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()
219 return (q.i, q.j) == (self.location.i, self.location.j)
223 self.name = None # string-valued if inhabited
224 self.quadrant = Coord() # quadrant located
225 self.pclass = None # could be ""M", "N", "O", or "destroyed"
226 self.crystals = "absent"# could be "mined", "present", "absent"
227 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
228 self.inhabited = False # is it inhabited?
236 self.starbase = False
239 self.supernova = False
241 self.status = "secure" # Could be "secure", "distressed", "enslaved"
243 return "<Quadrant: %(klingons)d>" % self.__dict__ # pragma: no cover
249 self.starbase = False
252 return "<%s,%s,%s>" % (self.klingons, self.starbase, self.stars) # pragma: no cover
254 def fill2d(size, fillfun):
255 "Fill an empty list in 2D."
257 for i in range(size):
259 for j in range(size):
260 lst[i].append(fillfun(i, j))
265 self.snap = False # snapshot taken
266 self.crew = 0 # crew complement
267 self.nscrem = 0 # remaining super commanders
268 self.starkl = 0 # destroyed stars
269 self.basekl = 0 # destroyed bases
270 self.nromrem = 0 # Romulans remaining
271 self.nplankl = 0 # destroyed uninhabited planets
272 self.nworldkl = 0 # destroyed inhabited planets
273 self.planets = [] # Planet information
274 self.date = 0.0 # stardate
275 self.remres = 0 # remaining resources
276 self.remtime = 0 # remaining time
277 self.baseq = [] # Base quadrant coordinates
278 self.kcmdr = [] # Commander quadrant coordinates
279 self.kscmdr = Coord() # Supercommander quadrant coordinates
281 self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
283 self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
285 for i in range(GALSIZE):
286 for j in range(GALSIZE):
287 yield (i, j, self.galaxy[i][j])
291 self.date = None # A real number
292 self.quadrant = None # A coord structure
295 OPTION_ALL = 0xffffffff
296 OPTION_TTY = 0x00000001 # old interface
297 OPTION_CURSES = 0x00000002 # new interface
298 OPTION_IOMODES = 0x00000003 # cover both interfaces
299 OPTION_PLANETS = 0x00000004 # planets and mining (> 1974)
300 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
301 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
302 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart (ESR, 2005)
303 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy, 1979)
304 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy, 1979?)
305 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
306 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
307 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
308 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
309 OPTION_CAPTURE = 0x00002000 # Enable BSD-Trek capture (Almy, 2013).
310 OPTION_CLOAK = 0x80004000 # Enable BSD-Trek capture (Almy, 2013).
311 OPTION_PLAIN = 0x01000000 # user chose plain game
312 OPTION_COLOR = 0x04000000 # enable color display (ESR, 2010)
313 OPTION_DOTFILL = 0x08000000 # fix dotfill glitch in chart (ESR, 2019)
314 OPTION_ALPHAMERIC = 0x10000000 # Alpha Y coordinates (ESR, 2023)
319 "IOMODES": OPTION_IOMODES,
320 "PLANETS": OPTION_PLANETS,
321 "PROBE": OPTION_PROBE,
322 "SHOWME": OPTION_SHOWME,
323 "RAMMING": OPTION_RAMMING,
324 "MVBADDY": OPTION_MVBADDY,
325 "BLKHOLE": OPTION_BLKHOLE,
327 "WORLDS": OPTION_WORLDS,
328 "AUTOSCAN": OPTION_AUTOSCAN,
329 "CAPTURE": OPTION_CAPTURE,
330 "CLOAK": OPTION_CLOAK,
331 "PLAIN": OPTION_PLAIN,
332 "COLOR": OPTION_COLOR,
333 "DOTFILL": OPTION_DOTFILL,
354 NDEVICES = 17 # Number of devices
364 return (game.damage[dev] != 0.0)
366 return not damaged(DRADIO) or game.condition=="docked"
368 # Define future events
369 FSPY = 0 # Spy event happens always (no future[] entry)
370 # can cause SC to tractor beam Enterprise
371 FSNOVA = 1 # Supernova
372 FTBEAM = 2 # Commander tractor beams Enterprise
373 FSNAP = 3 # Snapshot for time warp
374 FBATTAK = 4 # Commander attacks base
375 FCDBAS = 5 # Commander destroys base
376 FSCMOVE = 6 # Supercommander moves (might attack base)
377 FSCDBAS = 7 # Supercommander destroys base
378 FDSPROB = 8 # Move deep space probe
379 FDISTR = 9 # Emit distress call from an inhabited world
380 FENSLV = 10 # Inhabited word is enslaved
381 FREPRO = 11 # Klingons build a ship in an enslaved system
384 # Abstract out the event handling -- underlying data structures will change
385 # when we implement stateful events
386 def findevent(evtype): # pragma: no cover
387 return game.future[evtype]
390 def __init__(self, etype=None, loc=None, power=None):
392 self.location = Coord()
397 self.power = power # enemy energy level
398 game.enemies.append(self)
400 motion = (loc != self.location)
401 if self.location.i is not None and self.location.j is not None:
404 game.quad[self.location.i][self.location.j] = '#'
406 game.quad[self.location.i][self.location.j] = '.'
408 self.location = copy.copy(loc)
409 game.quad[self.location.i][self.location.j] = self.type
410 self.kdist = self.kavgd = (game.sector - loc).distance()
412 self.location = Coord()
413 self.kdist = self.kavgd = None
414 # Guard prevents failure on Tholian or thingy
415 if self in game.enemies:
416 game.enemies.remove(self)
419 return "<%s,%s,%f>" % (self.type, self.location, self.power) # pragma: no cover
423 self.options = None # Game options
424 self.state = Snapshot() # A snapshot structure
425 self.snapsht = Snapshot() # Last snapshot taken for time-travel purposes
426 self.quad = None # contents of our quadrant
427 self.damage = [0.0] * NDEVICES # damage encountered
428 self.future = [] # future events
432 self.future.append(Event())
433 self.passwd = None # Self Destruct password
435 self.quadrant = None # where we are in the large
436 self.sector = None # where we are in the small
437 self.tholian = None # Tholian enemy object
438 self.base = None # position of base in current quadrant
439 self.battle = None # base coordinates being attacked
440 self.plnet = None # location of planet in quadrant
441 self.gamewon = False # Finished!
442 self.ididit = False # action taken -- allows enemy to attack
443 self.alive = False # we are alive (not killed)
444 self.justin = False # just entered quadrant
445 self.shldup = False # shields are up
446 self.shldchg = False # shield is changing (affects efficiency)
447 self.iscate = False # super commander is here
448 self.ientesc = False # attempted escape from supercommander
449 self.resting = False # rest time
450 self.icraft = False # Kirk in Galileo
451 self.landed = False # party on planet (true), on ship (false)
452 self.alldone = False # game is now finished
453 self.neutz = False # Romulan Neutral Zone
454 self.isarmed = False # probe is armed
455 self.inorbit = False # orbiting a planet
456 self.imine = False # mining
457 self.icrystl = False # dilithium crystals aboard
458 self.iseenit = False # seen base attack report
459 self.thawed = False # thawed game
460 self.condition = None # "green", "yellow", "red", "docked", "dead"
461 self.iscraft = None # "onship", "offship", "removed"
462 self.skill = SKILL_NONE # Player skill level
463 self.inkling = 0 # initial number of klingons
464 self.inbase = 0 # initial number of bases
465 self.incom = 0 # initial number of commanders
466 self.inscom = 0 # initial number of commanders
467 self.inrom = 0 # initial number of commanders
468 self.instar = 0 # initial stars
469 self.intorps = 0 # initial/max torpedoes
470 self.torps = 0 # number of torpedoes
471 self.ship = 0 # ship type -- 'E' is Enterprise
472 self.abandoned = 0 # count of crew abandoned in space
473 self.length = 0 # length of game
474 self.klhere = 0 # klingons here
475 self.casual = 0 # causalties
476 self.nhelp = 0 # calls for help
477 self.nkinks = 0 # count of energy-barrier crossings
478 self.iplnet = None # planet # in quadrant
479 self.inplan = 0 # initial planets
480 self.irhere = 0 # Romulans in quadrant
481 self.isatb = 0 # =2 if super commander is attacking base
482 self.tourn = None # tournament number
483 self.nprobes = 0 # number of probes available
484 self.inresor = 0.0 # initial resources
485 self.intime = 0.0 # initial time
486 self.inenrg = 0.0 # initial/max energy
487 self.inshld = 0.0 # initial/max shield
488 self.inlsr = 0.0 # initial life support resources
489 self.indate = 0.0 # initial date
490 self.energy = 0.0 # energy level
491 self.shield = 0.0 # shield level
492 self.warpfac = 0.0 # warp speed
493 self.lsupres = 0.0 # life support reserves
494 self.optime = 0.0 # time taken by current operation
495 self.damfac = 0.0 # damage factor
496 self.lastchart = 0.0 # time star chart was last updated
497 self.cryprob = 0.0 # probability that crystal will work
498 self.probe = None # object holding probe course info
499 self.height = 0.0 # height of orbit around planet
500 self.score = 0.0 # overall score
501 self.perdate = 0.0 # rate of kills
502 self.idebug = False # Debugging instrumentation enabled?
503 self.cdebug = False # Debugging instrumentation for curses enabled?
504 self.statekscmdr = None # No SuperCommander coordinates yet.
505 self.brigcapacity = 400 # Enterprise brig capacity
506 self.brigfree = 400 # How many klingons can we put in the brig?
507 self.kcaptured = 0 # Total Klingons captured, for scoring.
508 self.iscloaked = False # Cloaking device on?
509 self.ncviol = 0 # Algreon treaty violations
510 self.isviolreported = False # We have been warned
511 self.lcg_x = 0 # LCG generator value
513 return sum([q.klingons for (_i, _j, q) in list(self.state.traverse())])
515 # Stas thinks this should be (C expression):
516 # game.remkl() + len(game.state.kcmdr) > 0 ?
517 # game.state.remres/(game.remkl() + 4*len(game.state.kcmdr)) : 99
518 # He says the existing expression is prone to divide-by-zero errors
519 # after killing the last klingon when score is shown -- perhaps also
520 # if the only remaining klingon is SCOM.
521 self.state.remtime = self.state.remres/(self.remkl() + 4*len(self.state.kcmdr))
523 "Are there Klingons remaining?"
550 # Code from ai.c begins here
553 "Would this quadrant welcome another Klingon?"
554 return iq.valid_quadrant() and \
555 not game.state.galaxy[iq.i][iq.j].supernova and \
556 game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
558 def tryexit(enemy, look, irun):
559 "A bad guy attempts to bug out."
561 iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))//QUADSIZE - 1
562 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))//QUADSIZE - 1
563 if not welcoming(iq):
565 if enemy.type == 'R':
566 return [] # Romulans cannot escape!
568 # avoid intruding on another commander's territory
569 if enemy.type == 'C':
570 if iq in game.state.kcmdr:
572 # refuse to leave if currently attacking starbase
573 if game.battle == game.quadrant:
575 # don't leave if over 1000 units of energy
576 if enemy.power > 1000.0:
578 oldloc = copy.copy(enemy.location)
579 # handle local matters related to escape
582 if game.condition != "docked":
584 # Handle global matters related to escape
585 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
586 game.state.galaxy[iq.i][iq.j].klingons += 1
587 if enemy.type == 'S':
591 schedule(FSCMOVE, 0.2777)
593 game.state.kscmdr = iq
595 for cmdr in game.state.kcmdr:
596 if cmdr == game.quadrant:
597 game.state.kcmdr.append(iq)
599 # report move out of quadrant.
600 return [(True, enemy, oldloc, iq)]
602 # The bad-guy movement algorithm:
604 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
605 # If both are operating full strength, force is 1000. If both are damaged,
606 # force is -1000. Having shields down subtracts an additional 1000.
608 # 2. Enemy has forces equal to the energy of the attacker plus
609 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
610 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
612 # Attacker Initial energy levels (nominal):
613 # Klingon Romulan Commander Super-Commander
614 # Novice 400 700 1200
616 # Good 450 800 1300 1750
617 # Expert 475 850 1350 1875
618 # Emeritus 500 900 1400 2000
619 # VARIANCE 75 200 200 200
621 # Enemy vessels only move prior to their attack. In Novice - Good games
622 # only commanders move. In Expert games, all enemy vessels move if there
623 # is a commander present. In Emeritus games all enemy vessels move.
625 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
626 # forces are 1000 greater than Enterprise.
628 # Agressive action on average cuts the distance between the ship and
629 # the enemy to 1/4 the original.
631 # 4. At lower energy advantage, movement units are proportional to the
632 # advantage with a 650 advantage being to hold ground, 800 to move forward
633 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
635 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
636 # retreat, especially at high skill levels.
638 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
640 def movebaddy(enemy):
641 "Tactical movement for the bad guys."
645 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
646 if game.skill >= SKILL_EXPERT:
647 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)
649 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
650 old_dist = enemy.kdist
651 mdist = int(old_dist + 0.5) # Nearest integer distance
652 # If SC, check with spy to see if should hi-tail it
653 if enemy.type == 'S' and \
654 (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
658 # decide whether to advance, retreat, or hold position
659 forces = enemy.power+100.0*len(game.enemies)+400*(nbaddys-1)
661 forces += 1000 # Good for enemy if shield is down!
662 if not damaged(DPHASER) or not damaged(DPHOTON):
663 if damaged(DPHASER): # phasers damaged
666 forces -= 0.2*(game.energy - 2500.0)
667 if damaged(DPHOTON): # photon torpedoes damaged
670 forces -= 50.0*game.torps
672 # phasers and photon tubes both out!
675 if forces <= 1000.0 and game.condition != "docked": # Typical situation
676 motion = ((forces + rnd.real(200))/150.0) - 5.0
678 if forces > 1000.0: # Very strong -- move in for kill
679 motion = (1.0 - rnd.real())**2 * old_dist + 1.0
680 if game.condition == "docked" and (game.options & OPTION_BASE): # protected by base -- back off !
681 motion -= game.skill*(2.0-rnd.real()**2)
683 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces)) # pragma: no cover
684 # don't move if no motion
687 # Limit motion according to skill
688 if abs(motion) > game.skill:
693 # calculate preferred number of steps
694 nsteps = abs(int(motion))
695 if motion > 0 and nsteps > mdist:
696 nsteps = mdist # don't overshoot
697 nsteps = min(nsteps, QUADSIZE) # This shouldn't be necessary
698 nsteps = max(nsteps, 1) # This shouldn't be necessary
700 proutn("NSTEPS = %d:" % nsteps) # pragma: no cover
701 # Compute preferred values of delta X and Y
702 m = game.sector - enemy.location
703 if 2.0 * abs(m.i) < abs(m.j):
705 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
707 m = (motion * m).sgn()
708 goto = enemy.location
710 for ll in range(nsteps):
712 proutn(" %d" % (ll+1)) # pragma: no cover
713 # Check if preferred position available
724 attempts = 0 # Settle mysterious hang problem
725 while attempts < 20 and not success:
727 if look.i < 0 or look.i >= QUADSIZE:
729 return tryexit(enemy, look, irun)
730 if krawli == m.i or m.j == 0:
732 look.i = goto.i + krawli
734 elif look.j < 0 or look.j >= QUADSIZE:
736 return tryexit(enemy, look, irun)
737 if krawlj == m.j or m.i == 0:
739 look.j = goto.j + krawlj
741 elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.':
742 # See if enemy should ram ship
743 if game.quad[look.i][look.j] == game.ship and \
744 enemy.type in ('C', 'S'):
745 collision(rammed=True, enemy=enemy)
747 if krawli != m.i and m.j != 0:
748 look.i = goto.i + krawli
750 elif krawlj != m.j and m.i != 0:
751 look.j = goto.j + krawlj
754 break # we have failed
760 proutn(repr(goto)) # pragma: no cover
764 skip(1) # pragma: no cover
765 # Enemy moved, but is still in sector
766 return [(False, enemy, old_dist, goto)]
769 "Sequence Klingon tactical movement."
771 prout("== MOVCOM") # pragma: no cover
772 # Figure out which Klingon is the commander (or Supercommander)
775 if game.quadrant in game.state.kcmdr:
776 for enemy in game.enemies:
777 if enemy.type == 'C':
778 tacmoves += movebaddy(enemy)
779 if game.state.kscmdr == game.quadrant:
780 for enemy in game.enemies:
781 if enemy.type == 'S':
782 tacmoves += movebaddy(enemy)
784 # If skill level is high, move other Klingons and Romulans too!
785 # Move these last so they can base their actions on what the
787 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
788 for enemy in game.enemies:
789 if enemy.type in ('K', 'R'):
790 tacmoves += movebaddy(enemy)
793 def movescom(iq, avoid):
794 "Supercommander movement helper."
795 # Avoid quadrants with bases if we want to avoid Enterprise
796 if not welcoming(iq) or (avoid and iq in game.state.baseq):
798 if game.justin and not game.iscate:
801 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
802 game.state.kscmdr = iq
803 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
804 if game.state.kscmdr == game.quadrant:
805 # SC has scooted, remove him from current quadrant
810 for enemy in game.enemies:
811 if enemy.type == 'S':
814 if game.condition != "docked":
817 # check for a helpful planet
818 for i in range(game.inplan):
819 if game.state.planets[i].quadrant == game.state.kscmdr and \
820 game.state.planets[i].crystals == "present":
822 game.state.planets[i].pclass = "destroyed"
823 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
826 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
827 prout(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
828 prout(_(" by the Super-commander.\""))
830 return True # looks good!
832 def supercommander():
833 "Move the Super Commander."
840 prout("== SUPERCOMMANDER") # pragma: no cover
841 # Decide on being active or passive
842 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 \
843 (game.state.date-game.indate) < 3.0)
844 if not game.iscate and avoid:
845 # compute move away from Enterprise
846 idelta = game.state.kscmdr-game.quadrant
847 if idelta.distance() > 2.0:
849 idelta.i = game.state.kscmdr.j-game.quadrant.j
850 idelta.j = game.quadrant.i-game.state.kscmdr.i
852 # compute distances to starbases
853 if not game.state.baseq:
857 sc = game.state.kscmdr
858 for (i, base) in enumerate(game.state.baseq):
859 basetbl.append((i, (base - sc).distance()))
860 if len(game.state.baseq) > 1:
861 basetbl.sort(key=lambda x: x[1])
862 # look for nearest base without a commander, no Enterprise, and
863 # without too many Klingons, and not already under attack.
864 ifindit = iwhichb = 0
865 for (i2, base) in enumerate(game.state.baseq):
866 i = basetbl[i2][0] # bug in original had it not finding nearest
867 if base == game.quadrant or base == game.battle or not welcoming(base):
869 # if there is a commander, and no other base is appropriate,
870 # we will take the one with the commander
871 for cmdr in game.state.kcmdr:
872 if base == cmdr and ifindit != 2:
876 else: # no commander -- use this one
881 return # Nothing suitable -- wait until next time
882 ibq = game.state.baseq[iwhichb]
883 # decide how to move toward base
884 idelta = ibq - game.state.kscmdr
885 # Maximum movement is 1 quadrant in either or both axes
886 idelta = idelta.sgn()
887 # try moving in both x and y directions
888 # there was what looked like a bug in the Almy C code here,
889 # but it might be this translation is just wrong.
890 iq = game.state.kscmdr + idelta
891 if not movescom(iq, avoid):
892 # failed -- try some other maneuvers
893 if idelta.i == 0 or idelta.j == 0:
896 iq.j = game.state.kscmdr.j + 1
897 if not movescom(iq, avoid):
898 iq.j = game.state.kscmdr.j - 1
901 iq.i = game.state.kscmdr.i + 1
902 if not movescom(iq, avoid):
903 iq.i = game.state.kscmdr.i - 1
906 # try moving just in x or y
907 iq.j = game.state.kscmdr.j
908 if not movescom(iq, avoid):
909 iq.j = game.state.kscmdr.j + idelta.j
910 iq.i = game.state.kscmdr.i
913 if len(game.state.baseq) == 0:
916 for ibq in game.state.baseq:
917 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
920 return # no, don't attack base!
923 schedule(FSCDBAS, rnd.real(1.0, 3.0))
924 if is_scheduled(FCDBAS):
925 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
926 if not communicating():
930 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
932 prout(_(" reports that it is under attack from the Klingon Super-commander."))
933 prout(_(" It can survive until stardate %d.\"") \
934 % int(scheduled(FSCDBAS)))
937 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
941 game.optime = 0.0 # actually finished
943 # Check for intelligence report
944 if not game.idebug and \
945 (rnd.withprob(0.8) or \
946 (not communicating()) or \
947 not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
950 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
951 prout(_(" the Super-commander is in Quadrant %s.") % game.state.kscmdr)
956 if not game.tholian or game.justin:
959 if game.tholian.location.i == 0 and game.tholian.location.j == 0:
962 elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
965 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1:
968 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0:
971 else: # pragma: no cover
972 # something is wrong!
973 game.tholian.move(None)
974 prout("***Internal error: Tholian in a bad spot.")
976 # do nothing if we are blocked
977 if game.quad[tid.i][tid.j] not in ('.', '#'):
979 here = copy.copy(game.tholian.location)
980 delta = (tid - game.tholian.location).sgn()
982 while here.i != tid.i:
984 if game.quad[here.i][here.j] == '.':
985 game.tholian.move(here)
987 while here.j != tid.j:
989 if game.quad[here.i][here.j] == '.':
990 game.tholian.move(here)
991 # check to see if all holes plugged
992 for i in range(QUADSIZE):
993 if game.quad[0][i] != '#' and game.quad[0][i] != 'T':
995 if game.quad[QUADSIZE-1][i] != '#' and game.quad[QUADSIZE-1][i] != 'T':
997 if game.quad[i][0] != '#' and game.quad[i][0] != 'T':
999 if game.quad[i][QUADSIZE-1] != '#' and game.quad[i][QUADSIZE-1] != 'T':
1001 # All plugged up -- Tholian splits
1002 game.quad[game.tholian.location.i][game.tholian.location.j] = '#'
1004 prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web."))
1005 game.tholian.move(None)
1008 # Code from battle.c begins here
1011 "Change cloaking-device status."
1012 if game.ship == 'F':
1013 prout(_("Ye Faerie Queene hath no cloaking device."))
1016 key = scanner.nexttok()
1023 if key == "IHALPHA":
1024 if scanner.sees("on"):
1026 prout(_("The cloaking device has already been switched on."))
1029 elif scanner.sees("off"):
1030 if not game.iscloaked:
1031 prout(_("The cloaking device has already been switched off."))
1038 if not game.iscloaked:
1039 proutn(_("Switch cloaking device on? "))
1044 proutn(_("Switch cloaking device off? "))
1051 if action == "CLOFF":
1052 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1053 prout(_("Spock- \"Captain, the Treaty of Algeron is in effect.\n Are you sure this is wise?\""))
1056 prout("Engineer Scott- \"Aye, Sir.\"")
1057 game.iscloaked = False
1058 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1059 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
1061 game.isviolreported = True
1063 #if (neutz and game.state.date >= ALGERON) finish(FCLOAK);
1066 if action == "CLON":
1068 prout(_("Engineer Scott- \"The cloaking device is damaged, Sir.\""))
1071 if game.condition == "docked":
1072 prout(_("You cannot cloak while docked."))
1074 if game.state.date >= ALGERON and not game.isviolreported:
1075 prout(_("Spock- \"Captain, using the cloaking device is a violation"))
1076 prout(_(" of the Treaty of Algeron. Considering the alternatives,"))
1077 proutn(_(" are you sure this is wise? "))
1080 prout(_("Engineer Scott- \"Cloaking device has engaging, Sir...\""))
1082 prout(_("Engineer Scott- \"Cloaking device has engaged, Sir.\""))
1083 game.iscloaked = True
1085 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1086 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
1088 game.isviolreported = True
1090 def doshield(shraise):
1091 "Change shield status."
1097 key = scanner.nexttok()
1098 if key == "IHALPHA":
1099 if scanner.sees("transfer"):
1102 if damaged(DSHIELD):
1103 prout(_("Shields damaged and down."))
1105 if scanner.sees("up"):
1107 elif scanner.sees("down"):
1109 if action == "NONE":
1110 proutn(_("Do you wish to change shield energy? "))
1113 elif damaged(DSHIELD):
1114 prout(_("Shields damaged and down."))
1117 proutn(_("Shields are up. Do you want them down? "))
1124 proutn(_("Shields are down. Do you want them up? "))
1130 if action == "SHUP": # raise shields
1132 prout(_("Shields already up."))
1136 if game.condition != "docked":
1138 prout(_("Shields raised."))
1139 if game.energy <= 0:
1141 prout(_("Shields raising uses up last of energy."))
1146 elif action == "SHDN":
1148 prout(_("Shields already down."))
1152 prout(_("Shields lowered."))
1155 elif action == "NRG":
1156 while scanner.nexttok() != "IHREAL":
1158 proutn(_("Energy to transfer to shields- "))
1163 if nrg > game.energy:
1164 prout(_("Insufficient ship energy."))
1167 if game.shield+nrg >= game.inshld:
1168 prout(_("Shield energy maximized."))
1169 if game.shield+nrg > game.inshld:
1170 prout(_("Excess energy requested returned to ship energy"))
1171 game.energy -= game.inshld-game.shield
1172 game.shield = game.inshld
1174 if nrg < 0.0 and game.energy-nrg > game.inenrg:
1175 # Prevent shield drain loophole
1177 prout(_("Engineering to bridge--"))
1178 prout(_(" Scott here. Power circuit problem, Captain."))
1179 prout(_(" I can't drain the shields."))
1182 if game.shield+nrg < 0:
1183 prout(_("All shield energy transferred to ship."))
1184 game.energy += game.shield
1187 proutn(_("Scotty- \""))
1189 prout(_("Transferring energy to shields.\""))
1191 prout(_("Draining energy from shields.\""))
1197 "Choose a device to damage, at random."
1199 105, # DSRSENS: short range scanners 10.5%
1200 105, # DLRSENS: long range scanners 10.5%
1201 120, # DPHASER: phasers 12.0%
1202 120, # DPHOTON: photon torpedoes 12.0%
1203 25, # DLIFSUP: life support 2.5%
1204 65, # DWARPEN: warp drive 6.5%
1205 70, # DIMPULS: impulse engines 6.5%
1206 135, # DSHIELD: deflector shields 13.5%
1207 30, # DRADIO: subspace radio 3.0%
1208 45, # DSHUTTL: shuttle 4.5%
1209 15, # DCOMPTR: computer 1.5%
1210 20, # NAVCOMP: navigation system 2.0%
1211 75, # DTRANSP: transporter 7.5%
1212 20, # DSHCTRL: high-speed shield controller 2.0%
1213 10, # DDRAY: death ray 1.0%
1214 30, # DDSP: deep-space probes 3.0%
1215 10, # DCLOAK: the cloaking device 1.0
1217 assert(sum(weights) == 1000)
1218 idx = rnd.integer(1000)
1220 for (i, w) in enumerate(weights):
1224 return None # pragma: no cover
1226 def collision(rammed, enemy):
1227 "Collision handling for ramming events."
1228 prouts(_("***RED ALERT! RED ALERT!"))
1230 prout(_("***COLLISION IMMINENT."))
1234 hardness = {'R':1.5, 'C':2.0, 'S':2.5, 'T':0.5, '?':4.0}.get(enemy.type, 1.0)
1236 proutn(_(" rammed by "))
1239 proutn(crmena(False, enemy.type, "sector", enemy.location))
1241 proutn(_(" (original position)"))
1243 deadkl(enemy.location, enemy.type, game.sector)
1244 prout("***" + crmshp() + " heavily damaged.")
1245 icas = rnd.integer(10, 30)
1246 prout(_("***Sickbay reports %d casualties") % icas)
1248 game.state.crew -= icas
1249 # In the pre-SST2K versions, all devices got equiprobably damaged,
1250 # which was silly. Instead, pick up to half the devices at
1251 # random according to our weighting table,
1252 ncrits = rnd.integer(NDEVICES//2)
1256 if game.damage[dev] < 0:
1258 extradm = (10.0*hardness*rnd.real()+1.0)*game.damfac
1259 # Damage for at least time of travel!
1260 game.damage[dev] += game.optime + extradm
1262 prout(_("***Shields are down."))
1269 def torpedo(origin, bearing, dispersion, number, nburst):
1270 "Let a photon torpedo fly"
1271 if not damaged(DSRSENS) or game.condition == "docked":
1272 setwnd(srscan_window)
1274 setwnd(message_window)
1275 ac = bearing + 0.25*dispersion # dispersion is a random variable
1276 bullseye = (15.0 - bearing)*0.5235988
1277 track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
1278 bumpto = Coord(0, 0)
1279 # Loop to move a single torpedo
1280 setwnd(message_window)
1281 for step in range(1, QUADSIZE*2):
1282 if not track.nexttok():
1285 if not w.valid_sector():
1287 iquad = game.quad[w.i][w.j]
1288 tracktorpedo(w, step, number, nburst, iquad)
1292 setwnd(message_window)
1293 if not damaged(DSRSENS) or game.condition == "docked":
1294 skip(1) # start new line after text track
1295 if iquad in ('E', 'F'): # Hit our ship
1297 prout(_("Torpedo hits %s.") % crmshp())
1298 hit = 700.0 + rnd.real(100) - \
1299 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1300 newcnd() # we're blown out of dock
1301 if game.landed or game.condition == "docked":
1302 return hit # Cheat if on a planet
1303 # In the C/FORTRAN version, dispersion was 2.5 radians, which
1304 # is 143 degrees, which is almost exactly 4.8 clockface units
1305 displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5)
1306 displacement.nexttok()
1307 bumpto = displacement.sector()
1308 if not bumpto.valid_sector():
1310 if game.quad[bumpto.i][bumpto.j] == ' ':
1313 if game.quad[bumpto.i][bumpto.j] != '.':
1314 # can't move into object
1316 game.sector = bumpto
1318 game.quad[w.i][w.j] = '.'
1319 game.quad[bumpto.i][bumpto.j] = iquad
1320 prout(_(" displaced by blast to Sector %s ") % bumpto)
1321 for enemy in game.enemies:
1322 enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1325 elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
1327 if iquad in ('C', 'S') and rnd.withprob(0.05):
1328 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1329 prout(_(" torpedo neutralized."))
1331 for enemy in game.enemies:
1332 if w == enemy.location:
1333 kp = math.fabs(enemy.power)
1334 h1 = 700.0 + rnd.integer(100) - \
1335 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1343 if enemy.power == 0:
1346 proutn(crmena(True, iquad, "sector", w))
1347 displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5, origin=w)
1348 displacement.nexttok()
1349 bumpto = displacement.sector()
1350 if game.quad[bumpto.i][bumpto.j] == ' ':
1351 prout(_(" buffeted into black hole."))
1352 deadkl(w, iquad, bumpto)
1354 if not bumpto.valid_sector():
1355 prout(_(" damaged but not destroyed."))
1357 if game.quad[bumpto.i][bumpto.j] != '.':
1358 prout(_(" damaged but not destroyed."))
1360 prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
1361 enemy.location = bumpto
1362 game.quad[w.i][w.j] = '.'
1363 game.quad[bumpto.i][bumpto.j] = iquad
1364 for tenemy in game.enemies:
1365 tenemy.kdist = tenemy.kavgd = (game.sector-tenemy.location).distance()
1368 else: # pragma: no cover
1369 prout("Internal error, no enemy where expected!")
1372 elif iquad == 'B': # Hit a base
1374 prout(_("***STARBASE DESTROYED.."))
1375 game.state.baseq = [x for x in game.state.baseq if x != game.quadrant]
1376 game.quad[w.i][w.j] = '.'
1377 game.base.invalidate()
1378 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
1379 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = False
1380 game.state.basekl += 1
1383 elif iquad == 'P': # Hit a planet
1384 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1385 game.state.nplankl += 1
1386 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1387 game.iplnet.pclass = "destroyed"
1389 game.plnet.invalidate()
1390 game.quad[w.i][w.j] = '.'
1392 # captain perishes on planet
1395 elif iquad == '@': # Hit an inhabited world -- very bad!
1396 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1397 game.state.nworldkl += 1
1398 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1399 game.iplnet.pclass = "destroyed"
1401 game.plnet.invalidate()
1402 game.quad[w.i][w.j] = '.'
1404 # captain perishes on planet
1406 prout(_("The torpedo destroyed an inhabited planet."))
1408 elif iquad == '*': # Hit a star
1409 if rnd.withprob(0.9):
1412 prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast."))
1414 elif iquad == '?': # Hit a thingy
1416 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1418 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1420 proutn(_("Mr. Spock-"))
1421 prouts(_(" \"Fascinating!\""))
1425 elif iquad == ' ': # Black hole
1427 prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo."))
1429 elif iquad == '#': # hit the web
1431 prout(_("***Torpedo absorbed by Tholian web."))
1433 elif iquad == 'T': # Hit a Tholian
1434 h1 = 700.0 + rnd.integer(100) - \
1435 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1438 game.quad[w.i][w.j] = '.'
1443 proutn(crmena(True, 'T', "sector", w))
1444 if rnd.withprob(0.05):
1445 prout(_(" survives photon blast."))
1447 prout(_(" disappears."))
1448 game.tholian.move(None)
1449 game.quad[w.i][w.j] = '#'
1454 proutn("Don't know how to handle torpedo collision with ")
1455 proutn(crmena(True, iquad, "sector", w))
1460 setwnd(message_window)
1461 prout(_("Torpedo missed."))
1465 "Critical-hit resolution."
1466 if hit < (275.0-25.0*game.skill)*rnd.real(1.0, 1.5):
1468 ncrit = int(1.0 + hit/(500.0+rnd.real(100)))
1469 proutn(_("***CRITICAL HIT--"))
1470 # Select devices and cause damage
1475 # Cheat to prevent shuttle damage unless on ship
1476 if not (game.damage[j]<0.0 or (j == DSHUTTL and game.iscraft != "onship") or (j == DCLOAK and game.ship != 'E' or j == DDRAY)):
1479 extradm = (hit*game.damfac)/(ncrit*rnd.real(75, 100))
1480 game.damage[j] += extradm
1483 for (i, j) in enumerate(cdam):
1485 if skipcount % 3 == 2 and i < len(cdam)-1:
1490 prout(_(" damaged."))
1491 if damaged(DSHIELD) and game.shldup:
1492 prout(_("***Shields knocked down."))
1494 if damaged(DCLOAK) and game.iscloaked:
1495 prout(_("***Cloaking device rendered inoperative."))
1496 game.iscloaked = False
1498 def attack(torps_ok):
1499 # bad guy attacks us
1500 # torps_ok == False forces use of phasers in an attack
1503 # game could be over at this point, check
1513 prout("=== ATTACK!") # pragma: no cover
1514 # Tholian gets to move before attacking
1517 # if you have just entered the RNZ, you'll get a warning
1518 if game.neutz: # The one chance not to be attacked
1521 # commanders get a chance to tac-move towards you
1522 if (((game.quadrant in game.state.kcmdr or game.state.kscmdr == game.quadrant) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok:
1523 for (bugout, enemy, old, goto) in moveklings():
1525 # we know about this if either short or long range
1526 # sensors are working
1527 if damaged(DSRSENS) and damaged(DLRSENS) \
1528 and game.condition != "docked":
1529 prout(crmena(True, enemy.type, "sector", old) + \
1530 (_(" escapes to Quadrant %s (and regains strength).") % goto))
1531 else: # Enemy still in-sector
1532 if enemy.move(goto):
1533 if not damaged(DSRSENS) or game.condition == "docked":
1534 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
1535 if enemy.kdist < old:
1536 proutn(_(" advances to "))
1538 proutn(_(" retreats to "))
1539 prout("Sector %s." % goto)
1541 # if no enemies remain after movement, we're done
1542 if len(game.enemies) == 0 or (len(game.enemies) == 1 and thing.at(game.quadrant)):
1544 # set up partial hits if attack happens during shield status change
1545 pfac = 1.0/game.inshld
1547 chgfac = 0.25 + rnd.real(0.5)
1549 # message verbosity control
1550 if game.skill <= SKILL_FAIR:
1552 for enemy in game.enemies:
1554 continue # too weak to attack
1555 # compute hit strength and diminish shield power
1557 # Increase chance of photon torpedos if docked or enemy energy is low
1558 if game.condition == "docked":
1560 if enemy.power < 500:
1562 if enemy.type in ('T', '?'):
1564 # different enemies have different probabilities of throwing a torp
1565 usephasers = not torps_ok or \
1566 (enemy.type == 'K' and r > 0.0005) or \
1567 (enemy.type == 'C' and r > 0.015) or \
1568 (enemy.type == 'R' and r > 0.3) or \
1569 (enemy.type == 'S' and r > 0.07) or \
1570 (enemy.type == '?' and r > 0.05)
1571 if usephasers: # Enemy uses phasers
1572 if game.condition == "docked":
1573 continue # Don't waste the effort!
1574 attempt = True # Attempt to attack
1575 dustfac = rnd.real(0.8, 0.85)
1576 hit = enemy.power*math.pow(dustfac, enemy.kavgd)
1578 else: # Enemy uses photon torpedo
1579 # We should be able to make the bearing() method work here
1580 pcourse = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i)
1582 proutn(_("***TORPEDO INCOMING"))
1583 if not damaged(DSRSENS):
1584 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location))
1587 dispersion = (rnd.real()+rnd.real())*0.5 - 0.5
1588 dispersion += 0.002*enemy.power*dispersion
1589 hit = torpedo(enemy.location, pcourse, dispersion, number=1, nburst=1)
1590 if game.unwon() == 0:
1591 finish(FWON) # Klingons did themselves in!
1592 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1593 return # Supernova or finished
1596 # incoming phaser or torpedo, shields may dissipate it
1597 if game.shldup or game.shldchg or game.condition == "docked":
1598 # shields will take hits
1599 propor = pfac * game.shield
1600 if game.condition == "docked":
1602 propor = max(propor, 0.1)
1603 hitsh = propor*chgfac*hit+1.0
1605 if absorb > game.shield:
1606 absorb = game.shield
1607 game.shield -= absorb
1609 # taking a hit blasts us out of a starbase dock
1610 if game.condition == "docked":
1612 # but the shields may take care of it
1613 if propor > 0.1 and hit < 0.005*game.energy:
1615 # hit from this opponent got through shields, so take damage
1617 proutn(_("%d unit hit") % int(hit))
1618 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1619 proutn(_(" on the ") + crmshp())
1620 if not damaged(DSRSENS) and usephasers:
1621 prout(_(" from ") + crmena(False, enemy.type, where, enemy.location))
1623 # Decide if hit is critical
1629 if game.energy <= 0:
1630 # Returning home upon your shield, not with it...
1633 if not attempt and game.condition == "docked":
1634 prout(_("***Enemies decide against attacking your ship."))
1635 percent = 100.0*pfac*game.shield+0.5
1637 # Shields fully protect ship
1638 proutn(_("Enemy attack reduces shield strength to "))
1640 # Emit message if starship suffered hit(s)
1642 proutn(_("Energy left %2d shields ") % int(game.energy))
1645 elif not damaged(DSHIELD):
1648 proutn(_("damaged, "))
1649 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1650 # Check if anyone was hurt
1651 if hitmax >= 200 or hittot >= 500:
1652 icas = rnd.integer(int(hittot * 0.015))
1655 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1656 prout(_(" in that last attack.\""))
1658 game.state.crew -= icas
1659 # After attack, reset average distance to enemies
1660 for enemy in game.enemies:
1661 enemy.kavgd = enemy.kdist
1665 def deadkl(w, etype, mv):
1666 "Kill a Klingon, Tholian, Romulan, or Thingy."
1667 # Added mv to allow enemy to "move" before dying
1668 proutn(crmena(True, etype, "sector", mv))
1669 # Decide what kind of enemy it is and update appropriately
1671 # Chalk up a Romulan
1672 game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1674 game.state.nromrem -= 1
1683 # Killed some type of Klingon
1684 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1687 game.state.kcmdr.remove(game.quadrant)
1689 if game.state.kcmdr:
1690 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1691 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1696 game.state.nscrem -= 1
1697 game.state.kscmdr.invalidate()
1702 # For each kind of enemy, finish message to player
1703 prout(_(" destroyed."))
1704 if game.unwon() == 0:
1707 # Remove enemy ship from arrays describing local conditions
1708 for e in game.enemies:
1715 "Return None if target is invalid, otherwise return a course angle."
1716 if not w.valid_sector():
1720 # C code this was translated from is wacky -- why the sign reversal?
1721 delta.j = (w.j - game.sector.j)
1722 delta.i = (game.sector.i - w.i)
1723 if delta == Coord(0, 0):
1725 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1726 prout(_(" I recommend an immediate review of"))
1727 prout(_(" the Captain's psychological profile.\""))
1730 return delta.bearing()
1733 "Launch photon torpedo salvo."
1736 if damaged(DPHOTON):
1737 prout(_("Photon tubes damaged."))
1741 prout(_("No torpedoes left."))
1744 # First, get torpedo count
1747 if scanner.token == "IHALPHA":
1750 elif scanner.token == "IHEOL" or not scanner.waiting():
1751 prout(_("%d torpedoes left.") % game.torps)
1753 proutn(_("Number of torpedoes to fire- "))
1754 continue # Go back around to get a number
1755 else: # key == "IHREAL"
1761 if n <= 0: # abort command
1766 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1769 scanner.chew() # User requested more torps than available
1770 continue # Go back around
1771 break # All is good, go to next stage
1775 key = scanner.nexttok()
1776 if i == 0 and key == "IHEOL":
1777 break # no coordinate waiting, we will try prompting
1778 if i == 1 and key == "IHEOL":
1779 # direct all torpedoes at one target
1781 target.append(target[0])
1782 tcourse.append(tcourse[0])
1785 scanner.push(scanner.token)
1786 target.append(scanner.getcoord())
1787 if target[-1] is None:
1789 tcourse.append(targetcheck(target[-1]))
1790 if tcourse[-1] is None:
1793 if len(target) == 0:
1794 # prompt for each one
1796 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1798 target.append(scanner.getcoord())
1799 if target[-1] is None:
1801 tcourse.append(targetcheck(target[-1]))
1802 if tcourse[-1] is None:
1805 # Loop for moving <n> torpedoes
1807 if game.condition != "docked":
1809 dispersion = (rnd.real()+rnd.real())*0.5 -0.5
1810 if math.fabs(dispersion) >= 0.47:
1812 dispersion *= rnd.real(1.2, 2.2)
1814 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1816 prouts(_("***TORPEDO MISFIRES."))
1819 prout(_(" Remainder of burst aborted."))
1820 if rnd.withprob(0.2):
1821 prout(_("***Photon tubes damaged by misfire."))
1822 game.damage[DPHOTON] = game.damfac * rnd.real(1.0, 3.0)
1826 elif game.shldup or game.condition == "docked":
1827 dispersion *= 1.0 + 0.0001*game.shield
1828 torpedo(game.sector, tcourse[i], dispersion, number=i, nburst=n)
1829 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1835 "Check for phasers overheating."
1837 checkburn = (rpow-1500.0)*0.00038
1838 if rnd.withprob(checkburn):
1839 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1840 game.damage[DPHASER] = game.damfac* rnd.real(1.0, 2.0) * (1.0+checkburn)
1842 def checkshctrl(rpow):
1843 "Check shield control."
1845 if rnd.withprob(0.998):
1846 prout(_("Shields lowered."))
1848 # Something bad has happened
1849 prouts(_("***RED ALERT! RED ALERT!"))
1851 hit = rpow*game.shield/game.inshld
1852 game.energy -= rpow+hit*0.8
1853 game.shield -= hit*0.2
1854 if game.energy <= 0.0:
1855 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1860 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1862 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1863 icas = rnd.integer(int(hit*0.012))
1868 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1869 prout(_(" %d casualties so far.\"") % icas)
1871 game.state.crew -= icas
1873 prout(_("Phaser energy dispersed by shields."))
1874 prout(_("Enemy unaffected."))
1879 "Register a phaser hit on Klingons and Romulans."
1886 dustfac = rnd.real(0.9, 1.0)
1887 hit = wham*math.pow(dustfac, game.enemies[kk].kdist)
1888 kpini = game.enemies[kk].power
1889 kp = math.fabs(kpini)
1890 if PHASEFAC*hit < kp:
1892 if game.enemies[kk].power < 0:
1893 game.enemies[kk].power -= -kp
1895 game.enemies[kk].power -= kp
1896 kpow = game.enemies[kk].power
1897 w = game.enemies[kk].location
1899 if not damaged(DSRSENS):
1901 proutn(_("%d unit hit on ") % int(hit))
1903 proutn(_("Very small hit on "))
1904 ienm = game.quad[w.i][w.j]
1905 proutn(crmena(False, ienm, "sector", w))
1914 else: # decide whether or not to emasculate klingon
1915 # pylint: disable=chained-comparison
1916 if kpow > 0 and rnd.withprob(0.9) and kpow <= rnd.real(0.4, 0.8)*kpini:
1917 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1918 prout(_(" has just lost its firepower.\""))
1919 game.enemies[kk].power = -kpow
1924 "Fire phasers at bad guys."
1928 irec = 0 # Cheating inhibitor
1937 # SR sensors and Computer are needed for automode
1938 if damaged(DSRSENS) or damaged(DCOMPTR):
1940 if game.condition == "docked":
1941 prout(_("Phasers can't be fired through base shields."))
1944 if damaged(DPHASER):
1945 prout(_("Phaser control damaged."))
1949 if damaged(DSHCTRL):
1950 prout(_("High speed shield control damaged."))
1953 if game.energy <= 200.0:
1954 prout(_("Insufficient energy to activate high-speed shield control."))
1957 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1959 # Original code so convoluted, I re-did it all
1960 # (That was Tom Almy talking about the C code, I think -- ESR)
1961 while automode == "NOTSET":
1962 key = scanner.nexttok()
1963 if key == "IHALPHA":
1964 if scanner.sees("manual"):
1965 if len(game.enemies)==0:
1966 prout(_("There is no enemy present to select."))
1969 automode = "AUTOMATIC"
1972 key = scanner.nexttok()
1973 elif scanner.sees("automatic"):
1974 if (not itarg) and len(game.enemies) != 0:
1975 automode = "FORCEMAN"
1977 if len(game.enemies)==0:
1978 prout(_("Energy will be expended into space."))
1979 automode = "AUTOMATIC"
1980 key = scanner.nexttok()
1981 elif scanner.sees("no"):
1986 elif key == "IHREAL":
1987 if len(game.enemies)==0:
1988 prout(_("Energy will be expended into space."))
1989 automode = "AUTOMATIC"
1991 automode = "FORCEMAN"
1993 automode = "AUTOMATIC"
1996 if len(game.enemies)==0:
1997 prout(_("Energy will be expended into space."))
1998 automode = "AUTOMATIC"
2000 automode = "FORCEMAN"
2002 proutn(_("Manual or automatic? "))
2007 if automode == "AUTOMATIC":
2008 if key == "IHALPHA" and scanner.sees("no"):
2010 key = scanner.nexttok()
2011 if key != "IHREAL" and len(game.enemies) != 0:
2012 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
2017 for i in range(len(game.enemies)):
2018 irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))*rnd.real(1.01, 1.06) + 1.0
2020 proutn(_("%d units required. ") % irec)
2022 proutn(_("Units to fire= "))
2023 key = scanner.nexttok()
2028 proutn(_("Energy available= %.2f") % avail)
2031 if not rpow > avail:
2037 key = scanner.nexttok()
2038 if key == "IHALPHA" and scanner.sees("no"):
2041 game.energy -= 200 # Go and do it!
2042 if checkshctrl(rpow):
2047 if len(game.enemies):
2050 for i in range(len(game.enemies)):
2054 hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))
2055 over = rnd.real(1.01, 1.06) * hits[i]
2057 powrem -= hits[i] + over
2058 if powrem <= 0 and temp < hits[i]:
2067 if extra > 0 and not game.alldone:
2069 proutn(_("*** Tholian web absorbs "))
2070 if len(game.enemies)>0:
2071 proutn(_("excess "))
2072 prout(_("phaser energy."))
2074 prout(_("%d expended on empty space.") % int(extra))
2075 elif automode == "FORCEMAN":
2078 if damaged(DCOMPTR):
2079 prout(_("Battle computer damaged, manual fire only."))
2082 prouts(_("---WORKING---"))
2084 prout(_("Short-range-sensors-damaged"))
2085 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2086 prout(_("Manual-fire-must-be-used"))
2088 elif automode == "MANUAL":
2090 for k in range(len(game.enemies)):
2091 aim = game.enemies[k].location
2092 ienm = game.quad[aim.i][aim.j]
2094 proutn(_("Energy available= %.2f") % (avail-0.006))
2098 if damaged(DSRSENS) and \
2099 not game.sector.distance(aim)<2**0.5 and ienm in ('C', 'S'):
2100 prout(cramen(ienm) + _(" can't be located without short range scan."))
2103 hits[k] = 0 # prevent overflow -- thanks to Alexei Voitenko
2107 if itarg and k > kz:
2108 irec = (abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9, game.enemies[k].kdist))) * rnd.real(1.01, 1.06) + 1.0
2111 if not damaged(DCOMPTR):
2116 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
2117 key = scanner.nexttok()
2118 if key == "IHALPHA" and scanner.sees("no"):
2120 key = scanner.nexttok()
2122 if key == "IHALPHA":
2126 if k == 1: # Let me say I'm baffled by this
2129 if scanner.real < 0:
2133 hits.append(scanner.real)
2134 rpow += scanner.real
2135 # If total requested is too much, inform and start over
2137 prout(_("Available energy exceeded -- try again."))
2140 key = scanner.nexttok() # scan for next value
2142 # zero energy -- abort
2145 if key == "IHALPHA" and scanner.sees("no"):
2150 game.energy -= 200.0
2151 if checkshctrl(rpow):
2155 # Say shield raised or malfunction, if necessary
2161 if rnd.withprob(0.01):
2162 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2163 prouts(_(" CLICK CLICK POP . . ."))
2164 prout(_(" No response, sir!"))
2167 prout(_("Shields raised."))
2174 game.ididit = False # Nothing if we fail
2177 # Make sure there is room in the brig
2178 if game.brigfree == 0:
2179 prout(_("Security reports the brig is already full."))
2183 prout(_("Uhura- \"We have no subspace radio communication, sir.\""))
2186 if damaged(DTRANSP):
2187 prout(_("Scotty- \"Transporter damaged, sir.\""))
2190 # find out if there are any at all
2192 prout(_("Uhura- \"Getting no response, sir.\""))
2195 # if there is more than one Klingon, find out which one
2196 # Cruddy, just takes one at random. Should ask the captain.
2197 # Nah, just select the weakest one since it is most likely to
2198 # surrender (Tom Almy mod)
2199 klingons = [e for e in game.enemies if e.type == 'K']
2200 weakest = sorted(klingons, key=lambda e: e.power)[0]
2201 game.optime = 0.05 # This action will take some time
2202 game.ididit = True # So any others can strike back
2204 # check out that Klingon
2205 # The algorithm isn't that great and could use some more
2206 # intelligent design
2207 # x = 300 + 25*skill;
2208 x = game.energy / (weakest.power * len(klingons))
2209 #prout(_("Stats: energy = %s, kpower = %s, klingons = %s")
2210 # % (game.energy, weakest.power, len(klingons)))
2211 x *= 2.5 # would originally have been equivalent of 1.4,
2212 # but we want command to work more often, more humanely
2213 #prout(_("Prob = %.4f" % x))
2214 # x = 100; // For testing, of course!
2215 if x < rnd.real(100):
2216 # guess what, he surrendered!!!
2217 prout(_("Klingon captain at %s surrenders.") % weakest.location)
2220 prout(_("%d Klingons commit suicide rather than be taken captive.") % (200 - i))
2221 if i > game.brigfree:
2222 prout(_("%d Klingons die because there is no room for them in the brig.") % (i-game.brigfree))
2225 prout(_("%d captives taken") % i)
2226 deadkl(weakest.location, weakest.type, game.sector)
2231 # big surprise, he refuses to surrender
2232 prout(_("Fat chance, captain!"))
2234 # Code from events.c begins here.
2236 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2237 # event of each type active at any given time. Mostly these means we can
2238 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2239 # BSD Trek, from which we swiped the idea, can have up to 5.
2241 def unschedule(evtype):
2242 "Remove an event from the schedule."
2243 game.future[evtype].date = FOREVER
2244 return game.future[evtype]
2246 def is_scheduled(evtype):
2247 "Is an event of specified type scheduled."
2248 return game.future[evtype].date != FOREVER
2250 def scheduled(evtype):
2251 "When will this event happen?"
2252 return game.future[evtype].date
2254 def schedule(evtype, offset):
2255 "Schedule an event of specified type."
2256 game.future[evtype].date = game.state.date + offset
2257 return game.future[evtype]
2259 def postpone(evtype, offset):
2260 "Postpone a scheduled event."
2261 game.future[evtype].date += offset
2264 "Rest period is interrupted by event."
2267 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2269 game.resting = False
2275 "Run through the event queue looking for things to do."
2277 fintim = game.state.date + game.optime
2286 def tractorbeam(yank):
2287 "Tractor-beaming cases merge here."
2289 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2291 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2292 # If Kirk & Co. screwing around on planet, handle
2293 atover(True) # atover(true) is Grab
2296 if game.icraft: # Caught in Galileo?
2299 # Check to see if shuttle is aboard
2300 if game.iscraft == "offship":
2302 if rnd.withprob(0.5):
2303 prout(_("Galileo, left on the planet surface, is captured"))
2304 prout(_("by aliens and made into a flying McDonald's."))
2305 game.damage[DSHUTTL] = -10
2306 game.iscraft = "removed"
2308 prout(_("Galileo, left on the planet surface, is well hidden."))
2310 game.quadrant = game.state.kscmdr
2312 game.quadrant = game.state.kcmdr[i]
2313 game.sector = randplace(QUADSIZE)
2314 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2315 % (game.quadrant, game.sector))
2317 prout(_("(Remainder of rest/repair period cancelled.)"))
2318 game.resting = False
2320 if not damaged(DSHIELD) and game.shield > 0:
2321 doshield(shraise=True) # raise shields
2322 game.shldchg = False
2324 prout(_("(Shields not currently useable.)"))
2326 # Adjust finish time to time of tractor beaming?
2327 # fintim = game.state.date+game.optime
2328 attack(torps_ok=False)
2329 if not game.state.kcmdr:
2332 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2335 "Code merges here for any commander destroying a starbase."
2336 # Not perfect, but will have to do
2337 # Handle case where base is in same quadrant as starship
2338 if game.battle == game.quadrant:
2339 game.state.chart[game.battle.i][game.battle.j].starbase = False
2340 game.quad[game.base.i][game.base.j] = '.'
2341 game.base.invalidate()
2344 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2345 elif game.state.baseq and communicating():
2346 # Get word via subspace radio
2349 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2350 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2352 prout(_("the Klingon Super-Commander"))
2354 prout(_("a Klingon Commander"))
2355 game.state.chart[game.battle.i][game.battle.j].starbase = False
2356 # Remove Starbase from galaxy
2357 game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2358 game.state.baseq = [x for x in game.state.baseq if x != game.battle]
2360 # reinstate a commander's base attack
2364 game.battle.invalidate()
2365 if game.idebug: # pragma: no cover
2366 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2367 for i in range(1, NEVENTS):
2368 if i == FSNOVA: proutn("=== Supernova ")
2369 elif i == FTBEAM: proutn("=== T Beam ")
2370 elif i == FSNAP: proutn("=== Snapshot ")
2371 elif i == FBATTAK: proutn("=== Base Attack ")
2372 elif i == FCDBAS: proutn("=== Base Destroy ")
2373 elif i == FSCMOVE: proutn("=== SC Move ")
2374 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2375 elif i == FDSPROB: proutn("=== Probe Move ")
2376 elif i == FDISTR: proutn("=== Distress Call ")
2377 elif i == FENSLV: proutn("=== Enslavement ")
2378 elif i == FREPRO: proutn("=== Klingon Build ")
2380 prout("%.2f" % (scheduled(i)))
2383 radio_was_broken = damaged(DRADIO)
2386 # Select earliest extraneous event, evcode==0 if no events
2391 for l in range(1, NEVENTS):
2392 if game.future[l].date < datemin:
2395 prout("== Event %d fires" % evcode) # pragma: no cover
2396 datemin = game.future[l].date
2397 xtime = datemin-game.state.date
2399 game.energy -= xtime*500.0
2400 if game.energy <= 0:
2403 game.state.date = datemin
2404 # Decrement Federation resources and recompute remaining time
2405 game.state.remres -= (game.remkl()+4*len(game.state.kcmdr))*xtime
2407 if game.state.remtime <= 0:
2410 # Any crew left alive?
2411 if game.state.crew <= 0:
2414 # Is life support adequate?
2415 if damaged(DLIFSUP) and game.condition != "docked":
2416 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2419 game.lsupres -= xtime
2420 if game.damage[DLIFSUP] <= xtime:
2421 game.lsupres = game.inlsr
2424 if game.condition == "docked":
2426 # Don't fix Deathray here
2427 for l in range(NDEVICES):
2428 if game.damage[l] > 0.0 and l != DDRAY:
2429 if game.damage[l]-repair > 0.0:
2430 game.damage[l] -= repair
2432 game.damage[l] = 0.0
2433 # If radio repaired, update star chart and attack reports
2434 if radio_was_broken and not damaged(DRADIO):
2435 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2436 prout(_(" surveillance reports are coming in."))
2438 if not game.iseenit:
2442 prout(_(" The star chart is now up to date.\""))
2444 # Cause extraneous event EVCODE to occur
2445 game.optime -= xtime
2446 if evcode == FSNOVA: # Supernova
2449 schedule(FSNOVA, expran(0.5*game.intime))
2450 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2452 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2453 if game.state.nscrem == 0 or game.iscloaked or \
2454 ictbeam or istract or \
2455 game.condition == "docked" or game.isatb == 1 or game.iscate:
2457 if game.ientesc or \
2458 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2459 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2460 (damaged(DSHIELD) and \
2461 (game.energy < 2500 or damaged(DPHASER)) and \
2462 (game.torps < 5 or damaged(DPHOTON))):
2464 istract = ictbeam = True
2465 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2468 elif evcode == FTBEAM: # Tractor beam
2469 if not game.state.kcmdr:
2472 i = rnd.integer(len(game.state.kcmdr))
2473 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2474 if istract or game.condition == "docked" or game.iscloaked or yank == 0:
2475 # Drats! Have to reschedule
2477 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2481 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2482 game.snapsht = copy.deepcopy(game.state)
2483 game.state.snap = True
2484 schedule(FSNAP, expran(0.5 * game.intime))
2485 elif evcode == FBATTAK: # Commander attacks starbase
2486 if not game.state.kcmdr or not game.state.baseq:
2491 ibq = None # Force battle location to persist past loop
2493 for ibq in game.state.baseq:
2494 for cmdr in game.state.kcmdr:
2495 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2497 # no match found -- try later
2498 schedule(FBATTAK, expran(0.3*game.intime))
2503 # commander + starbase combination found -- launch attack
2505 schedule(FCDBAS, rnd.real(1.0, 4.0))
2506 if game.isatb: # extra time if SC already attacking
2507 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2508 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2509 game.iseenit = False
2510 if not communicating():
2511 continue # No warning :-(
2515 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2516 prout(_(" reports that it is under attack and that it can"))
2517 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2520 elif evcode == FSCDBAS: # Supercommander destroys base
2523 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2524 continue # WAS RETURN!
2526 game.battle = game.state.kscmdr
2528 elif evcode == FCDBAS: # Commander succeeds in destroying base
2529 if evcode == FCDBAS:
2531 if not game.state.baseq \
2532 or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2533 game.battle.invalidate()
2535 # find the lucky pair
2536 for cmdr in game.state.kcmdr:
2537 if cmdr == game.battle:
2540 # No action to take after all
2543 elif evcode == FSCMOVE: # Supercommander moves
2544 schedule(FSCMOVE, 0.2777)
2545 if not game.ientesc and not istract and game.isatb != 1 and \
2546 (not game.iscate or not game.justin):
2548 elif evcode == FDSPROB: # Move deep space probe
2549 schedule(FDSPROB, 0.01)
2550 if not game.probe.nexttok():
2551 if not game.probe.quadrant().valid_quadrant() or \
2552 game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
2553 # Left galaxy or ran into supernova
2557 proutn(_("Lt. Uhura- \"The deep space probe "))
2558 if not game.probe.quadrant().valid_quadrant():
2559 prout(_("has left the galaxy.\""))
2561 prout(_("is no longer transmitting.\""))
2567 prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
2568 pquad = game.probe.quadrant()
2569 pdest = game.state.galaxy[pquad.i][pquad.j]
2571 game.state.chart[pquad.i][pquad.j].klingons = pdest.klingons
2572 game.state.chart[pquad.i][pquad.j].starbase = pdest.starbase
2573 game.state.chart[pquad.i][pquad.j].stars = pdest.stars
2574 pdest.charted = True
2575 game.probe.moves -= 1 # One less to travel
2576 if game.probe.arrived() and game.isarmed and pdest.stars:
2577 supernova(game.probe.quadrant()) # fire in the hole!
2579 if game.state.galaxy[pquad.i][pquad.j].supernova:
2581 elif evcode == FDISTR: # inhabited system issues distress call
2583 # try a whole bunch of times to find something suitable
2584 for i in range(100):
2585 # need a quadrant which is not the current one,
2586 # which has some stars which are inhabited and
2587 # not already under attack, which is not
2588 # supernova'ed, and which has some Klingons in it
2589 w = randplace(GALSIZE)
2590 q = game.state.galaxy[w.i][w.j]
2591 if not (game.quadrant == w or q.planet is None or \
2592 not q.planet.inhabited or \
2593 q.supernova or q.status!="secure" or q.klingons<=0):
2596 # can't seem to find one; ignore this call
2598 prout("=== Couldn't find location for distress event.") # pragma: no cover
2600 # got one!! Schedule its enslavement
2601 ev = schedule(FENSLV, expran(game.intime))
2603 q.status = "distressed"
2604 # tell the captain about it if we can
2606 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2607 % (q.planet, repr(w)))
2608 prout(_("by a Klingon invasion fleet."))
2611 elif evcode == FENSLV: # starsystem is enslaved
2612 ev = unschedule(FENSLV)
2613 # see if current distress call still active
2614 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2618 q.status = "enslaved"
2620 # play stork and schedule the first baby
2621 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2622 ev2.quadrant = ev.quadrant
2624 # report the disaster if we can
2626 prout(_("Uhura- We've lost contact with starsystem %s") % \
2628 prout(_("in Quadrant %s.\n") % ev.quadrant)
2629 elif evcode == FREPRO: # Klingon reproduces
2630 # If we ever switch to a real event queue, we'll need to
2631 # explicitly retrieve and restore the x and y.
2632 ev = schedule(FREPRO, expran(1.0 * game.intime))
2633 # see if current distress call still active
2634 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2638 if game.remkl() >= MAXKLGAME:
2639 continue # full right now
2640 # reproduce one Klingon
2643 if game.klhere >= MAXKLQUAD:
2645 # this quadrant not ok, pick an adjacent one
2646 for m.i in range(w.i - 1, w.i + 2):
2647 for m.j in range(w.j - 1, w.j + 2):
2648 if not m.valid_quadrant():
2650 q = game.state.galaxy[m.i][m.j]
2651 # check for this quad ok (not full & no snova)
2652 if q.klingons >= MAXKLQUAD or q.supernova:
2655 # search for eligible quadrant failed
2661 if game.quadrant == w:
2663 newkling() # also adds it to game.enemies
2664 # recompute time left
2667 if game.quadrant == w:
2668 prout(_("Spock- sensors indicate the Klingons have"))
2669 prout(_("launched a warship from %s.") % q.planet)
2671 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2672 if q.planet is not None:
2673 proutn(_("near %s ") % q.planet)
2674 prout(_("in Quadrant %s.") % w)
2680 key = scanner.nexttok()
2683 proutn(_("How long? "))
2688 origTime = delay = scanner.real
2691 if delay >= game.state.remtime or len(game.enemies) != 0:
2692 proutn(_("Are you sure? "))
2695 # Alternate resting periods (events) with attacks
2699 game.resting = False
2700 if not game.resting:
2701 prout(_("%d stardates left.") % int(game.state.remtime))
2703 temp = game.optime = delay
2704 if len(game.enemies):
2705 rtime = rnd.real(1.0, 2.0)
2709 if game.optime < delay:
2710 attack(torps_ok=False)
2718 # Repair Deathray if long rest at starbase
2719 if origTime-delay >= 9.99 and game.condition == "docked":
2720 game.damage[DDRAY] = 0.0
2721 # leave if quadrant supernovas
2722 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2724 game.resting = False
2729 ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2730 newc = Coord(); neighbor = Coord(); bump = Coord(0, 0)
2731 if rnd.withprob(0.05):
2732 # Wow! We've supernova'ed
2733 supernova(game.quadrant)
2735 # handle initial nova
2736 game.quad[nov.i][nov.j] = '.'
2737 prout(crmena(False, '*', "sector", nov) + _(" novas."))
2738 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2739 game.state.starkl += 1
2740 # Set up queue to recursively trigger adjacent stars
2746 for offset.i in range(-1, 1+1):
2747 for offset.j in range(-1, 1+1):
2748 if offset.j == 0 and offset.i == 0:
2750 neighbor = start + offset
2751 if not neighbor.valid_sector():
2753 iquad = game.quad[neighbor.i][neighbor.j]
2754 # Empty space ends reaction
2755 if iquad in ('.', '?', ' ', 'T', '#'):
2757 elif iquad == '*': # Affect another star
2758 if rnd.withprob(0.05):
2759 # This star supernovas
2760 supernova(game.quadrant)
2763 hits.append(neighbor)
2764 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2765 game.state.starkl += 1
2766 proutn(crmena(True, '*', "sector", neighbor))
2768 game.quad[neighbor.i][neighbor.j] = '.'
2770 elif iquad in ('P', '@'): # Destroy planet
2771 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2773 game.state.nplankl += 1
2775 game.state.nworldkl += 1
2776 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2777 game.iplnet.pclass = "destroyed"
2779 game.plnet.invalidate()
2783 game.quad[neighbor.i][neighbor.j] = '.'
2784 elif iquad == 'B': # Destroy base
2785 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2786 game.state.baseq = [x for x in game.state.baseq if x!= game.quadrant]
2787 game.base.invalidate()
2788 game.state.basekl += 1
2790 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2791 game.quad[neighbor.i][neighbor.j] = '.'
2792 elif iquad in ('E', 'F'): # Buffet ship
2793 prout(_("***Starship buffeted by nova."))
2795 if game.shield >= 2000.0:
2796 game.shield -= 2000.0
2798 diff = 2000.0 - game.shield
2802 prout(_("***Shields knocked out."))
2803 game.damage[DSHIELD] += 0.005*game.damfac*rnd.real()*diff
2805 game.energy -= 2000.0
2806 if game.energy <= 0:
2809 # add in course nova contributes to kicking starship
2811 bump += (game.sector-hits[-1]).sgn()
2812 elif iquad == 'K': # kill klingon
2813 deadkl(neighbor, iquad, neighbor)
2814 elif iquad in ('C','S','R'): # Damage/destroy big enemies
2816 for ll in range(len(game.enemies)):
2817 if game.enemies[ll].location == neighbor:
2818 target = game.enemies[ll]
2820 if target is not None:
2821 target.power -= 800.0 # If firepower is lost, die
2822 if target.power <= 0.0:
2823 deadkl(neighbor, iquad, neighbor)
2824 continue # neighbor loop
2825 # Else enemy gets flung by the blast wave
2826 newc = neighbor + neighbor - start
2827 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2828 if not newc.valid_sector():
2829 # can't leave quadrant
2832 iquad1 = game.quad[newc.i][newc.j]
2834 proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
2836 deadkl(neighbor, iquad, newc)
2839 # can't move into something else
2842 proutn(_(", buffeted to Sector %s") % newc)
2843 game.quad[neighbor.i][neighbor.j] = '.'
2844 game.quad[newc.i][newc.j] = iquad
2846 # Starship affected by nova -- kick it away.
2848 direc = ncourse[3*(bump.i+1)+bump.j+2]
2853 scourse = course(bearing=direc, distance=dist)
2854 game.optime = scourse.time(w=4)
2856 prout(_("Force of nova displaces starship."))
2857 imove(scourse, noattack=True)
2858 game.optime = scourse.time(w=4)
2862 "Star goes supernova."
2867 # Scheduled supernova -- select star at random.
2870 for nq.i in range(GALSIZE):
2871 for nq.j in range(GALSIZE):
2872 nstars += game.state.galaxy[nq.i][nq.j].stars
2874 return # nothing to supernova exists
2875 num = rnd.integer(nstars) + 1
2876 for nq.i in range(GALSIZE):
2877 for nq.j in range(GALSIZE):
2878 num -= game.state.galaxy[nq.i][nq.j].stars
2883 if game.idebug: # pragma: no cover
2884 proutn("=== Super nova here?")
2887 if nq != game.quadrant or game.justin:
2888 # it isn't here, or we just entered (treat as enroute)
2891 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2892 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2895 # we are in the quadrant!
2896 num = rnd.integer(game.state.galaxy[nq.i][nq.j].stars) + 1
2897 for ns.i in range(QUADSIZE):
2898 for ns.j in range(QUADSIZE):
2899 if game.quad[ns.i][ns.j]=='*':
2906 prouts(_("***RED ALERT! RED ALERT!"))
2908 prout(_("***Incipient supernova detected at Sector %s") % ns)
2909 if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2910 proutn(_("Emergency override attempts t"))
2911 prouts("***************")
2915 # destroy any Klingons in supernovaed quadrant
2916 game.state.galaxy[nq.i][nq.j].klingons = 0
2917 if nq == game.state.kscmdr:
2918 # did in the Supercommander!
2919 game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
2923 # Changing this to [w for w in game.state.kcmdr if w != nq]
2924 # causes regression-test failure
2925 survivors = list(filter(lambda w: w != nq, game.state.kcmdr))
2926 #comkills = len(game.state.kcmdr) - len(survivors)
2927 game.state.kcmdr = survivors
2928 if not game.state.kcmdr:
2930 # destroy Romulans and planets in supernovaed quadrant
2931 nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2932 game.state.galaxy[nq.i][nq.j].romulans = 0
2933 game.state.nromrem -= nrmdead
2935 for loop in range(game.inplan):
2936 if game.state.planets[loop].quadrant == nq:
2937 game.state.planets[loop].pclass = "destroyed"
2939 # Destroy any base in supernovaed quadrant
2940 game.state.baseq = [x for x in game.state.baseq if x != nq]
2941 # If starship caused supernova, tally up destruction
2943 game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2944 game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2945 game.state.nplankl += npdead
2946 # mark supernova in galaxy and in star chart
2947 if game.quadrant == nq or communicating():
2948 game.state.galaxy[nq.i][nq.j].supernova = True
2949 # If supernova destroys last Klingons give special message
2950 if game.unwon()==0 and nq != game.quadrant:
2953 prout(_("Lucky you!"))
2954 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2957 # if some Klingons remain, continue or die in supernova
2962 # Code from finish.c ends here.
2965 "Self-destruct maneuver. Finish with a BANG!"
2967 if damaged(DCOMPTR):
2968 prout(_("Computer damaged; cannot execute destruct sequence."))
2970 prouts(_("---WORKING---")); skip(1)
2971 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2972 prouts(" 10"); skip(1)
2973 prouts(" 9"); skip(1)
2974 prouts(" 8"); skip(1)
2975 prouts(" 7"); skip(1)
2976 prouts(" 6"); skip(1)
2978 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2980 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2982 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2985 if game.passwd != scanner.token:
2986 prouts(_("PASSWORD-REJECTED;"))
2988 prouts(_("CONTINUITY-EFFECTED"))
2991 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2992 prouts(" 5"); skip(1)
2993 prouts(" 4"); skip(1)
2994 prouts(" 3"); skip(1)
2995 prouts(" 2"); skip(1)
2996 prouts(" 1"); skip(1)
2997 if rnd.withprob(0.15):
2998 prouts(_("GOODBYE-CRUEL-WORLD"))
3006 prouts(_("********* Entropy of %s maximized *********") % crmshp())
3010 if len(game.enemies) != 0:
3011 whammo = 25.0 * game.energy
3012 for e in game.enemies[::-1]:
3013 if e.power*e.kdist <= whammo:
3014 deadkl(e.location, game.quad[e.location.i][e.location.j], e.location)
3018 "Compute our rate of kils over time."
3019 elapsed = game.state.date - game.indate
3020 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
3023 starting = (game.inkling + game.incom + game.inscom)
3024 remaining = game.unwon()
3025 return (starting - remaining)/elapsed
3029 badpt = 5.0*game.state.starkl + \
3031 10.0*game.state.nplankl + \
3032 300*game.state.nworldkl + \
3034 100.0*game.state.basekl +\
3035 3.0*game.abandoned +\
3037 if game.ship == 'F':
3039 elif game.ship is None:
3044 # end the game, with appropriate notifications
3048 prout(_("It is stardate %.1f.") % game.state.date)
3050 if ifin == FWON: # Game has been won
3051 if game.state.nromrem != 0:
3052 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
3055 prout(_("You have smashed the Klingon invasion fleet and saved"))
3056 prout(_("the Federation."))
3057 if game.alive and game.brigcapacity-game.brigfree > 0:
3058 game.kcaptured += game.brigcapacity-game.brigfree
3059 prout(_("The %d captured Klingons are transferred to Star Fleet Command.") % (game.brigcapacity-game.brigfree))
3064 badpt = 0.0 # Close enough!
3065 # killsPerDate >= RateMax
3066 if game.state.date-game.indate < 5.0 or \
3067 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
3069 prout(_("In fact, you have done so well that Starfleet Command"))
3070 if game.skill == SKILL_NOVICE:
3071 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
3072 elif game.skill == SKILL_FAIR:
3073 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
3074 elif game.skill == SKILL_GOOD:
3075 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
3076 elif game.skill == SKILL_EXPERT:
3077 prout(_("promotes you to Commodore Emeritus."))
3079 prout(_("Now that you think you're really good, try playing"))
3080 prout(_("the \"Emeritus\" game. It will splatter your ego."))
3081 elif game.skill == SKILL_EMERITUS:
3083 proutn(_("Computer- "))
3084 prouts(_("ERROR-ERROR-ERROR-ERROR"))
3086 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3088 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3090 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3092 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3094 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3096 prout(_("Now you can retire and write your own Star Trek game!"))
3098 elif game.skill >= SKILL_EXPERT:
3099 if game.thawed and not game.idebug:
3100 prout(_("You cannot get a citation, so..."))
3102 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3106 # Only grant long life if alive (original didn't!)
3108 prout(_("LIVE LONG AND PROSPER."))
3113 elif ifin == FDEPLETE: # Federation Resources Depleted
3114 prout(_("Your time has run out and the Federation has been"))
3115 prout(_("conquered. Your starship is now Klingon property,"))
3116 prout(_("and you are put on trial as a war criminal. On the"))
3117 proutn(_("basis of your record, you are "))
3118 if game.unwon()*3.0 > (game.inkling + game.incom + game.inscom):
3119 prout(_("acquitted."))
3121 prout(_("LIVE LONG AND PROSPER."))
3123 prout(_("found guilty and"))
3124 prout(_("sentenced to death by slow torture."))
3128 elif ifin == FLIFESUP:
3129 prout(_("Your life support reserves have run out, and"))
3130 prout(_("you die of thirst, starvation, and asphyxiation."))
3131 prout(_("Your starship is a derelict in space."))
3133 prout(_("Your energy supply is exhausted."))
3135 prout(_("Your starship is a derelict in space."))
3136 elif ifin == FBATTLE:
3137 prout(_("The %s has been destroyed in battle.") % crmshp())
3139 prout(_("Dulce et decorum est pro patria mori."))
3141 prout(_("You have made three attempts to cross the negative energy"))
3142 prout(_("barrier which surrounds the galaxy."))
3144 prout(_("Your navigation is abominable."))
3147 prout(_("Your starship has been destroyed by a nova."))
3148 prout(_("That was a great shot."))
3150 elif ifin == FSNOVAED:
3151 prout(_("The %s has been fried by a supernova.") % crmshp())
3152 prout(_("...Not even cinders remain..."))
3153 elif ifin == FABANDN:
3154 prout(_("You have been captured by the Klingons. If you still"))
3155 prout(_("had a starbase to be returned to, you would have been"))
3156 prout(_("repatriated and given another chance. Since you have"))
3157 prout(_("no starbases, you will be mercilessly tortured to death."))
3158 elif ifin == FDILITHIUM:
3159 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3160 elif ifin == FMATERIALIZE:
3161 prout(_("Starbase was unable to re-materialize your starship."))
3162 prout(_("Sic transit gloria mundi."))
3163 elif ifin == FPHASER:
3164 prout(_("The %s has been cremated by its own phasers.") % crmshp())
3166 prout(_("You and your landing party have been"))
3167 prout(_("converted to energy, dissipating through space."))
3168 elif ifin == FMINING:
3169 # This does not seem to be reachable from any code path.
3170 prout(_("You are left with your landing party on"))
3171 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3173 prout(_("They are very fond of \"Captain Kirk\" soup."))
3175 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3176 elif ifin == FDPLANET:
3177 prout(_("You and your mining party perish."))
3179 prout(_("That was a great shot."))
3182 # This does not seem to be reachable from any code path.
3183 prout(_("The Galileo is instantly annihilated by the supernova."))
3184 prout(_("You and your mining party are atomized."))
3186 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3187 prout(_("joins the Romulans, wreaking terror on the Federation."))
3188 elif ifin == FPNOVA:
3189 prout(_("You and your mining party are atomized."))
3191 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3192 prout(_("joins the Romulans, wreaking terror on the Federation."))
3193 elif ifin == FSTRACTOR:
3194 prout(_("The shuttle craft Galileo is also caught,"))
3195 prout(_("and breaks up under the strain."))
3197 prout(_("Your debris is scattered for millions of miles."))
3198 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3200 prout(_("The mutants attack and kill Spock."))
3201 prout(_("Your ship is captured by Klingons, and"))
3202 prout(_("your crew is put on display in a Klingon zoo."))
3203 elif ifin == FTRIBBLE:
3204 prout(_("Tribbles consume all remaining water,"))
3205 prout(_("food, and oxygen on your ship."))
3207 prout(_("You die of thirst, starvation, and asphyxiation."))
3208 prout(_("Your starship is a derelict in space."))
3210 prout(_("Your ship is drawn to the center of the black hole."))
3211 prout(_("You are crushed into extremely dense matter."))
3212 elif ifin == FCLOAK:
3214 prout(_("You have violated the Treaty of Algeron."))
3215 prout(_("The Romulan Empire can never trust you again."))
3217 prout(_("Your last crew member has died."))
3218 if ifin != FWON and ifin != FCLOAK and game.iscloaked:
3219 prout(_("Your ship was cloaked so your subspace radio did not receive anything."))
3220 prout(_("You may have missed some warning messages."))
3222 if game.ship == 'F':
3224 elif game.ship == 'E':
3227 if game.unwon() != 0:
3228 goodies = game.state.remres/game.inresor
3229 baddies = (game.remkl() + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3230 if goodies/baddies >= rnd.real(1.0, 1.5):
3231 prout(_("As a result of your actions, a treaty with the Klingon"))
3232 prout(_("Empire has been signed. The terms of the treaty are"))
3233 if goodies/baddies >= rnd.real(3.0):
3234 prout(_("favorable to the Federation."))
3236 prout(_("Congratulations!"))
3238 prout(_("highly unfavorable to the Federation."))
3240 prout(_("The Federation will be destroyed."))
3242 prout(_("Since you took the last Klingon with you, you are a"))
3243 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3244 prout(_("statue in your memory. Rest in peace, and try not"))
3245 prout(_("to think about pigeons."))
3248 scanner.chew() # Clean up leftovers
3251 "Compute player's score."
3252 timused = game.state.date - game.indate
3253 if (timused == 0 or game.unwon() != 0) and timused < 5.0:
3255 game.perdate = killrate()
3256 ithperd = 500*game.perdate + 0.5
3259 iwon = 100*game.skill
3260 if game.ship == 'E':
3262 elif game.ship == 'F':
3266 dead_ordinaries= game.inkling - game.remkl() + len(game.state.kcmdr) + game.state.nscrem
3267 game.score = 10*(dead_ordinaries)\
3268 + 50*(game.incom - len(game.state.kcmdr)) \
3270 + 20*(game.inrom - game.state.nromrem) \
3271 + 200*(game.inscom - game.state.nscrem) \
3272 - game.state.nromrem \
3273 + 3 * game.kcaptured \
3278 prout(_("Your score --"))
3279 if game.inrom - game.state.nromrem:
3280 prout(_("%6d Romulans destroyed %5d") %
3281 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3282 if game.state.nromrem and game.gamewon:
3283 prout(_("%6d Romulans captured %5d") %
3284 (game.state.nromrem, game.state.nromrem))
3286 prout(_("%6d ordinary Klingons destroyed %5d") %
3287 (dead_ordinaries, 10*dead_ordinaries))
3288 if game.incom - len(game.state.kcmdr):
3289 prout(_("%6d Klingon commanders destroyed %5d") %
3290 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3292 prout(_("%d Klingons captured %5d") %
3293 (game.kcaptured, 3 * game.kcaptured))
3294 if game.inscom - game.state.nscrem:
3295 prout(_("%6d Super-Commander destroyed %5d") %
3296 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3298 prout(_("%6.2f Klingons per stardate %5d") %
3299 (game.perdate, ithperd))
3300 if game.state.starkl:
3301 prout(_("%6d stars destroyed by your action %5d") %
3302 (game.state.starkl, -5*game.state.starkl))
3303 if game.state.nplankl:
3304 prout(_("%6d planets destroyed by your action %5d") %
3305 (game.state.nplankl, -10*game.state.nplankl))
3306 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3307 prout(_("%6d inhabited planets destroyed by your action %5d") %
3308 (game.state.nworldkl, -300*game.state.nworldkl))
3309 if game.state.basekl:
3310 prout(_("%6d bases destroyed by your action %5d") %
3311 (game.state.basekl, -100*game.state.basekl))
3313 prout(_("%6d calls for help from starbase %5d") %
3314 (game.nhelp, -45*game.nhelp))
3316 prout(_("%6d casualties incurred %5d") %
3317 (game.casual, -game.casual))
3319 prout(_("%6d crew abandoned in space %5d") %
3320 (game.abandoned, -3*game.abandoned))
3322 prout(_("%6d ship(s) lost or destroyed %5d") %
3323 (klship, -100*klship))
3325 if game.ncviol == 1:
3326 prout(_("1 Treaty of Algeron violation -100"))
3328 prout(_("%6d Treaty of Algeron violations %5d\n") %
3329 (game.ncviol, -100*game.ncviol))
3331 prout(_("Penalty for getting yourself killed -200"))
3333 proutn(_("Bonus for winning "))
3334 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3335 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3336 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3337 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3338 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3339 prout(" %5d" % iwon)
3341 prout(_("TOTAL SCORE %5d") % game.score)
3344 "Emit winner's commemmorative plaque."
3347 proutn(_("File or device name for your plaque: "))
3350 fp = open(winner, "w")
3353 prout(_("Invalid name."))
3355 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3357 # The 38 below must be 64 for 132-column paper
3358 nskip = 38 - len(winner)/2
3359 # This is where the ASCII art picture was emitted.
3360 # It got garbled somewhere in the chain of transmission to the Almy version.
3361 # We should restore it if we can find old enough FORTRAN sources.
3363 fp.write(_(" U. S. S. ENTERPRISE\n"))
3364 fp.write("\n\n\n\n")
3365 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3367 fp.write(_(" Starfleet Command bestows to you\n"))
3369 fp.write("%*s%s\n\n" % (nskip, "", winner))
3370 fp.write(_(" the rank of\n\n"))
3371 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3373 if game.skill == SKILL_EXPERT:
3374 fp.write(_(" Expert level\n\n"))
3375 elif game.skill == SKILL_EMERITUS:
3376 fp.write(_("Emeritus level\n\n"))
3378 fp.write(_(" Cheat level\n\n"))
3379 timestring = time.ctime()
3380 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3381 (timestring+4, timestring+20, timestring+11))
3382 fp.write(_(" Your score: %d\n\n") % game.score)
3383 fp.write(_(" Klingons per stardate: %.2f\n") % game.perdate)
3386 # Code from io.c begins here
3388 rows = linecount = 0 # for paging
3391 fullscreen_window = None
3392 srscan_window = None # Short range scan
3393 report_window = None # Report legends for status window
3394 status_window = None # The status window itself
3395 lrscan_window = None # Long range scan
3396 message_window = None # Main window for scrolling text
3397 prompt_window = None # Prompt window at bottom of display
3402 gettext.bindtextdomain("sst", "/usr/local/share/locale")
3403 gettext.textdomain("sst")
3404 if not (game.options & OPTION_CURSES):
3405 ln_env = os.getenv("LINES")
3410 else: # pragma: no cover
3411 stdscr = curses.initscr()
3415 if game.options & OPTION_COLOR:
3416 curses.start_color()
3417 curses.use_default_colors()
3418 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, -1)
3419 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, -1)
3420 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, -1)
3421 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, -1)
3422 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, -1)
3423 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, -1)
3424 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, -1)
3425 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, -1)
3426 global fullscreen_window, srscan_window, report_window, status_window
3427 global lrscan_window, message_window, prompt_window
3428 (rows, _columns) = stdscr.getmaxyx()
3429 fullscreen_window = stdscr
3430 srscan_window = curses.newwin(12, 25, 0, 0)
3431 report_window = curses.newwin(11, 0, 1, 25)
3432 status_window = curses.newwin(10, 0, 1, 39)
3433 lrscan_window = curses.newwin(5, 0, 0, 64)
3434 message_window = curses.newwin(0, 0, 12, 0)
3435 prompt_window = curses.newwin(1, 0, rows-2, 0)
3436 message_window.scrollok(True)
3437 setwnd(fullscreen_window)
3441 if game.options & OPTION_CURSES: # pragma: no cover
3442 stdscr.keypad(False)
3448 "Wait for user action -- OK to do nothing if on a TTY"
3449 if game.options & OPTION_CURSES: # pragma: no cover
3454 prouts(_("[ANNOUNCEMENT ARRIVING...]"))
3458 if game.skill > SKILL_FAIR:
3459 prompt = _("[CONTINUE?]")
3461 prompt = _("[PRESS ENTER TO CONTINUE]")
3463 if game.options & OPTION_CURSES: # pragma: no cover
3465 setwnd(prompt_window)
3466 prompt_window.clear()
3467 prompt_window.addstr(prompt)
3468 prompt_window.getstr()
3469 prompt_window.clear()
3470 prompt_window.refresh()
3471 setwnd(message_window)
3474 sys.stdout.write('\n')
3478 sys.stdout.write('\n' * rows)
3482 "Skip i lines. Pause game if this would cause a scrolling event."
3483 for _dummy in range(i):
3484 if game.options & OPTION_CURSES: # pragma: no cover
3485 (y, _x) = curwnd.getyx()
3488 except curses.error:
3493 if rows and linecount >= rows:
3496 sys.stdout.write('\n')
3498 def proutn(proutntline):
3499 "Utter a line with no following line feed."
3500 if game.options & OPTION_CURSES: # pragma: no cover
3501 (y, x) = curwnd.getyx()
3502 (my, _mx) = curwnd.getmaxyx()
3503 if curwnd == message_window and y >= my - 2:
3506 if logfp and game.cdebug:
3507 logfp.write("#curses: at %s proutn(%s)\n" % ((y, x), repr(proutntline)))
3508 curwnd.addstr(proutntline)
3511 sys.stdout.write(proutntline)
3514 def prout(proutline):
3518 def prouts(proutsline):
3520 for c in proutsline:
3521 if not replayfp or replayfp.closed: # Don't slow down replays
3524 if game.options & OPTION_CURSES: # pragma: no cover
3528 if not replayfp or replayfp.closed:
3532 "Get a line of input."
3533 if game.options & OPTION_CURSES: # pragma: no cover
3534 linein = codecs.decode(curwnd.getstr()) + "\n"
3537 if replayfp and not replayfp.closed:
3539 linein = replayfp.readline()
3541 if linein == '': # pragma: no cover
3542 prout("*** Replay finished")
3545 elif linein[0] != "#":
3549 linein = input() + "\n"
3558 "Change windows -- OK for this to be a no-op in tty mode."
3560 if game.options & OPTION_CURSES: # pragma: no cover
3561 if game.cdebug and logfp:
3562 if wnd == fullscreen_window:
3563 legend = "fullscreen"
3564 elif wnd == srscan_window:
3566 elif wnd == report_window:
3568 elif wnd == status_window:
3570 elif wnd == lrscan_window:
3572 elif wnd == message_window:
3574 elif wnd == prompt_window:
3578 logfp.write("#curses: setwnd(%s)\n" % legend)
3580 # Some curses implementations get confused when you try this.
3582 curses.curs_set(wnd in (fullscreen_window, message_window, prompt_window))
3583 except curses.error:
3587 "Clear to end of line -- can be a no-op in tty mode"
3588 if game.options & OPTION_CURSES: # pragma: no cover
3593 "Clear screen -- can be a no-op in tty mode."
3595 if game.options & OPTION_CURSES: # pragma: no cover
3601 def textcolor(color=DEFAULT):
3602 if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES): # pragma: no cover
3603 if color == DEFAULT:
3605 elif color == BLACK:
3606 curwnd.attron(curses.color_pair(curses.COLOR_BLACK))
3608 curwnd.attron(curses.color_pair(curses.COLOR_BLUE))
3609 elif color == GREEN:
3610 curwnd.attron(curses.color_pair(curses.COLOR_GREEN))
3612 curwnd.attron(curses.color_pair(curses.COLOR_CYAN))
3614 curwnd.attron(curses.color_pair(curses.COLOR_RED))
3615 elif color == MAGENTA:
3616 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA))
3617 elif color == BROWN:
3618 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW))
3619 elif color == LIGHTGRAY:
3620 curwnd.attron(curses.color_pair(curses.COLOR_WHITE))
3621 elif color == DARKGRAY:
3622 curwnd.attron(curses.color_pair(curses.COLOR_BLACK) | curses.A_BOLD)
3623 elif color == LIGHTBLUE:
3624 curwnd.attron(curses.color_pair(curses.COLOR_BLUE) | curses.A_BOLD)
3625 elif color == LIGHTGREEN:
3626 curwnd.attron(curses.color_pair(curses.COLOR_GREEN) | curses.A_BOLD)
3627 elif color == LIGHTCYAN:
3628 curwnd.attron(curses.color_pair(curses.COLOR_CYAN) | curses.A_BOLD)
3629 elif color == LIGHTRED:
3630 curwnd.attron(curses.color_pair(curses.COLOR_RED) | curses.A_BOLD)
3631 elif color == LIGHTMAGENTA:
3632 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA) | curses.A_BOLD)
3633 elif color == YELLOW:
3634 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW) | curses.A_BOLD)
3635 elif color == WHITE:
3636 curwnd.attron(curses.color_pair(curses.COLOR_WHITE) | curses.A_BOLD)
3639 if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES): # pragma: no cover
3640 curwnd.attron(curses.A_REVERSE)
3643 # Things past this point have policy implications.
3647 "Hook to be called after moving to redraw maps."
3648 if game.options & OPTION_CURSES: # pragma: no cover
3651 setwnd(srscan_window)
3655 setwnd(status_window)
3656 status_window.clear()
3657 status_window.move(0, 0)
3658 setwnd(report_window)
3659 report_window.clear()
3660 report_window.move(0, 0)
3662 setwnd(lrscan_window)
3663 lrscan_window.clear()
3664 lrscan_window.move(0, 0)
3665 lrscan(silent=False)
3667 def put_srscan_sym(w, sym): # pragma: no cover
3668 "Emit symbol for short-range scan."
3669 srscan_window.move(w.i+1, w.j*2+2)
3670 srscan_window.addch(sym)
3671 srscan_window.refresh()
3674 "Enemy fall down, go boom."
3675 if game.options & OPTION_CURSES: # pragma: no cover
3677 setwnd(srscan_window)
3678 srscan_window.attron(curses.A_REVERSE)
3679 put_srscan_sym(w, game.quad[w.i][w.j])
3683 srscan_window.attroff(curses.A_REVERSE)
3684 put_srscan_sym(w, game.quad[w.i][w.j])
3685 curses.delay_output(500)
3686 setwnd(message_window)
3689 "Sound and visual effects for teleportation."
3690 if game.options & OPTION_CURSES: # pragma: no cover
3692 setwnd(message_window)
3694 prouts(" . . . . . ")
3695 if game.options & OPTION_CURSES: # pragma: no cover
3696 #curses.delay_output(1000)
3700 def tracktorpedo(w, step, i, n, iquad):
3701 "Torpedo-track animation."
3702 if not game.options & OPTION_CURSES:
3706 proutn(_("Track for torpedo number %d- ") % (i+1))
3709 proutn(_("Torpedo track- "))
3710 elif step in {4, 9}:
3713 else: # pragma: no cover
3714 if not damaged(DSRSENS) or game.condition=="docked":
3715 if i != 0 and step == 1:
3718 if iquad in {'.', ' '}:
3719 put_srscan_sym(w, '+')
3723 put_srscan_sym(w, iquad)
3725 curwnd.attron(curses.A_REVERSE)
3726 put_srscan_sym(w, iquad)
3730 curwnd.attroff(curses.A_REVERSE)
3731 put_srscan_sym(w, iquad)
3736 "Display the current galaxy chart."
3737 if game.options & OPTION_CURSES: # pragma: no cover
3738 setwnd(message_window)
3739 message_window.clear()
3741 if game.options & OPTION_TTY:
3746 def prstat(txt, data):
3748 if game.options & OPTION_CURSES: # pragma: no cover
3750 setwnd(status_window)
3752 proutn(" " * (NSYM - len(txt)))
3755 if game.options & OPTION_CURSES: # pragma: no cover
3756 setwnd(report_window)
3758 # Code from moving.c begins here
3760 def imove(icourse=None, noattack=False):
3761 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3764 def newquadrant(noattack):
3765 # Leaving quadrant -- allow final enemy attack
3766 # Don't set up attack if being pushed by nova or cloaked
3767 if len(game.enemies) != 0 and not noattack and not game.iscloaked:
3769 for enemy in game.enemies:
3770 finald = (w - enemy.location).distance()
3771 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3772 # Stas Sergeev added the condition
3773 # that attacks only happen if Klingons
3774 # are present and your skill is good.
3775 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3776 attack(torps_ok=False)
3779 # check for edge of galaxy
3783 if icourse.final.i < 0:
3784 icourse.final.i = -icourse.final.i
3786 if icourse.final.j < 0:
3787 icourse.final.j = -icourse.final.j
3789 if icourse.final.i >= GALSIZE*QUADSIZE:
3790 icourse.final.i = (GALSIZE*QUADSIZE*2) - icourse.final.i
3792 if icourse.final.j >= GALSIZE*QUADSIZE:
3793 icourse.final.j = (GALSIZE*QUADSIZE*2) - icourse.final.j
3801 if game.nkinks == 3:
3802 # Three strikes -- you're out!
3806 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3807 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3808 prout(_("YOU WILL BE DESTROYED."))
3809 # Compute final position in new quadrant
3810 if trbeam: # Don't bother if we are to be beamed
3812 game.quadrant = icourse.final.quadrant()
3813 game.sector = icourse.final.sector()
3815 prout(_("Entering Quadrant %s.") % game.quadrant)
3816 game.quad[game.sector.i][game.sector.j] = game.ship
3818 if game.skill>SKILL_NOVICE:
3819 attack(torps_ok=False)
3821 def check_collision(h):
3822 iquad = game.quad[h.i][h.j]
3824 # object encountered in flight path
3825 stopegy = 50.0*icourse.distance/game.optime
3826 if iquad in ('T', 'K', 'C', 'S', 'R', '?'):
3827 for enemy in game.enemies:
3828 if enemy.location == h:
3829 collision(rammed=False, enemy=enemy)
3831 # This should not happen
3832 prout(_("Which way did he go?")) # pragma: no cover
3833 return False # pragma: no cover
3836 prouts(_("***RED ALERT! RED ALERT!"))
3838 proutn("***" + crmshp())
3839 proutn(_(" pulled into black hole at Sector %s") % h)
3840 # Getting pulled into a black hole was certain
3841 # death in Almy's original. Stas Sergeev added a
3842 # possibility that you'll get timewarped instead.
3844 for m in range(NDEVICES):
3845 if game.damage[m]>0:
3847 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3848 if (game.options & OPTION_BLKHOLE) and rnd.withprob(1-probf):
3858 prout(_(" encounters Tholian web at %s;") % h)
3860 prout(_(" blocked by object at %s;") % h)
3861 proutn(_("Emergency stop required "))
3862 prout(_("%2d units of energy.") % int(stopegy))
3863 game.energy -= stopegy
3864 if game.energy <= 0:
3871 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3872 game.inorbit = False
3873 # If tractor beam is to occur, don't move full distance
3874 if game.state.date+game.optime >= scheduled(FTBEAM):
3876 # We can't be tractor beamed if cloaked,
3877 # so move the event into the future
3878 postpone(FTBEAM, game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
3881 game.condition = "red"
3882 icourse.distance = icourse.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3883 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3885 game.quad[game.sector.i][game.sector.j] = '.'
3886 for _m in range(icourse.moves):
3888 w = icourse.sector()
3889 if icourse.origin.quadrant() != icourse.location.quadrant():
3890 newquadrant(noattack)
3892 elif check_collision(w):
3893 prout(_("Collision detected"))
3897 # We're in destination quadrant -- compute new average enemy distances
3898 game.quad[game.sector.i][game.sector.j] = game.ship
3900 for enemy in game.enemies:
3901 finald = (w-enemy.location).distance()
3902 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3903 enemy.kdist = finald
3905 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3906 attack(torps_ok=False)
3907 for enemy in game.enemies:
3908 enemy.kavgd = enemy.kdist
3911 setwnd(message_window)
3914 "Dock our ship at a starbase."
3916 if game.condition == "docked" and verbose:
3917 prout(_("Already docked."))
3920 prout(_("You must first leave standard orbit."))
3922 if game.base is None or not game.base.valid_sector():
3923 prout(_("No starbase available for docking in this quadrant."))
3925 if (abs(game.sector.i-game.base.i) > 1) or (abs(game.sector.j-game.base.j) > 1):
3926 prout(crmshp() + _(" not adjacent to base."))
3929 prout(_("You cannot dock while cloaked."))
3931 game.condition = "docked"
3935 if game.energy < game.inenrg:
3936 game.energy = game.inenrg
3937 game.shield = game.inshld
3938 game.torps = game.intorps
3939 game.lsupres = game.inlsr
3940 game.state.crew = FULLCREW
3941 if game.brigcapacity-game.brigfree > 0:
3942 prout(_("%d captured Klingons transferred to base") % (game.brigcapacity-game.brigfree))
3943 game.kcaptured += game.brigcapacity-game.brigfree
3944 game.brigfree = game.brigcapacity
3945 if communicating() and \
3946 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3947 # get attack report from base
3948 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3952 def cartesian(loc1=None, loc2=None):
3954 return game.quadrant * QUADSIZE + game.sector
3956 return game.quadrant * QUADSIZE + loc1
3958 return loc1 * QUADSIZE + loc2
3960 def getcourse(isprobe):
3961 "Get a course and distance from the user."
3963 dquad = copy.copy(game.quadrant)
3964 navmode = "unspecified"
3968 if game.landed and not isprobe:
3969 prout(_("Dummy! You can't leave standard orbit until you"))
3970 proutn(_("are back aboard the ship."))
3973 while navmode == "unspecified":
3974 if damaged(DNAVSYS):
3976 prout(_("Computer damaged; manual navigation only"))
3978 prout(_("Computer damaged; manual movement only"))
3983 key = scanner.nexttok()
3985 proutn(_("Manual or automatic- "))
3988 elif key == "IHALPHA":
3989 if scanner.sees("manual"):
3991 key = scanner.nexttok()
3993 elif scanner.sees("automatic"):
3994 navmode = "automatic"
3995 key = scanner.nexttok()
4003 prout(_("(Manual navigation assumed.)"))
4005 prout(_("(Manual movement assumed.)"))
4009 if navmode == "automatic":
4010 while key == "IHEOL":
4012 proutn(_("Target quadrant or quadrant§or- "))
4014 proutn(_("Destination sector or quadrant§or- "))
4017 key = scanner.nexttok()
4018 scanner.push(scanner.token) # Something IHREAL or IHALPHA awaits us
4019 first = scanner.getcoord()
4023 if scanner.type == "IHEOL":
4026 scanner.push(scanner.token)
4027 second = scanner.getcoord()
4031 if second is not None:
4037 # only one pair of numbers was specified
4039 # only quadrant specified -- go to center of dest quad
4042 dsect.j = dsect.i = (QUADSIZE/2)-1 # preserves 1-origin behavior
4044 # only sector specified
4048 if not dquad.valid_quadrant() or not dsect.valid_sector():
4055 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
4057 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
4058 # the actual deltas get computed here
4059 delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
4060 delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
4062 while key == "IHEOL":
4063 proutn(_("X and Y displacements- "))
4066 key = scanner.nexttok()
4069 delta.j = scanner.real
4073 key = scanner.nexttok()
4075 delta.i = scanner.real
4076 elif key == "IHEOL":
4082 # Check for zero movement
4083 if delta.i == 0 and delta.j == 0:
4086 if itemp == "verbose" and not isprobe:
4088 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
4090 return course(bearing=delta.bearing(), distance=delta.distance())
4093 def __init__(self, bearing, distance, origin=None):
4094 self.distance = distance
4095 self.bearing = bearing
4097 self.origin = cartesian(game.quadrant, game.sector)
4099 self.origin = origin
4100 # The bearing() code we inherited from FORTRAN is actually computing
4101 # clockface directions!
4102 if self.bearing < 0.0:
4103 self.bearing += 12.0
4104 self.angle = ((15.0 - self.bearing) * 0.5235988)
4105 self.increment = Coord(-math.sin(self.angle), math.cos(self.angle))
4106 bigger = max(abs(self.increment.i), abs(self.increment.j))
4107 self.increment /= bigger
4108 self.moves = int(round(10*self.distance*bigger))
4110 self.final = (self.location + self.moves*self.increment).roundtogrid()
4111 self.location = self.origin
4112 self.nextlocation = None
4114 self.location = self.origin
4117 return self.location.roundtogrid() == self.final
4119 "Next step on course."
4121 self.nextlocation = self.location + self.increment
4122 samequad = (self.location.quadrant() == self.nextlocation.quadrant())
4123 self.location = self.nextlocation
4126 return self.location.quadrant()
4128 return self.location.sector()
4130 return self.distance*(w**3)*(game.shldup+1)
4132 return 10.0*self.distance/w**2
4135 "Move under impulse power."
4137 if damaged(DIMPULS):
4140 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4142 if game.energy > 30.0:
4144 icourse = getcourse(isprobe=False)
4147 power = 20.0 + 100.0*icourse.distance
4150 if power >= game.energy:
4151 # Insufficient power for trip
4153 prout(_("First Officer Spock- \"Captain, the impulse engines"))
4154 prout(_("require 20.0 units to engage, plus 100.0 units per"))
4155 if game.energy > 30:
4156 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
4157 int(0.01 * (game.energy-20.0)-0.05))
4158 prout(_(" quadrants.\""))
4160 prout(_("quadrant. They are, therefore, useless.\""))
4163 # Make sure enough time is left for the trip
4164 game.optime = icourse.distance/0.095
4165 if game.optime >= game.state.remtime:
4166 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4167 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4168 proutn(_("we dare spend the time?\" "))
4171 # Activate impulse engines and pay the cost
4172 imove(icourse, noattack=False)
4176 power = 20.0 + 100.0*icourse.distance
4177 game.energy -= power
4178 game.optime = icourse.distance/0.095
4179 if game.energy <= 0:
4183 def warp(wcourse, involuntary):
4184 "ove under warp drive."
4185 blooey = False; twarp = False
4186 if not involuntary: # Not WARPX entry
4191 prout(_("Engineer Scott- \"The warp engines can not be used while cloaked, Sir.\""))
4193 if game.damage[DWARPEN] > 10.0:
4196 prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
4198 if damaged(DWARPEN) and game.warpfac > 4.0:
4201 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4202 prout(_(" is repaired, I can only give you warp 4.\""))
4204 # Read in course and distance
4207 wcourse = getcourse(isprobe=False)
4210 # Make sure starship has enough energy for the trip
4211 # Note: this formula is slightly different from the C version,
4212 # and lets you skate a bit closer to the edge.
4213 if wcourse.power(game.warpfac) >= game.energy:
4214 # Insufficient power for trip
4217 prout(_("Engineering to bridge--"))
4218 if not game.shldup or 0.5*wcourse.power(game.warpfac) > game.energy:
4219 iwarp = (game.energy/(wcourse.distance+0.05)) ** 0.333333333
4221 prout(_("We can't do it, Captain. We don't have enough energy."))
4223 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4226 prout(_("if you'll lower the shields."))
4230 prout(_("We haven't the energy to go that far with the shields up."))
4232 # Make sure enough time is left for the trip
4233 game.optime = wcourse.time(game.warpfac)
4234 if game.optime >= 0.8*game.state.remtime:
4236 prout(_("First Officer Spock- \"Captain, I compute that such"))
4237 proutn(_(" a trip would require approximately %2.0f") %
4238 (100.0*game.optime/game.state.remtime))
4239 prout(_(" percent of our"))
4240 proutn(_(" remaining time. Are you sure this is wise?\" "))
4246 if game.warpfac > 6.0:
4247 # Decide if engine damage will occur
4248 # ESR: Seems wrong. Probability of damage goes *down* with distance?
4249 prob = wcourse.distance*(6.0-game.warpfac)**2/66.666666666
4250 if prob > rnd.real():
4252 wcourse.distance = rnd.real(wcourse.distance)
4253 # Decide if time warp will occur
4254 if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > rnd.real():
4256 if game.idebug and game.warpfac==10 and not twarp: # pragma: no cover
4258 proutn("=== Force time warp? ")
4262 # If time warp or engine damage, check path
4263 # If it is obstructed, don't do warp or damage
4264 look = wcourse.moves
4268 w = wcourse.sector()
4269 if not w.valid_sector():
4271 if game.quad[w.i][w.j] != '.':
4275 # Activate Warp Engines and pay the cost
4276 imove(wcourse, noattack=False)
4279 game.energy -= wcourse.power(game.warpfac)
4280 if game.energy <= 0:
4282 game.optime = wcourse.time(game.warpfac)
4286 game.damage[DWARPEN] = game.damfac * rnd.real(1.0, 4.0)
4288 prout(_("Engineering to bridge--"))
4289 prout(_(" Scott here. The warp engines are damaged."))
4290 prout(_(" We'll have to reduce speed to warp 4."))
4295 "Change the warp factor."
4297 key=scanner.nexttok()
4301 proutn(_("Warp factor- "))
4305 if game.damage[DWARPEN] > 10.0:
4306 prout(_("Warp engines inoperative."))
4308 if damaged(DWARPEN) and scanner.real > 4.0:
4309 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4310 prout(_(" but right now we can only go warp 4.\""))
4312 if scanner.real > 10.0:
4313 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4315 if scanner.real < 1.0:
4316 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4318 oldfac = game.warpfac
4319 game.warpfac = scanner.real
4320 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4321 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4324 if game.warpfac < 8.00:
4325 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4327 if game.warpfac == 10.0:
4328 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4330 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4334 "Cope with being tossed out of quadrant by supernova or yanked by beam."
4336 # is captain on planet?
4338 if damaged(DTRANSP):
4341 prout(_("Scotty rushes to the transporter controls."))
4343 prout(_("But with the shields up it's hopeless."))
4345 prouts(_("His desperate attempt to rescue you . . ."))
4346 if rnd.withprob(0.5):
4350 prout(_("SUCCEEDS!"))
4353 proutn(_("The crystals mined were "))
4354 if rnd.withprob(0.25):
4361 # Check to see if captain in shuttle craft
4366 # Inform captain of attempt to reach safety
4370 prouts(_("***RED ALERT! RED ALERT!"))
4372 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4373 prouts(_(" a supernova."))
4375 prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
4376 prout(_("safely out of quadrant."))
4377 if not damaged(DRADIO):
4378 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
4379 # Try to use warp engines
4380 if damaged(DWARPEN):
4382 prout(_("Warp engines damaged."))
4385 game.warpfac = rnd.real(6.0, 8.0)
4386 prout(_("Warp factor set to %d") % int(game.warpfac))
4387 power = 0.75*game.energy
4388 dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4389 dist = max(dist, rnd.real(math.sqrt(2)))
4390 bugout = course(bearing=rnd.real(12), distance=dist) # How dumb!
4391 game.optime = bugout.time(game.warpfac)
4393 game.inorbit = False
4394 warp(bugout, involuntary=True)
4396 # This is bad news, we didn't leave quadrant.
4400 prout(_("Insufficient energy to leave quadrant."))
4403 # Repeat if another snova
4404 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
4407 finish(FWON) # Snova killed remaining enemy.
4410 "Let's do the time warp again."
4411 prout(_("***TIME WARP ENTERED."))
4412 if game.state.snap and rnd.withprob(0.5):
4414 prout(_("You are traveling backwards in time %d stardates.") %
4415 int(game.state.date-game.snapsht.date))
4416 game.state = game.snapsht
4417 game.state.snap = False
4418 if len(game.state.kcmdr):
4419 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4420 schedule(FBATTAK, expran(0.3*game.intime))
4421 schedule(FSNOVA, expran(0.5*game.intime))
4422 # next snapshot will be sooner
4423 schedule(FSNAP, expran(0.25*game.state.remtime))
4425 if game.state.nscrem:
4426 schedule(FSCMOVE, 0.2777)
4430 game.battle.invalidate()
4431 # Make sure Galileo is consistant -- Snapshot may have been taken
4432 # when on planet, which would give us two Galileos!
4434 for l in range(game.inplan):
4435 if game.state.planets[l].known == "shuttle_down":
4437 if game.iscraft == "onship" and game.ship=='E':
4438 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4439 game.iscraft = "offship"
4440 # Likewise, if in the original time the Galileo was abandoned, but
4441 # was on ship earlier, it would have vanished -- let's restore it.
4442 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4443 prout(_("Chekov- \"Security reports the Galileo has reappeared in the dock!\""))
4444 game.iscraft = "onship"
4445 # There used to be code to do the actual reconstrction here,
4446 # but the starchart is now part of the snapshotted galaxy state.
4447 prout(_("Spock has reconstructed a correct star chart from memory"))
4449 # Go forward in time
4450 game.optime = expran(0.5*game.intime)
4451 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4452 # cheat to make sure no tractor beams occur during time warp
4453 postpone(FTBEAM, game.optime)
4454 game.damage[DRADIO] += game.optime
4456 events() # Stas Sergeev added this -- do pending events
4459 "Launch deep-space probe."
4460 # New code to launch a deep space probe
4461 if game.nprobes == 0:
4464 if game.ship == 'E':
4465 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4467 prout(_("Ye Faerie Queene has no deep space probes."))
4472 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4474 if is_scheduled(FDSPROB):
4477 if damaged(DRADIO) and game.condition != "docked":
4478 prout(_("Spock- \"Records show the previous probe has not yet"))
4479 prout(_(" reached its destination.\""))
4481 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4483 key = scanner.nexttok()
4485 if game.nprobes == 1:
4486 prout(_("1 probe left."))
4488 prout(_("%d probes left") % game.nprobes)
4489 proutn(_("Are you sure you want to fire a probe? "))
4492 game.isarmed = False
4493 if key == "IHALPHA" and scanner.token == "armed":
4495 key = scanner.nexttok()
4496 elif key == "IHEOL":
4497 proutn(_("Arm NOVAMAX warhead? "))
4499 elif key == "IHREAL": # first element of course
4500 scanner.push(scanner.token)
4502 game.probe = getcourse(isprobe=True)
4506 schedule(FDSPROB, 0.01) # Time to move one sector
4507 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4512 "Yell for help from nearest starbase."
4513 # There's more than one way to move in this game!
4515 # Test for conditions which prevent calling for help
4516 if game.condition == "docked":
4517 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4520 prout(_("Subspace radio damaged."))
4522 if not game.state.baseq:
4523 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4526 prout(_("You must be aboard the %s.") % crmshp())
4528 # OK -- call for help from nearest starbase
4531 # There's one in this quadrant
4532 ddist = (game.base - game.sector).distance()
4534 ibq = None # Force base-quadrant game to persist past loop
4536 for ibq in game.state.baseq:
4537 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4541 prout(_("No starbases remain. You are alone in a hostile galaxy."))
4543 # Since starbase not in quadrant, set up new quadrant
4546 # dematerialize starship
4547 game.quad[game.sector.i][game.sector.j]='.'
4548 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4549 % (game.quadrant, crmshp()))
4550 game.sector.invalidate()
4551 for m in range(1, 5+1):
4552 w = game.base.scatter()
4553 if w.valid_sector() and game.quad[w.i][w.j]=='.':
4554 # found one -- finish up
4557 if game.sector is None:
4558 prout(_("You have been lost in space..."))
4559 finish(FMATERIALIZE)
4561 # Give starbase three chances to rematerialize starship
4562 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4563 for m in range(1, 3+1):
4564 if m == 1: proutn(_("1st"))
4565 elif m == 2: proutn(_("2nd"))
4566 elif m == 3: proutn(_("3rd"))
4567 proutn(_(" attempt to re-materialize ") + crmshp())
4568 game.quad[game.sector.i][game.sector.j]=('-','o','O')[m-1]
4571 if rnd.real() > probf:
4575 if game.options & OPTION_CURSES: # pragma: no cover
4576 curses.delay_output(500)
4578 game.quad[game.sector.i][game.sector.j]='?'
4581 setwnd(message_window)
4582 finish(FMATERIALIZE)
4584 game.quad[game.sector.i][game.sector.j]=game.ship
4586 prout(_("succeeds."))
4590 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4595 if game.condition=="docked":
4597 prout(_("You cannot abandon Ye Faerie Queene."))
4600 # Must take shuttle craft to exit
4601 if game.damage[DSHUTTL]==-1:
4602 prout(_("Ye Faerie Queene has no shuttle craft."))
4604 if game.damage[DSHUTTL]<0:
4605 prout(_("Shuttle craft now serving Big Macs."))
4607 if game.damage[DSHUTTL]>0:
4608 prout(_("Shuttle craft damaged."))
4611 prout(_("You must be aboard the ship."))
4613 if game.iscraft != "onship":
4614 prout(_("Shuttle craft not currently available."))
4616 # Emit abandon ship messages
4618 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4620 prouts(_("***ALL HANDS ABANDON SHIP!"))
4622 prout(_("Captain and crew escape in shuttle craft."))
4623 if not game.state.baseq:
4624 # Oops! no place to go...
4627 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4629 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4630 prout(_("Remainder of ship's complement beam down"))
4631 prout(_("to nearest habitable planet."))
4632 elif q.planet is not None and not damaged(DTRANSP):
4633 prout(_("Remainder of ship's complement beam down to %s.") %
4636 prout(_("Entire crew of %d left to die in outer space.") %
4638 game.casual += game.state.crew
4639 game.abandoned += game.state.crew
4640 # If at least one base left, give 'em the Faerie Queene
4642 game.icrystl = False # crystals are lost
4643 game.nprobes = 0 # No probes
4644 prout(_("You are captured by Klingons and released to"))
4645 prout(_("the Federation in a prisoner-of-war exchange."))
4646 nb = rnd.integer(len(game.state.baseq))
4647 # Set up quadrant and position FQ adjacient to base
4648 if not game.quadrant == game.state.baseq[nb]:
4649 game.quadrant = game.state.baseq[nb]
4650 game.sector.i = game.sector.j = 5
4653 # position next to base by trial and error
4654 game.quad[game.sector.i][game.sector.j] = '.'
4656 for l in range(QUADSIZE):
4657 game.sector = game.base.scatter()
4658 if game.sector.valid_sector() and \
4659 game.quad[game.sector.i][game.sector.j] == '.':
4662 break # found a spot
4663 game.sector.i=QUADSIZE/2
4664 game.sector.j=QUADSIZE/2
4666 # Get new commission
4667 game.quad[game.sector.i][game.sector.j] = game.ship = 'F'
4668 game.state.crew = FULLCREW
4669 prout(_("Starfleet puts you in command of another ship,"))
4670 prout(_("the Faerie Queene, which is antiquated but,"))
4671 prout(_("still useable."))
4673 prout(_("The dilithium crystals have been moved."))
4675 game.iscraft = "offship" # Galileo disappears
4677 game.condition="docked"
4678 for l in range(NDEVICES):
4679 game.damage[l] = 0.0
4680 game.damage[DSHUTTL] = -1
4681 game.energy = game.inenrg = 3000.0
4682 game.shield = game.inshld = 1250.0
4683 game.torps = game.intorps = 6
4684 game.lsupres=game.inlsr=3.0
4687 game.brigfree = game.brigcapacity = 300
4690 # Code from planets.c begins here.
4693 "Abort a lengthy operation if an event interrupts it."
4696 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
4701 "Report on (uninhabited) planets in the galaxy."
4705 prout(_("Spock- \"Planet report follows, Captain.\""))
4707 for i in range(game.inplan):
4708 if game.state.planets[i].pclass == "destroyed":
4710 if (game.state.planets[i].known != "unknown" \
4711 and not game.state.planets[i].inhabited) \
4714 if game.idebug and game.state.planets[i].known=="unknown":
4715 proutn("(Unknown) ")
4716 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4717 proutn(_(" class "))
4718 proutn(game.state.planets[i].pclass)
4720 if game.state.planets[i].crystals != "present":
4722 prout(_("dilithium crystals present."))
4723 if game.state.planets[i].known=="shuttle_down":
4724 prout(_(" Shuttle Craft Galileo on surface."))
4726 prout(_("No information available."))
4729 "Enter standard orbit."
4733 prout(_("Already in standard orbit."))
4735 if damaged(DWARPEN) and damaged(DIMPULS):
4736 prout(_("Both warp and impulse engines damaged."))
4738 if game.plnet is None:
4739 prout("There is no planet in this sector.")
4741 if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4742 prout(crmshp() + _(" not adjacent to planet."))
4745 game.optime = rnd.real(0.02, 0.05)
4746 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4750 game.height = rnd.real(1400, 8600)
4751 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4756 "Examine planets in this quadrant."
4757 if damaged(DSRSENS):
4758 if game.options & OPTION_TTY:
4759 prout(_("Short range sensors damaged."))
4761 if game.iplnet is None:
4762 if game.options & OPTION_TTY:
4763 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4765 if game.iplnet.known == "unknown":
4766 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4768 prout(_(" Planet at Sector %s is of class %s.") %
4769 (game.plnet, game.iplnet.pclass))
4770 if game.iplnet.known=="shuttle_down":
4771 prout(_(" Sensors show Galileo still on surface."))
4772 proutn(_(" Readings indicate"))
4773 if game.iplnet.crystals != "present":
4775 prout(_(" dilithium crystals present.\""))
4776 if game.iplnet.known == "unknown":
4777 game.iplnet.known = "known"
4778 elif game.iplnet.inhabited:
4779 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4780 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4783 "Use the transporter."
4787 if damaged(DTRANSP):
4788 prout(_("Transporter damaged."))
4789 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4791 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4795 if not game.inorbit:
4796 prout(crmshp() + _(" not in standard orbit."))
4799 prout(_("Impossible to transport through shields."))
4801 if game.iplnet.known=="unknown":
4802 prout(_("Spock- \"Captain, we have no information on this planet"))
4803 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4804 prout(_(" you may not go down.\""))
4806 if not game.landed and game.iplnet.crystals=="absent":
4807 prout(_("Spock- \"Captain, I fail to see the logic in"))
4808 prout(_(" exploring a planet with no dilithium crystals."))
4809 proutn(_(" Are you sure this is wise?\" "))
4813 if not (game.options & OPTION_PLAIN):
4814 nrgneed = 50 * game.skill + game.height / 100.0
4815 if nrgneed > game.energy:
4816 prout(_("Engineering to bridge--"))
4817 prout(_(" Captain, we don't have enough energy for transportation."))
4819 if not game.landed and nrgneed * 2 > game.energy:
4820 prout(_("Engineering to bridge--"))
4821 prout(_(" Captain, we have enough energy only to transport you down to"))
4822 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4823 if game.iplnet.known == "shuttle_down":
4824 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4825 proutn(_(" Are you sure this is wise?\" "))
4830 # Coming from planet
4831 if game.iplnet.known=="shuttle_down":
4832 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4836 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4837 prout(_("Landing party assembled, ready to beam up."))
4839 prout(_("Kirk whips out communicator..."))
4840 prouts(_("BEEP BEEP BEEP"))
4842 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4845 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4847 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4849 prout(_("Kirk- \"Energize.\""))
4852 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4854 if not rnd.withprob(0.98):
4855 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4857 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4860 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4861 game.landed = not game.landed
4862 game.energy -= nrgneed
4864 prout(_("Transport complete."))
4865 if game.landed and game.iplnet.known=="shuttle_down":
4866 prout(_("The shuttle craft Galileo is here!"))
4867 if not game.landed and game.imine:
4874 "Strip-mine a world for dilithium."
4878 prout(_("Mining party not on planet."))
4880 if game.iplnet.crystals == "mined":
4881 prout(_("This planet has already been strip-mined for dilithium."))
4883 elif game.iplnet.crystals == "absent":
4884 prout(_("No dilithium crystals on this planet."))
4887 prout(_("You've already mined enough crystals for this trip."))
4889 if game.icrystl and game.cryprob == 0.05:
4890 prout(_("With all those fresh crystals aboard the ") + crmshp())
4891 prout(_("there's no reason to mine more at this time."))
4893 game.optime = rnd.real(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4896 prout(_("Mining operation complete."))
4897 game.iplnet.crystals = "mined"
4898 game.imine = game.ididit = True
4901 "Use dilithium crystals."
4905 if not game.icrystl:
4906 prout(_("No dilithium crystals available."))
4908 if game.energy >= 1000:
4909 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4910 prout(_(" except when Condition Yellow exists."))
4912 prout(_("Spock- \"Captain, I must warn you that loading"))
4913 prout(_(" raw dilithium crystals into the ship's power"))
4914 prout(_(" system may risk a severe explosion."))
4915 proutn(_(" Are you sure this is wise?\" "))
4920 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4921 prout(_(" Mr. Spock and I will try it.\""))
4923 prout(_("Spock- \"Crystals in place, Sir."))
4924 prout(_(" Ready to activate circuit.\""))
4926 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4928 if rnd.withprob(game.cryprob):
4929 prouts(_(" \"Activating now! - - No good! It's***"))
4931 prouts(_("***RED ALERT! RED A*L********************************"))
4934 prouts(_("****************** KA-BOOM!!!! *******************"))
4938 game.energy += rnd.real(5000.0, 5500.0)
4939 prouts(_(" \"Activating now! - - "))
4940 prout(_("The instruments"))
4941 prout(_(" are going crazy, but I think it's"))
4942 prout(_(" going to work!! Congratulations, Sir!\""))
4947 "Use shuttlecraft for planetary jaunt."
4950 if damaged(DSHUTTL):
4951 if game.damage[DSHUTTL] == -1.0:
4952 if game.inorbit and game.iplnet.known == "shuttle_down":
4953 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4955 prout(_("Ye Faerie Queene had no shuttle craft."))
4956 elif game.damage[DSHUTTL] > 0:
4957 prout(_("The Galileo is damaged."))
4958 else: # game.damage[DSHUTTL] < 0
4959 prout(_("Shuttle craft is now serving Big Macs."))
4961 if not game.inorbit:
4962 prout(crmshp() + _(" not in standard orbit."))
4964 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4965 prout(_("Shuttle craft not currently available."))
4967 if not game.landed and game.iplnet.known=="shuttle_down":
4968 prout(_("You will have to beam down to retrieve the shuttle craft."))
4970 if game.shldup or game.condition == "docked":
4971 prout(_("Shuttle craft cannot pass through shields."))
4973 if game.iplnet.known=="unknown":
4974 prout(_("Spock- \"Captain, we have no information on this planet"))
4975 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4976 prout(_(" you may not fly down.\""))
4978 game.optime = 3.0e-5*game.height
4979 if game.optime >= 0.8*game.state.remtime:
4980 prout(_("First Officer Spock- \"Captain, I compute that such"))
4981 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4982 int(100*game.optime/game.state.remtime))
4983 prout(_("remaining time."))
4984 proutn(_("Are you sure this is wise?\" "))
4990 if game.iscraft == "onship":
4992 if not damaged(DTRANSP):
4993 proutn(_("Spock- \"Would you rather use the transporter?\" "))
4997 proutn(_("Shuttle crew"))
4999 proutn(_("Rescue party"))
5000 prout(_(" boards Galileo and swoops toward planet surface."))
5001 game.iscraft = "offship"
5005 game.iplnet.known="shuttle_down"
5006 prout(_("Trip complete."))
5009 # Ready to go back to ship
5010 prout(_("You and your mining party board the"))
5011 prout(_("shuttle craft for the trip back to the Enterprise."))
5013 prouts(_("The short hop begins . . ."))
5015 game.iplnet.known="known"
5021 game.iscraft = "onship"
5027 prout(_("Trip complete."))
5030 # Kirk on ship and so is Galileo
5031 prout(_("Mining party assembles in the hangar deck,"))
5032 prout(_("ready to board the shuttle craft \"Galileo\"."))
5034 prouts(_("The hangar doors open; the trip begins."))
5037 game.iscraft = "offship"
5040 game.iplnet.known = "shuttle_down"
5043 prout(_("Trip complete."))
5047 "Use the big zapper."
5051 if game.ship != 'E':
5052 prout(_("Ye Faerie Queene has no death ray."))
5054 if len(game.enemies)==0:
5055 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
5058 prout(_("Death Ray is damaged."))
5060 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
5061 prout(_(" is highly unpredictible. Considering the alternatives,"))
5062 proutn(_(" are you sure this is wise?\" "))
5065 prout(_("Spock- \"Acknowledged.\""))
5068 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
5070 prout(_("Crew scrambles in emergency preparation."))
5071 prout(_("Spock and Scotty ready the death ray and"))
5072 prout(_("prepare to channel all ship's power to the device."))
5074 prout(_("Spock- \"Preparations complete, sir.\""))
5075 prout(_("Kirk- \"Engage!\""))
5077 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
5080 if game.options & OPTION_PLAIN:
5084 prouts(_("Sulu- \"Captain! It's working!\""))
5086 while len(game.enemies) > 0:
5087 deadkl(game.enemies[-1].location, game.quad[game.enemies[-1].location.i][game.enemies[-1].location.j],game.enemies[-1].location)
5088 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
5089 if game.unwon() == 0:
5091 if (game.options & OPTION_PLAIN) == 0:
5092 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
5093 if rnd.withprob(0.05):
5094 prout(_(" is still operational.\""))
5096 prout(_(" has been rendered nonfunctional.\""))
5097 game.damage[DDRAY] = 39.95
5099 r = rnd.real() # Pick failure method
5101 prouts(_("Sulu- \"Captain! It's working!\""))
5103 prouts(_("***RED ALERT! RED ALERT!"))
5105 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
5107 prouts(_("***RED ALERT! RED A*L********************************"))
5110 prouts(_("****************** KA-BOOM!!!! *******************"))
5115 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
5117 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
5119 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
5120 prout(_(" have apparently been transformed into strange mutations."))
5121 prout(_(" Vulcans do not seem to be affected."))
5123 prout(_("Kirk- \"Raauch! Raauch!\""))
5127 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
5129 proutn(_("Spock- \"I believe the word is"))
5130 prouts(_(" *ASTONISHING*"))
5131 prout(_(" Mr. Sulu."))
5132 for i in range(QUADSIZE):
5133 for j in range(QUADSIZE):
5134 if game.quad[i][j] == '.':
5135 game.quad[i][j] = '?'
5136 prout(_(" Captain, our quadrant is now infested with"))
5137 prouts(_(" - - - - - - *THINGS*."))
5139 prout(_(" I have no logical explanation.\""))
5141 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
5143 prout(_("Scotty- \"There are so many tribbles down here"))
5144 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
5148 # Code from reports.c begins here
5150 def attackreport(curt):
5151 "eport status of bases under attack."
5153 if is_scheduled(FCDBAS):
5154 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
5155 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
5156 elif game.isatb == 1:
5157 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
5158 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
5160 prout(_("No Starbase is currently under attack."))
5162 if is_scheduled(FCDBAS):
5163 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5165 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5169 # report on general game status
5171 # pylint: disable=consider-using-ternary
5172 s1 = (game.thawed and _("thawed ")) or ""
5173 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5174 s3 = (None, _("novice"), _("fair"),
5175 _("good"), _("expert"), _("emeritus"))[game.skill]
5176 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5177 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5178 prout(_("No plaque is allowed."))
5180 prout(_("This is tournament game %d.") % game.tourn)
5181 prout(_("Your secret password is \"%s\"") % game.passwd)
5182 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - game.unwon()),
5183 (game.inkling + game.incom + game.inscom)))
5184 if game.incom - len(game.state.kcmdr):
5185 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
5186 elif game.inkling - game.remkl() + (game.inscom - game.state.nscrem) > 0:
5187 prout(_(", but no Commanders."))
5190 if game.skill > SKILL_FAIR:
5191 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5192 if len(game.state.baseq) != game.inbase:
5194 if game.inbase-len(game.state.baseq)==1:
5195 proutn(_("has been 1 base"))
5197 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
5198 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
5200 prout(_("There are %d bases.") % game.inbase)
5201 if communicating() or game.iseenit:
5202 # Don't report this if not seen and
5203 # either the radio is dead or not at base!
5207 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5208 if game.brigcapacity != game.brigfree:
5209 embriggened = game.brigcapacity-game.brigfree
5210 if embriggened == 1:
5211 prout(_("1 Klingon in brig"))
5213 prout(_("%d Klingons in brig.") % embriggened)
5214 if game.kcaptured == 0:
5216 elif game.kcaptured == 1:
5217 prout(_("1 captured Klingon turned in to Starfleet."))
5219 prout(_("%d captured Klingons turned in to Star Fleet.") % game.kcaptured)
5221 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5222 if game.ship == 'E':
5223 proutn(_("You have "))
5225 proutn("%d" % (game.nprobes))
5228 proutn(_(" deep space probe"))
5232 if communicating() and is_scheduled(FDSPROB):
5234 proutn(_("An armed deep space probe is in "))
5236 proutn(_("A deep space probe is in "))
5237 prout("Quadrant %s." % game.probe.quadrant())
5239 if game.cryprob <= .05:
5240 prout(_("Dilithium crystals aboard ship... not yet used."))
5244 while game.cryprob > ai:
5247 prout(_("Dilithium crystals have been used %d time%s.") % \
5248 (i, (_("s"), "")[i==1]))
5252 "Long-range sensor scan."
5253 if damaged(DLRSENS):
5254 # Now allow base's sensors if docked
5255 if game.condition != "docked":
5257 prout(_("LONG-RANGE SENSORS DAMAGED."))
5260 prout(_("Starbase's long-range scan"))
5262 prout(_("Long-range scan"))
5263 for x in range(game.quadrant.i-1, game.quadrant.i+2):
5266 for y in range(game.quadrant.j-1, game.quadrant.j+2):
5267 if not Coord(x, y).valid_quadrant():
5271 if not damaged(DRADIO):
5272 game.state.galaxy[x][y].charted = True
5273 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5274 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5275 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5276 if not silent and game.state.galaxy[x][y].supernova:
5279 cn = " %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars)
5280 proutn(((3 - len(cn)) * '.') + cn)
5288 for i in range(NDEVICES):
5291 prout(_("DEVICE REPAIR TIMES"))
5292 prout(_(" IN FLIGHT DOCKED"))
5294 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5295 game.damage[i]+0.05,
5296 DOCKFAC*game.damage[i]+0.005))
5298 prout(_("All devices functional."))
5301 "Update the chart in the Enterprise's computer from galaxy data."
5302 game.lastchart = game.state.date
5303 for i in range(GALSIZE):
5304 for j in range(GALSIZE):
5305 if game.state.galaxy[i][j].charted:
5306 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5307 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5308 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5311 "Display the star chart."
5313 if (game.options & OPTION_AUTOSCAN):
5317 if game.lastchart < game.state.date and game.condition == "docked":
5318 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5320 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5321 if game.state.date > game.lastchart:
5322 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5323 prout(" 1 2 3 4 5 6 7 8")
5324 for i in range(GALSIZE):
5325 if (game.options & OPTION_ALPHAMERIC):
5326 proutn("%c |" % letterize(i+1))
5328 proutn("%d |" % (i+1))
5329 for j in range(GALSIZE):
5330 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5334 if game.state.galaxy[i][j].supernova:
5336 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5338 elif game.state.galaxy[i][j].charted:
5339 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5340 if (game.options & OPTION_DOTFILL):
5341 show = show.replace(" ", ".")
5345 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5353 def sectscan(goodScan, i, j):
5354 "Light up an individual dot in a sector."
5355 if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
5356 if game.quad[i][j] in ('E', 'F'):
5358 highvideo() # pragma: no cover
5359 textcolor({"green":GREEN,
5363 "dead":BROWN}[game.condition])
5365 textcolor({'?':LIGHTMAGENTA,
5373 }.get(game.quad[i][j], DEFAULT))
5374 proutn("%c " % game.quad[i][j])
5380 "Emit status report lines"
5381 if not req or req == 1:
5382 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5383 % (game.state.date, game.state.remtime))
5384 if not req or req == 2:
5385 if game.condition != "docked":
5387 prstat(_("Condition"), _("%s, %i DAMAGES") % \
5388 (game.condition.upper(), sum([x > 0 for x in game.damage])))
5390 prout(_(", CLOAKED"))
5391 if not req or req == 3:
5392 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5393 if not req or req == 4:
5394 if damaged(DLIFSUP):
5395 if game.condition == "docked":
5396 s = _("DAMAGED, Base provides")
5398 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5401 prstat(_("Life Support"), s)
5402 if not req or req == 5:
5403 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5404 if not req or req == 6:
5406 if game.icrystl and (game.options & OPTION_SHOWME):
5407 extra = _(" (have crystals)")
5408 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5409 if not req or req == 7:
5410 prstat(_("Torpedoes"), "%d" % (game.torps))
5411 if not req or req == 8:
5412 if damaged(DSHIELD):
5418 data = _(" %d%% %.1f units") \
5419 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5420 prstat(_("Shields"), s+data)
5421 if not req or req == 9:
5422 prstat(_("Klingons Left"), "%d" % game.unwon())
5423 if not req or req == 10:
5424 if game.options & OPTION_WORLDS:
5425 plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
5426 if plnet and plnet.inhabited:
5427 prstat(_("Major system"), plnet.name)
5429 prout(_("Sector is uninhabited"))
5430 elif not req or req == 11:
5431 attackreport(not req)
5434 "Request specified status data, a historical relic from slow TTYs."
5435 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5436 while scanner.nexttok() == "IHEOL":
5437 proutn(_("Information desired? "))
5439 if scanner.token in requests:
5440 status(requests.index(scanner.token))
5442 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5443 prout((" date, condition, position, lsupport, warpfactor,"))
5444 prout((" energy, torpedoes, shields, klingons, system, time."))
5449 if damaged(DSRSENS):
5450 # Allow base's sensors if docked
5451 if game.condition != "docked":
5452 prout(_(" S.R. SENSORS DAMAGED!"))
5455 prout(_(" [Using Base's sensors]"))
5457 prout(_(" Short-range scan"))
5458 if goodScan and communicating():
5459 game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
5460 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
5461 game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
5462 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
5463 prout(" 1 2 3 4 5 6 7 8 9 10")
5464 if game.condition != "docked":
5466 for i in range(QUADSIZE):
5467 if (game.options & OPTION_ALPHAMERIC):
5468 proutn("%c " % letterize(i+1))
5470 proutn("%2d " % (i+1))
5471 for j in range(QUADSIZE):
5472 sectscan(goodScan, i, j)
5476 "Use computer to get estimated time of arrival for a warp jump."
5477 w1 = Coord(); w2 = Coord()
5479 if damaged(DCOMPTR):
5480 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5483 if scanner.nexttok() != "IHREAL":
5486 proutn(_("Destination quadrant and/or sector? "))
5487 if scanner.nexttok()!="IHREAL":
5490 w1.j = int(scanner.real-0.5)
5491 if scanner.nexttok() != "IHREAL":
5494 w1.i = int(scanner.real-0.5)
5495 if scanner.nexttok() == "IHREAL":
5496 w2.j = int(scanner.real-0.5)
5497 if scanner.nexttok() != "IHREAL":
5500 w2.i = int(scanner.real-0.5)
5502 if game.quadrant.j>w1.i:
5506 if game.quadrant.i>w1.j:
5510 if not w1.valid_quadrant() or not w2.valid_sector():
5513 dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
5514 (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
5517 prout(_("Answer \"no\" if you don't know the value:"))
5520 proutn(_("Time or arrival date? "))
5521 if scanner.nexttok()=="IHREAL":
5522 ttime = scanner.real
5523 if ttime > game.state.date:
5524 ttime -= game.state.date # Actually a star date
5525 twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
5526 if ttime <= 1e-10 or twarp > 10:
5527 prout(_("We'll never make it, sir."))
5530 twarp = max(twarp, 1.0)
5533 proutn(_("Warp factor? "))
5534 if scanner.nexttok()== "IHREAL":
5536 twarp = scanner.real
5537 if twarp<1.0 or twarp > 10.0:
5541 prout(_("Captain, certainly you can give me one of these."))
5544 ttime = (10.0*dist)/twarp**2
5545 tpower = dist*twarp*twarp*twarp*(game.shldup+1)
5546 if tpower >= game.energy:
5547 prout(_("Insufficient energy, sir."))
5548 if not game.shldup or tpower > game.energy*2.0:
5551 proutn(_("New warp factor to try? "))
5552 if scanner.nexttok() == "IHREAL":
5554 twarp = scanner.real
5555 if twarp<1.0 or twarp > 10.0:
5563 prout(_("But if you lower your shields,"))
5564 proutn(_("remaining"))
5567 proutn(_("Remaining"))
5568 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5570 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5572 prout(_("Any warp speed is adequate."))
5574 prout(_("Minimum warp needed is %.2f,") % (twarp))
5575 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5576 if game.state.remtime < ttime:
5577 prout(_("Unfortunately, the Federation will be destroyed by then."))
5579 prout(_("You'll be taking risks at that speed, Captain"))
5580 if (game.isatb==1 and game.state.kscmdr == w1 and \
5581 scheduled(FSCDBAS)< ttime+game.state.date) or \
5582 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5583 prout(_("The starbase there will be destroyed by then."))
5584 proutn(_("New warp factor to try? "))
5585 if scanner.nexttok() == "IHREAL":
5587 twarp = scanner.real
5588 if twarp<1.0 or twarp > 10.0:
5596 # This is new in SST2K.
5599 mode = scanner.nexttok()
5602 for k, v in option_names.items():
5603 if (v & game.options) and k != "ALL":
5606 prout(str(" ".join(active)))
5607 elif scanner.token in {"set", "clear"}:
5608 mode = scanner.token
5612 if scanner.type == "IHEOL":
5614 if scanner.token.upper() in option_names:
5615 changemask |= option_names[scanner.token.upper()]
5617 prout(_("No such option as ") + scanner.token)
5619 if (not (game.options & OPTION_CURSES)) and (changemask & OPTION_CURSES): # pragma: no cover
5621 game.options |= changemask
5622 elif mode == "clear":
5623 if (game.options & OPTION_CURSES) and (not (changemask & OPTION_CURSES)): # pragma: no cover
5625 game.options &=~ changemask
5626 prout(_("Acknowledged, Captain."))
5632 # Code from setup.c begins here
5635 "Issue a historically correct banner."
5637 prout(_("-SUPER- STAR TREK"))
5639 # From the FORTRAN original
5640 # prout(_("Latest update-21 Sept 78"))
5646 scanner.push("emsave.trk")
5647 key = scanner.nexttok()
5649 proutn(_("File name: "))
5650 key = scanner.nexttok()
5651 if key != "IHALPHA":
5654 if '.' not in scanner.token:
5655 scanner.token += ".trk"
5657 fp = open(scanner.token, "wb")
5659 prout(_("Can't freeze game as file %s") % scanner.token)
5661 pickle.dump(game, fp)
5666 "Retrieve saved game."
5669 key = scanner.nexttok()
5671 proutn(_("File name: "))
5672 key = scanner.nexttok()
5673 if key != "IHALPHA":
5676 if '.' not in scanner.token:
5677 scanner.token += ".trk"
5679 fp = open(scanner.token, "rb")
5681 prout(_("Can't thaw game in %s") % scanner.token)
5683 game = pickle.load(fp)
5688 # I used <http://www.memory-alpha.org> to find planets
5689 # with references in ST:TOS. Earth and the Alpha Centauri
5690 # Colony have been omitted.
5692 # Some planets marked Class G and P here will be displayed as class M
5693 # because of the way planets are generated. This is a known bug.
5696 _("Andoria (Fesoan)"), # several episodes
5697 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5698 _("Vulcan (T'Khasi)"), # many episodes
5699 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5700 _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5701 _("Ardana"), # TOS: "The Cloud Minders"
5702 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5703 _("Gideon"), # TOS: "The Mark of Gideon"
5704 _("Aldebaran III"), # TOS: "The Deadly Years"
5705 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5706 _("Altair IV"), # TOS: "Amok Time
5707 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5708 _("Benecia"), # TOS: "The Conscience of the King"
5709 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5710 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5711 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5712 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5713 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5714 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5715 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5716 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5717 _("Ingraham B"), # TOS: "Operation: Annihilate"
5718 _("Janus IV"), # TOS: "The Devil in the Dark"
5719 _("Makus III"), # TOS: "The Galileo Seven"
5720 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5721 _("Omega IV"), # TOS: "The Omega Glory"
5722 _("Regulus V"), # TOS: "Amok Time
5723 _("Deneva"), # TOS: "Operation -- Annihilate!"
5724 # Worlds from BSD Trek
5725 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5726 _("Beta III"), # TOS: "The Return of the Archons"
5727 _("Triacus"), # TOS: "And the Children Shall Lead",
5728 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5730 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5731 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5732 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5733 # _("Izar"), # TOS: "Whom Gods Destroy"
5734 # _("Tiburon"), # TOS: "The Way to Eden"
5735 # _("Merak II"), # TOS: "The Cloud Minders"
5736 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5737 # _("Iotia"), # TOS: "A Piece of the Action"
5741 _("S. R. Sensors"), \
5742 _("L. R. Sensors"), \
5744 _("Photon Tubes"), \
5745 _("Life Support"), \
5746 _("Warp Engines"), \
5747 _("Impulse Engines"), \
5749 _("Subspace Radio"), \
5750 _("Shuttle Craft"), \
5752 _("Navigation System"), \
5754 _("Shield Control"), \
5757 _("Cloaking Device"), \
5761 "Prepare to play, set up cosmos."
5763 # Decide how many of everything
5765 return # frozen game
5766 # Prepare the Enterprise
5767 game.alldone = game.gamewon = game.shldchg = game.shldup = False
5769 game.state.crew = FULLCREW
5770 game.energy = game.inenrg = 5000.0
5771 game.shield = game.inshld = 2500.0
5774 game.quadrant = randplace(GALSIZE)
5775 game.sector = randplace(QUADSIZE)
5776 game.torps = game.intorps = 10
5777 game.nprobes = rnd.integer(2, 5)
5779 for i in range(NDEVICES):
5780 game.damage[i] = 0.0
5781 # Set up assorted game parameters
5782 game.battle = Coord()
5783 game.state.date = game.indate = 100.0 * rnd.real(20, 51)
5784 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5785 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5786 game.isatb = game.state.nplankl = 0
5787 game.state.starkl = game.state.basekl = game.state.nworldkl = 0
5788 game.iscraft = "onship"
5793 game.state.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
5795 game.state.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
5797 game.state.planets = [] # Planet information
5798 game.state.baseq = [] # Base quadrant coordinates
5799 game.state.kcmdr = [] # Commander quadrant coordinates
5800 game.statekscmdr = Coord() # Supercommander quadrant coordinates
5802 # Starchart is functional but we've never seen it
5803 game.lastchart = FOREVER
5804 # Put stars in the galaxy
5806 for i in range(GALSIZE):
5807 for j in range(GALSIZE):
5808 # Can't have more stars per quadrant than fit in one decimal digit,
5809 # if we do the chart representation will break.
5810 k = rnd.integer(1, min(10, QUADSIZE**2/10))
5812 game.state.galaxy[i][j].stars = k
5813 # Locate star bases in galaxy
5815 prout("=== Allocating %d bases" % game.inbase) # pragma: no cover
5816 for i in range(game.inbase):
5819 w = randplace(GALSIZE)
5820 if not game.state.galaxy[w.i][w.j].starbase:
5823 # C version: for (j = i-1; j > 0; j--)
5824 # so it did them in the opposite order.
5825 for j in range(1, i):
5826 # Improved placement algorithm to spread out bases
5827 distq = (w - game.state.baseq[j]).distance()
5828 if distq < 6.0*(BASEMAX+1-game.inbase) and rnd.withprob(0.75):
5831 prout("=== Abandoning base #%d at %s" % (i, w)) # pragma: no cover
5833 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5835 prout("=== Saving base #%d, close to #%d" % (i, j)) # pragma: no cover
5839 prout("=== Placing base #%d in quadrant %s" % (i, w)) # pragma: no cover
5840 game.state.baseq.append(w)
5841 game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5842 # Position ordinary Klingon Battle Cruisers
5844 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5845 klumper = min(klumper, MAXKLQUAD)
5848 klump = int((1.0 - r*r)*klumper)
5849 klump = min(klump, krem)
5852 w = randplace(GALSIZE)
5853 if not game.state.galaxy[w.i][w.j].supernova and \
5854 game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5856 game.state.galaxy[w.i][w.j].klingons += klump
5859 # Position Klingon Commander Ships
5860 for i in range(game.incom):
5862 w = randplace(GALSIZE)
5863 if not welcoming(w) or w in game.state.kcmdr:
5865 if (game.state.galaxy[w.i][w.j].klingons or rnd.withprob(0.25)):
5867 game.state.galaxy[w.i][w.j].klingons += 1
5868 game.state.kcmdr.append(w)
5869 # Locate planets in galaxy
5870 for i in range(game.inplan):
5872 w = randplace(GALSIZE)
5873 if game.state.galaxy[w.i][w.j].planet is None:
5877 new.crystals = "absent"
5878 if (game.options & OPTION_WORLDS) and i < NINHAB:
5879 new.pclass = "M" # All inhabited planets are class M
5880 new.crystals = "absent"
5882 new.name = systnames[i]
5883 new.inhabited = True
5885 new.pclass = ("M", "N", "O")[rnd.integer(0, 3)]
5886 if rnd.withprob(0.33):
5887 new.crystals = "present"
5888 new.known = "unknown"
5889 new.inhabited = False
5890 game.state.galaxy[w.i][w.j].planet = new
5891 game.state.planets.append(new)
5893 for i in range(game.state.nromrem):
5894 w = randplace(GALSIZE)
5895 game.state.galaxy[w.i][w.j].romulans += 1
5896 # Place the Super-Commander if needed
5897 if game.state.nscrem > 0:
5899 w = randplace(GALSIZE)
5902 game.state.kscmdr = w
5903 game.state.galaxy[w.i][w.j].klingons += 1
5904 # Initialize times for extraneous events
5905 schedule(FSNOVA, expran(0.5 * game.intime))
5906 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5907 schedule(FSNAP, rnd.real(1.0, 2.0)) # Force an early snapshot
5908 schedule(FBATTAK, expran(0.3*game.intime))
5910 if game.state.nscrem:
5911 schedule(FSCMOVE, 0.2777)
5916 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5917 schedule(FDISTR, expran(1.0 + game.intime))
5922 # Place thing (in tournament game, we don't want one!)
5923 # New in SST2K: never place the Thing near a starbase.
5924 # This makes sense and avoids a special case in the old code.
5925 if game.tourn is None:
5926 # Avoid distrubing the RNG chain. This code
5927 # was a late fix and we don't want to mess up
5928 # all the regression tests.
5929 state = randomizer.getrngstate()
5931 thing.location = randplace(GALSIZE)
5932 # Put it somewhere a starbase is not
5933 if thing.location not in game.state.baseq:
5935 randomizer.setrngstate(state)
5937 game.state.snap = False
5938 if game.skill == SKILL_NOVICE:
5939 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5940 prout(_("a deadly Klingon invasion force. As captain of the United"))
5941 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5942 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5943 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5944 prout(_("your mission. As you proceed you may be given more time."))
5946 prout(_("You will have %d supporting starbases.") % (game.inbase))
5947 proutn(_("Starbase locations- "))
5949 prout(_("Stardate %d.") % int(game.state.date))
5951 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5952 prout(_("An unknown number of Romulans."))
5953 if game.state.nscrem:
5954 prout(_("And one (GULP) Super-Commander."))
5955 prout(_("%d stardates.") % int(game.intime))
5956 proutn(_("%d starbases in ") % game.inbase)
5957 for i in range(game.inbase):
5958 proutn(repr(game.state.baseq[i]))
5961 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5962 proutn(_(" Sector %s") % game.sector)
5964 prout(_("Good Luck!"))
5965 if game.state.nscrem:
5966 prout(_(" YOU'LL NEED IT."))
5969 setwnd(message_window)
5971 if len(game.enemies) - (thing.location == game.quadrant) - (game.tholian is not None):
5973 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5974 attack(torps_ok=False)
5977 "Choose your game type."
5982 game.skill = SKILL_NONE
5983 # Do not chew here, we want to use command-line tokens
5984 if not scanner.inqueue: # Can start with command line options
5985 proutn(_("Would you like a regular, tournament, or saved game? "))
5987 if scanner.sees("tournament"):
5989 while scanner.nexttok() == "IHEOL":
5990 proutn(_("Type in tournament number-"))
5991 if scanner.real == 0:
5993 continue # We don't want a blank entry
5994 game.tourn = int(round(scanner.real))
5995 rnd.seed(scanner.real)
5997 logfp.write("# rnd.seed(%d)\n" % scanner.real)
5999 if scanner.sees("saved") or scanner.sees("frozen"):
6003 if game.passwd is None:
6005 if not game.alldone:
6006 game.thawed = True # No plaque if not finished
6010 if scanner.sees("regular"):
6012 proutn(_("What is \"%s\"? ") % scanner.token)
6014 while game.length==0 or game.skill==SKILL_NONE:
6015 if scanner.nexttok() == "IHALPHA":
6016 if scanner.sees("short"):
6018 elif scanner.sees("medium"):
6020 elif scanner.sees("long"):
6022 elif scanner.sees("novice"):
6023 game.skill = SKILL_NOVICE
6024 elif scanner.sees("fair"):
6025 game.skill = SKILL_FAIR
6026 elif scanner.sees("good"):
6027 game.skill = SKILL_GOOD
6028 elif scanner.sees("expert"):
6029 game.skill = SKILL_EXPERT
6030 elif scanner.sees("emeritus"):
6031 game.skill = SKILL_EMERITUS
6033 proutn(_("What is \""))
6034 proutn(scanner.token)
6039 proutn(_("Would you like a Short, Medium, or Long game? "))
6040 elif game.skill == SKILL_NONE:
6041 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
6042 # Choose game options -- added by ESR for SST2K
6043 if scanner.nexttok() != "IHALPHA":
6045 proutn(_("Choose your game style (plain, almy, fancy or just press enter): "))
6047 if scanner.sees("plain"):
6048 # Approximates the UT FORTRAN version.
6049 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR | OPTION_CAPTURE | OPTION_CLOAK | OPTION_DOTFILL | OPTION_ALPHAMERIC)
6050 game.options |= OPTION_PLAIN
6051 elif scanner.sees("almy"):
6052 # Approximates Tom Almy's version.
6053 game.options &=~ (OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR | OPTION_DOTFILL | OPTION_ALPHAMERIC)
6054 elif scanner.sees("fancy") or scanner.sees("\n"):
6056 elif len(scanner.token):
6057 proutn(_("What is \"%s\"?") % scanner.token)
6059 if game.passwd == "debug": # pragma: no cover
6061 prout("=== Debug mode enabled.")
6062 # Use parameters to generate initial values of things
6063 game.damfac = 0.5 * game.skill
6064 game.inbase = rnd.integer(BASEMIN, BASEMAX+1)
6066 if game.options & OPTION_PLANETS:
6067 game.inplan += rnd.integer(MAXUNINHAB/2, MAXUNINHAB+1)
6068 if game.options & OPTION_WORLDS:
6069 game.inplan += int(NINHAB)
6070 game.state.nromrem = game.inrom = rnd.integer(2 * game.skill)
6071 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
6072 game.state.remtime = 7.0 * game.length
6073 game.intime = game.state.remtime
6074 game.inkling = int(2.0*game.intime*((game.skill+1 - 2*rnd.real())*game.skill*0.1+.15))
6075 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*rnd.real()))
6076 game.state.remres = (game.inkling+4*game.incom)*game.intime
6077 game.inresor = game.state.remres
6078 if game.inkling > 50:
6082 def dropin(iquad=None):
6083 "Drop a feature on a random dot in the current quadrant."
6085 w = randplace(QUADSIZE)
6086 if game.quad[w.i][w.j] == '.':
6088 if iquad is not None:
6089 game.quad[w.i][w.j] = iquad
6093 "Update our alert status."
6094 game.condition = "green"
6095 if game.energy < 1000.0:
6096 game.condition = "yellow"
6097 if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
6098 game.condition = "red"
6100 game.condition="dead"
6103 "Drop new Klingon into current quadrant."
6104 return Enemy('K', loc=dropin(), power=rnd.real(300,450)+25.0*game.skill)
6107 "Sort enemies by distance so 'nearest' is meaningful."
6108 game.enemies.sort(key=lambda x: x.kdist)
6111 "Set up a new state of quadrant, for when we enter or re-enter it."
6114 game.neutz = game.inorbit = game.landed = False
6115 game.ientesc = game.iseenit = game.isviolreported = False
6117 # Create a blank quadrant
6118 game.quad = fill2d(QUADSIZE, lambda i, j: '.')
6120 # Attempt to escape Super-commander, so tbeam back!
6123 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
6124 # cope with supernova
6127 game.klhere = q.klingons
6128 game.irhere = q.romulans
6130 game.quad[game.sector.i][game.sector.j] = game.ship
6133 # Position ordinary Klingons
6134 for _i in range(game.klhere):
6136 # If we need a commander, promote a Klingon
6137 for cmdr in game.state.kcmdr:
6138 if cmdr == game.quadrant:
6139 e = game.enemies[game.klhere-1]
6140 game.quad[e.location.i][e.location.j] = 'C'
6141 e.power = rnd.real(950,1350) + 50.0*game.skill
6143 # If we need a super-commander, promote a Klingon
6144 if game.quadrant == game.state.kscmdr:
6146 game.quad[e.location.i][e.location.j] = 'S'
6147 e.power = rnd.real(1175.0, 1575.0) + 125.0*game.skill
6148 game.iscate = (game.remkl() > 1)
6149 # Put in Romulans if needed
6150 for _i in range(q.romulans):
6151 Enemy('R', loc=dropin(), power=rnd.real(400.0,850.0)+50.0*game.skill)
6152 # If quadrant needs a starbase, put it in
6154 game.base = dropin('B')
6155 # If quadrant needs a planet, put it in
6157 game.iplnet = q.planet
6158 if not q.planet.inhabited:
6159 game.plnet = dropin('P')
6161 game.plnet = dropin('@')
6162 # Check for condition
6165 if game.irhere > 0 and game.klhere == 0:
6167 if not damaged(DRADIO):
6169 prout(_("LT. Uhura- \"Captain, an urgent message."))
6170 prout(_(" I'll put it on audio.\" CLICK"))
6172 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
6173 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
6174 # Put in THING if needed
6175 if thing.location == game.quadrant:
6176 Enemy(etype='?', loc=dropin(),
6177 power=rnd.real(6000,6500.0)+250.0*game.skill)
6178 if not damaged(DSRSENS):
6180 prout(_("Mr. Spock- \"Captain, this is most unusual."))
6181 prout(_(" Please examine your short-range scan.\""))
6182 # Decide if quadrant needs a Tholian; lighten up if skill is low
6183 if game.options & OPTION_THOLIAN:
6184 if (game.skill < SKILL_GOOD and rnd.withprob(0.02)) or \
6185 (game.skill == SKILL_GOOD and rnd.withprob(0.05)) or \
6186 (game.skill > SKILL_GOOD and rnd.withprob(0.08)):
6189 w.i = rnd.withprob(0.5) * (QUADSIZE-1)
6190 w.j = rnd.withprob(0.5) * (QUADSIZE-1)
6191 if game.quad[w.i][w.j] == '.':
6193 game.tholian = Enemy(etype='T', loc=w,
6194 power=rnd.integer(100, 500) + 25.0*game.skill)
6195 # Reserve unoccupied corners
6196 if game.quad[0][0]=='.':
6197 game.quad[0][0] = 'X'
6198 if game.quad[0][QUADSIZE-1]=='.':
6199 game.quad[0][QUADSIZE-1] = 'X'
6200 if game.quad[QUADSIZE-1][0]=='.':
6201 game.quad[QUADSIZE-1][0] = 'X'
6202 if game.quad[QUADSIZE-1][QUADSIZE-1]=='.':
6203 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
6205 # And finally the stars
6206 for _i in range(q.stars):
6208 # Put in a few black holes
6209 for _i in range(1, 3+1):
6210 if rnd.withprob(0.5):
6212 # Take out X's in corners if Tholian present
6214 if game.quad[0][0]=='X':
6215 game.quad[0][0] = '.'
6216 if game.quad[0][QUADSIZE-1]=='X':
6217 game.quad[0][QUADSIZE-1] = '.'
6218 if game.quad[QUADSIZE-1][0]=='X':
6219 game.quad[QUADSIZE-1][0] = '.'
6220 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
6221 game.quad[QUADSIZE-1][QUADSIZE-1] = '.'
6222 # This should guarantee that replay games don't lose info about the chart
6223 if (game.options & OPTION_AUTOSCAN) or replayfp:
6227 "Set the self-destruct password."
6228 if game.options & OPTION_PLAIN:
6231 proutn(_("Please type in a secret password- "))
6233 game.passwd = scanner.token
6234 #game.passwd = getpass.getpass("Please type in a secret password- ")
6235 if game.passwd is not None:
6239 game.passwd += chr(ord('a')+rnd.integer(26))
6240 game.passwd += chr(ord('a')+rnd.integer(26))
6241 game.passwd += chr(ord('a')+rnd.integer(26))
6243 # Code from sst.c begins here
6246 ("SRSCAN", OPTION_TTY),
6247 ("STATUS", OPTION_TTY),
6248 ("REQUEST", OPTION_TTY),
6249 ("LRSCAN", OPTION_TTY),
6261 ("SENSORS", OPTION_PLANETS),
6262 ("ORBIT", OPTION_PLANETS),
6263 ("TRANSPORT", OPTION_PLANETS),
6264 ("MINE", OPTION_PLANETS),
6265 ("CRYSTALS", OPTION_PLANETS),
6266 ("SHUTTLE", OPTION_PLANETS),
6267 ("PLANETS", OPTION_PLANETS),
6272 ("PROBE", OPTION_PROBE),
6274 ("FREEZE", 0), # Synonym for SAVE
6277 # No abbreviations accepted after this point
6280 ("CAPTURE", OPTION_CAPTURE),
6281 ("CLOAK", OPTION_CLOAK),
6284 ("SOS", 0), # Synonym for MAYDAY
6285 ("CALL", 0), # Synonym for MAYDAY
6293 def listCommands(): # pragma: no cover
6294 "Generate a list of legal commands."
6295 # Coverage-disabled because testing for this is fragile
6296 # in the presence of changes in the command set.
6297 prout(_("LEGAL COMMANDS ARE:"))
6299 for (key, opt) in commands:
6300 if not opt or (opt & game.options):
6301 proutn("%-12s " % key)
6303 if emitted % 5 == 4:
6308 "Browse on-line help."
6309 key = scanner.nexttok()
6312 setwnd(prompt_window)
6313 proutn(_("Help on what command? "))
6314 key = scanner.nexttok()
6315 setwnd(message_window)
6318 cmds = [x[0] for x in commands]
6319 if scanner.token.upper() in cmds or scanner.token.upper() == "ABBREV":
6326 cmd = scanner.token.upper()
6327 for directory in docpath:
6329 fp = open(os.path.join(directory, "sst.doc"), "r")
6334 prout(_("Spock- \"Captain, that information is missing from the"))
6335 prout(_(" computer. You need to find sst.doc and put it somewhere"))
6336 proutn(_(" in these directories: %s") % ":".join(docpath))
6338 # This used to continue: "You need to find SST.DOC and put
6339 # it in the current directory."
6342 linebuf = fp.readline()
6344 prout(_("Spock- \"Captain, there is no information on that command.\""))
6347 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6348 linebuf = linebuf[3:].strip()
6349 if cmd.upper() == linebuf:
6352 prout(_("Spock- \"Captain, I've found the following information:\""))
6355 linebuf = fp.readline()
6356 if "******" in linebuf:
6362 "Command-interpretation loop."
6364 if game.irhere and game.state.date >= ALGERON and not game.isviolreported and game.iscloaked:
6365 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
6367 game.isviolreported = True
6368 while True: # command loop
6370 while True: # get a command
6372 game.optime = game.justin = False
6374 setwnd(prompt_window)
6377 if scanner.nexttok() == "IHEOL":
6378 if game.options & OPTION_CURSES: # pragma: no cover
6381 elif scanner.token == "":
6385 setwnd(message_window)
6387 abandon_passed = False
6388 cmd = "" # Force cmd to persist after loop
6389 opt = 0 # Force opt to persist after loop
6390 for (cmd, opt) in commands:
6391 # commands after ABANDON cannot be abbreviated
6392 if cmd == "ABANDON":
6393 abandon_passed = True
6394 if cmd == scanner.token.upper() or (not abandon_passed \
6395 and cmd.startswith(scanner.token.upper())):
6397 if cmd == "": # pragma: no cover
6400 elif opt and not (opt & game.options):
6404 if game.options & OPTION_CURSES: # pragma: no cover
6405 prout("COMMAND> %s" % cmd)
6406 if cmd == "SRSCAN": # srscan
6408 elif cmd == "STATUS": # status
6410 elif cmd == "REQUEST": # status request
6412 elif cmd == "LRSCAN": # long range scan
6413 lrscan(silent=False)
6414 elif cmd == "PHASERS": # phasers
6419 elif cmd in ("TORPEDO", "PHOTONS"): # photon torpedos
6424 elif cmd == "MOVE": # move under warp
6425 warp(wcourse=None, involuntary=False)
6426 elif cmd == "SHIELDS": # shields
6427 doshield(shraise=False)
6430 game.shldchg = False
6431 elif cmd == "DOCK": # dock at starbase
6434 attack(torps_ok=False)
6435 elif cmd == "DAMAGES": # damage reports
6437 elif cmd == "CHART": # chart
6439 elif cmd == "IMPULSE": # impulse
6441 elif cmd == "REST": # rest
6445 elif cmd == "WARP": # warp
6447 elif cmd == "SENSORS": # sensors
6449 elif cmd == "ORBIT": # orbit
6453 elif cmd == "TRANSPORT": # transport "beam"
6455 elif cmd == "MINE": # mine
6459 elif cmd == "CRYSTALS": # crystals
6463 elif cmd == "SHUTTLE": # shuttle
6467 elif cmd == "PLANETS": # Planet list
6469 elif cmd == "REPORT": # Game Report
6471 elif cmd == "COMPUTER": # use COMPUTER!
6473 elif cmd == "COMMANDS":
6475 elif cmd == "EMEXIT": # Emergency exit
6476 clrscr() # Hide screen
6477 freeze(True) # forced save
6478 raise SystemExit(1) # And quick exit
6479 elif cmd == "PROBE":
6480 probe() # Launch probe
6483 elif cmd == "ABANDON": # Abandon Ship
6485 elif cmd == "DESTRUCT": # Self Destruct
6487 elif cmd == "SAVE": # Save Game
6490 if game.skill > SKILL_GOOD:
6491 prout(_("WARNING--Saved games produce no plaques!"))
6492 elif cmd == "DEATHRAY": # Try a desparation measure
6496 elif cmd == "CAPTURE":
6498 elif cmd == "CLOAK":
6500 elif cmd == "DEBUGCMD": # What do we want for debug???
6502 elif cmd == "MAYDAY": # Call for help
6507 game.alldone = True # quit the game
6510 elif cmd == "SCORE":
6511 score() # see current score
6512 elif cmd == "CURSES": # pragma: no cover
6513 game.options |= (OPTION_CURSES | OPTION_COLOR)
6515 elif cmd == "OPTIONS":
6519 break # Game has ended
6520 if game.optime != 0.0:
6523 break # Events did us in
6524 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6527 if hitme and not game.justin:
6528 attack(torps_ok=True)
6531 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6539 prout("=== Ending") # pragma: no cover
6542 "Emit the name of an enemy or feature."
6543 if ch == 'R': s = _("Romulan")
6544 elif ch == 'K': s = _("Klingon")
6545 elif ch == 'C': s = _("Commander")
6546 elif ch == 'S': s = _("Super-commander")
6547 elif ch == '*': s = _("Star")
6548 elif ch == 'P': s = _("Planet")
6549 elif ch == 'B': s = _("Starbase")
6550 elif ch == ' ': s = _("Black hole")
6551 elif ch == 'T': s = _("Tholian")
6552 elif ch == '#': s = _("Tholian web")
6553 elif ch == '?': s = _("Stranger")
6554 elif ch == '@': s = _("Inhabited World")
6555 else: s = "Unknown??" # pragma: no cover
6558 def crmena(loud, enemy, loctype, w):
6559 "Emit the name of an enemy and his location."
6563 buf += cramen(enemy) + _(" at ")
6564 if loctype == "quadrant":
6565 buf += _("Quadrant ")
6566 elif loctype == "sector":
6568 return buf + repr(w)
6571 "Emit our ship name."
6572 return{'E':_("Enterprise"),'F':_("Faerie Queene")}.get(game.ship,"Ship???")
6575 "Emit a line of stars"
6576 prouts("******************************************************")
6580 return -avrage*math.log(1e-7 + rnd.real())
6582 def randplace(size):
6583 "Choose a random location."
6585 w.i = rnd.integer(size)
6586 w.j = rnd.integer(size)
6596 # Get a token from the user
6599 # Fill the token queue if nothing here
6600 while not self.inqueue:
6602 if curwnd==prompt_window:
6604 setwnd(message_window)
6611 self.inqueue = sline.lstrip().split() + ["\n"]
6612 # From here on in it's all looking at the queue
6613 self.token = self.inqueue.pop(0)
6614 if self.token == "\n":
6618 self.real = float(self.token)
6619 self.type = "IHREAL"
6624 self.token = self.token.lower()
6625 self.type = "IHALPHA"
6628 def append(self, tok):
6629 self.inqueue.append(tok)
6630 def push(self, tok):
6631 self.inqueue.insert(0, tok)
6635 # Demand input for next scan
6637 self.real = self.token = None
6639 # compares s to item and returns true if it matches to the length of s
6640 return s.startswith(self.token)
6642 # Round token value to nearest integer
6643 return int(round(self.real))
6647 if (game.options & OPTION_ALPHAMERIC):
6649 if (self.type == "IHALPHA") and (self.token[0] in "abcdefghij") and (self.token[1] in "0123456789"):
6650 s.i = ord(self.token[0]) - ord("a")
6651 s.j = int(self.token[1:])-1
6653 except (TypeError, IndexError):
6656 if self.type != "IHREAL":
6661 if self.type != "IHREAL":
6666 def __repr__(self): # pragma: no cover
6667 return "<sstcanner: token=%s, type=%s, queue=%s>" % (self.token, self.type, self.inqueue)
6670 "Yes-or-no confirmation."
6674 if scanner.token == 'y':
6676 if scanner.token == 'n':
6679 proutn(_("Please answer with \"y\" or \"n\": "))
6682 "Complain about unparseable input."
6685 prout(_("Beg your pardon, Captain?"))
6687 def debugme(): # pragma: no cover
6688 "Access to the internals for debugging."
6689 proutn("Reset levels? ")
6691 if game.energy < game.inenrg:
6692 game.energy = game.inenrg
6693 game.shield = game.inshld
6694 game.torps = game.intorps
6695 game.lsupres = game.inlsr
6696 proutn("Reset damage? ")
6698 for i in range(NDEVICES):
6699 if game.damage[i] > 0.0:
6700 game.damage[i] = 0.0
6701 proutn("Toggle debug flag? ")
6703 game.idebug = not game.idebug
6704 if game.idebug: # pragma: no cover
6705 prout("Debug output ON")
6707 prout("Debug output OFF")
6708 proutn("Cause selective damage? ")
6710 for i in range(NDEVICES):
6711 proutn("Kill %s?" % device[i])
6713 key = scanner.nexttok()
6714 if key == "IHALPHA" and scanner.sees("y"):
6715 game.damage[i] = 10.0
6716 proutn("Examine/change events? ")
6721 FSNOVA: "Supernova ",
6724 FBATTAK: "Base Attack ",
6725 FCDBAS: "Base Destroy ",
6726 FSCMOVE: "SC Move ",
6727 FSCDBAS: "SC Base Destroy ",
6728 FDSPROB: "Probe Move ",
6729 FDISTR: "Distress Call ",
6730 FENSLV: "Enslavement ",
6731 FREPRO: "Klingon Build ",
6733 for i in range(1, NEVENTS):
6736 proutn("%.2f" % (scheduled(i)-game.state.date))
6737 if i in {FENSLV, FREPRO}:
6739 proutn(" in %s" % ev.quadrant)
6744 key = scanner.nexttok()
6748 elif key == "IHREAL":
6749 ev = schedule(i, scanner.real)
6750 if i in {FENSLV, FREPRO}:
6752 proutn("In quadrant- ")
6753 key = scanner.nexttok()
6754 # "IHEOL" says to leave coordinates as they are
6757 prout("Event %d canceled, no x coordinate." % (i))
6760 w.i = int(round(scanner.real))
6761 key = scanner.nexttok()
6763 prout("Event %d canceled, no y coordinate." % (i))
6766 w.j = int(round(scanner.real))
6769 proutn("Induce supernova here? ")
6771 game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
6774 if __name__ == '__main__':
6776 #global line, thing, game
6782 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN)
6783 if os.getenv("TERM"):
6784 game.options |= OPTION_CURSES # pragma: no cover
6786 game.options |= OPTION_TTY
6787 seed = int(time.time())
6789 (options, arguments) = getopt.getopt(sys.argv[1:], "cr:s:txV")
6790 for (switch, val) in options:
6792 # pylint: disable=raise-missing-from
6794 replayfp = open(val, "r")
6796 sys.stderr.write("sst: can't open replay file %s\n" % val)
6798 # pylint: disable=raise-missing-from
6800 line = replayfp.readline().strip()
6801 (leader, __, seed) = line.split()
6802 # pylint: disable=eval-used
6804 line = replayfp.readline().strip()
6805 arguments += line.split()[2:]
6806 except ValueError: # pragma: no cover
6807 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6809 game.options |= OPTION_TTY
6810 game.options &=~ OPTION_CURSES
6811 elif switch == '-s': # pragma: no cover
6813 elif switch == '-t': # pragma: no cover
6814 game.options |= OPTION_TTY
6815 game.options &=~ OPTION_CURSES
6816 elif switch == '-x': # pragma: no cover
6818 elif switch == '-c': # Enable curses debugging - undocumented
6820 elif switch == '-V': # pragma: no cover
6821 print("SST2K", version)
6823 else: # pragma: no cover
6824 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6826 except getopt.GetoptError as err:
6828 raise SystemExit(1) from err
6829 # where to save the input in case of bugs
6830 if "TMPDIR" in os.environ: # pragma: no cover
6831 tmpdir = os.environ['TMPDIR']
6835 logfp = open(os.path.join(tmpdir, "sst-input.log"), "w")
6836 except IOError: # pragma: no cover
6837 sys.stderr.write("sst: warning, can't open logfile\n")
6840 logfp.write("# seed %s\n" % seed)
6841 logfp.write("# arguments %s\n" % " ".join(arguments))
6842 logfp.write("# SST2K version %s\n" % version)
6843 logfp.write("# recorded by %s@%s on %s\n" % \
6844 (getpass.getuser(),socket.getfqdn(),time.ctime()))
6846 scanner = sstscanner()
6847 for arg in arguments:
6851 while True: # Play a game
6852 setwnd(fullscreen_window)
6858 game.alldone = False
6864 if (game.options & OPTION_TTY):
6867 if game.tourn and game.alldone:
6868 proutn(_("Do you want your score recorded?"))
6874 if (game.options & OPTION_TTY):
6875 proutn(_("Do you want to play again? "))
6881 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6885 except KeyboardInterrupt: # pragma: no cover