3 sst.py -- Super Star Trek 2K
5 SST2K is a Python translation of a C translation of a FORTRAN
6 original dating back to 1973. Beautiful Python it is not, but it
7 works. Translation by Eric S. Raymond; original game by David Matuszek
8 and Paul Reynolds, with modifications by Don Smith, Tom Almy,
9 Stas Sergeev, and Eric S. Raymond.
11 See the doc/HACKING file in the distribution for designers notes and advice
12 ion how to modify (and how not to modify!) this code.
14 import os, sys, math, curses, time, readline, cPickle, random, copy, gettext, getpass
16 SSTDOC = "/usr/share/doc/sst/sst.doc"
19 def _(str): return gettext.gettext(str)
21 GALSIZE = 8 # Galaxy size in quadrants
22 NINHAB = (GALSIZE * GALSIZE / 2) # Number of inhabited worlds
23 MAXUNINHAB = 10 # Maximum uninhabited worlds
24 QUADSIZE = 10 # Quadrant size in sectors
25 BASEMIN = 2 # Minimum starbases
26 BASEMAX = (GALSIZE * GALSIZE / 12) # Maximum starbases
27 MAXKLGAME = 127 # Maximum Klingons per game
28 MAXKLQUAD = 9 # Maximum Klingons per quadrant
29 FULLCREW = 428 # Crew size. BSD Trek was 387, that's wrong
30 FOREVER = 1e30 # Time for the indefinite future
31 MAXBURST = 3 # Max # of torps you can launch in one turn
32 MINCMDR = 10 # Minimum number of Klingon commanders
33 DOCKFAC = 0.25 # Repair faster when docked
34 PHASEFAC = 2.0 # Unclear what this is, it was in the C version
40 def __init__(self, x=None, y=None):
43 def valid_quadrant(self):
44 return self.i>=0 and self.i<GALSIZE and self.j>=0 and self.j<GALSIZE
45 def valid_sector(self):
46 return self.i>=0 and self.i<QUADSIZE and self.j>=0 and self.j<QUADSIZE
48 self.i = self.j = None
50 return self.i != None and self.j != None
51 def __eq__(self, other):
52 return other != None and self.i == other.i and self.j == other.j
53 def __ne__(self, other):
54 return other == None or self.i != other.i or self.j != other.j
55 def __add__(self, other):
56 return coord(self.i+other.i, self.j+other.j)
57 def __sub__(self, other):
58 return coord(self.i-other.i, self.j-other.j)
59 def __mul__(self, other):
60 return coord(self.i*other, self.j*other)
61 def __rmul__(self, other):
62 return coord(self.i*other, self.j*other)
63 def __div__(self, other):
64 return coord(self.i/other, self.j/other)
65 def __mod__(self, other):
66 return coord(self.i % other, self.j % other)
67 def __rdiv__(self, other):
68 return coord(self.i/other, self.j/other)
69 def roundtogrid(self):
70 return coord(int(round(self.i)), int(round(self.j)))
71 def distance(self, other=None):
72 if not other: other = coord(0, 0)
73 return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
75 return 1.90985*math.atan2(self.j, self.i)
81 s.i = self.i / abs(self.i)
85 s.j = self.j / abs(self.j)
88 #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
89 return self.roundtogrid() / QUADSIZE
91 return self.roundtogrid() % QUADSIZE
94 s.i = self.i + randrange(-1, 2)
95 s.j = self.j + randrange(-1, 2)
98 if self.i == None or self.j == None:
100 return "%s - %s" % (self.i+1, self.j+1)
105 self.name = None # string-valued if inhabited
106 self.quadrant = coord() # quadrant located
107 self.pclass = None # could be ""M", "N", "O", or "destroyed"
108 self.crystals = "absent"# could be "mined", "present", "absent"
109 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
110 self.inhabited = False # is it inhabites?
118 self.starbase = False
121 self.supernova = False
123 self.status = "secure" # Could be "secure", "distressed", "enslaved"
131 def fill2d(size, fillfun):
132 "Fill an empty list in 2D."
134 for i in range(size):
136 for j in range(size):
137 lst[i].append(fillfun(i, j))
142 self.snap = False # snapshot taken
143 self.crew = 0 # crew complement
144 self.remkl = 0 # remaining klingons
145 self.nscrem = 0 # remaining super commanders
146 self.starkl = 0 # destroyed stars
147 self.basekl = 0 # destroyed bases
148 self.nromrem = 0 # Romulans remaining
149 self.nplankl = 0 # destroyed uninhabited planets
150 self.nworldkl = 0 # destroyed inhabited planets
151 self.planets = [] # Planet information
152 self.date = 0.0 # stardate
153 self.remres = 0 # remaining resources
154 self.remtime = 0 # remaining time
155 self.baseq = [] # Base quadrant coordinates
156 self.kcmdr = [] # Commander quadrant coordinates
157 self.kscmdr = coord() # Supercommander quadrant coordinates
159 self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
161 self.chart = fill2d(GALSIZE, lambda i, j: page())
165 self.date = None # A real number
166 self.quadrant = None # A coord structure
169 OPTION_ALL = 0xffffffff
170 OPTION_TTY = 0x00000001 # old interface
171 OPTION_CURSES = 0x00000002 # new interface
172 OPTION_IOMODES = 0x00000003 # cover both interfaces
173 OPTION_PLANETS = 0x00000004 # planets and mining
174 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
175 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
176 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
177 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
178 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
179 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
180 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
181 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
182 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
183 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
184 OPTION_PLAIN = 0x01000000 # user chose plain game
185 OPTION_ALMY = 0x02000000 # user chose Almy variant
204 NDEVICES= 16 # Number of devices
213 def damaged(dev): return (game.damage[dev] != 0.0)
214 def communicating(): return not damaged(DRADIO) or game.condition=="docked"
216 # Define future events
217 FSPY = 0 # Spy event happens always (no future[] entry)
218 # can cause SC to tractor beam Enterprise
219 FSNOVA = 1 # Supernova
220 FTBEAM = 2 # Commander tractor beams Enterprise
221 FSNAP = 3 # Snapshot for time warp
222 FBATTAK = 4 # Commander attacks base
223 FCDBAS = 5 # Commander destroys base
224 FSCMOVE = 6 # Supercommander moves (might attack base)
225 FSCDBAS = 7 # Supercommander destroys base
226 FDSPROB = 8 # Move deep space probe
227 FDISTR = 9 # Emit distress call from an inhabited world
228 FENSLV = 10 # Inhabited word is enslaved */
229 FREPRO = 11 # Klingons build a ship in an enslaved system
232 # Abstract out the event handling -- underlying data structures will change
233 # when we implement stateful events
234 def findevent(evtype): return game.future[evtype]
237 def __init__(self, type=None, loc=None, power=None):
239 self.location = coord()
242 self.power = power # enemy energy level
243 game.enemies.append(self)
245 motion = (loc != self.location)
246 if self.location.i is not None and self.location.j is not None:
249 game.quad[self.location.i][self.location.j] = '#'
251 game.quad[self.location.i][self.location.j] = '.'
253 self.location = copy.copy(loc)
254 game.quad[self.location.i][self.location.j] = self.type
255 self.kdist = self.kavgd = (game.sector - loc).distance()
257 self.location = coord()
258 self.kdist = self.kavgd = None
259 game.enemies.remove(self)
262 return "<%s,%s.%f>" % (self.type, self.location, self.power) # For debugging
266 self.options = None # Game options
267 self.state = snapshot() # A snapshot structure
268 self.snapsht = snapshot() # Last snapshot taken for time-travel purposes
269 self.quad = None # contents of our quadrant
270 self.damage = [0.0] * NDEVICES # damage encountered
271 self.future = [] # future events
272 for i in range(NEVENTS):
273 self.future.append(event())
274 self.passwd = None; # Self Destruct password
276 self.quadrant = None # where we are in the large
277 self.sector = None # where we are in the small
278 self.tholian = None # Tholian enemy object
279 self.base = None # position of base in current quadrant
280 self.battle = None # base coordinates being attacked
281 self.plnet = None # location of planet in quadrant
282 self.gamewon = False # Finished!
283 self.ididit = False # action taken -- allows enemy to attack
284 self.alive = False # we are alive (not killed)
285 self.justin = False # just entered quadrant
286 self.shldup = False # shields are up
287 self.shldchg = False # shield is changing (affects efficiency)
288 self.iscate = False # super commander is here
289 self.ientesc = False # attempted escape from supercommander
290 self.resting = False # rest time
291 self.icraft = False # Kirk in Galileo
292 self.landed = False # party on planet (true), on ship (false)
293 self.alldone = False # game is now finished
294 self.neutz = False # Romulan Neutral Zone
295 self.isarmed = False # probe is armed
296 self.inorbit = False # orbiting a planet
297 self.imine = False # mining
298 self.icrystl = False # dilithium crystals aboard
299 self.iseenit = False # seen base attack report
300 self.thawed = False # thawed game
301 self.condition = None # "green", "yellow", "red", "docked", "dead"
302 self.iscraft = None # "onship", "offship", "removed"
303 self.skill = None # Player skill level
304 self.inkling = 0 # initial number of klingons
305 self.inbase = 0 # initial number of bases
306 self.incom = 0 # initial number of commanders
307 self.inscom = 0 # initial number of commanders
308 self.inrom = 0 # initial number of commanders
309 self.instar = 0 # initial stars
310 self.intorps = 0 # initial/max torpedoes
311 self.torps = 0 # number of torpedoes
312 self.ship = 0 # ship type -- 'E' is Enterprise
313 self.abandoned = 0 # count of crew abandoned in space
314 self.length = 0 # length of game
315 self.klhere = 0 # klingons here
316 self.casual = 0 # causalties
317 self.nhelp = 0 # calls for help
318 self.nkinks = 0 # count of energy-barrier crossings
319 self.iplnet = None # planet # in quadrant
320 self.inplan = 0 # initial planets
321 self.irhere = 0 # Romulans in quadrant
322 self.isatb = 0 # =1 if super commander is attacking base
323 self.tourn = None # tournament number
324 self.nprobes = 0 # number of probes available
325 self.inresor = 0.0 # initial resources
326 self.intime = 0.0 # initial time
327 self.inenrg = 0.0 # initial/max energy
328 self.inshld = 0.0 # initial/max shield
329 self.inlsr = 0.0 # initial life support resources
330 self.indate = 0.0 # initial date
331 self.energy = 0.0 # energy level
332 self.shield = 0.0 # shield level
333 self.warpfac = 0.0 # warp speed
334 self.lsupres = 0.0 # life support reserves
335 self.optime = 0.0 # time taken by current operation
336 self.damfac = 0.0 # damage factor
337 self.lastchart = 0.0 # time star chart was last updated
338 self.cryprob = 0.0 # probability that crystal will work
339 self.probe = None # object holding probe course info
340 self.height = 0.0 # height of orbit around planet
342 # Stas thinks this should be (C expression):
343 # game.state.remkl + len(game.state.kcmdr) > 0 ?
344 # game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99
345 # He says the existing expression is prone to divide-by-zero errors
346 # after killing the last klingon when score is shown -- perhaps also
347 # if the only remaining klingon is SCOM.
348 game.state.remtime = game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr))
374 return random.random() < p
376 def randrange(*args):
377 return random.randrange(*args)
382 v *= args[0] # from [0, args[0])
384 v = args[0] + v*(args[1]-args[0]) # from [args[0], args[1])
387 # Code from ai.c begins here
390 "Would this quadrant welcome another Klingon?"
391 return iq.valid_quadrant() and \
392 not game.state.galaxy[iq.i][iq.j].supernova and \
393 game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
395 def tryexit(enemy, look, irun):
396 "A bad guy attempts to bug out."
398 iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
399 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
400 if not welcoming(iq):
402 if enemy.type == 'R':
403 return False; # Romulans cannot escape!
405 # avoid intruding on another commander's territory
406 if enemy.type == 'C':
407 if iq in game.state.kcmdr:
409 # refuse to leave if currently attacking starbase
410 if game.battle == game.quadrant:
412 # don't leave if over 1000 units of energy
413 if enemy.power > 1000.0:
415 # emit escape message and move out of quadrant.
416 # we know this if either short or long range sensors are working
417 if not damaged(DSRSENS) or not damaged(DLRSENS) or \
418 game.condition == "docked":
419 prout(crmena(True, enemy.type, "sector", enemy.location) + \
420 (_(" escapes to Quadrant %s (and regains strength).") % q))
421 # handle local matters related to escape
424 if game.condition != "docked":
426 # Handle global matters related to escape
427 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
428 game.state.galaxy[iq.i][iq.j].klingons += 1
433 schedule(FSCMOVE, 0.2777)
437 for cmdr in game.state.kcmdr:
438 if cmdr == game.quadrant:
439 game.state.kcmdr[n] = iq
441 return True; # success
443 # The bad-guy movement algorithm:
445 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
446 # If both are operating full strength, force is 1000. If both are damaged,
447 # force is -1000. Having shields down subtracts an additional 1000.
449 # 2. Enemy has forces equal to the energy of the attacker plus
450 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
451 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
453 # Attacker Initial energy levels (nominal):
454 # Klingon Romulan Commander Super-Commander
455 # Novice 400 700 1200
457 # Good 450 800 1300 1750
458 # Expert 475 850 1350 1875
459 # Emeritus 500 900 1400 2000
460 # VARIANCE 75 200 200 200
462 # Enemy vessels only move prior to their attack. In Novice - Good games
463 # only commanders move. In Expert games, all enemy vessels move if there
464 # is a commander present. In Emeritus games all enemy vessels move.
466 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
467 # forces are 1000 greater than Enterprise.
469 # Agressive action on average cuts the distance between the ship and
470 # the enemy to 1/4 the original.
472 # 4. At lower energy advantage, movement units are proportional to the
473 # advantage with a 650 advantage being to hold ground, 800 to move forward
474 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
476 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
477 # retreat, especially at high skill levels.
479 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
481 def movebaddy(enemy):
482 "Tactical movement for the bad guys."
483 next = coord(); look = coord()
485 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
486 if game.skill >= SKILL_EXPERT:
487 nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
489 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
491 mdist = int(dist1 + 0.5); # Nearest integer distance
492 # If SC, check with spy to see if should hi-tail it
493 if enemy.type=='S' and \
494 (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
498 # decide whether to advance, retreat, or hold position
499 forces = enemy.power+100.0*len(game.enemies)+400*(nbaddys-1)
501 forces += 1000; # Good for enemy if shield is down!
502 if not damaged(DPHASER) or not damaged(DPHOTON):
503 if damaged(DPHASER): # phasers damaged
506 forces -= 0.2*(game.energy - 2500.0)
507 if damaged(DPHOTON): # photon torpedoes damaged
510 forces -= 50.0*game.torps
512 # phasers and photon tubes both out!
515 if forces <= 1000.0 and game.condition != "docked": # Typical situation
516 motion = ((forces + randreal(200))/150.0) - 5.0
518 if forces > 1000.0: # Very strong -- move in for kill
519 motion = (1.0 - randreal())**2 * dist1 + 1.0
520 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
521 motion -= game.skill*(2.0-randreal()**2)
523 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
524 # don't move if no motion
527 # Limit motion according to skill
528 if abs(motion) > game.skill:
533 # calculate preferred number of steps
534 nsteps = abs(int(motion))
535 if motion > 0 and nsteps > mdist:
536 nsteps = mdist; # don't overshoot
537 if nsteps > QUADSIZE:
538 nsteps = QUADSIZE; # This shouldn't be necessary
540 nsteps = 1; # This shouldn't be necessary
542 proutn("NSTEPS = %d:" % nsteps)
543 # Compute preferred values of delta X and Y
544 m = game.sector - enemy.location
545 if 2.0 * abs(m.i) < abs(m.j):
547 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
549 m = (motion * m).sgn()
550 next = enemy.location
552 for ll in range(nsteps):
554 proutn(" %d" % (ll+1))
555 # Check if preferred position available
566 attempts = 0; # Settle mysterious hang problem
567 while attempts < 20 and not success:
569 if look.i < 0 or look.i >= QUADSIZE:
570 if motion < 0 and tryexit(enemy, look, irun):
572 if krawli == m.i or m.j == 0:
574 look.i = next.i + krawli
576 elif look.j < 0 or look.j >= QUADSIZE:
577 if motion < 0 and tryexit(enemy, look, irun):
579 if krawlj == m.j or m.i == 0:
581 look.j = next.j + krawlj
583 elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.':
584 # See if enemy should ram ship
585 if game.quad[look.i][look.j] == game.ship and \
586 (enemy.type == 'C' or enemy.type == 'S'):
587 collision(rammed=True, enemy=enemy)
589 if krawli != m.i and m.j != 0:
590 look.i = next.i + krawli
592 elif krawlj != m.j and m.i != 0:
593 look.j = next.j + krawlj
596 break; # we have failed
608 if not damaged(DSRSENS) or game.condition == "docked":
609 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
610 if enemy.kdist < dist1:
611 proutn(_(" advances to "))
613 proutn(_(" retreats to "))
614 prout("Sector %s." % next)
617 "Sequence Klingon tactical movement."
620 # Figure out which Klingon is the commander (or Supercommander)
622 if game.quadrant in game.state.kcmdr:
623 for enemy in game.enemies:
624 if enemy.type == 'C':
626 if game.state.kscmdr==game.quadrant:
627 for enemy in game.enemies:
628 if enemy.type == 'S':
631 # If skill level is high, move other Klingons and Romulans too!
632 # Move these last so they can base their actions on what the
634 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
635 for enemy in game.enemies:
636 if enemy.type in ('K', 'R'):
638 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
640 def movescom(iq, avoid):
641 "Commander movement helper."
642 # Avoid quadrants with bases if we want to avoid Enterprise
643 if not welcoming(iq) or (avoid and iq in game.state.baseq):
645 if game.justin and not game.iscate:
648 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
649 game.state.kscmdr = iq
650 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
651 if game.state.kscmdr==game.quadrant:
652 # SC has scooted, Remove him from current quadrant
657 for enemy in game.enemies:
658 if enemy.type == 'S':
662 if game.condition != "docked":
664 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
665 # check for a helpful planet
666 for i in range(game.inplan):
667 if game.state.planets[i].quadrant == game.state.kscmdr and \
668 game.state.planets[i].crystals == "present":
670 game.state.planets[i].pclass = "destroyed"
671 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
674 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
675 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
676 prout(_(" by the Super-commander.\""))
678 return True; # looks good!
680 def supercommander():
681 "Move the Super Commander."
682 iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
685 prout("== SUPERCOMMANDER")
686 # Decide on being active or passive
687 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 \
688 (game.state.date-game.indate) < 3.0)
689 if not game.iscate and avoid:
690 # compute move away from Enterprise
691 idelta = game.state.kscmdr-game.quadrant
692 if idelta.distance() > 2.0:
694 idelta.i = game.state.kscmdr.j-game.quadrant.j
695 idelta.j = game.quadrant.i-game.state.kscmdr.i
697 # compute distances to starbases
698 if not game.state.baseq:
702 sc = game.state.kscmdr
703 for base in game.state.baseq:
704 basetbl.append((i, (base - sc).distance()))
705 if game.state.baseq > 1:
706 basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
707 # look for nearest base without a commander, no Enterprise, and
708 # without too many Klingons, and not already under attack.
709 ifindit = iwhichb = 0
710 for (i2, base) in enumerate(game.state.baseq):
711 i = basetbl[i2][0]; # bug in original had it not finding nearest
712 if base==game.quadrant or base==game.battle or not welcoming(base):
714 # if there is a commander, and no other base is appropriate,
715 # we will take the one with the commander
716 for cmdr in game.state.kcmdr:
717 if base == cmdr and ifindit != 2:
721 else: # no commander -- use this one
726 return # Nothing suitable -- wait until next time
727 ibq = game.state.baseq[iwhichb]
728 # decide how to move toward base
729 idelta = ibq - game.state.kscmdr
730 # Maximum movement is 1 quadrant in either or both axes
731 idelta = idelta.sgn()
732 # try moving in both x and y directions
733 # there was what looked like a bug in the Almy C code here,
734 # but it might be this translation is just wrong.
735 iq = game.state.kscmdr + idelta
736 if not movescom(iq, avoid):
737 # failed -- try some other maneuvers
738 if idelta.i==0 or idelta.j==0:
741 iq.j = game.state.kscmdr.j + 1
742 if not movescom(iq, avoid):
743 iq.j = game.state.kscmdr.j - 1
746 iq.i = game.state.kscmdr.i + 1
747 if not movescom(iq, avoid):
748 iq.i = game.state.kscmdr.i - 1
751 # try moving just in x or y
752 iq.j = game.state.kscmdr.j
753 if not movescom(iq, avoid):
754 iq.j = game.state.kscmdr.j + idelta.j
755 iq.i = game.state.kscmdr.i
758 if len(game.state.baseq) == 0:
761 for ibq in game.state.baseq:
762 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
765 return # no, don't attack base!
768 schedule(FSCDBAS, randreal(1.0, 3.0))
769 if is_scheduled(FCDBAS):
770 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
771 if not communicating():
775 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
777 prout(_(" reports that it is under attack from the Klingon Super-commander."))
778 proutn(_(" It can survive until stardate %d.\"") \
779 % int(scheduled(FSCDBAS)))
782 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
786 game.optime = 0.0; # actually finished
788 # Check for intelligence report
791 (not communicating()) or \
792 not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
795 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
796 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
801 if not game.tholian or game.justin:
804 if game.tholian.location.i == 0 and game.tholian.location.j == 0:
805 id.i = 0; id.j = QUADSIZE-1
806 elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
807 id.i = QUADSIZE-1; id.j = QUADSIZE-1
808 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1:
809 id.i = QUADSIZE-1; id.j = 0
810 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0:
813 # something is wrong!
814 game.tholian.move(None)
815 prout("***Internal error: Tholian in a bad spot.")
817 # do nothing if we are blocked
818 if game.quad[id.i][id.j] not in ('.', '#'):
820 here = copy.copy(game.tholian.location)
821 delta = (id - game.tholian.location).sgn()
823 while here.i != id.i:
825 if game.quad[here.i][here.j]=='.':
826 game.tholian.move(here)
828 while here.j != id.j:
830 if game.quad[here.i][here.j]=='.':
831 game.tholian.move(here)
832 # check to see if all holes plugged
833 for i in range(QUADSIZE):
834 if game.quad[0][i]!='#' and game.quad[0][i]!='T':
836 if game.quad[QUADSIZE-1][i]!='#' and game.quad[QUADSIZE-1][i]!='T':
838 if game.quad[i][0]!='#' and game.quad[i][0]!='T':
840 if game.quad[i][QUADSIZE-1]!='#' and game.quad[i][QUADSIZE-1]!='T':
842 # All plugged up -- Tholian splits
843 game.quad[game.tholian.location.i][game.tholian.location.j]='#'
845 prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web."))
846 game.tholian.move(None)
849 # Code from battle.c begins here
851 def doshield(shraise):
852 "Change shield status."
860 if scanner.sees("transfer"):
864 prout(_("Shields damaged and down."))
866 if scanner.sees("up"):
868 elif scanner.sees("down"):
871 proutn(_("Do you wish to change shield energy? "))
874 elif damaged(DSHIELD):
875 prout(_("Shields damaged and down."))
878 proutn(_("Shields are up. Do you want them down? "))
885 proutn(_("Shields are down. Do you want them up? "))
891 if action == "SHUP": # raise shields
893 prout(_("Shields already up."))
897 if game.condition != "docked":
899 prout(_("Shields raised."))
902 prout(_("Shields raising uses up last of energy."))
907 elif action == "SHDN":
909 prout(_("Shields already down."))
913 prout(_("Shields lowered."))
916 elif action == "NRG":
917 while scanner.next() != "IHREAL":
919 proutn(_("Energy to transfer to shields- "))
924 if nrg > game.energy:
925 prout(_("Insufficient ship energy."))
928 if game.shield+nrg >= game.inshld:
929 prout(_("Shield energy maximized."))
930 if game.shield+nrg > game.inshld:
931 prout(_("Excess energy requested returned to ship energy"))
932 game.energy -= game.inshld-game.shield
933 game.shield = game.inshld
935 if nrg < 0.0 and game.energy-nrg > game.inenrg:
936 # Prevent shield drain loophole
938 prout(_("Engineering to bridge--"))
939 prout(_(" Scott here. Power circuit problem, Captain."))
940 prout(_(" I can't drain the shields."))
943 if game.shield+nrg < 0:
944 prout(_("All shield energy transferred to ship."))
945 game.energy += game.shield
948 proutn(_("Scotty- \""))
950 prout(_("Transferring energy to shields.\""))
952 prout(_("Draining energy from shields.\""))
958 "Choose a device to damage, at random."
960 105, # DSRSENS: short range scanners 10.5%
961 105, # DLRSENS: long range scanners 10.5%
962 120, # DPHASER: phasers 12.0%
963 120, # DPHOTON: photon torpedoes 12.0%
964 25, # DLIFSUP: life support 2.5%
965 65, # DWARPEN: warp drive 6.5%
966 70, # DIMPULS: impulse engines 6.5%
967 145, # DSHIELD: deflector shields 14.5%
968 30, # DRADIO: subspace radio 3.0%
969 45, # DSHUTTL: shuttle 4.5%
970 15, # DCOMPTR: computer 1.5%
971 20, # NAVCOMP: navigation system 2.0%
972 75, # DTRANSP: transporter 7.5%
973 20, # DSHCTRL: high-speed shield controller 2.0%
974 10, # DDRAY: death ray 1.0%
975 30, # DDSP: deep-space probes 3.0%
977 idx = randrange(1000) # weights must sum to 1000
979 for (i, w) in enumerate(weights):
983 return None; # we should never get here
985 def collision(rammed, enemy):
986 "Collision handling fot rammong events."
987 prouts(_("***RED ALERT! RED ALERT!"))
989 prout(_("***COLLISION IMMINENT."))
993 hardness = {'R':1.5, 'C':2.0, 'S':2.5, 'T':0.5, '?':4.0}.get(enemy.type, 1.0)
995 proutn(_(" rammed by "))
998 proutn(crmena(False, enemy.type, "sector", enemy.location))
1000 proutn(_(" (original position)"))
1002 deadkl(enemy.location, enemy.type, game.sector)
1003 proutn("***" + crmship() + " heavily damaged.")
1004 icas = randrange(10, 30)
1005 prout(_("***Sickbay reports %d casualties"), icas)
1007 game.state.crew -= icas
1008 # In the pre-SST2K version, all devices got equiprobably damaged,
1009 # which was silly. Instead, pick up to half the devices at
1010 # random according to our weighting table,
1011 ncrits = randrange(NDEVICES/2)
1012 for m in range(ncrits):
1014 if game.damage[dev] < 0:
1016 extradm = (10.0*hardness*randreal()+1.0)*game.damfac
1017 # Damage for at least time of travel!
1018 game.damage[dev] += game.optime + extradm
1020 prout(_("***Shields are down."))
1021 if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
1028 def torpedo(origin, bearing, dispersion, number, nburst):
1029 "Let a photon torpedo fly"
1030 if not damaged(DSRSENS) or game.condition=="docked":
1031 setwnd(srscan_window)
1033 setwnd(message_window)
1034 ac = bearing + 0.25*dispersion # dispersion is a random variable
1035 bullseye = (15.0 - bearing)*0.5235988
1036 track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
1037 bumpto = coord(0, 0)
1038 # Loop to move a single torpedo
1039 setwnd(message_window)
1040 for step in range(1, QUADSIZE*2):
1041 if not track.next(): break
1043 if not w.valid_sector():
1045 iquad=game.quad[w.i][w.j]
1046 tracktorpedo(origin, w, step, number, nburst, iquad)
1050 if not damaged(DSRSENS) or game.condition == "docked":
1051 skip(1); # start new line after text track
1052 if iquad in ('E', 'F'): # Hit our ship
1054 prout(_("Torpedo hits %s.") % crmshp())
1055 hit = 700.0 + randreal(100) - \
1056 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1057 newcnd(); # we're blown out of dock
1058 if game.landed or game.condition=="docked":
1059 return hit # Cheat if on a planet
1060 # In the C/FORTRAN version, dispersion was 2.5 radians, which
1061 # is 143 degrees, which is almost exactly 4.8 clockface units
1062 displacement = course(track.bearing+randreal(-2.4,2.4), distance=2**0.5)
1064 bumpto = displacement.sector()
1065 if not bumpto.valid_sector():
1067 if game.quad[bumpto.i][bumpto.j]==' ':
1070 if game.quad[bumpto.i][bumpto.j]!='.':
1071 # can't move into object
1073 game.sector = bumpto
1075 game.quad[w.i][w.j]='.'
1076 game.quad[bumpto.i][bumpto.j]=iquad
1077 prout(_(" displaced by blast to Sector %s ") % bumpto)
1078 for enemy in game.enemies:
1079 enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1080 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1082 elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
1084 if iquad in ('C', 'S') and withprob(0.05):
1085 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1086 prout(_(" torpedo neutralized."))
1088 for enemy in game.enemies:
1089 if w == enemy.location:
1091 kp = math.fabs(enemy.power)
1092 h1 = 700.0 + randrange(100) - \
1093 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1101 if enemy.power == 0:
1104 proutn(crmena(True, iquad, "sector", w))
1105 displacement = course(track.bearing+randreal(-2.4,2.4), distance=2**0.5)
1107 bumpto = displacement.sector()
1108 if not bumpto.valid_sector():
1109 prout(_(" damaged but not destroyed."))
1111 if game.quad[bumpto.i][bumpto.j] == ' ':
1112 prout(_(" buffeted into black hole."))
1113 deadkl(w, iquad, bumpto)
1114 if game.quad[bumpto.i][bumpto.j] != '.':
1115 prout(_(" damaged but not destroyed."))
1117 prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
1118 enemy.location = bumpto
1119 game.quad[w.i][w.j]='.'
1120 game.quad[bumpto.i][bumpto.j]=iquad
1121 for enemy in game.enemies:
1122 enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1123 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1125 elif iquad == 'B': # Hit a base
1127 prout(_("***STARBASE DESTROYED.."))
1128 game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
1129 game.quad[w.i][w.j]='.'
1130 game.base.invalidate()
1131 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase -= 1
1132 game.state.chart[game.quadrant.i][game.quadrant.j].starbase -= 1
1133 game.state.basekl += 1
1136 elif iquad == 'P': # Hit a planet
1137 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1138 game.state.nplankl += 1
1139 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1140 game.iplnet.pclass = "destroyed"
1142 game.plnet.invalidate()
1143 game.quad[w.i][w.j] = '.'
1145 # captain perishes on planet
1148 elif iquad == '@': # Hit an inhabited world -- very bad!
1149 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1150 game.state.nworldkl += 1
1151 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1152 game.iplnet.pclass = "destroyed"
1154 game.plnet.invalidate()
1155 game.quad[w.i][w.j] = '.'
1157 # captain perishes on planet
1159 prout(_("The torpedo destroyed an inhabited planet."))
1161 elif iquad == '*': # Hit a star
1165 prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast."))
1167 elif iquad == '?': # Hit a thingy
1168 if not (game.options & OPTION_THINGY) or withprob(0.3):
1170 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1172 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1174 proutn(_("Mr. Spock-"))
1175 prouts(_(" \"Fascinating!\""))
1179 # Stas Sergeev added the possibility that
1180 # you can shove the Thingy and piss it off.
1181 # It then becomes an enemy and may fire at you.
1185 elif iquad == ' ': # Black hole
1187 prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo."))
1189 elif iquad == '#': # hit the web
1191 prout(_("***Torpedo absorbed by Tholian web."))
1193 elif iquad == 'T': # Hit a Tholian
1194 h1 = 700.0 + randrange(100) - \
1195 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1198 game.quad[w.i][w.j] = '.'
1203 proutn(crmena(True, 'T', "sector", w))
1205 prout(_(" survives photon blast."))
1207 prout(_(" disappears."))
1208 game.tholian.move(None)
1209 game.quad[w.i][w.j] = '#'
1214 proutn("Don't know how to handle torpedo collision with ")
1215 proutn(crmena(True, iquad, "sector", w))
1220 prout(_("Torpedo missed."))
1224 "Critical-hit resolution."
1225 if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1227 ncrit = int(1.0 + hit/(500.0+randreal(100)))
1228 proutn(_("***CRITICAL HIT--"))
1229 # Select devices and cause damage
1231 for loop1 in range(ncrit):
1234 # Cheat to prevent shuttle damage unless on ship
1235 if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1238 extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1239 game.damage[j] += extradm
1241 for (i, j) in enumerate(cdam):
1243 if skipcount % 3 == 2 and i < len(cdam)-1:
1248 prout(_(" damaged."))
1249 if damaged(DSHIELD) and game.shldup:
1250 prout(_("***Shields knocked down."))
1253 def attack(torps_ok):
1254 # bad guy attacks us
1255 # torps_ok == False forces use of phasers in an attack
1256 # game could be over at this point, check
1259 attempt = False; ihurt = False;
1260 hitmax=0.0; hittot=0.0; chgfac=1.0
1263 prout("=== ATTACK!")
1264 # Tholian gets to move before attacking
1267 # if you have just entered the RNZ, you'll get a warning
1268 if game.neutz: # The one chance not to be attacked
1271 # commanders get a chance to tac-move towards you
1272 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:
1274 # if no enemies remain after movement, we're done
1275 if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
1277 # set up partial hits if attack happens during shield status change
1278 pfac = 1.0/game.inshld
1280 chgfac = 0.25 + randreal(0.5)
1282 # message verbosity control
1283 if game.skill <= SKILL_FAIR:
1285 for enemy in game.enemies:
1287 continue; # too weak to attack
1288 # compute hit strength and diminish shield power
1290 # Increase chance of photon torpedos if docked or enemy energy is low
1291 if game.condition == "docked":
1293 if enemy.power < 500:
1295 if enemy.type=='T' or (enemy.type=='?' and not thing.angry):
1297 # different enemies have different probabilities of throwing a torp
1298 usephasers = not torps_ok or \
1299 (enemy.type == 'K' and r > 0.0005) or \
1300 (enemy.type=='C' and r > 0.015) or \
1301 (enemy.type=='R' and r > 0.3) or \
1302 (enemy.type=='S' and r > 0.07) or \
1303 (enemy.type=='?' and r > 0.05)
1304 if usephasers: # Enemy uses phasers
1305 if game.condition == "docked":
1306 continue; # Don't waste the effort!
1307 attempt = True; # Attempt to attack
1308 dustfac = randreal(0.8, 0.85)
1309 hit = enemy.power*math.pow(dustfac,enemy.kavgd)
1311 else: # Enemy uses photon torpedo
1312 # We should be able to make the bearing() method work here
1313 course = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i)
1315 proutn(_("***TORPEDO INCOMING"))
1316 if not damaged(DSRSENS):
1317 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location))
1320 dispersion = (randreal()+randreal())*0.5 - 0.5
1321 dispersion += 0.002*enemy.power*dispersion
1322 hit = torpedo(enemy.location, course, dispersion, number=1, nburst=1)
1323 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1324 finish(FWON); # Klingons did themselves in!
1325 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1326 return # Supernova or finished
1329 # incoming phaser or torpedo, shields may dissipate it
1330 if game.shldup or game.shldchg or game.condition=="docked":
1331 # shields will take hits
1332 propor = pfac * game.shield
1333 if game.condition =="docked":
1337 hitsh = propor*chgfac*hit+1.0
1339 if absorb > game.shield:
1340 absorb = game.shield
1341 game.shield -= absorb
1343 # taking a hit blasts us out of a starbase dock
1344 if game.condition == "docked":
1346 # but the shields may take care of it
1347 if propor > 0.1 and hit < 0.005*game.energy:
1349 # hit from this opponent got through shields, so take damage
1351 proutn(_("%d unit hit") % int(hit))
1352 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1353 proutn(_(" on the ") + crmshp())
1354 if not damaged(DSRSENS) and usephasers:
1355 prout(_(" from ") + crmena(False, enemy.type, where, enemy.location))
1357 # Decide if hit is critical
1363 if game.energy <= 0:
1364 # Returning home upon your shield, not with it...
1367 if not attempt and game.condition == "docked":
1368 prout(_("***Enemies decide against attacking your ship."))
1369 percent = 100.0*pfac*game.shield+0.5
1371 # Shields fully protect ship
1372 proutn(_("Enemy attack reduces shield strength to "))
1374 # Emit message if starship suffered hit(s)
1376 proutn(_("Energy left %2d shields ") % int(game.energy))
1379 elif not damaged(DSHIELD):
1382 proutn(_("damaged, "))
1383 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1384 # Check if anyone was hurt
1385 if hitmax >= 200 or hittot >= 500:
1386 icas = randrange(int(hittot * 0.015))
1389 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1390 prout(_(" in that last attack.\""))
1392 game.state.crew -= icas
1393 # After attack, reset average distance to enemies
1394 for enemy in game.enemies:
1395 enemy.kavgd = enemy.kdist
1396 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1399 def deadkl(w, type, mv):
1400 "Kill a Klingon, Tholian, Romulan, or Thingy."
1401 # Added mv to allow enemy to "move" before dying
1402 proutn(crmena(True, type, "sector", mv))
1403 # Decide what kind of enemy it is and update appropriately
1405 # Chalk up a Romulan
1406 game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1408 game.state.nromrem -= 1
1417 # Killed some type of Klingon
1418 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1421 game.state.kcmdr.remove(game.quadrant)
1423 if game.state.kcmdr:
1424 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1425 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1428 game.state.remkl -= 1
1430 game.state.nscrem -= 1
1431 game.state.kscmdr.invalidate()
1436 # For each kind of enemy, finish message to player
1437 prout(_(" destroyed."))
1438 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1441 # Remove enemy ship from arrays describing local conditions
1442 for e in game.enemies:
1449 "Return None if target is invalid, otherwise return a course angle."
1450 if not w.valid_sector():
1454 # FIXME: C code this was translated from is wacky -- why the sign reversal?
1455 delta.j = (w.j - game.sector.j);
1456 delta.i = (game.sector.i - w.i);
1457 if delta == coord(0, 0):
1459 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1460 prout(_(" I recommend an immediate review of"))
1461 prout(_(" the Captain's psychological profile.\""))
1464 return delta.bearing()
1467 "Launch photon torpedo."
1470 if damaged(DPHOTON):
1471 prout(_("Photon tubes damaged."))
1475 prout(_("No torpedoes left."))
1478 # First, get torpedo count
1481 if scanner.token == "IHALPHA":
1484 elif scanner.token == "IHEOL" or not scanner.waiting():
1485 prout(_("%d torpedoes left.") % game.torps)
1487 proutn(_("Number of torpedoes to fire- "))
1488 continue # Go back around to get a number
1489 else: # key == "IHREAL"
1491 if n <= 0: # abort command
1496 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1499 scanner.chew() # User requested more torps than available
1500 continue # Go back around
1501 break # All is good, go to next stage
1505 key = scanner.next()
1506 if i==0 and key == "IHEOL":
1507 break; # no coordinate waiting, we will try prompting
1508 if i==1 and key == "IHEOL":
1509 # direct all torpedoes at one target
1511 target.append(target[0])
1512 course.append(course[0])
1515 scanner.push(scanner.token)
1516 target.append(scanner.getcoord())
1517 if target[-1] == None:
1519 course.append(targetcheck(target[-1]))
1520 if course[-1] == None:
1523 if len(target) == 0:
1524 # prompt for each one
1526 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1528 target.append(scanner.getcoord())
1529 if target[-1] == None:
1531 course.append(targetcheck(target[-1]))
1532 if course[-1] == None:
1535 # Loop for moving <n> torpedoes
1537 if game.condition != "docked":
1539 dispersion = (randreal()+randreal())*0.5 -0.5
1540 if math.fabs(dispersion) >= 0.47:
1542 dispersion *= randreal(1.2, 2.2)
1544 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1546 prouts(_("***TORPEDO MISFIRES."))
1549 prout(_(" Remainder of burst aborted."))
1551 prout(_("***Photon tubes damaged by misfire."))
1552 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1554 if game.shldup or game.condition == "docked":
1555 dispersion *= 1.0 + 0.0001*game.shield
1556 torpedo(game.sector, course[i], dispersion, number=i, nburst=n)
1557 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1559 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1563 "Check for phasers overheating."
1565 checkburn = (rpow-1500.0)*0.00038
1566 if withprob(checkburn):
1567 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1568 game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1570 def checkshctrl(rpow):
1571 "Check shield control."
1574 prout(_("Shields lowered."))
1576 # Something bad has happened
1577 prouts(_("***RED ALERT! RED ALERT!"))
1579 hit = rpow*game.shield/game.inshld
1580 game.energy -= rpow+hit*0.8
1581 game.shield -= hit*0.2
1582 if game.energy <= 0.0:
1583 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1588 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1590 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1591 icas = randrange(int(hit*0.012))
1596 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1597 prout(_(" %d casualties so far.\"") % icas)
1599 game.state.crew -= icas
1601 prout(_("Phaser energy dispersed by shields."))
1602 prout(_("Enemy unaffected."))
1607 "Register a phaser hit on Klingons and Romulans."
1608 nenhr2 = len(game.enemies); kk=0
1611 for (k, wham) in enumerate(hits):
1614 dustfac = randreal(0.9, 1.0)
1615 hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
1616 kpini = game.enemies[kk].power
1617 kp = math.fabs(kpini)
1618 if PHASEFAC*hit < kp:
1620 if game.enemies[kk].power < 0:
1621 game.enemies[kk].power -= -kp
1623 game.enemies[kk].power -= kp
1624 kpow = game.enemies[kk].power
1625 w = game.enemies[kk].location
1627 if not damaged(DSRSENS):
1629 proutn(_("%d unit hit on ") % int(hit))
1631 proutn(_("Very small hit on "))
1632 ienm = game.quad[w.i][w.j]
1635 proutn(crmena(False, ienm, "sector", w))
1639 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1643 kk -= 1 # don't do the increment
1645 else: # decide whether or not to emasculate klingon
1646 if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1647 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1648 prout(_(" has just lost its firepower.\""))
1649 game.enemies[kk].power = -kpow
1654 "Fire phasers at bad guys."
1656 kz = 0; k = 1; irec=0 # Cheating inhibitor
1657 ifast = False; no = False; itarg = True; msgflag = True; rpow=0
1661 # SR sensors and Computer are needed for automode
1662 if damaged(DSRSENS) or damaged(DCOMPTR):
1664 if game.condition == "docked":
1665 prout(_("Phasers can't be fired through base shields."))
1668 if damaged(DPHASER):
1669 prout(_("Phaser control damaged."))
1673 if damaged(DSHCTRL):
1674 prout(_("High speed shield control damaged."))
1677 if game.energy <= 200.0:
1678 prout(_("Insufficient energy to activate high-speed shield control."))
1681 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1683 # Original code so convoluted, I re-did it all
1684 # (That was Tom Almy talking about the C code, I think -- ESR)
1685 while automode=="NOTSET":
1687 if key == "IHALPHA":
1688 if scanner.sees("manual"):
1689 if len(game.enemies)==0:
1690 prout(_("There is no enemy present to select."))
1693 automode="AUTOMATIC"
1696 key = scanner.next()
1697 elif scanner.sees("automatic"):
1698 if (not itarg) and len(game.enemies) != 0:
1699 automode = "FORCEMAN"
1701 if len(game.enemies)==0:
1702 prout(_("Energy will be expended into space."))
1703 automode = "AUTOMATIC"
1704 key = scanner.next()
1705 elif scanner.sees("no"):
1710 elif key == "IHREAL":
1711 if len(game.enemies)==0:
1712 prout(_("Energy will be expended into space."))
1713 automode = "AUTOMATIC"
1715 automode = "FORCEMAN"
1717 automode = "AUTOMATIC"
1720 if len(game.enemies)==0:
1721 prout(_("Energy will be expended into space."))
1722 automode = "AUTOMATIC"
1724 automode = "FORCEMAN"
1726 proutn(_("Manual or automatic? "))
1731 if automode == "AUTOMATIC":
1732 if key == "IHALPHA" and scanner.sees("no"):
1734 key = scanner.next()
1735 if key != "IHREAL" and len(game.enemies) != 0:
1736 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
1741 for i in range(len(game.enemies)):
1742 irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
1744 proutn(_("%d units required. ") % irec)
1746 proutn(_("Units to fire= "))
1747 key = scanner.next()
1752 proutn(_("Energy available= %.2f") % avail)
1755 if not rpow > avail:
1762 if key == "IHALPHA" and scanner.sees("no"):
1765 game.energy -= 200; # Go and do it!
1766 if checkshctrl(rpow):
1771 if len(game.enemies):
1774 for i in range(len(game.enemies)):
1778 hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
1779 over = randreal(1.01, 1.06) * hits[i]
1781 powrem -= hits[i] + over
1782 if powrem <= 0 and temp < hits[i]:
1791 if extra > 0 and not game.alldone:
1793 proutn(_("*** Tholian web absorbs "))
1794 if len(game.enemies)>0:
1795 proutn(_("excess "))
1796 prout(_("phaser energy."))
1798 prout(_("%d expended on empty space.") % int(extra))
1799 elif automode == "FORCEMAN":
1802 if damaged(DCOMPTR):
1803 prout(_("Battle computer damaged, manual fire only."))
1806 prouts(_("---WORKING---"))
1808 prout(_("Short-range-sensors-damaged"))
1809 prout(_("Insufficient-data-for-automatic-phaser-fire"))
1810 prout(_("Manual-fire-must-be-used"))
1812 elif automode == "MANUAL":
1814 for k in range(len(game.enemies)):
1815 aim = game.enemies[k].location
1816 ienm = game.quad[aim.i][aim.j]
1818 proutn(_("Energy available= %.2f") % (avail-0.006))
1822 if damaged(DSRSENS) and \
1823 not game.sector.distance(aim)<2**0.5 and ienm in ('C', 'S'):
1824 prout(cramen(ienm) + _(" can't be located without short range scan."))
1827 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
1832 if itarg and k > kz:
1833 irec=(abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
1836 if not damaged(DCOMPTR):
1841 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
1842 key = scanner.next()
1843 if key == "IHALPHA" and scanner.sees("no"):
1845 key = scanner.next()
1847 if key == "IHALPHA":
1851 if k==1: # Let me say I'm baffled by this
1854 if scanner.real < 0:
1858 hits[k] = scanner.real
1859 rpow += scanner.real
1860 # If total requested is too much, inform and start over
1862 prout(_("Available energy exceeded -- try again."))
1865 key = scanner.next(); # scan for next value
1868 # zero energy -- abort
1871 if key == "IHALPHA" and scanner.sees("no"):
1876 game.energy -= 200.0
1877 if checkshctrl(rpow):
1881 # Say shield raised or malfunction, if necessary
1888 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
1889 prouts(_(" CLICK CLICK POP . . ."))
1890 prout(_(" No response, sir!"))
1893 prout(_("Shields raised."))
1898 # Code from events,c begins here.
1900 # This isn't a real event queue a la BSD Trek yet -- you can only have one
1901 # event of each type active at any given time. Mostly these means we can
1902 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
1903 # BSD Trek, from which we swiped the idea, can have up to 5.
1905 def unschedule(evtype):
1906 "Remove an event from the schedule."
1907 game.future[evtype].date = FOREVER
1908 return game.future[evtype]
1910 def is_scheduled(evtype):
1911 "Is an event of specified type scheduled."
1912 return game.future[evtype].date != FOREVER
1914 def scheduled(evtype):
1915 "When will this event happen?"
1916 return game.future[evtype].date
1918 def schedule(evtype, offset):
1919 "Schedule an event of specified type."
1920 game.future[evtype].date = game.state.date + offset
1921 return game.future[evtype]
1923 def postpone(evtype, offset):
1924 "Postpone a scheduled event."
1925 game.future[evtype].date += offset
1928 "Rest period is interrupted by event."
1931 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
1933 game.resting = False
1939 "Run through the event queue looking for things to do."
1941 fintim = game.state.date + game.optime; yank=0
1942 ictbeam = False; istract = False
1943 w = coord(); hold = coord()
1944 ev = event(); ev2 = event()
1946 def tractorbeam(yank):
1947 "Tractor-beaming cases merge here."
1949 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
1951 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
1952 # If Kirk & Co. screwing around on planet, handle
1953 atover(True) # atover(true) is Grab
1956 if game.icraft: # Caught in Galileo?
1959 # Check to see if shuttle is aboard
1960 if game.iscraft == "offship":
1963 prout(_("Galileo, left on the planet surface, is captured"))
1964 prout(_("by aliens and made into a flying McDonald's."))
1965 game.damage[DSHUTTL] = -10
1966 game.iscraft = "removed"
1968 prout(_("Galileo, left on the planet surface, is well hidden."))
1970 game.quadrant = game.state.kscmdr
1972 game.quadrant = game.state.kcmdr[i]
1973 game.sector = randplace(QUADSIZE)
1974 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
1975 % (game.quadrant, game.sector))
1977 prout(_("(Remainder of rest/repair period cancelled.)"))
1978 game.resting = False
1980 if not damaged(DSHIELD) and game.shield > 0:
1981 doshield(shraise=True) # raise shields
1982 game.shldchg = False
1984 prout(_("(Shields not currently useable.)"))
1986 # Adjust finish time to time of tractor beaming
1987 fintim = game.state.date+game.optime
1988 attack(torps_ok=False)
1989 if not game.state.kcmdr:
1992 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
1995 "Code merges here for any commander destroying a starbase."
1996 # Not perfect, but will have to do
1997 # Handle case where base is in same quadrant as starship
1998 if game.battle == game.quadrant:
1999 game.state.chart[game.battle.i][game.battle.j].starbase = False
2000 game.quad[game.base.i][game.base.j] = '.'
2001 game.base.invalidate()
2004 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2005 elif game.state.baseq and communicating():
2006 # Get word via subspace radio
2009 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2010 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2012 prout(_("the Klingon Super-Commander"))
2014 prout(_("a Klingon Commander"))
2015 game.state.chart[game.battle.i][game.battle.j].starbase = False
2016 # Remove Starbase from galaxy
2017 game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2018 game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq)
2020 # reinstate a commander's base attack
2024 game.battle.invalidate()
2026 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2027 for i in range(1, NEVENTS):
2028 if i == FSNOVA: proutn("=== Supernova ")
2029 elif i == FTBEAM: proutn("=== T Beam ")
2030 elif i == FSNAP: proutn("=== Snapshot ")
2031 elif i == FBATTAK: proutn("=== Base Attack ")
2032 elif i == FCDBAS: proutn("=== Base Destroy ")
2033 elif i == FSCMOVE: proutn("=== SC Move ")
2034 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2035 elif i == FDSPROB: proutn("=== Probe Move ")
2036 elif i == FDISTR: proutn("=== Distress Call ")
2037 elif i == FENSLV: proutn("=== Enslavement ")
2038 elif i == FREPRO: proutn("=== Klingon Build ")
2040 prout("%.2f" % (scheduled(i)))
2043 radio_was_broken = damaged(DRADIO)
2046 # Select earliest extraneous event, evcode==0 if no events
2051 for l in range(1, NEVENTS):
2052 if game.future[l].date < datemin:
2055 prout("== Event %d fires" % evcode)
2056 datemin = game.future[l].date
2057 xtime = datemin-game.state.date
2058 game.state.date = datemin
2059 # Decrement Federation resources and recompute remaining time
2060 game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
2062 if game.state.remtime <=0:
2065 # Any crew left alive?
2066 if game.state.crew <=0:
2069 # Is life support adequate?
2070 if damaged(DLIFSUP) and game.condition != "docked":
2071 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2074 game.lsupres -= xtime
2075 if game.damage[DLIFSUP] <= xtime:
2076 game.lsupres = game.inlsr
2079 if game.condition == "docked":
2081 # Don't fix Deathray here
2082 for l in range(NDEVICES):
2083 if game.damage[l] > 0.0 and l != DDRAY:
2084 if game.damage[l]-repair > 0.0:
2085 game.damage[l] -= repair
2087 game.damage[l] = 0.0
2088 # If radio repaired, update star chart and attack reports
2089 if radio_was_broken and not damaged(DRADIO):
2090 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2091 prout(_(" surveillance reports are coming in."))
2093 if not game.iseenit:
2097 prout(_(" The star chart is now up to date.\""))
2099 # Cause extraneous event EVCODE to occur
2100 game.optime -= xtime
2101 if evcode == FSNOVA: # Supernova
2104 schedule(FSNOVA, expran(0.5*game.intime))
2105 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2107 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2108 if game.state.nscrem == 0 or \
2109 ictbeam or istract or \
2110 game.condition=="docked" or game.isatb==1 or game.iscate:
2112 if game.ientesc or \
2113 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2114 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2115 (damaged(DSHIELD) and \
2116 (game.energy < 2500 or damaged(DPHASER)) and \
2117 (game.torps < 5 or damaged(DPHOTON))):
2119 istract = ictbeam = True
2120 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2123 elif evcode == FTBEAM: # Tractor beam
2124 if not game.state.kcmdr:
2127 i = randrange(len(game.state.kcmdr))
2128 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2129 if istract or game.condition == "docked" or yank == 0:
2130 # Drats! Have to reschedule
2132 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2136 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2137 game.snapsht = copy.deepcopy(game.state)
2138 game.state.snap = True
2139 schedule(FSNAP, expran(0.5 * game.intime))
2140 elif evcode == FBATTAK: # Commander attacks starbase
2141 if not game.state.kcmdr or not game.state.baseq:
2147 for ibq in game.state.baseq:
2148 for cmdr in game.state.kcmdr:
2149 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2152 # no match found -- try later
2153 schedule(FBATTAK, expran(0.3*game.intime))
2158 # commander + starbase combination found -- launch attack
2160 schedule(FCDBAS, randreal(1.0, 4.0))
2161 if game.isatb: # extra time if SC already attacking
2162 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2163 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2164 game.iseenit = False
2165 if not communicating():
2166 continue # No warning :-(
2170 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2171 prout(_(" reports that it is under attack and that it can"))
2172 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2175 elif evcode == FSCDBAS: # Supercommander destroys base
2178 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2179 continue # WAS RETURN!
2181 game.battle = game.state.kscmdr
2183 elif evcode == FCDBAS: # Commander succeeds in destroying base
2186 if not game.state.baseq() \
2187 or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2188 game.battle.invalidate()
2190 # find the lucky pair
2191 for cmdr in game.state.kcmdr:
2192 if cmdr == game.battle:
2195 # No action to take after all
2198 elif evcode == FSCMOVE: # Supercommander moves
2199 schedule(FSCMOVE, 0.2777)
2200 if not game.ientesc and not istract and game.isatb != 1 and \
2201 (not game.iscate or not game.justin):
2203 elif evcode == FDSPROB: # Move deep space probe
2204 schedule(FDSPROB, 0.01)
2205 if not game.probe.next():
2206 if not game.probe.quadrant().valid_quadrant() or \
2207 game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
2208 # Left galaxy or ran into supernova
2212 proutn(_("Lt. Uhura- \"The deep space probe "))
2213 if not game.probe.quadrant().valid_quadrant():
2214 prout(_("has left the galaxy.\""))
2216 prout(_("is no longer transmitting.\""))
2222 prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
2223 pdest = game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j]
2225 chp = game.state.chart[game.probe.quadrant().i][game.probe.quadrant().j]
2226 chp.klingons = pdest.klingons
2227 chp.starbase = pdest.starbase
2228 chp.stars = pdest.stars
2229 pdest.charted = True
2230 game.probe.moves -= 1 # One less to travel
2231 if game.probe.arrived() and game.isarmed and pdest.stars:
2232 supernova(game.probe) # fire in the hole!
2234 if game.state.galaxy[game.quadrant().i][game.quadrant().j].supernova:
2236 elif evcode == FDISTR: # inhabited system issues distress call
2238 # try a whole bunch of times to find something suitable
2239 for i in range(100):
2240 # need a quadrant which is not the current one,
2241 # which has some stars which are inhabited and
2242 # not already under attack, which is not
2243 # supernova'ed, and which has some Klingons in it
2244 w = randplace(GALSIZE)
2245 q = game.state.galaxy[w.i][w.j]
2246 if not (game.quadrant == w or q.planet == None or \
2247 not q.planet.inhabited or \
2248 q.supernova or q.status!="secure" or q.klingons<=0):
2251 # can't seem to find one; ignore this call
2253 prout("=== Couldn't find location for distress event.")
2255 # got one!! Schedule its enslavement
2256 ev = schedule(FENSLV, expran(game.intime))
2258 q.status = "distressed"
2259 # tell the captain about it if we can
2261 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2263 prout(_("by a Klingon invasion fleet."))
2266 elif evcode == FENSLV: # starsystem is enslaved
2267 ev = unschedule(FENSLV)
2268 # see if current distress call still active
2269 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2273 q.status = "enslaved"
2275 # play stork and schedule the first baby
2276 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2277 ev2.quadrant = ev.quadrant
2279 # report the disaster if we can
2281 prout(_("Uhura- We've lost contact with starsystem %s") % \
2283 prout(_("in Quadrant %s.\n") % ev.quadrant)
2284 elif evcode == FREPRO: # Klingon reproduces
2285 # If we ever switch to a real event queue, we'll need to
2286 # explicitly retrieve and restore the x and y.
2287 ev = schedule(FREPRO, expran(1.0 * game.intime))
2288 # see if current distress call still active
2289 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2293 if game.state.remkl >=MAXKLGAME:
2294 continue # full right now
2295 # reproduce one Klingon
2298 if game.klhere >= MAXKLQUAD:
2300 # this quadrant not ok, pick an adjacent one
2301 for m.i in range(w.i - 1, w.i + 2):
2302 for m.j in range(w.j - 1, w.j + 2):
2303 if not m.valid_quadrant():
2305 q = game.state.galaxy[m.i][m.j]
2306 # check for this quad ok (not full & no snova)
2307 if q.klingons >= MAXKLQUAD or q.supernova:
2311 continue # search for eligible quadrant failed
2315 game.state.remkl += 1
2317 if game.quadrant == w:
2319 game.enemies.append(newkling())
2320 # recompute time left
2323 if game.quadrant == w:
2324 prout(_("Spock- sensors indicate the Klingons have"))
2325 prout(_("launched a warship from %s.") % q.planet)
2327 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2328 if q.planet != None:
2329 proutn(_("near %s") % q.planet)
2330 prout(_("in Quadrant %s.") % w)
2336 key = scanner.next()
2339 proutn(_("How long? "))
2344 origTime = delay = scanner.real
2347 if delay >= game.state.remtime or len(game.enemies) != 0:
2348 proutn(_("Are you sure? "))
2351 # Alternate resting periods (events) with attacks
2355 game.resting = False
2356 if not game.resting:
2357 prout(_("%d stardates left.") % int(game.state.remtime))
2359 temp = game.optime = delay
2360 if len(game.enemies):
2361 rtime = randreal(1.0, 2.0)
2365 if game.optime < delay:
2366 attack(torps_ok=False)
2374 # Repair Deathray if long rest at starbase
2375 if origTime-delay >= 9.99 and game.condition == "docked":
2376 game.damage[DDRAY] = 0.0
2377 # leave if quadrant supernovas
2378 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2380 game.resting = False
2385 course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2386 newc = coord(); neighbor = coord(); bump = coord(0, 0)
2388 # Wow! We've supernova'ed
2389 supernova(game.quadrant)
2391 # handle initial nova
2392 game.quad[nov.i][nov.j] = '.'
2393 prout(crmena(False, '*', "sector", nov) + _(" novas."))
2394 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2395 game.state.starkl += 1
2396 # Set up queue to recursively trigger adjacent stars
2402 for offset.i in range(-1, 1+1):
2403 for offset.j in range(-1, 1+1):
2404 if offset.j==0 and offset.i==0:
2406 neighbor = start + offset
2407 if not neighbor.valid_sector():
2409 iquad = game.quad[neighbor.i][neighbor.j]
2410 # Empty space ends reaction
2411 if iquad in ('.', '?', ' ', 'T', '#'):
2413 elif iquad == '*': # Affect another star
2415 # This star supernovas
2416 supernova(game.quadrant)
2419 hits.append(neighbor)
2420 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2421 game.state.starkl += 1
2422 proutn(crmena(True, '*', "sector", neighbor))
2424 game.quad[neighbor.i][neighbor.j] = '.'
2426 elif iquad in ('P', '@'): # Destroy planet
2427 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2429 game.state.nplankl += 1
2431 game.state.worldkl += 1
2432 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2433 game.iplnet.pclass = "destroyed"
2435 game.plnet.invalidate()
2439 game.quad[neighbor.i][neighbor.j] = '.'
2440 elif iquad == 'B': # Destroy base
2441 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2442 game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
2443 game.base.invalidate()
2444 game.state.basekl += 1
2446 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2447 game.quad[neighbor.i][neighbor.j] = '.'
2448 elif iquad in ('E', 'F'): # Buffet ship
2449 prout(_("***Starship buffeted by nova."))
2451 if game.shield >= 2000.0:
2452 game.shield -= 2000.0
2454 diff = 2000.0 - game.shield
2458 prout(_("***Shields knocked out."))
2459 game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2461 game.energy -= 2000.0
2462 if game.energy <= 0:
2465 # add in course nova contributes to kicking starship
2466 bump += (game.sector-hits[mm]).sgn()
2467 elif iquad == 'K': # kill klingon
2468 deadkl(neighbor, iquad, neighbor)
2469 elif iquad in ('C','S','R'): # Damage/destroy big enemies
2470 for ll in range(len(game.enemies)):
2471 if game.enemies[ll].location == neighbor:
2473 game.enemies[ll].power -= 800.0 # If firepower is lost, die
2474 if game.enemies[ll].power <= 0.0:
2475 deadkl(neighbor, iquad, neighbor)
2477 newc = neighbor + neighbor - hits[mm]
2478 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2479 if not newc.valid_sector():
2480 # can't leave quadrant
2483 iquad1 = game.quad[newc.i][newc.j]
2485 proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
2487 deadkl(neighbor, iquad, newc)
2490 # can't move into something else
2493 proutn(_(", buffeted to Sector %s") % newc)
2494 game.quad[neighbor.i][neighbor.j] = '.'
2495 game.quad[newc.i][newc.j] = iquad
2496 game.enemies[ll].move(newc)
2497 # Starship affected by nova -- kick it away.
2499 direc = course[3*(bump.i+1)+bump.j+2]
2504 course = course(bearing=direc, distance=dist)
2505 game.optime = course.time(warp=4)
2507 prout(_("Force of nova displaces starship."))
2508 imove(course, noattack=True)
2509 game.optime = course.time(warp=4)
2513 "Star goes supernova."
2518 # Scheduled supernova -- select star at random.
2521 for nq.i in range(GALSIZE):
2522 for nq.j in range(GALSIZE):
2523 stars += game.state.galaxy[nq.i][nq.j].stars
2525 return # nothing to supernova exists
2526 num = randrange(stars) + 1
2527 for nq.i in range(GALSIZE):
2528 for nq.j in range(GALSIZE):
2529 num -= game.state.galaxy[nq.i][nq.j].stars
2535 proutn("=== Super nova here?")
2538 if not nq == game.quadrant or game.justin:
2539 # it isn't here, or we just entered (treat as enroute)
2542 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2543 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2546 # we are in the quadrant!
2547 num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
2548 for ns.i in range(QUADSIZE):
2549 for ns.j in range(QUADSIZE):
2550 if game.quad[ns.i][ns.j]=='*':
2557 prouts(_("***RED ALERT! RED ALERT!"))
2559 prout(_("***Incipient supernova detected at Sector %s") % ns)
2560 if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2561 proutn(_("Emergency override attempts t"))
2562 prouts("***************")
2566 # destroy any Klingons in supernovaed quadrant
2567 kldead = game.state.galaxy[nq.i][nq.j].klingons
2568 game.state.galaxy[nq.i][nq.j].klingons = 0
2569 if nq == game.state.kscmdr:
2570 # did in the Supercommander!
2571 game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
2575 survivors = filter(lambda w: w != nq, game.state.kcmdr)
2576 comkills = len(game.state.kcmdr) - len(survivors)
2577 game.state.kcmdr = survivors
2579 if not game.state.kcmdr:
2581 game.state.remkl -= kldead
2582 # destroy Romulans and planets in supernovaed quadrant
2583 nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2584 game.state.galaxy[nq.i][nq.j].romulans = 0
2585 game.state.nromrem -= nrmdead
2587 for loop in range(game.inplan):
2588 if game.state.planets[loop].quadrant == nq:
2589 game.state.planets[loop].pclass = "destroyed"
2591 # Destroy any base in supernovaed quadrant
2592 game.state.baseq = filter(lambda x: x != nq, game.state.baseq)
2593 # If starship caused supernova, tally up destruction
2595 game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2596 game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2597 game.state.nplankl += npdead
2598 # mark supernova in galaxy and in star chart
2599 if game.quadrant == nq or communicating():
2600 game.state.galaxy[nq.i][nq.j].supernova = True
2601 # If supernova destroys last Klingons give special message
2602 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
2605 prout(_("Lucky you!"))
2606 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2609 # if some Klingons remain, continue or die in supernova
2614 # Code from finish.c ends here.
2617 "Self-destruct maneuver. Finish with a BANG!"
2619 if damaged(DCOMPTR):
2620 prout(_("Computer damaged; cannot execute destruct sequence."))
2622 prouts(_("---WORKING---")); skip(1)
2623 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2624 prouts(" 10"); skip(1)
2625 prouts(" 9"); skip(1)
2626 prouts(" 8"); skip(1)
2627 prouts(" 7"); skip(1)
2628 prouts(" 6"); skip(1)
2630 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2632 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2634 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2638 if game.passwd != scanner.token:
2639 prouts(_("PASSWORD-REJECTED;"))
2641 prouts(_("CONTINUITY-EFFECTED"))
2644 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2645 prouts(" 5"); skip(1)
2646 prouts(" 4"); skip(1)
2647 prouts(" 3"); skip(1)
2648 prouts(" 2"); skip(1)
2649 prouts(" 1"); skip(1)
2651 prouts(_("GOODBYE-CRUEL-WORLD"))
2659 prouts(_("********* Entropy of %s maximized *********") % crmshp())
2663 if len(game.enemies) != 0:
2664 whammo = 25.0 * game.energy
2666 while l <= len(game.enemies):
2667 if game.enemies[l].power*game.enemies[l].kdist <= whammo:
2668 deadkl(game.enemies[l].location, game.quad[game.enemies[l].location.i][game.enemies[l].location.j], game.enemies[l].location)
2673 "Compute our rate of kils over time."
2674 elapsed = game.state.date - game.indate
2675 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
2678 starting = (game.inkling + game.incom + game.inscom)
2679 remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
2680 return (starting - remaining)/elapsed
2684 badpt = 5.0*game.state.starkl + \
2686 10.0*game.state.nplankl + \
2687 300*game.state.nworldkl + \
2689 100.0*game.state.basekl +\
2691 if game.ship == 'F':
2693 elif game.ship == None:
2698 # end the game, with appropriate notfications
2702 prout(_("It is stardate %.1f.") % game.state.date)
2704 if ifin == FWON: # Game has been won
2705 if game.state.nromrem != 0:
2706 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
2709 prout(_("You have smashed the Klingon invasion fleet and saved"))
2710 prout(_("the Federation."))
2715 badpt = 0.0 # Close enough!
2716 # killsPerDate >= RateMax
2717 if game.state.date-game.indate < 5.0 or \
2718 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
2720 prout(_("In fact, you have done so well that Starfleet Command"))
2721 if game.skill == SKILL_NOVICE:
2722 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
2723 elif game.skill == SKILL_FAIR:
2724 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
2725 elif game.skill == SKILL_GOOD:
2726 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
2727 elif game.skill == SKILL_EXPERT:
2728 prout(_("promotes you to Commodore Emeritus."))
2730 prout(_("Now that you think you're really good, try playing"))
2731 prout(_("the \"Emeritus\" game. It will splatter your ego."))
2732 elif game.skill == SKILL_EMERITUS:
2734 proutn(_("Computer- "))
2735 prouts(_("ERROR-ERROR-ERROR-ERROR"))
2737 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
2739 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2741 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2743 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2745 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
2747 prout(_("Now you can retire and write your own Star Trek game!"))
2749 elif game.skill >= SKILL_EXPERT:
2750 if game.thawed and not idebug:
2751 prout(_("You cannot get a citation, so..."))
2753 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
2757 # Only grant long life if alive (original didn't!)
2759 prout(_("LIVE LONG AND PROSPER."))
2764 elif ifin == FDEPLETE: # Federation Resources Depleted
2765 prout(_("Your time has run out and the Federation has been"))
2766 prout(_("conquered. Your starship is now Klingon property,"))
2767 prout(_("and you are put on trial as a war criminal. On the"))
2768 proutn(_("basis of your record, you are "))
2769 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
2770 prout(_("acquitted."))
2772 prout(_("LIVE LONG AND PROSPER."))
2774 prout(_("found guilty and"))
2775 prout(_("sentenced to death by slow torture."))
2779 elif ifin == FLIFESUP:
2780 prout(_("Your life support reserves have run out, and"))
2781 prout(_("you die of thirst, starvation, and asphyxiation."))
2782 prout(_("Your starship is a derelict in space."))
2784 prout(_("Your energy supply is exhausted."))
2786 prout(_("Your starship is a derelict in space."))
2787 elif ifin == FBATTLE:
2788 prout(_("The %s has been destroyed in battle.") % crmshp())
2790 prout(_("Dulce et decorum est pro patria mori."))
2792 prout(_("You have made three attempts to cross the negative energy"))
2793 prout(_("barrier which surrounds the galaxy."))
2795 prout(_("Your navigation is abominable."))
2798 prout(_("Your starship has been destroyed by a nova."))
2799 prout(_("That was a great shot."))
2801 elif ifin == FSNOVAED:
2802 prout(_("The %s has been fried by a supernova.") % crmshp())
2803 prout(_("...Not even cinders remain..."))
2804 elif ifin == FABANDN:
2805 prout(_("You have been captured by the Klingons. If you still"))
2806 prout(_("had a starbase to be returned to, you would have been"))
2807 prout(_("repatriated and given another chance. Since you have"))
2808 prout(_("no starbases, you will be mercilessly tortured to death."))
2809 elif ifin == FDILITHIUM:
2810 prout(_("Your starship is now an expanding cloud of subatomic particles"))
2811 elif ifin == FMATERIALIZE:
2812 prout(_("Starbase was unable to re-materialize your starship."))
2813 prout(_("Sic transit gloria mundi"))
2814 elif ifin == FPHASER:
2815 prout(_("The %s has been cremated by its own phasers.") % crmshp())
2817 prout(_("You and your landing party have been"))
2818 prout(_("converted to energy, disipating through space."))
2819 elif ifin == FMINING:
2820 prout(_("You are left with your landing party on"))
2821 prout(_("a wild jungle planet inhabited by primitive cannibals."))
2823 prout(_("They are very fond of \"Captain Kirk\" soup."))
2825 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
2826 elif ifin == FDPLANET:
2827 prout(_("You and your mining party perish."))
2829 prout(_("That was a great shot."))
2832 prout(_("The Galileo is instantly annihilated by the supernova."))
2833 prout(_("You and your mining party are atomized."))
2835 prout(_("Mr. Spock takes command of the %s and") % crmshp())
2836 prout(_("joins the Romulans, wreaking terror on the Federation."))
2837 elif ifin == FPNOVA:
2838 prout(_("You and your mining party are atomized."))
2840 prout(_("Mr. Spock takes command of the %s and") % crmshp())
2841 prout(_("joins the Romulans, wreaking terror on the Federation."))
2842 elif ifin == FSTRACTOR:
2843 prout(_("The shuttle craft Galileo is also caught,"))
2844 prout(_("and breaks up under the strain."))
2846 prout(_("Your debris is scattered for millions of miles."))
2847 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
2849 prout(_("The mutants attack and kill Spock."))
2850 prout(_("Your ship is captured by Klingons, and"))
2851 prout(_("your crew is put on display in a Klingon zoo."))
2852 elif ifin == FTRIBBLE:
2853 prout(_("Tribbles consume all remaining water,"))
2854 prout(_("food, and oxygen on your ship."))
2856 prout(_("You die of thirst, starvation, and asphyxiation."))
2857 prout(_("Your starship is a derelict in space."))
2859 prout(_("Your ship is drawn to the center of the black hole."))
2860 prout(_("You are crushed into extremely dense matter."))
2862 prout(_("Your last crew member has died."))
2863 if game.ship == 'F':
2865 elif game.ship == 'E':
2868 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
2869 goodies = game.state.remres/game.inresor
2870 baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
2871 if goodies/baddies >= randreal(1.0, 1.5):
2872 prout(_("As a result of your actions, a treaty with the Klingon"))
2873 prout(_("Empire has been signed. The terms of the treaty are"))
2874 if goodies/baddies >= randreal(3.0):
2875 prout(_("favorable to the Federation."))
2877 prout(_("Congratulations!"))
2879 prout(_("highly unfavorable to the Federation."))
2881 prout(_("The Federation will be destroyed."))
2883 prout(_("Since you took the last Klingon with you, you are a"))
2884 prout(_("martyr and a hero. Someday maybe they'll erect a"))
2885 prout(_("statue in your memory. Rest in peace, and try not"))
2886 prout(_("to think about pigeons."))
2891 "Compute player's score."
2892 timused = game.state.date - game.indate
2894 if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
2896 perdate = killrate()
2897 ithperd = 500*perdate + 0.5
2900 iwon = 100*game.skill
2901 if game.ship == 'E':
2903 elif game.ship == 'F':
2907 if not game.gamewon:
2908 game.state.nromrem = 0 # None captured if no win
2909 iscore = 10*(game.inkling - game.state.remkl) \
2910 + 50*(game.incom - len(game.state.kcmdr)) \
2912 + 20*(game.inrom - game.state.nromrem) \
2913 + 200*(game.inscom - game.state.nscrem) \
2914 - game.state.nromrem \
2919 prout(_("Your score --"))
2920 if game.inrom - game.state.nromrem:
2921 prout(_("%6d Romulans destroyed %5d") %
2922 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
2923 if game.state.nromrem:
2924 prout(_("%6d Romulans captured %5d") %
2925 (game.state.nromrem, game.state.nromrem))
2926 if game.inkling - game.state.remkl:
2927 prout(_("%6d ordinary Klingons destroyed %5d") %
2928 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
2929 if game.incom - len(game.state.kcmdr):
2930 prout(_("%6d Klingon commanders destroyed %5d") %
2931 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
2932 if game.inscom - game.state.nscrem:
2933 prout(_("%6d Super-Commander destroyed %5d") %
2934 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
2936 prout(_("%6.2f Klingons per stardate %5d") %
2938 if game.state.starkl:
2939 prout(_("%6d stars destroyed by your action %5d") %
2940 (game.state.starkl, -5*game.state.starkl))
2941 if game.state.nplankl:
2942 prout(_("%6d planets destroyed by your action %5d") %
2943 (game.state.nplankl, -10*game.state.nplankl))
2944 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
2945 prout(_("%6d inhabited planets destroyed by your action %5d") %
2946 (game.state.nplankl, -300*game.state.nworldkl))
2947 if game.state.basekl:
2948 prout(_("%6d bases destroyed by your action %5d") %
2949 (game.state.basekl, -100*game.state.basekl))
2951 prout(_("%6d calls for help from starbase %5d") %
2952 (game.nhelp, -45*game.nhelp))
2954 prout(_("%6d casualties incurred %5d") %
2955 (game.casual, -game.casual))
2957 prout(_("%6d crew abandoned in space %5d") %
2958 (game.abandoned, -3*game.abandoned))
2960 prout(_("%6d ship(s) lost or destroyed %5d") %
2961 (klship, -100*klship))
2963 prout(_("Penalty for getting yourself killed -200"))
2965 proutn(_("Bonus for winning "))
2966 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
2967 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
2968 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
2969 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
2970 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
2971 prout(" %5d" % iwon)
2973 prout(_("TOTAL SCORE %5d") % iscore)
2976 "Emit winner's commemmorative plaque."
2979 proutn(_("File or device name for your plaque: "))
2982 fp = open(winner, "w")
2985 prout(_("Invalid name."))
2987 proutn(_("Enter name to go on plaque (up to 30 characters): "))
2989 # The 38 below must be 64 for 132-column paper
2990 nskip = 38 - len(winner)/2
2991 fp.write("\n\n\n\n")
2992 # --------DRAW ENTERPRISE PICTURE.
2993 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
2994 fp.write(" EEE E : : : E\n" )
2995 fp.write(" EE EEE E : : NCC-1701 : E\n")
2996 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
2997 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
2998 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
2999 fp.write(" EEEEEEE EEEEE E E E E\n")
3000 fp.write(" EEE E E E E\n")
3001 fp.write(" E E E E\n")
3002 fp.write(" EEEEEEEEEEEEE E E\n")
3003 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3004 fp.write(" :E : EEEE E\n")
3005 fp.write(" .-E -:----- E\n")
3006 fp.write(" :E : E\n")
3007 fp.write(" EE : EEEEEEEE\n")
3008 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3010 fp.write(_(" U. S. S. ENTERPRISE\n"))
3011 fp.write("\n\n\n\n")
3012 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3014 fp.write(_(" Starfleet Command bestows to you\n"))
3016 fp.write("%*s%s\n\n" % (nskip, "", winner))
3017 fp.write(_(" the rank of\n\n"))
3018 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3020 if game.skill == SKILL_EXPERT:
3021 fp.write(_(" Expert level\n\n"))
3022 elif game.skill == SKILL_EMERITUS:
3023 fp.write(_("Emeritus level\n\n"))
3025 fp.write(_(" Cheat level\n\n"))
3026 timestring = time.ctime()
3027 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3028 (timestring+4, timestring+20, timestring+11))
3029 fp.write(_(" Your score: %d\n\n") % iscore)
3030 fp.write(_(" Klingons per stardate: %.2f\n") % perdate)
3033 # Code from io.c begins here
3035 rows = linecount = 0 # for paging
3038 fullscreen_window = None
3039 srscan_window = None
3040 report_window = None
3041 status_window = None
3042 lrscan_window = None
3043 message_window = None
3044 prompt_window = None
3049 gettext.bindtextdomain("sst", "/usr/local/share/locale")
3050 gettext.textdomain("sst")
3051 if not (game.options & OPTION_CURSES):
3052 ln_env = os.getenv("LINES")
3058 stdscr = curses.initscr()
3062 global fullscreen_window, srscan_window, report_window, status_window
3063 global lrscan_window, message_window, prompt_window
3064 (rows, columns) = stdscr.getmaxyx()
3065 fullscreen_window = stdscr
3066 srscan_window = curses.newwin(12, 25, 0, 0)
3067 report_window = curses.newwin(11, 0, 1, 25)
3068 status_window = curses.newwin(10, 0, 1, 39)
3069 lrscan_window = curses.newwin(5, 0, 0, 64)
3070 message_window = curses.newwin(0, 0, 12, 0)
3071 prompt_window = curses.newwin(1, 0, rows-2, 0)
3072 message_window.scrollok(True)
3073 setwnd(fullscreen_window)
3077 if game.options & OPTION_CURSES:
3078 stdscr.keypad(False)
3084 "Wait for user action -- OK to do nothing if on a TTY"
3085 if game.options & OPTION_CURSES:
3090 prouts(_("[ANNOUNCEMENT ARRIVING...]"))
3094 if game.skill > SKILL_FAIR:
3095 prompt = _("[CONTINUE?]")
3097 prompt = _("[PRESS ENTER TO CONTINUE]")
3099 if game.options & OPTION_CURSES:
3101 setwnd(prompt_window)
3102 prompt_window.clear()
3103 prompt_window.addstr(prompt)
3104 prompt_window.getstr()
3105 prompt_window.clear()
3106 prompt_window.refresh()
3107 setwnd(message_window)
3110 sys.stdout.write('\n')
3113 for j in range(rows):
3114 sys.stdout.write('\n')
3118 "Skip i lines. Pause game if this would cause a scrolling event."
3119 for dummy in range(i):
3120 if game.options & OPTION_CURSES:
3121 (y, x) = curwnd.getyx()
3122 (my, mx) = curwnd.getmaxyx()
3123 if curwnd == message_window and y >= my - 3:
3129 except curses.error:
3134 if rows and linecount >= rows:
3137 sys.stdout.write('\n')
3140 "Utter a line with no following line feed."
3141 if game.options & OPTION_CURSES:
3145 sys.stdout.write(line)
3155 if not replayfp or replayfp.closed: # Don't slow down replays
3158 if game.options & OPTION_CURSES:
3162 if not replayfp or replayfp.closed:
3166 "Get a line of input."
3167 if game.options & OPTION_CURSES:
3168 line = curwnd.getstr() + "\n"
3171 if replayfp and not replayfp.closed:
3173 line = replayfp.readline()
3176 prout("*** Replay finished")
3179 elif line[0] != "#":
3182 line = raw_input() + "\n"
3188 "Change windows -- OK for this to be a no-op in tty mode."
3190 if game.options & OPTION_CURSES:
3192 curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
3195 "Clear to end of line -- can be a no-op in tty mode"
3196 if game.options & OPTION_CURSES:
3201 "Clear screen -- can be a no-op in tty mode."
3203 if game.options & OPTION_CURSES:
3210 # Things past this point have policy implications.
3214 "Hook to be called after moving to redraw maps."
3215 if game.options & OPTION_CURSES:
3218 setwnd(srscan_window)
3222 setwnd(status_window)
3223 status_window.clear()
3224 status_window.move(0, 0)
3225 setwnd(report_window)
3226 report_window.clear()
3227 report_window.move(0, 0)
3229 setwnd(lrscan_window)
3230 lrscan_window.clear()
3231 lrscan_window.move(0, 0)
3232 lrscan(silent=False)
3234 def put_srscan_sym(w, sym):
3235 "Emit symbol for short-range scan."
3236 srscan_window.move(w.i+1, w.j*2+2)
3237 srscan_window.addch(sym)
3238 srscan_window.refresh()
3241 "Enemy fall down, go boom."
3242 if game.options & OPTION_CURSES:
3244 setwnd(srscan_window)
3245 srscan_window.attron(curses.A_REVERSE)
3246 put_srscan_sym(w, game.quad[w.i][w.j])
3250 srscan_window.attroff(curses.A_REVERSE)
3251 put_srscan_sym(w, game.quad[w.i][w.j])
3252 curses.delay_output(500)
3253 setwnd(message_window)
3256 "Sound and visual effects for teleportation."
3257 if game.options & OPTION_CURSES:
3259 setwnd(message_window)
3261 prouts(" . . . . . ")
3262 if game.options & OPTION_CURSES:
3263 #curses.delay_output(1000)
3267 def tracktorpedo(origin, w, step, i, n, iquad):
3268 "Torpedo-track animation."
3269 if not game.options & OPTION_CURSES:
3273 proutn(_("Track for torpedo number %d- ") % (i+1))
3276 proutn(_("Torpedo track- "))
3277 elif step==4 or step==9:
3281 if not damaged(DSRSENS) or game.condition=="docked":
3282 if i != 0 and step == 1:
3285 if (iquad=='.') or (iquad==' '):
3286 put_srscan_sym(w, '+')