3 sst.py -- Super Star Trek 2K
5 SST2K is a Python translation of a C translation of a FORTRAN
6 original dating back to 1973. Beautiful Python it is not, but it
7 works. Translation by Eric S. Raymond; original game by David Matuszek
8 and Paul Reynolds, with modifications by Don Smith, Tom Almy,
9 Stas Sergeev, and Eric S. Raymond.
11 See the doc/HACKING file in the distribution for designers notes and advice
12 ion how to modify (and how not to modify!) this code.
14 import os, sys, math, curses, time, readline, cPickle, random, copy, gettext, getpass
16 SSTDOC = "/usr/share/doc/sst/sst.doc"
19 def _(str): return gettext.gettext(str)
21 GALSIZE = 8 # Galaxy size in quadrants
22 NINHAB = (GALSIZE * GALSIZE / 2) # Number of inhabited worlds
23 MAXUNINHAB = 10 # Maximum uninhabited worlds
24 QUADSIZE = 10 # Quadrant size in sectors
25 BASEMIN = 2 # Minimum starbases
26 BASEMAX = (GALSIZE * GALSIZE / 12) # Maximum starbases
27 MAXKLGAME = 127 # Maximum Klingons per game
28 MAXKLQUAD = 9 # Maximum Klingons per quadrant
29 FULLCREW = 428 # Crew size. BSD Trek was 387, that's wrong
30 FOREVER = 1e30 # Time for the indefinite future
31 MAXBURST = 3 # Max # of torps you can launch in one turn
32 MINCMDR = 10 # Minimum number of Klingon commanders
33 DOCKFAC = 0.25 # Repair faster when docked
34 PHASEFAC = 2.0 # Unclear what this is, it was in the C version
40 def __init__(self, x=None, y=None):
43 def valid_quadrant(self):
44 return self.i>=0 and self.i<GALSIZE and self.j>=0 and self.j<GALSIZE
45 def valid_sector(self):
46 return self.i>=0 and self.i<QUADSIZE and self.j>=0 and self.j<QUADSIZE
48 self.i = self.j = None
50 return self.i != None and self.j != None
51 def __eq__(self, other):
52 return other != None and self.i == other.i and self.j == other.j
53 def __ne__(self, other):
54 return other == None or self.i != other.i or self.j != other.j
55 def __add__(self, other):
56 return coord(self.i+other.i, self.j+other.j)
57 def __sub__(self, other):
58 return coord(self.i-other.i, self.j-other.j)
59 def __mul__(self, other):
60 return coord(self.i*other, self.j*other)
61 def __rmul__(self, other):
62 return coord(self.i*other, self.j*other)
63 def __div__(self, other):
64 return coord(self.i/other, self.j/other)
65 def __mod__(self, other):
66 return coord(self.i % other, self.j % other)
67 def __rdiv__(self, other):
68 return coord(self.i/other, self.j/other)
69 def roundtogrid(self):
70 return coord(int(round(self.i)), int(round(self.j)))
71 def distance(self, other=None):
72 if not other: other = coord(0, 0)
73 return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
75 return 1.90985*math.atan2(self.j, self.i)
81 s.i = self.i / abs(self.i)
85 s.j = self.j / abs(self.j)
88 #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
89 return self.roundtogrid() / QUADSIZE
91 return self.roundtogrid() % QUADSIZE
94 s.i = self.i + randrange(-1, 2)
95 s.j = self.j + randrange(-1, 2)
98 if self.i == None or self.j == None:
100 return "%s - %s" % (self.i+1, self.j+1)
105 self.name = None # string-valued if inhabited
106 self.quadrant = coord() # quadrant located
107 self.pclass = None # could be ""M", "N", "O", or "destroyed"
108 self.crystals = "absent"# could be "mined", "present", "absent"
109 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
110 self.inhabited = False # is it inhabites?
118 self.starbase = False
121 self.supernova = False
123 self.status = "secure" # Could be "secure", "distressed", "enslaved"
131 def fill2d(size, fillfun):
132 "Fill an empty list in 2D."
134 for i in range(size):
136 for j in range(size):
137 lst[i].append(fillfun(i, j))
142 self.snap = False # snapshot taken
143 self.crew = 0 # crew complement
144 self.remkl = 0 # remaining klingons
145 self.nscrem = 0 # remaining super commanders
146 self.starkl = 0 # destroyed stars
147 self.basekl = 0 # destroyed bases
148 self.nromrem = 0 # Romulans remaining
149 self.nplankl = 0 # destroyed uninhabited planets
150 self.nworldkl = 0 # destroyed inhabited planets
151 self.planets = [] # Planet information
152 self.date = 0.0 # stardate
153 self.remres = 0 # remaining resources
154 self.remtime = 0 # remaining time
155 self.baseq = [] # Base quadrant coordinates
156 self.kcmdr = [] # Commander quadrant coordinates
157 self.kscmdr = coord() # Supercommander quadrant coordinates
159 self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
161 self.chart = fill2d(GALSIZE, lambda i, j: page())
165 self.date = None # A real number
166 self.quadrant = None # A coord structure
169 OPTION_ALL = 0xffffffff
170 OPTION_TTY = 0x00000001 # old interface
171 OPTION_CURSES = 0x00000002 # new interface
172 OPTION_IOMODES = 0x00000003 # cover both interfaces
173 OPTION_PLANETS = 0x00000004 # planets and mining
174 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
175 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
176 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
177 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
178 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
179 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
180 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
181 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
182 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
183 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
184 OPTION_PLAIN = 0x01000000 # user chose plain game
185 OPTION_ALMY = 0x02000000 # user chose Almy variant
204 NDEVICES= 16 # Number of devices
213 def damaged(dev): return (game.damage[dev] != 0.0)
214 def communicating(): return not damaged(DRADIO) or game.condition=="docked"
216 # Define future events
217 FSPY = 0 # Spy event happens always (no future[] entry)
218 # can cause SC to tractor beam Enterprise
219 FSNOVA = 1 # Supernova
220 FTBEAM = 2 # Commander tractor beams Enterprise
221 FSNAP = 3 # Snapshot for time warp
222 FBATTAK = 4 # Commander attacks base
223 FCDBAS = 5 # Commander destroys base
224 FSCMOVE = 6 # Supercommander moves (might attack base)
225 FSCDBAS = 7 # Supercommander destroys base
226 FDSPROB = 8 # Move deep space probe
227 FDISTR = 9 # Emit distress call from an inhabited world
228 FENSLV = 10 # Inhabited word is enslaved */
229 FREPRO = 11 # Klingons build a ship in an enslaved system
232 # Abstract out the event handling -- underlying data structures will change
233 # when we implement stateful events
234 def findevent(evtype): return game.future[evtype]
237 def __init__(self, type=None, loc=None, power=None):
239 self.location = coord()
242 self.power = power # enemy energy level
243 game.enemies.append(self)
245 motion = (loc != self.location)
246 if self.location.i is not None and self.location.j is not None:
249 game.quad[self.location.i][self.location.j] = '#'
251 game.quad[self.location.i][self.location.j] = '.'
253 self.location = copy.copy(loc)
254 game.quad[self.location.i][self.location.j] = self.type
255 self.kdist = self.kavgd = (game.sector - loc).distance()
257 self.location = coord()
258 self.kdist = self.kavgd = None
259 game.enemies.remove(self)
262 return "<%s,%s.%f>" % (self.type, self.location, self.power) # For debugging
266 self.options = None # Game options
267 self.state = snapshot() # A snapshot structure
268 self.snapsht = snapshot() # Last snapshot taken for time-travel purposes
269 self.quad = None # contents of our quadrant
270 self.damage = [0.0] * NDEVICES # damage encountered
271 self.future = [] # future events
272 for i in range(NEVENTS):
273 self.future.append(event())
274 self.passwd = None; # Self Destruct password
276 self.quadrant = None # where we are in the large
277 self.sector = None # where we are in the small
278 self.tholian = None # Tholian enemy object
279 self.base = None # position of base in current quadrant
280 self.battle = None # base coordinates being attacked
281 self.plnet = None # location of planet in quadrant
282 self.gamewon = False # Finished!
283 self.ididit = False # action taken -- allows enemy to attack
284 self.alive = False # we are alive (not killed)
285 self.justin = False # just entered quadrant
286 self.shldup = False # shields are up
287 self.shldchg = False # shield is changing (affects efficiency)
288 self.iscate = False # super commander is here
289 self.ientesc = False # attempted escape from supercommander
290 self.resting = False # rest time
291 self.icraft = False # Kirk in Galileo
292 self.landed = False # party on planet (true), on ship (false)
293 self.alldone = False # game is now finished
294 self.neutz = False # Romulan Neutral Zone
295 self.isarmed = False # probe is armed
296 self.inorbit = False # orbiting a planet
297 self.imine = False # mining
298 self.icrystl = False # dilithium crystals aboard
299 self.iseenit = False # seen base attack report
300 self.thawed = False # thawed game
301 self.condition = None # "green", "yellow", "red", "docked", "dead"
302 self.iscraft = None # "onship", "offship", "removed"
303 self.skill = None # Player skill level
304 self.inkling = 0 # initial number of klingons
305 self.inbase = 0 # initial number of bases
306 self.incom = 0 # initial number of commanders
307 self.inscom = 0 # initial number of commanders
308 self.inrom = 0 # initial number of commanders
309 self.instar = 0 # initial stars
310 self.intorps = 0 # initial/max torpedoes
311 self.torps = 0 # number of torpedoes
312 self.ship = 0 # ship type -- 'E' is Enterprise
313 self.abandoned = 0 # count of crew abandoned in space
314 self.length = 0 # length of game
315 self.klhere = 0 # klingons here
316 self.casual = 0 # causalties
317 self.nhelp = 0 # calls for help
318 self.nkinks = 0 # count of energy-barrier crossings
319 self.iplnet = None # planet # in quadrant
320 self.inplan = 0 # initial planets
321 self.irhere = 0 # Romulans in quadrant
322 self.isatb = 0 # =1 if super commander is attacking base
323 self.tourn = None # tournament number
324 self.nprobes = 0 # number of probes available
325 self.inresor = 0.0 # initial resources
326 self.intime = 0.0 # initial time
327 self.inenrg = 0.0 # initial/max energy
328 self.inshld = 0.0 # initial/max shield
329 self.inlsr = 0.0 # initial life support resources
330 self.indate = 0.0 # initial date
331 self.energy = 0.0 # energy level
332 self.shield = 0.0 # shield level
333 self.warpfac = 0.0 # warp speed
334 self.lsupres = 0.0 # life support reserves
335 self.optime = 0.0 # time taken by current operation
336 self.damfac = 0.0 # damage factor
337 self.lastchart = 0.0 # time star chart was last updated
338 self.cryprob = 0.0 # probability that crystal will work
339 self.probe = None # object holding probe course info
340 self.height = 0.0 # height of orbit around planet
342 # Stas thinks this should be (C expression):
343 # game.state.remkl + len(game.state.kcmdr) > 0 ?
344 # game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99
345 # He says the existing expression is prone to divide-by-zero errors
346 # after killing the last klingon when score is shown -- perhaps also
347 # if the only remaining klingon is SCOM.
348 game.state.remtime = game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr))
374 return random.random() < p
376 def randrange(*args):
377 return random.randrange(*args)
382 v *= args[0] # from [0, args[0])
384 v = args[0] + v*(args[1]-args[0]) # from [args[0], args[1])
387 # Code from ai.c begins here
390 "Would this quadrant welcome another Klingon?"
391 return iq.valid_quadrant() and \
392 not game.state.galaxy[iq.i][iq.j].supernova and \
393 game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
395 def tryexit(enemy, look, irun):
396 "A bad guy attempts to bug out."
398 iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
399 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
400 if not welcoming(iq):
402 if enemy.type == 'R':
403 return False; # Romulans cannot escape!
405 # avoid intruding on another commander's territory
406 if enemy.type == 'C':
407 if iq in game.state.kcmdr:
409 # refuse to leave if currently attacking starbase
410 if game.battle == game.quadrant:
412 # don't leave if over 1000 units of energy
413 if enemy.power > 1000.0:
415 # emit escape message and move out of quadrant.
416 # we know this if either short or long range sensors are working
417 if not damaged(DSRSENS) or not damaged(DLRSENS) or \
418 game.condition == "docked":
419 prout(crmena(True, enemy.type, "sector", enemy.location) + \
420 (_(" escapes to Quadrant %s (and regains strength).") % q))
421 # handle local matters related to escape
424 if game.condition != "docked":
426 # Handle global matters related to escape
427 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
428 game.state.galaxy[iq.i][iq.j].klingons += 1
433 schedule(FSCMOVE, 0.2777)
437 for cmdr in game.state.kcmdr:
438 if cmdr == game.quadrant:
439 game.state.kcmdr[n] = iq
441 return True; # success
443 # The bad-guy movement algorithm:
445 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
446 # If both are operating full strength, force is 1000. If both are damaged,
447 # force is -1000. Having shields down subtracts an additional 1000.
449 # 2. Enemy has forces equal to the energy of the attacker plus
450 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
451 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
453 # Attacker Initial energy levels (nominal):
454 # Klingon Romulan Commander Super-Commander
455 # Novice 400 700 1200
457 # Good 450 800 1300 1750
458 # Expert 475 850 1350 1875
459 # Emeritus 500 900 1400 2000
460 # VARIANCE 75 200 200 200
462 # Enemy vessels only move prior to their attack. In Novice - Good games
463 # only commanders move. In Expert games, all enemy vessels move if there
464 # is a commander present. In Emeritus games all enemy vessels move.
466 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
467 # forces are 1000 greater than Enterprise.
469 # Agressive action on average cuts the distance between the ship and
470 # the enemy to 1/4 the original.
472 # 4. At lower energy advantage, movement units are proportional to the
473 # advantage with a 650 advantage being to hold ground, 800 to move forward
474 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
476 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
477 # retreat, especially at high skill levels.
479 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
481 def movebaddy(enemy):
482 "Tactical movement for the bad guys."
483 next = coord(); look = coord()
485 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
486 if game.skill >= SKILL_EXPERT:
487 nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
489 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
491 mdist = int(dist1 + 0.5); # Nearest integer distance
492 # If SC, check with spy to see if should hi-tail it
493 if enemy.type=='S' and \
494 (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
498 # decide whether to advance, retreat, or hold position
499 forces = enemy.power+100.0*len(game.enemies)+400*(nbaddys-1)
501 forces += 1000; # Good for enemy if shield is down!
502 if not damaged(DPHASER) or not damaged(DPHOTON):
503 if damaged(DPHASER): # phasers damaged
506 forces -= 0.2*(game.energy - 2500.0)
507 if damaged(DPHOTON): # photon torpedoes damaged
510 forces -= 50.0*game.torps
512 # phasers and photon tubes both out!
515 if forces <= 1000.0 and game.condition != "docked": # Typical situation
516 motion = ((forces + randreal(200))/150.0) - 5.0
518 if forces > 1000.0: # Very strong -- move in for kill
519 motion = (1.0 - randreal())**2 * dist1 + 1.0
520 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
521 motion -= game.skill*(2.0-randreal()**2)
523 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
524 # don't move if no motion
527 # Limit motion according to skill
528 if abs(motion) > game.skill:
533 # calculate preferred number of steps
534 nsteps = abs(int(motion))
535 if motion > 0 and nsteps > mdist:
536 nsteps = mdist; # don't overshoot
537 if nsteps > QUADSIZE:
538 nsteps = QUADSIZE; # This shouldn't be necessary
540 nsteps = 1; # This shouldn't be necessary
542 proutn("NSTEPS = %d:" % nsteps)
543 # Compute preferred values of delta X and Y
544 m = game.sector - enemy.location
545 if 2.0 * abs(m.i) < abs(m.j):
547 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
549 m = (motion * m).sgn()
550 next = enemy.location
552 for ll in range(nsteps):
554 proutn(" %d" % (ll+1))
555 # Check if preferred position available
566 attempts = 0; # Settle mysterious hang problem
567 while attempts < 20 and not success:
569 if look.i < 0 or look.i >= QUADSIZE:
570 if motion < 0 and tryexit(enemy, look, irun):
572 if krawli == m.i or m.j == 0:
574 look.i = next.i + krawli
576 elif look.j < 0 or look.j >= QUADSIZE:
577 if motion < 0 and tryexit(enemy, look, irun):
579 if krawlj == m.j or m.i == 0:
581 look.j = next.j + krawlj
583 elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.':
584 # See if enemy should ram ship
585 if game.quad[look.i][look.j] == game.ship and \
586 (enemy.type == 'C' or enemy.type == 'S'):
587 collision(rammed=True, enemy=enemy)
589 if krawli != m.i and m.j != 0:
590 look.i = next.i + krawli
592 elif krawlj != m.j and m.i != 0:
593 look.j = next.j + krawlj
596 break; # we have failed
608 if not damaged(DSRSENS) or game.condition == "docked":
609 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
610 if enemy.kdist < dist1:
611 proutn(_(" advances to "))
613 proutn(_(" retreats to "))
614 prout("Sector %s." % next)
617 "Sequence Klingon tactical movement."
620 # Figure out which Klingon is the commander (or Supercommander)
622 if game.quadrant in game.state.kcmdr:
623 for enemy in game.enemies:
624 if enemy.type == 'C':
626 if game.state.kscmdr==game.quadrant:
627 for enemy in game.enemies:
628 if enemy.type == 'S':
631 # If skill level is high, move other Klingons and Romulans too!
632 # Move these last so they can base their actions on what the
634 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
635 for enemy in game.enemies:
636 if enemy.type in ('K', 'R'):
638 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
640 def movescom(iq, avoid):
641 "Commander movement helper."
642 # Avoid quadrants with bases if we want to avoid Enterprise
643 if not welcoming(iq) or (avoid and iq in game.state.baseq):
645 if game.justin and not game.iscate:
648 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
649 game.state.kscmdr = iq
650 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
651 if game.state.kscmdr==game.quadrant:
652 # SC has scooted, remove him from current quadrant
657 for enemy in game.enemies:
658 if enemy.type == 'S':
662 if game.condition != "docked":
664 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
665 # check for a helpful planet
666 for i in range(game.inplan):
667 if game.state.planets[i].quadrant == game.state.kscmdr and \
668 game.state.planets[i].crystals == "present":
670 game.state.planets[i].pclass = "destroyed"
671 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
674 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
675 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
676 prout(_(" by the Super-commander.\""))
678 return True; # looks good!
680 def supercommander():
681 "Move the Super Commander."
682 iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
685 prout("== SUPERCOMMANDER")
686 # Decide on being active or passive
687 avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
688 (game.state.date-game.indate) < 3.0)
689 if not game.iscate and avoid:
690 # compute move away from Enterprise
691 idelta = game.state.kscmdr-game.quadrant
692 if idelta.distance() > 2.0:
694 idelta.i = game.state.kscmdr.j-game.quadrant.j
695 idelta.j = game.quadrant.i-game.state.kscmdr.i
697 # compute distances to starbases
698 if not game.state.baseq:
702 sc = game.state.kscmdr
703 for base in game.state.baseq:
704 basetbl.append((i, (base - sc).distance()))
705 if game.state.baseq > 1:
706 basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
707 # look for nearest base without a commander, no Enterprise, and
708 # without too many Klingons, and not already under attack.
709 ifindit = iwhichb = 0
710 for (i2, base) in enumerate(game.state.baseq):
711 i = basetbl[i2][0]; # bug in original had it not finding nearest
712 if base==game.quadrant or base==game.battle or not welcoming(base):
714 # if there is a commander, and no other base is appropriate,
715 # we will take the one with the commander
716 for cmdr in game.state.kcmdr:
717 if base == cmdr and ifindit != 2:
721 else: # no commander -- use this one
726 return # Nothing suitable -- wait until next time
727 ibq = game.state.baseq[iwhichb]
728 # decide how to move toward base
729 idelta = ibq - game.state.kscmdr
730 # Maximum movement is 1 quadrant in either or both axes
731 idelta = idelta.sgn()
732 # try moving in both x and y directions
733 # there was what looked like a bug in the Almy C code here,
734 # but it might be this translation is just wrong.
735 iq = game.state.kscmdr + idelta
736 if not movescom(iq, avoid):
737 # failed -- try some other maneuvers
738 if idelta.i==0 or idelta.j==0:
741 iq.j = game.state.kscmdr.j + 1
742 if not movescom(iq, avoid):
743 iq.j = game.state.kscmdr.j - 1
746 iq.i = game.state.kscmdr.i + 1
747 if not movescom(iq, avoid):
748 iq.i = game.state.kscmdr.i - 1
751 # try moving just in x or y
752 iq.j = game.state.kscmdr.j
753 if not movescom(iq, avoid):
754 iq.j = game.state.kscmdr.j + idelta.j
755 iq.i = game.state.kscmdr.i
758 if len(game.state.baseq) == 0:
761 for ibq in game.state.baseq:
762 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
765 return # no, don't attack base!
768 schedule(FSCDBAS, randreal(1.0, 3.0))
769 if is_scheduled(FCDBAS):
770 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
771 if not communicating():
775 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
777 prout(_(" reports that it is under attack from the Klingon Super-commander."))
778 proutn(_(" It can survive until stardate %d.\"") \
779 % int(scheduled(FSCDBAS)))
782 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
786 game.optime = 0.0; # actually finished
788 # Check for intelligence report
791 (not communicating()) or \
792 not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
795 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
796 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
801 if not game.tholian or game.justin:
804 if game.tholian.location.i == 0 and game.tholian.location.j == 0:
805 id.i = 0; id.j = QUADSIZE-1
806 elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
807 id.i = QUADSIZE-1; id.j = QUADSIZE-1
808 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1:
809 id.i = QUADSIZE-1; id.j = 0
810 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0:
813 # something is wrong!
814 game.tholian.move(None)
815 prout("***Internal error: Tholian in a bad spot.")
817 # do nothing if we are blocked
818 if game.quad[id.i][id.j] not in ('.', '#'):
820 here = copy.copy(game.tholian.location)
821 delta = (id - game.tholian.location).sgn()
823 while here.i != id.i:
825 if game.quad[here.i][here.j]=='.':
826 game.tholian.move(here)
828 while here.j != id.j:
830 if game.quad[here.i][here.j]=='.':
831 game.tholian.move(here)
832 # check to see if all holes plugged
833 for i in range(QUADSIZE):
834 if game.quad[0][i]!='#' and game.quad[0][i]!='T':
836 if game.quad[QUADSIZE-1][i]!='#' and game.quad[QUADSIZE-1][i]!='T':
838 if game.quad[i][0]!='#' and game.quad[i][0]!='T':
840 if game.quad[i][QUADSIZE-1]!='#' and game.quad[i][QUADSIZE-1]!='T':
842 # All plugged up -- Tholian splits
843 game.quad[game.tholian.location.i][game.tholian.location.j]='#'
845 prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web."))
846 game.tholian.move(None)
849 # Code from battle.c begins here
851 def doshield(shraise):
852 "Change shield status."
860 if scanner.sees("transfer"):
864 prout(_("Shields damaged and down."))
866 if scanner.sees("up"):
868 elif scanner.sees("down"):
871 proutn(_("Do you wish to change shield energy? "))
874 elif damaged(DSHIELD):
875 prout(_("Shields damaged and down."))
878 proutn(_("Shields are up. Do you want them down? "))
885 proutn(_("Shields are down. Do you want them up? "))
891 if action == "SHUP": # raise shields
893 prout(_("Shields already up."))
897 if game.condition != "docked":
899 prout(_("Shields raised."))
902 prout(_("Shields raising uses up last of energy."))
907 elif action == "SHDN":
909 prout(_("Shields already down."))
913 prout(_("Shields lowered."))
916 elif action == "NRG":
917 while scanner.next() != "IHREAL":
919 proutn(_("Energy to transfer to shields- "))
924 if nrg > game.energy:
925 prout(_("Insufficient ship energy."))
928 if game.shield+nrg >= game.inshld:
929 prout(_("Shield energy maximized."))
930 if game.shield+nrg > game.inshld:
931 prout(_("Excess energy requested returned to ship energy"))
932 game.energy -= game.inshld-game.shield
933 game.shield = game.inshld
935 if nrg < 0.0 and game.energy-nrg > game.inenrg:
936 # Prevent shield drain loophole
938 prout(_("Engineering to bridge--"))
939 prout(_(" Scott here. Power circuit problem, Captain."))
940 prout(_(" I can't drain the shields."))
943 if game.shield+nrg < 0:
944 prout(_("All shield energy transferred to ship."))
945 game.energy += game.shield
948 proutn(_("Scotty- \""))
950 prout(_("Transferring energy to shields.\""))
952 prout(_("Draining energy from shields.\""))
958 "Choose a device to damage, at random."
960 105, # DSRSENS: short range scanners 10.5%
961 105, # DLRSENS: long range scanners 10.5%
962 120, # DPHASER: phasers 12.0%
963 120, # DPHOTON: photon torpedoes 12.0%
964 25, # DLIFSUP: life support 2.5%
965 65, # DWARPEN: warp drive 6.5%
966 70, # DIMPULS: impulse engines 6.5%
967 145, # DSHIELD: deflector shields 14.5%
968 30, # DRADIO: subspace radio 3.0%
969 45, # DSHUTTL: shuttle 4.5%
970 15, # DCOMPTR: computer 1.5%
971 20, # NAVCOMP: navigation system 2.0%
972 75, # DTRANSP: transporter 7.5%
973 20, # DSHCTRL: high-speed shield controller 2.0%
974 10, # DDRAY: death ray 1.0%
975 30, # DDSP: deep-space probes 3.0%
977 idx = randrange(1000) # weights must sum to 1000
979 for (i, w) in enumerate(weights):
983 return None; # we should never get here
985 def collision(rammed, enemy):
986 "Collision handling fot rammong events."
987 prouts(_("***RED ALERT! RED ALERT!"))
989 prout(_("***COLLISION IMMINENT."))
993 hardness = {'R':1.5, 'C':2.0, 'S':2.5, 'T':0.5, '?':4.0}.get(enemy.type, 1.0)
995 proutn(_(" rammed by "))
998 proutn(crmena(False, enemy.type, "sector", enemy.location))
1000 proutn(_(" (original position)"))
1002 deadkl(enemy.location, enemy.type, game.sector)
1003 proutn("***" + crmship() + " heavily damaged.")
1004 icas = randrange(10, 30)
1005 prout(_("***Sickbay reports %d casualties"), icas)
1007 game.state.crew -= icas
1008 # In the pre-SST2K version, all devices got equiprobably damaged,
1009 # which was silly. Instead, pick up to half the devices at
1010 # random according to our weighting table,
1011 ncrits = randrange(NDEVICES/2)
1012 for m in range(ncrits):
1014 if game.damage[dev] < 0:
1016 extradm = (10.0*hardness*randreal()+1.0)*game.damfac
1017 # Damage for at least time of travel!
1018 game.damage[dev] += game.optime + extradm
1020 prout(_("***Shields are down."))
1021 if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
1028 def torpedo(origin, bearing, dispersion, number, nburst):
1029 "Let a photon torpedo fly"
1030 if not damaged(DSRSENS) or game.condition=="docked":
1031 setwnd(srscan_window)
1033 setwnd(message_window)
1034 ac = bearing + 0.25*dispersion # dispersion is a random variable
1035 bullseye = (15.0 - bearing)*0.5235988
1036 track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
1037 bumpto = coord(0, 0)
1038 # Loop to move a single torpedo
1039 setwnd(message_window)
1040 for step in range(1, QUADSIZE*2):
1041 if not track.next(): break
1043 if not w.valid_sector():
1045 iquad=game.quad[w.i][w.j]
1046 tracktorpedo(origin, w, step, number, nburst, iquad)
1050 if not damaged(DSRSENS) or game.condition == "docked":
1051 skip(1); # start new line after text track
1052 if iquad in ('E', 'F'): # Hit our ship
1054 prout(_("Torpedo hits %s.") % crmshp())
1055 hit = 700.0 + randreal(100) - \
1056 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1057 newcnd(); # we're blown out of dock
1058 if game.landed or game.condition=="docked":
1059 return hit # Cheat if on a planet
1060 # In the C/FORTRAN version, dispersion was 2.5 radians, which
1061 # is 143 degrees, which is almost exactly 4.8 clockface units
1062 displacement = course(track.bearing+randreal(-2.4,2.4), distance=2**0.5)
1064 bumpto = displacement.sector()
1065 if not bumpto.valid_sector():
1067 if game.quad[bumpto.i][bumpto.j]==' ':
1070 if game.quad[bumpto.i][bumpto.j]!='.':
1071 # can't move into object
1073 game.sector = bumpto
1075 game.quad[w.i][w.j]='.'
1076 game.quad[bumpto.i][bumpto.j]=iquad
1077 prout(_(" displaced by blast to Sector %s ") % bumpto)
1078 for enemy in game.enemies:
1079 enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1080 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1082 elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
1084 if iquad in ('C', 'S') and withprob(0.05):
1085 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1086 prout(_(" torpedo neutralized."))
1088 for enemy in game.enemies:
1089 if w == enemy.location:
1091 kp = math.fabs(enemy.power)
1092 h1 = 700.0 + randrange(100) - \
1093 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1101 if enemy.power == 0:
1104 proutn(crmena(True, iquad, "sector", w))
1105 displacement = course(track.bearing+randreal(-2.4,2.4), distance=2**0.5)
1107 bumpto = displacement.sector()
1108 if not bumpto.valid_sector():
1109 prout(_(" damaged but not destroyed."))
1111 if game.quad[bumpto.i][bumpto.j] == ' ':
1112 prout(_(" buffeted into black hole."))
1113 deadkl(w, iquad, bumpto)
1114 if game.quad[bumpto.i][bumpto.j] != '.':
1115 prout(_(" damaged but not destroyed."))
1117 prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
1118 enemy.location = bumpto
1119 game.quad[w.i][w.j]='.'
1120 game.quad[bumpto.i][bumpto.j]=iquad
1121 for enemy in game.enemies:
1122 enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1123 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1125 elif iquad == 'B': # Hit a base
1127 prout(_("***STARBASE DESTROYED.."))
1128 game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
1129 game.quad[w.i][w.j]='.'
1130 game.base.invalidate()
1131 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase -= 1
1132 game.state.chart[game.quadrant.i][game.quadrant.j].starbase -= 1
1133 game.state.basekl += 1
1136 elif iquad == 'P': # Hit a planet
1137 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1138 game.state.nplankl += 1
1139 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1140 game.iplnet.pclass = "destroyed"
1142 game.plnet.invalidate()
1143 game.quad[w.i][w.j] = '.'
1145 # captain perishes on planet
1148 elif iquad == '@': # Hit an inhabited world -- very bad!
1149 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1150 game.state.nworldkl += 1
1151 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1152 game.iplnet.pclass = "destroyed"
1154 game.plnet.invalidate()
1155 game.quad[w.i][w.j] = '.'
1157 # captain perishes on planet
1159 prout(_("The torpedo destroyed an inhabited planet."))
1161 elif iquad == '*': # Hit a star
1165 prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast."))
1167 elif iquad == '?': # Hit a thingy
1168 if not (game.options & OPTION_THINGY) or withprob(0.3):
1170 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1172 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1174 proutn(_("Mr. Spock-"))
1175 prouts(_(" \"Fascinating!\""))
1179 # Stas Sergeev added the possibility that
1180 # you can shove the Thingy and piss it off.
1181 # It then becomes an enemy and may fire at you.
1185 elif iquad == ' ': # Black hole
1187 prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo."))
1189 elif iquad == '#': # hit the web
1191 prout(_("***Torpedo absorbed by Tholian web."))
1193 elif iquad == 'T': # Hit a Tholian
1194 h1 = 700.0 + randrange(100) - \
1195 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1198 game.quad[w.i][w.j] = '.'
1203 proutn(crmena(True, 'T', "sector", w))
1205 prout(_(" survives photon blast."))
1207 prout(_(" disappears."))
1208 game.tholian.move(None)
1209 game.quad[w.i][w.j] = '#'
1214 proutn("Don't know how to handle torpedo collision with ")
1215 proutn(crmena(True, iquad, "sector", w))
1220 prout(_("Torpedo missed."))
1224 "Critical-hit resolution."
1225 if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1227 ncrit = int(1.0 + hit/(500.0+randreal(100)))
1228 proutn(_("***CRITICAL HIT--"))
1229 # Select devices and cause damage
1231 for loop1 in range(ncrit):
1234 # Cheat to prevent shuttle damage unless on ship
1235 if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1238 extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1239 game.damage[j] += extradm
1241 for (i, j) in enumerate(cdam):
1243 if skipcount % 3 == 2 and i < len(cdam)-1:
1248 prout(_(" damaged."))
1249 if damaged(DSHIELD) and game.shldup:
1250 prout(_("***Shields knocked down."))
1253 def attack(torps_ok):
1254 # bad guy attacks us
1255 # torps_ok == False forces use of phasers in an attack
1256 # game could be over at this point, check
1259 attempt = False; ihurt = False;
1260 hitmax=0.0; hittot=0.0; chgfac=1.0
1263 prout("=== ATTACK!")
1264 # Tholian gets to move before attacking
1267 # if you have just entered the RNZ, you'll get a warning
1268 if game.neutz: # The one chance not to be attacked
1271 # commanders get a chance to tac-move towards you
1272 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:
1274 # if no enemies remain after movement, we're done
1275 if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
1277 # set up partial hits if attack happens during shield status change
1278 pfac = 1.0/game.inshld
1280 chgfac = 0.25 + randreal(0.5)
1282 # message verbosity control
1283 if game.skill <= SKILL_FAIR:
1285 for enemy in game.enemies:
1287 continue; # too weak to attack
1288 # compute hit strength and diminish shield power
1290 # Increase chance of photon torpedos if docked or enemy energy is low
1291 if game.condition == "docked":
1293 if enemy.power < 500:
1295 if enemy.type=='T' or (enemy.type=='?' and not thing.angry):
1297 # different enemies have different probabilities of throwing a torp
1298 usephasers = not torps_ok or \
1299 (enemy.type == 'K' and r > 0.0005) or \
1300 (enemy.type=='C' and r > 0.015) or \
1301 (enemy.type=='R' and r > 0.3) or \
1302 (enemy.type=='S' and r > 0.07) or \
1303 (enemy.type=='?' and r > 0.05)
1304 if usephasers: # Enemy uses phasers
1305 if game.condition == "docked":
1306 continue; # Don't waste the effort!
1307 attempt = True; # Attempt to attack
1308 dustfac = randreal(0.8, 0.85)
1309 hit = enemy.power*math.pow(dustfac,enemy.kavgd)
1311 else: # Enemy uses photon torpedo
1312 # We should be able to make the bearing() method work here
1313 course = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i)
1315 proutn(_("***TORPEDO INCOMING"))
1316 if not damaged(DSRSENS):
1317 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location))
1320 dispersion = (randreal()+randreal())*0.5 - 0.5
1321 dispersion += 0.002*enemy.power*dispersion
1322 hit = torpedo(enemy.location, course, dispersion, number=1, nburst=1)
1323 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1324 finish(FWON); # Klingons did themselves in!
1325 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1326 return # Supernova or finished
1329 # incoming phaser or torpedo, shields may dissipate it
1330 if game.shldup or game.shldchg or game.condition=="docked":
1331 # shields will take hits
1332 propor = pfac * game.shield
1333 if game.condition =="docked":
1337 hitsh = propor*chgfac*hit+1.0
1339 if absorb > game.shield:
1340 absorb = game.shield
1341 game.shield -= absorb
1343 # taking a hit blasts us out of a starbase dock
1344 if game.condition == "docked":
1346 # but the shields may take care of it
1347 if propor > 0.1 and hit < 0.005*game.energy:
1349 # hit from this opponent got through shields, so take damage
1351 proutn(_("%d unit hit") % int(hit))
1352 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1353 proutn(_(" on the ") + crmshp())
1354 if not damaged(DSRSENS) and usephasers:
1355 prout(_(" from ") + crmena(False, enemy.type, where, enemy.location))
1357 # Decide if hit is critical
1363 if game.energy <= 0:
1364 # Returning home upon your shield, not with it...
1367 if not attempt and game.condition == "docked":
1368 prout(_("***Enemies decide against attacking your ship."))
1369 percent = 100.0*pfac*game.shield+0.5
1371 # Shields fully protect ship
1372 proutn(_("Enemy attack reduces shield strength to "))
1374 # Emit message if starship suffered hit(s)
1376 proutn(_("Energy left %2d shields ") % int(game.energy))
1379 elif not damaged(DSHIELD):
1382 proutn(_("damaged, "))
1383 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1384 # Check if anyone was hurt
1385 if hitmax >= 200 or hittot >= 500:
1386 icas = randrange(int(hittot * 0.015))
1389 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1390 prout(_(" in that last attack.\""))
1392 game.state.crew -= icas
1393 # After attack, reset average distance to enemies
1394 for enemy in game.enemies:
1395 enemy.kavgd = enemy.kdist
1396 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1399 def deadkl(w, type, mv):
1400 "Kill a Klingon, Tholian, Romulan, or Thingy."
1401 # Added mv to allow enemy to "move" before dying
1402 proutn(crmena(True, type, "sector", mv))
1403 # Decide what kind of enemy it is and update appropriately
1405 # Chalk up a Romulan
1406 game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1408 game.state.nromrem -= 1
1417 # Killed some type of Klingon
1418 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1421 game.state.kcmdr.remove(game.quadrant)
1423 if game.state.kcmdr:
1424 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1425 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1428 game.state.remkl -= 1
1430 game.state.nscrem -= 1
1431 game.state.kscmdr.invalidate()
1436 # For each kind of enemy, finish message to player
1437 prout(_(" destroyed."))
1438 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1441 # Remove enemy ship from arrays describing local conditions
1442 for e in game.enemies:
1449 "Return None if target is invalid, otherwise return a course angle."
1450 if not w.valid_sector():
1454 # FIXME: C code this was translated from is wacky -- why the sign reversal?
1455 delta.j = (w.j - game.sector.j);
1456 delta.i = (game.sector.i - w.i);
1457 if delta == coord(0, 0):
1459 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1460 prout(_(" I recommend an immediate review of"))
1461 prout(_(" the Captain's psychological profile.\""))
1464 return delta.bearing()
1467 "Launch photon torpedo."
1470 if damaged(DPHOTON):
1471 prout(_("Photon tubes damaged."))
1475 prout(_("No torpedoes left."))
1478 # First, get torpedo count
1481 if scanner.token == "IHALPHA":
1484 elif scanner.token == "IHEOL" or not scanner.waiting():
1485 prout(_("%d torpedoes left.") % game.torps)
1487 proutn(_("Number of torpedoes to fire- "))
1488 continue # Go back around to get a number
1489 else: # key == "IHREAL"
1491 if n <= 0: # abort command
1496 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1499 scanner.chew() # User requested more torps than available
1500 continue # Go back around
1501 break # All is good, go to next stage
1505 key = scanner.next()
1506 if i==0 and key == "IHEOL":
1507 break; # no coordinate waiting, we will try prompting
1508 if i==1 and key == "IHEOL":
1509 # direct all torpedoes at one target
1511 target.append(target[0])
1512 course.append(course[0])
1515 scanner.push(scanner.token)
1516 target.append(scanner.getcoord())
1517 if target[-1] == None:
1519 course.append(targetcheck(target[-1]))
1520 if course[-1] == None:
1523 if len(target) == 0:
1524 # prompt for each one
1526 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1528 target.append(scanner.getcoord())
1529 if target[-1] == None:
1531 course.append(targetcheck(target[-1]))
1532 if course[-1] == None:
1535 # Loop for moving <n> torpedoes
1537 if game.condition != "docked":
1539 dispersion = (randreal()+randreal())*0.5 -0.5
1540 if math.fabs(dispersion) >= 0.47:
1542 dispersion *= randreal(1.2, 2.2)
1544 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1546 prouts(_("***TORPEDO MISFIRES."))
1549 prout(_(" Remainder of burst aborted."))
1551 prout(_("***Photon tubes damaged by misfire."))
1552 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1554 if game.shldup or game.condition == "docked":
1555 dispersion *= 1.0 + 0.0001*game.shield
1556 torpedo(game.sector, course[i], dispersion, number=i, nburst=n)
1557 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1559 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1563 "Check for phasers overheating."
1565 checkburn = (rpow-1500.0)*0.00038
1566 if withprob(checkburn):
1567 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1568 game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1570 def checkshctrl(rpow):
1571 "Check shield control."
1574 prout(_("Shields lowered."))
1576 # Something bad has happened
1577 prouts(_("***RED ALERT! RED ALERT!"))
1579 hit = rpow*game.shield/game.inshld
1580 game.energy -= rpow+hit*0.8
1581 game.shield -= hit*0.2
1582 if game.energy <= 0.0:
1583 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1588 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1590 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1591 icas = randrange(int(hit*0.012))
1596 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1597 prout(_(" %d casualties so far.\"") % icas)
1599 game.state.crew -= icas
1601 prout(_("Phaser energy dispersed by shields."))
1602 prout(_("Enemy unaffected."))
1607 "Register a phaser hit on Klingons and Romulans."
1608 nenhr2 = len(game.enemies); kk=0
1611 for (k, wham) in enumerate(hits):
1614 dustfac = randreal(0.9, 1.0)
1615 hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
1616 kpini = game.enemies[kk].power
1617 kp = math.fabs(kpini)
1618 if PHASEFAC*hit < kp:
1620 if game.enemies[kk].power < 0:
1621 game.enemies[kk].power -= -kp
1623 game.enemies[kk].power -= kp
1624 kpow = game.enemies[kk].power
1625 w = game.enemies[kk].location
1627 if not damaged(DSRSENS):
1629 proutn(_("%d unit hit on ") % int(hit))
1631 proutn(_("Very small hit on "))
1632 ienm = game.quad[w.i][w.j]
1635 proutn(crmena(False, ienm, "sector", w))
1639 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1643 kk -= 1 # don't do the increment
1645 else: # decide whether or not to emasculate klingon
1646 if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1647 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1648 prout(_(" has just lost its firepower.\""))
1649 game.enemies[kk].power = -kpow
1654 "Fire phasers at bad guys."
1656 kz = 0; k = 1; irec=0 # Cheating inhibitor
1657 ifast = False; no = False; itarg = True; msgflag = True; rpow=0
1661 # SR sensors and Computer are needed for automode
1662 if damaged(DSRSENS) or damaged(DCOMPTR):
1664 if game.condition == "docked":
1665 prout(_("Phasers can't be fired through base shields."))
1668 if damaged(DPHASER):
1669 prout(_("Phaser control damaged."))
1673 if damaged(DSHCTRL):
1674 prout(_("High speed shield control damaged."))
1677 if game.energy <= 200.0:
1678 prout(_("Insufficient energy to activate high-speed shield control."))
1681 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1683 # Original code so convoluted, I re-did it all
1684 # (That was Tom Almy talking about the C code, I think -- ESR)
1685 while automode=="NOTSET":
1687 if key == "IHALPHA":
1688 if scanner.sees("manual"):
1689 if len(game.enemies)==0:
1690 prout(_("There is no enemy present to select."))
1693 automode="AUTOMATIC"
1696 key = scanner.next()
1697 elif scanner.sees("automatic"):
1698 if (not itarg) and len(game.enemies) != 0:
1699 automode = "FORCEMAN"
1701 if len(game.enemies)==0:
1702 prout(_("Energy will be expended into space."))
1703 automode = "AUTOMATIC"
1704 key = scanner.next()
1705 elif scanner.sees("no"):
1710 elif key == "IHREAL":
1711 if len(game.enemies)==0:
1712 prout(_("Energy will be expended into space."))
1713 automode = "AUTOMATIC"
1715 automode = "FORCEMAN"
1717 automode = "AUTOMATIC"
1720 if len(game.enemies)==0:
1721 prout(_("Energy will be expended into space."))
1722 automode = "AUTOMATIC"
1724 automode = "FORCEMAN"
1726 proutn(_("Manual or automatic? "))
1731 if automode == "AUTOMATIC":
1732 if key == "IHALPHA" and scanner.sees("no"):
1734 key = scanner.next()
1735 if key != "IHREAL" and len(game.enemies) != 0:
1736 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
1741 for i in range(len(game.enemies)):
1742 irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
1744 proutn(_("%d units required. ") % irec)
1746 proutn(_("Units to fire= "))
1747 key = scanner.next()
1752 proutn(_("Energy available= %.2f") % avail)
1755 if not rpow > avail:
1762 if key == "IHALPHA" and scanner.sees("no"):
1765 game.energy -= 200; # Go and do it!
1766 if checkshctrl(rpow):
1771 if len(game.enemies):
1774 for i in range(len(game.enemies)):
1778 hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
1779 over = randreal(1.01, 1.06) * hits[i]
1781 powrem -= hits[i] + over
1782 if powrem <= 0 and temp < hits[i]:
1791 if extra > 0 and not game.alldone:
1793 proutn(_("*** Tholian web absorbs "))
1794 if len(game.enemies)>0:
1795 proutn(_("excess "))
1796 prout(_("phaser energy."))
1798 prout(_("%d expended on empty space.") % int(extra))
1799 elif automode == "FORCEMAN":
1802 if damaged(DCOMPTR):
1803 prout(_("Battle computer damaged, manual fire only."))
1806 prouts(_("---WORKING---"))
1808 prout(_("Short-range-sensors-damaged"))
1809 prout(_("Insufficient-data-for-automatic-phaser-fire"))
1810 prout(_("Manual-fire-must-be-used"))
1812 elif automode == "MANUAL":
1814 for k in range(len(game.enemies)):
1815 aim = game.enemies[k].location
1816 ienm = game.quad[aim.i][aim.j]
1818 proutn(_("Energy available= %.2f") % (avail-0.006))
1822 if damaged(DSRSENS) and \
1823 not game.sector.distance(aim)<2**0.5 and ienm in ('C', 'S'):
1824 prout(cramen(ienm) + _(" can't be located without short range scan."))
1827 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
1832 if itarg and k > kz:
1833 irec=(abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
1836 if not damaged(DCOMPTR):
1841 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
1842 key = scanner.next()
1843 if key == "IHALPHA" and scanner.sees("no"):
1845 key = scanner.next()
1847 if key == "IHALPHA":
1851 if k==1: # Let me say I'm baffled by this
1854 if scanner.real < 0:
1858 hits[k] = scanner.real
1859 rpow += scanner.real
1860 # If total requested is too much, inform and start over
1862 prout(_("Available energy exceeded -- try again."))
1865 key = scanner.next(); # scan for next value
1868 # zero energy -- abort
1871 if key == "IHALPHA" and scanner.sees("no"):
1876 game.energy -= 200.0
1877 if checkshctrl(rpow):
1881 # Say shield raised or malfunction, if necessary
1888 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
1889 prouts(_(" CLICK CLICK POP . . ."))
1890 prout(_(" No response, sir!"))
1893 prout(_("Shields raised."))
1898 # Code from events,c begins here.
1900 # This isn't a real event queue a la BSD Trek yet -- you can only have one
1901 # event of each type active at any given time. Mostly these means we can
1902 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
1903 # BSD Trek, from which we swiped the idea, can have up to 5.
1905 def unschedule(evtype):
1906 "Remove an event from the schedule."
1907 game.future[evtype].date = FOREVER
1908 return game.future[evtype]
1910 def is_scheduled(evtype):
1911 "Is an event of specified type scheduled."
1912 return game.future[evtype].date != FOREVER
1914 def scheduled(evtype):
1915 "When will this event happen?"
1916 return game.future[evtype].date
1918 def schedule(evtype, offset):
1919 "Schedule an event of specified type."
1920 game.future[evtype].date = game.state.date + offset
1921 return game.future[evtype]
1923 def postpone(evtype, offset):
1924 "Postpone a scheduled event."
1925 game.future[evtype].date += offset
1928 "Rest period is interrupted by event."
1931 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
1933 game.resting = False
1939 "Run through the event queue looking for things to do."
1941 fintim = game.state.date + game.optime; yank=0
1942 ictbeam = False; istract = False
1943 w = coord(); hold = coord()
1944 ev = event(); ev2 = event()
1946 def tractorbeam(yank):
1947 "Tractor-beaming cases merge here."
1949 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
1951 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
1952 # If Kirk & Co. screwing around on planet, handle
1953 atover(True) # atover(true) is Grab
1956 if game.icraft: # Caught in Galileo?
1959 # Check to see if shuttle is aboard
1960 if game.iscraft == "offship":
1963 prout(_("Galileo, left on the planet surface, is captured"))
1964 prout(_("by aliens and made into a flying McDonald's."))
1965 game.damage[DSHUTTL] = -10
1966 game.iscraft = "removed"
1968 prout(_("Galileo, left on the planet surface, is well hidden."))
1970 game.quadrant = game.state.kscmdr
1972 game.quadrant = game.state.kcmdr[i]
1973 game.sector = randplace(QUADSIZE)
1974 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
1975 % (game.quadrant, game.sector))
1977 prout(_("(Remainder of rest/repair period cancelled.)"))
1978 game.resting = False
1980 if not damaged(DSHIELD) and game.shield > 0:
1981 doshield(shraise=True) # raise shields
1982 game.shldchg = False
1984 prout(_("(Shields not currently useable.)"))
1986 # Adjust finish time to time of tractor beaming
1987 fintim = game.state.date+game.optime
1988 attack(torps_ok=False)
1989 if not game.state.kcmdr:
1992 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
1995 "Code merges here for any commander destroying a starbase."
1996 # Not perfect, but will have to do
1997 # Handle case where base is in same quadrant as starship
1998 if game.battle == game.quadrant:
1999 game.state.chart[game.battle.i][game.battle.j].starbase = False
2000 game.quad[game.base.i][game.base.j] = '.'
2001 game.base.invalidate()
2004 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2005 elif game.state.baseq and communicating():
2006 # Get word via subspace radio
2009 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2010 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2012 prout(_("the Klingon Super-Commander"))
2014 prout(_("a Klingon Commander"))
2015 game.state.chart[game.battle.i][game.battle.j].starbase = False
2016 # Remove Starbase from galaxy
2017 game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2018 game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq)
2020 # reinstate a commander's base attack
2024 game.battle.invalidate()
2026 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2027 for i in range(1, NEVENTS):
2028 if i == FSNOVA: proutn("=== Supernova ")
2029 elif i == FTBEAM: proutn("=== T Beam ")
2030 elif i == FSNAP: proutn("=== Snapshot ")
2031 elif i == FBATTAK: proutn("=== Base Attack ")
2032 elif i == FCDBAS: proutn("=== Base Destroy ")
2033 elif i == FSCMOVE: proutn("=== SC Move ")
2034 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2035 elif i == FDSPROB: proutn("=== Probe Move ")
2036 elif i == FDISTR: proutn("=== Distress Call ")
2037 elif i == FENSLV: proutn("=== Enslavement ")
2038 elif i == FREPRO: proutn("=== Klingon Build ")
2040 prout("%.2f" % (scheduled(i)))
2043 radio_was_broken = damaged(DRADIO)
2046 # Select earliest extraneous event, evcode==0 if no events
2051 for l in range(1, NEVENTS):
2052 if game.future[l].date < datemin:
2055 prout("== Event %d fires" % evcode)
2056 datemin = game.future[l].date
2057 xtime = datemin-game.state.date
2058 game.state.date = datemin
2059 # Decrement Federation resources and recompute remaining time
2060 game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
2062 if game.state.remtime <=0:
2065 # Any crew left alive?
2066 if game.state.crew <=0:
2069 # Is life support adequate?
2070 if damaged(DLIFSUP) and game.condition != "docked":
2071 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2074 game.lsupres -= xtime
2075 if game.damage[DLIFSUP] <= xtime:
2076 game.lsupres = game.inlsr
2079 if game.condition == "docked":
2081 # Don't fix Deathray here
2082 for l in range(NDEVICES):
2083 if game.damage[l] > 0.0 and l != DDRAY:
2084 if game.damage[l]-repair > 0.0:
2085 game.damage[l] -= repair
2087 game.damage[l] = 0.0
2088 # If radio repaired, update star chart and attack reports
2089 if radio_was_broken and not damaged(DRADIO):
2090 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2091 prout(_(" surveillance reports are coming in."))
2093 if not game.iseenit:
2097 prout(_(" The star chart is now up to date.\""))
2099 # Cause extraneous event EVCODE to occur
2100 game.optime -= xtime
2101 if evcode == FSNOVA: # Supernova
2104 schedule(FSNOVA, expran(0.5*game.intime))
2105 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2107 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2108 if game.state.nscrem == 0 or \
2109 ictbeam or istract or \
2110 game.condition=="docked" or game.isatb==1 or game.iscate:
2112 if game.ientesc or \
2113 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2114 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2115 (damaged(DSHIELD) and \
2116 (game.energy < 2500 or damaged(DPHASER)) and \
2117 (game.torps < 5 or damaged(DPHOTON))):
2119 istract = ictbeam = True
2120 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2123 elif evcode == FTBEAM: # Tractor beam
2124 if not game.state.kcmdr:
2127 i = randrange(len(game.state.kcmdr))
2128 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2129 if istract or game.condition == "docked" or yank == 0:
2130 # Drats! Have to reschedule
2132 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2136 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2137 game.snapsht = copy.deepcopy(game.state)
2138 game.state.snap = True
2139 schedule(FSNAP, expran(0.5 * game.intime))
2140 elif evcode == FBATTAK: # Commander attacks starbase
2141 if not game.state.kcmdr or not game.state.baseq:
2147 for ibq in game.state.baseq:
2148 for cmdr in game.state.kcmdr:
2149 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2152 # no match found -- try later
2153 schedule(FBATTAK, expran(0.3*game.intime))
2158 # commander + starbase combination found -- launch attack
2160 schedule(FCDBAS, randreal(1.0, 4.0))
2161 if game.isatb: # extra time if SC already attacking
2162 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2163 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2164 game.iseenit = False
2165 if not communicating():
2166 continue # No warning :-(
2170 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2171 prout(_(" reports that it is under attack and that it can"))
2172 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2175 elif evcode == FSCDBAS: # Supercommander destroys base
2178 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2179 continue # WAS RETURN!
2181 game.battle = game.state.kscmdr
2183 elif evcode == FCDBAS: # Commander succeeds in destroying base
2186 if not game.state.baseq() \
2187 or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2188 game.battle.invalidate()
2190 # find the lucky pair
2191 for cmdr in game.state.kcmdr:
2192 if cmdr == game.battle:
2195 # No action to take after all
2198 elif evcode == FSCMOVE: # Supercommander moves
2199 schedule(FSCMOVE, 0.2777)
2200 if not game.ientesc and not istract and game.isatb != 1 and \
2201 (not game.iscate or not game.justin):
2203 elif evcode == FDSPROB: # Move deep space probe
2204 schedule(FDSPROB, 0.01)
2205 if not game.probe.next():
2206 if not game.probe.quadrant().valid_quadrant() or \
2207 game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
2208 # Left galaxy or ran into supernova
2212 proutn(_("Lt. Uhura- \"The deep space probe "))
2213 if not game.probe.quadrant().valid_quadrant():
2214 prout(_("has left the galaxy.\""))
2216 prout(_("is no longer transmitting.\""))
2222 prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
2223 pdest = game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j]
2225 chp = game.state.chart[game.probe.quadrant().i][game.probe.quadrant().j]
2226 chp.klingons = pdest.klingons
2227 chp.starbase = pdest.starbase
2228 chp.stars = pdest.stars
2229 pdest.charted = True
2230 game.probe.moves -= 1 # One less to travel
2231 if game.probe.arrived() and game.isarmed and pdest.stars:
2232 supernova(game.probe) # fire in the hole!
2234 if game.state.galaxy[game.quadrant().i][game.quadrant().j].supernova:
2236 elif evcode == FDISTR: # inhabited system issues distress call
2238 # try a whole bunch of times to find something suitable
2239 for i in range(100):
2240 # need a quadrant which is not the current one,
2241 # which has some stars which are inhabited and
2242 # not already under attack, which is not
2243 # supernova'ed, and which has some Klingons in it
2244 w = randplace(GALSIZE)
2245 q = game.state.galaxy[w.i][w.j]
2246 if not (game.quadrant == w or q.planet == None or \
2247 not q.planet.inhabited or \
2248 q.supernova or q.status!="secure" or q.klingons<=0):
2251 # can't seem to find one; ignore this call
2253 prout("=== Couldn't find location for distress event.")
2255 # got one!! Schedule its enslavement
2256 ev = schedule(FENSLV, expran(game.intime))
2258 q.status = "distressed"
2259 # tell the captain about it if we can
2261 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2263 prout(_("by a Klingon invasion fleet."))
2266 elif evcode == FENSLV: # starsystem is enslaved
2267 ev = unschedule(FENSLV)
2268 # see if current distress call still active
2269 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2273 q.status = "enslaved"
2275 # play stork and schedule the first baby
2276 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2277 ev2.quadrant = ev.quadrant
2279 # report the disaster if we can
2281 prout(_("Uhura- We've lost contact with starsystem %s") % \
2283 prout(_("in Quadrant %s.\n") % ev.quadrant)
2284 elif evcode == FREPRO: # Klingon reproduces
2285 # If we ever switch to a real event queue, we'll need to
2286 # explicitly retrieve and restore the x and y.
2287 ev = schedule(FREPRO, expran(1.0 * game.intime))
2288 # see if current distress call still active
2289 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2293 if game.state.remkl >=MAXKLGAME:
2294 continue # full right now
2295 # reproduce one Klingon
2298 if game.klhere >= MAXKLQUAD:
2300 # this quadrant not ok, pick an adjacent one
2301 for m.i in range(w.i - 1, w.i + 2):
2302 for m.j in range(w.j - 1, w.j + 2):
2303 if not m.valid_quadrant():
2305 q = game.state.galaxy[m.i][m.j]
2306 # check for this quad ok (not full & no snova)
2307 if q.klingons >= MAXKLQUAD or q.supernova:
2311 continue # search for eligible quadrant failed
2315 game.state.remkl += 1
2317 if game.quadrant == w:
2319 game.enemies.append(newkling())
2320 # recompute time left
2323 if game.quadrant == w:
2324 prout(_("Spock- sensors indicate the Klingons have"))
2325 prout(_("launched a warship from %s.") % q.planet)
2327 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2328 if q.planet != None:
2329 proutn(_("near %s ") % q.planet)
2330 prout(_("in Quadrant %s.") % w)
2336 key = scanner.next()
2339 proutn(_("How long? "))
2344 origTime = delay = scanner.real
2347 if delay >= game.state.remtime or len(game.enemies) != 0:
2348 proutn(_("Are you sure? "))
2351 # Alternate resting periods (events) with attacks
2355 game.resting = False
2356 if not game.resting:
2357 prout(_("%d stardates left.") % int(game.state.remtime))
2359 temp = game.optime = delay
2360 if len(game.enemies):
2361 rtime = randreal(1.0, 2.0)
2365 if game.optime < delay:
2366 attack(torps_ok=False)
2374 # Repair Deathray if long rest at starbase
2375 if origTime-delay >= 9.99 and game.condition == "docked":
2376 game.damage[DDRAY] = 0.0
2377 # leave if quadrant supernovas
2378 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2380 game.resting = False
2385 course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2386 newc = coord(); neighbor = coord(); bump = coord(0, 0)
2388 # Wow! We've supernova'ed
2389 supernova(game.quadrant)
2391 # handle initial nova
2392 game.quad[nov.i][nov.j] = '.'
2393 prout(crmena(False, '*', "sector", nov) + _(" novas."))
2394 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2395 game.state.starkl += 1
2396 # Set up queue to recursively trigger adjacent stars
2402 for offset.i in range(-1, 1+1):
2403 for offset.j in range(-1, 1+1):
2404 if offset.j==0 and offset.i==0:
2406 neighbor = start + offset
2407 if not neighbor.valid_sector():
2409 iquad = game.quad[neighbor.i][neighbor.j]
2410 # Empty space ends reaction
2411 if iquad in ('.', '?', ' ', 'T', '#'):
2413 elif iquad == '*': # Affect another star
2415 # This star supernovas
2416 supernova(game.quadrant)
2419 hits.append(neighbor)
2420 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2421 game.state.starkl += 1
2422 proutn(crmena(True, '*', "sector", neighbor))
2424 game.quad[neighbor.i][neighbor.j] = '.'
2426 elif iquad in ('P', '@'): # Destroy planet
2427 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2429 game.state.nplankl += 1
2431 game.state.worldkl += 1
2432 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2433 game.iplnet.pclass = "destroyed"
2435 game.plnet.invalidate()
2439 game.quad[neighbor.i][neighbor.j] = '.'
2440 elif iquad == 'B': # Destroy base
2441 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2442 game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
2443 game.base.invalidate()
2444 game.state.basekl += 1
2446 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2447 game.quad[neighbor.i][neighbor.j] = '.'
2448 elif iquad in ('E', 'F'): # Buffet ship
2449 prout(_("***Starship buffeted by nova."))
2451 if game.shield >= 2000.0:
2452 game.shield -= 2000.0
2454 diff = 2000.0 - game.shield
2458 prout(_("***Shields knocked out."))
2459 game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2461 game.energy -= 2000.0
2462 if game.energy <= 0:
2465 # add in course nova contributes to kicking starship
2466 bump += (game.sector-hits[mm]).sgn()
2467 elif iquad == 'K': # kill klingon
2468 deadkl(neighbor, iquad, neighbor)
2469 elif iquad in ('C','S','R'): # Damage/destroy big enemies
2470 for ll in range(len(game.enemies)):
2471 if game.enemies[ll].location == neighbor:
2473 game.enemies[ll].power -= 800.0 # If firepower is lost, die
2474 if game.enemies[ll].power <= 0.0:
2475 deadkl(neighbor, iquad, neighbor)
2477 newc = neighbor + neighbor - hits[mm]
2478 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2479 if not newc.valid_sector():
2480 # can't leave quadrant
2483 iquad1 = game.quad[newc.i][newc.j]
2485 proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
2487 deadkl(neighbor, iquad, newc)
2490 # can't move into something else
2493 proutn(_(", buffeted to Sector %s") % newc)
2494 game.quad[neighbor.i][neighbor.j] = '.'
2495 game.quad[newc.i][newc.j] = iquad
2496 game.enemies[ll].move(newc)
2497 # Starship affected by nova -- kick it away.
2499 direc = course[3*(bump.i+1)+bump.j+2]
2504 course = course(bearing=direc, distance=dist)
2505 game.optime = course.time(warp=4)
2507 prout(_("Force of nova displaces starship."))
2508 imove(course, noattack=True)
2509 game.optime = course.time(warp=4)
2513 "Star goes supernova."
2518 # Scheduled supernova -- select star at random.
2521 for nq.i in range(GALSIZE):
2522 for nq.j in range(GALSIZE):
2523 stars += game.state.galaxy[nq.i][nq.j].stars
2525 return # nothing to supernova exists
2526 num = randrange(stars) + 1
2527 for nq.i in range(GALSIZE):
2528 for nq.j in range(GALSIZE):
2529 num -= game.state.galaxy[nq.i][nq.j].stars
2535 proutn("=== Super nova here?")
2538 if not nq == game.quadrant or game.justin:
2539 # it isn't here, or we just entered (treat as enroute)
2542 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2543 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2546 # we are in the quadrant!
2547 num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
2548 for ns.i in range(QUADSIZE):
2549 for ns.j in range(QUADSIZE):
2550 if game.quad[ns.i][ns.j]=='*':
2557 prouts(_("***RED ALERT! RED ALERT!"))
2559 prout(_("***Incipient supernova detected at Sector %s") % ns)
2560 if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2561 proutn(_("Emergency override attempts t"))
2562 prouts("***************")
2566 # destroy any Klingons in supernovaed quadrant
2567 kldead = game.state.galaxy[nq.i][nq.j].klingons
2568 game.state.galaxy[nq.i][nq.j].klingons = 0
2569 if nq == game.state.kscmdr:
2570 # did in the Supercommander!
2571 game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
2575 survivors = filter(lambda w: w != nq, game.state.kcmdr)
2576 comkills = len(game.state.kcmdr) - len(survivors)
2577 game.state.kcmdr = survivors
2579 if not game.state.kcmdr:
2581 game.state.remkl -= kldead
2582 # destroy Romulans and planets in supernovaed quadrant
2583 nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2584 game.state.galaxy[nq.i][nq.j].romulans = 0
2585 game.state.nromrem -= nrmdead
2587 for loop in range(game.inplan):
2588 if game.state.planets[loop].quadrant == nq:
2589 game.state.planets[loop].pclass = "destroyed"
2591 # Destroy any base in supernovaed quadrant
2592 game.state.baseq = filter(lambda x: x != nq, game.state.baseq)
2593 # If starship caused supernova, tally up destruction
2595 game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2596 game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2597 game.state.nplankl += npdead
2598 # mark supernova in galaxy and in star chart
2599 if game.quadrant == nq or communicating():
2600 game.state.galaxy[nq.i][nq.j].supernova = True
2601 # If supernova destroys last Klingons give special message
2602 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
2605 prout(_("Lucky you!"))
2606 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2609 # if some Klingons remain, continue or die in supernova
2614 # Code from finish.c ends here.
2617 "Self-destruct maneuver. Finish with a BANG!"
2619 if damaged(DCOMPTR):
2620 prout(_("Computer damaged; cannot execute destruct sequence."))
2622 prouts(_("---WORKING---")); skip(1)
2623 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2624 prouts(" 10"); skip(1)
2625 prouts(" 9"); skip(1)
2626 prouts(" 8"); skip(1)
2627 prouts(" 7"); skip(1)
2628 prouts(" 6"); skip(1)
2630 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2632 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2634 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2638 if game.passwd != scanner.token:
2639 prouts(_("PASSWORD-REJECTED;"))
2641 prouts(_("CONTINUITY-EFFECTED"))
2644 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2645 prouts(" 5"); skip(1)
2646 prouts(" 4"); skip(1)
2647 prouts(" 3"); skip(1)
2648 prouts(" 2"); skip(1)
2649 prouts(" 1"); skip(1)
2651 prouts(_("GOODBYE-CRUEL-WORLD"))
2659 prouts(_("********* Entropy of %s maximized *********") % crmshp())
2663 if len(game.enemies) != 0:
2664 whammo = 25.0 * game.energy
2666 while l <= len(game.enemies):
2667 if game.enemies[l].power*game.enemies[l].kdist <= whammo:
2668 deadkl(game.enemies[l].location, game.quad[game.enemies[l].location.i][game.enemies[l].location.j], game.enemies[l].location)
2673 "Compute our rate of kils over time."
2674 elapsed = game.state.date - game.indate
2675 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
2678 starting = (game.inkling + game.incom + game.inscom)
2679 remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
2680 return (starting - remaining)/elapsed
2684 badpt = 5.0*game.state.starkl + \
2686 10.0*game.state.nplankl + \
2687 300*game.state.nworldkl + \
2689 100.0*game.state.basekl +\
2691 if game.ship == 'F':
2693 elif game.ship == None:
2698 # end the game, with appropriate notfications
2702 prout(_("It is stardate %.1f.") % game.state.date)
2704 if ifin == FWON: # Game has been won
2705 if game.state.nromrem != 0:
2706 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
2709 prout(_("You have smashed the Klingon invasion fleet and saved"))
2710 prout(_("the Federation."))
2715 badpt = 0.0 # Close enough!
2716 # killsPerDate >= RateMax
2717 if game.state.date-game.indate < 5.0 or \
2718 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
2720 prout(_("In fact, you have done so well that Starfleet Command"))
2721 if game.skill == SKILL_NOVICE:
2722 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
2723 elif game.skill == SKILL_FAIR:
2724 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
2725 elif game.skill == SKILL_GOOD:
2726 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
2727 elif game.skill == SKILL_EXPERT:
2728 prout(_("promotes you to Commodore Emeritus."))
2730 prout(_("Now that you think you're really good, try playing"))
2731 prout(_("the \"Emeritus\" game. It will splatter your ego."))
2732 elif game.skill == SKILL_EMERITUS:
2734 proutn(_("Computer- "))
2735 prouts(_("ERROR-ERROR-ERROR-ERROR"))
2737 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
2739 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2741 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2743 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2745 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
2747 prout(_("Now you can retire and write your own Star Trek game!"))
2749 elif game.skill >= SKILL_EXPERT:
2750 if game.thawed and not idebug:
2751 prout(_("You cannot get a citation, so..."))
2753 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
2757 # Only grant long life if alive (original didn't!)
2759 prout(_("LIVE LONG AND PROSPER."))
2764 elif ifin == FDEPLETE: # Federation Resources Depleted
2765 prout(_("Your time has run out and the Federation has been"))
2766 prout(_("conquered. Your starship is now Klingon property,"))
2767 prout(_("and you are put on trial as a war criminal. On the"))
2768 proutn(_("basis of your record, you are "))
2769 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
2770 prout(_("acquitted."))
2772 prout(_("LIVE LONG AND PROSPER."))
2774 prout(_("found guilty and"))
2775 prout(_("sentenced to death by slow torture."))
2779 elif ifin == FLIFESUP:
2780 prout(_("Your life support reserves have run out, and"))
2781 prout(_("you die of thirst, starvation, and asphyxiation."))
2782 prout(_("Your starship is a derelict in space."))
2784 prout(_("Your energy supply is exhausted."))
2786 prout(_("Your starship is a derelict in space."))
2787 elif ifin == FBATTLE:
2788 prout(_("The %s has been destroyed in battle.") % crmshp())
2790 prout(_("Dulce et decorum est pro patria mori."))
2792 prout(_("You have made three attempts to cross the negative energy"))
2793 prout(_("barrier which surrounds the galaxy."))
2795 prout(_("Your navigation is abominable."))
2798 prout(_("Your starship has been destroyed by a nova."))
2799 prout(_("That was a great shot."))
2801 elif ifin == FSNOVAED:
2802 prout(_("The %s has been fried by a supernova.") % crmshp())
2803 prout(_("...Not even cinders remain..."))
2804 elif ifin == FABANDN:
2805 prout(_("You have been captured by the Klingons. If you still"))
2806 prout(_("had a starbase to be returned to, you would have been"))
2807 prout(_("repatriated and given another chance. Since you have"))
2808 prout(_("no starbases, you will be mercilessly tortured to death."))
2809 elif ifin == FDILITHIUM:
2810 prout(_("Your starship is now an expanding cloud of subatomic particles"))
2811 elif ifin == FMATERIALIZE:
2812 prout(_("Starbase was unable to re-materialize your starship."))
2813 prout(_("Sic transit gloria mundi"))
2814 elif ifin == FPHASER:
2815 prout(_("The %s has been cremated by its own phasers.") % crmshp())
2817 prout(_("You and your landing party have been"))
2818 prout(_("converted to energy, disipating through space."))
2819 elif ifin == FMINING:
2820 prout(_("You are left with your landing party on"))
2821 prout(_("a wild jungle planet inhabited by primitive cannibals."))
2823 prout(_("They are very fond of \"Captain Kirk\" soup."))
2825 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
2826 elif ifin == FDPLANET:
2827 prout(_("You and your mining party perish."))
2829 prout(_("That was a great shot."))
2832 prout(_("The Galileo is instantly annihilated by the supernova."))
2833 prout(_("You and your mining party are atomized."))
2835 prout(_("Mr. Spock takes command of the %s and") % crmshp())
2836 prout(_("joins the Romulans, wreaking terror on the Federation."))
2837 elif ifin == FPNOVA:
2838 prout(_("You and your mining party are atomized."))
2840 prout(_("Mr. Spock takes command of the %s and") % crmshp())
2841 prout(_("joins the Romulans, wreaking terror on the Federation."))
2842 elif ifin == FSTRACTOR:
2843 prout(_("The shuttle craft Galileo is also caught,"))
2844 prout(_("and breaks up under the strain."))
2846 prout(_("Your debris is scattered for millions of miles."))
2847 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
2849 prout(_("The mutants attack and kill Spock."))
2850 prout(_("Your ship is captured by Klingons, and"))
2851 prout(_("your crew is put on display in a Klingon zoo."))
2852 elif ifin == FTRIBBLE:
2853 prout(_("Tribbles consume all remaining water,"))
2854 prout(_("food, and oxygen on your ship."))
2856 prout(_("You die of thirst, starvation, and asphyxiation."))
2857 prout(_("Your starship is a derelict in space."))
2859 prout(_("Your ship is drawn to the center of the black hole."))
2860 prout(_("You are crushed into extremely dense matter."))
2862 prout(_("Your last crew member has died."))
2863 if game.ship == 'F':
2865 elif game.ship == 'E':
2868 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
2869 goodies = game.state.remres/game.inresor
2870 baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
2871 if goodies/baddies >= randreal(1.0, 1.5):
2872 prout(_("As a result of your actions, a treaty with the Klingon"))
2873 prout(_("Empire has been signed. The terms of the treaty are"))
2874 if goodies/baddies >= randreal(3.0):
2875 prout(_("favorable to the Federation."))
2877 prout(_("Congratulations!"))
2879 prout(_("highly unfavorable to the Federation."))
2881 prout(_("The Federation will be destroyed."))
2883 prout(_("Since you took the last Klingon with you, you are a"))
2884 prout(_("martyr and a hero. Someday maybe they'll erect a"))
2885 prout(_("statue in your memory. Rest in peace, and try not"))
2886 prout(_("to think about pigeons."))
2891 "Compute player's score."
2892 timused = game.state.date - game.indate
2894 if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
2896 perdate = killrate()
2897 ithperd = 500*perdate + 0.5
2900 iwon = 100*game.skill
2901 if game.ship == 'E':
2903 elif game.ship == 'F':
2907 iscore = 10*(game.inkling - game.state.remkl) \
2908 + 50*(game.incom - len(game.state.kcmdr)) \
2910 + 20*(game.inrom - game.state.nromrem) \
2911 + 200*(game.inscom - game.state.nscrem) \
2912 - game.state.nromrem \
2917 prout(_("Your score --"))
2918 if game.inrom - game.state.nromrem:
2919 prout(_("%6d Romulans destroyed %5d") %
2920 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
2921 if game.state.nromrem and game.gamewon:
2922 prout(_("%6d Romulans captured %5d") %
2923 (game.state.nromrem, game.state.nromrem))
2924 if game.inkling - game.state.remkl:
2925 prout(_("%6d ordinary Klingons destroyed %5d") %
2926 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
2927 if game.incom - len(game.state.kcmdr):
2928 prout(_("%6d Klingon commanders destroyed %5d") %
2929 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
2930 if game.inscom - game.state.nscrem:
2931 prout(_("%6d Super-Commander destroyed %5d") %
2932 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
2934 prout(_("%6.2f Klingons per stardate %5d") %
2936 if game.state.starkl:
2937 prout(_("%6d stars destroyed by your action %5d") %
2938 (game.state.starkl, -5*game.state.starkl))
2939 if game.state.nplankl:
2940 prout(_("%6d planets destroyed by your action %5d") %
2941 (game.state.nplankl, -10*game.state.nplankl))
2942 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
2943 prout(_("%6d inhabited planets destroyed by your action %5d") %
2944 (game.state.nworldkl, -300*game.state.nworldkl))
2945 if game.state.basekl:
2946 prout(_("%6d bases destroyed by your action %5d") %
2947 (game.state.basekl, -100*game.state.basekl))
2949 prout(_("%6d calls for help from starbase %5d") %
2950 (game.nhelp, -45*game.nhelp))
2952 prout(_("%6d casualties incurred %5d") %
2953 (game.casual, -game.casual))
2955 prout(_("%6d crew abandoned in space %5d") %
2956 (game.abandoned, -3*game.abandoned))
2958 prout(_("%6d ship(s) lost or destroyed %5d") %
2959 (klship, -100*klship))
2961 prout(_("Penalty for getting yourself killed -200"))
2963 proutn(_("Bonus for winning "))
2964 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
2965 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
2966 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
2967 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
2968 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
2969 prout(" %5d" % iwon)
2971 prout(_("TOTAL SCORE %5d") % iscore)
2974 "Emit winner's commemmorative plaque."
2977 proutn(_("File or device name for your plaque: "))
2980 fp = open(winner, "w")
2983 prout(_("Invalid name."))
2985 proutn(_("Enter name to go on plaque (up to 30 characters): "))
2987 # The 38 below must be 64 for 132-column paper
2988 nskip = 38 - len(winner)/2
2989 fp.write("\n\n\n\n")
2990 # --------DRAW ENTERPRISE PICTURE.
2991 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
2992 fp.write(" EEE E : : : E\n" )
2993 fp.write(" EE EEE E : : NCC-1701 : E\n")
2994 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
2995 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
2996 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
2997 fp.write(" EEEEEEE EEEEE E E E E\n")
2998 fp.write(" EEE E E E E\n")
2999 fp.write(" E E E E\n")
3000 fp.write(" EEEEEEEEEEEEE E E\n")
3001 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3002 fp.write(" :E : EEEE E\n")
3003 fp.write(" .-E -:----- E\n")
3004 fp.write(" :E : E\n")
3005 fp.write(" EE : EEEEEEEE\n")
3006 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3008 fp.write(_(" U. S. S. ENTERPRISE\n"))
3009 fp.write("\n\n\n\n")
3010 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3012 fp.write(_(" Starfleet Command bestows to you\n"))
3014 fp.write("%*s%s\n\n" % (nskip, "", winner))
3015 fp.write(_(" the rank of\n\n"))
3016 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3018 if game.skill == SKILL_EXPERT:
3019 fp.write(_(" Expert level\n\n"))
3020 elif game.skill == SKILL_EMERITUS:
3021 fp.write(_("Emeritus level\n\n"))
3023 fp.write(_(" Cheat level\n\n"))
3024 timestring = time.ctime()
3025 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3026 (timestring+4, timestring+20, timestring+11))
3027 fp.write(_(" Your score: %d\n\n") % iscore)
3028 fp.write(_(" Klingons per stardate: %.2f\n") % perdate)
3031 # Code from io.c begins here
3033 rows = linecount = 0 # for paging
3036 fullscreen_window = None
3037 srscan_window = None
3038 report_window = None
3039 status_window = None
3040 lrscan_window = None
3041 message_window = None
3042 prompt_window = None
3047 gettext.bindtextdomain("sst", "/usr/local/share/locale")
3048 gettext.textdomain("sst")
3049 if not (game.options & OPTION_CURSES):
3050 ln_env = os.getenv("LINES")
3056 stdscr = curses.initscr()
3060 global fullscreen_window, srscan_window, report_window, status_window
3061 global lrscan_window, message_window, prompt_window
3062 (rows, columns) = stdscr.getmaxyx()
3063 fullscreen_window = stdscr
3064 srscan_window = curses.newwin(12, 25, 0, 0)
3065 report_window = curses.newwin(11, 0, 1, 25)
3066 status_window = curses.newwin(10, 0, 1, 39)
3067 lrscan_window = curses.newwin(5, 0, 0, 64)
3068 message_window = curses.newwin(0, 0, 12, 0)
3069 prompt_window = curses.newwin(1, 0, rows-2, 0)
3070 message_window.scrollok(True)
3071 setwnd(fullscreen_window)
3075 if game.options & OPTION_CURSES:
3076 stdscr.keypad(False)
3082 "Wait for user action -- OK to do nothing if on a TTY"
3083 if game.options & OPTION_CURSES:
3088 prouts(_("[ANNOUNCEMENT ARRIVING...]"))
3092 if game.skill > SKILL_FAIR:
3093 prompt = _("[CONTINUE?]")
3095 prompt = _("[PRESS ENTER TO CONTINUE]")
3097 if game.options & OPTION_CURSES:
3099 setwnd(prompt_window)
3100 prompt_window.clear()
3101 prompt_window.addstr(prompt)
3102 prompt_window.getstr()
3103 prompt_window.clear()
3104 prompt_window.refresh()
3105 setwnd(message_window)
3108 sys.stdout.write('\n')
3111 for j in range(rows):
3112 sys.stdout.write('\n')
3116 "Skip i lines. Pause game if this would cause a scrolling event."
3117 for dummy in range(i):
3118 if game.options & OPTION_CURSES:
3119 (y, x) = curwnd.getyx()
3120 (my, mx) = curwnd.getmaxyx()
3121 if curwnd == message_window and y >= my - 3:
3127 except curses.error:
3132 if rows and linecount >= rows:
3135 sys.stdout.write('\n')
3138 "Utter a line with no following line feed."
3139 if game.options & OPTION_CURSES:
3143 sys.stdout.write(line)
3153 if not replayfp or replayfp.closed: # Don't slow down replays
3156 if game.options & OPTION_CURSES:
3160 if not replayfp or replayfp.closed:
3164 "Get a line of input."
3165 if game.options & OPTION_CURSES:
3166 line = curwnd.getstr() + "\n"
3169 if replayfp and not replayfp.closed:
3171 line = replayfp.readline()
3174 prout("*** Replay finished")
3177 elif line[0] != "#":
3180 line = raw_input() + "\n"
3186 "Change windows -- OK for this to be a no-op in tty mode."
3188 if game.options & OPTION_CURSES:
3190 curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
3193 "Clear to end of line -- can be a no-op in tty mode"
3194 if game.options & OPTION_CURSES:
3199 "Clear screen -- can be a no-op in tty mode."
3201 if game.options & OPTION_CURSES:
3208 # Things past this point have policy implications.
3212 "Hook to be called after moving to redraw maps."
3213 if game.options & OPTION_CURSES:
3216 setwnd(srscan_window)
3220 setwnd(status_window)
3221 status_window.clear()
3222 status_window.move(0, 0)
3223 setwnd(report_window)
3224 report_window.clear()
3225 report_window.move(0, 0)
3227 setwnd(lrscan_window)
3228 lrscan_window.clear()
3229 lrscan_window.move(0, 0)
3230 lrscan(silent=False)
3232 def put_srscan_sym(w, sym):
3233 "Emit symbol for short-range scan."
3234 srscan_window.move(w.i+1, w.j*2+2)
3235 srscan_window.addch(sym)
3236 srscan_window.refresh()
3239 "Enemy fall down, go boom."
3240 if game.options & OPTION_CURSES:
3242 setwnd(srscan_window)
3243 srscan_window.attron(curses.A_REVERSE)
3244 put_srscan_sym(w, game.quad[w.i][w.j])
3248 srscan_window.attroff(curses.A_REVERSE)
3249 put_srscan_sym(w, game.quad[w.i][w.j])
3250 curses.delay_output(500)
3251 setwnd(message_window)
3254 "Sound and visual effects for teleportation."
3255 if game.options & OPTION_CURSES:
3257 setwnd(message_window)
3259 prouts(" . . . . . ")
3260 if game.options & OPTION_CURSES:
3261 #curses.delay_output(1000)
3265 def tracktorpedo(origin, w, step, i, n, iquad):
3266 "Torpedo-track animation."
3267 if not game.options & OPTION_CURSES:
3271 proutn(_("Track for torpedo number %d- ") % (i+1))
3274 proutn(_("Torpedo track- "))
3275 elif step==4 or step==9:
3279 if not damaged(DSRSENS) or game.condition=="docked":
3280 if i != 0 and step == 1:
3283 if (iquad=='.') or (iquad==' '):
3284 put_srscan_sym(w, '+')
3288 put_srscan_sym(w, iquad)
3290 curwnd.attron(curses.A_REVERSE)
3291 put_srscan_sym(w, iquad)
3295 curwnd.attroff(curses.A_REVERSE)
3296 put_srscan_sym(w, iquad)
3301 "Display the current galaxy chart."
3302 if game.options & OPTION_CURSES:
3303 setwnd(message_window)
3304 message_window.clear()
3306 if game.options & OPTION_TTY:
3311 def prstat(txt, data):
3313 if game.options & OPTION_CURSES:
3315 setwnd(status_window)
3317 proutn(" " * (NSYM - len(txt)))
3320 if game.options & OPTION_CURSES:
3321 setwnd(report_window)
3323 # Code from moving.c begins here
3325 def imove(course=None, noattack=False):
3326 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3329 def newquadrant(noattack):
3330 # Leaving quadrant -- allow final enemy attack
3331 # Don't do it if being pushed by Nova
3332 if len(game.enemies) != 0 and not noattack:
3334 for enemy in game.enemies:
3335 finald = (w - enemy.location).distance()
3336 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3337 # Stas Sergeev added the condition
3338 # that attacks only happen if Klingons
3339 # are present and your skill is good.
3340 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3341 attack(torps_ok=False)
3344 # check for edge of galaxy
3348 if course.final.i < 0:
3349 course.final.i = -course.final.i
3351 if course.final.j < 0:
3352 course.final.j = -course.final.j
3354 if course.final.i >= GALSIZE*QUADSIZE:
3355 course.final.i = (GALSIZE*QUADSIZE*2) - course.final.i
3357 if course.final.j >= GALSIZE*QUADSIZE:
3358 course.final.j = (GALSIZE*QUADSIZE*2) - course.final.j
3366 if game.nkinks == 3:
3367 # Three strikes -- you're out!
3371 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3372 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3373 prout(_("YOU WILL BE DESTROYED."))
3374 # Compute final position in new quadrant
3375 if trbeam: # Don't bother if we are to be beamed
3377 game.quadrant = course.final.quadrant()
3378 game.sector = course.final.sector()
3380 prout(_("Entering Quadrant %s.") % game.quadrant)
3381 game.quad[game.sector.i][game.sector.j] = game.ship
3383 if game.skill>SKILL_NOVICE:
3384 attack(torps_ok=False)
3386 def check_collision(h):
3387 iquad = game.quad[h.i][h.j]
3389 # object encountered in flight path
3390 stopegy = 50.0*course.distance/game.optime
3391 if iquad in ('T', 'K', 'C', 'S', 'R', '?'):
3392 for enemy in game.enemies:
3393 if enemy.location == game.sector:
3395 collision(rammed=False, enemy=enemy)
3399 prouts(_("***RED ALERT! RED ALERT!"))
3401 proutn("***" + crmshp())
3402 proutn(_(" pulled into black hole at Sector %s") % h)
3403 # Getting pulled into a black hole was certain
3404 # death in Almy's original. Stas Sergeev added a
3405 # possibility that you'll get timewarped instead.
3407 for m in range(NDEVICES):
3408 if game.damage[m]>0:
3410 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3411 if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
3421 prout(_(" encounters Tholian web at %s;") % h)
3423 prout(_(" blocked by object at %s;") % h)
3424 proutn(_("Emergency stop required "))
3425 prout(_("%2d units of energy.") % int(stopegy))
3426 game.energy -= stopegy
3427 if game.energy <= 0:
3434 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3435 game.inorbit = False
3436 # If tractor beam is to occur, don't move full distance
3437 if game.state.date+game.optime >= scheduled(FTBEAM):
3439 game.condition = "red"
3440 course.distance = course.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3441 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3443 game.quad[game.sector.i][game.sector.j] = '.'
3444 for m in range(course.moves):
3447 if course.origin.quadrant() != course.location.quadrant():
3448 newquadrant(noattack)
3450 elif check_collision(w):
3451 print "Collision detected"
3455 # We're in destination quadrant -- compute new average enemy distances
3456 game.quad[game.sector.i][game.sector.j] = game.ship
3458 for enemy in game.enemies:
3459 finald = (w-enemy.location).distance()
3460 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3461 enemy.kdist = finald
3462 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
3463 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3464 attack(torps_ok=False)
3465 for enemy in game.enemies:
3466 enemy.kavgd = enemy.kdist
3469 setwnd(message_window)
3473 "Dock our ship at a starbase."
3475 if game.condition == "docked" and verbose:
3476 prout(_("Already docked."))
3479 prout(_("You must first leave standard orbit."))
3481 if not game.base.is_valid() or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
3482 prout(crmshp() + _(" not adjacent to base."))
3484 game.condition = "docked"
3488 if game.energy < game.inenrg:
3489 game.energy = game.inenrg
3490 game.shield = game.inshld
3491 game.torps = game.intorps
3492 game.lsupres = game.inlsr
3493 game.state.crew = FULLCREW
3494 if not damaged(DRADIO) and \
3495 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3496 # get attack report from base
3497 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3501 def cartesian(loc1=None, loc2=None):
3503 return game.quadrant * QUADSIZE + game.sector
3505 return game.quadrant * QUADSIZE + loc1
3507 return loc1 * QUADSIZE + loc2
3509 def getcourse(isprobe):
3510 "Get a course and distance from the user."
3512 dquad = copy.copy(game.quadrant)
3513 navmode = "unspecified"
3517 if game.landed and not isprobe:
3518 prout(_("Dummy! You can't leave standard orbit until you"))
3519 proutn(_("are back aboard the ship."))
3522 while navmode == "unspecified":
3523 if damaged(DNAVSYS):
3525 prout(_("Computer damaged; manual navigation only"))
3527 prout(_("Computer damaged; manual movement only"))
3532 key = scanner.next()
3534 proutn(_("Manual or automatic- "))
3537 elif key == "IHALPHA":
3538 if scanner.sees("manual"):
3540 key = scanner.next()
3542 elif scanner.sees("automatic"):
3543 navmode = "automatic"
3544 key = scanner.next()
3552 prout(_("(Manual navigation assumed.)"))
3554 prout(_("(Manual movement assumed.)"))
3558 if navmode == "automatic":
3559 while key == "IHEOL":
3561 proutn(_("Target quadrant or quadrant§or- "))
3563 proutn(_("Destination sector or quadrant§or- "))
3566 key = scanner.next()
3570 xi = int(round(scanner.real))-1
3571 key = scanner.next()
3575 xj = int(round(scanner.real))-1
3576 key = scanner.next()
3578 # both quadrant and sector specified
3579 xk = int(round(scanner.real))-1
3580 key = scanner.next()
3584 xl = int(round(scanner.real))-1
3590 # only one pair of numbers was specified
3592 # only quadrant specified -- go to center of dest quad
3595 dsect.j = dsect.i = 4 # preserves 1-origin behavior
3597 # only sector specified
3601 if not dquad.valid_quadrant() or not dsect.valid_sector():
3608 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
3610 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
3611 # the actual deltas get computed here
3612 delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
3613 delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
3615 while key == "IHEOL":
3616 proutn(_("X and Y displacements- "))
3619 key = scanner.next()
3624 delta.j = scanner.real
3625 key = scanner.next()
3629 delta.i = scanner.real
3630 # Check for zero movement
3631 if delta.i == 0 and delta.j == 0:
3634 if itemp == "verbose" and not isprobe:
3636 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
3638 return course(bearing=delta.bearing(), distance=delta.distance())
3641 def __init__(self, bearing, distance, origin=None):
3642 self.distance = distance
3643 self.bearing = bearing
3645 self.origin = cartesian(game.quadrant, game.sector)
3647 self.origin = origin
3648 # The bearing() code we inherited from FORTRAN is actually computing
3649 # clockface directions!
3650 if self.bearing < 0.0:
3651 self.bearing += 12.0
3652 self.angle = ((15.0 - self.bearing) * 0.5235988)
3654 self.origin = cartesian(game.quadrant, game.sector)
3656 self.origin = cartesian(game.quadrant, origin)
3657 self.increment = coord(-math.sin(self.angle), math.cos(self.angle))
3658 bigger = max(abs(self.increment.i), abs(self.increment.j))
3659 self.increment /= bigger
3660 self.moves = int(round(10*self.distance*bigger))
3662 self.final = (self.location + self.moves*self.increment).roundtogrid()
3664 self.location = self.origin
3667 return self.location.roundtogrid() == self.final
3669 "Next step on course."
3671 self.nextlocation = self.location + self.increment
3672 samequad = (self.location.quadrant() == self.nextlocation.quadrant())
3673 self.location = self.nextlocation
3676 return self.location.quadrant()
3678 return self.location.sector()
3679 def power(self, warp):
3680 return self.distance*(warp**3)*(game.shldup+1)
3681 def time(self, warp):
3682 return 10.0*self.distance/warp**2
3685 "Move under impulse power."
3687 if damaged(DIMPULS):
3690 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
3692 if game.energy > 30.0:
3694 course = getcourse(isprobe=False)
3697 power = 20.0 + 100.0*course.distance
3700 if power >= game.energy:
3701 # Insufficient power for trip
3703 prout(_("First Officer Spock- \"Captain, the impulse engines"))
3704 prout(_("require 20.0 units to engage, plus 100.0 units per"))
3705 if game.energy > 30:
3706 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
3707 int(0.01 * (game.energy-20.0)-0.05))
3708 prout(_(" quadrants.\""))
3710 prout(_("quadrant. They are, therefore, useless.\""))
3713 # Make sure enough time is left for the trip
3714 game.optime = course.dist/0.095
3715 if game.optime >= game.state.remtime:
3716 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
3717 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
3718 proutn(_("we dare spend the time?\" "))
3721 # Activate impulse engines and pay the cost
3722 imove(course, noattack=False)
3726 power = 20.0 + 100.0*course.dist
3727 game.energy -= power
3728 game.optime = course.dist/0.095
3729 if game.energy <= 0:
3733 def warp(course, involuntary):
3734 "ove under warp drive."
3735 blooey = False; twarp = False
3736 if not involuntary: # Not WARPX entry
3738 if game.damage[DWARPEN] > 10.0:
3741 prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
3743 if damaged(DWARPEN) and game.warpfac > 4.0:
3746 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
3747 prout(_(" is repaired, I can only give you warp 4.\""))
3749 # Read in course and distance
3752 course = getcourse(isprobe=False)
3755 # Make sure starship has enough energy for the trip
3756 # Note: this formula is slightly different from the C version,
3757 # and lets you skate a bit closer to the edge.
3758 if course.power(game.warpfac) >= game.energy:
3759 # Insufficient power for trip
3762 prout(_("Engineering to bridge--"))
3763 if not game.shldup or 0.5*power > game.energy:
3764 iwarp = (game.energy/(course.dist+0.05)) ** 0.333333333
3766 prout(_("We can't do it, Captain. We don't have enough energy."))
3768 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
3771 prout(_("if you'll lower the shields."))
3775 prout(_("We haven't the energy to go that far with the shields up."))
3777 # Make sure enough time is left for the trip
3778 game.optime = course.time(game.warpfac)
3779 if game.optime >= 0.8*game.state.remtime:
3781 prout(_("First Officer Spock- \"Captain, I compute that such"))
3782 proutn(_(" a trip would require approximately %2.0f") %
3783 (100.0*game.optime/game.state.remtime))
3784 prout(_(" percent of our"))
3785 proutn(_(" remaining time. Are you sure this is wise?\" "))
3791 if game.warpfac > 6.0:
3792 # Decide if engine damage will occur
3793 # ESR: Seems wrong. Probability of damage goes *down* with distance?
3794 prob = course.distance*(6.0-game.warpfac)**2/66.666666666
3795 if prob > randreal():
3797 course.distance = randreal(course.distance)
3798 # Decide if time warp will occur
3799 if 0.5*course.distance*math.pow(7.0,game.warpfac-10.0) > randreal():
3801 if idebug and game.warpfac==10 and not twarp:
3803 proutn("=== Force time warp? ")
3807 # If time warp or engine damage, check path
3808 # If it is obstructed, don't do warp or damage
3809 for m in range(course.moves):
3812 if not w.valid_sector():
3814 if game.quad[w.i][w.j] != '.':
3818 # Activate Warp Engines and pay the cost
3819 imove(course, noattack=False)
3822 game.energy -= course.power(game.warpfac)
3823 if game.energy <= 0:
3825 game.optime = course.time(game.warpfac)
3829 game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
3831 prout(_("Engineering to bridge--"))
3832 prout(_(" Scott here. The warp engines are damaged."))
3833 prout(_(" We'll have to reduce speed to warp 4."))
3838 "Change the warp factor."
3844 proutn(_("Warp factor- "))
3849 if game.damage[DWARPEN] > 10.0:
3850 prout(_("Warp engines inoperative."))
3852 if damaged(DWARPEN) and scanner.real > 4.0:
3853 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
3854 prout(_(" but right now we can only go warp 4.\""))
3856 if scanner.real > 10.0:
3857 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
3859 if scanner.real < 1.0:
3860 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
3862 oldfac = game.warpfac
3863 game.warpfac = scanner.real
3864 if game.warpfac <= oldfac or game.warpfac <= 6.0:
3865 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
3868 if game.warpfac < 8.00:
3869 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
3871 if game.warpfac == 10.0:
3872 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
3874 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
3878 "Cope with being tossed out of quadrant by supernova or yanked by beam."
3880 # is captain on planet?
3882 if damaged(DTRANSP):
3885 prout(_("Scotty rushes to the transporter controls."))
3887 prout(_("But with the shields up it's hopeless."))
3889 prouts(_("His desperate attempt to rescue you . . ."))
3894 prout(_("SUCCEEDS!"))
3897 proutn(_("The crystals mined were "))
3905 # Check to see if captain in shuttle craft
3910 # Inform captain of attempt to reach safety
3914 prouts(_("***RED ALERT! RED ALERT!"))
3916 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
3917 prouts(_(" a supernova."))
3919 prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
3920 prout(_("safely out of quadrant."))
3921 if not damaged(DRADIO):
3922 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
3923 # Try to use warp engines
3924 if damaged(DWARPEN):
3926 prout(_("Warp engines damaged."))
3929 game.warpfac = randreal(6.0, 8.0)
3930 prout(_("Warp factor set to %d") % int(game.warpfac))
3931 power = 0.75*game.energy
3932 dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
3933 dist = max(dist, randreal(math.sqrt(2)))
3934 bugout = course(bearing=randreal(12), distance=dist) # How dumb!
3935 game.optime = bugout.time(game.warpfac)
3937 game.inorbit = False
3938 warp(bugout, involuntary=True)
3940 # This is bad news, we didn't leave quadrant.
3944 prout(_("Insufficient energy to leave quadrant."))
3947 # Repeat if another snova
3948 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3950 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
3951 finish(FWON) # Snova killed remaining enemy.
3954 "Let's do the time warp again."
3955 prout(_("***TIME WARP ENTERED."))
3956 if game.state.snap and withprob(0.5):
3958 prout(_("You are traveling backwards in time %d stardates.") %
3959 int(game.state.date-game.snapsht.date))
3960 game.state = game.snapsht
3961 game.state.snap = False
3962 if len(game.state.kcmdr):
3963 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
3964 schedule(FBATTAK, expran(0.3*game.intime))
3965 schedule(FSNOVA, expran(0.5*game.intime))
3966 # next snapshot will be sooner
3967 schedule(FSNAP, expran(0.25*game.state.remtime))
3969 if game.state.nscrem:
3970 schedule(FSCMOVE, 0.2777)
3974 game.battle.invalidate()
3975 # Make sure Galileo is consistant -- Snapshot may have been taken
3976 # when on planet, which would give us two Galileos!
3978 for l in range(game.inplan):
3979 if game.state.planets[l].known == "shuttle_down":
3981 if game.iscraft == "onship" and game.ship=='E':
3982 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
3983 game.iscraft = "offship"
3984 # Likewise, if in the original time the Galileo was abandoned, but
3985 # was on ship earlier, it would have vanished -- let's restore it.
3986 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
3987 prout(_("Chekov- \"Security reports the Galileo has reappeared in the dock!\""))
3988 game.iscraft = "onship"
3989 # There used to be code to do the actual reconstrction here,
3990 # but the starchart is now part of the snapshotted galaxy state.
3991 prout(_("Spock has reconstructed a correct star chart from memory"))
3993 # Go forward in time
3994 game.optime = expran(0.5*game.intime)
3995 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
3996 # cheat to make sure no tractor beams occur during time warp
3997 postpone(FTBEAM, game.optime)
3998 game.damage[DRADIO] += game.optime
4000 events() # Stas Sergeev added this -- do pending events
4003 "Launch deep-space probe."
4004 # New code to launch a deep space probe
4005 if game.nprobes == 0:
4008 if game.ship == 'E':
4009 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4011 prout(_("Ye Faerie Queene has no deep space probes."))
4016 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4018 if is_scheduled(FDSPROB):
4021 if damaged(DRADIO) and game.condition != "docked":
4022 prout(_("Spock- \"Records show the previous probe has not yet"))
4023 prout(_(" reached its destination.\""))
4025 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4027 key = scanner.next()
4029 if game.nprobes == 1:
4030 prout(_("1 probe left."))
4032 prout(_("%d probes left") % game.nprobes)
4033 proutn(_("Are you sure you want to fire a probe? "))
4036 game.isarmed = False
4037 if key == "IHALPHA" and scanner.token == "armed":
4039 key = scanner.next()
4040 elif key == "IHEOL":
4041 proutn(_("Arm NOVAMAX warhead? "))
4043 elif key == "IHREAL": # first element of course
4044 scanner.push(scanner.token)
4046 game.probe = getcourse(isprobe=True)
4050 schedule(FDSPROB, 0.01) # Time to move one sector
4051 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4056 "Yell for help from nearest starbase."
4057 # There's more than one way to move in this game!
4059 # Test for conditions which prevent calling for help
4060 if game.condition == "docked":
4061 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4064 prout(_("Subspace radio damaged."))
4066 if not game.state.baseq:
4067 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4070 prout(_("You must be aboard the %s.") % crmshp())
4072 # OK -- call for help from nearest starbase
4075 # There's one in this quadrant
4076 ddist = (game.base - game.sector).distance()
4079 for ibq in game.state.baseq:
4080 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4083 # Since starbase not in quadrant, set up new quadrant
4086 # dematerialize starship
4087 game.quad[game.sector.i][game.sector.j]='.'
4088 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4089 % (game.quadrant, crmshp()))
4090 game.sector.invalidate()
4091 for m in range(1, 5+1):
4092 w = game.base.scatter()
4093 if w.valid_sector() and game.quad[w.i][w.j]=='.':
4094 # found one -- finish up
4097 if not game.sector.is_valid():
4098 prout(_("You have been lost in space..."))
4099 finish(FMATERIALIZE)
4101 # Give starbase three chances to rematerialize starship
4102 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4103 for m in range(1, 3+1):
4104 if m == 1: proutn(_("1st"))
4105 elif m == 2: proutn(_("2nd"))
4106 elif m == 3: proutn(_("3rd"))
4107 proutn(_(" attempt to re-materialize ") + crmshp())
4108 game.quad[ix][iy]=('-','o','O')[m-1]
4110 if randreal() > probf:
4113 curses.delay_output(500)
4115 game.quad[ix][iy]='?'
4118 setwnd(message_window)
4119 finish(FMATERIALIZE)
4121 game.quad[ix][iy]=game.ship
4122 prout(_("succeeds."))
4125 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4130 if game.condition=="docked":
4132 prout(_("You cannot abandon Ye Faerie Queene."))
4135 # Must take shuttle craft to exit
4136 if game.damage[DSHUTTL]==-1:
4137 prout(_("Ye Faerie Queene has no shuttle craft."))
4139 if game.damage[DSHUTTL]<0:
4140 prout(_("Shuttle craft now serving Big Macs."))
4142 if game.damage[DSHUTTL]>0:
4143 prout(_("Shuttle craft damaged."))
4146 prout(_("You must be aboard the ship."))
4148 if game.iscraft != "onship":
4149 prout(_("Shuttle craft not currently available."))
4151 # Emit abandon ship messages
4153 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4155 prouts(_("***ALL HANDS ABANDON SHIP!"))
4157 prout(_("Captain and crew escape in shuttle craft."))
4158 if not game.state.baseq:
4159 # Oops! no place to go...
4162 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4164 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4165 prout(_("Remainder of ship's complement beam down"))
4166 prout(_("to nearest habitable planet."))
4167 elif q.planet != None and not damaged(DTRANSP):
4168 prout(_("Remainder of ship's complement beam down to %s.") %
4171 prout(_("Entire crew of %d left to die in outer space.") %
4173 game.casual += game.state.crew
4174 game.abandoned += game.state.crew
4175 # If at least one base left, give 'em the Faerie Queene
4177 game.icrystl = False # crystals are lost
4178 game.nprobes = 0 # No probes
4179 prout(_("You are captured by Klingons and released to"))
4180 prout(_("the Federation in a prisoner-of-war exchange."))
4181 nb = randrange(len(game.state.baseq))
4182 # Set up quadrant and position FQ adjacient to base
4183 if not game.quadrant == game.state.baseq[nb]:
4184 game.quadrant = game.state.baseq[nb]
4185 game.sector.i = game.sector.j = 5
4188 # position next to base by trial and error
4189 game.quad[game.sector.i][game.sector.j] = '.'
4190 for l in range(QUADSIZE):
4191 game.sector = game.base.scatter()
4192 if game.sector.valid_sector() and \
4193 game.quad[game.sector.i][game.sector.j] == '.':
4196 break # found a spot
4197 game.sector.i=QUADSIZE/2
4198 game.sector.j=QUADSIZE/2
4200 # Get new commission
4201 game.quad[game.sector.i][game.sector.j] = game.ship = 'F'
4202 game.state.crew = FULLCREW
4203 prout(_("Starfleet puts you in command of another ship,"))
4204 prout(_("the Faerie Queene, which is antiquated but,"))
4205 prout(_("still useable."))
4207 prout(_("The dilithium crystals have been moved."))
4209 game.iscraft = "offship" # Galileo disappears
4211 game.condition="docked"
4212 for l in range(NDEVICES):
4213 game.damage[l] = 0.0
4214 game.damage[DSHUTTL] = -1
4215 game.energy = game.inenrg = 3000.0
4216 game.shield = game.inshld = 1250.0
4217 game.torps = game.intorps = 6
4218 game.lsupres=game.inlsr=3.0
4223 # Code from planets.c begins here.
4226 "Abort a lengthy operation if an event interrupts it."
4229 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
4234 "Report on (uninhabited) planets in the galaxy."
4238 prout(_("Spock- \"Planet report follows, Captain.\""))
4240 for i in range(game.inplan):
4241 if game.state.planets[i].pclass == "destroyed":
4243 if (game.state.planets[i].known != "unknown" \
4244 and not game.state.planets[i].inhabited) \
4247 if idebug and game.state.planets[i].known=="unknown":
4248 proutn("(Unknown) ")
4249 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4250 proutn(_(" class "))
4251 proutn(game.state.planets[i].pclass)
4253 if game.state.planets[i].crystals != present:
4255 prout(_("dilithium crystals present."))
4256 if game.state.planets[i].known=="shuttle_down":
4257 prout(_(" Shuttle Craft Galileo on surface."))
4259 prout(_("No information available."))
4262 "Enter standard orbit."
4266 prout(_("Already in standard orbit."))
4268 if damaged(DWARPEN) and damaged(DIMPULS):
4269 prout(_("Both warp and impulse engines damaged."))
4271 if not game.plnet.is_valid():
4272 prout("There is no planet in this sector.")
4274 if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4275 prout(crmshp() + _(" not adjacent to planet."))
4278 game.optime = randreal(0.02, 0.05)
4279 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4283 game.height = randreal(1400, 8600)
4284 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4289 "Examine planets in this quadrant."
4290 if damaged(DSRSENS):
4291 if game.options & OPTION_TTY:
4292 prout(_("Short range sensors damaged."))
4294 if game.iplnet == None:
4295 if game.options & OPTION_TTY:
4296 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4298 if game.iplnet.known == "unknown":
4299 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4301 prout(_(" Planet at Sector %s is of class %s.") %
4302 (game.plnet, game.iplnet.pclass))
4303 if game.iplnet.known=="shuttle_down":
4304 prout(_(" Sensors show Galileo still on surface."))
4305 proutn(_(" Readings indicate"))
4306 if game.iplnet.crystals != "present":
4308 prout(_(" dilithium crystals present.\""))
4309 if game.iplnet.known == "unknown":
4310 game.iplnet.known = "known"
4311 elif game.iplnet.inhabited:
4312 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4313 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4316 "Use the transporter."
4320 if damaged(DTRANSP):
4321 prout(_("Transporter damaged."))
4322 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4324 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4328 if not game.inorbit:
4329 prout(crmshp() + _(" not in standard orbit."))
4332 prout(_("Impossible to transport through shields."))
4334 if game.iplnet.known=="unknown":
4335 prout(_("Spock- \"Captain, we have no information on this planet"))
4336 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4337 prout(_(" you may not go down.\""))
4339 if not game.landed and game.iplnet.crystals=="absent":
4340 prout(_("Spock- \"Captain, I fail to see the logic in"))
4341 prout(_(" exploring a planet with no dilithium crystals."))
4342 proutn(_(" Are you sure this is wise?\" "))
4346 if not (game.options & OPTION_PLAIN):
4347 nrgneed = 50 * game.skill + game.height / 100.0
4348 if nrgneed > game.energy:
4349 prout(_("Engineering to bridge--"))
4350 prout(_(" Captain, we don't have enough energy for transportation."))
4352 if not game.landed and nrgneed * 2 > game.energy:
4353 prout(_("Engineering to bridge--"))
4354 prout(_(" Captain, we have enough energy only to transport you down to"))
4355 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4356 if game.iplnet.known == "shuttle_down":
4357 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4358 proutn(_(" Are you sure this is wise?\" "))
4363 # Coming from planet
4364 if game.iplnet.known=="shuttle_down":
4365 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4369 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4370 prout(_("Landing party assembled, ready to beam up."))
4372 prout(_("Kirk whips out communicator..."))
4373 prouts(_("BEEP BEEP BEEP"))
4375 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4378 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4380 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4382 prout(_("Kirk- \"Energize.\""))
4385 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4388 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4390 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4393 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4394 game.landed = not game.landed
4395 game.energy -= nrgneed
4397 prout(_("Transport complete."))
4398 if game.landed and game.iplnet.known=="shuttle_down":
4399 prout(_("The shuttle craft Galileo is here!"))
4400 if not game.landed and game.imine:
4407 "Strip-mine a world for dilithium."
4411 prout(_("Mining party not on planet."))
4413 if game.iplnet.crystals == "mined":
4414 prout(_("This planet has already been strip-mined for dilithium."))
4416 elif game.iplnet.crystals == "absent":
4417 prout(_("No dilithium crystals on this planet."))
4420 prout(_("You've already mined enough crystals for this trip."))
4422 if game.icrystl and game.cryprob == 0.05:
4423 prout(_("With all those fresh crystals aboard the ") + crmshp())
4424 prout(_("there's no reason to mine more at this time."))
4426 game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4429 prout(_("Mining operation complete."))
4430 game.iplnet.crystals = "mined"
4431 game.imine = game.ididit = True
4434 "Use dilithium crystals."
4438 if not game.icrystl:
4439 prout(_("No dilithium crystals available."))
4441 if game.energy >= 1000:
4442 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4443 prout(_(" except when Condition Yellow exists."))
4445 prout(_("Spock- \"Captain, I must warn you that loading"))
4446 prout(_(" raw dilithium crystals into the ship's power"))
4447 prout(_(" system may risk a severe explosion."))
4448 proutn(_(" Are you sure this is wise?\" "))
4453 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4454 prout(_(" Mr. Spock and I will try it.\""))
4456 prout(_("Spock- \"Crystals in place, Sir."))
4457 prout(_(" Ready to activate circuit.\""))
4459 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4461 if random.random() > game.cryprob:
4462 prouts(_(" \"Activating now! - - No good! It's***"))
4464 prouts(_("***RED ALERT! RED A*L********************************"))
4467 prouts(_("****************** KA-BOOM!!!! *******************"))
4471 game.energy += randreal(5000.0, 5500.0)
4472 prouts(_(" \"Activating now! - - "))
4473 prout(_("The instruments"))
4474 prout(_(" are going crazy, but I think it's"))
4475 prout(_(" going to work!! Congratulations, Sir!\""))
4480 "Use shuttlecraft for planetary jaunt."
4483 if damaged(DSHUTTL):
4484 if game.damage[DSHUTTL] == -1.0:
4485 if game.inorbit and game.iplnet.known == "shuttle_down":
4486 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4488 prout(_("Ye Faerie Queene had no shuttle craft."))
4489 elif game.damage[DSHUTTL] > 0:
4490 prout(_("The Galileo is damaged."))
4491 else: # game.damage[DSHUTTL] < 0
4492 prout(_("Shuttle craft is now serving Big Macs."))
4494 if not game.inorbit:
4495 prout(crmshp() + _(" not in standard orbit."))
4497 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4498 prout(_("Shuttle craft not currently available."))
4500 if not game.landed and game.iplnet.known=="shuttle_down":
4501 prout(_("You will have to beam down to retrieve the shuttle craft."))
4503 if game.shldup or game.condition == "docked":
4504 prout(_("Shuttle craft cannot pass through shields."))
4506 if game.iplnet.known=="unknown":
4507 prout(_("Spock- \"Captain, we have no information on this planet"))
4508 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4509 prout(_(" you may not fly down.\""))
4511 game.optime = 3.0e-5*game.height
4512 if game.optime >= 0.8*game.state.remtime:
4513 prout(_("First Officer Spock- \"Captain, I compute that such"))
4514 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4515 int(100*game.optime/game.state.remtime))
4516 prout(_("remaining time."))
4517 proutn(_("Are you sure this is wise?\" "))
4523 if game.iscraft == "onship":
4525 if not damaged(DTRANSP):
4526 proutn(_("Spock- \"Would you rather use the transporter?\" "))
4530 proutn(_("Shuttle crew"))
4532 proutn(_("Rescue party"))
4533 prout(_(" boards Galileo and swoops toward planet surface."))
4534 game.iscraft = "offship"
4538 game.iplnet.known="shuttle_down"
4539 prout(_("Trip complete."))
4542 # Ready to go back to ship
4543 prout(_("You and your mining party board the"))
4544 prout(_("shuttle craft for the trip back to the Enterprise."))
4546 prouts(_("The short hop begins . . ."))
4548 game.iplnet.known="known"
4554 game.iscraft = "onship"
4560 prout(_("Trip complete."))
4563 # Kirk on ship and so is Galileo
4564 prout(_("Mining party assembles in the hangar deck,"))
4565 prout(_("ready to board the shuttle craft \"Galileo\"."))
4567 prouts(_("The hangar doors open; the trip begins."))
4570 game.iscraft = "offship"
4573 game.iplnet.known = "shuttle_down"
4576 prout(_("Trip complete."))
4580 "Use the big zapper."
4584 if game.ship != 'E':
4585 prout(_("Ye Faerie Queene has no death ray."))
4587 if len(game.enemies)==0:
4588 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
4591 prout(_("Death Ray is damaged."))
4593 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
4594 prout(_(" is highly unpredictible. Considering the alternatives,"))
4595 proutn(_(" are you sure this is wise?\" "))
4598 prout(_("Spock- \"Acknowledged.\""))
4601 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
4603 prout(_("Crew scrambles in emergency preparation."))
4604 prout(_("Spock and Scotty ready the death ray and"))
4605 prout(_("prepare to channel all ship's power to the device."))
4607 prout(_("Spock- \"Preparations complete, sir.\""))
4608 prout(_("Kirk- \"Engage!\""))
4610 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
4613 if game.options & OPTION_PLAIN:
4617 prouts(_("Sulu- \"Captain! It's working!\""))
4619 while len(game.enemies) > 0:
4620 deadkl(game.enemies[1].location, game.quad[game.enemies[1].location.i][game.enemies[1].location.j],game.enemies[1].location)
4621 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
4622 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
4624 if (game.options & OPTION_PLAIN) == 0:
4625 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
4627 prout(_(" is still operational.\""))
4629 prout(_(" has been rendered nonfunctional.\""))
4630 game.damage[DDRAY] = 39.95
4632 r = randreal() # Pick failure method
4634 prouts(_("Sulu- \"Captain! It's working!\""))
4636 prouts(_("***RED ALERT! RED ALERT!"))
4638 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
4640 prouts(_("***RED ALERT! RED A*L********************************"))
4643 prouts(_("****************** KA-BOOM!!!! *******************"))
4648 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
4650 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
4652 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
4653 prout(_(" have apparently been transformed into strange mutations."))
4654 prout(_(" Vulcans do not seem to be affected."))
4656 prout(_("Kirk- \"Raauch! Raauch!\""))
4661 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
4663 proutn(_("Spock- \"I believe the word is"))
4664 prouts(_(" *ASTONISHING*"))
4665 prout(_(" Mr. Sulu."))
4666 for i in range(QUADSIZE):
4667 for j in range(QUADSIZE):
4668 if game.quad[i][j] == '.':
4669 game.quad[i][j] = '?'
4670 prout(_(" Captain, our quadrant is now infested with"))
4671 prouts(_(" - - - - - - *THINGS*."))
4673 prout(_(" I have no logical explanation.\""))
4675 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
4677 prout(_("Scotty- \"There are so many tribbles down here"))
4678 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
4682 # Code from reports.c begins here
4684 def attackreport(curt):
4685 "eport status of bases under attack."
4687 if is_scheduled(FCDBAS):
4688 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
4689 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
4690 elif game.isatb == 1:
4691 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
4692 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
4694 prout(_("No Starbase is currently under attack."))
4696 if is_scheduled(FCDBAS):
4697 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
4699 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
4703 # report on general game status
4705 s1 = "" and game.thawed and _("thawed ")
4706 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
4707 s3 = (None, _("novice"). _("fair"),
4708 _("good"), _("expert"), _("emeritus"))[game.skill]
4709 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
4710 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
4711 prout(_("No plaque is allowed."))
4713 prout(_("This is tournament game %d.") % game.tourn)
4714 prout(_("Your secret password is \"%s\"") % game.passwd)
4715 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)),
4716 (game.inkling + game.incom + game.inscom)))
4717 if game.incom - len(game.state.kcmdr):
4718 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
4719 elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
4720 prout(_(", but no Commanders."))
4723 if game.skill > SKILL_FAIR:
4724 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
4725 if len(game.state.baseq) != game.inbase:
4727 if game.inbase-len(game.state.baseq)==1:
4728 proutn(_("has been 1 base"))
4730 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
4731 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
4733 prout(_("There are %d bases.") % game.inbase)
4734 if communicating() or game.iseenit:
4735 # Don't report this if not seen and
4736 # either the radio is dead or not at base!
4740 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
4742 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
4743 if game.ship == 'E':
4744 proutn(_("You have "))
4746 proutn("%d" % (game.nprobes))
4749 proutn(_(" deep space probe"))
4753 if communicating() and is_scheduled(FDSPROB):
4755 proutn(_("An armed deep space probe is in "))
4757 proutn(_("A deep space probe is in "))
4758 prout("Quadrant %s." % game.probec)
4760 if game.cryprob <= .05:
4761 prout(_("Dilithium crystals aboard ship... not yet used."))
4765 while game.cryprob > ai:
4768 prout(_("Dilithium crystals have been used %d time%s.") % \
4769 (i, (_("s"), "")[i==1]))
4773 "Long-range sensor scan."
4774 if damaged(DLRSENS):
4775 # Now allow base's sensors if docked
4776 if game.condition != "docked":
4778 prout(_("LONG-RANGE SENSORS DAMAGED."))
4781 prout(_("Starbase's long-range scan"))
4783 prout(_("Long-range scan"))
4784 for x in range(game.quadrant.i-1, game.quadrant.i+2):
4787 for y in range(game.quadrant.j-1, game.quadrant.j+2):
4788 if not coord(x, y).valid_quadrant():
4792 if not damaged(DRADIO):
4793 game.state.galaxy[x][y].charted = True
4794 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
4795 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
4796 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
4797 if not silent and game.state.galaxy[x][y].supernova:
4800 proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
4807 for i in range(NDEVICES):
4810 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
4811 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
4813 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
4814 game.damage[i]+0.05,
4815 DOCKFAC*game.damage[i]+0.005))
4817 prout(_("All devices functional."))
4820 "Update the chart in the Enterprise's computer from galaxy data."
4821 game.lastchart = game.state.date
4822 for i in range(GALSIZE):
4823 for j in range(GALSIZE):
4824 if game.state.galaxy[i][j].charted:
4825 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
4826 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
4827 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
4830 "Display the star chart."
4832 if (game.options & OPTION_AUTOSCAN):
4834 if not damaged(DRADIO):
4836 if game.lastchart < game.state.date and game.condition == "docked":
4837 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
4839 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
4840 if game.state.date > game.lastchart:
4841 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
4842 prout(" 1 2 3 4 5 6 7 8")
4843 for i in range(GALSIZE):
4844 proutn("%d |" % (i+1))
4845 for j in range(GALSIZE):
4846 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
4850 if game.state.galaxy[i][j].supernova:
4852 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
4854 elif game.state.galaxy[i][j].charted:
4855 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
4859 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
4867 def sectscan(goodScan, i, j):
4868 "Light up an individual dot in a sector."
4869 if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
4870 proutn("%c " % game.quad[i][j])
4875 "Emit status report lines"
4876 if not req or req == 1:
4877 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
4878 % (game.state.date, game.state.remtime))
4879 if not req or req == 2:
4880 if game.condition != "docked":
4882 prstat(_("Condition"), _("%s, %i DAMAGES") % \
4883 (game.condition.upper(), sum(map(lambda x: x > 0, game.damage))))
4884 if not req or req == 3:
4885 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
4886 if not req or req == 4:
4887 if damaged(DLIFSUP):
4888 if game.condition == "docked":
4889 s = _("DAMAGED, Base provides")
4891 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
4894 prstat(_("Life Support"), s)
4895 if not req or req == 5:
4896 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
4897 if not req or req == 6:
4899 if game.icrystl and (game.options & OPTION_SHOWME):
4900 extra = _(" (have crystals)")
4901 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
4902 if not req or req == 7:
4903 prstat(_("Torpedoes"), "%d" % (game.torps))
4904 if not req or req == 8:
4905 if damaged(DSHIELD):
4911 data = _(" %d%% %.1f units") \
4912 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
4913 prstat(_("Shields"), s+data)
4914 if not req or req == 9:
4915 prstat(_("Klingons Left"), "%d" \
4916 % (game.state.remkl+len(game.state.kcmdr)+game.state.nscrem))
4917 if not req or req == 10:
4918 if game.options & OPTION_WORLDS:
4919 plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
4920 if plnet and plnet.inhabited:
4921 prstat(_("Major system"), plnet.name)
4923 prout(_("Sector is uninhabited"))
4924 elif not req or req == 11:
4925 attackreport(not req)
4928 "Request specified status data, a historical relic from slow TTYs."
4929 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
4930 while scanner.next() == "IHEOL":
4931 proutn(_("Information desired? "))
4933 if scanner.token in requests:
4934 status(requests.index(scanner.token))
4936 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
4937 prout((" date, condition, position, lsupport, warpfactor,"))
4938 prout((" energy, torpedoes, shields, klingons, system, time."))
4943 if damaged(DSRSENS):
4944 # Allow base's sensors if docked
4945 if game.condition != "docked":
4946 prout(_(" S.R. SENSORS DAMAGED!"))
4949 prout(_(" [Using Base's sensors]"))
4951 prout(_(" Short-range scan"))
4952 if goodScan and not damaged(DRADIO):
4953 game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
4954 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
4955 game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
4956 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
4957 prout(" 1 2 3 4 5 6 7 8 9 10")
4958 if game.condition != "docked":
4960 for i in range(QUADSIZE):
4961 proutn("%2d " % (i+1))
4962 for j in range(QUADSIZE):
4963 sectscan(goodScan, i, j)
4967 "Use computer to get estimated time of arrival for a warp jump."
4968 w1 = coord(); w2 = coord()
4970 if damaged(DCOMPTR):
4971 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
4974 if scanner.next() != "IHREAL":
4977 proutn(_("Destination quadrant and/or sector? "))
4978 if scanner.next()!="IHREAL":
4981 w1.j = int(scanner.real-0.5)
4982 if scanner.next() != "IHREAL":
4985 w1.i = int(scanner.real-0.5)
4986 if scanner.next() == "IHREAL":
4987 w2.j = int(scanner.real-0.5)
4988 if scanner.next() != "IHREAL":
4991 w2.i = int(scanner.real-0.5)
4993 if game.quadrant.j>w1.i:
4997 if game.quadrant.i>w1.j:
5001 if not w1.valid_quadrant() or not w2.valid_sector():
5004 dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
5005 (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
5008 prout(_("Answer \"no\" if you don't know the value:"))
5011 proutn(_("Time or arrival date? "))
5012 if scanner.next()=="IHREAL":
5013 ttime = scanner.real
5014 if ttime > game.state.date:
5015 ttime -= game.state.date # Actually a star date
5016 twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
5017 if ttime <= 1e-10 or twarp > 10:
5018 prout(_("We'll never make it, sir."))
5025 proutn(_("Warp factor? "))
5026 if scanner.next()== "IHREAL":
5028 twarp = scanner.real
5029 if twarp<1.0 or twarp > 10.0:
5033 prout(_("Captain, certainly you can give me one of these."))
5036 ttime = (10.0*dist)/twarp**2
5037 tpower = dist*twarp*twarp*twarp*(game.shldup+1)
5038 if tpower >= game.energy:
5039 prout(_("Insufficient energy, sir."))
5040 if not game.shldup or tpower > game.energy*2.0:
5043 proutn(_("New warp factor to try? "))
5044 if scanner.next() == "IHREAL":
5046 twarp = scanner.real
5047 if twarp<1.0 or twarp > 10.0:
5055 prout(_("But if you lower your shields,"))
5056 proutn(_("remaining"))
5059 proutn(_("Remaining"))
5060 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5062 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5064 prout(_("Any warp speed is adequate."))
5066 prout(_("Minimum warp needed is %.2f,") % (twarp))
5067 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5068 if game.state.remtime < ttime:
5069 prout(_("Unfortunately, the Federation will be destroyed by then."))
5071 prout(_("You'll be taking risks at that speed, Captain"))
5072 if (game.isatb==1 and game.state.kscmdr == w1 and \
5073 scheduled(FSCDBAS)< ttime+game.state.date) or \
5074 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5075 prout(_("The starbase there will be destroyed by then."))
5076 proutn(_("New warp factor to try? "))
5077 if scanner.next() == "IHREAL":
5079 twarp = scanner.real
5080 if twarp<1.0 or twarp > 10.0:
5088 # Code from setup.c begins here
5091 "Issue a historically correct banner."
5093 prout(_("-SUPER- STAR TREK"))
5095 # From the FORTRAN original
5096 # prout(_("Latest update-21 Sept 78"))
5102 scanner.push("emsave.trk")
5103 key = scanner.next()
5105 proutn(_("File name: "))
5106 key = scanner.next()
5107 if key != "IHALPHA":
5111 if '.' not in scanner.token:
5112 scanner.token += ".trk"
5114 fp = open(scanner.token, "wb")
5116 prout(_("Can't freeze game as file %s") % scanner.token)
5118 cPickle.dump(game, fp)
5122 "Retrieve saved game."
5123 game.passwd[0] = '\0'
5124 key = scanner.next()
5126 proutn(_("File name: "))
5127 key = scanner.next()
5128 if key != "IHALPHA":
5132 if '.' not in scanner.token:
5133 scanner.token += ".trk"
5135 fp = open(scanner.token, "rb")
5137 prout(_("Can't thaw game in %s") % scanner.token)
5139 game = cPickle.load(fp)
5143 # I used <http://www.memory-alpha.org> to find planets
5144 # with references in ST:TOS. Eath and the Alpha Centauri
5145 # Colony have been omitted.
5147 # Some planets marked Class G and P here will be displayed as class M
5148 # because of the way planets are generated. This is a known bug.
5151 _("Andoria (Fesoan)"), # several episodes
5152 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5153 _("Vulcan (T'Khasi)"), # many episodes
5154 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5155 _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5156 _("Ardana"), # TOS: "The Cloud Minders"
5157 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5158 _("Gideon"), # TOS: "The Mark of Gideon"
5159 _("Aldebaran III"), # TOS: "The Deadly Years"
5160 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5161 _("Altair IV"), # TOS: "Amok Time
5162 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5163 _("Benecia"), # TOS: "The Conscience of the King"
5164 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5165 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5166 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5167 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5168 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5169 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5170 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5171 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5172 _("Ingraham B"), # TOS: "Operation: Annihilate"
5173 _("Janus IV"), # TOS: "The Devil in the Dark"
5174 _("Makus III"), # TOS: "The Galileo Seven"
5175 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5176 _("Omega IV"), # TOS: "The Omega Glory"
5177 _("Regulus V"), # TOS: "Amok Time
5178 _("Deneva"), # TOS: "Operation -- Annihilate!"
5179 # Worlds from BSD Trek
5180 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5181 _("Beta III"), # TOS: "The Return of the Archons"
5182 _("Triacus"), # TOS: "And the Children Shall Lead",
5183 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5185 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5186 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5187 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5188 # _("Izar"), # TOS: "Whom Gods Destroy"
5189 # _("Tiburon"), # TOS: "The Way to Eden"
5190 # _("Merak II"), # TOS: "The Cloud Minders"
5191 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5192 # _("Iotia"), # TOS: "A Piece of the Action"
5196 _("S. R. Sensors"), \
5197 _("L. R. Sensors"), \
5199 _("Photon Tubes"), \
5200 _("Life Support"), \
5201 _("Warp Engines"), \
5202 _("Impulse Engines"), \
5204 _("Subspace Radio"), \
5205 _("Shuttle Craft"), \
5207 _("Navigation System"), \
5209 _("Shield Control"), \
5215 "Prepare to play, set up cosmos."
5217 # Decide how many of everything
5219 return # frozen game
5220 # Prepare the Enterprise
5221 game.alldone = game.gamewon = game.shldchg = game.shldup = False
5223 game.state.crew = FULLCREW
5224 game.energy = game.inenrg = 5000.0
5225 game.shield = game.inshld = 2500.0
5228 game.quadrant = randplace(GALSIZE)
5229 game.sector = randplace(QUADSIZE)
5230 game.torps = game.intorps = 10
5231 game.nprobes = randrange(2, 5)
5233 for i in range(NDEVICES):
5234 game.damage[i] = 0.0
5235 # Set up assorted game parameters
5236 game.battle = coord()
5237 game.state.date = game.indate = 100.0 * randreal(20, 51)
5238 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5239 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5240 game.isatb = game.state.nplankl = 0
5241 game.state.starkl = game.state.basekl = 0
5242 game.iscraft = "onship"
5245 # Starchart is functional but we've never seen it
5246 game.lastchart = FOREVER
5247 # Put stars in the galaxy
5249 for i in range(GALSIZE):
5250 for j in range(GALSIZE):
5251 k = randrange(1, QUADSIZE**2/10+1)
5253 game.state.galaxy[i][j].stars = k
5254 # Locate star bases in galaxy
5255 for i in range(game.inbase):
5258 w = randplace(GALSIZE)
5259 if not game.state.galaxy[w.i][w.j].starbase:
5262 # C version: for (j = i-1; j > 0; j--)
5263 # so it did them in the opposite order.
5264 for j in range(1, i):
5265 # Improved placement algorithm to spread out bases
5266 distq = (w - game.state.baseq[j]).distance()
5267 if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
5270 prout("=== Abandoning base #%d at %s" % (i, w))
5272 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5274 prout("=== Saving base #%d, close to #%d" % (i, j))
5277 game.state.baseq.append(w)
5278 game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5279 # Position ordinary Klingon Battle Cruisers
5281 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5282 if klumper > MAXKLQUAD:
5286 klump = (1.0 - r*r)*klumper
5291 w = randplace(GALSIZE)
5292 if not game.state.galaxy[w.i][w.j].supernova and \
5293 game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5295 game.state.galaxy[w.i][w.j].klingons += int(klump)
5298 # Position Klingon Commander Ships
5299 for i in range(game.incom):
5301 w = randplace(GALSIZE)
5302 if not welcoming(w) or w in game.state.kcmdr:
5304 if (game.state.galaxy[w.i][w.j].klingons or withprob(0.25)):
5306 game.state.galaxy[w.i][w.j].klingons += 1
5307 game.state.kcmdr.append(w)
5308 # Locate planets in galaxy
5309 for i in range(game.inplan):
5311 w = randplace(GALSIZE)
5312 if game.state.galaxy[w.i][w.j].planet == None:
5316 new.crystals = "absent"
5317 if (game.options & OPTION_WORLDS) and i < NINHAB:
5318 new.pclass = "M" # All inhabited planets are class M
5319 new.crystals = "absent"
5321 new.name = systnames[i]
5322 new.inhabited = True
5324 new.pclass = ("M", "N", "O")[randrange(0, 3)]
5326 new.crystals = "present"
5327 new.known = "unknown"
5328 new.inhabited = False
5329 game.state.galaxy[w.i][w.j].planet = new
5330 game.state.planets.append(new)
5332 for i in range(game.state.nromrem):
5333 w = randplace(GALSIZE)
5334 game.state.galaxy[w.i][w.j].romulans += 1
5335 # Place the Super-Commander if needed
5336 if game.state.nscrem > 0:
5338 w = randplace(GALSIZE)
5341 game.state.kscmdr = w
5342 game.state.galaxy[w.i][w.j].klingons += 1
5343 # Initialize times for extraneous events
5344 schedule(FSNOVA, expran(0.5 * game.intime))
5345 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5346 schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
5347 schedule(FBATTAK, expran(0.3*game.intime))
5349 if game.state.nscrem:
5350 schedule(FSCMOVE, 0.2777)
5355 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5356 schedule(FDISTR, expran(1.0 + game.intime))
5361 # Place thing (in tournament game, we don't want one!)
5362 # New in SST2K: never place the Thing near a starbase.
5363 # This makes sense and avoids a special case in the old code.
5365 if game.tourn is None:
5367 thing = randplace(GALSIZE)
5368 if thing not in game.state.baseq:
5371 game.state.snap = False
5372 if game.skill == SKILL_NOVICE:
5373 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5374 prout(_("a deadly Klingon invasion force. As captain of the United"))
5375 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5376 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5377 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5378 prout(_("your mission. As you proceed you may be given more time."))
5380 prout(_("You will have %d supporting starbases.") % (game.inbase))
5381 proutn(_("Starbase locations- "))
5383 prout(_("Stardate %d.") % int(game.state.date))
5385 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5386 prout(_("An unknown number of Romulans."))
5387 if game.state.nscrem:
5388 prout(_("And one (GULP) Super-Commander."))
5389 prout(_("%d stardates.") % int(game.intime))
5390 proutn(_("%d starbases in ") % game.inbase)
5391 for i in range(game.inbase):
5392 proutn(`game.state.baseq[i]`)
5395 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5396 proutn(_(" Sector %s") % game.sector)
5398 prout(_("Good Luck!"))
5399 if game.state.nscrem:
5400 prout(_(" YOU'LL NEED IT."))
5403 if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
5405 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5406 attack(torps_ok=False)
5409 "Choose your game type."
5411 game.tourn = game.length = 0
5413 game.skill = SKILL_NONE
5414 if not scanner.inqueue: # Can start with command line options
5415 proutn(_("Would you like a regular, tournament, or saved game? "))
5417 if scanner.sees("tournament"):
5418 while scanner.next() == "IHEOL":
5419 proutn(_("Type in tournament number-"))
5420 if scanner.real == 0:
5422 continue # We don't want a blank entry
5423 game.tourn = int(round(scanner.real))
5424 random.seed(scanner.real)
5426 logfp.write("# random.seed(%d)\n" % scanner.real)
5428 if scanner.sees("saved") or scanner.sees("frozen"):
5432 if game.passwd == None:
5434 if not game.alldone:
5435 game.thawed = True # No plaque if not finished
5439 if scanner.sees("regular"):
5441 proutn(_("What is \"%s\"?") % scanner.token)
5443 while game.length==0 or game.skill==SKILL_NONE:
5444 if scanner.next() == "IHALPHA":
5445 if scanner.sees("short"):
5447 elif scanner.sees("medium"):
5449 elif scanner.sees("long"):
5451 elif scanner.sees("novice"):
5452 game.skill = SKILL_NOVICE
5453 elif scanner.sees("fair"):
5454 game.skill = SKILL_FAIR
5455 elif scanner.sees("good"):
5456 game.skill = SKILL_GOOD
5457 elif scanner.sees("expert"):
5458 game.skill = SKILL_EXPERT
5459 elif scanner.sees("emeritus"):
5460 game.skill = SKILL_EMERITUS
5462 proutn(_("What is \""))
5463 proutn(scanner.token)
5468 proutn(_("Would you like a Short, Medium, or Long game? "))
5469 elif game.skill == SKILL_NONE:
5470 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
5471 # Choose game options -- added by ESR for SST2K
5472 if scanner.next() != "IHALPHA":
5474 proutn(_("Choose your game style (plain, almy, fancy or just press enter): "))
5476 if scanner.sees("plain"):
5477 # Approximates the UT FORTRAN version.
5478 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5479 game.options |= OPTION_PLAIN
5480 elif scanner.sees("almy"):
5481 # Approximates Tom Almy's version.
5482 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5483 game.options |= OPTION_ALMY
5484 elif scanner.sees("fancy") or scanner.sees("\n"):
5486 elif len(scanner.token):
5487 proutn(_("What is \"%s\"?") % scanner.token)
5489 if game.passwd == "debug":
5491 prout("=== Debug mode enabled.")
5492 # Use parameters to generate initial values of things
5493 game.damfac = 0.5 * game.skill
5494 game.inbase = randrange(BASEMIN, BASEMAX+1)
5496 if game.options & OPTION_PLANETS:
5497 game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
5498 if game.options & OPTION_WORLDS:
5499 game.inplan += int(NINHAB)
5500 game.state.nromrem = game.inrom = randrange(2 *game.skill)
5501 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
5502 game.state.remtime = 7.0 * game.length
5503 game.intime = game.state.remtime
5504 game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
5505 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
5506 game.state.remres = (game.inkling+4*game.incom)*game.intime
5507 game.inresor = game.state.remres
5508 if game.inkling > 50:
5509 game.state.inbase += 1
5512 def dropin(iquad=None):
5513 "Drop a feature on a random dot in the current quadrant."
5515 w = randplace(QUADSIZE)
5516 if game.quad[w.i][w.j] == '.':
5518 if iquad is not None:
5519 game.quad[w.i][w.j] = iquad
5523 "Update our alert status."
5524 game.condition = "green"
5525 if game.energy < 1000.0:
5526 game.condition = "yellow"
5527 if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
5528 game.condition = "red"
5530 game.condition="dead"
5533 "Drop new Klingon into current quadrant."
5534 return enemy('K', loc=dropin(), power=randreal(300,450)+25.0*game.skill)
5537 "Set up a new state of quadrant, for when we enter or re-enter it."
5540 game.neutz = game.inorbit = game.landed = False
5541 game.ientesc = game.iseenit = False
5542 # Create a blank quadrant
5543 game.quad = fill2d(QUADSIZE, lambda i, j: '.')
5545 # Attempt to escape Super-commander, so tbeam back!
5548 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
5549 # cope with supernova
5552 game.klhere = q.klingons
5553 game.irhere = q.romulans
5555 game.quad[game.sector.i][game.sector.j] = game.ship
5558 # Position ordinary Klingons
5559 for i in range(game.klhere):
5561 # If we need a commander, promote a Klingon
5562 for cmdr in game.state.kcmdr:
5563 if cmdr == game.quadrant:
5564 e = game.enemies[game.klhere-1]
5565 game.quad[e.location.i][e.location.j] = 'C'
5566 e.power = randreal(950,1350) + 50.0*game.skill
5568 # If we need a super-commander, promote a Klingon
5569 if game.quadrant == game.state.kscmdr:
5571 game.quad[e.location.i][e.location.j] = 'S'
5572 e.power = randreal(1175.0, 1575.0) + 125.0*game.skill
5573 game.iscate = (game.state.remkl > 1)
5574 # Put in Romulans if needed
5575 for i in range(q.romulans):
5576 enemy('R', loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
5577 # If quadrant needs a starbase, put it in
5579 game.base = dropin('B')
5580 # If quadrant needs a planet, put it in
5582 game.iplnet = q.planet
5583 if not q.planet.inhabited:
5584 game.plnet = dropin('P')
5586 game.plnet = dropin('@')
5587 # Check for condition
5590 if game.irhere > 0 and game.klhere == 0:
5592 if not damaged(DRADIO):
5594 prout(_("LT. Uhura- \"Captain, an urgent message."))
5595 prout(_(" I'll put it on audio.\" CLICK"))
5597 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
5598 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
5599 # Put in THING if needed
5600 if thing == game.quadrant:
5601 enemy(type='?', loc=dropin(),
5602 power=randreal(6000,6500.0)+250.0*game.skill)
5603 if not damaged(DSRSENS):
5605 prout(_("Mr. Spock- \"Captain, this is most unusual."))
5606 prout(_(" Please examine your short-range scan.\""))
5607 # Decide if quadrant needs a Tholian; lighten up if skill is low
5608 if game.options & OPTION_THOLIAN:
5609 if (game.skill < SKILL_GOOD and withprob(0.02)) or \
5610 (game.skill == SKILL_GOOD and withprob(0.05)) or \
5611 (game.skill > SKILL_GOOD and withprob(0.08)):
5614 w.i = withprob(0.5) * (QUADSIZE-1)
5615 w.j = withprob(0.5) * (QUADSIZE-1)
5616 if game.quad[w.i][w.j] == '.':
5618 game.tholian = enemy(type='T', loc=w,
5619 power=randrange(100, 500) + 25.0*game.skill)
5620 # Reserve unoccupied corners
5621 if game.quad[0][0]=='.':
5622 game.quad[0][0] = 'X'
5623 if game.quad[0][QUADSIZE-1]=='.':
5624 game.quad[0][QUADSIZE-1] = 'X'
5625 if game.quad[QUADSIZE-1][0]=='.':
5626 game.quad[QUADSIZE-1][0] = 'X'
5627 if game.quad[QUADSIZE-1][QUADSIZE-1]=='.':
5628 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
5629 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
5630 # And finally the stars
5631 for i in range(q.stars):
5633 # Put in a few black holes
5634 for i in range(1, 3+1):
5637 # Take out X's in corners if Tholian present
5639 if game.quad[0][0]=='X':
5640 game.quad[0][0] = '.'
5641 if game.quad[0][QUADSIZE-1]=='X':
5642 game.quad[0][QUADSIZE-1] = '.'
5643 if game.quad[QUADSIZE-1][0]=='X':
5644 game.quad[QUADSIZE-1][0] = '.'
5645 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
5646 game.quad[QUADSIZE-1][QUADSIZE-1] = '.'
5649 "Set the self-destruct password."
5650 if game.options & OPTION_PLAIN:
5653 proutn(_("Please type in a secret password- "))
5655 game.passwd = scanner.token
5656 if game.passwd != None:
5661 game.passwd += chr(ord('a')+randrange(26))
5663 # Code from sst.c begins here
5666 "SRSCAN": OPTION_TTY,
5667 "STATUS": OPTION_TTY,
5668 "REQUEST": OPTION_TTY,
5669 "LRSCAN": OPTION_TTY,
5682 "SENSORS": OPTION_PLANETS,
5683 "ORBIT": OPTION_PLANETS,
5684 "TRANSPORT": OPTION_PLANETS,
5685 "MINE": OPTION_PLANETS,
5686 "CRYSTALS": OPTION_PLANETS,
5687 "SHUTTLE": OPTION_PLANETS,
5688 "PLANETS": OPTION_PLANETS,
5693 "PROBE": OPTION_PROBE,
5695 "FREEZE": 0, # Synonym for SAVE
5701 "SOS": 0, # Synonym for MAYDAY
5702 "CALL": 0, # Synonym for MAYDAY
5708 "Generate a list of legal commands."
5709 prout(_("LEGAL COMMANDS ARE:"))
5711 for key in commands:
5712 if not commands[key] or (commands[key] & game.options):
5713 proutn("%-12s " % key)
5715 if emitted % 5 == 4:
5720 "Browse on-line help."
5721 key = scanner.next()
5724 setwnd(prompt_window)
5725 proutn(_("Help on what command? "))
5726 key = scanner.next()
5727 setwnd(message_window)
5730 if scanner.token in commands or scanner.token == "ABBREV":
5737 cmd = scanner.token.upper()
5739 fp = open(SSTDOC, "r")
5742 fp = open(DOC_NAME, "r")
5744 prout(_("Spock- \"Captain, that information is missing from the"))
5745 proutn(_(" computer. You need to find "))
5747 prout(_(" and put it in the"))
5748 proutn(_(" current directory or to "))
5751 # This used to continue: "You need to find SST.DOC and put
5752 # it in the current directory."
5755 linebuf = fp.readline()
5757 prout(_("Spock- \"Captain, there is no information on that command.\""))
5760 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
5761 linebuf = linebuf[3:].strip()
5765 prout(_("Spock- \"Captain, I've found the following information:\""))
5767 while linebuf in fp:
5768 if "******" in linebuf:
5774 "Command-interpretation loop."
5776 setwnd(message_window)
5777 while True: # command loop
5779 while True: # get a command
5781 game.optime = game.justin = False
5783 setwnd(prompt_window)
5786 if scanner.next() == "IHEOL":
5787 if game.options & OPTION_CURSES:
5790 elif scanner.token == "":
5794 setwnd(message_window)
5796 candidates = filter(lambda x: x.startswith(scanner.token.upper()),
5798 if len(candidates) == 1:
5801 elif candidates and not (game.options & OPTION_PLAIN):
5802 prout("Commands with prefix '%s': %s" % (scanner.token, " ".join(candidates)))
5806 if cmd == "SRSCAN": # srscan
5808 elif cmd == "STATUS": # status
5810 elif cmd == "REQUEST": # status request
5812 elif cmd == "LRSCAN": # long range scan
5813 lrscan(silent=False)
5814 elif cmd == "PHASERS": # phasers
5818 elif cmd == "TORPEDO": # photon torpedos
5822 elif cmd == "MOVE": # move under warp
5823 warp(course=None, involuntary=False)
5824 elif cmd == "SHIELDS": # shields
5825 doshield(shraise=False)
5828 game.shldchg = False
5829 elif cmd == "DOCK": # dock at starbase
5832 attack(torps_ok=False)
5833 elif cmd == "DAMAGES": # damage reports
5835 elif cmd == "CHART": # chart
5837 elif cmd == "IMPULSE": # impulse
5839 elif cmd == "REST": # rest
5843 elif cmd == "WARP": # warp
5845 elif cmd == "SCORE": # score
5847 elif cmd == "SENSORS": # sensors
5849 elif cmd == "ORBIT": # orbit
5853 elif cmd == "TRANSPORT": # transport "beam"
5855 elif cmd == "MINE": # mine
5859 elif cmd == "CRYSTALS": # crystals
5863 elif cmd == "SHUTTLE": # shuttle
5867 elif cmd == "PLANETS": # Planet list
5869 elif cmd == "REPORT": # Game Report
5871 elif cmd == "COMPUTER": # use COMPUTER!
5873 elif cmd == "COMMANDS":
5875 elif cmd == "EMEXIT": # Emergency exit
5876 clrscr() # Hide screen
5877 freeze(True) # forced save
5878 raise SysExit,1 # And quick exit
5879 elif cmd == "PROBE":
5880 probe() # Launch probe
5883 elif cmd == "ABANDON": # Abandon Ship
5885 elif cmd == "DESTRUCT": # Self Destruct
5887 elif cmd == "SAVE": # Save Game
5890 if game.skill > SKILL_GOOD:
5891 prout(_("WARNING--Saved games produce no plaques!"))
5892 elif cmd == "DEATHRAY": # Try a desparation measure
5896 elif cmd == "DEBUGCMD": # What do we want for debug???
5898 elif cmd == "MAYDAY": # Call for help
5903 game.alldone = True # quit the game
5908 break # Game has ended
5909 if game.optime != 0.0:
5912 break # Events did us in
5913 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
5916 if hitme and not game.justin:
5917 attack(torps_ok=True)
5920 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
5931 "Emit the name of an enemy or feature."
5932 if type == 'R': s = _("Romulan")
5933 elif type == 'K': s = _("Klingon")
5934 elif type == 'C': s = _("Commander")
5935 elif type == 'S': s = _("Super-commander")
5936 elif type == '*': s = _("Star")
5937 elif type == 'P': s = _("Planet")
5938 elif type == 'B': s = _("Starbase")
5939 elif type == ' ': s = _("Black hole")
5940 elif type == 'T': s = _("Tholian")
5941 elif type == '#': s = _("Tholian web")
5942 elif type == '?': s = _("Stranger")
5943 elif type == '@': s = _("Inhabited World")
5944 else: s = "Unknown??"
5947 def crmena(stars, enemy, loctype, w):
5948 "Emit the name of an enemy and his location."
5952 buf += cramen(enemy) + _(" at ")
5953 if loctype == "quadrant":
5954 buf += _("Quadrant ")
5955 elif loctype == "sector":
5960 "Emit our ship name."
5961 return{'E':_("Enterprise"),'F':_("Faerie Queene")}.get(game.ship,"Ship???")
5964 "Emit a line of stars"
5965 prouts("******************************************************")
5969 return -avrage*math.log(1e-7 + randreal())
5971 def randplace(size):
5972 "Choose a random location."
5974 w.i = randrange(size)
5975 w.j = randrange(size)
5985 # Get a token from the user
5988 # Fill the token quue if nothing here
5989 while not self.inqueue:
5991 if curwnd==prompt_window:
5993 setwnd(message_window)
6000 self.inqueue = line.lstrip().split() + ["\n"]
6001 # From here on in it's all looking at the queue
6002 self.token = self.inqueue.pop(0)
6003 if self.token == "\n":
6007 self.real = float(self.token)
6008 self.type = "IHREAL"
6013 self.token = self.token.lower()
6014 self.type = "IHALPHA"
6017 def append(self, tok):
6018 self.inqueue.append(tok)
6019 def push(self, tok):
6020 self.inqueue.insert(0, tok)
6024 # Demand input for next scan
6026 self.real = self.token = None
6028 # compares s to item and returns true if it matches to the length of s
6029 return s.startswith(self.token)
6031 # Round token value to nearest integer
6032 return int(round(scanner.real))
6036 if scanner.type != "IHREAL":
6039 s.i = scanner.int()-1
6041 if scanner.type != "IHREAL":
6044 s.j = scanner.int()-1
6047 return "<sstcanner: token=%s, type=%s, queue=%s>" % (scanner.token, scanner.type, scanner.inqueue)
6050 "Yes-or-no confirmation."
6054 if scanner.token == 'y':
6056 if scanner.token == 'n':
6059 proutn(_("Please answer with \"y\" or \"n\": "))
6062 "Complain about unparseable input."
6065 prout(_("Beg your pardon, Captain?"))
6068 "Access to the internals for debugging."
6069 proutn("Reset levels? ")
6071 if game.energy < game.inenrg:
6072 game.energy = game.inenrg
6073 game.shield = game.inshld
6074 game.torps = game.intorps
6075 game.lsupres = game.inlsr
6076 proutn("Reset damage? ")
6078 for i in range(NDEVICES):
6079 if game.damage[i] > 0.0:
6080 game.damage[i] = 0.0
6081 proutn("Toggle debug flag? ")
6085 prout("Debug output ON")
6087 prout("Debug output OFF")
6088 proutn("Cause selective damage? ")
6090 for i in range(NDEVICES):
6091 proutn("Kill %s?" % device[i])
6093 key = scanner.next()
6094 if key == "IHALPHA" and scanner.sees("y"):
6095 game.damage[i] = 10.0
6096 proutn("Examine/change events? ")
6101 FSNOVA: "Supernova ",
6104 FBATTAK: "Base Attack ",
6105 FCDBAS: "Base Destroy ",
6106 FSCMOVE: "SC Move ",
6107 FSCDBAS: "SC Base Destroy ",
6108 FDSPROB: "Probe Move ",
6109 FDISTR: "Distress Call ",
6110 FENSLV: "Enslavement ",
6111 FREPRO: "Klingon Build ",
6113 for i in range(1, NEVENTS):
6116 proutn("%.2f" % (scheduled(i)-game.state.date))
6117 if i == FENSLV or i == FREPRO:
6119 proutn(" in %s" % ev.quadrant)
6124 key = scanner.next()
6128 elif key == "IHREAL":
6129 ev = schedule(i, scanner.real)
6130 if i == FENSLV or i == FREPRO:
6132 proutn("In quadrant- ")
6133 key = scanner.next()
6134 # "IHEOL" says to leave coordinates as they are
6137 prout("Event %d canceled, no x coordinate." % (i))
6140 w.i = int(round(scanner.real))
6141 key = scanner.next()
6143 prout("Event %d canceled, no y coordinate." % (i))
6146 w.j = int(round(scanner.real))
6149 proutn("Induce supernova here? ")
6151 game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
6154 if __name__ == '__main__':
6155 import getopt, socket
6157 global line, thing, game, idebug
6163 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6164 if os.getenv("TERM"):
6165 game.options |= OPTION_CURSES
6167 game.options |= OPTION_TTY
6168 seed = int(time.time())
6169 (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:tx")
6170 for (switch, val) in options:
6173 replayfp = open(val, "r")
6175 sys.stderr.write("sst: can't open replay file %s\n" % val)
6178 line = replayfp.readline().strip()
6179 (leader, key, seed) = line.split()
6181 sys.stderr.write("sst2k: seed set to %s\n" % seed)
6182 line = replayfp.readline().strip()
6183 arguments += line.split()[2:]
6185 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6187 game.options |= OPTION_TTY
6188 game.options &=~ OPTION_CURSES
6189 elif switch == '-s':
6191 elif switch == '-t':
6192 game.options |= OPTION_TTY
6193 game.options &=~ OPTION_CURSES
6194 elif switch == '-x':
6197 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6199 # where to save the input in case of bugs
6200 if "TMPDIR" in os.environ:
6201 tmpdir = os.environ['TMPDIR']
6205 logfp = open(os.path.join(tmpdir, "sst-input.log"), "w")
6207 sys.stderr.write("sst: warning, can't open logfile\n")
6210 logfp.write("# seed %s\n" % seed)
6211 logfp.write("# options %s\n" % " ".join(arguments))
6212 logfp.write("# recorded by %s@%s on %s\n" % \
6213 (getpass.getuser(),socket.gethostname(),time.ctime()))
6215 scanner = sstscanner()
6216 map(scanner.append, arguments)
6219 while True: # Play a game
6220 setwnd(fullscreen_window)
6226 game.alldone = False
6232 if game.tourn and game.alldone:
6233 proutn(_("Do you want your score recorded?"))
6239 proutn(_("Do you want to play again? "))
6243 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6247 except KeyboardInterrupt: