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 docpath = (".", "../doc", "/usr/share/doc/sst")
18 def _(str): return gettext.gettext(str)
20 GALSIZE = 8 # Galaxy size in quadrants
21 NINHAB = (GALSIZE * GALSIZE / 2) # Number of inhabited worlds
22 MAXUNINHAB = 10 # Maximum uninhabited worlds
23 QUADSIZE = 10 # Quadrant size in sectors
24 BASEMIN = 2 # Minimum starbases
25 BASEMAX = (GALSIZE * GALSIZE / 12) # Maximum starbases
26 MAXKLGAME = 127 # Maximum Klingons per game
27 MAXKLQUAD = 9 # Maximum Klingons per quadrant
28 FULLCREW = 428 # Crew size. BSD Trek was 387, that's wrong
29 FOREVER = 1e30 # Time for the indefinite future
30 MAXBURST = 3 # Max # of torps you can launch in one turn
31 MINCMDR = 10 # Minimum number of Klingon commanders
32 DOCKFAC = 0.25 # Repair faster when docked
33 PHASEFAC = 2.0 # Unclear what this is, it was in the C version
57 def __init__(self, x=None, y=None):
60 def valid_quadrant(self):
61 return self.i>=0 and self.i<GALSIZE and self.j>=0 and self.j<GALSIZE
62 def valid_sector(self):
63 return self.i>=0 and self.i<QUADSIZE and self.j>=0 and self.j<QUADSIZE
65 self.i = self.j = None
67 return self.i != None and self.j != None
68 def __eq__(self, other):
69 return other != None and self.i == other.i and self.j == other.j
70 def __ne__(self, other):
71 return other == None or self.i != other.i or self.j != other.j
72 def __add__(self, other):
73 return coord(self.i+other.i, self.j+other.j)
74 def __sub__(self, other):
75 return coord(self.i-other.i, self.j-other.j)
76 def __mul__(self, other):
77 return coord(self.i*other, self.j*other)
78 def __rmul__(self, other):
79 return coord(self.i*other, self.j*other)
80 def __div__(self, other):
81 return coord(self.i/other, self.j/other)
82 def __mod__(self, other):
83 return coord(self.i % other, self.j % other)
84 def __rdiv__(self, other):
85 return coord(self.i/other, self.j/other)
86 def roundtogrid(self):
87 return coord(int(round(self.i)), int(round(self.j)))
88 def distance(self, other=None):
89 if not other: other = coord(0, 0)
90 return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
92 return 1.90985*math.atan2(self.j, self.i)
98 s.i = self.i / abs(self.i)
102 s.j = self.j / abs(self.j)
105 #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
106 return self.roundtogrid() / QUADSIZE
108 return self.roundtogrid() % QUADSIZE
111 s.i = self.i + randrange(-1, 2)
112 s.j = self.j + randrange(-1, 2)
115 if self.i == None or self.j == None:
117 return "%s - %s" % (self.i+1, self.j+1)
122 self.name = None # string-valued if inhabited
123 self.quadrant = coord() # quadrant located
124 self.pclass = None # could be ""M", "N", "O", or "destroyed"
125 self.crystals = "absent"# could be "mined", "present", "absent"
126 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
127 self.inhabited = False # is it inhabites?
135 self.starbase = False
138 self.supernova = False
140 self.status = "secure" # Could be "secure", "distressed", "enslaved"
148 def fill2d(size, fillfun):
149 "Fill an empty list in 2D."
151 for i in range(size):
153 for j in range(size):
154 lst[i].append(fillfun(i, j))
159 self.snap = False # snapshot taken
160 self.crew = 0 # crew complement
161 self.remkl = 0 # remaining klingons
162 self.nscrem = 0 # remaining super commanders
163 self.starkl = 0 # destroyed stars
164 self.basekl = 0 # destroyed bases
165 self.nromrem = 0 # Romulans remaining
166 self.nplankl = 0 # destroyed uninhabited planets
167 self.nworldkl = 0 # destroyed inhabited planets
168 self.planets = [] # Planet information
169 self.date = 0.0 # stardate
170 self.remres = 0 # remaining resources
171 self.remtime = 0 # remaining time
172 self.baseq = [] # Base quadrant coordinates
173 self.kcmdr = [] # Commander quadrant coordinates
174 self.kscmdr = coord() # Supercommander quadrant coordinates
176 self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
178 self.chart = fill2d(GALSIZE, lambda i, j: page())
182 self.date = None # A real number
183 self.quadrant = None # A coord structure
186 OPTION_ALL = 0xffffffff
187 OPTION_TTY = 0x00000001 # old interface
188 OPTION_CURSES = 0x00000002 # new interface
189 OPTION_IOMODES = 0x00000003 # cover both interfaces
190 OPTION_PLANETS = 0x00000004 # planets and mining
191 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
192 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
193 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
194 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
195 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
196 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
197 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
198 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
199 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
200 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
201 OPTION_PLAIN = 0x01000000 # user chose plain game
202 OPTION_ALMY = 0x02000000 # user chose Almy variant
203 OPTION_COLOR = 0x04000000 # enable color display (experimental, ESR, 2010)
222 NDEVICES= 16 # Number of devices
231 def damaged(dev): return (game.damage[dev] != 0.0)
232 def communicating(): return not damaged(DRADIO) or game.condition=="docked"
234 # Define future events
235 FSPY = 0 # Spy event happens always (no future[] entry)
236 # can cause SC to tractor beam Enterprise
237 FSNOVA = 1 # Supernova
238 FTBEAM = 2 # Commander tractor beams Enterprise
239 FSNAP = 3 # Snapshot for time warp
240 FBATTAK = 4 # Commander attacks base
241 FCDBAS = 5 # Commander destroys base
242 FSCMOVE = 6 # Supercommander moves (might attack base)
243 FSCDBAS = 7 # Supercommander destroys base
244 FDSPROB = 8 # Move deep space probe
245 FDISTR = 9 # Emit distress call from an inhabited world
246 FENSLV = 10 # Inhabited word is enslaved */
247 FREPRO = 11 # Klingons build a ship in an enslaved system
250 # Abstract out the event handling -- underlying data structures will change
251 # when we implement stateful events
252 def findevent(evtype): return game.future[evtype]
255 def __init__(self, type=None, loc=None, power=None):
257 self.location = coord()
260 self.power = power # enemy energy level
261 game.enemies.append(self)
263 motion = (loc != self.location)
264 if self.location.i is not None and self.location.j is not None:
267 game.quad[self.location.i][self.location.j] = '#'
269 game.quad[self.location.i][self.location.j] = '.'
271 self.location = copy.copy(loc)
272 game.quad[self.location.i][self.location.j] = self.type
273 self.kdist = self.kavgd = (game.sector - loc).distance()
275 self.location = coord()
276 self.kdist = self.kavgd = None
277 game.enemies.remove(self)
280 return "<%s,%s.%f>" % (self.type, self.location, self.power) # For debugging
284 self.options = None # Game options
285 self.state = snapshot() # A snapshot structure
286 self.snapsht = snapshot() # Last snapshot taken for time-travel purposes
287 self.quad = None # contents of our quadrant
288 self.damage = [0.0] * NDEVICES # damage encountered
289 self.future = [] # future events
290 for i in range(NEVENTS):
291 self.future.append(event())
292 self.passwd = None; # Self Destruct password
294 self.quadrant = None # where we are in the large
295 self.sector = None # where we are in the small
296 self.tholian = None # Tholian enemy object
297 self.base = None # position of base in current quadrant
298 self.battle = None # base coordinates being attacked
299 self.plnet = None # location of planet in quadrant
300 self.gamewon = False # Finished!
301 self.ididit = False # action taken -- allows enemy to attack
302 self.alive = False # we are alive (not killed)
303 self.justin = False # just entered quadrant
304 self.shldup = False # shields are up
305 self.shldchg = False # shield is changing (affects efficiency)
306 self.iscate = False # super commander is here
307 self.ientesc = False # attempted escape from supercommander
308 self.resting = False # rest time
309 self.icraft = False # Kirk in Galileo
310 self.landed = False # party on planet (true), on ship (false)
311 self.alldone = False # game is now finished
312 self.neutz = False # Romulan Neutral Zone
313 self.isarmed = False # probe is armed
314 self.inorbit = False # orbiting a planet
315 self.imine = False # mining
316 self.icrystl = False # dilithium crystals aboard
317 self.iseenit = False # seen base attack report
318 self.thawed = False # thawed game
319 self.condition = None # "green", "yellow", "red", "docked", "dead"
320 self.iscraft = None # "onship", "offship", "removed"
321 self.skill = None # Player skill level
322 self.inkling = 0 # initial number of klingons
323 self.inbase = 0 # initial number of bases
324 self.incom = 0 # initial number of commanders
325 self.inscom = 0 # initial number of commanders
326 self.inrom = 0 # initial number of commanders
327 self.instar = 0 # initial stars
328 self.intorps = 0 # initial/max torpedoes
329 self.torps = 0 # number of torpedoes
330 self.ship = 0 # ship type -- 'E' is Enterprise
331 self.abandoned = 0 # count of crew abandoned in space
332 self.length = 0 # length of game
333 self.klhere = 0 # klingons here
334 self.casual = 0 # causalties
335 self.nhelp = 0 # calls for help
336 self.nkinks = 0 # count of energy-barrier crossings
337 self.iplnet = None # planet # in quadrant
338 self.inplan = 0 # initial planets
339 self.irhere = 0 # Romulans in quadrant
340 self.isatb = 0 # =2 if super commander is attacking base
341 self.tourn = None # tournament number
342 self.nprobes = 0 # number of probes available
343 self.inresor = 0.0 # initial resources
344 self.intime = 0.0 # initial time
345 self.inenrg = 0.0 # initial/max energy
346 self.inshld = 0.0 # initial/max shield
347 self.inlsr = 0.0 # initial life support resources
348 self.indate = 0.0 # initial date
349 self.energy = 0.0 # energy level
350 self.shield = 0.0 # shield level
351 self.warpfac = 0.0 # warp speed
352 self.lsupres = 0.0 # life support reserves
353 self.optime = 0.0 # time taken by current operation
354 self.damfac = 0.0 # damage factor
355 self.lastchart = 0.0 # time star chart was last updated
356 self.cryprob = 0.0 # probability that crystal will work
357 self.probe = None # object holding probe course info
358 self.height = 0.0 # height of orbit around planet
360 # Stas thinks this should be (C expression):
361 # game.state.remkl + len(game.state.kcmdr) > 0 ?
362 # game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99
363 # He says the existing expression is prone to divide-by-zero errors
364 # after killing the last klingon when score is shown -- perhaps also
365 # if the only remaining klingon is SCOM.
366 game.state.remtime = game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr))
392 return random.random() < p
394 def randrange(*args):
395 return random.randrange(*args)
400 v *= args[0] # from [0, args[0])
402 v = args[0] + v*(args[1]-args[0]) # from [args[0], args[1])
405 # Code from ai.c begins here
408 "Would this quadrant welcome another Klingon?"
409 return iq.valid_quadrant() and \
410 not game.state.galaxy[iq.i][iq.j].supernova and \
411 game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
413 def tryexit(enemy, look, irun):
414 "A bad guy attempts to bug out."
416 iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
417 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
418 if not welcoming(iq):
420 if enemy.type == 'R':
421 return False; # Romulans cannot escape!
423 # avoid intruding on another commander's territory
424 if enemy.type == 'C':
425 if iq in game.state.kcmdr:
427 # refuse to leave if currently attacking starbase
428 if game.battle == game.quadrant:
430 # don't leave if over 1000 units of energy
431 if enemy.power > 1000.0:
433 # emit escape message and move out of quadrant.
434 # we know this if either short or long range sensors are working
435 if not damaged(DSRSENS) or not damaged(DLRSENS) or \
436 game.condition == "docked":
437 prout(crmena(True, enemy.type, "sector", enemy.location) + \
438 (_(" escapes to Quadrant %s (and regains strength).") % q))
439 # handle local matters related to escape
442 if game.condition != "docked":
444 # Handle global matters related to escape
445 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
446 game.state.galaxy[iq.i][iq.j].klingons += 1
451 schedule(FSCMOVE, 0.2777)
455 for cmdr in game.state.kcmdr:
456 if cmdr == game.quadrant:
457 game.state.kcmdr[n] = iq
459 return True; # success
461 # The bad-guy movement algorithm:
463 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
464 # If both are operating full strength, force is 1000. If both are damaged,
465 # force is -1000. Having shields down subtracts an additional 1000.
467 # 2. Enemy has forces equal to the energy of the attacker plus
468 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
469 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
471 # Attacker Initial energy levels (nominal):
472 # Klingon Romulan Commander Super-Commander
473 # Novice 400 700 1200
475 # Good 450 800 1300 1750
476 # Expert 475 850 1350 1875
477 # Emeritus 500 900 1400 2000
478 # VARIANCE 75 200 200 200
480 # Enemy vessels only move prior to their attack. In Novice - Good games
481 # only commanders move. In Expert games, all enemy vessels move if there
482 # is a commander present. In Emeritus games all enemy vessels move.
484 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
485 # forces are 1000 greater than Enterprise.
487 # Agressive action on average cuts the distance between the ship and
488 # the enemy to 1/4 the original.
490 # 4. At lower energy advantage, movement units are proportional to the
491 # advantage with a 650 advantage being to hold ground, 800 to move forward
492 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
494 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
495 # retreat, especially at high skill levels.
497 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
499 def movebaddy(enemy):
500 "Tactical movement for the bad guys."
501 next = coord(); look = coord()
503 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
504 if game.skill >= SKILL_EXPERT:
505 nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
507 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
509 mdist = int(dist1 + 0.5); # Nearest integer distance
510 # If SC, check with spy to see if should hi-tail it
511 if enemy.type=='S' and \
512 (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
516 # decide whether to advance, retreat, or hold position
517 forces = enemy.power+100.0*len(game.enemies)+400*(nbaddys-1)
519 forces += 1000; # Good for enemy if shield is down!
520 if not damaged(DPHASER) or not damaged(DPHOTON):
521 if damaged(DPHASER): # phasers damaged
524 forces -= 0.2*(game.energy - 2500.0)
525 if damaged(DPHOTON): # photon torpedoes damaged
528 forces -= 50.0*game.torps
530 # phasers and photon tubes both out!
533 if forces <= 1000.0 and game.condition != "docked": # Typical situation
534 motion = ((forces + randreal(200))/150.0) - 5.0
536 if forces > 1000.0: # Very strong -- move in for kill
537 motion = (1.0 - randreal())**2 * dist1 + 1.0
538 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
539 motion -= game.skill*(2.0-randreal()**2)
541 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
542 # don't move if no motion
545 # Limit motion according to skill
546 if abs(motion) > game.skill:
551 # calculate preferred number of steps
552 nsteps = abs(int(motion))
553 if motion > 0 and nsteps > mdist:
554 nsteps = mdist; # don't overshoot
555 if nsteps > QUADSIZE:
556 nsteps = QUADSIZE; # This shouldn't be necessary
558 nsteps = 1; # This shouldn't be necessary
560 proutn("NSTEPS = %d:" % nsteps)
561 # Compute preferred values of delta X and Y
562 m = game.sector - enemy.location
563 if 2.0 * abs(m.i) < abs(m.j):
565 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
567 m = (motion * m).sgn()
568 next = enemy.location
570 for ll in range(nsteps):
572 proutn(" %d" % (ll+1))
573 # Check if preferred position available
584 attempts = 0; # Settle mysterious hang problem
585 while attempts < 20 and not success:
587 if look.i < 0 or look.i >= QUADSIZE:
588 if motion < 0 and tryexit(enemy, look, irun):
590 if krawli == m.i or m.j == 0:
592 look.i = next.i + krawli
594 elif look.j < 0 or look.j >= QUADSIZE:
595 if motion < 0 and tryexit(enemy, look, irun):
597 if krawlj == m.j or m.i == 0:
599 look.j = next.j + krawlj
601 elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.':
602 # See if enemy should ram ship
603 if game.quad[look.i][look.j] == game.ship and \
604 (enemy.type == 'C' or enemy.type == 'S'):
605 collision(rammed=True, enemy=enemy)
607 if krawli != m.i and m.j != 0:
608 look.i = next.i + krawli
610 elif krawlj != m.j and m.i != 0:
611 look.j = next.j + krawlj
614 break; # we have failed
626 if not damaged(DSRSENS) or game.condition == "docked":
627 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
628 if enemy.kdist < dist1:
629 proutn(_(" advances to "))
631 proutn(_(" retreats to "))
632 prout("Sector %s." % next)
635 "Sequence Klingon tactical movement."
638 # Figure out which Klingon is the commander (or Supercommander)
640 if game.quadrant in game.state.kcmdr:
641 for enemy in game.enemies:
642 if enemy.type == 'C':
644 if game.state.kscmdr==game.quadrant:
645 for enemy in game.enemies:
646 if enemy.type == 'S':
649 # If skill level is high, move other Klingons and Romulans too!
650 # Move these last so they can base their actions on what the
652 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
653 for enemy in game.enemies:
654 if enemy.type in ('K', 'R'):
656 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
658 def movescom(iq, avoid):
659 "Commander movement helper."
660 # Avoid quadrants with bases if we want to avoid Enterprise
661 if not welcoming(iq) or (avoid and iq in game.state.baseq):
663 if game.justin and not game.iscate:
666 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
667 game.state.kscmdr = iq
668 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
669 if game.state.kscmdr==game.quadrant:
670 # SC has scooted, remove him from current quadrant
675 for enemy in game.enemies:
676 if enemy.type == 'S':
680 if game.condition != "docked":
682 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
683 # check for a helpful planet
684 for i in range(game.inplan):
685 if game.state.planets[i].quadrant == game.state.kscmdr and \
686 game.state.planets[i].crystals == "present":
688 game.state.planets[i].pclass = "destroyed"
689 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
692 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
693 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
694 prout(_(" by the Super-commander.\""))
696 return True; # looks good!
698 def supercommander():
699 "Move the Super Commander."
700 iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
703 prout("== SUPERCOMMANDER")
704 # Decide on being active or passive
705 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 \
706 (game.state.date-game.indate) < 3.0)
707 if not game.iscate and avoid:
708 # compute move away from Enterprise
709 idelta = game.state.kscmdr-game.quadrant
710 if idelta.distance() > 2.0:
712 idelta.i = game.state.kscmdr.j-game.quadrant.j
713 idelta.j = game.quadrant.i-game.state.kscmdr.i
715 # compute distances to starbases
716 if not game.state.baseq:
720 sc = game.state.kscmdr
721 for base in game.state.baseq:
722 basetbl.append((i, (base - sc).distance()))
723 if game.state.baseq > 1:
724 basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
725 # look for nearest base without a commander, no Enterprise, and
726 # without too many Klingons, and not already under attack.
727 ifindit = iwhichb = 0
728 for (i2, base) in enumerate(game.state.baseq):
729 i = basetbl[i2][0]; # bug in original had it not finding nearest
730 if base==game.quadrant or base==game.battle or not welcoming(base):
732 # if there is a commander, and no other base is appropriate,
733 # we will take the one with the commander
734 for cmdr in game.state.kcmdr:
735 if base == cmdr and ifindit != 2:
739 else: # no commander -- use this one
744 return # Nothing suitable -- wait until next time
745 ibq = game.state.baseq[iwhichb]
746 # decide how to move toward base
747 idelta = ibq - game.state.kscmdr
748 # Maximum movement is 1 quadrant in either or both axes
749 idelta = idelta.sgn()
750 # try moving in both x and y directions
751 # there was what looked like a bug in the Almy C code here,
752 # but it might be this translation is just wrong.
753 iq = game.state.kscmdr + idelta
754 if not movescom(iq, avoid):
755 # failed -- try some other maneuvers
756 if idelta.i==0 or idelta.j==0:
759 iq.j = game.state.kscmdr.j + 1
760 if not movescom(iq, avoid):
761 iq.j = game.state.kscmdr.j - 1
764 iq.i = game.state.kscmdr.i + 1
765 if not movescom(iq, avoid):
766 iq.i = game.state.kscmdr.i - 1
769 # try moving just in x or y
770 iq.j = game.state.kscmdr.j
771 if not movescom(iq, avoid):
772 iq.j = game.state.kscmdr.j + idelta.j
773 iq.i = game.state.kscmdr.i
776 if len(game.state.baseq) == 0:
779 for ibq in game.state.baseq:
780 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
783 return # no, don't attack base!
786 schedule(FSCDBAS, randreal(1.0, 3.0))
787 if is_scheduled(FCDBAS):
788 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
789 if not communicating():
793 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
795 prout(_(" reports that it is under attack from the Klingon Super-commander."))
796 proutn(_(" It can survive until stardate %d.\"") \
797 % int(scheduled(FSCDBAS)))
800 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
804 game.optime = 0.0; # actually finished
806 # Check for intelligence report
809 (not communicating()) or \
810 not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
813 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
814 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
819 if not game.tholian or game.justin:
822 if game.tholian.location.i == 0 and game.tholian.location.j == 0:
823 id.i = 0; id.j = QUADSIZE-1
824 elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
825 id.i = QUADSIZE-1; id.j = QUADSIZE-1
826 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1:
827 id.i = QUADSIZE-1; id.j = 0
828 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0:
831 # something is wrong!
832 game.tholian.move(None)
833 prout("***Internal error: Tholian in a bad spot.")
835 # do nothing if we are blocked
836 if game.quad[id.i][id.j] not in ('.', '#'):
838 here = copy.copy(game.tholian.location)
839 delta = (id - game.tholian.location).sgn()
841 while here.i != id.i:
843 if game.quad[here.i][here.j]=='.':
844 game.tholian.move(here)
846 while here.j != id.j:
848 if game.quad[here.i][here.j]=='.':
849 game.tholian.move(here)
850 # check to see if all holes plugged
851 for i in range(QUADSIZE):
852 if game.quad[0][i]!='#' and game.quad[0][i]!='T':
854 if game.quad[QUADSIZE-1][i]!='#' and game.quad[QUADSIZE-1][i]!='T':
856 if game.quad[i][0]!='#' and game.quad[i][0]!='T':
858 if game.quad[i][QUADSIZE-1]!='#' and game.quad[i][QUADSIZE-1]!='T':
860 # All plugged up -- Tholian splits
861 game.quad[game.tholian.location.i][game.tholian.location.j]='#'
863 prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web."))
864 game.tholian.move(None)
867 # Code from battle.c begins here
869 def doshield(shraise):
870 "Change shield status."
878 if scanner.sees("transfer"):
882 prout(_("Shields damaged and down."))
884 if scanner.sees("up"):
886 elif scanner.sees("down"):
889 proutn(_("Do you wish to change shield energy? "))
892 elif damaged(DSHIELD):
893 prout(_("Shields damaged and down."))
896 proutn(_("Shields are up. Do you want them down? "))
903 proutn(_("Shields are down. Do you want them up? "))
909 if action == "SHUP": # raise shields
911 prout(_("Shields already up."))
915 if game.condition != "docked":
917 prout(_("Shields raised."))
920 prout(_("Shields raising uses up last of energy."))
925 elif action == "SHDN":
927 prout(_("Shields already down."))
931 prout(_("Shields lowered."))
934 elif action == "NRG":
935 while scanner.next() != "IHREAL":
937 proutn(_("Energy to transfer to shields- "))
942 if nrg > game.energy:
943 prout(_("Insufficient ship energy."))
946 if game.shield+nrg >= game.inshld:
947 prout(_("Shield energy maximized."))
948 if game.shield+nrg > game.inshld:
949 prout(_("Excess energy requested returned to ship energy"))
950 game.energy -= game.inshld-game.shield
951 game.shield = game.inshld
953 if nrg < 0.0 and game.energy-nrg > game.inenrg:
954 # Prevent shield drain loophole
956 prout(_("Engineering to bridge--"))
957 prout(_(" Scott here. Power circuit problem, Captain."))
958 prout(_(" I can't drain the shields."))
961 if game.shield+nrg < 0:
962 prout(_("All shield energy transferred to ship."))
963 game.energy += game.shield
966 proutn(_("Scotty- \""))
968 prout(_("Transferring energy to shields.\""))
970 prout(_("Draining energy from shields.\""))
976 "Choose a device to damage, at random."
978 105, # DSRSENS: short range scanners 10.5%
979 105, # DLRSENS: long range scanners 10.5%
980 120, # DPHASER: phasers 12.0%
981 120, # DPHOTON: photon torpedoes 12.0%
982 25, # DLIFSUP: life support 2.5%
983 65, # DWARPEN: warp drive 6.5%
984 70, # DIMPULS: impulse engines 6.5%
985 145, # DSHIELD: deflector shields 14.5%
986 30, # DRADIO: subspace radio 3.0%
987 45, # DSHUTTL: shuttle 4.5%
988 15, # DCOMPTR: computer 1.5%
989 20, # NAVCOMP: navigation system 2.0%
990 75, # DTRANSP: transporter 7.5%
991 20, # DSHCTRL: high-speed shield controller 2.0%
992 10, # DDRAY: death ray 1.0%
993 30, # DDSP: deep-space probes 3.0%
995 assert(sum(weights) == 1000)
996 idx = randrange(1000)
998 for (i, w) in enumerate(weights):
1002 return None; # we should never get here
1004 def collision(rammed, enemy):
1005 "Collision handling fot rammong events."
1006 prouts(_("***RED ALERT! RED ALERT!"))
1008 prout(_("***COLLISION IMMINENT."))
1012 hardness = {'R':1.5, 'C':2.0, 'S':2.5, 'T':0.5, '?':4.0}.get(enemy.type, 1.0)
1014 proutn(_(" rammed by "))
1017 proutn(crmena(False, enemy.type, "sector", enemy.location))
1019 proutn(_(" (original position)"))
1021 deadkl(enemy.location, enemy.type, game.sector)
1022 proutn("***" + crmship() + " heavily damaged.")
1023 icas = randrange(10, 30)
1024 prout(_("***Sickbay reports %d casualties"), icas)
1026 game.state.crew -= icas
1027 # In the pre-SST2K version, all devices got equiprobably damaged,
1028 # which was silly. Instead, pick up to half the devices at
1029 # random according to our weighting table,
1030 ncrits = randrange(NDEVICES/2)
1031 for m in range(ncrits):
1033 if game.damage[dev] < 0:
1035 extradm = (10.0*hardness*randreal()+1.0)*game.damfac
1036 # Damage for at least time of travel!
1037 game.damage[dev] += game.optime + extradm
1039 prout(_("***Shields are down."))
1040 if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
1047 def torpedo(origin, bearing, dispersion, number, nburst):
1048 "Let a photon torpedo fly"
1049 if not damaged(DSRSENS) or game.condition=="docked":
1050 setwnd(srscan_window)
1052 setwnd(message_window)
1053 ac = bearing + 0.25*dispersion # dispersion is a random variable
1054 bullseye = (15.0 - bearing)*0.5235988
1055 track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
1056 bumpto = coord(0, 0)
1057 # Loop to move a single torpedo
1058 setwnd(message_window)
1059 for step in range(1, QUADSIZE*2):
1060 if not track.next(): break
1062 if not w.valid_sector():
1064 iquad=game.quad[w.i][w.j]
1065 tracktorpedo(origin, w, step, number, nburst, iquad)
1069 if not damaged(DSRSENS) or game.condition == "docked":
1070 skip(1); # start new line after text track
1071 if iquad in ('E', 'F'): # Hit our ship
1073 prout(_("Torpedo hits %s.") % crmshp())
1074 hit = 700.0 + randreal(100) - \
1075 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1076 newcnd(); # we're blown out of dock
1077 if game.landed or game.condition=="docked":
1078 return hit # Cheat if on a planet
1079 # In the C/FORTRAN version, dispersion was 2.5 radians, which
1080 # is 143 degrees, which is almost exactly 4.8 clockface units
1081 displacement = course(track.bearing+randreal(-2.4,2.4), distance=2**0.5)
1083 bumpto = displacement.sector()
1084 if not bumpto.valid_sector():
1086 if game.quad[bumpto.i][bumpto.j]==' ':
1089 if game.quad[bumpto.i][bumpto.j]!='.':
1090 # can't move into object
1092 game.sector = bumpto
1094 game.quad[w.i][w.j]='.'
1095 game.quad[bumpto.i][bumpto.j]=iquad
1096 prout(_(" displaced by blast to Sector %s ") % bumpto)
1097 for enemy in game.enemies:
1098 enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1099 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1101 elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
1103 if iquad in ('C', 'S') and withprob(0.05):
1104 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1105 prout(_(" torpedo neutralized."))
1107 for enemy in game.enemies:
1108 if w == enemy.location:
1110 kp = math.fabs(enemy.power)
1111 h1 = 700.0 + randrange(100) - \
1112 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1120 if enemy.power == 0:
1123 proutn(crmena(True, iquad, "sector", w))
1124 displacement = course(track.bearing+randreal(-2.4,2.4), distance=2**0.5)
1126 bumpto = displacement.sector()
1127 if not bumpto.valid_sector():
1128 prout(_(" damaged but not destroyed."))
1130 if game.quad[bumpto.i][bumpto.j] == ' ':
1131 prout(_(" buffeted into black hole."))
1132 deadkl(w, iquad, bumpto)
1133 if game.quad[bumpto.i][bumpto.j] != '.':
1134 prout(_(" damaged but not destroyed."))
1136 prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
1137 enemy.location = bumpto
1138 game.quad[w.i][w.j]='.'
1139 game.quad[bumpto.i][bumpto.j]=iquad
1140 for enemy in game.enemies:
1141 enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1142 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1144 elif iquad == 'B': # Hit a base
1146 prout(_("***STARBASE DESTROYED.."))
1147 game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
1148 game.quad[w.i][w.j]='.'
1149 game.base.invalidate()
1150 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase -= 1
1151 game.state.chart[game.quadrant.i][game.quadrant.j].starbase -= 1
1152 game.state.basekl += 1
1155 elif iquad == 'P': # Hit a planet
1156 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1157 game.state.nplankl += 1
1158 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1159 game.iplnet.pclass = "destroyed"
1161 game.plnet.invalidate()
1162 game.quad[w.i][w.j] = '.'
1164 # captain perishes on planet
1167 elif iquad == '@': # Hit an inhabited world -- very bad!
1168 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1169 game.state.nworldkl += 1
1170 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1171 game.iplnet.pclass = "destroyed"
1173 game.plnet.invalidate()
1174 game.quad[w.i][w.j] = '.'
1176 # captain perishes on planet
1178 prout(_("The torpedo destroyed an inhabited planet."))
1180 elif iquad == '*': # Hit a star
1184 prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast."))
1186 elif iquad == '?': # Hit a thingy
1187 if not (game.options & OPTION_THINGY) or withprob(0.3):
1189 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1191 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1193 proutn(_("Mr. Spock-"))
1194 prouts(_(" \"Fascinating!\""))
1198 # Stas Sergeev added the possibility that
1199 # you can shove the Thingy and piss it off.
1200 # It then becomes an enemy and may fire at you.
1204 elif iquad == ' ': # Black hole
1206 prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo."))
1208 elif iquad == '#': # hit the web
1210 prout(_("***Torpedo absorbed by Tholian web."))
1212 elif iquad == 'T': # Hit a Tholian
1213 h1 = 700.0 + randrange(100) - \
1214 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1217 game.quad[w.i][w.j] = '.'
1222 proutn(crmena(True, 'T', "sector", w))
1224 prout(_(" survives photon blast."))
1226 prout(_(" disappears."))
1227 game.tholian.move(None)
1228 game.quad[w.i][w.j] = '#'
1233 proutn("Don't know how to handle torpedo collision with ")
1234 proutn(crmena(True, iquad, "sector", w))
1239 prout(_("Torpedo missed."))
1243 "Critical-hit resolution."
1244 if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1246 ncrit = int(1.0 + hit/(500.0+randreal(100)))
1247 proutn(_("***CRITICAL HIT--"))
1248 # Select devices and cause damage
1250 for loop1 in range(ncrit):
1253 # Cheat to prevent shuttle damage unless on ship
1254 if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1257 extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1258 game.damage[j] += extradm
1260 for (i, j) in enumerate(cdam):
1262 if skipcount % 3 == 2 and i < len(cdam)-1:
1267 prout(_(" damaged."))
1268 if damaged(DSHIELD) and game.shldup:
1269 prout(_("***Shields knocked down."))
1272 def attack(torps_ok):
1273 # bad guy attacks us
1274 # torps_ok == False forces use of phasers in an attack
1275 # game could be over at this point, check
1278 attempt = False; ihurt = False;
1279 hitmax=0.0; hittot=0.0; chgfac=1.0
1282 prout("=== ATTACK!")
1283 # Tholian gets to move before attacking
1286 # if you have just entered the RNZ, you'll get a warning
1287 if game.neutz: # The one chance not to be attacked
1290 # commanders get a chance to tac-move towards you
1291 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:
1293 # if no enemies remain after movement, we're done
1294 if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
1296 # set up partial hits if attack happens during shield status change
1297 pfac = 1.0/game.inshld
1299 chgfac = 0.25 + randreal(0.5)
1301 # message verbosity control
1302 if game.skill <= SKILL_FAIR:
1304 for enemy in game.enemies:
1306 continue; # too weak to attack
1307 # compute hit strength and diminish shield power
1309 # Increase chance of photon torpedos if docked or enemy energy is low
1310 if game.condition == "docked":
1312 if enemy.power < 500:
1314 if enemy.type=='T' or (enemy.type=='?' and not thing.angry):
1316 # different enemies have different probabilities of throwing a torp
1317 usephasers = not torps_ok or \
1318 (enemy.type == 'K' and r > 0.0005) or \
1319 (enemy.type=='C' and r > 0.015) or \
1320 (enemy.type=='R' and r > 0.3) or \
1321 (enemy.type=='S' and r > 0.07) or \
1322 (enemy.type=='?' and r > 0.05)
1323 if usephasers: # Enemy uses phasers
1324 if game.condition == "docked":
1325 continue; # Don't waste the effort!
1326 attempt = True; # Attempt to attack
1327 dustfac = randreal(0.8, 0.85)
1328 hit = enemy.power*math.pow(dustfac,enemy.kavgd)
1330 else: # Enemy uses photon torpedo
1331 # We should be able to make the bearing() method work here
1332 course = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i)
1334 proutn(_("***TORPEDO INCOMING"))
1335 if not damaged(DSRSENS):
1336 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location))
1339 dispersion = (randreal()+randreal())*0.5 - 0.5
1340 dispersion += 0.002*enemy.power*dispersion
1341 hit = torpedo(enemy.location, course, dispersion, number=1, nburst=1)
1342 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1343 finish(FWON); # Klingons did themselves in!
1344 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1345 return # Supernova or finished
1348 # incoming phaser or torpedo, shields may dissipate it
1349 if game.shldup or game.shldchg or game.condition=="docked":
1350 # shields will take hits
1351 propor = pfac * game.shield
1352 if game.condition =="docked":
1356 hitsh = propor*chgfac*hit+1.0
1358 if absorb > game.shield:
1359 absorb = game.shield
1360 game.shield -= absorb
1362 # taking a hit blasts us out of a starbase dock
1363 if game.condition == "docked":
1365 # but the shields may take care of it
1366 if propor > 0.1 and hit < 0.005*game.energy:
1368 # hit from this opponent got through shields, so take damage
1370 proutn(_("%d unit hit") % int(hit))
1371 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1372 proutn(_(" on the ") + crmshp())
1373 if not damaged(DSRSENS) and usephasers:
1374 prout(_(" from ") + crmena(False, enemy.type, where, enemy.location))
1376 # Decide if hit is critical
1382 if game.energy <= 0:
1383 # Returning home upon your shield, not with it...
1386 if not attempt and game.condition == "docked":
1387 prout(_("***Enemies decide against attacking your ship."))
1388 percent = 100.0*pfac*game.shield+0.5
1390 # Shields fully protect ship
1391 proutn(_("Enemy attack reduces shield strength to "))
1393 # Emit message if starship suffered hit(s)
1395 proutn(_("Energy left %2d shields ") % int(game.energy))
1398 elif not damaged(DSHIELD):
1401 proutn(_("damaged, "))
1402 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1403 # Check if anyone was hurt
1404 if hitmax >= 200 or hittot >= 500:
1405 icas = randrange(int(hittot * 0.015))
1408 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1409 prout(_(" in that last attack.\""))
1411 game.state.crew -= icas
1412 # After attack, reset average distance to enemies
1413 for enemy in game.enemies:
1414 enemy.kavgd = enemy.kdist
1415 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1418 def deadkl(w, type, mv):
1419 "Kill a Klingon, Tholian, Romulan, or Thingy."
1420 # Added mv to allow enemy to "move" before dying
1421 proutn(crmena(True, type, "sector", mv))
1422 # Decide what kind of enemy it is and update appropriately
1424 # Chalk up a Romulan
1425 game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1427 game.state.nromrem -= 1
1436 # Killed some type of Klingon
1437 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1440 game.state.kcmdr.remove(game.quadrant)
1442 if game.state.kcmdr:
1443 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1444 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1447 game.state.remkl -= 1
1449 game.state.nscrem -= 1
1450 game.state.kscmdr.invalidate()
1455 # For each kind of enemy, finish message to player
1456 prout(_(" destroyed."))
1457 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1460 # Remove enemy ship from arrays describing local conditions
1461 for e in game.enemies:
1468 "Return None if target is invalid, otherwise return a course angle."
1469 if not w.valid_sector():
1473 # FIXME: C code this was translated from is wacky -- why the sign reversal?
1474 delta.j = (w.j - game.sector.j);
1475 delta.i = (game.sector.i - w.i);
1476 if delta == coord(0, 0):
1478 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1479 prout(_(" I recommend an immediate review of"))
1480 prout(_(" the Captain's psychological profile.\""))
1483 return delta.bearing()
1486 "Launch photon torpedo."
1489 if damaged(DPHOTON):
1490 prout(_("Photon tubes damaged."))
1494 prout(_("No torpedoes left."))
1497 # First, get torpedo count
1500 if scanner.token == "IHALPHA":
1503 elif scanner.token == "IHEOL" or not scanner.waiting():
1504 prout(_("%d torpedoes left.") % game.torps)
1506 proutn(_("Number of torpedoes to fire- "))
1507 continue # Go back around to get a number
1508 else: # key == "IHREAL"
1510 if n <= 0: # abort command
1515 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1518 scanner.chew() # User requested more torps than available
1519 continue # Go back around
1520 break # All is good, go to next stage
1524 key = scanner.next()
1525 if i==0 and key == "IHEOL":
1526 break; # no coordinate waiting, we will try prompting
1527 if i==1 and key == "IHEOL":
1528 # direct all torpedoes at one target
1530 target.append(target[0])
1531 course.append(course[0])
1534 scanner.push(scanner.token)
1535 target.append(scanner.getcoord())
1536 if target[-1] == None:
1538 course.append(targetcheck(target[-1]))
1539 if course[-1] == None:
1542 if len(target) == 0:
1543 # prompt for each one
1545 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1547 target.append(scanner.getcoord())
1548 if target[-1] == None:
1550 course.append(targetcheck(target[-1]))
1551 if course[-1] == None:
1554 # Loop for moving <n> torpedoes
1556 if game.condition != "docked":
1558 dispersion = (randreal()+randreal())*0.5 -0.5
1559 if math.fabs(dispersion) >= 0.47:
1561 dispersion *= randreal(1.2, 2.2)
1563 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1565 prouts(_("***TORPEDO MISFIRES."))
1568 prout(_(" Remainder of burst aborted."))
1570 prout(_("***Photon tubes damaged by misfire."))
1571 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1573 if game.shldup or game.condition == "docked":
1574 dispersion *= 1.0 + 0.0001*game.shield
1575 torpedo(game.sector, course[i], dispersion, number=i, nburst=n)
1576 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1578 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1582 "Check for phasers overheating."
1584 checkburn = (rpow-1500.0)*0.00038
1585 if withprob(checkburn):
1586 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1587 game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1589 def checkshctrl(rpow):
1590 "Check shield control."
1593 prout(_("Shields lowered."))
1595 # Something bad has happened
1596 prouts(_("***RED ALERT! RED ALERT!"))
1598 hit = rpow*game.shield/game.inshld
1599 game.energy -= rpow+hit*0.8
1600 game.shield -= hit*0.2
1601 if game.energy <= 0.0:
1602 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1607 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1609 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1610 icas = randrange(int(hit*0.012))
1615 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1616 prout(_(" %d casualties so far.\"") % icas)
1618 game.state.crew -= icas
1620 prout(_("Phaser energy dispersed by shields."))
1621 prout(_("Enemy unaffected."))
1626 "Register a phaser hit on Klingons and Romulans."
1627 nenhr2 = len(game.enemies); kk=0
1630 for (k, wham) in enumerate(hits):
1633 dustfac = randreal(0.9, 1.0)
1634 hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
1635 kpini = game.enemies[kk].power
1636 kp = math.fabs(kpini)
1637 if PHASEFAC*hit < kp:
1639 if game.enemies[kk].power < 0:
1640 game.enemies[kk].power -= -kp
1642 game.enemies[kk].power -= kp
1643 kpow = game.enemies[kk].power
1644 w = game.enemies[kk].location
1646 if not damaged(DSRSENS):
1648 proutn(_("%d unit hit on ") % int(hit))
1650 proutn(_("Very small hit on "))
1651 ienm = game.quad[w.i][w.j]
1654 proutn(crmena(False, ienm, "sector", w))
1658 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1662 kk -= 1 # don't do the increment
1664 else: # decide whether or not to emasculate klingon
1665 if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1666 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1667 prout(_(" has just lost its firepower.\""))
1668 game.enemies[kk].power = -kpow
1673 "Fire phasers at bad guys."
1675 kz = 0; k = 1; irec=0 # Cheating inhibitor
1676 ifast = False; no = False; itarg = True; msgflag = True; rpow=0
1680 # SR sensors and Computer are needed for automode
1681 if damaged(DSRSENS) or damaged(DCOMPTR):
1683 if game.condition == "docked":
1684 prout(_("Phasers can't be fired through base shields."))
1687 if damaged(DPHASER):
1688 prout(_("Phaser control damaged."))
1692 if damaged(DSHCTRL):
1693 prout(_("High speed shield control damaged."))
1696 if game.energy <= 200.0:
1697 prout(_("Insufficient energy to activate high-speed shield control."))
1700 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1702 # Original code so convoluted, I re-did it all
1703 # (That was Tom Almy talking about the C code, I think -- ESR)
1704 while automode=="NOTSET":
1706 if key == "IHALPHA":
1707 if scanner.sees("manual"):
1708 if len(game.enemies)==0:
1709 prout(_("There is no enemy present to select."))
1712 automode="AUTOMATIC"
1715 key = scanner.next()
1716 elif scanner.sees("automatic"):
1717 if (not itarg) and len(game.enemies) != 0:
1718 automode = "FORCEMAN"
1720 if len(game.enemies)==0:
1721 prout(_("Energy will be expended into space."))
1722 automode = "AUTOMATIC"
1723 key = scanner.next()
1724 elif scanner.sees("no"):
1729 elif key == "IHREAL":
1730 if len(game.enemies)==0:
1731 prout(_("Energy will be expended into space."))
1732 automode = "AUTOMATIC"
1734 automode = "FORCEMAN"
1736 automode = "AUTOMATIC"
1739 if len(game.enemies)==0:
1740 prout(_("Energy will be expended into space."))
1741 automode = "AUTOMATIC"
1743 automode = "FORCEMAN"
1745 proutn(_("Manual or automatic? "))
1750 if automode == "AUTOMATIC":
1751 if key == "IHALPHA" and scanner.sees("no"):
1753 key = scanner.next()
1754 if key != "IHREAL" and len(game.enemies) != 0:
1755 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
1760 for i in range(len(game.enemies)):
1761 irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
1763 proutn(_("%d units required. ") % irec)
1765 proutn(_("Units to fire= "))
1766 key = scanner.next()
1771 proutn(_("Energy available= %.2f") % avail)
1774 if not rpow > avail:
1781 if key == "IHALPHA" and scanner.sees("no"):
1784 game.energy -= 200; # Go and do it!
1785 if checkshctrl(rpow):
1790 if len(game.enemies):
1793 for i in range(len(game.enemies)):
1797 hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
1798 over = randreal(1.01, 1.06) * hits[i]
1800 powrem -= hits[i] + over
1801 if powrem <= 0 and temp < hits[i]:
1810 if extra > 0 and not game.alldone:
1812 proutn(_("*** Tholian web absorbs "))
1813 if len(game.enemies)>0:
1814 proutn(_("excess "))
1815 prout(_("phaser energy."))
1817 prout(_("%d expended on empty space.") % int(extra))
1818 elif automode == "FORCEMAN":
1821 if damaged(DCOMPTR):
1822 prout(_("Battle computer damaged, manual fire only."))
1825 prouts(_("---WORKING---"))
1827 prout(_("Short-range-sensors-damaged"))
1828 prout(_("Insufficient-data-for-automatic-phaser-fire"))
1829 prout(_("Manual-fire-must-be-used"))
1831 elif automode == "MANUAL":
1833 for k in range(len(game.enemies)):
1834 aim = game.enemies[k].location
1835 ienm = game.quad[aim.i][aim.j]
1837 proutn(_("Energy available= %.2f") % (avail-0.006))
1841 if damaged(DSRSENS) and \
1842 not game.sector.distance(aim)<2**0.5 and ienm in ('C', 'S'):
1843 prout(cramen(ienm) + _(" can't be located without short range scan."))
1846 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
1851 if itarg and k > kz:
1852 irec=(abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
1855 if not damaged(DCOMPTR):
1860 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
1861 key = scanner.next()
1862 if key == "IHALPHA" and scanner.sees("no"):
1864 key = scanner.next()
1866 if key == "IHALPHA":
1870 if k==1: # Let me say I'm baffled by this
1873 if scanner.real < 0:
1877 hits[k] = scanner.real
1878 rpow += scanner.real
1879 # If total requested is too much, inform and start over
1881 prout(_("Available energy exceeded -- try again."))
1884 key = scanner.next(); # scan for next value
1887 # zero energy -- abort
1890 if key == "IHALPHA" and scanner.sees("no"):
1895 game.energy -= 200.0
1896 if checkshctrl(rpow):
1900 # Say shield raised or malfunction, if necessary
1907 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
1908 prouts(_(" CLICK CLICK POP . . ."))
1909 prout(_(" No response, sir!"))
1912 prout(_("Shields raised."))
1917 # Code from events,c begins here.
1919 # This isn't a real event queue a la BSD Trek yet -- you can only have one
1920 # event of each type active at any given time. Mostly these means we can
1921 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
1922 # BSD Trek, from which we swiped the idea, can have up to 5.
1924 def unschedule(evtype):
1925 "Remove an event from the schedule."
1926 game.future[evtype].date = FOREVER
1927 return game.future[evtype]
1929 def is_scheduled(evtype):
1930 "Is an event of specified type scheduled."
1931 return game.future[evtype].date != FOREVER
1933 def scheduled(evtype):
1934 "When will this event happen?"
1935 return game.future[evtype].date
1937 def schedule(evtype, offset):
1938 "Schedule an event of specified type."
1939 game.future[evtype].date = game.state.date + offset
1940 return game.future[evtype]
1942 def postpone(evtype, offset):
1943 "Postpone a scheduled event."
1944 game.future[evtype].date += offset
1947 "Rest period is interrupted by event."
1950 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
1952 game.resting = False
1958 "Run through the event queue looking for things to do."
1960 fintim = game.state.date + game.optime; yank=0
1961 ictbeam = False; istract = False
1962 w = coord(); hold = coord()
1963 ev = event(); ev2 = event()
1965 def tractorbeam(yank):
1966 "Tractor-beaming cases merge here."
1968 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
1970 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
1971 # If Kirk & Co. screwing around on planet, handle
1972 atover(True) # atover(true) is Grab
1975 if game.icraft: # Caught in Galileo?
1978 # Check to see if shuttle is aboard
1979 if game.iscraft == "offship":
1982 prout(_("Galileo, left on the planet surface, is captured"))
1983 prout(_("by aliens and made into a flying McDonald's."))
1984 game.damage[DSHUTTL] = -10
1985 game.iscraft = "removed"
1987 prout(_("Galileo, left on the planet surface, is well hidden."))
1989 game.quadrant = game.state.kscmdr
1991 game.quadrant = game.state.kcmdr[i]
1992 game.sector = randplace(QUADSIZE)
1993 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
1994 % (game.quadrant, game.sector))
1996 prout(_("(Remainder of rest/repair period cancelled.)"))
1997 game.resting = False
1999 if not damaged(DSHIELD) and game.shield > 0:
2000 doshield(shraise=True) # raise shields
2001 game.shldchg = False
2003 prout(_("(Shields not currently useable.)"))
2005 # Adjust finish time to time of tractor beaming
2006 fintim = game.state.date+game.optime
2007 attack(torps_ok=False)
2008 if not game.state.kcmdr:
2011 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2014 "Code merges here for any commander destroying a starbase."
2015 # Not perfect, but will have to do
2016 # Handle case where base is in same quadrant as starship
2017 if game.battle == game.quadrant:
2018 game.state.chart[game.battle.i][game.battle.j].starbase = False
2019 game.quad[game.base.i][game.base.j] = '.'
2020 game.base.invalidate()
2023 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2024 elif game.state.baseq and communicating():
2025 # Get word via subspace radio
2028 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2029 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2031 prout(_("the Klingon Super-Commander"))
2033 prout(_("a Klingon Commander"))
2034 game.state.chart[game.battle.i][game.battle.j].starbase = False
2035 # Remove Starbase from galaxy
2036 game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2037 game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq)
2039 # reinstate a commander's base attack
2043 game.battle.invalidate()
2045 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2046 for i in range(1, NEVENTS):
2047 if i == FSNOVA: proutn("=== Supernova ")
2048 elif i == FTBEAM: proutn("=== T Beam ")
2049 elif i == FSNAP: proutn("=== Snapshot ")
2050 elif i == FBATTAK: proutn("=== Base Attack ")
2051 elif i == FCDBAS: proutn("=== Base Destroy ")
2052 elif i == FSCMOVE: proutn("=== SC Move ")
2053 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2054 elif i == FDSPROB: proutn("=== Probe Move ")
2055 elif i == FDISTR: proutn("=== Distress Call ")
2056 elif i == FENSLV: proutn("=== Enslavement ")
2057 elif i == FREPRO: proutn("=== Klingon Build ")
2059 prout("%.2f" % (scheduled(i)))
2062 radio_was_broken = damaged(DRADIO)
2065 # Select earliest extraneous event, evcode==0 if no events
2070 for l in range(1, NEVENTS):
2071 if game.future[l].date < datemin:
2074 prout("== Event %d fires" % evcode)
2075 datemin = game.future[l].date
2076 xtime = datemin-game.state.date
2077 game.state.date = datemin
2078 # Decrement Federation resources and recompute remaining time
2079 game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
2081 if game.state.remtime <=0:
2084 # Any crew left alive?
2085 if game.state.crew <=0:
2088 # Is life support adequate?
2089 if damaged(DLIFSUP) and game.condition != "docked":
2090 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2093 game.lsupres -= xtime
2094 if game.damage[DLIFSUP] <= xtime:
2095 game.lsupres = game.inlsr
2098 if game.condition == "docked":
2100 # Don't fix Deathray here
2101 for l in range(NDEVICES):
2102 if game.damage[l] > 0.0 and l != DDRAY:
2103 if game.damage[l]-repair > 0.0:
2104 game.damage[l] -= repair
2106 game.damage[l] = 0.0
2107 # If radio repaired, update star chart and attack reports
2108 if radio_was_broken and not damaged(DRADIO):
2109 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2110 prout(_(" surveillance reports are coming in."))
2112 if not game.iseenit:
2116 prout(_(" The star chart is now up to date.\""))
2118 # Cause extraneous event EVCODE to occur
2119 game.optime -= xtime
2120 if evcode == FSNOVA: # Supernova
2123 schedule(FSNOVA, expran(0.5*game.intime))
2124 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2126 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2127 if game.state.nscrem == 0 or \
2128 ictbeam or istract or \
2129 game.condition=="docked" or game.isatb==1 or game.iscate:
2131 if game.ientesc or \
2132 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2133 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2134 (damaged(DSHIELD) and \
2135 (game.energy < 2500 or damaged(DPHASER)) and \
2136 (game.torps < 5 or damaged(DPHOTON))):
2138 istract = ictbeam = True
2139 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2142 elif evcode == FTBEAM: # Tractor beam
2143 if not game.state.kcmdr:
2146 i = randrange(len(game.state.kcmdr))
2147 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2148 if istract or game.condition == "docked" or yank == 0:
2149 # Drats! Have to reschedule
2151 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2155 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2156 game.snapsht = copy.deepcopy(game.state)
2157 game.state.snap = True
2158 schedule(FSNAP, expran(0.5 * game.intime))
2159 elif evcode == FBATTAK: # Commander attacks starbase
2160 if not game.state.kcmdr or not game.state.baseq:
2166 for ibq in game.state.baseq:
2167 for cmdr in game.state.kcmdr:
2168 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2171 # no match found -- try later
2172 schedule(FBATTAK, expran(0.3*game.intime))
2177 # commander + starbase combination found -- launch attack
2179 schedule(FCDBAS, randreal(1.0, 4.0))
2180 if game.isatb: # extra time if SC already attacking
2181 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2182 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2183 game.iseenit = False
2184 if not communicating():
2185 continue # No warning :-(
2189 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2190 prout(_(" reports that it is under attack and that it can"))
2191 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2194 elif evcode == FSCDBAS: # Supercommander destroys base
2197 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2198 continue # WAS RETURN!
2200 game.battle = game.state.kscmdr
2202 elif evcode == FCDBAS: # Commander succeeds in destroying base
2205 if not game.state.baseq() \
2206 or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2207 game.battle.invalidate()
2209 # find the lucky pair
2210 for cmdr in game.state.kcmdr:
2211 if cmdr == game.battle:
2214 # No action to take after all
2217 elif evcode == FSCMOVE: # Supercommander moves
2218 schedule(FSCMOVE, 0.2777)
2219 if not game.ientesc and not istract and game.isatb != 1 and \
2220 (not game.iscate or not game.justin):
2222 elif evcode == FDSPROB: # Move deep space probe
2223 schedule(FDSPROB, 0.01)
2224 if not game.probe.next():
2225 if not game.probe.quadrant().valid_quadrant() or \
2226 game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
2227 # Left galaxy or ran into supernova
2231 proutn(_("Lt. Uhura- \"The deep space probe "))
2232 if not game.probe.quadrant().valid_quadrant():
2233 prout(_("has left the galaxy.\""))
2235 prout(_("is no longer transmitting.\""))
2241 prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
2242 pdest = game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j]
2244 chp = game.state.chart[game.probe.quadrant().i][game.probe.quadrant().j]
2245 chp.klingons = pdest.klingons
2246 chp.starbase = pdest.starbase
2247 chp.stars = pdest.stars
2248 pdest.charted = True
2249 game.probe.moves -= 1 # One less to travel
2250 if game.probe.arrived() and game.isarmed and pdest.stars:
2251 supernova(game.probe) # fire in the hole!
2253 if game.state.galaxy[game.quadrant().i][game.quadrant().j].supernova:
2255 elif evcode == FDISTR: # inhabited system issues distress call
2257 # try a whole bunch of times to find something suitable
2258 for i in range(100):
2259 # need a quadrant which is not the current one,
2260 # which has some stars which are inhabited and
2261 # not already under attack, which is not
2262 # supernova'ed, and which has some Klingons in it
2263 w = randplace(GALSIZE)
2264 q = game.state.galaxy[w.i][w.j]
2265 if not (game.quadrant == w or q.planet == None or \
2266 not q.planet.inhabited or \
2267 q.supernova or q.status!="secure" or q.klingons<=0):
2270 # can't seem to find one; ignore this call
2272 prout("=== Couldn't find location for distress event.")
2274 # got one!! Schedule its enslavement
2275 ev = schedule(FENSLV, expran(game.intime))
2277 q.status = "distressed"
2278 # tell the captain about it if we can
2280 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2282 prout(_("by a Klingon invasion fleet."))
2285 elif evcode == FENSLV: # starsystem is enslaved
2286 ev = unschedule(FENSLV)
2287 # see if current distress call still active
2288 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2292 q.status = "enslaved"
2294 # play stork and schedule the first baby
2295 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2296 ev2.quadrant = ev.quadrant
2298 # report the disaster if we can
2300 prout(_("Uhura- We've lost contact with starsystem %s") % \
2302 prout(_("in Quadrant %s.\n") % ev.quadrant)
2303 elif evcode == FREPRO: # Klingon reproduces
2304 # If we ever switch to a real event queue, we'll need to
2305 # explicitly retrieve and restore the x and y.
2306 ev = schedule(FREPRO, expran(1.0 * game.intime))
2307 # see if current distress call still active
2308 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2312 if game.state.remkl >=MAXKLGAME:
2313 continue # full right now
2314 # reproduce one Klingon
2317 if game.klhere >= MAXKLQUAD:
2319 # this quadrant not ok, pick an adjacent one
2320 for m.i in range(w.i - 1, w.i + 2):
2321 for m.j in range(w.j - 1, w.j + 2):
2322 if not m.valid_quadrant():
2324 q = game.state.galaxy[m.i][m.j]
2325 # check for this quad ok (not full & no snova)
2326 if q.klingons >= MAXKLQUAD or q.supernova:
2330 continue # search for eligible quadrant failed
2334 game.state.remkl += 1
2336 if game.quadrant == w:
2338 game.enemies.append(newkling())
2339 # recompute time left
2342 if game.quadrant == w:
2343 prout(_("Spock- sensors indicate the Klingons have"))
2344 prout(_("launched a warship from %s.") % q.planet)
2346 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2347 if q.planet != None:
2348 proutn(_("near %s ") % q.planet)
2349 prout(_("in Quadrant %s.") % w)
2355 key = scanner.next()
2358 proutn(_("How long? "))
2363 origTime = delay = scanner.real
2366 if delay >= game.state.remtime or len(game.enemies) != 0:
2367 proutn(_("Are you sure? "))
2370 # Alternate resting periods (events) with attacks
2374 game.resting = False
2375 if not game.resting:
2376 prout(_("%d stardates left.") % int(game.state.remtime))
2378 temp = game.optime = delay
2379 if len(game.enemies):
2380 rtime = randreal(1.0, 2.0)
2384 if game.optime < delay:
2385 attack(torps_ok=False)
2393 # Repair Deathray if long rest at starbase
2394 if origTime-delay >= 9.99 and game.condition == "docked":
2395 game.damage[DDRAY] = 0.0
2396 # leave if quadrant supernovas
2397 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2399 game.resting = False
2404 course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2405 newc = coord(); neighbor = coord(); bump = coord(0, 0)
2407 # Wow! We've supernova'ed
2408 supernova(game.quadrant)
2410 # handle initial nova
2411 game.quad[nov.i][nov.j] = '.'
2412 prout(crmena(False, '*', "sector", nov) + _(" novas."))
2413 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2414 game.state.starkl += 1
2415 # Set up queue to recursively trigger adjacent stars
2421 for offset.i in range(-1, 1+1):
2422 for offset.j in range(-1, 1+1):
2423 if offset.j==0 and offset.i==0:
2425 neighbor = start + offset
2426 if not neighbor.valid_sector():
2428 iquad = game.quad[neighbor.i][neighbor.j]
2429 # Empty space ends reaction
2430 if iquad in ('.', '?', ' ', 'T', '#'):
2432 elif iquad == '*': # Affect another star
2434 # This star supernovas
2435 supernova(game.quadrant)
2438 hits.append(neighbor)
2439 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2440 game.state.starkl += 1
2441 proutn(crmena(True, '*', "sector", neighbor))
2443 game.quad[neighbor.i][neighbor.j] = '.'
2445 elif iquad in ('P', '@'): # Destroy planet
2446 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2448 game.state.nplankl += 1
2450 game.state.worldkl += 1
2451 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2452 game.iplnet.pclass = "destroyed"
2454 game.plnet.invalidate()
2458 game.quad[neighbor.i][neighbor.j] = '.'
2459 elif iquad == 'B': # Destroy base
2460 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2461 game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
2462 game.base.invalidate()
2463 game.state.basekl += 1
2465 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2466 game.quad[neighbor.i][neighbor.j] = '.'
2467 elif iquad in ('E', 'F'): # Buffet ship
2468 prout(_("***Starship buffeted by nova."))
2470 if game.shield >= 2000.0:
2471 game.shield -= 2000.0
2473 diff = 2000.0 - game.shield
2477 prout(_("***Shields knocked out."))
2478 game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2480 game.energy -= 2000.0
2481 if game.energy <= 0:
2484 # add in course nova contributes to kicking starship
2485 bump += (game.sector-hits[mm]).sgn()
2486 elif iquad == 'K': # kill klingon
2487 deadkl(neighbor, iquad, neighbor)
2488 elif iquad in ('C','S','R'): # Damage/destroy big enemies
2489 for ll in range(len(game.enemies)):
2490 if game.enemies[ll].location == neighbor:
2492 game.enemies[ll].power -= 800.0 # If firepower is lost, die
2493 if game.enemies[ll].power <= 0.0:
2494 deadkl(neighbor, iquad, neighbor)
2496 newc = neighbor + neighbor - hits[mm]
2497 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2498 if not newc.valid_sector():
2499 # can't leave quadrant
2502 iquad1 = game.quad[newc.i][newc.j]
2504 proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
2506 deadkl(neighbor, iquad, newc)
2509 # can't move into something else
2512 proutn(_(", buffeted to Sector %s") % newc)
2513 game.quad[neighbor.i][neighbor.j] = '.'
2514 game.quad[newc.i][newc.j] = iquad
2515 game.enemies[ll].move(newc)
2516 # Starship affected by nova -- kick it away.
2518 direc = course[3*(bump.i+1)+bump.j+2]
2523 course = course(bearing=direc, distance=dist)
2524 game.optime = course.time(warp=4)
2526 prout(_("Force of nova displaces starship."))
2527 imove(course, noattack=True)
2528 game.optime = course.time(warp=4)
2532 "Star goes supernova."
2537 # Scheduled supernova -- select star at random.
2540 for nq.i in range(GALSIZE):
2541 for nq.j in range(GALSIZE):
2542 stars += game.state.galaxy[nq.i][nq.j].stars
2544 return # nothing to supernova exists
2545 num = randrange(stars) + 1
2546 for nq.i in range(GALSIZE):
2547 for nq.j in range(GALSIZE):
2548 num -= game.state.galaxy[nq.i][nq.j].stars
2554 proutn("=== Super nova here?")
2557 if not nq == game.quadrant or game.justin:
2558 # it isn't here, or we just entered (treat as enroute)
2561 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2562 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2565 # we are in the quadrant!
2566 num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
2567 for ns.i in range(QUADSIZE):
2568 for ns.j in range(QUADSIZE):
2569 if game.quad[ns.i][ns.j]=='*':
2576 prouts(_("***RED ALERT! RED ALERT!"))
2578 prout(_("***Incipient supernova detected at Sector %s") % ns)
2579 if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2580 proutn(_("Emergency override attempts t"))
2581 prouts("***************")
2585 # destroy any Klingons in supernovaed quadrant
2586 kldead = game.state.galaxy[nq.i][nq.j].klingons
2587 game.state.galaxy[nq.i][nq.j].klingons = 0
2588 if nq == game.state.kscmdr:
2589 # did in the Supercommander!
2590 game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
2594 survivors = filter(lambda w: w != nq, game.state.kcmdr)
2595 comkills = len(game.state.kcmdr) - len(survivors)
2596 game.state.kcmdr = survivors
2598 if not game.state.kcmdr:
2600 game.state.remkl -= kldead
2601 # destroy Romulans and planets in supernovaed quadrant
2602 nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2603 game.state.galaxy[nq.i][nq.j].romulans = 0
2604 game.state.nromrem -= nrmdead
2606 for loop in range(game.inplan):
2607 if game.state.planets[loop].quadrant == nq:
2608 game.state.planets[loop].pclass = "destroyed"
2610 # Destroy any base in supernovaed quadrant
2611 game.state.baseq = filter(lambda x: x != nq, game.state.baseq)
2612 # If starship caused supernova, tally up destruction
2614 game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2615 game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2616 game.state.nplankl += npdead
2617 # mark supernova in galaxy and in star chart
2618 if game.quadrant == nq or communicating():
2619 game.state.galaxy[nq.i][nq.j].supernova = True
2620 # If supernova destroys last Klingons give special message
2621 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
2624 prout(_("Lucky you!"))
2625 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2628 # if some Klingons remain, continue or die in supernova
2633 # Code from finish.c ends here.
2636 "Self-destruct maneuver. Finish with a BANG!"
2638 if damaged(DCOMPTR):
2639 prout(_("Computer damaged; cannot execute destruct sequence."))
2641 prouts(_("---WORKING---")); skip(1)
2642 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2643 prouts(" 10"); skip(1)
2644 prouts(" 9"); skip(1)
2645 prouts(" 8"); skip(1)
2646 prouts(" 7"); skip(1)
2647 prouts(" 6"); skip(1)
2649 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2651 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2653 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2657 if game.passwd != scanner.token:
2658 prouts(_("PASSWORD-REJECTED;"))
2660 prouts(_("CONTINUITY-EFFECTED"))
2663 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2664 prouts(" 5"); skip(1)
2665 prouts(" 4"); skip(1)
2666 prouts(" 3"); skip(1)
2667 prouts(" 2"); skip(1)
2668 prouts(" 1"); skip(1)
2670 prouts(_("GOODBYE-CRUEL-WORLD"))
2678 prouts(_("********* Entropy of %s maximized *********") % crmshp())
2682 if len(game.enemies) != 0:
2683 whammo = 25.0 * game.energy
2685 while l <= len(game.enemies):
2686 if game.enemies[l].power*game.enemies[l].kdist <= whammo:
2687 deadkl(game.enemies[l].location, game.quad[game.enemies[l].location.i][game.enemies[l].location.j], game.enemies[l].location)
2692 "Compute our rate of kils over time."
2693 elapsed = game.state.date - game.indate
2694 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
2697 starting = (game.inkling + game.incom + game.inscom)
2698 remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
2699 return (starting - remaining)/elapsed
2703 badpt = 5.0*game.state.starkl + \
2705 10.0*game.state.nplankl + \
2706 300*game.state.nworldkl + \
2708 100.0*game.state.basekl +\
2710 if game.ship == 'F':
2712 elif game.ship == None:
2717 # end the game, with appropriate notfications
2721 prout(_("It is stardate %.1f.") % game.state.date)
2723 if ifin == FWON: # Game has been won
2724 if game.state.nromrem != 0:
2725 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
2728 prout(_("You have smashed the Klingon invasion fleet and saved"))
2729 prout(_("the Federation."))
2734 badpt = 0.0 # Close enough!
2735 # killsPerDate >= RateMax
2736 if game.state.date-game.indate < 5.0 or \
2737 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
2739 prout(_("In fact, you have done so well that Starfleet Command"))
2740 if game.skill == SKILL_NOVICE:
2741 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
2742 elif game.skill == SKILL_FAIR:
2743 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
2744 elif game.skill == SKILL_GOOD:
2745 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
2746 elif game.skill == SKILL_EXPERT:
2747 prout(_("promotes you to Commodore Emeritus."))
2749 prout(_("Now that you think you're really good, try playing"))
2750 prout(_("the \"Emeritus\" game. It will splatter your ego."))
2751 elif game.skill == SKILL_EMERITUS:
2753 proutn(_("Computer- "))
2754 prouts(_("ERROR-ERROR-ERROR-ERROR"))
2756 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
2758 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2760 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2762 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2764 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
2766 prout(_("Now you can retire and write your own Star Trek game!"))
2768 elif game.skill >= SKILL_EXPERT:
2769 if game.thawed and not idebug:
2770 prout(_("You cannot get a citation, so..."))
2772 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
2776 # Only grant long life if alive (original didn't!)
2778 prout(_("LIVE LONG AND PROSPER."))
2783 elif ifin == FDEPLETE: # Federation Resources Depleted
2784 prout(_("Your time has run out and the Federation has been"))
2785 prout(_("conquered. Your starship is now Klingon property,"))
2786 prout(_("and you are put on trial as a war criminal. On the"))
2787 proutn(_("basis of your record, you are "))
2788 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
2789 prout(_("acquitted."))
2791 prout(_("LIVE LONG AND PROSPER."))
2793 prout(_("found guilty and"))
2794 prout(_("sentenced to death by slow torture."))
2798 elif ifin == FLIFESUP:
2799 prout(_("Your life support reserves have run out, and"))
2800 prout(_("you die of thirst, starvation, and asphyxiation."))
2801 prout(_("Your starship is a derelict in space."))
2803 prout(_("Your energy supply is exhausted."))
2805 prout(_("Your starship is a derelict in space."))
2806 elif ifin == FBATTLE:
2807 prout(_("The %s has been destroyed in battle.") % crmshp())
2809 prout(_("Dulce et decorum est pro patria mori."))
2811 prout(_("You have made three attempts to cross the negative energy"))
2812 prout(_("barrier which surrounds the galaxy."))
2814 prout(_("Your navigation is abominable."))
2817 prout(_("Your starship has been destroyed by a nova."))
2818 prout(_("That was a great shot."))
2820 elif ifin == FSNOVAED:
2821 prout(_("The %s has been fried by a supernova.") % crmshp())
2822 prout(_("...Not even cinders remain..."))
2823 elif ifin == FABANDN:
2824 prout(_("You have been captured by the Klingons. If you still"))
2825 prout(_("had a starbase to be returned to, you would have been"))
2826 prout(_("repatriated and given another chance. Since you have"))
2827 prout(_("no starbases, you will be mercilessly tortured to death."))
2828 elif ifin == FDILITHIUM:
2829 prout(_("Your starship is now an expanding cloud of subatomic particles"))
2830 elif ifin == FMATERIALIZE:
2831 prout(_("Starbase was unable to re-materialize your starship."))
2832 prout(_("Sic transit gloria mundi"))
2833 elif ifin == FPHASER:
2834 prout(_("The %s has been cremated by its own phasers.") % crmshp())
2836 prout(_("You and your landing party have been"))
2837 prout(_("converted to energy, disipating through space."))
2838 elif ifin == FMINING:
2839 prout(_("You are left with your landing party on"))
2840 prout(_("a wild jungle planet inhabited by primitive cannibals."))
2842 prout(_("They are very fond of \"Captain Kirk\" soup."))
2844 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
2845 elif ifin == FDPLANET:
2846 prout(_("You and your mining party perish."))
2848 prout(_("That was a great shot."))
2851 prout(_("The Galileo is instantly annihilated by the supernova."))
2852 prout(_("You and your mining party are atomized."))
2854 prout(_("Mr. Spock takes command of the %s and") % crmshp())
2855 prout(_("joins the Romulans, wreaking terror on the Federation."))
2856 elif ifin == FPNOVA:
2857 prout(_("You and your mining party are atomized."))
2859 prout(_("Mr. Spock takes command of the %s and") % crmshp())
2860 prout(_("joins the Romulans, wreaking terror on the Federation."))
2861 elif ifin == FSTRACTOR:
2862 prout(_("The shuttle craft Galileo is also caught,"))
2863 prout(_("and breaks up under the strain."))
2865 prout(_("Your debris is scattered for millions of miles."))
2866 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
2868 prout(_("The mutants attack and kill Spock."))
2869 prout(_("Your ship is captured by Klingons, and"))
2870 prout(_("your crew is put on display in a Klingon zoo."))
2871 elif ifin == FTRIBBLE:
2872 prout(_("Tribbles consume all remaining water,"))
2873 prout(_("food, and oxygen on your ship."))
2875 prout(_("You die of thirst, starvation, and asphyxiation."))
2876 prout(_("Your starship is a derelict in space."))
2878 prout(_("Your ship is drawn to the center of the black hole."))
2879 prout(_("You are crushed into extremely dense matter."))
2881 prout(_("Your last crew member has died."))
2882 if game.ship == 'F':
2884 elif game.ship == 'E':
2887 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
2888 goodies = game.state.remres/game.inresor
2889 baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
2890 if goodies/baddies >= randreal(1.0, 1.5):
2891 prout(_("As a result of your actions, a treaty with the Klingon"))
2892 prout(_("Empire has been signed. The terms of the treaty are"))
2893 if goodies/baddies >= randreal(3.0):
2894 prout(_("favorable to the Federation."))
2896 prout(_("Congratulations!"))
2898 prout(_("highly unfavorable to the Federation."))
2900 prout(_("The Federation will be destroyed."))
2902 prout(_("Since you took the last Klingon with you, you are a"))
2903 prout(_("martyr and a hero. Someday maybe they'll erect a"))
2904 prout(_("statue in your memory. Rest in peace, and try not"))
2905 prout(_("to think about pigeons."))
2910 "Compute player's score."
2911 timused = game.state.date - game.indate
2913 if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
2915 perdate = killrate()
2916 ithperd = 500*perdate + 0.5
2919 iwon = 100*game.skill
2920 if game.ship == 'E':
2922 elif game.ship == 'F':
2926 iscore = 10*(game.inkling - game.state.remkl) \
2927 + 50*(game.incom - len(game.state.kcmdr)) \
2929 + 20*(game.inrom - game.state.nromrem) \
2930 + 200*(game.inscom - game.state.nscrem) \
2931 - game.state.nromrem \
2936 prout(_("Your score --"))
2937 if game.inrom - game.state.nromrem:
2938 prout(_("%6d Romulans destroyed %5d") %
2939 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
2940 if game.state.nromrem and game.gamewon:
2941 prout(_("%6d Romulans captured %5d") %
2942 (game.state.nromrem, game.state.nromrem))
2943 if game.inkling - game.state.remkl:
2944 prout(_("%6d ordinary Klingons destroyed %5d") %
2945 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
2946 if game.incom - len(game.state.kcmdr):
2947 prout(_("%6d Klingon commanders destroyed %5d") %
2948 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
2949 if game.inscom - game.state.nscrem:
2950 prout(_("%6d Super-Commander destroyed %5d") %
2951 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
2953 prout(_("%6.2f Klingons per stardate %5d") %
2955 if game.state.starkl:
2956 prout(_("%6d stars destroyed by your action %5d") %
2957 (game.state.starkl, -5*game.state.starkl))
2958 if game.state.nplankl:
2959 prout(_("%6d planets destroyed by your action %5d") %
2960 (game.state.nplankl, -10*game.state.nplankl))
2961 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
2962 prout(_("%6d inhabited planets destroyed by your action %5d") %
2963 (game.state.nworldkl, -300*game.state.nworldkl))
2964 if game.state.basekl:
2965 prout(_("%6d bases destroyed by your action %5d") %
2966 (game.state.basekl, -100*game.state.basekl))
2968 prout(_("%6d calls for help from starbase %5d") %
2969 (game.nhelp, -45*game.nhelp))
2971 prout(_("%6d casualties incurred %5d") %
2972 (game.casual, -game.casual))
2974 prout(_("%6d crew abandoned in space %5d") %
2975 (game.abandoned, -3*game.abandoned))
2977 prout(_("%6d ship(s) lost or destroyed %5d") %
2978 (klship, -100*klship))
2980 prout(_("Penalty for getting yourself killed -200"))
2982 proutn(_("Bonus for winning "))
2983 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
2984 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
2985 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
2986 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
2987 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
2988 prout(" %5d" % iwon)
2990 prout(_("TOTAL SCORE %5d") % iscore)
2993 "Emit winner's commemmorative plaque."
2996 proutn(_("File or device name for your plaque: "))
2999 fp = open(winner, "w")
3002 prout(_("Invalid name."))
3004 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3006 # The 38 below must be 64 for 132-column paper
3007 nskip = 38 - len(winner)/2
3008 fp.write("\n\n\n\n")
3009 # --------DRAW ENTERPRISE PICTURE.
3010 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3011 fp.write(" EEE E : : : E\n" )
3012 fp.write(" EE EEE E : : NCC-1701 : E\n")
3013 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
3014 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3015 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
3016 fp.write(" EEEEEEE EEEEE E E E E\n")
3017 fp.write(" EEE E E E E\n")
3018 fp.write(" E E E E\n")
3019 fp.write(" EEEEEEEEEEEEE E E\n")
3020 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3021 fp.write(" :E : EEEE E\n")
3022 fp.write(" .-E -:----- E\n")
3023 fp.write(" :E : E\n")
3024 fp.write(" EE : EEEEEEEE\n")
3025 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3027 fp.write(_(" U. S. S. ENTERPRISE\n"))
3028 fp.write("\n\n\n\n")
3029 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3031 fp.write(_(" Starfleet Command bestows to you\n"))
3033 fp.write("%*s%s\n\n" % (nskip, "", winner))
3034 fp.write(_(" the rank of\n\n"))
3035 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3037 if game.skill == SKILL_EXPERT:
3038 fp.write(_(" Expert level\n\n"))
3039 elif game.skill == SKILL_EMERITUS:
3040 fp.write(_("Emeritus level\n\n"))
3042 fp.write(_(" Cheat level\n\n"))
3043 timestring = time.ctime()
3044 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3045 (timestring+4, timestring+20, timestring+11))
3046 fp.write(_(" Your score: %d\n\n") % iscore)
3047 fp.write(_(" Klingons per stardate: %.2f\n") % perdate)
3050 # Code from io.c begins here
3052 rows = linecount = 0 # for paging
3055 fullscreen_window = None
3056 srscan_window = None
3057 report_window = None
3058 status_window = None
3059 lrscan_window = None
3060 message_window = None
3061 prompt_window = None
3066 gettext.bindtextdomain("sst", "/usr/local/share/locale")
3067 gettext.textdomain("sst")
3068 if not (game.options & OPTION_CURSES):
3069 ln_env = os.getenv("LINES")
3075 stdscr = curses.initscr()
3079 if game.options & OPTION_COLOR:
3080 curses.start_color();
3081 curses.use_default_colors()
3082 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, -1);
3083 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, -1);
3084 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, -1);
3085 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, -1);
3086 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, -1);
3087 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, -1);
3088 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, -1);
3089 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, -1);
3090 global fullscreen_window, srscan_window, report_window, status_window
3091 global lrscan_window, message_window, prompt_window
3092 (rows, columns) = stdscr.getmaxyx()
3093 fullscreen_window = stdscr
3094 srscan_window = curses.newwin(12, 25, 0, 0)
3095 report_window = curses.newwin(11, 0, 1, 25)
3096 status_window = curses.newwin(10, 0, 1, 39)
3097 lrscan_window = curses.newwin(5, 0, 0, 64)
3098 message_window = curses.newwin(0, 0, 12, 0)
3099 prompt_window = curses.newwin(1, 0, rows-2, 0)
3100 message_window.scrollok(True)
3101 setwnd(fullscreen_window)
3105 if game.options & OPTION_CURSES:
3106 stdscr.keypad(False)
3112 "Wait for user action -- OK to do nothing if on a TTY"
3113 if game.options & OPTION_CURSES:
3118 prouts(_("[ANNOUNCEMENT ARRIVING...]"))
3122 if game.skill > SKILL_FAIR:
3123 prompt = _("[CONTINUE?]")
3125 prompt = _("[PRESS ENTER TO CONTINUE]")
3127 if game.options & OPTION_CURSES:
3129 setwnd(prompt_window)
3130 prompt_window.clear()
3131 prompt_window.addstr(prompt)
3132 prompt_window.getstr()
3133 prompt_window.clear()
3134 prompt_window.refresh()
3135 setwnd(message_window)
3138 sys.stdout.write('\n')
3141 for j in range(rows):
3142 sys.stdout.write('\n')
3146 "Skip i lines. Pause game if this would cause a scrolling event."
3147 for dummy in range(i):
3148 if game.options & OPTION_CURSES:
3149 (y, x) = curwnd.getyx()
3150 (my, mx) = curwnd.getmaxyx()
3151 if curwnd == message_window and y >= my - 3:
3157 except curses.error:
3162 if rows and linecount >= rows:
3165 sys.stdout.write('\n')
3168 "Utter a line with no following line feed."
3169 if game.options & OPTION_CURSES:
3173 sys.stdout.write(line)
3183 if not replayfp or replayfp.closed: # Don't slow down replays
3186 if game.options & OPTION_CURSES:
3190 if not replayfp or replayfp.closed:
3194 "Get a line of input."
3195 if game.options & OPTION_CURSES:
3196 line = curwnd.getstr() + "\n"
3199 if replayfp and not replayfp.closed:
3201 line = replayfp.readline()
3204 prout("*** Replay finished")
3207 elif line[0] != "#":
3210 line = raw_input() + "\n"
3216 "Change windows -- OK for this to be a no-op in tty mode."
3218 if game.options & OPTION_CURSES:
3220 curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
3223 "Clear to end of line -- can be a no-op in tty mode"
3224 if game.options & OPTION_CURSES:
3229 "Clear screen -- can be a no-op in tty mode."
3231 if game.options & OPTION_CURSES:
3237 def textcolor(color=DEFAULT):
3238 if game.options & OPTION_COLOR:
3239 if color == DEFAULT:
3241 elif color == BLACK:
3242 curwnd.attron(curses.color_pair(curses.COLOR_BLACK));
3244 curwnd.attron(curses.color_pair(curses.COLOR_BLUE));
3245 elif color == GREEN:
3246 curwnd.attron(curses.color_pair(curses.COLOR_GREEN));
3248 curwnd.attron(curses.color_pair(curses.COLOR_CYAN));
3250 curwnd.attron(curses.color_pair(curses.COLOR_RED));
3251 elif color == MAGENTA:
3252 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA));
3253 elif color == BROWN:
3254 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW));
3255 elif color == LIGHTGRAY:
3256 curwnd.attron(curses.color_pair(curses.COLOR_WHITE));
3257 elif color == DARKGRAY:
3258 curwnd.attron(curses.color_pair(curses.COLOR_BLACK) | curses.A_BOLD);
3259 elif color == LIGHTBLUE:
3260 curwnd.attron(curses.color_pair(curses.COLOR_BLUE) | curses.A_BOLD);
3261 elif color == LIGHTGREEN:
3262 curwnd.attron(curses.color_pair(curses.COLOR_GREEN) | curses.A_BOLD);
3263 elif color == LIGHTCYAN:
3264 curwnd.attron(curses.color_pair(curses.COLOR_CYAN) | curses.A_BOLD);
3265 elif color == LIGHTRED:
3266 curwnd.attron(curses.color_pair(curses.COLOR_RED) | curses.A_BOLD);
3267 elif color == LIGHTMAGENTA:
3268 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA) | curses.A_BOLD);
3269 elif color == YELLOW:
3270 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW) | curses.A_BOLD);
3271 elif color == WHITE:
3272 curwnd.attron(curses.color_pair(curses.COLOR_WHITE) | curses.A_BOLD);
3275 if game.options & OPTION_COLOR:
3276 curwnd.attron(curses.A_REVERSE)
3279 # Things past this point have policy implications.
3283 "Hook to be called after moving to redraw maps."
3284 if game.options & OPTION_CURSES:
3287 setwnd(srscan_window)
3291 setwnd(status_window)
3292 status_window.clear()
3293 status_window.move(0, 0)
3294 setwnd(report_window)
3295 report_window.clear()
3296 report_window.move(0, 0)
3298 setwnd(lrscan_window)
3299 lrscan_window.clear()
3300 lrscan_window.move(0, 0)
3301 lrscan(silent=False)
3303 def put_srscan_sym(w, sym):
3304 "Emit symbol for short-range scan."
3305 srscan_window.move(w.i+1, w.j*2+2)
3306 srscan_window.addch(sym)
3307 srscan_window.refresh()
3310 "Enemy fall down, go boom."
3311 if game.options & OPTION_CURSES:
3313 setwnd(srscan_window)
3314 srscan_window.attron(curses.A_REVERSE)
3315 put_srscan_sym(w, game.quad[w.i][w.j])
3319 srscan_window.attroff(curses.A_REVERSE)
3320 put_srscan_sym(w, game.quad[w.i][w.j])
3321 curses.delay_output(500)
3322 setwnd(message_window)
3325 "Sound and visual effects for teleportation."
3326 if game.options & OPTION_CURSES:
3328 setwnd(message_window)
3330 prouts(" . . . . . ")
3331 if game.options & OPTION_CURSES:
3332 #curses.delay_output(1000)
3336 def tracktorpedo(origin, w, step, i, n, iquad):
3337 "Torpedo-track animation."
3338 if not game.options & OPTION_CURSES:
3342 proutn(_("Track for torpedo number %d- ") % (i+1))
3345 proutn(_("Torpedo track- "))
3346 elif step==4 or step==9:
3350 if not damaged(DSRSENS) or game.condition=="docked":
3351 if i != 0 and step == 1:
3354 if (iquad=='.') or (iquad==' '):
3355 put_srscan_sym(w, '+')
3359 put_srscan_sym(w, iquad)
3361 curwnd.attron(curses.A_REVERSE)
3362 put_srscan_sym(w, iquad)
3366 curwnd.attroff(curses.A_REVERSE)
3367 put_srscan_sym(w, iquad)
3372 "Display the current galaxy chart."
3373 if game.options & OPTION_CURSES:
3374 setwnd(message_window)
3375 message_window.clear()
3377 if game.options & OPTION_TTY:
3382 def prstat(txt, data):
3384 if game.options & OPTION_CURSES:
3386 setwnd(status_window)
3388 proutn(" " * (NSYM - len(txt)))
3391 if game.options & OPTION_CURSES:
3392 setwnd(report_window)
3394 # Code from moving.c begins here
3396 def imove(course=None, noattack=False):
3397 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3400 def newquadrant(noattack):
3401 # Leaving quadrant -- allow final enemy attack
3402 # Don't do it if being pushed by Nova
3403 if len(game.enemies) != 0 and not noattack:
3405 for enemy in game.enemies:
3406 finald = (w - enemy.location).distance()
3407 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3408 # Stas Sergeev added the condition
3409 # that attacks only happen if Klingons
3410 # are present and your skill is good.
3411 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3412 attack(torps_ok=False)
3415 # check for edge of galaxy
3419 if course.final.i < 0:
3420 course.final.i = -course.final.i
3422 if course.final.j < 0:
3423 course.final.j = -course.final.j
3425 if course.final.i >= GALSIZE*QUADSIZE:
3426 course.final.i = (GALSIZE*QUADSIZE*2) - course.final.i
3428 if course.final.j >= GALSIZE*QUADSIZE:
3429 course.final.j = (GALSIZE*QUADSIZE*2) - course.final.j
3437 if game.nkinks == 3:
3438 # Three strikes -- you're out!
3442 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3443 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3444 prout(_("YOU WILL BE DESTROYED."))
3445 # Compute final position in new quadrant
3446 if trbeam: # Don't bother if we are to be beamed
3448 game.quadrant = course.final.quadrant()
3449 game.sector = course.final.sector()
3451 prout(_("Entering Quadrant %s.") % game.quadrant)
3452 game.quad[game.sector.i][game.sector.j] = game.ship
3454 if game.skill>SKILL_NOVICE:
3455 attack(torps_ok=False)
3457 def check_collision(h):
3458 iquad = game.quad[h.i][h.j]
3460 # object encountered in flight path
3461 stopegy = 50.0*course.distance/game.optime
3462 if iquad in ('T', 'K', 'C', 'S', 'R', '?'):
3463 for enemy in game.enemies:
3464 if enemy.location == game.sector:
3466 collision(rammed=False, enemy=enemy)
3470 prouts(_("***RED ALERT! RED ALERT!"))
3472 proutn("***" + crmshp())
3473 proutn(_(" pulled into black hole at Sector %s") % h)
3474 # Getting pulled into a black hole was certain
3475 # death in Almy's original. Stas Sergeev added a
3476 # possibility that you'll get timewarped instead.
3478 for m in range(NDEVICES):
3479 if game.damage[m]>0:
3481 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3482 if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
3492 prout(_(" encounters Tholian web at %s;") % h)
3494 prout(_(" blocked by object at %s;") % h)
3495 proutn(_("Emergency stop required "))
3496 prout(_("%2d units of energy.") % int(stopegy))
3497 game.energy -= stopegy
3498 if game.energy <= 0:
3505 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3506 game.inorbit = False
3507 # If tractor beam is to occur, don't move full distance
3508 if game.state.date+game.optime >= scheduled(FTBEAM):
3510 game.condition = "red"
3511 course.distance = course.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3512 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3514 game.quad[game.sector.i][game.sector.j] = '.'
3515 for m in range(course.moves):
3518 if course.origin.quadrant() != course.location.quadrant():
3519 newquadrant(noattack)
3521 elif check_collision(w):
3522 print "Collision detected"
3526 # We're in destination quadrant -- compute new average enemy distances
3527 game.quad[game.sector.i][game.sector.j] = game.ship
3529 for enemy in game.enemies:
3530 finald = (w-enemy.location).distance()
3531 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3532 enemy.kdist = finald
3533 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
3534 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3535 attack(torps_ok=False)
3536 for enemy in game.enemies:
3537 enemy.kavgd = enemy.kdist
3540 setwnd(message_window)
3544 "Dock our ship at a starbase."
3546 if game.condition == "docked" and verbose:
3547 prout(_("Already docked."))
3550 prout(_("You must first leave standard orbit."))
3552 if not game.base.is_valid() or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
3553 prout(crmshp() + _(" not adjacent to base."))
3555 game.condition = "docked"
3559 if game.energy < game.inenrg:
3560 game.energy = game.inenrg
3561 game.shield = game.inshld
3562 game.torps = game.intorps
3563 game.lsupres = game.inlsr
3564 game.state.crew = FULLCREW
3565 if not damaged(DRADIO) and \
3566 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3567 # get attack report from base
3568 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3572 def cartesian(loc1=None, loc2=None):
3574 return game.quadrant * QUADSIZE + game.sector
3576 return game.quadrant * QUADSIZE + loc1
3578 return loc1 * QUADSIZE + loc2
3580 def getcourse(isprobe):
3581 "Get a course and distance from the user."
3583 dquad = copy.copy(game.quadrant)
3584 navmode = "unspecified"
3588 if game.landed and not isprobe:
3589 prout(_("Dummy! You can't leave standard orbit until you"))
3590 proutn(_("are back aboard the ship."))
3593 while navmode == "unspecified":
3594 if damaged(DNAVSYS):
3596 prout(_("Computer damaged; manual navigation only"))
3598 prout(_("Computer damaged; manual movement only"))
3603 key = scanner.next()
3605 proutn(_("Manual or automatic- "))
3608 elif key == "IHALPHA":
3609 if scanner.sees("manual"):
3611 key = scanner.next()
3613 elif scanner.sees("automatic"):
3614 navmode = "automatic"
3615 key = scanner.next()
3623 prout(_("(Manual navigation assumed.)"))
3625 prout(_("(Manual movement assumed.)"))
3629 if navmode == "automatic":
3630 while key == "IHEOL":
3632 proutn(_("Target quadrant or quadrant§or- "))
3634 proutn(_("Destination sector or quadrant§or- "))
3637 key = scanner.next()
3641 xi = int(round(scanner.real))-1
3642 key = scanner.next()
3646 xj = int(round(scanner.real))-1
3647 key = scanner.next()
3649 # both quadrant and sector specified
3650 xk = int(round(scanner.real))-1
3651 key = scanner.next()
3655 xl = int(round(scanner.real))-1
3661 # only one pair of numbers was specified
3663 # only quadrant specified -- go to center of dest quad
3666 dsect.j = dsect.i = 4 # preserves 1-origin behavior
3668 # only sector specified
3672 if not dquad.valid_quadrant() or not dsect.valid_sector():
3679 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
3681 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
3682 # the actual deltas get computed here
3683 delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
3684 delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
3686 while key == "IHEOL":
3687 proutn(_("X and Y displacements- "))
3690 key = scanner.next()
3695 delta.j = scanner.real
3696 key = scanner.next()
3700 delta.i = scanner.real
3701 # Check for zero movement
3702 if delta.i == 0 and delta.j == 0:
3705 if itemp == "verbose" and not isprobe:
3707 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
3709 return course(bearing=delta.bearing(), distance=delta.distance())
3712 def __init__(self, bearing, distance, origin=None):
3713 self.distance = distance
3714 self.bearing = bearing
3716 self.origin = cartesian(game.quadrant, game.sector)
3718 self.origin = origin
3719 # The bearing() code we inherited from FORTRAN is actually computing
3720 # clockface directions!
3721 if self.bearing < 0.0:
3722 self.bearing += 12.0
3723 self.angle = ((15.0 - self.bearing) * 0.5235988)
3725 self.origin = cartesian(game.quadrant, game.sector)
3727 self.origin = cartesian(game.quadrant, origin)
3728 self.increment = coord(-math.sin(self.angle), math.cos(self.angle))
3729 bigger = max(abs(self.increment.i), abs(self.increment.j))
3730 self.increment /= bigger
3731 self.moves = int(round(10*self.distance*bigger))
3733 self.final = (self.location + self.moves*self.increment).roundtogrid()
3735 self.location = self.origin
3738 return self.location.roundtogrid() == self.final
3740 "Next step on course."
3742 self.nextlocation = self.location + self.increment
3743 samequad = (self.location.quadrant() == self.nextlocation.quadrant())
3744 self.location = self.nextlocation
3747 return self.location.quadrant()
3749 return self.location.sector()
3750 def power(self, warp):
3751 return self.distance*(warp**3)*(game.shldup+1)
3752 def time(self, warp):
3753 return 10.0*self.distance/warp**2
3756 "Move under impulse power."
3758 if damaged(DIMPULS):
3761 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
3763 if game.energy > 30.0:
3765 course = getcourse(isprobe=False)
3768 power = 20.0 + 100.0*course.distance
3771 if power >= game.energy:
3772 # Insufficient power for trip
3774 prout(_("First Officer Spock- \"Captain, the impulse engines"))
3775 prout(_("require 20.0 units to engage, plus 100.0 units per"))
3776 if game.energy > 30:
3777 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
3778 int(0.01 * (game.energy-20.0)-0.05))
3779 prout(_(" quadrants.\""))
3781 prout(_("quadrant. They are, therefore, useless.\""))
3784 # Make sure enough time is left for the trip
3785 game.optime = course.dist/0.095
3786 if game.optime >= game.state.remtime:
3787 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
3788 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
3789 proutn(_("we dare spend the time?\" "))
3792 # Activate impulse engines and pay the cost
3793 imove(course, noattack=False)
3797 power = 20.0 + 100.0*course.dist
3798 game.energy -= power
3799 game.optime = course.dist/0.095
3800 if game.energy <= 0:
3804 def warp(course, involuntary):
3805 "ove under warp drive."
3806 blooey = False; twarp = False
3807 if not involuntary: # Not WARPX entry
3809 if game.damage[DWARPEN] > 10.0:
3812 prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
3814 if damaged(DWARPEN) and game.warpfac > 4.0:
3817 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
3818 prout(_(" is repaired, I can only give you warp 4.\""))
3820 # Read in course and distance
3823 course = getcourse(isprobe=False)
3826 # Make sure starship has enough energy for the trip
3827 # Note: this formula is slightly different from the C version,
3828 # and lets you skate a bit closer to the edge.
3829 if course.power(game.warpfac) >= game.energy:
3830 # Insufficient power for trip
3833 prout(_("Engineering to bridge--"))
3834 if not game.shldup or 0.5*power > game.energy:
3835 iwarp = (game.energy/(course.dist+0.05)) ** 0.333333333
3837 prout(_("We can't do it, Captain. We don't have enough energy."))
3839 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
3842 prout(_("if you'll lower the shields."))
3846 prout(_("We haven't the energy to go that far with the shields up."))
3848 # Make sure enough time is left for the trip
3849 game.optime = course.time(game.warpfac)
3850 if game.optime >= 0.8*game.state.remtime:
3852 prout(_("First Officer Spock- \"Captain, I compute that such"))
3853 proutn(_(" a trip would require approximately %2.0f") %
3854 (100.0*game.optime/game.state.remtime))
3855 prout(_(" percent of our"))
3856 proutn(_(" remaining time. Are you sure this is wise?\" "))
3862 if game.warpfac > 6.0:
3863 # Decide if engine damage will occur
3864 # ESR: Seems wrong. Probability of damage goes *down* with distance?
3865 prob = course.distance*(6.0-game.warpfac)**2/66.666666666
3866 if prob > randreal():
3868 course.distance = randreal(course.distance)
3869 # Decide if time warp will occur
3870 if 0.5*course.distance*math.pow(7.0,game.warpfac-10.0) > randreal():
3872 if idebug and game.warpfac==10 and not twarp:
3874 proutn("=== Force time warp? ")
3878 # If time warp or engine damage, check path
3879 # If it is obstructed, don't do warp or damage
3880 for m in range(course.moves):
3883 if not w.valid_sector():
3885 if game.quad[w.i][w.j] != '.':
3889 # Activate Warp Engines and pay the cost
3890 imove(course, noattack=False)
3893 game.energy -= course.power(game.warpfac)
3894 if game.energy <= 0:
3896 game.optime = course.time(game.warpfac)
3900 game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
3902 prout(_("Engineering to bridge--"))
3903 prout(_(" Scott here. The warp engines are damaged."))
3904 prout(_(" We'll have to reduce speed to warp 4."))
3909 "Change the warp factor."
3915 proutn(_("Warp factor- "))
3920 if game.damage[DWARPEN] > 10.0:
3921 prout(_("Warp engines inoperative."))
3923 if damaged(DWARPEN) and scanner.real > 4.0:
3924 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
3925 prout(_(" but right now we can only go warp 4.\""))
3927 if scanner.real > 10.0:
3928 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
3930 if scanner.real < 1.0:
3931 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
3933 oldfac = game.warpfac
3934 game.warpfac = scanner.real
3935 if game.warpfac <= oldfac or game.warpfac <= 6.0:
3936 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
3939 if game.warpfac < 8.00:
3940 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
3942 if game.warpfac == 10.0:
3943 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
3945 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
3949 "Cope with being tossed out of quadrant by supernova or yanked by beam."
3951 # is captain on planet?
3953 if damaged(DTRANSP):
3956 prout(_("Scotty rushes to the transporter controls."))
3958 prout(_("But with the shields up it's hopeless."))
3960 prouts(_("His desperate attempt to rescue you . . ."))
3965 prout(_("SUCCEEDS!"))
3968 proutn(_("The crystals mined were "))
3976 # Check to see if captain in shuttle craft
3981 # Inform captain of attempt to reach safety
3985 prouts(_("***RED ALERT! RED ALERT!"))
3987 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
3988 prouts(_(" a supernova."))
3990 prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
3991 prout(_("safely out of quadrant."))
3992 if not damaged(DRADIO):
3993 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
3994 # Try to use warp engines
3995 if damaged(DWARPEN):
3997 prout(_("Warp engines damaged."))
4000 game.warpfac = randreal(6.0, 8.0)
4001 prout(_("Warp factor set to %d") % int(game.warpfac))
4002 power = 0.75*game.energy
4003 dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4004 dist = max(dist, randreal(math.sqrt(2)))
4005 bugout = course(bearing=randreal(12), distance=dist) # How dumb!
4006 game.optime = bugout.time(game.warpfac)
4008 game.inorbit = False
4009 warp(bugout, involuntary=True)
4011 # This is bad news, we didn't leave quadrant.
4015 prout(_("Insufficient energy to leave quadrant."))
4018 # Repeat if another snova
4019 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
4021 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
4022 finish(FWON) # Snova killed remaining enemy.
4025 "Let's do the time warp again."
4026 prout(_("***TIME WARP ENTERED."))
4027 if game.state.snap and withprob(0.5):
4029 prout(_("You are traveling backwards in time %d stardates.") %
4030 int(game.state.date-game.snapsht.date))
4031 game.state = game.snapsht
4032 game.state.snap = False
4033 if len(game.state.kcmdr):
4034 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4035 schedule(FBATTAK, expran(0.3*game.intime))
4036 schedule(FSNOVA, expran(0.5*game.intime))
4037 # next snapshot will be sooner
4038 schedule(FSNAP, expran(0.25*game.state.remtime))
4040 if game.state.nscrem:
4041 schedule(FSCMOVE, 0.2777)
4045 game.battle.invalidate()
4046 # Make sure Galileo is consistant -- Snapshot may have been taken
4047 # when on planet, which would give us two Galileos!
4049 for l in range(game.inplan):
4050 if game.state.planets[l].known == "shuttle_down":
4052 if game.iscraft == "onship" and game.ship=='E':
4053 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4054 game.iscraft = "offship"
4055 # Likewise, if in the original time the Galileo was abandoned, but
4056 # was on ship earlier, it would have vanished -- let's restore it.
4057 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4058 prout(_("Chekov- \"Security reports the Galileo has reappeared in the dock!\""))
4059 game.iscraft = "onship"
4060 # There used to be code to do the actual reconstrction here,
4061 # but the starchart is now part of the snapshotted galaxy state.
4062 prout(_("Spock has reconstructed a correct star chart from memory"))
4064 # Go forward in time
4065 game.optime = expran(0.5*game.intime)
4066 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4067 # cheat to make sure no tractor beams occur during time warp
4068 postpone(FTBEAM, game.optime)
4069 game.damage[DRADIO] += game.optime
4071 events() # Stas Sergeev added this -- do pending events
4074 "Launch deep-space probe."
4075 # New code to launch a deep space probe
4076 if game.nprobes == 0:
4079 if game.ship == 'E':
4080 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4082 prout(_("Ye Faerie Queene has no deep space probes."))
4087 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4089 if is_scheduled(FDSPROB):
4092 if damaged(DRADIO) and game.condition != "docked":
4093 prout(_("Spock- \"Records show the previous probe has not yet"))
4094 prout(_(" reached its destination.\""))
4096 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4098 key = scanner.next()
4100 if game.nprobes == 1:
4101 prout(_("1 probe left."))
4103 prout(_("%d probes left") % game.nprobes)
4104 proutn(_("Are you sure you want to fire a probe? "))
4107 game.isarmed = False
4108 if key == "IHALPHA" and scanner.token == "armed":
4110 key = scanner.next()
4111 elif key == "IHEOL":
4112 proutn(_("Arm NOVAMAX warhead? "))
4114 elif key == "IHREAL": # first element of course
4115 scanner.push(scanner.token)
4117 game.probe = getcourse(isprobe=True)
4121 schedule(FDSPROB, 0.01) # Time to move one sector
4122 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4127 "Yell for help from nearest starbase."
4128 # There's more than one way to move in this game!
4130 # Test for conditions which prevent calling for help
4131 if game.condition == "docked":
4132 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4135 prout(_("Subspace radio damaged."))
4137 if not game.state.baseq:
4138 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4141 prout(_("You must be aboard the %s.") % crmshp())
4143 # OK -- call for help from nearest starbase
4146 # There's one in this quadrant
4147 ddist = (game.base - game.sector).distance()
4150 for ibq in game.state.baseq:
4151 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4154 # Since starbase not in quadrant, set up new quadrant
4157 # dematerialize starship
4158 game.quad[game.sector.i][game.sector.j]='.'
4159 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4160 % (game.quadrant, crmshp()))
4161 game.sector.invalidate()
4162 for m in range(1, 5+1):
4163 w = game.base.scatter()
4164 if w.valid_sector() and game.quad[w.i][w.j]=='.':
4165 # found one -- finish up
4168 if not game.sector.is_valid():
4169 prout(_("You have been lost in space..."))
4170 finish(FMATERIALIZE)
4172 # Give starbase three chances to rematerialize starship
4173 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4174 for m in range(1, 3+1):
4175 if m == 1: proutn(_("1st"))
4176 elif m == 2: proutn(_("2nd"))
4177 elif m == 3: proutn(_("3rd"))
4178 proutn(_(" attempt to re-materialize ") + crmshp())
4179 game.quad[ix][iy]=('-','o','O')[m-1]
4182 if randreal() > probf:
4186 curses.delay_output(500)
4188 game.quad[ix][iy]='?'
4191 setwnd(message_window)
4192 finish(FMATERIALIZE)
4194 game.quad[ix][iy]=game.ship
4196 prout(_("succeeds."))
4200 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4205 if game.condition=="docked":
4207 prout(_("You cannot abandon Ye Faerie Queene."))
4210 # Must take shuttle craft to exit
4211 if game.damage[DSHUTTL]==-1:
4212 prout(_("Ye Faerie Queene has no shuttle craft."))
4214 if game.damage[DSHUTTL]<0:
4215 prout(_("Shuttle craft now serving Big Macs."))
4217 if game.damage[DSHUTTL]>0:
4218 prout(_("Shuttle craft damaged."))
4221 prout(_("You must be aboard the ship."))
4223 if game.iscraft != "onship":
4224 prout(_("Shuttle craft not currently available."))
4226 # Emit abandon ship messages
4228 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4230 prouts(_("***ALL HANDS ABANDON SHIP!"))
4232 prout(_("Captain and crew escape in shuttle craft."))
4233 if not game.state.baseq:
4234 # Oops! no place to go...
4237 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4239 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4240 prout(_("Remainder of ship's complement beam down"))
4241 prout(_("to nearest habitable planet."))
4242 elif q.planet != None and not damaged(DTRANSP):
4243 prout(_("Remainder of ship's complement beam down to %s.") %
4246 prout(_("Entire crew of %d left to die in outer space.") %
4248 game.casual += game.state.crew
4249 game.abandoned += game.state.crew
4250 # If at least one base left, give 'em the Faerie Queene
4252 game.icrystl = False # crystals are lost
4253 game.nprobes = 0 # No probes
4254 prout(_("You are captured by Klingons and released to"))
4255 prout(_("the Federation in a prisoner-of-war exchange."))
4256 nb = randrange(len(game.state.baseq))
4257 # Set up quadrant and position FQ adjacient to base
4258 if not game.quadrant == game.state.baseq[nb]:
4259 game.quadrant = game.state.baseq[nb]
4260 game.sector.i = game.sector.j = 5
4263 # position next to base by trial and error
4264 game.quad[game.sector.i][game.sector.j] = '.'
4265 for l in range(QUADSIZE):
4266 game.sector = game.base.scatter()
4267 if game.sector.valid_sector() and \
4268 game.quad[game.sector.i][game.sector.j] == '.':
4271 break # found a spot
4272 game.sector.i=QUADSIZE/2
4273 game.sector.j=QUADSIZE/2
4275 # Get new commission
4276 game.quad[game.sector.i][game.sector.j] = game.ship = 'F'
4277 game.state.crew = FULLCREW
4278 prout(_("Starfleet puts you in command of another ship,"))
4279 prout(_("the Faerie Queene, which is antiquated but,"))
4280 prout(_("still useable."))
4282 prout(_("The dilithium crystals have been moved."))
4284 game.iscraft = "offship" # Galileo disappears
4286 game.condition="docked"
4287 for l in range(NDEVICES):
4288 game.damage[l] = 0.0
4289 game.damage[DSHUTTL] = -1
4290 game.energy = game.inenrg = 3000.0
4291 game.shield = game.inshld = 1250.0
4292 game.torps = game.intorps = 6
4293 game.lsupres=game.inlsr=3.0
4298 # Code from planets.c begins here.
4301 "Abort a lengthy operation if an event interrupts it."
4304 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
4309 "Report on (uninhabited) planets in the galaxy."
4313 prout(_("Spock- \"Planet report follows, Captain.\""))
4315 for i in range(game.inplan):
4316 if game.state.planets[i].pclass == "destroyed":
4318 if (game.state.planets[i].known != "unknown" \
4319 and not game.state.planets[i].inhabited) \
4322 if idebug and game.state.planets[i].known=="unknown":
4323 proutn("(Unknown) ")
4324 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4325 proutn(_(" class "))
4326 proutn(game.state.planets[i].pclass)
4328 if game.state.planets[i].crystals != present:
4330 prout(_("dilithium crystals present."))
4331 if game.state.planets[i].known=="shuttle_down":
4332 prout(_(" Shuttle Craft Galileo on surface."))
4334 prout(_("No information available."))
4337 "Enter standard orbit."
4341 prout(_("Already in standard orbit."))
4343 if damaged(DWARPEN) and damaged(DIMPULS):
4344 prout(_("Both warp and impulse engines damaged."))
4346 if not game.plnet.is_valid():
4347 prout("There is no planet in this sector.")
4349 if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4350 prout(crmshp() + _(" not adjacent to planet."))
4353 game.optime = randreal(0.02, 0.05)
4354 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4358 game.height = randreal(1400, 8600)
4359 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4364 "Examine planets in this quadrant."
4365 if damaged(DSRSENS):
4366 if game.options & OPTION_TTY:
4367 prout(_("Short range sensors damaged."))
4369 if game.iplnet == None:
4370 if game.options & OPTION_TTY:
4371 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4373 if game.iplnet.known == "unknown":
4374 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4376 prout(_(" Planet at Sector %s is of class %s.") %
4377 (game.plnet, game.iplnet.pclass))
4378 if game.iplnet.known=="shuttle_down":
4379 prout(_(" Sensors show Galileo still on surface."))
4380 proutn(_(" Readings indicate"))
4381 if game.iplnet.crystals != "present":
4383 prout(_(" dilithium crystals present.\""))
4384 if game.iplnet.known == "unknown":
4385 game.iplnet.known = "known"
4386 elif game.iplnet.inhabited:
4387 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4388 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4391 "Use the transporter."
4395 if damaged(DTRANSP):
4396 prout(_("Transporter damaged."))
4397 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4399 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4403 if not game.inorbit:
4404 prout(crmshp() + _(" not in standard orbit."))
4407 prout(_("Impossible to transport through shields."))
4409 if game.iplnet.known=="unknown":
4410 prout(_("Spock- \"Captain, we have no information on this planet"))
4411 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4412 prout(_(" you may not go down.\""))
4414 if not game.landed and game.iplnet.crystals=="absent":
4415 prout(_("Spock- \"Captain, I fail to see the logic in"))
4416 prout(_(" exploring a planet with no dilithium crystals."))
4417 proutn(_(" Are you sure this is wise?\" "))
4421 if not (game.options & OPTION_PLAIN):
4422 nrgneed = 50 * game.skill + game.height / 100.0
4423 if nrgneed > game.energy:
4424 prout(_("Engineering to bridge--"))
4425 prout(_(" Captain, we don't have enough energy for transportation."))
4427 if not game.landed and nrgneed * 2 > game.energy:
4428 prout(_("Engineering to bridge--"))
4429 prout(_(" Captain, we have enough energy only to transport you down to"))
4430 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4431 if game.iplnet.known == "shuttle_down":
4432 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4433 proutn(_(" Are you sure this is wise?\" "))
4438 # Coming from planet
4439 if game.iplnet.known=="shuttle_down":
4440 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4444 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4445 prout(_("Landing party assembled, ready to beam up."))
4447 prout(_("Kirk whips out communicator..."))
4448 prouts(_("BEEP BEEP BEEP"))
4450 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4453 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4455 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4457 prout(_("Kirk- \"Energize.\""))
4460 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4463 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4465 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4468 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4469 game.landed = not game.landed
4470 game.energy -= nrgneed
4472 prout(_("Transport complete."))
4473 if game.landed and game.iplnet.known=="shuttle_down":
4474 prout(_("The shuttle craft Galileo is here!"))
4475 if not game.landed and game.imine:
4482 "Strip-mine a world for dilithium."
4486 prout(_("Mining party not on planet."))
4488 if game.iplnet.crystals == "mined":
4489 prout(_("This planet has already been strip-mined for dilithium."))
4491 elif game.iplnet.crystals == "absent":
4492 prout(_("No dilithium crystals on this planet."))
4495 prout(_("You've already mined enough crystals for this trip."))
4497 if game.icrystl and game.cryprob == 0.05:
4498 prout(_("With all those fresh crystals aboard the ") + crmshp())
4499 prout(_("there's no reason to mine more at this time."))
4501 game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4504 prout(_("Mining operation complete."))
4505 game.iplnet.crystals = "mined"
4506 game.imine = game.ididit = True
4509 "Use dilithium crystals."
4513 if not game.icrystl:
4514 prout(_("No dilithium crystals available."))
4516 if game.energy >= 1000:
4517 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4518 prout(_(" except when Condition Yellow exists."))
4520 prout(_("Spock- \"Captain, I must warn you that loading"))
4521 prout(_(" raw dilithium crystals into the ship's power"))
4522 prout(_(" system may risk a severe explosion."))
4523 proutn(_(" Are you sure this is wise?\" "))
4528 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4529 prout(_(" Mr. Spock and I will try it.\""))
4531 prout(_("Spock- \"Crystals in place, Sir."))
4532 prout(_(" Ready to activate circuit.\""))
4534 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4536 if withprob(game.cryprob):
4537 prouts(_(" \"Activating now! - - No good! It's***"))
4539 prouts(_("***RED ALERT! RED A*L********************************"))
4542 prouts(_("****************** KA-BOOM!!!! *******************"))
4546 game.energy += randreal(5000.0, 5500.0)
4547 prouts(_(" \"Activating now! - - "))
4548 prout(_("The instruments"))
4549 prout(_(" are going crazy, but I think it's"))
4550 prout(_(" going to work!! Congratulations, Sir!\""))
4555 "Use shuttlecraft for planetary jaunt."
4558 if damaged(DSHUTTL):
4559 if game.damage[DSHUTTL] == -1.0:
4560 if game.inorbit and game.iplnet.known == "shuttle_down":
4561 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4563 prout(_("Ye Faerie Queene had no shuttle craft."))
4564 elif game.damage[DSHUTTL] > 0:
4565 prout(_("The Galileo is damaged."))
4566 else: # game.damage[DSHUTTL] < 0
4567 prout(_("Shuttle craft is now serving Big Macs."))
4569 if not game.inorbit:
4570 prout(crmshp() + _(" not in standard orbit."))
4572 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4573 prout(_("Shuttle craft not currently available."))
4575 if not game.landed and game.iplnet.known=="shuttle_down":
4576 prout(_("You will have to beam down to retrieve the shuttle craft."))
4578 if game.shldup or game.condition == "docked":
4579 prout(_("Shuttle craft cannot pass through shields."))
4581 if game.iplnet.known=="unknown":
4582 prout(_("Spock- \"Captain, we have no information on this planet"))
4583 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4584 prout(_(" you may not fly down.\""))
4586 game.optime = 3.0e-5*game.height
4587 if game.optime >= 0.8*game.state.remtime:
4588 prout(_("First Officer Spock- \"Captain, I compute that such"))
4589 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4590 int(100*game.optime/game.state.remtime))
4591 prout(_("remaining time."))
4592 proutn(_("Are you sure this is wise?\" "))
4598 if game.iscraft == "onship":
4600 if not damaged(DTRANSP):
4601 proutn(_("Spock- \"Would you rather use the transporter?\" "))
4605 proutn(_("Shuttle crew"))
4607 proutn(_("Rescue party"))
4608 prout(_(" boards Galileo and swoops toward planet surface."))
4609 game.iscraft = "offship"
4613 game.iplnet.known="shuttle_down"
4614 prout(_("Trip complete."))
4617 # Ready to go back to ship
4618 prout(_("You and your mining party board the"))
4619 prout(_("shuttle craft for the trip back to the Enterprise."))
4621 prouts(_("The short hop begins . . ."))
4623 game.iplnet.known="known"
4629 game.iscraft = "onship"
4635 prout(_("Trip complete."))
4638 # Kirk on ship and so is Galileo
4639 prout(_("Mining party assembles in the hangar deck,"))
4640 prout(_("ready to board the shuttle craft \"Galileo\"."))
4642 prouts(_("The hangar doors open; the trip begins."))
4645 game.iscraft = "offship"
4648 game.iplnet.known = "shuttle_down"
4651 prout(_("Trip complete."))
4655 "Use the big zapper."
4659 if game.ship != 'E':
4660 prout(_("Ye Faerie Queene has no death ray."))
4662 if len(game.enemies)==0:
4663 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
4666 prout(_("Death Ray is damaged."))
4668 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
4669 prout(_(" is highly unpredictible. Considering the alternatives,"))
4670 proutn(_(" are you sure this is wise?\" "))
4673 prout(_("Spock- \"Acknowledged.\""))
4676 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
4678 prout(_("Crew scrambles in emergency preparation."))
4679 prout(_("Spock and Scotty ready the death ray and"))
4680 prout(_("prepare to channel all ship's power to the device."))
4682 prout(_("Spock- \"Preparations complete, sir.\""))
4683 prout(_("Kirk- \"Engage!\""))
4685 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
4688 if game.options & OPTION_PLAIN:
4692 prouts(_("Sulu- \"Captain! It's working!\""))
4694 while len(game.enemies) > 0:
4695 deadkl(game.enemies[1].location, game.quad[game.enemies[1].location.i][game.enemies[1].location.j],game.enemies[1].location)
4696 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
4697 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
4699 if (game.options & OPTION_PLAIN) == 0:
4700 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
4702 prout(_(" is still operational.\""))
4704 prout(_(" has been rendered nonfunctional.\""))
4705 game.damage[DDRAY] = 39.95
4707 r = randreal() # Pick failure method
4709 prouts(_("Sulu- \"Captain! It's working!\""))
4711 prouts(_("***RED ALERT! RED ALERT!"))
4713 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
4715 prouts(_("***RED ALERT! RED A*L********************************"))
4718 prouts(_("****************** KA-BOOM!!!! *******************"))
4723 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
4725 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
4727 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
4728 prout(_(" have apparently been transformed into strange mutations."))
4729 prout(_(" Vulcans do not seem to be affected."))
4731 prout(_("Kirk- \"Raauch! Raauch!\""))
4736 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
4738 proutn(_("Spock- \"I believe the word is"))
4739 prouts(_(" *ASTONISHING*"))
4740 prout(_(" Mr. Sulu."))
4741 for i in range(QUADSIZE):
4742 for j in range(QUADSIZE):
4743 if game.quad[i][j] == '.':
4744 game.quad[i][j] = '?'
4745 prout(_(" Captain, our quadrant is now infested with"))
4746 prouts(_(" - - - - - - *THINGS*."))
4748 prout(_(" I have no logical explanation.\""))
4750 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
4752 prout(_("Scotty- \"There are so many tribbles down here"))
4753 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
4757 # Code from reports.c begins here
4759 def attackreport(curt):
4760 "eport status of bases under attack."
4762 if is_scheduled(FCDBAS):
4763 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
4764 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
4765 elif game.isatb == 1:
4766 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
4767 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
4769 prout(_("No Starbase is currently under attack."))
4771 if is_scheduled(FCDBAS):
4772 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
4774 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
4778 # report on general game status
4780 s1 = "" and game.thawed and _("thawed ")
4781 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
4782 s3 = (None, _("novice"). _("fair"),
4783 _("good"), _("expert"), _("emeritus"))[game.skill]
4784 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
4785 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
4786 prout(_("No plaque is allowed."))
4788 prout(_("This is tournament game %d.") % game.tourn)
4789 prout(_("Your secret password is \"%s\"") % game.passwd)
4790 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)),
4791 (game.inkling + game.incom + game.inscom)))
4792 if game.incom - len(game.state.kcmdr):
4793 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
4794 elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
4795 prout(_(", but no Commanders."))
4798 if game.skill > SKILL_FAIR:
4799 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
4800 if len(game.state.baseq) != game.inbase:
4802 if game.inbase-len(game.state.baseq)==1:
4803 proutn(_("has been 1 base"))
4805 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
4806 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
4808 prout(_("There are %d bases.") % game.inbase)
4809 if communicating() or game.iseenit:
4810 # Don't report this if not seen and
4811 # either the radio is dead or not at base!
4815 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
4817 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
4818 if game.ship == 'E':
4819 proutn(_("You have "))
4821 proutn("%d" % (game.nprobes))
4824 proutn(_(" deep space probe"))
4828 if communicating() and is_scheduled(FDSPROB):
4830 proutn(_("An armed deep space probe is in "))
4832 proutn(_("A deep space probe is in "))
4833 prout("Quadrant %s." % game.probec)
4835 if game.cryprob <= .05:
4836 prout(_("Dilithium crystals aboard ship... not yet used."))
4840 while game.cryprob > ai:
4843 prout(_("Dilithium crystals have been used %d time%s.") % \
4844 (i, (_("s"), "")[i==1]))
4848 "Long-range sensor scan."
4849 if damaged(DLRSENS):
4850 # Now allow base's sensors if docked
4851 if game.condition != "docked":
4853 prout(_("LONG-RANGE SENSORS DAMAGED."))
4856 prout(_("Starbase's long-range scan"))
4858 prout(_("Long-range scan"))
4859 for x in range(game.quadrant.i-1, game.quadrant.i+2):
4862 for y in range(game.quadrant.j-1, game.quadrant.j+2):
4863 if not coord(x, y).valid_quadrant():
4867 if not damaged(DRADIO):
4868 game.state.galaxy[x][y].charted = True
4869 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
4870 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
4871 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
4872 if not silent and game.state.galaxy[x][y].supernova:
4875 proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
4882 for i in range(NDEVICES):
4885 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
4886 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
4888 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
4889 game.damage[i]+0.05,
4890 DOCKFAC*game.damage[i]+0.005))
4892 prout(_("All devices functional."))
4895 "Update the chart in the Enterprise's computer from galaxy data."
4896 game.lastchart = game.state.date
4897 for i in range(GALSIZE):
4898 for j in range(GALSIZE):
4899 if game.state.galaxy[i][j].charted:
4900 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
4901 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
4902 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
4905 "Display the star chart."
4907 if (game.options & OPTION_AUTOSCAN):
4909 if not damaged(DRADIO):
4911 if game.lastchart < game.state.date and game.condition == "docked":
4912 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
4914 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
4915 if game.state.date > game.lastchart:
4916 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
4917 prout(" 1 2 3 4 5 6 7 8")
4918 for i in range(GALSIZE):
4919 proutn("%d |" % (i+1))
4920 for j in range(GALSIZE):
4921 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
4925 if game.state.galaxy[i][j].supernova:
4927 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
4929 elif game.state.galaxy[i][j].charted:
4930 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
4934 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
4942 def sectscan(goodScan, i, j):
4943 "Light up an individual dot in a sector."
4944 if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
4945 textcolor({"green":GREEN,
4949 "dead":BROWN}[game.condition])
4950 if game.quad[i][j] != game.ship:
4952 proutn("%c " % game.quad[i][j])
4958 "Emit status report lines"
4959 if not req or req == 1:
4960 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
4961 % (game.state.date, game.state.remtime))
4962 if not req or req == 2:
4963 if game.condition != "docked":
4965 prstat(_("Condition"), _("%s, %i DAMAGES") % \
4966 (game.condition.upper(), sum(map(lambda x: x > 0, game.damage))))
4967 if not req or req == 3:
4968 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
4969 if not req or req == 4:
4970 if damaged(DLIFSUP):
4971 if game.condition == "docked":
4972 s = _("DAMAGED, Base provides")
4974 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
4977 prstat(_("Life Support"), s)
4978 if not req or req == 5:
4979 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
4980 if not req or req == 6:
4982 if game.icrystl and (game.options & OPTION_SHOWME):
4983 extra = _(" (have crystals)")
4984 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
4985 if not req or req == 7:
4986 prstat(_("Torpedoes"), "%d" % (game.torps))
4987 if not req or req == 8:
4988 if damaged(DSHIELD):
4994 data = _(" %d%% %.1f units") \
4995 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
4996 prstat(_("Shields"), s+data)
4997 if not req or req == 9:
4998 prstat(_("Klingons Left"), "%d" \
4999 % (game.state.remkl+len(game.state.kcmdr)+game.state.nscrem))
5000 if not req or req == 10:
5001 if game.options & OPTION_WORLDS:
5002 plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
5003 if plnet and plnet.inhabited:
5004 prstat(_("Major system"), plnet.name)
5006 prout(_("Sector is uninhabited"))
5007 elif not req or req == 11:
5008 attackreport(not req)
5011 "Request specified status data, a historical relic from slow TTYs."
5012 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5013 while scanner.next() == "IHEOL":
5014 proutn(_("Information desired? "))
5016 if scanner.token in requests:
5017 status(requests.index(scanner.token))
5019 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5020 prout((" date, condition, position, lsupport, warpfactor,"))
5021 prout((" energy, torpedoes, shields, klingons, system, time."))
5026 if damaged(DSRSENS):
5027 # Allow base's sensors if docked
5028 if game.condition != "docked":
5029 prout(_(" S.R. SENSORS DAMAGED!"))
5032 prout(_(" [Using Base's sensors]"))
5034 prout(_(" Short-range scan"))
5035 if goodScan and not damaged(DRADIO):
5036 game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
5037 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
5038 game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
5039 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
5040 prout(" 1 2 3 4 5 6 7 8 9 10")
5041 if game.condition != "docked":
5043 for i in range(QUADSIZE):
5044 proutn("%2d " % (i+1))
5045 for j in range(QUADSIZE):
5046 sectscan(goodScan, i, j)
5050 "Use computer to get estimated time of arrival for a warp jump."
5051 w1 = coord(); w2 = coord()
5053 if damaged(DCOMPTR):
5054 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5057 if scanner.next() != "IHREAL":
5060 proutn(_("Destination quadrant and/or sector? "))
5061 if scanner.next()!="IHREAL":
5064 w1.j = int(scanner.real-0.5)
5065 if scanner.next() != "IHREAL":
5068 w1.i = int(scanner.real-0.5)
5069 if scanner.next() == "IHREAL":
5070 w2.j = int(scanner.real-0.5)
5071 if scanner.next() != "IHREAL":
5074 w2.i = int(scanner.real-0.5)
5076 if game.quadrant.j>w1.i:
5080 if game.quadrant.i>w1.j:
5084 if not w1.valid_quadrant() or not w2.valid_sector():
5087 dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
5088 (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
5091 prout(_("Answer \"no\" if you don't know the value:"))
5094 proutn(_("Time or arrival date? "))
5095 if scanner.next()=="IHREAL":
5096 ttime = scanner.real
5097 if ttime > game.state.date:
5098 ttime -= game.state.date # Actually a star date
5099 twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
5100 if ttime <= 1e-10 or twarp > 10:
5101 prout(_("We'll never make it, sir."))
5108 proutn(_("Warp factor? "))
5109 if scanner.next()== "IHREAL":
5111 twarp = scanner.real
5112 if twarp<1.0 or twarp > 10.0:
5116 prout(_("Captain, certainly you can give me one of these."))
5119 ttime = (10.0*dist)/twarp**2
5120 tpower = dist*twarp*twarp*twarp*(game.shldup+1)
5121 if tpower >= game.energy:
5122 prout(_("Insufficient energy, sir."))
5123 if not game.shldup or tpower > game.energy*2.0:
5126 proutn(_("New warp factor to try? "))
5127 if scanner.next() == "IHREAL":
5129 twarp = scanner.real
5130 if twarp<1.0 or twarp > 10.0:
5138 prout(_("But if you lower your shields,"))
5139 proutn(_("remaining"))
5142 proutn(_("Remaining"))
5143 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5145 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5147 prout(_("Any warp speed is adequate."))
5149 prout(_("Minimum warp needed is %.2f,") % (twarp))
5150 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5151 if game.state.remtime < ttime:
5152 prout(_("Unfortunately, the Federation will be destroyed by then."))
5154 prout(_("You'll be taking risks at that speed, Captain"))
5155 if (game.isatb==1 and game.state.kscmdr == w1 and \
5156 scheduled(FSCDBAS)< ttime+game.state.date) or \
5157 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5158 prout(_("The starbase there will be destroyed by then."))
5159 proutn(_("New warp factor to try? "))
5160 if scanner.next() == "IHREAL":
5162 twarp = scanner.real
5163 if twarp<1.0 or twarp > 10.0:
5171 # Code from setup.c begins here
5174 "Issue a historically correct banner."
5176 prout(_("-SUPER- STAR TREK"))
5178 # From the FORTRAN original
5179 # prout(_("Latest update-21 Sept 78"))
5185 scanner.push("emsave.trk")
5186 key = scanner.next()
5188 proutn(_("File name: "))
5189 key = scanner.next()
5190 if key != "IHALPHA":
5194 if '.' not in scanner.token:
5195 scanner.token += ".trk"
5197 fp = open(scanner.token, "wb")
5199 prout(_("Can't freeze game as file %s") % scanner.token)
5201 cPickle.dump(game, fp)
5205 "Retrieve saved game."
5206 game.passwd[0] = '\0'
5207 key = scanner.next()
5209 proutn(_("File name: "))
5210 key = scanner.next()
5211 if key != "IHALPHA":
5215 if '.' not in scanner.token:
5216 scanner.token += ".trk"
5218 fp = open(scanner.token, "rb")
5220 prout(_("Can't thaw game in %s") % scanner.token)
5222 game = cPickle.load(fp)
5226 # I used <http://www.memory-alpha.org> to find planets
5227 # with references in ST:TOS. Eath and the Alpha Centauri
5228 # Colony have been omitted.
5230 # Some planets marked Class G and P here will be displayed as class M
5231 # because of the way planets are generated. This is a known bug.
5234 _("Andoria (Fesoan)"), # several episodes
5235 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5236 _("Vulcan (T'Khasi)"), # many episodes
5237 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5238 _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5239 _("Ardana"), # TOS: "The Cloud Minders"
5240 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5241 _("Gideon"), # TOS: "The Mark of Gideon"
5242 _("Aldebaran III"), # TOS: "The Deadly Years"
5243 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5244 _("Altair IV"), # TOS: "Amok Time
5245 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5246 _("Benecia"), # TOS: "The Conscience of the King"
5247 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5248 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5249 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5250 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5251 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5252 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5253 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5254 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5255 _("Ingraham B"), # TOS: "Operation: Annihilate"
5256 _("Janus IV"), # TOS: "The Devil in the Dark"
5257 _("Makus III"), # TOS: "The Galileo Seven"
5258 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5259 _("Omega IV"), # TOS: "The Omega Glory"
5260 _("Regulus V"), # TOS: "Amok Time
5261 _("Deneva"), # TOS: "Operation -- Annihilate!"
5262 # Worlds from BSD Trek
5263 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5264 _("Beta III"), # TOS: "The Return of the Archons"
5265 _("Triacus"), # TOS: "And the Children Shall Lead",
5266 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5268 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5269 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5270 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5271 # _("Izar"), # TOS: "Whom Gods Destroy"
5272 # _("Tiburon"), # TOS: "The Way to Eden"
5273 # _("Merak II"), # TOS: "The Cloud Minders"
5274 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5275 # _("Iotia"), # TOS: "A Piece of the Action"
5279 _("S. R. Sensors"), \
5280 _("L. R. Sensors"), \
5282 _("Photon Tubes"), \
5283 _("Life Support"), \
5284 _("Warp Engines"), \
5285 _("Impulse Engines"), \
5287 _("Subspace Radio"), \
5288 _("Shuttle Craft"), \
5290 _("Navigation System"), \
5292 _("Shield Control"), \
5298 "Prepare to play, set up cosmos."
5300 # Decide how many of everything
5302 return # frozen game
5303 # Prepare the Enterprise
5304 game.alldone = game.gamewon = game.shldchg = game.shldup = False
5306 game.state.crew = FULLCREW
5307 game.energy = game.inenrg = 5000.0
5308 game.shield = game.inshld = 2500.0
5311 game.quadrant = randplace(GALSIZE)
5312 game.sector = randplace(QUADSIZE)
5313 game.torps = game.intorps = 10
5314 game.nprobes = randrange(2, 5)
5316 for i in range(NDEVICES):
5317 game.damage[i] = 0.0
5318 # Set up assorted game parameters
5319 game.battle = coord()
5320 game.state.date = game.indate = 100.0 * randreal(20, 51)
5321 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5322 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5323 game.isatb = game.state.nplankl = 0
5324 game.state.starkl = game.state.basekl = 0
5325 game.iscraft = "onship"
5328 # Starchart is functional but we've never seen it
5329 game.lastchart = FOREVER
5330 # Put stars in the galaxy
5332 for i in range(GALSIZE):
5333 for j in range(GALSIZE):
5334 k = randrange(1, QUADSIZE**2/10+1)
5336 game.state.galaxy[i][j].stars = k
5337 # Locate star bases in galaxy
5338 for i in range(game.inbase):
5341 w = randplace(GALSIZE)
5342 if not game.state.galaxy[w.i][w.j].starbase:
5345 # C version: for (j = i-1; j > 0; j--)
5346 # so it did them in the opposite order.
5347 for j in range(1, i):
5348 # Improved placement algorithm to spread out bases
5349 distq = (w - game.state.baseq[j]).distance()
5350 if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
5353 prout("=== Abandoning base #%d at %s" % (i, w))
5355 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5357 prout("=== Saving base #%d, close to #%d" % (i, j))
5360 game.state.baseq.append(w)
5361 game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5362 # Position ordinary Klingon Battle Cruisers
5364 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5365 if klumper > MAXKLQUAD:
5369 klump = (1.0 - r*r)*klumper
5374 w = randplace(GALSIZE)
5375 if not game.state.galaxy[w.i][w.j].supernova and \
5376 game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5378 game.state.galaxy[w.i][w.j].klingons += int(klump)
5381 # Position Klingon Commander Ships
5382 for i in range(game.incom):
5384 w = randplace(GALSIZE)
5385 if not welcoming(w) or w in game.state.kcmdr:
5387 if (game.state.galaxy[w.i][w.j].klingons or withprob(0.25)):
5389 game.state.galaxy[w.i][w.j].klingons += 1
5390 game.state.kcmdr.append(w)
5391 # Locate planets in galaxy
5392 for i in range(game.inplan):
5394 w = randplace(GALSIZE)
5395 if game.state.galaxy[w.i][w.j].planet == None:
5399 new.crystals = "absent"
5400 if (game.options & OPTION_WORLDS) and i < NINHAB:
5401 new.pclass = "M" # All inhabited planets are class M
5402 new.crystals = "absent"
5404 new.name = systnames[i]
5405 new.inhabited = True
5407 new.pclass = ("M", "N", "O")[randrange(0, 3)]
5409 new.crystals = "present"
5410 new.known = "unknown"
5411 new.inhabited = False
5412 game.state.galaxy[w.i][w.j].planet = new
5413 game.state.planets.append(new)
5415 for i in range(game.state.nromrem):
5416 w = randplace(GALSIZE)
5417 game.state.galaxy[w.i][w.j].romulans += 1
5418 # Place the Super-Commander if needed
5419 if game.state.nscrem > 0:
5421 w = randplace(GALSIZE)
5424 game.state.kscmdr = w
5425 game.state.galaxy[w.i][w.j].klingons += 1
5426 # Initialize times for extraneous events
5427 schedule(FSNOVA, expran(0.5 * game.intime))
5428 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5429 schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
5430 schedule(FBATTAK, expran(0.3*game.intime))
5432 if game.state.nscrem:
5433 schedule(FSCMOVE, 0.2777)
5438 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5439 schedule(FDISTR, expran(1.0 + game.intime))
5444 # Place thing (in tournament game, we don't want one!)
5445 # New in SST2K: never place the Thing near a starbase.
5446 # This makes sense and avoids a special case in the old code.
5448 if game.tourn is None:
5450 thing = randplace(GALSIZE)
5451 if thing not in game.state.baseq:
5454 game.state.snap = False
5455 if game.skill == SKILL_NOVICE:
5456 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5457 prout(_("a deadly Klingon invasion force. As captain of the United"))
5458 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5459 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5460 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5461 prout(_("your mission. As you proceed you may be given more time."))
5463 prout(_("You will have %d supporting starbases.") % (game.inbase))
5464 proutn(_("Starbase locations- "))
5466 prout(_("Stardate %d.") % int(game.state.date))
5468 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5469 prout(_("An unknown number of Romulans."))
5470 if game.state.nscrem:
5471 prout(_("And one (GULP) Super-Commander."))
5472 prout(_("%d stardates.") % int(game.intime))
5473 proutn(_("%d starbases in ") % game.inbase)
5474 for i in range(game.inbase):
5475 proutn(`game.state.baseq[i]`)
5478 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5479 proutn(_(" Sector %s") % game.sector)
5481 prout(_("Good Luck!"))
5482 if game.state.nscrem:
5483 prout(_(" YOU'LL NEED IT."))
5486 if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
5488 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5489 attack(torps_ok=False)
5492 "Choose your game type."
5494 game.tourn = game.length = 0
5496 game.skill = SKILL_NONE
5497 if not scanner.inqueue: # Can start with command line options
5498 proutn(_("Would you like a regular, tournament, or saved game? "))
5500 if scanner.sees("tournament"):
5501 while scanner.next() == "IHEOL":
5502 proutn(_("Type in tournament number-"))
5503 if scanner.real == 0:
5505 continue # We don't want a blank entry
5506 game.tourn = int(round(scanner.real))
5507 random.seed(scanner.real)
5509 logfp.write("# random.seed(%d)\n" % scanner.real)
5511 if scanner.sees("saved") or scanner.sees("frozen"):
5515 if game.passwd == None:
5517 if not game.alldone:
5518 game.thawed = True # No plaque if not finished
5522 if scanner.sees("regular"):
5524 proutn(_("What is \"%s\"?") % scanner.token)
5526 while game.length==0 or game.skill==SKILL_NONE:
5527 if scanner.next() == "IHALPHA":
5528 if scanner.sees("short"):
5530 elif scanner.sees("medium"):
5532 elif scanner.sees("long"):
5534 elif scanner.sees("novice"):
5535 game.skill = SKILL_NOVICE
5536 elif scanner.sees("fair"):
5537 game.skill = SKILL_FAIR
5538 elif scanner.sees("good"):
5539 game.skill = SKILL_GOOD
5540 elif scanner.sees("expert"):
5541 game.skill = SKILL_EXPERT
5542 elif scanner.sees("emeritus"):
5543 game.skill = SKILL_EMERITUS
5545 proutn(_("What is \""))
5546 proutn(scanner.token)
5551 proutn(_("Would you like a Short, Medium, or Long game? "))
5552 elif game.skill == SKILL_NONE:
5553 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
5554 # Choose game options -- added by ESR for SST2K
5555 if scanner.next() != "IHALPHA":
5557 proutn(_("Choose your game style (plain, almy, fancy or just press enter): "))
5559 if scanner.sees("plain"):
5560 # Approximates the UT FORTRAN version.
5561 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5562 game.options |= OPTION_PLAIN
5563 elif scanner.sees("almy"):
5564 # Approximates Tom Almy's version.
5565 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5566 game.options |= OPTION_ALMY
5567 elif scanner.sees("fancy") or scanner.sees("\n"):
5569 elif len(scanner.token):
5570 proutn(_("What is \"%s\"?") % scanner.token)
5571 game.options &=~ OPTION_COLOR
5573 if game.passwd == "debug":
5575 prout("=== Debug mode enabled.")
5576 # Use parameters to generate initial values of things
5577 game.damfac = 0.5 * game.skill
5578 game.inbase = randrange(BASEMIN, BASEMAX+1)
5580 if game.options & OPTION_PLANETS:
5581 game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
5582 if game.options & OPTION_WORLDS:
5583 game.inplan += int(NINHAB)
5584 game.state.nromrem = game.inrom = randrange(2 *game.skill)
5585 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
5586 game.state.remtime = 7.0 * game.length
5587 game.intime = game.state.remtime
5588 game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
5589 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
5590 game.state.remres = (game.inkling+4*game.incom)*game.intime
5591 game.inresor = game.state.remres
5592 if game.inkling > 50:
5593 game.state.inbase += 1
5596 def dropin(iquad=None):
5597 "Drop a feature on a random dot in the current quadrant."
5599 w = randplace(QUADSIZE)
5600 if game.quad[w.i][w.j] == '.':
5602 if iquad is not None:
5603 game.quad[w.i][w.j] = iquad
5607 "Update our alert status."
5608 game.condition = "green"
5609 if game.energy < 1000.0:
5610 game.condition = "yellow"
5611 if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
5612 game.condition = "red"
5614 game.condition="dead"
5617 "Drop new Klingon into current quadrant."
5618 return enemy('K', loc=dropin(), power=randreal(300,450)+25.0*game.skill)
5621 "Set up a new state of quadrant, for when we enter or re-enter it."
5624 game.neutz = game.inorbit = game.landed = False
5625 game.ientesc = game.iseenit = False
5626 # Create a blank quadrant
5627 game.quad = fill2d(QUADSIZE, lambda i, j: '.')
5629 # Attempt to escape Super-commander, so tbeam back!
5632 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
5633 # cope with supernova
5636 game.klhere = q.klingons
5637 game.irhere = q.romulans
5639 game.quad[game.sector.i][game.sector.j] = game.ship
5642 # Position ordinary Klingons
5643 for i in range(game.klhere):
5645 # If we need a commander, promote a Klingon
5646 for cmdr in game.state.kcmdr:
5647 if cmdr == game.quadrant:
5648 e = game.enemies[game.klhere-1]
5649 game.quad[e.location.i][e.location.j] = 'C'
5650 e.power = randreal(950,1350) + 50.0*game.skill
5652 # If we need a super-commander, promote a Klingon
5653 if game.quadrant == game.state.kscmdr:
5655 game.quad[e.location.i][e.location.j] = 'S'
5656 e.power = randreal(1175.0, 1575.0) + 125.0*game.skill
5657 game.iscate = (game.state.remkl > 1)
5658 # Put in Romulans if needed
5659 for i in range(q.romulans):
5660 enemy('R', loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
5661 # If quadrant needs a starbase, put it in
5663 game.base = dropin('B')
5664 # If quadrant needs a planet, put it in
5666 game.iplnet = q.planet
5667 if not q.planet.inhabited:
5668 game.plnet = dropin('P')
5670 game.plnet = dropin('@')
5671 # Check for condition
5674 if game.irhere > 0 and game.klhere == 0:
5676 if not damaged(DRADIO):
5678 prout(_("LT. Uhura- \"Captain, an urgent message."))
5679 prout(_(" I'll put it on audio.\" CLICK"))
5681 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
5682 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
5683 # Put in THING if needed
5684 if thing == game.quadrant:
5685 enemy(type='?', loc=dropin(),
5686 power=randreal(6000,6500.0)+250.0*game.skill)
5687 if not damaged(DSRSENS):
5689 prout(_("Mr. Spock- \"Captain, this is most unusual."))
5690 prout(_(" Please examine your short-range scan.\""))
5691 # Decide if quadrant needs a Tholian; lighten up if skill is low
5692 if game.options & OPTION_THOLIAN:
5693 if (game.skill < SKILL_GOOD and withprob(0.02)) or \
5694 (game.skill == SKILL_GOOD and withprob(0.05)) or \
5695 (game.skill > SKILL_GOOD and withprob(0.08)):
5698 w.i = withprob(0.5) * (QUADSIZE-1)
5699 w.j = withprob(0.5) * (QUADSIZE-1)
5700 if game.quad[w.i][w.j] == '.':
5702 game.tholian = enemy(type='T', loc=w,
5703 power=randrange(100, 500) + 25.0*game.skill)
5704 # Reserve unoccupied corners
5705 if game.quad[0][0]=='.':
5706 game.quad[0][0] = 'X'
5707 if game.quad[0][QUADSIZE-1]=='.':
5708 game.quad[0][QUADSIZE-1] = 'X'
5709 if game.quad[QUADSIZE-1][0]=='.':
5710 game.quad[QUADSIZE-1][0] = 'X'
5711 if game.quad[QUADSIZE-1][QUADSIZE-1]=='.':
5712 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
5713 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
5714 # And finally the stars
5715 for i in range(q.stars):
5717 # Put in a few black holes
5718 for i in range(1, 3+1):
5721 # Take out X's in corners if Tholian present
5723 if game.quad[0][0]=='X':
5724 game.quad[0][0] = '.'
5725 if game.quad[0][QUADSIZE-1]=='X':
5726 game.quad[0][QUADSIZE-1] = '.'
5727 if game.quad[QUADSIZE-1][0]=='X':
5728 game.quad[QUADSIZE-1][0] = '.'
5729 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
5730 game.quad[QUADSIZE-1][QUADSIZE-1] = '.'
5733 "Set the self-destruct password."
5734 if game.options & OPTION_PLAIN:
5737 proutn(_("Please type in a secret password- "))
5739 game.passwd = scanner.token
5740 if game.passwd != None:
5745 game.passwd += chr(ord('a')+randrange(26))
5747 # Code from sst.c begins here
5750 "SRSCAN": OPTION_TTY,
5751 "STATUS": OPTION_TTY,
5752 "REQUEST": OPTION_TTY,
5753 "LRSCAN": OPTION_TTY,
5766 "SENSORS": OPTION_PLANETS,
5767 "ORBIT": OPTION_PLANETS,
5768 "TRANSPORT": OPTION_PLANETS,
5769 "MINE": OPTION_PLANETS,
5770 "CRYSTALS": OPTION_PLANETS,
5771 "SHUTTLE": OPTION_PLANETS,
5772 "PLANETS": OPTION_PLANETS,
5777 "PROBE": OPTION_PROBE,
5779 "FREEZE": 0, # Synonym for SAVE
5785 "SOS": 0, # Synonym for MAYDAY
5786 "CALL": 0, # Synonym for MAYDAY
5792 "Generate a list of legal commands."
5793 prout(_("LEGAL COMMANDS ARE:"))
5795 for key in commands:
5796 if not commands[key] or (commands[key] & game.options):
5797 proutn("%-12s " % key)
5799 if emitted % 5 == 4:
5804 "Browse on-line help."
5805 key = scanner.next()
5808 setwnd(prompt_window)
5809 proutn(_("Help on what command? "))
5810 key = scanner.next()
5811 setwnd(message_window)
5814 if scanner.token.upper() in commands or scanner.token == "ABBREV":
5821 cmd = scanner.token.upper()
5822 for directory in docpath:
5824 fp = open(os.path.join(directory, "sst.doc"), "r")
5829 prout(_("Spock- \"Captain, that information is missing from the"))
5830 prout(_(" computer. You need to find sst.doc and put it somewhere"))
5831 proutn(_(" in these directories: %s") % ":".join(docpath))
5833 # This used to continue: "You need to find SST.DOC and put
5834 # it in the current directory."
5837 linebuf = fp.readline()
5839 prout(_("Spock- \"Captain, there is no information on that command.\""))
5842 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
5843 linebuf = linebuf[3:].strip()
5844 if cmd.upper() == linebuf:
5847 prout(_("Spock- \"Captain, I've found the following information:\""))
5850 linebuf = fp.readline()
5851 if "******" in linebuf:
5857 "Command-interpretation loop."
5859 setwnd(message_window)
5860 while True: # command loop
5862 while True: # get a command
5864 game.optime = game.justin = False
5866 setwnd(prompt_window)
5869 if scanner.next() == "IHEOL":
5870 if game.options & OPTION_CURSES:
5873 elif scanner.token == "":
5877 setwnd(message_window)
5879 candidates = filter(lambda x: x.startswith(scanner.token.upper()),
5881 if len(candidates) == 1:
5884 elif candidates and not (game.options & OPTION_PLAIN):
5885 prout("Commands with prefix '%s': %s" % (scanner.token, " ".join(candidates)))
5889 if cmd == "SRSCAN": # srscan
5891 elif cmd == "STATUS": # status
5893 elif cmd == "REQUEST": # status request
5895 elif cmd == "LRSCAN": # long range scan
5896 lrscan(silent=False)
5897 elif cmd == "PHASERS": # phasers
5901 elif cmd == "TORPEDO": # photon torpedos
5905 elif cmd == "MOVE": # move under warp
5906 warp(course=None, involuntary=False)
5907 elif cmd == "SHIELDS": # shields
5908 doshield(shraise=False)
5911 game.shldchg = False
5912 elif cmd == "DOCK": # dock at starbase
5915 attack(torps_ok=False)
5916 elif cmd == "DAMAGES": # damage reports
5918 elif cmd == "CHART": # chart
5920 elif cmd == "IMPULSE": # impulse
5922 elif cmd == "REST": # rest
5926 elif cmd == "WARP": # warp
5928 elif cmd == "SCORE": # score
5930 elif cmd == "SENSORS": # sensors
5932 elif cmd == "ORBIT": # orbit
5936 elif cmd == "TRANSPORT": # transport "beam"
5938 elif cmd == "MINE": # mine
5942 elif cmd == "CRYSTALS": # crystals
5946 elif cmd == "SHUTTLE": # shuttle
5950 elif cmd == "PLANETS": # Planet list
5952 elif cmd == "REPORT": # Game Report
5954 elif cmd == "COMPUTER": # use COMPUTER!
5956 elif cmd == "COMMANDS":
5958 elif cmd == "EMEXIT": # Emergency exit
5959 clrscr() # Hide screen
5960 freeze(True) # forced save
5961 raise SysExit,1 # And quick exit
5962 elif cmd == "PROBE":
5963 probe() # Launch probe
5966 elif cmd == "ABANDON": # Abandon Ship
5968 elif cmd == "DESTRUCT": # Self Destruct
5970 elif cmd == "SAVE": # Save Game
5973 if game.skill > SKILL_GOOD:
5974 prout(_("WARNING--Saved games produce no plaques!"))
5975 elif cmd == "DEATHRAY": # Try a desparation measure
5979 elif cmd == "DEBUGCMD": # What do we want for debug???
5981 elif cmd == "MAYDAY": # Call for help
5986 game.alldone = True # quit the game
5991 break # Game has ended
5992 if game.optime != 0.0:
5995 break # Events did us in
5996 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
5999 if hitme and not game.justin:
6000 attack(torps_ok=True)
6003 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6014 "Emit the name of an enemy or feature."
6015 if type == 'R': s = _("Romulan")
6016 elif type == 'K': s = _("Klingon")
6017 elif type == 'C': s = _("Commander")
6018 elif type == 'S': s = _("Super-commander")
6019 elif type == '*': s = _("Star")
6020 elif type == 'P': s = _("Planet")
6021 elif type == 'B': s = _("Starbase")
6022 elif type == ' ': s = _("Black hole")
6023 elif type == 'T': s = _("Tholian")
6024 elif type == '#': s = _("Tholian web")
6025 elif type == '?': s = _("Stranger")
6026 elif type == '@': s = _("Inhabited World")
6027 else: s = "Unknown??"
6030 def crmena(stars, enemy, loctype, w):
6031 "Emit the name of an enemy and his location."
6035 buf += cramen(enemy) + _(" at ")
6036 if loctype == "quadrant":
6037 buf += _("Quadrant ")
6038 elif loctype == "sector":
6043 "Emit our ship name."
6044 return{'E':_("Enterprise"),'F':_("Faerie Queene")}.get(game.ship,"Ship???")
6047 "Emit a line of stars"
6048 prouts("******************************************************")
6052 return -avrage*math.log(1e-7 + randreal())
6054 def randplace(size):
6055 "Choose a random location."
6057 w.i = randrange(size)
6058 w.j = randrange(size)
6068 # Get a token from the user
6071 # Fill the token quue if nothing here
6072 while not self.inqueue:
6074 if curwnd==prompt_window:
6076 setwnd(message_window)
6083 self.inqueue = line.lstrip().split() + ["\n"]
6084 # From here on in it's all looking at the queue
6085 self.token = self.inqueue.pop(0)
6086 if self.token == "\n":
6090 self.real = float(self.token)
6091 self.type = "IHREAL"
6096 self.token = self.token.lower()
6097 self.type = "IHALPHA"
6100 def append(self, tok):
6101 self.inqueue.append(tok)
6102 def push(self, tok):
6103 self.inqueue.insert(0, tok)
6107 # Demand input for next scan
6109 self.real = self.token = None
6111 # compares s to item and returns true if it matches to the length of s
6112 return s.startswith(self.token)
6114 # Round token value to nearest integer
6115 return int(round(scanner.real))
6119 if scanner.type != "IHREAL":
6122 s.i = scanner.int()-1
6124 if scanner.type != "IHREAL":
6127 s.j = scanner.int()-1
6130 return "<sstcanner: token=%s, type=%s, queue=%s>" % (scanner.token, scanner.type, scanner.inqueue)
6133 "Yes-or-no confirmation."
6137 if scanner.token == 'y':
6139 if scanner.token == 'n':
6142 proutn(_("Please answer with \"y\" or \"n\": "))
6145 "Complain about unparseable input."
6148 prout(_("Beg your pardon, Captain?"))
6151 "Access to the internals for debugging."
6152 proutn("Reset levels? ")
6154 if game.energy < game.inenrg:
6155 game.energy = game.inenrg
6156 game.shield = game.inshld
6157 game.torps = game.intorps
6158 game.lsupres = game.inlsr
6159 proutn("Reset damage? ")
6161 for i in range(NDEVICES):
6162 if game.damage[i] > 0.0:
6163 game.damage[i] = 0.0
6164 proutn("Toggle debug flag? ")
6168 prout("Debug output ON")
6170 prout("Debug output OFF")
6171 proutn("Cause selective damage? ")
6173 for i in range(NDEVICES):
6174 proutn("Kill %s?" % device[i])
6176 key = scanner.next()
6177 if key == "IHALPHA" and scanner.sees("y"):
6178 game.damage[i] = 10.0
6179 proutn("Examine/change events? ")
6184 FSNOVA: "Supernova ",
6187 FBATTAK: "Base Attack ",
6188 FCDBAS: "Base Destroy ",
6189 FSCMOVE: "SC Move ",
6190 FSCDBAS: "SC Base Destroy ",
6191 FDSPROB: "Probe Move ",
6192 FDISTR: "Distress Call ",
6193 FENSLV: "Enslavement ",
6194 FREPRO: "Klingon Build ",
6196 for i in range(1, NEVENTS):
6199 proutn("%.2f" % (scheduled(i)-game.state.date))
6200 if i == FENSLV or i == FREPRO:
6202 proutn(" in %s" % ev.quadrant)
6207 key = scanner.next()
6211 elif key == "IHREAL":
6212 ev = schedule(i, scanner.real)
6213 if i == FENSLV or i == FREPRO:
6215 proutn("In quadrant- ")
6216 key = scanner.next()
6217 # "IHEOL" says to leave coordinates as they are
6220 prout("Event %d canceled, no x coordinate." % (i))
6223 w.i = int(round(scanner.real))
6224 key = scanner.next()
6226 prout("Event %d canceled, no y coordinate." % (i))
6229 w.j = int(round(scanner.real))
6232 proutn("Induce supernova here? ")
6234 game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
6237 if __name__ == '__main__':
6238 import getopt, socket
6240 global line, thing, game, idebug
6246 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6247 if os.getenv("TERM"):
6248 game.options |= OPTION_CURSES
6250 game.options |= OPTION_TTY
6251 seed = int(time.time())
6252 (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:tx")
6253 for (switch, val) in options:
6256 replayfp = open(val, "r")
6258 sys.stderr.write("sst: can't open replay file %s\n" % val)
6261 line = replayfp.readline().strip()
6262 (leader, key, seed) = line.split()
6264 sys.stderr.write("sst2k: seed set to %s\n" % seed)
6265 line = replayfp.readline().strip()
6266 arguments += line.split()[2:]
6268 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6270 game.options |= OPTION_TTY
6271 game.options &=~ OPTION_CURSES
6272 elif switch == '-s':
6274 elif switch == '-t':
6275 game.options |= OPTION_TTY
6276 game.options &=~ OPTION_CURSES
6277 elif switch == '-x':
6280 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6282 # where to save the input in case of bugs
6283 if "TMPDIR" in os.environ:
6284 tmpdir = os.environ['TMPDIR']
6288 logfp = open(os.path.join(tmpdir, "sst-input.log"), "w")
6290 sys.stderr.write("sst: warning, can't open logfile\n")
6293 logfp.write("# seed %s\n" % seed)
6294 logfp.write("# options %s\n" % " ".join(arguments))
6295 logfp.write("# recorded by %s@%s on %s\n" % \
6296 (getpass.getuser(),socket.gethostname(),time.ctime()))
6298 scanner = sstscanner()
6299 map(scanner.append, arguments)
6302 while True: # Play a game
6303 setwnd(fullscreen_window)
6309 game.alldone = False
6315 if game.tourn and game.alldone:
6316 proutn(_("Do you want your score recorded?"))
6322 proutn(_("Do you want to play again? "))
6326 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6330 except KeyboardInterrupt: