3 sst.py -- Super Star Trek 2K
5 SST2K is a Python translation of a C translation of a FORTRAN
6 original dating back to 1973. Beautiful Python it is not, but it
7 works. Translation by Eric S. Raymond; original game by David Matuszek
8 and Paul Reynolds, with modifications by Don Smith, Tom Almy,
9 Stas Sergeev, and Eric S. Raymond.
11 See the doc/HACKING file in the distribution for designers notes and advice
12 on how to modify (and how not to modify!) this code.
14 # Copyright by Eric S. Raymond
15 # SPDX-License-Identifier: BSD-2-clause
17 # pylint: disable=line-too-long,superfluous-parens,too-many-lines,invalid-name,missing-function-docstring,missing-class-docstring,multiple-statements,too-many-branches,too-many-statements,too-many-locals,too-many-nested-blocks,too-many-return-statements,too-many-instance-attributes,global-statement,no-else-break,no-else-return,no-else-continue,too-few-public-methods,too-many-boolean-expressions,consider-using-f-string,consider-using-enumerate,consider-using-with,unspecified-encoding
19 # pylint: disable=multiple-imports
20 import os, sys, math, curses, time, pickle, copy, gettext, getpass
24 # This import only works on Unixes. The intention is to enable
25 # Ctrl-P, Ctrl-N, and friends in Cmd.
27 # pylint: disable=unused-import
29 except ImportError: # pragma: no cover
34 docpath = (".", "doc/", "/usr/share/doc/sst/")
37 return gettext.gettext(st)
39 # Rolling our own LCG because Python changed its incompatibly in 3.2.
40 # Thus, we needed to have our own to be 2/3 polyglot; it will be
41 # helpful when and if we ever forward-port to another language.
44 # LCG PRNG parameters tested against
45 # Knuth vol. 2. by the authors of ADVENT
53 game.lcg_x = (randomizer.LCG_A * game.lcg_x + randomizer.LCG_C) % randomizer.LCG_M
54 return old_x / randomizer.LCG_M
58 v = randomizer.random()
60 # logfp.write("#withprob(%.2f) -> %s\n" % (p, v < p))
65 v = randomizer.random()
69 v = args[0] + int(v * (args[1] - args[0]))
71 # logfp.write("#integer%s -> %s\n" % (args, v))
76 v = randomizer.random()
78 v *= args[0] # from [0, args[0])
80 v = args[0] + v*(args[1]-args[0]) # from [args[0], args[1])
82 # logfp.write("#real%s -> %f\n" % (args, v))
88 # logfp.write("#seed(%d)\n" % n)
89 game.lcg_x = n % randomizer.LCG_M
99 GALSIZE = 8 # Galaxy size in quadrants
100 NINHAB = (GALSIZE * GALSIZE // 2) # Number of inhabited worlds
101 MAXUNINHAB = 10 # Maximum uninhabited worlds
102 QUADSIZE = 10 # Quadrant size in sectors
103 BASEMIN = 2 # Minimum starbases
104 BASEMAX = (GALSIZE * GALSIZE // 12) # Maximum starbases
105 MAXKLGAME = 127 # Maximum Klingons per game
106 MAXKLQUAD = 9 # Maximum Klingons per quadrant
107 FULLCREW = 428 # Crew size. BSD Trek was 387, that's wrong
108 FOREVER = 1e30 # Time for the indefinite future
109 MAXBURST = 3 # Max # of torps you can launch in one turn
110 MINCMDR = 10 # Minimum number of Klingon commanders
111 DOCKFAC = 0.25 # Repair faster when docked
112 PHASEFAC = 2.0 # Phaser attenuation factor
114 ALGERON = 2311 # Date of the Treaty of Algeron
135 class TrekError(Exception):
138 class JumpOut(Exception):
142 return chr(ord('a') + n - 1)
145 def __init__(self, x=None, y=None):
148 def valid_quadrant(self):
149 return (self.i is not None) and (self.j is not None) and (self.i >= 0) and (self.i < GALSIZE) and (self.j >= 0) and (self.j < GALSIZE)
150 def valid_sector(self):
151 return (self.i is not None) and (self.j is not None) and (self.i >= 0) and (self.i < QUADSIZE) and (self.j >= 0) and (self.j < QUADSIZE)
152 def invalidate(self):
153 self.i = self.j = None
154 def __eq__(self, other):
155 return other is not None and self.i == other.i and self.j == other.j
156 def __ne__(self, other):
157 return other is None or self.i != other.i or self.j != other.j
158 def __add__(self, other):
159 return Coord(self.i+other.i, self.j+other.j)
160 def __sub__(self, other):
161 return Coord(self.i-other.i, self.j-other.j)
162 def __mul__(self, other):
163 return Coord(self.i*other, self.j*other)
164 def __rmul__(self, other):
165 return Coord(self.i*other, self.j*other)
166 def __div__(self, other): # pragma: no cover
167 return Coord(self.i/other, self.j/other)
168 def __truediv__(self, other): # pragma: no cover
169 return Coord(self.i/other, self.j/other)
170 def __floordiv__(self, other): # pragma: no cover
171 return Coord(self.i//other, self.j//other)
172 def __mod__(self, other):
173 return Coord(self.i % other, self.j % other)
174 def __rtruediv__(self, other): # pragma: no cover
175 return Coord(self.i/other, self.j/other)
176 def __rfloordiv__(self, other): # pragma: no cover
177 return Coord(self.i//other, self.j//other)
178 def roundtogrid(self):
179 return Coord(int(round(self.i)), int(round(self.j)))
180 def distance(self, other=None):
183 return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
185 return 1.90985*math.atan2(self.j, self.i)
202 #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
203 return self.roundtogrid() // QUADSIZE
205 return self.roundtogrid() % QUADSIZE
207 if self.i is None or self.j is None:
208 return "Nowhere" # pragma: no cover
209 if (game.options & OPTION_ALPHAMERIC):
210 return letterize(self.i + 1) + str(self.j + 1)
211 return "%s - %s" % (self.i+1, self.j+1)
215 "Do not anger the Space Thingy!"
217 self.location = Coord()
219 return (q.i, q.j) == (self.location.i, self.location.j)
223 self.name = None # string-valued if inhabited
224 self.quadrant = Coord() # quadrant located
225 self.pclass = None # could be ""M", "N", "O", or "destroyed"
226 self.crystals = "absent"# could be "mined", "present", "absent"
227 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
228 self.inhabited = False # is it inhabited?
236 self.starbase = False
239 self.supernova = False
241 self.status = "secure" # Could be "secure", "distressed", "enslaved"
243 return "<Quadrant: %(klingons)d>" % self.__dict__ # pragma: no cover
249 self.starbase = False
252 return "<%s,%s,%s>" % (self.klingons, self.starbase, self.stars) # pragma: no cover
254 def fill2d(size, fillfun):
255 "Fill an empty list in 2D."
257 for i in range(size):
259 for j in range(size):
260 lst[i].append(fillfun(i, j))
265 self.snap = False # snapshot taken
266 self.crew = 0 # crew complement
267 self.nscrem = 0 # remaining super commanders
268 self.starkl = 0 # destroyed stars
269 self.basekl = 0 # destroyed bases
270 self.nromrem = 0 # Romulans remaining
271 self.nplankl = 0 # destroyed uninhabited planets
272 self.nworldkl = 0 # destroyed inhabited planets
273 self.planets = [] # Planet information
274 self.date = 0.0 # stardate
275 self.remres = 0 # remaining resources
276 self.remtime = 0 # remaining time
277 self.baseq = [] # Base quadrant coordinates
278 self.kcmdr = [] # Commander quadrant coordinates
279 self.kscmdr = Coord() # Supercommander quadrant coordinates
281 self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
283 self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
285 for i in range(GALSIZE):
286 for j in range(GALSIZE):
287 yield (i, j, self.galaxy[i][j])
291 self.date = None # A real number
292 self.quadrant = None # A coord structure
295 OPTION_ALL = 0xffffffff
296 OPTION_TTY = 0x00000001 # old interface
297 OPTION_CURSES = 0x00000002 # new interface
298 OPTION_IOMODES = 0x00000003 # cover both interfaces
299 OPTION_PLANETS = 0x00000004 # planets and mining (> 1974)
300 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
301 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
302 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart (ESR, 2005)
303 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy, 1979)
304 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy, 1979?)
305 OPTION_AUTOPASS = 0x00000200 # Autogenerate password (Almy, 1997?)
306 OPTION_BLKHOLE = 0x00000400 # black hole may timewarp you (Stas, 2005)
307 OPTION_BASE = 0x00000800 # bases have good shields (Stas, 2005)
308 OPTION_WORLDS = 0x00001000 # logic for inhabited worlds (ESR, 2006)
309 OPTION_AUTOSCAN = 0x00002000 # automatic LRSCAN before CHART (ESR, 2006)
310 OPTION_CAPTURE = 0x00004000 # Enable BSD-Trek capture (Almy, 2013).
311 OPTION_CLOAK = 0x80008000 # Enable BSD-Trek capture (Almy, 2013).
312 OPTION_ALMY = 0x01000000 # Almy's death ray upgrade (1997?)
313 OPTION_COLOR = 0x04000000 # enable color display (ESR, 2010)
314 OPTION_DOTFILL = 0x08000000 # fix dotfill glitch in chart (ESR, 2019)
315 OPTION_ALPHAMERIC = 0x10000000 # Alpha Y coordinates (ESR, 2023)
320 "IOMODES": OPTION_IOMODES,
321 "PLANETS": OPTION_PLANETS,
322 "PROBE": OPTION_PROBE,
323 "SHOWME": OPTION_SHOWME,
324 "RAMMING": OPTION_RAMMING,
325 "MVBADDY": OPTION_MVBADDY,
326 "AUTOPASS": OPTION_AUTOPASS,
327 "BLKHOLE": OPTION_BLKHOLE,
329 "WORLDS": OPTION_WORLDS,
330 "AUTOSCAN": OPTION_AUTOSCAN,
331 "CAPTURE": OPTION_CAPTURE,
332 "CLOAK": OPTION_CLOAK,
334 "COLOR": OPTION_COLOR,
335 "DOTFILL": OPTION_DOTFILL,
336 "ALPHAMERIC": OPTION_ALPHAMERIC,
340 OPTION_PLANETS: 1979,
343 OPTION_RAMMING: 1979,
344 OPTION_MVBADDY: 1979,
345 OPTION_AUTOPASS: 1997,
346 OPTION_BLKHOLE: 2005,
349 OPTION_AUTOSCAN: 2006,
350 OPTION_CAPTURE: 2013,
354 OPTION_DOTFILL: 2019,
355 OPTION_ALPHAMERIC: 2023,
376 NDEVICES = 17 # Number of devices
386 return (game.damage[dev] != 0.0)
388 return not damaged(DRADIO) or game.condition=="docked"
390 # Define future events
391 FSPY = 0 # Spy event happens always (no future[] entry)
392 # can cause SC to tractor beam Enterprise
393 FSNOVA = 1 # Supernova
394 FTBEAM = 2 # Commander tractor beams Enterprise
395 FSNAP = 3 # Snapshot for time warp
396 FBATTAK = 4 # Commander attacks base
397 FCDBAS = 5 # Commander destroys base
398 FSCMOVE = 6 # Supercommander moves (might attack base)
399 FSCDBAS = 7 # Supercommander destroys base
400 FDSPROB = 8 # Move deep space probe
401 FDISTR = 9 # Emit distress call from an inhabited world
402 FENSLV = 10 # Inhabited word is enslaved
403 FREPRO = 11 # Klingons build a ship in an enslaved system
406 # Abstract out the event handling -- underlying data structures will change
407 # when we implement stateful events
408 def findevent(evtype): # pragma: no cover
409 return game.future[evtype]
412 def __init__(self, etype=None, loc=None, power=None):
414 self.location = Coord()
419 self.power = power # enemy energy level
420 game.enemies.append(self)
422 motion = (loc != self.location)
423 if self.location.i is not None and self.location.j is not None:
426 game.quad[self.location.i][self.location.j] = '#'
428 game.quad[self.location.i][self.location.j] = '.'
430 self.location = copy.copy(loc)
431 game.quad[self.location.i][self.location.j] = self.type
432 self.kdist = self.kavgd = (game.sector - loc).distance()
434 self.location = Coord()
435 self.kdist = self.kavgd = None
436 # Guard prevents failure on Tholian or thingy
437 if self in game.enemies:
438 game.enemies.remove(self)
441 return "<%s,%s,%f>" % (self.type, self.location, self.power) # pragma: no cover
445 self.options = None # Game options
446 self.state = Snapshot() # A snapshot structure
447 self.snapsht = Snapshot() # Last snapshot taken for time-travel purposes
448 self.quad = None # contents of our quadrant
449 self.damage = [0.0] * NDEVICES # damage encountered
450 self.future = [] # future events
454 self.future.append(Event())
455 self.passwd = None # Self Destruct password
457 self.quadrant = None # where we are in the large
458 self.sector = None # where we are in the small
459 self.tholian = None # Tholian enemy object
460 self.base = None # position of base in current quadrant
461 self.battle = None # base coordinates being attacked
462 self.plnet = None # location of planet in quadrant
463 self.gamewon = False # Finished!
464 self.ididit = False # action taken -- allows enemy to attack
465 self.alive = False # we are alive (not killed)
466 self.justin = False # just entered quadrant
467 self.shldup = False # shields are up
468 self.shldchg = False # shield is changing (affects efficiency)
469 self.iscate = False # super commander is here
470 self.ientesc = False # attempted escape from supercommander
471 self.resting = False # rest time
472 self.icraft = False # Kirk in Galileo
473 self.landed = False # party on planet (true), on ship (false)
474 self.alldone = False # game is now finished
475 self.neutz = False # Romulan Neutral Zone
476 self.isarmed = False # probe is armed
477 self.inorbit = False # orbiting a planet
478 self.imine = False # mining
479 self.icrystl = False # dilithium crystals aboard
480 self.iseenit = False # seen base attack report
481 self.thawed = False # thawed game
482 self.condition = None # "green", "yellow", "red", "docked", "dead"
483 self.iscraft = None # "onship", "offship", "removed"
484 self.skill = SKILL_NONE # Player skill level
485 self.inkling = 0 # initial number of klingons
486 self.inbase = 0 # initial number of bases
487 self.incom = 0 # initial number of commanders
488 self.inscom = 0 # initial number of commanders
489 self.inrom = 0 # initial number of commanders
490 self.instar = 0 # initial stars
491 self.intorps = 0 # initial/max torpedoes
492 self.torps = 0 # number of torpedoes
493 self.ship = 0 # ship type -- 'E' is Enterprise
494 self.abandoned = 0 # count of crew abandoned in space
495 self.length = 0 # length of game
496 self.klhere = 0 # klingons here
497 self.casual = 0 # causalties
498 self.nhelp = 0 # calls for help
499 self.nkinks = 0 # count of energy-barrier crossings
500 self.iplnet = None # planet # in quadrant
501 self.inplan = 0 # initial planets
502 self.irhere = 0 # Romulans in quadrant
503 self.isatb = 0 # =2 if super commander is attacking base
504 self.tourn = None # tournament number
505 self.nprobes = 0 # number of probes available
506 self.inresor = 0.0 # initial resources
507 self.intime = 0.0 # initial time
508 self.inenrg = 0.0 # initial/max energy
509 self.inshld = 0.0 # initial/max shield
510 self.inlsr = 0.0 # initial life support resources
511 self.indate = 0.0 # initial date
512 self.energy = 0.0 # energy level
513 self.shield = 0.0 # shield level
514 self.warpfac = 0.0 # warp speed
515 self.lsupres = 0.0 # life support reserves
516 self.optime = 0.0 # time taken by current operation
517 self.damfac = 0.0 # damage factor
518 self.lastchart = 0.0 # time star chart was last updated
519 self.cryprob = 0.0 # probability that crystal will work
520 self.probe = None # object holding probe course info
521 self.height = 0.0 # height of orbit around planet
522 self.score = 0.0 # overall score
523 self.perdate = 0.0 # rate of kills
524 self.idebug = False # Debugging instrumentation enabled?
525 self.cdebug = False # Debugging instrumentation for curses enabled?
526 self.statekscmdr = None # No SuperCommander coordinates yet.
527 self.brigcapacity = 400 # Enterprise brig capacity
528 self.brigfree = 400 # How many klingons can we put in the brig?
529 self.kcaptured = 0 # Total Klingons captured, for scoring.
530 self.iscloaked = False # Cloaking device on?
531 self.ncviol = 0 # Algreon treaty violations
532 self.isviolreported = False # We have been warned
533 self.lcg_x = 0 # LCG generator value
535 return sum([q.klingons for (_i, _j, q) in list(self.state.traverse())])
537 # Stas thinks this should be (C expression):
538 # game.remkl() + len(game.state.kcmdr) > 0 ?
539 # game.state.remres/(game.remkl() + 4*len(game.state.kcmdr)) : 99
540 # He says the existing expression is prone to divide-by-zero errors
541 # after killing the last klingon when score is shown -- perhaps also
542 # if the only remaining klingon is SCOM.
543 self.state.remtime = self.state.remres/(self.remkl() + 4*len(self.state.kcmdr))
545 "Are there Klingons remaining?"
572 # Code from ai.c begins here
575 "Would this quadrant welcome another Klingon?"
576 return iq.valid_quadrant() and \
577 not game.state.galaxy[iq.i][iq.j].supernova and \
578 game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
580 def tryexit(enemy, look, irun):
581 "A bad guy attempts to bug out."
583 iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))//QUADSIZE - 1
584 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))//QUADSIZE - 1
585 if not welcoming(iq):
587 if enemy.type == 'R':
588 return [] # Romulans cannot escape!
590 # avoid intruding on another commander's territory
591 if enemy.type == 'C':
592 if iq in game.state.kcmdr:
594 # refuse to leave if currently attacking starbase
595 if game.battle == game.quadrant:
597 # don't leave if over 1000 units of energy
598 if enemy.power > 1000.0:
600 oldloc = copy.copy(enemy.location)
601 # handle local matters related to escape
604 if game.condition != "docked":
606 # Handle global matters related to escape
607 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
608 game.state.galaxy[iq.i][iq.j].klingons += 1
609 if enemy.type == 'S':
613 schedule(FSCMOVE, 0.2777)
615 game.state.kscmdr = iq
617 for cmdr in game.state.kcmdr:
618 if cmdr == game.quadrant:
619 game.state.kcmdr.append(iq)
621 # report move out of quadrant.
622 return [(True, enemy, oldloc, iq)]
624 # The bad-guy movement algorithm:
626 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
627 # If both are operating full strength, force is 1000. If both are damaged,
628 # force is -1000. Having shields down subtracts an additional 1000.
630 # 2. Enemy has forces equal to the energy of the attacker plus
631 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
632 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
634 # Attacker Initial energy levels (nominal):
635 # Klingon Romulan Commander Super-Commander
636 # Novice 400 700 1200
638 # Good 450 800 1300 1750
639 # Expert 475 850 1350 1875
640 # Emeritus 500 900 1400 2000
641 # VARIANCE 75 200 200 200
643 # Enemy vessels only move prior to their attack. In Novice - Good games
644 # only commanders move. In Expert games, all enemy vessels move if there
645 # is a commander present. In Emeritus games all enemy vessels move.
647 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
648 # forces are 1000 greater than Enterprise.
650 # Agressive action on average cuts the distance between the ship and
651 # the enemy to 1/4 the original.
653 # 4. At lower energy advantage, movement units are proportional to the
654 # advantage with a 650 advantage being to hold ground, 800 to move forward
655 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
657 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
658 # retreat, especially at high skill levels.
660 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
662 def movebaddy(enemy):
663 "Tactical movement for the bad guys."
667 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
668 if game.skill >= SKILL_EXPERT:
669 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)
671 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
672 old_dist = enemy.kdist
673 mdist = int(old_dist + 0.5) # Nearest integer distance
674 # If SC, check with spy to see if should hi-tail it
675 if enemy.type == 'S' and \
676 (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
680 # decide whether to advance, retreat, or hold position
681 forces = enemy.power+100.0*len(game.enemies)+400*(nbaddys-1)
683 forces += 1000 # Good for enemy if shield is down!
684 if not damaged(DPHASER) or not damaged(DPHOTON):
685 if damaged(DPHASER): # phasers damaged
688 forces -= 0.2*(game.energy - 2500.0)
689 if damaged(DPHOTON): # photon torpedoes damaged
692 forces -= 50.0*game.torps
694 # phasers and photon tubes both out!
697 if forces <= 1000.0 and game.condition != "docked": # Typical situation
698 motion = ((forces + rnd.real(200))/150.0) - 5.0
700 if forces > 1000.0: # Very strong -- move in for kill
701 motion = (1.0 - rnd.real())**2 * old_dist + 1.0
702 if game.condition == "docked" and (game.options & OPTION_BASE): # protected by base -- back off !
703 motion -= game.skill*(2.0-rnd.real()**2)
705 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces)) # pragma: no cover
706 # don't move if no motion
709 # Limit motion according to skill
710 if abs(motion) > game.skill:
715 # calculate preferred number of steps
716 nsteps = abs(int(motion))
717 if motion > 0 and nsteps > mdist:
718 nsteps = mdist # don't overshoot
719 nsteps = min(nsteps, QUADSIZE) # This shouldn't be necessary
720 nsteps = max(nsteps, 1) # This shouldn't be necessary
722 proutn("NSTEPS = %d:" % nsteps) # pragma: no cover
723 # Compute preferred values of delta X and Y
724 m = game.sector - enemy.location
725 if 2.0 * abs(m.i) < abs(m.j):
727 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
729 m = (motion * m).sgn()
730 goto = enemy.location
732 for ll in range(nsteps):
734 proutn(" %d" % (ll+1)) # pragma: no cover
735 # Check if preferred position available
746 attempts = 0 # Settle mysterious hang problem
747 while attempts < 20 and not success:
749 if look.i < 0 or look.i >= QUADSIZE:
751 return tryexit(enemy, look, irun)
752 if krawli == m.i or m.j == 0:
754 look.i = goto.i + krawli
756 elif look.j < 0 or look.j >= QUADSIZE:
758 return tryexit(enemy, look, irun)
759 if krawlj == m.j or m.i == 0:
761 look.j = goto.j + krawlj
763 elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.':
764 # See if enemy should ram ship
765 if game.quad[look.i][look.j] == game.ship and \
766 enemy.type in ('C', 'S'):
767 collision(rammed=True, enemy=enemy)
769 if krawli != m.i and m.j != 0:
770 look.i = goto.i + krawli
772 elif krawlj != m.j and m.i != 0:
773 look.j = goto.j + krawlj
776 break # we have failed
782 proutn(repr(goto)) # pragma: no cover
786 skip(1) # pragma: no cover
787 # Enemy moved, but is still in sector
788 return [(False, enemy, old_dist, goto)]
791 "Sequence Klingon tactical movement."
793 prout("== MOVCOM") # pragma: no cover
794 # Figure out which Klingon is the commander (or Supercommander)
797 if game.quadrant in game.state.kcmdr:
798 for enemy in game.enemies:
799 if enemy.type == 'C':
800 tacmoves += movebaddy(enemy)
801 if game.state.kscmdr == game.quadrant:
802 for enemy in game.enemies:
803 if enemy.type == 'S':
804 tacmoves += movebaddy(enemy)
806 # If skill level is high, move other Klingons and Romulans too!
807 # Move these last so they can base their actions on what the
809 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
810 for enemy in game.enemies:
811 if enemy.type in ('K', 'R'):
812 tacmoves += movebaddy(enemy)
815 def movescom(iq, avoid):
816 "Supercommander movement helper."
817 # Avoid quadrants with bases if we want to avoid Enterprise
818 if not welcoming(iq) or (avoid and iq in game.state.baseq):
820 if game.justin and not game.iscate:
823 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
824 game.state.kscmdr = iq
825 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
826 if game.state.kscmdr == game.quadrant:
827 # SC has scooted, remove him from current quadrant
832 for enemy in game.enemies:
833 if enemy.type == 'S':
836 if game.condition != "docked":
839 # check for a helpful planet
840 for i in range(game.inplan):
841 if game.state.planets[i].quadrant == game.state.kscmdr and \
842 game.state.planets[i].crystals == "present":
844 game.state.planets[i].pclass = "destroyed"
845 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
848 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
849 prout(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
850 prout(_(" by the Super-commander.\""))
852 return True # looks good!
854 def supercommander():
855 "Move the Super Commander."
862 prout("== SUPERCOMMANDER") # pragma: no cover
863 # Decide on being active or passive
864 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 \
865 (game.state.date-game.indate) < 3.0)
866 if not game.iscate and avoid:
867 # compute move away from Enterprise
868 idelta = game.state.kscmdr-game.quadrant
869 if idelta.distance() > 2.0:
871 idelta.i = game.state.kscmdr.j-game.quadrant.j
872 idelta.j = game.quadrant.i-game.state.kscmdr.i
874 # compute distances to starbases
875 if not game.state.baseq:
879 sc = game.state.kscmdr
880 for (i, base) in enumerate(game.state.baseq):
881 basetbl.append((i, (base - sc).distance()))
882 if len(game.state.baseq) > 1:
883 basetbl.sort(key=lambda x: x[1])
884 # look for nearest base without a commander, no Enterprise, and
885 # without too many Klingons, and not already under attack.
886 ifindit = iwhichb = 0
887 for (i2, base) in enumerate(game.state.baseq):
888 i = basetbl[i2][0] # bug in original had it not finding nearest
889 if base == game.quadrant or base == game.battle or not welcoming(base):
891 # if there is a commander, and no other base is appropriate,
892 # we will take the one with the commander
893 for cmdr in game.state.kcmdr:
894 if base == cmdr and ifindit != 2:
898 else: # no commander -- use this one
903 return # Nothing suitable -- wait until next time
904 ibq = game.state.baseq[iwhichb]
905 # decide how to move toward base
906 idelta = ibq - game.state.kscmdr
907 # Maximum movement is 1 quadrant in either or both axes
908 idelta = idelta.sgn()
909 # try moving in both x and y directions
910 # there was what looked like a bug in the Almy C code here,
911 # but it might be this translation is just wrong.
912 iq = game.state.kscmdr + idelta
913 if not movescom(iq, avoid):
914 # failed -- try some other maneuvers
915 if idelta.i == 0 or idelta.j == 0:
918 iq.j = game.state.kscmdr.j + 1
919 if not movescom(iq, avoid):
920 iq.j = game.state.kscmdr.j - 1
923 iq.i = game.state.kscmdr.i + 1
924 if not movescom(iq, avoid):
925 iq.i = game.state.kscmdr.i - 1
928 # try moving just in x or y
929 iq.j = game.state.kscmdr.j
930 if not movescom(iq, avoid):
931 iq.j = game.state.kscmdr.j + idelta.j
932 iq.i = game.state.kscmdr.i
935 if len(game.state.baseq) == 0:
938 for ibq in game.state.baseq:
939 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
942 return # no, don't attack base!
945 schedule(FSCDBAS, rnd.real(1.0, 3.0))
946 if is_scheduled(FCDBAS):
947 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
948 if not communicating():
952 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
954 prout(_(" reports that it is under attack from the Klingon Super-commander."))
955 prout(_(" It can survive until stardate %d.\"") \
956 % int(scheduled(FSCDBAS)))
959 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
963 game.optime = 0.0 # actually finished
965 # Check for intelligence report
966 if not game.idebug and \
967 (rnd.withprob(0.8) or \
968 (not communicating()) or \
969 not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
972 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
973 prout(_(" the Super-commander is in Quadrant %s.") % game.state.kscmdr)
978 if not game.tholian or game.justin:
981 if game.tholian.location.i == 0 and game.tholian.location.j == 0:
984 elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
987 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1:
990 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0:
993 else: # pragma: no cover
994 # something is wrong!
995 game.tholian.move(None)
996 prout("***Internal error: Tholian in a bad spot.")
998 # do nothing if we are blocked
999 if game.quad[tid.i][tid.j] not in ('.', '#'):
1001 here = copy.copy(game.tholian.location)
1002 delta = (tid - game.tholian.location).sgn()
1004 while here.i != tid.i:
1006 if game.quad[here.i][here.j] == '.':
1007 game.tholian.move(here)
1009 while here.j != tid.j:
1011 if game.quad[here.i][here.j] == '.':
1012 game.tholian.move(here)
1013 # check to see if all holes plugged
1014 for i in range(QUADSIZE):
1015 if game.quad[0][i] != '#' and game.quad[0][i] != 'T':
1017 if game.quad[QUADSIZE-1][i] != '#' and game.quad[QUADSIZE-1][i] != 'T':
1019 if game.quad[i][0] != '#' and game.quad[i][0] != 'T':
1021 if game.quad[i][QUADSIZE-1] != '#' and game.quad[i][QUADSIZE-1] != 'T':
1023 # All plugged up -- Tholian splits
1024 game.quad[game.tholian.location.i][game.tholian.location.j] = '#'
1026 prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web."))
1027 game.tholian.move(None)
1030 # Code from battle.c begins here
1033 "Change cloaking-device status."
1034 if game.ship == 'F':
1035 prout(_("Ye Faerie Queene hath no cloaking device."))
1038 key = scanner.nexttok()
1045 if key == "IHALPHA":
1046 if scanner.sees("on"):
1048 prout(_("The cloaking device has already been switched on."))
1051 elif scanner.sees("off"):
1052 if not game.iscloaked:
1053 prout(_("The cloaking device has already been switched off."))
1060 if not game.iscloaked:
1061 proutn(_("Switch cloaking device on? "))
1066 proutn(_("Switch cloaking device off? "))
1073 if action == "CLOFF":
1074 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1075 prout(_("Spock- \"Captain, the Treaty of Algeron is in effect.\n Are you sure this is wise?\""))
1078 prout("Engineer Scott- \"Aye, Sir.\"")
1079 game.iscloaked = False
1080 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1081 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
1083 game.isviolreported = True
1085 #if (neutz and game.state.date >= ALGERON) finish(FCLOAK);
1088 if action == "CLON":
1090 prout(_("Engineer Scott- \"The cloaking device is damaged, Sir.\""))
1093 if game.condition == "docked":
1094 prout(_("You cannot cloak while docked."))
1096 if game.state.date >= ALGERON and not game.isviolreported:
1097 prout(_("Spock- \"Captain, using the cloaking device is a violation"))
1098 prout(_(" of the Treaty of Algeron. Considering the alternatives,"))
1099 proutn(_(" are you sure this is wise? "))
1102 prout(_("Engineer Scott- \"Cloaking device has engaging, Sir...\""))
1104 prout(_("Engineer Scott- \"Cloaking device has engaged, Sir.\""))
1105 game.iscloaked = True
1107 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1108 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
1110 game.isviolreported = True
1112 def doshield(shraise):
1113 "Change shield status."
1119 key = scanner.nexttok()
1120 if key == "IHALPHA":
1121 if scanner.sees("transfer"):
1124 if damaged(DSHIELD):
1125 prout(_("Shields damaged and down."))
1127 if scanner.sees("up"):
1129 elif scanner.sees("down"):
1131 if action == "NONE":
1132 proutn(_("Do you wish to change shield energy? "))
1135 elif damaged(DSHIELD):
1136 prout(_("Shields damaged and down."))
1139 proutn(_("Shields are up. Do you want them down? "))
1146 proutn(_("Shields are down. Do you want them up? "))
1152 if action == "SHUP": # raise shields
1154 prout(_("Shields already up."))
1158 if game.condition != "docked":
1160 prout(_("Shields raised."))
1161 if game.energy <= 0:
1163 prout(_("Shields raising uses up last of energy."))
1168 elif action == "SHDN":
1170 prout(_("Shields already down."))
1174 prout(_("Shields lowered."))
1177 elif action == "NRG":
1178 while scanner.nexttok() != "IHREAL":
1180 proutn(_("Energy to transfer to shields- "))
1185 if nrg > game.energy:
1186 prout(_("Insufficient ship energy."))
1189 if game.shield+nrg >= game.inshld:
1190 prout(_("Shield energy maximized."))
1191 if game.shield+nrg > game.inshld:
1192 prout(_("Excess energy requested returned to ship energy"))
1193 game.energy -= game.inshld-game.shield
1194 game.shield = game.inshld
1196 if nrg < 0.0 and game.energy-nrg > game.inenrg:
1197 # Prevent shield drain loophole
1199 prout(_("Engineering to bridge--"))
1200 prout(_(" Scott here. Power circuit problem, Captain."))
1201 prout(_(" I can't drain the shields."))
1204 if game.shield+nrg < 0:
1205 prout(_("All shield energy transferred to ship."))
1206 game.energy += game.shield
1209 proutn(_("Scotty- \""))
1211 prout(_("Transferring energy to shields.\""))
1213 prout(_("Draining energy from shields.\""))
1219 "Choose a device to damage, at random."
1221 105, # DSRSENS: short range scanners 10.5%
1222 105, # DLRSENS: long range scanners 10.5%
1223 120, # DPHASER: phasers 12.0%
1224 120, # DPHOTON: photon torpedoes 12.0%
1225 25, # DLIFSUP: life support 2.5%
1226 65, # DWARPEN: warp drive 6.5%
1227 70, # DIMPULS: impulse engines 6.5%
1228 135, # DSHIELD: deflector shields 13.5%
1229 30, # DRADIO: subspace radio 3.0%
1230 45, # DSHUTTL: shuttle 4.5%
1231 15, # DCOMPTR: computer 1.5%
1232 20, # NAVCOMP: navigation system 2.0%
1233 75, # DTRANSP: transporter 7.5%
1234 20, # DSHCTRL: high-speed shield controller 2.0%
1235 10, # DDRAY: death ray 1.0%
1236 30, # DDSP: deep-space probes 3.0%
1237 10, # DCLOAK: the cloaking device 1.0
1239 assert(sum(weights) == 1000)
1240 idx = rnd.integer(1000)
1242 for (i, w) in enumerate(weights):
1246 return None # pragma: no cover
1248 def collision(rammed, enemy):
1249 "Collision handling for ramming events."
1250 prouts(_("***RED ALERT! RED ALERT!"))
1252 prout(_("***COLLISION IMMINENT."))
1256 hardness = {'R':1.5, 'C':2.0, 'S':2.5, 'T':0.5, '?':4.0}.get(enemy.type, 1.0)
1258 proutn(_(" rammed by "))
1261 proutn(crmena(False, enemy.type, "sector", enemy.location))
1263 proutn(_(" (original position)"))
1265 deadkl(enemy.location, enemy.type, game.sector)
1266 prout("***" + crmshp() + " heavily damaged.")
1267 icas = rnd.integer(10, 30)
1268 prout(_("***Sickbay reports %d casualties") % icas)
1270 game.state.crew -= icas
1271 # In the pre-SST2K versions, all devices got equiprobably damaged,
1272 # which was silly. Instead, pick up to half the devices at
1273 # random according to our weighting table,
1274 ncrits = rnd.integer(NDEVICES//2)
1278 if game.damage[dev] < 0:
1280 extradm = (10.0*hardness*rnd.real()+1.0)*game.damfac
1281 # Damage for at least time of travel!
1282 game.damage[dev] += game.optime + extradm
1284 prout(_("***Shields are down."))
1291 def torpedo(origin, bearing, dispersion, number, nburst):
1292 "Let a photon torpedo fly"
1293 if not damaged(DSRSENS) or game.condition == "docked":
1294 setwnd(srscan_window)
1296 setwnd(message_window)
1297 ac = bearing + 0.25*dispersion # dispersion is a random variable
1298 bullseye = (15.0 - bearing)*0.5235988
1299 track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
1300 bumpto = Coord(0, 0)
1301 # Loop to move a single torpedo
1302 setwnd(message_window)
1303 for step in range(1, QUADSIZE*2):
1304 if not track.nextstep():
1307 if not w.valid_sector():
1309 iquad = game.quad[w.i][w.j]
1310 tracktorpedo(w, step, number, nburst, iquad)
1314 setwnd(message_window)
1315 if not damaged(DSRSENS) or game.condition == "docked":
1316 skip(1) # start new line after text track
1317 if iquad in ('E', 'F'): # Hit our ship
1319 prout(_("Torpedo hits %s.") % crmshp())
1320 hit = 700.0 + rnd.real(100) - \
1321 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1322 newcnd() # we're blown out of dock
1323 if game.landed or game.condition == "docked":
1324 return hit # Cheat if on a planet
1325 # In the C/FORTRAN version, dispersion was 2.5 radians, which
1326 # is 143 degrees, which is almost exactly 4.8 clockface units
1327 displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5)
1328 displacement.nextstep()
1329 bumpto = displacement.sector()
1330 if not bumpto.valid_sector():
1332 if game.quad[bumpto.i][bumpto.j] == ' ':
1335 if game.quad[bumpto.i][bumpto.j] != '.':
1336 # can't move into object
1338 game.sector = bumpto
1340 game.quad[w.i][w.j] = '.'
1341 game.quad[bumpto.i][bumpto.j] = iquad
1342 prout(_(" displaced by blast to Sector %s ") % bumpto)
1343 for enemy in game.enemies:
1344 enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1347 elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
1349 if iquad in ('C', 'S') and rnd.withprob(0.05):
1350 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1351 prout(_(" torpedo neutralized."))
1353 for enemy in game.enemies:
1354 if w == enemy.location:
1355 kp = math.fabs(enemy.power)
1356 h1 = 700.0 + rnd.integer(100) - \
1357 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1365 if enemy.power == 0:
1368 proutn(crmena(True, iquad, "sector", w))
1369 displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5, origin=w)
1370 displacement.nextstep()
1371 bumpto = displacement.sector()
1372 if game.quad[bumpto.i][bumpto.j] == ' ':
1373 prout(_(" buffeted into black hole."))
1374 deadkl(w, iquad, bumpto)
1376 if not bumpto.valid_sector():
1377 prout(_(" damaged but not destroyed."))
1379 if game.quad[bumpto.i][bumpto.j] != '.':
1380 prout(_(" damaged but not destroyed."))
1382 prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
1383 enemy.location = bumpto
1384 game.quad[w.i][w.j] = '.'
1385 game.quad[bumpto.i][bumpto.j] = iquad
1386 for tenemy in game.enemies:
1387 tenemy.kdist = tenemy.kavgd = (game.sector-tenemy.location).distance()
1390 else: # pragma: no cover
1391 prout("Internal error, no enemy where expected!")
1394 elif iquad == 'B': # Hit a base
1396 prout(_("***STARBASE DESTROYED.."))
1397 game.state.baseq = [x for x in game.state.baseq if x != game.quadrant]
1398 game.quad[w.i][w.j] = '.'
1399 game.base.invalidate()
1400 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
1401 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = False
1402 game.state.basekl += 1
1405 elif iquad == 'P': # Hit a planet
1406 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1407 game.state.nplankl += 1
1408 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1409 game.iplnet.pclass = "destroyed"
1411 game.plnet.invalidate()
1412 game.quad[w.i][w.j] = '.'
1414 # captain perishes on planet
1417 elif iquad == '@': # Hit an inhabited world -- very bad!
1418 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1419 game.state.nworldkl += 1
1420 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1421 game.iplnet.pclass = "destroyed"
1423 game.plnet.invalidate()
1424 game.quad[w.i][w.j] = '.'
1426 # captain perishes on planet
1428 prout(_("The torpedo destroyed an inhabited planet."))
1430 elif iquad == '*': # Hit a star
1431 if rnd.withprob(0.9):
1434 prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast."))
1436 elif iquad == '?': # Hit a thingy
1438 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1440 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1442 proutn(_("Mr. Spock-"))
1443 prouts(_(" \"Fascinating!\""))
1447 elif iquad == ' ': # Black hole
1449 prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo."))
1451 elif iquad == '#': # hit the web
1453 prout(_("***Torpedo absorbed by Tholian web."))
1455 elif iquad == 'T': # Hit a Tholian
1456 h1 = 700.0 + rnd.integer(100) - \
1457 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1460 game.quad[w.i][w.j] = '.'
1465 proutn(crmena(True, 'T', "sector", w))
1466 if rnd.withprob(0.05):
1467 prout(_(" survives photon blast."))
1469 prout(_(" disappears."))
1470 game.tholian.move(None)
1471 game.quad[w.i][w.j] = '#'
1476 proutn("Don't know how to handle torpedo collision with ")
1477 proutn(crmena(True, iquad, "sector", w))
1482 setwnd(message_window)
1483 prout(_("Torpedo missed."))
1487 "Critical-hit resolution."
1488 if hit < (275.0-25.0*game.skill)*rnd.real(1.0, 1.5):
1490 ncrit = int(1.0 + hit/(500.0+rnd.real(100)))
1491 proutn(_("***CRITICAL HIT--"))
1492 # Select devices and cause damage
1497 # Cheat to prevent shuttle damage unless on ship
1498 if not (game.damage[j]<0.0 or (j == DSHUTTL and game.iscraft != "onship") or (j == DCLOAK and game.ship != 'E' or j == DDRAY)):
1501 extradm = (hit*game.damfac)/(ncrit*rnd.real(75, 100))
1502 game.damage[j] += extradm
1505 for (i, j) in enumerate(cdam):
1507 if skipcount % 3 == 2 and i < len(cdam)-1:
1512 prout(_(" damaged."))
1513 if damaged(DSHIELD) and game.shldup:
1514 prout(_("***Shields knocked down."))
1516 if damaged(DCLOAK) and game.iscloaked:
1517 prout(_("***Cloaking device rendered inoperative."))
1518 game.iscloaked = False
1520 def attack(torps_ok):
1521 # bad guy attacks us
1522 # torps_ok == False forces use of phasers in an attack
1525 # game could be over at this point, check
1535 prout("=== ATTACK!") # pragma: no cover
1536 # Tholian gets to move before attacking
1539 # if you have just entered the RNZ, you'll get a warning
1540 if game.neutz: # The one chance not to be attacked
1543 # commanders get a chance to tac-move towards you
1544 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:
1545 for (bugout, enemy, old, goto) in moveklings():
1547 # we know about this if either short or long range
1548 # sensors are working
1549 if damaged(DSRSENS) and damaged(DLRSENS) \
1550 and game.condition != "docked":
1551 prout(crmena(True, enemy.type, "sector", old) + \
1552 (_(" escapes to Quadrant %s (and regains strength).") % goto))
1553 else: # Enemy still in-sector
1554 if enemy.move(goto):
1555 if not damaged(DSRSENS) or game.condition == "docked":
1556 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
1557 if enemy.kdist < old:
1558 proutn(_(" advances to "))
1560 proutn(_(" retreats to "))
1561 prout("Sector %s." % goto)
1563 # if no enemies remain after movement, we're done
1564 if len(game.enemies) == 0 or (len(game.enemies) == 1 and thing.at(game.quadrant)):
1566 # set up partial hits if attack happens during shield status change
1567 pfac = 1.0/game.inshld
1569 chgfac = 0.25 + rnd.real(0.5)
1571 # message verbosity control
1572 if game.skill <= SKILL_FAIR:
1574 for enemy in game.enemies:
1576 continue # too weak to attack
1577 # compute hit strength and diminish shield power
1579 # Increase chance of photon torpedos if docked or enemy energy is low
1580 if game.condition == "docked":
1582 if enemy.power < 500:
1584 if enemy.type in ('T', '?'):
1586 # different enemies have different probabilities of throwing a torp
1587 usephasers = not torps_ok or \
1588 (enemy.type == 'K' and r > 0.0005) or \
1589 (enemy.type == 'C' and r > 0.015) or \
1590 (enemy.type == 'R' and r > 0.3) or \
1591 (enemy.type == 'S' and r > 0.07) or \
1592 (enemy.type == '?' and r > 0.05)
1593 if usephasers: # Enemy uses phasers
1594 if game.condition == "docked":
1595 continue # Don't waste the effort!
1596 attempt = True # Attempt to attack
1597 dustfac = rnd.real(0.8, 0.85)
1598 hit = enemy.power*math.pow(dustfac, enemy.kavgd)
1600 else: # Enemy uses photon torpedo
1601 # We should be able to make the bearing() method work here
1602 pcourse = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i)
1604 proutn(_("***TORPEDO INCOMING"))
1605 if not damaged(DSRSENS):
1606 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location))
1609 dispersion = (rnd.real()+rnd.real())*0.5 - 0.5
1610 dispersion += 0.002*enemy.power*dispersion
1611 hit = torpedo(enemy.location, pcourse, dispersion, number=1, nburst=1)
1612 if game.unwon() == 0:
1613 finish(FWON) # Klingons did themselves in!
1614 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1615 return # Supernova or finished
1618 # incoming phaser or torpedo, shields may dissipate it
1619 if game.shldup or game.shldchg or game.condition == "docked":
1620 # shields will take hits
1621 propor = pfac * game.shield
1622 if game.condition == "docked":
1624 propor = max(propor, 0.1)
1625 hitsh = propor*chgfac*hit+1.0
1627 if absorb > game.shield:
1628 absorb = game.shield
1629 game.shield -= absorb
1631 # taking a hit blasts us out of a starbase dock
1632 if game.condition == "docked":
1634 # but the shields may take care of it
1635 if propor > 0.1 and hit < 0.005*game.energy:
1637 # hit from this opponent got through shields, so take damage
1639 proutn(_("%d unit hit") % int(hit))
1640 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1641 proutn(_(" on the ") + crmshp())
1642 if not damaged(DSRSENS) and usephasers:
1643 prout(_(" from ") + crmena(False, enemy.type, where, enemy.location))
1645 # Decide if hit is critical
1651 if game.energy <= 0:
1652 # Returning home upon your shield, not with it...
1655 if not attempt and game.condition == "docked":
1656 prout(_("***Enemies decide against attacking your ship."))
1657 percent = 100.0*pfac*game.shield+0.5
1659 # Shields fully protect ship
1660 proutn(_("Enemy attack reduces shield strength to "))
1662 # Emit message if starship suffered hit(s)
1664 proutn(_("Energy left %2d shields ") % int(game.energy))
1667 elif not damaged(DSHIELD):
1670 proutn(_("damaged, "))
1671 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1672 # Check if anyone was hurt
1673 if hitmax >= 200 or hittot >= 500:
1674 icas = rnd.integer(int(hittot * 0.015))
1677 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1678 prout(_(" in that last attack.\""))
1680 game.state.crew -= icas
1681 # After attack, reset average distance to enemies
1682 for enemy in game.enemies:
1683 enemy.kavgd = enemy.kdist
1687 def deadkl(w, etype, mv):
1688 "Kill a Klingon, Tholian, Romulan, or Thingy."
1689 # Added mv to allow enemy to "move" before dying
1690 proutn(crmena(True, etype, "sector", mv))
1691 # Decide what kind of enemy it is and update appropriately
1693 # Chalk up a Romulan
1694 game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1696 game.state.nromrem -= 1
1705 # Killed some type of Klingon
1706 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1709 game.state.kcmdr.remove(game.quadrant)
1711 if game.state.kcmdr:
1712 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1713 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1718 game.state.nscrem -= 1
1719 game.state.kscmdr.invalidate()
1724 # For each kind of enemy, finish message to player
1725 prout(_(" destroyed."))
1726 if game.unwon() == 0:
1729 # Remove enemy ship from arrays describing local conditions
1730 for e in game.enemies:
1737 "Return None if target is invalid, otherwise return a course angle."
1738 if not w.valid_sector():
1742 # C code this was translated from is wacky -- why the sign reversal?
1743 delta.j = (w.j - game.sector.j)
1744 delta.i = (game.sector.i - w.i)
1745 if delta == Coord(0, 0):
1747 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1748 prout(_(" I recommend an immediate review of"))
1749 prout(_(" the Captain's psychological profile.\""))
1752 return delta.bearing()
1755 "Launch photon torpedo salvo."
1758 if damaged(DPHOTON):
1759 prout(_("Photon tubes damaged."))
1763 prout(_("No torpedoes left."))
1766 # First, get torpedo count
1769 if scanner.token == "IHALPHA":
1772 elif scanner.token == "IHEOL" or not scanner.waiting():
1773 prout(_("%d torpedoes left.") % game.torps)
1775 proutn(_("Number of torpedoes to fire- "))
1776 continue # Go back around to get a number
1777 else: # key == "IHREAL"
1783 if n <= 0: # abort command
1788 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1791 scanner.chew() # User requested more torps than available
1792 continue # Go back around
1793 break # All is good, go to next stage
1797 key = scanner.nexttok()
1798 if i == 0 and key == "IHEOL":
1799 break # no coordinate waiting, we will try prompting
1800 if i == 1 and key == "IHEOL":
1801 # direct all torpedoes at one target
1803 target.append(target[0])
1804 tcourse.append(tcourse[0])
1807 scanner.push(scanner.token)
1808 target.append(scanner.getcoord())
1809 if target[-1] is None:
1811 tcourse.append(targetcheck(target[-1]))
1812 if tcourse[-1] is None:
1815 if len(target) == 0:
1816 # prompt for each one
1818 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1820 target.append(scanner.getcoord())
1821 if target[-1] is None:
1823 tcourse.append(targetcheck(target[-1]))
1824 if tcourse[-1] is None:
1827 # Loop for moving <n> torpedoes
1829 if game.condition != "docked":
1831 dispersion = (rnd.real()+rnd.real())*0.5 -0.5
1832 if math.fabs(dispersion) >= 0.47:
1834 dispersion *= rnd.real(1.2, 2.2)
1836 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1838 prouts(_("***TORPEDO MISFIRES."))
1841 prout(_(" Remainder of burst aborted."))
1842 if rnd.withprob(0.2):
1843 prout(_("***Photon tubes damaged by misfire."))
1844 game.damage[DPHOTON] = game.damfac * rnd.real(1.0, 3.0)
1848 elif game.shldup or game.condition == "docked":
1849 dispersion *= 1.0 + 0.0001*game.shield
1850 torpedo(game.sector, tcourse[i], dispersion, number=i, nburst=n)
1851 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1857 "Check for phasers overheating."
1859 checkburn = (rpow-1500.0)*0.00038
1860 if rnd.withprob(checkburn):
1861 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1862 game.damage[DPHASER] = game.damfac* rnd.real(1.0, 2.0) * (1.0+checkburn)
1864 def checkshctrl(rpow):
1865 "Check shield control."
1867 if rnd.withprob(0.998):
1868 prout(_("Shields lowered."))
1870 # Something bad has happened
1871 prouts(_("***RED ALERT! RED ALERT!"))
1873 hit = rpow*game.shield/game.inshld
1874 game.energy -= rpow+hit*0.8
1875 game.shield -= hit*0.2
1876 if game.energy <= 0.0:
1877 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1882 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1884 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1885 icas = rnd.integer(int(hit*0.012))
1890 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1891 prout(_(" %d casualties so far.\"") % icas)
1893 game.state.crew -= icas
1895 prout(_("Phaser energy dispersed by shields."))
1896 prout(_("Enemy unaffected."))
1901 "Register a phaser hit on Klingons and Romulans."
1908 dustfac = rnd.real(0.9, 1.0)
1909 hit = wham*math.pow(dustfac, game.enemies[kk].kdist)
1910 kpini = game.enemies[kk].power
1911 kp = math.fabs(kpini)
1912 if PHASEFAC*hit < kp:
1914 if game.enemies[kk].power < 0:
1915 game.enemies[kk].power -= -kp
1917 game.enemies[kk].power -= kp
1918 kpow = game.enemies[kk].power
1919 w = game.enemies[kk].location
1921 if not damaged(DSRSENS):
1923 proutn(_("%d unit hit on ") % int(hit))
1925 proutn(_("Very small hit on "))
1926 ienm = game.quad[w.i][w.j]
1927 proutn(crmena(False, ienm, "sector", w))
1936 else: # decide whether or not to emasculate klingon
1937 # pylint: disable=chained-comparison
1938 if kpow > 0 and rnd.withprob(0.9) and kpow <= rnd.real(0.4, 0.8)*kpini:
1939 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1940 prout(_(" has just lost its firepower.\""))
1941 game.enemies[kk].power = -kpow
1946 "Fire phasers at bad guys."
1950 irec = 0 # Cheating inhibitor
1959 # SR sensors and Computer are needed for automode
1960 if damaged(DSRSENS) or damaged(DCOMPTR):
1962 if game.condition == "docked":
1963 prout(_("Phasers can't be fired through base shields."))
1966 if damaged(DPHASER):
1967 prout(_("Phaser control damaged."))
1971 if damaged(DSHCTRL):
1972 prout(_("High speed shield control damaged."))
1975 if game.energy <= 200.0:
1976 prout(_("Insufficient energy to activate high-speed shield control."))
1979 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1981 # Original code so convoluted, I re-did it all
1982 # (That was Tom Almy talking about the C code, I think -- ESR)
1983 while automode == "NOTSET":
1984 key = scanner.nexttok()
1985 if key == "IHALPHA":
1986 if scanner.sees("manual"):
1987 if len(game.enemies)==0:
1988 prout(_("There is no enemy present to select."))
1991 automode = "AUTOMATIC"
1994 key = scanner.nexttok()
1995 elif scanner.sees("automatic"):
1996 if (not itarg) and len(game.enemies) != 0:
1997 automode = "FORCEMAN"
1999 if len(game.enemies)==0:
2000 prout(_("Energy will be expended into space."))
2001 automode = "AUTOMATIC"
2002 key = scanner.nexttok()
2003 elif scanner.sees("no"):
2008 elif key == "IHREAL":
2009 if len(game.enemies)==0:
2010 prout(_("Energy will be expended into space."))
2011 automode = "AUTOMATIC"
2013 automode = "FORCEMAN"
2015 automode = "AUTOMATIC"
2018 if len(game.enemies)==0:
2019 prout(_("Energy will be expended into space."))
2020 automode = "AUTOMATIC"
2022 automode = "FORCEMAN"
2024 proutn(_("Manual or automatic? "))
2029 if automode == "AUTOMATIC":
2030 if key == "IHALPHA" and scanner.sees("no"):
2032 key = scanner.nexttok()
2033 if key != "IHREAL" and len(game.enemies) != 0:
2034 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
2039 for i in range(len(game.enemies)):
2040 irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))*rnd.real(1.01, 1.06) + 1.0
2042 proutn(_("%d units required. ") % irec)
2044 proutn(_("Units to fire= "))
2045 key = scanner.nexttok()
2050 proutn(_("Energy available= %.2f") % avail)
2053 if not rpow > avail:
2059 key = scanner.nexttok()
2060 if key == "IHALPHA" and scanner.sees("no"):
2063 game.energy -= 200 # Go and do it!
2064 if checkshctrl(rpow):
2069 if len(game.enemies):
2072 for i in range(len(game.enemies)):
2076 hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))
2077 over = rnd.real(1.01, 1.06) * hits[i]
2079 powrem -= hits[i] + over
2080 if powrem <= 0 and temp < hits[i]:
2089 if extra > 0 and not game.alldone:
2091 proutn(_("*** Tholian web absorbs "))
2092 if len(game.enemies)>0:
2093 proutn(_("excess "))
2094 prout(_("phaser energy."))
2096 prout(_("%d expended on empty space.") % int(extra))
2097 elif automode == "FORCEMAN":
2100 if damaged(DCOMPTR):
2101 prout(_("Battle computer damaged, manual fire only."))
2104 prouts(_("---WORKING---"))
2106 prout(_("Short-range-sensors-damaged"))
2107 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2108 prout(_("Manual-fire-must-be-used"))
2110 elif automode == "MANUAL":
2112 for k in range(len(game.enemies)):
2113 aim = game.enemies[k].location
2114 ienm = game.quad[aim.i][aim.j]
2116 proutn(_("Energy available= %.2f") % (avail-0.006))
2120 if damaged(DSRSENS) and \
2121 not game.sector.distance(aim)<2**0.5 and ienm in ('C', 'S'):
2122 prout(cramen(ienm) + _(" can't be located without short range scan."))
2125 hits[k] = 0 # prevent overflow -- thanks to Alexei Voitenko
2129 if itarg and k > kz:
2130 irec = (abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9, game.enemies[k].kdist))) * rnd.real(1.01, 1.06) + 1.0
2133 if not damaged(DCOMPTR):
2138 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
2139 key = scanner.nexttok()
2140 if key == "IHALPHA" and scanner.sees("no"):
2142 key = scanner.nexttok()
2144 if key == "IHALPHA":
2148 if k == 1: # Let me say I'm baffled by this
2151 if scanner.real < 0:
2155 hits.append(scanner.real)
2156 rpow += scanner.real
2157 # If total requested is too much, inform and start over
2159 prout(_("Available energy exceeded -- try again."))
2162 key = scanner.nexttok() # scan for next value
2164 # zero energy -- abort
2167 if key == "IHALPHA" and scanner.sees("no"):
2172 game.energy -= 200.0
2173 if checkshctrl(rpow):
2177 # Say shield raised or malfunction, if necessary
2183 if rnd.withprob(0.01):
2184 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2185 prouts(_(" CLICK CLICK POP . . ."))
2186 prout(_(" No response, sir!"))
2189 prout(_("Shields raised."))
2196 game.ididit = False # Nothing if we fail
2199 # Make sure there is room in the brig
2200 if game.brigfree == 0:
2201 prout(_("Security reports the brig is already full."))
2205 prout(_("Uhura- \"We have no subspace radio communication, sir.\""))
2208 if damaged(DTRANSP):
2209 prout(_("Scotty- \"Transporter damaged, sir.\""))
2212 # find out if there are any at all
2214 prout(_("Uhura- \"Getting no response, sir.\""))
2217 # if there is more than one Klingon, find out which one
2218 # Cruddy, just takes one at random. Should ask the captain.
2219 # Nah, just select the weakest one since it is most likely to
2220 # surrender (Tom Almy mod)
2221 klingons = [e for e in game.enemies if e.type == 'K']
2222 weakest = sorted(klingons, key=lambda e: e.power)[0]
2223 game.optime = 0.05 # This action will take some time
2224 game.ididit = True # So any others can strike back
2226 # check out that Klingon
2227 # The algorithm isn't that great and could use some more
2228 # intelligent design
2229 # x = 300 + 25*skill;
2230 x = game.energy / (weakest.power * len(klingons))
2231 #prout(_("Stats: energy = %s, kpower = %s, klingons = %s")
2232 # % (game.energy, weakest.power, len(klingons)))
2233 x *= 2.5 # would originally have been equivalent of 1.4,
2234 # but we want command to work more often, more humanely
2235 #prout(_("Prob = %.4f" % x))
2236 # x = 100; // For testing, of course!
2237 if x < rnd.real(100):
2238 # guess what, he surrendered!!!
2239 prout(_("Klingon captain at %s surrenders.") % weakest.location)
2242 prout(_("%d Klingons commit suicide rather than be taken captive.") % (200 - i))
2243 if i > game.brigfree:
2244 prout(_("%d Klingons die because there is no room for them in the brig.") % (i-game.brigfree))
2247 prout(_("%d captives taken") % i)
2248 deadkl(weakest.location, weakest.type, game.sector)
2253 # big surprise, he refuses to surrender
2254 prout(_("Fat chance, captain!"))
2256 # Code from events.c begins here.
2258 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2259 # event of each type active at any given time. Mostly these means we can
2260 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2261 # BSD Trek, from which we swiped the idea, can have up to 5.
2263 def unschedule(evtype):
2264 "Remove an event from the schedule."
2265 game.future[evtype].date = FOREVER
2266 return game.future[evtype]
2268 def is_scheduled(evtype):
2269 "Is an event of specified type scheduled."
2270 return game.future[evtype].date != FOREVER
2272 def scheduled(evtype):
2273 "When will this event happen?"
2274 return game.future[evtype].date
2276 def schedule(evtype, offset):
2277 "Schedule an event of specified type."
2278 game.future[evtype].date = game.state.date + offset
2279 return game.future[evtype]
2281 def postpone(evtype, offset):
2282 "Postpone a scheduled event."
2283 game.future[evtype].date += offset
2286 "Rest period is interrupted by event."
2289 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2291 game.resting = False
2297 "Run through the event queue looking for things to do."
2299 fintim = game.state.date + game.optime
2308 def tractorbeam(yank):
2309 "Tractor-beaming cases merge here."
2311 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2313 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2314 # If Kirk & Co. screwing around on planet, handle
2315 atover(True) # atover(true) is Grab
2318 if game.icraft: # Caught in Galileo?
2321 # Check to see if shuttle is aboard
2322 if game.iscraft == "offship":
2324 if rnd.withprob(0.5):
2325 prout(_("Galileo, left on the planet surface, is captured"))
2326 prout(_("by aliens and made into a flying McDonald's."))
2327 game.damage[DSHUTTL] = -10
2328 game.iscraft = "removed"
2330 prout(_("Galileo, left on the planet surface, is well hidden."))
2332 game.quadrant = game.state.kscmdr
2334 game.quadrant = game.state.kcmdr[i]
2335 game.sector = randplace(QUADSIZE)
2336 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2337 % (game.quadrant, game.sector))
2339 prout(_("(Remainder of rest/repair period cancelled.)"))
2340 game.resting = False
2342 if not damaged(DSHIELD) and game.shield > 0:
2343 doshield(shraise=True) # raise shields
2344 game.shldchg = False
2346 prout(_("(Shields not currently useable.)"))
2348 # Adjust finish time to time of tractor beaming?
2349 # fintim = game.state.date+game.optime
2350 attack(torps_ok=False)
2351 if not game.state.kcmdr:
2354 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2357 "Code merges here for any commander destroying a starbase."
2358 # Not perfect, but will have to do
2359 # Handle case where base is in same quadrant as starship
2360 if game.battle == game.quadrant:
2361 game.state.chart[game.battle.i][game.battle.j].starbase = False
2362 game.quad[game.base.i][game.base.j] = '.'
2363 game.base.invalidate()
2366 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2367 elif game.state.baseq and communicating():
2368 # Get word via subspace radio
2371 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2372 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2374 prout(_("the Klingon Super-Commander"))
2376 prout(_("a Klingon Commander"))
2377 game.state.chart[game.battle.i][game.battle.j].starbase = False
2378 # Remove Starbase from galaxy
2379 game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2380 game.state.baseq = [x for x in game.state.baseq if x != game.battle]
2382 # reinstate a commander's base attack
2386 game.battle.invalidate()
2387 if game.idebug: # pragma: no cover
2388 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2389 for i in range(1, NEVENTS):
2390 if i == FSNOVA: proutn("=== Supernova ")
2391 elif i == FTBEAM: proutn("=== T Beam ")
2392 elif i == FSNAP: proutn("=== Snapshot ")
2393 elif i == FBATTAK: proutn("=== Base Attack ")
2394 elif i == FCDBAS: proutn("=== Base Destroy ")
2395 elif i == FSCMOVE: proutn("=== SC Move ")
2396 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2397 elif i == FDSPROB: proutn("=== Probe Move ")
2398 elif i == FDISTR: proutn("=== Distress Call ")
2399 elif i == FENSLV: proutn("=== Enslavement ")
2400 elif i == FREPRO: proutn("=== Klingon Build ")
2402 prout("%.2f" % (scheduled(i)))
2405 radio_was_broken = damaged(DRADIO)
2408 # Select earliest extraneous event, evcode==0 if no events
2413 for l in range(1, NEVENTS):
2414 if game.future[l].date < datemin:
2417 prout("== Event %d fires" % evcode) # pragma: no cover
2418 datemin = game.future[l].date
2419 xtime = datemin-game.state.date
2421 game.energy -= xtime*500.0
2422 if game.energy <= 0:
2425 game.state.date = datemin
2426 # Decrement Federation resources and recompute remaining time
2427 game.state.remres -= (game.remkl()+4*len(game.state.kcmdr))*xtime
2429 if game.state.remtime <= 0:
2432 # Any crew left alive?
2433 if game.state.crew <= 0:
2436 # Is life support adequate?
2437 if damaged(DLIFSUP) and game.condition != "docked":
2438 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2441 game.lsupres -= xtime
2442 if game.damage[DLIFSUP] <= xtime:
2443 game.lsupres = game.inlsr
2446 if game.condition == "docked":
2448 # Don't fix Deathray here
2449 for l in range(NDEVICES):
2450 if game.damage[l] > 0.0 and l != DDRAY:
2451 if game.damage[l]-repair > 0.0:
2452 game.damage[l] -= repair
2454 game.damage[l] = 0.0
2455 # If radio repaired, update star chart and attack reports
2456 if radio_was_broken and not damaged(DRADIO):
2457 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2458 prout(_(" surveillance reports are coming in."))
2460 if not game.iseenit:
2464 prout(_(" The star chart is now up to date.\""))
2466 # Cause extraneous event EVCODE to occur
2467 game.optime -= xtime
2468 if evcode == FSNOVA: # Supernova
2471 schedule(FSNOVA, expran(0.5*game.intime))
2472 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2474 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2475 if game.state.nscrem == 0 or game.iscloaked or \
2476 ictbeam or istract or \
2477 game.condition == "docked" or game.isatb == 1 or game.iscate:
2479 if game.ientesc or \
2480 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2481 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2482 (damaged(DSHIELD) and \
2483 (game.energy < 2500 or damaged(DPHASER)) and \
2484 (game.torps < 5 or damaged(DPHOTON))):
2486 istract = ictbeam = True
2487 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2490 elif evcode == FTBEAM: # Tractor beam
2491 if not game.state.kcmdr:
2494 i = rnd.integer(len(game.state.kcmdr))
2495 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2496 if istract or game.condition == "docked" or game.iscloaked or yank == 0:
2497 # Drats! Have to reschedule
2499 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2503 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2504 game.snapsht = copy.deepcopy(game.state)
2505 game.state.snap = True
2506 schedule(FSNAP, expran(0.5 * game.intime))
2507 elif evcode == FBATTAK: # Commander attacks starbase
2508 if not game.state.kcmdr or not game.state.baseq:
2513 ibq = None # Force battle location to persist past loop
2515 for ibq in game.state.baseq:
2516 for cmdr in game.state.kcmdr:
2517 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2519 # no match found -- try later
2520 schedule(FBATTAK, expran(0.3*game.intime))
2525 # commander + starbase combination found -- launch attack
2527 schedule(FCDBAS, rnd.real(1.0, 4.0))
2528 if game.isatb: # extra time if SC already attacking
2529 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2530 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2531 game.iseenit = False
2532 if not communicating():
2533 continue # No warning :-(
2537 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2538 prout(_(" reports that it is under attack and that it can"))
2539 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2542 elif evcode == FSCDBAS: # Supercommander destroys base
2545 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2546 continue # WAS RETURN!
2548 game.battle = game.state.kscmdr
2550 elif evcode == FCDBAS: # Commander succeeds in destroying base
2551 if evcode == FCDBAS:
2553 if not game.state.baseq \
2554 or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2555 game.battle.invalidate()
2557 # find the lucky pair
2558 for cmdr in game.state.kcmdr:
2559 if cmdr == game.battle:
2562 # No action to take after all
2565 elif evcode == FSCMOVE: # Supercommander moves
2566 schedule(FSCMOVE, 0.2777)
2567 if not game.ientesc and not istract and game.isatb != 1 and \
2568 (not game.iscate or not game.justin):
2570 elif evcode == FDSPROB: # Move deep space probe
2571 schedule(FDSPROB, 0.01)
2572 if not game.probe.nextstep():
2573 if not game.probe.quadrant().valid_quadrant() or \
2574 game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
2575 # Left galaxy or ran into supernova
2579 proutn(_("Lt. Uhura- \"The deep space probe "))
2580 if not game.probe.quadrant().valid_quadrant():
2581 prout(_("has left the galaxy.\""))
2583 prout(_("is no longer transmitting.\""))
2589 prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
2590 pquad = game.probe.quadrant()
2591 pdest = game.state.galaxy[pquad.i][pquad.j]
2593 game.state.chart[pquad.i][pquad.j].klingons = pdest.klingons
2594 game.state.chart[pquad.i][pquad.j].starbase = pdest.starbase
2595 game.state.chart[pquad.i][pquad.j].stars = pdest.stars
2596 pdest.charted = True
2597 game.probe.moves -= 1 # One less to travel
2598 if game.probe.arrived() and game.isarmed and pdest.stars:
2599 supernova(game.probe.quadrant()) # fire in the hole!
2601 if game.state.galaxy[pquad.i][pquad.j].supernova:
2603 elif evcode == FDISTR: # inhabited system issues distress call
2605 # try a whole bunch of times to find something suitable
2606 for i in range(100):
2607 # need a quadrant which is not the current one,
2608 # which has some stars which are inhabited and
2609 # not already under attack, which is not
2610 # supernova'ed, and which has some Klingons in it
2611 w = randplace(GALSIZE)
2612 q = game.state.galaxy[w.i][w.j]
2613 if not (game.quadrant == w or q.planet is None or \
2614 not q.planet.inhabited or \
2615 q.supernova or q.status!="secure" or q.klingons<=0):
2618 # can't seem to find one; ignore this call
2620 prout("=== Couldn't find location for distress event.") # pragma: no cover
2622 # got one!! Schedule its enslavement
2623 ev = schedule(FENSLV, expran(game.intime))
2625 q.status = "distressed"
2626 # tell the captain about it if we can
2628 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2629 % (q.planet, repr(w)))
2630 prout(_("by a Klingon invasion fleet."))
2633 elif evcode == FENSLV: # starsystem is enslaved
2634 ev = unschedule(FENSLV)
2635 # see if current distress call still active
2636 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2640 q.status = "enslaved"
2642 # play stork and schedule the first baby
2643 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2644 ev2.quadrant = ev.quadrant
2646 # report the disaster if we can
2648 prout(_("Uhura- We've lost contact with starsystem %s") % \
2650 prout(_("in Quadrant %s.\n") % ev.quadrant)
2651 elif evcode == FREPRO: # Klingon reproduces
2652 # If we ever switch to a real event queue, we'll need to
2653 # explicitly retrieve and restore the x and y.
2654 ev = schedule(FREPRO, expran(1.0 * game.intime))
2655 # see if current distress call still active
2656 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2660 if game.remkl() >= MAXKLGAME:
2661 continue # full right now
2662 # reproduce one Klingon
2665 if game.klhere >= MAXKLQUAD:
2667 # this quadrant not ok, pick an adjacent one
2668 for m.i in range(w.i - 1, w.i + 2):
2669 for m.j in range(w.j - 1, w.j + 2):
2670 if not m.valid_quadrant():
2672 q = game.state.galaxy[m.i][m.j]
2673 # check for this quad ok (not full & no snova)
2674 if q.klingons >= MAXKLQUAD or q.supernova:
2677 # search for eligible quadrant failed
2683 if game.quadrant == w:
2685 newkling() # also adds it to game.enemies
2686 # recompute time left
2689 if game.quadrant == w:
2690 prout(_("Spock- sensors indicate the Klingons have"))
2691 prout(_("launched a warship from %s.") % q.planet)
2693 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2694 if q.planet is not None:
2695 proutn(_("near %s ") % q.planet)
2696 prout(_("in Quadrant %s.") % w)
2702 key = scanner.nexttok()
2705 proutn(_("How long? "))
2710 origTime = delay = scanner.real
2713 if delay >= game.state.remtime or len(game.enemies) != 0:
2714 proutn(_("Are you sure? "))
2717 # Alternate resting periods (events) with attacks
2721 game.resting = False
2722 if not game.resting:
2723 prout(_("%d stardates left.") % int(game.state.remtime))
2725 temp = game.optime = delay
2726 if len(game.enemies):
2727 rtime = rnd.real(1.0, 2.0)
2731 if game.optime < delay:
2732 attack(torps_ok=False)
2740 # Repair Deathray if long rest at starbase
2741 if origTime-delay >= 9.99 and game.condition == "docked":
2742 game.damage[DDRAY] = 0.0
2743 # leave if quadrant supernovas
2744 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2746 game.resting = False
2751 ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2752 newc = Coord(); neighbor = Coord(); bump = Coord(0, 0)
2753 if rnd.withprob(0.05):
2754 # Wow! We've supernova'ed
2755 supernova(game.quadrant)
2757 # handle initial nova
2758 game.quad[nov.i][nov.j] = '.'
2759 prout(crmena(False, '*', "sector", nov) + _(" novas."))
2760 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2761 game.state.starkl += 1
2762 # Set up queue to recursively trigger adjacent stars
2768 for offset.i in range(-1, 1+1):
2769 for offset.j in range(-1, 1+1):
2770 if offset.j == 0 and offset.i == 0:
2772 neighbor = start + offset
2773 if not neighbor.valid_sector():
2775 iquad = game.quad[neighbor.i][neighbor.j]
2776 # Empty space ends reaction
2777 if iquad in ('.', '?', ' ', 'T', '#'):
2779 elif iquad == '*': # Affect another star
2780 if rnd.withprob(0.05):
2781 # This star supernovas
2782 supernova(game.quadrant)
2785 hits.append(neighbor)
2786 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2787 game.state.starkl += 1
2788 proutn(crmena(True, '*', "sector", neighbor))
2790 game.quad[neighbor.i][neighbor.j] = '.'
2792 elif iquad in ('P', '@'): # Destroy planet
2793 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2795 game.state.nplankl += 1
2797 game.state.nworldkl += 1
2798 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2799 game.iplnet.pclass = "destroyed"
2801 game.plnet.invalidate()
2805 game.quad[neighbor.i][neighbor.j] = '.'
2806 elif iquad == 'B': # Destroy base
2807 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2808 game.state.baseq = [x for x in game.state.baseq if x!= game.quadrant]
2809 game.base.invalidate()
2810 game.state.basekl += 1
2812 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2813 game.quad[neighbor.i][neighbor.j] = '.'
2814 elif iquad in ('E', 'F'): # Buffet ship
2815 prout(_("***Starship buffeted by nova."))
2817 if game.shield >= 2000.0:
2818 game.shield -= 2000.0
2820 diff = 2000.0 - game.shield
2824 prout(_("***Shields knocked out."))
2825 game.damage[DSHIELD] += 0.005*game.damfac*rnd.real()*diff
2827 game.energy -= 2000.0
2828 if game.energy <= 0:
2831 # add in course nova contributes to kicking starship
2833 bump += (game.sector-hits[-1]).sgn()
2834 elif iquad == 'K': # kill klingon
2835 deadkl(neighbor, iquad, neighbor)
2836 elif iquad in ('C','S','R'): # Damage/destroy big enemies
2838 for ll in range(len(game.enemies)):
2839 if game.enemies[ll].location == neighbor:
2840 target = game.enemies[ll]
2842 if target is not None:
2843 target.power -= 800.0 # If firepower is lost, die
2844 if target.power <= 0.0:
2845 deadkl(neighbor, iquad, neighbor)
2846 continue # neighbor loop
2847 # Else enemy gets flung by the blast wave
2848 newc = neighbor + neighbor - start
2849 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2850 if not newc.valid_sector():
2851 # can't leave quadrant
2854 iquad1 = game.quad[newc.i][newc.j]
2856 proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
2858 deadkl(neighbor, iquad, newc)
2861 # can't move into something else
2864 proutn(_(", buffeted to Sector %s") % newc)
2865 game.quad[neighbor.i][neighbor.j] = '.'
2866 game.quad[newc.i][newc.j] = iquad
2868 # Starship affected by nova -- kick it away.
2870 direc = ncourse[3*(bump.i+1)+bump.j+2]
2875 scourse = course(bearing=direc, distance=dist)
2876 game.optime = scourse.time(w=4)
2878 prout(_("Force of nova displaces starship."))
2879 imove(scourse, noattack=True)
2880 game.optime = scourse.time(w=4)
2884 "Star goes supernova."
2889 # Scheduled supernova -- select star at random.
2892 for nq.i in range(GALSIZE):
2893 for nq.j in range(GALSIZE):
2894 nstars += game.state.galaxy[nq.i][nq.j].stars
2896 return # nothing to supernova exists
2897 num = rnd.integer(nstars) + 1
2898 for nq.i in range(GALSIZE):
2899 for nq.j in range(GALSIZE):
2900 num -= game.state.galaxy[nq.i][nq.j].stars
2905 if game.idebug: # pragma: no cover
2906 proutn("=== Super nova here?")
2909 if nq != game.quadrant or game.justin:
2910 # it isn't here, or we just entered (treat as enroute)
2913 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2914 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2917 # we are in the quadrant!
2918 num = rnd.integer(game.state.galaxy[nq.i][nq.j].stars) + 1
2919 for ns.i in range(QUADSIZE):
2920 for ns.j in range(QUADSIZE):
2921 if game.quad[ns.i][ns.j]=='*':
2928 prouts(_("***RED ALERT! RED ALERT!"))
2930 prout(_("***Incipient supernova detected at Sector %s") % ns)
2931 if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2932 proutn(_("Emergency override attempts t"))
2933 prouts("***************")
2937 # destroy any Klingons in supernovaed quadrant
2938 game.state.galaxy[nq.i][nq.j].klingons = 0
2939 if nq == game.state.kscmdr:
2940 # did in the Supercommander!
2941 game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
2945 # Changing this to [w for w in game.state.kcmdr if w != nq]
2946 # causes regression-test failure
2947 survivors = list(filter(lambda w: w != nq, game.state.kcmdr))
2948 #comkills = len(game.state.kcmdr) - len(survivors)
2949 game.state.kcmdr = survivors
2950 if not game.state.kcmdr:
2952 # destroy Romulans and planets in supernovaed quadrant
2953 nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2954 game.state.galaxy[nq.i][nq.j].romulans = 0
2955 game.state.nromrem -= nrmdead
2957 for loop in range(game.inplan):
2958 if game.state.planets[loop].quadrant == nq:
2959 game.state.planets[loop].pclass = "destroyed"
2961 # Destroy any base in supernovaed quadrant
2962 game.state.baseq = [x for x in game.state.baseq if x != nq]
2963 # If starship caused supernova, tally up destruction
2965 game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2966 game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2967 game.state.nplankl += npdead
2968 # mark supernova in galaxy and in star chart
2969 if game.quadrant == nq or communicating():
2970 game.state.galaxy[nq.i][nq.j].supernova = True
2971 # If supernova destroys last Klingons give special message
2972 if game.unwon()==0 and nq != game.quadrant:
2975 prout(_("Lucky you!"))
2976 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2979 # if some Klingons remain, continue or die in supernova
2984 # Code from finish.c ends here.
2987 "Self-destruct maneuver. Finish with a BANG!"
2989 if damaged(DCOMPTR):
2990 prout(_("Computer damaged; cannot execute destruct sequence."))
2992 prouts(_("---WORKING---")); skip(1)
2993 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2994 prouts(" 10"); skip(1)
2995 prouts(" 9"); skip(1)
2996 prouts(" 8"); skip(1)
2997 prouts(" 7"); skip(1)
2998 prouts(" 6"); skip(1)
3000 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
3002 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
3004 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
3007 if game.passwd != scanner.token:
3008 prouts(_("PASSWORD-REJECTED;"))
3010 prouts(_("CONTINUITY-EFFECTED"))
3013 prouts(_("PASSWORD-ACCEPTED")); skip(1)
3014 prouts(" 5"); skip(1)
3015 prouts(" 4"); skip(1)
3016 prouts(" 3"); skip(1)
3017 prouts(" 2"); skip(1)
3018 prouts(" 1"); skip(1)
3019 if rnd.withprob(0.15):
3020 prouts(_("GOODBYE-CRUEL-WORLD"))
3028 prouts(_("********* Entropy of %s maximized *********") % crmshp())
3032 if len(game.enemies) != 0:
3033 whammo = 25.0 * game.energy
3034 for e in game.enemies[::-1]:
3035 if e.power*e.kdist <= whammo:
3036 deadkl(e.location, game.quad[e.location.i][e.location.j], e.location)
3040 "Compute our rate of kils over time."
3041 elapsed = game.state.date - game.indate
3042 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
3045 starting = (game.inkling + game.incom + game.inscom)
3046 remaining = game.unwon()
3047 return (starting - remaining)/elapsed
3051 badpt = 5.0*game.state.starkl + \
3053 10.0*game.state.nplankl + \
3054 300*game.state.nworldkl + \
3056 100.0*game.state.basekl +\
3057 3.0*game.abandoned +\
3059 if game.ship == 'F':
3061 elif game.ship is None:
3066 # end the game, with appropriate notifications
3070 prout(_("It is stardate %.1f.") % game.state.date)
3072 if ifin == FWON: # Game has been won
3073 if game.state.nromrem != 0:
3074 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
3077 prout(_("You have smashed the Klingon invasion fleet and saved"))
3078 prout(_("the Federation."))
3079 if game.alive and game.brigcapacity-game.brigfree > 0:
3080 game.kcaptured += game.brigcapacity-game.brigfree
3081 prout(_("The %d captured Klingons are transferred to Star Fleet Command.") % (game.brigcapacity-game.brigfree))
3086 badpt = 0.0 # Close enough!
3087 # killsPerDate >= RateMax
3088 if game.state.date-game.indate < 5.0 or \
3089 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
3091 prout(_("In fact, you have done so well that Starfleet Command"))
3092 if game.skill == SKILL_NOVICE:
3093 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
3094 elif game.skill == SKILL_FAIR:
3095 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
3096 elif game.skill == SKILL_GOOD:
3097 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
3098 elif game.skill == SKILL_EXPERT:
3099 prout(_("promotes you to Commodore Emeritus."))
3101 prout(_("Now that you think you're really good, try playing"))
3102 prout(_("the \"Emeritus\" game. It will splatter your ego."))
3103 elif game.skill == SKILL_EMERITUS:
3105 proutn(_("Computer- "))
3106 prouts(_("ERROR-ERROR-ERROR-ERROR"))
3108 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3110 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3112 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3114 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3116 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3118 prout(_("Now you can retire and write your own Star Trek game!"))
3120 elif game.skill >= SKILL_EXPERT:
3121 if game.thawed and not game.idebug:
3122 prout(_("You cannot get a citation, so..."))
3124 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3128 # Only grant long life if alive (original didn't!)
3130 prout(_("LIVE LONG AND PROSPER."))
3135 elif ifin == FDEPLETE: # Federation Resources Depleted
3136 prout(_("Your time has run out and the Federation has been"))
3137 prout(_("conquered. Your starship is now Klingon property,"))
3138 prout(_("and you are put on trial as a war criminal. On the"))
3139 proutn(_("basis of your record, you are "))
3140 if game.unwon()*3.0 > (game.inkling + game.incom + game.inscom):
3141 prout(_("acquitted."))
3143 prout(_("LIVE LONG AND PROSPER."))
3145 prout(_("found guilty and"))
3146 prout(_("sentenced to death by slow torture."))
3150 elif ifin == FLIFESUP:
3151 prout(_("Your life support reserves have run out, and"))
3152 prout(_("you die of thirst, starvation, and asphyxiation."))
3153 prout(_("Your starship is a derelict in space."))
3155 prout(_("Your energy supply is exhausted."))
3157 prout(_("Your starship is a derelict in space."))
3158 elif ifin == FBATTLE:
3159 prout(_("The %s has been destroyed in battle.") % crmshp())
3161 prout(_("Dulce et decorum est pro patria mori."))
3163 prout(_("You have made three attempts to cross the negative energy"))
3164 prout(_("barrier which surrounds the galaxy."))
3166 prout(_("Your navigation is abominable."))
3169 prout(_("Your starship has been destroyed by a nova."))
3170 prout(_("That was a great shot."))
3172 elif ifin == FSNOVAED:
3173 prout(_("The %s has been fried by a supernova.") % crmshp())
3174 prout(_("...Not even cinders remain..."))
3175 elif ifin == FABANDN:
3176 prout(_("You have been captured by the Klingons. If you still"))
3177 prout(_("had a starbase to be returned to, you would have been"))
3178 prout(_("repatriated and given another chance. Since you have"))
3179 prout(_("no starbases, you will be mercilessly tortured to death."))
3180 elif ifin == FDILITHIUM:
3181 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3182 elif ifin == FMATERIALIZE:
3183 prout(_("Starbase was unable to re-materialize your starship."))
3184 prout(_("Sic transit gloria mundi."))
3185 elif ifin == FPHASER:
3186 prout(_("The %s has been cremated by its own phasers.") % crmshp())
3188 prout(_("You and your landing party have been"))
3189 prout(_("converted to energy, dissipating through space."))
3190 elif ifin == FMINING:
3191 # This does not seem to be reachable from any code path.
3192 prout(_("You are left with your landing party on"))
3193 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3195 prout(_("They are very fond of \"Captain Kirk\" soup."))
3197 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3198 elif ifin == FDPLANET:
3199 prout(_("You and your mining party perish."))
3201 prout(_("That was a great shot."))
3204 # This does not seem to be reachable from any code path.
3205 prout(_("The Galileo is instantly annihilated by the supernova."))
3206 prout(_("You and your mining party are atomized."))
3208 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3209 prout(_("joins the Romulans, wreaking terror on the Federation."))
3210 elif ifin == FPNOVA:
3211 prout(_("You and your mining party are atomized."))
3213 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3214 prout(_("joins the Romulans, wreaking terror on the Federation."))
3215 elif ifin == FSTRACTOR:
3216 prout(_("The shuttle craft Galileo is also caught,"))
3217 prout(_("and breaks up under the strain."))
3219 prout(_("Your debris is scattered for millions of miles."))
3220 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3222 prout(_("The mutants attack and kill Spock."))
3223 prout(_("Your ship is captured by Klingons, and"))
3224 prout(_("your crew is put on display in a Klingon zoo."))
3225 elif ifin == FTRIBBLE:
3226 prout(_("Tribbles consume all remaining water,"))
3227 prout(_("food, and oxygen on your ship."))
3229 prout(_("You die of thirst, starvation, and asphyxiation."))
3230 prout(_("Your starship is a derelict in space."))
3232 prout(_("Your ship is drawn to the center of the black hole."))
3233 prout(_("You are crushed into extremely dense matter."))
3234 elif ifin == FCLOAK:
3236 prout(_("You have violated the Treaty of Algeron."))
3237 prout(_("The Romulan Empire can never trust you again."))
3239 prout(_("Your last crew member has died."))
3240 if ifin != FWON and ifin != FCLOAK and game.iscloaked:
3241 prout(_("Your ship was cloaked so your subspace radio did not receive anything."))
3242 prout(_("You may have missed some warning messages."))
3244 if game.ship == 'F':
3246 elif game.ship == 'E':
3249 if game.unwon() != 0:
3250 goodies = game.state.remres/game.inresor
3251 baddies = (game.remkl() + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3252 if goodies/baddies >= rnd.real(1.0, 1.5):
3253 prout(_("As a result of your actions, a treaty with the Klingon"))
3254 prout(_("Empire has been signed. The terms of the treaty are"))
3255 if goodies/baddies >= rnd.real(3.0):
3256 prout(_("favorable to the Federation."))
3258 prout(_("Congratulations!"))
3260 prout(_("highly unfavorable to the Federation."))
3262 prout(_("The Federation will be destroyed."))
3264 prout(_("Since you took the last Klingon with you, you are a"))
3265 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3266 prout(_("statue in your memory. Rest in peace, and try not"))
3267 prout(_("to think about pigeons."))
3270 scanner.chew() # Clean up leftovers
3273 "Compute player's score."
3274 timused = game.state.date - game.indate
3275 if (timused == 0 or game.unwon() != 0) and timused < 5.0:
3277 game.perdate = killrate()
3278 ithperd = 500*game.perdate + 0.5
3281 iwon = 100*game.skill
3282 if game.ship == 'E':
3284 elif game.ship == 'F':
3288 dead_ordinaries= game.inkling - game.remkl() + len(game.state.kcmdr) + game.state.nscrem
3289 game.score = 10*(dead_ordinaries)\
3290 + 50*(game.incom - len(game.state.kcmdr)) \
3292 + 20*(game.inrom - game.state.nromrem) \
3293 + 200*(game.inscom - game.state.nscrem) \
3294 - game.state.nromrem \
3295 + 3 * game.kcaptured \
3300 prout(_("Your score --"))
3301 if game.inrom - game.state.nromrem:
3302 prout(_("%6d Romulans destroyed %5d") %
3303 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3304 if game.state.nromrem and game.gamewon:
3305 prout(_("%6d Romulans captured %5d") %
3306 (game.state.nromrem, game.state.nromrem))
3308 prout(_("%6d ordinary Klingons destroyed %5d") %
3309 (dead_ordinaries, 10*dead_ordinaries))
3310 if game.incom - len(game.state.kcmdr):
3311 prout(_("%6d Klingon commanders destroyed %5d") %
3312 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3314 prout(_("%d Klingons captured %5d") %
3315 (game.kcaptured, 3 * game.kcaptured))
3316 if game.inscom - game.state.nscrem:
3317 prout(_("%6d Super-Commander destroyed %5d") %
3318 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3320 prout(_("%6.2f Klingons per stardate %5d") %
3321 (game.perdate, ithperd))
3322 if game.state.starkl:
3323 prout(_("%6d stars destroyed by your action %5d") %
3324 (game.state.starkl, -5*game.state.starkl))
3325 if game.state.nplankl:
3326 prout(_("%6d planets destroyed by your action %5d") %
3327 (game.state.nplankl, -10*game.state.nplankl))
3328 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3329 prout(_("%6d inhabited planets destroyed by your action %5d") %
3330 (game.state.nworldkl, -300*game.state.nworldkl))
3331 if game.state.basekl:
3332 prout(_("%6d bases destroyed by your action %5d") %
3333 (game.state.basekl, -100*game.state.basekl))
3335 prout(_("%6d calls for help from starbase %5d") %
3336 (game.nhelp, -45*game.nhelp))
3338 prout(_("%6d casualties incurred %5d") %
3339 (game.casual, -game.casual))
3341 prout(_("%6d crew abandoned in space %5d") %
3342 (game.abandoned, -3*game.abandoned))
3344 prout(_("%6d ship(s) lost or destroyed %5d") %
3345 (klship, -100*klship))
3347 if game.ncviol == 1:
3348 prout(_("1 Treaty of Algeron violation -100"))
3350 prout(_("%6d Treaty of Algeron violations %5d\n") %
3351 (game.ncviol, -100*game.ncviol))
3353 prout(_("Penalty for getting yourself killed -200"))
3355 proutn(_("Bonus for winning "))
3356 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3357 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3358 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3359 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3360 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3361 prout(" %5d" % iwon)
3363 prout(_("TOTAL SCORE %5d") % game.score)
3366 "Emit winner's commemmorative plaque."
3369 proutn(_("File or device name for your plaque: "))
3372 fp = open(winner, "w")
3375 prout(_("Invalid name."))
3377 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3379 # The 38 below must be 64 for 132-column paper
3380 nskip = 38 - len(winner)/2
3381 # This is where the ASCII art picture was emitted.
3382 # It got garbled somewhere in the chain of transmission to the Almy version.
3383 # We should restore it if we can find old enough FORTRAN sources.
3385 fp.write(_(" U. S. S. ENTERPRISE\n"))
3386 fp.write("\n\n\n\n")
3387 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3389 fp.write(_(" Starfleet Command bestows to you\n"))
3391 fp.write("%*s%s\n\n" % (nskip, "", winner))
3392 fp.write(_(" the rank of\n\n"))
3393 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3395 if game.skill == SKILL_EXPERT:
3396 fp.write(_(" Expert level\n\n"))
3397 elif game.skill == SKILL_EMERITUS:
3398 fp.write(_("Emeritus level\n\n"))
3400 fp.write(_(" Cheat level\n\n"))
3401 timestring = time.ctime()
3402 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3403 (timestring+4, timestring+20, timestring+11))
3404 fp.write(_(" Your score: %d\n\n") % game.score)
3405 fp.write(_(" Klingons per stardate: %.2f\n") % game.perdate)
3408 # Code from io.c begins here
3410 rows = linecount = 0 # for paging
3413 fullscreen_window = None
3414 srscan_window = None # Short range scan
3415 report_window = None # Report legends for status window
3416 status_window = None # The status window itself
3417 lrscan_window = None # Long range scan
3418 message_window = None # Main window for scrolling text
3419 prompt_window = None # Prompt window at bottom of display
3424 gettext.bindtextdomain("sst", "/usr/local/share/locale")
3425 gettext.textdomain("sst")
3426 if not (game.options & OPTION_CURSES):
3427 ln_env = os.getenv("LINES")
3432 else: # pragma: no cover
3433 stdscr = curses.initscr()
3437 if game.options & OPTION_COLOR:
3438 curses.start_color()
3439 curses.use_default_colors()
3440 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, -1)
3441 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, -1)
3442 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, -1)
3443 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, -1)
3444 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, -1)
3445 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, -1)
3446 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, -1)
3447 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, -1)
3448 global fullscreen_window, srscan_window, report_window, status_window
3449 global lrscan_window, message_window, prompt_window
3450 (rows, _columns) = stdscr.getmaxyx()
3451 fullscreen_window = stdscr
3452 srscan_window = curses.newwin(12, 25, 0, 0)
3453 report_window = curses.newwin(11, 0, 1, 25)
3454 status_window = curses.newwin(10, 0, 1, 39)
3455 lrscan_window = curses.newwin(5, 0, 0, 64)
3456 message_window = curses.newwin(0, 0, 12, 0)
3457 prompt_window = curses.newwin(1, 0, rows-2, 0)
3458 message_window.scrollok(True)
3459 setwnd(fullscreen_window)
3463 if game.options & OPTION_CURSES: # pragma: no cover
3464 stdscr.keypad(False)
3470 "Wait for user action -- OK to do nothing if on a TTY"
3471 if game.options & OPTION_CURSES: # pragma: no cover
3476 prouts(_("[ANNOUNCEMENT ARRIVING...]"))
3480 if game.skill > SKILL_FAIR:
3481 prompt = _("[CONTINUE?]")
3483 prompt = _("[PRESS ENTER TO CONTINUE]")
3485 if game.options & OPTION_CURSES: # pragma: no cover
3487 setwnd(prompt_window)
3488 prompt_window.clear()
3489 prompt_window.addstr(prompt)
3490 prompt_window.getstr()
3491 prompt_window.clear()
3492 prompt_window.refresh()
3493 setwnd(message_window)
3496 sys.stdout.write('\n')
3500 sys.stdout.write('\n' * rows)
3504 "Skip i lines. Pause game if this would cause a scrolling event."
3505 for _dummy in range(i):
3506 if game.options & OPTION_CURSES: # pragma: no cover
3507 (y, _x) = curwnd.getyx()
3510 except curses.error:
3515 if rows and linecount >= rows:
3518 sys.stdout.write('\n')
3520 def proutn(proutntline):
3521 "Utter a line with no following line feed."
3522 if game.options & OPTION_CURSES: # pragma: no cover
3523 (y, x) = curwnd.getyx()
3524 (my, _mx) = curwnd.getmaxyx()
3525 if curwnd == message_window and y >= my - 2:
3528 if logfp and game.cdebug:
3529 logfp.write("#curses: at %s proutn(%s)\n" % ((y, x), repr(proutntline)))
3530 curwnd.addstr(proutntline)
3533 sys.stdout.write(proutntline)
3536 def prout(proutline):
3540 def prouts(proutsline):
3542 for c in proutsline:
3543 if not replayfp or replayfp.closed: # Don't slow down replays
3546 if game.options & OPTION_CURSES: # pragma: no cover
3550 if not replayfp or replayfp.closed:
3554 "Get a line of input."
3555 if game.options & OPTION_CURSES: # pragma: no cover
3556 linein = codecs.decode(curwnd.getstr()) + "\n"
3559 if replayfp and not replayfp.closed:
3561 linein = replayfp.readline()
3563 if linein == '': # pragma: no cover
3564 prout("*** Replay finished")
3567 elif linein[0] != "#":
3571 linein = input() + "\n"
3580 "Change windows -- OK for this to be a no-op in tty mode."
3582 if game.options & OPTION_CURSES: # pragma: no cover
3583 if game.cdebug and logfp:
3584 if wnd == fullscreen_window:
3585 legend = "fullscreen"
3586 elif wnd == srscan_window:
3588 elif wnd == report_window:
3590 elif wnd == status_window:
3592 elif wnd == lrscan_window:
3594 elif wnd == message_window:
3596 elif wnd == prompt_window:
3600 logfp.write("#curses: setwnd(%s)\n" % legend)
3602 # Some curses implementations get confused when you try this.
3604 curses.curs_set(wnd in (fullscreen_window, message_window, prompt_window))
3605 except curses.error:
3609 "Clear to end of line -- can be a no-op in tty mode"
3610 if game.options & OPTION_CURSES: # pragma: no cover
3615 "Clear screen -- can be a no-op in tty mode."
3617 if game.options & OPTION_CURSES: # pragma: no cover
3623 def textcolor(color=DEFAULT):
3624 if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES): # pragma: no cover
3625 if color == DEFAULT:
3627 elif color == BLACK:
3628 curwnd.attron(curses.color_pair(curses.COLOR_BLACK))
3630 curwnd.attron(curses.color_pair(curses.COLOR_BLUE))
3631 elif color == GREEN:
3632 curwnd.attron(curses.color_pair(curses.COLOR_GREEN))
3634 curwnd.attron(curses.color_pair(curses.COLOR_CYAN))
3636 curwnd.attron(curses.color_pair(curses.COLOR_RED))
3637 elif color == MAGENTA:
3638 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA))
3639 elif color == BROWN:
3640 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW))
3641 elif color == LIGHTGRAY:
3642 curwnd.attron(curses.color_pair(curses.COLOR_WHITE))
3643 elif color == DARKGRAY:
3644 curwnd.attron(curses.color_pair(curses.COLOR_BLACK) | curses.A_BOLD)
3645 elif color == LIGHTBLUE:
3646 curwnd.attron(curses.color_pair(curses.COLOR_BLUE) | curses.A_BOLD)
3647 elif color == LIGHTGREEN:
3648 curwnd.attron(curses.color_pair(curses.COLOR_GREEN) | curses.A_BOLD)
3649 elif color == LIGHTCYAN:
3650 curwnd.attron(curses.color_pair(curses.COLOR_CYAN) | curses.A_BOLD)
3651 elif color == LIGHTRED:
3652 curwnd.attron(curses.color_pair(curses.COLOR_RED) | curses.A_BOLD)
3653 elif color == LIGHTMAGENTA:
3654 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA) | curses.A_BOLD)
3655 elif color == YELLOW:
3656 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW) | curses.A_BOLD)
3657 elif color == WHITE:
3658 curwnd.attron(curses.color_pair(curses.COLOR_WHITE) | curses.A_BOLD)
3661 if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES): # pragma: no cover
3662 curwnd.attron(curses.A_REVERSE)
3665 # Things past this point have policy implications.
3669 "Hook to be called after moving to redraw maps."
3670 if game.options & OPTION_CURSES: # pragma: no cover
3673 setwnd(srscan_window)
3677 setwnd(status_window)
3678 status_window.clear()
3679 status_window.move(0, 0)
3680 setwnd(report_window)
3681 report_window.clear()
3682 report_window.move(0, 0)
3684 setwnd(lrscan_window)
3685 lrscan_window.clear()
3686 lrscan_window.move(0, 0)
3687 lrscan(silent=False)
3689 def put_srscan_sym(w, sym): # pragma: no cover
3690 "Emit symbol for short-range scan."
3691 srscan_window.move(w.i+1, w.j*2+2)
3692 srscan_window.addch(sym)
3693 srscan_window.refresh()
3696 "Enemy fall down, go boom."
3697 if game.options & OPTION_CURSES: # pragma: no cover
3699 setwnd(srscan_window)
3700 srscan_window.attron(curses.A_REVERSE)
3701 put_srscan_sym(w, game.quad[w.i][w.j])
3705 srscan_window.attroff(curses.A_REVERSE)
3706 put_srscan_sym(w, game.quad[w.i][w.j])
3707 curses.delay_output(500)
3708 setwnd(message_window)
3711 "Sound and visual effects for teleportation."
3712 if game.options & OPTION_CURSES: # pragma: no cover
3714 setwnd(message_window)
3716 prouts(" . . . . . ")
3717 if game.options & OPTION_CURSES: # pragma: no cover
3718 #curses.delay_output(1000)
3722 def tracktorpedo(w, step, i, n, iquad):
3723 "Torpedo-track animation."
3724 if not game.options & OPTION_CURSES:
3728 proutn(_("Track for torpedo number %d- ") % (i+1))
3731 proutn(_("Torpedo track- "))
3732 elif step in {4, 9}:
3735 else: # pragma: no cover
3736 if not damaged(DSRSENS) or game.condition=="docked":
3737 if i != 0 and step == 1:
3740 if iquad in {'.', ' '}:
3741 put_srscan_sym(w, '+')
3745 put_srscan_sym(w, iquad)
3747 curwnd.attron(curses.A_REVERSE)
3748 put_srscan_sym(w, iquad)
3752 curwnd.attroff(curses.A_REVERSE)
3753 put_srscan_sym(w, iquad)
3758 "Display the current galaxy chart."
3759 if game.options & OPTION_CURSES: # pragma: no cover
3760 setwnd(message_window)
3761 message_window.clear()
3763 if game.options & OPTION_TTY:
3768 def prstat(txt, data):
3770 if game.options & OPTION_CURSES: # pragma: no cover
3772 setwnd(status_window)
3774 proutn(" " * (NSYM - len(txt)))
3777 if game.options & OPTION_CURSES: # pragma: no cover
3778 setwnd(report_window)
3780 # Code from moving.c begins here
3782 def imove(icourse=None, noattack=False):
3783 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3786 def newquadrant(noattack):
3787 # Leaving quadrant -- allow final enemy attack
3788 # Don't set up attack if being pushed by nova or cloaked
3789 if len(game.enemies) != 0 and not noattack and not game.iscloaked:
3791 for enemy in game.enemies:
3792 finald = (w - enemy.location).distance()
3793 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3794 # Stas Sergeev added the condition
3795 # that attacks only happen if Klingons
3796 # are present and your skill is good.
3797 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3798 attack(torps_ok=False)
3801 # check for edge of galaxy
3805 if icourse.final.i < 0:
3806 icourse.final.i = -icourse.final.i
3808 if icourse.final.j < 0:
3809 icourse.final.j = -icourse.final.j
3811 if icourse.final.i >= GALSIZE*QUADSIZE:
3812 icourse.final.i = (GALSIZE*QUADSIZE*2) - icourse.final.i
3814 if icourse.final.j >= GALSIZE*QUADSIZE:
3815 icourse.final.j = (GALSIZE*QUADSIZE*2) - icourse.final.j
3823 if game.nkinks == 3:
3824 # Three strikes -- you're out!
3828 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3829 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3830 prout(_("YOU WILL BE DESTROYED."))
3831 # Compute final position in new quadrant
3832 if trbeam: # Don't bother if we are to be beamed
3834 game.quadrant = icourse.final.quadrant()
3835 game.sector = icourse.final.sector()
3837 prout(_("Entering Quadrant %s.") % game.quadrant)
3838 game.quad[game.sector.i][game.sector.j] = game.ship
3840 if game.skill>SKILL_NOVICE:
3841 attack(torps_ok=False)
3843 def check_collision(h):
3844 iquad = game.quad[h.i][h.j]
3846 # object encountered in flight path
3847 stopegy = 50.0*icourse.distance/game.optime
3848 if iquad in ('T', 'K', 'C', 'S', 'R', '?'):
3849 for enemy in game.enemies:
3850 if enemy.location == h:
3851 collision(rammed=False, enemy=enemy)
3853 # This should not happen
3854 prout(_("Which way did he go?")) # pragma: no cover
3855 return False # pragma: no cover
3858 prouts(_("***RED ALERT! RED ALERT!"))
3860 proutn("***" + crmshp())
3861 proutn(_(" pulled into black hole at Sector %s") % h)
3862 # Getting pulled into a black hole was certain
3863 # death in Almy's original. Stas Sergeev added a
3864 # possibility that you'll get timewarped instead.
3866 for m in range(NDEVICES):
3867 if game.damage[m]>0:
3869 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3870 if (game.options & OPTION_BLKHOLE) and rnd.withprob(1-probf):
3880 prout(_(" encounters Tholian web at %s;") % h)
3882 prout(_(" blocked by object at %s;") % h)
3883 proutn(_("Emergency stop required "))
3884 prout(_("%2d units of energy.") % int(stopegy))
3885 game.energy -= stopegy
3886 if game.energy <= 0:
3893 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3894 game.inorbit = False
3895 # If tractor beam is to occur, don't move full distance
3896 if game.state.date+game.optime >= scheduled(FTBEAM):
3898 # We can't be tractor beamed if cloaked,
3899 # so move the event into the future
3900 postpone(FTBEAM, game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
3903 game.condition = "red"
3904 icourse.distance = icourse.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3905 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3907 game.quad[game.sector.i][game.sector.j] = '.'
3908 for _m in range(icourse.moves):
3910 w = icourse.sector()
3911 if icourse.origin.quadrant() != icourse.location.quadrant():
3912 newquadrant(noattack)
3914 elif check_collision(w):
3915 prout(_("Collision detected"))
3919 # We're in destination quadrant -- compute new average enemy distances
3920 game.quad[game.sector.i][game.sector.j] = game.ship
3922 for enemy in game.enemies:
3923 finald = (w-enemy.location).distance()
3924 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3925 enemy.kdist = finald
3927 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3928 attack(torps_ok=False)
3929 for enemy in game.enemies:
3930 enemy.kavgd = enemy.kdist
3933 setwnd(message_window)
3936 "Dock our ship at a starbase."
3938 if game.condition == "docked" and verbose:
3939 prout(_("Already docked."))
3942 prout(_("You must first leave standard orbit."))
3944 if game.base is None or not game.base.valid_sector():
3945 prout(_("No starbase available for docking in this quadrant."))
3947 if (abs(game.sector.i-game.base.i) > 1) or (abs(game.sector.j-game.base.j) > 1):
3948 prout(crmshp() + _(" not adjacent to base."))
3951 prout(_("You cannot dock while cloaked."))
3953 game.condition = "docked"
3957 if game.energy < game.inenrg:
3958 game.energy = game.inenrg
3959 game.shield = game.inshld
3960 game.torps = game.intorps
3961 game.lsupres = game.inlsr
3962 game.state.crew = FULLCREW
3963 if game.brigcapacity-game.brigfree > 0:
3964 prout(_("%d captured Klingons transferred to base") % (game.brigcapacity-game.brigfree))
3965 game.kcaptured += game.brigcapacity-game.brigfree
3966 game.brigfree = game.brigcapacity
3967 if communicating() and \
3968 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3969 # get attack report from base
3970 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3974 def cartesian(loc1=None, loc2=None):
3976 return game.quadrant * QUADSIZE + game.sector
3978 return game.quadrant * QUADSIZE + loc1
3980 return loc1 * QUADSIZE + loc2
3982 def getcourse(isprobe):
3983 "Get a course and distance from the user."
3985 dquad = copy.copy(game.quadrant)
3986 navmode = "unspecified"
3990 if game.landed and not isprobe:
3991 prout(_("Dummy! You can't leave standard orbit until you"))
3992 proutn(_("are back aboard the ship."))
3995 while navmode == "unspecified":
3996 if damaged(DNAVSYS):
3998 prout(_("Computer damaged; manual navigation only"))
4000 prout(_("Computer damaged; manual movement only"))
4005 key = scanner.nexttok()
4007 proutn(_("Manual or automatic- "))
4010 elif key == "IHALPHA":
4011 if scanner.sees("manual"):
4013 key = scanner.nexttok()
4015 elif scanner.sees("automatic"):
4016 navmode = "automatic"
4017 key = scanner.nexttok()
4025 prout(_("(Manual navigation assumed.)"))
4027 prout(_("(Manual movement assumed.)"))
4031 if navmode == "automatic":
4032 while key == "IHEOL":
4034 proutn(_("Target quadrant or quadrant§or- "))
4036 proutn(_("Destination sector or quadrant§or- "))
4039 key = scanner.nexttok()
4040 scanner.push(scanner.token) # Something IHREAL or IHALPHA awaits us
4041 first = scanner.getcoord()
4045 if scanner.type == "IHEOL":
4048 scanner.push(scanner.token)
4049 second = scanner.getcoord()
4053 if second is not None:
4059 # only one pair of numbers was specified
4061 # only quadrant specified -- go to center of dest quad
4064 dsect.j = dsect.i = (QUADSIZE/2)-1 # preserves 1-origin behavior
4066 # only sector specified
4070 if not dquad.valid_quadrant() or not dsect.valid_sector():
4077 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
4079 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
4080 # the actual deltas get computed here
4081 delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
4082 delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
4084 while key == "IHEOL":
4085 proutn(_("X and Y displacements- "))
4088 key = scanner.nexttok()
4091 delta.j = scanner.real
4095 key = scanner.nexttok()
4097 delta.i = scanner.real
4098 elif key == "IHEOL":
4104 # Check for zero movement
4105 if delta.i == 0 and delta.j == 0:
4108 if itemp == "verbose" and not isprobe:
4110 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
4112 return course(bearing=delta.bearing(), distance=delta.distance())
4115 def __init__(self, bearing, distance, origin=None):
4116 self.distance = distance
4117 self.bearing = bearing
4119 self.origin = cartesian(game.quadrant, game.sector)
4121 self.origin = origin
4122 # The bearing() code we inherited from FORTRAN is actually computing
4123 # clockface directions!
4124 if self.bearing < 0.0:
4125 self.bearing += 12.0
4126 self.angle = ((15.0 - self.bearing) * 0.5235988)
4127 self.increment = Coord(-math.sin(self.angle), math.cos(self.angle))
4128 bigger = max(abs(self.increment.i), abs(self.increment.j))
4129 self.increment /= bigger
4130 self.moves = int(round(10*self.distance*bigger))
4132 self.final = (self.location + self.moves*self.increment).roundtogrid()
4133 self.location = self.origin
4134 self.nextlocation = None
4136 self.location = self.origin
4139 return self.location.roundtogrid() == self.final
4141 "Next step on course."
4143 self.nextlocation = self.location + self.increment
4144 samequad = (self.location.quadrant() == self.nextlocation.quadrant())
4145 self.location = self.nextlocation
4148 return self.location.quadrant()
4150 return self.location.sector()
4152 return self.distance*(w**3)*(game.shldup+1)
4154 return 10.0*self.distance/w**2
4157 "Move under impulse power."
4159 if damaged(DIMPULS):
4162 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4164 if game.energy > 30.0:
4166 icourse = getcourse(isprobe=False)
4169 power = 20.0 + 100.0*icourse.distance
4172 if power >= game.energy:
4173 # Insufficient power for trip
4175 prout(_("First Officer Spock- \"Captain, the impulse engines"))
4176 prout(_("require 20.0 units to engage, plus 100.0 units per"))
4177 if game.energy > 30:
4178 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
4179 int(0.01 * (game.energy-20.0)-0.05))
4180 prout(_(" quadrants.\""))
4182 prout(_("quadrant. They are, therefore, useless.\""))
4185 # Make sure enough time is left for the trip
4186 game.optime = icourse.distance/0.095
4187 if game.optime >= game.state.remtime:
4188 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4189 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4190 proutn(_("we dare spend the time?\" "))
4193 # Activate impulse engines and pay the cost
4194 imove(icourse, noattack=False)
4198 power = 20.0 + 100.0*icourse.distance
4199 game.energy -= power
4200 game.optime = icourse.distance/0.095
4201 if game.energy <= 0:
4205 def warp(wcourse, involuntary):
4206 "Move under warp drive."
4207 blooey = False; twarp = False
4208 if not involuntary: # Not WARPX entry
4213 prout(_("Engineer Scott- \"The warp engines can not be used while cloaked, Sir.\""))
4215 if game.damage[DWARPEN] > 10.0:
4218 prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
4220 if damaged(DWARPEN) and game.warpfac > 4.0:
4223 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4224 prout(_(" is repaired, I can only give you warp 4.\""))
4226 # Read in course and distance
4229 wcourse = getcourse(isprobe=False)
4232 # Make sure starship has enough energy for the trip
4233 # Note: this formula is slightly different from the C version,
4234 # and lets you skate a bit closer to the edge.
4235 if wcourse.power(game.warpfac) >= game.energy:
4236 # Insufficient power for trip
4239 prout(_("Engineering to bridge--"))
4240 if not game.shldup or 0.5*wcourse.power(game.warpfac) > game.energy:
4241 iwarp = (game.energy/(wcourse.distance+0.05)) ** 0.333333333
4243 prout(_("We can't do it, Captain. We don't have enough energy."))
4245 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4248 prout(_("if you'll lower the shields."))
4252 prout(_("We haven't the energy to go that far with the shields up."))
4254 # Make sure enough time is left for the trip
4255 game.optime = wcourse.time(game.warpfac)
4256 if game.optime >= 0.8*game.state.remtime:
4258 prout(_("First Officer Spock- \"Captain, I compute that such"))
4259 proutn(_(" a trip would require approximately %2.0f") %
4260 (100.0*game.optime/game.state.remtime))
4261 prout(_(" percent of our"))
4262 proutn(_(" remaining time. Are you sure this is wise?\" "))
4268 if game.warpfac > 6.0:
4269 # Decide if engine damage will occur
4270 # ESR: Seems wrong. Probability of damage goes *down* with distance?
4271 prob = wcourse.distance*(6.0-game.warpfac)**2/66.666666666
4272 if prob > rnd.real():
4274 wcourse.distance = rnd.real(wcourse.distance)
4275 # Decide if time warp will occur
4276 if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > rnd.real():
4278 if game.idebug and game.warpfac==10 and not twarp: # pragma: no cover
4280 proutn("=== Force time warp? ")
4284 # If time warp or engine damage, check path
4285 # If it is obstructed, don't do warp or damage
4286 look = wcourse.moves
4290 w = wcourse.sector()
4291 if not w.valid_sector():
4293 if game.quad[w.i][w.j] != '.':
4297 # Activate Warp Engines and pay the cost
4298 imove(wcourse, noattack=False)
4301 game.energy -= wcourse.power(game.warpfac)
4302 if game.energy <= 0:
4304 game.optime = wcourse.time(game.warpfac)
4308 game.damage[DWARPEN] = game.damfac * rnd.real(1.0, 4.0)
4310 prout(_("Engineering to bridge--"))
4311 prout(_(" Scott here. The warp engines are damaged."))
4312 prout(_(" We'll have to reduce speed to warp 4."))
4317 "Change the warp factor."
4319 key=scanner.nexttok()
4323 proutn(_("Warp factor- "))
4327 if game.damage[DWARPEN] > 10.0:
4328 prout(_("Warp engines inoperative."))
4330 if damaged(DWARPEN) and scanner.real > 4.0:
4331 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4332 prout(_(" but right now we can only go warp 4.\""))
4334 if scanner.real > 10.0:
4335 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4337 if scanner.real < 1.0:
4338 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4340 oldfac = game.warpfac
4341 game.warpfac = scanner.real
4342 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4343 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4346 if game.warpfac < 8.00:
4347 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4349 if game.warpfac == 10.0:
4350 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4352 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4356 "Cope with being tossed out of quadrant by supernova or yanked by beam."
4358 # is captain on planet?
4360 if damaged(DTRANSP):
4363 prout(_("Scotty rushes to the transporter controls."))
4365 prout(_("But with the shields up it's hopeless."))
4367 prouts(_("His desperate attempt to rescue you . . ."))
4368 if rnd.withprob(0.5):
4372 prout(_("SUCCEEDS!"))
4375 proutn(_("The crystals mined were "))
4376 if rnd.withprob(0.25):
4383 # Check to see if captain in shuttle craft
4388 # Inform captain of attempt to reach safety
4392 prouts(_("***RED ALERT! RED ALERT!"))
4394 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4395 prouts(_(" a supernova."))
4397 prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
4398 prout(_("safely out of quadrant."))
4399 if not damaged(DRADIO):
4400 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
4401 # Try to use warp engines
4402 if damaged(DWARPEN):
4404 prout(_("Warp engines damaged."))
4407 game.warpfac = rnd.real(6.0, 8.0)
4408 prout(_("Warp factor set to %d") % int(game.warpfac))
4409 power = 0.75*game.energy
4410 dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4411 dist = max(dist, rnd.real(math.sqrt(2)))
4412 bugout = course(bearing=rnd.real(12), distance=dist) # How dumb!
4413 game.optime = bugout.time(game.warpfac)
4415 game.inorbit = False
4416 warp(bugout, involuntary=True)
4418 # This is bad news, we didn't leave quadrant.
4422 prout(_("Insufficient energy to leave quadrant."))
4425 # Repeat if another snova
4426 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
4429 finish(FWON) # Snova killed remaining enemy.
4432 "Let's do the time warp again."
4433 prout(_("***TIME WARP ENTERED."))
4434 if game.state.snap and rnd.withprob(0.5):
4436 prout(_("You are traveling backwards in time %d stardates.") %
4437 int(game.state.date-game.snapsht.date))
4438 game.state = game.snapsht
4439 game.state.snap = False
4440 if len(game.state.kcmdr):
4441 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4442 schedule(FBATTAK, expran(0.3*game.intime))
4443 schedule(FSNOVA, expran(0.5*game.intime))
4444 # next snapshot will be sooner
4445 schedule(FSNAP, expran(0.25*game.state.remtime))
4447 if game.state.nscrem:
4448 schedule(FSCMOVE, 0.2777)
4452 game.battle.invalidate()
4453 # Make sure Galileo is consistant -- Snapshot may have been taken
4454 # when on planet, which would give us two Galileos!
4456 for l in range(game.inplan):
4457 if game.state.planets[l].known == "shuttle_down":
4459 if game.iscraft == "onship" and game.ship=='E':
4460 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4461 game.iscraft = "offship"
4462 # Likewise, if in the original time the Galileo was abandoned, but
4463 # was on ship earlier, it would have vanished -- let's restore it.
4464 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4465 prout(_("Chekov- \"Security reports the Galileo has reappeared in the dock!\""))
4466 game.iscraft = "onship"
4467 # There used to be code to do the actual reconstrction here,
4468 # but the starchart is now part of the snapshotted galaxy state.
4469 prout(_("Spock has reconstructed a correct star chart from memory"))
4471 # Go forward in time
4472 game.optime = expran(0.5*game.intime)
4473 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4474 # cheat to make sure no tractor beams occur during time warp
4475 postpone(FTBEAM, game.optime)
4476 game.damage[DRADIO] += game.optime
4478 events() # Stas Sergeev added this -- do pending events
4481 "Launch deep-space probe."
4482 # New code to launch a deep space probe
4483 if game.nprobes == 0:
4486 if game.ship == 'E':
4487 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4489 prout(_("Ye Faerie Queene has no deep space probes."))
4494 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4496 if is_scheduled(FDSPROB):
4499 if damaged(DRADIO) and game.condition != "docked":
4500 prout(_("Spock- \"Records show the previous probe has not yet"))
4501 prout(_(" reached its destination.\""))
4503 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4505 key = scanner.nexttok()
4507 if game.nprobes == 1:
4508 prout(_("1 probe left."))
4510 prout(_("%d probes left") % game.nprobes)
4511 proutn(_("Are you sure you want to fire a probe? "))
4514 game.isarmed = False
4515 if key == "IHALPHA" and scanner.token == "armed":
4517 key = scanner.nexttok()
4518 elif key == "IHEOL":
4519 proutn(_("Arm NOVAMAX warhead? "))
4521 elif key == "IHREAL": # first element of course
4522 scanner.push(scanner.token)
4524 game.probe = getcourse(isprobe=True)
4528 schedule(FDSPROB, 0.01) # Time to move one sector
4529 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4534 "Yell for help from nearest starbase."
4535 # There's more than one way to move in this game!
4537 # Test for conditions which prevent calling for help
4538 if game.condition == "docked":
4539 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4542 prout(_("Subspace radio damaged."))
4544 if not game.state.baseq:
4545 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4548 prout(_("You must be aboard the %s.") % crmshp())
4550 # OK -- call for help from nearest starbase
4553 # There's one in this quadrant
4554 ddist = (game.base - game.sector).distance()
4556 ibq = None # Force base-quadrant game to persist past loop
4558 for ibq in game.state.baseq:
4559 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4563 prout(_("No starbases remain. You are alone in a hostile galaxy."))
4565 # Since starbase not in quadrant, set up new quadrant
4568 # dematerialize starship
4569 game.quad[game.sector.i][game.sector.j]='.'
4570 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4571 % (game.quadrant, crmshp()))
4572 game.sector.invalidate()
4573 for m in range(1, 5+1):
4574 w = game.base.scatter()
4575 if w.valid_sector() and game.quad[w.i][w.j]=='.':
4576 # found one -- finish up
4579 if game.sector is None:
4580 prout(_("You have been lost in space..."))
4581 finish(FMATERIALIZE)
4583 # Give starbase three chances to rematerialize starship
4584 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4585 for m in range(1, 3+1):
4586 if m == 1: proutn(_("1st"))
4587 elif m == 2: proutn(_("2nd"))
4588 elif m == 3: proutn(_("3rd"))
4589 proutn(_(" attempt to re-materialize ") + crmshp())
4590 game.quad[game.sector.i][game.sector.j]=('-','o','O')[m-1]
4593 if rnd.real() > probf:
4597 if game.options & OPTION_CURSES: # pragma: no cover
4598 curses.delay_output(500)
4600 game.quad[game.sector.i][game.sector.j]='?'
4603 setwnd(message_window)
4604 finish(FMATERIALIZE)
4606 game.quad[game.sector.i][game.sector.j]=game.ship
4608 prout(_("succeeds."))
4612 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4617 if game.condition=="docked":
4619 prout(_("You cannot abandon Ye Faerie Queene."))
4622 # Must take shuttle craft to exit
4623 if game.damage[DSHUTTL]==-1:
4624 prout(_("Ye Faerie Queene has no shuttle craft."))
4626 if game.damage[DSHUTTL]<0:
4627 prout(_("Shuttle craft now serving Big Macs."))
4629 if game.damage[DSHUTTL]>0:
4630 prout(_("Shuttle craft damaged."))
4633 prout(_("You must be aboard the ship."))
4635 if game.iscraft != "onship":
4636 prout(_("Shuttle craft not currently available."))
4638 # Emit abandon ship messages
4640 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4642 prouts(_("***ALL HANDS ABANDON SHIP!"))
4644 prout(_("Captain and crew escape in shuttle craft."))
4645 if not game.state.baseq:
4646 # Oops! no place to go...
4649 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4651 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4652 prout(_("Remainder of ship's complement beam down"))
4653 prout(_("to nearest habitable planet."))
4654 elif q.planet is not None and not damaged(DTRANSP):
4655 prout(_("Remainder of ship's complement beam down to %s.") %
4658 prout(_("Entire crew of %d left to die in outer space.") %
4660 game.casual += game.state.crew
4661 game.abandoned += game.state.crew
4662 # If at least one base left, give 'em the Faerie Queene
4664 game.icrystl = False # crystals are lost
4665 game.nprobes = 0 # No probes
4666 prout(_("You are captured by Klingons and released to"))
4667 prout(_("the Federation in a prisoner-of-war exchange."))
4668 nb = rnd.integer(len(game.state.baseq))
4669 # Set up quadrant and position FQ adjacient to base
4670 if not game.quadrant == game.state.baseq[nb]:
4671 game.quadrant = game.state.baseq[nb]
4672 game.sector.i = game.sector.j = 5
4675 # position next to base by trial and error
4676 game.quad[game.sector.i][game.sector.j] = '.'
4678 for l in range(QUADSIZE):
4679 game.sector = game.base.scatter()
4680 if game.sector.valid_sector() and \
4681 game.quad[game.sector.i][game.sector.j] == '.':
4684 break # found a spot
4685 game.sector.i=QUADSIZE/2
4686 game.sector.j=QUADSIZE/2
4688 # Get new commission
4689 game.quad[game.sector.i][game.sector.j] = game.ship = 'F'
4690 game.state.crew = FULLCREW
4691 prout(_("Starfleet puts you in command of another ship,"))
4692 prout(_("the Faerie Queene, which is antiquated but,"))
4693 prout(_("still useable."))
4695 prout(_("The dilithium crystals have been moved."))
4697 game.iscraft = "offship" # Galileo disappears
4699 game.condition="docked"
4700 for l in range(NDEVICES):
4701 game.damage[l] = 0.0
4702 game.damage[DSHUTTL] = -1
4703 game.energy = game.inenrg = 3000.0
4704 game.shield = game.inshld = 1250.0
4705 game.torps = game.intorps = 6
4706 game.lsupres=game.inlsr=3.0
4709 game.brigfree = game.brigcapacity = 300
4712 # Code from planets.c begins here.
4715 "Abort a lengthy operation if an event interrupts it."
4718 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
4723 "Report on (uninhabited) planets in the galaxy."
4727 prout(_("Spock- \"Planet report follows, Captain.\""))
4729 for i in range(game.inplan):
4730 if game.state.planets[i].pclass == "destroyed":
4732 if (game.state.planets[i].known != "unknown" \
4733 and not game.state.planets[i].inhabited) \
4736 if game.idebug and game.state.planets[i].known=="unknown":
4737 proutn("(Unknown) ")
4738 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4739 proutn(_(" class "))
4740 proutn(game.state.planets[i].pclass)
4742 if game.state.planets[i].crystals != "present":
4744 prout(_("dilithium crystals present."))
4745 if game.state.planets[i].known=="shuttle_down":
4746 prout(_(" Shuttle Craft Galileo on surface."))
4748 prout(_("No information available."))
4751 "Enter standard orbit."
4755 prout(_("Already in standard orbit."))
4757 if damaged(DWARPEN) and damaged(DIMPULS):
4758 prout(_("Both warp and impulse engines damaged."))
4760 if game.plnet is None:
4761 prout("There is no planet in this sector.")
4763 if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4764 prout(crmshp() + _(" not adjacent to planet."))
4767 game.optime = rnd.real(0.02, 0.05)
4768 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4772 game.height = rnd.real(1400, 8600)
4773 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4778 "Examine planets in this quadrant."
4779 if damaged(DSRSENS):
4780 if game.options & OPTION_TTY:
4781 prout(_("Short range sensors damaged."))
4783 if game.iplnet is None:
4784 if game.options & OPTION_TTY:
4785 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4787 if game.iplnet.known == "unknown":
4788 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4790 prout(_(" Planet at Sector %s is of class %s.") %
4791 (game.plnet, game.iplnet.pclass))
4792 if game.iplnet.known=="shuttle_down":
4793 prout(_(" Sensors show Galileo still on surface."))
4794 proutn(_(" Readings indicate"))
4795 if game.iplnet.crystals != "present":
4797 prout(_(" dilithium crystals present.\""))
4798 if game.iplnet.known == "unknown":
4799 game.iplnet.known = "known"
4800 elif game.iplnet.inhabited:
4801 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4802 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4805 "Use the transporter."
4809 if damaged(DTRANSP):
4810 prout(_("Transporter damaged."))
4811 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4813 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4817 if not game.inorbit:
4818 prout(crmshp() + _(" not in standard orbit."))
4821 prout(_("Impossible to transport through shields."))
4823 if game.iplnet.known=="unknown":
4824 prout(_("Spock- \"Captain, we have no information on this planet"))
4825 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4826 prout(_(" you may not go down.\""))
4828 if not game.landed and game.iplnet.crystals=="absent":
4829 prout(_("Spock- \"Captain, I fail to see the logic in"))
4830 prout(_(" exploring a planet with no dilithium crystals."))
4831 proutn(_(" Are you sure this is wise?\" "))
4835 if (game.options & OPTION_ALMY):
4836 nrgneed = 50 * game.skill + game.height / 100.0
4837 if nrgneed > game.energy:
4838 prout(_("Engineering to bridge--"))
4839 prout(_(" Captain, we don't have enough energy for transportation."))
4841 if not game.landed and nrgneed * 2 > game.energy:
4842 prout(_("Engineering to bridge--"))
4843 prout(_(" Captain, we have enough energy only to transport you down to"))
4844 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4845 if game.iplnet.known == "shuttle_down":
4846 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4847 proutn(_(" Are you sure this is wise?\" "))
4852 # Coming from planet
4853 if game.iplnet.known=="shuttle_down":
4854 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4858 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4859 prout(_("Landing party assembled, ready to beam up."))
4861 prout(_("Kirk whips out communicator..."))
4862 prouts(_("BEEP BEEP BEEP"))
4864 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4867 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4869 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4871 prout(_("Kirk- \"Energize.\""))
4874 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4876 if not rnd.withprob(0.98):
4877 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4879 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4882 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4883 game.landed = not game.landed
4884 game.energy -= nrgneed
4886 prout(_("Transport complete."))
4887 if game.landed and game.iplnet.known=="shuttle_down":
4888 prout(_("The shuttle craft Galileo is here!"))
4889 if not game.landed and game.imine:
4896 "Strip-mine a world for dilithium."
4900 prout(_("Mining party not on planet."))
4902 if game.iplnet.crystals == "mined":
4903 prout(_("This planet has already been strip-mined for dilithium."))
4905 elif game.iplnet.crystals == "absent":
4906 prout(_("No dilithium crystals on this planet."))
4909 prout(_("You've already mined enough crystals for this trip."))
4911 if game.icrystl and game.cryprob == 0.05:
4912 prout(_("With all those fresh crystals aboard the ") + crmshp())
4913 prout(_("there's no reason to mine more at this time."))
4915 game.optime = rnd.real(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4918 prout(_("Mining operation complete."))
4919 game.iplnet.crystals = "mined"
4920 game.imine = game.ididit = True
4923 "Use dilithium crystals."
4927 if not game.icrystl:
4928 prout(_("No dilithium crystals available."))
4930 if game.energy >= 1000:
4931 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4932 prout(_(" except when Condition Yellow exists."))
4934 prout(_("Spock- \"Captain, I must warn you that loading"))
4935 prout(_(" raw dilithium crystals into the ship's power"))
4936 prout(_(" system may risk a severe explosion."))
4937 proutn(_(" Are you sure this is wise?\" "))
4942 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4943 prout(_(" Mr. Spock and I will try it.\""))
4945 prout(_("Spock- \"Crystals in place, Sir."))
4946 prout(_(" Ready to activate circuit.\""))
4948 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4950 if rnd.withprob(game.cryprob):
4951 prouts(_(" \"Activating now! - - No good! It's***"))
4953 prouts(_("***RED ALERT! RED A*L********************************"))
4956 prouts(_("****************** KA-BOOM!!!! *******************"))
4960 game.energy += rnd.real(5000.0, 5500.0)
4961 prouts(_(" \"Activating now! - - "))
4962 prout(_("The instruments"))
4963 prout(_(" are going crazy, but I think it's"))
4964 prout(_(" going to work!! Congratulations, Sir!\""))
4969 "Use shuttlecraft for planetary jaunt."
4972 if damaged(DSHUTTL):
4973 if game.damage[DSHUTTL] == -1.0:
4974 if game.inorbit and game.iplnet.known == "shuttle_down":
4975 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4977 prout(_("Ye Faerie Queene had no shuttle craft."))
4978 elif game.damage[DSHUTTL] > 0:
4979 prout(_("The Galileo is damaged."))
4980 else: # game.damage[DSHUTTL] < 0
4981 prout(_("Shuttle craft is now serving Big Macs."))
4983 if not game.inorbit:
4984 prout(crmshp() + _(" not in standard orbit."))
4986 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4987 prout(_("Shuttle craft not currently available."))
4989 if not game.landed and game.iplnet.known=="shuttle_down":
4990 prout(_("You will have to beam down to retrieve the shuttle craft."))
4992 if game.shldup or game.condition == "docked":
4993 prout(_("Shuttle craft cannot pass through shields."))
4995 if game.iplnet.known=="unknown":
4996 prout(_("Spock- \"Captain, we have no information on this planet"))
4997 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4998 prout(_(" you may not fly down.\""))
5000 game.optime = 3.0e-5*game.height
5001 if game.optime >= 0.8*game.state.remtime:
5002 prout(_("First Officer Spock- \"Captain, I compute that such"))
5003 proutn(_(" a maneuver would require approximately %2d%% of our") % \
5004 int(100*game.optime/game.state.remtime))
5005 prout(_("remaining time."))
5006 proutn(_("Are you sure this is wise?\" "))
5012 if game.iscraft == "onship":
5014 if not damaged(DTRANSP):
5015 proutn(_("Spock- \"Would you rather use the transporter?\" "))
5019 proutn(_("Shuttle crew"))
5021 proutn(_("Rescue party"))
5022 prout(_(" boards Galileo and swoops toward planet surface."))
5023 game.iscraft = "offship"
5027 game.iplnet.known="shuttle_down"
5028 prout(_("Trip complete."))
5031 # Ready to go back to ship
5032 prout(_("You and your mining party board the"))
5033 prout(_("shuttle craft for the trip back to the Enterprise."))
5035 prouts(_("The short hop begins . . ."))
5037 game.iplnet.known="known"
5043 game.iscraft = "onship"
5049 prout(_("Trip complete."))
5052 # Kirk on ship and so is Galileo
5053 prout(_("Mining party assembles in the hangar deck,"))
5054 prout(_("ready to board the shuttle craft \"Galileo\"."))
5056 prouts(_("The hangar doors open; the trip begins."))
5059 game.iscraft = "offship"
5062 game.iplnet.known = "shuttle_down"
5065 prout(_("Trip complete."))
5069 "Use the big zapper."
5073 if game.ship != 'E':
5074 prout(_("Ye Faerie Queene has no death ray."))
5076 if len(game.enemies)==0:
5077 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
5080 prout(_("Death Ray is damaged."))
5082 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
5083 prout(_(" is highly unpredictible. Considering the alternatives,"))
5084 proutn(_(" are you sure this is wise?\" "))
5087 prout(_("Spock- \"Acknowledged.\""))
5090 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
5092 prout(_("Crew scrambles in emergency preparation."))
5093 prout(_("Spock and Scotty ready the death ray and"))
5094 prout(_("prepare to channel all ship's power to the device."))
5096 prout(_("Spock- \"Preparations complete, sir.\""))
5097 prout(_("Kirk- \"Engage!\""))
5099 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
5102 # Ugh. This test (For Tom Almy's death-ray upgrade) was inverted for a long time.
5103 # Furthermore, somebody (ESR or Stas?) changed Tom Almy's 0.7 upgraded chance of
5105 if game.options & OPTION_ALMY:
5109 prouts(_("Sulu- \"Captain! It's working!\""))
5111 while len(game.enemies) > 0:
5112 deadkl(game.enemies[-1].location, game.quad[game.enemies[-1].location.i][game.enemies[-1].location.j],game.enemies[-1].location)
5113 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
5114 if game.unwon() == 0:
5116 if (game.options & OPTION_ALMY):
5117 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
5118 if rnd.withprob(0.05):
5119 prout(_(" is still operational.\""))
5121 prout(_(" has been rendered nonfunctional.\""))
5122 game.damage[DDRAY] = 39.95
5124 r = rnd.real() # Pick failure method
5126 prouts(_("Sulu- \"Captain! It's working!\""))
5128 prouts(_("***RED ALERT! RED ALERT!"))
5130 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
5132 prouts(_("***RED ALERT! RED A*L********************************"))
5135 prouts(_("****************** KA-BOOM!!!! *******************"))
5140 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
5142 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
5144 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
5145 prout(_(" have apparently been transformed into strange mutations."))
5146 prout(_(" Vulcans do not seem to be affected."))
5148 prout(_("Kirk- \"Raauch! Raauch!\""))
5152 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
5154 proutn(_("Spock- \"I believe the word is"))
5155 prouts(_(" *ASTONISHING*"))
5156 prout(_(" Mr. Sulu."))
5157 for i in range(QUADSIZE):
5158 for j in range(QUADSIZE):
5159 if game.quad[i][j] == '.':
5160 game.quad[i][j] = '?'
5161 prout(_(" Captain, our quadrant is now infested with"))
5162 prouts(_(" - - - - - - *THINGS*."))
5164 prout(_(" I have no logical explanation.\""))
5166 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
5168 prout(_("Scotty- \"There are so many tribbles down here"))
5169 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
5173 # Code from reports.c begins here
5175 def attackreport(curt):
5176 "eport status of bases under attack."
5178 if is_scheduled(FCDBAS):
5179 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
5180 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
5181 elif game.isatb == 1:
5182 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
5183 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
5185 prout(_("No Starbase is currently under attack."))
5187 if is_scheduled(FCDBAS):
5188 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5190 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5194 # report on general game status
5196 # pylint: disable=consider-using-ternary
5197 s1 = (game.thawed and _("thawed ")) or ""
5198 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5199 s3 = (None, _("novice"), _("fair"),
5200 _("good"), _("expert"), _("emeritus"))[game.skill]
5201 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5202 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5203 prout(_("No plaque is allowed."))
5205 prout(_("This is tournament game %d.") % game.tourn)
5206 prout(_("Your secret password is \"%s\"") % game.passwd)
5207 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - game.unwon()),
5208 (game.inkling + game.incom + game.inscom)))
5209 if game.incom - len(game.state.kcmdr):
5210 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
5211 elif game.inkling - game.remkl() + (game.inscom - game.state.nscrem) > 0:
5212 prout(_(", but no Commanders."))
5215 if game.skill > SKILL_FAIR:
5216 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5217 if len(game.state.baseq) != game.inbase:
5219 if game.inbase-len(game.state.baseq)==1:
5220 proutn(_("has been 1 base"))
5222 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
5223 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
5225 prout(_("There are %d bases.") % game.inbase)
5226 if communicating() or game.iseenit:
5227 # Don't report this if not seen and
5228 # either the radio is dead or not at base!
5232 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5233 if game.brigcapacity != game.brigfree:
5234 embriggened = game.brigcapacity-game.brigfree
5235 if embriggened == 1:
5236 prout(_("1 Klingon in brig"))
5238 prout(_("%d Klingons in brig.") % embriggened)
5239 if game.kcaptured == 0:
5241 elif game.kcaptured == 1:
5242 prout(_("1 captured Klingon turned in to Starfleet."))
5244 prout(_("%d captured Klingons turned in to Star Fleet.") % game.kcaptured)
5246 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5247 if game.ship == 'E':
5248 proutn(_("You have "))
5250 proutn("%d" % (game.nprobes))
5253 proutn(_(" deep space probe"))
5257 if communicating() and is_scheduled(FDSPROB):
5259 proutn(_("An armed deep space probe is in "))
5261 proutn(_("A deep space probe is in "))
5262 prout("Quadrant %s." % game.probe.quadrant())
5264 if game.cryprob <= .05:
5265 prout(_("Dilithium crystals aboard ship... not yet used."))
5269 while game.cryprob > ai:
5272 prout(_("Dilithium crystals have been used %d time%s.") % \
5273 (i, (_("s"), "")[i==1]))
5277 "Long-range sensor scan."
5278 if damaged(DLRSENS):
5279 # Now allow base's sensors if docked
5280 if game.condition != "docked":
5282 prout(_("LONG-RANGE SENSORS DAMAGED."))
5285 prout(_("Starbase's long-range scan"))
5287 prout(_("Long-range scan"))
5288 for x in range(game.quadrant.i-1, game.quadrant.i+2):
5291 for y in range(game.quadrant.j-1, game.quadrant.j+2):
5292 if not Coord(x, y).valid_quadrant():
5296 if not damaged(DRADIO):
5297 game.state.galaxy[x][y].charted = True
5298 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5299 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5300 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5301 if not silent and game.state.galaxy[x][y].supernova:
5304 cn = " %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars)
5305 proutn(((3 - len(cn)) * '.') + cn)
5313 for i in range(NDEVICES):
5316 prout(_("DEVICE REPAIR TIMES"))
5317 prout(_(" IN FLIGHT DOCKED"))
5319 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5320 game.damage[i]+0.05,
5321 DOCKFAC*game.damage[i]+0.005))
5323 prout(_("All devices functional."))
5326 "Update the chart in the Enterprise's computer from galaxy data."
5327 game.lastchart = game.state.date
5328 for i in range(GALSIZE):
5329 for j in range(GALSIZE):
5330 if game.state.galaxy[i][j].charted:
5331 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5332 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5333 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5336 "Display the star chart."
5338 if (game.options & OPTION_AUTOSCAN):
5342 if game.lastchart < game.state.date and game.condition == "docked":
5343 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5345 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5346 if game.state.date > game.lastchart:
5347 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5348 prout(" 1 2 3 4 5 6 7 8")
5349 for i in range(GALSIZE):
5350 if (game.options & OPTION_ALPHAMERIC):
5351 proutn("%c |" % letterize(i+1))
5353 proutn("%d |" % (i+1))
5354 for j in range(GALSIZE):
5355 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5359 if game.state.galaxy[i][j].supernova:
5361 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5363 elif game.state.galaxy[i][j].charted:
5364 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5365 if (game.options & OPTION_DOTFILL):
5366 show = show.replace(" ", ".")
5370 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5378 def sectscan(goodScan, i, j):
5379 "Light up an individual dot in a sector."
5380 if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
5381 if game.quad[i][j] in ('E', 'F'):
5383 highvideo() # pragma: no cover
5384 textcolor({"green":GREEN,
5388 "dead":BROWN}[game.condition])
5390 textcolor({'?':LIGHTMAGENTA,
5398 }.get(game.quad[i][j], DEFAULT))
5399 proutn("%c " % game.quad[i][j])
5405 "Emit status report lines"
5406 if not req or req == 1:
5407 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5408 % (game.state.date, game.state.remtime))
5409 if not req or req == 2:
5410 if game.condition != "docked":
5412 prstat(_("Condition"), _("%s, %i DAMAGES") % \
5413 (game.condition.upper(), sum([x > 0 for x in game.damage])))
5415 prout(_(", CLOAKED"))
5416 if not req or req == 3:
5417 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5418 if not req or req == 4:
5419 if damaged(DLIFSUP):
5420 if game.condition == "docked":
5421 s = _("DAMAGED, Base provides")
5423 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5426 prstat(_("Life Support"), s)
5427 if not req or req == 5:
5428 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5429 if not req or req == 6:
5431 if game.icrystl and (game.options & OPTION_SHOWME):
5432 extra = _(" (have crystals)")
5433 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5434 if not req or req == 7:
5435 prstat(_("Torpedoes"), "%d" % (game.torps))
5436 if not req or req == 8:
5437 if damaged(DSHIELD):
5443 data = _(" %d%% %.1f units") \
5444 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5445 prstat(_("Shields"), s+data)
5446 if not req or req == 9:
5447 prstat(_("Klingons Left"), "%d" % game.unwon())
5448 if not req or req == 10:
5449 if game.options & OPTION_WORLDS:
5450 plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
5451 if plnet and plnet.inhabited:
5452 prstat(_("Major system"), plnet.name)
5454 prout(_("Sector is uninhabited"))
5455 elif not req or req == 11:
5456 attackreport(not req)
5459 "Request specified status data, a historical relic from slow TTYs."
5460 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5461 while scanner.nexttok() == "IHEOL":
5462 proutn(_("Information desired? "))
5464 if scanner.token in requests:
5465 status(requests.index(scanner.token))
5467 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5468 prout((" date, condition, position, lsupport, warpfactor,"))
5469 prout((" energy, torpedoes, shields, klingons, system, time."))
5474 if damaged(DSRSENS):
5475 # Allow base's sensors if docked
5476 if game.condition != "docked":
5477 prout(_(" S.R. SENSORS DAMAGED!"))
5480 prout(_(" [Using Base's sensors]"))
5482 prout(_(" Short-range scan"))
5483 if goodScan and communicating():
5484 game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
5485 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
5486 game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
5487 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
5488 prout(" 1 2 3 4 5 6 7 8 9 10")
5489 if game.condition != "docked":
5491 for i in range(QUADSIZE):
5492 if (game.options & OPTION_ALPHAMERIC):
5493 proutn("%c " % letterize(i+1))
5495 proutn("%2d " % (i+1))
5496 for j in range(QUADSIZE):
5497 sectscan(goodScan, i, j)
5501 "Use computer to get estimated time of arrival for a warp jump."
5502 w1 = Coord(); w2 = Coord()
5504 if damaged(DCOMPTR):
5505 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5508 if scanner.nexttok() != "IHREAL":
5511 proutn(_("Destination quadrant and/or sector? "))
5512 if scanner.nexttok()!="IHREAL":
5515 w1.j = int(scanner.real-0.5)
5516 if scanner.nexttok() != "IHREAL":
5519 w1.i = int(scanner.real-0.5)
5520 if scanner.nexttok() == "IHREAL":
5521 w2.j = int(scanner.real-0.5)
5522 if scanner.nexttok() != "IHREAL":
5525 w2.i = int(scanner.real-0.5)
5527 if game.quadrant.j>w1.i:
5531 if game.quadrant.i>w1.j:
5535 if not w1.valid_quadrant() or not w2.valid_sector():
5538 dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
5539 (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
5542 prout(_("Answer \"no\" if you don't know the value:"))
5545 proutn(_("Time or arrival date? "))
5546 if scanner.nexttok()=="IHREAL":
5547 ttime = scanner.real
5548 if ttime > game.state.date:
5549 ttime -= game.state.date # Actually a star date
5550 twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
5551 if ttime <= 1e-10 or twarp > 10:
5552 prout(_("We'll never make it, sir."))
5555 twarp = max(twarp, 1.0)
5558 proutn(_("Warp factor? "))
5559 if scanner.nexttok()== "IHREAL":
5561 twarp = scanner.real
5562 if twarp<1.0 or twarp > 10.0:
5566 prout(_("Captain, certainly you can give me one of these."))
5569 ttime = (10.0*dist)/twarp**2
5570 tpower = dist*twarp*twarp*twarp*(game.shldup+1)
5571 if tpower >= game.energy:
5572 prout(_("Insufficient energy, sir."))
5573 if not game.shldup or tpower > game.energy*2.0:
5576 proutn(_("New warp factor to try? "))
5577 if scanner.nexttok() == "IHREAL":
5579 twarp = scanner.real
5580 if twarp<1.0 or twarp > 10.0:
5588 prout(_("But if you lower your shields,"))
5589 proutn(_("remaining"))
5592 proutn(_("Remaining"))
5593 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5595 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5597 prout(_("Any warp speed is adequate."))
5599 prout(_("Minimum warp needed is %.2f,") % (twarp))
5600 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5601 if game.state.remtime < ttime:
5602 prout(_("Unfortunately, the Federation will be destroyed by then."))
5604 prout(_("You'll be taking risks at that speed, Captain"))
5605 if (game.isatb==1 and game.state.kscmdr == w1 and \
5606 scheduled(FSCDBAS)< ttime+game.state.date) or \
5607 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5608 prout(_("The starbase there will be destroyed by then."))
5609 proutn(_("New warp factor to try? "))
5610 if scanner.nexttok() == "IHREAL":
5612 twarp = scanner.real
5613 if twarp<1.0 or twarp > 10.0:
5621 # This is new in SST2K.
5624 mode = scanner.nexttok()
5627 for k, v in option_names.items():
5628 if (v & game.options) and k != "ALL":
5631 prout(str(" ".join(active)))
5632 elif scanner.token in {"set", "clear"}:
5633 mode = scanner.token
5637 if scanner.type == "IHEOL":
5639 if scanner.token.upper() in option_names:
5640 changemask |= option_names[scanner.token.upper()]
5642 prout(_("No such option as ") + scanner.token)
5644 if (not (game.options & OPTION_CURSES)) and (changemask & OPTION_CURSES): # pragma: no cover
5646 game.options |= changemask
5647 elif mode == "clear":
5648 if (game.options & OPTION_CURSES) and (not (changemask & OPTION_CURSES)): # pragma: no cover
5650 game.options &=~ changemask
5651 prout(_("Acknowledged, Captain."))
5657 # Code from setup.c begins here
5660 "Issue a historically correct banner."
5662 prout(_("-SUPER- STAR TREK"))
5664 # From the FORTRAN original
5665 # prout(_("Latest update-21 Sept 78"))
5671 scanner.push("emsave.trk")
5672 key = scanner.nexttok()
5674 proutn(_("File name: "))
5675 key = scanner.nexttok()
5676 if key != "IHALPHA":
5679 if '.' not in scanner.token:
5680 scanner.token += ".trk"
5682 fp = open(scanner.token, "wb")
5684 prout(_("Can't freeze game as file %s") % scanner.token)
5686 pickle.dump(game, fp)
5691 "Retrieve saved game."
5694 key = scanner.nexttok()
5696 proutn(_("File name: "))
5697 key = scanner.nexttok()
5698 if key != "IHALPHA":
5701 if '.' not in scanner.token:
5702 scanner.token += ".trk"
5704 fp = open(scanner.token, "rb")
5706 prout(_("Can't thaw game in %s") % scanner.token)
5708 game = pickle.load(fp)
5713 # I used <http://www.memory-alpha.org> to find planets
5714 # with references in ST:TOS. Earth and the Alpha Centauri
5715 # Colony have been omitted.
5717 # Some planets marked Class G and P here will be displayed as class M
5718 # because of the way planets are generated. This is a known bug.
5721 _("Andoria (Fesoan)"), # several episodes
5722 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5723 _("Vulcan (T'Khasi)"), # many episodes
5724 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5725 _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5726 _("Ardana"), # TOS: "The Cloud Minders"
5727 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5728 _("Gideon"), # TOS: "The Mark of Gideon"
5729 _("Aldebaran III"), # TOS: "The Deadly Years"
5730 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5731 _("Altair IV"), # TOS: "Amok Time
5732 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5733 _("Benecia"), # TOS: "The Conscience of the King"
5734 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5735 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5736 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5737 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5738 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5739 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5740 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5741 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5742 _("Ingraham B"), # TOS: "Operation: Annihilate"
5743 _("Janus IV"), # TOS: "The Devil in the Dark"
5744 _("Makus III"), # TOS: "The Galileo Seven"
5745 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5746 _("Omega IV"), # TOS: "The Omega Glory"
5747 _("Regulus V"), # TOS: "Amok Time
5748 _("Deneva"), # TOS: "Operation -- Annihilate!"
5749 # Worlds from BSD Trek
5750 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5751 _("Beta III"), # TOS: "The Return of the Archons"
5752 _("Triacus"), # TOS: "And the Children Shall Lead",
5753 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5755 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5756 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5757 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5758 # _("Izar"), # TOS: "Whom Gods Destroy"
5759 # _("Tiburon"), # TOS: "The Way to Eden"
5760 # _("Merak II"), # TOS: "The Cloud Minders"
5761 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5762 # _("Iotia"), # TOS: "A Piece of the Action"
5766 _("S. R. Sensors"), \
5767 _("L. R. Sensors"), \
5769 _("Photon Tubes"), \
5770 _("Life Support"), \
5771 _("Warp Engines"), \
5772 _("Impulse Engines"), \
5774 _("Subspace Radio"), \
5775 _("Shuttle Craft"), \
5777 _("Navigation System"), \
5779 _("Shield Control"), \
5782 _("Cloaking Device"), \
5786 "Prepare to play, set up cosmos."
5788 # Decide how many of everything
5790 return # frozen game
5791 # Prepare the Enterprise
5792 game.alldone = game.gamewon = game.shldchg = game.shldup = False
5794 game.state.crew = FULLCREW
5795 game.energy = game.inenrg = 5000.0
5796 game.shield = game.inshld = 2500.0
5799 game.quadrant = randplace(GALSIZE)
5800 game.sector = randplace(QUADSIZE)
5801 game.torps = game.intorps = 10
5802 game.nprobes = rnd.integer(2, 5)
5804 for i in range(NDEVICES):
5805 game.damage[i] = 0.0
5806 # Set up assorted game parameters
5807 game.battle = Coord()
5808 game.state.date = game.indate = 100.0 * rnd.real(20, 51)
5809 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5810 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5811 game.isatb = game.state.nplankl = 0
5812 game.state.starkl = game.state.basekl = game.state.nworldkl = 0
5813 game.iscraft = "onship"
5818 game.state.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
5820 game.state.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
5822 game.state.planets = [] # Planet information
5823 game.state.baseq = [] # Base quadrant coordinates
5824 game.state.kcmdr = [] # Commander quadrant coordinates
5825 game.statekscmdr = Coord() # Supercommander quadrant coordinates
5827 # Starchart is functional but we've never seen it
5828 game.lastchart = FOREVER
5829 # Put stars in the galaxy
5831 for i in range(GALSIZE):
5832 for j in range(GALSIZE):
5833 # Can't have more stars per quadrant than fit in one decimal digit,
5834 # if we do the chart representation will break.
5835 k = rnd.integer(1, min(10, QUADSIZE**2/10))
5837 game.state.galaxy[i][j].stars = k
5838 # Locate star bases in galaxy
5840 prout("=== Allocating %d bases" % game.inbase) # pragma: no cover
5841 for i in range(game.inbase):
5844 w = randplace(GALSIZE)
5845 if not game.state.galaxy[w.i][w.j].starbase:
5848 # C version: for (j = i-1; j > 0; j--)
5849 # so it did them in the opposite order.
5850 for j in range(1, i):
5851 # Improved placement algorithm to spread out bases
5852 distq = (w - game.state.baseq[j]).distance()
5853 if distq < 6.0*(BASEMAX+1-game.inbase) and rnd.withprob(0.75):
5856 prout("=== Abandoning base #%d at %s" % (i, w)) # pragma: no cover
5858 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5860 prout("=== Saving base #%d, close to #%d" % (i, j)) # pragma: no cover
5864 prout("=== Placing base #%d in quadrant %s" % (i, w)) # pragma: no cover
5865 game.state.baseq.append(w)
5866 game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5867 # Position ordinary Klingon Battle Cruisers
5869 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5870 klumper = min(klumper, MAXKLQUAD)
5873 klump = int((1.0 - r*r)*klumper)
5874 klump = min(klump, krem)
5877 w = randplace(GALSIZE)
5878 if not game.state.galaxy[w.i][w.j].supernova and \
5879 game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5881 game.state.galaxy[w.i][w.j].klingons += klump
5884 # Position Klingon Commander Ships
5885 for i in range(game.incom):
5887 w = randplace(GALSIZE)
5888 if not welcoming(w) or w in game.state.kcmdr:
5890 if (game.state.galaxy[w.i][w.j].klingons or rnd.withprob(0.25)):
5892 game.state.galaxy[w.i][w.j].klingons += 1
5893 game.state.kcmdr.append(w)
5894 # Locate planets in galaxy
5895 for i in range(game.inplan):
5897 w = randplace(GALSIZE)
5898 if game.state.galaxy[w.i][w.j].planet is None:
5902 new.crystals = "absent"
5903 if (game.options & OPTION_WORLDS) and i < NINHAB:
5904 new.pclass = "M" # All inhabited planets are class M
5905 new.crystals = "absent"
5907 new.name = systnames[i]
5908 new.inhabited = True
5910 new.pclass = ("M", "N", "O")[rnd.integer(0, 3)]
5911 if rnd.withprob(0.33):
5912 new.crystals = "present"
5913 new.known = "unknown"
5914 new.inhabited = False
5915 game.state.galaxy[w.i][w.j].planet = new
5916 game.state.planets.append(new)
5918 for i in range(game.state.nromrem):
5919 w = randplace(GALSIZE)
5920 game.state.galaxy[w.i][w.j].romulans += 1
5921 # Place the Super-Commander if needed
5922 if game.state.nscrem > 0:
5924 w = randplace(GALSIZE)
5927 game.state.kscmdr = w
5928 game.state.galaxy[w.i][w.j].klingons += 1
5929 # Initialize times for extraneous events
5930 schedule(FSNOVA, expran(0.5 * game.intime))
5931 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5932 schedule(FSNAP, rnd.real(1.0, 2.0)) # Force an early snapshot
5933 schedule(FBATTAK, expran(0.3*game.intime))
5935 if game.state.nscrem:
5936 schedule(FSCMOVE, 0.2777)
5941 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5942 schedule(FDISTR, expran(1.0 + game.intime))
5947 # Place thing (in tournament game, we don't want one!)
5948 # New in SST2K: never place the Thing near a starbase.
5949 # This makes sense and avoids a special case in the old code.
5950 if game.tourn is None:
5951 # Avoid distrubing the RNG chain. This code
5952 # was a late fix and we don't want to mess up
5953 # all the regression tests.
5954 state = randomizer.getrngstate()
5956 thing.location = randplace(GALSIZE)
5957 # Put it somewhere a starbase is not
5958 if thing.location not in game.state.baseq:
5960 randomizer.setrngstate(state)
5962 game.state.snap = False
5963 if game.skill == SKILL_NOVICE:
5964 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5965 prout(_("a deadly Klingon invasion force. As captain of the United"))
5966 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5967 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5968 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5969 prout(_("your mission. As you proceed you may be given more time."))
5971 prout(_("You will have %d supporting starbases.") % (game.inbase))
5972 proutn(_("Starbase locations- "))
5974 prout(_("Stardate %d.") % int(game.state.date))
5976 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5977 prout(_("An unknown number of Romulans."))
5978 if game.state.nscrem:
5979 prout(_("And one (GULP) Super-Commander."))
5980 prout(_("%d stardates.") % int(game.intime))
5981 proutn(_("%d starbases in ") % game.inbase)
5982 for i in range(game.inbase):
5983 proutn(repr(game.state.baseq[i]))
5986 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5987 proutn(_(" Sector %s") % game.sector)
5989 prout(_("Good Luck!"))
5990 if game.state.nscrem:
5991 prout(_(" YOU'LL NEED IT."))
5994 setwnd(message_window)
5996 if len(game.enemies) - (thing.location == game.quadrant) - (game.tholian is not None):
5998 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5999 attack(torps_ok=False)
6002 "Choose your game type."
6006 game.skill = SKILL_NONE
6009 while gametype is None or game.length == 0 or game.skill == SKILL_NONE or wayback == 0:
6010 eol_is_fancy = False
6011 if not scanner.inqueue or scanner.token == "IHEOL": # Can start with command line options
6012 if gametype is None:
6013 proutn(_("Would you like a regular, tournament, or saved game? "))
6014 elif game.length==0:
6015 proutn(_("Would you like a Short, Medium, or Long game? "))
6016 elif game.skill == SKILL_NONE:
6017 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
6019 proutn(_("Wayback setting (press enter for current year): "))
6023 prout("-- Token: %s=%s" % (scanner.type, repr(scanner.token)))
6024 if scanner.token == "":
6025 raise SystemExit(0) # Early end of replay
6026 if scanner.token.startswith("r"): # regular
6027 gametype = "regular"
6028 elif scanner.token.startswith("t"):
6029 gametype = "tournament"
6030 proutn(_("Type in tournament number-"))
6032 while scanner.nexttok() == "IHEOL":
6033 if scanner.real == 0:
6035 continue # We don't want a blank entry
6036 game.tourn = int(round(scanner.real))
6037 rnd.seed(scanner.real)
6039 logfp.write("# rnd.seed(%d)\n" % scanner.real)
6040 elif scanner.token.startswith("sa") or scanner.token.startswith("fr"): # saved or frozen
6045 if game.passwd is None:
6047 if not game.alldone:
6048 game.thawed = True # No plaque if not finished
6052 elif scanner.token.startswith("s"): # short
6054 elif scanner.token.startswith("m"): # medium
6056 elif scanner.token.startswith("l"): # long
6058 elif scanner.token.startswith("n"): # novice
6059 game.skill = SKILL_NOVICE
6060 elif (game.skill is None) and scanner.token.startswith("f"): # fair
6061 game.skill = SKILL_FAIR
6062 elif scanner.token.startswith("g"): # good
6063 game.skill = SKILL_GOOD
6064 elif scanner.token.startswith("e"): # expert
6065 game.skill = SKILL_EXPERT
6066 elif scanner.token.startswith("em"): # emeritus
6067 game.skill = SKILL_EMERITUS
6068 elif scanner.type == "IHREAL":
6069 wayback = scanner.int()
6071 # Approximates the UT FORTRAN version.
6072 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR | OPTION_CAPTURE | OPTION_CLOAK | OPTION_ALMY | OPTION_AUTOPASS | OPTION_DOTFILL | OPTION_ALPHAMERIC)
6073 elif scanner.int() < 1980:
6074 # Approximates Tom Almy's 1979 version.
6075 game.options &=~ (OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR | OPTION_DOTFILL | OPTION_ALPHAMERIC)
6076 elif (eol_is_fancy and scanner.token.startswith("\n")):
6077 wayback = time.localtime().tm_year
6078 elif scanner.token.startswith("\n"):
6080 elif scanner.token.startswith("idebug"):
6083 # Unrecognized token
6084 prout(_("Can't interpret %s") % repr(scanner.token))
6086 if game.passwd == "debug": # pragma: no cover
6088 prout("=== Debug mode enabled.")
6090 prout("--- Setup: type=%s length=%s skill=%s wayback=%s" % (gametype, game.length, game.skill, wayback))
6091 # Use parameters to generate initial values of things
6092 game.damfac = 0.5 * game.skill
6093 game.inbase = rnd.integer(BASEMIN, BASEMAX+1)
6095 if game.options & OPTION_PLANETS:
6096 game.inplan += rnd.integer(MAXUNINHAB/2, MAXUNINHAB+1)
6097 if game.options & OPTION_WORLDS:
6098 game.inplan += int(NINHAB)
6099 game.state.nromrem = game.inrom = rnd.integer(2 * game.skill)
6100 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
6101 game.state.remtime = 7.0 * game.length
6102 game.intime = game.state.remtime
6103 game.inkling = int(2.0*game.intime*((game.skill+1 - 2*rnd.real())*game.skill*0.1+.15))
6104 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*rnd.real()))
6105 game.state.remres = (game.inkling+4*game.incom)*game.intime
6106 game.inresor = game.state.remres
6107 if game.inkling > 50:
6111 def dropin(iquad=None):
6112 "Drop a feature on a random dot in the current quadrant."
6114 w = randplace(QUADSIZE)
6115 if game.quad[w.i][w.j] == '.':
6117 if iquad is not None:
6118 game.quad[w.i][w.j] = iquad
6122 "Update our alert status."
6123 game.condition = "green"
6124 if game.energy < 1000.0:
6125 game.condition = "yellow"
6126 if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
6127 game.condition = "red"
6129 game.condition="dead"
6132 "Drop new Klingon into current quadrant."
6133 return Enemy('K', loc=dropin(), power=rnd.real(300,450)+25.0*game.skill)
6136 "Sort enemies by distance so 'nearest' is meaningful."
6137 game.enemies.sort(key=lambda x: x.kdist)
6140 "Set up a new state of quadrant, for when we enter or re-enter it."
6143 game.neutz = game.inorbit = game.landed = False
6144 game.ientesc = game.iseenit = game.isviolreported = False
6146 # Create a blank quadrant
6147 game.quad = fill2d(QUADSIZE, lambda i, j: '.')
6149 # Attempt to escape Super-commander, so tbeam back!
6152 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
6153 # cope with supernova
6156 game.klhere = q.klingons
6157 game.irhere = q.romulans
6159 game.quad[game.sector.i][game.sector.j] = game.ship
6162 # Position ordinary Klingons
6163 for _i in range(game.klhere):
6165 # If we need a commander, promote a Klingon
6166 for cmdr in game.state.kcmdr:
6167 if cmdr == game.quadrant:
6168 e = game.enemies[game.klhere-1]
6169 game.quad[e.location.i][e.location.j] = 'C'
6170 e.power = rnd.real(950,1350) + 50.0*game.skill
6172 # If we need a super-commander, promote a Klingon
6173 if game.quadrant == game.state.kscmdr:
6175 game.quad[e.location.i][e.location.j] = 'S'
6176 e.power = rnd.real(1175.0, 1575.0) + 125.0*game.skill
6177 game.iscate = (game.remkl() > 1)
6178 # Put in Romulans if needed
6179 for _i in range(q.romulans):
6180 Enemy('R', loc=dropin(), power=rnd.real(400.0,850.0)+50.0*game.skill)
6181 # If quadrant needs a starbase, put it in
6183 game.base = dropin('B')
6184 # If quadrant needs a planet, put it in
6186 game.iplnet = q.planet
6187 if not q.planet.inhabited:
6188 game.plnet = dropin('P')
6190 game.plnet = dropin('@')
6191 # Check for condition
6194 if game.irhere > 0 and game.klhere == 0:
6196 if not damaged(DRADIO):
6198 prout(_("LT. Uhura- \"Captain, an urgent message."))
6199 prout(_(" I'll put it on audio.\" CLICK"))
6201 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
6202 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
6203 # Put in THING if needed
6204 if thing.location == game.quadrant:
6205 Enemy(etype='?', loc=dropin(),
6206 power=rnd.real(6000,6500.0)+250.0*game.skill)
6207 if not damaged(DSRSENS):
6209 prout(_("Mr. Spock- \"Captain, this is most unusual."))
6210 prout(_(" Please examine your short-range scan.\""))
6211 # Decide if quadrant needs a Tholian; lighten up if skill is low
6212 if game.options & OPTION_THOLIAN:
6213 if (game.skill < SKILL_GOOD and rnd.withprob(0.02)) or \
6214 (game.skill == SKILL_GOOD and rnd.withprob(0.05)) or \
6215 (game.skill > SKILL_GOOD and rnd.withprob(0.08)):
6218 w.i = rnd.withprob(0.5) * (QUADSIZE-1)
6219 w.j = rnd.withprob(0.5) * (QUADSIZE-1)
6220 if game.quad[w.i][w.j] == '.':
6222 game.tholian = Enemy(etype='T', loc=w,
6223 power=rnd.integer(100, 500) + 25.0*game.skill)
6224 # Reserve unoccupied corners
6225 if game.quad[0][0]=='.':
6226 game.quad[0][0] = 'X'
6227 if game.quad[0][QUADSIZE-1]=='.':
6228 game.quad[0][QUADSIZE-1] = 'X'
6229 if game.quad[QUADSIZE-1][0]=='.':
6230 game.quad[QUADSIZE-1][0] = 'X'
6231 if game.quad[QUADSIZE-1][QUADSIZE-1]=='.':
6232 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
6234 # And finally the stars
6235 for _i in range(q.stars):
6237 # Put in a few black holes
6238 for _i in range(1, 3+1):
6239 if rnd.withprob(0.5):
6241 # Take out X's in corners if Tholian present
6243 if game.quad[0][0]=='X':
6244 game.quad[0][0] = '.'
6245 if game.quad[0][QUADSIZE-1]=='X':
6246 game.quad[0][QUADSIZE-1] = '.'
6247 if game.quad[QUADSIZE-1][0]=='X':
6248 game.quad[QUADSIZE-1][0] = '.'
6249 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
6250 game.quad[QUADSIZE-1][QUADSIZE-1] = '.'
6251 # This should guarantee that replay games don't lose info about the chart
6252 if (game.options & OPTION_AUTOSCAN) or replayfp:
6256 "Set the self-destruct password."
6257 if game.options & OPTION_AUTOPASS:
6259 game.passwd += chr(ord('a')+rnd.integer(26))
6260 game.passwd += chr(ord('a')+rnd.integer(26))
6261 game.passwd += chr(ord('a')+rnd.integer(26))
6265 proutn(_("Please type in a secret password- "))
6267 game.passwd = scanner.token
6268 #game.passwd = getpass.getpass("Please type in a secret password- ")
6269 if game.passwd is not None:
6272 # Code from sst.c begins here
6275 ("SRSCAN", OPTION_TTY),
6276 ("STATUS", OPTION_TTY),
6277 ("REQUEST", OPTION_TTY),
6278 ("LRSCAN", OPTION_TTY),
6290 ("SENSORS", OPTION_PLANETS),
6291 ("ORBIT", OPTION_PLANETS),
6292 ("TRANSPORT", OPTION_PLANETS),
6293 ("MINE", OPTION_PLANETS),
6294 ("CRYSTALS", OPTION_PLANETS),
6295 ("SHUTTLE", OPTION_PLANETS),
6296 ("PLANETS", OPTION_PLANETS),
6301 ("PROBE", OPTION_PROBE),
6303 ("FREEZE", 0), # Synonym for SAVE
6306 # No abbreviations accepted after this point
6309 ("CAPTURE", OPTION_CAPTURE),
6310 ("CLOAK", OPTION_CLOAK),
6313 ("SOS", 0), # Synonym for MAYDAY
6314 ("CALL", 0), # Synonym for MAYDAY
6322 def listCommands(): # pragma: no cover
6323 "Generate a list of legal commands."
6324 # Coverage-disabled because testing for this is fragile
6325 # in the presence of changes in the command set.
6326 prout(_("LEGAL COMMANDS ARE:"))
6328 for (key, opt) in commands:
6329 if not opt or (opt & game.options):
6330 proutn("%-12s " % key)
6332 if emitted % 5 == 4:
6337 "Browse on-line help."
6338 key = scanner.nexttok()
6341 setwnd(prompt_window)
6342 proutn(_("Help on what command? "))
6343 key = scanner.nexttok()
6344 setwnd(message_window)
6347 cmds = [x[0] for x in commands]
6348 if scanner.token.upper() in cmds or scanner.token.upper() == "ABBREV":
6355 cmd = scanner.token.upper()
6356 for directory in docpath:
6358 fp = open(os.path.join(directory, "sst.doc"), "r")
6363 prout(_("Spock- \"Captain, that information is missing from the"))
6364 prout(_(" computer. You need to find sst.doc and put it somewhere"))
6365 proutn(_(" in these directories: %s") % ":".join(docpath))
6367 # This used to continue: "You need to find SST.DOC and put
6368 # it in the current directory."
6371 linebuf = fp.readline()
6373 prout(_("Spock- \"Captain, there is no information on that command.\""))
6376 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6377 linebuf = linebuf[3:].strip()
6378 if cmd.upper() == linebuf:
6381 prout(_("Spock- \"Captain, I've found the following information:\""))
6384 linebuf = fp.readline()
6385 if "******" in linebuf:
6391 "Command-interpretation loop."
6393 if game.irhere and game.state.date >= ALGERON and not game.isviolreported and game.iscloaked:
6394 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
6396 game.isviolreported = True
6397 while True: # command loop
6399 while True: # get a command
6401 game.optime = game.justin = False
6403 setwnd(prompt_window)
6406 if scanner.nexttok() == "IHEOL":
6407 if game.options & OPTION_CURSES: # pragma: no cover
6410 elif scanner.token == "":
6414 setwnd(message_window)
6416 abandon_passed = False
6417 cmd = "" # Force cmd to persist after loop
6418 opt = 0 # Force opt to persist after loop
6419 for (cmd, opt) in commands:
6420 # commands after ABANDON cannot be abbreviated
6421 if cmd == "ABANDON":
6422 abandon_passed = True
6423 if cmd == scanner.token.upper() or (not abandon_passed \
6424 and cmd.startswith(scanner.token.upper())):
6426 if cmd == "": # pragma: no cover
6429 elif opt and not (opt & game.options):
6433 if game.options & OPTION_CURSES: # pragma: no cover
6434 prout("COMMAND> %s" % cmd)
6435 if cmd == "SRSCAN": # srscan
6437 elif cmd == "STATUS": # status
6439 elif cmd == "REQUEST": # status request
6441 elif cmd == "LRSCAN": # long range scan
6442 lrscan(silent=False)
6443 elif cmd == "PHASERS": # phasers
6448 elif cmd in ("TORPEDO", "PHOTONS"): # photon torpedos
6453 elif cmd == "MOVE": # move under warp
6454 warp(wcourse=None, involuntary=False)
6455 elif cmd == "SHIELDS": # shields
6456 doshield(shraise=False)
6459 game.shldchg = False
6460 elif cmd == "DOCK": # dock at starbase
6463 attack(torps_ok=False)
6464 elif cmd == "DAMAGES": # damage reports
6466 elif cmd == "CHART": # chart
6468 elif cmd == "IMPULSE": # impulse
6470 elif cmd == "REST": # rest
6474 elif cmd == "WARP": # warp
6476 elif cmd == "SENSORS": # sensors
6478 elif cmd == "ORBIT": # orbit
6482 elif cmd == "TRANSPORT": # transport "beam"
6484 elif cmd == "MINE": # mine
6488 elif cmd == "CRYSTALS": # crystals
6492 elif cmd == "SHUTTLE": # shuttle
6496 elif cmd == "PLANETS": # Planet list
6498 elif cmd == "REPORT": # Game Report
6500 elif cmd == "COMPUTER": # use COMPUTER!
6502 elif cmd == "COMMANDS":
6504 elif cmd == "EMEXIT": # Emergency exit
6505 clrscr() # Hide screen
6506 freeze(True) # forced save
6507 raise SystemExit(1) # And quick exit
6508 elif cmd == "PROBE":
6509 probe() # Launch probe
6512 elif cmd == "ABANDON": # Abandon Ship
6514 elif cmd == "DESTRUCT": # Self Destruct
6516 elif cmd == "SAVE": # Save Game
6519 if game.skill > SKILL_GOOD:
6520 prout(_("WARNING--Saved games produce no plaques!"))
6521 elif cmd == "DEATHRAY": # Try a desparation measure
6525 elif cmd == "CAPTURE":
6527 elif cmd == "CLOAK":
6529 elif cmd == "DEBUGCMD": # What do we want for debug???
6531 elif cmd == "MAYDAY": # Call for help
6536 game.alldone = True # quit the game
6539 elif cmd == "SCORE":
6540 score() # see current score
6541 elif cmd == "CURSES": # pragma: no cover
6542 game.options |= (OPTION_CURSES | OPTION_COLOR)
6544 elif cmd == "OPTIONS":
6548 break # Game has ended
6549 if game.optime != 0.0:
6552 break # Events did us in
6553 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6556 if hitme and not game.justin:
6557 attack(torps_ok=True)
6560 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6568 prout("=== Ending") # pragma: no cover
6571 "Emit the name of an enemy or feature."
6572 if ch == 'R': s = _("Romulan")
6573 elif ch == 'K': s = _("Klingon")
6574 elif ch == 'C': s = _("Commander")
6575 elif ch == 'S': s = _("Super-commander")
6576 elif ch == '*': s = _("Star")
6577 elif ch == 'P': s = _("Planet")
6578 elif ch == 'B': s = _("Starbase")
6579 elif ch == ' ': s = _("Black hole")
6580 elif ch == 'T': s = _("Tholian")
6581 elif ch == '#': s = _("Tholian web")
6582 elif ch == '?': s = _("Stranger")
6583 elif ch == '@': s = _("Inhabited World")
6584 else: s = "Unknown??" # pragma: no cover
6587 def crmena(loud, enemy, loctype, w):
6588 "Emit the name of an enemy and his location."
6592 buf += cramen(enemy) + _(" at ")
6593 if loctype == "quadrant":
6594 buf += _("Quadrant ")
6595 elif loctype == "sector":
6597 return buf + repr(w)
6600 "Emit our ship name."
6601 return{'E':_("Enterprise"),'F':_("Faerie Queene")}.get(game.ship,"Ship???")
6604 "Emit a line of stars"
6605 prouts("******************************************************")
6609 return -avrage*math.log(1e-7 + rnd.real())
6611 def randplace(size):
6612 "Choose a random location."
6614 w.i = rnd.integer(size)
6615 w.j = rnd.integer(size)
6625 # Get a token from the user
6628 # Fill the token queue if nothing here
6629 while not self.inqueue:
6631 if curwnd==prompt_window:
6633 setwnd(message_window)
6640 self.inqueue = sline.lstrip().split() + ["\n"]
6641 # From here on in it's all looking at the queue
6642 self.token = self.inqueue.pop(0)
6643 if self.token == "\n":
6647 self.real = float(self.token)
6648 self.type = "IHREAL"
6653 self.token = self.token.lower()
6654 self.type = "IHALPHA"
6657 def append(self, tok):
6658 self.inqueue.append(tok)
6659 def push(self, tok):
6660 self.inqueue.insert(0, tok)
6664 # Demand input for next scan
6666 self.real = self.token = None
6668 # compares s to item and returns true if it matches to the length of s
6669 return s.startswith(self.token)
6671 # Round token value to nearest integer
6672 return int(round(self.real))
6676 if (game.options & OPTION_ALPHAMERIC):
6678 if (self.type == "IHALPHA") and (self.token[0] in "abcdefghij") and (self.token[1] in "0123456789"):
6679 s.i = ord(self.token[0]) - ord("a")
6680 s.j = int(self.token[1:])-1
6682 except (TypeError, IndexError):
6685 if self.type != "IHREAL":
6690 if self.type != "IHREAL":
6695 def __repr__(self): # pragma: no cover
6696 return "<sstcanner: token=%s, type=%s, queue=%s>" % (self.token, self.type, self.inqueue)
6699 "Yes-or-no confirmation."
6703 if scanner.token == 'y':
6705 if scanner.token == 'n':
6708 proutn(_("Please answer with \"y\" or \"n\": "))
6711 "Complain about unparseable input."
6714 prout(_("Beg your pardon, Captain?"))
6716 def debugme(): # pragma: no cover
6717 "Access to the internals for debugging."
6718 proutn("Reset levels? ")
6720 if game.energy < game.inenrg:
6721 game.energy = game.inenrg
6722 game.shield = game.inshld
6723 game.torps = game.intorps
6724 game.lsupres = game.inlsr
6725 proutn("Reset damage? ")
6727 for i in range(NDEVICES):
6728 if game.damage[i] > 0.0:
6729 game.damage[i] = 0.0
6730 proutn("Toggle debug flag? ")
6732 game.idebug = not game.idebug
6733 if game.idebug: # pragma: no cover
6734 prout("Debug output ON")
6736 prout("Debug output OFF")
6737 proutn("Cause selective damage? ")
6739 for i in range(NDEVICES):
6740 proutn("Kill %s?" % device[i])
6742 key = scanner.nexttok()
6743 if key == "IHALPHA" and scanner.sees("y"):
6744 game.damage[i] = 10.0
6745 proutn("Examine/change events? ")
6750 FSNOVA: "Supernova ",
6753 FBATTAK: "Base Attack ",
6754 FCDBAS: "Base Destroy ",
6755 FSCMOVE: "SC Move ",
6756 FSCDBAS: "SC Base Destroy ",
6757 FDSPROB: "Probe Move ",
6758 FDISTR: "Distress Call ",
6759 FENSLV: "Enslavement ",
6760 FREPRO: "Klingon Build ",
6762 for i in range(1, NEVENTS):
6765 proutn("%.2f" % (scheduled(i)-game.state.date))
6766 if i in {FENSLV, FREPRO}:
6768 proutn(" in %s" % ev.quadrant)
6773 key = scanner.nexttok()
6777 elif key == "IHREAL":
6778 ev = schedule(i, scanner.real)
6779 if i in {FENSLV, FREPRO}:
6781 proutn("In quadrant- ")
6782 key = scanner.nexttok()
6783 # "IHEOL" says to leave coordinates as they are
6786 prout("Event %d canceled, no x coordinate." % (i))
6789 w.i = int(round(scanner.real))
6790 key = scanner.nexttok()
6792 prout("Event %d canceled, no y coordinate." % (i))
6795 w.j = int(round(scanner.real))
6798 proutn("Induce supernova here? ")
6800 game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
6803 if __name__ == '__main__':
6805 #global line, thing, game
6811 game.options = OPTION_ALL &~ OPTION_IOMODES
6812 if os.getenv("TERM"):
6813 game.options |= OPTION_CURSES # pragma: no cover
6815 game.options |= OPTION_TTY
6816 seed = int(time.time())
6818 (options, arguments) = getopt.getopt(sys.argv[1:], "cr:s:txV")
6819 for (switch, val) in options:
6821 # pylint: disable=raise-missing-from
6823 replayfp = open(val, "r")
6825 sys.stderr.write("sst: can't open replay file %s\n" % val)
6827 # pylint: disable=raise-missing-from
6830 line = replayfp.readline().strip()
6834 if line.startswith("# seed"):
6835 (__, __, seed) = line.split()
6836 # pylint: disable=eval-used
6838 elif line.startswith("# arguments"):
6839 arguments += line.split()[2:]
6840 except ValueError: # pragma: no cover
6841 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6843 game.options |= OPTION_TTY
6844 game.options &=~ OPTION_CURSES
6845 elif switch == '-s': # pragma: no cover
6847 elif switch == '-t': # pragma: no cover
6848 game.options |= OPTION_TTY
6849 game.options &=~ OPTION_CURSES
6850 elif switch == '-x': # pragma: no cover
6852 elif switch == '-c': # Enable curses debugging - undocumented
6854 elif switch == '-V': # pragma: no cover
6855 print("SST2K", version)
6857 else: # pragma: no cover
6858 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6860 except getopt.GetoptError as err:
6862 raise SystemExit(1) from err
6863 # where to save the input in case of bugs
6864 if "TMPDIR" in os.environ: # pragma: no cover
6865 tmpdir = os.environ['TMPDIR']
6869 logfp = open(os.path.join(tmpdir, "sst-input.log"), "w")
6870 except IOError: # pragma: no cover
6871 sys.stderr.write("sst: warning, can't open logfile\n")
6874 logfp.write("# seed %s\n" % seed)
6875 logfp.write("# arguments %s\n" % " ".join(arguments))
6876 logfp.write("# SST2K version %s\n" % version)
6877 logfp.write("# recorded by %s@%s on %s\n" % \
6878 (getpass.getuser(),socket.getfqdn(),time.ctime()))
6881 scanner = sstscanner()
6882 for arg in arguments:
6886 while True: # Play a game
6887 setwnd(fullscreen_window)
6893 game.alldone = False
6899 if (game.options & OPTION_TTY):
6902 if game.tourn and game.alldone:
6903 proutn(_("Do you want your score recorded?"))
6909 if (game.options & OPTION_TTY):
6910 proutn(_("Do you want to play again? "))
6916 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6920 except KeyboardInterrupt: # pragma: no cover