From: Eric S. Raymond Date: Tue, 3 Oct 2006 19:29:35 +0000 (+0000) Subject: Incorporated events.c into Python. X-Git-Tag: 2.0~171 X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=commitdiff_plain;h=181b482b01d6ee36a7eff7b53df1bd23b825ca70 Incorporated events.c into Python. --- diff --git a/src/sst.py b/src/sst.py index 578e3f9..8b328fd 100644 --- a/src/sst.py +++ b/src/sst.py @@ -295,7 +295,12 @@ class gamestate: self.probeinx = 0.0 # probe x,y increment self.probeiny = 0.0 # self.height = 0.0 # height of orbit around planet - + def recompute(self): + # Stas thinks this should be (C expression): + # game.state.remkl + game.state.remcom > 0 ? + # game.state.remres/(game.state.remkl + 4*game.state.remcom) : 99 + # He says the existing expression is prone to divide-by-zero errors. + game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom) # From enumerated type 'feature' IHR = 'R' IHK = 'K' @@ -1574,9 +1579,7 @@ def deadkl(w, type, mv): game.quad[w.x][w.y] = IHDOT if (game.state.remkl + game.state.remcom + game.state.nscrem)==0: return - - game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom) - + game.recompute() # Remove enemy ship from arrays describing local conditions if is_scheduled(FCDBAS) and same(game.battle, game.quadrant) and type==IHC: unschedule(FCDBAS) @@ -2060,3 +2063,804 @@ def phasers(): game.shldup = False overheat(rpow); +# 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. + +import math + +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() == True: + 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(): + # tractor beaming cases merge here + yank = math.sqrt(yank) + announce() + game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5) + skip(1) + proutn("***") + crmshp() + prout(_(" 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 Rand() > 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==0: + game.quadrant = game.state.kscmdr + else: + game.quadrant = game.state.kcmdr[i] + game.sector = randplace(QUADSIZE) + crmshp() + proutn(_(" is pulled to ")) + proutn(cramlc(quadrant, game.quadrant)) + proutn(", ") + prout(cramlc(sector, 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(True) # raise shields + game.shldchg=False + else: + prout(_("(Shields not currently useable.)")) + newqad(False) + # Adjust finish time to time of tractor beaming + fintim = game.state.date+game.optime + attack(False) + if game.state.remcom <= 0: + unschedule(FTBEAM) + else: + schedule(FTBEAM, game.optime+expran(1.5*game.intime/game.state.remcom)) + + def destroybase(): + # Code merges here for any commander destroying base + # Not perfect, but will have to do + # Handle case where base is in same quadrant as starship + if same(game.battle, game.quadrant): + game.state.chart[game.battle.x][game.battle.y].starbase = False + game.quad[game.base.x][game.base.y] = IHDOT + game.base.x=game.base.y=0 + newcnd() + skip(1) + prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\"")) + elif game.state.rembase != 1 and \ + (not damaged(DRADIO) or game.condition == "docked"): + # Get word via subspace radio + announce() + skip(1) + prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that")) + proutn(_(" the starbase in ")) + proutn(cramlc(quadrant, game.battle)) + prout(_(" has been destroyed by")) + if game.isatb == 2: + prout(_("the Klingon Super-Commander")) + else: + prout(_("a Klingon Commander")) + game.state.chart[game.battle.x][game.battle.y].starbase = False + # Remove Starbase from galaxy + game.state.galaxy[game.battle.x][game.battle.y].starbase = False + for i in range(1, game.state.rembase+1): + if same(game.state.baseq[i], game.battle): + game.state.baseq[i] = game.state.baseq[game.state.rembase] + game.state.rembase -= 1 + if game.isatb == 2: + # reinstate a commander's base attack + game.battle = hold + game.isatb = 0 + else: + invalidate(game.battle) + + if 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.x = hold.y = 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 idebug: + prout("== Event %d fires" % (evcode)) + datemin = game.future[l].date + xtime = datemin-game.state.date + game.state.date = datemin + # Decrement Federation resources and recompute remaining time + game.state.remres -= (game.state.remkl+4*game.state.remcom)*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 /= game.docfac + # Don't fix Deathray here + for l in range(0, 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(False) + schedule(FSNOVA, expran(0.5*game.intime)) + if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: + return + elif evcode == FSPY: # Check with spy to see if SC should tractor beam + if game.state.nscrem == 0 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 = True + yank = distance(game.state.kscmdr, game.quadrant) + ictbeam = True + tractorbeam() + else: + return + elif evcode == FTBEAM: # Tractor beam + if game.state.remcom == 0: + unschedule(FTBEAM) + continue + i = Rand()*game.state.remcom+1.0 + yank = square(game.state.kcmdr[i].x-game.quadrant.x) + square(game.state.kcmdr[i].y-game.quadrant.y) + if istract or game.condition == "docked" or yank == 0: + # Drats! Have to reschedule + schedule(FTBEAM, + game.optime + expran(1.5*game.intime/game.state.remcom)) + continue + ictbeam = True + tractorbeam() + elif evcode == FSNAP: # Snapshot of the universe (for time warp) + game.snapsht = game.state + game.state.snap = True + schedule(FSNAP, expran(0.5 * game.intime)) + elif evcode == FBATTAK: # Commander attacks starbase + if game.state.remcom==0 or game.state.rembase==0: + # no can do + unschedule(FBATTAK) + unschedule(FCDBAS) + continue + i = 0 + for j in range(1, game.state.rembase+1): + for k in range(1, game.state.remcom+1): + if same(game.state.baseq[j], game.state.kcmdr[k]) and \ + not same(game.state.baseq[j], game.quadrant) and \ + not same(game.state.baseq[j], game.state.kscmdr): + i = 1 + if i == 1: + continue + if j>game.state.rembase: + # no match found -- try later + schedule(FBATTAK, expran(0.3*game.intime)) + unschedule(FCDBAS) + continue + # commander + starbase combination found -- launch attack + game.battle = game.state.baseq[j] + schedule(FCDBAS, 1.0+3.0*Rand()) + 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 damaged(DRADIO) and game.condition != "docked": + continue # No warning :-( + game.iseenit = True + announce() + skip(1) + proutn(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle) + prout(_(" reports that it is under attack and that it can")) + proutn(_(" hold out only until stardate %d" % (int(scheduled(FCDBAS))))) + prout(".\"") + if cancelrest(): + return + elif evcode == FSCDBAS: # Supercommander destroys base + unschedule(FSCDBAS) + game.isatb = 2 + if not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].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) + # find the lucky pair + for i in range(1, game.state.remcom+1): + if same(game.state.kcmdr[i], game.battle): + break + if i > game.state.remcom or game.state.rembase == 0 or \ + not game.state.galaxy[game.battle.x][game.battle.y].starbase: + # No action to take after all + invalidate(game.battle) + 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) + game.probex += game.probeinx + game.probey += game.probeiny + i = (int)(game.probex/QUADSIZE +0.05) + j = (int)(game.probey/QUADSIZE + 0.05) + if game.probec.x != i or game.probec.y != j: + game.probec.x = i + game.probec.y = j + if not VALID_QUADRANT(i, j) or \ + game.state.galaxy[game.probec.x][game.probec.y].supernova: + # Left galaxy or ran into supernova + if not damaged(DRADIO) or game.condition == "docked": + announce() + skip(1) + proutn(_("Lt. Uhura- \"The deep space probe ")) + if not VALID_QUADRANT(j, i): + proutn(_("has left the galaxy")) + else: + proutn(_("is no longer transmitting")) + prout(".\"") + unschedule(FDSPROB) + continue + if not damaged(DRADIO) or game.condition == "docked": + announce() + skip(1) + proutn(_("Lt. Uhura- \"The deep space probe is now in ")) + proutn(cramlc(quadrant, game.probec)) + prout(".\"") + pdest = game.state.galaxy[game.probec.x][game.probec.y] + # Update star chart if Radio is working or have access to radio + if not damaged(DRADIO) or game.condition == "docked": + chp = game.state.chart[game.probec.x][game.probec.y] + chp.klingons = pdest.klingons + chp.starbase = pdest.starbase + chp.stars = pdest.stars + pdest.charted = True + game.proben -= 1 # One less to travel + if game.proben == 0 and game.isarmed and pdest.stars: + # lets blow the sucker! + supernova(True, game.probec) + unschedule(FDSPROB) + if game.state.galaxy[game.quadrant.x][game.quadrant.y].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.x][w.y] + if not (same(game.quadrant, w) or q.planet == NOPLANET or \ + game.state.planets[q.planet].inhabited == UNINHABITED or \ + q.supernova or q.status!=secure or q.klingons<=0): + break + else: + # can't seem to find one; ignore this call + if 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 not damaged(DRADIO) or game.condition == "docked": + prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack" \ + % (systnames[q.planet], `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.x][ev.quadrant.y] + 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 not damaged(DRADIO) or game.condition == "docked": + prout(_("Uhura- We've lost contact with starsystem %s" % \ + systnames[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.x][ev.quadrant.y] + if q.klingons <= 0: + q.status = "secure" + continue + if game.state.remkl >=MAXKLGAME: + continue # full right now + # reproduce one Klingon + w = ev.quadrant + if game.klhere >= MAXKLQUAD: + try: + # this quadrant not ok, pick an adjacent one + for i in range(w.x - 1, w.x + 2): + for j in range(w.y - 1, w.y + 2): + if not VALID_QUADRANT(i, j): + continue + q = game.state.galaxy[w.x][w.y] + # check for this quad ok (not full & no snova) + if q.klingons >= MAXKLQUAD or q.supernova: + continue + raise "FOUNDIT" + else: + continue # search for eligible quadrant failed + except "FOUNDIT": + w.x = i + w.y = j + # deliver the child + game.state.remkl += 1 + q.klingons += 1 + if same(game.quadrant, w): + newkling(++game.klhere) + + # recompute time left + game.recompute() + # report the disaster if we can + if not damaged(DRADIO) or game.condition == "docked": + if same(game.quadrant, w): + prout(_("Spock- sensors indicate the Klingons have")) + prout(_("launched a warship from %s." \ + % systnames[q.planet])) + else: + prout(_("Uhura- Starfleet reports increased Klingon activity")) + if q.planet != NOPLANET: + proutn(_("near %s" % systnames[q.planet])) + prout(_("in %s.\n" % cramlc(quadrant, w))) + +def wait(): + # wait on events + game.ididit = False + while True: + key = scan() + if key != IHEOL: + break + proutn(_("How long? ")) + chew() + if key != IHREAL: + huh() + return + origTime = delay = aaitem + if delay <= 0.0: + return + if delay >= game.state.remtime or game.nenhere != 0: + proutn(_("Are you sure? ")) + if ja() == False: + 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 game.nenhere: + rtime = 1.0 + Rand() + if rtime < temp: + temp = rtime + game.optime = temp + if game.optime < delay: + attack(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.x][game.quadrant.y].supernova: + break + game.resting = False + game.optime = 0 + +# A nova occurs. It is the result of having a star hit with a +# photon torpedo, or possibly of a probe warhead going off. +# Stars that go nova cause stars which surround them to undergo +# the same probabilistic process. Klingons next to them are +# destroyed. And if the starship is next to it, it gets zapped. +# If the zap is too much, it gets destroyed. + +def nova(nov): + # star goes nova + course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5) + newc = coord(); scratch = coord() + + if Rand() < 0.05: + # Wow! We've supernova'ed + supernova(False, nov) + return + + # handle initial nova + game.quad[nov.x][nov.y] = IHDOT + crmena(False, IHSTAR, sector, nov) + prout(_(" novas.")) + game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1 + game.state.starkl += 1 + + # Set up stack to recursively trigger adjacent stars + bot = top = top2 = 1 + kount = 0 + icx = icy = 0 + hits[1][1] = nov.x + hits[1][2] = nov.y + while True: + for mm in range(bot, top+1): + for nn in range(1, 3+1): # nn,j represents coordinates around current + for j in range(1, 3+1): + if j==2 and nn== 2: + continue + scratch.x = hits[mm][1]+nn-2 + scratch.y = hits[mm][2]+j-2 + if not VALID_SECTOR(scratch.y, scratch.x): + continue + iquad = game.quad[scratch.x][scratch.y] + # Empty space ends reaction + if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB): + break + elif iquad == IHSTAR: # Affect another star + if Rand() < 0.05: + # This star supernovas + scratch = supernova(False) + return + top2 += 1 + hits[top2][1]=scratch.x + hits[top2][2]=scratch.y + game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1 + game.state.starkl += 1 + crmena(True, IHSTAR, sector, scratch) + prout(_(" novas.")) + game.quad[scratch.x][scratch.y] = IHDOT + elif iquad == IHP: # Destroy planet + game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET + game.state.nplankl += 1 + crmena(True, IHP, sector, scratch) + prout(_(" destroyed.")) + game.state.planets[game.iplnet].pclass = destroyed + game.iplnet = 0 + invalidate(game.plnet) + if game.landed: + finish(FPNOVA) + return + game.quad[scratch.x][scratch.y] = IHDOT + elif iquad == IHB: # Destroy base + game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False + for i in range(1, game.state.rembase+1): + if same(game.state.baseq[i], game.quadrant): + break + game.state.baseq[i] = game.state.baseq[game.state.rembase] + game.state.rembase -= 1 + invalidate(game.base) + game.state.basekl += 1 + newcnd() + crmena(True, IHB, sector, scratch) + prout(_(" destroyed.")) + game.quad[scratch.x][scratch.y] = IHDOT + elif iquad in (IHE, IHF): # 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*Rand()*diff + else: + game.energy -= 2000.0 + if game.energy <= 0: + finish(FNOVA) + return + # add in course nova contributes to kicking starship + icx += game.sector.x-hits[mm][1] + icy += game.sector.y-hits[mm][2] + kount += 1 + elif iquad == IHK: # kill klingon + deadkl(scratch,iquad, scratch) + elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies + for ll in range(1, game.nenhere+1): + if same(game.ks[ll], scratch): + break + game.kpower[ll] -= 800.0 # If firepower is lost, die + if game.kpower[ll] <= 0.0: + deadkl(scratch, iquad, scratch) + break + newc.x = scratch.x + scratch.x - hits[mm][1] + newc.y = scratch.y + scratch.y - hits[mm][2] + crmena(True, iquad, sector, scratch) + proutn(_(" damaged")) + if not VALID_SECTOR(newc.x, newc.y): + # can't leave quadrant + skip(1) + break + iquad1 = game.quad[newc.x][newc.y] + if iquad1 == IHBLANK: + proutn(_(", blasted into ")) + crmena(False, IHBLANK, sector, newc) + skip(1) + deadkl(scratch, iquad, newc) + break + if iquad1 != IHDOT: + # can't move into something else + skip(1) + break + proutn(_(", buffeted to ")) + proutn(cramlc(sector, newc)) + game.quad[scratch.x][scratch.y] = IHDOT + game.quad[newc.x][newc.y] = iquad + game.ks[ll] = newc + game.kdist[ll] = game.kavgd[ll] = distance(game.sector, newc) + skip(1) + if top == top2: + break + bot = top + 1 + top = top2 + if kount==0: + return + + # Starship affected by nova -- kick it away. + game.dist = kount*0.1 + icx = sgn(icx) + icy = sgn(icy) + game.direc = course[3*(icx+1)+icy+2] + if game.direc == 0.0: + game.dist = 0.0 + if game.dist == 0.0: + return + game.optime = 10.0*game.dist/16.0 + skip(1) + prout(_("Force of nova displaces starship.")) + imove(True) + game.optime = 10.0*game.dist/16.0 + return + +def supernova(induced, w=None): + # star goes supernova + num = 0; npdead = 0 + nq = coord() + + if w != None: + nq = w + else: + stars = 0 + # Scheduled supernova -- select star + # logic changed here so that we won't favor quadrants in top + # left of universe + for nq.x in range(1, GALSIZE+1): + for nq.y in range(1, GALSIZE+1): + stars += game.state.galaxy[nq.x][nq.y].stars + if stars == 0: + return # nothing to supernova exists + num = Rand()*stars + 1 + for nq.x in range(1, GALSIZE+1): + for nq.y in range(1, GALSIZE+1): + num -= game.state.galaxy[nq.x][nq.y].stars + if num <= 0: + break + if num <=0: + break + if idebug: + proutn("=== Super nova here?") + if ja() == True: + nq = game.quadrant + + if not same(nq, game.quadrant) or game.justin: + # it isn't here, or we just entered (treat as enroute) + if not damaged(DRADIO) or game.condition == "docked": + 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 = Rand()* game.state.galaxy[nq.x][nq.y].stars + 1 + for ns.x in range(1, QUADSIZE+1): + for ns.y in range(1, QUADSIZE+1): + if game.quad[ns.x][ns.y]==IHSTAR: + 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 square(ns.x-game.sector.x) + square(ns.y-game.sector.y) <= 2.1: + proutn(_("Emergency override attempts t")) + prouts("***************") + skip(1) + stars() + game.alldone = True + + # destroy any Klingons in supernovaed quadrant + kldead = game.state.galaxy[nq.x][nq.y].klingons + game.state.galaxy[nq.x][nq.y].klingons = 0 + if same(nq, game.state.kscmdr): + # did in the Supercommander! + game.state.nscrem = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0 + game.iscate = False + unschedule(FSCMOVE) + unschedule(FSCDBAS) + if game.state.remcom: + maxloop = game.state.remcom + for l in range(1, maxloop+1): + if same(game.state.kcmdr[l], nq): + game.state.kcmdr[l] = game.state.kcmdr[game.state.remcom] + invalidate(game.state.kcmdr[game.state.remcom]) + game.state.remcom -= 1 + kldead -= 1 + if game.state.remcom==0: + unschedule(FTBEAM) + break + game.state.remkl -= kldead + # destroy Romulans and planets in supernovaed quadrant + nrmdead = game.state.galaxy[nq.x][nq.y].romulans + game.state.galaxy[nq.x][nq.y].romulans = 0 + game.state.nromrem -= nrmdead + # Destroy planets + for loop in range(game.inplan): + if same(game.state.planets[loop].w, nq): + game.state.planets[loop].pclass = destroyed + npdead += 1 + # Destroy any base in supernovaed quadrant + if game.state.rembase: + maxloop = game.state.rembase + for loop in range(1, maxloop+1): + if same(game.state.baseq[loop], nq): + game.state.baseq[loop] = game.state.baseq[game.state.rembase] + invalidate(game.state.baseq[game.state.rembase]) + game.state.rembase -= 1 + break + # If starship caused supernova, tally up destruction + if induced: + game.state.starkl += game.state.galaxy[nq.x][nq.y].stars + game.state.basekl += game.state.galaxy[nq.x][nq.y].starbase + game.state.nplankl += npdead + # mark supernova in galaxy and in star chart + if same(game.quadrant, nq) or not damaged(DRADIO) or game.condition == "docked": + game.state.galaxy[nq.x][nq.y].supernova = True + # If supernova destroys last Klingons give special message + if (game.state.remkl + game.state.remcom + game.state.nscrem)==0 and not same(nq, game.quadrant): + skip(2) + if not induced: + 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