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 from __future__ import print_function, division
16 import os, sys, math, curses, time, pickle, copy, gettext, getpass
17 import getopt, socket, locale
19 # This import only works on Unixes. The intention is to enable
20 # Ctrl-P, Ctrl-N, and friends in Cmd.
26 # Prevent lossage under Python 3
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 need to have our own to be 2/3 polyglot, which will also
41 # be helpful when we forwrard-port.
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
91 GALSIZE = 8 # Galaxy size in quadrants
92 NINHAB = (GALSIZE * GALSIZE // 2) # Number of inhabited worlds
93 MAXUNINHAB = 10 # Maximum uninhabited worlds
94 QUADSIZE = 10 # Quadrant size in sectors
95 BASEMIN = 2 # Minimum starbases
96 BASEMAX = (GALSIZE * GALSIZE // 12) # Maximum starbases
97 MAXKLGAME = 127 # Maximum Klingons per game
98 MAXKLQUAD = 9 # Maximum Klingons per quadrant
99 FULLCREW = 428 # Crew size. BSD Trek was 387, that's wrong
100 FOREVER = 1e30 # Time for the indefinite future
101 MAXBURST = 3 # Max # of torps you can launch in one turn
102 MINCMDR = 10 # Minimum number of Klingon commanders
103 DOCKFAC = 0.25 # Repair faster when docked
104 PHASEFAC = 2.0 # Unclear what this is, it was in the C version
106 ALGERON = 2311 # Date of the Treaty of Algeron
127 class TrekError(Exception):
130 class JumpOut(Exception):
134 def __init__(self, x=None, y=None):
137 def valid_quadrant(self):
138 return self.i >= 0 and self.i < GALSIZE and self.j >= 0 and self.j < GALSIZE
139 def valid_sector(self):
140 return self.i >= 0 and self.i < QUADSIZE and self.j >= 0 and self.j < QUADSIZE
141 def invalidate(self):
142 self.i = self.j = None
143 def __eq__(self, other):
144 return other is not None and self.i == other.i and self.j == other.j
145 def __ne__(self, other):
146 return other is None or self.i != other.i or self.j != other.j
147 def __add__(self, other):
148 return Coord(self.i+other.i, self.j+other.j)
149 def __sub__(self, other):
150 return Coord(self.i-other.i, self.j-other.j)
151 def __mul__(self, other):
152 return Coord(self.i*other, self.j*other)
153 def __rmul__(self, other):
154 return Coord(self.i*other, self.j*other)
155 def __div__(self, other):
156 return Coord(self.i/other, self.j/other)
157 def __truediv__(self, other):
158 return Coord(self.i/other, self.j/other)
159 def __floordiv__(self, other):
160 return Coord(self.i//other, self.j//other)
161 def __mod__(self, other):
162 return Coord(self.i % other, self.j % other)
163 def __rtruediv__(self, other):
164 return Coord(self.i/other, self.j/other)
165 def __rfloordiv__(self, other):
166 return Coord(self.i//other, self.j//other)
167 def roundtogrid(self):
168 return Coord(int(round(self.i)), int(round(self.j)))
169 def distance(self, other=None):
172 return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
174 return 1.90985*math.atan2(self.j, self.i)
191 #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
192 return self.roundtogrid() // QUADSIZE
194 return self.roundtogrid() % QUADSIZE
197 s.i = self.i + rnd.range(-1, 2)
198 s.j = self.j + rnd.range(-1, 2)
201 if self.i is None or self.j is None:
203 return "%s - %s" % (self.i+1, self.j+1)
207 "Do not anger the Space Thingy!"
214 return (q.i, q.j) == (self.i, self.j)
218 self.name = None # string-valued if inhabited
219 self.quadrant = Coord() # quadrant located
220 self.pclass = None # could be ""M", "N", "O", or "destroyed"
221 self.crystals = "absent"# could be "mined", "present", "absent"
222 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
223 self.inhabited = False # is it inhabited?
231 self.starbase = False
234 self.supernova = False
236 self.status = "secure" # Could be "secure", "distressed", "enslaved"
238 return "<Quadrant: %(klingons)d>" % self.__dict__
244 self.starbase = False
247 return "<%s,%s,%s>" % (self.klingons, self.starbase, self.stars)
249 def fill2d(size, fillfun):
250 "Fill an empty list in 2D."
252 for i in range(size):
254 for j in range(size):
255 lst[i].append(fillfun(i, j))
260 self.snap = False # snapshot taken
261 self.crew = 0 # crew complement
262 self.nscrem = 0 # remaining super commanders
263 self.starkl = 0 # destroyed stars
264 self.basekl = 0 # destroyed bases
265 self.nromrem = 0 # Romulans remaining
266 self.nplankl = 0 # destroyed uninhabited planets
267 self.nworldkl = 0 # destroyed inhabited planets
268 self.planets = [] # Planet information
269 self.date = 0.0 # stardate
270 self.remres = 0 # remaining resources
271 self.remtime = 0 # remaining time
272 self.baseq = [] # Base quadrant coordinates
273 self.kcmdr = [] # Commander quadrant coordinates
274 self.kscmdr = Coord() # Supercommander quadrant coordinates
276 self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
278 self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
280 for i in range(GALSIZE):
281 for j in range(GALSIZE):
282 yield (i, j, self.galaxy[i][j])
286 self.date = None # A real number
287 self.quadrant = None # A coord structure
290 OPTION_ALL = 0xffffffff
291 OPTION_TTY = 0x00000001 # old interface
292 OPTION_CURSES = 0x00000002 # new interface
293 OPTION_IOMODES = 0x00000003 # cover both interfaces
294 OPTION_PLANETS = 0x00000004 # planets and mining
295 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
296 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
297 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
298 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
299 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
300 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
301 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
302 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
303 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
304 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
305 OPTION_CAPTURE = 0x00002000 # Enable BSD-Trek capture (Almy, 2013).
306 OPTION_CLOAK = 0x80004000 # Enable BSD-Trek capture (Almy, 2013).
307 OPTION_PLAIN = 0x01000000 # user chose plain game
308 OPTION_ALMY = 0x02000000 # user chose Almy variant
309 OPTION_COLOR = 0x04000000 # enable color display (ESR, 2010)
329 NDEVICES = 17 # Number of devices
339 return (game.damage[dev] != 0.0)
341 return not damaged(DRADIO) or game.condition=="docked"
343 # Define future events
344 FSPY = 0 # Spy event happens always (no future[] entry)
345 # can cause SC to tractor beam Enterprise
346 FSNOVA = 1 # Supernova
347 FTBEAM = 2 # Commander tractor beams Enterprise
348 FSNAP = 3 # Snapshot for time warp
349 FBATTAK = 4 # Commander attacks base
350 FCDBAS = 5 # Commander destroys base
351 FSCMOVE = 6 # Supercommander moves (might attack base)
352 FSCDBAS = 7 # Supercommander destroys base
353 FDSPROB = 8 # Move deep space probe
354 FDISTR = 9 # Emit distress call from an inhabited world
355 FENSLV = 10 # Inhabited word is enslaved
356 FREPRO = 11 # Klingons build a ship in an enslaved system
359 # Abstract out the event handling -- underlying data structures will change
360 # when we implement stateful events
361 def findevent(evtype):
362 return game.future[evtype]
365 def __init__(self, etype=None, loc=None, power=None):
367 self.location = Coord()
372 self.power = power # enemy energy level
373 game.enemies.append(self)
375 motion = (loc != self.location)
376 if self.location.i is not None and self.location.j is not None:
379 game.quad[self.location.i][self.location.j] = '#'
381 game.quad[self.location.i][self.location.j] = '.'
383 self.location = copy.copy(loc)
384 game.quad[self.location.i][self.location.j] = self.type
385 self.kdist = self.kavgd = (game.sector - loc).distance()
387 self.location = Coord()
388 self.kdist = self.kavgd = None
389 # Guard prevents failure on Tholian or thingy
390 if self in game.enemies:
391 game.enemies.remove(self)
394 return "<%s,%s.%f>" % (self.type, self.location, self.power) # For debugging
398 self.options = None # Game options
399 self.state = Snapshot() # A snapshot structure
400 self.snapsht = Snapshot() # Last snapshot taken for time-travel purposes
401 self.quad = None # contents of our quadrant
402 self.damage = [0.0] * NDEVICES # damage encountered
403 self.future = [] # future events
407 self.future.append(Event())
408 self.passwd = None # Self Destruct password
410 self.quadrant = None # where we are in the large
411 self.sector = None # where we are in the small
412 self.tholian = None # Tholian enemy object
413 self.base = None # position of base in current quadrant
414 self.battle = None # base coordinates being attacked
415 self.plnet = None # location of planet in quadrant
416 self.gamewon = False # Finished!
417 self.ididit = False # action taken -- allows enemy to attack
418 self.alive = False # we are alive (not killed)
419 self.justin = False # just entered quadrant
420 self.shldup = False # shields are up
421 self.shldchg = False # shield is changing (affects efficiency)
422 self.iscate = False # super commander is here
423 self.ientesc = False # attempted escape from supercommander
424 self.resting = False # rest time
425 self.icraft = False # Kirk in Galileo
426 self.landed = False # party on planet (true), on ship (false)
427 self.alldone = False # game is now finished
428 self.neutz = False # Romulan Neutral Zone
429 self.isarmed = False # probe is armed
430 self.inorbit = False # orbiting a planet
431 self.imine = False # mining
432 self.icrystl = False # dilithium crystals aboard
433 self.iseenit = False # seen base attack report
434 self.thawed = False # thawed game
435 self.condition = None # "green", "yellow", "red", "docked", "dead"
436 self.iscraft = None # "onship", "offship", "removed"
437 self.skill = SKILL_NONE # Player skill level
438 self.inkling = 0 # initial number of klingons
439 self.inbase = 0 # initial number of bases
440 self.incom = 0 # initial number of commanders
441 self.inscom = 0 # initial number of commanders
442 self.inrom = 0 # initial number of commanders
443 self.instar = 0 # initial stars
444 self.intorps = 0 # initial/max torpedoes
445 self.torps = 0 # number of torpedoes
446 self.ship = 0 # ship type -- 'E' is Enterprise
447 self.abandoned = 0 # count of crew abandoned in space
448 self.length = 0 # length of game
449 self.klhere = 0 # klingons here
450 self.casual = 0 # causalties
451 self.nhelp = 0 # calls for help
452 self.nkinks = 0 # count of energy-barrier crossings
453 self.iplnet = None # planet # in quadrant
454 self.inplan = 0 # initial planets
455 self.irhere = 0 # Romulans in quadrant
456 self.isatb = 0 # =2 if super commander is attacking base
457 self.tourn = None # tournament number
458 self.nprobes = 0 # number of probes available
459 self.inresor = 0.0 # initial resources
460 self.intime = 0.0 # initial time
461 self.inenrg = 0.0 # initial/max energy
462 self.inshld = 0.0 # initial/max shield
463 self.inlsr = 0.0 # initial life support resources
464 self.indate = 0.0 # initial date
465 self.energy = 0.0 # energy level
466 self.shield = 0.0 # shield level
467 self.warpfac = 0.0 # warp speed
468 self.lsupres = 0.0 # life support reserves
469 self.optime = 0.0 # time taken by current operation
470 self.damfac = 0.0 # damage factor
471 self.lastchart = 0.0 # time star chart was last updated
472 self.cryprob = 0.0 # probability that crystal will work
473 self.probe = None # object holding probe course info
474 self.height = 0.0 # height of orbit around planet
475 self.score = 0.0 # overall score
476 self.perdate = 0.0 # rate of kills
477 self.idebug = False # Debugging instrumentation enabled?
478 self.cdebug = False # Debugging instrumentation for curses enabled?
479 self.statekscmdr = None # No SuperCommander coordinates yet.
480 self.brigcapacity = 400 # Enterprise brig capacity
481 self.brigfree = 400 # How many klingons can we put in the brig?
482 self.kcaptured = 0 # Total Klingons captured, for scoring.
483 self.iscloaked = False # Cloaking device on?
484 self.ncviol = 0 # Algreon treaty violations
485 self.isviolreported = False # We have been warned
486 self.lcg_x = 0 # LCG generator value
488 return sum([q.klingons for (_i, _j, q) in list(self.state.traverse())])
490 # Stas thinks this should be (C expression):
491 # game.remkl() + len(game.state.kcmdr) > 0 ?
492 # game.state.remres/(game.remkl() + 4*len(game.state.kcmdr)) : 99
493 # He says the existing expression is prone to divide-by-zero errors
494 # after killing the last klingon when score is shown -- perhaps also
495 # if the only remaining klingon is SCOM.
496 self.state.remtime = self.state.remres/(self.remkl() + 4*len(self.state.kcmdr))
498 "Are there Klingons remaining?"
525 # Code from ai.c begins here
528 "Would this quadrant welcome another Klingon?"
529 return iq.valid_quadrant() and \
530 not game.state.galaxy[iq.i][iq.j].supernova and \
531 game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
533 def tryexit(enemy, look, irun):
534 "A bad guy attempts to bug out."
536 iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))//QUADSIZE - 1
537 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))//QUADSIZE - 1
538 if not welcoming(iq):
540 if enemy.type == 'R':
541 return False # Romulans cannot escape!
543 # avoid intruding on another commander's territory
544 if enemy.type == 'C':
545 if iq in game.state.kcmdr:
547 # refuse to leave if currently attacking starbase
548 if game.battle == game.quadrant:
550 # don't leave if over 1000 units of energy
551 if enemy.power > 1000.0:
553 oldloc = copy.copy(enemy.location)
554 # handle local matters related to escape
557 if game.condition != "docked":
559 # Handle global matters related to escape
560 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
561 game.state.galaxy[iq.i][iq.j].klingons += 1
562 if enemy.type == 'S':
566 schedule(FSCMOVE, 0.2777)
568 game.state.kscmdr = iq
570 for cmdr in game.state.kcmdr:
571 if cmdr == game.quadrant:
572 game.state.kcmdr.append(iq)
574 # report move out of quadrant.
575 return [(True, enemy, oldloc, iq)]
577 # The bad-guy movement algorithm:
579 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
580 # If both are operating full strength, force is 1000. If both are damaged,
581 # force is -1000. Having shields down subtracts an additional 1000.
583 # 2. Enemy has forces equal to the energy of the attacker plus
584 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
585 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
587 # Attacker Initial energy levels (nominal):
588 # Klingon Romulan Commander Super-Commander
589 # Novice 400 700 1200
591 # Good 450 800 1300 1750
592 # Expert 475 850 1350 1875
593 # Emeritus 500 900 1400 2000
594 # VARIANCE 75 200 200 200
596 # Enemy vessels only move prior to their attack. In Novice - Good games
597 # only commanders move. In Expert games, all enemy vessels move if there
598 # is a commander present. In Emeritus games all enemy vessels move.
600 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
601 # forces are 1000 greater than Enterprise.
603 # Agressive action on average cuts the distance between the ship and
604 # the enemy to 1/4 the original.
606 # 4. At lower energy advantage, movement units are proportional to the
607 # advantage with a 650 advantage being to hold ground, 800 to move forward
608 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
610 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
611 # retreat, especially at high skill levels.
613 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
615 def movebaddy(enemy):
616 "Tactical movement for the bad guys."
620 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
621 if game.skill >= SKILL_EXPERT:
622 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)
624 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
625 old_dist = enemy.kdist
626 mdist = int(old_dist + 0.5) # Nearest integer distance
627 # If SC, check with spy to see if should hi-tail it
628 if enemy.type == 'S' and \
629 (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
633 # decide whether to advance, retreat, or hold position
634 forces = enemy.power+100.0*len(game.enemies)+400*(nbaddys-1)
636 forces += 1000 # Good for enemy if shield is down!
637 if not damaged(DPHASER) or not damaged(DPHOTON):
638 if damaged(DPHASER): # phasers damaged
641 forces -= 0.2*(game.energy - 2500.0)
642 if damaged(DPHOTON): # photon torpedoes damaged
645 forces -= 50.0*game.torps
647 # phasers and photon tubes both out!
650 if forces <= 1000.0 and game.condition != "docked": # Typical situation
651 motion = ((forces + rnd.real(200))/150.0) - 5.0
653 if forces > 1000.0: # Very strong -- move in for kill
654 motion = (1.0 - rnd.real())**2 * old_dist + 1.0
655 if game.condition == "docked" and (game.options & OPTION_BASE): # protected by base -- back off !
656 motion -= game.skill*(2.0-rnd.real()**2)
658 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
659 # don't move if no motion
662 # Limit motion according to skill
663 if abs(motion) > game.skill:
668 # calculate preferred number of steps
669 nsteps = abs(int(motion))
670 if motion > 0 and nsteps > mdist:
671 nsteps = mdist # don't overshoot
672 if nsteps > QUADSIZE:
673 nsteps = QUADSIZE # This shouldn't be necessary
675 nsteps = 1 # This shouldn't be necessary
677 proutn("NSTEPS = %d:" % nsteps)
678 # Compute preferred values of delta X and Y
679 m = game.sector - enemy.location
680 if 2.0 * abs(m.i) < abs(m.j):
682 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
684 m = (motion * m).sgn()
685 goto = enemy.location
687 for ll in range(nsteps):
689 proutn(" %d" % (ll+1))
690 # Check if preferred position available
701 attempts = 0 # Settle mysterious hang problem
702 while attempts < 20 and not success:
704 if look.i < 0 or look.i >= QUADSIZE:
706 return tryexit(enemy, look, irun)
707 if krawli == m.i or m.j == 0:
709 look.i = goto.i + krawli
711 elif look.j < 0 or look.j >= QUADSIZE:
713 return tryexit(enemy, look, irun)
714 if krawlj == m.j or m.i == 0:
716 look.j = goto.j + krawlj
718 elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.':
719 # See if enemy should ram ship
720 if game.quad[look.i][look.j] == game.ship and \
721 (enemy.type == 'C' or enemy.type == 'S'):
722 collision(rammed=True, enemy=enemy)
724 if krawli != m.i and m.j != 0:
725 look.i = goto.i + krawli
727 elif krawlj != m.j and m.i != 0:
728 look.j = goto.j + krawlj
731 break # we have failed
742 # Enemy moved, but is still in sector
743 return [(False, enemy, old_dist, goto)]
746 "Sequence Klingon tactical movement."
749 # Figure out which Klingon is the commander (or Supercommander)
752 if game.quadrant in game.state.kcmdr:
753 for enemy in game.enemies:
754 if enemy.type == 'C':
755 tacmoves += movebaddy(enemy)
756 if game.state.kscmdr == game.quadrant:
757 for enemy in game.enemies:
758 if enemy.type == 'S':
759 tacmoves += movebaddy(enemy)
761 # If skill level is high, move other Klingons and Romulans too!
762 # Move these last so they can base their actions on what the
764 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
765 for enemy in game.enemies:
766 if enemy.type in ('K', 'R'):
767 tacmoves += movebaddy(enemy)
770 def movescom(iq, avoid):
771 "Supercommander movement helper."
772 # Avoid quadrants with bases if we want to avoid Enterprise
773 if not welcoming(iq) or (avoid and iq in game.state.baseq):
775 if game.justin and not game.iscate:
778 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
779 game.state.kscmdr = iq
780 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
781 if game.state.kscmdr == game.quadrant:
782 # SC has scooted, remove him from current quadrant
787 for enemy in game.enemies:
788 if enemy.type == 'S':
791 if game.condition != "docked":
794 # check for a helpful planet
795 for i in range(game.inplan):
796 if game.state.planets[i].quadrant == game.state.kscmdr and \
797 game.state.planets[i].crystals == "present":
799 game.state.planets[i].pclass = "destroyed"
800 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
803 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
804 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
805 prout(_(" by the Super-commander.\""))
807 return True # looks good!
809 def supercommander():
810 "Move the Super Commander."
817 prout("== SUPERCOMMANDER")
818 # Decide on being active or passive
819 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 \
820 (game.state.date-game.indate) < 3.0)
821 if not game.iscate and avoid:
822 # compute move away from Enterprise
823 idelta = game.state.kscmdr-game.quadrant
824 if idelta.distance() > 2.0:
826 idelta.i = game.state.kscmdr.j-game.quadrant.j
827 idelta.j = game.quadrant.i-game.state.kscmdr.i
829 # compute distances to starbases
830 if not game.state.baseq:
834 sc = game.state.kscmdr
835 for (i, base) in enumerate(game.state.baseq):
836 basetbl.append((i, (base - sc).distance()))
837 if game.state.baseq > 1:
838 basetbl.sort(key=lambda x: x[1])
839 # look for nearest base without a commander, no Enterprise, and
840 # without too many Klingons, and not already under attack.
841 ifindit = iwhichb = 0
842 for (i2, base) in enumerate(game.state.baseq):
843 i = basetbl[i2][0] # bug in original had it not finding nearest
844 if base == game.quadrant or base == game.battle or not welcoming(base):
846 # if there is a commander, and no other base is appropriate,
847 # we will take the one with the commander
848 for cmdr in game.state.kcmdr:
849 if base == cmdr and ifindit != 2:
853 else: # no commander -- use this one
858 return # Nothing suitable -- wait until next time
859 ibq = game.state.baseq[iwhichb]
860 # decide how to move toward base
861 idelta = ibq - game.state.kscmdr
862 # Maximum movement is 1 quadrant in either or both axes
863 idelta = idelta.sgn()
864 # try moving in both x and y directions
865 # there was what looked like a bug in the Almy C code here,
866 # but it might be this translation is just wrong.
867 iq = game.state.kscmdr + idelta
868 if not movescom(iq, avoid):
869 # failed -- try some other maneuvers
870 if idelta.i == 0 or idelta.j == 0:
873 iq.j = game.state.kscmdr.j + 1
874 if not movescom(iq, avoid):
875 iq.j = game.state.kscmdr.j - 1
878 iq.i = game.state.kscmdr.i + 1
879 if not movescom(iq, avoid):
880 iq.i = game.state.kscmdr.i - 1
883 # try moving just in x or y
884 iq.j = game.state.kscmdr.j
885 if not movescom(iq, avoid):
886 iq.j = game.state.kscmdr.j + idelta.j
887 iq.i = game.state.kscmdr.i
890 if len(game.state.baseq) == 0:
893 for ibq in game.state.baseq:
894 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
897 return # no, don't attack base!
900 schedule(FSCDBAS, rnd.real(1.0, 3.0))
901 if is_scheduled(FCDBAS):
902 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
903 if not communicating():
907 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
909 prout(_(" reports that it is under attack from the Klingon Super-commander."))
910 proutn(_(" It can survive until stardate %d.\"") \
911 % int(scheduled(FSCDBAS)))
914 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
918 game.optime = 0.0 # actually finished
920 # Check for intelligence report
921 if not game.idebug and \
922 (rnd.withprob(0.8) or \
923 (not communicating()) or \
924 not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
927 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
928 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
933 if not game.tholian or game.justin:
936 if game.tholian.location.i == 0 and game.tholian.location.j == 0:
939 elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
942 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1:
945 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0:
949 # something is wrong!
950 game.tholian.move(None)
951 prout("***Internal error: Tholian in a bad spot.")
953 print("Tholian moving from %s to %s" % (game.tholian.location, tid))
954 # do nothing if we are blocked
955 if game.quad[tid.i][tid.j] not in ('.', '#'):
957 here = copy.copy(game.tholian.location)
958 delta = (tid - game.tholian.location).sgn()
960 while here.i != tid.i:
962 if game.quad[here.i][here.j] == '.':
963 game.tholian.move(here)
965 while here.j != tid.j:
967 if game.quad[here.i][here.j] == '.':
968 game.tholian.move(here)
969 # check to see if all holes plugged
970 for i in range(QUADSIZE):
971 if game.quad[0][i] != '#' and game.quad[0][i] != 'T':
973 if game.quad[QUADSIZE-1][i] != '#' and game.quad[QUADSIZE-1][i] != 'T':
975 if game.quad[i][0] != '#' and game.quad[i][0] != 'T':
977 if game.quad[i][QUADSIZE-1] != '#' and game.quad[i][QUADSIZE-1] != 'T':
979 # All plugged up -- Tholian splits
980 game.quad[game.tholian.location.i][game.tholian.location.j] = '#'
982 prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web."))
983 game.tholian.move(None)
986 # Code from battle.c begins here
989 "Change cloaking-device status."
991 prout(_("Ye Faerie Queene hath no cloaking device."))
994 key = scanner.nexttok()
1001 if key == "IHALPHA":
1002 if scanner.sees("on"):
1004 prout(_("The cloaking device has already been switched on."))
1007 elif scanner.sees("off"):
1008 if not game.iscloaked:
1009 prout(_("The cloaking device has already been switched off."))
1016 if not game.iscloaked:
1017 proutn(_("Switch cloaking device on? "))
1022 proutn(_("Switch cloaking device off? "))
1029 if action == "CLOFF":
1030 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1031 prout(_("Spock- \"Captain, the Treaty of Algeron is in effect.\n Are you sure this is wise?\""))
1034 prout("Engineer Scott- \"Aye, Sir.\"")
1035 game.iscloaked = False
1036 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1037 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
1039 game.isviolreported = True
1041 #if (neutz and game.state.date >= ALGERON) finish(FCLOAK);
1044 if action == "CLON":
1046 prout(_("Engineer Scott- \"The cloaking device is damaged, Sir.\""))
1049 if game.condition == "docked":
1050 prout(_("You cannot cloak while docked."))
1052 if game.state.date >= ALGERON and not game.isviolreported:
1053 prout(_("Spock- \"Captain, using the cloaking device is a violation"))
1054 prout(_(" of the Treaty of Algeron. Considering the alternatives,"))
1055 proutn(_(" are you sure this is wise? "))
1058 prout(_("Engineer Scott- \"Cloaking device has engaging, Sir...\""))
1060 prout(_("Engineer Scott- \"Cloaking device has engaged, Sir.\""))
1061 game.iscloaked = True
1063 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1064 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
1066 game.isviolreported = True
1068 def doshield(shraise):
1069 "Change shield status."
1075 key = scanner.nexttok()
1076 if key == "IHALPHA":
1077 if scanner.sees("transfer"):
1080 if damaged(DSHIELD):
1081 prout(_("Shields damaged and down."))
1083 if scanner.sees("up"):
1085 elif scanner.sees("down"):
1087 if action == "NONE":
1088 proutn(_("Do you wish to change shield energy? "))
1091 elif damaged(DSHIELD):
1092 prout(_("Shields damaged and down."))
1095 proutn(_("Shields are up. Do you want them down? "))
1102 proutn(_("Shields are down. Do you want them up? "))
1108 if action == "SHUP": # raise shields
1110 prout(_("Shields already up."))
1114 if game.condition != "docked":
1116 prout(_("Shields raised."))
1117 if game.energy <= 0:
1119 prout(_("Shields raising uses up last of energy."))
1124 elif action == "SHDN":
1126 prout(_("Shields already down."))
1130 prout(_("Shields lowered."))
1133 elif action == "NRG":
1134 while scanner.nexttok() != "IHREAL":
1136 proutn(_("Energy to transfer to shields- "))
1141 if nrg > game.energy:
1142 prout(_("Insufficient ship energy."))
1145 if game.shield+nrg >= game.inshld:
1146 prout(_("Shield energy maximized."))
1147 if game.shield+nrg > game.inshld:
1148 prout(_("Excess energy requested returned to ship energy"))
1149 game.energy -= game.inshld-game.shield
1150 game.shield = game.inshld
1152 if nrg < 0.0 and game.energy-nrg > game.inenrg:
1153 # Prevent shield drain loophole
1155 prout(_("Engineering to bridge--"))
1156 prout(_(" Scott here. Power circuit problem, Captain."))
1157 prout(_(" I can't drain the shields."))
1160 if game.shield+nrg < 0:
1161 prout(_("All shield energy transferred to ship."))
1162 game.energy += game.shield
1165 proutn(_("Scotty- \""))
1167 prout(_("Transferring energy to shields.\""))
1169 prout(_("Draining energy from shields.\""))
1175 "Choose a device to damage, at random."
1177 105, # DSRSENS: short range scanners 10.5%
1178 105, # DLRSENS: long range scanners 10.5%
1179 120, # DPHASER: phasers 12.0%
1180 120, # DPHOTON: photon torpedoes 12.0%
1181 25, # DLIFSUP: life support 2.5%
1182 65, # DWARPEN: warp drive 6.5%
1183 70, # DIMPULS: impulse engines 6.5%
1184 135, # DSHIELD: deflector shields 13.5%
1185 30, # DRADIO: subspace radio 3.0%
1186 45, # DSHUTTL: shuttle 4.5%
1187 15, # DCOMPTR: computer 1.5%
1188 20, # NAVCOMP: navigation system 2.0%
1189 75, # DTRANSP: transporter 7.5%
1190 20, # DSHCTRL: high-speed shield controller 2.0%
1191 10, # DDRAY: death ray 1.0%
1192 30, # DDSP: deep-space probes 3.0%
1193 10, # DCLOAK: the cloaking device 1.0
1195 assert(sum(weights) == 1000)
1196 idx = rnd.integer(1000)
1198 for (i, w) in enumerate(weights):
1202 return None # we should never get here
1204 def collision(rammed, enemy):
1205 "Collision handling for rammong events."
1206 prouts(_("***RED ALERT! RED ALERT!"))
1208 prout(_("***COLLISION IMMINENT."))
1212 hardness = {'R':1.5, 'C':2.0, 'S':2.5, 'T':0.5, '?':4.0}.get(enemy.type, 1.0)
1214 proutn(_(" rammed by "))
1217 proutn(crmena(False, enemy.type, "sector", enemy.location))
1219 proutn(_(" (original position)"))
1221 deadkl(enemy.location, enemy.type, game.sector)
1222 proutn("***" + crmshp() + " heavily damaged.")
1223 icas = rnd.integer(10, 30)
1224 prout(_("***Sickbay reports %d casualties") % icas)
1226 game.state.crew -= icas
1227 # In the pre-SST2K version, all devices got equiprobably damaged,
1228 # which was silly. Instead, pick up to half the devices at
1229 # random according to our weighting table,
1230 ncrits = rnd.integer(NDEVICES//2)
1234 if game.damage[dev] < 0:
1236 extradm = (10.0*hardness*rnd.real()+1.0)*game.damfac
1237 # Damage for at least time of travel!
1238 game.damage[dev] += game.optime + extradm
1240 prout(_("***Shields are down."))
1248 def torpedo(origin, bearing, dispersion, number, nburst):
1249 "Let a photon torpedo fly"
1250 if not damaged(DSRSENS) or game.condition == "docked":
1251 setwnd(srscan_window)
1253 setwnd(message_window)
1254 ac = bearing + 0.25*dispersion # dispersion is a random variable
1255 bullseye = (15.0 - bearing)*0.5235988
1256 track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
1257 bumpto = Coord(0, 0)
1258 # Loop to move a single torpedo
1259 setwnd(message_window)
1260 for step in range(1, QUADSIZE*2):
1261 if not track.nexttok():
1264 if not w.valid_sector():
1266 iquad = game.quad[w.i][w.j]
1267 tracktorpedo(w, step, number, nburst, iquad)
1271 setwnd(message_window)
1272 if not damaged(DSRSENS) or game.condition == "docked":
1273 skip(1) # start new line after text track
1274 if iquad in ('E', 'F'): # Hit our ship
1276 prout(_("Torpedo hits %s.") % crmshp())
1277 hit = 700.0 + rnd.real(100) - \
1278 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1279 newcnd() # we're blown out of dock
1280 if game.landed or game.condition == "docked":
1281 return hit # Cheat if on a planet
1282 # In the C/FORTRAN version, dispersion was 2.5 radians, which
1283 # is 143 degrees, which is almost exactly 4.8 clockface units
1284 displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5)
1285 displacement.nexttok()
1286 bumpto = displacement.sector()
1287 if not bumpto.valid_sector():
1289 if game.quad[bumpto.i][bumpto.j] == ' ':
1292 if game.quad[bumpto.i][bumpto.j] != '.':
1293 # can't move into object
1295 game.sector = bumpto
1297 game.quad[w.i][w.j] = '.'
1298 game.quad[bumpto.i][bumpto.j] = iquad
1299 prout(_(" displaced by blast to Sector %s ") % bumpto)
1300 for enemy in game.enemies:
1301 enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1304 elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
1306 if iquad in ('C', 'S') and rnd.withprob(0.05):
1307 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1308 prout(_(" torpedo neutralized."))
1310 for enemy in game.enemies:
1311 if w == enemy.location:
1312 kp = math.fabs(enemy.power)
1313 h1 = 700.0 + rnd.integer(100) - \
1314 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1322 if enemy.power == 0:
1325 proutn(crmena(True, iquad, "sector", w))
1326 displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5)
1327 displacement.nexttok()
1328 bumpto = displacement.sector()
1329 if not bumpto.valid_sector():
1330 prout(_(" damaged but not destroyed."))
1332 if game.quad[bumpto.i][bumpto.j] == ' ':
1333 prout(_(" buffeted into black hole."))
1334 deadkl(w, iquad, bumpto)
1335 if game.quad[bumpto.i][bumpto.j] != '.':
1336 prout(_(" damaged but not destroyed."))
1338 prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
1339 enemy.location = bumpto
1340 game.quad[w.i][w.j] = '.'
1341 game.quad[bumpto.i][bumpto.j] = iquad
1342 for tenemy in game.enemies:
1343 tenemy.kdist = tenemy.kavgd = (game.sector-tenemy.location).distance()
1347 prout("Internal error, no enemy where expected!")
1350 elif iquad == 'B': # Hit a base
1352 prout(_("***STARBASE DESTROYED.."))
1353 game.state.baseq = [x for x in game.state.baseq if x != game.quadrant]
1354 game.quad[w.i][w.j] = '.'
1355 game.base.invalidate()
1356 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
1357 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = False
1358 game.state.basekl += 1
1361 elif iquad == 'P': # Hit a planet
1362 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1363 game.state.nplankl += 1
1364 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1365 game.iplnet.pclass = "destroyed"
1367 game.plnet.invalidate()
1368 game.quad[w.i][w.j] = '.'
1370 # captain perishes on planet
1373 elif iquad == '@': # Hit an inhabited world -- very bad!
1374 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1375 game.state.nworldkl += 1
1376 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1377 game.iplnet.pclass = "destroyed"
1379 game.plnet.invalidate()
1380 game.quad[w.i][w.j] = '.'
1382 # captain perishes on planet
1384 prout(_("The torpedo destroyed an inhabited planet."))
1386 elif iquad == '*': # Hit a star
1387 if rnd.withprob(0.9):
1390 prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast."))
1392 elif iquad == '?': # Hit a thingy
1393 if not (game.options & OPTION_THINGY) or rnd.withprob(0.3):
1395 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1397 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1399 proutn(_("Mr. Spock-"))
1400 prouts(_(" \"Fascinating!\""))
1404 # Stas Sergeev added the possibility that
1405 # you can shove the Thingy and piss it off.
1406 # It then becomes an enemy and may fire at you.
1409 elif iquad == ' ': # Black hole
1411 prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo."))
1413 elif iquad == '#': # hit the web
1415 prout(_("***Torpedo absorbed by Tholian web."))
1417 elif iquad == 'T': # Hit a Tholian
1418 h1 = 700.0 + rnd.integer(100) - \
1419 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1422 game.quad[w.i][w.j] = '.'
1427 proutn(crmena(True, 'T', "sector", w))
1428 if rnd.withprob(0.05):
1429 prout(_(" survives photon blast."))
1431 prout(_(" disappears."))
1432 game.tholian.move(None)
1433 game.quad[w.i][w.j] = '#'
1438 proutn("Don't know how to handle torpedo collision with ")
1439 proutn(crmena(True, iquad, "sector", w))
1444 setwnd(message_window)
1445 prout(_("Torpedo missed."))
1449 "Critical-hit resolution."
1450 if hit < (275.0-25.0*game.skill)*rnd.real(1.0, 1.5):
1452 ncrit = int(1.0 + hit/(500.0+rnd.real(100)))
1453 proutn(_("***CRITICAL HIT--"))
1454 # Select devices and cause damage
1459 # Cheat to prevent shuttle damage unless on ship
1460 if not (game.damage[j]<0.0 or (j == DSHUTTL and game.iscraft != "onship") or (j == DCLOAK and game.ship != 'E' or j == DDRAY)):
1463 extradm = (hit*game.damfac)/(ncrit*rnd.real(75, 100))
1464 game.damage[j] += extradm
1467 for (i, j) in enumerate(cdam):
1469 if skipcount % 3 == 2 and i < len(cdam)-1:
1474 prout(_(" damaged."))
1475 if damaged(DSHIELD) and game.shldup:
1476 prout(_("***Shields knocked down."))
1478 if damaged(DCLOAK) and game.iscloaked:
1479 prout(_("***Cloaking device rendered inoperative."))
1480 game.iscloaked = False
1482 def attack(torps_ok):
1483 # bad guy attacks us
1484 # torps_ok == False forces use of phasers in an attack
1487 # game could be over at this point, check
1497 prout("=== ATTACK!")
1498 # Tholian gets to move before attacking
1501 # if you have just entered the RNZ, you'll get a warning
1502 if game.neutz: # The one chance not to be attacked
1505 # commanders get a chance to tac-move towards you
1506 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:
1507 for (bugout, enemy, old, goto) in moveklings():
1509 # we know about this if either short or long range
1510 # sensors are working
1511 if damaged(DSRSENS) and damaged(DLRSENS) \
1512 and game.condition != "docked":
1513 prout(crmena(True, enemy.type, "sector", old) + \
1514 (_(" escapes to Quadrant %s (and regains strength).") % goto))
1515 else: # Enemy still in-sector
1516 if enemy.move(goto):
1517 if not damaged(DSRSENS) or game.condition == "docked":
1518 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
1519 if enemy.kdist < old:
1520 proutn(_(" advances to "))
1522 proutn(_(" retreats to "))
1523 prout("Sector %s." % goto)
1525 # if no enemies remain after movement, we're done
1526 if len(game.enemies) == 0 or (len(game.enemies) == 1 and thing.at(game.quadrant) and not thing.angered):
1528 # set up partial hits if attack happens during shield status change
1529 pfac = 1.0/game.inshld
1531 chgfac = 0.25 + rnd.real(0.5)
1533 # message verbosity control
1534 if game.skill <= SKILL_FAIR:
1536 for enemy in game.enemies:
1538 continue # too weak to attack
1539 # compute hit strength and diminish shield power
1541 # Increase chance of photon torpedos if docked or enemy energy is low
1542 if game.condition == "docked":
1544 if enemy.power < 500:
1546 if enemy.type == 'T' or (enemy.type == '?' and not thing.angered):
1548 # different enemies have different probabilities of throwing a torp
1549 usephasers = not torps_ok or \
1550 (enemy.type == 'K' and r > 0.0005) or \
1551 (enemy.type == 'C' and r > 0.015) or \
1552 (enemy.type == 'R' and r > 0.3) or \
1553 (enemy.type == 'S' and r > 0.07) or \
1554 (enemy.type == '?' and r > 0.05)
1555 if usephasers: # Enemy uses phasers
1556 if game.condition == "docked":
1557 continue # Don't waste the effort!
1558 attempt = True # Attempt to attack
1559 dustfac = rnd.real(0.8, 0.85)
1560 hit = enemy.power*math.pow(dustfac, enemy.kavgd)
1562 else: # Enemy uses photon torpedo
1563 # We should be able to make the bearing() method work here
1564 pcourse = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i)
1566 proutn(_("***TORPEDO INCOMING"))
1567 if not damaged(DSRSENS):
1568 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location))
1571 dispersion = (rnd.real()+rnd.real())*0.5 - 0.5
1572 dispersion += 0.002*enemy.power*dispersion
1573 hit = torpedo(enemy.location, pcourse, dispersion, number=1, nburst=1)
1574 if game.unwon() == 0:
1575 finish(FWON) # Klingons did themselves in!
1576 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1577 return # Supernova or finished
1580 # incoming phaser or torpedo, shields may dissipate it
1581 if game.shldup or game.shldchg or game.condition == "docked":
1582 # shields will take hits
1583 propor = pfac * game.shield
1584 if game.condition == "docked":
1588 hitsh = propor*chgfac*hit+1.0
1590 if absorb > game.shield:
1591 absorb = game.shield
1592 game.shield -= absorb
1594 # taking a hit blasts us out of a starbase dock
1595 if game.condition == "docked":
1597 # but the shields may take care of it
1598 if propor > 0.1 and hit < 0.005*game.energy:
1600 # hit from this opponent got through shields, so take damage
1602 proutn(_("%d unit hit") % int(hit))
1603 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1604 proutn(_(" on the ") + crmshp())
1605 if not damaged(DSRSENS) and usephasers:
1606 prout(_(" from ") + crmena(False, enemy.type, where, enemy.location))
1608 # Decide if hit is critical
1614 if game.energy <= 0:
1615 # Returning home upon your shield, not with it...
1618 if not attempt and game.condition == "docked":
1619 prout(_("***Enemies decide against attacking your ship."))
1620 percent = 100.0*pfac*game.shield+0.5
1622 # Shields fully protect ship
1623 proutn(_("Enemy attack reduces shield strength to "))
1625 # Emit message if starship suffered hit(s)
1627 proutn(_("Energy left %2d shields ") % int(game.energy))
1630 elif not damaged(DSHIELD):
1633 proutn(_("damaged, "))
1634 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1635 # Check if anyone was hurt
1636 if hitmax >= 200 or hittot >= 500:
1637 icas = rnd.integer(int(hittot * 0.015))
1640 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1641 prout(_(" in that last attack.\""))
1643 game.state.crew -= icas
1644 # After attack, reset average distance to enemies
1645 for enemy in game.enemies:
1646 enemy.kavgd = enemy.kdist
1650 def deadkl(w, etype, mv):
1651 "Kill a Klingon, Tholian, Romulan, or Thingy."
1652 # Added mv to allow enemy to "move" before dying
1653 proutn(crmena(True, etype, "sector", mv))
1654 # Decide what kind of enemy it is and update appropriately
1656 # Chalk up a Romulan
1657 game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1659 game.state.nromrem -= 1
1668 # Killed some type of Klingon
1669 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1672 game.state.kcmdr.remove(game.quadrant)
1674 if game.state.kcmdr:
1675 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1676 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1681 game.state.nscrem -= 1
1682 game.state.kscmdr.invalidate()
1687 # For each kind of enemy, finish message to player
1688 prout(_(" destroyed."))
1689 if game.unwon() == 0:
1692 # Remove enemy ship from arrays describing local conditions
1693 for e in game.enemies:
1700 "Return None if target is invalid, otherwise return a course angle."
1701 if not w.valid_sector():
1705 # C code this was translated from is wacky -- why the sign reversal?
1706 delta.j = (w.j - game.sector.j)
1707 delta.i = (game.sector.i - w.i)
1708 if delta == Coord(0, 0):
1710 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1711 prout(_(" I recommend an immediate review of"))
1712 prout(_(" the Captain's psychological profile.\""))
1715 return delta.bearing()
1718 "Launch photon torpedo salvo."
1721 if damaged(DPHOTON):
1722 prout(_("Photon tubes damaged."))
1726 prout(_("No torpedoes left."))
1729 # First, get torpedo count
1732 if scanner.token == "IHALPHA":
1735 elif scanner.token == "IHEOL" or not scanner.waiting():
1736 prout(_("%d torpedoes left.") % game.torps)
1738 proutn(_("Number of torpedoes to fire- "))
1739 continue # Go back around to get a number
1740 else: # key == "IHREAL"
1742 if n <= 0: # abort command
1747 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1750 scanner.chew() # User requested more torps than available
1751 continue # Go back around
1752 break # All is good, go to next stage
1756 key = scanner.nexttok()
1757 if i == 0 and key == "IHEOL":
1758 break # no coordinate waiting, we will try prompting
1759 if i == 1 and key == "IHEOL":
1760 # direct all torpedoes at one target
1762 target.append(target[0])
1763 tcourse.append(tcourse[0])
1766 scanner.push(scanner.token)
1767 target.append(scanner.getcoord())
1768 if target[-1] is None:
1770 tcourse.append(targetcheck(target[-1]))
1771 if tcourse[-1] is None:
1774 if len(target) == 0:
1775 # prompt for each one
1777 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1779 target.append(scanner.getcoord())
1780 if target[-1] is None:
1782 tcourse.append(targetcheck(target[-1]))
1783 if tcourse[-1] is None:
1786 # Loop for moving <n> torpedoes
1788 if game.condition != "docked":
1790 dispersion = (rnd.real()+rnd.real())*0.5 -0.5
1791 if math.fabs(dispersion) >= 0.47:
1793 dispersion *= rnd.real(1.2, 2.2)
1795 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1797 prouts(_("***TORPEDO MISFIRES."))
1800 prout(_(" Remainder of burst aborted."))
1801 if rnd.withprob(0.2):
1802 prout(_("***Photon tubes damaged by misfire."))
1803 game.damage[DPHOTON] = game.damfac * rnd.real(1.0, 3.0)
1807 elif game.shldup or game.condition == "docked":
1808 dispersion *= 1.0 + 0.0001*game.shield
1809 torpedo(game.sector, tcourse[i], dispersion, number=i, nburst=n)
1810 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1816 "Check for phasers overheating."
1818 checkburn = (rpow-1500.0)*0.00038
1819 if rnd.withprob(checkburn):
1820 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1821 game.damage[DPHASER] = game.damfac* rnd.real(1.0, 2.0) * (1.0+checkburn)
1823 def checkshctrl(rpow):
1824 "Check shield control."
1826 if rnd.withprob(0.998):
1827 prout(_("Shields lowered."))
1829 # Something bad has happened
1830 prouts(_("***RED ALERT! RED ALERT!"))
1832 hit = rpow*game.shield/game.inshld
1833 game.energy -= rpow+hit*0.8
1834 game.shield -= hit*0.2
1835 if game.energy <= 0.0:
1836 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1841 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1843 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1844 icas = rnd.integer(int(hit*0.012))
1849 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1850 prout(_(" %d casualties so far.\"") % icas)
1852 game.state.crew -= icas
1854 prout(_("Phaser energy dispersed by shields."))
1855 prout(_("Enemy unaffected."))
1860 "Register a phaser hit on Klingons and Romulans."
1867 dustfac = rnd.real(0.9, 1.0)
1868 hit = wham*math.pow(dustfac, game.enemies[kk].kdist)
1869 kpini = game.enemies[kk].power
1870 kp = math.fabs(kpini)
1871 if PHASEFAC*hit < kp:
1873 if game.enemies[kk].power < 0:
1874 game.enemies[kk].power -= -kp
1876 game.enemies[kk].power -= kp
1877 kpow = game.enemies[kk].power
1878 w = game.enemies[kk].location
1880 if not damaged(DSRSENS):
1882 proutn(_("%d unit hit on ") % int(hit))
1884 proutn(_("Very small hit on "))
1885 ienm = game.quad[w.i][w.j]
1888 proutn(crmena(False, ienm, "sector", w))
1897 else: # decide whether or not to emasculate klingon
1898 if kpow > 0 and rnd.withprob(0.9) and kpow <= rnd.real(0.4, 0.8)*kpini:
1899 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1900 prout(_(" has just lost its firepower.\""))
1901 game.enemies[kk].power = -kpow
1906 "Fire phasers at bad guys."
1910 irec = 0 # Cheating inhibitor
1919 # SR sensors and Computer are needed for automode
1920 if damaged(DSRSENS) or damaged(DCOMPTR):
1922 if game.condition == "docked":
1923 prout(_("Phasers can't be fired through base shields."))
1926 if damaged(DPHASER):
1927 prout(_("Phaser control damaged."))
1931 if damaged(DSHCTRL):
1932 prout(_("High speed shield control damaged."))
1935 if game.energy <= 200.0:
1936 prout(_("Insufficient energy to activate high-speed shield control."))
1939 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1941 # Original code so convoluted, I re-did it all
1942 # (That was Tom Almy talking about the C code, I think -- ESR)
1943 while automode == "NOTSET":
1944 key = scanner.nexttok()
1945 if key == "IHALPHA":
1946 if scanner.sees("manual"):
1947 if len(game.enemies)==0:
1948 prout(_("There is no enemy present to select."))
1951 automode = "AUTOMATIC"
1954 key = scanner.nexttok()
1955 elif scanner.sees("automatic"):
1956 if (not itarg) and len(game.enemies) != 0:
1957 automode = "FORCEMAN"
1959 if len(game.enemies)==0:
1960 prout(_("Energy will be expended into space."))
1961 automode = "AUTOMATIC"
1962 key = scanner.nexttok()
1963 elif scanner.sees("no"):
1968 elif key == "IHREAL":
1969 if len(game.enemies)==0:
1970 prout(_("Energy will be expended into space."))
1971 automode = "AUTOMATIC"
1973 automode = "FORCEMAN"
1975 automode = "AUTOMATIC"
1978 if len(game.enemies)==0:
1979 prout(_("Energy will be expended into space."))
1980 automode = "AUTOMATIC"
1982 automode = "FORCEMAN"
1984 proutn(_("Manual or automatic? "))
1989 if automode == "AUTOMATIC":
1990 if key == "IHALPHA" and scanner.sees("no"):
1992 key = scanner.nexttok()
1993 if key != "IHREAL" and len(game.enemies) != 0:
1994 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
1999 for i in range(len(game.enemies)):
2000 irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))*rnd.real(1.01, 1.06) + 1.0
2002 proutn(_("%d units required. ") % irec)
2004 proutn(_("Units to fire= "))
2005 key = scanner.nexttok()
2010 proutn(_("Energy available= %.2f") % avail)
2013 if not rpow > avail:
2019 key = scanner.nexttok()
2020 if key == "IHALPHA" and scanner.sees("no"):
2023 game.energy -= 200 # Go and do it!
2024 if checkshctrl(rpow):
2029 if len(game.enemies):
2032 for i in range(len(game.enemies)):
2036 hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))
2037 over = rnd.real(1.01, 1.06) * hits[i]
2039 powrem -= hits[i] + over
2040 if powrem <= 0 and temp < hits[i]:
2049 if extra > 0 and not game.alldone:
2051 proutn(_("*** Tholian web absorbs "))
2052 if len(game.enemies)>0:
2053 proutn(_("excess "))
2054 prout(_("phaser energy."))
2056 prout(_("%d expended on empty space.") % int(extra))
2057 elif automode == "FORCEMAN":
2060 if damaged(DCOMPTR):
2061 prout(_("Battle computer damaged, manual fire only."))
2064 prouts(_("---WORKING---"))
2066 prout(_("Short-range-sensors-damaged"))
2067 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2068 prout(_("Manual-fire-must-be-used"))
2070 elif automode == "MANUAL":
2072 for k in range(len(game.enemies)):
2073 aim = game.enemies[k].location
2074 ienm = game.quad[aim.i][aim.j]
2076 proutn(_("Energy available= %.2f") % (avail-0.006))
2080 if damaged(DSRSENS) and \
2081 not game.sector.distance(aim)<2**0.5 and ienm in ('C', 'S'):
2082 prout(cramen(ienm) + _(" can't be located without short range scan."))
2085 hits[k] = 0 # prevent overflow -- thanks to Alexei Voitenko
2090 if itarg and k > kz:
2091 irec = (abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9, game.enemies[k].kdist))) * rnd.real(1.01, 1.06) + 1.0
2094 if not damaged(DCOMPTR):
2099 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
2100 key = scanner.nexttok()
2101 if key == "IHALPHA" and scanner.sees("no"):
2103 key = scanner.nexttok()
2105 if key == "IHALPHA":
2109 if k == 1: # Let me say I'm baffled by this
2112 if scanner.real < 0:
2116 hits[k] = scanner.real
2117 rpow += scanner.real
2118 # If total requested is too much, inform and start over
2120 prout(_("Available energy exceeded -- try again."))
2123 key = scanner.nexttok() # scan for next value
2126 # zero energy -- abort
2129 if key == "IHALPHA" and scanner.sees("no"):
2134 game.energy -= 200.0
2135 if checkshctrl(rpow):
2139 # Say shield raised or malfunction, if necessary
2145 if rnd.withprob(0.01):
2146 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2147 prouts(_(" CLICK CLICK POP . . ."))
2148 prout(_(" No response, sir!"))
2151 prout(_("Shields raised."))
2158 game.ididit = False # Nothing if we fail
2161 # Make sure there is room in the brig
2162 if game.brigfree == 0:
2163 prout(_("Security reports the brig is already full."))
2167 prout(_("Uhura- \"We have no subspace radio communication, sir.\""))
2170 if damaged(DTRANSP):
2171 prout(_("Scotty- \"Transporter damaged, sir.\""))
2174 # find out if there are any at all
2176 prout(_("Uhura- \"Getting no response, sir.\""))
2179 # if there is more than one Klingon, find out which one
2180 # Cruddy, just takes one at random. Should ask the captain.
2181 # Nah, just select the weakest one since it is most likely to
2182 # surrender (Tom Almy mod)
2183 klingons = [e for e in game.enemies if e.type == 'K']
2184 weakest = sorted(klingons, key=lambda e: e.power)[0]
2185 game.optime = 0.05 # This action will take some time
2186 game.ididit = True # So any others can strike back
2188 # check out that Klingon
2189 # The algorithm isn't that great and could use some more
2190 # intelligent design
2191 # x = 300 + 25*skill;
2192 x = game.energy / (weakest.power * len(klingons))
2193 #prout(_("Stats: energy = %s, kpower = %s, klingons = %s")
2194 # % (game.energy, weakest.power, len(klingons)))
2195 x *= 2.5 # would originally have been equivalent of 1.4,
2196 # but we want command to work more often, more humanely
2197 #prout(_("Prob = %.4f" % x))
2198 # x = 100; // For testing, of course!
2199 if x < rnd.real(100):
2200 # guess what, he surrendered!!!
2201 prout(_("Klingon captain at %s surrenders.") % weakest.location)
2204 prout(_("%d Klingons commit suicide rather than be taken captive.") % (200 - i))
2205 if i > game.brigfree:
2206 prout(_("%d Klingons die because there is no room for them in the brig.") % (i-game.brigfree))
2209 prout(_("%d captives taken") % i)
2210 deadkl(weakest.location, weakest.type, game.sector)
2215 # big surprise, he refuses to surrender
2216 prout(_("Fat chance, captain!"))
2218 # Code from events.c begins here.
2220 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2221 # event of each type active at any given time. Mostly these means we can
2222 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2223 # BSD Trek, from which we swiped the idea, can have up to 5.
2225 def unschedule(evtype):
2226 "Remove an event from the schedule."
2227 game.future[evtype].date = FOREVER
2228 return game.future[evtype]
2230 def is_scheduled(evtype):
2231 "Is an event of specified type scheduled."
2232 return game.future[evtype].date != FOREVER
2234 def scheduled(evtype):
2235 "When will this event happen?"
2236 return game.future[evtype].date
2238 def schedule(evtype, offset):
2239 "Schedule an event of specified type."
2240 game.future[evtype].date = game.state.date + offset
2241 return game.future[evtype]
2243 def postpone(evtype, offset):
2244 "Postpone a scheduled event."
2245 game.future[evtype].date += offset
2248 "Rest period is interrupted by event."
2251 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2253 game.resting = False
2259 "Run through the event queue looking for things to do."
2261 fintim = game.state.date + game.optime
2270 def tractorbeam(yank):
2271 "Tractor-beaming cases merge here."
2273 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2275 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2276 # If Kirk & Co. screwing around on planet, handle
2277 atover(True) # atover(true) is Grab
2280 if game.icraft: # Caught in Galileo?
2283 # Check to see if shuttle is aboard
2284 if game.iscraft == "offship":
2286 if rnd.withprob(0.5):
2287 prout(_("Galileo, left on the planet surface, is captured"))
2288 prout(_("by aliens and made into a flying McDonald's."))
2289 game.damage[DSHUTTL] = -10
2290 game.iscraft = "removed"
2292 prout(_("Galileo, left on the planet surface, is well hidden."))
2294 game.quadrant = game.state.kscmdr
2296 game.quadrant = game.state.kcmdr[i]
2297 game.sector = randplace(QUADSIZE)
2298 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2299 % (game.quadrant, game.sector))
2301 prout(_("(Remainder of rest/repair period cancelled.)"))
2302 game.resting = False
2304 if not damaged(DSHIELD) and game.shield > 0:
2305 doshield(shraise=True) # raise shields
2306 game.shldchg = False
2308 prout(_("(Shields not currently useable.)"))
2310 # Adjust finish time to time of tractor beaming?
2311 # fintim = game.state.date+game.optime
2312 attack(torps_ok=False)
2313 if not game.state.kcmdr:
2316 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2319 "Code merges here for any commander destroying a starbase."
2320 # Not perfect, but will have to do
2321 # Handle case where base is in same quadrant as starship
2322 if game.battle == game.quadrant:
2323 game.state.chart[game.battle.i][game.battle.j].starbase = False
2324 game.quad[game.base.i][game.base.j] = '.'
2325 game.base.invalidate()
2328 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2329 elif game.state.baseq and communicating():
2330 # Get word via subspace radio
2333 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2334 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2336 prout(_("the Klingon Super-Commander"))
2338 prout(_("a Klingon Commander"))
2339 game.state.chart[game.battle.i][game.battle.j].starbase = False
2340 # Remove Starbase from galaxy
2341 game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2342 game.state.baseq = [x for x in game.state.baseq if x != game.battle]
2344 # reinstate a commander's base attack
2348 game.battle.invalidate()
2350 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2351 for i in range(1, NEVENTS):
2352 if i == FSNOVA: proutn("=== Supernova ")
2353 elif i == FTBEAM: proutn("=== T Beam ")
2354 elif i == FSNAP: proutn("=== Snapshot ")
2355 elif i == FBATTAK: proutn("=== Base Attack ")
2356 elif i == FCDBAS: proutn("=== Base Destroy ")
2357 elif i == FSCMOVE: proutn("=== SC Move ")
2358 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2359 elif i == FDSPROB: proutn("=== Probe Move ")
2360 elif i == FDISTR: proutn("=== Distress Call ")
2361 elif i == FENSLV: proutn("=== Enslavement ")
2362 elif i == FREPRO: proutn("=== Klingon Build ")
2364 prout("%.2f" % (scheduled(i)))
2367 radio_was_broken = damaged(DRADIO)
2370 # Select earliest extraneous event, evcode==0 if no events
2375 for l in range(1, NEVENTS):
2376 if game.future[l].date < datemin:
2379 prout("== Event %d fires" % evcode)
2380 datemin = game.future[l].date
2381 xtime = datemin-game.state.date
2383 game.energy -= xtime*500.0
2384 if game.energy <= 0:
2387 game.state.date = datemin
2388 # Decrement Federation resources and recompute remaining time
2389 game.state.remres -= (game.remkl()+4*len(game.state.kcmdr))*xtime
2391 if game.state.remtime <= 0:
2394 # Any crew left alive?
2395 if game.state.crew <= 0:
2398 # Is life support adequate?
2399 if damaged(DLIFSUP) and game.condition != "docked":
2400 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2403 game.lsupres -= xtime
2404 if game.damage[DLIFSUP] <= xtime:
2405 game.lsupres = game.inlsr
2408 if game.condition == "docked":
2410 # Don't fix Deathray here
2411 for l in range(NDEVICES):
2412 if game.damage[l] > 0.0 and l != DDRAY:
2413 if game.damage[l]-repair > 0.0:
2414 game.damage[l] -= repair
2416 game.damage[l] = 0.0
2417 # If radio repaired, update star chart and attack reports
2418 if radio_was_broken and not damaged(DRADIO):
2419 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2420 prout(_(" surveillance reports are coming in."))
2422 if not game.iseenit:
2426 prout(_(" The star chart is now up to date.\""))
2428 # Cause extraneous event EVCODE to occur
2429 game.optime -= xtime
2430 if evcode == FSNOVA: # Supernova
2433 schedule(FSNOVA, expran(0.5*game.intime))
2434 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2436 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2437 if game.state.nscrem == 0 or game.iscloaked or \
2438 ictbeam or istract or \
2439 game.condition == "docked" or game.isatb == 1 or game.iscate:
2441 if game.ientesc or \
2442 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2443 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2444 (damaged(DSHIELD) and \
2445 (game.energy < 2500 or damaged(DPHASER)) and \
2446 (game.torps < 5 or damaged(DPHOTON))):
2448 istract = ictbeam = True
2449 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2452 elif evcode == FTBEAM: # Tractor beam
2453 if not game.state.kcmdr:
2456 i = rnd.integer(len(game.state.kcmdr))
2457 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2458 if istract or game.condition == "docked" or game.iscloaked or yank == 0:
2459 # Drats! Have to reschedule
2461 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2465 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2466 game.snapsht = copy.deepcopy(game.state)
2467 game.state.snap = True
2468 schedule(FSNAP, expran(0.5 * game.intime))
2469 elif evcode == FBATTAK: # Commander attacks starbase
2470 if not game.state.kcmdr or not game.state.baseq:
2475 ibq = None # Force battle location to persist past loop
2477 for ibq in game.state.baseq:
2478 for cmdr in game.state.kcmdr:
2479 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2481 # no match found -- try later
2482 schedule(FBATTAK, expran(0.3*game.intime))
2487 # commander + starbase combination found -- launch attack
2489 schedule(FCDBAS, rnd.real(1.0, 4.0))
2490 if game.isatb: # extra time if SC already attacking
2491 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2492 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2493 game.iseenit = False
2494 if not communicating():
2495 continue # No warning :-(
2499 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2500 prout(_(" reports that it is under attack and that it can"))
2501 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2504 elif evcode == FSCDBAS: # Supercommander destroys base
2507 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2508 continue # WAS RETURN!
2510 game.battle = game.state.kscmdr
2512 elif evcode == FCDBAS: # Commander succeeds in destroying base
2513 if evcode == FCDBAS:
2515 if not game.state.baseq() \
2516 or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2517 game.battle.invalidate()
2519 # find the lucky pair
2520 for cmdr in game.state.kcmdr:
2521 if cmdr == game.battle:
2524 # No action to take after all
2527 elif evcode == FSCMOVE: # Supercommander moves
2528 schedule(FSCMOVE, 0.2777)
2529 if not game.ientesc and not istract and game.isatb != 1 and \
2530 (not game.iscate or not game.justin):
2532 elif evcode == FDSPROB: # Move deep space probe
2533 schedule(FDSPROB, 0.01)
2534 if not game.probe.nexttok():
2535 if not game.probe.quadrant().valid_quadrant() or \
2536 game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
2537 # Left galaxy or ran into supernova
2541 proutn(_("Lt. Uhura- \"The deep space probe "))
2542 if not game.probe.quadrant().valid_quadrant():
2543 prout(_("has left the galaxy.\""))
2545 prout(_("is no longer transmitting.\""))
2551 prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
2552 pquad = game.probe.quadrant()
2553 pdest = game.state.galaxy[pquad.i][pquad.j]
2555 game.state.chart[pquad.i][pquad.j].klingons = pdest.klingons
2556 game.state.chart[pquad.i][pquad.j].starbase = pdest.starbase
2557 game.state.chart[pquad.i][pquad.j].stars = pdest.stars
2558 pdest.charted = True
2559 game.probe.moves -= 1 # One less to travel
2560 if game.probe.arrived() and game.isarmed and pdest.stars:
2561 supernova(game.probe) # fire in the hole!
2563 if game.state.galaxy[pquad.i][pquad.j].supernova:
2565 elif evcode == FDISTR: # inhabited system issues distress call
2567 # try a whole bunch of times to find something suitable
2568 for i in range(100):
2569 # need a quadrant which is not the current one,
2570 # which has some stars which are inhabited and
2571 # not already under attack, which is not
2572 # supernova'ed, and which has some Klingons in it
2573 w = randplace(GALSIZE)
2574 q = game.state.galaxy[w.i][w.j]
2575 if not (game.quadrant == w or q.planet is None or \
2576 not q.planet.inhabited or \
2577 q.supernova or q.status!="secure" or q.klingons<=0):
2580 # can't seem to find one; ignore this call
2582 prout("=== Couldn't find location for distress event.")
2584 # got one!! Schedule its enslavement
2585 ev = schedule(FENSLV, expran(game.intime))
2587 q.status = "distressed"
2588 # tell the captain about it if we can
2590 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2591 % (q.planet, repr(w)))
2592 prout(_("by a Klingon invasion fleet."))
2595 elif evcode == FENSLV: # starsystem is enslaved
2596 ev = unschedule(FENSLV)
2597 # see if current distress call still active
2598 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2602 q.status = "enslaved"
2604 # play stork and schedule the first baby
2605 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2606 ev2.quadrant = ev.quadrant
2608 # report the disaster if we can
2610 prout(_("Uhura- We've lost contact with starsystem %s") % \
2612 prout(_("in Quadrant %s.\n") % ev.quadrant)
2613 elif evcode == FREPRO: # Klingon reproduces
2614 # If we ever switch to a real event queue, we'll need to
2615 # explicitly retrieve and restore the x and y.
2616 ev = schedule(FREPRO, expran(1.0 * game.intime))
2617 # see if current distress call still active
2618 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2622 if game.remkl() >= MAXKLGAME:
2623 continue # full right now
2624 # reproduce one Klingon
2627 if game.klhere >= MAXKLQUAD:
2629 # this quadrant not ok, pick an adjacent one
2630 for m.i in range(w.i - 1, w.i + 2):
2631 for m.j in range(w.j - 1, w.j + 2):
2632 if not m.valid_quadrant():
2634 q = game.state.galaxy[m.i][m.j]
2635 # check for this quad ok (not full & no snova)
2636 if q.klingons >= MAXKLQUAD or q.supernova:
2639 # search for eligible quadrant failed
2645 if game.quadrant == w:
2647 newkling() # also adds it to game.enemies
2648 # recompute time left
2651 if game.quadrant == w:
2652 prout(_("Spock- sensors indicate the Klingons have"))
2653 prout(_("launched a warship from %s.") % q.planet)
2655 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2656 if q.planet is not None:
2657 proutn(_("near %s ") % q.planet)
2658 prout(_("in Quadrant %s.") % w)
2664 key = scanner.nexttok()
2667 proutn(_("How long? "))
2672 origTime = delay = scanner.real
2675 if delay >= game.state.remtime or len(game.enemies) != 0:
2676 proutn(_("Are you sure? "))
2679 # Alternate resting periods (events) with attacks
2683 game.resting = False
2684 if not game.resting:
2685 prout(_("%d stardates left.") % int(game.state.remtime))
2687 temp = game.optime = delay
2688 if len(game.enemies):
2689 rtime = rnd.real(1.0, 2.0)
2693 if game.optime < delay:
2694 attack(torps_ok=False)
2702 # Repair Deathray if long rest at starbase
2703 if origTime-delay >= 9.99 and game.condition == "docked":
2704 game.damage[DDRAY] = 0.0
2705 # leave if quadrant supernovas
2706 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2708 game.resting = False
2713 ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2714 newc = Coord(); neighbor = Coord(); bump = Coord(0, 0)
2715 if rnd.withprob(0.05):
2716 # Wow! We've supernova'ed
2717 supernova(game.quadrant)
2719 # handle initial nova
2720 game.quad[nov.i][nov.j] = '.'
2721 prout(crmena(False, '*', "sector", nov) + _(" novas."))
2722 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2723 game.state.starkl += 1
2724 # Set up queue to recursively trigger adjacent stars
2730 for offset.i in range(-1, 1+1):
2731 for offset.j in range(-1, 1+1):
2732 if offset.j == 0 and offset.i == 0:
2734 neighbor = start + offset
2735 if not neighbor.valid_sector():
2737 iquad = game.quad[neighbor.i][neighbor.j]
2738 # Empty space ends reaction
2739 if iquad in ('.', '?', ' ', 'T', '#'):
2741 elif iquad == '*': # Affect another star
2742 if rnd.withprob(0.05):
2743 # This star supernovas
2744 supernova(game.quadrant)
2747 hits.append(neighbor)
2748 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2749 game.state.starkl += 1
2750 proutn(crmena(True, '*', "sector", neighbor))
2752 game.quad[neighbor.i][neighbor.j] = '.'
2754 elif iquad in ('P', '@'): # Destroy planet
2755 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2757 game.state.nplankl += 1
2759 game.state.nworldkl += 1
2760 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2761 game.iplnet.pclass = "destroyed"
2763 game.plnet.invalidate()
2767 game.quad[neighbor.i][neighbor.j] = '.'
2768 elif iquad == 'B': # Destroy base
2769 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2770 game.state.baseq = [x for x in game.state.baseq if x!= game.quadrant]
2771 game.base.invalidate()
2772 game.state.basekl += 1
2774 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2775 game.quad[neighbor.i][neighbor.j] = '.'
2776 elif iquad in ('E', 'F'): # Buffet ship
2777 prout(_("***Starship buffeted by nova."))
2779 if game.shield >= 2000.0:
2780 game.shield -= 2000.0
2782 diff = 2000.0 - game.shield
2786 prout(_("***Shields knocked out."))
2787 game.damage[DSHIELD] += 0.005*game.damfac*rnd.real()*diff
2789 game.energy -= 2000.0
2790 if game.energy <= 0:
2793 # add in course nova contributes to kicking starship
2795 bump += (game.sector-hits[-1]).sgn()
2796 elif iquad == 'K': # kill klingon
2797 deadkl(neighbor, iquad, neighbor)
2798 elif iquad in ('C','S','R'): # Damage/destroy big enemies
2800 for ll in range(len(game.enemies)):
2801 if game.enemies[ll].location == neighbor:
2802 target = game.enemies[ll]
2804 if target is not None:
2805 target.power -= 800.0 # If firepower is lost, die
2806 if target.power <= 0.0:
2807 deadkl(neighbor, iquad, neighbor)
2808 continue # neighbor loop
2809 # Else enemy gets flung by the blast wave
2810 newc = neighbor + neighbor - start
2811 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2812 if not newc.valid_sector():
2813 # can't leave quadrant
2816 iquad1 = game.quad[newc.i][newc.j]
2818 proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
2820 deadkl(neighbor, iquad, newc)
2823 # can't move into something else
2826 proutn(_(", buffeted to Sector %s") % newc)
2827 game.quad[neighbor.i][neighbor.j] = '.'
2828 game.quad[newc.i][newc.j] = iquad
2830 # Starship affected by nova -- kick it away.
2832 direc = ncourse[3*(bump.i+1)+bump.j+2]
2837 scourse = course(bearing=direc, distance=dist)
2838 game.optime = scourse.time(w=4)
2840 prout(_("Force of nova displaces starship."))
2841 imove(scourse, noattack=True)
2842 game.optime = scourse.time(w=4)
2846 "Star goes supernova."
2851 # Scheduled supernova -- select star at random.
2854 for nq.i in range(GALSIZE):
2855 for nq.j in range(GALSIZE):
2856 nstars += game.state.galaxy[nq.i][nq.j].stars
2858 return # nothing to supernova exists
2859 num = rnd.integer(nstars) + 1
2860 for nq.i in range(GALSIZE):
2861 for nq.j in range(GALSIZE):
2862 num -= game.state.galaxy[nq.i][nq.j].stars
2868 proutn("=== Super nova here?")
2871 if not nq == game.quadrant or game.justin:
2872 # it isn't here, or we just entered (treat as enroute)
2875 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2876 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2879 # we are in the quadrant!
2880 num = rnd.integer(game.state.galaxy[nq.i][nq.j].stars) + 1
2881 for ns.i in range(QUADSIZE):
2882 for ns.j in range(QUADSIZE):
2883 if game.quad[ns.i][ns.j]=='*':
2890 prouts(_("***RED ALERT! RED ALERT!"))
2892 prout(_("***Incipient supernova detected at Sector %s") % ns)
2893 if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2894 proutn(_("Emergency override attempts t"))
2895 prouts("***************")
2899 # destroy any Klingons in supernovaed quadrant
2900 game.state.galaxy[nq.i][nq.j].klingons = 0
2901 if nq == game.state.kscmdr:
2902 # did in the Supercommander!
2903 game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
2907 # Changing this to [w for w in game.state.kcmdr if w != nq]
2908 # causes regression-test failure
2909 survivors = list(filter(lambda w: w != nq, game.state.kcmdr))
2910 #comkills = len(game.state.kcmdr) - len(survivors)
2911 game.state.kcmdr = survivors
2912 if not game.state.kcmdr:
2914 # destroy Romulans and planets in supernovaed quadrant
2915 nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2916 game.state.galaxy[nq.i][nq.j].romulans = 0
2917 game.state.nromrem -= nrmdead
2919 for loop in range(game.inplan):
2920 if game.state.planets[loop].quadrant == nq:
2921 game.state.planets[loop].pclass = "destroyed"
2923 # Destroy any base in supernovaed quadrant
2924 game.state.baseq = [x for x in game.state.baseq if x != nq]
2925 # If starship caused supernova, tally up destruction
2927 game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2928 game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2929 game.state.nplankl += npdead
2930 # mark supernova in galaxy and in star chart
2931 if game.quadrant == nq or communicating():
2932 game.state.galaxy[nq.i][nq.j].supernova = True
2933 # If supernova destroys last Klingons give special message
2934 if game.unwon()==0 and not nq == game.quadrant:
2937 prout(_("Lucky you!"))
2938 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2941 # if some Klingons remain, continue or die in supernova
2946 # Code from finish.c ends here.
2949 "Self-destruct maneuver. Finish with a BANG!"
2951 if damaged(DCOMPTR):
2952 prout(_("Computer damaged; cannot execute destruct sequence."))
2954 prouts(_("---WORKING---")); skip(1)
2955 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2956 prouts(" 10"); skip(1)
2957 prouts(" 9"); skip(1)
2958 prouts(" 8"); skip(1)
2959 prouts(" 7"); skip(1)
2960 prouts(" 6"); skip(1)
2962 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2964 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2966 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2969 if game.passwd != scanner.token:
2970 prouts(_("PASSWORD-REJECTED;"))
2972 prouts(_("CONTINUITY-EFFECTED"))
2975 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2976 prouts(" 5"); skip(1)
2977 prouts(" 4"); skip(1)
2978 prouts(" 3"); skip(1)
2979 prouts(" 2"); skip(1)
2980 prouts(" 1"); skip(1)
2981 if rnd.withprob(0.15):
2982 prouts(_("GOODBYE-CRUEL-WORLD"))
2990 prouts(_("********* Entropy of %s maximized *********") % crmshp())
2994 if len(game.enemies) != 0:
2995 whammo = 25.0 * game.energy
2996 for e in game.enemies[::-1]:
2997 if e.power*e.kdist <= whammo:
2998 deadkl(e.location, game.quad[e.location.i][e.location.j], e.location)
3002 "Compute our rate of kils over time."
3003 elapsed = game.state.date - game.indate
3004 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
3007 starting = (game.inkling + game.incom + game.inscom)
3008 remaining = game.unwon()
3009 return (starting - remaining)/elapsed
3013 badpt = 5.0*game.state.starkl + \
3015 10.0*game.state.nplankl + \
3016 300*game.state.nworldkl + \
3018 100.0*game.state.basekl +\
3019 3.0*game.abandoned +\
3021 if game.ship == 'F':
3023 elif game.ship is None:
3028 # end the game, with appropriate notifications
3032 prout(_("It is stardate %.1f.") % game.state.date)
3034 if ifin == FWON: # Game has been won
3035 if game.state.nromrem != 0:
3036 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
3039 prout(_("You have smashed the Klingon invasion fleet and saved"))
3040 prout(_("the Federation."))
3041 if game.alive and game.brigcapacity-game.brigfree > 0:
3042 game.kcaptured += game.brigcapacity-game.brigfree
3043 prout(_("The %d captured Klingons are transferred to Star Fleet Command.") % (game.brigcapacity-game.brigfree))
3048 badpt = 0.0 # Close enough!
3049 # killsPerDate >= RateMax
3050 if game.state.date-game.indate < 5.0 or \
3051 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
3053 prout(_("In fact, you have done so well that Starfleet Command"))
3054 if game.skill == SKILL_NOVICE:
3055 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
3056 elif game.skill == SKILL_FAIR:
3057 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
3058 elif game.skill == SKILL_GOOD:
3059 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
3060 elif game.skill == SKILL_EXPERT:
3061 prout(_("promotes you to Commodore Emeritus."))
3063 prout(_("Now that you think you're really good, try playing"))
3064 prout(_("the \"Emeritus\" game. It will splatter your ego."))
3065 elif game.skill == SKILL_EMERITUS:
3067 proutn(_("Computer- "))
3068 prouts(_("ERROR-ERROR-ERROR-ERROR"))
3070 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3072 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3074 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3076 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3078 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3080 prout(_("Now you can retire and write your own Star Trek game!"))
3082 elif game.skill >= SKILL_EXPERT:
3083 if game.thawed and not game.idebug:
3084 prout(_("You cannot get a citation, so..."))
3086 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3090 # Only grant long life if alive (original didn't!)
3092 prout(_("LIVE LONG AND PROSPER."))
3097 elif ifin == FDEPLETE: # Federation Resources Depleted
3098 prout(_("Your time has run out and the Federation has been"))
3099 prout(_("conquered. Your starship is now Klingon property,"))
3100 prout(_("and you are put on trial as a war criminal. On the"))
3101 proutn(_("basis of your record, you are "))
3102 if game.unwon()*3.0 > (game.inkling + game.incom + game.inscom):
3103 prout(_("acquitted."))
3105 prout(_("LIVE LONG AND PROSPER."))
3107 prout(_("found guilty and"))
3108 prout(_("sentenced to death by slow torture."))
3112 elif ifin == FLIFESUP:
3113 prout(_("Your life support reserves have run out, and"))
3114 prout(_("you die of thirst, starvation, and asphyxiation."))
3115 prout(_("Your starship is a derelict in space."))
3117 prout(_("Your energy supply is exhausted."))
3119 prout(_("Your starship is a derelict in space."))
3120 elif ifin == FBATTLE:
3121 prout(_("The %s has been destroyed in battle.") % crmshp())
3123 prout(_("Dulce et decorum est pro patria mori."))
3125 prout(_("You have made three attempts to cross the negative energy"))
3126 prout(_("barrier which surrounds the galaxy."))
3128 prout(_("Your navigation is abominable."))
3131 prout(_("Your starship has been destroyed by a nova."))
3132 prout(_("That was a great shot."))
3134 elif ifin == FSNOVAED:
3135 prout(_("The %s has been fried by a supernova.") % crmshp())
3136 prout(_("...Not even cinders remain..."))
3137 elif ifin == FABANDN:
3138 prout(_("You have been captured by the Klingons. If you still"))
3139 prout(_("had a starbase to be returned to, you would have been"))
3140 prout(_("repatriated and given another chance. Since you have"))
3141 prout(_("no starbases, you will be mercilessly tortured to death."))
3142 elif ifin == FDILITHIUM:
3143 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3144 elif ifin == FMATERIALIZE:
3145 prout(_("Starbase was unable to re-materialize your starship."))
3146 prout(_("Sic transit gloria mundi"))
3147 elif ifin == FPHASER:
3148 prout(_("The %s has been cremated by its own phasers.") % crmshp())
3150 prout(_("You and your landing party have been"))
3151 prout(_("converted to energy, dissipating through space."))
3152 elif ifin == FMINING:
3153 prout(_("You are left with your landing party on"))
3154 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3156 prout(_("They are very fond of \"Captain Kirk\" soup."))
3158 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3159 elif ifin == FDPLANET:
3160 prout(_("You and your mining party perish."))
3162 prout(_("That was a great shot."))
3165 prout(_("The Galileo is instantly annihilated by the supernova."))
3166 prout(_("You and your mining party are atomized."))
3168 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3169 prout(_("joins the Romulans, wreaking terror on the Federation."))
3170 elif ifin == FPNOVA:
3171 prout(_("You and your mining party are atomized."))
3173 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3174 prout(_("joins the Romulans, wreaking terror on the Federation."))
3175 elif ifin == FSTRACTOR:
3176 prout(_("The shuttle craft Galileo is also caught,"))
3177 prout(_("and breaks up under the strain."))
3179 prout(_("Your debris is scattered for millions of miles."))
3180 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3182 prout(_("The mutants attack and kill Spock."))
3183 prout(_("Your ship is captured by Klingons, and"))
3184 prout(_("your crew is put on display in a Klingon zoo."))
3185 elif ifin == FTRIBBLE:
3186 prout(_("Tribbles consume all remaining water,"))
3187 prout(_("food, and oxygen on your ship."))
3189 prout(_("You die of thirst, starvation, and asphyxiation."))
3190 prout(_("Your starship is a derelict in space."))
3192 prout(_("Your ship is drawn to the center of the black hole."))
3193 prout(_("You are crushed into extremely dense matter."))
3194 elif ifin == FCLOAK:
3196 prout(_("You have violated the Treaty of Algeron."))
3197 prout(_("The Romulan Empire can never trust you again."))
3199 prout(_("Your last crew member has died."))
3200 if ifin != FWON and ifin != FCLOAK and game.iscloaked:
3201 prout(_("Your ship was cloaked so your subspace radio did not receive anything."))
3202 prout(_("You may have missed some warning messages."))
3204 if game.ship == 'F':
3206 elif game.ship == 'E':
3209 if game.unwon() != 0:
3210 goodies = game.state.remres/game.inresor
3211 baddies = (game.remkl() + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3212 if goodies/baddies >= rnd.real(1.0, 1.5):
3213 prout(_("As a result of your actions, a treaty with the Klingon"))
3214 prout(_("Empire has been signed. The terms of the treaty are"))
3215 if goodies/baddies >= rnd.real(3.0):
3216 prout(_("favorable to the Federation."))
3218 prout(_("Congratulations!"))
3220 prout(_("highly unfavorable to the Federation."))
3222 prout(_("The Federation will be destroyed."))
3224 prout(_("Since you took the last Klingon with you, you are a"))
3225 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3226 prout(_("statue in your memory. Rest in peace, and try not"))
3227 prout(_("to think about pigeons."))
3230 scanner.chew() # Clean up leftovers
3233 "Compute player's score."
3234 timused = game.state.date - game.indate
3235 if (timused == 0 or game.unwon() != 0) and timused < 5.0:
3237 game.perdate = killrate()
3238 ithperd = 500*game.perdate + 0.5
3241 iwon = 100*game.skill
3242 if game.ship == 'E':
3244 elif game.ship == 'F':
3248 dead_ordinaries= game.inkling - game.remkl() + len(game.state.kcmdr) + game.state.nscrem
3249 game.score = 10*(dead_ordinaries)\
3250 + 50*(game.incom - len(game.state.kcmdr)) \
3252 + 20*(game.inrom - game.state.nromrem) \
3253 + 200*(game.inscom - game.state.nscrem) \
3254 - game.state.nromrem \
3255 + 3 * game.kcaptured \
3260 prout(_("Your score --"))
3261 if game.inrom - game.state.nromrem:
3262 prout(_("%6d Romulans destroyed %5d") %
3263 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3264 if game.state.nromrem and game.gamewon:
3265 prout(_("%6d Romulans captured %5d") %
3266 (game.state.nromrem, game.state.nromrem))
3268 prout(_("%6d ordinary Klingons destroyed %5d") %
3269 (dead_ordinaries, 10*dead_ordinaries))
3270 if game.incom - len(game.state.kcmdr):
3271 prout(_("%6d Klingon commanders destroyed %5d") %
3272 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3274 prout(_("%d Klingons captured %5d") %
3275 (game.kcaptured, 3 * game.kcaptured))
3276 if game.inscom - game.state.nscrem:
3277 prout(_("%6d Super-Commander destroyed %5d") %
3278 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3280 prout(_("%6.2f Klingons per stardate %5d") %
3281 (game.perdate, ithperd))
3282 if game.state.starkl:
3283 prout(_("%6d stars destroyed by your action %5d") %
3284 (game.state.starkl, -5*game.state.starkl))
3285 if game.state.nplankl:
3286 prout(_("%6d planets destroyed by your action %5d") %
3287 (game.state.nplankl, -10*game.state.nplankl))
3288 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3289 prout(_("%6d inhabited planets destroyed by your action %5d") %
3290 (game.state.nworldkl, -300*game.state.nworldkl))
3291 if game.state.basekl:
3292 prout(_("%6d bases destroyed by your action %5d") %
3293 (game.state.basekl, -100*game.state.basekl))
3295 prout(_("%6d calls for help from starbase %5d") %
3296 (game.nhelp, -45*game.nhelp))
3298 prout(_("%6d casualties incurred %5d") %
3299 (game.casual, -game.casual))
3301 prout(_("%6d crew abandoned in space %5d") %
3302 (game.abandoned, -3*game.abandoned))
3304 prout(_("%6d ship(s) lost or destroyed %5d") %
3305 (klship, -100*klship))
3307 if game.ncviol == 1:
3308 prout(_("1 Treaty of Algeron violation -100"))
3310 prout(_("%6d Treaty of Algeron violations %5d\n") %
3311 (game.ncviol, -100*game.ncviol))
3313 prout(_("Penalty for getting yourself killed -200"))
3315 proutn(_("Bonus for winning "))
3316 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3317 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3318 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3319 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3320 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3321 prout(" %5d" % iwon)
3323 prout(_("TOTAL SCORE %5d") % game.score)
3326 "Emit winner's commemmorative plaque."
3329 proutn(_("File or device name for your plaque: "))
3332 fp = open(winner, "w")
3335 prout(_("Invalid name."))
3337 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3339 # The 38 below must be 64 for 132-column paper
3340 nskip = 38 - len(winner)/2
3341 # This is where the ASCII art picture was emitted.
3342 # It got garbled somewhere in the chain of transmission to the Almy version.
3343 # We should restore it if we can find old enough FORTRAN sources.
3345 fp.write(_(" U. S. S. ENTERPRISE\n"))
3346 fp.write("\n\n\n\n")
3347 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3349 fp.write(_(" Starfleet Command bestows to you\n"))
3351 fp.write("%*s%s\n\n" % (nskip, "", winner))
3352 fp.write(_(" the rank of\n\n"))
3353 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3355 if game.skill == SKILL_EXPERT:
3356 fp.write(_(" Expert level\n\n"))
3357 elif game.skill == SKILL_EMERITUS:
3358 fp.write(_("Emeritus level\n\n"))
3360 fp.write(_(" Cheat level\n\n"))
3361 timestring = time.ctime()
3362 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3363 (timestring+4, timestring+20, timestring+11))
3364 fp.write(_(" Your score: %d\n\n") % game.score)
3365 fp.write(_(" Klingons per stardate: %.2f\n") % game.perdate)
3368 # Code from io.c begins here
3370 rows = linecount = 0 # for paging
3373 fullscreen_window = None
3374 srscan_window = None # Short range scan
3375 report_window = None # Report legends for status window
3376 status_window = None # The status window itself
3377 lrscan_window = None # Long range scan
3378 message_window = None # Main window for scrolling text
3379 prompt_window = None # Prompt window at bottom of display
3384 # for some recent versions of python2, the following enables UTF8
3385 # for the older ones we probably need to set C locale, and python3
3386 # has no problems at all
3387 if sys.version_info[0] < 3:
3388 locale.setlocale(locale.LC_ALL, "")
3389 gettext.bindtextdomain("sst", "/usr/local/share/locale")
3390 gettext.textdomain("sst")
3391 if not (game.options & OPTION_CURSES):
3392 ln_env = os.getenv("LINES")
3398 stdscr = curses.initscr()
3402 if game.options & OPTION_COLOR:
3403 curses.start_color()
3404 curses.use_default_colors()
3405 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, -1)
3406 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, -1)
3407 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, -1)
3408 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, -1)
3409 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, -1)
3410 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, -1)
3411 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, -1)
3412 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, -1)
3413 global fullscreen_window, srscan_window, report_window, status_window
3414 global lrscan_window, message_window, prompt_window
3415 (rows, _columns) = stdscr.getmaxyx()
3416 fullscreen_window = stdscr
3417 srscan_window = curses.newwin(12, 25, 0, 0)
3418 report_window = curses.newwin(11, 0, 1, 25)
3419 status_window = curses.newwin(10, 0, 1, 39)
3420 lrscan_window = curses.newwin(5, 0, 0, 64)
3421 message_window = curses.newwin(0, 0, 12, 0)
3422 prompt_window = curses.newwin(1, 0, rows-2, 0)
3423 message_window.scrollok(True)
3424 setwnd(fullscreen_window)
3428 if game.options & OPTION_CURSES:
3429 stdscr.keypad(False)
3435 "Wait for user action -- OK to do nothing if on a TTY"
3436 if game.options & OPTION_CURSES:
3441 prouts(_("[ANNOUNCEMENT ARRIVING...]"))
3445 if game.skill > SKILL_FAIR:
3446 prompt = _("[CONTINUE?]")
3448 prompt = _("[PRESS ENTER TO CONTINUE]")
3450 if game.options & OPTION_CURSES:
3452 setwnd(prompt_window)
3453 prompt_window.clear()
3454 prompt_window.addstr(prompt)
3455 prompt_window.getstr()
3456 prompt_window.clear()
3457 prompt_window.refresh()
3458 setwnd(message_window)
3461 sys.stdout.write('\n')
3465 sys.stdout.write('\n' * rows)
3469 "Skip i lines. Pause game if this would cause a scrolling event."
3470 for _dummy in range(i):
3471 if game.options & OPTION_CURSES:
3472 (y, _x) = curwnd.getyx()
3475 except curses.error:
3480 if rows and linecount >= rows:
3483 sys.stdout.write('\n')
3485 def proutn(proutntline):
3486 "Utter a line with no following line feed."
3487 if game.options & OPTION_CURSES:
3488 (y, x) = curwnd.getyx()
3489 (my, _mx) = curwnd.getmaxyx()
3490 if curwnd == message_window and y >= my - 2:
3493 if logfp and game.cdebug:
3494 logfp.write("#curses: at %s proutn(%s)\n" % ((y, x), repr(proutntline)))
3495 curwnd.addstr(proutntline)
3498 sys.stdout.write(proutntline)
3501 def prout(proutline):
3505 def prouts(proutsline):
3507 for c in proutsline:
3508 if not replayfp or replayfp.closed: # Don't slow down replays
3511 if game.options & OPTION_CURSES:
3515 if not replayfp or replayfp.closed:
3519 "Get a line of input."
3520 if game.options & OPTION_CURSES:
3521 linein = curwnd.getstr() + "\n"
3524 if replayfp and not replayfp.closed:
3526 linein = replayfp.readline()
3529 prout("*** Replay finished")
3532 elif linein[0] != "#":
3536 linein = my_input() + "\n"
3545 "Change windows -- OK for this to be a no-op in tty mode."
3547 if game.options & OPTION_CURSES:
3548 if game.cdebug and logfp:
3549 if wnd == fullscreen_window:
3550 legend = "fullscreen"
3551 elif wnd == srscan_window:
3553 elif wnd == report_window:
3555 elif wnd == status_window:
3557 elif wnd == lrscan_window:
3559 elif wnd == message_window:
3561 elif wnd == prompt_window:
3565 logfp.write("#curses: setwnd(%s)\n" % legend)
3567 # Some curses implementations get confused when you try this.
3569 curses.curs_set(wnd in (fullscreen_window, message_window, prompt_window))
3570 except curses.error:
3574 "Clear to end of line -- can be a no-op in tty mode"
3575 if game.options & OPTION_CURSES:
3580 "Clear screen -- can be a no-op in tty mode."
3582 if game.options & OPTION_CURSES:
3588 def textcolor(color=DEFAULT):
3589 if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES):
3590 if color == DEFAULT:
3592 elif color == BLACK:
3593 curwnd.attron(curses.color_pair(curses.COLOR_BLACK))
3595 curwnd.attron(curses.color_pair(curses.COLOR_BLUE))
3596 elif color == GREEN:
3597 curwnd.attron(curses.color_pair(curses.COLOR_GREEN))
3599 curwnd.attron(curses.color_pair(curses.COLOR_CYAN))
3601 curwnd.attron(curses.color_pair(curses.COLOR_RED))
3602 elif color == MAGENTA:
3603 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA))
3604 elif color == BROWN:
3605 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW))
3606 elif color == LIGHTGRAY:
3607 curwnd.attron(curses.color_pair(curses.COLOR_WHITE))
3608 elif color == DARKGRAY:
3609 curwnd.attron(curses.color_pair(curses.COLOR_BLACK) | curses.A_BOLD)
3610 elif color == LIGHTBLUE:
3611 curwnd.attron(curses.color_pair(curses.COLOR_BLUE) | curses.A_BOLD)
3612 elif color == LIGHTGREEN:
3613 curwnd.attron(curses.color_pair(curses.COLOR_GREEN) | curses.A_BOLD)
3614 elif color == LIGHTCYAN:
3615 curwnd.attron(curses.color_pair(curses.COLOR_CYAN) | curses.A_BOLD)
3616 elif color == LIGHTRED:
3617 curwnd.attron(curses.color_pair(curses.COLOR_RED) | curses.A_BOLD)
3618 elif color == LIGHTMAGENTA:
3619 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA) | curses.A_BOLD)
3620 elif color == YELLOW:
3621 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW) | curses.A_BOLD)
3622 elif color == WHITE:
3623 curwnd.attron(curses.color_pair(curses.COLOR_WHITE) | curses.A_BOLD)
3626 if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES):
3627 curwnd.attron(curses.A_REVERSE)
3630 # Things past this point have policy implications.
3634 "Hook to be called after moving to redraw maps."
3635 if game.options & OPTION_CURSES:
3638 setwnd(srscan_window)
3642 setwnd(status_window)
3643 status_window.clear()
3644 status_window.move(0, 0)
3645 setwnd(report_window)
3646 report_window.clear()
3647 report_window.move(0, 0)
3649 setwnd(lrscan_window)
3650 lrscan_window.clear()
3651 lrscan_window.move(0, 0)
3652 lrscan(silent=False)
3654 def put_srscan_sym(w, sym):
3655 "Emit symbol for short-range scan."
3656 srscan_window.move(w.i+1, w.j*2+2)
3657 srscan_window.addch(sym)
3658 srscan_window.refresh()
3661 "Enemy fall down, go boom."
3662 if game.options & OPTION_CURSES:
3664 setwnd(srscan_window)
3665 srscan_window.attron(curses.A_REVERSE)
3666 put_srscan_sym(w, game.quad[w.i][w.j])
3670 srscan_window.attroff(curses.A_REVERSE)
3671 put_srscan_sym(w, game.quad[w.i][w.j])
3672 curses.delay_output(500)
3673 setwnd(message_window)
3676 "Sound and visual effects for teleportation."
3677 if game.options & OPTION_CURSES:
3679 setwnd(message_window)
3681 prouts(" . . . . . ")
3682 if game.options & OPTION_CURSES:
3683 #curses.delay_output(1000)
3687 def tracktorpedo(w, step, i, n, iquad):
3688 "Torpedo-track animation."
3689 if not game.options & OPTION_CURSES:
3693 proutn(_("Track for torpedo number %d- ") % (i+1))
3696 proutn(_("Torpedo track- "))
3697 elif step==4 or step==9:
3701 if not damaged(DSRSENS) or game.condition=="docked":
3702 if i != 0 and step == 1:
3705 if (iquad=='.') or (iquad==' '):
3706 put_srscan_sym(w, '+')
3710 put_srscan_sym(w, iquad)
3712 curwnd.attron(curses.A_REVERSE)
3713 put_srscan_sym(w, iquad)
3717 curwnd.attroff(curses.A_REVERSE)
3718 put_srscan_sym(w, iquad)
3723 "Display the current galaxy chart."
3724 if game.options & OPTION_CURSES:
3725 setwnd(message_window)
3726 message_window.clear()
3728 if game.options & OPTION_TTY:
3733 def prstat(txt, data):
3735 if game.options & OPTION_CURSES:
3737 setwnd(status_window)
3739 proutn(" " * (NSYM - len(txt)))
3742 if game.options & OPTION_CURSES:
3743 setwnd(report_window)
3745 # Code from moving.c begins here
3747 def imove(icourse=None, noattack=False):
3748 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3751 def newquadrant(noattack):
3752 # Leaving quadrant -- allow final enemy attack
3753 # Don't set up attack if being pushed by nova or cloaked
3754 if len(game.enemies) != 0 and not noattack and not game.iscloaked:
3756 for enemy in game.enemies:
3757 finald = (w - enemy.location).distance()
3758 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3759 # Stas Sergeev added the condition
3760 # that attacks only happen if Klingons
3761 # are present and your skill is good.
3762 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3763 attack(torps_ok=False)
3766 # check for edge of galaxy
3770 if icourse.final.i < 0:
3771 icourse.final.i = -icourse.final.i
3773 if icourse.final.j < 0:
3774 icourse.final.j = -icourse.final.j
3776 if icourse.final.i >= GALSIZE*QUADSIZE:
3777 icourse.final.i = (GALSIZE*QUADSIZE*2) - icourse.final.i
3779 if icourse.final.j >= GALSIZE*QUADSIZE:
3780 icourse.final.j = (GALSIZE*QUADSIZE*2) - icourse.final.j
3788 if game.nkinks == 3:
3789 # Three strikes -- you're out!
3793 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3794 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3795 prout(_("YOU WILL BE DESTROYED."))
3796 # Compute final position in new quadrant
3797 if trbeam: # Don't bother if we are to be beamed
3799 game.quadrant = icourse.final.quadrant()
3800 game.sector = icourse.final.sector()
3802 prout(_("Entering Quadrant %s.") % game.quadrant)
3803 game.quad[game.sector.i][game.sector.j] = game.ship
3805 if game.skill>SKILL_NOVICE:
3806 attack(torps_ok=False)
3808 def check_collision(h):
3809 iquad = game.quad[h.i][h.j]
3811 # object encountered in flight path
3812 stopegy = 50.0*icourse.distance/game.optime
3813 if iquad in ('T', 'K', 'C', 'S', 'R', '?'):
3814 for enemy in game.enemies:
3815 if enemy.location == game.sector:
3816 collision(rammed=False, enemy=enemy)
3818 # This should not happen
3819 prout(_("Which way did he go?"))
3823 prouts(_("***RED ALERT! RED ALERT!"))
3825 proutn("***" + crmshp())
3826 proutn(_(" pulled into black hole at Sector %s") % h)
3827 # Getting pulled into a black hole was certain
3828 # death in Almy's original. Stas Sergeev added a
3829 # possibility that you'll get timewarped instead.
3831 for m in range(NDEVICES):
3832 if game.damage[m]>0:
3834 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3835 if (game.options & OPTION_BLKHOLE) and rnd.withprob(1-probf):
3845 prout(_(" encounters Tholian web at %s;") % h)
3847 prout(_(" blocked by object at %s;") % h)
3848 proutn(_("Emergency stop required "))
3849 prout(_("%2d units of energy.") % int(stopegy))
3850 game.energy -= stopegy
3851 if game.energy <= 0:
3858 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3859 game.inorbit = False
3860 # If tractor beam is to occur, don't move full distance
3861 if game.state.date+game.optime >= scheduled(FTBEAM):
3863 # We can't be tractor beamed if cloaked,
3864 # so move the event into the future
3865 postpone(FTBEAM, game.optime + expran(1.5*game.intime/len(game.kcmdr)))
3868 game.condition = "red"
3869 icourse.distance = icourse.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3870 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3872 game.quad[game.sector.i][game.sector.j] = '.'
3873 for _m in range(icourse.moves):
3875 w = icourse.sector()
3876 if icourse.origin.quadrant() != icourse.location.quadrant():
3877 newquadrant(noattack)
3879 elif check_collision(w):
3880 print("Collision detected")
3884 # We're in destination quadrant -- compute new average enemy distances
3885 game.quad[game.sector.i][game.sector.j] = game.ship
3887 for enemy in game.enemies:
3888 finald = (w-enemy.location).distance()
3889 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3890 enemy.kdist = finald
3892 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3893 attack(torps_ok=False)
3894 for enemy in game.enemies:
3895 enemy.kavgd = enemy.kdist
3898 setwnd(message_window)
3902 "Dock our ship at a starbase."
3904 if game.condition == "docked" and verbose:
3905 prout(_("Already docked."))
3908 prout(_("You must first leave standard orbit."))
3910 if game.base is None or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
3911 prout(crmshp() + _(" not adjacent to base."))
3914 prout(_("You cannot dock while cloaked."))
3916 game.condition = "docked"
3920 if game.energy < game.inenrg:
3921 game.energy = game.inenrg
3922 game.shield = game.inshld
3923 game.torps = game.intorps
3924 game.lsupres = game.inlsr
3925 game.state.crew = FULLCREW
3926 if game.brigcapacity-game.brigfree > 0:
3927 prout(_("%d captured Klingons transferred to base") % (game.brigcapacity-game.brigfree))
3928 game.kcaptured += game.brigcapacity-game.brigfree
3929 game.brigfree = game.brigcapacity
3930 if communicating() and \
3931 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3932 # get attack report from base
3933 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3937 def cartesian(loc1=None, loc2=None):
3939 return game.quadrant * QUADSIZE + game.sector
3941 return game.quadrant * QUADSIZE + loc1
3943 return loc1 * QUADSIZE + loc2
3945 def getcourse(isprobe):
3946 "Get a course and distance from the user."
3948 dquad = copy.copy(game.quadrant)
3949 navmode = "unspecified"
3953 if game.landed and not isprobe:
3954 prout(_("Dummy! You can't leave standard orbit until you"))
3955 proutn(_("are back aboard the ship."))
3958 while navmode == "unspecified":
3959 if damaged(DNAVSYS):
3961 prout(_("Computer damaged; manual navigation only"))
3963 prout(_("Computer damaged; manual movement only"))
3968 key = scanner.nexttok()
3970 proutn(_("Manual or automatic- "))
3973 elif key == "IHALPHA":
3974 if scanner.sees("manual"):
3976 key = scanner.nexttok()
3978 elif scanner.sees("automatic"):
3979 navmode = "automatic"
3980 key = scanner.nexttok()
3988 prout(_("(Manual navigation assumed.)"))
3990 prout(_("(Manual movement assumed.)"))
3994 if navmode == "automatic":
3995 while key == "IHEOL":
3997 proutn(_("Target quadrant or quadrant§or- "))
3999 proutn(_("Destination sector or quadrant§or- "))
4002 key = scanner.nexttok()
4006 xi = int(round(scanner.real))-1
4007 key = scanner.nexttok()
4011 xj = int(round(scanner.real))-1
4012 key = scanner.nexttok()
4014 # both quadrant and sector specified
4015 xk = int(round(scanner.real))-1
4016 key = scanner.nexttok()
4020 xl = int(round(scanner.real))-1
4026 # only one pair of numbers was specified
4028 # only quadrant specified -- go to center of dest quad
4031 dsect.j = dsect.i = 4 # preserves 1-origin behavior
4033 # only sector specified
4037 if not dquad.valid_quadrant() or not dsect.valid_sector():
4044 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
4046 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
4047 # the actual deltas get computed here
4048 delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
4049 delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
4051 while key == "IHEOL":
4052 proutn(_("X and Y displacements- "))
4055 key = scanner.nexttok()
4058 delta.j = scanner.real
4062 key = scanner.nexttok()
4064 delta.i = scanner.real
4065 elif key == "IHEOL":
4071 # Check for zero movement
4072 if delta.i == 0 and delta.j == 0:
4075 if itemp == "verbose" and not isprobe:
4077 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
4079 return course(bearing=delta.bearing(), distance=delta.distance())
4082 def __init__(self, bearing, distance, origin=None):
4083 self.distance = distance
4084 self.bearing = bearing
4086 self.origin = cartesian(game.quadrant, game.sector)
4088 self.origin = origin
4089 # The bearing() code we inherited from FORTRAN is actually computing
4090 # clockface directions!
4091 if self.bearing < 0.0:
4092 self.bearing += 12.0
4093 self.angle = ((15.0 - self.bearing) * 0.5235988)
4094 self.increment = Coord(-math.sin(self.angle), math.cos(self.angle))
4095 bigger = max(abs(self.increment.i), abs(self.increment.j))
4096 self.increment /= bigger
4097 self.moves = int(round(10*self.distance*bigger))
4099 self.final = (self.location + self.moves*self.increment).roundtogrid()
4100 self.location = self.origin
4101 self.nextlocation = None
4103 self.location = self.origin
4106 return self.location.roundtogrid() == self.final
4108 "Next step on course."
4110 self.nextlocation = self.location + self.increment
4111 samequad = (self.location.quadrant() == self.nextlocation.quadrant())
4112 self.location = self.nextlocation
4115 return self.location.quadrant()
4117 return self.location.sector()
4119 return self.distance*(w**3)*(game.shldup+1)
4121 return 10.0*self.distance/w**2
4124 "Move under impulse power."
4126 if damaged(DIMPULS):
4129 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4131 if game.energy > 30.0:
4133 icourse = getcourse(isprobe=False)
4136 power = 20.0 + 100.0*icourse.distance
4139 if power >= game.energy:
4140 # Insufficient power for trip
4142 prout(_("First Officer Spock- \"Captain, the impulse engines"))
4143 prout(_("require 20.0 units to engage, plus 100.0 units per"))
4144 if game.energy > 30:
4145 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
4146 int(0.01 * (game.energy-20.0)-0.05))
4147 prout(_(" quadrants.\""))
4149 prout(_("quadrant. They are, therefore, useless.\""))
4152 # Make sure enough time is left for the trip
4153 game.optime = icourse.distance/0.095
4154 if game.optime >= game.state.remtime:
4155 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4156 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4157 proutn(_("we dare spend the time?\" "))
4160 # Activate impulse engines and pay the cost
4161 imove(icourse, noattack=False)
4165 power = 20.0 + 100.0*icourse.distance
4166 game.energy -= power
4167 game.optime = icourse.distance/0.095
4168 if game.energy <= 0:
4172 def warp(wcourse, involuntary):
4173 "ove under warp drive."
4174 blooey = False; twarp = False
4175 if not involuntary: # Not WARPX entry
4180 prout(_("Engineer Scott- \"The warp engines can not be used while cloaked, Sir.\""))
4182 if game.damage[DWARPEN] > 10.0:
4185 prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
4187 if damaged(DWARPEN) and game.warpfac > 4.0:
4190 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4191 prout(_(" is repaired, I can only give you warp 4.\""))
4193 # Read in course and distance
4196 wcourse = getcourse(isprobe=False)
4199 # Make sure starship has enough energy for the trip
4200 # Note: this formula is slightly different from the C version,
4201 # and lets you skate a bit closer to the edge.
4202 if wcourse.power(game.warpfac) >= game.energy:
4203 # Insufficient power for trip
4206 prout(_("Engineering to bridge--"))
4207 if not game.shldup or 0.5*wcourse.power(game.warpfac) > game.energy:
4208 iwarp = (game.energy/(wcourse.distance+0.05)) ** 0.333333333
4210 prout(_("We can't do it, Captain. We don't have enough energy."))
4212 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4215 prout(_("if you'll lower the shields."))
4219 prout(_("We haven't the energy to go that far with the shields up."))
4221 # Make sure enough time is left for the trip
4222 game.optime = wcourse.time(game.warpfac)
4223 if game.optime >= 0.8*game.state.remtime:
4225 prout(_("First Officer Spock- \"Captain, I compute that such"))
4226 proutn(_(" a trip would require approximately %2.0f") %
4227 (100.0*game.optime/game.state.remtime))
4228 prout(_(" percent of our"))
4229 proutn(_(" remaining time. Are you sure this is wise?\" "))
4235 if game.warpfac > 6.0:
4236 # Decide if engine damage will occur
4237 # ESR: Seems wrong. Probability of damage goes *down* with distance?
4238 prob = wcourse.distance*(6.0-game.warpfac)**2/66.666666666
4239 if prob > rnd.real():
4241 wcourse.distance = rnd.real(wcourse.distance)
4242 # Decide if time warp will occur
4243 if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > rnd.real():
4245 if game.idebug and game.warpfac==10 and not twarp:
4247 proutn("=== Force time warp? ")
4251 # If time warp or engine damage, check path
4252 # If it is obstructed, don't do warp or damage
4253 look = wcourse.moves
4257 w = wcourse.sector()
4258 if not w.valid_sector():
4260 if game.quad[w.i][w.j] != '.':
4264 # Activate Warp Engines and pay the cost
4265 imove(wcourse, noattack=False)
4268 game.energy -= wcourse.power(game.warpfac)
4269 if game.energy <= 0:
4271 game.optime = wcourse.time(game.warpfac)
4275 game.damage[DWARPEN] = game.damfac * rnd.real(1.0, 4.0)
4277 prout(_("Engineering to bridge--"))
4278 prout(_(" Scott here. The warp engines are damaged."))
4279 prout(_(" We'll have to reduce speed to warp 4."))
4284 "Change the warp factor."
4286 key=scanner.nexttok()
4290 proutn(_("Warp factor- "))
4294 if game.damage[DWARPEN] > 10.0:
4295 prout(_("Warp engines inoperative."))
4297 if damaged(DWARPEN) and scanner.real > 4.0:
4298 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4299 prout(_(" but right now we can only go warp 4.\""))
4301 if scanner.real > 10.0:
4302 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4304 if scanner.real < 1.0:
4305 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4307 oldfac = game.warpfac
4308 game.warpfac = scanner.real
4309 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4310 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4313 if game.warpfac < 8.00:
4314 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4316 if game.warpfac == 10.0:
4317 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4319 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4323 "Cope with being tossed out of quadrant by supernova or yanked by beam."
4325 # is captain on planet?
4327 if damaged(DTRANSP):
4330 prout(_("Scotty rushes to the transporter controls."))
4332 prout(_("But with the shields up it's hopeless."))
4334 prouts(_("His desperate attempt to rescue you . . ."))
4335 if rnd.withprob(0.5):
4339 prout(_("SUCCEEDS!"))
4342 proutn(_("The crystals mined were "))
4343 if rnd.withprob(0.25):
4350 # Check to see if captain in shuttle craft
4355 # Inform captain of attempt to reach safety
4359 prouts(_("***RED ALERT! RED ALERT!"))
4361 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4362 prouts(_(" a supernova."))
4364 prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
4365 prout(_("safely out of quadrant."))
4366 if not damaged(DRADIO):
4367 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
4368 # Try to use warp engines
4369 if damaged(DWARPEN):
4371 prout(_("Warp engines damaged."))
4374 game.warpfac = rnd.real(6.0, 8.0)
4375 prout(_("Warp factor set to %d") % int(game.warpfac))
4376 power = 0.75*game.energy
4377 dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4378 dist = max(dist, rnd.real(math.sqrt(2)))
4379 bugout = course(bearing=rnd.real(12), distance=dist) # How dumb!
4380 game.optime = bugout.time(game.warpfac)
4382 game.inorbit = False
4383 warp(bugout, involuntary=True)
4385 # This is bad news, we didn't leave quadrant.
4389 prout(_("Insufficient energy to leave quadrant."))
4392 # Repeat if another snova
4393 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
4396 finish(FWON) # Snova killed remaining enemy.
4399 "Let's do the time warp again."
4400 prout(_("***TIME WARP ENTERED."))
4401 if game.state.snap and rnd.withprob(0.5):
4403 prout(_("You are traveling backwards in time %d stardates.") %
4404 int(game.state.date-game.snapsht.date))
4405 game.state = game.snapsht
4406 game.state.snap = False
4407 if len(game.state.kcmdr):
4408 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4409 schedule(FBATTAK, expran(0.3*game.intime))
4410 schedule(FSNOVA, expran(0.5*game.intime))
4411 # next snapshot will be sooner
4412 schedule(FSNAP, expran(0.25*game.state.remtime))
4414 if game.state.nscrem:
4415 schedule(FSCMOVE, 0.2777)
4419 game.battle.invalidate()
4420 # Make sure Galileo is consistant -- Snapshot may have been taken
4421 # when on planet, which would give us two Galileos!
4423 for l in range(game.inplan):
4424 if game.state.planets[l].known == "shuttle_down":
4426 if game.iscraft == "onship" and game.ship=='E':
4427 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4428 game.iscraft = "offship"
4429 # Likewise, if in the original time the Galileo was abandoned, but
4430 # was on ship earlier, it would have vanished -- let's restore it.
4431 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4432 prout(_("Chekov- \"Security reports the Galileo has reappeared in the dock!\""))
4433 game.iscraft = "onship"
4434 # There used to be code to do the actual reconstrction here,
4435 # but the starchart is now part of the snapshotted galaxy state.
4436 prout(_("Spock has reconstructed a correct star chart from memory"))
4438 # Go forward in time
4439 game.optime = expran(0.5*game.intime)
4440 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4441 # cheat to make sure no tractor beams occur during time warp
4442 postpone(FTBEAM, game.optime)
4443 game.damage[DRADIO] += game.optime
4445 events() # Stas Sergeev added this -- do pending events
4448 "Launch deep-space probe."
4449 # New code to launch a deep space probe
4450 if game.nprobes == 0:
4453 if game.ship == 'E':
4454 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4456 prout(_("Ye Faerie Queene has no deep space probes."))
4461 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4463 if is_scheduled(FDSPROB):
4466 if damaged(DRADIO) and game.condition != "docked":
4467 prout(_("Spock- \"Records show the previous probe has not yet"))
4468 prout(_(" reached its destination.\""))
4470 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4472 key = scanner.nexttok()
4474 if game.nprobes == 1:
4475 prout(_("1 probe left."))
4477 prout(_("%d probes left") % game.nprobes)
4478 proutn(_("Are you sure you want to fire a probe? "))
4481 game.isarmed = False
4482 if key == "IHALPHA" and scanner.token == "armed":
4484 key = scanner.nexttok()
4485 elif key == "IHEOL":
4486 proutn(_("Arm NOVAMAX warhead? "))
4488 elif key == "IHREAL": # first element of course
4489 scanner.push(scanner.token)
4491 game.probe = getcourse(isprobe=True)
4495 schedule(FDSPROB, 0.01) # Time to move one sector
4496 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4501 "Yell for help from nearest starbase."
4502 # There's more than one way to move in this game!
4504 # Test for conditions which prevent calling for help
4505 if game.condition == "docked":
4506 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4509 prout(_("Subspace radio damaged."))
4511 if not game.state.baseq:
4512 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4515 prout(_("You must be aboard the %s.") % crmshp())
4517 # OK -- call for help from nearest starbase
4520 # There's one in this quadrant
4521 ddist = (game.base - game.sector).distance()
4523 ibq = None # Force base-quadrant game to persist past loop
4525 for ibq in game.state.baseq:
4526 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4530 prout(_("No starbases remain. You are alone in a hostile galaxy."))
4532 # Since starbase not in quadrant, set up new quadrant
4535 # dematerialize starship
4536 game.quad[game.sector.i][game.sector.j]='.'
4537 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4538 % (game.quadrant, crmshp()))
4539 game.sector.invalidate()
4540 for m in range(1, 5+1):
4541 w = game.base.scatter()
4542 if w.valid_sector() and game.quad[w.i][w.j]=='.':
4543 # found one -- finish up
4546 if game.sector is None:
4547 prout(_("You have been lost in space..."))
4548 finish(FMATERIALIZE)
4550 # Give starbase three chances to rematerialize starship
4551 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4552 for m in range(1, 3+1):
4553 if m == 1: proutn(_("1st"))
4554 elif m == 2: proutn(_("2nd"))
4555 elif m == 3: proutn(_("3rd"))
4556 proutn(_(" attempt to re-materialize ") + crmshp())
4557 game.quad[game.sector.i][game.sector.j]=('-','o','O')[m-1]
4560 if rnd.real() > probf:
4564 curses.delay_output(500)
4566 game.quad[game.sector.i][game.sector.j]='?'
4569 setwnd(message_window)
4570 finish(FMATERIALIZE)
4572 game.quad[game.sector.i][game.sector.j]=game.ship
4574 prout(_("succeeds."))
4578 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4583 if game.condition=="docked":
4585 prout(_("You cannot abandon Ye Faerie Queene."))
4588 # Must take shuttle craft to exit
4589 if game.damage[DSHUTTL]==-1:
4590 prout(_("Ye Faerie Queene has no shuttle craft."))
4592 if game.damage[DSHUTTL]<0:
4593 prout(_("Shuttle craft now serving Big Macs."))
4595 if game.damage[DSHUTTL]>0:
4596 prout(_("Shuttle craft damaged."))
4599 prout(_("You must be aboard the ship."))
4601 if game.iscraft != "onship":
4602 prout(_("Shuttle craft not currently available."))
4604 # Emit abandon ship messages
4606 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4608 prouts(_("***ALL HANDS ABANDON SHIP!"))
4610 prout(_("Captain and crew escape in shuttle craft."))
4611 if not game.state.baseq:
4612 # Oops! no place to go...
4615 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4617 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4618 prout(_("Remainder of ship's complement beam down"))
4619 prout(_("to nearest habitable planet."))
4620 elif q.planet is not None and not damaged(DTRANSP):
4621 prout(_("Remainder of ship's complement beam down to %s.") %
4624 prout(_("Entire crew of %d left to die in outer space.") %
4626 game.casual += game.state.crew
4627 game.abandoned += game.state.crew
4628 # If at least one base left, give 'em the Faerie Queene
4630 game.icrystl = False # crystals are lost
4631 game.nprobes = 0 # No probes
4632 prout(_("You are captured by Klingons and released to"))
4633 prout(_("the Federation in a prisoner-of-war exchange."))
4634 nb = rnd.integer(len(game.state.baseq))
4635 # Set up quadrant and position FQ adjacient to base
4636 if not game.quadrant == game.state.baseq[nb]:
4637 game.quadrant = game.state.baseq[nb]
4638 game.sector.i = game.sector.j = 5
4641 # position next to base by trial and error
4642 game.quad[game.sector.i][game.sector.j] = '.'
4644 for l in range(QUADSIZE):
4645 game.sector = game.base.scatter()
4646 if game.sector.valid_sector() and \
4647 game.quad[game.sector.i][game.sector.j] == '.':
4650 break # found a spot
4651 game.sector.i=QUADSIZE/2
4652 game.sector.j=QUADSIZE/2
4654 # Get new commission
4655 game.quad[game.sector.i][game.sector.j] = game.ship = 'F'
4656 game.state.crew = FULLCREW
4657 prout(_("Starfleet puts you in command of another ship,"))
4658 prout(_("the Faerie Queene, which is antiquated but,"))
4659 prout(_("still useable."))
4661 prout(_("The dilithium crystals have been moved."))
4663 game.iscraft = "offship" # Galileo disappears
4665 game.condition="docked"
4666 for l in range(NDEVICES):
4667 game.damage[l] = 0.0
4668 game.damage[DSHUTTL] = -1
4669 game.energy = game.inenrg = 3000.0
4670 game.shield = game.inshld = 1250.0
4671 game.torps = game.intorps = 6
4672 game.lsupres=game.inlsr=3.0
4675 game.brigfree = game.brigcapacity = 300
4678 # Code from planets.c begins here.
4681 "Abort a lengthy operation if an event interrupts it."
4684 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
4689 "Report on (uninhabited) planets in the galaxy."
4693 prout(_("Spock- \"Planet report follows, Captain.\""))
4695 for i in range(game.inplan):
4696 if game.state.planets[i].pclass == "destroyed":
4698 if (game.state.planets[i].known != "unknown" \
4699 and not game.state.planets[i].inhabited) \
4702 if game.idebug and game.state.planets[i].known=="unknown":
4703 proutn("(Unknown) ")
4704 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4705 proutn(_(" class "))
4706 proutn(game.state.planets[i].pclass)
4708 if game.state.planets[i].crystals != "present":
4710 prout(_("dilithium crystals present."))
4711 if game.state.planets[i].known=="shuttle_down":
4712 prout(_(" Shuttle Craft Galileo on surface."))
4714 prout(_("No information available."))
4717 "Enter standard orbit."
4721 prout(_("Already in standard orbit."))
4723 if damaged(DWARPEN) and damaged(DIMPULS):
4724 prout(_("Both warp and impulse engines damaged."))
4726 if game.plnet is None:
4727 prout("There is no planet in this sector.")
4729 if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4730 prout(crmshp() + _(" not adjacent to planet."))
4733 game.optime = rnd.real(0.02, 0.05)
4734 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4738 game.height = rnd.real(1400, 8600)
4739 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4744 "Examine planets in this quadrant."
4745 if damaged(DSRSENS):
4746 if game.options & OPTION_TTY:
4747 prout(_("Short range sensors damaged."))
4749 if game.iplnet is None:
4750 if game.options & OPTION_TTY:
4751 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4753 if game.iplnet.known == "unknown":
4754 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4756 prout(_(" Planet at Sector %s is of class %s.") %
4757 (game.plnet, game.iplnet.pclass))
4758 if game.iplnet.known=="shuttle_down":
4759 prout(_(" Sensors show Galileo still on surface."))
4760 proutn(_(" Readings indicate"))
4761 if game.iplnet.crystals != "present":
4763 prout(_(" dilithium crystals present.\""))
4764 if game.iplnet.known == "unknown":
4765 game.iplnet.known = "known"
4766 elif game.iplnet.inhabited:
4767 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4768 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4771 "Use the transporter."
4775 if damaged(DTRANSP):
4776 prout(_("Transporter damaged."))
4777 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4779 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4783 if not game.inorbit:
4784 prout(crmshp() + _(" not in standard orbit."))
4787 prout(_("Impossible to transport through shields."))
4789 if game.iplnet.known=="unknown":
4790 prout(_("Spock- \"Captain, we have no information on this planet"))
4791 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4792 prout(_(" you may not go down.\""))
4794 if not game.landed and game.iplnet.crystals=="absent":
4795 prout(_("Spock- \"Captain, I fail to see the logic in"))
4796 prout(_(" exploring a planet with no dilithium crystals."))
4797 proutn(_(" Are you sure this is wise?\" "))
4801 if not (game.options & OPTION_PLAIN):
4802 nrgneed = 50 * game.skill + game.height / 100.0
4803 if nrgneed > game.energy:
4804 prout(_("Engineering to bridge--"))
4805 prout(_(" Captain, we don't have enough energy for transportation."))
4807 if not game.landed and nrgneed * 2 > game.energy:
4808 prout(_("Engineering to bridge--"))
4809 prout(_(" Captain, we have enough energy only to transport you down to"))
4810 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4811 if game.iplnet.known == "shuttle_down":
4812 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4813 proutn(_(" Are you sure this is wise?\" "))
4818 # Coming from planet
4819 if game.iplnet.known=="shuttle_down":
4820 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4824 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4825 prout(_("Landing party assembled, ready to beam up."))
4827 prout(_("Kirk whips out communicator..."))
4828 prouts(_("BEEP BEEP BEEP"))
4830 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4833 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4835 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4837 prout(_("Kirk- \"Energize.\""))
4840 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4842 if not rnd.withprob(0.98):
4843 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4845 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4848 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4849 game.landed = not game.landed
4850 game.energy -= nrgneed
4852 prout(_("Transport complete."))
4853 if game.landed and game.iplnet.known=="shuttle_down":
4854 prout(_("The shuttle craft Galileo is here!"))
4855 if not game.landed and game.imine:
4862 "Strip-mine a world for dilithium."
4866 prout(_("Mining party not on planet."))
4868 if game.iplnet.crystals == "mined":
4869 prout(_("This planet has already been strip-mined for dilithium."))
4871 elif game.iplnet.crystals == "absent":
4872 prout(_("No dilithium crystals on this planet."))
4875 prout(_("You've already mined enough crystals for this trip."))
4877 if game.icrystl and game.cryprob == 0.05:
4878 prout(_("With all those fresh crystals aboard the ") + crmshp())
4879 prout(_("there's no reason to mine more at this time."))
4881 game.optime = rnd.real(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4884 prout(_("Mining operation complete."))
4885 game.iplnet.crystals = "mined"
4886 game.imine = game.ididit = True
4889 "Use dilithium crystals."
4893 if not game.icrystl:
4894 prout(_("No dilithium crystals available."))
4896 if game.energy >= 1000:
4897 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4898 prout(_(" except when Condition Yellow exists."))
4900 prout(_("Spock- \"Captain, I must warn you that loading"))
4901 prout(_(" raw dilithium crystals into the ship's power"))
4902 prout(_(" system may risk a severe explosion."))
4903 proutn(_(" Are you sure this is wise?\" "))
4908 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4909 prout(_(" Mr. Spock and I will try it.\""))
4911 prout(_("Spock- \"Crystals in place, Sir."))
4912 prout(_(" Ready to activate circuit.\""))
4914 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4916 if rnd.withprob(game.cryprob):
4917 prouts(_(" \"Activating now! - - No good! It's***"))
4919 prouts(_("***RED ALERT! RED A*L********************************"))
4922 prouts(_("****************** KA-BOOM!!!! *******************"))
4926 game.energy += rnd.real(5000.0, 5500.0)
4927 prouts(_(" \"Activating now! - - "))
4928 prout(_("The instruments"))
4929 prout(_(" are going crazy, but I think it's"))
4930 prout(_(" going to work!! Congratulations, Sir!\""))
4935 "Use shuttlecraft for planetary jaunt."
4938 if damaged(DSHUTTL):
4939 if game.damage[DSHUTTL] == -1.0:
4940 if game.inorbit and game.iplnet.known == "shuttle_down":
4941 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4943 prout(_("Ye Faerie Queene had no shuttle craft."))
4944 elif game.damage[DSHUTTL] > 0:
4945 prout(_("The Galileo is damaged."))
4946 else: # game.damage[DSHUTTL] < 0
4947 prout(_("Shuttle craft is now serving Big Macs."))
4949 if not game.inorbit:
4950 prout(crmshp() + _(" not in standard orbit."))
4952 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4953 prout(_("Shuttle craft not currently available."))
4955 if not game.landed and game.iplnet.known=="shuttle_down":
4956 prout(_("You will have to beam down to retrieve the shuttle craft."))
4958 if game.shldup or game.condition == "docked":
4959 prout(_("Shuttle craft cannot pass through shields."))
4961 if game.iplnet.known=="unknown":
4962 prout(_("Spock- \"Captain, we have no information on this planet"))
4963 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4964 prout(_(" you may not fly down.\""))
4966 game.optime = 3.0e-5*game.height
4967 if game.optime >= 0.8*game.state.remtime:
4968 prout(_("First Officer Spock- \"Captain, I compute that such"))
4969 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4970 int(100*game.optime/game.state.remtime))
4971 prout(_("remaining time."))
4972 proutn(_("Are you sure this is wise?\" "))
4978 if game.iscraft == "onship":
4980 if not damaged(DTRANSP):
4981 proutn(_("Spock- \"Would you rather use the transporter?\" "))
4985 proutn(_("Shuttle crew"))
4987 proutn(_("Rescue party"))
4988 prout(_(" boards Galileo and swoops toward planet surface."))
4989 game.iscraft = "offship"
4993 game.iplnet.known="shuttle_down"
4994 prout(_("Trip complete."))
4997 # Ready to go back to ship
4998 prout(_("You and your mining party board the"))
4999 prout(_("shuttle craft for the trip back to the Enterprise."))
5001 prouts(_("The short hop begins . . ."))
5003 game.iplnet.known="known"
5009 game.iscraft = "onship"
5015 prout(_("Trip complete."))
5018 # Kirk on ship and so is Galileo
5019 prout(_("Mining party assembles in the hangar deck,"))
5020 prout(_("ready to board the shuttle craft \"Galileo\"."))
5022 prouts(_("The hangar doors open; the trip begins."))
5025 game.iscraft = "offship"
5028 game.iplnet.known = "shuttle_down"
5031 prout(_("Trip complete."))
5035 "Use the big zapper."
5039 if game.ship != 'E':
5040 prout(_("Ye Faerie Queene has no death ray."))
5042 if len(game.enemies)==0:
5043 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
5046 prout(_("Death Ray is damaged."))
5048 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
5049 prout(_(" is highly unpredictible. Considering the alternatives,"))
5050 proutn(_(" are you sure this is wise?\" "))
5053 prout(_("Spock- \"Acknowledged.\""))
5056 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
5058 prout(_("Crew scrambles in emergency preparation."))
5059 prout(_("Spock and Scotty ready the death ray and"))
5060 prout(_("prepare to channel all ship's power to the device."))
5062 prout(_("Spock- \"Preparations complete, sir.\""))
5063 prout(_("Kirk- \"Engage!\""))
5065 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
5068 if game.options & OPTION_PLAIN:
5072 prouts(_("Sulu- \"Captain! It's working!\""))
5074 while len(game.enemies) > 0:
5075 deadkl(game.enemies[-1].location, game.quad[game.enemies[-1].location.i][game.enemies[-1].location.j],game.enemies[-1].location)
5076 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
5077 if game.unwon() == 0:
5079 if (game.options & OPTION_PLAIN) == 0:
5080 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
5081 if rnd.withprob(0.05):
5082 prout(_(" is still operational.\""))
5084 prout(_(" has been rendered nonfunctional.\""))
5085 game.damage[DDRAY] = 39.95
5087 r = rnd.real() # Pick failure method
5089 prouts(_("Sulu- \"Captain! It's working!\""))
5091 prouts(_("***RED ALERT! RED ALERT!"))
5093 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
5095 prouts(_("***RED ALERT! RED A*L********************************"))
5098 prouts(_("****************** KA-BOOM!!!! *******************"))
5103 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
5105 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
5107 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
5108 prout(_(" have apparently been transformed into strange mutations."))
5109 prout(_(" Vulcans do not seem to be affected."))
5111 prout(_("Kirk- \"Raauch! Raauch!\""))
5115 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
5117 proutn(_("Spock- \"I believe the word is"))
5118 prouts(_(" *ASTONISHING*"))
5119 prout(_(" Mr. Sulu."))
5120 for i in range(QUADSIZE):
5121 for j in range(QUADSIZE):
5122 if game.quad[i][j] == '.':
5123 game.quad[i][j] = '?'
5124 prout(_(" Captain, our quadrant is now infested with"))
5125 prouts(_(" - - - - - - *THINGS*."))
5127 prout(_(" I have no logical explanation.\""))
5129 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
5131 prout(_("Scotty- \"There are so many tribbles down here"))
5132 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
5136 # Code from reports.c begins here
5138 def attackreport(curt):
5139 "eport status of bases under attack."
5141 if is_scheduled(FCDBAS):
5142 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
5143 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
5144 elif game.isatb == 1:
5145 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
5146 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
5148 prout(_("No Starbase is currently under attack."))
5150 if is_scheduled(FCDBAS):
5151 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5153 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5157 # report on general game status
5159 s1 = (game.thawed and _("thawed ")) or ""
5160 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5161 s3 = (None, _("novice"), _("fair"),
5162 _("good"), _("expert"), _("emeritus"))[game.skill]
5163 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5164 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5165 prout(_("No plaque is allowed."))
5167 prout(_("This is tournament game %d.") % game.tourn)
5168 prout(_("Your secret password is \"%s\"") % game.passwd)
5169 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - game.unwon()),
5170 (game.inkling + game.incom + game.inscom)))
5171 if game.incom - len(game.state.kcmdr):
5172 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
5173 elif game.inkling - game.remkl() + (game.inscom - game.state.nscrem) > 0:
5174 prout(_(", but no Commanders."))
5177 if game.skill > SKILL_FAIR:
5178 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5179 if len(game.state.baseq) != game.inbase:
5181 if game.inbase-len(game.state.baseq)==1:
5182 proutn(_("has been 1 base"))
5184 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
5185 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
5187 prout(_("There are %d bases.") % game.inbase)
5188 if communicating() or game.iseenit:
5189 # Don't report this if not seen and
5190 # either the radio is dead or not at base!
5194 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5195 if game.brigcapacity != game.brigfree:
5196 embriggened = game.brigcapacity-game.brigfree
5197 if embriggened == 1:
5198 prout(_("1 Klingon in brig"))
5200 prout(_("%d Klingons in brig.") % embriggened)
5201 if game.kcaptured == 0:
5203 elif game.kcaptured == 1:
5204 prout(_("1 captured Klingon turned in to Starfleet."))
5206 prout(_("%d captured Klingons turned in to Star Fleet.") % game.kcaptured)
5208 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5209 if game.ship == 'E':
5210 proutn(_("You have "))
5212 proutn("%d" % (game.nprobes))
5215 proutn(_(" deep space probe"))
5219 if communicating() and is_scheduled(FDSPROB):
5221 proutn(_("An armed deep space probe is in "))
5223 proutn(_("A deep space probe is in "))
5224 prout("Quadrant %s." % game.probe.quadrant())
5226 if game.cryprob <= .05:
5227 prout(_("Dilithium crystals aboard ship... not yet used."))
5231 while game.cryprob > ai:
5234 prout(_("Dilithium crystals have been used %d time%s.") % \
5235 (i, (_("s"), "")[i==1]))
5239 "Long-range sensor scan."
5240 if damaged(DLRSENS):
5241 # Now allow base's sensors if docked
5242 if game.condition != "docked":
5244 prout(_("LONG-RANGE SENSORS DAMAGED."))
5247 prout(_("Starbase's long-range scan"))
5249 prout(_("Long-range scan"))
5250 for x in range(game.quadrant.i-1, game.quadrant.i+2):
5253 for y in range(game.quadrant.j-1, game.quadrant.j+2):
5254 if not Coord(x, y).valid_quadrant():
5258 if not damaged(DRADIO):
5259 game.state.galaxy[x][y].charted = True
5260 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5261 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5262 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5263 if not silent and game.state.galaxy[x][y].supernova:
5266 cn = " %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars)
5267 proutn(((3 - len(cn)) * '.') + cn)
5275 for i in range(NDEVICES):
5278 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5279 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5281 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5282 game.damage[i]+0.05,
5283 DOCKFAC*game.damage[i]+0.005))
5285 prout(_("All devices functional."))
5288 "Update the chart in the Enterprise's computer from galaxy data."
5289 game.lastchart = game.state.date
5290 for i in range(GALSIZE):
5291 for j in range(GALSIZE):
5292 if game.state.galaxy[i][j].charted:
5293 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5294 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5295 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5298 "Display the star chart."
5300 if (game.options & OPTION_AUTOSCAN):
5304 if game.lastchart < game.state.date and game.condition == "docked":
5305 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5307 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5308 if game.state.date > game.lastchart:
5309 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5310 prout(" 1 2 3 4 5 6 7 8")
5311 for i in range(GALSIZE):
5312 proutn("%d |" % (i+1))
5313 for j in range(GALSIZE):
5314 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5318 if game.state.galaxy[i][j].supernova:
5320 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5322 elif game.state.galaxy[i][j].charted:
5323 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5327 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5335 def sectscan(goodScan, i, j):
5336 "Light up an individual dot in a sector."
5337 if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
5338 if game.quad[i][j] in ('E', 'F'):
5341 textcolor({"green":GREEN,
5345 "dead":BROWN}[game.condition])
5347 textcolor({'?':LIGHTMAGENTA,
5353 }.get(game.quad[i][j], DEFAULT))
5354 proutn("%c " % game.quad[i][j])
5360 "Emit status report lines"
5361 if not req or req == 1:
5362 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5363 % (game.state.date, game.state.remtime))
5364 if not req or req == 2:
5365 if game.condition != "docked":
5367 prstat(_("Condition"), _("%s, %i DAMAGES") % \
5368 (game.condition.upper(), sum([x > 0 for x in game.damage])))
5370 prout(_(", CLOAKED"))
5371 if not req or req == 3:
5372 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5373 if not req or req == 4:
5374 if damaged(DLIFSUP):
5375 if game.condition == "docked":
5376 s = _("DAMAGED, Base provides")
5378 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5381 prstat(_("Life Support"), s)
5382 if not req or req == 5:
5383 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5384 if not req or req == 6:
5386 if game.icrystl and (game.options & OPTION_SHOWME):
5387 extra = _(" (have crystals)")
5388 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5389 if not req or req == 7:
5390 prstat(_("Torpedoes"), "%d" % (game.torps))
5391 if not req or req == 8:
5392 if damaged(DSHIELD):
5398 data = _(" %d%% %.1f units") \
5399 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5400 prstat(_("Shields"), s+data)
5401 if not req or req == 9:
5402 prstat(_("Klingons Left"), "%d" % game.unwon())
5403 if not req or req == 10:
5404 if game.options & OPTION_WORLDS:
5405 plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
5406 if plnet and plnet.inhabited:
5407 prstat(_("Major system"), plnet.name)
5409 prout(_("Sector is uninhabited"))
5410 elif not req or req == 11:
5411 attackreport(not req)
5414 "Request specified status data, a historical relic from slow TTYs."
5415 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5416 while scanner.nexttok() == "IHEOL":
5417 proutn(_("Information desired? "))
5419 if scanner.token in requests:
5420 status(requests.index(scanner.token))
5422 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5423 prout((" date, condition, position, lsupport, warpfactor,"))
5424 prout((" energy, torpedoes, shields, klingons, system, time."))
5429 if damaged(DSRSENS):
5430 # Allow base's sensors if docked
5431 if game.condition != "docked":
5432 prout(_(" S.R. SENSORS DAMAGED!"))
5435 prout(_(" [Using Base's sensors]"))
5437 prout(_(" Short-range scan"))
5438 if goodScan and communicating():
5439 game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
5440 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
5441 game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
5442 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
5443 prout(" 1 2 3 4 5 6 7 8 9 10")
5444 if game.condition != "docked":
5446 for i in range(QUADSIZE):
5447 proutn("%2d " % (i+1))
5448 for j in range(QUADSIZE):
5449 sectscan(goodScan, i, j)
5453 "Use computer to get estimated time of arrival for a warp jump."
5454 w1 = Coord(); w2 = Coord()
5456 if damaged(DCOMPTR):
5457 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5460 if scanner.nexttok() != "IHREAL":
5463 proutn(_("Destination quadrant and/or sector? "))
5464 if scanner.nexttok()!="IHREAL":
5467 w1.j = int(scanner.real-0.5)
5468 if scanner.nexttok() != "IHREAL":
5471 w1.i = int(scanner.real-0.5)
5472 if scanner.nexttok() == "IHREAL":
5473 w2.j = int(scanner.real-0.5)
5474 if scanner.nexttok() != "IHREAL":
5477 w2.i = int(scanner.real-0.5)
5479 if game.quadrant.j>w1.i:
5483 if game.quadrant.i>w1.j:
5487 if not w1.valid_quadrant() or not w2.valid_sector():
5490 dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
5491 (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
5494 prout(_("Answer \"no\" if you don't know the value:"))
5497 proutn(_("Time or arrival date? "))
5498 if scanner.nexttok()=="IHREAL":
5499 ttime = scanner.real
5500 if ttime > game.state.date:
5501 ttime -= game.state.date # Actually a star date
5502 twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
5503 if ttime <= 1e-10 or twarp > 10:
5504 prout(_("We'll never make it, sir."))
5511 proutn(_("Warp factor? "))
5512 if scanner.nexttok()== "IHREAL":
5514 twarp = scanner.real
5515 if twarp<1.0 or twarp > 10.0:
5519 prout(_("Captain, certainly you can give me one of these."))
5522 ttime = (10.0*dist)/twarp**2
5523 tpower = dist*twarp*twarp*twarp*(game.shldup+1)
5524 if tpower >= game.energy:
5525 prout(_("Insufficient energy, sir."))
5526 if not game.shldup or tpower > game.energy*2.0:
5529 proutn(_("New warp factor to try? "))
5530 if scanner.nexttok() == "IHREAL":
5532 twarp = scanner.real
5533 if twarp<1.0 or twarp > 10.0:
5541 prout(_("But if you lower your shields,"))
5542 proutn(_("remaining"))
5545 proutn(_("Remaining"))
5546 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5548 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5550 prout(_("Any warp speed is adequate."))
5552 prout(_("Minimum warp needed is %.2f,") % (twarp))
5553 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5554 if game.state.remtime < ttime:
5555 prout(_("Unfortunately, the Federation will be destroyed by then."))
5557 prout(_("You'll be taking risks at that speed, Captain"))
5558 if (game.isatb==1 and game.state.kscmdr == w1 and \
5559 scheduled(FSCDBAS)< ttime+game.state.date) or \
5560 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5561 prout(_("The starbase there will be destroyed by then."))
5562 proutn(_("New warp factor to try? "))
5563 if scanner.nexttok() == "IHREAL":
5565 twarp = scanner.real
5566 if twarp<1.0 or twarp > 10.0:
5574 # Code from setup.c begins here
5577 "Issue a historically correct banner."
5579 prout(_("-SUPER- STAR TREK"))
5581 # From the FORTRAN original
5582 # prout(_("Latest update-21 Sept 78"))
5588 scanner.push("emsave.trk")
5589 key = scanner.nexttok()
5591 proutn(_("File name: "))
5592 key = scanner.nexttok()
5593 if key != "IHALPHA":
5596 if '.' not in scanner.token:
5597 scanner.token += ".trk"
5599 fp = open(scanner.token, "wb")
5601 prout(_("Can't freeze game as file %s") % scanner.token)
5603 pickle.dump(game, fp)
5608 "Retrieve saved game."
5611 key = scanner.nexttok()
5613 proutn(_("File name: "))
5614 key = scanner.nexttok()
5615 if key != "IHALPHA":
5618 if '.' not in scanner.token:
5619 scanner.token += ".trk"
5621 fp = open(scanner.token, "rb")
5623 prout(_("Can't thaw game in %s") % scanner.token)
5625 game = pickle.load(fp)
5630 # I used <http://www.memory-alpha.org> to find planets
5631 # with references in ST:TOS. Earth and the Alpha Centauri
5632 # Colony have been omitted.
5634 # Some planets marked Class G and P here will be displayed as class M
5635 # because of the way planets are generated. This is a known bug.
5638 _("Andoria (Fesoan)"), # several episodes
5639 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5640 _("Vulcan (T'Khasi)"), # many episodes
5641 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5642 _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5643 _("Ardana"), # TOS: "The Cloud Minders"
5644 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5645 _("Gideon"), # TOS: "The Mark of Gideon"
5646 _("Aldebaran III"), # TOS: "The Deadly Years"
5647 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5648 _("Altair IV"), # TOS: "Amok Time
5649 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5650 _("Benecia"), # TOS: "The Conscience of the King"
5651 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5652 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5653 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5654 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5655 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5656 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5657 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5658 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5659 _("Ingraham B"), # TOS: "Operation: Annihilate"
5660 _("Janus IV"), # TOS: "The Devil in the Dark"
5661 _("Makus III"), # TOS: "The Galileo Seven"
5662 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5663 _("Omega IV"), # TOS: "The Omega Glory"
5664 _("Regulus V"), # TOS: "Amok Time
5665 _("Deneva"), # TOS: "Operation -- Annihilate!"
5666 # Worlds from BSD Trek
5667 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5668 _("Beta III"), # TOS: "The Return of the Archons"
5669 _("Triacus"), # TOS: "And the Children Shall Lead",
5670 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5672 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5673 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5674 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5675 # _("Izar"), # TOS: "Whom Gods Destroy"
5676 # _("Tiburon"), # TOS: "The Way to Eden"
5677 # _("Merak II"), # TOS: "The Cloud Minders"
5678 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5679 # _("Iotia"), # TOS: "A Piece of the Action"
5683 _("S. R. Sensors"), \
5684 _("L. R. Sensors"), \
5686 _("Photon Tubes"), \
5687 _("Life Support"), \
5688 _("Warp Engines"), \
5689 _("Impulse Engines"), \
5691 _("Subspace Radio"), \
5692 _("Shuttle Craft"), \
5694 _("Navigation System"), \
5696 _("Shield Control"), \
5699 _("Cloaking Device"), \
5703 "Prepare to play, set up cosmos."
5705 # Decide how many of everything
5707 return # frozen game
5708 # Prepare the Enterprise
5709 game.alldone = game.gamewon = game.shldchg = game.shldup = False
5711 game.state.crew = FULLCREW
5712 game.energy = game.inenrg = 5000.0
5713 game.shield = game.inshld = 2500.0
5716 game.quadrant = randplace(GALSIZE)
5717 game.sector = randplace(QUADSIZE)
5718 game.torps = game.intorps = 10
5719 game.nprobes = rnd.integer(2, 5)
5721 for i in range(NDEVICES):
5722 game.damage[i] = 0.0
5723 # Set up assorted game parameters
5724 game.battle = Coord()
5725 game.state.date = game.indate = 100.0 * rnd.real(20, 51)
5726 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5727 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5728 game.isatb = game.state.nplankl = 0
5729 game.state.starkl = game.state.basekl = game.state.nworldkl = 0
5730 game.iscraft = "onship"
5735 game.state.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
5737 game.state.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
5739 game.state.planets = [] # Planet information
5740 game.state.baseq = [] # Base quadrant coordinates
5741 game.state.kcmdr = [] # Commander quadrant coordinates
5742 game.statekscmdr = Coord() # Supercommander quadrant coordinates
5744 # Starchart is functional but we've never seen it
5745 game.lastchart = FOREVER
5746 # Put stars in the galaxy
5748 for i in range(GALSIZE):
5749 for j in range(GALSIZE):
5750 # Can't have more stars per quadrant than fit in one decimal digit,
5751 # if we do the chart representation will break.
5752 k = rnd.integer(1, min(10, QUADSIZE**2/10))
5754 game.state.galaxy[i][j].stars = k
5755 # Locate star bases in galaxy
5757 prout("=== Allocating %d bases" % game.inbase)
5758 for i in range(game.inbase):
5761 w = randplace(GALSIZE)
5762 if not game.state.galaxy[w.i][w.j].starbase:
5765 # C version: for (j = i-1; j > 0; j--)
5766 # so it did them in the opposite order.
5767 for j in range(1, i):
5768 # Improved placement algorithm to spread out bases
5769 distq = (w - game.state.baseq[j]).distance()
5770 if distq < 6.0*(BASEMAX+1-game.inbase) and rnd.withprob(0.75):
5773 prout("=== Abandoning base #%d at %s" % (i, w))
5775 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5777 prout("=== Saving base #%d, close to #%d" % (i, j))
5781 prout("=== Placing base #%d in quadrant %s" % (i, w))
5782 game.state.baseq.append(w)
5783 game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5784 # Position ordinary Klingon Battle Cruisers
5786 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5787 if klumper > MAXKLQUAD:
5791 klump = int((1.0 - r*r)*klumper)
5796 w = randplace(GALSIZE)
5797 if not game.state.galaxy[w.i][w.j].supernova and \
5798 game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5800 game.state.galaxy[w.i][w.j].klingons += klump
5803 # Position Klingon Commander Ships
5804 for i in range(game.incom):
5806 w = randplace(GALSIZE)
5807 if not welcoming(w) or w in game.state.kcmdr:
5809 if (game.state.galaxy[w.i][w.j].klingons or rnd.withprob(0.25)):
5811 game.state.galaxy[w.i][w.j].klingons += 1
5812 game.state.kcmdr.append(w)
5813 # Locate planets in galaxy
5814 for i in range(game.inplan):
5816 w = randplace(GALSIZE)
5817 if game.state.galaxy[w.i][w.j].planet is None:
5821 new.crystals = "absent"
5822 if (game.options & OPTION_WORLDS) and i < NINHAB:
5823 new.pclass = "M" # All inhabited planets are class M
5824 new.crystals = "absent"
5826 new.name = systnames[i]
5827 new.inhabited = True
5829 new.pclass = ("M", "N", "O")[rnd.integer(0, 3)]
5830 if rnd.withprob(0.33):
5831 new.crystals = "present"
5832 new.known = "unknown"
5833 new.inhabited = False
5834 game.state.galaxy[w.i][w.j].planet = new
5835 game.state.planets.append(new)
5837 for i in range(game.state.nromrem):
5838 w = randplace(GALSIZE)
5839 game.state.galaxy[w.i][w.j].romulans += 1
5840 # Place the Super-Commander if needed
5841 if game.state.nscrem > 0:
5843 w = randplace(GALSIZE)
5846 game.state.kscmdr = w
5847 game.state.galaxy[w.i][w.j].klingons += 1
5848 # Initialize times for extraneous events
5849 schedule(FSNOVA, expran(0.5 * game.intime))
5850 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5851 schedule(FSNAP, rnd.real(1.0, 2.0)) # Force an early snapshot
5852 schedule(FBATTAK, expran(0.3*game.intime))
5854 if game.state.nscrem:
5855 schedule(FSCMOVE, 0.2777)
5860 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5861 schedule(FDISTR, expran(1.0 + game.intime))
5866 # Place thing (in tournament game, we don't want one!)
5867 # New in SST2K: never place the Thing near a starbase.
5868 # This makes sense and avoids a special case in the old code.
5870 if game.tourn is None:
5872 thing = randplace(GALSIZE)
5873 if thing not in game.state.baseq:
5876 game.state.snap = False
5877 if game.skill == SKILL_NOVICE:
5878 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5879 prout(_("a deadly Klingon invasion force. As captain of the United"))
5880 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5881 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5882 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5883 prout(_("your mission. As you proceed you may be given more time."))
5885 prout(_("You will have %d supporting starbases.") % (game.inbase))
5886 proutn(_("Starbase locations- "))
5888 prout(_("Stardate %d.") % int(game.state.date))
5890 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5891 prout(_("An unknown number of Romulans."))
5892 if game.state.nscrem:
5893 prout(_("And one (GULP) Super-Commander."))
5894 prout(_("%d stardates.") % int(game.intime))
5895 proutn(_("%d starbases in ") % game.inbase)
5896 for i in range(game.inbase):
5897 proutn(repr(game.state.baseq[i]))
5900 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5901 proutn(_(" Sector %s") % game.sector)
5903 prout(_("Good Luck!"))
5904 if game.state.nscrem:
5905 prout(_(" YOU'LL NEED IT."))
5908 setwnd(message_window)
5910 if len(game.enemies) - (thing == game.quadrant) - (game.tholian is not None):
5912 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5913 attack(torps_ok=False)
5916 "Choose your game type."
5918 game.tourn = game.length = 0
5920 game.skill = SKILL_NONE
5921 # Do not chew here, we want to use command-line tokens
5922 if not scanner.inqueue: # Can start with command line options
5923 proutn(_("Would you like a regular, tournament, or saved game? "))
5925 if scanner.sees("tournament"):
5926 while scanner.nexttok() == "IHEOL":
5927 proutn(_("Type in tournament number-"))
5928 if scanner.real == 0:
5930 continue # We don't want a blank entry
5931 game.tourn = int(round(scanner.real))
5932 rnd.seed(scanner.real)
5934 logfp.write("# rnd.seed(%d)\n" % scanner.real)
5936 if scanner.sees("saved") or scanner.sees("frozen"):
5940 if game.passwd is None:
5942 if not game.alldone:
5943 game.thawed = True # No plaque if not finished
5947 if scanner.sees("regular"):
5949 proutn(_("What is \"%s\"? ") % scanner.token)
5951 while game.length==0 or game.skill==SKILL_NONE:
5952 if scanner.nexttok() == "IHALPHA":
5953 if scanner.sees("short"):
5955 elif scanner.sees("medium"):
5957 elif scanner.sees("long"):
5959 elif scanner.sees("novice"):
5960 game.skill = SKILL_NOVICE
5961 elif scanner.sees("fair"):
5962 game.skill = SKILL_FAIR
5963 elif scanner.sees("good"):
5964 game.skill = SKILL_GOOD
5965 elif scanner.sees("expert"):
5966 game.skill = SKILL_EXPERT
5967 elif scanner.sees("emeritus"):
5968 game.skill = SKILL_EMERITUS
5970 proutn(_("What is \""))
5971 proutn(scanner.token)
5976 proutn(_("Would you like a Short, Medium, or Long game? "))
5977 elif game.skill == SKILL_NONE:
5978 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
5979 # Choose game options -- added by ESR for SST2K
5980 if scanner.nexttok() != "IHALPHA":
5982 proutn(_("Choose your game style (plain, almy, fancy or just press enter): "))
5984 if scanner.sees("plain"):
5985 # Approximates the UT FORTRAN version.
5986 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR | OPTION_CAPTURE | OPTION_CLOAK)
5987 game.options |= OPTION_PLAIN
5988 elif scanner.sees("almy"):
5989 # Approximates Tom Almy's version.
5990 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR)
5991 game.options |= OPTION_ALMY
5992 elif scanner.sees("fancy") or scanner.sees("\n"):
5994 elif len(scanner.token):
5995 proutn(_("What is \"%s\"?") % scanner.token)
5997 if game.passwd == "debug":
5999 prout("=== Debug mode enabled.")
6000 # Use parameters to generate initial values of things
6001 game.damfac = 0.5 * game.skill
6002 game.inbase = rnd.integer(BASEMIN, BASEMAX+1)
6004 if game.options & OPTION_PLANETS:
6005 game.inplan += rnd.integer(MAXUNINHAB/2, MAXUNINHAB+1)
6006 if game.options & OPTION_WORLDS:
6007 game.inplan += int(NINHAB)
6008 game.state.nromrem = game.inrom = rnd.integer(2 * game.skill)
6009 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
6010 game.state.remtime = 7.0 * game.length
6011 game.intime = game.state.remtime
6012 game.inkling = int(2.0*game.intime*((game.skill+1 - 2*rnd.real())*game.skill*0.1+.15))
6013 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*rnd.real()))
6014 game.state.remres = (game.inkling+4*game.incom)*game.intime
6015 game.inresor = game.state.remres
6016 if game.inkling > 50:
6020 def dropin(iquad=None):
6021 "Drop a feature on a random dot in the current quadrant."
6023 w = randplace(QUADSIZE)
6024 if game.quad[w.i][w.j] == '.':
6026 if iquad is not None:
6027 game.quad[w.i][w.j] = iquad
6031 "Update our alert status."
6032 game.condition = "green"
6033 if game.energy < 1000.0:
6034 game.condition = "yellow"
6035 if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
6036 game.condition = "red"
6038 game.condition="dead"
6041 "Drop new Klingon into current quadrant."
6042 return Enemy('K', loc=dropin(), power=rnd.real(300,450)+25.0*game.skill)
6045 "Sort enemies by distance so 'nearest' is meaningful."
6046 game.enemies.sort(key=lambda x: x.kdist)
6049 "Set up a new state of quadrant, for when we enter or re-enter it."
6052 game.neutz = game.inorbit = game.landed = False
6053 game.ientesc = game.iseenit = game.isviolreported = False
6054 # Create a blank quadrant
6055 game.quad = fill2d(QUADSIZE, lambda i, j: '.')
6057 # Attempt to escape Super-commander, so tbeam back!
6060 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
6061 # cope with supernova
6064 game.klhere = q.klingons
6065 game.irhere = q.romulans
6067 game.quad[game.sector.i][game.sector.j] = game.ship
6070 # Position ordinary Klingons
6071 for _i in range(game.klhere):
6073 # If we need a commander, promote a Klingon
6074 for cmdr in game.state.kcmdr:
6075 if cmdr == game.quadrant:
6076 e = game.enemies[game.klhere-1]
6077 game.quad[e.location.i][e.location.j] = 'C'
6078 e.power = rnd.real(950,1350) + 50.0*game.skill
6080 # If we need a super-commander, promote a Klingon
6081 if game.quadrant == game.state.kscmdr:
6083 game.quad[e.location.i][e.location.j] = 'S'
6084 e.power = rnd.real(1175.0, 1575.0) + 125.0*game.skill
6085 game.iscate = (game.remkl() > 1)
6086 # Put in Romulans if needed
6087 for _i in range(q.romulans):
6088 Enemy('R', loc=dropin(), power=rnd.real(400.0,850.0)+50.0*game.skill)
6089 # If quadrant needs a starbase, put it in
6091 game.base = dropin('B')
6092 # If quadrant needs a planet, put it in
6094 game.iplnet = q.planet
6095 if not q.planet.inhabited:
6096 game.plnet = dropin('P')
6098 game.plnet = dropin('@')
6099 # Check for condition
6102 if game.irhere > 0 and game.klhere == 0:
6104 if not damaged(DRADIO):
6106 prout(_("LT. Uhura- \"Captain, an urgent message."))
6107 prout(_(" I'll put it on audio.\" CLICK"))
6109 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
6110 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
6111 # Put in THING if needed
6112 if thing == game.quadrant:
6113 Enemy(etype='?', loc=dropin(),
6114 power=rnd.real(6000,6500.0)+250.0*game.skill)
6115 if not damaged(DSRSENS):
6117 prout(_("Mr. Spock- \"Captain, this is most unusual."))
6118 prout(_(" Please examine your short-range scan.\""))
6119 # Decide if quadrant needs a Tholian; lighten up if skill is low
6120 if game.options & OPTION_THOLIAN:
6121 if (game.skill < SKILL_GOOD and rnd.withprob(0.02)) or \
6122 (game.skill == SKILL_GOOD and rnd.withprob(0.05)) or \
6123 (game.skill > SKILL_GOOD and rnd.withprob(0.08)):
6126 w.i = rnd.withprob(0.5) * (QUADSIZE-1)
6127 w.j = rnd.withprob(0.5) * (QUADSIZE-1)
6128 if game.quad[w.i][w.j] == '.':
6130 game.tholian = Enemy(etype='T', loc=w,
6131 power=rnd.integer(100, 500) + 25.0*game.skill)
6132 # Reserve unoccupied corners
6133 if game.quad[0][0]=='.':
6134 game.quad[0][0] = 'X'
6135 if game.quad[0][QUADSIZE-1]=='.':
6136 game.quad[0][QUADSIZE-1] = 'X'
6137 if game.quad[QUADSIZE-1][0]=='.':
6138 game.quad[QUADSIZE-1][0] = 'X'
6139 if game.quad[QUADSIZE-1][QUADSIZE-1]=='.':
6140 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
6142 # And finally the stars
6143 for _i in range(q.stars):
6145 # Put in a few black holes
6146 for _i in range(1, 3+1):
6147 if rnd.withprob(0.5):
6149 # Take out X's in corners if Tholian present
6151 if game.quad[0][0]=='X':
6152 game.quad[0][0] = '.'
6153 if game.quad[0][QUADSIZE-1]=='X':
6154 game.quad[0][QUADSIZE-1] = '.'
6155 if game.quad[QUADSIZE-1][0]=='X':
6156 game.quad[QUADSIZE-1][0] = '.'
6157 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
6158 game.quad[QUADSIZE-1][QUADSIZE-1] = '.'
6159 # This should guarantee that replay games don't lose info about the chart
6160 if (game.options & OPTION_AUTOSCAN) or replayfp:
6164 "Set the self-destruct password."
6165 if game.options & OPTION_PLAIN:
6168 proutn(_("Please type in a secret password- "))
6170 game.passwd = scanner.token
6171 if game.passwd is not None:
6175 game.passwd += chr(ord('a')+rnd.integer(26))
6176 game.passwd += chr(ord('a')+rnd.integer(26))
6177 game.passwd += chr(ord('a')+rnd.integer(26))
6179 # Code from sst.c begins here
6182 ("SRSCAN", OPTION_TTY),
6183 ("STATUS", OPTION_TTY),
6184 ("REQUEST", OPTION_TTY),
6185 ("LRSCAN", OPTION_TTY),
6197 ("SENSORS", OPTION_PLANETS),
6198 ("ORBIT", OPTION_PLANETS),
6199 ("TRANSPORT", OPTION_PLANETS),
6200 ("MINE", OPTION_PLANETS),
6201 ("CRYSTALS", OPTION_PLANETS),
6202 ("SHUTTLE", OPTION_PLANETS),
6203 ("PLANETS", OPTION_PLANETS),
6208 ("PROBE", OPTION_PROBE),
6210 ("FREEZE", 0), # Synonym for SAVE
6214 ("CAPTURE", OPTION_CAPTURE),
6215 ("CLOAK", OPTION_CLOAK),
6218 ("SOS", 0), # Synonym for MAYDAY
6219 ("CALL", 0), # Synonym for MAYDAY
6228 "Generate a list of legal commands."
6229 prout(_("LEGAL COMMANDS ARE:"))
6231 for (key, opt) in commands:
6232 if not opt or (opt & game.options):
6233 proutn("%-12s " % key)
6235 if emitted % 5 == 4:
6240 "Browse on-line help."
6241 key = scanner.nexttok()
6244 setwnd(prompt_window)
6245 proutn(_("Help on what command? "))
6246 key = scanner.nexttok()
6247 setwnd(message_window)
6250 cmds = [x[0] for x in commands]
6251 if scanner.token.upper() in cmds or scanner.token.upper() == "ABBREV":
6258 cmd = scanner.token.upper()
6259 for directory in docpath:
6261 fp = open(os.path.join(directory, "sst.doc"), "r")
6266 prout(_("Spock- \"Captain, that information is missing from the"))
6267 prout(_(" computer. You need to find sst.doc and put it somewhere"))
6268 proutn(_(" in these directories: %s") % ":".join(docpath))
6270 # This used to continue: "You need to find SST.DOC and put
6271 # it in the current directory."
6274 linebuf = fp.readline()
6276 prout(_("Spock- \"Captain, there is no information on that command.\""))
6279 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6280 linebuf = linebuf[3:].strip()
6281 if cmd.upper() == linebuf:
6284 prout(_("Spock- \"Captain, I've found the following information:\""))
6287 linebuf = fp.readline()
6288 if "******" in linebuf:
6294 "Command-interpretation loop."
6296 if game.irhere and game.state.date >= ALGERON and not game.isviolreported and game.iscloaked:
6297 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
6299 game.isviolreported = True
6300 while True: # command loop
6302 while True: # get a command
6304 game.optime = game.justin = False
6306 setwnd(prompt_window)
6309 if scanner.nexttok() == "IHEOL":
6310 if game.options & OPTION_CURSES:
6313 elif scanner.token == "":
6317 setwnd(message_window)
6319 abandon_passed = False
6320 cmd = "" # Force cmd to persist after loop
6321 opt = 0 # Force opt to persist after loop
6322 for (cmd, opt) in commands:
6323 # commands after ABANDON cannot be abbreviated
6324 if cmd == "ABANDON":
6325 abandon_passed = True
6326 if cmd == scanner.token.upper() or (not abandon_passed \
6327 and cmd.startswith(scanner.token.upper())):
6332 elif opt and not (opt & game.options):
6336 if game.options & OPTION_CURSES:
6337 prout("COMMAND> %s" % cmd)
6338 if cmd == "SRSCAN": # srscan
6340 elif cmd == "STATUS": # status
6342 elif cmd == "REQUEST": # status request
6344 elif cmd == "LRSCAN": # long range scan
6345 lrscan(silent=False)
6346 elif cmd == "PHASERS": # phasers
6351 elif cmd in ("TORPEDO", "PHOTONS"): # photon torpedos
6356 elif cmd == "MOVE": # move under warp
6357 warp(wcourse=None, involuntary=False)
6358 elif cmd == "SHIELDS": # shields
6359 doshield(shraise=False)
6362 game.shldchg = False
6363 elif cmd == "DOCK": # dock at starbase
6366 attack(torps_ok=False)
6367 elif cmd == "DAMAGES": # damage reports
6369 elif cmd == "CHART": # chart
6371 elif cmd == "IMPULSE": # impulse
6373 elif cmd == "REST": # rest
6377 elif cmd == "WARP": # warp
6379 elif cmd == "SENSORS": # sensors
6381 elif cmd == "ORBIT": # orbit
6385 elif cmd == "TRANSPORT": # transport "beam"
6387 elif cmd == "MINE": # mine
6391 elif cmd == "CRYSTALS": # crystals
6395 elif cmd == "SHUTTLE": # shuttle
6399 elif cmd == "PLANETS": # Planet list
6401 elif cmd == "REPORT": # Game Report
6403 elif cmd == "COMPUTER": # use COMPUTER!
6405 elif cmd == "COMMANDS":
6407 elif cmd == "EMEXIT": # Emergency exit
6408 clrscr() # Hide screen
6409 freeze(True) # forced save
6410 raise SystemExit(1) # And quick exit
6411 elif cmd == "PROBE":
6412 probe() # Launch probe
6415 elif cmd == "ABANDON": # Abandon Ship
6417 elif cmd == "DESTRUCT": # Self Destruct
6419 elif cmd == "SAVE": # Save Game
6422 if game.skill > SKILL_GOOD:
6423 prout(_("WARNING--Saved games produce no plaques!"))
6424 elif cmd == "DEATHRAY": # Try a desparation measure
6428 elif cmd == "CAPTURE":
6430 elif cmd == "CLOAK":
6432 elif cmd == "DEBUGCMD": # What do we want for debug???
6434 elif cmd == "MAYDAY": # Call for help
6439 game.alldone = True # quit the game
6442 elif cmd == "SCORE":
6443 score() # see current score
6444 elif cmd == "CURSES":
6445 game.options |= (OPTION_CURSES | OPTION_COLOR)
6449 break # Game has ended
6450 if game.optime != 0.0:
6453 break # Events did us in
6454 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6457 if hitme and not game.justin:
6458 attack(torps_ok=True)
6461 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6472 "Emit the name of an enemy or feature."
6473 if ch == 'R': s = _("Romulan")
6474 elif ch == 'K': s = _("Klingon")
6475 elif ch == 'C': s = _("Commander")
6476 elif ch == 'S': s = _("Super-commander")
6477 elif ch == '*': s = _("Star")
6478 elif ch == 'P': s = _("Planet")
6479 elif ch == 'B': s = _("Starbase")
6480 elif ch == ' ': s = _("Black hole")
6481 elif ch == 'T': s = _("Tholian")
6482 elif ch == '#': s = _("Tholian web")
6483 elif ch == '?': s = _("Stranger")
6484 elif ch == '@': s = _("Inhabited World")
6485 else: s = "Unknown??"
6488 def crmena(loud, enemy, loctype, w):
6489 "Emit the name of an enemy and his location."
6493 buf += cramen(enemy) + _(" at ")
6494 if loctype == "quadrant":
6495 buf += _("Quadrant ")
6496 elif loctype == "sector":
6498 return buf + repr(w)
6501 "Emit our ship name."
6502 return{'E':_("Enterprise"),'F':_("Faerie Queene")}.get(game.ship,"Ship???")
6505 "Emit a line of stars"
6506 prouts("******************************************************")
6510 return -avrage*math.log(1e-7 + rnd.real())
6512 def randplace(size):
6513 "Choose a random location."
6515 w.i = rnd.integer(size)
6516 w.j = rnd.integer(size)
6526 # Get a token from the user
6529 # Fill the token quue if nothing here
6530 while not self.inqueue:
6532 if curwnd==prompt_window:
6534 setwnd(message_window)
6541 self.inqueue = sline.lstrip().split() + ["\n"]
6542 # From here on in it's all looking at the queue
6543 self.token = self.inqueue.pop(0)
6544 if self.token == "\n":
6548 self.real = float(self.token)
6549 self.type = "IHREAL"
6554 self.token = self.token.lower()
6555 self.type = "IHALPHA"
6558 def append(self, tok):
6559 self.inqueue.append(tok)
6560 def push(self, tok):
6561 self.inqueue.insert(0, tok)
6565 # Demand input for next scan
6567 self.real = self.token = None
6569 # compares s to item and returns true if it matches to the length of s
6570 return s.startswith(self.token)
6572 # Round token value to nearest integer
6573 return int(round(self.real))
6577 if self.type != "IHREAL":
6582 if self.type != "IHREAL":
6588 return "<sstcanner: token=%s, type=%s, queue=%s>" % (self.token, self.type, self.inqueue)
6591 "Yes-or-no confirmation."
6595 if scanner.token == 'y':
6597 if scanner.token == 'n':
6600 proutn(_("Please answer with \"y\" or \"n\": "))
6603 "Complain about unparseable input."
6606 prout(_("Beg your pardon, Captain?"))
6609 "Access to the internals for debugging."
6610 proutn("Reset levels? ")
6612 if game.energy < game.inenrg:
6613 game.energy = game.inenrg
6614 game.shield = game.inshld
6615 game.torps = game.intorps
6616 game.lsupres = game.inlsr
6617 proutn("Reset damage? ")
6619 for i in range(NDEVICES):
6620 if game.damage[i] > 0.0:
6621 game.damage[i] = 0.0
6622 proutn("Toggle debug flag? ")
6624 game.idebug = not game.idebug
6626 prout("Debug output ON")
6628 prout("Debug output OFF")
6629 proutn("Cause selective damage? ")
6631 for i in range(NDEVICES):
6632 proutn("Kill %s?" % device[i])
6634 key = scanner.nexttok()
6635 if key == "IHALPHA" and scanner.sees("y"):
6636 game.damage[i] = 10.0
6637 proutn("Examine/change events? ")
6642 FSNOVA: "Supernova ",
6645 FBATTAK: "Base Attack ",
6646 FCDBAS: "Base Destroy ",
6647 FSCMOVE: "SC Move ",
6648 FSCDBAS: "SC Base Destroy ",
6649 FDSPROB: "Probe Move ",
6650 FDISTR: "Distress Call ",
6651 FENSLV: "Enslavement ",
6652 FREPRO: "Klingon Build ",
6654 for i in range(1, NEVENTS):
6657 proutn("%.2f" % (scheduled(i)-game.state.date))
6658 if i == FENSLV or i == FREPRO:
6660 proutn(" in %s" % ev.quadrant)
6665 key = scanner.nexttok()
6669 elif key == "IHREAL":
6670 ev = schedule(i, scanner.real)
6671 if i == FENSLV or i == FREPRO:
6673 proutn("In quadrant- ")
6674 key = scanner.nexttok()
6675 # "IHEOL" says to leave coordinates as they are
6678 prout("Event %d canceled, no x coordinate." % (i))
6681 w.i = int(round(scanner.real))
6682 key = scanner.nexttok()
6684 prout("Event %d canceled, no y coordinate." % (i))
6687 w.j = int(round(scanner.real))
6690 proutn("Induce supernova here? ")
6692 game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
6695 if __name__ == '__main__':
6697 #global line, thing, game
6703 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6704 if os.getenv("TERM"):
6705 game.options |= OPTION_CURSES
6707 game.options |= OPTION_TTY
6708 seed = int(time.time())
6709 (options, arguments) = getopt.getopt(sys.argv[1:], "cr:s:txV")
6711 for (switch, val) in options:
6714 replayfp = open(val, "r")
6716 sys.stderr.write("sst: can't open replay file %s\n" % val)
6719 line = replayfp.readline().strip()
6720 (leader, __, seed) = line.split()
6722 line = replayfp.readline().strip()
6723 arguments += line.split()[2:]
6726 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6728 game.options |= OPTION_TTY
6729 game.options &=~ OPTION_CURSES
6730 elif switch == '-s':
6732 elif switch == '-t':
6733 game.options |= OPTION_TTY
6734 game.options &=~ OPTION_CURSES
6735 elif switch == '-x':
6737 elif switch == '-c': # Enable curses debugging - undocumented
6739 elif switch == '-V':
6740 print("SST2K", version)
6743 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6745 # where to save the input in case of bugs
6746 if "TMPDIR" in os.environ:
6747 tmpdir = os.environ['TMPDIR']
6751 logfp = open(os.path.join(tmpdir, "sst-input.log"), "w")
6753 sys.stderr.write("sst: warning, can't open logfile\n")
6756 logfp.write("# seed %s\n" % seed)
6757 logfp.write("# options %s\n" % " ".join(arguments))
6758 logfp.write("# SST2K version %s\n" % version)
6759 logfp.write("# recorded by %s@%s on %s\n" % \
6760 (getpass.getuser(),socket.gethostname(),time.ctime()))
6762 scanner = sstscanner()
6763 for arg in arguments:
6767 while True: # Play a game
6768 setwnd(fullscreen_window)
6774 game.alldone = False
6782 if game.tourn and game.alldone:
6783 proutn(_("Do you want your score recorded?"))
6789 proutn(_("Do you want to play again? "))
6793 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6797 except KeyboardInterrupt: