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
+FULLCREW = 428 # Crew size. BSD Trek was 387, that's wrong
FOREVER = 1e30 # Time for the indefinite future
MAXBURST = 3 # Max # of torps you can launch in one turn
MINCMDR = 10 # Minimum number of Klingon commanders
pass
class JumpOut(Exception):
- pass
+ pass
class Coord:
def __init__(self, x=None, y=None):
"Fill an empty list in 2D."
lst = []
for i in range(size):
- lst.append([])
+ lst.append([])
for j in range(size):
lst[i].append(fillfun(i, j))
return lst
self.date = None # A real number
self.quadrant = None # A coord structure
-# game options
+# 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_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_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_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_PLAIN = 0x01000000 # user chose plain game
+OPTION_ALMY = 0x02000000 # user chose Almy variant
OPTION_COLOR = 0x04000000 # enable color display (experimental, ESR, 2010)
-# Define devices
+# Define devices
DSRSENS = 0
DLRSENS = 1
DPHASER = 2
def communicating():
return not damaged(DRADIO) or game.condition=="docked"
-# Define future events
+# Define future events
FSPY = 0 # Spy event happens always (no future[] entry)
# can cause SC to tractor beam Enterprise
FSNOVA = 1 # Supernova
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
+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
+# when we implement stateful events
def findevent(evtype):
return game.future[evtype]
self.idebug = False # Debugging instrumentation enabled?
self.statekscmdr = None # No SuperCommander coordinates yet.
def recompute(self):
- # Stas thinks this should be (C expression):
+ # Stas thinks this should be (C expression):
# game.state.remkl + len(game.state.kcmdr) > 0 ?
# game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99
# He says the existing expression is prone to divide-by-zero errors
if not welcoming(iq):
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
+ # 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
+ # refuse to leave if currently attacking starbase
if game.battle == game.quadrant:
return []
- # don't leave if over 1000 units of energy
+ # don't leave if over 1000 units of energy
if enemy.power > 1000.0:
return []
oldloc = copy.copy(enemy.location)
game.klhere -= 1
if game.condition != "docked":
newcnd()
- # Handle global matters related to escape
+ # 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':
return [(True, enemy, oldloc, ibq)]
# The bad-guy movement algorithm:
-#
+#
# 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
# If both are operating full strength, force is 1000. If both are damaged,
# force is -1000. Having shields down subtracts an additional 1000.
-#
+#
# 2. Enemy has forces equal to the energy of the attacker plus
# 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
# 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
-#
+#
# Attacker Initial energy levels (nominal):
# Klingon Romulan Commander Super-Commander
-# Novice 400 700 1200
+# Novice 400 700 1200
# Fair 425 750 1250
# Good 450 800 1300 1750
# Expert 475 850 1350 1875
# Emeritus 500 900 1400 2000
# VARIANCE 75 200 200 200
-#
+#
# Enemy vessels only move prior to their attack. In Novice - Good games
# only commanders move. In Expert games, all enemy vessels move if there
# is a commander present. In Emeritus games all enemy vessels move.
-#
+#
# 3. If Enterprise is not docked, an aggressive action is taken if enemy
# forces are 1000 greater than Enterprise.
-#
+#
# Agressive action on average cuts the distance between the ship and
# the enemy to 1/4 the original.
-#
+#
# 4. At lower energy advantage, movement units are proportional to the
# advantage with a 650 advantage being to hold ground, 800 to move forward
# 1, 950 for two, 150 for back 4, etc. Variance of 100.
-#
+#
# If docked, is reduced by roughly 1.75*game.skill, generally forcing a
# retreat, especially at high skill levels.
-#
+#
# 5. Motion is limited to skill level, except for SC hi-tailing it out.
def movebaddy(enemy):
goto = Coord()
look = Coord()
irun = False
- # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
+ # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
if game.skill >= SKILL_EXPERT:
nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
else:
nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
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
+ 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
else:
- # decide whether to advance, retreat, or hold position
+ # 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!
+ forces += 1000 # Good for enemy if shield is down!
if not damaged(DPHASER) or not damaged(DPHOTON):
- if damaged(DPHASER): # phasers damaged
+ if damaged(DPHASER): # phasers damaged
forces += 300.0
else:
forces -= 0.2*(game.energy - 2500.0)
- if damaged(DPHOTON): # photon torpedoes damaged
+ if damaged(DPHOTON): # photon torpedoes damaged
forces += 300.0
else:
forces -= 50.0*game.torps
else:
- # phasers and photon tubes both out!
+ # phasers and photon tubes both out!
forces += 1000.0
motion = 0
- if forces <= 1000.0 and game.condition != "docked": # Typical situation
+ if forces <= 1000.0 and game.condition != "docked": # Typical situation
motion = ((forces + randreal(200))/150.0) - 5.0
else:
- if forces > 1000.0: # Very strong -- move in for kill
+ 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 !
+ 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
+ # don't move if no motion
if motion == 0:
return []
- # Limit motion according to skill
+ # Limit motion according to skill
if abs(motion) > game.skill:
if motion < 0:
motion = -game.skill
else:
motion = game.skill
- # calculate preferred number of steps
+ # 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)
- # Compute preferred values of delta X and Y
+ # 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.j = 0
m = (motion * m).sgn()
goto = enemy.location
- # main move loop
+ # main move loop
for ll in range(nsteps):
if game.idebug:
proutn(" %d" % (ll+1))
- # Check if preferred position available
+ # Check if preferred position available
look = goto + m
if m.i < 0:
krawli = 1
else:
krawlj = -1
success = False
- attempts = 0 # Settle mysterious hang problem
+ attempts = 0 # Settle mysterious hang problem
while attempts < 20 and not success:
attempts += 1
if look.i < 0 or look.i >= QUADSIZE:
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
+ # 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)
look.j = goto.j + krawlj
krawlj = -krawlj
else:
- break # we have failed
+ break # we have failed
else:
success = True
if success:
if game.idebug:
proutn(repr(goto))
else:
- break # done early
+ break # done early
if game.idebug:
skip(1)
# Enemy moved, but is still in sector
return tacmoves
def movescom(iq, avoid):
- "Commander movement helper."
- # Avoid quadrants with bases if we want to avoid Enterprise
+ "Commander movement helper."
+ # Avoid quadrants with bases if we want to avoid Enterprise
if not welcoming(iq) or (avoid and iq in game.state.baseq):
return False
if game.justin and not game.iscate:
return False
- # do the move
+ # 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
+ # SC has scooted, remove him from current quadrant
game.iscate = False
game.isatb = 0
game.ientesc = False
if game.condition != "docked":
newcnd()
sortenemies()
- # check for a helpful planet
+ # 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
+ # destroy the planet
game.state.planets[i].pclass = "destroyed"
game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
if communicating():
proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
prout(_(" by the Super-commander.\""))
break
- return True # looks good!
-
+ return True # looks good!
+
def supercommander():
- "Move the Super Commander."
+ "Move the Super Commander."
iq = Coord()
sc = Coord()
ibq = Coord()
basetbl = []
if game.idebug:
prout("== SUPERCOMMANDER")
- # Decide on being active or passive
+ # Decide on being active or passive
avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
(game.state.date-game.indate) < 3.0)
if not game.iscate and avoid:
- # compute move away from Enterprise
+ # compute move away from Enterprise
idelta = game.state.kscmdr-game.quadrant
if idelta.distance() > 2.0:
- # circulate in space
+ # 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
+ # compute distances to starbases
if not game.state.baseq:
- # nothing left to do
+ # nothing left to do
unschedule(FSCMOVE)
return
sc = game.state.kscmdr
if game.state.baseq > 1:
basetbl.sort(key=lambda x: x[1])
# look for nearest base without a commander, no Enterprise, and
- # without too many Klingons, and not already under attack.
+ # 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
ifindit = 2
iwhichb = i
break
- else: # no commander -- use this one
+ 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
+ # decide how to move toward base
idelta = ibq - game.state.kscmdr
- # Maximum movement is 1 quadrant in either or both axes
+ # Maximum movement is 1 quadrant in either or both axes
idelta = idelta.sgn()
# try moving in both x and y directions
# there was what looked like a bug in the Almy C code here,
# but it might be this translation is just wrong.
iq = game.state.kscmdr + idelta
if not movescom(iq, avoid):
- # failed -- try some other maneuvers
+ # failed -- try some other maneuvers
if idelta.i == 0 or idelta.j == 0:
- # attempt angle move
+ # attempt angle move
if idelta.i != 0:
iq.j = game.state.kscmdr.j + 1
if not movescom(iq, avoid):
iq.i = game.state.kscmdr.i - 1
movescom(iq, avoid)
else:
- # try moving just in x or y
+ # 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
+ # check for a base
if len(game.state.baseq) == 0:
unschedule(FSCMOVE)
else:
for ibq in game.state.baseq:
if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
- # attack the base
+ # attack the base
if avoid:
- return # no, don't attack base!
+ 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
+ return # no warning
game.iseenit = True
announce()
prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
if not ja():
return
game.resting = False
- game.optime = 0.0 # actually finished
+ game.optime = 0.0 # actually finished
return
- # Check for intelligence report
+ # Check for intelligence report
if not game.idebug and \
(withprob(0.8) or \
(not communicating()) or \
tid.i = 0
tid.j = 0
else:
- # something is wrong!
+ # something is wrong!
game.tholian.move(None)
prout("***Internal error: Tholian in a bad spot.")
return
- # do nothing if we are blocked
+ # do nothing if we are blocked
if game.quad[tid.i][tid.j] not in ('.', '#'):
return
here = copy.copy(game.tholian.location)
delta = (tid - game.tholian.location).sgn()
- # move in x axis
+ # move in x axis
while here.i != tid.i:
here.i += delta.i
if game.quad[here.i][here.j] == '.':
game.tholian.move(here)
- # move in y axis
+ # move in y axis
while here.j != tid.j:
here.j += delta.j
if game.quad[here.i][here.j] == '.':
game.tholian.move(here)
- # check to see if all holes plugged
+ # check to see if all holes plugged
for i in range(QUADSIZE):
if game.quad[0][i] != '#' and game.quad[0][i] != 'T':
return
return
if game.quad[i][QUADSIZE-1] != '#' and game.quad[i][QUADSIZE-1] != 'T':
return
- # All plugged up -- Tholian splits
+ # All plugged up -- Tholian splits
game.quad[game.tholian.location.i][game.tholian.location.j] = '#'
dropin(' ')
prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web."))
else:
scanner.chew()
return
- if action == "SHUP": # raise shields
+ if action == "SHUP": # raise shields
if game.shldup:
prout(_("Shields already up."))
return
game.shield = game.inshld
return
if nrg < 0.0 and game.energy-nrg > game.inenrg:
- # Prevent shield drain loophole
+ # Prevent shield drain loophole
skip(1)
prout(_("Engineering to bridge--"))
prout(_(" Scott here. Power circuit problem, Captain."))
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)
if game.damage[dev] < 0:
continue
extradm = (10.0*hardness*randreal()+1.0)*game.damfac
- # Damage for at least time of travel!
+ # Damage for at least time of travel!
game.damage[dev] += game.optime + extradm
game.shldup = False
prout(_("***Shields are down."))
return
def torpedo(origin, bearing, dispersion, number, nburst):
- "Let a photon torpedo fly"
+ "Let a photon torpedo fly"
if not damaged(DSRSENS) or game.condition == "docked":
setwnd(srscan_window)
- else:
+ else:
setwnd(message_window)
ac = bearing + 0.25*dispersion # dispersion is a random variable
bullseye = (15.0 - bearing)*0.5235988
- track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
+ track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
bumpto = Coord(0, 0)
- # Loop to move a single torpedo
+ # Loop to move a single torpedo
setwnd(message_window)
for step in range(1, QUADSIZE*2):
if not track.nexttok():
tracktorpedo(w, step, number, nburst, iquad)
if iquad == '.':
continue
- # hit something
+ # 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) # 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
+ newcnd() # we're blown out of dock
if game.landed or game.condition == "docked":
- return hit # Cheat if on a planet
+ 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)
finish(FHOLE)
return hit
if game.quad[bumpto.i][bumpto.j] != '.':
- # can't move into object
+ # can't move into object
return hit
game.sector = bumpto
proutn(crmshp())
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
+ 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."))
prout("Internal error, no enemy where expected!")
raise SystemExit(1)
return None
- elif iquad == 'B': # Hit a base
+ 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.state.basekl += 1
newcnd()
return None
- elif iquad == 'P': # Hit a planet
+ 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.plnet.invalidate()
game.quad[w.i][w.j] = '.'
if game.landed:
- # captain perishes on planet
+ # captain perishes on planet
finish(FDPLANET)
return None
- elif iquad == '@': # Hit an inhabited world -- very bad!
+ 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.plnet.invalidate()
game.quad[w.i][w.j] = '.'
if game.landed:
- # captain perishes on planet
+ # captain perishes on planet
finish(FDPLANET)
prout(_("The torpedo destroyed an inhabited planet."))
return None
- elif iquad == '*': # Hit a star
+ 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
+ elif iquad == '?': # Hit a thingy
if not (game.options & OPTION_THINGY) or withprob(0.3):
skip(1)
prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
# It then becomes an enemy and may fire at you.
thing.angry()
return None
- elif iquad == ' ': # Black hole
+ elif iquad == ' ': # Black hole
skip(1)
prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo."))
return None
- elif iquad == '#': # hit the web
+ elif iquad == '#': # hit the web
skip(1)
prout(_("***Torpedo absorbed by Tholian web."))
return None
- elif iquad == 'T': # Hit a Tholian
+ 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)
return None
def fry(hit):
- "Critical-hit resolution."
+ "Critical-hit resolution."
if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
return
ncrit = int(1.0 + hit/(500.0+randreal(100)))
while ncrit > 0:
while True:
j = randdevice()
- # Cheat to prevent shuttle damage unless on ship
+ # 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)
game.shldup = False
def attack(torps_ok):
- # bad guy attacks us
- # torps_ok == False forces use of phasers in an attack
+ # 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
where = "neither"
if game.idebug:
prout("=== ATTACK!")
- # Tholian gets to move before attacking
+ # Tholian gets to move before attacking
if game.tholian:
movetholian()
- # if you have just entered the RNZ, you'll get a warning
- if game.neutz: # The one chance not to be attacked
+ # if you have just entered the RNZ, you'll get a warning
+ if game.neutz: # The one chance not to be attacked
game.neutz = False
return
- # commanders get a chance to tac-move towards you
+ # 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():
if bugout:
proutn(_(" retreats to "))
prout("Sector %s." % goto)
sortenemies()
- # if no enemies remain after movement, we're done
+ # 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
- # set up partial hits if attack happens during shield status change
+ # set up partial hits if attack happens during shield status change
pfac = 1.0/game.inshld
if game.shldchg:
chgfac = 0.25 + randreal(0.5)
skip(1)
- # message verbosity control
+ # message verbosity control
if game.skill <= SKILL_FAIR:
where = "sector"
for enemy in game.enemies:
if enemy.power < 0:
- continue # too weak to attack
- # compute hit strength and diminish shield power
+ 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
+ # 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
+ r *= 0.25
if enemy.type == 'T' or (enemy.type == '?' and not thing.angered):
continue
- # different enemies have different probabilities of throwing a torp
+ # 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 usephasers: # Enemy uses phasers
if game.condition == "docked":
- continue # Don't waste the effort!
- attempt = True # Attempt to attack
+ 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
+ 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
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!
+ finish(FWON) # Klingons did themselves in!
if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
- return # Supernova or finished
+ return # Supernova or finished
if hit == None:
continue
- # incoming phaser or torpedo, shields may dissipate it
+ # incoming phaser or torpedo, shields may dissipate it
if game.shldup or game.shldchg or game.condition == "docked":
- # shields will take hits
+ # shields will take hits
propor = pfac * game.shield
if game.condition == "docked":
propor *= 2.1
absorb = game.shield
game.shield -= absorb
hit -= hitsh
- # taking a hit blasts us out of a starbase dock
+ # taking a hit blasts us out of a starbase dock
if game.condition == "docked":
dock(False)
- # but the shields may take care of it
+ # 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
+ # 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:
if not damaged(DSRSENS) and usephasers:
prout(_(" from ") + crmena(False, enemy.type, where, enemy.location))
skip(1)
- # Decide if hit is critical
+ # 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...
+ # Returning home upon your shield, not with it...
finish(FBATTLE)
return
if not attempt and game.condition == "docked":
prout(_("***Enemies decide against attacking your ship."))
percent = 100.0*pfac*game.shield+0.5
if not ihurt:
- # Shields fully protect ship
+ # Shields fully protect ship
proutn(_("Enemy attack reduces shield strength to "))
else:
- # Emit message if starship suffered hit(s)
+ # Emit message if starship suffered hit(s)
skip(1)
proutn(_("Energy left %2d shields ") % int(game.energy))
if game.shldup:
else:
proutn(_("damaged, "))
prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
- # Check if anyone was hurt
+ # Check if anyone was hurt
if hitmax >= 200 or hittot >= 500:
icas = randrange(int(hittot * 0.015))
if icas >= 2:
prout(_(" in that last attack.\""))
game.casual += icas
game.state.crew -= icas
- # After attack, reset average distance to enemies
+ # After attack, reset average distance to enemies
for enemy in game.enemies:
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
+ "Kill a Klingon, Tholian, Romulan, or Thingy."
+ # Added mv to allow enemy to "move" before dying
proutn(crmena(True, etype, "sector", mv))
- # Decide what kind of enemy it is and update appropriately
+ # Decide what kind of enemy it is and update appropriately
if etype == 'R':
- # Chalk up a Romulan
+ # Chalk up a Romulan
game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
game.irhere -= 1
game.state.nromrem -= 1
elif etype == 'T':
- # Killed a Tholian
+ # Killed a Tholian
game.tholian = None
elif etype == '?':
# Killed a Thingy
global thing
thing = None
else:
- # Killed some type of Klingon
+ # Killed some type of Klingon
game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
game.klhere -= 1
if type == 'C':
if game.state.kcmdr:
schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
if is_scheduled(FCDBAS) and game.battle == game.quadrant:
- unschedule(FCDBAS)
+ unschedule(FCDBAS)
elif type == 'K':
game.state.remkl -= 1
elif type == 'S':
game.iscate = False
unschedule(FSCMOVE)
unschedule(FSCDBAS)
- # For each kind of enemy, finish message to player
+ # For each kind of enemy, finish message to player
prout(_(" destroyed."))
if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
return
continue # Go back around to get a number
else: # key == "IHREAL"
n = scanner.int()
- if n <= 0: # abort command
+ if n <= 0: # abort command
scanner.chew()
return
if n > MAXBURST:
for i in range(n):
key = scanner.nexttok()
if i == 0 and key == "IHEOL":
- break # no coordinate waiting, we will try prompting
+ break # no coordinate waiting, we will try prompting
if i == 1 and key == "IHEOL":
- # direct all torpedoes at one target
+ # direct all torpedoes at one target
while i < n:
target.append(target[0])
tcourse.append(tcourse[0])
return
scanner.chew()
if len(target) == 0:
- # prompt for each one
+ # prompt for each one
for i in range(n):
proutn(_("Target sector for torpedo number %d- ") % (i+1))
scanner.chew()
if tcourse[-1] == None:
return
game.ididit = True
- # Loop for moving <n> torpedoes
+ # 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!
+ # misfire!
dispersion *= randreal(1.2, 2.2)
if n > 0:
prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
if withprob(0.998):
prout(_("Shields lowered."))
return False
- # Something bad has happened
+ # Something bad has happened
prouts(_("***RED ALERT! RED ALERT!"))
skip(2)
hit = rpow*game.shield/game.inshld
if kpow == 0:
deadkl(w, ienm, w)
if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
- finish(FWON)
+ finish(FWON)
if game.alldone:
return
kk -= 1 # don't do the increment
continue
- else: # decide whether or not to emasculate klingon
+ 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.\""))
hits = []
kz = 0
k = 1
- irec = 0 # Cheating inhibitor
+ irec = 0 # Cheating inhibitor
ifast = False
no = False
itarg = True
automode = "NOTSET"
key = 0
skip(1)
- # SR sensors and Computer are needed for automode
+ # SR sensors and Computer are needed for automode
if damaged(DSRSENS) or damaged(DCOMPTR):
itarg = False
if game.condition == "docked":
else:
automode = "AUTOMATIC"
else:
- # "IHEOL"
+ # "IHEOL"
if len(game.enemies)==0:
prout(_("Energy will be expended into space."))
automode = "AUTOMATIC"
elif not itarg:
automode = "FORCEMAN"
- else:
+ else:
proutn(_("Manual or automatic? "))
scanner.chew()
avail = game.energy
if not rpow > avail:
break
if rpow <= 0:
- # chicken out
+ # 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!
+ game.energy -= 200 # Go and do it!
if checkshctrl(rpow):
return
scanner.chew()
prout(cramen(ienm) + _(" can't be located without short range scan."))
scanner.chew()
key = "IHEOL"
- hits[k] = 0 # prevent overflow -- thanks to Alexei Voitenko
+ hits[k] = 0 # prevent overflow -- thanks to Alexei Voitenko
k += 1
continue
if key == "IHEOL":
else:
proutn("??")
proutn(") ")
- proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
+ proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
key = scanner.nexttok()
if key == "IHALPHA" and scanner.sees("no"):
no = True
huh()
return
if key == "IHEOL":
- if k == 1: # Let me say I'm baffled by this
+ if k == 1: # Let me say I'm baffled by this
msgflag = True
continue
if scanner.real < 0:
- # abort out
+ # abort out
scanner.chew()
return
hits[k] = scanner.real
rpow += scanner.real
- # If total requested is too much, inform and start over
+ # 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
+ key = scanner.nexttok() # scan for next value
k += 1
if rpow == 0.0:
- # zero energy -- abort
+ # zero energy -- abort
scanner.chew()
return
if key == "IHALPHA" and scanner.sees("no"):
return
hittem(hits)
game.ididit = True
- # Say shield raised or malfunction, if necessary
+ # Say shield raised or malfunction, if necessary
if game.alldone:
return
if ifast:
# Code from events,c begins here.
-# This isn't a real event queue a la BSD Trek yet -- you can only have one
-# event of each type active at any given time. Mostly these means we can
+# This isn't a real event queue a la BSD Trek yet -- you can only have one
+# event of each type active at any given time. Mostly these means we can
# only have one FDISTR/FENSLV/FREPRO sequence going at any given time
# BSD Trek, from which we swiped the idea, can have up to 5.
ev2 = Event()
def tractorbeam(yank):
- "Tractor-beaming cases merge here."
+ "Tractor-beaming cases merge here."
announce()
- game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
+ game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
skip(1)
prout("***" + crmshp() + _(" caught in long range tractor beam--"))
- # If Kirk & Co. screwing around on planet, handle
- atover(True) # atover(true) is Grab
+ # If Kirk & Co. screwing around on planet, handle
+ atover(True) # atover(true) is Grab
if game.alldone:
return
- if game.icraft: # Caught in Galileo?
+ if game.icraft: # Caught in Galileo?
finish(FSTRACTOR)
return
- # Check to see if shuttle is aboard
+ # Check to see if shuttle is aboard
if game.iscraft == "offship":
skip(1)
if withprob(0.5):
game.resting = False
if not game.shldup:
if not damaged(DSHIELD) and game.shield > 0:
- doshield(shraise=True) # raise shields
+ doshield(shraise=True) # raise shields
game.shldchg = False
else:
prout(_("(Shields not currently useable.)"))
newqad()
- # Adjust finish time to time of tractor beaming?
+ # Adjust finish time to time of tractor beaming?
# fintim = game.state.date+game.optime
attack(torps_ok=False)
if not game.state.kcmdr:
unschedule(FTBEAM)
- else:
+ else:
schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
def destroybase():
- "Code merges here for any commander destroying a starbase."
- # Not perfect, but will have to do
- # Handle case where base is in same quadrant as starship
+ "Code merges here for any commander destroying a starbase."
+ # Not perfect, but will have to do
+ # Handle case where base is in same quadrant as starship
if game.battle == game.quadrant:
game.state.chart[game.battle.i][game.battle.j].starbase = False
game.quad[game.base.i][game.base.j] = '.'
skip(1)
prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
elif game.state.baseq and communicating():
- # Get word via subspace radio
+ # Get word via subspace radio
announce()
skip(1)
prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
- if game.isatb == 2:
+ if game.isatb == 2:
prout(_("the Klingon Super-Commander"))
else:
prout(_("a Klingon Commander"))
game.state.chart[game.battle.i][game.battle.j].starbase = False
- # Remove Starbase from galaxy
+ # Remove Starbase from galaxy
game.state.galaxy[game.battle.i][game.battle.j].starbase = False
game.state.baseq = [x for x in game.state.baseq if x != game.battle]
if game.isatb == 2:
- # reinstate a commander's base attack
+ # reinstate a commander's base attack
game.battle = hold
game.isatb = 0
else:
radio_was_broken = damaged(DRADIO)
hold.i = hold.j = 0
while True:
- # Select earliest extraneous event, evcode==0 if no events
+ # Select earliest extraneous event, evcode==0 if no events
evcode = FSPY
if game.alldone:
return
datemin = game.future[l].date
xtime = datemin-game.state.date
game.state.date = datemin
- # Decrement Federation resources and recompute remaining time
+ # 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?
+ # Any crew left alive?
if game.state.crew <= 0:
finish(FCREW)
return
- # Is life support adequate?
+ # Is life support adequate?
if damaged(DLIFSUP) and game.condition != "docked":
if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
finish(FLIFESUP)
game.lsupres -= xtime
if game.damage[DLIFSUP] <= xtime:
game.lsupres = game.inlsr
- # Fix devices
+ # Fix devices
repair = xtime
if game.condition == "docked":
repair /= DOCKFAC
- # Don't fix Deathray here
+ # 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 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."))
rechart()
prout(_(" The star chart is now up to date.\""))
skip(1)
- # Cause extraneous event EVCODE to occur
+ # Cause extraneous event EVCODE to occur
game.optime -= xtime
- if evcode == FSNOVA: # Supernova
+ 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
+ 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:
(damaged(DSHIELD) and \
(game.energy < 2500 or damaged(DPHASER)) and \
(game.torps < 5 or damaged(DPHOTON))):
- # Tractor-beam her!
+ # Tractor-beam her!
istract = ictbeam = True
tractorbeam((game.state.kscmdr-game.quadrant).distance())
else:
return
- elif evcode == FTBEAM: # Tractor beam
+ elif evcode == FTBEAM: # Tractor beam
if not game.state.kcmdr:
unschedule(FTBEAM)
continue
i = randrange(len(game.state.kcmdr))
yank = (game.state.kcmdr[i]-game.quadrant).distance()
if istract or game.condition == "docked" or yank == 0:
- # Drats! Have to reschedule
- schedule(FTBEAM,
+ # Drats! Have to reschedule
+ schedule(FTBEAM,
game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
continue
ictbeam = True
tractorbeam(yank)
- elif evcode == FSNAP: # Snapshot of the universe (for time warp)
+ 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
+ elif evcode == FBATTAK: # Commander attacks starbase
if not game.state.kcmdr or not game.state.baseq:
- # no can do
+ # no can do
unschedule(FBATTAK)
unschedule(FCDBAS)
continue
try:
for ibq in game.state.baseq:
- for cmdr in game.state.kcmdr:
+ for cmdr in game.state.kcmdr:
if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
raise JumpOut
else:
- # no match found -- try later
+ # no match found -- try later
schedule(FBATTAK, expran(0.3*game.intime))
unschedule(FCDBAS)
continue
except JumpOut:
pass
- # commander + starbase combination found -- launch attack
+ # 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
+ 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 :-(
+ continue # No warning :-(
game.iseenit = True
announce()
skip(1)
prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
if cancelrest():
return
- elif evcode == FSCDBAS: # Supercommander destroys base
+ 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!
+ 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
+ elif evcode == FCDBAS: # Commander succeeds in destroying base
if evcode == FCDBAS:
unschedule(FCDBAS)
if not game.state.baseq() \
or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
game.battle.invalidate()
continue
- # find the lucky pair
+ # find the lucky pair
for cmdr in game.state.kcmdr:
- if cmdr == game.battle:
+ if cmdr == game.battle:
break
else:
- # No action to take after all
+ # No action to take after all
continue
destroybase()
- elif evcode == FSCMOVE: # Supercommander moves
+ 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):
+ (not game.iscate or not game.justin):
supercommander()
- elif evcode == FDSPROB: # Move deep space probe
+ elif evcode == FDSPROB: # Move deep space probe
schedule(FDSPROB, 0.01)
if not game.probe.nexttok():
if not game.probe.quadrant().valid_quadrant() or \
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:
+ if game.state.galaxy[pquad.i][pquad.j].supernova:
return
- elif evcode == FDISTR: # inhabited system issues distress call
+ elif evcode == FDISTR: # inhabited system issues distress call
unschedule(FDISTR)
- # try a whole bunch of times to find something suitable
+ # 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
q.supernova or q.status!="secure" or q.klingons<=0):
break
else:
- # can't seem to find one; ignore this call
+ # 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
+ # 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
+ # 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
+ elif evcode == FENSLV: # starsystem is enslaved
ev = unschedule(FENSLV)
- # see if current distress call still active
+ # 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
+ # 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
+ # 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
+ 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
+ # 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
+ continue # full right now
+ # reproduce one Klingon
w = ev.quadrant
m = Coord()
if game.klhere >= MAXKLQUAD:
try:
- # this quadrant not ok, pick an adjacent one
+ # this quadrant not ok, pick an adjacent one
for m.i in range(w.i - 1, w.i + 2):
for m.j in range(w.j - 1, w.j + 2):
if not m.valid_quadrant():
continue
q = game.state.galaxy[m.i][m.j]
- # check for this quad ok (not full & no snova)
+ # check for this quad ok (not full & no snova)
if q.klingons >= MAXKLQUAD or q.supernova:
continue
raise JumpOut
continue # search for eligible quadrant failed
except JumpOut:
w = m
- # deliver the child
+ # deliver the child
game.state.remkl += 1
q.klingons += 1
if game.quadrant == w:
if q.planet != None:
proutn(_("near %s ") % q.planet)
prout(_("in Quadrant %s.") % w)
-
+
def wait():
"Wait on events."
game.ididit = False
proutn(_("Are you sure? "))
if not ja():
return
- # Alternate resting periods (events) with attacks
+ # Alternate resting periods (events) with attacks
game.resting = True
while True:
if delay <= 0:
if game.alldone:
return
delay -= temp
- # Repair Deathray if long rest at starbase
+ # 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
game.optime = 0
def nova(nov):
- "Star goes nova."
+ "Star goes nova."
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
+ # Wow! We've supernova'ed
supernova(game.quadrant)
return
- # handle initial nova
+ # handle initial nova
game.quad[nov.i][nov.j] = '.'
prout(crmena(False, '*', "sector", nov) + _(" novas."))
game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
game.state.starkl += 1
- # Set up queue to recursively trigger adjacent stars
+ # Set up queue to recursively trigger adjacent stars
hits = [nov]
kount = 0
while hits:
# Empty space ends reaction
if iquad in ('.', '?', ' ', 'T', '#'):
pass
- elif iquad == '*': # Affect another star
+ elif iquad == '*': # Affect another star
if withprob(0.05):
- # This star supernovas
+ # This star supernovas
supernova(game.quadrant)
return
else:
prout(_(" novas."))
game.quad[neighbor.i][neighbor.j] = '.'
kount += 1
- elif iquad in ('P', '@'): # Destroy planet
+ elif iquad in ('P', '@'): # Destroy planet
game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
if iquad == 'P':
game.state.nplankl += 1
finish(FPNOVA)
return
game.quad[neighbor.i][neighbor.j] = '.'
- elif iquad == 'B': # Destroy base
+ elif iquad == 'B': # Destroy base
game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
game.state.baseq = [x for x in game.state.baseq if x!= game.quadrant]
game.base.invalidate()
newcnd()
prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
game.quad[neighbor.i][neighbor.j] = '.'
- elif iquad in ('E', 'F'): # Buffet ship
+ elif iquad in ('E', 'F'): # Buffet ship
prout(_("***Starship buffeted by nova."))
if game.shldup:
if game.shield >= 2000.0:
return
# add in course nova contributes to kicking starship
bump += (game.sector-hits[-1]).sgn()
- elif iquad == 'K': # kill klingon
+ elif iquad == 'K': # kill klingon
deadkl(neighbor, iquad, neighbor)
- elif iquad in ('C','S','R'): # Damage/destroy big enemies
+ elif iquad in ('C','S','R'): # Damage/destroy big enemies
for ll in range(len(game.enemies)):
if game.enemies[ll].location == neighbor:
break
- game.enemies[ll].power -= 800.0 # If firepower is lost, die
+ game.enemies[ll].power -= 800.0 # If firepower is lost, die
if game.enemies[ll].power <= 0.0:
deadkl(neighbor, iquad, neighbor)
break
newc = neighbor + neighbor - hits[-1]
proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
if not newc.valid_sector():
- # can't leave quadrant
+ # can't leave quadrant
skip(1)
break
iquad1 = game.quad[newc.i][newc.j]
deadkl(neighbor, iquad, newc)
break
if iquad1 != '.':
- # can't move into something else
+ # can't move into something else
skip(1)
break
proutn(_(", buffeted to Sector %s") % newc)
game.quad[neighbor.i][neighbor.j] = '.'
game.quad[newc.i][newc.j] = iquad
game.enemies[ll].move(newc)
- # Starship affected by nova -- kick it away.
+ # Starship affected by nova -- kick it away.
dist = kount*0.1
direc = ncourse[3*(bump.i+1)+bump.j+2]
if direc == 0.0:
imove(scourse, noattack=True)
game.optime = scourse.time(warp=4)
return
-
+
def supernova(w):
"Star goes supernova."
num = 0; npdead = 0
- if w != None:
+ if w != None:
nq = copy.copy(w)
else:
- # Scheduled supernova -- select star at random.
+ # 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
+ return # nothing to supernova exists
num = randrange(stars) + 1
for nq.i in range(GALSIZE):
for nq.j in range(GALSIZE):
if ja():
nq = game.quadrant
if not nq == game.quadrant or game.justin:
- # it isn't here, or we just entered (treat as enroute)
+ # 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!
+ # 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):
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!
+ # did in the Supercommander!
game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
game.iscate = False
unschedule(FSCMOVE)
if not game.state.kcmdr:
unschedule(FTBEAM)
game.state.remkl -= kldead
- # destroy Romulans and planets in supernovaed quadrant
+ # destroy Romulans and planets in supernovaed quadrant
nrmdead = game.state.galaxy[nq.i][nq.j].romulans
game.state.galaxy[nq.i][nq.j].romulans = 0
game.state.nromrem -= nrmdead
- # Destroy planets
+ # Destroy planets
for loop in range(game.inplan):
if game.state.planets[loop].quadrant == nq:
game.state.planets[loop].pclass = "destroyed"
npdead += 1
# Destroy any base in supernovaed quadrant
game.state.baseq = [x for x in game.state.baseq if x != nq]
- # If starship caused supernova, tally up destruction
+ # If starship caused supernova, tally up destruction
if w != None:
game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
game.state.nplankl += npdead
- # mark supernova in galaxy and in star chart
+ # mark supernova in galaxy and in star chart
if game.quadrant == nq or communicating():
game.state.galaxy[nq.i][nq.j].supernova = True
- # If supernova destroys last Klingons give special message
+ # If 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:
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 some Klingons remain, continue or die in supernova
if game.alldone:
finish(FSNOVAED)
return
# Code from finish.c ends here.
def selfdestruct():
- "Self-destruct maneuver. Finish with a BANG!"
+ "Self-destruct maneuver. Finish with a BANG!"
scanner.chew()
if damaged(DCOMPTR):
prout(_("Computer damaged; cannot execute destruct sequence."))
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:
+ 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
return badpt
def finish(ifin):
- # end the game, with appropriate notfications
+ # end the game, with appropriate notfications
igotit = False
game.alldone = True
skip(3)
prout(_("LIVE LONG AND PROSPER."))
score()
if igotit:
- plaque()
+ plaque()
return
elif ifin == FDEPLETE: # Federation Resources Depleted
prout(_("Your time has run out and the Federation has been"))
iwon = 0
if game.gamewon:
iwon = 100*game.skill
- if game.ship == 'E':
+ if game.ship == 'E':
klship = 0
- elif game.ship == 'F':
+ elif game.ship == 'F':
klship = 1
else:
klship = 2
prout(_("TOTAL SCORE %5d") % game.score)
def plaque():
- "Emit winner's commemmorative plaque."
+ "Emit winner's commemmorative plaque."
skip(2)
while True:
proutn(_("File or device name for your plaque: "))
proutn(_("Enter name to go on plaque (up to 30 characters): "))
winner = cgetline()
- # The 38 below must be 64 for 132-column paper
+ # The 38 below must be 64 for 132-column paper
nskip = 38 - len(winner)/2
fp.write("\n\n\n\n")
- # --------DRAW ENTERPRISE PICTURE.
+ # --------DRAW ENTERPRISE PICTURE.
fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
fp.write(" EEE E : : : E\n" )
fp.write(" EE EEE E : : NCC-1701 : E\n")
# Code from io.c begins here
-rows = linecount = 0 # for paging
+rows = linecount = 0 # for paging
stdscr = None
replayfp = None
fullscreen_window = None
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)
+ 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)
+ prompt_window = curses.newwin(1, 0, rows-2, 0)
message_window.scrollok(True)
setwnd(fullscreen_window)
skip(1)
def prouts(line):
- "Emit slowly!"
+ "Emit slowly!"
for c in line:
if not replayfp or replayfp.closed: # Don't slow down replays
time.sleep(0.03)
pass
def clreol():
- "Clear to end of line -- can be a no-op in tty mode"
+ "Clear to end of line -- can be a no-op in tty mode"
if game.options & OPTION_CURSES:
curwnd.clrtoeol()
curwnd.refresh()
def textcolor(color=DEFAULT):
if game.options & OPTION_COLOR:
- if color == DEFAULT:
+ if color == DEFAULT:
curwnd.attrset(0)
- elif color == BLACK:
+ elif color == BLACK:
curwnd.attron(curses.color_pair(curses.COLOR_BLACK))
- elif color == BLUE:
+ elif color == BLUE:
curwnd.attron(curses.color_pair(curses.COLOR_BLUE))
- elif color == GREEN:
+ elif color == GREEN:
curwnd.attron(curses.color_pair(curses.COLOR_GREEN))
- elif color == CYAN:
+ elif color == CYAN:
curwnd.attron(curses.color_pair(curses.COLOR_CYAN))
- elif color == RED:
+ elif color == RED:
curwnd.attron(curses.color_pair(curses.COLOR_RED))
- elif color == MAGENTA:
+ elif color == MAGENTA:
curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA))
- elif color == BROWN:
+ elif color == BROWN:
curwnd.attron(curses.color_pair(curses.COLOR_YELLOW))
- elif color == LIGHTGRAY:
+ elif color == LIGHTGRAY:
curwnd.attron(curses.color_pair(curses.COLOR_WHITE))
- elif color == DARKGRAY:
+ elif color == DARKGRAY:
curwnd.attron(curses.color_pair(curses.COLOR_BLACK) | curses.A_BOLD)
- elif color == LIGHTBLUE:
+ elif color == LIGHTBLUE:
curwnd.attron(curses.color_pair(curses.COLOR_BLUE) | curses.A_BOLD)
- elif color == LIGHTGREEN:
+ elif color == LIGHTGREEN:
curwnd.attron(curses.color_pair(curses.COLOR_GREEN) | curses.A_BOLD)
- elif color == LIGHTCYAN:
+ elif color == LIGHTCYAN:
curwnd.attron(curses.color_pair(curses.COLOR_CYAN) | curses.A_BOLD)
- elif color == LIGHTRED:
+ elif color == LIGHTRED:
curwnd.attron(curses.color_pair(curses.COLOR_RED) | curses.A_BOLD)
- elif color == LIGHTMAGENTA:
+ elif color == LIGHTMAGENTA:
curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA) | curses.A_BOLD)
- elif color == YELLOW:
+ 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)
#
# Things past this point have policy implications.
-#
+#
def drawmaps(mode):
"Hook to be called after moving to redraw maps."
srscan_window.refresh()
def boom(w):
- "Enemy fall down, go boom."
+ "Enemy fall down, go boom."
if game.options & OPTION_CURSES:
drawmaps(2)
setwnd(srscan_window)
srscan_window.attroff(curses.A_REVERSE)
put_srscan_sym(w, game.quad[w.i][w.j])
curses.delay_output(500)
- setwnd(message_window)
+ setwnd(message_window)
def warble():
"Sound and visual effects for teleportation."
pass
def tracktorpedo(w, step, i, n, iquad):
- "Torpedo-track animation."
+ "Torpedo-track animation."
if not game.options & OPTION_CURSES:
if step == 1:
if n != 1:
else:
skip(1)
proutn(_("Torpedo track- "))
- elif step==4 or step==9:
+ elif step==4 or step==9:
skip(1)
proutn("%s " % w)
else:
w = Coord()
def newquadrant(noattack):
- # Leaving quadrant -- allow final enemy attack
- # Don't do it if being pushed by Nova
+ # Leaving quadrant -- allow final enemy attack
+ # Don't do it if being pushed by Nova
if len(game.enemies) != 0 and not noattack:
newcnd()
for enemy in game.enemies:
attack(torps_ok=False)
if game.alldone:
return
- # check for edge of galaxy
+ # check for edge of galaxy
kinks = 0
while True:
kink = False
if kinks:
game.nkinks += 1
if game.nkinks == 3:
- # Three strikes -- you're out!
+ # Three strikes -- you're out!
finish(FNEG3)
return
skip(1)
prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
prout(_("YOU WILL BE DESTROYED."))
- # Compute final position in new quadrant
- if trbeam: # Don't bother if we are to be beamed
+ # Compute final position in new quadrant
+ if trbeam: # Don't bother if we are to be beamed
return
game.quadrant = icourse.final.quadrant()
game.sector = icourse.final.sector()
game.quad[game.sector.i][game.sector.j] = game.ship
newqad()
if game.skill>SKILL_NOVICE:
- attack(torps_ok=False)
+ attack(torps_ok=False)
def check_collision(h):
iquad = game.quad[h.i][h.j]
if iquad != '.':
- # object encountered in flight path
+ # object encountered in flight path
stopegy = 50.0*icourse.distance/game.optime
if iquad in ('T', 'K', 'C', 'S', 'R', '?'):
for enemy in game.enemies:
# possibility that you'll get timewarped instead.
n=0
for m in range(NDEVICES):
- if game.damage[m]>0:
+ if game.damage[m]>0:
n += 1
probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
- if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
+ if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
timwrp()
- else:
+ else:
finish(FHOLE)
return True
else:
- # something else
+ # something else
skip(1)
proutn(crmshp())
if iquad == '#':
if game.inorbit:
prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
game.inorbit = False
- # If tractor beam is to occur, don't move full distance
+ # If tractor beam is to occur, don't move full distance
if game.state.date+game.optime >= scheduled(FTBEAM):
trbeam = True
game.condition = "red"
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
+ # get attack report from base
prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
attackreport(False)
game.iseenit = True
huh()
scanner.chew()
raise TrekError
- else: # numeric
+ else: # numeric
if isprobe:
prout(_("(Manual navigation assumed.)"))
else:
xj = int(round(scanner.real))-1
key = scanner.nexttok()
if key == "IHREAL":
- # both quadrant and sector specified
+ # both quadrant and sector specified
xk = int(round(scanner.real))-1
key = scanner.nexttok()
if key != "IHREAL":
else:
# only one pair of numbers was specified
if isprobe:
- # only quadrant specified -- go to center of dest quad
+ # only quadrant specified -- go to center of dest quad
dquad.i = xi
dquad.j = xj
dsect.j = dsect.i = 4 # preserves 1-origin behavior
# 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)
- else: # manual
+ else: # manual
while key == "IHEOL":
proutn(_("X and Y displacements- "))
scanner.chew()
huh()
raise TrekError
delta.i = scanner.real
- # Check for zero movement
+ # Check for zero movement
if delta.i == 0 and delta.j == 0:
scanner.chew()
raise TrekError
return course(bearing=delta.bearing(), distance=delta.distance())
class course:
- def __init__(self, bearing, distance, origin=None):
+ def __init__(self, bearing, distance, origin=None):
self.distance = distance
self.bearing = bearing
if origin is None:
else:
power = 30.0
if power >= game.energy:
- # Insufficient power for trip
+ # 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"))
prout(_("quadrant. They are, therefore, useless.\""))
scanner.chew()
return
- # Make sure enough time is left for the trip
+ # 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"))
proutn(_("we dare spend the time?\" "))
if not ja():
return
- # Activate impulse engines and pay the cost
+ # Activate impulse engines and pay the cost
imove(course, noattack=False)
game.ididit = True
if game.alldone:
def warp(wcourse, involuntary):
"ove under warp drive."
blooey = False; twarp = False
- if not involuntary: # Not WARPX entry
+ if not involuntary: # Not WARPX entry
game.ididit = False
if game.damage[DWARPEN] > 10.0:
scanner.chew()
# 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
+ # Insufficient power for trip
game.ididit = False
skip(1)
prout(_("Engineering to bridge--"))
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
+ 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)
proutn(_(" remaining time. Are you sure this is wise?\" "))
if not ja():
game.ididit = False
- game.optime=0
+ game.optime=0
return
- # Entry WARPX
+ # Entry WARPX
if game.warpfac > 6.0:
# Decide if engine damage will occur
- # ESR: Seems wrong. Probability of damage goes *down* with distance?
+ # 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
+ # 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:
if ja():
twarp = True
if blooey or twarp:
- # If time warp or engine damage, check path
+ # If time warp or engine damage, check path
# If it is obstructed, don't do warp or damage
look = wcourse.moves
while look > 0:
blooey = False
twarp = False
wcourse.reset()
- # Activate Warp Engines and pay the cost
+ # Activate Warp Engines and pay the cost
imove(wcourse, noattack=False)
if game.alldone:
return
def atover(igrab):
"Cope with being tossed out of quadrant by supernova or yanked by beam."
scanner.chew()
- # is captain on planet?
+ # is captain on planet?
if game.landed:
if damaged(DTRANSP):
finish(FPNOVA)
game.icrystl = True
if igrab:
return
- # Check to see if captain in shuttle craft
+ # Check to see if captain in shuttle craft
if game.icraft:
finish(FSTRACTOR)
if game.alldone:
return
- # Inform captain of attempt to reach safety
+ # Inform captain of attempt to reach safety
skip(1)
while True:
if game.justin:
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
+ # Try to use warp engines
if damaged(DWARPEN):
skip(1)
prout(_("Warp engines damaged."))
game.inorbit = False
warp(bugout, involuntary=True)
if not game.justin:
- # This is bad news, we didn't leave quadrant.
+ # This is bad news, we didn't leave quadrant.
if game.alldone:
return
skip(1)
# 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.
+ if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
+ 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
+ # Go back in time
prout(_("You are traveling backwards in time %d stardates.") %
int(game.state.date-game.snapsht.date))
game.state = game.snapsht
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
+ # next snapshot will be sooner
schedule(FSNAP, expran(0.25*game.state.remtime))
-
+
if game.state.nscrem:
- schedule(FSCMOVE, 0.2777)
+ 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!
+ # 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":
# but the starchart is now part of the snapshotted galaxy state.
prout(_("Spock has reconstructed a correct star chart from memory"))
else:
- # Go forward in time
+ # 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
+ # 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
+ "Launch deep-space probe."
+ # New code to launch a deep space probe
if game.nprobes == 0:
scanner.chew()
skip(1)
- if game.ship == 'E':
+ 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."))
def mayday():
"Yell for help from nearest starbase."
- # There's more than one way to move in this game!
+ # There's more than one way to move in this game!
scanner.chew()
- # Test for conditions which prevent calling for help
+ # Test for conditions which prevent calling for help
if game.condition == "docked":
prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
return
if game.landed:
prout(_("You must be aboard the %s.") % crmshp())
return
- # OK -- call for help from nearest starbase
+ # OK -- call for help from nearest starbase
game.nhelp += 1
if game.base.i!=0:
- # There's one in this quadrant
+ # There's one in this quadrant
ddist = (game.base - game.sector).distance()
else:
ddist = FOREVER
xdist = QUADSIZE * (ibq - game.quadrant).distance()
if xdist < ddist:
ddist = xdist
- # Since starbase not in quadrant, set up new quadrant
+ # Since starbase not in quadrant, set up new quadrant
game.quadrant = ibq
newqad()
- # dematerialize starship
+ # dematerialize starship
game.quad[game.sector.i][game.sector.j]='.'
proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
% (game.quadrant, crmshp()))
game.sector.invalidate()
for m in range(1, 5+1):
- w = game.base.scatter()
+ w = game.base.scatter()
if w.valid_sector() and game.quad[w.i][w.j]=='.':
- # found one -- finish up
+ # found one -- finish up
game.sector = w
break
if not game.sector.is_valid():
prout(_("You have been lost in space..."))
finish(FMATERIALIZE)
return
- # Give starbase three chances to rematerialize starship
+ # 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"))
prout(_("You cannot abandon Ye Faerie Queene."))
return
else:
- # Must take shuttle craft to exit
+ # Must take shuttle craft to exit
if game.damage[DSHUTTL]==-1:
prout(_("Ye Faerie Queene has no shuttle craft."))
return
if game.iscraft != "onship":
prout(_("Shuttle craft not currently available."))
return
- # Emit abandon ship messages
+ # Emit abandon ship messages
skip(1)
prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
skip(1)
skip(2)
prout(_("Captain and crew escape in shuttle craft."))
if not game.state.baseq:
- # Oops! no place to go...
+ # Oops! no place to go...
finish(FABANDN)
return
q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
- # Dispose of crew
+ # 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."))
game.state.crew)
game.casual += game.state.crew
game.abandoned += game.state.crew
- # If at least one base left, give 'em the Faerie Queene
+ # If at least one base left, give 'em the Faerie Queene
skip(1)
- game.icrystl = False # crystals are lost
- game.nprobes = 0 # No probes
+ 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
+ # 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
+ # 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()
game.quad[game.sector.i][game.sector.j] == '.':
break
if l < QUADSIZE+1:
- break # found a spot
+ break # found a spot
game.sector.i=QUADSIZE/2
game.sector.j=QUADSIZE/2
newqad()
- # Get new commission
+ # Get new commission
game.quad[game.sector.i][game.sector.j] = game.ship = 'F'
game.state.crew = FULLCREW
prout(_("Starfleet puts you in command of another ship,"))
if game.icrystl:
prout(_("The dilithium crystals have been moved."))
game.imine = False
- game.iscraft = "offship" # Galileo disappears
- # Resupply ship
+ game.iscraft = "offship" # Galileo disappears
+ # Resupply ship
game.condition="docked"
- for l in range(NDEVICES):
+ for l in range(NDEVICES):
game.damage[l] = 0.0
game.damage[DSHUTTL] = -1
game.energy = game.inenrg = 3000.0
# Code from planets.c begins here.
def consumeTime():
- "Abort a lengthy operation if an event interrupts it."
+ "Abort a lengthy operation if an event interrupts it."
game.ididit = True
events()
- if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
+ if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
return True
return False
if game.state.planets[i].crystals != "present":
proutn(_("no "))
prout(_("dilithium crystals present."))
- if game.state.planets[i].known=="shuttle_down":
+ if game.state.planets[i].known=="shuttle_down":
prout(_(" Shuttle Craft Galileo on surface."))
if not iknow:
prout(_("No information available."))
def orbit():
- "Enter standard orbit."
+ "Enter standard orbit."
skip(1)
scanner.chew()
if game.inorbit:
skip(1)
prout(_(" Planet at Sector %s is of class %s.") %
(game.plnet, game.iplnet.pclass))
- if game.iplnet.known=="shuttle_down":
+ if game.iplnet.known=="shuttle_down":
prout(_(" Sensors show Galileo still on surface."))
proutn(_(" Readings indicate"))
if game.iplnet.crystals != "present":
scanner.chew()
return
if game.landed:
- # Coming from planet
+ # Coming from planet
if game.iplnet.known=="shuttle_down":
proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
if ja():
skip(2)
prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
else:
- # Going to planet
+ # Going to planet
prout(_("Scotty- \"Transporter room ready, Sir.\""))
skip(1)
prout(_("Kirk and landing party prepare to beam down to planet surface."))
prout(_("Ye Faerie Queene had no shuttle craft."))
elif game.damage[DSHUTTL] > 0:
prout(_("The Galileo is damaged."))
- else: # game.damage[DSHUTTL] < 0
+ else: # game.damage[DSHUTTL] < 0
prout(_("Shuttle craft is now serving Big Macs."))
return
if not game.inorbit:
game.optime = 0.0
return
if game.landed:
- # Kirk on planet
+ # Kirk on planet
if game.iscraft == "onship":
- # Galileo on ship!
+ # Galileo on ship!
if not damaged(DTRANSP):
proutn(_("Spock- \"Would you rather use the transporter?\" "))
if ja():
prout(_("Trip complete."))
return
else:
- # Ready to go back to ship
+ # 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)
prout(_("Trip complete."))
return
else:
- # Kirk on ship and so is Galileo
+ # 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)
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)
+ finish(FWON)
if (game.options & OPTION_PLAIN) == 0:
prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
if withprob(0.05):
prout(_(" has been rendered nonfunctional.\""))
game.damage[DDRAY] = 39.95
return
- r = randreal() # Pick failure method
+ r = randreal() # Pick failure method
if r <= 0.30:
prouts(_("Sulu- \"Captain! It's working!\""))
skip(1)
clreol()
def report():
- # report on general game status
+ # report on general game status
scanner.chew()
s1 = (game.thawed and _("thawed ")) or ""
s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
if 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)),
+ 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)))
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]))
# either the radio is dead or not at base!
attackreport(False)
game.iseenit = True
- if game.casual:
+ if game.casual:
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]))
proutn(_("s"))
prout(".")
if communicating() and is_scheduled(FDSPROB):
- if game.isarmed:
+ if game.isarmed:
proutn(_("An armed deep space probe is in "))
else:
proutn(_("A deep space probe is in "))
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
+ # Now allow base's sensors if docked
if game.condition != "docked":
if not silent:
prout(_("LONG-RANGE SENSORS DAMAGED."))
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:
+ 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))
"yellow":YELLOW,
"red":RED,
"docked":CYAN,
- "dead":BROWN}[game.condition])
- if game.quad[i][j] != game.ship:
+ "dead":BROWN}[game.condition])
+ if game.quad[i][j] != game.ship:
highvideo()
proutn("%c " % game.quad[i][j])
textcolor(DEFAULT)
prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
prout((" date, condition, position, lsupport, warpfactor,"))
prout((" energy, torpedoes, shields, klingons, system, time."))
-
+
def srscan():
- "Short-range scan."
+ "Short-range scan."
goodScan=True
if damaged(DSRSENS):
- # Allow base's sensors if docked
+ # Allow base's sensors if docked
if game.condition != "docked":
prout(_(" S.R. SENSORS DAMAGED!"))
goodScan=False
prout(_(" [Using Base's sensors]"))
else:
prout(_(" Short-range scan"))
- if goodScan and not damaged(DRADIO):
+ 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
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()
# I used <http://www.memory-alpha.org> to find planets
# with references in ST:TOS. Earth and the Alpha Centauri
# Colony have been omitted.
-#
+#
# Some planets marked Class G and P here will be displayed as class M
# 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!"
- # 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"
+ # 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!"
+ # 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"
)
device = (
game.torps = game.intorps = 10
game.nprobes = randrange(2, 5)
game.warpfac = 5.0
- for i in range(NDEVICES):
+ for i in range(NDEVICES):
game.damage[i] = 0.0
# Set up assorted game parameters
game.battle = Coord()
for i 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.
+ # 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
# Position ordinary Klingon Battle Cruisers
krem = game.inkling
klumper = 0.25*game.skill*(9.0-game.length)+1.0
- if klumper > MAXKLQUAD:
+ if klumper > MAXKLQUAD:
klumper = MAXKLQUAD
while True:
r = randreal()
# Locate planets in galaxy
for i in range(game.inplan):
while True:
- w = randplace(GALSIZE)
+ w = randplace(GALSIZE)
if game.state.galaxy[w.i][w.j].planet == None:
break
new = Planet()
game.thawed = False
game.skill = SKILL_NONE
scanner.chew()
-# if not scanner.inqueue: # Can start with command line options
+# 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"):
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
+ break
# If we need a super-commander, promote a Klingon
if game.quadrant == game.state.kscmdr:
e = game.enemies[0]
skip(1)
prout(_("Mr. Spock- \"Captain, this is most unusual."))
prout(_(" Please examine your short-range scan.\""))
- # Decide if quadrant needs a Tholian; lighten up if skill is low
+ # 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 \
break
game.tholian = Enemy(etype='T', loc=w,
power=randrange(100, 500) + 25.0*game.skill)
- # Reserve unoccupied corners
+ # Reserve unoccupied corners
if game.quad[0][0]=='.':
game.quad[0][0] = 'X'
if game.quad[0][QUADSIZE-1]=='.':
dropin('*')
# Put in a few black holes
for i in range(1, 3+1):
- if withprob(0.5):
+ if withprob(0.5):
dropin(' ')
# Take out X's in corners if Tholian present
if game.tholian:
prout(_(" computer. You need to find sst.doc and put it somewhere"))
proutn(_(" in these directories: %s") % ":".join(docpath))
prout(".\"")
- # This used to continue: "You need to find SST.DOC and put
+ # This used to continue: "You need to find SST.DOC and put
# it in the current directory."
return
while True:
def makemoves():
"Command-interpretation loop."
- while True: # command loop
+ while True: # command loop
drawmaps(1)
- while True: # get a command
+ while True: # get a command
hitme = False
game.optime = game.justin = False
scanner.chew()
srscan()
elif cmd == "STATUS": # status
status()
- elif cmd == "REQUEST": # status request
+ elif cmd == "REQUEST": # status request
request()
elif cmd == "LRSCAN": # long range scan
lrscan(silent=False)
elif cmd == "DOCK": # dock at starbase
dock(True)
if game.ididit:
- attack(torps_ok=False)
+ attack(torps_ok=False)
elif cmd == "DAMAGES": # damage reports
damagereport()
elif cmd == "CHART": # chart
hitme = True
elif cmd == "PLANETS": # Planet list
survey()
- elif cmd == "REPORT": # Game Report
+ elif cmd == "REPORT": # Game Report
report()
elif cmd == "COMPUTER": # use COMPUTER!
eta()
prout("=== Ending")
def cramen(type):
- "Emit the name of an enemy or feature."
+ "Emit the name of an enemy or feature."
if type == 'R': s = _("Romulan")
elif type == 'K': s = _("Klingon")
elif type == 'C': s = _("Commander")
return buf + repr(w)
def crmshp():
- "Emit our ship name."
+ "Emit our ship name."
return{'E':_("Enterprise"),'F':_("Faerie Queene")}.get(game.ship,"Ship???")
def stars():
- "Emit a line of stars"
+ "Emit a line of stars"
prouts("******************************************************")
skip(1)
def randplace(size):
"Choose a random location."
w = Coord()
- w.i = randrange(size)
+ w.i = randrange(size)
w.j = randrange(size)
return w
game.lsupres = game.inlsr
proutn("Reset damage? ")
if ja():
- for i in range(NDEVICES):
- if 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")
+ prout("Debug output ON")
else:
prout("Debug output OFF")
proutn("Cause selective damage? ")
scanner.chew()
proutn("In quadrant- ")
key = scanner.nexttok()
- # "IHEOL" says to leave coordinates as they are
+ # "IHEOL" says to leave coordinates as they are
if key != "IHEOL":
if key != "IHREAL":
prout("Event %d canceled, no x coordinate." % (i))
game.idebug = True
elif switch == '-V':
print("SST2K", version)
- raise SystemExit(0)
+ raise SystemExit(0)
else:
sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
raise SystemExit(1)
scanner.append(arg)
try:
iostart()
- while True: # Play a game
+ while True: # Play a game
setwnd(fullscreen_window)
clrscr()
prelim()