"""
sst.py =-- Super Star Trek in Python
-Control flow of this translation is pretty much identical to the C version
-(and thus like the ancestral FORTRAN) but the data structures are
-radically different -- the Python code makes heavy use of objects.
+"""
+import os, sys, math, curses
-Note that the game.quad, game.snap.galaxy and game.snap.chart members
-are not actually arrays but dictioaries indixed by coord tuples. Be setting
-the hash of a coord equal to the hash of a literal tuple containing its
-coordinate data, we ensure these can be indexed both ways.
+SSTDOC = "/usr/share/doc/sst/sst.doc"
-"""
-import math
+# Stub to be replaced
+def _(str): return str
PHASEFAC = 2.0
GALSIZE = 8
-NINHAB = GALSIZE * GALSIZE / 2
+NINHAB = (GALSIZE * GALSIZE / 2)
MAXUNINHAB = 10
-PLNETMAB = NINHAB + MAXUNINHAB
+PLNETMAX = (NINHAB + MAXUNINHAB)
QUADSIZE = 10
-BASEMAX = 5
-FULLCREW = 428 # BSD Trek was 387, that's wrong
+BASEMAX = (GALSIZE * GALSIZE / 12)
MAXKLGAME = 127
MAXKLQUAD = 9
+FULLCREW = 428 # BSD Trek was 387, that's wrong
FOREVER = 1e30
-# These macros hide the difference between 0-origin and 1-origin addressing.
-# They're a step towards de-FORTRANizing the code.
-def VALID_QUADRANT(x,y): ((x)>=1 and (x)<=GALSIZE and (y)>=1 and (y)<=GALSIZE)
-def VALID_SECTOR(x, y): ((x)>=1 and (x)<=QUADSIZE and (y)>=1 and (y)<=QUADSIZE)
+# 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)
-# These types have not been dealt with yet
-IHQUEST = '?',
-IHWEB = '#',
-IHMATER0 = '-',
-IHMATER1 = 'o',
-IHMATER2 = '0',
+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):
def __str__(self):
return "%d - %d" % (self.x, self.y)
-class feature:
- "A feature in the current quadrant (ship, star, black hole, base, etc)."
- def __init__(self):
- self.type = None # name of feature type
- self.sector = None # sector location
- def distance(self):
- return self.sector.distance(game.sector)
- def __str__(self):
- "This will be overridden by subclasses."
- return self.name[0]
- def sectormove(self, dest):
- "Move this feature within the current quadrant."
- if self.sector:
- game.quad[self.sector] = None
- game.quad[dest] = self
- self.sector = dest
-
-class ship(feature):
- "A starship, frindly or enemy."
- def __init__(self, type, power):
- feature.__init__(self)
- self.type = type # klingon, romulan, commander,
- # supercommander, tholian,
- # enterprise, faerie queene.
- self.power = power # power
- if self.type in ("Klingon", "Commander", "Super-Commander"):
- game.remkl += 1
- elif self.type == "Romulan":
- game.romrem += 1
- def __del__(self):
- if self.type in ("Klingon", "Commander", "Super-Commander"):
- game.remkl -= 1
- elif self.type == "Romulan":
- game.romrem -= 1
-
-class space(feature):
- "Empty space. Has no state, just knows how to identify iself."
- def __str__(self):
- return '*'
-
-class star(feature):
- "A star. Has no state, just knows how to identify iself."
- def __str__(self):
- return '*'
-
-class planet(feature):
- "A planet. May be inhabited or not, may hold dilithium crystals or not."
+class planet:
def __init(self):
- feature.__init__(self)
- self.name = None
- self.crystals = None # "absent", "present", or "mined"
- self.inhabited = False
- self.known = "unknown" # Other values: "known" and "shuttle down"
- game.state.planets.append(self)
- def __del__(self):
- game.state.planets.remove(self)
- def __str__(self):
- if self.inhabited:
- return '@'
- else:
- return 'P'
-
-class web(feature):
- "A bit of Tholian web. Has no state, just knows how to identify iself."
- def __str__(self):
- return '*'
+ 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"
-class blackhole(feature):
- "A black hole. Has no hair, just knows how to identify iself."
- def __str__(self):
- return ' '
-
-class starbase(feature):
- "Starbases also have no features, just a location."
- def __init(self, quadrant):
- feature.__init__(self)
- self.quadrant = quadrant
- game.state.bases.append(self)
- def __del__(self):
- game.state.bases.remove(self)
- def __str__(self):
- return 'B'
+# How to represent features
+IHR = 'R',
+IHK = 'K',
+IHC = 'C',
+IHS = 'S',
+IHSTAR = '*',
+IHP = 'P',
+IHW = '@',
+IHB = 'B',
+IHBLANK = ' ',
+IHDOT = '.',
+IHQUEST = '?',
+IHE = 'E',
+IHF = 'F',
+IHT = 'T',
+IHWEB = '#',
+IHMATER0 = '-',
+IHMATER1 = 'o',
+IHMATER2 = '0'
+NOPLANET = None
class quadrant:
- def __init__(self):
+ def __init(self):
self.stars = None
self.planet = None
- self.starbase = None
- self.klingons = None
- self.romulans = None
- self.supernova = None
- self.charted = None
- self.status = "secure" # Other valuues: "distressed", "enslaved"
- def enemies(self):
- "List enemies in this quadrant."
- lst = []
- for feature in self.quad.values:
- if not isinstance(feature, ship):
- continue
- if feature.name not in ("Enterprise", "Faerie Queene"):
- lst.append(feature)
- return lst
+ self.starbase = None
+ self.klingons = None
+ self.romulans = None
+ self.supernova = None
+ self.charted = None
+ self.status = None # Could be "secure", "distressed", "enslaved"
class page:
- "A chart page. The starchart is a 2D array of these."
- def __init__(self):
- self.stars = None # Will hold a number
- self.starbase = None # Will hold a bool
- self.klingons = None # Will hold a number
+ def __init(self):
+ self.stars = None
+ self.starbase = None
+ self.klingons = None
class snapshot:
- "State of the universe. The galaxy is a 2D array of these."
- 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.planets = []; # List of planets known
+ self.nplankl = None # destroyed uninhabited planets
+ self.nworldkl = None # 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.bases = [] # Base quadrant coordinates
+ self.remtime = None # remaining time
+ self.baseq = [] # Base quadrant coordinates
+ for i in range(BASEMAX+1):
+ self.baseq.append(coord())
self.kcmdr = [] # Commander quadrant coordinates
- self.kscmdr = None # Supercommander quadrant coordinates
- self.galaxy = {} # Dictionary of quadrant objects
- self.chart = {} # Dictionary of page objects
-
-def damaged(dev):
- return game.damage[dev] != 0.0
+ 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())
class event:
def __init__(self):
- self.date = None # The only mandatory attribute
+ self.date = None # A real number
+ self.quadrant = None # A coord structure
+
+# game options
+OPTION_ALL = 0xffffffff
+OPTION_TTY = 0x00000001 # old interface
+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_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_PLAIN = 0x01000000 # user chose plain game
+OPTION_ALMY = 0x02000000 # user chose Almy variant
+
+# Define devices
+DSRSENS = 0
+DLRSENS = 1
+DPHASER = 2
+DPHOTON = 3
+DLIFSUP = 4
+DWARPEN = 5
+DIMPULS = 6
+DSHIELD = 7
+DRADIO = 0
+DSHUTTL = 9
+DCOMPTR = 10
+DNAVSYS = 11
+DTRANSP = 12
+DSHCTRL = 13
+DDRAY = 14
+DDSP = 15
+NDEVICES= 16 # Number of devices
-class game:
+def damaged(dev): return (game.damage[dev] != 0.0)
+
+# Define future events
+FSPY = 0 # Spy event happens always (no future[] entry)
+ # can cause SC to tractor beam Enterprise
+FSNOVA = 1 # Supernova
+FTBEAM = 2 # Commander tractor beams Enterprise
+FSNAP = 3 # Snapshot for time warp
+FBATTAK = 4 # Commander attacks base
+FCDBAS = 5 # Commander destroys base
+FSCMOVE = 6 # Supercommander moves (might attack base)
+FSCDBAS = 7 # Supercommander destroys base
+FDSPROB = 8 # Move deep space probe
+FDISTR = 9 # Emit distress call from an inhabited world
+FENSLV = 10 # Inhabited word is enslaved */
+FREPRO = 11 # Klingons build a ship in an enslaved system
+NEVENTS = 12
+
+#
+# abstract out the event handling -- underlying data structures will change
+# when we implement stateful events
+#
+def findevent(evtype): return game.future[evtype]
+
+class gamestate:
def __init__(self):
- self.options = [] # List of option strings
- self.state = snapshot() # State of the universe
- self.snapsht = snapshot() # For backwards timetravel
- self.quad = {} # contents of our quadrant
- self.kpower = {} # enemy energy levels
- self.kdist = {} # enemy distances
- self.kavgd = {} # average distances
- self.damage = {} # damage encountered
- self.future = [] # future events
- self.passwd = None # Self Destruct password
- # Coordinate members start here
- self.enemies = {} # enemy sector locations
- self.quadrant = None # where we are
- self.sector = None
- self.tholian = None # coordinates of Tholian
- 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
- # Flag members start here
- self.gamewon = None # Finished!
- self.ididit = None # action taken -- allows enemy to attack
- self.alive = None # we are alive (not killed)
- self.justin = None # just entered quadrant
- self.shldup = None # shields are up
- self.shldchg = None # shield changing (affects efficiency)
- self.comhere = None # commander here
- self.ishere = None # super-commander in quadrant
- self.iscate = None # super commander is here
- self.ientesc = None # attempted escape from supercommander
- self.ithere = None # Tholian is here
- self.resting = None # rest time
- self.icraft = None # Kirk in Galileo
- self.landed = None # party on planet or on ship
- self.alldone = None # game is now finished
- self.neutz = None # Romulan Neutral Zone
- self.isarmed = None # probe is armed
- self.inorbit = None # orbiting a planet
- self.imine = None # mining
- self.icrystl = None # dilithium crystals aboard
- self.iseenit = None # seen base attack report
- self.thawed = None # thawed game
- # String members start here
- self.condition = None # green, yellow, red, docked, dead,
- self.iscraft = None # onship, offship, removed
- self.skill = None # levels: none, novice, fair, good,
- # expert, emeritus
- # Integer nembers sart here
- self.inkling = None # initial number of klingons
- self.inbase = None # initial number of bases
- self.incom = None # initial number of commanders
- self.inscom = None # initial number of commanders
- self.inrom = None # initial number of commanders
- self.instar = None # initial stars
- self.intorps = None # initial/max torpedoes
- self.torps = None # number of torpedoes
- self.ship = None # ship type -- 'E' is Enterprise
- self.abandoned = None # count of crew abandoned in space
- self.length = None # length of game
- self.klhere = None # klingons here
- self.casual = None # causalties
- self.nhelp = None # calls for help
- self.nkinks = None # count of energy-barrier crossings
- self.iplnet = None # planet # in quadrant
- self.inplan = None # initial planets
- self.irhere = None # Romulans in quadrant
- self.isatb = None # =1 if super commander is attacking base
- self.tourn = None # tournament number
- self.proben = None # number of moves for probe
- self.nprobes = None # number of probes available
- # Float members start here
- self.inresor = None # initial resources
- self.intime = None # initial time
- self.inenrg = None # initial/max energy
- self.inshld = None # initial/max shield
- self.inlsr = None # initial life support resources
- self.indate = None # initial date
- self.energy = None # energy level
- self.shield = None # shield level
- self.warpfac = None # warp speed
- self.wfacsq = None # squared warp factor
- self.lsupres = None # life support reserves
- self.dist = None # movement distance
- self.direc = None # movement direction
- self.optime = None # time taken by current operation
- self.docfac = None # repair factor when docking (constant?)
- self.damfac = None # damage factor
- self.lastchart = None # time star chart was last updated
- self.cryprob = None # probability that crystal will work
- self.probex = None # location of probe
- self.probey = None #
- self.probeinx = None # probe x,y increment
- self.probeiny = None #
- self.height = None # height of orbit around planet
-
-def communicating():
- "Are we in communication with Starfleet Command?"
- return (not damaged("DRADIO")) or game.condition == "docked"
-
-# Code corresponding to ai.c begins here
-
-def tryexit(look, ship, irun):
- # a bad guy attempts to bug out of the quadrant
+ 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
+ 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.quadrant = None # where we are in the large
+ self.sector = None # where we are in the small
+ self.tholian = None # coordinates of Tholian
+ 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.alldone = False # game is now finished
+ self.neutz = False # Romulan Neutral Zone
+ self.isarmed = False # probe is armed
+ self.inorbit = False # orbiting a planet
+ self.imine = False # mining
+ self.icrystl = False # dilithium crystals aboard
+ self.iseenit = False # seen base attack report
+ self.thawed = False # thawed game
+ self.condition = None # "green", "yellow", "red", "docked", "dead"
+ self.iscraft = None # "onship", "offship", "removed"
+ self.skill = None # Player skill level
+ self.inkling = 0 # initial number of klingons
+ self.inbase = 0 # initial number of bases
+ self.incom = 0 # initial number of commanders
+ self.inscom = 0 # initial number of commanders
+ self.inrom = 0 # initial number of commanders
+ self.instar = 0 # initial stars
+ self.intorps = 0 # initial/max torpedoes
+ self.torps = 0 # number of torpedoes
+ self.ship = 0 # ship type -- 'E' is Enterprise
+ self.abandoned = 0 # count of crew abandoned in space
+ self.length = 0 # length of game
+ self.klhere = 0 # klingons here
+ 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.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.nprobes = 0 # number of probes available
+ self.inresor = 0.0 # initial resources
+ self.intime = 0.0 # initial time
+ self.inenrg = 0.0 # initial/max energy
+ self.inshld = 0.0 # initial/max shield
+ self.inlsr = 0.0 # initial life support resources
+ self.indate = 0.0 # initial date
+ self.energy = 0.0 # energy level
+ self.shield = 0.0 # shield level
+ 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.height = 0.0 # height of orbit around planet
+
+# From enumerated type 'feature'
+IHR = 'R'
+IHK = 'K'
+IHC = 'C'
+IHS = 'S'
+IHSTAR = '*'
+IHP = 'P'
+IHW = '@'
+IHB = 'B'
+IHBLANK = ' '
+IHDOT = '.'
+IHQUEST = '?'
+IHE = 'E'
+IHF = 'F'
+IHT = 'T'
+IHWEB = '#'
+IHMATER0 = '-'
+IHMATER1 = 'o'
+IHMATER2 = '0'
+
+
+# From enumerated type 'FINTYPE'
+FWON = 0
+FDEPLETE = 1
+FLIFESUP = 2
+FNRG = 3
+FBATTLE = 4
+FNEG3 = 5
+FNOVA = 6
+FSNOVAED = 7
+FABANDN = 8
+FDILITHIUM = 9
+FMATERIALIZE = 10
+FPHASER = 11
+FLOST = 12
+FMINING = 13
+FDPLANET = 14
+FPNOVA = 15
+FSSC = 16
+FSTRACTOR = 17
+FDRAY = 18
+FTRIBBLE = 19
+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
+
+# Code from ai.c begins here
+
+def tryexit(look, ienm, loccom, 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) or \
- game.state.galaxy[iq].supernova or \
- game.state.galaxy[iq].klingons > MAXKLQUAD-1:
- return False; # no can do -- neg energy, supernovae, or >MAXKLQUAD-1 Klingons
- if ship.type == "Romulan":
- return False # Romulans cannot escape
+ 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:
+ return False; # Romulans cannot escape!
if not irun:
- # avoid intruding on another commander's territory
- if ship.type == "Commander":
- if iq in gamestate.kcmdr:
- return False
- # refuse to leave if currently attacking starbase:
- if game.battle == game.quadrant:
- return False;
- # don't leave if over 1000 units of energy
- if ship.power > 1000.0:
- return false;
- # Print 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, "sector", ship)
- prout(" escapes to quadrant %s (and regains strength)." % iq)
- # handle local matters related to escape
- game.quad[ship.location] = None;
- if game.condition != "docked":
- newcnd()
- # Handle global matters related to escape
- game.state.galaxy[game.quadrant].klingons -= 1
- game.state.galaxy[iq].klingons += 1
- if ship.type == "Super-Commander":
+ # 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
+ # refuse to leave if currently attacking starbase
+ if same(game.battle, game.quadrant):
+ return False
+ # don't leave if over 1000 units of energy
+ if game.kpower[loccom] > 1000.0:
+ return False
+ # print 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.klhere -= 1
+ game.nenhere -= 1
+ 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.iscate = False
game.ientesc = False
game.isatb = 0
- schedule("FSCMOVE", 0.2777)
- unschedule("FSCDBAS")
- game.state.kscmdr = iq
+ schedule(FSCMOVE, 0.2777)
+ unschedule(FSCDBAS)
+ game.state.kscmdr=iq
else:
- for (n, cmdr) in enumerate(game.state.kcmdr):
- if cmdr == game.quadrant:
- game.state.kcmdr[n] = iq
+ for n in range(1, game.state.remcom+1):
+ if same(game.state.kcmdr[n], game.quadrant):
+ game.state.kcmdr[n]=iq
break
game.comhere = False
- return True # successful exit
-
-def sgn(n): n / abs(n)
-
-'''
-Algorithm for moving bad guys:
-
- * Enterprise has "force" based on condition of phaser and photon torpedoes.
- If both are operating full strength, force is 1000. If both are damaged,
- force is -1000. Having shields down subtracts an additional 1000.
-
- * Enemy has forces equal to the energy of the attacker plus
- 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
- 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
-
- Attacker Initial energy levels (nominal):
- Klingon Romulan Commander Super-Commander
- Novice 400 700 1200
- Fair 425 750 1250
- Good 450 800 1300 1750
- Expert 475 850 1350 1875
- Emeritus 500 900 1400 2000
- VARIANCE 75 200 200 200
-
- Enemy vessels only move prior to their attack. In Novice - Good games
- only commanders move. In Expert games, all enemy vessels move if there
- is a commander present. In Emeritus games all enemy vessels move.
-
- * If Enterprise is not docked, an agressive action is taken if enemy
- forces are 1000 greater than Enterprise.
-
- Agressive action on average cuts the distance between the ship and
- the enemy to 1/4 the original.
-
- * At lower energy advantage, movement units are proportional to the
- advantage with a 650 advantage being to hold ground, 800 to move forward
- 1, 950 for two, 150 for back 4, etc. Variance of 100.
+ return True; # success
- If docked, is reduced by roughly 1.75*game.skill, generally forcing a
- retreat, especially at high skill levels.
+#
+# The bad-guy movement algorithm:
+#
+# 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
+# If both are operating full strength, force is 1000. If both are damaged,
+# force is -1000. Having shields down subtracts an additional 1000.
+#
+# 2. Enemy has forces equal to the energy of the attacker plus
+# 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
+# 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
+#
+# Attacker Initial energy levels (nominal):
+# Klingon Romulan Commander Super-Commander
+# Novice 400 700 1200
+# Fair 425 750 1250
+# Good 450 800 1300 1750
+# Expert 475 850 1350 1875
+# Emeritus 500 900 1400 2000
+# VARIANCE 75 200 200 200
+#
+# Enemy vessels only move prior to their attack. In Novice - Good games
+# only commanders move. In Expert games, all enemy vessels move if there
+# is a commander present. In Emeritus games all enemy vessels move.
+#
+# 3. If Enterprise is not docked, an aggressive action is taken if enemy
+# forces are 1000 greater than Enterprise.
+#
+# Agressive action on average cuts the distance between the ship and
+# the enemy to 1/4 the original.
+#
+# 4. At lower energy advantage, movement units are proportional to the
+# advantage with a 650 advantage being to hold ground, 800 to move forward
+# 1, 950 for two, 150 for back 4, etc. Variance of 100.
+#
+# If docked, is reduced by roughly 1.75*game.skill, generally forcing a
+# retreat, especially at high skill levels.
+#
+# 5. Motion is limited to skill level, except for SC hi-tailing it out.
+#
- * Motion is limited to skill level, except for SC hi-tailing it out.
-'''
-
-def movebaddy(ship):
- # tactical movement for the bad guys
- bugout = False
- # This should probably be just game.comhere + game.ishere
+def movebaddy(com, loccom, ienm):
+ # tactical movement for the bad guys
+ next = coord(); look = coord()
+ irun = False
+ # This should probably be just game.comhere + game.ishere
if game.skill >= SKILL_EXPERT:
- nbaddys = int((game.comhere*2 + game.ishere*2+game.klhere*1.23+game.irhere*1.5)/2.0)
+ nbaddys = ((game.comhere*2 + game.ishere*2+game.klhere*1.23+game.irhere*1.5)/2.0)
else:
nbaddys = game.comhere + game.ishere
- dist1 = ship.distance()
- mdist = round(dist1 + 0.5) # Nearest integer distance
- # If SC, check with spy to see if should high-tail it
- if ship.type == "Super-Commander" and \
- (ship.power <= 500.0 or (game.condition==docked and not damaged("DPHOTON"))):
- bugout = True;
- motion = -QUADSIZE;
+
+ dist1 = game.kdist[loccom]
+ 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))):
+ irun = True
+ motion = -QUADSIZE
else:
- # decide whether to advance, retreat, or hold position
- forces = ship.power + 100.0*len(game.quad.enemies()) + 400*(nbaddys-1)
- if not game.shldup:
- forces += 1000.0 # Good for enemy if shield is down!
- if not damaged("DPHASER") or not damaged("DPHOTON"):
- if damaged(DPHASER):
+ # decide whether to advance, retreat, or hold position
+ forces = game.kpower[loccom]+100.0*game.nenhere+400*(nbaddys-1)
+ if not game.shldup:
+ forces += 1000; # Good for enemy if shield is down!
+ if not damaged(DPHASER) or not damaged(DPHOTON):
+ if damaged(DPHASER): # phasers damaged
forces += 300.0
else:
- forces -= 0.2*(game.energy - 2500.0);
- if damaged("DPHOTON"):
+ forces -= 0.2*(game.energy - 2500.0)
+ if damaged(DPHOTON): # photon torpedoes damaged
forces += 300.0
else:
forces -= 50.0*game.torps
else:
- # phasers and photon tubes both out!
+ # phasers and photon tubes both out!
forces += 1000.0
- motion = 0;
- if forces <= 1000.0 and game.condition != "docked": # Typical case
+ motion = 0
+ if forces <= 1000.0 and game.condition != "docked": # Typical situation
motion = ((forces+200.0*Rand())/150.0) - 5.0
else:
- if forces > 1000.0: # Very strong -- move in for kill
+ if forces > 1000.0: # Very strong -- move in for kill
motion = (1.0-square(Rand()))*dist1 + 1.0
- if game.condition == "docked" and "base" in game.options:
- # protected by base -- back off !
- motion -= game.skill * (2.0-Rand()**2)
+ if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
+ motion -= game.skill*(2.0-square(Rand()))
if idebug:
- proutn("=== MOTION = %1.2f, FORCES = %1.2f, ", motion, forces)
- # don't move if no motion
- if motion == 0:
- return
- # Limit motion according to skill
- if abs(motion) > game.skill:
+ proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
+ # don't move if no motion
+ if motion==0:
+ return
+ # Limit motion according to skill
+ if abs(motion) > game.skill:
if motion < 0:
- motion = -game.kill
+ motion = -game.skill
else:
motion = game.skill
- # calculate preferred number of steps
- nsteps = abs(motion)
- if motion > 0 and nsteps > mdist: # don't overshoot
- nsteps = mdist
- if nsteps > QUADSIZE: # This shouldn't be necessary
- nsteps = QUADSIZE
- if nsteps < 1: # This shouldn't be necessary
- nsteps = 1
+ # calculate preferred number of steps
+ if motion < 0:
+ msteps = -motion
+ else:
+ msteps = motion
+ if motion > 0 and nsteps > mdist:
+ nsteps = mdist; # don't overshoot
+ if nsteps > QUADSIZE:
+ nsteps = QUADSIZE; # This shouldn't be necessary
+ if nsteps < 1:
+ nsteps = 1; # This shouldn't be necessary
if idebug:
- proutn("NSTEPS = %d:", nsteps)
- # Compute preferred values of delta X and Y
- me = game.sector - com;
- if 2.0 * abs(me.x) < abs(me.y):
- me.x = 0;
- if 2.0 * abs(me.y) < abs(game.sector.x-com.x):
- me.y = 0;
- if me.x != 0: me.x = sgn(me.x*motion)
- if me.y != 0: me.y = sgn(me.y*motion)
- next = com;
- # main move loop
+ 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
+ # main move loop
for ll in range(nsteps):
- if idebug:
- proutn(" %d", ll+1)
- # Check if preferred position available
- look = next + me
- krawl = me.sgn()
+ 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
+ else:
+ krawlx = -1
+ if my < 0:
+ krawly = 1
+ else:
+ krawly = -1
success = False
- attempts = 0 # Settle meysterious hang problem
- while attempts < 20 and not success:
+ 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, ship, bugout):
+ if look.x < 1 or look.x > QUADSIZE:
+ if motion < 0 and tryexit(look, ienm, loccom, irun):
return
- if krawl.x == me.x or me.y == 0:
- break
- look.x = next.x + krawl.x
- krawl.x = -krawl.x
+ if krawlx == mx or my == 0:
+ break
+ look.x = next.x + krawlx
+ krawlx = -krawlx
elif look.y < 1 or look.y > QUADSIZE:
- if motion < 0 and tryexit(look, ship, bugout):
- return
- if krawl.y == me.y or me.x == 0:
- break
- look.y = next.y + krawl.y
- krawl.y = -krawl.y
- elif "ramming" in game.options and game.quad[look] != IHDOT:
- # See if we should ram ship
- if game.quad[look] == game.ship and ienm in (IHC, IHS):
- ram(true, ienm, com)
+ if motion < 0 and tryexit(look, ienm, loccom, irun):
+ return
+ if krawly == my or mx == 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)
return
- if krawl.x != me.x and me.y != 0:
+ if krawlx != mx and my != 0:
look.x = next.x + krawlx
- krawl.x = -krawl.x
- elif krawly != me.y and me.x != 0:
+ krawlx = -krawlx
+ elif krawly != my and mx != 0:
look.y = next.y + krawly
- krawl.y = -krawl.y
+ krawly = -krawly
else:
- break # we have failed
+ break; # we have failed
else:
- success = True
- if success:
+ success = True
+ if success:
next = look
- if idebug:
- proutn(str(next))
+ if idebug:
+ proutn(`next`)
else:
- break # done early
+ break; # done early
+
if idebug:
- prout("")
- # Put ship in place within same quadrant
- if next != ship.location:
- # it moved
- if not damaged("DSRSENS") or game.condition == "docked":
- proutn("*** %s from sector %s" % (ship, ship.location))
- if ship.distance() < dist1:
- prout(" advances to sector %s" % ship.location)
- else:
- prout(" retreats to sector %s" % ship.location)
- ship.sectormove(next)
-
-def moveklings():
- "Allow enemies to move."
- for enemy in self.quad.enemies():
- if enemy.type == "Commander":
- movebaddy(enemy)
- break
- for enemy in self.quad.enemies():
- if enemy.type == "Super-Commander":
- movebaddy(enemy)
- break
- # Ff skill level is high, move other Klingons and Romulans too!
+ 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:
+ proutn(_(" advances to "))
+ else:
+ proutn(_(" retreats to "))
+ prout("Sector %s." % next)
+
+def moveklings():
+ # 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)
+ 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 "movebaddy" in game.options:
- for enemy in self.quad.enemies():
- if enemy.type in ("Klingon", "Romulan"):
- movebaddy(enemy)
- break
+ 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();
-def movescom(ship, avoid):
- # commander movement helper
- global ipage
- if game.state.kscmdr == game.quadrant or \
- game.state.galaxy[iq].supernova or \
- game.state.galaxy[iq].klingons > MAXKLQUAD-1:
- return True
+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 base in game.state.starbases:
- if base.location == ship.location:
+ # 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
if game.justin and not game.iscate:
- return True
- # Super-Commander has scooted, Remove him from current quadrant.
- if game.state.kscmdr == game.quadrant:
- game.iscate = False
- game.isatb = 0
- game.ientesc = False
- unschedule("FSCDBAS")
- if game.condition != "docked":
- newcnd()
- ship.sectormove(None)
- # do the actual move
- game.state.galaxy[game.state.kscmdr].klingons -= 1
+ return True
+ # do the move
+ game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons -= 1
game.state.kscmdr = iq
- game.state.galaxy[game.state.kscmdr].klingons += 1
- # check for a helpful planet in the destination quadrant
- for planet in game.state.planets:
- if planet.location == game.state.kscmdr and planet.crystals=="present":
- # destroy the planet
- del planet
- if communicating():
- if not ipage:
- pause_game(True)
- ipage = true
- prout("Lt. Uhura- \"Captain, Starfleet Intelligence reports")
- proutn(_(" a planet in "))
- proutn(cramlc(quadrant, game.state.kscmdr))
- prout(" has been destroyed")
- prout(" by the Super-commander.\"")
+ game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons += 1
+ if game.ishere:
+ # 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:
+ 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]
+ game.klhere -= 1
+ game.nenhere -= 1
+ if game.condition!=docked:
+ newcnd()
+ sortklings()
+ # 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:
+ # 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:
+ pause_game(True)
+ 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 False; # looks good!
-def scom():
- # move the Super Commander
- if (idebug):
- prout("== SCOM")
-
- # Decide on being active or passive
- passive = ((NKILLC+NKILLK)/(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 passive:
- # coxmpute move away from Enterprise
- delta = game.state.kscmdr - game.quadrant
- if distance(game.state.kscmdr) > 2.0:
- # circulate in space
- delta.x = game.state.kscmdr.y-game.quadrant.y
- delta.y = game.quadrant.x-game.state.kscmdr.x
+def supercommander():
+ # 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 \
+ (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:
+ # circulate in space
+ idelta.x = game.state.kscmdr.y-game.quadrant.y
+ idelta.y = game.quadrant.x-game.state.kscmdr.x
else:
- if len(game.state.bases):
- unschedule("FSCMOVE")
+ # compute distances to starbases
+ if game.state.rembase <= 0:
+ # nothing left to do
+ unschedule(FSCMOVE)
return
sc = game.state.kscmdr
- # compute distances to starbases
- game.starbases.sort(lambda x, y: cmp(distance(x, game.quadrant), distance(y, game.quadrant)))
+ for i in range(1, game.state.rembase+1):
+ basetbl.append((i, distance(game.state.baseq[i], sc)))
+ if game.state.rembase > 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.
- nearest = filter(game.starbases,
- lambda x: game.state.galaxy[x].supernova \
- and game.state.galaxy[x].klingons <= MAXKLQUAD-1)
- if game.quadrant in nearest:
- nearest.remove(game.quadrant)
- if game.battle in nearest:
- nearest.remove(game.battle)
- # if there is a commander, and no other base is appropriate,
- # we will take the one with the commander
- nocmd = filter(lambda x: x.location not in game.state.kcmdr, nearest)
- if len(nocmd):
- nearest = nocmd
- ibq = nearest[0]
- if len(nearest) == 0:
- return # Nothing suitable -- wait until next time
- # decide how to move toward base
- delta = ibq - game.state.kscmdr
- # maximum movement is 1 quadrant in either or both axis
- delta = delta.sgn()
+ # without too many Klingons, and not already under attack.
+ ifindit = iwhichb = 0
+ for i2 in range(1, game.state.rembase+1):
+ 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:
+ 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:
+ ifindit = 2
+ iwhichb = i
+ break
+ if j > game.state.remcom: # no commander -- use this one
+ ifindit = 1
+ iwhichb = i
+ break
+ if ifindit==0:
+ return; # Nothing suitable -- wait until next time
+ ibq = game.state.baseq[iwhichb]
+ # decide how to move toward base
+ idelta = ibq - game.state.kscmdr
+ # Maximum movement is 1 quadrant in either or both axes
+ idelta = idelta.sgn()
# try moving in both x and y directions
- iq = game.state.kscmdr + delta
- if movescom(iq, passive):
- # failed -- try some other maneuvers
- if delta.x==0 or delta.y==0:
- # attempt angle move
- if delta.x != 0:
+ # 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):
+ # failed -- try some other maneuvers
+ if idelta.x==0 or idelta.y==0:
+ # attempt angle move
+ if idelta.x != 0:
iq.y = game.state.kscmdr.y + 1
- if movescom(iq, passive):
+ if movescom(iq, avoid):
iq.y = game.state.kscmdr.y - 1
- movescom(iq, passive)
+ movescom(iq, avoid)
else:
iq.x = game.state.kscmdr.x + 1
- if movescom(iq, passive):
+ if movescom(iq, avoid):
iq.x = game.state.kscmdr.x - 1
- movescom(iq, passive)
+ movescom(iq, avoid)
else:
- # try moving just in x or y
+ # try moving just in x or y
iq.y = game.state.kscmdr.y
- if movescom(iq, passive):
- iq.y = game.state.kscmdr.y + delta.y
+ if movescom(iq, avoid):
+ iq.y = game.state.kscmdr.y + idelta.y
iq.x = game.state.kscmdr.x
- movescom(iq, passive)
- # check for a base
- if len(game.state.bases) == 0:
- unschedule("FSCMOVE")
+ movescom(iq, avoid)
+ # check for a base
+ if game.state.rembase == 0:
+ unschedule(FSCMOVE)
else:
- for ibq in game.bases:
- if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
- # attack the base
- if passive:
- return # no, don't attack base!
- game.iseenit = false
- game.isatb = 1
- schedule("FSCDBAS", 1.0 +2.0*Rand())
- if is_scheduled("FCDBAS"):
- postpone("FSCDBAS", scheduled("FCDBAS")-game.state.date)
- if not communicating():
- return # no warning
- game.iseenit = True
- if not ipage:
- pause_game(true)
- ipage = True
- proutn(_("Lt. Uhura- \"Captain, the starbase in "))
- proutn(cramlc(quadrant, game.state.kscmdr))
- skip(1)
- prout(" reports that it is under attack from the Klingon Super-commander.")
- proutn(" It can survive until stardate %d.\"",
- int(scheduled(FSCDBAS)))
- if not game.resting:
- return
- prout("Mr. Spock- \"Captain, shall we cancel the rest period?\"")
- if ja() == false:
- return
- game.resting = False
- game.optime = 0.0 # actually finished
- return
- # Check for intelligence report
- if (Rand() > 0.2 or not communicating() or
- not game.state.galaxy[game.state.kscmdr].charted):
+ 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):
+ # attack the base
+ if avoid:
+ return; # no, don't attack base!
+ game.iseenit = False
+ game.isatb = 1
+ schedule(FSCDBAS, 1.0 +2.0*Rand())
+ if is_scheduled(FCDBAS):
+ postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
+ if damaged(DRADIO) and game.condition != docked:
+ return; # no warning
+ game.iseenit = True
+ pause_game(True)
+ prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
+ % game.state.kscmdr)
+ prout(_(" reports that it is under attack from the Klingon Super-commander."))
+ proutn(_(" It can survive until stardate %d.\"") \
+ % int(scheduled(FSCDBAS)))
+ if not game.resting:
+ return
+ prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
+ if ja() == False:
+ return
+ game.resting = False
+ game.optime = 0.0; # actually finished
+ 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):
return
- if ipage:
- pause_game(true)
- ipage = true
+ pause_game(True)
prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
- proutn(_(" the Super-commander is in "))
- proutn(cramlc(quadrant, game.state.kscmdr))
- prout(".\"")
- return
+ proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
+ return;
-def movetho(void):
- "Move the Tholian (an instance of ship type pointed at by game.tholian)."
- if not game.tholian or game.justin:
- return
- next = coord()
- if game.tholian.location.x == 1 and game.tholian.location.y == 1:
- next.x = 1
- next.y = QUADSIZE
- elif game.tholian.location.x == 1 and game.tholian.location.y == QUADSIZE:
- next.x = next.y = QUADSIZE
- elif game.tholian.location.x == QUADSIZE and game.tholian.location.y == QUADSIZE:
- next.x = QUADSIZE
- next.y = 1
- elif game.tholian.location.x == QUADSIZE and game.tholian.location.y == 1:
- next.x = next.y = 1
+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
else:
- # something is wrong!
- game.tholian = None
+ # something is wrong!
+ game.ithere = False
+ return
+
+ # do nothing if we are blocked
+ if game.quad[idx][idy]!= IHDOT and game.quad[idx][idy]!= IHWEB:
return
- # Do nothing if we are blocked
- if not (isinstance(game.quad[next], space) or isinstance(game.quad[next], web)):
- return
- # Now place some web
- im = (next - game.tholian.location).sgn()
- if game.tholian.x != next.x:
- # move in x axis
- while game.tholian.location.x != next.x:
- game.tholian.location.x += im.x
- if isinstance(game.quad[game.tholian.location], space):
- game.quad[game.tholian.location] = web()
- elif game.tholian.y != next.y:
- # move in y axis
- while game.tholian.y != next.y:
- game.tholian.y += im.y
- if isinstance(game.quad[game.tholian.location], space):
- game.quad[game.tholian.location] = web()
- # web is done, move ship
- game.tholian.movesector(next)
- # check to see if all holes plugged
+ 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
+
+ # check to see if all holes plugged
for i in range(1, QUADSIZE+1):
- if (not isinstance(game.quad[(1,i)],web)) and game.quad[(1,i)]!=game.tholian:
- return
- if (not isinstance(game.quad[(QUADSIZE,i)],web)) and game.quad[(QUADSIZE,i)]!=game.tholian:
- return
- if (not isinstance(game.quad[(i,1)],web)) and game.quad[(i,1)]!=game.tholian:
- return
- if (not isinstance(game.quad[(i.QUADSIZE)],web)) and game.quad[(i,QUADSIZE)]!=game.tholian:
- return
- # All plugged up -- Tholian splits
- game.quad[game.tholian] = web()
- ship.movesector(None)
- crmena(True, IHT, sector, game.tholian)
- prout(" completes web.")
- game.tholian = None
+ if game.quad[1][i]!=IHWEB and game.quad[1][i]!=IHT:
+ return
+ if game.quad[QUADSIZE][i]!=IHWEB and game.quad[QUADSIZE][i]!=IHT:
+ return
+ if game.quad[i][1]!=IHWEB and game.quad[i][1]!=IHT:
+ return
+ if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT:
+ return
+ # All plugged up -- Tholian splits
+ game.quad[game.tholian.x][game.tholian.y]=IHWEB
+ dropin(IHBLANK)
+ crmena(True, IHT, "sector", game.tholian)
+ prout(_(" completes web."))
+ game.ithere = False
+ game.nenhere -= 1
return
+# Code from battle.c begins here
+
+def doshield(shraise):
+ # change shield status
+ action = "NONE"
+ game.ididit = False
+ if shraise:
+ action = "SHUP"
+ else:
+ key = scan()
+ if key == IHALPHA:
+ if isit("transfer"):
+ action = "NRG"
+ else:
+ chew()
+ if damaged(DSHIELD):
+ prout(_("Shields damaged and down."))
+ return
+ if isit("up"):
+ action = "SHUP"
+ elif isit("down"):
+ action = "SHDN"
+ if action=="NONE":
+ proutn(_("Do you wish to change shield energy? "))
+ if ja() == True:
+ proutn(_("Energy to transfer to shields- "))
+ action = "NRG"
+ elif damaged(DSHIELD):
+ prout(_("Shields damaged and down."))
+ return
+ elif game.shldup:
+ proutn(_("Shields are up. Do you want them down? "))
+ if ja() == True:
+ action = "SHDN"
+ else:
+ chew()
+ return
+ else:
+ proutn(_("Shields are down. Do you want them up? "))
+ if ja() == True:
+ action = "SHUP"
+ else:
+ chew()
+ return
+ if action == "SHUP": # raise shields
+ if game.shldup:
+ prout(_("Shields already up."))
+ return
+ game.shldup = True
+ game.shldchg = True
+ if game.condition != "docked":
+ game.energy -= 50.0
+ prout(_("Shields raised."))
+ if game.energy <= 0:
+ skip(1)
+ prout(_("Shields raising uses up last of energy."))
+ finish(FNRG)
+ return
+ game.ididit=True
+ return
+ elif action == "SHDN":
+ if not game.shldup:
+ prout(_("Shields already down."))
+ return
+ game.shldup=False
+ game.shldchg=True
+ prout(_("Shields lowered."))
+ game.ididit = True
+ return
+ elif action == "NRG":
+ while scan() != IHREAL:
+ chew()
+ proutn(_("Energy to transfer to shields- "))
+ chew()
+ if aaitem==0:
+ return
+ if aaitem > game.energy:
+ prout(_("Insufficient ship energy."))
+ return
+ game.ididit = True
+ if game.shield+aaitem >= game.inshld:
+ prout(_("Shield energy maximized."))
+ if game.shield+aaitem > 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:
+ # Prevent shield drain loophole
+ skip(1)
+ prout(_("Engineering to bridge--"))
+ prout(_(" Scott here. Power circuit problem, Captain."))
+ prout(_(" I can't drain the shields."))
+ game.ididit = False
+ return
+ if game.shield+aaitem < 0:
+ prout(_("All shield energy transferred to ship."))
+ game.energy += game.shield
+ game.shield = 0.0
+ return
+ proutn(_("Scotty- \""))
+ if aaitem > 0:
+ prout(_("Transferring energy to shields.\""))
+ else:
+ prout(_("Draining energy from shields.\""))
+ game.shield += aaitem
+ game.energy -= aaitem
+ return
+
+def randdevice():
+ # 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
+ # device is damaged depends on the device. Well protected
+ # devices (such as the computer, which is in the core of the
+ # ship and has considerable redundancy) almost never get
+ # damaged, whereas devices which are exposed (such as the
+ # warp engines) or which are particularly delicate (such as
+ # the transporter) have a much higher probability of being
+ # damaged."
+ #
+ # 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()
+ # and have done with it. Also, in the original game, DNAVYS
+ # and DCOMPTR were the same device.
+ #
+ # Instead, we use a table of weights similar to the one from BSD Trek.
+ # BSD doesn't have the shuttle, shield controller, death ray, or probes.
+ # 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%
+ 120, # DPHASER: phasers 12.0%
+ 120, # DPHOTON: photon torpedoes 12.0%
+ 25, # DLIFSUP: life support 2.5%
+ 65, # DWARPEN: warp drive 6.5%
+ 70, # DIMPULS: impulse engines 6.5%
+ 145, # DSHIELD: deflector shields 14.5%
+ 30, # DRADIO: subspace radio 3.0%
+ 45, # DSHUTTL: shuttle 4.5%
+ 15, # DCOMPTR: computer 1.5%
+ 20, # NAVCOMP: navigation system 2.0%
+ 75, # DTRANSP: transporter 7.5%
+ 20, # DSHCTRL: high-speed shield controller 2.0%
+ 10, # DDRAY: death ray 1.0%
+ 30, # DDSP: deep-space probes 3.0%
+ )
+ idx = Rand() * 1000.0 # weights must sum to 1000
+ sum = 0
+ for (i, w) in enumerate(weights):
+ sum += w
+ if idx < sum:
+ return i
+ return None; # we should never get here
+
+def ram(ibumpd, ienm, w):
+ # make our ship ram something
+ 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(_(" rammed by "))
+ else:
+ proutn(_(" rams "))
+ crmena(False, ienm, sector, w)
+ if ibumpd:
+ proutn(_(" (original position)"))
+ skip(1)
+ deadkl(w, ienm, game.sector)
+ proutn("***")
+ crmshp()
+ prout(_(" heavily damaged."))
+ icas = 10.0+20.0*Rand()
+ 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)
+ for m in range(ncrits):
+ dev = randdevice()
+ if game.damage[dev] < 0:
+ continue
+ extradm = (10.0*hardness*Rand()+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:
+ pause_game(True)
+ 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
+ if not damaged(DSRSENS) or game.condition=="docked":
+ setwnd(srscan_window)
+ else:
+ setwnd(message_window)
+ # 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):
+ break
+ iquad=game.quad[w.x][w.y]
+ tracktorpedo(w, l, i, n, iquad)
+ if iquad==IHDOT:
+ continue
+ # hit something
+ setwnd(message_window)
+ if damaged(DSRSENS) and not 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))
+ 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)
+ 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):
+ return hit
+ if game.quad[jw.x][jw.y]==IHBLANK:
+ finish(FHOLE)
+ return hit
+ if game.quad[jw.x][jw.y]!=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;"))
+ 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]):
+ break
+ kp = math.fabs(game.kpower[ll])
+ h1 = 700.0 + 100.0*Rand() - \
+ 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
+ h1 = math.fabs(h1)
+ if kp < h1:
+ h1 = kp
+ if game.kpower[ll] < 0:
+ game.kpower[ll] -= -h1
+ else:
+ game.kpower[ll] -= h1
+ if game.kpower[ll] == 0:
+ deadkl(w, iquad, w)
+ return None
+ crmena(True, iquad, "sector", w)
+ # If enemy damaged but not destroyed, try to displace
+ ang = angle + 2.5*(Rand()-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):
+ prout(_(" damaged but not destroyed."))
+ return
+ if game.quad[jw.x][jw.y]==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
+ prout(_(" damaged but not destroyed."))
+ return None
+ proutn(_(" damaged--"))
+ game.ks[ll] = jw
+ shoved = True
+ break
+ 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.basekl += 1
+ newcnd()
+ return None
+ elif iquad == IHP: # Hit a planet
+ crmena(True, iquad, sector, w)
+ prout(_(" 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
+ 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."))
+ 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
+ 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."))
+ return None
+ elif iquad == IHSTAR: # Hit a star
+ if Rand() > 0.10:
+ nova(w)
+ return None
+ crmena(True, IHSTAR, sector, w)
+ prout(_(" unaffected by photon blast."))
+ return None
+ elif iquad == IHQUEST: # Hit a thingy
+ if not (game.options & OPTION_THINGY) or Rand()>0.7:
+ skip(1)
+ prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
+ skip(1)
+ prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
+ skip(1)
+ proutn(_("Mr. Spock-"))
+ prouts(_(" \"Fascinating!\""))
+ skip(1)
+ deadkl(w, iquad, w)
+ else:
+ #
+ # Stas Sergeev added the possibility that
+ # you can shove the Thingy and piss it off.
+ # It then becomes an enemy and may fire at you.
+ #
+ iqengry = True
+ shoved = True
+ return None
+ elif iquad == IHBLANK: # Black hole
+ skip(1)
+ crmena(True, IHBLANK, sector, w)
+ prout(_(" 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 = math.fabs(h1)
+ if h1 >= 600:
+ game.quad[w.x][w.y] = IHDOT
+ game.ithere = False
+ deadkl(w, iquad, w)
+ return None
+ skip(1)
+ crmena(True, IHT, sector, w)
+ if Rand() > 0.05:
+ prout(_(" survives photon blast."))
+ return None
+ prout(_(" disappears."))
+ game.quad[w.x][w.y] = IHWEB
+ game.ithere = False
+ game.nenhere -= 1
+ dropin(IHBLANK)
+ return None
+ else: # Problem!
+ skip(1)
+ proutn("Don't know how to handle torpedo collision with ")
+ 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()):
+ return
+
+ ncrit = 1.0 + hit/(500.0+100.0*Rand())
+ proutn(_("***CRITICAL HIT--"))
+ # Select devices and cause damage
+ cdam = []
+ for loop1 in range(ncrit):
+ while True:
+ j = randdevice()
+ # Cheat to prevent shuttle damage unless on ship
+ 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()))
+ 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 "))
+ proutn(device[j])
+ prout(_(" damaged."))
+ if damaged(DSHIELD) and game.shldup:
+ prout(_("***Shields knocked down."))
+ game.shldup=False
+
+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
+ if game.alldone:
+ return
+
+ if idebug:
+ prout("=== ATTACK!")
+
+ # Tholian gewts to move before attacking
+ if game.ithere:
+ 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:
+ moveklings()
+
+ # if no enemies remain after movement, we're done
+ if game.nenhere==0 or (game.nenhere==1 and iqhere and not iqengry):
+ 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()
+
+ 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:
+ 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
+ if game.condition == "docked":
+ r *= 0.25
+ if game.kpower[loop] < 500:
+ r *= 0.25;
+ jay = game.ks[loop]
+ iquad = game.quad[jay.x][jay.y]
+ if iquad==IHT or (iquad==IHQUEST and not iqengry):
+ 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)
+ 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
+ else: # Enemy uses photon torpedo
+ course = 1.90985*math.atan2(game.sector.y-jay.y, jay.x-game.sector.x)
+ hit = 0
+ proutn(_("***TORPEDO INCOMING"))
+ if not damaged(DSRSENS):
+ proutn(_(" From "))
+ crmena(False, iquad, where, jay)
+ 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:
+ 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 hit == None:
+ continue
+ # incoming phaser or torpedo, shields may dissipate it
+ if game.shldup or game.shldchg or game.condition=="docked":
+ # shields will take hits
+ propor = pfac * game.shield
+ if game.condition =="docked":
+ propr *= 2.1
+ if propor < 0.1:
+ propor = 0.1
+ hitsh = propor*chgfac*hit+1.0
+ absorb = 0.8*hitsh
+ if absorb > game.shield:
+ absorb = game.shield
+ game.shield -= absorb
+ hit -= hitsh
+ # taking a hit blasts us out of a starbase dock
+ if game.condition == "docked":
+ dock(False)
+ # but the shields may take care of it
+ if propor > 0.1 and hit < 0.005*game.energy:
+ continue
+ # hit from this opponent got through shields, so take damage
+ ihurt = True
+ proutn(_("%d unit hit") % int(hit))
+ if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
+ proutn(_(" on the "))
+ crmshp()
+ if not damaged(DSRSENS) and usephasers:
+ proutn(_(" from "))
+ crmena(False, iquad, where, jay)
+ skip(1)
+ # Decide if hit is critical
+ if hit > hitmax:
+ hitmax = hit
+ hittot += hit
+ fry(hit)
+ game.energy -= hit
+ if game.energy <= 0:
+ # Returning home upon your shield, not with it...
+ finish(FBATTLE)
+ 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)
+ skip(1)
+ proutn(_("Energy left %2d shields ") % int(game.energy))
+ if game.shldup:
+ proutn(_("up "))
+ elif not damaged(DSHIELD):
+ proutn(_("down "))
+ else:
+ proutn(_("damaged, "))
+ prout(_("%d%%, torpedoes left %d"), percent, game.torps)
+ # Check if anyone was hurt
+ if hitmax >= 200 or hittot >= 500:
+ icas= hittot*Rand()*0.015
+ if icas >= 2:
+ skip(1)
+ prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
+ prout(_(" in that last attack.\""))
+ 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;
+
+def deadkl(w, type, mv):
+ # kill a Klingon, Tholian, Romulan, or Thingy
+ # Added mv to allow enemy to "move" before dying
+
+ 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
+ elif type == IHT:
+ # Killed a Tholian
+ game.ithere = False
+ elif type == IHQUEST:
+ # Killed a Thingy
+ iqhere = iqengry = False
+ invalidate(thing)
+ 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)
+
+ # For each kind of enemy, finish message to player
+ prout(_(" destroyed."))
+ game.quad[w.x][w.y] = IHDOT
+ if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
+ return
+
+ game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom)
+
+ # 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):
+ 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):
+ huh()
+ return None
+ deltx = 0.1*(y - game.sector.y)
+ delty = 0.1*(x - game.sector.x)
+ if deltx==0 and delty== 0:
+ skip(1)
+ prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
+ prout(_(" I recommend an immediate review of"))
+ prout(_(" the Captain's psychological profile.\""))
+ chew()
+ return None
+ return 1.90985932*math.atan2(deltx, delty)
+
+def photon():
+ # launch photon torpedo
+ game.ididit = False
+ if damaged(DPHOTON):
+ prout(_("Photon tubes damaged."))
+ chew()
+ return
+ if game.torps == 0:
+ prout(_("No torpedoes left."))
+ chew()
+ return
+ key = scan()
+ while True:
+ if key == IHALPHA:
+ huh()
+ return
+ elif key == IHEOL:
+ prout(_("%d torpedoes left."), game.torps)
+ proutn(_("Number of torpedoes to fire- "))
+ key = scan()
+ else: # key == IHREAL {
+ n = aaitem + 0.5
+ if n <= 0: # abort command
+ chew()
+ return
+ if n > 3:
+ chew()
+ prout(_("Maximum of 3 torpedoes per burst."))
+ key = IHEOL
+ 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:
+ # 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]
+ 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:
+ return
+ chew()
+ if i == 1 and key == IHEOL:
+ # 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:
+ return
+ game.ididit = True
+ # Loop for moving <n> torpedoes
+ for i in range(1, n+1):
+ if game.condition != "docked":
+ game.torps -= 1
+ r = (Rand()+Rand())*0.5 -0.5
+ if math.fabs(r) >= 0.47:
+ # misfire!
+ r = (Rand()+1.2) * r
+ if n>1:
+ prouts(_("***TORPEDO NUMBER %d MISFIRES"), i)
+ else:
+ prouts(_("***TORPEDO MISFIRES."))
+ skip(1)
+ if i < n:
+ prout(_(" Remainder of burst aborted."))
+ if Rand() <= 0.2:
+ prout(_("***Photon tubes damaged by misfire."))
+ game.damage[DPHOTON] = game.damfac*(1.0+2.0*Rand())
+ 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:
+ return
+ if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
+ finish(FWON);
+
+def overheat(rpow):
+ # check for phasers overheating
+ if rpow > 1500:
+ chekbrn = (rpow-1500.)*0.00038
+ if Rand() <= chekbrn:
+ prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
+ game.damage[DPHASER] = game.damfac*(1.0 + Rand()) * (1.0+chekbrn)
+
+def checkshctrl(rpow):
+ # check shield control
+
+ skip(1)
+ if Rand() < 0.998:
+ prout(_("Shields lowered."))
+ return False
+ # Something bad has happened
+ prouts(_("***RED ALERT! RED ALERT!"))
+ skip(2)
+ hit = rpow*game.shield/game.inshld
+ game.energy -= rpow+hit*0.8
+ game.shield -= hit*0.2
+ if game.energy <= 0.0:
+ prouts(_("Sulu- \"Captain! Shield malf***********************\""))
+ skip(1)
+ stars()
+ finish(FPHASER)
+ return True
+ prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
+ skip(2)
+ prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
+ icas = hit*Rand()*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)
+ game.casual += icas
+ game.state.crew -= icas
+ skip(1)
+ prout(_("Phaser energy dispersed by shields."))
+ prout(_("Enemy unaffected."))
+ overheat(rpow)
+ return True;
+
+def hittem(doublehits):
+ # register a phaser hit on Klingons and Romulans
+ nenhr2=game.nenhere; kk=1
+ w = coord()
+ skip(1)
+ for k in range(1, nenhr2+1):
+ wham = hits[k]
+ if wham==0:
+ continue
+ dustfac = 0.9 + 0.01*Rand()
+ hit = wham*math.pow(dustfac,game.kdist[kk])
+ kpini = game.kpower[kk]
+ kp = math.fabs(kpini)
+ if PHASEFAC*hit < kp:
+ kp = PHASEFAC*hit
+ if game.kpower[kk] < 0:
+ game.kpower[kk] -= -kp
+ else:
+ game.kpower[kk] -= kp
+ kpow = game.kpower[kk]
+ w = game.ks[kk]
+ 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]
+ if ienm==IHQUEST:
+ iqengry = True
+ 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:
+ finish(FWON);
+ if game.alldone:
+ return
+ kk -= 1; # don't do the increment
+ 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))
+ prout(_(" has just lost its firepower.\""))
+ game.kpower[kk] = -kpow
+ kk += 1
+ return;
+
+def phasers():
+ # fire phasers
+ hits = []; rpow=0
+ kz = 0; k = 1; irec=0 # Cheating inhibitor
+ ifast = False; no = False; itarg = True; msgflag = True
+ automode = "NOTSET"
+ key=0
+
+ skip(1)
+ # SR sensors and Computer are needed fopr automode
+ if damaged(DSRSENS) or damaged(DCOMPTR):
+ itarg = False
+ if game.condition == "docked":
+ prout(_("Phasers can't be fired through base shields."))
+ chew()
+ return
+ if damaged(DPHASER):
+ prout(_("Phaser control damaged."))
+ chew()
+ return
+ if game.shldup:
+ if damaged(DSHCTRL):
+ prout(_("High speed shield control damaged."))
+ chew()
+ return
+ if game.energy <= 200.0:
+ prout(_("Insufficient energy to activate high-speed shield control."))
+ chew()
+ return
+ prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
+ ifast = True
+
+ # Original code so convoluted, I re-did it all
+ while automode=="NOTSET":
+ key=scan()
+ if key == IHALPHA:
+ if isit("manual"):
+ if game.nenhere==0:
+ prout(_("There is no enemy present to select."))
+ chew()
+ key = IHEOL
+ automode="AUTOMATIC"
+ else:
+ automode = "MANUAL"
+ key = scan()
+ elif isit("automatic"):
+ if (not itarg) and game.nenhere != 0:
+ automode = "FORCEMAN"
+ else:
+ if game.nenhere==0:
+ prout(_("Energy will be expended into space."))
+ automode = "AUTOMATIC"
+ key = scan()
+ elif isit("no"):
+ no = True
+ else:
+ huh()
+ return
+ elif key == IHREAL:
+ if game.nenhere==0:
+ prout(_("Energy will be expended into space."))
+ automode = "AUTOMATIC"
+ elif not itarg:
+ automode = "FORCEMAN"
+ else:
+ automode = "AUTOMATIC"
+ else:
+ # IHEOL
+ if game.nenhere==0:
+ prout(_("Energy will be expended into space."))
+ automode = "AUTOMATIC"
+ elif not itarg:
+ automode = "FORCEMAN"
+ else:
+ proutn(_("Manual or automatic? "))
+ avail = game.energy
+ if ifast:
+ avail -= 200.0
+ if automode == "AUTOMATIC":
+ if key == IHALPHA and isit("no"):
+ no = True
+ key = scan()
+ if key != IHREAL and game.nenhere != 0:
+ prout(_("Phasers locked on target. Energy available: %.2f"),
+ avail)
+ irec=0
+ while True:
+ 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
+ kz=1
+ proutn(_("%d units required. "), irec)
+ chew()
+ proutn(_("Units to fire= "))
+ key = scan()
+ if key!=IHREAL:
+ return
+ rpow = aaitem
+ if rpow > avail:
+ proutn(_("Energy available= %.2f") % avail)
+ skip(1)
+ key = IHEOL
+ if not rpow > avail:
+ break
+ if rpow<=0:
+ # chicken out
+ chew()
+ return
+ key=scan()
+ if key == IHALPHA and isit("no"):
+ no = True
+ if ifast:
+ game.energy -= 200; # Go and do it!
+ if checkshctrl(rpow):
+ return
+ chew()
+ game.energy -= rpow
+ extra = rpow
+ if game.nenhere:
+ extra = 0.0
+ powrem = rpow
+ for i in range(1, game.nenhere+1):
+ hits[i] = 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]
+ temp = powrem
+ powrem -= hits[i] + over
+ if powrem <= 0 and temp < hits[i]:
+ hits[i] = temp
+ if powrem <= 0:
+ over = 0.0
+ extra += over
+ if powrem > 0.0:
+ extra += powrem
+ hittem(hits)
+ game.ididit = True
+ if extra > 0 and not game.alldone:
+ if game.ithere:
+ proutn(_("*** Tholian web absorbs "))
+ if game.nenhere>0:
+ proutn(_("excess "))
+ prout(_("phaser energy."))
+ else:
+ prout(_("%d expended on empty space."), int(extra))
+ elif automode == "FORCEMAN":
+ chew()
+ key = IHEOL
+ if damaged(DCOMPTR):
+ prout(_("Battle computer damaged, manual fire only."))
+ else:
+ skip(1)
+ prouts(_("---WORKING---"))
+ skip(1)
+ prout(_("Short-range-sensors-damaged"))
+ prout(_("Insufficient-data-for-automatic-phaser-fire"))
+ prout(_("Manual-fire-must-be-used"))
+ 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]
+ if msgflag:
+ 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
+ hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
+ k += 1
+ continue
+ if key == IHEOL:
+ 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
+ kz = k
+ proutn("(")
+ if not damaged(DCOMPTR):
+ 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"):
+ no = True
+ key = scan()
+ continue
+ if key == IHALPHA:
+ huh()
+ return
+ if key == IHEOL:
+ if k==1: # Let me say I'm baffled by this
+ msgflag = True
+ continue
+ if aaitem < 0:
+ # abort out
+ chew()
+ return
+ hits[k] = aaitem
+ rpow += aaitem
+ # If total requested is too much, inform and start over
+ if rpow > avail:
+ prout(_("Available energy exceeded -- try again."))
+ chew()
+ return
+ key = scan(); # scan for next value
+ k += 1
+ if rpow == 0.0:
+ # zero energy -- abort
+ chew()
+ return
+ if key == IHALPHA and isit("no"):
+ no = True
+ game.energy -= rpow
+ chew()
+ if ifast:
+ game.energy -= 200.0
+ if checkshctrl(rpow):
+ return
+ hittem(hits)
+ game.ididit = True
+ # Say shield raised or malfunction, if necessary
+ if game.alldone:
+ return
+ if ifast:
+ skip(1)
+ if no == 0:
+ if Rand() >= 0.99:
+ prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
+ prouts(_(" CLICK CLICK POP . . ."))
+ prout(_(" No response, sir!"))
+ game.shldup = False
+ else:
+ prout(_("Shields raised."))
+ else:
+ game.shldup = False
+ overheat(rpow);
+