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 on how to modify (and how not to modify!) this code.
14 import os, sys, math, curses, time, readline, cPickle, random, copy, gettext, getpass
18 docpath = (".", "../doc", "/usr/share/doc/sst")
21 return gettext.gettext(st)
23 GALSIZE = 8 # Galaxy size in quadrants
24 NINHAB = (GALSIZE * GALSIZE / 2) # Number of inhabited worlds
25 MAXUNINHAB = 10 # Maximum uninhabited worlds
26 QUADSIZE = 10 # Quadrant size in sectors
27 BASEMIN = 2 # Minimum starbases
28 BASEMAX = (GALSIZE * GALSIZE / 12) # Maximum starbases
29 MAXKLGAME = 127 # Maximum Klingons per game
30 MAXKLQUAD = 9 # Maximum Klingons per quadrant
31 FULLCREW = 428 # Crew size. BSD Trek was 387, that's wrong
32 FOREVER = 1e30 # Time for the indefinite future
33 MAXBURST = 3 # Max # of torps you can launch in one turn
34 MINCMDR = 10 # Minimum number of Klingon commanders
35 DOCKFAC = 0.25 # Repair faster when docked
36 PHASEFAC = 2.0 # Unclear what this is, it was in the C version
56 class TrekError(Exception):
59 class JumpOut(Exception):
63 def __init__(self, x=None, y=None):
66 def valid_quadrant(self):
67 return self.i >= 0 and self.i < GALSIZE and self.j >= 0 and self.j < GALSIZE
68 def valid_sector(self):
69 return self.i >= 0 and self.i < QUADSIZE and self.j >= 0 and self.j < QUADSIZE
71 self.i = self.j = None
73 return self.i != None and self.j != None
74 def __eq__(self, other):
75 return other != None and self.i == other.i and self.j == other.j
76 def __ne__(self, other):
77 return other == None or self.i != other.i or self.j != other.j
78 def __add__(self, other):
79 return Coord(self.i+other.i, self.j+other.j)
80 def __sub__(self, other):
81 return Coord(self.i-other.i, self.j-other.j)
82 def __mul__(self, other):
83 return Coord(self.i*other, self.j*other)
84 def __rmul__(self, other):
85 return Coord(self.i*other, self.j*other)
86 def __div__(self, other):
87 return Coord(self.i/other, self.j/other)
88 def __mod__(self, other):
89 return Coord(self.i % other, self.j % other)
90 def __rdiv__(self, other):
91 return Coord(self.i/other, self.j/other)
92 def roundtogrid(self):
93 return Coord(int(round(self.i)), int(round(self.j)))
94 def distance(self, other=None):
97 return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
99 return 1.90985*math.atan2(self.j, self.i)
105 s.i = self.i / abs(self.i)
109 s.j = self.j / abs(self.j)
112 #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
113 return self.roundtogrid() / QUADSIZE
115 return self.roundtogrid() % QUADSIZE
118 s.i = self.i + randrange(-1, 2)
119 s.j = self.j + randrange(-1, 2)
122 if self.i == None or self.j == None:
124 return "%s - %s" % (self.i+1, self.j+1)
128 "Do not anger the Space Thingy!"
137 self.name = None # string-valued if inhabited
138 self.quadrant = Coord() # quadrant located
139 self.pclass = None # could be ""M", "N", "O", or "destroyed"
140 self.crystals = "absent"# could be "mined", "present", "absent"
141 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
142 self.inhabited = False # is it inhabites?
150 self.starbase = False
153 self.supernova = False
155 self.status = "secure" # Could be "secure", "distressed", "enslaved"
163 def fill2d(size, fillfun):
164 "Fill an empty list in 2D."
166 for i in range(size):
168 for j in range(size):
169 lst[i].append(fillfun(i, j))
174 self.snap = False # snapshot taken
175 self.crew = 0 # crew complement
176 self.remkl = 0 # remaining klingons
177 self.nscrem = 0 # remaining super commanders
178 self.starkl = 0 # destroyed stars
179 self.basekl = 0 # destroyed bases
180 self.nromrem = 0 # Romulans remaining
181 self.nplankl = 0 # destroyed uninhabited planets
182 self.nworldkl = 0 # destroyed inhabited planets
183 self.planets = [] # Planet information
184 self.date = 0.0 # stardate
185 self.remres = 0 # remaining resources
186 self.remtime = 0 # remaining time
187 self.baseq = [] # Base quadrant coordinates
188 self.kcmdr = [] # Commander quadrant coordinates
189 self.kscmdr = Coord() # Supercommander quadrant coordinates
191 self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
193 self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
197 self.date = None # A real number
198 self.quadrant = None # A coord structure
201 OPTION_ALL = 0xffffffff
202 OPTION_TTY = 0x00000001 # old interface
203 OPTION_CURSES = 0x00000002 # new interface
204 OPTION_IOMODES = 0x00000003 # cover both interfaces
205 OPTION_PLANETS = 0x00000004 # planets and mining
206 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
207 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
208 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
209 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
210 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
211 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
212 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
213 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
214 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
215 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
216 OPTION_PLAIN = 0x01000000 # user chose plain game
217 OPTION_ALMY = 0x02000000 # user chose Almy variant
218 OPTION_COLOR = 0x04000000 # enable color display (experimental, ESR, 2010)
237 NDEVICES = 16 # Number of devices
247 return (game.damage[dev] != 0.0)
249 return not damaged(DRADIO) or game.condition=="docked"
251 # Define future events
252 FSPY = 0 # Spy event happens always (no future[] entry)
253 # can cause SC to tractor beam Enterprise
254 FSNOVA = 1 # Supernova
255 FTBEAM = 2 # Commander tractor beams Enterprise
256 FSNAP = 3 # Snapshot for time warp
257 FBATTAK = 4 # Commander attacks base
258 FCDBAS = 5 # Commander destroys base
259 FSCMOVE = 6 # Supercommander moves (might attack base)
260 FSCDBAS = 7 # Supercommander destroys base
261 FDSPROB = 8 # Move deep space probe
262 FDISTR = 9 # Emit distress call from an inhabited world
263 FENSLV = 10 # Inhabited word is enslaved */
264 FREPRO = 11 # Klingons build a ship in an enslaved system
267 # Abstract out the event handling -- underlying data structures will change
268 # when we implement stateful events
269 def findevent(evtype):
270 return game.future[evtype]
273 def __init__(self, etype=None, loc=None, power=None):
275 self.location = Coord()
280 self.power = power # enemy energy level
281 game.enemies.append(self)
283 motion = (loc != self.location)
284 if self.location.i is not None and self.location.j is not None:
287 game.quad[self.location.i][self.location.j] = '#'
289 game.quad[self.location.i][self.location.j] = '.'
291 self.location = copy.copy(loc)
292 game.quad[self.location.i][self.location.j] = self.type
293 self.kdist = self.kavgd = (game.sector - loc).distance()
295 self.location = Coord()
296 self.kdist = self.kavgd = None
297 game.enemies.remove(self)
300 return "<%s,%s.%f>" % (self.type, self.location, self.power) # For debugging
304 self.options = None # Game options
305 self.state = Snapshot() # A snapshot structure
306 self.snapsht = Snapshot() # Last snapshot taken for time-travel purposes
307 self.quad = None # contents of our quadrant
308 self.damage = [0.0] * NDEVICES # damage encountered
309 self.future = [] # future events
313 self.future.append(Event())
314 self.passwd = None # Self Destruct password
316 self.quadrant = None # where we are in the large
317 self.sector = None # where we are in the small
318 self.tholian = None # Tholian enemy object
319 self.base = None # position of base in current quadrant
320 self.battle = None # base coordinates being attacked
321 self.plnet = None # location of planet in quadrant
322 self.gamewon = False # Finished!
323 self.ididit = False # action taken -- allows enemy to attack
324 self.alive = False # we are alive (not killed)
325 self.justin = False # just entered quadrant
326 self.shldup = False # shields are up
327 self.shldchg = False # shield is changing (affects efficiency)
328 self.iscate = False # super commander is here
329 self.ientesc = False # attempted escape from supercommander
330 self.resting = False # rest time
331 self.icraft = False # Kirk in Galileo
332 self.landed = False # party on planet (true), on ship (false)
333 self.alldone = False # game is now finished
334 self.neutz = False # Romulan Neutral Zone
335 self.isarmed = False # probe is armed
336 self.inorbit = False # orbiting a planet
337 self.imine = False # mining
338 self.icrystl = False # dilithium crystals aboard
339 self.iseenit = False # seen base attack report
340 self.thawed = False # thawed game
341 self.condition = None # "green", "yellow", "red", "docked", "dead"
342 self.iscraft = None # "onship", "offship", "removed"
343 self.skill = None # Player skill level
344 self.inkling = 0 # initial number of klingons
345 self.inbase = 0 # initial number of bases
346 self.incom = 0 # initial number of commanders
347 self.inscom = 0 # initial number of commanders
348 self.inrom = 0 # initial number of commanders
349 self.instar = 0 # initial stars
350 self.intorps = 0 # initial/max torpedoes
351 self.torps = 0 # number of torpedoes
352 self.ship = 0 # ship type -- 'E' is Enterprise
353 self.abandoned = 0 # count of crew abandoned in space
354 self.length = 0 # length of game
355 self.klhere = 0 # klingons here
356 self.casual = 0 # causalties
357 self.nhelp = 0 # calls for help
358 self.nkinks = 0 # count of energy-barrier crossings
359 self.iplnet = None # planet # in quadrant
360 self.inplan = 0 # initial planets
361 self.irhere = 0 # Romulans in quadrant
362 self.isatb = 0 # =2 if super commander is attacking base
363 self.tourn = None # tournament number
364 self.nprobes = 0 # number of probes available
365 self.inresor = 0.0 # initial resources
366 self.intime = 0.0 # initial time
367 self.inenrg = 0.0 # initial/max energy
368 self.inshld = 0.0 # initial/max shield
369 self.inlsr = 0.0 # initial life support resources
370 self.indate = 0.0 # initial date
371 self.energy = 0.0 # energy level
372 self.shield = 0.0 # shield level
373 self.warpfac = 0.0 # warp speed
374 self.lsupres = 0.0 # life support reserves
375 self.optime = 0.0 # time taken by current operation
376 self.damfac = 0.0 # damage factor
377 self.lastchart = 0.0 # time star chart was last updated
378 self.cryprob = 0.0 # probability that crystal will work
379 self.probe = None # object holding probe course info
380 self.height = 0.0 # height of orbit around planet
381 self.score = 0.0 # overall score
382 self.perdate = 0.0 # rate of kills
383 self.idebug = False # Debugging instrumentation enabled?
384 self.statekscmdr = None # No SuperCommander coordinates yet.
386 # Stas thinks this should be (C expression):
387 # game.state.remkl + len(game.state.kcmdr) > 0 ?
388 # game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99
389 # He says the existing expression is prone to divide-by-zero errors
390 # after killing the last klingon when score is shown -- perhaps also
391 # if the only remaining klingon is SCOM.
392 self.state.remtime = self.state.remres/(self.state.remkl + 4*len(self.state.kcmdr))
418 return random.random() < p
420 def randrange(*args):
421 return random.randrange(*args)
426 v *= args[0] # from [0, args[0])
428 v = args[0] + v*(args[1]-args[0]) # from [args[0], args[1])
431 # Code from ai.c begins here
434 "Would this quadrant welcome another Klingon?"
435 return iq.valid_quadrant() and \
436 not game.state.galaxy[iq.i][iq.j].supernova and \
437 game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
439 def tryexit(enemy, look, irun):
440 "A bad guy attempts to bug out."
442 iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
443 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
444 if not welcoming(iq):
446 if enemy.type == 'R':
447 return False # Romulans cannot escape!
449 # avoid intruding on another commander's territory
450 if enemy.type == 'C':
451 if iq in game.state.kcmdr:
453 # refuse to leave if currently attacking starbase
454 if game.battle == game.quadrant:
456 # don't leave if over 1000 units of energy
457 if enemy.power > 1000.0:
459 # emit escape message and move out of quadrant.
460 # we know this if either short or long range sensors are working
461 if not damaged(DSRSENS) or not damaged(DLRSENS) or \
462 game.condition == "docked":
463 prout(crmena(True, enemy.type, "sector", enemy.location) + \
464 (_(" escapes to Quadrant %s (and regains strength).") % iq))
465 # handle local matters related to escape
468 if game.condition != "docked":
470 # Handle global matters related to escape
471 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
472 game.state.galaxy[iq.i][iq.j].klingons += 1
473 if enemy.type == 'S':
477 schedule(FSCMOVE, 0.2777)
479 game.state.kscmdr = iq
481 for cmdr in game.state.kcmdr:
482 if cmdr == game.quadrant:
483 game.state.kcmdr.append(iq)
485 return True # success
487 # The bad-guy movement algorithm:
489 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
490 # If both are operating full strength, force is 1000. If both are damaged,
491 # force is -1000. Having shields down subtracts an additional 1000.
493 # 2. Enemy has forces equal to the energy of the attacker plus
494 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
495 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
497 # Attacker Initial energy levels (nominal):
498 # Klingon Romulan Commander Super-Commander
499 # Novice 400 700 1200
501 # Good 450 800 1300 1750
502 # Expert 475 850 1350 1875
503 # Emeritus 500 900 1400 2000
504 # VARIANCE 75 200 200 200
506 # Enemy vessels only move prior to their attack. In Novice - Good games
507 # only commanders move. In Expert games, all enemy vessels move if there
508 # is a commander present. In Emeritus games all enemy vessels move.
510 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
511 # forces are 1000 greater than Enterprise.
513 # Agressive action on average cuts the distance between the ship and
514 # the enemy to 1/4 the original.
516 # 4. At lower energy advantage, movement units are proportional to the
517 # advantage with a 650 advantage being to hold ground, 800 to move forward
518 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
520 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
521 # retreat, especially at high skill levels.
523 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
525 def movebaddy(enemy):
526 "Tactical movement for the bad guys."
530 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
531 if game.skill >= SKILL_EXPERT:
532 nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
534 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
536 mdist = int(dist1 + 0.5) # Nearest integer distance
537 # If SC, check with spy to see if should hi-tail it
538 if enemy.type == 'S' and \
539 (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
543 # decide whether to advance, retreat, or hold position
544 forces = enemy.power+100.0*len(game.enemies)+400*(nbaddys-1)
546 forces += 1000 # Good for enemy if shield is down!
547 if not damaged(DPHASER) or not damaged(DPHOTON):
548 if damaged(DPHASER): # phasers damaged
551 forces -= 0.2*(game.energy - 2500.0)
552 if damaged(DPHOTON): # photon torpedoes damaged
555 forces -= 50.0*game.torps
557 # phasers and photon tubes both out!
560 if forces <= 1000.0 and game.condition != "docked": # Typical situation
561 motion = ((forces + randreal(200))/150.0) - 5.0
563 if forces > 1000.0: # Very strong -- move in for kill
564 motion = (1.0 - randreal())**2 * dist1 + 1.0
565 if game.condition == "docked" and (game.options & OPTION_BASE): # protected by base -- back off !
566 motion -= game.skill*(2.0-randreal()**2)
568 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
569 # don't move if no motion
572 # Limit motion according to skill
573 if abs(motion) > game.skill:
578 # calculate preferred number of steps
579 nsteps = abs(int(motion))
580 if motion > 0 and nsteps > mdist:
581 nsteps = mdist # don't overshoot
582 if nsteps > QUADSIZE:
583 nsteps = QUADSIZE # This shouldn't be necessary
585 nsteps = 1 # This shouldn't be necessary
587 proutn("NSTEPS = %d:" % nsteps)
588 # Compute preferred values of delta X and Y
589 m = game.sector - enemy.location
590 if 2.0 * abs(m.i) < abs(m.j):
592 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
594 m = (motion * m).sgn()
595 goto = enemy.location
597 for ll in range(nsteps):
599 proutn(" %d" % (ll+1))
600 # Check if preferred position available
611 attempts = 0 # Settle mysterious hang problem
612 while attempts < 20 and not success:
614 if look.i < 0 or look.i >= QUADSIZE:
615 if motion < 0 and tryexit(enemy, look, irun):
617 if krawli == m.i or m.j == 0:
619 look.i = goto.i + krawli
621 elif look.j < 0 or look.j >= QUADSIZE:
622 if motion < 0 and tryexit(enemy, look, irun):
624 if krawlj == m.j or m.i == 0:
626 look.j = goto.j + krawlj
628 elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.':
629 # See if enemy should ram ship
630 if game.quad[look.i][look.j] == game.ship and \
631 (enemy.type == 'C' or enemy.type == 'S'):
632 collision(rammed=True, enemy=enemy)
634 if krawli != m.i and m.j != 0:
635 look.i = goto.i + krawli
637 elif krawlj != m.j and m.i != 0:
638 look.j = goto.j + krawlj
641 break # we have failed
653 if not damaged(DSRSENS) or game.condition == "docked":
654 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
655 if enemy.kdist < dist1:
656 proutn(_(" advances to "))
658 proutn(_(" retreats to "))
659 prout("Sector %s." % goto)
662 "Sequence Klingon tactical movement."
665 # Figure out which Klingon is the commander (or Supercommander)
667 if game.quadrant in game.state.kcmdr:
668 for enemy in game.enemies:
669 if enemy.type == 'C':
671 if game.state.kscmdr == game.quadrant:
672 for enemy in game.enemies:
673 if enemy.type == 'S':
676 # If skill level is high, move other Klingons and Romulans too!
677 # Move these last so they can base their actions on what the
679 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
680 for enemy in game.enemies:
681 if enemy.type in ('K', 'R'):
685 def movescom(iq, avoid):
686 "Commander movement helper."
687 # Avoid quadrants with bases if we want to avoid Enterprise
688 if not welcoming(iq) or (avoid and iq in game.state.baseq):
690 if game.justin and not game.iscate:
693 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
694 game.state.kscmdr = iq
695 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
696 if game.state.kscmdr == game.quadrant:
697 # SC has scooted, remove him from current quadrant
702 for enemy in game.enemies:
703 if enemy.type == 'S':
706 if game.condition != "docked":
709 # check for a helpful planet
710 for i in range(game.inplan):
711 if game.state.planets[i].quadrant == game.state.kscmdr and \
712 game.state.planets[i].crystals == "present":
714 game.state.planets[i].pclass = "destroyed"
715 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
718 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
719 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
720 prout(_(" by the Super-commander.\""))
722 return True # looks good!
724 def supercommander():
725 "Move the Super Commander."
732 prout("== SUPERCOMMANDER")
733 # Decide on being active or passive
734 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 \
735 (game.state.date-game.indate) < 3.0)
736 if not game.iscate and avoid:
737 # compute move away from Enterprise
738 idelta = game.state.kscmdr-game.quadrant
739 if idelta.distance() > 2.0:
741 idelta.i = game.state.kscmdr.j-game.quadrant.j
742 idelta.j = game.quadrant.i-game.state.kscmdr.i
744 # compute distances to starbases
745 if not game.state.baseq:
749 sc = game.state.kscmdr
750 for (i, base) in enumerate(game.state.baseq):
751 basetbl.append((i, (base - sc).distance()))
752 if game.state.baseq > 1:
753 basetbl.sort(lambda x, y: cmp(x[1], y[1]))
754 # look for nearest base without a commander, no Enterprise, and
755 # without too many Klingons, and not already under attack.
756 ifindit = iwhichb = 0
757 for (i2, base) in enumerate(game.state.baseq):
758 i = basetbl[i2][0] # bug in original had it not finding nearest
759 if base == game.quadrant or base == game.battle or not welcoming(base):
761 # if there is a commander, and no other base is appropriate,
762 # we will take the one with the commander
763 for cmdr in game.state.kcmdr:
764 if base == cmdr and ifindit != 2:
768 else: # no commander -- use this one
773 return # Nothing suitable -- wait until next time
774 ibq = game.state.baseq[iwhichb]
775 # decide how to move toward base
776 idelta = ibq - game.state.kscmdr
777 # Maximum movement is 1 quadrant in either or both axes
778 idelta = idelta.sgn()
779 # try moving in both x and y directions
780 # there was what looked like a bug in the Almy C code here,
781 # but it might be this translation is just wrong.
782 iq = game.state.kscmdr + idelta
783 if not movescom(iq, avoid):
784 # failed -- try some other maneuvers
785 if idelta.i == 0 or idelta.j == 0:
788 iq.j = game.state.kscmdr.j + 1
789 if not movescom(iq, avoid):
790 iq.j = game.state.kscmdr.j - 1
793 iq.i = game.state.kscmdr.i + 1
794 if not movescom(iq, avoid):
795 iq.i = game.state.kscmdr.i - 1
798 # try moving just in x or y
799 iq.j = game.state.kscmdr.j
800 if not movescom(iq, avoid):
801 iq.j = game.state.kscmdr.j + idelta.j
802 iq.i = game.state.kscmdr.i
805 if len(game.state.baseq) == 0:
808 for ibq in game.state.baseq:
809 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
812 return # no, don't attack base!
815 schedule(FSCDBAS, randreal(1.0, 3.0))
816 if is_scheduled(FCDBAS):
817 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
818 if not communicating():
822 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
824 prout(_(" reports that it is under attack from the Klingon Super-commander."))
825 proutn(_(" It can survive until stardate %d.\"") \
826 % int(scheduled(FSCDBAS)))
829 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
833 game.optime = 0.0 # actually finished
835 # Check for intelligence report
836 if not game.idebug and \
838 (not communicating()) or \
839 not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
842 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
843 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
848 if not game.tholian or game.justin:
851 if game.tholian.location.i == 0 and game.tholian.location.j == 0:
854 elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
857 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1:
860 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0:
864 # something is wrong!
865 game.tholian.move(None)
866 prout("***Internal error: Tholian in a bad spot.")
868 # do nothing if we are blocked
869 if game.quad[tid.i][tid.j] not in ('.', '#'):
871 here = copy.copy(game.tholian.location)
872 delta = (tid - game.tholian.location).sgn()
874 while here.i != tid.i:
876 if game.quad[here.i][here.j] == '.':
877 game.tholian.move(here)
879 while here.j != tid.j:
881 if game.quad[here.i][here.j] == '.':
882 game.tholian.move(here)
883 # check to see if all holes plugged
884 for i in range(QUADSIZE):
885 if game.quad[0][i] != '#' and game.quad[0][i] != 'T':
887 if game.quad[QUADSIZE-1][i] != '#' and game.quad[QUADSIZE-1][i] != 'T':
889 if game.quad[i][0] != '#' and game.quad[i][0] != 'T':
891 if game.quad[i][QUADSIZE-1] != '#' and game.quad[i][QUADSIZE-1] != 'T':
893 # All plugged up -- Tholian splits
894 game.quad[game.tholian.location.i][game.tholian.location.j] = '#'
896 prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web."))
897 game.tholian.move(None)
900 # Code from battle.c begins here
902 def doshield(shraise):
903 "Change shield status."
911 if scanner.sees("transfer"):
915 prout(_("Shields damaged and down."))
917 if scanner.sees("up"):
919 elif scanner.sees("down"):
922 proutn(_("Do you wish to change shield energy? "))
925 elif damaged(DSHIELD):
926 prout(_("Shields damaged and down."))
929 proutn(_("Shields are up. Do you want them down? "))
936 proutn(_("Shields are down. Do you want them up? "))
942 if action == "SHUP": # raise shields
944 prout(_("Shields already up."))
948 if game.condition != "docked":
950 prout(_("Shields raised."))
953 prout(_("Shields raising uses up last of energy."))
958 elif action == "SHDN":
960 prout(_("Shields already down."))
964 prout(_("Shields lowered."))
967 elif action == "NRG":
968 while scanner.next() != "IHREAL":
970 proutn(_("Energy to transfer to shields- "))
975 if nrg > game.energy:
976 prout(_("Insufficient ship energy."))
979 if game.shield+nrg >= game.inshld:
980 prout(_("Shield energy maximized."))
981 if game.shield+nrg > game.inshld:
982 prout(_("Excess energy requested returned to ship energy"))
983 game.energy -= game.inshld-game.shield
984 game.shield = game.inshld
986 if nrg < 0.0 and game.energy-nrg > game.inenrg:
987 # Prevent shield drain loophole
989 prout(_("Engineering to bridge--"))
990 prout(_(" Scott here. Power circuit problem, Captain."))
991 prout(_(" I can't drain the shields."))
994 if game.shield+nrg < 0:
995 prout(_("All shield energy transferred to ship."))
996 game.energy += game.shield
999 proutn(_("Scotty- \""))
1001 prout(_("Transferring energy to shields.\""))
1003 prout(_("Draining energy from shields.\""))
1009 "Choose a device to damage, at random."
1011 105, # DSRSENS: short range scanners 10.5%
1012 105, # DLRSENS: long range scanners 10.5%
1013 120, # DPHASER: phasers 12.0%
1014 120, # DPHOTON: photon torpedoes 12.0%
1015 25, # DLIFSUP: life support 2.5%
1016 65, # DWARPEN: warp drive 6.5%
1017 70, # DIMPULS: impulse engines 6.5%
1018 145, # DSHIELD: deflector shields 14.5%
1019 30, # DRADIO: subspace radio 3.0%
1020 45, # DSHUTTL: shuttle 4.5%
1021 15, # DCOMPTR: computer 1.5%
1022 20, # NAVCOMP: navigation system 2.0%
1023 75, # DTRANSP: transporter 7.5%
1024 20, # DSHCTRL: high-speed shield controller 2.0%
1025 10, # DDRAY: death ray 1.0%
1026 30, # DDSP: deep-space probes 3.0%
1028 assert(sum(weights) == 1000)
1029 idx = randrange(1000)
1031 for (i, w) in enumerate(weights):
1035 return None # we should never get here
1037 def collision(rammed, enemy):
1038 "Collision handling fot rammong events."
1039 prouts(_("***RED ALERT! RED ALERT!"))
1041 prout(_("***COLLISION IMMINENT."))
1045 hardness = {'R':1.5, 'C':2.0, 'S':2.5, 'T':0.5, '?':4.0}.get(enemy.type, 1.0)
1047 proutn(_(" rammed by "))
1050 proutn(crmena(False, enemy.type, "sector", enemy.location))
1052 proutn(_(" (original position)"))
1054 deadkl(enemy.location, enemy.type, game.sector)
1055 proutn("***" + crmshp() + " heavily damaged.")
1056 icas = randrange(10, 30)
1057 prout(_("***Sickbay reports %d casualties") % icas)
1059 game.state.crew -= icas
1060 # In the pre-SST2K version, all devices got equiprobably damaged,
1061 # which was silly. Instead, pick up to half the devices at
1062 # random according to our weighting table,
1063 ncrits = randrange(NDEVICES/2)
1067 if game.damage[dev] < 0:
1069 extradm = (10.0*hardness*randreal()+1.0)*game.damfac
1070 # Damage for at least time of travel!
1071 game.damage[dev] += game.optime + extradm
1073 prout(_("***Shields are down."))
1074 if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
1081 def torpedo(origin, bearing, dispersion, number, nburst):
1082 "Let a photon torpedo fly"
1083 if not damaged(DSRSENS) or game.condition == "docked":
1084 setwnd(srscan_window)
1086 setwnd(message_window)
1087 ac = bearing + 0.25*dispersion # dispersion is a random variable
1088 bullseye = (15.0 - bearing)*0.5235988
1089 track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
1090 bumpto = Coord(0, 0)
1091 # Loop to move a single torpedo
1092 setwnd(message_window)
1093 for step in range(1, QUADSIZE*2):
1094 if not track.next():
1097 if not w.valid_sector():
1099 iquad = game.quad[w.i][w.j]
1100 tracktorpedo(w, step, number, nburst, iquad)
1104 setwnd(message_window)
1105 if not damaged(DSRSENS) or game.condition == "docked":
1106 skip(1) # start new line after text track
1107 if iquad in ('E', 'F'): # Hit our ship
1109 prout(_("Torpedo hits %s.") % crmshp())
1110 hit = 700.0 + randreal(100) - \
1111 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1112 newcnd() # we're blown out of dock
1113 if game.landed or game.condition == "docked":
1114 return hit # Cheat if on a planet
1115 # In the C/FORTRAN version, dispersion was 2.5 radians, which
1116 # is 143 degrees, which is almost exactly 4.8 clockface units
1117 displacement = course(track.bearing+randreal(-2.4, 2.4), distance=2**0.5)
1119 bumpto = displacement.sector()
1120 if not bumpto.valid_sector():
1122 if game.quad[bumpto.i][bumpto.j] == ' ':
1125 if game.quad[bumpto.i][bumpto.j] != '.':
1126 # can't move into object
1128 game.sector = bumpto
1130 game.quad[w.i][w.j] = '.'
1131 game.quad[bumpto.i][bumpto.j] = iquad
1132 prout(_(" displaced by blast to Sector %s ") % bumpto)
1133 for enemy in game.enemies:
1134 enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1137 elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
1139 if iquad in ('C', 'S') and withprob(0.05):
1140 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1141 prout(_(" torpedo neutralized."))
1143 for enemy in game.enemies:
1144 if w == enemy.location:
1145 kp = math.fabs(enemy.power)
1146 h1 = 700.0 + randrange(100) - \
1147 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1155 if enemy.power == 0:
1158 proutn(crmena(True, iquad, "sector", w))
1159 displacement = course(track.bearing+randreal(-2.4, 2.4), distance=2**0.5)
1161 bumpto = displacement.sector()
1162 if not bumpto.valid_sector():
1163 prout(_(" damaged but not destroyed."))
1165 if game.quad[bumpto.i][bumpto.j] == ' ':
1166 prout(_(" buffeted into black hole."))
1167 deadkl(w, iquad, bumpto)
1168 if game.quad[bumpto.i][bumpto.j] != '.':
1169 prout(_(" damaged but not destroyed."))
1171 prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
1172 enemy.location = bumpto
1173 game.quad[w.i][w.j] = '.'
1174 game.quad[bumpto.i][bumpto.j] = iquad
1175 for enemy in game.enemies:
1176 enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1180 prout("Internal error, no enemy where expected!")
1183 elif iquad == 'B': # Hit a base
1185 prout(_("***STARBASE DESTROYED.."))
1186 game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
1187 game.quad[w.i][w.j] = '.'
1188 game.base.invalidate()
1189 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase -= 1
1190 game.state.chart[game.quadrant.i][game.quadrant.j].starbase -= 1
1191 game.state.basekl += 1
1194 elif iquad == 'P': # Hit a planet
1195 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1196 game.state.nplankl += 1
1197 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1198 game.iplnet.pclass = "destroyed"
1200 game.plnet.invalidate()
1201 game.quad[w.i][w.j] = '.'
1203 # captain perishes on planet
1206 elif iquad == '@': # Hit an inhabited world -- very bad!
1207 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1208 game.state.nworldkl += 1
1209 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1210 game.iplnet.pclass = "destroyed"
1212 game.plnet.invalidate()
1213 game.quad[w.i][w.j] = '.'
1215 # captain perishes on planet
1217 prout(_("The torpedo destroyed an inhabited planet."))
1219 elif iquad == '*': # Hit a star
1223 prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast."))
1225 elif iquad == '?': # Hit a thingy
1226 if not (game.options & OPTION_THINGY) or withprob(0.3):
1228 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1230 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1232 proutn(_("Mr. Spock-"))
1233 prouts(_(" \"Fascinating!\""))
1237 # Stas Sergeev added the possibility that
1238 # you can shove the Thingy and piss it off.
1239 # It then becomes an enemy and may fire at you.
1242 elif iquad == ' ': # Black hole
1244 prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo."))
1246 elif iquad == '#': # hit the web
1248 prout(_("***Torpedo absorbed by Tholian web."))
1250 elif iquad == 'T': # Hit a Tholian
1251 h1 = 700.0 + randrange(100) - \
1252 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1255 game.quad[w.i][w.j] = '.'
1260 proutn(crmena(True, 'T', "sector", w))
1262 prout(_(" survives photon blast."))
1264 prout(_(" disappears."))
1265 game.tholian.move(None)
1266 game.quad[w.i][w.j] = '#'
1271 proutn("Don't know how to handle torpedo collision with ")
1272 proutn(crmena(True, iquad, "sector", w))
1277 setwnd(message_window)
1278 prout(_("Torpedo missed."))
1282 "Critical-hit resolution."
1283 if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1285 ncrit = int(1.0 + hit/(500.0+randreal(100)))
1286 proutn(_("***CRITICAL HIT--"))
1287 # Select devices and cause damage
1293 # Cheat to prevent shuttle damage unless on ship
1294 if not (game.damage[j]<0.0 or (j == DSHUTTL and game.iscraft != "onship")):
1297 extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1298 game.damage[j] += extradm
1300 for (i, j) in enumerate(cdam):
1302 if skipcount % 3 == 2 and i < len(cdam)-1:
1307 prout(_(" damaged."))
1308 if damaged(DSHIELD) and game.shldup:
1309 prout(_("***Shields knocked down."))
1312 def attack(torps_ok):
1313 # bad guy attacks us
1314 # torps_ok == False forces use of phasers in an attack
1315 # game could be over at this point, check
1325 prout("=== ATTACK!")
1326 # Tholian gets to move before attacking
1329 # if you have just entered the RNZ, you'll get a warning
1330 if game.neutz: # The one chance not to be attacked
1333 # commanders get a chance to tac-move towards you
1334 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:
1336 # if no enemies remain after movement, we're done
1337 if len(game.enemies) == 0 or (len(game.enemies) == 1 and thing == game.quadrant and not thing.angered):
1339 # set up partial hits if attack happens during shield status change
1340 pfac = 1.0/game.inshld
1342 chgfac = 0.25 + randreal(0.5)
1344 # message verbosity control
1345 if game.skill <= SKILL_FAIR:
1347 for enemy in game.enemies:
1349 continue # too weak to attack
1350 # compute hit strength and diminish shield power
1352 # Increase chance of photon torpedos if docked or enemy energy is low
1353 if game.condition == "docked":
1355 if enemy.power < 500:
1357 if enemy.type == 'T' or (enemy.type == '?' and not thing.angered):
1359 # different enemies have different probabilities of throwing a torp
1360 usephasers = not torps_ok or \
1361 (enemy.type == 'K' and r > 0.0005) or \
1362 (enemy.type == 'C' and r > 0.015) or \
1363 (enemy.type == 'R' and r > 0.3) or \
1364 (enemy.type == 'S' and r > 0.07) or \
1365 (enemy.type == '?' and r > 0.05)
1366 if usephasers: # Enemy uses phasers
1367 if game.condition == "docked":
1368 continue # Don't waste the effort!
1369 attempt = True # Attempt to attack
1370 dustfac = randreal(0.8, 0.85)
1371 hit = enemy.power*math.pow(dustfac, enemy.kavgd)
1373 else: # Enemy uses photon torpedo
1374 # We should be able to make the bearing() method work here
1375 pcourse = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i)
1377 proutn(_("***TORPEDO INCOMING"))
1378 if not damaged(DSRSENS):
1379 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location))
1382 dispersion = (randreal()+randreal())*0.5 - 0.5
1383 dispersion += 0.002*enemy.power*dispersion
1384 hit = torpedo(enemy.location, pcourse, dispersion, number=1, nburst=1)
1385 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
1386 finish(FWON) # Klingons did themselves in!
1387 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1388 return # Supernova or finished
1391 # incoming phaser or torpedo, shields may dissipate it
1392 if game.shldup or game.shldchg or game.condition == "docked":
1393 # shields will take hits
1394 propor = pfac * game.shield
1395 if game.condition == "docked":
1399 hitsh = propor*chgfac*hit+1.0
1401 if absorb > game.shield:
1402 absorb = game.shield
1403 game.shield -= absorb
1405 # taking a hit blasts us out of a starbase dock
1406 if game.condition == "docked":
1408 # but the shields may take care of it
1409 if propor > 0.1 and hit < 0.005*game.energy:
1411 # hit from this opponent got through shields, so take damage
1413 proutn(_("%d unit hit") % int(hit))
1414 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1415 proutn(_(" on the ") + crmshp())
1416 if not damaged(DSRSENS) and usephasers:
1417 prout(_(" from ") + crmena(False, enemy.type, where, enemy.location))
1419 # Decide if hit is critical
1425 if game.energy <= 0:
1426 # Returning home upon your shield, not with it...
1429 if not attempt and game.condition == "docked":
1430 prout(_("***Enemies decide against attacking your ship."))
1431 percent = 100.0*pfac*game.shield+0.5
1433 # Shields fully protect ship
1434 proutn(_("Enemy attack reduces shield strength to "))
1436 # Emit message if starship suffered hit(s)
1438 proutn(_("Energy left %2d shields ") % int(game.energy))
1441 elif not damaged(DSHIELD):
1444 proutn(_("damaged, "))
1445 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1446 # Check if anyone was hurt
1447 if hitmax >= 200 or hittot >= 500:
1448 icas = randrange(int(hittot * 0.015))
1451 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1452 prout(_(" in that last attack.\""))
1454 game.state.crew -= icas
1455 # After attack, reset average distance to enemies
1456 for enemy in game.enemies:
1457 enemy.kavgd = enemy.kdist
1461 def deadkl(w, etype, mv):
1462 "Kill a Klingon, Tholian, Romulan, or Thingy."
1463 # Added mv to allow enemy to "move" before dying
1464 proutn(crmena(True, etype, "sector", mv))
1465 # Decide what kind of enemy it is and update appropriately
1467 # Chalk up a Romulan
1468 game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1470 game.state.nromrem -= 1
1479 # Killed some type of Klingon
1480 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1483 game.state.kcmdr.remove(game.quadrant)
1485 if game.state.kcmdr:
1486 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1487 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1490 game.state.remkl -= 1
1492 game.state.nscrem -= 1
1493 game.state.kscmdr.invalidate()
1498 # For each kind of enemy, finish message to player
1499 prout(_(" destroyed."))
1500 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
1503 # Remove enemy ship from arrays describing local conditions
1504 for e in game.enemies:
1511 "Return None if target is invalid, otherwise return a course angle."
1512 if not w.valid_sector():
1516 # C code this was translated from is wacky -- why the sign reversal?
1517 delta.j = (w.j - game.sector.j)
1518 delta.i = (game.sector.i - w.i)
1519 if delta == Coord(0, 0):
1521 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1522 prout(_(" I recommend an immediate review of"))
1523 prout(_(" the Captain's psychological profile.\""))
1526 return delta.bearing()
1529 "Launch photon torpedo salvo."
1532 if damaged(DPHOTON):
1533 prout(_("Photon tubes damaged."))
1537 prout(_("No torpedoes left."))
1540 # First, get torpedo count
1543 if scanner.token == "IHALPHA":
1546 elif scanner.token == "IHEOL" or not scanner.waiting():
1547 prout(_("%d torpedoes left.") % game.torps)
1549 proutn(_("Number of torpedoes to fire- "))
1550 continue # Go back around to get a number
1551 else: # key == "IHREAL"
1553 if n <= 0: # abort command
1558 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1561 scanner.chew() # User requested more torps than available
1562 continue # Go back around
1563 break # All is good, go to next stage
1567 key = scanner.next()
1568 if i == 0 and key == "IHEOL":
1569 break # no coordinate waiting, we will try prompting
1570 if i == 1 and key == "IHEOL":
1571 # direct all torpedoes at one target
1573 target.append(target[0])
1574 tcourse.append(tcourse[0])
1577 scanner.push(scanner.token)
1578 target.append(scanner.getcoord())
1579 if target[-1] == None:
1581 tcourse.append(targetcheck(target[-1]))
1582 if tcourse[-1] == None:
1585 if len(target) == 0:
1586 # prompt for each one
1588 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1590 target.append(scanner.getcoord())
1591 if target[-1] == None:
1593 tcourse.append(targetcheck(target[-1]))
1594 if tcourse[-1] == None:
1597 # Loop for moving <n> torpedoes
1599 if game.condition != "docked":
1601 dispersion = (randreal()+randreal())*0.5 -0.5
1602 if math.fabs(dispersion) >= 0.47:
1604 dispersion *= randreal(1.2, 2.2)
1606 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1608 prouts(_("***TORPEDO MISFIRES."))
1611 prout(_(" Remainder of burst aborted."))
1613 prout(_("***Photon tubes damaged by misfire."))
1614 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1616 if game.shldup or game.condition == "docked":
1617 dispersion *= 1.0 + 0.0001*game.shield
1618 torpedo(game.sector, tcourse[i], dispersion, number=i, nburst=n)
1619 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1621 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)<=0:
1625 "Check for phasers overheating."
1627 checkburn = (rpow-1500.0)*0.00038
1628 if withprob(checkburn):
1629 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1630 game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1632 def checkshctrl(rpow):
1633 "Check shield control."
1636 prout(_("Shields lowered."))
1638 # Something bad has happened
1639 prouts(_("***RED ALERT! RED ALERT!"))
1641 hit = rpow*game.shield/game.inshld
1642 game.energy -= rpow+hit*0.8
1643 game.shield -= hit*0.2
1644 if game.energy <= 0.0:
1645 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1650 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1652 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1653 icas = randrange(int(hit*0.012))
1658 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1659 prout(_(" %d casualties so far.\"") % icas)
1661 game.state.crew -= icas
1663 prout(_("Phaser energy dispersed by shields."))
1664 prout(_("Enemy unaffected."))
1669 "Register a phaser hit on Klingons and Romulans."
1676 dustfac = randreal(0.9, 1.0)
1677 hit = wham*math.pow(dustfac, game.enemies[kk].kdist)
1678 kpini = game.enemies[kk].power
1679 kp = math.fabs(kpini)
1680 if PHASEFAC*hit < kp:
1682 if game.enemies[kk].power < 0:
1683 game.enemies[kk].power -= -kp
1685 game.enemies[kk].power -= kp
1686 kpow = game.enemies[kk].power
1687 w = game.enemies[kk].location
1689 if not damaged(DSRSENS):
1691 proutn(_("%d unit hit on ") % int(hit))
1693 proutn(_("Very small hit on "))
1694 ienm = game.quad[w.i][w.j]
1697 proutn(crmena(False, ienm, "sector", w))
1701 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1705 kk -= 1 # don't do the increment
1707 else: # decide whether or not to emasculate klingon
1708 if kpow > 0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1709 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1710 prout(_(" has just lost its firepower.\""))
1711 game.enemies[kk].power = -kpow
1716 "Fire phasers at bad guys."
1720 irec = 0 # Cheating inhibitor
1729 # SR sensors and Computer are needed for automode
1730 if damaged(DSRSENS) or damaged(DCOMPTR):
1732 if game.condition == "docked":
1733 prout(_("Phasers can't be fired through base shields."))
1736 if damaged(DPHASER):
1737 prout(_("Phaser control damaged."))
1741 if damaged(DSHCTRL):
1742 prout(_("High speed shield control damaged."))
1745 if game.energy <= 200.0:
1746 prout(_("Insufficient energy to activate high-speed shield control."))
1749 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1751 # Original code so convoluted, I re-did it all
1752 # (That was Tom Almy talking about the C code, I think -- ESR)
1753 while automode == "NOTSET":
1754 key = scanner.next()
1755 if key == "IHALPHA":
1756 if scanner.sees("manual"):
1757 if len(game.enemies)==0:
1758 prout(_("There is no enemy present to select."))
1761 automode = "AUTOMATIC"
1764 key = scanner.next()
1765 elif scanner.sees("automatic"):
1766 if (not itarg) and len(game.enemies) != 0:
1767 automode = "FORCEMAN"
1769 if len(game.enemies)==0:
1770 prout(_("Energy will be expended into space."))
1771 automode = "AUTOMATIC"
1772 key = scanner.next()
1773 elif scanner.sees("no"):
1778 elif key == "IHREAL":
1779 if len(game.enemies)==0:
1780 prout(_("Energy will be expended into space."))
1781 automode = "AUTOMATIC"
1783 automode = "FORCEMAN"
1785 automode = "AUTOMATIC"
1788 if len(game.enemies)==0:
1789 prout(_("Energy will be expended into space."))
1790 automode = "AUTOMATIC"
1792 automode = "FORCEMAN"
1794 proutn(_("Manual or automatic? "))
1799 if automode == "AUTOMATIC":
1800 if key == "IHALPHA" and scanner.sees("no"):
1802 key = scanner.next()
1803 if key != "IHREAL" and len(game.enemies) != 0:
1804 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
1809 for i in range(len(game.enemies)):
1810 irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
1812 proutn(_("%d units required. ") % irec)
1814 proutn(_("Units to fire= "))
1815 key = scanner.next()
1820 proutn(_("Energy available= %.2f") % avail)
1823 if not rpow > avail:
1829 key = scanner.next()
1830 if key == "IHALPHA" and scanner.sees("no"):
1833 game.energy -= 200 # Go and do it!
1834 if checkshctrl(rpow):
1839 if len(game.enemies):
1842 for i in range(len(game.enemies)):
1846 hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))
1847 over = randreal(1.01, 1.06) * hits[i]
1849 powrem -= hits[i] + over
1850 if powrem <= 0 and temp < hits[i]:
1859 if extra > 0 and not game.alldone:
1861 proutn(_("*** Tholian web absorbs "))
1862 if len(game.enemies)>0:
1863 proutn(_("excess "))
1864 prout(_("phaser energy."))
1866 prout(_("%d expended on empty space.") % int(extra))
1867 elif automode == "FORCEMAN":
1870 if damaged(DCOMPTR):
1871 prout(_("Battle computer damaged, manual fire only."))
1874 prouts(_("---WORKING---"))
1876 prout(_("Short-range-sensors-damaged"))
1877 prout(_("Insufficient-data-for-automatic-phaser-fire"))
1878 prout(_("Manual-fire-must-be-used"))
1880 elif automode == "MANUAL":
1882 for k in range(len(game.enemies)):
1883 aim = game.enemies[k].location
1884 ienm = game.quad[aim.i][aim.j]
1886 proutn(_("Energy available= %.2f") % (avail-0.006))
1890 if damaged(DSRSENS) and \
1891 not game.sector.distance(aim)<2**0.5 and ienm in ('C', 'S'):
1892 prout(cramen(ienm) + _(" can't be located without short range scan."))
1895 hits[k] = 0 # prevent overflow -- thanks to Alexei Voitenko
1900 if itarg and k > kz:
1901 irec = (abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9, game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
1904 if not damaged(DCOMPTR):
1909 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
1910 key = scanner.next()
1911 if key == "IHALPHA" and scanner.sees("no"):
1913 key = scanner.next()
1915 if key == "IHALPHA":
1919 if k == 1: # Let me say I'm baffled by this
1922 if scanner.real < 0:
1926 hits[k] = scanner.real
1927 rpow += scanner.real
1928 # If total requested is too much, inform and start over
1930 prout(_("Available energy exceeded -- try again."))
1933 key = scanner.next() # scan for next value
1936 # zero energy -- abort
1939 if key == "IHALPHA" and scanner.sees("no"):
1944 game.energy -= 200.0
1945 if checkshctrl(rpow):
1949 # Say shield raised or malfunction, if necessary
1956 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
1957 prouts(_(" CLICK CLICK POP . . ."))
1958 prout(_(" No response, sir!"))
1961 prout(_("Shields raised."))
1966 # Code from events,c begins here.
1968 # This isn't a real event queue a la BSD Trek yet -- you can only have one
1969 # event of each type active at any given time. Mostly these means we can
1970 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
1971 # BSD Trek, from which we swiped the idea, can have up to 5.
1973 def unschedule(evtype):
1974 "Remove an event from the schedule."
1975 game.future[evtype].date = FOREVER
1976 return game.future[evtype]
1978 def is_scheduled(evtype):
1979 "Is an event of specified type scheduled."
1980 return game.future[evtype].date != FOREVER
1982 def scheduled(evtype):
1983 "When will this event happen?"
1984 return game.future[evtype].date
1986 def schedule(evtype, offset):
1987 "Schedule an event of specified type."
1988 game.future[evtype].date = game.state.date + offset
1989 return game.future[evtype]
1991 def postpone(evtype, offset):
1992 "Postpone a scheduled event."
1993 game.future[evtype].date += offset
1996 "Rest period is interrupted by event."
1999 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2001 game.resting = False
2007 "Run through the event queue looking for things to do."
2009 fintim = game.state.date + game.optime
2018 def tractorbeam(yank):
2019 "Tractor-beaming cases merge here."
2021 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2023 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2024 # If Kirk & Co. screwing around on planet, handle
2025 atover(True) # atover(true) is Grab
2028 if game.icraft: # Caught in Galileo?
2031 # Check to see if shuttle is aboard
2032 if game.iscraft == "offship":
2035 prout(_("Galileo, left on the planet surface, is captured"))
2036 prout(_("by aliens and made into a flying McDonald's."))
2037 game.damage[DSHUTTL] = -10
2038 game.iscraft = "removed"
2040 prout(_("Galileo, left on the planet surface, is well hidden."))
2042 game.quadrant = game.state.kscmdr
2044 game.quadrant = game.state.kcmdr[i]
2045 game.sector = randplace(QUADSIZE)
2046 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2047 % (game.quadrant, game.sector))
2049 prout(_("(Remainder of rest/repair period cancelled.)"))
2050 game.resting = False
2052 if not damaged(DSHIELD) and game.shield > 0:
2053 doshield(shraise=True) # raise shields
2054 game.shldchg = False
2056 prout(_("(Shields not currently useable.)"))
2058 # Adjust finish time to time of tractor beaming?
2059 # fintim = game.state.date+game.optime
2060 attack(torps_ok=False)
2061 if not game.state.kcmdr:
2064 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2067 "Code merges here for any commander destroying a starbase."
2068 # Not perfect, but will have to do
2069 # Handle case where base is in same quadrant as starship
2070 if game.battle == game.quadrant:
2071 game.state.chart[game.battle.i][game.battle.j].starbase = False
2072 game.quad[game.base.i][game.base.j] = '.'
2073 game.base.invalidate()
2076 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2077 elif game.state.baseq and communicating():
2078 # Get word via subspace radio
2081 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2082 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2084 prout(_("the Klingon Super-Commander"))
2086 prout(_("a Klingon Commander"))
2087 game.state.chart[game.battle.i][game.battle.j].starbase = False
2088 # Remove Starbase from galaxy
2089 game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2090 game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq)
2092 # reinstate a commander's base attack
2096 game.battle.invalidate()
2098 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2099 for i in range(1, NEVENTS):
2100 if i == FSNOVA: proutn("=== Supernova ")
2101 elif i == FTBEAM: proutn("=== T Beam ")
2102 elif i == FSNAP: proutn("=== Snapshot ")
2103 elif i == FBATTAK: proutn("=== Base Attack ")
2104 elif i == FCDBAS: proutn("=== Base Destroy ")
2105 elif i == FSCMOVE: proutn("=== SC Move ")
2106 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2107 elif i == FDSPROB: proutn("=== Probe Move ")
2108 elif i == FDISTR: proutn("=== Distress Call ")
2109 elif i == FENSLV: proutn("=== Enslavement ")
2110 elif i == FREPRO: proutn("=== Klingon Build ")
2112 prout("%.2f" % (scheduled(i)))
2115 radio_was_broken = damaged(DRADIO)
2118 # Select earliest extraneous event, evcode==0 if no events
2123 for l in range(1, NEVENTS):
2124 if game.future[l].date < datemin:
2127 prout("== Event %d fires" % evcode)
2128 datemin = game.future[l].date
2129 xtime = datemin-game.state.date
2130 game.state.date = datemin
2131 # Decrement Federation resources and recompute remaining time
2132 game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
2134 if game.state.remtime <= 0:
2137 # Any crew left alive?
2138 if game.state.crew <= 0:
2141 # Is life support adequate?
2142 if damaged(DLIFSUP) and game.condition != "docked":
2143 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2146 game.lsupres -= xtime
2147 if game.damage[DLIFSUP] <= xtime:
2148 game.lsupres = game.inlsr
2151 if game.condition == "docked":
2153 # Don't fix Deathray here
2154 for l in range(NDEVICES):
2155 if game.damage[l] > 0.0 and l != DDRAY:
2156 if game.damage[l]-repair > 0.0:
2157 game.damage[l] -= repair
2159 game.damage[l] = 0.0
2160 # If radio repaired, update star chart and attack reports
2161 if radio_was_broken and not damaged(DRADIO):
2162 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2163 prout(_(" surveillance reports are coming in."))
2165 if not game.iseenit:
2169 prout(_(" The star chart is now up to date.\""))
2171 # Cause extraneous event EVCODE to occur
2172 game.optime -= xtime
2173 if evcode == FSNOVA: # Supernova
2176 schedule(FSNOVA, expran(0.5*game.intime))
2177 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2179 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2180 if game.state.nscrem == 0 or \
2181 ictbeam or istract or \
2182 game.condition == "docked" or game.isatb == 1 or game.iscate:
2184 if game.ientesc or \
2185 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2186 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2187 (damaged(DSHIELD) and \
2188 (game.energy < 2500 or damaged(DPHASER)) and \
2189 (game.torps < 5 or damaged(DPHOTON))):
2191 istract = ictbeam = True
2192 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2195 elif evcode == FTBEAM: # Tractor beam
2196 if not game.state.kcmdr:
2199 i = randrange(len(game.state.kcmdr))
2200 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2201 if istract or game.condition == "docked" or yank == 0:
2202 # Drats! Have to reschedule
2204 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2208 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2209 game.snapsht = copy.deepcopy(game.state)
2210 game.state.snap = True
2211 schedule(FSNAP, expran(0.5 * game.intime))
2212 elif evcode == FBATTAK: # Commander attacks starbase
2213 if not game.state.kcmdr or not game.state.baseq:
2219 for ibq in game.state.baseq:
2220 for cmdr in game.state.kcmdr:
2221 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2224 # no match found -- try later
2225 schedule(FBATTAK, expran(0.3*game.intime))
2230 # commander + starbase combination found -- launch attack
2232 schedule(FCDBAS, randreal(1.0, 4.0))
2233 if game.isatb: # extra time if SC already attacking
2234 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2235 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2236 game.iseenit = False
2237 if not communicating():
2238 continue # No warning :-(
2242 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2243 prout(_(" reports that it is under attack and that it can"))
2244 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2247 elif evcode == FSCDBAS: # Supercommander destroys base
2250 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2251 continue # WAS RETURN!
2253 game.battle = game.state.kscmdr
2255 elif evcode == FCDBAS: # Commander succeeds in destroying base
2256 if evcode == FCDBAS:
2258 if not game.state.baseq() \
2259 or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2260 game.battle.invalidate()
2262 # find the lucky pair
2263 for cmdr in game.state.kcmdr:
2264 if cmdr == game.battle:
2267 # No action to take after all
2270 elif evcode == FSCMOVE: # Supercommander moves
2271 schedule(FSCMOVE, 0.2777)
2272 if not game.ientesc and not istract and game.isatb != 1 and \
2273 (not game.iscate or not game.justin):
2275 elif evcode == FDSPROB: # Move deep space probe
2276 schedule(FDSPROB, 0.01)
2277 if not game.probe.next():
2278 if not game.probe.quadrant().valid_quadrant() or \
2279 game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
2280 # Left galaxy or ran into supernova
2284 proutn(_("Lt. Uhura- \"The deep space probe "))
2285 if not game.probe.quadrant().valid_quadrant():
2286 prout(_("has left the galaxy.\""))
2288 prout(_("is no longer transmitting.\""))
2294 prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
2295 pdest = game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j]
2297 chp = game.state.chart[game.probe.quadrant().i][game.probe.quadrant().j]
2298 chp.klingons = pdest.klingons
2299 chp.starbase = pdest.starbase
2300 chp.stars = pdest.stars
2301 pdest.charted = True
2302 game.probe.moves -= 1 # One less to travel
2303 if game.probe.arrived() and game.isarmed and pdest.stars:
2304 supernova(game.probe) # fire in the hole!
2306 if game.state.galaxy[game.quadrant().i][game.quadrant().j].supernova:
2308 elif evcode == FDISTR: # inhabited system issues distress call
2310 # try a whole bunch of times to find something suitable
2311 for i in range(100):
2312 # need a quadrant which is not the current one,
2313 # which has some stars which are inhabited and
2314 # not already under attack, which is not
2315 # supernova'ed, and which has some Klingons in it
2316 w = randplace(GALSIZE)
2317 q = game.state.galaxy[w.i][w.j]
2318 if not (game.quadrant == w or q.planet == None or \
2319 not q.planet.inhabited or \
2320 q.supernova or q.status!="secure" or q.klingons<=0):
2323 # can't seem to find one; ignore this call
2325 prout("=== Couldn't find location for distress event.")
2327 # got one!! Schedule its enslavement
2328 ev = schedule(FENSLV, expran(game.intime))
2330 q.status = "distressed"
2331 # tell the captain about it if we can
2333 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2334 % (q.planet, repr(w)))
2335 prout(_("by a Klingon invasion fleet."))
2338 elif evcode == FENSLV: # starsystem is enslaved
2339 ev = unschedule(FENSLV)
2340 # see if current distress call still active
2341 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2345 q.status = "enslaved"
2347 # play stork and schedule the first baby
2348 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2349 ev2.quadrant = ev.quadrant
2351 # report the disaster if we can
2353 prout(_("Uhura- We've lost contact with starsystem %s") % \
2355 prout(_("in Quadrant %s.\n") % ev.quadrant)
2356 elif evcode == FREPRO: # Klingon reproduces
2357 # If we ever switch to a real event queue, we'll need to
2358 # explicitly retrieve and restore the x and y.
2359 ev = schedule(FREPRO, expran(1.0 * game.intime))
2360 # see if current distress call still active
2361 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2365 if game.state.remkl >= MAXKLGAME:
2366 continue # full right now
2367 # reproduce one Klingon
2370 if game.klhere >= MAXKLQUAD:
2372 # this quadrant not ok, pick an adjacent one
2373 for m.i in range(w.i - 1, w.i + 2):
2374 for m.j in range(w.j - 1, w.j + 2):
2375 if not m.valid_quadrant():
2377 q = game.state.galaxy[m.i][m.j]
2378 # check for this quad ok (not full & no snova)
2379 if q.klingons >= MAXKLQUAD or q.supernova:
2383 continue # search for eligible quadrant failed
2387 game.state.remkl += 1
2389 if game.quadrant == w:
2391 game.enemies.append(newkling())
2392 # recompute time left
2395 if game.quadrant == w:
2396 prout(_("Spock- sensors indicate the Klingons have"))
2397 prout(_("launched a warship from %s.") % q.planet)
2399 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2400 if q.planet != None:
2401 proutn(_("near %s ") % q.planet)
2402 prout(_("in Quadrant %s.") % w)
2408 key = scanner.next()
2411 proutn(_("How long? "))
2416 origTime = delay = scanner.real
2419 if delay >= game.state.remtime or len(game.enemies) != 0:
2420 proutn(_("Are you sure? "))
2423 # Alternate resting periods (events) with attacks
2427 game.resting = False
2428 if not game.resting:
2429 prout(_("%d stardates left.") % int(game.state.remtime))
2431 temp = game.optime = delay
2432 if len(game.enemies):
2433 rtime = randreal(1.0, 2.0)
2437 if game.optime < delay:
2438 attack(torps_ok=False)
2446 # Repair Deathray if long rest at starbase
2447 if origTime-delay >= 9.99 and game.condition == "docked":
2448 game.damage[DDRAY] = 0.0
2449 # leave if quadrant supernovas
2450 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2452 game.resting = False
2457 ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2458 newc = Coord(); neighbor = Coord(); bump = Coord(0, 0)
2460 # Wow! We've supernova'ed
2461 supernova(game.quadrant)
2463 # handle initial nova
2464 game.quad[nov.i][nov.j] = '.'
2465 prout(crmena(False, '*', "sector", nov) + _(" novas."))
2466 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2467 game.state.starkl += 1
2468 # Set up queue to recursively trigger adjacent stars
2474 for offset.i in range(-1, 1+1):
2475 for offset.j in range(-1, 1+1):
2476 if offset.j == 0 and offset.i == 0:
2478 neighbor = start + offset
2479 if not neighbor.valid_sector():
2481 iquad = game.quad[neighbor.i][neighbor.j]
2482 # Empty space ends reaction
2483 if iquad in ('.', '?', ' ', 'T', '#'):
2485 elif iquad == '*': # Affect another star
2487 # This star supernovas
2488 supernova(game.quadrant)
2491 hits.append(neighbor)
2492 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2493 game.state.starkl += 1
2494 proutn(crmena(True, '*', "sector", neighbor))
2496 game.quad[neighbor.i][neighbor.j] = '.'
2498 elif iquad in ('P', '@'): # Destroy planet
2499 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2501 game.state.nplankl += 1
2503 game.state.nworldkl += 1
2504 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2505 game.iplnet.pclass = "destroyed"
2507 game.plnet.invalidate()
2511 game.quad[neighbor.i][neighbor.j] = '.'
2512 elif iquad == 'B': # Destroy base
2513 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2514 game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
2515 game.base.invalidate()
2516 game.state.basekl += 1
2518 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2519 game.quad[neighbor.i][neighbor.j] = '.'
2520 elif iquad in ('E', 'F'): # Buffet ship
2521 prout(_("***Starship buffeted by nova."))
2523 if game.shield >= 2000.0:
2524 game.shield -= 2000.0
2526 diff = 2000.0 - game.shield
2530 prout(_("***Shields knocked out."))
2531 game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2533 game.energy -= 2000.0
2534 if game.energy <= 0:
2537 # add in course nova contributes to kicking starship
2538 bump += (game.sector-hits[-1]).sgn()
2539 elif iquad == 'K': # kill klingon
2540 deadkl(neighbor, iquad, neighbor)
2541 elif iquad in ('C','S','R'): # Damage/destroy big enemies
2542 for ll in range(len(game.enemies)):
2543 if game.enemies[ll].location == neighbor:
2545 game.enemies[ll].power -= 800.0 # If firepower is lost, die
2546 if game.enemies[ll].power <= 0.0:
2547 deadkl(neighbor, iquad, neighbor)
2549 newc = neighbor + neighbor - hits[-1]
2550 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2551 if not newc.valid_sector():
2552 # can't leave quadrant
2555 iquad1 = game.quad[newc.i][newc.j]
2557 proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
2559 deadkl(neighbor, iquad, newc)
2562 # can't move into something else
2565 proutn(_(", buffeted to Sector %s") % newc)
2566 game.quad[neighbor.i][neighbor.j] = '.'
2567 game.quad[newc.i][newc.j] = iquad
2568 game.enemies[ll].move(newc)
2569 # Starship affected by nova -- kick it away.
2571 direc = ncourse[3*(bump.i+1)+bump.j+2]
2576 scourse = course(bearing=direc, distance=dist)
2577 game.optime = scourse.time(warp=4)
2579 prout(_("Force of nova displaces starship."))
2580 imove(scourse, noattack=True)
2581 game.optime = scourse.time(warp=4)
2585 "Star goes supernova."
2590 # Scheduled supernova -- select star at random.
2593 for nq.i in range(GALSIZE):
2594 for nq.j in range(GALSIZE):
2595 stars += game.state.galaxy[nq.i][nq.j].stars
2597 return # nothing to supernova exists
2598 num = randrange(stars) + 1
2599 for nq.i in range(GALSIZE):
2600 for nq.j in range(GALSIZE):
2601 num -= game.state.galaxy[nq.i][nq.j].stars
2607 proutn("=== Super nova here?")
2610 if not nq == game.quadrant or game.justin:
2611 # it isn't here, or we just entered (treat as enroute)
2614 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2615 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2618 # we are in the quadrant!
2619 num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
2620 for ns.i in range(QUADSIZE):
2621 for ns.j in range(QUADSIZE):
2622 if game.quad[ns.i][ns.j]=='*':
2629 prouts(_("***RED ALERT! RED ALERT!"))
2631 prout(_("***Incipient supernova detected at Sector %s") % ns)
2632 if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2633 proutn(_("Emergency override attempts t"))
2634 prouts("***************")
2638 # destroy any Klingons in supernovaed quadrant
2639 kldead = game.state.galaxy[nq.i][nq.j].klingons
2640 game.state.galaxy[nq.i][nq.j].klingons = 0
2641 if nq == game.state.kscmdr:
2642 # did in the Supercommander!
2643 game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
2647 survivors = filter(lambda w: w != nq, game.state.kcmdr)
2648 comkills = len(game.state.kcmdr) - len(survivors)
2649 game.state.kcmdr = survivors
2651 if not game.state.kcmdr:
2653 game.state.remkl -= kldead
2654 # destroy Romulans and planets in supernovaed quadrant
2655 nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2656 game.state.galaxy[nq.i][nq.j].romulans = 0
2657 game.state.nromrem -= nrmdead
2659 for loop in range(game.inplan):
2660 if game.state.planets[loop].quadrant == nq:
2661 game.state.planets[loop].pclass = "destroyed"
2663 # Destroy any base in supernovaed quadrant
2664 game.state.baseq = filter(lambda x: x != nq, game.state.baseq)
2665 # If starship caused supernova, tally up destruction
2667 game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2668 game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2669 game.state.nplankl += npdead
2670 # mark supernova in galaxy and in star chart
2671 if game.quadrant == nq or communicating():
2672 game.state.galaxy[nq.i][nq.j].supernova = True
2673 # If supernova destroys last Klingons give special message
2674 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
2677 prout(_("Lucky you!"))
2678 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2681 # if some Klingons remain, continue or die in supernova
2686 # Code from finish.c ends here.
2689 "Self-destruct maneuver. Finish with a BANG!"
2691 if damaged(DCOMPTR):
2692 prout(_("Computer damaged; cannot execute destruct sequence."))
2694 prouts(_("---WORKING---")); skip(1)
2695 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2696 prouts(" 10"); skip(1)
2697 prouts(" 9"); skip(1)
2698 prouts(" 8"); skip(1)
2699 prouts(" 7"); skip(1)
2700 prouts(" 6"); skip(1)
2702 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2704 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2706 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2709 if game.passwd != scanner.token:
2710 prouts(_("PASSWORD-REJECTED;"))
2712 prouts(_("CONTINUITY-EFFECTED"))
2715 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2716 prouts(" 5"); skip(1)
2717 prouts(" 4"); skip(1)
2718 prouts(" 3"); skip(1)
2719 prouts(" 2"); skip(1)
2720 prouts(" 1"); skip(1)
2722 prouts(_("GOODBYE-CRUEL-WORLD"))
2730 prouts(_("********* Entropy of %s maximized *********") % crmshp())
2734 if len(game.enemies) != 0:
2735 whammo = 25.0 * game.energy
2736 for l in range(len(game.enemies)):
2737 if game.enemies[l].power*game.enemies[l].kdist <= whammo:
2738 deadkl(game.enemies[l].location, game.quad[game.enemies[l].location.i][game.enemies[l].location.j], game.enemies[l].location)
2742 "Compute our rate of kils over time."
2743 elapsed = game.state.date - game.indate
2744 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
2747 starting = (game.inkling + game.incom + game.inscom)
2748 remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
2749 return (starting - remaining)/elapsed
2753 badpt = 5.0*game.state.starkl + \
2755 10.0*game.state.nplankl + \
2756 300*game.state.nworldkl + \
2758 100.0*game.state.basekl +\
2760 if game.ship == 'F':
2762 elif game.ship == None:
2767 # end the game, with appropriate notfications
2771 prout(_("It is stardate %.1f.") % game.state.date)
2773 if ifin == FWON: # Game has been won
2774 if game.state.nromrem != 0:
2775 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
2778 prout(_("You have smashed the Klingon invasion fleet and saved"))
2779 prout(_("the Federation."))
2784 badpt = 0.0 # Close enough!
2785 # killsPerDate >= RateMax
2786 if game.state.date-game.indate < 5.0 or \
2787 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
2789 prout(_("In fact, you have done so well that Starfleet Command"))
2790 if game.skill == SKILL_NOVICE:
2791 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
2792 elif game.skill == SKILL_FAIR:
2793 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
2794 elif game.skill == SKILL_GOOD:
2795 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
2796 elif game.skill == SKILL_EXPERT:
2797 prout(_("promotes you to Commodore Emeritus."))
2799 prout(_("Now that you think you're really good, try playing"))
2800 prout(_("the \"Emeritus\" game. It will splatter your ego."))
2801 elif game.skill == SKILL_EMERITUS:
2803 proutn(_("Computer- "))
2804 prouts(_("ERROR-ERROR-ERROR-ERROR"))
2806 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
2808 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2810 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2812 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2814 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
2816 prout(_("Now you can retire and write your own Star Trek game!"))
2818 elif game.skill >= SKILL_EXPERT:
2819 if game.thawed and not game.idebug:
2820 prout(_("You cannot get a citation, so..."))
2822 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
2826 # Only grant long life if alive (original didn't!)
2828 prout(_("LIVE LONG AND PROSPER."))
2833 elif ifin == FDEPLETE: # Federation Resources Depleted
2834 prout(_("Your time has run out and the Federation has been"))
2835 prout(_("conquered. Your starship is now Klingon property,"))
2836 prout(_("and you are put on trial as a war criminal. On the"))
2837 proutn(_("basis of your record, you are "))
2838 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
2839 prout(_("acquitted."))
2841 prout(_("LIVE LONG AND PROSPER."))
2843 prout(_("found guilty and"))
2844 prout(_("sentenced to death by slow torture."))
2848 elif ifin == FLIFESUP:
2849 prout(_("Your life support reserves have run out, and"))
2850 prout(_("you die of thirst, starvation, and asphyxiation."))
2851 prout(_("Your starship is a derelict in space."))
2853 prout(_("Your energy supply is exhausted."))
2855 prout(_("Your starship is a derelict in space."))
2856 elif ifin == FBATTLE:
2857 prout(_("The %s has been destroyed in battle.") % crmshp())
2859 prout(_("Dulce et decorum est pro patria mori."))
2861 prout(_("You have made three attempts to cross the negative energy"))
2862 prout(_("barrier which surrounds the galaxy."))
2864 prout(_("Your navigation is abominable."))
2867 prout(_("Your starship has been destroyed by a nova."))
2868 prout(_("That was a great shot."))
2870 elif ifin == FSNOVAED:
2871 prout(_("The %s has been fried by a supernova.") % crmshp())
2872 prout(_("...Not even cinders remain..."))
2873 elif ifin == FABANDN:
2874 prout(_("You have been captured by the Klingons. If you still"))
2875 prout(_("had a starbase to be returned to, you would have been"))
2876 prout(_("repatriated and given another chance. Since you have"))
2877 prout(_("no starbases, you will be mercilessly tortured to death."))
2878 elif ifin == FDILITHIUM:
2879 prout(_("Your starship is now an expanding cloud of subatomic particles"))
2880 elif ifin == FMATERIALIZE:
2881 prout(_("Starbase was unable to re-materialize your starship."))
2882 prout(_("Sic transit gloria mundi"))
2883 elif ifin == FPHASER:
2884 prout(_("The %s has been cremated by its own phasers.") % crmshp())
2886 prout(_("You and your landing party have been"))
2887 prout(_("converted to energy, disipating through space."))
2888 elif ifin == FMINING:
2889 prout(_("You are left with your landing party on"))
2890 prout(_("a wild jungle planet inhabited by primitive cannibals."))
2892 prout(_("They are very fond of \"Captain Kirk\" soup."))
2894 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
2895 elif ifin == FDPLANET:
2896 prout(_("You and your mining party perish."))
2898 prout(_("That was a great shot."))
2901 prout(_("The Galileo is instantly annihilated by the supernova."))
2902 prout(_("You and your mining party are atomized."))
2904 prout(_("Mr. Spock takes command of the %s and") % crmshp())
2905 prout(_("joins the Romulans, wreaking terror on the Federation."))
2906 elif ifin == FPNOVA:
2907 prout(_("You and your mining party are atomized."))
2909 prout(_("Mr. Spock takes command of the %s and") % crmshp())
2910 prout(_("joins the Romulans, wreaking terror on the Federation."))
2911 elif ifin == FSTRACTOR:
2912 prout(_("The shuttle craft Galileo is also caught,"))
2913 prout(_("and breaks up under the strain."))
2915 prout(_("Your debris is scattered for millions of miles."))
2916 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
2918 prout(_("The mutants attack and kill Spock."))
2919 prout(_("Your ship is captured by Klingons, and"))
2920 prout(_("your crew is put on display in a Klingon zoo."))
2921 elif ifin == FTRIBBLE:
2922 prout(_("Tribbles consume all remaining water,"))
2923 prout(_("food, and oxygen on your ship."))
2925 prout(_("You die of thirst, starvation, and asphyxiation."))
2926 prout(_("Your starship is a derelict in space."))
2928 prout(_("Your ship is drawn to the center of the black hole."))
2929 prout(_("You are crushed into extremely dense matter."))
2931 prout(_("Your last crew member has died."))
2932 if game.ship == 'F':
2934 elif game.ship == 'E':
2937 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
2938 goodies = game.state.remres/game.inresor
2939 baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
2940 if goodies/baddies >= randreal(1.0, 1.5):
2941 prout(_("As a result of your actions, a treaty with the Klingon"))
2942 prout(_("Empire has been signed. The terms of the treaty are"))
2943 if goodies/baddies >= randreal(3.0):
2944 prout(_("favorable to the Federation."))
2946 prout(_("Congratulations!"))
2948 prout(_("highly unfavorable to the Federation."))
2950 prout(_("The Federation will be destroyed."))
2952 prout(_("Since you took the last Klingon with you, you are a"))
2953 prout(_("martyr and a hero. Someday maybe they'll erect a"))
2954 prout(_("statue in your memory. Rest in peace, and try not"))
2955 prout(_("to think about pigeons."))
2960 "Compute player's score."
2961 timused = game.state.date - game.indate
2962 if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
2964 game.perdate = killrate()
2965 ithperd = 500*game.perdate + 0.5
2968 iwon = 100*game.skill
2969 if game.ship == 'E':
2971 elif game.ship == 'F':
2975 game.score = 10*(game.inkling - game.state.remkl) \
2976 + 50*(game.incom - len(game.state.kcmdr)) \
2978 + 20*(game.inrom - game.state.nromrem) \
2979 + 200*(game.inscom - game.state.nscrem) \
2980 - game.state.nromrem \
2985 prout(_("Your score --"))
2986 if game.inrom - game.state.nromrem:
2987 prout(_("%6d Romulans destroyed %5d") %
2988 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
2989 if game.state.nromrem and game.gamewon:
2990 prout(_("%6d Romulans captured %5d") %
2991 (game.state.nromrem, game.state.nromrem))
2992 if game.inkling - game.state.remkl:
2993 prout(_("%6d ordinary Klingons destroyed %5d") %
2994 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
2995 if game.incom - len(game.state.kcmdr):
2996 prout(_("%6d Klingon commanders destroyed %5d") %
2997 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
2998 if game.inscom - game.state.nscrem:
2999 prout(_("%6d Super-Commander destroyed %5d") %
3000 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3002 prout(_("%6.2f Klingons per stardate %5d") %
3003 (game.perdate, ithperd))
3004 if game.state.starkl:
3005 prout(_("%6d stars destroyed by your action %5d") %
3006 (game.state.starkl, -5*game.state.starkl))
3007 if game.state.nplankl:
3008 prout(_("%6d planets destroyed by your action %5d") %
3009 (game.state.nplankl, -10*game.state.nplankl))
3010 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3011 prout(_("%6d inhabited planets destroyed by your action %5d") %
3012 (game.state.nworldkl, -300*game.state.nworldkl))
3013 if game.state.basekl:
3014 prout(_("%6d bases destroyed by your action %5d") %
3015 (game.state.basekl, -100*game.state.basekl))
3017 prout(_("%6d calls for help from starbase %5d") %
3018 (game.nhelp, -45*game.nhelp))
3020 prout(_("%6d casualties incurred %5d") %
3021 (game.casual, -game.casual))
3023 prout(_("%6d crew abandoned in space %5d") %
3024 (game.abandoned, -3*game.abandoned))
3026 prout(_("%6d ship(s) lost or destroyed %5d") %
3027 (klship, -100*klship))
3029 prout(_("Penalty for getting yourself killed -200"))
3031 proutn(_("Bonus for winning "))
3032 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3033 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3034 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3035 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3036 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3037 prout(" %5d" % iwon)
3039 prout(_("TOTAL SCORE %5d") % game.score)
3042 "Emit winner's commemmorative plaque."
3045 proutn(_("File or device name for your plaque: "))
3048 fp = open(winner, "w")
3051 prout(_("Invalid name."))
3053 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3055 # The 38 below must be 64 for 132-column paper
3056 nskip = 38 - len(winner)/2
3057 fp.write("\n\n\n\n")
3058 # --------DRAW ENTERPRISE PICTURE.
3059 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3060 fp.write(" EEE E : : : E\n" )
3061 fp.write(" EE EEE E : : NCC-1701 : E\n")
3062 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
3063 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3064 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
3065 fp.write(" EEEEEEE EEEEE E E E E\n")
3066 fp.write(" EEE E E E E\n")
3067 fp.write(" E E E E\n")
3068 fp.write(" EEEEEEEEEEEEE E E\n")
3069 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3070 fp.write(" :E : EEEE E\n")
3071 fp.write(" .-E -:----- E\n")
3072 fp.write(" :E : E\n")
3073 fp.write(" EE : EEEEEEEE\n")
3074 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3076 fp.write(_(" U. S. S. ENTERPRISE\n"))
3077 fp.write("\n\n\n\n")
3078 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3080 fp.write(_(" Starfleet Command bestows to you\n"))
3082 fp.write("%*s%s\n\n" % (nskip, "", winner))
3083 fp.write(_(" the rank of\n\n"))
3084 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3086 if game.skill == SKILL_EXPERT:
3087 fp.write(_(" Expert level\n\n"))
3088 elif game.skill == SKILL_EMERITUS:
3089 fp.write(_("Emeritus level\n\n"))
3091 fp.write(_(" Cheat level\n\n"))
3092 timestring = time.ctime()
3093 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3094 (timestring+4, timestring+20, timestring+11))
3095 fp.write(_(" Your score: %d\n\n") % game.score)
3096 fp.write(_(" Klingons per stardate: %.2f\n") % game.perdate)
3099 # Code from io.c begins here
3101 rows = linecount = 0 # for paging
3104 fullscreen_window = None
3105 srscan_window = None
3106 report_window = None
3107 status_window = None
3108 lrscan_window = None
3109 message_window = None
3110 prompt_window = None
3115 "for some recent versions of python2, the following enables UTF8"
3116 "for the older ones we probably need to set C locale, and the python3"
3117 "has no problems at all"
3118 if sys.version_info[0] < 3:
3120 locale.setlocale(locale.LC_ALL, "")
3121 gettext.bindtextdomain("sst", "/usr/local/share/locale")
3122 gettext.textdomain("sst")
3123 if not (game.options & OPTION_CURSES):
3124 ln_env = os.getenv("LINES")
3130 stdscr = curses.initscr()
3134 if game.options & OPTION_COLOR:
3135 curses.start_color()
3136 curses.use_default_colors()
3137 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, -1)
3138 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, -1)
3139 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, -1)
3140 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, -1)
3141 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, -1)
3142 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, -1)
3143 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, -1)
3144 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, -1)
3145 global fullscreen_window, srscan_window, report_window, status_window
3146 global lrscan_window, message_window, prompt_window
3147 (rows, columns) = stdscr.getmaxyx()
3148 fullscreen_window = stdscr
3149 srscan_window = curses.newwin(12, 25, 0, 0)
3150 report_window = curses.newwin(11, 0, 1, 25)
3151 status_window = curses.newwin(10, 0, 1, 39)
3152 lrscan_window = curses.newwin(5, 0, 0, 64)
3153 message_window = curses.newwin(0, 0, 12, 0)
3154 prompt_window = curses.newwin(1, 0, rows-2, 0)
3155 message_window.scrollok(True)
3156 setwnd(fullscreen_window)
3160 if game.options & OPTION_CURSES:
3161 stdscr.keypad(False)
3167 "Wait for user action -- OK to do nothing if on a TTY"
3168 if game.options & OPTION_CURSES:
3173 prouts(_("[ANNOUNCEMENT ARRIVING...]"))
3177 if game.skill > SKILL_FAIR:
3178 prompt = _("[CONTINUE?]")
3180 prompt = _("[PRESS ENTER TO CONTINUE]")
3182 if game.options & OPTION_CURSES:
3184 setwnd(prompt_window)
3185 prompt_window.clear()
3186 prompt_window.addstr(prompt)
3187 prompt_window.getstr()
3188 prompt_window.clear()
3189 prompt_window.refresh()
3190 setwnd(message_window)
3193 sys.stdout.write('\n')
3197 sys.stdout.write('\n' * rows)
3201 "Skip i lines. Pause game if this would cause a scrolling event."
3202 for dummy in range(i):
3203 if game.options & OPTION_CURSES:
3204 (y, x) = curwnd.getyx()
3207 except curses.error:
3212 if rows and linecount >= rows:
3215 sys.stdout.write('\n')
3218 "Utter a line with no following line feed."
3219 if game.options & OPTION_CURSES:
3220 (y, x) = curwnd.getyx()
3221 (my, mx) = curwnd.getmaxyx()
3222 if curwnd == message_window and y >= my - 2:
3225 # Uncomment this to debug curses problems
3227 logfp.write("#curses: at %s proutn(%s)\n" % ((y, x), repr(line)))
3231 sys.stdout.write(line)
3241 if not replayfp or replayfp.closed: # Don't slow down replays
3244 if game.options & OPTION_CURSES:
3248 if not replayfp or replayfp.closed:
3252 "Get a line of input."
3253 if game.options & OPTION_CURSES:
3254 line = curwnd.getstr() + "\n"
3257 if replayfp and not replayfp.closed:
3259 line = replayfp.readline()
3262 prout("*** Replay finished")
3265 elif line[0] != "#":
3268 line = raw_input() + "\n"
3274 "Change windows -- OK for this to be a no-op in tty mode."
3276 if game.options & OPTION_CURSES:
3277 # Uncomment this to debug curses problems
3279 if wnd == fullscreen_window:
3280 legend = "fullscreen"
3281 elif wnd == srscan_window:
3283 elif wnd == report_window:
3285 elif wnd == status_window:
3287 elif wnd == lrscan_window:
3289 elif wnd == message_window:
3291 elif wnd == prompt_window:
3295 logfp.write("#curses: setwnd(%s)\n" % legend)
3297 # Some curses implementations get confused when you try this.
3299 curses.curs_set(wnd in (fullscreen_window, message_window, prompt_window))
3300 except curses.error:
3304 "Clear to end of line -- can be a no-op in tty mode"
3305 if game.options & OPTION_CURSES:
3310 "Clear screen -- can be a no-op in tty mode."
3312 if game.options & OPTION_CURSES:
3318 def textcolor(color=DEFAULT):
3319 if game.options & OPTION_COLOR:
3320 if color == DEFAULT:
3322 elif color == BLACK:
3323 curwnd.attron(curses.color_pair(curses.COLOR_BLACK))
3325 curwnd.attron(curses.color_pair(curses.COLOR_BLUE))
3326 elif color == GREEN: