+ for i in range(NEVENTS):
+ self.future.append(event())
+ self.passwd = None; # Self Destruct password
+ self.enemies = []
+ self.quadrant = None # where we are in the large
+ self.sector = None # where we are in the small
+ 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.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.iscate = False # super commander is here
+ self.ientesc = False # attempted escape from supercommander
+ 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 = None # planet # in quadrant
+ self.inplan = 0 # initial planets
+ self.irhere = 0 # Romulans in quadrant
+ self.isatb = 0 # =1 if super commander is attacking base
+ 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.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.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.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 + 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'
+IHS = 'S'
+IHSTAR = '*'
+IHP = 'P'
+IHW = '@'
+IHB = 'B'
+IHBLANK = ' '
+IHDOT = '.'
+IHQUEST = '?'
+IHE = 'E'
+IHF = 'F'
+IHT = 'T'
+IHWEB = '#'
+IHMATER0 = '-'
+IHMATER1 = 'o'
+IHMATER2 = '0'
+
+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
+
+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 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.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 enemy.type == IHC:
+ if iq in game.state.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 enemy.kpower > 1000.0:
+ return False
+ # 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":
+ 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
+ if game.condition != "docked":
+ newcnd()
+ # Handle global matters related to escape
+ 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
+ schedule(FSCMOVE, 0.2777)
+ unschedule(FSCDBAS)
+ game.state.kscmdr=iq
+ else:
+ for cmdr in game.state.kcmdr:
+ if cmdr == game.quadrant:
+ game.state.kcmdr[n] = iq
+ break
+ return True; # success
+
+# 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.
+
+def movebaddy(enemy):
+ "Tactical movement for the bad guys."
+ next = coord(); look = coord()
+ irun = False
+ # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
+ if game.skill >= SKILL_EXPERT:
+ nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
+ else:
+ 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 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 = 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):
+ if damaged(DPHASER): # phasers damaged
+ forces += 300.0
+ else:
+ 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!
+ forces += 1000.0
+ motion = 0
+ if forces <= 1000.0 and game.condition != "docked": # Typical situation
+ motion = ((forces + randreal(200))/150.0) - 5.0
+ else:
+ if forces > 1000.0: # Very strong -- move in for kill
+ 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-randreal()**2)
+ if idebug:
+ 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.skill
+ else:
+ motion = game.skill
+ # calculate preferred number of steps
+ nsteps = abs(int(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
+ 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 = next + m
+ if m.i < 0:
+ krawli = 1
+ else:
+ krawli = -1
+ if m.j < 0:
+ krawlj = 1
+ else:
+ krawlj = -1
+ success = False
+ attempts = 0; # Settle mysterious hang problem
+ while attempts < 20 and not success:
+ attempts += 1
+ if look.i < 0 or look.i >= QUADSIZE:
+ if motion < 0 and tryexit(enemy, look, irun):
+ return
+ if krawli == m.i or m.j == 0:
+ break
+ 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 krawlj == m.j or m.i == 0:
+ break
+ 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 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:
+ success = True
+ if success:
+ next = look
+ if idebug:
+ proutn(`next`)
+ else:
+ break; # done early
+ if idebug:
+ skip(1)
+ 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():
+ "Sequence Klingon tactical movement."
+ if idebug:
+ prout("== MOVCOM")
+ # Figure out which Klingon is the commander (or Supercommander)
+ # and do move
+ 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 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."
+ # 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 False
+ # do the move
+ game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
+ game.state.kscmdr = iq
+ 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.ientesc = False
+ unschedule(FSCDBAS)
+ for enemy in game.enemies:
+ if enemy.type == IHS:
+ break
+ enemy.move(None)
+ game.klhere -= 1
+ if game.condition != "docked":
+ newcnd()
+ game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+ # check for a helpful planet
+ for i in range(game.inplan):
+ 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.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 True; # looks good!
+
+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 - 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 idelta.distance() > 2.0:
+ # circulate in space
+ idelta.i = game.state.kscmdr.j-game.quadrant.j
+ idelta.j = game.quadrant.i-game.state.kscmdr.i
+ else:
+ # compute distances to starbases
+ if not game.state.baseq:
+ # nothing left to do
+ unschedule(FSCMOVE)
+ return
+ sc = game.state.kscmdr
+ 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, base) in enumerate(game.state.baseq):
+ i = basetbl[i2][0]; # bug in original had it not finding nearest
+ 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 cmdr in game.state.kcmdr:
+ if base == cmdr and ifindit != 2:
+ ifindit = 2
+ iwhichb = i
+ break
+ else: # 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
+ # 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 not movescom(iq, avoid):
+ # failed -- try some other maneuvers
+ if idelta.i==0 or idelta.j==0:
+ # attempt angle move
+ 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)
+ 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.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 len(game.state.baseq) == 0:
+ unschedule(FSCMOVE)
+ else:
+ 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!
+ game.iseenit = False
+ game.isatb = 1
+ schedule(FSCDBAS, randreal(1.0, 3.0))
+ if is_scheduled(FCDBAS):
+ postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
+ if not communicating():
+ return # no warning
+ game.iseenit = True
+ announce()
+ 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 \
+ (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
+
+def movetholian():
+ "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.tholian.move(None)
+ prout("***Internal error: Tholian in a bad spot.")
+ return
+ # do nothing if we are blocked
+ 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(QUADSIZE):
+ if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT:
+ return
+ if game.quad[QUADSIZE-1][i]!=IHWEB and game.quad[QUADSIZE-1][i]!=IHT:
+ return
+ if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT:
+ return
+ if game.quad[i][QUADSIZE-1]!=IHWEB and game.quad[i][QUADSIZE-1]!=IHT:
+ return
+ # All plugged up -- Tholian splits
+ game.quad[game.tholian.kloc.i][game.tholian.kloc.j]=IHWEB
+ dropin(IHBLANK)
+ 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."
+ action = "NONE"
+ game.ididit = False
+ if shraise:
+ action = "SHUP"
+ else:
+ key = scanner.next()
+ if key == "IHALPHA":
+ if scanner.sees("transfer"):
+ action = "NRG"
+ else:
+ if damaged(DSHIELD):
+ prout(_("Shields damaged and down."))
+ return
+ if scanner.sees("up"):
+ action = "SHUP"
+ elif scanner.sees("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:
+ scanner.chew()
+ return
+ else:
+ proutn(_("Shields are down. Do you want them up? "))
+ if ja() == True:
+ action = "SHUP"
+ else:
+ scanner.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 scanner.next() != "IHREAL":
+ scanner.chew()
+ proutn(_("Energy to transfer to shields- "))
+ scanner.chew()
+ if scanner.real == 0:
+ return
+ if scanner.real > game.energy:
+ prout(_("Insufficient ship energy."))
+ return
+ game.ididit = True
+ if game.shield+scanner.real >= game.inshld:
+ prout(_("Shield energy maximized."))
+ 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 scanner.real < 0.0 and game.energy-scanner.real > 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+scanner.real < 0:
+ prout(_("All shield energy transferred to ship."))
+ game.energy += game.shield
+ game.shield = 0.0
+ return
+ proutn(_("Scotty- \""))
+ if scanner.real > 0:
+ prout(_("Transferring energy to shields.\""))
+ else:
+ prout(_("Draining energy from shields.\""))
+ game.shield += scanner.real
+ game.energy -= scanner.real
+ 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 randrange(NDEVICES)
+ # 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 = randrange(1000) # 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 collision(rammed, enemy):
+ "Collision handling fot rammong events."
+ prouts(_("***RED ALERT! RED ALERT!"))
+ skip(1)
+ prout(_("***COLLISION IMMINENT."))
+ skip(2)
+ proutn("***")
+ 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 "))
+ proutn(crmena(False, enemy.type, "sector", enemy.kloc))
+ if rammed:
+ proutn(_(" (original position)"))
+ skip(1)
+ 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 = randrange(NDEVICES/2)
+ for m in range(ncrits):
+ dev = randdevice()
+ if game.damage[dev] < 0:
+ continue
+ 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 + len(game.state.kcmdr) + game.state.nscrem:
+ announce()
+ damagereport()
+ else:
+ finish(FWON)
+ 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
+ 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.i][w.j]
+ tracktorpedo(origin, w, step, number, nburst, iquad)
+ if iquad==IHDOT:
+ continue
+ # hit something
+ 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)
+ 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
+ if game.landed or game.condition=="docked":
+ return hit # Cheat if on a planet
+ # In the C/FORTRAN version, dispersion was 2.5 radians, which
+ # is 143 degrees, which is almost exactly 4.8 clockface units
+ displacement = course(track.bearing+randreal(-2.4,2.4), distance=2**0.5)
+ displacement.next()
+ bumpto = displacement.sector()
+ if not bumpto.valid_sector():
+ return hit
+ if game.quad[bumpto.i][bumpto.j]==IHBLANK:
+ finish(FHOLE)
+ return hit
+ if game.quad[bumpto.i][bumpto.j]!=IHDOT:
+ # can't move into object
+ return hit
+ 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
+ for enemy in game.enemies:
+ if w == enemy.kloc:
+ break
+ 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 enemy.kpower < 0:
+ enemy.kpower -= -h1
+ else:
+ enemy.kpower -= h1
+ if enemy.kpower == 0:
+ deadkl(w, iquad, w)
+ return None
+ proutn(crmena(True, iquad, "sector", w))
+ displacement = course(track.bearing+randreal(-2.4,2.4), distance=2**0.5)
+ displacement.next()
+ bumpto = displacement.sector()
+ if not bumpto.valid_sector():
+ prout(_(" damaged but not destroyed."))
+ return
+ if game.quad[bumpto.i][bumpto.j] == IHBLANK:
+ prout(_(" buffeted into black hole."))
+ deadkl(w, iquad, bumpto)
+ if game.quad[bumpto.i][bumpto.j] != IHDOT:
+ prout(_(" damaged but not destroyed."))
+ 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.."))
+ 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
+ prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
+ game.state.nplankl += 1
+ 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!
+ prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
+ game.state.nworldkl += 1
+ 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(_("The torpedo destroyed an inhabited planet."))
+ return None
+ elif iquad == IHSTAR: # Hit a star
+ if withprob(0.9):
+ nova(w)
+ 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 withprob(0.3):
+ skip(1)
+ prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
+ skip(1)
+ prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
+ skip(1)
+ proutn(_("Mr. Spock-"))
+ prouts(_(" \"Fascinating!\""))
+ skip(1)
+ deadkl(w, iquad, w)
+ else:
+ # Stas Sergeev added the possibility that
+ # you can shove the Thingy and piss it off.
+ # It then becomes an enemy and may fire at you.
+ thing.angry = True
+ shoved = True
+ return None
+ elif iquad == IHBLANK: # Black hole
+ skip(1)
+ 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 + randrange(100) - \
+ 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
+ h1 = math.fabs(h1)
+ if h1 >= 600:
+ game.quad[w.i][w.j] = IHDOT
+ deadkl(w, iquad, w)
+ game.tholian = None
+ return None
+ skip(1)
+ proutn(crmena(True, IHT, "sector", w))
+ if withprob(0.05):
+ prout(_(" survives photon blast."))
+ return None
+ prout(_(" disappears."))
+ 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 ")
+ proutn(crmena(True, iquad, "sector", w))
+ skip(1)
+ return None
+ break
+ skip(1)
+ prout(_("Torpedo missed."))
+ return None;
+
+def fry(hit):
+ "Critical-hit resolution."
+ if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
+ return
+ ncrit = int(1.0 + hit/(500.0+randreal(100)))
+ 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*randreal(75, 100))
+ game.damage[j] += extradm
+ 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."))
+ game.shldup=False
+
+def attack(torps_ok):
+ # bad guy attacks us
+ # 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 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.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 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 + randreal(0.5)
+ skip(1)
+ # message verbosity control
+ if game.skill <= SKILL_FAIR:
+ where = "sector"
+ for enemy in game.enemies:
+ if enemy.kpower < 0:
+ continue; # too weak to attack
+ # compute hit strength and diminish shield power
+ r = randreal()
+ # Increase chance of photon torpedos if docked or enemy energy is low
+ if game.condition == "docked":
+ r *= 0.25
+ if enemy.kpower < 500:
+ r *= 0.25;
+ 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 \
+ (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 = randreal(0.8, 0.85)
+ hit = enemy.kpower*math.pow(dustfac,enemy.kavgd)
+ enemy.kpower *= 0.75
+ else: # Enemy uses photon torpedo
+ # 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, enemy.type, where, enemy.kloc))
+ attempt = True
+ prout(" ")
+ 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.i][game.quadrant.j].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:
+ prout(_(" from ") + crmena(False, enemy.type, where, enemy.kloc))
+ 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."))
+ percent = 100.0*pfac*game.shield+0.5
+ if not ihurt:
+ # Shields fully protect ship
+ proutn(_("Enemy attack reduces shield strength to "))
+ else:
+ # Emit 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 = randrange(int(hittot * 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 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."
+ # Added mv to allow enemy to "move" before dying
+ 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.i][game.quadrant.j].romulans -= 1
+ game.irhere -= 1
+ game.state.nromrem -= 1
+ elif type == IHT:
+ # Killed a Tholian
+ game.tholian = None
+ elif type == IHQUEST:
+ # Killed a Thingy
+ global thing
+ thing = None
+ else:
+ # 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."))
+ if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
+ return
+ game.recompute()
+ # Remove enemy ship from arrays describing local conditions
+ for e in game.enemies:
+ if e.kloc == w:
+ e.move(None)
+ break
+ return
+
+def targetcheck(w):
+ "Return None if target is invalid, otherwise return a course angle."
+ if not w.valid_sector():
+ huh()
+ return None
+ 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.\""))
+ scanner.chew()
+ return None
+ return delta.bearing()
+
+def photon():
+ "Launch photon torpedo."
+ course = []
+ game.ididit = False
+ if damaged(DPHOTON):
+ prout(_("Photon tubes damaged."))
+ scanner.chew()
+ return
+ if game.torps == 0:
+ prout(_("No torpedoes left."))
+ scanner.chew()
+ return
+ # First, get torpedo count
+ while True:
+ scanner.next()
+ if scanner.token == "IHALPHA":
+ huh()
+ return
+ elif scanner.token == "IHEOL" or not scanner.waiting():
+ prout(_("%d torpedoes left.") % game.torps)
+ scanner.chew()
+ proutn(_("Number of torpedoes to fire- "))
+ continue # Go back around to get a number
+ else: # key == "IHREAL"
+ n = scanner.int()
+ if n <= 0: # abort command
+ scanner.chew()
+ return
+ if n > MAXBURST:
+ scanner.chew()
+ prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
+ return
+ 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:
+ target.append(target[0])
+ course.append(course[0])
+ i += 1
+ break
+ scanner.push(scanner.token)
+ target.append(scanner.getcoord())
+ if target[-1] == None:
+ return
+ course.append(targetcheck(target[-1]))
+ if course[-1] == None:
+ return
+ scanner.chew()
+ if len(target) == 0:
+ # prompt for each one
+ 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(n):
+ if game.condition != "docked":
+ game.torps -= 1
+ dispersion = (randreal()+randreal())*0.5 -0.5
+ if math.fabs(dispersion) >= 0.47:
+ # misfire!
+ 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 withprob(0.2):
+ prout(_("***Photon tubes damaged by misfire."))
+ game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
+ break
+ if game.shldup or game.condition == "docked":
+ 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 + len(game.state.kcmdr) + game.state.nscrem)==0:
+ finish(FWON);
+
+def overheat(rpow):
+ "Check for phasers overheating."
+ if rpow > 1500:
+ checkburn = (rpow-1500.0)*0.00038
+ if withprob(checkburn):
+ prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
+ game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
+
+def checkshctrl(rpow):
+ "Check shield control."
+ skip(1)
+ if withprob(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 = 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)
+ game.casual += icas
+ game.state.crew -= icas
+ skip(1)
+ prout(_("Phaser energy dispersed by shields."))
+ prout(_("Enemy unaffected."))
+ overheat(rpow)
+ return True;
+
+def hittem(hits):
+ "Register a phaser hit on Klingons and Romulans."
+ nenhr2 = len(game.enemies); kk=0
+ w = coord()
+ skip(1)
+ for (k, wham) in enumerate(hits):
+ if wham==0:
+ continue
+ 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.enemies[kk].kpower < 0:
+ game.enemies[kk].kpower -= -kp
+ else:
+ 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.i][w.j]
+ if ienm==IHQUEST:
+ thing.angry = True
+ proutn(crmena(False, ienm, "sector", w))
+ skip(1)
+ if kpow == 0:
+ deadkl(w, ienm, w)
+ 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
+ continue
+ else: # decide whether or not to emasculate klingon
+ 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.enemies[kk].kpower = -kpow
+ kk += 1
+ return
+
+def phasers():
+ "Fire phasers at bad guys."
+ hits = []
+ kz = 0; k = 1; irec=0 # Cheating inhibitor
+ ifast = False; no = False; itarg = True; msgflag = True; rpow=0
+ automode = "NOTSET"
+ key=0
+ skip(1)
+ # SR sensors and Computer are needed for automode
+ if damaged(DSRSENS) or damaged(DCOMPTR):
+ itarg = False
+ if game.condition == "docked":
+ prout(_("Phasers can't be fired through base shields."))
+ scanner.chew()
+ return
+ if damaged(DPHASER):
+ prout(_("Phaser control damaged."))
+ scanner.chew()
+ return
+ if game.shldup:
+ if damaged(DSHCTRL):
+ prout(_("High speed shield control damaged."))
+ scanner.chew()
+ return
+ if game.energy <= 200.0:
+ prout(_("Insufficient energy to activate high-speed shield control."))
+ scanner.chew()
+ return
+ prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
+ ifast = True
+ # 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=scanner.next()
+ if key == "IHALPHA":
+ if scanner.sees("manual"):
+ if len(game.enemies)==0:
+ prout(_("There is no enemy present to select."))
+ scanner.chew()
+ key = "IHEOL"
+ automode="AUTOMATIC"
+ else:
+ automode = "MANUAL"
+ key = scanner.next()
+ elif scanner.sees("automatic"):
+ if (not itarg) and len(game.enemies) != 0:
+ automode = "FORCEMAN"
+ else:
+ if len(game.enemies)==0:
+ prout(_("Energy will be expended into space."))
+ automode = "AUTOMATIC"
+ key = scanner.next()
+ elif scanner.sees("no"):
+ no = True
+ else:
+ huh()
+ return
+ elif key == "IHREAL":
+ if len(game.enemies)==0:
+ prout(_("Energy will be expended into space."))
+ automode = "AUTOMATIC"
+ elif not itarg:
+ automode = "FORCEMAN"
+ else:
+ automode = "AUTOMATIC"
+ else:
+ # "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? "))
+ scanner.chew()
+ avail = game.energy
+ if ifast:
+ avail -= 200.0
+ if automode == "AUTOMATIC":
+ if key == "IHALPHA" and scanner.sees("no"):
+ no = True
+ key = scanner.next()
+ if key != "IHREAL" and len(game.enemies) != 0:
+ prout(_("Phasers locked on target. Energy available: %.2f")%avail)
+ irec=0
+ while True:
+ scanner.chew()
+ if not kz:
+ 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)
+ scanner.chew()
+ proutn(_("Units to fire= "))
+ key = scanner.next()
+ if key!="IHREAL":
+ return
+ rpow = scanner.real
+ if rpow > avail:
+ proutn(_("Energy available= %.2f") % avail)
+ skip(1)
+ key = "IHEOL"
+ if not rpow > avail:
+ break
+ if rpow<=0:
+ # chicken out
+ scanner.chew()
+ return
+ 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
+ scanner.chew()
+ game.energy -= rpow
+ extra = rpow
+ if len(game.enemies):
+ extra = 0.0
+ powrem = rpow
+ for i in range(len(game.enemies)):
+ hits.append(0.0)
+ if powrem <= 0:
+ continue
+ 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]:
+ 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.tholian:
+ proutn(_("*** Tholian web absorbs "))
+ if len(game.enemies)>0:
+ proutn(_("excess "))
+ prout(_("phaser energy."))
+ else:
+ prout(_("%d expended on empty space.") % int(extra))
+ elif automode == "FORCEMAN":
+ scanner.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(len(game.enemies)):
+ aim = game.enemies[k].kloc
+ ienm = game.quad[aim.i][aim.j]
+ if msgflag:
+ proutn(_("Energy available= %.2f") % (avail-0.006))
+ skip(1)
+ msgflag = False
+ rpow = 0.0
+ 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":
+ scanner.chew()
+ if itarg and k > kz:
+ 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)
+ else:
+ proutn("??")
+ proutn(") ")
+ proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
+ key = scanner.next()
+ if key == "IHALPHA" and scanner.sees("no"):
+ no = True
+ key = scanner.next()
+ continue
+ if key == "IHALPHA":
+ huh()
+ return
+ if key == "IHEOL":
+ if k==1: # Let me say I'm baffled by this
+ msgflag = True
+ continue
+ if scanner.real < 0:
+ # abort out
+ scanner.chew()
+ return
+ 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."))
+ scanner.chew()
+ return
+ key = scanner.next(); # scan for next value
+ k += 1
+ if rpow == 0.0:
+ # zero energy -- abort
+ scanner.chew()
+ return
+ if key == "IHALPHA" and scanner.sees("no"):
+ no = True
+ game.energy -= rpow
+ scanner.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 withprob(0.01):
+ 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);
+
+# Code from events,c begins here.
+
+# This isn't a real event queue a la BSD Trek yet -- you can only have one
+# event of each type active at any given time. Mostly these means we can
+# 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.
+
+def unschedule(evtype):
+ "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."
+ return game.future[evtype].date != FOREVER
+
+def scheduled(evtype):
+ "When will this event happen?"
+ return game.future[evtype].date
+
+def schedule(evtype, offset):
+ "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."
+ game.future[evtype].date += offset
+
+def cancelrest():
+ "Rest period is interrupted by event."
+ if game.resting:
+ skip(1)
+ proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
+ if ja() == True:
+ game.resting = False
+ game.optime = 0.0
+ return True
+ return False
+
+def events():
+ "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(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)
+ 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:
+ return
+ if game.icraft: # Caught in Galileo?
+ finish(FSTRACTOR)
+ return
+ # Check to see if shuttle is aboard
+ if game.iscraft == "offship":
+ skip(1)
+ 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 == FSPY:
+ game.quadrant = game.state.kscmdr
+ else:
+ game.quadrant = game.state.kcmdr[i]
+ game.sector = randplace(QUADSIZE)
+ 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(shraise=True) # raise shields
+ game.shldchg = False
+ else:
+ prout(_("(Shields not currently useable.)"))
+ newqad()
+ # Adjust finish time to time of tractor beaming
+ fintim = game.state.date+game.optime
+ attack(torps_ok=False)
+ if not game.state.kcmdr:
+ unschedule(FTBEAM)
+ else:
+ schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
+
+ def destroybase():
+ "Code merges here for any commander destroying a starbase."
+ # Not perfect, but will have to do
+ # Handle case where base is in same quadrant as starship
+ if game.battle == game.quadrant:
+ game.state.chart[game.battle.i][game.battle.j].starbase = False
+ game.quad[game.base.i][game.base.j] = IHDOT
+ game.base.invalidate()
+ newcnd()
+ skip(1)
+ prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
+ 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 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.i][game.battle.j].starbase = False
+ # Remove Starbase from galaxy
+ 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:
+ game.battle.invalidate()
+ if idebug:
+ prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
+ for i in range(1, NEVENTS):
+ if i == FSNOVA: proutn("=== Supernova ")
+ elif i == FTBEAM: proutn("=== T Beam ")
+ elif i == FSNAP: proutn("=== Snapshot ")
+ elif i == FBATTAK: proutn("=== Base Attack ")
+ elif i == FCDBAS: proutn("=== Base Destroy ")
+ elif i == FSCMOVE: proutn("=== SC Move ")
+ elif i == FSCDBAS: proutn("=== SC Base Destroy ")
+ elif i == FDSPROB: proutn("=== Probe Move ")
+ elif i == FDISTR: proutn("=== Distress Call ")
+ elif i == FENSLV: proutn("=== Enslavement ")
+ elif i == FREPRO: proutn("=== Klingon Build ")
+ if is_scheduled(i):
+ prout("%.2f" % (scheduled(i)))
+ else:
+ prout("never")
+ radio_was_broken = damaged(DRADIO)
+ hold.i = hold.j = 0
+ while True:
+ # Select earliest extraneous event, evcode==0 if no events
+ evcode = FSPY
+ if game.alldone:
+ return
+ datemin = fintim
+ for l in range(1, NEVENTS):
+ if game.future[l].date < datemin:
+ evcode = l
+ if idebug:
+ 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*len(game.state.kcmdr))*xtime
+ game.recompute()
+ if game.state.remtime <=0:
+ finish(FDEPLETE)
+ return
+ # Any crew left alive?
+ if game.state.crew <=0:
+ finish(FCREW)
+ return
+ # Is life support adequate?
+ if damaged(DLIFSUP) and game.condition != "docked":
+ if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
+ finish(FLIFESUP)
+ return
+ game.lsupres -= xtime
+ if game.damage[DLIFSUP] <= xtime:
+ game.lsupres = game.inlsr
+ # Fix devices
+ repair = xtime
+ if game.condition == "docked":
+ repair /= game.docfac
+ # Don't fix Deathray here
+ 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
+ else:
+ game.damage[l] = 0.0
+ # If radio repaired, update star chart and attack reports
+ if radio_was_broken and not damaged(DRADIO):
+ prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
+ prout(_(" surveillance reports are coming in."))
+ skip(1)
+ if not game.iseenit:
+ attackreport(False)
+ game.iseenit = True
+ rechart()
+ prout(_(" The star chart is now up to date.\""))
+ skip(1)
+ # Cause extraneous event EVCODE to occur
+ game.optime -= xtime
+ if evcode == FSNOVA: # Supernova
+ announce()
+ supernova(None)
+ schedule(FSNOVA, expran(0.5*game.intime))
+ 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 \
+ ictbeam or istract or \
+ game.condition=="docked" or game.isatb==1 or game.iscate:
+ return
+ if game.ientesc or \
+ (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
+ (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
+ (damaged(DSHIELD) and \
+ (game.energy < 2500 or damaged(DPHASER)) and \
+ (game.torps < 5 or damaged(DPHOTON))):
+ # Tractor-beam her!
+ istract = ictbeam = True
+ tractorbeam((game.state.kscmdr-game.quadrant).distance())
+ else:
+ return
+ elif evcode == FTBEAM: # Tractor beam
+ if not game.state.kcmdr:
+ unschedule(FTBEAM)
+ continue
+ 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/len(game.state.kcmdr)))
+ continue
+ ictbeam = True
+ tractorbeam(yank)
+ elif evcode == FSNAP: # Snapshot of the universe (for time warp)
+ game.snapsht = copy.deepcopy(game.state)
+ game.state.snap = True
+ schedule(FSNAP, expran(0.5 * game.intime))
+ elif evcode == FBATTAK: # Commander attacks starbase
+ if not game.state.kcmdr or not game.state.baseq:
+ # no can do
+ unschedule(FBATTAK)
+ 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 = 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 not communicating():
+ continue # No warning :-(
+ game.iseenit = True
+ announce()
+ skip(1)
+ prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
+ prout(_(" reports that it is under attack and that it can"))
+ 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.i][game.state.kscmdr.j].starbase:
+ continue # WAS RETURN!
+ hold = game.battle
+ game.battle = game.state.kscmdr
+ destroybase()
+ 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 cmdr in game.state.kcmdr:
+ if cmdr == game.battle:
+ break
+ else:
+ # No action to take after all
+ continue
+ destroybase()
+ elif evcode == FSCMOVE: # Supercommander moves
+ schedule(FSCMOVE, 0.2777)
+ if not game.ientesc and not istract and game.isatb != 1 and \
+ (not game.iscate or not game.justin):
+ supercommander()
+ elif evcode == FDSPROB: # Move deep space probe
+ schedule(FDSPROB, 0.01)
+ 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 communicating():
+ announce()
+ skip(1)
+ proutn(_("Lt. Uhura- \"The deep space probe "))
+ if not game.probe.quadrant().valid_quadrant():
+ prout(_("has left the galaxy.\""))
+ else:
+ prout(_("is no longer transmitting.\""))
+ unschedule(FDSPROB)
+ continue
+ if communicating():
+ #announce()
+ skip(1)
+ 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.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().i][game.quadrant().j].supernova:
+ return
+ elif evcode == FDISTR: # inhabited system issues distress call
+ unschedule(FDISTR)
+ # try a whole bunch of times to find something suitable
+ for i in range(100):
+ # need a quadrant which is not the current one,
+ # which has some stars which are inhabited and
+ # not already under attack, which is not
+ # supernova'ed, and which has some Klingons in it
+ w = randplace(GALSIZE)
+ 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
+ if idebug:
+ prout("=== Couldn't find location for distress event.")
+ continue
+ # got one!! Schedule its enslavement
+ ev = schedule(FENSLV, expran(game.intime))
+ ev.quadrant = w
+ q.status = "distressed"
+ # tell the captain about it if we can
+ 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.i][ev.quadrant.j]
+ if q.klingons <= 0:
+ q.status = "secure"
+ continue
+ q.status = "enslaved"
+
+ # play stork and schedule the first baby
+ ev2 = schedule(FREPRO, expran(2.0 * game.intime))
+ ev2.quadrant = ev.quadrant
+
+ # report the disaster if we can
+ 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.i][ev.quadrant.j]
+ if q.klingons <= 0:
+ q.status = "secure"
+ continue
+ if game.state.remkl >=MAXKLGAME:
+ 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 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[m.i][m.j]
+ # check for this quad ok (not full & no snova)
+ if q.klingons >= MAXKLQUAD or q.supernova:
+ continue
+ raise "FOUNDIT"
+ else:
+ continue # search for eligible quadrant failed
+ except "FOUNDIT":
+ w = m
+ # deliver the child
+ game.state.remkl += 1
+ q.klingons += 1
+ if game.quadrant == w:
+ game.klhere += 1
+ game.enemies.append(newkling())
+ # recompute time left
+ game.recompute()
+ if communicating():
+ if game.quadrant == w:
+ prout(_("Spock- sensors indicate the Klingons have"))
+ prout(_("launched a warship from %s.") % q.planet)
+ else:
+ prout(_("Uhura- Starfleet reports increased Klingon activity"))
+ if q.planet != None:
+ proutn(_("near %s") % q.planet)
+ prout(_("in Quadrant %s.") % w)
+
+def wait():
+ "Wait on events."
+ game.ididit = False
+ while True:
+ key = scanner.next()
+ if key != "IHEOL":
+ break
+ proutn(_("How long? "))
+ scanner.chew()
+ if key != "IHREAL":
+ huh()
+ return
+ origTime = delay = scanner.real
+ if delay <= 0.0:
+ return
+ 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))
+ return
+ temp = game.optime = delay
+ if len(game.enemies):
+ rtime = randreal(1.0, 2.0)
+ if rtime < temp:
+ temp = rtime
+ game.optime = temp
+ if game.optime < delay:
+ attack(torps_ok=False)
+ if game.alldone:
+ return
+ events()
+ game.ididit = True
+ if game.alldone:
+ return
+ delay -= temp
+ # Repair Deathray if long rest at starbase
+ if origTime-delay >= 9.99 and game.condition == "docked":
+ game.damage[DDRAY] = 0.0
+ # leave if quadrant supernovas
+ if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
+ break
+ game.resting = False
+ game.optime = 0
+
+def nova(nov):
+ "Star goes nova."
+ course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
+ newc = coord(); neighbor = coord(); bump = coord(0, 0)
+ if withprob(0.05):
+ # Wow! We've supernova'ed
+ supernova(game.quadrant)
+ return
+ # handle initial nova
+ 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 queue to recursively trigger adjacent stars
+ hits = [nov]
+ kount = 0
+ 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
+ proutn(crmena(True, IHSTAR, "sector", neighbor))
+ prout(_(" novas."))
+ 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.
+ 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(course, noattack=True)
+ game.optime = course.time(warp=4)
+ return
+
+def supernova(w):
+ "Star goes supernova."
+ num = 0; npdead = 0
+ if w != None:
+ nq = copy.copy(w)
+ else:
+ # Scheduled supernova -- select star at random.
+ stars = 0
+ 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 = 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:
+ break
+ if idebug:
+ proutn("=== Super nova here?")
+ if ja() == True:
+ nq = game.quadrant
+ if not nq == game.quadrant or game.justin:
+ # it isn't here, or we just entered (treat as enroute)
+ if communicating():
+ skip(1)
+ 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 = 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 (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.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.i = game.state.kscmdr.j = game.isatb = 0
+ game.iscate = False
+ unschedule(FSCMOVE)
+ unschedule(FSCDBAS)
+ 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.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 game.state.planets[loop].quadrant == nq:
+ game.state.planets[loop].pclass = "destroyed"
+ npdead += 1
+ # 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 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 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 + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
+ skip(2)
+ if w == None:
+ prout(_("Lucky you!"))
+ 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