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,
357 NDEVICES = 17 # Number of devices
367 return (game.damage[dev] != 0.0)
369 return not damaged(DRADIO) or game.condition=="docked"
371 # Define future events
372 FSPY = 0 # Spy event happens always (no future[] entry)
373 # can cause SC to tractor beam Enterprise
374 FSNOVA = 1 # Supernova
375 FTBEAM = 2 # Commander tractor beams Enterprise
376 FSNAP = 3 # Snapshot for time warp
377 FBATTAK = 4 # Commander attacks base
378 FCDBAS = 5 # Commander destroys base
379 FSCMOVE = 6 # Supercommander moves (might attack base)
380 FSCDBAS = 7 # Supercommander destroys base
381 FDSPROB = 8 # Move deep space probe
382 FDISTR = 9 # Emit distress call from an inhabited world
383 FENSLV = 10 # Inhabited word is enslaved
384 FREPRO = 11 # Klingons build a ship in an enslaved system
387 # Abstract out the event handling -- underlying data structures will change
388 # when we implement stateful events
389 def findevent(evtype): # pragma: no cover
390 return game.future[evtype]
393 def __init__(self, etype=None, loc=None, power=None):
395 self.location = Coord()
400 self.power = power # enemy energy level
401 game.enemies.append(self)
403 motion = (loc != self.location)
404 if self.location.i is not None and self.location.j is not None:
407 game.quad[self.location.i][self.location.j] = '#'
409 game.quad[self.location.i][self.location.j] = '.'
411 self.location = copy.copy(loc)
412 game.quad[self.location.i][self.location.j] = self.type
413 self.kdist = self.kavgd = (game.sector - loc).distance()
415 self.location = Coord()
416 self.kdist = self.kavgd = None
417 # Guard prevents failure on Tholian or thingy
418 if self in game.enemies:
419 game.enemies.remove(self)
422 return "<%s,%s,%f>" % (self.type, self.location, self.power) # pragma: no cover
426 self.options = None # Game options
427 self.state = Snapshot() # A snapshot structure
428 self.snapsht = Snapshot() # Last snapshot taken for time-travel purposes
429 self.quad = None # contents of our quadrant
430 self.damage = [0.0] * NDEVICES # damage encountered
431 self.future = [] # future events
435 self.future.append(Event())
436 self.passwd = None # Self Destruct password
438 self.quadrant = None # where we are in the large
439 self.sector = None # where we are in the small
440 self.tholian = None # Tholian enemy object
441 self.base = None # position of base in current quadrant
442 self.battle = None # base coordinates being attacked
443 self.plnet = None # location of planet in quadrant
444 self.gamewon = False # Finished!
445 self.ididit = False # action taken -- allows enemy to attack
446 self.alive = False # we are alive (not killed)
447 self.justin = False # just entered quadrant
448 self.shldup = False # shields are up
449 self.shldchg = False # shield is changing (affects efficiency)
450 self.iscate = False # super commander is here
451 self.ientesc = False # attempted escape from supercommander
452 self.resting = False # rest time
453 self.icraft = False # Kirk in Galileo
454 self.landed = False # party on planet (true), on ship (false)
455 self.alldone = False # game is now finished
456 self.neutz = False # Romulan Neutral Zone
457 self.isarmed = False # probe is armed
458 self.inorbit = False # orbiting a planet
459 self.imine = False # mining
460 self.icrystl = False # dilithium crystals aboard
461 self.iseenit = False # seen base attack report
462 self.thawed = False # thawed game
463 self.condition = None # "green", "yellow", "red", "docked", "dead"
464 self.iscraft = None # "onship", "offship", "removed"
465 self.skill = SKILL_NONE # Player skill level
466 self.inkling = 0 # initial number of klingons
467 self.inbase = 0 # initial number of bases
468 self.incom = 0 # initial number of commanders
469 self.inscom = 0 # initial number of commanders
470 self.inrom = 0 # initial number of commanders
471 self.instar = 0 # initial stars
472 self.intorps = 0 # initial/max torpedoes
473 self.torps = 0 # number of torpedoes
474 self.ship = 0 # ship type -- 'E' is Enterprise
475 self.abandoned = 0 # count of crew abandoned in space
476 self.length = 0 # length of game
477 self.klhere = 0 # klingons here
478 self.casual = 0 # causalties
479 self.nhelp = 0 # calls for help
480 self.nkinks = 0 # count of energy-barrier crossings
481 self.iplnet = None # planet # in quadrant
482 self.inplan = 0 # initial planets
483 self.irhere = 0 # Romulans in quadrant
484 self.isatb = 0 # =2 if super commander is attacking base
485 self.tourn = None # tournament number
486 self.nprobes = 0 # number of probes available
487 self.inresor = 0.0 # initial resources
488 self.intime = 0.0 # initial time
489 self.inenrg = 0.0 # initial/max energy
490 self.inshld = 0.0 # initial/max shield
491 self.inlsr = 0.0 # initial life support resources
492 self.indate = 0.0 # initial date
493 self.energy = 0.0 # energy level
494 self.shield = 0.0 # shield level
495 self.warpfac = 0.0 # warp speed
496 self.lsupres = 0.0 # life support reserves
497 self.optime = 0.0 # time taken by current operation
498 self.damfac = 0.0 # damage factor
499 self.lastchart = 0.0 # time star chart was last updated
500 self.cryprob = 0.0 # probability that crystal will work
501 self.probe = None # object holding probe course info
502 self.height = 0.0 # height of orbit around planet
503 self.score = 0.0 # overall score
504 self.perdate = 0.0 # rate of kills
505 self.idebug = False # Debugging instrumentation enabled?
506 self.cdebug = False # Debugging instrumentation for curses enabled?
507 self.statekscmdr = None # No SuperCommander coordinates yet.
508 self.brigcapacity = 400 # Enterprise brig capacity
509 self.brigfree = 400 # How many klingons can we put in the brig?
510 self.kcaptured = 0 # Total Klingons captured, for scoring.
511 self.iscloaked = False # Cloaking device on?
512 self.ncviol = 0 # Algreon treaty violations
513 self.isviolreported = False # We have been warned
514 self.lcg_x = 0 # LCG generator value
516 return sum([q.klingons for (_i, _j, q) in list(self.state.traverse())])
518 # Stas thinks this should be (C expression):
519 # game.remkl() + len(game.state.kcmdr) > 0 ?
520 # game.state.remres/(game.remkl() + 4*len(game.state.kcmdr)) : 99
521 # He says the existing expression is prone to divide-by-zero errors
522 # after killing the last klingon when score is shown -- perhaps also
523 # if the only remaining klingon is SCOM.
524 self.state.remtime = self.state.remres/(self.remkl() + 4*len(self.state.kcmdr))
526 "Are there Klingons remaining?"
553 # Code from ai.c begins here
556 "Would this quadrant welcome another Klingon?"
557 return iq.valid_quadrant() and \
558 not game.state.galaxy[iq.i][iq.j].supernova and \
559 game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
561 def tryexit(enemy, look, irun):
562 "A bad guy attempts to bug out."
564 iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))//QUADSIZE - 1
565 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))//QUADSIZE - 1
566 if not welcoming(iq):
568 if enemy.type == 'R':
569 return [] # Romulans cannot escape!
571 # avoid intruding on another commander's territory
572 if enemy.type == 'C':
573 if iq in game.state.kcmdr:
575 # refuse to leave if currently attacking starbase
576 if game.battle == game.quadrant:
578 # don't leave if over 1000 units of energy
579 if enemy.power > 1000.0:
581 oldloc = copy.copy(enemy.location)
582 # handle local matters related to escape
585 if game.condition != "docked":
587 # Handle global matters related to escape
588 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
589 game.state.galaxy[iq.i][iq.j].klingons += 1
590 if enemy.type == 'S':
594 schedule(FSCMOVE, 0.2777)
596 game.state.kscmdr = iq
598 for cmdr in game.state.kcmdr:
599 if cmdr == game.quadrant:
600 game.state.kcmdr.append(iq)
602 # report move out of quadrant.
603 return [(True, enemy, oldloc, iq)]
605 # The bad-guy movement algorithm:
607 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
608 # If both are operating full strength, force is 1000. If both are damaged,
609 # force is -1000. Having shields down subtracts an additional 1000.
611 # 2. Enemy has forces equal to the energy of the attacker plus
612 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
613 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
615 # Attacker Initial energy levels (nominal):
616 # Klingon Romulan Commander Super-Commander
617 # Novice 400 700 1200
619 # Good 450 800 1300 1750
620 # Expert 475 850 1350 1875
621 # Emeritus 500 900 1400 2000
622 # VARIANCE 75 200 200 200
624 # Enemy vessels only move prior to their attack. In Novice - Good games
625 # only commanders move. In Expert games, all enemy vessels move if there
626 # is a commander present. In Emeritus games all enemy vessels move.
628 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
629 # forces are 1000 greater than Enterprise.
631 # Agressive action on average cuts the distance between the ship and
632 # the enemy to 1/4 the original.
634 # 4. At lower energy advantage, movement units are proportional to the
635 # advantage with a 650 advantage being to hold ground, 800 to move forward
636 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
638 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
639 # retreat, especially at high skill levels.
641 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
643 def movebaddy(enemy):
644 "Tactical movement for the bad guys."
648 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
649 if game.skill >= SKILL_EXPERT:
650 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)
652 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
653 old_dist = enemy.kdist
654 mdist = int(old_dist + 0.5) # Nearest integer distance
655 # If SC, check with spy to see if should hi-tail it
656 if enemy.type == 'S' and \
657 (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
661 # decide whether to advance, retreat, or hold position
662 forces = enemy.power+100.0*len(game.enemies)+400*(nbaddys-1)
664 forces += 1000 # Good for enemy if shield is down!
665 if not damaged(DPHASER) or not damaged(DPHOTON):
666 if damaged(DPHASER): # phasers damaged
669 forces -= 0.2*(game.energy - 2500.0)
670 if damaged(DPHOTON): # photon torpedoes damaged
673 forces -= 50.0*game.torps
675 # phasers and photon tubes both out!
678 if forces <= 1000.0 and game.condition != "docked": # Typical situation
679 motion = ((forces + rnd.real(200))/150.0) - 5.0
681 if forces > 1000.0: # Very strong -- move in for kill
682 motion = (1.0 - rnd.real())**2 * old_dist + 1.0
683 if game.condition == "docked" and (game.options & OPTION_BASE): # protected by base -- back off !
684 motion -= game.skill*(2.0-rnd.real()**2)
686 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces)) # pragma: no cover
687 # don't move if no motion
690 # Limit motion according to skill
691 if abs(motion) > game.skill:
696 # calculate preferred number of steps
697 nsteps = abs(int(motion))
698 if motion > 0 and nsteps > mdist:
699 nsteps = mdist # don't overshoot
700 nsteps = min(nsteps, QUADSIZE) # This shouldn't be necessary
701 nsteps = max(nsteps, 1) # This shouldn't be necessary
703 proutn("NSTEPS = %d:" % nsteps) # pragma: no cover
704 # Compute preferred values of delta X and Y
705 m = game.sector - enemy.location
706 if 2.0 * abs(m.i) < abs(m.j):
708 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
710 m = (motion * m).sgn()
711 goto = enemy.location
713 for ll in range(nsteps):
715 proutn(" %d" % (ll+1)) # pragma: no cover
716 # Check if preferred position available
727 attempts = 0 # Settle mysterious hang problem
728 while attempts < 20 and not success:
730 if look.i < 0 or look.i >= QUADSIZE:
732 return tryexit(enemy, look, irun)
733 if krawli == m.i or m.j == 0:
735 look.i = goto.i + krawli
737 elif look.j < 0 or look.j >= QUADSIZE:
739 return tryexit(enemy, look, irun)
740 if krawlj == m.j or m.i == 0:
742 look.j = goto.j + krawlj
744 elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.':
745 # See if enemy should ram ship
746 if game.quad[look.i][look.j] == game.ship and \
747 enemy.type in ('C', 'S'):
748 collision(rammed=True, enemy=enemy)
750 if krawli != m.i and m.j != 0:
751 look.i = goto.i + krawli
753 elif krawlj != m.j and m.i != 0:
754 look.j = goto.j + krawlj
757 break # we have failed
763 proutn(repr(goto)) # pragma: no cover
767 skip(1) # pragma: no cover
768 # Enemy moved, but is still in sector
769 return [(False, enemy, old_dist, goto)]
772 "Sequence Klingon tactical movement."
774 prout("== MOVCOM") # pragma: no cover
775 # Figure out which Klingon is the commander (or Supercommander)
778 if game.quadrant in game.state.kcmdr:
779 for enemy in game.enemies:
780 if enemy.type == 'C':
781 tacmoves += movebaddy(enemy)
782 if game.state.kscmdr == game.quadrant:
783 for enemy in game.enemies:
784 if enemy.type == 'S':
785 tacmoves += movebaddy(enemy)
787 # If skill level is high, move other Klingons and Romulans too!
788 # Move these last so they can base their actions on what the
790 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
791 for enemy in game.enemies:
792 if enemy.type in ('K', 'R'):
793 tacmoves += movebaddy(enemy)
796 def movescom(iq, avoid):
797 "Supercommander movement helper."
798 # Avoid quadrants with bases if we want to avoid Enterprise
799 if not welcoming(iq) or (avoid and iq in game.state.baseq):
801 if game.justin and not game.iscate:
804 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
805 game.state.kscmdr = iq
806 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
807 if game.state.kscmdr == game.quadrant:
808 # SC has scooted, remove him from current quadrant
813 for enemy in game.enemies:
814 if enemy.type == 'S':
817 if game.condition != "docked":
820 # check for a helpful planet
821 for i in range(game.inplan):
822 if game.state.planets[i].quadrant == game.state.kscmdr and \
823 game.state.planets[i].crystals == "present":
825 game.state.planets[i].pclass = "destroyed"
826 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
829 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
830 prout(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
831 prout(_(" by the Super-commander.\""))
833 return True # looks good!
835 def supercommander():
836 "Move the Super Commander."
843 prout("== SUPERCOMMANDER") # pragma: no cover
844 # Decide on being active or passive
845 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 \
846 (game.state.date-game.indate) < 3.0)
847 if not game.iscate and avoid:
848 # compute move away from Enterprise
849 idelta = game.state.kscmdr-game.quadrant
850 if idelta.distance() > 2.0:
852 idelta.i = game.state.kscmdr.j-game.quadrant.j
853 idelta.j = game.quadrant.i-game.state.kscmdr.i
855 # compute distances to starbases
856 if not game.state.baseq:
860 sc = game.state.kscmdr
861 for (i, base) in enumerate(game.state.baseq):
862 basetbl.append((i, (base - sc).distance()))
863 if len(game.state.baseq) > 1:
864 basetbl.sort(key=lambda x: x[1])
865 # look for nearest base without a commander, no Enterprise, and
866 # without too many Klingons, and not already under attack.
867 ifindit = iwhichb = 0
868 for (i2, base) in enumerate(game.state.baseq):
869 i = basetbl[i2][0] # bug in original had it not finding nearest
870 if base == game.quadrant or base == game.battle or not welcoming(base):
872 # if there is a commander, and no other base is appropriate,
873 # we will take the one with the commander
874 for cmdr in game.state.kcmdr:
875 if base == cmdr and ifindit != 2:
879 else: # no commander -- use this one
884 return # Nothing suitable -- wait until next time
885 ibq = game.state.baseq[iwhichb]
886 # decide how to move toward base
887 idelta = ibq - game.state.kscmdr
888 # Maximum movement is 1 quadrant in either or both axes
889 idelta = idelta.sgn()
890 # try moving in both x and y directions
891 # there was what looked like a bug in the Almy C code here,
892 # but it might be this translation is just wrong.
893 iq = game.state.kscmdr + idelta
894 if not movescom(iq, avoid):
895 # failed -- try some other maneuvers
896 if idelta.i == 0 or idelta.j == 0:
899 iq.j = game.state.kscmdr.j + 1
900 if not movescom(iq, avoid):
901 iq.j = game.state.kscmdr.j - 1
904 iq.i = game.state.kscmdr.i + 1
905 if not movescom(iq, avoid):
906 iq.i = game.state.kscmdr.i - 1
909 # try moving just in x or y
910 iq.j = game.state.kscmdr.j
911 if not movescom(iq, avoid):
912 iq.j = game.state.kscmdr.j + idelta.j
913 iq.i = game.state.kscmdr.i
916 if len(game.state.baseq) == 0:
919 for ibq in game.state.baseq:
920 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
923 return # no, don't attack base!
926 schedule(FSCDBAS, rnd.real(1.0, 3.0))
927 if is_scheduled(FCDBAS):
928 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
929 if not communicating():
933 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
935 prout(_(" reports that it is under attack from the Klingon Super-commander."))
936 prout(_(" It can survive until stardate %d.\"") \
937 % int(scheduled(FSCDBAS)))
940 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
944 game.optime = 0.0 # actually finished
946 # Check for intelligence report
947 if not game.idebug and \
948 (rnd.withprob(0.8) or \
949 (not communicating()) or \
950 not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
953 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
954 prout(_(" the Super-commander is in Quadrant %s.") % game.state.kscmdr)
959 if not game.tholian or game.justin:
962 if game.tholian.location.i == 0 and game.tholian.location.j == 0:
965 elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
968 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1:
971 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0:
974 else: # pragma: no cover
975 # something is wrong!
976 game.tholian.move(None)
977 prout("***Internal error: Tholian in a bad spot.")
979 # do nothing if we are blocked
980 if game.quad[tid.i][tid.j] not in ('.', '#'):
982 here = copy.copy(game.tholian.location)
983 delta = (tid - game.tholian.location).sgn()
985 while here.i != tid.i:
987 if game.quad[here.i][here.j] == '.':
988 game.tholian.move(here)
990 while here.j != tid.j:
992 if game.quad[here.i][here.j] == '.':
993 game.tholian.move(here)
994 # check to see if all holes plugged
995 for i in range(QUADSIZE):
996 if game.quad[0][i] != '#' and game.quad[0][i] != 'T':
998 if game.quad[QUADSIZE-1][i] != '#' and game.quad[QUADSIZE-1][i] != 'T':
1000 if game.quad[i][0] != '#' and game.quad[i][0] != 'T':
1002 if game.quad[i][QUADSIZE-1] != '#' and game.quad[i][QUADSIZE-1] != 'T':
1004 # All plugged up -- Tholian splits
1005 game.quad[game.tholian.location.i][game.tholian.location.j] = '#'
1007 prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web."))
1008 game.tholian.move(None)
1011 # Code from battle.c begins here
1014 "Change cloaking-device status."
1015 if game.ship == 'F':
1016 prout(_("Ye Faerie Queene hath no cloaking device."))
1019 key = scanner.nexttok()
1026 if key == "IHALPHA":
1027 if scanner.sees("on"):
1029 prout(_("The cloaking device has already been switched on."))
1032 elif scanner.sees("off"):
1033 if not game.iscloaked:
1034 prout(_("The cloaking device has already been switched off."))
1041 if not game.iscloaked:
1042 proutn(_("Switch cloaking device on? "))
1047 proutn(_("Switch cloaking device off? "))
1054 if action == "CLOFF":
1055 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1056 prout(_("Spock- \"Captain, the Treaty of Algeron is in effect.\n Are you sure this is wise?\""))
1059 prout("Engineer Scott- \"Aye, Sir.\"")
1060 game.iscloaked = False
1061 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1062 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
1064 game.isviolreported = True
1066 #if (neutz and game.state.date >= ALGERON) finish(FCLOAK);
1069 if action == "CLON":
1071 prout(_("Engineer Scott- \"The cloaking device is damaged, Sir.\""))
1074 if game.condition == "docked":
1075 prout(_("You cannot cloak while docked."))
1077 if game.state.date >= ALGERON and not game.isviolreported:
1078 prout(_("Spock- \"Captain, using the cloaking device is a violation"))
1079 prout(_(" of the Treaty of Algeron. Considering the alternatives,"))
1080 proutn(_(" are you sure this is wise? "))
1083 prout(_("Engineer Scott- \"Cloaking device has engaging, Sir...\""))
1085 prout(_("Engineer Scott- \"Cloaking device has engaged, Sir.\""))
1086 game.iscloaked = True
1088 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1089 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
1091 game.isviolreported = True
1093 def doshield(shraise):
1094 "Change shield status."
1100 key = scanner.nexttok()
1101 if key == "IHALPHA":
1102 if scanner.sees("transfer"):
1105 if damaged(DSHIELD):
1106 prout(_("Shields damaged and down."))
1108 if scanner.sees("up"):
1110 elif scanner.sees("down"):
1112 if action == "NONE":
1113 proutn(_("Do you wish to change shield energy? "))
1116 elif damaged(DSHIELD):
1117 prout(_("Shields damaged and down."))
1120 proutn(_("Shields are up. Do you want them down? "))
1127 proutn(_("Shields are down. Do you want them up? "))
1133 if action == "SHUP": # raise shields
1135 prout(_("Shields already up."))
1139 if game.condition != "docked":
1141 prout(_("Shields raised."))
1142 if game.energy <= 0:
1144 prout(_("Shields raising uses up last of energy."))
1149 elif action == "SHDN":
1151 prout(_("Shields already down."))
1155 prout(_("Shields lowered."))
1158 elif action == "NRG":
1159 while scanner.nexttok() != "IHREAL":
1161 proutn(_("Energy to transfer to shields- "))
1166 if nrg > game.energy:
1167 prout(_("Insufficient ship energy."))
1170 if game.shield+nrg >= game.inshld:
1171 prout(_("Shield energy maximized."))
1172 if game.shield+nrg > game.inshld:
1173 prout(_("Excess energy requested returned to ship energy"))
1174 game.energy -= game.inshld-game.shield
1175 game.shield = game.inshld
1177 if nrg < 0.0 and game.energy-nrg > game.inenrg:
1178 # Prevent shield drain loophole
1180 prout(_("Engineering to bridge--"))
1181 prout(_(" Scott here. Power circuit problem, Captain."))
1182 prout(_(" I can't drain the shields."))
1185 if game.shield+nrg < 0:
1186 prout(_("All shield energy transferred to ship."))
1187 game.energy += game.shield
1190 proutn(_("Scotty- \""))
1192 prout(_("Transferring energy to shields.\""))
1194 prout(_("Draining energy from shields.\""))
1200 "Choose a device to damage, at random."
1202 105, # DSRSENS: short range scanners 10.5%
1203 105, # DLRSENS: long range scanners 10.5%
1204 120, # DPHASER: phasers 12.0%
1205 120, # DPHOTON: photon torpedoes 12.0%
1206 25, # DLIFSUP: life support 2.5%
1207 65, # DWARPEN: warp drive 6.5%
1208 70, # DIMPULS: impulse engines 6.5%
1209 135, # DSHIELD: deflector shields 13.5%
1210 30, # DRADIO: subspace radio 3.0%
1211 45, # DSHUTTL: shuttle 4.5%
1212 15, # DCOMPTR: computer 1.5%
1213 20, # NAVCOMP: navigation system 2.0%
1214 75, # DTRANSP: transporter 7.5%
1215 20, # DSHCTRL: high-speed shield controller 2.0%
1216 10, # DDRAY: death ray 1.0%
1217 30, # DDSP: deep-space probes 3.0%
1218 10, # DCLOAK: the cloaking device 1.0
1220 assert(sum(weights) == 1000)
1221 idx = rnd.integer(1000)
1223 for (i, w) in enumerate(weights):
1227 return None # pragma: no cover
1229 def collision(rammed, enemy):
1230 "Collision handling for ramming events."
1231 prouts(_("***RED ALERT! RED ALERT!"))
1233 prout(_("***COLLISION IMMINENT."))
1237 hardness = {'R':1.5, 'C':2.0, 'S':2.5, 'T':0.5, '?':4.0}.get(enemy.type, 1.0)
1239 proutn(_(" rammed by "))
1242 proutn(crmena(False, enemy.type, "sector", enemy.location))
1244 proutn(_(" (original position)"))
1246 deadkl(enemy.location, enemy.type, game.sector)
1247 prout("***" + crmshp() + " heavily damaged.")
1248 icas = rnd.integer(10, 30)
1249 prout(_("***Sickbay reports %d casualties") % icas)
1251 game.state.crew -= icas
1252 # In the pre-SST2K versions, all devices got equiprobably damaged,
1253 # which was silly. Instead, pick up to half the devices at
1254 # random according to our weighting table,
1255 ncrits = rnd.integer(NDEVICES//2)
1259 if game.damage[dev] < 0:
1261 extradm = (10.0*hardness*rnd.real()+1.0)*game.damfac
1262 # Damage for at least time of travel!
1263 game.damage[dev] += game.optime + extradm
1265 prout(_("***Shields are down."))
1272 def torpedo(origin, bearing, dispersion, number, nburst):
1273 "Let a photon torpedo fly"
1274 if not damaged(DSRSENS) or game.condition == "docked":
1275 setwnd(srscan_window)
1277 setwnd(message_window)
1278 ac = bearing + 0.25*dispersion # dispersion is a random variable
1279 bullseye = (15.0 - bearing)*0.5235988
1280 track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
1281 bumpto = Coord(0, 0)
1282 # Loop to move a single torpedo
1283 setwnd(message_window)
1284 for step in range(1, QUADSIZE*2):
1285 if not track.nextstep():
1288 if not w.valid_sector():
1290 iquad = game.quad[w.i][w.j]
1291 tracktorpedo(w, step, number, nburst, iquad)
1295 setwnd(message_window)
1296 if not damaged(DSRSENS) or game.condition == "docked":
1297 skip(1) # start new line after text track
1298 if iquad in ('E', 'F'): # Hit our ship
1300 prout(_("Torpedo hits %s.") % crmshp())
1301 hit = 700.0 + rnd.real(100) - \
1302 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1303 newcnd() # we're blown out of dock
1304 if game.landed or game.condition == "docked":
1305 return hit # Cheat if on a planet
1306 # In the C/FORTRAN version, dispersion was 2.5 radians, which
1307 # is 143 degrees, which is almost exactly 4.8 clockface units
1308 displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5)
1309 displacement.nextstep()
1310 bumpto = displacement.sector()
1311 if not bumpto.valid_sector():
1313 if game.quad[bumpto.i][bumpto.j] == ' ':
1316 if game.quad[bumpto.i][bumpto.j] != '.':
1317 # can't move into object
1319 game.sector = bumpto
1321 game.quad[w.i][w.j] = '.'
1322 game.quad[bumpto.i][bumpto.j] = iquad
1323 prout(_(" displaced by blast to Sector %s ") % bumpto)
1324 for enemy in game.enemies:
1325 enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1328 elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
1330 if iquad in ('C', 'S') and rnd.withprob(0.05):
1331 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1332 prout(_(" torpedo neutralized."))
1334 for enemy in game.enemies:
1335 if w == enemy.location:
1336 kp = math.fabs(enemy.power)
1337 h1 = 700.0 + rnd.integer(100) - \
1338 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1346 if enemy.power == 0:
1349 proutn(crmena(True, iquad, "sector", w))
1350 displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5, origin=w)
1351 displacement.nextstep()
1352 bumpto = displacement.sector()
1353 if game.quad[bumpto.i][bumpto.j] == ' ':
1354 prout(_(" buffeted into black hole."))
1355 deadkl(w, iquad, bumpto)
1357 if not bumpto.valid_sector():
1358 prout(_(" damaged but not destroyed."))
1360 if game.quad[bumpto.i][bumpto.j] != '.':
1361 prout(_(" damaged but not destroyed."))
1363 prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
1364 enemy.location = bumpto
1365 game.quad[w.i][w.j] = '.'
1366 game.quad[bumpto.i][bumpto.j] = iquad
1367 for tenemy in game.enemies:
1368 tenemy.kdist = tenemy.kavgd = (game.sector-tenemy.location).distance()
1371 else: # pragma: no cover
1372 prout("Internal error, no enemy where expected!")
1375 elif iquad == 'B': # Hit a base
1377 prout(_("***STARBASE DESTROYED.."))
1378 game.state.baseq = [x for x in game.state.baseq if x != game.quadrant]
1379 game.quad[w.i][w.j] = '.'
1380 game.base.invalidate()
1381 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
1382 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = False
1383 game.state.basekl += 1
1386 elif iquad == 'P': # Hit a planet
1387 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1388 game.state.nplankl += 1
1389 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1390 game.iplnet.pclass = "destroyed"
1392 game.plnet.invalidate()
1393 game.quad[w.i][w.j] = '.'
1395 # captain perishes on planet
1398 elif iquad == '@': # Hit an inhabited world -- very bad!
1399 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1400 game.state.nworldkl += 1
1401 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1402 game.iplnet.pclass = "destroyed"
1404 game.plnet.invalidate()
1405 game.quad[w.i][w.j] = '.'
1407 # captain perishes on planet
1409 prout(_("The torpedo destroyed an inhabited planet."))
1411 elif iquad == '*': # Hit a star
1412 if rnd.withprob(0.9):
1415 prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast."))
1417 elif iquad == '?': # Hit a thingy
1419 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1421 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1423 proutn(_("Mr. Spock-"))
1424 prouts(_(" \"Fascinating!\""))
1428 elif iquad == ' ': # Black hole
1430 prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo."))
1432 elif iquad == '#': # hit the web
1434 prout(_("***Torpedo absorbed by Tholian web."))
1436 elif iquad == 'T': # Hit a Tholian
1437 h1 = 700.0 + rnd.integer(100) - \
1438 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1441 game.quad[w.i][w.j] = '.'
1446 proutn(crmena(True, 'T', "sector", w))
1447 if rnd.withprob(0.05):
1448 prout(_(" survives photon blast."))
1450 prout(_(" disappears."))
1451 game.tholian.move(None)
1452 game.quad[w.i][w.j] = '#'
1457 proutn("Don't know how to handle torpedo collision with ")
1458 proutn(crmena(True, iquad, "sector", w))
1463 setwnd(message_window)
1464 prout(_("Torpedo missed."))
1468 "Critical-hit resolution."
1469 if hit < (275.0-25.0*game.skill)*rnd.real(1.0, 1.5):
1471 ncrit = int(1.0 + hit/(500.0+rnd.real(100)))
1472 proutn(_("***CRITICAL HIT--"))
1473 # Select devices and cause damage
1478 # Cheat to prevent shuttle damage unless on ship
1479 if not (game.damage[j]<0.0 or (j == DSHUTTL and game.iscraft != "onship") or (j == DCLOAK and game.ship != 'E' or j == DDRAY)):
1482 extradm = (hit*game.damfac)/(ncrit*rnd.real(75, 100))
1483 game.damage[j] += extradm
1486 for (i, j) in enumerate(cdam):
1488 if skipcount % 3 == 2 and i < len(cdam)-1:
1493 prout(_(" damaged."))
1494 if damaged(DSHIELD) and game.shldup:
1495 prout(_("***Shields knocked down."))
1497 if damaged(DCLOAK) and game.iscloaked:
1498 prout(_("***Cloaking device rendered inoperative."))
1499 game.iscloaked = False
1501 def attack(torps_ok):
1502 # bad guy attacks us
1503 # torps_ok == False forces use of phasers in an attack
1506 # game could be over at this point, check
1516 prout("=== ATTACK!") # pragma: no cover
1517 # Tholian gets to move before attacking
1520 # if you have just entered the RNZ, you'll get a warning
1521 if game.neutz: # The one chance not to be attacked
1524 # commanders get a chance to tac-move towards you
1525 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:
1526 for (bugout, enemy, old, goto) in moveklings():
1528 # we know about this if either short or long range
1529 # sensors are working
1530 if damaged(DSRSENS) and damaged(DLRSENS) \
1531 and game.condition != "docked":
1532 prout(crmena(True, enemy.type, "sector", old) + \
1533 (_(" escapes to Quadrant %s (and regains strength).") % goto))
1534 else: # Enemy still in-sector
1535 if enemy.move(goto):
1536 if not damaged(DSRSENS) or game.condition == "docked":
1537 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
1538 if enemy.kdist < old:
1539 proutn(_(" advances to "))
1541 proutn(_(" retreats to "))
1542 prout("Sector %s." % goto)
1544 # if no enemies remain after movement, we're done
1545 if len(game.enemies) == 0 or (len(game.enemies) == 1 and thing.at(game.quadrant)):
1547 # set up partial hits if attack happens during shield status change
1548 pfac = 1.0/game.inshld
1550 chgfac = 0.25 + rnd.real(0.5)
1552 # message verbosity control
1553 if game.skill <= SKILL_FAIR:
1555 for enemy in game.enemies:
1557 continue # too weak to attack
1558 # compute hit strength and diminish shield power
1560 # Increase chance of photon torpedos if docked or enemy energy is low
1561 if game.condition == "docked":
1563 if enemy.power < 500:
1565 if enemy.type in ('T', '?'):
1567 # different enemies have different probabilities of throwing a torp
1568 usephasers = not torps_ok or \
1569 (enemy.type == 'K' and r > 0.0005) or \
1570 (enemy.type == 'C' and r > 0.015) or \
1571 (enemy.type == 'R' and r > 0.3) or \
1572 (enemy.type == 'S' and r > 0.07) or \
1573 (enemy.type == '?' and r > 0.05)
1574 if usephasers: # Enemy uses phasers
1575 if game.condition == "docked":
1576 continue # Don't waste the effort!
1577 attempt = True # Attempt to attack
1578 dustfac = rnd.real(0.8, 0.85)
1579 hit = enemy.power*math.pow(dustfac, enemy.kavgd)
1581 else: # Enemy uses photon torpedo
1582 # We should be able to make the bearing() method work here
1583 pcourse = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i)
1585 proutn(_("***TORPEDO INCOMING"))
1586 if not damaged(DSRSENS):
1587 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location))
1590 dispersion = (rnd.real()+rnd.real())*0.5 - 0.5
1591 dispersion += 0.002*enemy.power*dispersion
1592 hit = torpedo(enemy.location, pcourse, dispersion, number=1, nburst=1)
1593 if game.unwon() == 0:
1594 finish(FWON) # Klingons did themselves in!
1595 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1596 return # Supernova or finished
1599 # incoming phaser or torpedo, shields may dissipate it
1600 if game.shldup or game.shldchg or game.condition == "docked":
1601 # shields will take hits
1602 propor = pfac * game.shield
1603 if game.condition == "docked":
1605 propor = max(propor, 0.1)
1606 hitsh = propor*chgfac*hit+1.0
1608 if absorb > game.shield:
1609 absorb = game.shield
1610 game.shield -= absorb
1612 # taking a hit blasts us out of a starbase dock
1613 if game.condition == "docked":
1615 # but the shields may take care of it
1616 if propor > 0.1 and hit < 0.005*game.energy:
1618 # hit from this opponent got through shields, so take damage
1620 proutn(_("%d unit hit") % int(hit))
1621 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1622 proutn(_(" on the ") + crmshp())
1623 if not damaged(DSRSENS) and usephasers:
1624 prout(_(" from ") + crmena(False, enemy.type, where, enemy.location))
1626 # Decide if hit is critical
1632 if game.energy <= 0:
1633 # Returning home upon your shield, not with it...
1636 if not attempt and game.condition == "docked":
1637 prout(_("***Enemies decide against attacking your ship."))
1638 percent = 100.0*pfac*game.shield+0.5
1640 # Shields fully protect ship
1641 proutn(_("Enemy attack reduces shield strength to "))
1643 # Emit message if starship suffered hit(s)
1645 proutn(_("Energy left %2d shields ") % int(game.energy))
1648 elif not damaged(DSHIELD):
1651 proutn(_("damaged, "))
1652 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1653 # Check if anyone was hurt
1654 if hitmax >= 200 or hittot >= 500:
1655 icas = rnd.integer(int(hittot * 0.015))
1658 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1659 prout(_(" in that last attack.\""))
1661 game.state.crew -= icas
1662 # After attack, reset average distance to enemies
1663 for enemy in game.enemies:
1664 enemy.kavgd = enemy.kdist
1668 def deadkl(w, etype, mv):
1669 "Kill a Klingon, Tholian, Romulan, or Thingy."
1670 # Added mv to allow enemy to "move" before dying
1671 proutn(crmena(True, etype, "sector", mv))
1672 # Decide what kind of enemy it is and update appropriately
1674 # Chalk up a Romulan
1675 game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1677 game.state.nromrem -= 1
1686 # Killed some type of Klingon
1687 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1690 game.state.kcmdr.remove(game.quadrant)
1692 if game.state.kcmdr:
1693 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1694 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1699 game.state.nscrem -= 1
1700 game.state.kscmdr.invalidate()
1705 # For each kind of enemy, finish message to player
1706 prout(_(" destroyed."))
1707 if game.unwon() == 0:
1710 # Remove enemy ship from arrays describing local conditions
1711 for e in game.enemies:
1718 "Return None if target is invalid, otherwise return a course angle."
1719 if not w.valid_sector():
1723 # C code this was translated from is wacky -- why the sign reversal?
1724 delta.j = (w.j - game.sector.j)
1725 delta.i = (game.sector.i - w.i)
1726 if delta == Coord(0, 0):
1728 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1729 prout(_(" I recommend an immediate review of"))
1730 prout(_(" the Captain's psychological profile.\""))
1733 return delta.bearing()
1736 "Launch photon torpedo salvo."
1739 if damaged(DPHOTON):
1740 prout(_("Photon tubes damaged."))
1744 prout(_("No torpedoes left."))
1747 # First, get torpedo count
1750 if scanner.token == "IHALPHA":
1753 elif scanner.token == "IHEOL" or not scanner.waiting():
1754 prout(_("%d torpedoes left.") % game.torps)
1756 proutn(_("Number of torpedoes to fire- "))
1757 continue # Go back around to get a number
1758 else: # key == "IHREAL"
1764 if n <= 0: # abort command
1769 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1772 scanner.chew() # User requested more torps than available
1773 continue # Go back around
1774 break # All is good, go to next stage
1778 key = scanner.nexttok()
1779 if i == 0 and key == "IHEOL":
1780 break # no coordinate waiting, we will try prompting
1781 if i == 1 and key == "IHEOL":
1782 # direct all torpedoes at one target
1784 target.append(target[0])
1785 tcourse.append(tcourse[0])
1788 scanner.push(scanner.token)
1789 target.append(scanner.getcoord())
1790 if target[-1] is None:
1792 tcourse.append(targetcheck(target[-1]))
1793 if tcourse[-1] is None:
1796 if len(target) == 0:
1797 # prompt for each one
1799 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1801 target.append(scanner.getcoord())
1802 if target[-1] is None:
1804 tcourse.append(targetcheck(target[-1]))
1805 if tcourse[-1] is None:
1808 # Loop for moving <n> torpedoes
1810 if game.condition != "docked":
1812 dispersion = (rnd.real()+rnd.real())*0.5 -0.5
1813 if math.fabs(dispersion) >= 0.47:
1815 dispersion *= rnd.real(1.2, 2.2)
1817 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1819 prouts(_("***TORPEDO MISFIRES."))
1822 prout(_(" Remainder of burst aborted."))
1823 if rnd.withprob(0.2):
1824 prout(_("***Photon tubes damaged by misfire."))
1825 game.damage[DPHOTON] = game.damfac * rnd.real(1.0, 3.0)
1829 elif game.shldup or game.condition == "docked":
1830 dispersion *= 1.0 + 0.0001*game.shield
1831 torpedo(game.sector, tcourse[i], dispersion, number=i, nburst=n)
1832 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1838 "Check for phasers overheating."
1840 checkburn = (rpow-1500.0)*0.00038
1841 if rnd.withprob(checkburn):
1842 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1843 game.damage[DPHASER] = game.damfac* rnd.real(1.0, 2.0) * (1.0+checkburn)
1845 def checkshctrl(rpow):
1846 "Check shield control."
1848 if rnd.withprob(0.998):
1849 prout(_("Shields lowered."))
1851 # Something bad has happened
1852 prouts(_("***RED ALERT! RED ALERT!"))
1854 hit = rpow*game.shield/game.inshld
1855 game.energy -= rpow+hit*0.8
1856 game.shield -= hit*0.2
1857 if game.energy <= 0.0:
1858 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1863 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1865 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1866 icas = rnd.integer(int(hit*0.012))
1871 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1872 prout(_(" %d casualties so far.\"") % icas)
1874 game.state.crew -= icas
1876 prout(_("Phaser energy dispersed by shields."))
1877 prout(_("Enemy unaffected."))
1882 "Register a phaser hit on Klingons and Romulans."
1889 dustfac = rnd.real(0.9, 1.0)
1890 hit = wham*math.pow(dustfac, game.enemies[kk].kdist)
1891 kpini = game.enemies[kk].power
1892 kp = math.fabs(kpini)
1893 if PHASEFAC*hit < kp:
1895 if game.enemies[kk].power < 0:
1896 game.enemies[kk].power -= -kp
1898 game.enemies[kk].power -= kp
1899 kpow = game.enemies[kk].power
1900 w = game.enemies[kk].location
1902 if not damaged(DSRSENS):
1904 proutn(_("%d unit hit on ") % int(hit))
1906 proutn(_("Very small hit on "))
1907 ienm = game.quad[w.i][w.j]
1908 proutn(crmena(False, ienm, "sector", w))
1917 else: # decide whether or not to emasculate klingon
1918 # pylint: disable=chained-comparison
1919 if kpow > 0 and rnd.withprob(0.9) and kpow <= rnd.real(0.4, 0.8)*kpini:
1920 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1921 prout(_(" has just lost its firepower.\""))
1922 game.enemies[kk].power = -kpow
1927 "Fire phasers at bad guys."
1931 irec = 0 # Cheating inhibitor
1940 # SR sensors and Computer are needed for automode
1941 if damaged(DSRSENS) or damaged(DCOMPTR):
1943 if game.condition == "docked":
1944 prout(_("Phasers can't be fired through base shields."))
1947 if damaged(DPHASER):
1948 prout(_("Phaser control damaged."))
1952 if damaged(DSHCTRL):
1953 prout(_("High speed shield control damaged."))
1956 if game.energy <= 200.0:
1957 prout(_("Insufficient energy to activate high-speed shield control."))
1960 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1962 # Original code so convoluted, I re-did it all
1963 # (That was Tom Almy talking about the C code, I think -- ESR)
1964 while automode == "NOTSET":
1965 key = scanner.nexttok()
1966 if key == "IHALPHA":
1967 if scanner.sees("manual"):
1968 if len(game.enemies)==0:
1969 prout(_("There is no enemy present to select."))
1972 automode = "AUTOMATIC"
1975 key = scanner.nexttok()
1976 elif scanner.sees("automatic"):
1977 if (not itarg) and len(game.enemies) != 0:
1978 automode = "FORCEMAN"
1980 if len(game.enemies)==0:
1981 prout(_("Energy will be expended into space."))
1982 automode = "AUTOMATIC"
1983 key = scanner.nexttok()
1984 elif scanner.sees("no"):
1989 elif key == "IHREAL":
1990 if len(game.enemies)==0:
1991 prout(_("Energy will be expended into space."))
1992 automode = "AUTOMATIC"
1994 automode = "FORCEMAN"
1996 automode = "AUTOMATIC"
1999 if len(game.enemies)==0:
2000 prout(_("Energy will be expended into space."))
2001 automode = "AUTOMATIC"
2003 automode = "FORCEMAN"
2005 proutn(_("Manual or automatic? "))
2010 if automode == "AUTOMATIC":
2011 if key == "IHALPHA" and scanner.sees("no"):
2013 key = scanner.nexttok()
2014 if key != "IHREAL" and len(game.enemies) != 0:
2015 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
2020 for i in range(len(game.enemies)):
2021 irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))*rnd.real(1.01, 1.06) + 1.0
2023 proutn(_("%d units required. ") % irec)
2025 proutn(_("Units to fire= "))
2026 key = scanner.nexttok()
2031 proutn(_("Energy available= %.2f") % avail)
2034 if not rpow > avail:
2040 key = scanner.nexttok()
2041 if key == "IHALPHA" and scanner.sees("no"):
2044 game.energy -= 200 # Go and do it!
2045 if checkshctrl(rpow):
2050 if len(game.enemies):
2053 for i in range(len(game.enemies)):
2057 hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))
2058 over = rnd.real(1.01, 1.06) * hits[i]
2060 powrem -= hits[i] + over
2061 if powrem <= 0 and temp < hits[i]:
2070 if extra > 0 and not game.alldone:
2072 proutn(_("*** Tholian web absorbs "))
2073 if len(game.enemies)>0:
2074 proutn(_("excess "))
2075 prout(_("phaser energy."))
2077 prout(_("%d expended on empty space.") % int(extra))
2078 elif automode == "FORCEMAN":
2081 if damaged(DCOMPTR):
2082 prout(_("Battle computer damaged, manual fire only."))
2085 prouts(_("---WORKING---"))
2087 prout(_("Short-range-sensors-damaged"))
2088 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2089 prout(_("Manual-fire-must-be-used"))
2091 elif automode == "MANUAL":
2093 for k in range(len(game.enemies)):
2094 aim = game.enemies[k].location
2095 ienm = game.quad[aim.i][aim.j]
2097 proutn(_("Energy available= %.2f") % (avail-0.006))
2101 if damaged(DSRSENS) and \
2102 not game.sector.distance(aim)<2**0.5 and ienm in ('C', 'S'):
2103 prout(cramen(ienm) + _(" can't be located without short range scan."))
2106 hits[k] = 0 # prevent overflow -- thanks to Alexei Voitenko
2110 if itarg and k > kz:
2111 irec = (abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9, game.enemies[k].kdist))) * rnd.real(1.01, 1.06) + 1.0
2114 if not damaged(DCOMPTR):
2119 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
2120 key = scanner.nexttok()
2121 if key == "IHALPHA" and scanner.sees("no"):
2123 key = scanner.nexttok()
2125 if key == "IHALPHA":
2129 if k == 1: # Let me say I'm baffled by this
2132 if scanner.real < 0:
2136 hits.append(scanner.real)
2137 rpow += scanner.real
2138 # If total requested is too much, inform and start over
2140 prout(_("Available energy exceeded -- try again."))
2143 key = scanner.nexttok() # scan for next value
2145 # zero energy -- abort
2148 if key == "IHALPHA" and scanner.sees("no"):
2153 game.energy -= 200.0
2154 if checkshctrl(rpow):
2158 # Say shield raised or malfunction, if necessary
2164 if rnd.withprob(0.01):
2165 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2166 prouts(_(" CLICK CLICK POP . . ."))
2167 prout(_(" No response, sir!"))
2170 prout(_("Shields raised."))
2177 game.ididit = False # Nothing if we fail
2180 # Make sure there is room in the brig
2181 if game.brigfree == 0:
2182 prout(_("Security reports the brig is already full."))
2186 prout(_("Uhura- \"We have no subspace radio communication, sir.\""))
2189 if damaged(DTRANSP):
2190 prout(_("Scotty- \"Transporter damaged, sir.\""))
2193 # find out if there are any at all
2195 prout(_("Uhura- \"Getting no response, sir.\""))
2198 # if there is more than one Klingon, find out which one
2199 # Cruddy, just takes one at random. Should ask the captain.
2200 # Nah, just select the weakest one since it is most likely to
2201 # surrender (Tom Almy mod)
2202 klingons = [e for e in game.enemies if e.type == 'K']
2203 weakest = sorted(klingons, key=lambda e: e.power)[0]
2204 game.optime = 0.05 # This action will take some time
2205 game.ididit = True # So any others can strike back
2207 # check out that Klingon
2208 # The algorithm isn't that great and could use some more
2209 # intelligent design
2210 # x = 300 + 25*skill;
2211 x = game.energy / (weakest.power * len(klingons))
2212 #prout(_("Stats: energy = %s, kpower = %s, klingons = %s")
2213 # % (game.energy, weakest.power, len(klingons)))
2214 x *= 2.5 # would originally have been equivalent of 1.4,
2215 # but we want command to work more often, more humanely
2216 #prout(_("Prob = %.4f" % x))
2217 # x = 100; // For testing, of course!
2218 if x < rnd.real(100):
2219 # guess what, he surrendered!!!
2220 prout(_("Klingon captain at %s surrenders.") % weakest.location)
2223 prout(_("%d Klingons commit suicide rather than be taken captive.") % (200 - i))
2224 if i > game.brigfree:
2225 prout(_("%d Klingons die because there is no room for them in the brig.") % (i-game.brigfree))
2228 prout(_("%d captives taken") % i)
2229 deadkl(weakest.location, weakest.type, game.sector)
2234 # big surprise, he refuses to surrender
2235 prout(_("Fat chance, captain!"))
2237 # Code from events.c begins here.
2239 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2240 # event of each type active at any given time. Mostly these means we can
2241 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2242 # BSD Trek, from which we swiped the idea, can have up to 5.
2244 def unschedule(evtype):
2245 "Remove an event from the schedule."
2246 game.future[evtype].date = FOREVER
2247 return game.future[evtype]
2249 def is_scheduled(evtype):
2250 "Is an event of specified type scheduled."
2251 return game.future[evtype].date != FOREVER
2253 def scheduled(evtype):
2254 "When will this event happen?"
2255 return game.future[evtype].date
2257 def schedule(evtype, offset):
2258 "Schedule an event of specified type."
2259 game.future[evtype].date = game.state.date + offset
2260 return game.future[evtype]
2262 def postpone(evtype, offset):
2263 "Postpone a scheduled event."
2264 game.future[evtype].date += offset
2267 "Rest period is interrupted by event."
2270 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2272 game.resting = False
2278 "Run through the event queue looking for things to do."
2280 fintim = game.state.date + game.optime
2289 def tractorbeam(yank):
2290 "Tractor-beaming cases merge here."
2292 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2294 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2295 # If Kirk & Co. screwing around on planet, handle
2296 atover(True) # atover(true) is Grab
2299 if game.icraft: # Caught in Galileo?
2302 # Check to see if shuttle is aboard
2303 if game.iscraft == "offship":
2305 if rnd.withprob(0.5):
2306 prout(_("Galileo, left on the planet surface, is captured"))
2307 prout(_("by aliens and made into a flying McDonald's."))
2308 game.damage[DSHUTTL] = -10
2309 game.iscraft = "removed"
2311 prout(_("Galileo, left on the planet surface, is well hidden."))
2313 game.quadrant = game.state.kscmdr
2315 game.quadrant = game.state.kcmdr[i]
2316 game.sector = randplace(QUADSIZE)
2317 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2318 % (game.quadrant, game.sector))
2320 prout(_("(Remainder of rest/repair period cancelled.)"))
2321 game.resting = False
2323 if not damaged(DSHIELD) and game.shield > 0:
2324 doshield(shraise=True) # raise shields
2325 game.shldchg = False
2327 prout(_("(Shields not currently useable.)"))
2329 # Adjust finish time to time of tractor beaming?
2330 # fintim = game.state.date+game.optime
2331 attack(torps_ok=False)
2332 if not game.state.kcmdr:
2335 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2338 "Code merges here for any commander destroying a starbase."
2339 # Not perfect, but will have to do
2340 # Handle case where base is in same quadrant as starship
2341 if game.battle == game.quadrant:
2342 game.state.chart[game.battle.i][game.battle.j].starbase = False
2343 game.quad[game.base.i][game.base.j] = '.'
2344 game.base.invalidate()
2347 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2348 elif game.state.baseq and communicating():
2349 # Get word via subspace radio
2352 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2353 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2355 prout(_("the Klingon Super-Commander"))
2357 prout(_("a Klingon Commander"))
2358 game.state.chart[game.battle.i][game.battle.j].starbase = False
2359 # Remove Starbase from galaxy
2360 game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2361 game.state.baseq = [x for x in game.state.baseq if x != game.battle]
2363 # reinstate a commander's base attack
2367 game.battle.invalidate()
2368 if game.idebug: # pragma: no cover
2369 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2370 for i in range(1, NEVENTS):
2371 if i == FSNOVA: proutn("=== Supernova ")
2372 elif i == FTBEAM: proutn("=== T Beam ")
2373 elif i == FSNAP: proutn("=== Snapshot ")
2374 elif i == FBATTAK: proutn("=== Base Attack ")
2375 elif i == FCDBAS: proutn("=== Base Destroy ")
2376 elif i == FSCMOVE: proutn("=== SC Move ")
2377 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2378 elif i == FDSPROB: proutn("=== Probe Move ")
2379 elif i == FDISTR: proutn("=== Distress Call ")
2380 elif i == FENSLV: proutn("=== Enslavement ")
2381 elif i == FREPRO: proutn("=== Klingon Build ")
2383 prout("%.2f" % (scheduled(i)))
2386 radio_was_broken = damaged(DRADIO)
2389 # Select earliest extraneous event, evcode==0 if no events
2394 for l in range(1, NEVENTS):
2395 if game.future[l].date < datemin:
2398 prout("== Event %d fires" % evcode) # pragma: no cover
2399 datemin = game.future[l].date
2400 xtime = datemin-game.state.date
2402 game.energy -= xtime*500.0
2403 if game.energy <= 0:
2406 game.state.date = datemin
2407 # Decrement Federation resources and recompute remaining time
2408 game.state.remres -= (game.remkl()+4*len(game.state.kcmdr))*xtime
2410 if game.state.remtime <= 0:
2413 # Any crew left alive?
2414 if game.state.crew <= 0:
2417 # Is life support adequate?
2418 if damaged(DLIFSUP) and game.condition != "docked":
2419 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2422 game.lsupres -= xtime
2423 if game.damage[DLIFSUP] <= xtime:
2424 game.lsupres = game.inlsr
2427 if game.condition == "docked":
2429 # Don't fix Deathray here
2430 for l in range(NDEVICES):
2431 if game.damage[l] > 0.0 and l != DDRAY:
2432 if game.damage[l]-repair > 0.0:
2433 game.damage[l] -= repair
2435 game.damage[l] = 0.0
2436 # If radio repaired, update star chart and attack reports
2437 if radio_was_broken and not damaged(DRADIO):
2438 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2439 prout(_(" surveillance reports are coming in."))
2441 if not game.iseenit:
2445 prout(_(" The star chart is now up to date.\""))
2447 # Cause extraneous event EVCODE to occur
2448 game.optime -= xtime
2449 if evcode == FSNOVA: # Supernova
2452 schedule(FSNOVA, expran(0.5*game.intime))
2453 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2455 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2456 if game.state.nscrem == 0 or game.iscloaked or \
2457 ictbeam or istract or \
2458 game.condition == "docked" or game.isatb == 1 or game.iscate:
2460 if game.ientesc or \
2461 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2462 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2463 (damaged(DSHIELD) and \
2464 (game.energy < 2500 or damaged(DPHASER)) and \
2465 (game.torps < 5 or damaged(DPHOTON))):
2467 istract = ictbeam = True
2468 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2471 elif evcode == FTBEAM: # Tractor beam
2472 if not game.state.kcmdr:
2475 i = rnd.integer(len(game.state.kcmdr))
2476 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2477 if istract or game.condition == "docked" or game.iscloaked or yank == 0:
2478 # Drats! Have to reschedule
2480 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2484 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2485 game.snapsht = copy.deepcopy(game.state)
2486 game.state.snap = True
2487 schedule(FSNAP, expran(0.5 * game.intime))
2488 elif evcode == FBATTAK: # Commander attacks starbase
2489 if not game.state.kcmdr or not game.state.baseq:
2494 ibq = None # Force battle location to persist past loop
2496 for ibq in game.state.baseq:
2497 for cmdr in game.state.kcmdr:
2498 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2500 # no match found -- try later
2501 schedule(FBATTAK, expran(0.3*game.intime))
2506 # commander + starbase combination found -- launch attack
2508 schedule(FCDBAS, rnd.real(1.0, 4.0))
2509 if game.isatb: # extra time if SC already attacking
2510 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2511 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2512 game.iseenit = False
2513 if not communicating():
2514 continue # No warning :-(
2518 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2519 prout(_(" reports that it is under attack and that it can"))
2520 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2523 elif evcode == FSCDBAS: # Supercommander destroys base
2526 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2527 continue # WAS RETURN!
2529 game.battle = game.state.kscmdr
2531 elif evcode == FCDBAS: # Commander succeeds in destroying base
2532 if evcode == FCDBAS:
2534 if not game.state.baseq \
2535 or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2536 game.battle.invalidate()
2538 # find the lucky pair
2539 for cmdr in game.state.kcmdr:
2540 if cmdr == game.battle:
2543 # No action to take after all
2546 elif evcode == FSCMOVE: # Supercommander moves
2547 schedule(FSCMOVE, 0.2777)
2548 if not game.ientesc and not istract and game.isatb != 1 and \
2549 (not game.iscate or not game.justin):
2551 elif evcode == FDSPROB: # Move deep space probe
2552 schedule(FDSPROB, 0.01)
2553 if not game.probe.nextstep():
2554 if not game.probe.quadrant().valid_quadrant() or \
2555 game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
2556 # Left galaxy or ran into supernova
2560 proutn(_("Lt. Uhura- \"The deep space probe "))
2561 if not game.probe.quadrant().valid_quadrant():
2562 prout(_("has left the galaxy.\""))
2564 prout(_("is no longer transmitting.\""))
2570 prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
2571 pquad = game.probe.quadrant()
2572 pdest = game.state.galaxy[pquad.i][pquad.j]
2574 game.state.chart[pquad.i][pquad.j].klingons = pdest.klingons
2575 game.state.chart[pquad.i][pquad.j].starbase = pdest.starbase
2576 game.state.chart[pquad.i][pquad.j].stars = pdest.stars
2577 pdest.charted = True
2578 game.probe.moves -= 1 # One less to travel
2579 if game.probe.arrived() and game.isarmed and pdest.stars:
2580 supernova(game.probe.quadrant()) # fire in the hole!
2582 if game.state.galaxy[pquad.i][pquad.j].supernova:
2584 elif evcode == FDISTR: # inhabited system issues distress call
2586 # try a whole bunch of times to find something suitable
2587 for i in range(100):
2588 # need a quadrant which is not the current one,
2589 # which has some stars which are inhabited and
2590 # not already under attack, which is not
2591 # supernova'ed, and which has some Klingons in it
2592 w = randplace(GALSIZE)
2593 q = game.state.galaxy[w.i][w.j]
2594 if not (game.quadrant == w or q.planet is None or \
2595 not q.planet.inhabited or \
2596 q.supernova or q.status!="secure" or q.klingons<=0):
2599 # can't seem to find one; ignore this call
2601 prout("=== Couldn't find location for distress event.") # pragma: no cover
2603 # got one!! Schedule its enslavement
2604 ev = schedule(FENSLV, expran(game.intime))
2606 q.status = "distressed"
2607 # tell the captain about it if we can
2609 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2610 % (q.planet, repr(w)))
2611 prout(_("by a Klingon invasion fleet."))
2614 elif evcode == FENSLV: # starsystem is enslaved
2615 ev = unschedule(FENSLV)
2616 # see if current distress call still active
2617 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2621 q.status = "enslaved"
2623 # play stork and schedule the first baby
2624 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2625 ev2.quadrant = ev.quadrant
2627 # report the disaster if we can
2629 prout(_("Uhura- We've lost contact with starsystem %s") % \
2631 prout(_("in Quadrant %s.\n") % ev.quadrant)
2632 elif evcode == FREPRO: # Klingon reproduces
2633 # If we ever switch to a real event queue, we'll need to
2634 # explicitly retrieve and restore the x and y.
2635 ev = schedule(FREPRO, expran(1.0 * game.intime))
2636 # see if current distress call still active
2637 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2641 if game.remkl() >= MAXKLGAME:
2642 continue # full right now
2643 # reproduce one Klingon
2646 if game.klhere >= MAXKLQUAD:
2648 # this quadrant not ok, pick an adjacent one
2649 for m.i in range(w.i - 1, w.i + 2):
2650 for m.j in range(w.j - 1, w.j + 2):
2651 if not m.valid_quadrant():
2653 q = game.state.galaxy[m.i][m.j]
2654 # check for this quad ok (not full & no snova)
2655 if q.klingons >= MAXKLQUAD or q.supernova:
2658 # search for eligible quadrant failed
2664 if game.quadrant == w:
2666 newkling() # also adds it to game.enemies
2667 # recompute time left
2670 if game.quadrant == w:
2671 prout(_("Spock- sensors indicate the Klingons have"))
2672 prout(_("launched a warship from %s.") % q.planet)
2674 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2675 if q.planet is not None:
2676 proutn(_("near %s ") % q.planet)
2677 prout(_("in Quadrant %s.") % w)
2683 key = scanner.nexttok()
2686 proutn(_("How long? "))
2691 origTime = delay = scanner.real
2694 if delay >= game.state.remtime or len(game.enemies) != 0:
2695 proutn(_("Are you sure? "))
2698 # Alternate resting periods (events) with attacks
2702 game.resting = False
2703 if not game.resting:
2704 prout(_("%d stardates left.") % int(game.state.remtime))
2706 temp = game.optime = delay
2707 if len(game.enemies):
2708 rtime = rnd.real(1.0, 2.0)
2712 if game.optime < delay:
2713 attack(torps_ok=False)
2721 # Repair Deathray if long rest at starbase
2722 if origTime-delay >= 9.99 and game.condition == "docked":
2723 game.damage[DDRAY] = 0.0
2724 # leave if quadrant supernovas
2725 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2727 game.resting = False
2732 ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2733 newc = Coord(); neighbor = Coord(); bump = Coord(0, 0)
2734 if rnd.withprob(0.05):
2735 # Wow! We've supernova'ed
2736 supernova(game.quadrant)
2738 # handle initial nova
2739 game.quad[nov.i][nov.j] = '.'
2740 prout(crmena(False, '*', "sector", nov) + _(" novas."))
2741 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2742 game.state.starkl += 1
2743 # Set up queue to recursively trigger adjacent stars
2749 for offset.i in range(-1, 1+1):
2750 for offset.j in range(-1, 1+1):
2751 if offset.j == 0 and offset.i == 0:
2753 neighbor = start + offset
2754 if not neighbor.valid_sector():
2756 iquad = game.quad[neighbor.i][neighbor.j]
2757 # Empty space ends reaction
2758 if iquad in ('.', '?', ' ', 'T', '#'):
2760 elif iquad == '*': # Affect another star
2761 if rnd.withprob(0.05):
2762 # This star supernovas
2763 supernova(game.quadrant)
2766 hits.append(neighbor)
2767 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2768 game.state.starkl += 1
2769 proutn(crmena(True, '*', "sector", neighbor))
2771 game.quad[neighbor.i][neighbor.j] = '.'
2773 elif iquad in ('P', '@'): # Destroy planet
2774 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2776 game.state.nplankl += 1
2778 game.state.nworldkl += 1
2779 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2780 game.iplnet.pclass = "destroyed"
2782 game.plnet.invalidate()
2786 game.quad[neighbor.i][neighbor.j] = '.'
2787 elif iquad == 'B': # Destroy base
2788 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2789 game.state.baseq = [x for x in game.state.baseq if x!= game.quadrant]
2790 game.base.invalidate()
2791 game.state.basekl += 1
2793 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2794 game.quad[neighbor.i][neighbor.j] = '.'
2795 elif iquad in ('E', 'F'): # Buffet ship
2796 prout(_("***Starship buffeted by nova."))
2798 if game.shield >= 2000.0:
2799 game.shield -= 2000.0
2801 diff = 2000.0 - game.shield
2805 prout(_("***Shields knocked out."))
2806 game.damage[DSHIELD] += 0.005*game.damfac*rnd.real()*diff
2808 game.energy -= 2000.0
2809 if game.energy <= 0:
2812 # add in course nova contributes to kicking starship
2814 bump += (game.sector-hits[-1]).sgn()
2815 elif iquad == 'K': # kill klingon
2816 deadkl(neighbor, iquad, neighbor)
2817 elif iquad in ('C','S','R'): # Damage/destroy big enemies
2819 for ll in range(len(game.enemies)):
2820 if game.enemies[ll].location == neighbor:
2821 target = game.enemies[ll]
2823 if target is not None:
2824 target.power -= 800.0 # If firepower is lost, die
2825 if target.power <= 0.0:
2826 deadkl(neighbor, iquad, neighbor)
2827 continue # neighbor loop
2828 # Else enemy gets flung by the blast wave
2829 newc = neighbor + neighbor - start
2830 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2831 if not newc.valid_sector():
2832 # can't leave quadrant
2835 iquad1 = game.quad[newc.i][newc.j]
2837 proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
2839 deadkl(neighbor, iquad, newc)
2842 # can't move into something else
2845 proutn(_(", buffeted to Sector %s") % newc)
2846 game.quad[neighbor.i][neighbor.j] = '.'
2847 game.quad[newc.i][newc.j] = iquad
2849 # Starship affected by nova -- kick it away.
2851 direc = ncourse[3*(bump.i+1)+bump.j+2]
2856 scourse = course(bearing=direc, distance=dist)
2857 game.optime = scourse.time(w=4)
2859 prout(_("Force of nova displaces starship."))
2860 imove(scourse, noattack=True)
2861 game.optime = scourse.time(w=4)
2865 "Star goes supernova."
2870 # Scheduled supernova -- select star at random.
2873 for nq.i in range(GALSIZE):
2874 for nq.j in range(GALSIZE):
2875 nstars += game.state.galaxy[nq.i][nq.j].stars
2877 return # nothing to supernova exists
2878 num = rnd.integer(nstars) + 1
2879 for nq.i in range(GALSIZE):
2880 for nq.j in range(GALSIZE):
2881 num -= game.state.galaxy[nq.i][nq.j].stars
2886 if game.idebug: # pragma: no cover
2887 proutn("=== Super nova here?")
2890 if nq != game.quadrant or game.justin:
2891 # it isn't here, or we just entered (treat as enroute)
2894 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2895 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2898 # we are in the quadrant!
2899 num = rnd.integer(game.state.galaxy[nq.i][nq.j].stars) + 1
2900 for ns.i in range(QUADSIZE):
2901 for ns.j in range(QUADSIZE):
2902 if game.quad[ns.i][ns.j]=='*':
2909 prouts(_("***RED ALERT! RED ALERT!"))
2911 prout(_("***Incipient supernova detected at Sector %s") % ns)
2912 if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2913 proutn(_("Emergency override attempts t"))
2914 prouts("***************")
2918 # destroy any Klingons in supernovaed quadrant
2919 game.state.galaxy[nq.i][nq.j].klingons = 0
2920 if nq == game.state.kscmdr:
2921 # did in the Supercommander!
2922 game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
2926 # Changing this to [w for w in game.state.kcmdr if w != nq]
2927 # causes regression-test failure
2928 survivors = list(filter(lambda w: w != nq, game.state.kcmdr))
2929 #comkills = len(game.state.kcmdr) - len(survivors)
2930 game.state.kcmdr = survivors
2931 if not game.state.kcmdr:
2933 # destroy Romulans and planets in supernovaed quadrant
2934 nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2935 game.state.galaxy[nq.i][nq.j].romulans = 0
2936 game.state.nromrem -= nrmdead
2938 for loop in range(game.inplan):
2939 if game.state.planets[loop].quadrant == nq:
2940 game.state.planets[loop].pclass = "destroyed"
2942 # Destroy any base in supernovaed quadrant
2943 game.state.baseq = [x for x in game.state.baseq if x != nq]
2944 # If starship caused supernova, tally up destruction
2946 game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2947 game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2948 game.state.nplankl += npdead
2949 # mark supernova in galaxy and in star chart
2950 if game.quadrant == nq or communicating():
2951 game.state.galaxy[nq.i][nq.j].supernova = True
2952 # If supernova destroys last Klingons give special message
2953 if game.unwon()==0 and nq != game.quadrant:
2956 prout(_("Lucky you!"))
2957 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2960 # if some Klingons remain, continue or die in supernova
2965 # Code from finish.c ends here.
2968 "Self-destruct maneuver. Finish with a BANG!"
2970 if damaged(DCOMPTR):
2971 prout(_("Computer damaged; cannot execute destruct sequence."))
2973 prouts(_("---WORKING---")); skip(1)
2974 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2975 prouts(" 10"); skip(1)
2976 prouts(" 9"); skip(1)
2977 prouts(" 8"); skip(1)
2978 prouts(" 7"); skip(1)
2979 prouts(" 6"); skip(1)
2981 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2983 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2985 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2988 if game.passwd != scanner.token:
2989 prouts(_("PASSWORD-REJECTED;"))
2991 prouts(_("CONTINUITY-EFFECTED"))
2994 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2995 prouts(" 5"); skip(1)
2996 prouts(" 4"); skip(1)
2997 prouts(" 3"); skip(1)
2998 prouts(" 2"); skip(1)
2999 prouts(" 1"); skip(1)
3000 if rnd.withprob(0.15):
3001 prouts(_("GOODBYE-CRUEL-WORLD"))
3009 prouts(_("********* Entropy of %s maximized *********") % crmshp())
3013 if len(game.enemies) != 0:
3014 whammo = 25.0 * game.energy
3015 for e in game.enemies[::-1]:
3016 if e.power*e.kdist <= whammo:
3017 deadkl(e.location, game.quad[e.location.i][e.location.j], e.location)
3021 "Compute our rate of kils over time."
3022 elapsed = game.state.date - game.indate
3023 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
3026 starting = (game.inkling + game.incom + game.inscom)
3027 remaining = game.unwon()
3028 return (starting - remaining)/elapsed
3032 badpt = 5.0*game.state.starkl + \
3034 10.0*game.state.nplankl + \
3035 300*game.state.nworldkl + \
3037 100.0*game.state.basekl +\
3038 3.0*game.abandoned +\
3040 if game.ship == 'F':
3042 elif game.ship is None:
3047 # end the game, with appropriate notifications
3051 prout(_("It is stardate %.1f.") % game.state.date)
3053 if ifin == FWON: # Game has been won
3054 if game.state.nromrem != 0:
3055 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
3058 prout(_("You have smashed the Klingon invasion fleet and saved"))
3059 prout(_("the Federation."))
3060 if game.alive and game.brigcapacity-game.brigfree > 0:
3061 game.kcaptured += game.brigcapacity-game.brigfree
3062 prout(_("The %d captured Klingons are transferred to Star Fleet Command.") % (game.brigcapacity-game.brigfree))
3067 badpt = 0.0 # Close enough!
3068 # killsPerDate >= RateMax
3069 if game.state.date-game.indate < 5.0 or \
3070 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
3072 prout(_("In fact, you have done so well that Starfleet Command"))
3073 if game.skill == SKILL_NOVICE:
3074 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
3075 elif game.skill == SKILL_FAIR:
3076 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
3077 elif game.skill == SKILL_GOOD:
3078 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
3079 elif game.skill == SKILL_EXPERT:
3080 prout(_("promotes you to Commodore Emeritus."))
3082 prout(_("Now that you think you're really good, try playing"))
3083 prout(_("the \"Emeritus\" game. It will splatter your ego."))
3084 elif game.skill == SKILL_EMERITUS:
3086 proutn(_("Computer- "))
3087 prouts(_("ERROR-ERROR-ERROR-ERROR"))
3089 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3091 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3093 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3095 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3097 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3099 prout(_("Now you can retire and write your own Star Trek game!"))
3101 elif game.skill >= SKILL_EXPERT:
3102 if game.thawed and not game.idebug:
3103 prout(_("You cannot get a citation, so..."))
3105 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3109 # Only grant long life if alive (original didn't!)
3111 prout(_("LIVE LONG AND PROSPER."))
3116 elif ifin == FDEPLETE: # Federation Resources Depleted
3117 prout(_("Your time has run out and the Federation has been"))
3118 prout(_("conquered. Your starship is now Klingon property,"))
3119 prout(_("and you are put on trial as a war criminal. On the"))
3120 proutn(_("basis of your record, you are "))
3121 if game.unwon()*3.0 > (game.inkling + game.incom + game.inscom):
3122 prout(_("acquitted."))
3124 prout(_("LIVE LONG AND PROSPER."))
3126 prout(_("found guilty and"))
3127 prout(_("sentenced to death by slow torture."))
3131 elif ifin == FLIFESUP:
3132 prout(_("Your life support reserves have run out, and"))
3133 prout(_("you die of thirst, starvation, and asphyxiation."))
3134 prout(_("Your starship is a derelict in space."))
3136 prout(_("Your energy supply is exhausted."))
3138 prout(_("Your starship is a derelict in space."))
3139 elif ifin == FBATTLE:
3140 prout(_("The %s has been destroyed in battle.") % crmshp())
3142 prout(_("Dulce et decorum est pro patria mori."))
3144 prout(_("You have made three attempts to cross the negative energy"))
3145 prout(_("barrier which surrounds the galaxy."))
3147 prout(_("Your navigation is abominable."))
3150 prout(_("Your starship has been destroyed by a nova."))
3151 prout(_("That was a great shot."))
3153 elif ifin == FSNOVAED:
3154 prout(_("The %s has been fried by a supernova.") % crmshp())
3155 prout(_("...Not even cinders remain..."))
3156 elif ifin == FABANDN:
3157 prout(_("You have been captured by the Klingons. If you still"))
3158 prout(_("had a starbase to be returned to, you would have been"))
3159 prout(_("repatriated and given another chance. Since you have"))
3160 prout(_("no starbases, you will be mercilessly tortured to death."))
3161 elif ifin == FDILITHIUM:
3162 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3163 elif ifin == FMATERIALIZE:
3164 prout(_("Starbase was unable to re-materialize your starship."))
3165 prout(_("Sic transit gloria mundi."))
3166 elif ifin == FPHASER:
3167 prout(_("The %s has been cremated by its own phasers.") % crmshp())
3169 prout(_("You and your landing party have been"))
3170 prout(_("converted to energy, dissipating through space."))
3171 elif ifin == FMINING:
3172 # This does not seem to be reachable from any code path.
3173 prout(_("You are left with your landing party on"))
3174 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3176 prout(_("They are very fond of \"Captain Kirk\" soup."))
3178 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3179 elif ifin == FDPLANET:
3180 prout(_("You and your mining party perish."))
3182 prout(_("That was a great shot."))
3185 # This does not seem to be reachable from any code path.
3186 prout(_("The Galileo is instantly annihilated by the supernova."))
3187 prout(_("You and your mining party are atomized."))
3189 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3190 prout(_("joins the Romulans, wreaking terror on the Federation."))
3191 elif ifin == FPNOVA:
3192 prout(_("You and your mining party are atomized."))
3194 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3195 prout(_("joins the Romulans, wreaking terror on the Federation."))
3196 elif ifin == FSTRACTOR:
3197 prout(_("The shuttle craft Galileo is also caught,"))
3198 prout(_("and breaks up under the strain."))
3200 prout(_("Your debris is scattered for millions of miles."))
3201 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3203 prout(_("The mutants attack and kill Spock."))
3204 prout(_("Your ship is captured by Klingons, and"))
3205 prout(_("your crew is put on display in a Klingon zoo."))
3206 elif ifin == FTRIBBLE:
3207 prout(_("Tribbles consume all remaining water,"))
3208 prout(_("food, and oxygen on your ship."))
3210 prout(_("You die of thirst, starvation, and asphyxiation."))
3211 prout(_("Your starship is a derelict in space."))
3213 prout(_("Your ship is drawn to the center of the black hole."))
3214 prout(_("You are crushed into extremely dense matter."))
3215 elif ifin == FCLOAK:
3217 prout(_("You have violated the Treaty of Algeron."))
3218 prout(_("The Romulan Empire can never trust you again."))
3220 prout(_("Your last crew member has died."))
3221 if ifin != FWON and ifin != FCLOAK and game.iscloaked:
3222 prout(_("Your ship was cloaked so your subspace radio did not receive anything."))
3223 prout(_("You may have missed some warning messages."))
3225 if game.ship == 'F':
3227 elif game.ship == 'E':
3230 if game.unwon() != 0:
3231 goodies = game.state.remres/game.inresor
3232 baddies = (game.remkl() + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3233 if goodies/baddies >= rnd.real(1.0, 1.5):
3234 prout(_("As a result of your actions, a treaty with the Klingon"))
3235 prout(_("Empire has been signed. The terms of the treaty are"))
3236 if goodies/baddies >= rnd.real(3.0):
3237 prout(_("favorable to the Federation."))
3239 prout(_("Congratulations!"))
3241 prout(_("highly unfavorable to the Federation."))
3243 prout(_("The Federation will be destroyed."))
3245 prout(_("Since you took the last Klingon with you, you are a"))
3246 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3247 prout(_("statue in your memory. Rest in peace, and try not"))
3248 prout(_("to think about pigeons."))
3251 scanner.chew() # Clean up leftovers
3254 "Compute player's score."
3255 timused = game.state.date - game.indate
3256 if (timused == 0 or game.unwon() != 0) and timused < 5.0:
3258 game.perdate = killrate()
3259 ithperd = 500*game.perdate + 0.5
3262 iwon = 100*game.skill
3263 if game.ship == 'E':
3265 elif game.ship == 'F':
3269 dead_ordinaries= game.inkling - game.remkl() + len(game.state.kcmdr) + game.state.nscrem
3270 game.score = 10*(dead_ordinaries)\
3271 + 50*(game.incom - len(game.state.kcmdr)) \
3273 + 20*(game.inrom - game.state.nromrem) \
3274 + 200*(game.inscom - game.state.nscrem) \
3275 - game.state.nromrem \
3276 + 3 * game.kcaptured \
3281 prout(_("Your score --"))
3282 if game.inrom - game.state.nromrem:
3283 prout(_("%6d Romulans destroyed %5d") %
3284 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3285 if game.state.nromrem and game.gamewon:
3286 prout(_("%6d Romulans captured %5d") %
3287 (game.state.nromrem, game.state.nromrem))
3289 prout(_("%6d ordinary Klingons destroyed %5d") %
3290 (dead_ordinaries, 10*dead_ordinaries))
3291 if game.incom - len(game.state.kcmdr):
3292 prout(_("%6d Klingon commanders destroyed %5d") %
3293 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3295 prout(_("%d Klingons captured %5d") %
3296 (game.kcaptured, 3 * game.kcaptured))
3297 if game.inscom - game.state.nscrem:
3298 prout(_("%6d Super-Commander destroyed %5d") %
3299 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3301 prout(_("%6.2f Klingons per stardate %5d") %
3302 (game.perdate, ithperd))
3303 if game.state.starkl:
3304 prout(_("%6d stars destroyed by your action %5d") %
3305 (game.state.starkl, -5*game.state.starkl))
3306 if game.state.nplankl:
3307 prout(_("%6d planets destroyed by your action %5d") %
3308 (game.state.nplankl, -10*game.state.nplankl))
3309 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3310 prout(_("%6d inhabited planets destroyed by your action %5d") %
3311 (game.state.nworldkl, -300*game.state.nworldkl))
3312 if game.state.basekl:
3313 prout(_("%6d bases destroyed by your action %5d") %
3314 (game.state.basekl, -100*game.state.basekl))
3316 prout(_("%6d calls for help from starbase %5d") %
3317 (game.nhelp, -45*game.nhelp))
3319 prout(_("%6d casualties incurred %5d") %
3320 (game.casual, -game.casual))
3322 prout(_("%6d crew abandoned in space %5d") %
3323 (game.abandoned, -3*game.abandoned))
3325 prout(_("%6d ship(s) lost or destroyed %5d") %
3326 (klship, -100*klship))
3328 if game.ncviol == 1:
3329 prout(_("1 Treaty of Algeron violation -100"))
3331 prout(_("%6d Treaty of Algeron violations %5d\n") %
3332 (game.ncviol, -100*game.ncviol))
3334 prout(_("Penalty for getting yourself killed -200"))
3336 proutn(_("Bonus for winning "))
3337 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3338 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3339 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3340 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3341 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3342 prout(" %5d" % iwon)
3344 prout(_("TOTAL SCORE %5d") % game.score)
3347 "Emit winner's commemmorative plaque."
3350 proutn(_("File or device name for your plaque: "))
3353 fp = open(winner, "w")
3356 prout(_("Invalid name."))
3358 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3360 # The 38 below must be 64 for 132-column paper
3361 nskip = 38 - len(winner)/2
3362 # This is where the ASCII art picture was emitted.
3363 # It got garbled somewhere in the chain of transmission to the Almy version.
3364 # We should restore it if we can find old enough FORTRAN sources.
3366 fp.write(_(" U. S. S. ENTERPRISE\n"))
3367 fp.write("\n\n\n\n")
3368 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3370 fp.write(_(" Starfleet Command bestows to you\n"))
3372 fp.write("%*s%s\n\n" % (nskip, "", winner))
3373 fp.write(_(" the rank of\n\n"))
3374 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3376 if game.skill == SKILL_EXPERT:
3377 fp.write(_(" Expert level\n\n"))
3378 elif game.skill == SKILL_EMERITUS:
3379 fp.write(_("Emeritus level\n\n"))
3381 fp.write(_(" Cheat level\n\n"))
3382 timestring = time.ctime()
3383 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3384 (timestring+4, timestring+20, timestring+11))
3385 fp.write(_(" Your score: %d\n\n") % game.score)
3386 fp.write(_(" Klingons per stardate: %.2f\n") % game.perdate)
3389 # Code from io.c begins here
3391 rows = linecount = 0 # for paging
3394 fullscreen_window = None
3395 srscan_window = None # Short range scan
3396 report_window = None # Report legends for status window
3397 status_window = None # The status window itself
3398 lrscan_window = None # Long range scan
3399 message_window = None # Main window for scrolling text
3400 prompt_window = None # Prompt window at bottom of display
3405 gettext.bindtextdomain("sst", "/usr/local/share/locale")
3406 gettext.textdomain("sst")
3407 if not (game.options & OPTION_CURSES):
3408 ln_env = os.getenv("LINES")
3413 else: # pragma: no cover
3414 stdscr = curses.initscr()
3418 if game.options & OPTION_COLOR:
3419 curses.start_color()
3420 curses.use_default_colors()
3421 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, -1)
3422 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, -1)
3423 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, -1)
3424 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, -1)
3425 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, -1)
3426 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, -1)
3427 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, -1)
3428 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, -1)
3429 global fullscreen_window, srscan_window, report_window, status_window
3430 global lrscan_window, message_window, prompt_window
3431 (rows, _columns) = stdscr.getmaxyx()
3432 fullscreen_window = stdscr
3433 srscan_window = curses.newwin(12, 25, 0, 0)
3434 report_window = curses.newwin(11, 0, 1, 25)
3435 status_window = curses.newwin(10, 0, 1, 39)
3436 lrscan_window = curses.newwin(5, 0, 0, 64)
3437 message_window = curses.newwin(0, 0, 12, 0)
3438 prompt_window = curses.newwin(1, 0, rows-2, 0)
3439 message_window.scrollok(True)
3440 setwnd(fullscreen_window)
3444 if game.options & OPTION_CURSES: # pragma: no cover
3445 stdscr.keypad(False)
3451 "Wait for user action -- OK to do nothing if on a TTY"
3452 if game.options & OPTION_CURSES: # pragma: no cover
3457 prouts(_("[ANNOUNCEMENT ARRIVING...]"))
3461 if game.skill > SKILL_FAIR:
3462 prompt = _("[CONTINUE?]")
3464 prompt = _("[PRESS ENTER TO CONTINUE]")
3466 if game.options & OPTION_CURSES: # pragma: no cover
3468 setwnd(prompt_window)
3469 prompt_window.clear()
3470 prompt_window.addstr(prompt)
3471 prompt_window.getstr()
3472 prompt_window.clear()
3473 prompt_window.refresh()
3474 setwnd(message_window)
3477 sys.stdout.write('\n')
3481 sys.stdout.write('\n' * rows)
3485 "Skip i lines. Pause game if this would cause a scrolling event."
3486 for _dummy in range(i):
3487 if game.options & OPTION_CURSES: # pragma: no cover
3488 (y, _x) = curwnd.getyx()
3491 except curses.error:
3496 if rows and linecount >= rows:
3499 sys.stdout.write('\n')
3501 def proutn(proutntline):
3502 "Utter a line with no following line feed."
3503 if game.options & OPTION_CURSES: # pragma: no cover
3504 (y, x) = curwnd.getyx()
3505 (my, _mx) = curwnd.getmaxyx()
3506 if curwnd == message_window and y >= my - 2:
3509 if logfp and game.cdebug:
3510 logfp.write("#curses: at %s proutn(%s)\n" % ((y, x), repr(proutntline)))
3511 curwnd.addstr(proutntline)
3514 sys.stdout.write(proutntline)
3517 def prout(proutline):
3521 def prouts(proutsline):
3523 for c in proutsline:
3524 if not replayfp or replayfp.closed: # Don't slow down replays
3527 if game.options & OPTION_CURSES: # pragma: no cover
3531 if not replayfp or replayfp.closed:
3535 "Get a line of input."
3536 if game.options & OPTION_CURSES: # pragma: no cover
3537 linein = codecs.decode(curwnd.getstr()) + "\n"
3540 if replayfp and not replayfp.closed:
3542 linein = replayfp.readline()
3544 if linein == '': # pragma: no cover
3545 prout("*** Replay finished")
3548 elif linein[0] != "#":
3552 linein = input() + "\n"
3561 "Change windows -- OK for this to be a no-op in tty mode."
3563 if game.options & OPTION_CURSES: # pragma: no cover
3564 if game.cdebug and logfp:
3565 if wnd == fullscreen_window:
3566 legend = "fullscreen"
3567 elif wnd == srscan_window:
3569 elif wnd == report_window:
3571 elif wnd == status_window:
3573 elif wnd == lrscan_window:
3575 elif wnd == message_window:
3577 elif wnd == prompt_window:
3581 logfp.write("#curses: setwnd(%s)\n" % legend)
3583 # Some curses implementations get confused when you try this.
3585 curses.curs_set(wnd in (fullscreen_window, message_window, prompt_window))
3586 except curses.error:
3590 "Clear to end of line -- can be a no-op in tty mode"
3591 if game.options & OPTION_CURSES: # pragma: no cover
3596 "Clear screen -- can be a no-op in tty mode."
3598 if game.options & OPTION_CURSES: # pragma: no cover
3604 def textcolor(color=DEFAULT):
3605 if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES): # pragma: no cover
3606 if color == DEFAULT:
3608 elif color == BLACK:
3609 curwnd.attron(curses.color_pair(curses.COLOR_BLACK))
3611 curwnd.attron(curses.color_pair(curses.COLOR_BLUE))
3612 elif color == GREEN:
3613 curwnd.attron(curses.color_pair(curses.COLOR_GREEN))
3615 curwnd.attron(curses.color_pair(curses.COLOR_CYAN))
3617 curwnd.attron(curses.color_pair(curses.COLOR_RED))
3618 elif color == MAGENTA:
3619 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA))
3620 elif color == BROWN:
3621 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW))
3622 elif color == LIGHTGRAY:
3623 curwnd.attron(curses.color_pair(curses.COLOR_WHITE))
3624 elif color == DARKGRAY:
3625 curwnd.attron(curses.color_pair(curses.COLOR_BLACK) | curses.A_BOLD)
3626 elif color == LIGHTBLUE:
3627 curwnd.attron(curses.color_pair(curses.COLOR_BLUE) | curses.A_BOLD)
3628 elif color == LIGHTGREEN:
3629 curwnd.attron(curses.color_pair(curses.COLOR_GREEN) | curses.A_BOLD)
3630 elif color == LIGHTCYAN:
3631 curwnd.attron(curses.color_pair(curses.COLOR_CYAN) | curses.A_BOLD)
3632 elif color == LIGHTRED:
3633 curwnd.attron(curses.color_pair(curses.COLOR_RED) | curses.A_BOLD)
3634 elif color == LIGHTMAGENTA:
3635 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA) | curses.A_BOLD)
3636 elif color == YELLOW:
3637 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW) | curses.A_BOLD)
3638 elif color == WHITE:
3639 curwnd.attron(curses.color_pair(curses.COLOR_WHITE) | curses.A_BOLD)
3642 if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES): # pragma: no cover
3643 curwnd.attron(curses.A_REVERSE)
3646 # Things past this point have policy implications.
3650 "Hook to be called after moving to redraw maps."
3651 if game.options & OPTION_CURSES: # pragma: no cover
3654 setwnd(srscan_window)
3658 setwnd(status_window)
3659 status_window.clear()
3660 status_window.move(0, 0)
3661 setwnd(report_window)
3662 report_window.clear()
3663 report_window.move(0, 0)
3665 setwnd(lrscan_window)
3666 lrscan_window.clear()
3667 lrscan_window.move(0, 0)
3668 lrscan(silent=False)
3670 def put_srscan_sym(w, sym): # pragma: no cover
3671 "Emit symbol for short-range scan."
3672 srscan_window.move(w.i+1, w.j*2+2)
3673 srscan_window.addch(sym)
3674 srscan_window.refresh()
3677 "Enemy fall down, go boom."
3678 if game.options & OPTION_CURSES: # pragma: no cover
3680 setwnd(srscan_window)
3681 srscan_window.attron(curses.A_REVERSE)
3682 put_srscan_sym(w, game.quad[w.i][w.j])
3686 srscan_window.attroff(curses.A_REVERSE)
3687 put_srscan_sym(w, game.quad[w.i][w.j])
3688 curses.delay_output(500)
3689 setwnd(message_window)
3692 "Sound and visual effects for teleportation."
3693 if game.options & OPTION_CURSES: # pragma: no cover
3695 setwnd(message_window)
3697 prouts(" . . . . . ")
3698 if game.options & OPTION_CURSES: # pragma: no cover
3699 #curses.delay_output(1000)
3703 def tracktorpedo(w, step, i, n, iquad):
3704 "Torpedo-track animation."
3705 if not game.options & OPTION_CURSES:
3709 proutn(_("Track for torpedo number %d- ") % (i+1))
3712 proutn(_("Torpedo track- "))
3713 elif step in {4, 9}:
3716 else: # pragma: no cover
3717 if not damaged(DSRSENS) or game.condition=="docked":
3718 if i != 0 and step == 1:
3721 if iquad in {'.', ' '}:
3722 put_srscan_sym(w, '+')
3726 put_srscan_sym(w, iquad)
3728 curwnd.attron(curses.A_REVERSE)
3729 put_srscan_sym(w, iquad)
3733 curwnd.attroff(curses.A_REVERSE)
3734 put_srscan_sym(w, iquad)
3739 "Display the current galaxy chart."
3740 if game.options & OPTION_CURSES: # pragma: no cover
3741 setwnd(message_window)
3742 message_window.clear()
3744 if game.options & OPTION_TTY:
3749 def prstat(txt, data):
3751 if game.options & OPTION_CURSES: # pragma: no cover
3753 setwnd(status_window)
3755 proutn(" " * (NSYM - len(txt)))
3758 if game.options & OPTION_CURSES: # pragma: no cover
3759 setwnd(report_window)
3761 # Code from moving.c begins here
3763 def imove(icourse=None, noattack=False):
3764 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3767 def newquadrant(noattack):
3768 # Leaving quadrant -- allow final enemy attack
3769 # Don't set up attack if being pushed by nova or cloaked
3770 if len(game.enemies) != 0 and not noattack and not game.iscloaked:
3772 for enemy in game.enemies:
3773 finald = (w - enemy.location).distance()
3774 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3775 # Stas Sergeev added the condition
3776 # that attacks only happen if Klingons
3777 # are present and your skill is good.
3778 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3779 attack(torps_ok=False)
3782 # check for edge of galaxy
3786 if icourse.final.i < 0:
3787 icourse.final.i = -icourse.final.i
3789 if icourse.final.j < 0:
3790 icourse.final.j = -icourse.final.j
3792 if icourse.final.i >= GALSIZE*QUADSIZE:
3793 icourse.final.i = (GALSIZE*QUADSIZE*2) - icourse.final.i
3795 if icourse.final.j >= GALSIZE*QUADSIZE:
3796 icourse.final.j = (GALSIZE*QUADSIZE*2) - icourse.final.j
3804 if game.nkinks == 3:
3805 # Three strikes -- you're out!
3809 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3810 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3811 prout(_("YOU WILL BE DESTROYED."))
3812 # Compute final position in new quadrant
3813 if trbeam: # Don't bother if we are to be beamed
3815 game.quadrant = icourse.final.quadrant()
3816 game.sector = icourse.final.sector()
3818 prout(_("Entering Quadrant %s.") % game.quadrant)
3819 game.quad[game.sector.i][game.sector.j] = game.ship
3821 if game.skill>SKILL_NOVICE:
3822 attack(torps_ok=False)
3824 def check_collision(h):
3825 iquad = game.quad[h.i][h.j]
3827 # object encountered in flight path
3828 stopegy = 50.0*icourse.distance/game.optime
3829 if iquad in ('T', 'K', 'C', 'S', 'R', '?'):
3830 for enemy in game.enemies:
3831 if enemy.location == h:
3832 collision(rammed=False, enemy=enemy)
3834 # This should not happen
3835 prout(_("Which way did he go?")) # pragma: no cover
3836 return False # pragma: no cover
3839 prouts(_("***RED ALERT! RED ALERT!"))
3841 proutn("***" + crmshp())
3842 proutn(_(" pulled into black hole at Sector %s") % h)
3843 # Getting pulled into a black hole was certain
3844 # death in Almy's original. Stas Sergeev added a
3845 # possibility that you'll get timewarped instead.
3847 for m in range(NDEVICES):
3848 if game.damage[m]>0:
3850 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3851 if (game.options & OPTION_BLKHOLE) and rnd.withprob(1-probf):
3861 prout(_(" encounters Tholian web at %s;") % h)
3863 prout(_(" blocked by object at %s;") % h)
3864 proutn(_("Emergency stop required "))
3865 prout(_("%2d units of energy.") % int(stopegy))
3866 game.energy -= stopegy
3867 if game.energy <= 0:
3874 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3875 game.inorbit = False
3876 # If tractor beam is to occur, don't move full distance
3877 if game.state.date+game.optime >= scheduled(FTBEAM):
3879 # We can't be tractor beamed if cloaked,
3880 # so move the event into the future
3881 postpone(FTBEAM, game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
3884 game.condition = "red"
3885 icourse.distance = icourse.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3886 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3888 game.quad[game.sector.i][game.sector.j] = '.'
3889 for _m in range(icourse.moves):
3891 w = icourse.sector()
3892 if icourse.origin.quadrant() != icourse.location.quadrant():
3893 newquadrant(noattack)
3895 elif check_collision(w):
3896 prout(_("Collision detected"))
3900 # We're in destination quadrant -- compute new average enemy distances
3901 game.quad[game.sector.i][game.sector.j] = game.ship
3903 for enemy in game.enemies:
3904 finald = (w-enemy.location).distance()
3905 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3906 enemy.kdist = finald
3908 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3909 attack(torps_ok=False)
3910 for enemy in game.enemies:
3911 enemy.kavgd = enemy.kdist
3914 setwnd(message_window)
3917 "Dock our ship at a starbase."
3919 if game.condition == "docked" and verbose:
3920 prout(_("Already docked."))
3923 prout(_("You must first leave standard orbit."))
3925 if game.base is None or not game.base.valid_sector():
3926 prout(_("No starbase available for docking in this quadrant."))
3928 if (abs(game.sector.i-game.base.i) > 1) or (abs(game.sector.j-game.base.j) > 1):
3929 prout(crmshp() + _(" not adjacent to base."))
3932 prout(_("You cannot dock while cloaked."))
3934 game.condition = "docked"
3938 if game.energy < game.inenrg:
3939 game.energy = game.inenrg
3940 game.shield = game.inshld
3941 game.torps = game.intorps
3942 game.lsupres = game.inlsr
3943 game.state.crew = FULLCREW
3944 if game.brigcapacity-game.brigfree > 0:
3945 prout(_("%d captured Klingons transferred to base") % (game.brigcapacity-game.brigfree))
3946 game.kcaptured += game.brigcapacity-game.brigfree
3947 game.brigfree = game.brigcapacity
3948 if communicating() and \
3949 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3950 # get attack report from base
3951 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3955 def cartesian(loc1=None, loc2=None):
3957 return game.quadrant * QUADSIZE + game.sector
3959 return game.quadrant * QUADSIZE + loc1
3961 return loc1 * QUADSIZE + loc2
3963 def getcourse(isprobe):
3964 "Get a course and distance from the user."
3966 dquad = copy.copy(game.quadrant)
3967 navmode = "unspecified"
3971 if game.landed and not isprobe:
3972 prout(_("Dummy! You can't leave standard orbit until you"))
3973 proutn(_("are back aboard the ship."))
3976 while navmode == "unspecified":
3977 if damaged(DNAVSYS):
3979 prout(_("Computer damaged; manual navigation only"))
3981 prout(_("Computer damaged; manual movement only"))
3986 key = scanner.nexttok()
3988 proutn(_("Manual or automatic- "))
3991 elif key == "IHALPHA":
3992 if scanner.sees("manual"):
3994 key = scanner.nexttok()
3996 elif scanner.sees("automatic"):
3997 navmode = "automatic"
3998 key = scanner.nexttok()
4006 prout(_("(Manual navigation assumed.)"))
4008 prout(_("(Manual movement assumed.)"))
4012 if navmode == "automatic":
4013 while key == "IHEOL":
4015 proutn(_("Target quadrant or quadrant§or- "))
4017 proutn(_("Destination sector or quadrant§or- "))
4020 key = scanner.nexttok()
4021 scanner.push(scanner.token) # Something IHREAL or IHALPHA awaits us
4022 first = scanner.getcoord()
4026 if scanner.type == "IHEOL":
4029 scanner.push(scanner.token)
4030 second = scanner.getcoord()
4034 if second is not None:
4040 # only one pair of numbers was specified
4042 # only quadrant specified -- go to center of dest quad
4045 dsect.j = dsect.i = (QUADSIZE/2)-1 # preserves 1-origin behavior
4047 # only sector specified
4051 if not dquad.valid_quadrant() or not dsect.valid_sector():
4058 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
4060 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
4061 # the actual deltas get computed here
4062 delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
4063 delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
4065 while key == "IHEOL":
4066 proutn(_("X and Y displacements- "))
4069 key = scanner.nexttok()
4072 delta.j = scanner.real
4076 key = scanner.nexttok()
4078 delta.i = scanner.real
4079 elif key == "IHEOL":
4085 # Check for zero movement
4086 if delta.i == 0 and delta.j == 0:
4089 if itemp == "verbose" and not isprobe:
4091 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
4093 return course(bearing=delta.bearing(), distance=delta.distance())
4096 def __init__(self, bearing, distance, origin=None):
4097 self.distance = distance
4098 self.bearing = bearing
4100 self.origin = cartesian(game.quadrant, game.sector)
4102 self.origin = origin
4103 # The bearing() code we inherited from FORTRAN is actually computing
4104 # clockface directions!
4105 if self.bearing < 0.0:
4106 self.bearing += 12.0
4107 self.angle = ((15.0 - self.bearing) * 0.5235988)
4108 self.increment = Coord(-math.sin(self.angle), math.cos(self.angle))
4109 bigger = max(abs(self.increment.i), abs(self.increment.j))
4110 self.increment /= bigger
4111 self.moves = int(round(10*self.distance*bigger))
4113 self.final = (self.location + self.moves*self.increment).roundtogrid()
4114 self.location = self.origin
4115 self.nextlocation = None
4117 self.location = self.origin
4120 return self.location.roundtogrid() == self.final
4122 "Next step on course."
4124 self.nextlocation = self.location + self.increment
4125 samequad = (self.location.quadrant() == self.nextlocation.quadrant())
4126 self.location = self.nextlocation
4129 return self.location.quadrant()
4131 return self.location.sector()
4133 return self.distance*(w**3)*(game.shldup+1)
4135 return 10.0*self.distance/w**2
4138 "Move under impulse power."
4140 if damaged(DIMPULS):
4143 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4145 if game.energy > 30.0:
4147 icourse = getcourse(isprobe=False)
4150 power = 20.0 + 100.0*icourse.distance
4153 if power >= game.energy:
4154 # Insufficient power for trip
4156 prout(_("First Officer Spock- \"Captain, the impulse engines"))
4157 prout(_("require 20.0 units to engage, plus 100.0 units per"))
4158 if game.energy > 30:
4159 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
4160 int(0.01 * (game.energy-20.0)-0.05))
4161 prout(_(" quadrants.\""))
4163 prout(_("quadrant. They are, therefore, useless.\""))
4166 # Make sure enough time is left for the trip
4167 game.optime = icourse.distance/0.095
4168 if game.optime >= game.state.remtime:
4169 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4170 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4171 proutn(_("we dare spend the time?\" "))
4174 # Activate impulse engines and pay the cost
4175 imove(icourse, noattack=False)
4179 power = 20.0 + 100.0*icourse.distance
4180 game.energy -= power
4181 game.optime = icourse.distance/0.095
4182 if game.energy <= 0:
4186 def warp(wcourse, involuntary):
4187 "ove under warp drive."
4188 blooey = False; twarp = False
4189 if not involuntary: # Not WARPX entry
4194 prout(_("Engineer Scott- \"The warp engines can not be used while cloaked, Sir.\""))
4196 if game.damage[DWARPEN] > 10.0:
4199 prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
4201 if damaged(DWARPEN) and game.warpfac > 4.0:
4204 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4205 prout(_(" is repaired, I can only give you warp 4.\""))
4207 # Read in course and distance
4210 wcourse = getcourse(isprobe=False)
4213 # Make sure starship has enough energy for the trip
4214 # Note: this formula is slightly different from the C version,
4215 # and lets you skate a bit closer to the edge.
4216 if wcourse.power(game.warpfac) >= game.energy:
4217 # Insufficient power for trip
4220 prout(_("Engineering to bridge--"))
4221 if not game.shldup or 0.5*wcourse.power(game.warpfac) > game.energy:
4222 iwarp = (game.energy/(wcourse.distance+0.05)) ** 0.333333333
4224 prout(_("We can't do it, Captain. We don't have enough energy."))
4226 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4229 prout(_("if you'll lower the shields."))
4233 prout(_("We haven't the energy to go that far with the shields up."))
4235 # Make sure enough time is left for the trip
4236 game.optime = wcourse.time(game.warpfac)
4237 if game.optime >= 0.8*game.state.remtime:
4239 prout(_("First Officer Spock- \"Captain, I compute that such"))
4240 proutn(_(" a trip would require approximately %2.0f") %
4241 (100.0*game.optime/game.state.remtime))
4242 prout(_(" percent of our"))
4243 proutn(_(" remaining time. Are you sure this is wise?\" "))
4249 if game.warpfac > 6.0:
4250 # Decide if engine damage will occur
4251 # ESR: Seems wrong. Probability of damage goes *down* with distance?
4252 prob = wcourse.distance*(6.0-game.warpfac)**2/66.666666666
4253 if prob > rnd.real():
4255 wcourse.distance = rnd.real(wcourse.distance)
4256 # Decide if time warp will occur
4257 if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > rnd.real():
4259 if game.idebug and game.warpfac==10 and not twarp: # pragma: no cover
4261 proutn("=== Force time warp? ")
4265 # If time warp or engine damage, check path
4266 # If it is obstructed, don't do warp or damage
4267 look = wcourse.moves
4271 w = wcourse.sector()
4272 if not w.valid_sector():
4274 if game.quad[w.i][w.j] != '.':
4278 # Activate Warp Engines and pay the cost
4279 imove(wcourse, noattack=False)
4282 game.energy -= wcourse.power(game.warpfac)
4283 if game.energy <= 0:
4285 game.optime = wcourse.time(game.warpfac)
4289 game.damage[DWARPEN] = game.damfac * rnd.real(1.0, 4.0)
4291 prout(_("Engineering to bridge--"))
4292 prout(_(" Scott here. The warp engines are damaged."))
4293 prout(_(" We'll have to reduce speed to warp 4."))
4298 "Change the warp factor."
4300 key=scanner.nexttok()
4304 proutn(_("Warp factor- "))
4308 if game.damage[DWARPEN] > 10.0:
4309 prout(_("Warp engines inoperative."))
4311 if damaged(DWARPEN) and scanner.real > 4.0:
4312 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4313 prout(_(" but right now we can only go warp 4.\""))
4315 if scanner.real > 10.0:
4316 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4318 if scanner.real < 1.0:
4319 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4321 oldfac = game.warpfac
4322 game.warpfac = scanner.real
4323 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4324 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4327 if game.warpfac < 8.00:
4328 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4330 if game.warpfac == 10.0:
4331 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4333 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4337 "Cope with being tossed out of quadrant by supernova or yanked by beam."
4339 # is captain on planet?
4341 if damaged(DTRANSP):
4344 prout(_("Scotty rushes to the transporter controls."))
4346 prout(_("But with the shields up it's hopeless."))
4348 prouts(_("His desperate attempt to rescue you . . ."))
4349 if rnd.withprob(0.5):
4353 prout(_("SUCCEEDS!"))
4356 proutn(_("The crystals mined were "))
4357 if rnd.withprob(0.25):
4364 # Check to see if captain in shuttle craft
4369 # Inform captain of attempt to reach safety
4373 prouts(_("***RED ALERT! RED ALERT!"))
4375 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4376 prouts(_(" a supernova."))
4378 prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
4379 prout(_("safely out of quadrant."))
4380 if not damaged(DRADIO):
4381 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
4382 # Try to use warp engines
4383 if damaged(DWARPEN):
4385 prout(_("Warp engines damaged."))
4388 game.warpfac = rnd.real(6.0, 8.0)
4389 prout(_("Warp factor set to %d") % int(game.warpfac))
4390 power = 0.75*game.energy
4391 dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4392 dist = max(dist, rnd.real(math.sqrt(2)))
4393 bugout = course(bearing=rnd.real(12), distance=dist) # How dumb!
4394 game.optime = bugout.time(game.warpfac)
4396 game.inorbit = False
4397 warp(bugout, involuntary=True)
4399 # This is bad news, we didn't leave quadrant.
4403 prout(_("Insufficient energy to leave quadrant."))
4406 # Repeat if another snova
4407 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
4410 finish(FWON) # Snova killed remaining enemy.
4413 "Let's do the time warp again."
4414 prout(_("***TIME WARP ENTERED."))
4415 if game.state.snap and rnd.withprob(0.5):
4417 prout(_("You are traveling backwards in time %d stardates.") %
4418 int(game.state.date-game.snapsht.date))
4419 game.state = game.snapsht
4420 game.state.snap = False
4421 if len(game.state.kcmdr):
4422 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4423 schedule(FBATTAK, expran(0.3*game.intime))
4424 schedule(FSNOVA, expran(0.5*game.intime))
4425 # next snapshot will be sooner
4426 schedule(FSNAP, expran(0.25*game.state.remtime))
4428 if game.state.nscrem:
4429 schedule(FSCMOVE, 0.2777)
4433 game.battle.invalidate()
4434 # Make sure Galileo is consistant -- Snapshot may have been taken
4435 # when on planet, which would give us two Galileos!
4437 for l in range(game.inplan):
4438 if game.state.planets[l].known == "shuttle_down":
4440 if game.iscraft == "onship" and game.ship=='E':
4441 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4442 game.iscraft = "offship"
4443 # Likewise, if in the original time the Galileo was abandoned, but
4444 # was on ship earlier, it would have vanished -- let's restore it.
4445 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4446 prout(_("Chekov- \"Security reports the Galileo has reappeared in the dock!\""))
4447 game.iscraft = "onship"
4448 # There used to be code to do the actual reconstrction here,
4449 # but the starchart is now part of the snapshotted galaxy state.
4450 prout(_("Spock has reconstructed a correct star chart from memory"))
4452 # Go forward in time
4453 game.optime = expran(0.5*game.intime)
4454 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4455 # cheat to make sure no tractor beams occur during time warp
4456 postpone(FTBEAM, game.optime)
4457 game.damage[DRADIO] += game.optime
4459 events() # Stas Sergeev added this -- do pending events
4462 "Launch deep-space probe."
4463 # New code to launch a deep space probe
4464 if game.nprobes == 0:
4467 if game.ship == 'E':
4468 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4470 prout(_("Ye Faerie Queene has no deep space probes."))
4475 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4477 if is_scheduled(FDSPROB):
4480 if damaged(DRADIO) and game.condition != "docked":
4481 prout(_("Spock- \"Records show the previous probe has not yet"))
4482 prout(_(" reached its destination.\""))
4484 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4486 key = scanner.nexttok()
4488 if game.nprobes == 1:
4489 prout(_("1 probe left."))
4491 prout(_("%d probes left") % game.nprobes)
4492 proutn(_("Are you sure you want to fire a probe? "))
4495 game.isarmed = False
4496 if key == "IHALPHA" and scanner.token == "armed":
4498 key = scanner.nexttok()
4499 elif key == "IHEOL":
4500 proutn(_("Arm NOVAMAX warhead? "))
4502 elif key == "IHREAL": # first element of course
4503 scanner.push(scanner.token)
4505 game.probe = getcourse(isprobe=True)
4509 schedule(FDSPROB, 0.01) # Time to move one sector
4510 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4515 "Yell for help from nearest starbase."
4516 # There's more than one way to move in this game!
4518 # Test for conditions which prevent calling for help
4519 if game.condition == "docked":
4520 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4523 prout(_("Subspace radio damaged."))
4525 if not game.state.baseq:
4526 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4529 prout(_("You must be aboard the %s.") % crmshp())
4531 # OK -- call for help from nearest starbase
4534 # There's one in this quadrant
4535 ddist = (game.base - game.sector).distance()
4537 ibq = None # Force base-quadrant game to persist past loop
4539 for ibq in game.state.baseq:
4540 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4544 prout(_("No starbases remain. You are alone in a hostile galaxy."))
4546 # Since starbase not in quadrant, set up new quadrant
4549 # dematerialize starship
4550 game.quad[game.sector.i][game.sector.j]='.'
4551 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4552 % (game.quadrant, crmshp()))
4553 game.sector.invalidate()
4554 for m in range(1, 5+1):
4555 w = game.base.scatter()
4556 if w.valid_sector() and game.quad[w.i][w.j]=='.':
4557 # found one -- finish up
4560 if game.sector is None:
4561 prout(_("You have been lost in space..."))
4562 finish(FMATERIALIZE)
4564 # Give starbase three chances to rematerialize starship
4565 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4566 for m in range(1, 3+1):
4567 if m == 1: proutn(_("1st"))
4568 elif m == 2: proutn(_("2nd"))
4569 elif m == 3: proutn(_("3rd"))
4570 proutn(_(" attempt to re-materialize ") + crmshp())
4571 game.quad[game.sector.i][game.sector.j]=('-','o','O')[m-1]
4574 if rnd.real() > probf:
4578 if game.options & OPTION_CURSES: # pragma: no cover
4579 curses.delay_output(500)
4581 game.quad[game.sector.i][game.sector.j]='?'
4584 setwnd(message_window)
4585 finish(FMATERIALIZE)
4587 game.quad[game.sector.i][game.sector.j]=game.ship
4589 prout(_("succeeds."))
4593 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4598 if game.condition=="docked":
4600 prout(_("You cannot abandon Ye Faerie Queene."))
4603 # Must take shuttle craft to exit
4604 if game.damage[DSHUTTL]==-1:
4605 prout(_("Ye Faerie Queene has no shuttle craft."))
4607 if game.damage[DSHUTTL]<0:
4608 prout(_("Shuttle craft now serving Big Macs."))
4610 if game.damage[DSHUTTL]>0:
4611 prout(_("Shuttle craft damaged."))
4614 prout(_("You must be aboard the ship."))
4616 if game.iscraft != "onship":
4617 prout(_("Shuttle craft not currently available."))
4619 # Emit abandon ship messages
4621 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4623 prouts(_("***ALL HANDS ABANDON SHIP!"))
4625 prout(_("Captain and crew escape in shuttle craft."))
4626 if not game.state.baseq:
4627 # Oops! no place to go...
4630 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4632 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4633 prout(_("Remainder of ship's complement beam down"))
4634 prout(_("to nearest habitable planet."))
4635 elif q.planet is not None and not damaged(DTRANSP):
4636 prout(_("Remainder of ship's complement beam down to %s.") %
4639 prout(_("Entire crew of %d left to die in outer space.") %
4641 game.casual += game.state.crew
4642 game.abandoned += game.state.crew
4643 # If at least one base left, give 'em the Faerie Queene
4645 game.icrystl = False # crystals are lost
4646 game.nprobes = 0 # No probes
4647 prout(_("You are captured by Klingons and released to"))
4648 prout(_("the Federation in a prisoner-of-war exchange."))
4649 nb = rnd.integer(len(game.state.baseq))
4650 # Set up quadrant and position FQ adjacient to base
4651 if not game.quadrant == game.state.baseq[nb]:
4652 game.quadrant = game.state.baseq[nb]
4653 game.sector.i = game.sector.j = 5
4656 # position next to base by trial and error
4657 game.quad[game.sector.i][game.sector.j] = '.'
4659 for l in range(QUADSIZE):
4660 game.sector = game.base.scatter()
4661 if game.sector.valid_sector() and \
4662 game.quad[game.sector.i][game.sector.j] == '.':
4665 break # found a spot
4666 game.sector.i=QUADSIZE/2
4667 game.sector.j=QUADSIZE/2
4669 # Get new commission
4670 game.quad[game.sector.i][game.sector.j] = game.ship = 'F'
4671 game.state.crew = FULLCREW
4672 prout(_("Starfleet puts you in command of another ship,"))
4673 prout(_("the Faerie Queene, which is antiquated but,"))
4674 prout(_("still useable."))
4676 prout(_("The dilithium crystals have been moved."))
4678 game.iscraft = "offship" # Galileo disappears
4680 game.condition="docked"
4681 for l in range(NDEVICES):
4682 game.damage[l] = 0.0
4683 game.damage[DSHUTTL] = -1
4684 game.energy = game.inenrg = 3000.0
4685 game.shield = game.inshld = 1250.0
4686 game.torps = game.intorps = 6
4687 game.lsupres=game.inlsr=3.0
4690 game.brigfree = game.brigcapacity = 300
4693 # Code from planets.c begins here.
4696 "Abort a lengthy operation if an event interrupts it."
4699 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
4704 "Report on (uninhabited) planets in the galaxy."
4708 prout(_("Spock- \"Planet report follows, Captain.\""))
4710 for i in range(game.inplan):
4711 if game.state.planets[i].pclass == "destroyed":
4713 if (game.state.planets[i].known != "unknown" \
4714 and not game.state.planets[i].inhabited) \
4717 if game.idebug and game.state.planets[i].known=="unknown":
4718 proutn("(Unknown) ")
4719 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4720 proutn(_(" class "))
4721 proutn(game.state.planets[i].pclass)
4723 if game.state.planets[i].crystals != "present":
4725 prout(_("dilithium crystals present."))
4726 if game.state.planets[i].known=="shuttle_down":
4727 prout(_(" Shuttle Craft Galileo on surface."))
4729 prout(_("No information available."))
4732 "Enter standard orbit."
4736 prout(_("Already in standard orbit."))
4738 if damaged(DWARPEN) and damaged(DIMPULS):
4739 prout(_("Both warp and impulse engines damaged."))
4741 if game.plnet is None:
4742 prout("There is no planet in this sector.")
4744 if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4745 prout(crmshp() + _(" not adjacent to planet."))
4748 game.optime = rnd.real(0.02, 0.05)
4749 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4753 game.height = rnd.real(1400, 8600)
4754 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4759 "Examine planets in this quadrant."
4760 if damaged(DSRSENS):
4761 if game.options & OPTION_TTY:
4762 prout(_("Short range sensors damaged."))
4764 if game.iplnet is None:
4765 if game.options & OPTION_TTY:
4766 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4768 if game.iplnet.known == "unknown":
4769 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4771 prout(_(" Planet at Sector %s is of class %s.") %
4772 (game.plnet, game.iplnet.pclass))
4773 if game.iplnet.known=="shuttle_down":
4774 prout(_(" Sensors show Galileo still on surface."))
4775 proutn(_(" Readings indicate"))
4776 if game.iplnet.crystals != "present":
4778 prout(_(" dilithium crystals present.\""))
4779 if game.iplnet.known == "unknown":
4780 game.iplnet.known = "known"
4781 elif game.iplnet.inhabited:
4782 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4783 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4786 "Use the transporter."
4790 if damaged(DTRANSP):
4791 prout(_("Transporter damaged."))
4792 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4794 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4798 if not game.inorbit:
4799 prout(crmshp() + _(" not in standard orbit."))
4802 prout(_("Impossible to transport through shields."))
4804 if game.iplnet.known=="unknown":
4805 prout(_("Spock- \"Captain, we have no information on this planet"))
4806 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4807 prout(_(" you may not go down.\""))
4809 if not game.landed and game.iplnet.crystals=="absent":
4810 prout(_("Spock- \"Captain, I fail to see the logic in"))
4811 prout(_(" exploring a planet with no dilithium crystals."))
4812 proutn(_(" Are you sure this is wise?\" "))
4816 if (game.options & OPTION_ALMY):
4817 nrgneed = 50 * game.skill + game.height / 100.0
4818 if nrgneed > game.energy:
4819 prout(_("Engineering to bridge--"))
4820 prout(_(" Captain, we don't have enough energy for transportation."))
4822 if not game.landed and nrgneed * 2 > game.energy:
4823 prout(_("Engineering to bridge--"))
4824 prout(_(" Captain, we have enough energy only to transport you down to"))
4825 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4826 if game.iplnet.known == "shuttle_down":
4827 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4828 proutn(_(" Are you sure this is wise?\" "))
4833 # Coming from planet
4834 if game.iplnet.known=="shuttle_down":
4835 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4839 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4840 prout(_("Landing party assembled, ready to beam up."))
4842 prout(_("Kirk whips out communicator..."))
4843 prouts(_("BEEP BEEP BEEP"))
4845 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4848 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4850 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4852 prout(_("Kirk- \"Energize.\""))
4855 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4857 if not rnd.withprob(0.98):
4858 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4860 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4863 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4864 game.landed = not game.landed
4865 game.energy -= nrgneed
4867 prout(_("Transport complete."))
4868 if game.landed and game.iplnet.known=="shuttle_down":
4869 prout(_("The shuttle craft Galileo is here!"))
4870 if not game.landed and game.imine:
4877 "Strip-mine a world for dilithium."
4881 prout(_("Mining party not on planet."))
4883 if game.iplnet.crystals == "mined":
4884 prout(_("This planet has already been strip-mined for dilithium."))
4886 elif game.iplnet.crystals == "absent":
4887 prout(_("No dilithium crystals on this planet."))
4890 prout(_("You've already mined enough crystals for this trip."))
4892 if game.icrystl and game.cryprob == 0.05:
4893 prout(_("With all those fresh crystals aboard the ") + crmshp())
4894 prout(_("there's no reason to mine more at this time."))
4896 game.optime = rnd.real(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4899 prout(_("Mining operation complete."))
4900 game.iplnet.crystals = "mined"
4901 game.imine = game.ididit = True
4904 "Use dilithium crystals."
4908 if not game.icrystl:
4909 prout(_("No dilithium crystals available."))
4911 if game.energy >= 1000:
4912 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4913 prout(_(" except when Condition Yellow exists."))
4915 prout(_("Spock- \"Captain, I must warn you that loading"))
4916 prout(_(" raw dilithium crystals into the ship's power"))
4917 prout(_(" system may risk a severe explosion."))
4918 proutn(_(" Are you sure this is wise?\" "))
4923 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4924 prout(_(" Mr. Spock and I will try it.\""))
4926 prout(_("Spock- \"Crystals in place, Sir."))
4927 prout(_(" Ready to activate circuit.\""))
4929 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4931 if rnd.withprob(game.cryprob):
4932 prouts(_(" \"Activating now! - - No good! It's***"))
4934 prouts(_("***RED ALERT! RED A*L********************************"))
4937 prouts(_("****************** KA-BOOM!!!! *******************"))
4941 game.energy += rnd.real(5000.0, 5500.0)
4942 prouts(_(" \"Activating now! - - "))
4943 prout(_("The instruments"))
4944 prout(_(" are going crazy, but I think it's"))
4945 prout(_(" going to work!! Congratulations, Sir!\""))
4950 "Use shuttlecraft for planetary jaunt."
4953 if damaged(DSHUTTL):
4954 if game.damage[DSHUTTL] == -1.0:
4955 if game.inorbit and game.iplnet.known == "shuttle_down":
4956 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4958 prout(_("Ye Faerie Queene had no shuttle craft."))
4959 elif game.damage[DSHUTTL] > 0:
4960 prout(_("The Galileo is damaged."))
4961 else: # game.damage[DSHUTTL] < 0
4962 prout(_("Shuttle craft is now serving Big Macs."))
4964 if not game.inorbit:
4965 prout(crmshp() + _(" not in standard orbit."))
4967 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4968 prout(_("Shuttle craft not currently available."))
4970 if not game.landed and game.iplnet.known=="shuttle_down":
4971 prout(_("You will have to beam down to retrieve the shuttle craft."))
4973 if game.shldup or game.condition == "docked":
4974 prout(_("Shuttle craft cannot pass through shields."))
4976 if game.iplnet.known=="unknown":
4977 prout(_("Spock- \"Captain, we have no information on this planet"))
4978 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4979 prout(_(" you may not fly down.\""))
4981 game.optime = 3.0e-5*game.height
4982 if game.optime >= 0.8*game.state.remtime:
4983 prout(_("First Officer Spock- \"Captain, I compute that such"))
4984 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4985 int(100*game.optime/game.state.remtime))
4986 prout(_("remaining time."))
4987 proutn(_("Are you sure this is wise?\" "))
4993 if game.iscraft == "onship":
4995 if not damaged(DTRANSP):
4996 proutn(_("Spock- \"Would you rather use the transporter?\" "))
5000 proutn(_("Shuttle crew"))
5002 proutn(_("Rescue party"))
5003 prout(_(" boards Galileo and swoops toward planet surface."))
5004 game.iscraft = "offship"
5008 game.iplnet.known="shuttle_down"
5009 prout(_("Trip complete."))
5012 # Ready to go back to ship
5013 prout(_("You and your mining party board the"))
5014 prout(_("shuttle craft for the trip back to the Enterprise."))
5016 prouts(_("The short hop begins . . ."))
5018 game.iplnet.known="known"
5024 game.iscraft = "onship"
5030 prout(_("Trip complete."))
5033 # Kirk on ship and so is Galileo
5034 prout(_("Mining party assembles in the hangar deck,"))
5035 prout(_("ready to board the shuttle craft \"Galileo\"."))
5037 prouts(_("The hangar doors open; the trip begins."))
5040 game.iscraft = "offship"
5043 game.iplnet.known = "shuttle_down"
5046 prout(_("Trip complete."))
5050 "Use the big zapper."
5054 if game.ship != 'E':
5055 prout(_("Ye Faerie Queene has no death ray."))
5057 if len(game.enemies)==0:
5058 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
5061 prout(_("Death Ray is damaged."))
5063 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
5064 prout(_(" is highly unpredictible. Considering the alternatives,"))
5065 proutn(_(" are you sure this is wise?\" "))
5068 prout(_("Spock- \"Acknowledged.\""))
5071 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
5073 prout(_("Crew scrambles in emergency preparation."))
5074 prout(_("Spock and Scotty ready the death ray and"))
5075 prout(_("prepare to channel all ship's power to the device."))
5077 prout(_("Spock- \"Preparations complete, sir.\""))
5078 prout(_("Kirk- \"Engage!\""))
5080 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
5083 # Ugh. This test (For Tom Almy's death-ray upgrade) was inverted for a long time.
5084 # Furthermore, somebody (ESR or Stas?) changed Tom Almy's 0.7 upgraded chance of
5086 if game.options & OPTION_ALMY:
5090 prouts(_("Sulu- \"Captain! It's working!\""))
5092 while len(game.enemies) > 0:
5093 deadkl(game.enemies[-1].location, game.quad[game.enemies[-1].location.i][game.enemies[-1].location.j],game.enemies[-1].location)
5094 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
5095 if game.unwon() == 0:
5097 if (game.options & OPTION_ALMY):
5098 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
5099 if rnd.withprob(0.05):
5100 prout(_(" is still operational.\""))
5102 prout(_(" has been rendered nonfunctional.\""))
5103 game.damage[DDRAY] = 39.95
5105 r = rnd.real() # Pick failure method
5107 prouts(_("Sulu- \"Captain! It's working!\""))
5109 prouts(_("***RED ALERT! RED ALERT!"))
5111 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
5113 prouts(_("***RED ALERT! RED A*L********************************"))
5116 prouts(_("****************** KA-BOOM!!!! *******************"))
5121 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
5123 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
5125 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
5126 prout(_(" have apparently been transformed into strange mutations."))
5127 prout(_(" Vulcans do not seem to be affected."))
5129 prout(_("Kirk- \"Raauch! Raauch!\""))
5133 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
5135 proutn(_("Spock- \"I believe the word is"))
5136 prouts(_(" *ASTONISHING*"))
5137 prout(_(" Mr. Sulu."))
5138 for i in range(QUADSIZE):
5139 for j in range(QUADSIZE):
5140 if game.quad[i][j] == '.':
5141 game.quad[i][j] = '?'
5142 prout(_(" Captain, our quadrant is now infested with"))
5143 prouts(_(" - - - - - - *THINGS*."))
5145 prout(_(" I have no logical explanation.\""))
5147 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
5149 prout(_("Scotty- \"There are so many tribbles down here"))
5150 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
5154 # Code from reports.c begins here
5156 def attackreport(curt):
5157 "eport status of bases under attack."
5159 if is_scheduled(FCDBAS):
5160 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
5161 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
5162 elif game.isatb == 1:
5163 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
5164 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
5166 prout(_("No Starbase is currently under attack."))
5168 if is_scheduled(FCDBAS):
5169 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5171 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5175 # report on general game status
5177 # pylint: disable=consider-using-ternary
5178 s1 = (game.thawed and _("thawed ")) or ""
5179 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5180 s3 = (None, _("novice"), _("fair"),
5181 _("good"), _("expert"), _("emeritus"))[game.skill]
5182 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5183 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5184 prout(_("No plaque is allowed."))
5186 prout(_("This is tournament game %d.") % game.tourn)
5187 prout(_("Your secret password is \"%s\"") % game.passwd)
5188 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - game.unwon()),
5189 (game.inkling + game.incom + game.inscom)))
5190 if game.incom - len(game.state.kcmdr):
5191 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
5192 elif game.inkling - game.remkl() + (game.inscom - game.state.nscrem) > 0:
5193 prout(_(", but no Commanders."))
5196 if game.skill > SKILL_FAIR:
5197 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5198 if len(game.state.baseq) != game.inbase:
5200 if game.inbase-len(game.state.baseq)==1:
5201 proutn(_("has been 1 base"))
5203 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
5204 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
5206 prout(_("There are %d bases.") % game.inbase)
5207 if communicating() or game.iseenit:
5208 # Don't report this if not seen and
5209 # either the radio is dead or not at base!
5213 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5214 if game.brigcapacity != game.brigfree:
5215 embriggened = game.brigcapacity-game.brigfree
5216 if embriggened == 1:
5217 prout(_("1 Klingon in brig"))
5219 prout(_("%d Klingons in brig.") % embriggened)
5220 if game.kcaptured == 0:
5222 elif game.kcaptured == 1:
5223 prout(_("1 captured Klingon turned in to Starfleet."))
5225 prout(_("%d captured Klingons turned in to Star Fleet.") % game.kcaptured)
5227 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5228 if game.ship == 'E':
5229 proutn(_("You have "))
5231 proutn("%d" % (game.nprobes))
5234 proutn(_(" deep space probe"))
5238 if communicating() and is_scheduled(FDSPROB):
5240 proutn(_("An armed deep space probe is in "))
5242 proutn(_("A deep space probe is in "))
5243 prout("Quadrant %s." % game.probe.quadrant())
5245 if game.cryprob <= .05:
5246 prout(_("Dilithium crystals aboard ship... not yet used."))
5250 while game.cryprob > ai:
5253 prout(_("Dilithium crystals have been used %d time%s.") % \
5254 (i, (_("s"), "")[i==1]))
5258 "Long-range sensor scan."
5259 if damaged(DLRSENS):
5260 # Now allow base's sensors if docked
5261 if game.condition != "docked":
5263 prout(_("LONG-RANGE SENSORS DAMAGED."))
5266 prout(_("Starbase's long-range scan"))
5268 prout(_("Long-range scan"))
5269 for x in range(game.quadrant.i-1, game.quadrant.i+2):
5272 for y in range(game.quadrant.j-1, game.quadrant.j+2):
5273 if not Coord(x, y).valid_quadrant():
5277 if not damaged(DRADIO):
5278 game.state.galaxy[x][y].charted = True
5279 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5280 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5281 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5282 if not silent and game.state.galaxy[x][y].supernova:
5285 cn = " %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars)
5286 proutn(((3 - len(cn)) * '.') + cn)
5294 for i in range(NDEVICES):
5297 prout(_("DEVICE REPAIR TIMES"))
5298 prout(_(" IN FLIGHT DOCKED"))
5300 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5301 game.damage[i]+0.05,
5302 DOCKFAC*game.damage[i]+0.005))
5304 prout(_("All devices functional."))
5307 "Update the chart in the Enterprise's computer from galaxy data."
5308 game.lastchart = game.state.date
5309 for i in range(GALSIZE):
5310 for j in range(GALSIZE):
5311 if game.state.galaxy[i][j].charted:
5312 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5313 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5314 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5317 "Display the star chart."
5319 if (game.options & OPTION_AUTOSCAN):
5323 if game.lastchart < game.state.date and game.condition == "docked":
5324 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5326 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5327 if game.state.date > game.lastchart:
5328 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5329 prout(" 1 2 3 4 5 6 7 8")
5330 for i in range(GALSIZE):
5331 if (game.options & OPTION_ALPHAMERIC):
5332 proutn("%c |" % letterize(i+1))
5334 proutn("%d |" % (i+1))
5335 for j in range(GALSIZE):
5336 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5340 if game.state.galaxy[i][j].supernova:
5342 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5344 elif game.state.galaxy[i][j].charted:
5345 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5346 if (game.options & OPTION_DOTFILL):
5347 show = show.replace(" ", ".")
5351 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5359 def sectscan(goodScan, i, j):
5360 "Light up an individual dot in a sector."
5361 if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
5362 if game.quad[i][j] in ('E', 'F'):
5364 highvideo() # pragma: no cover
5365 textcolor({"green":GREEN,
5369 "dead":BROWN}[game.condition])
5371 textcolor({'?':LIGHTMAGENTA,
5379 }.get(game.quad[i][j], DEFAULT))
5380 proutn("%c " % game.quad[i][j])
5386 "Emit status report lines"
5387 if not req or req == 1:
5388 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5389 % (game.state.date, game.state.remtime))
5390 if not req or req == 2:
5391 if game.condition != "docked":
5393 prstat(_("Condition"), _("%s, %i DAMAGES") % \
5394 (game.condition.upper(), sum([x > 0 for x in game.damage])))
5396 prout(_(", CLOAKED"))
5397 if not req or req == 3:
5398 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5399 if not req or req == 4:
5400 if damaged(DLIFSUP):
5401 if game.condition == "docked":
5402 s = _("DAMAGED, Base provides")
5404 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5407 prstat(_("Life Support"), s)
5408 if not req or req == 5:
5409 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5410 if not req or req == 6:
5412 if game.icrystl and (game.options & OPTION_SHOWME):
5413 extra = _(" (have crystals)")
5414 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5415 if not req or req == 7:
5416 prstat(_("Torpedoes"), "%d" % (game.torps))
5417 if not req or req == 8:
5418 if damaged(DSHIELD):
5424 data = _(" %d%% %.1f units") \
5425 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5426 prstat(_("Shields"), s+data)
5427 if not req or req == 9:
5428 prstat(_("Klingons Left"), "%d" % game.unwon())
5429 if not req or req == 10:
5430 if game.options & OPTION_WORLDS:
5431 plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
5432 if plnet and plnet.inhabited:
5433 prstat(_("Major system"), plnet.name)
5435 prout(_("Sector is uninhabited"))
5436 elif not req or req == 11:
5437 attackreport(not req)
5440 "Request specified status data, a historical relic from slow TTYs."
5441 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5442 while scanner.nexttok() == "IHEOL":
5443 proutn(_("Information desired? "))
5445 if scanner.token in requests:
5446 status(requests.index(scanner.token))
5448 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5449 prout((" date, condition, position, lsupport, warpfactor,"))
5450 prout((" energy, torpedoes, shields, klingons, system, time."))
5455 if damaged(DSRSENS):
5456 # Allow base's sensors if docked
5457 if game.condition != "docked":
5458 prout(_(" S.R. SENSORS DAMAGED!"))
5461 prout(_(" [Using Base's sensors]"))
5463 prout(_(" Short-range scan"))
5464 if goodScan and communicating():
5465 game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
5466 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
5467 game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
5468 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
5469 prout(" 1 2 3 4 5 6 7 8 9 10")
5470 if game.condition != "docked":
5472 for i in range(QUADSIZE):
5473 if (game.options & OPTION_ALPHAMERIC):
5474 proutn("%c " % letterize(i+1))
5476 proutn("%2d " % (i+1))
5477 for j in range(QUADSIZE):
5478 sectscan(goodScan, i, j)
5482 "Use computer to get estimated time of arrival for a warp jump."
5483 w1 = Coord(); w2 = Coord()
5485 if damaged(DCOMPTR):
5486 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5489 if scanner.nexttok() != "IHREAL":
5492 proutn(_("Destination quadrant and/or sector? "))
5493 if scanner.nexttok()!="IHREAL":
5496 w1.j = int(scanner.real-0.5)
5497 if scanner.nexttok() != "IHREAL":
5500 w1.i = int(scanner.real-0.5)
5501 if scanner.nexttok() == "IHREAL":
5502 w2.j = int(scanner.real-0.5)
5503 if scanner.nexttok() != "IHREAL":
5506 w2.i = int(scanner.real-0.5)
5508 if game.quadrant.j>w1.i:
5512 if game.quadrant.i>w1.j:
5516 if not w1.valid_quadrant() or not w2.valid_sector():
5519 dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
5520 (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
5523 prout(_("Answer \"no\" if you don't know the value:"))
5526 proutn(_("Time or arrival date? "))
5527 if scanner.nexttok()=="IHREAL":
5528 ttime = scanner.real
5529 if ttime > game.state.date:
5530 ttime -= game.state.date # Actually a star date
5531 twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
5532 if ttime <= 1e-10 or twarp > 10:
5533 prout(_("We'll never make it, sir."))
5536 twarp = max(twarp, 1.0)
5539 proutn(_("Warp factor? "))
5540 if scanner.nexttok()== "IHREAL":
5542 twarp = scanner.real
5543 if twarp<1.0 or twarp > 10.0:
5547 prout(_("Captain, certainly you can give me one of these."))
5550 ttime = (10.0*dist)/twarp**2
5551 tpower = dist*twarp*twarp*twarp*(game.shldup+1)
5552 if tpower >= game.energy:
5553 prout(_("Insufficient energy, sir."))
5554 if not game.shldup or tpower > game.energy*2.0:
5557 proutn(_("New warp factor to try? "))
5558 if scanner.nexttok() == "IHREAL":
5560 twarp = scanner.real
5561 if twarp<1.0 or twarp > 10.0:
5569 prout(_("But if you lower your shields,"))
5570 proutn(_("remaining"))
5573 proutn(_("Remaining"))
5574 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5576 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5578 prout(_("Any warp speed is adequate."))
5580 prout(_("Minimum warp needed is %.2f,") % (twarp))
5581 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5582 if game.state.remtime < ttime:
5583 prout(_("Unfortunately, the Federation will be destroyed by then."))
5585 prout(_("You'll be taking risks at that speed, Captain"))
5586 if (game.isatb==1 and game.state.kscmdr == w1 and \
5587 scheduled(FSCDBAS)< ttime+game.state.date) or \
5588 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5589 prout(_("The starbase there will be destroyed by then."))
5590 proutn(_("New warp factor to try? "))
5591 if scanner.nexttok() == "IHREAL":
5593 twarp = scanner.real
5594 if twarp<1.0 or twarp > 10.0:
5602 # This is new in SST2K.
5605 mode = scanner.nexttok()
5608 for k, v in option_names.items():
5609 if (v & game.options) and k != "ALL":
5612 prout(str(" ".join(active)))
5613 elif scanner.token in {"set", "clear"}:
5614 mode = scanner.token
5618 if scanner.type == "IHEOL":
5620 if scanner.token.upper() in option_names:
5621 changemask |= option_names[scanner.token.upper()]
5623 prout(_("No such option as ") + scanner.token)
5625 if (not (game.options & OPTION_CURSES)) and (changemask & OPTION_CURSES): # pragma: no cover
5627 game.options |= changemask
5628 elif mode == "clear":
5629 if (game.options & OPTION_CURSES) and (not (changemask & OPTION_CURSES)): # pragma: no cover
5631 game.options &=~ changemask
5632 prout(_("Acknowledged, Captain."))
5638 # Code from setup.c begins here
5641 "Issue a historically correct banner."
5643 prout(_("-SUPER- STAR TREK"))
5645 # From the FORTRAN original
5646 # prout(_("Latest update-21 Sept 78"))
5652 scanner.push("emsave.trk")
5653 key = scanner.nexttok()
5655 proutn(_("File name: "))
5656 key = scanner.nexttok()
5657 if key != "IHALPHA":
5660 if '.' not in scanner.token:
5661 scanner.token += ".trk"
5663 fp = open(scanner.token, "wb")
5665 prout(_("Can't freeze game as file %s") % scanner.token)
5667 pickle.dump(game, fp)
5672 "Retrieve saved game."
5675 key = scanner.nexttok()
5677 proutn(_("File name: "))
5678 key = scanner.nexttok()
5679 if key != "IHALPHA":
5682 if '.' not in scanner.token:
5683 scanner.token += ".trk"
5685 fp = open(scanner.token, "rb")
5687 prout(_("Can't thaw game in %s") % scanner.token)
5689 game = pickle.load(fp)
5694 # I used <http://www.memory-alpha.org> to find planets
5695 # with references in ST:TOS. Earth and the Alpha Centauri
5696 # Colony have been omitted.
5698 # Some planets marked Class G and P here will be displayed as class M
5699 # because of the way planets are generated. This is a known bug.
5702 _("Andoria (Fesoan)"), # several episodes
5703 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5704 _("Vulcan (T'Khasi)"), # many episodes
5705 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5706 _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5707 _("Ardana"), # TOS: "The Cloud Minders"
5708 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5709 _("Gideon"), # TOS: "The Mark of Gideon"
5710 _("Aldebaran III"), # TOS: "The Deadly Years"
5711 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5712 _("Altair IV"), # TOS: "Amok Time
5713 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5714 _("Benecia"), # TOS: "The Conscience of the King"
5715 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5716 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5717 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5718 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5719 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5720 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5721 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5722 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5723 _("Ingraham B"), # TOS: "Operation: Annihilate"
5724 _("Janus IV"), # TOS: "The Devil in the Dark"
5725 _("Makus III"), # TOS: "The Galileo Seven"
5726 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5727 _("Omega IV"), # TOS: "The Omega Glory"
5728 _("Regulus V"), # TOS: "Amok Time
5729 _("Deneva"), # TOS: "Operation -- Annihilate!"
5730 # Worlds from BSD Trek
5731 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5732 _("Beta III"), # TOS: "The Return of the Archons"
5733 _("Triacus"), # TOS: "And the Children Shall Lead",
5734 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5736 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5737 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5738 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5739 # _("Izar"), # TOS: "Whom Gods Destroy"
5740 # _("Tiburon"), # TOS: "The Way to Eden"
5741 # _("Merak II"), # TOS: "The Cloud Minders"
5742 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5743 # _("Iotia"), # TOS: "A Piece of the Action"
5747 _("S. R. Sensors"), \
5748 _("L. R. Sensors"), \
5750 _("Photon Tubes"), \
5751 _("Life Support"), \
5752 _("Warp Engines"), \
5753 _("Impulse Engines"), \
5755 _("Subspace Radio"), \
5756 _("Shuttle Craft"), \
5758 _("Navigation System"), \
5760 _("Shield Control"), \
5763 _("Cloaking Device"), \
5767 "Prepare to play, set up cosmos."
5769 # Decide how many of everything
5771 return # frozen game
5772 # Prepare the Enterprise
5773 game.alldone = game.gamewon = game.shldchg = game.shldup = False
5775 game.state.crew = FULLCREW
5776 game.energy = game.inenrg = 5000.0
5777 game.shield = game.inshld = 2500.0
5780 game.quadrant = randplace(GALSIZE)
5781 game.sector = randplace(QUADSIZE)
5782 game.torps = game.intorps = 10
5783 game.nprobes = rnd.integer(2, 5)
5785 for i in range(NDEVICES):
5786 game.damage[i] = 0.0
5787 # Set up assorted game parameters
5788 game.battle = Coord()
5789 game.state.date = game.indate = 100.0 * rnd.real(20, 51)
5790 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5791 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5792 game.isatb = game.state.nplankl = 0
5793 game.state.starkl = game.state.basekl = game.state.nworldkl = 0
5794 game.iscraft = "onship"
5799 game.state.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
5801 game.state.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
5803 game.state.planets = [] # Planet information
5804 game.state.baseq = [] # Base quadrant coordinates
5805 game.state.kcmdr = [] # Commander quadrant coordinates
5806 game.statekscmdr = Coord() # Supercommander quadrant coordinates
5808 # Starchart is functional but we've never seen it
5809 game.lastchart = FOREVER
5810 # Put stars in the galaxy
5812 for i in range(GALSIZE):
5813 for j in range(GALSIZE):
5814 # Can't have more stars per quadrant than fit in one decimal digit,
5815 # if we do the chart representation will break.
5816 k = rnd.integer(1, min(10, QUADSIZE**2/10))
5818 game.state.galaxy[i][j].stars = k
5819 # Locate star bases in galaxy
5821 prout("=== Allocating %d bases" % game.inbase) # pragma: no cover
5822 for i in range(game.inbase):
5825 w = randplace(GALSIZE)
5826 if not game.state.galaxy[w.i][w.j].starbase:
5829 # C version: for (j = i-1; j > 0; j--)
5830 # so it did them in the opposite order.
5831 for j in range(1, i):
5832 # Improved placement algorithm to spread out bases
5833 distq = (w - game.state.baseq[j]).distance()
5834 if distq < 6.0*(BASEMAX+1-game.inbase) and rnd.withprob(0.75):
5837 prout("=== Abandoning base #%d at %s" % (i, w)) # pragma: no cover
5839 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5841 prout("=== Saving base #%d, close to #%d" % (i, j)) # pragma: no cover
5845 prout("=== Placing base #%d in quadrant %s" % (i, w)) # pragma: no cover
5846 game.state.baseq.append(w)
5847 game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5848 # Position ordinary Klingon Battle Cruisers
5850 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5851 klumper = min(klumper, MAXKLQUAD)
5854 klump = int((1.0 - r*r)*klumper)
5855 klump = min(klump, krem)
5858 w = randplace(GALSIZE)
5859 if not game.state.galaxy[w.i][w.j].supernova and \
5860 game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5862 game.state.galaxy[w.i][w.j].klingons += klump
5865 # Position Klingon Commander Ships
5866 for i in range(game.incom):
5868 w = randplace(GALSIZE)
5869 if not welcoming(w) or w in game.state.kcmdr:
5871 if (game.state.galaxy[w.i][w.j].klingons or rnd.withprob(0.25)):
5873 game.state.galaxy[w.i][w.j].klingons += 1
5874 game.state.kcmdr.append(w)
5875 # Locate planets in galaxy
5876 for i in range(game.inplan):
5878 w = randplace(GALSIZE)
5879 if game.state.galaxy[w.i][w.j].planet is None:
5883 new.crystals = "absent"
5884 if (game.options & OPTION_WORLDS) and i < NINHAB:
5885 new.pclass = "M" # All inhabited planets are class M
5886 new.crystals = "absent"
5888 new.name = systnames[i]
5889 new.inhabited = True
5891 new.pclass = ("M", "N", "O")[rnd.integer(0, 3)]
5892 if rnd.withprob(0.33):
5893 new.crystals = "present"
5894 new.known = "unknown"
5895 new.inhabited = False
5896 game.state.galaxy[w.i][w.j].planet = new
5897 game.state.planets.append(new)
5899 for i in range(game.state.nromrem):
5900 w = randplace(GALSIZE)
5901 game.state.galaxy[w.i][w.j].romulans += 1
5902 # Place the Super-Commander if needed
5903 if game.state.nscrem > 0:
5905 w = randplace(GALSIZE)
5908 game.state.kscmdr = w
5909 game.state.galaxy[w.i][w.j].klingons += 1
5910 # Initialize times for extraneous events
5911 schedule(FSNOVA, expran(0.5 * game.intime))
5912 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5913 schedule(FSNAP, rnd.real(1.0, 2.0)) # Force an early snapshot
5914 schedule(FBATTAK, expran(0.3*game.intime))
5916 if game.state.nscrem:
5917 schedule(FSCMOVE, 0.2777)
5922 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5923 schedule(FDISTR, expran(1.0 + game.intime))
5928 # Place thing (in tournament game, we don't want one!)
5929 # New in SST2K: never place the Thing near a starbase.
5930 # This makes sense and avoids a special case in the old code.
5931 if game.tourn is None:
5932 # Avoid distrubing the RNG chain. This code
5933 # was a late fix and we don't want to mess up
5934 # all the regression tests.
5935 state = randomizer.getrngstate()
5937 thing.location = randplace(GALSIZE)
5938 # Put it somewhere a starbase is not
5939 if thing.location not in game.state.baseq:
5941 randomizer.setrngstate(state)
5943 game.state.snap = False
5944 if game.skill == SKILL_NOVICE:
5945 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5946 prout(_("a deadly Klingon invasion force. As captain of the United"))
5947 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5948 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5949 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5950 prout(_("your mission. As you proceed you may be given more time."))
5952 prout(_("You will have %d supporting starbases.") % (game.inbase))
5953 proutn(_("Starbase locations- "))
5955 prout(_("Stardate %d.") % int(game.state.date))
5957 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5958 prout(_("An unknown number of Romulans."))
5959 if game.state.nscrem:
5960 prout(_("And one (GULP) Super-Commander."))
5961 prout(_("%d stardates.") % int(game.intime))
5962 proutn(_("%d starbases in ") % game.inbase)
5963 for i in range(game.inbase):
5964 proutn(repr(game.state.baseq[i]))
5967 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5968 proutn(_(" Sector %s") % game.sector)
5970 prout(_("Good Luck!"))
5971 if game.state.nscrem:
5972 prout(_(" YOU'LL NEED IT."))
5975 setwnd(message_window)
5977 if len(game.enemies) - (thing.location == game.quadrant) - (game.tholian is not None):
5979 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5980 attack(torps_ok=False)
5983 "Choose your game type."
5988 game.skill = SKILL_NONE
5989 # Do not chew here, we want to use command-line tokens
5990 if not scanner.inqueue: # Can start with command line options
5991 proutn(_("Would you like a regular, tournament, or saved game? "))
5993 if scanner.sees("tournament"):
5995 while scanner.nexttok() == "IHEOL":
5996 proutn(_("Type in tournament number-"))
5997 if scanner.real == 0:
5999 continue # We don't want a blank entry
6000 game.tourn = int(round(scanner.real))
6001 rnd.seed(scanner.real)
6003 logfp.write("# rnd.seed(%d)\n" % scanner.real)
6005 if scanner.sees("saved") or scanner.sees("frozen"):
6009 if game.passwd is None:
6011 if not game.alldone:
6012 game.thawed = True # No plaque if not finished
6016 if scanner.sees("regular"):
6018 proutn(_("What game type is \"%s\"? ") % scanner.token)
6020 while game.length==0 or game.skill==SKILL_NONE:
6021 if scanner.nexttok() == "IHALPHA":
6022 if scanner.sees("short"):
6024 elif scanner.sees("medium"):
6026 elif scanner.sees("long"):
6028 elif scanner.sees("novice"):
6029 game.skill = SKILL_NOVICE
6030 elif scanner.sees("fair"):
6031 game.skill = SKILL_FAIR
6032 elif scanner.sees("good"):
6033 game.skill = SKILL_GOOD
6034 elif scanner.sees("expert"):
6035 game.skill = SKILL_EXPERT
6036 elif scanner.sees("emeritus"):
6037 game.skill = SKILL_EMERITUS
6039 proutn(_("What skill level is is \""))
6040 proutn(scanner.token)
6045 proutn(_("Would you like a Short, Medium, or Long game? "))
6046 elif game.skill == SKILL_NONE:
6047 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
6048 # Choose game options -- added by ESR for SST2K
6049 if scanner.nexttok() != "IHALPHA":
6051 proutn(_("Choose your game style (plain, almy, fancy or just press enter): "))
6053 if scanner.sees("plain"):
6054 # Approximates the UT FORTRAN version.
6055 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)
6056 elif scanner.sees("almy"):
6057 # Approximates Tom Almy's version.
6058 game.options &=~ (OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR | OPTION_DOTFILL | OPTION_ALPHAMERIC)
6059 elif scanner.sees("fancy") or scanner.sees("\n"):
6061 elif len(scanner.token):
6062 proutn(_("What game style is \"%s\"?") % scanner.token)
6064 if game.passwd == "debug": # pragma: no cover
6066 prout("=== Debug mode enabled.")
6067 # Use parameters to generate initial values of things
6068 game.damfac = 0.5 * game.skill
6069 game.inbase = rnd.integer(BASEMIN, BASEMAX+1)
6071 if game.options & OPTION_PLANETS:
6072 game.inplan += rnd.integer(MAXUNINHAB/2, MAXUNINHAB+1)
6073 if game.options & OPTION_WORLDS:
6074 game.inplan += int(NINHAB)
6075 game.state.nromrem = game.inrom = rnd.integer(2 * game.skill)
6076 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
6077 game.state.remtime = 7.0 * game.length
6078 game.intime = game.state.remtime
6079 game.inkling = int(2.0*game.intime*((game.skill+1 - 2*rnd.real())*game.skill*0.1+.15))
6080 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*rnd.real()))
6081 game.state.remres = (game.inkling+4*game.incom)*game.intime
6082 game.inresor = game.state.remres
6083 if game.inkling > 50:
6087 def dropin(iquad=None):
6088 "Drop a feature on a random dot in the current quadrant."
6090 w = randplace(QUADSIZE)
6091 if game.quad[w.i][w.j] == '.':
6093 if iquad is not None:
6094 game.quad[w.i][w.j] = iquad
6098 "Update our alert status."
6099 game.condition = "green"
6100 if game.energy < 1000.0:
6101 game.condition = "yellow"
6102 if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
6103 game.condition = "red"
6105 game.condition="dead"
6108 "Drop new Klingon into current quadrant."
6109 return Enemy('K', loc=dropin(), power=rnd.real(300,450)+25.0*game.skill)
6112 "Sort enemies by distance so 'nearest' is meaningful."
6113 game.enemies.sort(key=lambda x: x.kdist)
6116 "Set up a new state of quadrant, for when we enter or re-enter it."
6119 game.neutz = game.inorbit = game.landed = False
6120 game.ientesc = game.iseenit = game.isviolreported = False
6122 # Create a blank quadrant
6123 game.quad = fill2d(QUADSIZE, lambda i, j: '.')
6125 # Attempt to escape Super-commander, so tbeam back!
6128 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
6129 # cope with supernova
6132 game.klhere = q.klingons
6133 game.irhere = q.romulans
6135 game.quad[game.sector.i][game.sector.j] = game.ship
6138 # Position ordinary Klingons
6139 for _i in range(game.klhere):
6141 # If we need a commander, promote a Klingon
6142 for cmdr in game.state.kcmdr:
6143 if cmdr == game.quadrant:
6144 e = game.enemies[game.klhere-1]
6145 game.quad[e.location.i][e.location.j] = 'C'
6146 e.power = rnd.real(950,1350) + 50.0*game.skill
6148 # If we need a super-commander, promote a Klingon
6149 if game.quadrant == game.state.kscmdr:
6151 game.quad[e.location.i][e.location.j] = 'S'
6152 e.power = rnd.real(1175.0, 1575.0) + 125.0*game.skill
6153 game.iscate = (game.remkl() > 1)
6154 # Put in Romulans if needed
6155 for _i in range(q.romulans):
6156 Enemy('R', loc=dropin(), power=rnd.real(400.0,850.0)+50.0*game.skill)
6157 # If quadrant needs a starbase, put it in
6159 game.base = dropin('B')
6160 # If quadrant needs a planet, put it in
6162 game.iplnet = q.planet
6163 if not q.planet.inhabited:
6164 game.plnet = dropin('P')
6166 game.plnet = dropin('@')
6167 # Check for condition
6170 if game.irhere > 0 and game.klhere == 0:
6172 if not damaged(DRADIO):
6174 prout(_("LT. Uhura- \"Captain, an urgent message."))
6175 prout(_(" I'll put it on audio.\" CLICK"))
6177 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
6178 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
6179 # Put in THING if needed
6180 if thing.location == game.quadrant:
6181 Enemy(etype='?', loc=dropin(),
6182 power=rnd.real(6000,6500.0)+250.0*game.skill)
6183 if not damaged(DSRSENS):
6185 prout(_("Mr. Spock- \"Captain, this is most unusual."))
6186 prout(_(" Please examine your short-range scan.\""))
6187 # Decide if quadrant needs a Tholian; lighten up if skill is low
6188 if game.options & OPTION_THOLIAN:
6189 if (game.skill < SKILL_GOOD and rnd.withprob(0.02)) or \
6190 (game.skill == SKILL_GOOD and rnd.withprob(0.05)) or \
6191 (game.skill > SKILL_GOOD and rnd.withprob(0.08)):
6194 w.i = rnd.withprob(0.5) * (QUADSIZE-1)
6195 w.j = rnd.withprob(0.5) * (QUADSIZE-1)
6196 if game.quad[w.i][w.j] == '.':
6198 game.tholian = Enemy(etype='T', loc=w,
6199 power=rnd.integer(100, 500) + 25.0*game.skill)
6200 # Reserve unoccupied corners
6201 if game.quad[0][0]=='.':
6202 game.quad[0][0] = 'X'
6203 if game.quad[0][QUADSIZE-1]=='.':
6204 game.quad[0][QUADSIZE-1] = 'X'
6205 if game.quad[QUADSIZE-1][0]=='.':
6206 game.quad[QUADSIZE-1][0] = 'X'
6207 if game.quad[QUADSIZE-1][QUADSIZE-1]=='.':
6208 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
6210 # And finally the stars
6211 for _i in range(q.stars):
6213 # Put in a few black holes
6214 for _i in range(1, 3+1):
6215 if rnd.withprob(0.5):
6217 # Take out X's in corners if Tholian present
6219 if game.quad[0][0]=='X':
6220 game.quad[0][0] = '.'
6221 if game.quad[0][QUADSIZE-1]=='X':
6222 game.quad[0][QUADSIZE-1] = '.'
6223 if game.quad[QUADSIZE-1][0]=='X':
6224 game.quad[QUADSIZE-1][0] = '.'
6225 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
6226 game.quad[QUADSIZE-1][QUADSIZE-1] = '.'
6227 # This should guarantee that replay games don't lose info about the chart
6228 if (game.options & OPTION_AUTOSCAN) or replayfp:
6232 "Set the self-destruct password."
6233 if game.options & OPTION_AUTOPASS:
6235 game.passwd += chr(ord('a')+rnd.integer(26))
6236 game.passwd += chr(ord('a')+rnd.integer(26))
6237 game.passwd += chr(ord('a')+rnd.integer(26))
6241 proutn(_("Please type in a secret password- "))
6243 game.passwd = scanner.token
6244 #game.passwd = getpass.getpass("Please type in a secret password- ")
6245 if game.passwd is not None:
6248 # Code from sst.c begins here
6251 ("SRSCAN", OPTION_TTY),
6252 ("STATUS", OPTION_TTY),
6253 ("REQUEST", OPTION_TTY),
6254 ("LRSCAN", OPTION_TTY),
6266 ("SENSORS", OPTION_PLANETS),
6267 ("ORBIT", OPTION_PLANETS),
6268 ("TRANSPORT", OPTION_PLANETS),
6269 ("MINE", OPTION_PLANETS),
6270 ("CRYSTALS", OPTION_PLANETS),
6271 ("SHUTTLE", OPTION_PLANETS),
6272 ("PLANETS", OPTION_PLANETS),
6277 ("PROBE", OPTION_PROBE),
6279 ("FREEZE", 0), # Synonym for SAVE
6282 # No abbreviations accepted after this point
6285 ("CAPTURE", OPTION_CAPTURE),
6286 ("CLOAK", OPTION_CLOAK),
6289 ("SOS", 0), # Synonym for MAYDAY
6290 ("CALL", 0), # Synonym for MAYDAY
6298 def listCommands(): # pragma: no cover
6299 "Generate a list of legal commands."
6300 # Coverage-disabled because testing for this is fragile
6301 # in the presence of changes in the command set.
6302 prout(_("LEGAL COMMANDS ARE:"))
6304 for (key, opt) in commands:
6305 if not opt or (opt & game.options):
6306 proutn("%-12s " % key)
6308 if emitted % 5 == 4:
6313 "Browse on-line help."
6314 key = scanner.nexttok()
6317 setwnd(prompt_window)
6318 proutn(_("Help on what command? "))
6319 key = scanner.nexttok()
6320 setwnd(message_window)
6323 cmds = [x[0] for x in commands]
6324 if scanner.token.upper() in cmds or scanner.token.upper() == "ABBREV":
6331 cmd = scanner.token.upper()
6332 for directory in docpath:
6334 fp = open(os.path.join(directory, "sst.doc"), "r")
6339 prout(_("Spock- \"Captain, that information is missing from the"))
6340 prout(_(" computer. You need to find sst.doc and put it somewhere"))
6341 proutn(_(" in these directories: %s") % ":".join(docpath))
6343 # This used to continue: "You need to find SST.DOC and put
6344 # it in the current directory."
6347 linebuf = fp.readline()
6349 prout(_("Spock- \"Captain, there is no information on that command.\""))
6352 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6353 linebuf = linebuf[3:].strip()
6354 if cmd.upper() == linebuf:
6357 prout(_("Spock- \"Captain, I've found the following information:\""))
6360 linebuf = fp.readline()
6361 if "******" in linebuf:
6367 "Command-interpretation loop."
6369 if game.irhere and game.state.date >= ALGERON and not game.isviolreported and game.iscloaked:
6370 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
6372 game.isviolreported = True
6373 while True: # command loop
6375 while True: # get a command
6377 game.optime = game.justin = False
6379 setwnd(prompt_window)
6382 if scanner.nexttok() == "IHEOL":
6383 if game.options & OPTION_CURSES: # pragma: no cover
6386 elif scanner.token == "":
6390 setwnd(message_window)
6392 abandon_passed = False
6393 cmd = "" # Force cmd to persist after loop
6394 opt = 0 # Force opt to persist after loop
6395 for (cmd, opt) in commands:
6396 # commands after ABANDON cannot be abbreviated
6397 if cmd == "ABANDON":
6398 abandon_passed = True
6399 if cmd == scanner.token.upper() or (not abandon_passed \
6400 and cmd.startswith(scanner.token.upper())):
6402 if cmd == "": # pragma: no cover
6405 elif opt and not (opt & game.options):
6409 if game.options & OPTION_CURSES: # pragma: no cover
6410 prout("COMMAND> %s" % cmd)
6411 if cmd == "SRSCAN": # srscan
6413 elif cmd == "STATUS": # status
6415 elif cmd == "REQUEST": # status request
6417 elif cmd == "LRSCAN": # long range scan
6418 lrscan(silent=False)
6419 elif cmd == "PHASERS": # phasers
6424 elif cmd in ("TORPEDO", "PHOTONS"): # photon torpedos
6429 elif cmd == "MOVE": # move under warp
6430 warp(wcourse=None, involuntary=False)
6431 elif cmd == "SHIELDS": # shields
6432 doshield(shraise=False)
6435 game.shldchg = False
6436 elif cmd == "DOCK": # dock at starbase
6439 attack(torps_ok=False)
6440 elif cmd == "DAMAGES": # damage reports
6442 elif cmd == "CHART": # chart
6444 elif cmd == "IMPULSE": # impulse
6446 elif cmd == "REST": # rest
6450 elif cmd == "WARP": # warp
6452 elif cmd == "SENSORS": # sensors
6454 elif cmd == "ORBIT": # orbit
6458 elif cmd == "TRANSPORT": # transport "beam"
6460 elif cmd == "MINE": # mine
6464 elif cmd == "CRYSTALS": # crystals
6468 elif cmd == "SHUTTLE": # shuttle
6472 elif cmd == "PLANETS": # Planet list
6474 elif cmd == "REPORT": # Game Report
6476 elif cmd == "COMPUTER": # use COMPUTER!
6478 elif cmd == "COMMANDS":
6480 elif cmd == "EMEXIT": # Emergency exit
6481 clrscr() # Hide screen
6482 freeze(True) # forced save
6483 raise SystemExit(1) # And quick exit
6484 elif cmd == "PROBE":
6485 probe() # Launch probe
6488 elif cmd == "ABANDON": # Abandon Ship
6490 elif cmd == "DESTRUCT": # Self Destruct
6492 elif cmd == "SAVE": # Save Game
6495 if game.skill > SKILL_GOOD:
6496 prout(_("WARNING--Saved games produce no plaques!"))
6497 elif cmd == "DEATHRAY": # Try a desparation measure
6501 elif cmd == "CAPTURE":
6503 elif cmd == "CLOAK":
6505 elif cmd == "DEBUGCMD": # What do we want for debug???
6507 elif cmd == "MAYDAY": # Call for help
6512 game.alldone = True # quit the game
6515 elif cmd == "SCORE":
6516 score() # see current score
6517 elif cmd == "CURSES": # pragma: no cover
6518 game.options |= (OPTION_CURSES | OPTION_COLOR)
6520 elif cmd == "OPTIONS":
6524 break # Game has ended
6525 if game.optime != 0.0:
6528 break # Events did us in
6529 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6532 if hitme and not game.justin:
6533 attack(torps_ok=True)
6536 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6544 prout("=== Ending") # pragma: no cover
6547 "Emit the name of an enemy or feature."
6548 if ch == 'R': s = _("Romulan")
6549 elif ch == 'K': s = _("Klingon")
6550 elif ch == 'C': s = _("Commander")
6551 elif ch == 'S': s = _("Super-commander")
6552 elif ch == '*': s = _("Star")
6553 elif ch == 'P': s = _("Planet")
6554 elif ch == 'B': s = _("Starbase")
6555 elif ch == ' ': s = _("Black hole")
6556 elif ch == 'T': s = _("Tholian")
6557 elif ch == '#': s = _("Tholian web")
6558 elif ch == '?': s = _("Stranger")
6559 elif ch == '@': s = _("Inhabited World")
6560 else: s = "Unknown??" # pragma: no cover
6563 def crmena(loud, enemy, loctype, w):
6564 "Emit the name of an enemy and his location."
6568 buf += cramen(enemy) + _(" at ")
6569 if loctype == "quadrant":
6570 buf += _("Quadrant ")
6571 elif loctype == "sector":
6573 return buf + repr(w)
6576 "Emit our ship name."
6577 return{'E':_("Enterprise"),'F':_("Faerie Queene")}.get(game.ship,"Ship???")
6580 "Emit a line of stars"
6581 prouts("******************************************************")
6585 return -avrage*math.log(1e-7 + rnd.real())
6587 def randplace(size):
6588 "Choose a random location."
6590 w.i = rnd.integer(size)
6591 w.j = rnd.integer(size)
6601 # Get a token from the user
6604 # Fill the token queue if nothing here
6605 while not self.inqueue:
6607 if curwnd==prompt_window:
6609 setwnd(message_window)
6616 self.inqueue = sline.lstrip().split() + ["\n"]
6617 # From here on in it's all looking at the queue
6618 self.token = self.inqueue.pop(0)
6619 if self.token == "\n":
6623 self.real = float(self.token)
6624 self.type = "IHREAL"
6629 self.token = self.token.lower()
6630 self.type = "IHALPHA"
6633 def append(self, tok):
6634 self.inqueue.append(tok)
6635 def push(self, tok):
6636 self.inqueue.insert(0, tok)
6640 # Demand input for next scan
6642 self.real = self.token = None
6644 # compares s to item and returns true if it matches to the length of s
6645 return s.startswith(self.token)
6647 # Round token value to nearest integer
6648 return int(round(self.real))
6652 if (game.options & OPTION_ALPHAMERIC):
6654 if (self.type == "IHALPHA") and (self.token[0] in "abcdefghij") and (self.token[1] in "0123456789"):
6655 s.i = ord(self.token[0]) - ord("a")
6656 s.j = int(self.token[1:])-1
6658 except (TypeError, IndexError):
6661 if self.type != "IHREAL":
6666 if self.type != "IHREAL":
6671 def __repr__(self): # pragma: no cover
6672 return "<sstcanner: token=%s, type=%s, queue=%s>" % (self.token, self.type, self.inqueue)
6675 "Yes-or-no confirmation."
6679 if scanner.token == 'y':
6681 if scanner.token == 'n':
6684 proutn(_("Please answer with \"y\" or \"n\": "))
6687 "Complain about unparseable input."
6690 prout(_("Beg your pardon, Captain?"))
6692 def debugme(): # pragma: no cover
6693 "Access to the internals for debugging."
6694 proutn("Reset levels? ")
6696 if game.energy < game.inenrg:
6697 game.energy = game.inenrg
6698 game.shield = game.inshld
6699 game.torps = game.intorps
6700 game.lsupres = game.inlsr
6701 proutn("Reset damage? ")
6703 for i in range(NDEVICES):
6704 if game.damage[i] > 0.0:
6705 game.damage[i] = 0.0
6706 proutn("Toggle debug flag? ")
6708 game.idebug = not game.idebug
6709 if game.idebug: # pragma: no cover
6710 prout("Debug output ON")
6712 prout("Debug output OFF")
6713 proutn("Cause selective damage? ")
6715 for i in range(NDEVICES):
6716 proutn("Kill %s?" % device[i])
6718 key = scanner.nexttok()
6719 if key == "IHALPHA" and scanner.sees("y"):
6720 game.damage[i] = 10.0
6721 proutn("Examine/change events? ")
6726 FSNOVA: "Supernova ",
6729 FBATTAK: "Base Attack ",
6730 FCDBAS: "Base Destroy ",
6731 FSCMOVE: "SC Move ",
6732 FSCDBAS: "SC Base Destroy ",
6733 FDSPROB: "Probe Move ",
6734 FDISTR: "Distress Call ",
6735 FENSLV: "Enslavement ",
6736 FREPRO: "Klingon Build ",
6738 for i in range(1, NEVENTS):
6741 proutn("%.2f" % (scheduled(i)-game.state.date))
6742 if i in {FENSLV, FREPRO}:
6744 proutn(" in %s" % ev.quadrant)
6749 key = scanner.nexttok()
6753 elif key == "IHREAL":
6754 ev = schedule(i, scanner.real)
6755 if i in {FENSLV, FREPRO}:
6757 proutn("In quadrant- ")
6758 key = scanner.nexttok()
6759 # "IHEOL" says to leave coordinates as they are
6762 prout("Event %d canceled, no x coordinate." % (i))
6765 w.i = int(round(scanner.real))
6766 key = scanner.nexttok()
6768 prout("Event %d canceled, no y coordinate." % (i))
6771 w.j = int(round(scanner.real))
6774 proutn("Induce supernova here? ")
6776 game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
6779 if __name__ == '__main__':
6781 #global line, thing, game
6787 game.options = OPTION_ALL &~ OPTION_IOMODES
6788 if os.getenv("TERM"):
6789 game.options |= OPTION_CURSES # pragma: no cover
6791 game.options |= OPTION_TTY
6792 seed = int(time.time())
6794 (options, arguments) = getopt.getopt(sys.argv[1:], "cr:s:txV")
6795 for (switch, val) in options:
6797 # pylint: disable=raise-missing-from
6799 replayfp = open(val, "r")
6801 sys.stderr.write("sst: can't open replay file %s\n" % val)
6803 # pylint: disable=raise-missing-from
6806 line = replayfp.readline().strip()
6810 if line.startswith("# seed"):
6811 (__, __, seed) = line.split()
6812 # pylint: disable=eval-used
6814 elif line.startswith("# arguments"):
6815 arguments += line.split()[2:]
6816 except ValueError: # pragma: no cover
6817 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6819 game.options |= OPTION_TTY
6820 game.options &=~ OPTION_CURSES
6821 elif switch == '-s': # pragma: no cover
6823 elif switch == '-t': # pragma: no cover
6824 game.options |= OPTION_TTY
6825 game.options &=~ OPTION_CURSES
6826 elif switch == '-x': # pragma: no cover
6828 elif switch == '-c': # Enable curses debugging - undocumented
6830 elif switch == '-V': # pragma: no cover
6831 print("SST2K", version)
6833 else: # pragma: no cover
6834 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6836 except getopt.GetoptError as err:
6838 raise SystemExit(1) from err
6839 # where to save the input in case of bugs
6840 if "TMPDIR" in os.environ: # pragma: no cover
6841 tmpdir = os.environ['TMPDIR']
6845 logfp = open(os.path.join(tmpdir, "sst-input.log"), "w")
6846 except IOError: # pragma: no cover
6847 sys.stderr.write("sst: warning, can't open logfile\n")
6850 logfp.write("# seed %s\n" % seed)
6851 logfp.write("# arguments %s\n" % " ".join(arguments))
6852 logfp.write("# SST2K version %s\n" % version)
6853 logfp.write("# recorded by %s@%s on %s\n" % \
6854 (getpass.getuser(),socket.getfqdn(),time.ctime()))
6857 scanner = sstscanner()
6858 for arg in arguments:
6862 while True: # Play a game
6863 setwnd(fullscreen_window)
6869 game.alldone = False
6875 if (game.options & OPTION_TTY):
6878 if game.tourn and game.alldone:
6879 proutn(_("Do you want your score recorded?"))
6885 if (game.options & OPTION_TTY):
6886 proutn(_("Do you want to play again? "))
6892 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6896 except KeyboardInterrupt: # pragma: no cover