X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=src%2Fsst.py;h=d1b81bcf14a9e7920ecda45574db6d665da9e3c8;hp=2615673668caf9e21860e750d74224370dd6c357;hb=e0d8a5aa37a1633fb317eccfeada8d000c3c935b;hpb=773b07f9e5c53ef778bdbe95887a8e731044f55c diff --git a/src/sst.py b/src/sst.py index 2615673..d1b81bc 100644 --- a/src/sst.py +++ b/src/sst.py @@ -55,8 +55,8 @@ class coord: class planet: def __init(self): - self.name = None # String-valued if inhabited - self.w = None + self.name = None # string-valued if inhabited + self.w = coord() # quadrant located self.pclass = None # could be ""M", "N", "O", or "destroyed" self.crystals = None # could be "mined", "present", "absent" self.known = None # could be "unknown", "known", "shuttle_down" @@ -93,6 +93,12 @@ class quadrant: self.charted = None self.status = None # Could be "secure", "distressed", "enslaved" +class page: + def __init(self): + self.stars = None + self.starbase = None + self.klingons = None + class snapshot: def __init(self): self.snap = False # snapshot taken @@ -107,14 +113,28 @@ class snapshot: self.nplankl = None # destroyed uninhabited planets self.nworldkl = None # destroyed inhabited planets self.planets = [] # Planet information + for i in range(PLNETMAX): + self.planets.append(planet()) self.date = None # stardate self.remres = None # remaining resources self.remtime = None # remaining time self.baseq = [] # Base quadrant coordinates + for i in range(BASEMAX+1): + self.baseq.append(coord()) self.kcmdr = [] # Commander quadrant coordinates - self.kscmdr = None # Supercommander quadrant coordinates - self.galaxy = None # The Galaxy (subscript 0 not used) - self.chart = None # the starchart (subscript 0 not used) + for i in range(QUADSIZE+1): + self.kcmdr.append(coord()) + self.kscmdr = coord() # Supercommander quadrant coordinates + self.galaxy = [] # The Galaxy (subscript 0 not used) + for i in range(GALSIZE+1): + self.chart.append([]) + for j in range(GALSIZE+1): + self.galaxy[i].append(quadrant()) + self.chart = [] # the starchart (subscript 0 not used) + for i in range(GALSIZE+1): + self.chart.append([]) + for j in range(GALSIZE+1): + self.chart[i].append(page()) class event: def __init__(self): @@ -192,7 +212,9 @@ class gamestate: self.kdist = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)] # enemy distances self.kavgd = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)] # average distances self.damage = [0] * NDEVICES # damage encountered - self.future = [None] * NEVENTS # future events + self.future = [0.0] * NEVENTS # future events + for i in range(NEVENTS): + self.future.append(event()) self.passwd = None; # Self Destruct password self.ks = [[None * (QUADSIZE+1)] * (QUADSIZE+1)] # enemy sector locations self.quadrant = None # where we are in the large @@ -274,4 +296,1767 @@ class gamestate: self.probeiny = 0.0 # self.height = 0.0 # height of orbit around planet +# From enumerated type 'feature' +IHR = 'R' +IHK = 'K' +IHC = 'C' +IHS = 'S' +IHSTAR = '*' +IHP = 'P' +IHW = '@' +IHB = 'B' +IHBLANK = ' ' +IHDOT = '.' +IHQUEST = '?' +IHE = 'E' +IHF = 'F' +IHT = 'T' +IHWEB = '#' +IHMATER0 = '-' +IHMATER1 = 'o' +IHMATER2 = '0' + + +# From enumerated type 'FINTYPE' +FWON = 0 +FDEPLETE = 1 +FLIFESUP = 2 +FNRG = 3 +FBATTLE = 4 +FNEG3 = 5 +FNOVA = 6 +FSNOVAED = 7 +FABANDN = 8 +FDILITHIUM = 9 +FMATERIALIZE = 10 +FPHASER = 11 +FLOST = 12 +FMINING = 13 +FDPLANET = 14 +FPNOVA = 15 +FSSC = 16 +FSTRACTOR = 17 +FDRAY = 18 +FTRIBBLE = 19 +FHOLE = 20 +FCREW = 21 + +# From enumerated type 'COLORS' +DEFAULT = 0 +BLACK = 1 +BLUE = 2 +GREEN = 3 +CYAN = 4 +RED = 5 +MAGENTA = 6 +BROWN = 7 +LIGHTGRAY = 8 +DARKGRAY = 9 +LIGHTBLUE = 10 +LIGHTGREEN = 11 +LIGHTCYAN = 12 +LIGHTRED = 13 +LIGHTMAGENTA = 14 +YELLOW = 15 +WHITE = 16 + +# Code from ai.c begins here + +def tryexit(look, ienm, loccom, irun): + # a bad guy attempts to bug out + iq = coord() + iq.x = game.quadrant.x+(look.x+(QUADSIZE-1))/QUADSIZE - 1 + iq.y = game.quadrant.y+(look.y+(QUADSIZE-1))/QUADSIZE - 1 + if not VALID_QUADRANT(iq.x,iq.y) or \ + game.state.galaxy[iq.x][iq.y].supernova or \ + game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1: + return False; # no can do -- neg energy, supernovae, or >MAXKLQUAD-1 Klingons + if ienm == IHR: + return False; # Romulans cannot escape! + if not irun: + # avoid intruding on another commander's territory + if ienm == IHC: + for n in range(1, game.state.remcom+1): + if same(game.state.kcmdr[n],iq): + return False + # refuse to leave if currently attacking starbase + if same(game.battle, game.quadrant): + return False + # don't leave if over 1000 units of energy + if game.kpower[loccom] > 1000.0: + return False + # print escape message and move out of quadrant. + # we know this if either short or long range sensors are working + if not damaged(DSRSENS) or not damaged(DLRSENS) or \ + game.condition == docked: + crmena(True, ienm, "sector", game.ks[loccom]) + prout(_(" escapes to Quadrant %s (and regains strength).") % q) + # handle local matters related to escape + game.quad[game.ks[loccom].x][game.ks[loccom].y] = IHDOT + game.ks[loccom] = game.ks[game.nenhere] + game.kavgd[loccom] = game.kavgd[game.nenhere] + game.kpower[loccom] = game.kpower[game.nenhere] + game.kdist[loccom] = game.kdist[game.nenhere] + game.klhere -= 1 + game.nenhere -= 1 + if game.condition != docked: + newcnd() + # Handle global matters related to escape + game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1 + game.state.galaxy[iq.x][iq.y].klingons += 1 + if ienm==IHS: + game.ishere = False + game.iscate = False + game.ientesc = False + game.isatb = 0 + schedule(FSCMOVE, 0.2777) + unschedule(FSCDBAS) + game.state.kscmdr=iq + else: + for n in range(1, game.state.remcom+1): + if same(game.state.kcmdr[n], game.quadrant): + game.state.kcmdr[n]=iq + break + game.comhere = False + return True; # success + +# +# The bad-guy movement algorithm: +# +# 1. Enterprise has "force" based on condition of phaser and photon torpedoes. +# If both are operating full strength, force is 1000. If both are damaged, +# force is -1000. Having shields down subtracts an additional 1000. +# +# 2. Enemy has forces equal to the energy of the attacker plus +# 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR +# 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus. +# +# Attacker Initial energy levels (nominal): +# Klingon Romulan Commander Super-Commander +# Novice 400 700 1200 +# Fair 425 750 1250 +# Good 450 800 1300 1750 +# Expert 475 850 1350 1875 +# Emeritus 500 900 1400 2000 +# VARIANCE 75 200 200 200 +# +# Enemy vessels only move prior to their attack. In Novice - Good games +# only commanders move. In Expert games, all enemy vessels move if there +# is a commander present. In Emeritus games all enemy vessels move. +# +# 3. If Enterprise is not docked, an aggressive action is taken if enemy +# forces are 1000 greater than Enterprise. +# +# Agressive action on average cuts the distance between the ship and +# the enemy to 1/4 the original. +# +# 4. At lower energy advantage, movement units are proportional to the +# advantage with a 650 advantage being to hold ground, 800 to move forward +# 1, 950 for two, 150 for back 4, etc. Variance of 100. +# +# If docked, is reduced by roughly 1.75*game.skill, generally forcing a +# retreat, especially at high skill levels. +# +# 5. Motion is limited to skill level, except for SC hi-tailing it out. +# + +def movebaddy(com, loccom, ienm): + # tactical movement for the bad guys + next = coord(); look = coord() + irun = False + # This should probably be just game.comhere + game.ishere + if game.skill >= SKILL_EXPERT: + nbaddys = ((game.comhere*2 + game.ishere*2+game.klhere*1.23+game.irhere*1.5)/2.0) + else: + nbaddys = game.comhere + game.ishere + + dist1 = game.kdist[loccom] + mdist = int(dist1 + 0.5); # Nearest integer distance + + # If SC, check with spy to see if should hi-tail it + if ienm==IHS and \ + (game.kpower[loccom] <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))): + irun = True + motion = -QUADSIZE + else: + # decide whether to advance, retreat, or hold position + forces = game.kpower[loccom]+100.0*game.nenhere+400*(nbaddys-1) + if not game.shldup: + forces += 1000; # Good for enemy if shield is down! + if not damaged(DPHASER) or not damaged(DPHOTON): + if damaged(DPHASER): # phasers damaged + forces += 300.0 + else: + forces -= 0.2*(game.energy - 2500.0) + if damaged(DPHOTON): # photon torpedoes damaged + forces += 300.0 + else: + forces -= 50.0*game.torps + else: + # phasers and photon tubes both out! + forces += 1000.0 + motion = 0 + if forces <= 1000.0 and game.condition != "docked": # Typical situation + motion = ((forces+200.0*Rand())/150.0) - 5.0 + else: + if forces > 1000.0: # Very strong -- move in for kill + motion = (1.0-square(Rand()))*dist1 + 1.0 + if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off ! + motion -= game.skill*(2.0-square(Rand())) + if idebug: + proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces)) + # don't move if no motion + if motion==0: + return + # Limit motion according to skill + if abs(motion) > game.skill: + if motion < 0: + motion = -game.skill + else: + motion = game.skill + # calculate preferred number of steps + if motion < 0: + msteps = -motion + else: + msteps = motion + if motion > 0 and nsteps > mdist: + nsteps = mdist; # don't overshoot + if nsteps > QUADSIZE: + nsteps = QUADSIZE; # This shouldn't be necessary + if nsteps < 1: + nsteps = 1; # This shouldn't be necessary + if idebug: + proutn("NSTEPS = %d:" % nsteps) + # Compute preferred values of delta X and Y + mx = game.sector.x - com.x + my = game.sector.y - com.y + if 2.0 * abs(mx) < abs(my): + mx = 0 + if 2.0 * abs(my) < abs(game.sector.x-com.x): + my = 0 + if mx != 0: + if mx*motion < 0: + mx = -1 + else: + mx = 1 + if my != 0: + if my*motion < 0: + my = -1 + else: + my = 1 + next = com + # main move loop + for ll in range(nsteps): + if idebug: + proutn(" %d" % (ll+1)) + # Check if preferred position available + look.x = next.x + mx + look.y = next.y + my + if mx < 0: + krawlx = 1 + else: + krawlx = -1 + if my < 0: + krawly = 1 + else: + krawly = -1 + success = False + attempts = 0; # Settle mysterious hang problem + while attempts < 20 and not success: + attempts += 1 + if look.x < 1 or look.x > QUADSIZE: + if motion < 0 and tryexit(look, ienm, loccom, irun): + return + if krawlx == mx or my == 0: + break + look.x = next.x + krawlx + krawlx = -krawlx + elif look.y < 1 or look.y > QUADSIZE: + if motion < 0 and tryexit(look, ienm, loccom, irun): + return + if krawly == my or mx == 0: + break + look.y = next.y + krawly + krawly = -krawly + elif (game.options & OPTION_RAMMING) and game.quad[look.x][look.y] != IHDOT: + # See if we should ram ship + if game.quad[look.x][look.y] == game.ship and \ + (ienm == IHC or ienm == IHS): + ram(True, ienm, com) + return + if krawlx != mx and my != 0: + look.x = next.x + krawlx + krawlx = -krawlx + elif krawly != my and mx != 0: + look.y = next.y + krawly + krawly = -krawly + else: + break; # we have failed + else: + success = True + if success: + next = look + if idebug: + proutn(`next`) + else: + break; # done early + + if idebug: + skip(1) + # Put commander in place within same quadrant + game.quad[com.x][com.y] = IHDOT + game.quad[next.x][next.y] = ienm + if not same(next, com): + # it moved + game.ks[loccom] = next + game.kdist[loccom] = game.kavgd[loccom] = distance(game.sector, next) + if not damaged(DSRSENS) or game.condition == docked: + proutn("***") + cramen(ienm) + proutn(_(" from Sector %s") % com) + if game.kdist[loccom] < dist1: + proutn(_(" advances to ")) + else: + proutn(_(" retreats to ")) + prout("Sector %s." % next) + +def moveklings(): + # Klingon tactical movement + if idebug: + prout("== MOVCOM") + # Figure out which Klingon is the commander (or Supercommander) + # and do move + if game.comhere: + for i in range(1, game.nenhere+1): + w = game.ks[i] + if game.quad[w.x][w.y] == IHC: + movebaddy(w, i, IHC) + break + if game.ishere: + for i in range(1, game.nenhere+1): + w = game.ks[i] + if game.quad[w.x][w.y] == IHS: + movebaddy(w, i, IHS) + break + # If skill level is high, move other Klingons and Romulans too! + # Move these last so they can base their actions on what the + # commander(s) do. + if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY): + for i in range(1, game.nenhere+1): + w = game.ks[i] + if game.quad[w.x][w.y] == IHK or game.quad[w.x][w.y] == IHR: + movebaddy(w, i, game.quad[w.x][w.y]) + sortklings(); + +def movescom(iq, avoid): + # commander movement helper + if same(iq, game.quadrant) or not VALID_QUADRANT(iq.x, iq.y) or \ + game.state.galaxy[iq.x][iq.y].supernova or \ + game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1: + return 1 + if avoid: + # Avoid quadrants with bases if we want to avoid Enterprise + for i in range(1, game.state.rembase+1): + if same(game.state.baseq[i], iq): + return True + if game.justin and not game.iscate: + return True + # do the move + game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons -= 1 + game.state.kscmdr = iq + game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons += 1 + if game.ishere: + # SC has scooted, Remove him from current quadrant + game.iscate=False + game.isatb=0 + game.ishere = False + game.ientesc = False + unschedule(FSCDBAS) + for i in range(1, game.nenhere+1): + if game.quad[game.ks[i].x][game.ks[i].y] == IHS: + break + game.quad[game.ks[i].x][game.ks[i].y] = IHDOT + game.ks[i] = game.ks[game.nenhere] + game.kdist[i] = game.kdist[game.nenhere] + game.kavgd[i] = game.kavgd[game.nenhere] + game.kpower[i] = game.kpower[game.nenhere] + game.klhere -= 1 + game.nenhere -= 1 + if game.condition!=docked: + newcnd() + sortklings() + # check for a helpful planet + for i in range(game.inplan): + if same(game.state.planets[i].w, game.state.kscmdr) and \ + game.state.planets[i].crystals == present: + # destroy the planet + game.state.planets[i].pclass = destroyed + game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = NOPLANET + if not damaged(DRADIO) or game.condition == docked: + pause_game(True) + prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports")) + proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr) + prout(_(" by the Super-commander.\"")) + break + return False; # looks good! + +def supercommander(): + # move the Super Commander + iq = coord(); sc = coord(); ibq = coord(); idelta = coord() + basetbl = [] + if idebug: + prout("== SUPERCOMMANDER") + # Decide on being active or passive + avoid = ((game.incom - game.state.remcom + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \ + (game.state.date-game.indate) < 3.0) + if not game.iscate and avoid: + # compute move away from Enterprise + idelta = game.state.kscmdr-game.quadrant + if math.sqrt(idelta.x*idelta.x+idelta.y*idelta.y) > 2.0: + # circulate in space + idelta.x = game.state.kscmdr.y-game.quadrant.y + idelta.y = game.quadrant.x-game.state.kscmdr.x + else: + # compute distances to starbases + if game.state.rembase <= 0: + # nothing left to do + unschedule(FSCMOVE) + return + sc = game.state.kscmdr + for i in range(1, game.state.rembase+1): + basetbl.append((i, distance(game.state.baseq[i], sc))) + if game.state.rembase > 1: + basetbl.sort(lambda x, y: cmp(x[1]. y[1])) + # look for nearest base without a commander, no Enterprise, and + # without too many Klingons, and not already under attack. + ifindit = iwhichb = 0 + for i2 in range(1, game.state.rembase+1): + i = basetbl[i2][0]; # bug in original had it not finding nearest + ibq = game.state.baseq[i] + if same(ibq, game.quadrant) or same(ibq, game.battle) or \ + game.state.galaxy[ibq.x][ibq.y].supernova or \ + game.state.galaxy[ibq.x][ibq.y].klingons > MAXKLQUAD-1: + continue + # if there is a commander, and no other base is appropriate, + # we will take the one with the commander + for j in range(1, game.state.remcom+1): + if same(ibq, game.state.kcmdr[j]) and ifindit!= 2: + ifindit = 2 + iwhichb = i + break + if j > game.state.remcom: # no commander -- use this one + ifindit = 1 + iwhichb = i + break + if ifindit==0: + return; # Nothing suitable -- wait until next time + ibq = game.state.baseq[iwhichb] + # decide how to move toward base + idelta = ibq - game.state.kscmdr + # Maximum movement is 1 quadrant in either or both axes + idelta = idelta.sgn() + # try moving in both x and y directions + # there was what looked like a bug in the Almy C code here, + # but it might be this translation is just wrong. + iq = game.state.kscmdr + idelta + if movescom(iq, avoid): + # failed -- try some other maneuvers + if idelta.x==0 or idelta.y==0: + # attempt angle move + if idelta.x != 0: + iq.y = game.state.kscmdr.y + 1 + if movescom(iq, avoid): + iq.y = game.state.kscmdr.y - 1 + movescom(iq, avoid) + else: + iq.x = game.state.kscmdr.x + 1 + if movescom(iq, avoid): + iq.x = game.state.kscmdr.x - 1 + movescom(iq, avoid) + else: + # try moving just in x or y + iq.y = game.state.kscmdr.y + if movescom(iq, avoid): + iq.y = game.state.kscmdr.y + idelta.y + iq.x = game.state.kscmdr.x + movescom(iq, avoid) + # check for a base + if game.state.rembase == 0: + unschedule(FSCMOVE) + else: + for i in range(1, game.state.rembase+1): + ibq = game.state.baseq[i] + if same(ibq, game.state.kscmdr) and same(game.state.kscmdr, game.battle): + # attack the base + if avoid: + return; # no, don't attack base! + game.iseenit = False + game.isatb = 1 + schedule(FSCDBAS, 1.0 +2.0*Rand()) + if is_scheduled(FCDBAS): + postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date) + if damaged(DRADIO) and game.condition != docked: + return; # no warning + game.iseenit = True + pause_game(True) + prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \ + % game.state.kscmdr) + prout(_(" reports that it is under attack from the Klingon Super-commander.")) + proutn(_(" It can survive until stardate %d.\"") \ + % int(scheduled(FSCDBAS))) + if not game.resting: + return + prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\"")) + if ja() == False: + return + game.resting = False + game.optime = 0.0; # actually finished + return + # Check for intelligence report + if not idebug and \ + (Rand() > 0.2 or \ + (damaged(DRADIO) and game.condition != docked) or \ + not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted): + return + pause_game(True) + prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports")) + proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr) + return; + +def movetholian(): + # move the Tholian + if not game.ithere or game.justin: + return + + if game.tholian.x == 1 and game.tholian.y == 1: + idx = 1; idy = QUADSIZE + elif game.tholian.x == 1 and game.tholian.y == QUADSIZE: + idx = QUADSIZE; idy = QUADSIZE + elif game.tholian.x == QUADSIZE and game.tholian.y == QUADSIZE: + idx = QUADSIZE; idy = 1 + elif game.tholian.x == QUADSIZE and game.tholian.y == 1: + idx = 1; idy = 1 + else: + # something is wrong! + game.ithere = False + return + + # do nothing if we are blocked + if game.quad[idx][idy]!= IHDOT and game.quad[idx][idy]!= IHWEB: + return + game.quad[game.tholian.x][game.tholian.y] = IHWEB + + if game.tholian.x != idx: + # move in x axis + im = math.fabs(idx - game.tholian.x)*1.0/(idx - game.tholian.x) + while game.tholian.x != idx: + game.tholian.x += im + if game.quad[game.tholian.x][game.tholian.y]==IHDOT: + game.quad[game.tholian.x][game.tholian.y] = IHWEB + elif game.tholian.y != idy: + # move in y axis + im = math.fabs(idy - game.tholian.y)*1.0/(idy - game.tholian.y) + while game.tholian.y != idy: + game.tholian.y += im + if game.quad[game.tholian.x][game.tholian.y]==IHDOT: + game.quad[game.tholian.x][game.tholian.y] = IHWEB + game.quad[game.tholian.x][game.tholian.y] = IHT + game.ks[game.nenhere] = game.tholian + + # check to see if all holes plugged + for i in range(1, QUADSIZE+1): + if game.quad[1][i]!=IHWEB and game.quad[1][i]!=IHT: + return + if game.quad[QUADSIZE][i]!=IHWEB and game.quad[QUADSIZE][i]!=IHT: + return + if game.quad[i][1]!=IHWEB and game.quad[i][1]!=IHT: + return + if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT: + return + # All plugged up -- Tholian splits + game.quad[game.tholian.x][game.tholian.y]=IHWEB + dropin(IHBLANK) + crmena(True, IHT, "sector", game.tholian) + prout(_(" completes web.")) + game.ithere = False + game.nenhere -= 1 + return + +# Code from battle.c begins here + +def doshield(shraise): + # change shield status + action = "NONE" + game.ididit = False + if shraise: + action = "SHUP" + else: + key = scan() + if key == IHALPHA: + if isit("transfer"): + action = "NRG" + else: + chew() + if damaged(DSHIELD): + prout(_("Shields damaged and down.")) + return + if isit("up"): + action = "SHUP" + elif isit("down"): + action = "SHDN" + if action=="NONE": + proutn(_("Do you wish to change shield energy? ")) + if ja() == True: + proutn(_("Energy to transfer to shields- ")) + action = "NRG" + elif damaged(DSHIELD): + prout(_("Shields damaged and down.")) + return + elif game.shldup: + proutn(_("Shields are up. Do you want them down? ")) + if ja() == True: + action = "SHDN" + else: + chew() + return + else: + proutn(_("Shields are down. Do you want them up? ")) + if ja() == True: + action = "SHUP" + else: + chew() + return + if action == "SHUP": # raise shields + if game.shldup: + prout(_("Shields already up.")) + return + game.shldup = True + game.shldchg = True + if game.condition != "docked": + game.energy -= 50.0 + prout(_("Shields raised.")) + if game.energy <= 0: + skip(1) + prout(_("Shields raising uses up last of energy.")) + finish(FNRG) + return + game.ididit=True + return + elif action == "SHDN": + if not game.shldup: + prout(_("Shields already down.")) + return + game.shldup=False + game.shldchg=True + prout(_("Shields lowered.")) + game.ididit = True + return + elif action == "NRG": + while scan() != IHREAL: + chew() + proutn(_("Energy to transfer to shields- ")) + chew() + if aaitem==0: + return + if aaitem > game.energy: + prout(_("Insufficient ship energy.")) + return + game.ididit = True + if game.shield+aaitem >= game.inshld: + prout(_("Shield energy maximized.")) + if game.shield+aaitem > game.inshld: + prout(_("Excess energy requested returned to ship energy")) + game.energy -= game.inshld-game.shield + game.shield = game.inshld + return + if aaitem < 0.0 and game.energy-aaitem > game.inenrg: + # Prevent shield drain loophole + skip(1) + prout(_("Engineering to bridge--")) + prout(_(" Scott here. Power circuit problem, Captain.")) + prout(_(" I can't drain the shields.")) + game.ididit = False + return + if game.shield+aaitem < 0: + prout(_("All shield energy transferred to ship.")) + game.energy += game.shield + game.shield = 0.0 + return + proutn(_("Scotty- \"")) + if aaitem > 0: + prout(_("Transferring energy to shields.\"")) + else: + prout(_("Draining energy from shields.\"")) + game.shield += aaitem + game.energy -= aaitem + return + +def randdevice(): + # choose a device to damage, at random. + # + # Quoth Eric Allman in the code of BSD-Trek: + # "Under certain conditions you can get a critical hit. This + # sort of hit damages devices. The probability that a given + # device is damaged depends on the device. Well protected + # devices (such as the computer, which is in the core of the + # ship and has considerable redundancy) almost never get + # damaged, whereas devices which are exposed (such as the + # warp engines) or which are particularly delicate (such as + # the transporter) have a much higher probability of being + # damaged." + # + # This is one place where OPTION_PLAIN does not restore the + # original behavior, which was equiprobable damage across + # all devices. If we wanted that, we'd return NDEVICES*Rand() + # and have done with it. Also, in the original game, DNAVYS + # and DCOMPTR were the same device. + # + # Instead, we use a table of weights similar to the one from BSD Trek. + # BSD doesn't have the shuttle, shield controller, death ray, or probes. + # We don't have a cloaking device. The shuttle got the allocation + # for the cloaking device, then we shaved a half-percent off + # everything to have some weight to give DSHCTRL/DDRAY/DDSP. + # + weights = ( + 105, # DSRSENS: short range scanners 10.5% + 105, # DLRSENS: long range scanners 10.5% + 120, # DPHASER: phasers 12.0% + 120, # DPHOTON: photon torpedoes 12.0% + 25, # DLIFSUP: life support 2.5% + 65, # DWARPEN: warp drive 6.5% + 70, # DIMPULS: impulse engines 6.5% + 145, # DSHIELD: deflector shields 14.5% + 30, # DRADIO: subspace radio 3.0% + 45, # DSHUTTL: shuttle 4.5% + 15, # DCOMPTR: computer 1.5% + 20, # NAVCOMP: navigation system 2.0% + 75, # DTRANSP: transporter 7.5% + 20, # DSHCTRL: high-speed shield controller 2.0% + 10, # DDRAY: death ray 1.0% + 30, # DDSP: deep-space probes 3.0% + ) + idx = Rand() * 1000.0 # weights must sum to 1000 + sum = 0 + for (i, w) in enumerate(weights): + sum += w + if idx < sum: + return i + return None; # we should never get here + +def ram(ibumpd, ienm, w): + # make our ship ram something + prouts(_("***RED ALERT! RED ALERT!")) + skip(1) + prout(_("***COLLISION IMMINENT.")) + skip(2) + proutn("***") + crmshp() + hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(ienm, 1.0) + if ibumpd: + proutn(_(" rammed by ")) + else: + proutn(_(" rams ")) + crmena(False, ienm, sector, w) + if ibumpd: + proutn(_(" (original position)")) + skip(1) + deadkl(w, ienm, game.sector) + proutn("***") + crmshp() + prout(_(" heavily damaged.")) + icas = 10.0+20.0*Rand() + prout(_("***Sickbay reports %d casualties"), icas) + game.casual += icas + game.state.crew -= icas + # + # In the pre-SST2K version, all devices got equiprobably damaged, + # which was silly. Instead, pick up to half the devices at + # random according to our weighting table, + # + ncrits = Rand() * (NDEVICES/2) + for m in range(ncrits): + dev = randdevice() + if game.damage[dev] < 0: + continue + extradm = (10.0*hardness*Rand()+1.0)*game.damfac + # Damage for at least time of travel! + game.damage[dev] += game.optime + extradm + game.shldup = False + prout(_("***Shields are down.")) + if game.state.remkl + game.state.remcom + game.state.nscrem: + pause_game(True) + damagereport() + else: + finish(FWON) + return; + +def torpedo(course, r, incoming, i, n): + # let a photon torpedo fly + iquad = 0 + shoved = False + ac = course + 0.25*r + angle = (15.0-ac)*0.5235988 + bullseye = (15.0 - course)*0.5235988 + deltax = -math.sin(angle); + deltay = math.cos(angle); + x = incoming.x; y = incoming.y + w = coord(); jw = coord() + w.x = w.y = jw.x = jw.y = 0 + bigger = max(math.fabs(deltax), math.fabs(deltay)) + deltax /= bigger + deltay /= bigger + if not damaged(DSRSENS) or game.condition=="docked": + setwnd(srscan_window) + else: + setwnd(message_window) + # Loop to move a single torpedo + for l in range(1, 15+1): + x += deltax + w.x = x + 0.5 + y += deltay + w.y = y + 0.5 + if not VALID_SECTOR(w.x, w.y): + break + iquad=game.quad[w.x][w.y] + tracktorpedo(w, l, i, n, iquad) + if iquad==IHDOT: + continue + # hit something + setwnd(message_window) + if damaged(DSRSENS) and not game.condition=="docked": + skip(1); # start new line after text track + if iquad in (IHE, IHF): # Hit our ship + skip(1) + proutn(_("Torpedo hits ")) + crmshp() + prout(".") + hit = 700.0 + 100.0*Rand() - \ + 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle)) + newcnd(); # we're blown out of dock + # We may be displaced. + if game.landed or game.condition=="docked": + return hit # Cheat if on a planet + ang = angle + 2.5*(Rand()-0.5) + temp = math.fabs(math.sin(ang)) + if math.fabs(math.cos(ang)) > temp: + temp = math.fabs(math.cos(ang)) + xx = -math.sin(ang)/temp + yy = math.cos(ang)/temp + jw.x=w.x+xx+0.5 + jw.y=w.y+yy+0.5 + if not VALID_SECTOR(jw.x, jw.y): + return hit + if game.quad[jw.x][jw.y]==IHBLANK: + finish(FHOLE) + return hit + if game.quad[jw.x][jw.y]!=IHDOT: + # can't move into object + return hit + game.sector = jw + crmshp() + shoved = True + elif iquad in (IHC, IHS): # Hit a commander + if Rand() <= 0.05: + crmena(True, iquad, sector, w) + prout(_(" uses anti-photon device;")) + prout(_(" torpedo neutralized.")) + return None + elif iquad in (IHR, IHK): # Hit a regular enemy + # find the enemy + for ll in range(1, game.nenhere+1): + if same(w, game.ks[ll]): + break + kp = math.fabs(game.kpower[ll]) + h1 = 700.0 + 100.0*Rand() - \ + 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle)) + h1 = math.fabs(h1) + if kp < h1: + h1 = kp + if game.kpower[ll] < 0: + game.kpower[ll] -= -h1 + else: + game.kpower[ll] -= h1 + if game.kpower[ll] == 0: + deadkl(w, iquad, w) + return None + crmena(True, iquad, "sector", w) + # If enemy damaged but not destroyed, try to displace + ang = angle + 2.5*(Rand()-0.5) + temp = math.fabs(math.sin(ang)) + if math.fabs(math.cos(ang)) > temp: + temp = math.fabs(math.cos(ang)) + xx = -math.sin(ang)/temp + yy = math.cos(ang)/temp + jw.x=w.x+xx+0.5 + jw.y=w.y+yy+0.5 + if not VALID_SECTOR(jw.x, jw.y): + prout(_(" damaged but not destroyed.")) + return + if game.quad[jw.x][jw.y]==IHBLANK: + prout(_(" buffeted into black hole.")) + deadkl(w, iquad, jw) + return None + if game.quad[jw.x][jw.y]!=IHDOT: + # can't move into object + prout(_(" damaged but not destroyed.")) + return None + proutn(_(" damaged--")) + game.ks[ll] = jw + shoved = True + break + elif iquad == IHB: # Hit a base + skip(1) + prout(_("***STARBASE DESTROYED..")) + for ll in range(1, game.state.rembase+1): + if same(game.state.baseq[ll], game.quadrant): + game.state.baseq[ll]=game.state.baseq[game.state.rembase] + break + game.quad[w.x][w.y]=IHDOT + game.state.rembase -= 1 + game.base.x=game.base.y=0 + game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase -= 1 + game.state.chart[game.quadrant.x][game.quadrant.y].starbase -= 1 + game.state.basekl += 1 + newcnd() + return None + elif iquad == IHP: # Hit a planet + crmena(True, iquad, sector, w) + prout(_(" destroyed.")) + game.state.nplankl += 1 + game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET + game.state.planets[game.iplnet].pclass = destroyed + game.iplnet = 0 + invalidate(game.plnet) + game.quad[w.x][w.y] = IHDOT + if game.landed: + # captain perishes on planet + finish(FDPLANET) + return None + elif iquad == IHW: # Hit an inhabited world -- very bad! + crmena(True, iquad, sector, w) + prout(_(" destroyed.")) + game.state.nworldkl += 1 + game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET + game.state.planets[game.iplnet].pclass = destroyed + game.iplnet = 0 + invalidate(game.plnet) + game.quad[w.x][w.y] = IHDOT + if game.landed: + # captain perishes on planet + finish(FDPLANET) + prout(_("You have just destroyed an inhabited planet.")) + prout(_("Celebratory rallies are being held on the Klingon homeworld.")) + return None + elif iquad == IHSTAR: # Hit a star + if Rand() > 0.10: + nova(w) + return None + crmena(True, IHSTAR, sector, w) + prout(_(" unaffected by photon blast.")) + return None + elif iquad == IHQUEST: # Hit a thingy + if not (game.options & OPTION_THINGY) or Rand()>0.7: + skip(1) + prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!")) + skip(1) + prouts(_(" HACK! HACK! HACK! *CHOKE!* ")) + skip(1) + proutn(_("Mr. Spock-")) + prouts(_(" \"Fascinating!\"")) + skip(1) + deadkl(w, iquad, w) + else: + # + # Stas Sergeev added the possibility that + # you can shove the Thingy and piss it off. + # It then becomes an enemy and may fire at you. + # + iqengry = True + shoved = True + return None + elif iquad == IHBLANK: # Black hole + skip(1) + crmena(True, IHBLANK, sector, w) + prout(_(" swallows torpedo.")) + return None + elif iquad == IHWEB: # hit the web + skip(1) + prout(_("***Torpedo absorbed by Tholian web.")) + return None + elif iquad == IHT: # Hit a Tholian + h1 = 700.0 + 100.0*Rand() - \ + 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle)) + h1 = math.fabs(h1) + if h1 >= 600: + game.quad[w.x][w.y] = IHDOT + game.ithere = False + deadkl(w, iquad, w) + return None + skip(1) + crmena(True, IHT, sector, w) + if Rand() > 0.05: + prout(_(" survives photon blast.")) + return None + prout(_(" disappears.")) + game.quad[w.x][w.y] = IHWEB + game.ithere = False + game.nenhere -= 1 + dropin(IHBLANK) + return None + else: # Problem! + skip(1) + proutn("Don't know how to handle torpedo collision with ") + crmena(True, iquad, sector, w) + skip(1) + return None + break + if curwnd!=message_window: + setwnd(message_window) + if shoved: + game.quad[w.x][w.y]=IHDOT + game.quad[jw.x][jw.y]=iquad + prout(_(" displaced by blast to %s "), cramlc(sector, jw)) + for ll in range(1, game.nenhere+1): + game.kdist[ll] = game.kavgd[ll] = distance(game.sector,game.ks[ll]) + sortklings() + return None + skip(1) + prout(_("Torpedo missed.")) + return None; + +def fry(hit): + # critical-hit resolution + ktr=1 + # a critical hit occured + if hit < (275.0-25.0*game.skill)*(1.0+0.5*Rand()): + return + + ncrit = 1.0 + hit/(500.0+100.0*Rand()) + proutn(_("***CRITICAL HIT--")) + # Select devices and cause damage + cdam = [] + for loop1 in range(ncrit): + while True: + j = randdevice() + # Cheat to prevent shuttle damage unless on ship + if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")): + break + cdam.append(j) + extradm = (hit*game.damfac)/(ncrit*(75.0+25.0*Rand())) + game.damage[j] += extradm + if loop1 > 0: + for loop2 in range(loop1): + if j == cdam[loop2]: + break + if loop2 < loop1: + continue + ktr += 1 + if ktr==3: + skip(1) + proutn(_(" and ")) + proutn(device[j]) + prout(_(" damaged.")) + if damaged(DSHIELD) and game.shldup: + prout(_("***Shields knocked down.")) + game.shldup=False + +def attack(torps_ok): + # bad guy attacks us + # torps_ok == false forces use of phasers in an attack + atackd = False; attempt = False; ihurt = False; + hitmax=0.0; hittot=0.0; chgfac=1.0 + jay = coord() + where = "neither" + + # game could be over at this point, check + if game.alldone: + return + + if idebug: + prout("=== ATTACK!") + + # Tholian gewts to move before attacking + if game.ithere: + movetholian() + + # if you have just entered the RNZ, you'll get a warning + if game.neutz: # The one chance not to be attacked + game.neutz = False + return + + # commanders get a chance to tac-move towards you + if (((game.comhere or game.ishere) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok: + moveklings() + + # if no enemies remain after movement, we're done + if game.nenhere==0 or (game.nenhere==1 and iqhere and not iqengry): + return + + # set up partial hits if attack happens during shield status change + pfac = 1.0/game.inshld + if game.shldchg: + chgfac = 0.25+0.5*Rand() + + skip(1) + + # message verbosity control + if game.skill <= SKILL_FAIR: + where = "sector" + + for loop in range(1, game.nenhere+1): + if game.kpower[loop] < 0: + continue; # too weak to attack + # compute hit strength and diminish shield power + r = Rand() + # Increase chance of photon torpedos if docked or enemy energy low + if game.condition == "docked": + r *= 0.25 + if game.kpower[loop] < 500: + r *= 0.25; + jay = game.ks[loop] + iquad = game.quad[jay.x][jay.y] + if iquad==IHT or (iquad==IHQUEST and not iqengry): + continue + # different enemies have different probabilities of throwing a torp + usephasers = not torps_ok or \ + (iquad == IHK and r > 0.0005) or \ + (iquad==IHC and r > 0.015) or \ + (iquad==IHR and r > 0.3) or \ + (iquad==IHS and r > 0.07) or \ + (iquad==IHQUEST and r > 0.05) + if usephasers: # Enemy uses phasers + if game.condition == "docked": + continue; # Don't waste the effort! + attempt = True; # Attempt to attack + dustfac = 0.8+0.05*Rand() + hit = game.kpower[loop]*math.pow(dustfac,game.kavgd[loop]) + game.kpower[loop] *= 0.75 + else: # Enemy uses photon torpedo + course = 1.90985*math.atan2(game.sector.y-jay.y, jay.x-game.sector.x) + hit = 0 + proutn(_("***TORPEDO INCOMING")) + if not damaged(DSRSENS): + proutn(_(" From ")) + crmena(False, iquad, where, jay) + attempt = True + prout(" ") + r = (Rand()+Rand())*0.5 -0.5 + r += 0.002*game.kpower[loop]*r + hit = torpedo(course, r, jay, 1, 1) + if (game.state.remkl + game.state.remcom + game.state.nscrem)==0: + finish(FWON); # Klingons did themselves in! + if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.alldone: + return; # Supernova or finished + if hit == None: + continue + # incoming phaser or torpedo, shields may dissipate it + if game.shldup or game.shldchg or game.condition=="docked": + # shields will take hits + propor = pfac * game.shield + if game.condition =="docked": + propr *= 2.1 + if propor < 0.1: + propor = 0.1 + hitsh = propor*chgfac*hit+1.0 + absorb = 0.8*hitsh + if absorb > game.shield: + absorb = game.shield + game.shield -= absorb + hit -= hitsh + # taking a hit blasts us out of a starbase dock + if game.condition == "docked": + dock(False) + # but the shields may take care of it + if propor > 0.1 and hit < 0.005*game.energy: + continue + # hit from this opponent got through shields, so take damage + ihurt = True + proutn(_("%d unit hit") % int(hit)) + if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR: + proutn(_(" on the ")) + crmshp() + if not damaged(DSRSENS) and usephasers: + proutn(_(" from ")) + crmena(False, iquad, where, jay) + skip(1) + # Decide if hit is critical + if hit > hitmax: + hitmax = hit + hittot += hit + fry(hit) + game.energy -= hit + if game.energy <= 0: + # Returning home upon your shield, not with it... + finish(FBATTLE) + return + if not attempt and game.condition == "docked": + prout(_("***Enemies decide against attacking your ship.")) + if not atackd: + return + percent = 100.0*pfac*game.shield+0.5 + if not ihurt: + # Shields fully protect ship + proutn(_("Enemy attack reduces shield strength to ")) + else: + # Print message if starship suffered hit(s) + skip(1) + proutn(_("Energy left %2d shields ") % int(game.energy)) + if game.shldup: + proutn(_("up ")) + elif not damaged(DSHIELD): + proutn(_("down ")) + else: + proutn(_("damaged, ")) + prout(_("%d%%, torpedoes left %d"), percent, game.torps) + # Check if anyone was hurt + if hitmax >= 200 or hittot >= 500: + icas= hittot*Rand()*0.015 + if icas >= 2: + skip(1) + prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas) + prout(_(" in that last attack.\"")) + game.casual += icas + game.state.crew -= icas + # After attack, reset average distance to enemies + for loop in range(1, game.nenhere+1): + game.kavgd[loop] = game.kdist[loop] + sortklings() + return; + +def deadkl(w, type, mv): + # kill a Klingon, Tholian, Romulan, or Thingy + # Added mv to allow enemy to "move" before dying + + crmena(True, type, sector, mv) + # Decide what kind of enemy it is and update appropriately + if type == IHR: + # chalk up a Romulan + game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans -= 1 + game.irhere -= 1 + game.state.nromrem -= 1 + elif type == IHT: + # Killed a Tholian + game.ithere = False + elif type == IHQUEST: + # Killed a Thingy + iqhere = iqengry = False + invalidate(thing) + else: + # Some type of a Klingon + game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1 + game.klhere -= 1 + if type == IHC: + game.comhere = False + for i in range(1, game.state.remcom+1): + if same(game.state.kcmdr[i], game.quadrant): + break + game.state.kcmdr[i] = game.state.kcmdr[game.state.remcom] + game.state.kcmdr[game.state.remcom].x = 0 + game.state.kcmdr[game.state.remcom].y = 0 + game.state.remcom -= 1 + unschedule(FTBEAM) + if game.state.remcom != 0: + schedule(FTBEAM, expran(1.0*game.incom/game.state.remcom)) + elif type == IHK: + game.state.remkl -= 1 + elif type == IHS: + game.state.nscrem -= 1 + game.ishere = False + game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0 + game.iscate = False + unschedule(FSCMOVE) + unschedule(FSCDBAS) + else: + prout("*** Internal error, deadkl() called on %s\n" % type) + + # For each kind of enemy, finish message to player + prout(_(" destroyed.")) + game.quad[w.x][w.y] = IHDOT + if (game.state.remkl + game.state.remcom + game.state.nscrem)==0: + return + + game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom) + + # Remove enemy ship from arrays describing local conditions + if is_scheduled(FCDBAS) and same(game.battle, game.quadrant) and type==IHC: + unschedule(FCDBAS) + for i in range(1, game.nenhere+1): + if same(game.ks[i], w): + break + game.nenhere -= 1 + if i <= game.nenhere: + for j in range(i, game.nenhere+1): + game.ks[j] = game.ks[j+1] + game.kpower[j] = game.kpower[j+1] + game.kavgd[j] = game.kdist[j] = game.kdist[j+1] + game.ks[game.nenhere+1].x = 0 + game.ks[game.nenhere+1].x = 0 + game.kdist[game.nenhere+1] = 0 + game.kavgd[game.nenhere+1] = 0 + game.kpower[game.nenhere+1] = 0 + return; + +def targetcheck(x, y): + # Return None if target is invalid + if not VALID_SECTOR(x, y): + huh() + return None + deltx = 0.1*(y - game.sector.y) + delty = 0.1*(x - game.sector.x) + if deltx==0 and delty== 0: + skip(1) + prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,")) + prout(_(" I recommend an immediate review of")) + prout(_(" the Captain's psychological profile.\"")) + chew() + return None + return 1.90985932*math.atan2(deltx, delty) + +def photon(): + # launch photon torpedo + game.ididit = False + if damaged(DPHOTON): + prout(_("Photon tubes damaged.")) + chew() + return + if game.torps == 0: + prout(_("No torpedoes left.")) + chew() + return + key = scan() + while True: + if key == IHALPHA: + huh() + return + elif key == IHEOL: + prout(_("%d torpedoes left."), game.torps) + proutn(_("Number of torpedoes to fire- ")) + key = scan() + else: # key == IHREAL { + n = aaitem + 0.5 + if n <= 0: # abort command + chew() + return + if n > 3: + chew() + prout(_("Maximum of 3 torpedoes per burst.")) + key = IHEOL + return + if n <= game.torps: + break + chew() + key = IHEOL + for i in range(1, n+1): + key = scan() + if i==1 and key == IHEOL: + break; # we will try prompting + if i==2 and key == IHEOL: + # direct all torpedoes at one target + while i <= n: + targ[i][1] = targ[1][1] + targ[i][2] = targ[1][2] + course[i] = course[1] + i += 1 + break + if key != IHREAL: + huh() + return + targ[i][1] = aaitem + key = scan() + if key != IHREAL: + huh() + return + targ[i][2] = aaitem + course[i] = targetcheck(targ[i][1], targ[i][2]) + if course[i] == None: + return + chew() + if i == 1 and key == IHEOL: + # prompt for each one + for i in range(1, n+1): + proutn(_("Target sector for torpedo number %d- "), i) + key = scan() + if key != IHREAL: + huh() + return + targ[i][1] = aaitem + key = scan() + if key != IHREAL: + huh() + return + targ[i][2] = aaitem + chew() + course[i] = targetcheck(targ[i][1], targ[i][2]) + if course[i] == None: + return + game.ididit = True + # Loop for moving torpedoes + for i in range(1, n+1): + if game.condition != "docked": + game.torps -= 1 + r = (Rand()+Rand())*0.5 -0.5 + if math.fabs(r) >= 0.47: + # misfire! + r = (Rand()+1.2) * r + if n>1: + prouts(_("***TORPEDO NUMBER %d MISFIRES"), i) + else: + prouts(_("***TORPEDO MISFIRES.")) + skip(1) + if i < n: + prout(_(" Remainder of burst aborted.")) + if Rand() <= 0.2: + prout(_("***Photon tubes damaged by misfire.")) + game.damage[DPHOTON] = game.damfac*(1.0+2.0*Rand()) + break + if game.shldup or game.condition == "docked": + r *= 1.0 + 0.0001*game.shield + torpedo(course[i], r, game.sector, i, n) + if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: + return + if (game.state.remkl + game.state.remcom + game.state.nscrem)==0: + finish(FWON); + +def overheat(rpow): + # check for phasers overheating + if rpow > 1500: + chekbrn = (rpow-1500.)*0.00038 + if Rand() <= chekbrn: + prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\"")) + game.damage[DPHASER] = game.damfac*(1.0 + Rand()) * (1.0+chekbrn) + +def checkshctrl(rpow): + # check shield control + + skip(1) + if Rand() < 0.998: + prout(_("Shields lowered.")) + return False + # Something bad has happened + prouts(_("***RED ALERT! RED ALERT!")) + skip(2) + hit = rpow*game.shield/game.inshld + game.energy -= rpow+hit*0.8 + game.shield -= hit*0.2 + if game.energy <= 0.0: + prouts(_("Sulu- \"Captain! Shield malf***********************\"")) + skip(1) + stars() + finish(FPHASER) + return True + prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\"")) + skip(2) + prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\"")) + icas = hit*Rand()*0.012 + skip(1) + fry(0.8*hit) + if icas: + skip(1) + prout(_("McCoy to bridge- \"Severe radiation burns, Jim.")) + prout(_(" %d casualties so far.\""), icas) + game.casual += icas + game.state.crew -= icas + skip(1) + prout(_("Phaser energy dispersed by shields.")) + prout(_("Enemy unaffected.")) + overheat(rpow) + return True; + +def hittem(doublehits): + # register a phaser hit on Klingons and Romulans + nenhr2=game.nenhere; kk=1 + w = coord() + skip(1) + for k in range(1, nenhr2+1): + wham = hits[k] + if wham==0: + continue + dustfac = 0.9 + 0.01*Rand() + hit = wham*math.pow(dustfac,game.kdist[kk]) + kpini = game.kpower[kk] + kp = math.fabs(kpini) + if PHASEFAC*hit < kp: + kp = PHASEFAC*hit + if game.kpower[kk] < 0: + game.kpower[kk] -= -kp + else: + game.kpower[kk] -= kp + kpow = game.kpower[kk] + w = game.ks[kk] + if hit > 0.005: + if not damaged(DSRSENS): + boom(w) + proutn(_("%d unit hit on ") % int(hit)) + else: + proutn(_("Very small hit on ")) + ienm = game.quad[w.x][w.y] + if ienm==IHQUEST: + iqengry = True + crmena(False, ienm, "sector", w) + skip(1) + if kpow == 0: + deadkl(w, ienm, w) + if (game.state.remkl + game.state.remcom + game.state.nscrem)==0: + finish(FWON); + if game.alldone: + return + kk -= 1; # don't do the increment + else: # decide whether or not to emasculate klingon + if kpow > 0 and Rand() >= 0.9 and \ + kpow <= ((0.4 + 0.4*Rand())*kpini): + prout(_("***Mr. Spock- \"Captain, the vessel at %s"), + cramlc(sector, w)) + prout(_(" has just lost its firepower.\"")) + game.kpower[kk] = -kpow + kk += 1 + return; + +def phasers(): + # fire phasers + hits = []; rpow=0 + kz = 0; k = 1; irec=0 # Cheating inhibitor + ifast = False; no = False; itarg = True; msgflag = True + automode = "NOTSET" + key=0 + + skip(1) + # SR sensors and Computer are needed fopr automode + if damaged(DSRSENS) or damaged(DCOMPTR): + itarg = False + if game.condition == "docked": + prout(_("Phasers can't be fired through base shields.")) + chew() + return + if damaged(DPHASER): + prout(_("Phaser control damaged.")) + chew() + return + if game.shldup: + if damaged(DSHCTRL): + prout(_("High speed shield control damaged.")) + chew() + return + if game.energy <= 200.0: + prout(_("Insufficient energy to activate high-speed shield control.")) + chew() + return + prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\"")) + ifast = True + + # Original code so convoluted, I re-did it all + while automode=="NOTSET": + key=scan() + if key == IHALPHA: + if isit("manual"): + if game.nenhere==0: + prout(_("There is no enemy present to select.")) + chew() + key = IHEOL + automode="AUTOMATIC" + else: + automode = "MANUAL" + key = scan() + elif isit("automatic"): + if (not itarg) and game.nenhere != 0: + automode = "FORCEMAN" + else: + if game.nenhere==0: + prout(_("Energy will be expended into space.")) + automode = "AUTOMATIC" + key = scan() + elif isit("no"): + no = True + else: + huh() + return + elif key == IHREAL: + if game.nenhere==0: + prout(_("Energy will be expended into space.")) + automode = "AUTOMATIC" + elif not itarg: + automode = "FORCEMAN" + else: + automode = "AUTOMATIC" + else: + # IHEOL + if game.nenhere==0: + prout(_("Energy will be expended into space.")) + automode = "AUTOMATIC" + elif not itarg: + automode = "FORCEMAN" + else: + proutn(_("Manual or automatic? ")) + avail = game.energy + if ifast: + avail -= 200.0 + if automode == "AUTOMATIC": + if key == IHALPHA and isit("no"): + no = True + key = scan() + if key != IHREAL and game.nenhere != 0: + prout(_("Phasers locked on target. Energy available: %.2f"), + avail) + irec=0 + while True: + chew() + if not kz: + for i in range(1, game.nenhere+1): + irec += math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))*(1.01+0.05*Rand()) + 1.0 + kz=1 + proutn(_("%d units required. "), irec) + chew() + proutn(_("Units to fire= ")) + key = scan() + if key!=IHREAL: + return + rpow = aaitem + if rpow > avail: + proutn(_("Energy available= %.2f") % avail) + skip(1) + key = IHEOL + if not rpow > avail: + break + if rpow<=0: + # chicken out + chew() + return + key=scan() + if key == IHALPHA and isit("no"): + no = True + if ifast: + game.energy -= 200; # Go and do it! + if checkshctrl(rpow): + return + chew() + game.energy -= rpow + extra = rpow + if game.nenhere: + extra = 0.0 + powrem = rpow + for i in range(1, game.nenhere+1): + hits[i] = 0.0 + if powrem <= 0: + continue + hits[i] = math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i])) + over = (0.01 + 0.05*Rand())*hits[i] + temp = powrem + powrem -= hits[i] + over + if powrem <= 0 and temp < hits[i]: + hits[i] = temp + if powrem <= 0: + over = 0.0 + extra += over + if powrem > 0.0: + extra += powrem + hittem(hits) + game.ididit = True + if extra > 0 and not game.alldone: + if game.ithere: + proutn(_("*** Tholian web absorbs ")) + if game.nenhere>0: + proutn(_("excess ")) + prout(_("phaser energy.")) + else: + prout(_("%d expended on empty space."), int(extra)) + elif automode == "FORCEMAN": + chew() + key = IHEOL + if damaged(DCOMPTR): + prout(_("Battle computer damaged, manual fire only.")) + else: + skip(1) + prouts(_("---WORKING---")) + skip(1) + prout(_("Short-range-sensors-damaged")) + prout(_("Insufficient-data-for-automatic-phaser-fire")) + prout(_("Manual-fire-must-be-used")) + skip(1) + elif automode == "MANUAL": + rpow = 0.0 + for k in range(1, game.nenhere+1): + aim = game.ks[k] + ienm = game.quad[aim.x][aim.y] + if msgflag: + proutn(_("Energy available= %.2f") % avail-0.006) + skip(1) + msgflag = False + rpow = 0.0 + if damaged(DSRSENS) and not (abs(game.sector.x-aim.x) < 2 and abs(game.sector.y-aim.y) < 2) and \ + (ienm == IHC or ienm == IHS): + cramen(ienm) + prout(_(" can't be located without short range scan.")) + chew() + key = IHEOL + hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko + k += 1 + continue + if key == IHEOL: + chew() + if itarg and k > kz: + irec=(abs(game.kpower[k])/(PHASEFAC*math.pow(0.9,game.kdist[k]))) * (1.01+0.05*Rand()) + 1.0 + kz = k + proutn("(") + if not damaged(DCOMPTR): + proutn("%d", irec) + else: + proutn("??") + proutn(") ") + proutn(_("units to fire at ")) + crmena(False, ienm, sector, aim) + proutn("- ") + key = scan() + if key == IHALPHA and isit("no"): + no = True + key = scan() + continue + if key == IHALPHA: + huh() + return + if key == IHEOL: + if k==1: # Let me say I'm baffled by this + msgflag = True + continue + if aaitem < 0: + # abort out + chew() + return + hits[k] = aaitem + rpow += aaitem + # If total requested is too much, inform and start over + if rpow > avail: + prout(_("Available energy exceeded -- try again.")) + chew() + return + key = scan(); # scan for next value + k += 1 + if rpow == 0.0: + # zero energy -- abort + chew() + return + if key == IHALPHA and isit("no"): + no = True + game.energy -= rpow + chew() + if ifast: + game.energy -= 200.0 + if checkshctrl(rpow): + return + hittem(hits) + game.ididit = True + # Say shield raised or malfunction, if necessary + if game.alldone: + return + if ifast: + skip(1) + if no == 0: + if Rand() >= 0.99: + prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . .")) + prouts(_(" CLICK CLICK POP . . .")) + prout(_(" No response, sir!")) + game.shldup = False + else: + prout(_("Shields raised.")) + else: + game.shldup = False + overheat(rpow);