
+ else:
+ game.sector = w
+ # We're in destination quadrant -- compute new average enemy distances
+ game.quad[game.sector.i][game.sector.j] = 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, y.kdist))
+ if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
+ attack(torps_ok=False)
+ for enemy in game.enemies:
+ enemy.kavgd = enemy.kdist
+ newcnd()
+ drawmaps(0)
+ setwnd(message_window)
+ return
+
+def dock(verbose):
+ "Dock our ship at a starbase."
+ scanner.chew()
+ if game.condition == "docked" and verbose:
+ prout(_("Already docked."))
+ return
+ if game.inorbit:
+ prout(_("You must first leave standard orbit."))
+ return
+ if not game.base.is_valid() or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
+ prout(crmshp() + _(" not adjacent to base."))
+ return
+ game.condition = "docked"
+ if "verbose":
+ prout(_("Docked."))
+ game.ididit = True
+ if game.energy < game.inenrg:
+ game.energy = game.inenrg
+ game.shield = game.inshld
+ game.torps = game.intorps
+ game.lsupres = game.inlsr
+ game.state.crew = FULLCREW
+ if not damaged(DRADIO) and \
+ ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
+ # get attack report from base
+ prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
+ attackreport(False)
+ game.iseenit = True
+
+# This program originally required input in terms of a (clock)
+# direction and distance. Somewhere in history, it was changed to
+# cartesian coordinates. So we need to convert. Probably
+# "manual" input should still be done this way -- it's a real
+# pain if the computer isn't working! Manual mode is still confusing
+# because it involves giving x and y motions, yet the coordinates
+# are always displayed y - x, where +y is downward!
+
+def cartesian(loc1=None, loc2=None):
+ if loc1 is None:
+ return game.quadrant * QUADSIZE + game.sector
+ elif loc2 is None:
+ return game.quadrant * QUADSIZE + loc1
+ else:
+ return loc1 * QUADSIZE + loc2
+
+def getcourse(isprobe):
+ "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."))
+ scanner.chew()
+ raise TrekError
+ while navmode == "unspecified":
+ if damaged(DNAVSYS):
+ if isprobe:
+ prout(_("Computer damaged; manual navigation only"))
+ else:
+ prout(_("Computer damaged; manual movement only"))
+ scanner.chew()
+ navmode = "manual"
+ key = "IHEOL"
+ break
+ key = scanner.next()
+ if key == "IHEOL":
+ proutn(_("Manual or automatic- "))
+ iprompt = True
+ scanner.chew()
+ elif key == "IHALPHA":
+ if scanner.sees("manual"):
+ navmode = "manual"
+ key = scanner.next()
+ break
+ elif scanner.sees("automatic"):
+ navmode = "automatic"
+ key = scanner.next()
+ break
+ else:
+ huh()
+ scanner.chew()
+ raise TrekError
+ else: # numeric
+ if isprobe:
+ prout(_("(Manual navigation assumed.)"))
+ else:
+ prout(_("(Manual movement assumed.)"))
+ navmode = "manual"
+ break
+ delta = coord()
+ if navmode == "automatic":
+ while key == "IHEOL":
+ if isprobe:
+ proutn(_("Target quadrant or quadrant§or- "))
+ else:
+ proutn(_("Destination sector or quadrant§or- "))
+ scanner.chew()
+ iprompt = True
+ key = scanner.next()
+ if key != "IHREAL":
+ huh()
+ raise TrekError
+ xi = int(round(scanner.real))-1
+ key = scanner.next()
+ if key != "IHREAL":
+ huh()
+ raise TrekError
+ xj = int(round(scanner.real))-1
+ key = scanner.next()
+ if key == "IHREAL":
+ # both quadrant and sector specified
+ xk = int(round(scanner.real))-1
+ key = scanner.next()
+ if key != "IHREAL":
+ huh()
+ raise TrekError
+ xl = int(round(scanner.real))-1
+ dquad.i = xi
+ dquad.j = xj
+ dsect.i = xk
+ dsect.j = xl
+ else:
+ # only one pair of numbers was specified
+ if isprobe:
+ # only quadrant specified -- go to center of dest quad
+ dquad.i = xi
+ dquad.j = xj
+ dsect.j = dsect.i = 4 # preserves 1-origin behavior
+ else:
+ # only sector specified
+ dsect.i = xi
+ dsect.j = xj
+ itemp = "normal"
+ if not dquad.valid_quadrant() or not dsect.valid_sector():
+ huh()
+ raise TrekError
+ skip(1)
+ if not isprobe:
+ if itemp > "curt":
+ if iprompt:
+ prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
+ else:
+ prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
+ # the actual deltas get computed here
+ delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
+ delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
+ else: # manual
+ while key == "IHEOL":
+ proutn(_("X and Y displacements- "))
+ scanner.chew()
+ iprompt = True
+ key = scanner.next()
+ itemp = "verbose"
+ if key != "IHREAL":
+ huh()
+ raise TrekError
+ delta.j = scanner.real
+ key = scanner.next()
+ if key != "IHREAL":
+ huh()
+ raise TrekError
+ delta.i = scanner.real
+ # Check for zero movement
+ if delta.i == 0 and delta.j == 0:
+ scanner.chew()
+ raise TrekError
+ if itemp == "verbose" and not isprobe:
+ skip(1)
+ prout(_("Helmsman Sulu- \"Aye, Sir.\""))
+ scanner.chew()
+ return course(bearing=delta.bearing(), distance=delta.distance())
+
+class course:
+ def __init__(self, bearing, distance, origin=None):
+ self.distance = distance
+ self.bearing = bearing
+ if origin is None:
+ self.origin = cartesian(game.quadrant, game.sector)
+ else:
+ self.origin = origin
+ # The bearing() code we inherited from FORTRAN is actually computing
+ # clockface directions!
+ if self.bearing < 0.0:
+ self.bearing += 12.0
+ self.angle = ((15.0 - self.bearing) * 0.5235988)
+ if origin is None:
+ self.origin = cartesian(game.quadrant, game.sector)
+ else:
+ self.origin = cartesian(game.quadrant, origin)
+ self.increment = coord(-math.sin(self.angle), math.cos(self.angle))
+ bigger = max(abs(self.increment.i), abs(self.increment.j))
+ self.increment /= bigger
+ self.moves = int(round(10*self.distance*bigger))
+ self.reset()
+ self.final = (self.location + self.moves*self.increment).roundtogrid()
+ def reset(self):
+ self.location = self.origin
+ self.step = 0
+ def arrived(self):
+ return self.location.roundtogrid() == self.final
+ def next(self):
+ "Next step on course."
+ self.step += 1
+ self.nextlocation = self.location + self.increment
+ samequad = (self.location.quadrant() == self.nextlocation.quadrant())
+ self.location = self.nextlocation
+ return samequad
+ def quadrant(self):
+ return self.location.quadrant()
+ def sector(self):
+ return self.location.sector()
+ def power(self, warp):
+ return self.distance*(warp**3)*(game.shldup+1)
+ def time(self, warp):
+ return 10.0*self.distance/warp**2
+
+def impulse():
+ "Move under impulse power."
+ game.ididit = False
+ if damaged(DIMPULS):
+ scanner.chew()
+ skip(1)
+ prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
+ return
+ if game.energy > 30.0:
+ try:
+ course = getcourse(isprobe=False)
+ except TrekError:
+ return
+ power = 20.0 + 100.0*course.distance
+ else:
+ power = 30.0
+ if power >= game.energy:
+ # Insufficient power for trip
+ skip(1)
+ prout(_("First Officer Spock- \"Captain, the impulse engines"))
+ prout(_("require 20.0 units to engage, plus 100.0 units per"))
+ if game.energy > 30:
+ proutn(_("quadrant. We can go, therefore, a maximum of %d") %
+ int(0.01 * (game.energy-20.0)-0.05))
+ prout(_(" quadrants.\""))
+ else:
+ prout(_("quadrant. They are, therefore, useless.\""))
+ scanner.chew()
+ return
+ # Make sure enough time is left for the trip
+ game.optime = course.dist/0.095
+ if game.optime >= game.state.remtime:
+ 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:
+ return
+ # Activate impulse engines and pay the cost
+ imove(course, noattack=False)
+ game.ididit = True
+ if game.alldone:
+ return
+ power = 20.0 + 100.0*course.dist
+ game.energy -= power
+ game.optime = course.dist/0.095
+ if game.energy <= 0:
+ finish(FNRG)
+ return
+
+def warp(course, involuntary):
+ "ove under warp drive."
+ blooey = False; twarp = False
+ if not involuntary: # Not WARPX entry
+ game.ididit = False
+ if game.damage[DWARPEN] > 10.0:
+ scanner.chew()
+ skip(1)
+ prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
+ return
+ if damaged(DWARPEN) and game.warpfac > 4.0:
+ scanner.chew()
+ skip(1)
+ prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
+ prout(_(" is repaired, I can only give you warp 4.\""))
+ return
+ # Read in course and distance
+ if course==None:
+ try:
+ course = 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:
+ # 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 iwarp <= 0:
+ prout(_("We can't do it, Captain. We don't have enough energy."))
+ else:
+ proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
+ if game.shldup:
+ prout(",")
+ prout(_("if you'll lower the shields."))
+ else:
+ prout(".")
+ else:
+ 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)
+ if game.optime >= 0.8*game.state.remtime:
+ skip(1)
+ prout(_("First Officer Spock- \"Captain, I compute that such"))
+ proutn(_(" a trip would require approximately %2.0f") %
+ (100.0*game.optime/game.state.remtime))
+ prout(_(" percent of our"))
+ proutn(_(" remaining time. Are you sure this is wise?\" "))
+ if ja() == False:
+ game.ididit = False
+ game.optime=0
+ return
+ # Entry WARPX
+ 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
+ if prob > randreal():
+ blooey = True
+ course.distance = randreal(course.distance)
+ # Decide if time warp will occur
+ if 0.5*course.distance*math.pow(7.0,game.warpfac-10.0) > randreal():
+ twarp = True
+ if idebug and game.warpfac==10 and not twarp:
+ blooey = False
+ proutn("=== Force time warp? ")
+ if ja() == True:
+ twarp = True
+ if blooey or twarp:
+ # If time warp or engine damage, check path
+ # If it is obstructed, don't do warp or damage
+ for m in range(course.moves):
+ course.next()
+ w = course.sector()
+ if not w.valid_sector():
+ break
+ if game.quad[w.i][w.j] != IHDOT:
+ blooey = False
+ twarp = False
+ course.reset()
+ # Activate Warp Engines and pay the cost
+ imove(course, noattack=False)
+ if game.alldone:
+ return
+ game.energy -= course.power(game.warpfac)
+ if game.energy <= 0:
+ finish(FNRG)
+ game.optime = course.time(game.warpfac)
+ if twarp:
+ timwrp()
+ if blooey:
+ game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
+ skip(1)
+ prout(_("Engineering to bridge--"))
+ prout(_(" Scott here. The warp engines are damaged."))
+ prout(_(" We'll have to reduce speed to warp 4."))
+ game.ididit = True
+ return
+
+def setwarp():
+ "Change the warp factor."
+ while True:
+ key=scanner.next()
+ if key != "IHEOL":
+ break
+ scanner.chew()
+ proutn(_("Warp factor- "))
+ scanner.chew()
+ if key != "IHREAL":
+ huh()
+ return
+ if game.damage[DWARPEN] > 10.0:
+ prout(_("Warp engines inoperative."))
+ return
+ if damaged(DWARPEN) and scanner.real > 4.0:
+ prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
+ prout(_(" but right now we can only go warp 4.\""))
+ return
+ if scanner.real > 10.0:
+ prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
+ return
+ if scanner.real < 1.0:
+ prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
+ return
+ oldfac = game.warpfac
+ game.warpfac = scanner.real
+ if game.warpfac <= oldfac or game.warpfac <= 6.0:
+ prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
+ int(game.warpfac))
+ return
+ if game.warpfac < 8.00:
+ prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
+ return
+ if game.warpfac == 10.0:
+ prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
+ return
+ prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
+ return
+
+def atover(igrab):
+ "Cope with being tossed out of quadrant by supernova or yanked by beam."
+ scanner.chew()
+ # is captain on planet?
+ if game.landed:
+ if damaged(DTRANSP):
+ finish(FPNOVA)
+ return
+ prout(_("Scotty rushes to the transporter controls."))
+ if game.shldup:
+ prout(_("But with the shields up it's hopeless."))
+ finish(FPNOVA)
+ prouts(_("His desperate attempt to rescue you . . ."))
+ if withprob(0.5):
+ prout(_("fails."))
+ finish(FPNOVA)
+ return
+ prout(_("SUCCEEDS!"))
+ if game.imine:
+ game.imine = False
+ proutn(_("The crystals mined were "))
+ if withprob(0.25):
+ prout(_("lost."))
+ else:
+ prout(_("saved."))
+ game.icrystl = True
+ if igrab:
+ return
+ # Check to see if captain in shuttle craft
+ if game.icraft:
+ finish(FSTRACTOR)
+ if game.alldone:
+ return
+ # Inform captain of attempt to reach safety
+ skip(1)
+ while True:
+ if game.justin:
+ prouts(_("***RED ALERT! RED ALERT!"))
+ skip(1)
+ proutn(_("The %s has stopped in a quadrant containing") % crmshp())
+ prouts(_(" a supernova."))
+ skip(2)
+ prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
+ prout(_("safely out of quadrant."))
+ if not damaged(DRADIO):
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
+ # Try to use warp engines
+ if damaged(DWARPEN):
+ skip(1)
+ prout(_("Warp engines damaged."))
+ finish(FSNOVAED)
+ return
+ game.warpfac = randreal(6.0, 8.0)
+ prout(_("Warp factor set to %d") % int(game.warpfac))
+ power = 0.75*game.energy
+ dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
+ dist = max(dist, randreal(math.sqrt(2)))
+ bugout = course(bearing=randreal(12), distance=dist) # How dumb!
+ game.optime = bugout.time(game.warpfac)
+ game.justin = False
+ game.inorbit = False
+ warp(bugout, involuntary=True)
+ if not game.justin:
+ # This is bad news, we didn't leave quadrant.
+ if game.alldone:
+ return
+ skip(1)
+ prout(_("Insufficient energy to leave quadrant."))
+ finish(FSNOVAED)
+ return
+ # Repeat if another snova
+ if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
+ break
+ if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
+ finish(FWON) # Snova killed remaining enemy.
+
+def timwrp():
+ "Let's do the time warp again."
+ prout(_("***TIME WARP ENTERED."))
+ if game.state.snap and withprob(0.5):
+ # Go back in time
+ prout(_("You are traveling backwards in time %d stardates.") %
+ int(game.state.date-game.snapsht.date))
+ game.state = game.snapsht
+ game.state.snap = False
+ if len(game.state.kcmdr):
+ schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
+ schedule(FBATTAK, expran(0.3*game.intime))
+ schedule(FSNOVA, expran(0.5*game.intime))
+ # next snapshot will be sooner
+ schedule(FSNAP, expran(0.25*game.state.remtime))
+
+ if game.state.nscrem:
+ schedule(FSCMOVE, 0.2777)
+ game.isatb = 0
+ unschedule(FCDBAS)
+ unschedule(FSCDBAS)
+ game.battle.invalidate()
+ # Make sure Galileo is consistant -- Snapshot may have been taken
+ # when on planet, which would give us two Galileos!
+ gotit = False
+ for l in range(game.inplan):
+ if game.state.planets[l].known == "shuttle_down":
+ gotit = True
+ if game.iscraft == "onship" and game.ship==IHE:
+ prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
+ game.iscraft = "offship"
+ # Likewise, if in the original time the Galileo was abandoned, but
+ # was on ship earlier, it would have vanished -- let's restore it.
+ if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
+ prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""))
+ game.iscraft = "onship"
+ # There used to be code to do the actual reconstrction here,
+ # but the starchart is now part of the snapshotted galaxy state.
+ prout(_("Spock has reconstructed a correct star chart from memory"))
+ else:
+ # Go forward in time
+ game.optime = -0.5*game.intime*math.log(randreal())
+ prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
+ # cheat to make sure no tractor beams occur during time warp
+ postpone(FTBEAM, game.optime)
+ game.damage[DRADIO] += game.optime
+ newqad()
+ events() # Stas Sergeev added this -- do pending events
+
+def probe():
+ "Launch deep-space probe."
+ # New code to launch a deep space probe
+ if game.nprobes == 0:
+ scanner.chew()
+ skip(1)
+ if game.ship == IHE:
+ prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
+ else:
+ prout(_("Ye Faerie Queene has no deep space probes."))
+ return
+ if damaged(DDSP):
+ scanner.chew()
+ skip(1)
+ prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
+ return
+ if is_scheduled(FDSPROB):
+ scanner.chew()
+ skip(1)
+ if damaged(DRADIO) and game.condition != "docked":
+ prout(_("Spock- \"Records show the previous probe has not yet"))
+ prout(_(" reached its destination.\""))
+ else:
+ prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
+ return
+ key = scanner.next()
+ if key == "IHEOL":
+ if game.nprobes == 1:
+ prout(_("1 probe left."))
+ else:
+ prout(_("%d probes left") % game.nprobes)
+ proutn(_("Are you sure you want to fire a probe? "))
+ if ja() == False:
+ return
+ game.isarmed = False
+ if key == "IHALPHA" and scanner.token == "armed":
+ game.isarmed = True
+ key = scanner.next()
+ elif key == "IHEOL":
+ proutn(_("Arm NOVAMAX warhead? "))
+ game.isarmed = ja()
+ elif key == "IHREAL": # first element of course
+ scanner.push(scanner.token)
+ try:
+ game.probe = getcourse(isprobe=True)
+ except TrekError:
+ return
+ game.nprobes -= 1
+ schedule(FDSPROB, 0.01) # Time to move one sector
+ prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
+ game.ididit = True
+ return
+
+def mayday():
+ "Yell for help from nearest starbase."
+ # There's more than one way to move in this game!
+ scanner.chew()
+ # Test for conditions which prevent calling for help
+ if game.condition == "docked":
+ prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
+ return
+ if damaged(DRADIO):
+ prout(_("Subspace radio damaged."))
+ return
+ if not game.state.baseq:
+ prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
+ return
+ if game.landed:
+ prout(_("You must be aboard the %s.") % crmshp())
+ return
+ # OK -- call for help from nearest starbase
+ game.nhelp += 1
+ if game.base.i!=0:
+ # There's one in this quadrant
+ ddist = (game.base - game.sector).distance()
+ else:
+ ddist = FOREVER
+ for ibq in game.state.baseq:
+ xdist = QUADSIZE * (ibq - game.quadrant).distance()
+ if xdist < ddist:
+ ddist = xdist
+ # Since starbase not in quadrant, set up new quadrant
+ game.quadrant = ibq
+ newqad()
+ # dematerialize starship
+ game.quad[game.sector.i][game.sector.j]=IHDOT
+ proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
+ % (game.quadrant, crmshp()))
+ game.sector.invalidate()
+ for m in range(1, 5+1):
+ w = game.base.scatter()
+ if w.valid_sector() and game.quad[w.i][w.j]==IHDOT:
+ # found one -- finish up
+ game.sector = w
+ break
+ if not game.sector.is_valid():
+ prout(_("You have been lost in space..."))
+ finish(FMATERIALIZE)
+ return
+ # Give starbase three chances to rematerialize starship
+ probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
+ for m in range(1, 3+1):
+ if m == 1: proutn(_("1st"))
+ elif m == 2: proutn(_("2nd"))
+ elif m == 3: proutn(_("3rd"))
+ proutn(_(" attempt to re-materialize ") + crmshp())
+ game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
+ #textcolor("red")
+ warble()
+ if randreal() > probf:
+ break
+ prout(_("fails."))
+ curses.delay_output(500)
+ #textcolor(None)
+ if m > 3:
+ game.quad[ix][iy]=IHQUEST
+ game.alive = False
+ drawmaps(1)
+ setwnd(message_window)
+ finish(FMATERIALIZE)
+ return
+ game.quad[ix][iy]=game.ship
+ #textcolor("green")
+ prout(_("succeeds."))
+ #textcolor(None)
+ dock(False)
+ skip(1)
+ prout(_("Lt. Uhura- \"Captain, we made it!\""))
+
+def abandon():
+ "Abandon ship."
+ scanner.chew()
+ if game.condition=="docked":
+ if game.ship!=IHE:
+ prout(_("You cannot abandon Ye Faerie Queene."))
+ return
+ else:
+ # Must take shuttle craft to exit
+ if game.damage[DSHUTTL]==-1:
+ prout(_("Ye Faerie Queene has no shuttle craft."))
+ return
+ if game.damage[DSHUTTL]<0:
+ prout(_("Shuttle craft now serving Big Macs."))
+ return
+ if game.damage[DSHUTTL]>0:
+ prout(_("Shuttle craft damaged."))
+ return
+ if game.landed:
+ prout(_("You must be aboard the ship."))
+ return
+ if game.iscraft != "onship":
+ prout(_("Shuttle craft not currently available."))
+ return
+ # Emit abandon ship messages
+ skip(1)
+ prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
+ skip(1)
+ prouts(_("***ALL HANDS ABANDON SHIP!"))
+ skip(2)
+ prout(_("Captain and crew escape in shuttle craft."))
+ if not game.state.baseq:
+ # Oops! no place to go...
+ finish(FABANDN)
+ return
+ q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
+ # Dispose of crew
+ if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
+ prout(_("Remainder of ship's complement beam down"))
+ prout(_("to nearest habitable planet."))
+ elif q.planet != None and not damaged(DTRANSP):
+ prout(_("Remainder of ship's complement beam down to %s.") %
+ q.planet)
+ else:
+ prout(_("Entire crew of %d left to die in outer space.") %
+ game.state.crew)
+ game.casual += game.state.crew
+ game.abandoned += game.state.crew
+ # If at least one base left, give 'em the Faerie Queene
+ skip(1)
+ game.icrystl = False # crystals are lost
+ game.nprobes = 0 # No probes
+ prout(_("You are captured by Klingons and released to"))
+ prout(_("the Federation in a prisoner-of-war exchange."))
+ nb = randrange(len(game.state.baseq))
+ # Set up quadrant and position FQ adjacient to base
+ if not game.quadrant == game.state.baseq[nb]:
+ game.quadrant = game.state.baseq[nb]
+ game.sector.i = game.sector.j = 5
+ newqad()
+ while True:
+ # position next to base by trial and error
+ game.quad[game.sector.i][game.sector.j] = IHDOT
+ for l in range(QUADSIZE):
+ game.sector = game.base.scatter()
+ if game.sector.valid_sector() and \
+ game.quad[game.sector.i][game.sector.j] == IHDOT:
+ break
+ if l < QUADSIZE+1:
+ break # found a spot
+ game.sector.i=QUADSIZE/2
+ game.sector.j=QUADSIZE/2
+ newqad()
+ # Get new commission
+ game.quad[game.sector.i][game.sector.j] = game.ship = IHF
+ game.state.crew = FULLCREW
+ prout(_("Starfleet puts you in command of another ship,"))
+ prout(_("the Faerie Queene, which is antiquated but,"))
+ prout(_("still useable."))
+ if game.icrystl:
+ prout(_("The dilithium crystals have been moved."))
+ game.imine = False
+ game.iscraft = "offship" # Galileo disappears
+ # Resupply ship
+ game.condition="docked"
+ for l in range(NDEVICES):
+ game.damage[l] = 0.0
+ game.damage[DSHUTTL] = -1
+ game.energy = game.inenrg = 3000.0
+ game.shield = game.inshld = 1250.0
+ game.torps = game.intorps = 6
+ game.lsupres=game.inlsr=3.0
+ game.shldup=False
+ game.warpfac=5.0
+ return
+
+# Code from planets.c begins here.
+
+def consumeTime():
+ "Abort a lengthy operation if an event interrupts it."
+ game.ididit = True
+ events()
+ if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
+ return True
+ return False
+
+def survey():
+ "Report on (uninhabited) planets in the galaxy."
+ iknow = False
+ skip(1)
+ scanner.chew()
+ prout(_("Spock- \"Planet report follows, Captain.\""))
+ skip(1)
+ for i in range(game.inplan):
+ if game.state.planets[i].pclass == "destroyed":
+ continue
+ if (game.state.planets[i].known != "unknown" \
+ and not game.state.planets[i].inhabited) \
+ or idebug:
+ iknow = True
+ if 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:
+ proutn(_("no "))
+ prout(_("dilithium crystals present."))
+ if game.state.planets[i].known=="shuttle_down":
+ prout(_(" Shuttle Craft Galileo on surface."))
+ if not iknow:
+ prout(_("No information available."))
+
+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():
+ prout("There is no planet in this sector.")
+ return
+ if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
+ prout(crmshp() + _(" not adjacent to planet."))
+ skip(1)
+ return
+ game.optime = randreal(0.02, 0.05)
+ prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
+ newcnd()
+ if consumeTime():
+ return
+ game.height = randreal(1400, 8600)
+ prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
+ game.inorbit = True
+ game.ididit = True
+
+def sensor():
+ "Examine planets in this quadrant."
+ if damaged(DSRSENS):
+ if game.options & OPTION_TTY:
+ prout(_("Short range sensors damaged."))
+ return
+ if game.iplnet == None:
+ if game.options & OPTION_TTY:
+ prout(_("Spock- \"No planet in this quadrant, Captain.\""))
+ return
+ if game.iplnet.known == "unknown":
+ prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
+ skip(1)
+ prout(_(" Planet at Sector %s is of class %s.") %
+ (game.plnet, game.iplnet.pclass))
+ if game.iplnet.known=="shuttle_down":
+ prout(_(" Sensors show Galileo still on surface."))
+ proutn(_(" Readings indicate"))
+ if game.iplnet.crystals != "present":
+ proutn(_(" no"))
+ prout(_(" dilithium crystals present.\""))
+ if game.iplnet.known == "unknown":
+ game.iplnet.known = "known"
+ elif game.iplnet.inhabited:
+ prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
+ prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
+
+def beam():
+ "Use the transporter."
+ nrgneed = 0
+ scanner.chew()
+ skip(1)
+ if damaged(DTRANSP):
+ prout(_("Transporter damaged."))
+ 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:
+ shuttle()
+ return
+ if not game.inorbit:
+ prout(crmshp() + _(" not in standard orbit."))
+ return
+ if game.shldup:
+ prout(_("Impossible to transport through shields."))
+ return
+ if game.iplnet.known=="unknown":
+ prout(_("Spock- \"Captain, we have no information on this planet"))
+ prout(_(" and Starfleet Regulations clearly state that in this situation"))
+ prout(_(" you may not go down.\""))
+ return
+ if not game.landed and game.iplnet.crystals=="absent":
+ 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:
+ scanner.chew()
+ return
+ if not (game.options & OPTION_PLAIN):
+ nrgneed = 50 * game.skill + game.height / 100.0
+ if nrgneed > game.energy:
+ prout(_("Engineering to bridge--"))
+ prout(_(" Captain, we don't have enough energy for transportation."))
+ return
+ if not game.landed and nrgneed * 2 > game.energy:
+ prout(_("Engineering to bridge--"))
+ prout(_(" Captain, we have enough energy only to transport you down to"))
+ prout(_(" the planet, but there wouldn't be an energy for the trip back."))
+ 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:
+ 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:
+ scanner.chew()
+ return
+ prout(_("Your crew hides the Galileo to prevent capture by aliens."))
+ prout(_("Landing party assembled, ready to beam up."))
+ skip(1)
+ prout(_("Kirk whips out communicator..."))
+ prouts(_("BEEP BEEP BEEP"))
+ skip(2)
+ prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
+ else:
+ # Going to planet
+ prout(_("Scotty- \"Transporter room ready, Sir.\""))
+ skip(1)
+ prout(_("Kirk and landing party prepare to beam down to planet surface."))
+ skip(1)
+ prout(_("Kirk- \"Energize.\""))
+ game.ididit = True
+ skip(1)
+ prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
+ skip(2)
+ if withprob(0.98):
+ prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
+ skip(2)
+ prout(_("Scotty- \"Oh my God! I've lost them.\""))
+ finish(FLOST)
+ return
+ prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
+ game.landed = not game.landed
+ game.energy -= nrgneed
+ skip(2)
+ prout(_("Transport complete."))
+ if game.landed and game.iplnet.known=="shuttle_down":
+ prout(_("The shuttle craft Galileo is here!"))
+ if not game.landed and game.imine:
+ game.icrystl = True
+ game.cryprob = 0.05
+ game.imine = False
+ return
+
+def mine():
+ "Strip-mine a world for dilithium."
+ skip(1)
+ scanner.chew()
+ if not game.landed:
+ prout(_("Mining party not on planet."))
+ return
+ if game.iplnet.crystals == "mined":
+ prout(_("This planet has already been strip-mined for dilithium."))
+ return
+ elif game.iplnet.crystals == "absent":
+ prout(_("No dilithium crystals on this planet."))
+ return
+ if game.imine:
+ prout(_("You've already mined enough crystals for this trip."))
+ return
+ if game.icrystl and game.cryprob == 0.05:
+ prout(_("With all those fresh crystals aboard the ") + crmshp())
+ prout(_("there's no reason to mine more at this time."))
+ return
+ game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
+ if consumeTime():
+ return
+ prout(_("Mining operation complete."))
+ game.iplnet.crystals = "mined"
+ game.imine = game.ididit = True
+
+def usecrystals():
+ "Use dilithium crystals."
+ game.ididit = False
+ skip(1)
+ scanner.chew()
+ if not game.icrystl:
+ prout(_("No dilithium crystals available."))
+ return
+ if game.energy >= 1000:
+ prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
+ prout(_(" except when Condition Yellow exists."))
+ return
+ prout(_("Spock- \"Captain, I must warn you that loading"))
+ 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:
+ scanner.chew()
+ return
+ skip(1)
+ prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
+ prout(_(" Mr. Spock and I will try it.\""))
+ skip(1)
+ prout(_("Spock- \"Crystals in place, Sir."))
+ prout(_(" Ready to activate circuit.\""))
+ skip(1)
+ prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
+ skip(1)
+ if with(game.cryprob):
+ prouts(_(" \"Activating now! - - No good! It's***"))
+ skip(2)
+ prouts(_("***RED ALERT! RED A*L********************************"))
+ skip(1)
+ stars()
+ prouts(_("****************** KA-BOOM!!!! *******************"))
+ skip(1)
+ kaboom()
+ return
+ game.energy += randreal(5000.0, 5500.0)
+ prouts(_(" \"Activating now! - - "))
+ prout(_("The instruments"))
+ prout(_(" are going crazy, but I think it's"))
+ prout(_(" going to work!! Congratulations, Sir!\""))
+ game.cryprob *= 2.0
+ game.ididit = True
+
+def shuttle():
+ "Use shuttlecraft for planetary jaunt."
+ scanner.chew()
+ skip(1)
+ if damaged(DSHUTTL):
+ if game.damage[DSHUTTL] == -1.0:
+ if game.inorbit and game.iplnet.known == "shuttle_down":
+ prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
+ else:
+ prout(_("Ye Faerie Queene had no shuttle craft."))
+ elif game.damage[DSHUTTL] > 0:
+ prout(_("The Galileo is damaged."))
+ else: # game.damage[DSHUTTL] < 0
+ prout(_("Shuttle craft is now serving Big Macs."))
+ return
+ if not game.inorbit:
+ prout(crmshp() + _(" not in standard orbit."))
+ return
+ if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
+ prout(_("Shuttle craft not currently available."))
+ return
+ if not game.landed and game.iplnet.known=="shuttle_down":
+ prout(_("You will have to beam down to retrieve the shuttle craft."))
+ return
+ if game.shldup or game.condition == "docked":
+ prout(_("Shuttle craft cannot pass through shields."))
+ return
+ if game.iplnet.known=="unknown":
+ prout(_("Spock- \"Captain, we have no information on this planet"))
+ prout(_(" and Starfleet Regulations clearly state that in this situation"))
+ prout(_(" you may not fly down.\""))
+ return
+ game.optime = 3.0e-5*game.height
+ if game.optime >= 0.8*game.state.remtime:
+ prout(_("First Officer Spock- \"Captain, I compute that such"))
+ proutn(_(" a maneuver would require approximately %2d%% of our") % \
+ int(100*game.optime/game.state.remtime))
+ prout(_("remaining time."))
+ proutn(_("Are you sure this is wise?\" "))
+ if ja() == False:
+ game.optime = 0.0
+ return
+ if game.landed:
+ # Kirk on planet
+ if game.iscraft == "onship":
+ # Galileo on ship!
+ if not damaged(DTRANSP):
+ proutn(_("Spock- \"Would you rather use the transporter?\" "))
+ if ja() == True:
+ beam()
+ return
+ proutn(_("Shuttle crew"))
+ else:
+ proutn(_("Rescue party"))
+ prout(_(" boards Galileo and swoops toward planet surface."))
+ game.iscraft = "offship"
+ skip(1)
+ if consumeTime():
+ return
+ game.iplnet.known="shuttle_down"
+ prout(_("Trip complete."))
+ return
+ else:
+ # Ready to go back to ship
+ prout(_("You and your mining party board the"))
+ prout(_("shuttle craft for the trip back to the Enterprise."))
+ skip(1)
+ prouts(_("The short hop begins . . ."))
+ skip(1)
+ game.iplnet.known="known"
+ game.icraft = True
+ skip(1)
+ game.landed = False
+ if consumeTime():
+ return
+ game.iscraft = "onship"
+ game.icraft = False
+ if game.imine:
+ game.icrystl = True
+ game.cryprob = 0.05
+ game.imine = False
+ prout(_("Trip complete."))
+ return
+ else:
+ # Kirk on ship and so is Galileo
+ prout(_("Mining party assembles in the hangar deck,"))
+ prout(_("ready to board the shuttle craft \"Galileo\"."))
+ skip(1)
+ prouts(_("The hangar doors open; the trip begins."))
+ skip(1)
+ game.icraft = True
+ game.iscraft = "offship"
+ if consumeTime():
+ return
+ game.iplnet.known = "shuttle_down"
+ game.landed = True
+ game.icraft = False
+ prout(_("Trip complete."))
+ return
+
+def deathray():
+ "Use the big zapper."
+ game.ididit = False
+ skip(1)
+ scanner.chew()
+ if game.ship != IHE:
+ prout(_("Ye Faerie Queene has no death ray."))
+ return
+ if len(game.enemies)==0:
+ prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
+ return
+ if damaged(DDRAY):
+ prout(_("Death Ray is damaged."))
+ return
+ prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
+ prout(_(" is highly unpredictible. Considering the alternatives,"))
+ proutn(_(" are you sure this is wise?\" "))
+ if ja() == False:
+ return
+ prout(_("Spock- \"Acknowledged.\""))
+ skip(1)
+ game.ididit = True
+ prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
+ skip(1)
+ prout(_("Crew scrambles in emergency preparation."))
+ prout(_("Spock and Scotty ready the death ray and"))
+ prout(_("prepare to channel all ship's power to the device."))
+ skip(1)
+ prout(_("Spock- \"Preparations complete, sir.\""))
+ prout(_("Kirk- \"Engage!\""))
+ skip(1)
+ prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
+ skip(1)
+ dprob = 0.30
+ if game.options & OPTION_PLAIN:
+ dprob = 0.5
+ r = randreal()
+ if r > dprob:
+ prouts(_("Sulu- \"Captain! It's working!\""))
+ skip(2)
+ while len(game.enemies) > 0:
+ deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.i][game.enemies[1].kloc.j],game.enemies[1].kloc)
+ prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
+ if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
+ finish(FWON)
+ if (game.options & OPTION_PLAIN) == 0:
+ prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
+ if withprob(0.05):
+ prout(_(" is still operational.\""))
+ else:
+ prout(_(" has been rendered nonfunctional.\""))
+ game.damage[DDRAY] = 39.95
+ return
+ r = randreal() # Pick failure method
+ if r <= 0.30:
+ prouts(_("Sulu- \"Captain! It's working!\""))
+ skip(1)
+ prouts(_("***RED ALERT! RED ALERT!"))
+ skip(1)
+ prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
+ skip(1)
+ prouts(_("***RED ALERT! RED A*L********************************"))
+ skip(1)
+ stars()
+ prouts(_("****************** KA-BOOM!!!! *******************"))
+ skip(1)
+ kaboom()
+ return
+ if r <= 0.55:
+ prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
+ skip(1)
+ prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
+ skip(1)
+ prout(_("Spock- \"Fascinating! . . . All humans aboard"))
+ prout(_(" have apparently been transformed into strange mutations."))
+ prout(_(" Vulcans do not seem to be affected."))
+ skip(1)
+ prout(_("Kirk- \"Raauch! Raauch!\""))
+ finish(FDRAY)
+ return
+ if r <= 0.75:
+ intj
+ prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
+ skip(2)
+ proutn(_("Spock- \"I believe the word is"))
+ prouts(_(" *ASTONISHING*"))
+ prout(_(" Mr. Sulu."))
+ for i in range(QUADSIZE):
+ for j in range(QUADSIZE):
+ if game.quad[i][j] == IHDOT:
+ game.quad[i][j] = IHQUEST
+ prout(_(" Captain, our quadrant is now infested with"))
+ prouts(_(" - - - - - - *THINGS*."))
+ skip(1)
+ prout(_(" I have no logical explanation.\""))
+ return
+ prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
+ skip(1)
+ prout(_("Scotty- \"There are so many tribbles down here"))
+ prout(_(" in Engineering, we can't move for 'em, Captain.\""))
+ finish(FTRIBBLE)
+ return
+
+# Code from reports.c begins here
+
+def attackreport(curt):
+ "eport status of bases under attack."
+ if not curt:
+ if is_scheduled(FCDBAS):
+ prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
+ prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
+ elif game.isatb == 1:
+ prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
+ prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
+ else:
+ prout(_("No Starbase is currently under attack."))
+ else:
+ if is_scheduled(FCDBAS):
+ proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
+ if game.isatb:
+ proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
+ clreol()
+
+def report():
+ # report on general game status
+ scanner.chew()
+ s1 = "" and game.thawed and _("thawed ")
+ s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
+ s3 = (None, _("novice"). _("fair"),
+ _("good"), _("expert"), _("emeritus"))[game.skill]
+ prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
+ if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
+ prout(_("No plaque is allowed."))
+ if game.tourn:
+ prout(_("This is tournament game %d.") % game.tourn)
+ prout(_("Your secret password is \"%s\"") % game.passwd)
+ proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)),
+ (game.inkling + game.incom + game.inscom)))
+ if game.incom - len(game.state.kcmdr):
+ prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
+ elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
+ prout(_(", but no Commanders."))
+ else:
+ prout(".")
+ if game.skill > SKILL_FAIR:
+ prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
+ if len(game.state.baseq) != game.inbase:
+ proutn(_("There "))
+ if game.inbase-len(game.state.baseq)==1:
+ proutn(_("has been 1 base"))
+ else:
+ proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
+ prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
+ else:
+ prout(_("There are %d bases.") % game.inbase)
+ if communicating() or game.iseenit:
+ # Don't report this if not seen and
+ # either the radio is dead or not at base!
+ attackreport(False)
+ game.iseenit = True
+ if game.casual:
+ prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
+ if game.nhelp:
+ prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
+ if game.ship == IHE:
+ proutn(_("You have "))
+ if game.nprobes:
+ proutn("%d" % (game.nprobes))
+ else:
+ proutn(_("no"))
+ proutn(_(" deep space probe"))
+ if game.nprobes!=1:
+ proutn(_("s"))
+ prout(".")
+ if communicating() and is_scheduled(FDSPROB):
+ if game.isarmed:
+ proutn(_("An armed deep space probe is in "))
+ else:
+ proutn(_("A deep space probe is in "))
+ prout("Quadrant %s." % game.probec)
+ if game.icrystl:
+ if game.cryprob <= .05:
+ prout(_("Dilithium crystals aboard ship... not yet used."))
+ else:
+ i=0
+ ai = 0.05
+ while game.cryprob > ai:
+ ai *= 2.0
+ i += 1
+ prout(_("Dilithium crystals have been used %d time%s.") % \
+ (i, (_("s"), "")[i==1]))
+ skip(1)
+
+def lrscan(silent):
+ "Long-range sensor scan."
+ if damaged(DLRSENS):
+ # Now allow base's sensors if docked
+ if game.condition != "docked":
+ if not silent:
+ prout(_("LONG-RANGE SENSORS DAMAGED."))
+ return
+ if not silent:
+ prout(_("Starbase's long-range scan"))
+ elif not silent:
+ prout(_("Long-range scan"))
+ for x in range(game.quadrant.i-1, game.quadrant.i+2):
+ if not silent:
+ proutn(" ")
+ for y in range(game.quadrant.j-1, game.quadrant.j+2):
+ if not coord(x, y).valid_quadrant():
+ if not silent:
+ proutn(" -1")
+ else:
+ if not damaged(DRADIO):
+ game.state.galaxy[x][y].charted = True
+ game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
+ game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
+ game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
+ if not silent and game.state.galaxy[x][y].supernova:
+ proutn(" ***")
+ elif not silent:
+ proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
+ prout(" ")
+
+def damagereport():
+ "Damage report."
+ jdam = False
+ scanner.chew()
+ for i in range(NDEVICES):
+ if damaged(i):
+ if not jdam:
+ prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
+ prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
+ jdam = True
+ prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
+ game.damage[i]+0.05,
+ game.docfac*game.damage[i]+0.005))
+ if not jdam:
+ prout(_("All devices functional."))
+
+def rechart():
+ "Update the chart in the Enterprise's computer from galaxy data."
+ game.lastchart = game.state.date
+ for i in range(GALSIZE):
+ for j in range(GALSIZE):
+ if game.state.galaxy[i][j].charted:
+ game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
+ game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
+ game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
+
+def chart():
+ "Display the star chart."
+ scanner.chew()
+ if (game.options & OPTION_AUTOSCAN):
+ lrscan(silent=True)
+ if not damaged(DRADIO):
+ rechart()
+ if game.lastchart < game.state.date and game.condition == "docked":
+ prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
+ rechart()
+ prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
+ if game.state.date > game.lastchart:
+ prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
+ prout(" 1 2 3 4 5 6 7 8")
+ for i in range(GALSIZE):
+ proutn("%d |" % (i+1))
+ for j in range(GALSIZE):
+ if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
+ proutn("<")
+ else:
+ proutn(" ")
+ if game.state.galaxy[i][j].supernova:
+ show = "***"
+ elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
+ show = ".1."
+ elif game.state.galaxy[i][j].charted:
+ show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
+ else:
+ show = "..."
+ proutn(show)
+ if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
+ proutn(">")
+ else:
+ proutn(" ")
+ proutn(" |")
+ if i<GALSIZE:
+ skip(1)
+
+def sectscan(goodScan, i, j):
+ "Light up an individual dot in a sector."
+ if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
+ if (game.quad[i][j]==IHMATER0) or (game.quad[i][j]==IHMATER1) or (game.quad[i][j]==IHMATER2) or (game.quad[i][j]==IHE) or (game.quad[i][j]==IHF):
+ #if game.condition == "red": textcolor("red")
+ #elif game.condition == "green": textcolor("green")
+ #elif game.condition == "yellow": textcolor("yellow")
+ #elif game.condition == "docked": textcolor("cyan")
+ #elif game.condition == "dead": textcolor("brown")
+ if game.quad[i][j] != game.ship:
+ highvideo()
+ proutn("%c " % game.quad[i][j])
+ #textcolor(None)
+ else:
+ proutn("- ")
+
+def status(req=0):
+ "Emit status report lines"
+ if not req or req == 1:
+ prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
+ % (game.state.date, game.state.remtime))
+ if not req or req == 2:
+ if game.condition != "docked":
+ newcnd()
+ dam = 0
+ for t in range(NDEVICES):
+ if game.damage[t]>0:
+ dam += 1
+ prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
+ if not req or req == 3:
+ prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
+ if not req or req == 4:
+ if damaged(DLIFSUP):
+ if game.condition == "docked":
+ s = _("DAMAGED, Base provides")
+ else:
+ s = _("DAMAGED, reserves=%4.2f") % game.lsupres
+ else:
+ s = _("ACTIVE")
+ prstat(_("Life Support"), s)
+ if not req or req == 5:
+ prstat(_("Warp Factor"), "%.1f" % game.warpfac)
+ if not req or req == 6:
+ extra = ""
+ if game.icrystl and (game.options & OPTION_SHOWME):
+ extra = _(" (have crystals)")
+ prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
+ if not req or req == 7:
+ prstat(_("Torpedoes"), "%d" % (game.torps))
+ if not req or req == 8:
+ if damaged(DSHIELD):
+ s = _("DAMAGED,")
+ elif game.shldup:
+ s = _("UP,")
+ else:
+ s = _("DOWN,")
+ data = _(" %d%% %.1f units") \
+ % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
+ prstat(_("Shields"), s+data)
+ if not req or req == 9:
+ prstat(_("Klingons Left"), "%d" \
+ % (game.state.remkl+len(game.state.kcmdr)+game.state.nscrem))
+ if not req or req == 10:
+ if game.options & OPTION_WORLDS:
+ plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
+ if plnet and plnet.inhabited:
+ prstat(_("Major system"), plnet.name)
+ else:
+ prout(_("Sector is uninhabited"))
+ elif not req or req == 11:
+ attackreport(not req)
+
+def request():
+ "Request specified status data, a historical relic from slow TTYs."
+ requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
+ while scanner.next() == "IHEOL":
+ proutn(_("Information desired? "))
+ scanner.chew()
+ if scanner.token in requests:
+ status(requests.index(scanner.token))
+ else:
+ prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
+ prout((" date, condition, position, lsupport, warpfactor,"))
+ prout((" energy, torpedoes, shields, klingons, system, time."))
+
+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.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.galaxy[game.quadrant.i][game.quadrant.j].stars
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
+ prout(" 1 2 3 4 5 6 7 8 9 10")
+ if game.condition != "docked":
+ newcnd()
+ for i in range(QUADSIZE):
+ proutn("%2d " % (i+1))
+ for j in range(QUADSIZE):
+ sectscan(goodScan, i, j)
+ skip(1)
+
+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 scanner.next()!="IHREAL":
+ huh()
+ return
+ w1.j = int(scanner.real-0.5)
+ if scanner.next() != "IHREAL":
+ huh()
+ return
+ w1.i = int(scanner.real-0.5)
+ if scanner.next() == "IHREAL":
+ w2.j = int(scanner.real-0.5)
+ if scanner.next() != "IHREAL":
+ huh()
+ return
+ w2.i = int(scanner.real-0.5)
+ else:
+ if game.quadrant.j>w1.i:
+ w2.i = 0
+ else:
+ w2.i=QUADSIZE-1
+ if game.quadrant.i>w1.j:
+ w2.j = 0
+ else:
+ w2.j=QUADSIZE-1
+ if not w1.valid_quadrant() or not w2.valid_sector():
+ huh()
+ return
+ dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
+ (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
+ wfl = False
+ if prompt:
+ prout(_("Answer \"no\" if you don't know the value:"))
+ while True:
+ scanner.chew()
+ proutn(_("Time or arrival date? "))
+ if scanner.next()=="IHREAL":
+ ttime = scanner.real
+ if ttime > game.state.date:
+ ttime -= game.state.date # Actually a star date
+ twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
+ if ttime <= 1e-10 or twarp > 10:
+ prout(_("We'll never make it, sir."))
+ scanner.chew()
+ return
+ if twarp < 1.0:
+ twarp = 1.0
+ break
+ scanner.chew()
+ proutn(_("Warp factor? "))
+ if scanner.next()== "IHREAL":
+ wfl = True
+ twarp = scanner.real
+ if twarp<1.0 or twarp > 10.0:
+ huh()
+ return
+ break
+ prout(_("Captain, certainly you can give me one of these."))
+ while True:
+ scanner.chew()
+ ttime = (10.0*dist)/twarp**2
+ tpower = dist*twarp*twarp*twarp*(game.shldup+1)
+ if tpower >= game.energy:
+ prout(_("Insufficient energy, sir."))
+ if not game.shldup or tpower > game.energy*2.0:
+ if not wfl:
+ return
+ proutn(_("New warp factor to try? "))
+ if scanner.next() == "IHREAL":
+ wfl = True
+ twarp = scanner.real
+ if twarp<1.0 or twarp > 10.0:
+ huh()
+ return
+ continue
+ else:
+ scanner.chew()
+ skip(1)
+ return
+ prout(_("But if you lower your shields,"))
+ proutn(_("remaining"))
+ tpower /= 2
+ else:
+ proutn(_("Remaining"))
+ prout(_(" energy will be %.2f.") % (game.energy-tpower))
+ if wfl:
+ prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
+ elif twarp==1.0:
+ prout(_("Any warp speed is adequate."))
+ else:
+ prout(_("Minimum warp needed is %.2f,") % (twarp))
+ prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
+ if game.state.remtime < ttime:
+ prout(_("Unfortunately, the Federation will be destroyed by then."))
+ if twarp > 6.0:
+ prout(_("You'll be taking risks at that speed, Captain"))
+ if (game.isatb==1 and game.state.kscmdr == w1 and \
+ scheduled(FSCDBAS)< ttime+game.state.date) or \
+ (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
+ prout(_("The starbase there will be destroyed by then."))
+ proutn(_("New warp factor to try? "))
+ if scanner.next() == "IHREAL":
+ wfl = True
+ twarp = scanner.real
+ if twarp<1.0 or twarp > 10.0:
+ huh()
+ return
+ else:
+ scanner.chew()
+ skip(1)
+ return
+
+# Code from setup.c begins here
+
+def prelim():
+ "Issue a historically correct banner."
+ skip(2)
+ prout(_("-SUPER- STAR TREK"))
+ skip(1)
+# From the FORTRAN original
+# prout(_("Latest update-21 Sept 78"))
+# skip(1)
+
+def freeze(boss):
+ "Save game."
+ if boss:
+ scanner.push("emsave.trk")
+ 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(_("Can't freeze game as file %s") % scanner.token)
+ return
+ cPickle.dump(game, fp)
+ fp.close()
+
+def thaw():
+ "Retrieve saved game."
+ game.passwd[0] = '\0'
+ key = scanner.next()
+ if key == "IHEOL":
+ proutn(_("File name: "))
+ key = scanner.next()
+ if key != "IHALPHA":
+ huh()
+ return True
+ scanner.chew()
+ if '.' not in scanner.token:
+ scanner.token += ".trk"
+ try:
+ fp = open(scanner.token, "rb")
+ except IOError:
+ prout(_("Can't thaw game in %s") % scanner.token)
+ return
+ game = cPickle.load(fp)
+ fp.close()
+ return False
+
+# I used <http://www.memory-alpha.org> to find planets
+# with references in ST:TOS. Eath and the Alpha Centauri
+# Colony have been omitted.
+#
+# Some planets marked Class G and P here will be displayed as class M
+# because of the way planets are generated. This is a known bug.
+systnames = (
+ # Federation Worlds
+ _("Andoria (Fesoan)"), # several episodes
+ _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
+ _("Vulcan (T'Khasi)"), # many episodes
+ _("Medusa"), # TOS: "Is There in Truth No Beauty?"
+ _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD)
+ _("Ardana"), # TOS: "The Cloud Minders"
+ _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
+ _("Gideon"), # TOS: "The Mark of Gideon"
+ _("Aldebaran III"), # TOS: "The Deadly Years"
+ _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
+ _("Altair IV"), # TOS: "Amok Time
+ _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
+ _("Benecia"), # TOS: "The Conscience of the King"
+ _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
+ _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
+ _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
+ _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
+ _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
+ _("Eminiar VII"), # TOS: "A Taste of Armageddon"
+ _("Gamma Canaris IV"), # TOS: "Metamorphosis"
+ _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
+ _("Ingraham B"), # TOS: "Operation: Annihilate"
+ _("Janus IV"), # TOS: "The Devil in the Dark"
+ _("Makus III"), # TOS: "The Galileo Seven"
+ _("Marcos XII"), # TOS: "And the Children Shall Lead",
+ _("Omega IV"), # TOS: "The Omega Glory"
+ _("Regulus V"), # TOS: "Amok Time
+ _("Deneva"), # TOS: "Operation -- Annihilate!"
+ # Worlds from BSD Trek
+ _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
+ _("Beta III"), # TOS: "The Return of the Archons"
+ _("Triacus"), # TOS: "And the Children Shall Lead",
+ _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
+# # Others
+# _("Hansen's Planet"), # TOS: "The Galileo Seven"
+# _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
+# _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
+# _("Izar"), # TOS: "Whom Gods Destroy"
+# _("Tiburon"), # TOS: "The Way to Eden"
+# _("Merak II"), # TOS: "The Cloud Minders"
+# _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
+# _("Iotia"), # TOS: "A Piece of the Action"
+)
+
+device = (
+ _("S. R. Sensors"), \
+ _("L. R. Sensors"), \
+ _("Phasers"), \
+ _("Photon Tubes"), \
+ _("Life Support"), \
+ _("Warp Engines"), \
+ _("Impulse Engines"), \
+ _("Shields"), \
+ _("Subspace Radio"), \
+ _("Shuttle Craft"), \
+ _("Computer"), \
+ _("Navigation System"), \
+ _("Transporter"), \
+ _("Shield Control"), \
+ _("Death Ray"), \
+ _("D. S. Probe"), \
+)
+
+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 = game.shldchg = game.shldup = False
+ game.ship = IHE
+ game.state.crew = FULLCREW
+ game.energy = game.inenrg = 5000.0
+ game.shield = game.inshld = 2500.0
+ game.inlsr = 4.0
+ game.lsupres = 4.0
+ game.quadrant = randplace(GALSIZE)
+ game.sector = randplace(QUADSIZE)
+ game.torps = game.intorps = 10
+ game.nprobes = randrange(2, 5)
+ game.warpfac = 5.0
+ for i in range(NDEVICES):
+ game.damage[i] = 0.0
+ # Set up assorted game parameters
+ game.battle = coord()
+ game.state.date = game.indate = 100.0 * randreal(20, 51)
+ game.nkinks = game.nhelp = game.casual = game.abandoned = 0
+ game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
+ game.isatb = game.state.nplankl = 0
+ game.state.starkl = game.state.basekl = 0
+ game.iscraft = "onship"
+ game.landed = False
+ game.alive = True
+ game.docfac = 0.25
+ # Starchart is functional but we've never seen it
+ game.lastchart = FOREVER
+ # Put stars in the galaxy
+ game.instar = 0
+ for i in range(GALSIZE):
+ for j in range(GALSIZE):
+ k = randrange(1, QUADSIZE**2/10+1)
+ game.instar += k
+ game.state.galaxy[i][j].stars = k
+ # Locate star bases in galaxy
+ for i in range(game.inbase):
+ while True:
+ while True:
+ w = randplace(GALSIZE)
+ if not game.state.galaxy[w.i][w.j].starbase:
+ break
+ contflag = False
+ # C version: for (j = i-1; j > 0; j--)
+ # so it did them in the opposite order.
+ for j in range(1, i):
+ # Improved placement algorithm to spread out bases
+ distq = (w - game.state.baseq[j]).distance()
+ if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
+ contflag = True
+ if idebug:
+ prout("=== Abandoning base #%d at %s" % (i, w))
+ break
+ elif distq < 6.0 * (BASEMAX+1-game.inbase):
+ if idebug:
+ prout("=== Saving base #%d, close to #%d" % (i, j))
+ if not contflag:
+ break
+ game.state.baseq.append(w)
+ game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
+ # Position ordinary Klingon Battle Cruisers
+ krem = game.inkling
+ klumper = 0.25*game.skill*(9.0-game.length)+1.0
+ if klumper > MAXKLQUAD:
+ klumper = MAXKLQUAD
+ while True:
+ r = randreal()
+ klump = (1.0 - r*r)*klumper
+ if klump > krem:
+ klump = krem
+ krem -= klump
+ while True:
+ w = randplace(GALSIZE)
+ if not game.state.galaxy[w.i][w.j].supernova and \
+ game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
+ break
+ game.state.galaxy[w.i][w.j].klingons += int(klump)
+ if krem <= 0:
+ break
+ # Position Klingon Commander Ships
+ for i in range(game.incom):
+ while True:
+ w = randplace(GALSIZE)
+ if not welcoming(w) or w in game.state.kcmdr:
+ continue
+ if (game.state.galaxy[w.i][w.j].klingons or withprob(0.25)):
+ break
+ game.state.galaxy[w.i][w.j].klingons += 1
+ game.state.kcmdr.append(w)
+ # Locate planets in galaxy
+ for i in range(game.inplan):
+ while True:
+ w = randplace(GALSIZE)
+ if game.state.galaxy[w.i][w.j].planet == None:
+ break
+ new = planet()
+ new.quadrant = w
+ new.crystals = "absent"
+ if (game.options & OPTION_WORLDS) and i < NINHAB:
+ new.pclass = "M" # All inhabited planets are class M
+ new.crystals = "absent"
+ new.known = "known"
+ new.name = systnames[i]
+ new.inhabited = True
+ else:
+ new.pclass = ("M", "N", "O")[randrange(0, 3)]
+ if withprob(0.33):
+ new.crystals = "present"
+ new.known = "unknown"
+ new.inhabited = False
+ game.state.galaxy[w.i][w.j].planet = new
+ game.state.planets.append(new)
+ # Locate Romulans
+ for i in range(game.state.nromrem):
+ w = randplace(GALSIZE)
+ game.state.galaxy[w.i][w.j].romulans += 1
+ # Place the Super-Commander if needed
+ if game.state.nscrem > 0:
+ while True:
+ w = randplace(GALSIZE)
+ if welcoming(w):
+ break
+ game.state.kscmdr = w
+ game.state.galaxy[w.i][w.j].klingons += 1
+ # Initialize times for extraneous events
+ schedule(FSNOVA, expran(0.5 * game.intime))
+ schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
+ schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
+ schedule(FBATTAK, expran(0.3*game.intime))
+ unschedule(FCDBAS)
+ if game.state.nscrem:
+ schedule(FSCMOVE, 0.2777)
+ else:
+ unschedule(FSCMOVE)
+ unschedule(FSCDBAS)
+ unschedule(FDSPROB)
+ if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
+ schedule(FDISTR, expran(1.0 + game.intime))
+ else:
+ unschedule(FDISTR)
+ unschedule(FENSLV)
+ unschedule(FREPRO)
+ # Place thing (in tournament game, we don't want one!)
+ # New in SST2K: never place the Thing near a starbase.
+ # This makes sense and avoids a special case in the old code.
+ global thing
+ if game.tourn is None:
+ while True:
+ thing = randplace(GALSIZE)
+ if thing not in game.state.baseq:
+ break
+ skip(2)
+ game.state.snap = False
+ if game.skill == SKILL_NOVICE:
+ prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
+ prout(_("a deadly Klingon invasion force. As captain of the United"))
+ prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
+ prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
+ prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
+ prout(_("your mission. As you proceed you may be given more time."))
+ skip(1)
+ prout(_("You will have %d supporting starbases.") % (game.inbase))
+ proutn(_("Starbase locations- "))
+ else:
+ prout(_("Stardate %d.") % int(game.state.date))
+ skip(1)
+ prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
+ prout(_("An unknown number of Romulans."))
+ if game.state.nscrem:
+ prout(_("And one (GULP) Super-Commander."))
+ prout(_("%d stardates.") % int(game.intime))
+ proutn(_("%d starbases in ") % game.inbase)
+ for i in range(game.inbase):
+ proutn(`game.state.baseq[i]`)
+ proutn(" ")
+ skip(2)
+ proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
+ proutn(_(" Sector %s") % game.sector)
+ skip(2)
+ prout(_("Good Luck!"))
+ if game.state.nscrem:
+ prout(_(" YOU'LL NEED IT."))
+ waitfor()
+ newqad()
+ if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
+ game.shldup = True
+ if game.neutz: # bad luck to start in a Romulan Neutral Zone
+ attack(torps_ok=False)
+
+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 scanner.next() == "IHEOL":
+ proutn(_("Type in tournament number-"))
+ if scanner.real == 0:
+ scanner.chew()
+ continue # We don't want a blank entry
+ game.tourn = int(round(scanner.real))
+ random.seed(scanner.real)
+ if logfp:
+ logfp.write("# random.seed(%d)\n" % scanner.real)
+ break
+ if scanner.sees("saved") or scanner.sees("frozen"):
+ if thaw():
+ continue
+ scanner.chew()
+ if game.passwd == None:
+ continue
+ if not game.alldone:
+ game.thawed = True # No plaque if not finished
+ report()
+ waitfor()
+ return True
+ if scanner.sees("regular"):
+ break
+ proutn(_("What is \"%s\"?") % scanner.token)
+ scanner.chew()
+ while game.length==0 or game.skill==SKILL_NONE:
+ if scanner.next() == "IHALPHA":
+ if scanner.sees("short"):
+ game.length = 1
+ elif scanner.sees("medium"):
+ game.length = 2
+ elif scanner.sees("long"):
+ game.length = 4
+ elif scanner.sees("novice"):
+ game.skill = SKILL_NOVICE
+ elif scanner.sees("fair"):
+ game.skill = SKILL_FAIR
+ elif scanner.sees("good"):
+ game.skill = SKILL_GOOD
+ elif scanner.sees("expert"):
+ game.skill = SKILL_EXPERT
+ elif scanner.sees("emeritus"):
+ game.skill = SKILL_EMERITUS
+ else:
+ proutn(_("What is \""))
+ proutn(scanner.token)
+ prout("\"?")
+ else:
+ scanner.chew()
+ if game.length==0:
+ proutn(_("Would you like a Short, Medium, or Long game? "))
+ elif game.skill == SKILL_NONE:
+ proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
+ # Choose game options -- added by ESR for SST2K
+ if scanner.next() != "IHALPHA":
+ scanner.chew()
+ proutn(_("Choose your game style (or just press enter): "))
+ scanner.next()
+ 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)
+ game.options |= OPTION_PLAIN
+ elif scanner.sees("almy"):
+ # Approximates Tom Almy's version.
+ game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
+ game.options |= OPTION_ALMY
+ elif scanner.sees("fancy") or scanner.sees("\n"):
+ pass
+ elif len(scanner.token):
+ proutn(_("What is \"%s\"?") % scanner.token)
+ setpassword()
+ if game.passwd == "debug":
+ idebug = True
+ prout("=== Debug mode enabled.")
+ # Use parameters to generate initial values of things
+ game.damfac = 0.5 * game.skill
+ game.inbase = randrange(BASEMIN, BASEMAX+1)
+ game.inplan = 0
+ if game.options & OPTION_PLANETS:
+ game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
+ if game.options & OPTION_WORLDS:
+ game.inplan += int(NINHAB)
+ game.state.nromrem = game.inrom = randrange(2 *game.skill)
+ game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
+ game.state.remtime = 7.0 * game.length
+ game.intime = game.state.remtime
+ game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
+ game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
+ game.state.remres = (game.inkling+4*game.incom)*game.intime
+ game.inresor = game.state.remres
+ if game.inkling > 50:
+ game.state.inbase += 1
+ return False
+
+def dropin(iquad=None):
+ "Drop a feature on a random dot in the current quadrant."
+ while True:
+ w = randplace(QUADSIZE)
+ if game.quad[w.i][w.j] == IHDOT:
+ break
+ if iquad is not None:
+ game.quad[w.i][w.j] = iquad
+ return w
+
+def newcnd():
+ "Update our alert status."
+ game.condition = "green"
+ if game.energy < 1000.0:
+ game.condition = "yellow"
+ if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
+ game.condition = "red"
+ if not game.alive:
+ game.condition="dead"
+
+def newkling():
+ "Drop new Klingon into current quadrant."
+ return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill)
+
+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-commander, so tbeam back!
+ game.iscate = False
+ game.ientesc = True
+ q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
+ # cope with supernova
+ if q.supernova:
+ return
+ game.klhere = q.klingons
+ game.irhere = q.romulans
+ # Position Starship
+ game.quad[game.sector.i][game.sector.j] = game.ship
+ game.enemies = []
+ if q.klingons:
+ # Position ordinary Klingons
+ for i in range(game.klhere):
+ newkling()
+ # If we need a commander, promote a Klingon
+ for cmdr in game.state.kcmdr:
+ if cmdr == game.quadrant:
+ e = game.enemies[game.klhere-1]
+ game.quad[e.kloc.i][e.kloc.j] = IHC
+ e.kpower = randreal(950,1350) + 50.0*game.skill
+ break
+ # If we need a super-commander, promote a Klingon
+ if game.quadrant == game.state.kscmdr:
+ e = game.enemies[0]
+ game.quad[e.kloc.i][e.kloc.j] = IHS
+ e.kpower = randreal(1175.0, 1575.0) + 125.0*game.skill
+ game.iscate = (game.state.remkl > 1)
+ # Put in Romulans if needed
+ for i in range(q.romulans):
+ 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)
+ # If quadrant needs a planet, put it in
+ if q.planet:
+ game.iplnet = q.planet
+ if not q.planet.inhabited:
+ game.plnet = dropin(IHP)
+ else:
+ game.plnet = dropin(IHW)
+ # Check for condition
+ newcnd()
+ # Check for RNZ
+ if game.irhere > 0 and game.klhere == 0:
+ game.neutz = True
+ if not damaged(DRADIO):
+ skip(1)
+ prout(_("LT. Uhura- \"Captain, an urgent message."))
+ prout(_(" I'll put it on audio.\" CLICK"))
+ skip(1)
+ prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
+ prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
+ # Put in THING if needed
+ if thing == game.quadrant:
+ enemy(type=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."))
+ prout(_(" Please examine your short-range scan.\""))
+ # Decide if quadrant needs a Tholian; lighten up if skill is low
+ if game.options & OPTION_THOLIAN:
+ if (game.skill < SKILL_GOOD and withprob(0.02)) or \
+ (game.skill == SKILL_GOOD and withprob(0.05)) or \
+ (game.skill > SKILL_GOOD and withprob(0.08)):
+ w = coord()
+ while True:
+ w.i = withprob(0.5) * (QUADSIZE-1)
+ w.j = withprob(0.5) * (QUADSIZE-1)
+ if game.quad[w.i][w.j] == IHDOT:
+ break
+ game.tholian = enemy(type=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'
+ if game.quad[0][QUADSIZE-1]==IHDOT:
+ game.quad[0][QUADSIZE-1] = 'X'
+ if game.quad[QUADSIZE-1][0]==IHDOT:
+ game.quad[QUADSIZE-1][0] = 'X'
+ 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):
+ dropin(IHBLANK)
+ # Take out X's in corners if Tholian present
+ if game.tholian:
+ if game.quad[0][0]=='X':
+ game.quad[0][0] = IHDOT
+ if game.quad[0][QUADSIZE-1]=='X':
+ game.quad[0][QUADSIZE-1] = IHDOT
+ if game.quad[QUADSIZE-1][0]=='X':
+ game.quad[QUADSIZE-1][0] = IHDOT
+ if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
+ game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT
+
+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))
+
+# Code from sst.c begins here
+
+commands = {
+ "SRSCAN": OPTION_TTY,
+ "STATUS": OPTION_TTY,
+ "REQUEST": OPTION_TTY,
+ "LRSCAN": OPTION_TTY,
+ "PHASERS": 0,
+ "TORPEDO": 0,
+ "PHOTONS": 0,
+ "MOVE": 0,
+ "SHIELDS": 0,
+ "DOCK": 0,
+ "DAMAGES": 0,
+ "CHART": 0,
+ "IMPULSE": 0,
+ "REST": 0,
+ "WARP": 0,
+ "SCORE": 0,
+ "SENSORS": OPTION_PLANETS,
+ "ORBIT": OPTION_PLANETS,
+ "TRANSPORT": OPTION_PLANETS,
+ "MINE": OPTION_PLANETS,
+ "CRYSTALS": OPTION_PLANETS,
+ "SHUTTLE": OPTION_PLANETS,
+ "PLANETS": OPTION_PLANETS,
+ "REPORT": 0,
+ "COMPUTER": 0,
+ "COMMANDS": 0,
+ "EMEXIT": 0,
+ "PROBE": OPTION_PROBE,
+ "SAVE": 0,
+ "FREEZE": 0, # Synonym for SAVE
+ "ABANDON": 0,
+ "DESTRUCT": 0,
+ "DEATHRAY": 0,
+ "DEBUG": 0,
+ "MAYDAY": 0,
+ "SOS": 0, # Synonym for MAYDAY
+ "CALL": 0, # Synonym for MAYDAY
+ "QUIT": 0,
+ "HELP": 0,
+}
+
+def listCommands():
+ "Generate a list of legal commands."
+ prout(_("LEGAL COMMANDS ARE:"))
+ emitted = 0
+ for key in commands:
+ if not commands[key] or (commands[key] & game.options):
+ proutn("%-12s " % key)
+ emitted += 1
+ if emitted % 5 == 4:
+ skip(1)
+ skip(1)
+
+def helpme():
+ "Browse on-line help."
+ key = scanner.next()
+ while True:
+ if key == "IHEOL":
+ setwnd(prompt_window)
+ proutn(_("Help on what command? "))
+ key = scanner.next()
+ setwnd(message_window)
+ if key == "IHEOL":
+ return
+ if scanner.token in commands or scanner.token == "ABBREV":
+ break
+ skip(1)
+ listCommands()
+ key = "IHEOL"
+ scanner.chew()
+ skip(1)
+ cmd = scanner.token.upper()
+ try:
+ fp = open(SSTDOC, "r")
+ except IOError:
+ try:
+ fp = open(DOC_NAME, "r")
+ except IOError:
+ prout(_("Spock- \"Captain, that information is missing from the"))
+ proutn(_(" computer. You need to find "))
+ proutn(DOC_NAME)
+ prout(_(" and put it in the"))
+ proutn(_(" current directory or to "))
+ proutn(SSTDOC)
+ prout(".\"")
+ # This used to continue: "You need to find SST.DOC and put
+ # it in the current directory."
+ return
+ while True:
+ linebuf = fp.readline()
+ if linebuf == '':
+ prout(_("Spock- \"Captain, there is no information on that command.\""))
+ fp.close()
+ return
+ if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
+ linebuf = linebuf[3:].strip()
+ if cmd == linebuf:
+ break
+ skip(1)
+ prout(_("Spock- \"Captain, I've found the following information:\""))
+ skip(1)
+ while linebuf in fp:
+ if "******" in linebuf:
+ break
+ proutn(linebuf)
+ fp.close()
+
+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_CURSES:
+ makechart()
+ continue
+ elif scanner.token == "":
+ continue
+ game.ididit = False
+ clrscr()
+ setwnd(message_window)
+ clrscr()
+ candidates = filter(lambda x: x.startswith(scanner.token.upper()),
+ commands)
+ if len(candidates) == 1:
+ cmd = candidates[0]
+ break
+ elif candidates and not (game.options & OPTION_PLAIN):
+ prout("Commands with prefix '%s': %s" % (scanner.token, " ".join(candidates)))
+ else:
+ listCommands()
+ continue
+ if cmd == "SRSCAN": # srscan
+ srscan()
+ elif cmd == "STATUS": # status
+ status()
+ elif cmd == "REQUEST": # status request
+ request()
+ elif cmd == "LRSCAN": # long range scan
+ lrscan(silent=False)
+ elif cmd == "PHASERS": # phasers
+ phasers()
+ if game.ididit:
+ hitme = True
+ elif cmd == "TORPEDO": # photon torpedos
+ photon()
+ if game.ididit:
+ hitme = True
+ elif cmd == "MOVE": # move under warp
+ warp(course=None, involuntary=False)
+ elif cmd == "SHIELDS": # shields
+ doshield(shraise=False)
+ if game.ididit:
+ hitme = True
+ game.shldchg = False
+ elif cmd == "DOCK": # dock at starbase
+ dock(True)
+ if game.ididit:
+ attack(torps_ok=False)
+ elif cmd == "DAMAGES": # damage reports
+ damagereport()
+ elif cmd == "CHART": # chart
+ makechart()
+ elif cmd == "IMPULSE": # impulse
+ impulse()
+ elif cmd == "REST": # rest
+ wait()
+ if game.ididit:
+ hitme = True
+ elif cmd == "WARP": # warp
+ setwarp()
+ elif cmd == "SCORE": # score
+ score()
+ elif cmd == "SENSORS": # sensors
+ sensor()
+ elif cmd == "ORBIT": # orbit
+ orbit()
+ if game.ididit:
+ hitme = True
+ elif cmd == "TRANSPORT": # transport "beam"
+ beam()
+ elif cmd == "MINE": # mine
+ mine()
+ if game.ididit:
+ hitme = True
+ elif cmd == "CRYSTALS": # crystals
+ usecrystals()
+ if game.ididit:
+ hitme = True
+ elif cmd == "SHUTTLE": # shuttle
+ shuttle()
+ if game.ididit:
+ hitme = True
+ elif cmd == "PLANETS": # Planet list
+ survey()
+ elif cmd == "REPORT": # Game Report
+ report()
+ elif cmd == "COMPUTER": # use COMPUTER!
+ eta()
+ elif cmd == "COMMANDS":
+ listCommands()
+ elif cmd == "EMEXIT": # Emergency exit
+ clrscr() # Hide screen
+ freeze(True) # forced save
+ raise SysExit,1 # And quick exit
+ elif cmd == "PROBE":
+ probe() # Launch probe
+ if game.ididit:
+ hitme = True
+ elif cmd == "ABANDON": # Abandon Ship
+ abandon()
+ elif cmd == "DESTRUCT": # Self Destruct
+ selfdestruct()
+ elif cmd == "SAVE": # Save Game
+ freeze(False)
+ clrscr()
+ if game.skill > SKILL_GOOD:
+ prout(_("WARNING--Saved games produce no plaques!"))
+ elif cmd == "DEATHRAY": # Try a desparation measure
+ deathray()
+ if game.ididit:
+ hitme = True
+ elif cmd == "DEBUGCMD": # What do we want for debug???
+ debugme()
+ elif cmd == "MAYDAY": # Call for help
+ mayday()
+ if game.ididit:
+ hitme = True
+ elif cmd == "QUIT":
+ game.alldone = True # quit the game
+ elif cmd == "HELP":
+ helpme() # get help
+ while True:
+ if game.alldone:
+ break # Game has ended
+ if game.optime != 0.0:
+ events()
+ if game.alldone:
+ break # Events did us in
+ if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
+ atover(False)
+ continue
+ if hitme and not game.justin:
+ attack(torps_ok=True)
+ if game.alldone:
+ break
+ if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
+ atover(False)
+ hitme = True
+ continue
+ break
+ if game.alldone:
+ break
+ if idebug:
+ prout("=== Ending")
+
+def cramen(type):
+ "Emit the name of an enemy or feature."
+ if type == IHR: s = _("Romulan")
+ elif type == IHK: s = _("Klingon")
+ elif type == IHC: s = _("Commander")
+ elif type == IHS: s = _("Super-commander")
+ elif type == IHSTAR: s = _("Star")
+ elif type == IHP: s = _("Planet")
+ elif type == IHB: s = _("Starbase")
+ elif type == IHBLANK: s = _("Black hole")
+ elif type == IHT: s = _("Tholian")
+ elif type == IHWEB: s = _("Tholian web")
+ elif type == IHQUEST: s = _("Stranger")
+ elif type == IHW: s = _("Inhabited World")
+ else: s = "Unknown??"
+ return s
+
+def crmena(stars, enemy, loctype, w):
+ "Emit the name of an enemy and his location."
+ buf = ""
+ if stars:
+ buf += "***"
+ buf += cramen(enemy) + _(" at ")
+ if loctype == "quadrant":
+ buf += _("Quadrant ")
+ elif loctype == "sector":
+ buf += _("Sector ")
+ return buf + `w`
+
+def crmshp():
+ "Emit our ship name."
+ return{IHE:_("Enterprise"),IHF:_("Faerie Queene")}.get(game.ship,"Ship???")
+
+def stars():
+ "Emit a line of stars"
+ prouts("******************************************************")
+ skip(1)
+
+def expran(avrage):
+ return -avrage*math.log(1e-7 + randreal())
+
+def randplace(size):
+ "Choose a random location."
+ w = coord()
+ w.i = randrange(size)
+ w.j = randrange(size)
+ return w
+
+class sstscanner:
+ def __init__(self):
+ self.type = None
+ self.token = None
+ self.real = 0.0
+ self.inqueue = []
+ 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() + ["\n"]
+ # From here on in it's all looking at the queue
+ self.token = self.inqueue.pop(0)
+ if self.token == "\n":
+ self.type = "IHEOL"
+ return "IHEOL"
+ try:
+ self.real = float(self.token)
+ self.type = "IHREAL"
+ return "IHREAL"
+ except ValueError:
+ pass
+ # Treat as alpha
+ self.token = self.token.lower()
+ self.type = "IHALPHA"
+ self.real = None
+ return "IHALPHA"
+ def append(self, tok):
+ self.inqueue.append(tok)
+ def push(self, tok):
+ self.inqueue.insert(0, tok)
+ def waiting(self):
+ return self.inqueue
+ def chew(self):
+ # Demand input for next scan
+ self.inqueue = []
+ self.real = self.token = None
+ def sees(self, s):
+ # compares s to item and returns true if it matches to the length of s
+ return s.startswith(self.token)
+ def int(self):
+ # Round token value to nearest integer
+ return int(round(scanner.real))
+ def getcoord(self):
+ s = coord()
+ scanner.next()
+ if scanner.type != "IHREAL":
+ huh()
+ return None
+ s.i = scanner.int()-1
+ scanner.next()
+ if scanner.type != "IHREAL":
+ huh()
+ return None
+ s.j = scanner.int()-1
+ return s
+ def __repr__(str):
+ return "<sstcanner: token=%s, type=%s, queue=%s>" % (scanner.token, scanner.type, scanner.inqueue)
+
+def ja():
+ "Yes-or-no confirmation."
+ scanner.chew()
+ while True:
+ scanner.next()
+ if scanner.token == 'y':
+ return True
+ if scanner.token == 'n':
+ return False
+ scanner.chew()
+ proutn(_("Please answer with \"y\" or \"n\": "))
+
+def huh():
+ "Complain about unparseable input."
+ scanner.chew()
+ skip(1)
+ prout(_("Beg your pardon, Captain?"))
+
+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] > 0.0:
+ game.damage[i] = 0.0
+ proutn("Toggle debug flag? ")
+ if ja() == True:
+ idebug = not idebug
+ if idebug:
+ prout("Debug output ON")
+ else:
+ prout("Debug output OFF")
+ proutn("Cause selective damage? ")
+ if ja() == True:
+ for i in range(NDEVICES):
+ proutn("Kill %s?" % device[i])
+ scanner.chew()
+ key = scanner.next()
+ if key == "IHALPHA" and scanner.sees("y"):
+ game.damage[i] = 10.0
+ proutn("Examine/change events? ")
+ if ja() == True:
+ ev = event()
+ w = coord()
+ legends = {
+ FSNOVA: "Supernova ",
+ FTBEAM: "T Beam ",
+ FSNAP: "Snapshot ",
+ FBATTAK: "Base Attack ",
+ FCDBAS: "Base Destroy ",
+ FSCMOVE: "SC Move ",
+ FSCDBAS: "SC Base Destroy ",
+ FDSPROB: "Probe Move ",
+ FDISTR: "Distress Call ",
+ FENSLV: "Enslavement ",
+ FREPRO: "Klingon Build ",
+ }
+ for i in range(1, NEVENTS):
+ proutn(legends[i])
+ if is_scheduled(i):
+ proutn("%.2f" % (scheduled(i)-game.state.date))
+ if i == FENSLV or i == FREPRO:
+ ev = findevent(i)
+ proutn(" in %s" % ev.quadrant)
+ else:
+ proutn("never")
+ proutn("? ")
+ scanner.chew()
+ key = scanner.next()
+ if key == 'n':
+ unschedule(i)
+ scanner.chew()
+ elif key == "IHREAL":
+ ev = schedule(i, scanner.real)
+ if i == FENSLV or i == FREPRO:
+ scanner.chew()
+ proutn("In quadrant- ")
+ key = scanner.next()
+ # "IHEOL" says to leave coordinates as they are
+ if key != "IHEOL":
+ if key != "IHREAL":
+ prout("Event %d canceled, no x coordinate." % (i))
+ unschedule(i)
+ continue
+ w.i = int(round(scanner.real))
+ key = scanner.next()
+ if key != "IHREAL":
+ prout("Event %d canceled, no y coordinate." % (i))
+ unschedule(i)
+ continue
+ w.j = int(round(scanner.real))
+ ev.quadrant = w
+ scanner.chew()
+ proutn("Induce supernova here? ")
+ if ja() == True:
+ 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
+ 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
+ else:
+ game.options |= OPTION_TTY
+ seed = int(time.time())
+ (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:tx")
+ for (switch, val) in options:
+ if switch == '-r':
+ try:
+ replayfp = open(val, "r")
+ except IOError:
+ sys.stderr.write("sst: can't open replay file %s\n" % val)
+ raise SystemExit, 1
+ try:
+ line = replayfp.readline().strip()
+ (leader, key, seed) = line.split()
+ seed = eval(seed)
+ sys.stderr.write("sst2k: seed set to %s\n" % seed)
+ line = replayfp.readline().strip()
+ arguments += line.split()[2:]
+ except ValueError:
+ sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
+ raise SystemExit(1)
+ game.options |= OPTION_TTY
+ game.options &=~ OPTION_CURSES
+ elif switch == '-s':
+ seed = int(val)
+ elif switch == '-t':
+ game.options |= OPTION_TTY
+ game.options &=~ OPTION_CURSES
+ elif switch == '-x':
+ idebug = True
+ else:
+ sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
+ raise SystemExit, 1
+ # where to save the input in case of bugs
+ try:
+ logfp = open("/usr/tmp/sst-input.log", "w")
+ except IOError:
+ sys.stderr.write("sst: warning, can't open logfile\n")
+ if logfp:
+ logfp.write("# seed %s\n" % seed)
+ logfp.write("# options %s\n" % " ".join(arguments))
+ logfp.write("# recorded by %s@%s on %s\n" % \
+ (os.getenv("LOGNAME"),socket.gethostname(),time.ctime()))
+ random.seed(seed)
+ scanner = sstscanner()
+ map(scanner.append, arguments)
+ try:
+ iostart()
+ while True: # Play a game
+ setwnd(fullscreen_window)
+ clrscr()
+ prelim()
+ setup()
+ if game.alldone:
+ score()
+ game.alldone = False
+ else:
+ makemoves()
+ skip(1)
+ stars()
+ skip(1)
+ if game.tourn and game.alldone:
+ proutn(_("Do you want your score recorded?"))
+ if ja() == True:
+ scanner.chew()
+ scanner.push("\n")
+ freeze(False)
+ scanner.chew()
+ proutn(_("Do you want to play again? "))
+ if not ja():
+ break
+ skip(1)
+ prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
+ finally:
+ ioend()
+ raise SystemExit, 0
+ except KeyboardInterrupt:
+ if logfp:
+ logfp.close()
+ print ""