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 on how to modify (and how not to modify!) this code.
14 # Copyright by Eric S. Raymond
15 # SPDX-License-Identifier: BSD-2-clause
17 # pylint: disable=line-too-long,superfluous-parens,too-many-lines,invalid-name,missing-function-docstring,missing-class-docstring,multiple-statements,too-many-branches,too-many-statements,too-many-locals,too-many-nested-blocks,too-many-return-statements,too-many-instance-attributes,global-statement,no-else-break,no-else-return,no-else-continue,too-few-public-methods,too-many-boolean-expressions,consider-using-f-string,consider-using-enumerate,consider-using-with,unspecified-encoding
19 # pylint: disable=multiple-imports
20 import os, sys, math, curses, time, pickle, copy, gettext, getpass
24 # This import only works on Unixes. The intention is to enable
25 # Ctrl-P, Ctrl-N, and friends in Cmd.
27 # pylint: disable=unused-import
29 except ImportError: # pragma: no cover
34 docpath = (".", "doc/", "/usr/share/doc/sst/")
37 return gettext.gettext(st)
39 # Rolling our own LCG because Python changed its incompatibly in 3.2.
40 # Thus, we needed to have our own to be 2/3 polyglot; it will be
41 # helpful when and if we ever forward-port to another language.
44 # LCG PRNG parameters tested against
45 # Knuth vol. 2. by the authors of ADVENT
53 game.lcg_x = (randomizer.LCG_A * game.lcg_x + randomizer.LCG_C) % randomizer.LCG_M
54 return old_x / randomizer.LCG_M
58 v = randomizer.random()
60 # logfp.write("#withprob(%.2f) -> %s\n" % (p, v < p))
65 v = randomizer.random()
69 v = args[0] + int(v * (args[1] - args[0]))
71 # logfp.write("#integer%s -> %s\n" % (args, v))
76 v = randomizer.random()
78 v *= args[0] # from [0, args[0])
80 v = args[0] + v*(args[1]-args[0]) # from [args[0], args[1])
82 # logfp.write("#real%s -> %f\n" % (args, v))
88 # logfp.write("#seed(%d)\n" % n)
89 game.lcg_x = n % randomizer.LCG_M
99 GALSIZE = 8 # Galaxy size in quadrants
100 NINHAB = (GALSIZE * GALSIZE // 2) # Number of inhabited worlds
101 MAXUNINHAB = 10 # Maximum uninhabited worlds
102 QUADSIZE = 10 # Quadrant size in sectors
103 BASEMIN = 2 # Minimum starbases
104 BASEMAX = (GALSIZE * GALSIZE // 12) # Maximum starbases
105 MAXKLGAME = 127 # Maximum Klingons per game
106 MAXKLQUAD = 9 # Maximum Klingons per quadrant
107 FULLCREW = 428 # Crew size. BSD Trek was 387, that's wrong
108 FOREVER = 1e30 # Time for the indefinite future
109 MAXBURST = 3 # Max # of torps you can launch in one turn
110 MINCMDR = 10 # Minimum number of Klingon commanders
111 DOCKFAC = 0.25 # Repair faster when docked
112 PHASEFAC = 2.0 # Phaser attenuation factor
114 ALGERON = 2311 # Date of the Treaty of Algeron
135 class TrekError(Exception):
138 class JumpOut(Exception):
142 return chr(ord('a') + n - 1)
145 def __init__(self, x=None, y=None):
148 def valid_quadrant(self):
149 return (self.i is not None) and (self.j is not None) and (self.i >= 0) and (self.i < GALSIZE) and (self.j >= 0) and (self.j < GALSIZE)
150 def valid_sector(self):
151 return (self.i is not None) and (self.j is not None) and (self.i >= 0) and (self.i < QUADSIZE) and (self.j >= 0) and (self.j < QUADSIZE)
152 def invalidate(self):
153 self.i = self.j = None
154 def __eq__(self, other):
155 return other is not None and self.i == other.i and self.j == other.j
156 def __ne__(self, other):
157 return other is None or self.i != other.i or self.j != other.j
158 def __add__(self, other):
159 return Coord(self.i+other.i, self.j+other.j)
160 def __sub__(self, other):
161 return Coord(self.i-other.i, self.j-other.j)
162 def __mul__(self, other):
163 return Coord(self.i*other, self.j*other)
164 def __rmul__(self, other):
165 return Coord(self.i*other, self.j*other)
166 def __div__(self, other): # pragma: no cover
167 return Coord(self.i/other, self.j/other)
168 def __truediv__(self, other): # pragma: no cover
169 return Coord(self.i/other, self.j/other)
170 def __floordiv__(self, other): # pragma: no cover
171 return Coord(self.i//other, self.j//other)
172 def __mod__(self, other):
173 return Coord(self.i % other, self.j % other)
174 def __rtruediv__(self, other): # pragma: no cover
175 return Coord(self.i/other, self.j/other)
176 def __rfloordiv__(self, other): # pragma: no cover
177 return Coord(self.i//other, self.j//other)
178 def roundtogrid(self):
179 return Coord(int(round(self.i)), int(round(self.j)))
180 def distance(self, other=None):
183 return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
185 return 1.90985*math.atan2(self.j, self.i)
202 #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
203 return self.roundtogrid() // QUADSIZE
205 return self.roundtogrid() % QUADSIZE
207 if self.i is None or self.j is None:
208 return "Nowhere" # pragma: no cover
209 if (game.options & OPTION_ALPHAMERIC):
210 return letterize(self.i + 1) + str(self.j + 1)
211 return "%s - %s" % (self.i+1, self.j+1)
215 "Do not anger the Space Thingy!"
217 self.location = Coord()
222 return (q.i, q.j) == (self.location.i, self.location.j)
226 self.name = None # string-valued if inhabited
227 self.quadrant = Coord() # quadrant located
228 self.pclass = None # could be ""M", "N", "O", or "destroyed"
229 self.crystals = "absent"# could be "mined", "present", "absent"
230 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
231 self.inhabited = False # is it inhabited?
239 self.starbase = False
242 self.supernova = False
244 self.status = "secure" # Could be "secure", "distressed", "enslaved"
246 return "<Quadrant: %(klingons)d>" % self.__dict__ # pragma: no cover
252 self.starbase = False
255 return "<%s,%s,%s>" % (self.klingons, self.starbase, self.stars) # pragma: no cover
257 def fill2d(size, fillfun):
258 "Fill an empty list in 2D."
260 for i in range(size):
262 for j in range(size):
263 lst[i].append(fillfun(i, j))
268 self.snap = False # snapshot taken
269 self.crew = 0 # crew complement
270 self.nscrem = 0 # remaining super commanders
271 self.starkl = 0 # destroyed stars
272 self.basekl = 0 # destroyed bases
273 self.nromrem = 0 # Romulans remaining
274 self.nplankl = 0 # destroyed uninhabited planets
275 self.nworldkl = 0 # destroyed inhabited planets
276 self.planets = [] # Planet information
277 self.date = 0.0 # stardate
278 self.remres = 0 # remaining resources
279 self.remtime = 0 # remaining time
280 self.baseq = [] # Base quadrant coordinates
281 self.kcmdr = [] # Commander quadrant coordinates
282 self.kscmdr = Coord() # Supercommander quadrant coordinates
284 self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
286 self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
288 for i in range(GALSIZE):
289 for j in range(GALSIZE):
290 yield (i, j, self.galaxy[i][j])
294 self.date = None # A real number
295 self.quadrant = None # A coord structure
298 OPTION_ALL = 0xffffffff
299 OPTION_TTY = 0x00000001 # old interface
300 OPTION_CURSES = 0x00000002 # new interface
301 OPTION_IOMODES = 0x00000003 # cover both interfaces
302 OPTION_PLANETS = 0x00000004 # planets and mining
303 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
304 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
305 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
306 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
307 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
308 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
309 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
310 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
311 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
312 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
313 OPTION_CAPTURE = 0x00002000 # Enable BSD-Trek capture (Almy, 2013).
314 OPTION_CLOAK = 0x80004000 # Enable BSD-Trek capture (Almy, 2013).
315 OPTION_PLAIN = 0x01000000 # user chose plain game
316 OPTION_ALMY = 0x02000000 # user chose Almy variant
317 OPTION_COLOR = 0x04000000 # enable color display (ESR, 2010)
318 OPTION_DOTFILL = 0x08000000 # fix dotfill glitch in chart (ESR, 2019)
319 OPTION_ALPHAMERIC = 0x10000000 # Alpha Y coordinates (ESR, 2023)
324 "IOMODES": OPTION_IOMODES,
325 "PLANETS": OPTION_PLANETS,
326 "THOLIAN": OPTION_THOLIAN,
327 "THINGY": OPTION_THINGY,
328 "PROBE": OPTION_PROBE,
329 "SHOWME": OPTION_SHOWME,
330 "RAMMING": OPTION_RAMMING,
331 "MVBADDY": OPTION_MVBADDY,
332 "BLKHOLE": OPTION_BLKHOLE,
334 "WORLDS": OPTION_WORLDS,
335 "AUTOSCAN": OPTION_AUTOSCAN,
336 "CAPTURE": OPTION_CAPTURE,
337 "CLOAK": OPTION_CLOAK,
338 "PLAIN": OPTION_PLAIN,
340 "COLOR": OPTION_COLOR,
341 "DOTFILL": OPTION_DOTFILL,
362 NDEVICES = 17 # Number of devices
372 return (game.damage[dev] != 0.0)
374 return not damaged(DRADIO) or game.condition=="docked"
376 # Define future events
377 FSPY = 0 # Spy event happens always (no future[] entry)
378 # can cause SC to tractor beam Enterprise
379 FSNOVA = 1 # Supernova
380 FTBEAM = 2 # Commander tractor beams Enterprise
381 FSNAP = 3 # Snapshot for time warp
382 FBATTAK = 4 # Commander attacks base
383 FCDBAS = 5 # Commander destroys base
384 FSCMOVE = 6 # Supercommander moves (might attack base)
385 FSCDBAS = 7 # Supercommander destroys base
386 FDSPROB = 8 # Move deep space probe
387 FDISTR = 9 # Emit distress call from an inhabited world
388 FENSLV = 10 # Inhabited word is enslaved
389 FREPRO = 11 # Klingons build a ship in an enslaved system
392 # Abstract out the event handling -- underlying data structures will change
393 # when we implement stateful events
394 def findevent(evtype): # pragma: no cover
395 return game.future[evtype]
398 def __init__(self, etype=None, loc=None, power=None):
400 self.location = Coord()
405 self.power = power # enemy energy level
406 game.enemies.append(self)
408 motion = (loc != self.location)
409 if self.location.i is not None and self.location.j is not None:
412 game.quad[self.location.i][self.location.j] = '#'
414 game.quad[self.location.i][self.location.j] = '.'
416 self.location = copy.copy(loc)
417 game.quad[self.location.i][self.location.j] = self.type
418 self.kdist = self.kavgd = (game.sector - loc).distance()
420 self.location = Coord()
421 self.kdist = self.kavgd = None
422 # Guard prevents failure on Tholian or thingy
423 if self in game.enemies:
424 game.enemies.remove(self)
427 return "<%s,%s,%f>" % (self.type, self.location, self.power) # pragma: no cover
431 self.options = None # Game options
432 self.state = Snapshot() # A snapshot structure
433 self.snapsht = Snapshot() # Last snapshot taken for time-travel purposes
434 self.quad = None # contents of our quadrant
435 self.damage = [0.0] * NDEVICES # damage encountered
436 self.future = [] # future events
440 self.future.append(Event())
441 self.passwd = None # Self Destruct password
443 self.quadrant = None # where we are in the large
444 self.sector = None # where we are in the small
445 self.tholian = None # Tholian enemy object
446 self.base = None # position of base in current quadrant
447 self.battle = None # base coordinates being attacked
448 self.plnet = None # location of planet in quadrant
449 self.gamewon = False # Finished!
450 self.ididit = False # action taken -- allows enemy to attack
451 self.alive = False # we are alive (not killed)
452 self.justin = False # just entered quadrant
453 self.shldup = False # shields are up
454 self.shldchg = False # shield is changing (affects efficiency)
455 self.iscate = False # super commander is here
456 self.ientesc = False # attempted escape from supercommander
457 self.resting = False # rest time
458 self.icraft = False # Kirk in Galileo
459 self.landed = False # party on planet (true), on ship (false)
460 self.alldone = False # game is now finished
461 self.neutz = False # Romulan Neutral Zone
462 self.isarmed = False # probe is armed
463 self.inorbit = False # orbiting a planet
464 self.imine = False # mining
465 self.icrystl = False # dilithium crystals aboard
466 self.iseenit = False # seen base attack report
467 self.thawed = False # thawed game
468 self.condition = None # "green", "yellow", "red", "docked", "dead"
469 self.iscraft = None # "onship", "offship", "removed"
470 self.skill = SKILL_NONE # Player skill level
471 self.inkling = 0 # initial number of klingons
472 self.inbase = 0 # initial number of bases
473 self.incom = 0 # initial number of commanders
474 self.inscom = 0 # initial number of commanders
475 self.inrom = 0 # initial number of commanders
476 self.instar = 0 # initial stars
477 self.intorps = 0 # initial/max torpedoes
478 self.torps = 0 # number of torpedoes
479 self.ship = 0 # ship type -- 'E' is Enterprise
480 self.abandoned = 0 # count of crew abandoned in space
481 self.length = 0 # length of game
482 self.klhere = 0 # klingons here
483 self.casual = 0 # causalties
484 self.nhelp = 0 # calls for help
485 self.nkinks = 0 # count of energy-barrier crossings
486 self.iplnet = None # planet # in quadrant
487 self.inplan = 0 # initial planets
488 self.irhere = 0 # Romulans in quadrant
489 self.isatb = 0 # =2 if super commander is attacking base
490 self.tourn = None # tournament number
491 self.nprobes = 0 # number of probes available
492 self.inresor = 0.0 # initial resources
493 self.intime = 0.0 # initial time
494 self.inenrg = 0.0 # initial/max energy
495 self.inshld = 0.0 # initial/max shield
496 self.inlsr = 0.0 # initial life support resources
497 self.indate = 0.0 # initial date
498 self.energy = 0.0 # energy level
499 self.shield = 0.0 # shield level
500 self.warpfac = 0.0 # warp speed
501 self.lsupres = 0.0 # life support reserves
502 self.optime = 0.0 # time taken by current operation
503 self.damfac = 0.0 # damage factor
504 self.lastchart = 0.0 # time star chart was last updated
505 self.cryprob = 0.0 # probability that crystal will work
506 self.probe = None # object holding probe course info
507 self.height = 0.0 # height of orbit around planet
508 self.score = 0.0 # overall score
509 self.perdate = 0.0 # rate of kills
510 self.idebug = False # Debugging instrumentation enabled?
511 self.cdebug = False # Debugging instrumentation for curses enabled?
512 self.statekscmdr = None # No SuperCommander coordinates yet.
513 self.brigcapacity = 400 # Enterprise brig capacity
514 self.brigfree = 400 # How many klingons can we put in the brig?
515 self.kcaptured = 0 # Total Klingons captured, for scoring.
516 self.iscloaked = False # Cloaking device on?
517 self.ncviol = 0 # Algreon treaty violations
518 self.isviolreported = False # We have been warned
519 self.lcg_x = 0 # LCG generator value
521 return sum([q.klingons for (_i, _j, q) in list(self.state.traverse())])
523 # Stas thinks this should be (C expression):
524 # game.remkl() + len(game.state.kcmdr) > 0 ?
525 # game.state.remres/(game.remkl() + 4*len(game.state.kcmdr)) : 99
526 # He says the existing expression is prone to divide-by-zero errors
527 # after killing the last klingon when score is shown -- perhaps also
528 # if the only remaining klingon is SCOM.
529 self.state.remtime = self.state.remres/(self.remkl() + 4*len(self.state.kcmdr))
531 "Are there Klingons remaining?"
558 # Code from ai.c begins here
561 "Would this quadrant welcome another Klingon?"
562 return iq.valid_quadrant() and \
563 not game.state.galaxy[iq.i][iq.j].supernova and \
564 game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
566 def tryexit(enemy, look, irun):
567 "A bad guy attempts to bug out."
569 iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))//QUADSIZE - 1
570 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))//QUADSIZE - 1
571 if not welcoming(iq):
573 if enemy.type == 'R':
574 return [] # Romulans cannot escape!
576 # avoid intruding on another commander's territory
577 if enemy.type == 'C':
578 if iq in game.state.kcmdr:
580 # refuse to leave if currently attacking starbase
581 if game.battle == game.quadrant:
583 # don't leave if over 1000 units of energy
584 if enemy.power > 1000.0:
586 oldloc = copy.copy(enemy.location)
587 # handle local matters related to escape
590 if game.condition != "docked":
592 # Handle global matters related to escape
593 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
594 game.state.galaxy[iq.i][iq.j].klingons += 1
595 if enemy.type == 'S':
599 schedule(FSCMOVE, 0.2777)
601 game.state.kscmdr = iq
603 for cmdr in game.state.kcmdr:
604 if cmdr == game.quadrant:
605 game.state.kcmdr.append(iq)
607 # report move out of quadrant.
608 return [(True, enemy, oldloc, iq)]
610 # The bad-guy movement algorithm:
612 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
613 # If both are operating full strength, force is 1000. If both are damaged,
614 # force is -1000. Having shields down subtracts an additional 1000.
616 # 2. Enemy has forces equal to the energy of the attacker plus
617 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
618 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
620 # Attacker Initial energy levels (nominal):
621 # Klingon Romulan Commander Super-Commander
622 # Novice 400 700 1200
624 # Good 450 800 1300 1750
625 # Expert 475 850 1350 1875
626 # Emeritus 500 900 1400 2000
627 # VARIANCE 75 200 200 200
629 # Enemy vessels only move prior to their attack. In Novice - Good games
630 # only commanders move. In Expert games, all enemy vessels move if there
631 # is a commander present. In Emeritus games all enemy vessels move.
633 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
634 # forces are 1000 greater than Enterprise.
636 # Agressive action on average cuts the distance between the ship and
637 # the enemy to 1/4 the original.
639 # 4. At lower energy advantage, movement units are proportional to the
640 # advantage with a 650 advantage being to hold ground, 800 to move forward
641 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
643 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
644 # retreat, especially at high skill levels.
646 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
648 def movebaddy(enemy):
649 "Tactical movement for the bad guys."
653 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
654 if game.skill >= SKILL_EXPERT:
655 nbaddys = int(((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
657 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
658 old_dist = enemy.kdist
659 mdist = int(old_dist + 0.5) # Nearest integer distance
660 # If SC, check with spy to see if should hi-tail it
661 if enemy.type == 'S' and \
662 (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
666 # decide whether to advance, retreat, or hold position
667 forces = enemy.power+100.0*len(game.enemies)+400*(nbaddys-1)
669 forces += 1000 # Good for enemy if shield is down!
670 if not damaged(DPHASER) or not damaged(DPHOTON):
671 if damaged(DPHASER): # phasers damaged
674 forces -= 0.2*(game.energy - 2500.0)
675 if damaged(DPHOTON): # photon torpedoes damaged
678 forces -= 50.0*game.torps
680 # phasers and photon tubes both out!
683 if forces <= 1000.0 and game.condition != "docked": # Typical situation
684 motion = ((forces + rnd.real(200))/150.0) - 5.0
686 if forces > 1000.0: # Very strong -- move in for kill
687 motion = (1.0 - rnd.real())**2 * old_dist + 1.0
688 if game.condition == "docked" and (game.options & OPTION_BASE): # protected by base -- back off !
689 motion -= game.skill*(2.0-rnd.real()**2)
691 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces)) # pragma: no cover
692 # don't move if no motion
695 # Limit motion according to skill
696 if abs(motion) > game.skill:
701 # calculate preferred number of steps
702 nsteps = abs(int(motion))
703 if motion > 0 and nsteps > mdist:
704 nsteps = mdist # don't overshoot
705 nsteps = min(nsteps, QUADSIZE) # This shouldn't be necessary
706 nsteps = max(nsteps, 1) # This shouldn't be necessary
708 proutn("NSTEPS = %d:" % nsteps) # pragma: no cover
709 # Compute preferred values of delta X and Y
710 m = game.sector - enemy.location
711 if 2.0 * abs(m.i) < abs(m.j):
713 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
715 m = (motion * m).sgn()
716 goto = enemy.location
718 for ll in range(nsteps):
720 proutn(" %d" % (ll+1)) # pragma: no cover
721 # Check if preferred position available
732 attempts = 0 # Settle mysterious hang problem
733 while attempts < 20 and not success:
735 if look.i < 0 or look.i >= QUADSIZE:
737 return tryexit(enemy, look, irun)
738 if krawli == m.i or m.j == 0:
740 look.i = goto.i + krawli
742 elif look.j < 0 or look.j >= QUADSIZE:
744 return tryexit(enemy, look, irun)
745 if krawlj == m.j or m.i == 0:
747 look.j = goto.j + krawlj
749 elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.':
750 # See if enemy should ram ship
751 if game.quad[look.i][look.j] == game.ship and \
752 enemy.type in ('C', 'S'):
753 collision(rammed=True, enemy=enemy)
755 if krawli != m.i and m.j != 0:
756 look.i = goto.i + krawli
758 elif krawlj != m.j and m.i != 0:
759 look.j = goto.j + krawlj
762 break # we have failed
768 proutn(repr(goto)) # pragma: no cover
772 skip(1) # pragma: no cover
773 # Enemy moved, but is still in sector
774 return [(False, enemy, old_dist, goto)]
777 "Sequence Klingon tactical movement."
779 prout("== MOVCOM") # pragma: no cover
780 # Figure out which Klingon is the commander (or Supercommander)
783 if game.quadrant in game.state.kcmdr:
784 for enemy in game.enemies:
785 if enemy.type == 'C':
786 tacmoves += movebaddy(enemy)
787 if game.state.kscmdr == game.quadrant:
788 for enemy in game.enemies:
789 if enemy.type == 'S':
790 tacmoves += movebaddy(enemy)
792 # If skill level is high, move other Klingons and Romulans too!
793 # Move these last so they can base their actions on what the
795 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
796 for enemy in game.enemies:
797 if enemy.type in ('K', 'R'):
798 tacmoves += movebaddy(enemy)
801 def movescom(iq, avoid):
802 "Supercommander movement helper."
803 # Avoid quadrants with bases if we want to avoid Enterprise
804 if not welcoming(iq) or (avoid and iq in game.state.baseq):
806 if game.justin and not game.iscate:
809 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
810 game.state.kscmdr = iq
811 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
812 if game.state.kscmdr == game.quadrant:
813 # SC has scooted, remove him from current quadrant
818 for enemy in game.enemies:
819 if enemy.type == 'S':
822 if game.condition != "docked":
825 # check for a helpful planet
826 for i in range(game.inplan):
827 if game.state.planets[i].quadrant == game.state.kscmdr and \
828 game.state.planets[i].crystals == "present":
830 game.state.planets[i].pclass = "destroyed"
831 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
834 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
835 prout(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
836 prout(_(" by the Super-commander.\""))
838 return True # looks good!
840 def supercommander():
841 "Move the Super Commander."
848 prout("== SUPERCOMMANDER") # pragma: no cover
849 # Decide on being active or passive
850 avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.remkl())/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
851 (game.state.date-game.indate) < 3.0)
852 if not game.iscate and avoid:
853 # compute move away from Enterprise
854 idelta = game.state.kscmdr-game.quadrant
855 if idelta.distance() > 2.0:
857 idelta.i = game.state.kscmdr.j-game.quadrant.j
858 idelta.j = game.quadrant.i-game.state.kscmdr.i
860 # compute distances to starbases
861 if not game.state.baseq:
865 sc = game.state.kscmdr
866 for (i, base) in enumerate(game.state.baseq):
867 basetbl.append((i, (base - sc).distance()))
868 if len(game.state.baseq) > 1:
869 basetbl.sort(key=lambda x: x[1])
870 # look for nearest base without a commander, no Enterprise, and
871 # without too many Klingons, and not already under attack.
872 ifindit = iwhichb = 0
873 for (i2, base) in enumerate(game.state.baseq):
874 i = basetbl[i2][0] # bug in original had it not finding nearest
875 if base == game.quadrant or base == game.battle or not welcoming(base):
877 # if there is a commander, and no other base is appropriate,
878 # we will take the one with the commander
879 for cmdr in game.state.kcmdr:
880 if base == cmdr and ifindit != 2:
884 else: # no commander -- use this one
889 return # Nothing suitable -- wait until next time
890 ibq = game.state.baseq[iwhichb]
891 # decide how to move toward base
892 idelta = ibq - game.state.kscmdr
893 # Maximum movement is 1 quadrant in either or both axes
894 idelta = idelta.sgn()
895 # try moving in both x and y directions
896 # there was what looked like a bug in the Almy C code here,
897 # but it might be this translation is just wrong.
898 iq = game.state.kscmdr + idelta
899 if not movescom(iq, avoid):
900 # failed -- try some other maneuvers
901 if idelta.i == 0 or idelta.j == 0:
904 iq.j = game.state.kscmdr.j + 1
905 if not movescom(iq, avoid):
906 iq.j = game.state.kscmdr.j - 1
909 iq.i = game.state.kscmdr.i + 1
910 if not movescom(iq, avoid):
911 iq.i = game.state.kscmdr.i - 1
914 # try moving just in x or y
915 iq.j = game.state.kscmdr.j
916 if not movescom(iq, avoid):
917 iq.j = game.state.kscmdr.j + idelta.j
918 iq.i = game.state.kscmdr.i
921 if len(game.state.baseq) == 0:
924 for ibq in game.state.baseq:
925 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
928 return # no, don't attack base!
931 schedule(FSCDBAS, rnd.real(1.0, 3.0))
932 if is_scheduled(FCDBAS):
933 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
934 if not communicating():
938 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
940 prout(_(" reports that it is under attack from the Klingon Super-commander."))
941 prout(_(" It can survive until stardate %d.\"") \
942 % int(scheduled(FSCDBAS)))
945 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
949 game.optime = 0.0 # actually finished
951 # Check for intelligence report
952 if not game.idebug and \
953 (rnd.withprob(0.8) or \
954 (not communicating()) or \
955 not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
958 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
959 prout(_(" the Super-commander is in Quadrant %s.") % game.state.kscmdr)
964 if not game.tholian or game.justin:
967 if game.tholian.location.i == 0 and game.tholian.location.j == 0:
970 elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
973 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1:
976 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0:
979 else: # pragma: no cover
980 # something is wrong!
981 game.tholian.move(None)
982 prout("***Internal error: Tholian in a bad spot.")
984 # do nothing if we are blocked
985 if game.quad[tid.i][tid.j] not in ('.', '#'):
987 here = copy.copy(game.tholian.location)
988 delta = (tid - game.tholian.location).sgn()
990 while here.i != tid.i:
992 if game.quad[here.i][here.j] == '.':
993 game.tholian.move(here)
995 while here.j != tid.j:
997 if game.quad[here.i][here.j] == '.':
998 game.tholian.move(here)
999 # check to see if all holes plugged
1000 for i in range(QUADSIZE):
1001 if game.quad[0][i] != '#' and game.quad[0][i] != 'T':
1003 if game.quad[QUADSIZE-1][i] != '#' and game.quad[QUADSIZE-1][i] != 'T':
1005 if game.quad[i][0] != '#' and game.quad[i][0] != 'T':
1007 if game.quad[i][QUADSIZE-1] != '#' and game.quad[i][QUADSIZE-1] != 'T':
1009 # All plugged up -- Tholian splits
1010 game.quad[game.tholian.location.i][game.tholian.location.j] = '#'
1012 prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web."))
1013 game.tholian.move(None)
1016 # Code from battle.c begins here
1019 "Change cloaking-device status."
1020 if game.ship == 'F':
1021 prout(_("Ye Faerie Queene hath no cloaking device."))
1024 key = scanner.nexttok()
1031 if key == "IHALPHA":
1032 if scanner.sees("on"):
1034 prout(_("The cloaking device has already been switched on."))
1037 elif scanner.sees("off"):
1038 if not game.iscloaked:
1039 prout(_("The cloaking device has already been switched off."))
1046 if not game.iscloaked:
1047 proutn(_("Switch cloaking device on? "))
1052 proutn(_("Switch cloaking device off? "))
1059 if action == "CLOFF":
1060 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1061 prout(_("Spock- \"Captain, the Treaty of Algeron is in effect.\n Are you sure this is wise?\""))
1064 prout("Engineer Scott- \"Aye, Sir.\"")
1065 game.iscloaked = False
1066 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1067 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
1069 game.isviolreported = True
1071 #if (neutz and game.state.date >= ALGERON) finish(FCLOAK);
1074 if action == "CLON":
1076 prout(_("Engineer Scott- \"The cloaking device is damaged, Sir.\""))
1079 if game.condition == "docked":
1080 prout(_("You cannot cloak while docked."))
1082 if game.state.date >= ALGERON and not game.isviolreported:
1083 prout(_("Spock- \"Captain, using the cloaking device is a violation"))
1084 prout(_(" of the Treaty of Algeron. Considering the alternatives,"))
1085 proutn(_(" are you sure this is wise? "))
1088 prout(_("Engineer Scott- \"Cloaking device has engaging, Sir...\""))
1090 prout(_("Engineer Scott- \"Cloaking device has engaged, Sir.\""))
1091 game.iscloaked = True
1093 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1094 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
1096 game.isviolreported = True
1098 def doshield(shraise):
1099 "Change shield status."
1105 key = scanner.nexttok()
1106 if key == "IHALPHA":
1107 if scanner.sees("transfer"):
1110 if damaged(DSHIELD):
1111 prout(_("Shields damaged and down."))
1113 if scanner.sees("up"):
1115 elif scanner.sees("down"):
1117 if action == "NONE":
1118 proutn(_("Do you wish to change shield energy? "))
1121 elif damaged(DSHIELD):
1122 prout(_("Shields damaged and down."))
1125 proutn(_("Shields are up. Do you want them down? "))
1132 proutn(_("Shields are down. Do you want them up? "))
1138 if action == "SHUP": # raise shields
1140 prout(_("Shields already up."))
1144 if game.condition != "docked":
1146 prout(_("Shields raised."))
1147 if game.energy <= 0:
1149 prout(_("Shields raising uses up last of energy."))
1154 elif action == "SHDN":
1156 prout(_("Shields already down."))
1160 prout(_("Shields lowered."))
1163 elif action == "NRG":
1164 while scanner.nexttok() != "IHREAL":
1166 proutn(_("Energy to transfer to shields- "))
1171 if nrg > game.energy:
1172 prout(_("Insufficient ship energy."))
1175 if game.shield+nrg >= game.inshld:
1176 prout(_("Shield energy maximized."))
1177 if game.shield+nrg > game.inshld:
1178 prout(_("Excess energy requested returned to ship energy"))
1179 game.energy -= game.inshld-game.shield
1180 game.shield = game.inshld
1182 if nrg < 0.0 and game.energy-nrg > game.inenrg:
1183 # Prevent shield drain loophole
1185 prout(_("Engineering to bridge--"))
1186 prout(_(" Scott here. Power circuit problem, Captain."))
1187 prout(_(" I can't drain the shields."))
1190 if game.shield+nrg < 0:
1191 prout(_("All shield energy transferred to ship."))
1192 game.energy += game.shield
1195 proutn(_("Scotty- \""))
1197 prout(_("Transferring energy to shields.\""))
1199 prout(_("Draining energy from shields.\""))
1205 "Choose a device to damage, at random."
1207 105, # DSRSENS: short range scanners 10.5%
1208 105, # DLRSENS: long range scanners 10.5%
1209 120, # DPHASER: phasers 12.0%
1210 120, # DPHOTON: photon torpedoes 12.0%
1211 25, # DLIFSUP: life support 2.5%
1212 65, # DWARPEN: warp drive 6.5%
1213 70, # DIMPULS: impulse engines 6.5%
1214 135, # DSHIELD: deflector shields 13.5%
1215 30, # DRADIO: subspace radio 3.0%
1216 45, # DSHUTTL: shuttle 4.5%
1217 15, # DCOMPTR: computer 1.5%
1218 20, # NAVCOMP: navigation system 2.0%
1219 75, # DTRANSP: transporter 7.5%
1220 20, # DSHCTRL: high-speed shield controller 2.0%
1221 10, # DDRAY: death ray 1.0%
1222 30, # DDSP: deep-space probes 3.0%
1223 10, # DCLOAK: the cloaking device 1.0
1225 assert(sum(weights) == 1000)
1226 idx = rnd.integer(1000)
1228 for (i, w) in enumerate(weights):
1232 return None # pragma: no cover
1234 def collision(rammed, enemy):
1235 "Collision handling for ramming events."
1236 prouts(_("***RED ALERT! RED ALERT!"))
1238 prout(_("***COLLISION IMMINENT."))
1242 hardness = {'R':1.5, 'C':2.0, 'S':2.5, 'T':0.5, '?':4.0}.get(enemy.type, 1.0)
1244 proutn(_(" rammed by "))
1247 proutn(crmena(False, enemy.type, "sector", enemy.location))
1249 proutn(_(" (original position)"))
1251 deadkl(enemy.location, enemy.type, game.sector)
1252 prout("***" + crmshp() + " heavily damaged.")
1253 icas = rnd.integer(10, 30)
1254 prout(_("***Sickbay reports %d casualties") % icas)
1256 game.state.crew -= icas
1257 # In the pre-SST2K versions, all devices got equiprobably damaged,
1258 # which was silly. Instead, pick up to half the devices at
1259 # random according to our weighting table,
1260 ncrits = rnd.integer(NDEVICES//2)
1264 if game.damage[dev] < 0:
1266 extradm = (10.0*hardness*rnd.real()+1.0)*game.damfac
1267 # Damage for at least time of travel!
1268 game.damage[dev] += game.optime + extradm
1270 prout(_("***Shields are down."))
1277 def torpedo(origin, bearing, dispersion, number, nburst):
1278 "Let a photon torpedo fly"
1279 if not damaged(DSRSENS) or game.condition == "docked":
1280 setwnd(srscan_window)
1282 setwnd(message_window)
1283 ac = bearing + 0.25*dispersion # dispersion is a random variable
1284 bullseye = (15.0 - bearing)*0.5235988
1285 track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
1286 bumpto = Coord(0, 0)
1287 # Loop to move a single torpedo
1288 setwnd(message_window)
1289 for step in range(1, QUADSIZE*2):
1290 if not track.nexttok():
1293 if not w.valid_sector():
1295 iquad = game.quad[w.i][w.j]
1296 tracktorpedo(w, step, number, nburst, iquad)
1300 setwnd(message_window)
1301 if not damaged(DSRSENS) or game.condition == "docked":
1302 skip(1) # start new line after text track
1303 if iquad in ('E', 'F'): # Hit our ship
1305 prout(_("Torpedo hits %s.") % crmshp())
1306 hit = 700.0 + rnd.real(100) - \
1307 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1308 newcnd() # we're blown out of dock
1309 if game.landed or game.condition == "docked":
1310 return hit # Cheat if on a planet
1311 # In the C/FORTRAN version, dispersion was 2.5 radians, which
1312 # is 143 degrees, which is almost exactly 4.8 clockface units
1313 displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5)
1314 displacement.nexttok()
1315 bumpto = displacement.sector()
1316 if not bumpto.valid_sector():
1318 if game.quad[bumpto.i][bumpto.j] == ' ':
1321 if game.quad[bumpto.i][bumpto.j] != '.':
1322 # can't move into object
1324 game.sector = bumpto
1326 game.quad[w.i][w.j] = '.'
1327 game.quad[bumpto.i][bumpto.j] = iquad
1328 prout(_(" displaced by blast to Sector %s ") % bumpto)
1329 for enemy in game.enemies:
1330 enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1333 elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
1335 if iquad in ('C', 'S') and rnd.withprob(0.05):
1336 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1337 prout(_(" torpedo neutralized."))
1339 for enemy in game.enemies:
1340 if w == enemy.location:
1341 kp = math.fabs(enemy.power)
1342 h1 = 700.0 + rnd.integer(100) - \
1343 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1351 if enemy.power == 0:
1354 proutn(crmena(True, iquad, "sector", w))
1355 displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5, origin=w)
1356 displacement.nexttok()
1357 bumpto = displacement.sector()
1358 if game.quad[bumpto.i][bumpto.j] == ' ':
1359 prout(_(" buffeted into black hole."))
1360 deadkl(w, iquad, bumpto)
1362 if not bumpto.valid_sector():
1363 prout(_(" damaged but not destroyed."))
1365 if game.quad[bumpto.i][bumpto.j] != '.':
1366 prout(_(" damaged but not destroyed."))
1368 prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
1369 enemy.location = bumpto
1370 game.quad[w.i][w.j] = '.'
1371 game.quad[bumpto.i][bumpto.j] = iquad
1372 for tenemy in game.enemies:
1373 tenemy.kdist = tenemy.kavgd = (game.sector-tenemy.location).distance()
1376 else: # pragma: no cover
1377 prout("Internal error, no enemy where expected!")
1380 elif iquad == 'B': # Hit a base
1382 prout(_("***STARBASE DESTROYED.."))
1383 game.state.baseq = [x for x in game.state.baseq if x != game.quadrant]
1384 game.quad[w.i][w.j] = '.'
1385 game.base.invalidate()
1386 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
1387 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = False
1388 game.state.basekl += 1
1391 elif iquad == 'P': # Hit a planet
1392 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1393 game.state.nplankl += 1
1394 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1395 game.iplnet.pclass = "destroyed"
1397 game.plnet.invalidate()
1398 game.quad[w.i][w.j] = '.'
1400 # captain perishes on planet
1403 elif iquad == '@': # Hit an inhabited world -- very bad!
1404 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1405 game.state.nworldkl += 1
1406 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1407 game.iplnet.pclass = "destroyed"
1409 game.plnet.invalidate()
1410 game.quad[w.i][w.j] = '.'
1412 # captain perishes on planet
1414 prout(_("The torpedo destroyed an inhabited planet."))
1416 elif iquad == '*': # Hit a star
1417 if rnd.withprob(0.9):
1420 prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast."))
1422 elif iquad == '?': # Hit a thingy
1423 if not (game.options & OPTION_THINGY) or rnd.withprob(0.3):
1425 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1427 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1429 proutn(_("Mr. Spock-"))
1430 prouts(_(" \"Fascinating!\""))
1434 # Stas Sergeev added the possibility that
1435 # you can shove the Thingy and piss it off.
1436 # It then becomes an enemy and may fire at you.
1439 elif iquad == ' ': # Black hole
1441 prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo."))
1443 elif iquad == '#': # hit the web
1445 prout(_("***Torpedo absorbed by Tholian web."))
1447 elif iquad == 'T': # Hit a Tholian
1448 h1 = 700.0 + rnd.integer(100) - \
1449 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1452 game.quad[w.i][w.j] = '.'
1457 proutn(crmena(True, 'T', "sector", w))
1458 if rnd.withprob(0.05):
1459 prout(_(" survives photon blast."))
1461 prout(_(" disappears."))
1462 game.tholian.move(None)
1463 game.quad[w.i][w.j] = '#'
1468 proutn("Don't know how to handle torpedo collision with ")
1469 proutn(crmena(True, iquad, "sector", w))
1474 setwnd(message_window)
1475 prout(_("Torpedo missed."))
1479 "Critical-hit resolution."
1480 if hit < (275.0-25.0*game.skill)*rnd.real(1.0, 1.5):
1482 ncrit = int(1.0 + hit/(500.0+rnd.real(100)))
1483 proutn(_("***CRITICAL HIT--"))
1484 # Select devices and cause damage
1489 # Cheat to prevent shuttle damage unless on ship
1490 if not (game.damage[j]<0.0 or (j == DSHUTTL and game.iscraft != "onship") or (j == DCLOAK and game.ship != 'E' or j == DDRAY)):
1493 extradm = (hit*game.damfac)/(ncrit*rnd.real(75, 100))
1494 game.damage[j] += extradm
1497 for (i, j) in enumerate(cdam):
1499 if skipcount % 3 == 2 and i < len(cdam)-1:
1504 prout(_(" damaged."))
1505 if damaged(DSHIELD) and game.shldup:
1506 prout(_("***Shields knocked down."))
1508 if damaged(DCLOAK) and game.iscloaked:
1509 prout(_("***Cloaking device rendered inoperative."))
1510 game.iscloaked = False
1512 def attack(torps_ok):
1513 # bad guy attacks us
1514 # torps_ok == False forces use of phasers in an attack
1517 # game could be over at this point, check
1527 prout("=== ATTACK!") # pragma: no cover
1528 # Tholian gets to move before attacking
1531 # if you have just entered the RNZ, you'll get a warning
1532 if game.neutz: # The one chance not to be attacked
1535 # commanders get a chance to tac-move towards you
1536 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:
1537 for (bugout, enemy, old, goto) in moveklings():
1539 # we know about this if either short or long range
1540 # sensors are working
1541 if damaged(DSRSENS) and damaged(DLRSENS) \
1542 and game.condition != "docked":
1543 prout(crmena(True, enemy.type, "sector", old) + \
1544 (_(" escapes to Quadrant %s (and regains strength).") % goto))
1545 else: # Enemy still in-sector
1546 if enemy.move(goto):
1547 if not damaged(DSRSENS) or game.condition == "docked":
1548 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
1549 if enemy.kdist < old:
1550 proutn(_(" advances to "))
1552 proutn(_(" retreats to "))
1553 prout("Sector %s." % goto)
1555 # if no enemies remain after movement, we're done
1556 if len(game.enemies) == 0 or (len(game.enemies) == 1 and thing.at(game.quadrant) and not thing.angered):
1558 # set up partial hits if attack happens during shield status change
1559 pfac = 1.0/game.inshld
1561 chgfac = 0.25 + rnd.real(0.5)
1563 # message verbosity control
1564 if game.skill <= SKILL_FAIR:
1566 for enemy in game.enemies:
1568 continue # too weak to attack
1569 # compute hit strength and diminish shield power
1571 # Increase chance of photon torpedos if docked or enemy energy is low
1572 if game.condition == "docked":
1574 if enemy.power < 500:
1576 if enemy.type == 'T' or (enemy.type == '?' and not thing.angered):
1578 # different enemies have different probabilities of throwing a torp
1579 usephasers = not torps_ok or \
1580 (enemy.type == 'K' and r > 0.0005) or \
1581 (enemy.type == 'C' and r > 0.015) or \
1582 (enemy.type == 'R' and r > 0.3) or \
1583 (enemy.type == 'S' and r > 0.07) or \
1584 (enemy.type == '?' and r > 0.05)
1585 if usephasers: # Enemy uses phasers
1586 if game.condition == "docked":
1587 continue # Don't waste the effort!
1588 attempt = True # Attempt to attack
1589 dustfac = rnd.real(0.8, 0.85)
1590 hit = enemy.power*math.pow(dustfac, enemy.kavgd)
1592 else: # Enemy uses photon torpedo
1593 # We should be able to make the bearing() method work here
1594 pcourse = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i)
1596 proutn(_("***TORPEDO INCOMING"))
1597 if not damaged(DSRSENS):
1598 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location))
1601 dispersion = (rnd.real()+rnd.real())*0.5 - 0.5
1602 dispersion += 0.002*enemy.power*dispersion
1603 hit = torpedo(enemy.location, pcourse, dispersion, number=1, nburst=1)
1604 if game.unwon() == 0:
1605 finish(FWON) # Klingons did themselves in!
1606 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1607 return # Supernova or finished
1610 # incoming phaser or torpedo, shields may dissipate it
1611 if game.shldup or game.shldchg or game.condition == "docked":
1612 # shields will take hits
1613 propor = pfac * game.shield
1614 if game.condition == "docked":
1616 propor = max(propor, 0.1)
1617 hitsh = propor*chgfac*hit+1.0
1619 if absorb > game.shield:
1620 absorb = game.shield
1621 game.shield -= absorb
1623 # taking a hit blasts us out of a starbase dock
1624 if game.condition == "docked":
1626 # but the shields may take care of it
1627 if propor > 0.1 and hit < 0.005*game.energy:
1629 # hit from this opponent got through shields, so take damage
1631 proutn(_("%d unit hit") % int(hit))
1632 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1633 proutn(_(" on the ") + crmshp())
1634 if not damaged(DSRSENS) and usephasers:
1635 prout(_(" from ") + crmena(False, enemy.type, where, enemy.location))
1637 # Decide if hit is critical
1643 if game.energy <= 0:
1644 # Returning home upon your shield, not with it...
1647 if not attempt and game.condition == "docked":
1648 prout(_("***Enemies decide against attacking your ship."))
1649 percent = 100.0*pfac*game.shield+0.5
1651 # Shields fully protect ship
1652 proutn(_("Enemy attack reduces shield strength to "))
1654 # Emit message if starship suffered hit(s)
1656 proutn(_("Energy left %2d shields ") % int(game.energy))
1659 elif not damaged(DSHIELD):
1662 proutn(_("damaged, "))
1663 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1664 # Check if anyone was hurt
1665 if hitmax >= 200 or hittot >= 500:
1666 icas = rnd.integer(int(hittot * 0.015))
1669 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1670 prout(_(" in that last attack.\""))
1672 game.state.crew -= icas
1673 # After attack, reset average distance to enemies
1674 for enemy in game.enemies:
1675 enemy.kavgd = enemy.kdist
1679 def deadkl(w, etype, mv):
1680 "Kill a Klingon, Tholian, Romulan, or Thingy."
1681 # Added mv to allow enemy to "move" before dying
1682 proutn(crmena(True, etype, "sector", mv))
1683 # Decide what kind of enemy it is and update appropriately
1685 # Chalk up a Romulan
1686 game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1688 game.state.nromrem -= 1
1697 # Killed some type of Klingon
1698 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1701 game.state.kcmdr.remove(game.quadrant)
1703 if game.state.kcmdr:
1704 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1705 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1710 game.state.nscrem -= 1
1711 game.state.kscmdr.invalidate()
1716 # For each kind of enemy, finish message to player
1717 prout(_(" destroyed."))
1718 if game.unwon() == 0:
1721 # Remove enemy ship from arrays describing local conditions
1722 for e in game.enemies:
1729 "Return None if target is invalid, otherwise return a course angle."
1730 if not w.valid_sector():
1734 # C code this was translated from is wacky -- why the sign reversal?
1735 delta.j = (w.j - game.sector.j)
1736 delta.i = (game.sector.i - w.i)
1737 if delta == Coord(0, 0):
1739 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1740 prout(_(" I recommend an immediate review of"))
1741 prout(_(" the Captain's psychological profile.\""))
1744 return delta.bearing()
1747 "Launch photon torpedo salvo."
1750 if damaged(DPHOTON):
1751 prout(_("Photon tubes damaged."))
1755 prout(_("No torpedoes left."))
1758 # First, get torpedo count
1761 if scanner.token == "IHALPHA":
1764 elif scanner.token == "IHEOL" or not scanner.waiting():
1765 prout(_("%d torpedoes left.") % game.torps)
1767 proutn(_("Number of torpedoes to fire- "))
1768 continue # Go back around to get a number
1769 else: # key == "IHREAL"
1775 if n <= 0: # abort command
1780 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1783 scanner.chew() # User requested more torps than available
1784 continue # Go back around
1785 break # All is good, go to next stage
1789 key = scanner.nexttok()
1790 if i == 0 and key == "IHEOL":
1791 break # no coordinate waiting, we will try prompting
1792 if i == 1 and key == "IHEOL":
1793 # direct all torpedoes at one target
1795 target.append(target[0])
1796 tcourse.append(tcourse[0])
1799 scanner.push(scanner.token)
1800 target.append(scanner.getcoord())
1801 if target[-1] is None:
1803 tcourse.append(targetcheck(target[-1]))
1804 if tcourse[-1] is None:
1807 if len(target) == 0:
1808 # prompt for each one
1810 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1812 target.append(scanner.getcoord())
1813 if target[-1] is None:
1815 tcourse.append(targetcheck(target[-1]))
1816 if tcourse[-1] is None:
1819 # Loop for moving <n> torpedoes
1821 if game.condition != "docked":
1823 dispersion = (rnd.real()+rnd.real())*0.5 -0.5
1824 if math.fabs(dispersion) >= 0.47:
1826 dispersion *= rnd.real(1.2, 2.2)
1828 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1830 prouts(_("***TORPEDO MISFIRES."))
1833 prout(_(" Remainder of burst aborted."))
1834 if rnd.withprob(0.2):
1835 prout(_("***Photon tubes damaged by misfire."))
1836 game.damage[DPHOTON] = game.damfac * rnd.real(1.0, 3.0)
1840 elif game.shldup or game.condition == "docked":
1841 dispersion *= 1.0 + 0.0001*game.shield
1842 torpedo(game.sector, tcourse[i], dispersion, number=i, nburst=n)
1843 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1849 "Check for phasers overheating."
1851 checkburn = (rpow-1500.0)*0.00038
1852 if rnd.withprob(checkburn):
1853 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1854 game.damage[DPHASER] = game.damfac* rnd.real(1.0, 2.0) * (1.0+checkburn)
1856 def checkshctrl(rpow):
1857 "Check shield control."
1859 if rnd.withprob(0.998):
1860 prout(_("Shields lowered."))
1862 # Something bad has happened
1863 prouts(_("***RED ALERT! RED ALERT!"))
1865 hit = rpow*game.shield/game.inshld
1866 game.energy -= rpow+hit*0.8
1867 game.shield -= hit*0.2
1868 if game.energy <= 0.0:
1869 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1874 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1876 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1877 icas = rnd.integer(int(hit*0.012))
1882 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1883 prout(_(" %d casualties so far.\"") % icas)
1885 game.state.crew -= icas
1887 prout(_("Phaser energy dispersed by shields."))
1888 prout(_("Enemy unaffected."))
1893 "Register a phaser hit on Klingons and Romulans."
1900 dustfac = rnd.real(0.9, 1.0)
1901 hit = wham*math.pow(dustfac, game.enemies[kk].kdist)
1902 kpini = game.enemies[kk].power
1903 kp = math.fabs(kpini)
1904 if PHASEFAC*hit < kp:
1906 if game.enemies[kk].power < 0:
1907 game.enemies[kk].power -= -kp
1909 game.enemies[kk].power -= kp
1910 kpow = game.enemies[kk].power
1911 w = game.enemies[kk].location
1913 if not damaged(DSRSENS):
1915 proutn(_("%d unit hit on ") % int(hit))
1917 proutn(_("Very small hit on "))
1918 ienm = game.quad[w.i][w.j]
1921 proutn(crmena(False, ienm, "sector", w))
1930 else: # decide whether or not to emasculate klingon
1931 # pylint: disable=chained-comparison
1932 if kpow > 0 and rnd.withprob(0.9) and kpow <= rnd.real(0.4, 0.8)*kpini:
1933 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1934 prout(_(" has just lost its firepower.\""))
1935 game.enemies[kk].power = -kpow
1940 "Fire phasers at bad guys."
1944 irec = 0 # Cheating inhibitor
1953 # SR sensors and Computer are needed for automode
1954 if damaged(DSRSENS) or damaged(DCOMPTR):
1956 if game.condition == "docked":
1957 prout(_("Phasers can't be fired through base shields."))
1960 if damaged(DPHASER):
1961 prout(_("Phaser control damaged."))
1965 if damaged(DSHCTRL):
1966 prout(_("High speed shield control damaged."))
1969 if game.energy <= 200.0:
1970 prout(_("Insufficient energy to activate high-speed shield control."))
1973 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1975 # Original code so convoluted, I re-did it all
1976 # (That was Tom Almy talking about the C code, I think -- ESR)
1977 while automode == "NOTSET":
1978 key = scanner.nexttok()
1979 if key == "IHALPHA":
1980 if scanner.sees("manual"):
1981 if len(game.enemies)==0:
1982 prout(_("There is no enemy present to select."))
1985 automode = "AUTOMATIC"
1988 key = scanner.nexttok()
1989 elif scanner.sees("automatic"):
1990 if (not itarg) and len(game.enemies) != 0:
1991 automode = "FORCEMAN"
1993 if len(game.enemies)==0:
1994 prout(_("Energy will be expended into space."))
1995 automode = "AUTOMATIC"
1996 key = scanner.nexttok()
1997 elif scanner.sees("no"):
2002 elif key == "IHREAL":
2003 if len(game.enemies)==0:
2004 prout(_("Energy will be expended into space."))
2005 automode = "AUTOMATIC"
2007 automode = "FORCEMAN"
2009 automode = "AUTOMATIC"
2012 if len(game.enemies)==0:
2013 prout(_("Energy will be expended into space."))
2014 automode = "AUTOMATIC"
2016 automode = "FORCEMAN"
2018 proutn(_("Manual or automatic? "))
2023 if automode == "AUTOMATIC":
2024 if key == "IHALPHA" and scanner.sees("no"):
2026 key = scanner.nexttok()
2027 if key != "IHREAL" and len(game.enemies) != 0:
2028 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
2033 for i in range(len(game.enemies)):
2034 irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))*rnd.real(1.01, 1.06) + 1.0
2036 proutn(_("%d units required. ") % irec)
2038 proutn(_("Units to fire= "))
2039 key = scanner.nexttok()
2044 proutn(_("Energy available= %.2f") % avail)
2047 if not rpow > avail:
2053 key = scanner.nexttok()
2054 if key == "IHALPHA" and scanner.sees("no"):
2057 game.energy -= 200 # Go and do it!
2058 if checkshctrl(rpow):
2063 if len(game.enemies):
2066 for i in range(len(game.enemies)):
2070 hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))
2071 over = rnd.real(1.01, 1.06) * hits[i]
2073 powrem -= hits[i] + over
2074 if powrem <= 0 and temp < hits[i]:
2083 if extra > 0 and not game.alldone:
2085 proutn(_("*** Tholian web absorbs "))
2086 if len(game.enemies)>0:
2087 proutn(_("excess "))
2088 prout(_("phaser energy."))
2090 prout(_("%d expended on empty space.") % int(extra))
2091 elif automode == "FORCEMAN":
2094 if damaged(DCOMPTR):
2095 prout(_("Battle computer damaged, manual fire only."))
2098 prouts(_("---WORKING---"))
2100 prout(_("Short-range-sensors-damaged"))
2101 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2102 prout(_("Manual-fire-must-be-used"))
2104 elif automode == "MANUAL":
2106 for k in range(len(game.enemies)):
2107 aim = game.enemies[k].location
2108 ienm = game.quad[aim.i][aim.j]
2110 proutn(_("Energy available= %.2f") % (avail-0.006))
2114 if damaged(DSRSENS) and \
2115 not game.sector.distance(aim)<2**0.5 and ienm in ('C', 'S'):
2116 prout(cramen(ienm) + _(" can't be located without short range scan."))
2119 hits[k] = 0 # prevent overflow -- thanks to Alexei Voitenko
2123 if itarg and k > kz:
2124 irec = (abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9, game.enemies[k].kdist))) * rnd.real(1.01, 1.06) + 1.0
2127 if not damaged(DCOMPTR):
2132 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
2133 key = scanner.nexttok()
2134 if key == "IHALPHA" and scanner.sees("no"):
2136 key = scanner.nexttok()
2138 if key == "IHALPHA":
2142 if k == 1: # Let me say I'm baffled by this
2145 if scanner.real < 0:
2149 hits.append(scanner.real)
2150 rpow += scanner.real
2151 # If total requested is too much, inform and start over
2153 prout(_("Available energy exceeded -- try again."))
2156 key = scanner.nexttok() # scan for next value
2158 # zero energy -- abort
2161 if key == "IHALPHA" and scanner.sees("no"):
2166 game.energy -= 200.0
2167 if checkshctrl(rpow):
2171 # Say shield raised or malfunction, if necessary
2177 if rnd.withprob(0.01):
2178 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2179 prouts(_(" CLICK CLICK POP . . ."))
2180 prout(_(" No response, sir!"))
2183 prout(_("Shields raised."))
2190 game.ididit = False # Nothing if we fail
2193 # Make sure there is room in the brig
2194 if game.brigfree == 0:
2195 prout(_("Security reports the brig is already full."))
2199 prout(_("Uhura- \"We have no subspace radio communication, sir.\""))
2202 if damaged(DTRANSP):
2203 prout(_("Scotty- \"Transporter damaged, sir.\""))
2206 # find out if there are any at all
2208 prout(_("Uhura- \"Getting no response, sir.\""))
2211 # if there is more than one Klingon, find out which one
2212 # Cruddy, just takes one at random. Should ask the captain.
2213 # Nah, just select the weakest one since it is most likely to
2214 # surrender (Tom Almy mod)
2215 klingons = [e for e in game.enemies if e.type == 'K']
2216 weakest = sorted(klingons, key=lambda e: e.power)[0]
2217 game.optime = 0.05 # This action will take some time
2218 game.ididit = True # So any others can strike back
2220 # check out that Klingon
2221 # The algorithm isn't that great and could use some more
2222 # intelligent design
2223 # x = 300 + 25*skill;
2224 x = game.energy / (weakest.power * len(klingons))
2225 #prout(_("Stats: energy = %s, kpower = %s, klingons = %s")
2226 # % (game.energy, weakest.power, len(klingons)))
2227 x *= 2.5 # would originally have been equivalent of 1.4,
2228 # but we want command to work more often, more humanely
2229 #prout(_("Prob = %.4f" % x))
2230 # x = 100; // For testing, of course!
2231 if x < rnd.real(100):
2232 # guess what, he surrendered!!!
2233 prout(_("Klingon captain at %s surrenders.") % weakest.location)
2236 prout(_("%d Klingons commit suicide rather than be taken captive.") % (200 - i))
2237 if i > game.brigfree:
2238 prout(_("%d Klingons die because there is no room for them in the brig.") % (i-game.brigfree))
2241 prout(_("%d captives taken") % i)
2242 deadkl(weakest.location, weakest.type, game.sector)
2247 # big surprise, he refuses to surrender
2248 prout(_("Fat chance, captain!"))
2250 # Code from events.c begins here.
2252 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2253 # event of each type active at any given time. Mostly these means we can
2254 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2255 # BSD Trek, from which we swiped the idea, can have up to 5.
2257 def unschedule(evtype):
2258 "Remove an event from the schedule."
2259 game.future[evtype].date = FOREVER
2260 return game.future[evtype]
2262 def is_scheduled(evtype):
2263 "Is an event of specified type scheduled."
2264 return game.future[evtype].date != FOREVER
2266 def scheduled(evtype):
2267 "When will this event happen?"
2268 return game.future[evtype].date
2270 def schedule(evtype, offset):
2271 "Schedule an event of specified type."
2272 game.future[evtype].date = game.state.date + offset
2273 return game.future[evtype]
2275 def postpone(evtype, offset):
2276 "Postpone a scheduled event."
2277 game.future[evtype].date += offset
2280 "Rest period is interrupted by event."
2283 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2285 game.resting = False
2291 "Run through the event queue looking for things to do."
2293 fintim = game.state.date + game.optime
2302 def tractorbeam(yank):
2303 "Tractor-beaming cases merge here."
2305 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2307 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2308 # If Kirk & Co. screwing around on planet, handle
2309 atover(True) # atover(true) is Grab
2312 if game.icraft: # Caught in Galileo?
2315 # Check to see if shuttle is aboard
2316 if game.iscraft == "offship":
2318 if rnd.withprob(0.5):
2319 prout(_("Galileo, left on the planet surface, is captured"))
2320 prout(_("by aliens and made into a flying McDonald's."))
2321 game.damage[DSHUTTL] = -10
2322 game.iscraft = "removed"
2324 prout(_("Galileo, left on the planet surface, is well hidden."))
2326 game.quadrant = game.state.kscmdr
2328 game.quadrant = game.state.kcmdr[i]
2329 game.sector = randplace(QUADSIZE)
2330 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2331 % (game.quadrant, game.sector))
2333 prout(_("(Remainder of rest/repair period cancelled.)"))
2334 game.resting = False
2336 if not damaged(DSHIELD) and game.shield > 0:
2337 doshield(shraise=True) # raise shields
2338 game.shldchg = False
2340 prout(_("(Shields not currently useable.)"))
2342 # Adjust finish time to time of tractor beaming?
2343 # fintim = game.state.date+game.optime
2344 attack(torps_ok=False)
2345 if not game.state.kcmdr:
2348 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2351 "Code merges here for any commander destroying a starbase."
2352 # Not perfect, but will have to do
2353 # Handle case where base is in same quadrant as starship
2354 if game.battle == game.quadrant:
2355 game.state.chart[game.battle.i][game.battle.j].starbase = False
2356 game.quad[game.base.i][game.base.j] = '.'
2357 game.base.invalidate()
2360 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2361 elif game.state.baseq and communicating():
2362 # Get word via subspace radio
2365 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2366 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2368 prout(_("the Klingon Super-Commander"))
2370 prout(_("a Klingon Commander"))
2371 game.state.chart[game.battle.i][game.battle.j].starbase = False
2372 # Remove Starbase from galaxy
2373 game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2374 game.state.baseq = [x for x in game.state.baseq if x != game.battle]
2376 # reinstate a commander's base attack
2380 game.battle.invalidate()
2381 if game.idebug: # pragma: no cover
2382 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2383 for i in range(1, NEVENTS):
2384 if i == FSNOVA: proutn("=== Supernova ")
2385 elif i == FTBEAM: proutn("=== T Beam ")
2386 elif i == FSNAP: proutn("=== Snapshot ")
2387 elif i == FBATTAK: proutn("=== Base Attack ")
2388 elif i == FCDBAS: proutn("=== Base Destroy ")
2389 elif i == FSCMOVE: proutn("=== SC Move ")
2390 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2391 elif i == FDSPROB: proutn("=== Probe Move ")
2392 elif i == FDISTR: proutn("=== Distress Call ")
2393 elif i == FENSLV: proutn("=== Enslavement ")
2394 elif i == FREPRO: proutn("=== Klingon Build ")
2396 prout("%.2f" % (scheduled(i)))
2399 radio_was_broken = damaged(DRADIO)
2402 # Select earliest extraneous event, evcode==0 if no events
2407 for l in range(1, NEVENTS):
2408 if game.future[l].date < datemin:
2411 prout("== Event %d fires" % evcode) # pragma: no cover
2412 datemin = game.future[l].date
2413 xtime = datemin-game.state.date
2415 game.energy -= xtime*500.0
2416 if game.energy <= 0:
2419 game.state.date = datemin
2420 # Decrement Federation resources and recompute remaining time
2421 game.state.remres -= (game.remkl()+4*len(game.state.kcmdr))*xtime
2423 if game.state.remtime <= 0:
2426 # Any crew left alive?
2427 if game.state.crew <= 0:
2430 # Is life support adequate?
2431 if damaged(DLIFSUP) and game.condition != "docked":
2432 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2435 game.lsupres -= xtime
2436 if game.damage[DLIFSUP] <= xtime:
2437 game.lsupres = game.inlsr
2440 if game.condition == "docked":
2442 # Don't fix Deathray here
2443 for l in range(NDEVICES):
2444 if game.damage[l] > 0.0 and l != DDRAY:
2445 if game.damage[l]-repair > 0.0:
2446 game.damage[l] -= repair
2448 game.damage[l] = 0.0
2449 # If radio repaired, update star chart and attack reports
2450 if radio_was_broken and not damaged(DRADIO):
2451 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2452 prout(_(" surveillance reports are coming in."))
2454 if not game.iseenit:
2458 prout(_(" The star chart is now up to date.\""))
2460 # Cause extraneous event EVCODE to occur
2461 game.optime -= xtime
2462 if evcode == FSNOVA: # Supernova
2465 schedule(FSNOVA, expran(0.5*game.intime))
2466 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2468 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2469 if game.state.nscrem == 0 or game.iscloaked or \
2470 ictbeam or istract or \
2471 game.condition == "docked" or game.isatb == 1 or game.iscate:
2473 if game.ientesc or \
2474 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2475 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2476 (damaged(DSHIELD) and \
2477 (game.energy < 2500 or damaged(DPHASER)) and \
2478 (game.torps < 5 or damaged(DPHOTON))):
2480 istract = ictbeam = True
2481 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2484 elif evcode == FTBEAM: # Tractor beam
2485 if not game.state.kcmdr:
2488 i = rnd.integer(len(game.state.kcmdr))
2489 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2490 if istract or game.condition == "docked" or game.iscloaked or yank == 0:
2491 # Drats! Have to reschedule
2493 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2497 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2498 game.snapsht = copy.deepcopy(game.state)
2499 game.state.snap = True
2500 schedule(FSNAP, expran(0.5 * game.intime))
2501 elif evcode == FBATTAK: # Commander attacks starbase
2502 if not game.state.kcmdr or not game.state.baseq:
2507 ibq = None # Force battle location to persist past loop
2509 for ibq in game.state.baseq:
2510 for cmdr in game.state.kcmdr:
2511 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2513 # no match found -- try later
2514 schedule(FBATTAK, expran(0.3*game.intime))
2519 # commander + starbase combination found -- launch attack
2521 schedule(FCDBAS, rnd.real(1.0, 4.0))
2522 if game.isatb: # extra time if SC already attacking
2523 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2524 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2525 game.iseenit = False
2526 if not communicating():
2527 continue # No warning :-(
2531 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2532 prout(_(" reports that it is under attack and that it can"))
2533 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2536 elif evcode == FSCDBAS: # Supercommander destroys base
2539 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2540 continue # WAS RETURN!
2542 game.battle = game.state.kscmdr
2544 elif evcode == FCDBAS: # Commander succeeds in destroying base
2545 if evcode == FCDBAS:
2547 if not game.state.baseq \
2548 or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2549 game.battle.invalidate()
2551 # find the lucky pair
2552 for cmdr in game.state.kcmdr:
2553 if cmdr == game.battle:
2556 # No action to take after all
2559 elif evcode == FSCMOVE: # Supercommander moves
2560 schedule(FSCMOVE, 0.2777)
2561 if not game.ientesc and not istract and game.isatb != 1 and \
2562 (not game.iscate or not game.justin):
2564 elif evcode == FDSPROB: # Move deep space probe
2565 schedule(FDSPROB, 0.01)
2566 if not game.probe.nexttok():
2567 if not game.probe.quadrant().valid_quadrant() or \
2568 game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
2569 # Left galaxy or ran into supernova
2573 proutn(_("Lt. Uhura- \"The deep space probe "))
2574 if not game.probe.quadrant().valid_quadrant():
2575 prout(_("has left the galaxy.\""))
2577 prout(_("is no longer transmitting.\""))
2583 prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
2584 pquad = game.probe.quadrant()
2585 pdest = game.state.galaxy[pquad.i][pquad.j]
2587 game.state.chart[pquad.i][pquad.j].klingons = pdest.klingons
2588 game.state.chart[pquad.i][pquad.j].starbase = pdest.starbase
2589 game.state.chart[pquad.i][pquad.j].stars = pdest.stars
2590 pdest.charted = True
2591 game.probe.moves -= 1 # One less to travel
2592 if game.probe.arrived() and game.isarmed and pdest.stars:
2593 supernova(game.probe.quadrant()) # fire in the hole!
2595 if game.state.galaxy[pquad.i][pquad.j].supernova:
2597 elif evcode == FDISTR: # inhabited system issues distress call
2599 # try a whole bunch of times to find something suitable
2600 for i in range(100):
2601 # need a quadrant which is not the current one,
2602 # which has some stars which are inhabited and
2603 # not already under attack, which is not
2604 # supernova'ed, and which has some Klingons in it
2605 w = randplace(GALSIZE)
2606 q = game.state.galaxy[w.i][w.j]
2607 if not (game.quadrant == w or q.planet is None or \
2608 not q.planet.inhabited or \
2609 q.supernova or q.status!="secure" or q.klingons<=0):
2612 # can't seem to find one; ignore this call
2614 prout("=== Couldn't find location for distress event.") # pragma: no cover
2616 # got one!! Schedule its enslavement
2617 ev = schedule(FENSLV, expran(game.intime))
2619 q.status = "distressed"
2620 # tell the captain about it if we can
2622 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2623 % (q.planet, repr(w)))
2624 prout(_("by a Klingon invasion fleet."))
2627 elif evcode == FENSLV: # starsystem is enslaved
2628 ev = unschedule(FENSLV)
2629 # see if current distress call still active
2630 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2634 q.status = "enslaved"
2636 # play stork and schedule the first baby
2637 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2638 ev2.quadrant = ev.quadrant
2640 # report the disaster if we can
2642 prout(_("Uhura- We've lost contact with starsystem %s") % \
2644 prout(_("in Quadrant %s.\n") % ev.quadrant)
2645 elif evcode == FREPRO: # Klingon reproduces
2646 # If we ever switch to a real event queue, we'll need to
2647 # explicitly retrieve and restore the x and y.
2648 ev = schedule(FREPRO, expran(1.0 * game.intime))
2649 # see if current distress call still active
2650 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2654 if game.remkl() >= MAXKLGAME:
2655 continue # full right now
2656 # reproduce one Klingon
2659 if game.klhere >= MAXKLQUAD:
2661 # this quadrant not ok, pick an adjacent one
2662 for m.i in range(w.i - 1, w.i + 2):
2663 for m.j in range(w.j - 1, w.j + 2):
2664 if not m.valid_quadrant():
2666 q = game.state.galaxy[m.i][m.j]
2667 # check for this quad ok (not full & no snova)
2668 if q.klingons >= MAXKLQUAD or q.supernova:
2671 # search for eligible quadrant failed
2677 if game.quadrant == w:
2679 newkling() # also adds it to game.enemies
2680 # recompute time left
2683 if game.quadrant == w:
2684 prout(_("Spock- sensors indicate the Klingons have"))
2685 prout(_("launched a warship from %s.") % q.planet)
2687 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2688 if q.planet is not None:
2689 proutn(_("near %s ") % q.planet)
2690 prout(_("in Quadrant %s.") % w)
2696 key = scanner.nexttok()
2699 proutn(_("How long? "))
2704 origTime = delay = scanner.real
2707 if delay >= game.state.remtime or len(game.enemies) != 0:
2708 proutn(_("Are you sure? "))
2711 # Alternate resting periods (events) with attacks
2715 game.resting = False
2716 if not game.resting:
2717 prout(_("%d stardates left.") % int(game.state.remtime))
2719 temp = game.optime = delay
2720 if len(game.enemies):
2721 rtime = rnd.real(1.0, 2.0)
2725 if game.optime < delay:
2726 attack(torps_ok=False)
2734 # Repair Deathray if long rest at starbase
2735 if origTime-delay >= 9.99 and game.condition == "docked":
2736 game.damage[DDRAY] = 0.0
2737 # leave if quadrant supernovas
2738 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2740 game.resting = False
2745 ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2746 newc = Coord(); neighbor = Coord(); bump = Coord(0, 0)
2747 if rnd.withprob(0.05):
2748 # Wow! We've supernova'ed
2749 supernova(game.quadrant)
2751 # handle initial nova
2752 game.quad[nov.i][nov.j] = '.'
2753 prout(crmena(False, '*', "sector", nov) + _(" novas."))
2754 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2755 game.state.starkl += 1
2756 # Set up queue to recursively trigger adjacent stars
2762 for offset.i in range(-1, 1+1):
2763 for offset.j in range(-1, 1+1):
2764 if offset.j == 0 and offset.i == 0:
2766 neighbor = start + offset
2767 if not neighbor.valid_sector():
2769 iquad = game.quad[neighbor.i][neighbor.j]
2770 # Empty space ends reaction
2771 if iquad in ('.', '?', ' ', 'T', '#'):
2773 elif iquad == '*': # Affect another star
2774 if rnd.withprob(0.05):
2775 # This star supernovas
2776 supernova(game.quadrant)
2779 hits.append(neighbor)
2780 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2781 game.state.starkl += 1
2782 proutn(crmena(True, '*', "sector", neighbor))
2784 game.quad[neighbor.i][neighbor.j] = '.'
2786 elif iquad in ('P', '@'): # Destroy planet
2787 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2789 game.state.nplankl += 1
2791 game.state.nworldkl += 1
2792 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2793 game.iplnet.pclass = "destroyed"
2795 game.plnet.invalidate()
2799 game.quad[neighbor.i][neighbor.j] = '.'
2800 elif iquad == 'B': # Destroy base
2801 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2802 game.state.baseq = [x for x in game.state.baseq if x!= game.quadrant]
2803 game.base.invalidate()
2804 game.state.basekl += 1
2806 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2807 game.quad[neighbor.i][neighbor.j] = '.'
2808 elif iquad in ('E', 'F'): # Buffet ship
2809 prout(_("***Starship buffeted by nova."))
2811 if game.shield >= 2000.0:
2812 game.shield -= 2000.0
2814 diff = 2000.0 - game.shield
2818 prout(_("***Shields knocked out."))
2819 game.damage[DSHIELD] += 0.005*game.damfac*rnd.real()*diff
2821 game.energy -= 2000.0
2822 if game.energy <= 0:
2825 # add in course nova contributes to kicking starship
2827 bump += (game.sector-hits[-1]).sgn()
2828 elif iquad == 'K': # kill klingon
2829 deadkl(neighbor, iquad, neighbor)
2830 elif iquad in ('C','S','R'): # Damage/destroy big enemies
2832 for ll in range(len(game.enemies)):
2833 if game.enemies[ll].location == neighbor:
2834 target = game.enemies[ll]
2836 if target is not None:
2837 target.power -= 800.0 # If firepower is lost, die
2838 if target.power <= 0.0:
2839 deadkl(neighbor, iquad, neighbor)
2840 continue # neighbor loop
2841 # Else enemy gets flung by the blast wave
2842 newc = neighbor + neighbor - start
2843 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2844 if not newc.valid_sector():
2845 # can't leave quadrant
2848 iquad1 = game.quad[newc.i][newc.j]
2850 proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
2852 deadkl(neighbor, iquad, newc)
2855 # can't move into something else
2858 proutn(_(", buffeted to Sector %s") % newc)
2859 game.quad[neighbor.i][neighbor.j] = '.'
2860 game.quad[newc.i][newc.j] = iquad
2862 # Starship affected by nova -- kick it away.
2864 direc = ncourse[3*(bump.i+1)+bump.j+2]
2869 scourse = course(bearing=direc, distance=dist)
2870 game.optime = scourse.time(w=4)
2872 prout(_("Force of nova displaces starship."))
2873 imove(scourse, noattack=True)
2874 game.optime = scourse.time(w=4)
2878 "Star goes supernova."
2883 # Scheduled supernova -- select star at random.
2886 for nq.i in range(GALSIZE):
2887 for nq.j in range(GALSIZE):
2888 nstars += game.state.galaxy[nq.i][nq.j].stars
2890 return # nothing to supernova exists
2891 num = rnd.integer(nstars) + 1
2892 for nq.i in range(GALSIZE):
2893 for nq.j in range(GALSIZE):
2894 num -= game.state.galaxy[nq.i][nq.j].stars
2899 if game.idebug: # pragma: no cover
2900 proutn("=== Super nova here?")
2903 if nq != game.quadrant or game.justin:
2904 # it isn't here, or we just entered (treat as enroute)
2907 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2908 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2911 # we are in the quadrant!
2912 num = rnd.integer(game.state.galaxy[nq.i][nq.j].stars) + 1
2913 for ns.i in range(QUADSIZE):
2914 for ns.j in range(QUADSIZE):
2915 if game.quad[ns.i][ns.j]=='*':
2922 prouts(_("***RED ALERT! RED ALERT!"))
2924 prout(_("***Incipient supernova detected at Sector %s") % ns)
2925 if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2926 proutn(_("Emergency override attempts t"))
2927 prouts("***************")
2931 # destroy any Klingons in supernovaed quadrant
2932 game.state.galaxy[nq.i][nq.j].klingons = 0
2933 if nq == game.state.kscmdr:
2934 # did in the Supercommander!
2935 game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
2939 # Changing this to [w for w in game.state.kcmdr if w != nq]
2940 # causes regression-test failure
2941 survivors = list(filter(lambda w: w != nq, game.state.kcmdr))
2942 #comkills = len(game.state.kcmdr) - len(survivors)
2943 game.state.kcmdr = survivors
2944 if not game.state.kcmdr:
2946 # destroy Romulans and planets in supernovaed quadrant
2947 nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2948 game.state.galaxy[nq.i][nq.j].romulans = 0
2949 game.state.nromrem -= nrmdead
2951 for loop in range(game.inplan):
2952 if game.state.planets[loop].quadrant == nq:
2953 game.state.planets[loop].pclass = "destroyed"
2955 # Destroy any base in supernovaed quadrant
2956 game.state.baseq = [x for x in game.state.baseq if x != nq]
2957 # If starship caused supernova, tally up destruction
2959 game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2960 game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2961 game.state.nplankl += npdead
2962 # mark supernova in galaxy and in star chart
2963 if game.quadrant == nq or communicating():
2964 game.state.galaxy[nq.i][nq.j].supernova = True
2965 # If supernova destroys last Klingons give special message
2966 if game.unwon()==0 and nq != game.quadrant:
2969 prout(_("Lucky you!"))
2970 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2973 # if some Klingons remain, continue or die in supernova
2978 # Code from finish.c ends here.
2981 "Self-destruct maneuver. Finish with a BANG!"
2983 if damaged(DCOMPTR):
2984 prout(_("Computer damaged; cannot execute destruct sequence."))
2986 prouts(_("---WORKING---")); skip(1)
2987 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2988 prouts(" 10"); skip(1)
2989 prouts(" 9"); skip(1)
2990 prouts(" 8"); skip(1)
2991 prouts(" 7"); skip(1)
2992 prouts(" 6"); skip(1)
2994 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2996 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2998 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
3001 if game.passwd != scanner.token:
3002 prouts(_("PASSWORD-REJECTED;"))
3004 prouts(_("CONTINUITY-EFFECTED"))
3007 prouts(_("PASSWORD-ACCEPTED")); skip(1)
3008 prouts(" 5"); skip(1)
3009 prouts(" 4"); skip(1)
3010 prouts(" 3"); skip(1)
3011 prouts(" 2"); skip(1)
3012 prouts(" 1"); skip(1)
3013 if rnd.withprob(0.15):
3014 prouts(_("GOODBYE-CRUEL-WORLD"))
3022 prouts(_("********* Entropy of %s maximized *********") % crmshp())
3026 if len(game.enemies) != 0:
3027 whammo = 25.0 * game.energy
3028 for e in game.enemies[::-1]:
3029 if e.power*e.kdist <= whammo:
3030 deadkl(e.location, game.quad[e.location.i][e.location.j], e.location)
3034 "Compute our rate of kils over time."
3035 elapsed = game.state.date - game.indate
3036 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
3039 starting = (game.inkling + game.incom + game.inscom)
3040 remaining = game.unwon()
3041 return (starting - remaining)/elapsed
3045 badpt = 5.0*game.state.starkl + \
3047 10.0*game.state.nplankl + \
3048 300*game.state.nworldkl + \
3050 100.0*game.state.basekl +\
3051 3.0*game.abandoned +\
3053 if game.ship == 'F':
3055 elif game.ship is None:
3060 # end the game, with appropriate notifications
3064 prout(_("It is stardate %.1f.") % game.state.date)
3066 if ifin == FWON: # Game has been won
3067 if game.state.nromrem != 0:
3068 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
3071 prout(_("You have smashed the Klingon invasion fleet and saved"))
3072 prout(_("the Federation."))
3073 if game.alive and game.brigcapacity-game.brigfree > 0:
3074 game.kcaptured += game.brigcapacity-game.brigfree
3075 prout(_("The %d captured Klingons are transferred to Star Fleet Command.") % (game.brigcapacity-game.brigfree))
3080 badpt = 0.0 # Close enough!
3081 # killsPerDate >= RateMax
3082 if game.state.date-game.indate < 5.0 or \
3083 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
3085 prout(_("In fact, you have done so well that Starfleet Command"))
3086 if game.skill == SKILL_NOVICE:
3087 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
3088 elif game.skill == SKILL_FAIR:
3089 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
3090 elif game.skill == SKILL_GOOD:
3091 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
3092 elif game.skill == SKILL_EXPERT:
3093 prout(_("promotes you to Commodore Emeritus."))
3095 prout(_("Now that you think you're really good, try playing"))
3096 prout(_("the \"Emeritus\" game. It will splatter your ego."))
3097 elif game.skill == SKILL_EMERITUS:
3099 proutn(_("Computer- "))
3100 prouts(_("ERROR-ERROR-ERROR-ERROR"))
3102 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3104 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3106 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3108 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3110 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3112 prout(_("Now you can retire and write your own Star Trek game!"))
3114 elif game.skill >= SKILL_EXPERT:
3115 if game.thawed and not game.idebug:
3116 prout(_("You cannot get a citation, so..."))
3118 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3122 # Only grant long life if alive (original didn't!)
3124 prout(_("LIVE LONG AND PROSPER."))
3129 elif ifin == FDEPLETE: # Federation Resources Depleted
3130 prout(_("Your time has run out and the Federation has been"))
3131 prout(_("conquered. Your starship is now Klingon property,"))
3132 prout(_("and you are put on trial as a war criminal. On the"))
3133 proutn(_("basis of your record, you are "))
3134 if game.unwon()*3.0 > (game.inkling + game.incom + game.inscom):
3135 prout(_("acquitted."))
3137 prout(_("LIVE LONG AND PROSPER."))
3139 prout(_("found guilty and"))
3140 prout(_("sentenced to death by slow torture."))
3144 elif ifin == FLIFESUP:
3145 prout(_("Your life support reserves have run out, and"))
3146 prout(_("you die of thirst, starvation, and asphyxiation."))
3147 prout(_("Your starship is a derelict in space."))
3149 prout(_("Your energy supply is exhausted."))
3151 prout(_("Your starship is a derelict in space."))
3152 elif ifin == FBATTLE:
3153 prout(_("The %s has been destroyed in battle.") % crmshp())
3155 prout(_("Dulce et decorum est pro patria mori."))
3157 prout(_("You have made three attempts to cross the negative energy"))
3158 prout(_("barrier which surrounds the galaxy."))
3160 prout(_("Your navigation is abominable."))
3163 prout(_("Your starship has been destroyed by a nova."))
3164 prout(_("That was a great shot."))
3166 elif ifin == FSNOVAED:
3167 prout(_("The %s has been fried by a supernova.") % crmshp())
3168 prout(_("...Not even cinders remain..."))
3169 elif ifin == FABANDN:
3170 prout(_("You have been captured by the Klingons. If you still"))
3171 prout(_("had a starbase to be returned to, you would have been"))
3172 prout(_("repatriated and given another chance. Since you have"))
3173 prout(_("no starbases, you will be mercilessly tortured to death."))
3174 elif ifin == FDILITHIUM:
3175 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3176 elif ifin == FMATERIALIZE:
3177 prout(_("Starbase was unable to re-materialize your starship."))
3178 prout(_("Sic transit gloria mundi."))
3179 elif ifin == FPHASER:
3180 prout(_("The %s has been cremated by its own phasers.") % crmshp())
3182 prout(_("You and your landing party have been"))
3183 prout(_("converted to energy, dissipating through space."))
3184 elif ifin == FMINING:
3185 # This does not seem to be reachable from any code path.
3186 prout(_("You are left with your landing party on"))
3187 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3189 prout(_("They are very fond of \"Captain Kirk\" soup."))
3191 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3192 elif ifin == FDPLANET:
3193 prout(_("You and your mining party perish."))
3195 prout(_("That was a great shot."))
3198 # This does not seem to be reachable from any code path.
3199 prout(_("The Galileo is instantly annihilated by the supernova."))
3200 prout(_("You and your mining party are atomized."))
3202 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3203 prout(_("joins the Romulans, wreaking terror on the Federation."))
3204 elif ifin == FPNOVA:
3205 prout(_("You and your mining party are atomized."))
3207 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3208 prout(_("joins the Romulans, wreaking terror on the Federation."))
3209 elif ifin == FSTRACTOR:
3210 prout(_("The shuttle craft Galileo is also caught,"))
3211 prout(_("and breaks up under the strain."))
3213 prout(_("Your debris is scattered for millions of miles."))
3214 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3216 prout(_("The mutants attack and kill Spock."))
3217 prout(_("Your ship is captured by Klingons, and"))
3218 prout(_("your crew is put on display in a Klingon zoo."))
3219 elif ifin == FTRIBBLE:
3220 prout(_("Tribbles consume all remaining water,"))
3221 prout(_("food, and oxygen on your ship."))
3223 prout(_("You die of thirst, starvation, and asphyxiation."))
3224 prout(_("Your starship is a derelict in space."))
3226 prout(_("Your ship is drawn to the center of the black hole."))
3227 prout(_("You are crushed into extremely dense matter."))
3228 elif ifin == FCLOAK:
3230 prout(_("You have violated the Treaty of Algeron."))
3231 prout(_("The Romulan Empire can never trust you again."))
3233 prout(_("Your last crew member has died."))
3234 if ifin != FWON and ifin != FCLOAK and game.iscloaked:
3235 prout(_("Your ship was cloaked so your subspace radio did not receive anything."))
3236 prout(_("You may have missed some warning messages."))
3238 if game.ship == 'F':
3240 elif game.ship == 'E':
3243 if game.unwon() != 0:
3244 goodies = game.state.remres/game.inresor
3245 baddies = (game.remkl() + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3246 if goodies/baddies >= rnd.real(1.0, 1.5):
3247 prout(_("As a result of your actions, a treaty with the Klingon"))
3248 prout(_("Empire has been signed. The terms of the treaty are"))
3249 if goodies/baddies >= rnd.real(3.0):
3250 prout(_("favorable to the Federation."))
3252 prout(_("Congratulations!"))
3254 prout(_("highly unfavorable to the Federation."))
3256 prout(_("The Federation will be destroyed."))
3258 prout(_("Since you took the last Klingon with you, you are a"))
3259 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3260 prout(_("statue in your memory. Rest in peace, and try not"))
3261 prout(_("to think about pigeons."))
3264 scanner.chew() # Clean up leftovers
3267 "Compute player's score."
3268 timused = game.state.date - game.indate
3269 if (timused == 0 or game.unwon() != 0) and timused < 5.0:
3271 game.perdate = killrate()
3272 ithperd = 500*game.perdate + 0.5
3275 iwon = 100*game.skill
3276 if game.ship == 'E':
3278 elif game.ship == 'F':
3282 dead_ordinaries= game.inkling - game.remkl() + len(game.state.kcmdr) + game.state.nscrem
3283 game.score = 10*(dead_ordinaries)\
3284 + 50*(game.incom - len(game.state.kcmdr)) \
3286 + 20*(game.inrom - game.state.nromrem) \
3287 + 200*(game.inscom - game.state.nscrem) \
3288 - game.state.nromrem \
3289 + 3 * game.kcaptured \
3294 prout(_("Your score --"))
3295 if game.inrom - game.state.nromrem:
3296 prout(_("%6d Romulans destroyed %5d") %
3297 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3298 if game.state.nromrem and game.gamewon:
3299 prout(_("%6d Romulans captured %5d") %
3300 (game.state.nromrem, game.state.nromrem))
3302 prout(_("%6d ordinary Klingons destroyed %5d") %
3303 (dead_ordinaries, 10*dead_ordinaries))
3304 if game.incom - len(game.state.kcmdr):
3305 prout(_("%6d Klingon commanders destroyed %5d") %
3306 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3308 prout(_("%d Klingons captured %5d") %
3309 (game.kcaptured, 3 * game.kcaptured))
3310 if game.inscom - game.state.nscrem:
3311 prout(_("%6d Super-Commander destroyed %5d") %
3312 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3314 prout(_("%6.2f Klingons per stardate %5d") %
3315 (game.perdate, ithperd))
3316 if game.state.starkl:
3317 prout(_("%6d stars destroyed by your action %5d") %
3318 (game.state.starkl, -5*game.state.starkl))
3319 if game.state.nplankl:
3320 prout(_("%6d planets destroyed by your action %5d") %
3321 (game.state.nplankl, -10*game.state.nplankl))
3322 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3323 prout(_("%6d inhabited planets destroyed by your action %5d") %
3324 (game.state.nworldkl, -300*game.state.nworldkl))
3325 if game.state.basekl:
3326 prout(_("%6d bases destroyed by your action %5d") %
3327 (game.state.basekl, -100*game.state.basekl))
3329 prout(_("%6d calls for help from starbase %5d") %
3330 (game.nhelp, -45*game.nhelp))
3332 prout(_("%6d casualties incurred %5d") %
3333 (game.casual, -game.casual))
3335 prout(_("%6d crew abandoned in space %5d") %
3336 (game.abandoned, -3*game.abandoned))
3338 prout(_("%6d ship(s) lost or destroyed %5d") %
3339 (klship, -100*klship))
3341 if game.ncviol == 1:
3342 prout(_("1 Treaty of Algeron violation -100"))
3344 prout(_("%6d Treaty of Algeron violations %5d\n") %
3345 (game.ncviol, -100*game.ncviol))
3347 prout(_("Penalty for getting yourself killed -200"))
3349 proutn(_("Bonus for winning "))
3350 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3351 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3352 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3353 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3354 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3355 prout(" %5d" % iwon)
3357 prout(_("TOTAL SCORE %5d") % game.score)
3360 "Emit winner's commemmorative plaque."
3363 proutn(_("File or device name for your plaque: "))
3366 fp = open(winner, "w")
3369 prout(_("Invalid name."))
3371 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3373 # The 38 below must be 64 for 132-column paper
3374 nskip = 38 - len(winner)/2
3375 # This is where the ASCII art picture was emitted.
3376 # It got garbled somewhere in the chain of transmission to the Almy version.
3377 # We should restore it if we can find old enough FORTRAN sources.
3379 fp.write(_(" U. S. S. ENTERPRISE\n"))
3380 fp.write("\n\n\n\n")
3381 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3383 fp.write(_(" Starfleet Command bestows to you\n"))
3385 fp.write("%*s%s\n\n" % (nskip, "", winner))
3386 fp.write(_(" the rank of\n\n"))
3387 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3389 if game.skill == SKILL_EXPERT:
3390 fp.write(_(" Expert level\n\n"))
3391 elif game.skill == SKILL_EMERITUS:
3392 fp.write(_("Emeritus level\n\n"))
3394 fp.write(_(" Cheat level\n\n"))
3395 timestring = time.ctime()
3396 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3397 (timestring+4, timestring+20, timestring+11))
3398 fp.write(_(" Your score: %d\n\n") % game.score)
3399 fp.write(_(" Klingons per stardate: %.2f\n") % game.perdate)
3402 # Code from io.c begins here
3404 rows = linecount = 0 # for paging
3407 fullscreen_window = None
3408 srscan_window = None # Short range scan
3409 report_window = None # Report legends for status window
3410 status_window = None # The status window itself
3411 lrscan_window = None # Long range scan
3412 message_window = None # Main window for scrolling text
3413 prompt_window = None # Prompt window at bottom of display
3418 gettext.bindtextdomain("sst", "/usr/local/share/locale")
3419 gettext.textdomain("sst")
3420 if not (game.options & OPTION_CURSES):
3421 ln_env = os.getenv("LINES")
3426 else: # pragma: no cover
3427 stdscr = curses.initscr()
3431 if game.options & OPTION_COLOR:
3432 curses.start_color()
3433 curses.use_default_colors()
3434 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, -1)
3435 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, -1)
3436 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, -1)
3437 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, -1)
3438 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, -1)
3439 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, -1)
3440 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, -1)
3441 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, -1)
3442 global fullscreen_window, srscan_window, report_window, status_window
3443 global lrscan_window, message_window, prompt_window
3444 (rows, _columns) = stdscr.getmaxyx()
3445 fullscreen_window = stdscr
3446 srscan_window = curses.newwin(12, 25, 0, 0)
3447 report_window = curses.newwin(11, 0, 1, 25)
3448 status_window = curses.newwin(10, 0, 1, 39)
3449 lrscan_window = curses.newwin(5, 0, 0, 64)
3450 message_window = curses.newwin(0, 0, 12, 0)
3451 prompt_window = curses.newwin(1, 0, rows-2, 0)
3452 message_window.scrollok(True)
3453 setwnd(fullscreen_window)
3457 if game.options & OPTION_CURSES: # pragma: no cover
3458 stdscr.keypad(False)
3464 "Wait for user action -- OK to do nothing if on a TTY"
3465 if game.options & OPTION_CURSES: # pragma: no cover
3470 prouts(_("[ANNOUNCEMENT ARRIVING...]"))
3474 if game.skill > SKILL_FAIR:
3475 prompt = _("[CONTINUE?]")
3477 prompt = _("[PRESS ENTER TO CONTINUE]")
3479 if game.options & OPTION_CURSES: # pragma: no cover
3481 setwnd(prompt_window)
3482 prompt_window.clear()
3483 prompt_window.addstr(prompt)
3484 prompt_window.getstr()
3485 prompt_window.clear()
3486 prompt_window.refresh()
3487 setwnd(message_window)
3490 sys.stdout.write('\n')
3494 sys.stdout.write('\n' * rows)
3498 "Skip i lines. Pause game if this would cause a scrolling event."
3499 for _dummy in range(i):
3500 if game.options & OPTION_CURSES: # pragma: no cover
3501 (y, _x) = curwnd.getyx()
3504 except curses.error:
3509 if rows and linecount >= rows:
3512 sys.stdout.write('\n')
3514 def proutn(proutntline):
3515 "Utter a line with no following line feed."
3516 if game.options & OPTION_CURSES: # pragma: no cover
3517 (y, x) = curwnd.getyx()
3518 (my, _mx) = curwnd.getmaxyx()
3519 if curwnd == message_window and y >= my - 2:
3522 if logfp and game.cdebug:
3523 logfp.write("#curses: at %s proutn(%s)\n" % ((y, x), repr(proutntline)))
3524 curwnd.addstr(proutntline)
3527 sys.stdout.write(proutntline)
3530 def prout(proutline):
3534 def prouts(proutsline):
3536 for c in proutsline:
3537 if not replayfp or replayfp.closed: # Don't slow down replays
3540 if game.options & OPTION_CURSES: # pragma: no cover
3544 if not replayfp or replayfp.closed:
3548 "Get a line of input."
3549 if game.options & OPTION_CURSES: # pragma: no cover
3550 linein = codecs.decode(curwnd.getstr()) + "\n"
3553 if replayfp and not replayfp.closed:
3555 linein = replayfp.readline()
3557 if linein == '': # pragma: no cover
3558 prout("*** Replay finished")
3561 elif linein[0] != "#":
3565 linein = input() + "\n"
3574 "Change windows -- OK for this to be a no-op in tty mode."
3576 if game.options & OPTION_CURSES: # pragma: no cover
3577 if game.cdebug and logfp:
3578 if wnd == fullscreen_window:
3579 legend = "fullscreen"
3580 elif wnd == srscan_window:
3582 elif wnd == report_window:
3584 elif wnd == status_window:
3586 elif wnd == lrscan_window:
3588 elif wnd == message_window:
3590 elif wnd == prompt_window:
3594 logfp.write("#curses: setwnd(%s)\n" % legend)
3596 # Some curses implementations get confused when you try this.
3598 curses.curs_set(wnd in (fullscreen_window, message_window, prompt_window))
3599 except curses.error:
3603 "Clear to end of line -- can be a no-op in tty mode"
3604 if game.options & OPTION_CURSES: # pragma: no cover
3609 "Clear screen -- can be a no-op in tty mode."
3611 if game.options & OPTION_CURSES: # pragma: no cover
3617 def textcolor(color=DEFAULT):
3618 if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES): # pragma: no cover
3619 if color == DEFAULT:
3621 elif color == BLACK:
3622 curwnd.attron(curses.color_pair(curses.COLOR_BLACK))
3624 curwnd.attron(curses.color_pair(curses.COLOR_BLUE))
3625 elif color == GREEN:
3626 curwnd.attron(curses.color_pair(curses.COLOR_GREEN))
3628 curwnd.attron(curses.color_pair(curses.COLOR_CYAN))
3630 curwnd.attron(curses.color_pair(curses.COLOR_RED))
3631 elif color == MAGENTA:
3632 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA))
3633 elif color == BROWN:
3634 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW))
3635 elif color == LIGHTGRAY:
3636 curwnd.attron(curses.color_pair(curses.COLOR_WHITE))
3637 elif color == DARKGRAY:
3638 curwnd.attron(curses.color_pair(curses.COLOR_BLACK) | curses.A_BOLD)
3639 elif color == LIGHTBLUE:
3640 curwnd.attron(curses.color_pair(curses.COLOR_BLUE) | curses.A_BOLD)
3641 elif color == LIGHTGREEN:
3642 curwnd.attron(curses.color_pair(curses.COLOR_GREEN) | curses.A_BOLD)
3643 elif color == LIGHTCYAN:
3644 curwnd.attron(curses.color_pair(curses.COLOR_CYAN) | curses.A_BOLD)
3645 elif color == LIGHTRED:
3646 curwnd.attron(curses.color_pair(curses.COLOR_RED) | curses.A_BOLD)
3647 elif color == LIGHTMAGENTA:
3648 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA) | curses.A_BOLD)
3649 elif color == YELLOW:
3650 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW) | curses.A_BOLD)
3651 elif color == WHITE:
3652 curwnd.attron(curses.color_pair(curses.COLOR_WHITE) | curses.A_BOLD)
3655 if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES): # pragma: no cover
3656 curwnd.attron(curses.A_REVERSE)
3659 # Things past this point have policy implications.
3663 "Hook to be called after moving to redraw maps."
3664 if game.options & OPTION_CURSES: # pragma: no cover
3667 setwnd(srscan_window)
3671 setwnd(status_window)
3672 status_window.clear()
3673 status_window.move(0, 0)
3674 setwnd(report_window)
3675 report_window.clear()
3676 report_window.move(0, 0)
3678 setwnd(lrscan_window)
3679 lrscan_window.clear()
3680 lrscan_window.move(0, 0)
3681 lrscan(silent=False)
3683 def put_srscan_sym(w, sym): # pragma: no cover
3684 "Emit symbol for short-range scan."
3685 srscan_window.move(w.i+1, w.j*2+2)
3686 srscan_window.addch(sym)
3687 srscan_window.refresh()
3690 "Enemy fall down, go boom."
3691 if game.options & OPTION_CURSES: # pragma: no cover
3693 setwnd(srscan_window)
3694 srscan_window.attron(curses.A_REVERSE)
3695 put_srscan_sym(w, game.quad[w.i][w.j])
3699 srscan_window.attroff(curses.A_REVERSE)
3700 put_srscan_sym(w, game.quad[w.i][w.j])
3701 curses.delay_output(500)
3702 setwnd(message_window)
3705 "Sound and visual effects for teleportation."
3706 if game.options & OPTION_CURSES: # pragma: no cover
3708 setwnd(message_window)
3710 prouts(" . . . . . ")
3711 if game.options & OPTION_CURSES: # pragma: no cover
3712 #curses.delay_output(1000)
3716 def tracktorpedo(w, step, i, n, iquad):
3717 "Torpedo-track animation."
3718 if not game.options & OPTION_CURSES:
3722 proutn(_("Track for torpedo number %d- ") % (i+1))
3725 proutn(_("Torpedo track- "))
3726 elif step in {4, 9}:
3729 else: # pragma: no cover
3730 if not damaged(DSRSENS) or game.condition=="docked":
3731 if i != 0 and step == 1:
3734 if iquad in {'.', ' '}:
3735 put_srscan_sym(w, '+')
3739 put_srscan_sym(w, iquad)
3741 curwnd.attron(curses.A_REVERSE)
3742 put_srscan_sym(w, iquad)
3746 curwnd.attroff(curses.A_REVERSE)
3747 put_srscan_sym(w, iquad)
3752 "Display the current galaxy chart."
3753 if game.options & OPTION_CURSES: # pragma: no cover
3754 setwnd(message_window)
3755 message_window.clear()
3757 if game.options & OPTION_TTY:
3762 def prstat(txt, data):
3764 if game.options & OPTION_CURSES: # pragma: no cover
3766 setwnd(status_window)
3768 proutn(" " * (NSYM - len(txt)))
3771 if game.options & OPTION_CURSES: # pragma: no cover
3772 setwnd(report_window)
3774 # Code from moving.c begins here
3776 def imove(icourse=None, noattack=False):
3777 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3780 def newquadrant(noattack):
3781 # Leaving quadrant -- allow final enemy attack
3782 # Don't set up attack if being pushed by nova or cloaked
3783 if len(game.enemies) != 0 and not noattack and not game.iscloaked:
3785 for enemy in game.enemies:
3786 finald = (w - enemy.location).distance()
3787 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3788 # Stas Sergeev added the condition
3789 # that attacks only happen if Klingons
3790 # are present and your skill is good.
3791 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3792 attack(torps_ok=False)
3795 # check for edge of galaxy
3799 if icourse.final.i < 0:
3800 icourse.final.i = -icourse.final.i
3802 if icourse.final.j < 0:
3803 icourse.final.j = -icourse.final.j
3805 if icourse.final.i >= GALSIZE*QUADSIZE:
3806 icourse.final.i = (GALSIZE*QUADSIZE*2) - icourse.final.i
3808 if icourse.final.j >= GALSIZE*QUADSIZE:
3809 icourse.final.j = (GALSIZE*QUADSIZE*2) - icourse.final.j
3817 if game.nkinks == 3:
3818 # Three strikes -- you're out!
3822 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3823 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3824 prout(_("YOU WILL BE DESTROYED."))
3825 # Compute final position in new quadrant
3826 if trbeam: # Don't bother if we are to be beamed
3828 game.quadrant = icourse.final.quadrant()
3829 game.sector = icourse.final.sector()
3831 prout(_("Entering Quadrant %s.") % game.quadrant)
3832 game.quad[game.sector.i][game.sector.j] = game.ship
3834 if game.skill>SKILL_NOVICE:
3835 attack(torps_ok=False)
3837 def check_collision(h):
3838 iquad = game.quad[h.i][h.j]
3840 # object encountered in flight path
3841 stopegy = 50.0*icourse.distance/game.optime
3842 if iquad in ('T', 'K', 'C', 'S', 'R', '?'):
3843 for enemy in game.enemies:
3844 if enemy.location == h:
3845 collision(rammed=False, enemy=enemy)
3847 # This should not happen
3848 prout(_("Which way did he go?")) # pragma: no cover
3849 return False # pragma: no cover
3852 prouts(_("***RED ALERT! RED ALERT!"))
3854 proutn("***" + crmshp())
3855 proutn(_(" pulled into black hole at Sector %s") % h)
3856 # Getting pulled into a black hole was certain
3857 # death in Almy's original. Stas Sergeev added a
3858 # possibility that you'll get timewarped instead.
3860 for m in range(NDEVICES):
3861 if game.damage[m]>0:
3863 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3864 if (game.options & OPTION_BLKHOLE) and rnd.withprob(1-probf):
3874 prout(_(" encounters Tholian web at %s;") % h)
3876 prout(_(" blocked by object at %s;") % h)
3877 proutn(_("Emergency stop required "))
3878 prout(_("%2d units of energy.") % int(stopegy))
3879 game.energy -= stopegy
3880 if game.energy <= 0:
3887 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3888 game.inorbit = False
3889 # If tractor beam is to occur, don't move full distance
3890 if game.state.date+game.optime >= scheduled(FTBEAM):
3892 # We can't be tractor beamed if cloaked,
3893 # so move the event into the future
3894 postpone(FTBEAM, game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
3897 game.condition = "red"
3898 icourse.distance = icourse.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3899 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3901 game.quad[game.sector.i][game.sector.j] = '.'
3902 for _m in range(icourse.moves):
3904 w = icourse.sector()
3905 if icourse.origin.quadrant() != icourse.location.quadrant():
3906 newquadrant(noattack)
3908 elif check_collision(w):
3909 prout(_("Collision detected"))
3913 # We're in destination quadrant -- compute new average enemy distances
3914 game.quad[game.sector.i][game.sector.j] = game.ship
3916 for enemy in game.enemies:
3917 finald = (w-enemy.location).distance()
3918 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3919 enemy.kdist = finald
3921 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3922 attack(torps_ok=False)
3923 for enemy in game.enemies:
3924 enemy.kavgd = enemy.kdist
3927 setwnd(message_window)
3930 "Dock our ship at a starbase."
3932 if game.condition == "docked" and verbose:
3933 prout(_("Already docked."))
3936 prout(_("You must first leave standard orbit."))
3938 if game.base is None or not game.base.valid_sector():
3939 prout(_("No starbase available for docking in this quadrant."))
3941 if (abs(game.sector.i-game.base.i) > 1) or (abs(game.sector.j-game.base.j) > 1):
3942 prout(crmshp() + _(" not adjacent to base."))
3945 prout(_("You cannot dock while cloaked."))
3947 game.condition = "docked"
3951 if game.energy < game.inenrg:
3952 game.energy = game.inenrg
3953 game.shield = game.inshld
3954 game.torps = game.intorps
3955 game.lsupres = game.inlsr
3956 game.state.crew = FULLCREW
3957 if game.brigcapacity-game.brigfree > 0:
3958 prout(_("%d captured Klingons transferred to base") % (game.brigcapacity-game.brigfree))
3959 game.kcaptured += game.brigcapacity-game.brigfree
3960 game.brigfree = game.brigcapacity
3961 if communicating() and \
3962 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3963 # get attack report from base
3964 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3968 def cartesian(loc1=None, loc2=None):
3970 return game.quadrant * QUADSIZE + game.sector
3972 return game.quadrant * QUADSIZE + loc1
3974 return loc1 * QUADSIZE + loc2
3976 def getcourse(isprobe):
3977 "Get a course and distance from the user."
3979 dquad = copy.copy(game.quadrant)
3980 navmode = "unspecified"
3984 if game.landed and not isprobe:
3985 prout(_("Dummy! You can't leave standard orbit until you"))
3986 proutn(_("are back aboard the ship."))
3989 while navmode == "unspecified":
3990 if damaged(DNAVSYS):
3992 prout(_("Computer damaged; manual navigation only"))
3994 prout(_("Computer damaged; manual movement only"))
3999 key = scanner.nexttok()
4001 proutn(_("Manual or automatic- "))
4004 elif key == "IHALPHA":
4005 if scanner.sees("manual"):
4007 key = scanner.nexttok()
4009 elif scanner.sees("automatic"):
4010 navmode = "automatic"
4011 key = scanner.nexttok()
4019 prout(_("(Manual navigation assumed.)"))
4021 prout(_("(Manual movement assumed.)"))
4025 if navmode == "automatic":
4026 while key == "IHEOL":
4028 proutn(_("Target quadrant or quadrant§or- "))
4030 proutn(_("Destination sector or quadrant§or- "))
4033 key = scanner.nexttok()
4034 scanner.push(scanner.token) # Something IHREAL or IHALPHA awaits us
4035 first = scanner.getcoord()
4039 if scanner.type == "IHEOL":
4042 scanner.push(scanner.token)
4043 second = scanner.getcoord()
4047 if second is not None:
4053 # only one pair of numbers was specified
4055 # only quadrant specified -- go to center of dest quad
4058 dsect.j = dsect.i = (QUADSIZE/2)-1 # preserves 1-origin behavior
4060 # only sector specified
4064 if not dquad.valid_quadrant() or not dsect.valid_sector():
4071 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
4073 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
4074 # the actual deltas get computed here
4075 delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
4076 delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
4078 while key == "IHEOL":
4079 proutn(_("X and Y displacements- "))
4082 key = scanner.nexttok()
4085 delta.j = scanner.real
4089 key = scanner.nexttok()
4091 delta.i = scanner.real
4092 elif key == "IHEOL":
4098 # Check for zero movement
4099 if delta.i == 0 and delta.j == 0:
4102 if itemp == "verbose" and not isprobe:
4104 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
4106 return course(bearing=delta.bearing(), distance=delta.distance())
4109 def __init__(self, bearing, distance, origin=None):
4110 self.distance = distance
4111 self.bearing = bearing
4113 self.origin = cartesian(game.quadrant, game.sector)
4115 self.origin = origin
4116 # The bearing() code we inherited from FORTRAN is actually computing
4117 # clockface directions!
4118 if self.bearing < 0.0:
4119 self.bearing += 12.0
4120 self.angle = ((15.0 - self.bearing) * 0.5235988)
4121 self.increment = Coord(-math.sin(self.angle), math.cos(self.angle))
4122 bigger = max(abs(self.increment.i), abs(self.increment.j))
4123 self.increment /= bigger
4124 self.moves = int(round(10*self.distance*bigger))
4126 self.final = (self.location + self.moves*self.increment).roundtogrid()
4127 self.location = self.origin
4128 self.nextlocation = None
4130 self.location = self.origin
4133 return self.location.roundtogrid() == self.final
4135 "Next step on course."
4137 self.nextlocation = self.location + self.increment
4138 samequad = (self.location.quadrant() == self.nextlocation.quadrant())
4139 self.location = self.nextlocation
4142 return self.location.quadrant()
4144 return self.location.sector()
4146 return self.distance*(w**3)*(game.shldup+1)
4148 return 10.0*self.distance/w**2
4151 "Move under impulse power."
4153 if damaged(DIMPULS):
4156 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4158 if game.energy > 30.0:
4160 icourse = getcourse(isprobe=False)
4163 power = 20.0 + 100.0*icourse.distance
4166 if power >= game.energy:
4167 # Insufficient power for trip
4169 prout(_("First Officer Spock- \"Captain, the impulse engines"))
4170 prout(_("require 20.0 units to engage, plus 100.0 units per"))
4171 if game.energy > 30:
4172 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
4173 int(0.01 * (game.energy-20.0)-0.05))
4174 prout(_(" quadrants.\""))
4176 prout(_("quadrant. They are, therefore, useless.\""))
4179 # Make sure enough time is left for the trip
4180 game.optime = icourse.distance/0.095
4181 if game.optime >= game.state.remtime:
4182 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4183 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4184 proutn(_("we dare spend the time?\" "))
4187 # Activate impulse engines and pay the cost
4188 imove(icourse, noattack=False)
4192 power = 20.0 + 100.0*icourse.distance
4193 game.energy -= power
4194 game.optime = icourse.distance/0.095
4195 if game.energy <= 0:
4199 def warp(wcourse, involuntary):
4200 "ove under warp drive."
4201 blooey = False; twarp = False
4202 if not involuntary: # Not WARPX entry
4207 prout(_("Engineer Scott- \"The warp engines can not be used while cloaked, Sir.\""))
4209 if game.damage[DWARPEN] > 10.0:
4212 prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
4214 if damaged(DWARPEN) and game.warpfac > 4.0:
4217 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4218 prout(_(" is repaired, I can only give you warp 4.\""))
4220 # Read in course and distance
4223 wcourse = getcourse(isprobe=False)
4226 # Make sure starship has enough energy for the trip
4227 # Note: this formula is slightly different from the C version,
4228 # and lets you skate a bit closer to the edge.
4229 if wcourse.power(game.warpfac) >= game.energy:
4230 # Insufficient power for trip
4233 prout(_("Engineering to bridge--"))
4234 if not game.shldup or 0.5*wcourse.power(game.warpfac) > game.energy:
4235 iwarp = (game.energy/(wcourse.distance+0.05)) ** 0.333333333
4237 prout(_("We can't do it, Captain. We don't have enough energy."))
4239 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4242 prout(_("if you'll lower the shields."))
4246 prout(_("We haven't the energy to go that far with the shields up."))
4248 # Make sure enough time is left for the trip
4249 game.optime = wcourse.time(game.warpfac)
4250 if game.optime >= 0.8*game.state.remtime:
4252 prout(_("First Officer Spock- \"Captain, I compute that such"))
4253 proutn(_(" a trip would require approximately %2.0f") %
4254 (100.0*game.optime/game.state.remtime))
4255 prout(_(" percent of our"))
4256 proutn(_(" remaining time. Are you sure this is wise?\" "))
4262 if game.warpfac > 6.0:
4263 # Decide if engine damage will occur
4264 # ESR: Seems wrong. Probability of damage goes *down* with distance?
4265 prob = wcourse.distance*(6.0-game.warpfac)**2/66.666666666
4266 if prob > rnd.real():
4268 wcourse.distance = rnd.real(wcourse.distance)
4269 # Decide if time warp will occur
4270 if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > rnd.real():
4272 if game.idebug and game.warpfac==10 and not twarp: # pragma: no cover
4274 proutn("=== Force time warp? ")
4278 # If time warp or engine damage, check path
4279 # If it is obstructed, don't do warp or damage
4280 look = wcourse.moves
4284 w = wcourse.sector()
4285 if not w.valid_sector():
4287 if game.quad[w.i][w.j] != '.':
4291 # Activate Warp Engines and pay the cost
4292 imove(wcourse, noattack=False)
4295 game.energy -= wcourse.power(game.warpfac)
4296 if game.energy <= 0:
4298 game.optime = wcourse.time(game.warpfac)
4302 game.damage[DWARPEN] = game.damfac * rnd.real(1.0, 4.0)
4304 prout(_("Engineering to bridge--"))
4305 prout(_(" Scott here. The warp engines are damaged."))
4306 prout(_(" We'll have to reduce speed to warp 4."))
4311 "Change the warp factor."
4313 key=scanner.nexttok()
4317 proutn(_("Warp factor- "))
4321 if game.damage[DWARPEN] > 10.0:
4322 prout(_("Warp engines inoperative."))
4324 if damaged(DWARPEN) and scanner.real > 4.0:
4325 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4326 prout(_(" but right now we can only go warp 4.\""))
4328 if scanner.real > 10.0:
4329 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4331 if scanner.real < 1.0:
4332 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4334 oldfac = game.warpfac
4335 game.warpfac = scanner.real
4336 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4337 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4340 if game.warpfac < 8.00:
4341 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4343 if game.warpfac == 10.0:
4344 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4346 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4350 "Cope with being tossed out of quadrant by supernova or yanked by beam."
4352 # is captain on planet?
4354 if damaged(DTRANSP):
4357 prout(_("Scotty rushes to the transporter controls."))
4359 prout(_("But with the shields up it's hopeless."))
4361 prouts(_("His desperate attempt to rescue you . . ."))
4362 if rnd.withprob(0.5):
4366 prout(_("SUCCEEDS!"))
4369 proutn(_("The crystals mined were "))
4370 if rnd.withprob(0.25):
4377 # Check to see if captain in shuttle craft
4382 # Inform captain of attempt to reach safety
4386 prouts(_("***RED ALERT! RED ALERT!"))
4388 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4389 prouts(_(" a supernova."))
4391 prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
4392 prout(_("safely out of quadrant."))
4393 if not damaged(DRADIO):
4394 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
4395 # Try to use warp engines
4396 if damaged(DWARPEN):
4398 prout(_("Warp engines damaged."))
4401 game.warpfac = rnd.real(6.0, 8.0)
4402 prout(_("Warp factor set to %d") % int(game.warpfac))
4403 power = 0.75*game.energy
4404 dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4405 dist = max(dist, rnd.real(math.sqrt(2)))
4406 bugout = course(bearing=rnd.real(12), distance=dist) # How dumb!
4407 game.optime = bugout.time(game.warpfac)
4409 game.inorbit = False
4410 warp(bugout, involuntary=True)
4412 # This is bad news, we didn't leave quadrant.
4416 prout(_("Insufficient energy to leave quadrant."))
4419 # Repeat if another snova
4420 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
4423 finish(FWON) # Snova killed remaining enemy.
4426 "Let's do the time warp again."
4427 prout(_("***TIME WARP ENTERED."))
4428 if game.state.snap and rnd.withprob(0.5):
4430 prout(_("You are traveling backwards in time %d stardates.") %
4431 int(game.state.date-game.snapsht.date))
4432 game.state = game.snapsht
4433 game.state.snap = False
4434 if len(game.state.kcmdr):
4435 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4436 schedule(FBATTAK, expran(0.3*game.intime))
4437 schedule(FSNOVA, expran(0.5*game.intime))
4438 # next snapshot will be sooner
4439 schedule(FSNAP, expran(0.25*game.state.remtime))
4441 if game.state.nscrem:
4442 schedule(FSCMOVE, 0.2777)
4446 game.battle.invalidate()
4447 # Make sure Galileo is consistant -- Snapshot may have been taken
4448 # when on planet, which would give us two Galileos!
4450 for l in range(game.inplan):
4451 if game.state.planets[l].known == "shuttle_down":
4453 if game.iscraft == "onship" and game.ship=='E':
4454 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4455 game.iscraft = "offship"
4456 # Likewise, if in the original time the Galileo was abandoned, but
4457 # was on ship earlier, it would have vanished -- let's restore it.
4458 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4459 prout(_("Chekov- \"Security reports the Galileo has reappeared in the dock!\""))
4460 game.iscraft = "onship"
4461 # There used to be code to do the actual reconstrction here,
4462 # but the starchart is now part of the snapshotted galaxy state.
4463 prout(_("Spock has reconstructed a correct star chart from memory"))
4465 # Go forward in time
4466 game.optime = expran(0.5*game.intime)
4467 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4468 # cheat to make sure no tractor beams occur during time warp
4469 postpone(FTBEAM, game.optime)
4470 game.damage[DRADIO] += game.optime
4472 events() # Stas Sergeev added this -- do pending events
4475 "Launch deep-space probe."
4476 # New code to launch a deep space probe
4477 if game.nprobes == 0:
4480 if game.ship == 'E':
4481 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4483 prout(_("Ye Faerie Queene has no deep space probes."))
4488 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4490 if is_scheduled(FDSPROB):
4493 if damaged(DRADIO) and game.condition != "docked":
4494 prout(_("Spock- \"Records show the previous probe has not yet"))
4495 prout(_(" reached its destination.\""))
4497 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4499 key = scanner.nexttok()
4501 if game.nprobes == 1:
4502 prout(_("1 probe left."))
4504 prout(_("%d probes left") % game.nprobes)
4505 proutn(_("Are you sure you want to fire a probe? "))
4508 game.isarmed = False
4509 if key == "IHALPHA" and scanner.token == "armed":
4511 key = scanner.nexttok()
4512 elif key == "IHEOL":
4513 proutn(_("Arm NOVAMAX warhead? "))
4515 elif key == "IHREAL": # first element of course
4516 scanner.push(scanner.token)
4518 game.probe = getcourse(isprobe=True)
4522 schedule(FDSPROB, 0.01) # Time to move one sector
4523 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4528 "Yell for help from nearest starbase."
4529 # There's more than one way to move in this game!
4531 # Test for conditions which prevent calling for help
4532 if game.condition == "docked":
4533 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4536 prout(_("Subspace radio damaged."))
4538 if not game.state.baseq:
4539 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4542 prout(_("You must be aboard the %s.") % crmshp())
4544 # OK -- call for help from nearest starbase
4547 # There's one in this quadrant
4548 ddist = (game.base - game.sector).distance()
4550 ibq = None # Force base-quadrant game to persist past loop
4552 for ibq in game.state.baseq:
4553 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4557 prout(_("No starbases remain. You are alone in a hostile galaxy."))
4559 # Since starbase not in quadrant, set up new quadrant
4562 # dematerialize starship
4563 game.quad[game.sector.i][game.sector.j]='.'
4564 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4565 % (game.quadrant, crmshp()))
4566 game.sector.invalidate()
4567 for m in range(1, 5+1):
4568 w = game.base.scatter()
4569 if w.valid_sector() and game.quad[w.i][w.j]=='.':
4570 # found one -- finish up
4573 if game.sector is None:
4574 prout(_("You have been lost in space..."))
4575 finish(FMATERIALIZE)
4577 # Give starbase three chances to rematerialize starship
4578 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4579 for m in range(1, 3+1):
4580 if m == 1: proutn(_("1st"))
4581 elif m == 2: proutn(_("2nd"))
4582 elif m == 3: proutn(_("3rd"))
4583 proutn(_(" attempt to re-materialize ") + crmshp())
4584 game.quad[game.sector.i][game.sector.j]=('-','o','O')[m-1]
4587 if rnd.real() > probf:
4591 if game.options & OPTION_CURSES: # pragma: no cover
4592 curses.delay_output(500)
4594 game.quad[game.sector.i][game.sector.j]='?'
4597 setwnd(message_window)
4598 finish(FMATERIALIZE)
4600 game.quad[game.sector.i][game.sector.j]=game.ship
4602 prout(_("succeeds."))
4606 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4611 if game.condition=="docked":
4613 prout(_("You cannot abandon Ye Faerie Queene."))
4616 # Must take shuttle craft to exit
4617 if game.damage[DSHUTTL]==-1:
4618 prout(_("Ye Faerie Queene has no shuttle craft."))
4620 if game.damage[DSHUTTL]<0:
4621 prout(_("Shuttle craft now serving Big Macs."))
4623 if game.damage[DSHUTTL]>0:
4624 prout(_("Shuttle craft damaged."))
4627 prout(_("You must be aboard the ship."))
4629 if game.iscraft != "onship":
4630 prout(_("Shuttle craft not currently available."))
4632 # Emit abandon ship messages
4634 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4636 prouts(_("***ALL HANDS ABANDON SHIP!"))
4638 prout(_("Captain and crew escape in shuttle craft."))
4639 if not game.state.baseq:
4640 # Oops! no place to go...
4643 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4645 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4646 prout(_("Remainder of ship's complement beam down"))
4647 prout(_("to nearest habitable planet."))
4648 elif q.planet is not None and not damaged(DTRANSP):
4649 prout(_("Remainder of ship's complement beam down to %s.") %
4652 prout(_("Entire crew of %d left to die in outer space.") %
4654 game.casual += game.state.crew
4655 game.abandoned += game.state.crew
4656 # If at least one base left, give 'em the Faerie Queene
4658 game.icrystl = False # crystals are lost
4659 game.nprobes = 0 # No probes
4660 prout(_("You are captured by Klingons and released to"))
4661 prout(_("the Federation in a prisoner-of-war exchange."))
4662 nb = rnd.integer(len(game.state.baseq))
4663 # Set up quadrant and position FQ adjacient to base
4664 if not game.quadrant == game.state.baseq[nb]:
4665 game.quadrant = game.state.baseq[nb]
4666 game.sector.i = game.sector.j = 5
4669 # position next to base by trial and error
4670 game.quad[game.sector.i][game.sector.j] = '.'
4672 for l in range(QUADSIZE):
4673 game.sector = game.base.scatter()
4674 if game.sector.valid_sector() and \
4675 game.quad[game.sector.i][game.sector.j] == '.':
4678 break # found a spot
4679 game.sector.i=QUADSIZE/2
4680 game.sector.j=QUADSIZE/2
4682 # Get new commission
4683 game.quad[game.sector.i][game.sector.j] = game.ship = 'F'
4684 game.state.crew = FULLCREW
4685 prout(_("Starfleet puts you in command of another ship,"))
4686 prout(_("the Faerie Queene, which is antiquated but,"))
4687 prout(_("still useable."))
4689 prout(_("The dilithium crystals have been moved."))
4691 game.iscraft = "offship" # Galileo disappears
4693 game.condition="docked"
4694 for l in range(NDEVICES):
4695 game.damage[l] = 0.0
4696 game.damage[DSHUTTL] = -1
4697 game.energy = game.inenrg = 3000.0
4698 game.shield = game.inshld = 1250.0
4699 game.torps = game.intorps = 6
4700 game.lsupres=game.inlsr=3.0
4703 game.brigfree = game.brigcapacity = 300
4706 # Code from planets.c begins here.
4709 "Abort a lengthy operation if an event interrupts it."
4712 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
4717 "Report on (uninhabited) planets in the galaxy."
4721 prout(_("Spock- \"Planet report follows, Captain.\""))
4723 for i in range(game.inplan):
4724 if game.state.planets[i].pclass == "destroyed":
4726 if (game.state.planets[i].known != "unknown" \
4727 and not game.state.planets[i].inhabited) \
4730 if game.idebug and game.state.planets[i].known=="unknown":
4731 proutn("(Unknown) ")
4732 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4733 proutn(_(" class "))
4734 proutn(game.state.planets[i].pclass)
4736 if game.state.planets[i].crystals != "present":
4738 prout(_("dilithium crystals present."))
4739 if game.state.planets[i].known=="shuttle_down":
4740 prout(_(" Shuttle Craft Galileo on surface."))
4742 prout(_("No information available."))
4745 "Enter standard orbit."
4749 prout(_("Already in standard orbit."))
4751 if damaged(DWARPEN) and damaged(DIMPULS):
4752 prout(_("Both warp and impulse engines damaged."))
4754 if game.plnet is None:
4755 prout("There is no planet in this sector.")
4757 if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4758 prout(crmshp() + _(" not adjacent to planet."))
4761 game.optime = rnd.real(0.02, 0.05)
4762 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4766 game.height = rnd.real(1400, 8600)
4767 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4772 "Examine planets in this quadrant."
4773 if damaged(DSRSENS):
4774 if game.options & OPTION_TTY:
4775 prout(_("Short range sensors damaged."))
4777 if game.iplnet is None:
4778 if game.options & OPTION_TTY:
4779 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4781 if game.iplnet.known == "unknown":
4782 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4784 prout(_(" Planet at Sector %s is of class %s.") %
4785 (game.plnet, game.iplnet.pclass))
4786 if game.iplnet.known=="shuttle_down":
4787 prout(_(" Sensors show Galileo still on surface."))
4788 proutn(_(" Readings indicate"))
4789 if game.iplnet.crystals != "present":
4791 prout(_(" dilithium crystals present.\""))
4792 if game.iplnet.known == "unknown":
4793 game.iplnet.known = "known"
4794 elif game.iplnet.inhabited:
4795 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4796 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4799 "Use the transporter."
4803 if damaged(DTRANSP):
4804 prout(_("Transporter damaged."))
4805 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4807 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4811 if not game.inorbit:
4812 prout(crmshp() + _(" not in standard orbit."))
4815 prout(_("Impossible to transport through shields."))
4817 if game.iplnet.known=="unknown":
4818 prout(_("Spock- \"Captain, we have no information on this planet"))
4819 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4820 prout(_(" you may not go down.\""))
4822 if not game.landed and game.iplnet.crystals=="absent":
4823 prout(_("Spock- \"Captain, I fail to see the logic in"))
4824 prout(_(" exploring a planet with no dilithium crystals."))
4825 proutn(_(" Are you sure this is wise?\" "))
4829 if not (game.options & OPTION_PLAIN):
4830 nrgneed = 50 * game.skill + game.height / 100.0
4831 if nrgneed > game.energy:
4832 prout(_("Engineering to bridge--"))
4833 prout(_(" Captain, we don't have enough energy for transportation."))
4835 if not game.landed and nrgneed * 2 > game.energy:
4836 prout(_("Engineering to bridge--"))
4837 prout(_(" Captain, we have enough energy only to transport you down to"))
4838 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4839 if game.iplnet.known == "shuttle_down":
4840 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4841 proutn(_(" Are you sure this is wise?\" "))
4846 # Coming from planet
4847 if game.iplnet.known=="shuttle_down":
4848 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4852 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4853 prout(_("Landing party assembled, ready to beam up."))
4855 prout(_("Kirk whips out communicator..."))
4856 prouts(_("BEEP BEEP BEEP"))
4858 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4861 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4863 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4865 prout(_("Kirk- \"Energize.\""))
4868 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4870 if not rnd.withprob(0.98):
4871 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4873 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4876 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4877 game.landed = not game.landed
4878 game.energy -= nrgneed
4880 prout(_("Transport complete."))
4881 if game.landed and game.iplnet.known=="shuttle_down":
4882 prout(_("The shuttle craft Galileo is here!"))
4883 if not game.landed and game.imine:
4890 "Strip-mine a world for dilithium."
4894 prout(_("Mining party not on planet."))
4896 if game.iplnet.crystals == "mined":
4897 prout(_("This planet has already been strip-mined for dilithium."))
4899 elif game.iplnet.crystals == "absent":
4900 prout(_("No dilithium crystals on this planet."))
4903 prout(_("You've already mined enough crystals for this trip."))
4905 if game.icrystl and game.cryprob == 0.05:
4906 prout(_("With all those fresh crystals aboard the ") + crmshp())
4907 prout(_("there's no reason to mine more at this time."))
4909 game.optime = rnd.real(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4912 prout(_("Mining operation complete."))
4913 game.iplnet.crystals = "mined"
4914 game.imine = game.ididit = True
4917 "Use dilithium crystals."
4921 if not game.icrystl:
4922 prout(_("No dilithium crystals available."))
4924 if game.energy >= 1000:
4925 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4926 prout(_(" except when Condition Yellow exists."))
4928 prout(_("Spock- \"Captain, I must warn you that loading"))
4929 prout(_(" raw dilithium crystals into the ship's power"))
4930 prout(_(" system may risk a severe explosion."))
4931 proutn(_(" Are you sure this is wise?\" "))
4936 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4937 prout(_(" Mr. Spock and I will try it.\""))
4939 prout(_("Spock- \"Crystals in place, Sir."))
4940 prout(_(" Ready to activate circuit.\""))
4942 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4944 if rnd.withprob(game.cryprob):
4945 prouts(_(" \"Activating now! - - No good! It's***"))
4947 prouts(_("***RED ALERT! RED A*L********************************"))
4950 prouts(_("****************** KA-BOOM!!!! *******************"))
4954 game.energy += rnd.real(5000.0, 5500.0)
4955 prouts(_(" \"Activating now! - - "))
4956 prout(_("The instruments"))
4957 prout(_(" are going crazy, but I think it's"))
4958 prout(_(" going to work!! Congratulations, Sir!\""))
4963 "Use shuttlecraft for planetary jaunt."
4966 if damaged(DSHUTTL):
4967 if game.damage[DSHUTTL] == -1.0:
4968 if game.inorbit and game.iplnet.known == "shuttle_down":
4969 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4971 prout(_("Ye Faerie Queene had no shuttle craft."))
4972 elif game.damage[DSHUTTL] > 0:
4973 prout(_("The Galileo is damaged."))
4974 else: # game.damage[DSHUTTL] < 0
4975 prout(_("Shuttle craft is now serving Big Macs."))
4977 if not game.inorbit:
4978 prout(crmshp() + _(" not in standard orbit."))
4980 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4981 prout(_("Shuttle craft not currently available."))
4983 if not game.landed and game.iplnet.known=="shuttle_down":
4984 prout(_("You will have to beam down to retrieve the shuttle craft."))
4986 if game.shldup or game.condition == "docked":
4987 prout(_("Shuttle craft cannot pass through shields."))
4989 if game.iplnet.known=="unknown":
4990 prout(_("Spock- \"Captain, we have no information on this planet"))
4991 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4992 prout(_(" you may not fly down.\""))
4994 game.optime = 3.0e-5*game.height
4995 if game.optime >= 0.8*game.state.remtime:
4996 prout(_("First Officer Spock- \"Captain, I compute that such"))
4997 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4998 int(100*game.optime/game.state.remtime))
4999 prout(_("remaining time."))
5000 proutn(_("Are you sure this is wise?\" "))
5006 if game.iscraft == "onship":
5008 if not damaged(DTRANSP):
5009 proutn(_("Spock- \"Would you rather use the transporter?\" "))
5013 proutn(_("Shuttle crew"))
5015 proutn(_("Rescue party"))
5016 prout(_(" boards Galileo and swoops toward planet surface."))
5017 game.iscraft = "offship"
5021 game.iplnet.known="shuttle_down"
5022 prout(_("Trip complete."))
5025 # Ready to go back to ship
5026 prout(_("You and your mining party board the"))
5027 prout(_("shuttle craft for the trip back to the Enterprise."))
5029 prouts(_("The short hop begins . . ."))
5031 game.iplnet.known="known"
5037 game.iscraft = "onship"
5043 prout(_("Trip complete."))
5046 # Kirk on ship and so is Galileo
5047 prout(_("Mining party assembles in the hangar deck,"))
5048 prout(_("ready to board the shuttle craft \"Galileo\"."))
5050 prouts(_("The hangar doors open; the trip begins."))
5053 game.iscraft = "offship"
5056 game.iplnet.known = "shuttle_down"
5059 prout(_("Trip complete."))
5063 "Use the big zapper."
5067 if game.ship != 'E':
5068 prout(_("Ye Faerie Queene has no death ray."))
5070 if len(game.enemies)==0:
5071 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
5074 prout(_("Death Ray is damaged."))
5076 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
5077 prout(_(" is highly unpredictible. Considering the alternatives,"))
5078 proutn(_(" are you sure this is wise?\" "))
5081 prout(_("Spock- \"Acknowledged.\""))
5084 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
5086 prout(_("Crew scrambles in emergency preparation."))
5087 prout(_("Spock and Scotty ready the death ray and"))
5088 prout(_("prepare to channel all ship's power to the device."))
5090 prout(_("Spock- \"Preparations complete, sir.\""))
5091 prout(_("Kirk- \"Engage!\""))
5093 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
5096 if game.options & OPTION_PLAIN:
5100 prouts(_("Sulu- \"Captain! It's working!\""))
5102 while len(game.enemies) > 0:
5103 deadkl(game.enemies[-1].location, game.quad[game.enemies[-1].location.i][game.enemies[-1].location.j],game.enemies[-1].location)
5104 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
5105 if game.unwon() == 0:
5107 if (game.options & OPTION_PLAIN) == 0:
5108 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
5109 if rnd.withprob(0.05):
5110 prout(_(" is still operational.\""))
5112 prout(_(" has been rendered nonfunctional.\""))
5113 game.damage[DDRAY] = 39.95
5115 r = rnd.real() # Pick failure method
5117 prouts(_("Sulu- \"Captain! It's working!\""))
5119 prouts(_("***RED ALERT! RED ALERT!"))
5121 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
5123 prouts(_("***RED ALERT! RED A*L********************************"))
5126 prouts(_("****************** KA-BOOM!!!! *******************"))
5131 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
5133 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
5135 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
5136 prout(_(" have apparently been transformed into strange mutations."))
5137 prout(_(" Vulcans do not seem to be affected."))
5139 prout(_("Kirk- \"Raauch! Raauch!\""))
5143 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
5145 proutn(_("Spock- \"I believe the word is"))
5146 prouts(_(" *ASTONISHING*"))
5147 prout(_(" Mr. Sulu."))
5148 for i in range(QUADSIZE):
5149 for j in range(QUADSIZE):
5150 if game.quad[i][j] == '.':
5151 game.quad[i][j] = '?'
5152 prout(_(" Captain, our quadrant is now infested with"))
5153 prouts(_(" - - - - - - *THINGS*."))
5155 prout(_(" I have no logical explanation.\""))
5157 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
5159 prout(_("Scotty- \"There are so many tribbles down here"))
5160 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
5164 # Code from reports.c begins here
5166 def attackreport(curt):
5167 "eport status of bases under attack."
5169 if is_scheduled(FCDBAS):
5170 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
5171 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
5172 elif game.isatb == 1:
5173 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
5174 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
5176 prout(_("No Starbase is currently under attack."))
5178 if is_scheduled(FCDBAS):
5179 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5181 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5185 # report on general game status
5187 # pylint: disable=consider-using-ternary
5188 s1 = (game.thawed and _("thawed ")) or ""
5189 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5190 s3 = (None, _("novice"), _("fair"),
5191 _("good"), _("expert"), _("emeritus"))[game.skill]
5192 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5193 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5194 prout(_("No plaque is allowed."))
5196 prout(_("This is tournament game %d.") % game.tourn)
5197 prout(_("Your secret password is \"%s\"") % game.passwd)
5198 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - game.unwon()),
5199 (game.inkling + game.incom + game.inscom)))
5200 if game.incom - len(game.state.kcmdr):
5201 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
5202 elif game.inkling - game.remkl() + (game.inscom - game.state.nscrem) > 0:
5203 prout(_(", but no Commanders."))
5206 if game.skill > SKILL_FAIR:
5207 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5208 if len(game.state.baseq) != game.inbase:
5210 if game.inbase-len(game.state.baseq)==1:
5211 proutn(_("has been 1 base"))
5213 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
5214 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
5216 prout(_("There are %d bases.") % game.inbase)
5217 if communicating() or game.iseenit:
5218 # Don't report this if not seen and
5219 # either the radio is dead or not at base!
5223 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5224 if game.brigcapacity != game.brigfree:
5225 embriggened = game.brigcapacity-game.brigfree
5226 if embriggened == 1:
5227 prout(_("1 Klingon in brig"))
5229 prout(_("%d Klingons in brig.") % embriggened)
5230 if game.kcaptured == 0:
5232 elif game.kcaptured == 1:
5233 prout(_("1 captured Klingon turned in to Starfleet."))
5235 prout(_("%d captured Klingons turned in to Star Fleet.") % game.kcaptured)
5237 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5238 if game.ship == 'E':
5239 proutn(_("You have "))
5241 proutn("%d" % (game.nprobes))
5244 proutn(_(" deep space probe"))
5248 if communicating() and is_scheduled(FDSPROB):
5250 proutn(_("An armed deep space probe is in "))
5252 proutn(_("A deep space probe is in "))
5253 prout("Quadrant %s." % game.probe.quadrant())
5255 if game.cryprob <= .05:
5256 prout(_("Dilithium crystals aboard ship... not yet used."))
5260 while game.cryprob > ai:
5263 prout(_("Dilithium crystals have been used %d time%s.") % \
5264 (i, (_("s"), "")[i==1]))
5268 "Long-range sensor scan."
5269 if damaged(DLRSENS):
5270 # Now allow base's sensors if docked
5271 if game.condition != "docked":
5273 prout(_("LONG-RANGE SENSORS DAMAGED."))
5276 prout(_("Starbase's long-range scan"))
5278 prout(_("Long-range scan"))
5279 for x in range(game.quadrant.i-1, game.quadrant.i+2):
5282 for y in range(game.quadrant.j-1, game.quadrant.j+2):
5283 if not Coord(x, y).valid_quadrant():
5287 if not damaged(DRADIO):
5288 game.state.galaxy[x][y].charted = True
5289 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5290 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5291 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5292 if not silent and game.state.galaxy[x][y].supernova:
5295 cn = " %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars)
5296 proutn(((3 - len(cn)) * '.') + cn)
5304 for i in range(NDEVICES):
5307 prout(_("DEVICE REPAIR TIMES"))
5308 prout(_(" IN FLIGHT DOCKED"))
5310 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5311 game.damage[i]+0.05,
5312 DOCKFAC*game.damage[i]+0.005))
5314 prout(_("All devices functional."))
5317 "Update the chart in the Enterprise's computer from galaxy data."
5318 game.lastchart = game.state.date
5319 for i in range(GALSIZE):
5320 for j in range(GALSIZE):
5321 if game.state.galaxy[i][j].charted:
5322 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5323 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5324 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5327 "Display the star chart."
5329 if (game.options & OPTION_AUTOSCAN):
5333 if game.lastchart < game.state.date and game.condition == "docked":
5334 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5336 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5337 if game.state.date > game.lastchart:
5338 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5339 prout(" 1 2 3 4 5 6 7 8")
5340 for i in range(GALSIZE):
5341 if (game.options & OPTION_ALPHAMERIC):
5342 proutn("%c |" % letterize(i+1))
5344 proutn("%d |" % (i+1))
5345 for j in range(GALSIZE):
5346 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5350 if game.state.galaxy[i][j].supernova:
5352 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5354 elif game.state.galaxy[i][j].charted:
5355 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5356 if (game.options & OPTION_DOTFILL):
5357 show = show.replace(" ", ".")
5361 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5369 def sectscan(goodScan, i, j):
5370 "Light up an individual dot in a sector."
5371 if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
5372 if game.quad[i][j] in ('E', 'F'):
5374 highvideo() # pragma: no cover
5375 textcolor({"green":GREEN,
5379 "dead":BROWN}[game.condition])
5381 textcolor({'?':LIGHTMAGENTA,
5389 }.get(game.quad[i][j], DEFAULT))
5390 proutn("%c " % game.quad[i][j])
5396 "Emit status report lines"
5397 if not req or req == 1:
5398 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5399 % (game.state.date, game.state.remtime))
5400 if not req or req == 2:
5401 if game.condition != "docked":
5403 prstat(_("Condition"), _("%s, %i DAMAGES") % \
5404 (game.condition.upper(), sum([x > 0 for x in game.damage])))
5406 prout(_(", CLOAKED"))
5407 if not req or req == 3:
5408 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5409 if not req or req == 4:
5410 if damaged(DLIFSUP):
5411 if game.condition == "docked":
5412 s = _("DAMAGED, Base provides")
5414 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5417 prstat(_("Life Support"), s)
5418 if not req or req == 5:
5419 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5420 if not req or req == 6:
5422 if game.icrystl and (game.options & OPTION_SHOWME):
5423 extra = _(" (have crystals)")
5424 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5425 if not req or req == 7:
5426 prstat(_("Torpedoes"), "%d" % (game.torps))
5427 if not req or req == 8:
5428 if damaged(DSHIELD):
5434 data = _(" %d%% %.1f units") \
5435 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5436 prstat(_("Shields"), s+data)
5437 if not req or req == 9:
5438 prstat(_("Klingons Left"), "%d" % game.unwon())
5439 if not req or req == 10:
5440 if game.options & OPTION_WORLDS:
5441 plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
5442 if plnet and plnet.inhabited:
5443 prstat(_("Major system"), plnet.name)
5445 prout(_("Sector is uninhabited"))
5446 elif not req or req == 11:
5447 attackreport(not req)
5450 "Request specified status data, a historical relic from slow TTYs."
5451 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5452 while scanner.nexttok() == "IHEOL":
5453 proutn(_("Information desired? "))
5455 if scanner.token in requests:
5456 status(requests.index(scanner.token))
5458 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5459 prout((" date, condition, position, lsupport, warpfactor,"))
5460 prout((" energy, torpedoes, shields, klingons, system, time."))
5465 if damaged(DSRSENS):
5466 # Allow base's sensors if docked
5467 if game.condition != "docked":
5468 prout(_(" S.R. SENSORS DAMAGED!"))
5471 prout(_(" [Using Base's sensors]"))
5473 prout(_(" Short-range scan"))
5474 if goodScan and communicating():
5475 game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
5476 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
5477 game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
5478 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
5479 prout(" 1 2 3 4 5 6 7 8 9 10")
5480 if game.condition != "docked":
5482 for i in range(QUADSIZE):
5483 if (game.options & OPTION_ALPHAMERIC):
5484 proutn("%c " % letterize(i+1))
5486 proutn("%2d " % (i+1))
5487 for j in range(QUADSIZE):
5488 sectscan(goodScan, i, j)
5492 "Use computer to get estimated time of arrival for a warp jump."
5493 w1 = Coord(); w2 = Coord()
5495 if damaged(DCOMPTR):
5496 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5499 if scanner.nexttok() != "IHREAL":
5502 proutn(_("Destination quadrant and/or sector? "))
5503 if scanner.nexttok()!="IHREAL":
5506 w1.j = int(scanner.real-0.5)
5507 if scanner.nexttok() != "IHREAL":
5510 w1.i = int(scanner.real-0.5)
5511 if scanner.nexttok() == "IHREAL":
5512 w2.j = int(scanner.real-0.5)
5513 if scanner.nexttok() != "IHREAL":
5516 w2.i = int(scanner.real-0.5)
5518 if game.quadrant.j>w1.i:
5522 if game.quadrant.i>w1.j:
5526 if not w1.valid_quadrant() or not w2.valid_sector():
5529 dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
5530 (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
5533 prout(_("Answer \"no\" if you don't know the value:"))
5536 proutn(_("Time or arrival date? "))
5537 if scanner.nexttok()=="IHREAL":
5538 ttime = scanner.real
5539 if ttime > game.state.date:
5540 ttime -= game.state.date # Actually a star date
5541 twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
5542 if ttime <= 1e-10 or twarp > 10:
5543 prout(_("We'll never make it, sir."))
5546 twarp = max(twarp, 1.0)
5549 proutn(_("Warp factor? "))
5550 if scanner.nexttok()== "IHREAL":
5552 twarp = scanner.real
5553 if twarp<1.0 or twarp > 10.0:
5557 prout(_("Captain, certainly you can give me one of these."))
5560 ttime = (10.0*dist)/twarp**2
5561 tpower = dist*twarp*twarp*twarp*(game.shldup+1)
5562 if tpower >= game.energy:
5563 prout(_("Insufficient energy, sir."))
5564 if not game.shldup or tpower > game.energy*2.0:
5567 proutn(_("New warp factor to try? "))
5568 if scanner.nexttok() == "IHREAL":
5570 twarp = scanner.real
5571 if twarp<1.0 or twarp > 10.0:
5579 prout(_("But if you lower your shields,"))
5580 proutn(_("remaining"))
5583 proutn(_("Remaining"))
5584 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5586 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5588 prout(_("Any warp speed is adequate."))
5590 prout(_("Minimum warp needed is %.2f,") % (twarp))
5591 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5592 if game.state.remtime < ttime:
5593 prout(_("Unfortunately, the Federation will be destroyed by then."))
5595 prout(_("You'll be taking risks at that speed, Captain"))
5596 if (game.isatb==1 and game.state.kscmdr == w1 and \
5597 scheduled(FSCDBAS)< ttime+game.state.date) or \
5598 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5599 prout(_("The starbase there will be destroyed by then."))
5600 proutn(_("New warp factor to try? "))
5601 if scanner.nexttok() == "IHREAL":
5603 twarp = scanner.real
5604 if twarp<1.0 or twarp > 10.0:
5612 # This is new in SST2K.
5615 mode = scanner.nexttok()
5618 for k, v in option_names.items():
5619 if (v & game.options) and k != "ALL":
5622 prout(str(" ".join(active)))
5623 elif scanner.token in {"set", "clear"}:
5624 mode = scanner.token
5628 if scanner.type == "IHEOL":
5630 if scanner.token.upper() in option_names:
5631 changemask |= option_names[scanner.token.upper()]
5633 prout(_("No such option as ") + scanner.token)
5635 if (not (game.options & OPTION_CURSES)) and (changemask & OPTION_CURSES): # pragma: no cover
5637 game.options |= changemask
5638 elif mode == "clear":
5639 if (game.options & OPTION_CURSES) and (not (changemask & OPTION_CURSES)): # pragma: no cover
5641 game.options &=~ changemask
5642 prout(_("Acknowledged, Captain."))
5648 # Code from setup.c begins here
5651 "Issue a historically correct banner."
5653 prout(_("-SUPER- STAR TREK"))
5655 # From the FORTRAN original
5656 # prout(_("Latest update-21 Sept 78"))
5662 scanner.push("emsave.trk")
5663 key = scanner.nexttok()
5665 proutn(_("File name: "))
5666 key = scanner.nexttok()
5667 if key != "IHALPHA":
5670 if '.' not in scanner.token:
5671 scanner.token += ".trk"
5673 fp = open(scanner.token, "wb")
5675 prout(_("Can't freeze game as file %s") % scanner.token)
5677 pickle.dump(game, fp)
5682 "Retrieve saved game."
5685 key = scanner.nexttok()
5687 proutn(_("File name: "))
5688 key = scanner.nexttok()
5689 if key != "IHALPHA":
5692 if '.' not in scanner.token:
5693 scanner.token += ".trk"
5695 fp = open(scanner.token, "rb")
5697 prout(_("Can't thaw game in %s") % scanner.token)
5699 game = pickle.load(fp)
5704 # I used <http://www.memory-alpha.org> to find planets
5705 # with references in ST:TOS. Earth and the Alpha Centauri
5706 # Colony have been omitted.
5708 # Some planets marked Class G and P here will be displayed as class M
5709 # because of the way planets are generated. This is a known bug.
5712 _("Andoria (Fesoan)"), # several episodes
5713 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5714 _("Vulcan (T'Khasi)"), # many episodes
5715 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5716 _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5717 _("Ardana"), # TOS: "The Cloud Minders"
5718 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5719 _("Gideon"), # TOS: "The Mark of Gideon"
5720 _("Aldebaran III"), # TOS: "The Deadly Years"
5721 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5722 _("Altair IV"), # TOS: "Amok Time
5723 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5724 _("Benecia"), # TOS: "The Conscience of the King"
5725 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5726 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5727 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5728 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5729 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5730 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5731 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5732 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5733 _("Ingraham B"), # TOS: "Operation: Annihilate"
5734 _("Janus IV"), # TOS: "The Devil in the Dark"
5735 _("Makus III"), # TOS: "The Galileo Seven"
5736 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5737 _("Omega IV"), # TOS: "The Omega Glory"
5738 _("Regulus V"), # TOS: "Amok Time
5739 _("Deneva"), # TOS: "Operation -- Annihilate!"
5740 # Worlds from BSD Trek
5741 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5742 _("Beta III"), # TOS: "The Return of the Archons"
5743 _("Triacus"), # TOS: "And the Children Shall Lead",
5744 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5746 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5747 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5748 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5749 # _("Izar"), # TOS: "Whom Gods Destroy"
5750 # _("Tiburon"), # TOS: "The Way to Eden"
5751 # _("Merak II"), # TOS: "The Cloud Minders"
5752 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5753 # _("Iotia"), # TOS: "A Piece of the Action"
5757 _("S. R. Sensors"), \
5758 _("L. R. Sensors"), \
5760 _("Photon Tubes"), \
5761 _("Life Support"), \
5762 _("Warp Engines"), \
5763 _("Impulse Engines"), \
5765 _("Subspace Radio"), \
5766 _("Shuttle Craft"), \
5768 _("Navigation System"), \
5770 _("Shield Control"), \
5773 _("Cloaking Device"), \
5777 "Prepare to play, set up cosmos."
5779 # Decide how many of everything
5781 return # frozen game
5782 # Prepare the Enterprise
5783 game.alldone = game.gamewon = game.shldchg = game.shldup = False
5785 game.state.crew = FULLCREW
5786 game.energy = game.inenrg = 5000.0
5787 game.shield = game.inshld = 2500.0
5790 game.quadrant = randplace(GALSIZE)
5791 game.sector = randplace(QUADSIZE)
5792 game.torps = game.intorps = 10
5793 game.nprobes = rnd.integer(2, 5)
5795 for i in range(NDEVICES):
5796 game.damage[i] = 0.0
5797 # Set up assorted game parameters
5798 game.battle = Coord()
5799 game.state.date = game.indate = 100.0 * rnd.real(20, 51)
5800 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5801 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5802 game.isatb = game.state.nplankl = 0
5803 game.state.starkl = game.state.basekl = game.state.nworldkl = 0
5804 game.iscraft = "onship"
5809 game.state.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
5811 game.state.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
5813 game.state.planets = [] # Planet information
5814 game.state.baseq = [] # Base quadrant coordinates
5815 game.state.kcmdr = [] # Commander quadrant coordinates
5816 game.statekscmdr = Coord() # Supercommander quadrant coordinates
5818 # Starchart is functional but we've never seen it
5819 game.lastchart = FOREVER
5820 # Put stars in the galaxy
5822 for i in range(GALSIZE):
5823 for j in range(GALSIZE):
5824 # Can't have more stars per quadrant than fit in one decimal digit,
5825 # if we do the chart representation will break.
5826 k = rnd.integer(1, min(10, QUADSIZE**2/10))
5828 game.state.galaxy[i][j].stars = k
5829 # Locate star bases in galaxy
5831 prout("=== Allocating %d bases" % game.inbase) # pragma: no cover
5832 for i in range(game.inbase):
5835 w = randplace(GALSIZE)
5836 if not game.state.galaxy[w.i][w.j].starbase:
5839 # C version: for (j = i-1; j > 0; j--)
5840 # so it did them in the opposite order.
5841 for j in range(1, i):
5842 # Improved placement algorithm to spread out bases
5843 distq = (w - game.state.baseq[j]).distance()
5844 if distq < 6.0*(BASEMAX+1-game.inbase) and rnd.withprob(0.75):
5847 prout("=== Abandoning base #%d at %s" % (i, w)) # pragma: no cover
5849 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5851 prout("=== Saving base #%d, close to #%d" % (i, j)) # pragma: no cover
5855 prout("=== Placing base #%d in quadrant %s" % (i, w)) # pragma: no cover
5856 game.state.baseq.append(w)
5857 game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5858 # Position ordinary Klingon Battle Cruisers
5860 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5861 klumper = min(klumper, MAXKLQUAD)
5864 klump = int((1.0 - r*r)*klumper)
5865 klump = min(klump, krem)
5868 w = randplace(GALSIZE)
5869 if not game.state.galaxy[w.i][w.j].supernova and \
5870 game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5872 game.state.galaxy[w.i][w.j].klingons += klump
5875 # Position Klingon Commander Ships
5876 for i in range(game.incom):
5878 w = randplace(GALSIZE)
5879 if not welcoming(w) or w in game.state.kcmdr:
5881 if (game.state.galaxy[w.i][w.j].klingons or rnd.withprob(0.25)):
5883 game.state.galaxy[w.i][w.j].klingons += 1
5884 game.state.kcmdr.append(w)
5885 # Locate planets in galaxy
5886 for i in range(game.inplan):
5888 w = randplace(GALSIZE)
5889 if game.state.galaxy[w.i][w.j].planet is None:
5893 new.crystals = "absent"
5894 if (game.options & OPTION_WORLDS) and i < NINHAB:
5895 new.pclass = "M" # All inhabited planets are class M
5896 new.crystals = "absent"
5898 new.name = systnames[i]
5899 new.inhabited = True
5901 new.pclass = ("M", "N", "O")[rnd.integer(0, 3)]
5902 if rnd.withprob(0.33):
5903 new.crystals = "present"
5904 new.known = "unknown"
5905 new.inhabited = False
5906 game.state.galaxy[w.i][w.j].planet = new
5907 game.state.planets.append(new)
5909 for i in range(game.state.nromrem):
5910 w = randplace(GALSIZE)
5911 game.state.galaxy[w.i][w.j].romulans += 1
5912 # Place the Super-Commander if needed
5913 if game.state.nscrem > 0:
5915 w = randplace(GALSIZE)
5918 game.state.kscmdr = w
5919 game.state.galaxy[w.i][w.j].klingons += 1
5920 # Initialize times for extraneous events
5921 schedule(FSNOVA, expran(0.5 * game.intime))
5922 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5923 schedule(FSNAP, rnd.real(1.0, 2.0)) # Force an early snapshot
5924 schedule(FBATTAK, expran(0.3*game.intime))
5926 if game.state.nscrem:
5927 schedule(FSCMOVE, 0.2777)
5932 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5933 schedule(FDISTR, expran(1.0 + game.intime))
5938 # Place thing (in tournament game, we don't want one!)
5939 # New in SST2K: never place the Thing near a starbase.
5940 # This makes sense and avoids a special case in the old code.
5941 if game.tourn is None:
5942 # Avoid distrubing the RNG chain. This code
5943 # was a late fix and we don't want to mess up
5944 # all the regression tests.
5945 state = randomizer.getrngstate()
5947 thing.location = randplace(GALSIZE)
5948 # Put it somewhere a starbase is not
5949 if thing.location not in game.state.baseq:
5951 randomizer.setrngstate(state)
5953 game.state.snap = False
5954 if game.skill == SKILL_NOVICE:
5955 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5956 prout(_("a deadly Klingon invasion force. As captain of the United"))
5957 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5958 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5959 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5960 prout(_("your mission. As you proceed you may be given more time."))
5962 prout(_("You will have %d supporting starbases.") % (game.inbase))
5963 proutn(_("Starbase locations- "))
5965 prout(_("Stardate %d.") % int(game.state.date))
5967 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5968 prout(_("An unknown number of Romulans."))
5969 if game.state.nscrem:
5970 prout(_("And one (GULP) Super-Commander."))
5971 prout(_("%d stardates.") % int(game.intime))
5972 proutn(_("%d starbases in ") % game.inbase)
5973 for i in range(game.inbase):
5974 proutn(repr(game.state.baseq[i]))
5977 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5978 proutn(_(" Sector %s") % game.sector)
5980 prout(_("Good Luck!"))
5981 if game.state.nscrem:
5982 prout(_(" YOU'LL NEED IT."))
5985 setwnd(message_window)
5987 if len(game.enemies) - (thing.location == game.quadrant) - (game.tholian is not None):
5989 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5990 attack(torps_ok=False)
5993 "Choose your game type."
5998 game.skill = SKILL_NONE
5999 # Do not chew here, we want to use command-line tokens
6000 if not scanner.inqueue: # Can start with command line options
6001 proutn(_("Would you like a regular, tournament, or saved game? "))
6003 if scanner.sees("tournament"):
6005 while scanner.nexttok() == "IHEOL":
6006 proutn(_("Type in tournament number-"))
6007 if scanner.real == 0:
6009 continue # We don't want a blank entry
6010 game.tourn = int(round(scanner.real))
6011 rnd.seed(scanner.real)
6013 logfp.write("# rnd.seed(%d)\n" % scanner.real)
6015 if scanner.sees("saved") or scanner.sees("frozen"):
6019 if game.passwd is None:
6021 if not game.alldone:
6022 game.thawed = True # No plaque if not finished
6026 if scanner.sees("regular"):
6028 proutn(_("What is \"%s\"? ") % scanner.token)
6030 while game.length==0 or game.skill==SKILL_NONE:
6031 if scanner.nexttok() == "IHALPHA":
6032 if scanner.sees("short"):
6034 elif scanner.sees("medium"):
6036 elif scanner.sees("long"):
6038 elif scanner.sees("novice"):
6039 game.skill = SKILL_NOVICE
6040 elif scanner.sees("fair"):
6041 game.skill = SKILL_FAIR
6042 elif scanner.sees("good"):
6043 game.skill = SKILL_GOOD
6044 elif scanner.sees("expert"):
6045 game.skill = SKILL_EXPERT
6046 elif scanner.sees("emeritus"):
6047 game.skill = SKILL_EMERITUS
6049 proutn(_("What is \""))
6050 proutn(scanner.token)
6055 proutn(_("Would you like a Short, Medium, or Long game? "))
6056 elif game.skill == SKILL_NONE:
6057 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
6058 # Choose game options -- added by ESR for SST2K
6059 if scanner.nexttok() != "IHALPHA":
6061 proutn(_("Choose your game style (plain, almy, fancy or just press enter): "))
6063 if scanner.sees("plain"):
6064 # Approximates the UT FORTRAN version.
6065 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR | OPTION_CAPTURE | OPTION_CLOAK | OPTION_DOTFILL | OPTION_ALPHAMERIC)
6066 game.options |= OPTION_PLAIN
6067 elif scanner.sees("almy"):
6068 # Approximates Tom Almy's version.
6069 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR | OPTION_DOTFILL | OPTION_ALPHAMERIC)
6070 game.options |= OPTION_ALMY
6071 elif scanner.sees("fancy") or scanner.sees("\n"):
6073 elif len(scanner.token):
6074 proutn(_("What is \"%s\"?") % scanner.token)
6076 if game.passwd == "debug": # pragma: no cover
6078 prout("=== Debug mode enabled.")
6079 # Use parameters to generate initial values of things
6080 game.damfac = 0.5 * game.skill
6081 game.inbase = rnd.integer(BASEMIN, BASEMAX+1)
6083 if game.options & OPTION_PLANETS:
6084 game.inplan += rnd.integer(MAXUNINHAB/2, MAXUNINHAB+1)
6085 if game.options & OPTION_WORLDS:
6086 game.inplan += int(NINHAB)
6087 game.state.nromrem = game.inrom = rnd.integer(2 * game.skill)
6088 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
6089 game.state.remtime = 7.0 * game.length
6090 game.intime = game.state.remtime
6091 game.inkling = int(2.0*game.intime*((game.skill+1 - 2*rnd.real())*game.skill*0.1+.15))
6092 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*rnd.real()))
6093 game.state.remres = (game.inkling+4*game.incom)*game.intime
6094 game.inresor = game.state.remres
6095 if game.inkling > 50:
6099 def dropin(iquad=None):
6100 "Drop a feature on a random dot in the current quadrant."
6102 w = randplace(QUADSIZE)
6103 if game.quad[w.i][w.j] == '.':
6105 if iquad is not None:
6106 game.quad[w.i][w.j] = iquad
6110 "Update our alert status."
6111 game.condition = "green"
6112 if game.energy < 1000.0:
6113 game.condition = "yellow"
6114 if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
6115 game.condition = "red"
6117 game.condition="dead"
6120 "Drop new Klingon into current quadrant."
6121 return Enemy('K', loc=dropin(), power=rnd.real(300,450)+25.0*game.skill)
6124 "Sort enemies by distance so 'nearest' is meaningful."
6125 game.enemies.sort(key=lambda x: x.kdist)
6128 "Set up a new state of quadrant, for when we enter or re-enter it."
6131 game.neutz = game.inorbit = game.landed = False
6132 game.ientesc = game.iseenit = game.isviolreported = False
6134 # Create a blank quadrant
6135 game.quad = fill2d(QUADSIZE, lambda i, j: '.')
6137 # Attempt to escape Super-commander, so tbeam back!
6140 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
6141 # cope with supernova
6144 game.klhere = q.klingons
6145 game.irhere = q.romulans
6147 game.quad[game.sector.i][game.sector.j] = game.ship
6150 # Position ordinary Klingons
6151 for _i in range(game.klhere):
6153 # If we need a commander, promote a Klingon
6154 for cmdr in game.state.kcmdr:
6155 if cmdr == game.quadrant:
6156 e = game.enemies[game.klhere-1]
6157 game.quad[e.location.i][e.location.j] = 'C'
6158 e.power = rnd.real(950,1350) + 50.0*game.skill
6160 # If we need a super-commander, promote a Klingon
6161 if game.quadrant == game.state.kscmdr:
6163 game.quad[e.location.i][e.location.j] = 'S'
6164 e.power = rnd.real(1175.0, 1575.0) + 125.0*game.skill
6165 game.iscate = (game.remkl() > 1)
6166 # Put in Romulans if needed
6167 for _i in range(q.romulans):
6168 Enemy('R', loc=dropin(), power=rnd.real(400.0,850.0)+50.0*game.skill)
6169 # If quadrant needs a starbase, put it in
6171 game.base = dropin('B')
6172 # If quadrant needs a planet, put it in
6174 game.iplnet = q.planet
6175 if not q.planet.inhabited:
6176 game.plnet = dropin('P')
6178 game.plnet = dropin('@')
6179 # Check for condition
6182 if game.irhere > 0 and game.klhere == 0:
6184 if not damaged(DRADIO):
6186 prout(_("LT. Uhura- \"Captain, an urgent message."))
6187 prout(_(" I'll put it on audio.\" CLICK"))
6189 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
6190 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
6191 # Put in THING if needed
6192 if thing.location == game.quadrant:
6193 Enemy(etype='?', loc=dropin(),
6194 power=rnd.real(6000,6500.0)+250.0*game.skill)
6195 if not damaged(DSRSENS):
6197 prout(_("Mr. Spock- \"Captain, this is most unusual."))
6198 prout(_(" Please examine your short-range scan.\""))
6199 # Decide if quadrant needs a Tholian; lighten up if skill is low
6200 if game.options & OPTION_THOLIAN:
6201 if (game.skill < SKILL_GOOD and rnd.withprob(0.02)) or \
6202 (game.skill == SKILL_GOOD and rnd.withprob(0.05)) or \
6203 (game.skill > SKILL_GOOD and rnd.withprob(0.08)):
6206 w.i = rnd.withprob(0.5) * (QUADSIZE-1)
6207 w.j = rnd.withprob(0.5) * (QUADSIZE-1)
6208 if game.quad[w.i][w.j] == '.':
6210 game.tholian = Enemy(etype='T', loc=w,
6211 power=rnd.integer(100, 500) + 25.0*game.skill)
6212 # Reserve unoccupied corners
6213 if game.quad[0][0]=='.':
6214 game.quad[0][0] = 'X'
6215 if game.quad[0][QUADSIZE-1]=='.':
6216 game.quad[0][QUADSIZE-1] = 'X'
6217 if game.quad[QUADSIZE-1][0]=='.':
6218 game.quad[QUADSIZE-1][0] = 'X'
6219 if game.quad[QUADSIZE-1][QUADSIZE-1]=='.':
6220 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
6222 # And finally the stars
6223 for _i in range(q.stars):
6225 # Put in a few black holes
6226 for _i in range(1, 3+1):
6227 if rnd.withprob(0.5):
6229 # Take out X's in corners if Tholian present
6231 if game.quad[0][0]=='X':
6232 game.quad[0][0] = '.'
6233 if game.quad[0][QUADSIZE-1]=='X':
6234 game.quad[0][QUADSIZE-1] = '.'
6235 if game.quad[QUADSIZE-1][0]=='X':
6236 game.quad[QUADSIZE-1][0] = '.'
6237 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
6238 game.quad[QUADSIZE-1][QUADSIZE-1] = '.'
6239 # This should guarantee that replay games don't lose info about the chart
6240 if (game.options & OPTION_AUTOSCAN) or replayfp:
6244 "Set the self-destruct password."
6245 if game.options & OPTION_PLAIN:
6248 proutn(_("Please type in a secret password- "))
6250 game.passwd = scanner.token
6251 #game.passwd = getpass.getpass("Please type in a secret password- ")
6252 if game.passwd is not None:
6256 game.passwd += chr(ord('a')+rnd.integer(26))
6257 game.passwd += chr(ord('a')+rnd.integer(26))
6258 game.passwd += chr(ord('a')+rnd.integer(26))
6260 # Code from sst.c begins here
6263 ("SRSCAN", OPTION_TTY),
6264 ("STATUS", OPTION_TTY),
6265 ("REQUEST", OPTION_TTY),
6266 ("LRSCAN", OPTION_TTY),
6278 ("SENSORS", OPTION_PLANETS),
6279 ("ORBIT", OPTION_PLANETS),
6280 ("TRANSPORT", OPTION_PLANETS),
6281 ("MINE", OPTION_PLANETS),
6282 ("CRYSTALS", OPTION_PLANETS),
6283 ("SHUTTLE", OPTION_PLANETS),
6284 ("PLANETS", OPTION_PLANETS),
6289 ("PROBE", OPTION_PROBE),
6291 ("FREEZE", 0), # Synonym for SAVE
6294 # No abbreviations accepted after this point
6297 ("CAPTURE", OPTION_CAPTURE),
6298 ("CLOAK", OPTION_CLOAK),
6301 ("SOS", 0), # Synonym for MAYDAY
6302 ("CALL", 0), # Synonym for MAYDAY
6310 def listCommands(): # pragma: no cover
6311 "Generate a list of legal commands."
6312 # Coverage-disabled because testing for this is fragile
6313 # in the presence of changes in the command set.
6314 prout(_("LEGAL COMMANDS ARE:"))
6316 for (key, opt) in commands:
6317 if not opt or (opt & game.options):
6318 proutn("%-12s " % key)
6320 if emitted % 5 == 4:
6325 "Browse on-line help."
6326 key = scanner.nexttok()
6329 setwnd(prompt_window)
6330 proutn(_("Help on what command? "))
6331 key = scanner.nexttok()
6332 setwnd(message_window)
6335 cmds = [x[0] for x in commands]
6336 if scanner.token.upper() in cmds or scanner.token.upper() == "ABBREV":
6343 cmd = scanner.token.upper()
6344 for directory in docpath:
6346 fp = open(os.path.join(directory, "sst.doc"), "r")
6351 prout(_("Spock- \"Captain, that information is missing from the"))
6352 prout(_(" computer. You need to find sst.doc and put it somewhere"))
6353 proutn(_(" in these directories: %s") % ":".join(docpath))
6355 # This used to continue: "You need to find SST.DOC and put
6356 # it in the current directory."
6359 linebuf = fp.readline()
6361 prout(_("Spock- \"Captain, there is no information on that command.\""))
6364 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6365 linebuf = linebuf[3:].strip()
6366 if cmd.upper() == linebuf:
6369 prout(_("Spock- \"Captain, I've found the following information:\""))
6372 linebuf = fp.readline()
6373 if "******" in linebuf:
6379 "Command-interpretation loop."
6381 if game.irhere and game.state.date >= ALGERON and not game.isviolreported and game.iscloaked:
6382 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
6384 game.isviolreported = True
6385 while True: # command loop
6387 while True: # get a command
6389 game.optime = game.justin = False
6391 setwnd(prompt_window)
6394 if scanner.nexttok() == "IHEOL":
6395 if game.options & OPTION_CURSES: # pragma: no cover
6398 elif scanner.token == "":
6402 setwnd(message_window)
6404 abandon_passed = False
6405 cmd = "" # Force cmd to persist after loop
6406 opt = 0 # Force opt to persist after loop
6407 for (cmd, opt) in commands:
6408 # commands after ABANDON cannot be abbreviated
6409 if cmd == "ABANDON":
6410 abandon_passed = True
6411 if cmd == scanner.token.upper() or (not abandon_passed \
6412 and cmd.startswith(scanner.token.upper())):
6414 if cmd == "": # pragma: no cover
6417 elif opt and not (opt & game.options):
6421 if game.options & OPTION_CURSES: # pragma: no cover
6422 prout("COMMAND> %s" % cmd)
6423 if cmd == "SRSCAN": # srscan
6425 elif cmd == "STATUS": # status
6427 elif cmd == "REQUEST": # status request
6429 elif cmd == "LRSCAN": # long range scan
6430 lrscan(silent=False)
6431 elif cmd == "PHASERS": # phasers
6436 elif cmd in ("TORPEDO", "PHOTONS"): # photon torpedos
6441 elif cmd == "MOVE": # move under warp
6442 warp(wcourse=None, involuntary=False)
6443 elif cmd == "SHIELDS": # shields
6444 doshield(shraise=False)
6447 game.shldchg = False
6448 elif cmd == "DOCK": # dock at starbase
6451 attack(torps_ok=False)
6452 elif cmd == "DAMAGES": # damage reports
6454 elif cmd == "CHART": # chart
6456 elif cmd == "IMPULSE": # impulse
6458 elif cmd == "REST": # rest
6462 elif cmd == "WARP": # warp
6464 elif cmd == "SENSORS": # sensors
6466 elif cmd == "ORBIT": # orbit
6470 elif cmd == "TRANSPORT": # transport "beam"
6472 elif cmd == "MINE": # mine
6476 elif cmd == "CRYSTALS": # crystals
6480 elif cmd == "SHUTTLE": # shuttle
6484 elif cmd == "PLANETS": # Planet list
6486 elif cmd == "REPORT": # Game Report
6488 elif cmd == "COMPUTER": # use COMPUTER!
6490 elif cmd == "COMMANDS":
6492 elif cmd == "EMEXIT": # Emergency exit
6493 clrscr() # Hide screen
6494 freeze(True) # forced save
6495 raise SystemExit(1) # And quick exit
6496 elif cmd == "PROBE":
6497 probe() # Launch probe
6500 elif cmd == "ABANDON": # Abandon Ship
6502 elif cmd == "DESTRUCT": # Self Destruct
6504 elif cmd == "SAVE": # Save Game
6507 if game.skill > SKILL_GOOD:
6508 prout(_("WARNING--Saved games produce no plaques!"))
6509 elif cmd == "DEATHRAY": # Try a desparation measure
6513 elif cmd == "CAPTURE":
6515 elif cmd == "CLOAK":
6517 elif cmd == "DEBUGCMD": # What do we want for debug???
6519 elif cmd == "MAYDAY": # Call for help
6524 game.alldone = True # quit the game
6527 elif cmd == "SCORE":
6528 score() # see current score
6529 elif cmd == "CURSES": # pragma: no cover
6530 game.options |= (OPTION_CURSES | OPTION_COLOR)
6532 elif cmd == "OPTIONS":
6536 break # Game has ended
6537 if game.optime != 0.0:
6540 break # Events did us in
6541 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6544 if hitme and not game.justin:
6545 attack(torps_ok=True)
6548 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6556 prout("=== Ending") # pragma: no cover
6559 "Emit the name of an enemy or feature."
6560 if ch == 'R': s = _("Romulan")
6561 elif ch == 'K': s = _("Klingon")
6562 elif ch == 'C': s = _("Commander")
6563 elif ch == 'S': s = _("Super-commander")
6564 elif ch == '*': s = _("Star")
6565 elif ch == 'P': s = _("Planet")
6566 elif ch == 'B': s = _("Starbase")
6567 elif ch == ' ': s = _("Black hole")
6568 elif ch == 'T': s = _("Tholian")
6569 elif ch == '#': s = _("Tholian web")
6570 elif ch == '?': s = _("Stranger")
6571 elif ch == '@': s = _("Inhabited World")
6572 else: s = "Unknown??" # pragma: no cover
6575 def crmena(loud, enemy, loctype, w):
6576 "Emit the name of an enemy and his location."
6580 buf += cramen(enemy) + _(" at ")
6581 if loctype == "quadrant":
6582 buf += _("Quadrant ")
6583 elif loctype == "sector":
6585 return buf + repr(w)
6588 "Emit our ship name."
6589 return{'E':_("Enterprise"),'F':_("Faerie Queene")}.get(game.ship,"Ship???")
6592 "Emit a line of stars"
6593 prouts("******************************************************")
6597 return -avrage*math.log(1e-7 + rnd.real())
6599 def randplace(size):
6600 "Choose a random location."
6602 w.i = rnd.integer(size)
6603 w.j = rnd.integer(size)
6613 # Get a token from the user
6616 # Fill the token queue if nothing here
6617 while not self.inqueue:
6619 if curwnd==prompt_window:
6621 setwnd(message_window)
6628 self.inqueue = sline.lstrip().split() + ["\n"]
6629 # From here on in it's all looking at the queue
6630 self.token = self.inqueue.pop(0)
6631 if self.token == "\n":
6635 self.real = float(self.token)
6636 self.type = "IHREAL"
6641 self.token = self.token.lower()
6642 self.type = "IHALPHA"
6645 def append(self, tok):
6646 self.inqueue.append(tok)
6647 def push(self, tok):
6648 self.inqueue.insert(0, tok)
6652 # Demand input for next scan
6654 self.real = self.token = None
6656 # compares s to item and returns true if it matches to the length of s
6657 return s.startswith(self.token)
6659 # Round token value to nearest integer
6660 return int(round(self.real))
6664 if (game.options & OPTION_ALPHAMERIC):
6666 if (self.type == "IHALPHA") and (self.token[0] in "abcdefghij") and (self.token[1] in "0123456789"):
6667 s.i = ord(self.token[0]) - ord("a")
6668 s.j = int(self.token[1:])-1
6670 except (TypeError, IndexError):
6673 if self.type != "IHREAL":
6678 if self.type != "IHREAL":
6683 def __repr__(self): # pragma: no cover
6684 return "<sstcanner: token=%s, type=%s, queue=%s>" % (self.token, self.type, self.inqueue)
6687 "Yes-or-no confirmation."
6691 if scanner.token == 'y':
6693 if scanner.token == 'n':
6696 proutn(_("Please answer with \"y\" or \"n\": "))
6699 "Complain about unparseable input."
6702 prout(_("Beg your pardon, Captain?"))
6704 def debugme(): # pragma: no cover
6705 "Access to the internals for debugging."
6706 proutn("Reset levels? ")
6708 if game.energy < game.inenrg:
6709 game.energy = game.inenrg
6710 game.shield = game.inshld
6711 game.torps = game.intorps
6712 game.lsupres = game.inlsr
6713 proutn("Reset damage? ")
6715 for i in range(NDEVICES):
6716 if game.damage[i] > 0.0:
6717 game.damage[i] = 0.0
6718 proutn("Toggle debug flag? ")
6720 game.idebug = not game.idebug
6721 if game.idebug: # pragma: no cover
6722 prout("Debug output ON")
6724 prout("Debug output OFF")
6725 proutn("Cause selective damage? ")
6727 for i in range(NDEVICES):
6728 proutn("Kill %s?" % device[i])
6730 key = scanner.nexttok()
6731 if key == "IHALPHA" and scanner.sees("y"):
6732 game.damage[i] = 10.0
6733 proutn("Examine/change events? ")
6738 FSNOVA: "Supernova ",
6741 FBATTAK: "Base Attack ",
6742 FCDBAS: "Base Destroy ",
6743 FSCMOVE: "SC Move ",
6744 FSCDBAS: "SC Base Destroy ",
6745 FDSPROB: "Probe Move ",
6746 FDISTR: "Distress Call ",
6747 FENSLV: "Enslavement ",
6748 FREPRO: "Klingon Build ",
6750 for i in range(1, NEVENTS):
6753 proutn("%.2f" % (scheduled(i)-game.state.date))
6754 if i in {FENSLV, FREPRO}:
6756 proutn(" in %s" % ev.quadrant)
6761 key = scanner.nexttok()
6765 elif key == "IHREAL":
6766 ev = schedule(i, scanner.real)
6767 if i in {FENSLV, FREPRO}:
6769 proutn("In quadrant- ")
6770 key = scanner.nexttok()
6771 # "IHEOL" says to leave coordinates as they are
6774 prout("Event %d canceled, no x coordinate." % (i))
6777 w.i = int(round(scanner.real))
6778 key = scanner.nexttok()
6780 prout("Event %d canceled, no y coordinate." % (i))
6783 w.j = int(round(scanner.real))
6786 proutn("Induce supernova here? ")
6788 game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
6791 if __name__ == '__main__':
6793 #global line, thing, game
6799 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6800 if os.getenv("TERM"):
6801 game.options |= OPTION_CURSES # pragma: no cover
6803 game.options |= OPTION_TTY
6804 seed = int(time.time())
6806 (options, arguments) = getopt.getopt(sys.argv[1:], "cr:s:txV")
6807 for (switch, val) in options:
6809 # pylint: disable=raise-missing-from
6811 replayfp = open(val, "r")
6813 sys.stderr.write("sst: can't open replay file %s\n" % val)
6815 # pylint: disable=raise-missing-from
6817 line = replayfp.readline().strip()
6818 (leader, __, seed) = line.split()
6819 # pylint: disable=eval-used
6821 line = replayfp.readline().strip()
6822 arguments += line.split()[2:]
6823 except ValueError: # pragma: no cover
6824 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6826 game.options |= OPTION_TTY
6827 game.options &=~ OPTION_CURSES
6828 elif switch == '-s': # pragma: no cover
6830 elif switch == '-t': # pragma: no cover
6831 game.options |= OPTION_TTY
6832 game.options &=~ OPTION_CURSES
6833 elif switch == '-x': # pragma: no cover
6835 elif switch == '-c': # Enable curses debugging - undocumented
6837 elif switch == '-V': # pragma: no cover
6838 print("SST2K", version)
6840 else: # pragma: no cover
6841 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6843 except getopt.GetoptError as err:
6845 raise SystemExit(1) from err
6846 # where to save the input in case of bugs
6847 if "TMPDIR" in os.environ: # pragma: no cover
6848 tmpdir = os.environ['TMPDIR']
6852 logfp = open(os.path.join(tmpdir, "sst-input.log"), "w")
6853 except IOError: # pragma: no cover
6854 sys.stderr.write("sst: warning, can't open logfile\n")
6857 logfp.write("# seed %s\n" % seed)
6858 logfp.write("# arguments %s\n" % " ".join(arguments))
6859 logfp.write("# SST2K version %s\n" % version)
6860 logfp.write("# recorded by %s@%s on %s\n" % \
6861 (getpass.getuser(),socket.getfqdn(),time.ctime()))
6863 scanner = sstscanner()
6864 for arg in arguments:
6868 while True: # Play a game
6869 setwnd(fullscreen_window)
6875 game.alldone = False
6881 if (game.options & OPTION_TTY):
6884 if game.tourn and game.alldone:
6885 proutn(_("Do you want your score recorded?"))
6891 if (game.options & OPTION_TTY):
6892 proutn(_("Do you want to play again? "))
6898 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6902 except KeyboardInterrupt: # pragma: no cover