3 sst.py -- Super Star Trek 2K
5 SST2K is a Python translation of a C translation of a FORTRAN
6 original dating back to 1973. Beautiful Python it is not, but it
7 works. Translation by Eric S. Raymond; original game by David Matuszek
8 and Paul Reynolds, with modifications by Don Smith, Tom Almy,
9 Stas Sergeev, and Eric S. Raymond.
11 See the doc/HACKING file in the distribution for designers notes and advice
12 ion how to modify (and how not to modify!) this code.
14 import os, sys, math, curses, time, readline, cPickle, random, copy, gettext, getpass
16 SSTDOC = "/usr/share/doc/sst/sst.doc"
19 def _(str): return gettext.gettext(str)
23 NINHAB = (GALSIZE * GALSIZE / 2)
25 PLNETMAX = (NINHAB + MAXUNINHAB)
28 BASEMAX = (GALSIZE * GALSIZE / 12)
31 FULLCREW = 428 # BSD Trek was 387, that's wrong
40 def __init__(self, x=None, y=None):
43 def valid_quadrant(self):
44 return self.i>=0 and self.i<GALSIZE and self.j>=0 and self.j<GALSIZE
45 def valid_sector(self):
46 return self.i>=0 and self.i<QUADSIZE and self.j>=0 and self.j<QUADSIZE
48 self.i = self.j = None
50 return self.i != None and self.j != None
51 def __eq__(self, other):
52 return other != None and self.i == other.i and self.j == other.j
53 def __ne__(self, other):
54 return other == None or self.i != other.i or self.j != other.j
55 def __add__(self, other):
56 return coord(self.i+other.i, self.j+other.j)
57 def __sub__(self, other):
58 return coord(self.i-other.i, self.j-other.j)
59 def __mul__(self, other):
60 return coord(self.i*other, self.j*other)
61 def __rmul__(self, other):
62 return coord(self.i*other, self.j*other)
63 def __div__(self, other):
64 return coord(self.i/other, self.j/other)
65 def __mod__(self, other):
66 return coord(self.i % other, self.j % other)
67 def __rdiv__(self, other):
68 return coord(self.i/other, self.j/other)
69 def roundtogrid(self):
70 return coord(int(round(self.i)), int(round(self.j)))
71 def distance(self, other=None):
72 if not other: other = coord(0, 0)
73 return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
75 return 1.90985*math.atan2(self.j, self.i)
81 s.i = self.i / abs(self.i)
85 s.j = self.j / abs(self.j)
88 #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
89 return self.roundtogrid() / QUADSIZE
91 return self.roundtogrid() % QUADSIZE
94 s.i = self.i + randrange(-1, 2)
95 s.j = self.j + randrange(-1, 2)
98 if self.i == None or self.j == None:
100 return "%s - %s" % (self.i+1, self.j+1)
105 self.name = None # string-valued if inhabited
106 self.quadrant = coord() # quadrant located
107 self.pclass = None # could be ""M", "N", "O", or "destroyed"
108 self.crystals = "absent"# could be "mined", "present", "absent"
109 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
110 self.inhabited = False # is it inhabites?
118 self.starbase = False
121 self.supernova = False
123 self.status = "secure" # Could be "secure", "distressed", "enslaved"
131 def fill2d(size, fillfun):
132 "Fill an empty list in 2D."
134 for i in range(size):
136 for j in range(size):
137 lst[i].append(fillfun(i, j))
142 self.snap = False # snapshot taken
143 self.crew = 0 # crew complement
144 self.remkl = 0 # remaining klingons
145 self.nscrem = 0 # remaining super commanders
146 self.starkl = 0 # destroyed stars
147 self.basekl = 0 # destroyed bases
148 self.nromrem = 0 # Romulans remaining
149 self.nplankl = 0 # destroyed uninhabited planets
150 self.nworldkl = 0 # destroyed inhabited planets
151 self.planets = [] # Planet information
152 self.date = 0.0 # stardate
153 self.remres = 0 # remaining resources
154 self.remtime = 0 # remaining time
155 self.baseq = [] # Base quadrant coordinates
156 self.kcmdr = [] # Commander quadrant coordinates
157 self.kscmdr = coord() # Supercommander quadrant coordinates
159 self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
161 self.chart = fill2d(GALSIZE, lambda i, j: page())
165 self.date = None # A real number
166 self.quadrant = None # A coord structure
169 OPTION_ALL = 0xffffffff
170 OPTION_TTY = 0x00000001 # old interface
171 OPTION_CURSES = 0x00000002 # new interface
172 OPTION_IOMODES = 0x00000003 # cover both interfaces
173 OPTION_PLANETS = 0x00000004 # planets and mining
174 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
175 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
176 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
177 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
178 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
179 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
180 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
181 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
182 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
183 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
184 OPTION_PLAIN = 0x01000000 # user chose plain game
185 OPTION_ALMY = 0x02000000 # user chose Almy variant
204 NDEVICES= 16 # Number of devices
213 def damaged(dev): return (game.damage[dev] != 0.0)
214 def communicating(): return not damaged(DRADIO) or game.condition=="docked"
216 # Define future events
217 FSPY = 0 # Spy event happens always (no future[] entry)
218 # can cause SC to tractor beam Enterprise
219 FSNOVA = 1 # Supernova
220 FTBEAM = 2 # Commander tractor beams Enterprise
221 FSNAP = 3 # Snapshot for time warp
222 FBATTAK = 4 # Commander attacks base
223 FCDBAS = 5 # Commander destroys base
224 FSCMOVE = 6 # Supercommander moves (might attack base)
225 FSCDBAS = 7 # Supercommander destroys base
226 FDSPROB = 8 # Move deep space probe
227 FDISTR = 9 # Emit distress call from an inhabited world
228 FENSLV = 10 # Inhabited word is enslaved */
229 FREPRO = 11 # Klingons build a ship in an enslaved system
232 # Abstract out the event handling -- underlying data structures will change
233 # when we implement stateful events
234 def findevent(evtype): return game.future[evtype]
237 def __init__(self, type=None, loc=None, power=None):
239 self.location = coord()
242 self.power = power # enemy energy level
243 game.enemies.append(self)
245 motion = (loc != self.location)
246 if self.location.i is not None and self.location.j is not None:
249 game.quad[self.location.i][self.location.j] = '#'
251 game.quad[self.location.i][self.location.j] = '.'
253 self.location = copy.copy(loc)
254 game.quad[self.location.i][self.location.j] = self.type
255 self.kdist = self.kavgd = (game.sector - loc).distance()
257 self.location = coord()
258 self.kdist = self.kavgd = None
259 game.enemies.remove(self)
262 return "<%s,%s.%f>" % (self.type, self.location, self.power) # For debugging
266 self.options = None # Game options
267 self.state = snapshot() # A snapshot structure
268 self.snapsht = snapshot() # Last snapshot taken for time-travel purposes
269 self.quad = None # contents of our quadrant
270 self.damage = [0.0] * NDEVICES # damage encountered
271 self.future = [] # future events
272 for i in range(NEVENTS):
273 self.future.append(event())
274 self.passwd = None; # Self Destruct password
276 self.quadrant = None # where we are in the large
277 self.sector = None # where we are in the small
278 self.tholian = None # Tholian enemy object
279 self.base = None # position of base in current quadrant
280 self.battle = None # base coordinates being attacked
281 self.plnet = None # location of planet in quadrant
282 self.gamewon = False # Finished!
283 self.ididit = False # action taken -- allows enemy to attack
284 self.alive = False # we are alive (not killed)
285 self.justin = False # just entered quadrant
286 self.shldup = False # shields are up
287 self.shldchg = False # shield is changing (affects efficiency)
288 self.iscate = False # super commander is here
289 self.ientesc = False # attempted escape from supercommander
290 self.resting = False # rest time
291 self.icraft = False # Kirk in Galileo
292 self.landed = False # party on planet (true), on ship (false)
293 self.alldone = False # game is now finished
294 self.neutz = False # Romulan Neutral Zone
295 self.isarmed = False # probe is armed
296 self.inorbit = False # orbiting a planet
297 self.imine = False # mining
298 self.icrystl = False # dilithium crystals aboard
299 self.iseenit = False # seen base attack report
300 self.thawed = False # thawed game
301 self.condition = None # "green", "yellow", "red", "docked", "dead"
302 self.iscraft = None # "onship", "offship", "removed"
303 self.skill = None # Player skill level
304 self.inkling = 0 # initial number of klingons
305 self.inbase = 0 # initial number of bases
306 self.incom = 0 # initial number of commanders
307 self.inscom = 0 # initial number of commanders
308 self.inrom = 0 # initial number of commanders
309 self.instar = 0 # initial stars
310 self.intorps = 0 # initial/max torpedoes
311 self.torps = 0 # number of torpedoes
312 self.ship = 0 # ship type -- 'E' is Enterprise
313 self.abandoned = 0 # count of crew abandoned in space
314 self.length = 0 # length of game
315 self.klhere = 0 # klingons here
316 self.casual = 0 # causalties
317 self.nhelp = 0 # calls for help
318 self.nkinks = 0 # count of energy-barrier crossings
319 self.iplnet = None # planet # in quadrant
320 self.inplan = 0 # initial planets
321 self.irhere = 0 # Romulans in quadrant
322 self.isatb = 0 # =1 if super commander is attacking base
323 self.tourn = None # tournament number
324 self.nprobes = 0 # number of probes available
325 self.inresor = 0.0 # initial resources
326 self.intime = 0.0 # initial time
327 self.inenrg = 0.0 # initial/max energy
328 self.inshld = 0.0 # initial/max shield
329 self.inlsr = 0.0 # initial life support resources
330 self.indate = 0.0 # initial date
331 self.energy = 0.0 # energy level
332 self.shield = 0.0 # shield level
333 self.warpfac = 0.0 # warp speed
334 self.wfacsq = 0.0 # squared warp factor
335 self.lsupres = 0.0 # life support reserves
336 self.optime = 0.0 # time taken by current operation
337 self.docfac = 0.0 # repair factor when docking (constant?)
338 self.damfac = 0.0 # damage factor
339 self.lastchart = 0.0 # time star chart was last updated
340 self.cryprob = 0.0 # probability that crystal will work
341 self.probe = None # object holding probe course info
342 self.height = 0.0 # height of orbit around planet
344 # Stas thinks this should be (C expression):
345 # game.state.remkl + len(game.state.kcmdr) > 0 ?
346 # game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99
347 # He says the existing expression is prone to divide-by-zero errors
348 # after killing the last klingon when score is shown -- perhaps also
349 # if the only remaining klingon is SCOM.
350 game.state.remtime = game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr))
376 return random.random() < p
378 def randrange(*args):
379 return random.randrange(*args)
384 v *= args[0] # from [0, args[0])
386 v = args[0] + v*(args[1]-args[0]) # from [args[0], args[1])
389 # Code from ai.c begins here
392 "Would this quadrant welcome another Klingon?"
393 return iq.valid_quadrant() and \
394 not game.state.galaxy[iq.i][iq.j].supernova and \
395 game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
397 def tryexit(enemy, look, irun):
398 "A bad guy attempts to bug out."
400 iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
401 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
402 if not welcoming(iq):
404 if enemy.type == 'R':
405 return False; # Romulans cannot escape!
407 # avoid intruding on another commander's territory
408 if enemy.type == 'C':
409 if iq in game.state.kcmdr:
411 # refuse to leave if currently attacking starbase
412 if game.battle == game.quadrant:
414 # don't leave if over 1000 units of energy
415 if enemy.power > 1000.0:
417 # emit escape message and move out of quadrant.
418 # we know this if either short or long range sensors are working
419 if not damaged(DSRSENS) or not damaged(DLRSENS) or \
420 game.condition == "docked":
421 prout(crmena(True, enemy.type, "sector", enemy.location) + \
422 (_(" escapes to Quadrant %s (and regains strength).") % q))
423 # handle local matters related to escape
426 if game.condition != "docked":
428 # Handle global matters related to escape
429 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
430 game.state.galaxy[iq.i][iq.j].klingons += 1
435 schedule(FSCMOVE, 0.2777)
439 for cmdr in game.state.kcmdr:
440 if cmdr == game.quadrant:
441 game.state.kcmdr[n] = iq
443 return True; # success
445 # The bad-guy movement algorithm:
447 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
448 # If both are operating full strength, force is 1000. If both are damaged,
449 # force is -1000. Having shields down subtracts an additional 1000.
451 # 2. Enemy has forces equal to the energy of the attacker plus
452 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
453 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
455 # Attacker Initial energy levels (nominal):
456 # Klingon Romulan Commander Super-Commander
457 # Novice 400 700 1200
459 # Good 450 800 1300 1750
460 # Expert 475 850 1350 1875
461 # Emeritus 500 900 1400 2000
462 # VARIANCE 75 200 200 200
464 # Enemy vessels only move prior to their attack. In Novice - Good games
465 # only commanders move. In Expert games, all enemy vessels move if there
466 # is a commander present. In Emeritus games all enemy vessels move.
468 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
469 # forces are 1000 greater than Enterprise.
471 # Agressive action on average cuts the distance between the ship and
472 # the enemy to 1/4 the original.
474 # 4. At lower energy advantage, movement units are proportional to the
475 # advantage with a 650 advantage being to hold ground, 800 to move forward
476 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
478 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
479 # retreat, especially at high skill levels.
481 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
483 def movebaddy(enemy):
484 "Tactical movement for the bad guys."
485 next = coord(); look = coord()
487 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
488 if game.skill >= SKILL_EXPERT:
489 nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
491 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
493 mdist = int(dist1 + 0.5); # Nearest integer distance
494 # If SC, check with spy to see if should hi-tail it
495 if enemy.type=='S' and \
496 (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
500 # decide whether to advance, retreat, or hold position
501 forces = enemy.power+100.0*len(game.enemies)+400*(nbaddys-1)
503 forces += 1000; # Good for enemy if shield is down!
504 if not damaged(DPHASER) or not damaged(DPHOTON):
505 if damaged(DPHASER): # phasers damaged
508 forces -= 0.2*(game.energy - 2500.0)
509 if damaged(DPHOTON): # photon torpedoes damaged
512 forces -= 50.0*game.torps
514 # phasers and photon tubes both out!
517 if forces <= 1000.0 and game.condition != "docked": # Typical situation
518 motion = ((forces + randreal(200))/150.0) - 5.0
520 if forces > 1000.0: # Very strong -- move in for kill
521 motion = (1.0 - randreal())**2 * dist1 + 1.0
522 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
523 motion -= game.skill*(2.0-randreal()**2)
525 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
526 # don't move if no motion
529 # Limit motion according to skill
530 if abs(motion) > game.skill:
535 # calculate preferred number of steps
536 nsteps = abs(int(motion))
537 if motion > 0 and nsteps > mdist:
538 nsteps = mdist; # don't overshoot
539 if nsteps > QUADSIZE:
540 nsteps = QUADSIZE; # This shouldn't be necessary
542 nsteps = 1; # This shouldn't be necessary
544 proutn("NSTEPS = %d:" % nsteps)
545 # Compute preferred values of delta X and Y
546 m = game.sector - enemy.location
547 if 2.0 * abs(m.i) < abs(m.j):
549 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
551 m = (motion * m).sgn()
552 next = enemy.location
554 for ll in range(nsteps):
556 proutn(" %d" % (ll+1))
557 # Check if preferred position available
568 attempts = 0; # Settle mysterious hang problem
569 while attempts < 20 and not success:
571 if look.i < 0 or look.i >= QUADSIZE:
572 if motion < 0 and tryexit(enemy, look, irun):
574 if krawli == m.i or m.j == 0:
576 look.i = next.i + krawli
578 elif look.j < 0 or look.j >= QUADSIZE:
579 if motion < 0 and tryexit(enemy, look, irun):
581 if krawlj == m.j or m.i == 0:
583 look.j = next.j + krawlj
585 elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.':
586 # See if enemy should ram ship
587 if game.quad[look.i][look.j] == game.ship and \
588 (enemy.type == 'C' or enemy.type == 'S'):
589 collision(rammed=True, enemy=enemy)
591 if krawli != m.i and m.j != 0:
592 look.i = next.i + krawli
594 elif krawlj != m.j and m.i != 0:
595 look.j = next.j + krawlj
598 break; # we have failed
610 if not damaged(DSRSENS) or game.condition == "docked":
611 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
612 if enemy.kdist < dist1:
613 proutn(_(" advances to "))
615 proutn(_(" retreats to "))
616 prout("Sector %s." % next)
619 "Sequence Klingon tactical movement."
622 # Figure out which Klingon is the commander (or Supercommander)
624 if game.quadrant in game.state.kcmdr:
625 for enemy in game.enemies:
626 if enemy.type == 'C':
628 if game.state.kscmdr==game.quadrant:
629 for enemy in game.enemies:
630 if enemy.type == 'S':
633 # If skill level is high, move other Klingons and Romulans too!
634 # Move these last so they can base their actions on what the
636 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
637 for enemy in game.enemies:
638 if enemy.type in ('K', 'R'):
640 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
642 def movescom(iq, avoid):
643 "Commander movement helper."
644 # Avoid quadrants with bases if we want to avoid Enterprise
645 if not welcoming(iq) or (avoid and iq in game.state.baseq):
647 if game.justin and not game.iscate:
650 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
651 game.state.kscmdr = iq
652 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
653 if game.state.kscmdr==game.quadrant:
654 # SC has scooted, Remove him from current quadrant
659 for enemy in game.enemies:
660 if enemy.type == 'S':
664 if game.condition != "docked":
666 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
667 # check for a helpful planet
668 for i in range(game.inplan):
669 if game.state.planets[i].quadrant == game.state.kscmdr and \
670 game.state.planets[i].crystals == "present":
672 game.state.planets[i].pclass = "destroyed"
673 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
676 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
677 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
678 prout(_(" by the Super-commander.\""))
680 return True; # looks good!
682 def supercommander():
683 "Move the Super Commander."
684 iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
687 prout("== SUPERCOMMANDER")
688 # Decide on being active or passive
689 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 \
690 (game.state.date-game.indate) < 3.0)
691 if not game.iscate and avoid:
692 # compute move away from Enterprise
693 idelta = game.state.kscmdr-game.quadrant
694 if idelta.distance() > 2.0:
696 idelta.i = game.state.kscmdr.j-game.quadrant.j
697 idelta.j = game.quadrant.i-game.state.kscmdr.i
699 # compute distances to starbases
700 if not game.state.baseq:
704 sc = game.state.kscmdr
705 for base in game.state.baseq:
706 basetbl.append((i, (base - sc).distance()))
707 if game.state.baseq > 1:
708 basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
709 # look for nearest base without a commander, no Enterprise, and
710 # without too many Klingons, and not already under attack.
711 ifindit = iwhichb = 0
712 for (i2, base) in enumerate(game.state.baseq):
713 i = basetbl[i2][0]; # bug in original had it not finding nearest
714 if base==game.quadrant or base==game.battle or not welcoming(base):
716 # if there is a commander, and no other base is appropriate,
717 # we will take the one with the commander
718 for cmdr in game.state.kcmdr:
719 if base == cmdr and ifindit != 2:
723 else: # no commander -- use this one
728 return # Nothing suitable -- wait until next time
729 ibq = game.state.baseq[iwhichb]
730 # decide how to move toward base
731 idelta = ibq - game.state.kscmdr
732 # Maximum movement is 1 quadrant in either or both axes
733 idelta = idelta.sgn()
734 # try moving in both x and y directions
735 # there was what looked like a bug in the Almy C code here,
736 # but it might be this translation is just wrong.
737 iq = game.state.kscmdr + idelta
738 if not movescom(iq, avoid):
739 # failed -- try some other maneuvers
740 if idelta.i==0 or idelta.j==0:
743 iq.j = game.state.kscmdr.j + 1
744 if not movescom(iq, avoid):
745 iq.j = game.state.kscmdr.j - 1
748 iq.i = game.state.kscmdr.i + 1
749 if not movescom(iq, avoid):
750 iq.i = game.state.kscmdr.i - 1
753 # try moving just in x or y
754 iq.j = game.state.kscmdr.j
755 if not movescom(iq, avoid):
756 iq.j = game.state.kscmdr.j + idelta.j
757 iq.i = game.state.kscmdr.i
760 if len(game.state.baseq) == 0:
763 for ibq in game.state.baseq:
764 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
767 return # no, don't attack base!
770 schedule(FSCDBAS, randreal(1.0, 3.0))
771 if is_scheduled(FCDBAS):
772 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
773 if not communicating():
777 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
779 prout(_(" reports that it is under attack from the Klingon Super-commander."))
780 proutn(_(" It can survive until stardate %d.\"") \
781 % int(scheduled(FSCDBAS)))
784 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
788 game.optime = 0.0; # actually finished
790 # Check for intelligence report
793 (not communicating()) or \
794 not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
797 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
798 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
803 if not game.tholian or game.justin:
806 if game.tholian.location.i == 0 and game.tholian.location.j == 0:
807 id.i = 0; id.j = QUADSIZE-1
808 elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
809 id.i = QUADSIZE-1; id.j = QUADSIZE-1
810 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1:
811 id.i = QUADSIZE-1; id.j = 0
812 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0:
815 # something is wrong!
816 game.tholian.move(None)
817 prout("***Internal error: Tholian in a bad spot.")
819 # do nothing if we are blocked
820 if game.quad[id.i][id.j] not in ('.', '#'):
822 here = copy.copy(game.tholian.location)
823 delta = (id - game.tholian.location).sgn()
825 while here.i != id.i:
827 if game.quad[here.i][here.j]=='.':
828 game.tholian.move(here)
830 while here.j != id.j:
832 if game.quad[here.i][here.j]=='.':
833 game.tholian.move(here)
834 # check to see if all holes plugged
835 for i in range(QUADSIZE):
836 if game.quad[0][i]!='#' and game.quad[0][i]!='T':
838 if game.quad[QUADSIZE-1][i]!='#' and game.quad[QUADSIZE-1][i]!='T':
840 if game.quad[i][0]!='#' and game.quad[i][0]!='T':
842 if game.quad[i][QUADSIZE-1]!='#' and game.quad[i][QUADSIZE-1]!='T':
844 # All plugged up -- Tholian splits
845 game.quad[game.tholian.location.i][game.tholian.location.j]='#'
847 prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web."))
848 game.tholian.move(None)
851 # Code from battle.c begins here
853 def doshield(shraise):
854 "Change shield status."
862 if scanner.sees("transfer"):
866 prout(_("Shields damaged and down."))
868 if scanner.sees("up"):
870 elif scanner.sees("down"):
873 proutn(_("Do you wish to change shield energy? "))
875 proutn(_("Energy to transfer to shields- "))
877 elif damaged(DSHIELD):
878 prout(_("Shields damaged and down."))
881 proutn(_("Shields are up. Do you want them down? "))
888 proutn(_("Shields are down. Do you want them up? "))
894 if action == "SHUP": # raise shields
896 prout(_("Shields already up."))
900 if game.condition != "docked":
902 prout(_("Shields raised."))
905 prout(_("Shields raising uses up last of energy."))
910 elif action == "SHDN":
912 prout(_("Shields already down."))
916 prout(_("Shields lowered."))
919 elif action == "NRG":
920 while scanner.next() != "IHREAL":
922 proutn(_("Energy to transfer to shields- "))
924 if scanner.real == 0:
926 if scanner.real > game.energy:
927 prout(_("Insufficient ship energy."))
930 if game.shield+scanner.real >= game.inshld:
931 prout(_("Shield energy maximized."))
932 if game.shield+scanner.real > game.inshld:
933 prout(_("Excess energy requested returned to ship energy"))
934 game.energy -= game.inshld-game.shield
935 game.shield = game.inshld
937 if scanner.real < 0.0 and game.energy-scanner.real > game.inenrg:
938 # Prevent shield drain loophole
940 prout(_("Engineering to bridge--"))
941 prout(_(" Scott here. Power circuit problem, Captain."))
942 prout(_(" I can't drain the shields."))
945 if game.shield+scanner.real < 0:
946 prout(_("All shield energy transferred to ship."))
947 game.energy += game.shield
950 proutn(_("Scotty- \""))
952 prout(_("Transferring energy to shields.\""))
954 prout(_("Draining energy from shields.\""))
955 game.shield += scanner.real
956 game.energy -= scanner.real
960 "Choose a device to damage, at random."
962 105, # DSRSENS: short range scanners 10.5%
963 105, # DLRSENS: long range scanners 10.5%
964 120, # DPHASER: phasers 12.0%
965 120, # DPHOTON: photon torpedoes 12.0%
966 25, # DLIFSUP: life support 2.5%
967 65, # DWARPEN: warp drive 6.5%
968 70, # DIMPULS: impulse engines 6.5%
969 145, # DSHIELD: deflector shields 14.5%
970 30, # DRADIO: subspace radio 3.0%
971 45, # DSHUTTL: shuttle 4.5%
972 15, # DCOMPTR: computer 1.5%
973 20, # NAVCOMP: navigation system 2.0%
974 75, # DTRANSP: transporter 7.5%
975 20, # DSHCTRL: high-speed shield controller 2.0%
976 10, # DDRAY: death ray 1.0%
977 30, # DDSP: deep-space probes 3.0%
979 idx = randrange(1000) # weights must sum to 1000
981 for (i, w) in enumerate(weights):
985 return None; # we should never get here
987 def collision(rammed, enemy):
988 "Collision handling fot rammong events."
989 prouts(_("***RED ALERT! RED ALERT!"))
991 prout(_("***COLLISION IMMINENT."))
995 hardness = {'R':1.5, 'C':2.0, 'S':2.5, 'T':0.5, '?':4.0}.get(enemy.type, 1.0)
997 proutn(_(" rammed by "))
1000 proutn(crmena(False, enemy.type, "sector", enemy.location))
1002 proutn(_(" (original position)"))
1004 deadkl(enemy.location, enemy.type, game.sector)
1005 proutn("***" + crmship() + " heavily damaged.")
1006 icas = randrange(10, 30)
1007 prout(_("***Sickbay reports %d casualties"), icas)
1009 game.state.crew -= icas
1010 # In the pre-SST2K version, all devices got equiprobably damaged,
1011 # which was silly. Instead, pick up to half the devices at
1012 # random according to our weighting table,
1013 ncrits = randrange(NDEVICES/2)
1014 for m in range(ncrits):
1016 if game.damage[dev] < 0:
1018 extradm = (10.0*hardness*randreal()+1.0)*game.damfac
1019 # Damage for at least time of travel!
1020 game.damage[dev] += game.optime + extradm
1022 prout(_("***Shields are down."))
1023 if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
1030 def torpedo(origin, bearing, dispersion, number, nburst):
1031 "Let a photon torpedo fly"
1032 if not damaged(DSRSENS) or game.condition=="docked":
1033 setwnd(srscan_window)
1035 setwnd(message_window)
1036 ac = bearing + 0.25*dispersion # dispersion is a random variable
1037 bullseye = (15.0 - bearing)*0.5235988
1038 track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
1039 bumpto = coord(0, 0)
1040 # Loop to move a single torpedo
1041 setwnd(message_window)
1042 for step in range(1, QUADSIZE*2):
1043 if not track.next(): break
1045 if not w.valid_sector():
1047 iquad=game.quad[w.i][w.j]
1048 tracktorpedo(origin, w, step, number, nburst, iquad)
1052 if not damaged(DSRSENS) or game.condition == "docked":
1053 skip(1); # start new line after text track
1054 if iquad in ('E', 'F'): # Hit our ship
1056 prout(_("Torpedo hits %s.") % crmshp())
1057 hit = 700.0 + randreal(100) - \
1058 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1059 newcnd(); # we're blown out of dock
1060 if game.landed or game.condition=="docked":
1061 return hit # Cheat if on a planet
1062 # In the C/FORTRAN version, dispersion was 2.5 radians, which
1063 # is 143 degrees, which is almost exactly 4.8 clockface units
1064 displacement = course(track.bearing+randreal(-2.4,2.4), distance=2**0.5)
1066 bumpto = displacement.sector()
1067 if not bumpto.valid_sector():
1069 if game.quad[bumpto.i][bumpto.j]==' ':
1072 if game.quad[bumpto.i][bumpto.j]!='.':
1073 # can't move into object
1075 game.sector = bumpto
1077 game.quad[w.i][w.j]='.'
1078 game.quad[bumpto.i][bumpto.j]=iquad
1079 prout(_(" displaced by blast to Sector %s ") % bumpto)
1080 for enemy in game.enemies:
1081 enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1082 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1084 elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
1086 if iquad in ('C', 'S') and withprob(0.05):
1087 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1088 prout(_(" torpedo neutralized."))
1090 for enemy in game.enemies:
1091 if w == enemy.location:
1093 kp = math.fabs(enemy.power)
1094 h1 = 700.0 + randrange(100) - \
1095 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1103 if enemy.power == 0:
1106 proutn(crmena(True, iquad, "sector", w))
1107 displacement = course(track.bearing+randreal(-2.4,2.4), distance=2**0.5)
1109 bumpto = displacement.sector()
1110 if not bumpto.valid_sector():
1111 prout(_(" damaged but not destroyed."))
1113 if game.quad[bumpto.i][bumpto.j] == ' ':
1114 prout(_(" buffeted into black hole."))
1115 deadkl(w, iquad, bumpto)
1116 if game.quad[bumpto.i][bumpto.j] != '.':
1117 prout(_(" damaged but not destroyed."))
1119 prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
1120 enemy.location = bumpto
1121 game.quad[w.i][w.j]='.'
1122 game.quad[bumpto.i][bumpto.j]=iquad
1123 for enemy in game.enemies:
1124 enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1125 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1127 elif iquad == 'B': # Hit a base
1129 prout(_("***STARBASE DESTROYED.."))
1130 game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
1131 game.quad[w.i][w.j]='.'
1132 game.base.invalidate()
1133 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase -= 1
1134 game.state.chart[game.quadrant.i][game.quadrant.j].starbase -= 1
1135 game.state.basekl += 1
1138 elif iquad == 'P': # Hit a planet
1139 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1140 game.state.nplankl += 1
1141 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1142 game.iplnet.pclass = "destroyed"
1144 game.plnet.invalidate()
1145 game.quad[w.i][w.j] = '.'
1147 # captain perishes on planet
1150 elif iquad == '@': # Hit an inhabited world -- very bad!
1151 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1152 game.state.nworldkl += 1
1153 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1154 game.iplnet.pclass = "destroyed"
1156 game.plnet.invalidate()
1157 game.quad[w.i][w.j] = '.'
1159 # captain perishes on planet
1161 prout(_("The torpedo destroyed an inhabited planet."))
1163 elif iquad == '*': # Hit a star
1167 prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast."))
1169 elif iquad == '?': # Hit a thingy
1170 if not (game.options & OPTION_THINGY) or withprob(0.3):
1172 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1174 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1176 proutn(_("Mr. Spock-"))
1177 prouts(_(" \"Fascinating!\""))
1181 # Stas Sergeev added the possibility that
1182 # you can shove the Thingy and piss it off.
1183 # It then becomes an enemy and may fire at you.
1187 elif iquad == ' ': # Black hole
1189 prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo."))
1191 elif iquad == '#': # hit the web
1193 prout(_("***Torpedo absorbed by Tholian web."))
1195 elif iquad == 'T': # Hit a Tholian
1196 h1 = 700.0 + randrange(100) - \
1197 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1200 game.quad[w.i][w.j] = '.'
1205 proutn(crmena(True, 'T', "sector", w))
1207 prout(_(" survives photon blast."))
1209 prout(_(" disappears."))
1210 game.tholian.move(None)
1211 game.quad[w.i][w.j] = '#'
1216 proutn("Don't know how to handle torpedo collision with ")
1217 proutn(crmena(True, iquad, "sector", w))
1222 prout(_("Torpedo missed."))
1226 "Critical-hit resolution."
1227 if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1229 ncrit = int(1.0 + hit/(500.0+randreal(100)))
1230 proutn(_("***CRITICAL HIT--"))
1231 # Select devices and cause damage
1233 for loop1 in range(ncrit):
1236 # Cheat to prevent shuttle damage unless on ship
1237 if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1240 extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1241 game.damage[j] += extradm
1243 for (i, j) in enumerate(cdam):
1245 if skipcount % 3 == 2 and i < len(cdam)-1:
1250 prout(_(" damaged."))
1251 if damaged(DSHIELD) and game.shldup:
1252 prout(_("***Shields knocked down."))
1255 def attack(torps_ok):
1256 # bad guy attacks us
1257 # torps_ok == False forces use of phasers in an attack
1258 # game could be over at this point, check
1261 attempt = False; ihurt = False;
1262 hitmax=0.0; hittot=0.0; chgfac=1.0
1265 prout("=== ATTACK!")
1266 # Tholian gets to move before attacking
1269 # if you have just entered the RNZ, you'll get a warning
1270 if game.neutz: # The one chance not to be attacked
1273 # commanders get a chance to tac-move towards you
1274 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:
1276 # if no enemies remain after movement, we're done
1277 if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
1279 # set up partial hits if attack happens during shield status change
1280 pfac = 1.0/game.inshld
1282 chgfac = 0.25 + randreal(0.5)
1284 # message verbosity control
1285 if game.skill <= SKILL_FAIR:
1287 for enemy in game.enemies:
1289 continue; # too weak to attack
1290 # compute hit strength and diminish shield power
1292 # Increase chance of photon torpedos if docked or enemy energy is low
1293 if game.condition == "docked":
1295 if enemy.power < 500:
1297 if enemy.type=='T' or (enemy.type=='?' and not thing.angry):
1299 # different enemies have different probabilities of throwing a torp
1300 usephasers = not torps_ok or \
1301 (enemy.type == 'K' and r > 0.0005) or \
1302 (enemy.type=='C' and r > 0.015) or \
1303 (enemy.type=='R' and r > 0.3) or \
1304 (enemy.type=='S' and r > 0.07) or \
1305 (enemy.type=='?' and r > 0.05)
1306 if usephasers: # Enemy uses phasers
1307 if game.condition == "docked":
1308 continue; # Don't waste the effort!
1309 attempt = True; # Attempt to attack
1310 dustfac = randreal(0.8, 0.85)
1311 hit = enemy.power*math.pow(dustfac,enemy.kavgd)
1313 else: # Enemy uses photon torpedo
1314 # We should be able to make the bearing() method work here
1315 course = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i)
1317 proutn(_("***TORPEDO INCOMING"))
1318 if not damaged(DSRSENS):
1319 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location))
1322 dispersion = (randreal()+randreal())*0.5 - 0.5
1323 dispersion += 0.002*enemy.power*dispersion
1324 hit = torpedo(enemy.location, course, dispersion, number=1, nburst=1)
1325 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1326 finish(FWON); # Klingons did themselves in!
1327 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1328 return # Supernova or finished
1331 # incoming phaser or torpedo, shields may dissipate it
1332 if game.shldup or game.shldchg or game.condition=="docked":
1333 # shields will take hits
1334 propor = pfac * game.shield
1335 if game.condition =="docked":
1339 hitsh = propor*chgfac*hit+1.0
1341 if absorb > game.shield:
1342 absorb = game.shield
1343 game.shield -= absorb
1345 # taking a hit blasts us out of a starbase dock
1346 if game.condition == "docked":
1348 # but the shields may take care of it
1349 if propor > 0.1 and hit < 0.005*game.energy:
1351 # hit from this opponent got through shields, so take damage
1353 proutn(_("%d unit hit") % int(hit))
1354 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1355 proutn(_(" on the ") + crmshp())
1356 if not damaged(DSRSENS) and usephasers:
1357 prout(_(" from ") + crmena(False, enemy.type, where, enemy.location))
1359 # Decide if hit is critical
1365 if game.energy <= 0:
1366 # Returning home upon your shield, not with it...
1369 if not attempt and game.condition == "docked":
1370 prout(_("***Enemies decide against attacking your ship."))
1371 percent = 100.0*pfac*game.shield+0.5
1373 # Shields fully protect ship
1374 proutn(_("Enemy attack reduces shield strength to "))
1376 # Emit message if starship suffered hit(s)
1378 proutn(_("Energy left %2d shields ") % int(game.energy))
1381 elif not damaged(DSHIELD):
1384 proutn(_("damaged, "))
1385 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1386 # Check if anyone was hurt
1387 if hitmax >= 200 or hittot >= 500:
1388 icas = randrange(int(hittot * 0.015))
1391 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1392 prout(_(" in that last attack.\""))
1394 game.state.crew -= icas
1395 # After attack, reset average distance to enemies
1396 for enemy in game.enemies:
1397 enemy.kavgd = enemy.kdist
1398 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1401 def deadkl(w, type, mv):
1402 "Kill a Klingon, Tholian, Romulan, or Thingy."
1403 # Added mv to allow enemy to "move" before dying
1404 proutn(crmena(True, type, "sector", mv))
1405 # Decide what kind of enemy it is and update appropriately
1407 # Chalk up a Romulan
1408 game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1410 game.state.nromrem -= 1
1419 # Killed some type of Klingon
1420 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1423 game.state.kcmdr.remove(game.quadrant)
1425 if game.state.kcmdr:
1426 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1427 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1430 game.state.remkl -= 1
1432 game.state.nscrem -= 1
1433 game.state.kscmdr.invalidate()
1438 # For each kind of enemy, finish message to player
1439 prout(_(" destroyed."))
1440 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1443 # Remove enemy ship from arrays describing local conditions
1444 for e in game.enemies:
1451 "Return None if target is invalid, otherwise return a course angle."
1452 if not w.valid_sector():
1456 # FIXME: C code this was translated from is wacky -- why the sign reversal?
1457 delta.j = (w.j - game.sector.j);
1458 delta.i = (game.sector.i - w.i);
1459 if delta == coord(0, 0):
1461 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1462 prout(_(" I recommend an immediate review of"))
1463 prout(_(" the Captain's psychological profile.\""))
1466 return delta.bearing()
1469 "Launch photon torpedo."
1472 if damaged(DPHOTON):
1473 prout(_("Photon tubes damaged."))
1477 prout(_("No torpedoes left."))
1480 # First, get torpedo count
1483 if scanner.token == "IHALPHA":
1486 elif scanner.token == "IHEOL" or not scanner.waiting():
1487 prout(_("%d torpedoes left.") % game.torps)
1489 proutn(_("Number of torpedoes to fire- "))
1490 continue # Go back around to get a number
1491 else: # key == "IHREAL"
1493 if n <= 0: # abort command
1498 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1501 scanner.chew() # User requested more torps than available
1502 continue # Go back around
1503 break # All is good, go to next stage
1507 key = scanner.next()
1508 if i==0 and key == "IHEOL":
1509 break; # no coordinate waiting, we will try prompting
1510 if i==1 and key == "IHEOL":
1511 # direct all torpedoes at one target
1513 target.append(target[0])
1514 course.append(course[0])
1517 scanner.push(scanner.token)
1518 target.append(scanner.getcoord())
1519 if target[-1] == None:
1521 course.append(targetcheck(target[-1]))
1522 if course[-1] == None:
1525 if len(target) == 0:
1526 # prompt for each one
1528 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1530 target.append(scanner.getcoord())
1531 if target[-1] == None:
1533 course.append(targetcheck(target[-1]))
1534 if course[-1] == None:
1537 # Loop for moving <n> torpedoes
1539 if game.condition != "docked":
1541 dispersion = (randreal()+randreal())*0.5 -0.5
1542 if math.fabs(dispersion) >= 0.47:
1544 dispersion *= randreal(1.2, 2.2)
1546 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1548 prouts(_("***TORPEDO MISFIRES."))
1551 prout(_(" Remainder of burst aborted."))
1553 prout(_("***Photon tubes damaged by misfire."))
1554 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1556 if game.shldup or game.condition == "docked":
1557 dispersion *= 1.0 + 0.0001*game.shield
1558 torpedo(game.sector, course[i], dispersion, number=i, nburst=n)
1559 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1561 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1565 "Check for phasers overheating."
1567 checkburn = (rpow-1500.0)*0.00038
1568 if withprob(checkburn):
1569 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1570 game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1572 def checkshctrl(rpow):
1573 "Check shield control."
1576 prout(_("Shields lowered."))
1578 # Something bad has happened
1579 prouts(_("***RED ALERT! RED ALERT!"))
1581 hit = rpow*game.shield/game.inshld
1582 game.energy -= rpow+hit*0.8
1583 game.shield -= hit*0.2
1584 if game.energy <= 0.0:
1585 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1590 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1592 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1593 icas = randrange(int(hit*0.012))
1598 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1599 prout(_(" %d casualties so far.\"") % icas)
1601 game.state.crew -= icas
1603 prout(_("Phaser energy dispersed by shields."))
1604 prout(_("Enemy unaffected."))
1609 "Register a phaser hit on Klingons and Romulans."
1610 nenhr2 = len(game.enemies); kk=0
1613 for (k, wham) in enumerate(hits):
1616 dustfac = randreal(0.9, 1.0)
1617 hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
1618 kpini = game.enemies[kk].power
1619 kp = math.fabs(kpini)
1620 if PHASEFAC*hit < kp:
1622 if game.enemies[kk].power < 0:
1623 game.enemies[kk].power -= -kp
1625 game.enemies[kk].power -= kp
1626 kpow = game.enemies[kk].power
1627 w = game.enemies[kk].location
1629 if not damaged(DSRSENS):
1631 proutn(_("%d unit hit on ") % int(hit))
1633 proutn(_("Very small hit on "))
1634 ienm = game.quad[w.i][w.j]
1637 proutn(crmena(False, ienm, "sector", w))
1641 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1645 kk -= 1 # don't do the increment
1647 else: # decide whether or not to emasculate klingon
1648 if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1649 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1650 prout(_(" has just lost its firepower.\""))
1651 game.enemies[kk].power = -kpow
1656 "Fire phasers at bad guys."
1658 kz = 0; k = 1; irec=0 # Cheating inhibitor
1659 ifast = False; no = False; itarg = True; msgflag = True; rpow=0
1663 # SR sensors and Computer are needed for automode
1664 if damaged(DSRSENS) or damaged(DCOMPTR):
1666 if game.condition == "docked":
1667 prout(_("Phasers can't be fired through base shields."))
1670 if damaged(DPHASER):
1671 prout(_("Phaser control damaged."))
1675 if damaged(DSHCTRL):
1676 prout(_("High speed shield control damaged."))
1679 if game.energy <= 200.0:
1680 prout(_("Insufficient energy to activate high-speed shield control."))
1683 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1685 # Original code so convoluted, I re-did it all
1686 # (That was Tom Almy talking about the C code, I think -- ESR)
1687 while automode=="NOTSET":
1689 if key == "IHALPHA":
1690 if scanner.sees("manual"):
1691 if len(game.enemies)==0:
1692 prout(_("There is no enemy present to select."))
1695 automode="AUTOMATIC"
1698 key = scanner.next()
1699 elif scanner.sees("automatic"):
1700 if (not itarg) and len(game.enemies) != 0:
1701 automode = "FORCEMAN"
1703 if len(game.enemies)==0:
1704 prout(_("Energy will be expended into space."))
1705 automode = "AUTOMATIC"
1706 key = scanner.next()
1707 elif scanner.sees("no"):
1712 elif key == "IHREAL":
1713 if len(game.enemies)==0:
1714 prout(_("Energy will be expended into space."))
1715 automode = "AUTOMATIC"
1717 automode = "FORCEMAN"
1719 automode = "AUTOMATIC"
1722 if len(game.enemies)==0:
1723 prout(_("Energy will be expended into space."))
1724 automode = "AUTOMATIC"
1726 automode = "FORCEMAN"
1728 proutn(_("Manual or automatic? "))
1733 if automode == "AUTOMATIC":
1734 if key == "IHALPHA" and scanner.sees("no"):
1736 key = scanner.next()
1737 if key != "IHREAL" and len(game.enemies) != 0:
1738 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
1743 for i in range(len(game.enemies)):
1744 irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
1746 proutn(_("%d units required. ") % irec)
1748 proutn(_("Units to fire= "))
1749 key = scanner.next()
1754 proutn(_("Energy available= %.2f") % avail)
1757 if not rpow > avail:
1764 if key == "IHALPHA" and scanner.sees("no"):
1767 game.energy -= 200; # Go and do it!
1768 if checkshctrl(rpow):
1773 if len(game.enemies):
1776 for i in range(len(game.enemies)):
1780 hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
1781 over = randreal(1.01, 1.06) * hits[i]
1783 powrem -= hits[i] + over
1784 if powrem <= 0 and temp < hits[i]:
1793 if extra > 0 and not game.alldone:
1795 proutn(_("*** Tholian web absorbs "))
1796 if len(game.enemies)>0:
1797 proutn(_("excess "))
1798 prout(_("phaser energy."))
1800 prout(_("%d expended on empty space.") % int(extra))
1801 elif automode == "FORCEMAN":
1804 if damaged(DCOMPTR):
1805 prout(_("Battle computer damaged, manual fire only."))
1808 prouts(_("---WORKING---"))
1810 prout(_("Short-range-sensors-damaged"))
1811 prout(_("Insufficient-data-for-automatic-phaser-fire"))
1812 prout(_("Manual-fire-must-be-used"))
1814 elif automode == "MANUAL":
1816 for k in range(len(game.enemies)):
1817 aim = game.enemies[k].location
1818 ienm = game.quad[aim.i][aim.j]
1820 proutn(_("Energy available= %.2f") % (avail-0.006))
1824 if damaged(DSRSENS) and \
1825 not game.sector.distance(aim)<2**0.5 and ienm in ('C', 'S'):
1826 prout(cramen(ienm) + _(" can't be located without short range scan."))
1829 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
1834 if itarg and k > kz:
1835 irec=(abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
1838 if not damaged(DCOMPTR):
1843 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
1844 key = scanner.next()
1845 if key == "IHALPHA" and scanner.sees("no"):
1847 key = scanner.next()
1849 if key == "IHALPHA":
1853 if k==1: # Let me say I'm baffled by this
1856 if scanner.real < 0:
1860 hits[k] = scanner.real
1861 rpow += scanner.real
1862 # If total requested is too much, inform and start over
1864 prout(_("Available energy exceeded -- try again."))
1867 key = scanner.next(); # scan for next value
1870 # zero energy -- abort
1873 if key == "IHALPHA" and scanner.sees("no"):
1878 game.energy -= 200.0
1879 if checkshctrl(rpow):
1883 # Say shield raised or malfunction, if necessary
1890 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
1891 prouts(_(" CLICK CLICK POP . . ."))
1892 prout(_(" No response, sir!"))
1895 prout(_("Shields raised."))
1900 # Code from events,c begins here.
1902 # This isn't a real event queue a la BSD Trek yet -- you can only have one
1903 # event of each type active at any given time. Mostly these means we can
1904 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
1905 # BSD Trek, from which we swiped the idea, can have up to 5.
1907 def unschedule(evtype):
1908 "Remove an event from the schedule."
1909 game.future[evtype].date = FOREVER
1910 return game.future[evtype]
1912 def is_scheduled(evtype):
1913 "Is an event of specified type scheduled."
1914 return game.future[evtype].date != FOREVER
1916 def scheduled(evtype):
1917 "When will this event happen?"
1918 return game.future[evtype].date
1920 def schedule(evtype, offset):
1921 "Schedule an event of specified type."
1922 game.future[evtype].date = game.state.date + offset
1923 return game.future[evtype]
1925 def postpone(evtype, offset):
1926 "Postpone a scheduled event."
1927 game.future[evtype].date += offset
1930 "Rest period is interrupted by event."
1933 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
1935 game.resting = False
1941 "Run through the event queue looking for things to do."
1943 fintim = game.state.date + game.optime; yank=0
1944 ictbeam = False; istract = False
1945 w = coord(); hold = coord()
1946 ev = event(); ev2 = event()
1948 def tractorbeam(yank):
1949 "Tractor-beaming cases merge here."
1951 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
1953 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
1954 # If Kirk & Co. screwing around on planet, handle
1955 atover(True) # atover(true) is Grab
1958 if game.icraft: # Caught in Galileo?
1961 # Check to see if shuttle is aboard
1962 if game.iscraft == "offship":
1965 prout(_("Galileo, left on the planet surface, is captured"))
1966 prout(_("by aliens and made into a flying McDonald's."))
1967 game.damage[DSHUTTL] = -10
1968 game.iscraft = "removed"
1970 prout(_("Galileo, left on the planet surface, is well hidden."))
1972 game.quadrant = game.state.kscmdr
1974 game.quadrant = game.state.kcmdr[i]
1975 game.sector = randplace(QUADSIZE)
1976 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
1977 % (game.quadrant, game.sector))
1979 prout(_("(Remainder of rest/repair period cancelled.)"))
1980 game.resting = False
1982 if not damaged(DSHIELD) and game.shield > 0:
1983 doshield(shraise=True) # raise shields
1984 game.shldchg = False
1986 prout(_("(Shields not currently useable.)"))
1988 # Adjust finish time to time of tractor beaming
1989 fintim = game.state.date+game.optime
1990 attack(torps_ok=False)
1991 if not game.state.kcmdr:
1994 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
1997 "Code merges here for any commander destroying a starbase."
1998 # Not perfect, but will have to do
1999 # Handle case where base is in same quadrant as starship
2000 if game.battle == game.quadrant:
2001 game.state.chart[game.battle.i][game.battle.j].starbase = False
2002 game.quad[game.base.i][game.base.j] = '.'
2003 game.base.invalidate()
2006 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2007 elif game.state.baseq and communicating():
2008 # Get word via subspace radio
2011 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2012 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2014 prout(_("the Klingon Super-Commander"))
2016 prout(_("a Klingon Commander"))
2017 game.state.chart[game.battle.i][game.battle.j].starbase = False
2018 # Remove Starbase from galaxy
2019 game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2020 game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq)
2022 # reinstate a commander's base attack
2026 game.battle.invalidate()
2028 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2029 for i in range(1, NEVENTS):
2030 if i == FSNOVA: proutn("=== Supernova ")
2031 elif i == FTBEAM: proutn("=== T Beam ")
2032 elif i == FSNAP: proutn("=== Snapshot ")
2033 elif i == FBATTAK: proutn("=== Base Attack ")
2034 elif i == FCDBAS: proutn("=== Base Destroy ")
2035 elif i == FSCMOVE: proutn("=== SC Move ")
2036 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2037 elif i == FDSPROB: proutn("=== Probe Move ")
2038 elif i == FDISTR: proutn("=== Distress Call ")
2039 elif i == FENSLV: proutn("=== Enslavement ")
2040 elif i == FREPRO: proutn("=== Klingon Build ")
2042 prout("%.2f" % (scheduled(i)))
2045 radio_was_broken = damaged(DRADIO)
2048 # Select earliest extraneous event, evcode==0 if no events
2053 for l in range(1, NEVENTS):
2054 if game.future[l].date < datemin:
2057 prout("== Event %d fires" % evcode)
2058 datemin = game.future[l].date
2059 xtime = datemin-game.state.date
2060 game.state.date = datemin
2061 # Decrement Federation resources and recompute remaining time
2062 game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
2064 if game.state.remtime <=0:
2067 # Any crew left alive?
2068 if game.state.crew <=0:
2071 # Is life support adequate?
2072 if damaged(DLIFSUP) and game.condition != "docked":
2073 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2076 game.lsupres -= xtime
2077 if game.damage[DLIFSUP] <= xtime:
2078 game.lsupres = game.inlsr
2081 if game.condition == "docked":
2082 repair /= game.docfac
2083 # Don't fix Deathray here
2084 for l in range(NDEVICES):
2085 if game.damage[l] > 0.0 and l != DDRAY:
2086 if game.damage[l]-repair > 0.0:
2087 game.damage[l] -= repair
2089 game.damage[l] = 0.0
2090 # If radio repaired, update star chart and attack reports
2091 if radio_was_broken and not damaged(DRADIO):
2092 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2093 prout(_(" surveillance reports are coming in."))
2095 if not game.iseenit:
2099 prout(_(" The star chart is now up to date.\""))
2101 # Cause extraneous event EVCODE to occur
2102 game.optime -= xtime
2103 if evcode == FSNOVA: # Supernova
2106 schedule(FSNOVA, expran(0.5*game.intime))
2107 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2109 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2110 if game.state.nscrem == 0 or \
2111 ictbeam or istract or \
2112 game.condition=="docked" or game.isatb==1 or game.iscate:
2114 if game.ientesc or \
2115 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2116 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2117 (damaged(DSHIELD) and \
2118 (game.energy < 2500 or damaged(DPHASER)) and \
2119 (game.torps < 5 or damaged(DPHOTON))):
2121 istract = ictbeam = True
2122 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2125 elif evcode == FTBEAM: # Tractor beam
2126 if not game.state.kcmdr:
2129 i = randrange(len(game.state.kcmdr))
2130 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2131 if istract or game.condition == "docked" or yank == 0:
2132 # Drats! Have to reschedule
2134 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2138 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2139 game.snapsht = copy.deepcopy(game.state)
2140 game.state.snap = True
2141 schedule(FSNAP, expran(0.5 * game.intime))
2142 elif evcode == FBATTAK: # Commander attacks starbase
2143 if not game.state.kcmdr or not game.state.baseq:
2149 for ibq in game.state.baseq:
2150 for cmdr in game.state.kcmdr:
2151 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2154 # no match found -- try later
2155 schedule(FBATTAK, expran(0.3*game.intime))
2160 # commander + starbase combination found -- launch attack
2162 schedule(FCDBAS, randreal(1.0, 4.0))
2163 if game.isatb: # extra time if SC already attacking
2164 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2165 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2166 game.iseenit = False
2167 if not communicating():
2168 continue # No warning :-(
2172 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2173 prout(_(" reports that it is under attack and that it can"))
2174 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2177 elif evcode == FSCDBAS: # Supercommander destroys base
2180 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2181 continue # WAS RETURN!
2183 game.battle = game.state.kscmdr
2185 elif evcode == FCDBAS: # Commander succeeds in destroying base
2188 if not game.state.baseq() \
2189 or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2190 game.battle.invalidate()
2192 # find the lucky pair
2193 for cmdr in game.state.kcmdr:
2194 if cmdr == game.battle:
2197 # No action to take after all
2200 elif evcode == FSCMOVE: # Supercommander moves
2201 schedule(FSCMOVE, 0.2777)
2202 if not game.ientesc and not istract and game.isatb != 1 and \
2203 (not game.iscate or not game.justin):
2205 elif evcode == FDSPROB: # Move deep space probe
2206 schedule(FDSPROB, 0.01)
2207 if not game.probe.next():
2208 if not game.probe.quadrant().valid_quadrant() or \
2209 game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
2210 # Left galaxy or ran into supernova
2214 proutn(_("Lt. Uhura- \"The deep space probe "))
2215 if not game.probe.quadrant().valid_quadrant():
2216 prout(_("has left the galaxy.\""))
2218 prout(_("is no longer transmitting.\""))
2224 prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
2225 pdest = game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j]
2227 chp = game.state.chart[game.probe.quadrant().i][game.probe.quadrant().j]
2228 chp.klingons = pdest.klingons
2229 chp.starbase = pdest.starbase
2230 chp.stars = pdest.stars
2231 pdest.charted = True
2232 game.probe.moves -= 1 # One less to travel
2233 if game.probe.arrived() and game.isarmed and pdest.stars:
2234 supernova(game.probe) # fire in the hole!
2236 if game.state.galaxy[game.quadrant().i][game.quadrant().j].supernova:
2238 elif evcode == FDISTR: # inhabited system issues distress call
2240 # try a whole bunch of times to find something suitable
2241 for i in range(100):
2242 # need a quadrant which is not the current one,
2243 # which has some stars which are inhabited and
2244 # not already under attack, which is not
2245 # supernova'ed, and which has some Klingons in it
2246 w = randplace(GALSIZE)
2247 q = game.state.galaxy[w.i][w.j]
2248 if not (game.quadrant == w or q.planet == None or \
2249 not q.planet.inhabited or \
2250 q.supernova or q.status!="secure" or q.klingons<=0):
2253 # can't seem to find one; ignore this call
2255 prout("=== Couldn't find location for distress event.")
2257 # got one!! Schedule its enslavement
2258 ev = schedule(FENSLV, expran(game.intime))
2260 q.status = "distressed"
2261 # tell the captain about it if we can
2263 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2265 prout(_("by a Klingon invasion fleet."))
2268 elif evcode == FENSLV: # starsystem is enslaved
2269 ev = unschedule(FENSLV)
2270 # see if current distress call still active
2271 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2275 q.status = "enslaved"
2277 # play stork and schedule the first baby
2278 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2279 ev2.quadrant = ev.quadrant
2281 # report the disaster if we can
2283 prout(_("Uhura- We've lost contact with starsystem %s") % \
2285 prout(_("in Quadrant %s.\n") % ev.quadrant)
2286 elif evcode == FREPRO: # Klingon reproduces
2287 # If we ever switch to a real event queue, we'll need to
2288 # explicitly retrieve and restore the x and y.
2289 ev = schedule(FREPRO, expran(1.0 * game.intime))
2290 # see if current distress call still active
2291 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2295 if game.state.remkl >=MAXKLGAME:
2296 continue # full right now
2297 # reproduce one Klingon
2300 if game.klhere >= MAXKLQUAD:
2302 # this quadrant not ok, pick an adjacent one
2303 for m.i in range(w.i - 1, w.i + 2):
2304 for m.j in range(w.j - 1, w.j + 2):
2305 if not m.valid_quadrant():
2307 q = game.state.galaxy[m.i][m.j]
2308 # check for this quad ok (not full & no snova)
2309 if q.klingons >= MAXKLQUAD or q.supernova:
2313 continue # search for eligible quadrant failed
2317 game.state.remkl += 1
2319 if game.quadrant == w:
2321 game.enemies.append(newkling())
2322 # recompute time left
2325 if game.quadrant == w:
2326 prout(_("Spock- sensors indicate the Klingons have"))
2327 prout(_("launched a warship from %s.") % q.planet)
2329 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2330 if q.planet != None:
2331 proutn(_("near %s") % q.planet)
2332 prout(_("in Quadrant %s.") % w)
2338 key = scanner.next()
2341 proutn(_("How long? "))
2346 origTime = delay = scanner.real
2349 if delay >= game.state.remtime or len(game.enemies) != 0:
2350 proutn(_("Are you sure? "))
2353 # Alternate resting periods (events) with attacks
2357 game.resting = False
2358 if not game.resting:
2359 prout(_("%d stardates left.") % int(game.state.remtime))
2361 temp = game.optime = delay
2362 if len(game.enemies):
2363 rtime = randreal(1.0, 2.0)
2367 if game.optime < delay:
2368 attack(torps_ok=False)
2376 # Repair Deathray if long rest at starbase
2377 if origTime-delay >= 9.99 and game.condition == "docked":
2378 game.damage[DDRAY] = 0.0
2379 # leave if quadrant supernovas
2380 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2382 game.resting = False
2387 course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2388 newc = coord(); neighbor = coord(); bump = coord(0, 0)
2390 # Wow! We've supernova'ed
2391 supernova(game.quadrant)
2393 # handle initial nova
2394 game.quad[nov.i][nov.j] = '.'
2395 prout(crmena(False, '*', "sector", nov) + _(" novas."))
2396 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2397 game.state.starkl += 1
2398 # Set up queue to recursively trigger adjacent stars
2404 for offset.i in range(-1, 1+1):
2405 for offset.j in range(-1, 1+1):
2406 if offset.j==0 and offset.i==0:
2408 neighbor = start + offset
2409 if not neighbor.valid_sector():
2411 iquad = game.quad[neighbor.i][neighbor.j]
2412 # Empty space ends reaction
2413 if iquad in ('.', '?', ' ', 'T', '#'):
2415 elif iquad == '*': # Affect another star
2417 # This star supernovas
2418 supernova(game.quadrant)
2421 hits.append(neighbor)
2422 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2423 game.state.starkl += 1
2424 proutn(crmena(True, '*', "sector", neighbor))
2426 game.quad[neighbor.i][neighbor.j] = '.'
2428 elif iquad in ('P', '@'): # Destroy planet
2429 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2431 game.state.nplankl += 1
2433 game.state.worldkl += 1
2434 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2435 game.iplnet.pclass = "destroyed"
2437 game.plnet.invalidate()
2441 game.quad[neighbor.i][neighbor.j] = '.'
2442 elif iquad == 'B': # Destroy base
2443 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2444 game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
2445 game.base.invalidate()
2446 game.state.basekl += 1
2448 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2449 game.quad[neighbor.i][neighbor.j] = '.'
2450 elif iquad in ('E', 'F'): # Buffet ship
2451 prout(_("***Starship buffeted by nova."))
2453 if game.shield >= 2000.0:
2454 game.shield -= 2000.0
2456 diff = 2000.0 - game.shield
2460 prout(_("***Shields knocked out."))
2461 game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2463 game.energy -= 2000.0
2464 if game.energy <= 0:
2467 # add in course nova contributes to kicking starship
2468 bump += (game.sector-hits[mm]).sgn()
2469 elif iquad == 'K': # kill klingon
2470 deadkl(neighbor, iquad, neighbor)
2471 elif iquad in ('C','S','R'): # Damage/destroy big enemies
2472 for ll in range(len(game.enemies)):
2473 if game.enemies[ll].location == neighbor:
2475 game.enemies[ll].power -= 800.0 # If firepower is lost, die
2476 if game.enemies[ll].power <= 0.0:
2477 deadkl(neighbor, iquad, neighbor)
2479 newc = neighbor + neighbor - hits[mm]
2480 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2481 if not newc.valid_sector():
2482 # can't leave quadrant
2485 iquad1 = game.quad[newc.i][newc.j]
2487 proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
2489 deadkl(neighbor, iquad, newc)
2492 # can't move into something else
2495 proutn(_(", buffeted to Sector %s") % newc)
2496 game.quad[neighbor.i][neighbor.j] = '.'
2497 game.quad[newc.i][newc.j] = iquad
2498 game.enemies[ll].move(newc)
2499 # Starship affected by nova -- kick it away.
2501 direc = course[3*(bump.i+1)+bump.j+2]
2506 course = course(bearing=direc, distance=dist)
2507 game.optime = course.time(warp=4)
2509 prout(_("Force of nova displaces starship."))
2510 imove(course, noattack=True)
2511 game.optime = course.time(warp=4)
2515 "Star goes supernova."
2520 # Scheduled supernova -- select star at random.
2523 for nq.i in range(GALSIZE):
2524 for nq.j in range(GALSIZE):
2525 stars += game.state.galaxy[nq.i][nq.j].stars
2527 return # nothing to supernova exists
2528 num = randrange(stars) + 1
2529 for nq.i in range(GALSIZE):
2530 for nq.j in range(GALSIZE):
2531 num -= game.state.galaxy[nq.i][nq.j].stars
2537 proutn("=== Super nova here?")
2540 if not nq == game.quadrant or game.justin:
2541 # it isn't here, or we just entered (treat as enroute)
2544 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2545 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2548 # we are in the quadrant!
2549 num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
2550 for ns.i in range(QUADSIZE):
2551 for ns.j in range(QUADSIZE):
2552 if game.quad[ns.i][ns.j]=='*':
2559 prouts(_("***RED ALERT! RED ALERT!"))
2561 prout(_("***Incipient supernova detected at Sector %s") % ns)
2562 if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2563 proutn(_("Emergency override attempts t"))
2564 prouts("***************")
2568 # destroy any Klingons in supernovaed quadrant
2569 kldead = game.state.galaxy[nq.i][nq.j].klingons
2570 game.state.galaxy[nq.i][nq.j].klingons = 0
2571 if nq == game.state.kscmdr:
2572 # did in the Supercommander!
2573 game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
2577 survivors = filter(lambda w: w != nq, game.state.kcmdr)
2578 comkills = len(game.state.kcmdr) - len(survivors)
2579 game.state.kcmdr = survivors
2581 if not game.state.kcmdr:
2583 game.state.remkl -= kldead
2584 # destroy Romulans and planets in supernovaed quadrant
2585 nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2586 game.state.galaxy[nq.i][nq.j].romulans = 0
2587 game.state.nromrem -= nrmdead
2589 for loop in range(game.inplan):
2590 if game.state.planets[loop].quadrant == nq:
2591 game.state.planets[loop].pclass = "destroyed"
2593 # Destroy any base in supernovaed quadrant
2594 game.state.baseq = filter(lambda x: x != nq, game.state.baseq)
2595 # If starship caused supernova, tally up destruction
2597 game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2598 game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2599 game.state.nplankl += npdead
2600 # mark supernova in galaxy and in star chart
2601 if game.quadrant == nq or communicating():
2602 game.state.galaxy[nq.i][nq.j].supernova = True
2603 # If supernova destroys last Klingons give special message
2604 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
2607 prout(_("Lucky you!"))
2608 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2611 # if some Klingons remain, continue or die in supernova
2616 # Code from finish.c ends here.
2619 "Self-destruct maneuver. Finish with a BANG!"
2621 if damaged(DCOMPTR):
2622 prout(_("Computer damaged; cannot execute destruct sequence."))
2624 prouts(_("---WORKING---")); skip(1)
2625 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2626 prouts(" 10"); skip(1)
2627 prouts(" 9"); skip(1)
2628 prouts(" 8"); skip(1)
2629 prouts(" 7"); skip(1)
2630 prouts(" 6"); skip(1)
2632 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2634 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2636 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2640 if game.passwd != scanner.token:
2641 prouts(_("PASSWORD-REJECTED;"))
2643 prouts(_("CONTINUITY-EFFECTED"))
2646 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2647 prouts(" 5"); skip(1)
2648 prouts(" 4"); skip(1)
2649 prouts(" 3"); skip(1)
2650 prouts(" 2"); skip(1)
2651 prouts(" 1"); skip(1)
2653 prouts(_("GOODBYE-CRUEL-WORLD"))
2661 prouts(_("********* Entropy of %s maximized *********") % crmshp())
2665 if len(game.enemies) != 0:
2666 whammo = 25.0 * game.energy
2668 while l <= len(game.enemies):
2669 if game.enemies[l].power*game.enemies[l].kdist <= whammo:
2670 deadkl(game.enemies[l].location, game.quad[game.enemies[l].location.i][game.enemies[l].location.j], game.enemies[l].location)
2675 "Compute our rate of kils over time."
2676 elapsed = game.state.date - game.indate
2677 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
2680 starting = (game.inkling + game.incom + game.inscom)
2681 remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
2682 return (starting - remaining)/elapsed
2686 badpt = 5.0*game.state.starkl + \
2688 10.0*game.state.nplankl + \
2689 300*game.state.nworldkl + \
2691 100.0*game.state.basekl +\
2693 if game.ship == 'F':
2695 elif game.ship == None:
2700 # end the game, with appropriate notfications
2704 prout(_("It is stardate %.1f.") % game.state.date)
2706 if ifin == FWON: # Game has been won
2707 if game.state.nromrem != 0:
2708 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
2711 prout(_("You have smashed the Klingon invasion fleet and saved"))
2712 prout(_("the Federation."))
2717 badpt = 0.0 # Close enough!
2718 # killsPerDate >= RateMax
2719 if game.state.date-game.indate < 5.0 or \
2720 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
2722 prout(_("In fact, you have done so well that Starfleet Command"))
2723 if game.skill == SKILL_NOVICE:
2724 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
2725 elif game.skill == SKILL_FAIR:
2726 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
2727 elif game.skill == SKILL_GOOD:
2728 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
2729 elif game.skill == SKILL_EXPERT:
2730 prout(_("promotes you to Commodore Emeritus."))
2732 prout(_("Now that you think you're really good, try playing"))
2733 prout(_("the \"Emeritus\" game. It will splatter your ego."))
2734 elif game.skill == SKILL_EMERITUS:
2736 proutn(_("Computer- "))
2737 prouts(_("ERROR-ERROR-ERROR-ERROR"))
2739 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
2741 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2743 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2745 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2747 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
2749 prout(_("Now you can retire and write your own Star Trek game!"))
2751 elif game.skill >= SKILL_EXPERT:
2752 if game.thawed and not idebug:
2753 prout(_("You cannot get a citation, so..."))
2755 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
2759 # Only grant long life if alive (original didn't!)
2761 prout(_("LIVE LONG AND PROSPER."))
2766 elif ifin == FDEPLETE: # Federation Resources Depleted
2767 prout(_("Your time has run out and the Federation has been"))
2768 prout(_("conquered. Your starship is now Klingon property,"))
2769 prout(_("and you are put on trial as a war criminal. On the"))
2770 proutn(_("basis of your record, you are "))
2771 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
2772 prout(_("acquitted."))
2774 prout(_("LIVE LONG AND PROSPER."))
2776 prout(_("found guilty and"))
2777 prout(_("sentenced to death by slow torture."))
2781 elif ifin == FLIFESUP:
2782 prout(_("Your life support reserves have run out, and"))
2783 prout(_("you die of thirst, starvation, and asphyxiation."))
2784 prout(_("Your starship is a derelict in space."))
2786 prout(_("Your energy supply is exhausted."))
2788 prout(_("Your starship is a derelict in space."))
2789 elif ifin == FBATTLE:
2790 prout(_("The %s has been destroyed in battle.") % crmshp())
2792 prout(_("Dulce et decorum est pro patria mori."))
2794 prout(_("You have made three attempts to cross the negative energy"))
2795 prout(_("barrier which surrounds the galaxy."))
2797 prout(_("Your navigation is abominable."))
2800 prout(_("Your starship has been destroyed by a nova."))
2801 prout(_("That was a great shot."))
2803 elif ifin == FSNOVAED:
2804 prout(_("The %s has been fried by a supernova.") % crmshp())
2805 prout(_("...Not even cinders remain..."))
2806 elif ifin == FABANDN:
2807 prout(_("You have been captured by the Klingons. If you still"))
2808 prout(_("had a starbase to be returned to, you would have been"))
2809 prout(_("repatriated and given another chance. Since you have"))
2810 prout(_("no starbases, you will be mercilessly tortured to death."))
2811 elif ifin == FDILITHIUM:
2812 prout(_("Your starship is now an expanding cloud of subatomic particles"))
2813 elif ifin == FMATERIALIZE:
2814 prout(_("Starbase was unable to re-materialize your starship."))
2815 prout(_("Sic transit gloria mundi"))
2816 elif ifin == FPHASER:
2817 prout(_("The %s has been cremated by its own phasers.") % crmshp())
2819 prout(_("You and your landing party have been"))
2820 prout(_("converted to energy, disipating through space."))
2821 elif ifin == FMINING:
2822 prout(_("You are left with your landing party on"))
2823 prout(_("a wild jungle planet inhabited by primitive cannibals."))
2825 prout(_("They are very fond of \"Captain Kirk\" soup."))
2827 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
2828 elif ifin == FDPLANET:
2829 prout(_("You and your mining party perish."))
2831 prout(_("That was a great shot."))
2834 prout(_("The Galileo is instantly annihilated by the supernova."))
2835 prout(_("You and your mining party are atomized."))
2837 prout(_("Mr. Spock takes command of the %s and") % crmshp())
2838 prout(_("joins the Romulans, wreaking terror on the Federation."))
2839 elif ifin == FPNOVA:
2840 prout(_("You and your mining party are atomized."))
2842 prout(_("Mr. Spock takes command of the %s and") % crmshp())
2843 prout(_("joins the Romulans, wreaking terror on the Federation."))
2844 elif ifin == FSTRACTOR:
2845 prout(_("The shuttle craft Galileo is also caught,"))
2846 prout(_("and breaks up under the strain."))
2848 prout(_("Your debris is scattered for millions of miles."))
2849 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
2851 prout(_("The mutants attack and kill Spock."))
2852 prout(_("Your ship is captured by Klingons, and"))
2853 prout(_("your crew is put on display in a Klingon zoo."))
2854 elif ifin == FTRIBBLE:
2855 prout(_("Tribbles consume all remaining water,"))
2856 prout(_("food, and oxygen on your ship."))
2858 prout(_("You die of thirst, starvation, and asphyxiation."))
2859 prout(_("Your starship is a derelict in space."))
2861 prout(_("Your ship is drawn to the center of the black hole."))
2862 prout(_("You are crushed into extremely dense matter."))
2864 prout(_("Your last crew member has died."))
2865 if game.ship == 'F':
2867 elif game.ship == 'E':
2870 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
2871 goodies = game.state.remres/game.inresor
2872 baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
2873 if goodies/baddies >= randreal(1.0, 1.5):
2874 prout(_("As a result of your actions, a treaty with the Klingon"))
2875 prout(_("Empire has been signed. The terms of the treaty are"))
2876 if goodies/baddies >= randreal(3.0):
2877 prout(_("favorable to the Federation."))
2879 prout(_("Congratulations!"))
2881 prout(_("highly unfavorable to the Federation."))
2883 prout(_("The Federation will be destroyed."))
2885 prout(_("Since you took the last Klingon with you, you are a"))
2886 prout(_("martyr and a hero. Someday maybe they'll erect a"))
2887 prout(_("statue in your memory. Rest in peace, and try not"))
2888 prout(_("to think about pigeons."))
2893 "Compute player's score."
2894 timused = game.state.date - game.indate
2896 if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
2898 perdate = killrate()
2899 ithperd = 500*perdate + 0.5
2902 iwon = 100*game.skill
2903 if game.ship == 'E':
2905 elif game.ship == 'F':
2909 if not game.gamewon:
2910 game.state.nromrem = 0 # None captured if no win
2911 iscore = 10*(game.inkling - game.state.remkl) \
2912 + 50*(game.incom - len(game.state.kcmdr)) \
2914 + 20*(game.inrom - game.state.nromrem) \
2915 + 200*(game.inscom - game.state.nscrem) \
2916 - game.state.nromrem \
2921 prout(_("Your score --"))
2922 if game.inrom - game.state.nromrem:
2923 prout(_("%6d Romulans destroyed %5d") %
2924 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
2925 if game.state.nromrem:
2926 prout(_("%6d Romulans captured %5d") %
2927 (game.state.nromrem, game.state.nromrem))
2928 if game.inkling - game.state.remkl:
2929 prout(_("%6d ordinary Klingons destroyed %5d") %
2930 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
2931 if game.incom - len(game.state.kcmdr):
2932 prout(_("%6d Klingon commanders destroyed %5d") %
2933 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
2934 if game.inscom - game.state.nscrem:
2935 prout(_("%6d Super-Commander destroyed %5d") %
2936 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
2938 prout(_("%6.2f Klingons per stardate %5d") %
2940 if game.state.starkl:
2941 prout(_("%6d stars destroyed by your action %5d") %
2942 (game.state.starkl, -5*game.state.starkl))
2943 if game.state.nplankl:
2944 prout(_("%6d planets destroyed by your action %5d") %
2945 (game.state.nplankl, -10*game.state.nplankl))
2946 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
2947 prout(_("%6d inhabited planets destroyed by your action %5d") %
2948 (game.state.nplankl, -300*game.state.nworldkl))
2949 if game.state.basekl:
2950 prout(_("%6d bases destroyed by your action %5d") %
2951 (game.state.basekl, -100*game.state.basekl))
2953 prout(_("%6d calls for help from starbase %5d") %
2954 (game.nhelp, -45*game.nhelp))
2956 prout(_("%6d casualties incurred %5d") %
2957 (game.casual, -game.casual))
2959 prout(_("%6d crew abandoned in space %5d") %
2960 (game.abandoned, -3*game.abandoned))
2962 prout(_("%6d ship(s) lost or destroyed %5d") %
2963 (klship, -100*klship))
2965 prout(_("Penalty for getting yourself killed -200"))
2967 proutn(_("Bonus for winning "))
2968 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
2969 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
2970 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
2971 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
2972 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
2973 prout(" %5d" % iwon)
2975 prout(_("TOTAL SCORE %5d") % iscore)
2978 "Emit winner's commemmorative plaque."
2981 proutn(_("File or device name for your plaque: "))
2984 fp = open(winner, "w")
2987 prout(_("Invalid name."))
2989 proutn(_("Enter name to go on plaque (up to 30 characters): "))
2991 # The 38 below must be 64 for 132-column paper
2992 nskip = 38 - len(winner)/2
2993 fp.write("\n\n\n\n")
2994 # --------DRAW ENTERPRISE PICTURE.
2995 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
2996 fp.write(" EEE E : : : E\n" )
2997 fp.write(" EE EEE E : : NCC-1701 : E\n")
2998 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
2999 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3000 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
3001 fp.write(" EEEEEEE EEEEE E E E E\n")
3002 fp.write(" EEE E E E E\n")
3003 fp.write(" E E E E\n")
3004 fp.write(" EEEEEEEEEEEEE E E\n")
3005 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3006 fp.write(" :E : EEEE E\n")
3007 fp.write(" .-E -:----- E\n")
3008 fp.write(" :E : E\n")
3009 fp.write(" EE : EEEEEEEE\n")
3010 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3012 fp.write(_(" U. S. S. ENTERPRISE\n"))
3013 fp.write("\n\n\n\n")
3014 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3016 fp.write(_(" Starfleet Command bestows to you\n"))
3018 fp.write("%*s%s\n\n" % (nskip, "", winner))
3019 fp.write(_(" the rank of\n\n"))
3020 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3022 if game.skill == SKILL_EXPERT:
3023 fp.write(_(" Expert level\n\n"))
3024 elif game.skill == SKILL_EMERITUS:
3025 fp.write(_("Emeritus level\n\n"))
3027 fp.write(_(" Cheat level\n\n"))
3028 timestring = time.ctime()
3029 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3030 (timestring+4, timestring+20, timestring+11))
3031 fp.write(_(" Your score: %d\n\n") % iscore)
3032 fp.write(_(" Klingons per stardate: %.2f\n") % perdate)
3035 # Code from io.c begins here
3037 rows = linecount = 0 # for paging
3040 fullscreen_window = None
3041 srscan_window = None
3042 report_window = None
3043 status_window = None
3044 lrscan_window = None
3045 message_window = None
3046 prompt_window = None
3051 gettext.bindtextdomain("sst", "/usr/local/share/locale")
3052 gettext.textdomain("sst")
3053 if not (game.options & OPTION_CURSES):
3054 ln_env = os.getenv("LINES")
3060 stdscr = curses.initscr()
3064 global fullscreen_window, srscan_window, report_window, status_window
3065 global lrscan_window, message_window, prompt_window
3066 (rows, columns) = stdscr.getmaxyx()
3067 fullscreen_window = stdscr
3068 srscan_window = curses.newwin(12, 25, 0, 0)
3069 report_window = curses.newwin(11, 0, 1, 25)
3070 status_window = curses.newwin(10, 0, 1, 39)
3071 lrscan_window = curses.newwin(5, 0, 0, 64)
3072 message_window = curses.newwin(0, 0, 12, 0)
3073 prompt_window = curses.newwin(1, 0, rows-2, 0)
3074 message_window.scrollok(True)
3075 setwnd(fullscreen_window)
3079 if game.options & OPTION_CURSES:
3080 stdscr.keypad(False)
3086 "Wait for user action -- OK to do nothing if on a TTY"
3087 if game.options & OPTION_CURSES:
3092 prouts(_("[ANNOUNCEMENT ARRIVING...]"))
3096 if game.skill > SKILL_FAIR:
3097 prompt = _("[CONTINUE?]")
3099 prompt = _("[PRESS ENTER TO CONTINUE]")
3101 if game.options & OPTION_CURSES:
3103 setwnd(prompt_window)
3104 prompt_window.clear()
3105 prompt_window.addstr(prompt)
3106 prompt_window.getstr()
3107 prompt_window.clear()
3108 prompt_window.refresh()
3109 setwnd(message_window)
3112 sys.stdout.write('\n')
3115 for j in range(rows):
3116 sys.stdout.write('\n')
3120 "Skip i lines. Pause game if this would cause a scrolling event."
3121 for dummy in range(i):
3122 if game.options & OPTION_CURSES:
3123 (y, x) = curwnd.getyx()
3124 (my, mx) = curwnd.getmaxyx()
3125 if curwnd == message_window and y >= my - 3:
3131 except curses.error:
3136 if rows and linecount >= rows:
3139 sys.stdout.write('\n')
3142 "Utter a line with no following line feed."
3143 if game.options & OPTION_CURSES:
3147 sys.stdout.write(line)
3157 if not replayfp or replayfp.closed: # Don't slow down replays
3160 if game.options & OPTION_CURSES:
3164 if not replayfp or replayfp.closed:
3168 "Get a line of input."
3169 if game.options & OPTION_CURSES:
3170 line = curwnd.getstr() + "\n"
3173 if replayfp and not replayfp.closed:
3175 line = replayfp.readline()
3178 prout("*** Replay finished")
3181 elif line[0] != "#":
3184 line = raw_input() + "\n"
3190 "Change windows -- OK for this to be a no-op in tty mode."
3192 if game.options & OPTION_CURSES:
3194 curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
3197 "Clear to end of line -- can be a no-op in tty mode"
3198 if game.options & OPTION_CURSES:
3203 "Clear screen -- can be a no-op in tty mode."
3205 if game.options & OPTION_CURSES:
3212 # Things past this point have policy implications.
3216 "Hook to be called after moving to redraw maps."
3217 if game.options & OPTION_CURSES:
3220 setwnd(srscan_window)
3224 setwnd(status_window)
3225 status_window.clear()
3226 status_window.move(0, 0)
3227 setwnd(report_window)
3228 report_window.clear()
3229 report_window.move(0, 0)
3231 setwnd(lrscan_window)
3232 lrscan_window.clear()
3233 lrscan_window.move(0, 0)
3234 lrscan(silent=False)
3236 def put_srscan_sym(w, sym):
3237 "Emit symbol for short-range scan."
3238 srscan_window.move(w.i+1, w.j*2+2)
3239 srscan_window.addch(sym)
3240 srscan_window.refresh()
3243 "Enemy fall down, go boom."
3244 if game.options & OPTION_CURSES:
3246 setwnd(srscan_window)
3247 srscan_window.attron(curses.A_REVERSE)
3248 put_srscan_sym(w, game.quad[w.i][w.j])
3252 srscan_window.attroff(curses.A_REVERSE)
3253 put_srscan_sym(w, game.quad[w.i][w.j])
3254 curses.delay_output(500)
3255 setwnd(message_window)
3258 "Sound and visual effects for teleportation."
3259 if game.options & OPTION_CURSES:
3261 setwnd(message_window)
3263 prouts(" . . . . . ")
3264 if game.options & OPTION_CURSES:
3265 #curses.delay_output(1000)
3269 def tracktorpedo(origin, w, step, i, n, iquad):
3270 "Torpedo-track animation."
3271 if not game.options & OPTION_CURSES:
3275 proutn(_("Track for torpedo number %d- ") % (i+1))
3278 proutn(_("Torpedo track- "))
3279 elif step==4 or step==9:
3283 if not damaged(DSRSENS) or game.condition=="docked":
3284 if i != 0 and step == 1:
3287 if (iquad=='.') or (iquad==' '):
3288 put_srscan_sym(w, '+')
3292 put_srscan_sym(w, iquad)
3294 curwnd.attron(curses.A_REVERSE)
3295 put_srscan_sym(w, iquad)
3299 curwnd.attroff(curses.A_REVERSE)
3300 put_srscan_sym(w, iquad)
3305 "Display the current galaxy chart."
3306 if game.options & OPTION_CURSES:
3307 setwnd(message_window)
3308 message_window.clear()
3310 if game.options & OPTION_TTY:
3315 def prstat(txt, data):
3317 if game.options & OPTION_CURSES:
3319 setwnd(status_window)
3321 proutn(" " * (NSYM - len(txt)))
3324 if game.options & OPTION_CURSES:
3325 setwnd(report_window)
3327 # Code from moving.c begins here
3329 def imove(course=None, noattack=False):
3330 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3333 def newquadrant(noattack):
3334 # Leaving quadrant -- allow final enemy attack
3335 # Don't do it if being pushed by Nova
3336 if len(game.enemies) != 0 and not noattack:
3338 for enemy in game.enemies:
3339 finald = (w - enemy.location).distance()
3340 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3341 # Stas Sergeev added the condition
3342 # that attacks only happen if Klingons
3343 # are present and your skill is good.
3344 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3345 attack(torps_ok=False)
3348 # check for edge of galaxy
3352 if course.final.i < 0:
3353 course.final.i = -course.final.i
3355 if course.final.j < 0:
3356 course.final.j = -course.final.j
3358 if course.final.i >= GALSIZE*QUADSIZE:
3359 course.final.i = (GALSIZE*QUADSIZE*2) - course.final.i
3361 if course.final.j >= GALSIZE*QUADSIZE:
3362 course.final.j = (GALSIZE*QUADSIZE*2) - course.final.j
3370 if game.nkinks == 3:
3371 # Three strikes -- you're out!
3375 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3376 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3377 prout(_("YOU WILL BE DESTROYED."))
3378 # Compute final position in new quadrant
3379 if trbeam: # Don't bother if we are to be beamed
3381 game.quadrant = course.final.quadrant()
3382 game.sector = course.final.sector()
3384 prout(_("Entering Quadrant %s.") % game.quadrant)
3385 game.quad[game.sector.i][game.sector.j] = game.ship
3387 if game.skill>SKILL_NOVICE:
3388 attack(torps_ok=False)
3390 def check_collision(h):
3391 iquad = game.quad[h.i][h.j]
3393 # object encountered in flight path
3394 stopegy = 50.0*course.distance/game.optime
3395 if iquad in ('T', 'K', 'C', 'S', 'R', '?'):
3396 for enemy in game.enemies:
3397 if enemy.location == game.sector:
3399 collision(rammed=False, enemy=enemy)
3403 prouts(_("***RED ALERT! RED ALERT!"))
3405 proutn("***" + crmshp())
3406 proutn(_(" pulled into black hole at Sector %s") % h)
3407 # Getting pulled into a black hole was certain
3408 # death in Almy's original. Stas Sergeev added a
3409 # possibility that you'll get timewarped instead.
3411 for m in range(NDEVICES):
3412 if game.damage[m]>0:
3414 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3415 if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
3425 prout(_(" encounters Tholian web at %s;") % h)
3427 prout(_(" blocked by object at %s;") % h)
3428 proutn(_("Emergency stop required "))
3429 prout(_("%2d units of energy.") % int(stopegy))
3430 game.energy -= stopegy
3431 if game.energy <= 0:
3438 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3439 game.inorbit = False
3440 # If tractor beam is to occur, don't move full distance
3441 if game.state.date+game.optime >= scheduled(FTBEAM):
3443 game.condition = "red"
3444 course.distance = course.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3445 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3447 game.quad[game.sector.i][game.sector.j] = '.'
3448 for m in range(course.moves):
3451 if course.origin.quadrant() != course.location.quadrant():
3452 newquadrant(noattack)
3454 elif check_collision(w):
3455 print "Collision detected"
3459 # We're in destination quadrant -- compute new average enemy distances
3460 game.quad[game.sector.i][game.sector.j] = game.ship
3462 for enemy in game.enemies:
3463 finald = (w-enemy.location).distance()
3464 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3465 enemy.kdist = finald
3466 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
3467 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3468 attack(torps_ok=False)
3469 for enemy in game.enemies:
3470 enemy.kavgd = enemy.kdist
3473 setwnd(message_window)
3477 "Dock our ship at a starbase."
3479 if game.condition == "docked" and verbose:
3480 prout(_("Already docked."))
3483 prout(_("You must first leave standard orbit."))
3485 if not game.base.is_valid() or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
3486 prout(crmshp() + _(" not adjacent to base."))
3488 game.condition = "docked"
3492 if game.energy < game.inenrg:
3493 game.energy = game.inenrg
3494 game.shield = game.inshld
3495 game.torps = game.intorps
3496 game.lsupres = game.inlsr
3497 game.state.crew = FULLCREW
3498 if not damaged(DRADIO) and \
3499 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3500 # get attack report from base
3501 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3505 def cartesian(loc1=None, loc2=None):
3507 return game.quadrant * QUADSIZE + game.sector
3509 return game.quadrant * QUADSIZE + loc1
3511 return loc1 * QUADSIZE + loc2
3513 def getcourse(isprobe):
3514 "Get a course and distance from the user."
3516 dquad = copy.copy(game.quadrant)
3517 navmode = "unspecified"
3521 if game.landed and not isprobe:
3522 prout(_("Dummy! You can't leave standard orbit until you"))
3523 proutn(_("are back aboard the ship."))
3526 while navmode == "unspecified":
3527 if damaged(DNAVSYS):
3529 prout(_("Computer damaged; manual navigation only"))
3531 prout(_("Computer damaged; manual movement only"))
3536 key = scanner.next()
3538 proutn(_("Manual or automatic- "))
3541 elif key == "IHALPHA":
3542 if scanner.sees("manual"):
3544 key = scanner.next()
3546 elif scanner.sees("automatic"):
3547 navmode = "automatic"
3548 key = scanner.next()
3556 prout(_("(Manual navigation assumed.)"))
3558 prout(_("(Manual movement assumed.)"))
3562 if navmode == "automatic":
3563 while key == "IHEOL":
3565 proutn(_("Target quadrant or quadrant§or- "))
3567 proutn(_("Destination sector or quadrant§or- "))
3570 key = scanner.next()
3574 xi = int(round(scanner.real))-1
3575 key = scanner.next()
3579 xj = int(round(scanner.real))-1
3580 key = scanner.next()
3582 # both quadrant and sector specified
3583 xk = int(round(scanner.real))-1
3584 key = scanner.next()
3588 xl = int(round(scanner.real))-1
3594 # only one pair of numbers was specified
3596 # only quadrant specified -- go to center of dest quad
3599 dsect.j = dsect.i = 4 # preserves 1-origin behavior
3601 # only sector specified
3605 if not dquad.valid_quadrant() or not dsect.valid_sector():
3612 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
3614 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
3615 # the actual deltas get computed here
3616 delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
3617 delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
3619 while key == "IHEOL":
3620 proutn(_("X and Y displacements- "))
3623 key = scanner.next()
3628 delta.j = scanner.real
3629 key = scanner.next()
3633 delta.i = scanner.real
3634 # Check for zero movement
3635 if delta.i == 0 and delta.j == 0:
3638 if itemp == "verbose" and not isprobe:
3640 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
3642 return course(bearing=delta.bearing(), distance=delta.distance())
3645 def __init__(self, bearing, distance, origin=None):
3646 self.distance = distance
3647 self.bearing = bearing
3649 self.origin = cartesian(game.quadrant, game.sector)
3651 self.origin = origin
3652 # The bearing() code we inherited from FORTRAN is actually computing
3653 # clockface directions!
3654 if self.bearing < 0.0:
3655 self.bearing += 12.0
3656 self.angle = ((15.0 - self.bearing) * 0.5235988)
3658 self.origin = cartesian(game.quadrant, game.sector)
3660 self.origin = cartesian(game.quadrant, origin)
3661 self.increment = coord(-math.sin(self.angle), math.cos(self.angle))
3662 bigger = max(abs(self.increment.i), abs(self.increment.j))
3663 self.increment /= bigger
3664 self.moves = int(round(10*self.distance*bigger))
3666 self.final = (self.location + self.moves*self.increment).roundtogrid()
3668 self.location = self.origin
3671 return self.location.roundtogrid() == self.final
3673 "Next step on course."
3675 self.nextlocation = self.location + self.increment
3676 samequad = (self.location.quadrant() == self.nextlocation.quadrant())
3677 self.location = self.nextlocation
3680 return self.location.quadrant()
3682 return self.location.sector()
3683 def power(self, warp):
3684 return self.distance*(warp**3)*(game.shldup+1)
3685 def time(self, warp):
3686 return 10.0*self.distance/warp**2
3689 "Move under impulse power."
3691 if damaged(DIMPULS):
3694 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
3696 if game.energy > 30.0:
3698 course = getcourse(isprobe=False)
3701 power = 20.0 + 100.0*course.distance
3704 if power >= game.energy:
3705 # Insufficient power for trip
3707 prout(_("First Officer Spock- \"Captain, the impulse engines"))
3708 prout(_("require 20.0 units to engage, plus 100.0 units per"))
3709 if game.energy > 30:
3710 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
3711 int(0.01 * (game.energy-20.0)-0.05))
3712 prout(_(" quadrants.\""))
3714 prout(_("quadrant. They are, therefore, useless.\""))
3717 # Make sure enough time is left for the trip
3718 game.optime = course.dist/0.095
3719 if game.optime >= game.state.remtime:
3720 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
3721 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
3722 proutn(_("we dare spend the time?\" "))
3725 # Activate impulse engines and pay the cost
3726 imove(course, noattack=False)
3730 power = 20.0 + 100.0*course.dist
3731 game.energy -= power
3732 game.optime = course.dist/0.095
3733 if game.energy <= 0:
3737 def warp(course, involuntary):
3738 "ove under warp drive."
3739 blooey = False; twarp = False
3740 if not involuntary: # Not WARPX entry
3742 if game.damage[DWARPEN] > 10.0:
3745 prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
3747 if damaged(DWARPEN) and game.warpfac > 4.0:
3750 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
3751 prout(_(" is repaired, I can only give you warp 4.\""))
3753 # Read in course and distance
3756 course = getcourse(isprobe=False)
3759 # Make sure starship has enough energy for the trip
3760 # Note: this formula is slightly different from the C version,
3761 # and lets you skate a bit closer to the edge.
3762 if course.power(game.warpfac) >= game.energy:
3763 # Insufficient power for trip
3766 prout(_("Engineering to bridge--"))
3767 if not game.shldup or 0.5*power > game.energy:
3768 iwarp = (game.energy/(course.dist+0.05)) ** 0.333333333
3770 prout(_("We can't do it, Captain. We don't have enough energy."))
3772 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
3775 prout(_("if you'll lower the shields."))
3779 prout(_("We haven't the energy to go that far with the shields up."))
3781 # Make sure enough time is left for the trip
3782 game.optime = course.time(game.warpfac)
3783 if game.optime >= 0.8*game.state.remtime:
3785 prout(_("First Officer Spock- \"Captain, I compute that such"))
3786 proutn(_(" a trip would require approximately %2.0f") %
3787 (100.0*game.optime/game.state.remtime))
3788 prout(_(" percent of our"))
3789 proutn(_(" remaining time. Are you sure this is wise?\" "))
3795 if game.warpfac > 6.0:
3796 # Decide if engine damage will occur
3797 # ESR: Seems wrong. Probability of damage goes *down* with distance?
3798 prob = course.distance*(6.0-game.warpfac)**2/66.666666666
3799 if prob > randreal():
3801 course.distance = randreal(course.distance)
3802 # Decide if time warp will occur
3803 if 0.5*course.distance*math.pow(7.0,game.warpfac-10.0) > randreal():
3805 if idebug and game.warpfac==10 and not twarp:
3807 proutn("=== Force time warp? ")
3811 # If time warp or engine damage, check path
3812 # If it is obstructed, don't do warp or damage
3813 for m in range(course.moves):
3816 if not w.valid_sector():
3818 if game.quad[w.i][w.j] != '.':
3822 # Activate Warp Engines and pay the cost
3823 imove(course, noattack=False)
3826 game.energy -= course.power(game.warpfac)
3827 if game.energy <= 0:
3829 game.optime = course.time(game.warpfac)
3833 game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
3835 prout(_("Engineering to bridge--"))
3836 prout(_(" Scott here. The warp engines are damaged."))
3837 prout(_(" We'll have to reduce speed to warp 4."))
3842 "Change the warp factor."
3848 proutn(_("Warp factor- "))
3853 if game.damage[DWARPEN] > 10.0:
3854 prout(_("Warp engines inoperative."))
3856 if damaged(DWARPEN) and scanner.real > 4.0:
3857 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
3858 prout(_(" but right now we can only go warp 4.\""))
3860 if scanner.real > 10.0:
3861 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
3863 if scanner.real < 1.0:
3864 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
3866 oldfac = game.warpfac
3867 game.warpfac = scanner.real
3868 if game.warpfac <= oldfac or game.warpfac <= 6.0:
3869 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
3872 if game.warpfac < 8.00:
3873 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
3875 if game.warpfac == 10.0:
3876 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
3878 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
3882 "Cope with being tossed out of quadrant by supernova or yanked by beam."
3884 # is captain on planet?
3886 if damaged(DTRANSP):
3889 prout(_("Scotty rushes to the transporter controls."))
3891 prout(_("But with the shields up it's hopeless."))
3893 prouts(_("His desperate attempt to rescue you . . ."))
3898 prout(_("SUCCEEDS!"))
3901 proutn(_("The crystals mined were "))
3909 # Check to see if captain in shuttle craft
3914 # Inform captain of attempt to reach safety
3918 prouts(_("***RED ALERT! RED ALERT!"))
3920 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
3921 prouts(_(" a supernova."))
3923 prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
3924 prout(_("safely out of quadrant."))
3925 if not damaged(DRADIO):
3926 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
3927 # Try to use warp engines
3928 if damaged(DWARPEN):
3930 prout(_("Warp engines damaged."))
3933 game.warpfac = randreal(6.0, 8.0)
3934 prout(_("Warp factor set to %d") % int(game.warpfac))
3935 power = 0.75*game.energy
3936 dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
3937 dist = max(dist, randreal(math.sqrt(2)))
3938 bugout = course(bearing=randreal(12), distance=dist) # How dumb!
3939 game.optime = bugout.time(game.warpfac)
3941 game.inorbit = False
3942 warp(bugout, involuntary=True)
3944 # This is bad news, we didn't leave quadrant.
3948 prout(_("Insufficient energy to leave quadrant."))
3951 # Repeat if another snova
3952 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3954 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
3955 finish(FWON) # Snova killed remaining enemy.
3958 "Let's do the time warp again."
3959 prout(_("***TIME WARP ENTERED."))
3960 if game.state.snap and withprob(0.5):
3962 prout(_("You are traveling backwards in time %d stardates.") %
3963 int(game.state.date-game.snapsht.date))
3964 game.state = game.snapsht
3965 game.state.snap = False
3966 if len(game.state.kcmdr):
3967 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
3968 schedule(FBATTAK, expran(0.3*game.intime))
3969 schedule(FSNOVA, expran(0.5*game.intime))
3970 # next snapshot will be sooner
3971 schedule(FSNAP, expran(0.25*game.state.remtime))
3973 if game.state.nscrem:
3974 schedule(FSCMOVE, 0.2777)
3978 game.battle.invalidate()
3979 # Make sure Galileo is consistant -- Snapshot may have been taken
3980 # when on planet, which would give us two Galileos!
3982 for l in range(game.inplan):
3983 if game.state.planets[l].known == "shuttle_down":
3985 if game.iscraft == "onship" and game.ship=='E':
3986 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
3987 game.iscraft = "offship"
3988 # Likewise, if in the original time the Galileo was abandoned, but
3989 # was on ship earlier, it would have vanished -- let's restore it.
3990 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
3991 prout(_("Chekov- \"Security reports the Galileo has reappeared in the dock!\""))
3992 game.iscraft = "onship"
3993 # There used to be code to do the actual reconstrction here,
3994 # but the starchart is now part of the snapshotted galaxy state.
3995 prout(_("Spock has reconstructed a correct star chart from memory"))
3997 # Go forward in time
3998 game.optime = -0.5*game.intime*math.log(randreal())
3999 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4000 # cheat to make sure no tractor beams occur during time warp
4001 postpone(FTBEAM, game.optime)
4002 game.damage[DRADIO] += game.optime
4004 events() # Stas Sergeev added this -- do pending events
4007 "Launch deep-space probe."
4008 # New code to launch a deep space probe
4009 if game.nprobes == 0:
4012 if game.ship == 'E':
4013 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4015 prout(_("Ye Faerie Queene has no deep space probes."))
4020 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4022 if is_scheduled(FDSPROB):
4025 if damaged(DRADIO) and game.condition != "docked":
4026 prout(_("Spock- \"Records show the previous probe has not yet"))
4027 prout(_(" reached its destination.\""))
4029 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4031 key = scanner.next()
4033 if game.nprobes == 1:
4034 prout(_("1 probe left."))
4036 prout(_("%d probes left") % game.nprobes)
4037 proutn(_("Are you sure you want to fire a probe? "))
4040 game.isarmed = False
4041 if key == "IHALPHA" and scanner.token == "armed":
4043 key = scanner.next()
4044 elif key == "IHEOL":
4045 proutn(_("Arm NOVAMAX warhead? "))
4047 elif key == "IHREAL": # first element of course
4048 scanner.push(scanner.token)
4050 game.probe = getcourse(isprobe=True)
4054 schedule(FDSPROB, 0.01) # Time to move one sector
4055 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4060 "Yell for help from nearest starbase."
4061 # There's more than one way to move in this game!
4063 # Test for conditions which prevent calling for help
4064 if game.condition == "docked":
4065 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4068 prout(_("Subspace radio damaged."))
4070 if not game.state.baseq:
4071 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4074 prout(_("You must be aboard the %s.") % crmshp())
4076 # OK -- call for help from nearest starbase
4079 # There's one in this quadrant
4080 ddist = (game.base - game.sector).distance()
4083 for ibq in game.state.baseq:
4084 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4087 # Since starbase not in quadrant, set up new quadrant
4090 # dematerialize starship
4091 game.quad[game.sector.i][game.sector.j]='.'
4092 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4093 % (game.quadrant, crmshp()))
4094 game.sector.invalidate()
4095 for m in range(1, 5+1):
4096 w = game.base.scatter()
4097 if w.valid_sector() and game.quad[w.i][w.j]=='.':
4098 # found one -- finish up
4101 if not game.sector.is_valid():
4102 prout(_("You have been lost in space..."))
4103 finish(FMATERIALIZE)
4105 # Give starbase three chances to rematerialize starship
4106 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4107 for m in range(1, 3+1):
4108 if m == 1: proutn(_("1st"))
4109 elif m == 2: proutn(_("2nd"))
4110 elif m == 3: proutn(_("3rd"))
4111 proutn(_(" attempt to re-materialize ") + crmshp())
4112 game.quad[ix][iy]=('-','o','O')[m-1]
4114 if randreal() > probf:
4117 curses.delay_output(500)
4119 game.quad[ix][iy]='?'
4122 setwnd(message_window)
4123 finish(FMATERIALIZE)
4125 game.quad[ix][iy]=game.ship
4126 prout(_("succeeds."))
4129 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4134 if game.condition=="docked":
4136 prout(_("You cannot abandon Ye Faerie Queene."))
4139 # Must take shuttle craft to exit
4140 if game.damage[DSHUTTL]==-1:
4141 prout(_("Ye Faerie Queene has no shuttle craft."))
4143 if game.damage[DSHUTTL]<0:
4144 prout(_("Shuttle craft now serving Big Macs."))
4146 if game.damage[DSHUTTL]>0:
4147 prout(_("Shuttle craft damaged."))
4150 prout(_("You must be aboard the ship."))
4152 if game.iscraft != "onship":
4153 prout(_("Shuttle craft not currently available."))
4155 # Emit abandon ship messages
4157 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4159 prouts(_("***ALL HANDS ABANDON SHIP!"))
4161 prout(_("Captain and crew escape in shuttle craft."))
4162 if not game.state.baseq:
4163 # Oops! no place to go...
4166 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4168 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4169 prout(_("Remainder of ship's complement beam down"))
4170 prout(_("to nearest habitable planet."))
4171 elif q.planet != None and not damaged(DTRANSP):
4172 prout(_("Remainder of ship's complement beam down to %s.") %
4175 prout(_("Entire crew of %d left to die in outer space.") %
4177 game.casual += game.state.crew
4178 game.abandoned += game.state.crew
4179 # If at least one base left, give 'em the Faerie Queene
4181 game.icrystl = False # crystals are lost
4182 game.nprobes = 0 # No probes
4183 prout(_("You are captured by Klingons and released to"))
4184 prout(_("the Federation in a prisoner-of-war exchange."))
4185 nb = randrange(len(game.state.baseq))
4186 # Set up quadrant and position FQ adjacient to base
4187 if not game.quadrant == game.state.baseq[nb]:
4188 game.quadrant = game.state.baseq[nb]
4189 game.sector.i = game.sector.j = 5
4192 # position next to base by trial and error
4193 game.quad[game.sector.i][game.sector.j] = '.'
4194 for l in range(QUADSIZE):
4195 game.sector = game.base.scatter()
4196 if game.sector.valid_sector() and \
4197 game.quad[game.sector.i][game.sector.j] == '.':
4200 break # found a spot
4201 game.sector.i=QUADSIZE/2
4202 game.sector.j=QUADSIZE/2
4204 # Get new commission
4205 game.quad[game.sector.i][game.sector.j] = game.ship = 'F'
4206 game.state.crew = FULLCREW
4207 prout(_("Starfleet puts you in command of another ship,"))
4208 prout(_("the Faerie Queene, which is antiquated but,"))
4209 prout(_("still useable."))
4211 prout(_("The dilithium crystals have been moved."))
4213 game.iscraft = "offship" # Galileo disappears
4215 game.condition="docked"
4216 for l in range(NDEVICES):
4217 game.damage[l] = 0.0
4218 game.damage[DSHUTTL] = -1
4219 game.energy = game.inenrg = 3000.0
4220 game.shield = game.inshld = 1250.0
4221 game.torps = game.intorps = 6
4222 game.lsupres=game.inlsr=3.0
4227 # Code from planets.c begins here.
4230 "Abort a lengthy operation if an event interrupts it."
4233 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
4238 "Report on (uninhabited) planets in the galaxy."
4242 prout(_("Spock- \"Planet report follows, Captain.\""))
4244 for i in range(game.inplan):
4245 if game.state.planets[i].pclass == "destroyed":
4247 if (game.state.planets[i].known != "unknown" \
4248 and not game.state.planets[i].inhabited) \
4251 if idebug and game.state.planets[i].known=="unknown":
4252 proutn("(Unknown) ")
4253 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4254 proutn(_(" class "))
4255 proutn(game.state.planets[i].pclass)
4257 if game.state.planets[i].crystals != present:
4259 prout(_("dilithium crystals present."))
4260 if game.state.planets[i].known=="shuttle_down":
4261 prout(_(" Shuttle Craft Galileo on surface."))
4263 prout(_("No information available."))
4266 "Enter standard orbit."
4270 prout(_("Already in standard orbit."))
4272 if damaged(DWARPEN) and damaged(DIMPULS):
4273 prout(_("Both warp and impulse engines damaged."))
4275 if not game.plnet.is_valid():
4276 prout("There is no planet in this sector.")
4278 if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4279 prout(crmshp() + _(" not adjacent to planet."))
4282 game.optime = randreal(0.02, 0.05)
4283 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4287 game.height = randreal(1400, 8600)
4288 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4293 "Examine planets in this quadrant."
4294 if damaged(DSRSENS):
4295 if game.options & OPTION_TTY:
4296 prout(_("Short range sensors damaged."))
4298 if game.iplnet == None:
4299 if game.options & OPTION_TTY:
4300 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4302 if game.iplnet.known == "unknown":
4303 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4305 prout(_(" Planet at Sector %s is of class %s.") %
4306 (game.plnet, game.iplnet.pclass))
4307 if game.iplnet.known=="shuttle_down":
4308 prout(_(" Sensors show Galileo still on surface."))
4309 proutn(_(" Readings indicate"))
4310 if game.iplnet.crystals != "present":
4312 prout(_(" dilithium crystals present.\""))
4313 if game.iplnet.known == "unknown":
4314 game.iplnet.known = "known"
4315 elif game.iplnet.inhabited:
4316 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4317 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4320 "Use the transporter."
4324 if damaged(DTRANSP):
4325 prout(_("Transporter damaged."))
4326 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4328 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4332 if not game.inorbit:
4333 prout(crmshp() + _(" not in standard orbit."))
4336 prout(_("Impossible to transport through shields."))
4338 if game.iplnet.known=="unknown":
4339 prout(_("Spock- \"Captain, we have no information on this planet"))
4340 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4341 prout(_(" you may not go down.\""))
4343 if not game.landed and game.iplnet.crystals=="absent":
4344 prout(_("Spock- \"Captain, I fail to see the logic in"))
4345 prout(_(" exploring a planet with no dilithium crystals."))
4346 proutn(_(" Are you sure this is wise?\" "))
4350 if not (game.options & OPTION_PLAIN):
4351 nrgneed = 50 * game.skill + game.height / 100.0
4352 if nrgneed > game.energy:
4353 prout(_("Engineering to bridge--"))
4354 prout(_(" Captain, we don't have enough energy for transportation."))
4356 if not game.landed and nrgneed * 2 > game.energy:
4357 prout(_("Engineering to bridge--"))
4358 prout(_(" Captain, we have enough energy only to transport you down to"))
4359 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4360 if game.iplnet.known == "shuttle_down":
4361 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4362 proutn(_(" Are you sure this is wise?\" "))
4367 # Coming from planet
4368 if game.iplnet.known=="shuttle_down":
4369 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4373 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4374 prout(_("Landing party assembled, ready to beam up."))
4376 prout(_("Kirk whips out communicator..."))
4377 prouts(_("BEEP BEEP BEEP"))
4379 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4382 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4384 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4386 prout(_("Kirk- \"Energize.\""))
4389 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4392 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4394 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4397 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4398 game.landed = not game.landed
4399 game.energy -= nrgneed
4401 prout(_("Transport complete."))
4402 if game.landed and game.iplnet.known=="shuttle_down":
4403 prout(_("The shuttle craft Galileo is here!"))
4404 if not game.landed and game.imine:
4411 "Strip-mine a world for dilithium."
4415 prout(_("Mining party not on planet."))
4417 if game.iplnet.crystals == "mined":
4418 prout(_("This planet has already been strip-mined for dilithium."))
4420 elif game.iplnet.crystals == "absent":
4421 prout(_("No dilithium crystals on this planet."))
4424 prout(_("You've already mined enough crystals for this trip."))
4426 if game.icrystl and game.cryprob == 0.05:
4427 prout(_("With all those fresh crystals aboard the ") + crmshp())
4428 prout(_("there's no reason to mine more at this time."))
4430 game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4433 prout(_("Mining operation complete."))
4434 game.iplnet.crystals = "mined"
4435 game.imine = game.ididit = True
4438 "Use dilithium crystals."
4442 if not game.icrystl:
4443 prout(_("No dilithium crystals available."))
4445 if game.energy >= 1000:
4446 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4447 prout(_(" except when Condition Yellow exists."))
4449 prout(_("Spock- \"Captain, I must warn you that loading"))
4450 prout(_(" raw dilithium crystals into the ship's power"))
4451 prout(_(" system may risk a severe explosion."))
4452 proutn(_(" Are you sure this is wise?\" "))
4457 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4458 prout(_(" Mr. Spock and I will try it.\""))
4460 prout(_("Spock- \"Crystals in place, Sir."))
4461 prout(_(" Ready to activate circuit.\""))
4463 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4465 if with(game.cryprob):
4466 prouts(_(" \"Activating now! - - No good! It's***"))
4468 prouts(_("***RED ALERT! RED A*L********************************"))
4471 prouts(_("****************** KA-BOOM!!!! *******************"))
4475 game.energy += randreal(5000.0, 5500.0)
4476 prouts(_(" \"Activating now! - - "))
4477 prout(_("The instruments"))
4478 prout(_(" are going crazy, but I think it's"))
4479 prout(_(" going to work!! Congratulations, Sir!\""))
4484 "Use shuttlecraft for planetary jaunt."
4487 if damaged(DSHUTTL):
4488 if game.damage[DSHUTTL] == -1.0:
4489 if game.inorbit and game.iplnet.known == "shuttle_down":
4490 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4492 prout(_("Ye Faerie Queene had no shuttle craft."))
4493 elif game.damage[DSHUTTL] > 0:
4494 prout(_("The Galileo is damaged."))
4495 else: # game.damage[DSHUTTL] < 0
4496 prout(_("Shuttle craft is now serving Big Macs."))
4498 if not game.inorbit:
4499 prout(crmshp() + _(" not in standard orbit."))
4501 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4502 prout(_("Shuttle craft not currently available."))
4504 if not game.landed and game.iplnet.known=="shuttle_down":
4505 prout(_("You will have to beam down to retrieve the shuttle craft."))
4507 if game.shldup or game.condition == "docked":
4508 prout(_("Shuttle craft cannot pass through shields."))
4510 if game.iplnet.known=="unknown":
4511 prout(_("Spock- \"Captain, we have no information on this planet"))
4512 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4513 prout(_(" you may not fly down.\""))
4515 game.optime = 3.0e-5*game.height
4516 if game.optime >= 0.8*game.state.remtime:
4517 prout(_("First Officer Spock- \"Captain, I compute that such"))
4518 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4519 int(100*game.optime/game.state.remtime))
4520 prout(_("remaining time."))
4521 proutn(_("Are you sure this is wise?\" "))
4527 if game.iscraft == "onship":
4529 if not damaged(DTRANSP):
4530 proutn(_("Spock- \"Would you rather use the transporter?\" "))
4534 proutn(_("Shuttle crew"))
4536 proutn(_("Rescue party"))
4537 prout(_(" boards Galileo and swoops toward planet surface."))
4538 game.iscraft = "offship"
4542 game.iplnet.known="shuttle_down"
4543 prout(_("Trip complete."))
4546 # Ready to go back to ship
4547 prout(_("You and your mining party board the"))
4548 prout(_("shuttle craft for the trip back to the Enterprise."))
4550 prouts(_("The short hop begins . . ."))
4552 game.iplnet.known="known"
4558 game.iscraft = "onship"
4564 prout(_("Trip complete."))
4567 # Kirk on ship and so is Galileo
4568 prout(_("Mining party assembles in the hangar deck,"))
4569 prout(_("ready to board the shuttle craft \"Galileo\"."))
4571 prouts(_("The hangar doors open; the trip begins."))
4574 game.iscraft = "offship"
4577 game.iplnet.known = "shuttle_down"
4580 prout(_("Trip complete."))
4584 "Use the big zapper."
4588 if game.ship != 'E':
4589 prout(_("Ye Faerie Queene has no death ray."))
4591 if len(game.enemies)==0:
4592 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
4595 prout(_("Death Ray is damaged."))
4597 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
4598 prout(_(" is highly unpredictible. Considering the alternatives,"))
4599 proutn(_(" are you sure this is wise?\" "))
4602 prout(_("Spock- \"Acknowledged.\""))
4605 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
4607 prout(_("Crew scrambles in emergency preparation."))
4608 prout(_("Spock and Scotty ready the death ray and"))
4609 prout(_("prepare to channel all ship's power to the device."))
4611 prout(_("Spock- \"Preparations complete, sir.\""))
4612 prout(_("Kirk- \"Engage!\""))
4614 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
4617 if game.options & OPTION_PLAIN:
4621 prouts(_("Sulu- \"Captain! It's working!\""))
4623 while len(game.enemies) > 0:
4624 deadkl(game.enemies[1].location, game.quad[game.enemies[1].location.i][game.enemies[1].location.j],game.enemies[1].location)
4625 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
4626 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
4628 if (game.options & OPTION_PLAIN) == 0:
4629 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
4631 prout(_(" is still operational.\""))
4633 prout(_(" has been rendered nonfunctional.\""))
4634 game.damage[DDRAY] = 39.95
4636 r = randreal() # Pick failure method
4638 prouts(_("Sulu- \"Captain! It's working!\""))
4640 prouts(_("***RED ALERT! RED ALERT!"))
4642 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
4644 prouts(_("***RED ALERT! RED A*L********************************"))
4647 prouts(_("****************** KA-BOOM!!!! *******************"))
4652 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
4654 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
4656 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
4657 prout(_(" have apparently been transformed into strange mutations."))
4658 prout(_(" Vulcans do not seem to be affected."))
4660 prout(_("Kirk- \"Raauch! Raauch!\""))
4665 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
4667 proutn(_("Spock- \"I believe the word is"))
4668 prouts(_(" *ASTONISHING*"))
4669 prout(_(" Mr. Sulu."))
4670 for i in range(QUADSIZE):
4671 for j in range(QUADSIZE):
4672 if game.quad[i][j] == '.':
4673 game.quad[i][j] = '?'
4674 prout(_(" Captain, our quadrant is now infested with"))
4675 prouts(_(" - - - - - - *THINGS*."))
4677 prout(_(" I have no logical explanation.\""))
4679 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
4681 prout(_("Scotty- \"There are so many tribbles down here"))
4682 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
4686 # Code from reports.c begins here
4688 def attackreport(curt):
4689 "eport status of bases under attack."
4691 if is_scheduled(FCDBAS):
4692 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
4693 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
4694 elif game.isatb == 1:
4695 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
4696 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
4698 prout(_("No Starbase is currently under attack."))
4700 if is_scheduled(FCDBAS):
4701 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
4703 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
4707 # report on general game status
4709 s1 = "" and game.thawed and _("thawed ")
4710 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
4711 s3 = (None, _("novice"). _("fair"),
4712 _("good"), _("expert"), _("emeritus"))[game.skill]
4713 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
4714 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
4715 prout(_("No plaque is allowed."))
4717 prout(_("This is tournament game %d.") % game.tourn)
4718 prout(_("Your secret password is \"%s\"") % game.passwd)
4719 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)),
4720 (game.inkling + game.incom + game.inscom)))
4721 if game.incom - len(game.state.kcmdr):
4722 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
4723 elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
4724 prout(_(", but no Commanders."))
4727 if game.skill > SKILL_FAIR:
4728 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
4729 if len(game.state.baseq) != game.inbase:
4731 if game.inbase-len(game.state.baseq)==1:
4732 proutn(_("has been 1 base"))
4734 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
4735 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
4737 prout(_("There are %d bases.") % game.inbase)
4738 if communicating() or game.iseenit:
4739 # Don't report this if not seen and
4740 # either the radio is dead or not at base!
4744 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
4746 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
4747 if game.ship == 'E':
4748 proutn(_("You have "))
4750 proutn("%d" % (game.nprobes))
4753 proutn(_(" deep space probe"))
4757 if communicating() and is_scheduled(FDSPROB):
4759 proutn(_("An armed deep space probe is in "))
4761 proutn(_("A deep space probe is in "))
4762 prout("Quadrant %s." % game.probec)
4764 if game.cryprob <= .05:
4765 prout(_("Dilithium crystals aboard ship... not yet used."))
4769 while game.cryprob > ai:
4772 prout(_("Dilithium crystals have been used %d time%s.") % \
4773 (i, (_("s"), "")[i==1]))
4777 "Long-range sensor scan."
4778 if damaged(DLRSENS):
4779 # Now allow base's sensors if docked
4780 if game.condition != "docked":
4782 prout(_("LONG-RANGE SENSORS DAMAGED."))
4785 prout(_("Starbase's long-range scan"))
4787 prout(_("Long-range scan"))
4788 for x in range(game.quadrant.i-1, game.quadrant.i+2):
4791 for y in range(game.quadrant.j-1, game.quadrant.j+2):
4792 if not coord(x, y).valid_quadrant():
4796 if not damaged(DRADIO):
4797 game.state.galaxy[x][y].charted = True
4798 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
4799 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
4800 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
4801 if not silent and game.state.galaxy[x][y].supernova:
4804 proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
4811 for i in range(NDEVICES):
4814 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
4815 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
4817 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
4818 game.damage[i]+0.05,
4819 game.docfac*game.damage[i]+0.005))
4821 prout(_("All devices functional."))
4824 "Update the chart in the Enterprise's computer from galaxy data."
4825 game.lastchart = game.state.date
4826 for i in range(GALSIZE):
4827 for j in range(GALSIZE):
4828 if game.state.galaxy[i][j].charted:
4829 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
4830 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
4831 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
4834 "Display the star chart."
4836 if (game.options & OPTION_AUTOSCAN):
4838 if not damaged(DRADIO):
4840 if game.lastchart < game.state.date and game.condition == "docked":
4841 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
4843 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
4844 if game.state.date > game.lastchart:
4845 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
4846 prout(" 1 2 3 4 5 6 7 8")
4847 for i in range(GALSIZE):
4848 proutn("%d |" % (i+1))
4849 for j in range(GALSIZE):
4850 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
4854 if game.state.galaxy[i][j].supernova:
4856 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
4858 elif game.state.galaxy[i][j].charted:
4859 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
4863 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
4871 def sectscan(goodScan, i, j):
4872 "Light up an individual dot in a sector."
4873 if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
4874 proutn("%c " % game.quad[i][j])
4879 "Emit status report lines"
4880 if not req or req == 1:
4881 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
4882 % (game.state.date, game.state.remtime))
4883 if not req or req == 2:
4884 if game.condition != "docked":
4886 prstat(_("Condition"), _("%s, %i DAMAGES") % \
4887 (game.condition.upper(), sum(map(lambda x: x > 0, game.damage))))
4888 if not req or req == 3:
4889 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
4890 if not req or req == 4:
4891 if damaged(DLIFSUP):
4892 if game.condition == "docked":
4893 s = _("DAMAGED, Base provides")
4895 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
4898 prstat(_("Life Support"), s)
4899 if not req or req == 5:
4900 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
4901 if not req or req == 6:
4903 if game.icrystl and (game.options & OPTION_SHOWME):
4904 extra = _(" (have crystals)")
4905 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
4906 if not req or req == 7:
4907 prstat(_("Torpedoes"), "%d" % (game.torps))
4908 if not req or req == 8:
4909 if damaged(DSHIELD):
4915 data = _(" %d%% %.1f units") \
4916 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
4917 prstat(_("Shields"), s+data)
4918 if not req or req == 9:
4919 prstat(_("Klingons Left"), "%d" \
4920 % (game.state.remkl+len(game.state.kcmdr)+game.state.nscrem))
4921 if not req or req == 10:
4922 if game.options & OPTION_WORLDS:
4923 plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
4924 if plnet and plnet.inhabited:
4925 prstat(_("Major system"), plnet.name)
4927 prout(_("Sector is uninhabited"))
4928 elif not req or req == 11:
4929 attackreport(not req)
4932 "Request specified status data, a historical relic from slow TTYs."
4933 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
4934 while scanner.next() == "IHEOL":
4935 proutn(_("Information desired? "))
4937 if scanner.token in requests:
4938 status(requests.index(scanner.token))
4940 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
4941 prout((" date, condition, position, lsupport, warpfactor,"))
4942 prout((" energy, torpedoes, shields, klingons, system, time."))
4947 if damaged(DSRSENS):
4948 # Allow base's sensors if docked
4949 if game.condition != "docked":
4950 prout(_(" S.R. SENSORS DAMAGED!"))
4953 prout(_(" [Using Base's sensors]"))
4955 prout(_(" Short-range scan"))
4956 if goodScan and not damaged(DRADIO):
4957 game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
4958 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
4959 game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
4960 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
4961 prout(" 1 2 3 4 5 6 7 8 9 10")
4962 if game.condition != "docked":
4964 for i in range(QUADSIZE):
4965 proutn("%2d " % (i+1))
4966 for j in range(QUADSIZE):
4967 sectscan(goodScan, i, j)
4971 "Use computer to get estimated time of arrival for a warp jump."
4972 w1 = coord(); w2 = coord()
4974 if damaged(DCOMPTR):
4975 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
4978 if scanner.next() != "IHREAL":
4981 proutn(_("Destination quadrant and/or sector? "))
4982 if scanner.next()!="IHREAL":
4985 w1.j = int(scanner.real-0.5)
4986 if scanner.next() != "IHREAL":
4989 w1.i = int(scanner.real-0.5)
4990 if scanner.next() == "IHREAL":
4991 w2.j = int(scanner.real-0.5)
4992 if scanner.next() != "IHREAL":
4995 w2.i = int(scanner.real-0.5)
4997 if game.quadrant.j>w1.i:
5001 if game.quadrant.i>w1.j:
5005 if not w1.valid_quadrant() or not w2.valid_sector():
5008 dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
5009 (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
5012 prout(_("Answer \"no\" if you don't know the value:"))
5015 proutn(_("Time or arrival date? "))
5016 if scanner.next()=="IHREAL":
5017 ttime = scanner.real
5018 if ttime > game.state.date:
5019 ttime -= game.state.date # Actually a star date
5020 twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
5021 if ttime <= 1e-10 or twarp > 10:
5022 prout(_("We'll never make it, sir."))
5029 proutn(_("Warp factor? "))
5030 if scanner.next()== "IHREAL":
5032 twarp = scanner.real
5033 if twarp<1.0 or twarp > 10.0:
5037 prout(_("Captain, certainly you can give me one of these."))
5040 ttime = (10.0*dist)/twarp**2
5041 tpower = dist*twarp*twarp*twarp*(game.shldup+1)
5042 if tpower >= game.energy:
5043 prout(_("Insufficient energy, sir."))
5044 if not game.shldup or tpower > game.energy*2.0:
5047 proutn(_("New warp factor to try? "))
5048 if scanner.next() == "IHREAL":
5050 twarp = scanner.real
5051 if twarp<1.0 or twarp > 10.0:
5059 prout(_("But if you lower your shields,"))
5060 proutn(_("remaining"))
5063 proutn(_("Remaining"))
5064 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5066 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5068 prout(_("Any warp speed is adequate."))
5070 prout(_("Minimum warp needed is %.2f,") % (twarp))
5071 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5072 if game.state.remtime < ttime:
5073 prout(_("Unfortunately, the Federation will be destroyed by then."))
5075 prout(_("You'll be taking risks at that speed, Captain"))
5076 if (game.isatb==1 and game.state.kscmdr == w1 and \
5077 scheduled(FSCDBAS)< ttime+game.state.date) or \
5078 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5079 prout(_("The starbase there will be destroyed by then."))
5080 proutn(_("New warp factor to try? "))
5081 if scanner.next() == "IHREAL":
5083 twarp = scanner.real
5084 if twarp<1.0 or twarp > 10.0:
5092 # Code from setup.c begins here
5095 "Issue a historically correct banner."
5097 prout(_("-SUPER- STAR TREK"))
5099 # From the FORTRAN original
5100 # prout(_("Latest update-21 Sept 78"))
5106 scanner.push("emsave.trk")
5107 key = scanner.next()
5109 proutn(_("File name: "))
5110 key = scanner.next()
5111 if key != "IHALPHA":
5115 if '.' not in scanner.token:
5116 scanner.token += ".trk"
5118 fp = open(scanner.token, "wb")
5120 prout(_("Can't freeze game as file %s") % scanner.token)
5122 cPickle.dump(game, fp)
5126 "Retrieve saved game."
5127 game.passwd[0] = '\0'
5128 key = scanner.next()
5130 proutn(_("File name: "))
5131 key = scanner.next()
5132 if key != "IHALPHA":
5136 if '.' not in scanner.token:
5137 scanner.token += ".trk"
5139 fp = open(scanner.token, "rb")
5141 prout(_("Can't thaw game in %s") % scanner.token)
5143 game = cPickle.load(fp)
5147 # I used <http://www.memory-alpha.org> to find planets
5148 # with references in ST:TOS. Eath and the Alpha Centauri
5149 # Colony have been omitted.
5151 # Some planets marked Class G and P here will be displayed as class M
5152 # because of the way planets are generated. This is a known bug.
5155 _("Andoria (Fesoan)"), # several episodes
5156 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5157 _("Vulcan (T'Khasi)"), # many episodes
5158 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5159 _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5160 _("Ardana"), # TOS: "The Cloud Minders"
5161 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5162 _("Gideon"), # TOS: "The Mark of Gideon"
5163 _("Aldebaran III"), # TOS: "The Deadly Years"
5164 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5165 _("Altair IV"), # TOS: "Amok Time
5166 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5167 _("Benecia"), # TOS: "The Conscience of the King"
5168 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5169 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5170 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5171 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5172 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5173 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5174 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5175 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5176 _("Ingraham B"), # TOS: "Operation: Annihilate"
5177 _("Janus IV"), # TOS: "The Devil in the Dark"
5178 _("Makus III"), # TOS: "The Galileo Seven"
5179 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5180 _("Omega IV"), # TOS: "The Omega Glory"
5181 _("Regulus V"), # TOS: "Amok Time
5182 _("Deneva"), # TOS: "Operation -- Annihilate!"
5183 # Worlds from BSD Trek
5184 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5185 _("Beta III"), # TOS: "The Return of the Archons"
5186 _("Triacus"), # TOS: "And the Children Shall Lead",
5187 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5189 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5190 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5191 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5192 # _("Izar"), # TOS: "Whom Gods Destroy"
5193 # _("Tiburon"), # TOS: "The Way to Eden"
5194 # _("Merak II"), # TOS: "The Cloud Minders"
5195 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5196 # _("Iotia"), # TOS: "A Piece of the Action"
5200 _("S. R. Sensors"), \
5201 _("L. R. Sensors"), \
5203 _("Photon Tubes"), \
5204 _("Life Support"), \
5205 _("Warp Engines"), \
5206 _("Impulse Engines"), \
5208 _("Subspace Radio"), \
5209 _("Shuttle Craft"), \
5211 _("Navigation System"), \
5213 _("Shield Control"), \
5219 "Prepare to play, set up cosmos."
5221 # Decide how many of everything
5223 return # frozen game
5224 # Prepare the Enterprise
5225 game.alldone = game.gamewon = game.shldchg = game.shldup = False
5227 game.state.crew = FULLCREW
5228 game.energy = game.inenrg = 5000.0
5229 game.shield = game.inshld = 2500.0
5232 game.quadrant = randplace(GALSIZE)
5233 game.sector = randplace(QUADSIZE)
5234 game.torps = game.intorps = 10
5235 game.nprobes = randrange(2, 5)
5237 for i in range(NDEVICES):
5238 game.damage[i] = 0.0
5239 # Set up assorted game parameters
5240 game.battle = coord()
5241 game.state.date = game.indate = 100.0 * randreal(20, 51)
5242 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5243 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5244 game.isatb = game.state.nplankl = 0
5245 game.state.starkl = game.state.basekl = 0
5246 game.iscraft = "onship"
5250 # Starchart is functional but we've never seen it
5251 game.lastchart = FOREVER
5252 # Put stars in the galaxy
5254 for i in range(GALSIZE):
5255 for j in range(GALSIZE):
5256 k = randrange(1, QUADSIZE**2/10+1)
5258 game.state.galaxy[i][j].stars = k
5259 # Locate star bases in galaxy
5260 for i in range(game.inbase):
5263 w = randplace(GALSIZE)
5264 if not game.state.galaxy[w.i][w.j].starbase:
5267 # C version: for (j = i-1; j > 0; j--)
5268 # so it did them in the opposite order.
5269 for j in range(1, i):
5270 # Improved placement algorithm to spread out bases
5271 distq = (w - game.state.baseq[j]).distance()
5272 if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
5275 prout("=== Abandoning base #%d at %s" % (i, w))
5277 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5279 prout("=== Saving base #%d, close to #%d" % (i, j))
5282 game.state.baseq.append(w)
5283 game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5284 # Position ordinary Klingon Battle Cruisers
5286 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5287 if klumper > MAXKLQUAD:
5291 klump = (1.0 - r*r)*klumper
5296 w = randplace(GALSIZE)
5297 if not game.state.galaxy[w.i][w.j].supernova and \
5298 game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5300 game.state.galaxy[w.i][w.j].klingons += int(klump)
5303 # Position Klingon Commander Ships
5304 for i in range(game.incom):
5306 w = randplace(GALSIZE)
5307 if not welcoming(w) or w in game.state.kcmdr:
5309 if (game.state.galaxy[w.i][w.j].klingons or withprob(0.25)):
5311 game.state.galaxy[w.i][w.j].klingons += 1
5312 game.state.kcmdr.append(w)
5313 # Locate planets in galaxy
5314 for i in range(game.inplan):
5316 w = randplace(GALSIZE)
5317 if game.state.galaxy[w.i][w.j].planet == None:
5321 new.crystals = "absent"
5322 if (game.options & OPTION_WORLDS) and i < NINHAB:
5323 new.pclass = "M" # All inhabited planets are class M
5324 new.crystals = "absent"
5326 new.name = systnames[i]
5327 new.inhabited = True
5329 new.pclass = ("M", "N", "O")[randrange(0, 3)]
5331 new.crystals = "present"
5332 new.known = "unknown"
5333 new.inhabited = False
5334 game.state.galaxy[w.i][w.j].planet = new
5335 game.state.planets.append(new)
5337 for i in range(game.state.nromrem):
5338 w = randplace(GALSIZE)
5339 game.state.galaxy[w.i][w.j].romulans += 1
5340 # Place the Super-Commander if needed
5341 if game.state.nscrem > 0:
5343 w = randplace(GALSIZE)
5346 game.state.kscmdr = w
5347 game.state.galaxy[w.i][w.j].klingons += 1
5348 # Initialize times for extraneous events
5349 schedule(FSNOVA, expran(0.5 * game.intime))
5350 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5351 schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
5352 schedule(FBATTAK, expran(0.3*game.intime))
5354 if game.state.nscrem:
5355 schedule(FSCMOVE, 0.2777)
5360 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5361 schedule(FDISTR, expran(1.0 + game.intime))
5366 # Place thing (in tournament game, we don't want one!)
5367 # New in SST2K: never place the Thing near a starbase.
5368 # This makes sense and avoids a special case in the old code.
5370 if game.tourn is None:
5372 thing = randplace(GALSIZE)
5373 if thing not in game.state.baseq:
5376 game.state.snap = False
5377 if game.skill == SKILL_NOVICE:
5378 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5379 prout(_("a deadly Klingon invasion force. As captain of the United"))
5380 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5381 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5382 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5383 prout(_("your mission. As you proceed you may be given more time."))
5385 prout(_("You will have %d supporting starbases.") % (game.inbase))
5386 proutn(_("Starbase locations- "))
5388 prout(_("Stardate %d.") % int(game.state.date))
5390 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5391 prout(_("An unknown number of Romulans."))
5392 if game.state.nscrem:
5393 prout(_("And one (GULP) Super-Commander."))
5394 prout(_("%d stardates.") % int(game.intime))
5395 proutn(_("%d starbases in ") % game.inbase)
5396 for i in range(game.inbase):
5397 proutn(`game.state.baseq[i]`)
5400 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5401 proutn(_(" Sector %s") % game.sector)
5403 prout(_("Good Luck!"))
5404 if game.state.nscrem:
5405 prout(_(" YOU'LL NEED IT."))
5408 if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
5410 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5411 attack(torps_ok=False)
5414 "Choose your game type."
5419 game.skill = SKILL_NONE
5421 if not scanner.inqueue: # Can start with command line options
5422 proutn(_("Would you like a regular, tournament, or saved game? "))
5424 if scanner.sees("tournament"):
5425 while scanner.next() == "IHEOL":
5426 proutn(_("Type in tournament number-"))
5427 if scanner.real == 0:
5429 continue # We don't want a blank entry
5430 game.tourn = int(round(scanner.real))
5431 random.seed(scanner.real)
5433 logfp.write("# random.seed(%d)\n" % scanner.real)
5435 if scanner.sees("saved") or scanner.sees("frozen"):
5439 if game.passwd == None:
5441 if not game.alldone:
5442 game.thawed = True # No plaque if not finished
5446 if scanner.sees("regular"):
5448 proutn(_("What is \"%s\"?") % scanner.token)
5450 while game.length==0 or game.skill==SKILL_NONE:
5451 if scanner.next() == "IHALPHA":
5452 if scanner.sees("short"):
5454 elif scanner.sees("medium"):
5456 elif scanner.sees("long"):
5458 elif scanner.sees("novice"):
5459 game.skill = SKILL_NOVICE
5460 elif scanner.sees("fair"):
5461 game.skill = SKILL_FAIR
5462 elif scanner.sees("good"):
5463 game.skill = SKILL_GOOD
5464 elif scanner.sees("expert"):
5465 game.skill = SKILL_EXPERT
5466 elif scanner.sees("emeritus"):
5467 game.skill = SKILL_EMERITUS
5469 proutn(_("What is \""))
5470 proutn(scanner.token)
5475 proutn(_("Would you like a Short, Medium, or Long game? "))
5476 elif game.skill == SKILL_NONE:
5477 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
5478 # Choose game options -- added by ESR for SST2K
5479 if scanner.next() != "IHALPHA":
5481 proutn(_("Choose your game style (or just press enter): "))
5483 if scanner.sees("plain"):
5484 # Approximates the UT FORTRAN version.
5485 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5486 game.options |= OPTION_PLAIN
5487 elif scanner.sees("almy"):
5488 # Approximates Tom Almy's version.
5489 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5490 game.options |= OPTION_ALMY
5491 elif scanner.sees("fancy") or scanner.sees("\n"):
5493 elif len(scanner.token):
5494 proutn(_("What is \"%s\"?") % scanner.token)
5496 if game.passwd == "debug":
5498 prout("=== Debug mode enabled.")
5499 # Use parameters to generate initial values of things
5500 game.damfac = 0.5 * game.skill
5501 game.inbase = randrange(BASEMIN, BASEMAX+1)
5503 if game.options & OPTION_PLANETS:
5504 game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
5505 if game.options & OPTION_WORLDS:
5506 game.inplan += int(NINHAB)
5507 game.state.nromrem = game.inrom = randrange(2 *game.skill)
5508 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
5509 game.state.remtime = 7.0 * game.length
5510 game.intime = game.state.remtime
5511 game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
5512 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
5513 game.state.remres = (game.inkling+4*game.incom)*game.intime
5514 game.inresor = game.state.remres
5515 if game.inkling > 50:
5516 game.state.inbase += 1
5519 def dropin(iquad=None):
5520 "Drop a feature on a random dot in the current quadrant."
5522 w = randplace(QUADSIZE)
5523 if game.quad[w.i][w.j] == '.':
5525 if iquad is not None:
5526 game.quad[w.i][w.j] = iquad
5530 "Update our alert status."
5531 game.condition = "green"
5532 if game.energy < 1000.0:
5533 game.condition = "yellow"
5534 if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
5535 game.condition = "red"
5537 game.condition="dead"
5540 "Drop new Klingon into current quadrant."
5541 return enemy('K', loc=dropin(), power=randreal(300,450)+25.0*game.skill)
5544 "Set up a new state of quadrant, for when we enter or re-enter it."
5547 game.neutz = game.inorbit = game.landed = False
5548 game.ientesc = game.iseenit = False
5549 # Create a blank quadrant
5550 game.quad = fill2d(QUADSIZE, lambda i, j: '.')
5552 # Attempt to escape Super-commander, so tbeam back!
5555 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
5556 # cope with supernova
5559 game.klhere = q.klingons
5560 game.irhere = q.romulans
5562 game.quad[game.sector.i][game.sector.j] = game.ship
5565 # Position ordinary Klingons
5566 for i in range(game.klhere):
5568 # If we need a commander, promote a Klingon
5569 for cmdr in game.state.kcmdr:
5570 if cmdr == game.quadrant:
5571 e = game.enemies[game.klhere-1]
5572 game.quad[e.location.i][e.location.j] = 'C'
5573 e.power = randreal(950,1350) + 50.0*game.skill
5575 # If we need a super-commander, promote a Klingon
5576 if game.quadrant == game.state.kscmdr:
5578 game.quad[e.location.i][e.location.j] = 'S'
5579 e.power = randreal(1175.0, 1575.0) + 125.0*game.skill
5580 game.iscate = (game.state.remkl > 1)
5581 # Put in Romulans if needed
5582 for i in range(q.romulans):
5583 enemy('R', loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
5584 # If quadrant needs a starbase, put it in
5586 game.base = dropin('B')
5587 # If quadrant needs a planet, put it in
5589 game.iplnet = q.planet
5590 if not q.planet.inhabited:
5591 game.plnet = dropin('P')
5593 game.plnet = dropin('@')
5594 # Check for condition
5597 if game.irhere > 0 and game.klhere == 0:
5599 if not damaged(DRADIO):
5601 prout(_("LT. Uhura- \"Captain, an urgent message."))
5602 prout(_(" I'll put it on audio.\" CLICK"))
5604 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
5605 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
5606 # Put in THING if needed
5607 if thing == game.quadrant:
5608 enemy(type='?', loc=dropin(),
5609 power=randreal(6000,6500.0)+250.0*game.skill)
5610 if not damaged(DSRSENS):
5612 prout(_("Mr. Spock- \"Captain, this is most unusual."))
5613 prout(_(" Please examine your short-range scan.\""))
5614 # Decide if quadrant needs a Tholian; lighten up if skill is low
5615 if game.options & OPTION_THOLIAN:
5616 if (game.skill < SKILL_GOOD and withprob(0.02)) or \
5617 (game.skill == SKILL_GOOD and withprob(0.05)) or \
5618 (game.skill > SKILL_GOOD and withprob(0.08)):
5621 w.i = withprob(0.5) * (QUADSIZE-1)
5622 w.j = withprob(0.5) * (QUADSIZE-1)
5623 if game.quad[w.i][w.j] == '.':
5625 game.tholian = enemy(type='T', loc=w,
5626 power=randrange(100, 500) + 25.0*game.skill)
5627 # Reserve unoccupied corners
5628 if game.quad[0][0]=='.':
5629 game.quad[0][0] = 'X'
5630 if game.quad[0][QUADSIZE-1]=='.':
5631 game.quad[0][QUADSIZE-1] = 'X'
5632 if game.quad[QUADSIZE-1][0]=='.':
5633 game.quad[QUADSIZE-1][0] = 'X'
5634 if game.quad[QUADSIZE-1][QUADSIZE-1]=='.':
5635 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
5636 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
5637 # And finally the stars
5638 for i in range(q.stars):
5640 # Put in a few black holes
5641 for i in range(1, 3+1):
5644 # Take out X's in corners if Tholian present
5646 if game.quad[0][0]=='X':
5647 game.quad[0][0] = '.'
5648 if game.quad[0][QUADSIZE-1]=='X':
5649 game.quad[0][QUADSIZE-1] = '.'
5650 if game.quad[QUADSIZE-1][0]=='X':
5651 game.quad[QUADSIZE-1][0] = '.'
5652 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
5653 game.quad[QUADSIZE-1][QUADSIZE-1] = '.'
5656 "Set the self-destruct password."
5657 if game.options & OPTION_PLAIN:
5660 proutn(_("Please type in a secret password- "))
5662 game.passwd = scanner.token
5663 if game.passwd != None:
5668 game.passwd += chr(ord('a')+randrange(26))
5670 # Code from sst.c begins here
5673 "SRSCAN": OPTION_TTY,
5674 "STATUS": OPTION_TTY,
5675 "REQUEST": OPTION_TTY,
5676 "LRSCAN": OPTION_TTY,
5689 "SENSORS": OPTION_PLANETS,
5690 "ORBIT": OPTION_PLANETS,
5691 "TRANSPORT": OPTION_PLANETS,
5692 "MINE": OPTION_PLANETS,
5693 "CRYSTALS": OPTION_PLANETS,
5694 "SHUTTLE": OPTION_PLANETS,
5695 "PLANETS": OPTION_PLANETS,
5700 "PROBE": OPTION_PROBE,
5702 "FREEZE": 0, # Synonym for SAVE
5708 "SOS": 0, # Synonym for MAYDAY
5709 "CALL": 0, # Synonym for MAYDAY
5715 "Generate a list of legal commands."
5716 prout(_("LEGAL COMMANDS ARE:"))
5718 for key in commands:
5719 if not commands[key] or (commands[key] & game.options):
5720 proutn("%-12s " % key)
5722 if emitted % 5 == 4:
5727 "Browse on-line help."
5728 key = scanner.next()
5731 setwnd(prompt_window)
5732 proutn(_("Help on what command? "))
5733 key = scanner.next()
5734 setwnd(message_window)
5737 if scanner.token in commands or scanner.token == "ABBREV":
5744 cmd = scanner.token.upper()
5746 fp = open(SSTDOC, "r")
5749 fp = open(DOC_NAME, "r")
5751 prout(_("Spock- \"Captain, that information is missing from the"))
5752 proutn(_(" computer. You need to find "))
5754 prout(_(" and put it in the"))
5755 proutn(_(" current directory or to "))
5758 # This used to continue: "You need to find SST.DOC and put
5759 # it in the current directory."
5762 linebuf = fp.readline()
5764 prout(_("Spock- \"Captain, there is no information on that command.\""))
5767 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
5768 linebuf = linebuf[3:].strip()
5772 prout(_("Spock- \"Captain, I've found the following information:\""))
5774 while linebuf in fp:
5775 if "******" in linebuf:
5781 "Command-interpretation loop."
5783 setwnd(message_window)
5784 while True: # command loop
5786 while True: # get a command
5791 setwnd(prompt_window)
5794 if scanner.next() == "IHEOL":
5795 if game.options & OPTION_CURSES:
5798 elif scanner.token == "":
5802 setwnd(message_window)
5804 candidates = filter(lambda x: x.startswith(scanner.token.upper()),
5806 if len(candidates) == 1:
5809 elif candidates and not (game.options & OPTION_PLAIN):
5810 prout("Commands with prefix '%s': %s" % (scanner.token, " ".join(candidates)))
5814 if cmd == "SRSCAN": # srscan
5816 elif cmd == "STATUS": # status
5818 elif cmd == "REQUEST": # status request
5820 elif cmd == "LRSCAN": # long range scan
5821 lrscan(silent=False)
5822 elif cmd == "PHASERS": # phasers
5826 elif cmd == "TORPEDO": # photon torpedos
5830 elif cmd == "MOVE": # move under warp
5831 warp(course=None, involuntary=False)
5832 elif cmd == "SHIELDS": # shields
5833 doshield(shraise=False)
5836 game.shldchg = False
5837 elif cmd == "DOCK": # dock at starbase
5840 attack(torps_ok=False)
5841 elif cmd == "DAMAGES": # damage reports
5843 elif cmd == "CHART": # chart
5845 elif cmd == "IMPULSE": # impulse
5847 elif cmd == "REST": # rest
5851 elif cmd == "WARP": # warp
5853 elif cmd == "SCORE": # score
5855 elif cmd == "SENSORS": # sensors
5857 elif cmd == "ORBIT": # orbit
5861 elif cmd == "TRANSPORT": # transport "beam"
5863 elif cmd == "MINE": # mine
5867 elif cmd == "CRYSTALS": # crystals
5871 elif cmd == "SHUTTLE": # shuttle
5875 elif cmd == "PLANETS": # Planet list
5877 elif cmd == "REPORT": # Game Report
5879 elif cmd == "COMPUTER": # use COMPUTER!
5881 elif cmd == "COMMANDS":
5883 elif cmd == "EMEXIT": # Emergency exit
5884 clrscr() # Hide screen
5885 freeze(True) # forced save
5886 raise SysExit,1 # And quick exit
5887 elif cmd == "PROBE":
5888 probe() # Launch probe
5891 elif cmd == "ABANDON": # Abandon Ship
5893 elif cmd == "DESTRUCT": # Self Destruct
5895 elif cmd == "SAVE": # Save Game
5898 if game.skill > SKILL_GOOD:
5899 prout(_("WARNING--Saved games produce no plaques!"))
5900 elif cmd == "DEATHRAY": # Try a desparation measure
5904 elif cmd == "DEBUGCMD": # What do we want for debug???
5906 elif cmd == "MAYDAY": # Call for help
5911 game.alldone = True # quit the game
5916 break # Game has ended
5917 if game.optime != 0.0:
5920 break # Events did us in
5921 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
5924 if hitme and not game.justin:
5925 attack(torps_ok=True)
5928 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
5939 "Emit the name of an enemy or feature."
5940 if type == 'R': s = _("Romulan")
5941 elif type == 'K': s = _("Klingon")
5942 elif type == 'C': s = _("Commander")
5943 elif type == 'S': s = _("Super-commander")
5944 elif type == '*': s = _("Star")
5945 elif type == 'P': s = _("Planet")
5946 elif type == 'B': s = _("Starbase")
5947 elif type == ' ': s = _("Black hole")
5948 elif type == 'T': s = _("Tholian")
5949 elif type == '#': s = _("Tholian web")
5950 elif type == '?': s = _("Stranger")
5951 elif type == '@': s = _("Inhabited World")
5952 else: s = "Unknown??"
5955 def crmena(stars, enemy, loctype, w):
5956 "Emit the name of an enemy and his location."
5960 buf += cramen(enemy) + _(" at ")
5961 if loctype == "quadrant":
5962 buf += _("Quadrant ")
5963 elif loctype == "sector":
5968 "Emit our ship name."
5969 return{'E':_("Enterprise"),'F':_("Faerie Queene")}.get(game.ship,"Ship???")
5972 "Emit a line of stars"
5973 prouts("******************************************************")
5977 return -avrage*math.log(1e-7 + randreal())
5979 def randplace(size):
5980 "Choose a random location."
5982 w.i = randrange(size)
5983 w.j = randrange(size)
5993 # Get a token from the user
5996 # Fill the token quue if nothing here
5997 while not self.inqueue:
5999 if curwnd==prompt_window:
6001 setwnd(message_window)
6008 self.inqueue = line.lstrip().split() + ["\n"]
6009 # From here on in it's all looking at the queue
6010 self.token = self.inqueue.pop(0)
6011 if self.token == "\n":
6015 self.real = float(self.token)
6016 self.type = "IHREAL"
6021 self.token = self.token.lower()
6022 self.type = "IHALPHA"
6025 def append(self, tok):
6026 self.inqueue.append(tok)
6027 def push(self, tok):
6028 self.inqueue.insert(0, tok)
6032 # Demand input for next scan
6034 self.real = self.token = None
6036 # compares s to item and returns true if it matches to the length of s
6037 return s.startswith(self.token)
6039 # Round token value to nearest integer
6040 return int(round(scanner.real))
6044 if scanner.type != "IHREAL":
6047 s.i = scanner.int()-1
6049 if scanner.type != "IHREAL":
6052 s.j = scanner.int()-1
6055 return "<sstcanner: token=%s, type=%s, queue=%s>" % (scanner.token, scanner.type, scanner.inqueue)
6058 "Yes-or-no confirmation."
6062 if scanner.token == 'y':
6064 if scanner.token == 'n':
6067 proutn(_("Please answer with \"y\" or \"n\": "))
6070 "Complain about unparseable input."
6073 prout(_("Beg your pardon, Captain?"))
6076 "Access to the internals for debugging."
6077 proutn("Reset levels? ")
6079 if game.energy < game.inenrg:
6080 game.energy = game.inenrg
6081 game.shield = game.inshld
6082 game.torps = game.intorps
6083 game.lsupres = game.inlsr
6084 proutn("Reset damage? ")
6086 for i in range(NDEVICES):
6087 if game.damage[i] > 0.0:
6088 game.damage[i] = 0.0
6089 proutn("Toggle debug flag? ")
6093 prout("Debug output ON")
6095 prout("Debug output OFF")
6096 proutn("Cause selective damage? ")
6098 for i in range(NDEVICES):
6099 proutn("Kill %s?" % device[i])
6101 key = scanner.next()
6102 if key == "IHALPHA" and scanner.sees("y"):
6103 game.damage[i] = 10.0
6104 proutn("Examine/change events? ")
6109 FSNOVA: "Supernova ",
6112 FBATTAK: "Base Attack ",
6113 FCDBAS: "Base Destroy ",
6114 FSCMOVE: "SC Move ",
6115 FSCDBAS: "SC Base Destroy ",
6116 FDSPROB: "Probe Move ",
6117 FDISTR: "Distress Call ",
6118 FENSLV: "Enslavement ",
6119 FREPRO: "Klingon Build ",
6121 for i in range(1, NEVENTS):
6124 proutn("%.2f" % (scheduled(i)-game.state.date))
6125 if i == FENSLV or i == FREPRO:
6127 proutn(" in %s" % ev.quadrant)
6132 key = scanner.next()
6136 elif key == "IHREAL":
6137 ev = schedule(i, scanner.real)
6138 if i == FENSLV or i == FREPRO:
6140 proutn("In quadrant- ")
6141 key = scanner.next()
6142 # "IHEOL" says to leave coordinates as they are
6145 prout("Event %d canceled, no x coordinate." % (i))
6148 w.i = int(round(scanner.real))
6149 key = scanner.next()
6151 prout("Event %d canceled, no y coordinate." % (i))
6154 w.j = int(round(scanner.real))
6157 proutn("Induce supernova here? ")
6159 game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
6162 if __name__ == '__main__':
6163 import getopt, socket
6165 global line, thing, game, idebug
6171 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6172 if os.getenv("TERM"):
6173 game.options |= OPTION_CURSES
6175 game.options |= OPTION_TTY
6176 seed = int(time.time())
6177 (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:tx")
6178 for (switch, val) in options:
6181 replayfp = open(val, "r")
6183 sys.stderr.write("sst: can't open replay file %s\n" % val)
6186 line = replayfp.readline().strip()
6187 (leader, key, seed) = line.split()
6189 sys.stderr.write("sst2k: seed set to %s\n" % seed)
6190 line = replayfp.readline().strip()
6191 arguments += line.split()[2:]
6193 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6195 game.options |= OPTION_TTY
6196 game.options &=~ OPTION_CURSES
6197 elif switch == '-s':
6199 elif switch == '-t':
6200 game.options |= OPTION_TTY
6201 game.options &=~ OPTION_CURSES
6202 elif switch == '-x':
6205 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6207 # where to save the input in case of bugs
6209 logfp = open("/usr/tmp/sst-input.log", "w")
6211 sys.stderr.write("sst: warning, can't open logfile\n")
6213 logfp.write("# seed %s\n" % seed)
6214 logfp.write("# options %s\n" % " ".join(arguments))
6215 logfp.write("# recorded by %s@%s on %s\n" % \
6216 (getpass.getuser(),socket.gethostname(),time.ctime()))
6218 scanner = sstscanner()
6219 map(scanner.append, arguments)
6222 while True: # Play a game
6223 setwnd(fullscreen_window)
6229 game.alldone = False
6235 if game.tourn and game.alldone:
6236 proutn(_("Do you want your score recorded?"))
6242 proutn(_("Do you want to play again? "))
6246 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6250 except KeyboardInterrupt: