version = "2.1"
-docpath = (".", "../doc", "/usr/share/doc/sst")
+docpath = (".", "doc/", "/usr/share/doc/sst/")
def _(st):
return gettext.gettext(st)
DOCKFAC = 0.25 # Repair faster when docked
PHASEFAC = 2.0 # Unclear what this is, it was in the C version
+ALGERON = 2311 # Date of the Treaty of Algeron
+
+
DEFAULT = -1
BLACK = 0
BLUE = 1
# game options
OPTION_ALL = 0xffffffff
OPTION_TTY = 0x00000001 # old interface
-OPTION_CURSES = 0x00000002 # new interface
-OPTION_IOMODES = 0x00000003 # cover both interfaces
-OPTION_PLANETS = 0x00000004 # planets and mining
-OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
-OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
-OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
-OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
-OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
-OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
-OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
-OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
-OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
-OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
-OPTION_PLAIN = 0x01000000 # user chose plain game
-OPTION_ALMY = 0x02000000 # user chose Almy variant
-OPTION_COLOR = 0x04000000 # enable color display (experimental, ESR, 2010)
+OPTION_CURSES = 0x00000002 # new interface
+OPTION_IOMODES = 0x00000003 # cover both interfaces
+OPTION_PLANETS = 0x00000004 # planets and mining
+OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
+OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
+OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
+OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
+OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
+OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
+OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
+OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
+OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
+OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
+OPTION_CAPTURE = 0x00002000 # Enable BSD-Trek capture (Almy, 2013).
+OPTION_CLOAK = 0x80004000 # Enable BSD-Trek capture (Almy, 2013).
+OPTION_PLAIN = 0x01000000 # user chose plain game
+OPTION_ALMY = 0x02000000 # user chose Almy variant
+OPTION_COLOR = 0x04000000 # enable color display (ESR, 2010)
# Define devices
DSRSENS = 0
DWARPEN = 5
DIMPULS = 6
DSHIELD = 7
-DRADIO = 0
-DSHUTTL = 9
-DCOMPTR = 10
+DRADIO = 8
+DSHUTTL = 9
+DCOMPTR = 10
DNAVSYS = 11
-DTRANSP = 12
+DTRANSP = 12
DSHCTRL = 13
-DDRAY = 14
-DDSP = 15
-NDEVICES = 16 # Number of devices
+DDRAY = 14
+DDSP = 15
+DCLOAK = 16
+NDEVICES = 17 # Number of devices
SKILL_NONE = 0
SKILL_NOVICE = 1
self.perdate = 0.0 # rate of kills
self.idebug = False # Debugging instrumentation enabled?
self.statekscmdr = None # No SuperCommander coordinates yet.
+ self.brigcapacity = 400 # Enterprise brig capacity
+ self.brigfree = 400 # How many klingons can we put in the brig?
+ self.kcaptured = 0 # Total Klingons captured, for scoring.
+ self.iscloaked = False # Cloaking device on?
+ self.ncviol = 0 # Algreon treaty violations
+ self.isviolreported = False # We have been warned
def recompute(self):
# Stas thinks this should be (C expression):
# game.state.remkl + len(game.state.kcmdr) > 0 ?
FTRIBBLE = 19
FHOLE = 20
FCREW = 21
+FCLOAK = 22
def withprob(p):
return random.random() < p
# Code from battle.c begins here
+def cloak():
+ "Change cloaking-device status."
+ if game.ship == 'F':
+ prout(_("Ye Faerie Queene hath no cloaking device."));
+ return
+
+ key = scanner.nexttok()
+
+ if key == "IHREAL":
+ return
+
+ action = None
+ if key == "IHALPHA":
+ if scanner.sees("on"):
+ if game.iscloaked:
+ prout(_("The cloaking device has already been switched on."))
+ return
+ action = "CLON"
+ elif scanner.sees("off"):
+ if not game.iscloaked:
+ prout(_("The cloaking device has already been switched off."))
+ return
+ action = "CLOFF"
+ else:
+ huh()
+ return
+ else:
+ if not game.iscloaked:
+ proutn(_("Switch cloaking device on?"))
+ if not ja():
+ return
+ action = "CLON"
+ else:
+ proutn(_("Switch cloaking device off?"))
+ if not ja():
+ return
+ action = "CLOFF"
+ if action == None:
+ return;
+
+ if action == "CLOFF":
+ if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
+ prout(_("Spock- \"Captain, the Treaty of Algeron is in effect.\n Are you sure this is wise?\""))
+ if not ja():
+ return;
+ prout("Engineer Scott- \"Aye, Sir.\"");
+ game.iscloaked = FALSE;
+ if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
+ prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
+ game.ncviol += 1
+ game.isviolreported = True
+
+ #if (neutz and game.state.date >= ALGERON) finish(FCLOAK);
+ return;
+
+ if action == "CLON":
+ if damage(DCLOAK):
+ prout(_("Engineer Scott- \"The cloaking device is damaged, Sir.\""))
+ return;
+
+ if game.condition == "docked":
+ prout(_("You cannot cloak while docked."))
+
+ if game.state.date >= ALGERON and not game.isviolreported:
+ prout(_("Spock- \"Captain, using the cloaking device is be a violation"))
+ prout(_(" of the Treaty of Algeron. Considering the alternatives,"))
+ proutn(" are you sure this is wise?");
+ if not ja():
+ return
+ prout(_("Engineer Scott- \"Cloaking device has engaging, Sir...\""))
+ attack(True)
+ prout(_("Engineer Scott- \"Cloaking device has engaged, Sir.\""))
+ game.iscloaked = True
+
+ if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
+ prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
+ game.ncviol += 1
+ game.isviolreported = True
+
def doshield(shraise):
"Change shield status."
action = "NONE"
20, # DSHCTRL: high-speed shield controller 2.0%
10, # DDRAY: death ray 1.0%
30, # DDSP: deep-space probes 3.0%
+ 0, # DCLOAK: the cloaking device 0.0
)
assert(sum(weights) == 1000)
idx = randrange(1000)
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")):
+ if not (game.damage[j]<0.0 or (j == DSHUTTL and game.iscraft != "onship") or (j == DCLOAK and game.ship != 'E' or j == DDRAY)):
break
cdam.append(j)
extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
if damaged(DSHIELD) and game.shldup:
prout(_("***Shields knocked down."))
game.shldup = False
+ if damaged(DCLOAK) and game.iscloaked:
+ prout(_("***Cloaking device rendered inoperative."))
+ game.iscloaked = False
def attack(torps_ok):
# bad guy attacks us
# torps_ok == False forces use of phasers in an attack
+ if game.iscloaked:
+ return
# game could be over at this point, check
if game.alldone:
return
prout(_("***Photon tubes damaged by misfire."))
game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
break
- if game.shldup or game.condition == "docked":
+ if game.iscloaked:
+ dispersion *= 1.2
+ elif game.shldup or game.condition == "docked":
dispersion *= 1.0 + 0.0001*game.shield
torpedo(game.sector, tcourse[i], dispersion, number=i, nburst=n)
if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
game.shldup = False
overheat(rpow)
-# Code from events,c begins here.
+
+def capture():
+ game.ididit = False # Nothing if we fail
+ game.optime = 0.0;
+
+ # Make sure there is room in the brig */
+ if game.brigfree == 0:
+ prout(_("Security reports the brig is already full."))
+ return;
+
+ if damaged(DRADIO):
+ prout(_("Uhura- \"We have no subspace radio communication, sir.\""))
+ return
+
+ if damaged(DTRANSP):
+ prout(_("Scotty- \"Transporter damaged, sir.\""))
+ return
+
+ # find out if there are any at all
+ if game.klhere < 1:
+ prout(_("Uhura- \"Getting no response, sir.\""))
+ return
+
+ # if there is more than one Klingon, find out which one */
+ # Cruddy, just takes one at random. Should ask the captain.
+ # Nah, just select the weakest one since it is most likely to
+ # surrender (Tom Almy mod)
+ klingons = [e for e in game.enemies if e.type == 'K']
+ weakest = sorted(klingons, key=lambda e: e.power)
+ game.optime = 0.05 # This action will take some time
+ game.ididit = True # So any others can strike back
+
+ # check out that Klingon
+ # The algorithm isn't that great and could use some more
+ # intelligent design
+ # x = 300 + 25*skill;
+ x = game.energy / (weakest.power * len(klingons))
+ x *= 2.5; # would originally have been equivalent of 1.4,
+ # but we want command to work more often, more humanely */
+ #prout(_("Prob = %d (%.4f)\n", i, x))
+ # x = 100; // For testing, of course!
+ if x > randreal(100):
+ # guess what, he surrendered!!! */
+ prout(_("Klingon captain at %s surrenders.") % weakest.location)
+ i = randreal(200)
+ if i > 0:
+ prout(_("%d Klingons commit suicide rather than be taken captive.") % 200 - i)
+ if i > brigfree:
+ prout(_("%d Klingons die because there is no room for them in the brig.") % i-brigfree)
+ i = brigfree
+ brigfree -= i
+ prout(_("%d captives taken") % i)
+ deadkl(weakest.location, weakest.type, game.sector)
+ if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)<=0:
+ finish(FWON)
+ return
+
+ # big surprise, he refuses to surrender */
+ prout(_("Fat chance, captain!"))
+
+# 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
prout("== Event %d fires" % evcode)
datemin = game.future[l].date
xtime = datemin-game.state.date
+ if game.iscloaked:
+ game.energy -= xtime*500.0
+ if game.energy <= 0:
+ finish(FNRG)
+ return
game.state.date = datemin
# Decrement Federation resources and recompute remaining time
game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
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 \
+ if game.state.nscrem == 0 or game.iscloaked or \
ictbeam or istract or \
game.condition == "docked" or game.isatb == 1 or game.iscate:
return
continue
i = randrange(len(game.state.kcmdr))
yank = (game.state.kcmdr[i]-game.quadrant).distance()
- if istract or game.condition == "docked" or yank == 0:
+ if istract or game.condition == "docked" or game.iscloaked or yank == 0:
# Drats! Have to reschedule
schedule(FTBEAM,
game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
300*game.state.nworldkl + \
45.0*game.nhelp +\
100.0*game.state.basekl +\
- 3.0*game.abandoned
+ 3.0*game.abandoned +\
+ 100*game.ncviol
if game.ship == 'F':
badpt += 100.0
elif game.ship is None:
return badpt
def finish(ifin):
- # end the game, with appropriate notfications
+ # end the game, with appropriate notifications
igotit = False
game.alldone = True
skip(3)
prout(_("You have smashed the Klingon invasion fleet and saved"))
prout(_("the Federation."))
+ if game.alive and game.brigcapacity-game.brigfree > 0:
+ game.kcaptured += game.brigcapacity-game.brigfree
+ prout(_("The %d captured Klingons are transferred to Star Fleet Command.") % (game.brigcapacity-game.brigfree))
game.gamewon = True
if game.alive:
badpt = badpoints()
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."))
+ prout(_("converted to energy, dissipating through space."))
elif ifin == FMINING:
prout(_("You are left with your landing party on"))
prout(_("a wild jungle planet inhabited by primitive cannibals."))
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 == FCLOAK:
+ game.ncviol += 1
+ prout(_("You have violated the Treaty of Algeron."))
+ prout(_("The Romulan Empire can never trust you again."))
elif ifin == FCREW:
prout(_("Your last crew member has died."))
+ if ifin != FWON and ifin != FCLOAK and game.iscloaked:
+ prout(_("Your ship was cloaked so your subspace radio did not receive anything."))
+ prout(_("You may have missed some warning messages."))
+ skip(1)
if game.ship == 'F':
game.ship = None
elif game.ship == 'E':
prout(_("to think about pigeons."))
game.gamewon = True
score()
+ scanner.chew() # Clean up leftovers
def score():
"Compute player's score."
+ 20*(game.inrom - game.state.nromrem) \
+ 200*(game.inscom - game.state.nscrem) \
- game.state.nromrem \
+ + 3 * game.kcaptured \
- badpoints()
if not game.alive:
game.score -= 200
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.kcaptured:
+ prout(_("%d Klingons captured %5d") %
+ (game.kcaptured, 3 * game.kcaptured))
if game.inscom - game.state.nscrem:
prout(_("%6d Super-Commander destroyed %5d") %
(game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
if klship:
prout(_("%6d ship(s) lost or destroyed %5d") %
(klship, -100*klship))
+ if game.ncviol > 0:
+ if ncviol == 1:
+ prout(_("1 Treaty of Algeron violation -100"))
+ else:
+ prout(_("%6d Treaty of Algeron violations %5d\n") %
+ (ncviol, -100*ncviol))
if not game.alive:
prout(_("Penalty for getting yourself killed -200"))
if game.gamewon:
def newquadrant(noattack):
# Leaving quadrant -- allow final enemy attack
- # Don't do it if being pushed by Nova
- if len(game.enemies) != 0 and not noattack:
+ # Don't set up attack if being pushed by nova or cloaked
+ if len(game.enemies) != 0 and not noattack and not game.iscloaked:
newcnd()
for enemy in game.enemies:
finald = (w - enemy.location).distance()
game.inorbit = False
# If tractor beam is to occur, don't move full distance
if game.state.date+game.optime >= scheduled(FTBEAM):
- trbeam = True
- game.condition = "red"
- icourse.distance = icourse.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
- game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
+ if game.iscloaked:
+ # We can't be tractor beamed if cloaked,
+ # so move the event into the future
+ postpone(FTBEAM, game.optime + expran(1.5*game.intime/len(game.kcmdr)))
+ pass
+ else:
+ trbeam = True
+ game.condition = "red"
+ icourse.distance = icourse.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
+ game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
# Move out
game.quad[game.sector.i][game.sector.j] = '.'
for _m in range(icourse.moves):
if not game.base.is_valid() or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
prout(crmshp() + _(" not adjacent to base."))
return
+ if game.iscloaked:
+ prout(_("You cannot dock while cloaked."))
+ return
game.condition = "docked"
if verbose:
prout(_("Docked."))
game.torps = game.intorps
game.lsupres = game.inlsr
game.state.crew = FULLCREW
+ if game.brigcapacity-game.brigfree > 0:
+ prout(_("%d captured Klingons transferred to base") % (game.brigcapacity-game.brigfree))
+ game.kcaptured += game.brigcapacity-game.brigfree
+ game.brigfree = game.brigcapacity
if not damaged(DRADIO) and \
((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
# get attack report from base
blooey = False; twarp = False
if not involuntary: # Not WARPX entry
game.ididit = False
+ if game.iscloaked:
+ scanner.chew()
+ skip(1)
+ prout(_("Engineer Scott- \"The warp engines can not be used while cloaked, Sir.\""))
+ return
if game.damage[DWARPEN] > 10.0:
scanner.chew()
skip(1)
game.lsupres=game.inlsr=3.0
game.shldup=False
game.warpfac=5.0
+ game.brigfree = game.brigcapacity = 300
return
# Code from planets.c begins here.
game.iseenit = True
if game.casual:
prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
+ if game.brigcapacity != game.brigfree:
+ embriggened = brigcapacity-brigfree
+ if embriggened == 1:
+ prout(_("1 Klingon in brig"))
+ else:
+ prout(_("%d Klingons in brig.") % embriggened)
+ if game.kcaptured == 0:
+ pass
+ elif game.kcaptured == 1:
+ prout(_("1 captured Klingon turned in to Starfleet."))
+ else:
+ prout(_("%d captured Klingons turned in to Star Fleet.") % game.kcaptured)
if game.nhelp:
prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
if game.ship == 'E':
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:
+ if game.quad[i][j] in ('E', 'F'):
+ textcolor({"green":GREEN,
+ "yellow":YELLOW,
+ "red":RED,
+ "docked":CYAN,
+ "dead":BROWN}[game.condition])
+ else:
+ textcolor({'?':LIGHTMAGENTA,
+ 'K':LIGHTRED,
+ 'S':LIGHTRED,
+ 'C':LIGHTRED,
+ 'R':LIGHTRED,
+ 'T':LIGHTRED,
+ }.get(game.quad[i][j], DEFAULT))
+ if game.iscloaked:
highvideo()
proutn("%c " % game.quad[i][j])
textcolor(DEFAULT)
newcnd()
prstat(_("Condition"), _("%s, %i DAMAGES") % \
(game.condition.upper(), sum([x > 0 for x in game.damage])))
+ if game.iscloaked:
+ prout(_(", CLOAKED"))
if not req or req == 3:
prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
if not req or req == 4:
_("Shield Control"), \
_("Death Ray"), \
_("D. S. Probe"), \
+ _("Cloaking Device"), \
)
def setup():
game.tourn = game.length = 0
game.thawed = False
game.skill = SKILL_NONE
- scanner.chew()
-# if not scanner.inqueue: # Can start with command line options
- proutn(_("Would you like a regular, tournament, or saved game? "))
+ # Do not chew here, we want to use command-line tokens
+ if not scanner.inqueue: # Can start with command line options
+ proutn(_("Would you like a regular, tournament, or saved game? "))
scanner.nexttok()
if scanner.sees("tournament"):
while scanner.nexttok() == "IHEOL":
scanner.nexttok()
if scanner.sees("plain"):
# Approximates the UT FORTRAN version.
- game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
+ game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR | OPTION_CAPTURE | OPTION_CLOAK)
game.options |= OPTION_PLAIN
elif scanner.sees("almy"):
# Approximates Tom Almy's version.
- game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
+ game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR)
game.options |= OPTION_ALMY
elif scanner.sees("fancy") or scanner.sees("\n"):
pass
elif len(scanner.token):
proutn(_("What is \"%s\"?") % scanner.token)
- game.options &=~ OPTION_COLOR
setpassword()
if game.passwd == "debug":
game.idebug = True
game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
if game.options & OPTION_WORLDS:
game.inplan += int(NINHAB)
- game.state.nromrem = game.inrom = randrange(2 *game.skill)
+ game.state.nromrem = game.inrom = randrange(2 * game.skill)
game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
game.state.remtime = 7.0 * game.length
game.intime = game.state.remtime
game.justin = True
game.iplnet = None
game.neutz = game.inorbit = game.landed = False
- game.ientesc = game.iseenit = False
+ game.ientesc = game.iseenit = game.isviolreported = False
# Create a blank quadrant
game.quad = fill2d(QUADSIZE, lambda i, j: '.')
if game.iscate:
("IMPULSE", 0),
("REST", 0),
("WARP", 0),
- ("SCORE", 0),
("SENSORS", OPTION_PLANETS),
("ORBIT", OPTION_PLANETS),
("TRANSPORT", OPTION_PLANETS),
("ABANDON", 0),
("DESTRUCT", 0),
("DEATHRAY", 0),
+ ("CAPTURE", OPTION_CAPTURE),
+ ("CLOAK", OPTION_CLOAK),
("DEBUG", 0),
("MAYDAY", 0),
("SOS", 0), # Synonym for MAYDAY
("CALL", 0), # Synonym for MAYDAY
("QUIT", 0),
("HELP", 0),
+ ("SCORE", 0),
("", 0),
]
def makemoves():
"Command-interpretation loop."
+ def checkviol():
+ if game.irhere and game.state.date >= ALGERON and not game.isviolreported and game.iscloaked:
+ prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
+ game.ncviol += 1
+ game.isviolreported = True
while True: # command loop
drawmaps(1)
while True: # get a command
elif cmd == "PHASERS": # phasers
phasers()
if game.ididit:
+ checkviol()
hitme = True
elif cmd in ("TORPEDO", "PHOTONS"): # photon torpedos
torps()
if game.ididit:
+ checkviol()
hitme = True
elif cmd == "MOVE": # move under warp
warp(wcourse=None, involuntary=False)
hitme = True
elif cmd == "WARP": # warp
setwarp()
- elif cmd == "SCORE": # score
- score()
elif cmd == "SENSORS": # sensors
sensor()
elif cmd == "ORBIT": # orbit
deathray()
if game.ididit:
hitme = True
+ elif cmd == "CAPTURE":
+ capture()
elif cmd == "DEBUGCMD": # What do we want for debug???
debugme()
elif cmd == "MAYDAY": # Call for help
game.alldone = True # quit the game
elif cmd == "HELP":
helpme() # get help
+ elif cmd == "SCORE":
+ score() # see current score
while True:
if game.alldone:
break # Game has ended