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
15 # Runs under Python 2 an Python 3. Preserve this property!
16 # SPDX-License-Identifier: BSD-2-clause
18 import os, sys, math, curses, time, pickle, copy, gettext, getpass
19 import getopt, socket, locale
21 # This import only works on Unixes. The intention is to enable
22 # Ctrl-P, Ctrl-N, and friends in Cmd.
28 # Prevent lossage under Python 3
36 docpath = (".", "doc/", "/usr/share/doc/sst/")
39 return gettext.gettext(st)
41 # Rolling our own LCG because Python changed its incompatibly in 3.2.
42 # Thus, we need to have our own to be 2/3 polyglot, which will also
43 # be helpful when we forwrard-port.
46 # LCG PRNG parameters tested against
47 # Knuth vol. 2. by the authors of ADVENT
55 game.lcg_x = (randomizer.LCG_A * game.lcg_x + randomizer.LCG_C) % randomizer.LCG_M
56 return old_x / randomizer.LCG_M;
60 v = randomizer.random()
62 # logfp.write("#withprob(%.2f) -> %s\n" % (p, v < p))
67 v = randomizer.random()
71 v = args[0] + int(v * (args[1] - args[0]))
73 # logfp.write("#integer%s -> %s\n" % (args, v))
78 v = randomizer.random()
80 v *= args[0] # from [0, args[0])
82 v = args[0] + v*(args[1]-args[0]) # from [args[0], args[1])
84 # logfp.write("#real%s -> %f\n" % (args, v))
90 # logfp.write("#seed(%d)\n" % n)
91 game.lcg_x = n % randomizer.LCG_M
93 GALSIZE = 8 # Galaxy size in quadrants
94 NINHAB = (GALSIZE * GALSIZE // 2) # Number of inhabited worlds
95 MAXUNINHAB = 10 # Maximum uninhabited worlds
96 QUADSIZE = 10 # Quadrant size in sectors
97 BASEMIN = 2 # Minimum starbases
98 BASEMAX = (GALSIZE * GALSIZE // 12) # Maximum starbases
99 MAXKLGAME = 127 # Maximum Klingons per game
100 MAXKLQUAD = 9 # Maximum Klingons per quadrant
101 FULLCREW = 428 # Crew size. BSD Trek was 387, that's wrong
102 FOREVER = 1e30 # Time for the indefinite future
103 MAXBURST = 3 # Max # of torps you can launch in one turn
104 MINCMDR = 10 # Minimum number of Klingon commanders
105 DOCKFAC = 0.25 # Repair faster when docked
106 PHASEFAC = 2.0 # Unclear what this is, it was in the C version
108 ALGERON = 2311 # Date of the Treaty of Algeron
129 class TrekError(Exception):
132 class JumpOut(Exception):
136 def __init__(self, x=None, y=None):
139 def valid_quadrant(self):
140 return self.i >= 0 and self.i < GALSIZE and self.j >= 0 and self.j < GALSIZE
141 def valid_sector(self):
142 return self.i >= 0 and self.i < QUADSIZE and self.j >= 0 and self.j < QUADSIZE
143 def invalidate(self):
144 self.i = self.j = None
145 def __eq__(self, other):
146 return other is not None and self.i == other.i and self.j == other.j
147 def __ne__(self, other):
148 return other is None or self.i != other.i or self.j != other.j
149 def __add__(self, other):
150 return Coord(self.i+other.i, self.j+other.j)
151 def __sub__(self, other):
152 return Coord(self.i-other.i, self.j-other.j)
153 def __mul__(self, other):
154 return Coord(self.i*other, self.j*other)
155 def __rmul__(self, other):
156 return Coord(self.i*other, self.j*other)
157 def __div__(self, other):
158 return Coord(self.i/other, self.j/other)
159 def __truediv__(self, other):
160 return Coord(self.i/other, self.j/other)
161 def __floordiv__(self, other):
162 return Coord(self.i//other, self.j//other)
163 def __mod__(self, other):
164 return Coord(self.i % other, self.j % other)
165 def __rtruediv__(self, other):
166 return Coord(self.i/other, self.j/other)
167 def __rfloordiv__(self, other):
168 return Coord(self.i//other, self.j//other)
169 def roundtogrid(self):
170 return Coord(int(round(self.i)), int(round(self.j)))
171 def distance(self, other=None):
174 return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
176 return 1.90985*math.atan2(self.j, self.i)
193 #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
194 return self.roundtogrid() // QUADSIZE
196 return self.roundtogrid() % QUADSIZE
199 s.i = self.i + rnd.range(-1, 2)
200 s.j = self.j + rnd.range(-1, 2)
203 if self.i is None or self.j is None:
205 return "%s - %s" % (self.i+1, self.j+1)
209 "Do not anger the Space Thingy!"
216 return (q.i, q.j) == (self.i, self.j)
220 self.name = None # string-valued if inhabited
221 self.quadrant = Coord() # quadrant located
222 self.pclass = None # could be ""M", "N", "O", or "destroyed"
223 self.crystals = "absent"# could be "mined", "present", "absent"
224 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
225 self.inhabited = False # is it inhabited?
233 self.starbase = False
236 self.supernova = False
238 self.status = "secure" # Could be "secure", "distressed", "enslaved"
240 return "<Quadrant: %(klingons)d>" % self.__dict__
246 self.starbase = False
249 return "<%s,%s,%s>" % (self.klingons, self.starbase, self.stars)
251 def fill2d(size, fillfun):
252 "Fill an empty list in 2D."
254 for i in range(size):
256 for j in range(size):
257 lst[i].append(fillfun(i, j))
262 self.snap = False # snapshot taken
263 self.crew = 0 # crew complement
264 self.nscrem = 0 # remaining super commanders
265 self.starkl = 0 # destroyed stars
266 self.basekl = 0 # destroyed bases
267 self.nromrem = 0 # Romulans remaining
268 self.nplankl = 0 # destroyed uninhabited planets
269 self.nworldkl = 0 # destroyed inhabited planets
270 self.planets = [] # Planet information
271 self.date = 0.0 # stardate
272 self.remres = 0 # remaining resources
273 self.remtime = 0 # remaining time
274 self.baseq = [] # Base quadrant coordinates
275 self.kcmdr = [] # Commander quadrant coordinates
276 self.kscmdr = Coord() # Supercommander quadrant coordinates
278 self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
280 self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
282 for i in range(GALSIZE):
283 for j in range(GALSIZE):
284 yield (i, j, self.galaxy[i][j])
288 self.date = None # A real number
289 self.quadrant = None # A coord structure
292 OPTION_ALL = 0xffffffff
293 OPTION_TTY = 0x00000001 # old interface
294 OPTION_CURSES = 0x00000002 # new interface
295 OPTION_IOMODES = 0x00000003 # cover both interfaces
296 OPTION_PLANETS = 0x00000004 # planets and mining
297 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
298 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
299 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
300 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
301 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
302 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
303 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
304 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
305 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
306 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
307 OPTION_CAPTURE = 0x00002000 # Enable BSD-Trek capture (Almy, 2013).
308 OPTION_CLOAK = 0x80004000 # Enable BSD-Trek capture (Almy, 2013).
309 OPTION_PLAIN = 0x01000000 # user chose plain game
310 OPTION_ALMY = 0x02000000 # user chose Almy variant
311 OPTION_COLOR = 0x04000000 # enable color display (ESR, 2010)
331 NDEVICES = 17 # Number of devices
341 return (game.damage[dev] != 0.0)
343 return not damaged(DRADIO) or game.condition=="docked"
345 # Define future events
346 FSPY = 0 # Spy event happens always (no future[] entry)
347 # can cause SC to tractor beam Enterprise
348 FSNOVA = 1 # Supernova
349 FTBEAM = 2 # Commander tractor beams Enterprise
350 FSNAP = 3 # Snapshot for time warp
351 FBATTAK = 4 # Commander attacks base
352 FCDBAS = 5 # Commander destroys base
353 FSCMOVE = 6 # Supercommander moves (might attack base)
354 FSCDBAS = 7 # Supercommander destroys base
355 FDSPROB = 8 # Move deep space probe
356 FDISTR = 9 # Emit distress call from an inhabited world
357 FENSLV = 10 # Inhabited word is enslaved
358 FREPRO = 11 # Klingons build a ship in an enslaved system
361 # Abstract out the event handling -- underlying data structures will change
362 # when we implement stateful events
363 def findevent(evtype):
364 return game.future[evtype]
367 def __init__(self, etype=None, loc=None, power=None):
369 self.location = Coord()
374 self.power = power # enemy energy level
375 game.enemies.append(self)
377 motion = (loc != self.location)
378 if self.location.i is not None and self.location.j is not None:
381 game.quad[self.location.i][self.location.j] = '#'
383 game.quad[self.location.i][self.location.j] = '.'
385 self.location = copy.copy(loc)
386 game.quad[self.location.i][self.location.j] = self.type
387 self.kdist = self.kavgd = (game.sector - loc).distance()
389 self.location = Coord()
390 self.kdist = self.kavgd = None
391 # Guard prevents failure on Tholian or thingy
392 if self in game.enemies:
393 game.enemies.remove(self)
396 return "<%s,%s.%f>" % (self.type, self.location, self.power) # For debugging
400 self.options = None # Game options
401 self.state = Snapshot() # A snapshot structure
402 self.snapsht = Snapshot() # Last snapshot taken for time-travel purposes
403 self.quad = None # contents of our quadrant
404 self.damage = [0.0] * NDEVICES # damage encountered
405 self.future = [] # future events
409 self.future.append(Event())
410 self.passwd = None # Self Destruct password
412 self.quadrant = None # where we are in the large
413 self.sector = None # where we are in the small
414 self.tholian = None # Tholian enemy object
415 self.base = None # position of base in current quadrant
416 self.battle = None # base coordinates being attacked
417 self.plnet = None # location of planet in quadrant
418 self.gamewon = False # Finished!
419 self.ididit = False # action taken -- allows enemy to attack
420 self.alive = False # we are alive (not killed)
421 self.justin = False # just entered quadrant
422 self.shldup = False # shields are up
423 self.shldchg = False # shield is changing (affects efficiency)
424 self.iscate = False # super commander is here
425 self.ientesc = False # attempted escape from supercommander
426 self.resting = False # rest time
427 self.icraft = False # Kirk in Galileo
428 self.landed = False # party on planet (true), on ship (false)
429 self.alldone = False # game is now finished
430 self.neutz = False # Romulan Neutral Zone
431 self.isarmed = False # probe is armed
432 self.inorbit = False # orbiting a planet
433 self.imine = False # mining
434 self.icrystl = False # dilithium crystals aboard
435 self.iseenit = False # seen base attack report
436 self.thawed = False # thawed game
437 self.condition = None # "green", "yellow", "red", "docked", "dead"
438 self.iscraft = None # "onship", "offship", "removed"
439 self.skill = SKILL_NONE # Player skill level
440 self.inkling = 0 # initial number of klingons
441 self.inbase = 0 # initial number of bases
442 self.incom = 0 # initial number of commanders
443 self.inscom = 0 # initial number of commanders
444 self.inrom = 0 # initial number of commanders
445 self.instar = 0 # initial stars
446 self.intorps = 0 # initial/max torpedoes
447 self.torps = 0 # number of torpedoes
448 self.ship = 0 # ship type -- 'E' is Enterprise
449 self.abandoned = 0 # count of crew abandoned in space
450 self.length = 0 # length of game
451 self.klhere = 0 # klingons here
452 self.casual = 0 # causalties
453 self.nhelp = 0 # calls for help
454 self.nkinks = 0 # count of energy-barrier crossings
455 self.iplnet = None # planet # in quadrant
456 self.inplan = 0 # initial planets
457 self.irhere = 0 # Romulans in quadrant
458 self.isatb = 0 # =2 if super commander is attacking base
459 self.tourn = None # tournament number
460 self.nprobes = 0 # number of probes available
461 self.inresor = 0.0 # initial resources
462 self.intime = 0.0 # initial time
463 self.inenrg = 0.0 # initial/max energy
464 self.inshld = 0.0 # initial/max shield
465 self.inlsr = 0.0 # initial life support resources
466 self.indate = 0.0 # initial date
467 self.energy = 0.0 # energy level
468 self.shield = 0.0 # shield level
469 self.warpfac = 0.0 # warp speed
470 self.lsupres = 0.0 # life support reserves
471 self.optime = 0.0 # time taken by current operation
472 self.damfac = 0.0 # damage factor
473 self.lastchart = 0.0 # time star chart was last updated
474 self.cryprob = 0.0 # probability that crystal will work
475 self.probe = None # object holding probe course info
476 self.height = 0.0 # height of orbit around planet
477 self.score = 0.0 # overall score
478 self.perdate = 0.0 # rate of kills
479 self.idebug = False # Debugging instrumentation enabled?
480 self.cdebug = False # Debugging instrumentation for curses enabled?
481 self.statekscmdr = None # No SuperCommander coordinates yet.
482 self.brigcapacity = 400 # Enterprise brig capacity
483 self.brigfree = 400 # How many klingons can we put in the brig?
484 self.kcaptured = 0 # Total Klingons captured, for scoring.
485 self.iscloaked = False # Cloaking device on?
486 self.ncviol = 0 # Algreon treaty violations
487 self.isviolreported = False # We have been warned
488 self.lcg_x = 0 # LCG generator value
490 return sum([q.klingons for (_i, _j, q) in list(self.state.traverse())])
492 # Stas thinks this should be (C expression):
493 # game.remkl() + len(game.state.kcmdr) > 0 ?
494 # game.state.remres/(game.remkl() + 4*len(game.state.kcmdr)) : 99
495 # He says the existing expression is prone to divide-by-zero errors
496 # after killing the last klingon when score is shown -- perhaps also
497 # if the only remaining klingon is SCOM.
498 self.state.remtime = self.state.remres/(self.remkl() + 4*len(self.state.kcmdr))
500 "Are there Klingons remaining?"
527 # Code from ai.c begins here
530 "Would this quadrant welcome another Klingon?"
531 return iq.valid_quadrant() and \
532 not game.state.galaxy[iq.i][iq.j].supernova and \
533 game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
535 def tryexit(enemy, look, irun):
536 "A bad guy attempts to bug out."
538 iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))//QUADSIZE - 1
539 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))//QUADSIZE - 1
540 if not welcoming(iq):
542 if enemy.type == 'R':
543 return False # Romulans cannot escape!
545 # avoid intruding on another commander's territory
546 if enemy.type == 'C':
547 if iq in game.state.kcmdr:
549 # refuse to leave if currently attacking starbase
550 if game.battle == game.quadrant:
552 # don't leave if over 1000 units of energy
553 if enemy.power > 1000.0:
555 oldloc = copy.copy(enemy.location)
556 # handle local matters related to escape
559 if game.condition != "docked":
561 # Handle global matters related to escape
562 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
563 game.state.galaxy[iq.i][iq.j].klingons += 1
564 if enemy.type == 'S':
568 schedule(FSCMOVE, 0.2777)
570 game.state.kscmdr = iq
572 for cmdr in game.state.kcmdr:
573 if cmdr == game.quadrant:
574 game.state.kcmdr.append(iq)
576 # report move out of quadrant.
577 return [(True, enemy, oldloc, iq)]
579 # The bad-guy movement algorithm:
581 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
582 # If both are operating full strength, force is 1000. If both are damaged,
583 # force is -1000. Having shields down subtracts an additional 1000.
585 # 2. Enemy has forces equal to the energy of the attacker plus
586 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
587 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
589 # Attacker Initial energy levels (nominal):
590 # Klingon Romulan Commander Super-Commander
591 # Novice 400 700 1200
593 # Good 450 800 1300 1750
594 # Expert 475 850 1350 1875
595 # Emeritus 500 900 1400 2000
596 # VARIANCE 75 200 200 200
598 # Enemy vessels only move prior to their attack. In Novice - Good games
599 # only commanders move. In Expert games, all enemy vessels move if there
600 # is a commander present. In Emeritus games all enemy vessels move.
602 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
603 # forces are 1000 greater than Enterprise.
605 # Agressive action on average cuts the distance between the ship and
606 # the enemy to 1/4 the original.
608 # 4. At lower energy advantage, movement units are proportional to the
609 # advantage with a 650 advantage being to hold ground, 800 to move forward
610 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
612 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
613 # retreat, especially at high skill levels.
615 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
617 def movebaddy(enemy):
618 "Tactical movement for the bad guys."
622 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
623 if game.skill >= SKILL_EXPERT:
624 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)
626 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
627 old_dist = enemy.kdist
628 mdist = int(old_dist + 0.5) # Nearest integer distance
629 # If SC, check with spy to see if should hi-tail it
630 if enemy.type == 'S' and \
631 (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
635 # decide whether to advance, retreat, or hold position
636 forces = enemy.power+100.0*len(game.enemies)+400*(nbaddys-1)
638 forces += 1000 # Good for enemy if shield is down!
639 if not damaged(DPHASER) or not damaged(DPHOTON):
640 if damaged(DPHASER): # phasers damaged
643 forces -= 0.2*(game.energy - 2500.0)
644 if damaged(DPHOTON): # photon torpedoes damaged
647 forces -= 50.0*game.torps
649 # phasers and photon tubes both out!
652 if forces <= 1000.0 and game.condition != "docked": # Typical situation
653 motion = ((forces + rnd.real(200))/150.0) - 5.0
655 if forces > 1000.0: # Very strong -- move in for kill
656 motion = (1.0 - rnd.real())**2 * old_dist + 1.0
657 if game.condition == "docked" and (game.options & OPTION_BASE): # protected by base -- back off !
658 motion -= game.skill*(2.0-rnd.real()**2)
660 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
661 # don't move if no motion
664 # Limit motion according to skill
665 if abs(motion) > game.skill:
670 # calculate preferred number of steps
671 nsteps = abs(int(motion))
672 if motion > 0 and nsteps > mdist:
673 nsteps = mdist # don't overshoot
674 if nsteps > QUADSIZE:
675 nsteps = QUADSIZE # This shouldn't be necessary
677 nsteps = 1 # This shouldn't be necessary
679 proutn("NSTEPS = %d:" % nsteps)
680 # Compute preferred values of delta X and Y
681 m = game.sector - enemy.location
682 if 2.0 * abs(m.i) < abs(m.j):
684 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
686 m = (motion * m).sgn()
687 goto = enemy.location
689 for ll in range(nsteps):
691 proutn(" %d" % (ll+1))
692 # Check if preferred position available
703 attempts = 0 # Settle mysterious hang problem
704 while attempts < 20 and not success:
706 if look.i < 0 or look.i >= QUADSIZE:
708 return tryexit(enemy, look, irun)
709 if krawli == m.i or m.j == 0:
711 look.i = goto.i + krawli
713 elif look.j < 0 or look.j >= QUADSIZE:
715 return tryexit(enemy, look, irun)
716 if krawlj == m.j or m.i == 0:
718 look.j = goto.j + krawlj
720 elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.':
721 # See if enemy should ram ship
722 if game.quad[look.i][look.j] == game.ship and \
723 (enemy.type == 'C' or enemy.type == 'S'):
724 collision(rammed=True, enemy=enemy)
726 if krawli != m.i and m.j != 0:
727 look.i = goto.i + krawli
729 elif krawlj != m.j and m.i != 0:
730 look.j = goto.j + krawlj
733 break # we have failed
744 # Enemy moved, but is still in sector
745 return [(False, enemy, old_dist, goto)]
748 "Sequence Klingon tactical movement."
751 # Figure out which Klingon is the commander (or Supercommander)
754 if game.quadrant in game.state.kcmdr:
755 for enemy in game.enemies:
756 if enemy.type == 'C':
757 tacmoves += movebaddy(enemy)
758 if game.state.kscmdr == game.quadrant:
759 for enemy in game.enemies:
760 if enemy.type == 'S':
761 tacmoves += movebaddy(enemy)
763 # If skill level is high, move other Klingons and Romulans too!
764 # Move these last so they can base their actions on what the
766 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
767 for enemy in game.enemies:
768 if enemy.type in ('K', 'R'):
769 tacmoves += movebaddy(enemy)
772 def movescom(iq, avoid):
773 "Supercommander movement helper."
774 # Avoid quadrants with bases if we want to avoid Enterprise
775 if not welcoming(iq) or (avoid and iq in game.state.baseq):
777 if game.justin and not game.iscate:
780 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
781 game.state.kscmdr = iq
782 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
783 if game.state.kscmdr == game.quadrant:
784 # SC has scooted, remove him from current quadrant
789 for enemy in game.enemies:
790 if enemy.type == 'S':
793 if game.condition != "docked":
796 # check for a helpful planet
797 for i in range(game.inplan):
798 if game.state.planets[i].quadrant == game.state.kscmdr and \
799 game.state.planets[i].crystals == "present":
801 game.state.planets[i].pclass = "destroyed"
802 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
805 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
806 prout(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
807 prout(_(" by the Super-commander.\""))
809 return True # looks good!
811 def supercommander():
812 "Move the Super Commander."
819 prout("== SUPERCOMMANDER")
820 # Decide on being active or passive
821 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 \
822 (game.state.date-game.indate) < 3.0)
823 if not game.iscate and avoid:
824 # compute move away from Enterprise
825 idelta = game.state.kscmdr-game.quadrant
826 if idelta.distance() > 2.0:
828 idelta.i = game.state.kscmdr.j-game.quadrant.j
829 idelta.j = game.quadrant.i-game.state.kscmdr.i
831 # compute distances to starbases
832 if not game.state.baseq:
836 sc = game.state.kscmdr
837 for (i, base) in enumerate(game.state.baseq):
838 basetbl.append((i, (base - sc).distance()))
839 if len(game.state.baseq) > 1:
840 basetbl.sort(key=lambda x: x[1])
841 # look for nearest base without a commander, no Enterprise, and
842 # without too many Klingons, and not already under attack.
843 ifindit = iwhichb = 0
844 for (i2, base) in enumerate(game.state.baseq):
845 i = basetbl[i2][0] # bug in original had it not finding nearest
846 if base == game.quadrant or base == game.battle or not welcoming(base):
848 # if there is a commander, and no other base is appropriate,
849 # we will take the one with the commander
850 for cmdr in game.state.kcmdr:
851 if base == cmdr and ifindit != 2:
855 else: # no commander -- use this one
860 return # Nothing suitable -- wait until next time
861 ibq = game.state.baseq[iwhichb]
862 # decide how to move toward base
863 idelta = ibq - game.state.kscmdr
864 # Maximum movement is 1 quadrant in either or both axes
865 idelta = idelta.sgn()
866 # try moving in both x and y directions
867 # there was what looked like a bug in the Almy C code here,
868 # but it might be this translation is just wrong.
869 iq = game.state.kscmdr + idelta
870 if not movescom(iq, avoid):
871 # failed -- try some other maneuvers
872 if idelta.i == 0 or idelta.j == 0:
875 iq.j = game.state.kscmdr.j + 1
876 if not movescom(iq, avoid):
877 iq.j = game.state.kscmdr.j - 1
880 iq.i = game.state.kscmdr.i + 1
881 if not movescom(iq, avoid):
882 iq.i = game.state.kscmdr.i - 1
885 # try moving just in x or y
886 iq.j = game.state.kscmdr.j
887 if not movescom(iq, avoid):
888 iq.j = game.state.kscmdr.j + idelta.j
889 iq.i = game.state.kscmdr.i
892 if len(game.state.baseq) == 0:
895 for ibq in game.state.baseq:
896 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
899 return # no, don't attack base!
902 schedule(FSCDBAS, rnd.real(1.0, 3.0))
903 if is_scheduled(FCDBAS):
904 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
905 if not communicating():
909 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
911 prout(_(" reports that it is under attack from the Klingon Super-commander."))
912 prout(_(" It can survive until stardate %d.\"") \
913 % int(scheduled(FSCDBAS)))
916 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
920 game.optime = 0.0 # actually finished
922 # Check for intelligence report
923 if not game.idebug and \
924 (rnd.withprob(0.8) or \
925 (not communicating()) or \
926 not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
929 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
930 prout(_(" the Super-commander is in Quadrant %s.") % game.state.kscmdr)
935 if not game.tholian or game.justin:
938 if game.tholian.location.i == 0 and game.tholian.location.j == 0:
941 elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
944 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1:
947 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0:
951 # something is wrong!
952 game.tholian.move(None)
953 prout("***Internal error: Tholian in a bad spot.")
955 # do nothing if we are blocked
956 if game.quad[tid.i][tid.j] not in ('.', '#'):
958 here = copy.copy(game.tholian.location)
959 delta = (tid - game.tholian.location).sgn()
961 while here.i != tid.i:
963 if game.quad[here.i][here.j] == '.':
964 game.tholian.move(here)
966 while here.j != tid.j:
968 if game.quad[here.i][here.j] == '.':
969 game.tholian.move(here)
970 # check to see if all holes plugged
971 for i in range(QUADSIZE):
972 if game.quad[0][i] != '#' and game.quad[0][i] != 'T':
974 if game.quad[QUADSIZE-1][i] != '#' and game.quad[QUADSIZE-1][i] != 'T':
976 if game.quad[i][0] != '#' and game.quad[i][0] != 'T':
978 if game.quad[i][QUADSIZE-1] != '#' and game.quad[i][QUADSIZE-1] != 'T':
980 # All plugged up -- Tholian splits
981 game.quad[game.tholian.location.i][game.tholian.location.j] = '#'
983 prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web."))
984 game.tholian.move(None)
987 # Code from battle.c begins here
990 "Change cloaking-device status."
992 prout(_("Ye Faerie Queene hath no cloaking device."))
995 key = scanner.nexttok()
1002 if key == "IHALPHA":
1003 if scanner.sees("on"):
1005 prout(_("The cloaking device has already been switched on."))
1008 elif scanner.sees("off"):
1009 if not game.iscloaked:
1010 prout(_("The cloaking device has already been switched off."))
1017 if not game.iscloaked:
1018 proutn(_("Switch cloaking device on? "))
1023 proutn(_("Switch cloaking device off? "))
1030 if action == "CLOFF":
1031 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1032 prout(_("Spock- \"Captain, the Treaty of Algeron is in effect.\n Are you sure this is wise?\""))
1035 prout("Engineer Scott- \"Aye, Sir.\"")
1036 game.iscloaked = False
1037 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1038 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
1040 game.isviolreported = True
1042 #if (neutz and game.state.date >= ALGERON) finish(FCLOAK);
1045 if action == "CLON":
1047 prout(_("Engineer Scott- \"The cloaking device is damaged, Sir.\""))
1050 if game.condition == "docked":
1051 prout(_("You cannot cloak while docked."))
1053 if game.state.date >= ALGERON and not game.isviolreported:
1054 prout(_("Spock- \"Captain, using the cloaking device is a violation"))
1055 prout(_(" of the Treaty of Algeron. Considering the alternatives,"))
1056 proutn(_(" are you sure this is wise? "))
1059 prout(_("Engineer Scott- \"Cloaking device has engaging, Sir...\""))
1061 prout(_("Engineer Scott- \"Cloaking device has engaged, Sir.\""))
1062 game.iscloaked = True
1064 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1065 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
1067 game.isviolreported = True
1069 def doshield(shraise):
1070 "Change shield status."
1076 key = scanner.nexttok()
1077 if key == "IHALPHA":
1078 if scanner.sees("transfer"):
1081 if damaged(DSHIELD):
1082 prout(_("Shields damaged and down."))
1084 if scanner.sees("up"):
1086 elif scanner.sees("down"):
1088 if action == "NONE":
1089 proutn(_("Do you wish to change shield energy? "))
1092 elif damaged(DSHIELD):
1093 prout(_("Shields damaged and down."))
1096 proutn(_("Shields are up. Do you want them down? "))
1103 proutn(_("Shields are down. Do you want them up? "))
1109 if action == "SHUP": # raise shields
1111 prout(_("Shields already up."))
1115 if game.condition != "docked":
1117 prout(_("Shields raised."))
1118 if game.energy <= 0:
1120 prout(_("Shields raising uses up last of energy."))
1125 elif action == "SHDN":
1127 prout(_("Shields already down."))
1131 prout(_("Shields lowered."))
1134 elif action == "NRG":
1135 while scanner.nexttok() != "IHREAL":
1137 proutn(_("Energy to transfer to shields- "))
1142 if nrg > game.energy:
1143 prout(_("Insufficient ship energy."))
1146 if game.shield+nrg >= game.inshld:
1147 prout(_("Shield energy maximized."))
1148 if game.shield+nrg > game.inshld:
1149 prout(_("Excess energy requested returned to ship energy"))
1150 game.energy -= game.inshld-game.shield
1151 game.shield = game.inshld
1153 if nrg < 0.0 and game.energy-nrg > game.inenrg:
1154 # Prevent shield drain loophole
1156 prout(_("Engineering to bridge--"))
1157 prout(_(" Scott here. Power circuit problem, Captain."))
1158 prout(_(" I can't drain the shields."))
1161 if game.shield+nrg < 0:
1162 prout(_("All shield energy transferred to ship."))
1163 game.energy += game.shield
1166 proutn(_("Scotty- \""))
1168 prout(_("Transferring energy to shields.\""))
1170 prout(_("Draining energy from shields.\""))
1176 "Choose a device to damage, at random."
1178 105, # DSRSENS: short range scanners 10.5%
1179 105, # DLRSENS: long range scanners 10.5%
1180 120, # DPHASER: phasers 12.0%
1181 120, # DPHOTON: photon torpedoes 12.0%
1182 25, # DLIFSUP: life support 2.5%
1183 65, # DWARPEN: warp drive 6.5%
1184 70, # DIMPULS: impulse engines 6.5%
1185 135, # DSHIELD: deflector shields 13.5%
1186 30, # DRADIO: subspace radio 3.0%
1187 45, # DSHUTTL: shuttle 4.5%
1188 15, # DCOMPTR: computer 1.5%
1189 20, # NAVCOMP: navigation system 2.0%
1190 75, # DTRANSP: transporter 7.5%
1191 20, # DSHCTRL: high-speed shield controller 2.0%
1192 10, # DDRAY: death ray 1.0%
1193 30, # DDSP: deep-space probes 3.0%
1194 10, # DCLOAK: the cloaking device 1.0
1196 assert(sum(weights) == 1000)
1197 idx = rnd.integer(1000)
1199 for (i, w) in enumerate(weights):
1203 return None # we should never get here
1205 def collision(rammed, enemy):
1206 "Collision handling for rammong events."
1207 prouts(_("***RED ALERT! RED ALERT!"))
1209 prout(_("***COLLISION IMMINENT."))
1213 hardness = {'R':1.5, 'C':2.0, 'S':2.5, 'T':0.5, '?':4.0}.get(enemy.type, 1.0)
1215 proutn(_(" rammed by "))
1218 proutn(crmena(False, enemy.type, "sector", enemy.location))
1220 proutn(_(" (original position)"))
1222 deadkl(enemy.location, enemy.type, game.sector)
1223 proutn("***" + crmshp() + " heavily damaged.")
1224 icas = rnd.integer(10, 30)
1225 prout(_("***Sickbay reports %d casualties") % icas)
1227 game.state.crew -= icas
1228 # In the pre-SST2K version, all devices got equiprobably damaged,
1229 # which was silly. Instead, pick up to half the devices at
1230 # random according to our weighting table,
1231 ncrits = rnd.integer(NDEVICES//2)
1235 if game.damage[dev] < 0:
1237 extradm = (10.0*hardness*rnd.real()+1.0)*game.damfac
1238 # Damage for at least time of travel!
1239 game.damage[dev] += game.optime + extradm
1241 prout(_("***Shields are down."))
1249 def torpedo(origin, bearing, dispersion, number, nburst):
1250 "Let a photon torpedo fly"
1251 if not damaged(DSRSENS) or game.condition == "docked":
1252 setwnd(srscan_window)
1254 setwnd(message_window)
1255 ac = bearing + 0.25*dispersion # dispersion is a random variable
1256 bullseye = (15.0 - bearing)*0.5235988
1257 track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
1258 bumpto = Coord(0, 0)
1259 # Loop to move a single torpedo
1260 setwnd(message_window)
1261 for step in range(1, QUADSIZE*2):
1262 if not track.nexttok():
1265 if not w.valid_sector():
1267 iquad = game.quad[w.i][w.j]
1268 tracktorpedo(w, step, number, nburst, iquad)
1272 setwnd(message_window)
1273 if not damaged(DSRSENS) or game.condition == "docked":
1274 skip(1) # start new line after text track
1275 if iquad in ('E', 'F'): # Hit our ship
1277 prout(_("Torpedo hits %s.") % crmshp())
1278 hit = 700.0 + rnd.real(100) - \
1279 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1280 newcnd() # we're blown out of dock
1281 if game.landed or game.condition == "docked":
1282 return hit # Cheat if on a planet
1283 # In the C/FORTRAN version, dispersion was 2.5 radians, which
1284 # is 143 degrees, which is almost exactly 4.8 clockface units
1285 displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5)
1286 displacement.nexttok()
1287 bumpto = displacement.sector()
1288 if not bumpto.valid_sector():
1290 if game.quad[bumpto.i][bumpto.j] == ' ':
1293 if game.quad[bumpto.i][bumpto.j] != '.':
1294 # can't move into object
1296 game.sector = bumpto
1298 game.quad[w.i][w.j] = '.'
1299 game.quad[bumpto.i][bumpto.j] = iquad
1300 prout(_(" displaced by blast to Sector %s ") % bumpto)
1301 for enemy in game.enemies:
1302 enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1305 elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
1307 if iquad in ('C', 'S') and rnd.withprob(0.05):
1308 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1309 prout(_(" torpedo neutralized."))
1311 for enemy in game.enemies:
1312 if w == enemy.location:
1313 kp = math.fabs(enemy.power)
1314 h1 = 700.0 + rnd.integer(100) - \
1315 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1323 if enemy.power == 0:
1326 proutn(crmena(True, iquad, "sector", w))
1327 displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5)
1328 displacement.nexttok()
1329 bumpto = displacement.sector()
1330 if not bumpto.valid_sector():
1331 prout(_(" damaged but not destroyed."))
1333 if game.quad[bumpto.i][bumpto.j] == ' ':
1334 prout(_(" buffeted into black hole."))
1335 deadkl(w, iquad, bumpto)
1336 if game.quad[bumpto.i][bumpto.j] != '.':
1337 prout(_(" damaged but not destroyed."))
1339 prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
1340 enemy.location = bumpto
1341 game.quad[w.i][w.j] = '.'
1342 game.quad[bumpto.i][bumpto.j] = iquad
1343 for tenemy in game.enemies:
1344 tenemy.kdist = tenemy.kavgd = (game.sector-tenemy.location).distance()
1348 prout("Internal error, no enemy where expected!")
1351 elif iquad == 'B': # Hit a base
1353 prout(_("***STARBASE DESTROYED.."))
1354 game.state.baseq = [x for x in game.state.baseq if x != game.quadrant]
1355 game.quad[w.i][w.j] = '.'
1356 game.base.invalidate()
1357 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
1358 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = False
1359 game.state.basekl += 1
1362 elif iquad == 'P': # Hit a planet
1363 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1364 game.state.nplankl += 1
1365 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1366 game.iplnet.pclass = "destroyed"
1368 game.plnet.invalidate()
1369 game.quad[w.i][w.j] = '.'
1371 # captain perishes on planet
1374 elif iquad == '@': # Hit an inhabited world -- very bad!
1375 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1376 game.state.nworldkl += 1
1377 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1378 game.iplnet.pclass = "destroyed"
1380 game.plnet.invalidate()
1381 game.quad[w.i][w.j] = '.'
1383 # captain perishes on planet
1385 prout(_("The torpedo destroyed an inhabited planet."))
1387 elif iquad == '*': # Hit a star
1388 if rnd.withprob(0.9):
1391 prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast."))
1393 elif iquad == '?': # Hit a thingy
1394 if not (game.options & OPTION_THINGY) or rnd.withprob(0.3):
1396 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1398 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1400 proutn(_("Mr. Spock-"))
1401 prouts(_(" \"Fascinating!\""))
1405 # Stas Sergeev added the possibility that
1406 # you can shove the Thingy and piss it off.
1407 # It then becomes an enemy and may fire at you.
1410 elif iquad == ' ': # Black hole
1412 prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo."))
1414 elif iquad == '#': # hit the web
1416 prout(_("***Torpedo absorbed by Tholian web."))
1418 elif iquad == 'T': # Hit a Tholian
1419 h1 = 700.0 + rnd.integer(100) - \
1420 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1423 game.quad[w.i][w.j] = '.'
1428 proutn(crmena(True, 'T', "sector", w))
1429 if rnd.withprob(0.05):
1430 prout(_(" survives photon blast."))
1432 prout(_(" disappears."))
1433 game.tholian.move(None)
1434 game.quad[w.i][w.j] = '#'
1439 proutn("Don't know how to handle torpedo collision with ")
1440 proutn(crmena(True, iquad, "sector", w))
1445 setwnd(message_window)
1446 prout(_("Torpedo missed."))
1450 "Critical-hit resolution."
1451 if hit < (275.0-25.0*game.skill)*rnd.real(1.0, 1.5):
1453 ncrit = int(1.0 + hit/(500.0+rnd.real(100)))
1454 proutn(_("***CRITICAL HIT--"))
1455 # Select devices and cause damage
1460 # Cheat to prevent shuttle damage unless on ship
1461 if not (game.damage[j]<0.0 or (j == DSHUTTL and game.iscraft != "onship") or (j == DCLOAK and game.ship != 'E' or j == DDRAY)):
1464 extradm = (hit*game.damfac)/(ncrit*rnd.real(75, 100))
1465 game.damage[j] += extradm
1468 for (i, j) in enumerate(cdam):
1470 if skipcount % 3 == 2 and i < len(cdam)-1:
1475 prout(_(" damaged."))
1476 if damaged(DSHIELD) and game.shldup:
1477 prout(_("***Shields knocked down."))
1479 if damaged(DCLOAK) and game.iscloaked:
1480 prout(_("***Cloaking device rendered inoperative."))
1481 game.iscloaked = False
1483 def attack(torps_ok):
1484 # bad guy attacks us
1485 # torps_ok == False forces use of phasers in an attack
1488 # game could be over at this point, check
1498 prout("=== ATTACK!")
1499 # Tholian gets to move before attacking
1502 # if you have just entered the RNZ, you'll get a warning
1503 if game.neutz: # The one chance not to be attacked
1506 # commanders get a chance to tac-move towards you
1507 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:
1508 for (bugout, enemy, old, goto) in moveklings():
1510 # we know about this if either short or long range
1511 # sensors are working
1512 if damaged(DSRSENS) and damaged(DLRSENS) \
1513 and game.condition != "docked":
1514 prout(crmena(True, enemy.type, "sector", old) + \
1515 (_(" escapes to Quadrant %s (and regains strength).") % goto))
1516 else: # Enemy still in-sector
1517 if enemy.move(goto):
1518 if not damaged(DSRSENS) or game.condition == "docked":
1519 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
1520 if enemy.kdist < old:
1521 proutn(_(" advances to "))
1523 proutn(_(" retreats to "))
1524 prout("Sector %s." % goto)
1526 # if no enemies remain after movement, we're done
1527 if len(game.enemies) == 0 or (len(game.enemies) == 1 and thing.at(game.quadrant) and not thing.angered):
1529 # set up partial hits if attack happens during shield status change
1530 pfac = 1.0/game.inshld
1532 chgfac = 0.25 + rnd.real(0.5)
1534 # message verbosity control
1535 if game.skill <= SKILL_FAIR:
1537 for enemy in game.enemies:
1539 continue # too weak to attack
1540 # compute hit strength and diminish shield power
1542 # Increase chance of photon torpedos if docked or enemy energy is low
1543 if game.condition == "docked":
1545 if enemy.power < 500:
1547 if enemy.type == 'T' or (enemy.type == '?' and not thing.angered):
1549 # different enemies have different probabilities of throwing a torp
1550 usephasers = not torps_ok or \
1551 (enemy.type == 'K' and r > 0.0005) or \
1552 (enemy.type == 'C' and r > 0.015) or \
1553 (enemy.type == 'R' and r > 0.3) or \
1554 (enemy.type == 'S' and r > 0.07) or \
1555 (enemy.type == '?' and r > 0.05)
1556 if usephasers: # Enemy uses phasers
1557 if game.condition == "docked":
1558 continue # Don't waste the effort!
1559 attempt = True # Attempt to attack
1560 dustfac = rnd.real(0.8, 0.85)
1561 hit = enemy.power*math.pow(dustfac, enemy.kavgd)
1563 else: # Enemy uses photon torpedo
1564 # We should be able to make the bearing() method work here
1565 pcourse = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i)
1567 proutn(_("***TORPEDO INCOMING"))
1568 if not damaged(DSRSENS):
1569 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location))
1572 dispersion = (rnd.real()+rnd.real())*0.5 - 0.5
1573 dispersion += 0.002*enemy.power*dispersion
1574 hit = torpedo(enemy.location, pcourse, dispersion, number=1, nburst=1)
1575 if game.unwon() == 0:
1576 finish(FWON) # Klingons did themselves in!
1577 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1578 return # Supernova or finished
1581 # incoming phaser or torpedo, shields may dissipate it
1582 if game.shldup or game.shldchg or game.condition == "docked":
1583 # shields will take hits
1584 propor = pfac * game.shield
1585 if game.condition == "docked":
1589 hitsh = propor*chgfac*hit+1.0
1591 if absorb > game.shield:
1592 absorb = game.shield
1593 game.shield -= absorb
1595 # taking a hit blasts us out of a starbase dock
1596 if game.condition == "docked":
1598 # but the shields may take care of it
1599 if propor > 0.1 and hit < 0.005*game.energy:
1601 # hit from this opponent got through shields, so take damage
1603 proutn(_("%d unit hit") % int(hit))
1604 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1605 proutn(_(" on the ") + crmshp())
1606 if not damaged(DSRSENS) and usephasers:
1607 prout(_(" from ") + crmena(False, enemy.type, where, enemy.location))
1609 # Decide if hit is critical
1615 if game.energy <= 0:
1616 # Returning home upon your shield, not with it...
1619 if not attempt and game.condition == "docked":
1620 prout(_("***Enemies decide against attacking your ship."))
1621 percent = 100.0*pfac*game.shield+0.5
1623 # Shields fully protect ship
1624 proutn(_("Enemy attack reduces shield strength to "))
1626 # Emit message if starship suffered hit(s)
1628 proutn(_("Energy left %2d shields ") % int(game.energy))
1631 elif not damaged(DSHIELD):
1634 proutn(_("damaged, "))
1635 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1636 # Check if anyone was hurt
1637 if hitmax >= 200 or hittot >= 500:
1638 icas = rnd.integer(int(hittot * 0.015))
1641 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1642 prout(_(" in that last attack.\""))
1644 game.state.crew -= icas
1645 # After attack, reset average distance to enemies
1646 for enemy in game.enemies:
1647 enemy.kavgd = enemy.kdist
1651 def deadkl(w, etype, mv):
1652 "Kill a Klingon, Tholian, Romulan, or Thingy."
1653 # Added mv to allow enemy to "move" before dying
1654 proutn(crmena(True, etype, "sector", mv))
1655 # Decide what kind of enemy it is and update appropriately
1657 # Chalk up a Romulan
1658 game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1660 game.state.nromrem -= 1
1669 # Killed some type of Klingon
1670 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1673 game.state.kcmdr.remove(game.quadrant)
1675 if game.state.kcmdr:
1676 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1677 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1682 game.state.nscrem -= 1
1683 game.state.kscmdr.invalidate()
1688 # For each kind of enemy, finish message to player
1689 prout(_(" destroyed."))
1690 if game.unwon() == 0:
1693 # Remove enemy ship from arrays describing local conditions
1694 for e in game.enemies:
1701 "Return None if target is invalid, otherwise return a course angle."
1702 if not w.valid_sector():
1706 # C code this was translated from is wacky -- why the sign reversal?
1707 delta.j = (w.j - game.sector.j)
1708 delta.i = (game.sector.i - w.i)
1709 if delta == Coord(0, 0):
1711 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1712 prout(_(" I recommend an immediate review of"))
1713 prout(_(" the Captain's psychological profile.\""))
1716 return delta.bearing()
1719 "Launch photon torpedo salvo."
1722 if damaged(DPHOTON):
1723 prout(_("Photon tubes damaged."))
1727 prout(_("No torpedoes left."))
1730 # First, get torpedo count
1733 if scanner.token == "IHALPHA":
1736 elif scanner.token == "IHEOL" or not scanner.waiting():
1737 prout(_("%d torpedoes left.") % game.torps)
1739 proutn(_("Number of torpedoes to fire- "))
1740 continue # Go back around to get a number
1741 else: # key == "IHREAL"
1747 if n <= 0: # abort command
1752 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1755 scanner.chew() # User requested more torps than available
1756 continue # Go back around
1757 break # All is good, go to next stage
1761 key = scanner.nexttok()
1762 if i == 0 and key == "IHEOL":
1763 break # no coordinate waiting, we will try prompting
1764 if i == 1 and key == "IHEOL":
1765 # direct all torpedoes at one target
1767 target.append(target[0])
1768 tcourse.append(tcourse[0])
1771 scanner.push(scanner.token)
1772 target.append(scanner.getcoord())
1773 if target[-1] is None:
1775 tcourse.append(targetcheck(target[-1]))
1776 if tcourse[-1] is None:
1779 if len(target) == 0:
1780 # prompt for each one
1782 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1784 target.append(scanner.getcoord())
1785 if target[-1] is None:
1787 tcourse.append(targetcheck(target[-1]))
1788 if tcourse[-1] is None:
1791 # Loop for moving <n> torpedoes
1793 if game.condition != "docked":
1795 dispersion = (rnd.real()+rnd.real())*0.5 -0.5
1796 if math.fabs(dispersion) >= 0.47:
1798 dispersion *= rnd.real(1.2, 2.2)
1800 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1802 prouts(_("***TORPEDO MISFIRES."))
1805 prout(_(" Remainder of burst aborted."))
1806 if rnd.withprob(0.2):
1807 prout(_("***Photon tubes damaged by misfire."))
1808 game.damage[DPHOTON] = game.damfac * rnd.real(1.0, 3.0)
1812 elif game.shldup or game.condition == "docked":
1813 dispersion *= 1.0 + 0.0001*game.shield
1814 torpedo(game.sector, tcourse[i], dispersion, number=i, nburst=n)
1815 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1821 "Check for phasers overheating."
1823 checkburn = (rpow-1500.0)*0.00038
1824 if rnd.withprob(checkburn):
1825 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1826 game.damage[DPHASER] = game.damfac* rnd.real(1.0, 2.0) * (1.0+checkburn)
1828 def checkshctrl(rpow):
1829 "Check shield control."
1831 if rnd.withprob(0.998):
1832 prout(_("Shields lowered."))
1834 # Something bad has happened
1835 prouts(_("***RED ALERT! RED ALERT!"))
1837 hit = rpow*game.shield/game.inshld
1838 game.energy -= rpow+hit*0.8
1839 game.shield -= hit*0.2
1840 if game.energy <= 0.0:
1841 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1846 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1848 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1849 icas = rnd.integer(int(hit*0.012))
1854 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1855 prout(_(" %d casualties so far.\"") % icas)
1857 game.state.crew -= icas
1859 prout(_("Phaser energy dispersed by shields."))
1860 prout(_("Enemy unaffected."))
1865 "Register a phaser hit on Klingons and Romulans."
1872 dustfac = rnd.real(0.9, 1.0)
1873 hit = wham*math.pow(dustfac, game.enemies[kk].kdist)
1874 kpini = game.enemies[kk].power
1875 kp = math.fabs(kpini)
1876 if PHASEFAC*hit < kp:
1878 if game.enemies[kk].power < 0:
1879 game.enemies[kk].power -= -kp
1881 game.enemies[kk].power -= kp
1882 kpow = game.enemies[kk].power
1883 w = game.enemies[kk].location
1885 if not damaged(DSRSENS):
1887 proutn(_("%d unit hit on ") % int(hit))
1889 proutn(_("Very small hit on "))
1890 ienm = game.quad[w.i][w.j]
1893 proutn(crmena(False, ienm, "sector", w))
1902 else: # decide whether or not to emasculate klingon
1903 if kpow > 0 and rnd.withprob(0.9) and kpow <= rnd.real(0.4, 0.8)*kpini:
1904 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1905 prout(_(" has just lost its firepower.\""))
1906 game.enemies[kk].power = -kpow
1911 "Fire phasers at bad guys."
1915 irec = 0 # Cheating inhibitor
1924 # SR sensors and Computer are needed for automode
1925 if damaged(DSRSENS) or damaged(DCOMPTR):
1927 if game.condition == "docked":
1928 prout(_("Phasers can't be fired through base shields."))
1931 if damaged(DPHASER):
1932 prout(_("Phaser control damaged."))
1936 if damaged(DSHCTRL):
1937 prout(_("High speed shield control damaged."))
1940 if game.energy <= 200.0:
1941 prout(_("Insufficient energy to activate high-speed shield control."))
1944 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1946 # Original code so convoluted, I re-did it all
1947 # (That was Tom Almy talking about the C code, I think -- ESR)
1948 while automode == "NOTSET":
1949 key = scanner.nexttok()
1950 if key == "IHALPHA":
1951 if scanner.sees("manual"):
1952 if len(game.enemies)==0:
1953 prout(_("There is no enemy present to select."))
1956 automode = "AUTOMATIC"
1959 key = scanner.nexttok()
1960 elif scanner.sees("automatic"):
1961 if (not itarg) and len(game.enemies) != 0:
1962 automode = "FORCEMAN"
1964 if len(game.enemies)==0:
1965 prout(_("Energy will be expended into space."))
1966 automode = "AUTOMATIC"
1967 key = scanner.nexttok()
1968 elif scanner.sees("no"):
1973 elif key == "IHREAL":
1974 if len(game.enemies)==0:
1975 prout(_("Energy will be expended into space."))
1976 automode = "AUTOMATIC"
1978 automode = "FORCEMAN"
1980 automode = "AUTOMATIC"
1983 if len(game.enemies)==0:
1984 prout(_("Energy will be expended into space."))
1985 automode = "AUTOMATIC"
1987 automode = "FORCEMAN"
1989 proutn(_("Manual or automatic? "))
1994 if automode == "AUTOMATIC":
1995 if key == "IHALPHA" and scanner.sees("no"):
1997 key = scanner.nexttok()
1998 if key != "IHREAL" and len(game.enemies) != 0:
1999 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
2004 for i in range(len(game.enemies)):
2005 irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))*rnd.real(1.01, 1.06) + 1.0
2007 proutn(_("%d units required. ") % irec)
2009 proutn(_("Units to fire= "))
2010 key = scanner.nexttok()
2015 proutn(_("Energy available= %.2f") % avail)
2018 if not rpow > avail:
2024 key = scanner.nexttok()
2025 if key == "IHALPHA" and scanner.sees("no"):
2028 game.energy -= 200 # Go and do it!
2029 if checkshctrl(rpow):
2034 if len(game.enemies):
2037 for i in range(len(game.enemies)):
2041 hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))
2042 over = rnd.real(1.01, 1.06) * hits[i]
2044 powrem -= hits[i] + over
2045 if powrem <= 0 and temp < hits[i]:
2054 if extra > 0 and not game.alldone:
2056 proutn(_("*** Tholian web absorbs "))
2057 if len(game.enemies)>0:
2058 proutn(_("excess "))
2059 prout(_("phaser energy."))
2061 prout(_("%d expended on empty space.") % int(extra))
2062 elif automode == "FORCEMAN":
2065 if damaged(DCOMPTR):
2066 prout(_("Battle computer damaged, manual fire only."))
2069 prouts(_("---WORKING---"))
2071 prout(_("Short-range-sensors-damaged"))
2072 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2073 prout(_("Manual-fire-must-be-used"))
2075 elif automode == "MANUAL":
2077 for k in range(len(game.enemies)):
2078 aim = game.enemies[k].location
2079 ienm = game.quad[aim.i][aim.j]
2081 proutn(_("Energy available= %.2f") % (avail-0.006))
2085 if damaged(DSRSENS) and \
2086 not game.sector.distance(aim)<2**0.5 and ienm in ('C', 'S'):
2087 prout(cramen(ienm) + _(" can't be located without short range scan."))
2090 hits[k] = 0 # prevent overflow -- thanks to Alexei Voitenko
2094 if itarg and k > kz:
2095 irec = (abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9, game.enemies[k].kdist))) * rnd.real(1.01, 1.06) + 1.0
2098 if not damaged(DCOMPTR):
2103 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
2104 key = scanner.nexttok()
2105 if key == "IHALPHA" and scanner.sees("no"):
2107 key = scanner.nexttok()
2109 if key == "IHALPHA":
2113 if k == 1: # Let me say I'm baffled by this
2116 if scanner.real < 0:
2120 hits.append(scanner.real)
2121 rpow += scanner.real
2122 # If total requested is too much, inform and start over
2124 prout(_("Available energy exceeded -- try again."))
2127 key = scanner.nexttok() # scan for next value
2129 # zero energy -- abort
2132 if key == "IHALPHA" and scanner.sees("no"):
2137 game.energy -= 200.0
2138 if checkshctrl(rpow):
2142 # Say shield raised or malfunction, if necessary
2148 if rnd.withprob(0.01):
2149 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2150 prouts(_(" CLICK CLICK POP . . ."))
2151 prout(_(" No response, sir!"))
2154 prout(_("Shields raised."))
2161 game.ididit = False # Nothing if we fail
2164 # Make sure there is room in the brig
2165 if game.brigfree == 0:
2166 prout(_("Security reports the brig is already full."))
2170 prout(_("Uhura- \"We have no subspace radio communication, sir.\""))
2173 if damaged(DTRANSP):
2174 prout(_("Scotty- \"Transporter damaged, sir.\""))
2177 # find out if there are any at all
2179 prout(_("Uhura- \"Getting no response, sir.\""))
2182 # if there is more than one Klingon, find out which one
2183 # Cruddy, just takes one at random. Should ask the captain.
2184 # Nah, just select the weakest one since it is most likely to
2185 # surrender (Tom Almy mod)
2186 klingons = [e for e in game.enemies if e.type == 'K']
2187 weakest = sorted(klingons, key=lambda e: e.power)[0]
2188 game.optime = 0.05 # This action will take some time
2189 game.ididit = True # So any others can strike back
2191 # check out that Klingon
2192 # The algorithm isn't that great and could use some more
2193 # intelligent design
2194 # x = 300 + 25*skill;
2195 x = game.energy / (weakest.power * len(klingons))
2196 #prout(_("Stats: energy = %s, kpower = %s, klingons = %s")
2197 # % (game.energy, weakest.power, len(klingons)))
2198 x *= 2.5 # would originally have been equivalent of 1.4,
2199 # but we want command to work more often, more humanely
2200 #prout(_("Prob = %.4f" % x))
2201 # x = 100; // For testing, of course!
2202 if x < rnd.real(100):
2203 # guess what, he surrendered!!!
2204 prout(_("Klingon captain at %s surrenders.") % weakest.location)
2207 prout(_("%d Klingons commit suicide rather than be taken captive.") % (200 - i))
2208 if i > game.brigfree:
2209 prout(_("%d Klingons die because there is no room for them in the brig.") % (i-game.brigfree))
2212 prout(_("%d captives taken") % i)
2213 deadkl(weakest.location, weakest.type, game.sector)
2218 # big surprise, he refuses to surrender
2219 prout(_("Fat chance, captain!"))
2221 # Code from events.c begins here.
2223 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2224 # event of each type active at any given time. Mostly these means we can
2225 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2226 # BSD Trek, from which we swiped the idea, can have up to 5.
2228 def unschedule(evtype):
2229 "Remove an event from the schedule."
2230 game.future[evtype].date = FOREVER
2231 return game.future[evtype]
2233 def is_scheduled(evtype):
2234 "Is an event of specified type scheduled."
2235 return game.future[evtype].date != FOREVER
2237 def scheduled(evtype):
2238 "When will this event happen?"
2239 return game.future[evtype].date
2241 def schedule(evtype, offset):
2242 "Schedule an event of specified type."
2243 game.future[evtype].date = game.state.date + offset
2244 return game.future[evtype]
2246 def postpone(evtype, offset):
2247 "Postpone a scheduled event."
2248 game.future[evtype].date += offset
2251 "Rest period is interrupted by event."
2254 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2256 game.resting = False
2262 "Run through the event queue looking for things to do."
2264 fintim = game.state.date + game.optime
2273 def tractorbeam(yank):
2274 "Tractor-beaming cases merge here."
2276 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2278 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2279 # If Kirk & Co. screwing around on planet, handle
2280 atover(True) # atover(true) is Grab
2283 if game.icraft: # Caught in Galileo?
2286 # Check to see if shuttle is aboard
2287 if game.iscraft == "offship":
2289 if rnd.withprob(0.5):
2290 prout(_("Galileo, left on the planet surface, is captured"))
2291 prout(_("by aliens and made into a flying McDonald's."))
2292 game.damage[DSHUTTL] = -10
2293 game.iscraft = "removed"
2295 prout(_("Galileo, left on the planet surface, is well hidden."))
2297 game.quadrant = game.state.kscmdr
2299 game.quadrant = game.state.kcmdr[i]
2300 game.sector = randplace(QUADSIZE)
2301 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2302 % (game.quadrant, game.sector))
2304 prout(_("(Remainder of rest/repair period cancelled.)"))
2305 game.resting = False
2307 if not damaged(DSHIELD) and game.shield > 0:
2308 doshield(shraise=True) # raise shields
2309 game.shldchg = False
2311 prout(_("(Shields not currently useable.)"))
2313 # Adjust finish time to time of tractor beaming?
2314 # fintim = game.state.date+game.optime
2315 attack(torps_ok=False)
2316 if not game.state.kcmdr:
2319 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2322 "Code merges here for any commander destroying a starbase."
2323 # Not perfect, but will have to do
2324 # Handle case where base is in same quadrant as starship
2325 if game.battle == game.quadrant:
2326 game.state.chart[game.battle.i][game.battle.j].starbase = False
2327 game.quad[game.base.i][game.base.j] = '.'
2328 game.base.invalidate()
2331 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2332 elif game.state.baseq and communicating():
2333 # Get word via subspace radio
2336 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2337 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2339 prout(_("the Klingon Super-Commander"))
2341 prout(_("a Klingon Commander"))
2342 game.state.chart[game.battle.i][game.battle.j].starbase = False
2343 # Remove Starbase from galaxy
2344 game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2345 game.state.baseq = [x for x in game.state.baseq if x != game.battle]
2347 # reinstate a commander's base attack
2351 game.battle.invalidate()
2353 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2354 for i in range(1, NEVENTS):
2355 if i == FSNOVA: proutn("=== Supernova ")
2356 elif i == FTBEAM: proutn("=== T Beam ")
2357 elif i == FSNAP: proutn("=== Snapshot ")
2358 elif i == FBATTAK: proutn("=== Base Attack ")
2359 elif i == FCDBAS: proutn("=== Base Destroy ")
2360 elif i == FSCMOVE: proutn("=== SC Move ")
2361 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2362 elif i == FDSPROB: proutn("=== Probe Move ")
2363 elif i == FDISTR: proutn("=== Distress Call ")
2364 elif i == FENSLV: proutn("=== Enslavement ")
2365 elif i == FREPRO: proutn("=== Klingon Build ")
2367 prout("%.2f" % (scheduled(i)))
2370 radio_was_broken = damaged(DRADIO)
2373 # Select earliest extraneous event, evcode==0 if no events
2378 for l in range(1, NEVENTS):
2379 if game.future[l].date < datemin:
2382 prout("== Event %d fires" % evcode)
2383 datemin = game.future[l].date
2384 xtime = datemin-game.state.date
2386 game.energy -= xtime*500.0
2387 if game.energy <= 0:
2390 game.state.date = datemin
2391 # Decrement Federation resources and recompute remaining time
2392 game.state.remres -= (game.remkl()+4*len(game.state.kcmdr))*xtime
2394 if game.state.remtime <= 0:
2397 # Any crew left alive?
2398 if game.state.crew <= 0:
2401 # Is life support adequate?
2402 if damaged(DLIFSUP) and game.condition != "docked":
2403 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2406 game.lsupres -= xtime
2407 if game.damage[DLIFSUP] <= xtime:
2408 game.lsupres = game.inlsr
2411 if game.condition == "docked":
2413 # Don't fix Deathray here
2414 for l in range(NDEVICES):
2415 if game.damage[l] > 0.0 and l != DDRAY:
2416 if game.damage[l]-repair > 0.0:
2417 game.damage[l] -= repair
2419 game.damage[l] = 0.0
2420 # If radio repaired, update star chart and attack reports
2421 if radio_was_broken and not damaged(DRADIO):
2422 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2423 prout(_(" surveillance reports are coming in."))
2425 if not game.iseenit:
2429 prout(_(" The star chart is now up to date.\""))
2431 # Cause extraneous event EVCODE to occur
2432 game.optime -= xtime
2433 if evcode == FSNOVA: # Supernova
2436 schedule(FSNOVA, expran(0.5*game.intime))
2437 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2439 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2440 if game.state.nscrem == 0 or game.iscloaked or \
2441 ictbeam or istract or \
2442 game.condition == "docked" or game.isatb == 1 or game.iscate:
2444 if game.ientesc or \
2445 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2446 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2447 (damaged(DSHIELD) and \
2448 (game.energy < 2500 or damaged(DPHASER)) and \
2449 (game.torps < 5 or damaged(DPHOTON))):
2451 istract = ictbeam = True
2452 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2455 elif evcode == FTBEAM: # Tractor beam
2456 if not game.state.kcmdr:
2459 i = rnd.integer(len(game.state.kcmdr))
2460 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2461 if istract or game.condition == "docked" or game.iscloaked or yank == 0:
2462 # Drats! Have to reschedule
2464 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2468 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2469 game.snapsht = copy.deepcopy(game.state)
2470 game.state.snap = True
2471 schedule(FSNAP, expran(0.5 * game.intime))
2472 elif evcode == FBATTAK: # Commander attacks starbase
2473 if not game.state.kcmdr or not game.state.baseq:
2478 ibq = None # Force battle location to persist past loop
2480 for ibq in game.state.baseq:
2481 for cmdr in game.state.kcmdr:
2482 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2484 # no match found -- try later
2485 schedule(FBATTAK, expran(0.3*game.intime))
2490 # commander + starbase combination found -- launch attack
2492 schedule(FCDBAS, rnd.real(1.0, 4.0))
2493 if game.isatb: # extra time if SC already attacking
2494 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2495 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2496 game.iseenit = False
2497 if not communicating():
2498 continue # No warning :-(
2502 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2503 prout(_(" reports that it is under attack and that it can"))
2504 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2507 elif evcode == FSCDBAS: # Supercommander destroys base
2510 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2511 continue # WAS RETURN!
2513 game.battle = game.state.kscmdr
2515 elif evcode == FCDBAS: # Commander succeeds in destroying base
2516 if evcode == FCDBAS:
2518 if not game.state.baseq() \
2519 or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2520 game.battle.invalidate()
2522 # find the lucky pair
2523 for cmdr in game.state.kcmdr:
2524 if cmdr == game.battle:
2527 # No action to take after all
2530 elif evcode == FSCMOVE: # Supercommander moves
2531 schedule(FSCMOVE, 0.2777)
2532 if not game.ientesc and not istract and game.isatb != 1 and \
2533 (not game.iscate or not game.justin):
2535 elif evcode == FDSPROB: # Move deep space probe
2536 schedule(FDSPROB, 0.01)
2537 if not game.probe.nexttok():
2538 if not game.probe.quadrant().valid_quadrant() or \
2539 game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
2540 # Left galaxy or ran into supernova
2544 proutn(_("Lt. Uhura- \"The deep space probe "))
2545 if not game.probe.quadrant().valid_quadrant():
2546 prout(_("has left the galaxy.\""))
2548 prout(_("is no longer transmitting.\""))
2554 prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
2555 pquad = game.probe.quadrant()
2556 pdest = game.state.galaxy[pquad.i][pquad.j]
2558 game.state.chart[pquad.i][pquad.j].klingons = pdest.klingons
2559 game.state.chart[pquad.i][pquad.j].starbase = pdest.starbase
2560 game.state.chart[pquad.i][pquad.j].stars = pdest.stars
2561 pdest.charted = True
2562 game.probe.moves -= 1 # One less to travel
2563 if game.probe.arrived() and game.isarmed and pdest.stars:
2564 supernova(game.probe) # fire in the hole!
2566 if game.state.galaxy[pquad.i][pquad.j].supernova:
2568 elif evcode == FDISTR: # inhabited system issues distress call
2570 # try a whole bunch of times to find something suitable
2571 for i in range(100):
2572 # need a quadrant which is not the current one,
2573 # which has some stars which are inhabited and
2574 # not already under attack, which is not
2575 # supernova'ed, and which has some Klingons in it
2576 w = randplace(GALSIZE)
2577 q = game.state.galaxy[w.i][w.j]
2578 if not (game.quadrant == w or q.planet is None or \
2579 not q.planet.inhabited or \
2580 q.supernova or q.status!="secure" or q.klingons<=0):
2583 # can't seem to find one; ignore this call
2585 prout("=== Couldn't find location for distress event.")
2587 # got one!! Schedule its enslavement
2588 ev = schedule(FENSLV, expran(game.intime))
2590 q.status = "distressed"
2591 # tell the captain about it if we can
2593 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2594 % (q.planet, repr(w)))
2595 prout(_("by a Klingon invasion fleet."))
2598 elif evcode == FENSLV: # starsystem is enslaved
2599 ev = unschedule(FENSLV)
2600 # see if current distress call still active
2601 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2605 q.status = "enslaved"
2607 # play stork and schedule the first baby
2608 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2609 ev2.quadrant = ev.quadrant
2611 # report the disaster if we can
2613 prout(_("Uhura- We've lost contact with starsystem %s") % \
2615 prout(_("in Quadrant %s.\n") % ev.quadrant)
2616 elif evcode == FREPRO: # Klingon reproduces
2617 # If we ever switch to a real event queue, we'll need to
2618 # explicitly retrieve and restore the x and y.
2619 ev = schedule(FREPRO, expran(1.0 * game.intime))
2620 # see if current distress call still active
2621 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2625 if game.remkl() >= MAXKLGAME:
2626 continue # full right now
2627 # reproduce one Klingon
2630 if game.klhere >= MAXKLQUAD:
2632 # this quadrant not ok, pick an adjacent one
2633 for m.i in range(w.i - 1, w.i + 2):
2634 for m.j in range(w.j - 1, w.j + 2):
2635 if not m.valid_quadrant():
2637 q = game.state.galaxy[m.i][m.j]
2638 # check for this quad ok (not full & no snova)
2639 if q.klingons >= MAXKLQUAD or q.supernova:
2642 # search for eligible quadrant failed
2648 if game.quadrant == w:
2650 newkling() # also adds it to game.enemies
2651 # recompute time left
2654 if game.quadrant == w:
2655 prout(_("Spock- sensors indicate the Klingons have"))
2656 prout(_("launched a warship from %s.") % q.planet)
2658 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2659 if q.planet is not None:
2660 proutn(_("near %s ") % q.planet)
2661 prout(_("in Quadrant %s.") % w)
2667 key = scanner.nexttok()
2670 proutn(_("How long? "))
2675 origTime = delay = scanner.real
2678 if delay >= game.state.remtime or len(game.enemies) != 0:
2679 proutn(_("Are you sure? "))
2682 # Alternate resting periods (events) with attacks
2686 game.resting = False
2687 if not game.resting:
2688 prout(_("%d stardates left.") % int(game.state.remtime))
2690 temp = game.optime = delay
2691 if len(game.enemies):
2692 rtime = rnd.real(1.0, 2.0)
2696 if game.optime < delay:
2697 attack(torps_ok=False)
2705 # Repair Deathray if long rest at starbase
2706 if origTime-delay >= 9.99 and game.condition == "docked":
2707 game.damage[DDRAY] = 0.0
2708 # leave if quadrant supernovas
2709 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2711 game.resting = False
2716 ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2717 newc = Coord(); neighbor = Coord(); bump = Coord(0, 0)
2718 if rnd.withprob(0.05):
2719 # Wow! We've supernova'ed
2720 supernova(game.quadrant)
2722 # handle initial nova
2723 game.quad[nov.i][nov.j] = '.'
2724 prout(crmena(False, '*', "sector", nov) + _(" novas."))
2725 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2726 game.state.starkl += 1
2727 # Set up queue to recursively trigger adjacent stars
2733 for offset.i in range(-1, 1+1):
2734 for offset.j in range(-1, 1+1):
2735 if offset.j == 0 and offset.i == 0:
2737 neighbor = start + offset
2738 if not neighbor.valid_sector():
2740 iquad = game.quad[neighbor.i][neighbor.j]
2741 # Empty space ends reaction
2742 if iquad in ('.', '?', ' ', 'T', '#'):
2744 elif iquad == '*': # Affect another star
2745 if rnd.withprob(0.05):
2746 # This star supernovas
2747 supernova(game.quadrant)
2750 hits.append(neighbor)
2751 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2752 game.state.starkl += 1
2753 proutn(crmena(True, '*', "sector", neighbor))
2755 game.quad[neighbor.i][neighbor.j] = '.'
2757 elif iquad in ('P', '@'): # Destroy planet
2758 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2760 game.state.nplankl += 1
2762 game.state.nworldkl += 1
2763 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2764 game.iplnet.pclass = "destroyed"
2766 game.plnet.invalidate()
2770 game.quad[neighbor.i][neighbor.j] = '.'
2771 elif iquad == 'B': # Destroy base
2772 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2773 game.state.baseq = [x for x in game.state.baseq if x!= game.quadrant]
2774 game.base.invalidate()
2775 game.state.basekl += 1
2777 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2778 game.quad[neighbor.i][neighbor.j] = '.'
2779 elif iquad in ('E', 'F'): # Buffet ship
2780 prout(_("***Starship buffeted by nova."))
2782 if game.shield >= 2000.0:
2783 game.shield -= 2000.0
2785 diff = 2000.0 - game.shield
2789 prout(_("***Shields knocked out."))
2790 game.damage[DSHIELD] += 0.005*game.damfac*rnd.real()*diff
2792 game.energy -= 2000.0
2793 if game.energy <= 0:
2796 # add in course nova contributes to kicking starship
2798 bump += (game.sector-hits[-1]).sgn()
2799 elif iquad == 'K': # kill klingon
2800 deadkl(neighbor, iquad, neighbor)
2801 elif iquad in ('C','S','R'): # Damage/destroy big enemies
2803 for ll in range(len(game.enemies)):
2804 if game.enemies[ll].location == neighbor:
2805 target = game.enemies[ll]
2807 if target is not None:
2808 target.power -= 800.0 # If firepower is lost, die
2809 if target.power <= 0.0:
2810 deadkl(neighbor, iquad, neighbor)
2811 continue # neighbor loop
2812 # Else enemy gets flung by the blast wave
2813 newc = neighbor + neighbor - start
2814 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2815 if not newc.valid_sector():
2816 # can't leave quadrant
2819 iquad1 = game.quad[newc.i][newc.j]
2821 proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
2823 deadkl(neighbor, iquad, newc)
2826 # can't move into something else
2829 proutn(_(", buffeted to Sector %s") % newc)
2830 game.quad[neighbor.i][neighbor.j] = '.'
2831 game.quad[newc.i][newc.j] = iquad
2833 # Starship affected by nova -- kick it away.
2835 direc = ncourse[3*(bump.i+1)+bump.j+2]
2840 scourse = course(bearing=direc, distance=dist)
2841 game.optime = scourse.time(w=4)
2843 prout(_("Force of nova displaces starship."))
2844 imove(scourse, noattack=True)
2845 game.optime = scourse.time(w=4)
2849 "Star goes supernova."
2854 # Scheduled supernova -- select star at random.
2857 for nq.i in range(GALSIZE):
2858 for nq.j in range(GALSIZE):
2859 nstars += game.state.galaxy[nq.i][nq.j].stars
2861 return # nothing to supernova exists
2862 num = rnd.integer(nstars) + 1
2863 for nq.i in range(GALSIZE):
2864 for nq.j in range(GALSIZE):
2865 num -= game.state.galaxy[nq.i][nq.j].stars
2871 proutn("=== Super nova here?")
2874 if not nq == game.quadrant or game.justin:
2875 # it isn't here, or we just entered (treat as enroute)
2878 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2879 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2882 # we are in the quadrant!
2883 num = rnd.integer(game.state.galaxy[nq.i][nq.j].stars) + 1
2884 for ns.i in range(QUADSIZE):
2885 for ns.j in range(QUADSIZE):
2886 if game.quad[ns.i][ns.j]=='*':
2893 prouts(_("***RED ALERT! RED ALERT!"))
2895 prout(_("***Incipient supernova detected at Sector %s") % ns)
2896 if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2897 proutn(_("Emergency override attempts t"))
2898 prouts("***************")
2902 # destroy any Klingons in supernovaed quadrant
2903 game.state.galaxy[nq.i][nq.j].klingons = 0
2904 if nq == game.state.kscmdr:
2905 # did in the Supercommander!
2906 game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
2910 # Changing this to [w for w in game.state.kcmdr if w != nq]
2911 # causes regression-test failure
2912 survivors = list(filter(lambda w: w != nq, game.state.kcmdr))
2913 #comkills = len(game.state.kcmdr) - len(survivors)
2914 game.state.kcmdr = survivors
2915 if not game.state.kcmdr:
2917 # destroy Romulans and planets in supernovaed quadrant
2918 nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2919 game.state.galaxy[nq.i][nq.j].romulans = 0
2920 game.state.nromrem -= nrmdead
2922 for loop in range(game.inplan):
2923 if game.state.planets[loop].quadrant == nq:
2924 game.state.planets[loop].pclass = "destroyed"
2926 # Destroy any base in supernovaed quadrant
2927 game.state.baseq = [x for x in game.state.baseq if x != nq]
2928 # If starship caused supernova, tally up destruction
2930 game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2931 game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2932 game.state.nplankl += npdead
2933 # mark supernova in galaxy and in star chart
2934 if game.quadrant == nq or communicating():
2935 game.state.galaxy[nq.i][nq.j].supernova = True
2936 # If supernova destroys last Klingons give special message
2937 if game.unwon()==0 and not nq == game.quadrant:
2940 prout(_("Lucky you!"))
2941 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2944 # if some Klingons remain, continue or die in supernova
2949 # Code from finish.c ends here.
2952 "Self-destruct maneuver. Finish with a BANG!"
2954 if damaged(DCOMPTR):
2955 prout(_("Computer damaged; cannot execute destruct sequence."))
2957 prouts(_("---WORKING---")); skip(1)
2958 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2959 prouts(" 10"); skip(1)
2960 prouts(" 9"); skip(1)
2961 prouts(" 8"); skip(1)
2962 prouts(" 7"); skip(1)
2963 prouts(" 6"); skip(1)
2965 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2967 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2969 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2972 if game.passwd != scanner.token:
2973 prouts(_("PASSWORD-REJECTED;"))
2975 prouts(_("CONTINUITY-EFFECTED"))
2978 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2979 prouts(" 5"); skip(1)
2980 prouts(" 4"); skip(1)
2981 prouts(" 3"); skip(1)
2982 prouts(" 2"); skip(1)
2983 prouts(" 1"); skip(1)
2984 if rnd.withprob(0.15):
2985 prouts(_("GOODBYE-CRUEL-WORLD"))
2993 prouts(_("********* Entropy of %s maximized *********") % crmshp())
2997 if len(game.enemies) != 0:
2998 whammo = 25.0 * game.energy
2999 for e in game.enemies[::-1]:
3000 if e.power*e.kdist <= whammo:
3001 deadkl(e.location, game.quad[e.location.i][e.location.j], e.location)
3005 "Compute our rate of kils over time."
3006 elapsed = game.state.date - game.indate
3007 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
3010 starting = (game.inkling + game.incom + game.inscom)
3011 remaining = game.unwon()
3012 return (starting - remaining)/elapsed
3016 badpt = 5.0*game.state.starkl + \
3018 10.0*game.state.nplankl + \
3019 300*game.state.nworldkl + \
3021 100.0*game.state.basekl +\
3022 3.0*game.abandoned +\
3024 if game.ship == 'F':
3026 elif game.ship is None:
3031 # end the game, with appropriate notifications
3035 prout(_("It is stardate %.1f.") % game.state.date)
3037 if ifin == FWON: # Game has been won
3038 if game.state.nromrem != 0:
3039 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
3042 prout(_("You have smashed the Klingon invasion fleet and saved"))
3043 prout(_("the Federation."))
3044 if game.alive and game.brigcapacity-game.brigfree > 0:
3045 game.kcaptured += game.brigcapacity-game.brigfree
3046 prout(_("The %d captured Klingons are transferred to Star Fleet Command.") % (game.brigcapacity-game.brigfree))
3051 badpt = 0.0 # Close enough!
3052 # killsPerDate >= RateMax
3053 if game.state.date-game.indate < 5.0 or \
3054 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
3056 prout(_("In fact, you have done so well that Starfleet Command"))
3057 if game.skill == SKILL_NOVICE:
3058 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
3059 elif game.skill == SKILL_FAIR:
3060 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
3061 elif game.skill == SKILL_GOOD:
3062 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
3063 elif game.skill == SKILL_EXPERT:
3064 prout(_("promotes you to Commodore Emeritus."))
3066 prout(_("Now that you think you're really good, try playing"))
3067 prout(_("the \"Emeritus\" game. It will splatter your ego."))
3068 elif game.skill == SKILL_EMERITUS:
3070 proutn(_("Computer- "))
3071 prouts(_("ERROR-ERROR-ERROR-ERROR"))
3073 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3075 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3077 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3079 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3081 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3083 prout(_("Now you can retire and write your own Star Trek game!"))
3085 elif game.skill >= SKILL_EXPERT:
3086 if game.thawed and not game.idebug:
3087 prout(_("You cannot get a citation, so..."))
3089 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3093 # Only grant long life if alive (original didn't!)
3095 prout(_("LIVE LONG AND PROSPER."))
3100 elif ifin == FDEPLETE: # Federation Resources Depleted
3101 prout(_("Your time has run out and the Federation has been"))
3102 prout(_("conquered. Your starship is now Klingon property,"))
3103 prout(_("and you are put on trial as a war criminal. On the"))
3104 proutn(_("basis of your record, you are "))
3105 if game.unwon()*3.0 > (game.inkling + game.incom + game.inscom):
3106 prout(_("acquitted."))
3108 prout(_("LIVE LONG AND PROSPER."))
3110 prout(_("found guilty and"))
3111 prout(_("sentenced to death by slow torture."))
3115 elif ifin == FLIFESUP:
3116 prout(_("Your life support reserves have run out, and"))
3117 prout(_("you die of thirst, starvation, and asphyxiation."))
3118 prout(_("Your starship is a derelict in space."))
3120 prout(_("Your energy supply is exhausted."))
3122 prout(_("Your starship is a derelict in space."))
3123 elif ifin == FBATTLE:
3124 prout(_("The %s has been destroyed in battle.") % crmshp())
3126 prout(_("Dulce et decorum est pro patria mori."))
3128 prout(_("You have made three attempts to cross the negative energy"))
3129 prout(_("barrier which surrounds the galaxy."))
3131 prout(_("Your navigation is abominable."))
3134 prout(_("Your starship has been destroyed by a nova."))
3135 prout(_("That was a great shot."))
3137 elif ifin == FSNOVAED:
3138 prout(_("The %s has been fried by a supernova.") % crmshp())
3139 prout(_("...Not even cinders remain..."))
3140 elif ifin == FABANDN:
3141 prout(_("You have been captured by the Klingons. If you still"))
3142 prout(_("had a starbase to be returned to, you would have been"))
3143 prout(_("repatriated and given another chance. Since you have"))
3144 prout(_("no starbases, you will be mercilessly tortured to death."))
3145 elif ifin == FDILITHIUM:
3146 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3147 elif ifin == FMATERIALIZE:
3148 prout(_("Starbase was unable to re-materialize your starship."))
3149 prout(_("Sic transit gloria mundi"))
3150 elif ifin == FPHASER:
3151 prout(_("The %s has been cremated by its own phasers.") % crmshp())
3153 prout(_("You and your landing party have been"))
3154 prout(_("converted to energy, dissipating through space."))
3155 elif ifin == FMINING:
3156 prout(_("You are left with your landing party on"))
3157 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3159 prout(_("They are very fond of \"Captain Kirk\" soup."))
3161 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3162 elif ifin == FDPLANET:
3163 prout(_("You and your mining party perish."))
3165 prout(_("That was a great shot."))
3168 prout(_("The Galileo is instantly annihilated by the supernova."))
3169 prout(_("You and your mining party are atomized."))
3171 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3172 prout(_("joins the Romulans, wreaking terror on the Federation."))
3173 elif ifin == FPNOVA:
3174 prout(_("You and your mining party are atomized."))
3176 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3177 prout(_("joins the Romulans, wreaking terror on the Federation."))
3178 elif ifin == FSTRACTOR:
3179 prout(_("The shuttle craft Galileo is also caught,"))
3180 prout(_("and breaks up under the strain."))
3182 prout(_("Your debris is scattered for millions of miles."))
3183 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3185 prout(_("The mutants attack and kill Spock."))
3186 prout(_("Your ship is captured by Klingons, and"))
3187 prout(_("your crew is put on display in a Klingon zoo."))
3188 elif ifin == FTRIBBLE:
3189 prout(_("Tribbles consume all remaining water,"))
3190 prout(_("food, and oxygen on your ship."))
3192 prout(_("You die of thirst, starvation, and asphyxiation."))
3193 prout(_("Your starship is a derelict in space."))
3195 prout(_("Your ship is drawn to the center of the black hole."))
3196 prout(_("You are crushed into extremely dense matter."))
3197 elif ifin == FCLOAK:
3199 prout(_("You have violated the Treaty of Algeron."))
3200 prout(_("The Romulan Empire can never trust you again."))
3202 prout(_("Your last crew member has died."))
3203 if ifin != FWON and ifin != FCLOAK and game.iscloaked:
3204 prout(_("Your ship was cloaked so your subspace radio did not receive anything."))
3205 prout(_("You may have missed some warning messages."))
3207 if game.ship == 'F':
3209 elif game.ship == 'E':
3212 if game.unwon() != 0:
3213 goodies = game.state.remres/game.inresor
3214 baddies = (game.remkl() + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3215 if goodies/baddies >= rnd.real(1.0, 1.5):
3216 prout(_("As a result of your actions, a treaty with the Klingon"))
3217 prout(_("Empire has been signed. The terms of the treaty are"))
3218 if goodies/baddies >= rnd.real(3.0):
3219 prout(_("favorable to the Federation."))
3221 prout(_("Congratulations!"))
3223 prout(_("highly unfavorable to the Federation."))
3225 prout(_("The Federation will be destroyed."))
3227 prout(_("Since you took the last Klingon with you, you are a"))
3228 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3229 prout(_("statue in your memory. Rest in peace, and try not"))
3230 prout(_("to think about pigeons."))
3233 scanner.chew() # Clean up leftovers
3236 "Compute player's score."
3237 timused = game.state.date - game.indate
3238 if (timused == 0 or game.unwon() != 0) and timused < 5.0:
3240 game.perdate = killrate()
3241 ithperd = 500*game.perdate + 0.5
3244 iwon = 100*game.skill
3245 if game.ship == 'E':
3247 elif game.ship == 'F':
3251 dead_ordinaries= game.inkling - game.remkl() + len(game.state.kcmdr) + game.state.nscrem
3252 game.score = 10*(dead_ordinaries)\
3253 + 50*(game.incom - len(game.state.kcmdr)) \
3255 + 20*(game.inrom - game.state.nromrem) \
3256 + 200*(game.inscom - game.state.nscrem) \
3257 - game.state.nromrem \
3258 + 3 * game.kcaptured \
3263 prout(_("Your score --"))
3264 if game.inrom - game.state.nromrem:
3265 prout(_("%6d Romulans destroyed %5d") %
3266 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3267 if game.state.nromrem and game.gamewon:
3268 prout(_("%6d Romulans captured %5d") %
3269 (game.state.nromrem, game.state.nromrem))
3271 prout(_("%6d ordinary Klingons destroyed %5d") %
3272 (dead_ordinaries, 10*dead_ordinaries))
3273 if game.incom - len(game.state.kcmdr):
3274 prout(_("%6d Klingon commanders destroyed %5d") %
3275 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3277 prout(_("%d Klingons captured %5d") %
3278 (game.kcaptured, 3 * game.kcaptured))
3279 if game.inscom - game.state.nscrem:
3280 prout(_("%6d Super-Commander destroyed %5d") %
3281 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3283 prout(_("%6.2f Klingons per stardate %5d") %
3284 (game.perdate, ithperd))
3285 if game.state.starkl:
3286 prout(_("%6d stars destroyed by your action %5d") %
3287 (game.state.starkl, -5*game.state.starkl))
3288 if game.state.nplankl:
3289 prout(_("%6d planets destroyed by your action %5d") %
3290 (game.state.nplankl, -10*game.state.nplankl))
3291 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3292 prout(_("%6d inhabited planets destroyed by your action %5d") %
3293 (game.state.nworldkl, -300*game.state.nworldkl))
3294 if game.state.basekl:
3295 prout(_("%6d bases destroyed by your action %5d") %
3296 (game.state.basekl, -100*game.state.basekl))
3298 prout(_("%6d calls for help from starbase %5d") %
3299 (game.nhelp, -45*game.nhelp))
3301 prout(_("%6d casualties incurred %5d") %
3302 (game.casual, -game.casual))
3304 prout(_("%6d crew abandoned in space %5d") %
3305 (game.abandoned, -3*game.abandoned))
3307 prout(_("%6d ship(s) lost or destroyed %5d") %
3308 (klship, -100*klship))
3310 if game.ncviol == 1:
3311 prout(_("1 Treaty of Algeron violation -100"))
3313 prout(_("%6d Treaty of Algeron violations %5d\n") %
3314 (game.ncviol, -100*game.ncviol))
3316 prout(_("Penalty for getting yourself killed -200"))
3318 proutn(_("Bonus for winning "))
3319 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3320 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3321 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3322 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3323 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3324 prout(" %5d" % iwon)
3326 prout(_("TOTAL SCORE %5d") % game.score)
3329 "Emit winner's commemmorative plaque."
3332 proutn(_("File or device name for your plaque: "))
3335 fp = open(winner, "w")
3338 prout(_("Invalid name."))
3340 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3342 # The 38 below must be 64 for 132-column paper
3343 nskip = 38 - len(winner)/2
3344 # This is where the ASCII art picture was emitted.
3345 # It got garbled somewhere in the chain of transmission to the Almy version.
3346 # We should restore it if we can find old enough FORTRAN sources.
3348 fp.write(_(" U. S. S. ENTERPRISE\n"))
3349 fp.write("\n\n\n\n")
3350 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3352 fp.write(_(" Starfleet Command bestows to you\n"))
3354 fp.write("%*s%s\n\n" % (nskip, "", winner))
3355 fp.write(_(" the rank of\n\n"))
3356 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3358 if game.skill == SKILL_EXPERT:
3359 fp.write(_(" Expert level\n\n"))
3360 elif game.skill == SKILL_EMERITUS:
3361 fp.write(_("Emeritus level\n\n"))
3363 fp.write(_(" Cheat level\n\n"))
3364 timestring = time.ctime()
3365 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3366 (timestring+4, timestring+20, timestring+11))
3367 fp.write(_(" Your score: %d\n\n") % game.score)
3368 fp.write(_(" Klingons per stardate: %.2f\n") % game.perdate)
3371 # Code from io.c begins here
3373 rows = linecount = 0 # for paging
3376 fullscreen_window = None
3377 srscan_window = None # Short range scan
3378 report_window = None # Report legends for status window
3379 status_window = None # The status window itself
3380 lrscan_window = None # Long range scan
3381 message_window = None # Main window for scrolling text
3382 prompt_window = None # Prompt window at bottom of display
3387 # for some recent versions of python2, the following enables UTF8
3388 # for the older ones we probably need to set C locale, and python3
3389 # has no problems at all
3390 if sys.version_info[0] < 3:
3391 locale.setlocale(locale.LC_ALL, "")
3392 gettext.bindtextdomain("sst", "/usr/local/share/locale")
3393 gettext.textdomain("sst")
3394 if not (game.options & OPTION_CURSES):
3395 ln_env = os.getenv("LINES")
3401 stdscr = curses.initscr()
3405 if game.options & OPTION_COLOR:
3406 curses.start_color()
3407 curses.use_default_colors()
3408 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, -1)
3409 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, -1)
3410 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, -1)
3411 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, -1)
3412 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, -1)
3413 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, -1)
3414 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, -1)
3415 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, -1)
3416 global fullscreen_window, srscan_window, report_window, status_window
3417 global lrscan_window, message_window, prompt_window
3418 (rows, _columns) = stdscr.getmaxyx()
3419 fullscreen_window = stdscr
3420 srscan_window = curses.newwin(12, 25, 0, 0)
3421 report_window = curses.newwin(11, 0, 1, 25)
3422 status_window = curses.newwin(10, 0, 1, 39)
3423 lrscan_window = curses.newwin(5, 0, 0, 64)
3424 message_window = curses.newwin(0, 0, 12, 0)
3425 prompt_window = curses.newwin(1, 0, rows-2, 0)
3426 message_window.scrollok(True)
3427 setwnd(fullscreen_window)
3431 if game.options & OPTION_CURSES:
3432 stdscr.keypad(False)
3438 "Wait for user action -- OK to do nothing if on a TTY"
3439 if game.options & OPTION_CURSES:
3444 prouts(_("[ANNOUNCEMENT ARRIVING...]"))
3448 if game.skill > SKILL_FAIR:
3449 prompt = _("[CONTINUE?]")
3451 prompt = _("[PRESS ENTER TO CONTINUE]")
3453 if game.options & OPTION_CURSES:
3455 setwnd(prompt_window)
3456 prompt_window.clear()
3457 prompt_window.addstr(prompt)
3458 prompt_window.getstr()
3459 prompt_window.clear()
3460 prompt_window.refresh()
3461 setwnd(message_window)
3464 sys.stdout.write('\n')
3468 sys.stdout.write('\n' * rows)
3472 "Skip i lines. Pause game if this would cause a scrolling event."
3473 for _dummy in range(i):
3474 if game.options & OPTION_CURSES:
3475 (y, _x) = curwnd.getyx()
3478 except curses.error:
3483 if rows and linecount >= rows:
3486 sys.stdout.write('\n')
3488 def proutn(proutntline):
3489 "Utter a line with no following line feed."
3490 if game.options & OPTION_CURSES:
3491 (y, x) = curwnd.getyx()
3492 (my, _mx) = curwnd.getmaxyx()
3493 if curwnd == message_window and y >= my - 2:
3496 if logfp and game.cdebug:
3497 logfp.write("#curses: at %s proutn(%s)\n" % ((y, x), repr(proutntline)))
3498 curwnd.addstr(proutntline)
3501 sys.stdout.write(proutntline)
3504 def prout(proutline):
3508 def prouts(proutsline):
3510 for c in proutsline:
3511 if not replayfp or replayfp.closed: # Don't slow down replays
3514 if game.options & OPTION_CURSES:
3518 if not replayfp or replayfp.closed:
3522 "Get a line of input."
3523 if game.options & OPTION_CURSES:
3524 linein = curwnd.getstr() + "\n"
3527 if replayfp and not replayfp.closed:
3529 linein = replayfp.readline()
3532 prout("*** Replay finished")
3535 elif linein[0] != "#":
3539 linein = my_input() + "\n"
3548 "Change windows -- OK for this to be a no-op in tty mode."
3550 if game.options & OPTION_CURSES:
3551 if game.cdebug and logfp:
3552 if wnd == fullscreen_window:
3553 legend = "fullscreen"
3554 elif wnd == srscan_window:
3556 elif wnd == report_window:
3558 elif wnd == status_window:
3560 elif wnd == lrscan_window:
3562 elif wnd == message_window:
3564 elif wnd == prompt_window:
3568 logfp.write("#curses: setwnd(%s)\n" % legend)
3570 # Some curses implementations get confused when you try this.
3572 curses.curs_set(wnd in (fullscreen_window, message_window, prompt_window))
3573 except curses.error:
3577 "Clear to end of line -- can be a no-op in tty mode"
3578 if game.options & OPTION_CURSES:
3583 "Clear screen -- can be a no-op in tty mode."
3585 if game.options & OPTION_CURSES:
3591 def textcolor(color=DEFAULT):
3592 if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES):
3593 if color == DEFAULT:
3595 elif color == BLACK:
3596 curwnd.attron(curses.color_pair(curses.COLOR_BLACK))
3598 curwnd.attron(curses.color_pair(curses.COLOR_BLUE))
3599 elif color == GREEN:
3600 curwnd.attron(curses.color_pair(curses.COLOR_GREEN))
3602 curwnd.attron(curses.color_pair(curses.COLOR_CYAN))
3604 curwnd.attron(curses.color_pair(curses.COLOR_RED))
3605 elif color == MAGENTA:
3606 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA))
3607 elif color == BROWN:
3608 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW))
3609 elif color == LIGHTGRAY:
3610 curwnd.attron(curses.color_pair(curses.COLOR_WHITE))
3611 elif color == DARKGRAY:
3612 curwnd.attron(curses.color_pair(curses.COLOR_BLACK) | curses.A_BOLD)
3613 elif color == LIGHTBLUE:
3614 curwnd.attron(curses.color_pair(curses.COLOR_BLUE) | curses.A_BOLD)
3615 elif color == LIGHTGREEN:
3616 curwnd.attron(curses.color_pair(curses.COLOR_GREEN) | curses.A_BOLD)
3617 elif color == LIGHTCYAN:
3618 curwnd.attron(curses.color_pair(curses.COLOR_CYAN) | curses.A_BOLD)
3619 elif color == LIGHTRED:
3620 curwnd.attron(curses.color_pair(curses.COLOR_RED) | curses.A_BOLD)
3621 elif color == LIGHTMAGENTA:
3622 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA) | curses.A_BOLD)
3623 elif color == YELLOW:
3624 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW) | curses.A_BOLD)
3625 elif color == WHITE:
3626 curwnd.attron(curses.color_pair(curses.COLOR_WHITE) | curses.A_BOLD)
3629 if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES):
3630 curwnd.attron(curses.A_REVERSE)
3633 # Things past this point have policy implications.
3637 "Hook to be called after moving to redraw maps."
3638 if game.options & OPTION_CURSES:
3641 setwnd(srscan_window)
3645 setwnd(status_window)
3646 status_window.clear()
3647 status_window.move(0, 0)
3648 setwnd(report_window)
3649 report_window.clear()
3650 report_window.move(0, 0)
3652 setwnd(lrscan_window)
3653 lrscan_window.clear()
3654 lrscan_window.move(0, 0)
3655 lrscan(silent=False)
3657 def put_srscan_sym(w, sym):
3658 "Emit symbol for short-range scan."
3659 srscan_window.move(w.i+1, w.j*2+2)
3660 srscan_window.addch(sym)
3661 srscan_window.refresh()
3664 "Enemy fall down, go boom."
3665 if game.options & OPTION_CURSES:
3667 setwnd(srscan_window)
3668 srscan_window.attron(curses.A_REVERSE)
3669 put_srscan_sym(w, game.quad[w.i][w.j])
3673 srscan_window.attroff(curses.A_REVERSE)
3674 put_srscan_sym(w, game.quad[w.i][w.j])
3675 curses.delay_output(500)
3676 setwnd(message_window)
3679 "Sound and visual effects for teleportation."
3680 if game.options & OPTION_CURSES:
3682 setwnd(message_window)
3684 prouts(" . . . . . ")
3685 if game.options & OPTION_CURSES:
3686 #curses.delay_output(1000)
3690 def tracktorpedo(w, step, i, n, iquad):
3691 "Torpedo-track animation."
3692 if not game.options & OPTION_CURSES:
3696 proutn(_("Track for torpedo number %d- ") % (i+1))
3699 proutn(_("Torpedo track- "))
3700 elif step==4 or step==9:
3704 if not damaged(DSRSENS) or game.condition=="docked":
3705 if i != 0 and step == 1:
3708 if (iquad=='.') or (iquad==' '):
3709 put_srscan_sym(w, '+')
3713 put_srscan_sym(w, iquad)
3715 curwnd.attron(curses.A_REVERSE)
3716 put_srscan_sym(w, iquad)
3720 curwnd.attroff(curses.A_REVERSE)
3721 put_srscan_sym(w, iquad)
3726 "Display the current galaxy chart."
3727 if game.options & OPTION_CURSES:
3728 setwnd(message_window)
3729 message_window.clear()
3731 if game.options & OPTION_TTY:
3736 def prstat(txt, data):
3738 if game.options & OPTION_CURSES:
3740 setwnd(status_window)
3742 proutn(" " * (NSYM - len(txt)))
3745 if game.options & OPTION_CURSES:
3746 setwnd(report_window)
3748 # Code from moving.c begins here
3750 def imove(icourse=None, noattack=False):
3751 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3754 def newquadrant(noattack):
3755 # Leaving quadrant -- allow final enemy attack
3756 # Don't set up attack if being pushed by nova or cloaked
3757 if len(game.enemies) != 0 and not noattack and not game.iscloaked:
3759 for enemy in game.enemies:
3760 finald = (w - enemy.location).distance()
3761 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3762 # Stas Sergeev added the condition
3763 # that attacks only happen if Klingons
3764 # are present and your skill is good.
3765 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3766 attack(torps_ok=False)
3769 # check for edge of galaxy
3773 if icourse.final.i < 0:
3774 icourse.final.i = -icourse.final.i
3776 if icourse.final.j < 0:
3777 icourse.final.j = -icourse.final.j
3779 if icourse.final.i >= GALSIZE*QUADSIZE:
3780 icourse.final.i = (GALSIZE*QUADSIZE*2) - icourse.final.i
3782 if icourse.final.j >= GALSIZE*QUADSIZE:
3783 icourse.final.j = (GALSIZE*QUADSIZE*2) - icourse.final.j
3791 if game.nkinks == 3:
3792 # Three strikes -- you're out!
3796 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3797 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3798 prout(_("YOU WILL BE DESTROYED."))
3799 # Compute final position in new quadrant
3800 if trbeam: # Don't bother if we are to be beamed
3802 game.quadrant = icourse.final.quadrant()
3803 game.sector = icourse.final.sector()
3805 prout(_("Entering Quadrant %s.") % game.quadrant)
3806 game.quad[game.sector.i][game.sector.j] = game.ship
3808 if game.skill>SKILL_NOVICE:
3809 attack(torps_ok=False)
3811 def check_collision(h):
3812 iquad = game.quad[h.i][h.j]
3814 # object encountered in flight path
3815 stopegy = 50.0*icourse.distance/game.optime
3816 if iquad in ('T', 'K', 'C', 'S', 'R', '?'):
3817 for enemy in game.enemies:
3818 if enemy.location == game.sector:
3819 collision(rammed=False, enemy=enemy)
3821 # This should not happen
3822 prout(_("Which way did he go?"))
3826 prouts(_("***RED ALERT! RED ALERT!"))
3828 proutn("***" + crmshp())
3829 proutn(_(" pulled into black hole at Sector %s") % h)
3830 # Getting pulled into a black hole was certain
3831 # death in Almy's original. Stas Sergeev added a
3832 # possibility that you'll get timewarped instead.
3834 for m in range(NDEVICES):
3835 if game.damage[m]>0:
3837 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3838 if (game.options & OPTION_BLKHOLE) and rnd.withprob(1-probf):
3848 prout(_(" encounters Tholian web at %s;") % h)
3850 prout(_(" blocked by object at %s;") % h)
3851 proutn(_("Emergency stop required "))
3852 prout(_("%2d units of energy.") % int(stopegy))
3853 game.energy -= stopegy
3854 if game.energy <= 0:
3861 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3862 game.inorbit = False
3863 # If tractor beam is to occur, don't move full distance
3864 if game.state.date+game.optime >= scheduled(FTBEAM):
3866 # We can't be tractor beamed if cloaked,
3867 # so move the event into the future
3868 postpone(FTBEAM, game.optime + expran(1.5*game.intime/len(game.kcmdr)))
3871 game.condition = "red"
3872 icourse.distance = icourse.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3873 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3875 game.quad[game.sector.i][game.sector.j] = '.'
3876 for _m in range(icourse.moves):
3878 w = icourse.sector()
3879 if icourse.origin.quadrant() != icourse.location.quadrant():
3880 newquadrant(noattack)
3882 elif check_collision(w):
3883 prout(_("Collision detected"))
3887 # We're in destination quadrant -- compute new average enemy distances
3888 game.quad[game.sector.i][game.sector.j] = game.ship
3890 for enemy in game.enemies:
3891 finald = (w-enemy.location).distance()
3892 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3893 enemy.kdist = finald
3895 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3896 attack(torps_ok=False)
3897 for enemy in game.enemies:
3898 enemy.kavgd = enemy.kdist
3901 setwnd(message_window)
3905 "Dock our ship at a starbase."
3907 if game.condition == "docked" and verbose:
3908 prout(_("Already docked."))
3911 prout(_("You must first leave standard orbit."))
3913 if game.base is None or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
3914 prout(crmshp() + _(" not adjacent to base."))
3917 prout(_("You cannot dock while cloaked."))
3919 game.condition = "docked"
3923 if game.energy < game.inenrg:
3924 game.energy = game.inenrg
3925 game.shield = game.inshld
3926 game.torps = game.intorps
3927 game.lsupres = game.inlsr
3928 game.state.crew = FULLCREW
3929 if game.brigcapacity-game.brigfree > 0:
3930 prout(_("%d captured Klingons transferred to base") % (game.brigcapacity-game.brigfree))
3931 game.kcaptured += game.brigcapacity-game.brigfree
3932 game.brigfree = game.brigcapacity
3933 if communicating() and \
3934 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3935 # get attack report from base
3936 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3940 def cartesian(loc1=None, loc2=None):
3942 return game.quadrant * QUADSIZE + game.sector
3944 return game.quadrant * QUADSIZE + loc1
3946 return loc1 * QUADSIZE + loc2
3948 def getcourse(isprobe):
3949 "Get a course and distance from the user."
3951 dquad = copy.copy(game.quadrant)
3952 navmode = "unspecified"
3956 if game.landed and not isprobe:
3957 prout(_("Dummy! You can't leave standard orbit until you"))
3958 proutn(_("are back aboard the ship."))
3961 while navmode == "unspecified":
3962 if damaged(DNAVSYS):
3964 prout(_("Computer damaged; manual navigation only"))
3966 prout(_("Computer damaged; manual movement only"))
3971 key = scanner.nexttok()
3973 proutn(_("Manual or automatic- "))
3976 elif key == "IHALPHA":
3977 if scanner.sees("manual"):
3979 key = scanner.nexttok()
3981 elif scanner.sees("automatic"):
3982 navmode = "automatic"
3983 key = scanner.nexttok()
3991 prout(_("(Manual navigation assumed.)"))
3993 prout(_("(Manual movement assumed.)"))
3997 if navmode == "automatic":
3998 while key == "IHEOL":
4000 proutn(_("Target quadrant or quadrant§or- "))
4002 proutn(_("Destination sector or quadrant§or- "))
4005 key = scanner.nexttok()
4009 xi = int(round(scanner.real))-1
4010 key = scanner.nexttok()
4014 xj = int(round(scanner.real))-1
4015 key = scanner.nexttok()
4017 # both quadrant and sector specified
4018 xk = int(round(scanner.real))-1
4019 key = scanner.nexttok()
4023 xl = int(round(scanner.real))-1
4029 # only one pair of numbers was specified
4031 # only quadrant specified -- go to center of dest quad
4034 dsect.j = dsect.i = 4 # preserves 1-origin behavior
4036 # only sector specified
4040 if not dquad.valid_quadrant() or not dsect.valid_sector():
4047 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
4049 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
4050 # the actual deltas get computed here
4051 delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
4052 delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
4054 while key == "IHEOL":
4055 proutn(_("X and Y displacements- "))
4058 key = scanner.nexttok()
4061 delta.j = scanner.real
4065 key = scanner.nexttok()
4067 delta.i = scanner.real
4068 elif key == "IHEOL":
4074 # Check for zero movement
4075 if delta.i == 0 and delta.j == 0:
4078 if itemp == "verbose" and not isprobe:
4080 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
4082 return course(bearing=delta.bearing(), distance=delta.distance())
4085 def __init__(self, bearing, distance, origin=None):
4086 self.distance = distance
4087 self.bearing = bearing
4089 self.origin = cartesian(game.quadrant, game.sector)
4091 self.origin = origin
4092 # The bearing() code we inherited from FORTRAN is actually computing
4093 # clockface directions!
4094 if self.bearing < 0.0:
4095 self.bearing += 12.0
4096 self.angle = ((15.0 - self.bearing) * 0.5235988)
4097 self.increment = Coord(-math.sin(self.angle), math.cos(self.angle))
4098 bigger = max(abs(self.increment.i), abs(self.increment.j))
4099 self.increment /= bigger
4100 self.moves = int(round(10*self.distance*bigger))
4102 self.final = (self.location + self.moves*self.increment).roundtogrid()
4103 self.location = self.origin
4104 self.nextlocation = None
4106 self.location = self.origin
4109 return self.location.roundtogrid() == self.final
4111 "Next step on course."
4113 self.nextlocation = self.location + self.increment
4114 samequad = (self.location.quadrant() == self.nextlocation.quadrant())
4115 self.location = self.nextlocation
4118 return self.location.quadrant()
4120 return self.location.sector()
4122 return self.distance*(w**3)*(game.shldup+1)
4124 return 10.0*self.distance/w**2
4127 "Move under impulse power."
4129 if damaged(DIMPULS):
4132 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4134 if game.energy > 30.0:
4136 icourse = getcourse(isprobe=False)
4139 power = 20.0 + 100.0*icourse.distance
4142 if power >= game.energy:
4143 # Insufficient power for trip
4145 prout(_("First Officer Spock- \"Captain, the impulse engines"))
4146 prout(_("require 20.0 units to engage, plus 100.0 units per"))
4147 if game.energy > 30:
4148 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
4149 int(0.01 * (game.energy-20.0)-0.05))
4150 prout(_(" quadrants.\""))
4152 prout(_("quadrant. They are, therefore, useless.\""))
4155 # Make sure enough time is left for the trip
4156 game.optime = icourse.distance/0.095
4157 if game.optime >= game.state.remtime:
4158 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4159 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4160 proutn(_("we dare spend the time?\" "))
4163 # Activate impulse engines and pay the cost
4164 imove(icourse, noattack=False)
4168 power = 20.0 + 100.0*icourse.distance
4169 game.energy -= power
4170 game.optime = icourse.distance/0.095
4171 if game.energy <= 0:
4175 def warp(wcourse, involuntary):
4176 "ove under warp drive."
4177 blooey = False; twarp = False
4178 if not involuntary: # Not WARPX entry
4183 prout(_("Engineer Scott- \"The warp engines can not be used while cloaked, Sir.\""))
4185 if game.damage[DWARPEN] > 10.0:
4188 prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
4190 if damaged(DWARPEN) and game.warpfac > 4.0:
4193 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4194 prout(_(" is repaired, I can only give you warp 4.\""))
4196 # Read in course and distance
4199 wcourse = getcourse(isprobe=False)
4202 # Make sure starship has enough energy for the trip
4203 # Note: this formula is slightly different from the C version,
4204 # and lets you skate a bit closer to the edge.
4205 if wcourse.power(game.warpfac) >= game.energy:
4206 # Insufficient power for trip
4209 prout(_("Engineering to bridge--"))
4210 if not game.shldup or 0.5*wcourse.power(game.warpfac) > game.energy:
4211 iwarp = (game.energy/(wcourse.distance+0.05)) ** 0.333333333
4213 prout(_("We can't do it, Captain. We don't have enough energy."))
4215 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4218 prout(_("if you'll lower the shields."))
4222 prout(_("We haven't the energy to go that far with the shields up."))
4224 # Make sure enough time is left for the trip
4225 game.optime = wcourse.time(game.warpfac)
4226 if game.optime >= 0.8*game.state.remtime:
4228 prout(_("First Officer Spock- \"Captain, I compute that such"))
4229 proutn(_(" a trip would require approximately %2.0f") %
4230 (100.0*game.optime/game.state.remtime))
4231 prout(_(" percent of our"))
4232 proutn(_(" remaining time. Are you sure this is wise?\" "))
4238 if game.warpfac > 6.0:
4239 # Decide if engine damage will occur
4240 # ESR: Seems wrong. Probability of damage goes *down* with distance?
4241 prob = wcourse.distance*(6.0-game.warpfac)**2/66.666666666
4242 if prob > rnd.real():
4244 wcourse.distance = rnd.real(wcourse.distance)
4245 # Decide if time warp will occur
4246 if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > rnd.real():
4248 if game.idebug and game.warpfac==10 and not twarp:
4250 proutn("=== Force time warp? ")
4254 # If time warp or engine damage, check path
4255 # If it is obstructed, don't do warp or damage
4256 look = wcourse.moves
4260 w = wcourse.sector()
4261 if not w.valid_sector():
4263 if game.quad[w.i][w.j] != '.':
4267 # Activate Warp Engines and pay the cost
4268 imove(wcourse, noattack=False)
4271 game.energy -= wcourse.power(game.warpfac)
4272 if game.energy <= 0:
4274 game.optime = wcourse.time(game.warpfac)
4278 game.damage[DWARPEN] = game.damfac * rnd.real(1.0, 4.0)
4280 prout(_("Engineering to bridge--"))
4281 prout(_(" Scott here. The warp engines are damaged."))
4282 prout(_(" We'll have to reduce speed to warp 4."))
4287 "Change the warp factor."
4289 key=scanner.nexttok()
4293 proutn(_("Warp factor- "))
4297 if game.damage[DWARPEN] > 10.0:
4298 prout(_("Warp engines inoperative."))
4300 if damaged(DWARPEN) and scanner.real > 4.0:
4301 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4302 prout(_(" but right now we can only go warp 4.\""))
4304 if scanner.real > 10.0:
4305 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4307 if scanner.real < 1.0:
4308 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4310 oldfac = game.warpfac
4311 game.warpfac = scanner.real
4312 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4313 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4316 if game.warpfac < 8.00:
4317 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4319 if game.warpfac == 10.0:
4320 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4322 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4326 "Cope with being tossed out of quadrant by supernova or yanked by beam."
4328 # is captain on planet?
4330 if damaged(DTRANSP):
4333 prout(_("Scotty rushes to the transporter controls."))
4335 prout(_("But with the shields up it's hopeless."))
4337 prouts(_("His desperate attempt to rescue you . . ."))
4338 if rnd.withprob(0.5):
4342 prout(_("SUCCEEDS!"))
4345 proutn(_("The crystals mined were "))
4346 if rnd.withprob(0.25):
4353 # Check to see if captain in shuttle craft
4358 # Inform captain of attempt to reach safety
4362 prouts(_("***RED ALERT! RED ALERT!"))
4364 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4365 prouts(_(" a supernova."))
4367 prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
4368 prout(_("safely out of quadrant."))
4369 if not damaged(DRADIO):
4370 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
4371 # Try to use warp engines
4372 if damaged(DWARPEN):
4374 prout(_("Warp engines damaged."))
4377 game.warpfac = rnd.real(6.0, 8.0)
4378 prout(_("Warp factor set to %d") % int(game.warpfac))
4379 power = 0.75*game.energy
4380 dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4381 dist = max(dist, rnd.real(math.sqrt(2)))
4382 bugout = course(bearing=rnd.real(12), distance=dist) # How dumb!
4383 game.optime = bugout.time(game.warpfac)
4385 game.inorbit = False
4386 warp(bugout, involuntary=True)
4388 # This is bad news, we didn't leave quadrant.
4392 prout(_("Insufficient energy to leave quadrant."))
4395 # Repeat if another snova
4396 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
4399 finish(FWON) # Snova killed remaining enemy.
4402 "Let's do the time warp again."
4403 prout(_("***TIME WARP ENTERED."))
4404 if game.state.snap and rnd.withprob(0.5):
4406 prout(_("You are traveling backwards in time %d stardates.") %
4407 int(game.state.date-game.snapsht.date))
4408 game.state = game.snapsht
4409 game.state.snap = False
4410 if len(game.state.kcmdr):
4411 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4412 schedule(FBATTAK, expran(0.3*game.intime))
4413 schedule(FSNOVA, expran(0.5*game.intime))
4414 # next snapshot will be sooner
4415 schedule(FSNAP, expran(0.25*game.state.remtime))
4417 if game.state.nscrem:
4418 schedule(FSCMOVE, 0.2777)
4422 game.battle.invalidate()
4423 # Make sure Galileo is consistant -- Snapshot may have been taken
4424 # when on planet, which would give us two Galileos!
4426 for l in range(game.inplan):
4427 if game.state.planets[l].known == "shuttle_down":
4429 if game.iscraft == "onship" and game.ship=='E':
4430 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4431 game.iscraft = "offship"
4432 # Likewise, if in the original time the Galileo was abandoned, but
4433 # was on ship earlier, it would have vanished -- let's restore it.
4434 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4435 prout(_("Chekov- \"Security reports the Galileo has reappeared in the dock!\""))
4436 game.iscraft = "onship"
4437 # There used to be code to do the actual reconstrction here,
4438 # but the starchart is now part of the snapshotted galaxy state.
4439 prout(_("Spock has reconstructed a correct star chart from memory"))
4441 # Go forward in time
4442 game.optime = expran(0.5*game.intime)
4443 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4444 # cheat to make sure no tractor beams occur during time warp
4445 postpone(FTBEAM, game.optime)
4446 game.damage[DRADIO] += game.optime
4448 events() # Stas Sergeev added this -- do pending events
4451 "Launch deep-space probe."
4452 # New code to launch a deep space probe
4453 if game.nprobes == 0:
4456 if game.ship == 'E':
4457 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4459 prout(_("Ye Faerie Queene has no deep space probes."))
4464 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4466 if is_scheduled(FDSPROB):
4469 if damaged(DRADIO) and game.condition != "docked":
4470 prout(_("Spock- \"Records show the previous probe has not yet"))
4471 prout(_(" reached its destination.\""))
4473 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4475 key = scanner.nexttok()
4477 if game.nprobes == 1:
4478 prout(_("1 probe left."))
4480 prout(_("%d probes left") % game.nprobes)
4481 proutn(_("Are you sure you want to fire a probe? "))
4484 game.isarmed = False
4485 if key == "IHALPHA" and scanner.token == "armed":
4487 key = scanner.nexttok()
4488 elif key == "IHEOL":
4489 proutn(_("Arm NOVAMAX warhead? "))
4491 elif key == "IHREAL": # first element of course
4492 scanner.push(scanner.token)
4494 game.probe = getcourse(isprobe=True)
4498 schedule(FDSPROB, 0.01) # Time to move one sector
4499 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4504 "Yell for help from nearest starbase."
4505 # There's more than one way to move in this game!
4507 # Test for conditions which prevent calling for help
4508 if game.condition == "docked":
4509 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4512 prout(_("Subspace radio damaged."))
4514 if not game.state.baseq:
4515 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4518 prout(_("You must be aboard the %s.") % crmshp())
4520 # OK -- call for help from nearest starbase
4523 # There's one in this quadrant
4524 ddist = (game.base - game.sector).distance()
4526 ibq = None # Force base-quadrant game to persist past loop
4528 for ibq in game.state.baseq:
4529 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4533 prout(_("No starbases remain. You are alone in a hostile galaxy."))
4535 # Since starbase not in quadrant, set up new quadrant
4538 # dematerialize starship
4539 game.quad[game.sector.i][game.sector.j]='.'
4540 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4541 % (game.quadrant, crmshp()))
4542 game.sector.invalidate()
4543 for m in range(1, 5+1):
4544 w = game.base.scatter()
4545 if w.valid_sector() and game.quad[w.i][w.j]=='.':
4546 # found one -- finish up
4549 if game.sector is None:
4550 prout(_("You have been lost in space..."))
4551 finish(FMATERIALIZE)
4553 # Give starbase three chances to rematerialize starship
4554 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4555 for m in range(1, 3+1):
4556 if m == 1: proutn(_("1st"))
4557 elif m == 2: proutn(_("2nd"))
4558 elif m == 3: proutn(_("3rd"))
4559 proutn(_(" attempt to re-materialize ") + crmshp())
4560 game.quad[game.sector.i][game.sector.j]=('-','o','O')[m-1]
4563 if rnd.real() > probf:
4567 curses.delay_output(500)
4569 game.quad[game.sector.i][game.sector.j]='?'
4572 setwnd(message_window)
4573 finish(FMATERIALIZE)
4575 game.quad[game.sector.i][game.sector.j]=game.ship
4577 prout(_("succeeds."))
4581 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4586 if game.condition=="docked":
4588 prout(_("You cannot abandon Ye Faerie Queene."))
4591 # Must take shuttle craft to exit
4592 if game.damage[DSHUTTL]==-1:
4593 prout(_("Ye Faerie Queene has no shuttle craft."))
4595 if game.damage[DSHUTTL]<0:
4596 prout(_("Shuttle craft now serving Big Macs."))
4598 if game.damage[DSHUTTL]>0:
4599 prout(_("Shuttle craft damaged."))
4602 prout(_("You must be aboard the ship."))
4604 if game.iscraft != "onship":
4605 prout(_("Shuttle craft not currently available."))
4607 # Emit abandon ship messages
4609 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4611 prouts(_("***ALL HANDS ABANDON SHIP!"))
4613 prout(_("Captain and crew escape in shuttle craft."))
4614 if not game.state.baseq:
4615 # Oops! no place to go...
4618 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4620 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4621 prout(_("Remainder of ship's complement beam down"))
4622 prout(_("to nearest habitable planet."))
4623 elif q.planet is not None and not damaged(DTRANSP):
4624 prout(_("Remainder of ship's complement beam down to %s.") %
4627 prout(_("Entire crew of %d left to die in outer space.") %
4629 game.casual += game.state.crew
4630 game.abandoned += game.state.crew
4631 # If at least one base left, give 'em the Faerie Queene
4633 game.icrystl = False # crystals are lost
4634 game.nprobes = 0 # No probes
4635 prout(_("You are captured by Klingons and released to"))
4636 prout(_("the Federation in a prisoner-of-war exchange."))
4637 nb = rnd.integer(len(game.state.baseq))
4638 # Set up quadrant and position FQ adjacient to base
4639 if not game.quadrant == game.state.baseq[nb]:
4640 game.quadrant = game.state.baseq[nb]
4641 game.sector.i = game.sector.j = 5
4644 # position next to base by trial and error
4645 game.quad[game.sector.i][game.sector.j] = '.'
4647 for l in range(QUADSIZE):
4648 game.sector = game.base.scatter()
4649 if game.sector.valid_sector() and \
4650 game.quad[game.sector.i][game.sector.j] == '.':
4653 break # found a spot
4654 game.sector.i=QUADSIZE/2
4655 game.sector.j=QUADSIZE/2
4657 # Get new commission
4658 game.quad[game.sector.i][game.sector.j] = game.ship = 'F'
4659 game.state.crew = FULLCREW
4660 prout(_("Starfleet puts you in command of another ship,"))
4661 prout(_("the Faerie Queene, which is antiquated but,"))
4662 prout(_("still useable."))
4664 prout(_("The dilithium crystals have been moved."))
4666 game.iscraft = "offship" # Galileo disappears
4668 game.condition="docked"
4669 for l in range(NDEVICES):
4670 game.damage[l] = 0.0
4671 game.damage[DSHUTTL] = -1
4672 game.energy = game.inenrg = 3000.0
4673 game.shield = game.inshld = 1250.0
4674 game.torps = game.intorps = 6
4675 game.lsupres=game.inlsr=3.0
4678 game.brigfree = game.brigcapacity = 300
4681 # Code from planets.c begins here.
4684 "Abort a lengthy operation if an event interrupts it."
4687 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
4692 "Report on (uninhabited) planets in the galaxy."
4696 prout(_("Spock- \"Planet report follows, Captain.\""))
4698 for i in range(game.inplan):
4699 if game.state.planets[i].pclass == "destroyed":
4701 if (game.state.planets[i].known != "unknown" \
4702 and not game.state.planets[i].inhabited) \
4705 if game.idebug and game.state.planets[i].known=="unknown":
4706 proutn("(Unknown) ")
4707 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4708 proutn(_(" class "))
4709 proutn(game.state.planets[i].pclass)
4711 if game.state.planets[i].crystals != "present":
4713 prout(_("dilithium crystals present."))
4714 if game.state.planets[i].known=="shuttle_down":
4715 prout(_(" Shuttle Craft Galileo on surface."))
4717 prout(_("No information available."))
4720 "Enter standard orbit."
4724 prout(_("Already in standard orbit."))
4726 if damaged(DWARPEN) and damaged(DIMPULS):
4727 prout(_("Both warp and impulse engines damaged."))
4729 if game.plnet is None:
4730 prout("There is no planet in this sector.")
4732 if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4733 prout(crmshp() + _(" not adjacent to planet."))
4736 game.optime = rnd.real(0.02, 0.05)
4737 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4741 game.height = rnd.real(1400, 8600)
4742 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4747 "Examine planets in this quadrant."
4748 if damaged(DSRSENS):
4749 if game.options & OPTION_TTY:
4750 prout(_("Short range sensors damaged."))
4752 if game.iplnet is None:
4753 if game.options & OPTION_TTY:
4754 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4756 if game.iplnet.known == "unknown":
4757 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4759 prout(_(" Planet at Sector %s is of class %s.") %
4760 (game.plnet, game.iplnet.pclass))
4761 if game.iplnet.known=="shuttle_down":
4762 prout(_(" Sensors show Galileo still on surface."))
4763 proutn(_(" Readings indicate"))
4764 if game.iplnet.crystals != "present":
4766 prout(_(" dilithium crystals present.\""))
4767 if game.iplnet.known == "unknown":
4768 game.iplnet.known = "known"
4769 elif game.iplnet.inhabited:
4770 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4771 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4774 "Use the transporter."
4778 if damaged(DTRANSP):
4779 prout(_("Transporter damaged."))
4780 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4782 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4786 if not game.inorbit:
4787 prout(crmshp() + _(" not in standard orbit."))
4790 prout(_("Impossible to transport through shields."))
4792 if game.iplnet.known=="unknown":
4793 prout(_("Spock- \"Captain, we have no information on this planet"))
4794 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4795 prout(_(" you may not go down.\""))
4797 if not game.landed and game.iplnet.crystals=="absent":
4798 prout(_("Spock- \"Captain, I fail to see the logic in"))
4799 prout(_(" exploring a planet with no dilithium crystals."))
4800 proutn(_(" Are you sure this is wise?\" "))
4804 if not (game.options & OPTION_PLAIN):
4805 nrgneed = 50 * game.skill + game.height / 100.0
4806 if nrgneed > game.energy:
4807 prout(_("Engineering to bridge--"))
4808 prout(_(" Captain, we don't have enough energy for transportation."))
4810 if not game.landed and nrgneed * 2 > game.energy:
4811 prout(_("Engineering to bridge--"))
4812 prout(_(" Captain, we have enough energy only to transport you down to"))
4813 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4814 if game.iplnet.known == "shuttle_down":
4815 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4816 proutn(_(" Are you sure this is wise?\" "))
4821 # Coming from planet
4822 if game.iplnet.known=="shuttle_down":
4823 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4827 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4828 prout(_("Landing party assembled, ready to beam up."))
4830 prout(_("Kirk whips out communicator..."))
4831 prouts(_("BEEP BEEP BEEP"))
4833 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4836 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4838 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4840 prout(_("Kirk- \"Energize.\""))
4843 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4845 if not rnd.withprob(0.98):
4846 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4848 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4851 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4852 game.landed = not game.landed
4853 game.energy -= nrgneed
4855 prout(_("Transport complete."))
4856 if game.landed and game.iplnet.known=="shuttle_down":
4857 prout(_("The shuttle craft Galileo is here!"))
4858 if not game.landed and game.imine:
4865 "Strip-mine a world for dilithium."
4869 prout(_("Mining party not on planet."))
4871 if game.iplnet.crystals == "mined":
4872 prout(_("This planet has already been strip-mined for dilithium."))
4874 elif game.iplnet.crystals == "absent":
4875 prout(_("No dilithium crystals on this planet."))
4878 prout(_("You've already mined enough crystals for this trip."))
4880 if game.icrystl and game.cryprob == 0.05:
4881 prout(_("With all those fresh crystals aboard the ") + crmshp())
4882 prout(_("there's no reason to mine more at this time."))
4884 game.optime = rnd.real(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4887 prout(_("Mining operation complete."))
4888 game.iplnet.crystals = "mined"
4889 game.imine = game.ididit = True
4892 "Use dilithium crystals."
4896 if not game.icrystl:
4897 prout(_("No dilithium crystals available."))
4899 if game.energy >= 1000:
4900 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4901 prout(_(" except when Condition Yellow exists."))
4903 prout(_("Spock- \"Captain, I must warn you that loading"))
4904 prout(_(" raw dilithium crystals into the ship's power"))
4905 prout(_(" system may risk a severe explosion."))
4906 proutn(_(" Are you sure this is wise?\" "))
4911 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4912 prout(_(" Mr. Spock and I will try it.\""))
4914 prout(_("Spock- \"Crystals in place, Sir."))
4915 prout(_(" Ready to activate circuit.\""))
4917 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4919 if rnd.withprob(game.cryprob):
4920 prouts(_(" \"Activating now! - - No good! It's***"))
4922 prouts(_("***RED ALERT! RED A*L********************************"))
4925 prouts(_("****************** KA-BOOM!!!! *******************"))
4929 game.energy += rnd.real(5000.0, 5500.0)
4930 prouts(_(" \"Activating now! - - "))
4931 prout(_("The instruments"))
4932 prout(_(" are going crazy, but I think it's"))
4933 prout(_(" going to work!! Congratulations, Sir!\""))
4938 "Use shuttlecraft for planetary jaunt."
4941 if damaged(DSHUTTL):
4942 if game.damage[DSHUTTL] == -1.0:
4943 if game.inorbit and game.iplnet.known == "shuttle_down":
4944 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4946 prout(_("Ye Faerie Queene had no shuttle craft."))
4947 elif game.damage[DSHUTTL] > 0:
4948 prout(_("The Galileo is damaged."))
4949 else: # game.damage[DSHUTTL] < 0
4950 prout(_("Shuttle craft is now serving Big Macs."))
4952 if not game.inorbit:
4953 prout(crmshp() + _(" not in standard orbit."))
4955 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4956 prout(_("Shuttle craft not currently available."))
4958 if not game.landed and game.iplnet.known=="shuttle_down":
4959 prout(_("You will have to beam down to retrieve the shuttle craft."))
4961 if game.shldup or game.condition == "docked":
4962 prout(_("Shuttle craft cannot pass through shields."))
4964 if game.iplnet.known=="unknown":
4965 prout(_("Spock- \"Captain, we have no information on this planet"))
4966 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4967 prout(_(" you may not fly down.\""))
4969 game.optime = 3.0e-5*game.height
4970 if game.optime >= 0.8*game.state.remtime:
4971 prout(_("First Officer Spock- \"Captain, I compute that such"))
4972 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4973 int(100*game.optime/game.state.remtime))
4974 prout(_("remaining time."))
4975 proutn(_("Are you sure this is wise?\" "))
4981 if game.iscraft == "onship":
4983 if not damaged(DTRANSP):
4984 proutn(_("Spock- \"Would you rather use the transporter?\" "))
4988 proutn(_("Shuttle crew"))
4990 proutn(_("Rescue party"))
4991 prout(_(" boards Galileo and swoops toward planet surface."))
4992 game.iscraft = "offship"
4996 game.iplnet.known="shuttle_down"
4997 prout(_("Trip complete."))
5000 # Ready to go back to ship
5001 prout(_("You and your mining party board the"))
5002 prout(_("shuttle craft for the trip back to the Enterprise."))
5004 prouts(_("The short hop begins . . ."))
5006 game.iplnet.known="known"
5012 game.iscraft = "onship"
5018 prout(_("Trip complete."))
5021 # Kirk on ship and so is Galileo
5022 prout(_("Mining party assembles in the hangar deck,"))
5023 prout(_("ready to board the shuttle craft \"Galileo\"."))
5025 prouts(_("The hangar doors open; the trip begins."))
5028 game.iscraft = "offship"
5031 game.iplnet.known = "shuttle_down"
5034 prout(_("Trip complete."))
5038 "Use the big zapper."
5042 if game.ship != 'E':
5043 prout(_("Ye Faerie Queene has no death ray."))
5045 if len(game.enemies)==0:
5046 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
5049 prout(_("Death Ray is damaged."))
5051 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
5052 prout(_(" is highly unpredictible. Considering the alternatives,"))
5053 proutn(_(" are you sure this is wise?\" "))
5056 prout(_("Spock- \"Acknowledged.\""))
5059 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
5061 prout(_("Crew scrambles in emergency preparation."))
5062 prout(_("Spock and Scotty ready the death ray and"))
5063 prout(_("prepare to channel all ship's power to the device."))
5065 prout(_("Spock- \"Preparations complete, sir.\""))
5066 prout(_("Kirk- \"Engage!\""))
5068 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
5071 if game.options & OPTION_PLAIN:
5075 prouts(_("Sulu- \"Captain! It's working!\""))
5077 while len(game.enemies) > 0:
5078 deadkl(game.enemies[-1].location, game.quad[game.enemies[-1].location.i][game.enemies[-1].location.j],game.enemies[-1].location)
5079 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
5080 if game.unwon() == 0:
5082 if (game.options & OPTION_PLAIN) == 0:
5083 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
5084 if rnd.withprob(0.05):
5085 prout(_(" is still operational.\""))
5087 prout(_(" has been rendered nonfunctional.\""))
5088 game.damage[DDRAY] = 39.95
5090 r = rnd.real() # Pick failure method
5092 prouts(_("Sulu- \"Captain! It's working!\""))
5094 prouts(_("***RED ALERT! RED ALERT!"))
5096 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
5098 prouts(_("***RED ALERT! RED A*L********************************"))
5101 prouts(_("****************** KA-BOOM!!!! *******************"))
5106 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
5108 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
5110 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
5111 prout(_(" have apparently been transformed into strange mutations."))
5112 prout(_(" Vulcans do not seem to be affected."))
5114 prout(_("Kirk- \"Raauch! Raauch!\""))
5118 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
5120 proutn(_("Spock- \"I believe the word is"))
5121 prouts(_(" *ASTONISHING*"))
5122 prout(_(" Mr. Sulu."))
5123 for i in range(QUADSIZE):
5124 for j in range(QUADSIZE):
5125 if game.quad[i][j] == '.':
5126 game.quad[i][j] = '?'
5127 prout(_(" Captain, our quadrant is now infested with"))
5128 prouts(_(" - - - - - - *THINGS*."))
5130 prout(_(" I have no logical explanation.\""))
5132 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
5134 prout(_("Scotty- \"There are so many tribbles down here"))
5135 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
5139 # Code from reports.c begins here
5141 def attackreport(curt):
5142 "eport status of bases under attack."
5144 if is_scheduled(FCDBAS):
5145 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
5146 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
5147 elif game.isatb == 1:
5148 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
5149 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
5151 prout(_("No Starbase is currently under attack."))
5153 if is_scheduled(FCDBAS):
5154 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5156 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5160 # report on general game status
5162 s1 = (game.thawed and _("thawed ")) or ""
5163 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5164 s3 = (None, _("novice"), _("fair"),
5165 _("good"), _("expert"), _("emeritus"))[game.skill]
5166 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5167 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5168 prout(_("No plaque is allowed."))
5170 prout(_("This is tournament game %d.") % game.tourn)
5171 prout(_("Your secret password is \"%s\"") % game.passwd)
5172 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - game.unwon()),
5173 (game.inkling + game.incom + game.inscom)))
5174 if game.incom - len(game.state.kcmdr):
5175 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
5176 elif game.inkling - game.remkl() + (game.inscom - game.state.nscrem) > 0:
5177 prout(_(", but no Commanders."))
5180 if game.skill > SKILL_FAIR:
5181 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5182 if len(game.state.baseq) != game.inbase:
5184 if game.inbase-len(game.state.baseq)==1:
5185 proutn(_("has been 1 base"))
5187 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
5188 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
5190 prout(_("There are %d bases.") % game.inbase)
5191 if communicating() or game.iseenit:
5192 # Don't report this if not seen and
5193 # either the radio is dead or not at base!
5197 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5198 if game.brigcapacity != game.brigfree:
5199 embriggened = game.brigcapacity-game.brigfree
5200 if embriggened == 1:
5201 prout(_("1 Klingon in brig"))
5203 prout(_("%d Klingons in brig.") % embriggened)
5204 if game.kcaptured == 0:
5206 elif game.kcaptured == 1:
5207 prout(_("1 captured Klingon turned in to Starfleet."))
5209 prout(_("%d captured Klingons turned in to Star Fleet.") % game.kcaptured)
5211 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5212 if game.ship == 'E':
5213 proutn(_("You have "))
5215 proutn("%d" % (game.nprobes))
5218 proutn(_(" deep space probe"))
5222 if communicating() and is_scheduled(FDSPROB):
5224 proutn(_("An armed deep space probe is in "))
5226 proutn(_("A deep space probe is in "))
5227 prout("Quadrant %s." % game.probe.quadrant())
5229 if game.cryprob <= .05:
5230 prout(_("Dilithium crystals aboard ship... not yet used."))
5234 while game.cryprob > ai:
5237 prout(_("Dilithium crystals have been used %d time%s.") % \
5238 (i, (_("s"), "")[i==1]))
5242 "Long-range sensor scan."
5243 if damaged(DLRSENS):
5244 # Now allow base's sensors if docked
5245 if game.condition != "docked":
5247 prout(_("LONG-RANGE SENSORS DAMAGED."))
5250 prout(_("Starbase's long-range scan"))
5252 prout(_("Long-range scan"))
5253 for x in range(game.quadrant.i-1, game.quadrant.i+2):
5256 for y in range(game.quadrant.j-1, game.quadrant.j+2):
5257 if not Coord(x, y).valid_quadrant():
5261 if not damaged(DRADIO):
5262 game.state.galaxy[x][y].charted = True
5263 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5264 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5265 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5266 if not silent and game.state.galaxy[x][y].supernova:
5269 cn = " %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars)
5270 proutn(((3 - len(cn)) * '.') + cn)
5278 for i in range(NDEVICES):
5281 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5282 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5284 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5285 game.damage[i]+0.05,
5286 DOCKFAC*game.damage[i]+0.005))
5288 prout(_("All devices functional."))
5291 "Update the chart in the Enterprise's computer from galaxy data."
5292 game.lastchart = game.state.date
5293 for i in range(GALSIZE):
5294 for j in range(GALSIZE):
5295 if game.state.galaxy[i][j].charted:
5296 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5297 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5298 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5301 "Display the star chart."
5303 if (game.options & OPTION_AUTOSCAN):
5307 if game.lastchart < game.state.date and game.condition == "docked":
5308 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5310 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5311 if game.state.date > game.lastchart:
5312 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5313 prout(" 1 2 3 4 5 6 7 8")
5314 for i in range(GALSIZE):
5315 proutn("%d |" % (i+1))
5316 for j in range(GALSIZE):
5317 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5321 if game.state.galaxy[i][j].supernova:
5323 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5325 elif game.state.galaxy[i][j].charted:
5326 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5330 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5338 def sectscan(goodScan, i, j):
5339 "Light up an individual dot in a sector."
5340 if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
5341 if game.quad[i][j] in ('E', 'F'):
5344 textcolor({"green":GREEN,
5348 "dead":BROWN}[game.condition])
5350 textcolor({'?':LIGHTMAGENTA,
5356 }.get(game.quad[i][j], DEFAULT))
5357 proutn("%c " % game.quad[i][j])
5363 "Emit status report lines"
5364 if not req or req == 1:
5365 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5366 % (game.state.date, game.state.remtime))
5367 if not req or req == 2:
5368 if game.condition != "docked":
5370 prstat(_("Condition"), _("%s, %i DAMAGES") % \
5371 (game.condition.upper(), sum([x > 0 for x in game.damage])))
5373 prout(_(", CLOAKED"))
5374 if not req or req == 3:
5375 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5376 if not req or req == 4:
5377 if damaged(DLIFSUP):
5378 if game.condition == "docked":
5379 s = _("DAMAGED, Base provides")
5381 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5384 prstat(_("Life Support"), s)
5385 if not req or req == 5:
5386 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5387 if not req or req == 6:
5389 if game.icrystl and (game.options & OPTION_SHOWME):
5390 extra = _(" (have crystals)")
5391 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5392 if not req or req == 7:
5393 prstat(_("Torpedoes"), "%d" % (game.torps))
5394 if not req or req == 8:
5395 if damaged(DSHIELD):
5401 data = _(" %d%% %.1f units") \
5402 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5403 prstat(_("Shields"), s+data)
5404 if not req or req == 9:
5405 prstat(_("Klingons Left"), "%d" % game.unwon())
5406 if not req or req == 10:
5407 if game.options & OPTION_WORLDS:
5408 plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
5409 if plnet and plnet.inhabited:
5410 prstat(_("Major system"), plnet.name)
5412 prout(_("Sector is uninhabited"))
5413 elif not req or req == 11:
5414 attackreport(not req)
5417 "Request specified status data, a historical relic from slow TTYs."
5418 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5419 while scanner.nexttok() == "IHEOL":
5420 proutn(_("Information desired? "))
5422 if scanner.token in requests:
5423 status(requests.index(scanner.token))
5425 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5426 prout((" date, condition, position, lsupport, warpfactor,"))
5427 prout((" energy, torpedoes, shields, klingons, system, time."))
5432 if damaged(DSRSENS):
5433 # Allow base's sensors if docked
5434 if game.condition != "docked":
5435 prout(_(" S.R. SENSORS DAMAGED!"))
5438 prout(_(" [Using Base's sensors]"))
5440 prout(_(" Short-range scan"))
5441 if goodScan and communicating():
5442 game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
5443 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
5444 game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
5445 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
5446 prout(" 1 2 3 4 5 6 7 8 9 10")
5447 if game.condition != "docked":
5449 for i in range(QUADSIZE):
5450 proutn("%2d " % (i+1))
5451 for j in range(QUADSIZE):
5452 sectscan(goodScan, i, j)
5456 "Use computer to get estimated time of arrival for a warp jump."
5457 w1 = Coord(); w2 = Coord()
5459 if damaged(DCOMPTR):
5460 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5463 if scanner.nexttok() != "IHREAL":
5466 proutn(_("Destination quadrant and/or sector? "))
5467 if scanner.nexttok()!="IHREAL":
5470 w1.j = int(scanner.real-0.5)
5471 if scanner.nexttok() != "IHREAL":
5474 w1.i = int(scanner.real-0.5)
5475 if scanner.nexttok() == "IHREAL":
5476 w2.j = int(scanner.real-0.5)
5477 if scanner.nexttok() != "IHREAL":
5480 w2.i = int(scanner.real-0.5)
5482 if game.quadrant.j>w1.i:
5486 if game.quadrant.i>w1.j:
5490 if not w1.valid_quadrant() or not w2.valid_sector():
5493 dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
5494 (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
5497 prout(_("Answer \"no\" if you don't know the value:"))
5500 proutn(_("Time or arrival date? "))
5501 if scanner.nexttok()=="IHREAL":
5502 ttime = scanner.real
5503 if ttime > game.state.date:
5504 ttime -= game.state.date # Actually a star date
5505 twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
5506 if ttime <= 1e-10 or twarp > 10:
5507 prout(_("We'll never make it, sir."))
5514 proutn(_("Warp factor? "))
5515 if scanner.nexttok()== "IHREAL":
5517 twarp = scanner.real
5518 if twarp<1.0 or twarp > 10.0:
5522 prout(_("Captain, certainly you can give me one of these."))
5525 ttime = (10.0*dist)/twarp**2
5526 tpower = dist*twarp*twarp*twarp*(game.shldup+1)
5527 if tpower >= game.energy:
5528 prout(_("Insufficient energy, sir."))
5529 if not game.shldup or tpower > game.energy*2.0:
5532 proutn(_("New warp factor to try? "))
5533 if scanner.nexttok() == "IHREAL":
5535 twarp = scanner.real
5536 if twarp<1.0 or twarp > 10.0:
5544 prout(_("But if you lower your shields,"))
5545 proutn(_("remaining"))
5548 proutn(_("Remaining"))
5549 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5551 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5553 prout(_("Any warp speed is adequate."))
5555 prout(_("Minimum warp needed is %.2f,") % (twarp))
5556 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5557 if game.state.remtime < ttime:
5558 prout(_("Unfortunately, the Federation will be destroyed by then."))
5560 prout(_("You'll be taking risks at that speed, Captain"))
5561 if (game.isatb==1 and game.state.kscmdr == w1 and \
5562 scheduled(FSCDBAS)< ttime+game.state.date) or \
5563 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5564 prout(_("The starbase there will be destroyed by then."))
5565 proutn(_("New warp factor to try? "))
5566 if scanner.nexttok() == "IHREAL":
5568 twarp = scanner.real
5569 if twarp<1.0 or twarp > 10.0:
5577 # Code from setup.c begins here
5580 "Issue a historically correct banner."
5582 prout(_("-SUPER- STAR TREK"))
5584 # From the FORTRAN original
5585 # prout(_("Latest update-21 Sept 78"))
5591 scanner.push("emsave.trk")
5592 key = scanner.nexttok()
5594 proutn(_("File name: "))
5595 key = scanner.nexttok()
5596 if key != "IHALPHA":
5599 if '.' not in scanner.token:
5600 scanner.token += ".trk"
5602 fp = open(scanner.token, "wb")
5604 prout(_("Can't freeze game as file %s") % scanner.token)
5606 pickle.dump(game, fp)
5611 "Retrieve saved game."
5614 key = scanner.nexttok()
5616 proutn(_("File name: "))
5617 key = scanner.nexttok()
5618 if key != "IHALPHA":
5621 if '.' not in scanner.token:
5622 scanner.token += ".trk"
5624 fp = open(scanner.token, "rb")
5626 prout(_("Can't thaw game in %s") % scanner.token)
5628 game = pickle.load(fp)
5633 # I used <http://www.memory-alpha.org> to find planets
5634 # with references in ST:TOS. Earth and the Alpha Centauri
5635 # Colony have been omitted.
5637 # Some planets marked Class G and P here will be displayed as class M
5638 # because of the way planets are generated. This is a known bug.
5641 _("Andoria (Fesoan)"), # several episodes
5642 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5643 _("Vulcan (T'Khasi)"), # many episodes
5644 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5645 _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5646 _("Ardana"), # TOS: "The Cloud Minders"
5647 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5648 _("Gideon"), # TOS: "The Mark of Gideon"
5649 _("Aldebaran III"), # TOS: "The Deadly Years"
5650 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5651 _("Altair IV"), # TOS: "Amok Time
5652 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5653 _("Benecia"), # TOS: "The Conscience of the King"
5654 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5655 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5656 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5657 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5658 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5659 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5660 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5661 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5662 _("Ingraham B"), # TOS: "Operation: Annihilate"
5663 _("Janus IV"), # TOS: "The Devil in the Dark"
5664 _("Makus III"), # TOS: "The Galileo Seven"
5665 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5666 _("Omega IV"), # TOS: "The Omega Glory"
5667 _("Regulus V"), # TOS: "Amok Time
5668 _("Deneva"), # TOS: "Operation -- Annihilate!"
5669 # Worlds from BSD Trek
5670 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5671 _("Beta III"), # TOS: "The Return of the Archons"
5672 _("Triacus"), # TOS: "And the Children Shall Lead",
5673 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5675 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5676 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5677 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5678 # _("Izar"), # TOS: "Whom Gods Destroy"
5679 # _("Tiburon"), # TOS: "The Way to Eden"
5680 # _("Merak II"), # TOS: "The Cloud Minders"
5681 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5682 # _("Iotia"), # TOS: "A Piece of the Action"
5686 _("S. R. Sensors"), \
5687 _("L. R. Sensors"), \
5689 _("Photon Tubes"), \
5690 _("Life Support"), \
5691 _("Warp Engines"), \
5692 _("Impulse Engines"), \
5694 _("Subspace Radio"), \
5695 _("Shuttle Craft"), \
5697 _("Navigation System"), \
5699 _("Shield Control"), \
5702 _("Cloaking Device"), \
5706 "Prepare to play, set up cosmos."
5708 # Decide how many of everything
5710 return # frozen game
5711 # Prepare the Enterprise
5712 game.alldone = game.gamewon = game.shldchg = game.shldup = False
5714 game.state.crew = FULLCREW
5715 game.energy = game.inenrg = 5000.0
5716 game.shield = game.inshld = 2500.0
5719 game.quadrant = randplace(GALSIZE)
5720 game.sector = randplace(QUADSIZE)
5721 game.torps = game.intorps = 10
5722 game.nprobes = rnd.integer(2, 5)
5724 for i in range(NDEVICES):
5725 game.damage[i] = 0.0
5726 # Set up assorted game parameters
5727 game.battle = Coord()
5728 game.state.date = game.indate = 100.0 * rnd.real(20, 51)
5729 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5730 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5731 game.isatb = game.state.nplankl = 0
5732 game.state.starkl = game.state.basekl = game.state.nworldkl = 0
5733 game.iscraft = "onship"
5738 game.state.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
5740 game.state.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
5742 game.state.planets = [] # Planet information
5743 game.state.baseq = [] # Base quadrant coordinates
5744 game.state.kcmdr = [] # Commander quadrant coordinates
5745 game.statekscmdr = Coord() # Supercommander quadrant coordinates
5747 # Starchart is functional but we've never seen it
5748 game.lastchart = FOREVER
5749 # Put stars in the galaxy
5751 for i in range(GALSIZE):
5752 for j in range(GALSIZE):
5753 # Can't have more stars per quadrant than fit in one decimal digit,
5754 # if we do the chart representation will break.
5755 k = rnd.integer(1, min(10, QUADSIZE**2/10))
5757 game.state.galaxy[i][j].stars = k
5758 # Locate star bases in galaxy
5760 prout("=== Allocating %d bases" % game.inbase)
5761 for i in range(game.inbase):
5764 w = randplace(GALSIZE)
5765 if not game.state.galaxy[w.i][w.j].starbase:
5768 # C version: for (j = i-1; j > 0; j--)
5769 # so it did them in the opposite order.
5770 for j in range(1, i):
5771 # Improved placement algorithm to spread out bases
5772 distq = (w - game.state.baseq[j]).distance()
5773 if distq < 6.0*(BASEMAX+1-game.inbase) and rnd.withprob(0.75):
5776 prout("=== Abandoning base #%d at %s" % (i, w))
5778 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5780 prout("=== Saving base #%d, close to #%d" % (i, j))
5784 prout("=== Placing base #%d in quadrant %s" % (i, w))
5785 game.state.baseq.append(w)
5786 game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5787 # Position ordinary Klingon Battle Cruisers
5789 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5790 if klumper > MAXKLQUAD:
5794 klump = int((1.0 - r*r)*klumper)
5799 w = randplace(GALSIZE)
5800 if not game.state.galaxy[w.i][w.j].supernova and \
5801 game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5803 game.state.galaxy[w.i][w.j].klingons += klump
5806 # Position Klingon Commander Ships
5807 for i in range(game.incom):
5809 w = randplace(GALSIZE)
5810 if not welcoming(w) or w in game.state.kcmdr:
5812 if (game.state.galaxy[w.i][w.j].klingons or rnd.withprob(0.25)):
5814 game.state.galaxy[w.i][w.j].klingons += 1
5815 game.state.kcmdr.append(w)
5816 # Locate planets in galaxy
5817 for i in range(game.inplan):
5819 w = randplace(GALSIZE)
5820 if game.state.galaxy[w.i][w.j].planet is None:
5824 new.crystals = "absent"
5825 if (game.options & OPTION_WORLDS) and i < NINHAB:
5826 new.pclass = "M" # All inhabited planets are class M
5827 new.crystals = "absent"
5829 new.name = systnames[i]
5830 new.inhabited = True
5832 new.pclass = ("M", "N", "O")[rnd.integer(0, 3)]
5833 if rnd.withprob(0.33):
5834 new.crystals = "present"
5835 new.known = "unknown"
5836 new.inhabited = False
5837 game.state.galaxy[w.i][w.j].planet = new
5838 game.state.planets.append(new)
5840 for i in range(game.state.nromrem):
5841 w = randplace(GALSIZE)
5842 game.state.galaxy[w.i][w.j].romulans += 1
5843 # Place the Super-Commander if needed
5844 if game.state.nscrem > 0:
5846 w = randplace(GALSIZE)
5849 game.state.kscmdr = w
5850 game.state.galaxy[w.i][w.j].klingons += 1
5851 # Initialize times for extraneous events
5852 schedule(FSNOVA, expran(0.5 * game.intime))
5853 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5854 schedule(FSNAP, rnd.real(1.0, 2.0)) # Force an early snapshot
5855 schedule(FBATTAK, expran(0.3*game.intime))
5857 if game.state.nscrem:
5858 schedule(FSCMOVE, 0.2777)
5863 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5864 schedule(FDISTR, expran(1.0 + game.intime))
5869 # Place thing (in tournament game, we don't want one!)
5870 # New in SST2K: never place the Thing near a starbase.
5871 # This makes sense and avoids a special case in the old code.
5873 if game.tourn is None:
5875 thing = randplace(GALSIZE)
5876 if thing not in game.state.baseq:
5879 game.state.snap = False
5880 if game.skill == SKILL_NOVICE:
5881 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5882 prout(_("a deadly Klingon invasion force. As captain of the United"))
5883 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5884 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5885 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5886 prout(_("your mission. As you proceed you may be given more time."))
5888 prout(_("You will have %d supporting starbases.") % (game.inbase))
5889 proutn(_("Starbase locations- "))
5891 prout(_("Stardate %d.") % int(game.state.date))
5893 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5894 prout(_("An unknown number of Romulans."))
5895 if game.state.nscrem:
5896 prout(_("And one (GULP) Super-Commander."))
5897 prout(_("%d stardates.") % int(game.intime))
5898 proutn(_("%d starbases in ") % game.inbase)
5899 for i in range(game.inbase):
5900 proutn(repr(game.state.baseq[i]))
5903 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5904 proutn(_(" Sector %s") % game.sector)
5906 prout(_("Good Luck!"))
5907 if game.state.nscrem:
5908 prout(_(" YOU'LL NEED IT."))
5911 setwnd(message_window)
5913 if len(game.enemies) - (thing == game.quadrant) - (game.tholian is not None):
5915 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5916 attack(torps_ok=False)
5919 "Choose your game type."
5921 game.tourn = game.length = 0
5923 game.skill = SKILL_NONE
5924 # Do not chew here, we want to use command-line tokens
5925 if not scanner.inqueue: # Can start with command line options
5926 proutn(_("Would you like a regular, tournament, or saved game? "))
5928 if scanner.sees("tournament"):
5929 while scanner.nexttok() == "IHEOL":
5930 proutn(_("Type in tournament number-"))
5931 if scanner.real == 0:
5933 continue # We don't want a blank entry
5934 game.tourn = int(round(scanner.real))
5935 rnd.seed(scanner.real)
5937 logfp.write("# rnd.seed(%d)\n" % scanner.real)
5939 if scanner.sees("saved") or scanner.sees("frozen"):
5943 if game.passwd is None:
5945 if not game.alldone:
5946 game.thawed = True # No plaque if not finished
5950 if scanner.sees("regular"):
5952 proutn(_("What is \"%s\"? ") % scanner.token)
5954 while game.length==0 or game.skill==SKILL_NONE:
5955 if scanner.nexttok() == "IHALPHA":
5956 if scanner.sees("short"):
5958 elif scanner.sees("medium"):
5960 elif scanner.sees("long"):
5962 elif scanner.sees("novice"):
5963 game.skill = SKILL_NOVICE
5964 elif scanner.sees("fair"):
5965 game.skill = SKILL_FAIR
5966 elif scanner.sees("good"):
5967 game.skill = SKILL_GOOD
5968 elif scanner.sees("expert"):
5969 game.skill = SKILL_EXPERT
5970 elif scanner.sees("emeritus"):
5971 game.skill = SKILL_EMERITUS
5973 proutn(_("What is \""))
5974 proutn(scanner.token)
5979 proutn(_("Would you like a Short, Medium, or Long game? "))
5980 elif game.skill == SKILL_NONE:
5981 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
5982 # Choose game options -- added by ESR for SST2K
5983 if scanner.nexttok() != "IHALPHA":
5985 proutn(_("Choose your game style (plain, almy, fancy or just press enter): "))
5987 if scanner.sees("plain"):
5988 # Approximates the UT FORTRAN version.
5989 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)
5990 game.options |= OPTION_PLAIN
5991 elif scanner.sees("almy"):
5992 # Approximates Tom Almy's version.
5993 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR)
5994 game.options |= OPTION_ALMY
5995 elif scanner.sees("fancy") or scanner.sees("\n"):
5997 elif len(scanner.token):
5998 proutn(_("What is \"%s\"?") % scanner.token)
6000 if game.passwd == "debug":
6002 prout("=== Debug mode enabled.")
6003 # Use parameters to generate initial values of things
6004 game.damfac = 0.5 * game.skill
6005 game.inbase = rnd.integer(BASEMIN, BASEMAX+1)
6007 if game.options & OPTION_PLANETS:
6008 game.inplan += rnd.integer(MAXUNINHAB/2, MAXUNINHAB+1)
6009 if game.options & OPTION_WORLDS:
6010 game.inplan += int(NINHAB)
6011 game.state.nromrem = game.inrom = rnd.integer(2 * game.skill)
6012 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
6013 game.state.remtime = 7.0 * game.length
6014 game.intime = game.state.remtime
6015 game.inkling = int(2.0*game.intime*((game.skill+1 - 2*rnd.real())*game.skill*0.1+.15))
6016 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*rnd.real()))
6017 game.state.remres = (game.inkling+4*game.incom)*game.intime
6018 game.inresor = game.state.remres
6019 if game.inkling > 50:
6023 def dropin(iquad=None):
6024 "Drop a feature on a random dot in the current quadrant."
6026 w = randplace(QUADSIZE)
6027 if game.quad[w.i][w.j] == '.':
6029 if iquad is not None:
6030 game.quad[w.i][w.j] = iquad
6034 "Update our alert status."
6035 game.condition = "green"
6036 if game.energy < 1000.0:
6037 game.condition = "yellow"
6038 if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
6039 game.condition = "red"
6041 game.condition="dead"
6044 "Drop new Klingon into current quadrant."
6045 return Enemy('K', loc=dropin(), power=rnd.real(300,450)+25.0*game.skill)
6048 "Sort enemies by distance so 'nearest' is meaningful."
6049 game.enemies.sort(key=lambda x: x.kdist)
6052 "Set up a new state of quadrant, for when we enter or re-enter it."
6055 game.neutz = game.inorbit = game.landed = False
6056 game.ientesc = game.iseenit = game.isviolreported = False
6057 # Create a blank quadrant
6058 game.quad = fill2d(QUADSIZE, lambda i, j: '.')
6060 # Attempt to escape Super-commander, so tbeam back!
6063 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
6064 # cope with supernova
6067 game.klhere = q.klingons
6068 game.irhere = q.romulans
6070 game.quad[game.sector.i][game.sector.j] = game.ship
6073 # Position ordinary Klingons
6074 for _i in range(game.klhere):
6076 # If we need a commander, promote a Klingon
6077 for cmdr in game.state.kcmdr:
6078 if cmdr == game.quadrant:
6079 e = game.enemies[game.klhere-1]
6080 game.quad[e.location.i][e.location.j] = 'C'
6081 e.power = rnd.real(950,1350) + 50.0*game.skill
6083 # If we need a super-commander, promote a Klingon
6084 if game.quadrant == game.state.kscmdr:
6086 game.quad[e.location.i][e.location.j] = 'S'
6087 e.power = rnd.real(1175.0, 1575.0) + 125.0*game.skill
6088 game.iscate = (game.remkl() > 1)
6089 # Put in Romulans if needed
6090 for _i in range(q.romulans):
6091 Enemy('R', loc=dropin(), power=rnd.real(400.0,850.0)+50.0*game.skill)
6092 # If quadrant needs a starbase, put it in
6094 game.base = dropin('B')
6095 # If quadrant needs a planet, put it in
6097 game.iplnet = q.planet
6098 if not q.planet.inhabited:
6099 game.plnet = dropin('P')
6101 game.plnet = dropin('@')
6102 # Check for condition
6105 if game.irhere > 0 and game.klhere == 0:
6107 if not damaged(DRADIO):
6109 prout(_("LT. Uhura- \"Captain, an urgent message."))
6110 prout(_(" I'll put it on audio.\" CLICK"))
6112 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
6113 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
6114 # Put in THING if needed
6115 if thing == game.quadrant:
6116 Enemy(etype='?', loc=dropin(),
6117 power=rnd.real(6000,6500.0)+250.0*game.skill)
6118 if not damaged(DSRSENS):
6120 prout(_("Mr. Spock- \"Captain, this is most unusual."))
6121 prout(_(" Please examine your short-range scan.\""))
6122 # Decide if quadrant needs a Tholian; lighten up if skill is low
6123 if game.options & OPTION_THOLIAN:
6124 if (game.skill < SKILL_GOOD and rnd.withprob(0.02)) or \
6125 (game.skill == SKILL_GOOD and rnd.withprob(0.05)) or \
6126 (game.skill > SKILL_GOOD and rnd.withprob(0.08)):
6129 w.i = rnd.withprob(0.5) * (QUADSIZE-1)
6130 w.j = rnd.withprob(0.5) * (QUADSIZE-1)
6131 if game.quad[w.i][w.j] == '.':
6133 game.tholian = Enemy(etype='T', loc=w,
6134 power=rnd.integer(100, 500) + 25.0*game.skill)
6135 # Reserve unoccupied corners
6136 if game.quad[0][0]=='.':
6137 game.quad[0][0] = 'X'
6138 if game.quad[0][QUADSIZE-1]=='.':
6139 game.quad[0][QUADSIZE-1] = 'X'
6140 if game.quad[QUADSIZE-1][0]=='.':
6141 game.quad[QUADSIZE-1][0] = 'X'
6142 if game.quad[QUADSIZE-1][QUADSIZE-1]=='.':
6143 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
6145 # And finally the stars
6146 for _i in range(q.stars):
6148 # Put in a few black holes
6149 for _i in range(1, 3+1):
6150 if rnd.withprob(0.5):
6152 # Take out X's in corners if Tholian present
6154 if game.quad[0][0]=='X':
6155 game.quad[0][0] = '.'
6156 if game.quad[0][QUADSIZE-1]=='X':
6157 game.quad[0][QUADSIZE-1] = '.'
6158 if game.quad[QUADSIZE-1][0]=='X':
6159 game.quad[QUADSIZE-1][0] = '.'
6160 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
6161 game.quad[QUADSIZE-1][QUADSIZE-1] = '.'
6162 # This should guarantee that replay games don't lose info about the chart
6163 if (game.options & OPTION_AUTOSCAN) or replayfp:
6167 "Set the self-destruct password."
6168 if game.options & OPTION_PLAIN:
6171 proutn(_("Please type in a secret password- "))
6173 game.passwd = scanner.token
6174 if game.passwd is not None:
6178 game.passwd += chr(ord('a')+rnd.integer(26))
6179 game.passwd += chr(ord('a')+rnd.integer(26))
6180 game.passwd += chr(ord('a')+rnd.integer(26))
6182 # Code from sst.c begins here
6185 ("SRSCAN", OPTION_TTY),
6186 ("STATUS", OPTION_TTY),
6187 ("REQUEST", OPTION_TTY),
6188 ("LRSCAN", OPTION_TTY),
6200 ("SENSORS", OPTION_PLANETS),
6201 ("ORBIT", OPTION_PLANETS),
6202 ("TRANSPORT", OPTION_PLANETS),
6203 ("MINE", OPTION_PLANETS),
6204 ("CRYSTALS", OPTION_PLANETS),
6205 ("SHUTTLE", OPTION_PLANETS),
6206 ("PLANETS", OPTION_PLANETS),
6211 ("PROBE", OPTION_PROBE),
6213 ("FREEZE", 0), # Synonym for SAVE
6217 ("CAPTURE", OPTION_CAPTURE),
6218 ("CLOAK", OPTION_CLOAK),
6221 ("SOS", 0), # Synonym for MAYDAY
6222 ("CALL", 0), # Synonym for MAYDAY
6231 "Generate a list of legal commands."
6232 prout(_("LEGAL COMMANDS ARE:"))
6234 for (key, opt) in commands:
6235 if not opt or (opt & game.options):
6236 proutn("%-12s " % key)
6238 if emitted % 5 == 4:
6243 "Browse on-line help."
6244 key = scanner.nexttok()
6247 setwnd(prompt_window)
6248 proutn(_("Help on what command? "))
6249 key = scanner.nexttok()
6250 setwnd(message_window)
6253 cmds = [x[0] for x in commands]
6254 if scanner.token.upper() in cmds or scanner.token.upper() == "ABBREV":
6261 cmd = scanner.token.upper()
6262 for directory in docpath:
6264 fp = open(os.path.join(directory, "sst.doc"), "r")
6269 prout(_("Spock- \"Captain, that information is missing from the"))
6270 prout(_(" computer. You need to find sst.doc and put it somewhere"))
6271 proutn(_(" in these directories: %s") % ":".join(docpath))
6273 # This used to continue: "You need to find SST.DOC and put
6274 # it in the current directory."
6277 linebuf = fp.readline()
6279 prout(_("Spock- \"Captain, there is no information on that command.\""))
6282 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6283 linebuf = linebuf[3:].strip()
6284 if cmd.upper() == linebuf:
6287 prout(_("Spock- \"Captain, I've found the following information:\""))
6290 linebuf = fp.readline()
6291 if "******" in linebuf:
6297 "Command-interpretation loop."
6299 if game.irhere and game.state.date >= ALGERON and not game.isviolreported and game.iscloaked:
6300 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
6302 game.isviolreported = True
6303 while True: # command loop
6305 while True: # get a command
6307 game.optime = game.justin = False
6309 setwnd(prompt_window)
6312 if scanner.nexttok() == "IHEOL":
6313 if game.options & OPTION_CURSES:
6316 elif scanner.token == "":
6320 setwnd(message_window)
6322 abandon_passed = False
6323 cmd = "" # Force cmd to persist after loop
6324 opt = 0 # Force opt to persist after loop
6325 for (cmd, opt) in commands:
6326 # commands after ABANDON cannot be abbreviated
6327 if cmd == "ABANDON":
6328 abandon_passed = True
6329 if cmd == scanner.token.upper() or (not abandon_passed \
6330 and cmd.startswith(scanner.token.upper())):
6335 elif opt and not (opt & game.options):
6339 if game.options & OPTION_CURSES:
6340 prout("COMMAND> %s" % cmd)
6341 if cmd == "SRSCAN": # srscan
6343 elif cmd == "STATUS": # status
6345 elif cmd == "REQUEST": # status request
6347 elif cmd == "LRSCAN": # long range scan
6348 lrscan(silent=False)
6349 elif cmd == "PHASERS": # phasers
6354 elif cmd in ("TORPEDO", "PHOTONS"): # photon torpedos
6359 elif cmd == "MOVE": # move under warp
6360 warp(wcourse=None, involuntary=False)
6361 elif cmd == "SHIELDS": # shields
6362 doshield(shraise=False)
6365 game.shldchg = False
6366 elif cmd == "DOCK": # dock at starbase
6369 attack(torps_ok=False)
6370 elif cmd == "DAMAGES": # damage reports
6372 elif cmd == "CHART": # chart
6374 elif cmd == "IMPULSE": # impulse
6376 elif cmd == "REST": # rest
6380 elif cmd == "WARP": # warp
6382 elif cmd == "SENSORS": # sensors
6384 elif cmd == "ORBIT": # orbit
6388 elif cmd == "TRANSPORT": # transport "beam"
6390 elif cmd == "MINE": # mine
6394 elif cmd == "CRYSTALS": # crystals
6398 elif cmd == "SHUTTLE": # shuttle
6402 elif cmd == "PLANETS": # Planet list
6404 elif cmd == "REPORT": # Game Report
6406 elif cmd == "COMPUTER": # use COMPUTER!
6408 elif cmd == "COMMANDS":
6410 elif cmd == "EMEXIT": # Emergency exit
6411 clrscr() # Hide screen
6412 freeze(True) # forced save
6413 raise SystemExit(1) # And quick exit
6414 elif cmd == "PROBE":
6415 probe() # Launch probe
6418 elif cmd == "ABANDON": # Abandon Ship
6420 elif cmd == "DESTRUCT": # Self Destruct
6422 elif cmd == "SAVE": # Save Game
6425 if game.skill > SKILL_GOOD:
6426 prout(_("WARNING--Saved games produce no plaques!"))
6427 elif cmd == "DEATHRAY": # Try a desparation measure
6431 elif cmd == "CAPTURE":
6433 elif cmd == "CLOAK":
6435 elif cmd == "DEBUGCMD": # What do we want for debug???
6437 elif cmd == "MAYDAY": # Call for help
6442 game.alldone = True # quit the game
6445 elif cmd == "SCORE":
6446 score() # see current score
6447 elif cmd == "CURSES":
6448 game.options |= (OPTION_CURSES | OPTION_COLOR)
6452 break # Game has ended
6453 if game.optime != 0.0:
6456 break # Events did us in
6457 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6460 if hitme and not game.justin:
6461 attack(torps_ok=True)
6464 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6475 "Emit the name of an enemy or feature."
6476 if ch == 'R': s = _("Romulan")
6477 elif ch == 'K': s = _("Klingon")
6478 elif ch == 'C': s = _("Commander")
6479 elif ch == 'S': s = _("Super-commander")
6480 elif ch == '*': s = _("Star")
6481 elif ch == 'P': s = _("Planet")
6482 elif ch == 'B': s = _("Starbase")
6483 elif ch == ' ': s = _("Black hole")
6484 elif ch == 'T': s = _("Tholian")
6485 elif ch == '#': s = _("Tholian web")
6486 elif ch == '?': s = _("Stranger")
6487 elif ch == '@': s = _("Inhabited World")
6488 else: s = "Unknown??"
6491 def crmena(loud, enemy, loctype, w):
6492 "Emit the name of an enemy and his location."
6496 buf += cramen(enemy) + _(" at ")
6497 if loctype == "quadrant":
6498 buf += _("Quadrant ")
6499 elif loctype == "sector":
6501 return buf + repr(w)
6504 "Emit our ship name."
6505 return{'E':_("Enterprise"),'F':_("Faerie Queene")}.get(game.ship,"Ship???")
6508 "Emit a line of stars"
6509 prouts("******************************************************")
6513 return -avrage*math.log(1e-7 + rnd.real())
6515 def randplace(size):
6516 "Choose a random location."
6518 w.i = rnd.integer(size)
6519 w.j = rnd.integer(size)
6529 # Get a token from the user
6532 # Fill the token quue if nothing here
6533 while not self.inqueue:
6535 if curwnd==prompt_window:
6537 setwnd(message_window)
6544 self.inqueue = sline.lstrip().split() + ["\n"]
6545 # From here on in it's all looking at the queue
6546 self.token = self.inqueue.pop(0)
6547 if self.token == "\n":
6551 self.real = float(self.token)
6552 self.type = "IHREAL"
6557 self.token = self.token.lower()
6558 self.type = "IHALPHA"
6561 def append(self, tok):
6562 self.inqueue.append(tok)
6563 def push(self, tok):
6564 self.inqueue.insert(0, tok)
6568 # Demand input for next scan
6570 self.real = self.token = None
6572 # compares s to item and returns true if it matches to the length of s
6573 return s.startswith(self.token)
6575 # Round token value to nearest integer
6576 return int(round(self.real))
6580 if self.type != "IHREAL":
6585 if self.type != "IHREAL":
6591 return "<sstcanner: token=%s, type=%s, queue=%s>" % (self.token, self.type, self.inqueue)
6594 "Yes-or-no confirmation."
6598 if scanner.token == 'y':
6600 if scanner.token == 'n':
6603 proutn(_("Please answer with \"y\" or \"n\": "))
6606 "Complain about unparseable input."
6609 prout(_("Beg your pardon, Captain?"))
6612 "Access to the internals for debugging."
6613 proutn("Reset levels? ")
6615 if game.energy < game.inenrg:
6616 game.energy = game.inenrg
6617 game.shield = game.inshld
6618 game.torps = game.intorps
6619 game.lsupres = game.inlsr
6620 proutn("Reset damage? ")
6622 for i in range(NDEVICES):
6623 if game.damage[i] > 0.0:
6624 game.damage[i] = 0.0
6625 proutn("Toggle debug flag? ")
6627 game.idebug = not game.idebug
6629 prout("Debug output ON")
6631 prout("Debug output OFF")
6632 proutn("Cause selective damage? ")
6634 for i in range(NDEVICES):
6635 proutn("Kill %s?" % device[i])
6637 key = scanner.nexttok()
6638 if key == "IHALPHA" and scanner.sees("y"):
6639 game.damage[i] = 10.0
6640 proutn("Examine/change events? ")
6645 FSNOVA: "Supernova ",
6648 FBATTAK: "Base Attack ",
6649 FCDBAS: "Base Destroy ",
6650 FSCMOVE: "SC Move ",
6651 FSCDBAS: "SC Base Destroy ",
6652 FDSPROB: "Probe Move ",
6653 FDISTR: "Distress Call ",
6654 FENSLV: "Enslavement ",
6655 FREPRO: "Klingon Build ",
6657 for i in range(1, NEVENTS):
6660 proutn("%.2f" % (scheduled(i)-game.state.date))
6661 if i == FENSLV or i == FREPRO:
6663 proutn(" in %s" % ev.quadrant)
6668 key = scanner.nexttok()
6672 elif key == "IHREAL":
6673 ev = schedule(i, scanner.real)
6674 if i == FENSLV or i == FREPRO:
6676 proutn("In quadrant- ")
6677 key = scanner.nexttok()
6678 # "IHEOL" says to leave coordinates as they are
6681 prout("Event %d canceled, no x coordinate." % (i))
6684 w.i = int(round(scanner.real))
6685 key = scanner.nexttok()
6687 prout("Event %d canceled, no y coordinate." % (i))
6690 w.j = int(round(scanner.real))
6693 proutn("Induce supernova here? ")
6695 game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
6698 if __name__ == '__main__':
6700 #global line, thing, game
6706 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6707 if os.getenv("TERM"):
6708 game.options |= OPTION_CURSES
6710 game.options |= OPTION_TTY
6711 seed = int(time.time())
6712 (options, arguments) = getopt.getopt(sys.argv[1:], "cr:s:txV")
6714 for (switch, val) in options:
6717 replayfp = open(val, "r")
6719 sys.stderr.write("sst: can't open replay file %s\n" % val)
6722 line = replayfp.readline().strip()
6723 (leader, __, seed) = line.split()
6725 line = replayfp.readline().strip()
6726 arguments += line.split()[2:]
6729 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6731 game.options |= OPTION_TTY
6732 game.options &=~ OPTION_CURSES
6733 elif switch == '-s':
6735 elif switch == '-t':
6736 game.options |= OPTION_TTY
6737 game.options &=~ OPTION_CURSES
6738 elif switch == '-x':
6740 elif switch == '-c': # Enable curses debugging - undocumented
6742 elif switch == '-V':
6743 print("SST2K", version)
6746 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6748 # where to save the input in case of bugs
6749 if "TMPDIR" in os.environ:
6750 tmpdir = os.environ['TMPDIR']
6754 logfp = open(os.path.join(tmpdir, "sst-input.log"), "w")
6756 sys.stderr.write("sst: warning, can't open logfile\n")
6759 logfp.write("# seed %s\n" % seed)
6760 logfp.write("# options %s\n" % " ".join(arguments))
6761 logfp.write("# SST2K version %s\n" % version)
6762 logfp.write("# recorded by %s@%s on %s\n" % \
6763 (getpass.getuser(),socket.gethostname(),time.ctime()))
6765 scanner = sstscanner()
6766 for arg in arguments:
6770 while True: # Play a game
6771 setwnd(fullscreen_window)
6777 game.alldone = False
6785 if game.tourn and game.alldone:
6786 proutn(_("Do you want your score recorded?"))
6792 proutn(_("Do you want to play again? "))
6796 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6800 except KeyboardInterrupt: