3 sst.py -- Super Star Trek 2K
5 SST2K is a Python translation of a C translation of a FORTRAN
6 original dating back to 1973. Beautiful Python it is not, but it
7 works. Translation by Eric S. Raymond; original game by David Matuszek
8 and Paul Reynolds, with modifications by Don Smith, Tom Almy,
9 Stas Sergeev, and Eric S. Raymond.
11 See the doc/HACKING file in the distribution for designers notes and advice
12 on how to modify (and how not to modify!) this code.
14 # Copyright by Eric S. Raymond
15 # SPDX-License-Identifier: BSD-2-clause
17 # pylint: disable=line-too-long,superfluous-parens,too-many-lines,invalid-name,missing-function-docstring,missing-class-docstring,multiple-statements,too-many-branches,too-many-statements,too-many-locals,too-many-nested-blocks,too-many-return-statements,too-many-instance-attributes,global-statement,no-else-break,no-else-return,no-else-continue,too-few-public-methods,too-many-boolean-expressions,consider-using-f-string,consider-using-enumerate,consider-using-with,unspecified-encoding
19 # pylint: disable=multiple-imports
20 import os, sys, math, curses, time, pickle, copy, gettext, getpass
24 # This import only works on Unixes. The intention is to enable
25 # Ctrl-P, Ctrl-N, and friends in Cmd.
27 # pylint: disable=unused-import
29 except ImportError: # pragma: no cover
34 docpath = (".", "doc/", "/usr/share/doc/sst/")
37 return gettext.gettext(st)
39 # Rolling our own LCG because Python changed its incompatibly in 3.2.
40 # Thus, we needed to have our own to be 2/3 polyglot; it will be
41 # helpful when and if we ever forward-port to another language.
44 # LCG PRNG parameters tested against
45 # Knuth vol. 2. by the authors of ADVENT
53 game.lcg_x = (randomizer.LCG_A * game.lcg_x + randomizer.LCG_C) % randomizer.LCG_M
54 return old_x / randomizer.LCG_M
58 v = randomizer.random()
60 # logfp.write("#withprob(%.2f) -> %s\n" % (p, v < p))
65 v = randomizer.random()
69 v = args[0] + int(v * (args[1] - args[0]))
71 # logfp.write("#integer%s -> %s\n" % (args, v))
76 v = randomizer.random()
78 v *= args[0] # from [0, args[0])
80 v = args[0] + v*(args[1]-args[0]) # from [args[0], args[1])
82 # logfp.write("#real%s -> %f\n" % (args, v))
88 # logfp.write("#seed(%d)\n" % n)
89 game.lcg_x = n % randomizer.LCG_M
99 GALSIZE = 8 # Galaxy size in quadrants
100 NINHAB = (GALSIZE * GALSIZE // 2) # Number of inhabited worlds
101 MAXUNINHAB = 10 # Maximum uninhabited worlds
102 QUADSIZE = 10 # Quadrant size in sectors
103 BASEMIN = 2 # Minimum starbases
104 BASEMAX = (GALSIZE * GALSIZE // 12) # Maximum starbases
105 MAXKLGAME = 127 # Maximum Klingons per game
106 MAXKLQUAD = 9 # Maximum Klingons per quadrant
107 FULLCREW = 428 # Crew size. BSD Trek was 387, that's wrong
108 FOREVER = 1e30 # Time for the indefinite future
109 MAXBURST = 3 # Max # of torps you can launch in one turn
110 MINCMDR = 10 # Minimum number of Klingon commanders
111 DOCKFAC = 0.25 # Repair faster when docked
112 PHASEFAC = 2.0 # Phaser attenuation factor
114 ALGERON = 2311 # Date of the Treaty of Algeron
135 class TrekError(Exception):
138 class JumpOut(Exception):
142 return chr(ord('a') + n - 1)
145 def __init__(self, x=None, y=None):
148 def valid_quadrant(self):
149 return (self.i is not None) and (self.j is not None) and (self.i >= 0) and (self.i < GALSIZE) and (self.j >= 0) and (self.j < GALSIZE)
150 def valid_sector(self):
151 return (self.i is not None) and (self.j is not None) and (self.i >= 0) and (self.i < QUADSIZE) and (self.j >= 0) and (self.j < QUADSIZE)
152 def invalidate(self):
153 self.i = self.j = None
154 def __eq__(self, other):
155 return other is not None and self.i == other.i and self.j == other.j
156 def __ne__(self, other):
157 return other is None or self.i != other.i or self.j != other.j
158 def __add__(self, other):
159 return Coord(self.i+other.i, self.j+other.j)
160 def __sub__(self, other):
161 return Coord(self.i-other.i, self.j-other.j)
162 def __mul__(self, other):
163 return Coord(self.i*other, self.j*other)
164 def __rmul__(self, other):
165 return Coord(self.i*other, self.j*other)
166 def __div__(self, other): # pragma: no cover
167 return Coord(self.i/other, self.j/other)
168 def __truediv__(self, other): # pragma: no cover
169 return Coord(self.i/other, self.j/other)
170 def __floordiv__(self, other): # pragma: no cover
171 return Coord(self.i//other, self.j//other)
172 def __mod__(self, other):
173 return Coord(self.i % other, self.j % other)
174 def __rtruediv__(self, other): # pragma: no cover
175 return Coord(self.i/other, self.j/other)
176 def __rfloordiv__(self, other): # pragma: no cover
177 return Coord(self.i//other, self.j//other)
178 def roundtogrid(self):
179 return Coord(int(round(self.i)), int(round(self.j)))
180 def distance(self, other=None):
183 return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
185 return 1.90985*math.atan2(self.j, self.i)
202 #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
203 return self.roundtogrid() // QUADSIZE
205 return self.roundtogrid() % QUADSIZE
207 if self.i is None or self.j is None:
208 return "Nowhere" # pragma: no cover
209 if (game.options & OPTION_ALPHAMERIC):
210 return letterize(self.i + 1) + str(self.j + 1)
211 return "%s - %s" % (self.i+1, self.j+1)
215 "Do not anger the Space Thingy!"
217 self.location = Coord()
219 return (q.i, q.j) == (self.location.i, self.location.j)
223 self.name = None # string-valued if inhabited
224 self.quadrant = Coord() # quadrant located
225 self.pclass = None # could be ""M", "N", "O", or "destroyed"
226 self.crystals = "absent"# could be "mined", "present", "absent"
227 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
228 self.inhabited = False # is it inhabited?
236 self.starbase = False
239 self.supernova = False
241 self.status = "secure" # Could be "secure", "distressed", "enslaved"
243 return "<Quadrant: %(klingons)d>" % self.__dict__ # pragma: no cover
249 self.starbase = False
252 return "<%s,%s,%s>" % (self.klingons, self.starbase, self.stars) # pragma: no cover
254 def fill2d(size, fillfun):
255 "Fill an empty list in 2D."
257 for i in range(size):
259 for j in range(size):
260 lst[i].append(fillfun(i, j))
265 self.snap = False # snapshot taken
266 self.crew = 0 # crew complement
267 self.nscrem = 0 # remaining super commanders
268 self.starkl = 0 # destroyed stars
269 self.basekl = 0 # destroyed bases
270 self.nromrem = 0 # Romulans remaining
271 self.nplankl = 0 # destroyed uninhabited planets
272 self.nworldkl = 0 # destroyed inhabited planets
273 self.planets = [] # Planet information
274 self.date = 0.0 # stardate
275 self.remres = 0 # remaining resources
276 self.remtime = 0 # remaining time
277 self.baseq = [] # Base quadrant coordinates
278 self.kcmdr = [] # Commander quadrant coordinates
279 self.kscmdr = Coord() # Supercommander quadrant coordinates
281 self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
283 self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
285 for i in range(GALSIZE):
286 for j in range(GALSIZE):
287 yield (i, j, self.galaxy[i][j])
291 self.date = None # A real number
292 self.quadrant = None # A coord structure
295 OPTION_ALL = 0xffffffff
296 OPTION_TTY = 0x00000001 # old interface
297 OPTION_CURSES = 0x00000002 # new interface
298 OPTION_IOMODES = 0x00000003 # cover both interfaces
299 OPTION_PLANETS = 0x00000004 # planets and mining (> 1974)
300 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
301 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
302 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart (ESR, 2005)
303 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy, 1979)
304 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy, 1979?)
305 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
306 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
307 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
308 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
309 OPTION_CAPTURE = 0x00002000 # Enable BSD-Trek capture (Almy, 2013).
310 OPTION_CLOAK = 0x80004000 # Enable BSD-Trek capture (Almy, 2013).
311 OPTION_PLAIN = 0x01000000 # user chose plain game
312 OPTION_ALMY = 0x02000000 # user chose Almy variant
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 "BLKHOLE": OPTION_BLKHOLE,
328 "WORLDS": OPTION_WORLDS,
329 "AUTOSCAN": OPTION_AUTOSCAN,
330 "CAPTURE": OPTION_CAPTURE,
331 "CLOAK": OPTION_CLOAK,
332 "PLAIN": OPTION_PLAIN,
334 "COLOR": OPTION_COLOR,
335 "DOTFILL": OPTION_DOTFILL,
356 NDEVICES = 17 # Number of devices
366 return (game.damage[dev] != 0.0)
368 return not damaged(DRADIO) or game.condition=="docked"
370 # Define future events
371 FSPY = 0 # Spy event happens always (no future[] entry)
372 # can cause SC to tractor beam Enterprise
373 FSNOVA = 1 # Supernova
374 FTBEAM = 2 # Commander tractor beams Enterprise
375 FSNAP = 3 # Snapshot for time warp
376 FBATTAK = 4 # Commander attacks base
377 FCDBAS = 5 # Commander destroys base
378 FSCMOVE = 6 # Supercommander moves (might attack base)
379 FSCDBAS = 7 # Supercommander destroys base
380 FDSPROB = 8 # Move deep space probe
381 FDISTR = 9 # Emit distress call from an inhabited world
382 FENSLV = 10 # Inhabited word is enslaved
383 FREPRO = 11 # Klingons build a ship in an enslaved system
386 # Abstract out the event handling -- underlying data structures will change
387 # when we implement stateful events
388 def findevent(evtype): # pragma: no cover
389 return game.future[evtype]
392 def __init__(self, etype=None, loc=None, power=None):
394 self.location = Coord()
399 self.power = power # enemy energy level
400 game.enemies.append(self)
402 motion = (loc != self.location)
403 if self.location.i is not None and self.location.j is not None:
406 game.quad[self.location.i][self.location.j] = '#'
408 game.quad[self.location.i][self.location.j] = '.'
410 self.location = copy.copy(loc)
411 game.quad[self.location.i][self.location.j] = self.type
412 self.kdist = self.kavgd = (game.sector - loc).distance()
414 self.location = Coord()
415 self.kdist = self.kavgd = None
416 # Guard prevents failure on Tholian or thingy
417 if self in game.enemies:
418 game.enemies.remove(self)
421 return "<%s,%s,%f>" % (self.type, self.location, self.power) # pragma: no cover
425 self.options = None # Game options
426 self.state = Snapshot() # A snapshot structure
427 self.snapsht = Snapshot() # Last snapshot taken for time-travel purposes
428 self.quad = None # contents of our quadrant
429 self.damage = [0.0] * NDEVICES # damage encountered
430 self.future = [] # future events
434 self.future.append(Event())
435 self.passwd = None # Self Destruct password
437 self.quadrant = None # where we are in the large
438 self.sector = None # where we are in the small
439 self.tholian = None # Tholian enemy object
440 self.base = None # position of base in current quadrant
441 self.battle = None # base coordinates being attacked
442 self.plnet = None # location of planet in quadrant
443 self.gamewon = False # Finished!
444 self.ididit = False # action taken -- allows enemy to attack
445 self.alive = False # we are alive (not killed)
446 self.justin = False # just entered quadrant
447 self.shldup = False # shields are up
448 self.shldchg = False # shield is changing (affects efficiency)
449 self.iscate = False # super commander is here
450 self.ientesc = False # attempted escape from supercommander
451 self.resting = False # rest time
452 self.icraft = False # Kirk in Galileo
453 self.landed = False # party on planet (true), on ship (false)
454 self.alldone = False # game is now finished
455 self.neutz = False # Romulan Neutral Zone
456 self.isarmed = False # probe is armed
457 self.inorbit = False # orbiting a planet
458 self.imine = False # mining
459 self.icrystl = False # dilithium crystals aboard
460 self.iseenit = False # seen base attack report
461 self.thawed = False # thawed game
462 self.condition = None # "green", "yellow", "red", "docked", "dead"
463 self.iscraft = None # "onship", "offship", "removed"
464 self.skill = SKILL_NONE # Player skill level
465 self.inkling = 0 # initial number of klingons
466 self.inbase = 0 # initial number of bases
467 self.incom = 0 # initial number of commanders
468 self.inscom = 0 # initial number of commanders
469 self.inrom = 0 # initial number of commanders
470 self.instar = 0 # initial stars
471 self.intorps = 0 # initial/max torpedoes
472 self.torps = 0 # number of torpedoes
473 self.ship = 0 # ship type -- 'E' is Enterprise
474 self.abandoned = 0 # count of crew abandoned in space
475 self.length = 0 # length of game
476 self.klhere = 0 # klingons here
477 self.casual = 0 # causalties
478 self.nhelp = 0 # calls for help
479 self.nkinks = 0 # count of energy-barrier crossings
480 self.iplnet = None # planet # in quadrant
481 self.inplan = 0 # initial planets
482 self.irhere = 0 # Romulans in quadrant
483 self.isatb = 0 # =2 if super commander is attacking base
484 self.tourn = None # tournament number
485 self.nprobes = 0 # number of probes available
486 self.inresor = 0.0 # initial resources
487 self.intime = 0.0 # initial time
488 self.inenrg = 0.0 # initial/max energy
489 self.inshld = 0.0 # initial/max shield
490 self.inlsr = 0.0 # initial life support resources
491 self.indate = 0.0 # initial date
492 self.energy = 0.0 # energy level
493 self.shield = 0.0 # shield level
494 self.warpfac = 0.0 # warp speed
495 self.lsupres = 0.0 # life support reserves
496 self.optime = 0.0 # time taken by current operation
497 self.damfac = 0.0 # damage factor
498 self.lastchart = 0.0 # time star chart was last updated
499 self.cryprob = 0.0 # probability that crystal will work
500 self.probe = None # object holding probe course info
501 self.height = 0.0 # height of orbit around planet
502 self.score = 0.0 # overall score
503 self.perdate = 0.0 # rate of kills
504 self.idebug = False # Debugging instrumentation enabled?
505 self.cdebug = False # Debugging instrumentation for curses enabled?
506 self.statekscmdr = None # No SuperCommander coordinates yet.
507 self.brigcapacity = 400 # Enterprise brig capacity
508 self.brigfree = 400 # How many klingons can we put in the brig?
509 self.kcaptured = 0 # Total Klingons captured, for scoring.
510 self.iscloaked = False # Cloaking device on?
511 self.ncviol = 0 # Algreon treaty violations
512 self.isviolreported = False # We have been warned
513 self.lcg_x = 0 # LCG generator value
515 return sum([q.klingons for (_i, _j, q) in list(self.state.traverse())])
517 # Stas thinks this should be (C expression):
518 # game.remkl() + len(game.state.kcmdr) > 0 ?
519 # game.state.remres/(game.remkl() + 4*len(game.state.kcmdr)) : 99
520 # He says the existing expression is prone to divide-by-zero errors
521 # after killing the last klingon when score is shown -- perhaps also
522 # if the only remaining klingon is SCOM.
523 self.state.remtime = self.state.remres/(self.remkl() + 4*len(self.state.kcmdr))
525 "Are there Klingons remaining?"
552 # Code from ai.c begins here
555 "Would this quadrant welcome another Klingon?"
556 return iq.valid_quadrant() and \
557 not game.state.galaxy[iq.i][iq.j].supernova and \
558 game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
560 def tryexit(enemy, look, irun):
561 "A bad guy attempts to bug out."
563 iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))//QUADSIZE - 1
564 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))//QUADSIZE - 1
565 if not welcoming(iq):
567 if enemy.type == 'R':
568 return [] # Romulans cannot escape!
570 # avoid intruding on another commander's territory
571 if enemy.type == 'C':
572 if iq in game.state.kcmdr:
574 # refuse to leave if currently attacking starbase
575 if game.battle == game.quadrant:
577 # don't leave if over 1000 units of energy
578 if enemy.power > 1000.0:
580 oldloc = copy.copy(enemy.location)
581 # handle local matters related to escape
584 if game.condition != "docked":
586 # Handle global matters related to escape
587 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
588 game.state.galaxy[iq.i][iq.j].klingons += 1
589 if enemy.type == 'S':
593 schedule(FSCMOVE, 0.2777)
595 game.state.kscmdr = iq
597 for cmdr in game.state.kcmdr:
598 if cmdr == game.quadrant:
599 game.state.kcmdr.append(iq)
601 # report move out of quadrant.
602 return [(True, enemy, oldloc, iq)]
604 # The bad-guy movement algorithm:
606 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
607 # If both are operating full strength, force is 1000. If both are damaged,
608 # force is -1000. Having shields down subtracts an additional 1000.
610 # 2. Enemy has forces equal to the energy of the attacker plus
611 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
612 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
614 # Attacker Initial energy levels (nominal):
615 # Klingon Romulan Commander Super-Commander
616 # Novice 400 700 1200
618 # Good 450 800 1300 1750
619 # Expert 475 850 1350 1875
620 # Emeritus 500 900 1400 2000
621 # VARIANCE 75 200 200 200
623 # Enemy vessels only move prior to their attack. In Novice - Good games
624 # only commanders move. In Expert games, all enemy vessels move if there
625 # is a commander present. In Emeritus games all enemy vessels move.
627 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
628 # forces are 1000 greater than Enterprise.
630 # Agressive action on average cuts the distance between the ship and
631 # the enemy to 1/4 the original.
633 # 4. At lower energy advantage, movement units are proportional to the
634 # advantage with a 650 advantage being to hold ground, 800 to move forward
635 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
637 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
638 # retreat, especially at high skill levels.
640 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
642 def movebaddy(enemy):
643 "Tactical movement for the bad guys."
647 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
648 if game.skill >= SKILL_EXPERT:
649 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)
651 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
652 old_dist = enemy.kdist
653 mdist = int(old_dist + 0.5) # Nearest integer distance
654 # If SC, check with spy to see if should hi-tail it
655 if enemy.type == 'S' and \
656 (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
660 # decide whether to advance, retreat, or hold position
661 forces = enemy.power+100.0*len(game.enemies)+400*(nbaddys-1)
663 forces += 1000 # Good for enemy if shield is down!
664 if not damaged(DPHASER) or not damaged(DPHOTON):
665 if damaged(DPHASER): # phasers damaged
668 forces -= 0.2*(game.energy - 2500.0)
669 if damaged(DPHOTON): # photon torpedoes damaged
672 forces -= 50.0*game.torps
674 # phasers and photon tubes both out!
677 if forces <= 1000.0 and game.condition != "docked": # Typical situation
678 motion = ((forces + rnd.real(200))/150.0) - 5.0
680 if forces > 1000.0: # Very strong -- move in for kill
681 motion = (1.0 - rnd.real())**2 * old_dist + 1.0
682 if game.condition == "docked" and (game.options & OPTION_BASE): # protected by base -- back off !
683 motion -= game.skill*(2.0-rnd.real()**2)
685 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces)) # pragma: no cover
686 # don't move if no motion
689 # Limit motion according to skill
690 if abs(motion) > game.skill:
695 # calculate preferred number of steps
696 nsteps = abs(int(motion))
697 if motion > 0 and nsteps > mdist:
698 nsteps = mdist # don't overshoot
699 nsteps = min(nsteps, QUADSIZE) # This shouldn't be necessary
700 nsteps = max(nsteps, 1) # This shouldn't be necessary
702 proutn("NSTEPS = %d:" % nsteps) # pragma: no cover
703 # Compute preferred values of delta X and Y
704 m = game.sector - enemy.location
705 if 2.0 * abs(m.i) < abs(m.j):
707 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
709 m = (motion * m).sgn()
710 goto = enemy.location
712 for ll in range(nsteps):
714 proutn(" %d" % (ll+1)) # pragma: no cover
715 # Check if preferred position available
726 attempts = 0 # Settle mysterious hang problem
727 while attempts < 20 and not success:
729 if look.i < 0 or look.i >= QUADSIZE:
731 return tryexit(enemy, look, irun)
732 if krawli == m.i or m.j == 0:
734 look.i = goto.i + krawli
736 elif look.j < 0 or look.j >= QUADSIZE:
738 return tryexit(enemy, look, irun)
739 if krawlj == m.j or m.i == 0:
741 look.j = goto.j + krawlj
743 elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.':
744 # See if enemy should ram ship
745 if game.quad[look.i][look.j] == game.ship and \
746 enemy.type in ('C', 'S'):
747 collision(rammed=True, enemy=enemy)
749 if krawli != m.i and m.j != 0:
750 look.i = goto.i + krawli
752 elif krawlj != m.j and m.i != 0:
753 look.j = goto.j + krawlj
756 break # we have failed
762 proutn(repr(goto)) # pragma: no cover
766 skip(1) # pragma: no cover
767 # Enemy moved, but is still in sector
768 return [(False, enemy, old_dist, goto)]
771 "Sequence Klingon tactical movement."
773 prout("== MOVCOM") # pragma: no cover
774 # Figure out which Klingon is the commander (or Supercommander)
777 if game.quadrant in game.state.kcmdr:
778 for enemy in game.enemies:
779 if enemy.type == 'C':
780 tacmoves += movebaddy(enemy)
781 if game.state.kscmdr == game.quadrant:
782 for enemy in game.enemies:
783 if enemy.type == 'S':
784 tacmoves += movebaddy(enemy)
786 # If skill level is high, move other Klingons and Romulans too!
787 # Move these last so they can base their actions on what the
789 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
790 for enemy in game.enemies:
791 if enemy.type in ('K', 'R'):
792 tacmoves += movebaddy(enemy)
795 def movescom(iq, avoid):
796 "Supercommander movement helper."
797 # Avoid quadrants with bases if we want to avoid Enterprise
798 if not welcoming(iq) or (avoid and iq in game.state.baseq):
800 if game.justin and not game.iscate:
803 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
804 game.state.kscmdr = iq
805 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
806 if game.state.kscmdr == game.quadrant:
807 # SC has scooted, remove him from current quadrant
812 for enemy in game.enemies:
813 if enemy.type == 'S':
816 if game.condition != "docked":
819 # check for a helpful planet
820 for i in range(game.inplan):
821 if game.state.planets[i].quadrant == game.state.kscmdr and \
822 game.state.planets[i].crystals == "present":
824 game.state.planets[i].pclass = "destroyed"
825 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
828 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
829 prout(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
830 prout(_(" by the Super-commander.\""))
832 return True # looks good!
834 def supercommander():
835 "Move the Super Commander."
842 prout("== SUPERCOMMANDER") # pragma: no cover
843 # Decide on being active or passive
844 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 \
845 (game.state.date-game.indate) < 3.0)
846 if not game.iscate and avoid:
847 # compute move away from Enterprise
848 idelta = game.state.kscmdr-game.quadrant
849 if idelta.distance() > 2.0:
851 idelta.i = game.state.kscmdr.j-game.quadrant.j
852 idelta.j = game.quadrant.i-game.state.kscmdr.i
854 # compute distances to starbases
855 if not game.state.baseq:
859 sc = game.state.kscmdr
860 for (i, base) in enumerate(game.state.baseq):
861 basetbl.append((i, (base - sc).distance()))
862 if len(game.state.baseq) > 1:
863 basetbl.sort(key=lambda x: x[1])
864 # look for nearest base without a commander, no Enterprise, and
865 # without too many Klingons, and not already under attack.
866 ifindit = iwhichb = 0
867 for (i2, base) in enumerate(game.state.baseq):
868 i = basetbl[i2][0] # bug in original had it not finding nearest
869 if base == game.quadrant or base == game.battle or not welcoming(base):
871 # if there is a commander, and no other base is appropriate,
872 # we will take the one with the commander
873 for cmdr in game.state.kcmdr:
874 if base == cmdr and ifindit != 2:
878 else: # no commander -- use this one
883 return # Nothing suitable -- wait until next time
884 ibq = game.state.baseq[iwhichb]
885 # decide how to move toward base
886 idelta = ibq - game.state.kscmdr
887 # Maximum movement is 1 quadrant in either or both axes
888 idelta = idelta.sgn()
889 # try moving in both x and y directions
890 # there was what looked like a bug in the Almy C code here,
891 # but it might be this translation is just wrong.
892 iq = game.state.kscmdr + idelta
893 if not movescom(iq, avoid):
894 # failed -- try some other maneuvers
895 if idelta.i == 0 or idelta.j == 0:
898 iq.j = game.state.kscmdr.j + 1
899 if not movescom(iq, avoid):
900 iq.j = game.state.kscmdr.j - 1
903 iq.i = game.state.kscmdr.i + 1
904 if not movescom(iq, avoid):
905 iq.i = game.state.kscmdr.i - 1
908 # try moving just in x or y
909 iq.j = game.state.kscmdr.j
910 if not movescom(iq, avoid):
911 iq.j = game.state.kscmdr.j + idelta.j
912 iq.i = game.state.kscmdr.i
915 if len(game.state.baseq) == 0:
918 for ibq in game.state.baseq:
919 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
922 return # no, don't attack base!
925 schedule(FSCDBAS, rnd.real(1.0, 3.0))
926 if is_scheduled(FCDBAS):
927 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
928 if not communicating():
932 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
934 prout(_(" reports that it is under attack from the Klingon Super-commander."))
935 prout(_(" It can survive until stardate %d.\"") \
936 % int(scheduled(FSCDBAS)))
939 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
943 game.optime = 0.0 # actually finished
945 # Check for intelligence report
946 if not game.idebug and \
947 (rnd.withprob(0.8) or \
948 (not communicating()) or \
949 not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
952 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
953 prout(_(" the Super-commander is in Quadrant %s.") % game.state.kscmdr)
958 if not game.tholian or game.justin:
961 if game.tholian.location.i == 0 and game.tholian.location.j == 0:
964 elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
967 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1:
970 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0:
973 else: # pragma: no cover
974 # something is wrong!
975 game.tholian.move(None)
976 prout("***Internal error: Tholian in a bad spot.")
978 # do nothing if we are blocked
979 if game.quad[tid.i][tid.j] not in ('.', '#'):
981 here = copy.copy(game.tholian.location)
982 delta = (tid - game.tholian.location).sgn()
984 while here.i != tid.i:
986 if game.quad[here.i][here.j] == '.':
987 game.tholian.move(here)
989 while here.j != tid.j:
991 if game.quad[here.i][here.j] == '.':
992 game.tholian.move(here)
993 # check to see if all holes plugged
994 for i in range(QUADSIZE):
995 if game.quad[0][i] != '#' and game.quad[0][i] != 'T':
997 if game.quad[QUADSIZE-1][i] != '#' and game.quad[QUADSIZE-1][i] != 'T':
999 if game.quad[i][0] != '#' and game.quad[i][0] != 'T':
1001 if game.quad[i][QUADSIZE-1] != '#' and game.quad[i][QUADSIZE-1] != 'T':
1003 # All plugged up -- Tholian splits
1004 game.quad[game.tholian.location.i][game.tholian.location.j] = '#'
1006 prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web."))
1007 game.tholian.move(None)
1010 # Code from battle.c begins here
1013 "Change cloaking-device status."
1014 if game.ship == 'F':
1015 prout(_("Ye Faerie Queene hath no cloaking device."))
1018 key = scanner.nexttok()
1025 if key == "IHALPHA":
1026 if scanner.sees("on"):
1028 prout(_("The cloaking device has already been switched on."))
1031 elif scanner.sees("off"):
1032 if not game.iscloaked:
1033 prout(_("The cloaking device has already been switched off."))
1040 if not game.iscloaked:
1041 proutn(_("Switch cloaking device on? "))
1046 proutn(_("Switch cloaking device off? "))
1053 if action == "CLOFF":
1054 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1055 prout(_("Spock- \"Captain, the Treaty of Algeron is in effect.\n Are you sure this is wise?\""))
1058 prout("Engineer Scott- \"Aye, Sir.\"")
1059 game.iscloaked = False
1060 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1061 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
1063 game.isviolreported = True
1065 #if (neutz and game.state.date >= ALGERON) finish(FCLOAK);
1068 if action == "CLON":
1070 prout(_("Engineer Scott- \"The cloaking device is damaged, Sir.\""))
1073 if game.condition == "docked":
1074 prout(_("You cannot cloak while docked."))
1076 if game.state.date >= ALGERON and not game.isviolreported:
1077 prout(_("Spock- \"Captain, using the cloaking device is a violation"))
1078 prout(_(" of the Treaty of Algeron. Considering the alternatives,"))
1079 proutn(_(" are you sure this is wise? "))
1082 prout(_("Engineer Scott- \"Cloaking device has engaging, Sir...\""))
1084 prout(_("Engineer Scott- \"Cloaking device has engaged, Sir.\""))
1085 game.iscloaked = True
1087 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1088 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
1090 game.isviolreported = True
1092 def doshield(shraise):
1093 "Change shield status."
1099 key = scanner.nexttok()
1100 if key == "IHALPHA":
1101 if scanner.sees("transfer"):
1104 if damaged(DSHIELD):
1105 prout(_("Shields damaged and down."))
1107 if scanner.sees("up"):
1109 elif scanner.sees("down"):
1111 if action == "NONE":
1112 proutn(_("Do you wish to change shield energy? "))
1115 elif damaged(DSHIELD):
1116 prout(_("Shields damaged and down."))
1119 proutn(_("Shields are up. Do you want them down? "))
1126 proutn(_("Shields are down. Do you want them up? "))
1132 if action == "SHUP": # raise shields
1134 prout(_("Shields already up."))
1138 if game.condition != "docked":
1140 prout(_("Shields raised."))
1141 if game.energy <= 0:
1143 prout(_("Shields raising uses up last of energy."))
1148 elif action == "SHDN":
1150 prout(_("Shields already down."))
1154 prout(_("Shields lowered."))
1157 elif action == "NRG":
1158 while scanner.nexttok() != "IHREAL":
1160 proutn(_("Energy to transfer to shields- "))
1165 if nrg > game.energy:
1166 prout(_("Insufficient ship energy."))
1169 if game.shield+nrg >= game.inshld:
1170 prout(_("Shield energy maximized."))
1171 if game.shield+nrg > game.inshld:
1172 prout(_("Excess energy requested returned to ship energy"))
1173 game.energy -= game.inshld-game.shield
1174 game.shield = game.inshld
1176 if nrg < 0.0 and game.energy-nrg > game.inenrg:
1177 # Prevent shield drain loophole
1179 prout(_("Engineering to bridge--"))
1180 prout(_(" Scott here. Power circuit problem, Captain."))
1181 prout(_(" I can't drain the shields."))
1184 if game.shield+nrg < 0:
1185 prout(_("All shield energy transferred to ship."))
1186 game.energy += game.shield
1189 proutn(_("Scotty- \""))
1191 prout(_("Transferring energy to shields.\""))
1193 prout(_("Draining energy from shields.\""))
1199 "Choose a device to damage, at random."
1201 105, # DSRSENS: short range scanners 10.5%
1202 105, # DLRSENS: long range scanners 10.5%
1203 120, # DPHASER: phasers 12.0%
1204 120, # DPHOTON: photon torpedoes 12.0%
1205 25, # DLIFSUP: life support 2.5%
1206 65, # DWARPEN: warp drive 6.5%
1207 70, # DIMPULS: impulse engines 6.5%
1208 135, # DSHIELD: deflector shields 13.5%
1209 30, # DRADIO: subspace radio 3.0%
1210 45, # DSHUTTL: shuttle 4.5%
1211 15, # DCOMPTR: computer 1.5%
1212 20, # NAVCOMP: navigation system 2.0%
1213 75, # DTRANSP: transporter 7.5%
1214 20, # DSHCTRL: high-speed shield controller 2.0%
1215 10, # DDRAY: death ray 1.0%
1216 30, # DDSP: deep-space probes 3.0%
1217 10, # DCLOAK: the cloaking device 1.0
1219 assert(sum(weights) == 1000)
1220 idx = rnd.integer(1000)
1222 for (i, w) in enumerate(weights):
1226 return None # pragma: no cover
1228 def collision(rammed, enemy):
1229 "Collision handling for ramming events."
1230 prouts(_("***RED ALERT! RED ALERT!"))
1232 prout(_("***COLLISION IMMINENT."))
1236 hardness = {'R':1.5, 'C':2.0, 'S':2.5, 'T':0.5, '?':4.0}.get(enemy.type, 1.0)
1238 proutn(_(" rammed by "))
1241 proutn(crmena(False, enemy.type, "sector", enemy.location))
1243 proutn(_(" (original position)"))
1245 deadkl(enemy.location, enemy.type, game.sector)
1246 prout("***" + crmshp() + " heavily damaged.")
1247 icas = rnd.integer(10, 30)
1248 prout(_("***Sickbay reports %d casualties") % icas)
1250 game.state.crew -= icas
1251 # In the pre-SST2K versions, all devices got equiprobably damaged,
1252 # which was silly. Instead, pick up to half the devices at
1253 # random according to our weighting table,
1254 ncrits = rnd.integer(NDEVICES//2)
1258 if game.damage[dev] < 0:
1260 extradm = (10.0*hardness*rnd.real()+1.0)*game.damfac
1261 # Damage for at least time of travel!
1262 game.damage[dev] += game.optime + extradm
1264 prout(_("***Shields are down."))
1271 def torpedo(origin, bearing, dispersion, number, nburst):
1272 "Let a photon torpedo fly"
1273 if not damaged(DSRSENS) or game.condition == "docked":
1274 setwnd(srscan_window)
1276 setwnd(message_window)
1277 ac = bearing + 0.25*dispersion # dispersion is a random variable
1278 bullseye = (15.0 - bearing)*0.5235988
1279 track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
1280 bumpto = Coord(0, 0)
1281 # Loop to move a single torpedo
1282 setwnd(message_window)
1283 for step in range(1, QUADSIZE*2):
1284 if not track.nexttok():
1287 if not w.valid_sector():
1289 iquad = game.quad[w.i][w.j]
1290 tracktorpedo(w, step, number, nburst, iquad)
1294 setwnd(message_window)
1295 if not damaged(DSRSENS) or game.condition == "docked":
1296 skip(1) # start new line after text track
1297 if iquad in ('E', 'F'): # Hit our ship
1299 prout(_("Torpedo hits %s.") % crmshp())
1300 hit = 700.0 + rnd.real(100) - \
1301 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1302 newcnd() # we're blown out of dock
1303 if game.landed or game.condition == "docked":
1304 return hit # Cheat if on a planet
1305 # In the C/FORTRAN version, dispersion was 2.5 radians, which
1306 # is 143 degrees, which is almost exactly 4.8 clockface units
1307 displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5)
1308 displacement.nexttok()
1309 bumpto = displacement.sector()
1310 if not bumpto.valid_sector():
1312 if game.quad[bumpto.i][bumpto.j] == ' ':
1315 if game.quad[bumpto.i][bumpto.j] != '.':
1316 # can't move into object
1318 game.sector = bumpto
1320 game.quad[w.i][w.j] = '.'
1321 game.quad[bumpto.i][bumpto.j] = iquad
1322 prout(_(" displaced by blast to Sector %s ") % bumpto)
1323 for enemy in game.enemies:
1324 enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1327 elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
1329 if iquad in ('C', 'S') and rnd.withprob(0.05):
1330 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1331 prout(_(" torpedo neutralized."))
1333 for enemy in game.enemies:
1334 if w == enemy.location:
1335 kp = math.fabs(enemy.power)
1336 h1 = 700.0 + rnd.integer(100) - \
1337 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1345 if enemy.power == 0:
1348 proutn(crmena(True, iquad, "sector", w))
1349 displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5, origin=w)
1350 displacement.nexttok()
1351 bumpto = displacement.sector()
1352 if game.quad[bumpto.i][bumpto.j] == ' ':
1353 prout(_(" buffeted into black hole."))
1354 deadkl(w, iquad, bumpto)
1356 if not bumpto.valid_sector():
1357 prout(_(" damaged but not destroyed."))
1359 if game.quad[bumpto.i][bumpto.j] != '.':
1360 prout(_(" damaged but not destroyed."))
1362 prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
1363 enemy.location = bumpto
1364 game.quad[w.i][w.j] = '.'
1365 game.quad[bumpto.i][bumpto.j] = iquad
1366 for tenemy in game.enemies:
1367 tenemy.kdist = tenemy.kavgd = (game.sector-tenemy.location).distance()
1370 else: # pragma: no cover
1371 prout("Internal error, no enemy where expected!")
1374 elif iquad == 'B': # Hit a base
1376 prout(_("***STARBASE DESTROYED.."))
1377 game.state.baseq = [x for x in game.state.baseq if x != game.quadrant]
1378 game.quad[w.i][w.j] = '.'
1379 game.base.invalidate()
1380 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
1381 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = False
1382 game.state.basekl += 1
1385 elif iquad == 'P': # Hit a planet
1386 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1387 game.state.nplankl += 1
1388 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1389 game.iplnet.pclass = "destroyed"
1391 game.plnet.invalidate()
1392 game.quad[w.i][w.j] = '.'
1394 # captain perishes on planet
1397 elif iquad == '@': # Hit an inhabited world -- very bad!
1398 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1399 game.state.nworldkl += 1
1400 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1401 game.iplnet.pclass = "destroyed"
1403 game.plnet.invalidate()
1404 game.quad[w.i][w.j] = '.'
1406 # captain perishes on planet
1408 prout(_("The torpedo destroyed an inhabited planet."))
1410 elif iquad == '*': # Hit a star
1411 if rnd.withprob(0.9):
1414 prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast."))
1416 elif iquad == '?': # Hit a thingy
1418 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1420 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1422 proutn(_("Mr. Spock-"))
1423 prouts(_(" \"Fascinating!\""))
1427 elif iquad == ' ': # Black hole
1429 prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo."))
1431 elif iquad == '#': # hit the web
1433 prout(_("***Torpedo absorbed by Tholian web."))
1435 elif iquad == 'T': # Hit a Tholian
1436 h1 = 700.0 + rnd.integer(100) - \
1437 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1440 game.quad[w.i][w.j] = '.'
1445 proutn(crmena(True, 'T', "sector", w))
1446 if rnd.withprob(0.05):
1447 prout(_(" survives photon blast."))
1449 prout(_(" disappears."))
1450 game.tholian.move(None)
1451 game.quad[w.i][w.j] = '#'
1456 proutn("Don't know how to handle torpedo collision with ")
1457 proutn(crmena(True, iquad, "sector", w))
1462 setwnd(message_window)
1463 prout(_("Torpedo missed."))
1467 "Critical-hit resolution."
1468 if hit < (275.0-25.0*game.skill)*rnd.real(1.0, 1.5):
1470 ncrit = int(1.0 + hit/(500.0+rnd.real(100)))
1471 proutn(_("***CRITICAL HIT--"))
1472 # Select devices and cause damage
1477 # Cheat to prevent shuttle damage unless on ship
1478 if not (game.damage[j]<0.0 or (j == DSHUTTL and game.iscraft != "onship") or (j == DCLOAK and game.ship != 'E' or j == DDRAY)):
1481 extradm = (hit*game.damfac)/(ncrit*rnd.real(75, 100))
1482 game.damage[j] += extradm
1485 for (i, j) in enumerate(cdam):
1487 if skipcount % 3 == 2 and i < len(cdam)-1:
1492 prout(_(" damaged."))
1493 if damaged(DSHIELD) and game.shldup:
1494 prout(_("***Shields knocked down."))
1496 if damaged(DCLOAK) and game.iscloaked:
1497 prout(_("***Cloaking device rendered inoperative."))
1498 game.iscloaked = False
1500 def attack(torps_ok):
1501 # bad guy attacks us
1502 # torps_ok == False forces use of phasers in an attack
1505 # game could be over at this point, check
1515 prout("=== ATTACK!") # pragma: no cover
1516 # Tholian gets to move before attacking
1519 # if you have just entered the RNZ, you'll get a warning
1520 if game.neutz: # The one chance not to be attacked
1523 # commanders get a chance to tac-move towards you
1524 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:
1525 for (bugout, enemy, old, goto) in moveklings():
1527 # we know about this if either short or long range
1528 # sensors are working
1529 if damaged(DSRSENS) and damaged(DLRSENS) \
1530 and game.condition != "docked":
1531 prout(crmena(True, enemy.type, "sector", old) + \
1532 (_(" escapes to Quadrant %s (and regains strength).") % goto))
1533 else: # Enemy still in-sector
1534 if enemy.move(goto):
1535 if not damaged(DSRSENS) or game.condition == "docked":
1536 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
1537 if enemy.kdist < old:
1538 proutn(_(" advances to "))
1540 proutn(_(" retreats to "))
1541 prout("Sector %s." % goto)
1543 # if no enemies remain after movement, we're done
1544 if len(game.enemies) == 0 or (len(game.enemies) == 1 and thing.at(game.quadrant)):
1546 # set up partial hits if attack happens during shield status change
1547 pfac = 1.0/game.inshld
1549 chgfac = 0.25 + rnd.real(0.5)
1551 # message verbosity control
1552 if game.skill <= SKILL_FAIR:
1554 for enemy in game.enemies:
1556 continue # too weak to attack
1557 # compute hit strength and diminish shield power
1559 # Increase chance of photon torpedos if docked or enemy energy is low
1560 if game.condition == "docked":
1562 if enemy.power < 500:
1564 if enemy.type in ('T', '?'):
1566 # different enemies have different probabilities of throwing a torp
1567 usephasers = not torps_ok or \
1568 (enemy.type == 'K' and r > 0.0005) or \
1569 (enemy.type == 'C' and r > 0.015) or \
1570 (enemy.type == 'R' and r > 0.3) or \
1571 (enemy.type == 'S' and r > 0.07) or \
1572 (enemy.type == '?' and r > 0.05)
1573 if usephasers: # Enemy uses phasers
1574 if game.condition == "docked":
1575 continue # Don't waste the effort!
1576 attempt = True # Attempt to attack
1577 dustfac = rnd.real(0.8, 0.85)
1578 hit = enemy.power*math.pow(dustfac, enemy.kavgd)
1580 else: # Enemy uses photon torpedo
1581 # We should be able to make the bearing() method work here
1582 pcourse = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i)
1584 proutn(_("***TORPEDO INCOMING"))
1585 if not damaged(DSRSENS):
1586 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location))
1589 dispersion = (rnd.real()+rnd.real())*0.5 - 0.5
1590 dispersion += 0.002*enemy.power*dispersion
1591 hit = torpedo(enemy.location, pcourse, dispersion, number=1, nburst=1)
1592 if game.unwon() == 0:
1593 finish(FWON) # Klingons did themselves in!
1594 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1595 return # Supernova or finished
1598 # incoming phaser or torpedo, shields may dissipate it
1599 if game.shldup or game.shldchg or game.condition == "docked":
1600 # shields will take hits
1601 propor = pfac * game.shield
1602 if game.condition == "docked":
1604 propor = max(propor, 0.1)
1605 hitsh = propor*chgfac*hit+1.0
1607 if absorb > game.shield:
1608 absorb = game.shield
1609 game.shield -= absorb
1611 # taking a hit blasts us out of a starbase dock
1612 if game.condition == "docked":
1614 # but the shields may take care of it
1615 if propor > 0.1 and hit < 0.005*game.energy:
1617 # hit from this opponent got through shields, so take damage
1619 proutn(_("%d unit hit") % int(hit))
1620 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1621 proutn(_(" on the ") + crmshp())
1622 if not damaged(DSRSENS) and usephasers:
1623 prout(_(" from ") + crmena(False, enemy.type, where, enemy.location))
1625 # Decide if hit is critical
1631 if game.energy <= 0:
1632 # Returning home upon your shield, not with it...
1635 if not attempt and game.condition == "docked":
1636 prout(_("***Enemies decide against attacking your ship."))
1637 percent = 100.0*pfac*game.shield+0.5
1639 # Shields fully protect ship
1640 proutn(_("Enemy attack reduces shield strength to "))
1642 # Emit message if starship suffered hit(s)
1644 proutn(_("Energy left %2d shields ") % int(game.energy))
1647 elif not damaged(DSHIELD):
1650 proutn(_("damaged, "))
1651 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1652 # Check if anyone was hurt
1653 if hitmax >= 200 or hittot >= 500:
1654 icas = rnd.integer(int(hittot * 0.015))
1657 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1658 prout(_(" in that last attack.\""))
1660 game.state.crew -= icas
1661 # After attack, reset average distance to enemies
1662 for enemy in game.enemies:
1663 enemy.kavgd = enemy.kdist
1667 def deadkl(w, etype, mv):
1668 "Kill a Klingon, Tholian, Romulan, or Thingy."
1669 # Added mv to allow enemy to "move" before dying
1670 proutn(crmena(True, etype, "sector", mv))
1671 # Decide what kind of enemy it is and update appropriately
1673 # Chalk up a Romulan
1674 game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1676 game.state.nromrem -= 1
1685 # Killed some type of Klingon
1686 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1689 game.state.kcmdr.remove(game.quadrant)
1691 if game.state.kcmdr:
1692 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1693 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1698 game.state.nscrem -= 1
1699 game.state.kscmdr.invalidate()
1704 # For each kind of enemy, finish message to player
1705 prout(_(" destroyed."))
1706 if game.unwon() == 0:
1709 # Remove enemy ship from arrays describing local conditions
1710 for e in game.enemies:
1717 "Return None if target is invalid, otherwise return a course angle."
1718 if not w.valid_sector():
1722 # C code this was translated from is wacky -- why the sign reversal?
1723 delta.j = (w.j - game.sector.j)
1724 delta.i = (game.sector.i - w.i)
1725 if delta == Coord(0, 0):
1727 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1728 prout(_(" I recommend an immediate review of"))
1729 prout(_(" the Captain's psychological profile.\""))
1732 return delta.bearing()
1735 "Launch photon torpedo salvo."
1738 if damaged(DPHOTON):
1739 prout(_("Photon tubes damaged."))
1743 prout(_("No torpedoes left."))
1746 # First, get torpedo count
1749 if scanner.token == "IHALPHA":
1752 elif scanner.token == "IHEOL" or not scanner.waiting():
1753 prout(_("%d torpedoes left.") % game.torps)
1755 proutn(_("Number of torpedoes to fire- "))
1756 continue # Go back around to get a number
1757 else: # key == "IHREAL"
1763 if n <= 0: # abort command
1768 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1771 scanner.chew() # User requested more torps than available
1772 continue # Go back around
1773 break # All is good, go to next stage
1777 key = scanner.nexttok()
1778 if i == 0 and key == "IHEOL":
1779 break # no coordinate waiting, we will try prompting
1780 if i == 1 and key == "IHEOL":
1781 # direct all torpedoes at one target
1783 target.append(target[0])
1784 tcourse.append(tcourse[0])
1787 scanner.push(scanner.token)
1788 target.append(scanner.getcoord())
1789 if target[-1] is None:
1791 tcourse.append(targetcheck(target[-1]))
1792 if tcourse[-1] is None:
1795 if len(target) == 0:
1796 # prompt for each one
1798 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1800 target.append(scanner.getcoord())
1801 if target[-1] is None:
1803 tcourse.append(targetcheck(target[-1]))
1804 if tcourse[-1] is None:
1807 # Loop for moving <n> torpedoes
1809 if game.condition != "docked":
1811 dispersion = (rnd.real()+rnd.real())*0.5 -0.5
1812 if math.fabs(dispersion) >= 0.47:
1814 dispersion *= rnd.real(1.2, 2.2)
1816 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1818 prouts(_("***TORPEDO MISFIRES."))
1821 prout(_(" Remainder of burst aborted."))
1822 if rnd.withprob(0.2):
1823 prout(_("***Photon tubes damaged by misfire."))
1824 game.damage[DPHOTON] = game.damfac * rnd.real(1.0, 3.0)
1828 elif game.shldup or game.condition == "docked":
1829 dispersion *= 1.0 + 0.0001*game.shield
1830 torpedo(game.sector, tcourse[i], dispersion, number=i, nburst=n)
1831 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1837 "Check for phasers overheating."
1839 checkburn = (rpow-1500.0)*0.00038
1840 if rnd.withprob(checkburn):
1841 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1842 game.damage[DPHASER] = game.damfac* rnd.real(1.0, 2.0) * (1.0+checkburn)
1844 def checkshctrl(rpow):
1845 "Check shield control."
1847 if rnd.withprob(0.998):
1848 prout(_("Shields lowered."))
1850 # Something bad has happened
1851 prouts(_("***RED ALERT! RED ALERT!"))
1853 hit = rpow*game.shield/game.inshld
1854 game.energy -= rpow+hit*0.8
1855 game.shield -= hit*0.2
1856 if game.energy <= 0.0:
1857 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1862 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1864 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1865 icas = rnd.integer(int(hit*0.012))
1870 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1871 prout(_(" %d casualties so far.\"") % icas)
1873 game.state.crew -= icas
1875 prout(_("Phaser energy dispersed by shields."))
1876 prout(_("Enemy unaffected."))
1881 "Register a phaser hit on Klingons and Romulans."
1888 dustfac = rnd.real(0.9, 1.0)
1889 hit = wham*math.pow(dustfac, game.enemies[kk].kdist)
1890 kpini = game.enemies[kk].power
1891 kp = math.fabs(kpini)
1892 if PHASEFAC*hit < kp:
1894 if game.enemies[kk].power < 0:
1895 game.enemies[kk].power -= -kp
1897 game.enemies[kk].power -= kp
1898 kpow = game.enemies[kk].power
1899 w = game.enemies[kk].location
1901 if not damaged(DSRSENS):
1903 proutn(_("%d unit hit on ") % int(hit))
1905 proutn(_("Very small hit on "))
1906 ienm = game.quad[w.i][w.j]
1907 proutn(crmena(False, ienm, "sector", w))
1916 else: # decide whether or not to emasculate klingon
1917 # pylint: disable=chained-comparison
1918 if kpow > 0 and rnd.withprob(0.9) and kpow <= rnd.real(0.4, 0.8)*kpini:
1919 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1920 prout(_(" has just lost its firepower.\""))
1921 game.enemies[kk].power = -kpow
1926 "Fire phasers at bad guys."
1930 irec = 0 # Cheating inhibitor
1939 # SR sensors and Computer are needed for automode
1940 if damaged(DSRSENS) or damaged(DCOMPTR):
1942 if game.condition == "docked":
1943 prout(_("Phasers can't be fired through base shields."))
1946 if damaged(DPHASER):
1947 prout(_("Phaser control damaged."))
1951 if damaged(DSHCTRL):
1952 prout(_("High speed shield control damaged."))
1955 if game.energy <= 200.0:
1956 prout(_("Insufficient energy to activate high-speed shield control."))
1959 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1961 # Original code so convoluted, I re-did it all
1962 # (That was Tom Almy talking about the C code, I think -- ESR)
1963 while automode == "NOTSET":
1964 key = scanner.nexttok()
1965 if key == "IHALPHA":
1966 if scanner.sees("manual"):
1967 if len(game.enemies)==0:
1968 prout(_("There is no enemy present to select."))
1971 automode = "AUTOMATIC"
1974 key = scanner.nexttok()
1975 elif scanner.sees("automatic"):
1976 if (not itarg) and len(game.enemies) != 0:
1977 automode = "FORCEMAN"
1979 if len(game.enemies)==0:
1980 prout(_("Energy will be expended into space."))
1981 automode = "AUTOMATIC"
1982 key = scanner.nexttok()
1983 elif scanner.sees("no"):
1988 elif key == "IHREAL":
1989 if len(game.enemies)==0:
1990 prout(_("Energy will be expended into space."))
1991 automode = "AUTOMATIC"
1993 automode = "FORCEMAN"
1995 automode = "AUTOMATIC"
1998 if len(game.enemies)==0:
1999 prout(_("Energy will be expended into space."))
2000 automode = "AUTOMATIC"
2002 automode = "FORCEMAN"
2004 proutn(_("Manual or automatic? "))
2009 if automode == "AUTOMATIC":
2010 if key == "IHALPHA" and scanner.sees("no"):
2012 key = scanner.nexttok()
2013 if key != "IHREAL" and len(game.enemies) != 0:
2014 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
2019 for i in range(len(game.enemies)):
2020 irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))*rnd.real(1.01, 1.06) + 1.0
2022 proutn(_("%d units required. ") % irec)
2024 proutn(_("Units to fire= "))
2025 key = scanner.nexttok()
2030 proutn(_("Energy available= %.2f") % avail)
2033 if not rpow > avail:
2039 key = scanner.nexttok()
2040 if key == "IHALPHA" and scanner.sees("no"):
2043 game.energy -= 200 # Go and do it!
2044 if checkshctrl(rpow):
2049 if len(game.enemies):
2052 for i in range(len(game.enemies)):
2056 hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))
2057 over = rnd.real(1.01, 1.06) * hits[i]
2059 powrem -= hits[i] + over
2060 if powrem <= 0 and temp < hits[i]:
2069 if extra > 0 and not game.alldone:
2071 proutn(_("*** Tholian web absorbs "))
2072 if len(game.enemies)>0:
2073 proutn(_("excess "))
2074 prout(_("phaser energy."))
2076 prout(_("%d expended on empty space.") % int(extra))
2077 elif automode == "FORCEMAN":
2080 if damaged(DCOMPTR):
2081 prout(_("Battle computer damaged, manual fire only."))
2084 prouts(_("---WORKING---"))
2086 prout(_("Short-range-sensors-damaged"))
2087 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2088 prout(_("Manual-fire-must-be-used"))
2090 elif automode == "MANUAL":
2092 for k in range(len(game.enemies)):
2093 aim = game.enemies[k].location
2094 ienm = game.quad[aim.i][aim.j]
2096 proutn(_("Energy available= %.2f") % (avail-0.006))
2100 if damaged(DSRSENS) and \
2101 not game.sector.distance(aim)<2**0.5 and ienm in ('C', 'S'):
2102 prout(cramen(ienm) + _(" can't be located without short range scan."))
2105 hits[k] = 0 # prevent overflow -- thanks to Alexei Voitenko
2109 if itarg and k > kz:
2110 irec = (abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9, game.enemies[k].kdist))) * rnd.real(1.01, 1.06) + 1.0
2113 if not damaged(DCOMPTR):
2118 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
2119 key = scanner.nexttok()
2120 if key == "IHALPHA" and scanner.sees("no"):
2122 key = scanner.nexttok()
2124 if key == "IHALPHA":
2128 if k == 1: # Let me say I'm baffled by this
2131 if scanner.real < 0:
2135 hits.append(scanner.real)
2136 rpow += scanner.real
2137 # If total requested is too much, inform and start over
2139 prout(_("Available energy exceeded -- try again."))
2142 key = scanner.nexttok() # scan for next value
2144 # zero energy -- abort
2147 if key == "IHALPHA" and scanner.sees("no"):
2152 game.energy -= 200.0
2153 if checkshctrl(rpow):
2157 # Say shield raised or malfunction, if necessary
2163 if rnd.withprob(0.01):
2164 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2165 prouts(_(" CLICK CLICK POP . . ."))
2166 prout(_(" No response, sir!"))
2169 prout(_("Shields raised."))
2176 game.ididit = False # Nothing if we fail
2179 # Make sure there is room in the brig
2180 if game.brigfree == 0:
2181 prout(_("Security reports the brig is already full."))
2185 prout(_("Uhura- \"We have no subspace radio communication, sir.\""))
2188 if damaged(DTRANSP):
2189 prout(_("Scotty- \"Transporter damaged, sir.\""))
2192 # find out if there are any at all
2194 prout(_("Uhura- \"Getting no response, sir.\""))
2197 # if there is more than one Klingon, find out which one
2198 # Cruddy, just takes one at random. Should ask the captain.
2199 # Nah, just select the weakest one since it is most likely to
2200 # surrender (Tom Almy mod)
2201 klingons = [e for e in game.enemies if e.type == 'K']
2202 weakest = sorted(klingons, key=lambda e: e.power)[0]
2203 game.optime = 0.05 # This action will take some time
2204 game.ididit = True # So any others can strike back
2206 # check out that Klingon
2207 # The algorithm isn't that great and could use some more
2208 # intelligent design
2209 # x = 300 + 25*skill;
2210 x = game.energy / (weakest.power * len(klingons))
2211 #prout(_("Stats: energy = %s, kpower = %s, klingons = %s")
2212 # % (game.energy, weakest.power, len(klingons)))
2213 x *= 2.5 # would originally have been equivalent of 1.4,
2214 # but we want command to work more often, more humanely
2215 #prout(_("Prob = %.4f" % x))
2216 # x = 100; // For testing, of course!
2217 if x < rnd.real(100):
2218 # guess what, he surrendered!!!
2219 prout(_("Klingon captain at %s surrenders.") % weakest.location)
2222 prout(_("%d Klingons commit suicide rather than be taken captive.") % (200 - i))
2223 if i > game.brigfree:
2224 prout(_("%d Klingons die because there is no room for them in the brig.") % (i-game.brigfree))
2227 prout(_("%d captives taken") % i)
2228 deadkl(weakest.location, weakest.type, game.sector)
2233 # big surprise, he refuses to surrender
2234 prout(_("Fat chance, captain!"))
2236 # Code from events.c begins here.
2238 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2239 # event of each type active at any given time. Mostly these means we can
2240 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2241 # BSD Trek, from which we swiped the idea, can have up to 5.
2243 def unschedule(evtype):
2244 "Remove an event from the schedule."
2245 game.future[evtype].date = FOREVER
2246 return game.future[evtype]
2248 def is_scheduled(evtype):
2249 "Is an event of specified type scheduled."
2250 return game.future[evtype].date != FOREVER
2252 def scheduled(evtype):
2253 "When will this event happen?"
2254 return game.future[evtype].date
2256 def schedule(evtype, offset):
2257 "Schedule an event of specified type."
2258 game.future[evtype].date = game.state.date + offset
2259 return game.future[evtype]
2261 def postpone(evtype, offset):
2262 "Postpone a scheduled event."
2263 game.future[evtype].date += offset
2266 "Rest period is interrupted by event."
2269 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2271 game.resting = False
2277 "Run through the event queue looking for things to do."
2279 fintim = game.state.date + game.optime
2288 def tractorbeam(yank):
2289 "Tractor-beaming cases merge here."
2291 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2293 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2294 # If Kirk & Co. screwing around on planet, handle
2295 atover(True) # atover(true) is Grab
2298 if game.icraft: # Caught in Galileo?
2301 # Check to see if shuttle is aboard
2302 if game.iscraft == "offship":
2304 if rnd.withprob(0.5):
2305 prout(_("Galileo, left on the planet surface, is captured"))
2306 prout(_("by aliens and made into a flying McDonald's."))
2307 game.damage[DSHUTTL] = -10
2308 game.iscraft = "removed"
2310 prout(_("Galileo, left on the planet surface, is well hidden."))
2312 game.quadrant = game.state.kscmdr
2314 game.quadrant = game.state.kcmdr[i]
2315 game.sector = randplace(QUADSIZE)
2316 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2317 % (game.quadrant, game.sector))
2319 prout(_("(Remainder of rest/repair period cancelled.)"))
2320 game.resting = False
2322 if not damaged(DSHIELD) and game.shield > 0:
2323 doshield(shraise=True) # raise shields
2324 game.shldchg = False
2326 prout(_("(Shields not currently useable.)"))
2328 # Adjust finish time to time of tractor beaming?
2329 # fintim = game.state.date+game.optime
2330 attack(torps_ok=False)
2331 if not game.state.kcmdr:
2334 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2337 "Code merges here for any commander destroying a starbase."
2338 # Not perfect, but will have to do
2339 # Handle case where base is in same quadrant as starship
2340 if game.battle == game.quadrant:
2341 game.state.chart[game.battle.i][game.battle.j].starbase = False
2342 game.quad[game.base.i][game.base.j] = '.'
2343 game.base.invalidate()
2346 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2347 elif game.state.baseq and communicating():
2348 # Get word via subspace radio
2351 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2352 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2354 prout(_("the Klingon Super-Commander"))
2356 prout(_("a Klingon Commander"))
2357 game.state.chart[game.battle.i][game.battle.j].starbase = False
2358 # Remove Starbase from galaxy
2359 game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2360 game.state.baseq = [x for x in game.state.baseq if x != game.battle]
2362 # reinstate a commander's base attack
2366 game.battle.invalidate()
2367 if game.idebug: # pragma: no cover
2368 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2369 for i in range(1, NEVENTS):
2370 if i == FSNOVA: proutn("=== Supernova ")
2371 elif i == FTBEAM: proutn("=== T Beam ")
2372 elif i == FSNAP: proutn("=== Snapshot ")
2373 elif i == FBATTAK: proutn("=== Base Attack ")
2374 elif i == FCDBAS: proutn("=== Base Destroy ")
2375 elif i == FSCMOVE: proutn("=== SC Move ")
2376 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2377 elif i == FDSPROB: proutn("=== Probe Move ")
2378 elif i == FDISTR: proutn("=== Distress Call ")
2379 elif i == FENSLV: proutn("=== Enslavement ")
2380 elif i == FREPRO: proutn("=== Klingon Build ")
2382 prout("%.2f" % (scheduled(i)))
2385 radio_was_broken = damaged(DRADIO)
2388 # Select earliest extraneous event, evcode==0 if no events
2393 for l in range(1, NEVENTS):
2394 if game.future[l].date < datemin:
2397 prout("== Event %d fires" % evcode) # pragma: no cover
2398 datemin = game.future[l].date
2399 xtime = datemin-game.state.date
2401 game.energy -= xtime*500.0
2402 if game.energy <= 0:
2405 game.state.date = datemin
2406 # Decrement Federation resources and recompute remaining time
2407 game.state.remres -= (game.remkl()+4*len(game.state.kcmdr))*xtime
2409 if game.state.remtime <= 0:
2412 # Any crew left alive?
2413 if game.state.crew <= 0:
2416 # Is life support adequate?
2417 if damaged(DLIFSUP) and game.condition != "docked":
2418 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2421 game.lsupres -= xtime
2422 if game.damage[DLIFSUP] <= xtime:
2423 game.lsupres = game.inlsr
2426 if game.condition == "docked":
2428 # Don't fix Deathray here
2429 for l in range(NDEVICES):
2430 if game.damage[l] > 0.0 and l != DDRAY:
2431 if game.damage[l]-repair > 0.0:
2432 game.damage[l] -= repair
2434 game.damage[l] = 0.0
2435 # If radio repaired, update star chart and attack reports
2436 if radio_was_broken and not damaged(DRADIO):
2437 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2438 prout(_(" surveillance reports are coming in."))
2440 if not game.iseenit:
2444 prout(_(" The star chart is now up to date.\""))
2446 # Cause extraneous event EVCODE to occur
2447 game.optime -= xtime
2448 if evcode == FSNOVA: # Supernova
2451 schedule(FSNOVA, expran(0.5*game.intime))
2452 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2454 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2455 if game.state.nscrem == 0 or game.iscloaked or \
2456 ictbeam or istract or \
2457 game.condition == "docked" or game.isatb == 1 or game.iscate:
2459 if game.ientesc or \
2460 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2461 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2462 (damaged(DSHIELD) and \
2463 (game.energy < 2500 or damaged(DPHASER)) and \
2464 (game.torps < 5 or damaged(DPHOTON))):
2466 istract = ictbeam = True
2467 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2470 elif evcode == FTBEAM: # Tractor beam
2471 if not game.state.kcmdr:
2474 i = rnd.integer(len(game.state.kcmdr))
2475 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2476 if istract or game.condition == "docked" or game.iscloaked or yank == 0:
2477 # Drats! Have to reschedule
2479 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2483 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2484 game.snapsht = copy.deepcopy(game.state)
2485 game.state.snap = True
2486 schedule(FSNAP, expran(0.5 * game.intime))
2487 elif evcode == FBATTAK: # Commander attacks starbase
2488 if not game.state.kcmdr or not game.state.baseq:
2493 ibq = None # Force battle location to persist past loop
2495 for ibq in game.state.baseq:
2496 for cmdr in game.state.kcmdr:
2497 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2499 # no match found -- try later
2500 schedule(FBATTAK, expran(0.3*game.intime))
2505 # commander + starbase combination found -- launch attack
2507 schedule(FCDBAS, rnd.real(1.0, 4.0))
2508 if game.isatb: # extra time if SC already attacking
2509 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2510 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2511 game.iseenit = False
2512 if not communicating():
2513 continue # No warning :-(
2517 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2518 prout(_(" reports that it is under attack and that it can"))
2519 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2522 elif evcode == FSCDBAS: # Supercommander destroys base
2525 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2526 continue # WAS RETURN!
2528 game.battle = game.state.kscmdr
2530 elif evcode == FCDBAS: # Commander succeeds in destroying base
2531 if evcode == FCDBAS:
2533 if not game.state.baseq \
2534 or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2535 game.battle.invalidate()
2537 # find the lucky pair
2538 for cmdr in game.state.kcmdr:
2539 if cmdr == game.battle:
2542 # No action to take after all
2545 elif evcode == FSCMOVE: # Supercommander moves
2546 schedule(FSCMOVE, 0.2777)
2547 if not game.ientesc and not istract and game.isatb != 1 and \
2548 (not game.iscate or not game.justin):
2550 elif evcode == FDSPROB: # Move deep space probe
2551 schedule(FDSPROB, 0.01)
2552 if not game.probe.nexttok():
2553 if not game.probe.quadrant().valid_quadrant() or \
2554 game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
2555 # Left galaxy or ran into supernova
2559 proutn(_("Lt. Uhura- \"The deep space probe "))
2560 if not game.probe.quadrant().valid_quadrant():
2561 prout(_("has left the galaxy.\""))
2563 prout(_("is no longer transmitting.\""))
2569 prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
2570 pquad = game.probe.quadrant()
2571 pdest = game.state.galaxy[pquad.i][pquad.j]
2573 game.state.chart[pquad.i][pquad.j].klingons = pdest.klingons
2574 game.state.chart[pquad.i][pquad.j].starbase = pdest.starbase
2575 game.state.chart[pquad.i][pquad.j].stars = pdest.stars
2576 pdest.charted = True
2577 game.probe.moves -= 1 # One less to travel
2578 if game.probe.arrived() and game.isarmed and pdest.stars:
2579 supernova(game.probe.quadrant()) # fire in the hole!
2581 if game.state.galaxy[pquad.i][pquad.j].supernova:
2583 elif evcode == FDISTR: # inhabited system issues distress call
2585 # try a whole bunch of times to find something suitable
2586 for i in range(100):
2587 # need a quadrant which is not the current one,
2588 # which has some stars which are inhabited and
2589 # not already under attack, which is not
2590 # supernova'ed, and which has some Klingons in it
2591 w = randplace(GALSIZE)
2592 q = game.state.galaxy[w.i][w.j]
2593 if not (game.quadrant == w or q.planet is None or \
2594 not q.planet.inhabited or \
2595 q.supernova or q.status!="secure" or q.klingons<=0):
2598 # can't seem to find one; ignore this call
2600 prout("=== Couldn't find location for distress event.") # pragma: no cover
2602 # got one!! Schedule its enslavement
2603 ev = schedule(FENSLV, expran(game.intime))
2605 q.status = "distressed"
2606 # tell the captain about it if we can
2608 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2609 % (q.planet, repr(w)))
2610 prout(_("by a Klingon invasion fleet."))
2613 elif evcode == FENSLV: # starsystem is enslaved
2614 ev = unschedule(FENSLV)
2615 # see if current distress call still active
2616 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2620 q.status = "enslaved"
2622 # play stork and schedule the first baby
2623 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2624 ev2.quadrant = ev.quadrant
2626 # report the disaster if we can
2628 prout(_("Uhura- We've lost contact with starsystem %s") % \
2630 prout(_("in Quadrant %s.\n") % ev.quadrant)
2631 elif evcode == FREPRO: # Klingon reproduces
2632 # If we ever switch to a real event queue, we'll need to
2633 # explicitly retrieve and restore the x and y.
2634 ev = schedule(FREPRO, expran(1.0 * game.intime))
2635 # see if current distress call still active
2636 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2640 if game.remkl() >= MAXKLGAME:
2641 continue # full right now
2642 # reproduce one Klingon
2645 if game.klhere >= MAXKLQUAD:
2647 # this quadrant not ok, pick an adjacent one
2648 for m.i in range(w.i - 1, w.i + 2):
2649 for m.j in range(w.j - 1, w.j + 2):
2650 if not m.valid_quadrant():
2652 q = game.state.galaxy[m.i][m.j]
2653 # check for this quad ok (not full & no snova)
2654 if q.klingons >= MAXKLQUAD or q.supernova:
2657 # search for eligible quadrant failed
2663 if game.quadrant == w:
2665 newkling() # also adds it to game.enemies
2666 # recompute time left
2669 if game.quadrant == w:
2670 prout(_("Spock- sensors indicate the Klingons have"))
2671 prout(_("launched a warship from %s.") % q.planet)
2673 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2674 if q.planet is not None:
2675 proutn(_("near %s ") % q.planet)
2676 prout(_("in Quadrant %s.") % w)
2682 key = scanner.nexttok()
2685 proutn(_("How long? "))
2690 origTime = delay = scanner.real
2693 if delay >= game.state.remtime or len(game.enemies) != 0:
2694 proutn(_("Are you sure? "))
2697 # Alternate resting periods (events) with attacks
2701 game.resting = False
2702 if not game.resting:
2703 prout(_("%d stardates left.") % int(game.state.remtime))
2705 temp = game.optime = delay
2706 if len(game.enemies):
2707 rtime = rnd.real(1.0, 2.0)
2711 if game.optime < delay:
2712 attack(torps_ok=False)
2720 # Repair Deathray if long rest at starbase
2721 if origTime-delay >= 9.99 and game.condition == "docked":
2722 game.damage[DDRAY] = 0.0
2723 # leave if quadrant supernovas
2724 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2726 game.resting = False
2731 ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2732 newc = Coord(); neighbor = Coord(); bump = Coord(0, 0)
2733 if rnd.withprob(0.05):
2734 # Wow! We've supernova'ed
2735 supernova(game.quadrant)
2737 # handle initial nova
2738 game.quad[nov.i][nov.j] = '.'
2739 prout(crmena(False, '*', "sector", nov) + _(" novas."))
2740 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2741 game.state.starkl += 1
2742 # Set up queue to recursively trigger adjacent stars
2748 for offset.i in range(-1, 1+1):
2749 for offset.j in range(-1, 1+1):
2750 if offset.j == 0 and offset.i == 0:
2752 neighbor = start + offset
2753 if not neighbor.valid_sector():
2755 iquad = game.quad[neighbor.i][neighbor.j]
2756 # Empty space ends reaction
2757 if iquad in ('.', '?', ' ', 'T', '#'):
2759 elif iquad == '*': # Affect another star
2760 if rnd.withprob(0.05):
2761 # This star supernovas
2762 supernova(game.quadrant)
2765 hits.append(neighbor)
2766 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2767 game.state.starkl += 1
2768 proutn(crmena(True, '*', "sector", neighbor))
2770 game.quad[neighbor.i][neighbor.j] = '.'
2772 elif iquad in ('P', '@'): # Destroy planet
2773 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2775 game.state.nplankl += 1
2777 game.state.nworldkl += 1
2778 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2779 game.iplnet.pclass = "destroyed"
2781 game.plnet.invalidate()
2785 game.quad[neighbor.i][neighbor.j] = '.'
2786 elif iquad == 'B': # Destroy base
2787 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2788 game.state.baseq = [x for x in game.state.baseq if x!= game.quadrant]
2789 game.base.invalidate()
2790 game.state.basekl += 1
2792 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2793 game.quad[neighbor.i][neighbor.j] = '.'
2794 elif iquad in ('E', 'F'): # Buffet ship
2795 prout(_("***Starship buffeted by nova."))
2797 if game.shield >= 2000.0:
2798 game.shield -= 2000.0
2800 diff = 2000.0 - game.shield
2804 prout(_("***Shields knocked out."))
2805 game.damage[DSHIELD] += 0.005*game.damfac*rnd.real()*diff
2807 game.energy -= 2000.0
2808 if game.energy <= 0:
2811 # add in course nova contributes to kicking starship
2813 bump += (game.sector-hits[-1]).sgn()
2814 elif iquad == 'K': # kill klingon
2815 deadkl(neighbor, iquad, neighbor)
2816 elif iquad in ('C','S','R'): # Damage/destroy big enemies
2818 for ll in range(len(game.enemies)):
2819 if game.enemies[ll].location == neighbor:
2820 target = game.enemies[ll]
2822 if target is not None:
2823 target.power -= 800.0 # If firepower is lost, die
2824 if target.power <= 0.0:
2825 deadkl(neighbor, iquad, neighbor)
2826 continue # neighbor loop
2827 # Else enemy gets flung by the blast wave
2828 newc = neighbor + neighbor - start
2829 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2830 if not newc.valid_sector():
2831 # can't leave quadrant
2834 iquad1 = game.quad[newc.i][newc.j]
2836 proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
2838 deadkl(neighbor, iquad, newc)
2841 # can't move into something else
2844 proutn(_(", buffeted to Sector %s") % newc)
2845 game.quad[neighbor.i][neighbor.j] = '.'
2846 game.quad[newc.i][newc.j] = iquad
2848 # Starship affected by nova -- kick it away.
2850 direc = ncourse[3*(bump.i+1)+bump.j+2]
2855 scourse = course(bearing=direc, distance=dist)
2856 game.optime = scourse.time(w=4)
2858 prout(_("Force of nova displaces starship."))
2859 imove(scourse, noattack=True)
2860 game.optime = scourse.time(w=4)
2864 "Star goes supernova."
2869 # Scheduled supernova -- select star at random.
2872 for nq.i in range(GALSIZE):
2873 for nq.j in range(GALSIZE):
2874 nstars += game.state.galaxy[nq.i][nq.j].stars
2876 return # nothing to supernova exists
2877 num = rnd.integer(nstars) + 1
2878 for nq.i in range(GALSIZE):
2879 for nq.j in range(GALSIZE):
2880 num -= game.state.galaxy[nq.i][nq.j].stars
2885 if game.idebug: # pragma: no cover
2886 proutn("=== Super nova here?")
2889 if nq != game.quadrant or game.justin:
2890 # it isn't here, or we just entered (treat as enroute)
2893 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2894 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2897 # we are in the quadrant!
2898 num = rnd.integer(game.state.galaxy[nq.i][nq.j].stars) + 1
2899 for ns.i in range(QUADSIZE):
2900 for ns.j in range(QUADSIZE):
2901 if game.quad[ns.i][ns.j]=='*':
2908 prouts(_("***RED ALERT! RED ALERT!"))
2910 prout(_("***Incipient supernova detected at Sector %s") % ns)
2911 if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2912 proutn(_("Emergency override attempts t"))
2913 prouts("***************")
2917 # destroy any Klingons in supernovaed quadrant
2918 game.state.galaxy[nq.i][nq.j].klingons = 0
2919 if nq == game.state.kscmdr:
2920 # did in the Supercommander!
2921 game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
2925 # Changing this to [w for w in game.state.kcmdr if w != nq]
2926 # causes regression-test failure
2927 survivors = list(filter(lambda w: w != nq, game.state.kcmdr))
2928 #comkills = len(game.state.kcmdr) - len(survivors)
2929 game.state.kcmdr = survivors
2930 if not game.state.kcmdr:
2932 # destroy Romulans and planets in supernovaed quadrant
2933 nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2934 game.state.galaxy[nq.i][nq.j].romulans = 0
2935 game.state.nromrem -= nrmdead
2937 for loop in range(game.inplan):
2938 if game.state.planets[loop].quadrant == nq:
2939 game.state.planets[loop].pclass = "destroyed"
2941 # Destroy any base in supernovaed quadrant
2942 game.state.baseq = [x for x in game.state.baseq if x != nq]
2943 # If starship caused supernova, tally up destruction
2945 game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2946 game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2947 game.state.nplankl += npdead
2948 # mark supernova in galaxy and in star chart
2949 if game.quadrant == nq or communicating():
2950 game.state.galaxy[nq.i][nq.j].supernova = True
2951 # If supernova destroys last Klingons give special message
2952 if game.unwon()==0 and nq != game.quadrant:
2955 prout(_("Lucky you!"))
2956 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2959 # if some Klingons remain, continue or die in supernova
2964 # Code from finish.c ends here.
2967 "Self-destruct maneuver. Finish with a BANG!"
2969 if damaged(DCOMPTR):
2970 prout(_("Computer damaged; cannot execute destruct sequence."))
2972 prouts(_("---WORKING---")); skip(1)
2973 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2974 prouts(" 10"); skip(1)
2975 prouts(" 9"); skip(1)
2976 prouts(" 8"); skip(1)
2977 prouts(" 7"); skip(1)
2978 prouts(" 6"); skip(1)
2980 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2982 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2984 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2987 if game.passwd != scanner.token:
2988 prouts(_("PASSWORD-REJECTED;"))
2990 prouts(_("CONTINUITY-EFFECTED"))
2993 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2994 prouts(" 5"); skip(1)
2995 prouts(" 4"); skip(1)
2996 prouts(" 3"); skip(1)
2997 prouts(" 2"); skip(1)
2998 prouts(" 1"); skip(1)
2999 if rnd.withprob(0.15):
3000 prouts(_("GOODBYE-CRUEL-WORLD"))
3008 prouts(_("********* Entropy of %s maximized *********") % crmshp())
3012 if len(game.enemies) != 0:
3013 whammo = 25.0 * game.energy
3014 for e in game.enemies[::-1]:
3015 if e.power*e.kdist <= whammo:
3016 deadkl(e.location, game.quad[e.location.i][e.location.j], e.location)
3020 "Compute our rate of kils over time."
3021 elapsed = game.state.date - game.indate
3022 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
3025 starting = (game.inkling + game.incom + game.inscom)
3026 remaining = game.unwon()
3027 return (starting - remaining)/elapsed
3031 badpt = 5.0*game.state.starkl + \
3033 10.0*game.state.nplankl + \
3034 300*game.state.nworldkl + \
3036 100.0*game.state.basekl +\
3037 3.0*game.abandoned +\
3039 if game.ship == 'F':
3041 elif game.ship is None:
3046 # end the game, with appropriate notifications
3050 prout(_("It is stardate %.1f.") % game.state.date)
3052 if ifin == FWON: # Game has been won
3053 if game.state.nromrem != 0:
3054 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
3057 prout(_("You have smashed the Klingon invasion fleet and saved"))
3058 prout(_("the Federation."))
3059 if game.alive and game.brigcapacity-game.brigfree > 0:
3060 game.kcaptured += game.brigcapacity-game.brigfree
3061 prout(_("The %d captured Klingons are transferred to Star Fleet Command.") % (game.brigcapacity-game.brigfree))
3066 badpt = 0.0 # Close enough!
3067 # killsPerDate >= RateMax
3068 if game.state.date-game.indate < 5.0 or \
3069 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
3071 prout(_("In fact, you have done so well that Starfleet Command"))
3072 if game.skill == SKILL_NOVICE:
3073 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
3074 elif game.skill == SKILL_FAIR:
3075 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
3076 elif game.skill == SKILL_GOOD:
3077 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
3078 elif game.skill == SKILL_EXPERT:
3079 prout(_("promotes you to Commodore Emeritus."))
3081 prout(_("Now that you think you're really good, try playing"))
3082 prout(_("the \"Emeritus\" game. It will splatter your ego."))
3083 elif game.skill == SKILL_EMERITUS:
3085 proutn(_("Computer- "))
3086 prouts(_("ERROR-ERROR-ERROR-ERROR"))
3088 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3090 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3092 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3094 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3096 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3098 prout(_("Now you can retire and write your own Star Trek game!"))
3100 elif game.skill >= SKILL_EXPERT:
3101 if game.thawed and not game.idebug:
3102 prout(_("You cannot get a citation, so..."))
3104 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3108 # Only grant long life if alive (original didn't!)
3110 prout(_("LIVE LONG AND PROSPER."))
3115 elif ifin == FDEPLETE: # Federation Resources Depleted
3116 prout(_("Your time has run out and the Federation has been"))
3117 prout(_("conquered. Your starship is now Klingon property,"))
3118 prout(_("and you are put on trial as a war criminal. On the"))
3119 proutn(_("basis of your record, you are "))
3120 if game.unwon()*3.0 > (game.inkling + game.incom + game.inscom):
3121 prout(_("acquitted."))
3123 prout(_("LIVE LONG AND PROSPER."))
3125 prout(_("found guilty and"))
3126 prout(_("sentenced to death by slow torture."))
3130 elif ifin == FLIFESUP:
3131 prout(_("Your life support reserves have run out, and"))
3132 prout(_("you die of thirst, starvation, and asphyxiation."))
3133 prout(_("Your starship is a derelict in space."))
3135 prout(_("Your energy supply is exhausted."))
3137 prout(_("Your starship is a derelict in space."))
3138 elif ifin == FBATTLE:
3139 prout(_("The %s has been destroyed in battle.") % crmshp())
3141 prout(_("Dulce et decorum est pro patria mori."))
3143 prout(_("You have made three attempts to cross the negative energy"))
3144 prout(_("barrier which surrounds the galaxy."))
3146 prout(_("Your navigation is abominable."))
3149 prout(_("Your starship has been destroyed by a nova."))
3150 prout(_("That was a great shot."))
3152 elif ifin == FSNOVAED:
3153 prout(_("The %s has been fried by a supernova.") % crmshp())
3154 prout(_("...Not even cinders remain..."))
3155 elif ifin == FABANDN:
3156 prout(_("You have been captured by the Klingons. If you still"))
3157 prout(_("had a starbase to be returned to, you would have been"))
3158 prout(_("repatriated and given another chance. Since you have"))
3159 prout(_("no starbases, you will be mercilessly tortured to death."))
3160 elif ifin == FDILITHIUM:
3161 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3162 elif ifin == FMATERIALIZE:
3163 prout(_("Starbase was unable to re-materialize your starship."))
3164 prout(_("Sic transit gloria mundi."))
3165 elif ifin == FPHASER:
3166 prout(_("The %s has been cremated by its own phasers.") % crmshp())
3168 prout(_("You and your landing party have been"))
3169 prout(_("converted to energy, dissipating through space."))
3170 elif ifin == FMINING:
3171 # This does not seem to be reachable from any code path.
3172 prout(_("You are left with your landing party on"))
3173 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3175 prout(_("They are very fond of \"Captain Kirk\" soup."))
3177 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3178 elif ifin == FDPLANET:
3179 prout(_("You and your mining party perish."))
3181 prout(_("That was a great shot."))
3184 # This does not seem to be reachable from any code path.
3185 prout(_("The Galileo is instantly annihilated by the supernova."))
3186 prout(_("You and your mining party are atomized."))
3188 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3189 prout(_("joins the Romulans, wreaking terror on the Federation."))
3190 elif ifin == FPNOVA:
3191 prout(_("You and your mining party are atomized."))
3193 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3194 prout(_("joins the Romulans, wreaking terror on the Federation."))
3195 elif ifin == FSTRACTOR:
3196 prout(_("The shuttle craft Galileo is also caught,"))
3197 prout(_("and breaks up under the strain."))
3199 prout(_("Your debris is scattered for millions of miles."))
3200 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3202 prout(_("The mutants attack and kill Spock."))
3203 prout(_("Your ship is captured by Klingons, and"))
3204 prout(_("your crew is put on display in a Klingon zoo."))
3205 elif ifin == FTRIBBLE:
3206 prout(_("Tribbles consume all remaining water,"))
3207 prout(_("food, and oxygen on your ship."))
3209 prout(_("You die of thirst, starvation, and asphyxiation."))
3210 prout(_("Your starship is a derelict in space."))
3212 prout(_("Your ship is drawn to the center of the black hole."))
3213 prout(_("You are crushed into extremely dense matter."))
3214 elif ifin == FCLOAK:
3216 prout(_("You have violated the Treaty of Algeron."))
3217 prout(_("The Romulan Empire can never trust you again."))
3219 prout(_("Your last crew member has died."))
3220 if ifin != FWON and ifin != FCLOAK and game.iscloaked:
3221 prout(_("Your ship was cloaked so your subspace radio did not receive anything."))
3222 prout(_("You may have missed some warning messages."))
3224 if game.ship == 'F':
3226 elif game.ship == 'E':
3229 if game.unwon() != 0:
3230 goodies = game.state.remres/game.inresor
3231 baddies = (game.remkl() + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3232 if goodies/baddies >= rnd.real(1.0, 1.5):
3233 prout(_("As a result of your actions, a treaty with the Klingon"))
3234 prout(_("Empire has been signed. The terms of the treaty are"))
3235 if goodies/baddies >= rnd.real(3.0):
3236 prout(_("favorable to the Federation."))
3238 prout(_("Congratulations!"))
3240 prout(_("highly unfavorable to the Federation."))
3242 prout(_("The Federation will be destroyed."))
3244 prout(_("Since you took the last Klingon with you, you are a"))
3245 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3246 prout(_("statue in your memory. Rest in peace, and try not"))
3247 prout(_("to think about pigeons."))
3250 scanner.chew() # Clean up leftovers
3253 "Compute player's score."
3254 timused = game.state.date - game.indate
3255 if (timused == 0 or game.unwon() != 0) and timused < 5.0:
3257 game.perdate = killrate()
3258 ithperd = 500*game.perdate + 0.5
3261 iwon = 100*game.skill
3262 if game.ship == 'E':
3264 elif game.ship == 'F':
3268 dead_ordinaries= game.inkling - game.remkl() + len(game.state.kcmdr) + game.state.nscrem
3269 game.score = 10*(dead_ordinaries)\
3270 + 50*(game.incom - len(game.state.kcmdr)) \
3272 + 20*(game.inrom - game.state.nromrem) \
3273 + 200*(game.inscom - game.state.nscrem) \
3274 - game.state.nromrem \
3275 + 3 * game.kcaptured \
3280 prout(_("Your score --"))
3281 if game.inrom - game.state.nromrem:
3282 prout(_("%6d Romulans destroyed %5d") %
3283 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3284 if game.state.nromrem and game.gamewon:
3285 prout(_("%6d Romulans captured %5d") %
3286 (game.state.nromrem, game.state.nromrem))
3288 prout(_("%6d ordinary Klingons destroyed %5d") %
3289 (dead_ordinaries, 10*dead_ordinaries))
3290 if game.incom - len(game.state.kcmdr):
3291 prout(_("%6d Klingon commanders destroyed %5d") %
3292 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3294 prout(_("%d Klingons captured %5d") %
3295 (game.kcaptured, 3 * game.kcaptured))
3296 if game.inscom - game.state.nscrem:
3297 prout(_("%6d Super-Commander destroyed %5d") %
3298 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3300 prout(_("%6.2f Klingons per stardate %5d") %
3301 (game.perdate, ithperd))
3302 if game.state.starkl:
3303 prout(_("%6d stars destroyed by your action %5d") %
3304 (game.state.starkl, -5*game.state.starkl))
3305 if game.state.nplankl:
3306 prout(_("%6d planets destroyed by your action %5d") %
3307 (game.state.nplankl, -10*game.state.nplankl))
3308 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3309 prout(_("%6d inhabited planets destroyed by your action %5d") %
3310 (game.state.nworldkl, -300*game.state.nworldkl))
3311 if game.state.basekl:
3312 prout(_("%6d bases destroyed by your action %5d") %
3313 (game.state.basekl, -100*game.state.basekl))
3315 prout(_("%6d calls for help from starbase %5d") %
3316 (game.nhelp, -45*game.nhelp))
3318 prout(_("%6d casualties incurred %5d") %
3319 (game.casual, -game.casual))
3321 prout(_("%6d crew abandoned in space %5d") %
3322 (game.abandoned, -3*game.abandoned))
3324 prout(_("%6d ship(s) lost or destroyed %5d") %
3325 (klship, -100*klship))
3327 if game.ncviol == 1:
3328 prout(_("1 Treaty of Algeron violation -100"))
3330 prout(_("%6d Treaty of Algeron violations %5d\n") %
3331 (game.ncviol, -100*game.ncviol))
3333 prout(_("Penalty for getting yourself killed -200"))
3335 proutn(_("Bonus for winning "))
3336 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3337 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3338 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3339 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3340 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3341 prout(" %5d" % iwon)
3343 prout(_("TOTAL SCORE %5d") % game.score)
3346 "Emit winner's commemmorative plaque."
3349 proutn(_("File or device name for your plaque: "))
3352 fp = open(winner, "w")
3355 prout(_("Invalid name."))
3357 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3359 # The 38 below must be 64 for 132-column paper
3360 nskip = 38 - len(winner)/2
3361 # This is where the ASCII art picture was emitted.
3362 # It got garbled somewhere in the chain of transmission to the Almy version.
3363 # We should restore it if we can find old enough FORTRAN sources.
3365 fp.write(_(" U. S. S. ENTERPRISE\n"))
3366 fp.write("\n\n\n\n")
3367 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3369 fp.write(_(" Starfleet Command bestows to you\n"))
3371 fp.write("%*s%s\n\n" % (nskip, "", winner))
3372 fp.write(_(" the rank of\n\n"))
3373 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3375 if game.skill == SKILL_EXPERT:
3376 fp.write(_(" Expert level\n\n"))
3377 elif game.skill == SKILL_EMERITUS:
3378 fp.write(_("Emeritus level\n\n"))
3380 fp.write(_(" Cheat level\n\n"))
3381 timestring = time.ctime()
3382 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3383 (timestring+4, timestring+20, timestring+11))
3384 fp.write(_(" Your score: %d\n\n") % game.score)
3385 fp.write(_(" Klingons per stardate: %.2f\n") % game.perdate)
3388 # Code from io.c begins here
3390 rows = linecount = 0 # for paging
3393 fullscreen_window = None
3394 srscan_window = None # Short range scan
3395 report_window = None # Report legends for status window
3396 status_window = None # The status window itself
3397 lrscan_window = None # Long range scan
3398 message_window = None # Main window for scrolling text
3399 prompt_window = None # Prompt window at bottom of display
3404 gettext.bindtextdomain("sst", "/usr/local/share/locale")
3405 gettext.textdomain("sst")
3406 if not (game.options & OPTION_CURSES):
3407 ln_env = os.getenv("LINES")
3412 else: # pragma: no cover
3413 stdscr = curses.initscr()
3417 if game.options & OPTION_COLOR:
3418 curses.start_color()
3419 curses.use_default_colors()
3420 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, -1)
3421 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, -1)
3422 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, -1)
3423 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, -1)
3424 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, -1)
3425 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, -1)
3426 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, -1)
3427 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, -1)
3428 global fullscreen_window, srscan_window, report_window, status_window
3429 global lrscan_window, message_window, prompt_window
3430 (rows, _columns) = stdscr.getmaxyx()
3431 fullscreen_window = stdscr
3432 srscan_window = curses.newwin(12, 25, 0, 0)
3433 report_window = curses.newwin(11, 0, 1, 25)
3434 status_window = curses.newwin(10, 0, 1, 39)
3435 lrscan_window = curses.newwin(5, 0, 0, 64)
3436 message_window = curses.newwin(0, 0, 12, 0)
3437 prompt_window = curses.newwin(1, 0, rows-2, 0)
3438 message_window.scrollok(True)
3439 setwnd(fullscreen_window)
3443 if game.options & OPTION_CURSES: # pragma: no cover
3444 stdscr.keypad(False)
3450 "Wait for user action -- OK to do nothing if on a TTY"
3451 if game.options & OPTION_CURSES: # pragma: no cover
3456 prouts(_("[ANNOUNCEMENT ARRIVING...]"))
3460 if game.skill > SKILL_FAIR:
3461 prompt = _("[CONTINUE?]")
3463 prompt = _("[PRESS ENTER TO CONTINUE]")
3465 if game.options & OPTION_CURSES: # pragma: no cover
3467 setwnd(prompt_window)
3468 prompt_window.clear()
3469 prompt_window.addstr(prompt)
3470 prompt_window.getstr()
3471 prompt_window.clear()
3472 prompt_window.refresh()
3473 setwnd(message_window)
3476 sys.stdout.write('\n')
3480 sys.stdout.write('\n' * rows)
3484 "Skip i lines. Pause game if this would cause a scrolling event."
3485 for _dummy in range(i):
3486 if game.options & OPTION_CURSES: # pragma: no cover
3487 (y, _x) = curwnd.getyx()
3490 except curses.error:
3495 if rows and linecount >= rows:
3498 sys.stdout.write('\n')
3500 def proutn(proutntline):
3501 "Utter a line with no following line feed."
3502 if game.options & OPTION_CURSES: # pragma: no cover
3503 (y, x) = curwnd.getyx()
3504 (my, _mx) = curwnd.getmaxyx()
3505 if curwnd == message_window and y >= my - 2:
3508 if logfp and game.cdebug:
3509 logfp.write("#curses: at %s proutn(%s)\n" % ((y, x), repr(proutntline)))
3510 curwnd.addstr(proutntline)
3513 sys.stdout.write(proutntline)
3516 def prout(proutline):
3520 def prouts(proutsline):
3522 for c in proutsline:
3523 if not replayfp or replayfp.closed: # Don't slow down replays
3526 if game.options & OPTION_CURSES: # pragma: no cover
3530 if not replayfp or replayfp.closed:
3534 "Get a line of input."
3535 if game.options & OPTION_CURSES: # pragma: no cover
3536 linein = codecs.decode(curwnd.getstr()) + "\n"
3539 if replayfp and not replayfp.closed:
3541 linein = replayfp.readline()
3543 if linein == '': # pragma: no cover
3544 prout("*** Replay finished")
3547 elif linein[0] != "#":
3551 linein = input() + "\n"
3560 "Change windows -- OK for this to be a no-op in tty mode."
3562 if game.options & OPTION_CURSES: # pragma: no cover
3563 if game.cdebug and logfp:
3564 if wnd == fullscreen_window:
3565 legend = "fullscreen"
3566 elif wnd == srscan_window:
3568 elif wnd == report_window:
3570 elif wnd == status_window:
3572 elif wnd == lrscan_window:
3574 elif wnd == message_window:
3576 elif wnd == prompt_window:
3580 logfp.write("#curses: setwnd(%s)\n" % legend)
3582 # Some curses implementations get confused when you try this.
3584 curses.curs_set(wnd in (fullscreen_window, message_window, prompt_window))
3585 except curses.error:
3589 "Clear to end of line -- can be a no-op in tty mode"
3590 if game.options & OPTION_CURSES: # pragma: no cover
3595 "Clear screen -- can be a no-op in tty mode."
3597 if game.options & OPTION_CURSES: # pragma: no cover
3603 def textcolor(color=DEFAULT):
3604 if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES): # pragma: no cover
3605 if color == DEFAULT:
3607 elif color == BLACK:
3608 curwnd.attron(curses.color_pair(curses.COLOR_BLACK))
3610 curwnd.attron(curses.color_pair(curses.COLOR_BLUE))
3611 elif color == GREEN:
3612 curwnd.attron(curses.color_pair(curses.COLOR_GREEN))
3614 curwnd.attron(curses.color_pair(curses.COLOR_CYAN))
3616 curwnd.attron(curses.color_pair(curses.COLOR_RED))
3617 elif color == MAGENTA:
3618 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA))
3619 elif color == BROWN:
3620 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW))
3621 elif color == LIGHTGRAY:
3622 curwnd.attron(curses.color_pair(curses.COLOR_WHITE))
3623 elif color == DARKGRAY:
3624 curwnd.attron(curses.color_pair(curses.COLOR_BLACK) | curses.A_BOLD)
3625 elif color == LIGHTBLUE:
3626 curwnd.attron(curses.color_pair(curses.COLOR_BLUE) | curses.A_BOLD)
3627 elif color == LIGHTGREEN:
3628 curwnd.attron(curses.color_pair(curses.COLOR_GREEN) | curses.A_BOLD)
3629 elif color == LIGHTCYAN:
3630 curwnd.attron(curses.color_pair(curses.COLOR_CYAN) | curses.A_BOLD)
3631 elif color == LIGHTRED:
3632 curwnd.attron(curses.color_pair(curses.COLOR_RED) | curses.A_BOLD)
3633 elif color == LIGHTMAGENTA:
3634 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA) | curses.A_BOLD)
3635 elif color == YELLOW:
3636 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW) | curses.A_BOLD)
3637 elif color == WHITE:
3638 curwnd.attron(curses.color_pair(curses.COLOR_WHITE) | curses.A_BOLD)
3641 if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES): # pragma: no cover
3642 curwnd.attron(curses.A_REVERSE)
3645 # Things past this point have policy implications.
3649 "Hook to be called after moving to redraw maps."
3650 if game.options & OPTION_CURSES: # pragma: no cover
3653 setwnd(srscan_window)
3657 setwnd(status_window)
3658 status_window.clear()
3659 status_window.move(0, 0)
3660 setwnd(report_window)
3661 report_window.clear()
3662 report_window.move(0, 0)
3664 setwnd(lrscan_window)
3665 lrscan_window.clear()
3666 lrscan_window.move(0, 0)
3667 lrscan(silent=False)
3669 def put_srscan_sym(w, sym): # pragma: no cover
3670 "Emit symbol for short-range scan."
3671 srscan_window.move(w.i+1, w.j*2+2)
3672 srscan_window.addch(sym)
3673 srscan_window.refresh()
3676 "Enemy fall down, go boom."
3677 if game.options & OPTION_CURSES: # pragma: no cover
3679 setwnd(srscan_window)
3680 srscan_window.attron(curses.A_REVERSE)
3681 put_srscan_sym(w, game.quad[w.i][w.j])
3685 srscan_window.attroff(curses.A_REVERSE)
3686 put_srscan_sym(w, game.quad[w.i][w.j])
3687 curses.delay_output(500)
3688 setwnd(message_window)
3691 "Sound and visual effects for teleportation."
3692 if game.options & OPTION_CURSES: # pragma: no cover
3694 setwnd(message_window)
3696 prouts(" . . . . . ")
3697 if game.options & OPTION_CURSES: # pragma: no cover
3698 #curses.delay_output(1000)
3702 def tracktorpedo(w, step, i, n, iquad):
3703 "Torpedo-track animation."
3704 if not game.options & OPTION_CURSES:
3708 proutn(_("Track for torpedo number %d- ") % (i+1))
3711 proutn(_("Torpedo track- "))
3712 elif step in {4, 9}:
3715 else: # pragma: no cover
3716 if not damaged(DSRSENS) or game.condition=="docked":
3717 if i != 0 and step == 1:
3720 if iquad in {'.', ' '}:
3721 put_srscan_sym(w, '+')
3725 put_srscan_sym(w, iquad)
3727 curwnd.attron(curses.A_REVERSE)
3728 put_srscan_sym(w, iquad)
3732 curwnd.attroff(curses.A_REVERSE)
3733 put_srscan_sym(w, iquad)
3738 "Display the current galaxy chart."
3739 if game.options & OPTION_CURSES: # pragma: no cover
3740 setwnd(message_window)
3741 message_window.clear()
3743 if game.options & OPTION_TTY:
3748 def prstat(txt, data):
3750 if game.options & OPTION_CURSES: # pragma: no cover
3752 setwnd(status_window)
3754 proutn(" " * (NSYM - len(txt)))
3757 if game.options & OPTION_CURSES: # pragma: no cover
3758 setwnd(report_window)
3760 # Code from moving.c begins here
3762 def imove(icourse=None, noattack=False):
3763 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3766 def newquadrant(noattack):
3767 # Leaving quadrant -- allow final enemy attack
3768 # Don't set up attack if being pushed by nova or cloaked
3769 if len(game.enemies) != 0 and not noattack and not game.iscloaked:
3771 for enemy in game.enemies:
3772 finald = (w - enemy.location).distance()
3773 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3774 # Stas Sergeev added the condition
3775 # that attacks only happen if Klingons
3776 # are present and your skill is good.
3777 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3778 attack(torps_ok=False)
3781 # check for edge of galaxy
3785 if icourse.final.i < 0:
3786 icourse.final.i = -icourse.final.i
3788 if icourse.final.j < 0:
3789 icourse.final.j = -icourse.final.j
3791 if icourse.final.i >= GALSIZE*QUADSIZE:
3792 icourse.final.i = (GALSIZE*QUADSIZE*2) - icourse.final.i
3794 if icourse.final.j >= GALSIZE*QUADSIZE:
3795 icourse.final.j = (GALSIZE*QUADSIZE*2) - icourse.final.j
3803 if game.nkinks == 3:
3804 # Three strikes -- you're out!
3808 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3809 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3810 prout(_("YOU WILL BE DESTROYED."))
3811 # Compute final position in new quadrant
3812 if trbeam: # Don't bother if we are to be beamed
3814 game.quadrant = icourse.final.quadrant()
3815 game.sector = icourse.final.sector()
3817 prout(_("Entering Quadrant %s.") % game.quadrant)
3818 game.quad[game.sector.i][game.sector.j] = game.ship
3820 if game.skill>SKILL_NOVICE:
3821 attack(torps_ok=False)
3823 def check_collision(h):
3824 iquad = game.quad[h.i][h.j]
3826 # object encountered in flight path
3827 stopegy = 50.0*icourse.distance/game.optime
3828 if iquad in ('T', 'K', 'C', 'S', 'R', '?'):
3829 for enemy in game.enemies:
3830 if enemy.location == h:
3831 collision(rammed=False, enemy=enemy)
3833 # This should not happen
3834 prout(_("Which way did he go?")) # pragma: no cover
3835 return False # pragma: no cover
3838 prouts(_("***RED ALERT! RED ALERT!"))
3840 proutn("***" + crmshp())
3841 proutn(_(" pulled into black hole at Sector %s") % h)
3842 # Getting pulled into a black hole was certain
3843 # death in Almy's original. Stas Sergeev added a
3844 # possibility that you'll get timewarped instead.
3846 for m in range(NDEVICES):
3847 if game.damage[m]>0:
3849 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3850 if (game.options & OPTION_BLKHOLE) and rnd.withprob(1-probf):
3860 prout(_(" encounters Tholian web at %s;") % h)
3862 prout(_(" blocked by object at %s;") % h)
3863 proutn(_("Emergency stop required "))
3864 prout(_("%2d units of energy.") % int(stopegy))
3865 game.energy -= stopegy
3866 if game.energy <= 0:
3873 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3874 game.inorbit = False
3875 # If tractor beam is to occur, don't move full distance
3876 if game.state.date+game.optime >= scheduled(FTBEAM):
3878 # We can't be tractor beamed if cloaked,
3879 # so move the event into the future
3880 postpone(FTBEAM, game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
3883 game.condition = "red"
3884 icourse.distance = icourse.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3885 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3887 game.quad[game.sector.i][game.sector.j] = '.'
3888 for _m in range(icourse.moves):
3890 w = icourse.sector()
3891 if icourse.origin.quadrant() != icourse.location.quadrant():
3892 newquadrant(noattack)
3894 elif check_collision(w):
3895 prout(_("Collision detected"))
3899 # We're in destination quadrant -- compute new average enemy distances
3900 game.quad[game.sector.i][game.sector.j] = game.ship
3902 for enemy in game.enemies:
3903 finald = (w-enemy.location).distance()
3904 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3905 enemy.kdist = finald
3907 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3908 attack(torps_ok=False)
3909 for enemy in game.enemies:
3910 enemy.kavgd = enemy.kdist
3913 setwnd(message_window)
3916 "Dock our ship at a starbase."
3918 if game.condition == "docked" and verbose:
3919 prout(_("Already docked."))
3922 prout(_("You must first leave standard orbit."))
3924 if game.base is None or not game.base.valid_sector():
3925 prout(_("No starbase available for docking in this quadrant."))
3927 if (abs(game.sector.i-game.base.i) > 1) or (abs(game.sector.j-game.base.j) > 1):
3928 prout(crmshp() + _(" not adjacent to base."))
3931 prout(_("You cannot dock while cloaked."))
3933 game.condition = "docked"
3937 if game.energy < game.inenrg:
3938 game.energy = game.inenrg
3939 game.shield = game.inshld
3940 game.torps = game.intorps
3941 game.lsupres = game.inlsr
3942 game.state.crew = FULLCREW
3943 if game.brigcapacity-game.brigfree > 0:
3944 prout(_("%d captured Klingons transferred to base") % (game.brigcapacity-game.brigfree))
3945 game.kcaptured += game.brigcapacity-game.brigfree
3946 game.brigfree = game.brigcapacity
3947 if communicating() and \
3948 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3949 # get attack report from base
3950 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3954 def cartesian(loc1=None, loc2=None):
3956 return game.quadrant * QUADSIZE + game.sector
3958 return game.quadrant * QUADSIZE + loc1
3960 return loc1 * QUADSIZE + loc2
3962 def getcourse(isprobe):
3963 "Get a course and distance from the user."
3965 dquad = copy.copy(game.quadrant)
3966 navmode = "unspecified"
3970 if game.landed and not isprobe:
3971 prout(_("Dummy! You can't leave standard orbit until you"))
3972 proutn(_("are back aboard the ship."))
3975 while navmode == "unspecified":
3976 if damaged(DNAVSYS):
3978 prout(_("Computer damaged; manual navigation only"))
3980 prout(_("Computer damaged; manual movement only"))
3985 key = scanner.nexttok()
3987 proutn(_("Manual or automatic- "))
3990 elif key == "IHALPHA":
3991 if scanner.sees("manual"):
3993 key = scanner.nexttok()
3995 elif scanner.sees("automatic"):
3996 navmode = "automatic"
3997 key = scanner.nexttok()
4005 prout(_("(Manual navigation assumed.)"))
4007 prout(_("(Manual movement assumed.)"))
4011 if navmode == "automatic":
4012 while key == "IHEOL":
4014 proutn(_("Target quadrant or quadrant§or- "))
4016 proutn(_("Destination sector or quadrant§or- "))
4019 key = scanner.nexttok()
4020 scanner.push(scanner.token) # Something IHREAL or IHALPHA awaits us
4021 first = scanner.getcoord()
4025 if scanner.type == "IHEOL":
4028 scanner.push(scanner.token)
4029 second = scanner.getcoord()
4033 if second is not None:
4039 # only one pair of numbers was specified
4041 # only quadrant specified -- go to center of dest quad
4044 dsect.j = dsect.i = (QUADSIZE/2)-1 # preserves 1-origin behavior
4046 # only sector specified
4050 if not dquad.valid_quadrant() or not dsect.valid_sector():
4057 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
4059 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
4060 # the actual deltas get computed here
4061 delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
4062 delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
4064 while key == "IHEOL":
4065 proutn(_("X and Y displacements- "))
4068 key = scanner.nexttok()
4071 delta.j = scanner.real
4075 key = scanner.nexttok()
4077 delta.i = scanner.real
4078 elif key == "IHEOL":
4084 # Check for zero movement
4085 if delta.i == 0 and delta.j == 0:
4088 if itemp == "verbose" and not isprobe:
4090 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
4092 return course(bearing=delta.bearing(), distance=delta.distance())
4095 def __init__(self, bearing, distance, origin=None):
4096 self.distance = distance
4097 self.bearing = bearing
4099 self.origin = cartesian(game.quadrant, game.sector)
4101 self.origin = origin
4102 # The bearing() code we inherited from FORTRAN is actually computing
4103 # clockface directions!
4104 if self.bearing < 0.0:
4105 self.bearing += 12.0
4106 self.angle = ((15.0 - self.bearing) * 0.5235988)
4107 self.increment = Coord(-math.sin(self.angle), math.cos(self.angle))
4108 bigger = max(abs(self.increment.i), abs(self.increment.j))
4109 self.increment /= bigger
4110 self.moves = int(round(10*self.distance*bigger))
4112 self.final = (self.location + self.moves*self.increment).roundtogrid()
4113 self.location = self.origin
4114 self.nextlocation = None
4116 self.location = self.origin
4119 return self.location.roundtogrid() == self.final
4121 "Next step on course."
4123 self.nextlocation = self.location + self.increment
4124 samequad = (self.location.quadrant() == self.nextlocation.quadrant())
4125 self.location = self.nextlocation
4128 return self.location.quadrant()
4130 return self.location.sector()
4132 return self.distance*(w**3)*(game.shldup+1)
4134 return 10.0*self.distance/w**2
4137 "Move under impulse power."
4139 if damaged(DIMPULS):
4142 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4144 if game.energy > 30.0:
4146 icourse = getcourse(isprobe=False)
4149 power = 20.0 + 100.0*icourse.distance
4152 if power >= game.energy:
4153 # Insufficient power for trip
4155 prout(_("First Officer Spock- \"Captain, the impulse engines"))
4156 prout(_("require 20.0 units to engage, plus 100.0 units per"))
4157 if game.energy > 30:
4158 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
4159 int(0.01 * (game.energy-20.0)-0.05))
4160 prout(_(" quadrants.\""))
4162 prout(_("quadrant. They are, therefore, useless.\""))
4165 # Make sure enough time is left for the trip
4166 game.optime = icourse.distance/0.095
4167 if game.optime >= game.state.remtime:
4168 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4169 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4170 proutn(_("we dare spend the time?\" "))
4173 # Activate impulse engines and pay the cost
4174 imove(icourse, noattack=False)
4178 power = 20.0 + 100.0*icourse.distance
4179 game.energy -= power
4180 game.optime = icourse.distance/0.095
4181 if game.energy <= 0:
4185 def warp(wcourse, involuntary):
4186 "ove under warp drive."
4187 blooey = False; twarp = False
4188 if not involuntary: # Not WARPX entry
4193 prout(_("Engineer Scott- \"The warp engines can not be used while cloaked, Sir.\""))
4195 if game.damage[DWARPEN] > 10.0:
4198 prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
4200 if damaged(DWARPEN) and game.warpfac > 4.0:
4203 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4204 prout(_(" is repaired, I can only give you warp 4.\""))
4206 # Read in course and distance
4209 wcourse = getcourse(isprobe=False)
4212 # Make sure starship has enough energy for the trip
4213 # Note: this formula is slightly different from the C version,
4214 # and lets you skate a bit closer to the edge.
4215 if wcourse.power(game.warpfac) >= game.energy:
4216 # Insufficient power for trip
4219 prout(_("Engineering to bridge--"))
4220 if not game.shldup or 0.5*wcourse.power(game.warpfac) > game.energy:
4221 iwarp = (game.energy/(wcourse.distance+0.05)) ** 0.333333333
4223 prout(_("We can't do it, Captain. We don't have enough energy."))
4225 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4228 prout(_("if you'll lower the shields."))
4232 prout(_("We haven't the energy to go that far with the shields up."))
4234 # Make sure enough time is left for the trip
4235 game.optime = wcourse.time(game.warpfac)
4236 if game.optime >= 0.8*game.state.remtime:
4238 prout(_("First Officer Spock- \"Captain, I compute that such"))
4239 proutn(_(" a trip would require approximately %2.0f") %
4240 (100.0*game.optime/game.state.remtime))
4241 prout(_(" percent of our"))
4242 proutn(_(" remaining time. Are you sure this is wise?\" "))
4248 if game.warpfac > 6.0:
4249 # Decide if engine damage will occur
4250 # ESR: Seems wrong. Probability of damage goes *down* with distance?
4251 prob = wcourse.distance*(6.0-game.warpfac)**2/66.666666666
4252 if prob > rnd.real():
4254 wcourse.distance = rnd.real(wcourse.distance)
4255 # Decide if time warp will occur
4256 if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > rnd.real():
4258 if game.idebug and game.warpfac==10 and not twarp: # pragma: no cover
4260 proutn("=== Force time warp? ")
4264 # If time warp or engine damage, check path
4265 # If it is obstructed, don't do warp or damage
4266 look = wcourse.moves
4270 w = wcourse.sector()
4271 if not w.valid_sector():
4273 if game.quad[w.i][w.j] != '.':
4277 # Activate Warp Engines and pay the cost
4278 imove(wcourse, noattack=False)
4281 game.energy -= wcourse.power(game.warpfac)
4282 if game.energy <= 0:
4284 game.optime = wcourse.time(game.warpfac)
4288 game.damage[DWARPEN] = game.damfac * rnd.real(1.0, 4.0)
4290 prout(_("Engineering to bridge--"))
4291 prout(_(" Scott here. The warp engines are damaged."))
4292 prout(_(" We'll have to reduce speed to warp 4."))
4297 "Change the warp factor."
4299 key=scanner.nexttok()
4303 proutn(_("Warp factor- "))
4307 if game.damage[DWARPEN] > 10.0:
4308 prout(_("Warp engines inoperative."))
4310 if damaged(DWARPEN) and scanner.real > 4.0:
4311 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4312 prout(_(" but right now we can only go warp 4.\""))
4314 if scanner.real > 10.0:
4315 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4317 if scanner.real < 1.0:
4318 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4320 oldfac = game.warpfac
4321 game.warpfac = scanner.real
4322 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4323 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4326 if game.warpfac < 8.00:
4327 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4329 if game.warpfac == 10.0:
4330 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4332 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4336 "Cope with being tossed out of quadrant by supernova or yanked by beam."
4338 # is captain on planet?
4340 if damaged(DTRANSP):
4343 prout(_("Scotty rushes to the transporter controls."))
4345 prout(_("But with the shields up it's hopeless."))
4347 prouts(_("His desperate attempt to rescue you . . ."))
4348 if rnd.withprob(0.5):
4352 prout(_("SUCCEEDS!"))
4355 proutn(_("The crystals mined were "))
4356 if rnd.withprob(0.25):
4363 # Check to see if captain in shuttle craft
4368 # Inform captain of attempt to reach safety
4372 prouts(_("***RED ALERT! RED ALERT!"))
4374 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4375 prouts(_(" a supernova."))
4377 prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
4378 prout(_("safely out of quadrant."))
4379 if not damaged(DRADIO):
4380 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
4381 # Try to use warp engines
4382 if damaged(DWARPEN):
4384 prout(_("Warp engines damaged."))
4387 game.warpfac = rnd.real(6.0, 8.0)
4388 prout(_("Warp factor set to %d") % int(game.warpfac))
4389 power = 0.75*game.energy
4390 dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4391 dist = max(dist, rnd.real(math.sqrt(2)))
4392 bugout = course(bearing=rnd.real(12), distance=dist) # How dumb!
4393 game.optime = bugout.time(game.warpfac)
4395 game.inorbit = False
4396 warp(bugout, involuntary=True)
4398 # This is bad news, we didn't leave quadrant.
4402 prout(_("Insufficient energy to leave quadrant."))
4405 # Repeat if another snova
4406 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
4409 finish(FWON) # Snova killed remaining enemy.
4412 "Let's do the time warp again."
4413 prout(_("***TIME WARP ENTERED."))
4414 if game.state.snap and rnd.withprob(0.5):
4416 prout(_("You are traveling backwards in time %d stardates.") %
4417 int(game.state.date-game.snapsht.date))
4418 game.state = game.snapsht
4419 game.state.snap = False
4420 if len(game.state.kcmdr):
4421 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4422 schedule(FBATTAK, expran(0.3*game.intime))
4423 schedule(FSNOVA, expran(0.5*game.intime))
4424 # next snapshot will be sooner
4425 schedule(FSNAP, expran(0.25*game.state.remtime))
4427 if game.state.nscrem:
4428 schedule(FSCMOVE, 0.2777)
4432 game.battle.invalidate()
4433 # Make sure Galileo is consistant -- Snapshot may have been taken
4434 # when on planet, which would give us two Galileos!
4436 for l in range(game.inplan):
4437 if game.state.planets[l].known == "shuttle_down":
4439 if game.iscraft == "onship" and game.ship=='E':
4440 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4441 game.iscraft = "offship"
4442 # Likewise, if in the original time the Galileo was abandoned, but
4443 # was on ship earlier, it would have vanished -- let's restore it.
4444 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4445 prout(_("Chekov- \"Security reports the Galileo has reappeared in the dock!\""))
4446 game.iscraft = "onship"
4447 # There used to be code to do the actual reconstrction here,
4448 # but the starchart is now part of the snapshotted galaxy state.
4449 prout(_("Spock has reconstructed a correct star chart from memory"))
4451 # Go forward in time
4452 game.optime = expran(0.5*game.intime)
4453 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4454 # cheat to make sure no tractor beams occur during time warp
4455 postpone(FTBEAM, game.optime)
4456 game.damage[DRADIO] += game.optime
4458 events() # Stas Sergeev added this -- do pending events
4461 "Launch deep-space probe."
4462 # New code to launch a deep space probe
4463 if game.nprobes == 0:
4466 if game.ship == 'E':
4467 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4469 prout(_("Ye Faerie Queene has no deep space probes."))
4474 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4476 if is_scheduled(FDSPROB):
4479 if damaged(DRADIO) and game.condition != "docked":
4480 prout(_("Spock- \"Records show the previous probe has not yet"))
4481 prout(_(" reached its destination.\""))
4483 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4485 key = scanner.nexttok()
4487 if game.nprobes == 1:
4488 prout(_("1 probe left."))
4490 prout(_("%d probes left") % game.nprobes)
4491 proutn(_("Are you sure you want to fire a probe? "))
4494 game.isarmed = False
4495 if key == "IHALPHA" and scanner.token == "armed":
4497 key = scanner.nexttok()
4498 elif key == "IHEOL":
4499 proutn(_("Arm NOVAMAX warhead? "))
4501 elif key == "IHREAL": # first element of course
4502 scanner.push(scanner.token)
4504 game.probe = getcourse(isprobe=True)
4508 schedule(FDSPROB, 0.01) # Time to move one sector
4509 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4514 "Yell for help from nearest starbase."
4515 # There's more than one way to move in this game!
4517 # Test for conditions which prevent calling for help
4518 if game.condition == "docked":
4519 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4522 prout(_("Subspace radio damaged."))
4524 if not game.state.baseq:
4525 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4528 prout(_("You must be aboard the %s.") % crmshp())
4530 # OK -- call for help from nearest starbase
4533 # There's one in this quadrant
4534 ddist = (game.base - game.sector).distance()
4536 ibq = None # Force base-quadrant game to persist past loop
4538 for ibq in game.state.baseq:
4539 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4543 prout(_("No starbases remain. You are alone in a hostile galaxy."))
4545 # Since starbase not in quadrant, set up new quadrant
4548 # dematerialize starship
4549 game.quad[game.sector.i][game.sector.j]='.'
4550 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4551 % (game.quadrant, crmshp()))
4552 game.sector.invalidate()
4553 for m in range(1, 5+1):
4554 w = game.base.scatter()
4555 if w.valid_sector() and game.quad[w.i][w.j]=='.':
4556 # found one -- finish up
4559 if game.sector is None:
4560 prout(_("You have been lost in space..."))
4561 finish(FMATERIALIZE)
4563 # Give starbase three chances to rematerialize starship
4564 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4565 for m in range(1, 3+1):
4566 if m == 1: proutn(_("1st"))
4567 elif m == 2: proutn(_("2nd"))
4568 elif m == 3: proutn(_("3rd"))
4569 proutn(_(" attempt to re-materialize ") + crmshp())
4570 game.quad[game.sector.i][game.sector.j]=('-','o','O')[m-1]
4573 if rnd.real() > probf:
4577 if game.options & OPTION_CURSES: # pragma: no cover
4578 curses.delay_output(500)
4580 game.quad[game.sector.i][game.sector.j]='?'
4583 setwnd(message_window)
4584 finish(FMATERIALIZE)
4586 game.quad[game.sector.i][game.sector.j]=game.ship
4588 prout(_("succeeds."))
4592 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4597 if game.condition=="docked":
4599 prout(_("You cannot abandon Ye Faerie Queene."))
4602 # Must take shuttle craft to exit
4603 if game.damage[DSHUTTL]==-1:
4604 prout(_("Ye Faerie Queene has no shuttle craft."))
4606 if game.damage[DSHUTTL]<0:
4607 prout(_("Shuttle craft now serving Big Macs."))
4609 if game.damage[DSHUTTL]>0:
4610 prout(_("Shuttle craft damaged."))
4613 prout(_("You must be aboard the ship."))
4615 if game.iscraft != "onship":
4616 prout(_("Shuttle craft not currently available."))
4618 # Emit abandon ship messages
4620 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4622 prouts(_("***ALL HANDS ABANDON SHIP!"))
4624 prout(_("Captain and crew escape in shuttle craft."))
4625 if not game.state.baseq:
4626 # Oops! no place to go...
4629 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4631 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4632 prout(_("Remainder of ship's complement beam down"))
4633 prout(_("to nearest habitable planet."))
4634 elif q.planet is not None and not damaged(DTRANSP):
4635 prout(_("Remainder of ship's complement beam down to %s.") %
4638 prout(_("Entire crew of %d left to die in outer space.") %
4640 game.casual += game.state.crew
4641 game.abandoned += game.state.crew
4642 # If at least one base left, give 'em the Faerie Queene
4644 game.icrystl = False # crystals are lost
4645 game.nprobes = 0 # No probes
4646 prout(_("You are captured by Klingons and released to"))
4647 prout(_("the Federation in a prisoner-of-war exchange."))
4648 nb = rnd.integer(len(game.state.baseq))
4649 # Set up quadrant and position FQ adjacient to base
4650 if not game.quadrant == game.state.baseq[nb]:
4651 game.quadrant = game.state.baseq[nb]
4652 game.sector.i = game.sector.j = 5
4655 # position next to base by trial and error
4656 game.quad[game.sector.i][game.sector.j] = '.'
4658 for l in range(QUADSIZE):
4659 game.sector = game.base.scatter()
4660 if game.sector.valid_sector() and \
4661 game.quad[game.sector.i][game.sector.j] == '.':
4664 break # found a spot
4665 game.sector.i=QUADSIZE/2
4666 game.sector.j=QUADSIZE/2
4668 # Get new commission
4669 game.quad[game.sector.i][game.sector.j] = game.ship = 'F'
4670 game.state.crew = FULLCREW
4671 prout(_("Starfleet puts you in command of another ship,"))
4672 prout(_("the Faerie Queene, which is antiquated but,"))
4673 prout(_("still useable."))
4675 prout(_("The dilithium crystals have been moved."))
4677 game.iscraft = "offship" # Galileo disappears
4679 game.condition="docked"
4680 for l in range(NDEVICES):
4681 game.damage[l] = 0.0
4682 game.damage[DSHUTTL] = -1
4683 game.energy = game.inenrg = 3000.0
4684 game.shield = game.inshld = 1250.0
4685 game.torps = game.intorps = 6
4686 game.lsupres=game.inlsr=3.0
4689 game.brigfree = game.brigcapacity = 300
4692 # Code from planets.c begins here.
4695 "Abort a lengthy operation if an event interrupts it."
4698 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
4703 "Report on (uninhabited) planets in the galaxy."
4707 prout(_("Spock- \"Planet report follows, Captain.\""))
4709 for i in range(game.inplan):
4710 if game.state.planets[i].pclass == "destroyed":
4712 if (game.state.planets[i].known != "unknown" \
4713 and not game.state.planets[i].inhabited) \
4716 if game.idebug and game.state.planets[i].known=="unknown":
4717 proutn("(Unknown) ")
4718 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4719 proutn(_(" class "))
4720 proutn(game.state.planets[i].pclass)
4722 if game.state.planets[i].crystals != "present":
4724 prout(_("dilithium crystals present."))
4725 if game.state.planets[i].known=="shuttle_down":
4726 prout(_(" Shuttle Craft Galileo on surface."))
4728 prout(_("No information available."))
4731 "Enter standard orbit."
4735 prout(_("Already in standard orbit."))
4737 if damaged(DWARPEN) and damaged(DIMPULS):
4738 prout(_("Both warp and impulse engines damaged."))
4740 if game.plnet is None:
4741 prout("There is no planet in this sector.")
4743 if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4744 prout(crmshp() + _(" not adjacent to planet."))
4747 game.optime = rnd.real(0.02, 0.05)
4748 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4752 game.height = rnd.real(1400, 8600)
4753 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4758 "Examine planets in this quadrant."
4759 if damaged(DSRSENS):
4760 if game.options & OPTION_TTY:
4761 prout(_("Short range sensors damaged."))
4763 if game.iplnet is None:
4764 if game.options & OPTION_TTY:
4765 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4767 if game.iplnet.known == "unknown":
4768 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4770 prout(_(" Planet at Sector %s is of class %s.") %
4771 (game.plnet, game.iplnet.pclass))
4772 if game.iplnet.known=="shuttle_down":
4773 prout(_(" Sensors show Galileo still on surface."))
4774 proutn(_(" Readings indicate"))
4775 if game.iplnet.crystals != "present":
4777 prout(_(" dilithium crystals present.\""))
4778 if game.iplnet.known == "unknown":
4779 game.iplnet.known = "known"
4780 elif game.iplnet.inhabited:
4781 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4782 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4785 "Use the transporter."
4789 if damaged(DTRANSP):
4790 prout(_("Transporter damaged."))
4791 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4793 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4797 if not game.inorbit:
4798 prout(crmshp() + _(" not in standard orbit."))
4801 prout(_("Impossible to transport through shields."))
4803 if game.iplnet.known=="unknown":
4804 prout(_("Spock- \"Captain, we have no information on this planet"))
4805 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4806 prout(_(" you may not go down.\""))
4808 if not game.landed and game.iplnet.crystals=="absent":
4809 prout(_("Spock- \"Captain, I fail to see the logic in"))
4810 prout(_(" exploring a planet with no dilithium crystals."))
4811 proutn(_(" Are you sure this is wise?\" "))
4815 if not (game.options & OPTION_PLAIN):
4816 nrgneed = 50 * game.skill + game.height / 100.0
4817 if nrgneed > game.energy:
4818 prout(_("Engineering to bridge--"))
4819 prout(_(" Captain, we don't have enough energy for transportation."))
4821 if not game.landed and nrgneed * 2 > game.energy:
4822 prout(_("Engineering to bridge--"))
4823 prout(_(" Captain, we have enough energy only to transport you down to"))
4824 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4825 if game.iplnet.known == "shuttle_down":
4826 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4827 proutn(_(" Are you sure this is wise?\" "))
4832 # Coming from planet
4833 if game.iplnet.known=="shuttle_down":
4834 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4838 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4839 prout(_("Landing party assembled, ready to beam up."))
4841 prout(_("Kirk whips out communicator..."))
4842 prouts(_("BEEP BEEP BEEP"))
4844 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4847 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4849 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4851 prout(_("Kirk- \"Energize.\""))
4854 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4856 if not rnd.withprob(0.98):
4857 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4859 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4862 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4863 game.landed = not game.landed
4864 game.energy -= nrgneed
4866 prout(_("Transport complete."))
4867 if game.landed and game.iplnet.known=="shuttle_down":
4868 prout(_("The shuttle craft Galileo is here!"))
4869 if not game.landed and game.imine:
4876 "Strip-mine a world for dilithium."
4880 prout(_("Mining party not on planet."))
4882 if game.iplnet.crystals == "mined":
4883 prout(_("This planet has already been strip-mined for dilithium."))
4885 elif game.iplnet.crystals == "absent":
4886 prout(_("No dilithium crystals on this planet."))
4889 prout(_("You've already mined enough crystals for this trip."))
4891 if game.icrystl and game.cryprob == 0.05:
4892 prout(_("With all those fresh crystals aboard the ") + crmshp())
4893 prout(_("there's no reason to mine more at this time."))
4895 game.optime = rnd.real(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4898 prout(_("Mining operation complete."))
4899 game.iplnet.crystals = "mined"
4900 game.imine = game.ididit = True
4903 "Use dilithium crystals."
4907 if not game.icrystl:
4908 prout(_("No dilithium crystals available."))
4910 if game.energy >= 1000:
4911 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4912 prout(_(" except when Condition Yellow exists."))
4914 prout(_("Spock- \"Captain, I must warn you that loading"))
4915 prout(_(" raw dilithium crystals into the ship's power"))
4916 prout(_(" system may risk a severe explosion."))
4917 proutn(_(" Are you sure this is wise?\" "))
4922 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4923 prout(_(" Mr. Spock and I will try it.\""))
4925 prout(_("Spock- \"Crystals in place, Sir."))
4926 prout(_(" Ready to activate circuit.\""))
4928 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4930 if rnd.withprob(game.cryprob):
4931 prouts(_(" \"Activating now! - - No good! It's***"))
4933 prouts(_("***RED ALERT! RED A*L********************************"))
4936 prouts(_("****************** KA-BOOM!!!! *******************"))
4940 game.energy += rnd.real(5000.0, 5500.0)
4941 prouts(_(" \"Activating now! - - "))
4942 prout(_("The instruments"))
4943 prout(_(" are going crazy, but I think it's"))
4944 prout(_(" going to work!! Congratulations, Sir!\""))
4949 "Use shuttlecraft for planetary jaunt."
4952 if damaged(DSHUTTL):
4953 if game.damage[DSHUTTL] == -1.0:
4954 if game.inorbit and game.iplnet.known == "shuttle_down":
4955 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4957 prout(_("Ye Faerie Queene had no shuttle craft."))
4958 elif game.damage[DSHUTTL] > 0:
4959 prout(_("The Galileo is damaged."))
4960 else: # game.damage[DSHUTTL] < 0
4961 prout(_("Shuttle craft is now serving Big Macs."))
4963 if not game.inorbit:
4964 prout(crmshp() + _(" not in standard orbit."))
4966 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4967 prout(_("Shuttle craft not currently available."))
4969 if not game.landed and game.iplnet.known=="shuttle_down":
4970 prout(_("You will have to beam down to retrieve the shuttle craft."))
4972 if game.shldup or game.condition == "docked":
4973 prout(_("Shuttle craft cannot pass through shields."))
4975 if game.iplnet.known=="unknown":
4976 prout(_("Spock- \"Captain, we have no information on this planet"))
4977 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4978 prout(_(" you may not fly down.\""))
4980 game.optime = 3.0e-5*game.height
4981 if game.optime >= 0.8*game.state.remtime:
4982 prout(_("First Officer Spock- \"Captain, I compute that such"))
4983 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4984 int(100*game.optime/game.state.remtime))
4985 prout(_("remaining time."))
4986 proutn(_("Are you sure this is wise?\" "))
4992 if game.iscraft == "onship":
4994 if not damaged(DTRANSP):
4995 proutn(_("Spock- \"Would you rather use the transporter?\" "))
4999 proutn(_("Shuttle crew"))
5001 proutn(_("Rescue party"))
5002 prout(_(" boards Galileo and swoops toward planet surface."))
5003 game.iscraft = "offship"
5007 game.iplnet.known="shuttle_down"
5008 prout(_("Trip complete."))
5011 # Ready to go back to ship
5012 prout(_("You and your mining party board the"))
5013 prout(_("shuttle craft for the trip back to the Enterprise."))
5015 prouts(_("The short hop begins . . ."))
5017 game.iplnet.known="known"
5023 game.iscraft = "onship"
5029 prout(_("Trip complete."))
5032 # Kirk on ship and so is Galileo
5033 prout(_("Mining party assembles in the hangar deck,"))
5034 prout(_("ready to board the shuttle craft \"Galileo\"."))
5036 prouts(_("The hangar doors open; the trip begins."))
5039 game.iscraft = "offship"
5042 game.iplnet.known = "shuttle_down"
5045 prout(_("Trip complete."))
5049 "Use the big zapper."
5053 if game.ship != 'E':
5054 prout(_("Ye Faerie Queene has no death ray."))
5056 if len(game.enemies)==0:
5057 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
5060 prout(_("Death Ray is damaged."))
5062 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
5063 prout(_(" is highly unpredictible. Considering the alternatives,"))
5064 proutn(_(" are you sure this is wise?\" "))
5067 prout(_("Spock- \"Acknowledged.\""))
5070 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
5072 prout(_("Crew scrambles in emergency preparation."))
5073 prout(_("Spock and Scotty ready the death ray and"))
5074 prout(_("prepare to channel all ship's power to the device."))
5076 prout(_("Spock- \"Preparations complete, sir.\""))
5077 prout(_("Kirk- \"Engage!\""))
5079 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
5082 if game.options & OPTION_PLAIN:
5086 prouts(_("Sulu- \"Captain! It's working!\""))
5088 while len(game.enemies) > 0:
5089 deadkl(game.enemies[-1].location, game.quad[game.enemies[-1].location.i][game.enemies[-1].location.j],game.enemies[-1].location)
5090 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
5091 if game.unwon() == 0:
5093 if (game.options & OPTION_PLAIN) == 0:
5094 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
5095 if rnd.withprob(0.05):
5096 prout(_(" is still operational.\""))
5098 prout(_(" has been rendered nonfunctional.\""))
5099 game.damage[DDRAY] = 39.95
5101 r = rnd.real() # Pick failure method
5103 prouts(_("Sulu- \"Captain! It's working!\""))
5105 prouts(_("***RED ALERT! RED ALERT!"))
5107 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
5109 prouts(_("***RED ALERT! RED A*L********************************"))
5112 prouts(_("****************** KA-BOOM!!!! *******************"))
5117 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
5119 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
5121 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
5122 prout(_(" have apparently been transformed into strange mutations."))
5123 prout(_(" Vulcans do not seem to be affected."))
5125 prout(_("Kirk- \"Raauch! Raauch!\""))
5129 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
5131 proutn(_("Spock- \"I believe the word is"))
5132 prouts(_(" *ASTONISHING*"))
5133 prout(_(" Mr. Sulu."))
5134 for i in range(QUADSIZE):
5135 for j in range(QUADSIZE):
5136 if game.quad[i][j] == '.':
5137 game.quad[i][j] = '?'
5138 prout(_(" Captain, our quadrant is now infested with"))
5139 prouts(_(" - - - - - - *THINGS*."))
5141 prout(_(" I have no logical explanation.\""))
5143 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
5145 prout(_("Scotty- \"There are so many tribbles down here"))
5146 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
5150 # Code from reports.c begins here
5152 def attackreport(curt):
5153 "eport status of bases under attack."
5155 if is_scheduled(FCDBAS):
5156 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
5157 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
5158 elif game.isatb == 1:
5159 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
5160 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
5162 prout(_("No Starbase is currently under attack."))
5164 if is_scheduled(FCDBAS):
5165 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5167 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5171 # report on general game status
5173 # pylint: disable=consider-using-ternary
5174 s1 = (game.thawed and _("thawed ")) or ""
5175 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5176 s3 = (None, _("novice"), _("fair"),
5177 _("good"), _("expert"), _("emeritus"))[game.skill]
5178 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5179 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5180 prout(_("No plaque is allowed."))
5182 prout(_("This is tournament game %d.") % game.tourn)
5183 prout(_("Your secret password is \"%s\"") % game.passwd)
5184 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - game.unwon()),
5185 (game.inkling + game.incom + game.inscom)))
5186 if game.incom - len(game.state.kcmdr):
5187 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
5188 elif game.inkling - game.remkl() + (game.inscom - game.state.nscrem) > 0:
5189 prout(_(", but no Commanders."))
5192 if game.skill > SKILL_FAIR:
5193 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5194 if len(game.state.baseq) != game.inbase:
5196 if game.inbase-len(game.state.baseq)==1:
5197 proutn(_("has been 1 base"))
5199 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
5200 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
5202 prout(_("There are %d bases.") % game.inbase)
5203 if communicating() or game.iseenit:
5204 # Don't report this if not seen and
5205 # either the radio is dead or not at base!
5209 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5210 if game.brigcapacity != game.brigfree:
5211 embriggened = game.brigcapacity-game.brigfree
5212 if embriggened == 1:
5213 prout(_("1 Klingon in brig"))
5215 prout(_("%d Klingons in brig.") % embriggened)
5216 if game.kcaptured == 0:
5218 elif game.kcaptured == 1:
5219 prout(_("1 captured Klingon turned in to Starfleet."))
5221 prout(_("%d captured Klingons turned in to Star Fleet.") % game.kcaptured)
5223 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5224 if game.ship == 'E':
5225 proutn(_("You have "))
5227 proutn("%d" % (game.nprobes))
5230 proutn(_(" deep space probe"))
5234 if communicating() and is_scheduled(FDSPROB):
5236 proutn(_("An armed deep space probe is in "))
5238 proutn(_("A deep space probe is in "))
5239 prout("Quadrant %s." % game.probe.quadrant())
5241 if game.cryprob <= .05:
5242 prout(_("Dilithium crystals aboard ship... not yet used."))
5246 while game.cryprob > ai:
5249 prout(_("Dilithium crystals have been used %d time%s.") % \
5250 (i, (_("s"), "")[i==1]))
5254 "Long-range sensor scan."
5255 if damaged(DLRSENS):
5256 # Now allow base's sensors if docked
5257 if game.condition != "docked":
5259 prout(_("LONG-RANGE SENSORS DAMAGED."))
5262 prout(_("Starbase's long-range scan"))
5264 prout(_("Long-range scan"))
5265 for x in range(game.quadrant.i-1, game.quadrant.i+2):
5268 for y in range(game.quadrant.j-1, game.quadrant.j+2):
5269 if not Coord(x, y).valid_quadrant():
5273 if not damaged(DRADIO):
5274 game.state.galaxy[x][y].charted = True
5275 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5276 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5277 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5278 if not silent and game.state.galaxy[x][y].supernova:
5281 cn = " %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars)
5282 proutn(((3 - len(cn)) * '.') + cn)
5290 for i in range(NDEVICES):
5293 prout(_("DEVICE REPAIR TIMES"))
5294 prout(_(" IN FLIGHT DOCKED"))
5296 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5297 game.damage[i]+0.05,
5298 DOCKFAC*game.damage[i]+0.005))
5300 prout(_("All devices functional."))
5303 "Update the chart in the Enterprise's computer from galaxy data."
5304 game.lastchart = game.state.date
5305 for i in range(GALSIZE):
5306 for j in range(GALSIZE):
5307 if game.state.galaxy[i][j].charted:
5308 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5309 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5310 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5313 "Display the star chart."
5315 if (game.options & OPTION_AUTOSCAN):
5319 if game.lastchart < game.state.date and game.condition == "docked":
5320 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5322 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5323 if game.state.date > game.lastchart:
5324 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5325 prout(" 1 2 3 4 5 6 7 8")
5326 for i in range(GALSIZE):
5327 if (game.options & OPTION_ALPHAMERIC):
5328 proutn("%c |" % letterize(i+1))
5330 proutn("%d |" % (i+1))
5331 for j in range(GALSIZE):
5332 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5336 if game.state.galaxy[i][j].supernova:
5338 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5340 elif game.state.galaxy[i][j].charted:
5341 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5342 if (game.options & OPTION_DOTFILL):
5343 show = show.replace(" ", ".")
5347 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5355 def sectscan(goodScan, i, j):
5356 "Light up an individual dot in a sector."
5357 if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
5358 if game.quad[i][j] in ('E', 'F'):
5360 highvideo() # pragma: no cover
5361 textcolor({"green":GREEN,
5365 "dead":BROWN}[game.condition])
5367 textcolor({'?':LIGHTMAGENTA,
5375 }.get(game.quad[i][j], DEFAULT))
5376 proutn("%c " % game.quad[i][j])
5382 "Emit status report lines"
5383 if not req or req == 1:
5384 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5385 % (game.state.date, game.state.remtime))
5386 if not req or req == 2:
5387 if game.condition != "docked":
5389 prstat(_("Condition"), _("%s, %i DAMAGES") % \
5390 (game.condition.upper(), sum([x > 0 for x in game.damage])))
5392 prout(_(", CLOAKED"))
5393 if not req or req == 3:
5394 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5395 if not req or req == 4:
5396 if damaged(DLIFSUP):
5397 if game.condition == "docked":
5398 s = _("DAMAGED, Base provides")
5400 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5403 prstat(_("Life Support"), s)
5404 if not req or req == 5:
5405 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5406 if not req or req == 6:
5408 if game.icrystl and (game.options & OPTION_SHOWME):
5409 extra = _(" (have crystals)")
5410 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5411 if not req or req == 7:
5412 prstat(_("Torpedoes"), "%d" % (game.torps))
5413 if not req or req == 8:
5414 if damaged(DSHIELD):
5420 data = _(" %d%% %.1f units") \
5421 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5422 prstat(_("Shields"), s+data)
5423 if not req or req == 9:
5424 prstat(_("Klingons Left"), "%d" % game.unwon())
5425 if not req or req == 10:
5426 if game.options & OPTION_WORLDS:
5427 plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
5428 if plnet and plnet.inhabited:
5429 prstat(_("Major system"), plnet.name)
5431 prout(_("Sector is uninhabited"))
5432 elif not req or req == 11:
5433 attackreport(not req)
5436 "Request specified status data, a historical relic from slow TTYs."
5437 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5438 while scanner.nexttok() == "IHEOL":
5439 proutn(_("Information desired? "))
5441 if scanner.token in requests:
5442 status(requests.index(scanner.token))
5444 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5445 prout((" date, condition, position, lsupport, warpfactor,"))
5446 prout((" energy, torpedoes, shields, klingons, system, time."))
5451 if damaged(DSRSENS):
5452 # Allow base's sensors if docked
5453 if game.condition != "docked":
5454 prout(_(" S.R. SENSORS DAMAGED!"))
5457 prout(_(" [Using Base's sensors]"))
5459 prout(_(" Short-range scan"))
5460 if goodScan and communicating():
5461 game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
5462 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
5463 game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
5464 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
5465 prout(" 1 2 3 4 5 6 7 8 9 10")
5466 if game.condition != "docked":
5468 for i in range(QUADSIZE):
5469 if (game.options & OPTION_ALPHAMERIC):
5470 proutn("%c " % letterize(i+1))
5472 proutn("%2d " % (i+1))
5473 for j in range(QUADSIZE):
5474 sectscan(goodScan, i, j)
5478 "Use computer to get estimated time of arrival for a warp jump."
5479 w1 = Coord(); w2 = Coord()
5481 if damaged(DCOMPTR):
5482 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5485 if scanner.nexttok() != "IHREAL":
5488 proutn(_("Destination quadrant and/or sector? "))
5489 if scanner.nexttok()!="IHREAL":
5492 w1.j = int(scanner.real-0.5)
5493 if scanner.nexttok() != "IHREAL":
5496 w1.i = int(scanner.real-0.5)
5497 if scanner.nexttok() == "IHREAL":
5498 w2.j = int(scanner.real-0.5)
5499 if scanner.nexttok() != "IHREAL":
5502 w2.i = int(scanner.real-0.5)
5504 if game.quadrant.j>w1.i:
5508 if game.quadrant.i>w1.j:
5512 if not w1.valid_quadrant() or not w2.valid_sector():
5515 dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
5516 (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
5519 prout(_("Answer \"no\" if you don't know the value:"))
5522 proutn(_("Time or arrival date? "))
5523 if scanner.nexttok()=="IHREAL":
5524 ttime = scanner.real
5525 if ttime > game.state.date:
5526 ttime -= game.state.date # Actually a star date
5527 twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
5528 if ttime <= 1e-10 or twarp > 10:
5529 prout(_("We'll never make it, sir."))
5532 twarp = max(twarp, 1.0)
5535 proutn(_("Warp factor? "))
5536 if scanner.nexttok()== "IHREAL":
5538 twarp = scanner.real
5539 if twarp<1.0 or twarp > 10.0:
5543 prout(_("Captain, certainly you can give me one of these."))
5546 ttime = (10.0*dist)/twarp**2
5547 tpower = dist*twarp*twarp*twarp*(game.shldup+1)
5548 if tpower >= game.energy:
5549 prout(_("Insufficient energy, sir."))
5550 if not game.shldup or tpower > game.energy*2.0:
5553 proutn(_("New warp factor to try? "))
5554 if scanner.nexttok() == "IHREAL":
5556 twarp = scanner.real
5557 if twarp<1.0 or twarp > 10.0:
5565 prout(_("But if you lower your shields,"))
5566 proutn(_("remaining"))
5569 proutn(_("Remaining"))
5570 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5572 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5574 prout(_("Any warp speed is adequate."))
5576 prout(_("Minimum warp needed is %.2f,") % (twarp))
5577 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5578 if game.state.remtime < ttime:
5579 prout(_("Unfortunately, the Federation will be destroyed by then."))
5581 prout(_("You'll be taking risks at that speed, Captain"))
5582 if (game.isatb==1 and game.state.kscmdr == w1 and \
5583 scheduled(FSCDBAS)< ttime+game.state.date) or \
5584 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5585 prout(_("The starbase there will be destroyed by then."))
5586 proutn(_("New warp factor to try? "))
5587 if scanner.nexttok() == "IHREAL":
5589 twarp = scanner.real
5590 if twarp<1.0 or twarp > 10.0:
5598 # This is new in SST2K.
5601 mode = scanner.nexttok()
5604 for k, v in option_names.items():
5605 if (v & game.options) and k != "ALL":
5608 prout(str(" ".join(active)))
5609 elif scanner.token in {"set", "clear"}:
5610 mode = scanner.token
5614 if scanner.type == "IHEOL":
5616 if scanner.token.upper() in option_names:
5617 changemask |= option_names[scanner.token.upper()]
5619 prout(_("No such option as ") + scanner.token)
5621 if (not (game.options & OPTION_CURSES)) and (changemask & OPTION_CURSES): # pragma: no cover
5623 game.options |= changemask
5624 elif mode == "clear":
5625 if (game.options & OPTION_CURSES) and (not (changemask & OPTION_CURSES)): # pragma: no cover
5627 game.options &=~ changemask
5628 prout(_("Acknowledged, Captain."))
5634 # Code from setup.c begins here
5637 "Issue a historically correct banner."
5639 prout(_("-SUPER- STAR TREK"))
5641 # From the FORTRAN original
5642 # prout(_("Latest update-21 Sept 78"))
5648 scanner.push("emsave.trk")
5649 key = scanner.nexttok()
5651 proutn(_("File name: "))
5652 key = scanner.nexttok()
5653 if key != "IHALPHA":
5656 if '.' not in scanner.token:
5657 scanner.token += ".trk"
5659 fp = open(scanner.token, "wb")
5661 prout(_("Can't freeze game as file %s") % scanner.token)
5663 pickle.dump(game, fp)
5668 "Retrieve saved game."
5671 key = scanner.nexttok()
5673 proutn(_("File name: "))
5674 key = scanner.nexttok()
5675 if key != "IHALPHA":
5678 if '.' not in scanner.token:
5679 scanner.token += ".trk"
5681 fp = open(scanner.token, "rb")
5683 prout(_("Can't thaw game in %s") % scanner.token)
5685 game = pickle.load(fp)
5690 # I used <http://www.memory-alpha.org> to find planets
5691 # with references in ST:TOS. Earth and the Alpha Centauri
5692 # Colony have been omitted.
5694 # Some planets marked Class G and P here will be displayed as class M
5695 # because of the way planets are generated. This is a known bug.
5698 _("Andoria (Fesoan)"), # several episodes
5699 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5700 _("Vulcan (T'Khasi)"), # many episodes
5701 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5702 _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5703 _("Ardana"), # TOS: "The Cloud Minders"
5704 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5705 _("Gideon"), # TOS: "The Mark of Gideon"
5706 _("Aldebaran III"), # TOS: "The Deadly Years"
5707 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5708 _("Altair IV"), # TOS: "Amok Time
5709 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5710 _("Benecia"), # TOS: "The Conscience of the King"
5711 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5712 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5713 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5714 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5715 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5716 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5717 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5718 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5719 _("Ingraham B"), # TOS: "Operation: Annihilate"
5720 _("Janus IV"), # TOS: "The Devil in the Dark"
5721 _("Makus III"), # TOS: "The Galileo Seven"
5722 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5723 _("Omega IV"), # TOS: "The Omega Glory"
5724 _("Regulus V"), # TOS: "Amok Time
5725 _("Deneva"), # TOS: "Operation -- Annihilate!"
5726 # Worlds from BSD Trek
5727 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5728 _("Beta III"), # TOS: "The Return of the Archons"
5729 _("Triacus"), # TOS: "And the Children Shall Lead",
5730 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5732 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5733 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5734 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5735 # _("Izar"), # TOS: "Whom Gods Destroy"
5736 # _("Tiburon"), # TOS: "The Way to Eden"
5737 # _("Merak II"), # TOS: "The Cloud Minders"
5738 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5739 # _("Iotia"), # TOS: "A Piece of the Action"
5743 _("S. R. Sensors"), \
5744 _("L. R. Sensors"), \
5746 _("Photon Tubes"), \
5747 _("Life Support"), \
5748 _("Warp Engines"), \
5749 _("Impulse Engines"), \
5751 _("Subspace Radio"), \
5752 _("Shuttle Craft"), \
5754 _("Navigation System"), \
5756 _("Shield Control"), \
5759 _("Cloaking Device"), \
5763 "Prepare to play, set up cosmos."
5765 # Decide how many of everything
5767 return # frozen game
5768 # Prepare the Enterprise
5769 game.alldone = game.gamewon = game.shldchg = game.shldup = False
5771 game.state.crew = FULLCREW
5772 game.energy = game.inenrg = 5000.0
5773 game.shield = game.inshld = 2500.0
5776 game.quadrant = randplace(GALSIZE)
5777 game.sector = randplace(QUADSIZE)
5778 game.torps = game.intorps = 10
5779 game.nprobes = rnd.integer(2, 5)
5781 for i in range(NDEVICES):
5782 game.damage[i] = 0.0
5783 # Set up assorted game parameters
5784 game.battle = Coord()
5785 game.state.date = game.indate = 100.0 * rnd.real(20, 51)
5786 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5787 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5788 game.isatb = game.state.nplankl = 0
5789 game.state.starkl = game.state.basekl = game.state.nworldkl = 0
5790 game.iscraft = "onship"
5795 game.state.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
5797 game.state.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
5799 game.state.planets = [] # Planet information
5800 game.state.baseq = [] # Base quadrant coordinates
5801 game.state.kcmdr = [] # Commander quadrant coordinates
5802 game.statekscmdr = Coord() # Supercommander quadrant coordinates
5804 # Starchart is functional but we've never seen it
5805 game.lastchart = FOREVER
5806 # Put stars in the galaxy
5808 for i in range(GALSIZE):
5809 for j in range(GALSIZE):
5810 # Can't have more stars per quadrant than fit in one decimal digit,
5811 # if we do the chart representation will break.
5812 k = rnd.integer(1, min(10, QUADSIZE**2/10))
5814 game.state.galaxy[i][j].stars = k
5815 # Locate star bases in galaxy
5817 prout("=== Allocating %d bases" % game.inbase) # pragma: no cover
5818 for i in range(game.inbase):
5821 w = randplace(GALSIZE)
5822 if not game.state.galaxy[w.i][w.j].starbase:
5825 # C version: for (j = i-1; j > 0; j--)
5826 # so it did them in the opposite order.
5827 for j in range(1, i):
5828 # Improved placement algorithm to spread out bases
5829 distq = (w - game.state.baseq[j]).distance()
5830 if distq < 6.0*(BASEMAX+1-game.inbase) and rnd.withprob(0.75):
5833 prout("=== Abandoning base #%d at %s" % (i, w)) # pragma: no cover
5835 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5837 prout("=== Saving base #%d, close to #%d" % (i, j)) # pragma: no cover
5841 prout("=== Placing base #%d in quadrant %s" % (i, w)) # pragma: no cover
5842 game.state.baseq.append(w)
5843 game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5844 # Position ordinary Klingon Battle Cruisers
5846 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5847 klumper = min(klumper, MAXKLQUAD)
5850 klump = int((1.0 - r*r)*klumper)
5851 klump = min(klump, krem)
5854 w = randplace(GALSIZE)
5855 if not game.state.galaxy[w.i][w.j].supernova and \
5856 game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5858 game.state.galaxy[w.i][w.j].klingons += klump
5861 # Position Klingon Commander Ships
5862 for i in range(game.incom):
5864 w = randplace(GALSIZE)
5865 if not welcoming(w) or w in game.state.kcmdr:
5867 if (game.state.galaxy[w.i][w.j].klingons or rnd.withprob(0.25)):
5869 game.state.galaxy[w.i][w.j].klingons += 1
5870 game.state.kcmdr.append(w)
5871 # Locate planets in galaxy
5872 for i in range(game.inplan):
5874 w = randplace(GALSIZE)
5875 if game.state.galaxy[w.i][w.j].planet is None:
5879 new.crystals = "absent"
5880 if (game.options & OPTION_WORLDS) and i < NINHAB:
5881 new.pclass = "M" # All inhabited planets are class M
5882 new.crystals = "absent"
5884 new.name = systnames[i]
5885 new.inhabited = True
5887 new.pclass = ("M", "N", "O")[rnd.integer(0, 3)]
5888 if rnd.withprob(0.33):
5889 new.crystals = "present"
5890 new.known = "unknown"
5891 new.inhabited = False
5892 game.state.galaxy[w.i][w.j].planet = new
5893 game.state.planets.append(new)
5895 for i in range(game.state.nromrem):
5896 w = randplace(GALSIZE)
5897 game.state.galaxy[w.i][w.j].romulans += 1
5898 # Place the Super-Commander if needed
5899 if game.state.nscrem > 0:
5901 w = randplace(GALSIZE)
5904 game.state.kscmdr = w
5905 game.state.galaxy[w.i][w.j].klingons += 1
5906 # Initialize times for extraneous events
5907 schedule(FSNOVA, expran(0.5 * game.intime))
5908 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5909 schedule(FSNAP, rnd.real(1.0, 2.0)) # Force an early snapshot
5910 schedule(FBATTAK, expran(0.3*game.intime))
5912 if game.state.nscrem:
5913 schedule(FSCMOVE, 0.2777)
5918 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5919 schedule(FDISTR, expran(1.0 + game.intime))
5924 # Place thing (in tournament game, we don't want one!)
5925 # New in SST2K: never place the Thing near a starbase.
5926 # This makes sense and avoids a special case in the old code.
5927 if game.tourn is None:
5928 # Avoid distrubing the RNG chain. This code
5929 # was a late fix and we don't want to mess up
5930 # all the regression tests.
5931 state = randomizer.getrngstate()
5933 thing.location = randplace(GALSIZE)
5934 # Put it somewhere a starbase is not
5935 if thing.location not in game.state.baseq:
5937 randomizer.setrngstate(state)
5939 game.state.snap = False
5940 if game.skill == SKILL_NOVICE:
5941 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5942 prout(_("a deadly Klingon invasion force. As captain of the United"))
5943 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5944 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5945 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5946 prout(_("your mission. As you proceed you may be given more time."))
5948 prout(_("You will have %d supporting starbases.") % (game.inbase))
5949 proutn(_("Starbase locations- "))
5951 prout(_("Stardate %d.") % int(game.state.date))
5953 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5954 prout(_("An unknown number of Romulans."))
5955 if game.state.nscrem:
5956 prout(_("And one (GULP) Super-Commander."))
5957 prout(_("%d stardates.") % int(game.intime))
5958 proutn(_("%d starbases in ") % game.inbase)
5959 for i in range(game.inbase):
5960 proutn(repr(game.state.baseq[i]))
5963 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5964 proutn(_(" Sector %s") % game.sector)
5966 prout(_("Good Luck!"))
5967 if game.state.nscrem:
5968 prout(_(" YOU'LL NEED IT."))
5971 setwnd(message_window)
5973 if len(game.enemies) - (thing.location == game.quadrant) - (game.tholian is not None):
5975 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5976 attack(torps_ok=False)
5979 "Choose your game type."
5984 game.skill = SKILL_NONE
5985 # Do not chew here, we want to use command-line tokens
5986 if not scanner.inqueue: # Can start with command line options
5987 proutn(_("Would you like a regular, tournament, or saved game? "))
5989 if scanner.sees("tournament"):
5991 while scanner.nexttok() == "IHEOL":
5992 proutn(_("Type in tournament number-"))
5993 if scanner.real == 0:
5995 continue # We don't want a blank entry
5996 game.tourn = int(round(scanner.real))
5997 rnd.seed(scanner.real)
5999 logfp.write("# rnd.seed(%d)\n" % scanner.real)
6001 if scanner.sees("saved") or scanner.sees("frozen"):
6005 if game.passwd is None:
6007 if not game.alldone:
6008 game.thawed = True # No plaque if not finished
6012 if scanner.sees("regular"):
6014 proutn(_("What is \"%s\"? ") % scanner.token)
6016 while game.length==0 or game.skill==SKILL_NONE:
6017 if scanner.nexttok() == "IHALPHA":
6018 if scanner.sees("short"):
6020 elif scanner.sees("medium"):
6022 elif scanner.sees("long"):
6024 elif scanner.sees("novice"):
6025 game.skill = SKILL_NOVICE
6026 elif scanner.sees("fair"):
6027 game.skill = SKILL_FAIR
6028 elif scanner.sees("good"):
6029 game.skill = SKILL_GOOD
6030 elif scanner.sees("expert"):
6031 game.skill = SKILL_EXPERT
6032 elif scanner.sees("emeritus"):
6033 game.skill = SKILL_EMERITUS
6035 proutn(_("What is \""))
6036 proutn(scanner.token)
6041 proutn(_("Would you like a Short, Medium, or Long game? "))
6042 elif game.skill == SKILL_NONE:
6043 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
6044 # Choose game options -- added by ESR for SST2K
6045 if scanner.nexttok() != "IHALPHA":
6047 proutn(_("Choose your game style (plain, almy, fancy or just press enter): "))
6049 if scanner.sees("plain"):
6050 # Approximates the UT FORTRAN version.
6051 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR | OPTION_CAPTURE | OPTION_CLOAK | OPTION_DOTFILL | OPTION_ALPHAMERIC)
6052 game.options |= OPTION_PLAIN
6053 elif scanner.sees("almy"):
6054 # Approximates Tom Almy's version.
6055 game.options &=~ (OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR | OPTION_DOTFILL | OPTION_ALPHAMERIC)
6056 game.options |= OPTION_ALMY
6057 elif scanner.sees("fancy") or scanner.sees("\n"):
6059 elif len(scanner.token):
6060 proutn(_("What is \"%s\"?") % scanner.token)
6062 if game.passwd == "debug": # pragma: no cover
6064 prout("=== Debug mode enabled.")
6065 # Use parameters to generate initial values of things
6066 game.damfac = 0.5 * game.skill
6067 game.inbase = rnd.integer(BASEMIN, BASEMAX+1)
6069 if game.options & OPTION_PLANETS:
6070 game.inplan += rnd.integer(MAXUNINHAB/2, MAXUNINHAB+1)
6071 if game.options & OPTION_WORLDS:
6072 game.inplan += int(NINHAB)
6073 game.state.nromrem = game.inrom = rnd.integer(2 * game.skill)
6074 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
6075 game.state.remtime = 7.0 * game.length
6076 game.intime = game.state.remtime
6077 game.inkling = int(2.0*game.intime*((game.skill+1 - 2*rnd.real())*game.skill*0.1+.15))
6078 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*rnd.real()))
6079 game.state.remres = (game.inkling+4*game.incom)*game.intime
6080 game.inresor = game.state.remres
6081 if game.inkling > 50:
6085 def dropin(iquad=None):
6086 "Drop a feature on a random dot in the current quadrant."
6088 w = randplace(QUADSIZE)
6089 if game.quad[w.i][w.j] == '.':
6091 if iquad is not None:
6092 game.quad[w.i][w.j] = iquad
6096 "Update our alert status."
6097 game.condition = "green"
6098 if game.energy < 1000.0:
6099 game.condition = "yellow"
6100 if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
6101 game.condition = "red"
6103 game.condition="dead"
6106 "Drop new Klingon into current quadrant."
6107 return Enemy('K', loc=dropin(), power=rnd.real(300,450)+25.0*game.skill)
6110 "Sort enemies by distance so 'nearest' is meaningful."
6111 game.enemies.sort(key=lambda x: x.kdist)
6114 "Set up a new state of quadrant, for when we enter or re-enter it."
6117 game.neutz = game.inorbit = game.landed = False
6118 game.ientesc = game.iseenit = game.isviolreported = False
6120 # Create a blank quadrant
6121 game.quad = fill2d(QUADSIZE, lambda i, j: '.')
6123 # Attempt to escape Super-commander, so tbeam back!
6126 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
6127 # cope with supernova
6130 game.klhere = q.klingons
6131 game.irhere = q.romulans
6133 game.quad[game.sector.i][game.sector.j] = game.ship
6136 # Position ordinary Klingons
6137 for _i in range(game.klhere):
6139 # If we need a commander, promote a Klingon
6140 for cmdr in game.state.kcmdr:
6141 if cmdr == game.quadrant:
6142 e = game.enemies[game.klhere-1]
6143 game.quad[e.location.i][e.location.j] = 'C'
6144 e.power = rnd.real(950,1350) + 50.0*game.skill
6146 # If we need a super-commander, promote a Klingon
6147 if game.quadrant == game.state.kscmdr:
6149 game.quad[e.location.i][e.location.j] = 'S'
6150 e.power = rnd.real(1175.0, 1575.0) + 125.0*game.skill
6151 game.iscate = (game.remkl() > 1)
6152 # Put in Romulans if needed
6153 for _i in range(q.romulans):
6154 Enemy('R', loc=dropin(), power=rnd.real(400.0,850.0)+50.0*game.skill)
6155 # If quadrant needs a starbase, put it in
6157 game.base = dropin('B')
6158 # If quadrant needs a planet, put it in
6160 game.iplnet = q.planet
6161 if not q.planet.inhabited:
6162 game.plnet = dropin('P')
6164 game.plnet = dropin('@')
6165 # Check for condition
6168 if game.irhere > 0 and game.klhere == 0:
6170 if not damaged(DRADIO):
6172 prout(_("LT. Uhura- \"Captain, an urgent message."))
6173 prout(_(" I'll put it on audio.\" CLICK"))
6175 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
6176 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
6177 # Put in THING if needed
6178 if thing.location == game.quadrant:
6179 Enemy(etype='?', loc=dropin(),
6180 power=rnd.real(6000,6500.0)+250.0*game.skill)
6181 if not damaged(DSRSENS):
6183 prout(_("Mr. Spock- \"Captain, this is most unusual."))
6184 prout(_(" Please examine your short-range scan.\""))
6185 # Decide if quadrant needs a Tholian; lighten up if skill is low
6186 if game.options & OPTION_THOLIAN:
6187 if (game.skill < SKILL_GOOD and rnd.withprob(0.02)) or \
6188 (game.skill == SKILL_GOOD and rnd.withprob(0.05)) or \
6189 (game.skill > SKILL_GOOD and rnd.withprob(0.08)):
6192 w.i = rnd.withprob(0.5) * (QUADSIZE-1)
6193 w.j = rnd.withprob(0.5) * (QUADSIZE-1)
6194 if game.quad[w.i][w.j] == '.':
6196 game.tholian = Enemy(etype='T', loc=w,
6197 power=rnd.integer(100, 500) + 25.0*game.skill)
6198 # Reserve unoccupied corners
6199 if game.quad[0][0]=='.':
6200 game.quad[0][0] = 'X'
6201 if game.quad[0][QUADSIZE-1]=='.':
6202 game.quad[0][QUADSIZE-1] = 'X'
6203 if game.quad[QUADSIZE-1][0]=='.':
6204 game.quad[QUADSIZE-1][0] = 'X'
6205 if game.quad[QUADSIZE-1][QUADSIZE-1]=='.':
6206 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
6208 # And finally the stars
6209 for _i in range(q.stars):
6211 # Put in a few black holes
6212 for _i in range(1, 3+1):
6213 if rnd.withprob(0.5):
6215 # Take out X's in corners if Tholian present
6217 if game.quad[0][0]=='X':
6218 game.quad[0][0] = '.'
6219 if game.quad[0][QUADSIZE-1]=='X':
6220 game.quad[0][QUADSIZE-1] = '.'
6221 if game.quad[QUADSIZE-1][0]=='X':
6222 game.quad[QUADSIZE-1][0] = '.'
6223 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
6224 game.quad[QUADSIZE-1][QUADSIZE-1] = '.'
6225 # This should guarantee that replay games don't lose info about the chart
6226 if (game.options & OPTION_AUTOSCAN) or replayfp:
6230 "Set the self-destruct password."
6231 if game.options & OPTION_PLAIN:
6234 proutn(_("Please type in a secret password- "))
6236 game.passwd = scanner.token
6237 #game.passwd = getpass.getpass("Please type in a secret password- ")
6238 if game.passwd is not None:
6242 game.passwd += chr(ord('a')+rnd.integer(26))
6243 game.passwd += chr(ord('a')+rnd.integer(26))
6244 game.passwd += chr(ord('a')+rnd.integer(26))
6246 # Code from sst.c begins here
6249 ("SRSCAN", OPTION_TTY),
6250 ("STATUS", OPTION_TTY),
6251 ("REQUEST", OPTION_TTY),
6252 ("LRSCAN", OPTION_TTY),
6264 ("SENSORS", OPTION_PLANETS),
6265 ("ORBIT", OPTION_PLANETS),
6266 ("TRANSPORT", OPTION_PLANETS),
6267 ("MINE", OPTION_PLANETS),
6268 ("CRYSTALS", OPTION_PLANETS),
6269 ("SHUTTLE", OPTION_PLANETS),
6270 ("PLANETS", OPTION_PLANETS),
6275 ("PROBE", OPTION_PROBE),
6277 ("FREEZE", 0), # Synonym for SAVE
6280 # No abbreviations accepted after this point
6283 ("CAPTURE", OPTION_CAPTURE),
6284 ("CLOAK", OPTION_CLOAK),
6287 ("SOS", 0), # Synonym for MAYDAY
6288 ("CALL", 0), # Synonym for MAYDAY
6296 def listCommands(): # pragma: no cover
6297 "Generate a list of legal commands."
6298 # Coverage-disabled because testing for this is fragile
6299 # in the presence of changes in the command set.
6300 prout(_("LEGAL COMMANDS ARE:"))
6302 for (key, opt) in commands:
6303 if not opt or (opt & game.options):
6304 proutn("%-12s " % key)
6306 if emitted % 5 == 4:
6311 "Browse on-line help."
6312 key = scanner.nexttok()
6315 setwnd(prompt_window)
6316 proutn(_("Help on what command? "))
6317 key = scanner.nexttok()
6318 setwnd(message_window)
6321 cmds = [x[0] for x in commands]
6322 if scanner.token.upper() in cmds or scanner.token.upper() == "ABBREV":
6329 cmd = scanner.token.upper()
6330 for directory in docpath:
6332 fp = open(os.path.join(directory, "sst.doc"), "r")
6337 prout(_("Spock- \"Captain, that information is missing from the"))
6338 prout(_(" computer. You need to find sst.doc and put it somewhere"))
6339 proutn(_(" in these directories: %s") % ":".join(docpath))
6341 # This used to continue: "You need to find SST.DOC and put
6342 # it in the current directory."
6345 linebuf = fp.readline()
6347 prout(_("Spock- \"Captain, there is no information on that command.\""))
6350 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6351 linebuf = linebuf[3:].strip()
6352 if cmd.upper() == linebuf:
6355 prout(_("Spock- \"Captain, I've found the following information:\""))
6358 linebuf = fp.readline()
6359 if "******" in linebuf:
6365 "Command-interpretation loop."
6367 if game.irhere and game.state.date >= ALGERON and not game.isviolreported and game.iscloaked:
6368 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
6370 game.isviolreported = True
6371 while True: # command loop
6373 while True: # get a command
6375 game.optime = game.justin = False
6377 setwnd(prompt_window)
6380 if scanner.nexttok() == "IHEOL":
6381 if game.options & OPTION_CURSES: # pragma: no cover
6384 elif scanner.token == "":
6388 setwnd(message_window)
6390 abandon_passed = False
6391 cmd = "" # Force cmd to persist after loop
6392 opt = 0 # Force opt to persist after loop
6393 for (cmd, opt) in commands:
6394 # commands after ABANDON cannot be abbreviated
6395 if cmd == "ABANDON":
6396 abandon_passed = True
6397 if cmd == scanner.token.upper() or (not abandon_passed \
6398 and cmd.startswith(scanner.token.upper())):
6400 if cmd == "": # pragma: no cover
6403 elif opt and not (opt & game.options):
6407 if game.options & OPTION_CURSES: # pragma: no cover
6408 prout("COMMAND> %s" % cmd)
6409 if cmd == "SRSCAN": # srscan
6411 elif cmd == "STATUS": # status
6413 elif cmd == "REQUEST": # status request
6415 elif cmd == "LRSCAN": # long range scan
6416 lrscan(silent=False)
6417 elif cmd == "PHASERS": # phasers
6422 elif cmd in ("TORPEDO", "PHOTONS"): # photon torpedos
6427 elif cmd == "MOVE": # move under warp
6428 warp(wcourse=None, involuntary=False)
6429 elif cmd == "SHIELDS": # shields
6430 doshield(shraise=False)
6433 game.shldchg = False
6434 elif cmd == "DOCK": # dock at starbase
6437 attack(torps_ok=False)
6438 elif cmd == "DAMAGES": # damage reports
6440 elif cmd == "CHART": # chart
6442 elif cmd == "IMPULSE": # impulse
6444 elif cmd == "REST": # rest
6448 elif cmd == "WARP": # warp
6450 elif cmd == "SENSORS": # sensors
6452 elif cmd == "ORBIT": # orbit
6456 elif cmd == "TRANSPORT": # transport "beam"
6458 elif cmd == "MINE": # mine
6462 elif cmd == "CRYSTALS": # crystals
6466 elif cmd == "SHUTTLE": # shuttle
6470 elif cmd == "PLANETS": # Planet list
6472 elif cmd == "REPORT": # Game Report
6474 elif cmd == "COMPUTER": # use COMPUTER!
6476 elif cmd == "COMMANDS":
6478 elif cmd == "EMEXIT": # Emergency exit
6479 clrscr() # Hide screen
6480 freeze(True) # forced save
6481 raise SystemExit(1) # And quick exit
6482 elif cmd == "PROBE":
6483 probe() # Launch probe
6486 elif cmd == "ABANDON": # Abandon Ship
6488 elif cmd == "DESTRUCT": # Self Destruct
6490 elif cmd == "SAVE": # Save Game
6493 if game.skill > SKILL_GOOD:
6494 prout(_("WARNING--Saved games produce no plaques!"))
6495 elif cmd == "DEATHRAY": # Try a desparation measure
6499 elif cmd == "CAPTURE":
6501 elif cmd == "CLOAK":
6503 elif cmd == "DEBUGCMD": # What do we want for debug???
6505 elif cmd == "MAYDAY": # Call for help
6510 game.alldone = True # quit the game
6513 elif cmd == "SCORE":
6514 score() # see current score
6515 elif cmd == "CURSES": # pragma: no cover
6516 game.options |= (OPTION_CURSES | OPTION_COLOR)
6518 elif cmd == "OPTIONS":
6522 break # Game has ended
6523 if game.optime != 0.0:
6526 break # Events did us in
6527 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6530 if hitme and not game.justin:
6531 attack(torps_ok=True)
6534 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6542 prout("=== Ending") # pragma: no cover
6545 "Emit the name of an enemy or feature."
6546 if ch == 'R': s = _("Romulan")
6547 elif ch == 'K': s = _("Klingon")
6548 elif ch == 'C': s = _("Commander")
6549 elif ch == 'S': s = _("Super-commander")
6550 elif ch == '*': s = _("Star")
6551 elif ch == 'P': s = _("Planet")
6552 elif ch == 'B': s = _("Starbase")
6553 elif ch == ' ': s = _("Black hole")
6554 elif ch == 'T': s = _("Tholian")
6555 elif ch == '#': s = _("Tholian web")
6556 elif ch == '?': s = _("Stranger")
6557 elif ch == '@': s = _("Inhabited World")
6558 else: s = "Unknown??" # pragma: no cover
6561 def crmena(loud, enemy, loctype, w):
6562 "Emit the name of an enemy and his location."
6566 buf += cramen(enemy) + _(" at ")
6567 if loctype == "quadrant":
6568 buf += _("Quadrant ")
6569 elif loctype == "sector":
6571 return buf + repr(w)
6574 "Emit our ship name."
6575 return{'E':_("Enterprise"),'F':_("Faerie Queene")}.get(game.ship,"Ship???")
6578 "Emit a line of stars"
6579 prouts("******************************************************")
6583 return -avrage*math.log(1e-7 + rnd.real())
6585 def randplace(size):
6586 "Choose a random location."
6588 w.i = rnd.integer(size)
6589 w.j = rnd.integer(size)
6599 # Get a token from the user
6602 # Fill the token queue if nothing here
6603 while not self.inqueue:
6605 if curwnd==prompt_window:
6607 setwnd(message_window)
6614 self.inqueue = sline.lstrip().split() + ["\n"]
6615 # From here on in it's all looking at the queue
6616 self.token = self.inqueue.pop(0)
6617 if self.token == "\n":
6621 self.real = float(self.token)
6622 self.type = "IHREAL"
6627 self.token = self.token.lower()
6628 self.type = "IHALPHA"
6631 def append(self, tok):
6632 self.inqueue.append(tok)
6633 def push(self, tok):
6634 self.inqueue.insert(0, tok)
6638 # Demand input for next scan
6640 self.real = self.token = None
6642 # compares s to item and returns true if it matches to the length of s
6643 return s.startswith(self.token)
6645 # Round token value to nearest integer
6646 return int(round(self.real))
6650 if (game.options & OPTION_ALPHAMERIC):
6652 if (self.type == "IHALPHA") and (self.token[0] in "abcdefghij") and (self.token[1] in "0123456789"):
6653 s.i = ord(self.token[0]) - ord("a")
6654 s.j = int(self.token[1:])-1
6656 except (TypeError, IndexError):
6659 if self.type != "IHREAL":
6664 if self.type != "IHREAL":
6669 def __repr__(self): # pragma: no cover
6670 return "<sstcanner: token=%s, type=%s, queue=%s>" % (self.token, self.type, self.inqueue)
6673 "Yes-or-no confirmation."
6677 if scanner.token == 'y':
6679 if scanner.token == 'n':
6682 proutn(_("Please answer with \"y\" or \"n\": "))
6685 "Complain about unparseable input."
6688 prout(_("Beg your pardon, Captain?"))
6690 def debugme(): # pragma: no cover
6691 "Access to the internals for debugging."
6692 proutn("Reset levels? ")
6694 if game.energy < game.inenrg:
6695 game.energy = game.inenrg
6696 game.shield = game.inshld
6697 game.torps = game.intorps
6698 game.lsupres = game.inlsr
6699 proutn("Reset damage? ")
6701 for i in range(NDEVICES):
6702 if game.damage[i] > 0.0:
6703 game.damage[i] = 0.0
6704 proutn("Toggle debug flag? ")
6706 game.idebug = not game.idebug
6707 if game.idebug: # pragma: no cover
6708 prout("Debug output ON")
6710 prout("Debug output OFF")
6711 proutn("Cause selective damage? ")
6713 for i in range(NDEVICES):
6714 proutn("Kill %s?" % device[i])
6716 key = scanner.nexttok()
6717 if key == "IHALPHA" and scanner.sees("y"):
6718 game.damage[i] = 10.0
6719 proutn("Examine/change events? ")
6724 FSNOVA: "Supernova ",
6727 FBATTAK: "Base Attack ",
6728 FCDBAS: "Base Destroy ",
6729 FSCMOVE: "SC Move ",
6730 FSCDBAS: "SC Base Destroy ",
6731 FDSPROB: "Probe Move ",
6732 FDISTR: "Distress Call ",
6733 FENSLV: "Enslavement ",
6734 FREPRO: "Klingon Build ",
6736 for i in range(1, NEVENTS):
6739 proutn("%.2f" % (scheduled(i)-game.state.date))
6740 if i in {FENSLV, FREPRO}:
6742 proutn(" in %s" % ev.quadrant)
6747 key = scanner.nexttok()
6751 elif key == "IHREAL":
6752 ev = schedule(i, scanner.real)
6753 if i in {FENSLV, FREPRO}:
6755 proutn("In quadrant- ")
6756 key = scanner.nexttok()
6757 # "IHEOL" says to leave coordinates as they are
6760 prout("Event %d canceled, no x coordinate." % (i))
6763 w.i = int(round(scanner.real))
6764 key = scanner.nexttok()
6766 prout("Event %d canceled, no y coordinate." % (i))
6769 w.j = int(round(scanner.real))
6772 proutn("Induce supernova here? ")
6774 game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
6777 if __name__ == '__main__':
6779 #global line, thing, game
6785 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6786 if os.getenv("TERM"):
6787 game.options |= OPTION_CURSES # pragma: no cover
6789 game.options |= OPTION_TTY
6790 seed = int(time.time())
6792 (options, arguments) = getopt.getopt(sys.argv[1:], "cr:s:txV")
6793 for (switch, val) in options:
6795 # pylint: disable=raise-missing-from
6797 replayfp = open(val, "r")
6799 sys.stderr.write("sst: can't open replay file %s\n" % val)
6801 # pylint: disable=raise-missing-from
6803 line = replayfp.readline().strip()
6804 (leader, __, seed) = line.split()
6805 # pylint: disable=eval-used
6807 line = replayfp.readline().strip()
6808 arguments += line.split()[2:]
6809 except ValueError: # pragma: no cover
6810 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6812 game.options |= OPTION_TTY
6813 game.options &=~ OPTION_CURSES
6814 elif switch == '-s': # pragma: no cover
6816 elif switch == '-t': # pragma: no cover
6817 game.options |= OPTION_TTY
6818 game.options &=~ OPTION_CURSES
6819 elif switch == '-x': # pragma: no cover
6821 elif switch == '-c': # Enable curses debugging - undocumented
6823 elif switch == '-V': # pragma: no cover
6824 print("SST2K", version)
6826 else: # pragma: no cover
6827 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6829 except getopt.GetoptError as err:
6831 raise SystemExit(1) from err
6832 # where to save the input in case of bugs
6833 if "TMPDIR" in os.environ: # pragma: no cover
6834 tmpdir = os.environ['TMPDIR']
6838 logfp = open(os.path.join(tmpdir, "sst-input.log"), "w")
6839 except IOError: # pragma: no cover
6840 sys.stderr.write("sst: warning, can't open logfile\n")
6843 logfp.write("# seed %s\n" % seed)
6844 logfp.write("# arguments %s\n" % " ".join(arguments))
6845 logfp.write("# SST2K version %s\n" % version)
6846 logfp.write("# recorded by %s@%s on %s\n" % \
6847 (getpass.getuser(),socket.getfqdn(),time.ctime()))
6849 scanner = sstscanner()
6850 for arg in arguments:
6854 while True: # Play a game
6855 setwnd(fullscreen_window)
6861 game.alldone = False
6867 if (game.options & OPTION_TTY):
6870 if game.tourn and game.alldone:
6871 proutn(_("Do you want your score recorded?"))
6877 if (game.options & OPTION_TTY):
6878 proutn(_("Do you want to play again? "))
6884 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6888 except KeyboardInterrupt: # pragma: no cover