3 sst.py =-- Super Star Trek in Python
5 This code is a Python translation of a C translation of a FORTRAN
6 original dating back to 1973. Beautiful Python it is not. But it
11 SRSCAN, MOVE, PHASERS, CALL, STATUS, IMPULSE, PHOTONS, ABANDON,
12 LRSCAN, WARP, SHIELDS, DESTRUCT, CHART, REST, DOCK, QUIT, and DAMAGE
13 were in the original non-"super" version of UT FORTRAN Star Trek.
15 Tholians were not in the original. Dave is dubious about their merits.
16 (They are now controlled by OPTION_THOLIAN and turned off if the game
19 Planets and dilithium crystals were not in the original. Dave is OK
20 with this idea. (It's now controlled by OPTION_PLANETS and turned
21 off if the game type is "plain".)
23 Dave says the bit about the Galileo getting turned into a
24 McDonald's is "consistant with our original vision". (This has been
25 left permanently enabled, as it can only happen if OPTION_PLANETS
28 Dave also says the Space Thingy should not be preserved across saved
29 games, so you can't prove to others that you've seen it. He says it
30 shouldn't fire back, either. It should do nothing except scream and
31 disappear when hit by photon torpedos. It's OK that it may move
32 when attacked, but it didn't in the original. (Whether the Thingy
33 can fire back is now controlled by OPTION_THINGY and turned off if the
34 game type is "plain" or "almy". The no-save behavior has been restored.)
36 The Faerie Queen, black holes, and time warping were in the original.
38 Here are Tom Almy's changes:
40 In early 1997, I got the bright idea to look for references to
41 "Super Star Trek" on the World Wide Web. There weren't many hits,
42 but there was one that came up with 1979 Fortran sources! This
43 version had a few additional features that mine didn't have,
44 however mine had some feature it didn't have. So I merged its
45 features that I liked. I also took a peek at the DECUS version (a
46 port, less sources, to the PDP-10), and some other variations.
48 1, Compared to the original UT version, I've changed the "help"
49 command to "call" and the "terminate" command to "quit" to better
50 match user expectations. The DECUS version apparently made those
51 changes as well as changing "freeze" to "save". However I like
52 "freeze". (Both "freeze" and "save" work in SST2K.)
54 2. The experimental deathray originally had only a 5% chance of
55 success, but could be used repeatedly. I guess after a couple
56 years of use, it was less "experimental" because the 1979
57 version had a 70% success rate. However it was prone to breaking
58 after use. I upgraded the deathray, but kept the original set of
59 failure modes (great humor!). (Now controlled by OPTION_DEATHRAY
60 and turned off if game type is "plain".)
62 3. The 1979 version also mentions srscan and lrscan working when
63 docked (using the starbase's scanners), so I made some changes here
64 to do this (and indicating that fact to the player), and then realized
65 the base would have a subspace radio as well -- doing a Chart when docked
66 updates the star chart, and all radio reports will be heard. The Dock
67 command will also give a report if a base is under attack.
69 4. Tholian Web from the 1979 version. (Now controlled by
70 OPTION_THOLIAN and turned off if game type is "plain".)
72 5. Enemies can ram the Enterprise. (Now controlled by OPTION_RAMMING
73 and turned off if game type is "plain".)
75 6. Regular Klingons and Romulans can move in Expert and Emeritus games.
76 This code could use improvement. (Now controlled by OPTION_MVBADDY
77 and turned off if game type is "plain".)
79 7. The deep-space probe feature from the DECUS version. (Now controlled
80 by OPTION_PROBE and turned off if game type is "plain").
82 8. 'emexit' command from the 1979 version.
84 9. Bugfix: Klingon commander movements are no longer reported if long-range
87 10. Bugfix: Better base positioning at startup (more spread out).
88 That made sense to add because most people abort games with
91 In June 2002, I fixed two known bugs and a documentation typo.
92 In June 2004 I fixed a number of bugs involving: 1) parsing invalid
93 numbers, 2) manual phasers when SR scan is damaged and commander is
94 present, 3) time warping into the future, 4) hang when moving
95 klingons in crowded quadrants. (These fixes are in SST2K.)
97 Here are Stas Sergeev's changes:
99 1. The Space Thingy can be shoved, if you ram it, and can fire back if
100 fired upon. (Now controlled by OPTION_THINGY and turned off if game
101 type is "plain" or "almy".)
103 2. When you are docked, base covers you with an almost invincible shield.
104 (A commander can still ram you, or a Romulan can destroy the base,
105 or a SCom can even succeed with direct attack IIRC, but this rarely
106 happens.) (Now controlled by OPTION_BASE and turned off if game
107 type is "plain" or "almy".)
109 3. Ramming a black hole is no longer instant death. There is a
110 chance you might get timewarped instead. (Now controlled by
111 OPTION_BLKHOLE and turned off if game type is "plain" or "almy".)
113 4. The Tholian can be hit with phasers.
115 5. SCom can't escape from you if no more enemies remain
116 (without this, chasing SCom can take an eternity).
118 6. Probe target you enter is now the destination quadrant. Before I don't
119 remember what it was, but it was something I had difficulty using.
121 7. Secret password is now autogenerated.
123 8. "Plaque" is adjusted for A4 paper :-)
125 9. Phasers now tells you how much energy needed, but only if the computer
128 10. Planets are auto-scanned when you enter the quadrant.
130 11. Mining or using crystals in presense of enemy now yields an attack.
131 There are other minor adjustments to what yields an attack
134 12. "freeze" command reverts to "save", most people will understand this
135 better anyway. (SST2K recognizes both.)
137 13. Screen-oriented interface, with sensor scans always up. (SST2K
138 supports both screen-oriented and TTY modes.)
140 Eric Raymond's changes:
142 Mainly, I translated this C code out of FORTRAN into C -- created #defines
143 for a lot of magic numbers and refactored the heck out of it.
145 1. "sos" and "call" becomes "mayday", "freeze" and "save" are both good.
147 2. Status report now indicates when dilithium crystals are on board.
149 3. Per Dave Matuszek's remarks, Thingy state is never saved across games.
151 4. Added game option selection so you can play a close (but not bug-for-
152 bug identical) approximation of older versions.
154 5. Half the quadrants now have inhabited planets, from which one
155 cannot mine dilithium (there will still be the same additional number
156 of dilithium-bearing planets). Torpedoing an inhabited world is *bad*.
157 There is BSD-Trek-like logic for Klingons to attack and enslave
158 inhabited worlds, producing more ships (only is skill is 'good' or
159 better). (Controlled by OPTION_WORLDS and turned off if game
160 type is "plain" or "almy".)
162 6. User input is now logged so we can do regression testing.
164 7. More BSD-Trek features: You can now lose if your entire crew
165 dies in battle. When abandoning ship in a game with inhabited
166 worlds enabled, they must have one in the quadrant to beam down
167 to; otherwise they die in space and this counts heavily against
168 your score. Docking at a starbase replenishes your crew.
170 8. Still more BSD-Trek: we now have a weighted damage table.
171 Also, the nav subsystem (enabling automatic course
172 setting) can be damaged separately from the main computer (which
173 handles weapons targeting, ETA calculation, and self-destruct).
175 After these features were added, I translated this into Python and added
178 9. A long-range scan is done silently whenever you call CHART; thus
179 the LRSCAN command is no longer needed. (Controlled by OPTION_AUTOSCAN
180 and turned off if game type is "plain" or "almy".)
182 import os, sys, math, curses, time, readline, cPickle, random, copy, gettext
184 SSTDOC = "/usr/share/doc/sst/sst.doc"
187 def _(str): return gettext.gettext(str)
191 NINHAB = (GALSIZE * GALSIZE / 2)
193 PLNETMAX = (NINHAB + MAXUNINHAB)
196 BASEMAX = (GALSIZE * GALSIZE / 12)
199 FULLCREW = 428 # BSD Trek was 387, that's wrong
204 # How to represent features
228 def __init__(self, x=None, y=None):
231 def valid_quadrant(self):
232 return self.i>=0 and self.i<GALSIZE and self.j>=0 and self.j<GALSIZE
233 def valid_sector(self):
234 return self.i>=0 and self.i<QUADSIZE and self.j>=0 and self.j<QUADSIZE
235 def invalidate(self):
236 self.i = self.j = None
238 return self.i != None and self.j != None
239 def __eq__(self, other):
240 return other != None and self.i == other.i and self.j == other.j
241 def __ne__(self, other):
242 return other == None or self.i != other.i or self.j != other.j
243 def __add__(self, other):
244 return coord(self.i+other.i, self.j+other.j)
245 def __sub__(self, other):
246 return coord(self.i-other.i, self.j-other.j)
247 def __mul__(self, other):
248 return coord(self.i*other, self.j*other)
249 def __rmul__(self, other):
250 return coord(self.i*other, self.j*other)
251 def __div__(self, other):
252 return coord(self.i/other, self.j/other)
253 def __rdiv__(self, other):
254 return coord(self.i/other, self.j/other)
255 def roundtogrid(self):
256 return coord(int(round(self.i)), int(round(self.j)))
257 def trunctogrid(self):
258 return coord(int(round(self.i)), int(round(self.j)))
259 def distance(self, other=None):
260 if not other: other = coord(0, 0)
261 return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
262 def bearing(self, other=None):
263 if not other: other = coord(0, 0)
264 return 1.90985*math.atan2(self.j-other.j, self.i-other.i)
270 s.i = self.i / abs(self.i)
274 s.j = self.j / abs(self.j)
278 s.i = self.i + randrange(-1, 2)
279 s.j = self.j + randrange(-1, 2)
284 if self.i == None or self.j == None:
286 return "%s - %s" % (self.i+1, self.j+1)
291 self.name = None # string-valued if inhabited
292 self.quadrant = coord() # quadrant located
293 self.pclass = None # could be ""M", "N", "O", or "destroyed"
294 self.crystals = "absent"# could be "mined", "present", "absent"
295 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
296 self.inhabited = False # is it inhabites?
304 self.starbase = False
307 self.supernova = False
309 self.status = "secure" # Could be "secure", "distressed", "enslaved"
317 def fill2d(size, fillfun):
318 "Fill an empty list in 2D."
320 for i in range(size):
322 for j in range(size):
323 lst[i].append(fillfun(i, j))
328 self.snap = False # snapshot taken
329 self.crew = 0 # crew complement
330 self.remkl = 0 # remaining klingons
331 self.nscrem = 0 # remaining super commanders
332 self.starkl = 0 # destroyed stars
333 self.basekl = 0 # destroyed bases
334 self.nromrem = 0 # Romulans remaining
335 self.nplankl = 0 # destroyed uninhabited planets
336 self.nworldkl = 0 # destroyed inhabited planets
337 self.planets = [] # Planet information
338 self.date = 0.0 # stardate
339 self.remres = 0 # remaining resources
340 self.remtime = 0 # remaining time
341 self.baseq = [] # Base quadrant coordinates
342 self.kcmdr = [] # Commander quadrant coordinates
343 self.kscmdr = coord() # Supercommander quadrant coordinates
345 self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
347 self.chart = fill2d(GALSIZE, lambda i, j: page())
351 self.date = None # A real number
352 self.quadrant = None # A coord structure
355 OPTION_ALL = 0xffffffff
356 OPTION_TTY = 0x00000001 # old interface
357 OPTION_CURSES = 0x00000002 # new interface
358 OPTION_IOMODES = 0x00000003 # cover both interfaces
359 OPTION_PLANETS = 0x00000004 # planets and mining
360 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
361 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
362 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
363 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
364 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
365 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
366 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
367 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
368 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
369 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
370 OPTION_PLAIN = 0x01000000 # user chose plain game
371 OPTION_ALMY = 0x02000000 # user chose Almy variant
390 NDEVICES= 16 # Number of devices
399 def damaged(dev): return (game.damage[dev] != 0.0)
400 def communicating(): return not damaged(DRADIO) or game.condition=="docked"
402 # Define future events
403 FSPY = 0 # Spy event happens always (no future[] entry)
404 # can cause SC to tractor beam Enterprise
405 FSNOVA = 1 # Supernova
406 FTBEAM = 2 # Commander tractor beams Enterprise
407 FSNAP = 3 # Snapshot for time warp
408 FBATTAK = 4 # Commander attacks base
409 FCDBAS = 5 # Commander destroys base
410 FSCMOVE = 6 # Supercommander moves (might attack base)
411 FSCDBAS = 7 # Supercommander destroys base
412 FDSPROB = 8 # Move deep space probe
413 FDISTR = 9 # Emit distress call from an inhabited world
414 FENSLV = 10 # Inhabited word is enslaved */
415 FREPRO = 11 # Klingons build a ship in an enslaved system
419 # abstract out the event handling -- underlying data structures will change
420 # when we implement stateful events
422 def findevent(evtype): return game.future[evtype]
425 def __init__(self, type=None, loc=None, power=None):
430 self.kpower = power # enemy energy level
431 game.enemies.append(self)
433 motion = (loc != self.kloc)
434 if self.kloc.i is not None and self.kloc.j is not None:
437 game.quad[self.kloc.i][self.kloc.j] = IHWEB
439 game.quad[self.kloc.i][self.kloc.j] = IHDOT
441 self.kloc = copy.copy(loc)
442 game.quad[self.kloc.i][self.kloc.j] = self.type
443 self.kdist = self.kavgd = (game.sector - loc).distance()
446 self.kdist = self.kavgd = None
447 game.enemies.remove(self)
450 return "<%s,%s.%f>" % (self.type, self.kloc, self.kpower) # For debugging
454 self.options = None # Game options
455 self.state = snapshot() # A snapshot structure
456 self.snapsht = snapshot() # Last snapshot taken for time-travel purposes
457 self.quad = None # contents of our quadrant
458 self.damage = [0.0] * NDEVICES # damage encountered
459 self.future = [] # future events
460 for i in range(NEVENTS):
461 self.future.append(event())
462 self.passwd = None; # Self Destruct password
464 self.quadrant = None # where we are in the large
465 self.sector = None # where we are in the small
466 self.tholian = None # Tholian enemy object
467 self.base = None # position of base in current quadrant
468 self.battle = None # base coordinates being attacked
469 self.plnet = None # location of planet in quadrant
470 self.gamewon = False # Finished!
471 self.ididit = False # action taken -- allows enemy to attack
472 self.alive = False # we are alive (not killed)
473 self.justin = False # just entered quadrant
474 self.shldup = False # shields are up
475 self.shldchg = False # shield is changing (affects efficiency)
476 self.iscate = False # super commander is here
477 self.ientesc = False # attempted escape from supercommander
478 self.resting = False # rest time
479 self.icraft = False # Kirk in Galileo
480 self.landed = False # party on planet (true), on ship (false)
481 self.alldone = False # game is now finished
482 self.neutz = False # Romulan Neutral Zone
483 self.isarmed = False # probe is armed
484 self.inorbit = False # orbiting a planet
485 self.imine = False # mining
486 self.icrystl = False # dilithium crystals aboard
487 self.iseenit = False # seen base attack report
488 self.thawed = False # thawed game
489 self.condition = None # "green", "yellow", "red", "docked", "dead"
490 self.iscraft = None # "onship", "offship", "removed"
491 self.skill = None # Player skill level
492 self.inkling = 0 # initial number of klingons
493 self.inbase = 0 # initial number of bases
494 self.incom = 0 # initial number of commanders
495 self.inscom = 0 # initial number of commanders
496 self.inrom = 0 # initial number of commanders
497 self.instar = 0 # initial stars
498 self.intorps = 0 # initial/max torpedoes
499 self.torps = 0 # number of torpedoes
500 self.ship = 0 # ship type -- 'E' is Enterprise
501 self.abandoned = 0 # count of crew abandoned in space
502 self.length = 0 # length of game
503 self.klhere = 0 # klingons here
504 self.casual = 0 # causalties
505 self.nhelp = 0 # calls for help
506 self.nkinks = 0 # count of energy-barrier crossings
507 self.iplnet = None # planet # in quadrant
508 self.inplan = 0 # initial planets
509 self.irhere = 0 # Romulans in quadrant
510 self.isatb = 0 # =1 if super commander is attacking base
511 self.tourn = None # tournament number
512 self.nprobes = 0 # number of probes available
513 self.inresor = 0.0 # initial resources
514 self.intime = 0.0 # initial time
515 self.inenrg = 0.0 # initial/max energy
516 self.inshld = 0.0 # initial/max shield
517 self.inlsr = 0.0 # initial life support resources
518 self.indate = 0.0 # initial date
519 self.energy = 0.0 # energy level
520 self.shield = 0.0 # shield level
521 self.warpfac = 0.0 # warp speed
522 self.wfacsq = 0.0 # squared warp factor
523 self.lsupres = 0.0 # life support reserves
524 self.optime = 0.0 # time taken by current operation
525 self.docfac = 0.0 # repair factor when docking (constant?)
526 self.damfac = 0.0 # damage factor
527 self.lastchart = 0.0 # time star chart was last updated
528 self.cryprob = 0.0 # probability that crystal will work
529 self.probe = None # object holding probe course info
530 self.height = 0.0 # height of orbit around planet
532 # Stas thinks this should be (C expression):
533 # game.state.remkl + len(game.state.kcmdr) > 0 ?
534 # game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99
535 # He says the existing expression is prone to divide-by-zero errors
536 # after killing the last klingon when score is shown -- perhaps also
537 # if the only remaining klingon is SCOM.
538 game.state.remtime = game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr))
584 #logfp.write("# withprob(%s) -> %f (%s) at %s\n" % (p, v, v<p, traceback.extract_stack()[-2][1:]))
587 def randrange(*args):
588 v = random.randrange(*args)
589 #logfp.write("# randrange%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
595 v *= args[0] # returns from [0, args[0])
597 v = args[0] + v*(args[1]-args[0]) # returns from [args[0], args[1])
598 #logfp.write("# randreal%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
601 # Code from ai.c begins here
604 "Would this quadrant welcome another Klingon?"
605 return iq.valid_quadrant() and \
606 not game.state.galaxy[iq.i][iq.j].supernova and \
607 game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
609 def tryexit(enemy, look, irun):
610 "A bad guy attempts to bug out."
612 iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
613 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
614 if not welcoming(iq):
616 if enemy.type == IHR:
617 return False; # Romulans cannot escape!
619 # avoid intruding on another commander's territory
620 if enemy.type == IHC:
621 if iq in game.state.kcmdr:
623 # refuse to leave if currently attacking starbase
624 if game.battle == game.quadrant:
626 # don't leave if over 1000 units of energy
627 if enemy.kpower > 1000.0:
629 # emit escape message and move out of quadrant.
630 # we know this if either short or long range sensors are working
631 if not damaged(DSRSENS) or not damaged(DLRSENS) or \
632 game.condition == "docked":
633 prout(crmena(True, enemy.type, "sector", enemy.kloc) + \
634 (_(" escapes to Quadrant %s (and regains strength).") % q))
635 # handle local matters related to escape
638 if game.condition != "docked":
640 # Handle global matters related to escape
641 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
642 game.state.galaxy[iq.i][iq.j].klingons += 1
647 schedule(FSCMOVE, 0.2777)
651 for cmdr in game.state.kcmdr:
652 if cmdr == game.quadrant:
653 game.state.kcmdr[n] = iq
655 return True; # success
657 # The bad-guy movement algorithm:
659 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
660 # If both are operating full strength, force is 1000. If both are damaged,
661 # force is -1000. Having shields down subtracts an additional 1000.
663 # 2. Enemy has forces equal to the energy of the attacker plus
664 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
665 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
667 # Attacker Initial energy levels (nominal):
668 # Klingon Romulan Commander Super-Commander
669 # Novice 400 700 1200
671 # Good 450 800 1300 1750
672 # Expert 475 850 1350 1875
673 # Emeritus 500 900 1400 2000
674 # VARIANCE 75 200 200 200
676 # Enemy vessels only move prior to their attack. In Novice - Good games
677 # only commanders move. In Expert games, all enemy vessels move if there
678 # is a commander present. In Emeritus games all enemy vessels move.
680 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
681 # forces are 1000 greater than Enterprise.
683 # Agressive action on average cuts the distance between the ship and
684 # the enemy to 1/4 the original.
686 # 4. At lower energy advantage, movement units are proportional to the
687 # advantage with a 650 advantage being to hold ground, 800 to move forward
688 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
690 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
691 # retreat, especially at high skill levels.
693 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
695 def movebaddy(enemy):
696 "Tactical movement for the bad guys."
697 next = coord(); look = coord()
699 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
700 if game.skill >= SKILL_EXPERT:
701 nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
703 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
705 mdist = int(dist1 + 0.5); # Nearest integer distance
706 # If SC, check with spy to see if should hi-tail it
707 if enemy.type==IHS and \
708 (enemy.kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
712 # decide whether to advance, retreat, or hold position
713 forces = enemy.kpower+100.0*len(game.enemies)+400*(nbaddys-1)
715 forces += 1000; # Good for enemy if shield is down!
716 if not damaged(DPHASER) or not damaged(DPHOTON):
717 if damaged(DPHASER): # phasers damaged
720 forces -= 0.2*(game.energy - 2500.0)
721 if damaged(DPHOTON): # photon torpedoes damaged
724 forces -= 50.0*game.torps
726 # phasers and photon tubes both out!
729 if forces <= 1000.0 and game.condition != "docked": # Typical situation
730 motion = ((forces + randreal(200))/150.0) - 5.0
732 if forces > 1000.0: # Very strong -- move in for kill
733 motion = (1.0 - randreal())**2 * dist1 + 1.0
734 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
735 motion -= game.skill*(2.0-randreal()**2)
737 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
738 # don't move if no motion
741 # Limit motion according to skill
742 if abs(motion) > game.skill:
747 # calculate preferred number of steps
748 nsteps = abs(int(motion))
749 if motion > 0 and nsteps > mdist:
750 nsteps = mdist; # don't overshoot
751 if nsteps > QUADSIZE:
752 nsteps = QUADSIZE; # This shouldn't be necessary
754 nsteps = 1; # This shouldn't be necessary
756 proutn("NSTEPS = %d:" % nsteps)
757 # Compute preferred values of delta X and Y
758 m = game.sector - enemy.kloc
759 if 2.0 * abs(m.i) < abs(m.j):
761 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.kloc.i):
763 m = (motion * m).sgn()
766 for ll in range(nsteps):
768 proutn(" %d" % (ll+1))
769 # Check if preferred position available
780 attempts = 0; # Settle mysterious hang problem
781 while attempts < 20 and not success:
783 if look.i < 0 or look.i >= QUADSIZE:
784 if motion < 0 and tryexit(enemy, look, irun):
786 if krawli == m.i or m.j == 0:
788 look.i = next.i + krawli
790 elif look.j < 0 or look.j >= QUADSIZE:
791 if motion < 0 and tryexit(enemy, look, irun):
793 if krawlj == m.j or m.i == 0:
795 look.j = next.j + krawlj
797 elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != IHDOT:
798 # See if enemy should ram ship
799 if game.quad[look.i][look.j] == game.ship and \
800 (enemy.type == IHC or enemy.type == IHS):
801 collision(rammed=True, enemy=enemy)
803 if krawli != m.i and m.j != 0:
804 look.i = next.i + krawli
806 elif krawlj != m.j and m.i != 0:
807 look.j = next.j + krawlj
810 break; # we have failed
822 if not damaged(DSRSENS) or game.condition == "docked":
823 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.kloc))
824 if enemy.kdist < dist1:
825 proutn(_(" advances to "))
827 proutn(_(" retreats to "))
828 prout("Sector %s." % next)
831 "Sequence Klingon tactical movement."
834 # Figure out which Klingon is the commander (or Supercommander)
836 if game.quadrant in game.state.kcmdr:
837 for enemy in game.enemies:
838 if enemy.type == IHC:
840 if game.state.kscmdr==game.quadrant:
841 for enemy in game.enemies:
842 if enemy.type == IHS:
845 # If skill level is high, move other Klingons and Romulans too!
846 # Move these last so they can base their actions on what the
848 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
849 for enemy in game.enemies:
850 if enemy.type in (IHK, IHR):
852 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
854 def movescom(iq, avoid):
855 "Commander movement helper."
856 # Avoid quadrants with bases if we want to avoid Enterprise
857 if not welcoming(iq) or (avoid and iq in game.state.baseq):
859 if game.justin and not game.iscate:
862 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
863 game.state.kscmdr = iq
864 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
865 if game.state.kscmdr==game.quadrant:
866 # SC has scooted, Remove him from current quadrant
871 for enemy in game.enemies:
872 if enemy.type == IHS:
876 if game.condition != "docked":
878 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
879 # check for a helpful planet
880 for i in range(game.inplan):
881 if game.state.planets[i].quadrant == game.state.kscmdr and \
882 game.state.planets[i].crystals == "present":
884 game.state.planets[i].pclass = "destroyed"
885 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
888 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
889 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
890 prout(_(" by the Super-commander.\""))
892 return True; # looks good!
894 def supercommander():
895 "Move the Super Commander."
896 iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
899 prout("== SUPERCOMMANDER")
900 # Decide on being active or passive
901 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 \
902 (game.state.date-game.indate) < 3.0)
903 if not game.iscate and avoid:
904 # compute move away from Enterprise
905 idelta = game.state.kscmdr-game.quadrant
906 if idelta.distance() > 2.0:
908 idelta.i = game.state.kscmdr.j-game.quadrant.j
909 idelta.j = game.quadrant.i-game.state.kscmdr.i
911 # compute distances to starbases
912 if not game.state.baseq:
916 sc = game.state.kscmdr
917 for base in game.state.baseq:
918 basetbl.append((i, (base - sc).distance()))
919 if game.state.baseq > 1:
920 basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
921 # look for nearest base without a commander, no Enterprise, and
922 # without too many Klingons, and not already under attack.
923 ifindit = iwhichb = 0
924 for (i2, base) in enumerate(game.state.baseq):
925 i = basetbl[i2][0]; # bug in original had it not finding nearest
926 if base==game.quadrant or base==game.battle or not welcoming(base):
928 # if there is a commander, and no other base is appropriate,
929 # we will take the one with the commander
930 for cmdr in game.state.kcmdr:
931 if base == cmdr and ifindit != 2:
935 else: # no commander -- use this one
940 return # Nothing suitable -- wait until next time
941 ibq = game.state.baseq[iwhichb]
942 # decide how to move toward base
943 idelta = ibq - game.state.kscmdr
944 # Maximum movement is 1 quadrant in either or both axes
945 idelta = idelta.sgn()
946 # try moving in both x and y directions
947 # there was what looked like a bug in the Almy C code here,
948 # but it might be this translation is just wrong.
949 iq = game.state.kscmdr + idelta
950 if not movescom(iq, avoid):
951 # failed -- try some other maneuvers
952 if idelta.i==0 or idelta.j==0:
955 iq.j = game.state.kscmdr.j + 1
956 if not movescom(iq, avoid):
957 iq.j = game.state.kscmdr.j - 1
960 iq.i = game.state.kscmdr.i + 1
961 if not movescom(iq, avoid):
962 iq.i = game.state.kscmdr.i - 1
965 # try moving just in x or y
966 iq.j = game.state.kscmdr.j
967 if not movescom(iq, avoid):
968 iq.j = game.state.kscmdr.j + idelta.j
969 iq.i = game.state.kscmdr.i
972 if len(game.state.baseq) == 0:
975 for ibq in game.state.baseq:
976 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
979 return # no, don't attack base!
982 schedule(FSCDBAS, randreal(1.0, 3.0))
983 if is_scheduled(FCDBAS):
984 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
985 if not communicating():
989 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
991 prout(_(" reports that it is under attack from the Klingon Super-commander."))
992 proutn(_(" It can survive until stardate %d.\"") \
993 % int(scheduled(FSCDBAS)))
996 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
1000 game.optime = 0.0; # actually finished
1002 # Check for intelligence report
1005 (not communicating()) or \
1006 not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
1009 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
1010 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
1015 if not game.tholian or game.justin:
1018 if game.tholian.kloc.i == 0 and game.tholian.kloc.j == 0:
1019 id.i = 0; id.j = QUADSIZE-1
1020 elif game.tholian.kloc.i == 0 and game.tholian.kloc.j == QUADSIZE-1:
1021 id.i = QUADSIZE-1; id.j = QUADSIZE-1
1022 elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == QUADSIZE-1:
1023 id.i = QUADSIZE-1; id.j = 0
1024 elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == 0:
1027 # something is wrong!
1028 game.tholian.move(None)
1029 prout("***Internal error: Tholian in a bad spot.")
1031 # do nothing if we are blocked
1032 if game.quad[id.i][id.j] not in (IHDOT, IHWEB):
1034 here = copy.copy(game.tholian.kloc)
1035 delta = (id - game.tholian.kloc).sgn()
1037 while here.i != id.i:
1039 if game.quad[here.i][here.j]==IHDOT:
1040 game.tholian.move(here)
1042 while here.j != id.j:
1044 if game.quad[here.i][here.j]==IHDOT:
1045 game.tholian.move(here)
1046 # check to see if all holes plugged
1047 for i in range(QUADSIZE):
1048 if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT:
1050 if game.quad[QUADSIZE-1][i]!=IHWEB and game.quad[QUADSIZE-1][i]!=IHT:
1052 if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT:
1054 if game.quad[i][QUADSIZE-1]!=IHWEB and game.quad[i][QUADSIZE-1]!=IHT:
1056 # All plugged up -- Tholian splits
1057 game.quad[game.tholian.kloc.i][game.tholian.kloc.j]=IHWEB
1059 prout(crmena(True, IHT, "sector", game.tholian) + _(" completes web."))
1060 game.tholian.move(None)
1063 # Code from battle.c begins here
1065 def doshield(shraise):
1066 "Change shield status."
1072 key = scanner.next()
1073 if key == "IHALPHA":
1074 if scanner.sees("transfer"):
1077 if damaged(DSHIELD):
1078 prout(_("Shields damaged and down."))
1080 if scanner.sees("up"):
1082 elif scanner.sees("down"):
1085 proutn(_("Do you wish to change shield energy? "))
1087 proutn(_("Energy to transfer to shields- "))
1089 elif damaged(DSHIELD):
1090 prout(_("Shields damaged and down."))
1093 proutn(_("Shields are up. Do you want them down? "))
1100 proutn(_("Shields are down. Do you want them up? "))
1106 if action == "SHUP": # raise shields
1108 prout(_("Shields already up."))
1112 if game.condition != "docked":
1114 prout(_("Shields raised."))
1115 if game.energy <= 0:
1117 prout(_("Shields raising uses up last of energy."))
1122 elif action == "SHDN":
1124 prout(_("Shields already down."))
1128 prout(_("Shields lowered."))
1131 elif action == "NRG":
1132 while scanner.next() != "IHREAL":
1134 proutn(_("Energy to transfer to shields- "))
1136 if scanner.real == 0:
1138 if scanner.real > game.energy:
1139 prout(_("Insufficient ship energy."))
1142 if game.shield+scanner.real >= game.inshld:
1143 prout(_("Shield energy maximized."))
1144 if game.shield+scanner.real > game.inshld:
1145 prout(_("Excess energy requested returned to ship energy"))
1146 game.energy -= game.inshld-game.shield
1147 game.shield = game.inshld
1149 if scanner.real < 0.0 and game.energy-scanner.real > game.inenrg:
1150 # Prevent shield drain loophole
1152 prout(_("Engineering to bridge--"))
1153 prout(_(" Scott here. Power circuit problem, Captain."))
1154 prout(_(" I can't drain the shields."))
1157 if game.shield+scanner.real < 0:
1158 prout(_("All shield energy transferred to ship."))
1159 game.energy += game.shield
1162 proutn(_("Scotty- \""))
1163 if scanner.real > 0:
1164 prout(_("Transferring energy to shields.\""))
1166 prout(_("Draining energy from shields.\""))
1167 game.shield += scanner.real
1168 game.energy -= scanner.real
1172 "Choose a device to damage, at random."
1173 # Quoth Eric Allman in the code of BSD-Trek:
1174 # "Under certain conditions you can get a critical hit. This
1175 # sort of hit damages devices. The probability that a given
1176 # device is damaged depends on the device. Well protected
1177 # devices (such as the computer, which is in the core of the
1178 # ship and has considerable redundancy) almost never get
1179 # damaged, whereas devices which are exposed (such as the
1180 # warp engines) or which are particularly delicate (such as
1181 # the transporter) have a much higher probability of being
1184 # This is one place where OPTION_PLAIN does not restore the
1185 # original behavior, which was equiprobable damage across
1186 # all devices. If we wanted that, we'd return randrange(NDEVICES)
1187 # and have done with it. Also, in the original game, DNAVYS
1188 # and DCOMPTR were the same device.
1190 # Instead, we use a table of weights similar to the one from BSD Trek.
1191 # BSD doesn't have the shuttle, shield controller, death ray, or probes.
1192 # We don't have a cloaking device. The shuttle got the allocation
1193 # for the cloaking device, then we shaved a half-percent off
1194 # everything to have some weight to give DSHCTRL/DDRAY/DDSP.
1196 105, # DSRSENS: short range scanners 10.5%
1197 105, # DLRSENS: long range scanners 10.5%
1198 120, # DPHASER: phasers 12.0%
1199 120, # DPHOTON: photon torpedoes 12.0%
1200 25, # DLIFSUP: life support 2.5%
1201 65, # DWARPEN: warp drive 6.5%
1202 70, # DIMPULS: impulse engines 6.5%
1203 145, # DSHIELD: deflector shields 14.5%
1204 30, # DRADIO: subspace radio 3.0%
1205 45, # DSHUTTL: shuttle 4.5%
1206 15, # DCOMPTR: computer 1.5%
1207 20, # NAVCOMP: navigation system 2.0%
1208 75, # DTRANSP: transporter 7.5%
1209 20, # DSHCTRL: high-speed shield controller 2.0%
1210 10, # DDRAY: death ray 1.0%
1211 30, # DDSP: deep-space probes 3.0%
1213 idx = randrange(1000) # weights must sum to 1000
1215 for (i, w) in enumerate(weights):
1219 return None; # we should never get here
1221 def collision(rammed, enemy):
1222 "Collision handling fot rammong events."
1223 prouts(_("***RED ALERT! RED ALERT!"))
1225 prout(_("***COLLISION IMMINENT."))
1229 hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(enemy.type, 1.0)
1231 proutn(_(" rammed by "))
1234 proutn(crmena(False, enemy.type, "sector", enemy.kloc))
1236 proutn(_(" (original position)"))
1238 deadkl(enemy.kloc, enemy.type, game.sector)
1239 proutn("***" + crmship() + " heavily damaged.")
1240 icas = randrange(10, 30)
1241 prout(_("***Sickbay reports %d casualties"), icas)
1243 game.state.crew -= icas
1244 # In the pre-SST2K version, all devices got equiprobably damaged,
1245 # which was silly. Instead, pick up to half the devices at
1246 # random according to our weighting table,
1247 ncrits = randrange(NDEVICES/2)
1248 for m in range(ncrits):
1250 if game.damage[dev] < 0:
1252 extradm = (10.0*hardness*randreal()+1.0)*game.damfac
1253 # Damage for at least time of travel!
1254 game.damage[dev] += game.optime + extradm
1256 prout(_("***Shields are down."))
1257 if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
1264 def torpedo(origin, bearing, dispersion, number, nburst):
1265 "Let a photon torpedo fly"
1266 if not damaged(DSRSENS) or game.condition=="docked":
1267 setwnd(srscan_window)
1269 setwnd(message_window)
1271 ac = bearing + 0.25*dispersion # dispersion is a random variable
1272 bullseye = (15.0 - bearing)*0.5235988
1273 track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
1274 bumpto = coord(0, 0)
1275 # Loop to move a single torpedo
1276 for step in range(1, QUADSIZE*2):
1279 if not w.valid_sector():
1281 iquad=game.quad[w.i][w.j]
1282 tracktorpedo(origin, w, step, number, nburst, iquad)
1286 setwnd(message_window)
1287 if damaged(DSRSENS) and not game.condition=="docked":
1288 skip(1); # start new line after text track
1289 if iquad in (IHE, IHF): # Hit our ship
1291 prout(_("Torpedo hits %s.") % crmshp())
1292 hit = 700.0 + randreal(100) - \
1293 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1294 newcnd(); # we're blown out of dock
1295 if game.landed or game.condition=="docked":
1296 return hit # Cheat if on a planet
1297 ang = track.angle + 2.5*(randreal()-0.5)
1298 temp = math.fabs(math.sin(ang))
1299 if math.fabs(math.cos(ang)) > temp:
1300 temp = math.fabs(math.cos(ang))
1301 xx = -math.sin(ang)/temp
1302 yy = math.cos(ang)/temp
1303 bumpto.i = int(w.i+xx+0.5)
1304 bumpto.j = int(w.j+yy+0.5)
1305 if not bumpto.valid_sector():
1307 if game.quad[bumpto.i][bumpto.j]==IHBLANK:
1310 if game.quad[bumpto.i][bumpto.j]!=IHDOT:
1311 # can't move into object
1313 game.sector = bumpto
1316 elif iquad in (IHC, IHS, IHR, IHK): # Hit a regular enemy
1318 if iquad in (IHC, IHS) and withprob(0.05):
1319 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1320 prout(_(" torpedo neutralized."))
1322 for enemy in game.enemies:
1325 kp = math.fabs(enemy.kpower)
1326 h1 = 700.0 + randrange(100) - \
1327 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1331 if enemy.kpower < 0:
1335 if enemy.kpower == 0:
1338 proutn(crmena(True, iquad, "sector", w))
1339 # If enemy damaged but not destroyed, try to displace
1340 ang = track.angle + 2.5*(randreal()-0.5)
1341 temp = math.fabs(math.sin(ang))
1342 if math.fabs(math.cos(ang)) > temp:
1343 temp = math.fabs(math.cos(ang))
1344 xx = -math.sin(ang)/temp
1345 yy = math.cos(ang)/temp
1346 bumpto.i = int(w.i+xx+0.5)
1347 bumpto.j = int(w.j+yy+0.5)
1348 if not bumpto.valid_sector():
1349 prout(_(" damaged but not destroyed."))
1351 if game.quad[bumpto.i][bumpto.j] == IHBLANK:
1352 prout(_(" buffeted into black hole."))
1353 deadkl(w, iquad, bumpto)
1355 if game.quad[bumpto.i][bumpto.j] != IHDOT:
1356 # can't move into object
1357 prout(_(" damaged but not destroyed."))
1359 proutn(_(" damaged--"))
1363 elif iquad == IHB: # Hit a base
1365 prout(_("***STARBASE DESTROYED.."))
1366 game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
1367 game.quad[w.i][w.j]=IHDOT
1368 game.base.invalidate()
1369 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase -= 1
1370 game.state.chart[game.quadrant.i][game.quadrant.j].starbase -= 1
1371 game.state.basekl += 1
1374 elif iquad == IHP: # Hit a planet
1375 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1376 game.state.nplankl += 1
1377 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1378 game.iplnet.pclass = "destroyed"
1380 game.plnet.invalidate()
1381 game.quad[w.i][w.j] = IHDOT
1383 # captain perishes on planet
1386 elif iquad == IHW: # Hit an inhabited world -- very bad!
1387 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1388 game.state.nworldkl += 1
1389 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1390 game.iplnet.pclass = "destroyed"
1392 game.plnet.invalidate()
1393 game.quad[w.i][w.j] = IHDOT
1395 # captain perishes on planet
1397 prout(_("You have just destroyed an inhabited planet."))
1398 prout(_("Celebratory rallies are being held on the Klingon homeworld."))
1400 elif iquad == IHSTAR: # Hit a star
1404 prout(crmena(True, IHSTAR, "sector", w) + _(" unaffected by photon blast."))
1406 elif iquad == IHQUEST: # Hit a thingy
1407 if not (game.options & OPTION_THINGY) or withprob(0.3):
1409 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1411 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1413 proutn(_("Mr. Spock-"))
1414 prouts(_(" \"Fascinating!\""))
1418 # Stas Sergeev added the possibility that
1419 # you can shove the Thingy and piss it off.
1420 # It then becomes an enemy and may fire at you.
1424 elif iquad == IHBLANK: # Black hole
1426 prout(crmena(True, IHBLANK, "sector", w) + _(" swallows torpedo."))
1428 elif iquad == IHWEB: # hit the web
1430 prout(_("***Torpedo absorbed by Tholian web."))
1432 elif iquad == IHT: # Hit a Tholian
1433 h1 = 700.0 + randrange(100) - \
1434 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1437 game.quad[w.i][w.j] = IHDOT
1442 proutn(crmena(True, IHT, "sector", w))
1444 prout(_(" survives photon blast."))
1446 prout(_(" disappears."))
1447 game.tholian.move(None)
1448 game.quad[w.i][w.j] = IHWEB
1453 proutn("Don't know how to handle torpedo collision with ")
1454 proutn(crmena(True, iquad, "sector", w))
1458 if curwnd!=message_window:
1459 setwnd(message_window)
1461 game.quad[w.i][w.j]=IHDOT
1462 game.quad[bumpto.i][bumpto.j]=iquad
1463 prout(_(" displaced by blast to Sector %s ") % bumpto)
1464 for ll in range(len(game.enemies)):
1465 game.enemies[ll].kdist = game.enemies[ll].kavgd = (game.sector-game.enemies[ll].kloc).distance()
1466 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1469 prout(_("Torpedo missed."))
1473 "Critical-hit resolution."
1474 if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1476 ncrit = int(1.0 + hit/(500.0+randreal(100)))
1477 proutn(_("***CRITICAL HIT--"))
1478 # Select devices and cause damage
1480 for loop1 in range(ncrit):
1483 # Cheat to prevent shuttle damage unless on ship
1484 if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1487 extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1488 game.damage[j] += extradm
1490 for (i, j) in enumerate(cdam):
1492 if skipcount % 3 == 2 and i < len(cdam)-1:
1497 prout(_(" damaged."))
1498 if damaged(DSHIELD) and game.shldup:
1499 prout(_("***Shields knocked down."))
1502 def attack(torps_ok):
1503 # bad guy attacks us
1504 # torps_ok == False forces use of phasers in an attack
1505 # game could be over at this point, check
1508 attempt = False; ihurt = False;
1509 hitmax=0.0; hittot=0.0; chgfac=1.0
1512 prout("=== ATTACK!")
1513 # Tholian gets to move before attacking
1516 # if you have just entered the RNZ, you'll get a warning
1517 if game.neutz: # The one chance not to be attacked
1520 # commanders get a chance to tac-move towards you
1521 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:
1523 # if no enemies remain after movement, we're done
1524 if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
1526 # set up partial hits if attack happens during shield status change
1527 pfac = 1.0/game.inshld
1529 chgfac = 0.25 + randreal(0.5)
1531 # message verbosity control
1532 if game.skill <= SKILL_FAIR:
1534 for enemy in game.enemies:
1535 if enemy.kpower < 0:
1536 continue; # too weak to attack
1537 # compute hit strength and diminish shield power
1539 # Increase chance of photon torpedos if docked or enemy energy is low
1540 if game.condition == "docked":
1542 if enemy.kpower < 500:
1544 if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry):
1546 # different enemies have different probabilities of throwing a torp
1547 usephasers = not torps_ok or \
1548 (enemy.type == IHK and r > 0.0005) or \
1549 (enemy.type==IHC and r > 0.015) or \
1550 (enemy.type==IHR and r > 0.3) or \
1551 (enemy.type==IHS and r > 0.07) or \
1552 (enemy.type==IHQUEST and r > 0.05)
1553 if usephasers: # Enemy uses phasers
1554 if game.condition == "docked":
1555 continue; # Don't waste the effort!
1556 attempt = True; # Attempt to attack
1557 dustfac = randreal(0.8, 0.85)
1558 hit = enemy.kpower*math.pow(dustfac,enemy.kavgd)
1559 enemy.kpower *= 0.75
1560 else: # Enemy uses photon torpedo
1561 # We should be able to make the bearing() method work here
1562 course = 1.90985*math.atan2(game.sector.j-enemy.kloc.j, enemy.kloc.i-game.sector.i)
1564 proutn(_("***TORPEDO INCOMING"))
1565 if not damaged(DSRSENS):
1566 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.kloc))
1569 dispersion = (randreal()+randreal())*0.5 - 0.5
1570 dispersion += 0.002*enemy.kpower*dispersion
1571 hit = torpedo(enemy.kloc, course, dispersion, number=1, nburst=1)
1572 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1573 finish(FWON); # Klingons did themselves in!
1574 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1575 return # Supernova or finished
1578 # incoming phaser or torpedo, shields may dissipate it
1579 if game.shldup or game.shldchg or game.condition=="docked":
1580 # shields will take hits
1581 propor = pfac * game.shield
1582 if game.condition =="docked":
1586 hitsh = propor*chgfac*hit+1.0
1588 if absorb > game.shield:
1589 absorb = game.shield
1590 game.shield -= absorb
1592 # taking a hit blasts us out of a starbase dock
1593 if game.condition == "docked":
1595 # but the shields may take care of it
1596 if propor > 0.1 and hit < 0.005*game.energy:
1598 # hit from this opponent got through shields, so take damage
1600 proutn(_("%d unit hit") % int(hit))
1601 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1602 proutn(_(" on the ") + crmshp())
1603 if not damaged(DSRSENS) and usephasers:
1604 prout(_(" from ") + crmena(False, enemy.type, where, enemy.kloc))
1606 # Decide if hit is critical
1612 if game.energy <= 0:
1613 # Returning home upon your shield, not with it...
1616 if not attempt and game.condition == "docked":
1617 prout(_("***Enemies decide against attacking your ship."))
1618 percent = 100.0*pfac*game.shield+0.5
1620 # Shields fully protect ship
1621 proutn(_("Enemy attack reduces shield strength to "))
1623 # Emit message if starship suffered hit(s)
1625 proutn(_("Energy left %2d shields ") % int(game.energy))
1628 elif not damaged(DSHIELD):
1631 proutn(_("damaged, "))
1632 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1633 # Check if anyone was hurt
1634 if hitmax >= 200 or hittot >= 500:
1635 icas = randrange(int(hittot * 0.015))
1638 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1639 prout(_(" in that last attack.\""))
1641 game.state.crew -= icas
1642 # After attack, reset average distance to enemies
1643 for enemy in game.enemies:
1644 enemy.kavgd = enemy.kdist
1645 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1648 def deadkl(w, type, mv):
1649 "Kill a Klingon, Tholian, Romulan, or Thingy."
1650 # Added mv to allow enemy to "move" before dying
1651 proutn(crmena(True, type, "sector", mv))
1652 # Decide what kind of enemy it is and update appropriately
1654 # Chalk up a Romulan
1655 game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1657 game.state.nromrem -= 1
1661 elif type == IHQUEST:
1666 # Killed some type of Klingon
1667 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1670 game.state.kcmdr.remove(game.quadrant)
1672 if game.state.kcmdr:
1673 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1674 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1677 game.state.remkl -= 1
1679 game.state.nscrem -= 1
1680 game.state.kscmdr.invalidate()
1685 # For each kind of enemy, finish message to player
1686 prout(_(" destroyed."))
1687 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1690 # Remove enemy ship from arrays describing local conditions
1691 for e in game.enemies:
1698 "Return None if target is invalid, otherwise return a course angle."
1699 if not w.valid_sector():
1703 # FIXME: C code this was translated from is wacky -- why the sign reversal?
1704 delta.j = (w.j - game.sector.j);
1705 delta.i = (game.sector.i - w.i);
1706 if delta == coord(0, 0):
1708 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1709 prout(_(" I recommend an immediate review of"))
1710 prout(_(" the Captain's psychological profile.\""))
1713 return delta.bearing()
1716 "Launch photon torpedo."
1719 if damaged(DPHOTON):
1720 prout(_("Photon tubes damaged."))
1724 prout(_("No torpedoes left."))
1727 # First, get torpedo count
1730 if scanner.token == "IHALPHA":
1733 elif scanner.token == "IHEOL" or not scanner.waiting():
1734 prout(_("%d torpedoes left.") % game.torps)
1736 proutn(_("Number of torpedoes to fire- "))
1737 continue # Go back around to get a number
1738 else: # key == "IHREAL"
1740 if n <= 0: # abort command
1745 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1748 scanner.chew() # User requested more torps than available
1749 continue # Go back around
1750 break # All is good, go to next stage
1754 key = scanner.next()
1755 if i==0 and key == "IHEOL":
1756 break; # no coordinate waiting, we will try prompting
1757 if i==1 and key == "IHEOL":
1758 # direct all torpedoes at one target
1760 target.append(target[0])
1761 course.append(course[0])
1764 scanner.push(scanner.token)
1765 target.append(scanner.getcoord())
1766 if target[-1] == None:
1768 course.append(targetcheck(target[-1]))
1769 if course[-1] == None:
1772 if len(target) == 0:
1773 # prompt for each one
1775 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1777 target.append(scanner.getcoord())
1778 if target[-1] == None:
1780 course.append(targetcheck(target[-1]))
1781 if course[-1] == None:
1784 # Loop for moving <n> torpedoes
1786 if game.condition != "docked":
1788 dispersion = (randreal()+randreal())*0.5 -0.5
1789 if math.fabs(dispersion) >= 0.47:
1791 dispersion *= randreal(1.2, 2.2)
1793 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1795 prouts(_("***TORPEDO MISFIRES."))
1798 prout(_(" Remainder of burst aborted."))
1800 prout(_("***Photon tubes damaged by misfire."))
1801 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1803 if game.shldup or game.condition == "docked":
1804 dispersion *= 1.0 + 0.0001*game.shield
1805 torpedo(game.sector, course[i], dispersion, number=i, nburst=n)
1806 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1808 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1812 "Check for phasers overheating."
1814 checkburn = (rpow-1500.0)*0.00038
1815 if withprob(checkburn):
1816 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1817 game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1819 def checkshctrl(rpow):
1820 "Check shield control."
1823 prout(_("Shields lowered."))
1825 # Something bad has happened
1826 prouts(_("***RED ALERT! RED ALERT!"))
1828 hit = rpow*game.shield/game.inshld
1829 game.energy -= rpow+hit*0.8
1830 game.shield -= hit*0.2
1831 if game.energy <= 0.0:
1832 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1837 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1839 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1840 icas = randrange(int(hit*0.012))
1845 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1846 prout(_(" %d casualties so far.\"") % icas)
1848 game.state.crew -= icas
1850 prout(_("Phaser energy dispersed by shields."))
1851 prout(_("Enemy unaffected."))
1856 "Register a phaser hit on Klingons and Romulans."
1857 nenhr2 = len(game.enemies); kk=0
1860 for (k, wham) in enumerate(hits):
1863 dustfac = randreal(0.9, 1.0)
1864 hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
1865 kpini = game.enemies[kk].kpower
1866 kp = math.fabs(kpini)
1867 if PHASEFAC*hit < kp:
1869 if game.enemies[kk].kpower < 0:
1870 game.enemies[kk].kpower -= -kp
1872 game.enemies[kk].kpower -= kp
1873 kpow = game.enemies[kk].kpower
1874 w = game.enemies[kk].kloc
1876 if not damaged(DSRSENS):
1878 proutn(_("%d unit hit on ") % int(hit))
1880 proutn(_("Very small hit on "))
1881 ienm = game.quad[w.i][w.j]
1884 proutn(crmena(False, ienm, "sector", w))
1888 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1892 kk -= 1 # don't do the increment
1894 else: # decide whether or not to emasculate klingon
1895 if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1896 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1897 prout(_(" has just lost its firepower.\""))
1898 game.enemies[kk].kpower = -kpow
1903 "Fire phasers at bad guys."
1905 kz = 0; k = 1; irec=0 # Cheating inhibitor
1906 ifast = False; no = False; itarg = True; msgflag = True; rpow=0
1910 # SR sensors and Computer are needed for automode
1911 if damaged(DSRSENS) or damaged(DCOMPTR):
1913 if game.condition == "docked":
1914 prout(_("Phasers can't be fired through base shields."))
1917 if damaged(DPHASER):
1918 prout(_("Phaser control damaged."))
1922 if damaged(DSHCTRL):
1923 prout(_("High speed shield control damaged."))
1926 if game.energy <= 200.0:
1927 prout(_("Insufficient energy to activate high-speed shield control."))
1930 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1932 # Original code so convoluted, I re-did it all
1933 # (That was Tom Almy talking about the C code, I think -- ESR)
1934 while automode=="NOTSET":
1936 if key == "IHALPHA":
1937 if scanner.sees("manual"):
1938 if len(game.enemies)==0:
1939 prout(_("There is no enemy present to select."))
1942 automode="AUTOMATIC"
1945 key = scanner.next()
1946 elif scanner.sees("automatic"):
1947 if (not itarg) and len(game.enemies) != 0:
1948 automode = "FORCEMAN"
1950 if len(game.enemies)==0:
1951 prout(_("Energy will be expended into space."))
1952 automode = "AUTOMATIC"
1953 key = scanner.next()
1954 elif scanner.sees("no"):
1959 elif key == "IHREAL":
1960 if len(game.enemies)==0:
1961 prout(_("Energy will be expended into space."))
1962 automode = "AUTOMATIC"
1964 automode = "FORCEMAN"
1966 automode = "AUTOMATIC"
1969 if len(game.enemies)==0:
1970 prout(_("Energy will be expended into space."))
1971 automode = "AUTOMATIC"
1973 automode = "FORCEMAN"
1975 proutn(_("Manual or automatic? "))
1980 if automode == "AUTOMATIC":
1981 if key == "IHALPHA" and scanner.sees("no"):
1983 key = scanner.next()
1984 if key != "IHREAL" and len(game.enemies) != 0:
1985 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
1990 for i in range(len(game.enemies)):
1991 irec += math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
1993 proutn(_("%d units required. ") % irec)
1995 proutn(_("Units to fire= "))
1996 key = scanner.next()
2001 proutn(_("Energy available= %.2f") % avail)
2004 if not rpow > avail:
2011 if key == "IHALPHA" and scanner.sees("no"):
2014 game.energy -= 200; # Go and do it!
2015 if checkshctrl(rpow):
2020 if len(game.enemies):
2023 for i in range(len(game.enemies)):
2027 hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
2028 over = randreal(1.01, 1.06) * hits[i]
2030 powrem -= hits[i] + over
2031 if powrem <= 0 and temp < hits[i]:
2040 if extra > 0 and not game.alldone:
2042 proutn(_("*** Tholian web absorbs "))
2043 if len(game.enemies)>0:
2044 proutn(_("excess "))
2045 prout(_("phaser energy."))
2047 prout(_("%d expended on empty space.") % int(extra))
2048 elif automode == "FORCEMAN":
2051 if damaged(DCOMPTR):
2052 prout(_("Battle computer damaged, manual fire only."))
2055 prouts(_("---WORKING---"))
2057 prout(_("Short-range-sensors-damaged"))
2058 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2059 prout(_("Manual-fire-must-be-used"))
2061 elif automode == "MANUAL":
2063 for k in range(len(game.enemies)):
2064 aim = game.enemies[k].kloc
2065 ienm = game.quad[aim.i][aim.j]
2067 proutn(_("Energy available= %.2f") % (avail-0.006))
2071 if damaged(DSRSENS) and \
2072 not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS):
2073 prout(cramen(ienm) + _(" can't be located without short range scan."))
2076 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
2081 if itarg and k > kz:
2082 irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
2085 if not damaged(DCOMPTR):
2090 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
2091 key = scanner.next()
2092 if key == "IHALPHA" and scanner.sees("no"):
2094 key = scanner.next()
2096 if key == "IHALPHA":
2100 if k==1: # Let me say I'm baffled by this
2103 if scanner.real < 0:
2107 hits[k] = scanner.real
2108 rpow += scanner.real
2109 # If total requested is too much, inform and start over
2111 prout(_("Available energy exceeded -- try again."))
2114 key = scanner.next(); # scan for next value
2117 # zero energy -- abort
2120 if key == "IHALPHA" and scanner.sees("no"):
2125 game.energy -= 200.0
2126 if checkshctrl(rpow):
2130 # Say shield raised or malfunction, if necessary
2137 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2138 prouts(_(" CLICK CLICK POP . . ."))
2139 prout(_(" No response, sir!"))
2142 prout(_("Shields raised."))
2147 # Code from events,c begins here.
2149 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2150 # event of each type active at any given time. Mostly these means we can
2151 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2152 # BSD Trek, from which we swiped the idea, can have up to 5.
2154 def unschedule(evtype):
2155 "Remove an event from the schedule."
2156 game.future[evtype].date = FOREVER
2157 return game.future[evtype]
2159 def is_scheduled(evtype):
2160 "Is an event of specified type scheduled."
2161 return game.future[evtype].date != FOREVER
2163 def scheduled(evtype):
2164 "When will this event happen?"
2165 return game.future[evtype].date
2167 def schedule(evtype, offset):
2168 "Schedule an event of specified type."
2169 game.future[evtype].date = game.state.date + offset
2170 return game.future[evtype]
2172 def postpone(evtype, offset):
2173 "Postpone a scheduled event."
2174 game.future[evtype].date += offset
2177 "Rest period is interrupted by event."
2180 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2182 game.resting = False
2188 "Run through the event queue looking for things to do."
2190 fintim = game.state.date + game.optime; yank=0
2191 ictbeam = False; istract = False
2192 w = coord(); hold = coord()
2193 ev = event(); ev2 = event()
2195 def tractorbeam(yank):
2196 "Tractor-beaming cases merge here."
2198 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2200 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2201 # If Kirk & Co. screwing around on planet, handle
2202 atover(True) # atover(true) is Grab
2205 if game.icraft: # Caught in Galileo?
2208 # Check to see if shuttle is aboard
2209 if game.iscraft == "offship":
2212 prout(_("Galileo, left on the planet surface, is captured"))
2213 prout(_("by aliens and made into a flying McDonald's."))
2214 game.damage[DSHUTTL] = -10
2215 game.iscraft = "removed"
2217 prout(_("Galileo, left on the planet surface, is well hidden."))
2219 game.quadrant = game.state.kscmdr
2221 game.quadrant = game.state.kcmdr[i]
2222 game.sector = randplace(QUADSIZE)
2223 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2224 % (game.quadrant, game.sector))
2226 prout(_("(Remainder of rest/repair period cancelled.)"))
2227 game.resting = False
2229 if not damaged(DSHIELD) and game.shield > 0:
2230 doshield(shraise=True) # raise shields
2231 game.shldchg = False
2233 prout(_("(Shields not currently useable.)"))
2235 # Adjust finish time to time of tractor beaming
2236 fintim = game.state.date+game.optime
2237 attack(torps_ok=False)
2238 if not game.state.kcmdr:
2241 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2244 "Code merges here for any commander destroying a starbase."
2245 # Not perfect, but will have to do
2246 # Handle case where base is in same quadrant as starship
2247 if game.battle == game.quadrant:
2248 game.state.chart[game.battle.i][game.battle.j].starbase = False
2249 game.quad[game.base.i][game.base.j] = IHDOT
2250 game.base.invalidate()
2253 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2254 elif game.state.baseq and communicating():
2255 # Get word via subspace radio
2258 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2259 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2261 prout(_("the Klingon Super-Commander"))
2263 prout(_("a Klingon Commander"))
2264 game.state.chart[game.battle.i][game.battle.j].starbase = False
2265 # Remove Starbase from galaxy
2266 game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2267 game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq)
2269 # reinstate a commander's base attack
2273 game.battle.invalidate()
2275 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2276 for i in range(1, NEVENTS):
2277 if i == FSNOVA: proutn("=== Supernova ")
2278 elif i == FTBEAM: proutn("=== T Beam ")
2279 elif i == FSNAP: proutn("=== Snapshot ")
2280 elif i == FBATTAK: proutn("=== Base Attack ")
2281 elif i == FCDBAS: proutn("=== Base Destroy ")
2282 elif i == FSCMOVE: proutn("=== SC Move ")
2283 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2284 elif i == FDSPROB: proutn("=== Probe Move ")
2285 elif i == FDISTR: proutn("=== Distress Call ")
2286 elif i == FENSLV: proutn("=== Enslavement ")
2287 elif i == FREPRO: proutn("=== Klingon Build ")
2289 prout("%.2f" % (scheduled(i)))
2292 radio_was_broken = damaged(DRADIO)
2295 # Select earliest extraneous event, evcode==0 if no events
2300 for l in range(1, NEVENTS):
2301 if game.future[l].date < datemin:
2304 prout("== Event %d fires" % evcode)
2305 datemin = game.future[l].date
2306 xtime = datemin-game.state.date
2307 game.state.date = datemin
2308 # Decrement Federation resources and recompute remaining time
2309 game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
2311 if game.state.remtime <=0:
2314 # Any crew left alive?
2315 if game.state.crew <=0:
2318 # Is life support adequate?
2319 if damaged(DLIFSUP) and game.condition != "docked":
2320 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2323 game.lsupres -= xtime
2324 if game.damage[DLIFSUP] <= xtime:
2325 game.lsupres = game.inlsr
2328 if game.condition == "docked":
2329 repair /= game.docfac
2330 # Don't fix Deathray here
2331 for l in range(NDEVICES):
2332 if game.damage[l] > 0.0 and l != DDRAY:
2333 if game.damage[l]-repair > 0.0:
2334 game.damage[l] -= repair
2336 game.damage[l] = 0.0
2337 # If radio repaired, update star chart and attack reports
2338 if radio_was_broken and not damaged(DRADIO):
2339 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2340 prout(_(" surveillance reports are coming in."))
2342 if not game.iseenit:
2346 prout(_(" The star chart is now up to date.\""))
2348 # Cause extraneous event EVCODE to occur
2349 game.optime -= xtime
2350 if evcode == FSNOVA: # Supernova
2353 schedule(FSNOVA, expran(0.5*game.intime))
2354 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2356 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2357 if game.state.nscrem == 0 or \
2358 ictbeam or istract or \
2359 game.condition=="docked" or game.isatb==1 or game.iscate:
2361 if game.ientesc or \
2362 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2363 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2364 (damaged(DSHIELD) and \
2365 (game.energy < 2500 or damaged(DPHASER)) and \
2366 (game.torps < 5 or damaged(DPHOTON))):
2368 istract = ictbeam = True
2369 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2372 elif evcode == FTBEAM: # Tractor beam
2373 if not game.state.kcmdr:
2376 i = randrange(len(game.state.kcmdr))
2377 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2378 if istract or game.condition == "docked" or yank == 0:
2379 # Drats! Have to reschedule
2381 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2385 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2386 game.snapsht = copy.deepcopy(game.state)
2387 game.state.snap = True
2388 schedule(FSNAP, expran(0.5 * game.intime))
2389 elif evcode == FBATTAK: # Commander attacks starbase
2390 if not game.state.kcmdr or not game.state.baseq:
2396 for ibq in game.state.baseq:
2397 for cmdr in game.state.kcmdr:
2398 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2401 # no match found -- try later
2402 schedule(FBATTAK, expran(0.3*game.intime))
2407 # commander + starbase combination found -- launch attack
2409 schedule(FCDBAS, randreal(1.0, 4.0))
2410 if game.isatb: # extra time if SC already attacking
2411 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2412 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2413 game.iseenit = False
2414 if not communicating():
2415 continue # No warning :-(
2419 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2420 prout(_(" reports that it is under attack and that it can"))
2421 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2424 elif evcode == FSCDBAS: # Supercommander destroys base
2427 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2428 continue # WAS RETURN!
2430 game.battle = game.state.kscmdr
2432 elif evcode == FCDBAS: # Commander succeeds in destroying base
2435 if not game.state.baseq() \
2436 or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2437 game.battle.invalidate()
2439 # find the lucky pair
2440 for cmdr in game.state.kcmdr:
2441 if cmdr == game.battle:
2444 # No action to take after all
2447 elif evcode == FSCMOVE: # Supercommander moves
2448 schedule(FSCMOVE, 0.2777)
2449 if not game.ientesc and not istract and game.isatb != 1 and \
2450 (not game.iscate or not game.justin):
2452 elif evcode == FDSPROB: # Move deep space probe
2453 schedule(FDSPROB, 0.01)
2454 if game.probe.next(grain=QUADSIZE):
2455 if not game.probe.quadrant().valid_quadrant() or \
2456 game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
2457 # Left galaxy or ran into supernova
2461 proutn(_("Lt. Uhura- \"The deep space probe "))
2462 if not game.probe.quadrant().valid_quadrant():
2463 prout(_("has left the galaxy.\""))
2465 prout(_("is no longer transmitting.\""))
2471 prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
2472 pdest = game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j]
2474 chp = game.state.chart[game.probe.quadrant().i][game.probe.quadrant().j]
2475 chp.klingons = pdest.klingons
2476 chp.starbase = pdest.starbase
2477 chp.stars = pdest.stars
2478 pdest.charted = True
2479 game.probe.moves -= 1 # One less to travel
2480 if game.probe.moves == 0 and game.isarmed and pdest.stars:
2481 supernova(game.probe) # fire in the hole!
2483 if game.state.galaxy[game.quadrant().i][game.quadrant().j].supernova:
2485 elif evcode == FDISTR: # inhabited system issues distress call
2487 # try a whole bunch of times to find something suitable
2488 for i in range(100):
2489 # need a quadrant which is not the current one,
2490 # which has some stars which are inhabited and
2491 # not already under attack, which is not
2492 # supernova'ed, and which has some Klingons in it
2493 w = randplace(GALSIZE)
2494 q = game.state.galaxy[w.i][w.j]
2495 if not (game.quadrant == w or q.planet == None or \
2496 not q.planet.inhabited or \
2497 q.supernova or q.status!="secure" or q.klingons<=0):
2500 # can't seem to find one; ignore this call
2502 prout("=== Couldn't find location for distress event.")
2504 # got one!! Schedule its enslavement
2505 ev = schedule(FENSLV, expran(game.intime))
2507 q.status = "distressed"
2508 # tell the captain about it if we can
2510 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2512 prout(_("by a Klingon invasion fleet."))
2515 elif evcode == FENSLV: # starsystem is enslaved
2516 ev = unschedule(FENSLV)
2517 # see if current distress call still active
2518 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2522 q.status = "enslaved"
2524 # play stork and schedule the first baby
2525 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2526 ev2.quadrant = ev.quadrant
2528 # report the disaster if we can
2530 prout(_("Uhura- We've lost contact with starsystem %s") % \
2532 prout(_("in Quadrant %s.\n") % ev.quadrant)
2533 elif evcode == FREPRO: # Klingon reproduces
2534 # If we ever switch to a real event queue, we'll need to
2535 # explicitly retrieve and restore the x and y.
2536 ev = schedule(FREPRO, expran(1.0 * game.intime))
2537 # see if current distress call still active
2538 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2542 if game.state.remkl >=MAXKLGAME:
2543 continue # full right now
2544 # reproduce one Klingon
2547 if game.klhere >= MAXKLQUAD:
2549 # this quadrant not ok, pick an adjacent one
2550 for m.i in range(w.i - 1, w.i + 2):
2551 for m.j in range(w.j - 1, w.j + 2):
2552 if not m.valid_quadrant():
2554 q = game.state.galaxy[m.i][m.j]
2555 # check for this quad ok (not full & no snova)
2556 if q.klingons >= MAXKLQUAD or q.supernova:
2560 continue # search for eligible quadrant failed
2564 game.state.remkl += 1
2566 if game.quadrant == w:
2568 game.enemies.append(newkling())
2569 # recompute time left
2572 if game.quadrant == w:
2573 prout(_("Spock- sensors indicate the Klingons have"))
2574 prout(_("launched a warship from %s.") % q.planet)
2576 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2577 if q.planet != None:
2578 proutn(_("near %s") % q.planet)
2579 prout(_("in Quadrant %s.") % w)
2585 key = scanner.next()
2588 proutn(_("How long? "))
2593 origTime = delay = scanner.real
2596 if delay >= game.state.remtime or len(game.enemies) != 0:
2597 proutn(_("Are you sure? "))
2600 # Alternate resting periods (events) with attacks
2604 game.resting = False
2605 if not game.resting:
2606 prout(_("%d stardates left.") % int(game.state.remtime))
2608 temp = game.optime = delay
2609 if len(game.enemies):
2610 rtime = randreal(1.0, 2.0)
2614 if game.optime < delay:
2615 attack(torps_ok=False)
2623 # Repair Deathray if long rest at starbase
2624 if origTime-delay >= 9.99 and game.condition == "docked":
2625 game.damage[DDRAY] = 0.0
2626 # leave if quadrant supernovas
2627 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2629 game.resting = False
2634 course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2635 newc = coord(); neighbor = coord(); bump = coord(0, 0)
2637 # Wow! We've supernova'ed
2638 supernova(game.quadrant)
2640 # handle initial nova
2641 game.quad[nov.i][nov.j] = IHDOT
2642 prout(crmena(False, IHSTAR, "sector", nov) + _(" novas."))
2643 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2644 game.state.starkl += 1
2645 # Set up queue to recursively trigger adjacent stars
2651 for offset.i in range(-1, 1+1):
2652 for offset.j in range(-1, 1+1):
2653 if offset.j==0 and offset.i==0:
2655 neighbor = start + offset
2656 if not neighbor.valid_sector():
2658 iquad = game.quad[neighbor.i][neighbor.j]
2659 # Empty space ends reaction
2660 if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
2662 elif iquad == IHSTAR: # Affect another star
2664 # This star supernovas
2665 supernova(game.quadrant)
2668 hits.append(neighbor)
2669 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2670 game.state.starkl += 1
2671 proutn(crmena(True, IHSTAR, "sector", neighbor))
2673 game.quad[neighbor.i][neighbor.j] = IHDOT
2675 elif iquad in (IHP, IHW): # Destroy planet
2676 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2678 game.state.nplankl += 1
2680 game.state.worldkl += 1
2681 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2682 game.iplnet.pclass = "destroyed"
2684 game.plnet.invalidate()
2688 game.quad[neighbor.i][neighbor.j] = IHDOT
2689 elif iquad == IHB: # Destroy base
2690 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2691 game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
2692 game.base.invalidate()
2693 game.state.basekl += 1
2695 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2696 game.quad[neighbor.i][neighbor.j] = IHDOT
2697 elif iquad in (IHE, IHF): # Buffet ship
2698 prout(_("***Starship buffeted by nova."))
2700 if game.shield >= 2000.0:
2701 game.shield -= 2000.0
2703 diff = 2000.0 - game.shield
2707 prout(_("***Shields knocked out."))
2708 game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2710 game.energy -= 2000.0
2711 if game.energy <= 0:
2714 # add in course nova contributes to kicking starship
2715 bump += (game.sector-hits[mm]).sgn()
2716 elif iquad == IHK: # kill klingon
2717 deadkl(neighbor, iquad, neighbor)
2718 elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
2719 for ll in range(len(game.enemies)):
2720 if game.enemies[ll].kloc == neighbor:
2722 game.enemies[ll].kpower -= 800.0 # If firepower is lost, die
2723 if game.enemies[ll].kpower <= 0.0:
2724 deadkl(neighbor, iquad, neighbor)
2726 newc = neighbor + neighbor - hits[mm]
2727 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2728 if not newc.valid_sector():
2729 # can't leave quadrant
2732 iquad1 = game.quad[newc.i][newc.j]
2733 if iquad1 == IHBLANK:
2734 proutn(_(", blasted into ") + crmena(False, IHBLANK, "sector", newc))
2736 deadkl(neighbor, iquad, newc)
2739 # can't move into something else
2742 proutn(_(", buffeted to Sector %s") % newc)
2743 game.quad[neighbor.i][neighbor.j] = IHDOT
2744 game.quad[newc.i][newc.j] = iquad
2745 game.enemies[ll].move(newc)
2746 # Starship affected by nova -- kick it away.
2748 direc = course[3*(bump.i+1)+bump.j+2]
2753 course = course(bearing=direc, distance=dist)
2754 game.optime = course.time(warp=4)
2756 prout(_("Force of nova displaces starship."))
2757 imove(course, novapush=True)
2758 game.optime = course.time(warp=4)
2762 "Star goes supernova."
2767 # Scheduled supernova -- select star at random.
2770 for nq.i in range(GALSIZE):
2771 for nq.j in range(GALSIZE):
2772 stars += game.state.galaxy[nq.i][nq.j].stars
2774 return # nothing to supernova exists
2775 num = randrange(stars) + 1
2776 for nq.i in range(GALSIZE):
2777 for nq.j in range(GALSIZE):
2778 num -= game.state.galaxy[nq.i][nq.j].stars
2784 proutn("=== Super nova here?")
2787 if not nq == game.quadrant or game.justin:
2788 # it isn't here, or we just entered (treat as enroute)
2791 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2792 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2795 # we are in the quadrant!
2796 num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
2797 for ns.i in range(QUADSIZE):
2798 for ns.j in range(QUADSIZE):
2799 if game.quad[ns.i][ns.j]==IHSTAR:
2806 prouts(_("***RED ALERT! RED ALERT!"))
2808 prout(_("***Incipient supernova detected at Sector %s") % ns)
2809 if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2810 proutn(_("Emergency override attempts t"))
2811 prouts("***************")
2815 # destroy any Klingons in supernovaed quadrant
2816 kldead = game.state.galaxy[nq.i][nq.j].klingons
2817 game.state.galaxy[nq.i][nq.j].klingons = 0
2818 if nq == game.state.kscmdr:
2819 # did in the Supercommander!
2820 game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
2824 survivors = filter(lambda w: w != nq, game.state.kcmdr)
2825 comkills = len(game.state.kcmdr) - len(survivors)
2826 game.state.kcmdr = survivors
2828 if not game.state.kcmdr:
2830 game.state.remkl -= kldead
2831 # destroy Romulans and planets in supernovaed quadrant
2832 nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2833 game.state.galaxy[nq.i][nq.j].romulans = 0
2834 game.state.nromrem -= nrmdead
2836 for loop in range(game.inplan):
2837 if game.state.planets[loop].quadrant == nq:
2838 game.state.planets[loop].pclass = "destroyed"
2840 # Destroy any base in supernovaed quadrant
2841 game.state.baseq = filter(lambda x: x != nq, game.state.baseq)
2842 # If starship caused supernova, tally up destruction
2844 game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2845 game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2846 game.state.nplankl += npdead
2847 # mark supernova in galaxy and in star chart
2848 if game.quadrant == nq or communicating():
2849 game.state.galaxy[nq.i][nq.j].supernova = True
2850 # If supernova destroys last Klingons give special message
2851 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
2854 prout(_("Lucky you!"))
2855 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2858 # if some Klingons remain, continue or die in supernova
2863 # Code from finish.c ends here.
2866 "Self-destruct maneuver. Finish with a BANG!"
2868 if damaged(DCOMPTR):
2869 prout(_("Computer damaged; cannot execute destruct sequence."))
2871 prouts(_("---WORKING---")); skip(1)
2872 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2873 prouts(" 10"); skip(1)
2874 prouts(" 9"); skip(1)
2875 prouts(" 8"); skip(1)
2876 prouts(" 7"); skip(1)
2877 prouts(" 6"); skip(1)
2879 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2881 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2883 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2887 if game.passwd != scanner.token:
2888 prouts(_("PASSWORD-REJECTED;"))
2890 prouts(_("CONTINUITY-EFFECTED"))
2893 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2894 prouts(" 5"); skip(1)
2895 prouts(" 4"); skip(1)
2896 prouts(" 3"); skip(1)
2897 prouts(" 2"); skip(1)
2898 prouts(" 1"); skip(1)
2900 prouts(_("GOODBYE-CRUEL-WORLD"))
2908 prouts(_("********* Entropy of %s maximized *********") % crmshp())
2912 if len(game.enemies) != 0:
2913 whammo = 25.0 * game.energy
2915 while l <= len(game.enemies):
2916 if game.enemies[l].kpower*game.enemies[l].kdist <= whammo:
2917 deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.i][game.enemies[l].kloc.j], game.enemies[l].kloc)
2922 "Compute our rate of kils over time."
2923 elapsed = game.state.date - game.indate
2924 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
2927 starting = (game.inkling + game.incom + game.inscom)
2928 remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
2929 return (starting - remaining)/elapsed
2933 badpt = 5.0*game.state.starkl + \
2935 10.0*game.state.nplankl + \
2936 300*game.state.nworldkl + \
2938 100.0*game.state.basekl +\
2940 if game.ship == IHF:
2942 elif game.ship == None:
2947 # end the game, with appropriate notfications
2951 prout(_("It is stardate %.1f.") % game.state.date)
2953 if ifin == FWON: # Game has been won
2954 if game.state.nromrem != 0:
2955 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
2958 prout(_("You have smashed the Klingon invasion fleet and saved"))
2959 prout(_("the Federation."))
2964 badpt = 0.0 # Close enough!
2965 # killsPerDate >= RateMax
2966 if game.state.date-game.indate < 5.0 or \
2967 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
2969 prout(_("In fact, you have done so well that Starfleet Command"))
2970 if game.skill == SKILL_NOVICE:
2971 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
2972 elif game.skill == SKILL_FAIR:
2973 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
2974 elif game.skill == SKILL_GOOD:
2975 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
2976 elif game.skill == SKILL_EXPERT:
2977 prout(_("promotes you to Commodore Emeritus."))
2979 prout(_("Now that you think you're really good, try playing"))
2980 prout(_("the \"Emeritus\" game. It will splatter your ego."))
2981 elif game.skill == SKILL_EMERITUS:
2983 proutn(_("Computer- "))
2984 prouts(_("ERROR-ERROR-ERROR-ERROR"))
2986 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
2988 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2990 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2992 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2994 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
2996 prout(_("Now you can retire and write your own Star Trek game!"))
2998 elif game.skill >= SKILL_EXPERT:
2999 if game.thawed and not idebug:
3000 prout(_("You cannot get a citation, so..."))
3002 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3006 # Only grant long life if alive (original didn't!)
3008 prout(_("LIVE LONG AND PROSPER."))
3013 elif ifin == FDEPLETE: # Federation Resources Depleted
3014 prout(_("Your time has run out and the Federation has been"))
3015 prout(_("conquered. Your starship is now Klingon property,"))
3016 prout(_("and you are put on trial as a war criminal. On the"))
3017 proutn(_("basis of your record, you are "))
3018 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
3019 prout(_("acquitted."))
3021 prout(_("LIVE LONG AND PROSPER."))
3023 prout(_("found guilty and"))
3024 prout(_("sentenced to death by slow torture."))
3028 elif ifin == FLIFESUP:
3029 prout(_("Your life support reserves have run out, and"))
3030 prout(_("you die of thirst, starvation, and asphyxiation."))
3031 prout(_("Your starship is a derelict in space."))
3033 prout(_("Your energy supply is exhausted."))
3035 prout(_("Your starship is a derelict in space."))
3036 elif ifin == FBATTLE:
3037 prout(_("The %s has been destroyed in battle.") % crmshp())
3039 prout(_("Dulce et decorum est pro patria mori."))
3041 prout(_("You have made three attempts to cross the negative energy"))
3042 prout(_("barrier which surrounds the galaxy."))
3044 prout(_("Your navigation is abominable."))
3047 prout(_("Your starship has been destroyed by a nova."))
3048 prout(_("That was a great shot."))
3050 elif ifin == FSNOVAED:
3051 prout(_("The %s has been fried by a supernova.") % crmshp())
3052 prout(_("...Not even cinders remain..."))
3053 elif ifin == FABANDN:
3054 prout(_("You have been captured by the Klingons. If you still"))
3055 prout(_("had a starbase to be returned to, you would have been"))
3056 prout(_("repatriated and given another chance. Since you have"))
3057 prout(_("no starbases, you will be mercilessly tortured to death."))
3058 elif ifin == FDILITHIUM:
3059 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3060 elif ifin == FMATERIALIZE:
3061 prout(_("Starbase was unable to re-materialize your starship."))
3062 prout(_("Sic transit gloria mundi"))
3063 elif ifin == FPHASER:
3064 prout(_("The %s has been cremated by its own phasers.") % crmshp())
3066 prout(_("You and your landing party have been"))
3067 prout(_("converted to energy, disipating through space."))
3068 elif ifin == FMINING:
3069 prout(_("You are left with your landing party on"))
3070 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3072 prout(_("They are very fond of \"Captain Kirk\" soup."))
3074 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3075 elif ifin == FDPLANET:
3076 prout(_("You and your mining party perish."))
3078 prout(_("That was a great shot."))
3081 prout(_("The Galileo is instantly annihilated by the supernova."))
3082 prout(_("You and your mining party are atomized."))
3084 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3085 prout(_("joins the Romulans, wreaking terror on the Federation."))
3086 elif ifin == FPNOVA:
3087 prout(_("You and your mining party are atomized."))
3089 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3090 prout(_("joins the Romulans, wreaking terror on the Federation."))
3091 elif ifin == FSTRACTOR:
3092 prout(_("The shuttle craft Galileo is also caught,"))
3093 prout(_("and breaks up under the strain."))
3095 prout(_("Your debris is scattered for millions of miles."))
3096 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3098 prout(_("The mutants attack and kill Spock."))
3099 prout(_("Your ship is captured by Klingons, and"))
3100 prout(_("your crew is put on display in a Klingon zoo."))
3101 elif ifin == FTRIBBLE:
3102 prout(_("Tribbles consume all remaining water,"))
3103 prout(_("food, and oxygen on your ship."))
3105 prout(_("You die of thirst, starvation, and asphyxiation."))
3106 prout(_("Your starship is a derelict in space."))
3108 prout(_("Your ship is drawn to the center of the black hole."))
3109 prout(_("You are crushed into extremely dense matter."))
3111 prout(_("Your last crew member has died."))
3112 if game.ship == IHF:
3114 elif game.ship == IHE:
3117 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
3118 goodies = game.state.remres/game.inresor
3119 baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3120 if goodies/baddies >= randreal(1.0, 1.5):
3121 prout(_("As a result of your actions, a treaty with the Klingon"))
3122 prout(_("Empire has been signed. The terms of the treaty are"))
3123 if goodies/baddies >= randreal(3.0):
3124 prout(_("favorable to the Federation."))
3126 prout(_("Congratulations!"))
3128 prout(_("highly unfavorable to the Federation."))
3130 prout(_("The Federation will be destroyed."))
3132 prout(_("Since you took the last Klingon with you, you are a"))
3133 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3134 prout(_("statue in your memory. Rest in peace, and try not"))
3135 prout(_("to think about pigeons."))
3140 "Compute player's score."
3141 timused = game.state.date - game.indate
3143 if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
3145 perdate = killrate()
3146 ithperd = 500*perdate + 0.5
3149 iwon = 100*game.skill
3150 if game.ship == IHE:
3152 elif game.ship == IHF:
3156 if not game.gamewon:
3157 game.state.nromrem = 0 # None captured if no win
3158 iscore = 10*(game.inkling - game.state.remkl) \
3159 + 50*(game.incom - len(game.state.kcmdr)) \
3161 + 20*(game.inrom - game.state.nromrem) \
3162 + 200*(game.inscom - game.state.nscrem) \
3163 - game.state.nromrem \
3168 prout(_("Your score --"))
3169 if game.inrom - game.state.nromrem:
3170 prout(_("%6d Romulans destroyed %5d") %
3171 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3172 if game.state.nromrem:
3173 prout(_("%6d Romulans captured %5d") %
3174 (game.state.nromrem, game.state.nromrem))
3175 if game.inkling - game.state.remkl:
3176 prout(_("%6d ordinary Klingons destroyed %5d") %
3177 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
3178 if game.incom - len(game.state.kcmdr):
3179 prout(_("%6d Klingon commanders destroyed %5d") %
3180 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3181 if game.inscom - game.state.nscrem:
3182 prout(_("%6d Super-Commander destroyed %5d") %
3183 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3185 prout(_("%6.2f Klingons per stardate %5d") %
3187 if game.state.starkl:
3188 prout(_("%6d stars destroyed by your action %5d") %
3189 (game.state.starkl, -5*game.state.starkl))
3190 if game.state.nplankl:
3191 prout(_("%6d planets destroyed by your action %5d") %
3192 (game.state.nplankl, -10*game.state.nplankl))
3193 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3194 prout(_("%6d inhabited planets destroyed by your action %5d") %
3195 (game.state.nplankl, -300*game.state.nworldkl))
3196 if game.state.basekl:
3197 prout(_("%6d bases destroyed by your action %5d") %
3198 (game.state.basekl, -100*game.state.basekl))
3200 prout(_("%6d calls for help from starbase %5d") %
3201 (game.nhelp, -45*game.nhelp))
3203 prout(_("%6d casualties incurred %5d") %
3204 (game.casual, -game.casual))
3206 prout(_("%6d crew abandoned in space %5d") %
3207 (game.abandoned, -3*game.abandoned))
3209 prout(_("%6d ship(s) lost or destroyed %5d") %
3210 (klship, -100*klship))
3212 prout(_("Penalty for getting yourself killed -200"))
3214 proutn(_("Bonus for winning "))
3215 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3216 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3217 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3218 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3219 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3220 prout(" %5d" % iwon)
3222 prout(_("TOTAL SCORE %5d") % iscore)
3225 "Emit winner's commemmorative plaque."
3228 proutn(_("File or device name for your plaque: "))
3231 fp = open(winner, "w")
3234 prout(_("Invalid name."))
3236 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3238 # The 38 below must be 64 for 132-column paper
3239 nskip = 38 - len(winner)/2
3240 fp.write("\n\n\n\n")
3241 # --------DRAW ENTERPRISE PICTURE.
3242 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3243 fp.write(" EEE E : : : E\n" )
3244 fp.write(" EE EEE E : : NCC-1701 : E\n")
3245 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
3246 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3247 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
3248 fp.write(" EEEEEEE EEEEE E E E E\n")
3249 fp.write(" EEE E E E E\n")
3250 fp.write(" E E E E\n")
3251 fp.write(" EEEEEEEEEEEEE E E\n")
3252 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3253 fp.write(" :E : EEEE E\n")
3254 fp.write(" .-E -:----- E\n")
3255 fp.write(" :E : E\n")
3256 fp.write(" EE : EEEEEEEE\n")
3257 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3259 fp.write(_(" U. S. S. ENTERPRISE\n"))
3260 fp.write("\n\n\n\n")
3261 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3263 fp.write(_(" Starfleet Command bestows to you\n"))
3265 fp.write("%*s%s\n\n" % (nskip, "", winner))
3266 fp.write(_(" the rank of\n\n"))
3267 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3269 if game.skill == SKILL_EXPERT:
3270 fp.write(_(" Expert level\n\n"))
3271 elif game.skill == SKILL_EMERITUS:
3272 fp.write(_("Emeritus level\n\n"))
3274 fp.write(_(" Cheat level\n\n"))
3275 timestring = time.ctime()
3276 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3277 (timestring+4, timestring+20, timestring+11))
3278 fp.write(_(" Your score: %d\n\n") % iscore)
3279 fp.write(_(" Klingons per stardate: %.2f\n") % perdate)
3282 # Code from io.c begins here
3284 rows = linecount = 0 # for paging
3287 fullscreen_window = None
3288 srscan_window = None
3289 report_window = None
3290 status_window = None
3291 lrscan_window = None
3292 message_window = None
3293 prompt_window = None
3298 gettext.bindtextdomain("sst", "/usr/local/share/locale")
3299 gettext.textdomain("sst")
3300 if not (game.options & OPTION_CURSES):
3301 ln_env = os.getenv("LINES")
3307 stdscr = curses.initscr()
3311 global fullscreen_window, srscan_window, report_window, status_window
3312 global lrscan_window, message_window, prompt_window
3313 (rows, columns) = stdscr.getmaxyx()
3314 fullscreen_window = stdscr
3315 srscan_window = curses.newwin(12, 25, 0, 0)
3316 report_window = curses.newwin(11, 0, 1, 25)
3317 status_window = curses.newwin(10, 0, 1, 39)
3318 lrscan_window = curses.newwin(5, 0, 0, 64)
3319 message_window = curses.newwin(0, 0, 12, 0)
3320 prompt_window = curses.newwin(1, 0, rows-2, 0)
3321 message_window.scrollok(True)
3322 setwnd(fullscreen_window)
3326 if game.options & OPTION_CURSES:
3327 stdscr.keypad(False)
3333 "Wait for user action -- OK to do nothing if on a TTY"
3334 if game.options & OPTION_CURSES:
3339 prouts(_("[ANNOUNCEMENT ARRIVING...]"))
3343 if game.skill > SKILL_FAIR:
3344 prompt = _("[CONTINUE?]")
3346 prompt = _("[PRESS ENTER TO CONTINUE]")
3348 if game.options & OPTION_CURSES:
3350 setwnd(prompt_window)
3351 prompt_window.clear()
3352 prompt_window.addstr(prompt)
3353 prompt_window.getstr()
3354 prompt_window.clear()
3355 prompt_window.refresh()
3356 setwnd(message_window)
3359 sys.stdout.write('\n')
3362 for j in range(rows):
3363 sys.stdout.write('\n')
3367 "Skip i lines. Pause game if this would cause a scrolling event."
3368 for dummy in range(i):
3369 if game.options & OPTION_CURSES:
3370 (y, x) = curwnd.getyx()
3371 (my, mx) = curwnd.getmaxyx()
3372 if curwnd == message_window and y >= my - 3:
3378 except curses.error:
3383 if rows and linecount >= rows:
3386 sys.stdout.write('\n')
3389 "Utter a line with no following line feed."
3390 if game.options & OPTION_CURSES:
3394 sys.stdout.write(line)
3404 if not replayfp or replayfp.closed: # Don't slow down replays
3407 if game.options & OPTION_CURSES:
3411 if not replayfp or replayfp.closed:
3415 "Get a line of input."
3416 if game.options & OPTION_CURSES:
3417 line = curwnd.getstr() + "\n"
3420 if replayfp and not replayfp.closed:
3422 line = replayfp.readline()
3425 prout("*** Replay finished")
3428 elif line[0] != "#":
3431 line = raw_input() + "\n"
3437 "Change windows -- OK for this to be a no-op in tty mode."
3439 if game.options & OPTION_CURSES:
3441 curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
3444 "Clear to end of line -- can be a no-op in tty mode"
3445 if game.options & OPTION_CURSES:
3450 "Clear screen -- can be a no-op in tty mode."
3452 if game.options & OPTION_CURSES:
3459 "Set highlight video, if this is reasonable."
3460 if game.options & OPTION_CURSES:
3461 curwnd.attron(curses.A_REVERSE)
3464 # Things past this point have policy implications.
3468 "Hook to be called after moving to redraw maps."
3469 if game.options & OPTION_CURSES:
3472 setwnd(srscan_window)
3476 setwnd(status_window)
3477 status_window.clear()
3478 status_window.move(0, 0)
3479 setwnd(report_window)
3480 report_window.clear()
3481 report_window.move(0, 0)
3483 setwnd(lrscan_window)
3484 lrscan_window.clear()
3485 lrscan_window.move(0, 0)
3486 lrscan(silent=False)
3488 def put_srscan_sym(w, sym):
3489 "Emit symbol for short-range scan."
3490 srscan_window.move(w.i+1, w.j*2+2)
3491 srscan_window.addch(sym)
3492 srscan_window.refresh()
3495 "Enemy fall down, go boom."
3496 if game.options & OPTION_CURSES:
3498 setwnd(srscan_window)
3499 srscan_window.attron(curses.A_REVERSE)
3500 put_srscan_sym(w, game.quad[w.i][w.j])
3504 srscan_window.attroff(curses.A_REVERSE)
3505 put_srscan_sym(w, game.quad[w.i][w.j])
3506 curses.delay_output(500)
3507 setwnd(message_window)
3510 "Sound and visual effects for teleportation."
3511 if game.options & OPTION_CURSES:
3513 setwnd(message_window)
3515 prouts(" . . . . . ")
3516 if game.options & OPTION_CURSES:
3517 #curses.delay_output(1000)
3521 def tracktorpedo(origin, w, step, i, n, iquad):
3522 "Torpedo-track animation."
3523 if not game.options & OPTION_CURSES:
3527 proutn(_("Track for %s torpedo number %d- ") % (game.quad[origin.i][origin.j],i+1))
3530 proutn(_("Torpedo track- "))
3531 elif step==4 or step==9:
3535 if not damaged(DSRSENS) or game.condition=="docked":
3536 if i != 0 and step == 1:
3539 if (iquad==IHDOT) or (iquad==IHBLANK):
3540 put_srscan_sym(w, '+')
3544 put_srscan_sym(w, iquad)
3546 curwnd.attron(curses.A_REVERSE)
3547 put_srscan_sym(w, iquad)
3551 curwnd.attroff(curses.A_REVERSE)
3552 put_srscan_sym(w, iquad)
3557 "Display the current galaxy chart."
3558 if game.options & OPTION_CURSES:
3559 setwnd(message_window)
3560 message_window.clear()
3562 if game.options & OPTION_TTY:
3567 def prstat(txt, data):
3569 if game.options & OPTION_CURSES:
3571 setwnd(status_window)
3573 proutn(" " * (NSYM - len(txt)))
3576 if game.options & OPTION_CURSES:
3577 setwnd(report_window)
3579 # Code from moving.c begins here
3581 def imove(course=None, novapush=False):
3582 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3583 w = coord(); final = coord()
3586 def no_quad_change():
3587 # No quadrant change -- compute new average enemy distances
3588 game.quad[game.sector.i][game.sector.j] = game.ship
3590 for enemy in game.enemies:
3591 finald = (w-enemy.kloc).distance()
3592 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3593 enemy.kdist = finald
3594 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
3595 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3596 attack(torps_ok=False)
3597 for enemy in game.enemies:
3598 enemy.kavgd = enemy.kdist
3601 setwnd(message_window)
3604 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3605 game.inorbit = False
3606 angle = ((15.0 - course.bearing) * 0.5235988)
3607 deltax = -math.sin(angle)
3608 deltay = math.cos(angle)
3609 if math.fabs(deltax) > math.fabs(deltay):
3610 bigger = math.fabs(deltax)
3612 bigger = math.fabs(deltay)
3615 # If tractor beam is to occur, don't move full distance
3616 if game.state.date+game.optime >= scheduled(FTBEAM):
3618 game.condition = "red"
3619 course.distance = course.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3620 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3621 # Move within the quadrant
3622 game.quad[game.sector.i][game.sector.j] = IHDOT
3625 n = int(10.0*course.distance*bigger+0.5)
3627 for m in range(1, n+1):
3632 if not w.valid_sector():
3633 # Leaving quadrant -- allow final enemy attack
3634 # Don't do it if being pushed by Nova
3635 if len(game.enemies) != 0 and not novapush:
3637 for enemy in game.enemies:
3638 finald = (w - enemy.kloc).distance()
3639 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3641 # Stas Sergeev added the condition
3642 # that attacks only happen if Klingons
3643 # are present and your skill is good.
3645 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3646 attack(torps_ok=False)
3649 # compute final position -- new quadrant and sector
3650 x = (QUADSIZE*game.quadrant.i)+game.sector.i
3651 y = (QUADSIZE*game.quadrant.j)+game.sector.j
3652 w.i = int(round(x+QUADSIZE*course.distance*bigger*deltax))
3653 w.j = int(round(y+QUADSIZE*course.distance*bigger*deltay))
3654 # check for edge of galaxy
3664 if w.i >= GALSIZE*QUADSIZE:
3665 w.i = (GALSIZE*QUADSIZE*2) - w.i
3667 if w.j >= GALSIZE*QUADSIZE:
3668 w.j = (GALSIZE*QUADSIZE*2) - w.j
3676 if game.nkinks == 3:
3677 # Three strikes -- you're out!
3681 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3682 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3683 prout(_("YOU WILL BE DESTROYED."))
3684 # Compute final position in new quadrant
3685 if trbeam: # Don't bother if we are to be beamed
3687 game.quadrant.i = w.i/QUADSIZE
3688 game.quadrant.j = w.j/QUADSIZE
3689 game.sector.i = w.i - (QUADSIZE*game.quadrant.i)
3690 game.sector.j = w.j - (QUADSIZE*game.quadrant.j)
3692 prout(_("Entering Quadrant %s.") % game.quadrant)
3693 game.quad[game.sector.i][game.sector.j] = game.ship
3695 if game.skill>SKILL_NOVICE:
3696 attack(torps_ok=False)
3698 iquad = game.quad[w.i][w.j]
3700 # object encountered in flight path
3701 stopegy = 50.0*course.dist/game.optime
3702 course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0)
3703 if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
3705 for enemy in game.enemies:
3706 if enemy.kloc == game.sector:
3708 collision(rammed=False, enemy=enemy)
3710 elif iquad == IHBLANK:
3712 prouts(_("***RED ALERT! RED ALERT!"))
3714 proutn("***" + crmshp())
3715 proutn(_(" pulled into black hole at Sector %s") % w)
3716 # Getting pulled into a black hole was certain
3717 # death in Almy's original. Stas Sergeev added a
3718 # possibility that you'll get timewarped instead.
3720 for m in range(NDEVICES):
3721 if game.damage[m]>0:
3723 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3724 if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
3734 prout(_(" encounters Tholian web at %s;") % w)
3736 prout(_(" blocked by object at %s;") % w)
3737 proutn(_("Emergency stop required "))
3738 prout(_("%2d units of energy.") % int(stopegy))
3739 game.energy -= stopegy
3740 final.i = int(round(deltax))
3741 final.j = int(round(deltay))
3743 if game.energy <= 0:
3749 course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0)
3756 "Dock our ship at a starbase."
3758 if game.condition == "docked" and verbose:
3759 prout(_("Already docked."))
3762 prout(_("You must first leave standard orbit."))
3764 if not game.base.is_valid() or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
3765 prout(crmshp() + _(" not adjacent to base."))
3767 game.condition = "docked"
3771 if game.energy < game.inenrg:
3772 game.energy = game.inenrg
3773 game.shield = game.inshld
3774 game.torps = game.intorps
3775 game.lsupres = game.inlsr
3776 game.state.crew = FULLCREW
3777 if not damaged(DRADIO) and \
3778 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3779 # get attack report from base
3780 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3784 # This program originally required input in terms of a (clock)
3785 # direction and distance. Somewhere in history, it was changed to
3786 # cartesian coordinates. So we need to convert. Probably
3787 # "manual" input should still be done this way -- it's a real
3788 # pain if the computer isn't working! Manual mode is still confusing
3789 # because it involves giving x and y motions, yet the coordinates
3790 # are always displayed y - x, where +y is downward!
3792 def cartesian(loc1=None, loc2=None):
3794 return game.quadrant * QUADSIZE + game.sector
3796 return game.quadrant * QUADSIZE + loc1
3798 return loc1 * QUADSIZE + loc2
3800 def getcourse(isprobe):
3801 "Get a course and distance from the user."
3803 dquad = copy.copy(game.quadrant)
3804 navmode = "unspecified"
3808 if game.landed and not isprobe:
3809 prout(_("Dummy! You can't leave standard orbit until you"))
3810 proutn(_("are back aboard the ship."))
3813 while navmode == "unspecified":
3814 if damaged(DNAVSYS):
3816 prout(_("Computer damaged; manual navigation only"))
3818 prout(_("Computer damaged; manual movement only"))
3823 key = scanner.next()
3825 proutn(_("Manual or automatic- "))
3828 elif key == "IHALPHA":
3829 if scanner.sees("manual"):
3831 key = scanner.next()
3833 elif scanner.sees("automatic"):
3834 navmode = "automatic"
3835 key = scanner.next()
3843 prout(_("(Manual navigation assumed.)"))
3845 prout(_("(Manual movement assumed.)"))
3849 if navmode == "automatic":
3850 while key == "IHEOL":
3852 proutn(_("Target quadrant or quadrant§or- "))
3854 proutn(_("Destination sector or quadrant§or- "))
3857 key = scanner.next()
3861 xi = int(round(scanner.real))-1
3862 key = scanner.next()
3866 xj = int(round(scanner.real))-1
3867 key = scanner.next()
3869 # both quadrant and sector specified
3870 xk = int(round(scanner.real))-1
3871 key = scanner.next()
3875 xl = int(round(scanner.real))-1
3881 # only one pair of numbers was specified
3883 # only quadrant specified -- go to center of dest quad
3886 dsect.j = dsect.i = 4 # preserves 1-origin behavior
3888 # only sector specified
3892 if not dquad.valid_quadrant() or not dsect.valid_sector():
3899 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
3901 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
3902 # the actual deltas get computed here
3903 delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
3904 delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
3906 while key == "IHEOL":
3907 proutn(_("X and Y displacements- "))
3910 key = scanner.next()
3915 delta.j = scanner.real
3916 key = scanner.next()
3920 delta.i = scanner.real
3921 # Check for zero movement
3922 if delta.i == 0 and delta.j == 0:
3925 if itemp == "verbose" and not isprobe:
3927 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
3929 return course(bearing=delta.bearing(), distance=delta.distance())
3932 def __init__(self, bearing, distance, origin=None):
3933 self.distance = distance
3934 self.bearing = bearing
3935 # The bearing() code we inherited from FORTRAN is actually computing
3936 # clockface directions!
3937 if self.bearing < 0.0:
3938 self.bearing += 12.0
3939 self.angle = ((15.0 - self.bearing) * 0.5235988)
3941 self.location = cartesian(game.quadrant, game.sector)
3943 self.location = cartesian(game.quadrant, origin)
3944 self.increment = coord(-math.sin(self.angle), math.cos(self.angle))
3945 bigger = max(abs(self.increment.i), abs(self.increment.j))
3946 self.increment /= bigger
3947 self.moves = 10*self.distance*bigger +0.5
3948 def next(self, grain=1):
3949 "Next step on course."
3951 self.nextlocation = self.location + self.increment
3952 oldloc = (self.location/grain).roundtogrid()
3953 newloc = (self.nextlocation/grain).roundtogrid()
3954 self.location = self.nextlocation
3955 if newloc != oldloc:
3960 return (self.location / QUADSIZE).roundtogrid()
3962 return coord(int(round(self.location.i)) % QUADSIZE, int(round(self.location.j)) % QUADSIZE)
3963 def power(self, warp):
3964 return self.distance*(warp**3)*(game.shldup+1)
3965 def time(self, warp):
3966 return 10.0*self.distance/warp**2
3969 "Move under impulse power."
3971 if damaged(DIMPULS):
3974 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
3976 if game.energy > 30.0:
3978 course = getcourse(isprobe=False)
3981 power = 20.0 + 100.0*course.distance
3984 if power >= game.energy:
3985 # Insufficient power for trip
3987 prout(_("First Officer Spock- \"Captain, the impulse engines"))
3988 prout(_("require 20.0 units to engage, plus 100.0 units per"))
3989 if game.energy > 30:
3990 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
3991 int(0.01 * (game.energy-20.0)-0.05))
3992 prout(_(" quadrants.\""))
3994 prout(_("quadrant. They are, therefore, useless.\""))
3997 # Make sure enough time is left for the trip
3998 game.optime = course.dist/0.095
3999 if game.optime >= game.state.remtime:
4000 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4001 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4002 proutn(_("we dare spend the time?\" "))
4005 # Activate impulse engines and pay the cost
4006 imove(course, novapush=False)
4010 power = 20.0 + 100.0*course.dist
4011 game.energy -= power
4012 game.optime = course.dist/0.095
4013 if game.energy <= 0:
4017 def warp(course, involuntary):
4018 "ove under warp drive."
4019 blooey = False; twarp = False
4020 if not involuntary: # Not WARPX entry
4022 if game.damage[DWARPEN] > 10.0:
4025 prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
4027 if damaged(DWARPEN) and game.warpfac > 4.0:
4030 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4031 prout(_(" is repaired, I can only give you warp 4.\""))
4033 # Read in course and distance
4036 course = getcourse(isprobe=False)
4039 # Make sure starship has enough energy for the trip
4040 # Note: this formula is slightly different from the C version,
4041 # and lets you skate a bit closer to the edge.
4042 if course.power(game.warpfac) >= game.energy:
4043 # Insufficient power for trip
4046 prout(_("Engineering to bridge--"))
4047 if not game.shldup or 0.5*power > game.energy:
4048 iwarp = (game.energy/(course.dist+0.05)) ** 0.333333333
4050 prout(_("We can't do it, Captain. We don't have enough energy."))
4052 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4055 prout(_("if you'll lower the shields."))
4059 prout(_("We haven't the energy to go that far with the shields up."))
4061 # Make sure enough time is left for the trip
4062 game.optime = course.time(game.warpfac)
4063 if game.optime >= 0.8*game.state.remtime:
4065 prout(_("First Officer Spock- \"Captain, I compute that such"))
4066 proutn(_(" a trip would require approximately %2.0f") %
4067 (100.0*game.optime/game.state.remtime))
4068 prout(_(" percent of our"))
4069 proutn(_(" remaining time. Are you sure this is wise?\" "))
4075 if game.warpfac > 6.0:
4076 # Decide if engine damage will occur
4077 # ESR: Seems wrong. Probability of damage goes *down* with distance?
4078 prob = course.dist*(6.0-game.warpfac)**2/66.666666666
4079 if prob > randreal():
4081 course.distance = randreal(course.distance)
4082 # Decide if time warp will occur
4083 if 0.5*course.dist*math.pow(7.0,game.warpfac-10.0) > randreal():
4085 if idebug and game.warpfac==10 and not twarp:
4087 proutn("=== Force time warp? ")
4091 # If time warp or engine damage, check path
4092 # If it is obstructed, don't do warp or damage
4093 angle = ((15.0-course.bearing)*0.5235998)
4094 deltax = -math.sin(angle)
4095 deltay = math.cos(angle)
4096 if math.fabs(deltax) > math.fabs(deltay):
4097 bigger = math.fabs(deltax)
4099 bigger = math.fabs(deltay)
4102 n = 10.0 * course.distance * bigger +0.5
4105 for l in range(1, n+1):
4110 if not coord(ix, iy).valid_sector():
4112 if game.quad[ix][iy] != IHDOT:
4115 # Activate Warp Engines and pay the cost
4116 imove(course, novapush=False)
4119 game.energy -= course.power(game.warpfac)
4120 if game.energy <= 0:
4122 game.optime = course.time(game.warpfac)
4126 game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
4128 prout(_("Engineering to bridge--"))
4129 prout(_(" Scott here. The warp engines are damaged."))
4130 prout(_(" We'll have to reduce speed to warp 4."))
4135 "Change the warp factor."
4141 proutn(_("Warp factor- "))
4146 if game.damage[DWARPEN] > 10.0:
4147 prout(_("Warp engines inoperative."))
4149 if damaged(DWARPEN) and scanner.real > 4.0:
4150 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4151 prout(_(" but right now we can only go warp 4.\""))
4153 if scanner.real > 10.0:
4154 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4156 if scanner.real < 1.0:
4157 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4159 oldfac = game.warpfac
4160 game.warpfac = scanner.real
4161 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4162 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4165 if game.warpfac < 8.00:
4166 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4168 if game.warpfac == 10.0:
4169 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4171 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4175 "Cope with being tossed out of quadrant by supernova or yanked by beam."
4177 # is captain on planet?
4179 if damaged(DTRANSP):
4182 prout(_("Scotty rushes to the transporter controls."))
4184 prout(_("But with the shields up it's hopeless."))
4186 prouts(_("His desperate attempt to rescue you . . ."))
4191 prout(_("SUCCEEDS!"))
4194 proutn(_("The crystals mined were "))
4202 # Check to see if captain in shuttle craft
4207 # Inform captain of attempt to reach safety
4211 prouts(_("***RED ALERT! RED ALERT!"))
4213 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4214 prouts(_(" a supernova."))
4216 proutn(_("***Emergency automatic override attempts to hurl ")+crmshp())
4217 prout(_("safely out of quadrant."))
4218 if not damaged(DRADIO):
4219 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
4220 # Try to use warp engines
4221 if damaged(DWARPEN):
4223 prout(_("Warp engines damaged."))
4226 game.warpfac = randreal(6.0, 8.0)
4227 prout(_("Warp factor set to %d") % int(game.warpfac))
4228 power = 0.75*game.energy
4229 dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4230 distreq = randreal(math.sqrt(2))
4231 if distreq < game.dist:
4233 course = course(bearing=randreal(12), distance=dist) # How dumb!
4234 game.optime = course.time()
4236 game.inorbit = False
4237 warp(course, involuntary=True)
4239 # This is bad news, we didn't leave quadrant.
4243 prout(_("Insufficient energy to leave quadrant."))
4246 # Repeat if another snova
4247 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
4249 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
4250 finish(FWON) # Snova killed remaining enemy.
4253 "Let's do the time warp again."
4254 prout(_("***TIME WARP ENTERED."))
4255 if game.state.snap and withprob(0.5):
4257 prout(_("You are traveling backwards in time %d stardates.") %
4258 int(game.state.date-game.snapsht.date))
4259 game.state = game.snapsht
4260 game.state.snap = False
4261 if len(game.state.kcmdr):
4262 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4263 schedule(FBATTAK, expran(0.3*game.intime))
4264 schedule(FSNOVA, expran(0.5*game.intime))
4265 # next snapshot will be sooner
4266 schedule(FSNAP, expran(0.25*game.state.remtime))
4268 if game.state.nscrem:
4269 schedule(FSCMOVE, 0.2777)
4273 game.battle.invalidate()
4274 # Make sure Galileo is consistant -- Snapshot may have been taken
4275 # when on planet, which would give us two Galileos!
4277 for l in range(game.inplan):
4278 if game.state.planets[l].known == "shuttle_down":
4280 if game.iscraft == "onship" and game.ship==IHE:
4281 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4282 game.iscraft = "offship"
4283 # Likewise, if in the original time the Galileo was abandoned, but
4284 # was on ship earlier, it would have vanished -- let's restore it.
4285 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4286 prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""))
4287 game.iscraft = "onship"
4288 # There used to be code to do the actual reconstrction here,
4289 # but the starchart is now part of the snapshotted galaxy state.
4290 prout(_("Spock has reconstructed a correct star chart from memory"))
4292 # Go forward in time
4293 game.optime = -0.5*game.intime*math.log(randreal())
4294 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4295 # cheat to make sure no tractor beams occur during time warp
4296 postpone(FTBEAM, game.optime)
4297 game.damage[DRADIO] += game.optime
4299 events() # Stas Sergeev added this -- do pending events
4302 "Launch deep-space probe."
4303 # New code to launch a deep space probe
4304 if game.nprobes == 0:
4307 if game.ship == IHE:
4308 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4310 prout(_("Ye Faerie Queene has no deep space probes."))
4315 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4317 if is_scheduled(FDSPROB):
4320 if damaged(DRADIO) and game.condition != "docked":
4321 prout(_("Spock- \"Records show the previous probe has not yet"))
4322 prout(_(" reached its destination.\""))
4324 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4326 key = scanner.next()
4328 if game.nprobes == 1:
4329 prout(_("1 probe left."))
4331 prout(_("%d probes left") % game.nprobes)
4332 proutn(_("Are you sure you want to fire a probe? "))
4335 game.isarmed = False
4336 if key == "IHALPHA" and scanner.token == "armed":
4338 key = scanner.next()
4339 elif key == "IHEOL":
4340 proutn(_("Arm NOVAMAX warhead? "))
4342 elif key == "IHREAL": # first element of course
4343 scanner.push(scanner.token)
4345 game.probe = getcourse(isprobe=True)
4349 schedule(FDSPROB, 0.01) # Time to move one sector
4350 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4355 "Yell for help from nearest starbase."
4356 # There's more than one way to move in this game!
4358 # Test for conditions which prevent calling for help
4359 if game.condition == "docked":
4360 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4363 prout(_("Subspace radio damaged."))
4365 if not game.state.baseq:
4366 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4369 prout(_("You must be aboard the %s.") % crmshp())
4371 # OK -- call for help from nearest starbase
4374 # There's one in this quadrant
4375 ddist = (game.base - game.sector).distance()
4378 for ibq in game.state.baseq:
4379 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4382 # Since starbase not in quadrant, set up new quadrant
4385 # dematerialize starship
4386 game.quad[game.sector.i][game.sector.j]=IHDOT
4387 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4388 % (game.quadrant, crmshp()))
4389 game.sector.invalidate()
4390 for m in range(1, 5+1):
4391 w = game.base.scatter()
4392 if w.valid_sector() and game.quad[w.i][w.j]==IHDOT:
4393 # found one -- finish up
4396 if not game.sector.is_valid():
4397 prout(_("You have been lost in space..."))
4398 finish(FMATERIALIZE)
4400 # Give starbase three chances to rematerialize starship
4401 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4402 for m in range(1, 3+1):
4403 if m == 1: proutn(_("1st"))
4404 elif m == 2: proutn(_("2nd"))
4405 elif m == 3: proutn(_("3rd"))
4406 proutn(_(" attempt to re-materialize ") + crmshp())
4407 game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
4410 if randreal() > probf:
4413 curses.delay_output(500)
4416 game.quad[ix][iy]=IHQUEST
4419 setwnd(message_window)
4420 finish(FMATERIALIZE)
4422 game.quad[ix][iy]=game.ship
4424 prout(_("succeeds."))
4428 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4433 if game.condition=="docked":
4435 prout(_("You cannot abandon Ye Faerie Queene."))
4438 # Must take shuttle craft to exit
4439 if game.damage[DSHUTTL]==-1:
4440 prout(_("Ye Faerie Queene has no shuttle craft."))
4442 if game.damage[DSHUTTL]<0:
4443 prout(_("Shuttle craft now serving Big Macs."))
4445 if game.damage[DSHUTTL]>0:
4446 prout(_("Shuttle craft damaged."))
4449 prout(_("You must be aboard the ship."))
4451 if game.iscraft != "onship":
4452 prout(_("Shuttle craft not currently available."))
4454 # Emit abandon ship messages
4456 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4458 prouts(_("***ALL HANDS ABANDON SHIP!"))
4460 prout(_("Captain and crew escape in shuttle craft."))
4461 if not game.state.baseq:
4462 # Oops! no place to go...
4465 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4467 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4468 prout(_("Remainder of ship's complement beam down"))
4469 prout(_("to nearest habitable planet."))
4470 elif q.planet != None and not damaged(DTRANSP):
4471 prout(_("Remainder of ship's complement beam down to %s.") %
4474 prout(_("Entire crew of %d left to die in outer space.") %
4476 game.casual += game.state.crew
4477 game.abandoned += game.state.crew
4478 # If at least one base left, give 'em the Faerie Queene
4480 game.icrystl = False # crystals are lost
4481 game.nprobes = 0 # No probes
4482 prout(_("You are captured by Klingons and released to"))
4483 prout(_("the Federation in a prisoner-of-war exchange."))
4484 nb = randrange(len(game.state.baseq))
4485 # Set up quadrant and position FQ adjacient to base
4486 if not game.quadrant == game.state.baseq[nb]:
4487 game.quadrant = game.state.baseq[nb]
4488 game.sector.i = game.sector.j = 5
4491 # position next to base by trial and error
4492 game.quad[game.sector.i][game.sector.j] = IHDOT
4493 for l in range(QUADSIZE):
4494 game.sector = game.base.scatter()
4495 if game.sector.valid_sector() and \
4496 game.quad[game.sector.i][game.sector.j] == IHDOT:
4499 break # found a spot
4500 game.sector.i=QUADSIZE/2
4501 game.sector.j=QUADSIZE/2
4503 # Get new commission
4504 game.quad[game.sector.i][game.sector.j] = game.ship = IHF
4505 game.state.crew = FULLCREW
4506 prout(_("Starfleet puts you in command of another ship,"))
4507 prout(_("the Faerie Queene, which is antiquated but,"))
4508 prout(_("still useable."))
4510 prout(_("The dilithium crystals have been moved."))
4512 game.iscraft = "offship" # Galileo disappears
4514 game.condition="docked"
4515 for l in range(NDEVICES):
4516 game.damage[l] = 0.0
4517 game.damage[DSHUTTL] = -1
4518 game.energy = game.inenrg = 3000.0
4519 game.shield = game.inshld = 1250.0
4520 game.torps = game.intorps = 6
4521 game.lsupres=game.inlsr=3.0
4526 # Code from planets.c begins here.
4529 "Abort a lengthy operation if an event interrupts it."
4532 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
4537 "Report on (uninhabited) planets in the galaxy."
4541 prout(_("Spock- \"Planet report follows, Captain.\""))
4543 for i in range(game.inplan):
4544 if game.state.planets[i].pclass == "destroyed":
4546 if (game.state.planets[i].known != "unknown" \
4547 and not game.state.planets[i].inhabited) \
4550 if idebug and game.state.planets[i].known=="unknown":
4551 proutn("(Unknown) ")
4552 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4553 proutn(_(" class "))
4554 proutn(game.state.planets[i].pclass)
4556 if game.state.planets[i].crystals != present:
4558 prout(_("dilithium crystals present."))
4559 if game.state.planets[i].known=="shuttle_down":
4560 prout(_(" Shuttle Craft Galileo on surface."))
4562 prout(_("No information available."))
4565 "Enter standard orbit."
4569 prout(_("Already in standard orbit."))
4571 if damaged(DWARPEN) and damaged(DIMPULS):
4572 prout(_("Both warp and impulse engines damaged."))
4574 if not game.plnet.is_valid():
4575 prout("There is no planet in this sector.")
4577 if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4578 prout(crmshp() + _(" not adjacent to planet."))
4581 game.optime = randreal(0.02, 0.05)
4582 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4586 game.height = randreal(1400, 8600)
4587 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4592 "Examine planets in this quadrant."
4593 if damaged(DSRSENS):
4594 if game.options & OPTION_TTY:
4595 prout(_("Short range sensors damaged."))
4597 if game.iplnet == None:
4598 if game.options & OPTION_TTY:
4599 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4601 if game.iplnet.known == "unknown":
4602 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4604 prout(_(" Planet at Sector %s is of class %s.") %
4605 (game.plnet, game.iplnet.pclass))
4606 if game.iplnet.known=="shuttle_down":
4607 prout(_(" Sensors show Galileo still on surface."))
4608 proutn(_(" Readings indicate"))
4609 if game.iplnet.crystals != "present":
4611 prout(_(" dilithium crystals present.\""))
4612 if game.iplnet.known == "unknown":
4613 game.iplnet.known = "known"
4614 elif game.iplnet.inhabited:
4615 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4616 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4619 "Use the transporter."
4623 if damaged(DTRANSP):
4624 prout(_("Transporter damaged."))
4625 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4627 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4631 if not game.inorbit:
4632 prout(crmshp() + _(" not in standard orbit."))
4635 prout(_("Impossible to transport through shields."))
4637 if game.iplnet.known=="unknown":
4638 prout(_("Spock- \"Captain, we have no information on this planet"))
4639 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4640 prout(_(" you may not go down.\""))
4642 if not game.landed and game.iplnet.crystals=="absent":
4643 prout(_("Spock- \"Captain, I fail to see the logic in"))
4644 prout(_(" exploring a planet with no dilithium crystals."))
4645 proutn(_(" Are you sure this is wise?\" "))
4649 if not (game.options & OPTION_PLAIN):
4650 nrgneed = 50 * game.skill + game.height / 100.0
4651 if nrgneed > game.energy:
4652 prout(_("Engineering to bridge--"))
4653 prout(_(" Captain, we don't have enough energy for transportation."))
4655 if not game.landed and nrgneed * 2 > game.energy:
4656 prout(_("Engineering to bridge--"))
4657 prout(_(" Captain, we have enough energy only to transport you down to"))
4658 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4659 if game.iplnet.known == "shuttle_down":
4660 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4661 proutn(_(" Are you sure this is wise?\" "))
4666 # Coming from planet
4667 if game.iplnet.known=="shuttle_down":
4668 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4672 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4673 prout(_("Landing party assembled, ready to beam up."))
4675 prout(_("Kirk whips out communicator..."))
4676 prouts(_("BEEP BEEP BEEP"))
4678 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4681 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4683 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4685 prout(_("Kirk- \"Energize.\""))
4688 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4691 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4693 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4696 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4697 game.landed = not game.landed
4698 game.energy -= nrgneed
4700 prout(_("Transport complete."))
4701 if game.landed and game.iplnet.known=="shuttle_down":
4702 prout(_("The shuttle craft Galileo is here!"))
4703 if not game.landed and game.imine:
4710 "Strip-mine a world for dilithium."
4714 prout(_("Mining party not on planet."))
4716 if game.iplnet.crystals == "mined":
4717 prout(_("This planet has already been strip-mined for dilithium."))
4719 elif game.iplnet.crystals == "absent":
4720 prout(_("No dilithium crystals on this planet."))
4723 prout(_("You've already mined enough crystals for this trip."))
4725 if game.icrystl and game.cryprob == 0.05:
4726 prout(_("With all those fresh crystals aboard the ") + crmshp())
4727 prout(_("there's no reason to mine more at this time."))
4729 game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4732 prout(_("Mining operation complete."))
4733 game.iplnet.crystals = "mined"
4734 game.imine = game.ididit = True
4737 "Use dilithium crystals."
4741 if not game.icrystl:
4742 prout(_("No dilithium crystals available."))
4744 if game.energy >= 1000:
4745 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4746 prout(_(" except when Condition Yellow exists."))
4748 prout(_("Spock- \"Captain, I must warn you that loading"))
4749 prout(_(" raw dilithium crystals into the ship's power"))
4750 prout(_(" system may risk a severe explosion."))
4751 proutn(_(" Are you sure this is wise?\" "))
4756 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4757 prout(_(" Mr. Spock and I will try it.\""))
4759 prout(_("Spock- \"Crystals in place, Sir."))
4760 prout(_(" Ready to activate circuit.\""))
4762 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4764 if with(game.cryprob):
4765 prouts(_(" \"Activating now! - - No good! It's***"))
4767 prouts(_("***RED ALERT! RED A*L********************************"))
4770 prouts(_("****************** KA-BOOM!!!! *******************"))
4774 game.energy += randreal(5000.0, 5500.0)
4775 prouts(_(" \"Activating now! - - "))
4776 prout(_("The instruments"))
4777 prout(_(" are going crazy, but I think it's"))
4778 prout(_(" going to work!! Congratulations, Sir!\""))
4783 "Use shuttlecraft for planetary jaunt."
4786 if damaged(DSHUTTL):
4787 if game.damage[DSHUTTL] == -1.0:
4788 if game.inorbit and game.iplnet.known == "shuttle_down":
4789 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4791 prout(_("Ye Faerie Queene had no shuttle craft."))
4792 elif game.damage[DSHUTTL] > 0:
4793 prout(_("The Galileo is damaged."))
4794 else: # game.damage[DSHUTTL] < 0
4795 prout(_("Shuttle craft is now serving Big Macs."))
4797 if not game.inorbit:
4798 prout(crmshp() + _(" not in standard orbit."))
4800 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4801 prout(_("Shuttle craft not currently available."))
4803 if not game.landed and game.iplnet.known=="shuttle_down":
4804 prout(_("You will have to beam down to retrieve the shuttle craft."))
4806 if game.shldup or game.condition == "docked":
4807 prout(_("Shuttle craft cannot pass through shields."))
4809 if game.iplnet.known=="unknown":
4810 prout(_("Spock- \"Captain, we have no information on this planet"))
4811 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4812 prout(_(" you may not fly down.\""))
4814 game.optime = 3.0e-5*game.height
4815 if game.optime >= 0.8*game.state.remtime:
4816 prout(_("First Officer Spock- \"Captain, I compute that such"))
4817 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4818 int(100*game.optime/game.state.remtime))
4819 prout(_("remaining time."))
4820 proutn(_("Are you sure this is wise?\" "))
4826 if game.iscraft == "onship":
4828 if not damaged(DTRANSP):
4829 proutn(_("Spock- \"Would you rather use the transporter?\" "))
4833 proutn(_("Shuttle crew"))
4835 proutn(_("Rescue party"))
4836 prout(_(" boards Galileo and swoops toward planet surface."))
4837 game.iscraft = "offship"
4841 game.iplnet.known="shuttle_down"
4842 prout(_("Trip complete."))
4845 # Ready to go back to ship
4846 prout(_("You and your mining party board the"))
4847 prout(_("shuttle craft for the trip back to the Enterprise."))
4849 prouts(_("The short hop begins . . ."))
4851 game.iplnet.known="known"
4857 game.iscraft = "onship"
4863 prout(_("Trip complete."))
4866 # Kirk on ship and so is Galileo
4867 prout(_("Mining party assembles in the hangar deck,"))
4868 prout(_("ready to board the shuttle craft \"Galileo\"."))
4870 prouts(_("The hangar doors open; the trip begins."))
4873 game.iscraft = "offship"
4876 game.iplnet.known = "shuttle_down"
4879 prout(_("Trip complete."))
4883 "Use the big zapper."
4887 if game.ship != IHE:
4888 prout(_("Ye Faerie Queene has no death ray."))
4890 if len(game.enemies)==0:
4891 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
4894 prout(_("Death Ray is damaged."))
4896 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
4897 prout(_(" is highly unpredictible. Considering the alternatives,"))
4898 proutn(_(" are you sure this is wise?\" "))
4901 prout(_("Spock- \"Acknowledged.\""))
4904 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
4906 prout(_("Crew scrambles in emergency preparation."))
4907 prout(_("Spock and Scotty ready the death ray and"))
4908 prout(_("prepare to channel all ship's power to the device."))
4910 prout(_("Spock- \"Preparations complete, sir.\""))
4911 prout(_("Kirk- \"Engage!\""))
4913 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
4916 if game.options & OPTION_PLAIN:
4920 prouts(_("Sulu- \"Captain! It's working!\""))
4922 while len(game.enemies) > 0:
4923 deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.i][game.enemies[1].kloc.j],game.enemies[1].kloc)
4924 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
4925 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
4927 if (game.options & OPTION_PLAIN) == 0:
4928 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
4930 prout(_(" is still operational.\""))
4932 prout(_(" has been rendered nonfunctional.\""))
4933 game.damage[DDRAY] = 39.95
4935 r = randreal() # Pick failure method
4937 prouts(_("Sulu- \"Captain! It's working!\""))
4939 prouts(_("***RED ALERT! RED ALERT!"))
4941 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
4943 prouts(_("***RED ALERT! RED A*L********************************"))
4946 prouts(_("****************** KA-BOOM!!!! *******************"))
4951 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
4953 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
4955 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
4956 prout(_(" have apparently been transformed into strange mutations."))
4957 prout(_(" Vulcans do not seem to be affected."))
4959 prout(_("Kirk- \"Raauch! Raauch!\""))
4964 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
4966 proutn(_("Spock- \"I believe the word is"))
4967 prouts(_(" *ASTONISHING*"))
4968 prout(_(" Mr. Sulu."))
4969 for i in range(QUADSIZE):
4970 for j in range(QUADSIZE):
4971 if game.quad[i][j] == IHDOT:
4972 game.quad[i][j] = IHQUEST
4973 prout(_(" Captain, our quadrant is now infested with"))
4974 prouts(_(" - - - - - - *THINGS*."))
4976 prout(_(" I have no logical explanation.\""))
4978 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
4980 prout(_("Scotty- \"There are so many tribbles down here"))
4981 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
4985 # Code from reports.c begins here
4987 def attackreport(curt):
4988 "eport status of bases under attack."
4990 if is_scheduled(FCDBAS):
4991 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
4992 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
4993 elif game.isatb == 1:
4994 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
4995 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
4997 prout(_("No Starbase is currently under attack."))
4999 if is_scheduled(FCDBAS):
5000 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5002 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5006 # report on general game status
5008 s1 = "" and game.thawed and _("thawed ")
5009 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5010 s3 = (None, _("novice"). _("fair"),
5011 _("good"), _("expert"), _("emeritus"))[game.skill]
5012 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5013 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5014 prout(_("No plaque is allowed."))
5016 prout(_("This is tournament game %d.") % game.tourn)
5017 prout(_("Your secret password is \"%s\"") % game.passwd)
5018 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)),
5019 (game.inkling + game.incom + game.inscom)))
5020 if game.incom - len(game.state.kcmdr):
5021 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
5022 elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
5023 prout(_(", but no Commanders."))
5026 if game.skill > SKILL_FAIR:
5027 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5028 if len(game.state.baseq) != game.inbase:
5030 if game.inbase-len(game.state.baseq)==1:
5031 proutn(_("has been 1 base"))
5033 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
5034 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
5036 prout(_("There are %d bases.") % game.inbase)
5037 if communicating() or game.iseenit:
5038 # Don't report this if not seen and
5039 # either the radio is dead or not at base!
5043 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5045 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5046 if game.ship == IHE:
5047 proutn(_("You have "))
5049 proutn("%d" % (game.nprobes))
5052 proutn(_(" deep space probe"))
5056 if communicating() and is_scheduled(FDSPROB):
5058 proutn(_("An armed deep space probe is in "))
5060 proutn(_("A deep space probe is in "))
5061 prout("Quadrant %s." % game.probec)
5063 if game.cryprob <= .05:
5064 prout(_("Dilithium crystals aboard ship... not yet used."))
5068 while game.cryprob > ai:
5071 prout(_("Dilithium crystals have been used %d time%s.") % \
5072 (i, (_("s"), "")[i==1]))
5076 "Long-range sensor scan."
5077 if damaged(DLRSENS):
5078 # Now allow base's sensors if docked
5079 if game.condition != "docked":
5081 prout(_("LONG-RANGE SENSORS DAMAGED."))
5084 prout(_("Starbase's long-range scan"))
5086 prout(_("Long-range scan"))
5087 for x in range(game.quadrant.i-1, game.quadrant.i+2):
5090 for y in range(game.quadrant.j-1, game.quadrant.j+2):
5091 if not coord(x, y).valid_quadrant():
5095 if not damaged(DRADIO):
5096 game.state.galaxy[x][y].charted = True
5097 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5098 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5099 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5100 if not silent and game.state.galaxy[x][y].supernova:
5103 proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
5110 for i in range(NDEVICES):
5113 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5114 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5116 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5117 game.damage[i]+0.05,
5118 game.docfac*game.damage[i]+0.005))
5120 prout(_("All devices functional."))
5123 "Update the chart in the Enterprise's computer from galaxy data."
5124 game.lastchart = game.state.date
5125 for i in range(GALSIZE):
5126 for j in range(GALSIZE):
5127 if game.state.galaxy[i][j].charted:
5128 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5129 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5130 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5133 "Display the star chart."
5135 if (game.options & OPTION_AUTOSCAN):
5137 if not damaged(DRADIO):
5139 if game.lastchart < game.state.date and game.condition == "docked":
5140 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5142 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5143 if game.state.date > game.lastchart:
5144 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5145 prout(" 1 2 3 4 5 6 7 8")
5146 for i in range(GALSIZE):
5147 proutn("%d |" % (i+1))
5148 for j in range(GALSIZE):
5149 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5153 if game.state.galaxy[i][j].supernova:
5155 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5157 elif game.state.galaxy[i][j].charted:
5158 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5162 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5170 def sectscan(goodScan, i, j):
5171 "Light up an individual dot in a sector."
5172 if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
5173 if (game.quad[i][j]==IHMATER0) or (game.quad[i][j]==IHMATER1) or (game.quad[i][j]==IHMATER2) or (game.quad[i][j]==IHE) or (game.quad[i][j]==IHF):
5174 #if game.condition == "red": textcolor("red")
5175 #elif game.condition == "green": textcolor("green")
5176 #elif game.condition == "yellow": textcolor("yellow")
5177 #elif game.condition == "docked": textcolor("cyan")
5178 #elif game.condition == "dead": textcolor("brown")
5179 if game.quad[i][j] != game.ship:
5181 proutn("%c " % game.quad[i][j])
5187 "Emit status report lines"
5188 if not req or req == 1:
5189 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5190 % (game.state.date, game.state.remtime))
5191 if not req or req == 2:
5192 if game.condition != "docked":
5195 for t in range(NDEVICES):
5196 if game.damage[t]>0:
5198 prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
5199 if not req or req == 3:
5200 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5201 if not req or req == 4:
5202 if damaged(DLIFSUP):
5203 if game.condition == "docked":
5204 s = _("DAMAGED, Base provides")
5206 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5209 prstat(_("Life Support"), s)
5210 if not req or req == 5:
5211 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5212 if not req or req == 6:
5214 if game.icrystl and (game.options & OPTION_SHOWME):
5215 extra = _(" (have crystals)")
5216 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5217 if not req or req == 7:
5218 prstat(_("Torpedoes"), "%d" % (game.torps))
5219 if not req or req == 8:
5220 if damaged(DSHIELD):
5226 data = _(" %d%% %.1f units") \
5227 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5228 prstat(_("Shields"), s+data)
5229 if not req or req == 9:
5230 prstat(_("Klingons Left"), "%d" \
5231 % (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem))
5232 if not req or req == 10:
5233 if game.options & OPTION_WORLDS:
5234 plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
5235 if plnet and plnet.inhabited:
5236 prstat(_("Major system"), plnet.name)
5238 prout(_("Sector is uninhabited"))
5239 elif not req or req == 11:
5240 attackreport(not req)
5243 "Request specified status data, a historical relic from slow TTYs."
5244 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5245 while scanner.next() == "IHEOL":
5246 proutn(_("Information desired? "))
5248 if scanner.token in requests:
5249 status(requests.index(scanner.token))
5251 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5252 prout((" date, condition, position, lsupport, warpfactor,"))
5253 prout((" energy, torpedoes, shields, klingons, system, time."))
5258 if damaged(DSRSENS):
5259 # Allow base's sensors if docked
5260 if game.condition != "docked":
5261 prout(_(" S.R. SENSORS DAMAGED!"))
5264 prout(_(" [Using Base's sensors]"))
5266 prout(_(" Short-range scan"))
5267 if goodScan and not damaged(DRADIO):
5268 game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
5269 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
5270 game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
5271 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
5272 prout(" 1 2 3 4 5 6 7 8 9 10")
5273 if game.condition != "docked":
5275 for i in range(QUADSIZE):
5276 proutn("%2d " % (i+1))
5277 for j in range(QUADSIZE):
5278 sectscan(goodScan, i, j)
5282 "Use computer to get estimated time of arrival for a warp jump."
5283 w1 = coord(); w2 = coord()
5285 if damaged(DCOMPTR):
5286 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5289 if scanner.next() != "IHREAL":
5292 proutn(_("Destination quadrant and/or sector? "))
5293 if scanner.next()!="IHREAL":
5296 w1.j = int(scanner.real-0.5)
5297 if scanner.next() != "IHREAL":
5300 w1.i = int(scanner.real-0.5)
5301 if scanner.next() == "IHREAL":
5302 w2.j = int(scanner.real-0.5)
5303 if scanner.next() != "IHREAL":
5306 w2.i = int(scanner.real-0.5)
5308 if game.quadrant.j>w1.i:
5312 if game.quadrant.i>w1.j:
5316 if not w1.valid_quadrant() or not w2.valid_sector():
5319 dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
5320 (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
5323 prout(_("Answer \"no\" if you don't know the value:"))
5326 proutn(_("Time or arrival date? "))
5327 if scanner.next()=="IHREAL":
5328 ttime = scanner.real
5329 if ttime > game.state.date:
5330 ttime -= game.state.date # Actually a star date
5331 twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
5332 if ttime <= 1e-10 or twarp > 10:
5333 prout(_("We'll never make it, sir."))
5340 proutn(_("Warp factor? "))
5341 if scanner.next()== "IHREAL":
5343 twarp = scanner.real
5344 if twarp<1.0 or twarp > 10.0:
5348 prout(_("Captain, certainly you can give me one of these."))
5351 ttime = (10.0*game.dist)/twarp**2
5352 tpower = dist*twarp*twarp*twarp*(game.shldup+1)
5353 if tpower >= game.energy:
5354 prout(_("Insufficient energy, sir."))
5355 if not game.shldup or tpower > game.energy*2.0:
5358 proutn(_("New warp factor to try? "))
5359 if scanner.next() == "IHREAL":
5361 twarp = scanner.real
5362 if twarp<1.0 or twarp > 10.0:
5370 prout(_("But if you lower your shields,"))
5371 proutn(_("remaining"))
5374 proutn(_("Remaining"))
5375 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5377 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5379 prout(_("Any warp speed is adequate."))
5381 prout(_("Minimum warp needed is %.2f,") % (twarp))
5382 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5383 if game.state.remtime < ttime:
5384 prout(_("Unfortunately, the Federation will be destroyed by then."))
5386 prout(_("You'll be taking risks at that speed, Captain"))
5387 if (game.isatb==1 and game.state.kscmdr == w1 and \
5388 scheduled(FSCDBAS)< ttime+game.state.date) or \
5389 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5390 prout(_("The starbase there will be destroyed by then."))
5391 proutn(_("New warp factor to try? "))
5392 if scanner.next() == "IHREAL":
5394 twarp = scanner.real
5395 if twarp<1.0 or twarp > 10.0:
5403 # Code from setup.c begins here
5406 "Issue a historically correct banner."
5408 prout(_("-SUPER- STAR TREK"))
5410 # From the FORTRAN original
5411 # prout(_("Latest update-21 Sept 78"))
5417 scanner.push("emsave.trk")
5418 key = scanner.next()
5420 proutn(_("File name: "))
5421 key = scanner.next()
5422 if key != "IHALPHA":
5426 if '.' not in scanner.token:
5427 scanner.token += ".trk"
5429 fp = open(scanner.token, "wb")
5431 prout(_("Can't freeze game as file %s") % scanner.token)
5433 cPickle.dump(game, fp)
5437 "Retrieve saved game."
5438 game.passwd[0] = '\0'
5439 key = scanner.next()
5441 proutn(_("File name: "))
5442 key = scanner.next()
5443 if key != "IHALPHA":
5447 if '.' not in scanner.token:
5448 scanner.token += ".trk"
5450 fp = open(scanner.token, "rb")
5452 prout(_("Can't thaw game in %s") % scanner.token)
5454 game = cPickle.load(fp)
5458 # I used <http://www.memory-alpha.org> to find planets
5459 # with references in ST:TOS. Eath and the Alpha Centauri
5460 # Colony have been omitted.
5462 # Some planets marked Class G and P here will be displayed as class M
5463 # because of the way planets are generated. This is a known bug.
5466 _("Andoria (Fesoan)"), # several episodes
5467 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5468 _("Vulcan (T'Khasi)"), # many episodes
5469 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5470 _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5471 _("Ardana"), # TOS: "The Cloud Minders"
5472 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5473 _("Gideon"), # TOS: "The Mark of Gideon"
5474 _("Aldebaran III"), # TOS: "The Deadly Years"
5475 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5476 _("Altair IV"), # TOS: "Amok Time
5477 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5478 _("Benecia"), # TOS: "The Conscience of the King"
5479 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5480 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5481 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5482 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5483 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5484 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5485 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5486 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5487 _("Ingraham B"), # TOS: "Operation: Annihilate"
5488 _("Janus IV"), # TOS: "The Devil in the Dark"
5489 _("Makus III"), # TOS: "The Galileo Seven"
5490 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5491 _("Omega IV"), # TOS: "The Omega Glory"
5492 _("Regulus V"), # TOS: "Amok Time
5493 _("Deneva"), # TOS: "Operation -- Annihilate!"
5494 # Worlds from BSD Trek
5495 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5496 _("Beta III"), # TOS: "The Return of the Archons"
5497 _("Triacus"), # TOS: "And the Children Shall Lead",
5498 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5500 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5501 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5502 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5503 # _("Izar"), # TOS: "Whom Gods Destroy"
5504 # _("Tiburon"), # TOS: "The Way to Eden"
5505 # _("Merak II"), # TOS: "The Cloud Minders"
5506 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5507 # _("Iotia"), # TOS: "A Piece of the Action"
5511 _("S. R. Sensors"), \
5512 _("L. R. Sensors"), \
5514 _("Photon Tubes"), \
5515 _("Life Support"), \
5516 _("Warp Engines"), \
5517 _("Impulse Engines"), \
5519 _("Subspace Radio"), \
5520 _("Shuttle Craft"), \
5522 _("Navigation System"), \
5524 _("Shield Control"), \
5530 "Prepare to play, set up cosmos."
5532 # Decide how many of everything
5534 return # frozen game
5535 # Prepare the Enterprise
5536 game.alldone = game.gamewon = game.shldchg = game.shldup = False
5538 game.state.crew = FULLCREW
5539 game.energy = game.inenrg = 5000.0
5540 game.shield = game.inshld = 2500.0
5543 game.quadrant = randplace(GALSIZE)
5544 game.sector = randplace(QUADSIZE)
5545 game.torps = game.intorps = 10
5546 game.nprobes = randrange(2, 5)
5548 for i in range(NDEVICES):
5549 game.damage[i] = 0.0
5550 # Set up assorted game parameters
5551 game.battle = coord()
5552 game.state.date = game.indate = 100.0 * randreal(20, 51)
5553 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5554 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5555 game.isatb = game.state.nplankl = 0
5556 game.state.starkl = game.state.basekl = 0
5557 game.iscraft = "onship"
5561 # Starchart is functional but we've never seen it
5562 game.lastchart = FOREVER
5563 # Put stars in the galaxy
5565 for i in range(GALSIZE):
5566 for j in range(GALSIZE):
5567 k = randrange(1, QUADSIZE**2/10+1)
5569 game.state.galaxy[i][j].stars = k
5570 # Locate star bases in galaxy
5571 for i in range(game.inbase):
5574 w = randplace(GALSIZE)
5575 if not game.state.galaxy[w.i][w.j].starbase:
5578 # C version: for (j = i-1; j > 0; j--)
5579 # so it did them in the opposite order.
5580 for j in range(1, i):
5581 # Improved placement algorithm to spread out bases
5582 distq = (w - game.state.baseq[j]).distance()
5583 if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
5586 prout("=== Abandoning base #%d at %s" % (i, w))
5588 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5590 prout("=== Saving base #%d, close to #%d" % (i, j))
5593 game.state.baseq.append(w)
5594 game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5595 # Position ordinary Klingon Battle Cruisers
5597 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5598 if klumper > MAXKLQUAD:
5602 klump = (1.0 - r*r)*klumper
5607 w = randplace(GALSIZE)
5608 if not game.state.galaxy[w.i][w.j].supernova and \
5609 game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5611 game.state.galaxy[w.i][w.j].klingons += int(klump)
5614 # Position Klingon Commander Ships
5615 for i in range(game.incom):
5617 w = randplace(GALSIZE)
5618 if not welcoming(w) or w in game.state.kcmdr:
5620 if (game.state.galaxy[w.i][w.j].klingons or withprob(0.25)):
5622 game.state.galaxy[w.i][w.j].klingons += 1
5623 game.state.kcmdr.append(w)
5624 # Locate planets in galaxy
5625 for i in range(game.inplan):
5627 w = randplace(GALSIZE)
5628 if game.state.galaxy[w.i][w.j].planet == None:
5632 new.crystals = "absent"
5633 if (game.options & OPTION_WORLDS) and i < NINHAB:
5634 new.pclass = "M" # All inhabited planets are class M
5635 new.crystals = "absent"
5637 new.name = systnames[i]
5638 new.inhabited = True
5640 new.pclass = ("M", "N", "O")[randrange(0, 3)]
5642 new.crystals = "present"
5643 new.known = "unknown"
5644 new.inhabited = False
5645 game.state.galaxy[w.i][w.j].planet = new
5646 game.state.planets.append(new)
5648 for i in range(game.state.nromrem):
5649 w = randplace(GALSIZE)
5650 game.state.galaxy[w.i][w.j].romulans += 1
5651 # Place the Super-Commander if needed
5652 if game.state.nscrem > 0:
5654 w = randplace(GALSIZE)
5657 game.state.kscmdr = w
5658 game.state.galaxy[w.i][w.j].klingons += 1
5659 # Initialize times for extraneous events
5660 schedule(FSNOVA, expran(0.5 * game.intime))
5661 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5662 schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
5663 schedule(FBATTAK, expran(0.3*game.intime))
5665 if game.state.nscrem:
5666 schedule(FSCMOVE, 0.2777)
5671 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5672 schedule(FDISTR, expran(1.0 + game.intime))
5677 # Place thing (in tournament game, we don't want one!)
5678 # New in SST2K: never place the Thing near a starbase.
5679 # This makes sense and avoids a special case in the old code.
5681 if game.tourn is None:
5683 thing = randplace(GALSIZE)
5684 if thing not in game.state.baseq:
5687 game.state.snap = False
5688 if game.skill == SKILL_NOVICE:
5689 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5690 prout(_("a deadly Klingon invasion force. As captain of the United"))
5691 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5692 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5693 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5694 prout(_("your mission. As you proceed you may be given more time."))
5696 prout(_("You will have %d supporting starbases.") % (game.inbase))
5697 proutn(_("Starbase locations- "))
5699 prout(_("Stardate %d.") % int(game.state.date))
5701 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5702 prout(_("An unknown number of Romulans."))
5703 if game.state.nscrem:
5704 prout(_("And one (GULP) Super-Commander."))
5705 prout(_("%d stardates.") % int(game.intime))
5706 proutn(_("%d starbases in ") % game.inbase)
5707 for i in range(game.inbase):
5708 proutn(`game.state.baseq[i]`)
5711 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5712 proutn(_(" Sector %s") % game.sector)
5714 prout(_("Good Luck!"))
5715 if game.state.nscrem:
5716 prout(_(" YOU'LL NEED IT."))
5719 if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
5721 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5722 attack(torps_ok=False)
5725 "Choose your game type."
5730 game.skill = SKILL_NONE
5732 if not scanner.inqueue: # Can start with command line options
5733 proutn(_("Would you like a regular, tournament, or saved game? "))
5735 if scanner.sees("tournament"):
5736 while scanner.next() == "IHEOL":
5737 proutn(_("Type in tournament number-"))
5738 if scanner.real == 0:
5740 continue # We don't want a blank entry
5741 game.tourn = int(round(scanner.real))
5742 random.seed(scanner.real)
5744 logfp.write("# random.seed(%d)\n" % scanner.real)
5746 if scanner.sees("saved") or scanner.sees("frozen"):
5750 if game.passwd == None:
5752 if not game.alldone:
5753 game.thawed = True # No plaque if not finished
5757 if scanner.sees("regular"):
5759 proutn(_("What is \"%s\"?") % scanner.token)
5761 while game.length==0 or game.skill==SKILL_NONE:
5762 if scanner.next() == "IHALPHA":
5763 if scanner.sees("short"):
5765 elif scanner.sees("medium"):
5767 elif scanner.sees("long"):
5769 elif scanner.sees("novice"):
5770 game.skill = SKILL_NOVICE
5771 elif scanner.sees("fair"):
5772 game.skill = SKILL_FAIR
5773 elif scanner.sees("good"):
5774 game.skill = SKILL_GOOD
5775 elif scanner.sees("expert"):
5776 game.skill = SKILL_EXPERT
5777 elif scanner.sees("emeritus"):
5778 game.skill = SKILL_EMERITUS
5780 proutn(_("What is \""))
5781 proutn(scanner.token)
5786 proutn(_("Would you like a Short, Medium, or Long game? "))
5787 elif game.skill == SKILL_NONE:
5788 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
5789 # Choose game options -- added by ESR for SST2K
5790 if scanner.next() != "IHALPHA":
5792 proutn(_("Choose your game style (or just press enter): "))
5794 if scanner.sees("plain"):
5795 # Approximates the UT FORTRAN version.
5796 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5797 game.options |= OPTION_PLAIN
5798 elif scanner.sees("almy"):
5799 # Approximates Tom Almy's version.
5800 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5801 game.options |= OPTION_ALMY
5802 elif scanner.sees("fancy") or scanner.sees("\n"):
5804 elif len(scanner.token):
5805 proutn(_("What is \"%s\"?") % scanner.token)
5807 if game.passwd == "debug":
5809 prout("=== Debug mode enabled.")
5810 # Use parameters to generate initial values of things
5811 game.damfac = 0.5 * game.skill
5812 game.inbase = randrange(BASEMIN, BASEMAX+1)
5814 if game.options & OPTION_PLANETS:
5815 game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
5816 if game.options & OPTION_WORLDS:
5817 game.inplan += int(NINHAB)
5818 game.state.nromrem = game.inrom = randrange(2 *game.skill)
5819 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
5820 game.state.remtime = 7.0 * game.length
5821 game.intime = game.state.remtime
5822 game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
5823 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
5824 game.state.remres = (game.inkling+4*game.incom)*game.intime
5825 game.inresor = game.state.remres
5826 if game.inkling > 50:
5827 game.state.inbase += 1
5830 def dropin(iquad=None):
5831 "Drop a feature on a random dot in the current quadrant."
5833 w = randplace(QUADSIZE)
5834 if game.quad[w.i][w.j] == IHDOT:
5836 if iquad is not None:
5837 game.quad[w.i][w.j] = iquad
5841 "Update our alert status."
5842 game.condition = "green"
5843 if game.energy < 1000.0:
5844 game.condition = "yellow"
5845 if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
5846 game.condition = "red"
5848 game.condition="dead"
5851 "Drop new Klingon into current quadrant."
5852 return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill)
5855 "Set up a new state of quadrant, for when we enter or re-enter it."
5858 game.neutz = game.inorbit = game.landed = False
5859 game.ientesc = game.iseenit = False
5860 # Create a blank quadrant
5861 game.quad = fill2d(QUADSIZE, lambda i, j: IHDOT)
5863 # Attempt to escape Super-commander, so tbeam back!
5866 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
5867 # cope with supernova
5870 game.klhere = q.klingons
5871 game.irhere = q.romulans
5873 game.quad[game.sector.i][game.sector.j] = game.ship
5876 # Position ordinary Klingons
5877 for i in range(game.klhere):
5879 # If we need a commander, promote a Klingon
5880 for cmdr in game.state.kcmdr:
5881 if cmdr == game.quadrant:
5882 e = game.enemies[game.klhere-1]
5883 game.quad[e.kloc.i][e.kloc.j] = IHC
5884 e.kpower = randreal(950,1350) + 50.0*game.skill
5886 # If we need a super-commander, promote a Klingon
5887 if game.quadrant == game.state.kscmdr:
5889 game.quad[e.kloc.i][e.kloc.j] = IHS
5890 e.kpower = randreal(1175.0, 1575.0) + 125.0*game.skill
5891 game.iscate = (game.state.remkl > 1)
5892 # Put in Romulans if needed
5893 for i in range(q.romulans):
5894 enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
5895 # If quadrant needs a starbase, put it in
5897 game.base = dropin(IHB)
5898 # If quadrant needs a planet, put it in
5900 game.iplnet = q.planet
5901 if not q.planet.inhabited:
5902 game.plnet = dropin(IHP)
5904 game.plnet = dropin(IHW)
5905 # Check for condition
5908 if game.irhere > 0 and game.klhere == 0:
5910 if not damaged(DRADIO):
5912 prout(_("LT. Uhura- \"Captain, an urgent message."))
5913 prout(_(" I'll put it on audio.\" CLICK"))
5915 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
5916 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
5917 # Put in THING if needed
5918 if thing == game.quadrant:
5919 enemy(type=IHQUEST, loc=dropin(),
5920 power=randreal(6000,6500.0)+250.0*game.skill)
5921 if not damaged(DSRSENS):
5923 prout(_("Mr. Spock- \"Captain, this is most unusual."))
5924 prout(_(" Please examine your short-range scan.\""))
5925 # Decide if quadrant needs a Tholian; lighten up if skill is low
5926 if game.options & OPTION_THOLIAN:
5927 if (game.skill < SKILL_GOOD and withprob(0.02)) or \
5928 (game.skill == SKILL_GOOD and withprob(0.05)) or \
5929 (game.skill > SKILL_GOOD and withprob(0.08)):
5932 w.i = withprob(0.5) * (QUADSIZE-1)
5933 w.j = withprob(0.5) * (QUADSIZE-1)
5934 if game.quad[w.i][w.j] == IHDOT:
5936 game.tholian = enemy(type=IHT, loc=w,
5937 power=randrange(100, 500) + 25.0*game.skill)
5938 # Reserve unoccupied corners
5939 if game.quad[0][0]==IHDOT:
5940 game.quad[0][0] = 'X'
5941 if game.quad[0][QUADSIZE-1]==IHDOT:
5942 game.quad[0][QUADSIZE-1] = 'X'
5943 if game.quad[QUADSIZE-1][0]==IHDOT:
5944 game.quad[QUADSIZE-1][0] = 'X'
5945 if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT:
5946 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
5947 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
5948 # And finally the stars
5949 for i in range(q.stars):
5951 # Put in a few black holes
5952 for i in range(1, 3+1):
5955 # Take out X's in corners if Tholian present
5957 if game.quad[0][0]=='X':
5958 game.quad[0][0] = IHDOT
5959 if game.quad[0][QUADSIZE-1]=='X':
5960 game.quad[0][QUADSIZE-1] = IHDOT
5961 if game.quad[QUADSIZE-1][0]=='X':
5962 game.quad[QUADSIZE-1][0] = IHDOT
5963 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
5964 game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT
5967 "Set the self-destruct password."
5968 if game.options & OPTION_PLAIN:
5971 proutn(_("Please type in a secret password- "))
5973 game.passwd = scanner.token
5974 if game.passwd != None:
5979 game.passwd += chr(ord('a')+randrange(26))
5981 # Code from sst.c begins here
5984 "SRSCAN": OPTION_TTY,
5985 "STATUS": OPTION_TTY,
5986 "REQUEST": OPTION_TTY,
5987 "LRSCAN": OPTION_TTY,
6000 "SENSORS": OPTION_PLANETS,
6001 "ORBIT": OPTION_PLANETS,
6002 "TRANSPORT": OPTION_PLANETS,
6003 "MINE": OPTION_PLANETS,
6004 "CRYSTALS": OPTION_PLANETS,
6005 "SHUTTLE": OPTION_PLANETS,
6006 "PLANETS": OPTION_PLANETS,
6011 "PROBE": OPTION_PROBE,
6013 "FREEZE": 0, # Synonym for SAVE
6019 "SOS": 0, # Synonym for MAYDAY
6020 "CALL": 0, # Synonym for MAYDAY
6026 "Generate a list of legal commands."
6027 prout(_("LEGAL COMMANDS ARE:"))
6029 for key in commands:
6030 if not commands[key] or (commands[key] & game.options):
6031 proutn("%-12s " % key)
6033 if emitted % 5 == 4:
6038 "Browse on-line help."
6039 key = scanner.next()
6042 setwnd(prompt_window)
6043 proutn(_("Help on what command? "))
6044 key = scanner.next()
6045 setwnd(message_window)
6048 if scanner.token in commands or scanner.token == "ABBREV":
6055 cmd = scanner.token.upper()
6057 fp = open(SSTDOC, "r")
6060 fp = open(DOC_NAME, "r")
6062 prout(_("Spock- \"Captain, that information is missing from the"))
6063 proutn(_(" computer. You need to find "))
6065 prout(_(" and put it in the"))
6066 proutn(_(" current directory or to "))
6069 # This used to continue: "You need to find SST.DOC and put
6070 # it in the current directory."
6073 linebuf = fp.readline()
6075 prout(_("Spock- \"Captain, there is no information on that command.\""))
6078 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6079 linebuf = linebuf[3:].strip()
6083 prout(_("Spock- \"Captain, I've found the following information:\""))
6085 while linebuf in fp:
6086 if "******" in linebuf:
6092 "Command-interpretation loop."
6094 setwnd(message_window)
6095 while True: # command loop
6097 while True: # get a command
6102 setwnd(prompt_window)
6105 if scanner.next() == "IHEOL":
6106 if game.options & OPTION_CURSES:
6109 elif scanner.token == "":
6113 setwnd(message_window)
6115 candidates = filter(lambda x: x.startswith(scanner.token.upper()),
6117 if len(candidates) == 1:
6120 elif candidates and not (game.options & OPTION_PLAIN):
6121 prout("Commands with prefix '%s': %s" % (scanner.token, " ".join(candidates)))
6125 if cmd == "SRSCAN": # srscan
6127 elif cmd == "STATUS": # status
6129 elif cmd == "REQUEST": # status request
6131 elif cmd == "LRSCAN": # long range scan
6132 lrscan(silent=False)
6133 elif cmd == "PHASERS": # phasers
6137 elif cmd == "TORPEDO": # photon torpedos
6141 elif cmd == "MOVE": # move under warp
6142 warp(course=None, involuntary=False)
6143 elif cmd == "SHIELDS": # shields
6144 doshield(shraise=False)
6147 game.shldchg = False
6148 elif cmd == "DOCK": # dock at starbase
6151 attack(torps_ok=False)
6152 elif cmd == "DAMAGES": # damage reports
6154 elif cmd == "CHART": # chart
6156 elif cmd == "IMPULSE": # impulse
6158 elif cmd == "REST": # rest
6162 elif cmd == "WARP": # warp
6164 elif cmd == "SCORE": # score
6166 elif cmd == "SENSORS": # sensors
6168 elif cmd == "ORBIT": # orbit
6172 elif cmd == "TRANSPORT": # transport "beam"
6174 elif cmd == "MINE": # mine
6178 elif cmd == "CRYSTALS": # crystals
6182 elif cmd == "SHUTTLE": # shuttle
6186 elif cmd == "PLANETS": # Planet list
6188 elif cmd == "REPORT": # Game Report
6190 elif cmd == "COMPUTER": # use COMPUTER!
6192 elif cmd == "COMMANDS":
6194 elif cmd == "EMEXIT": # Emergency exit
6195 clrscr() # Hide screen
6196 freeze(True) # forced save
6197 raise SysExit,1 # And quick exit
6198 elif cmd == "PROBE":
6199 probe() # Launch probe
6202 elif cmd == "ABANDON": # Abandon Ship
6204 elif cmd == "DESTRUCT": # Self Destruct
6206 elif cmd == "SAVE": # Save Game
6209 if game.skill > SKILL_GOOD:
6210 prout(_("WARNING--Saved games produce no plaques!"))
6211 elif cmd == "DEATHRAY": # Try a desparation measure
6215 elif cmd == "DEBUGCMD": # What do we want for debug???
6217 elif cmd == "MAYDAY": # Call for help
6222 game.alldone = True # quit the game
6227 break # Game has ended
6228 if game.optime != 0.0:
6231 break # Events did us in
6232 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6235 if hitme and not game.justin:
6236 attack(torps_ok=True)
6239 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6250 "Emit the name of an enemy or feature."
6251 if type == IHR: s = _("Romulan")
6252 elif type == IHK: s = _("Klingon")
6253 elif type == IHC: s = _("Commander")
6254 elif type == IHS: s = _("Super-commander")
6255 elif type == IHSTAR: s = _("Star")
6256 elif type == IHP: s = _("Planet")
6257 elif type == IHB: s = _("Starbase")
6258 elif type == IHBLANK: s = _("Black hole")
6259 elif type == IHT: s = _("Tholian")
6260 elif type == IHWEB: s = _("Tholian web")
6261 elif type == IHQUEST: s = _("Stranger")
6262 elif type == IHW: s = _("Inhabited World")
6263 else: s = "Unknown??"
6266 def crmena(stars, enemy, loctype, w):
6267 "Emit the name of an enemy and his location."
6271 buf += cramen(enemy) + _(" at ")
6272 if loctype == "quadrant":
6273 buf += _("Quadrant ")
6274 elif loctype == "sector":
6279 "Emit our ship name."
6280 return{IHE:_("Enterprise"),IHF:_("Faerie Queene")}.get(game.ship,"Ship???")
6283 "Emit a line of stars"
6284 prouts("******************************************************")
6288 return -avrage*math.log(1e-7 + randreal())
6290 def randplace(size):
6291 "Choose a random location."
6293 w.i = randrange(size)
6294 w.j = randrange(size)
6304 # Get a token from the user
6307 # Fill the token quue if nothing here
6308 while not self.inqueue:
6310 if curwnd==prompt_window:
6312 setwnd(message_window)
6319 self.inqueue = line.lstrip().split() + ["\n"]
6320 # From here on in it's all looking at the queue
6321 self.token = self.inqueue.pop(0)
6322 if self.token == "\n":
6326 self.real = float(self.token)
6327 self.type = "IHREAL"
6332 self.token = self.token.lower()
6333 self.type = "IHALPHA"
6336 def append(self, tok):
6337 self.inqueue.append(tok)
6338 def push(self, tok):
6339 self.inqueue.insert(0, tok)
6343 # Demand input for next scan
6345 self.real = self.token = None
6347 # compares s to item and returns true if it matches to the length of s
6348 return s.startswith(self.token)
6350 # Round token value to nearest integer
6351 return int(round(scanner.real))
6355 if scanner.type != "IHREAL":
6358 s.i = scanner.int()-1
6360 if scanner.type != "IHREAL":
6363 s.j = scanner.int()-1
6366 return "<sstcanner: token=%s, type=%s, queue=%s>" % (scanner.token, scanner.type, scanner.inqueue)
6369 "Yes-or-no confirmation."
6373 if scanner.token == 'y':
6375 if scanner.token == 'n':
6378 proutn(_("Please answer with \"y\" or \"n\": "))
6381 "Complain about unparseable input."
6384 prout(_("Beg your pardon, Captain?"))
6387 "Access to the internals for debugging."
6388 proutn("Reset levels? ")
6390 if game.energy < game.inenrg:
6391 game.energy = game.inenrg
6392 game.shield = game.inshld
6393 game.torps = game.intorps
6394 game.lsupres = game.inlsr
6395 proutn("Reset damage? ")
6397 for i in range(NDEVICES):
6398 if game.damage[i] > 0.0:
6399 game.damage[i] = 0.0
6400 proutn("Toggle debug flag? ")
6404 prout("Debug output ON")
6406 prout("Debug output OFF")
6407 proutn("Cause selective damage? ")
6409 for i in range(NDEVICES):
6410 proutn("Kill %s?" % device[i])
6412 key = scanner.next()
6413 if key == "IHALPHA" and scanner.sees("y"):
6414 game.damage[i] = 10.0
6415 proutn("Examine/change events? ")
6420 FSNOVA: "Supernova ",
6423 FBATTAK: "Base Attack ",
6424 FCDBAS: "Base Destroy ",
6425 FSCMOVE: "SC Move ",
6426 FSCDBAS: "SC Base Destroy ",
6427 FDSPROB: "Probe Move ",
6428 FDISTR: "Distress Call ",
6429 FENSLV: "Enslavement ",
6430 FREPRO: "Klingon Build ",
6432 for i in range(1, NEVENTS):
6435 proutn("%.2f" % (scheduled(i)-game.state.date))
6436 if i == FENSLV or i == FREPRO:
6438 proutn(" in %s" % ev.quadrant)
6443 key = scanner.next()
6447 elif key == "IHREAL":
6448 ev = schedule(i, scanner.real)
6449 if i == FENSLV or i == FREPRO:
6451 proutn("In quadrant- ")
6452 key = scanner.next()
6453 # "IHEOL" says to leave coordinates as they are
6456 prout("Event %d canceled, no x coordinate." % (i))
6459 w.i = int(round(scanner.real))
6460 key = scanner.next()
6462 prout("Event %d canceled, no y coordinate." % (i))
6465 w.j = int(round(scanner.real))
6468 proutn("Induce supernova here? ")
6470 game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
6473 if __name__ == '__main__':
6474 import getopt, socket
6476 global line, thing, game, idebug
6482 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6483 if os.getenv("TERM"):
6484 game.options |= OPTION_CURSES
6486 game.options |= OPTION_TTY
6487 seed = int(time.time())
6488 (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:tx")
6489 for (switch, val) in options:
6492 replayfp = open(val, "r")
6494 sys.stderr.write("sst: can't open replay file %s\n" % val)
6497 line = replayfp.readline().strip()
6498 (leader, key, seed) = line.split()
6500 sys.stderr.write("sst2k: seed set to %s\n" % seed)
6501 line = replayfp.readline().strip()
6502 arguments += line.split()[2:]
6504 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6506 game.options |= OPTION_TTY
6507 game.options &=~ OPTION_CURSES
6508 elif switch == '-s':
6510 elif switch == '-t':
6511 game.options |= OPTION_TTY
6512 game.options &=~ OPTION_CURSES
6513 elif switch == '-x':
6516 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6518 # where to save the input in case of bugs
6520 logfp = open("/usr/tmp/sst-input.log", "w")
6522 sys.stderr.write("sst: warning, can't open logfile\n")
6524 logfp.write("# seed %s\n" % seed)
6525 logfp.write("# options %s\n" % " ".join(arguments))
6526 logfp.write("# recorded by %s@%s on %s\n" % \
6527 (os.getenv("LOGNAME"),socket.gethostname(),time.ctime()))
6529 scanner = sstscanner()
6530 map(scanner.append, arguments)
6533 while True: # Play a game
6534 setwnd(fullscreen_window)
6540 game.alldone = False
6546 if game.tourn and game.alldone:
6547 proutn(_("Do you want your score recorded?"))
6553 proutn(_("Do you want to play again? "))
6557 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6561 except KeyboardInterrupt: