X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=sst.py;h=e3959641877d691bc70a221b06d04a0783537c3d;hp=61650143d5b9b56baaedb0a53c57b7cd848620d7;hb=HEAD;hpb=12f708e8cba746ee19c76061b819456740f26db4 diff --git a/sst.py b/sst.py deleted file mode 100755 index 6165014..0000000 --- a/sst.py +++ /dev/null @@ -1,6812 +0,0 @@ -#!/usr/bin/env python3 -""" -sst.py -- Super Star Trek 2K - -SST2K is a Python translation of a C translation of a FORTRAN -original dating back to 1973. Beautiful Python it is not, but it -works. Translation by Eric S. Raymond; original game by David Matuszek -and Paul Reynolds, with modifications by Don Smith, Tom Almy, -Stas Sergeev, and Eric S. Raymond. - -See the doc/HACKING file in the distribution for designers notes and advice -on how to modify (and how not to modify!) this code. -""" -from __future__ import print_function, division -# Runs under Python 2 an Python 3. Preserve this property! -# SPDX-License-Identifier: BSD-2-clause - -import os, sys, math, curses, time, pickle, copy, gettext, getpass -import getopt, socket, locale -import codecs - -# This import only works on Unixes. The intention is to enable -# Ctrl-P, Ctrl-N, and friends in Cmd. -try: - import readline -except ImportError: - pass - -# Prevent lossage under Python 3 -try: - my_input = raw_input -except NameError: - my_input = input - -version = "2.7" - -docpath = (".", "doc/", "/usr/share/doc/sst/") - -def _(st): - return gettext.gettext(st) - -# Rolling our own LCG because Python changed its incompatibly in 3.2. -# Thus, we need to have our own to be 2/3 polyglot, which will also -# be helpful when we forwrard-port. - -class randomizer: - # LCG PRNG parameters tested against - # Knuth vol. 2. by the authors of ADVENT - LCG_A = 1093 - LCG_C = 221587 - LCG_M = 1048576 - - @staticmethod - def random(): - old_x = game.lcg_x - game.lcg_x = (randomizer.LCG_A * game.lcg_x + randomizer.LCG_C) % randomizer.LCG_M - return old_x / randomizer.LCG_M - - @staticmethod - def withprob(p): - v = randomizer.random() - #if logfp: - # logfp.write("#withprob(%.2f) -> %s\n" % (p, v < p)) - return v < p - - @staticmethod - def integer(*args): - v = randomizer.random() - if len(args) == 1: - v = int(v * args[0]) - else: - v = args[0] + int(v * (args[1] - args[0])) - #if logfp: - # logfp.write("#integer%s -> %s\n" % (args, v)) - return int(v) - - @staticmethod - def real(*args): - v = randomizer.random() - if len(args) == 1: - v *= args[0] # from [0, args[0]) - elif len(args) == 2: - v = args[0] + v*(args[1]-args[0]) # from [args[0], args[1]) - #if logfp: - # logfp.write("#real%s -> %f\n" % (args, v)) - return v - - @staticmethod - def seed(n): - #if logfp: - # logfp.write("#seed(%d)\n" % n) - game.lcg_x = n % randomizer.LCG_M - -GALSIZE = 8 # Galaxy size in quadrants -NINHAB = (GALSIZE * GALSIZE // 2) # Number of inhabited worlds -MAXUNINHAB = 10 # Maximum uninhabited worlds -QUADSIZE = 10 # Quadrant size in sectors -BASEMIN = 2 # Minimum starbases -BASEMAX = (GALSIZE * GALSIZE // 12) # Maximum starbases -MAXKLGAME = 127 # Maximum Klingons per game -MAXKLQUAD = 9 # Maximum Klingons per quadrant -FULLCREW = 428 # Crew size. BSD Trek was 387, that's wrong -FOREVER = 1e30 # Time for the indefinite future -MAXBURST = 3 # Max # of torps you can launch in one turn -MINCMDR = 10 # Minimum number of Klingon commanders -DOCKFAC = 0.25 # Repair faster when docked -PHASEFAC = 2.0 # Unclear what this is, it was in the C version - -ALGERON = 2311 # Date of the Treaty of Algeron - - -DEFAULT = -1 -BLACK = 0 -BLUE = 1 -GREEN = 2 -CYAN = 3 -RED = 4 -MAGENTA = 5 -BROWN = 6 -LIGHTGRAY = 7 -DARKGRAY = 8 -LIGHTBLUE = 9 -LIGHTGREEN = 10 -LIGHTCYAN = 11 -LIGHTRED = 12 -LIGHTMAGENTA = 13 -YELLOW = 14 -WHITE = 15 - -class TrekError(Exception): - pass - -class JumpOut(Exception): - pass - -class Coord: - def __init__(self, x=None, y=None): - self.i = x # Row - self.j = y # Column - def valid_quadrant(self): - return self.i >= 0 and self.i < GALSIZE and self.j >= 0 and self.j < GALSIZE - def valid_sector(self): - return self.i >= 0 and self.i < QUADSIZE and self.j >= 0 and self.j < QUADSIZE - def invalidate(self): - self.i = self.j = None - def __eq__(self, other): - return other is not None and self.i == other.i and self.j == other.j - def __ne__(self, other): - return other is None or self.i != other.i or self.j != other.j - def __add__(self, other): - return Coord(self.i+other.i, self.j+other.j) - def __sub__(self, other): - return Coord(self.i-other.i, self.j-other.j) - def __mul__(self, other): - return Coord(self.i*other, self.j*other) - def __rmul__(self, other): - return Coord(self.i*other, self.j*other) - def __div__(self, other): - return Coord(self.i/other, self.j/other) - def __truediv__(self, other): - return Coord(self.i/other, self.j/other) - def __floordiv__(self, other): - return Coord(self.i//other, self.j//other) - def __mod__(self, other): - return Coord(self.i % other, self.j % other) - def __rtruediv__(self, other): - return Coord(self.i/other, self.j/other) - def __rfloordiv__(self, other): - return Coord(self.i//other, self.j//other) - def roundtogrid(self): - return Coord(int(round(self.i)), int(round(self.j))) - def distance(self, other=None): - if not other: - other = Coord(0, 0) - return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2) - def bearing(self): - return 1.90985*math.atan2(self.j, self.i) - def sgn(self): - s = Coord() - if self.i == 0: - s.i = 0 - elif self.i < 0: - s.i = -1 - else: - s.i = 1 - if self.j == 0: - s.j = 0 - elif self.j < 0: - s.j = -1 - else: - s.j = 1 - return s - def quadrant(self): - #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid()) - return self.roundtogrid() // QUADSIZE - def sector(self): - return self.roundtogrid() % QUADSIZE - def scatter(self): - s = Coord() - s.i = self.i + rnd.integer(-1, 2) - s.j = self.j + rnd.integer(-1, 2) - return s - def __str__(self): - if self.i is None or self.j is None: - return "Nowhere" - return "%s - %s" % (self.i+1, self.j+1) - __repr__ = __str__ - -class Thingy(Coord): - "Do not anger the Space Thingy!" - def __init__(self): - Coord.__init__(self) - self.angered = False - def angry(self): - self.angered = True - def at(self, q): - return (q.i, q.j) == (self.i, self.j) - -class Planet: - def __init__(self): - self.name = None # string-valued if inhabited - self.quadrant = Coord() # quadrant located - self.pclass = None # could be ""M", "N", "O", or "destroyed" - self.crystals = "absent"# could be "mined", "present", "absent" - self.known = "unknown" # could be "unknown", "known", "shuttle_down" - self.inhabited = False # is it inhabited? - def __str__(self): - return self.name - -class Quadrant: - def __init__(self): - self.stars = 0 - self.planet = None - self.starbase = False - self.klingons = 0 - self.romulans = 0 - self.supernova = False - self.charted = False - self.status = "secure" # Could be "secure", "distressed", "enslaved" - def __str__(self): - return "" % self.__dict__ - __repr__ = __str__ - -class Page: - def __init__(self): - self.stars = None - self.starbase = False - self.klingons = None - def __repr__(self): - return "<%s,%s,%s>" % (self.klingons, self.starbase, self.stars) - -def fill2d(size, fillfun): - "Fill an empty list in 2D." - lst = [] - for i in range(size): - lst.append([]) - for j in range(size): - lst[i].append(fillfun(i, j)) - return lst - -class Snapshot: - def __init__(self): - self.snap = False # snapshot taken - self.crew = 0 # crew complement - self.nscrem = 0 # remaining super commanders - self.starkl = 0 # destroyed stars - self.basekl = 0 # destroyed bases - self.nromrem = 0 # Romulans remaining - self.nplankl = 0 # destroyed uninhabited planets - self.nworldkl = 0 # destroyed inhabited planets - self.planets = [] # Planet information - self.date = 0.0 # stardate - self.remres = 0 # remaining resources - self.remtime = 0 # remaining time - self.baseq = [] # Base quadrant coordinates - self.kcmdr = [] # Commander quadrant coordinates - self.kscmdr = Coord() # Supercommander quadrant coordinates - # the galaxy - self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant()) - # the starchart - self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page()) - def traverse(self): - for i in range(GALSIZE): - for j in range(GALSIZE): - yield (i, j, self.galaxy[i][j]) - -class Event: - def __init__(self): - self.date = None # A real number - self.quadrant = None # A coord structure - -# game options -OPTION_ALL = 0xffffffff -OPTION_TTY = 0x00000001 # old interface -OPTION_CURSES = 0x00000002 # new interface -OPTION_IOMODES = 0x00000003 # cover both interfaces -OPTION_PLANETS = 0x00000004 # planets and mining -OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version) -OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005) -OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980) -OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart -OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy) -OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy) -OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005) -OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005) -OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006) -OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006) -OPTION_CAPTURE = 0x00002000 # Enable BSD-Trek capture (Almy, 2013). -OPTION_CLOAK = 0x80004000 # Enable BSD-Trek capture (Almy, 2013). -OPTION_PLAIN = 0x01000000 # user chose plain game -OPTION_ALMY = 0x02000000 # user chose Almy variant -OPTION_COLOR = 0x04000000 # enable color display (ESR, 2010) -OPTION_DOTFILL = 0x08000000 # fix dotfill glitch in chart (ESR, 2019) - -# Define devices -DSRSENS = 0 -DLRSENS = 1 -DPHASER = 2 -DPHOTON = 3 -DLIFSUP = 4 -DWARPEN = 5 -DIMPULS = 6 -DSHIELD = 7 -DRADIO = 8 -DSHUTTL = 9 -DCOMPTR = 10 -DNAVSYS = 11 -DTRANSP = 12 -DSHCTRL = 13 -DDRAY = 14 -DDSP = 15 -DCLOAK = 16 -NDEVICES = 17 # Number of devices - -SKILL_NONE = 0 -SKILL_NOVICE = 1 -SKILL_FAIR = 2 -SKILL_GOOD = 3 -SKILL_EXPERT = 4 -SKILL_EMERITUS = 5 - -def damaged(dev): - return (game.damage[dev] != 0.0) -def communicating(): - return not damaged(DRADIO) or game.condition=="docked" - -# Define future events -FSPY = 0 # Spy event happens always (no future[] entry) - # can cause SC to tractor beam Enterprise -FSNOVA = 1 # Supernova -FTBEAM = 2 # Commander tractor beams Enterprise -FSNAP = 3 # Snapshot for time warp -FBATTAK = 4 # Commander attacks base -FCDBAS = 5 # Commander destroys base -FSCMOVE = 6 # Supercommander moves (might attack base) -FSCDBAS = 7 # Supercommander destroys base -FDSPROB = 8 # Move deep space probe -FDISTR = 9 # Emit distress call from an inhabited world -FENSLV = 10 # Inhabited word is enslaved -FREPRO = 11 # Klingons build a ship in an enslaved system -NEVENTS = 12 - -# Abstract out the event handling -- underlying data structures will change -# when we implement stateful events -def findevent(evtype): - return game.future[evtype] - -class Enemy: - def __init__(self, etype=None, loc=None, power=None): - self.type = etype - self.location = Coord() - self.kdist = None - self.kavgd = None - if loc: - self.move(loc) - self.power = power # enemy energy level - game.enemies.append(self) - def move(self, loc): - motion = (loc != self.location) - if self.location.i is not None and self.location.j is not None: - if motion: - if self.type == 'T': - game.quad[self.location.i][self.location.j] = '#' - else: - game.quad[self.location.i][self.location.j] = '.' - if loc: - self.location = copy.copy(loc) - game.quad[self.location.i][self.location.j] = self.type - self.kdist = self.kavgd = (game.sector - loc).distance() - else: - self.location = Coord() - self.kdist = self.kavgd = None - # Guard prevents failure on Tholian or thingy - if self in game.enemies: - game.enemies.remove(self) - return motion - def __repr__(self): - return "<%s,%s.%f>" % (self.type, self.location, self.power) # For debugging - -class Gamestate: - def __init__(self): - self.options = None # Game options - self.state = Snapshot() # A snapshot structure - self.snapsht = Snapshot() # Last snapshot taken for time-travel purposes - self.quad = None # contents of our quadrant - self.damage = [0.0] * NDEVICES # damage encountered - self.future = [] # future events - i = NEVENTS - while i > 0: - i -= 1 - self.future.append(Event()) - self.passwd = None # Self Destruct password - self.enemies = [] - self.quadrant = None # where we are in the large - self.sector = None # where we are in the small - self.tholian = None # Tholian enemy object - self.base = None # position of base in current quadrant - self.battle = None # base coordinates being attacked - self.plnet = None # location of planet in quadrant - self.gamewon = False # Finished! - self.ididit = False # action taken -- allows enemy to attack - self.alive = False # we are alive (not killed) - self.justin = False # just entered quadrant - self.shldup = False # shields are up - self.shldchg = False # shield is changing (affects efficiency) - self.iscate = False # super commander is here - self.ientesc = False # attempted escape from supercommander - self.resting = False # rest time - self.icraft = False # Kirk in Galileo - self.landed = False # party on planet (true), on ship (false) - self.alldone = False # game is now finished - self.neutz = False # Romulan Neutral Zone - self.isarmed = False # probe is armed - self.inorbit = False # orbiting a planet - self.imine = False # mining - self.icrystl = False # dilithium crystals aboard - self.iseenit = False # seen base attack report - self.thawed = False # thawed game - self.condition = None # "green", "yellow", "red", "docked", "dead" - self.iscraft = None # "onship", "offship", "removed" - self.skill = SKILL_NONE # Player skill level - self.inkling = 0 # initial number of klingons - self.inbase = 0 # initial number of bases - self.incom = 0 # initial number of commanders - self.inscom = 0 # initial number of commanders - self.inrom = 0 # initial number of commanders - self.instar = 0 # initial stars - self.intorps = 0 # initial/max torpedoes - self.torps = 0 # number of torpedoes - self.ship = 0 # ship type -- 'E' is Enterprise - self.abandoned = 0 # count of crew abandoned in space - self.length = 0 # length of game - self.klhere = 0 # klingons here - self.casual = 0 # causalties - self.nhelp = 0 # calls for help - self.nkinks = 0 # count of energy-barrier crossings - self.iplnet = None # planet # in quadrant - self.inplan = 0 # initial planets - self.irhere = 0 # Romulans in quadrant - self.isatb = 0 # =2 if super commander is attacking base - self.tourn = None # tournament number - self.nprobes = 0 # number of probes available - self.inresor = 0.0 # initial resources - self.intime = 0.0 # initial time - self.inenrg = 0.0 # initial/max energy - self.inshld = 0.0 # initial/max shield - self.inlsr = 0.0 # initial life support resources - self.indate = 0.0 # initial date - self.energy = 0.0 # energy level - self.shield = 0.0 # shield level - self.warpfac = 0.0 # warp speed - self.lsupres = 0.0 # life support reserves - self.optime = 0.0 # time taken by current operation - self.damfac = 0.0 # damage factor - self.lastchart = 0.0 # time star chart was last updated - self.cryprob = 0.0 # probability that crystal will work - self.probe = None # object holding probe course info - self.height = 0.0 # height of orbit around planet - self.score = 0.0 # overall score - self.perdate = 0.0 # rate of kills - self.idebug = False # Debugging instrumentation enabled? - self.cdebug = False # Debugging instrumentation for curses enabled? - self.statekscmdr = None # No SuperCommander coordinates yet. - self.brigcapacity = 400 # Enterprise brig capacity - self.brigfree = 400 # How many klingons can we put in the brig? - self.kcaptured = 0 # Total Klingons captured, for scoring. - self.iscloaked = False # Cloaking device on? - self.ncviol = 0 # Algreon treaty violations - self.isviolreported = False # We have been warned - self.lcg_x = 0 # LCG generator value - def remkl(self): - return sum([q.klingons for (_i, _j, q) in list(self.state.traverse())]) - def recompute(self): - # Stas thinks this should be (C expression): - # game.remkl() + len(game.state.kcmdr) > 0 ? - # game.state.remres/(game.remkl() + 4*len(game.state.kcmdr)) : 99 - # He says the existing expression is prone to divide-by-zero errors - # after killing the last klingon when score is shown -- perhaps also - # if the only remaining klingon is SCOM. - self.state.remtime = self.state.remres/(self.remkl() + 4*len(self.state.kcmdr)) - def unwon(self): - "Are there Klingons remaining?" - return self.remkl() - -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 -FCLOAK = 22 - -# Code from ai.c begins here - -def welcoming(iq): - "Would this quadrant welcome another Klingon?" - return iq.valid_quadrant() and \ - not game.state.galaxy[iq.i][iq.j].supernova and \ - game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD - -def tryexit(enemy, look, irun): - "A bad guy attempts to bug out." - iq = Coord() - iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))//QUADSIZE - 1 - iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))//QUADSIZE - 1 - if not welcoming(iq): - return False - if enemy.type == 'R': - return False # Romulans cannot escape! - if not irun: - # avoid intruding on another commander's territory - if enemy.type == 'C': - if iq in game.state.kcmdr: - return [] - # refuse to leave if currently attacking starbase - if game.battle == game.quadrant: - return [] - # don't leave if over 1000 units of energy - if enemy.power > 1000.0: - return [] - oldloc = copy.copy(enemy.location) - # handle local matters related to escape - enemy.move(None) - game.klhere -= 1 - if game.condition != "docked": - newcnd() - # Handle global matters related to escape - game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1 - game.state.galaxy[iq.i][iq.j].klingons += 1 - if enemy.type == 'S': - game.iscate = False - game.ientesc = False - game.isatb = 0 - schedule(FSCMOVE, 0.2777) - unschedule(FSCDBAS) - game.state.kscmdr = iq - else: - for cmdr in game.state.kcmdr: - if cmdr == game.quadrant: - game.state.kcmdr.append(iq) - break - # report move out of quadrant. - return [(True, enemy, oldloc, iq)] - -# 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(enemy): - "Tactical movement for the bad guys." - goto = Coord() - look = Coord() - irun = False - # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant) - if game.skill >= SKILL_EXPERT: - nbaddys = int(((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0) - else: - nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant) - old_dist = enemy.kdist - mdist = int(old_dist + 0.5) # Nearest integer distance - # If SC, check with spy to see if should hi-tail it - if enemy.type == 'S' and \ - (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))): - irun = True - motion = -QUADSIZE - else: - # decide whether to advance, retreat, or hold position - forces = enemy.power+100.0*len(game.enemies)+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 + rnd.real(200))/150.0) - 5.0 - else: - if forces > 1000.0: # Very strong -- move in for kill - motion = (1.0 - rnd.real())**2 * old_dist + 1.0 - if game.condition == "docked" and (game.options & OPTION_BASE): # protected by base -- back off ! - motion -= game.skill*(2.0-rnd.real()**2) - if game.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 - nsteps = abs(int(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 game.idebug: - proutn("NSTEPS = %d:" % nsteps) - # Compute preferred values of delta X and Y - m = game.sector - enemy.location - if 2.0 * abs(m.i) < abs(m.j): - m.i = 0 - if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i): - m.j = 0 - m = (motion * m).sgn() - goto = enemy.location - # main move loop - for ll in range(nsteps): - if game.idebug: - proutn(" %d" % (ll+1)) - # Check if preferred position available - look = goto + m - if m.i < 0: - krawli = 1 - else: - krawli = -1 - if m.j < 0: - krawlj = 1 - else: - krawlj = -1 - success = False - attempts = 0 # Settle mysterious hang problem - while attempts < 20 and not success: - attempts += 1 - if look.i < 0 or look.i >= QUADSIZE: - if motion < 0: - return tryexit(enemy, look, irun) - if krawli == m.i or m.j == 0: - break - look.i = goto.i + krawli - krawli = -krawli - elif look.j < 0 or look.j >= QUADSIZE: - if motion < 0: - return tryexit(enemy, look, irun) - if krawlj == m.j or m.i == 0: - break - look.j = goto.j + krawlj - krawlj = -krawlj - elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.': - # See if enemy should ram ship - if game.quad[look.i][look.j] == game.ship and \ - (enemy.type == 'C' or enemy.type == 'S'): - collision(rammed=True, enemy=enemy) - return [] - if krawli != m.i and m.j != 0: - look.i = goto.i + krawli - krawli = -krawli - elif krawlj != m.j and m.i != 0: - look.j = goto.j + krawlj - krawlj = -krawlj - else: - break # we have failed - else: - success = True - if success: - goto = look - if game.idebug: - proutn(repr(goto)) - else: - break # done early - if game.idebug: - skip(1) - # Enemy moved, but is still in sector - return [(False, enemy, old_dist, goto)] - -def moveklings(): - "Sequence Klingon tactical movement." - if game.idebug: - prout("== MOVCOM") - # Figure out which Klingon is the commander (or Supercommander) - # and do move - tacmoves = [] - if game.quadrant in game.state.kcmdr: - for enemy in game.enemies: - if enemy.type == 'C': - tacmoves += movebaddy(enemy) - if game.state.kscmdr == game.quadrant: - for enemy in game.enemies: - if enemy.type == 'S': - tacmoves += movebaddy(enemy) - 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 enemy in game.enemies: - if enemy.type in ('K', 'R'): - tacmoves += movebaddy(enemy) - return tacmoves - -def movescom(iq, avoid): - "Supercommander movement helper." - # Avoid quadrants with bases if we want to avoid Enterprise - if not welcoming(iq) or (avoid and iq in game.state.baseq): - return False - if game.justin and not game.iscate: - return False - # do the move - game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1 - game.state.kscmdr = iq - game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1 - if game.state.kscmdr == game.quadrant: - # SC has scooted, remove him from current quadrant - game.iscate = False - game.isatb = 0 - game.ientesc = False - unschedule(FSCDBAS) - for enemy in game.enemies: - if enemy.type == 'S': - enemy.move(None) - game.klhere -= 1 - if game.condition != "docked": - newcnd() - sortenemies() - # check for a helpful planet - for i in range(game.inplan): - if game.state.planets[i].quadrant == game.state.kscmdr and \ - game.state.planets[i].crystals == "present": - # destroy the planet - game.state.planets[i].pclass = "destroyed" - game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None - if communicating(): - announce() - prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports")) - prout(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr) - prout(_(" by the Super-commander.\"")) - break - return True # looks good! - -def supercommander(): - "Move the Super Commander." - iq = Coord() - sc = Coord() - ibq = Coord() - idelta = Coord() - basetbl = [] - if game.idebug: - prout("== SUPERCOMMANDER") - # Decide on being active or passive - avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.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 idelta.distance() > 2.0: - # circulate in space - idelta.i = game.state.kscmdr.j-game.quadrant.j - idelta.j = game.quadrant.i-game.state.kscmdr.i - else: - # compute distances to starbases - if not game.state.baseq: - # nothing left to do - unschedule(FSCMOVE) - return - sc = game.state.kscmdr - for (i, base) in enumerate(game.state.baseq): - basetbl.append((i, (base - sc).distance())) - if len(game.state.baseq) > 1: - basetbl.sort(key=lambda x: x[1]) - # look for nearest base without a commander, no Enterprise, and - # without too many Klingons, and not already under attack. - ifindit = iwhichb = 0 - for (i2, base) in enumerate(game.state.baseq): - i = basetbl[i2][0] # bug in original had it not finding nearest - if base == game.quadrant or base == game.battle or not welcoming(base): - continue - # if there is a commander, and no other base is appropriate, - # we will take the one with the commander - for cmdr in game.state.kcmdr: - if base == cmdr and ifindit != 2: - ifindit = 2 - iwhichb = i - break - else: # no commander -- use this one - ifindit = 1 - iwhichb = i - break - if ifindit == 0: - return # Nothing suitable -- wait until next time - ibq = game.state.baseq[iwhichb] - # decide how to move toward base - 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 not movescom(iq, avoid): - # failed -- try some other maneuvers - if idelta.i == 0 or idelta.j == 0: - # attempt angle move - if idelta.i != 0: - iq.j = game.state.kscmdr.j + 1 - if not movescom(iq, avoid): - iq.j = game.state.kscmdr.j - 1 - movescom(iq, avoid) - elif idelta.j != 0: - iq.i = game.state.kscmdr.i + 1 - if not movescom(iq, avoid): - iq.i = game.state.kscmdr.i - 1 - movescom(iq, avoid) - else: - # try moving just in x or y - iq.j = game.state.kscmdr.j - if not movescom(iq, avoid): - iq.j = game.state.kscmdr.j + idelta.j - iq.i = game.state.kscmdr.i - movescom(iq, avoid) - # check for a base - if len(game.state.baseq) == 0: - unschedule(FSCMOVE) - else: - for ibq in game.state.baseq: - if ibq == game.state.kscmdr and game.state.kscmdr == game.battle: - # attack the base - if avoid: - return # no, don't attack base! - game.iseenit = False - game.isatb = 1 - schedule(FSCDBAS, rnd.real(1.0, 3.0)) - if is_scheduled(FCDBAS): - postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date) - if not communicating(): - return # no warning - game.iseenit = True - announce() - prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \ - % game.state.kscmdr) - prout(_(" reports that it is under attack from the Klingon Super-commander.")) - prout(_(" 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 not ja(): - return - game.resting = False - game.optime = 0.0 # actually finished - return - # Check for intelligence report - if not game.idebug and \ - (rnd.withprob(0.8) or \ - (not communicating()) or \ - not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted): - return - announce() - prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports")) - prout(_(" the Super-commander is in Quadrant %s.") % game.state.kscmdr) - return - -def movetholian(): - "Move the Tholian." - if not game.tholian or game.justin: - return - tid = Coord() - if game.tholian.location.i == 0 and game.tholian.location.j == 0: - tid.i = 0 - tid.j = QUADSIZE-1 - elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1: - tid.i = QUADSIZE-1 - tid.j = QUADSIZE-1 - elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1: - tid.i = QUADSIZE-1 - tid.j = 0 - elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0: - tid.i = 0 - tid.j = 0 - else: - # something is wrong! - game.tholian.move(None) - prout("***Internal error: Tholian in a bad spot.") - return - # do nothing if we are blocked - if game.quad[tid.i][tid.j] not in ('.', '#'): - return - here = copy.copy(game.tholian.location) - delta = (tid - game.tholian.location).sgn() - # move in x axis - while here.i != tid.i: - here.i += delta.i - if game.quad[here.i][here.j] == '.': - game.tholian.move(here) - # move in y axis - while here.j != tid.j: - here.j += delta.j - if game.quad[here.i][here.j] == '.': - game.tholian.move(here) - # check to see if all holes plugged - for i in range(QUADSIZE): - if game.quad[0][i] != '#' and game.quad[0][i] != 'T': - return - if game.quad[QUADSIZE-1][i] != '#' and game.quad[QUADSIZE-1][i] != 'T': - return - if game.quad[i][0] != '#' and game.quad[i][0] != 'T': - return - if game.quad[i][QUADSIZE-1] != '#' and game.quad[i][QUADSIZE-1] != 'T': - return - # All plugged up -- Tholian splits - game.quad[game.tholian.location.i][game.tholian.location.j] = '#' - dropin(' ') - prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web.")) - game.tholian.move(None) - return - -# Code from battle.c begins here - -def cloak(): - "Change cloaking-device status." - if game.ship == 'F': - prout(_("Ye Faerie Queene hath no cloaking device.")) - return - - key = scanner.nexttok() - - if key == "IHREAL": - huh() - return - - action = None - if key == "IHALPHA": - if scanner.sees("on"): - if game.iscloaked: - prout(_("The cloaking device has already been switched on.")) - return - action = "CLON" - elif scanner.sees("off"): - if not game.iscloaked: - prout(_("The cloaking device has already been switched off.")) - return - action = "CLOFF" - else: - huh() - return - else: - if not game.iscloaked: - proutn(_("Switch cloaking device on? ")) - if not ja(): - return - action = "CLON" - else: - proutn(_("Switch cloaking device off? ")) - if not ja(): - return - action = "CLOFF" - if action is None: - return - - if action == "CLOFF": - if game.irhere and game.state.date >= ALGERON and not game.isviolreported: - prout(_("Spock- \"Captain, the Treaty of Algeron is in effect.\n Are you sure this is wise?\"")) - if not ja(): - return - prout("Engineer Scott- \"Aye, Sir.\"") - game.iscloaked = False - if game.irhere and game.state.date >= ALGERON and not game.isviolreported: - prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!")) - game.ncviol += 1 - game.isviolreported = True - - #if (neutz and game.state.date >= ALGERON) finish(FCLOAK); - return - - if action == "CLON": - if damaged(DCLOAK): - prout(_("Engineer Scott- \"The cloaking device is damaged, Sir.\"")) - return - - if game.condition == "docked": - prout(_("You cannot cloak while docked.")) - - if game.state.date >= ALGERON and not game.isviolreported: - prout(_("Spock- \"Captain, using the cloaking device is a violation")) - prout(_(" of the Treaty of Algeron. Considering the alternatives,")) - proutn(_(" are you sure this is wise? ")) - if not ja(): - return - prout(_("Engineer Scott- \"Cloaking device has engaging, Sir...\"")) - attack(True) - prout(_("Engineer Scott- \"Cloaking device has engaged, Sir.\"")) - game.iscloaked = True - - if game.irhere and game.state.date >= ALGERON and not game.isviolreported: - prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!")) - game.ncviol += 1 - game.isviolreported = True - -def doshield(shraise): - "Change shield status." - action = "NONE" - game.ididit = False - if shraise: - action = "SHUP" - else: - key = scanner.nexttok() - if key == "IHALPHA": - if scanner.sees("transfer"): - action = "NRG" - else: - if damaged(DSHIELD): - prout(_("Shields damaged and down.")) - return - if scanner.sees("up"): - action = "SHUP" - elif scanner.sees("down"): - action = "SHDN" - if action == "NONE": - proutn(_("Do you wish to change shield energy? ")) - if ja(): - 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(): - action = "SHDN" - else: - scanner.chew() - return - else: - proutn(_("Shields are down. Do you want them up? ")) - if ja(): - action = "SHUP" - else: - scanner.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 scanner.nexttok() != "IHREAL": - scanner.chew() - proutn(_("Energy to transfer to shields- ")) - nrg = scanner.real - scanner.chew() - if nrg == 0: - return - if nrg > game.energy: - prout(_("Insufficient ship energy.")) - return - game.ididit = True - if game.shield+nrg >= game.inshld: - prout(_("Shield energy maximized.")) - if game.shield+nrg > game.inshld: - prout(_("Excess energy requested returned to ship energy")) - game.energy -= game.inshld-game.shield - game.shield = game.inshld - return - if nrg < 0.0 and game.energy-nrg > 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+nrg < 0: - prout(_("All shield energy transferred to ship.")) - game.energy += game.shield - game.shield = 0.0 - return - proutn(_("Scotty- \"")) - if nrg > 0: - prout(_("Transferring energy to shields.\"")) - else: - prout(_("Draining energy from shields.\"")) - game.shield += nrg - game.energy -= nrg - return - -def randdevice(): - "Choose a device to damage, at random." - weights = ( - 105, # DSRSENS: short range scanners 10.5% - 105, # DLRSENS: long range scanners 10.5% - 120, # DPHASER: phasers 12.0% - 120, # DPHOTON: photon torpedoes 12.0% - 25, # DLIFSUP: life support 2.5% - 65, # DWARPEN: warp drive 6.5% - 70, # DIMPULS: impulse engines 6.5% - 135, # DSHIELD: deflector shields 13.5% - 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% - 10, # DCLOAK: the cloaking device 1.0 - ) - assert(sum(weights) == 1000) - idx = rnd.integer(1000) - wsum = 0 - for (i, w) in enumerate(weights): - wsum += w - if idx < wsum: - return i - return None # we should never get here - -def collision(rammed, enemy): - "Collision handling for rammong events." - prouts(_("***RED ALERT! RED ALERT!")) - skip(1) - prout(_("***COLLISION IMMINENT.")) - skip(2) - proutn("***") - proutn(crmshp()) - hardness = {'R':1.5, 'C':2.0, 'S':2.5, 'T':0.5, '?':4.0}.get(enemy.type, 1.0) - if rammed: - proutn(_(" rammed by ")) - else: - proutn(_(" rams ")) - proutn(crmena(False, enemy.type, "sector", enemy.location)) - if rammed: - proutn(_(" (original position)")) - skip(1) - deadkl(enemy.location, enemy.type, game.sector) - proutn("***" + crmshp() + " heavily damaged.") - icas = rnd.integer(10, 30) - 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 = rnd.integer(NDEVICES//2) - while ncrits > 0: - ncrits -= 1 - dev = randdevice() - if game.damage[dev] < 0: - continue - extradm = (10.0*hardness*rnd.real()+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.unwon(): - announce() - damagereport() - else: - finish(FWON) - return - -def torpedo(origin, bearing, dispersion, number, nburst): - "Let a photon torpedo fly" - if not damaged(DSRSENS) or game.condition == "docked": - setwnd(srscan_window) - else: - setwnd(message_window) - ac = bearing + 0.25*dispersion # dispersion is a random variable - bullseye = (15.0 - bearing)*0.5235988 - track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin)) - bumpto = Coord(0, 0) - # Loop to move a single torpedo - setwnd(message_window) - for step in range(1, QUADSIZE*2): - if not track.nexttok(): - break - w = track.sector() - if not w.valid_sector(): - break - iquad = game.quad[w.i][w.j] - tracktorpedo(w, step, number, nburst, iquad) - if iquad == '.': - continue - # hit something - setwnd(message_window) - if not damaged(DSRSENS) or game.condition == "docked": - skip(1) # start new line after text track - if iquad in ('E', 'F'): # Hit our ship - skip(1) - prout(_("Torpedo hits %s.") % crmshp()) - hit = 700.0 + rnd.real(100) - \ - 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle)) - newcnd() # we're blown out of dock - if game.landed or game.condition == "docked": - return hit # Cheat if on a planet - # In the C/FORTRAN version, dispersion was 2.5 radians, which - # is 143 degrees, which is almost exactly 4.8 clockface units - displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5) - displacement.nexttok() - bumpto = displacement.sector() - if not bumpto.valid_sector(): - return hit - if game.quad[bumpto.i][bumpto.j] == ' ': - finish(FHOLE) - return hit - if game.quad[bumpto.i][bumpto.j] != '.': - # can't move into object - return hit - game.sector = bumpto - proutn(crmshp()) - game.quad[w.i][w.j] = '.' - game.quad[bumpto.i][bumpto.j] = iquad - prout(_(" displaced by blast to Sector %s ") % bumpto) - for enemy in game.enemies: - enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance() - sortenemies() - return None - elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy - # find the enemy - if iquad in ('C', 'S') and rnd.withprob(0.05): - prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;")) - prout(_(" torpedo neutralized.")) - return None - for enemy in game.enemies: - if w == enemy.location: - kp = math.fabs(enemy.power) - h1 = 700.0 + rnd.integer(100) - \ - 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle)) - h1 = math.fabs(h1) - if kp < h1: - h1 = kp - if enemy.power < 0: - enemy.power -= -h1 - else: - enemy.power -= h1 - if enemy.power == 0: - deadkl(w, iquad, w) - return None - proutn(crmena(True, iquad, "sector", w)) - displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5) - displacement.nexttok() - bumpto = displacement.sector() - if not bumpto.valid_sector(): - prout(_(" damaged but not destroyed.")) - return - if game.quad[bumpto.i][bumpto.j] == ' ': - prout(_(" buffeted into black hole.")) - deadkl(w, iquad, bumpto) - if game.quad[bumpto.i][bumpto.j] != '.': - prout(_(" damaged but not destroyed.")) - else: - prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto) - enemy.location = bumpto - game.quad[w.i][w.j] = '.' - game.quad[bumpto.i][bumpto.j] = iquad - for tenemy in game.enemies: - tenemy.kdist = tenemy.kavgd = (game.sector-tenemy.location).distance() - sortenemies() - break - else: - prout("Internal error, no enemy where expected!") - raise SystemExit(1) - return None - elif iquad == 'B': # Hit a base - skip(1) - prout(_("***STARBASE DESTROYED..")) - game.state.baseq = [x for x in game.state.baseq if x != game.quadrant] - game.quad[w.i][w.j] = '.' - game.base.invalidate() - game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False - game.state.chart[game.quadrant.i][game.quadrant.j].starbase = False - game.state.basekl += 1 - newcnd() - return None - elif iquad == 'P': # Hit a planet - prout(crmena(True, iquad, "sector", w) + _(" destroyed.")) - game.state.nplankl += 1 - game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None - game.iplnet.pclass = "destroyed" - game.iplnet = None - game.plnet.invalidate() - game.quad[w.i][w.j] = '.' - if game.landed: - # captain perishes on planet - finish(FDPLANET) - return None - elif iquad == '@': # Hit an inhabited world -- very bad! - prout(crmena(True, iquad, "sector", w) + _(" destroyed.")) - game.state.nworldkl += 1 - game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None - game.iplnet.pclass = "destroyed" - game.iplnet = None - game.plnet.invalidate() - game.quad[w.i][w.j] = '.' - if game.landed: - # captain perishes on planet - finish(FDPLANET) - prout(_("The torpedo destroyed an inhabited planet.")) - return None - elif iquad == '*': # Hit a star - if rnd.withprob(0.9): - nova(w) - else: - prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast.")) - return None - elif iquad == '?': # Hit a thingy - if not (game.options & OPTION_THINGY) or rnd.withprob(0.3): - 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. - thing.angry() - return None - elif iquad == ' ': # Black hole - skip(1) - prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo.")) - return None - elif iquad == '#': # hit the web - skip(1) - prout(_("***Torpedo absorbed by Tholian web.")) - return None - elif iquad == 'T': # Hit a Tholian - h1 = 700.0 + rnd.integer(100) - \ - 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle)) - h1 = math.fabs(h1) - if h1 >= 600: - game.quad[w.i][w.j] = '.' - deadkl(w, iquad, w) - game.tholian = None - return None - skip(1) - proutn(crmena(True, 'T', "sector", w)) - if rnd.withprob(0.05): - prout(_(" survives photon blast.")) - return None - prout(_(" disappears.")) - game.tholian.move(None) - game.quad[w.i][w.j] = '#' - dropin(' ') - return None - else: # Problem! - skip(1) - proutn("Don't know how to handle torpedo collision with ") - proutn(crmena(True, iquad, "sector", w)) - skip(1) - return None - break - skip(1) - setwnd(message_window) - prout(_("Torpedo missed.")) - return None - -def fry(hit): - "Critical-hit resolution." - if hit < (275.0-25.0*game.skill)*rnd.real(1.0, 1.5): - return - ncrit = int(1.0 + hit/(500.0+rnd.real(100))) - proutn(_("***CRITICAL HIT--")) - # Select devices and cause damage - cdam = [] - while ncrit > 0: - 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") or (j == DCLOAK and game.ship != 'E' or j == DDRAY)): - break - cdam.append(j) - extradm = (hit*game.damfac)/(ncrit*rnd.real(75, 100)) - game.damage[j] += extradm - ncrit -= 1 - skipcount = 0 - for (i, j) in enumerate(cdam): - proutn(device[j]) - if skipcount % 3 == 2 and i < len(cdam)-1: - skip(1) - skipcount += 1 - if i < len(cdam)-1: - proutn(_(" and ")) - prout(_(" damaged.")) - if damaged(DSHIELD) and game.shldup: - prout(_("***Shields knocked down.")) - game.shldup = False - if damaged(DCLOAK) and game.iscloaked: - prout(_("***Cloaking device rendered inoperative.")) - game.iscloaked = False - -def attack(torps_ok): - # bad guy attacks us - # torps_ok == False forces use of phasers in an attack - if game.iscloaked: - return - # game could be over at this point, check - if game.alldone: - return - attempt = False - ihurt = False - hitmax = 0.0 - hittot = 0.0 - chgfac = 1.0 - where = "neither" - if game.idebug: - prout("=== ATTACK!") - # Tholian gets to move before attacking - if game.tholian: - movetholian() - # if you have just entered the RNZ, you'll get a warning - if game.neutz: # The one chance not to be attacked - game.neutz = False - return - # commanders get a chance to tac-move towards you - if (((game.quadrant in game.state.kcmdr or game.state.kscmdr == game.quadrant) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok: - for (bugout, enemy, old, goto) in moveklings(): - if bugout: - # we know about this if either short or long range - # sensors are working - if damaged(DSRSENS) and damaged(DLRSENS) \ - and game.condition != "docked": - prout(crmena(True, enemy.type, "sector", old) + \ - (_(" escapes to Quadrant %s (and regains strength).") % goto)) - else: # Enemy still in-sector - if enemy.move(goto): - if not damaged(DSRSENS) or game.condition == "docked": - proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location)) - if enemy.kdist < old: - proutn(_(" advances to ")) - else: - proutn(_(" retreats to ")) - prout("Sector %s." % goto) - sortenemies() - # if no enemies remain after movement, we're done - if len(game.enemies) == 0 or (len(game.enemies) == 1 and thing.at(game.quadrant) and not thing.angered): - return - # set up partial hits if attack happens during shield status change - pfac = 1.0/game.inshld - if game.shldchg: - chgfac = 0.25 + rnd.real(0.5) - skip(1) - # message verbosity control - if game.skill <= SKILL_FAIR: - where = "sector" - for enemy in game.enemies: - if enemy.power < 0: - continue # too weak to attack - # compute hit strength and diminish shield power - r = rnd.real() - # Increase chance of photon torpedos if docked or enemy energy is low - if game.condition == "docked": - r *= 0.25 - if enemy.power < 500: - r *= 0.25 - if enemy.type == 'T' or (enemy.type == '?' and not thing.angered): - continue - # different enemies have different probabilities of throwing a torp - usephasers = not torps_ok or \ - (enemy.type == 'K' and r > 0.0005) or \ - (enemy.type == 'C' and r > 0.015) or \ - (enemy.type == 'R' and r > 0.3) or \ - (enemy.type == 'S' and r > 0.07) or \ - (enemy.type == '?' and r > 0.05) - if usephasers: # Enemy uses phasers - if game.condition == "docked": - continue # Don't waste the effort! - attempt = True # Attempt to attack - dustfac = rnd.real(0.8, 0.85) - hit = enemy.power*math.pow(dustfac, enemy.kavgd) - enemy.power *= 0.75 - else: # Enemy uses photon torpedo - # We should be able to make the bearing() method work here - pcourse = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i) - hit = 0 - proutn(_("***TORPEDO INCOMING")) - if not damaged(DSRSENS): - proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location)) - attempt = True - prout(" ") - dispersion = (rnd.real()+rnd.real())*0.5 - 0.5 - dispersion += 0.002*enemy.power*dispersion - hit = torpedo(enemy.location, pcourse, dispersion, number=1, nburst=1) - if game.unwon() == 0: - finish(FWON) # Klingons did themselves in! - if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone: - return # Supernova or finished - if hit is 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": - propor *= 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: - prout(_(" from ") + crmena(False, enemy.type, where, enemy.location)) - 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.")) - percent = 100.0*pfac*game.shield+0.5 - if not ihurt: - # Shields fully protect ship - proutn(_("Enemy attack reduces shield strength to ")) - else: - # Emit 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 = rnd.integer(int(hittot * 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 enemy in game.enemies: - enemy.kavgd = enemy.kdist - sortenemies() - return - -def deadkl(w, etype, mv): - "Kill a Klingon, Tholian, Romulan, or Thingy." - # Added mv to allow enemy to "move" before dying - proutn(crmena(True, etype, "sector", mv)) - # Decide what kind of enemy it is and update appropriately - if etype == 'R': - # Chalk up a Romulan - game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1 - game.irhere -= 1 - game.state.nromrem -= 1 - elif etype == 'T': - # Killed a Tholian - game.tholian = None - elif etype == '?': - # Killed a Thingy - global thing - thing = None - else: - # Killed some type of Klingon - game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1 - game.klhere -= 1 - if etype == 'C': - game.state.kcmdr.remove(game.quadrant) - unschedule(FTBEAM) - if game.state.kcmdr: - schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr))) - if is_scheduled(FCDBAS) and game.battle == game.quadrant: - unschedule(FCDBAS) - elif etype == 'K': - pass - elif etype == 'S': - game.state.nscrem -= 1 - game.state.kscmdr.invalidate() - game.isatb = 0 - game.iscate = False - unschedule(FSCMOVE) - unschedule(FSCDBAS) - # For each kind of enemy, finish message to player - prout(_(" destroyed.")) - if game.unwon() == 0: - return - game.recompute() - # Remove enemy ship from arrays describing local conditions - for e in game.enemies: - if e.location == w: - e.move(None) - break - return - -def targetcheck(w): - "Return None if target is invalid, otherwise return a course angle." - if not w.valid_sector(): - huh() - return None - delta = Coord() - # C code this was translated from is wacky -- why the sign reversal? - delta.j = (w.j - game.sector.j) - delta.i = (game.sector.i - w.i) - if delta == Coord(0, 0): - skip(1) - prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,")) - prout(_(" I recommend an immediate review of")) - prout(_(" the Captain's psychological profile.\"")) - scanner.chew() - return None - return delta.bearing() - -def torps(): - "Launch photon torpedo salvo." - tcourse = [] - game.ididit = False - if damaged(DPHOTON): - prout(_("Photon tubes damaged.")) - scanner.chew() - return - if game.torps == 0: - prout(_("No torpedoes left.")) - scanner.chew() - return - # First, get torpedo count - while True: - scanner.nexttok() - if scanner.token == "IHALPHA": - huh() - return - elif scanner.token == "IHEOL" or not scanner.waiting(): - prout(_("%d torpedoes left.") % game.torps) - scanner.chew() - proutn(_("Number of torpedoes to fire- ")) - continue # Go back around to get a number - else: # key == "IHREAL" - try: - n = scanner.int() - except TypeError: - huh() - return - if n <= 0: # abort command - scanner.chew() - return - if n > MAXBURST: - scanner.chew() - prout(_("Maximum of %d torpedoes per burst.") % MAXBURST) - return - if n > game.torps: - scanner.chew() # User requested more torps than available - continue # Go back around - break # All is good, go to next stage - # Next, get targets - target = [] - for i in range(n): - key = scanner.nexttok() - if i == 0 and key == "IHEOL": - break # no coordinate waiting, we will try prompting - if i == 1 and key == "IHEOL": - # direct all torpedoes at one target - while i < n: - target.append(target[0]) - tcourse.append(tcourse[0]) - i += 1 - break - scanner.push(scanner.token) - target.append(scanner.getcoord()) - if target[-1] is None: - return - tcourse.append(targetcheck(target[-1])) - if tcourse[-1] is None: - return - scanner.chew() - if len(target) == 0: - # prompt for each one - for i in range(n): - proutn(_("Target sector for torpedo number %d- ") % (i+1)) - scanner.chew() - target.append(scanner.getcoord()) - if target[-1] is None: - return - tcourse.append(targetcheck(target[-1])) - if tcourse[-1] is None: - return - game.ididit = True - # Loop for moving torpedoes - for i in range(n): - if game.condition != "docked": - game.torps -= 1 - dispersion = (rnd.real()+rnd.real())*0.5 -0.5 - if math.fabs(dispersion) >= 0.47: - # misfire! - dispersion *= rnd.real(1.2, 2.2) - if n > 0: - prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1)) - else: - prouts(_("***TORPEDO MISFIRES.")) - skip(1) - if i < n: - prout(_(" Remainder of burst aborted.")) - if rnd.withprob(0.2): - prout(_("***Photon tubes damaged by misfire.")) - game.damage[DPHOTON] = game.damfac * rnd.real(1.0, 3.0) - break - if game.iscloaked: - dispersion *= 1.2 - elif game.shldup or game.condition == "docked": - dispersion *= 1.0 + 0.0001*game.shield - torpedo(game.sector, tcourse[i], dispersion, number=i, nburst=n) - if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: - return - if game.unwon()<=0: - finish(FWON) - -def overheat(rpow): - "Check for phasers overheating." - if rpow > 1500: - checkburn = (rpow-1500.0)*0.00038 - if rnd.withprob(checkburn): - prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\"")) - game.damage[DPHASER] = game.damfac* rnd.real(1.0, 2.0) * (1.0+checkburn) - -def checkshctrl(rpow): - "Check shield control." - skip(1) - if rnd.withprob(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 = rnd.integer(int(hit*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(hits): - "Register a phaser hit on Klingons and Romulans." - w = Coord() - skip(1) - kk = 0 - for wham in hits: - if wham == 0: - continue - dustfac = rnd.real(0.9, 1.0) - hit = wham*math.pow(dustfac, game.enemies[kk].kdist) - kpini = game.enemies[kk].power - kp = math.fabs(kpini) - if PHASEFAC*hit < kp: - kp = PHASEFAC*hit - if game.enemies[kk].power < 0: - game.enemies[kk].power -= -kp - else: - game.enemies[kk].power -= kp - kpow = game.enemies[kk].power - w = game.enemies[kk].location - 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.i][w.j] - if ienm == '?': - thing.angry() - proutn(crmena(False, ienm, "sector", w)) - skip(1) - if kpow == 0: - deadkl(w, ienm, w) - if game.unwon()==0: - finish(FWON) - if game.alldone: - return - continue - else: # decide whether or not to emasculate klingon - if kpow > 0 and rnd.withprob(0.9) and kpow <= rnd.real(0.4, 0.8)*kpini: - prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w) - prout(_(" has just lost its firepower.\"")) - game.enemies[kk].power = -kpow - kk += 1 - return - -def phasers(): - "Fire phasers at bad guys." - hits = [] - kz = 0 - k = 1 - irec = 0 # Cheating inhibitor - ifast = False - no = False - itarg = True - msgflag = True - rpow = 0.0 - automode = "NOTSET" - key = "" - skip(1) - # SR sensors and Computer are needed for automode - if damaged(DSRSENS) or damaged(DCOMPTR): - itarg = False - if game.condition == "docked": - prout(_("Phasers can't be fired through base shields.")) - scanner.chew() - return - if damaged(DPHASER): - prout(_("Phaser control damaged.")) - scanner.chew() - return - if game.shldup: - if damaged(DSHCTRL): - prout(_("High speed shield control damaged.")) - scanner.chew() - return - if game.energy <= 200.0: - prout(_("Insufficient energy to activate high-speed shield control.")) - scanner.chew() - return - prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\"")) - ifast = True - # Original code so convoluted, I re-did it all - # (That was Tom Almy talking about the C code, I think -- ESR) - while automode == "NOTSET": - key = scanner.nexttok() - if key == "IHALPHA": - if scanner.sees("manual"): - if len(game.enemies)==0: - prout(_("There is no enemy present to select.")) - scanner.chew() - key = "IHEOL" - automode = "AUTOMATIC" - else: - automode = "MANUAL" - key = scanner.nexttok() - elif scanner.sees("automatic"): - if (not itarg) and len(game.enemies) != 0: - automode = "FORCEMAN" - else: - if len(game.enemies)==0: - prout(_("Energy will be expended into space.")) - automode = "AUTOMATIC" - key = scanner.nexttok() - elif scanner.sees("no"): - no = True - else: - huh() - return - elif key == "IHREAL": - if len(game.enemies)==0: - prout(_("Energy will be expended into space.")) - automode = "AUTOMATIC" - elif not itarg: - automode = "FORCEMAN" - else: - automode = "AUTOMATIC" - else: - # "IHEOL" - if len(game.enemies)==0: - prout(_("Energy will be expended into space.")) - automode = "AUTOMATIC" - elif not itarg: - automode = "FORCEMAN" - else: - proutn(_("Manual or automatic? ")) - scanner.chew() - avail = game.energy - if ifast: - avail -= 200.0 - if automode == "AUTOMATIC": - if key == "IHALPHA" and scanner.sees("no"): - no = True - key = scanner.nexttok() - if key != "IHREAL" and len(game.enemies) != 0: - prout(_("Phasers locked on target. Energy available: %.2f")%avail) - irec = 0 - while True: - scanner.chew() - if not kz: - for i in range(len(game.enemies)): - irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))*rnd.real(1.01, 1.06) + 1.0 - kz = 1 - proutn(_("%d units required. ") % irec) - scanner.chew() - proutn(_("Units to fire= ")) - key = scanner.nexttok() - if key != "IHREAL": - return - rpow = scanner.real - if rpow > avail: - proutn(_("Energy available= %.2f") % avail) - skip(1) - key = "IHEOL" - if not rpow > avail: - break - if rpow <= 0: - # chicken out - scanner.chew() - return - key = scanner.nexttok() - if key == "IHALPHA" and scanner.sees("no"): - no = True - if ifast: - game.energy -= 200 # Go and do it! - if checkshctrl(rpow): - return - scanner.chew() - game.energy -= rpow - extra = rpow - if len(game.enemies): - extra = 0.0 - powrem = rpow - for i in range(len(game.enemies)): - hits.append(0.0) - if powrem <= 0: - continue - hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist)) - over = rnd.real(1.01, 1.06) * 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.tholian: - proutn(_("*** Tholian web absorbs ")) - if len(game.enemies)>0: - proutn(_("excess ")) - prout(_("phaser energy.")) - else: - prout(_("%d expended on empty space.") % int(extra)) - elif automode == "FORCEMAN": - scanner.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(len(game.enemies)): - aim = game.enemies[k].location - ienm = game.quad[aim.i][aim.j] - if msgflag: - proutn(_("Energy available= %.2f") % (avail-0.006)) - skip(1) - msgflag = False - rpow = 0.0 - if damaged(DSRSENS) and \ - not game.sector.distance(aim)<2**0.5 and ienm in ('C', 'S'): - prout(cramen(ienm) + _(" can't be located without short range scan.")) - scanner.chew() - key = "IHEOL" - hits[k] = 0 # prevent overflow -- thanks to Alexei Voitenko - continue - if key == "IHEOL": - scanner.chew() - if itarg and k > kz: - irec = (abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9, game.enemies[k].kdist))) * rnd.real(1.01, 1.06) + 1.0 - kz = k - proutn("(") - if not damaged(DCOMPTR): - proutn("%d" % irec) - else: - proutn("??") - proutn(") ") - proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim)) - key = scanner.nexttok() - if key == "IHALPHA" and scanner.sees("no"): - no = True - key = scanner.nexttok() - continue - if key == "IHALPHA": - huh() - return - if key == "IHEOL": - if k == 1: # Let me say I'm baffled by this - msgflag = True - continue - if scanner.real < 0: - # abort out - scanner.chew() - return - hits.append(scanner.real) - rpow += scanner.real - # If total requested is too much, inform and start over - if rpow > avail: - prout(_("Available energy exceeded -- try again.")) - scanner.chew() - return - key = scanner.nexttok() # scan for next value - if rpow == 0.0: - # zero energy -- abort - scanner.chew() - return - if key == "IHALPHA" and scanner.sees("no"): - no = True - game.energy -= rpow - scanner.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 rnd.withprob(0.01): - 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) - - -def capture(): - game.ididit = False # Nothing if we fail - game.optime = 0.0 - - # Make sure there is room in the brig - if game.brigfree == 0: - prout(_("Security reports the brig is already full.")) - return - - if damaged(DRADIO): - prout(_("Uhura- \"We have no subspace radio communication, sir.\"")) - return - - if damaged(DTRANSP): - prout(_("Scotty- \"Transporter damaged, sir.\"")) - return - - # find out if there are any at all - if game.klhere < 1: - prout(_("Uhura- \"Getting no response, sir.\"")) - return - - # if there is more than one Klingon, find out which one - # Cruddy, just takes one at random. Should ask the captain. - # Nah, just select the weakest one since it is most likely to - # surrender (Tom Almy mod) - klingons = [e for e in game.enemies if e.type == 'K'] - weakest = sorted(klingons, key=lambda e: e.power)[0] - game.optime = 0.05 # This action will take some time - game.ididit = True # So any others can strike back - - # check out that Klingon - # The algorithm isn't that great and could use some more - # intelligent design - # x = 300 + 25*skill; - x = game.energy / (weakest.power * len(klingons)) - #prout(_("Stats: energy = %s, kpower = %s, klingons = %s") - # % (game.energy, weakest.power, len(klingons))) - x *= 2.5 # would originally have been equivalent of 1.4, - # but we want command to work more often, more humanely - #prout(_("Prob = %.4f" % x)) - # x = 100; // For testing, of course! - if x < rnd.real(100): - # guess what, he surrendered!!! - prout(_("Klingon captain at %s surrenders.") % weakest.location) - i = rnd.real(200) - if i > 0: - prout(_("%d Klingons commit suicide rather than be taken captive.") % (200 - i)) - if i > game.brigfree: - prout(_("%d Klingons die because there is no room for them in the brig.") % (i-game.brigfree)) - i = game.brigfree - game.brigfree -= i - prout(_("%d captives taken") % i) - deadkl(weakest.location, weakest.type, game.sector) - if game.unwon()<=0: - finish(FWON) - return - - # big surprise, he refuses to surrender - prout(_("Fat chance, captain!")) - -# Code from events.c begins here. - -# This isn't a real event queue a la BSD Trek yet -- you can only have one -# event of each type active at any given time. Mostly these means we can -# only have one FDISTR/FENSLV/FREPRO sequence going at any given time -# BSD Trek, from which we swiped the idea, can have up to 5. - -def unschedule(evtype): - "Remove an event from the schedule." - game.future[evtype].date = FOREVER - return game.future[evtype] - -def is_scheduled(evtype): - "Is an event of specified type scheduled." - return game.future[evtype].date != FOREVER - -def scheduled(evtype): - "When will this event happen?" - return game.future[evtype].date - -def schedule(evtype, offset): - "Schedule an event of specified type." - game.future[evtype].date = game.state.date + offset - return game.future[evtype] - -def postpone(evtype, offset): - "Postpone a scheduled event." - game.future[evtype].date += offset - -def cancelrest(): - "Rest period is interrupted by event." - if game.resting: - skip(1) - proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\"")) - if ja(): - game.resting = False - game.optime = 0.0 - return True - return False - -def events(): - "Run through the event queue looking for things to do." - i = 0 - fintim = game.state.date + game.optime - yank = 0 - ictbeam = False - istract = False - w = Coord() - hold = Coord() - ev = Event() - ev2 = Event() - - def tractorbeam(yank): - "Tractor-beaming cases merge here." - announce() - game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5) - skip(1) - prout("***" + crmshp() + _(" caught in long range tractor beam--")) - # If Kirk & Co. screwing around on planet, handle - atover(True) # atover(true) is Grab - if game.alldone: - return - if game.icraft: # Caught in Galileo? - finish(FSTRACTOR) - return - # Check to see if shuttle is aboard - if game.iscraft == "offship": - skip(1) - if rnd.withprob(0.5): - prout(_("Galileo, left on the planet surface, is captured")) - prout(_("by aliens and made into a flying McDonald's.")) - game.damage[DSHUTTL] = -10 - game.iscraft = "removed" - else: - prout(_("Galileo, left on the planet surface, is well hidden.")) - if evcode == FSPY: - game.quadrant = game.state.kscmdr - else: - game.quadrant = game.state.kcmdr[i] - game.sector = randplace(QUADSIZE) - prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \ - % (game.quadrant, game.sector)) - if game.resting: - prout(_("(Remainder of rest/repair period cancelled.)")) - game.resting = False - if not game.shldup: - if not damaged(DSHIELD) and game.shield > 0: - doshield(shraise=True) # raise shields - game.shldchg = False - else: - prout(_("(Shields not currently useable.)")) - newqad() - # Adjust finish time to time of tractor beaming? - # fintim = game.state.date+game.optime - attack(torps_ok=False) - if not game.state.kcmdr: - unschedule(FTBEAM) - else: - schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr))) - - def destroybase(): - "Code merges here for any commander destroying a starbase." - # Not perfect, but will have to do - # Handle case where base is in same quadrant as starship - if game.battle == game.quadrant: - game.state.chart[game.battle.i][game.battle.j].starbase = False - game.quad[game.base.i][game.base.j] = '.' - game.base.invalidate() - newcnd() - skip(1) - prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\"")) - elif game.state.baseq and communicating(): - # Get word via subspace radio - announce() - skip(1) - prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that")) - proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle) - if game.isatb == 2: - prout(_("the Klingon Super-Commander")) - else: - prout(_("a Klingon Commander")) - game.state.chart[game.battle.i][game.battle.j].starbase = False - # Remove Starbase from galaxy - game.state.galaxy[game.battle.i][game.battle.j].starbase = False - game.state.baseq = [x for x in game.state.baseq if x != game.battle] - if game.isatb == 2: - # reinstate a commander's base attack - game.battle = hold - game.isatb = 0 - else: - game.battle.invalidate() - if game.idebug: - prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim)) - for i in range(1, NEVENTS): - if i == FSNOVA: proutn("=== Supernova ") - elif i == FTBEAM: proutn("=== T Beam ") - elif i == FSNAP: proutn("=== Snapshot ") - elif i == FBATTAK: proutn("=== Base Attack ") - elif i == FCDBAS: proutn("=== Base Destroy ") - elif i == FSCMOVE: proutn("=== SC Move ") - elif i == FSCDBAS: proutn("=== SC Base Destroy ") - elif i == FDSPROB: proutn("=== Probe Move ") - elif i == FDISTR: proutn("=== Distress Call ") - elif i == FENSLV: proutn("=== Enslavement ") - elif i == FREPRO: proutn("=== Klingon Build ") - if is_scheduled(i): - prout("%.2f" % (scheduled(i))) - else: - prout("never") - radio_was_broken = damaged(DRADIO) - hold.i = hold.j = 0 - while True: - # Select earliest extraneous event, evcode==0 if no events - evcode = FSPY - if game.alldone: - return - datemin = fintim - for l in range(1, NEVENTS): - if game.future[l].date < datemin: - evcode = l - if game.idebug: - prout("== Event %d fires" % evcode) - datemin = game.future[l].date - xtime = datemin-game.state.date - if game.iscloaked: - game.energy -= xtime*500.0 - if game.energy <= 0: - finish(FNRG) - return - game.state.date = datemin - # Decrement Federation resources and recompute remaining time - game.state.remres -= (game.remkl()+4*len(game.state.kcmdr))*xtime - game.recompute() - if game.state.remtime <= 0: - finish(FDEPLETE) - return - # Any crew left alive? - if game.state.crew <= 0: - finish(FCREW) - return - # Is life support adequate? - if damaged(DLIFSUP) and game.condition != "docked": - if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres: - finish(FLIFESUP) - return - game.lsupres -= xtime - if game.damage[DLIFSUP] <= xtime: - game.lsupres = game.inlsr - # Fix devices - repair = xtime - if game.condition == "docked": - repair /= DOCKFAC - # Don't fix Deathray here - for l in range(NDEVICES): - if game.damage[l] > 0.0 and l != DDRAY: - if game.damage[l]-repair > 0.0: - game.damage[l] -= repair - else: - game.damage[l] = 0.0 - # If radio repaired, update star chart and attack reports - if radio_was_broken and not damaged(DRADIO): - prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and")) - prout(_(" surveillance reports are coming in.")) - skip(1) - if not game.iseenit: - attackreport(False) - game.iseenit = True - rechart() - prout(_(" The star chart is now up to date.\"")) - skip(1) - # Cause extraneous event EVCODE to occur - game.optime -= xtime - if evcode == FSNOVA: # Supernova - announce() - supernova(None) - schedule(FSNOVA, expran(0.5*game.intime)) - if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: - return - elif evcode == FSPY: # Check with spy to see if SC should tractor beam - if game.state.nscrem == 0 or game.iscloaked or \ - ictbeam or istract or \ - game.condition == "docked" or game.isatb == 1 or game.iscate: - return - if game.ientesc or \ - (game.energy<2000 and game.torps<4 and game.shield < 1250) or \ - (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \ - (damaged(DSHIELD) and \ - (game.energy < 2500 or damaged(DPHASER)) and \ - (game.torps < 5 or damaged(DPHOTON))): - # Tractor-beam her! - istract = ictbeam = True - tractorbeam((game.state.kscmdr-game.quadrant).distance()) - else: - return - elif evcode == FTBEAM: # Tractor beam - if not game.state.kcmdr: - unschedule(FTBEAM) - continue - i = rnd.integer(len(game.state.kcmdr)) - yank = (game.state.kcmdr[i]-game.quadrant).distance() - if istract or game.condition == "docked" or game.iscloaked or yank == 0: - # Drats! Have to reschedule - schedule(FTBEAM, - game.optime + expran(1.5*game.intime/len(game.state.kcmdr))) - continue - ictbeam = True - tractorbeam(yank) - elif evcode == FSNAP: # Snapshot of the universe (for time warp) - game.snapsht = copy.deepcopy(game.state) - game.state.snap = True - schedule(FSNAP, expran(0.5 * game.intime)) - elif evcode == FBATTAK: # Commander attacks starbase - if not game.state.kcmdr or not game.state.baseq: - # no can do - unschedule(FBATTAK) - unschedule(FCDBAS) - continue - ibq = None # Force battle location to persist past loop - try: - for ibq in game.state.baseq: - for cmdr in game.state.kcmdr: - if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr: - raise JumpOut - # no match found -- try later - schedule(FBATTAK, expran(0.3*game.intime)) - unschedule(FCDBAS) - continue - except JumpOut: - pass - # commander + starbase combination found -- launch attack - game.battle = ibq - schedule(FCDBAS, rnd.real(1.0, 4.0)) - if game.isatb: # extra time if SC already attacking - postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date) - game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime) - game.iseenit = False - if not communicating(): - continue # No warning :-( - game.iseenit = True - announce() - skip(1) - prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle) - prout(_(" reports that it is under attack and that it can")) - prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS)))) - if cancelrest(): - return - elif evcode == FSCDBAS: # Supercommander destroys base - unschedule(FSCDBAS) - game.isatb = 2 - if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase: - continue # WAS RETURN! - hold = game.battle - game.battle = game.state.kscmdr - destroybase() - elif evcode == FCDBAS: # Commander succeeds in destroying base - if evcode == FCDBAS: - unschedule(FCDBAS) - if not game.state.baseq() \ - or not game.state.galaxy[game.battle.i][game.battle.j].starbase: - game.battle.invalidate() - continue - # find the lucky pair - for cmdr in game.state.kcmdr: - if cmdr == game.battle: - break - else: - # No action to take after all - continue - destroybase() - elif evcode == FSCMOVE: # Supercommander moves - schedule(FSCMOVE, 0.2777) - if not game.ientesc and not istract and game.isatb != 1 and \ - (not game.iscate or not game.justin): - supercommander() - elif evcode == FDSPROB: # Move deep space probe - schedule(FDSPROB, 0.01) - if not game.probe.nexttok(): - if not game.probe.quadrant().valid_quadrant() or \ - game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova: - # Left galaxy or ran into supernova - if communicating(): - announce() - skip(1) - proutn(_("Lt. Uhura- \"The deep space probe ")) - if not game.probe.quadrant().valid_quadrant(): - prout(_("has left the galaxy.\"")) - else: - prout(_("is no longer transmitting.\"")) - unschedule(FDSPROB) - continue - if communicating(): - #announce() - skip(1) - prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant()) - pquad = game.probe.quadrant() - pdest = game.state.galaxy[pquad.i][pquad.j] - if communicating(): - game.state.chart[pquad.i][pquad.j].klingons = pdest.klingons - game.state.chart[pquad.i][pquad.j].starbase = pdest.starbase - game.state.chart[pquad.i][pquad.j].stars = pdest.stars - pdest.charted = True - game.probe.moves -= 1 # One less to travel - if game.probe.arrived() and game.isarmed and pdest.stars: - supernova(game.probe) # fire in the hole! - unschedule(FDSPROB) - if game.state.galaxy[pquad.i][pquad.j].supernova: - return - elif evcode == FDISTR: # inhabited system issues distress call - unschedule(FDISTR) - # try a whole bunch of times to find something suitable - for i in range(100): - # need a quadrant which is not the current one, - # which has some stars which are inhabited and - # not already under attack, which is not - # supernova'ed, and which has some Klingons in it - w = randplace(GALSIZE) - q = game.state.galaxy[w.i][w.j] - if not (game.quadrant == w or q.planet is None or \ - not q.planet.inhabited or \ - q.supernova or q.status!="secure" or q.klingons<=0): - break - else: - # can't seem to find one; ignore this call - if game.idebug: - prout("=== Couldn't find location for distress event.") - continue - # got one!! Schedule its enslavement - ev = schedule(FENSLV, expran(game.intime)) - ev.quadrant = w - q.status = "distressed" - # tell the captain about it if we can - if communicating(): - prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \ - % (q.planet, repr(w))) - prout(_("by a Klingon invasion fleet.")) - if cancelrest(): - return - elif evcode == FENSLV: # starsystem is enslaved - ev = unschedule(FENSLV) - # see if current distress call still active - q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j] - if q.klingons <= 0: - q.status = "secure" - continue - q.status = "enslaved" - - # play stork and schedule the first baby - ev2 = schedule(FREPRO, expran(2.0 * game.intime)) - ev2.quadrant = ev.quadrant - - # report the disaster if we can - if communicating(): - prout(_("Uhura- We've lost contact with starsystem %s") % \ - q.planet) - prout(_("in Quadrant %s.\n") % ev.quadrant) - elif evcode == FREPRO: # Klingon reproduces - # If we ever switch to a real event queue, we'll need to - # explicitly retrieve and restore the x and y. - ev = schedule(FREPRO, expran(1.0 * game.intime)) - # see if current distress call still active - q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j] - if q.klingons <= 0: - q.status = "secure" - continue - if game.remkl() >= MAXKLGAME: - continue # full right now - # reproduce one Klingon - w = ev.quadrant - m = Coord() - if game.klhere >= MAXKLQUAD: - try: - # this quadrant not ok, pick an adjacent one - for m.i in range(w.i - 1, w.i + 2): - for m.j in range(w.j - 1, w.j + 2): - if not m.valid_quadrant(): - continue - q = game.state.galaxy[m.i][m.j] - # check for this quad ok (not full & no snova) - if q.klingons >= MAXKLQUAD or q.supernova: - continue - raise JumpOut - # search for eligible quadrant failed - continue - except JumpOut: - w = m - # deliver the child - q.klingons += 1 - if game.quadrant == w: - game.klhere += 1 - newkling() # also adds it to game.enemies - # recompute time left - game.recompute() - if communicating(): - if game.quadrant == w: - prout(_("Spock- sensors indicate the Klingons have")) - prout(_("launched a warship from %s.") % q.planet) - else: - prout(_("Uhura- Starfleet reports increased Klingon activity")) - if q.planet is not None: - proutn(_("near %s ") % q.planet) - prout(_("in Quadrant %s.") % w) - -def wait(): - "Wait on events." - game.ididit = False - while True: - key = scanner.nexttok() - if key != "IHEOL": - break - proutn(_("How long? ")) - scanner.chew() - if key != "IHREAL": - huh() - return - origTime = delay = scanner.real - if delay <= 0.0: - return - if delay >= game.state.remtime or len(game.enemies) != 0: - proutn(_("Are you sure? ")) - if not ja(): - return - # Alternate resting periods (events) with attacks - game.resting = True - while True: - if delay <= 0: - game.resting = False - if not game.resting: - prout(_("%d stardates left.") % int(game.state.remtime)) - return - temp = game.optime = delay - if len(game.enemies): - rtime = rnd.real(1.0, 2.0) - if rtime < temp: - temp = rtime - game.optime = temp - if game.optime < delay: - attack(torps_ok=False) - if game.alldone: - return - events() - game.ididit = True - if game.alldone: - return - delay -= temp - # Repair Deathray if long rest at starbase - if origTime-delay >= 9.99 and game.condition == "docked": - game.damage[DDRAY] = 0.0 - # leave if quadrant supernovas - if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: - break - game.resting = False - game.optime = 0.0 - -def nova(nov): - "Star goes nova." - ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5) - newc = Coord(); neighbor = Coord(); bump = Coord(0, 0) - if rnd.withprob(0.05): - # Wow! We've supernova'ed - supernova(game.quadrant) - return - # handle initial nova - game.quad[nov.i][nov.j] = '.' - prout(crmena(False, '*', "sector", nov) + _(" novas.")) - game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1 - game.state.starkl += 1 - # Set up queue to recursively trigger adjacent stars - hits = [nov] - kount = 0 - while hits: - offset = Coord() - start = hits.pop() - for offset.i in range(-1, 1+1): - for offset.j in range(-1, 1+1): - if offset.j == 0 and offset.i == 0: - continue - neighbor = start + offset - if not neighbor.valid_sector(): - continue - iquad = game.quad[neighbor.i][neighbor.j] - # Empty space ends reaction - if iquad in ('.', '?', ' ', 'T', '#'): - pass - elif iquad == '*': # Affect another star - if rnd.withprob(0.05): - # This star supernovas - supernova(game.quadrant) - return - else: - hits.append(neighbor) - game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1 - game.state.starkl += 1 - proutn(crmena(True, '*', "sector", neighbor)) - prout(_(" novas.")) - game.quad[neighbor.i][neighbor.j] = '.' - kount += 1 - elif iquad in ('P', '@'): # Destroy planet - game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None - if iquad == 'P': - game.state.nplankl += 1 - else: - game.state.nworldkl += 1 - prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed.")) - game.iplnet.pclass = "destroyed" - game.iplnet = None - game.plnet.invalidate() - if game.landed: - finish(FPNOVA) - return - game.quad[neighbor.i][neighbor.j] = '.' - elif iquad == 'B': # Destroy base - game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False - game.state.baseq = [x for x in game.state.baseq if x!= game.quadrant] - game.base.invalidate() - game.state.basekl += 1 - newcnd() - prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed.")) - game.quad[neighbor.i][neighbor.j] = '.' - elif iquad in ('E', 'F'): # Buffet ship - prout(_("***Starship buffeted by nova.")) - if game.shldup: - if game.shield >= 2000.0: - game.shield -= 2000.0 - else: - diff = 2000.0 - game.shield - game.energy -= diff - game.shield = 0.0 - game.shldup = False - prout(_("***Shields knocked out.")) - game.damage[DSHIELD] += 0.005*game.damfac*rnd.real()*diff - else: - game.energy -= 2000.0 - if game.energy <= 0: - finish(FNOVA) - return - # add in course nova contributes to kicking starship - if hits: - bump += (game.sector-hits[-1]).sgn() - elif iquad == 'K': # kill klingon - deadkl(neighbor, iquad, neighbor) - elif iquad in ('C','S','R'): # Damage/destroy big enemies - target = None - for ll in range(len(game.enemies)): - if game.enemies[ll].location == neighbor: - target = game.enemies[ll] - break - if target is not None: - target.power -= 800.0 # If firepower is lost, die - if target.power <= 0.0: - deadkl(neighbor, iquad, neighbor) - continue # neighbor loop - # Else enemy gets flung by the blast wave - newc = neighbor + neighbor - start - proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged")) - if not newc.valid_sector(): - # can't leave quadrant - skip(1) - continue - iquad1 = game.quad[newc.i][newc.j] - if iquad1 == ' ': - proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc)) - skip(1) - deadkl(neighbor, iquad, newc) - continue - if iquad1 != '.': - # can't move into something else - skip(1) - continue - proutn(_(", buffeted to Sector %s") % newc) - game.quad[neighbor.i][neighbor.j] = '.' - game.quad[newc.i][newc.j] = iquad - target.move(newc) - # Starship affected by nova -- kick it away. - dist = kount*0.1 - direc = ncourse[3*(bump.i+1)+bump.j+2] - if direc == 0.0: - dist = 0.0 - if dist == 0.0: - return - scourse = course(bearing=direc, distance=dist) - game.optime = scourse.time(w=4) - skip(1) - prout(_("Force of nova displaces starship.")) - imove(scourse, noattack=True) - game.optime = scourse.time(w=4) - return - -def supernova(w): - "Star goes supernova." - num = 0; npdead = 0 - if w is not None: - nq = copy.copy(w) - else: - # Scheduled supernova -- select star at random. - nstars = 0 - nq = Coord() - for nq.i in range(GALSIZE): - for nq.j in range(GALSIZE): - nstars += game.state.galaxy[nq.i][nq.j].stars - if nstars == 0: - return # nothing to supernova exists - num = rnd.integer(nstars) + 1 - for nq.i in range(GALSIZE): - for nq.j in range(GALSIZE): - num -= game.state.galaxy[nq.i][nq.j].stars - if num <= 0: - break - if num <=0: - break - if game.idebug: - proutn("=== Super nova here?") - if ja(): - nq = game.quadrant - if not nq == game.quadrant or game.justin: - # it isn't here, or we just entered (treat as enroute) - if communicating(): - skip(1) - prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date) - prout(_(" Supernova in Quadrant %s; caution advised.") % nq) - else: - ns = Coord() - # we are in the quadrant! - num = rnd.integer(game.state.galaxy[nq.i][nq.j].stars) + 1 - for ns.i in range(QUADSIZE): - for ns.j in range(QUADSIZE): - if game.quad[ns.i][ns.j]=='*': - num -= 1 - if num==0: - break - if num==0: - break - skip(1) - prouts(_("***RED ALERT! RED ALERT!")) - skip(1) - prout(_("***Incipient supernova detected at Sector %s") % ns) - if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1: - proutn(_("Emergency override attempts t")) - prouts("***************") - skip(1) - stars() - game.alldone = True - # destroy any Klingons in supernovaed quadrant - game.state.galaxy[nq.i][nq.j].klingons = 0 - if nq == game.state.kscmdr: - # did in the Supercommander! - game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0 - game.iscate = False - unschedule(FSCMOVE) - unschedule(FSCDBAS) - # Changing this to [w for w in game.state.kcmdr if w != nq] - # causes regression-test failure - survivors = list(filter(lambda w: w != nq, game.state.kcmdr)) - #comkills = len(game.state.kcmdr) - len(survivors) - game.state.kcmdr = survivors - if not game.state.kcmdr: - unschedule(FTBEAM) - # destroy Romulans and planets in supernovaed quadrant - nrmdead = game.state.galaxy[nq.i][nq.j].romulans - game.state.galaxy[nq.i][nq.j].romulans = 0 - game.state.nromrem -= nrmdead - # Destroy planets - for loop in range(game.inplan): - if game.state.planets[loop].quadrant == nq: - game.state.planets[loop].pclass = "destroyed" - npdead += 1 - # Destroy any base in supernovaed quadrant - game.state.baseq = [x for x in game.state.baseq if x != nq] - # If starship caused supernova, tally up destruction - if w is not None: - game.state.starkl += game.state.galaxy[nq.i][nq.j].stars - game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase - game.state.nplankl += npdead - # mark supernova in galaxy and in star chart - if game.quadrant == nq or communicating(): - game.state.galaxy[nq.i][nq.j].supernova = True - # If supernova destroys last Klingons give special message - if game.unwon()==0 and not nq == game.quadrant: - skip(2) - if w is None: - prout(_("Lucky you!")) - proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq) - finish(FWON) - return - # if some Klingons remain, continue or die in supernova - if game.alldone: - finish(FSNOVAED) - return - -# Code from finish.c ends here. - -def selfdestruct(): - "Self-destruct maneuver. Finish with a BANG!" - scanner.chew() - if damaged(DCOMPTR): - prout(_("Computer damaged; cannot execute destruct sequence.")) - return - prouts(_("---WORKING---")); skip(1) - prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1) - prouts(" 10"); skip(1) - prouts(" 9"); skip(1) - prouts(" 8"); skip(1) - prouts(" 7"); skip(1) - prouts(" 6"); skip(1) - skip(1) - prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-")) - skip(1) - prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-")) - skip(1) - prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED")) - skip(1) - scanner.nexttok() - if game.passwd != scanner.token: - prouts(_("PASSWORD-REJECTED;")) - skip(1) - prouts(_("CONTINUITY-EFFECTED")) - skip(2) - return - prouts(_("PASSWORD-ACCEPTED")); skip(1) - prouts(" 5"); skip(1) - prouts(" 4"); skip(1) - prouts(" 3"); skip(1) - prouts(" 2"); skip(1) - prouts(" 1"); skip(1) - if rnd.withprob(0.15): - prouts(_("GOODBYE-CRUEL-WORLD")) - skip(1) - kaboom() - -def kaboom(): - stars() - if game.ship=='E': - prouts("***") - prouts(_("********* Entropy of %s maximized *********") % crmshp()) - skip(1) - stars() - skip(1) - if len(game.enemies) != 0: - whammo = 25.0 * game.energy - for e in game.enemies[::-1]: - if e.power*e.kdist <= whammo: - deadkl(e.location, game.quad[e.location.i][e.location.j], e.location) - finish(FDILITHIUM) - -def killrate(): - "Compute our rate of kils over time." - elapsed = game.state.date - game.indate - if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0 - return 0 - else: - starting = (game.inkling + game.incom + game.inscom) - remaining = game.unwon() - return (starting - remaining)/elapsed - -def badpoints(): - "Compute demerits." - badpt = 5.0*game.state.starkl + \ - game.casual + \ - 10.0*game.state.nplankl + \ - 300*game.state.nworldkl + \ - 45.0*game.nhelp +\ - 100.0*game.state.basekl +\ - 3.0*game.abandoned +\ - 100*game.ncviol - if game.ship == 'F': - badpt += 100.0 - elif game.ship is None: - badpt += 200.0 - return badpt - -def finish(ifin): - # end the game, with appropriate notifications - igotit = False - game.alldone = True - skip(3) - prout(_("It is stardate %.1f.") % game.state.date) - skip(1) - if ifin == FWON: # Game has been won - if game.state.nromrem != 0: - prout(_("The remaining %d Romulans surrender to Starfleet Command.") % - game.state.nromrem) - - prout(_("You have smashed the Klingon invasion fleet and saved")) - prout(_("the Federation.")) - if game.alive and game.brigcapacity-game.brigfree > 0: - game.kcaptured += game.brigcapacity-game.brigfree - prout(_("The %d captured Klingons are transferred to Star Fleet Command.") % (game.brigcapacity-game.brigfree)) - game.gamewon = True - if game.alive: - badpt = badpoints() - if badpt < 100.0: - badpt = 0.0 # Close enough! - # killsPerDate >= RateMax - if game.state.date-game.indate < 5.0 or \ - killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt: - skip(1) - prout(_("In fact, you have done so well that Starfleet Command")) - if game.skill == SKILL_NOVICE: - prout(_("promotes you one step in rank from \"Novice\" to \"Fair\".")) - elif game.skill == SKILL_FAIR: - prout(_("promotes you one step in rank from \"Fair\" to \"Good\".")) - elif game.skill == SKILL_GOOD: - prout(_("promotes you one step in rank from \"Good\" to \"Expert\".")) - elif game.skill == SKILL_EXPERT: - prout(_("promotes you to Commodore Emeritus.")) - skip(1) - prout(_("Now that you think you're really good, try playing")) - prout(_("the \"Emeritus\" game. It will splatter your ego.")) - elif game.skill == SKILL_EMERITUS: - skip(1) - proutn(_("Computer- ")) - prouts(_("ERROR-ERROR-ERROR-ERROR")) - skip(2) - prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM")) - skip(1) - prouts(_(" THIS-PROGRAM-MUST-SURVIVE")) - skip(1) - prouts(_(" THIS-PROGRAM-MUST-SURVIVE")) - skip(1) - prouts(_(" THIS-PROGRAM-MUST-SURVIVE")) - skip(1) - prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI")) - skip(2) - prout(_("Now you can retire and write your own Star Trek game!")) - skip(1) - elif game.skill >= SKILL_EXPERT: - if game.thawed and not game.idebug: - prout(_("You cannot get a citation, so...")) - else: - proutn(_("Do you want your Commodore Emeritus Citation printed? ")) - scanner.chew() - if ja(): - igotit = True - # Only grant long life if alive (original didn't!) - skip(1) - prout(_("LIVE LONG AND PROSPER.")) - score() - if igotit: - plaque() - return - elif ifin == FDEPLETE: # Federation Resources Depleted - prout(_("Your time has run out and the Federation has been")) - prout(_("conquered. Your starship is now Klingon property,")) - prout(_("and you are put on trial as a war criminal. On the")) - proutn(_("basis of your record, you are ")) - if game.unwon()*3.0 > (game.inkling + game.incom + game.inscom): - prout(_("acquitted.")) - skip(1) - prout(_("LIVE LONG AND PROSPER.")) - else: - prout(_("found guilty and")) - prout(_("sentenced to death by slow torture.")) - game.alive = False - score() - return - elif ifin == FLIFESUP: - prout(_("Your life support reserves have run out, and")) - prout(_("you die of thirst, starvation, and asphyxiation.")) - prout(_("Your starship is a derelict in space.")) - elif ifin == FNRG: - prout(_("Your energy supply is exhausted.")) - skip(1) - prout(_("Your starship is a derelict in space.")) - elif ifin == FBATTLE: - prout(_("The %s has been destroyed in battle.") % crmshp()) - skip(1) - prout(_("Dulce et decorum est pro patria mori.")) - elif ifin == FNEG3: - prout(_("You have made three attempts to cross the negative energy")) - prout(_("barrier which surrounds the galaxy.")) - skip(1) - prout(_("Your navigation is abominable.")) - score() - elif ifin == FNOVA: - prout(_("Your starship has been destroyed by a nova.")) - prout(_("That was a great shot.")) - skip(1) - elif ifin == FSNOVAED: - prout(_("The %s has been fried by a supernova.") % crmshp()) - prout(_("...Not even cinders remain...")) - elif ifin == FABANDN: - prout(_("You have been captured by the Klingons. If you still")) - prout(_("had a starbase to be returned to, you would have been")) - prout(_("repatriated and given another chance. Since you have")) - prout(_("no starbases, you will be mercilessly tortured to death.")) - elif ifin == FDILITHIUM: - prout(_("Your starship is now an expanding cloud of subatomic particles")) - elif ifin == FMATERIALIZE: - prout(_("Starbase was unable to re-materialize your starship.")) - prout(_("Sic transit gloria mundi")) - elif ifin == FPHASER: - prout(_("The %s has been cremated by its own phasers.") % crmshp()) - elif ifin == FLOST: - prout(_("You and your landing party have been")) - prout(_("converted to energy, dissipating through space.")) - elif ifin == FMINING: - prout(_("You are left with your landing party on")) - prout(_("a wild jungle planet inhabited by primitive cannibals.")) - skip(1) - prout(_("They are very fond of \"Captain Kirk\" soup.")) - skip(1) - prout(_("Without your leadership, the %s is destroyed.") % crmshp()) - elif ifin == FDPLANET: - prout(_("You and your mining party perish.")) - skip(1) - prout(_("That was a great shot.")) - skip(1) - elif ifin == FSSC: - prout(_("The Galileo is instantly annihilated by the supernova.")) - prout(_("You and your mining party are atomized.")) - skip(1) - prout(_("Mr. Spock takes command of the %s and") % crmshp()) - prout(_("joins the Romulans, wreaking terror on the Federation.")) - elif ifin == FPNOVA: - prout(_("You and your mining party are atomized.")) - skip(1) - prout(_("Mr. Spock takes command of the %s and") % crmshp()) - prout(_("joins the Romulans, wreaking terror on the Federation.")) - elif ifin == FSTRACTOR: - prout(_("The shuttle craft Galileo is also caught,")) - prout(_("and breaks up under the strain.")) - skip(1) - prout(_("Your debris is scattered for millions of miles.")) - prout(_("Without your leadership, the %s is destroyed.") % crmshp()) - elif ifin == FDRAY: - prout(_("The mutants attack and kill Spock.")) - prout(_("Your ship is captured by Klingons, and")) - prout(_("your crew is put on display in a Klingon zoo.")) - elif ifin == FTRIBBLE: - prout(_("Tribbles consume all remaining water,")) - prout(_("food, and oxygen on your ship.")) - skip(1) - prout(_("You die of thirst, starvation, and asphyxiation.")) - prout(_("Your starship is a derelict in space.")) - elif ifin == FHOLE: - prout(_("Your ship is drawn to the center of the black hole.")) - prout(_("You are crushed into extremely dense matter.")) - elif ifin == FCLOAK: - game.ncviol += 1 - prout(_("You have violated the Treaty of Algeron.")) - prout(_("The Romulan Empire can never trust you again.")) - elif ifin == FCREW: - prout(_("Your last crew member has died.")) - if ifin != FWON and ifin != FCLOAK and game.iscloaked: - prout(_("Your ship was cloaked so your subspace radio did not receive anything.")) - prout(_("You may have missed some warning messages.")) - skip(1) - if game.ship == 'F': - game.ship = None - elif game.ship == 'E': - game.ship = 'F' - game.alive = False - if game.unwon() != 0: - goodies = game.state.remres/game.inresor - baddies = (game.remkl() + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom) - if goodies/baddies >= rnd.real(1.0, 1.5): - prout(_("As a result of your actions, a treaty with the Klingon")) - prout(_("Empire has been signed. The terms of the treaty are")) - if goodies/baddies >= rnd.real(3.0): - prout(_("favorable to the Federation.")) - skip(1) - prout(_("Congratulations!")) - else: - prout(_("highly unfavorable to the Federation.")) - else: - prout(_("The Federation will be destroyed.")) - else: - prout(_("Since you took the last Klingon with you, you are a")) - prout(_("martyr and a hero. Someday maybe they'll erect a")) - prout(_("statue in your memory. Rest in peace, and try not")) - prout(_("to think about pigeons.")) - game.gamewon = True - score() - scanner.chew() # Clean up leftovers - -def score(): - "Compute player's score." - timused = game.state.date - game.indate - if (timused == 0 or game.unwon() != 0) and timused < 5.0: - timused = 5.0 - game.perdate = killrate() - ithperd = 500*game.perdate + 0.5 - iwon = 0 - if game.gamewon: - iwon = 100*game.skill - if game.ship == 'E': - klship = 0 - elif game.ship == 'F': - klship = 1 - else: - klship = 2 - dead_ordinaries= game.inkling - game.remkl() + len(game.state.kcmdr) + game.state.nscrem - game.score = 10*(dead_ordinaries)\ - + 50*(game.incom - len(game.state.kcmdr)) \ - + ithperd + iwon \ - + 20*(game.inrom - game.state.nromrem) \ - + 200*(game.inscom - game.state.nscrem) \ - - game.state.nromrem \ - + 3 * game.kcaptured \ - - badpoints() - if not game.alive: - game.score -= 200 - skip(2) - prout(_("Your score --")) - if game.inrom - game.state.nromrem: - prout(_("%6d Romulans destroyed %5d") % - (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem))) - if game.state.nromrem and game.gamewon: - prout(_("%6d Romulans captured %5d") % - (game.state.nromrem, game.state.nromrem)) - if dead_ordinaries: - prout(_("%6d ordinary Klingons destroyed %5d") % - (dead_ordinaries, 10*dead_ordinaries)) - if game.incom - len(game.state.kcmdr): - prout(_("%6d Klingon commanders destroyed %5d") % - (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr)))) - if game.kcaptured: - prout(_("%d Klingons captured %5d") % - (game.kcaptured, 3 * game.kcaptured)) - if game.inscom - game.state.nscrem: - prout(_("%6d Super-Commander destroyed %5d") % - (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem))) - if ithperd: - prout(_("%6.2f Klingons per stardate %5d") % - (game.perdate, ithperd)) - if game.state.starkl: - prout(_("%6d stars destroyed by your action %5d") % - (game.state.starkl, -5*game.state.starkl)) - if game.state.nplankl: - prout(_("%6d planets destroyed by your action %5d") % - (game.state.nplankl, -10*game.state.nplankl)) - if (game.options & OPTION_WORLDS) and game.state.nworldkl: - prout(_("%6d inhabited planets destroyed by your action %5d") % - (game.state.nworldkl, -300*game.state.nworldkl)) - if game.state.basekl: - prout(_("%6d bases destroyed by your action %5d") % - (game.state.basekl, -100*game.state.basekl)) - if game.nhelp: - prout(_("%6d calls for help from starbase %5d") % - (game.nhelp, -45*game.nhelp)) - if game.casual: - prout(_("%6d casualties incurred %5d") % - (game.casual, -game.casual)) - if game.abandoned: - prout(_("%6d crew abandoned in space %5d") % - (game.abandoned, -3*game.abandoned)) - if klship: - prout(_("%6d ship(s) lost or destroyed %5d") % - (klship, -100*klship)) - if game.ncviol > 0: - if game.ncviol == 1: - prout(_("1 Treaty of Algeron violation -100")) - else: - prout(_("%6d Treaty of Algeron violations %5d\n") % - (game.ncviol, -100*game.ncviol)) - if not game.alive: - prout(_("Penalty for getting yourself killed -200")) - if game.gamewon: - proutn(_("Bonus for winning ")) - if game.skill == SKILL_NOVICE: proutn(_("Novice game ")) - elif game.skill == SKILL_FAIR: proutn(_("Fair game ")) - elif game.skill == SKILL_GOOD: proutn(_("Good game ")) - elif game.skill == SKILL_EXPERT: proutn(_("Expert game ")) - elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game")) - prout(" %5d" % iwon) - skip(1) - prout(_("TOTAL SCORE %5d") % game.score) - -def plaque(): - "Emit winner's commemmorative plaque." - skip(2) - while True: - proutn(_("File or device name for your plaque: ")) - winner = cgetline() - try: - fp = open(winner, "w") - break - except IOError: - prout(_("Invalid name.")) - - proutn(_("Enter name to go on plaque (up to 30 characters): ")) - winner = cgetline() - # The 38 below must be 64 for 132-column paper - nskip = 38 - len(winner)/2 - # This is where the ASCII art picture was emitted. - # It got garbled somewhere in the chain of transmission to the Almy version. - # We should restore it if we can find old enough FORTRAN sources. - fp.write("\n\n\n") - fp.write(_(" U. S. S. ENTERPRISE\n")) - fp.write("\n\n\n\n") - fp.write(_(" For demonstrating outstanding ability as a starship captain\n")) - fp.write("\n") - fp.write(_(" Starfleet Command bestows to you\n")) - fp.write("\n") - fp.write("%*s%s\n\n" % (nskip, "", winner)) - fp.write(_(" the rank of\n\n")) - fp.write(_(" \"Commodore Emeritus\"\n\n")) - fp.write(" ") - if game.skill == SKILL_EXPERT: - fp.write(_(" Expert level\n\n")) - elif game.skill == SKILL_EMERITUS: - fp.write(_("Emeritus level\n\n")) - else: - fp.write(_(" Cheat level\n\n")) - timestring = time.ctime() - fp.write(_(" This day of %.6s %.4s, %.8s\n\n") % - (timestring+4, timestring+20, timestring+11)) - fp.write(_(" Your score: %d\n\n") % game.score) - fp.write(_(" Klingons per stardate: %.2f\n") % game.perdate) - fp.close() - -# Code from io.c begins here - -rows = linecount = 0 # for paging -stdscr = None -replayfp = None -fullscreen_window = None -srscan_window = None # Short range scan -report_window = None # Report legends for status window -status_window = None # The status window itself -lrscan_window = None # Long range scan -message_window = None # Main window for scrolling text -prompt_window = None # Prompt window at bottom of display -curwnd = None - -def iostart(): - global stdscr, rows - # for some recent versions of python2, the following enables UTF8 - # for the older ones we probably need to set C locale, and python3 - # has no problems at all - if sys.version_info[0] < 3: - locale.setlocale(locale.LC_ALL, "") - gettext.bindtextdomain("sst", "/usr/local/share/locale") - gettext.textdomain("sst") - if not (game.options & OPTION_CURSES): - ln_env = os.getenv("LINES") - if ln_env: - rows = ln_env - else: - rows = 25 - else: - stdscr = curses.initscr() - stdscr.keypad(True) - curses.nonl() - curses.cbreak() - if game.options & OPTION_COLOR: - curses.start_color() - curses.use_default_colors() - curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, -1) - curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, -1) - curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, -1) - curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, -1) - curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, -1) - curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, -1) - curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, -1) - curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, -1) - global fullscreen_window, srscan_window, report_window, status_window - global lrscan_window, message_window, prompt_window - (rows, _columns) = stdscr.getmaxyx() - fullscreen_window = stdscr - srscan_window = curses.newwin(12, 25, 0, 0) - report_window = curses.newwin(11, 0, 1, 25) - status_window = curses.newwin(10, 0, 1, 39) - lrscan_window = curses.newwin(5, 0, 0, 64) - message_window = curses.newwin(0, 0, 12, 0) - prompt_window = curses.newwin(1, 0, rows-2, 0) - message_window.scrollok(True) - setwnd(fullscreen_window) - -def ioend(): - "Wrap up I/O." - if game.options & OPTION_CURSES: - stdscr.keypad(False) - curses.echo() - curses.nocbreak() - curses.endwin() - -def waitfor(): - "Wait for user action -- OK to do nothing if on a TTY" - if game.options & OPTION_CURSES: - stdscr.getch() - -def announce(): - skip(1) - prouts(_("[ANNOUNCEMENT ARRIVING...]")) - skip(1) - -def pause_game(): - if game.skill > SKILL_FAIR: - prompt = _("[CONTINUE?]") - else: - prompt = _("[PRESS ENTER TO CONTINUE]") - - if game.options & OPTION_CURSES: - drawmaps(0) - setwnd(prompt_window) - prompt_window.clear() - prompt_window.addstr(prompt) - prompt_window.getstr() - prompt_window.clear() - prompt_window.refresh() - setwnd(message_window) - else: - global linecount - sys.stdout.write('\n') - proutn(prompt) - if not replayfp: - my_input() - sys.stdout.write('\n' * rows) - linecount = 0 - -def skip(i): - "Skip i lines. Pause game if this would cause a scrolling event." - for _dummy in range(i): - if game.options & OPTION_CURSES: - (y, _x) = curwnd.getyx() - try: - curwnd.move(y+1, 0) - except curses.error: - pass - else: - global linecount - linecount += 1 - if rows and linecount >= rows: - pause_game() - else: - sys.stdout.write('\n') - -def proutn(proutntline): - "Utter a line with no following line feed." - if game.options & OPTION_CURSES: - (y, x) = curwnd.getyx() - (my, _mx) = curwnd.getmaxyx() - if curwnd == message_window and y >= my - 2: - pause_game() - clrscr() - if logfp and game.cdebug: - logfp.write("#curses: at %s proutn(%s)\n" % ((y, x), repr(proutntline))) - curwnd.addstr(proutntline) - curwnd.refresh() - else: - sys.stdout.write(proutntline) - sys.stdout.flush() - -def prout(proutline): - proutn(proutline) - skip(1) - -def prouts(proutsline): - "Emit slowly!" - for c in proutsline: - if not replayfp or replayfp.closed: # Don't slow down replays - time.sleep(0.03) - proutn(c) - if game.options & OPTION_CURSES: - curwnd.refresh() - else: - sys.stdout.flush() - if not replayfp or replayfp.closed: - time.sleep(0.03) - -def cgetline(): - "Get a line of input." - if game.options & OPTION_CURSES: - linein = codecs.decode(curwnd.getstr()) + "\n" - curwnd.refresh() - else: - if replayfp and not replayfp.closed: - while True: - linein = replayfp.readline() - proutn(linein) - if linein == '': - prout("*** Replay finished") - replayfp.close() - break - elif linein[0] != "#": - break - else: - try: - linein = my_input() + "\n" - except EOFError: - prout("") - sys.exit(0) - if logfp: - logfp.write(linein) - return linein - -def setwnd(wnd): - "Change windows -- OK for this to be a no-op in tty mode." - global curwnd - if game.options & OPTION_CURSES: - if game.cdebug and logfp: - if wnd == fullscreen_window: - legend = "fullscreen" - elif wnd == srscan_window: - legend = "srscan" - elif wnd == report_window: - legend = "report" - elif wnd == status_window: - legend = "status" - elif wnd == lrscan_window: - legend = "lrscan" - elif wnd == message_window: - legend = "message" - elif wnd == prompt_window: - legend = "prompt" - else: - legend = "unknown" - logfp.write("#curses: setwnd(%s)\n" % legend) - curwnd = wnd - # Some curses implementations get confused when you try this. - try: - curses.curs_set(wnd in (fullscreen_window, message_window, prompt_window)) - except curses.error: - pass - -def clreol(): - "Clear to end of line -- can be a no-op in tty mode" - if game.options & OPTION_CURSES: - curwnd.clrtoeol() - curwnd.refresh() - -def clrscr(): - "Clear screen -- can be a no-op in tty mode." - global linecount - if game.options & OPTION_CURSES: - curwnd.clear() - curwnd.move(0, 0) - curwnd.refresh() - linecount = 0 - -def textcolor(color=DEFAULT): - if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES): - if color == DEFAULT: - curwnd.attrset(0) - elif color == BLACK: - curwnd.attron(curses.color_pair(curses.COLOR_BLACK)) - elif color == BLUE: - curwnd.attron(curses.color_pair(curses.COLOR_BLUE)) - elif color == GREEN: - curwnd.attron(curses.color_pair(curses.COLOR_GREEN)) - elif color == CYAN: - curwnd.attron(curses.color_pair(curses.COLOR_CYAN)) - elif color == RED: - curwnd.attron(curses.color_pair(curses.COLOR_RED)) - elif color == MAGENTA: - curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA)) - elif color == BROWN: - curwnd.attron(curses.color_pair(curses.COLOR_YELLOW)) - elif color == LIGHTGRAY: - curwnd.attron(curses.color_pair(curses.COLOR_WHITE)) - elif color == DARKGRAY: - curwnd.attron(curses.color_pair(curses.COLOR_BLACK) | curses.A_BOLD) - elif color == LIGHTBLUE: - curwnd.attron(curses.color_pair(curses.COLOR_BLUE) | curses.A_BOLD) - elif color == LIGHTGREEN: - curwnd.attron(curses.color_pair(curses.COLOR_GREEN) | curses.A_BOLD) - elif color == LIGHTCYAN: - curwnd.attron(curses.color_pair(curses.COLOR_CYAN) | curses.A_BOLD) - elif color == LIGHTRED: - curwnd.attron(curses.color_pair(curses.COLOR_RED) | curses.A_BOLD) - elif color == LIGHTMAGENTA: - curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA) | curses.A_BOLD) - elif color == YELLOW: - curwnd.attron(curses.color_pair(curses.COLOR_YELLOW) | curses.A_BOLD) - elif color == WHITE: - curwnd.attron(curses.color_pair(curses.COLOR_WHITE) | curses.A_BOLD) - -def highvideo(): - if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES): - curwnd.attron(curses.A_REVERSE) - -# -# Things past this point have policy implications. -# - -def drawmaps(mode): - "Hook to be called after moving to redraw maps." - if game.options & OPTION_CURSES: - if mode == 1: - sensor() - setwnd(srscan_window) - curwnd.move(0, 0) - srscan() - if mode != 2: - setwnd(status_window) - status_window.clear() - status_window.move(0, 0) - setwnd(report_window) - report_window.clear() - report_window.move(0, 0) - status() - setwnd(lrscan_window) - lrscan_window.clear() - lrscan_window.move(0, 0) - lrscan(silent=False) - -def put_srscan_sym(w, sym): - "Emit symbol for short-range scan." - srscan_window.move(w.i+1, w.j*2+2) - srscan_window.addch(sym) - srscan_window.refresh() - -def boom(w): - "Enemy fall down, go boom." - if game.options & OPTION_CURSES: - drawmaps(0) - setwnd(srscan_window) - srscan_window.attron(curses.A_REVERSE) - put_srscan_sym(w, game.quad[w.i][w.j]) - #sound(500) - #time.sleep(1.0) - #nosound() - srscan_window.attroff(curses.A_REVERSE) - put_srscan_sym(w, game.quad[w.i][w.j]) - curses.delay_output(500) - setwnd(message_window) - -def warble(): - "Sound and visual effects for teleportation." - if game.options & OPTION_CURSES: - drawmaps(2) - setwnd(message_window) - #sound(50) - prouts(" . . . . . ") - if game.options & OPTION_CURSES: - #curses.delay_output(1000) - #nosound() - pass - -def tracktorpedo(w, step, i, n, iquad): - "Torpedo-track animation." - if not game.options & OPTION_CURSES: - if step == 1: - if n != 1: - skip(1) - proutn(_("Track for torpedo number %d- ") % (i+1)) - else: - skip(1) - proutn(_("Torpedo track- ")) - elif step==4 or step==9: - skip(1) - proutn("%s " % w) - else: - if not damaged(DSRSENS) or game.condition=="docked": - if i != 0 and step == 1: - drawmaps(2) - time.sleep(0.4) - if (iquad=='.') or (iquad==' '): - put_srscan_sym(w, '+') - #sound(step*10) - #time.sleep(0.1) - #nosound() - put_srscan_sym(w, iquad) - else: - curwnd.attron(curses.A_REVERSE) - put_srscan_sym(w, iquad) - #sound(500) - #time.sleep(1.0) - #nosound() - curwnd.attroff(curses.A_REVERSE) - put_srscan_sym(w, iquad) - else: - proutn("%s " % w) - -def makechart(): - "Display the current galaxy chart." - if game.options & OPTION_CURSES: - setwnd(message_window) - message_window.clear() - chart() - if game.options & OPTION_TTY: - skip(1) - -NSYM = 14 - -def prstat(txt, data): - proutn(txt) - if game.options & OPTION_CURSES: - skip(1) - setwnd(status_window) - else: - proutn(" " * (NSYM - len(txt))) - proutn(data) - skip(1) - if game.options & OPTION_CURSES: - setwnd(report_window) - -# Code from moving.c begins here - -def imove(icourse=None, noattack=False): - "Movement execution for warp, impulse, supernova, and tractor-beam events." - w = Coord() - - def newquadrant(noattack): - # Leaving quadrant -- allow final enemy attack - # Don't set up attack if being pushed by nova or cloaked - if len(game.enemies) != 0 and not noattack and not game.iscloaked: - newcnd() - for enemy in game.enemies: - finald = (w - enemy.location).distance() - enemy.kavgd = 0.5 * (finald + enemy.kdist) - # Stas Sergeev added the condition - # that attacks only happen if Klingons - # are present and your skill is good. - if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: - attack(torps_ok=False) - if game.alldone: - return - # check for edge of galaxy - kinks = 0 - while True: - kink = False - if icourse.final.i < 0: - icourse.final.i = -icourse.final.i - kink = True - if icourse.final.j < 0: - icourse.final.j = -icourse.final.j - kink = True - if icourse.final.i >= GALSIZE*QUADSIZE: - icourse.final.i = (GALSIZE*QUADSIZE*2) - icourse.final.i - kink = True - if icourse.final.j >= GALSIZE*QUADSIZE: - icourse.final.j = (GALSIZE*QUADSIZE*2) - icourse.final.j - kink = True - if kink: - kinks += 1 - else: - break - if kinks: - game.nkinks += 1 - if game.nkinks == 3: - # Three strikes -- you're out! - finish(FNEG3) - return - skip(1) - prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER")) - prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,")) - prout(_("YOU WILL BE DESTROYED.")) - # Compute final position in new quadrant - if trbeam: # Don't bother if we are to be beamed - return - game.quadrant = icourse.final.quadrant() - game.sector = icourse.final.sector() - skip(1) - prout(_("Entering Quadrant %s.") % game.quadrant) - game.quad[game.sector.i][game.sector.j] = game.ship - newqad() - if game.skill>SKILL_NOVICE: - attack(torps_ok=False) - - def check_collision(h): - iquad = game.quad[h.i][h.j] - if iquad != '.': - # object encountered in flight path - stopegy = 50.0*icourse.distance/game.optime - if iquad in ('T', 'K', 'C', 'S', 'R', '?'): - for enemy in game.enemies: - if enemy.location == game.sector: - collision(rammed=False, enemy=enemy) - return True - # This should not happen - prout(_("Which way did he go?")) - return False - elif iquad == ' ': - skip(1) - prouts(_("***RED ALERT! RED ALERT!")) - skip(1) - proutn("***" + crmshp()) - proutn(_(" pulled into black hole at Sector %s") % h) - # Getting pulled into a black hole was certain - # death in Almy's original. Stas Sergeev added a - # possibility that you'll get timewarped instead. - n=0 - for m in range(NDEVICES): - if game.damage[m]>0: - n += 1 - probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0) - if (game.options & OPTION_BLKHOLE) and rnd.withprob(1-probf): - timwrp() - else: - finish(FHOLE) - return True - else: - # something else - skip(1) - proutn(crmshp()) - if iquad == '#': - prout(_(" encounters Tholian web at %s;") % h) - else: - prout(_(" blocked by object at %s;") % h) - proutn(_("Emergency stop required ")) - prout(_("%2d units of energy.") % int(stopegy)) - game.energy -= stopegy - if game.energy <= 0: - finish(FNRG) - return True - return False - - trbeam = False - if game.inorbit: - prout(_("Helmsman Sulu- \"Leaving standard orbit.\"")) - game.inorbit = False - # If tractor beam is to occur, don't move full distance - if game.state.date+game.optime >= scheduled(FTBEAM): - if game.iscloaked: - # We can't be tractor beamed if cloaked, - # so move the event into the future - postpone(FTBEAM, game.optime + expran(1.5*game.intime/len(game.kcmdr))) - else: - trbeam = True - game.condition = "red" - icourse.distance = icourse.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1 - game.optime = scheduled(FTBEAM) - game.state.date + 1e-5 - # Move out - game.quad[game.sector.i][game.sector.j] = '.' - for _m in range(icourse.moves): - icourse.nexttok() - w = icourse.sector() - if icourse.origin.quadrant() != icourse.location.quadrant(): - newquadrant(noattack) - break - elif check_collision(w): - prout(_("Collision detected")) - break - else: - game.sector = w - # We're in destination quadrant -- compute new average enemy distances - game.quad[game.sector.i][game.sector.j] = game.ship - if game.enemies: - for enemy in game.enemies: - finald = (w-enemy.location).distance() - enemy.kavgd = 0.5 * (finald + enemy.kdist) - enemy.kdist = finald - sortenemies() - if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: - attack(torps_ok=False) - for enemy in game.enemies: - enemy.kavgd = enemy.kdist - newcnd() - drawmaps(0) - setwnd(message_window) - return - -def dock(verbose): - "Dock our ship at a starbase." - scanner.chew() - if game.condition == "docked" and verbose: - prout(_("Already docked.")) - return - if game.inorbit: - prout(_("You must first leave standard orbit.")) - return - if game.base is None or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1: - prout(crmshp() + _(" not adjacent to base.")) - return - if game.iscloaked: - prout(_("You cannot dock while cloaked.")) - return - game.condition = "docked" - if verbose: - prout(_("Docked.")) - game.ididit = True - if game.energy < game.inenrg: - game.energy = game.inenrg - game.shield = game.inshld - game.torps = game.intorps - game.lsupres = game.inlsr - game.state.crew = FULLCREW - if game.brigcapacity-game.brigfree > 0: - prout(_("%d captured Klingons transferred to base") % (game.brigcapacity-game.brigfree)) - game.kcaptured += game.brigcapacity-game.brigfree - game.brigfree = game.brigcapacity - if communicating() and \ - ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit): - # get attack report from base - prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\"")) - attackreport(False) - game.iseenit = True - -def cartesian(loc1=None, loc2=None): - if loc1 is None: - return game.quadrant * QUADSIZE + game.sector - elif loc2 is None: - return game.quadrant * QUADSIZE + loc1 - else: - return loc1 * QUADSIZE + loc2 - -def getcourse(isprobe): - "Get a course and distance from the user." - key = "" - dquad = copy.copy(game.quadrant) - navmode = "unspecified" - itemp = "curt" - dsect = Coord() - iprompt = False - if game.landed and not isprobe: - prout(_("Dummy! You can't leave standard orbit until you")) - proutn(_("are back aboard the ship.")) - scanner.chew() - raise TrekError - while navmode == "unspecified": - if damaged(DNAVSYS): - if isprobe: - prout(_("Computer damaged; manual navigation only")) - else: - prout(_("Computer damaged; manual movement only")) - scanner.chew() - navmode = "manual" - key = "IHEOL" - break - key = scanner.nexttok() - if key == "IHEOL": - proutn(_("Manual or automatic- ")) - iprompt = True - scanner.chew() - elif key == "IHALPHA": - if scanner.sees("manual"): - navmode = "manual" - key = scanner.nexttok() - break - elif scanner.sees("automatic"): - navmode = "automatic" - key = scanner.nexttok() - break - else: - huh() - scanner.chew() - raise TrekError - else: # numeric - if isprobe: - prout(_("(Manual navigation assumed.)")) - else: - prout(_("(Manual movement assumed.)")) - navmode = "manual" - break - delta = Coord() - if navmode == "automatic": - while key == "IHEOL": - if isprobe: - proutn(_("Target quadrant or quadrant§or- ")) - else: - proutn(_("Destination sector or quadrant§or- ")) - scanner.chew() - iprompt = True - key = scanner.nexttok() - if key != "IHREAL": - huh() - raise TrekError - xi = int(round(scanner.real))-1 - key = scanner.nexttok() - if key != "IHREAL": - huh() - raise TrekError - xj = int(round(scanner.real))-1 - key = scanner.nexttok() - if key == "IHREAL": - # both quadrant and sector specified - xk = int(round(scanner.real))-1 - key = scanner.nexttok() - if key != "IHREAL": - huh() - raise TrekError - xl = int(round(scanner.real))-1 - dquad.i = xi - dquad.j = xj - dsect.i = xk - dsect.j = xl - else: - # only one pair of numbers was specified - if isprobe: - # only quadrant specified -- go to center of dest quad - dquad.i = xi - dquad.j = xj - dsect.j = dsect.i = 4 # preserves 1-origin behavior - else: - # only sector specified - dsect.i = xi - dsect.j = xj - itemp = "normal" - if not dquad.valid_quadrant() or not dsect.valid_sector(): - huh() - raise TrekError - skip(1) - if not isprobe: - if itemp > "curt": - if iprompt: - prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect) - else: - prout(_("Ensign Chekov- \"Course laid in, Captain.\"")) - # the actual deltas get computed here - delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0) - delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0) - else: # manual - while key == "IHEOL": - proutn(_("X and Y displacements- ")) - scanner.chew() - iprompt = True - key = scanner.nexttok() - itemp = "verbose" - if key == "IHREAL": - delta.j = scanner.real - else: - huh() - raise TrekError - key = scanner.nexttok() - if key == "IHREAL": - delta.i = scanner.real - elif key == "IHEOL": - delta.i = 0 - scanner.push("\n") - else: - huh() - raise TrekError - # Check for zero movement - if delta.i == 0 and delta.j == 0: - scanner.chew() - raise TrekError - if itemp == "verbose" and not isprobe: - skip(1) - prout(_("Helmsman Sulu- \"Aye, Sir.\"")) - scanner.chew() - return course(bearing=delta.bearing(), distance=delta.distance()) - -class course: - def __init__(self, bearing, distance, origin=None): - self.distance = distance - self.bearing = bearing - if origin is None: - self.origin = cartesian(game.quadrant, game.sector) - else: - self.origin = origin - # The bearing() code we inherited from FORTRAN is actually computing - # clockface directions! - if self.bearing < 0.0: - self.bearing += 12.0 - self.angle = ((15.0 - self.bearing) * 0.5235988) - self.increment = Coord(-math.sin(self.angle), math.cos(self.angle)) - bigger = max(abs(self.increment.i), abs(self.increment.j)) - self.increment /= bigger - self.moves = int(round(10*self.distance*bigger)) - self.reset() - self.final = (self.location + self.moves*self.increment).roundtogrid() - self.location = self.origin - self.nextlocation = None - def reset(self): - self.location = self.origin - self.step = 0 - def arrived(self): - return self.location.roundtogrid() == self.final - def nexttok(self): - "Next step on course." - self.step += 1 - self.nextlocation = self.location + self.increment - samequad = (self.location.quadrant() == self.nextlocation.quadrant()) - self.location = self.nextlocation - return samequad - def quadrant(self): - return self.location.quadrant() - def sector(self): - return self.location.sector() - def power(self, w): - return self.distance*(w**3)*(game.shldup+1) - def time(self, w): - return 10.0*self.distance/w**2 - -def impulse(): - "Move under impulse power." - game.ididit = False - if damaged(DIMPULS): - scanner.chew() - skip(1) - prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\"")) - return - if game.energy > 30.0: - try: - icourse = getcourse(isprobe=False) - except TrekError: - return - power = 20.0 + 100.0*icourse.distance - else: - power = 30.0 - if power >= game.energy: - # Insufficient power for trip - skip(1) - prout(_("First Officer Spock- \"Captain, the impulse engines")) - prout(_("require 20.0 units to engage, plus 100.0 units per")) - if game.energy > 30: - proutn(_("quadrant. We can go, therefore, a maximum of %d") % - int(0.01 * (game.energy-20.0)-0.05)) - prout(_(" quadrants.\"")) - else: - prout(_("quadrant. They are, therefore, useless.\"")) - scanner.chew() - return - # Make sure enough time is left for the trip - game.optime = icourse.distance/0.095 - if game.optime >= game.state.remtime: - prout(_("First Officer Spock- \"Captain, our speed under impulse")) - prout(_("power is only 0.95 sectors per stardate. Are you sure")) - proutn(_("we dare spend the time?\" ")) - if not ja(): - return - # Activate impulse engines and pay the cost - imove(icourse, noattack=False) - game.ididit = True - if game.alldone: - return - power = 20.0 + 100.0*icourse.distance - game.energy -= power - game.optime = icourse.distance/0.095 - if game.energy <= 0: - finish(FNRG) - return - -def warp(wcourse, involuntary): - "ove under warp drive." - blooey = False; twarp = False - if not involuntary: # Not WARPX entry - game.ididit = False - if game.iscloaked: - scanner.chew() - skip(1) - prout(_("Engineer Scott- \"The warp engines can not be used while cloaked, Sir.\"")) - return - if game.damage[DWARPEN] > 10.0: - scanner.chew() - skip(1) - prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\"")) - return - if damaged(DWARPEN) and game.warpfac > 4.0: - scanner.chew() - skip(1) - prout(_("Engineer Scott- \"Sorry, Captain. Until this damage")) - prout(_(" is repaired, I can only give you warp 4.\"")) - return - # Read in course and distance - if wcourse is None: - try: - wcourse = getcourse(isprobe=False) - except TrekError: - return - # Make sure starship has enough energy for the trip - # Note: this formula is slightly different from the C version, - # and lets you skate a bit closer to the edge. - if wcourse.power(game.warpfac) >= game.energy: - # Insufficient power for trip - game.ididit = False - skip(1) - prout(_("Engineering to bridge--")) - if not game.shldup or 0.5*wcourse.power(game.warpfac) > game.energy: - iwarp = (game.energy/(wcourse.distance+0.05)) ** 0.333333333 - if iwarp <= 0: - prout(_("We can't do it, Captain. We don't have enough energy.")) - else: - proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp) - if game.shldup: - prout(",") - prout(_("if you'll lower the shields.")) - else: - prout(".") - else: - prout(_("We haven't the energy to go that far with the shields up.")) - return - # Make sure enough time is left for the trip - game.optime = wcourse.time(game.warpfac) - if game.optime >= 0.8*game.state.remtime: - skip(1) - prout(_("First Officer Spock- \"Captain, I compute that such")) - proutn(_(" a trip would require approximately %2.0f") % - (100.0*game.optime/game.state.remtime)) - prout(_(" percent of our")) - proutn(_(" remaining time. Are you sure this is wise?\" ")) - if not ja(): - game.ididit = False - game.optime=0 - return - # Entry WARPX - if game.warpfac > 6.0: - # Decide if engine damage will occur - # ESR: Seems wrong. Probability of damage goes *down* with distance? - prob = wcourse.distance*(6.0-game.warpfac)**2/66.666666666 - if prob > rnd.real(): - blooey = True - wcourse.distance = rnd.real(wcourse.distance) - # Decide if time warp will occur - if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > rnd.real(): - twarp = True - if game.idebug and game.warpfac==10 and not twarp: - blooey = False - proutn("=== Force time warp? ") - if ja(): - twarp = True - if blooey or twarp: - # If time warp or engine damage, check path - # If it is obstructed, don't do warp or damage - look = wcourse.moves - while look > 0: - look -= 1 - wcourse.nexttok() - w = wcourse.sector() - if not w.valid_sector(): - break - if game.quad[w.i][w.j] != '.': - blooey = False - twarp = False - wcourse.reset() - # Activate Warp Engines and pay the cost - imove(wcourse, noattack=False) - if game.alldone: - return - game.energy -= wcourse.power(game.warpfac) - if game.energy <= 0: - finish(FNRG) - game.optime = wcourse.time(game.warpfac) - if twarp: - timwrp() - if blooey: - game.damage[DWARPEN] = game.damfac * rnd.real(1.0, 4.0) - skip(1) - prout(_("Engineering to bridge--")) - prout(_(" Scott here. The warp engines are damaged.")) - prout(_(" We'll have to reduce speed to warp 4.")) - game.ididit = True - return - -def setwarp(): - "Change the warp factor." - while True: - key=scanner.nexttok() - if key != "IHEOL": - break - scanner.chew() - proutn(_("Warp factor- ")) - if key != "IHREAL": - huh() - return - if game.damage[DWARPEN] > 10.0: - prout(_("Warp engines inoperative.")) - return - if damaged(DWARPEN) and scanner.real > 4.0: - prout(_("Engineer Scott- \"I'm doing my best, Captain,")) - prout(_(" but right now we can only go warp 4.\"")) - return - if scanner.real > 10.0: - prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\"")) - return - if scanner.real < 1.0: - prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\"")) - return - oldfac = game.warpfac - game.warpfac = scanner.real - if game.warpfac <= oldfac or game.warpfac <= 6.0: - prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") % - int(game.warpfac)) - return - if game.warpfac < 8.00: - prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\"")) - return - if game.warpfac == 10.0: - prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\"")) - return - prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\"")) - return - -def atover(igrab): - "Cope with being tossed out of quadrant by supernova or yanked by beam." - scanner.chew() - # is captain on planet? - if game.landed: - if damaged(DTRANSP): - finish(FPNOVA) - return - prout(_("Scotty rushes to the transporter controls.")) - if game.shldup: - prout(_("But with the shields up it's hopeless.")) - finish(FPNOVA) - prouts(_("His desperate attempt to rescue you . . .")) - if rnd.withprob(0.5): - prout(_("fails.")) - finish(FPNOVA) - return - prout(_("SUCCEEDS!")) - if game.imine: - game.imine = False - proutn(_("The crystals mined were ")) - if rnd.withprob(0.25): - prout(_("lost.")) - else: - prout(_("saved.")) - game.icrystl = True - if igrab: - return - # Check to see if captain in shuttle craft - if game.icraft: - finish(FSTRACTOR) - if game.alldone: - return - # Inform captain of attempt to reach safety - skip(1) - while True: - if game.justin: - prouts(_("***RED ALERT! RED ALERT!")) - skip(1) - proutn(_("The %s has stopped in a quadrant containing") % crmshp()) - prouts(_(" a supernova.")) - skip(2) - prout(_("***Emergency automatic override attempts to hurl ")+crmshp()) - prout(_("safely out of quadrant.")) - if not damaged(DRADIO): - game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True - # Try to use warp engines - if damaged(DWARPEN): - skip(1) - prout(_("Warp engines damaged.")) - finish(FSNOVAED) - return - game.warpfac = rnd.real(6.0, 8.0) - prout(_("Warp factor set to %d") % int(game.warpfac)) - power = 0.75*game.energy - dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)) - dist = max(dist, rnd.real(math.sqrt(2))) - bugout = course(bearing=rnd.real(12), distance=dist) # How dumb! - game.optime = bugout.time(game.warpfac) - game.justin = False - game.inorbit = False - warp(bugout, involuntary=True) - if not game.justin: - # This is bad news, we didn't leave quadrant. - if game.alldone: - return - skip(1) - prout(_("Insufficient energy to leave quadrant.")) - finish(FSNOVAED) - return - # Repeat if another snova - if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: - break - if game.unwon()==0: - finish(FWON) # Snova killed remaining enemy. - -def timwrp(): - "Let's do the time warp again." - prout(_("***TIME WARP ENTERED.")) - if game.state.snap and rnd.withprob(0.5): - # Go back in time - prout(_("You are traveling backwards in time %d stardates.") % - int(game.state.date-game.snapsht.date)) - game.state = game.snapsht - game.state.snap = False - if len(game.state.kcmdr): - schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr))) - schedule(FBATTAK, expran(0.3*game.intime)) - schedule(FSNOVA, expran(0.5*game.intime)) - # next snapshot will be sooner - schedule(FSNAP, expran(0.25*game.state.remtime)) - - if game.state.nscrem: - schedule(FSCMOVE, 0.2777) - game.isatb = 0 - unschedule(FCDBAS) - unschedule(FSCDBAS) - game.battle.invalidate() - # Make sure Galileo is consistant -- Snapshot may have been taken - # when on planet, which would give us two Galileos! - gotit = False - for l in range(game.inplan): - if game.state.planets[l].known == "shuttle_down": - gotit = True - if game.iscraft == "onship" and game.ship=='E': - prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!")) - game.iscraft = "offship" - # Likewise, if in the original time the Galileo was abandoned, but - # was on ship earlier, it would have vanished -- let's restore it. - if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0: - prout(_("Chekov- \"Security reports the Galileo has reappeared in the dock!\"")) - game.iscraft = "onship" - # There used to be code to do the actual reconstrction here, - # but the starchart is now part of the snapshotted galaxy state. - prout(_("Spock has reconstructed a correct star chart from memory")) - else: - # Go forward in time - game.optime = expran(0.5*game.intime) - prout(_("You are traveling forward in time %d stardates.") % int(game.optime)) - # cheat to make sure no tractor beams occur during time warp - postpone(FTBEAM, game.optime) - game.damage[DRADIO] += game.optime - newqad() - events() # Stas Sergeev added this -- do pending events - -def probe(): - "Launch deep-space probe." - # New code to launch a deep space probe - if game.nprobes == 0: - scanner.chew() - skip(1) - if game.ship == 'E': - prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\"")) - else: - prout(_("Ye Faerie Queene has no deep space probes.")) - return - if damaged(DDSP): - scanner.chew() - skip(1) - prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\"")) - return - if is_scheduled(FDSPROB): - scanner.chew() - skip(1) - if damaged(DRADIO) and game.condition != "docked": - prout(_("Spock- \"Records show the previous probe has not yet")) - prout(_(" reached its destination.\"")) - else: - prout(_("Uhura- \"The previous probe is still reporting data, Sir.\"")) - return - key = scanner.nexttok() - if key == "IHEOL": - if game.nprobes == 1: - prout(_("1 probe left.")) - else: - prout(_("%d probes left") % game.nprobes) - proutn(_("Are you sure you want to fire a probe? ")) - if not ja(): - return - game.isarmed = False - if key == "IHALPHA" and scanner.token == "armed": - game.isarmed = True - key = scanner.nexttok() - elif key == "IHEOL": - proutn(_("Arm NOVAMAX warhead? ")) - game.isarmed = ja() - elif key == "IHREAL": # first element of course - scanner.push(scanner.token) - try: - game.probe = getcourse(isprobe=True) - except TrekError: - return - game.nprobes -= 1 - schedule(FDSPROB, 0.01) # Time to move one sector - prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\"")) - game.ididit = True - return - -def mayday(): - "Yell for help from nearest starbase." - # There's more than one way to move in this game! - scanner.chew() - # Test for conditions which prevent calling for help - if game.condition == "docked": - prout(_("Lt. Uhura- \"But Captain, we're already docked.\"")) - return - if damaged(DRADIO): - prout(_("Subspace radio damaged.")) - return - if not game.state.baseq: - prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\"")) - return - if game.landed: - prout(_("You must be aboard the %s.") % crmshp()) - return - # OK -- call for help from nearest starbase - game.nhelp += 1 - if game.base.i!=0: - # There's one in this quadrant - ddist = (game.base - game.sector).distance() - else: - ibq = None # Force base-quadrant game to persist past loop - ddist = FOREVER - for ibq in game.state.baseq: - xdist = QUADSIZE * (ibq - game.quadrant).distance() - if xdist < ddist: - ddist = xdist - if ibq is None: - prout(_("No starbases remain. You are alone in a hostile galaxy.")) - return - # Since starbase not in quadrant, set up new quadrant - game.quadrant = ibq - newqad() - # dematerialize starship - game.quad[game.sector.i][game.sector.j]='.' - proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \ - % (game.quadrant, crmshp())) - game.sector.invalidate() - for m in range(1, 5+1): - w = game.base.scatter() - if w.valid_sector() and game.quad[w.i][w.j]=='.': - # found one -- finish up - game.sector = w - break - if game.sector is None: - prout(_("You have been lost in space...")) - finish(FMATERIALIZE) - return - # Give starbase three chances to rematerialize starship - probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333) - for m in range(1, 3+1): - if m == 1: proutn(_("1st")) - elif m == 2: proutn(_("2nd")) - elif m == 3: proutn(_("3rd")) - proutn(_(" attempt to re-materialize ") + crmshp()) - game.quad[game.sector.i][game.sector.j]=('-','o','O')[m-1] - textcolor(RED) - warble() - if rnd.real() > probf: - break - prout(_("fails.")) - textcolor(DEFAULT) - curses.delay_output(500) - if m > 3: - game.quad[game.sector.i][game.sector.j]='?' - game.alive = False - drawmaps(1) - setwnd(message_window) - finish(FMATERIALIZE) - return - game.quad[game.sector.i][game.sector.j]=game.ship - textcolor(GREEN) - prout(_("succeeds.")) - textcolor(DEFAULT) - dock(False) - skip(1) - prout(_("Lt. Uhura- \"Captain, we made it!\"")) - -def abandon(): - "Abandon ship." - scanner.chew() - if game.condition=="docked": - if game.ship!='E': - prout(_("You cannot abandon Ye Faerie Queene.")) - return - else: - # Must take shuttle craft to exit - if game.damage[DSHUTTL]==-1: - prout(_("Ye Faerie Queene has no shuttle craft.")) - return - if game.damage[DSHUTTL]<0: - prout(_("Shuttle craft now serving Big Macs.")) - return - if game.damage[DSHUTTL]>0: - prout(_("Shuttle craft damaged.")) - return - if game.landed: - prout(_("You must be aboard the ship.")) - return - if game.iscraft != "onship": - prout(_("Shuttle craft not currently available.")) - return - # Emit abandon ship messages - skip(1) - prouts(_("***ABANDON SHIP! ABANDON SHIP!")) - skip(1) - prouts(_("***ALL HANDS ABANDON SHIP!")) - skip(2) - prout(_("Captain and crew escape in shuttle craft.")) - if not game.state.baseq: - # Oops! no place to go... - finish(FABANDN) - return - q = game.state.galaxy[game.quadrant.i][game.quadrant.j] - # Dispose of crew - if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP): - prout(_("Remainder of ship's complement beam down")) - prout(_("to nearest habitable planet.")) - elif q.planet is not None and not damaged(DTRANSP): - prout(_("Remainder of ship's complement beam down to %s.") % - q.planet) - else: - prout(_("Entire crew of %d left to die in outer space.") % - game.state.crew) - game.casual += game.state.crew - game.abandoned += game.state.crew - # If at least one base left, give 'em the Faerie Queene - skip(1) - game.icrystl = False # crystals are lost - game.nprobes = 0 # No probes - prout(_("You are captured by Klingons and released to")) - prout(_("the Federation in a prisoner-of-war exchange.")) - nb = rnd.integer(len(game.state.baseq)) - # Set up quadrant and position FQ adjacient to base - if not game.quadrant == game.state.baseq[nb]: - game.quadrant = game.state.baseq[nb] - game.sector.i = game.sector.j = 5 - newqad() - while True: - # position next to base by trial and error - game.quad[game.sector.i][game.sector.j] = '.' - l = QUADSIZE - for l in range(QUADSIZE): - game.sector = game.base.scatter() - if game.sector.valid_sector() and \ - game.quad[game.sector.i][game.sector.j] == '.': - break - if l < QUADSIZE: - break # found a spot - game.sector.i=QUADSIZE/2 - game.sector.j=QUADSIZE/2 - newqad() - # Get new commission - game.quad[game.sector.i][game.sector.j] = game.ship = 'F' - game.state.crew = FULLCREW - prout(_("Starfleet puts you in command of another ship,")) - prout(_("the Faerie Queene, which is antiquated but,")) - prout(_("still useable.")) - if game.icrystl: - prout(_("The dilithium crystals have been moved.")) - game.imine = False - game.iscraft = "offship" # Galileo disappears - # Resupply ship - game.condition="docked" - for l in range(NDEVICES): - game.damage[l] = 0.0 - game.damage[DSHUTTL] = -1 - game.energy = game.inenrg = 3000.0 - game.shield = game.inshld = 1250.0 - game.torps = game.intorps = 6 - game.lsupres=game.inlsr=3.0 - game.shldup=False - game.warpfac=5.0 - game.brigfree = game.brigcapacity = 300 - return - -# Code from planets.c begins here. - -def consumeTime(): - "Abort a lengthy operation if an event interrupts it." - game.ididit = True - events() - if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin: - return True - return False - -def survey(): - "Report on (uninhabited) planets in the galaxy." - iknow = False - skip(1) - scanner.chew() - prout(_("Spock- \"Planet report follows, Captain.\"")) - skip(1) - for i in range(game.inplan): - if game.state.planets[i].pclass == "destroyed": - continue - if (game.state.planets[i].known != "unknown" \ - and not game.state.planets[i].inhabited) \ - or game.idebug: - iknow = True - if game.idebug and game.state.planets[i].known=="unknown": - proutn("(Unknown) ") - proutn(_("Quadrant %s") % game.state.planets[i].quadrant) - proutn(_(" class ")) - proutn(game.state.planets[i].pclass) - proutn(" ") - if game.state.planets[i].crystals != "present": - proutn(_("no ")) - prout(_("dilithium crystals present.")) - if game.state.planets[i].known=="shuttle_down": - prout(_(" Shuttle Craft Galileo on surface.")) - if not iknow: - prout(_("No information available.")) - -def orbit(): - "Enter standard orbit." - skip(1) - scanner.chew() - if game.inorbit: - prout(_("Already in standard orbit.")) - return - if damaged(DWARPEN) and damaged(DIMPULS): - prout(_("Both warp and impulse engines damaged.")) - return - if game.plnet is None: - prout("There is no planet in this sector.") - return - if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1: - prout(crmshp() + _(" not adjacent to planet.")) - skip(1) - return - game.optime = rnd.real(0.02, 0.05) - prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\"")) - newcnd() - if consumeTime(): - return - game.height = rnd.real(1400, 8600) - prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height) - game.inorbit = True - game.ididit = True - -def sensor(): - "Examine planets in this quadrant." - if damaged(DSRSENS): - if game.options & OPTION_TTY: - prout(_("Short range sensors damaged.")) - return - if game.iplnet is None: - if game.options & OPTION_TTY: - prout(_("Spock- \"No planet in this quadrant, Captain.\"")) - return - if game.iplnet.known == "unknown": - prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant) - skip(1) - prout(_(" Planet at Sector %s is of class %s.") % - (game.plnet, game.iplnet.pclass)) - if game.iplnet.known=="shuttle_down": - prout(_(" Sensors show Galileo still on surface.")) - proutn(_(" Readings indicate")) - if game.iplnet.crystals != "present": - proutn(_(" no")) - prout(_(" dilithium crystals present.\"")) - if game.iplnet.known == "unknown": - game.iplnet.known = "known" - elif game.iplnet.inhabited: - prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name) - prout(_(" is located at Sector %s, Captain.\"") % game.plnet) - -def beam(): - "Use the transporter." - nrgneed = 0 - scanner.chew() - skip(1) - if damaged(DTRANSP): - prout(_("Transporter damaged.")) - if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"): - skip(1) - proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" ")) - if ja(): - shuttle() - return - if not game.inorbit: - prout(crmshp() + _(" not in standard orbit.")) - return - if game.shldup: - prout(_("Impossible to transport through shields.")) - return - if game.iplnet.known=="unknown": - prout(_("Spock- \"Captain, we have no information on this planet")) - prout(_(" and Starfleet Regulations clearly state that in this situation")) - prout(_(" you may not go down.\"")) - return - if not game.landed and game.iplnet.crystals=="absent": - prout(_("Spock- \"Captain, I fail to see the logic in")) - prout(_(" exploring a planet with no dilithium crystals.")) - proutn(_(" Are you sure this is wise?\" ")) - if not ja(): - scanner.chew() - return - if not (game.options & OPTION_PLAIN): - nrgneed = 50 * game.skill + game.height / 100.0 - if nrgneed > game.energy: - prout(_("Engineering to bridge--")) - prout(_(" Captain, we don't have enough energy for transportation.")) - return - if not game.landed and nrgneed * 2 > game.energy: - prout(_("Engineering to bridge--")) - prout(_(" Captain, we have enough energy only to transport you down to")) - prout(_(" the planet, but there wouldn't be an energy for the trip back.")) - if game.iplnet.known == "shuttle_down": - prout(_(" Although the Galileo shuttle craft may still be on a surface.")) - proutn(_(" Are you sure this is wise?\" ")) - if not ja(): - scanner.chew() - return - if game.landed: - # Coming from planet - if game.iplnet.known=="shuttle_down": - proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" ")) - if ja(): - scanner.chew() - return - prout(_("Your crew hides the Galileo to prevent capture by aliens.")) - prout(_("Landing party assembled, ready to beam up.")) - skip(1) - prout(_("Kirk whips out communicator...")) - prouts(_("BEEP BEEP BEEP")) - skip(2) - prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\"")) - else: - # Going to planet - prout(_("Scotty- \"Transporter room ready, Sir.\"")) - skip(1) - prout(_("Kirk and landing party prepare to beam down to planet surface.")) - skip(1) - prout(_("Kirk- \"Energize.\"")) - game.ididit = True - skip(1) - prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .") - skip(2) - if not rnd.withprob(0.98): - prouts("BOOOIIIOOOIIOOOOIIIOIING . . .") - skip(2) - prout(_("Scotty- \"Oh my God! I've lost them.\"")) - finish(FLOST) - return - prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW") - game.landed = not game.landed - game.energy -= nrgneed - skip(2) - prout(_("Transport complete.")) - if game.landed and game.iplnet.known=="shuttle_down": - prout(_("The shuttle craft Galileo is here!")) - if not game.landed and game.imine: - game.icrystl = True - game.cryprob = 0.05 - game.imine = False - return - -def mine(): - "Strip-mine a world for dilithium." - skip(1) - scanner.chew() - if not game.landed: - prout(_("Mining party not on planet.")) - return - if game.iplnet.crystals == "mined": - prout(_("This planet has already been strip-mined for dilithium.")) - return - elif game.iplnet.crystals == "absent": - prout(_("No dilithium crystals on this planet.")) - return - if game.imine: - prout(_("You've already mined enough crystals for this trip.")) - return - if game.icrystl and game.cryprob == 0.05: - prout(_("With all those fresh crystals aboard the ") + crmshp()) - prout(_("there's no reason to mine more at this time.")) - return - game.optime = rnd.real(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L")) - if consumeTime(): - return - prout(_("Mining operation complete.")) - game.iplnet.crystals = "mined" - game.imine = game.ididit = True - -def usecrystals(): - "Use dilithium crystals." - game.ididit = False - skip(1) - scanner.chew() - if not game.icrystl: - prout(_("No dilithium crystals available.")) - return - if game.energy >= 1000: - prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation")) - prout(_(" except when Condition Yellow exists.")) - return - prout(_("Spock- \"Captain, I must warn you that loading")) - prout(_(" raw dilithium crystals into the ship's power")) - prout(_(" system may risk a severe explosion.")) - proutn(_(" Are you sure this is wise?\" ")) - if not ja(): - scanner.chew() - return - skip(1) - prout(_("Engineering Officer Scott- \"(GULP) Aye Sir.")) - prout(_(" Mr. Spock and I will try it.\"")) - skip(1) - prout(_("Spock- \"Crystals in place, Sir.")) - prout(_(" Ready to activate circuit.\"")) - skip(1) - prouts(_("Scotty- \"Keep your fingers crossed, Sir!\"")) - skip(1) - if rnd.withprob(game.cryprob): - prouts(_(" \"Activating now! - - No good! It's***")) - skip(2) - prouts(_("***RED ALERT! RED A*L********************************")) - skip(1) - stars() - prouts(_("****************** KA-BOOM!!!! *******************")) - skip(1) - kaboom() - return - game.energy += rnd.real(5000.0, 5500.0) - prouts(_(" \"Activating now! - - ")) - prout(_("The instruments")) - prout(_(" are going crazy, but I think it's")) - prout(_(" going to work!! Congratulations, Sir!\"")) - game.cryprob *= 2.0 - game.ididit = True - -def shuttle(): - "Use shuttlecraft for planetary jaunt." - scanner.chew() - skip(1) - if damaged(DSHUTTL): - if game.damage[DSHUTTL] == -1.0: - if game.inorbit and game.iplnet.known == "shuttle_down": - prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at.")) - else: - prout(_("Ye Faerie Queene had no shuttle craft.")) - elif game.damage[DSHUTTL] > 0: - prout(_("The Galileo is damaged.")) - else: # game.damage[DSHUTTL] < 0 - prout(_("Shuttle craft is now serving Big Macs.")) - return - if not game.inorbit: - prout(crmshp() + _(" not in standard orbit.")) - return - if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship": - prout(_("Shuttle craft not currently available.")) - return - if not game.landed and game.iplnet.known=="shuttle_down": - prout(_("You will have to beam down to retrieve the shuttle craft.")) - return - if game.shldup or game.condition == "docked": - prout(_("Shuttle craft cannot pass through shields.")) - return - if game.iplnet.known=="unknown": - prout(_("Spock- \"Captain, we have no information on this planet")) - prout(_(" and Starfleet Regulations clearly state that in this situation")) - prout(_(" you may not fly down.\"")) - return - game.optime = 3.0e-5*game.height - if game.optime >= 0.8*game.state.remtime: - prout(_("First Officer Spock- \"Captain, I compute that such")) - proutn(_(" a maneuver would require approximately %2d%% of our") % \ - int(100*game.optime/game.state.remtime)) - prout(_("remaining time.")) - proutn(_("Are you sure this is wise?\" ")) - if not ja(): - game.optime = 0.0 - return - if game.landed: - # Kirk on planet - if game.iscraft == "onship": - # Galileo on ship! - if not damaged(DTRANSP): - proutn(_("Spock- \"Would you rather use the transporter?\" ")) - if ja(): - beam() - return - proutn(_("Shuttle crew")) - else: - proutn(_("Rescue party")) - prout(_(" boards Galileo and swoops toward planet surface.")) - game.iscraft = "offship" - skip(1) - if consumeTime(): - return - game.iplnet.known="shuttle_down" - prout(_("Trip complete.")) - return - else: - # Ready to go back to ship - prout(_("You and your mining party board the")) - prout(_("shuttle craft for the trip back to the Enterprise.")) - skip(1) - prouts(_("The short hop begins . . .")) - skip(1) - game.iplnet.known="known" - game.icraft = True - skip(1) - game.landed = False - if consumeTime(): - return - game.iscraft = "onship" - game.icraft = False - if game.imine: - game.icrystl = True - game.cryprob = 0.05 - game.imine = False - prout(_("Trip complete.")) - return - else: - # Kirk on ship and so is Galileo - prout(_("Mining party assembles in the hangar deck,")) - prout(_("ready to board the shuttle craft \"Galileo\".")) - skip(1) - prouts(_("The hangar doors open; the trip begins.")) - skip(1) - game.icraft = True - game.iscraft = "offship" - if consumeTime(): - return - game.iplnet.known = "shuttle_down" - game.landed = True - game.icraft = False - prout(_("Trip complete.")) - return - -def deathray(): - "Use the big zapper." - game.ididit = False - skip(1) - scanner.chew() - if game.ship != 'E': - prout(_("Ye Faerie Queene has no death ray.")) - return - if len(game.enemies)==0: - prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\"")) - return - if damaged(DDRAY): - prout(_("Death Ray is damaged.")) - return - prout(_("Spock- \"Captain, the 'Experimental Death Ray'")) - prout(_(" is highly unpredictible. Considering the alternatives,")) - proutn(_(" are you sure this is wise?\" ")) - if not ja(): - return - prout(_("Spock- \"Acknowledged.\"")) - skip(1) - game.ididit = True - prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE")) - skip(1) - prout(_("Crew scrambles in emergency preparation.")) - prout(_("Spock and Scotty ready the death ray and")) - prout(_("prepare to channel all ship's power to the device.")) - skip(1) - prout(_("Spock- \"Preparations complete, sir.\"")) - prout(_("Kirk- \"Engage!\"")) - skip(1) - prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR")) - skip(1) - dprob = 0.30 - if game.options & OPTION_PLAIN: - dprob = 0.5 - r = rnd.real() - if r > dprob: - prouts(_("Sulu- \"Captain! It's working!\"")) - skip(2) - while len(game.enemies) > 0: - deadkl(game.enemies[-1].location, game.quad[game.enemies[-1].location.i][game.enemies[-1].location.j],game.enemies[-1].location) - prout(_("Ensign Chekov- \"Congratulations, Captain!\"")) - if game.unwon() == 0: - finish(FWON) - if (game.options & OPTION_PLAIN) == 0: - prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'")) - if rnd.withprob(0.05): - prout(_(" is still operational.\"")) - else: - prout(_(" has been rendered nonfunctional.\"")) - game.damage[DDRAY] = 39.95 - return - r = rnd.real() # Pick failure method - if r <= 0.30: - prouts(_("Sulu- \"Captain! It's working!\"")) - skip(1) - prouts(_("***RED ALERT! RED ALERT!")) - skip(1) - prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!")) - skip(1) - prouts(_("***RED ALERT! RED A*L********************************")) - skip(1) - stars() - prouts(_("****************** KA-BOOM!!!! *******************")) - skip(1) - kaboom() - return - if r <= 0.55: - prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\"")) - skip(1) - prout(_("Lt. Uhura- \"Graaeek! Graaeek!\"")) - skip(1) - prout(_("Spock- \"Fascinating! . . . All humans aboard")) - prout(_(" have apparently been transformed into strange mutations.")) - prout(_(" Vulcans do not seem to be affected.")) - skip(1) - prout(_("Kirk- \"Raauch! Raauch!\"")) - finish(FDRAY) - return - if r <= 0.75: - prouts(_("Sulu- \"Captain! It's --WHAT?!?!\"")) - skip(2) - proutn(_("Spock- \"I believe the word is")) - prouts(_(" *ASTONISHING*")) - prout(_(" Mr. Sulu.")) - for i in range(QUADSIZE): - for j in range(QUADSIZE): - if game.quad[i][j] == '.': - game.quad[i][j] = '?' - prout(_(" Captain, our quadrant is now infested with")) - prouts(_(" - - - - - - *THINGS*.")) - skip(1) - prout(_(" I have no logical explanation.\"")) - return - prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\"")) - skip(1) - prout(_("Scotty- \"There are so many tribbles down here")) - prout(_(" in Engineering, we can't move for 'em, Captain.\"")) - finish(FTRIBBLE) - return - -# Code from reports.c begins here - -def attackreport(curt): - "eport status of bases under attack." - if not curt: - if is_scheduled(FCDBAS): - prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle) - prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS))) - elif game.isatb == 1: - prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr) - prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS))) - else: - prout(_("No Starbase is currently under attack.")) - else: - if is_scheduled(FCDBAS): - proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS))) - if game.isatb: - proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS))) - clreol() - -def report(): - # report on general game status - scanner.chew() - s1 = (game.thawed and _("thawed ")) or "" - s2 = {1:"short", 2:"medium", 4:"long"}[game.length] - s3 = (None, _("novice"), _("fair"), - _("good"), _("expert"), _("emeritus"))[game.skill] - prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3)) - if game.skill>SKILL_GOOD and game.thawed and not game.alldone: - prout(_("No plaque is allowed.")) - if game.tourn: - prout(_("This is tournament game %d.") % game.tourn) - prout(_("Your secret password is \"%s\"") % game.passwd) - proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - game.unwon()), - (game.inkling + game.incom + game.inscom))) - if game.incom - len(game.state.kcmdr): - prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1])) - elif game.inkling - game.remkl() + (game.inscom - game.state.nscrem) > 0: - prout(_(", but no Commanders.")) - else: - prout(".") - if game.skill > SKILL_FAIR: - prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem]) - if len(game.state.baseq) != game.inbase: - proutn(_("There ")) - if game.inbase-len(game.state.baseq)==1: - proutn(_("has been 1 base")) - else: - proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq))) - prout(_(" destroyed, %d remaining.") % len(game.state.baseq)) - else: - prout(_("There are %d bases.") % game.inbase) - if communicating() or game.iseenit: - # Don't report this if not seen and - # either the radio is dead or not at base! - attackreport(False) - game.iseenit = True - if game.casual: - prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1])) - if game.brigcapacity != game.brigfree: - embriggened = game.brigcapacity-game.brigfree - if embriggened == 1: - prout(_("1 Klingon in brig")) - else: - prout(_("%d Klingons in brig.") % embriggened) - if game.kcaptured == 0: - pass - elif game.kcaptured == 1: - prout(_("1 captured Klingon turned in to Starfleet.")) - else: - prout(_("%d captured Klingons turned in to Star Fleet.") % game.kcaptured) - if game.nhelp: - prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1])) - if game.ship == 'E': - proutn(_("You have ")) - if game.nprobes: - proutn("%d" % (game.nprobes)) - else: - proutn(_("no")) - proutn(_(" deep space probe")) - if game.nprobes!=1: - proutn(_("s")) - prout(".") - if communicating() and is_scheduled(FDSPROB): - if game.isarmed: - proutn(_("An armed deep space probe is in ")) - else: - proutn(_("A deep space probe is in ")) - prout("Quadrant %s." % game.probe.quadrant()) - if game.icrystl: - if game.cryprob <= .05: - prout(_("Dilithium crystals aboard ship... not yet used.")) - else: - i=0 - ai = 0.05 - while game.cryprob > ai: - ai *= 2.0 - i += 1 - prout(_("Dilithium crystals have been used %d time%s.") % \ - (i, (_("s"), "")[i==1])) - skip(1) - -def lrscan(silent): - "Long-range sensor scan." - if damaged(DLRSENS): - # Now allow base's sensors if docked - if game.condition != "docked": - if not silent: - prout(_("LONG-RANGE SENSORS DAMAGED.")) - return - if not silent: - prout(_("Starbase's long-range scan")) - elif not silent: - prout(_("Long-range scan")) - for x in range(game.quadrant.i-1, game.quadrant.i+2): - if not silent: - proutn(" ") - for y in range(game.quadrant.j-1, game.quadrant.j+2): - if not Coord(x, y).valid_quadrant(): - if not silent: - proutn(" -1") - else: - if not damaged(DRADIO): - game.state.galaxy[x][y].charted = True - game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons - game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase - game.state.chart[x][y].stars = game.state.galaxy[x][y].stars - if not silent and game.state.galaxy[x][y].supernova: - proutn(" ***") - elif not silent: - cn = " %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars) - proutn(((3 - len(cn)) * '.') + cn) - if not silent: - prout(" ") - -def damagereport(): - "Damage report." - jdam = False - scanner.chew() - for i in range(NDEVICES): - if damaged(i): - if not jdam: - prout(_("\tDEVICE\t\t\t-REPAIR TIMES-")) - prout(_("\t\t\tIN FLIGHT\t\tDOCKED")) - jdam = True - prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i], - game.damage[i]+0.05, - DOCKFAC*game.damage[i]+0.005)) - if not jdam: - prout(_("All devices functional.")) - -def rechart(): - "Update the chart in the Enterprise's computer from galaxy data." - game.lastchart = game.state.date - for i in range(GALSIZE): - for j in range(GALSIZE): - if game.state.galaxy[i][j].charted: - game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons - game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase - game.state.chart[i][j].stars = game.state.galaxy[i][j].stars - -def chart(): - "Display the star chart." - scanner.chew() - if (game.options & OPTION_AUTOSCAN): - lrscan(silent=True) - if communicating(): - rechart() - if game.lastchart < game.state.date and game.condition == "docked": - prout(_("Spock- \"I revised the Star Chart from the starbase's records.\"")) - rechart() - prout(_(" STAR CHART FOR THE KNOWN GALAXY")) - if game.state.date > game.lastchart: - prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart))) - prout(" 1 2 3 4 5 6 7 8") - for i in range(GALSIZE): - proutn("%d |" % (i+1)) - for j in range(GALSIZE): - if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j: - proutn("<") - else: - proutn(" ") - if game.state.galaxy[i][j].supernova: - show = "***" - elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase: - show = ".1." - elif game.state.galaxy[i][j].charted: - show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars) - if (game.options & OPTION_DOTFILL): - show = show.replace(" ", ".") - else: - show = "..." - proutn(show) - if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j: - proutn(">") - else: - proutn(" ") - proutn(" |") - if i 0 for x in game.damage]))) - if game.iscloaked: - prout(_(", CLOAKED")) - if not req or req == 3: - prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector)) - if not req or req == 4: - if damaged(DLIFSUP): - if game.condition == "docked": - s = _("DAMAGED, Base provides") - else: - s = _("DAMAGED, reserves=%4.2f") % game.lsupres - else: - s = _("ACTIVE") - prstat(_("Life Support"), s) - if not req or req == 5: - prstat(_("Warp Factor"), "%.1f" % game.warpfac) - if not req or req == 6: - extra = "" - if game.icrystl and (game.options & OPTION_SHOWME): - extra = _(" (have crystals)") - prstat(_("Energy"), "%.2f%s" % (game.energy, extra)) - if not req or req == 7: - prstat(_("Torpedoes"), "%d" % (game.torps)) - if not req or req == 8: - if damaged(DSHIELD): - s = _("DAMAGED,") - elif game.shldup: - s = _("UP,") - else: - s = _("DOWN,") - data = _(" %d%% %.1f units") \ - % (int((100.0*game.shield)/game.inshld + 0.5), game.shield) - prstat(_("Shields"), s+data) - if not req or req == 9: - prstat(_("Klingons Left"), "%d" % game.unwon()) - if not req or req == 10: - if game.options & OPTION_WORLDS: - plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet - if plnet and plnet.inhabited: - prstat(_("Major system"), plnet.name) - else: - prout(_("Sector is uninhabited")) - elif not req or req == 11: - attackreport(not req) - -def request(): - "Request specified status data, a historical relic from slow TTYs." - requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti") - while scanner.nexttok() == "IHEOL": - proutn(_("Information desired? ")) - scanner.chew() - if scanner.token in requests: - status(requests.index(scanner.token)) - else: - prout(_("UNRECOGNIZED REQUEST. Legal requests are:")) - prout((" date, condition, position, lsupport, warpfactor,")) - prout((" energy, torpedoes, shields, klingons, system, time.")) - -def srscan(): - "Short-range scan." - goodScan=True - if damaged(DSRSENS): - # Allow base's sensors if docked - if game.condition != "docked": - prout(_(" S.R. SENSORS DAMAGED!")) - goodScan=False - else: - prout(_(" [Using Base's sensors]")) - else: - prout(_(" Short-range scan")) - if goodScan and communicating(): - game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons - game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase - game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars - game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True - prout(" 1 2 3 4 5 6 7 8 9 10") - if game.condition != "docked": - newcnd() - for i in range(QUADSIZE): - proutn("%2d " % (i+1)) - for j in range(QUADSIZE): - sectscan(goodScan, i, j) - skip(1) - -def eta(): - "Use computer to get estimated time of arrival for a warp jump." - w1 = Coord(); w2 = Coord() - prompt = False - if damaged(DCOMPTR): - prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR.")) - skip(1) - return - if scanner.nexttok() != "IHREAL": - prompt = True - scanner.chew() - proutn(_("Destination quadrant and/or sector? ")) - if scanner.nexttok()!="IHREAL": - huh() - return - w1.j = int(scanner.real-0.5) - if scanner.nexttok() != "IHREAL": - huh() - return - w1.i = int(scanner.real-0.5) - if scanner.nexttok() == "IHREAL": - w2.j = int(scanner.real-0.5) - if scanner.nexttok() != "IHREAL": - huh() - return - w2.i = int(scanner.real-0.5) - else: - if game.quadrant.j>w1.i: - w2.i = 0 - else: - w2.i=QUADSIZE-1 - if game.quadrant.i>w1.j: - w2.j = 0 - else: - w2.j=QUADSIZE-1 - if not w1.valid_quadrant() or not w2.valid_sector(): - huh() - return - dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+ - (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2) - wfl = False - if prompt: - prout(_("Answer \"no\" if you don't know the value:")) - while True: - scanner.chew() - proutn(_("Time or arrival date? ")) - if scanner.nexttok()=="IHREAL": - ttime = scanner.real - if ttime > game.state.date: - ttime -= game.state.date # Actually a star date - twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0 - if ttime <= 1e-10 or twarp > 10: - prout(_("We'll never make it, sir.")) - scanner.chew() - return - if twarp < 1.0: - twarp = 1.0 - break - scanner.chew() - proutn(_("Warp factor? ")) - if scanner.nexttok()== "IHREAL": - wfl = True - twarp = scanner.real - if twarp<1.0 or twarp > 10.0: - huh() - return - break - prout(_("Captain, certainly you can give me one of these.")) - while True: - scanner.chew() - ttime = (10.0*dist)/twarp**2 - tpower = dist*twarp*twarp*twarp*(game.shldup+1) - if tpower >= game.energy: - prout(_("Insufficient energy, sir.")) - if not game.shldup or tpower > game.energy*2.0: - if not wfl: - return - proutn(_("New warp factor to try? ")) - if scanner.nexttok() == "IHREAL": - wfl = True - twarp = scanner.real - if twarp<1.0 or twarp > 10.0: - huh() - return - continue - else: - scanner.chew() - skip(1) - return - prout(_("But if you lower your shields,")) - proutn(_("remaining")) - tpower /= 2 - else: - proutn(_("Remaining")) - prout(_(" energy will be %.2f.") % (game.energy-tpower)) - if wfl: - prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime)) - elif twarp==1.0: - prout(_("Any warp speed is adequate.")) - else: - prout(_("Minimum warp needed is %.2f,") % (twarp)) - prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime)) - if game.state.remtime < ttime: - prout(_("Unfortunately, the Federation will be destroyed by then.")) - if twarp > 6.0: - prout(_("You'll be taking risks at that speed, Captain")) - if (game.isatb==1 and game.state.kscmdr == w1 and \ - scheduled(FSCDBAS)< ttime+game.state.date) or \ - (scheduled(FCDBAS) 10.0: - huh() - return - else: - scanner.chew() - skip(1) - return - -# Code from setup.c begins here - -def prelim(): - "Issue a historically correct banner." - skip(2) - prout(_("-SUPER- STAR TREK")) - skip(1) -# From the FORTRAN original -# prout(_("Latest update-21 Sept 78")) -# skip(1) - -def freeze(boss): - "Save game." - if boss: - scanner.push("emsave.trk") - key = scanner.nexttok() - if key == "IHEOL": - proutn(_("File name: ")) - key = scanner.nexttok() - if key != "IHALPHA": - huh() - return - if '.' not in scanner.token: - scanner.token += ".trk" - try: - fp = open(scanner.token, "wb") - except IOError: - prout(_("Can't freeze game as file %s") % scanner.token) - return - pickle.dump(game, fp) - fp.close() - scanner.chew() - -def thaw(): - "Retrieve saved game." - global game - game.passwd = None - key = scanner.nexttok() - if key == "IHEOL": - proutn(_("File name: ")) - key = scanner.nexttok() - if key != "IHALPHA": - huh() - return True - if '.' not in scanner.token: - scanner.token += ".trk" - try: - fp = open(scanner.token, "rb") - except IOError: - prout(_("Can't thaw game in %s") % scanner.token) - return True - game = pickle.load(fp) - fp.close() - scanner.chew() - return False - -# I used to find planets -# with references in ST:TOS. Earth and the Alpha Centauri -# Colony have been omitted. -# -# Some planets marked Class G and P here will be displayed as class M -# because of the way planets are generated. This is a known bug. -systnames = ( - # Federation Worlds - _("Andoria (Fesoan)"), # several episodes - _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel" - _("Vulcan (T'Khasi)"), # many episodes - _("Medusa"), # TOS: "Is There in Truth No Beauty?" - _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD) - _("Ardana"), # TOS: "The Cloud Minders" - _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden" - _("Gideon"), # TOS: "The Mark of Gideon" - _("Aldebaran III"), # TOS: "The Deadly Years" - _("Alpha Majoris I"), # TOS: "Wolf in the Fold" - _("Altair IV"), # TOS: "Amok Time - _("Ariannus"), # TOS: "Let That Be Your Last Battlefield" - _("Benecia"), # TOS: "The Conscience of the King" - _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays" - _("Alpha Carinae II"), # TOS: "The Ultimate Computer" - _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G) - _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky" - _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD) - _("Eminiar VII"), # TOS: "A Taste of Armageddon" - _("Gamma Canaris IV"), # TOS: "Metamorphosis" - _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple" - _("Ingraham B"), # TOS: "Operation: Annihilate" - _("Janus IV"), # TOS: "The Devil in the Dark" - _("Makus III"), # TOS: "The Galileo Seven" - _("Marcos XII"), # TOS: "And the Children Shall Lead", - _("Omega IV"), # TOS: "The Omega Glory" - _("Regulus V"), # TOS: "Amok Time - _("Deneva"), # TOS: "Operation -- Annihilate!" - # Worlds from BSD Trek - _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD) - _("Beta III"), # TOS: "The Return of the Archons" - _("Triacus"), # TOS: "And the Children Shall Lead", - _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P) - # # Others - # _("Hansen's Planet"), # TOS: "The Galileo Seven" - # _("Taurus IV"), # TOS: "The Galileo Seven" (class G) - # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?" - # _("Izar"), # TOS: "Whom Gods Destroy" - # _("Tiburon"), # TOS: "The Way to Eden" - # _("Merak II"), # TOS: "The Cloud Minders" - # _("Coridan (Desotriana)"), # TOS: "Journey to Babel" - # _("Iotia"), # TOS: "A Piece of the Action" -) - -device = ( - _("S. R. Sensors"), \ - _("L. R. Sensors"), \ - _("Phasers"), \ - _("Photon Tubes"), \ - _("Life Support"), \ - _("Warp Engines"), \ - _("Impulse Engines"), \ - _("Shields"), \ - _("Subspace Radio"), \ - _("Shuttle Craft"), \ - _("Computer"), \ - _("Navigation System"), \ - _("Transporter"), \ - _("Shield Control"), \ - _("Death Ray"), \ - _("D. S. Probe"), \ - _("Cloaking Device"), \ -) - -def setup(): - "Prepare to play, set up cosmos." - w = Coord() - # Decide how many of everything - if choose(): - return # frozen game - # Prepare the Enterprise - game.alldone = game.gamewon = game.shldchg = game.shldup = False - game.ship = 'E' - game.state.crew = FULLCREW - game.energy = game.inenrg = 5000.0 - game.shield = game.inshld = 2500.0 - game.inlsr = 4.0 - game.lsupres = 4.0 - game.quadrant = randplace(GALSIZE) - game.sector = randplace(QUADSIZE) - game.torps = game.intorps = 10 - game.nprobes = rnd.integer(2, 5) - game.warpfac = 5.0 - for i in range(NDEVICES): - game.damage[i] = 0.0 - # Set up assorted game parameters - game.battle = Coord() - game.state.date = game.indate = 100.0 * rnd.real(20, 51) - game.nkinks = game.nhelp = game.casual = game.abandoned = 0 - game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False - game.isatb = game.state.nplankl = 0 - game.state.starkl = game.state.basekl = game.state.nworldkl = 0 - game.iscraft = "onship" - game.landed = False - game.alive = True - - # the galaxy - game.state.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant()) - # the starchart - game.state.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page()) - - game.state.planets = [] # Planet information - game.state.baseq = [] # Base quadrant coordinates - game.state.kcmdr = [] # Commander quadrant coordinates - game.statekscmdr = Coord() # Supercommander quadrant coordinates - - # Starchart is functional but we've never seen it - game.lastchart = FOREVER - # Put stars in the galaxy - game.instar = 0 - for i in range(GALSIZE): - for j in range(GALSIZE): - # Can't have more stars per quadrant than fit in one decimal digit, - # if we do the chart representation will break. - k = rnd.integer(1, min(10, QUADSIZE**2/10)) - game.instar += k - game.state.galaxy[i][j].stars = k - # Locate star bases in galaxy - if game.idebug: - prout("=== Allocating %d bases" % game.inbase) - for i in range(game.inbase): - while True: - while True: - w = randplace(GALSIZE) - if not game.state.galaxy[w.i][w.j].starbase: - break - contflag = False - # C version: for (j = i-1; j > 0; j--) - # so it did them in the opposite order. - for j in range(1, i): - # Improved placement algorithm to spread out bases - distq = (w - game.state.baseq[j]).distance() - if distq < 6.0*(BASEMAX+1-game.inbase) and rnd.withprob(0.75): - contflag = True - if game.idebug: - prout("=== Abandoning base #%d at %s" % (i, w)) - break - elif distq < 6.0 * (BASEMAX+1-game.inbase): - if game.idebug: - prout("=== Saving base #%d, close to #%d" % (i, j)) - if not contflag: - break - if game.idebug: - prout("=== Placing base #%d in quadrant %s" % (i, w)) - game.state.baseq.append(w) - game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True - # Position ordinary Klingon Battle Cruisers - krem = game.inkling - klumper = 0.25*game.skill*(9.0-game.length)+1.0 - if klumper > MAXKLQUAD: - klumper = MAXKLQUAD - while True: - r = rnd.real() - klump = int((1.0 - r*r)*klumper) - if klump > krem: - klump = krem - krem -= klump - while True: - w = randplace(GALSIZE) - if not game.state.galaxy[w.i][w.j].supernova and \ - game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD: - break - game.state.galaxy[w.i][w.j].klingons += klump - if krem <= 0: - break - # Position Klingon Commander Ships - for i in range(game.incom): - while True: - w = randplace(GALSIZE) - if not welcoming(w) or w in game.state.kcmdr: - continue - if (game.state.galaxy[w.i][w.j].klingons or rnd.withprob(0.25)): - break - game.state.galaxy[w.i][w.j].klingons += 1 - game.state.kcmdr.append(w) - # Locate planets in galaxy - for i in range(game.inplan): - while True: - w = randplace(GALSIZE) - if game.state.galaxy[w.i][w.j].planet is None: - break - new = Planet() - new.quadrant = w - new.crystals = "absent" - if (game.options & OPTION_WORLDS) and i < NINHAB: - new.pclass = "M" # All inhabited planets are class M - new.crystals = "absent" - new.known = "known" - new.name = systnames[i] - new.inhabited = True - else: - new.pclass = ("M", "N", "O")[rnd.integer(0, 3)] - if rnd.withprob(0.33): - new.crystals = "present" - new.known = "unknown" - new.inhabited = False - game.state.galaxy[w.i][w.j].planet = new - game.state.planets.append(new) - # Locate Romulans - for i in range(game.state.nromrem): - w = randplace(GALSIZE) - game.state.galaxy[w.i][w.j].romulans += 1 - # Place the Super-Commander if needed - if game.state.nscrem > 0: - while True: - w = randplace(GALSIZE) - if welcoming(w): - break - game.state.kscmdr = w - game.state.galaxy[w.i][w.j].klingons += 1 - # Initialize times for extraneous events - schedule(FSNOVA, expran(0.5 * game.intime)) - schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr)))) - schedule(FSNAP, rnd.real(1.0, 2.0)) # Force an early snapshot - schedule(FBATTAK, expran(0.3*game.intime)) - unschedule(FCDBAS) - if game.state.nscrem: - schedule(FSCMOVE, 0.2777) - else: - unschedule(FSCMOVE) - unschedule(FSCDBAS) - unschedule(FDSPROB) - if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD: - schedule(FDISTR, expran(1.0 + game.intime)) - else: - unschedule(FDISTR) - unschedule(FENSLV) - unschedule(FREPRO) - # Place thing (in tournament game, we don't want one!) - # New in SST2K: never place the Thing near a starbase. - # This makes sense and avoids a special case in the old code. - global thing - if game.tourn is None: - while True: - thing = randplace(GALSIZE) - if thing not in game.state.baseq: - break - skip(2) - game.state.snap = False - if game.skill == SKILL_NOVICE: - prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date)) - prout(_("a deadly Klingon invasion force. As captain of the United")) - prout(_("Starship U.S.S. Enterprise, it is your mission to seek out")) - prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom))) - prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime)) - prout(_("your mission. As you proceed you may be given more time.")) - skip(1) - prout(_("You will have %d supporting starbases.") % (game.inbase)) - proutn(_("Starbase locations- ")) - else: - prout(_("Stardate %d.") % int(game.state.date)) - skip(1) - prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom)) - prout(_("An unknown number of Romulans.")) - if game.state.nscrem: - prout(_("And one (GULP) Super-Commander.")) - prout(_("%d stardates.") % int(game.intime)) - proutn(_("%d starbases in ") % game.inbase) - for i in range(game.inbase): - proutn(repr(game.state.baseq[i])) - proutn(" ") - skip(2) - proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant) - proutn(_(" Sector %s") % game.sector) - skip(2) - prout(_("Good Luck!")) - if game.state.nscrem: - prout(_(" YOU'LL NEED IT.")) - waitfor() - clrscr() - setwnd(message_window) - newqad() - if len(game.enemies) - (thing == game.quadrant) - (game.tholian is not None): - game.shldup = True - if game.neutz: # bad luck to start in a Romulan Neutral Zone - attack(torps_ok=False) - -def choose(): - "Choose your game type." - while True: - game.tourn = game.length = 0 - game.thawed = False - game.skill = SKILL_NONE - # Do not chew here, we want to use command-line tokens - if not scanner.inqueue: # Can start with command line options - proutn(_("Would you like a regular, tournament, or saved game? ")) - scanner.nexttok() - if scanner.sees("tournament"): - while scanner.nexttok() == "IHEOL": - proutn(_("Type in tournament number-")) - if scanner.real == 0: - scanner.chew() - continue # We don't want a blank entry - game.tourn = int(round(scanner.real)) - rnd.seed(scanner.real) - if logfp: - logfp.write("# rnd.seed(%d)\n" % scanner.real) - break - if scanner.sees("saved") or scanner.sees("frozen"): - if thaw(): - continue - scanner.chew() - if game.passwd is None: - continue - if not game.alldone: - game.thawed = True # No plaque if not finished - report() - waitfor() - return True - if scanner.sees("regular"): - break - proutn(_("What is \"%s\"? ") % scanner.token) - scanner.chew() - while game.length==0 or game.skill==SKILL_NONE: - if scanner.nexttok() == "IHALPHA": - if scanner.sees("short"): - game.length = 1 - elif scanner.sees("medium"): - game.length = 2 - elif scanner.sees("long"): - game.length = 4 - elif scanner.sees("novice"): - game.skill = SKILL_NOVICE - elif scanner.sees("fair"): - game.skill = SKILL_FAIR - elif scanner.sees("good"): - game.skill = SKILL_GOOD - elif scanner.sees("expert"): - game.skill = SKILL_EXPERT - elif scanner.sees("emeritus"): - game.skill = SKILL_EMERITUS - else: - proutn(_("What is \"")) - proutn(scanner.token) - prout("\"?") - else: - scanner.chew() - if game.length==0: - proutn(_("Would you like a Short, Medium, or Long game? ")) - elif game.skill == SKILL_NONE: - proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? ")) - # Choose game options -- added by ESR for SST2K - if scanner.nexttok() != "IHALPHA": - scanner.chew() - proutn(_("Choose your game style (plain, almy, fancy or just press enter): ")) - scanner.nexttok() - if scanner.sees("plain"): - # Approximates the UT FORTRAN version. - game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR | OPTION_CAPTURE | OPTION_CLOAK | OPTION_DOTFILL) - game.options |= OPTION_PLAIN - elif scanner.sees("almy"): - # Approximates Tom Almy's version. - game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR | OPTION_DOTFILL) - game.options |= OPTION_ALMY - elif scanner.sees("fancy") or scanner.sees("\n"): - pass - elif len(scanner.token): - proutn(_("What is \"%s\"?") % scanner.token) - setpassword() - if game.passwd == "debug": - game.idebug = True - prout("=== Debug mode enabled.") - # Use parameters to generate initial values of things - game.damfac = 0.5 * game.skill - game.inbase = rnd.integer(BASEMIN, BASEMAX+1) - game.inplan = 0 - if game.options & OPTION_PLANETS: - game.inplan += rnd.integer(MAXUNINHAB/2, MAXUNINHAB+1) - if game.options & OPTION_WORLDS: - game.inplan += int(NINHAB) - game.state.nromrem = game.inrom = rnd.integer(2 * game.skill) - game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR) - game.state.remtime = 7.0 * game.length - game.intime = game.state.remtime - game.inkling = int(2.0*game.intime*((game.skill+1 - 2*rnd.real())*game.skill*0.1+.15)) - game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*rnd.real())) - game.state.remres = (game.inkling+4*game.incom)*game.intime - game.inresor = game.state.remres - if game.inkling > 50: - game.inbase += 1 - return False - -def dropin(iquad=None): - "Drop a feature on a random dot in the current quadrant." - while True: - w = randplace(QUADSIZE) - if game.quad[w.i][w.j] == '.': - break - if iquad is not None: - game.quad[w.i][w.j] = iquad - return w - -def newcnd(): - "Update our alert status." - game.condition = "green" - if game.energy < 1000.0: - game.condition = "yellow" - if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans: - game.condition = "red" - if not game.alive: - game.condition="dead" - -def newkling(): - "Drop new Klingon into current quadrant." - return Enemy('K', loc=dropin(), power=rnd.real(300,450)+25.0*game.skill) - -def sortenemies(): - "Sort enemies by distance so 'nearest' is meaningful." - game.enemies.sort(key=lambda x: x.kdist) - -def newqad(): - "Set up a new state of quadrant, for when we enter or re-enter it." - game.justin = True - game.iplnet = None - game.neutz = game.inorbit = game.landed = False - game.ientesc = game.iseenit = game.isviolreported = False - game.tholian = None - # Create a blank quadrant - game.quad = fill2d(QUADSIZE, lambda i, j: '.') - if game.iscate: - # Attempt to escape Super-commander, so tbeam back! - game.iscate = False - game.ientesc = True - q = game.state.galaxy[game.quadrant.i][game.quadrant.j] - # cope with supernova - if q.supernova: - return - game.klhere = q.klingons - game.irhere = q.romulans - # Position Starship - game.quad[game.sector.i][game.sector.j] = game.ship - game.enemies = [] - if q.klingons: - # Position ordinary Klingons - for _i in range(game.klhere): - newkling() - # If we need a commander, promote a Klingon - for cmdr in game.state.kcmdr: - if cmdr == game.quadrant: - e = game.enemies[game.klhere-1] - game.quad[e.location.i][e.location.j] = 'C' - e.power = rnd.real(950,1350) + 50.0*game.skill - break - # If we need a super-commander, promote a Klingon - if game.quadrant == game.state.kscmdr: - e = game.enemies[0] - game.quad[e.location.i][e.location.j] = 'S' - e.power = rnd.real(1175.0, 1575.0) + 125.0*game.skill - game.iscate = (game.remkl() > 1) - # Put in Romulans if needed - for _i in range(q.romulans): - Enemy('R', loc=dropin(), power=rnd.real(400.0,850.0)+50.0*game.skill) - # If quadrant needs a starbase, put it in - if q.starbase: - game.base = dropin('B') - # If quadrant needs a planet, put it in - if q.planet: - game.iplnet = q.planet - if not q.planet.inhabited: - game.plnet = dropin('P') - else: - game.plnet = dropin('@') - # Check for condition - newcnd() - # Check for RNZ - if game.irhere > 0 and game.klhere == 0: - game.neutz = True - if not damaged(DRADIO): - skip(1) - prout(_("LT. Uhura- \"Captain, an urgent message.")) - prout(_(" I'll put it on audio.\" CLICK")) - skip(1) - prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE.")) - prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!")) - # Put in THING if needed - if thing == game.quadrant: - Enemy(etype='?', loc=dropin(), - power=rnd.real(6000,6500.0)+250.0*game.skill) - if not damaged(DSRSENS): - skip(1) - prout(_("Mr. Spock- \"Captain, this is most unusual.")) - prout(_(" Please examine your short-range scan.\"")) - # Decide if quadrant needs a Tholian; lighten up if skill is low - if game.options & OPTION_THOLIAN: - if (game.skill < SKILL_GOOD and rnd.withprob(0.02)) or \ - (game.skill == SKILL_GOOD and rnd.withprob(0.05)) or \ - (game.skill > SKILL_GOOD and rnd.withprob(0.08)): - w = Coord() - while True: - w.i = rnd.withprob(0.5) * (QUADSIZE-1) - w.j = rnd.withprob(0.5) * (QUADSIZE-1) - if game.quad[w.i][w.j] == '.': - break - game.tholian = Enemy(etype='T', loc=w, - power=rnd.integer(100, 500) + 25.0*game.skill) - # Reserve unoccupied corners - if game.quad[0][0]=='.': - game.quad[0][0] = 'X' - if game.quad[0][QUADSIZE-1]=='.': - game.quad[0][QUADSIZE-1] = 'X' - if game.quad[QUADSIZE-1][0]=='.': - game.quad[QUADSIZE-1][0] = 'X' - if game.quad[QUADSIZE-1][QUADSIZE-1]=='.': - game.quad[QUADSIZE-1][QUADSIZE-1] = 'X' - sortenemies() - # And finally the stars - for _i in range(q.stars): - dropin('*') - # Put in a few black holes - for _i in range(1, 3+1): - if rnd.withprob(0.5): - dropin(' ') - # Take out X's in corners if Tholian present - if game.tholian: - if game.quad[0][0]=='X': - game.quad[0][0] = '.' - if game.quad[0][QUADSIZE-1]=='X': - game.quad[0][QUADSIZE-1] = '.' - if game.quad[QUADSIZE-1][0]=='X': - game.quad[QUADSIZE-1][0] = '.' - if game.quad[QUADSIZE-1][QUADSIZE-1]=='X': - game.quad[QUADSIZE-1][QUADSIZE-1] = '.' - # This should guarantee that replay games don't lose info about the chart - if (game.options & OPTION_AUTOSCAN) or replayfp: - lrscan(silent=True) - -def setpassword(): - "Set the self-destruct password." - if game.options & OPTION_PLAIN: - while True: - scanner.chew() - proutn(_("Please type in a secret password- ")) - scanner.nexttok() - game.passwd = scanner.token - if game.passwd is not None: - break - else: - game.passwd = "" - game.passwd += chr(ord('a')+rnd.integer(26)) - game.passwd += chr(ord('a')+rnd.integer(26)) - game.passwd += chr(ord('a')+rnd.integer(26)) - -# Code from sst.c begins here - -commands = [ - ("SRSCAN", OPTION_TTY), - ("STATUS", OPTION_TTY), - ("REQUEST", OPTION_TTY), - ("LRSCAN", OPTION_TTY), - ("PHASERS", 0), - ("TORPEDO", 0), - ("PHOTONS", 0), - ("MOVE", 0), - ("SHIELDS", 0), - ("DOCK", 0), - ("DAMAGES", 0), - ("CHART", 0), - ("IMPULSE", 0), - ("REST", 0), - ("WARP", 0), - ("SENSORS", OPTION_PLANETS), - ("ORBIT", OPTION_PLANETS), - ("TRANSPORT", OPTION_PLANETS), - ("MINE", OPTION_PLANETS), - ("CRYSTALS", OPTION_PLANETS), - ("SHUTTLE", OPTION_PLANETS), - ("PLANETS", OPTION_PLANETS), - ("REPORT", 0), - ("COMPUTER", 0), - ("COMMANDS", 0), - ("EMEXIT", 0), - ("PROBE", OPTION_PROBE), - ("SAVE", 0), - ("FREEZE", 0), # Synonym for SAVE - ("ABANDON", 0), - ("DESTRUCT", 0), - ("DEATHRAY", 0), - ("CAPTURE", OPTION_CAPTURE), - ("CLOAK", OPTION_CLOAK), - ("DEBUG", 0), - ("MAYDAY", 0), - ("SOS", 0), # Synonym for MAYDAY - ("CALL", 0), # Synonym for MAYDAY - ("QUIT", 0), - ("HELP", 0), - ("SCORE", 0), - ("CURSES", 0), - ("", 0), -] - -def listCommands(): - "Generate a list of legal commands." - prout(_("LEGAL COMMANDS ARE:")) - emitted = 0 - for (key, opt) in commands: - if not opt or (opt & game.options): - proutn("%-12s " % key) - emitted += 1 - if emitted % 5 == 4: - skip(1) - skip(1) - -def helpme(): - "Browse on-line help." - key = scanner.nexttok() - while True: - if key == "IHEOL": - setwnd(prompt_window) - proutn(_("Help on what command? ")) - key = scanner.nexttok() - setwnd(message_window) - if key == "IHEOL": - return - cmds = [x[0] for x in commands] - if scanner.token.upper() in cmds or scanner.token.upper() == "ABBREV": - break - skip(1) - listCommands() - key = "IHEOL" - scanner.chew() - skip(1) - cmd = scanner.token.upper() - for directory in docpath: - try: - fp = open(os.path.join(directory, "sst.doc"), "r") - break - except IOError: - pass - else: - prout(_("Spock- \"Captain, that information is missing from the")) - prout(_(" computer. You need to find sst.doc and put it somewhere")) - proutn(_(" in these directories: %s") % ":".join(docpath)) - prout(".\"") - # This used to continue: "You need to find SST.DOC and put - # it in the current directory." - return - while True: - linebuf = fp.readline() - if linebuf == '': - prout(_("Spock- \"Captain, there is no information on that command.\"")) - fp.close() - return - if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ': - linebuf = linebuf[3:].strip() - if cmd.upper() == linebuf: - break - skip(1) - prout(_("Spock- \"Captain, I've found the following information:\"")) - skip(1) - while True: - linebuf = fp.readline() - if "******" in linebuf: - break - proutn(linebuf) - fp.close() - -def makemoves(): - "Command-interpretation loop." - def checkviol(): - if game.irhere and game.state.date >= ALGERON and not game.isviolreported and game.iscloaked: - prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!")) - game.ncviol += 1 - game.isviolreported = True - while True: # command loop - drawmaps(1) - while True: # get a command - hitme = False - game.optime = game.justin = False - scanner.chew() - setwnd(prompt_window) - clrscr() - proutn("COMMAND> ") - if scanner.nexttok() == "IHEOL": - if game.options & OPTION_CURSES: - makechart() - continue - elif scanner.token == "": - continue - game.ididit = False - clrscr() - setwnd(message_window) - clrscr() - abandon_passed = False - cmd = "" # Force cmd to persist after loop - opt = 0 # Force opt to persist after loop - for (cmd, opt) in commands: - # commands after ABANDON cannot be abbreviated - if cmd == "ABANDON": - abandon_passed = True - if cmd == scanner.token.upper() or (not abandon_passed \ - and cmd.startswith(scanner.token.upper())): - break - if cmd == "": - listCommands() - continue - elif opt and not (opt & game.options): - huh() - else: - break - if game.options & OPTION_CURSES: - prout("COMMAND> %s" % cmd) - if cmd == "SRSCAN": # srscan - srscan() - elif cmd == "STATUS": # status - status() - elif cmd == "REQUEST": # status request - request() - elif cmd == "LRSCAN": # long range scan - lrscan(silent=False) - elif cmd == "PHASERS": # phasers - phasers() - if game.ididit: - checkviol() - hitme = True - elif cmd in ("TORPEDO", "PHOTONS"): # photon torpedos - torps() - if game.ididit: - checkviol() - hitme = True - elif cmd == "MOVE": # move under warp - warp(wcourse=None, involuntary=False) - elif cmd == "SHIELDS": # shields - doshield(shraise=False) - if game.ididit: - hitme = True - game.shldchg = False - elif cmd == "DOCK": # dock at starbase - dock(True) - if game.ididit: - attack(torps_ok=False) - elif cmd == "DAMAGES": # damage reports - damagereport() - elif cmd == "CHART": # chart - makechart() - elif cmd == "IMPULSE": # impulse - impulse() - elif cmd == "REST": # rest - wait() - if game.ididit: - hitme = True - elif cmd == "WARP": # warp - setwarp() - elif cmd == "SENSORS": # sensors - sensor() - elif cmd == "ORBIT": # orbit - orbit() - if game.ididit: - hitme = True - elif cmd == "TRANSPORT": # transport "beam" - beam() - elif cmd == "MINE": # mine - mine() - if game.ididit: - hitme = True - elif cmd == "CRYSTALS": # crystals - usecrystals() - if game.ididit: - hitme = True - elif cmd == "SHUTTLE": # shuttle - shuttle() - if game.ididit: - hitme = True - elif cmd == "PLANETS": # Planet list - survey() - elif cmd == "REPORT": # Game Report - report() - elif cmd == "COMPUTER": # use COMPUTER! - eta() - elif cmd == "COMMANDS": - listCommands() - elif cmd == "EMEXIT": # Emergency exit - clrscr() # Hide screen - freeze(True) # forced save - raise SystemExit(1) # And quick exit - elif cmd == "PROBE": - probe() # Launch probe - if game.ididit: - hitme = True - elif cmd == "ABANDON": # Abandon Ship - abandon() - elif cmd == "DESTRUCT": # Self Destruct - selfdestruct() - elif cmd == "SAVE": # Save Game - freeze(False) - clrscr() - if game.skill > SKILL_GOOD: - prout(_("WARNING--Saved games produce no plaques!")) - elif cmd == "DEATHRAY": # Try a desparation measure - deathray() - if game.ididit: - hitme = True - elif cmd == "CAPTURE": - capture() - elif cmd == "CLOAK": - cloak() - elif cmd == "DEBUGCMD": # What do we want for debug??? - debugme() - elif cmd == "MAYDAY": # Call for help - mayday() - if game.ididit: - hitme = True - elif cmd == "QUIT": - game.alldone = True # quit the game - elif cmd == "HELP": - helpme() # get help - elif cmd == "SCORE": - score() # see current score - elif cmd == "CURSES": - game.options |= (OPTION_CURSES | OPTION_COLOR) - iostart() - while True: - if game.alldone: - break # Game has ended - if game.optime != 0.0: - events() - if game.alldone: - break # Events did us in - if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: - atover(False) - continue - if hitme and not game.justin: - attack(torps_ok=True) - if game.alldone: - break - if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova: - atover(False) - hitme = True - continue - break - if game.alldone: - break - if game.idebug: - prout("=== Ending") - -def cramen(ch): - "Emit the name of an enemy or feature." - if ch == 'R': s = _("Romulan") - elif ch == 'K': s = _("Klingon") - elif ch == 'C': s = _("Commander") - elif ch == 'S': s = _("Super-commander") - elif ch == '*': s = _("Star") - elif ch == 'P': s = _("Planet") - elif ch == 'B': s = _("Starbase") - elif ch == ' ': s = _("Black hole") - elif ch == 'T': s = _("Tholian") - elif ch == '#': s = _("Tholian web") - elif ch == '?': s = _("Stranger") - elif ch == '@': s = _("Inhabited World") - else: s = "Unknown??" - return s - -def crmena(loud, enemy, loctype, w): - "Emit the name of an enemy and his location." - buf = "" - if loud: - buf += "***" - buf += cramen(enemy) + _(" at ") - if loctype == "quadrant": - buf += _("Quadrant ") - elif loctype == "sector": - buf += _("Sector ") - return buf + repr(w) - -def crmshp(): - "Emit our ship name." - return{'E':_("Enterprise"),'F':_("Faerie Queene")}.get(game.ship,"Ship???") - -def stars(): - "Emit a line of stars" - prouts("******************************************************") - skip(1) - -def expran(avrage): - return -avrage*math.log(1e-7 + rnd.real()) - -def randplace(size): - "Choose a random location." - w = Coord() - w.i = rnd.integer(size) - w.j = rnd.integer(size) - return w - -class sstscanner: - def __init__(self): - self.type = None - self.token = None - self.real = 0.0 - self.inqueue = [] - def nexttok(self): - # Get a token from the user - self.real = 0.0 - self.token = '' - # Fill the token quue if nothing here - while not self.inqueue: - sline = cgetline() - if curwnd==prompt_window: - clrscr() - setwnd(message_window) - clrscr() - if sline == '': - return None - if not sline: - continue - else: - self.inqueue = sline.lstrip().split() + ["\n"] - # From here on in it's all looking at the queue - self.token = self.inqueue.pop(0) - if self.token == "\n": - self.type = "IHEOL" - return "IHEOL" - try: - self.real = float(self.token) - self.type = "IHREAL" - return "IHREAL" - except ValueError: - pass - # Treat as alpha - self.token = self.token.lower() - self.type = "IHALPHA" - self.real = None - return "IHALPHA" - def append(self, tok): - self.inqueue.append(tok) - def push(self, tok): - self.inqueue.insert(0, tok) - def waiting(self): - return self.inqueue - def chew(self): - # Demand input for next scan - self.inqueue = [] - self.real = self.token = None - def sees(self, s): - # compares s to item and returns true if it matches to the length of s - return s.startswith(self.token) - def int(self): - # Round token value to nearest integer - return int(round(self.real)) - def getcoord(self): - s = Coord() - self.nexttok() - if self.type != "IHREAL": - huh() - return None - s.i = self.int()-1 - self.nexttok() - if self.type != "IHREAL": - huh() - return None - s.j = self.int()-1 - return s - def __repr__(self): - return "" % (self.token, self.type, self.inqueue) - -def ja(): - "Yes-or-no confirmation." - scanner.chew() - while True: - scanner.nexttok() - if scanner.token == 'y': - return True - if scanner.token == 'n': - return False - scanner.chew() - proutn(_("Please answer with \"y\" or \"n\": ")) - -def huh(): - "Complain about unparseable input." - scanner.chew() - skip(1) - prout(_("Beg your pardon, Captain?")) - -def debugme(): - "Access to the internals for debugging." - proutn("Reset levels? ") - if ja(): - if game.energy < game.inenrg: - game.energy = game.inenrg - game.shield = game.inshld - game.torps = game.intorps - game.lsupres = game.inlsr - proutn("Reset damage? ") - if ja(): - for i in range(NDEVICES): - if game.damage[i] > 0.0: - game.damage[i] = 0.0 - proutn("Toggle debug flag? ") - if ja(): - game.idebug = not game.idebug - if game.idebug: - prout("Debug output ON") - else: - prout("Debug output OFF") - proutn("Cause selective damage? ") - if ja(): - for i in range(NDEVICES): - proutn("Kill %s?" % device[i]) - scanner.chew() - key = scanner.nexttok() - if key == "IHALPHA" and scanner.sees("y"): - game.damage[i] = 10.0 - proutn("Examine/change events? ") - if ja(): - ev = Event() - w = Coord() - legends = { - FSNOVA: "Supernova ", - FTBEAM: "T Beam ", - FSNAP: "Snapshot ", - FBATTAK: "Base Attack ", - FCDBAS: "Base Destroy ", - FSCMOVE: "SC Move ", - FSCDBAS: "SC Base Destroy ", - FDSPROB: "Probe Move ", - FDISTR: "Distress Call ", - FENSLV: "Enslavement ", - FREPRO: "Klingon Build ", - } - for i in range(1, NEVENTS): - proutn(legends[i]) - if is_scheduled(i): - proutn("%.2f" % (scheduled(i)-game.state.date)) - if i == FENSLV or i == FREPRO: - ev = findevent(i) - proutn(" in %s" % ev.quadrant) - else: - proutn("never") - proutn("? ") - scanner.chew() - key = scanner.nexttok() - if key == 'n': - unschedule(i) - scanner.chew() - elif key == "IHREAL": - ev = schedule(i, scanner.real) - if i == FENSLV or i == FREPRO: - scanner.chew() - proutn("In quadrant- ") - key = scanner.nexttok() - # "IHEOL" says to leave coordinates as they are - if key != "IHEOL": - if key != "IHREAL": - prout("Event %d canceled, no x coordinate." % (i)) - unschedule(i) - continue - w.i = int(round(scanner.real)) - key = scanner.nexttok() - if key != "IHREAL": - prout("Event %d canceled, no y coordinate." % (i)) - unschedule(i) - continue - w.j = int(round(scanner.real)) - ev.quadrant = w - scanner.chew() - proutn("Induce supernova here? ") - if ja(): - game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True - atover(True) - -if __name__ == '__main__': - try: - #global line, thing, game - game = None - thing = Thingy() - game = Gamestate() - rnd = randomizer() - logfp = None - game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY) - if os.getenv("TERM"): - game.options |= OPTION_CURSES - else: - game.options |= OPTION_TTY - seed = int(time.time()) - (options, arguments) = getopt.getopt(sys.argv[1:], "cr:s:txV") - replay = False - for (switch, val) in options: - if switch == '-r': - try: - replayfp = open(val, "r") - except IOError: - sys.stderr.write("sst: can't open replay file %s\n" % val) - raise SystemExit(1) - try: - line = replayfp.readline().strip() - (leader, __, seed) = line.split() - seed = eval(seed) - line = replayfp.readline().strip() - arguments += line.split()[2:] - replay = True - except ValueError: - sys.stderr.write("sst: replay file %s is ill-formed\n"% val) - raise SystemExit(1) - game.options |= OPTION_TTY - game.options &=~ OPTION_CURSES - elif switch == '-s': - seed = int(val) - elif switch == '-t': - game.options |= OPTION_TTY - game.options &=~ OPTION_CURSES - elif switch == '-x': - game.idebug = True - elif switch == '-c': # Enable curses debugging - undocumented - game.cdebug = True - elif switch == '-V': - print("SST2K", version) - raise SystemExit(0) - else: - sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n") - raise SystemExit(1) - # where to save the input in case of bugs - if "TMPDIR" in os.environ: - tmpdir = os.environ['TMPDIR'] - else: - tmpdir = "/tmp" - try: - logfp = open(os.path.join(tmpdir, "sst-input.log"), "w") - except IOError: - sys.stderr.write("sst: warning, can't open logfile\n") - sys.exit(1) - if logfp: - logfp.write("# seed %s\n" % seed) - logfp.write("# options %s\n" % " ".join(arguments)) - logfp.write("# SST2K version %s\n" % version) - logfp.write("# recorded by %s@%s on %s\n" % \ - (getpass.getuser(),socket.gethostname(),time.ctime())) - rnd.seed(seed) - scanner = sstscanner() - for arg in arguments: - scanner.append(arg) - try: - iostart() - while True: # Play a game - setwnd(fullscreen_window) - clrscr() - prelim() - setup() - if game.alldone: - score() - game.alldone = False - else: - makemoves() - if replay: - break - skip(1) - stars() - skip(1) - if game.tourn and game.alldone: - proutn(_("Do you want your score recorded?")) - if ja(): - scanner.chew() - scanner.push("\n") - freeze(False) - scanner.chew() - proutn(_("Do you want to play again? ")) - if not ja(): - break - skip(1) - prout(_("May the Great Bird of the Galaxy roost upon your home planet.")) - finally: - ioend() - raise SystemExit(0) - except KeyboardInterrupt: - if logfp: - logfp.close() - print("") - -# End.