See the doc/HACKING file in the distribution for designers notes and advice
ion how to modify (and how not to modify!) this code.
"""
-import os, sys, math, curses, time, readline, cPickle, random, copy, gettext
+import os, sys, math, curses, time, readline, cPickle, random, copy, gettext, getpass
SSTDOC = "/usr/share/doc/sst/sst.doc"
DOC_NAME = "sst.doc"
def _(str): return gettext.gettext(str)
-PHASEFAC = 2.0
-GALSIZE = 8
-NINHAB = (GALSIZE * GALSIZE / 2)
-MAXUNINHAB = 10
-PLNETMAX = (NINHAB + MAXUNINHAB)
-QUADSIZE = 10
-BASEMIN = 2
-BASEMAX = (GALSIZE * GALSIZE / 12)
-MAXKLGAME = 127
-MAXKLQUAD = 9
-FULLCREW = 428 # BSD Trek was 387, that's wrong
-FOREVER = 1e30
-MAXBURST = 3
-MINCMDR = 10
+GALSIZE = 8 # Galaxy size in quadrants
+NINHAB = (GALSIZE * GALSIZE / 2) # Number of inhabited worlds
+MAXUNINHAB = 10 # Maximum uninhabited worlds
+QUADSIZE = 10 # Quadrant size in sectors
+BASEMIN = 2 # Minimum starbases
+BASEMAX = (GALSIZE * GALSIZE / 12) # Maximum starbases
+MAXKLGAME = 127 # Maximum Klingons per game
+MAXKLQUAD = 9 # Maximum Klingons per quadrant
+FULLCREW = 428 # Crew size. BSD Trek was 387, that's wrong
+FOREVER = 1e30 # Time for the indefinite future
+MAXBURST = 3 # Max # of torps you can launch in one turn
+MINCMDR = 10 # Minimum number of Klingon commanders
+DOCKFAC = 0.25 # Repair faster when docked
+PHASEFAC = 2.0 # Unclear what this is, it was in the C version
+
+DEFAULT = -1
+BLACK = 0
+BLUE = 1
+GREEN = 2
+CYAN = 3
+RED = 4
+MAGENTA = 5
+BROWN = 6
+LIGHTGRAY = 7
+DARKGRAY = 8
+LIGHTBLUE = 9
+LIGHTGREEN = 10
+LIGHTCYAN = 11
+LIGHTRED = 12
+LIGHTMAGENTA = 13
+YELLOW = 14
+WHITE = 15
class TrekError:
pass
OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
OPTION_PLAIN = 0x01000000 # user chose plain game
OPTION_ALMY = 0x02000000 # user chose Almy variant
+OPTION_COLOR = 0x04000000 # enable color display (experimental, ESR, 2010)
# Define devices
DSRSENS = 0
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
-#
+# Abstract out the event handling -- underlying data structures will change
+# when we implement stateful events
def findevent(evtype): return game.future[evtype]
class enemy:
def __init__(self, type=None, loc=None, power=None):
self.type = type
- self.kloc = coord()
+ self.location = coord()
if loc:
self.move(loc)
- self.kpower = power # enemy energy level
+ self.power = power # enemy energy level
game.enemies.append(self)
def move(self, loc):
- motion = (loc != self.kloc)
- if self.kloc.i is not None and self.kloc.j is not None:
+ motion = (loc != self.location)
+ if self.location.i is not None and self.location.j is not None:
if motion:
if self.type == 'T':
- game.quad[self.kloc.i][self.kloc.j] = '#'
+ game.quad[self.location.i][self.location.j] = '#'
else:
- game.quad[self.kloc.i][self.kloc.j] = '.'
+ game.quad[self.location.i][self.location.j] = '.'
if loc:
- self.kloc = copy.copy(loc)
- game.quad[self.kloc.i][self.kloc.j] = self.type
+ self.location = copy.copy(loc)
+ game.quad[self.location.i][self.location.j] = self.type
self.kdist = self.kavgd = (game.sector - loc).distance()
else:
- self.kloc = coord()
+ self.location = coord()
self.kdist = self.kavgd = None
game.enemies.remove(self)
return motion
def __repr__(self):
- return "<%s,%s.%f>" % (self.type, self.kloc, self.kpower) # For debugging
+ return "<%s,%s.%f>" % (self.type, self.location, self.power) # For debugging
class gamestate:
def __init__(self):
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.isatb = 0 # =2 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.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
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
+ return random.random() < 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
+ return random.randrange(*args)
def randreal(*args):
v = random.random()
if len(args) == 1:
- v *= args[0] # returns from [0, args[0])
+ v *= args[0] # 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:]))
+ v = args[0] + v*(args[1]-args[0]) # from [args[0], args[1])
return v
# Code from ai.c begins here
if game.battle == game.quadrant:
return False
# don't leave if over 1000 units of energy
- if enemy.kpower > 1000.0:
+ if enemy.power > 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) + \
+ prout(crmena(True, enemy.type, "sector", enemy.location) + \
(_(" escapes to Quadrant %s (and regains strength).") % q))
# handle local matters related to escape
enemy.move(None)
mdist = int(dist1 + 0.5); # Nearest integer distance
# If SC, check with spy to see if should hi-tail it
if enemy.type=='S' and \
- (enemy.kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
+ (enemy.power <= 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)
+ forces = enemy.power+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 idebug:
proutn("NSTEPS = %d:" % nsteps)
# Compute preferred values of delta X and Y
- m = game.sector - enemy.kloc
+ m = game.sector - enemy.location
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):
+ if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
m.j = 0
m = (motion * m).sgn()
- next = enemy.kloc
+ next = enemy.location
# main move loop
for ll in range(nsteps):
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))
+ proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
if enemy.kdist < dist1:
proutn(_(" advances to "))
else:
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
+ # SC has scooted, remove him from current quadrant
game.iscate=False
game.isatb=0
game.ientesc = False
if not game.tholian or game.justin:
return
id = coord()
- if game.tholian.kloc.i == 0 and game.tholian.kloc.j == 0:
+ if game.tholian.location.i == 0 and game.tholian.location.j == 0:
id.i = 0; id.j = QUADSIZE-1
- elif game.tholian.kloc.i == 0 and game.tholian.kloc.j == QUADSIZE-1:
+ elif game.tholian.location.i == 0 and game.tholian.location.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:
+ elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1:
id.i = QUADSIZE-1; id.j = 0
- elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == 0:
+ elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0:
id.i = 0; id.j = 0
else:
# something is wrong!
# do nothing if we are blocked
if game.quad[id.i][id.j] not in ('.', '#'):
return
- here = copy.copy(game.tholian.kloc)
- delta = (id - game.tholian.kloc).sgn()
+ here = copy.copy(game.tholian.location)
+ delta = (id - game.tholian.location).sgn()
# move in x axis
while here.i != id.i:
here.i += delta.i
if game.quad[i][QUADSIZE-1]!='#' and game.quad[i][QUADSIZE-1]!='T':
return
# All plugged up -- Tholian splits
- game.quad[game.tholian.kloc.i][game.tholian.kloc.j]='#'
+ game.quad[game.tholian.location.i][game.tholian.location.j]='#'
dropin(' ')
prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web."))
game.tholian.move(None)
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."))
while scanner.next() != "IHREAL":
scanner.chew()
proutn(_("Energy to transfer to shields- "))
+ nrg = scanner.real
scanner.chew()
- if scanner.real == 0:
+ if nrg == 0:
return
- if scanner.real > game.energy:
+ if nrg > game.energy:
prout(_("Insufficient ship energy."))
return
game.ididit = True
- if game.shield+scanner.real >= game.inshld:
+ if game.shield+nrg >= game.inshld:
prout(_("Shield energy maximized."))
- if game.shield+scanner.real > game.inshld:
+ if game.shield+nrg > 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:
+ if nrg < 0.0 and game.energy-nrg > game.inenrg:
# Prevent shield drain loophole
skip(1)
prout(_("Engineering to bridge--"))
prout(_(" I can't drain the shields."))
game.ididit = False
return
- if game.shield+scanner.real < 0:
+ if game.shield+nrg < 0:
prout(_("All shield energy transferred to ship."))
game.energy += game.shield
game.shield = 0.0
return
proutn(_("Scotty- \""))
- if scanner.real > 0:
+ if nrg > 0:
prout(_("Transferring energy to shields.\""))
else:
prout(_("Draining energy from shields.\""))
- game.shield += scanner.real
- game.energy -= scanner.real
+ game.shield += nrg
+ game.energy -= nrg
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%
+ 25, # DLIFSUP: life support 2.5%
65, # DWARPEN: warp drive 6.5%
70, # DIMPULS: impulse engines 6.5%
145, # DSHIELD: deflector shields 14.5%
15, # DCOMPTR: computer 1.5%
20, # NAVCOMP: navigation system 2.0%
75, # DTRANSP: transporter 7.5%
- 20, # DSHCTRL: high-speed shield controller 2.0%
+ 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
+ assert(sum(weights) == 1000)
+ idx = randrange(1000)
sum = 0
for (i, w) in enumerate(weights):
sum += w
proutn(_(" rammed by "))
else:
proutn(_(" rams "))
- proutn(crmena(False, enemy.type, "sector", enemy.kloc))
+ proutn(crmena(False, enemy.type, "sector", enemy.location))
if rammed:
proutn(_(" (original position)"))
skip(1)
- deadkl(enemy.kloc, enemy.type, game.sector)
+ deadkl(enemy.location, enemy.type, game.sector)
proutn("***" + crmship() + " heavily damaged.")
icas = randrange(10, 30)
prout(_("***Sickbay reports %d casualties"), icas)
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()
+ enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
return None
elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
prout(_(" torpedo neutralized."))
return None
for enemy in game.enemies:
- if w == enemy.kloc:
+ if w == enemy.location:
break
- kp = math.fabs(enemy.kpower)
+ kp = math.fabs(enemy.power)
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
+ if enemy.power < 0:
+ enemy.power -= -h1
else:
- enemy.kpower -= h1
- if enemy.kpower == 0:
+ enemy.power -= h1
+ if enemy.power == 0:
deadkl(w, iquad, w)
return None
proutn(crmena(True, iquad, "sector", w))
prout(_(" damaged but not destroyed."))
else:
prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
- enemy.kloc = bumpto
+ enemy.location = bumpto
game.quad[w.i][w.j]='.'
game.quad[bumpto.i][bumpto.j]=iquad
for enemy in game.enemies:
- enemy.kdist = enemy.kavgd = (game.sector-enemy.kloc).distance()
+ enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
return None
elif iquad == 'B': # Hit a base
if game.skill <= SKILL_FAIR:
where = "sector"
for enemy in game.enemies:
- if enemy.kpower < 0:
+ if enemy.power < 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:
+ if enemy.power < 500:
r *= 0.25;
if enemy.type=='T' or (enemy.type=='?' and not thing.angry):
continue
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
+ hit = enemy.power*math.pow(dustfac,enemy.kavgd)
+ enemy.power *= 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)
+ course = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i)
hit = 0
proutn(_("***TORPEDO INCOMING"))
if not damaged(DSRSENS):
- proutn(_(" From ") + crmena(False, enemy.type, where, enemy.kloc))
+ proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location))
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)
+ dispersion += 0.002*enemy.power*dispersion
+ hit = torpedo(enemy.location, 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:
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))
+ prout(_(" from ") + crmena(False, enemy.type, where, enemy.location))
skip(1)
# Decide if hit is critical
if hit > hitmax:
game.recompute()
# Remove enemy ship from arrays describing local conditions
for e in game.enemies:
- if e.kloc == w:
+ if e.location == w:
e.move(None)
break
return
continue
dustfac = randreal(0.9, 1.0)
hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
- kpini = game.enemies[kk].kpower
+ kpini = game.enemies[kk].power
kp = math.fabs(kpini)
if PHASEFAC*hit < kp:
kp = PHASEFAC*hit
- if game.enemies[kk].kpower < 0:
- game.enemies[kk].kpower -= -kp
+ if game.enemies[kk].power < 0:
+ game.enemies[kk].power -= -kp
else:
- game.enemies[kk].kpower -= kp
- kpow = game.enemies[kk].kpower
- w = game.enemies[kk].kloc
+ game.enemies[kk].power -= kp
+ kpow = game.enemies[kk].power
+ w = game.enemies[kk].location
if hit > 0.005:
if not damaged(DSRSENS):
boom(w)
if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
prout(_(" has just lost its firepower.\""))
- game.enemies[kk].kpower = -kpow
+ game.enemies[kk].power = -kpow
kk += 1
return
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
+ irec += math.fabs(game.enemies[i].power)/(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()
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))
+ hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
over = randreal(1.01, 1.06) * hits[i]
temp = powrem
powrem -= hits[i] + over
elif automode == "MANUAL":
rpow = 0.0
for k in range(len(game.enemies)):
- aim = game.enemies[k].kloc
+ aim = game.enemies[k].location
ienm = game.quad[aim.i][aim.j]
if msgflag:
proutn(_("Energy available= %.2f") % (avail-0.006))
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
+ irec=(abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
kz = k
proutn("(")
if not damaged(DCOMPTR):
# Fix devices
repair = xtime
if game.condition == "docked":
- repair /= game.docfac
+ repair /= DOCKFAC
# Don't fix Deathray here
for l in range(NDEVICES):
if game.damage[l] > 0.0 and l != DDRAY:
else:
prout(_("Uhura- Starfleet reports increased Klingon activity"))
if q.planet != None:
- proutn(_("near %s") % q.planet)
+ proutn(_("near %s ") % q.planet)
prout(_("in Quadrant %s.") % w)
def wait():
deadkl(neighbor, iquad, neighbor)
elif iquad in ('C','S','R'): # Damage/destroy big enemies
for ll in range(len(game.enemies)):
- if game.enemies[ll].kloc == neighbor:
+ if game.enemies[ll].location == neighbor:
break
- game.enemies[ll].kpower -= 800.0 # If firepower is lost, die
- if game.enemies[ll].kpower <= 0.0:
+ game.enemies[ll].power -= 800.0 # If firepower is lost, die
+ if game.enemies[ll].power <= 0.0:
deadkl(neighbor, iquad, neighbor)
break
newc = neighbor + neighbor - hits[mm]
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)
+ if game.enemies[l].power*game.enemies[l].kdist <= whammo:
+ deadkl(game.enemies[l].location, game.quad[game.enemies[l].location.i][game.enemies[l].location.j], game.enemies[l].location)
l += 1
finish(FDILITHIUM)
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 \
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:
+ if game.state.nromrem and game.gamewon:
prout(_("%6d Romulans captured %5d") %
(game.state.nromrem, game.state.nromrem))
if game.inkling - game.state.remkl:
(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))
+ (game.state.nworldkl, -300*game.state.nworldkl))
if game.state.basekl:
prout(_("%6d bases destroyed by your action %5d") %
(game.state.basekl, -100*game.state.basekl))
stdscr.keypad(True)
curses.nonl()
curses.cbreak()
+ if game.options & OPTION_COLOR:
+ curses.start_color();
+ curses.use_default_colors()
+ curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, -1);
+ curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, -1);
+ curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, -1);
+ curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, -1);
+ curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, -1);
+ curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, -1);
+ curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, -1);
+ curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, -1);
global fullscreen_window, srscan_window, report_window, status_window
global lrscan_window, message_window, prompt_window
(rows, columns) = stdscr.getmaxyx()
curwnd.move(0, 0)
curwnd.refresh()
linecount = 0
-
+
+def textcolor(color=DEFAULT):
+ if game.options & OPTION_COLOR:
+ if color == DEFAULT:
+ curwnd.attrset(0);
+ elif color == BLACK:
+ curwnd.attron(curses.color_pair(curses.COLOR_BLACK));
+ elif color == BLUE:
+ curwnd.attron(curses.color_pair(curses.COLOR_BLUE));
+ elif color == GREEN:
+ curwnd.attron(curses.color_pair(curses.COLOR_GREEN));
+ elif color == CYAN:
+ curwnd.attron(curses.color_pair(curses.COLOR_CYAN));
+ elif color == RED:
+ curwnd.attron(curses.color_pair(curses.COLOR_RED));
+ elif color == MAGENTA:
+ curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA));
+ elif color == BROWN:
+ curwnd.attron(curses.color_pair(curses.COLOR_YELLOW));
+ elif color == LIGHTGRAY:
+ curwnd.attron(curses.color_pair(curses.COLOR_WHITE));
+ elif color == DARKGRAY:
+ curwnd.attron(curses.color_pair(curses.COLOR_BLACK) | curses.A_BOLD);
+ elif color == LIGHTBLUE:
+ curwnd.attron(curses.color_pair(curses.COLOR_BLUE) | curses.A_BOLD);
+ elif color == LIGHTGREEN:
+ curwnd.attron(curses.color_pair(curses.COLOR_GREEN) | curses.A_BOLD);
+ elif color == LIGHTCYAN:
+ curwnd.attron(curses.color_pair(curses.COLOR_CYAN) | curses.A_BOLD);
+ elif color == LIGHTRED:
+ curwnd.attron(curses.color_pair(curses.COLOR_RED) | curses.A_BOLD);
+ elif color == LIGHTMAGENTA:
+ curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA) | curses.A_BOLD);
+ elif color == YELLOW:
+ curwnd.attron(curses.color_pair(curses.COLOR_YELLOW) | curses.A_BOLD);
+ elif color == WHITE:
+ curwnd.attron(curses.color_pair(curses.COLOR_WHITE) | curses.A_BOLD);
+
+def highvideo():
+ if game.options & OPTION_COLOR:
+ curwnd.attron(curses.A_REVERSE)
+
#
# Things past this point have policy implications.
#
if len(game.enemies) != 0 and not noattack:
newcnd()
for enemy in game.enemies:
- finald = (w - enemy.kloc).distance()
+ finald = (w - enemy.location).distance()
enemy.kavgd = 0.5 * (finald + enemy.kdist)
# Stas Sergeev added the condition
# that attacks only happen if Klingons
stopegy = 50.0*course.distance/game.optime
if iquad in ('T', 'K', 'C', 'S', 'R', '?'):
for enemy in game.enemies:
- if enemy.kloc == game.sector:
+ if enemy.location == game.sector:
break
collision(rammed=False, enemy=enemy)
return True
game.quad[game.sector.i][game.sector.j] = game.ship
if game.enemies:
for enemy in game.enemies:
- finald = (w-enemy.kloc).distance()
+ finald = (w-enemy.location).distance()
enemy.kavgd = 0.5 * (finald + enemy.kdist)
enemy.kdist = finald
game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
# Likewise, if in the original time the Galileo was abandoned, but
# was on ship earlier, it would have vanished -- let's restore it.
if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
- prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""))
+ prout(_("Chekov- \"Security reports the Galileo has reappeared in the dock!\""))
game.iscraft = "onship"
# There used to be code to do the actual reconstrction here,
# but the starchart is now part of the snapshotted galaxy state.
prout(_("Spock has reconstructed a correct star chart from memory"))
else:
# Go forward in time
- game.optime = -0.5*game.intime*math.log(randreal())
+ game.optime = expran(0.5*game.intime)
prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
# cheat to make sure no tractor beams occur during time warp
postpone(FTBEAM, game.optime)
elif m == 3: proutn(_("3rd"))
proutn(_(" attempt to re-materialize ") + crmshp())
game.quad[ix][iy]=('-','o','O')[m-1]
+ textcolor(RED)
warble()
if randreal() > probf:
break
prout(_("fails."))
+ textcolor(DEFAULT)
curses.delay_output(500)
if m > 3:
game.quad[ix][iy]='?'
finish(FMATERIALIZE)
return
game.quad[ix][iy]=game.ship
+ textcolor(GREEN);
prout(_("succeeds."))
+ textcolor(DEFAULT);
dock(False)
skip(1)
prout(_("Lt. Uhura- \"Captain, we made it!\""))
skip(1)
prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
skip(1)
- if with(game.cryprob):
+ if withprob(game.cryprob):
prouts(_(" \"Activating now! - - No good! It's***"))
skip(2)
prouts(_("***RED ALERT! RED A*L********************************"))
prouts(_("Sulu- \"Captain! It's working!\""))
skip(2)
while len(game.enemies) > 0:
- deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.i][game.enemies[1].kloc.j],game.enemies[1].kloc)
+ deadkl(game.enemies[1].location, game.quad[game.enemies[1].location.i][game.enemies[1].location.j],game.enemies[1].location)
prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
finish(FWON)
jdam = True
prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
game.damage[i]+0.05,
- game.docfac*game.damage[i]+0.005))
+ DOCKFAC*game.damage[i]+0.005))
if not jdam:
prout(_("All devices functional."))
def sectscan(goodScan, i, j):
"Light up an individual dot in a sector."
if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
+ textcolor({"green":GREEN,
+ "yellow":YELLOW,
+ "red":RED,
+ "docked":CYAN,
+ "dead":BROWN}[game.condition])
+ if game.quad[i][j] != game.ship:
+ highvideo();
proutn("%c " % game.quad[i][j])
+ textcolor(DEFAULT)
else:
proutn("- ")
game.iscraft = "onship"
game.landed = False
game.alive = True
- game.docfac = 0.25
# Starchart is functional but we've never seen it
game.lastchart = FOREVER
# Put stars in the galaxy
def choose():
"Choose your game type."
- global thing
while True:
- game.tourn = 0
+ game.tourn = game.length = 0
game.thawed = False
game.skill = SKILL_NONE
- game.length = 0
if not scanner.inqueue: # Can start with command line options
proutn(_("Would you like a regular, tournament, or saved game? "))
scanner.next()
# Choose game options -- added by ESR for SST2K
if scanner.next() != "IHALPHA":
scanner.chew()
- proutn(_("Choose your game style (or just press enter): "))
+ proutn(_("Choose your game style (plain, almy, fancy or just press enter): "))
scanner.next()
if scanner.sees("plain"):
# Approximates the UT FORTRAN version.
pass
elif len(scanner.token):
proutn(_("What is \"%s\"?") % scanner.token)
+ game.options &=~ OPTION_COLOR
setpassword()
if game.passwd == "debug":
idebug = True
for cmdr in game.state.kcmdr:
if cmdr == game.quadrant:
e = game.enemies[game.klhere-1]
- game.quad[e.kloc.i][e.kloc.j] = 'C'
- e.kpower = randreal(950,1350) + 50.0*game.skill
+ game.quad[e.location.i][e.location.j] = 'C'
+ e.power = randreal(950,1350) + 50.0*game.skill
break
# If we need a super-commander, promote a Klingon
if game.quadrant == game.state.kscmdr:
e = game.enemies[0]
- game.quad[e.kloc.i][e.kloc.j] = 'S'
- e.kpower = randreal(1175.0, 1575.0) + 125.0*game.skill
+ game.quad[e.location.i][e.location.j] = 'S'
+ e.power = randreal(1175.0, 1575.0) + 125.0*game.skill
game.iscate = (game.state.remkl > 1)
# Put in Romulans if needed
for i in range(q.romulans):
drawmaps(1)
while True: # get a command
hitme = False
- game.justin = False
- game.optime = 0.0
+ game.optime = game.justin = False
scanner.chew()
setwnd(prompt_window)
clrscr()
sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
raise SystemExit, 1
# where to save the input in case of bugs
+ if "TMPDIR" in os.environ:
+ tmpdir = os.environ['TMPDIR']
+ else:
+ tmpdir = "/tmp"
try:
- logfp = open("/usr/tmp/sst-input.log", "w")
+ logfp = open(os.path.join(tmpdir, "sst-input.log"), "w")
except IOError:
sys.stderr.write("sst: warning, can't open logfile\n")
+ sys.exit(1)
if logfp:
logfp.write("# seed %s\n" % seed)
logfp.write("# options %s\n" % " ".join(arguments))
logfp.write("# recorded by %s@%s on %s\n" % \
- (os.getenv("LOGNAME"),socket.gethostname(),time.ctime()))
+ (getpass.getuser(),socket.gethostname(),time.ctime()))
random.seed(seed)
scanner = sstscanner()
map(scanner.append, arguments)