return gettext.gettext(st)
GALSIZE = 8 # Galaxy size in quadrants
-NINHAB = (GALSIZE * GALSIZE / 2) # Number of inhabited worlds
+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
+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
def valid_quadrant(self):
return self.i >= 0 and self.i < GALSIZE and self.j >= 0 and self.j < GALSIZE
def valid_sector(self):
- return self.i >= 0 and self.i < QUADSIZE and self.j >= 0 and self.j < QUADSIZE
+ return self.i >= 0 and self.i < QUADSIZE and self.j >= 0 and self.j < QUADSIZE
def invalidate(self):
self.i = self.j = None
def is_valid(self):
class Planet:
def __init__(self):
- self.name = None # string-valued if inhabited
- self.quadrant = Coord() # quadrant located
- self.pclass = None # could be ""M", "N", "O", or "destroyed"
+ self.name = None # string-valued if inhabited
+ self.quadrant = Coord() # quadrant located
+ self.pclass = None # could be ""M", "N", "O", or "destroyed"
self.crystals = "absent"# could be "mined", "present", "absent"
- self.known = "unknown" # could be "unknown", "known", "shuttle_down"
- self.inhabited = False # is it inhabited?
+ self.known = "unknown" # could be "unknown", "known", "shuttle_down"
+ self.inhabited = False # is it inhabited?
def __str__(self):
return self.name
def __init__(self):
self.stars = 0
self.planet = None
- self.starbase = False
- self.klingons = 0
- self.romulans = 0
- self.supernova = False
- self.charted = False
- self.status = "secure" # Could be "secure", "distressed", "enslaved"
+ self.starbase = False
+ self.klingons = 0
+ self.romulans = 0
+ self.supernova = False
+ self.charted = False
+ self.status = "secure" # Could be "secure", "distressed", "enslaved"
class Page:
def __init__(self):
- self.stars = None
- self.starbase = False
- self.klingons = None
+ self.stars = None
+ self.starbase = False
+ self.klingons = None
def __repr__(self):
return "<%s,%s,%s>" % (self.klingons, self.starbase, self.stars)
class Snapshot:
def __init__(self):
- self.snap = False # snapshot taken
- self.crew = 0 # crew complement
- self.remkl = 0 # remaining klingons
- self.nscrem = 0 # remaining super commanders
- self.starkl = 0 # destroyed stars
- self.basekl = 0 # destroyed bases
- self.nromrem = 0 # Romulans remaining
- self.nplankl = 0 # destroyed uninhabited planets
- self.nworldkl = 0 # destroyed inhabited planets
- self.planets = [] # Planet information
- self.date = 0.0 # stardate
- self.remres = 0 # remaining resources
- self.remtime = 0 # remaining time
- self.baseq = [] # Base quadrant coordinates
- self.kcmdr = [] # Commander quadrant coordinates
- self.kscmdr = Coord() # Supercommander quadrant coordinates
+ self.snap = False # snapshot taken
+ self.crew = 0 # crew complement
+ self.remkl = 0 # remaining klingons
+ self.nscrem = 0 # remaining super commanders
+ self.starkl = 0 # destroyed stars
+ self.basekl = 0 # destroyed bases
+ self.nromrem = 0 # Romulans remaining
+ self.nplankl = 0 # destroyed uninhabited planets
+ self.nworldkl = 0 # destroyed inhabited planets
+ self.planets = [] # Planet information
+ self.date = 0.0 # stardate
+ self.remres = 0 # remaining resources
+ self.remtime = 0 # remaining time
+ self.baseq = [] # Base quadrant coordinates
+ self.kcmdr = [] # Commander quadrant coordinates
+ self.kscmdr = Coord() # Supercommander quadrant coordinates
# the galaxy
self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
# the starchart
- self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
+ self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
class Event:
def __init__(self):
- self.date = None # A real number
- self.quadrant = None # A coord structure
+ self.date = None # A real number
+ self.quadrant = None # A coord structure
# game options
-OPTION_ALL = 0xffffffff
-OPTION_TTY = 0x00000001 # old interface
-OPTION_CURSES = 0x00000002 # new interface
-OPTION_IOMODES = 0x00000003 # cover both interfaces
-OPTION_PLANETS = 0x00000004 # planets and mining
-OPTION_THOLIAN = 0x00000008 # Tholians and their webs (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_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)
# Define devices
-DSRSENS = 0
-DLRSENS = 1
-DPHASER = 2
-DPHOTON = 3
-DLIFSUP = 4
-DWARPEN = 5
-DIMPULS = 6
-DSHIELD = 7
-DRADIO = 0
+DSRSENS = 0
+DLRSENS = 1
+DPHASER = 2
+DPHOTON = 3
+DLIFSUP = 4
+DWARPEN = 5
+DIMPULS = 6
+DSHIELD = 7
+DRADIO = 0
DSHUTTL = 9
DCOMPTR = 10
-DNAVSYS = 11
+DNAVSYS = 11
DTRANSP = 12
-DSHCTRL = 13
-DDRAY = 14
-DDSP = 15
-NDEVICES = 16 # Number of devices
-
-SKILL_NONE = 0
-SKILL_NOVICE = 1
-SKILL_FAIR = 2
-SKILL_GOOD = 3
-SKILL_EXPERT = 4
-SKILL_EMERITUS = 5
+DSHCTRL = 13
+DDRAY = 14
+DDSP = 15
+NDEVICES = 16 # Number of devices
+
+SKILL_NONE = 0
+SKILL_NOVICE = 1
+SKILL_FAIR = 2
+SKILL_GOOD = 3
+SKILL_EXPERT = 4
+SKILL_EMERITUS = 5
def damaged(dev):
return (game.damage[dev] != 0.0)
return not damaged(DRADIO) or game.condition=="docked"
# Define future events
-FSPY = 0 # Spy event happens always (no future[] entry)
- # can cause SC to tractor beam Enterprise
-FSNOVA = 1 # Supernova
-FTBEAM = 2 # Commander tractor beams Enterprise
-FSNAP = 3 # Snapshot for time warp
-FBATTAK = 4 # Commander attacks base
-FCDBAS = 5 # Commander destroys base
-FSCMOVE = 6 # Supercommander moves (might attack base)
-FSCDBAS = 7 # Supercommander destroys base
-FDSPROB = 8 # Move deep space probe
-FDISTR = 9 # Emit distress call from an inhabited world
-FENSLV = 10 # Inhabited word is enslaved */
-FREPRO = 11 # Klingons build a ship in an enslaved system
-NEVENTS = 12
+FSPY = 0 # Spy event happens always (no future[] entry)
+ # can cause SC to tractor beam Enterprise
+FSNOVA = 1 # Supernova
+FTBEAM = 2 # Commander tractor beams Enterprise
+FSNAP = 3 # Snapshot for time warp
+FBATTAK = 4 # Commander attacks base
+FCDBAS = 5 # Commander destroys base
+FSCMOVE = 6 # Supercommander moves (might attack base)
+FSCDBAS = 7 # Supercommander destroys base
+FDSPROB = 8 # Move deep space probe
+FDISTR = 9 # Emit distress call from an inhabited world
+FENSLV = 10 # Inhabited word is enslaved */
+FREPRO = 11 # Klingons build a ship in an enslaved system
+NEVENTS = 12
# Abstract out the event handling -- underlying data structures will change
# when we implement stateful events
self.kavgd = None
if loc:
self.move(loc)
- self.power = power # enemy energy level
+ self.power = power # enemy energy level
game.enemies.append(self)
def move(self, loc):
motion = (loc != self.location)
game.enemies.remove(self)
return motion
def __repr__(self):
- return "<%s,%s.%f>" % (self.type, self.location, self.power) # For debugging
+ return "<%s,%s.%f>" % (self.type, self.location, self.power) # For debugging
class Gamestate:
def __init__(self):
- self.options = None # Game options
- self.state = Snapshot() # A snapshot structure
- self.snapsht = Snapshot() # Last snapshot taken for time-travel purposes
- self.quad = None # contents of our quadrant
- self.damage = [0.0] * NDEVICES # damage encountered
- self.future = [] # future events
+ self.options = None # Game options
+ self.state = Snapshot() # A snapshot structure
+ self.snapsht = Snapshot() # Last snapshot taken for time-travel purposes
+ self.quad = None # contents of our quadrant
+ self.damage = [0.0] * NDEVICES # damage encountered
+ self.future = [] # future events
i = NEVENTS
while i > 0:
i -= 1
self.future.append(Event())
- self.passwd = None # Self Destruct password
+ 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 # =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.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.lsupres = 0.0 # life support reserves
- self.optime = 0.0 # time taken by current operation
- 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
- self.score = 0.0 # overall score
- self.perdate = 0.0 # rate of kills
- self.idebug = False # Debugging instrumentation enabled?
+ 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 # =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.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.lsupres = 0.0 # life support reserves
+ self.optime = 0.0 # time taken by current operation
+ 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
+ self.score = 0.0 # overall score
+ self.perdate = 0.0 # rate of kills
+ self.idebug = False # Debugging instrumentation enabled?
self.statekscmdr = None # No SuperCommander coordinates yet.
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
+ # 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.
def randreal(*args):
v = random.random()
if len(args) == 1:
- v *= args[0] # from [0, args[0])
+ v *= args[0] # from [0, args[0])
elif len(args) == 2:
- v = args[0] + v*(args[1]-args[0]) # from [args[0], args[1])
+ v = args[0] + v*(args[1]-args[0]) # from [args[0], args[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
+ 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.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
+ return False
if enemy.type == 'R':
- return False # Romulans cannot escape!
+ return False # Romulans cannot escape!
if not irun:
- # avoid intruding on another commander's territory
- if enemy.type == 'C':
+ # avoid intruding on another commander's territory
+ if enemy.type == 'C':
if iq in game.state.kcmdr:
return []
- # refuse to leave if currently attacking starbase
- if game.battle == game.quadrant:
- return []
- # don't leave if over 1000 units of energy
- if enemy.power > 1000.0:
- return []
+ # refuse to leave if currently attacking starbase
+ if game.battle == game.quadrant:
+ return []
+ # don't leave if over 1000 units of energy
+ if enemy.power > 1000.0:
+ return []
oldloc = copy.copy(enemy.location)
# handle local matters related to escape
enemy.move(None)
game.klhere -= 1
if game.condition != "docked":
- newcnd()
+ 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 == 'S':
- game.iscate = False
- game.ientesc = False
- game.isatb = 0
- schedule(FSCMOVE, 0.2777)
- unschedule(FSCDBAS)
- game.state.kscmdr = iq
+ 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.append(iq)
- break
+ for cmdr in game.state.kcmdr:
+ if cmdr == game.quadrant:
+ game.state.kcmdr.append(iq)
+ break
# report move out of quadrant.
return [(True, enemy, oldloc, ibq)]
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)
+ 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)
+ nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
old_dist = enemy.kdist
mdist = int(old_dist + 0.5) # Nearest integer distance
# If SC, check with spy to see if should hi-tail it
if enemy.type == 'S' and \
- (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
- irun = True
- motion = -QUADSIZE
+ (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.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):
+ # decide whether to advance, retreat, or hold position
+ 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 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
+ 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:
+ motion = ((forces + randreal(200))/150.0) - 5.0
+ else:
if forces > 1000.0: # Very strong -- move in for kill
- motion = (1.0 - randreal())**2 * old_dist + 1.0
- if game.condition == "docked" and (game.options & OPTION_BASE): # protected by base -- back off !
- motion -= game.skill*(2.0-randreal()**2)
- if game.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:
+ motion = (1.0 - randreal())**2 * old_dist + 1.0
+ if game.condition == "docked" and (game.options & OPTION_BASE): # protected by base -- back off !
+ motion -= game.skill*(2.0-randreal()**2)
+ if game.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:
# calculate preferred number of steps
nsteps = abs(int(motion))
if motion > 0 and nsteps > mdist:
- nsteps = mdist # don't overshoot
+ nsteps = mdist # don't overshoot
if nsteps > QUADSIZE:
- nsteps = QUADSIZE # This shouldn't be necessary
+ nsteps = QUADSIZE # This shouldn't be necessary
if nsteps < 1:
- nsteps = 1 # This shouldn't be necessary
+ nsteps = 1 # This shouldn't be necessary
if game.idebug:
- proutn("NSTEPS = %d:" % nsteps)
+ proutn("NSTEPS = %d:" % nsteps)
# Compute preferred values of delta X and Y
m = game.sector - enemy.location
if 2.0 * abs(m.i) < abs(m.j):
- m.i = 0
+ m.i = 0
if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
- m.j = 0
+ m.j = 0
m = (motion * m).sgn()
goto = enemy.location
# main move loop
for ll in range(nsteps):
- if game.idebug:
- proutn(" %d" % (ll+1))
- # Check if preferred position available
- look = goto + m
+ if game.idebug:
+ proutn(" %d" % (ll+1))
+ # Check if preferred position available
+ look = goto + m
if m.i < 0:
krawli = 1
else:
krawlj = 1
else:
krawlj = -1
- success = False
- attempts = 0 # Settle mysterious hang problem
- while attempts < 20 and not success:
+ 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 look.i < 0 or look.i >= QUADSIZE:
+ if motion < 0:
+ return tryexit(enemy, look, irun)
+ if krawli == m.i or m.j == 0:
+ break
+ look.i = goto.i + krawli
+ krawli = -krawli
+ elif look.j < 0 or look.j >= QUADSIZE:
if motion < 0:
- return tryexit(enemy, look, irun)
- if krawli == m.i or m.j == 0:
- break
- look.i = goto.i + krawli
- krawli = -krawli
- elif look.j < 0 or look.j >= QUADSIZE:
- if motion < 0:
- return tryexit(enemy, look, irun)
- if krawlj == m.j or m.i == 0:
- break
- look.j = goto.j + krawlj
- krawlj = -krawlj
- elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.':
- # See if enemy should ram ship
- if game.quad[look.i][look.j] == game.ship and \
- (enemy.type == 'C' or enemy.type == 'S'):
- collision(rammed=True, enemy=enemy)
- return []
- if krawli != m.i and m.j != 0:
- look.i = goto.i + krawli
- krawli = -krawli
- elif krawlj != m.j and m.i != 0:
- look.j = goto.j + krawlj
- krawlj = -krawlj
- else:
- break # we have failed
- else:
- success = True
- if success:
- goto = look
- if game.idebug:
- proutn(repr(goto))
- else:
- break # done early
+ return tryexit(enemy, look, irun)
+ if krawlj == m.j or m.i == 0:
+ break
+ look.j = goto.j + krawlj
+ krawlj = -krawlj
+ elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.':
+ # See if enemy should ram ship
+ if game.quad[look.i][look.j] == game.ship and \
+ (enemy.type == 'C' or enemy.type == 'S'):
+ collision(rammed=True, enemy=enemy)
+ return []
+ if krawli != m.i and m.j != 0:
+ look.i = goto.i + krawli
+ krawli = -krawli
+ elif krawlj != m.j and m.i != 0:
+ look.j = goto.j + krawlj
+ krawlj = -krawlj
+ else:
+ break # we have failed
+ else:
+ success = True
+ if success:
+ goto = look
+ if game.idebug:
+ proutn(repr(goto))
+ else:
+ break # done early
if game.idebug:
- skip(1)
+ skip(1)
# Enemy moved, but is still in sector
return [(False, enemy, old_dist, goto)]
def moveklings():
"Sequence Klingon tactical movement."
if game.idebug:
- prout("== MOVCOM")
+ prout("== MOVCOM")
# Figure out which Klingon is the commander (or Supercommander)
# and do move
tacmoves = []
if game.quadrant in game.state.kcmdr:
for enemy in game.enemies:
- if enemy.type == 'C':
- tacmoves += movebaddy(enemy)
+ if enemy.type == 'C':
+ tacmoves += movebaddy(enemy)
if game.state.kscmdr == game.quadrant:
for enemy in game.enemies:
- if enemy.type == 'S':
- tacmoves += movebaddy(enemy)
- break
+ if enemy.type == 'S':
+ tacmoves += 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 ('K', 'R'):
- tacmoves += movebaddy(enemy)
+ tacmoves += movebaddy(enemy)
return tacmoves
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
+ return False
if game.justin and not game.iscate:
- return False
+ 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 == 'S':
- enemy.move(None)
- game.klhere -= 1
- if game.condition != "docked":
- newcnd()
+ # 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 == 'S':
+ enemy.move(None)
+ game.klhere -= 1
+ if game.condition != "docked":
+ newcnd()
sortenemies()
# 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
+ 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()
idelta = Coord()
basetbl = []
if game.idebug:
- prout("== SUPERCOMMANDER")
+ 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)
+ (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
+ # 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
+ # compute distances to starbases
+ if not game.state.baseq:
+ # nothing left to do
+ unschedule(FSCMOVE)
+ return
+ sc = game.state.kscmdr
for (i, base) in enumerate(game.state.baseq):
- basetbl.append((i, (base - sc).distance()))
- if game.state.baseq > 1:
+ 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
+ # 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
+ 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
+ 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
# 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)
+ # 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)
+ 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") \
+ 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.\"") \
+ 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 not ja():
- return
- game.resting = False
- game.optime = 0.0 # actually finished
- return
+ if not game.resting:
+ return
+ prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
+ if not ja():
+ return
+ game.resting = False
+ game.optime = 0.0 # actually finished
+ return
# Check for intelligence report
if not game.idebug and \
- (withprob(0.8) or \
- (not communicating()) or \
- not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
- return
+ (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)
def movetholian():
"Move the Tholian."
if not game.tholian or game.justin:
- return
+ return
tid = Coord()
if game.tholian.location.i == 0 and game.tholian.location.j == 0:
- tid.i = 0
+ tid.i = 0
tid.j = QUADSIZE-1
elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
- tid.i = QUADSIZE-1
+ tid.i = QUADSIZE-1
tid.j = QUADSIZE-1
elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1:
- tid.i = QUADSIZE-1
+ tid.i = QUADSIZE-1
tid.j = 0
elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0:
- tid.i = 0
+ tid.i = 0
tid.j = 0
else:
- # something is wrong!
- game.tholian.move(None)
+ # something is wrong!
+ game.tholian.move(None)
prout("***Internal error: Tholian in a bad spot.")
- return
+ return
# do nothing if we are blocked
if game.quad[tid.i][tid.j] not in ('.', '#'):
- return
+ return
here = copy.copy(game.tholian.location)
delta = (tid - game.tholian.location).sgn()
# move in x axis
game.tholian.move(here)
# check to see if all holes plugged
for i in range(QUADSIZE):
- if game.quad[0][i] != '#' and game.quad[0][i] != 'T':
- return
- if game.quad[QUADSIZE-1][i] != '#' and game.quad[QUADSIZE-1][i] != 'T':
- return
- if game.quad[i][0] != '#' and game.quad[i][0] != 'T':
- return
- if game.quad[i][QUADSIZE-1] != '#' and game.quad[i][QUADSIZE-1] != 'T':
- return
+ if game.quad[0][i] != '#' and game.quad[0][i] != 'T':
+ return
+ if game.quad[QUADSIZE-1][i] != '#' and game.quad[QUADSIZE-1][i] != 'T':
+ return
+ if game.quad[i][0] != '#' and game.quad[i][0] != 'T':
+ return
+ if game.quad[i][QUADSIZE-1] != '#' and game.quad[i][QUADSIZE-1] != 'T':
+ return
# All plugged up -- Tholian splits
game.quad[game.tholian.location.i][game.tholian.location.j] = '#'
dropin(' ')
action = "NONE"
game.ididit = False
if shraise:
- action = "SHUP"
+ action = "SHUP"
else:
- key = scanner.nexttok()
- 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():
- 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():
- action = "SHDN"
- else:
- scanner.chew()
- return
- else:
- proutn(_("Shields are down. Do you want them up? "))
- if ja():
- action = "SHUP"
- else:
- scanner.chew()
- return
+ key = scanner.nexttok()
+ 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():
+ 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():
+ action = "SHDN"
+ else:
+ scanner.chew()
+ return
+ else:
+ proutn(_("Shields are down. Do you want them up? "))
+ if ja():
+ 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
+ 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
+ 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.nexttok() != "IHREAL":
- scanner.chew()
- proutn(_("Energy to transfer to shields- "))
+ while scanner.nexttok() != "IHREAL":
+ scanner.chew()
+ proutn(_("Energy to transfer to shields- "))
nrg = scanner.real
- scanner.chew()
- if nrg == 0:
- return
- if nrg > game.energy:
- prout(_("Insufficient ship energy."))
- return
- game.ididit = True
- if game.shield+nrg >= game.inshld:
- prout(_("Shield energy maximized."))
- 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 nrg < 0.0 and game.energy-nrg > 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+nrg < 0:
- prout(_("All shield energy transferred to ship."))
- game.energy += game.shield
- game.shield = 0.0
- return
- proutn(_("Scotty- \""))
- if nrg > 0:
- prout(_("Transferring energy to shields.\""))
- else:
- prout(_("Draining energy from shields.\""))
- game.shield += nrg
- game.energy -= nrg
- return
+ scanner.chew()
+ if nrg == 0:
+ return
+ if nrg > game.energy:
+ prout(_("Insufficient ship energy."))
+ return
+ game.ididit = True
+ if game.shield+nrg >= game.inshld:
+ prout(_("Shield energy maximized."))
+ 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 nrg < 0.0 and game.energy-nrg > 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+nrg < 0:
+ prout(_("All shield energy transferred to ship."))
+ game.energy += game.shield
+ game.shield = 0.0
+ return
+ proutn(_("Scotty- \""))
+ if nrg > 0:
+ prout(_("Transferring energy to shields.\""))
+ else:
+ prout(_("Draining energy from shields.\""))
+ game.shield += nrg
+ game.energy -= nrg
+ return
def randdevice():
"Choose a device to damage, at random."
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%
+ 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%
)
assert(sum(weights) == 1000)
idx = randrange(1000)
wsum = 0
for (i, w) in enumerate(weights):
- wsum += w
- if idx < wsum:
- return i
- return None # we should never get here
+ wsum += w
+ if idx < wsum:
+ return i
+ return None # we should never get here
def collision(rammed, enemy):
"Collision handling for rammong events."
proutn(_(" rams "))
proutn(crmena(False, enemy.type, "sector", enemy.location))
if rammed:
- proutn(_(" (original position)"))
+ proutn(_(" (original position)"))
skip(1)
deadkl(enemy.location, enemy.type, game.sector)
proutn("***" + crmshp() + " heavily damaged.")
ncrits = randrange(NDEVICES/2)
while ncrits > 0:
ncrits -= 1
- 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
+ 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()
+ announce()
+ damagereport()
else:
- finish(FWON)
+ 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)
+ setwnd(srscan_window)
else:
- setwnd(message_window)
- ac = bearing + 0.25*dispersion # dispersion is a random variable
+ 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)
if not track.nexttok():
break
w = track.sector()
- if not w.valid_sector():
- break
- iquad = game.quad[w.i][w.j]
- tracktorpedo(w, step, number, nburst, iquad)
- if iquad == '.':
- continue
- # hit something
+ if not w.valid_sector():
+ break
+ iquad = game.quad[w.i][w.j]
+ tracktorpedo(w, step, number, nburst, iquad)
+ if iquad == '.':
+ continue
+ # hit something
setwnd(message_window)
if not damaged(DSRSENS) or game.condition == "docked":
- skip(1) # start new line after text track
- if iquad in ('E', 'F'): # 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
+ skip(1) # start new line after text track
+ if iquad in ('E', 'F'): # 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.nexttok()
bumpto = displacement.sector()
- if not bumpto.valid_sector():
- return hit
- if game.quad[bumpto.i][bumpto.j] == ' ':
- finish(FHOLE)
- return hit
- if game.quad[bumpto.i][bumpto.j] != '.':
- # can't move into object
- return hit
- game.sector = bumpto
- proutn(crmshp())
+ if not bumpto.valid_sector():
+ return hit
+ if game.quad[bumpto.i][bumpto.j] == ' ':
+ finish(FHOLE)
+ return hit
+ if game.quad[bumpto.i][bumpto.j] != '.':
+ # can't move into object
+ return hit
+ game.sector = bumpto
+ proutn(crmshp())
game.quad[w.i][w.j] = '.'
game.quad[bumpto.i][bumpto.j] = iquad
prout(_(" displaced by blast to Sector %s ") % bumpto)
enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
sortenemies()
return None
- elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
- # find the enemy
- if iquad in ('C', 'S') and withprob(0.05):
- prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
- prout(_(" torpedo neutralized."))
- return None
+ elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
+ # find the enemy
+ if iquad in ('C', 'S') 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.location:
+ if w == enemy.location:
kp = math.fabs(enemy.power)
h1 = 700.0 + randrange(100) - \
1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
prout("Internal error, no enemy where expected!")
raise SystemExit(1)
return None
- elif iquad == 'B': # Hit a base
- skip(1)
- prout(_("***STARBASE DESTROYED.."))
+ elif iquad == 'B': # Hit a base
+ skip(1)
+ prout(_("***STARBASE DESTROYED.."))
game.state.baseq = [x for x in game.state.baseq if x != game.quadrant]
- game.quad[w.i][w.j] = '.'
- game.base.invalidate()
- game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
- game.state.chart[game.quadrant.i][game.quadrant.j].starbase = False
- game.state.basekl += 1
- newcnd()
- return None
- elif iquad == 'P': # 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] = '.'
- if game.landed:
- # captain perishes on planet
- finish(FDPLANET)
- return None
- elif iquad == '@': # 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] = '.'
- if game.landed:
- # captain perishes on planet
- finish(FDPLANET)
- prout(_("The torpedo destroyed an inhabited planet."))
- return None
- elif iquad == '*': # Hit a star
- if withprob(0.9):
- nova(w)
+ game.quad[w.i][w.j] = '.'
+ game.base.invalidate()
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
+ game.state.chart[game.quadrant.i][game.quadrant.j].starbase = False
+ game.state.basekl += 1
+ newcnd()
+ return None
+ elif iquad == 'P': # 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] = '.'
+ if game.landed:
+ # captain perishes on planet
+ finish(FDPLANET)
+ return None
+ elif iquad == '@': # 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] = '.'
+ if game.landed:
+ # captain perishes on planet
+ finish(FDPLANET)
+ prout(_("The torpedo destroyed an inhabited planet."))
+ return None
+ elif iquad == '*': # Hit a star
+ if withprob(0.9):
+ nova(w)
else:
prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast."))
- return None
- elif iquad == '?': # 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()
- return None
- elif iquad == ' ': # Black hole
- skip(1)
- prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo."))
- return None
- elif iquad == '#': # hit the web
- skip(1)
- prout(_("***Torpedo absorbed by Tholian web."))
- return None
- elif iquad == 'T': # Hit a Tholian
- h1 = 700.0 + randrange(100) - \
- 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
- h1 = math.fabs(h1)
- if h1 >= 600:
- game.quad[w.i][w.j] = '.'
- deadkl(w, iquad, w)
- game.tholian = None
- return None
- skip(1)
- proutn(crmena(True, 'T', "sector", w))
- if withprob(0.05):
- prout(_(" survives photon blast."))
- return None
- prout(_(" disappears."))
- game.tholian.move(None)
- game.quad[w.i][w.j] = '#'
- dropin(' ')
- return None
+ return None
+ elif iquad == '?': # 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()
+ return None
+ elif iquad == ' ': # Black hole
+ skip(1)
+ prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo."))
+ return None
+ elif iquad == '#': # hit the web
+ skip(1)
+ prout(_("***Torpedo absorbed by Tholian web."))
+ return None
+ elif iquad == 'T': # Hit a Tholian
+ h1 = 700.0 + randrange(100) - \
+ 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
+ h1 = math.fabs(h1)
+ if h1 >= 600:
+ game.quad[w.i][w.j] = '.'
+ deadkl(w, iquad, w)
+ game.tholian = None
+ return None
+ skip(1)
+ proutn(crmena(True, 'T', "sector", w))
+ if withprob(0.05):
+ prout(_(" survives photon blast."))
+ return None
+ prout(_(" disappears."))
+ game.tholian.move(None)
+ game.quad[w.i][w.j] = '#'
+ dropin(' ')
+ 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)
+ proutn("Don't know how to handle torpedo collision with ")
+ proutn(crmena(True, iquad, "sector", w))
+ skip(1)
+ return None
+ break
skip(1)
setwnd(message_window)
prout(_("Torpedo missed."))
def fry(hit):
"Critical-hit resolution."
if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
- return
+ return
ncrit = int(1.0 + hit/(500.0+randreal(100)))
proutn(_("***CRITICAL HIT--"))
# Select devices and cause damage
cdam = []
while ncrit > 0:
while True:
- j = randdevice()
- # Cheat to prevent shuttle damage unless on ship
+ 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
+ cdam.append(j)
+ extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
+ game.damage[j] += extradm
ncrit -= 1
skipcount = 0
for (i, j) in enumerate(cdam):
- proutn(device[j])
+ proutn(device[j])
if skipcount % 3 == 2 and i < len(cdam)-1:
skip(1)
skipcount += 1
proutn(_(" and "))
prout(_(" damaged."))
if damaged(DSHIELD) and game.shldup:
- prout(_("***Shields knocked down."))
- game.shldup = False
+ 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
+ return
attempt = False
ihurt = False
hitmax = 0.0
chgfac = 1.0
where = "neither"
if game.idebug:
- prout("=== ATTACK!")
+ prout("=== ATTACK!")
# Tholian gets to move before attacking
if game.tholian:
- movetholian()
+ 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
+ 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:
for (bugout, enemy, old, goto) in moveklings():
sortenemies()
# if no enemies remain after movement, we're done
if len(game.enemies) == 0 or (len(game.enemies) == 1 and thing.at(game.quadrant) and not thing.angered):
- return
+ 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)
+ chgfac = 0.25 + randreal(0.5)
skip(1)
# message verbosity control
if game.skill <= SKILL_FAIR:
- where = "sector"
+ where = "sector"
for enemy in game.enemies:
- 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.power < 500:
- r *= 0.25
- if enemy.type == 'T' or (enemy.type == '?' and not thing.angered):
- continue
- # different enemies have different probabilities of throwing a torp
- usephasers = not torps_ok or \
- (enemy.type == 'K' and r > 0.0005) or \
- (enemy.type == 'C' and r > 0.015) or \
- (enemy.type == 'R' and r > 0.3) or \
- (enemy.type == 'S' and r > 0.07) or \
- (enemy.type == '?' 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.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
- pcourse = 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.location))
- attempt = True
- prout(" ")
- dispersion = (randreal()+randreal())*0.5 - 0.5
- dispersion += 0.002*enemy.power*dispersion
- hit = torpedo(enemy.location, pcourse, 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 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.power < 500:
+ r *= 0.25
+ if enemy.type == 'T' or (enemy.type == '?' and not thing.angered):
+ continue
+ # different enemies have different probabilities of throwing a torp
+ usephasers = not torps_ok or \
+ (enemy.type == 'K' and r > 0.0005) or \
+ (enemy.type == 'C' and r > 0.015) or \
+ (enemy.type == 'R' and r > 0.3) or \
+ (enemy.type == 'S' and r > 0.07) or \
+ (enemy.type == '?' 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.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
+ pcourse = 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.location))
+ attempt = True
+ prout(" ")
+ dispersion = (randreal()+randreal())*0.5 - 0.5
+ dispersion += 0.002*enemy.power*dispersion
+ hit = torpedo(enemy.location, pcourse, 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":
propor *= 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.location))
- skip(1)
- # Decide if hit is critical
- if hit > hitmax:
- hitmax = hit
- hittot += hit
- fry(hit)
- game.energy -= hit
+ 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.location))
+ 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
+ # 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."))
+ 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 "))
+ # 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, "))
+ # 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
+ 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
+ enemy.kavgd = enemy.kdist
sortenemies()
return
-
+
def deadkl(w, etype, mv):
"Kill a Klingon, Tholian, Romulan, or Thingy."
# Added mv to allow enemy to "move" before dying
# For each kind of enemy, finish message to player
prout(_(" destroyed."))
if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
- return
+ return
game.recompute()
# Remove enemy ship from arrays describing local conditions
for e in game.enemies:
- if e.location == w:
+ if e.location == w:
e.move(None)
- break
+ break
return
def targetcheck(w):
"Return None if target is invalid, otherwise return a course angle."
if not w.valid_sector():
- huh()
- return None
+ huh()
+ return None
delta = Coord()
# 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
+ 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 torps():
tcourse = []
game.ididit = False
if damaged(DPHOTON):
- prout(_("Photon tubes damaged."))
- scanner.chew()
- return
+ prout(_("Photon tubes damaged."))
+ scanner.chew()
+ return
if game.torps == 0:
- prout(_("No torpedoes left."))
- scanner.chew()
- return
+ prout(_("No torpedoes left."))
+ scanner.chew()
+ return
# First, get torpedo count
while True:
scanner.nexttok()
- if scanner.token == "IHALPHA":
- huh()
- return
- elif scanner.token == "IHEOL" or not scanner.waiting():
- prout(_("%d torpedoes left.") % game.torps)
+ 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
+ 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
+ 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.nexttok()
- 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])
- tcourse.append(tcourse[0])
- i += 1
- break
+ key = scanner.nexttok()
+ 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])
+ tcourse.append(tcourse[0])
+ i += 1
+ break
scanner.push(scanner.token)
target.append(scanner.getcoord())
if target[-1] == None:
return
tcourse.append(targetcheck(target[-1]))
if tcourse[-1] == None:
- return
+ 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()
+ # 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
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, tcourse[i], dispersion, number=i, nburst=n)
- if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
- return
+ 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, tcourse[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)
+ 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)
+ 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
+ prout(_("Shields lowered."))
+ return False
# Something bad has happened
prouts(_("***RED ALERT! RED ALERT!"))
skip(2)
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 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.\""))
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(_("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."))
skip(1)
kk = 0
for wham in hits:
- if wham == 0:
- continue
- dustfac = randreal(0.9, 1.0)
- hit = wham*math.pow(dustfac, game.enemies[kk].kdist)
- kpini = game.enemies[kk].power
- kp = math.fabs(kpini)
- if PHASEFAC*hit < kp:
- kp = PHASEFAC*hit
+ if wham == 0:
+ continue
+ dustfac = randreal(0.9, 1.0)
+ hit = wham*math.pow(dustfac, game.enemies[kk].kdist)
+ kpini = game.enemies[kk].power
+ kp = math.fabs(kpini)
+ if PHASEFAC*hit < kp:
+ kp = PHASEFAC*hit
if game.enemies[kk].power < 0:
game.enemies[kk].power -= -kp
else:
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)
- proutn(_("%d unit hit on ") % int(hit))
- else:
- proutn(_("Very small hit on "))
- ienm = game.quad[w.i][w.j]
- if ienm == '?':
- thing.angry()
- 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
+ kpow = game.enemies[kk].power
+ w = game.enemies[kk].location
+ 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 == '?':
+ thing.angry()
+ 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].power = -kpow
+ 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].power = -kpow
kk += 1
return
skip(1)
# SR sensors and Computer are needed for automode
if damaged(DSRSENS) or damaged(DCOMPTR):
- itarg = False
+ itarg = False
if game.condition == "docked":
- prout(_("Phasers can't be fired through base shields."))
- scanner.chew()
- return
+ prout(_("Phasers can't be fired through base shields."))
+ scanner.chew()
+ return
if damaged(DPHASER):
- prout(_("Phaser control damaged."))
- scanner.chew()
- return
+ 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
+ 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.nexttok()
- 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.nexttok()
- 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.nexttok()
- 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? "))
+ key = scanner.nexttok()
+ 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.nexttok()
+ 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.nexttok()
+ 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.nexttok()
- if key != "IHREAL" and len(game.enemies) != 0:
- prout(_("Phasers locked on target. Energy available: %.2f")%avail)
- irec = 0
+ if key == "IHALPHA" and scanner.sees("no"):
+ no = True
+ key = scanner.nexttok()
+ 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].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()
- proutn(_("Units to fire= "))
- key = scanner.nexttok()
- if key != "IHREAL":
- return
- rpow = scanner.real
- if rpow > avail:
- proutn(_("Energy available= %.2f") % avail)
- skip(1)
- key = "IHEOL"
+ scanner.chew()
+ if not kz:
+ for i in range(len(game.enemies)):
+ 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()
+ proutn(_("Units to fire= "))
+ key = scanner.nexttok()
+ 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
+ if rpow <= 0:
+ # chicken out
+ scanner.chew()
+ return
key = scanner.nexttok()
- 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].power)/(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))
+ 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].power)/(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)
+ 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
+ rpow = 0.0
for k in range(len(game.enemies)):
- aim = game.enemies[k].location
- 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 \
+ aim = game.enemies[k].location
+ 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 ('C', 'S'):
- 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].power)/(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.nexttok()
- if key == "IHALPHA" and scanner.sees("no"):
- no = True
- key = scanner.nexttok()
- 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
+ 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].power)/(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.nexttok()
+ if key == "IHALPHA" and scanner.sees("no"):
+ no = True
+ key = scanner.nexttok()
+ 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.nexttok() # 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
+ prout(_("Available energy exceeded -- try again."))
+ scanner.chew()
+ return
+ key = scanner.nexttok() # 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
+ 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
+ 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.
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():
- game.resting = False
- game.optime = 0.0
- return True
+ skip(1)
+ proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
+ if ja():
+ game.resting = False
+ game.optime = 0.0
+ return True
return False
def events():
else:
game.battle.invalidate()
if game.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")
+ 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 game.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
+ # 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 game.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 /= DOCKFAC
- # Don't fix Deathray here
- for l in range(NDEVICES):
- if game.damage[l] > 0.0 and l != DDRAY:
+ 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 /= DOCKFAC
+ # 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 \
+ # 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 \
+ 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
+ # Tractor-beam her!
+ istract = ictbeam = True
tractorbeam((game.state.kscmdr-game.quadrant).distance())
- else:
- return
- elif evcode == FTBEAM: # Tractor beam
+ else:
+ return
+ elif evcode == FTBEAM: # Tractor beam
if not game.state.kcmdr:
unschedule(FTBEAM)
continue
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)
+ 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:
continue
except JumpOut:
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
+ # 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():
+ 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)
+ 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()
+ game.battle.invalidate()
continue
- # find the lucky pair
- for cmdr in game.state.kcmdr:
- if cmdr == game.battle:
- break
+ # find the lucky pair
+ for cmdr in game.state.kcmdr:
+ if cmdr == game.battle:
+ break
else:
- # No action to take after all
- continue
+ # 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 \
+ 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)
+ supercommander()
+ elif evcode == FDSPROB: # Move deep space probe
+ schedule(FDSPROB, 0.01)
if not game.probe.nexttok():
- if not game.probe.quadrant().valid_quadrant() or \
- game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
- # Left galaxy or ran into supernova
+ if not 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
+ 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())
+ #announce()
+ skip(1)
+ prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
pquad = game.probe.quadrant()
- pdest = game.state.galaxy[pquad.i][pquad.j]
- if communicating():
- game.state.chart[pquad.i][pquad.j].klingons = pdest.klingons
- game.state.chart[pquad.i][pquad.j].starbase = pdest.starbase
- game.state.chart[pquad.i][pquad.j].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[pquad.i][pquad.j].supernova:
- return
- elif evcode == FDISTR: # inhabited system issues distress call
- unschedule(FDISTR)
- # try a whole bunch of times to find something suitable
+ pdest = game.state.galaxy[pquad.i][pquad.j]
+ if communicating():
+ game.state.chart[pquad.i][pquad.j].klingons = pdest.klingons
+ game.state.chart[pquad.i][pquad.j].starbase = pdest.starbase
+ game.state.chart[pquad.i][pquad.j].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[pquad.i][pquad.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]
+ # 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):
+ 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 game.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") \
+ # can't seem to find one; ignore this call
+ if game.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, repr(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") % \
+ 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
+ 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:
+ if game.klhere >= MAXKLQUAD:
try:
# this quadrant not ok, pick an adjacent one
for m.i in range(w.i - 1, w.i + 2):
continue
raise JumpOut
else:
- continue # search for eligible quadrant failed
+ continue # search for eligible quadrant failed
except JumpOut:
w = m
- # deliver the child
- game.state.remkl += 1
- q.klingons += 1
- if game.quadrant == w:
+ # 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.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)
-
+ 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.nexttok()
- if key != "IHEOL":
- break
- proutn(_("How long? "))
+ key = scanner.nexttok()
+ if key != "IHEOL":
+ break
+ proutn(_("How long? "))
scanner.chew()
if key != "IHREAL":
- huh()
- return
+ huh()
+ return
origTime = delay = scanner.real
if delay <= 0.0:
- return
+ return
if delay >= game.state.remtime or len(game.enemies) != 0:
- proutn(_("Are you sure? "))
- if not ja():
- return
+ proutn(_("Are you sure? "))
+ if not ja():
+ 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 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
ncourse = (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
+ # Wow! We've supernova'ed
+ supernova(game.quadrant)
+ return
# handle initial nova
game.quad[nov.i][nov.j] = '.'
prout(crmena(False, '*', "sector", nov) + _(" novas."))
return
else:
hits.append(neighbor)
- game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
- game.state.starkl += 1
- proutn(crmena(True, '*', "sector", neighbor))
- prout(_(" novas."))
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
+ game.state.starkl += 1
+ proutn(crmena(True, '*', "sector", neighbor))
+ prout(_(" novas."))
game.quad[neighbor.i][neighbor.j] = '.'
kount += 1
elif iquad in ('P', '@'): # Destroy planet
dist = kount*0.1
direc = ncourse[3*(bump.i+1)+bump.j+2]
if direc == 0.0:
- dist = 0.0
+ dist = 0.0
if dist == 0.0:
- return
+ return
scourse = course(bearing=direc, distance=dist)
game.optime = scourse.time(warp=4)
skip(1)
imove(scourse, noattack=True)
game.optime = scourse.time(warp=4)
return
-
+
def supernova(w):
"Star goes supernova."
num = 0; npdead = 0
if w != None:
- nq = copy.copy(w)
+ nq = copy.copy(w)
else:
- # Scheduled supernova -- select star at random.
- stars = 0
+ # 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 game.idebug:
- proutn("=== Super nova here?")
- if ja():
- nq = game.quadrant
+ 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 game.idebug:
+ proutn("=== Super nova here?")
+ if ja():
+ 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)
+ # 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]=='*':
- 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
+ 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]=='*':
+ 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)
+ # 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
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
+ if game.state.planets[loop].quadrant == nq:
+ game.state.planets[loop].pclass = "destroyed"
+ npdead += 1
# Destroy any base in supernovaed quadrant
game.state.baseq = [x for x in game.state.baseq if x != nq]
# 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
+ 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
+ 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
+ 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)
+ finish(FSNOVAED)
return
# Code from finish.c ends here.
"Self-destruct maneuver. Finish with a BANG!"
scanner.chew()
if damaged(DCOMPTR):
- prout(_("Computer damaged; cannot execute destruct sequence."))
- return
+ prout(_("Computer damaged; cannot execute destruct sequence."))
+ return
prouts(_("---WORKING---")); skip(1)
prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
prouts(" 10"); skip(1)
skip(1)
scanner.nexttok()
if game.passwd != scanner.token:
- prouts(_("PASSWORD-REJECTED;"))
- skip(1)
- prouts(_("CONTINUITY-EFFECTED"))
- skip(2)
- return
+ 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(" 2"); skip(1)
prouts(" 1"); skip(1)
if withprob(0.15):
- prouts(_("GOODBYE-CRUEL-WORLD"))
- skip(1)
+ prouts(_("GOODBYE-CRUEL-WORLD"))
+ skip(1)
kaboom()
def kaboom():
stars()
if game.ship=='E':
- prouts("***")
+ prouts("***")
prouts(_("********* Entropy of %s maximized *********") % crmshp())
skip(1)
stars()
skip(1)
if len(game.enemies) != 0:
- whammo = 25.0 * game.energy
- for l in range(len(game.enemies)):
- 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)
+ whammo = 25.0 * game.energy
+ for l in range(len(game.enemies)):
+ 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)
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
+ if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
return 0
else:
starting = (game.inkling + game.incom + game.inscom)
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:
+ 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!
+ badpt = 0.0 # Close enough!
# killsPerDate >= RateMax
- if game.state.date-game.indate < 5.0 or \
+ 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 game.idebug:
- prout(_("You cannot get a citation, so..."))
- else:
- proutn(_("Do you want your Commodore Emeritus Citation printed? "))
- scanner.chew()
- if ja():
- igotit = True
- # Only grant long life if alive (original didn't!)
- skip(1)
- prout(_("LIVE LONG AND PROSPER."))
- score()
- if igotit:
- plaque()
- return
+ 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 game.idebug:
+ prout(_("You cannot get a citation, so..."))
+ else:
+ proutn(_("Do you want your Commodore Emeritus Citation printed? "))
+ scanner.chew()
+ if ja():
+ 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
+ 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."))
+ 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."))
+ 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."))
+ 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()
+ 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)
+ 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..."))
+ 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."))
+ 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"))
+ 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"))
+ 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())
+ 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(_("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())
+ 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)
+ 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."))
+ 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."))
+ 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())
+ 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."))
+ 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."))
+ 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."))
+ 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."))
+ prout(_("Your last crew member has died."))
if game.ship == 'F':
- game.ship = None
+ game.ship = None
elif game.ship == 'E':
- game.ship = 'F'
+ game.ship = 'F'
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."))
+ 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
+ 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
if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
- timused = 5.0
+ timused = 5.0
game.perdate = killrate()
ithperd = 500*game.perdate + 0.5
iwon = 0
if game.gamewon:
- iwon = 100*game.skill
+ iwon = 100*game.skill
if game.ship == 'E':
- klship = 0
+ klship = 0
elif game.ship == 'F':
- klship = 1
+ klship = 1
else:
- klship = 2
+ klship = 2
game.score = 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 \
+ - game.state.nromrem \
- badpoints()
if not game.alive:
- game.score -= 200
+ game.score -= 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)))
+ prout(_("%6d Romulans destroyed %5d") %
+ (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
if game.state.nromrem and game.gamewon:
- prout(_("%6d Romulans captured %5d") %
- (game.state.nromrem, 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)))
+ 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))))
+ 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)))
+ 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") %
- (game.perdate, ithperd))
+ prout(_("%6.2f Klingons per stardate %5d") %
+ (game.perdate, ithperd))
if game.state.starkl:
- prout(_("%6d stars destroyed by your action %5d") %
- (game.state.starkl, -5*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))
+ 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.nworldkl, -300*game.state.nworldkl))
+ prout(_("%6d inhabited planets destroyed by your action %5d") %
+ (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))
+ 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))
+ 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))
+ prout(_("%6d casualties incurred %5d") %
+ (game.casual, -game.casual))
if game.abandoned:
- prout(_("%6d crew abandoned in space %5d") %
- (game.abandoned, -3*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))
+ prout(_("%6d ship(s) lost or destroyed %5d") %
+ (klship, -100*klship))
if not game.alive:
- prout(_("Penalty for getting yourself killed -200"))
+ 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)
+ 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") % game.score)
# Code from io.c begins here
-rows = linecount = 0 # for paging
+rows = linecount = 0 # for paging
stdscr = None
replayfp = None
fullscreen_window = None
"for the older ones we probably need to set C locale, and the python3"
"has no problems at all"
if sys.version_info[0] < 3:
- import locale
- locale.setlocale(locale.LC_ALL, "")
+ import locale
+ locale.setlocale(locale.LC_ALL, "")
gettext.bindtextdomain("sst", "/usr/local/share/locale")
gettext.textdomain("sst")
if not (game.options & OPTION_CURSES):
- ln_env = os.getenv("LINES")
+ 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()
+ stdscr = curses.initscr()
+ stdscr.keypad(True)
+ curses.nonl()
+ curses.cbreak()
if game.options & OPTION_COLOR:
curses.start_color()
curses.use_default_colors()
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)
+ 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."
def waitfor():
"Wait for user action -- OK to do nothing if on a TTY"
if game.options & OPTION_CURSES:
- stdscr.getch()
+ stdscr.getch()
def announce():
skip(1)
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()
- try:
- curwnd.move(y+1, 0)
- except curses.error:
- pass
- else:
+ if game.options & OPTION_CURSES:
+ (y, x) = curwnd.getyx()
+ 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')
+ 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:
- (y, x) = curwnd.getyx()
- (my, mx) = curwnd.getmaxyx()
- if curwnd == message_window and y >= my - 2:
- pause_game()
- clrscr()
+ (y, x) = curwnd.getyx()
+ (my, mx) = curwnd.getmaxyx()
+ if curwnd == message_window and y >= my - 2:
+ pause_game()
+ clrscr()
# Uncomment this to debug curses problems
if logfp:
logfp.write("#curses: at %s proutn(%s)\n" % ((y, x), repr(line)))
- curwnd.addstr(line)
- curwnd.refresh()
+ curwnd.addstr(line)
+ curwnd.refresh()
else:
- sys.stdout.write(line)
+ sys.stdout.write(line)
sys.stdout.flush()
def prout(line):
def prouts(line):
"Emit slowly!"
for c in line:
- if not replayfp or replayfp.closed: # Don't slow down replays
+ 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()
+ 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()
+ line = curwnd.getstr() + "\n"
+ curwnd.refresh()
else:
- if replayfp and not replayfp.closed:
+ if replayfp and not replayfp.closed:
while True:
line = replayfp.readline()
proutn(line)
break
elif line[0] != "#":
break
- else:
- line = eval(input()) + "\n"
+ else:
+ line = eval(input()) + "\n"
if logfp:
- logfp.write(line)
+ logfp.write(line)
return line
def setwnd(wnd):
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)
+ 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:
def drawmaps(mode):
"Hook to be called after moving to redraw maps."
if game.options & OPTION_CURSES:
- if mode == 1:
- sensor()
+ if mode == 1:
+ sensor()
setwnd(srscan_window)
curwnd.move(0, 0)
srscan()
- if mode != 2:
- setwnd(status_window)
- status_window.clear()
- status_window.move(0, 0)
- setwnd(report_window)
- report_window.clear()
- report_window.move(0, 0)
- status()
- setwnd(lrscan_window)
- lrscan_window.clear()
- lrscan_window.move(0, 0)
- lrscan(silent=False)
+ if mode != 2:
+ setwnd(status_window)
+ status_window.clear()
+ status_window.move(0, 0)
+ setwnd(report_window)
+ report_window.clear()
+ report_window.move(0, 0)
+ status()
+ setwnd(lrscan_window)
+ lrscan_window.clear()
+ lrscan_window.move(0, 0)
+ lrscan(silent=False)
def put_srscan_sym(w, sym):
"Emit symbol for short-range scan."
def boom(w):
"Enemy fall down, go boom."
if game.options & OPTION_CURSES:
- drawmaps(2)
- setwnd(srscan_window)
- srscan_window.attron(curses.A_REVERSE)
- put_srscan_sym(w, game.quad[w.i][w.j])
- #sound(500)
- #time.sleep(1.0)
- #nosound()
- srscan_window.attroff(curses.A_REVERSE)
- put_srscan_sym(w, game.quad[w.i][w.j])
- curses.delay_output(500)
- setwnd(message_window)
+ drawmaps(2)
+ setwnd(srscan_window)
+ srscan_window.attron(curses.A_REVERSE)
+ put_srscan_sym(w, game.quad[w.i][w.j])
+ #sound(500)
+ #time.sleep(1.0)
+ #nosound()
+ srscan_window.attroff(curses.A_REVERSE)
+ put_srscan_sym(w, game.quad[w.i][w.j])
+ curses.delay_output(500)
+ setwnd(message_window)
def warble():
"Sound and visual effects for teleportation."
if game.options & OPTION_CURSES:
- drawmaps(2)
- setwnd(message_window)
- #sound(50)
+ drawmaps(2)
+ setwnd(message_window)
+ #sound(50)
prouts(" . . . . . ")
if game.options & OPTION_CURSES:
- #curses.delay_output(1000)
- #nosound()
+ #curses.delay_output(1000)
+ #nosound()
pass
def tracktorpedo(w, step, i, n, iquad):
"Torpedo-track animation."
if not game.options & OPTION_CURSES:
- if step == 1:
- if n != 1:
- skip(1)
- proutn(_("Track for torpedo number %d- ") % (i+1))
- else:
- skip(1)
- proutn(_("Torpedo track- "))
- elif step==4 or step==9:
- skip(1)
- proutn("%s " % w)
+ if step == 1:
+ if n != 1:
+ skip(1)
+ proutn(_("Track for torpedo number %d- ") % (i+1))
+ else:
+ skip(1)
+ proutn(_("Torpedo track- "))
+ elif step==4 or step==9:
+ skip(1)
+ proutn("%s " % w)
else:
- if not damaged(DSRSENS) or game.condition=="docked":
- if i != 0 and step == 1:
- drawmaps(2)
- time.sleep(0.4)
- if (iquad=='.') or (iquad==' '):
- put_srscan_sym(w, '+')
- #sound(step*10)
- #time.sleep(0.1)
- #nosound()
- put_srscan_sym(w, iquad)
- else:
- curwnd.attron(curses.A_REVERSE)
- put_srscan_sym(w, iquad)
- #sound(500)
- #time.sleep(1.0)
- #nosound()
- curwnd.attroff(curses.A_REVERSE)
- put_srscan_sym(w, iquad)
- else:
- proutn("%s " % w)
+ if not damaged(DSRSENS) or game.condition=="docked":
+ if i != 0 and step == 1:
+ drawmaps(2)
+ time.sleep(0.4)
+ if (iquad=='.') or (iquad==' '):
+ put_srscan_sym(w, '+')
+ #sound(step*10)
+ #time.sleep(0.1)
+ #nosound()
+ put_srscan_sym(w, iquad)
+ else:
+ curwnd.attron(curses.A_REVERSE)
+ put_srscan_sym(w, iquad)
+ #sound(500)
+ #time.sleep(1.0)
+ #nosound()
+ curwnd.attroff(curses.A_REVERSE)
+ put_srscan_sym(w, iquad)
+ else:
+ proutn("%s " % w)
def makechart():
"Display the current galaxy chart."
if game.options & OPTION_CURSES:
- setwnd(message_window)
- message_window.clear()
+ setwnd(message_window)
+ message_window.clear()
chart()
if game.options & OPTION_TTY:
- skip(1)
+ skip(1)
-NSYM = 14
+NSYM = 14
def prstat(txt, data):
proutn(txt)
if game.options & OPTION_CURSES:
- skip(1)
- setwnd(status_window)
+ skip(1)
+ setwnd(status_window)
else:
proutn(" " * (NSYM - len(txt)))
proutn(data)
skip(1)
if game.options & OPTION_CURSES:
- setwnd(report_window)
+ setwnd(report_window)
# Code from moving.c begins here
trbeam = False
if game.inorbit:
- prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
- game.inorbit = False
+ prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
+ game.inorbit = False
# If tractor beam is to occur, don't move full distance
if game.state.date+game.optime >= scheduled(FTBEAM):
- trbeam = True
- game.condition = "red"
- icourse.distance = icourse.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
- game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
+ 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):
"Dock our ship at a starbase."
scanner.chew()
if game.condition == "docked" and verbose:
- prout(_("Already docked."))
- return
+ prout(_("Already docked."))
+ return
if game.inorbit:
- prout(_("You must first leave standard orbit."))
- return
+ prout(_("You must first leave standard orbit."))
+ return
if not game.base.is_valid() or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
- prout(crmshp() + _(" not adjacent to base."))
- return
+ prout(crmshp() + _(" not adjacent to base."))
+ return
game.condition = "docked"
if "verbose":
- prout(_("Docked."))
+ prout(_("Docked."))
game.ididit = True
if game.energy < game.inenrg:
- game.energy = game.inenrg
+ game.energy = game.inenrg
game.shield = game.inshld
game.torps = game.intorps
game.lsupres = game.inlsr
game.state.crew = FULLCREW
if not damaged(DRADIO) and \
- ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
- # get attack report from base
- prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
- attackreport(False)
- game.iseenit = True
+ ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
+ # get attack report from base
+ prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
+ attackreport(False)
+ game.iseenit = True
def cartesian(loc1=None, loc2=None):
if loc1 is None:
dsect = Coord()
iprompt = False
if game.landed and not isprobe:
- prout(_("Dummy! You can't leave standard orbit until you"))
- proutn(_("are back aboard the ship."))
- scanner.chew()
- raise TrekError
+ prout(_("Dummy! You can't leave standard orbit until you"))
+ proutn(_("are back aboard the ship."))
+ scanner.chew()
+ raise TrekError
while navmode == "unspecified":
- if damaged(DNAVSYS):
- if isprobe:
- prout(_("Computer damaged; manual navigation only"))
- else:
- prout(_("Computer damaged; manual movement only"))
- scanner.chew()
- navmode = "manual"
- key = "IHEOL"
- break
+ if damaged(DNAVSYS):
+ if isprobe:
+ prout(_("Computer damaged; manual navigation only"))
+ else:
+ prout(_("Computer damaged; manual movement only"))
+ scanner.chew()
+ navmode = "manual"
+ key = "IHEOL"
+ break
key = scanner.nexttok()
- if key == "IHEOL":
- proutn(_("Manual or automatic- "))
- iprompt = True
- scanner.chew()
- elif key == "IHALPHA":
+ if key == "IHEOL":
+ proutn(_("Manual or automatic- "))
+ iprompt = True
+ scanner.chew()
+ elif key == "IHALPHA":
if scanner.sees("manual"):
- navmode = "manual"
- key = scanner.nexttok()
- break
+ navmode = "manual"
+ key = scanner.nexttok()
+ break
elif scanner.sees("automatic"):
- navmode = "automatic"
- key = scanner.nexttok()
- break
- else:
- huh()
- scanner.chew()
- raise TrekError
- else: # numeric
- if isprobe:
- prout(_("(Manual navigation assumed.)"))
- else:
- prout(_("(Manual movement assumed.)"))
- navmode = "manual"
- break
+ navmode = "automatic"
+ key = scanner.nexttok()
+ break
+ else:
+ huh()
+ scanner.chew()
+ raise TrekError
+ else: # numeric
+ if isprobe:
+ prout(_("(Manual navigation assumed.)"))
+ else:
+ prout(_("(Manual movement assumed.)"))
+ navmode = "manual"
+ break
delta = Coord()
if navmode == "automatic":
- while key == "IHEOL":
- if isprobe:
- proutn(_("Target quadrant or quadrant§or- "))
- else:
- proutn(_("Destination sector or quadrant§or- "))
- scanner.chew()
- iprompt = True
- key = scanner.nexttok()
- if key != "IHREAL":
- huh()
- raise TrekError
- xi = int(round(scanner.real))-1
- key = scanner.nexttok()
- if key != "IHREAL":
- huh()
- raise TrekError
- xj = int(round(scanner.real))-1
- key = scanner.nexttok()
- if key == "IHREAL":
- # both quadrant and sector specified
- xk = int(round(scanner.real))-1
- key = scanner.nexttok()
- if key != "IHREAL":
- huh()
- raise TrekError
- xl = int(round(scanner.real))-1
- dquad.i = xi
- dquad.j = xj
- dsect.i = xk
- dsect.j = xl
- else:
+ while key == "IHEOL":
+ if isprobe:
+ proutn(_("Target quadrant or quadrant§or- "))
+ else:
+ proutn(_("Destination sector or quadrant§or- "))
+ scanner.chew()
+ iprompt = True
+ key = scanner.nexttok()
+ if key != "IHREAL":
+ huh()
+ raise TrekError
+ xi = int(round(scanner.real))-1
+ key = scanner.nexttok()
+ if key != "IHREAL":
+ huh()
+ raise TrekError
+ xj = int(round(scanner.real))-1
+ key = scanner.nexttok()
+ if key == "IHREAL":
+ # both quadrant and sector specified
+ xk = int(round(scanner.real))-1
+ key = scanner.nexttok()
+ if key != "IHREAL":
+ huh()
+ raise TrekError
+ xl = int(round(scanner.real))-1
+ dquad.i = xi
+ dquad.j = xj
+ dsect.i = xk
+ dsect.j = xl
+ else:
# only one pair of numbers was specified
- if isprobe:
- # only quadrant specified -- go to center of dest quad
- dquad.i = xi
- dquad.j = xj
- dsect.j = dsect.i = 4 # preserves 1-origin behavior
- else:
+ if isprobe:
+ # only quadrant specified -- go to center of dest quad
+ dquad.i = xi
+ dquad.j = xj
+ dsect.j = dsect.i = 4 # preserves 1-origin behavior
+ else:
# only sector specified
- dsect.i = xi
- dsect.j = xj
- itemp = "normal"
- if not dquad.valid_quadrant() or not dsect.valid_sector():
- huh()
- raise TrekError
- skip(1)
- if not isprobe:
- if itemp > "curt":
- if iprompt:
- prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
- else:
- prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
+ dsect.i = xi
+ dsect.j = xj
+ itemp = "normal"
+ if not dquad.valid_quadrant() or not dsect.valid_sector():
+ huh()
+ raise TrekError
+ skip(1)
+ if not isprobe:
+ if itemp > "curt":
+ if iprompt:
+ prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
+ else:
+ prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
# the actual deltas get computed here
- delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
- delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
+ delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
+ delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
else: # manual
- while key == "IHEOL":
- proutn(_("X and Y displacements- "))
- scanner.chew()
- iprompt = True
- key = scanner.nexttok()
- itemp = "verbose"
- if key != "IHREAL":
- huh()
- raise TrekError
- delta.j = scanner.real
- key = scanner.nexttok()
- if key != "IHREAL":
- huh()
- raise TrekError
- delta.i = scanner.real
+ while key == "IHEOL":
+ proutn(_("X and Y displacements- "))
+ scanner.chew()
+ iprompt = True
+ key = scanner.nexttok()
+ itemp = "verbose"
+ if key != "IHREAL":
+ huh()
+ raise TrekError
+ delta.j = scanner.real
+ key = scanner.nexttok()
+ if key != "IHREAL":
+ huh()
+ raise TrekError
+ delta.i = scanner.real
# Check for zero movement
if delta.i == 0 and delta.j == 0:
- scanner.chew()
- raise TrekError
+ scanner.chew()
+ raise TrekError
if itemp == "verbose" and not isprobe:
- skip(1)
- prout(_("Helmsman Sulu- \"Aye, Sir.\""))
+ skip(1)
+ prout(_("Helmsman Sulu- \"Aye, Sir.\""))
scanner.chew()
return course(bearing=delta.bearing(), distance=delta.distance())
def sector(self):
return self.location.sector()
def power(self, warp):
- return self.distance*(warp**3)*(game.shldup+1)
+ return self.distance*(warp**3)*(game.shldup+1)
def time(self, warp):
return 10.0*self.distance/warp**2
"Move under impulse power."
game.ididit = False
if damaged(DIMPULS):
- scanner.chew()
- skip(1)
- prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
- return
+ scanner.chew()
+ skip(1)
+ prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
+ return
if game.energy > 30.0:
try:
course = getcourse(isprobe=False)
except TrekError:
- return
- power = 20.0 + 100.0*course.distance
+ return
+ power = 20.0 + 100.0*course.distance
else:
- power = 30.0
+ power = 30.0
if power >= game.energy:
- # Insufficient power for trip
- skip(1)
- prout(_("First Officer Spock- \"Captain, the impulse engines"))
- prout(_("require 20.0 units to engage, plus 100.0 units per"))
- if game.energy > 30:
- proutn(_("quadrant. We can go, therefore, a maximum of %d") %
+ # Insufficient power for trip
+ skip(1)
+ prout(_("First Officer Spock- \"Captain, the impulse engines"))
+ prout(_("require 20.0 units to engage, plus 100.0 units per"))
+ if game.energy > 30:
+ proutn(_("quadrant. We can go, therefore, a maximum of %d") %
int(0.01 * (game.energy-20.0)-0.05))
- prout(_(" quadrants.\""))
- else:
- prout(_("quadrant. They are, therefore, useless.\""))
- scanner.chew()
- return
+ prout(_(" quadrants.\""))
+ else:
+ prout(_("quadrant. They are, therefore, useless.\""))
+ scanner.chew()
+ return
# Make sure enough time is left for the trip
game.optime = course.distance/0.095
if game.optime >= game.state.remtime:
- prout(_("First Officer Spock- \"Captain, our speed under impulse"))
- prout(_("power is only 0.95 sectors per stardate. Are you sure"))
- proutn(_("we dare spend the time?\" "))
- if not ja():
- return
+ prout(_("First Officer Spock- \"Captain, our speed under impulse"))
+ prout(_("power is only 0.95 sectors per stardate. Are you sure"))
+ proutn(_("we dare spend the time?\" "))
+ if not ja():
+ return
# Activate impulse engines and pay the cost
imove(course, noattack=False)
game.ididit = True
if game.alldone:
- return
+ return
power = 20.0 + 100.0*course.distance
game.energy -= power
game.optime = course.distance/0.095
if game.energy <= 0:
- finish(FNRG)
+ finish(FNRG)
return
def warp(wcourse, involuntary):
"ove under warp drive."
blooey = False; twarp = False
if not involuntary: # Not WARPX entry
- game.ididit = False
- if game.damage[DWARPEN] > 10.0:
- scanner.chew()
- skip(1)
- prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
- return
- if damaged(DWARPEN) and game.warpfac > 4.0:
- scanner.chew()
- skip(1)
- prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
- prout(_(" is repaired, I can only give you warp 4.\""))
- return
- # Read in course and distance
+ game.ididit = False
+ if game.damage[DWARPEN] > 10.0:
+ scanner.chew()
+ skip(1)
+ prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
+ return
+ if damaged(DWARPEN) and game.warpfac > 4.0:
+ scanner.chew()
+ skip(1)
+ prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
+ prout(_(" is repaired, I can only give you warp 4.\""))
+ return
+ # Read in course and distance
if wcourse==None:
try:
wcourse = getcourse(isprobe=False)
except TrekError:
return
- # Make sure starship has enough energy for the trip
+ # Make sure starship has enough energy for the trip
# Note: this formula is slightly different from the C version,
# and lets you skate a bit closer to the edge.
- if wcourse.power(game.warpfac) >= game.energy:
- # Insufficient power for trip
- game.ididit = False
- skip(1)
- prout(_("Engineering to bridge--"))
- if not game.shldup or 0.5*wcourse.power(game.warpfac) > game.energy:
- iwarp = (game.energy/(wcourse.distance+0.05)) ** 0.333333333
- if iwarp <= 0:
- prout(_("We can't do it, Captain. We don't have enough energy."))
- else:
- proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
- if game.shldup:
- prout(",")
- prout(_("if you'll lower the shields."))
- else:
- prout(".")
- else:
- prout(_("We haven't the energy to go that far with the shields up."))
- return
- # Make sure enough time is left for the trip
- game.optime = wcourse.time(game.warpfac)
- if game.optime >= 0.8*game.state.remtime:
- skip(1)
- prout(_("First Officer Spock- \"Captain, I compute that such"))
- proutn(_(" a trip would require approximately %2.0f") %
- (100.0*game.optime/game.state.remtime))
- prout(_(" percent of our"))
- proutn(_(" remaining time. Are you sure this is wise?\" "))
- if not ja():
- game.ididit = False
- game.optime=0
- return
+ if wcourse.power(game.warpfac) >= game.energy:
+ # Insufficient power for trip
+ game.ididit = False
+ skip(1)
+ prout(_("Engineering to bridge--"))
+ if not game.shldup or 0.5*wcourse.power(game.warpfac) > game.energy:
+ iwarp = (game.energy/(wcourse.distance+0.05)) ** 0.333333333
+ if iwarp <= 0:
+ prout(_("We can't do it, Captain. We don't have enough energy."))
+ else:
+ proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
+ if game.shldup:
+ prout(",")
+ prout(_("if you'll lower the shields."))
+ else:
+ prout(".")
+ else:
+ prout(_("We haven't the energy to go that far with the shields up."))
+ return
+ # Make sure enough time is left for the trip
+ game.optime = wcourse.time(game.warpfac)
+ if game.optime >= 0.8*game.state.remtime:
+ skip(1)
+ prout(_("First Officer Spock- \"Captain, I compute that such"))
+ proutn(_(" a trip would require approximately %2.0f") %
+ (100.0*game.optime/game.state.remtime))
+ prout(_(" percent of our"))
+ proutn(_(" remaining time. Are you sure this is wise?\" "))
+ if not ja():
+ game.ididit = False
+ game.optime=0
+ return
# Entry WARPX
if game.warpfac > 6.0:
- # Decide if engine damage will occur
+ # Decide if engine damage will occur
# ESR: Seems wrong. Probability of damage goes *down* with distance?
- prob = wcourse.distance*(6.0-game.warpfac)**2/66.666666666
- if prob > randreal():
- blooey = True
- wcourse.distance = randreal(wcourse.distance)
- # Decide if time warp will occur
- if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > randreal():
- twarp = True
- if game.idebug and game.warpfac==10 and not twarp:
- blooey = False
- proutn("=== Force time warp? ")
- if ja():
- twarp = True
- if blooey or twarp:
- # If time warp or engine damage, check path
- # If it is obstructed, don't do warp or damage
+ prob = wcourse.distance*(6.0-game.warpfac)**2/66.666666666
+ if prob > randreal():
+ blooey = True
+ wcourse.distance = randreal(wcourse.distance)
+ # Decide if time warp will occur
+ if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > randreal():
+ twarp = True
+ if game.idebug and game.warpfac==10 and not twarp:
+ blooey = False
+ proutn("=== Force time warp? ")
+ if ja():
+ twarp = True
+ if blooey or twarp:
+ # If time warp or engine damage, check path
+ # If it is obstructed, don't do warp or damage
look = wcourse.moves
while look > 0:
look -= 1
w = wcourse.sector()
if not w.valid_sector():
break
- if game.quad[w.i][w.j] != '.':
- blooey = False
- twarp = False
+ if game.quad[w.i][w.j] != '.':
+ blooey = False
+ twarp = False
wcourse.reset()
# Activate Warp Engines and pay the cost
imove(wcourse, noattack=False)
if game.alldone:
- return
+ return
game.energy -= wcourse.power(game.warpfac)
if game.energy <= 0:
- finish(FNRG)
+ finish(FNRG)
game.optime = wcourse.time(game.warpfac)
if twarp:
- timwrp()
+ timwrp()
if blooey:
- game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
- skip(1)
- prout(_("Engineering to bridge--"))
- prout(_(" Scott here. The warp engines are damaged."))
- prout(_(" We'll have to reduce speed to warp 4."))
+ game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
+ skip(1)
+ prout(_("Engineering to bridge--"))
+ prout(_(" Scott here. The warp engines are damaged."))
+ prout(_(" We'll have to reduce speed to warp 4."))
game.ididit = True
return
key=scanner.nexttok()
if key != "IHEOL":
break
- scanner.chew()
- proutn(_("Warp factor- "))
+ scanner.chew()
+ proutn(_("Warp factor- "))
if key != "IHREAL":
- huh()
- return
+ huh()
+ return
if game.damage[DWARPEN] > 10.0:
- prout(_("Warp engines inoperative."))
- return
+ prout(_("Warp engines inoperative."))
+ return
if damaged(DWARPEN) and scanner.real > 4.0:
- prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
- prout(_(" but right now we can only go warp 4.\""))
- return
+ prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
+ prout(_(" but right now we can only go warp 4.\""))
+ return
if scanner.real > 10.0:
- prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
- return
+ prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
+ return
if scanner.real < 1.0:
- prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
- return
+ prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
+ return
oldfac = game.warpfac
game.warpfac = scanner.real
if game.warpfac <= oldfac or game.warpfac <= 6.0:
- prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
- int(game.warpfac))
- return
+ prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
+ int(game.warpfac))
+ return
if game.warpfac < 8.00:
- prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
- return
+ prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
+ return
if game.warpfac == 10.0:
- prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
- return
+ prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
+ return
prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
return
scanner.chew()
# is captain on planet?
if game.landed:
- if damaged(DTRANSP):
- finish(FPNOVA)
- return
- prout(_("Scotty rushes to the transporter controls."))
- if game.shldup:
- prout(_("But with the shields up it's hopeless."))
- finish(FPNOVA)
- prouts(_("His desperate attempt to rescue you . . ."))
- if withprob(0.5):
- prout(_("fails."))
- finish(FPNOVA)
- return
- prout(_("SUCCEEDS!"))
- if game.imine:
- game.imine = False
- proutn(_("The crystals mined were "))
- if withprob(0.25):
- prout(_("lost."))
- else:
- prout(_("saved."))
- game.icrystl = True
+ if damaged(DTRANSP):
+ finish(FPNOVA)
+ return
+ prout(_("Scotty rushes to the transporter controls."))
+ if game.shldup:
+ prout(_("But with the shields up it's hopeless."))
+ finish(FPNOVA)
+ prouts(_("His desperate attempt to rescue you . . ."))
+ if withprob(0.5):
+ prout(_("fails."))
+ finish(FPNOVA)
+ return
+ prout(_("SUCCEEDS!"))
+ if game.imine:
+ game.imine = False
+ proutn(_("The crystals mined were "))
+ if withprob(0.25):
+ prout(_("lost."))
+ else:
+ prout(_("saved."))
+ game.icrystl = True
if igrab:
- return
+ return
# Check to see if captain in shuttle craft
if game.icraft:
- finish(FSTRACTOR)
+ finish(FSTRACTOR)
if game.alldone:
- return
+ return
# Inform captain of attempt to reach safety
skip(1)
while True:
- if game.justin:
- prouts(_("***RED ALERT! RED ALERT!"))
- skip(1)
- proutn(_("The %s has stopped in a quadrant containing") % crmshp())
- prouts(_(" a supernova."))
- skip(2)
- prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
- prout(_("safely out of quadrant."))
- if not damaged(DRADIO):
- game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
- # Try to use warp engines
- if damaged(DWARPEN):
- skip(1)
- prout(_("Warp engines damaged."))
- finish(FSNOVAED)
- return
- game.warpfac = randreal(6.0, 8.0)
- prout(_("Warp factor set to %d") % int(game.warpfac))
- power = 0.75*game.energy
- dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
- dist = max(dist, randreal(math.sqrt(2)))
- bugout = course(bearing=randreal(12), distance=dist) # How dumb!
- game.optime = bugout.time(game.warpfac)
- game.justin = False
- game.inorbit = False
- warp(bugout, involuntary=True)
- if not game.justin:
- # This is bad news, we didn't leave quadrant.
- if game.alldone:
- return
- skip(1)
- prout(_("Insufficient energy to leave quadrant."))
- finish(FSNOVAED)
- return
- # Repeat if another snova
+ if game.justin:
+ prouts(_("***RED ALERT! RED ALERT!"))
+ skip(1)
+ proutn(_("The %s has stopped in a quadrant containing") % crmshp())
+ prouts(_(" a supernova."))
+ skip(2)
+ prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
+ prout(_("safely out of quadrant."))
+ if not damaged(DRADIO):
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
+ # Try to use warp engines
+ if damaged(DWARPEN):
+ skip(1)
+ prout(_("Warp engines damaged."))
+ finish(FSNOVAED)
+ return
+ game.warpfac = randreal(6.0, 8.0)
+ prout(_("Warp factor set to %d") % int(game.warpfac))
+ power = 0.75*game.energy
+ dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
+ dist = max(dist, randreal(math.sqrt(2)))
+ bugout = course(bearing=randreal(12), distance=dist) # How dumb!
+ game.optime = bugout.time(game.warpfac)
+ game.justin = False
+ game.inorbit = False
+ warp(bugout, involuntary=True)
+ if not game.justin:
+ # This is bad news, we didn't leave quadrant.
+ if game.alldone:
+ return
+ skip(1)
+ prout(_("Insufficient energy to leave quadrant."))
+ finish(FSNOVAED)
+ return
+ # Repeat if another snova
if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
break
if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
- finish(FWON) # Snova killed remaining enemy.
+ finish(FWON) # Snova killed remaining enemy.
def timwrp():
"Let's do the time warp again."
prout(_("***TIME WARP ENTERED."))
if game.state.snap and withprob(0.5):
- # Go back in time
- prout(_("You are traveling backwards in time %d stardates.") %
- int(game.state.date-game.snapsht.date))
- game.state = game.snapsht
- game.state.snap = False
- if len(game.state.kcmdr):
- schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
- schedule(FBATTAK, expran(0.3*game.intime))
- schedule(FSNOVA, expran(0.5*game.intime))
- # next snapshot will be sooner
- schedule(FSNAP, expran(0.25*game.state.remtime))
-
- if game.state.nscrem:
- schedule(FSCMOVE, 0.2777)
- game.isatb = 0
- unschedule(FCDBAS)
- unschedule(FSCDBAS)
- game.battle.invalidate()
- # Make sure Galileo is consistant -- Snapshot may have been taken
+ # Go back in time
+ prout(_("You are traveling backwards in time %d stardates.") %
+ int(game.state.date-game.snapsht.date))
+ game.state = game.snapsht
+ game.state.snap = False
+ if len(game.state.kcmdr):
+ schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
+ schedule(FBATTAK, expran(0.3*game.intime))
+ schedule(FSNOVA, expran(0.5*game.intime))
+ # next snapshot will be sooner
+ schedule(FSNAP, expran(0.25*game.state.remtime))
+
+ if game.state.nscrem:
+ schedule(FSCMOVE, 0.2777)
+ game.isatb = 0
+ unschedule(FCDBAS)
+ unschedule(FSCDBAS)
+ game.battle.invalidate()
+ # Make sure Galileo is consistant -- Snapshot may have been taken
# when on planet, which would give us two Galileos!
- gotit = False
- for l in range(game.inplan):
- if game.state.planets[l].known == "shuttle_down":
- gotit = True
- if game.iscraft == "onship" and game.ship=='E':
- prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
- game.iscraft = "offship"
- # Likewise, if in the original time the Galileo was abandoned, but
- # was on ship earlier, it would have vanished -- let's restore it.
- if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
- prout(_("Chekov- \"Security reports the Galileo has reappeared in the dock!\""))
- game.iscraft = "onship"
+ gotit = False
+ for l in range(game.inplan):
+ if game.state.planets[l].known == "shuttle_down":
+ gotit = True
+ if game.iscraft == "onship" and game.ship=='E':
+ prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
+ game.iscraft = "offship"
+ # Likewise, if in the original time the Galileo was abandoned, but
+ # was on ship earlier, it would have vanished -- let's restore it.
+ if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
+ prout(_("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"))
+ prout(_("Spock has reconstructed a correct star chart from memory"))
else:
- # Go forward in time
- 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)
- game.damage[DRADIO] += game.optime
+ # Go forward in time
+ 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)
+ game.damage[DRADIO] += game.optime
newqad()
- events() # Stas Sergeev added this -- do pending events
+ events() # Stas Sergeev added this -- do pending events
def probe():
"Launch deep-space probe."
# New code to launch a deep space probe
if game.nprobes == 0:
- scanner.chew()
- skip(1)
- if game.ship == 'E':
- prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
- else:
- prout(_("Ye Faerie Queene has no deep space probes."))
- return
+ scanner.chew()
+ skip(1)
+ if game.ship == 'E':
+ prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
+ else:
+ prout(_("Ye Faerie Queene has no deep space probes."))
+ return
if damaged(DDSP):
- scanner.chew()
- skip(1)
- prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
- return
+ scanner.chew()
+ skip(1)
+ prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
+ return
if is_scheduled(FDSPROB):
- scanner.chew()
- skip(1)
- if damaged(DRADIO) and game.condition != "docked":
- prout(_("Spock- \"Records show the previous probe has not yet"))
- prout(_(" reached its destination.\""))
- else:
- prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
- return
+ scanner.chew()
+ skip(1)
+ if damaged(DRADIO) and game.condition != "docked":
+ prout(_("Spock- \"Records show the previous probe has not yet"))
+ prout(_(" reached its destination.\""))
+ else:
+ prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
+ return
key = scanner.nexttok()
if key == "IHEOL":
if game.nprobes == 1:
prout(_("1 probe left."))
else:
prout(_("%d probes left") % game.nprobes)
- proutn(_("Are you sure you want to fire a probe? "))
- if not ja():
- return
+ proutn(_("Are you sure you want to fire a probe? "))
+ if not ja():
+ return
game.isarmed = False
if key == "IHALPHA" and scanner.token == "armed":
- game.isarmed = True
- key = scanner.nexttok()
+ game.isarmed = True
+ key = scanner.nexttok()
elif key == "IHEOL":
- proutn(_("Arm NOVAMAX warhead? "))
- game.isarmed = ja()
- elif key == "IHREAL": # first element of course
+ proutn(_("Arm NOVAMAX warhead? "))
+ game.isarmed = ja()
+ elif key == "IHREAL": # first element of course
scanner.push(scanner.token)
try:
game.probe = getcourse(isprobe=True)
scanner.chew()
# Test for conditions which prevent calling for help
if game.condition == "docked":
- prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
- return
+ prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
+ return
if damaged(DRADIO):
- prout(_("Subspace radio damaged."))
- return
+ prout(_("Subspace radio damaged."))
+ return
if not game.state.baseq:
- prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
- return
+ prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
+ return
if game.landed:
- prout(_("You must be aboard the %s.") % crmshp())
- return
+ prout(_("You must be aboard the %s.") % crmshp())
+ return
# OK -- call for help from nearest starbase
game.nhelp += 1
if game.base.i!=0:
- # There's one in this quadrant
- ddist = (game.base - game.sector).distance()
+ # There's one in this quadrant
+ ddist = (game.base - game.sector).distance()
else:
- ddist = FOREVER
+ ddist = FOREVER
for ibq in game.state.baseq:
- xdist = QUADSIZE * (ibq - game.quadrant).distance()
- if xdist < ddist:
- ddist = xdist
- # Since starbase not in quadrant, set up new quadrant
- game.quadrant = ibq
- newqad()
+ xdist = QUADSIZE * (ibq - game.quadrant).distance()
+ if xdist < ddist:
+ ddist = xdist
+ # Since starbase not in quadrant, set up new quadrant
+ game.quadrant = ibq
+ newqad()
# dematerialize starship
game.quad[game.sector.i][game.sector.j]='.'
proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
game.sector.invalidate()
for m in range(1, 5+1):
w = game.base.scatter()
- if w.valid_sector() and game.quad[w.i][w.j]=='.':
- # found one -- finish up
+ if w.valid_sector() and game.quad[w.i][w.j]=='.':
+ # found one -- finish up
game.sector = w
- break
+ break
if not game.sector.is_valid():
- prout(_("You have been lost in space..."))
- finish(FMATERIALIZE)
- return
+ prout(_("You have been lost in space..."))
+ finish(FMATERIALIZE)
+ return
# Give starbase three chances to rematerialize starship
probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
for m in range(1, 3+1):
- if m == 1: proutn(_("1st"))
- elif m == 2: proutn(_("2nd"))
- elif m == 3: proutn(_("3rd"))
- proutn(_(" attempt to re-materialize ") + crmshp())
- game.quad[game.sector.i][game.sector.j]=('-','o','O')[m-1]
+ if m == 1: proutn(_("1st"))
+ elif m == 2: proutn(_("2nd"))
+ elif m == 3: proutn(_("3rd"))
+ proutn(_(" attempt to re-materialize ") + crmshp())
+ game.quad[game.sector.i][game.sector.j]=('-','o','O')[m-1]
textcolor(RED)
- warble()
- if randreal() > probf:
- break
- prout(_("fails."))
+ warble()
+ if randreal() > probf:
+ break
+ prout(_("fails."))
textcolor(DEFAULT)
- curses.delay_output(500)
+ curses.delay_output(500)
if m > 3:
- game.quad[game.sector.i][game.sector.j]='?'
- game.alive = False
- drawmaps(1)
- setwnd(message_window)
- finish(FMATERIALIZE)
- return
+ game.quad[game.sector.i][game.sector.j]='?'
+ game.alive = False
+ drawmaps(1)
+ setwnd(message_window)
+ finish(FMATERIALIZE)
+ return
game.quad[game.sector.i][game.sector.j]=game.ship
textcolor(GREEN)
prout(_("succeeds."))
"Abandon ship."
scanner.chew()
if game.condition=="docked":
- if game.ship!='E':
- prout(_("You cannot abandon Ye Faerie Queene."))
- return
+ if game.ship!='E':
+ prout(_("You cannot abandon Ye Faerie Queene."))
+ return
else:
- # Must take shuttle craft to exit
- if game.damage[DSHUTTL]==-1:
- prout(_("Ye Faerie Queene has no shuttle craft."))
- return
- if game.damage[DSHUTTL]<0:
- prout(_("Shuttle craft now serving Big Macs."))
- return
- if game.damage[DSHUTTL]>0:
- prout(_("Shuttle craft damaged."))
- return
- if game.landed:
- prout(_("You must be aboard the ship."))
- return
- if game.iscraft != "onship":
- prout(_("Shuttle craft not currently available."))
- return
- # Emit abandon ship messages
- skip(1)
- prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
- skip(1)
- prouts(_("***ALL HANDS ABANDON SHIP!"))
- skip(2)
- prout(_("Captain and crew escape in shuttle craft."))
- if not game.state.baseq:
- # Oops! no place to go...
- finish(FABANDN)
- return
- q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
- # Dispose of crew
- if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
- prout(_("Remainder of ship's complement beam down"))
- prout(_("to nearest habitable planet."))
- elif q.planet != None and not damaged(DTRANSP):
- prout(_("Remainder of ship's complement beam down to %s.") %
- q.planet)
- else:
- prout(_("Entire crew of %d left to die in outer space.") %
- game.state.crew)
- game.casual += game.state.crew
- game.abandoned += game.state.crew
- # If at least one base left, give 'em the Faerie Queene
- skip(1)
- game.icrystl = False # crystals are lost
- game.nprobes = 0 # No probes
- prout(_("You are captured by Klingons and released to"))
- prout(_("the Federation in a prisoner-of-war exchange."))
- nb = randrange(len(game.state.baseq))
- # Set up quadrant and position FQ adjacient to base
- if not game.quadrant == game.state.baseq[nb]:
- game.quadrant = game.state.baseq[nb]
- game.sector.i = game.sector.j = 5
- newqad()
- while True:
- # position next to base by trial and error
- game.quad[game.sector.i][game.sector.j] = '.'
- for l in range(QUADSIZE):
- game.sector = game.base.scatter()
- if game.sector.valid_sector() and \
+ # Must take shuttle craft to exit
+ if game.damage[DSHUTTL]==-1:
+ prout(_("Ye Faerie Queene has no shuttle craft."))
+ return
+ if game.damage[DSHUTTL]<0:
+ prout(_("Shuttle craft now serving Big Macs."))
+ return
+ if game.damage[DSHUTTL]>0:
+ prout(_("Shuttle craft damaged."))
+ return
+ if game.landed:
+ prout(_("You must be aboard the ship."))
+ return
+ if game.iscraft != "onship":
+ prout(_("Shuttle craft not currently available."))
+ return
+ # Emit abandon ship messages
+ skip(1)
+ prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
+ skip(1)
+ prouts(_("***ALL HANDS ABANDON SHIP!"))
+ skip(2)
+ prout(_("Captain and crew escape in shuttle craft."))
+ if not game.state.baseq:
+ # Oops! no place to go...
+ finish(FABANDN)
+ return
+ q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
+ # Dispose of crew
+ if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
+ prout(_("Remainder of ship's complement beam down"))
+ prout(_("to nearest habitable planet."))
+ elif q.planet != None and not damaged(DTRANSP):
+ prout(_("Remainder of ship's complement beam down to %s.") %
+ q.planet)
+ else:
+ prout(_("Entire crew of %d left to die in outer space.") %
+ game.state.crew)
+ game.casual += game.state.crew
+ game.abandoned += game.state.crew
+ # If at least one base left, give 'em the Faerie Queene
+ skip(1)
+ game.icrystl = False # crystals are lost
+ game.nprobes = 0 # No probes
+ prout(_("You are captured by Klingons and released to"))
+ prout(_("the Federation in a prisoner-of-war exchange."))
+ nb = randrange(len(game.state.baseq))
+ # Set up quadrant and position FQ adjacient to base
+ if not game.quadrant == game.state.baseq[nb]:
+ game.quadrant = game.state.baseq[nb]
+ game.sector.i = game.sector.j = 5
+ newqad()
+ while True:
+ # position next to base by trial and error
+ game.quad[game.sector.i][game.sector.j] = '.'
+ for l in range(QUADSIZE):
+ game.sector = game.base.scatter()
+ if game.sector.valid_sector() and \
game.quad[game.sector.i][game.sector.j] == '.':
break
- if l < QUADSIZE+1:
- break # found a spot
- game.sector.i=QUADSIZE/2
- game.sector.j=QUADSIZE/2
- newqad()
+ if l < QUADSIZE+1:
+ break # found a spot
+ game.sector.i=QUADSIZE/2
+ game.sector.j=QUADSIZE/2
+ newqad()
# Get new commission
game.quad[game.sector.i][game.sector.j] = game.ship = 'F'
game.state.crew = FULLCREW
prout(_("the Faerie Queene, which is antiquated but,"))
prout(_("still useable."))
if game.icrystl:
- prout(_("The dilithium crystals have been moved."))
+ prout(_("The dilithium crystals have been moved."))
game.imine = False
game.iscraft = "offship" # Galileo disappears
# Resupply ship
game.condition="docked"
for l in range(NDEVICES):
- game.damage[l] = 0.0
+ game.damage[l] = 0.0
game.damage[DSHUTTL] = -1
game.energy = game.inenrg = 3000.0
game.shield = game.inshld = 1250.0
game.ididit = True
events()
if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
- return True
+ return True
return False
def survey():
prout(_("Spock- \"Planet report follows, Captain.\""))
skip(1)
for i in range(game.inplan):
- if game.state.planets[i].pclass == "destroyed":
- continue
- if (game.state.planets[i].known != "unknown" \
+ if game.state.planets[i].pclass == "destroyed":
+ continue
+ if (game.state.planets[i].known != "unknown" \
and not game.state.planets[i].inhabited) \
or game.idebug:
- iknow = True
- if game.idebug and game.state.planets[i].known=="unknown":
- proutn("(Unknown) ")
- proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
- proutn(_(" class "))
- proutn(game.state.planets[i].pclass)
- proutn(" ")
- if game.state.planets[i].crystals != "present":
- proutn(_("no "))
- prout(_("dilithium crystals present."))
- if game.state.planets[i].known=="shuttle_down":
- prout(_(" Shuttle Craft Galileo on surface."))
+ iknow = True
+ if game.idebug and game.state.planets[i].known=="unknown":
+ proutn("(Unknown) ")
+ proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
+ proutn(_(" class "))
+ proutn(game.state.planets[i].pclass)
+ proutn(" ")
+ if game.state.planets[i].crystals != "present":
+ proutn(_("no "))
+ prout(_("dilithium crystals present."))
+ if game.state.planets[i].known=="shuttle_down":
+ prout(_(" Shuttle Craft Galileo on surface."))
if not iknow:
- prout(_("No information available."))
+ prout(_("No information available."))
def orbit():
"Enter standard orbit."
skip(1)
scanner.chew()
if game.inorbit:
- prout(_("Already in standard orbit."))
- return
+ prout(_("Already in standard orbit."))
+ return
if damaged(DWARPEN) and damaged(DIMPULS):
- prout(_("Both warp and impulse engines damaged."))
- return
+ prout(_("Both warp and impulse engines damaged."))
+ return
if not game.plnet.is_valid():
prout("There is no planet in this sector.")
return
if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
- prout(crmshp() + _(" not adjacent to planet."))
- skip(1)
- return
+ prout(crmshp() + _(" not adjacent to planet."))
+ skip(1)
+ return
game.optime = randreal(0.02, 0.05)
prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
newcnd()
if consumeTime():
- return
+ return
game.height = randreal(1400, 8600)
prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
game.inorbit = True
def sensor():
"Examine planets in this quadrant."
if damaged(DSRSENS):
- if game.options & OPTION_TTY:
- prout(_("Short range sensors damaged."))
- return
+ if game.options & OPTION_TTY:
+ prout(_("Short range sensors damaged."))
+ return
if game.iplnet == None:
- if game.options & OPTION_TTY:
- prout(_("Spock- \"No planet in this quadrant, Captain.\""))
- return
+ if game.options & OPTION_TTY:
+ prout(_("Spock- \"No planet in this quadrant, Captain.\""))
+ return
if game.iplnet.known == "unknown":
- prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
- skip(1)
- prout(_(" Planet at Sector %s is of class %s.") %
- (game.plnet, game.iplnet.pclass))
- if game.iplnet.known=="shuttle_down":
- prout(_(" Sensors show Galileo still on surface."))
- proutn(_(" Readings indicate"))
- if game.iplnet.crystals != "present":
- proutn(_(" no"))
- prout(_(" dilithium crystals present.\""))
- if game.iplnet.known == "unknown":
- game.iplnet.known = "known"
+ prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
+ skip(1)
+ prout(_(" Planet at Sector %s is of class %s.") %
+ (game.plnet, game.iplnet.pclass))
+ if game.iplnet.known=="shuttle_down":
+ prout(_(" Sensors show Galileo still on surface."))
+ proutn(_(" Readings indicate"))
+ if game.iplnet.crystals != "present":
+ proutn(_(" no"))
+ prout(_(" dilithium crystals present.\""))
+ if game.iplnet.known == "unknown":
+ game.iplnet.known = "known"
elif game.iplnet.inhabited:
prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
scanner.chew()
skip(1)
if damaged(DTRANSP):
- prout(_("Transporter damaged."))
- if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
- skip(1)
- proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
+ prout(_("Transporter damaged."))
+ if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
+ skip(1)
+ proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
if ja():
- shuttle()
- return
+ shuttle()
+ return
if not game.inorbit:
- prout(crmshp() + _(" not in standard orbit."))
- return
+ prout(crmshp() + _(" not in standard orbit."))
+ return
if game.shldup:
- prout(_("Impossible to transport through shields."))
- return
+ prout(_("Impossible to transport through shields."))
+ return
if game.iplnet.known=="unknown":
- prout(_("Spock- \"Captain, we have no information on this planet"))
- prout(_(" and Starfleet Regulations clearly state that in this situation"))
- prout(_(" you may not go down.\""))
- return
+ prout(_("Spock- \"Captain, we have no information on this planet"))
+ prout(_(" and Starfleet Regulations clearly state that in this situation"))
+ prout(_(" you may not go down.\""))
+ return
if not game.landed and game.iplnet.crystals=="absent":
- prout(_("Spock- \"Captain, I fail to see the logic in"))
- prout(_(" exploring a planet with no dilithium crystals."))
- proutn(_(" Are you sure this is wise?\" "))
- if not ja():
- scanner.chew()
- return
+ prout(_("Spock- \"Captain, I fail to see the logic in"))
+ prout(_(" exploring a planet with no dilithium crystals."))
+ proutn(_(" Are you sure this is wise?\" "))
+ if not ja():
+ scanner.chew()
+ return
if not (game.options & OPTION_PLAIN):
- nrgneed = 50 * game.skill + game.height / 100.0
- if nrgneed > game.energy:
- prout(_("Engineering to bridge--"))
- prout(_(" Captain, we don't have enough energy for transportation."))
- return
- if not game.landed and nrgneed * 2 > game.energy:
- prout(_("Engineering to bridge--"))
- prout(_(" Captain, we have enough energy only to transport you down to"))
- prout(_(" the planet, but there wouldn't be an energy for the trip back."))
- if game.iplnet.known == "shuttle_down":
- prout(_(" Although the Galileo shuttle craft may still be on a surface."))
- proutn(_(" Are you sure this is wise?\" "))
- if not ja():
- scanner.chew()
- return
+ nrgneed = 50 * game.skill + game.height / 100.0
+ if nrgneed > game.energy:
+ prout(_("Engineering to bridge--"))
+ prout(_(" Captain, we don't have enough energy for transportation."))
+ return
+ if not game.landed and nrgneed * 2 > game.energy:
+ prout(_("Engineering to bridge--"))
+ prout(_(" Captain, we have enough energy only to transport you down to"))
+ prout(_(" the planet, but there wouldn't be an energy for the trip back."))
+ if game.iplnet.known == "shuttle_down":
+ prout(_(" Although the Galileo shuttle craft may still be on a surface."))
+ proutn(_(" Are you sure this is wise?\" "))
+ if not ja():
+ scanner.chew()
+ return
if game.landed:
- # Coming from planet
- if game.iplnet.known=="shuttle_down":
- proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
- if ja():
- scanner.chew()
- return
- prout(_("Your crew hides the Galileo to prevent capture by aliens."))
- prout(_("Landing party assembled, ready to beam up."))
- skip(1)
- prout(_("Kirk whips out communicator..."))
- prouts(_("BEEP BEEP BEEP"))
- skip(2)
- prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
+ # Coming from planet
+ if game.iplnet.known=="shuttle_down":
+ proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
+ if ja():
+ scanner.chew()
+ return
+ prout(_("Your crew hides the Galileo to prevent capture by aliens."))
+ prout(_("Landing party assembled, ready to beam up."))
+ skip(1)
+ prout(_("Kirk whips out communicator..."))
+ prouts(_("BEEP BEEP BEEP"))
+ skip(2)
+ prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
else:
- # Going to planet
- prout(_("Scotty- \"Transporter room ready, Sir.\""))
- skip(1)
- prout(_("Kirk and landing party prepare to beam down to planet surface."))
- skip(1)
- prout(_("Kirk- \"Energize.\""))
+ # Going to planet
+ prout(_("Scotty- \"Transporter room ready, Sir.\""))
+ skip(1)
+ prout(_("Kirk and landing party prepare to beam down to planet surface."))
+ skip(1)
+ prout(_("Kirk- \"Energize.\""))
game.ididit = True
skip(1)
prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
skip(2)
if not withprob(0.98):
- prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
- skip(2)
- prout(_("Scotty- \"Oh my God! I've lost them.\""))
- finish(FLOST)
- return
+ prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
+ skip(2)
+ prout(_("Scotty- \"Oh my God! I've lost them.\""))
+ finish(FLOST)
+ return
prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
game.landed = not game.landed
game.energy -= nrgneed
skip(2)
prout(_("Transport complete."))
if game.landed and game.iplnet.known=="shuttle_down":
- prout(_("The shuttle craft Galileo is here!"))
+ prout(_("The shuttle craft Galileo is here!"))
if not game.landed and game.imine:
- game.icrystl = True
- game.cryprob = 0.05
+ game.icrystl = True
+ game.cryprob = 0.05
game.imine = False
return
skip(1)
scanner.chew()
if not game.landed:
- prout(_("Mining party not on planet."))
- return
+ prout(_("Mining party not on planet."))
+ return
if game.iplnet.crystals == "mined":
- prout(_("This planet has already been strip-mined for dilithium."))
- return
+ prout(_("This planet has already been strip-mined for dilithium."))
+ return
elif game.iplnet.crystals == "absent":
- prout(_("No dilithium crystals on this planet."))
- return
+ prout(_("No dilithium crystals on this planet."))
+ return
if game.imine:
- prout(_("You've already mined enough crystals for this trip."))
- return
+ prout(_("You've already mined enough crystals for this trip."))
+ return
if game.icrystl and game.cryprob == 0.05:
- prout(_("With all those fresh crystals aboard the ") + crmshp())
- prout(_("there's no reason to mine more at this time."))
- return
+ prout(_("With all those fresh crystals aboard the ") + crmshp())
+ prout(_("there's no reason to mine more at this time."))
+ return
game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
if consumeTime():
- return
+ return
prout(_("Mining operation complete."))
game.iplnet.crystals = "mined"
game.imine = game.ididit = True
skip(1)
scanner.chew()
if not game.icrystl:
- prout(_("No dilithium crystals available."))
- return
+ prout(_("No dilithium crystals available."))
+ return
if game.energy >= 1000:
- prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
- prout(_(" except when Condition Yellow exists."))
- return
+ prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
+ prout(_(" except when Condition Yellow exists."))
+ return
prout(_("Spock- \"Captain, I must warn you that loading"))
prout(_(" raw dilithium crystals into the ship's power"))
prout(_(" system may risk a severe explosion."))
proutn(_(" Are you sure this is wise?\" "))
if not ja():
- scanner.chew()
- return
+ scanner.chew()
+ return
skip(1)
prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
prout(_(" Mr. Spock and I will try it.\""))
prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
skip(1)
if withprob(game.cryprob):
- prouts(_(" \"Activating now! - - No good! It's***"))
- skip(2)
- prouts(_("***RED ALERT! RED A*L********************************"))
- skip(1)
- stars()
- prouts(_("****************** KA-BOOM!!!! *******************"))
- skip(1)
- kaboom()
- return
+ prouts(_(" \"Activating now! - - No good! It's***"))
+ skip(2)
+ prouts(_("***RED ALERT! RED A*L********************************"))
+ skip(1)
+ stars()
+ prouts(_("****************** KA-BOOM!!!! *******************"))
+ skip(1)
+ kaboom()
+ return
game.energy += randreal(5000.0, 5500.0)
prouts(_(" \"Activating now! - - "))
prout(_("The instruments"))
scanner.chew()
skip(1)
if damaged(DSHUTTL):
- if game.damage[DSHUTTL] == -1.0:
- if game.inorbit and game.iplnet.known == "shuttle_down":
- prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
- else:
- prout(_("Ye Faerie Queene had no shuttle craft."))
- elif game.damage[DSHUTTL] > 0:
- prout(_("The Galileo is damaged."))
- else: # game.damage[DSHUTTL] < 0
- prout(_("Shuttle craft is now serving Big Macs."))
- return
+ if game.damage[DSHUTTL] == -1.0:
+ if game.inorbit and game.iplnet.known == "shuttle_down":
+ prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
+ else:
+ prout(_("Ye Faerie Queene had no shuttle craft."))
+ elif game.damage[DSHUTTL] > 0:
+ prout(_("The Galileo is damaged."))
+ else: # game.damage[DSHUTTL] < 0
+ prout(_("Shuttle craft is now serving Big Macs."))
+ return
if not game.inorbit:
- prout(crmshp() + _(" not in standard orbit."))
- return
+ prout(crmshp() + _(" not in standard orbit."))
+ return
if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
- prout(_("Shuttle craft not currently available."))
- return
+ prout(_("Shuttle craft not currently available."))
+ return
if not game.landed and game.iplnet.known=="shuttle_down":
- prout(_("You will have to beam down to retrieve the shuttle craft."))
- return
+ prout(_("You will have to beam down to retrieve the shuttle craft."))
+ return
if game.shldup or game.condition == "docked":
- prout(_("Shuttle craft cannot pass through shields."))
- return
+ prout(_("Shuttle craft cannot pass through shields."))
+ return
if game.iplnet.known=="unknown":
- prout(_("Spock- \"Captain, we have no information on this planet"))
- prout(_(" and Starfleet Regulations clearly state that in this situation"))
- prout(_(" you may not fly down.\""))
- return
+ prout(_("Spock- \"Captain, we have no information on this planet"))
+ prout(_(" and Starfleet Regulations clearly state that in this situation"))
+ prout(_(" you may not fly down.\""))
+ return
game.optime = 3.0e-5*game.height
if game.optime >= 0.8*game.state.remtime:
- prout(_("First Officer Spock- \"Captain, I compute that such"))
- proutn(_(" a maneuver would require approximately %2d%% of our") % \
- int(100*game.optime/game.state.remtime))
- prout(_("remaining time."))
- proutn(_("Are you sure this is wise?\" "))
- if not ja():
- game.optime = 0.0
- return
+ prout(_("First Officer Spock- \"Captain, I compute that such"))
+ proutn(_(" a maneuver would require approximately %2d%% of our") % \
+ int(100*game.optime/game.state.remtime))
+ prout(_("remaining time."))
+ proutn(_("Are you sure this is wise?\" "))
+ if not ja():
+ game.optime = 0.0
+ return
if game.landed:
- # Kirk on planet
- if game.iscraft == "onship":
- # Galileo on ship!
- if not damaged(DTRANSP):
- proutn(_("Spock- \"Would you rather use the transporter?\" "))
- if ja():
- beam()
- return
- proutn(_("Shuttle crew"))
- else:
- proutn(_("Rescue party"))
- prout(_(" boards Galileo and swoops toward planet surface."))
- game.iscraft = "offship"
- skip(1)
- if consumeTime():
- return
- game.iplnet.known="shuttle_down"
- prout(_("Trip complete."))
- return
- else:
- # Ready to go back to ship
- prout(_("You and your mining party board the"))
- prout(_("shuttle craft for the trip back to the Enterprise."))
- skip(1)
- prouts(_("The short hop begins . . ."))
- skip(1)
- game.iplnet.known="known"
- game.icraft = True
- skip(1)
- game.landed = False
- if consumeTime():
- return
- game.iscraft = "onship"
- game.icraft = False
- if game.imine:
- game.icrystl = True
- game.cryprob = 0.05
- game.imine = False
- prout(_("Trip complete."))
- return
+ # Kirk on planet
+ if game.iscraft == "onship":
+ # Galileo on ship!
+ if not damaged(DTRANSP):
+ proutn(_("Spock- \"Would you rather use the transporter?\" "))
+ if ja():
+ beam()
+ return
+ proutn(_("Shuttle crew"))
+ else:
+ proutn(_("Rescue party"))
+ prout(_(" boards Galileo and swoops toward planet surface."))
+ game.iscraft = "offship"
+ skip(1)
+ if consumeTime():
+ return
+ game.iplnet.known="shuttle_down"
+ prout(_("Trip complete."))
+ return
+ else:
+ # Ready to go back to ship
+ prout(_("You and your mining party board the"))
+ prout(_("shuttle craft for the trip back to the Enterprise."))
+ skip(1)
+ prouts(_("The short hop begins . . ."))
+ skip(1)
+ game.iplnet.known="known"
+ game.icraft = True
+ skip(1)
+ game.landed = False
+ if consumeTime():
+ return
+ game.iscraft = "onship"
+ game.icraft = False
+ if game.imine:
+ game.icrystl = True
+ game.cryprob = 0.05
+ game.imine = False
+ prout(_("Trip complete."))
+ return
else:
- # Kirk on ship and so is Galileo
- prout(_("Mining party assembles in the hangar deck,"))
- prout(_("ready to board the shuttle craft \"Galileo\"."))
- skip(1)
- prouts(_("The hangar doors open; the trip begins."))
- skip(1)
- game.icraft = True
- game.iscraft = "offship"
- if consumeTime():
- return
- game.iplnet.known = "shuttle_down"
- game.landed = True
- game.icraft = False
- prout(_("Trip complete."))
- return
+ # Kirk on ship and so is Galileo
+ prout(_("Mining party assembles in the hangar deck,"))
+ prout(_("ready to board the shuttle craft \"Galileo\"."))
+ skip(1)
+ prouts(_("The hangar doors open; the trip begins."))
+ skip(1)
+ game.icraft = True
+ game.iscraft = "offship"
+ if consumeTime():
+ return
+ game.iplnet.known = "shuttle_down"
+ game.landed = True
+ game.icraft = False
+ prout(_("Trip complete."))
+ return
def deathray():
"Use the big zapper."
skip(1)
scanner.chew()
if game.ship != 'E':
- prout(_("Ye Faerie Queene has no death ray."))
- return
+ prout(_("Ye Faerie Queene has no death ray."))
+ return
if len(game.enemies)==0:
- prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
- return
+ prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
+ return
if damaged(DDRAY):
- prout(_("Death Ray is damaged."))
- return
+ prout(_("Death Ray is damaged."))
+ return
prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
prout(_(" is highly unpredictible. Considering the alternatives,"))
proutn(_(" are you sure this is wise?\" "))
if not ja():
- return
+ return
prout(_("Spock- \"Acknowledged.\""))
skip(1)
game.ididit = True
skip(1)
dprob = 0.30
if game.options & OPTION_PLAIN:
- dprob = 0.5
+ dprob = 0.5
r = randreal()
if r > dprob:
- prouts(_("Sulu- \"Captain! It's working!\""))
- skip(2)
- while len(game.enemies) > 0:
- deadkl(game.enemies[1].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)
- if (game.options & OPTION_PLAIN) == 0:
- prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
- if withprob(0.05):
- prout(_(" is still operational.\""))
- else:
- prout(_(" has been rendered nonfunctional.\""))
- game.damage[DDRAY] = 39.95
- return
- r = randreal() # Pick failure method
+ prouts(_("Sulu- \"Captain! It's working!\""))
+ skip(2)
+ while len(game.enemies) > 0:
+ 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)
+ if (game.options & OPTION_PLAIN) == 0:
+ prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
+ if withprob(0.05):
+ prout(_(" is still operational.\""))
+ else:
+ prout(_(" has been rendered nonfunctional.\""))
+ game.damage[DDRAY] = 39.95
+ return
+ r = randreal() # Pick failure method
if r <= 0.30:
- prouts(_("Sulu- \"Captain! It's working!\""))
- skip(1)
- prouts(_("***RED ALERT! RED ALERT!"))
- skip(1)
- prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
- skip(1)
- prouts(_("***RED ALERT! RED A*L********************************"))
- skip(1)
- stars()
- prouts(_("****************** KA-BOOM!!!! *******************"))
- skip(1)
- kaboom()
- return
+ prouts(_("Sulu- \"Captain! It's working!\""))
+ skip(1)
+ prouts(_("***RED ALERT! RED ALERT!"))
+ skip(1)
+ prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
+ skip(1)
+ prouts(_("***RED ALERT! RED A*L********************************"))
+ skip(1)
+ stars()
+ prouts(_("****************** KA-BOOM!!!! *******************"))
+ skip(1)
+ kaboom()
+ return
if r <= 0.55:
- prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
- skip(1)
- prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
- skip(1)
- prout(_("Spock- \"Fascinating! . . . All humans aboard"))
- prout(_(" have apparently been transformed into strange mutations."))
- prout(_(" Vulcans do not seem to be affected."))
- skip(1)
- prout(_("Kirk- \"Raauch! Raauch!\""))
- finish(FDRAY)
- return
+ prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
+ skip(1)
+ prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
+ skip(1)
+ prout(_("Spock- \"Fascinating! . . . All humans aboard"))
+ prout(_(" have apparently been transformed into strange mutations."))
+ prout(_(" Vulcans do not seem to be affected."))
+ skip(1)
+ prout(_("Kirk- \"Raauch! Raauch!\""))
+ finish(FDRAY)
+ return
if r <= 0.75:
- prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
- skip(2)
- proutn(_("Spock- \"I believe the word is"))
- prouts(_(" *ASTONISHING*"))
- prout(_(" Mr. Sulu."))
- for i in range(QUADSIZE):
- for j in range(QUADSIZE):
- if game.quad[i][j] == '.':
- game.quad[i][j] = '?'
- prout(_(" Captain, our quadrant is now infested with"))
- prouts(_(" - - - - - - *THINGS*."))
- skip(1)
- prout(_(" I have no logical explanation.\""))
- return
+ prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
+ skip(2)
+ proutn(_("Spock- \"I believe the word is"))
+ prouts(_(" *ASTONISHING*"))
+ prout(_(" Mr. Sulu."))
+ for i in range(QUADSIZE):
+ for j in range(QUADSIZE):
+ if game.quad[i][j] == '.':
+ game.quad[i][j] = '?'
+ prout(_(" Captain, our quadrant is now infested with"))
+ prouts(_(" - - - - - - *THINGS*."))
+ skip(1)
+ prout(_(" I have no logical explanation.\""))
+ return
prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
skip(1)
prout(_("Scotty- \"There are so many tribbles down here"))
def attackreport(curt):
"eport status of bases under attack."
if not curt:
- if is_scheduled(FCDBAS):
- prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
- prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
- elif game.isatb == 1:
- prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
- prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
- else:
- prout(_("No Starbase is currently under attack."))
+ if is_scheduled(FCDBAS):
+ prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
+ prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
+ elif game.isatb == 1:
+ prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
+ prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
+ else:
+ prout(_("No Starbase is currently under attack."))
else:
if is_scheduled(FCDBAS):
- proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
+ proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
if game.isatb:
- proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
- clreol()
+ proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
+ clreol()
def report():
# report on general game status
_("good"), _("expert"), _("emeritus"))[game.skill]
prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
- prout(_("No plaque is allowed."))
+ prout(_("No plaque is allowed."))
if game.tourn:
- prout(_("This is tournament game %d.") % game.tourn)
+ prout(_("This is tournament game %d.") % game.tourn)
prout(_("Your secret password is \"%s\"") % game.passwd)
proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)),
- (game.inkling + game.incom + game.inscom)))
+ (game.inkling + game.incom + game.inscom)))
if game.incom - len(game.state.kcmdr):
- prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
+ prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
- prout(_(", but no Commanders."))
+ prout(_(", but no Commanders."))
else:
- prout(".")
+ prout(".")
if game.skill > SKILL_FAIR:
- prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
+ prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
if len(game.state.baseq) != game.inbase:
- proutn(_("There "))
- if game.inbase-len(game.state.baseq)==1:
- proutn(_("has been 1 base"))
- else:
- proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
- prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
+ proutn(_("There "))
+ if game.inbase-len(game.state.baseq)==1:
+ proutn(_("has been 1 base"))
+ else:
+ proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
+ prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
else:
- prout(_("There are %d bases.") % game.inbase)
+ prout(_("There are %d bases.") % game.inbase)
if communicating() or game.iseenit:
- # Don't report this if not seen and
- # either the radio is dead or not at base!
- attackreport(False)
- game.iseenit = True
+ # Don't report this if not seen and
+ # either the radio is dead or not at base!
+ attackreport(False)
+ game.iseenit = True
if game.casual:
- prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
+ prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
if game.nhelp:
- prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
+ prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
if game.ship == 'E':
- proutn(_("You have "))
- if game.nprobes:
- proutn("%d" % (game.nprobes))
- else:
- proutn(_("no"))
- proutn(_(" deep space probe"))
- if game.nprobes!=1:
- proutn(_("s"))
- prout(".")
+ proutn(_("You have "))
+ if game.nprobes:
+ proutn("%d" % (game.nprobes))
+ else:
+ proutn(_("no"))
+ proutn(_(" deep space probe"))
+ if game.nprobes!=1:
+ proutn(_("s"))
+ prout(".")
if communicating() and is_scheduled(FDSPROB):
- if game.isarmed:
- proutn(_("An armed deep space probe is in "))
- else:
- proutn(_("A deep space probe is in "))
- prout("Quadrant %s." % game.probec)
+ if game.isarmed:
+ proutn(_("An armed deep space probe is in "))
+ else:
+ proutn(_("A deep space probe is in "))
+ prout("Quadrant %s." % game.probec)
if game.icrystl:
- if game.cryprob <= .05:
- prout(_("Dilithium crystals aboard ship... not yet used."))
- else:
- i=0
- ai = 0.05
- while game.cryprob > ai:
- ai *= 2.0
- i += 1
- prout(_("Dilithium crystals have been used %d time%s.") % \
+ if game.cryprob <= .05:
+ prout(_("Dilithium crystals aboard ship... not yet used."))
+ else:
+ i=0
+ ai = 0.05
+ while game.cryprob > ai:
+ ai *= 2.0
+ i += 1
+ prout(_("Dilithium crystals have been used %d time%s.") % \
(i, (_("s"), "")[i==1]))
skip(1)
-
+
def lrscan(silent):
"Long-range sensor scan."
if damaged(DLRSENS):
- # Now allow base's sensors if docked
- if game.condition != "docked":
+ # Now allow base's sensors if docked
+ if game.condition != "docked":
if not silent:
prout(_("LONG-RANGE SENSORS DAMAGED."))
- return
+ return
if not silent:
prout(_("Starbase's long-range scan"))
elif not silent:
- prout(_("Long-range scan"))
+ prout(_("Long-range scan"))
for x in range(game.quadrant.i-1, game.quadrant.i+2):
if not silent:
proutn(" ")
for y in range(game.quadrant.j-1, game.quadrant.j+2):
- if not Coord(x, y).valid_quadrant():
+ if not Coord(x, y).valid_quadrant():
if not silent:
proutn(" -1")
- else:
- if not damaged(DRADIO):
- game.state.galaxy[x][y].charted = True
- game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
- game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
- game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
- if not silent and game.state.galaxy[x][y].supernova:
- proutn(" ***")
- elif not silent:
- proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
- if not silent:
- prout(" ")
+ else:
+ if not damaged(DRADIO):
+ game.state.galaxy[x][y].charted = True
+ game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
+ game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
+ game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
+ if not silent and game.state.galaxy[x][y].supernova:
+ proutn(" ***")
+ elif not silent:
+ proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
+ if not silent:
+ prout(" ")
def damagereport():
"Damage report."
jdam = False
scanner.chew()
for i in range(NDEVICES):
- if damaged(i):
- if not jdam:
- prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
- prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
- jdam = True
- prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
+ if damaged(i):
+ if not jdam:
+ prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
+ prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
+ jdam = True
+ prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
game.damage[i]+0.05,
DOCKFAC*game.damage[i]+0.005))
if not jdam:
- prout(_("All devices functional."))
+ prout(_("All devices functional."))
def rechart():
"Update the chart in the Enterprise's computer from galaxy data."
game.lastchart = game.state.date
for i in range(GALSIZE):
- for j in range(GALSIZE):
- if game.state.galaxy[i][j].charted:
- game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
- game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
- game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
+ for j in range(GALSIZE):
+ if game.state.galaxy[i][j].charted:
+ game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
+ game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
+ game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
def chart():
"Display the star chart."
if (game.options & OPTION_AUTOSCAN):
lrscan(silent=True)
if not damaged(DRADIO):
- rechart()
+ rechart()
if game.lastchart < game.state.date and game.condition == "docked":
- prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
- rechart()
+ prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
+ rechart()
prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
if game.state.date > game.lastchart:
- prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
+ prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
prout(" 1 2 3 4 5 6 7 8")
for i in range(GALSIZE):
- proutn("%d |" % (i+1))
- for j in range(GALSIZE):
- if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
- proutn("<")
- else:
- proutn(" ")
- if game.state.galaxy[i][j].supernova:
- show = "***"
- elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
- show = ".1."
- elif game.state.galaxy[i][j].charted:
- show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
- else:
- show = "..."
- proutn(show)
- if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
- proutn(">")
- else:
- proutn(" ")
- proutn(" |")
- if i<GALSIZE:
- skip(1)
+ proutn("%d |" % (i+1))
+ for j in range(GALSIZE):
+ if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
+ proutn("<")
+ else:
+ proutn(" ")
+ if game.state.galaxy[i][j].supernova:
+ show = "***"
+ elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
+ show = ".1."
+ elif game.state.galaxy[i][j].charted:
+ show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
+ else:
+ show = "..."
+ proutn(show)
+ if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
+ proutn(">")
+ else:
+ proutn(" ")
+ proutn(" |")
+ if i<GALSIZE:
+ skip(1)
def sectscan(goodScan, i, j):
"Light up an individual dot in a sector."
"dead":BROWN}[game.condition])
if game.quad[i][j] != game.ship:
highvideo()
- proutn("%c " % game.quad[i][j])
+ proutn("%c " % game.quad[i][j])
textcolor(DEFAULT)
else:
- proutn("- ")
+ proutn("- ")
def status(req=0):
"Emit status report lines"
if not req or req == 1:
- prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
+ prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
% (game.state.date, game.state.remtime))
if not req or req == 2:
- if game.condition != "docked":
- newcnd()
- prstat(_("Condition"), _("%s, %i DAMAGES") % \
+ if game.condition != "docked":
+ newcnd()
+ prstat(_("Condition"), _("%s, %i DAMAGES") % \
(game.condition.upper(), sum([x > 0 for x in game.damage])))
if not req or req == 3:
- prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
+ prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
if not req or req == 4:
- if damaged(DLIFSUP):
- if game.condition == "docked":
- s = _("DAMAGED, Base provides")
- else:
- s = _("DAMAGED, reserves=%4.2f") % game.lsupres
- else:
- s = _("ACTIVE")
- prstat(_("Life Support"), s)
+ if damaged(DLIFSUP):
+ if game.condition == "docked":
+ s = _("DAMAGED, Base provides")
+ else:
+ s = _("DAMAGED, reserves=%4.2f") % game.lsupres
+ else:
+ s = _("ACTIVE")
+ prstat(_("Life Support"), s)
if not req or req == 5:
- prstat(_("Warp Factor"), "%.1f" % game.warpfac)
+ prstat(_("Warp Factor"), "%.1f" % game.warpfac)
if not req or req == 6:
extra = ""
if game.icrystl and (game.options & OPTION_SHOWME):
extra = _(" (have crystals)")
- prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
+ prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
if not req or req == 7:
- prstat(_("Torpedoes"), "%d" % (game.torps))
+ prstat(_("Torpedoes"), "%d" % (game.torps))
if not req or req == 8:
- if damaged(DSHIELD):
- s = _("DAMAGED,")
- elif game.shldup:
- s = _("UP,")
- else:
- s = _("DOWN,")
- data = _(" %d%% %.1f units") \
+ if damaged(DSHIELD):
+ s = _("DAMAGED,")
+ elif game.shldup:
+ s = _("UP,")
+ else:
+ s = _("DOWN,")
+ data = _(" %d%% %.1f units") \
% (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
- prstat(_("Shields"), s+data)
+ prstat(_("Shields"), s+data)
if not req or req == 9:
prstat(_("Klingons Left"), "%d" \
% (game.state.remkl+len(game.state.kcmdr)+game.state.nscrem))
if not req or req == 10:
- if game.options & OPTION_WORLDS:
- plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
- if plnet and plnet.inhabited:
- prstat(_("Major system"), plnet.name)
- else:
- prout(_("Sector is uninhabited"))
+ if game.options & OPTION_WORLDS:
+ plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
+ if plnet and plnet.inhabited:
+ prstat(_("Major system"), plnet.name)
+ else:
+ prout(_("Sector is uninhabited"))
elif not req or req == 11:
- attackreport(not req)
+ attackreport(not req)
def request():
"Request specified status data, a historical relic from slow TTYs."
requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
while scanner.nexttok() == "IHEOL":
- proutn(_("Information desired? "))
+ proutn(_("Information desired? "))
scanner.chew()
if scanner.token in requests:
status(requests.index(scanner.token))
else:
- prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
- prout((" date, condition, position, lsupport, warpfactor,"))
- prout((" energy, torpedoes, shields, klingons, system, time."))
-
+ prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
+ prout((" date, condition, position, lsupport, warpfactor,"))
+ prout((" energy, torpedoes, shields, klingons, system, time."))
+
def srscan():
"Short-range scan."
goodScan=True
if damaged(DSRSENS):
- # Allow base's sensors if docked
- if game.condition != "docked":
- prout(_(" S.R. SENSORS DAMAGED!"))
- goodScan=False
- else:
- prout(_(" [Using Base's sensors]"))
+ # Allow base's sensors if docked
+ if game.condition != "docked":
+ prout(_(" S.R. SENSORS DAMAGED!"))
+ goodScan=False
+ else:
+ prout(_(" [Using Base's sensors]"))
else:
- prout(_(" Short-range scan"))
+ prout(_(" Short-range scan"))
if goodScan and not damaged(DRADIO):
- game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
- game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
- game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
- game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
+ game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
+ game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
+ game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
prout(" 1 2 3 4 5 6 7 8 9 10")
if game.condition != "docked":
- newcnd()
+ newcnd()
for i in range(QUADSIZE):
- proutn("%2d " % (i+1))
- for j in range(QUADSIZE):
- sectscan(goodScan, i, j)
- skip(1)
-
+ proutn("%2d " % (i+1))
+ for j in range(QUADSIZE):
+ sectscan(goodScan, i, j)
+ skip(1)
+
def eta():
"Use computer to get estimated time of arrival for a warp jump."
w1 = Coord(); w2 = Coord()
prompt = False
if damaged(DCOMPTR):
- prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
- skip(1)
- return
+ prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
+ skip(1)
+ return
if scanner.nexttok() != "IHREAL":
- prompt = True
- scanner.chew()
- proutn(_("Destination quadrant and/or sector? "))
- if scanner.nexttok()!="IHREAL":
- huh()
- return
+ prompt = True
+ scanner.chew()
+ proutn(_("Destination quadrant and/or sector? "))
+ if scanner.nexttok()!="IHREAL":
+ huh()
+ return
w1.j = int(scanner.real-0.5)
if scanner.nexttok() != "IHREAL":
- huh()
- return
+ huh()
+ return
w1.i = int(scanner.real-0.5)
if scanner.nexttok() == "IHREAL":
- w2.j = int(scanner.real-0.5)
- if scanner.nexttok() != "IHREAL":
- huh()
- return
- w2.i = int(scanner.real-0.5)
+ w2.j = int(scanner.real-0.5)
+ if scanner.nexttok() != "IHREAL":
+ huh()
+ return
+ w2.i = int(scanner.real-0.5)
else:
- if game.quadrant.j>w1.i:
- w2.i = 0
- else:
- w2.i=QUADSIZE-1
- if game.quadrant.i>w1.j:
- w2.j = 0
- else:
- w2.j=QUADSIZE-1
+ if game.quadrant.j>w1.i:
+ w2.i = 0
+ else:
+ w2.i=QUADSIZE-1
+ if game.quadrant.i>w1.j:
+ w2.j = 0
+ else:
+ w2.j=QUADSIZE-1
if not w1.valid_quadrant() or not w2.valid_sector():
- huh()
- return
+ huh()
+ return
dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
- (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
+ (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
wfl = False
if prompt:
- prout(_("Answer \"no\" if you don't know the value:"))
+ prout(_("Answer \"no\" if you don't know the value:"))
while True:
- scanner.chew()
- proutn(_("Time or arrival date? "))
- if scanner.nexttok()=="IHREAL":
- ttime = scanner.real
- if ttime > game.state.date:
- ttime -= game.state.date # Actually a star date
+ scanner.chew()
+ proutn(_("Time or arrival date? "))
+ if scanner.nexttok()=="IHREAL":
+ ttime = scanner.real
+ if ttime > game.state.date:
+ ttime -= game.state.date # Actually a star date
twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
if ttime <= 1e-10 or twarp > 10:
- prout(_("We'll never make it, sir."))
- scanner.chew()
- return
- if twarp < 1.0:
- twarp = 1.0
- break
- scanner.chew()
- proutn(_("Warp factor? "))
- if scanner.nexttok()== "IHREAL":
- wfl = True
- twarp = scanner.real
- if twarp<1.0 or twarp > 10.0:
- huh()
- return
- break
- prout(_("Captain, certainly you can give me one of these."))
+ prout(_("We'll never make it, sir."))
+ scanner.chew()
+ return
+ if twarp < 1.0:
+ twarp = 1.0
+ break
+ scanner.chew()
+ proutn(_("Warp factor? "))
+ if scanner.nexttok()== "IHREAL":
+ wfl = True
+ twarp = scanner.real
+ if twarp<1.0 or twarp > 10.0:
+ huh()
+ return
+ break
+ prout(_("Captain, certainly you can give me one of these."))
while True:
- scanner.chew()
- ttime = (10.0*dist)/twarp**2
- tpower = dist*twarp*twarp*twarp*(game.shldup+1)
- if tpower >= game.energy:
- prout(_("Insufficient energy, sir."))
- if not game.shldup or tpower > game.energy*2.0:
- if not wfl:
- return
- proutn(_("New warp factor to try? "))
- if scanner.nexttok() == "IHREAL":
- wfl = True
- twarp = scanner.real
- if twarp<1.0 or twarp > 10.0:
- huh()
- return
- continue
- else:
- scanner.chew()
- skip(1)
- return
- prout(_("But if you lower your shields,"))
- proutn(_("remaining"))
- tpower /= 2
- else:
- proutn(_("Remaining"))
- prout(_(" energy will be %.2f.") % (game.energy-tpower))
- if wfl:
- prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
- elif twarp==1.0:
- prout(_("Any warp speed is adequate."))
- else:
- prout(_("Minimum warp needed is %.2f,") % (twarp))
- prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
- if game.state.remtime < ttime:
- prout(_("Unfortunately, the Federation will be destroyed by then."))
- if twarp > 6.0:
- prout(_("You'll be taking risks at that speed, Captain"))
- if (game.isatb==1 and game.state.kscmdr == w1 and \
- scheduled(FSCDBAS)< ttime+game.state.date) or \
- (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
- prout(_("The starbase there will be destroyed by then."))
- proutn(_("New warp factor to try? "))
- if scanner.nexttok() == "IHREAL":
- wfl = True
- twarp = scanner.real
- if twarp<1.0 or twarp > 10.0:
- huh()
- return
- else:
- scanner.chew()
- skip(1)
- return
+ scanner.chew()
+ ttime = (10.0*dist)/twarp**2
+ tpower = dist*twarp*twarp*twarp*(game.shldup+1)
+ if tpower >= game.energy:
+ prout(_("Insufficient energy, sir."))
+ if not game.shldup or tpower > game.energy*2.0:
+ if not wfl:
+ return
+ proutn(_("New warp factor to try? "))
+ if scanner.nexttok() == "IHREAL":
+ wfl = True
+ twarp = scanner.real
+ if twarp<1.0 or twarp > 10.0:
+ huh()
+ return
+ continue
+ else:
+ scanner.chew()
+ skip(1)
+ return
+ prout(_("But if you lower your shields,"))
+ proutn(_("remaining"))
+ tpower /= 2
+ else:
+ proutn(_("Remaining"))
+ prout(_(" energy will be %.2f.") % (game.energy-tpower))
+ if wfl:
+ prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
+ elif twarp==1.0:
+ prout(_("Any warp speed is adequate."))
+ else:
+ prout(_("Minimum warp needed is %.2f,") % (twarp))
+ prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
+ if game.state.remtime < ttime:
+ prout(_("Unfortunately, the Federation will be destroyed by then."))
+ if twarp > 6.0:
+ prout(_("You'll be taking risks at that speed, Captain"))
+ if (game.isatb==1 and game.state.kscmdr == w1 and \
+ scheduled(FSCDBAS)< ttime+game.state.date) or \
+ (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
+ prout(_("The starbase there will be destroyed by then."))
+ proutn(_("New warp factor to try? "))
+ if scanner.nexttok() == "IHREAL":
+ wfl = True
+ twarp = scanner.real
+ if twarp<1.0 or twarp > 10.0:
+ huh()
+ return
+ else:
+ scanner.chew()
+ skip(1)
+ return
# Code from setup.c begins here
def freeze(boss):
"Save game."
if boss:
- scanner.push("emsave.trk")
+ scanner.push("emsave.trk")
key = scanner.nexttok()
if key == "IHEOL":
proutn(_("File name: "))
try:
fp = open(scanner.token, "wb")
except IOError:
- prout(_("Can't freeze game as file %s") % scanner.token)
- return
+ prout(_("Can't freeze game as file %s") % scanner.token)
+ return
pickle.dump(game, fp)
fp.close()
scanner.chew()
game.passwd = None
key = scanner.nexttok()
if key == "IHEOL":
- proutn(_("File name: "))
- key = scanner.nexttok()
+ proutn(_("File name: "))
+ key = scanner.nexttok()
if key != "IHALPHA":
- huh()
- return True
+ huh()
+ return True
if '.' not in scanner.token:
scanner.token += ".trk"
try:
fp = open(scanner.token, "rb")
except IOError:
- prout(_("Can't thaw game in %s") % scanner.token)
- return
+ prout(_("Can't thaw game in %s") % scanner.token)
+ return
game = pickle.load(fp)
fp.close()
scanner.chew()
# because of the way planets are generated. This is a known bug.
systnames = (
# Federation Worlds
- _("Andoria (Fesoan)"), # several episodes
- _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
- _("Vulcan (T'Khasi)"), # many episodes
- _("Medusa"), # TOS: "Is There in Truth No Beauty?"
- _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD)
- _("Ardana"), # TOS: "The Cloud Minders"
- _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
- _("Gideon"), # TOS: "The Mark of Gideon"
- _("Aldebaran III"), # TOS: "The Deadly Years"
- _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
- _("Altair IV"), # TOS: "Amok Time
- _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
- _("Benecia"), # TOS: "The Conscience of the King"
- _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
- _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
- _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
- _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
- _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
- _("Eminiar VII"), # TOS: "A Taste of Armageddon"
- _("Gamma Canaris IV"), # TOS: "Metamorphosis"
- _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
- _("Ingraham B"), # TOS: "Operation: Annihilate"
- _("Janus IV"), # TOS: "The Devil in the Dark"
- _("Makus III"), # TOS: "The Galileo Seven"
- _("Marcos XII"), # TOS: "And the Children Shall Lead",
- _("Omega IV"), # TOS: "The Omega Glory"
- _("Regulus V"), # TOS: "Amok Time
- _("Deneva"), # TOS: "Operation -- Annihilate!"
+ _("Andoria (Fesoan)"), # several episodes
+ _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
+ _("Vulcan (T'Khasi)"), # many episodes
+ _("Medusa"), # TOS: "Is There in Truth No Beauty?"
+ _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD)
+ _("Ardana"), # TOS: "The Cloud Minders"
+ _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
+ _("Gideon"), # TOS: "The Mark of Gideon"
+ _("Aldebaran III"), # TOS: "The Deadly Years"
+ _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
+ _("Altair IV"), # TOS: "Amok Time
+ _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
+ _("Benecia"), # TOS: "The Conscience of the King"
+ _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
+ _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
+ _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
+ _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
+ _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
+ _("Eminiar VII"), # TOS: "A Taste of Armageddon"
+ _("Gamma Canaris IV"), # TOS: "Metamorphosis"
+ _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
+ _("Ingraham B"), # TOS: "Operation: Annihilate"
+ _("Janus IV"), # TOS: "The Devil in the Dark"
+ _("Makus III"), # TOS: "The Galileo Seven"
+ _("Marcos XII"), # TOS: "And the Children Shall Lead",
+ _("Omega IV"), # TOS: "The Omega Glory"
+ _("Regulus V"), # TOS: "Amok Time
+ _("Deneva"), # TOS: "Operation -- Annihilate!"
# Worlds from BSD Trek
- _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
- _("Beta III"), # TOS: "The Return of the Archons"
- _("Triacus"), # TOS: "And the Children Shall Lead",
- _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
-# # Others
-# _("Hansen's Planet"), # TOS: "The Galileo Seven"
-# _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
-# _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
-# _("Izar"), # TOS: "Whom Gods Destroy"
-# _("Tiburon"), # TOS: "The Way to Eden"
-# _("Merak II"), # TOS: "The Cloud Minders"
-# _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
-# _("Iotia"), # TOS: "A Piece of the Action"
+ _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
+ _("Beta III"), # TOS: "The Return of the Archons"
+ _("Triacus"), # TOS: "And the Children Shall Lead",
+ _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
+# # Others
+# _("Hansen's Planet"), # TOS: "The Galileo Seven"
+# _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
+# _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
+# _("Izar"), # TOS: "Whom Gods Destroy"
+# _("Tiburon"), # TOS: "The Way to Eden"
+# _("Merak II"), # TOS: "The Cloud Minders"
+# _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
+# _("Iotia"), # TOS: "A Piece of the Action"
)
device = (
- _("S. R. Sensors"), \
- _("L. R. Sensors"), \
- _("Phasers"), \
- _("Photon Tubes"), \
- _("Life Support"), \
- _("Warp Engines"), \
- _("Impulse Engines"), \
- _("Shields"), \
- _("Subspace Radio"), \
- _("Shuttle Craft"), \
- _("Computer"), \
- _("Navigation System"), \
- _("Transporter"), \
- _("Shield Control"), \
- _("Death Ray"), \
- _("D. S. Probe"), \
+ _("S. R. Sensors"), \
+ _("L. R. Sensors"), \
+ _("Phasers"), \
+ _("Photon Tubes"), \
+ _("Life Support"), \
+ _("Warp Engines"), \
+ _("Impulse Engines"), \
+ _("Shields"), \
+ _("Subspace Radio"), \
+ _("Shuttle Craft"), \
+ _("Computer"), \
+ _("Navigation System"), \
+ _("Transporter"), \
+ _("Shield Control"), \
+ _("Death Ray"), \
+ _("D. S. Probe"), \
)
def setup():
w = Coord()
# Decide how many of everything
if choose():
- return # frozen game
+ return # frozen game
# Prepare the Enterprise
game.alldone = game.gamewon = game.shldchg = game.shldup = False
game.ship = 'E'
game.nprobes = randrange(2, 5)
game.warpfac = 5.0
for i in range(NDEVICES):
- game.damage[i] = 0.0
+ game.damage[i] = 0.0
# Set up assorted game parameters
game.battle = Coord()
game.state.date = game.indate = 100.0 * randreal(20, 51)
# Put stars in the galaxy
game.instar = 0
for i in range(GALSIZE):
- for j in range(GALSIZE):
+ for j in range(GALSIZE):
# Can't have more stars per quadrant than fit in one decimal digit,
# if we do the chart representation will break.
- k = randrange(1, min(10, QUADSIZE**2/10))
- game.instar += k
- game.state.galaxy[i][j].stars = k
+ k = randrange(1, min(10, QUADSIZE**2/10))
+ game.instar += k
+ game.state.galaxy[i][j].stars = k
# Locate star bases in galaxy
if game.idebug:
prout("=== Allocating %d bases" % game.inbase)
w = randplace(GALSIZE)
if not game.state.galaxy[w.i][w.j].starbase:
break
- contflag = False
+ contflag = False
# C version: for (j = i-1; j > 0; j--)
# so it did them in the opposite order.
for j in range(1, i):
- # Improved placement algorithm to spread out bases
- distq = (w - game.state.baseq[j]).distance()
- if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
- contflag = True
- if game.idebug:
- prout("=== Abandoning base #%d at %s" % (i, w))
- break
- elif distq < 6.0 * (BASEMAX+1-game.inbase):
- if game.idebug:
- prout("=== Saving base #%d, close to #%d" % (i, j))
+ # Improved placement algorithm to spread out bases
+ distq = (w - game.state.baseq[j]).distance()
+ if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
+ contflag = True
+ if game.idebug:
+ prout("=== Abandoning base #%d at %s" % (i, w))
+ break
+ elif distq < 6.0 * (BASEMAX+1-game.inbase):
+ if game.idebug:
+ prout("=== Saving base #%d, close to #%d" % (i, j))
if not contflag:
break
if game.idebug:
prout("=== Placing base #%d in quadrant %s" % (i, w))
- game.state.baseq.append(w)
- game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
+ game.state.baseq.append(w)
+ game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
# Position ordinary Klingon Battle Cruisers
krem = game.inkling
klumper = 0.25*game.skill*(9.0-game.length)+1.0
if klumper > MAXKLQUAD:
- klumper = MAXKLQUAD
+ klumper = MAXKLQUAD
while True:
- r = randreal()
- klump = (1.0 - r*r)*klumper
- if klump > krem:
- klump = krem
- krem -= klump
+ r = randreal()
+ klump = (1.0 - r*r)*klumper
+ if klump > krem:
+ klump = krem
+ krem -= klump
while True:
w = randplace(GALSIZE)
if not game.state.galaxy[w.i][w.j].supernova and \
game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
break
- game.state.galaxy[w.i][w.j].klingons += int(klump)
+ game.state.galaxy[w.i][w.j].klingons += int(klump)
if krem <= 0:
break
# Position Klingon Commander Ships
continue
if (game.state.galaxy[w.i][w.j].klingons or withprob(0.25)):
break
- game.state.galaxy[w.i][w.j].klingons += 1
- game.state.kcmdr.append(w)
+ game.state.galaxy[w.i][w.j].klingons += 1
+ game.state.kcmdr.append(w)
# Locate planets in galaxy
for i in range(game.inplan):
while True:
if game.state.galaxy[w.i][w.j].planet == None:
break
new = Planet()
- new.quadrant = w
+ new.quadrant = w
new.crystals = "absent"
- if (game.options & OPTION_WORLDS) and i < NINHAB:
- new.pclass = "M" # All inhabited planets are class M
- new.crystals = "absent"
- new.known = "known"
+ if (game.options & OPTION_WORLDS) and i < NINHAB:
+ new.pclass = "M" # All inhabited planets are class M
+ new.crystals = "absent"
+ new.known = "known"
new.name = systnames[i]
- new.inhabited = True
- else:
- new.pclass = ("M", "N", "O")[randrange(0, 3)]
+ new.inhabited = True
+ else:
+ new.pclass = ("M", "N", "O")[randrange(0, 3)]
if withprob(0.33):
new.crystals = "present"
- new.known = "unknown"
- new.inhabited = False
- game.state.galaxy[w.i][w.j].planet = new
+ new.known = "unknown"
+ new.inhabited = False
+ game.state.galaxy[w.i][w.j].planet = new
game.state.planets.append(new)
# Locate Romulans
for i in range(game.state.nromrem):
- w = randplace(GALSIZE)
- game.state.galaxy[w.i][w.j].romulans += 1
+ w = randplace(GALSIZE)
+ game.state.galaxy[w.i][w.j].romulans += 1
# Place the Super-Commander if needed
if game.state.nscrem > 0:
while True:
w = randplace(GALSIZE)
if welcoming(w):
break
- game.state.kscmdr = w
- game.state.galaxy[w.i][w.j].klingons += 1
+ game.state.kscmdr = w
+ game.state.galaxy[w.i][w.j].klingons += 1
# Initialize times for extraneous events
schedule(FSNOVA, expran(0.5 * game.intime))
schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
schedule(FBATTAK, expran(0.3*game.intime))
unschedule(FCDBAS)
if game.state.nscrem:
- schedule(FSCMOVE, 0.2777)
+ schedule(FSCMOVE, 0.2777)
else:
- unschedule(FSCMOVE)
+ unschedule(FSCMOVE)
unschedule(FSCDBAS)
unschedule(FDSPROB)
if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
- schedule(FDISTR, expran(1.0 + game.intime))
+ schedule(FDISTR, expran(1.0 + game.intime))
else:
- unschedule(FDISTR)
+ unschedule(FDISTR)
unschedule(FENSLV)
unschedule(FREPRO)
# Place thing (in tournament game, we don't want one!)
skip(2)
game.state.snap = False
if game.skill == SKILL_NOVICE:
- prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
- prout(_("a deadly Klingon invasion force. As captain of the United"))
- prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
- prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
- prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
- prout(_("your mission. As you proceed you may be given more time."))
- skip(1)
- prout(_("You will have %d supporting starbases.") % (game.inbase))
- proutn(_("Starbase locations- "))
+ prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
+ prout(_("a deadly Klingon invasion force. As captain of the United"))
+ prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
+ prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
+ prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
+ prout(_("your mission. As you proceed you may be given more time."))
+ skip(1)
+ prout(_("You will have %d supporting starbases.") % (game.inbase))
+ proutn(_("Starbase locations- "))
else:
- prout(_("Stardate %d.") % int(game.state.date))
- skip(1)
- prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
- prout(_("An unknown number of Romulans."))
- if game.state.nscrem:
- prout(_("And one (GULP) Super-Commander."))
- prout(_("%d stardates.") % int(game.intime))
- proutn(_("%d starbases in ") % game.inbase)
+ prout(_("Stardate %d.") % int(game.state.date))
+ skip(1)
+ prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
+ prout(_("An unknown number of Romulans."))
+ if game.state.nscrem:
+ prout(_("And one (GULP) Super-Commander."))
+ prout(_("%d stardates.") % int(game.intime))
+ proutn(_("%d starbases in ") % game.inbase)
for i in range(game.inbase):
- proutn(repr(game.state.baseq[i]))
- proutn(" ")
+ proutn(repr(game.state.baseq[i]))
+ proutn(" ")
skip(2)
proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
proutn(_(" Sector %s") % game.sector)
skip(2)
prout(_("Good Luck!"))
if game.state.nscrem:
- prout(_(" YOU'LL NEED IT."))
+ prout(_(" YOU'LL NEED IT."))
waitfor()
clrscr()
setwnd(message_window)
newqad()
if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
- game.shldup = True
- if game.neutz: # bad luck to start in a Romulan Neutral Zone
- attack(torps_ok=False)
+ game.shldup = True
+ if game.neutz: # bad luck to start in a Romulan Neutral Zone
+ attack(torps_ok=False)
def choose():
"Choose your game type."
while True:
- 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? "))
+ 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? "))
scanner.nexttok()
if scanner.sees("tournament"):
- while scanner.nexttok() == "IHEOL":
- proutn(_("Type in tournament number-"))
- if scanner.real == 0:
- scanner.chew()
- continue # We don't want a blank entry
- game.tourn = int(round(scanner.real))
- random.seed(scanner.real)
+ while scanner.nexttok() == "IHEOL":
+ proutn(_("Type in tournament number-"))
+ if scanner.real == 0:
+ scanner.chew()
+ continue # We don't want a blank entry
+ game.tourn = int(round(scanner.real))
+ random.seed(scanner.real)
if logfp:
logfp.write("# random.seed(%d)\n" % scanner.real)
- break
+ break
if scanner.sees("saved") or scanner.sees("frozen"):
- if thaw():
- continue
- scanner.chew()
- if game.passwd == None:
- continue
- if not game.alldone:
- game.thawed = True # No plaque if not finished
- report()
- waitfor()
- return True
+ if thaw():
+ continue
+ scanner.chew()
+ if game.passwd == None:
+ continue
+ if not game.alldone:
+ game.thawed = True # No plaque if not finished
+ report()
+ waitfor()
+ return True
if scanner.sees("regular"):
- break
- proutn(_("What is \"%s\"? ") % scanner.token)
- scanner.chew()
+ break
+ proutn(_("What is \"%s\"? ") % scanner.token)
+ scanner.chew()
while game.length==0 or game.skill==SKILL_NONE:
- if scanner.nexttok() == "IHALPHA":
+ if scanner.nexttok() == "IHALPHA":
if scanner.sees("short"):
- game.length = 1
- elif scanner.sees("medium"):
- game.length = 2
- elif scanner.sees("long"):
- game.length = 4
- elif scanner.sees("novice"):
- game.skill = SKILL_NOVICE
- elif scanner.sees("fair"):
- game.skill = SKILL_FAIR
- elif scanner.sees("good"):
- game.skill = SKILL_GOOD
- elif scanner.sees("expert"):
- game.skill = SKILL_EXPERT
- elif scanner.sees("emeritus"):
- game.skill = SKILL_EMERITUS
- else:
- proutn(_("What is \""))
- proutn(scanner.token)
- prout("\"?")
- else:
- scanner.chew()
- if game.length==0:
- proutn(_("Would you like a Short, Medium, or Long game? "))
- elif game.skill == SKILL_NONE:
- proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
+ game.length = 1
+ elif scanner.sees("medium"):
+ game.length = 2
+ elif scanner.sees("long"):
+ game.length = 4
+ elif scanner.sees("novice"):
+ game.skill = SKILL_NOVICE
+ elif scanner.sees("fair"):
+ game.skill = SKILL_FAIR
+ elif scanner.sees("good"):
+ game.skill = SKILL_GOOD
+ elif scanner.sees("expert"):
+ game.skill = SKILL_EXPERT
+ elif scanner.sees("emeritus"):
+ game.skill = SKILL_EMERITUS
+ else:
+ proutn(_("What is \""))
+ proutn(scanner.token)
+ prout("\"?")
+ else:
+ scanner.chew()
+ if game.length==0:
+ proutn(_("Would you like a Short, Medium, or Long game? "))
+ elif game.skill == SKILL_NONE:
+ proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
# Choose game options -- added by ESR for SST2K
if scanner.nexttok() != "IHALPHA":
- scanner.chew()
- proutn(_("Choose your game style (plain, almy, fancy or just press enter): "))
- scanner.nexttok()
+ scanner.chew()
+ proutn(_("Choose your game style (plain, almy, fancy or just press enter): "))
+ 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_PLAIN
+ # Approximates the UT FORTRAN version.
+ game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
+ game.options |= OPTION_PLAIN
elif scanner.sees("almy"):
- # Approximates Tom Almy's version.
- game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
- game.options |= OPTION_ALMY
+ # Approximates Tom Almy's version.
+ game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
+ game.options |= OPTION_ALMY
elif scanner.sees("fancy") or scanner.sees("\n"):
- pass
+ pass
elif len(scanner.token):
proutn(_("What is \"%s\"?") % scanner.token)
game.options &=~ OPTION_COLOR
setpassword()
if game.passwd == "debug":
- game.idebug = True
- prout("=== Debug mode enabled.")
+ game.idebug = True
+ prout("=== Debug mode enabled.")
# Use parameters to generate initial values of things
game.damfac = 0.5 * game.skill
game.inbase = randrange(BASEMIN, BASEMAX+1)
game.inplan = 0
if game.options & OPTION_PLANETS:
- game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
+ game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
if game.options & OPTION_WORLDS:
- game.inplan += int(NINHAB)
+ game.inplan += int(NINHAB)
game.state.nromrem = game.inrom = randrange(2 *game.skill)
game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
game.state.remtime = 7.0 * game.length
"Update our alert status."
game.condition = "green"
if game.energy < 1000.0:
- game.condition = "yellow"
+ game.condition = "yellow"
if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
- game.condition = "red"
+ game.condition = "red"
if not game.alive:
- game.condition="dead"
+ game.condition="dead"
def newkling():
"Drop new Klingon into current quadrant."
# Create a blank quadrant
game.quad = fill2d(QUADSIZE, lambda i, j: '.')
if game.iscate:
- # Attempt to escape Super-commander, so tbeam back!
- game.iscate = False
- game.ientesc = True
+ # Attempt to escape Super-commander, so tbeam back!
+ game.iscate = False
+ game.ientesc = True
q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
# cope with supernova
if q.supernova:
- return
+ return
game.klhere = q.klingons
game.irhere = q.romulans
# Position Starship
game.quad[game.sector.i][game.sector.j] = game.ship
game.enemies = []
if q.klingons:
- # Position ordinary Klingons
- for i in range(game.klhere):
+ # Position ordinary Klingons
+ for i in range(game.klhere):
newkling()
- # If we need a commander, promote a Klingon
+ # If we need a commander, promote a Klingon
for cmdr in game.state.kcmdr:
- if cmdr == game.quadrant:
+ if cmdr == game.quadrant:
e = game.enemies[game.klhere-1]
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:
+ break
+ # If we need a super-commander, promote a Klingon
+ if game.quadrant == game.state.kscmdr:
e = game.enemies[0]
- 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)
+ 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):
Enemy('R', loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
# If quadrant needs a starbase, put it in
if q.starbase:
- game.base = dropin('B')
+ game.base = dropin('B')
# If quadrant needs a planet, put it in
if q.planet:
- game.iplnet = q.planet
- if not q.planet.inhabited:
- game.plnet = dropin('P')
- else:
- game.plnet = dropin('@')
+ game.iplnet = q.planet
+ if not q.planet.inhabited:
+ game.plnet = dropin('P')
+ else:
+ game.plnet = dropin('@')
# Check for condition
newcnd()
# Check for RNZ
if game.irhere > 0 and game.klhere == 0:
- game.neutz = True
- if not damaged(DRADIO):
- skip(1)
- prout(_("LT. Uhura- \"Captain, an urgent message."))
- prout(_(" I'll put it on audio.\" CLICK"))
- skip(1)
- prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
- prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
+ game.neutz = True
+ if not damaged(DRADIO):
+ skip(1)
+ prout(_("LT. Uhura- \"Captain, an urgent message."))
+ prout(_(" I'll put it on audio.\" CLICK"))
+ skip(1)
+ prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
+ prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
# Put in THING if needed
if thing == game.quadrant:
Enemy(etype='?', loc=dropin(),
prout(_(" Please examine your short-range scan.\""))
# Decide if quadrant needs a Tholian; lighten up if skill is low
if game.options & OPTION_THOLIAN:
- if (game.skill < SKILL_GOOD and withprob(0.02)) or \
- (game.skill == SKILL_GOOD and withprob(0.05)) or \
+ if (game.skill < SKILL_GOOD and withprob(0.02)) or \
+ (game.skill == SKILL_GOOD and withprob(0.05)) or \
(game.skill > SKILL_GOOD and withprob(0.08)):
w = Coord()
while True:
- w.i = withprob(0.5) * (QUADSIZE-1)
- w.j = withprob(0.5) * (QUADSIZE-1)
+ w.i = withprob(0.5) * (QUADSIZE-1)
+ w.j = withprob(0.5) * (QUADSIZE-1)
if game.quad[w.i][w.j] == '.':
break
game.tholian = Enemy(etype='T', loc=w,
power=randrange(100, 500) + 25.0*game.skill)
- # Reserve unoccupied corners
- if game.quad[0][0]=='.':
- game.quad[0][0] = 'X'
- if game.quad[0][QUADSIZE-1]=='.':
- game.quad[0][QUADSIZE-1] = 'X'
- if game.quad[QUADSIZE-1][0]=='.':
- game.quad[QUADSIZE-1][0] = 'X'
- if game.quad[QUADSIZE-1][QUADSIZE-1]=='.':
- game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
+ # Reserve unoccupied corners
+ if game.quad[0][0]=='.':
+ game.quad[0][0] = 'X'
+ if game.quad[0][QUADSIZE-1]=='.':
+ game.quad[0][QUADSIZE-1] = 'X'
+ if game.quad[QUADSIZE-1][0]=='.':
+ game.quad[QUADSIZE-1][0] = 'X'
+ if game.quad[QUADSIZE-1][QUADSIZE-1]=='.':
+ game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
sortenemies()
# And finally the stars
for i in range(q.stars):
- dropin('*')
+ dropin('*')
# Put in a few black holes
for i in range(1, 3+1):
- if withprob(0.5):
- dropin(' ')
+ if withprob(0.5):
+ dropin(' ')
# Take out X's in corners if Tholian present
if game.tholian:
- if game.quad[0][0]=='X':
- game.quad[0][0] = '.'
- if game.quad[0][QUADSIZE-1]=='X':
- game.quad[0][QUADSIZE-1] = '.'
- if game.quad[QUADSIZE-1][0]=='X':
- game.quad[QUADSIZE-1][0] = '.'
- if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
- game.quad[QUADSIZE-1][QUADSIZE-1] = '.'
+ if game.quad[0][0]=='X':
+ game.quad[0][0] = '.'
+ if game.quad[0][QUADSIZE-1]=='X':
+ game.quad[0][QUADSIZE-1] = '.'
+ if game.quad[QUADSIZE-1][0]=='X':
+ game.quad[QUADSIZE-1][0] = '.'
+ if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
+ game.quad[QUADSIZE-1][QUADSIZE-1] = '.'
def setpassword():
"Set the self-destruct password."
if game.options & OPTION_PLAIN:
- while True:
- scanner.chew()
- proutn(_("Please type in a secret password- "))
- scanner.nexttok()
- game.passwd = scanner.token
- if game.passwd != None:
- break
+ while True:
+ scanner.chew()
+ proutn(_("Please type in a secret password- "))
+ scanner.nexttok()
+ game.passwd = scanner.token
+ if game.passwd != None:
+ break
else:
game.passwd = ""
game.passwd += chr(ord('a')+randrange(26))
# Code from sst.c begins here
commands = [
- ("SRSCAN", OPTION_TTY),
- ("STATUS", OPTION_TTY),
- ("REQUEST", OPTION_TTY),
- ("LRSCAN", OPTION_TTY),
- ("PHASERS", 0),
- ("TORPEDO", 0),
- ("PHOTONS", 0),
- ("MOVE", 0),
- ("SHIELDS", 0),
- ("DOCK", 0),
- ("DAMAGES", 0),
- ("CHART", 0),
- ("IMPULSE", 0),
- ("REST", 0),
- ("WARP", 0),
- ("SCORE", 0),
- ("SENSORS", OPTION_PLANETS),
- ("ORBIT", OPTION_PLANETS),
- ("TRANSPORT", OPTION_PLANETS),
- ("MINE", OPTION_PLANETS),
- ("CRYSTALS", OPTION_PLANETS),
- ("SHUTTLE", OPTION_PLANETS),
- ("PLANETS", OPTION_PLANETS),
- ("REPORT", 0),
- ("COMPUTER", 0),
- ("COMMANDS", 0),
- ("EMEXIT", 0),
- ("PROBE", OPTION_PROBE),
- ("SAVE", 0),
- ("FREEZE", 0), # Synonym for SAVE
- ("ABANDON", 0),
- ("DESTRUCT", 0),
- ("DEATHRAY", 0),
- ("DEBUG", 0),
- ("MAYDAY", 0),
- ("SOS", 0), # Synonym for MAYDAY
- ("CALL", 0), # Synonym for MAYDAY
- ("QUIT", 0),
- ("HELP", 0),
- ("", 0),
+ ("SRSCAN", OPTION_TTY),
+ ("STATUS", OPTION_TTY),
+ ("REQUEST", OPTION_TTY),
+ ("LRSCAN", OPTION_TTY),
+ ("PHASERS", 0),
+ ("TORPEDO", 0),
+ ("PHOTONS", 0),
+ ("MOVE", 0),
+ ("SHIELDS", 0),
+ ("DOCK", 0),
+ ("DAMAGES", 0),
+ ("CHART", 0),
+ ("IMPULSE", 0),
+ ("REST", 0),
+ ("WARP", 0),
+ ("SCORE", 0),
+ ("SENSORS", OPTION_PLANETS),
+ ("ORBIT", OPTION_PLANETS),
+ ("TRANSPORT", OPTION_PLANETS),
+ ("MINE", OPTION_PLANETS),
+ ("CRYSTALS", OPTION_PLANETS),
+ ("SHUTTLE", OPTION_PLANETS),
+ ("PLANETS", OPTION_PLANETS),
+ ("REPORT", 0),
+ ("COMPUTER", 0),
+ ("COMMANDS", 0),
+ ("EMEXIT", 0),
+ ("PROBE", OPTION_PROBE),
+ ("SAVE", 0),
+ ("FREEZE", 0), # Synonym for SAVE
+ ("ABANDON", 0),
+ ("DESTRUCT", 0),
+ ("DEATHRAY", 0),
+ ("DEBUG", 0),
+ ("MAYDAY", 0),
+ ("SOS", 0), # Synonym for MAYDAY
+ ("CALL", 0), # Synonym for MAYDAY
+ ("QUIT", 0),
+ ("HELP", 0),
+ ("", 0),
]
def listCommands():
prout(_("LEGAL COMMANDS ARE:"))
emitted = 0
for (key, opt) in commands:
- if not opt or (opt & game.options):
+ if not opt or (opt & game.options):
proutn("%-12s " % key)
emitted += 1
if emitted % 5 == 4:
"Browse on-line help."
key = scanner.nexttok()
while True:
- if key == "IHEOL":
- setwnd(prompt_window)
- proutn(_("Help on what command? "))
- key = scanner.nexttok()
- setwnd(message_window)
- if key == "IHEOL":
- return
- cmds = [x[0] for x in commands]
- if scanner.token.upper() in cmds or scanner.token.upper() == "ABBREV":
- break
- skip(1)
- listCommands()
- key = "IHEOL"
- scanner.chew()
- skip(1)
+ if key == "IHEOL":
+ setwnd(prompt_window)
+ proutn(_("Help on what command? "))
+ key = scanner.nexttok()
+ setwnd(message_window)
+ if key == "IHEOL":
+ return
+ cmds = [x[0] for x in commands]
+ if scanner.token.upper() in cmds or scanner.token.upper() == "ABBREV":
+ break
+ skip(1)
+ listCommands()
+ key = "IHEOL"
+ scanner.chew()
+ skip(1)
cmd = scanner.token.upper()
for directory in docpath:
try:
return
while True:
linebuf = fp.readline()
- if linebuf == '':
- prout(_("Spock- \"Captain, there is no information on that command.\""))
- fp.close()
- return
- if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
+ if linebuf == '':
+ prout(_("Spock- \"Captain, there is no information on that command.\""))
+ fp.close()
+ return
+ if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
linebuf = linebuf[3:].strip()
if cmd.upper() == linebuf:
- break
+ break
skip(1)
prout(_("Spock- \"Captain, I've found the following information:\""))
skip(1)
while True:
linebuf = fp.readline()
if "******" in linebuf:
- break
- proutn(linebuf)
+ break
+ proutn(linebuf)
fp.close()
def makemoves():
"Command-interpretation loop."
- while True: # command loop
- drawmaps(1)
- while True: # get a command
- hitme = False
- game.optime = game.justin = False
- scanner.chew()
- setwnd(prompt_window)
- clrscr()
- proutn("COMMAND> ")
- if scanner.nexttok() == "IHEOL":
- if game.options & OPTION_CURSES:
- makechart()
- continue
+ while True: # command loop
+ drawmaps(1)
+ while True: # get a command
+ hitme = False
+ game.optime = game.justin = False
+ scanner.chew()
+ setwnd(prompt_window)
+ clrscr()
+ proutn("COMMAND> ")
+ if scanner.nexttok() == "IHEOL":
+ if game.options & OPTION_CURSES:
+ makechart()
+ continue
elif scanner.token == "":
continue
- game.ididit = False
- clrscr()
- setwnd(message_window)
- clrscr()
- abandon_passed = False
- for (cmd, opt) in commands:
- # commands after ABANDON cannot be abbreviated
- if cmd == "ABANDON":
- abandon_passed = True
- if cmd == scanner.token.upper() or (not abandon_passed \
- and cmd.startswith(scanner.token.upper())):
- break
- if cmd == "":
+ game.ididit = False
+ clrscr()
+ setwnd(message_window)
+ clrscr()
+ abandon_passed = False
+ for (cmd, opt) in commands:
+ # commands after ABANDON cannot be abbreviated
+ if cmd == "ABANDON":
+ abandon_passed = True
+ if cmd == scanner.token.upper() or (not abandon_passed \
+ and cmd.startswith(scanner.token.upper())):
+ break
+ if cmd == "":
listCommands()
continue
else:
- break
- if cmd == "SRSCAN": # srscan
- srscan()
- elif cmd == "STATUS": # status
- status()
- elif cmd == "REQUEST": # status request
- request()
- elif cmd == "LRSCAN": # long range scan
- lrscan(silent=False)
- elif cmd == "PHASERS": # phasers
- phasers()
- if game.ididit:
- hitme = True
- elif cmd in ("TORPEDO", "PHOTONS"): # photon torpedos
- torps()
- if game.ididit:
- hitme = True
- elif cmd == "MOVE": # move under warp
- warp(wcourse=None, involuntary=False)
- elif cmd == "SHIELDS": # shields
- doshield(shraise=False)
- if game.ididit:
- hitme = True
- game.shldchg = False
- elif cmd == "DOCK": # dock at starbase
- dock(True)
- if game.ididit:
- attack(torps_ok=False)
- elif cmd == "DAMAGES": # damage reports
- damagereport()
- elif cmd == "CHART": # chart
- makechart()
- elif cmd == "IMPULSE": # impulse
- impulse()
- elif cmd == "REST": # rest
- wait()
- if game.ididit:
- hitme = True
- elif cmd == "WARP": # warp
- setwarp()
- elif cmd == "SCORE": # score
- score()
- elif cmd == "SENSORS": # sensors
- sensor()
- elif cmd == "ORBIT": # orbit
- orbit()
- if game.ididit:
- hitme = True
- elif cmd == "TRANSPORT": # transport "beam"
- beam()
- elif cmd == "MINE": # mine
- mine()
- if game.ididit:
- hitme = True
- elif cmd == "CRYSTALS": # crystals
- usecrystals()
- if game.ididit:
- hitme = True
- elif cmd == "SHUTTLE": # shuttle
- shuttle()
- if game.ididit:
- hitme = True
- elif cmd == "PLANETS": # Planet list
- survey()
- elif cmd == "REPORT": # Game Report
- report()
- elif cmd == "COMPUTER": # use COMPUTER!
- eta()
- elif cmd == "COMMANDS":
- listCommands()
- elif cmd == "EMEXIT": # Emergency exit
- clrscr() # Hide screen
- freeze(True) # forced save
- raise SystemExit(1) # And quick exit
- elif cmd == "PROBE":
- probe() # Launch probe
- if game.ididit:
- hitme = True
- elif cmd == "ABANDON": # Abandon Ship
- abandon()
- elif cmd == "DESTRUCT": # Self Destruct
- selfdestruct()
- elif cmd == "SAVE": # Save Game
- freeze(False)
- clrscr()
- if game.skill > SKILL_GOOD:
- prout(_("WARNING--Saved games produce no plaques!"))
- elif cmd == "DEATHRAY": # Try a desparation measure
- deathray()
- if game.ididit:
- hitme = True
- elif cmd == "DEBUGCMD": # What do we want for debug???
- debugme()
- elif cmd == "MAYDAY": # Call for help
- mayday()
- if game.ididit:
- hitme = True
- elif cmd == "QUIT":
- game.alldone = True # quit the game
- elif cmd == "HELP":
- helpme() # get help
- while True:
- if game.alldone:
- break # Game has ended
- if game.optime != 0.0:
- events()
- if game.alldone:
- break # Events did us in
- if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
- atover(False)
- continue
- if hitme and not game.justin:
- attack(torps_ok=True)
- if game.alldone:
- break
- if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
- atover(False)
- hitme = True
- continue
- break
- if game.alldone:
- break
+ break
+ if cmd == "SRSCAN": # srscan
+ srscan()
+ elif cmd == "STATUS": # status
+ status()
+ elif cmd == "REQUEST": # status request
+ request()
+ elif cmd == "LRSCAN": # long range scan
+ lrscan(silent=False)
+ elif cmd == "PHASERS": # phasers
+ phasers()
+ if game.ididit:
+ hitme = True
+ elif cmd in ("TORPEDO", "PHOTONS"): # photon torpedos
+ torps()
+ if game.ididit:
+ hitme = True
+ elif cmd == "MOVE": # move under warp
+ warp(wcourse=None, involuntary=False)
+ elif cmd == "SHIELDS": # shields
+ doshield(shraise=False)
+ if game.ididit:
+ hitme = True
+ game.shldchg = False
+ elif cmd == "DOCK": # dock at starbase
+ dock(True)
+ if game.ididit:
+ attack(torps_ok=False)
+ elif cmd == "DAMAGES": # damage reports
+ damagereport()
+ elif cmd == "CHART": # chart
+ makechart()
+ elif cmd == "IMPULSE": # impulse
+ impulse()
+ elif cmd == "REST": # rest
+ wait()
+ if game.ididit:
+ hitme = True
+ elif cmd == "WARP": # warp
+ setwarp()
+ elif cmd == "SCORE": # score
+ score()
+ elif cmd == "SENSORS": # sensors
+ sensor()
+ elif cmd == "ORBIT": # orbit
+ orbit()
+ if game.ididit:
+ hitme = True
+ elif cmd == "TRANSPORT": # transport "beam"
+ beam()
+ elif cmd == "MINE": # mine
+ mine()
+ if game.ididit:
+ hitme = True
+ elif cmd == "CRYSTALS": # crystals
+ usecrystals()
+ if game.ididit:
+ hitme = True
+ elif cmd == "SHUTTLE": # shuttle
+ shuttle()
+ if game.ididit:
+ hitme = True
+ elif cmd == "PLANETS": # Planet list
+ survey()
+ elif cmd == "REPORT": # Game Report
+ report()
+ elif cmd == "COMPUTER": # use COMPUTER!
+ eta()
+ elif cmd == "COMMANDS":
+ listCommands()
+ elif cmd == "EMEXIT": # Emergency exit
+ clrscr() # Hide screen
+ freeze(True) # forced save
+ raise SystemExit(1) # And quick exit
+ elif cmd == "PROBE":
+ probe() # Launch probe
+ if game.ididit:
+ hitme = True
+ elif cmd == "ABANDON": # Abandon Ship
+ abandon()
+ elif cmd == "DESTRUCT": # Self Destruct
+ selfdestruct()
+ elif cmd == "SAVE": # Save Game
+ freeze(False)
+ clrscr()
+ if game.skill > SKILL_GOOD:
+ prout(_("WARNING--Saved games produce no plaques!"))
+ elif cmd == "DEATHRAY": # Try a desparation measure
+ deathray()
+ if game.ididit:
+ hitme = True
+ elif cmd == "DEBUGCMD": # What do we want for debug???
+ debugme()
+ elif cmd == "MAYDAY": # Call for help
+ mayday()
+ if game.ididit:
+ hitme = True
+ elif cmd == "QUIT":
+ game.alldone = True # quit the game
+ elif cmd == "HELP":
+ helpme() # get help
+ while True:
+ if game.alldone:
+ break # Game has ended
+ if game.optime != 0.0:
+ events()
+ if game.alldone:
+ break # Events did us in
+ if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
+ atover(False)
+ continue
+ if hitme and not game.justin:
+ attack(torps_ok=True)
+ if game.alldone:
+ break
+ if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
+ atover(False)
+ hitme = True
+ continue
+ break
+ if game.alldone:
+ break
if game.idebug:
- prout("=== Ending")
+ prout("=== Ending")
def cramen(type):
"Emit the name of an enemy or feature."
"Emit the name of an enemy and his location."
buf = ""
if stars:
- buf += "***"
+ buf += "***"
buf += cramen(enemy) + _(" at ")
if loctype == "quadrant":
- buf += _("Quadrant ")
+ buf += _("Quadrant ")
elif loctype == "sector":
- buf += _("Sector ")
+ buf += _("Sector ")
return buf + repr(w)
def crmshp():
def getcoord(self):
s = Coord()
scanner.nexttok()
- if scanner.type != "IHREAL":
- huh()
- return None
- s.i = scanner.int()-1
+ if scanner.type != "IHREAL":
+ huh()
+ return None
+ s.i = scanner.int()-1
scanner.nexttok()
- if scanner.type != "IHREAL":
- huh()
- return None
- s.j = scanner.int()-1
+ if scanner.type != "IHREAL":
+ huh()
+ return None
+ s.j = scanner.int()-1
return s
def __repr__(self):
return "<sstcanner: token=%s, type=%s, queue=%s>" % (scanner.token, scanner.type, scanner.inqueue)
"Yes-or-no confirmation."
scanner.chew()
while True:
- scanner.nexttok()
- if scanner.token == 'y':
- return True
- if scanner.token == 'n':
- return False
- scanner.chew()
- proutn(_("Please answer with \"y\" or \"n\": "))
+ scanner.nexttok()
+ if scanner.token == 'y':
+ return True
+ if scanner.token == 'n':
+ return False
+ scanner.chew()
+ proutn(_("Please answer with \"y\" or \"n\": "))
def huh():
"Complain about unparseable input."
"Access to the internals for debugging."
proutn("Reset levels? ")
if ja():
- if game.energy < game.inenrg:
- game.energy = game.inenrg
- game.shield = game.inshld
- game.torps = game.intorps
- game.lsupres = game.inlsr
+ if game.energy < game.inenrg:
+ game.energy = game.inenrg
+ game.shield = game.inshld
+ game.torps = game.intorps
+ game.lsupres = game.inlsr
proutn("Reset damage? ")
if ja():
- for i in range(NDEVICES):
- if game.damage[i] > 0.0:
- game.damage[i] = 0.0
+ for i in range(NDEVICES):
+ if game.damage[i] > 0.0:
+ game.damage[i] = 0.0
proutn("Toggle debug flag? ")
if ja():
- game.idebug = not game.idebug
- if game.idebug:
- prout("Debug output ON")
- else:
- prout("Debug output OFF")
+ game.idebug = not game.idebug
+ if game.idebug:
+ prout("Debug output ON")
+ else:
+ prout("Debug output OFF")
proutn("Cause selective damage? ")
if ja():
- for i in range(NDEVICES):
- proutn("Kill %s?" % device[i])
- scanner.chew()
- key = scanner.nexttok()
+ for i in range(NDEVICES):
+ proutn("Kill %s?" % device[i])
+ scanner.chew()
+ key = scanner.nexttok()
if key == "IHALPHA" and scanner.sees("y"):
- game.damage[i] = 10.0
+ game.damage[i] = 10.0
proutn("Examine/change events? ")
if ja():
- ev = Event()
- w = Coord()
+ ev = Event()
+ w = Coord()
legends = {
FSNOVA: "Supernova ",
FTBEAM: "T Beam ",
FENSLV: "Enslavement ",
FREPRO: "Klingon Build ",
}
- for i in range(1, NEVENTS):
+ for i in range(1, NEVENTS):
proutn(legends[i])
- if is_scheduled(i):
- proutn("%.2f" % (scheduled(i)-game.state.date))
- if i == FENSLV or i == FREPRO:
- ev = findevent(i)
- proutn(" in %s" % ev.quadrant)
- else:
- proutn("never")
- proutn("? ")
- scanner.chew()
- key = scanner.nexttok()
- if key == 'n':
- unschedule(i)
- scanner.chew()
- elif key == "IHREAL":
- ev = schedule(i, scanner.real)
- if i == FENSLV or i == FREPRO:
- scanner.chew()
- proutn("In quadrant- ")
- key = scanner.nexttok()
- # "IHEOL" says to leave coordinates as they are
- if key != "IHEOL":
- if key != "IHREAL":
- prout("Event %d canceled, no x coordinate." % (i))
- unschedule(i)
- continue
- w.i = int(round(scanner.real))
- key = scanner.nexttok()
- if key != "IHREAL":
- prout("Event %d canceled, no y coordinate." % (i))
- unschedule(i)
- continue
- w.j = int(round(scanner.real))
- ev.quadrant = w
- scanner.chew()
+ if is_scheduled(i):
+ proutn("%.2f" % (scheduled(i)-game.state.date))
+ if i == FENSLV or i == FREPRO:
+ ev = findevent(i)
+ proutn(" in %s" % ev.quadrant)
+ else:
+ proutn("never")
+ proutn("? ")
+ scanner.chew()
+ key = scanner.nexttok()
+ if key == 'n':
+ unschedule(i)
+ scanner.chew()
+ elif key == "IHREAL":
+ ev = schedule(i, scanner.real)
+ if i == FENSLV or i == FREPRO:
+ scanner.chew()
+ proutn("In quadrant- ")
+ key = scanner.nexttok()
+ # "IHEOL" says to leave coordinates as they are
+ if key != "IHEOL":
+ if key != "IHREAL":
+ prout("Event %d canceled, no x coordinate." % (i))
+ unschedule(i)
+ continue
+ w.i = int(round(scanner.real))
+ key = scanner.nexttok()
+ if key != "IHREAL":
+ prout("Event %d canceled, no y coordinate." % (i))
+ unschedule(i)
+ continue
+ w.j = int(round(scanner.real))
+ ev.quadrant = w
+ scanner.chew()
proutn("Induce supernova here? ")
if ja():
- game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
- atover(True)
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
+ atover(True)
if __name__ == '__main__':
import getopt, socket