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 = 0x00000010 # deep-space probes (DECUS version, 1980)
302 OPTION_MVBADDY = 0x00000020 # more enemies can move (Almy, 1979?)
303 OPTION_RAMMING = 0x00000040 # enemies may ram Enterprise (Almy, 1979?)
304 OPTION_ALMY = 0x00000080 # Almy's death ray upgrade (1997?)
305 OPTION_AUTOPASS = 0x00000100 # Autogenerate password (Almy, 1997?)
306 OPTION_BASE = 0x00000200 # bases have good shields (Stas, 2005)
307 OPTION_BLKHOLE = 0x00000400 # black hole may timewarp you (Stas, 2005)
308 OPTION_SHOWME = 0x00000800 # bracket Enterprise in chart (ESR, 2005)
309 OPTION_WORLDS = 0x00001000 # logic for inhabited worlds (ESR, 2006)
310 OPTION_AUTOSCAN = 0x00002000 # automatic LRSCAN before CHART (ESR, 2006)
311 OPTION_COLOR = 0x00004000 # enable color display (ESR, 2010)
312 OPTION_CAPTURE = 0x00008000 # Enable BSD-Trek capture (Almy, 2013).
313 OPTION_CLOAK = 0x80010000 # Enable BSD-Trek capture (Almy, 2013).
314 OPTION_DOTFILL = 0x08200000 # fix dotfill glitch in chart (ESR, 2019)
315 OPTION_ALPHAMERIC = 0x00400000 # Alpha Y coordinates (ESR, 2023)
318 "ALL": (OPTION_ALL, 0),
319 "TTY": (OPTION_TTY, 0),
320 "IOMODES": (OPTION_IOMODES, 0),
321 "PLANETS": (OPTION_PLANETS, 1974),
322 "THOLIAN": (OPTION_THOLIAN, 1979),
323 "PROBE": (OPTION_PROBE, 1980),
324 "MVBADDY": (OPTION_MVBADDY, 1981), # year bumped to make it distinct
325 "RAMMING": (OPTION_RAMMING, 1982), # year bumped to make it distinct
326 "ALMY": (OPTION_ALMY, 1997),
327 "AUTOPASS": (OPTION_AUTOPASS, 1998), # year bumped to make it distinct
328 "BASE": (OPTION_BASE, 2004), # year bumped to make it distinct
329 "BLKHOLE": (OPTION_BLKHOLE, 2004), # year bumped to make it distinct
330 "SHOWME": (OPTION_SHOWME, 2005),
331 "WORLDS": (OPTION_WORLDS, 2006),
332 "AUTOSCAN": (OPTION_AUTOSCAN, 2007), # year bumped to make it distinct
333 "COLOR": (OPTION_COLOR, 2010),
334 "CAPTURE": (OPTION_CAPTURE, 2013),
335 "CLOAK": (OPTION_CLOAK, 2014), # year bumped to make it distinct
336 "DOTFILL": (OPTION_DOTFILL, 2019),
337 "ALPHAMERIC": (OPTION_ALPHAMERIC, 2023)
358 NDEVICES = 17 # Number of devices
368 return (game.damage[dev] != 0.0)
370 return not damaged(DRADIO) or game.condition=="docked"
372 # Define future events
373 FSPY = 0 # Spy event happens always (no future[] entry)
374 # can cause SC to tractor beam Enterprise
375 FSNOVA = 1 # Supernova
376 FTBEAM = 2 # Commander tractor beams Enterprise
377 FSNAP = 3 # Snapshot for time warp
378 FBATTAK = 4 # Commander attacks base
379 FCDBAS = 5 # Commander destroys base
380 FSCMOVE = 6 # Supercommander moves (might attack base)
381 FSCDBAS = 7 # Supercommander destroys base
382 FDSPROB = 8 # Move deep space probe
383 FDISTR = 9 # Emit distress call from an inhabited world
384 FENSLV = 10 # Inhabited word is enslaved
385 FREPRO = 11 # Klingons build a ship in an enslaved system
388 # Abstract out the event handling -- underlying data structures will change
389 # when we implement stateful events
390 def findevent(evtype): # pragma: no cover
391 return game.future[evtype]
394 def __init__(self, etype=None, loc=None, power=None):
396 self.location = Coord()
401 self.power = power # enemy energy level
402 game.enemies.append(self)
404 motion = (loc != self.location)
405 if self.location.i is not None and self.location.j is not None:
408 game.quad[self.location.i][self.location.j] = '#'
410 game.quad[self.location.i][self.location.j] = '.'
412 self.location = copy.copy(loc)
413 game.quad[self.location.i][self.location.j] = self.type
414 self.kdist = self.kavgd = (game.sector - loc).distance()
416 self.location = Coord()
417 self.kdist = self.kavgd = None
418 # Guard prevents failure on Tholian or thingy
419 if self in game.enemies:
420 game.enemies.remove(self)
423 return "<%s,%s,%f>" % (self.type, self.location, self.power) # pragma: no cover
427 self.options = None # Game options
428 self.state = Snapshot() # A snapshot structure
429 self.snapsht = Snapshot() # Last snapshot taken for time-travel purposes
430 self.quad = None # contents of our quadrant
431 self.damage = [0.0] * NDEVICES # damage encountered
432 self.future = [] # future events
436 self.future.append(Event())
437 self.passwd = None # Self Destruct password
439 self.quadrant = None # where we are in the large
440 self.sector = None # where we are in the small
441 self.tholian = None # Tholian enemy object
442 self.base = None # position of base in current quadrant
443 self.battle = None # base coordinates being attacked
444 self.plnet = None # location of planet in quadrant
445 self.gamewon = False # Finished!
446 self.ididit = False # action taken -- allows enemy to attack
447 self.alive = False # we are alive (not killed)
448 self.justin = False # just entered quadrant
449 self.shldup = False # shields are up
450 self.shldchg = False # shield is changing (affects efficiency)
451 self.iscate = False # super commander is here
452 self.ientesc = False # attempted escape from supercommander
453 self.resting = False # rest time
454 self.icraft = False # Kirk in Galileo
455 self.landed = False # party on planet (true), on ship (false)
456 self.alldone = False # game is now finished
457 self.neutz = False # Romulan Neutral Zone
458 self.isarmed = False # probe is armed
459 self.inorbit = False # orbiting a planet
460 self.imine = False # mining
461 self.icrystl = False # dilithium crystals aboard
462 self.iseenit = False # seen base attack report
463 self.thawed = False # thawed game
464 self.condition = None # "green", "yellow", "red", "docked", "dead"
465 self.iscraft = None # "onship", "offship", "removed"
466 self.skill = SKILL_NONE # Player skill level
467 self.inkling = 0 # initial number of klingons
468 self.inbase = 0 # initial number of bases
469 self.incom = 0 # initial number of commanders
470 self.inscom = 0 # initial number of commanders
471 self.inrom = 0 # initial number of commanders
472 self.instar = 0 # initial stars
473 self.intorps = 0 # initial/max torpedoes
474 self.torps = 0 # number of torpedoes
475 self.ship = 0 # ship type -- 'E' is Enterprise
476 self.abandoned = 0 # count of crew abandoned in space
477 self.length = 0 # length of game
478 self.klhere = 0 # klingons here
479 self.casual = 0 # causalties
480 self.nhelp = 0 # calls for help
481 self.nkinks = 0 # count of energy-barrier crossings
482 self.iplnet = None # planet # in quadrant
483 self.inplan = 0 # initial planets
484 self.irhere = 0 # Romulans in quadrant
485 self.isatb = 0 # =2 if super commander is attacking base
486 self.tourn = None # tournament number
487 self.nprobes = 0 # number of probes available
488 self.inresor = 0.0 # initial resources
489 self.intime = 0.0 # initial time
490 self.inenrg = 0.0 # initial/max energy
491 self.inshld = 0.0 # initial/max shield
492 self.inlsr = 0.0 # initial life support resources
493 self.indate = 0.0 # initial date
494 self.energy = 0.0 # energy level
495 self.shield = 0.0 # shield level
496 self.warpfac = 0.0 # warp speed
497 self.lsupres = 0.0 # life support reserves
498 self.optime = 0.0 # time taken by current operation
499 self.damfac = 0.0 # damage factor
500 self.lastchart = 0.0 # time star chart was last updated
501 self.cryprob = 0.0 # probability that crystal will work
502 self.probe = None # object holding probe course info
503 self.height = 0.0 # height of orbit around planet
504 self.score = 0.0 # overall score
505 self.perdate = 0.0 # rate of kills
506 self.idebug = False # Debugging instrumentation enabled?
507 self.cdebug = False # Debugging instrumentation for curses enabled?
508 self.statekscmdr = None # No SuperCommander coordinates yet.
509 self.brigcapacity = 400 # Enterprise brig capacity
510 self.brigfree = 400 # How many klingons can we put in the brig?
511 self.kcaptured = 0 # Total Klingons captured, for scoring.
512 self.iscloaked = False # Cloaking device on?
513 self.ncviol = 0 # Algreon treaty violations
514 self.isviolreported = False # We have been warned
515 self.lcg_x = 0 # LCG generator value
517 return sum([q.klingons for (_i, _j, q) in list(self.state.traverse())])
519 # Stas thinks this should be (C expression):
520 # game.remkl() + len(game.state.kcmdr) > 0 ?
521 # game.state.remres/(game.remkl() + 4*len(game.state.kcmdr)) : 99
522 # He says the existing expression is prone to divide-by-zero errors
523 # after killing the last klingon when score is shown -- perhaps also
524 # if the only remaining klingon is SCOM.
525 self.state.remtime = self.state.remres/(self.remkl() + 4*len(self.state.kcmdr))
527 "Are there Klingons remaining?"
554 # Code from ai.c begins here
557 "Would this quadrant welcome another Klingon?"
558 return iq.valid_quadrant() and \
559 not game.state.galaxy[iq.i][iq.j].supernova and \
560 game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
562 def tryexit(enemy, look, irun):
563 "A bad guy attempts to bug out."
565 iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))//QUADSIZE - 1
566 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))//QUADSIZE - 1
567 if not welcoming(iq):
569 if enemy.type == 'R':
570 return [] # Romulans cannot escape!
572 # avoid intruding on another commander's territory
573 if enemy.type == 'C':
574 if iq in game.state.kcmdr:
576 # refuse to leave if currently attacking starbase
577 if game.battle == game.quadrant:
579 # don't leave if over 1000 units of energy
580 if enemy.power > 1000.0:
582 oldloc = copy.copy(enemy.location)
583 # handle local matters related to escape
586 if game.condition != "docked":
588 # Handle global matters related to escape
589 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
590 game.state.galaxy[iq.i][iq.j].klingons += 1
591 if enemy.type == 'S':
595 schedule(FSCMOVE, 0.2777)
597 game.state.kscmdr = iq
599 for cmdr in game.state.kcmdr:
600 if cmdr == game.quadrant:
601 game.state.kcmdr.append(iq)
603 # report move out of quadrant.
604 return [(True, enemy, oldloc, iq)]
606 # The bad-guy movement algorithm:
608 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
609 # If both are operating full strength, force is 1000. If both are damaged,
610 # force is -1000. Having shields down subtracts an additional 1000.
612 # 2. Enemy has forces equal to the energy of the attacker plus
613 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
614 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
616 # Attacker Initial energy levels (nominal):
617 # Klingon Romulan Commander Super-Commander
618 # Novice 400 700 1200
620 # Good 450 800 1300 1750
621 # Expert 475 850 1350 1875
622 # Emeritus 500 900 1400 2000
623 # VARIANCE 75 200 200 200
625 # Enemy vessels only move prior to their attack. In Novice - Good games
626 # only commanders move. In Expert games, all enemy vessels move if there
627 # is a commander present. In Emeritus games all enemy vessels move.
629 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
630 # forces are 1000 greater than Enterprise.
632 # Agressive action on average cuts the distance between the ship and
633 # the enemy to 1/4 the original.
635 # 4. At lower energy advantage, movement units are proportional to the
636 # advantage with a 650 advantage being to hold ground, 800 to move forward
637 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
639 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
640 # retreat, especially at high skill levels.
642 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
644 def movebaddy(enemy):
645 "Tactical movement for the bad guys."
649 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
650 if game.skill >= SKILL_EXPERT:
651 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)
653 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
654 old_dist = enemy.kdist
655 mdist = int(old_dist + 0.5) # Nearest integer distance
656 # If SC, check with spy to see if should hi-tail it
657 if enemy.type == 'S' and \
658 (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
662 # decide whether to advance, retreat, or hold position
663 forces = enemy.power+100.0*len(game.enemies)+400*(nbaddys-1)
665 forces += 1000 # Good for enemy if shield is down!
666 if not damaged(DPHASER) or not damaged(DPHOTON):
667 if damaged(DPHASER): # phasers damaged
670 forces -= 0.2*(game.energy - 2500.0)
671 if damaged(DPHOTON): # photon torpedoes damaged
674 forces -= 50.0*game.torps
676 # phasers and photon tubes both out!
679 if forces <= 1000.0 and game.condition != "docked": # Typical situation
680 motion = ((forces + rnd.real(200))/150.0) - 5.0
682 if forces > 1000.0: # Very strong -- move in for kill
683 motion = (1.0 - rnd.real())**2 * old_dist + 1.0
684 if game.condition == "docked" and (game.options & OPTION_BASE): # protected by base -- back off !
685 motion -= game.skill*(2.0-rnd.real()**2)
687 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces)) # pragma: no cover
688 # don't move if no motion
691 # Limit motion according to skill
692 if abs(motion) > game.skill:
697 # calculate preferred number of steps
698 nsteps = abs(int(motion))
699 if motion > 0 and nsteps > mdist:
700 nsteps = mdist # don't overshoot
701 nsteps = min(nsteps, QUADSIZE) # This shouldn't be necessary
702 nsteps = max(nsteps, 1) # This shouldn't be necessary
704 proutn("NSTEPS = %d:" % nsteps) # pragma: no cover
705 # Compute preferred values of delta X and Y
706 m = game.sector - enemy.location
707 if 2.0 * abs(m.i) < abs(m.j):
709 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
711 m = (motion * m).sgn()
712 goto = enemy.location
714 for ll in range(nsteps):
716 proutn(" %d" % (ll+1)) # pragma: no cover
717 # Check if preferred position available
728 attempts = 0 # Settle mysterious hang problem
729 while attempts < 20 and not success:
731 if look.i < 0 or look.i >= QUADSIZE:
733 return tryexit(enemy, look, irun)
734 if krawli == m.i or m.j == 0:
736 look.i = goto.i + krawli
738 elif look.j < 0 or look.j >= QUADSIZE:
740 return tryexit(enemy, look, irun)
741 if krawlj == m.j or m.i == 0:
743 look.j = goto.j + krawlj
745 elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.':
746 # See if enemy should ram ship
747 if game.quad[look.i][look.j] == game.ship and \
748 enemy.type in ('C', 'S'):
749 collision(rammed=True, enemy=enemy)
751 if krawli != m.i and m.j != 0:
752 look.i = goto.i + krawli
754 elif krawlj != m.j and m.i != 0:
755 look.j = goto.j + krawlj
758 break # we have failed
764 proutn(repr(goto)) # pragma: no cover
768 skip(1) # pragma: no cover
769 # Enemy moved, but is still in sector
770 return [(False, enemy, old_dist, goto)]
773 "Sequence Klingon tactical movement."
775 prout("== MOVCOM") # pragma: no cover
776 # Figure out which Klingon is the commander (or Supercommander)
779 if game.quadrant in game.state.kcmdr:
780 for enemy in game.enemies:
781 if enemy.type == 'C':
782 tacmoves += movebaddy(enemy)
783 if game.state.kscmdr == game.quadrant:
784 for enemy in game.enemies:
785 if enemy.type == 'S':
786 tacmoves += movebaddy(enemy)
788 # If skill level is high, move other Klingons and Romulans too!
789 # Move these last so they can base their actions on what the
791 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
792 for enemy in game.enemies:
793 if enemy.type in ('K', 'R'):
794 tacmoves += movebaddy(enemy)
797 def movescom(iq, avoid):
798 "Supercommander movement helper."
799 # Avoid quadrants with bases if we want to avoid Enterprise
800 if not welcoming(iq) or (avoid and iq in game.state.baseq):
802 if game.justin and not game.iscate:
805 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
806 game.state.kscmdr = iq
807 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
808 if game.state.kscmdr == game.quadrant:
809 # SC has scooted, remove him from current quadrant
814 for enemy in game.enemies:
815 if enemy.type == 'S':
818 if game.condition != "docked":
821 # check for a helpful planet
822 for i in range(game.inplan):
823 if game.state.planets[i].quadrant == game.state.kscmdr and \
824 game.state.planets[i].crystals == "present":
826 game.state.planets[i].pclass = "destroyed"
827 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
830 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
831 prout(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
832 prout(_(" by the Super-commander.\""))
834 return True # looks good!
836 def supercommander():
837 "Move the Super Commander."
844 prout("== SUPERCOMMANDER") # pragma: no cover
845 # Decide on being active or passive
846 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 \
847 (game.state.date-game.indate) < 3.0)
848 if not game.iscate and avoid:
849 # compute move away from Enterprise
850 idelta = game.state.kscmdr-game.quadrant
851 if idelta.distance() > 2.0:
853 idelta.i = game.state.kscmdr.j-game.quadrant.j
854 idelta.j = game.quadrant.i-game.state.kscmdr.i
856 # compute distances to starbases
857 if not game.state.baseq:
861 sc = game.state.kscmdr
862 for (i, base) in enumerate(game.state.baseq):
863 basetbl.append((i, (base - sc).distance()))
864 if len(game.state.baseq) > 1:
865 basetbl.sort(key=lambda x: x[1])
866 # look for nearest base without a commander, no Enterprise, and
867 # without too many Klingons, and not already under attack.
868 ifindit = iwhichb = 0
869 for (i2, base) in enumerate(game.state.baseq):
870 i = basetbl[i2][0] # bug in original had it not finding nearest
871 if base == game.quadrant or base == game.battle or not welcoming(base):
873 # if there is a commander, and no other base is appropriate,
874 # we will take the one with the commander
875 for cmdr in game.state.kcmdr:
876 if base == cmdr and ifindit != 2:
880 else: # no commander -- use this one
885 return # Nothing suitable -- wait until next time
886 ibq = game.state.baseq[iwhichb]
887 # decide how to move toward base
888 idelta = ibq - game.state.kscmdr
889 # Maximum movement is 1 quadrant in either or both axes
890 idelta = idelta.sgn()
891 # try moving in both x and y directions
892 # there was what looked like a bug in the Almy C code here,
893 # but it might be this translation is just wrong.
894 iq = game.state.kscmdr + idelta
895 if not movescom(iq, avoid):
896 # failed -- try some other maneuvers
897 if idelta.i == 0 or idelta.j == 0:
900 iq.j = game.state.kscmdr.j + 1
901 if not movescom(iq, avoid):
902 iq.j = game.state.kscmdr.j - 1
905 iq.i = game.state.kscmdr.i + 1
906 if not movescom(iq, avoid):
907 iq.i = game.state.kscmdr.i - 1
910 # try moving just in x or y
911 iq.j = game.state.kscmdr.j
912 if not movescom(iq, avoid):
913 iq.j = game.state.kscmdr.j + idelta.j
914 iq.i = game.state.kscmdr.i
917 if len(game.state.baseq) == 0:
920 for ibq in game.state.baseq:
921 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
924 return # no, don't attack base!
927 schedule(FSCDBAS, rnd.real(1.0, 3.0))
928 if is_scheduled(FCDBAS):
929 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
930 if not communicating():
934 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
936 prout(_(" reports that it is under attack from the Klingon Super-commander."))
937 prout(_(" It can survive until stardate %d.\"") \
938 % int(scheduled(FSCDBAS)))
941 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
945 game.optime = 0.0 # actually finished
947 # Check for intelligence report
948 if not game.idebug and \
949 (rnd.withprob(0.8) or \
950 (not communicating()) or \
951 not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
954 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
955 prout(_(" the Super-commander is in Quadrant %s.") % game.state.kscmdr)
960 if not game.tholian or game.justin:
963 if game.tholian.location.i == 0 and game.tholian.location.j == 0:
966 elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
969 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1:
972 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0:
975 else: # pragma: no cover
976 # something is wrong!
977 game.tholian.move(None)
978 prout("***Internal error: Tholian in a bad spot.")
980 # do nothing if we are blocked
981 if game.quad[tid.i][tid.j] not in ('.', '#'):
983 here = copy.copy(game.tholian.location)
984 delta = (tid - game.tholian.location).sgn()
986 while here.i != tid.i:
988 if game.quad[here.i][here.j] == '.':
989 game.tholian.move(here)
991 while here.j != tid.j:
993 if game.quad[here.i][here.j] == '.':
994 game.tholian.move(here)
995 # check to see if all holes plugged
996 for i in range(QUADSIZE):
997 if game.quad[0][i] != '#' and game.quad[0][i] != 'T':
999 if game.quad[QUADSIZE-1][i] != '#' and game.quad[QUADSIZE-1][i] != 'T':
1001 if game.quad[i][0] != '#' and game.quad[i][0] != 'T':
1003 if game.quad[i][QUADSIZE-1] != '#' and game.quad[i][QUADSIZE-1] != 'T':
1005 # All plugged up -- Tholian splits
1006 game.quad[game.tholian.location.i][game.tholian.location.j] = '#'
1008 prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web."))
1009 game.tholian.move(None)
1012 # Code from battle.c begins here
1015 "Change cloaking-device status."
1016 if game.ship == 'F':
1017 prout(_("Ye Faerie Queene hath no cloaking device."))
1020 key = scanner.nexttok()
1027 if key == "IHALPHA":
1028 if scanner.sees("on"):
1030 prout(_("The cloaking device has already been switched on."))
1033 elif scanner.sees("off"):
1034 if not game.iscloaked:
1035 prout(_("The cloaking device has already been switched off."))
1042 if not game.iscloaked:
1043 proutn(_("Switch cloaking device on? "))
1048 proutn(_("Switch cloaking device off? "))
1055 if action == "CLOFF":
1056 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1057 prout(_("Spock- \"Captain, the Treaty of Algeron is in effect.\n Are you sure this is wise?\""))
1060 prout("Engineer Scott- \"Aye, Sir.\"")
1061 game.iscloaked = False
1062 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1063 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
1065 game.isviolreported = True
1067 #if (neutz and game.state.date >= ALGERON) finish(FCLOAK);
1070 if action == "CLON":
1072 prout(_("Engineer Scott- \"The cloaking device is damaged, Sir.\""))
1075 if game.condition == "docked":
1076 prout(_("You cannot cloak while docked."))
1078 if game.state.date >= ALGERON and not game.isviolreported:
1079 prout(_("Spock- \"Captain, using the cloaking device is a violation"))
1080 prout(_(" of the Treaty of Algeron. Considering the alternatives,"))
1081 proutn(_(" are you sure this is wise? "))
1084 prout(_("Engineer Scott- \"Cloaking device has engaging, Sir...\""))
1086 prout(_("Engineer Scott- \"Cloaking device has engaged, Sir.\""))
1087 game.iscloaked = True
1089 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1090 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
1092 game.isviolreported = True
1094 def doshield(shraise):
1095 "Change shield status."
1101 key = scanner.nexttok()
1102 if key == "IHALPHA":
1103 if scanner.sees("transfer"):
1106 if damaged(DSHIELD):
1107 prout(_("Shields damaged and down."))
1109 if scanner.sees("up"):
1111 elif scanner.sees("down"):
1113 if action == "NONE":
1114 proutn(_("Do you wish to change shield energy? "))
1117 elif damaged(DSHIELD):
1118 prout(_("Shields damaged and down."))
1121 proutn(_("Shields are up. Do you want them down? "))
1128 proutn(_("Shields are down. Do you want them up? "))
1134 if action == "SHUP": # raise shields
1136 prout(_("Shields already up."))
1140 if game.condition != "docked":
1142 prout(_("Shields raised."))
1143 if game.energy <= 0:
1145 prout(_("Shields raising uses up last of energy."))
1150 elif action == "SHDN":
1152 prout(_("Shields already down."))
1156 prout(_("Shields lowered."))
1159 elif action == "NRG":
1160 while scanner.nexttok() != "IHREAL":
1162 proutn(_("Energy to transfer to shields- "))
1167 if nrg > game.energy:
1168 prout(_("Insufficient ship energy."))
1171 if game.shield+nrg >= game.inshld:
1172 prout(_("Shield energy maximized."))
1173 if game.shield+nrg > game.inshld:
1174 prout(_("Excess energy requested returned to ship energy"))
1175 game.energy -= game.inshld-game.shield
1176 game.shield = game.inshld
1178 if nrg < 0.0 and game.energy-nrg > game.inenrg:
1179 # Prevent shield drain loophole
1181 prout(_("Engineering to bridge--"))
1182 prout(_(" Scott here. Power circuit problem, Captain."))
1183 prout(_(" I can't drain the shields."))
1186 if game.shield+nrg < 0:
1187 prout(_("All shield energy transferred to ship."))
1188 game.energy += game.shield
1191 proutn(_("Scotty- \""))
1193 prout(_("Transferring energy to shields.\""))
1195 prout(_("Draining energy from shields.\""))
1201 "Choose a device to damage, at random."
1203 105, # DSRSENS: short range scanners 10.5%
1204 105, # DLRSENS: long range scanners 10.5%
1205 120, # DPHASER: phasers 12.0%
1206 120, # DPHOTON: photon torpedoes 12.0%
1207 25, # DLIFSUP: life support 2.5%
1208 65, # DWARPEN: warp drive 6.5%
1209 70, # DIMPULS: impulse engines 6.5%
1210 135, # DSHIELD: deflector shields 13.5%
1211 30, # DRADIO: subspace radio 3.0%
1212 45, # DSHUTTL: shuttle 4.5%
1213 15, # DCOMPTR: computer 1.5%
1214 20, # NAVCOMP: navigation system 2.0%
1215 75, # DTRANSP: transporter 7.5%
1216 20, # DSHCTRL: high-speed shield controller 2.0%
1217 10, # DDRAY: death ray 1.0%
1218 30, # DDSP: deep-space probes 3.0%
1219 10, # DCLOAK: the cloaking device 1.0
1221 assert(sum(weights) == 1000)
1222 idx = rnd.integer(1000)
1224 for (i, w) in enumerate(weights):
1228 return None # pragma: no cover
1230 def collision(rammed, enemy):
1231 "Collision handling for ramming events."
1232 prouts(_("***RED ALERT! RED ALERT!"))
1234 prout(_("***COLLISION IMMINENT."))
1238 hardness = {'R':1.5, 'C':2.0, 'S':2.5, 'T':0.5, '?':4.0}.get(enemy.type, 1.0)
1240 proutn(_(" rammed by "))
1243 proutn(crmena(False, enemy.type, "sector", enemy.location))
1245 proutn(_(" (original position)"))
1247 deadkl(enemy.location, enemy.type, game.sector)
1248 prout("***" + crmshp() + " heavily damaged.")
1249 icas = rnd.integer(10, 30)
1250 prout(_("***Sickbay reports %d casualties") % icas)
1252 game.state.crew -= icas
1253 # In the pre-SST2K versions, all devices got equiprobably damaged,
1254 # which was silly. Instead, pick up to half the devices at
1255 # random according to our weighting table,
1256 ncrits = rnd.integer(NDEVICES//2)
1260 if game.damage[dev] < 0:
1262 extradm = (10.0*hardness*rnd.real()+1.0)*game.damfac
1263 # Damage for at least time of travel!
1264 game.damage[dev] += game.optime + extradm
1266 prout(_("***Shields are down."))
1273 def torpedo(origin, bearing, dispersion, number, nburst):
1274 "Let a photon torpedo fly"
1275 if not damaged(DSRSENS) or game.condition == "docked":
1276 setwnd(srscan_window)
1278 setwnd(message_window)
1279 ac = bearing + 0.25*dispersion # dispersion is a random variable
1280 bullseye = (15.0 - bearing)*0.5235988
1281 track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
1282 bumpto = Coord(0, 0)
1283 # Loop to move a single torpedo
1284 setwnd(message_window)
1285 for step in range(1, QUADSIZE*2):
1286 if not track.nextstep():
1289 if not w.valid_sector():
1291 iquad = game.quad[w.i][w.j]
1292 tracktorpedo(w, step, number, nburst, iquad)
1296 setwnd(message_window)
1297 if not damaged(DSRSENS) or game.condition == "docked":
1298 skip(1) # start new line after text track
1299 if iquad in ('E', 'F'): # Hit our ship
1301 prout(_("Torpedo hits %s.") % crmshp())
1302 hit = 700.0 + rnd.real(100) - \
1303 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1304 newcnd() # we're blown out of dock
1305 if game.landed or game.condition == "docked":
1306 return hit # Cheat if on a planet
1307 # In the C/FORTRAN version, dispersion was 2.5 radians, which
1308 # is 143 degrees, which is almost exactly 4.8 clockface units
1309 displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5)
1310 displacement.nextstep()
1311 bumpto = displacement.sector()
1312 if not bumpto.valid_sector():
1314 if game.quad[bumpto.i][bumpto.j] == ' ':
1317 if game.quad[bumpto.i][bumpto.j] != '.':
1318 # can't move into object
1320 game.sector = bumpto
1322 game.quad[w.i][w.j] = '.'
1323 game.quad[bumpto.i][bumpto.j] = iquad
1324 prout(_(" displaced by blast to Sector %s ") % bumpto)
1325 for enemy in game.enemies:
1326 enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1329 elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
1331 if iquad in ('C', 'S') and rnd.withprob(0.05):
1332 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1333 prout(_(" torpedo neutralized."))
1335 for enemy in game.enemies:
1336 if w == enemy.location:
1337 kp = math.fabs(enemy.power)
1338 h1 = 700.0 + rnd.integer(100) - \
1339 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1347 if enemy.power == 0:
1350 proutn(crmena(True, iquad, "sector", w))
1351 displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5, origin=w)
1352 displacement.nextstep()
1353 bumpto = displacement.sector()
1354 if game.quad[bumpto.i][bumpto.j] == ' ':
1355 prout(_(" buffeted into black hole."))
1356 deadkl(w, iquad, bumpto)
1358 if not bumpto.valid_sector():
1359 prout(_(" damaged but not destroyed."))
1361 if game.quad[bumpto.i][bumpto.j] != '.':
1362 prout(_(" damaged but not destroyed."))
1364 prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
1365 enemy.location = bumpto
1366 game.quad[w.i][w.j] = '.'
1367 game.quad[bumpto.i][bumpto.j] = iquad
1368 for tenemy in game.enemies:
1369 tenemy.kdist = tenemy.kavgd = (game.sector-tenemy.location).distance()
1372 else: # pragma: no cover
1373 prout("Internal error, no enemy where expected!")
1376 elif iquad == 'B': # Hit a base
1378 prout(_("***STARBASE DESTROYED.."))
1379 game.state.baseq = [x for x in game.state.baseq if x != game.quadrant]
1380 game.quad[w.i][w.j] = '.'
1381 game.base.invalidate()
1382 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
1383 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = False
1384 game.state.basekl += 1
1387 elif iquad == 'P': # Hit a planet
1388 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1389 game.state.nplankl += 1
1390 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1391 game.iplnet.pclass = "destroyed"
1393 game.plnet.invalidate()
1394 game.quad[w.i][w.j] = '.'
1396 # captain perishes on planet
1399 elif iquad == '@': # Hit an inhabited world -- very bad!
1400 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1401 game.state.nworldkl += 1
1402 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1403 game.iplnet.pclass = "destroyed"
1405 game.plnet.invalidate()
1406 game.quad[w.i][w.j] = '.'
1408 # captain perishes on planet
1410 prout(_("The torpedo destroyed an inhabited planet."))
1412 elif iquad == '*': # Hit a star
1413 if rnd.withprob(0.9):
1416 prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast."))
1418 elif iquad == '?': # Hit a thingy
1420 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1422 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1424 proutn(_("Mr. Spock-"))
1425 prouts(_(" \"Fascinating!\""))
1429 elif iquad == ' ': # Black hole
1431 prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo."))
1433 elif iquad == '#': # hit the web
1435 prout(_("***Torpedo absorbed by Tholian web."))
1437 elif iquad == 'T': # Hit a Tholian
1438 h1 = 700.0 + rnd.integer(100) - \
1439 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1442 game.quad[w.i][w.j] = '.'
1447 proutn(crmena(True, 'T', "sector", w))
1448 if rnd.withprob(0.05):
1449 prout(_(" survives photon blast."))
1451 prout(_(" disappears."))
1452 game.tholian.move(None)
1453 game.quad[w.i][w.j] = '#'
1458 proutn("Don't know how to handle torpedo collision with ")
1459 proutn(crmena(True, iquad, "sector", w))
1464 setwnd(message_window)
1465 prout(_("Torpedo missed."))
1469 "Critical-hit resolution."
1470 if hit < (275.0-25.0*game.skill)*rnd.real(1.0, 1.5):
1472 ncrit = int(1.0 + hit/(500.0+rnd.real(100)))
1473 proutn(_("***CRITICAL HIT--"))
1474 # Select devices and cause damage
1479 # Cheat to prevent shuttle damage unless on ship
1480 if not (game.damage[j]<0.0 or (j == DSHUTTL and game.iscraft != "onship") or (j == DCLOAK and game.ship != 'E' or j == DDRAY)):
1483 extradm = (hit*game.damfac)/(ncrit*rnd.real(75, 100))
1484 game.damage[j] += extradm
1487 for (i, j) in enumerate(cdam):
1489 if skipcount % 3 == 2 and i < len(cdam)-1:
1494 prout(_(" damaged."))
1495 if damaged(DSHIELD) and game.shldup:
1496 prout(_("***Shields knocked down."))
1498 if damaged(DCLOAK) and game.iscloaked:
1499 prout(_("***Cloaking device rendered inoperative."))
1500 game.iscloaked = False
1502 def attack(torps_ok):
1503 # bad guy attacks us
1504 # torps_ok == False forces use of phasers in an attack
1507 # game could be over at this point, check
1517 prout("=== ATTACK!") # pragma: no cover
1518 # Tholian gets to move before attacking
1521 # if you have just entered the RNZ, you'll get a warning
1522 if game.neutz: # The one chance not to be attacked
1525 # commanders get a chance to tac-move towards you
1526 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:
1527 for (bugout, enemy, old, goto) in moveklings():
1529 # we know about this if either short or long range
1530 # sensors are working
1531 if damaged(DSRSENS) and damaged(DLRSENS) \
1532 and game.condition != "docked":
1533 prout(crmena(True, enemy.type, "sector", old) + \
1534 (_(" escapes to Quadrant %s (and regains strength).") % goto))
1535 else: # Enemy still in-sector
1536 if enemy.move(goto):
1537 if not damaged(DSRSENS) or game.condition == "docked":
1538 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
1539 if enemy.kdist < old:
1540 proutn(_(" advances to "))
1542 proutn(_(" retreats to "))
1543 prout("Sector %s." % goto)
1545 # if no enemies remain after movement, we're done
1546 if len(game.enemies) == 0 or (len(game.enemies) == 1 and thing.at(game.quadrant)):
1548 # set up partial hits if attack happens during shield status change
1549 pfac = 1.0/game.inshld
1551 chgfac = 0.25 + rnd.real(0.5)
1553 # message verbosity control
1554 if game.skill <= SKILL_FAIR:
1556 for enemy in game.enemies:
1558 continue # too weak to attack
1559 # compute hit strength and diminish shield power
1561 # Increase chance of photon torpedos if docked or enemy energy is low
1562 if game.condition == "docked":
1564 if enemy.power < 500:
1566 if enemy.type in ('T', '?'):
1568 # different enemies have different probabilities of throwing a torp
1569 usephasers = not torps_ok or \
1570 (enemy.type == 'K' and r > 0.0005) or \
1571 (enemy.type == 'C' and r > 0.015) or \
1572 (enemy.type == 'R' and r > 0.3) or \
1573 (enemy.type == 'S' and r > 0.07) or \
1574 (enemy.type == '?' and r > 0.05)
1575 if usephasers: # Enemy uses phasers
1576 if game.condition == "docked":
1577 continue # Don't waste the effort!
1578 attempt = True # Attempt to attack
1579 dustfac = rnd.real(0.8, 0.85)
1580 hit = enemy.power*math.pow(dustfac, enemy.kavgd)
1582 else: # Enemy uses photon torpedo
1583 # We should be able to make the bearing() method work here
1584 pcourse = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i)
1586 proutn(_("***TORPEDO INCOMING"))
1587 if not damaged(DSRSENS):
1588 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location))
1591 dispersion = (rnd.real()+rnd.real())*0.5 - 0.5
1592 dispersion += 0.002*enemy.power*dispersion
1593 hit = torpedo(enemy.location, pcourse, dispersion, number=1, nburst=1)
1594 if game.unwon() == 0:
1595 finish(FWON) # Klingons did themselves in!
1596 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1597 return # Supernova or finished
1600 # incoming phaser or torpedo, shields may dissipate it
1601 if game.shldup or game.shldchg or game.condition == "docked":
1602 # shields will take hits
1603 propor = pfac * game.shield
1604 if game.condition == "docked":
1606 propor = max(propor, 0.1)
1607 hitsh = propor*chgfac*hit+1.0
1609 if absorb > game.shield:
1610 absorb = game.shield
1611 game.shield -= absorb
1613 # taking a hit blasts us out of a starbase dock
1614 if game.condition == "docked":
1616 # but the shields may take care of it
1617 if propor > 0.1 and hit < 0.005*game.energy:
1619 # hit from this opponent got through shields, so take damage
1621 proutn(_("%d unit hit") % int(hit))
1622 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1623 proutn(_(" on the ") + crmshp())
1624 if not damaged(DSRSENS) and usephasers:
1625 prout(_(" from ") + crmena(False, enemy.type, where, enemy.location))
1627 # Decide if hit is critical
1633 if game.energy <= 0:
1634 # Returning home upon your shield, not with it...
1637 if not attempt and game.condition == "docked":
1638 prout(_("***Enemies decide against attacking your ship."))
1639 percent = 100.0*pfac*game.shield+0.5
1641 # Shields fully protect ship
1642 proutn(_("Enemy attack reduces shield strength to "))
1644 # Emit message if starship suffered hit(s)
1646 proutn(_("Energy left %2d shields ") % int(game.energy))
1649 elif not damaged(DSHIELD):
1652 proutn(_("damaged, "))
1653 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1654 # Check if anyone was hurt
1655 if hitmax >= 200 or hittot >= 500:
1656 icas = rnd.integer(int(hittot * 0.015))
1659 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1660 prout(_(" in that last attack.\""))
1662 game.state.crew -= icas
1663 # After attack, reset average distance to enemies
1664 for enemy in game.enemies:
1665 enemy.kavgd = enemy.kdist
1669 def deadkl(w, etype, mv):
1670 "Kill a Klingon, Tholian, Romulan, or Thingy."
1671 # Added mv to allow enemy to "move" before dying
1672 proutn(crmena(True, etype, "sector", mv))
1673 # Decide what kind of enemy it is and update appropriately
1675 # Chalk up a Romulan
1676 game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1678 game.state.nromrem -= 1
1687 # Killed some type of Klingon
1688 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1691 game.state.kcmdr.remove(game.quadrant)
1693 if game.state.kcmdr:
1694 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1695 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1700 game.state.nscrem -= 1
1701 game.state.kscmdr.invalidate()
1706 # For each kind of enemy, finish message to player
1707 prout(_(" destroyed."))
1708 if game.unwon() == 0:
1711 # Remove enemy ship from arrays describing local conditions
1712 for e in game.enemies:
1719 "Return None if target is invalid, otherwise return a course angle."
1720 if not w.valid_sector():
1724 # C code this was translated from is wacky -- why the sign reversal?
1725 delta.j = (w.j - game.sector.j)
1726 delta.i = (game.sector.i - w.i)
1727 if delta == Coord(0, 0):
1729 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1730 prout(_(" I recommend an immediate review of"))
1731 prout(_(" the Captain's psychological profile.\""))
1734 return delta.bearing()
1737 "Launch photon torpedo salvo."
1740 if damaged(DPHOTON):
1741 prout(_("Photon tubes damaged."))
1745 prout(_("No torpedoes left."))
1748 # First, get torpedo count
1751 if scanner.token == "IHALPHA":
1754 elif scanner.token == "IHEOL" or not scanner.waiting():
1755 prout(_("%d torpedoes left.") % game.torps)
1757 proutn(_("Number of torpedoes to fire- "))
1758 continue # Go back around to get a number
1759 else: # key == "IHREAL"
1765 if n <= 0: # abort command
1770 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1773 scanner.chew() # User requested more torps than available
1774 continue # Go back around
1775 break # All is good, go to next stage
1779 key = scanner.nexttok()
1780 if i == 0 and key == "IHEOL":
1781 break # no coordinate waiting, we will try prompting
1782 if i == 1 and key == "IHEOL":
1783 # direct all torpedoes at one target
1785 target.append(target[0])
1786 tcourse.append(tcourse[0])
1789 scanner.push(scanner.token)
1790 target.append(scanner.getcoord())
1791 if target[-1] is None:
1793 tcourse.append(targetcheck(target[-1]))
1794 if tcourse[-1] is None:
1797 if len(target) == 0:
1798 # prompt for each one
1800 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1802 target.append(scanner.getcoord())
1803 if target[-1] is None:
1805 tcourse.append(targetcheck(target[-1]))
1806 if tcourse[-1] is None:
1809 # Loop for moving <n> torpedoes
1811 if game.condition != "docked":
1813 dispersion = (rnd.real()+rnd.real())*0.5 -0.5
1814 if math.fabs(dispersion) >= 0.47:
1816 dispersion *= rnd.real(1.2, 2.2)
1818 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1820 prouts(_("***TORPEDO MISFIRES."))
1823 prout(_(" Remainder of burst aborted."))
1824 if rnd.withprob(0.2):
1825 prout(_("***Photon tubes damaged by misfire."))
1826 game.damage[DPHOTON] = game.damfac * rnd.real(1.0, 3.0)
1830 elif game.shldup or game.condition == "docked":
1831 dispersion *= 1.0 + 0.0001*game.shield
1832 torpedo(game.sector, tcourse[i], dispersion, number=i, nburst=n)
1833 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1839 "Check for phasers overheating."
1841 checkburn = (rpow-1500.0)*0.00038
1842 if rnd.withprob(checkburn):
1843 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1844 game.damage[DPHASER] = game.damfac* rnd.real(1.0, 2.0) * (1.0+checkburn)
1846 def checkshctrl(rpow):
1847 "Check shield control."
1849 if rnd.withprob(0.998):
1850 prout(_("Shields lowered."))
1852 # Something bad has happened
1853 prouts(_("***RED ALERT! RED ALERT!"))
1855 hit = rpow*game.shield/game.inshld
1856 game.energy -= rpow+hit*0.8
1857 game.shield -= hit*0.2
1858 if game.energy <= 0.0:
1859 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1864 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1866 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1867 icas = rnd.integer(int(hit*0.012))
1872 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1873 prout(_(" %d casualties so far.\"") % icas)
1875 game.state.crew -= icas
1877 prout(_("Phaser energy dispersed by shields."))
1878 prout(_("Enemy unaffected."))
1883 "Register a phaser hit on Klingons and Romulans."
1890 dustfac = rnd.real(0.9, 1.0)
1891 hit = wham*math.pow(dustfac, game.enemies[kk].kdist)
1892 kpini = game.enemies[kk].power
1893 kp = math.fabs(kpini)
1894 if PHASEFAC*hit < kp:
1896 if game.enemies[kk].power < 0:
1897 game.enemies[kk].power -= -kp
1899 game.enemies[kk].power -= kp
1900 kpow = game.enemies[kk].power
1901 w = game.enemies[kk].location
1903 if not damaged(DSRSENS):
1905 proutn(_("%d unit hit on ") % int(hit))
1907 proutn(_("Very small hit on "))
1908 ienm = game.quad[w.i][w.j]
1909 proutn(crmena(False, ienm, "sector", w))
1918 else: # decide whether or not to emasculate klingon
1919 # pylint: disable=chained-comparison
1920 if kpow > 0 and rnd.withprob(0.9) and kpow <= rnd.real(0.4, 0.8)*kpini:
1921 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1922 prout(_(" has just lost its firepower.\""))
1923 game.enemies[kk].power = -kpow
1928 "Fire phasers at bad guys."
1932 irec = 0 # Cheating inhibitor
1941 # SR sensors and Computer are needed for automode
1942 if damaged(DSRSENS) or damaged(DCOMPTR):
1944 if game.condition == "docked":
1945 prout(_("Phasers can't be fired through base shields."))
1948 if damaged(DPHASER):
1949 prout(_("Phaser control damaged."))
1953 if damaged(DSHCTRL):
1954 prout(_("High speed shield control damaged."))
1957 if game.energy <= 200.0:
1958 prout(_("Insufficient energy to activate high-speed shield control."))
1961 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1963 # Original code so convoluted, I re-did it all
1964 # (That was Tom Almy talking about the C code, I think -- ESR)
1965 while automode == "NOTSET":
1966 key = scanner.nexttok()
1967 if key == "IHALPHA":
1968 if scanner.sees("manual"):
1969 if len(game.enemies)==0:
1970 prout(_("There is no enemy present to select."))
1973 automode = "AUTOMATIC"
1976 key = scanner.nexttok()
1977 elif scanner.sees("automatic"):
1978 if (not itarg) and len(game.enemies) != 0:
1979 automode = "FORCEMAN"
1981 if len(game.enemies)==0:
1982 prout(_("Energy will be expended into space."))
1983 automode = "AUTOMATIC"
1984 key = scanner.nexttok()
1985 elif scanner.sees("no"):
1990 elif key == "IHREAL":
1991 if len(game.enemies)==0:
1992 prout(_("Energy will be expended into space."))
1993 automode = "AUTOMATIC"
1995 automode = "FORCEMAN"
1997 automode = "AUTOMATIC"
2000 if len(game.enemies)==0:
2001 prout(_("Energy will be expended into space."))
2002 automode = "AUTOMATIC"
2004 automode = "FORCEMAN"
2006 proutn(_("Manual or automatic? "))
2011 if automode == "AUTOMATIC":
2012 if key == "IHALPHA" and scanner.sees("no"):
2014 key = scanner.nexttok()
2015 if key != "IHREAL" and len(game.enemies) != 0:
2016 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
2021 for i in range(len(game.enemies)):
2022 irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))*rnd.real(1.01, 1.06) + 1.0
2024 proutn(_("%d units required. ") % irec)
2026 proutn(_("Units to fire= "))
2027 key = scanner.nexttok()
2032 proutn(_("Energy available= %.2f") % avail)
2035 if not rpow > avail:
2041 key = scanner.nexttok()
2042 if key == "IHALPHA" and scanner.sees("no"):
2045 game.energy -= 200 # Go and do it!
2046 if checkshctrl(rpow):
2051 if len(game.enemies):
2054 for i in range(len(game.enemies)):
2058 hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))
2059 over = rnd.real(1.01, 1.06) * hits[i]
2061 powrem -= hits[i] + over
2062 if powrem <= 0 and temp < hits[i]:
2071 if extra > 0 and not game.alldone:
2073 proutn(_("*** Tholian web absorbs "))
2074 if len(game.enemies)>0:
2075 proutn(_("excess "))
2076 prout(_("phaser energy."))
2078 prout(_("%d expended on empty space.") % int(extra))
2079 elif automode == "FORCEMAN":
2082 if damaged(DCOMPTR):
2083 prout(_("Battle computer damaged, manual fire only."))
2086 prouts(_("---WORKING---"))
2088 prout(_("Short-range-sensors-damaged"))
2089 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2090 prout(_("Manual-fire-must-be-used"))
2092 elif automode == "MANUAL":
2094 for k in range(len(game.enemies)):
2095 aim = game.enemies[k].location
2096 ienm = game.quad[aim.i][aim.j]
2098 proutn(_("Energy available= %.2f") % (avail-0.006))
2102 if damaged(DSRSENS) and \
2103 not game.sector.distance(aim)<2**0.5 and ienm in ('C', 'S'):
2104 prout(cramen(ienm) + _(" can't be located without short range scan."))
2107 hits[k] = 0 # prevent overflow -- thanks to Alexei Voitenko
2111 if itarg and k > kz:
2112 irec = (abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9, game.enemies[k].kdist))) * rnd.real(1.01, 1.06) + 1.0
2115 if not damaged(DCOMPTR):
2120 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
2121 key = scanner.nexttok()
2122 if key == "IHALPHA" and scanner.sees("no"):
2124 key = scanner.nexttok()
2126 if key == "IHALPHA":
2130 if k == 1: # Let me say I'm baffled by this
2133 if scanner.real < 0:
2137 hits.append(scanner.real)
2138 rpow += scanner.real
2139 # If total requested is too much, inform and start over
2141 prout(_("Available energy exceeded -- try again."))
2144 key = scanner.nexttok() # scan for next value
2146 # zero energy -- abort
2149 if key == "IHALPHA" and scanner.sees("no"):
2154 game.energy -= 200.0
2155 if checkshctrl(rpow):
2159 # Say shield raised or malfunction, if necessary
2165 if rnd.withprob(0.01):
2166 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2167 prouts(_(" CLICK CLICK POP . . ."))
2168 prout(_(" No response, sir!"))
2171 prout(_("Shields raised."))
2178 game.ididit = False # Nothing if we fail
2181 # Make sure there is room in the brig
2182 if game.brigfree == 0:
2183 prout(_("Security reports the brig is already full."))
2187 prout(_("Uhura- \"We have no subspace radio communication, sir.\""))
2190 if damaged(DTRANSP):
2191 prout(_("Scotty- \"Transporter damaged, sir.\""))
2194 # find out if there are any at all
2196 prout(_("Uhura- \"Getting no response, sir.\""))
2199 # if there is more than one Klingon, find out which one
2200 # Cruddy, just takes one at random. Should ask the captain.
2201 # Nah, just select the weakest one since it is most likely to
2202 # surrender (Tom Almy mod)
2203 klingons = [e for e in game.enemies if e.type == 'K']
2204 weakest = sorted(klingons, key=lambda e: e.power)[0]
2205 game.optime = 0.05 # This action will take some time
2206 game.ididit = True # So any others can strike back
2208 # check out that Klingon
2209 # The algorithm isn't that great and could use some more
2210 # intelligent design
2211 # x = 300 + 25*skill;
2212 x = game.energy / (weakest.power * len(klingons))
2213 #prout(_("Stats: energy = %s, kpower = %s, klingons = %s")
2214 # % (game.energy, weakest.power, len(klingons)))
2215 x *= 2.5 # would originally have been equivalent of 1.4,
2216 # but we want command to work more often, more humanely
2217 #prout(_("Prob = %.4f" % x))
2218 # x = 100; // For testing, of course!
2219 if x < rnd.real(100):
2220 # guess what, he surrendered!!!
2221 prout(_("Klingon captain at %s surrenders.") % weakest.location)
2224 prout(_("%d Klingons commit suicide rather than be taken captive.") % (200 - i))
2225 if i > game.brigfree:
2226 prout(_("%d Klingons die because there is no room for them in the brig.") % (i-game.brigfree))
2229 prout(_("%d captives taken") % i)
2230 deadkl(weakest.location, weakest.type, game.sector)
2235 # big surprise, he refuses to surrender
2236 prout(_("Fat chance, captain!"))
2238 # Code from events.c begins here.
2240 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2241 # event of each type active at any given time. Mostly these means we can
2242 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2243 # BSD Trek, from which we swiped the idea, can have up to 5.
2245 def unschedule(evtype):
2246 "Remove an event from the schedule."
2247 game.future[evtype].date = FOREVER
2248 return game.future[evtype]
2250 def is_scheduled(evtype):
2251 "Is an event of specified type scheduled."
2252 return game.future[evtype].date != FOREVER
2254 def scheduled(evtype):
2255 "When will this event happen?"
2256 return game.future[evtype].date
2258 def schedule(evtype, offset):
2259 "Schedule an event of specified type."
2260 game.future[evtype].date = game.state.date + offset
2261 return game.future[evtype]
2263 def postpone(evtype, offset):
2264 "Postpone a scheduled event."
2265 game.future[evtype].date += offset
2268 "Rest period is interrupted by event."
2271 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2273 game.resting = False
2279 "Run through the event queue looking for things to do."
2281 fintim = game.state.date + game.optime
2290 def tractorbeam(yank):
2291 "Tractor-beaming cases merge here."
2293 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2295 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2296 # If Kirk & Co. screwing around on planet, handle
2297 atover(True) # atover(true) is Grab
2300 if game.icraft: # Caught in Galileo?
2303 # Check to see if shuttle is aboard
2304 if game.iscraft == "offship":
2306 if rnd.withprob(0.5):
2307 prout(_("Galileo, left on the planet surface, is captured"))
2308 prout(_("by aliens and made into a flying McDonald's."))
2309 game.damage[DSHUTTL] = -10
2310 game.iscraft = "removed"
2312 prout(_("Galileo, left on the planet surface, is well hidden."))
2314 game.quadrant = game.state.kscmdr
2316 game.quadrant = game.state.kcmdr[i]
2317 game.sector = randplace(QUADSIZE)
2318 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2319 % (game.quadrant, game.sector))
2321 prout(_("(Remainder of rest/repair period cancelled.)"))
2322 game.resting = False
2324 if not damaged(DSHIELD) and game.shield > 0:
2325 doshield(shraise=True) # raise shields
2326 game.shldchg = False
2328 prout(_("(Shields not currently useable.)"))
2330 # Adjust finish time to time of tractor beaming?
2331 # fintim = game.state.date+game.optime
2332 attack(torps_ok=False)
2333 if not game.state.kcmdr:
2336 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2339 "Code merges here for any commander destroying a starbase."
2340 # Not perfect, but will have to do
2341 # Handle case where base is in same quadrant as starship
2342 if game.battle == game.quadrant:
2343 game.state.chart[game.battle.i][game.battle.j].starbase = False
2344 game.quad[game.base.i][game.base.j] = '.'
2345 game.base.invalidate()
2348 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2349 elif game.state.baseq and communicating():
2350 # Get word via subspace radio
2353 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2354 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2356 prout(_("the Klingon Super-Commander"))
2358 prout(_("a Klingon Commander"))
2359 game.state.chart[game.battle.i][game.battle.j].starbase = False
2360 # Remove Starbase from galaxy
2361 game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2362 game.state.baseq = [x for x in game.state.baseq if x != game.battle]
2364 # reinstate a commander's base attack
2368 game.battle.invalidate()
2369 if game.idebug: # pragma: no cover
2370 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2371 for i in range(1, NEVENTS):
2372 if i == FSNOVA: proutn("=== Supernova ")
2373 elif i == FTBEAM: proutn("=== T Beam ")
2374 elif i == FSNAP: proutn("=== Snapshot ")
2375 elif i == FBATTAK: proutn("=== Base Attack ")
2376 elif i == FCDBAS: proutn("=== Base Destroy ")
2377 elif i == FSCMOVE: proutn("=== SC Move ")
2378 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2379 elif i == FDSPROB: proutn("=== Probe Move ")
2380 elif i == FDISTR: proutn("=== Distress Call ")
2381 elif i == FENSLV: proutn("=== Enslavement ")
2382 elif i == FREPRO: proutn("=== Klingon Build ")
2384 prout("%.2f" % (scheduled(i)))
2387 radio_was_broken = damaged(DRADIO)
2390 # Select earliest extraneous event, evcode==0 if no events
2395 for l in range(1, NEVENTS):
2396 if game.future[l].date < datemin:
2399 prout("== Event %d fires" % evcode) # pragma: no cover
2400 datemin = game.future[l].date
2401 xtime = datemin-game.state.date
2403 game.energy -= xtime*500.0
2404 if game.energy <= 0:
2407 game.state.date = datemin
2408 # Decrement Federation resources and recompute remaining time
2409 game.state.remres -= (game.remkl()+4*len(game.state.kcmdr))*xtime
2411 if game.state.remtime <= 0:
2414 # Any crew left alive?
2415 if game.state.crew <= 0:
2418 # Is life support adequate?
2419 if damaged(DLIFSUP) and game.condition != "docked":
2420 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2423 game.lsupres -= xtime
2424 if game.damage[DLIFSUP] <= xtime:
2425 game.lsupres = game.inlsr
2428 if game.condition == "docked":
2430 # Don't fix Deathray here
2431 for l in range(NDEVICES):
2432 if game.damage[l] > 0.0 and l != DDRAY:
2433 if game.damage[l]-repair > 0.0:
2434 game.damage[l] -= repair
2436 game.damage[l] = 0.0
2437 # If radio repaired, update star chart and attack reports
2438 if radio_was_broken and not damaged(DRADIO):
2439 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2440 prout(_(" surveillance reports are coming in."))
2442 if not game.iseenit:
2446 prout(_(" The star chart is now up to date.\""))
2448 # Cause extraneous event EVCODE to occur
2449 game.optime -= xtime
2450 if evcode == FSNOVA: # Supernova
2453 schedule(FSNOVA, expran(0.5*game.intime))
2454 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2456 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2457 if game.state.nscrem == 0 or game.iscloaked or \
2458 ictbeam or istract or \
2459 game.condition == "docked" or game.isatb == 1 or game.iscate:
2461 if game.ientesc or \
2462 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2463 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2464 (damaged(DSHIELD) and \
2465 (game.energy < 2500 or damaged(DPHASER)) and \
2466 (game.torps < 5 or damaged(DPHOTON))):
2468 istract = ictbeam = True
2469 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2472 elif evcode == FTBEAM: # Tractor beam
2473 if not game.state.kcmdr:
2476 i = rnd.integer(len(game.state.kcmdr))
2477 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2478 if istract or game.condition == "docked" or game.iscloaked or yank == 0:
2479 # Drats! Have to reschedule
2481 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2485 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2486 game.snapsht = copy.deepcopy(game.state)
2487 game.state.snap = True
2488 schedule(FSNAP, expran(0.5 * game.intime))
2489 elif evcode == FBATTAK: # Commander attacks starbase
2490 if not game.state.kcmdr or not game.state.baseq:
2495 ibq = None # Force battle location to persist past loop
2497 for ibq in game.state.baseq:
2498 for cmdr in game.state.kcmdr:
2499 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2501 # no match found -- try later
2502 schedule(FBATTAK, expran(0.3*game.intime))
2507 # commander + starbase combination found -- launch attack
2509 schedule(FCDBAS, rnd.real(1.0, 4.0))
2510 if game.isatb: # extra time if SC already attacking
2511 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2512 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2513 game.iseenit = False
2514 if not communicating():
2515 continue # No warning :-(
2519 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2520 prout(_(" reports that it is under attack and that it can"))
2521 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2524 elif evcode == FSCDBAS: # Supercommander destroys base
2527 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2528 continue # WAS RETURN!
2530 game.battle = game.state.kscmdr
2532 elif evcode == FCDBAS: # Commander succeeds in destroying base
2533 if evcode == FCDBAS:
2535 if not game.state.baseq \
2536 or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2537 game.battle.invalidate()
2539 # find the lucky pair
2540 for cmdr in game.state.kcmdr:
2541 if cmdr == game.battle:
2544 # No action to take after all
2547 elif evcode == FSCMOVE: # Supercommander moves
2548 schedule(FSCMOVE, 0.2777)
2549 if not game.ientesc and not istract and game.isatb != 1 and \
2550 (not game.iscate or not game.justin):
2552 elif evcode == FDSPROB: # Move deep space probe
2553 schedule(FDSPROB, 0.01)
2554 if not game.probe.nextstep():
2555 if not game.probe.quadrant().valid_quadrant() or \
2556 game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
2557 # Left galaxy or ran into supernova
2561 proutn(_("Lt. Uhura- \"The deep space probe "))
2562 if not game.probe.quadrant().valid_quadrant():
2563 prout(_("has left the galaxy.\""))
2565 prout(_("is no longer transmitting.\""))
2571 prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
2572 pquad = game.probe.quadrant()
2573 pdest = game.state.galaxy[pquad.i][pquad.j]
2575 game.state.chart[pquad.i][pquad.j].klingons = pdest.klingons
2576 game.state.chart[pquad.i][pquad.j].starbase = pdest.starbase
2577 game.state.chart[pquad.i][pquad.j].stars = pdest.stars
2578 pdest.charted = True
2579 game.probe.moves -= 1 # One less to travel
2580 if game.probe.arrived() and game.isarmed and pdest.stars:
2581 supernova(game.probe.quadrant()) # fire in the hole!
2583 if game.state.galaxy[pquad.i][pquad.j].supernova:
2585 elif evcode == FDISTR: # inhabited system issues distress call
2587 # try a whole bunch of times to find something suitable
2588 for i in range(100):
2589 # need a quadrant which is not the current one,
2590 # which has some stars which are inhabited and
2591 # not already under attack, which is not
2592 # supernova'ed, and which has some Klingons in it
2593 w = randplace(GALSIZE)
2594 q = game.state.galaxy[w.i][w.j]
2595 if not (game.quadrant == w or q.planet is None or \
2596 not q.planet.inhabited or \
2597 q.supernova or q.status!="secure" or q.klingons<=0):
2600 # can't seem to find one; ignore this call
2602 prout("=== Couldn't find location for distress event.") # pragma: no cover
2604 # got one!! Schedule its enslavement
2605 ev = schedule(FENSLV, expran(game.intime))
2607 q.status = "distressed"
2608 # tell the captain about it if we can
2610 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2611 % (q.planet, repr(w)))
2612 prout(_("by a Klingon invasion fleet."))
2615 elif evcode == FENSLV: # starsystem is enslaved
2616 ev = unschedule(FENSLV)
2617 # see if current distress call still active
2618 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2622 q.status = "enslaved"
2624 # play stork and schedule the first baby
2625 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2626 ev2.quadrant = ev.quadrant
2628 # report the disaster if we can
2630 prout(_("Uhura- We've lost contact with starsystem %s") % \
2632 prout(_("in Quadrant %s.\n") % ev.quadrant)
2633 elif evcode == FREPRO: # Klingon reproduces
2634 # If we ever switch to a real event queue, we'll need to
2635 # explicitly retrieve and restore the x and y.
2636 ev = schedule(FREPRO, expran(1.0 * game.intime))
2637 # see if current distress call still active
2638 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2642 if game.remkl() >= MAXKLGAME:
2643 continue # full right now
2644 # reproduce one Klingon
2647 if game.klhere >= MAXKLQUAD:
2649 # this quadrant not ok, pick an adjacent one
2650 for m.i in range(w.i - 1, w.i + 2):
2651 for m.j in range(w.j - 1, w.j + 2):
2652 if not m.valid_quadrant():
2654 q = game.state.galaxy[m.i][m.j]
2655 # check for this quad ok (not full & no snova)
2656 if q.klingons >= MAXKLQUAD or q.supernova:
2659 # search for eligible quadrant failed
2665 if game.quadrant == w:
2667 newkling() # also adds it to game.enemies
2668 # recompute time left
2671 if game.quadrant == w:
2672 prout(_("Spock- sensors indicate the Klingons have"))
2673 prout(_("launched a warship from %s.") % q.planet)
2675 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2676 if q.planet is not None:
2677 proutn(_("near %s ") % q.planet)
2678 prout(_("in Quadrant %s.") % w)
2684 key = scanner.nexttok()
2687 proutn(_("How long? "))
2692 origTime = delay = scanner.real
2695 if delay >= game.state.remtime or len(game.enemies) != 0:
2696 proutn(_("Are you sure? "))
2699 # Alternate resting periods (events) with attacks
2703 game.resting = False
2704 if not game.resting:
2705 prout(_("%d stardates left.") % int(game.state.remtime))
2707 temp = game.optime = delay
2708 if len(game.enemies):
2709 rtime = rnd.real(1.0, 2.0)
2713 if game.optime < delay:
2714 attack(torps_ok=False)
2722 # Repair Deathray if long rest at starbase
2723 if origTime-delay >= 9.99 and game.condition == "docked":
2724 game.damage[DDRAY] = 0.0
2725 # leave if quadrant supernovas
2726 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2728 game.resting = False
2733 ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2734 newc = Coord(); neighbor = Coord(); bump = Coord(0, 0)
2735 if rnd.withprob(0.05):
2736 # Wow! We've supernova'ed
2737 supernova(game.quadrant)
2739 # handle initial nova
2740 game.quad[nov.i][nov.j] = '.'
2741 prout(crmena(False, '*', "sector", nov) + _(" novas."))
2742 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2743 game.state.starkl += 1
2744 # Set up queue to recursively trigger adjacent stars
2750 for offset.i in range(-1, 1+1):
2751 for offset.j in range(-1, 1+1):
2752 if offset.j == 0 and offset.i == 0:
2754 neighbor = start + offset
2755 if not neighbor.valid_sector():
2757 iquad = game.quad[neighbor.i][neighbor.j]
2758 # Empty space ends reaction
2759 if iquad in ('.', '?', ' ', 'T', '#'):
2761 elif iquad == '*': # Affect another star
2762 if rnd.withprob(0.05):
2763 # This star supernovas
2764 supernova(game.quadrant)
2767 hits.append(neighbor)
2768 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2769 game.state.starkl += 1
2770 proutn(crmena(True, '*', "sector", neighbor))
2772 game.quad[neighbor.i][neighbor.j] = '.'
2774 elif iquad in ('P', '@'): # Destroy planet
2775 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2777 game.state.nplankl += 1
2779 game.state.nworldkl += 1
2780 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2781 game.iplnet.pclass = "destroyed"
2783 game.plnet.invalidate()
2787 game.quad[neighbor.i][neighbor.j] = '.'
2788 elif iquad == 'B': # Destroy base
2789 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2790 game.state.baseq = [x for x in game.state.baseq if x!= game.quadrant]
2791 game.base.invalidate()
2792 game.state.basekl += 1
2794 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2795 game.quad[neighbor.i][neighbor.j] = '.'
2796 elif iquad in ('E', 'F'): # Buffet ship
2797 prout(_("***Starship buffeted by nova."))
2799 if game.shield >= 2000.0:
2800 game.shield -= 2000.0
2802 diff = 2000.0 - game.shield
2806 prout(_("***Shields knocked out."))
2807 game.damage[DSHIELD] += 0.005*game.damfac*rnd.real()*diff
2809 game.energy -= 2000.0
2810 if game.energy <= 0:
2813 # add in course nova contributes to kicking starship
2815 bump += (game.sector-hits[-1]).sgn()
2816 elif iquad == 'K': # kill klingon
2817 deadkl(neighbor, iquad, neighbor)
2818 elif iquad in ('C','S','R'): # Damage/destroy big enemies
2820 for ll in range(len(game.enemies)):
2821 if game.enemies[ll].location == neighbor:
2822 target = game.enemies[ll]
2824 if target is not None:
2825 target.power -= 800.0 # If firepower is lost, die
2826 if target.power <= 0.0:
2827 deadkl(neighbor, iquad, neighbor)
2828 continue # neighbor loop
2829 # Else enemy gets flung by the blast wave
2830 newc = neighbor + neighbor - start
2831 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2832 if not newc.valid_sector():
2833 # can't leave quadrant
2836 iquad1 = game.quad[newc.i][newc.j]
2838 proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
2840 deadkl(neighbor, iquad, newc)
2843 # can't move into something else
2846 proutn(_(", buffeted to Sector %s") % newc)
2847 game.quad[neighbor.i][neighbor.j] = '.'
2848 game.quad[newc.i][newc.j] = iquad
2850 # Starship affected by nova -- kick it away.
2852 direc = ncourse[3*(bump.i+1)+bump.j+2]
2857 scourse = course(bearing=direc, distance=dist)
2858 game.optime = scourse.time(w=4)
2860 prout(_("Force of nova displaces starship."))
2861 imove(scourse, noattack=True)
2862 game.optime = scourse.time(w=4)
2866 "Star goes supernova."
2871 # Scheduled supernova -- select star at random.
2874 for nq.i in range(GALSIZE):
2875 for nq.j in range(GALSIZE):
2876 nstars += game.state.galaxy[nq.i][nq.j].stars
2878 return # nothing to supernova exists
2879 num = rnd.integer(nstars) + 1
2880 for nq.i in range(GALSIZE):
2881 for nq.j in range(GALSIZE):
2882 num -= game.state.galaxy[nq.i][nq.j].stars
2887 if game.idebug: # pragma: no cover
2888 proutn("=== Super nova here?")
2891 if nq != game.quadrant or game.justin:
2892 # it isn't here, or we just entered (treat as enroute)
2895 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2896 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2899 # we are in the quadrant!
2900 num = rnd.integer(game.state.galaxy[nq.i][nq.j].stars) + 1
2901 for ns.i in range(QUADSIZE):
2902 for ns.j in range(QUADSIZE):
2903 if game.quad[ns.i][ns.j]=='*':
2910 prouts(_("***RED ALERT! RED ALERT!"))
2912 prout(_("***Incipient supernova detected at Sector %s") % ns)
2913 if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2914 proutn(_("Emergency override attempts t"))
2915 prouts("***************")
2919 # destroy any Klingons in supernovaed quadrant
2920 game.state.galaxy[nq.i][nq.j].klingons = 0
2921 if nq == game.state.kscmdr:
2922 # did in the Supercommander!
2923 game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
2927 # Changing this to [w for w in game.state.kcmdr if w != nq]
2928 # causes regression-test failure
2929 survivors = list(filter(lambda w: w != nq, game.state.kcmdr))
2930 #comkills = len(game.state.kcmdr) - len(survivors)
2931 game.state.kcmdr = survivors
2932 if not game.state.kcmdr:
2934 # destroy Romulans and planets in supernovaed quadrant
2935 nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2936 game.state.galaxy[nq.i][nq.j].romulans = 0
2937 game.state.nromrem -= nrmdead
2939 for loop in range(game.inplan):
2940 if game.state.planets[loop].quadrant == nq:
2941 game.state.planets[loop].pclass = "destroyed"
2943 # Destroy any base in supernovaed quadrant
2944 game.state.baseq = [x for x in game.state.baseq if x != nq]
2945 # If starship caused supernova, tally up destruction
2947 game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2948 game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2949 game.state.nplankl += npdead
2950 # mark supernova in galaxy and in star chart
2951 if game.quadrant == nq or communicating():
2952 game.state.galaxy[nq.i][nq.j].supernova = True
2953 # If supernova destroys last Klingons give special message
2954 if game.unwon()==0 and nq != game.quadrant:
2957 prout(_("Lucky you!"))
2958 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2961 # if some Klingons remain, continue or die in supernova
2966 # Code from finish.c ends here.
2969 "Self-destruct maneuver. Finish with a BANG!"
2971 if damaged(DCOMPTR):
2972 prout(_("Computer damaged; cannot execute destruct sequence."))
2974 prouts(_("---WORKING---")); skip(1)
2975 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2976 prouts(" 10"); skip(1)
2977 prouts(" 9"); skip(1)
2978 prouts(" 8"); skip(1)
2979 prouts(" 7"); skip(1)
2980 prouts(" 6"); skip(1)
2982 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2984 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2986 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2989 if game.passwd != scanner.token:
2990 prouts(_("PASSWORD-REJECTED;"))
2992 prouts(_("CONTINUITY-EFFECTED"))
2995 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2996 prouts(" 5"); skip(1)
2997 prouts(" 4"); skip(1)
2998 prouts(" 3"); skip(1)
2999 prouts(" 2"); skip(1)
3000 prouts(" 1"); skip(1)
3001 if rnd.withprob(0.15):
3002 prouts(_("GOODBYE-CRUEL-WORLD"))
3010 prouts(_("********* Entropy of %s maximized *********") % crmshp())
3014 if len(game.enemies) != 0:
3015 whammo = 25.0 * game.energy
3016 for e in game.enemies[::-1]:
3017 if e.power*e.kdist <= whammo:
3018 deadkl(e.location, game.quad[e.location.i][e.location.j], e.location)
3022 "Compute our rate of kils over time."
3023 elapsed = game.state.date - game.indate
3024 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
3027 starting = (game.inkling + game.incom + game.inscom)
3028 remaining = game.unwon()
3029 return (starting - remaining)/elapsed
3033 badpt = 5.0*game.state.starkl + \
3035 10.0*game.state.nplankl + \
3036 300*game.state.nworldkl + \
3038 100.0*game.state.basekl +\
3039 3.0*game.abandoned +\
3041 if game.ship == 'F':
3043 elif game.ship is None:
3048 # end the game, with appropriate notifications
3052 prout(_("It is stardate %.1f.") % game.state.date)
3054 if ifin == FWON: # Game has been won
3055 if game.state.nromrem != 0:
3056 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
3059 prout(_("You have smashed the Klingon invasion fleet and saved"))
3060 prout(_("the Federation."))
3061 if game.alive and game.brigcapacity-game.brigfree > 0:
3062 game.kcaptured += game.brigcapacity-game.brigfree
3063 prout(_("The %d captured Klingons are transferred to Star Fleet Command.") % (game.brigcapacity-game.brigfree))
3068 badpt = 0.0 # Close enough!
3069 # killsPerDate >= RateMax
3070 if game.state.date-game.indate < 5.0 or \
3071 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
3073 prout(_("In fact, you have done so well that Starfleet Command"))
3074 if game.skill == SKILL_NOVICE:
3075 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
3076 elif game.skill == SKILL_FAIR:
3077 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
3078 elif game.skill == SKILL_GOOD:
3079 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
3080 elif game.skill == SKILL_EXPERT:
3081 prout(_("promotes you to Commodore Emeritus."))
3083 prout(_("Now that you think you're really good, try playing"))
3084 prout(_("the \"Emeritus\" game. It will splatter your ego."))
3085 elif game.skill == SKILL_EMERITUS:
3087 proutn(_("Computer- "))
3088 prouts(_("ERROR-ERROR-ERROR-ERROR"))
3090 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3092 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3094 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3096 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3098 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3100 prout(_("Now you can retire and write your own Star Trek game!"))
3102 elif game.skill >= SKILL_EXPERT:
3103 if game.thawed and not game.idebug:
3104 prout(_("You cannot get a citation, so..."))
3106 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3110 # Only grant long life if alive (original didn't!)
3112 prout(_("LIVE LONG AND PROSPER."))
3117 elif ifin == FDEPLETE: # Federation Resources Depleted
3118 prout(_("Your time has run out and the Federation has been"))
3119 prout(_("conquered. Your starship is now Klingon property,"))
3120 prout(_("and you are put on trial as a war criminal. On the"))
3121 proutn(_("basis of your record, you are "))
3122 if game.unwon()*3.0 > (game.inkling + game.incom + game.inscom):
3123 prout(_("acquitted."))
3125 prout(_("LIVE LONG AND PROSPER."))
3127 prout(_("found guilty and"))
3128 prout(_("sentenced to death by slow torture."))
3132 elif ifin == FLIFESUP:
3133 prout(_("Your life support reserves have run out, and"))
3134 prout(_("you die of thirst, starvation, and asphyxiation."))
3135 prout(_("Your starship is a derelict in space."))
3137 prout(_("Your energy supply is exhausted."))
3139 prout(_("Your starship is a derelict in space."))
3140 elif ifin == FBATTLE:
3141 prout(_("The %s has been destroyed in battle.") % crmshp())
3143 prout(_("Dulce et decorum est pro patria mori."))
3145 prout(_("You have made three attempts to cross the negative energy"))
3146 prout(_("barrier which surrounds the galaxy."))
3148 prout(_("Your navigation is abominable."))
3151 prout(_("Your starship has been destroyed by a nova."))
3152 prout(_("That was a great shot."))
3154 elif ifin == FSNOVAED:
3155 prout(_("The %s has been fried by a supernova.") % crmshp())
3156 prout(_("...Not even cinders remain..."))
3157 elif ifin == FABANDN:
3158 prout(_("You have been captured by the Klingons. If you still"))
3159 prout(_("had a starbase to be returned to, you would have been"))
3160 prout(_("repatriated and given another chance. Since you have"))
3161 prout(_("no starbases, you will be mercilessly tortured to death."))
3162 elif ifin == FDILITHIUM:
3163 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3164 elif ifin == FMATERIALIZE:
3165 prout(_("Starbase was unable to re-materialize your starship."))
3166 prout(_("Sic transit gloria mundi."))
3167 elif ifin == FPHASER:
3168 prout(_("The %s has been cremated by its own phasers.") % crmshp())
3170 prout(_("You and your landing party have been"))
3171 prout(_("converted to energy, dissipating through space."))
3172 elif ifin == FMINING:
3173 # This does not seem to be reachable from any code path.
3174 prout(_("You are left with your landing party on"))
3175 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3177 prout(_("They are very fond of \"Captain Kirk\" soup."))
3179 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3180 elif ifin == FDPLANET:
3181 prout(_("You and your mining party perish."))
3183 prout(_("That was a great shot."))
3186 # This does not seem to be reachable from any code path.
3187 prout(_("The Galileo is instantly annihilated by the supernova."))
3188 prout(_("You and your mining party are atomized."))
3190 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3191 prout(_("joins the Romulans, wreaking terror on the Federation."))
3192 elif ifin == FPNOVA:
3193 prout(_("You and your mining party are atomized."))
3195 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3196 prout(_("joins the Romulans, wreaking terror on the Federation."))
3197 elif ifin == FSTRACTOR:
3198 prout(_("The shuttle craft Galileo is also caught,"))
3199 prout(_("and breaks up under the strain."))
3201 prout(_("Your debris is scattered for millions of miles."))
3202 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3204 prout(_("The mutants attack and kill Spock."))
3205 prout(_("Your ship is captured by Klingons, and"))
3206 prout(_("your crew is put on display in a Klingon zoo."))
3207 elif ifin == FTRIBBLE:
3208 prout(_("Tribbles consume all remaining water,"))
3209 prout(_("food, and oxygen on your ship."))
3211 prout(_("You die of thirst, starvation, and asphyxiation."))
3212 prout(_("Your starship is a derelict in space."))
3214 prout(_("Your ship is drawn to the center of the black hole."))
3215 prout(_("You are crushed into extremely dense matter."))
3216 elif ifin == FCLOAK:
3218 prout(_("You have violated the Treaty of Algeron."))
3219 prout(_("The Romulan Empire can never trust you again."))
3221 prout(_("Your last crew member has died."))
3222 if ifin != FWON and ifin != FCLOAK and game.iscloaked:
3223 prout(_("Your ship was cloaked so your subspace radio did not receive anything."))
3224 prout(_("You may have missed some warning messages."))
3226 if game.ship == 'F':
3228 elif game.ship == 'E':
3231 if game.unwon() != 0:
3232 goodies = game.state.remres/game.inresor
3233 baddies = (game.remkl() + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3234 if goodies/baddies >= rnd.real(1.0, 1.5):
3235 prout(_("As a result of your actions, a treaty with the Klingon"))
3236 prout(_("Empire has been signed. The terms of the treaty are"))
3237 if goodies/baddies >= rnd.real(3.0):
3238 prout(_("favorable to the Federation."))
3240 prout(_("Congratulations!"))
3242 prout(_("highly unfavorable to the Federation."))
3244 prout(_("The Federation will be destroyed."))
3246 prout(_("Since you took the last Klingon with you, you are a"))
3247 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3248 prout(_("statue in your memory. Rest in peace, and try not"))
3249 prout(_("to think about pigeons."))
3252 scanner.chew() # Clean up leftovers
3255 "Compute player's score."
3256 timused = game.state.date - game.indate
3257 if (timused == 0 or game.unwon() != 0) and timused < 5.0:
3259 game.perdate = killrate()
3260 ithperd = 500*game.perdate + 0.5
3263 iwon = 100*game.skill
3264 if game.ship == 'E':
3266 elif game.ship == 'F':
3270 dead_ordinaries= game.inkling - game.remkl() + len(game.state.kcmdr) + game.state.nscrem
3271 game.score = 10*(dead_ordinaries)\
3272 + 50*(game.incom - len(game.state.kcmdr)) \
3274 + 20*(game.inrom - game.state.nromrem) \
3275 + 200*(game.inscom - game.state.nscrem) \
3276 - game.state.nromrem \
3277 + 3 * game.kcaptured \
3282 prout(_("Your score --"))
3283 if game.inrom - game.state.nromrem:
3284 prout(_("%6d Romulans destroyed %5d") %
3285 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3286 if game.state.nromrem and game.gamewon:
3287 prout(_("%6d Romulans captured %5d") %
3288 (game.state.nromrem, game.state.nromrem))
3290 prout(_("%6d ordinary Klingons destroyed %5d") %
3291 (dead_ordinaries, 10*dead_ordinaries))
3292 if game.incom - len(game.state.kcmdr):
3293 prout(_("%6d Klingon commanders destroyed %5d") %
3294 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3296 prout(_("%d Klingons captured %5d") %
3297 (game.kcaptured, 3 * game.kcaptured))
3298 if game.inscom - game.state.nscrem:
3299 prout(_("%6d Super-Commander destroyed %5d") %
3300 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3302 prout(_("%6.2f Klingons per stardate %5d") %
3303 (game.perdate, ithperd))
3304 if game.state.starkl:
3305 prout(_("%6d stars destroyed by your action %5d") %
3306 (game.state.starkl, -5*game.state.starkl))
3307 if game.state.nplankl:
3308 prout(_("%6d planets destroyed by your action %5d") %
3309 (game.state.nplankl, -10*game.state.nplankl))
3310 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3311 prout(_("%6d inhabited planets destroyed by your action %5d") %
3312 (game.state.nworldkl, -300*game.state.nworldkl))
3313 if game.state.basekl:
3314 prout(_("%6d bases destroyed by your action %5d") %
3315 (game.state.basekl, -100*game.state.basekl))
3317 prout(_("%6d calls for help from starbase %5d") %
3318 (game.nhelp, -45*game.nhelp))
3320 prout(_("%6d casualties incurred %5d") %
3321 (game.casual, -game.casual))
3323 prout(_("%6d crew abandoned in space %5d") %
3324 (game.abandoned, -3*game.abandoned))
3326 prout(_("%6d ship(s) lost or destroyed %5d") %
3327 (klship, -100*klship))
3329 if game.ncviol == 1:
3330 prout(_("1 Treaty of Algeron violation -100"))
3332 prout(_("%6d Treaty of Algeron violations %5d\n") %
3333 (game.ncviol, -100*game.ncviol))
3335 prout(_("Penalty for getting yourself killed -200"))
3337 proutn(_("Bonus for winning "))
3338 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3339 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3340 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3341 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3342 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3343 prout(" %5d" % iwon)
3345 prout(_("TOTAL SCORE %5d") % game.score)
3348 "Emit winner's commemmorative plaque."
3351 proutn(_("File or device name for your plaque: "))
3354 fp = open(winner, "w")
3357 prout(_("Invalid name."))
3359 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3361 # The 38 below must be 64 for 132-column paper
3362 nskip = 38 - len(winner)/2
3363 # This is where the ASCII art picture was emitted.
3364 # It got garbled somewhere in the chain of transmission to the Almy version.
3365 # We should restore it if we can find old enough FORTRAN sources.
3367 fp.write(_(" U. S. S. ENTERPRISE\n"))
3368 fp.write("\n\n\n\n")
3369 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3371 fp.write(_(" Starfleet Command bestows to you\n"))
3373 fp.write("%*s%s\n\n" % (nskip, "", winner))
3374 fp.write(_(" the rank of\n\n"))
3375 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3377 if game.skill == SKILL_EXPERT:
3378 fp.write(_(" Expert level\n\n"))
3379 elif game.skill == SKILL_EMERITUS:
3380 fp.write(_("Emeritus level\n\n"))
3382 fp.write(_(" Cheat level\n\n"))
3383 timestring = time.ctime()
3384 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3385 (timestring+4, timestring+20, timestring+11))
3386 fp.write(_(" Your score: %d\n\n") % game.score)
3387 fp.write(_(" Klingons per stardate: %.2f\n") % game.perdate)
3390 # Code from io.c begins here
3392 rows = linecount = 0 # for paging
3395 fullscreen_window = None
3396 srscan_window = None # Short range scan
3397 report_window = None # Report legends for status window
3398 status_window = None # The status window itself
3399 lrscan_window = None # Long range scan
3400 message_window = None # Main window for scrolling text
3401 prompt_window = None # Prompt window at bottom of display
3406 gettext.bindtextdomain("sst", "/usr/local/share/locale")
3407 gettext.textdomain("sst")
3408 if not (game.options & OPTION_CURSES):
3409 ln_env = os.getenv("LINES")
3414 else: # pragma: no cover
3415 stdscr = curses.initscr()
3419 if game.options & OPTION_COLOR:
3420 curses.start_color()
3421 curses.use_default_colors()
3422 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, -1)
3423 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, -1)
3424 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, -1)
3425 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, -1)
3426 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, -1)
3427 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, -1)
3428 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, -1)
3429 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, -1)
3430 global fullscreen_window, srscan_window, report_window, status_window
3431 global lrscan_window, message_window, prompt_window
3432 (rows, _columns) = stdscr.getmaxyx()
3433 fullscreen_window = stdscr
3434 srscan_window = curses.newwin(12, 25, 0, 0)
3435 report_window = curses.newwin(11, 0, 1, 25)
3436 status_window = curses.newwin(10, 0, 1, 39)
3437 lrscan_window = curses.newwin(5, 0, 0, 64)
3438 message_window = curses.newwin(0, 0, 12, 0)
3439 prompt_window = curses.newwin(1, 0, rows-2, 0)
3440 message_window.scrollok(True)
3441 setwnd(fullscreen_window)
3445 if game.options & OPTION_CURSES: # pragma: no cover
3446 stdscr.keypad(False)
3452 "Wait for user action -- OK to do nothing if on a TTY"
3453 if game.options & OPTION_CURSES: # pragma: no cover
3458 prouts(_("[ANNOUNCEMENT ARRIVING...]"))
3462 if game.skill > SKILL_FAIR:
3463 prompt = _("[CONTINUE?]")
3465 prompt = _("[PRESS ENTER TO CONTINUE]")
3467 if game.options & OPTION_CURSES: # pragma: no cover
3469 setwnd(prompt_window)
3470 prompt_window.clear()
3471 prompt_window.addstr(prompt)
3472 prompt_window.getstr()
3473 prompt_window.clear()
3474 prompt_window.refresh()
3475 setwnd(message_window)
3478 sys.stdout.write('\n')
3482 sys.stdout.write('\n' * rows)
3486 "Skip i lines. Pause game if this would cause a scrolling event."
3487 for _dummy in range(i):
3488 if game.options & OPTION_CURSES: # pragma: no cover
3489 (y, _x) = curwnd.getyx()
3492 except curses.error:
3497 if rows and linecount >= rows:
3500 sys.stdout.write('\n')
3502 def proutn(proutntline):
3503 "Utter a line with no following line feed."
3504 if game.options & OPTION_CURSES: # pragma: no cover
3505 (y, x) = curwnd.getyx()
3506 (my, _mx) = curwnd.getmaxyx()
3507 if curwnd == message_window and y >= my - 2:
3510 if logfp and game.cdebug:
3511 logfp.write("#curses: at %s proutn(%s)\n" % ((y, x), repr(proutntline)))
3512 curwnd.addstr(proutntline)
3515 sys.stdout.write(proutntline)
3518 def prout(proutline):
3522 def prouts(proutsline):
3524 for c in proutsline:
3525 if not replayfp or replayfp.closed: # Don't slow down replays
3528 if game.options & OPTION_CURSES: # pragma: no cover
3532 if not replayfp or replayfp.closed:
3536 "Get a line of input."
3537 if game.options & OPTION_CURSES: # pragma: no cover
3538 linein = codecs.decode(curwnd.getstr()) + "\n"
3541 if replayfp and not replayfp.closed:
3543 linein = replayfp.readline()
3545 if linein == '': # pragma: no cover
3546 prout("*** Replay finished")
3549 elif linein[0] != "#":
3553 linein = input() + "\n"
3562 "Change windows -- OK for this to be a no-op in tty mode."
3564 if game.options & OPTION_CURSES: # pragma: no cover
3565 if game.cdebug and logfp:
3566 if wnd == fullscreen_window:
3567 legend = "fullscreen"
3568 elif wnd == srscan_window:
3570 elif wnd == report_window:
3572 elif wnd == status_window:
3574 elif wnd == lrscan_window:
3576 elif wnd == message_window:
3578 elif wnd == prompt_window:
3582 logfp.write("#curses: setwnd(%s)\n" % legend)
3584 # Some curses implementations get confused when you try this.
3586 curses.curs_set(wnd in (fullscreen_window, message_window, prompt_window))
3587 except curses.error:
3591 "Clear to end of line -- can be a no-op in tty mode"
3592 if game.options & OPTION_CURSES: # pragma: no cover
3597 "Clear screen -- can be a no-op in tty mode."
3599 if game.options & OPTION_CURSES: # pragma: no cover
3605 def textcolor(color=DEFAULT):
3606 if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES): # pragma: no cover
3607 if color == DEFAULT:
3609 elif color == BLACK:
3610 curwnd.attron(curses.color_pair(curses.COLOR_BLACK))
3612 curwnd.attron(curses.color_pair(curses.COLOR_BLUE))
3613 elif color == GREEN:
3614 curwnd.attron(curses.color_pair(curses.COLOR_GREEN))
3616 curwnd.attron(curses.color_pair(curses.COLOR_CYAN))
3618 curwnd.attron(curses.color_pair(curses.COLOR_RED))
3619 elif color == MAGENTA:
3620 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA))
3621 elif color == BROWN:
3622 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW))
3623 elif color == LIGHTGRAY:
3624 curwnd.attron(curses.color_pair(curses.COLOR_WHITE))
3625 elif color == DARKGRAY:
3626 curwnd.attron(curses.color_pair(curses.COLOR_BLACK) | curses.A_BOLD)
3627 elif color == LIGHTBLUE:
3628 curwnd.attron(curses.color_pair(curses.COLOR_BLUE) | curses.A_BOLD)
3629 elif color == LIGHTGREEN:
3630 curwnd.attron(curses.color_pair(curses.COLOR_GREEN) | curses.A_BOLD)
3631 elif color == LIGHTCYAN:
3632 curwnd.attron(curses.color_pair(curses.COLOR_CYAN) | curses.A_BOLD)
3633 elif color == LIGHTRED:
3634 curwnd.attron(curses.color_pair(curses.COLOR_RED) | curses.A_BOLD)
3635 elif color == LIGHTMAGENTA:
3636 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA) | curses.A_BOLD)
3637 elif color == YELLOW:
3638 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW) | curses.A_BOLD)
3639 elif color == WHITE:
3640 curwnd.attron(curses.color_pair(curses.COLOR_WHITE) | curses.A_BOLD)
3643 if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES): # pragma: no cover
3644 curwnd.attron(curses.A_REVERSE)
3647 # Things past this point have policy implications.
3651 "Hook to be called after moving to redraw maps."
3652 if game.options & OPTION_CURSES: # pragma: no cover
3655 setwnd(srscan_window)
3659 setwnd(status_window)
3660 status_window.clear()
3661 status_window.move(0, 0)
3662 setwnd(report_window)
3663 report_window.clear()
3664 report_window.move(0, 0)
3666 setwnd(lrscan_window)
3667 lrscan_window.clear()
3668 lrscan_window.move(0, 0)
3669 lrscan(silent=False)
3671 def put_srscan_sym(w, sym): # pragma: no cover
3672 "Emit symbol for short-range scan."
3673 srscan_window.move(w.i+1, w.j*2+2)
3674 srscan_window.addch(sym)
3675 srscan_window.refresh()
3678 "Enemy fall down, go boom."
3679 if game.options & OPTION_CURSES: # pragma: no cover
3681 setwnd(srscan_window)
3682 srscan_window.attron(curses.A_REVERSE)
3683 put_srscan_sym(w, game.quad[w.i][w.j])
3687 srscan_window.attroff(curses.A_REVERSE)
3688 put_srscan_sym(w, game.quad[w.i][w.j])
3689 curses.delay_output(500)
3690 setwnd(message_window)
3693 "Sound and visual effects for teleportation."
3694 if game.options & OPTION_CURSES: # pragma: no cover
3696 setwnd(message_window)
3698 prouts(" . . . . . ")
3699 if game.options & OPTION_CURSES: # pragma: no cover
3700 #curses.delay_output(1000)
3704 def tracktorpedo(w, step, i, n, iquad):
3705 "Torpedo-track animation."
3706 if not game.options & OPTION_CURSES:
3710 proutn(_("Track for torpedo number %d- ") % (i+1))
3713 proutn(_("Torpedo track- "))
3714 elif step in {4, 9}:
3717 else: # pragma: no cover
3718 if not damaged(DSRSENS) or game.condition=="docked":
3719 if i != 0 and step == 1:
3722 if iquad in {'.', ' '}:
3723 put_srscan_sym(w, '+')
3727 put_srscan_sym(w, iquad)
3729 curwnd.attron(curses.A_REVERSE)
3730 put_srscan_sym(w, iquad)
3734 curwnd.attroff(curses.A_REVERSE)
3735 put_srscan_sym(w, iquad)
3740 "Display the current galaxy chart."
3741 if game.options & OPTION_CURSES: # pragma: no cover
3742 setwnd(message_window)
3743 message_window.clear()
3745 if game.options & OPTION_TTY:
3750 def prstat(txt, data):
3752 if game.options & OPTION_CURSES: # pragma: no cover
3754 setwnd(status_window)
3756 proutn(" " * (NSYM - len(txt)))
3759 if game.options & OPTION_CURSES: # pragma: no cover
3760 setwnd(report_window)
3762 # Code from moving.c begins here
3764 def imove(icourse=None, noattack=False):
3765 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3768 def newquadrant(noattack):
3769 # Leaving quadrant -- allow final enemy attack
3770 # Don't set up attack if being pushed by nova or cloaked
3771 if len(game.enemies) != 0 and not noattack and not game.iscloaked:
3773 for enemy in game.enemies:
3774 finald = (w - enemy.location).distance()
3775 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3776 # Stas Sergeev added the condition
3777 # that attacks only happen if Klingons
3778 # are present and your skill is good.
3779 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3780 attack(torps_ok=False)
3783 # check for edge of galaxy
3787 if icourse.final.i < 0:
3788 icourse.final.i = -icourse.final.i
3790 if icourse.final.j < 0:
3791 icourse.final.j = -icourse.final.j
3793 if icourse.final.i >= GALSIZE*QUADSIZE:
3794 icourse.final.i = (GALSIZE*QUADSIZE*2) - icourse.final.i
3796 if icourse.final.j >= GALSIZE*QUADSIZE:
3797 icourse.final.j = (GALSIZE*QUADSIZE*2) - icourse.final.j
3805 if game.nkinks == 3:
3806 # Three strikes -- you're out!
3810 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3811 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3812 prout(_("YOU WILL BE DESTROYED."))
3813 # Compute final position in new quadrant
3814 if trbeam: # Don't bother if we are to be beamed
3816 game.quadrant = icourse.final.quadrant()
3817 game.sector = icourse.final.sector()
3819 prout(_("Entering Quadrant %s.") % game.quadrant)
3820 game.quad[game.sector.i][game.sector.j] = game.ship
3822 if game.skill>SKILL_NOVICE:
3823 attack(torps_ok=False)
3825 def check_collision(h):
3826 iquad = game.quad[h.i][h.j]
3828 # object encountered in flight path
3829 stopegy = 50.0*icourse.distance/game.optime
3830 if iquad in ('T', 'K', 'C', 'S', 'R', '?'):
3831 for enemy in game.enemies:
3832 if enemy.location == h:
3833 collision(rammed=False, enemy=enemy)
3835 # This should not happen
3836 prout(_("Which way did he go?")) # pragma: no cover
3837 return False # pragma: no cover
3840 prouts(_("***RED ALERT! RED ALERT!"))
3842 proutn("***" + crmshp())
3843 proutn(_(" pulled into black hole at Sector %s") % h)
3844 # Getting pulled into a black hole was certain
3845 # death in Almy's original. Stas Sergeev added a
3846 # possibility that you'll get timewarped instead.
3848 for m in range(NDEVICES):
3849 if game.damage[m]>0:
3851 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3852 if (game.options & OPTION_BLKHOLE) and rnd.withprob(1-probf):
3862 prout(_(" encounters Tholian web at %s;") % h)
3864 prout(_(" blocked by object at %s;") % h)
3865 proutn(_("Emergency stop required "))
3866 prout(_("%2d units of energy.") % int(stopegy))
3867 game.energy -= stopegy
3868 if game.energy <= 0:
3875 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3876 game.inorbit = False
3877 # If tractor beam is to occur, don't move full distance
3878 if game.state.date+game.optime >= scheduled(FTBEAM):
3880 # We can't be tractor beamed if cloaked,
3881 # so move the event into the future
3882 postpone(FTBEAM, game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
3885 game.condition = "red"
3886 icourse.distance = icourse.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3887 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3889 game.quad[game.sector.i][game.sector.j] = '.'
3890 for _m in range(icourse.moves):
3892 w = icourse.sector()
3893 if icourse.origin.quadrant() != icourse.location.quadrant():
3894 newquadrant(noattack)
3896 elif check_collision(w):
3897 prout(_("Collision detected"))
3901 # We're in destination quadrant -- compute new average enemy distances
3902 game.quad[game.sector.i][game.sector.j] = game.ship
3904 for enemy in game.enemies:
3905 finald = (w-enemy.location).distance()
3906 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3907 enemy.kdist = finald
3909 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3910 attack(torps_ok=False)
3911 for enemy in game.enemies:
3912 enemy.kavgd = enemy.kdist
3915 setwnd(message_window)
3918 "Dock our ship at a starbase."
3920 if game.condition == "docked" and verbose:
3921 prout(_("Already docked."))
3924 prout(_("You must first leave standard orbit."))
3926 if game.base is None or not game.base.valid_sector():
3927 prout(_("No starbase available for docking in this quadrant."))
3929 if (abs(game.sector.i-game.base.i) > 1) or (abs(game.sector.j-game.base.j) > 1):
3930 prout(crmshp() + _(" not adjacent to base."))
3933 prout(_("You cannot dock while cloaked."))
3935 game.condition = "docked"
3939 if game.energy < game.inenrg:
3940 game.energy = game.inenrg
3941 game.shield = game.inshld
3942 game.torps = game.intorps
3943 game.lsupres = game.inlsr
3944 game.state.crew = FULLCREW
3945 if game.brigcapacity-game.brigfree > 0:
3946 prout(_("%d captured Klingons transferred to base") % (game.brigcapacity-game.brigfree))
3947 game.kcaptured += game.brigcapacity-game.brigfree
3948 game.brigfree = game.brigcapacity
3949 if communicating() and \
3950 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3951 # get attack report from base
3952 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3956 def cartesian(loc1=None, loc2=None):
3958 return game.quadrant * QUADSIZE + game.sector
3960 return game.quadrant * QUADSIZE + loc1
3962 return loc1 * QUADSIZE + loc2
3964 def getcourse(isprobe):
3965 "Get a course and distance from the user."
3967 dquad = copy.copy(game.quadrant)
3968 navmode = "unspecified"
3972 if game.landed and not isprobe:
3973 prout(_("Dummy! You can't leave standard orbit until you"))
3974 proutn(_("are back aboard the ship."))
3977 while navmode == "unspecified":
3978 if damaged(DNAVSYS):
3980 prout(_("Computer damaged; manual navigation only"))
3982 prout(_("Computer damaged; manual movement only"))
3987 key = scanner.nexttok()
3989 proutn(_("Manual or automatic- "))
3992 elif key == "IHALPHA":
3993 if scanner.sees("manual"):
3995 key = scanner.nexttok()
3997 elif scanner.sees("automatic"):
3998 navmode = "automatic"
3999 key = scanner.nexttok()
4007 prout(_("(Manual navigation assumed.)"))
4009 prout(_("(Manual movement assumed.)"))
4013 if navmode == "automatic":
4014 while key == "IHEOL":
4016 proutn(_("Target quadrant or quadrant§or- "))
4018 proutn(_("Destination sector or quadrant§or- "))
4021 key = scanner.nexttok()
4022 scanner.push(scanner.token) # Something IHREAL or IHALPHA awaits us
4023 first = scanner.getcoord()
4027 if scanner.type == "IHEOL":
4030 scanner.push(scanner.token)
4031 second = scanner.getcoord()
4035 if second is not None:
4041 # only one pair of numbers was specified
4043 # only quadrant specified -- go to center of dest quad
4046 dsect.j = dsect.i = (QUADSIZE/2)-1 # preserves 1-origin behavior
4048 # only sector specified
4052 if not dquad.valid_quadrant() or not dsect.valid_sector():
4059 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
4061 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
4062 # the actual deltas get computed here
4063 delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
4064 delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
4066 while key == "IHEOL":
4067 proutn(_("X and Y displacements- "))
4070 key = scanner.nexttok()
4073 delta.j = scanner.real
4077 key = scanner.nexttok()
4079 delta.i = scanner.real
4080 elif key == "IHEOL":
4086 # Check for zero movement
4087 if delta.i == 0 and delta.j == 0:
4090 if itemp == "verbose" and not isprobe:
4092 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
4094 return course(bearing=delta.bearing(), distance=delta.distance())
4097 def __init__(self, bearing, distance, origin=None):
4098 self.distance = distance
4099 self.bearing = bearing
4101 self.origin = cartesian(game.quadrant, game.sector)
4103 self.origin = origin
4104 # The bearing() code we inherited from FORTRAN is actually computing
4105 # clockface directions!
4106 if self.bearing < 0.0:
4107 self.bearing += 12.0
4108 self.angle = ((15.0 - self.bearing) * 0.5235988)
4109 self.increment = Coord(-math.sin(self.angle), math.cos(self.angle))
4110 bigger = max(abs(self.increment.i), abs(self.increment.j))
4111 self.increment /= bigger
4112 self.moves = int(round(10*self.distance*bigger))
4114 self.final = (self.location + self.moves*self.increment).roundtogrid()
4115 self.location = self.origin
4116 self.nextlocation = None
4118 self.location = self.origin
4121 return self.location.roundtogrid() == self.final
4123 "Next step on course."
4125 self.nextlocation = self.location + self.increment
4126 samequad = (self.location.quadrant() == self.nextlocation.quadrant())
4127 self.location = self.nextlocation
4130 return self.location.quadrant()
4132 return self.location.sector()
4134 return self.distance*(w**3)*(game.shldup+1)
4136 return 10.0*self.distance/w**2
4139 "Move under impulse power."
4141 if damaged(DIMPULS):
4144 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4146 if game.energy > 30.0:
4148 icourse = getcourse(isprobe=False)
4151 power = 20.0 + 100.0*icourse.distance
4154 if power >= game.energy:
4155 # Insufficient power for trip
4157 prout(_("First Officer Spock- \"Captain, the impulse engines"))
4158 prout(_("require 20.0 units to engage, plus 100.0 units per"))
4159 if game.energy > 30:
4160 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
4161 int(0.01 * (game.energy-20.0)-0.05))
4162 prout(_(" quadrants.\""))
4164 prout(_("quadrant. They are, therefore, useless.\""))
4167 # Make sure enough time is left for the trip
4168 game.optime = icourse.distance/0.095
4169 if game.optime >= game.state.remtime:
4170 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4171 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4172 proutn(_("we dare spend the time?\" "))
4175 # Activate impulse engines and pay the cost
4176 imove(icourse, noattack=False)
4180 power = 20.0 + 100.0*icourse.distance
4181 game.energy -= power
4182 game.optime = icourse.distance/0.095
4183 if game.energy <= 0:
4187 def warp(wcourse, involuntary):
4188 "Move under warp drive."
4189 blooey = False; twarp = False
4190 if not involuntary: # Not WARPX entry
4195 prout(_("Engineer Scott- \"The warp engines can not be used while cloaked, Sir.\""))
4197 if game.damage[DWARPEN] > 10.0:
4200 prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
4202 if damaged(DWARPEN) and game.warpfac > 4.0:
4205 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4206 prout(_(" is repaired, I can only give you warp 4.\""))
4208 # Read in course and distance
4211 wcourse = getcourse(isprobe=False)
4214 # Make sure starship has enough energy for the trip
4215 # Note: this formula is slightly different from the C version,
4216 # and lets you skate a bit closer to the edge.
4217 if wcourse.power(game.warpfac) >= game.energy:
4218 # Insufficient power for trip
4221 prout(_("Engineering to bridge--"))
4222 if not game.shldup or 0.5*wcourse.power(game.warpfac) > game.energy:
4223 iwarp = (game.energy/(wcourse.distance+0.05)) ** 0.333333333
4225 prout(_("We can't do it, Captain. We don't have enough energy."))
4227 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4230 prout(_("if you'll lower the shields."))
4234 prout(_("We haven't the energy to go that far with the shields up."))
4236 # Make sure enough time is left for the trip
4237 game.optime = wcourse.time(game.warpfac)
4238 if game.optime >= 0.8*game.state.remtime:
4240 prout(_("First Officer Spock- \"Captain, I compute that such"))
4241 proutn(_(" a trip would require approximately %2.0f") %
4242 (100.0*game.optime/game.state.remtime))
4243 prout(_(" percent of our"))
4244 proutn(_(" remaining time. Are you sure this is wise?\" "))
4250 if game.warpfac > 6.0:
4251 # Decide if engine damage will occur
4252 # ESR: Seems wrong. Probability of damage goes *down* with distance?
4253 prob = wcourse.distance*(6.0-game.warpfac)**2/66.666666666
4254 if prob > rnd.real():
4256 wcourse.distance = rnd.real(wcourse.distance)
4257 # Decide if time warp will occur
4258 if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > rnd.real():
4260 if game.idebug and game.warpfac==10 and not twarp: # pragma: no cover
4262 proutn("=== Force time warp? ")
4266 # If time warp or engine damage, check path
4267 # If it is obstructed, don't do warp or damage
4268 look = wcourse.moves
4272 w = wcourse.sector()
4273 if not w.valid_sector():
4275 if game.quad[w.i][w.j] != '.':
4279 # Activate Warp Engines and pay the cost
4280 imove(wcourse, noattack=False)
4283 game.energy -= wcourse.power(game.warpfac)
4284 if game.energy <= 0:
4286 game.optime = wcourse.time(game.warpfac)
4290 game.damage[DWARPEN] = game.damfac * rnd.real(1.0, 4.0)
4292 prout(_("Engineering to bridge--"))
4293 prout(_(" Scott here. The warp engines are damaged."))
4294 prout(_(" We'll have to reduce speed to warp 4."))
4299 "Change the warp factor."
4301 key=scanner.nexttok()
4305 proutn(_("Warp factor- "))
4309 if game.damage[DWARPEN] > 10.0:
4310 prout(_("Warp engines inoperative."))
4312 if damaged(DWARPEN) and scanner.real > 4.0:
4313 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4314 prout(_(" but right now we can only go warp 4.\""))
4316 if scanner.real > 10.0:
4317 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4319 if scanner.real < 1.0:
4320 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4322 oldfac = game.warpfac
4323 game.warpfac = scanner.real
4324 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4325 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4328 if game.warpfac < 8.00:
4329 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4331 if game.warpfac == 10.0:
4332 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4334 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4338 "Cope with being tossed out of quadrant by supernova or yanked by beam."
4340 # is captain on planet?
4342 if damaged(DTRANSP):
4345 prout(_("Scotty rushes to the transporter controls."))
4347 prout(_("But with the shields up it's hopeless."))
4349 prouts(_("His desperate attempt to rescue you . . ."))
4350 if rnd.withprob(0.5):
4354 prout(_("SUCCEEDS!"))
4357 proutn(_("The crystals mined were "))
4358 if rnd.withprob(0.25):
4365 # Check to see if captain in shuttle craft
4370 # Inform captain of attempt to reach safety
4374 prouts(_("***RED ALERT! RED ALERT!"))
4376 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4377 prouts(_(" a supernova."))
4379 prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
4380 prout(_("safely out of quadrant."))
4381 if not damaged(DRADIO):
4382 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
4383 # Try to use warp engines
4384 if damaged(DWARPEN):
4386 prout(_("Warp engines damaged."))
4389 game.warpfac = rnd.real(6.0, 8.0)
4390 prout(_("Warp factor set to %d") % int(game.warpfac))
4391 power = 0.75*game.energy
4392 dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4393 dist = max(dist, rnd.real(math.sqrt(2)))
4394 bugout = course(bearing=rnd.real(12), distance=dist) # How dumb!
4395 game.optime = bugout.time(game.warpfac)
4397 game.inorbit = False
4398 warp(bugout, involuntary=True)
4400 # This is bad news, we didn't leave quadrant.
4404 prout(_("Insufficient energy to leave quadrant."))
4407 # Repeat if another snova
4408 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
4411 finish(FWON) # Snova killed remaining enemy.
4414 "Let's do the time warp again."
4415 prout(_("***TIME WARP ENTERED."))
4416 if game.state.snap and rnd.withprob(0.5):
4418 prout(_("You are traveling backwards in time %d stardates.") %
4419 int(game.state.date-game.snapsht.date))
4420 game.state = game.snapsht
4421 game.state.snap = False
4422 if len(game.state.kcmdr):
4423 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4424 schedule(FBATTAK, expran(0.3*game.intime))
4425 schedule(FSNOVA, expran(0.5*game.intime))
4426 # next snapshot will be sooner
4427 schedule(FSNAP, expran(0.25*game.state.remtime))
4429 if game.state.nscrem:
4430 schedule(FSCMOVE, 0.2777)
4434 game.battle.invalidate()
4435 # Make sure Galileo is consistant -- Snapshot may have been taken
4436 # when on planet, which would give us two Galileos!
4438 for l in range(game.inplan):
4439 if game.state.planets[l].known == "shuttle_down":
4441 if game.iscraft == "onship" and game.ship=='E':
4442 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4443 game.iscraft = "offship"
4444 # Likewise, if in the original time the Galileo was abandoned, but
4445 # was on ship earlier, it would have vanished -- let's restore it.
4446 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4447 prout(_("Chekov- \"Security reports the Galileo has reappeared in the dock!\""))
4448 game.iscraft = "onship"
4449 # There used to be code to do the actual reconstrction here,
4450 # but the starchart is now part of the snapshotted galaxy state.
4451 prout(_("Spock has reconstructed a correct star chart from memory"))
4453 # Go forward in time
4454 game.optime = expran(0.5*game.intime)
4455 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4456 # cheat to make sure no tractor beams occur during time warp
4457 postpone(FTBEAM, game.optime)
4458 game.damage[DRADIO] += game.optime
4460 events() # Stas Sergeev added this -- do pending events
4463 "Launch deep-space probe."
4464 # New code to launch a deep space probe
4465 if game.nprobes == 0:
4468 if game.ship == 'E':
4469 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4471 prout(_("Ye Faerie Queene has no deep space probes."))
4476 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4478 if is_scheduled(FDSPROB):
4481 if damaged(DRADIO) and game.condition != "docked":
4482 prout(_("Spock- \"Records show the previous probe has not yet"))
4483 prout(_(" reached its destination.\""))
4485 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4487 key = scanner.nexttok()
4489 if game.nprobes == 1:
4490 prout(_("1 probe left."))
4492 prout(_("%d probes left") % game.nprobes)
4493 proutn(_("Are you sure you want to fire a probe? "))
4496 game.isarmed = False
4497 if key == "IHALPHA" and scanner.token == "armed":
4499 key = scanner.nexttok()
4500 elif key == "IHEOL":
4501 proutn(_("Arm NOVAMAX warhead? "))
4503 elif key == "IHREAL": # first element of course
4504 scanner.push(scanner.token)
4506 game.probe = getcourse(isprobe=True)
4510 schedule(FDSPROB, 0.01) # Time to move one sector
4511 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4516 "Yell for help from nearest starbase."
4517 # There's more than one way to move in this game!
4519 # Test for conditions which prevent calling for help
4520 if game.condition == "docked":
4521 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4524 prout(_("Subspace radio damaged."))
4526 if not game.state.baseq:
4527 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4530 prout(_("You must be aboard the %s.") % crmshp())
4532 # OK -- call for help from nearest starbase
4535 # There's one in this quadrant
4536 ddist = (game.base - game.sector).distance()
4538 ibq = None # Force base-quadrant game to persist past loop
4540 for ibq in game.state.baseq:
4541 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4545 prout(_("No starbases remain. You are alone in a hostile galaxy."))
4547 # Since starbase not in quadrant, set up new quadrant
4550 # dematerialize starship
4551 game.quad[game.sector.i][game.sector.j]='.'
4552 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4553 % (game.quadrant, crmshp()))
4554 game.sector.invalidate()
4555 for m in range(1, 5+1):
4556 w = game.base.scatter()
4557 if w.valid_sector() and game.quad[w.i][w.j]=='.':
4558 # found one -- finish up
4561 if game.sector is None:
4562 prout(_("You have been lost in space..."))
4563 finish(FMATERIALIZE)
4565 # Give starbase three chances to rematerialize starship
4566 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4567 for m in range(1, 3+1):
4568 if m == 1: proutn(_("1st"))
4569 elif m == 2: proutn(_("2nd"))
4570 elif m == 3: proutn(_("3rd"))
4571 proutn(_(" attempt to re-materialize ") + crmshp())
4572 game.quad[game.sector.i][game.sector.j]=('-','o','O')[m-1]
4575 if rnd.real() > probf:
4579 if game.options & OPTION_CURSES: # pragma: no cover
4580 curses.delay_output(500)
4582 game.quad[game.sector.i][game.sector.j]='?'
4585 setwnd(message_window)
4586 finish(FMATERIALIZE)
4588 game.quad[game.sector.i][game.sector.j]=game.ship
4590 prout(_("succeeds."))
4594 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4599 if game.condition=="docked":
4601 prout(_("You cannot abandon Ye Faerie Queene."))
4604 # Must take shuttle craft to exit
4605 if game.damage[DSHUTTL]==-1:
4606 prout(_("Ye Faerie Queene has no shuttle craft."))
4608 if game.damage[DSHUTTL]<0:
4609 prout(_("Shuttle craft now serving Big Macs."))
4611 if game.damage[DSHUTTL]>0:
4612 prout(_("Shuttle craft damaged."))
4615 prout(_("You must be aboard the ship."))
4617 if game.iscraft != "onship":
4618 prout(_("Shuttle craft not currently available."))
4620 # Emit abandon ship messages
4622 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4624 prouts(_("***ALL HANDS ABANDON SHIP!"))
4626 prout(_("Captain and crew escape in shuttle craft."))
4627 if not game.state.baseq:
4628 # Oops! no place to go...
4631 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4633 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4634 prout(_("Remainder of ship's complement beam down"))
4635 prout(_("to nearest habitable planet."))
4636 elif q.planet is not None and not damaged(DTRANSP):
4637 prout(_("Remainder of ship's complement beam down to %s.") %
4640 prout(_("Entire crew of %d left to die in outer space.") %
4642 game.casual += game.state.crew
4643 game.abandoned += game.state.crew
4644 # If at least one base left, give 'em the Faerie Queene
4646 game.icrystl = False # crystals are lost
4647 game.nprobes = 0 # No probes
4648 prout(_("You are captured by Klingons and released to"))
4649 prout(_("the Federation in a prisoner-of-war exchange."))
4650 nb = rnd.integer(len(game.state.baseq))
4651 # Set up quadrant and position FQ adjacient to base
4652 if not game.quadrant == game.state.baseq[nb]:
4653 game.quadrant = game.state.baseq[nb]
4654 game.sector.i = game.sector.j = 5
4657 # position next to base by trial and error
4658 game.quad[game.sector.i][game.sector.j] = '.'
4660 for l in range(QUADSIZE):
4661 game.sector = game.base.scatter()
4662 if game.sector.valid_sector() and \
4663 game.quad[game.sector.i][game.sector.j] == '.':
4666 break # found a spot
4667 game.sector.i=QUADSIZE/2
4668 game.sector.j=QUADSIZE/2
4670 # Get new commission
4671 game.quad[game.sector.i][game.sector.j] = game.ship = 'F'
4672 game.state.crew = FULLCREW
4673 prout(_("Starfleet puts you in command of another ship,"))
4674 prout(_("the Faerie Queene, which is antiquated but,"))
4675 prout(_("still useable."))
4677 prout(_("The dilithium crystals have been moved."))
4679 game.iscraft = "offship" # Galileo disappears
4681 game.condition="docked"
4682 for l in range(NDEVICES):
4683 game.damage[l] = 0.0
4684 game.damage[DSHUTTL] = -1
4685 game.energy = game.inenrg = 3000.0
4686 game.shield = game.inshld = 1250.0
4687 game.torps = game.intorps = 6
4688 game.lsupres=game.inlsr=3.0
4691 game.brigfree = game.brigcapacity = 300
4694 # Code from planets.c begins here.
4697 "Abort a lengthy operation if an event interrupts it."
4700 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
4705 "Report on (uninhabited) planets in the galaxy."
4709 prout(_("Spock- \"Planet report follows, Captain.\""))
4711 for i in range(game.inplan):
4712 if game.state.planets[i].pclass == "destroyed":
4714 if (game.state.planets[i].known != "unknown" \
4715 and not game.state.planets[i].inhabited) \
4718 if game.idebug and game.state.planets[i].known=="unknown":
4719 proutn("(Unknown) ")
4720 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4721 proutn(_(" class "))
4722 proutn(game.state.planets[i].pclass)
4724 if game.state.planets[i].crystals != "present":
4726 prout(_("dilithium crystals present."))
4727 if game.state.planets[i].known=="shuttle_down":
4728 prout(_(" Shuttle Craft Galileo on surface."))
4730 prout(_("No information available."))
4733 "Enter standard orbit."
4737 prout(_("Already in standard orbit."))
4739 if damaged(DWARPEN) and damaged(DIMPULS):
4740 prout(_("Both warp and impulse engines damaged."))
4742 if game.plnet is None:
4743 prout("There is no planet in this sector.")
4745 if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4746 prout(crmshp() + _(" not adjacent to planet."))
4749 game.optime = rnd.real(0.02, 0.05)
4750 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4754 game.height = rnd.real(1400, 8600)
4755 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4760 "Examine planets in this quadrant."
4761 if damaged(DSRSENS):
4762 if game.options & OPTION_TTY:
4763 prout(_("Short range sensors damaged."))
4765 if game.iplnet is None:
4766 if game.options & OPTION_TTY:
4767 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4769 if game.iplnet.known == "unknown":
4770 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4772 prout(_(" Planet at Sector %s is of class %s.") %
4773 (game.plnet, game.iplnet.pclass))
4774 if game.iplnet.known=="shuttle_down":
4775 prout(_(" Sensors show Galileo still on surface."))
4776 proutn(_(" Readings indicate"))
4777 if game.iplnet.crystals != "present":
4779 prout(_(" dilithium crystals present.\""))
4780 if game.iplnet.known == "unknown":
4781 game.iplnet.known = "known"
4782 elif game.iplnet.inhabited:
4783 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4784 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4787 "Use the transporter."
4791 if damaged(DTRANSP):
4792 prout(_("Transporter damaged."))
4793 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4795 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4799 if not game.inorbit:
4800 prout(crmshp() + _(" not in standard orbit."))
4803 prout(_("Impossible to transport through shields."))
4805 if game.iplnet.known=="unknown":
4806 prout(_("Spock- \"Captain, we have no information on this planet"))
4807 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4808 prout(_(" you may not go down.\""))
4810 if not game.landed and game.iplnet.crystals=="absent":
4811 prout(_("Spock- \"Captain, I fail to see the logic in"))
4812 prout(_(" exploring a planet with no dilithium crystals."))
4813 proutn(_(" Are you sure this is wise?\" "))
4817 if (game.options & OPTION_ALMY):
4818 nrgneed = 50 * game.skill + game.height / 100.0
4819 if nrgneed > game.energy:
4820 prout(_("Engineering to bridge--"))
4821 prout(_(" Captain, we don't have enough energy for transportation."))
4823 if not game.landed and nrgneed * 2 > game.energy:
4824 prout(_("Engineering to bridge--"))
4825 prout(_(" Captain, we have enough energy only to transport you down to"))
4826 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4827 if game.iplnet.known == "shuttle_down":
4828 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4829 proutn(_(" Are you sure this is wise?\" "))
4834 # Coming from planet
4835 if game.iplnet.known=="shuttle_down":
4836 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4840 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4841 prout(_("Landing party assembled, ready to beam up."))
4843 prout(_("Kirk whips out communicator..."))
4844 prouts(_("BEEP BEEP BEEP"))
4846 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4849 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4851 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4853 prout(_("Kirk- \"Energize.\""))
4856 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4858 if not rnd.withprob(0.98):
4859 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4861 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4864 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4865 game.landed = not game.landed
4866 game.energy -= nrgneed
4868 prout(_("Transport complete."))
4869 if game.landed and game.iplnet.known=="shuttle_down":
4870 prout(_("The shuttle craft Galileo is here!"))
4871 if not game.landed and game.imine:
4878 "Strip-mine a world for dilithium."
4882 prout(_("Mining party not on planet."))
4884 if game.iplnet.crystals == "mined":
4885 prout(_("This planet has already been strip-mined for dilithium."))
4887 elif game.iplnet.crystals == "absent":
4888 prout(_("No dilithium crystals on this planet."))
4891 prout(_("You've already mined enough crystals for this trip."))
4893 if game.icrystl and game.cryprob == 0.05:
4894 prout(_("With all those fresh crystals aboard the ") + crmshp())
4895 prout(_("there's no reason to mine more at this time."))
4897 game.optime = rnd.real(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4900 prout(_("Mining operation complete."))
4901 game.iplnet.crystals = "mined"
4902 game.imine = game.ididit = True
4905 "Use dilithium crystals."
4909 if not game.icrystl:
4910 prout(_("No dilithium crystals available."))
4912 if game.energy >= 1000:
4913 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4914 prout(_(" except when Condition Yellow exists."))
4916 prout(_("Spock- \"Captain, I must warn you that loading"))
4917 prout(_(" raw dilithium crystals into the ship's power"))
4918 prout(_(" system may risk a severe explosion."))
4919 proutn(_(" Are you sure this is wise?\" "))
4924 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4925 prout(_(" Mr. Spock and I will try it.\""))
4927 prout(_("Spock- \"Crystals in place, Sir."))
4928 prout(_(" Ready to activate circuit.\""))
4930 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4932 if rnd.withprob(game.cryprob):
4933 prouts(_(" \"Activating now! - - No good! It's***"))
4935 prouts(_("***RED ALERT! RED A*L********************************"))
4938 prouts(_("****************** KA-BOOM!!!! *******************"))
4942 game.energy += rnd.real(5000.0, 5500.0)
4943 prouts(_(" \"Activating now! - - "))
4944 prout(_("The instruments"))
4945 prout(_(" are going crazy, but I think it's"))
4946 prout(_(" going to work!! Congratulations, Sir!\""))
4951 "Use shuttlecraft for planetary jaunt."
4954 if damaged(DSHUTTL):
4955 if game.damage[DSHUTTL] == -1.0:
4956 if game.inorbit and game.iplnet.known == "shuttle_down":
4957 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4959 prout(_("Ye Faerie Queene had no shuttle craft."))
4960 elif game.damage[DSHUTTL] > 0:
4961 prout(_("The Galileo is damaged."))
4962 else: # game.damage[DSHUTTL] < 0
4963 prout(_("Shuttle craft is now serving Big Macs."))
4965 if not game.inorbit:
4966 prout(crmshp() + _(" not in standard orbit."))
4968 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4969 prout(_("Shuttle craft not currently available."))
4971 if not game.landed and game.iplnet.known=="shuttle_down":
4972 prout(_("You will have to beam down to retrieve the shuttle craft."))
4974 if game.shldup or game.condition == "docked":
4975 prout(_("Shuttle craft cannot pass through shields."))
4977 if game.iplnet.known=="unknown":
4978 prout(_("Spock- \"Captain, we have no information on this planet"))
4979 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4980 prout(_(" you may not fly down.\""))
4982 game.optime = 3.0e-5*game.height
4983 if game.optime >= 0.8*game.state.remtime:
4984 prout(_("First Officer Spock- \"Captain, I compute that such"))
4985 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4986 int(100*game.optime/game.state.remtime))
4987 prout(_("remaining time."))
4988 proutn(_("Are you sure this is wise?\" "))
4994 if game.iscraft == "onship":
4996 if not damaged(DTRANSP):
4997 proutn(_("Spock- \"Would you rather use the transporter?\" "))
5001 proutn(_("Shuttle crew"))
5003 proutn(_("Rescue party"))
5004 prout(_(" boards Galileo and swoops toward planet surface."))
5005 game.iscraft = "offship"
5009 game.iplnet.known="shuttle_down"
5010 prout(_("Trip complete."))
5013 # Ready to go back to ship
5014 prout(_("You and your mining party board the"))
5015 prout(_("shuttle craft for the trip back to the Enterprise."))
5017 prouts(_("The short hop begins . . ."))
5019 game.iplnet.known="known"
5025 game.iscraft = "onship"
5031 prout(_("Trip complete."))
5034 # Kirk on ship and so is Galileo
5035 prout(_("Mining party assembles in the hangar deck,"))
5036 prout(_("ready to board the shuttle craft \"Galileo\"."))
5038 prouts(_("The hangar doors open; the trip begins."))
5041 game.iscraft = "offship"
5044 game.iplnet.known = "shuttle_down"
5047 prout(_("Trip complete."))
5051 "Use the big zapper."
5055 if game.ship != 'E':
5056 prout(_("Ye Faerie Queene has no death ray."))
5058 if len(game.enemies)==0:
5059 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
5062 prout(_("Death Ray is damaged."))
5064 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
5065 prout(_(" is highly unpredictible. Considering the alternatives,"))
5066 proutn(_(" are you sure this is wise?\" "))
5069 prout(_("Spock- \"Acknowledged.\""))
5072 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
5074 prout(_("Crew scrambles in emergency preparation."))
5075 prout(_("Spock and Scotty ready the death ray and"))
5076 prout(_("prepare to channel all ship's power to the device."))
5078 prout(_("Spock- \"Preparations complete, sir.\""))
5079 prout(_("Kirk- \"Engage!\""))
5081 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
5084 # Ugh. This test (For Tom Almy's death-ray upgrade) was inverted for a long time.
5085 # Furthermore, somebody (ESR or Stas?) changed Tom Almy's 0.7 upgraded chance of
5087 if game.options & OPTION_ALMY:
5091 prouts(_("Sulu- \"Captain! It's working!\""))
5093 while len(game.enemies) > 0:
5094 deadkl(game.enemies[-1].location, game.quad[game.enemies[-1].location.i][game.enemies[-1].location.j],game.enemies[-1].location)
5095 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
5096 if game.unwon() == 0:
5098 if (game.options & OPTION_ALMY):
5099 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
5100 if rnd.withprob(0.05):
5101 prout(_(" is still operational.\""))
5103 prout(_(" has been rendered nonfunctional.\""))
5104 game.damage[DDRAY] = 39.95
5106 r = rnd.real() # Pick failure method
5108 prouts(_("Sulu- \"Captain! It's working!\""))
5110 prouts(_("***RED ALERT! RED ALERT!"))
5112 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
5114 prouts(_("***RED ALERT! RED A*L********************************"))
5117 prouts(_("****************** KA-BOOM!!!! *******************"))
5122 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
5124 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
5126 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
5127 prout(_(" have apparently been transformed into strange mutations."))
5128 prout(_(" Vulcans do not seem to be affected."))
5130 prout(_("Kirk- \"Raauch! Raauch!\""))
5134 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
5136 proutn(_("Spock- \"I believe the word is"))
5137 prouts(_(" *ASTONISHING*"))
5138 prout(_(" Mr. Sulu."))
5139 for i in range(QUADSIZE):
5140 for j in range(QUADSIZE):
5141 if game.quad[i][j] == '.':
5142 game.quad[i][j] = '?'
5143 prout(_(" Captain, our quadrant is now infested with"))
5144 prouts(_(" - - - - - - *THINGS*."))
5146 prout(_(" I have no logical explanation.\""))
5148 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
5150 prout(_("Scotty- \"There are so many tribbles down here"))
5151 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
5155 # Code from reports.c begins here
5157 def attackreport(curt):
5158 "eport status of bases under attack."
5160 if is_scheduled(FCDBAS):
5161 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
5162 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
5163 elif game.isatb == 1:
5164 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
5165 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
5167 prout(_("No Starbase is currently under attack."))
5169 if is_scheduled(FCDBAS):
5170 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5172 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5176 # report on general game status
5178 # pylint: disable=consider-using-ternary
5179 s1 = (game.thawed and _("thawed ")) or ""
5180 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5181 s3 = (None, _("novice"), _("fair"),
5182 _("good"), _("expert"), _("emeritus"))[game.skill]
5183 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5184 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5185 prout(_("No plaque is allowed."))
5187 prout(_("This is tournament game %d.") % game.tourn)
5188 prout(_("Your secret password is \"%s\"") % game.passwd)
5189 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - game.unwon()),
5190 (game.inkling + game.incom + game.inscom)))
5191 if game.incom - len(game.state.kcmdr):
5192 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
5193 elif game.inkling - game.remkl() + (game.inscom - game.state.nscrem) > 0:
5194 prout(_(", but no Commanders."))
5197 if game.skill > SKILL_FAIR:
5198 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5199 if len(game.state.baseq) != game.inbase:
5201 if game.inbase-len(game.state.baseq)==1:
5202 proutn(_("has been 1 base"))
5204 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
5205 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
5207 prout(_("There are %d bases.") % game.inbase)
5208 if communicating() or game.iseenit:
5209 # Don't report this if not seen and
5210 # either the radio is dead or not at base!
5214 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5215 if game.brigcapacity != game.brigfree:
5216 embriggened = game.brigcapacity-game.brigfree
5217 if embriggened == 1:
5218 prout(_("1 Klingon in brig"))
5220 prout(_("%d Klingons in brig.") % embriggened)
5221 if game.kcaptured == 0:
5223 elif game.kcaptured == 1:
5224 prout(_("1 captured Klingon turned in to Starfleet."))
5226 prout(_("%d captured Klingons turned in to Star Fleet.") % game.kcaptured)
5228 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5229 if game.ship == 'E':
5230 proutn(_("You have "))
5232 proutn("%d" % (game.nprobes))
5235 proutn(_(" deep space probe"))
5239 if communicating() and is_scheduled(FDSPROB):
5241 proutn(_("An armed deep space probe is in "))
5243 proutn(_("A deep space probe is in "))
5244 prout("Quadrant %s." % game.probe.quadrant())
5246 if game.cryprob <= .05:
5247 prout(_("Dilithium crystals aboard ship... not yet used."))
5251 while game.cryprob > ai:
5254 prout(_("Dilithium crystals have been used %d time%s.") % \
5255 (i, (_("s"), "")[i==1]))
5259 "Long-range sensor scan."
5260 if damaged(DLRSENS):
5261 # Now allow base's sensors if docked
5262 if game.condition != "docked":
5264 prout(_("LONG-RANGE SENSORS DAMAGED."))
5267 prout(_("Starbase's long-range scan"))
5269 prout(_("Long-range scan"))
5270 for x in range(game.quadrant.i-1, game.quadrant.i+2):
5273 for y in range(game.quadrant.j-1, game.quadrant.j+2):
5274 if not Coord(x, y).valid_quadrant():
5278 if not damaged(DRADIO):
5279 game.state.galaxy[x][y].charted = True
5280 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5281 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5282 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5283 if not silent and game.state.galaxy[x][y].supernova:
5286 cn = " %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars)
5287 proutn(((3 - len(cn)) * '.') + cn)
5295 for i in range(NDEVICES):
5298 prout(_("DEVICE REPAIR TIMES"))
5299 prout(_(" IN FLIGHT DOCKED"))
5301 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5302 game.damage[i]+0.05,
5303 DOCKFAC*game.damage[i]+0.005))
5305 prout(_("All devices functional."))
5308 "Update the chart in the Enterprise's computer from galaxy data."
5309 game.lastchart = game.state.date
5310 for i in range(GALSIZE):
5311 for j in range(GALSIZE):
5312 if game.state.galaxy[i][j].charted:
5313 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5314 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5315 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5318 "Display the star chart."
5320 if (game.options & OPTION_AUTOSCAN):
5324 if game.lastchart < game.state.date and game.condition == "docked":
5325 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5327 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5328 if game.state.date > game.lastchart:
5329 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5330 prout(" 1 2 3 4 5 6 7 8")
5331 for i in range(GALSIZE):
5332 if (game.options & OPTION_ALPHAMERIC):
5333 proutn("%c |" % letterize(i+1))
5335 proutn("%d |" % (i+1))
5336 for j in range(GALSIZE):
5337 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5341 if game.state.galaxy[i][j].supernova:
5343 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5345 elif game.state.galaxy[i][j].charted:
5346 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5347 if (game.options & OPTION_DOTFILL):
5348 show = show.replace(" ", ".")
5352 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5360 def sectscan(goodScan, i, j):
5361 "Light up an individual dot in a sector."
5362 if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
5363 if game.quad[i][j] in ('E', 'F'):
5365 highvideo() # pragma: no cover
5366 textcolor({"green":GREEN,
5370 "dead":BROWN}[game.condition])
5372 textcolor({'?':LIGHTMAGENTA,
5380 }.get(game.quad[i][j], DEFAULT))
5381 proutn("%c " % game.quad[i][j])
5387 "Emit status report lines"
5388 if not req or req == 1:
5389 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5390 % (game.state.date, game.state.remtime))
5391 if not req or req == 2:
5392 if game.condition != "docked":
5394 prstat(_("Condition"), _("%s, %i DAMAGES") % \
5395 (game.condition.upper(), sum([x > 0 for x in game.damage])))
5397 prout(_(", CLOAKED"))
5398 if not req or req == 3:
5399 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5400 if not req or req == 4:
5401 if damaged(DLIFSUP):
5402 if game.condition == "docked":
5403 s = _("DAMAGED, Base provides")
5405 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5408 prstat(_("Life Support"), s)
5409 if not req or req == 5:
5410 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5411 if not req or req == 6:
5413 if game.icrystl and (game.options & OPTION_SHOWME):
5414 extra = _(" (have crystals)")
5415 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5416 if not req or req == 7:
5417 prstat(_("Torpedoes"), "%d" % (game.torps))
5418 if not req or req == 8:
5419 if damaged(DSHIELD):
5425 data = _(" %d%% %.1f units") \
5426 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5427 prstat(_("Shields"), s+data)
5428 if not req or req == 9:
5429 prstat(_("Klingons Left"), "%d" % game.unwon())
5430 if not req or req == 10:
5431 if game.options & OPTION_WORLDS:
5432 plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
5433 if plnet and plnet.inhabited:
5434 prstat(_("Major system"), plnet.name)
5436 prout(_("Sector is uninhabited"))
5437 elif not req or req == 11:
5438 attackreport(not req)
5441 "Request specified status data, a historical relic from slow TTYs."
5442 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5443 while scanner.nexttok() == "IHEOL":
5444 proutn(_("Information desired? "))
5446 if scanner.token in requests:
5447 status(requests.index(scanner.token))
5449 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5450 prout((" date, condition, position, lsupport, warpfactor,"))
5451 prout((" energy, torpedoes, shields, klingons, system, time."))
5456 if damaged(DSRSENS):
5457 # Allow base's sensors if docked
5458 if game.condition != "docked":
5459 prout(_(" S.R. SENSORS DAMAGED!"))
5462 prout(_(" [Using Base's sensors]"))
5464 prout(_(" Short-range scan"))
5465 if goodScan and communicating():
5466 game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
5467 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
5468 game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
5469 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
5470 prout(" 1 2 3 4 5 6 7 8 9 10")
5471 if game.condition != "docked":
5473 for i in range(QUADSIZE):
5474 if (game.options & OPTION_ALPHAMERIC):
5475 proutn("%c " % letterize(i+1))
5477 proutn("%2d " % (i+1))
5478 for j in range(QUADSIZE):
5479 sectscan(goodScan, i, j)
5483 "Use computer to get estimated time of arrival for a warp jump."
5484 w1 = Coord(); w2 = Coord()
5486 if damaged(DCOMPTR):
5487 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5490 if scanner.nexttok() != "IHREAL":
5493 proutn(_("Destination quadrant and/or sector? "))
5494 if scanner.nexttok()!="IHREAL":
5497 w1.j = int(scanner.real-0.5)
5498 if scanner.nexttok() != "IHREAL":
5501 w1.i = int(scanner.real-0.5)
5502 if scanner.nexttok() == "IHREAL":
5503 w2.j = int(scanner.real-0.5)
5504 if scanner.nexttok() != "IHREAL":
5507 w2.i = int(scanner.real-0.5)
5509 if game.quadrant.j>w1.i:
5513 if game.quadrant.i>w1.j:
5517 if not w1.valid_quadrant() or not w2.valid_sector():
5520 dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
5521 (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
5524 prout(_("Answer \"no\" if you don't know the value:"))
5527 proutn(_("Time or arrival date? "))
5528 if scanner.nexttok()=="IHREAL":
5529 ttime = scanner.real
5530 if ttime > game.state.date:
5531 ttime -= game.state.date # Actually a star date
5532 twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
5533 if ttime <= 1e-10 or twarp > 10:
5534 prout(_("We'll never make it, sir."))
5537 twarp = max(twarp, 1.0)
5540 proutn(_("Warp factor? "))
5541 if scanner.nexttok()== "IHREAL":
5543 twarp = scanner.real
5544 if twarp<1.0 or twarp > 10.0:
5548 prout(_("Captain, certainly you can give me one of these."))
5551 ttime = (10.0*dist)/twarp**2
5552 tpower = dist*twarp*twarp*twarp*(game.shldup+1)
5553 if tpower >= game.energy:
5554 prout(_("Insufficient energy, sir."))
5555 if not game.shldup or tpower > game.energy*2.0:
5558 proutn(_("New warp factor to try? "))
5559 if scanner.nexttok() == "IHREAL":
5561 twarp = scanner.real
5562 if twarp<1.0 or twarp > 10.0:
5570 prout(_("But if you lower your shields,"))
5571 proutn(_("remaining"))
5574 proutn(_("Remaining"))
5575 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5577 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5579 prout(_("Any warp speed is adequate."))
5581 prout(_("Minimum warp needed is %.2f,") % (twarp))
5582 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5583 if game.state.remtime < ttime:
5584 prout(_("Unfortunately, the Federation will be destroyed by then."))
5586 prout(_("You'll be taking risks at that speed, Captain"))
5587 if (game.isatb==1 and game.state.kscmdr == w1 and \
5588 scheduled(FSCDBAS)< ttime+game.state.date) or \
5589 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5590 prout(_("The starbase there will be destroyed by then."))
5591 proutn(_("New warp factor to try? "))
5592 if scanner.nexttok() == "IHREAL":
5594 twarp = scanner.real
5595 if twarp<1.0 or twarp > 10.0:
5603 # This is new in SST2K.
5606 mode = scanner.nexttok()
5609 for k, v in option_names.items():
5610 if (v[0] & game.options) and k != "ALL":
5613 prout(str(" ".join(active)))
5614 elif scanner.token in {"set", "clear"}:
5615 mode = scanner.token
5619 if scanner.type == "IHEOL":
5621 if scanner.token.upper() in option_names:
5622 changemask |= option_names[scanner.token.upper()][0]
5624 prout(_("No such option as ") + scanner.token)
5626 if (not (game.options & OPTION_CURSES)) and (changemask & OPTION_CURSES): # pragma: no cover
5628 game.options |= changemask
5629 elif mode == "clear":
5630 if (game.options & OPTION_CURSES) and (not (changemask & OPTION_CURSES)): # pragma: no cover
5632 game.options &=~ changemask
5633 prout(_("Acknowledged, Captain."))
5639 # Code from setup.c begins here
5642 "Issue a historically correct banner."
5644 prout(_("-SUPER- STAR TREK"))
5646 # From the FORTRAN original
5647 # prout(_("Latest update-21 Sept 78"))
5653 scanner.push("emsave.trk")
5654 key = scanner.nexttok()
5656 proutn(_("File name: "))
5657 key = scanner.nexttok()
5658 if key != "IHALPHA":
5661 if '.' not in scanner.token:
5662 scanner.token += ".trk"
5664 fp = open(scanner.token, "wb")
5666 prout(_("Can't freeze game as file %s") % scanner.token)
5668 pickle.dump(game, fp)
5673 "Retrieve saved game."
5676 key = scanner.nexttok()
5678 proutn(_("File name: "))
5679 key = scanner.nexttok()
5680 if key != "IHALPHA":
5683 if '.' not in scanner.token:
5684 scanner.token += ".trk"
5686 fp = open(scanner.token, "rb")
5688 prout(_("Can't thaw game in %s") % scanner.token)
5690 game = pickle.load(fp)
5695 # I used <http://www.memory-alpha.org> to find planets
5696 # with references in ST:TOS. Earth and the Alpha Centauri
5697 # Colony have been omitted.
5699 # Some planets marked Class G and P here will be displayed as class M
5700 # because of the way planets are generated. This is a known bug.
5703 _("Andoria (Fesoan)"), # several episodes
5704 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5705 _("Vulcan (T'Khasi)"), # many episodes
5706 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5707 _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5708 _("Ardana"), # TOS: "The Cloud Minders"
5709 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5710 _("Gideon"), # TOS: "The Mark of Gideon"
5711 _("Aldebaran III"), # TOS: "The Deadly Years"
5712 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5713 _("Altair IV"), # TOS: "Amok Time
5714 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5715 _("Benecia"), # TOS: "The Conscience of the King"
5716 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5717 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5718 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5719 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5720 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5721 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5722 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5723 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5724 _("Ingraham B"), # TOS: "Operation: Annihilate"
5725 _("Janus IV"), # TOS: "The Devil in the Dark"
5726 _("Makus III"), # TOS: "The Galileo Seven"
5727 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5728 _("Omega IV"), # TOS: "The Omega Glory"
5729 _("Regulus V"), # TOS: "Amok Time
5730 _("Deneva"), # TOS: "Operation -- Annihilate!"
5731 # Worlds from BSD Trek
5732 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5733 _("Beta III"), # TOS: "The Return of the Archons"
5734 _("Triacus"), # TOS: "And the Children Shall Lead",
5735 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5737 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5738 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5739 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5740 # _("Izar"), # TOS: "Whom Gods Destroy"
5741 # _("Tiburon"), # TOS: "The Way to Eden"
5742 # _("Merak II"), # TOS: "The Cloud Minders"
5743 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5744 # _("Iotia"), # TOS: "A Piece of the Action"
5748 _("S. R. Sensors"), \
5749 _("L. R. Sensors"), \
5751 _("Photon Tubes"), \
5752 _("Life Support"), \
5753 _("Warp Engines"), \
5754 _("Impulse Engines"), \
5756 _("Subspace Radio"), \
5757 _("Shuttle Craft"), \
5759 _("Navigation System"), \
5761 _("Shield Control"), \
5764 _("Cloaking Device"), \
5768 "Prepare to play, set up cosmos."
5770 # Decide how many of everything
5772 return # frozen game
5773 # Prepare the Enterprise
5774 game.alldone = game.gamewon = game.shldchg = game.shldup = False
5776 game.state.crew = FULLCREW
5777 game.energy = game.inenrg = 5000.0
5778 game.shield = game.inshld = 2500.0
5781 game.quadrant = randplace(GALSIZE)
5782 game.sector = randplace(QUADSIZE)
5783 game.torps = game.intorps = 10
5784 game.nprobes = rnd.integer(2, 5)
5786 for i in range(NDEVICES):
5787 game.damage[i] = 0.0
5788 # Set up assorted game parameters
5789 game.battle = Coord()
5790 game.state.date = game.indate = 100.0 * rnd.real(20, 51)
5791 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5792 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5793 game.isatb = game.state.nplankl = 0
5794 game.state.starkl = game.state.basekl = game.state.nworldkl = 0
5795 game.iscraft = "onship"
5800 game.state.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
5802 game.state.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
5804 game.state.planets = [] # Planet information
5805 game.state.baseq = [] # Base quadrant coordinates
5806 game.state.kcmdr = [] # Commander quadrant coordinates
5807 game.statekscmdr = Coord() # Supercommander quadrant coordinates
5809 # Starchart is functional but we've never seen it
5810 game.lastchart = FOREVER
5811 # Put stars in the galaxy
5813 for i in range(GALSIZE):
5814 for j in range(GALSIZE):
5815 # Can't have more stars per quadrant than fit in one decimal digit,
5816 # if we do the chart representation will break.
5817 k = rnd.integer(1, min(10, QUADSIZE**2/10))
5819 game.state.galaxy[i][j].stars = k
5820 # Locate star bases in galaxy
5822 prout("=== Allocating %d bases" % game.inbase) # pragma: no cover
5823 for i in range(game.inbase):
5826 w = randplace(GALSIZE)
5827 if not game.state.galaxy[w.i][w.j].starbase:
5830 # C version: for (j = i-1; j > 0; j--)
5831 # so it did them in the opposite order.
5832 for j in range(1, i):
5833 # Improved placement algorithm to spread out bases
5834 distq = (w - game.state.baseq[j]).distance()
5835 if distq < 6.0*(BASEMAX+1-game.inbase) and rnd.withprob(0.75):
5838 prout("=== Abandoning base #%d at %s" % (i, w)) # pragma: no cover
5840 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5842 prout("=== Saving base #%d, close to #%d" % (i, j)) # pragma: no cover
5846 prout("=== Placing base #%d in quadrant %s" % (i, w)) # pragma: no cover
5847 game.state.baseq.append(w)
5848 game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5849 # Position ordinary Klingon Battle Cruisers
5851 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5852 klumper = min(klumper, MAXKLQUAD)
5855 klump = int((1.0 - r*r)*klumper)
5856 klump = min(klump, krem)
5859 w = randplace(GALSIZE)
5860 if not game.state.galaxy[w.i][w.j].supernova and \
5861 game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5863 game.state.galaxy[w.i][w.j].klingons += klump
5866 # Position Klingon Commander Ships
5867 for i in range(game.incom):
5869 w = randplace(GALSIZE)
5870 if not welcoming(w) or w in game.state.kcmdr:
5872 if (game.state.galaxy[w.i][w.j].klingons or rnd.withprob(0.25)):
5874 game.state.galaxy[w.i][w.j].klingons += 1
5875 game.state.kcmdr.append(w)
5876 # Locate planets in galaxy
5877 for i in range(game.inplan):
5879 w = randplace(GALSIZE)
5880 if game.state.galaxy[w.i][w.j].planet is None:
5884 new.crystals = "absent"
5885 if (game.options & OPTION_WORLDS) and i < NINHAB:
5886 new.pclass = "M" # All inhabited planets are class M
5887 new.crystals = "absent"
5889 new.name = systnames[i]
5890 new.inhabited = True
5892 new.pclass = ("M", "N", "O")[rnd.integer(0, 3)]
5893 if rnd.withprob(0.33):
5894 new.crystals = "present"
5895 new.known = "unknown"
5896 new.inhabited = False
5897 game.state.galaxy[w.i][w.j].planet = new
5898 game.state.planets.append(new)
5900 for i in range(game.state.nromrem):
5901 w = randplace(GALSIZE)
5902 game.state.galaxy[w.i][w.j].romulans += 1
5903 # Place the Super-Commander if needed
5904 if game.state.nscrem > 0:
5906 w = randplace(GALSIZE)
5909 game.state.kscmdr = w
5910 game.state.galaxy[w.i][w.j].klingons += 1
5911 # Initialize times for extraneous events
5912 schedule(FSNOVA, expran(0.5 * game.intime))
5913 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5914 schedule(FSNAP, rnd.real(1.0, 2.0)) # Force an early snapshot
5915 schedule(FBATTAK, expran(0.3*game.intime))
5917 if game.state.nscrem:
5918 schedule(FSCMOVE, 0.2777)
5923 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5924 schedule(FDISTR, expran(1.0 + game.intime))
5929 # Place thing (in tournament game, we don't want one!)
5930 # New in SST2K: never place the Thing near a starbase.
5931 # This makes sense and avoids a special case in the old code.
5932 if game.tourn is None:
5933 # Avoid distrubing the RNG chain. This code
5934 # was a late fix and we don't want to mess up
5935 # all the regression tests.
5936 state = randomizer.getrngstate()
5938 thing.location = randplace(GALSIZE)
5939 # Put it somewhere a starbase is not
5940 if thing.location not in game.state.baseq:
5942 randomizer.setrngstate(state)
5944 game.state.snap = False
5945 if game.skill == SKILL_NOVICE:
5946 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5947 prout(_("a deadly Klingon invasion force. As captain of the United"))
5948 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5949 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5950 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5951 prout(_("your mission. As you proceed you may be given more time."))
5953 prout(_("You will have %d supporting starbases.") % (game.inbase))
5954 proutn(_("Starbase locations- "))
5956 prout(_("Stardate %d.") % int(game.state.date))
5958 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5959 prout(_("An unknown number of Romulans."))
5960 if game.state.nscrem:
5961 prout(_("And one (GULP) Super-Commander."))
5962 prout(_("%d stardates.") % int(game.intime))
5963 proutn(_("%d starbases in ") % game.inbase)
5964 for i in range(game.inbase):
5965 proutn(repr(game.state.baseq[i]))
5968 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5969 proutn(_(" Sector %s") % game.sector)
5971 prout(_("Good Luck!"))
5972 if game.state.nscrem:
5973 prout(_(" YOU'LL NEED IT."))
5976 setwnd(message_window)
5978 if len(game.enemies) - (thing.location == game.quadrant) - (game.tholian is not None):
5980 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5981 attack(torps_ok=False)
5984 "Choose your game type."
5988 game.skill = SKILL_NONE
5991 while gametype is None or game.length == 0 or game.skill == SKILL_NONE or wayback == 0:
5992 eol_is_fancy = False
5993 if not scanner.inqueue or scanner.token == "IHEOL": # Can start with command line options
5994 if gametype is None:
5995 proutn(_("Would you like a regular, tournament, or saved game? "))
5996 elif game.length==0:
5997 proutn(_("Would you like a Short, Medium, or Long game? "))
5998 elif game.skill == SKILL_NONE:
5999 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
6001 proutn(_("Wayback setting (press enter for current year): "))
6005 prout("-- Token: %s=%s" % (scanner.type, repr(scanner.token)))
6006 if scanner.token == "":
6007 raise SystemExit(0) # Early end of replay
6008 if scanner.token.startswith("r"): # regular
6009 gametype = "regular"
6010 elif scanner.token.startswith("t"):
6011 gametype = "tournament"
6012 proutn(_("Type in tournament number-"))
6014 while scanner.nexttok() == "IHEOL":
6015 if scanner.real == 0:
6017 continue # We don't want a blank entry
6018 game.tourn = int(round(scanner.real))
6019 rnd.seed(scanner.real)
6021 logfp.write("# rnd.seed(%d)\n" % scanner.real)
6022 elif scanner.token.startswith("sa") or scanner.token.startswith("fr"): # saved or frozen
6027 if game.passwd is None:
6029 if not game.alldone:
6030 game.thawed = True # No plaque if not finished
6034 elif scanner.token.startswith("s"): # short
6036 elif scanner.token.startswith("m"): # medium
6038 elif scanner.token.startswith("l"): # long
6040 elif scanner.token.startswith("n"): # novice
6041 game.skill = SKILL_NOVICE
6042 elif (game.skill is None) and scanner.token.startswith("f"): # fair
6043 game.skill = SKILL_FAIR
6044 elif scanner.token.startswith("g"): # good
6045 game.skill = SKILL_GOOD
6046 elif scanner.token.startswith("e"): # expert
6047 game.skill = SKILL_EXPERT
6048 elif scanner.token.startswith("em"): # emeritus
6049 game.skill = SKILL_EMERITUS
6050 elif scanner.type == "IHREAL":
6051 wayback = scanner.int()
6052 elif (eol_is_fancy and scanner.token.startswith("\n")):
6053 wayback = time.localtime().tm_year
6054 elif scanner.token.startswith("\n"):
6056 elif scanner.token.startswith("idebug"):
6059 # Unrecognized token
6060 prout(_("Can't interpret %s") % repr(scanner.token))
6061 for (name, (option, year)) in option_names.items():
6063 game.options &=~ option
6065 if game.passwd == "debug": # pragma: no cover
6067 prout("=== Debug mode enabled.")
6069 prout("--- Setup: type=%s length=%s skill=%s wayback=%s" % (gametype, game.length, game.skill, wayback))
6070 # Use parameters to generate initial values of things
6071 game.damfac = 0.5 * game.skill
6072 game.inbase = rnd.integer(BASEMIN, BASEMAX+1)
6074 if game.options & OPTION_PLANETS:
6075 game.inplan += rnd.integer(MAXUNINHAB/2, MAXUNINHAB+1)
6076 if game.options & OPTION_WORLDS:
6077 game.inplan += int(NINHAB)
6078 game.state.nromrem = game.inrom = rnd.integer(2 * game.skill)
6079 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
6080 game.state.remtime = 7.0 * game.length
6081 game.intime = game.state.remtime
6082 game.inkling = int(2.0*game.intime*((game.skill+1 - 2*rnd.real())*game.skill*0.1+.15))
6083 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*rnd.real()))
6084 game.state.remres = (game.inkling+4*game.incom)*game.intime
6085 game.inresor = game.state.remres
6086 if game.inkling > 50:
6090 def dropin(iquad=None):
6091 "Drop a feature on a random dot in the current quadrant."
6093 w = randplace(QUADSIZE)
6094 if game.quad[w.i][w.j] == '.':
6096 if iquad is not None:
6097 game.quad[w.i][w.j] = iquad
6101 "Update our alert status."
6102 game.condition = "green"
6103 if game.energy < 1000.0:
6104 game.condition = "yellow"
6105 if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
6106 game.condition = "red"
6108 game.condition="dead"
6111 "Drop new Klingon into current quadrant."
6112 return Enemy('K', loc=dropin(), power=rnd.real(300,450)+25.0*game.skill)
6115 "Sort enemies by distance so 'nearest' is meaningful."
6116 game.enemies.sort(key=lambda x: x.kdist)
6119 "Set up a new state of quadrant, for when we enter or re-enter it."
6122 game.neutz = game.inorbit = game.landed = False
6123 game.ientesc = game.iseenit = game.isviolreported = False
6125 # Create a blank quadrant
6126 game.quad = fill2d(QUADSIZE, lambda i, j: '.')
6128 # Attempt to escape Super-commander, so tbeam back!
6131 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
6132 # cope with supernova
6135 game.klhere = q.klingons
6136 game.irhere = q.romulans
6138 game.quad[game.sector.i][game.sector.j] = game.ship
6141 # Position ordinary Klingons
6142 for _i in range(game.klhere):
6144 # If we need a commander, promote a Klingon
6145 for cmdr in game.state.kcmdr:
6146 if cmdr == game.quadrant:
6147 e = game.enemies[game.klhere-1]
6148 game.quad[e.location.i][e.location.j] = 'C'
6149 e.power = rnd.real(950,1350) + 50.0*game.skill
6151 # If we need a super-commander, promote a Klingon
6152 if game.quadrant == game.state.kscmdr:
6154 game.quad[e.location.i][e.location.j] = 'S'
6155 e.power = rnd.real(1175.0, 1575.0) + 125.0*game.skill
6156 game.iscate = (game.remkl() > 1)
6157 # Put in Romulans if needed
6158 for _i in range(q.romulans):
6159 Enemy('R', loc=dropin(), power=rnd.real(400.0,850.0)+50.0*game.skill)
6160 # If quadrant needs a starbase, put it in
6162 game.base = dropin('B')
6163 # If quadrant needs a planet, put it in
6165 game.iplnet = q.planet
6166 if not q.planet.inhabited:
6167 game.plnet = dropin('P')
6169 game.plnet = dropin('@')
6170 # Check for condition
6173 if game.irhere > 0 and game.klhere == 0:
6175 if not damaged(DRADIO):
6177 prout(_("LT. Uhura- \"Captain, an urgent message."))
6178 prout(_(" I'll put it on audio.\" CLICK"))
6180 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
6181 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
6182 # Put in THING if needed
6183 if thing.location == game.quadrant:
6184 Enemy(etype='?', loc=dropin(),
6185 power=rnd.real(6000,6500.0)+250.0*game.skill)
6186 if not damaged(DSRSENS):
6188 prout(_("Mr. Spock- \"Captain, this is most unusual."))
6189 prout(_(" Please examine your short-range scan.\""))
6190 # Decide if quadrant needs a Tholian; lighten up if skill is low
6191 if game.options & OPTION_THOLIAN:
6192 if (game.skill < SKILL_GOOD and rnd.withprob(0.02)) or \
6193 (game.skill == SKILL_GOOD and rnd.withprob(0.05)) or \
6194 (game.skill > SKILL_GOOD and rnd.withprob(0.08)):
6197 w.i = rnd.withprob(0.5) * (QUADSIZE-1)
6198 w.j = rnd.withprob(0.5) * (QUADSIZE-1)
6199 if game.quad[w.i][w.j] == '.':
6201 game.tholian = Enemy(etype='T', loc=w,
6202 power=rnd.integer(100, 500) + 25.0*game.skill)
6203 # Reserve unoccupied corners
6204 if game.quad[0][0]=='.':
6205 game.quad[0][0] = 'X'
6206 if game.quad[0][QUADSIZE-1]=='.':
6207 game.quad[0][QUADSIZE-1] = 'X'
6208 if game.quad[QUADSIZE-1][0]=='.':
6209 game.quad[QUADSIZE-1][0] = 'X'
6210 if game.quad[QUADSIZE-1][QUADSIZE-1]=='.':
6211 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
6213 # And finally the stars
6214 for _i in range(q.stars):
6216 # Put in a few black holes
6217 for _i in range(1, 3+1):
6218 if rnd.withprob(0.5):
6220 # Take out X's in corners if Tholian present
6222 if game.quad[0][0]=='X':
6223 game.quad[0][0] = '.'
6224 if game.quad[0][QUADSIZE-1]=='X':
6225 game.quad[0][QUADSIZE-1] = '.'
6226 if game.quad[QUADSIZE-1][0]=='X':
6227 game.quad[QUADSIZE-1][0] = '.'
6228 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
6229 game.quad[QUADSIZE-1][QUADSIZE-1] = '.'
6230 # This should guarantee that replay games don't lose info about the chart
6231 if (game.options & OPTION_AUTOSCAN) or replayfp:
6235 "Set the self-destruct password."
6236 if game.options & OPTION_AUTOPASS:
6238 game.passwd += chr(ord('a')+rnd.integer(26))
6239 game.passwd += chr(ord('a')+rnd.integer(26))
6240 game.passwd += chr(ord('a')+rnd.integer(26))
6244 proutn(_("Please type in a secret password- "))
6246 game.passwd = scanner.token
6247 #game.passwd = getpass.getpass("Please type in a secret password- ")
6248 if game.passwd is not None:
6251 # Code from sst.c begins here
6254 ("SRSCAN", OPTION_TTY),
6255 ("STATUS", OPTION_TTY),
6256 ("REQUEST", OPTION_TTY),
6257 ("LRSCAN", OPTION_TTY),
6269 ("SENSORS", OPTION_PLANETS),
6270 ("ORBIT", OPTION_PLANETS),
6271 ("TRANSPORT", OPTION_PLANETS),
6272 ("MINE", OPTION_PLANETS),
6273 ("CRYSTALS", OPTION_PLANETS),
6274 ("SHUTTLE", OPTION_PLANETS),
6275 ("PLANETS", OPTION_PLANETS),
6280 ("PROBE", OPTION_PROBE),
6282 ("FREEZE", 0), # Synonym for SAVE
6285 # No abbreviations accepted after this point
6288 ("CAPTURE", OPTION_CAPTURE),
6289 ("CLOAK", OPTION_CLOAK),
6292 ("SOS", 0), # Synonym for MAYDAY
6293 ("CALL", 0), # Synonym for MAYDAY
6301 def listCommands(): # pragma: no cover
6302 "Generate a list of legal commands."
6303 # Coverage-disabled because testing for this is fragile
6304 # in the presence of changes in the command set.
6305 prout(_("LEGAL COMMANDS ARE:"))
6307 for (key, opt) in commands:
6308 if not opt or (opt & game.options):
6309 proutn("%-12s " % key)
6311 if emitted % 5 == 4:
6316 "Browse on-line help."
6317 key = scanner.nexttok()
6320 setwnd(prompt_window)
6321 proutn(_("Help on what command? "))
6322 key = scanner.nexttok()
6323 setwnd(message_window)
6326 cmds = [x[0] for x in commands]
6327 if scanner.token.upper() in cmds or scanner.token.upper() == "ABBREV":
6334 cmd = scanner.token.upper()
6335 for directory in docpath:
6337 fp = open(os.path.join(directory, "sst.doc"), "r")
6342 prout(_("Spock- \"Captain, that information is missing from the"))
6343 prout(_(" computer. You need to find sst.doc and put it somewhere"))
6344 proutn(_(" in these directories: %s") % ":".join(docpath))
6346 # This used to continue: "You need to find SST.DOC and put
6347 # it in the current directory."
6350 linebuf = fp.readline()
6352 prout(_("Spock- \"Captain, there is no information on that command.\""))
6355 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6356 linebuf = linebuf[3:].strip()
6357 if cmd.upper() == linebuf:
6360 prout(_("Spock- \"Captain, I've found the following information:\""))
6363 linebuf = fp.readline()
6364 if "******" in linebuf:
6370 "Command-interpretation loop."
6372 if game.irhere and game.state.date >= ALGERON and not game.isviolreported and game.iscloaked:
6373 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
6375 game.isviolreported = True
6376 while True: # command loop
6378 while True: # get a command
6380 game.optime = game.justin = False
6382 setwnd(prompt_window)
6385 if scanner.nexttok() == "IHEOL":
6386 if game.options & OPTION_CURSES: # pragma: no cover
6389 elif scanner.token == "":
6393 setwnd(message_window)
6395 abandon_passed = False
6396 cmd = "" # Force cmd to persist after loop
6397 opt = 0 # Force opt to persist after loop
6398 for (cmd, opt) in commands:
6399 # commands after ABANDON cannot be abbreviated
6400 if cmd == "ABANDON":
6401 abandon_passed = True
6402 if cmd == scanner.token.upper() or (not abandon_passed \
6403 and cmd.startswith(scanner.token.upper())):
6405 if cmd == "": # pragma: no cover
6408 elif opt and not (opt & game.options):
6412 if game.options & OPTION_CURSES: # pragma: no cover
6413 prout("COMMAND> %s" % cmd)
6414 if cmd == "SRSCAN": # srscan
6416 elif cmd == "STATUS": # status
6418 elif cmd == "REQUEST": # status request
6420 elif cmd == "LRSCAN": # long range scan
6421 lrscan(silent=False)
6422 elif cmd == "PHASERS": # phasers
6427 elif cmd in ("TORPEDO", "PHOTONS"): # photon torpedos
6432 elif cmd == "MOVE": # move under warp
6433 warp(wcourse=None, involuntary=False)
6434 elif cmd == "SHIELDS": # shields
6435 doshield(shraise=False)
6438 game.shldchg = False
6439 elif cmd == "DOCK": # dock at starbase
6442 attack(torps_ok=False)
6443 elif cmd == "DAMAGES": # damage reports
6445 elif cmd == "CHART": # chart
6447 elif cmd == "IMPULSE": # impulse
6449 elif cmd == "REST": # rest
6453 elif cmd == "WARP": # warp
6455 elif cmd == "SENSORS": # sensors
6457 elif cmd == "ORBIT": # orbit
6461 elif cmd == "TRANSPORT": # transport "beam"
6463 elif cmd == "MINE": # mine
6467 elif cmd == "CRYSTALS": # crystals
6471 elif cmd == "SHUTTLE": # shuttle
6475 elif cmd == "PLANETS": # Planet list
6477 elif cmd == "REPORT": # Game Report
6479 elif cmd == "COMPUTER": # use COMPUTER!
6481 elif cmd == "COMMANDS":
6483 elif cmd == "EMEXIT": # Emergency exit
6484 clrscr() # Hide screen
6485 freeze(True) # forced save
6486 raise SystemExit(1) # And quick exit
6487 elif cmd == "PROBE":
6488 probe() # Launch probe
6491 elif cmd == "ABANDON": # Abandon Ship
6493 elif cmd == "DESTRUCT": # Self Destruct
6495 elif cmd == "SAVE": # Save Game
6498 if game.skill > SKILL_GOOD:
6499 prout(_("WARNING--Saved games produce no plaques!"))
6500 elif cmd == "DEATHRAY": # Try a desparation measure
6504 elif cmd == "CAPTURE":
6506 elif cmd == "CLOAK":
6508 elif cmd == "DEBUGCMD": # What do we want for debug???
6510 elif cmd == "MAYDAY": # Call for help
6515 game.alldone = True # quit the game
6518 elif cmd == "SCORE":
6519 score() # see current score
6520 elif cmd == "CURSES": # pragma: no cover
6521 game.options |= (OPTION_CURSES | OPTION_COLOR)
6523 elif cmd == "OPTIONS":
6527 break # Game has ended
6528 if game.optime != 0.0:
6531 break # Events did us in
6532 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6535 if hitme and not game.justin:
6536 attack(torps_ok=True)
6539 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6547 prout("=== Ending") # pragma: no cover
6550 "Emit the name of an enemy or feature."
6551 if ch == 'R': s = _("Romulan")
6552 elif ch == 'K': s = _("Klingon")
6553 elif ch == 'C': s = _("Commander")
6554 elif ch == 'S': s = _("Super-commander")
6555 elif ch == '*': s = _("Star")
6556 elif ch == 'P': s = _("Planet")
6557 elif ch == 'B': s = _("Starbase")
6558 elif ch == ' ': s = _("Black hole")
6559 elif ch == 'T': s = _("Tholian")
6560 elif ch == '#': s = _("Tholian web")
6561 elif ch == '?': s = _("Stranger")
6562 elif ch == '@': s = _("Inhabited World")
6563 else: s = "Unknown??" # pragma: no cover
6566 def crmena(loud, enemy, loctype, w):
6567 "Emit the name of an enemy and his location."
6571 buf += cramen(enemy) + _(" at ")
6572 if loctype == "quadrant":
6573 buf += _("Quadrant ")
6574 elif loctype == "sector":
6576 return buf + repr(w)
6579 "Emit our ship name."
6580 return{'E':_("Enterprise"),'F':_("Faerie Queene")}.get(game.ship,"Ship???")
6583 "Emit a line of stars"
6584 prouts("******************************************************")
6588 return -avrage*math.log(1e-7 + rnd.real())
6590 def randplace(size):
6591 "Choose a random location."
6593 w.i = rnd.integer(size)
6594 w.j = rnd.integer(size)
6604 # Get a token from the user
6607 # Fill the token queue if nothing here
6608 while not self.inqueue:
6610 if curwnd==prompt_window:
6612 setwnd(message_window)
6619 self.inqueue = sline.lstrip().split() + ["\n"]
6620 # From here on in it's all looking at the queue
6621 self.token = self.inqueue.pop(0)
6622 if self.token == "\n":
6626 self.real = float(self.token)
6627 self.type = "IHREAL"
6632 self.token = self.token.lower()
6633 self.type = "IHALPHA"
6636 def append(self, tok):
6637 self.inqueue.append(tok)
6638 def push(self, tok):
6639 self.inqueue.insert(0, tok)
6643 # Demand input for next scan
6645 self.real = self.token = None
6647 # compares s to item and returns true if it matches to the length of s
6648 return s.startswith(self.token)
6650 # Round token value to nearest integer
6651 return int(round(self.real))
6655 if (game.options & OPTION_ALPHAMERIC):
6657 if (self.type == "IHALPHA") and (self.token[0] in "abcdefghij") and (self.token[1] in "0123456789"):
6658 s.i = ord(self.token[0]) - ord("a")
6659 s.j = int(self.token[1:])-1
6661 except (TypeError, IndexError):
6664 if self.type != "IHREAL":
6669 if self.type != "IHREAL":
6674 def __repr__(self): # pragma: no cover
6675 return "<sstcanner: token=%s, type=%s, queue=%s>" % (self.token, self.type, self.inqueue)
6678 "Yes-or-no confirmation."
6682 if scanner.token == 'y':
6684 if scanner.token == 'n':
6687 proutn(_("Please answer with \"y\" or \"n\": "))
6690 "Complain about unparseable input."
6693 prout(_("Beg your pardon, Captain?"))
6695 def debugme(): # pragma: no cover
6696 "Access to the internals for debugging."
6697 proutn("Reset levels? ")
6699 if game.energy < game.inenrg:
6700 game.energy = game.inenrg
6701 game.shield = game.inshld
6702 game.torps = game.intorps
6703 game.lsupres = game.inlsr
6704 proutn("Reset damage? ")
6706 for i in range(NDEVICES):
6707 if game.damage[i] > 0.0:
6708 game.damage[i] = 0.0
6709 proutn("Toggle debug flag? ")
6711 game.idebug = not game.idebug
6712 if game.idebug: # pragma: no cover
6713 prout("Debug output ON")
6715 prout("Debug output OFF")
6716 proutn("Cause selective damage? ")
6718 for i in range(NDEVICES):
6719 proutn("Kill %s?" % device[i])
6721 key = scanner.nexttok()
6722 if key == "IHALPHA" and scanner.sees("y"):
6723 game.damage[i] = 10.0
6724 proutn("Examine/change events? ")
6729 FSNOVA: "Supernova ",
6732 FBATTAK: "Base Attack ",
6733 FCDBAS: "Base Destroy ",
6734 FSCMOVE: "SC Move ",
6735 FSCDBAS: "SC Base Destroy ",
6736 FDSPROB: "Probe Move ",
6737 FDISTR: "Distress Call ",
6738 FENSLV: "Enslavement ",
6739 FREPRO: "Klingon Build ",
6741 for i in range(1, NEVENTS):
6744 proutn("%.2f" % (scheduled(i)-game.state.date))
6745 if i in {FENSLV, FREPRO}:
6747 proutn(" in %s" % ev.quadrant)
6752 key = scanner.nexttok()
6756 elif key == "IHREAL":
6757 ev = schedule(i, scanner.real)
6758 if i in {FENSLV, FREPRO}:
6760 proutn("In quadrant- ")
6761 key = scanner.nexttok()
6762 # "IHEOL" says to leave coordinates as they are
6765 prout("Event %d canceled, no x coordinate." % (i))
6768 w.i = int(round(scanner.real))
6769 key = scanner.nexttok()
6771 prout("Event %d canceled, no y coordinate." % (i))
6774 w.j = int(round(scanner.real))
6777 proutn("Induce supernova here? ")
6779 game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
6782 if __name__ == '__main__':
6784 #global line, thing, game
6790 game.options = OPTION_ALL &~ OPTION_IOMODES
6791 if os.getenv("TERM"):
6792 game.options |= OPTION_CURSES # pragma: no cover
6794 game.options |= OPTION_TTY
6795 seed = int(time.time())
6797 (options, arguments) = getopt.getopt(sys.argv[1:], "cr:s:txV")
6798 for (switch, val) in options:
6800 # pylint: disable=raise-missing-from
6802 replayfp = open(val, "r")
6804 sys.stderr.write("sst: can't open replay file %s\n" % val)
6806 # pylint: disable=raise-missing-from
6809 line = replayfp.readline().strip()
6813 if line.startswith("# seed"):
6814 (__, __, seed) = line.split()
6815 # pylint: disable=eval-used
6817 elif line.startswith("# arguments"):
6818 arguments += line.split()[2:]
6819 except ValueError: # pragma: no cover
6820 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6822 game.options |= OPTION_TTY
6823 game.options &=~ OPTION_CURSES
6824 elif switch == '-s': # pragma: no cover
6826 elif switch == '-t': # pragma: no cover
6827 game.options |= OPTION_TTY
6828 game.options &=~ OPTION_CURSES
6829 elif switch == '-x': # pragma: no cover
6831 elif switch == '-c': # Enable curses debugging - undocumented
6833 elif switch == '-V': # pragma: no cover
6834 print("SST2K", version)
6836 else: # pragma: no cover
6837 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6839 except getopt.GetoptError as err:
6841 raise SystemExit(1) from err
6842 # where to save the input in case of bugs
6843 if "TMPDIR" in os.environ: # pragma: no cover
6844 tmpdir = os.environ['TMPDIR']
6848 logfp = open(os.path.join(tmpdir, "sst-input.log"), "w")
6849 except IOError: # pragma: no cover
6850 sys.stderr.write("sst: warning, can't open logfile\n")
6853 logfp.write("# seed %s\n" % seed)
6854 logfp.write("# arguments %s\n" % " ".join(arguments))
6855 logfp.write("# SST2K version %s\n" % version)
6856 logfp.write("# recorded by %s@%s on %s\n" % \
6857 (getpass.getuser(),socket.getfqdn(),time.ctime()))
6860 scanner = sstscanner()
6861 for arg in arguments:
6865 while True: # Play a game
6866 setwnd(fullscreen_window)
6872 game.alldone = False
6878 if (game.options & OPTION_TTY):
6881 if game.tourn and game.alldone:
6882 proutn(_("Do you want your score recorded?"))
6888 if (game.options & OPTION_TTY):
6889 proutn(_("Do you want to play again? "))
6895 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6899 except KeyboardInterrupt: # pragma: no cover