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")
20 def _(str): return gettext.gettext(str)
22 GALSIZE = 8 # Galaxy size in quadrants
23 NINHAB = (GALSIZE * GALSIZE / 2) # Number of inhabited worlds
24 MAXUNINHAB = 10 # Maximum uninhabited worlds
25 QUADSIZE = 10 # Quadrant size in sectors
26 BASEMIN = 2 # Minimum starbases
27 BASEMAX = (GALSIZE * GALSIZE / 12) # Maximum starbases
28 MAXKLGAME = 127 # Maximum Klingons per game
29 MAXKLQUAD = 9 # Maximum Klingons per quadrant
30 FULLCREW = 428 # Crew size. BSD Trek was 387, that's wrong
31 FOREVER = 1e30 # Time for the indefinite future
32 MAXBURST = 3 # Max # of torps you can launch in one turn
33 MINCMDR = 10 # Minimum number of Klingon commanders
34 DOCKFAC = 0.25 # Repair faster when docked
35 PHASEFAC = 2.0 # Unclear what this is, it was in the C version
55 class TrekError(Exception):
58 class JumpOut(Exception):
62 def __init__(self, x=None, y=None):
65 def valid_quadrant(self):
66 return self.i>=0 and self.i<GALSIZE and self.j>=0 and self.j<GALSIZE
67 def valid_sector(self):
68 return self.i>=0 and self.i<QUADSIZE and self.j>=0 and self.j<QUADSIZE
70 self.i = self.j = None
72 return self.i != None and self.j != None
73 def __eq__(self, other):
74 return other != None and self.i == other.i and self.j == other.j
75 def __ne__(self, other):
76 return other == None or self.i != other.i or self.j != other.j
77 def __add__(self, other):
78 return Coord(self.i+other.i, self.j+other.j)
79 def __sub__(self, other):
80 return Coord(self.i-other.i, self.j-other.j)
81 def __mul__(self, other):
82 return Coord(self.i*other, self.j*other)
83 def __rmul__(self, other):
84 return Coord(self.i*other, self.j*other)
85 def __div__(self, other):
86 return Coord(self.i/other, self.j/other)
87 def __mod__(self, other):
88 return Coord(self.i % other, self.j % other)
89 def __rdiv__(self, other):
90 return Coord(self.i/other, self.j/other)
91 def roundtogrid(self):
92 return Coord(int(round(self.i)), int(round(self.j)))
93 def distance(self, other=None):
94 if not other: other = Coord(0, 0)
95 return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
97 return 1.90985*math.atan2(self.j, self.i)
103 s.i = self.i / abs(self.i)
107 s.j = self.j / abs(self.j)
110 #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
111 return self.roundtogrid() / QUADSIZE
113 return self.roundtogrid() % QUADSIZE
116 s.i = self.i + randrange(-1, 2)
117 s.j = self.j + randrange(-1, 2)
120 if self.i == None or self.j == None:
122 return "%s - %s" % (self.i+1, self.j+1)
127 self.name = None # string-valued if inhabited
128 self.quadrant = Coord() # quadrant located
129 self.pclass = None # could be ""M", "N", "O", or "destroyed"
130 self.crystals = "absent"# could be "mined", "present", "absent"
131 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
132 self.inhabited = False # is it inhabites?
140 self.starbase = False
143 self.supernova = False
145 self.status = "secure" # Could be "secure", "distressed", "enslaved"
153 def fill2d(size, fillfun):
154 "Fill an empty list in 2D."
156 for i in range(size):
158 for j in range(size):
159 lst[i].append(fillfun(i, j))
164 self.snap = False # snapshot taken
165 self.crew = 0 # crew complement
166 self.remkl = 0 # remaining klingons
167 self.nscrem = 0 # remaining super commanders
168 self.starkl = 0 # destroyed stars
169 self.basekl = 0 # destroyed bases
170 self.nromrem = 0 # Romulans remaining
171 self.nplankl = 0 # destroyed uninhabited planets
172 self.nworldkl = 0 # destroyed inhabited planets
173 self.planets = [] # Planet information
174 self.date = 0.0 # stardate
175 self.remres = 0 # remaining resources
176 self.remtime = 0 # remaining time
177 self.baseq = [] # Base quadrant coordinates
178 self.kcmdr = [] # Commander quadrant coordinates
179 self.kscmdr = Coord() # Supercommander quadrant coordinates
181 self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
183 self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
187 self.date = None # A real number
188 self.quadrant = None # A coord structure
191 OPTION_ALL = 0xffffffff
192 OPTION_TTY = 0x00000001 # old interface
193 OPTION_CURSES = 0x00000002 # new interface
194 OPTION_IOMODES = 0x00000003 # cover both interfaces
195 OPTION_PLANETS = 0x00000004 # planets and mining
196 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
197 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
198 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
199 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
200 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
201 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
202 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
203 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
204 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
205 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
206 OPTION_PLAIN = 0x01000000 # user chose plain game
207 OPTION_ALMY = 0x02000000 # user chose Almy variant
208 OPTION_COLOR = 0x04000000 # enable color display (experimental, ESR, 2010)
227 NDEVICES= 16 # Number of devices
236 def damaged(dev): return (game.damage[dev] != 0.0)
237 def communicating(): return not damaged(DRADIO) or game.condition=="docked"
239 # Define future events
240 FSPY = 0 # Spy event happens always (no future[] entry)
241 # can cause SC to tractor beam Enterprise
242 FSNOVA = 1 # Supernova
243 FTBEAM = 2 # Commander tractor beams Enterprise
244 FSNAP = 3 # Snapshot for time warp
245 FBATTAK = 4 # Commander attacks base
246 FCDBAS = 5 # Commander destroys base
247 FSCMOVE = 6 # Supercommander moves (might attack base)
248 FSCDBAS = 7 # Supercommander destroys base
249 FDSPROB = 8 # Move deep space probe
250 FDISTR = 9 # Emit distress call from an inhabited world
251 FENSLV = 10 # Inhabited word is enslaved */
252 FREPRO = 11 # Klingons build a ship in an enslaved system
255 # Abstract out the event handling -- underlying data structures will change
256 # when we implement stateful events
257 def findevent(evtype): return game.future[evtype]
260 def __init__(self, type=None, loc=None, power=None):
262 self.location = Coord()
265 self.power = power # enemy energy level
266 game.enemies.append(self)
268 motion = (loc != self.location)
269 if self.location.i is not None and self.location.j is not None:
272 game.quad[self.location.i][self.location.j] = '#'
274 game.quad[self.location.i][self.location.j] = '.'
276 self.location = copy.copy(loc)
277 game.quad[self.location.i][self.location.j] = self.type
278 self.kdist = self.kavgd = (game.sector - loc).distance()
280 self.location = Coord()
281 self.kdist = self.kavgd = None
282 game.enemies.remove(self)
285 return "<%s,%s.%f>" % (self.type, self.location, self.power) # For debugging
289 self.options = None # Game options
290 self.state = Snapshot() # A snapshot structure
291 self.snapsht = Snapshot() # Last snapshot taken for time-travel purposes
292 self.quad = None # contents of our quadrant
293 self.damage = [0.0] * NDEVICES # damage encountered
294 self.future = [] # future events
298 self.future.append(Event())
299 self.passwd = None; # Self Destruct password
301 self.quadrant = None # where we are in the large
302 self.sector = None # where we are in the small
303 self.tholian = None # Tholian enemy object
304 self.base = None # position of base in current quadrant
305 self.battle = None # base coordinates being attacked
306 self.plnet = None # location of planet in quadrant
307 self.gamewon = False # Finished!
308 self.ididit = False # action taken -- allows enemy to attack
309 self.alive = False # we are alive (not killed)
310 self.justin = False # just entered quadrant
311 self.shldup = False # shields are up
312 self.shldchg = False # shield is changing (affects efficiency)
313 self.iscate = False # super commander is here
314 self.ientesc = False # attempted escape from supercommander
315 self.resting = False # rest time
316 self.icraft = False # Kirk in Galileo
317 self.landed = False # party on planet (true), on ship (false)
318 self.alldone = False # game is now finished
319 self.neutz = False # Romulan Neutral Zone
320 self.isarmed = False # probe is armed
321 self.inorbit = False # orbiting a planet
322 self.imine = False # mining
323 self.icrystl = False # dilithium crystals aboard
324 self.iseenit = False # seen base attack report
325 self.thawed = False # thawed game
326 self.condition = None # "green", "yellow", "red", "docked", "dead"
327 self.iscraft = None # "onship", "offship", "removed"
328 self.skill = None # Player skill level
329 self.inkling = 0 # initial number of klingons
330 self.inbase = 0 # initial number of bases
331 self.incom = 0 # initial number of commanders
332 self.inscom = 0 # initial number of commanders
333 self.inrom = 0 # initial number of commanders
334 self.instar = 0 # initial stars
335 self.intorps = 0 # initial/max torpedoes
336 self.torps = 0 # number of torpedoes
337 self.ship = 0 # ship type -- 'E' is Enterprise
338 self.abandoned = 0 # count of crew abandoned in space
339 self.length = 0 # length of game
340 self.klhere = 0 # klingons here
341 self.casual = 0 # causalties
342 self.nhelp = 0 # calls for help
343 self.nkinks = 0 # count of energy-barrier crossings
344 self.iplnet = None # planet # in quadrant
345 self.inplan = 0 # initial planets
346 self.irhere = 0 # Romulans in quadrant
347 self.isatb = 0 # =2 if super commander is attacking base
348 self.tourn = None # tournament number
349 self.nprobes = 0 # number of probes available
350 self.inresor = 0.0 # initial resources
351 self.intime = 0.0 # initial time
352 self.inenrg = 0.0 # initial/max energy
353 self.inshld = 0.0 # initial/max shield
354 self.inlsr = 0.0 # initial life support resources
355 self.indate = 0.0 # initial date
356 self.energy = 0.0 # energy level
357 self.shield = 0.0 # shield level
358 self.warpfac = 0.0 # warp speed
359 self.lsupres = 0.0 # life support reserves
360 self.optime = 0.0 # time taken by current operation
361 self.damfac = 0.0 # damage factor
362 self.lastchart = 0.0 # time star chart was last updated
363 self.cryprob = 0.0 # probability that crystal will work
364 self.probe = None # object holding probe course info
365 self.height = 0.0 # height of orbit around planet
366 self.score = 0.0 # overall score
367 self.perdate = 0.0 # rate of kills
368 self.idebug = False # Debugging instrumentation enabled?
370 # Stas thinks this should be (C expression):
371 # game.state.remkl + len(game.state.kcmdr) > 0 ?
372 # game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99
373 # He says the existing expression is prone to divide-by-zero errors
374 # after killing the last klingon when score is shown -- perhaps also
375 # if the only remaining klingon is SCOM.
376 game.state.remtime = game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr))
402 return random.random() < p
404 def randrange(*args):
405 return random.randrange(*args)
410 v *= args[0] # from [0, args[0])
412 v = args[0] + v*(args[1]-args[0]) # from [args[0], args[1])
415 # Code from ai.c begins here
418 "Would this quadrant welcome another Klingon?"
419 return iq.valid_quadrant() and \
420 not game.state.galaxy[iq.i][iq.j].supernova and \
421 game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
423 def tryexit(enemy, look, irun):
424 "A bad guy attempts to bug out."
426 iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
427 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
428 if not welcoming(iq):
430 if enemy.type == 'R':
431 return False; # Romulans cannot escape!
433 # avoid intruding on another commander's territory
434 if enemy.type == 'C':
435 if iq in game.state.kcmdr:
437 # refuse to leave if currently attacking starbase
438 if game.battle == game.quadrant:
440 # don't leave if over 1000 units of energy
441 if enemy.power > 1000.0:
443 # emit escape message and move out of quadrant.
444 # we know this if either short or long range sensors are working
445 if not damaged(DSRSENS) or not damaged(DLRSENS) or \
446 game.condition == "docked":
447 prout(crmena(True, enemy.type, "sector", enemy.location) + \
448 (_(" escapes to Quadrant %s (and regains strength).") % iq))
449 # handle local matters related to escape
452 if game.condition != "docked":
454 # Handle global matters related to escape
455 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
456 game.state.galaxy[iq.i][iq.j].klingons += 1
461 schedule(FSCMOVE, 0.2777)
465 for cmdr in game.state.kcmdr:
466 if cmdr == game.quadrant:
467 game.state.kcmdr.append(iq)
469 return True; # success
471 # The bad-guy movement algorithm:
473 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
474 # If both are operating full strength, force is 1000. If both are damaged,
475 # force is -1000. Having shields down subtracts an additional 1000.
477 # 2. Enemy has forces equal to the energy of the attacker plus
478 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
479 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
481 # Attacker Initial energy levels (nominal):
482 # Klingon Romulan Commander Super-Commander
483 # Novice 400 700 1200
485 # Good 450 800 1300 1750
486 # Expert 475 850 1350 1875
487 # Emeritus 500 900 1400 2000
488 # VARIANCE 75 200 200 200
490 # Enemy vessels only move prior to their attack. In Novice - Good games
491 # only commanders move. In Expert games, all enemy vessels move if there
492 # is a commander present. In Emeritus games all enemy vessels move.
494 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
495 # forces are 1000 greater than Enterprise.
497 # Agressive action on average cuts the distance between the ship and
498 # the enemy to 1/4 the original.
500 # 4. At lower energy advantage, movement units are proportional to the
501 # advantage with a 650 advantage being to hold ground, 800 to move forward
502 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
504 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
505 # retreat, especially at high skill levels.
507 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
509 def movebaddy(enemy):
510 "Tactical movement for the bad guys."
511 goto = Coord(); look = Coord()
513 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
514 if game.skill >= SKILL_EXPERT:
515 nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
517 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
519 mdist = int(dist1 + 0.5); # Nearest integer distance
520 # If SC, check with spy to see if should hi-tail it
521 if enemy.type=='S' and \
522 (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
526 # decide whether to advance, retreat, or hold position
527 forces = enemy.power+100.0*len(game.enemies)+400*(nbaddys-1)
529 forces += 1000; # Good for enemy if shield is down!
530 if not damaged(DPHASER) or not damaged(DPHOTON):
531 if damaged(DPHASER): # phasers damaged
534 forces -= 0.2*(game.energy - 2500.0)
535 if damaged(DPHOTON): # photon torpedoes damaged
538 forces -= 50.0*game.torps
540 # phasers and photon tubes both out!
543 if forces <= 1000.0 and game.condition != "docked": # Typical situation
544 motion = ((forces + randreal(200))/150.0) - 5.0
546 if forces > 1000.0: # Very strong -- move in for kill
547 motion = (1.0 - randreal())**2 * dist1 + 1.0
548 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
549 motion -= game.skill*(2.0-randreal()**2)
551 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
552 # don't move if no motion
555 # Limit motion according to skill
556 if abs(motion) > game.skill:
561 # calculate preferred number of steps
562 nsteps = abs(int(motion))
563 if motion > 0 and nsteps > mdist:
564 nsteps = mdist; # don't overshoot
565 if nsteps > QUADSIZE:
566 nsteps = QUADSIZE; # This shouldn't be necessary
568 nsteps = 1; # This shouldn't be necessary
570 proutn("NSTEPS = %d:" % nsteps)
571 # Compute preferred values of delta X and Y
572 m = game.sector - enemy.location
573 if 2.0 * abs(m.i) < abs(m.j):
575 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
577 m = (motion * m).sgn()
578 goto = enemy.location
580 for ll in range(nsteps):
582 proutn(" %d" % (ll+1))
583 # Check if preferred position available
594 attempts = 0; # Settle mysterious hang problem
595 while attempts < 20 and not success:
597 if look.i < 0 or look.i >= QUADSIZE:
598 if motion < 0 and tryexit(enemy, look, irun):
600 if krawli == m.i or m.j == 0:
602 look.i = goto.i + krawli
604 elif look.j < 0 or look.j >= QUADSIZE:
605 if motion < 0 and tryexit(enemy, look, irun):
607 if krawlj == m.j or m.i == 0:
609 look.j = goto.j + krawlj
611 elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.':
612 # See if enemy should ram ship
613 if game.quad[look.i][look.j] == game.ship and \
614 (enemy.type == 'C' or enemy.type == 'S'):
615 collision(rammed=True, enemy=enemy)
617 if krawli != m.i and m.j != 0:
618 look.i = goto.i + krawli
620 elif krawlj != m.j and m.i != 0:
621 look.j = goto.j + krawlj
624 break; # we have failed
636 if not damaged(DSRSENS) or game.condition == "docked":
637 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
638 if enemy.kdist < dist1:
639 proutn(_(" advances to "))
641 proutn(_(" retreats to "))
642 prout("Sector %s." % goto)
645 "Sequence Klingon tactical movement."
648 # Figure out which Klingon is the commander (or Supercommander)
650 if game.quadrant in game.state.kcmdr:
651 for enemy in game.enemies:
652 if enemy.type == 'C':
654 if game.state.kscmdr==game.quadrant:
655 for enemy in game.enemies:
656 if enemy.type == 'S':
659 # If skill level is high, move other Klingons and Romulans too!
660 # Move these last so they can base their actions on what the
662 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
663 for enemy in game.enemies:
664 if enemy.type in ('K', 'R'):
668 def movescom(iq, avoid):
669 "Commander movement helper."
670 # Avoid quadrants with bases if we want to avoid Enterprise
671 if not welcoming(iq) or (avoid and iq in game.state.baseq):
673 if game.justin and not game.iscate:
676 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
677 game.state.kscmdr = iq
678 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
679 if game.state.kscmdr==game.quadrant:
680 # SC has scooted, remove him from current quadrant
685 for enemy in game.enemies:
686 if enemy.type == 'S':
690 if game.condition != "docked":
693 # check for a helpful planet
694 for i in range(game.inplan):
695 if game.state.planets[i].quadrant == game.state.kscmdr and \
696 game.state.planets[i].crystals == "present":
698 game.state.planets[i].pclass = "destroyed"
699 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
702 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
703 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
704 prout(_(" by the Super-commander.\""))
706 return True; # looks good!
708 def supercommander():
709 "Move the Super Commander."
710 iq = Coord(); sc = Coord(); ibq = Coord(); idelta = Coord()
713 prout("== SUPERCOMMANDER")
714 # Decide on being active or passive
715 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 \
716 (game.state.date-game.indate) < 3.0)
717 if not game.iscate and avoid:
718 # compute move away from Enterprise
719 idelta = game.state.kscmdr-game.quadrant
720 if idelta.distance() > 2.0:
722 idelta.i = game.state.kscmdr.j-game.quadrant.j
723 idelta.j = game.quadrant.i-game.state.kscmdr.i
725 # compute distances to starbases
726 if not game.state.baseq:
730 sc = game.state.kscmdr
731 for (i, base) in enumerate(game.state.baseq):
732 basetbl.append((i, (base - sc).distance()))
733 if game.state.baseq > 1:
734 basetbl.sort(lambda x, y: cmp(x[1], y[1]))
735 # look for nearest base without a commander, no Enterprise, and
736 # without too many Klingons, and not already under attack.
737 ifindit = iwhichb = 0
738 for (i2, base) in enumerate(game.state.baseq):
739 i = basetbl[i2][0]; # bug in original had it not finding nearest
740 if base==game.quadrant or base==game.battle or not welcoming(base):
742 # if there is a commander, and no other base is appropriate,
743 # we will take the one with the commander
744 for cmdr in game.state.kcmdr:
745 if base == cmdr and ifindit != 2:
749 else: # no commander -- use this one
754 return # Nothing suitable -- wait until next time
755 ibq = game.state.baseq[iwhichb]
756 # decide how to move toward base
757 idelta = ibq - game.state.kscmdr
758 # Maximum movement is 1 quadrant in either or both axes
759 idelta = idelta.sgn()
760 # try moving in both x and y directions
761 # there was what looked like a bug in the Almy C code here,
762 # but it might be this translation is just wrong.
763 iq = game.state.kscmdr + idelta
764 if not movescom(iq, avoid):
765 # failed -- try some other maneuvers
766 if idelta.i==0 or idelta.j==0:
769 iq.j = game.state.kscmdr.j + 1
770 if not movescom(iq, avoid):
771 iq.j = game.state.kscmdr.j - 1
774 iq.i = game.state.kscmdr.i + 1
775 if not movescom(iq, avoid):
776 iq.i = game.state.kscmdr.i - 1
779 # try moving just in x or y
780 iq.j = game.state.kscmdr.j
781 if not movescom(iq, avoid):
782 iq.j = game.state.kscmdr.j + idelta.j
783 iq.i = game.state.kscmdr.i
786 if len(game.state.baseq) == 0:
789 for ibq in game.state.baseq:
790 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
793 return # no, don't attack base!
796 schedule(FSCDBAS, randreal(1.0, 3.0))
797 if is_scheduled(FCDBAS):
798 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
799 if not communicating():
803 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
805 prout(_(" reports that it is under attack from the Klingon Super-commander."))
806 proutn(_(" It can survive until stardate %d.\"") \
807 % int(scheduled(FSCDBAS)))
810 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
814 game.optime = 0.0; # actually finished
816 # Check for intelligence report
817 if not game.idebug and \
819 (not communicating()) or \
820 not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
823 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
824 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
829 if not game.tholian or game.justin:
832 if game.tholian.location.i == 0 and game.tholian.location.j == 0:
833 tid.i = 0; tid.j = QUADSIZE-1
834 elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
835 tid.i = QUADSIZE-1; tid.j = QUADSIZE-1
836 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1:
837 tid.i = QUADSIZE-1; tid.j = 0
838 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0:
841 # something is wrong!
842 game.tholian.move(None)
843 prout("***Internal error: Tholian in a bad spot.")
845 # do nothing if we are blocked
846 if game.quad[tid.i][tid.j] not in ('.', '#'):
848 here = copy.copy(game.tholian.location)
849 delta = (tid - game.tholian.location).sgn()
851 while here.i != tid.i:
853 if game.quad[here.i][here.j]=='.':
854 game.tholian.move(here)
856 while here.j != tid.j:
858 if game.quad[here.i][here.j]=='.':
859 game.tholian.move(here)
860 # check to see if all holes plugged
861 for i in range(QUADSIZE):
862 if game.quad[0][i]!='#' and game.quad[0][i]!='T':
864 if game.quad[QUADSIZE-1][i]!='#' and game.quad[QUADSIZE-1][i]!='T':
866 if game.quad[i][0]!='#' and game.quad[i][0]!='T':
868 if game.quad[i][QUADSIZE-1]!='#' and game.quad[i][QUADSIZE-1]!='T':
870 # All plugged up -- Tholian splits
871 game.quad[game.tholian.location.i][game.tholian.location.j]='#'
873 prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web."))
874 game.tholian.move(None)
877 # Code from battle.c begins here
879 def doshield(shraise):
880 "Change shield status."
888 if scanner.sees("transfer"):
892 prout(_("Shields damaged and down."))
894 if scanner.sees("up"):
896 elif scanner.sees("down"):
899 proutn(_("Do you wish to change shield energy? "))
902 elif damaged(DSHIELD):
903 prout(_("Shields damaged and down."))
906 proutn(_("Shields are up. Do you want them down? "))
913 proutn(_("Shields are down. Do you want them up? "))
919 if action == "SHUP": # raise shields
921 prout(_("Shields already up."))
925 if game.condition != "docked":
927 prout(_("Shields raised."))
930 prout(_("Shields raising uses up last of energy."))
935 elif action == "SHDN":
937 prout(_("Shields already down."))
941 prout(_("Shields lowered."))
944 elif action == "NRG":
945 while scanner.next() != "IHREAL":
947 proutn(_("Energy to transfer to shields- "))
952 if nrg > game.energy:
953 prout(_("Insufficient ship energy."))
956 if game.shield+nrg >= game.inshld:
957 prout(_("Shield energy maximized."))
958 if game.shield+nrg > game.inshld:
959 prout(_("Excess energy requested returned to ship energy"))
960 game.energy -= game.inshld-game.shield
961 game.shield = game.inshld
963 if nrg < 0.0 and game.energy-nrg > game.inenrg:
964 # Prevent shield drain loophole
966 prout(_("Engineering to bridge--"))
967 prout(_(" Scott here. Power circuit problem, Captain."))
968 prout(_(" I can't drain the shields."))
971 if game.shield+nrg < 0:
972 prout(_("All shield energy transferred to ship."))
973 game.energy += game.shield
976 proutn(_("Scotty- \""))
978 prout(_("Transferring energy to shields.\""))
980 prout(_("Draining energy from shields.\""))
986 "Choose a device to damage, at random."
988 105, # DSRSENS: short range scanners 10.5%
989 105, # DLRSENS: long range scanners 10.5%
990 120, # DPHASER: phasers 12.0%
991 120, # DPHOTON: photon torpedoes 12.0%
992 25, # DLIFSUP: life support 2.5%
993 65, # DWARPEN: warp drive 6.5%
994 70, # DIMPULS: impulse engines 6.5%
995 145, # DSHIELD: deflector shields 14.5%
996 30, # DRADIO: subspace radio 3.0%
997 45, # DSHUTTL: shuttle 4.5%
998 15, # DCOMPTR: computer 1.5%
999 20, # NAVCOMP: navigation system 2.0%
1000 75, # DTRANSP: transporter 7.5%
1001 20, # DSHCTRL: high-speed shield controller 2.0%
1002 10, # DDRAY: death ray 1.0%
1003 30, # DDSP: deep-space probes 3.0%
1005 assert(sum(weights) == 1000)
1006 idx = randrange(1000)
1008 for (i, w) in enumerate(weights):
1012 return None; # we should never get here
1014 def collision(rammed, enemy):
1015 "Collision handling fot rammong events."
1016 prouts(_("***RED ALERT! RED ALERT!"))
1018 prout(_("***COLLISION IMMINENT."))
1022 hardness = {'R':1.5, 'C':2.0, 'S':2.5, 'T':0.5, '?':4.0}.get(enemy.type, 1.0)
1024 proutn(_(" rammed by "))
1027 proutn(crmena(False, enemy.type, "sector", enemy.location))
1029 proutn(_(" (original position)"))
1031 deadkl(enemy.location, enemy.type, game.sector)
1032 proutn("***" + crmshp() + " heavily damaged.")
1033 icas = randrange(10, 30)
1034 prout(_("***Sickbay reports %d casualties") % icas)
1036 game.state.crew -= icas
1037 # In the pre-SST2K version, all devices got equiprobably damaged,
1038 # which was silly. Instead, pick up to half the devices at
1039 # random according to our weighting table,
1040 ncrits = randrange(NDEVICES/2)
1044 if game.damage[dev] < 0:
1046 extradm = (10.0*hardness*randreal()+1.0)*game.damfac
1047 # Damage for at least time of travel!
1048 game.damage[dev] += game.optime + extradm
1050 prout(_("***Shields are down."))
1051 if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
1058 def torpedo(origin, bearing, dispersion, number, nburst):
1059 "Let a photon torpedo fly"
1060 if not damaged(DSRSENS) or game.condition=="docked":
1061 setwnd(srscan_window)
1063 setwnd(message_window)
1064 ac = bearing + 0.25*dispersion # dispersion is a random variable
1065 bullseye = (15.0 - bearing)*0.5235988
1066 track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
1067 bumpto = Coord(0, 0)
1068 # Loop to move a single torpedo
1069 setwnd(message_window)
1070 for step in range(1, QUADSIZE*2):
1071 if not track.next(): break
1073 if not w.valid_sector():
1075 iquad=game.quad[w.i][w.j]
1076 tracktorpedo(w, step, number, nburst, iquad)
1080 if not damaged(DSRSENS) or game.condition == "docked":
1081 skip(1); # start new line after text track
1082 if iquad in ('E', 'F'): # Hit our ship
1084 prout(_("Torpedo hits %s.") % crmshp())
1085 hit = 700.0 + randreal(100) - \
1086 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1087 newcnd(); # we're blown out of dock
1088 if game.landed or game.condition=="docked":
1089 return hit # Cheat if on a planet
1090 # In the C/FORTRAN version, dispersion was 2.5 radians, which
1091 # is 143 degrees, which is almost exactly 4.8 clockface units
1092 displacement = course(track.bearing+randreal(-2.4,2.4), distance=2**0.5)
1094 bumpto = displacement.sector()
1095 if not bumpto.valid_sector():
1097 if game.quad[bumpto.i][bumpto.j]==' ':
1100 if game.quad[bumpto.i][bumpto.j]!='.':
1101 # can't move into object
1103 game.sector = bumpto
1105 game.quad[w.i][w.j]='.'
1106 game.quad[bumpto.i][bumpto.j]=iquad
1107 prout(_(" displaced by blast to Sector %s ") % bumpto)
1108 for enemy in game.enemies:
1109 enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1112 elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
1114 if iquad in ('C', 'S') and withprob(0.05):
1115 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1116 prout(_(" torpedo neutralized."))
1118 for enemy in game.enemies:
1119 if w == enemy.location:
1121 kp = math.fabs(enemy.power)
1122 h1 = 700.0 + randrange(100) - \
1123 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1131 if enemy.power == 0:
1134 proutn(crmena(True, iquad, "sector", w))
1135 displacement = course(track.bearing+randreal(-2.4,2.4), distance=2**0.5)
1137 bumpto = displacement.sector()
1138 if not bumpto.valid_sector():
1139 prout(_(" damaged but not destroyed."))
1141 if game.quad[bumpto.i][bumpto.j] == ' ':
1142 prout(_(" buffeted into black hole."))
1143 deadkl(w, iquad, bumpto)
1144 if game.quad[bumpto.i][bumpto.j] != '.':
1145 prout(_(" damaged but not destroyed."))
1147 prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
1148 enemy.location = bumpto
1149 game.quad[w.i][w.j]='.'
1150 game.quad[bumpto.i][bumpto.j]=iquad
1151 for enemy in game.enemies:
1152 enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1155 elif iquad == 'B': # Hit a base
1157 prout(_("***STARBASE DESTROYED.."))
1158 game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
1159 game.quad[w.i][w.j]='.'
1160 game.base.invalidate()
1161 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase -= 1
1162 game.state.chart[game.quadrant.i][game.quadrant.j].starbase -= 1
1163 game.state.basekl += 1
1166 elif iquad == 'P': # Hit a planet
1167 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1168 game.state.nplankl += 1
1169 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1170 game.iplnet.pclass = "destroyed"
1172 game.plnet.invalidate()
1173 game.quad[w.i][w.j] = '.'
1175 # captain perishes on planet
1178 elif iquad == '@': # Hit an inhabited world -- very bad!
1179 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1180 game.state.nworldkl += 1
1181 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1182 game.iplnet.pclass = "destroyed"
1184 game.plnet.invalidate()
1185 game.quad[w.i][w.j] = '.'
1187 # captain perishes on planet
1189 prout(_("The torpedo destroyed an inhabited planet."))
1191 elif iquad == '*': # Hit a star
1195 prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast."))
1197 elif iquad == '?': # Hit a thingy
1198 if not (game.options & OPTION_THINGY) or withprob(0.3):
1200 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1202 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1204 proutn(_("Mr. Spock-"))
1205 prouts(_(" \"Fascinating!\""))
1209 # Stas Sergeev added the possibility that
1210 # you can shove the Thingy and piss it off.
1211 # It then becomes an enemy and may fire at you.
1214 elif iquad == ' ': # Black hole
1216 prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo."))
1218 elif iquad == '#': # hit the web
1220 prout(_("***Torpedo absorbed by Tholian web."))
1222 elif iquad == 'T': # Hit a Tholian
1223 h1 = 700.0 + randrange(100) - \
1224 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1227 game.quad[w.i][w.j] = '.'
1232 proutn(crmena(True, 'T', "sector", w))
1234 prout(_(" survives photon blast."))
1236 prout(_(" disappears."))
1237 game.tholian.move(None)
1238 game.quad[w.i][w.j] = '#'
1243 proutn("Don't know how to handle torpedo collision with ")
1244 proutn(crmena(True, iquad, "sector", w))
1249 prout(_("Torpedo missed."))
1253 "Critical-hit resolution."
1254 if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1256 ncrit = int(1.0 + hit/(500.0+randreal(100)))
1257 proutn(_("***CRITICAL HIT--"))
1258 # Select devices and cause damage
1264 # Cheat to prevent shuttle damage unless on ship
1265 if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1268 extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1269 game.damage[j] += extradm
1271 for (i, j) in enumerate(cdam):
1273 if skipcount % 3 == 2 and i < len(cdam)-1:
1278 prout(_(" damaged."))
1279 if damaged(DSHIELD) and game.shldup:
1280 prout(_("***Shields knocked down."))
1283 def attack(torps_ok):
1284 # bad guy attacks us
1285 # torps_ok == False forces use of phasers in an attack
1286 # game could be over at this point, check
1289 attempt = False; ihurt = False;
1290 hitmax=0.0; hittot=0.0; chgfac=1.0
1293 prout("=== ATTACK!")
1294 # Tholian gets to move before attacking
1297 # if you have just entered the RNZ, you'll get a warning
1298 if game.neutz: # The one chance not to be attacked
1301 # commanders get a chance to tac-move towards you
1302 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:
1304 # if no enemies remain after movement, we're done
1305 if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
1307 # set up partial hits if attack happens during shield status change
1308 pfac = 1.0/game.inshld
1310 chgfac = 0.25 + randreal(0.5)
1312 # message verbosity control
1313 if game.skill <= SKILL_FAIR:
1315 for enemy in game.enemies:
1317 continue; # too weak to attack
1318 # compute hit strength and diminish shield power
1320 # Increase chance of photon torpedos if docked or enemy energy is low
1321 if game.condition == "docked":
1323 if enemy.power < 500:
1325 if enemy.type=='T' or (enemy.type=='?' and not thing.angry):
1327 # different enemies have different probabilities of throwing a torp
1328 usephasers = not torps_ok or \
1329 (enemy.type == 'K' and r > 0.0005) or \
1330 (enemy.type=='C' and r > 0.015) or \
1331 (enemy.type=='R' and r > 0.3) or \
1332 (enemy.type=='S' and r > 0.07) or \
1333 (enemy.type=='?' and r > 0.05)
1334 if usephasers: # Enemy uses phasers
1335 if game.condition == "docked":
1336 continue; # Don't waste the effort!
1337 attempt = True; # Attempt to attack
1338 dustfac = randreal(0.8, 0.85)
1339 hit = enemy.power*math.pow(dustfac,enemy.kavgd)
1341 else: # Enemy uses photon torpedo
1342 # We should be able to make the bearing() method work here
1343 pcourse = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i)
1345 proutn(_("***TORPEDO INCOMING"))
1346 if not damaged(DSRSENS):
1347 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location))
1350 dispersion = (randreal()+randreal())*0.5 - 0.5
1351 dispersion += 0.002*enemy.power*dispersion
1352 hit = torpedo(enemy.location, pcourse, dispersion, number=1, nburst=1)
1353 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1354 finish(FWON); # Klingons did themselves in!
1355 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1356 return # Supernova or finished
1359 # incoming phaser or torpedo, shields may dissipate it
1360 if game.shldup or game.shldchg or game.condition=="docked":
1361 # shields will take hits
1362 propor = pfac * game.shield
1363 if game.condition =="docked":
1367 hitsh = propor*chgfac*hit+1.0
1369 if absorb > game.shield:
1370 absorb = game.shield
1371 game.shield -= absorb
1373 # taking a hit blasts us out of a starbase dock
1374 if game.condition == "docked":
1376 # but the shields may take care of it
1377 if propor > 0.1 and hit < 0.005*game.energy:
1379 # hit from this opponent got through shields, so take damage
1381 proutn(_("%d unit hit") % int(hit))
1382 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1383 proutn(_(" on the ") + crmshp())
1384 if not damaged(DSRSENS) and usephasers:
1385 prout(_(" from ") + crmena(False, enemy.type, where, enemy.location))
1387 # Decide if hit is critical
1393 if game.energy <= 0:
1394 # Returning home upon your shield, not with it...
1397 if not attempt and game.condition == "docked":
1398 prout(_("***Enemies decide against attacking your ship."))
1399 percent = 100.0*pfac*game.shield+0.5
1401 # Shields fully protect ship
1402 proutn(_("Enemy attack reduces shield strength to "))
1404 # Emit message if starship suffered hit(s)
1406 proutn(_("Energy left %2d shields ") % int(game.energy))
1409 elif not damaged(DSHIELD):
1412 proutn(_("damaged, "))
1413 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1414 # Check if anyone was hurt
1415 if hitmax >= 200 or hittot >= 500:
1416 icas = randrange(int(hittot * 0.015))
1419 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1420 prout(_(" in that last attack.\""))
1422 game.state.crew -= icas
1423 # After attack, reset average distance to enemies
1424 for enemy in game.enemies:
1425 enemy.kavgd = enemy.kdist
1429 def deadkl(w, type, mv):
1430 "Kill a Klingon, Tholian, Romulan, or Thingy."
1431 # Added mv to allow enemy to "move" before dying
1432 proutn(crmena(True, type, "sector", mv))
1433 # Decide what kind of enemy it is and update appropriately
1435 # Chalk up a Romulan
1436 game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1438 game.state.nromrem -= 1
1447 # Killed some type of Klingon
1448 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1451 game.state.kcmdr.remove(game.quadrant)
1453 if game.state.kcmdr:
1454 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1455 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1458 game.state.remkl -= 1
1460 game.state.nscrem -= 1
1461 game.state.kscmdr.invalidate()
1466 # For each kind of enemy, finish message to player
1467 prout(_(" destroyed."))
1468 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1471 # Remove enemy ship from arrays describing local conditions
1472 for e in game.enemies:
1479 "Return None if target is invalid, otherwise return a course angle."
1480 if not w.valid_sector():
1484 # FIXME: C code this was translated from is wacky -- why the sign reversal?
1485 delta.j = (w.j - game.sector.j);
1486 delta.i = (game.sector.i - w.i);
1487 if delta == Coord(0, 0):
1489 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1490 prout(_(" I recommend an immediate review of"))
1491 prout(_(" the Captain's psychological profile.\""))
1494 return delta.bearing()
1497 "Launch photon torpedo salvo."
1500 if damaged(DPHOTON):
1501 prout(_("Photon tubes damaged."))
1505 prout(_("No torpedoes left."))
1508 # First, get torpedo count
1511 if scanner.token == "IHALPHA":
1514 elif scanner.token == "IHEOL" or not scanner.waiting():
1515 prout(_("%d torpedoes left.") % game.torps)
1517 proutn(_("Number of torpedoes to fire- "))
1518 continue # Go back around to get a number
1519 else: # key == "IHREAL"
1521 if n <= 0: # abort command
1526 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1529 scanner.chew() # User requested more torps than available
1530 continue # Go back around
1531 break # All is good, go to next stage
1535 key = scanner.next()
1536 if i==0 and key == "IHEOL":
1537 break; # no coordinate waiting, we will try prompting
1538 if i==1 and key == "IHEOL":
1539 # direct all torpedoes at one target
1541 target.append(target[0])
1542 tcourse.append(tcourse[0])
1545 scanner.push(scanner.token)
1546 target.append(scanner.getcoord())
1547 if target[-1] == None:
1549 tcourse.append(targetcheck(target[-1]))
1550 if tcourse[-1] == None:
1553 if len(target) == 0:
1554 # prompt for each one
1556 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1558 target.append(scanner.getcoord())
1559 if target[-1] == None:
1561 tcourse.append(targetcheck(target[-1]))
1562 if tcourse[-1] == None:
1565 # Loop for moving <n> torpedoes
1567 if game.condition != "docked":
1569 dispersion = (randreal()+randreal())*0.5 -0.5
1570 if math.fabs(dispersion) >= 0.47:
1572 dispersion *= randreal(1.2, 2.2)
1574 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1576 prouts(_("***TORPEDO MISFIRES."))
1579 prout(_(" Remainder of burst aborted."))
1581 prout(_("***Photon tubes damaged by misfire."))
1582 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1584 if game.shldup or game.condition == "docked":
1585 dispersion *= 1.0 + 0.0001*game.shield
1586 torpedo(game.sector, tcourse[i], dispersion, number=i, nburst=n)
1587 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1589 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)<=0:
1593 "Check for phasers overheating."
1595 checkburn = (rpow-1500.0)*0.00038
1596 if withprob(checkburn):
1597 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1598 game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1600 def checkshctrl(rpow):
1601 "Check shield control."
1604 prout(_("Shields lowered."))
1606 # Something bad has happened
1607 prouts(_("***RED ALERT! RED ALERT!"))
1609 hit = rpow*game.shield/game.inshld
1610 game.energy -= rpow+hit*0.8
1611 game.shield -= hit*0.2
1612 if game.energy <= 0.0:
1613 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1618 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1620 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1621 icas = randrange(int(hit*0.012))
1626 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1627 prout(_(" %d casualties so far.\"") % icas)
1629 game.state.crew -= icas
1631 prout(_("Phaser energy dispersed by shields."))
1632 prout(_("Enemy unaffected."))
1637 "Register a phaser hit on Klingons and Romulans."
1641 for (k, wham) in enumerate(hits):
1644 dustfac = randreal(0.9, 1.0)
1645 hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
1646 kpini = game.enemies[kk].power
1647 kp = math.fabs(kpini)
1648 if PHASEFAC*hit < kp:
1650 if game.enemies[kk].power < 0:
1651 game.enemies[kk].power -= -kp
1653 game.enemies[kk].power -= kp
1654 kpow = game.enemies[kk].power
1655 w = game.enemies[kk].location
1657 if not damaged(DSRSENS):
1659 proutn(_("%d unit hit on ") % int(hit))
1661 proutn(_("Very small hit on "))
1662 ienm = game.quad[w.i][w.j]
1665 proutn(crmena(False, ienm, "sector", w))
1669 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1673 kk -= 1 # don't do the increment
1675 else: # decide whether or not to emasculate klingon
1676 if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1677 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1678 prout(_(" has just lost its firepower.\""))
1679 game.enemies[kk].power = -kpow
1684 "Fire phasers at bad guys."
1686 kz = 0; k = 1; irec=0 # Cheating inhibitor
1687 ifast = False; no = False; itarg = True; msgflag = True; rpow=0
1691 # SR sensors and Computer are needed for automode
1692 if damaged(DSRSENS) or damaged(DCOMPTR):
1694 if game.condition == "docked":
1695 prout(_("Phasers can't be fired through base shields."))
1698 if damaged(DPHASER):
1699 prout(_("Phaser control damaged."))
1703 if damaged(DSHCTRL):
1704 prout(_("High speed shield control damaged."))
1707 if game.energy <= 200.0:
1708 prout(_("Insufficient energy to activate high-speed shield control."))
1711 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1713 # Original code so convoluted, I re-did it all
1714 # (That was Tom Almy talking about the C code, I think -- ESR)
1715 while automode=="NOTSET":
1717 if key == "IHALPHA":
1718 if scanner.sees("manual"):
1719 if len(game.enemies)==0:
1720 prout(_("There is no enemy present to select."))
1723 automode="AUTOMATIC"
1726 key = scanner.next()
1727 elif scanner.sees("automatic"):
1728 if (not itarg) and len(game.enemies) != 0:
1729 automode = "FORCEMAN"
1731 if len(game.enemies)==0:
1732 prout(_("Energy will be expended into space."))
1733 automode = "AUTOMATIC"
1734 key = scanner.next()
1735 elif scanner.sees("no"):
1740 elif key == "IHREAL":
1741 if len(game.enemies)==0:
1742 prout(_("Energy will be expended into space."))
1743 automode = "AUTOMATIC"
1745 automode = "FORCEMAN"
1747 automode = "AUTOMATIC"
1750 if len(game.enemies)==0:
1751 prout(_("Energy will be expended into space."))
1752 automode = "AUTOMATIC"
1754 automode = "FORCEMAN"
1756 proutn(_("Manual or automatic? "))
1761 if automode == "AUTOMATIC":
1762 if key == "IHALPHA" and scanner.sees("no"):
1764 key = scanner.next()
1765 if key != "IHREAL" and len(game.enemies) != 0:
1766 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
1771 for i in range(len(game.enemies)):
1772 irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
1774 proutn(_("%d units required. ") % irec)
1776 proutn(_("Units to fire= "))
1777 key = scanner.next()
1782 proutn(_("Energy available= %.2f") % avail)
1785 if not rpow > avail:
1792 if key == "IHALPHA" and scanner.sees("no"):
1795 game.energy -= 200; # Go and do it!
1796 if checkshctrl(rpow):
1801 if len(game.enemies):
1804 for i in range(len(game.enemies)):
1808 hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
1809 over = randreal(1.01, 1.06) * hits[i]
1811 powrem -= hits[i] + over
1812 if powrem <= 0 and temp < hits[i]:
1821 if extra > 0 and not game.alldone:
1823 proutn(_("*** Tholian web absorbs "))
1824 if len(game.enemies)>0:
1825 proutn(_("excess "))
1826 prout(_("phaser energy."))
1828 prout(_("%d expended on empty space.") % int(extra))
1829 elif automode == "FORCEMAN":
1832 if damaged(DCOMPTR):
1833 prout(_("Battle computer damaged, manual fire only."))
1836 prouts(_("---WORKING---"))
1838 prout(_("Short-range-sensors-damaged"))
1839 prout(_("Insufficient-data-for-automatic-phaser-fire"))
1840 prout(_("Manual-fire-must-be-used"))
1842 elif automode == "MANUAL":
1844 for k in range(len(game.enemies)):
1845 aim = game.enemies[k].location
1846 ienm = game.quad[aim.i][aim.j]
1848 proutn(_("Energy available= %.2f") % (avail-0.006))
1852 if damaged(DSRSENS) and \
1853 not game.sector.distance(aim)<2**0.5 and ienm in ('C', 'S'):
1854 prout(cramen(ienm) + _(" can't be located without short range scan."))
1857 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
1862 if itarg and k > kz:
1863 irec=(abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
1866 if not damaged(DCOMPTR):
1871 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
1872 key = scanner.next()
1873 if key == "IHALPHA" and scanner.sees("no"):
1875 key = scanner.next()
1877 if key == "IHALPHA":
1881 if k==1: # Let me say I'm baffled by this
1884 if scanner.real < 0:
1888 hits[k] = scanner.real
1889 rpow += scanner.real
1890 # If total requested is too much, inform and start over
1892 prout(_("Available energy exceeded -- try again."))
1895 key = scanner.next(); # scan for next value
1898 # zero energy -- abort
1901 if key == "IHALPHA" and scanner.sees("no"):
1906 game.energy -= 200.0
1907 if checkshctrl(rpow):
1911 # Say shield raised or malfunction, if necessary
1918 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
1919 prouts(_(" CLICK CLICK POP . . ."))
1920 prout(_(" No response, sir!"))
1923 prout(_("Shields raised."))
1928 # Code from events,c begins here.
1930 # This isn't a real event queue a la BSD Trek yet -- you can only have one
1931 # event of each type active at any given time. Mostly these means we can
1932 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
1933 # BSD Trek, from which we swiped the idea, can have up to 5.
1935 def unschedule(evtype):
1936 "Remove an event from the schedule."
1937 game.future[evtype].date = FOREVER
1938 return game.future[evtype]
1940 def is_scheduled(evtype):
1941 "Is an event of specified type scheduled."
1942 return game.future[evtype].date != FOREVER
1944 def scheduled(evtype):
1945 "When will this event happen?"
1946 return game.future[evtype].date
1948 def schedule(evtype, offset):
1949 "Schedule an event of specified type."
1950 game.future[evtype].date = game.state.date + offset
1951 return game.future[evtype]
1953 def postpone(evtype, offset):
1954 "Postpone a scheduled event."
1955 game.future[evtype].date += offset
1958 "Rest period is interrupted by event."
1961 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
1963 game.resting = False
1969 "Run through the event queue looking for things to do."
1971 fintim = game.state.date + game.optime; yank=0
1972 ictbeam = False; istract = False
1973 w = Coord(); hold = Coord()
1974 ev = Event(); ev2 = Event()
1976 def tractorbeam(yank):
1977 "Tractor-beaming cases merge here."
1979 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
1981 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
1982 # If Kirk & Co. screwing around on planet, handle
1983 atover(True) # atover(true) is Grab
1986 if game.icraft: # Caught in Galileo?
1989 # Check to see if shuttle is aboard
1990 if game.iscraft == "offship":
1993 prout(_("Galileo, left on the planet surface, is captured"))
1994 prout(_("by aliens and made into a flying McDonald's."))
1995 game.damage[DSHUTTL] = -10
1996 game.iscraft = "removed"
1998 prout(_("Galileo, left on the planet surface, is well hidden."))
2000 game.quadrant = game.state.kscmdr
2002 game.quadrant = game.state.kcmdr[i]
2003 game.sector = randplace(QUADSIZE)
2004 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2005 % (game.quadrant, game.sector))
2007 prout(_("(Remainder of rest/repair period cancelled.)"))
2008 game.resting = False
2010 if not damaged(DSHIELD) and game.shield > 0:
2011 doshield(shraise=True) # raise shields
2012 game.shldchg = False
2014 prout(_("(Shields not currently useable.)"))
2016 # Adjust finish time to time of tractor beaming
2017 fintim = game.state.date+game.optime
2018 attack(torps_ok=False)
2019 if not game.state.kcmdr:
2022 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2025 "Code merges here for any commander destroying a starbase."
2026 # Not perfect, but will have to do
2027 # Handle case where base is in same quadrant as starship
2028 if game.battle == game.quadrant:
2029 game.state.chart[game.battle.i][game.battle.j].starbase = False
2030 game.quad[game.base.i][game.base.j] = '.'
2031 game.base.invalidate()
2034 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2035 elif game.state.baseq and communicating():
2036 # Get word via subspace radio
2039 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2040 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2042 prout(_("the Klingon Super-Commander"))
2044 prout(_("a Klingon Commander"))
2045 game.state.chart[game.battle.i][game.battle.j].starbase = False
2046 # Remove Starbase from galaxy
2047 game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2048 game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq)
2050 # reinstate a commander's base attack
2054 game.battle.invalidate()
2056 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2057 for i in range(1, NEVENTS):
2058 if i == FSNOVA: proutn("=== Supernova ")
2059 elif i == FTBEAM: proutn("=== T Beam ")
2060 elif i == FSNAP: proutn("=== Snapshot ")
2061 elif i == FBATTAK: proutn("=== Base Attack ")
2062 elif i == FCDBAS: proutn("=== Base Destroy ")
2063 elif i == FSCMOVE: proutn("=== SC Move ")
2064 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2065 elif i == FDSPROB: proutn("=== Probe Move ")
2066 elif i == FDISTR: proutn("=== Distress Call ")
2067 elif i == FENSLV: proutn("=== Enslavement ")
2068 elif i == FREPRO: proutn("=== Klingon Build ")
2070 prout("%.2f" % (scheduled(i)))
2073 radio_was_broken = damaged(DRADIO)
2076 # Select earliest extraneous event, evcode==0 if no events
2081 for l in range(1, NEVENTS):
2082 if game.future[l].date < datemin:
2085 prout("== Event %d fires" % evcode)
2086 datemin = game.future[l].date
2087 xtime = datemin-game.state.date
2088 game.state.date = datemin
2089 # Decrement Federation resources and recompute remaining time
2090 game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
2092 if game.state.remtime <=0:
2095 # Any crew left alive?
2096 if game.state.crew <=0:
2099 # Is life support adequate?
2100 if damaged(DLIFSUP) and game.condition != "docked":
2101 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2104 game.lsupres -= xtime
2105 if game.damage[DLIFSUP] <= xtime:
2106 game.lsupres = game.inlsr
2109 if game.condition == "docked":
2111 # Don't fix Deathray here
2112 for l in range(NDEVICES):
2113 if game.damage[l] > 0.0 and l != DDRAY:
2114 if game.damage[l]-repair > 0.0:
2115 game.damage[l] -= repair
2117 game.damage[l] = 0.0
2118 # If radio repaired, update star chart and attack reports
2119 if radio_was_broken and not damaged(DRADIO):
2120 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2121 prout(_(" surveillance reports are coming in."))
2123 if not game.iseenit:
2127 prout(_(" The star chart is now up to date.\""))
2129 # Cause extraneous event EVCODE to occur
2130 game.optime -= xtime
2131 if evcode == FSNOVA: # Supernova
2134 schedule(FSNOVA, expran(0.5*game.intime))
2135 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2137 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2138 if game.state.nscrem == 0 or \
2139 ictbeam or istract or \
2140 game.condition=="docked" or game.isatb==1 or game.iscate:
2142 if game.ientesc or \
2143 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2144 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2145 (damaged(DSHIELD) and \
2146 (game.energy < 2500 or damaged(DPHASER)) and \
2147 (game.torps < 5 or damaged(DPHOTON))):
2149 istract = ictbeam = True
2150 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2153 elif evcode == FTBEAM: # Tractor beam
2154 if not game.state.kcmdr:
2157 i = randrange(len(game.state.kcmdr))
2158 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2159 if istract or game.condition == "docked" or yank == 0:
2160 # Drats! Have to reschedule
2162 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2166 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2167 game.snapsht = copy.deepcopy(game.state)
2168 game.state.snap = True
2169 schedule(FSNAP, expran(0.5 * game.intime))
2170 elif evcode == FBATTAK: # Commander attacks starbase
2171 if not game.state.kcmdr or not game.state.baseq:
2177 for ibq in game.state.baseq:
2178 for cmdr in game.state.kcmdr:
2179 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2182 # no match found -- try later
2183 schedule(FBATTAK, expran(0.3*game.intime))
2188 # commander + starbase combination found -- launch attack
2190 schedule(FCDBAS, randreal(1.0, 4.0))
2191 if game.isatb: # extra time if SC already attacking
2192 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2193 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2194 game.iseenit = False
2195 if not communicating():
2196 continue # No warning :-(
2200 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2201 prout(_(" reports that it is under attack and that it can"))
2202 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2205 elif evcode == FSCDBAS: # Supercommander destroys base
2208 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2209 continue # WAS RETURN!
2211 game.battle = game.state.kscmdr
2213 elif evcode == FCDBAS: # Commander succeeds in destroying base
2216 if not game.state.baseq() \
2217 or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2218 game.battle.invalidate()
2220 # find the lucky pair
2221 for cmdr in game.state.kcmdr:
2222 if cmdr == game.battle:
2225 # No action to take after all
2228 elif evcode == FSCMOVE: # Supercommander moves
2229 schedule(FSCMOVE, 0.2777)
2230 if not game.ientesc and not istract and game.isatb != 1 and \
2231 (not game.iscate or not game.justin):
2233 elif evcode == FDSPROB: # Move deep space probe
2234 schedule(FDSPROB, 0.01)
2235 if not game.probe.next():
2236 if not game.probe.quadrant().valid_quadrant() or \
2237 game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
2238 # Left galaxy or ran into supernova
2242 proutn(_("Lt. Uhura- \"The deep space probe "))
2243 if not game.probe.quadrant().valid_quadrant():
2244 prout(_("has left the galaxy.\""))
2246 prout(_("is no longer transmitting.\""))
2252 prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
2253 pdest = game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j]
2255 chp = game.state.chart[game.probe.quadrant().i][game.probe.quadrant().j]
2256 chp.klingons = pdest.klingons
2257 chp.starbase = pdest.starbase
2258 chp.stars = pdest.stars
2259 pdest.charted = True
2260 game.probe.moves -= 1 # One less to travel
2261 if game.probe.arrived() and game.isarmed and pdest.stars:
2262 supernova(game.probe) # fire in the hole!
2264 if game.state.galaxy[game.quadrant().i][game.quadrant().j].supernova:
2266 elif evcode == FDISTR: # inhabited system issues distress call
2268 # try a whole bunch of times to find something suitable
2269 for i in range(100):
2270 # need a quadrant which is not the current one,
2271 # which has some stars which are inhabited and
2272 # not already under attack, which is not
2273 # supernova'ed, and which has some Klingons in it
2274 w = randplace(GALSIZE)
2275 q = game.state.galaxy[w.i][w.j]
2276 if not (game.quadrant == w or q.planet == None or \
2277 not q.planet.inhabited or \
2278 q.supernova or q.status!="secure" or q.klingons<=0):
2281 # can't seem to find one; ignore this call
2283 prout("=== Couldn't find location for distress event.")
2285 # got one!! Schedule its enslavement
2286 ev = schedule(FENSLV, expran(game.intime))
2288 q.status = "distressed"
2289 # tell the captain about it if we can
2291 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2293 prout(_("by a Klingon invasion fleet."))
2296 elif evcode == FENSLV: # starsystem is enslaved
2297 ev = unschedule(FENSLV)
2298 # see if current distress call still active
2299 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2303 q.status = "enslaved"
2305 # play stork and schedule the first baby
2306 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2307 ev2.quadrant = ev.quadrant
2309 # report the disaster if we can
2311 prout(_("Uhura- We've lost contact with starsystem %s") % \
2313 prout(_("in Quadrant %s.\n") % ev.quadrant)
2314 elif evcode == FREPRO: # Klingon reproduces
2315 # If we ever switch to a real event queue, we'll need to
2316 # explicitly retrieve and restore the x and y.
2317 ev = schedule(FREPRO, expran(1.0 * game.intime))
2318 # see if current distress call still active
2319 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2323 if game.state.remkl >=MAXKLGAME:
2324 continue # full right now
2325 # reproduce one Klingon
2328 if game.klhere >= MAXKLQUAD:
2330 # this quadrant not ok, pick an adjacent one
2331 for m.i in range(w.i - 1, w.i + 2):
2332 for m.j in range(w.j - 1, w.j + 2):
2333 if not m.valid_quadrant():
2335 q = game.state.galaxy[m.i][m.j]
2336 # check for this quad ok (not full & no snova)
2337 if q.klingons >= MAXKLQUAD or q.supernova:
2341 continue # search for eligible quadrant failed
2345 game.state.remkl += 1
2347 if game.quadrant == w:
2349 game.enemies.append(newkling())
2350 # recompute time left
2353 if game.quadrant == w:
2354 prout(_("Spock- sensors indicate the Klingons have"))
2355 prout(_("launched a warship from %s.") % q.planet)
2357 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2358 if q.planet != None:
2359 proutn(_("near %s ") % q.planet)
2360 prout(_("in Quadrant %s.") % w)
2366 key = scanner.next()
2369 proutn(_("How long? "))
2374 origTime = delay = scanner.real
2377 if delay >= game.state.remtime or len(game.enemies) != 0:
2378 proutn(_("Are you sure? "))
2381 # Alternate resting periods (events) with attacks
2385 game.resting = False
2386 if not game.resting:
2387 prout(_("%d stardates left.") % int(game.state.remtime))
2389 temp = game.optime = delay
2390 if len(game.enemies):
2391 rtime = randreal(1.0, 2.0)
2395 if game.optime < delay:
2396 attack(torps_ok=False)
2404 # Repair Deathray if long rest at starbase
2405 if origTime-delay >= 9.99 and game.condition == "docked":
2406 game.damage[DDRAY] = 0.0
2407 # leave if quadrant supernovas
2408 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2410 game.resting = False
2415 ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2416 newc = Coord(); neighbor = Coord(); bump = Coord(0, 0)
2418 # Wow! We've supernova'ed
2419 supernova(game.quadrant)
2421 # handle initial nova
2422 game.quad[nov.i][nov.j] = '.'
2423 prout(crmena(False, '*', "sector", nov) + _(" novas."))
2424 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2425 game.state.starkl += 1
2426 # Set up queue to recursively trigger adjacent stars
2432 for offset.i in range(-1, 1+1):
2433 for offset.j in range(-1, 1+1):
2434 if offset.j==0 and offset.i==0:
2436 neighbor = start + offset
2437 if not neighbor.valid_sector():
2439 iquad = game.quad[neighbor.i][neighbor.j]
2440 # Empty space ends reaction
2441 if iquad in ('.', '?', ' ', 'T', '#'):
2443 elif iquad == '*': # Affect another star
2445 # This star supernovas
2446 supernova(game.quadrant)
2449 hits.append(neighbor)
2450 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2451 game.state.starkl += 1
2452 proutn(crmena(True, '*', "sector", neighbor))
2454 game.quad[neighbor.i][neighbor.j] = '.'
2456 elif iquad in ('P', '@'): # Destroy planet
2457 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2459 game.state.nplankl += 1
2461 game.state.worldkl += 1
2462 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2463 game.iplnet.pclass = "destroyed"
2465 game.plnet.invalidate()
2469 game.quad[neighbor.i][neighbor.j] = '.'
2470 elif iquad == 'B': # Destroy base
2471 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2472 game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
2473 game.base.invalidate()
2474 game.state.basekl += 1
2476 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2477 game.quad[neighbor.i][neighbor.j] = '.'
2478 elif iquad in ('E', 'F'): # Buffet ship
2479 prout(_("***Starship buffeted by nova."))
2481 if game.shield >= 2000.0:
2482 game.shield -= 2000.0
2484 diff = 2000.0 - game.shield
2488 prout(_("***Shields knocked out."))
2489 game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2491 game.energy -= 2000.0
2492 if game.energy <= 0:
2495 # add in course nova contributes to kicking starship
2496 bump += (game.sector-hits[-1]).sgn()
2497 elif iquad == 'K': # kill klingon
2498 deadkl(neighbor, iquad, neighbor)
2499 elif iquad in ('C','S','R'): # Damage/destroy big enemies
2500 for ll in range(len(game.enemies)):
2501 if game.enemies[ll].location == neighbor:
2503 game.enemies[ll].power -= 800.0 # If firepower is lost, die
2504 if game.enemies[ll].power <= 0.0:
2505 deadkl(neighbor, iquad, neighbor)
2507 newc = neighbor + neighbor - hits[-1]
2508 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2509 if not newc.valid_sector():
2510 # can't leave quadrant
2513 iquad1 = game.quad[newc.i][newc.j]
2515 proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
2517 deadkl(neighbor, iquad, newc)
2520 # can't move into something else
2523 proutn(_(", buffeted to Sector %s") % newc)
2524 game.quad[neighbor.i][neighbor.j] = '.'
2525 game.quad[newc.i][newc.j] = iquad
2526 game.enemies[ll].move(newc)
2527 # Starship affected by nova -- kick it away.
2529 direc = ncourse[3*(bump.i+1)+bump.j+2]
2534 scourse = course(bearing=direc, distance=dist)
2535 game.optime = scourse.time(warp=4)
2537 prout(_("Force of nova displaces starship."))
2538 imove(scourse, noattack=True)
2539 game.optime = scourse.time(warp=4)
2543 "Star goes supernova."
2548 # Scheduled supernova -- select star at random.
2551 for nq.i in range(GALSIZE):
2552 for nq.j in range(GALSIZE):
2553 stars += game.state.galaxy[nq.i][nq.j].stars
2555 return # nothing to supernova exists
2556 num = randrange(stars) + 1
2557 for nq.i in range(GALSIZE):
2558 for nq.j in range(GALSIZE):
2559 num -= game.state.galaxy[nq.i][nq.j].stars
2565 proutn("=== Super nova here?")
2568 if not nq == game.quadrant or game.justin:
2569 # it isn't here, or we just entered (treat as enroute)
2572 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2573 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2576 # we are in the quadrant!
2577 num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
2578 for ns.i in range(QUADSIZE):
2579 for ns.j in range(QUADSIZE):
2580 if game.quad[ns.i][ns.j]=='*':
2587 prouts(_("***RED ALERT! RED ALERT!"))
2589 prout(_("***Incipient supernova detected at Sector %s") % ns)
2590 if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2591 proutn(_("Emergency override attempts t"))
2592 prouts("***************")
2596 # destroy any Klingons in supernovaed quadrant
2597 kldead = game.state.galaxy[nq.i][nq.j].klingons
2598 game.state.galaxy[nq.i][nq.j].klingons = 0
2599 if nq == game.state.kscmdr:
2600 # did in the Supercommander!
2601 game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
2605 survivors = filter(lambda w: w != nq, game.state.kcmdr)
2606 comkills = len(game.state.kcmdr) - len(survivors)
2607 game.state.kcmdr = survivors
2609 if not game.state.kcmdr:
2611 game.state.remkl -= kldead
2612 # destroy Romulans and planets in supernovaed quadrant
2613 nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2614 game.state.galaxy[nq.i][nq.j].romulans = 0
2615 game.state.nromrem -= nrmdead
2617 for loop in range(game.inplan):
2618 if game.state.planets[loop].quadrant == nq:
2619 game.state.planets[loop].pclass = "destroyed"
2621 # Destroy any base in supernovaed quadrant
2622 game.state.baseq = filter(lambda x: x != nq, game.state.baseq)
2623 # If starship caused supernova, tally up destruction
2625 game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2626 game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2627 game.state.nplankl += npdead
2628 # mark supernova in galaxy and in star chart
2629 if game.quadrant == nq or communicating():
2630 game.state.galaxy[nq.i][nq.j].supernova = True
2631 # If supernova destroys last Klingons give special message
2632 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
2635 prout(_("Lucky you!"))
2636 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2639 # if some Klingons remain, continue or die in supernova
2644 # Code from finish.c ends here.
2647 "Self-destruct maneuver. Finish with a BANG!"
2649 if damaged(DCOMPTR):
2650 prout(_("Computer damaged; cannot execute destruct sequence."))
2652 prouts(_("---WORKING---")); skip(1)
2653 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2654 prouts(" 10"); skip(1)
2655 prouts(" 9"); skip(1)
2656 prouts(" 8"); skip(1)
2657 prouts(" 7"); skip(1)
2658 prouts(" 6"); skip(1)
2660 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2662 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2664 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2667 if game.passwd != scanner.token:
2668 prouts(_("PASSWORD-REJECTED;"))
2670 prouts(_("CONTINUITY-EFFECTED"))
2673 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2674 prouts(" 5"); skip(1)
2675 prouts(" 4"); skip(1)
2676 prouts(" 3"); skip(1)
2677 prouts(" 2"); skip(1)
2678 prouts(" 1"); skip(1)
2680 prouts(_("GOODBYE-CRUEL-WORLD"))
2688 prouts(_("********* Entropy of %s maximized *********") % crmshp())
2692 if len(game.enemies) != 0:
2693 whammo = 25.0 * game.energy
2694 for l in range(len(game.enemies)):
2695 if game.enemies[l].power*game.enemies[l].kdist <= whammo:
2696 deadkl(game.enemies[l].location, game.quad[game.enemies[l].location.i][game.enemies[l].location.j], game.enemies[l].location)
2700 "Compute our rate of kils over time."
2701 elapsed = game.state.date - game.indate
2702 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
2705 starting = (game.inkling + game.incom + game.inscom)
2706 remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
2707 return (starting - remaining)/elapsed
2711 badpt = 5.0*game.state.starkl + \
2713 10.0*game.state.nplankl + \
2714 300*game.state.nworldkl + \
2716 100.0*game.state.basekl +\
2718 if game.ship == 'F':
2720 elif game.ship == None:
2725 # end the game, with appropriate notfications
2729 prout(_("It is stardate %.1f.") % game.state.date)
2731 if ifin == FWON: # Game has been won
2732 if game.state.nromrem != 0:
2733 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
2736 prout(_("You have smashed the Klingon invasion fleet and saved"))
2737 prout(_("the Federation."))
2742 badpt = 0.0 # Close enough!
2743 # killsPerDate >= RateMax
2744 if game.state.date-game.indate < 5.0 or \
2745 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
2747 prout(_("In fact, you have done so well that Starfleet Command"))
2748 if game.skill == SKILL_NOVICE:
2749 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
2750 elif game.skill == SKILL_FAIR:
2751 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
2752 elif game.skill == SKILL_GOOD:
2753 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
2754 elif game.skill == SKILL_EXPERT:
2755 prout(_("promotes you to Commodore Emeritus."))
2757 prout(_("Now that you think you're really good, try playing"))
2758 prout(_("the \"Emeritus\" game. It will splatter your ego."))
2759 elif game.skill == SKILL_EMERITUS:
2761 proutn(_("Computer- "))
2762 prouts(_("ERROR-ERROR-ERROR-ERROR"))
2764 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
2766 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2768 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2770 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2772 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
2774 prout(_("Now you can retire and write your own Star Trek game!"))
2776 elif game.skill >= SKILL_EXPERT:
2777 if game.thawed and not game.idebug:
2778 prout(_("You cannot get a citation, so..."))
2780 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
2784 # Only grant long life if alive (original didn't!)
2786 prout(_("LIVE LONG AND PROSPER."))
2791 elif ifin == FDEPLETE: # Federation Resources Depleted
2792 prout(_("Your time has run out and the Federation has been"))
2793 prout(_("conquered. Your starship is now Klingon property,"))
2794 prout(_("and you are put on trial as a war criminal. On the"))
2795 proutn(_("basis of your record, you are "))
2796 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
2797 prout(_("acquitted."))
2799 prout(_("LIVE LONG AND PROSPER."))
2801 prout(_("found guilty and"))
2802 prout(_("sentenced to death by slow torture."))
2806 elif ifin == FLIFESUP:
2807 prout(_("Your life support reserves have run out, and"))
2808 prout(_("you die of thirst, starvation, and asphyxiation."))
2809 prout(_("Your starship is a derelict in space."))
2811 prout(_("Your energy supply is exhausted."))
2813 prout(_("Your starship is a derelict in space."))
2814 elif ifin == FBATTLE:
2815 prout(_("The %s has been destroyed in battle.") % crmshp())
2817 prout(_("Dulce et decorum est pro patria mori."))
2819 prout(_("You have made three attempts to cross the negative energy"))
2820 prout(_("barrier which surrounds the galaxy."))
2822 prout(_("Your navigation is abominable."))
2825 prout(_("Your starship has been destroyed by a nova."))
2826 prout(_("That was a great shot."))
2828 elif ifin == FSNOVAED:
2829 prout(_("The %s has been fried by a supernova.") % crmshp())
2830 prout(_("...Not even cinders remain..."))
2831 elif ifin == FABANDN:
2832 prout(_("You have been captured by the Klingons. If you still"))
2833 prout(_("had a starbase to be returned to, you would have been"))
2834 prout(_("repatriated and given another chance. Since you have"))
2835 prout(_("no starbases, you will be mercilessly tortured to death."))
2836 elif ifin == FDILITHIUM:
2837 prout(_("Your starship is now an expanding cloud of subatomic particles"))
2838 elif ifin == FMATERIALIZE:
2839 prout(_("Starbase was unable to re-materialize your starship."))
2840 prout(_("Sic transit gloria mundi"))
2841 elif ifin == FPHASER:
2842 prout(_("The %s has been cremated by its own phasers.") % crmshp())
2844 prout(_("You and your landing party have been"))
2845 prout(_("converted to energy, disipating through space."))
2846 elif ifin == FMINING:
2847 prout(_("You are left with your landing party on"))
2848 prout(_("a wild jungle planet inhabited by primitive cannibals."))
2850 prout(_("They are very fond of \"Captain Kirk\" soup."))
2852 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
2853 elif ifin == FDPLANET:
2854 prout(_("You and your mining party perish."))
2856 prout(_("That was a great shot."))
2859 prout(_("The Galileo is instantly annihilated by the supernova."))
2860 prout(_("You and your mining party are atomized."))
2862 prout(_("Mr. Spock takes command of the %s and") % crmshp())
2863 prout(_("joins the Romulans, wreaking terror on the Federation."))
2864 elif ifin == FPNOVA:
2865 prout(_("You and your mining party are atomized."))
2867 prout(_("Mr. Spock takes command of the %s and") % crmshp())
2868 prout(_("joins the Romulans, wreaking terror on the Federation."))
2869 elif ifin == FSTRACTOR:
2870 prout(_("The shuttle craft Galileo is also caught,"))
2871 prout(_("and breaks up under the strain."))
2873 prout(_("Your debris is scattered for millions of miles."))
2874 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
2876 prout(_("The mutants attack and kill Spock."))
2877 prout(_("Your ship is captured by Klingons, and"))
2878 prout(_("your crew is put on display in a Klingon zoo."))
2879 elif ifin == FTRIBBLE:
2880 prout(_("Tribbles consume all remaining water,"))
2881 prout(_("food, and oxygen on your ship."))
2883 prout(_("You die of thirst, starvation, and asphyxiation."))
2884 prout(_("Your starship is a derelict in space."))
2886 prout(_("Your ship is drawn to the center of the black hole."))
2887 prout(_("You are crushed into extremely dense matter."))
2889 prout(_("Your last crew member has died."))
2890 if game.ship == 'F':
2892 elif game.ship == 'E':
2895 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
2896 goodies = game.state.remres/game.inresor
2897 baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
2898 if goodies/baddies >= randreal(1.0, 1.5):
2899 prout(_("As a result of your actions, a treaty with the Klingon"))
2900 prout(_("Empire has been signed. The terms of the treaty are"))
2901 if goodies/baddies >= randreal(3.0):
2902 prout(_("favorable to the Federation."))
2904 prout(_("Congratulations!"))
2906 prout(_("highly unfavorable to the Federation."))
2908 prout(_("The Federation will be destroyed."))
2910 prout(_("Since you took the last Klingon with you, you are a"))
2911 prout(_("martyr and a hero. Someday maybe they'll erect a"))
2912 prout(_("statue in your memory. Rest in peace, and try not"))
2913 prout(_("to think about pigeons."))
2918 "Compute player's score."
2919 timused = game.state.date - game.indate
2920 if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
2922 game.perdate = killrate()
2923 ithperd = 500*game.perdate + 0.5
2926 iwon = 100*game.skill
2927 if game.ship == 'E':
2929 elif game.ship == 'F':
2933 game.score = 10*(game.inkling - game.state.remkl) \
2934 + 50*(game.incom - len(game.state.kcmdr)) \
2936 + 20*(game.inrom - game.state.nromrem) \
2937 + 200*(game.inscom - game.state.nscrem) \
2938 - game.state.nromrem \
2943 prout(_("Your score --"))
2944 if game.inrom - game.state.nromrem:
2945 prout(_("%6d Romulans destroyed %5d") %
2946 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
2947 if game.state.nromrem and game.gamewon:
2948 prout(_("%6d Romulans captured %5d") %
2949 (game.state.nromrem, game.state.nromrem))
2950 if game.inkling - game.state.remkl:
2951 prout(_("%6d ordinary Klingons destroyed %5d") %
2952 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
2953 if game.incom - len(game.state.kcmdr):
2954 prout(_("%6d Klingon commanders destroyed %5d") %
2955 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
2956 if game.inscom - game.state.nscrem:
2957 prout(_("%6d Super-Commander destroyed %5d") %
2958 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
2960 prout(_("%6.2f Klingons per stardate %5d") %
2961 (game.perdate, ithperd))
2962 if game.state.starkl:
2963 prout(_("%6d stars destroyed by your action %5d") %
2964 (game.state.starkl, -5*game.state.starkl))
2965 if game.state.nplankl:
2966 prout(_("%6d planets destroyed by your action %5d") %
2967 (game.state.nplankl, -10*game.state.nplankl))
2968 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
2969 prout(_("%6d inhabited planets destroyed by your action %5d") %
2970 (game.state.nworldkl, -300*game.state.nworldkl))
2971 if game.state.basekl:
2972 prout(_("%6d bases destroyed by your action %5d") %
2973 (game.state.basekl, -100*game.state.basekl))
2975 prout(_("%6d calls for help from starbase %5d") %
2976 (game.nhelp, -45*game.nhelp))
2978 prout(_("%6d casualties incurred %5d") %
2979 (game.casual, -game.casual))
2981 prout(_("%6d crew abandoned in space %5d") %
2982 (game.abandoned, -3*game.abandoned))
2984 prout(_("%6d ship(s) lost or destroyed %5d") %
2985 (klship, -100*klship))
2987 prout(_("Penalty for getting yourself killed -200"))
2989 proutn(_("Bonus for winning "))
2990 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
2991 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
2992 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
2993 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
2994 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
2995 prout(" %5d" % iwon)
2997 prout(_("TOTAL SCORE %5d") % game.score)
3000 "Emit winner's commemmorative plaque."
3003 proutn(_("File or device name for your plaque: "))
3006 fp = open(winner, "w")
3009 prout(_("Invalid name."))
3011 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3013 # The 38 below must be 64 for 132-column paper
3014 nskip = 38 - len(winner)/2
3015 fp.write("\n\n\n\n")
3016 # --------DRAW ENTERPRISE PICTURE.
3017 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3018 fp.write(" EEE E : : : E\n" )
3019 fp.write(" EE EEE E : : NCC-1701 : E\n")
3020 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
3021 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3022 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
3023 fp.write(" EEEEEEE EEEEE E E E E\n")
3024 fp.write(" EEE E E E E\n")
3025 fp.write(" E E E E\n")
3026 fp.write(" EEEEEEEEEEEEE E E\n")
3027 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3028 fp.write(" :E : EEEE E\n")
3029 fp.write(" .-E -:----- E\n")
3030 fp.write(" :E : E\n")
3031 fp.write(" EE : EEEEEEEE\n")
3032 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3034 fp.write(_(" U. S. S. ENTERPRISE\n"))
3035 fp.write("\n\n\n\n")
3036 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3038 fp.write(_(" Starfleet Command bestows to you\n"))
3040 fp.write("%*s%s\n\n" % (nskip, "", winner))
3041 fp.write(_(" the rank of\n\n"))
3042 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3044 if game.skill == SKILL_EXPERT:
3045 fp.write(_(" Expert level\n\n"))
3046 elif game.skill == SKILL_EMERITUS:
3047 fp.write(_("Emeritus level\n\n"))
3049 fp.write(_(" Cheat level\n\n"))
3050 timestring = time.ctime()
3051 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3052 (timestring+4, timestring+20, timestring+11))
3053 fp.write(_(" Your score: %d\n\n") % game.score)
3054 fp.write(_(" Klingons per stardate: %.2f\n") % game.perdate)
3057 # Code from io.c begins here
3059 rows = linecount = 0 # for paging
3062 fullscreen_window = None
3063 srscan_window = None
3064 report_window = None
3065 status_window = None
3066 lrscan_window = None
3067 message_window = None
3068 prompt_window = None
3073 "for some recent versions of python2, the following enables UTF8"
3074 "for the older ones we probably need to set C locale, and the python3"
3075 "has no problems at all"
3076 if sys.version_info[0] < 3:
3078 locale.setlocale(locale.LC_ALL, "")
3079 gettext.bindtextdomain("sst", "/usr/local/share/locale")
3080 gettext.textdomain("sst")
3081 if not (game.options & OPTION_CURSES):
3082 ln_env = os.getenv("LINES")
3088 stdscr = curses.initscr()
3092 if game.options & OPTION_COLOR:
3093 curses.start_color();
3094 curses.use_default_colors()
3095 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, -1);
3096 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, -1);
3097 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, -1);
3098 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, -1);
3099 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, -1);
3100 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, -1);
3101 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, -1);
3102 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, -1);
3103 global fullscreen_window, srscan_window, report_window, status_window
3104 global lrscan_window, message_window, prompt_window
3105 (rows, columns) = stdscr.getmaxyx()
3106 fullscreen_window = stdscr
3107 srscan_window = curses.newwin(12, 25, 0, 0)
3108 report_window = curses.newwin(11, 0, 1, 25)
3109 status_window = curses.newwin(10, 0, 1, 39)
3110 lrscan_window = curses.newwin(5, 0, 0, 64)
3111 message_window = curses.newwin(0, 0, 12, 0)
3112 prompt_window = curses.newwin(1, 0, rows-2, 0)
3113 message_window.scrollok(True)
3114 setwnd(fullscreen_window)
3118 if game.options & OPTION_CURSES:
3119 stdscr.keypad(False)
3125 "Wait for user action -- OK to do nothing if on a TTY"
3126 if game.options & OPTION_CURSES:
3131 prouts(_("[ANNOUNCEMENT ARRIVING...]"))
3135 if game.skill > SKILL_FAIR:
3136 prompt = _("[CONTINUE?]")
3138 prompt = _("[PRESS ENTER TO CONTINUE]")
3140 if game.options & OPTION_CURSES:
3142 setwnd(prompt_window)
3143 prompt_window.clear()
3144 prompt_window.addstr(prompt)
3145 prompt_window.getstr()
3146 prompt_window.clear()
3147 prompt_window.refresh()
3148 setwnd(message_window)
3151 sys.stdout.write('\n')
3154 sys.stdout.write('\n' * rows)
3158 "Skip i lines. Pause game if this would cause a scrolling event."
3159 for dummy in range(i):
3160 if game.options & OPTION_CURSES:
3161 (y, x) = curwnd.getyx()
3164 except curses.error:
3169 if rows and linecount >= rows:
3172 sys.stdout.write('\n')
3175 "Utter a line with no following line feed."
3176 if game.options & OPTION_CURSES:
3177 (y, x) = curwnd.getyx()
3178 (my, mx) = curwnd.getmaxyx()
3179 if curwnd == message_window and y >= my - 2:
3185 sys.stdout.write(line)
3195 if not replayfp or replayfp.closed: # Don't slow down replays
3198 if game.options & OPTION_CURSES:
3202 if not replayfp or replayfp.closed:
3206 "Get a line of input."
3207 if game.options & OPTION_CURSES:
3208 line = curwnd.getstr() + "\n"
3211 if replayfp and not replayfp.closed:
3213 line = replayfp.readline()
3216 prout("*** Replay finished")
3219 elif line[0] != "#":
3222 line = raw_input() + "\n"
3228 "Change windows -- OK for this to be a no-op in tty mode."
3230 if game.options & OPTION_CURSES:
3232 curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
3235 "Clear to end of line -- can be a no-op in tty mode"
3236 if game.options & OPTION_CURSES:
3241 "Clear screen -- can be a no-op in tty mode."
3243 if game.options & OPTION_CURSES:
3249 def textcolor(color=DEFAULT):
3250 if game.options & OPTION_COLOR:
3251 if color == DEFAULT:
3253 elif color == BLACK:
3254 curwnd.attron(curses.color_pair(curses.COLOR_BLACK));
3256 curwnd.attron(curses.color_pair(curses.COLOR_BLUE));
3257 elif color == GREEN:
3258 curwnd.attron(curses.color_pair(curses.COLOR_GREEN));
3260 curwnd.attron(curses.color_pair(curses.COLOR_CYAN));
3262 curwnd.attron(curses.color_pair(curses.COLOR_RED));
3263 elif color == MAGENTA:
3264 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA));
3265 elif color == BROWN:
3266 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW));
3267 elif color == LIGHTGRAY:
3268 curwnd.attron(curses.color_pair(curses.COLOR_WHITE));
3269 elif color == DARKGRAY:
3270 curwnd.attron(curses.color_pair(curses.COLOR_BLACK) | curses.A_BOLD);
3271 elif color == LIGHTBLUE:
3272 curwnd.attron(curses.color_pair(curses.COLOR_BLUE) | curses.A_BOLD);
3273 elif color == LIGHTGREEN:
3274 curwnd.attron(curses.color_pair(curses.COLOR_GREEN) | curses.A_BOLD);
3275 elif color == LIGHTCYAN:
3276 curwnd.attron(curses.color_pair(curses.COLOR_CYAN) | curses.A_BOLD);
3277 elif color == LIGHTRED:
3278 curwnd.attron(curses.color_pair(curses.COLOR_RED) | curses.A_BOLD);
3279 elif color == LIGHTMAGENTA:
3280 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA) | curses.A_BOLD);
3281 elif color == YELLOW:
3282 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW) | curses.A_BOLD);
3283 elif color == WHITE:
3284 curwnd.attron(curses.color_pair(curses.COLOR_WHITE) | curses.A_BOLD);
3287 if game.options & OPTION_COLOR:
3288 curwnd.attron(curses.A_REVERSE)
3291 # Things past this point have policy implications.
3295 "Hook to be called after moving to redraw maps."
3296 if game.options & OPTION_CURSES:
3299 setwnd(srscan_window)
3303 setwnd(status_window)
3304 status_window.clear()
3305 status_window.move(0, 0)
3306 setwnd(report_window)
3307 report_window.clear()
3308 report_window.move(0, 0)
3310 setwnd(lrscan_window)
3311 lrscan_window.clear()
3312 lrscan_window.move(0, 0)
3313 lrscan(silent=False)
3315 def put_srscan_sym(w, sym):
3316 "Emit symbol for short-range scan."
3317 srscan_window.move(w.i+1, w.j*2+2)
3318 srscan_window.addch(sym)
3319 srscan_window.refresh()
3322 "Enemy fall down, go boom."
3323 if game.options & OPTION_CURSES:
3325 setwnd(srscan_window)
3326 srscan_window.attron(curses.A_REVERSE)
3327 put_srscan_sym(w, game.quad[w.i][w.j])
3331 srscan_window.attroff(curses.A_REVERSE)
3332 put_srscan_sym(w, game.quad[w.i][w.j])