3 sst.py -- Super Star Trek 2K
5 SST2K is a Python translation of a C translation of a FORTRAN
6 original dating back to 1973. Beautiful Python it is not, but it
7 works. Translation by Eric S. Raymond; original game by David Matuszek
8 and Paul Reynolds, with modifications by Don Smith, Tom Almy,
9 Stas Sergeev, and Eric S. Raymond.
11 See the doc/HACKING file in the distribution for designers notes and advice
12 on how to modify (and how not to modify!) this code.
14 from __future__ import print_function, division
16 import os, sys, math, curses, time, pickle, copy, gettext, getpass
17 import getopt, socket, locale
19 # This import only works on Unixes. The intention is to enable
20 # Ctrl-P, Ctrl-N, and friends in Cmd.
26 # Prevent lossage under Python 3
34 docpath = (".", "doc/", "/usr/share/doc/sst/")
37 return gettext.gettext(st)
39 # This is all encapsulated not just for logging but because someday
40 # we'll probably want to replace it with something like an LCG that
41 # can be forward-ported off Python
48 return random.random() < p
52 return random.randrange(*args)
58 v *= args[0] # from [0, args[0])
60 v = args[0] + v*(args[1]-args[0]) # from [args[0], args[1])
67 GALSIZE = 8 # Galaxy size in quadrants
68 NINHAB = (GALSIZE * GALSIZE // 2) # Number of inhabited worlds
69 MAXUNINHAB = 10 # Maximum uninhabited worlds
70 QUADSIZE = 10 # Quadrant size in sectors
71 BASEMIN = 2 # Minimum starbases
72 BASEMAX = (GALSIZE * GALSIZE // 12) # Maximum starbases
73 MAXKLGAME = 127 # Maximum Klingons per game
74 MAXKLQUAD = 9 # Maximum Klingons per quadrant
75 FULLCREW = 428 # Crew size. BSD Trek was 387, that's wrong
76 FOREVER = 1e30 # Time for the indefinite future
77 MAXBURST = 3 # Max # of torps you can launch in one turn
78 MINCMDR = 10 # Minimum number of Klingon commanders
79 DOCKFAC = 0.25 # Repair faster when docked
80 PHASEFAC = 2.0 # Unclear what this is, it was in the C version
82 ALGERON = 2311 # Date of the Treaty of Algeron
103 class TrekError(Exception):
106 class JumpOut(Exception):
110 def __init__(self, x=None, y=None):
113 def valid_quadrant(self):
114 return self.i >= 0 and self.i < GALSIZE and self.j >= 0 and self.j < GALSIZE
115 def valid_sector(self):
116 return self.i >= 0 and self.i < QUADSIZE and self.j >= 0 and self.j < QUADSIZE
117 def invalidate(self):
118 self.i = self.j = None
119 def __eq__(self, other):
120 return other is not None and self.i == other.i and self.j == other.j
121 def __ne__(self, other):
122 return other is None or self.i != other.i or self.j != other.j
123 def __add__(self, other):
124 return Coord(self.i+other.i, self.j+other.j)
125 def __sub__(self, other):
126 return Coord(self.i-other.i, self.j-other.j)
127 def __mul__(self, other):
128 return Coord(self.i*other, self.j*other)
129 def __rmul__(self, other):
130 return Coord(self.i*other, self.j*other)
131 def __div__(self, other):
132 return Coord(self.i/other, self.j/other)
133 def __truediv__(self, other):
134 return Coord(self.i/other, self.j/other)
135 def __floordiv__(self, other):
136 return Coord(self.i//other, self.j//other)
137 def __mod__(self, other):
138 return Coord(self.i % other, self.j % other)
139 def __rtruediv__(self, other):
140 return Coord(self.i/other, self.j/other)
141 def __rfloordiv__(self, other):
142 return Coord(self.i//other, self.j//other)
143 def roundtogrid(self):
144 return Coord(int(round(self.i)), int(round(self.j)))
145 def distance(self, other=None):
148 return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
150 return 1.90985*math.atan2(self.j, self.i)
167 #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
168 return self.roundtogrid() // QUADSIZE
170 return self.roundtogrid() % QUADSIZE
173 s.i = self.i + rnd.range(-1, 2)
174 s.j = self.j + rnd.range(-1, 2)
177 if self.i is None or self.j is None:
179 return "%s - %s" % (self.i+1, self.j+1)
183 "Do not anger the Space Thingy!"
190 return (q.i, q.j) == (self.i, self.j)
194 self.name = None # string-valued if inhabited
195 self.quadrant = Coord() # quadrant located
196 self.pclass = None # could be ""M", "N", "O", or "destroyed"
197 self.crystals = "absent"# could be "mined", "present", "absent"
198 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
199 self.inhabited = False # is it inhabited?
207 self.starbase = False
210 self.supernova = False
212 self.status = "secure" # Could be "secure", "distressed", "enslaved"
214 return "<Quadrant: %(klingons)d>" % self.__dict__
220 self.starbase = False
223 return "<%s,%s,%s>" % (self.klingons, self.starbase, self.stars)
225 def fill2d(size, fillfun):
226 "Fill an empty list in 2D."
228 for i in range(size):
230 for j in range(size):
231 lst[i].append(fillfun(i, j))
236 self.snap = False # snapshot taken
237 self.crew = 0 # crew complement
238 self.nscrem = 0 # remaining super commanders
239 self.starkl = 0 # destroyed stars
240 self.basekl = 0 # destroyed bases
241 self.nromrem = 0 # Romulans remaining
242 self.nplankl = 0 # destroyed uninhabited planets
243 self.nworldkl = 0 # destroyed inhabited planets
244 self.planets = [] # Planet information
245 self.date = 0.0 # stardate
246 self.remres = 0 # remaining resources
247 self.remtime = 0 # remaining time
248 self.baseq = [] # Base quadrant coordinates
249 self.kcmdr = [] # Commander quadrant coordinates
250 self.kscmdr = Coord() # Supercommander quadrant coordinates
252 self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
254 self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
256 for i in range(GALSIZE):
257 for j in range(GALSIZE):
258 yield (i, j, self.galaxy[i][j])
262 self.date = None # A real number
263 self.quadrant = None # A coord structure
266 OPTION_ALL = 0xffffffff
267 OPTION_TTY = 0x00000001 # old interface
268 OPTION_CURSES = 0x00000002 # new interface
269 OPTION_IOMODES = 0x00000003 # cover both interfaces
270 OPTION_PLANETS = 0x00000004 # planets and mining
271 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
272 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
273 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
274 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
275 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
276 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
277 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
278 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
279 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
280 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
281 OPTION_CAPTURE = 0x00002000 # Enable BSD-Trek capture (Almy, 2013).
282 OPTION_CLOAK = 0x80004000 # Enable BSD-Trek capture (Almy, 2013).
283 OPTION_PLAIN = 0x01000000 # user chose plain game
284 OPTION_ALMY = 0x02000000 # user chose Almy variant
285 OPTION_COLOR = 0x04000000 # enable color display (ESR, 2010)
305 NDEVICES = 17 # Number of devices
315 return (game.damage[dev] != 0.0)
317 return not damaged(DRADIO) or game.condition=="docked"
319 # Define future events
320 FSPY = 0 # Spy event happens always (no future[] entry)
321 # can cause SC to tractor beam Enterprise
322 FSNOVA = 1 # Supernova
323 FTBEAM = 2 # Commander tractor beams Enterprise
324 FSNAP = 3 # Snapshot for time warp
325 FBATTAK = 4 # Commander attacks base
326 FCDBAS = 5 # Commander destroys base
327 FSCMOVE = 6 # Supercommander moves (might attack base)
328 FSCDBAS = 7 # Supercommander destroys base
329 FDSPROB = 8 # Move deep space probe
330 FDISTR = 9 # Emit distress call from an inhabited world
331 FENSLV = 10 # Inhabited word is enslaved */
332 FREPRO = 11 # Klingons build a ship in an enslaved system
335 # Abstract out the event handling -- underlying data structures will change
336 # when we implement stateful events
337 def findevent(evtype):
338 return game.future[evtype]
341 def __init__(self, etype=None, loc=None, power=None):
343 self.location = Coord()
348 self.power = power # enemy energy level
349 game.enemies.append(self)
351 motion = (loc != self.location)
352 if self.location.i is not None and self.location.j is not None:
355 game.quad[self.location.i][self.location.j] = '#'
357 game.quad[self.location.i][self.location.j] = '.'
359 self.location = copy.copy(loc)
360 game.quad[self.location.i][self.location.j] = self.type
361 self.kdist = self.kavgd = (game.sector - loc).distance()
363 self.location = Coord()
364 self.kdist = self.kavgd = None
365 # Guard prevents failure on Tholian or thingy
366 if self in game.enemies:
367 game.enemies.remove(self)
370 return "<%s,%s.%f>" % (self.type, self.location, self.power) # For debugging
374 self.options = None # Game options
375 self.state = Snapshot() # A snapshot structure
376 self.snapsht = Snapshot() # Last snapshot taken for time-travel purposes
377 self.quad = None # contents of our quadrant
378 self.damage = [0.0] * NDEVICES # damage encountered
379 self.future = [] # future events
383 self.future.append(Event())
384 self.passwd = None # Self Destruct password
386 self.quadrant = None # where we are in the large
387 self.sector = None # where we are in the small
388 self.tholian = None # Tholian enemy object
389 self.base = None # position of base in current quadrant
390 self.battle = None # base coordinates being attacked
391 self.plnet = None # location of planet in quadrant
392 self.gamewon = False # Finished!
393 self.ididit = False # action taken -- allows enemy to attack
394 self.alive = False # we are alive (not killed)
395 self.justin = False # just entered quadrant
396 self.shldup = False # shields are up
397 self.shldchg = False # shield is changing (affects efficiency)
398 self.iscate = False # super commander is here
399 self.ientesc = False # attempted escape from supercommander
400 self.resting = False # rest time
401 self.icraft = False # Kirk in Galileo
402 self.landed = False # party on planet (true), on ship (false)
403 self.alldone = False # game is now finished
404 self.neutz = False # Romulan Neutral Zone
405 self.isarmed = False # probe is armed
406 self.inorbit = False # orbiting a planet
407 self.imine = False # mining
408 self.icrystl = False # dilithium crystals aboard
409 self.iseenit = False # seen base attack report
410 self.thawed = False # thawed game
411 self.condition = None # "green", "yellow", "red", "docked", "dead"
412 self.iscraft = None # "onship", "offship", "removed"
413 self.skill = SKILL_NONE # Player skill level
414 self.inkling = 0 # initial number of klingons
415 self.inbase = 0 # initial number of bases
416 self.incom = 0 # initial number of commanders
417 self.inscom = 0 # initial number of commanders
418 self.inrom = 0 # initial number of commanders
419 self.instar = 0 # initial stars
420 self.intorps = 0 # initial/max torpedoes
421 self.torps = 0 # number of torpedoes
422 self.ship = 0 # ship type -- 'E' is Enterprise
423 self.abandoned = 0 # count of crew abandoned in space
424 self.length = 0 # length of game
425 self.klhere = 0 # klingons here
426 self.casual = 0 # causalties
427 self.nhelp = 0 # calls for help
428 self.nkinks = 0 # count of energy-barrier crossings
429 self.iplnet = None # planet # in quadrant
430 self.inplan = 0 # initial planets
431 self.irhere = 0 # Romulans in quadrant
432 self.isatb = 0 # =2 if super commander is attacking base
433 self.tourn = None # tournament number
434 self.nprobes = 0 # number of probes available
435 self.inresor = 0.0 # initial resources
436 self.intime = 0.0 # initial time
437 self.inenrg = 0.0 # initial/max energy
438 self.inshld = 0.0 # initial/max shield
439 self.inlsr = 0.0 # initial life support resources
440 self.indate = 0.0 # initial date
441 self.energy = 0.0 # energy level
442 self.shield = 0.0 # shield level
443 self.warpfac = 0.0 # warp speed
444 self.lsupres = 0.0 # life support reserves
445 self.optime = 0.0 # time taken by current operation
446 self.damfac = 0.0 # damage factor
447 self.lastchart = 0.0 # time star chart was last updated
448 self.cryprob = 0.0 # probability that crystal will work
449 self.probe = None # object holding probe course info
450 self.height = 0.0 # height of orbit around planet
451 self.score = 0.0 # overall score
452 self.perdate = 0.0 # rate of kills
453 self.idebug = False # Debugging instrumentation enabled?
454 self.cdebug = False # Debugging instrumentation for curses enabled?
455 self.statekscmdr = None # No SuperCommander coordinates yet.
456 self.brigcapacity = 400 # Enterprise brig capacity
457 self.brigfree = 400 # How many klingons can we put in the brig?
458 self.kcaptured = 0 # Total Klingons captured, for scoring.
459 self.iscloaked = False # Cloaking device on?
460 self.ncviol = 0 # Algreon treaty violations
461 self.isviolreported = False # We have been warned
463 return sum([q.klingons for (_i, _j, q) in list(self.state.traverse())])
465 # Stas thinks this should be (C expression):
466 # game.remkl() + len(game.state.kcmdr) > 0 ?
467 # game.state.remres/(game.remkl() + 4*len(game.state.kcmdr)) : 99
468 # He says the existing expression is prone to divide-by-zero errors
469 # after killing the last klingon when score is shown -- perhaps also
470 # if the only remaining klingon is SCOM.
471 self.state.remtime = self.state.remres/(self.remkl() + 4*len(self.state.kcmdr))
473 "Are there Klingons remaining?"
500 # Code from ai.c begins here
503 "Would this quadrant welcome another Klingon?"
504 return iq.valid_quadrant() and \
505 not game.state.galaxy[iq.i][iq.j].supernova and \
506 game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
508 def tryexit(enemy, look, irun):
509 "A bad guy attempts to bug out."
511 iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
512 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
513 if not welcoming(iq):
515 if enemy.type == 'R':
516 return False # Romulans cannot escape!
518 # avoid intruding on another commander's territory
519 if enemy.type == 'C':
520 if iq in game.state.kcmdr:
522 # refuse to leave if currently attacking starbase
523 if game.battle == game.quadrant:
525 # don't leave if over 1000 units of energy
526 if enemy.power > 1000.0:
528 oldloc = copy.copy(enemy.location)
529 # handle local matters related to escape
532 if game.condition != "docked":
534 # Handle global matters related to escape
535 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
536 game.state.galaxy[iq.i][iq.j].klingons += 1
537 if enemy.type == 'S':
541 schedule(FSCMOVE, 0.2777)
543 game.state.kscmdr = iq
545 for cmdr in game.state.kcmdr:
546 if cmdr == game.quadrant:
547 game.state.kcmdr.append(iq)
549 # report move out of quadrant.
550 return [(True, enemy, oldloc, iq)]
552 # The bad-guy movement algorithm:
554 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
555 # If both are operating full strength, force is 1000. If both are damaged,
556 # force is -1000. Having shields down subtracts an additional 1000.
558 # 2. Enemy has forces equal to the energy of the attacker plus
559 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
560 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
562 # Attacker Initial energy levels (nominal):
563 # Klingon Romulan Commander Super-Commander
564 # Novice 400 700 1200
566 # Good 450 800 1300 1750
567 # Expert 475 850 1350 1875
568 # Emeritus 500 900 1400 2000
569 # VARIANCE 75 200 200 200
571 # Enemy vessels only move prior to their attack. In Novice - Good games
572 # only commanders move. In Expert games, all enemy vessels move if there
573 # is a commander present. In Emeritus games all enemy vessels move.
575 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
576 # forces are 1000 greater than Enterprise.
578 # Agressive action on average cuts the distance between the ship and
579 # the enemy to 1/4 the original.
581 # 4. At lower energy advantage, movement units are proportional to the
582 # advantage with a 650 advantage being to hold ground, 800 to move forward
583 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
585 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
586 # retreat, especially at high skill levels.
588 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
590 def movebaddy(enemy):
591 "Tactical movement for the bad guys."
595 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
596 if game.skill >= SKILL_EXPERT:
597 nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
599 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
600 old_dist = enemy.kdist
601 mdist = int(old_dist + 0.5) # Nearest integer distance
602 # If SC, check with spy to see if should hi-tail it
603 if enemy.type == 'S' and \
604 (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
608 # decide whether to advance, retreat, or hold position
609 forces = enemy.power+100.0*len(game.enemies)+400*(nbaddys-1)
611 forces += 1000 # Good for enemy if shield is down!
612 if not damaged(DPHASER) or not damaged(DPHOTON):
613 if damaged(DPHASER): # phasers damaged
616 forces -= 0.2*(game.energy - 2500.0)
617 if damaged(DPHOTON): # photon torpedoes damaged
620 forces -= 50.0*game.torps
622 # phasers and photon tubes both out!
625 if forces <= 1000.0 and game.condition != "docked": # Typical situation
626 motion = ((forces + rnd.real(200))/150.0) - 5.0
628 if forces > 1000.0: # Very strong -- move in for kill
629 motion = (1.0 - rnd.real())**2 * old_dist + 1.0
630 if game.condition == "docked" and (game.options & OPTION_BASE): # protected by base -- back off !
631 motion -= game.skill*(2.0-rnd.real()**2)
633 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
634 # don't move if no motion
637 # Limit motion according to skill
638 if abs(motion) > game.skill:
643 # calculate preferred number of steps
644 nsteps = abs(int(motion))
645 if motion > 0 and nsteps > mdist:
646 nsteps = mdist # don't overshoot
647 if nsteps > QUADSIZE:
648 nsteps = QUADSIZE # This shouldn't be necessary
650 nsteps = 1 # This shouldn't be necessary
652 proutn("NSTEPS = %d:" % nsteps)
653 # Compute preferred values of delta X and Y
654 m = game.sector - enemy.location
655 if 2.0 * abs(m.i) < abs(m.j):
657 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
659 m = (motion * m).sgn()
660 goto = enemy.location
662 for ll in range(nsteps):
664 proutn(" %d" % (ll+1))
665 # Check if preferred position available
676 attempts = 0 # Settle mysterious hang problem
677 while attempts < 20 and not success:
679 if look.i < 0 or look.i >= QUADSIZE:
681 return tryexit(enemy, look, irun)
682 if krawli == m.i or m.j == 0:
684 look.i = goto.i + krawli
686 elif look.j < 0 or look.j >= QUADSIZE:
688 return tryexit(enemy, look, irun)
689 if krawlj == m.j or m.i == 0:
691 look.j = goto.j + krawlj
693 elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.':
694 # See if enemy should ram ship
695 if game.quad[look.i][look.j] == game.ship and \
696 (enemy.type == 'C' or enemy.type == 'S'):
697 collision(rammed=True, enemy=enemy)
699 if krawli != m.i and m.j != 0:
700 look.i = goto.i + krawli
702 elif krawlj != m.j and m.i != 0:
703 look.j = goto.j + krawlj
706 break # we have failed
717 # Enemy moved, but is still in sector
718 return [(False, enemy, old_dist, goto)]
721 "Sequence Klingon tactical movement."
724 # Figure out which Klingon is the commander (or Supercommander)
727 if game.quadrant in game.state.kcmdr:
728 for enemy in game.enemies:
729 if enemy.type == 'C':
730 tacmoves += movebaddy(enemy)
731 if game.state.kscmdr == game.quadrant:
732 for enemy in game.enemies:
733 if enemy.type == 'S':
734 tacmoves += movebaddy(enemy)
736 # If skill level is high, move other Klingons and Romulans too!
737 # Move these last so they can base their actions on what the
739 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
740 for enemy in game.enemies:
741 if enemy.type in ('K', 'R'):
742 tacmoves += movebaddy(enemy)
745 def movescom(iq, avoid):
746 "Supercommander movement helper."
747 # Avoid quadrants with bases if we want to avoid Enterprise
748 if not welcoming(iq) or (avoid and iq in game.state.baseq):
750 if game.justin and not game.iscate:
753 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
754 game.state.kscmdr = iq
755 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
756 if game.state.kscmdr == game.quadrant:
757 # SC has scooted, remove him from current quadrant
762 for enemy in game.enemies:
763 if enemy.type == 'S':
766 if game.condition != "docked":
769 # check for a helpful planet
770 for i in range(game.inplan):
771 if game.state.planets[i].quadrant == game.state.kscmdr and \
772 game.state.planets[i].crystals == "present":
774 game.state.planets[i].pclass = "destroyed"
775 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
778 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
779 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
780 prout(_(" by the Super-commander.\""))
782 return True # looks good!
784 def supercommander():
785 "Move the Super Commander."
792 prout("== SUPERCOMMANDER")
793 # Decide on being active or passive
794 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 \
795 (game.state.date-game.indate) < 3.0)
796 if not game.iscate and avoid:
797 # compute move away from Enterprise
798 idelta = game.state.kscmdr-game.quadrant
799 if idelta.distance() > 2.0:
801 idelta.i = game.state.kscmdr.j-game.quadrant.j
802 idelta.j = game.quadrant.i-game.state.kscmdr.i
804 # compute distances to starbases
805 if not game.state.baseq:
809 sc = game.state.kscmdr
810 for (i, base) in enumerate(game.state.baseq):
811 basetbl.append((i, (base - sc).distance()))
812 if game.state.baseq > 1:
813 basetbl.sort(key=lambda x: x[1])
814 # look for nearest base without a commander, no Enterprise, and
815 # without too many Klingons, and not already under attack.
816 ifindit = iwhichb = 0
817 for (i2, base) in enumerate(game.state.baseq):
818 i = basetbl[i2][0] # bug in original had it not finding nearest
819 if base == game.quadrant or base == game.battle or not welcoming(base):
821 # if there is a commander, and no other base is appropriate,
822 # we will take the one with the commander
823 for cmdr in game.state.kcmdr:
824 if base == cmdr and ifindit != 2:
828 else: # no commander -- use this one
833 return # Nothing suitable -- wait until next time
834 ibq = game.state.baseq[iwhichb]
835 # decide how to move toward base
836 idelta = ibq - game.state.kscmdr
837 # Maximum movement is 1 quadrant in either or both axes
838 idelta = idelta.sgn()
839 # try moving in both x and y directions
840 # there was what looked like a bug in the Almy C code here,
841 # but it might be this translation is just wrong.
842 iq = game.state.kscmdr + idelta
843 if not movescom(iq, avoid):
844 # failed -- try some other maneuvers
845 if idelta.i == 0 or idelta.j == 0:
848 iq.j = game.state.kscmdr.j + 1
849 if not movescom(iq, avoid):
850 iq.j = game.state.kscmdr.j - 1
853 iq.i = game.state.kscmdr.i + 1
854 if not movescom(iq, avoid):
855 iq.i = game.state.kscmdr.i - 1
858 # try moving just in x or y
859 iq.j = game.state.kscmdr.j
860 if not movescom(iq, avoid):
861 iq.j = game.state.kscmdr.j + idelta.j
862 iq.i = game.state.kscmdr.i
865 if len(game.state.baseq) == 0:
868 for ibq in game.state.baseq:
869 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
872 return # no, don't attack base!
875 schedule(FSCDBAS, rnd.real(1.0, 3.0))
876 if is_scheduled(FCDBAS):
877 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
878 if not communicating():
882 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
884 prout(_(" reports that it is under attack from the Klingon Super-commander."))
885 proutn(_(" It can survive until stardate %d.\"") \
886 % int(scheduled(FSCDBAS)))
889 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
893 game.optime = 0.0 # actually finished
895 # Check for intelligence report
896 if not game.idebug and \
897 (rnd.withprob(0.8) or \
898 (not communicating()) or \
899 not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
902 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
903 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
908 if not game.tholian or game.justin:
911 if game.tholian.location.i == 0 and game.tholian.location.j == 0:
914 elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
917 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1:
920 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0:
924 # something is wrong!
925 game.tholian.move(None)
926 prout("***Internal error: Tholian in a bad spot.")
928 # do nothing if we are blocked
929 if game.quad[tid.i][tid.j] not in ('.', '#'):
931 here = copy.copy(game.tholian.location)
932 delta = (tid - game.tholian.location).sgn()
934 while here.i != tid.i:
936 if game.quad[here.i][here.j] == '.':
937 game.tholian.move(here)
939 while here.j != tid.j:
941 if game.quad[here.i][here.j] == '.':
942 game.tholian.move(here)
943 # check to see if all holes plugged
944 for i in range(QUADSIZE):
945 if game.quad[0][i] != '#' and game.quad[0][i] != 'T':
947 if game.quad[QUADSIZE-1][i] != '#' and game.quad[QUADSIZE-1][i] != 'T':
949 if game.quad[i][0] != '#' and game.quad[i][0] != 'T':
951 if game.quad[i][QUADSIZE-1] != '#' and game.quad[i][QUADSIZE-1] != 'T':
953 # All plugged up -- Tholian splits
954 game.quad[game.tholian.location.i][game.tholian.location.j] = '#'
956 prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web."))
957 game.tholian.move(None)
960 # Code from battle.c begins here
963 "Change cloaking-device status."
965 prout(_("Ye Faerie Queene hath no cloaking device."))
968 key = scanner.nexttok()
976 if scanner.sees("on"):
978 prout(_("The cloaking device has already been switched on."))
981 elif scanner.sees("off"):
982 if not game.iscloaked:
983 prout(_("The cloaking device has already been switched off."))
990 if not game.iscloaked:
991 proutn(_("Switch cloaking device on? "))
996 proutn(_("Switch cloaking device off? "))
1003 if action == "CLOFF":
1004 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1005 prout(_("Spock- \"Captain, the Treaty of Algeron is in effect.\n Are you sure this is wise?\""))
1008 prout("Engineer Scott- \"Aye, Sir.\"")
1009 game.iscloaked = False
1010 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1011 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
1013 game.isviolreported = True
1015 #if (neutz and game.state.date >= ALGERON) finish(FCLOAK);
1018 if action == "CLON":
1020 prout(_("Engineer Scott- \"The cloaking device is damaged, Sir.\""))
1023 if game.condition == "docked":
1024 prout(_("You cannot cloak while docked."))
1026 if game.state.date >= ALGERON and not game.isviolreported:
1027 prout(_("Spock- \"Captain, using the cloaking device is a violation"))
1028 prout(_(" of the Treaty of Algeron. Considering the alternatives,"))
1029 proutn(_(" are you sure this is wise? "))
1032 prout(_("Engineer Scott- \"Cloaking device has engaging, Sir...\""))
1034 prout(_("Engineer Scott- \"Cloaking device has engaged, Sir.\""))
1035 game.iscloaked = True
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 def doshield(shraise):
1043 "Change shield status."
1049 key = scanner.nexttok()
1050 if key == "IHALPHA":
1051 if scanner.sees("transfer"):
1054 if damaged(DSHIELD):
1055 prout(_("Shields damaged and down."))
1057 if scanner.sees("up"):
1059 elif scanner.sees("down"):
1061 if action == "NONE":
1062 proutn(_("Do you wish to change shield energy? "))
1065 elif damaged(DSHIELD):
1066 prout(_("Shields damaged and down."))
1069 proutn(_("Shields are up. Do you want them down? "))
1076 proutn(_("Shields are down. Do you want them up? "))
1082 if action == "SHUP": # raise shields
1084 prout(_("Shields already up."))
1088 if game.condition != "docked":
1090 prout(_("Shields raised."))
1091 if game.energy <= 0:
1093 prout(_("Shields raising uses up last of energy."))
1098 elif action == "SHDN":
1100 prout(_("Shields already down."))
1104 prout(_("Shields lowered."))
1107 elif action == "NRG":
1108 while scanner.nexttok() != "IHREAL":
1110 proutn(_("Energy to transfer to shields- "))
1115 if nrg > game.energy:
1116 prout(_("Insufficient ship energy."))
1119 if game.shield+nrg >= game.inshld:
1120 prout(_("Shield energy maximized."))
1121 if game.shield+nrg > game.inshld:
1122 prout(_("Excess energy requested returned to ship energy"))
1123 game.energy -= game.inshld-game.shield
1124 game.shield = game.inshld
1126 if nrg < 0.0 and game.energy-nrg > game.inenrg:
1127 # Prevent shield drain loophole
1129 prout(_("Engineering to bridge--"))
1130 prout(_(" Scott here. Power circuit problem, Captain."))
1131 prout(_(" I can't drain the shields."))
1134 if game.shield+nrg < 0:
1135 prout(_("All shield energy transferred to ship."))
1136 game.energy += game.shield
1139 proutn(_("Scotty- \""))
1141 prout(_("Transferring energy to shields.\""))
1143 prout(_("Draining energy from shields.\""))
1149 "Choose a device to damage, at random."
1151 105, # DSRSENS: short range scanners 10.5%
1152 105, # DLRSENS: long range scanners 10.5%
1153 120, # DPHASER: phasers 12.0%
1154 120, # DPHOTON: photon torpedoes 12.0%
1155 25, # DLIFSUP: life support 2.5%
1156 65, # DWARPEN: warp drive 6.5%
1157 70, # DIMPULS: impulse engines 6.5%
1158 135, # DSHIELD: deflector shields 13.5%
1159 30, # DRADIO: subspace radio 3.0%
1160 45, # DSHUTTL: shuttle 4.5%
1161 15, # DCOMPTR: computer 1.5%
1162 20, # NAVCOMP: navigation system 2.0%
1163 75, # DTRANSP: transporter 7.5%
1164 20, # DSHCTRL: high-speed shield controller 2.0%
1165 10, # DDRAY: death ray 1.0%
1166 30, # DDSP: deep-space probes 3.0%
1167 10, # DCLOAK: the cloaking device 1.0
1169 assert(sum(weights) == 1000)
1170 idx = rnd.randrange(1000)
1172 for (i, w) in enumerate(weights):
1176 return None # we should never get here
1178 def collision(rammed, enemy):
1179 "Collision handling for rammong events."
1180 prouts(_("***RED ALERT! RED ALERT!"))
1182 prout(_("***COLLISION IMMINENT."))
1186 hardness = {'R':1.5, 'C':2.0, 'S':2.5, 'T':0.5, '?':4.0}.get(enemy.type, 1.0)
1188 proutn(_(" rammed by "))
1191 proutn(crmena(False, enemy.type, "sector", enemy.location))
1193 proutn(_(" (original position)"))
1195 deadkl(enemy.location, enemy.type, game.sector)
1196 proutn("***" + crmshp() + " heavily damaged.")
1197 icas = rnd.randrange(10, 30)
1198 prout(_("***Sickbay reports %d casualties") % icas)
1200 game.state.crew -= icas
1201 # In the pre-SST2K version, all devices got equiprobably damaged,
1202 # which was silly. Instead, pick up to half the devices at
1203 # random according to our weighting table,
1204 ncrits = rnd.randrange(NDEVICES/2)
1208 if game.damage[dev] < 0:
1210 extradm = (10.0*hardness*rnd.real()+1.0)*game.damfac
1211 # Damage for at least time of travel!
1212 game.damage[dev] += game.optime + extradm
1214 prout(_("***Shields are down."))
1222 def torpedo(origin, bearing, dispersion, number, nburst):
1223 "Let a photon torpedo fly"
1224 if not damaged(DSRSENS) or game.condition == "docked":
1225 setwnd(srscan_window)
1227 setwnd(message_window)
1228 ac = bearing + 0.25*dispersion # dispersion is a random variable
1229 bullseye = (15.0 - bearing)*0.5235988
1230 track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
1231 bumpto = Coord(0, 0)
1232 # Loop to move a single torpedo
1233 setwnd(message_window)
1234 for step in range(1, QUADSIZE*2):
1235 if not track.nexttok():
1238 if not w.valid_sector():
1240 iquad = game.quad[w.i][w.j]
1241 tracktorpedo(w, step, number, nburst, iquad)
1245 setwnd(message_window)
1246 if not damaged(DSRSENS) or game.condition == "docked":
1247 skip(1) # start new line after text track
1248 if iquad in ('E', 'F'): # Hit our ship
1250 prout(_("Torpedo hits %s.") % crmshp())
1251 hit = 700.0 + rnd.real(100) - \
1252 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1253 newcnd() # we're blown out of dock
1254 if game.landed or game.condition == "docked":
1255 return hit # Cheat if on a planet
1256 # In the C/FORTRAN version, dispersion was 2.5 radians, which
1257 # is 143 degrees, which is almost exactly 4.8 clockface units
1258 displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5)
1259 displacement.nexttok()
1260 bumpto = displacement.sector()
1261 if not bumpto.valid_sector():
1263 if game.quad[bumpto.i][bumpto.j] == ' ':
1266 if game.quad[bumpto.i][bumpto.j] != '.':
1267 # can't move into object
1269 game.sector = bumpto
1271 game.quad[w.i][w.j] = '.'
1272 game.quad[bumpto.i][bumpto.j] = iquad
1273 prout(_(" displaced by blast to Sector %s ") % bumpto)
1274 for enemy in game.enemies:
1275 enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1278 elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
1280 if iquad in ('C', 'S') and rnd.withprob(0.05):
1281 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1282 prout(_(" torpedo neutralized."))
1284 for enemy in game.enemies:
1285 if w == enemy.location:
1286 kp = math.fabs(enemy.power)
1287 h1 = 700.0 + rnd.randrange(100) - \
1288 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1296 if enemy.power == 0:
1299 proutn(crmena(True, iquad, "sector", w))
1300 displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5)
1301 displacement.nexttok()
1302 bumpto = displacement.sector()
1303 if not bumpto.valid_sector():
1304 prout(_(" damaged but not destroyed."))
1306 if game.quad[bumpto.i][bumpto.j] == ' ':
1307 prout(_(" buffeted into black hole."))
1308 deadkl(w, iquad, bumpto)
1309 if game.quad[bumpto.i][bumpto.j] != '.':
1310 prout(_(" damaged but not destroyed."))
1312 prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
1313 enemy.location = bumpto
1314 game.quad[w.i][w.j] = '.'
1315 game.quad[bumpto.i][bumpto.j] = iquad
1316 for tenemy in game.enemies:
1317 tenemy.kdist = tenemy.kavgd = (game.sector-tenemy.location).distance()
1321 prout("Internal error, no enemy where expected!")
1324 elif iquad == 'B': # Hit a base
1326 prout(_("***STARBASE DESTROYED.."))
1327 game.state.baseq = [x for x in game.state.baseq if x != game.quadrant]
1328 game.quad[w.i][w.j] = '.'
1329 game.base.invalidate()
1330 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
1331 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = False
1332 game.state.basekl += 1
1335 elif iquad == 'P': # Hit a planet
1336 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1337 game.state.nplankl += 1
1338 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1339 game.iplnet.pclass = "destroyed"
1341 game.plnet.invalidate()
1342 game.quad[w.i][w.j] = '.'
1344 # captain perishes on planet
1347 elif iquad == '@': # Hit an inhabited world -- very bad!
1348 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1349 game.state.nworldkl += 1
1350 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1351 game.iplnet.pclass = "destroyed"
1353 game.plnet.invalidate()
1354 game.quad[w.i][w.j] = '.'
1356 # captain perishes on planet
1358 prout(_("The torpedo destroyed an inhabited planet."))
1360 elif iquad == '*': # Hit a star
1361 if rnd.withprob(0.9):
1364 prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast."))
1366 elif iquad == '?': # Hit a thingy
1367 if not (game.options & OPTION_THINGY) or rnd.withprob(0.3):
1369 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1371 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1373 proutn(_("Mr. Spock-"))
1374 prouts(_(" \"Fascinating!\""))
1378 # Stas Sergeev added the possibility that
1379 # you can shove the Thingy and piss it off.
1380 # It then becomes an enemy and may fire at you.
1383 elif iquad == ' ': # Black hole
1385 prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo."))
1387 elif iquad == '#': # hit the web
1389 prout(_("***Torpedo absorbed by Tholian web."))
1391 elif iquad == 'T': # Hit a Tholian
1392 h1 = 700.0 + rnd.randrange(100) - \
1393 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1396 game.quad[w.i][w.j] = '.'
1401 proutn(crmena(True, 'T', "sector", w))
1402 if rnd.withprob(0.05):
1403 prout(_(" survives photon blast."))
1405 prout(_(" disappears."))
1406 game.tholian.move(None)
1407 game.quad[w.i][w.j] = '#'
1412 proutn("Don't know how to handle torpedo collision with ")
1413 proutn(crmena(True, iquad, "sector", w))
1418 setwnd(message_window)
1419 prout(_("Torpedo missed."))
1423 "Critical-hit resolution."
1424 if hit < (275.0-25.0*game.skill)*rnd.real(1.0, 1.5):
1426 ncrit = int(1.0 + hit/(500.0+rnd.real(100)))
1427 proutn(_("***CRITICAL HIT--"))
1428 # Select devices and cause damage
1433 # Cheat to prevent shuttle damage unless on ship
1434 if not (game.damage[j]<0.0 or (j == DSHUTTL and game.iscraft != "onship") or (j == DCLOAK and game.ship != 'E' or j == DDRAY)):
1437 extradm = (hit*game.damfac)/(ncrit*rnd.real(75, 100))
1438 game.damage[j] += extradm
1441 for (i, j) in enumerate(cdam):
1443 if skipcount % 3 == 2 and i < len(cdam)-1:
1448 prout(_(" damaged."))
1449 if damaged(DSHIELD) and game.shldup:
1450 prout(_("***Shields knocked down."))
1452 if damaged(DCLOAK) and game.iscloaked:
1453 prout(_("***Cloaking device rendered inoperative."))
1454 game.iscloaked = False
1456 def attack(torps_ok):
1457 # bad guy attacks us
1458 # torps_ok == False forces use of phasers in an attack
1461 # game could be over at this point, check
1471 prout("=== ATTACK!")
1472 # Tholian gets to move before attacking
1475 # if you have just entered the RNZ, you'll get a warning
1476 if game.neutz: # The one chance not to be attacked
1479 # commanders get a chance to tac-move towards you
1480 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:
1481 for (bugout, enemy, old, goto) in moveklings():
1483 # we know about this if either short or long range
1484 # sensors are working
1485 if damaged(DSRSENS) and damaged(DLRSENS) \
1486 and game.condition != "docked":
1487 prout(crmena(True, enemy.type, "sector", old) + \
1488 (_(" escapes to Quadrant %s (and regains strength).") % goto))
1489 else: # Enemy still in-sector
1490 if enemy.move(goto):
1491 if not damaged(DSRSENS) or game.condition == "docked":
1492 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
1493 if enemy.kdist < old:
1494 proutn(_(" advances to "))
1496 proutn(_(" retreats to "))
1497 prout("Sector %s." % goto)
1499 # if no enemies remain after movement, we're done
1500 if len(game.enemies) == 0 or (len(game.enemies) == 1 and thing.at(game.quadrant) and not thing.angered):
1502 # set up partial hits if attack happens during shield status change
1503 pfac = 1.0/game.inshld
1505 chgfac = 0.25 + rnd.real(0.5)
1507 # message verbosity control
1508 if game.skill <= SKILL_FAIR:
1510 for enemy in game.enemies:
1512 continue # too weak to attack
1513 # compute hit strength and diminish shield power
1515 # Increase chance of photon torpedos if docked or enemy energy is low
1516 if game.condition == "docked":
1518 if enemy.power < 500:
1520 if enemy.type == 'T' or (enemy.type == '?' and not thing.angered):
1522 # different enemies have different probabilities of throwing a torp
1523 usephasers = not torps_ok or \
1524 (enemy.type == 'K' and r > 0.0005) or \
1525 (enemy.type == 'C' and r > 0.015) or \
1526 (enemy.type == 'R' and r > 0.3) or \
1527 (enemy.type == 'S' and r > 0.07) or \
1528 (enemy.type == '?' and r > 0.05)
1529 if usephasers: # Enemy uses phasers
1530 if game.condition == "docked":
1531 continue # Don't waste the effort!
1532 attempt = True # Attempt to attack
1533 dustfac = rnd.real(0.8, 0.85)
1534 hit = enemy.power*math.pow(dustfac, enemy.kavgd)
1536 else: # Enemy uses photon torpedo
1537 # We should be able to make the bearing() method work here
1538 pcourse = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i)
1540 proutn(_("***TORPEDO INCOMING"))
1541 if not damaged(DSRSENS):
1542 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location))
1545 dispersion = (rnd.real()+rnd.real())*0.5 - 0.5
1546 dispersion += 0.002*enemy.power*dispersion
1547 hit = torpedo(enemy.location, pcourse, dispersion, number=1, nburst=1)
1548 if game.unwon() == 0:
1549 finish(FWON) # Klingons did themselves in!
1550 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1551 return # Supernova or finished
1554 # incoming phaser or torpedo, shields may dissipate it
1555 if game.shldup or game.shldchg or game.condition == "docked":
1556 # shields will take hits
1557 propor = pfac * game.shield
1558 if game.condition == "docked":
1562 hitsh = propor*chgfac*hit+1.0
1564 if absorb > game.shield:
1565 absorb = game.shield
1566 game.shield -= absorb
1568 # taking a hit blasts us out of a starbase dock
1569 if game.condition == "docked":
1571 # but the shields may take care of it
1572 if propor > 0.1 and hit < 0.005*game.energy:
1574 # hit from this opponent got through shields, so take damage
1576 proutn(_("%d unit hit") % int(hit))
1577 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1578 proutn(_(" on the ") + crmshp())
1579 if not damaged(DSRSENS) and usephasers:
1580 prout(_(" from ") + crmena(False, enemy.type, where, enemy.location))
1582 # Decide if hit is critical
1588 if game.energy <= 0:
1589 # Returning home upon your shield, not with it...
1592 if not attempt and game.condition == "docked":
1593 prout(_("***Enemies decide against attacking your ship."))
1594 percent = 100.0*pfac*game.shield+0.5
1596 # Shields fully protect ship
1597 proutn(_("Enemy attack reduces shield strength to "))
1599 # Emit message if starship suffered hit(s)
1601 proutn(_("Energy left %2d shields ") % int(game.energy))
1604 elif not damaged(DSHIELD):
1607 proutn(_("damaged, "))
1608 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1609 # Check if anyone was hurt
1610 if hitmax >= 200 or hittot >= 500:
1611 icas = rnd.randrange(int(hittot * 0.015))
1614 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1615 prout(_(" in that last attack.\""))
1617 game.state.crew -= icas
1618 # After attack, reset average distance to enemies
1619 for enemy in game.enemies:
1620 enemy.kavgd = enemy.kdist
1624 def deadkl(w, etype, mv):
1625 "Kill a Klingon, Tholian, Romulan, or Thingy."
1626 # Added mv to allow enemy to "move" before dying
1627 proutn(crmena(True, etype, "sector", mv))
1628 # Decide what kind of enemy it is and update appropriately
1630 # Chalk up a Romulan
1631 game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1633 game.state.nromrem -= 1
1642 # Killed some type of Klingon
1643 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1646 game.state.kcmdr.remove(game.quadrant)
1648 if game.state.kcmdr:
1649 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1650 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1655 game.state.nscrem -= 1
1656 game.state.kscmdr.invalidate()
1661 # For each kind of enemy, finish message to player
1662 prout(_(" destroyed."))
1663 if game.unwon() == 0:
1666 # Remove enemy ship from arrays describing local conditions
1667 for e in game.enemies:
1674 "Return None if target is invalid, otherwise return a course angle."
1675 if not w.valid_sector():
1679 # C code this was translated from is wacky -- why the sign reversal?
1680 delta.j = (w.j - game.sector.j)
1681 delta.i = (game.sector.i - w.i)
1682 if delta == Coord(0, 0):
1684 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1685 prout(_(" I recommend an immediate review of"))
1686 prout(_(" the Captain's psychological profile.\""))
1689 return delta.bearing()
1692 "Launch photon torpedo salvo."
1695 if damaged(DPHOTON):
1696 prout(_("Photon tubes damaged."))
1700 prout(_("No torpedoes left."))
1703 # First, get torpedo count
1706 if scanner.token == "IHALPHA":
1709 elif scanner.token == "IHEOL" or not scanner.waiting():
1710 prout(_("%d torpedoes left.") % game.torps)
1712 proutn(_("Number of torpedoes to fire- "))
1713 continue # Go back around to get a number
1714 else: # key == "IHREAL"
1716 if n <= 0: # abort command
1721 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1724 scanner.chew() # User requested more torps than available
1725 continue # Go back around
1726 break # All is good, go to next stage
1730 key = scanner.nexttok()
1731 if i == 0 and key == "IHEOL":
1732 break # no coordinate waiting, we will try prompting
1733 if i == 1 and key == "IHEOL":
1734 # direct all torpedoes at one target
1736 target.append(target[0])
1737 tcourse.append(tcourse[0])
1740 scanner.push(scanner.token)
1741 target.append(scanner.getcoord())
1742 if target[-1] is None:
1744 tcourse.append(targetcheck(target[-1]))
1745 if tcourse[-1] is None:
1748 if len(target) == 0:
1749 # prompt for each one
1751 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1753 target.append(scanner.getcoord())
1754 if target[-1] is None:
1756 tcourse.append(targetcheck(target[-1]))
1757 if tcourse[-1] is None:
1760 # Loop for moving <n> torpedoes
1762 if game.condition != "docked":
1764 dispersion = (rnd.real()+rnd.real())*0.5 -0.5
1765 if math.fabs(dispersion) >= 0.47:
1767 dispersion *= rnd.real(1.2, 2.2)
1769 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1771 prouts(_("***TORPEDO MISFIRES."))
1774 prout(_(" Remainder of burst aborted."))
1775 if rnd.withprob(0.2):
1776 prout(_("***Photon tubes damaged by misfire."))
1777 game.damage[DPHOTON] = game.damfac * rnd.real(1.0, 3.0)
1781 elif game.shldup or game.condition == "docked":
1782 dispersion *= 1.0 + 0.0001*game.shield
1783 torpedo(game.sector, tcourse[i], dispersion, number=i, nburst=n)
1784 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1790 "Check for phasers overheating."
1792 checkburn = (rpow-1500.0)*0.00038
1793 if rnd.withprob(checkburn):
1794 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1795 game.damage[DPHASER] = game.damfac* rnd.real(1.0, 2.0) * (1.0+checkburn)
1797 def checkshctrl(rpow):
1798 "Check shield control."
1800 if rnd.withprob(0.998):
1801 prout(_("Shields lowered."))
1803 # Something bad has happened
1804 prouts(_("***RED ALERT! RED ALERT!"))
1806 hit = rpow*game.shield/game.inshld
1807 game.energy -= rpow+hit*0.8
1808 game.shield -= hit*0.2
1809 if game.energy <= 0.0:
1810 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1815 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1817 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1818 icas = rnd.randrange(int(hit*0.012))
1823 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1824 prout(_(" %d casualties so far.\"") % icas)
1826 game.state.crew -= icas
1828 prout(_("Phaser energy dispersed by shields."))
1829 prout(_("Enemy unaffected."))
1834 "Register a phaser hit on Klingons and Romulans."
1841 dustfac = rnd.real(0.9, 1.0)
1842 hit = wham*math.pow(dustfac, game.enemies[kk].kdist)
1843 kpini = game.enemies[kk].power
1844 kp = math.fabs(kpini)
1845 if PHASEFAC*hit < kp:
1847 if game.enemies[kk].power < 0:
1848 game.enemies[kk].power -= -kp
1850 game.enemies[kk].power -= kp
1851 kpow = game.enemies[kk].power
1852 w = game.enemies[kk].location
1854 if not damaged(DSRSENS):
1856 proutn(_("%d unit hit on ") % int(hit))
1858 proutn(_("Very small hit on "))
1859 ienm = game.quad[w.i][w.j]
1862 proutn(crmena(False, ienm, "sector", w))
1871 else: # decide whether or not to emasculate klingon
1872 if kpow > 0 and rnd.withprob(0.9) and kpow <= rnd.real(0.4, 0.8)*kpini:
1873 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1874 prout(_(" has just lost its firepower.\""))
1875 game.enemies[kk].power = -kpow
1880 "Fire phasers at bad guys."
1884 irec = 0 # Cheating inhibitor
1893 # SR sensors and Computer are needed for automode
1894 if damaged(DSRSENS) or damaged(DCOMPTR):
1896 if game.condition == "docked":
1897 prout(_("Phasers can't be fired through base shields."))
1900 if damaged(DPHASER):
1901 prout(_("Phaser control damaged."))
1905 if damaged(DSHCTRL):
1906 prout(_("High speed shield control damaged."))
1909 if game.energy <= 200.0:
1910 prout(_("Insufficient energy to activate high-speed shield control."))
1913 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1915 # Original code so convoluted, I re-did it all
1916 # (That was Tom Almy talking about the C code, I think -- ESR)
1917 while automode == "NOTSET":
1918 key = scanner.nexttok()
1919 if key == "IHALPHA":
1920 if scanner.sees("manual"):
1921 if len(game.enemies)==0:
1922 prout(_("There is no enemy present to select."))
1925 automode = "AUTOMATIC"
1928 key = scanner.nexttok()
1929 elif scanner.sees("automatic"):
1930 if (not itarg) and len(game.enemies) != 0:
1931 automode = "FORCEMAN"
1933 if len(game.enemies)==0:
1934 prout(_("Energy will be expended into space."))
1935 automode = "AUTOMATIC"
1936 key = scanner.nexttok()
1937 elif scanner.sees("no"):
1942 elif key == "IHREAL":
1943 if len(game.enemies)==0:
1944 prout(_("Energy will be expended into space."))
1945 automode = "AUTOMATIC"
1947 automode = "FORCEMAN"
1949 automode = "AUTOMATIC"
1952 if len(game.enemies)==0:
1953 prout(_("Energy will be expended into space."))
1954 automode = "AUTOMATIC"
1956 automode = "FORCEMAN"
1958 proutn(_("Manual or automatic? "))
1963 if automode == "AUTOMATIC":
1964 if key == "IHALPHA" and scanner.sees("no"):
1966 key = scanner.nexttok()
1967 if key != "IHREAL" and len(game.enemies) != 0:
1968 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
1973 for i in range(len(game.enemies)):
1974 irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))*rnd.real(1.01, 1.06) + 1.0
1976 proutn(_("%d units required. ") % irec)
1978 proutn(_("Units to fire= "))
1979 key = scanner.nexttok()
1984 proutn(_("Energy available= %.2f") % avail)
1987 if not rpow > avail:
1993 key = scanner.nexttok()
1994 if key == "IHALPHA" and scanner.sees("no"):
1997 game.energy -= 200 # Go and do it!
1998 if checkshctrl(rpow):
2003 if len(game.enemies):
2006 for i in range(len(game.enemies)):
2010 hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))
2011 over = rnd.real(1.01, 1.06) * hits[i]
2013 powrem -= hits[i] + over
2014 if powrem <= 0 and temp < hits[i]:
2023 if extra > 0 and not game.alldone:
2025 proutn(_("*** Tholian web absorbs "))
2026 if len(game.enemies)>0:
2027 proutn(_("excess "))
2028 prout(_("phaser energy."))
2030 prout(_("%d expended on empty space.") % int(extra))
2031 elif automode == "FORCEMAN":
2034 if damaged(DCOMPTR):
2035 prout(_("Battle computer damaged, manual fire only."))
2038 prouts(_("---WORKING---"))
2040 prout(_("Short-range-sensors-damaged"))
2041 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2042 prout(_("Manual-fire-must-be-used"))
2044 elif automode == "MANUAL":
2046 for k in range(len(game.enemies)):
2047 aim = game.enemies[k].location
2048 ienm = game.quad[aim.i][aim.j]
2050 proutn(_("Energy available= %.2f") % (avail-0.006))
2054 if damaged(DSRSENS) and \
2055 not game.sector.distance(aim)<2**0.5 and ienm in ('C', 'S'):
2056 prout(cramen(ienm) + _(" can't be located without short range scan."))
2059 hits[k] = 0 # prevent overflow -- thanks to Alexei Voitenko
2064 if itarg and k > kz:
2065 irec = (abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9, game.enemies[k].kdist))) * rnd.real(1.01, 1.06) + 1.0
2068 if not damaged(DCOMPTR):
2073 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
2074 key = scanner.nexttok()
2075 if key == "IHALPHA" and scanner.sees("no"):
2077 key = scanner.nexttok()
2079 if key == "IHALPHA":
2083 if k == 1: # Let me say I'm baffled by this
2086 if scanner.real < 0:
2090 hits[k] = scanner.real
2091 rpow += scanner.real
2092 # If total requested is too much, inform and start over
2094 prout(_("Available energy exceeded -- try again."))
2097 key = scanner.nexttok() # scan for next value
2100 # zero energy -- abort
2103 if key == "IHALPHA" and scanner.sees("no"):
2108 game.energy -= 200.0
2109 if checkshctrl(rpow):
2113 # Say shield raised or malfunction, if necessary
2119 if rnd.withprob(0.01):
2120 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2121 prouts(_(" CLICK CLICK POP . . ."))
2122 prout(_(" No response, sir!"))
2125 prout(_("Shields raised."))
2132 game.ididit = False # Nothing if we fail
2135 # Make sure there is room in the brig */
2136 if game.brigfree == 0:
2137 prout(_("Security reports the brig is already full."))
2141 prout(_("Uhura- \"We have no subspace radio communication, sir.\""))
2144 if damaged(DTRANSP):
2145 prout(_("Scotty- \"Transporter damaged, sir.\""))
2148 # find out if there are any at all
2150 prout(_("Uhura- \"Getting no response, sir.\""))
2153 # if there is more than one Klingon, find out which one */
2154 # Cruddy, just takes one at random. Should ask the captain.
2155 # Nah, just select the weakest one since it is most likely to
2156 # surrender (Tom Almy mod)
2157 klingons = [e for e in game.enemies if e.type == 'K']
2158 weakest = sorted(klingons, key=lambda e: e.power)[0]
2159 game.optime = 0.05 # This action will take some time
2160 game.ididit = True # So any others can strike back
2162 # check out that Klingon
2163 # The algorithm isn't that great and could use some more
2164 # intelligent design
2165 # x = 300 + 25*skill;
2166 x = game.energy / (weakest.power * len(klingons))
2167 #prout(_("Stats: energy = %s, kpower = %s, klingons = %s")
2168 # % (game.energy, weakest.power, len(klingons)))
2169 x *= 2.5 # would originally have been equivalent of 1.4,
2170 # but we want command to work more often, more humanely */
2171 #prout(_("Prob = %.4f" % x))
2172 # x = 100; // For testing, of course!
2173 if x < rnd.real(100):
2174 # guess what, he surrendered!!! */
2175 prout(_("Klingon captain at %s surrenders.") % weakest.location)
2178 prout(_("%d Klingons commit suicide rather than be taken captive.") % (200 - i))
2179 if i > game.brigfree:
2180 prout(_("%d Klingons die because there is no room for them in the brig.") % (i-game.brigfree))
2183 prout(_("%d captives taken") % i)
2184 deadkl(weakest.location, weakest.type, game.sector)
2189 # big surprise, he refuses to surrender */
2190 prout(_("Fat chance, captain!"))
2192 # Code from events.c begins here.
2194 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2195 # event of each type active at any given time. Mostly these means we can
2196 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2197 # BSD Trek, from which we swiped the idea, can have up to 5.
2199 def unschedule(evtype):
2200 "Remove an event from the schedule."
2201 game.future[evtype].date = FOREVER
2202 return game.future[evtype]
2204 def is_scheduled(evtype):
2205 "Is an event of specified type scheduled."
2206 return game.future[evtype].date != FOREVER
2208 def scheduled(evtype):
2209 "When will this event happen?"
2210 return game.future[evtype].date
2212 def schedule(evtype, offset):
2213 "Schedule an event of specified type."
2214 game.future[evtype].date = game.state.date + offset
2215 return game.future[evtype]
2217 def postpone(evtype, offset):
2218 "Postpone a scheduled event."
2219 game.future[evtype].date += offset
2222 "Rest period is interrupted by event."
2225 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2227 game.resting = False
2233 "Run through the event queue looking for things to do."
2235 fintim = game.state.date + game.optime
2244 def tractorbeam(yank):
2245 "Tractor-beaming cases merge here."
2247 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2249 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2250 # If Kirk & Co. screwing around on planet, handle
2251 atover(True) # atover(true) is Grab
2254 if game.icraft: # Caught in Galileo?
2257 # Check to see if shuttle is aboard
2258 if game.iscraft == "offship":
2260 if rnd.withprob(0.5):
2261 prout(_("Galileo, left on the planet surface, is captured"))
2262 prout(_("by aliens and made into a flying McDonald's."))
2263 game.damage[DSHUTTL] = -10
2264 game.iscraft = "removed"
2266 prout(_("Galileo, left on the planet surface, is well hidden."))
2268 game.quadrant = game.state.kscmdr
2270 game.quadrant = game.state.kcmdr[i]
2271 game.sector = randplace(QUADSIZE)
2272 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2273 % (game.quadrant, game.sector))
2275 prout(_("(Remainder of rest/repair period cancelled.)"))
2276 game.resting = False
2278 if not damaged(DSHIELD) and game.shield > 0:
2279 doshield(shraise=True) # raise shields
2280 game.shldchg = False
2282 prout(_("(Shields not currently useable.)"))
2284 # Adjust finish time to time of tractor beaming?
2285 # fintim = game.state.date+game.optime
2286 attack(torps_ok=False)
2287 if not game.state.kcmdr:
2290 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2293 "Code merges here for any commander destroying a starbase."
2294 # Not perfect, but will have to do
2295 # Handle case where base is in same quadrant as starship
2296 if game.battle == game.quadrant:
2297 game.state.chart[game.battle.i][game.battle.j].starbase = False
2298 game.quad[game.base.i][game.base.j] = '.'
2299 game.base.invalidate()
2302 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2303 elif game.state.baseq and communicating():
2304 # Get word via subspace radio
2307 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2308 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2310 prout(_("the Klingon Super-Commander"))
2312 prout(_("a Klingon Commander"))
2313 game.state.chart[game.battle.i][game.battle.j].starbase = False
2314 # Remove Starbase from galaxy
2315 game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2316 game.state.baseq = [x for x in game.state.baseq if x != game.battle]
2318 # reinstate a commander's base attack
2322 game.battle.invalidate()
2324 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2325 for i in range(1, NEVENTS):
2326 if i == FSNOVA: proutn("=== Supernova ")
2327 elif i == FTBEAM: proutn("=== T Beam ")
2328 elif i == FSNAP: proutn("=== Snapshot ")
2329 elif i == FBATTAK: proutn("=== Base Attack ")
2330 elif i == FCDBAS: proutn("=== Base Destroy ")
2331 elif i == FSCMOVE: proutn("=== SC Move ")
2332 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2333 elif i == FDSPROB: proutn("=== Probe Move ")
2334 elif i == FDISTR: proutn("=== Distress Call ")
2335 elif i == FENSLV: proutn("=== Enslavement ")
2336 elif i == FREPRO: proutn("=== Klingon Build ")
2338 prout("%.2f" % (scheduled(i)))
2341 radio_was_broken = damaged(DRADIO)
2344 # Select earliest extraneous event, evcode==0 if no events
2349 for l in range(1, NEVENTS):
2350 if game.future[l].date < datemin:
2353 prout("== Event %d fires" % evcode)
2354 datemin = game.future[l].date
2355 xtime = datemin-game.state.date
2357 game.energy -= xtime*500.0
2358 if game.energy <= 0:
2361 game.state.date = datemin
2362 # Decrement Federation resources and recompute remaining time
2363 game.state.remres -= (game.remkl()+4*len(game.state.kcmdr))*xtime
2365 if game.state.remtime <= 0:
2368 # Any crew left alive?
2369 if game.state.crew <= 0:
2372 # Is life support adequate?
2373 if damaged(DLIFSUP) and game.condition != "docked":
2374 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2377 game.lsupres -= xtime
2378 if game.damage[DLIFSUP] <= xtime:
2379 game.lsupres = game.inlsr
2382 if game.condition == "docked":
2384 # Don't fix Deathray here
2385 for l in range(NDEVICES):
2386 if game.damage[l] > 0.0 and l != DDRAY:
2387 if game.damage[l]-repair > 0.0:
2388 game.damage[l] -= repair
2390 game.damage[l] = 0.0
2391 # If radio repaired, update star chart and attack reports
2392 if radio_was_broken and not damaged(DRADIO):
2393 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2394 prout(_(" surveillance reports are coming in."))
2396 if not game.iseenit:
2400 prout(_(" The star chart is now up to date.\""))
2402 # Cause extraneous event EVCODE to occur
2403 game.optime -= xtime
2404 if evcode == FSNOVA: # Supernova
2407 schedule(FSNOVA, expran(0.5*game.intime))
2408 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2410 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2411 if game.state.nscrem == 0 or game.iscloaked or \
2412 ictbeam or istract or \
2413 game.condition == "docked" or game.isatb == 1 or game.iscate:
2415 if game.ientesc or \
2416 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2417 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2418 (damaged(DSHIELD) and \
2419 (game.energy < 2500 or damaged(DPHASER)) and \
2420 (game.torps < 5 or damaged(DPHOTON))):
2422 istract = ictbeam = True
2423 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2426 elif evcode == FTBEAM: # Tractor beam
2427 if not game.state.kcmdr:
2430 i = rnd.randrange(len(game.state.kcmdr))
2431 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2432 if istract or game.condition == "docked" or game.iscloaked or yank == 0:
2433 # Drats! Have to reschedule
2435 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2439 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2440 game.snapsht = copy.deepcopy(game.state)
2441 game.state.snap = True
2442 schedule(FSNAP, expran(0.5 * game.intime))
2443 elif evcode == FBATTAK: # Commander attacks starbase
2444 if not game.state.kcmdr or not game.state.baseq:
2449 ibq = None # Force battle location to persist past loop
2451 for ibq in game.state.baseq:
2452 for cmdr in game.state.kcmdr:
2453 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2455 # no match found -- try later
2456 schedule(FBATTAK, expran(0.3*game.intime))
2461 # commander + starbase combination found -- launch attack
2463 schedule(FCDBAS, rnd.real(1.0, 4.0))
2464 if game.isatb: # extra time if SC already attacking
2465 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2466 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2467 game.iseenit = False
2468 if not communicating():
2469 continue # No warning :-(
2473 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2474 prout(_(" reports that it is under attack and that it can"))
2475 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2478 elif evcode == FSCDBAS: # Supercommander destroys base
2481 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2482 continue # WAS RETURN!
2484 game.battle = game.state.kscmdr
2486 elif evcode == FCDBAS: # Commander succeeds in destroying base
2487 if evcode == FCDBAS:
2489 if not game.state.baseq() \
2490 or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2491 game.battle.invalidate()
2493 # find the lucky pair
2494 for cmdr in game.state.kcmdr:
2495 if cmdr == game.battle:
2498 # No action to take after all
2501 elif evcode == FSCMOVE: # Supercommander moves
2502 schedule(FSCMOVE, 0.2777)
2503 if not game.ientesc and not istract and game.isatb != 1 and \
2504 (not game.iscate or not game.justin):
2506 elif evcode == FDSPROB: # Move deep space probe
2507 schedule(FDSPROB, 0.01)
2508 if not game.probe.nexttok():
2509 if not game.probe.quadrant().valid_quadrant() or \
2510 game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
2511 # Left galaxy or ran into supernova
2515 proutn(_("Lt. Uhura- \"The deep space probe "))
2516 if not game.probe.quadrant().valid_quadrant():
2517 prout(_("has left the galaxy.\""))
2519 prout(_("is no longer transmitting.\""))
2525 prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
2526 pquad = game.probe.quadrant()
2527 pdest = game.state.galaxy[pquad.i][pquad.j]
2529 game.state.chart[pquad.i][pquad.j].klingons = pdest.klingons
2530 game.state.chart[pquad.i][pquad.j].starbase = pdest.starbase
2531 game.state.chart[pquad.i][pquad.j].stars = pdest.stars
2532 pdest.charted = True
2533 game.probe.moves -= 1 # One less to travel
2534 if game.probe.arrived() and game.isarmed and pdest.stars:
2535 supernova(game.probe) # fire in the hole!
2537 if game.state.galaxy[pquad.i][pquad.j].supernova:
2539 elif evcode == FDISTR: # inhabited system issues distress call
2541 # try a whole bunch of times to find something suitable
2542 for i in range(100):
2543 # need a quadrant which is not the current one,
2544 # which has some stars which are inhabited and
2545 # not already under attack, which is not
2546 # supernova'ed, and which has some Klingons in it
2547 w = randplace(GALSIZE)
2548 q = game.state.galaxy[w.i][w.j]
2549 if not (game.quadrant == w or q.planet is None or \
2550 not q.planet.inhabited or \
2551 q.supernova or q.status!="secure" or q.klingons<=0):
2554 # can't seem to find one; ignore this call
2556 prout("=== Couldn't find location for distress event.")
2558 # got one!! Schedule its enslavement
2559 ev = schedule(FENSLV, expran(game.intime))
2561 q.status = "distressed"
2562 # tell the captain about it if we can
2564 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2565 % (q.planet, repr(w)))
2566 prout(_("by a Klingon invasion fleet."))
2569 elif evcode == FENSLV: # starsystem is enslaved
2570 ev = unschedule(FENSLV)
2571 # see if current distress call still active
2572 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2576 q.status = "enslaved"
2578 # play stork and schedule the first baby
2579 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2580 ev2.quadrant = ev.quadrant
2582 # report the disaster if we can
2584 prout(_("Uhura- We've lost contact with starsystem %s") % \
2586 prout(_("in Quadrant %s.\n") % ev.quadrant)
2587 elif evcode == FREPRO: # Klingon reproduces
2588 # If we ever switch to a real event queue, we'll need to
2589 # explicitly retrieve and restore the x and y.
2590 ev = schedule(FREPRO, expran(1.0 * game.intime))
2591 # see if current distress call still active
2592 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2596 if game.remkl() >= MAXKLGAME:
2597 continue # full right now
2598 # reproduce one Klingon
2601 if game.klhere >= MAXKLQUAD:
2603 # this quadrant not ok, pick an adjacent one
2604 for m.i in range(w.i - 1, w.i + 2):
2605 for m.j in range(w.j - 1, w.j + 2):
2606 if not m.valid_quadrant():
2608 q = game.state.galaxy[m.i][m.j]
2609 # check for this quad ok (not full & no snova)
2610 if q.klingons >= MAXKLQUAD or q.supernova:
2613 # search for eligible quadrant failed
2619 if game.quadrant == w:
2621 newkling() # also adds it to game.enemies
2622 # recompute time left
2625 if game.quadrant == w:
2626 prout(_("Spock- sensors indicate the Klingons have"))
2627 prout(_("launched a warship from %s.") % q.planet)
2629 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2630 if q.planet is not None:
2631 proutn(_("near %s ") % q.planet)
2632 prout(_("in Quadrant %s.") % w)
2638 key = scanner.nexttok()
2641 proutn(_("How long? "))
2646 origTime = delay = scanner.real
2649 if delay >= game.state.remtime or len(game.enemies) != 0:
2650 proutn(_("Are you sure? "))
2653 # Alternate resting periods (events) with attacks
2657 game.resting = False
2658 if not game.resting:
2659 prout(_("%d stardates left.") % int(game.state.remtime))
2661 temp = game.optime = delay
2662 if len(game.enemies):
2663 rtime = rnd.real(1.0, 2.0)
2667 if game.optime < delay:
2668 attack(torps_ok=False)
2676 # Repair Deathray if long rest at starbase
2677 if origTime-delay >= 9.99 and game.condition == "docked":
2678 game.damage[DDRAY] = 0.0
2679 # leave if quadrant supernovas
2680 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2682 game.resting = False
2687 ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2688 newc = Coord(); neighbor = Coord(); bump = Coord(0, 0)
2689 if rnd.withprob(0.05):
2690 # Wow! We've supernova'ed
2691 supernova(game.quadrant)
2693 # handle initial nova
2694 game.quad[nov.i][nov.j] = '.'
2695 prout(crmena(False, '*', "sector", nov) + _(" novas."))
2696 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2697 game.state.starkl += 1
2698 # Set up queue to recursively trigger adjacent stars
2704 for offset.i in range(-1, 1+1):
2705 for offset.j in range(-1, 1+1):
2706 if offset.j == 0 and offset.i == 0:
2708 neighbor = start + offset
2709 if not neighbor.valid_sector():
2711 iquad = game.quad[neighbor.i][neighbor.j]
2712 # Empty space ends reaction
2713 if iquad in ('.', '?', ' ', 'T', '#'):
2715 elif iquad == '*': # Affect another star
2716 if rnd.withprob(0.05):
2717 # This star supernovas
2718 supernova(game.quadrant)
2721 hits.append(neighbor)
2722 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2723 game.state.starkl += 1
2724 proutn(crmena(True, '*', "sector", neighbor))
2726 game.quad[neighbor.i][neighbor.j] = '.'
2728 elif iquad in ('P', '@'): # Destroy planet
2729 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2731 game.state.nplankl += 1
2733 game.state.nworldkl += 1
2734 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2735 game.iplnet.pclass = "destroyed"
2737 game.plnet.invalidate()
2741 game.quad[neighbor.i][neighbor.j] = '.'
2742 elif iquad == 'B': # Destroy base
2743 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2744 game.state.baseq = [x for x in game.state.baseq if x!= game.quadrant]
2745 game.base.invalidate()
2746 game.state.basekl += 1
2748 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2749 game.quad[neighbor.i][neighbor.j] = '.'
2750 elif iquad in ('E', 'F'): # Buffet ship
2751 prout(_("***Starship buffeted by nova."))
2753 if game.shield >= 2000.0:
2754 game.shield -= 2000.0
2756 diff = 2000.0 - game.shield
2760 prout(_("***Shields knocked out."))
2761 game.damage[DSHIELD] += 0.005*game.damfac*rnd.real()*diff
2763 game.energy -= 2000.0
2764 if game.energy <= 0:
2767 # add in course nova contributes to kicking starship
2768 bump += (game.sector-hits[-1]).sgn()
2769 elif iquad == 'K': # kill klingon
2770 deadkl(neighbor, iquad, neighbor)
2771 elif iquad in ('C','S','R'): # Damage/destroy big enemies
2773 for ll in range(len(game.enemies)):
2774 if game.enemies[ll].location == neighbor:
2775 target = game.enemies[ll]
2777 if target is not None:
2778 target.power -= 800.0 # If firepower is lost, die
2779 if target.power <= 0.0:
2780 deadkl(neighbor, iquad, neighbor)
2781 continue # neighbor loop
2782 # Else enemy gets flung by the blast wave
2783 newc = neighbor + neighbor - start
2784 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2785 if not newc.valid_sector():
2786 # can't leave quadrant
2789 iquad1 = game.quad[newc.i][newc.j]
2791 proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
2793 deadkl(neighbor, iquad, newc)
2796 # can't move into something else
2799 proutn(_(", buffeted to Sector %s") % newc)
2800 game.quad[neighbor.i][neighbor.j] = '.'
2801 game.quad[newc.i][newc.j] = iquad
2803 # Starship affected by nova -- kick it away.
2805 direc = ncourse[3*(bump.i+1)+bump.j+2]
2810 scourse = course(bearing=direc, distance=dist)
2811 game.optime = scourse.time(w=4)
2813 prout(_("Force of nova displaces starship."))
2814 imove(scourse, noattack=True)
2815 game.optime = scourse.time(w=4)
2819 "Star goes supernova."
2824 # Scheduled supernova -- select star at random.
2827 for nq.i in range(GALSIZE):
2828 for nq.j in range(GALSIZE):
2829 nstars += game.state.galaxy[nq.i][nq.j].stars
2831 return # nothing to supernova exists
2832 num = rnd.randrange(nstars) + 1
2833 for nq.i in range(GALSIZE):
2834 for nq.j in range(GALSIZE):
2835 num -= game.state.galaxy[nq.i][nq.j].stars
2841 proutn("=== Super nova here?")
2844 if not nq == game.quadrant or game.justin:
2845 # it isn't here, or we just entered (treat as enroute)
2848 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2849 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2852 # we are in the quadrant!
2853 num = rnd.randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
2854 for ns.i in range(QUADSIZE):
2855 for ns.j in range(QUADSIZE):
2856 if game.quad[ns.i][ns.j]=='*':
2863 prouts(_("***RED ALERT! RED ALERT!"))
2865 prout(_("***Incipient supernova detected at Sector %s") % ns)
2866 if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2867 proutn(_("Emergency override attempts t"))
2868 prouts("***************")
2872 # destroy any Klingons in supernovaed quadrant
2873 game.state.galaxy[nq.i][nq.j].klingons = 0
2874 if nq == game.state.kscmdr:
2875 # did in the Supercommander!
2876 game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
2880 # Changing this to [w for w in game.state.kcmdr if w != nq]
2881 # causes regression-test failure
2882 survivors = list(filter(lambda w: w != nq, game.state.kcmdr))
2883 #comkills = len(game.state.kcmdr) - len(survivors)
2884 game.state.kcmdr = survivors
2885 if not game.state.kcmdr:
2887 # destroy Romulans and planets in supernovaed quadrant
2888 nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2889 game.state.galaxy[nq.i][nq.j].romulans = 0
2890 game.state.nromrem -= nrmdead
2892 for loop in range(game.inplan):
2893 if game.state.planets[loop].quadrant == nq:
2894 game.state.planets[loop].pclass = "destroyed"
2896 # Destroy any base in supernovaed quadrant
2897 game.state.baseq = [x for x in game.state.baseq if x != nq]
2898 # If starship caused supernova, tally up destruction
2900 game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2901 game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2902 game.state.nplankl += npdead
2903 # mark supernova in galaxy and in star chart
2904 if game.quadrant == nq or communicating():
2905 game.state.galaxy[nq.i][nq.j].supernova = True
2906 # If supernova destroys last Klingons give special message
2907 if game.unwon()==0 and not nq == game.quadrant:
2910 prout(_("Lucky you!"))
2911 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2914 # if some Klingons remain, continue or die in supernova
2919 # Code from finish.c ends here.
2922 "Self-destruct maneuver. Finish with a BANG!"
2924 if damaged(DCOMPTR):
2925 prout(_("Computer damaged; cannot execute destruct sequence."))
2927 prouts(_("---WORKING---")); skip(1)
2928 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2929 prouts(" 10"); skip(1)
2930 prouts(" 9"); skip(1)
2931 prouts(" 8"); skip(1)
2932 prouts(" 7"); skip(1)
2933 prouts(" 6"); skip(1)
2935 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2937 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2939 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2942 if game.passwd != scanner.token:
2943 prouts(_("PASSWORD-REJECTED;"))
2945 prouts(_("CONTINUITY-EFFECTED"))
2948 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2949 prouts(" 5"); skip(1)
2950 prouts(" 4"); skip(1)
2951 prouts(" 3"); skip(1)
2952 prouts(" 2"); skip(1)
2953 prouts(" 1"); skip(1)
2954 if rnd.withprob(0.15):
2955 prouts(_("GOODBYE-CRUEL-WORLD"))
2963 prouts(_("********* Entropy of %s maximized *********") % crmshp())
2967 if len(game.enemies) != 0:
2968 whammo = 25.0 * game.energy
2969 for e in game.enemies[::-1]:
2970 if e.power*e.kdist <= whammo:
2971 deadkl(e.location, game.quad[e.location.i][e.location.j], e.location)
2975 "Compute our rate of kils over time."
2976 elapsed = game.state.date - game.indate
2977 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
2980 starting = (game.inkling + game.incom + game.inscom)
2981 remaining = game.unwon()
2982 return (starting - remaining)/elapsed
2986 badpt = 5.0*game.state.starkl + \
2988 10.0*game.state.nplankl + \
2989 300*game.state.nworldkl + \
2991 100.0*game.state.basekl +\
2992 3.0*game.abandoned +\
2994 if game.ship == 'F':
2996 elif game.ship is None:
3001 # end the game, with appropriate notifications
3005 prout(_("It is stardate %.1f.") % game.state.date)
3007 if ifin == FWON: # Game has been won
3008 if game.state.nromrem != 0:
3009 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
3012 prout(_("You have smashed the Klingon invasion fleet and saved"))
3013 prout(_("the Federation."))
3014 if game.alive and game.brigcapacity-game.brigfree > 0:
3015 game.kcaptured += game.brigcapacity-game.brigfree
3016 prout(_("The %d captured Klingons are transferred to Star Fleet Command.") % (game.brigcapacity-game.brigfree))
3021 badpt = 0.0 # Close enough!
3022 # killsPerDate >= RateMax
3023 if game.state.date-game.indate < 5.0 or \
3024 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
3026 prout(_("In fact, you have done so well that Starfleet Command"))
3027 if game.skill == SKILL_NOVICE:
3028 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
3029 elif game.skill == SKILL_FAIR:
3030 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
3031 elif game.skill == SKILL_GOOD:
3032 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
3033 elif game.skill == SKILL_EXPERT:
3034 prout(_("promotes you to Commodore Emeritus."))
3036 prout(_("Now that you think you're really good, try playing"))
3037 prout(_("the \"Emeritus\" game. It will splatter your ego."))
3038 elif game.skill == SKILL_EMERITUS:
3040 proutn(_("Computer- "))
3041 prouts(_("ERROR-ERROR-ERROR-ERROR"))
3043 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3045 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3047 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3049 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3051 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3053 prout(_("Now you can retire and write your own Star Trek game!"))
3055 elif game.skill >= SKILL_EXPERT:
3056 if game.thawed and not game.idebug:
3057 prout(_("You cannot get a citation, so..."))
3059 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3063 # Only grant long life if alive (original didn't!)
3065 prout(_("LIVE LONG AND PROSPER."))
3070 elif ifin == FDEPLETE: # Federation Resources Depleted
3071 prout(_("Your time has run out and the Federation has been"))
3072 prout(_("conquered. Your starship is now Klingon property,"))
3073 prout(_("and you are put on trial as a war criminal. On the"))
3074 proutn(_("basis of your record, you are "))
3075 if game.unwon()*3.0 > (game.inkling + game.incom + game.inscom):
3076 prout(_("acquitted."))
3078 prout(_("LIVE LONG AND PROSPER."))
3080 prout(_("found guilty and"))
3081 prout(_("sentenced to death by slow torture."))
3085 elif ifin == FLIFESUP:
3086 prout(_("Your life support reserves have run out, and"))
3087 prout(_("you die of thirst, starvation, and asphyxiation."))
3088 prout(_("Your starship is a derelict in space."))
3090 prout(_("Your energy supply is exhausted."))
3092 prout(_("Your starship is a derelict in space."))
3093 elif ifin == FBATTLE:
3094 prout(_("The %s has been destroyed in battle.") % crmshp())
3096 prout(_("Dulce et decorum est pro patria mori."))
3098 prout(_("You have made three attempts to cross the negative energy"))
3099 prout(_("barrier which surrounds the galaxy."))
3101 prout(_("Your navigation is abominable."))
3104 prout(_("Your starship has been destroyed by a nova."))
3105 prout(_("That was a great shot."))
3107 elif ifin == FSNOVAED:
3108 prout(_("The %s has been fried by a supernova.") % crmshp())
3109 prout(_("...Not even cinders remain..."))
3110 elif ifin == FABANDN:
3111 prout(_("You have been captured by the Klingons. If you still"))
3112 prout(_("had a starbase to be returned to, you would have been"))
3113 prout(_("repatriated and given another chance. Since you have"))
3114 prout(_("no starbases, you will be mercilessly tortured to death."))
3115 elif ifin == FDILITHIUM:
3116 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3117 elif ifin == FMATERIALIZE:
3118 prout(_("Starbase was unable to re-materialize your starship."))
3119 prout(_("Sic transit gloria mundi"))
3120 elif ifin == FPHASER:
3121 prout(_("The %s has been cremated by its own phasers.") % crmshp())
3123 prout(_("You and your landing party have been"))
3124 prout(_("converted to energy, dissipating through space."))
3125 elif ifin == FMINING:
3126 prout(_("You are left with your landing party on"))
3127 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3129 prout(_("They are very fond of \"Captain Kirk\" soup."))
3131 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3132 elif ifin == FDPLANET:
3133 prout(_("You and your mining party perish."))
3135 prout(_("That was a great shot."))
3138 prout(_("The Galileo is instantly annihilated by the supernova."))
3139 prout(_("You and your mining party are atomized."))
3141 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3142 prout(_("joins the Romulans, wreaking terror on the Federation."))
3143 elif ifin == FPNOVA:
3144 prout(_("You and your mining party are atomized."))
3146 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3147 prout(_("joins the Romulans, wreaking terror on the Federation."))
3148 elif ifin == FSTRACTOR:
3149 prout(_("The shuttle craft Galileo is also caught,"))
3150 prout(_("and breaks up under the strain."))
3152 prout(_("Your debris is scattered for millions of miles."))
3153 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3155 prout(_("The mutants attack and kill Spock."))
3156 prout(_("Your ship is captured by Klingons, and"))
3157 prout(_("your crew is put on display in a Klingon zoo."))
3158 elif ifin == FTRIBBLE:
3159 prout(_("Tribbles consume all remaining water,"))
3160 prout(_("food, and oxygen on your ship."))
3162 prout(_("You die of thirst, starvation, and asphyxiation."))
3163 prout(_("Your starship is a derelict in space."))
3165 prout(_("Your ship is drawn to the center of the black hole."))
3166 prout(_("You are crushed into extremely dense matter."))
3167 elif ifin == FCLOAK:
3169 prout(_("You have violated the Treaty of Algeron."))
3170 prout(_("The Romulan Empire can never trust you again."))
3172 prout(_("Your last crew member has died."))
3173 if ifin != FWON and ifin != FCLOAK and game.iscloaked:
3174 prout(_("Your ship was cloaked so your subspace radio did not receive anything."))
3175 prout(_("You may have missed some warning messages."))
3177 if game.ship == 'F':
3179 elif game.ship == 'E':
3182 if game.unwon() != 0:
3183 goodies = game.state.remres/game.inresor
3184 baddies = (game.remkl() + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3185 if goodies/baddies >= rnd.real(1.0, 1.5):
3186 prout(_("As a result of your actions, a treaty with the Klingon"))
3187 prout(_("Empire has been signed. The terms of the treaty are"))
3188 if goodies/baddies >= rnd.real(3.0):
3189 prout(_("favorable to the Federation."))
3191 prout(_("Congratulations!"))
3193 prout(_("highly unfavorable to the Federation."))
3195 prout(_("The Federation will be destroyed."))
3197 prout(_("Since you took the last Klingon with you, you are a"))
3198 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3199 prout(_("statue in your memory. Rest in peace, and try not"))
3200 prout(_("to think about pigeons."))
3203 scanner.chew() # Clean up leftovers
3206 "Compute player's score."
3207 timused = game.state.date - game.indate
3208 if (timused == 0 or game.unwon() != 0) and timused < 5.0:
3210 game.perdate = killrate()
3211 ithperd = 500*game.perdate + 0.5
3214 iwon = 100*game.skill
3215 if game.ship == 'E':
3217 elif game.ship == 'F':
3221 dead_ordinaries= game.inkling - game.remkl() + len(game.state.kcmdr) + game.state.nscrem
3222 game.score = 10*(dead_ordinaries)\
3223 + 50*(game.incom - len(game.state.kcmdr)) \
3225 + 20*(game.inrom - game.state.nromrem) \
3226 + 200*(game.inscom - game.state.nscrem) \
3227 - game.state.nromrem \
3228 + 3 * game.kcaptured \
3233 prout(_("Your score --"))
3234 if game.inrom - game.state.nromrem:
3235 prout(_("%6d Romulans destroyed %5d") %
3236 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3237 if game.state.nromrem and game.gamewon:
3238 prout(_("%6d Romulans captured %5d") %
3239 (game.state.nromrem, game.state.nromrem))
3241 prout(_("%6d ordinary Klingons destroyed %5d") %
3242 (dead_ordinaries, 10*dead_ordinaries))
3243 if game.incom - len(game.state.kcmdr):
3244 prout(_("%6d Klingon commanders destroyed %5d") %
3245 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3247 prout(_("%d Klingons captured %5d") %
3248 (game.kcaptured, 3 * game.kcaptured))
3249 if game.inscom - game.state.nscrem:
3250 prout(_("%6d Super-Commander destroyed %5d") %
3251 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3253 prout(_("%6.2f Klingons per stardate %5d") %
3254 (game.perdate, ithperd))
3255 if game.state.starkl:
3256 prout(_("%6d stars destroyed by your action %5d") %
3257 (game.state.starkl, -5*game.state.starkl))
3258 if game.state.nplankl:
3259 prout(_("%6d planets destroyed by your action %5d") %
3260 (game.state.nplankl, -10*game.state.nplankl))
3261 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3262 prout(_("%6d inhabited planets destroyed by your action %5d") %
3263 (game.state.nworldkl, -300*game.state.nworldkl))
3264 if game.state.basekl:
3265 prout(_("%6d bases destroyed by your action %5d") %
3266 (game.state.basekl, -100*game.state.basekl))
3268 prout(_("%6d calls for help from starbase %5d") %
3269 (game.nhelp, -45*game.nhelp))
3271 prout(_("%6d casualties incurred %5d") %
3272 (game.casual, -game.casual))
3274 prout(_("%6d crew abandoned in space %5d") %
3275 (game.abandoned, -3*game.abandoned))
3277 prout(_("%6d ship(s) lost or destroyed %5d") %
3278 (klship, -100*klship))
3280 if game.ncviol == 1:
3281 prout(_("1 Treaty of Algeron violation -100"))
3283 prout(_("%6d Treaty of Algeron violations %5d\n") %
3284 (game.ncviol, -100*game.ncviol))
3286 prout(_("Penalty for getting yourself killed -200"))
3288 proutn(_("Bonus for winning "))
3289 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3290 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3291 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3292 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3293 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3294 prout(" %5d" % iwon)
3296 prout(_("TOTAL SCORE %5d") % game.score)
3299 "Emit winner's commemmorative plaque."
3302 proutn(_("File or device name for your plaque: "))
3305 fp = open(winner, "w")
3308 prout(_("Invalid name."))
3310 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3312 # The 38 below must be 64 for 132-column paper
3313 nskip = 38 - len(winner)/2
3314 # This is where the ASCII art picture was emitted.
3315 # It got garbled somewhere in the chain of transmission to the Almy version.
3316 # We should restore it if we can find old enough FORTRAN sources.
3318 fp.write(_(" U. S. S. ENTERPRISE\n"))
3319 fp.write("\n\n\n\n")
3320 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3322 fp.write(_(" Starfleet Command bestows to you\n"))
3324 fp.write("%*s%s\n\n" % (nskip, "", winner))
3325 fp.write(_(" the rank of\n\n"))
3326 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3328 if game.skill == SKILL_EXPERT:
3329 fp.write(_(" Expert level\n\n"))
3330 elif game.skill == SKILL_EMERITUS:
3331 fp.write(_("Emeritus level\n\n"))
3333 fp.write(_(" Cheat level\n\n"))
3334 timestring = time.ctime()
3335 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3336 (timestring+4, timestring+20, timestring+11))
3337 fp.write(_(" Your score: %d\n\n") % game.score)
3338 fp.write(_(" Klingons per stardate: %.2f\n") % game.perdate)
3341 # Code from io.c begins here
3343 rows = linecount = 0 # for paging
3346 fullscreen_window = None
3347 srscan_window = None # Short range scan
3348 report_window = None # Report legends for status window
3349 status_window = None # The status window itself
3350 lrscan_window = None # Long range scan
3351 message_window = None # Main window for scrolling text
3352 prompt_window = None # Prompt window at bottom of display
3357 # for some recent versions of python2, the following enables UTF8
3358 # for the older ones we probably need to set C locale, and python3
3359 # has no problems at all
3360 if sys.version_info[0] < 3:
3361 locale.setlocale(locale.LC_ALL, "")
3362 gettext.bindtextdomain("sst", "/usr/local/share/locale")
3363 gettext.textdomain("sst")
3364 if not (game.options & OPTION_CURSES):
3365 ln_env = os.getenv("LINES")
3371 stdscr = curses.initscr()
3375 if game.options & OPTION_COLOR:
3376 curses.start_color()
3377 curses.use_default_colors()
3378 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, -1)
3379 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, -1)
3380 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, -1)
3381 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, -1)
3382 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, -1)
3383 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, -1)
3384 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, -1)
3385 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, -1)
3386 global fullscreen_window, srscan_window, report_window, status_window
3387 global lrscan_window, message_window, prompt_window
3388 (rows, _columns) = stdscr.getmaxyx()
3389 fullscreen_window = stdscr
3390 srscan_window = curses.newwin(12, 25, 0, 0)
3391 report_window = curses.newwin(11, 0, 1, 25)
3392 status_window = curses.newwin(10, 0, 1, 39)
3393 lrscan_window = curses.newwin(5, 0, 0, 64)
3394 message_window = curses.newwin(0, 0, 12, 0)
3395 prompt_window = curses.newwin(1, 0, rows-2, 0)
3396 message_window.scrollok(True)
3397 setwnd(fullscreen_window)
3401 if game.options & OPTION_CURSES:
3402 stdscr.keypad(False)
3408 "Wait for user action -- OK to do nothing if on a TTY"
3409 if game.options & OPTION_CURSES:
3414 prouts(_("[ANNOUNCEMENT ARRIVING...]"))
3418 if game.skill > SKILL_FAIR:
3419 prompt = _("[CONTINUE?]")
3421 prompt = _("[PRESS ENTER TO CONTINUE]")
3423 if game.options & OPTION_CURSES:
3425 setwnd(prompt_window)
3426 prompt_window.clear()
3427 prompt_window.addstr(prompt)
3428 prompt_window.getstr()
3429 prompt_window.clear()
3430 prompt_window.refresh()
3431 setwnd(message_window)
3434 sys.stdout.write('\n')
3438 sys.stdout.write('\n' * rows)
3442 "Skip i lines. Pause game if this would cause a scrolling event."
3443 for _dummy in range(i):
3444 if game.options & OPTION_CURSES:
3445 (y, _x) = curwnd.getyx()
3448 except curses.error:
3453 if rows and linecount >= rows:
3456 sys.stdout.write('\n')
3458 def proutn(proutntline):
3459 "Utter a line with no following line feed."
3460 if game.options & OPTION_CURSES:
3461 (y, x) = curwnd.getyx()
3462 (my, _mx) = curwnd.getmaxyx()
3463 if curwnd == message_window and y >= my - 2:
3466 if logfp and game.cdebug:
3467 logfp.write("#curses: at %s proutn(%s)\n" % ((y, x), repr(proutntline)))
3468 curwnd.addstr(proutntline)
3471 sys.stdout.write(proutntline)
3474 def prout(proutline):
3478 def prouts(proutsline):
3480 for c in proutsline:
3481 if not replayfp or replayfp.closed: # Don't slow down replays
3484 if game.options & OPTION_CURSES:
3488 if not replayfp or replayfp.closed:
3492 "Get a line of input."
3493 if game.options & OPTION_CURSES:
3494 linein = curwnd.getstr() + "\n"
3497 if replayfp and not replayfp.closed:
3499 linein = replayfp.readline()
3502 prout("*** Replay finished")
3505 elif linein[0] != "#":
3509 linein = my_input() + "\n"
3518 "Change windows -- OK for this to be a no-op in tty mode."
3520 if game.options & OPTION_CURSES:
3521 if game.cdebug and logfp:
3522 if wnd == fullscreen_window:
3523 legend = "fullscreen"
3524 elif wnd == srscan_window:
3526 elif wnd == report_window:
3528 elif wnd == status_window:
3530 elif wnd == lrscan_window:
3532 elif wnd == message_window:
3534 elif wnd == prompt_window:
3538 logfp.write("#curses: setwnd(%s)\n" % legend)
3540 # Some curses implementations get confused when you try this.
3542 curses.curs_set(wnd in (fullscreen_window, message_window, prompt_window))
3543 except curses.error:
3547 "Clear to end of line -- can be a no-op in tty mode"
3548 if game.options & OPTION_CURSES:
3553 "Clear screen -- can be a no-op in tty mode."
3555 if game.options & OPTION_CURSES:
3561 def textcolor(color=DEFAULT):
3562 if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES):
3563 if color == DEFAULT:
3565 elif color == BLACK:
3566 curwnd.attron(curses.color_pair(curses.COLOR_BLACK))
3568 curwnd.attron(curses.color_pair(curses.COLOR_BLUE))
3569 elif color == GREEN:
3570 curwnd.attron(curses.color_pair(curses.COLOR_GREEN))
3572 curwnd.attron(curses.color_pair(curses.COLOR_CYAN))
3574 curwnd.attron(curses.color_pair(curses.COLOR_RED))
3575 elif color == MAGENTA:
3576 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA))
3577 elif color == BROWN:
3578 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW))
3579 elif color == LIGHTGRAY:
3580 curwnd.attron(curses.color_pair(curses.COLOR_WHITE))
3581 elif color == DARKGRAY:
3582 curwnd.attron(curses.color_pair(curses.COLOR_BLACK) | curses.A_BOLD)
3583 elif color == LIGHTBLUE:
3584 curwnd.attron(curses.color_pair(curses.COLOR_BLUE) | curses.A_BOLD)
3585 elif color == LIGHTGREEN:
3586 curwnd.attron(curses.color_pair(curses.COLOR_GREEN) | curses.A_BOLD)
3587 elif color == LIGHTCYAN:
3588 curwnd.attron(curses.color_pair(curses.COLOR_CYAN) | curses.A_BOLD)
3589 elif color == LIGHTRED:
3590 curwnd.attron(curses.color_pair(curses.COLOR_RED) | curses.A_BOLD)
3591 elif color == LIGHTMAGENTA:
3592 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA) | curses.A_BOLD)
3593 elif color == YELLOW:
3594 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW) | curses.A_BOLD)
3595 elif color == WHITE:
3596 curwnd.attron(curses.color_pair(curses.COLOR_WHITE) | curses.A_BOLD)
3599 if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES):
3600 curwnd.attron(curses.A_REVERSE)
3603 # Things past this point have policy implications.
3607 "Hook to be called after moving to redraw maps."
3608 if game.options & OPTION_CURSES:
3611 setwnd(srscan_window)
3615 setwnd(status_window)
3616 status_window.clear()
3617 status_window.move(0, 0)
3618 setwnd(report_window)
3619 report_window.clear()
3620 report_window.move(0, 0)
3622 setwnd(lrscan_window)
3623 lrscan_window.clear()
3624 lrscan_window.move(0, 0)
3625 lrscan(silent=False)
3627 def put_srscan_sym(w, sym):
3628 "Emit symbol for short-range scan."
3629 srscan_window.move(w.i+1, w.j*2+2)
3630 srscan_window.addch(sym)
3631 srscan_window.refresh()
3634 "Enemy fall down, go boom."
3635 if game.options & OPTION_CURSES:
3637 setwnd(srscan_window)
3638 srscan_window.attron(curses.A_REVERSE)
3639 put_srscan_sym(w, game.quad[w.i][w.j])
3643 srscan_window.attroff(curses.A_REVERSE)
3644 put_srscan_sym(w, game.quad[w.i][w.j])
3645 curses.delay_output(500)
3646 setwnd(message_window)
3649 "Sound and visual effects for teleportation."
3650 if game.options & OPTION_CURSES:
3652 setwnd(message_window)
3654 prouts(" . . . . . ")
3655 if game.options & OPTION_CURSES:
3656 #curses.delay_output(1000)
3660 def tracktorpedo(w, step, i, n, iquad):
3661 "Torpedo-track animation."
3662 if not game.options & OPTION_CURSES:
3666 proutn(_("Track for torpedo number %d- ") % (i+1))
3669 proutn(_("Torpedo track- "))
3670 elif step==4 or step==9:
3674 if not damaged(DSRSENS) or game.condition=="docked":
3675 if i != 0 and step == 1:
3678 if (iquad=='.') or (iquad==' '):
3679 put_srscan_sym(w, '+')
3683 put_srscan_sym(w, iquad)
3685 curwnd.attron(curses.A_REVERSE)
3686 put_srscan_sym(w, iquad)
3690 curwnd.attroff(curses.A_REVERSE)
3691 put_srscan_sym(w, iquad)
3696 "Display the current galaxy chart."
3697 if game.options & OPTION_CURSES:
3698 setwnd(message_window)
3699 message_window.clear()
3701 if game.options & OPTION_TTY:
3706 def prstat(txt, data):
3708 if game.options & OPTION_CURSES:
3710 setwnd(status_window)
3712 proutn(" " * (NSYM - len(txt)))
3715 if game.options & OPTION_CURSES:
3716 setwnd(report_window)
3718 # Code from moving.c begins here
3720 def imove(icourse=None, noattack=False):
3721 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3724 def newquadrant(noattack):
3725 # Leaving quadrant -- allow final enemy attack
3726 # Don't set up attack if being pushed by nova or cloaked
3727 if len(game.enemies) != 0 and not noattack and not game.iscloaked:
3729 for enemy in game.enemies:
3730 finald = (w - enemy.location).distance()
3731 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3732 # Stas Sergeev added the condition
3733 # that attacks only happen if Klingons
3734 # are present and your skill is good.
3735 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3736 attack(torps_ok=False)
3739 # check for edge of galaxy
3743 if icourse.final.i < 0:
3744 icourse.final.i = -icourse.final.i
3746 if icourse.final.j < 0:
3747 icourse.final.j = -icourse.final.j
3749 if icourse.final.i >= GALSIZE*QUADSIZE:
3750 icourse.final.i = (GALSIZE*QUADSIZE*2) - icourse.final.i
3752 if icourse.final.j >= GALSIZE*QUADSIZE:
3753 icourse.final.j = (GALSIZE*QUADSIZE*2) - icourse.final.j
3761 if game.nkinks == 3:
3762 # Three strikes -- you're out!
3766 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3767 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3768 prout(_("YOU WILL BE DESTROYED."))
3769 # Compute final position in new quadrant
3770 if trbeam: # Don't bother if we are to be beamed
3772 game.quadrant = icourse.final.quadrant()
3773 game.sector = icourse.final.sector()
3775 prout(_("Entering Quadrant %s.") % game.quadrant)
3776 game.quad[game.sector.i][game.sector.j] = game.ship
3778 if game.skill>SKILL_NOVICE:
3779 attack(torps_ok=False)
3781 def check_collision(h):
3782 iquad = game.quad[h.i][h.j]
3784 # object encountered in flight path
3785 stopegy = 50.0*icourse.distance/game.optime
3786 if iquad in ('T', 'K', 'C', 'S', 'R', '?'):
3787 for enemy in game.enemies:
3788 if enemy.location == game.sector:
3789 collision(rammed=False, enemy=enemy)
3791 # This should not happen
3792 prout(_("Which way did he go?"))
3796 prouts(_("***RED ALERT! RED ALERT!"))
3798 proutn("***" + crmshp())
3799 proutn(_(" pulled into black hole at Sector %s") % h)
3800 # Getting pulled into a black hole was certain
3801 # death in Almy's original. Stas Sergeev added a
3802 # possibility that you'll get timewarped instead.
3804 for m in range(NDEVICES):
3805 if game.damage[m]>0:
3807 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3808 if (game.options & OPTION_BLKHOLE) and rnd.withprob(1-probf):
3818 prout(_(" encounters Tholian web at %s;") % h)
3820 prout(_(" blocked by object at %s;") % h)
3821 proutn(_("Emergency stop required "))
3822 prout(_("%2d units of energy.") % int(stopegy))
3823 game.energy -= stopegy
3824 if game.energy <= 0:
3831 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3832 game.inorbit = False
3833 # If tractor beam is to occur, don't move full distance
3834 if game.state.date+game.optime >= scheduled(FTBEAM):
3836 # We can't be tractor beamed if cloaked,
3837 # so move the event into the future
3838 postpone(FTBEAM, game.optime + expran(1.5*game.intime/len(game.kcmdr)))
3841 game.condition = "red"
3842 icourse.distance = icourse.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3843 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3845 game.quad[game.sector.i][game.sector.j] = '.'
3846 for _m in range(icourse.moves):
3848 w = icourse.sector()
3849 if icourse.origin.quadrant() != icourse.location.quadrant():
3850 newquadrant(noattack)
3852 elif check_collision(w):
3853 print("Collision detected")
3857 # We're in destination quadrant -- compute new average enemy distances
3858 game.quad[game.sector.i][game.sector.j] = game.ship
3860 for enemy in game.enemies:
3861 finald = (w-enemy.location).distance()
3862 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3863 enemy.kdist = finald
3865 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3866 attack(torps_ok=False)
3867 for enemy in game.enemies:
3868 enemy.kavgd = enemy.kdist
3871 setwnd(message_window)
3875 "Dock our ship at a starbase."
3877 if game.condition == "docked" and verbose:
3878 prout(_("Already docked."))
3881 prout(_("You must first leave standard orbit."))
3883 if game.base is None or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
3884 prout(crmshp() + _(" not adjacent to base."))
3887 prout(_("You cannot dock while cloaked."))
3889 game.condition = "docked"
3893 if game.energy < game.inenrg:
3894 game.energy = game.inenrg
3895 game.shield = game.inshld
3896 game.torps = game.intorps
3897 game.lsupres = game.inlsr
3898 game.state.crew = FULLCREW
3899 if game.brigcapacity-game.brigfree > 0:
3900 prout(_("%d captured Klingons transferred to base") % (game.brigcapacity-game.brigfree))
3901 game.kcaptured += game.brigcapacity-game.brigfree
3902 game.brigfree = game.brigcapacity
3903 if communicating() and \
3904 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3905 # get attack report from base
3906 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3910 def cartesian(loc1=None, loc2=None):
3912 return game.quadrant * QUADSIZE + game.sector
3914 return game.quadrant * QUADSIZE + loc1
3916 return loc1 * QUADSIZE + loc2
3918 def getcourse(isprobe):
3919 "Get a course and distance from the user."
3921 dquad = copy.copy(game.quadrant)
3922 navmode = "unspecified"
3926 if game.landed and not isprobe:
3927 prout(_("Dummy! You can't leave standard orbit until you"))
3928 proutn(_("are back aboard the ship."))
3931 while navmode == "unspecified":
3932 if damaged(DNAVSYS):
3934 prout(_("Computer damaged; manual navigation only"))
3936 prout(_("Computer damaged; manual movement only"))
3941 key = scanner.nexttok()
3943 proutn(_("Manual or automatic- "))
3946 elif key == "IHALPHA":
3947 if scanner.sees("manual"):
3949 key = scanner.nexttok()
3951 elif scanner.sees("automatic"):
3952 navmode = "automatic"
3953 key = scanner.nexttok()
3961 prout(_("(Manual navigation assumed.)"))
3963 prout(_("(Manual movement assumed.)"))
3967 if navmode == "automatic":
3968 while key == "IHEOL":
3970 proutn(_("Target quadrant or quadrant§or- "))
3972 proutn(_("Destination sector or quadrant§or- "))
3975 key = scanner.nexttok()
3979 xi = int(round(scanner.real))-1
3980 key = scanner.nexttok()
3984 xj = int(round(scanner.real))-1
3985 key = scanner.nexttok()
3987 # both quadrant and sector specified
3988 xk = int(round(scanner.real))-1
3989 key = scanner.nexttok()
3993 xl = int(round(scanner.real))-1
3999 # only one pair of numbers was specified
4001 # only quadrant specified -- go to center of dest quad
4004 dsect.j = dsect.i = 4 # preserves 1-origin behavior
4006 # only sector specified
4010 if not dquad.valid_quadrant() or not dsect.valid_sector():
4017 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
4019 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
4020 # the actual deltas get computed here
4021 delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
4022 delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
4024 while key == "IHEOL":
4025 proutn(_("X and Y displacements- "))
4028 key = scanner.nexttok()
4031 delta.j = scanner.real
4035 key = scanner.nexttok()
4037 delta.i = scanner.real
4038 elif key == "IHEOL":
4044 # Check for zero movement
4045 if delta.i == 0 and delta.j == 0:
4048 if itemp == "verbose" and not isprobe:
4050 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
4052 return course(bearing=delta.bearing(), distance=delta.distance())
4055 def __init__(self, bearing, distance, origin=None):
4056 self.distance = distance
4057 self.bearing = bearing
4059 self.origin = cartesian(game.quadrant, game.sector)
4061 self.origin = origin
4062 # The bearing() code we inherited from FORTRAN is actually computing
4063 # clockface directions!
4064 if self.bearing < 0.0:
4065 self.bearing += 12.0
4066 self.angle = ((15.0 - self.bearing) * 0.5235988)
4067 self.increment = Coord(-math.sin(self.angle), math.cos(self.angle))
4068 bigger = max(abs(self.increment.i), abs(self.increment.j))
4069 self.increment /= bigger
4070 self.moves = int(round(10*self.distance*bigger))
4072 self.final = (self.location + self.moves*self.increment).roundtogrid()
4073 self.location = self.origin
4074 self.nextlocation = None
4076 self.location = self.origin
4079 return self.location.roundtogrid() == self.final
4081 "Next step on course."
4083 self.nextlocation = self.location + self.increment
4084 samequad = (self.location.quadrant() == self.nextlocation.quadrant())
4085 self.location = self.nextlocation
4088 return self.location.quadrant()
4090 return self.location.sector()
4092 return self.distance*(w**3)*(game.shldup+1)
4094 return 10.0*self.distance/w**2
4097 "Move under impulse power."
4099 if damaged(DIMPULS):
4102 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4104 if game.energy > 30.0:
4106 icourse = getcourse(isprobe=False)
4109 power = 20.0 + 100.0*icourse.distance
4112 if power >= game.energy:
4113 # Insufficient power for trip
4115 prout(_("First Officer Spock- \"Captain, the impulse engines"))
4116 prout(_("require 20.0 units to engage, plus 100.0 units per"))
4117 if game.energy > 30:
4118 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
4119 int(0.01 * (game.energy-20.0)-0.05))
4120 prout(_(" quadrants.\""))
4122 prout(_("quadrant. They are, therefore, useless.\""))
4125 # Make sure enough time is left for the trip
4126 game.optime = icourse.distance/0.095
4127 if game.optime >= game.state.remtime:
4128 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4129 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4130 proutn(_("we dare spend the time?\" "))
4133 # Activate impulse engines and pay the cost
4134 imove(icourse, noattack=False)
4138 power = 20.0 + 100.0*icourse.distance
4139 game.energy -= power
4140 game.optime = icourse.distance/0.095
4141 if game.energy <= 0:
4145 def warp(wcourse, involuntary):
4146 "ove under warp drive."
4147 blooey = False; twarp = False
4148 if not involuntary: # Not WARPX entry
4153 prout(_("Engineer Scott- \"The warp engines can not be used while cloaked, Sir.\""))
4155 if game.damage[DWARPEN] > 10.0:
4158 prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
4160 if damaged(DWARPEN) and game.warpfac > 4.0:
4163 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4164 prout(_(" is repaired, I can only give you warp 4.\""))
4166 # Read in course and distance
4169 wcourse = getcourse(isprobe=False)
4172 # Make sure starship has enough energy for the trip
4173 # Note: this formula is slightly different from the C version,
4174 # and lets you skate a bit closer to the edge.
4175 if wcourse.power(game.warpfac) >= game.energy:
4176 # Insufficient power for trip
4179 prout(_("Engineering to bridge--"))
4180 if not game.shldup or 0.5*wcourse.power(game.warpfac) > game.energy:
4181 iwarp = (game.energy/(wcourse.distance+0.05)) ** 0.333333333
4183 prout(_("We can't do it, Captain. We don't have enough energy."))
4185 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4188 prout(_("if you'll lower the shields."))
4192 prout(_("We haven't the energy to go that far with the shields up."))
4194 # Make sure enough time is left for the trip
4195 game.optime = wcourse.time(game.warpfac)
4196 if game.optime >= 0.8*game.state.remtime:
4198 prout(_("First Officer Spock- \"Captain, I compute that such"))
4199 proutn(_(" a trip would require approximately %2.0f") %
4200 (100.0*game.optime/game.state.remtime))
4201 prout(_(" percent of our"))
4202 proutn(_(" remaining time. Are you sure this is wise?\" "))
4208 if game.warpfac > 6.0:
4209 # Decide if engine damage will occur
4210 # ESR: Seems wrong. Probability of damage goes *down* with distance?
4211 prob = wcourse.distance*(6.0-game.warpfac)**2/66.666666666
4212 if prob > rnd.real():
4214 wcourse.distance = rnd.real(wcourse.distance)
4215 # Decide if time warp will occur
4216 if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > rnd.real():
4218 if game.idebug and game.warpfac==10 and not twarp:
4220 proutn("=== Force time warp? ")
4224 # If time warp or engine damage, check path
4225 # If it is obstructed, don't do warp or damage
4226 look = wcourse.moves
4230 w = wcourse.sector()
4231 if not w.valid_sector():
4233 if game.quad[w.i][w.j] != '.':
4237 # Activate Warp Engines and pay the cost
4238 imove(wcourse, noattack=False)
4241 game.energy -= wcourse.power(game.warpfac)
4242 if game.energy <= 0:
4244 game.optime = wcourse.time(game.warpfac)
4248 game.damage[DWARPEN] = game.damfac * rnd.real(1.0, 4.0)
4250 prout(_("Engineering to bridge--"))
4251 prout(_(" Scott here. The warp engines are damaged."))
4252 prout(_(" We'll have to reduce speed to warp 4."))
4257 "Change the warp factor."
4259 key=scanner.nexttok()
4263 proutn(_("Warp factor- "))
4267 if game.damage[DWARPEN] > 10.0:
4268 prout(_("Warp engines inoperative."))
4270 if damaged(DWARPEN) and scanner.real > 4.0:
4271 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4272 prout(_(" but right now we can only go warp 4.\""))
4274 if scanner.real > 10.0:
4275 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4277 if scanner.real < 1.0:
4278 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4280 oldfac = game.warpfac
4281 game.warpfac = scanner.real
4282 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4283 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4286 if game.warpfac < 8.00:
4287 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4289 if game.warpfac == 10.0:
4290 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4292 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4296 "Cope with being tossed out of quadrant by supernova or yanked by beam."
4298 # is captain on planet?
4300 if damaged(DTRANSP):
4303 prout(_("Scotty rushes to the transporter controls."))
4305 prout(_("But with the shields up it's hopeless."))
4307 prouts(_("His desperate attempt to rescue you . . ."))
4308 if rnd.withprob(0.5):
4312 prout(_("SUCCEEDS!"))
4315 proutn(_("The crystals mined were "))
4316 if rnd.withprob(0.25):
4323 # Check to see if captain in shuttle craft
4328 # Inform captain of attempt to reach safety
4332 prouts(_("***RED ALERT! RED ALERT!"))
4334 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4335 prouts(_(" a supernova."))
4337 prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
4338 prout(_("safely out of quadrant."))
4339 if not damaged(DRADIO):
4340 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
4341 # Try to use warp engines
4342 if damaged(DWARPEN):
4344 prout(_("Warp engines damaged."))
4347 game.warpfac = rnd.real(6.0, 8.0)
4348 prout(_("Warp factor set to %d") % int(game.warpfac))
4349 power = 0.75*game.energy
4350 dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4351 dist = max(dist, rnd.real(math.sqrt(2)))
4352 bugout = course(bearing=rnd.real(12), distance=dist) # How dumb!
4353 game.optime = bugout.time(game.warpfac)
4355 game.inorbit = False
4356 warp(bugout, involuntary=True)
4358 # This is bad news, we didn't leave quadrant.
4362 prout(_("Insufficient energy to leave quadrant."))
4365 # Repeat if another snova
4366 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
4369 finish(FWON) # Snova killed remaining enemy.
4372 "Let's do the time warp again."
4373 prout(_("***TIME WARP ENTERED."))
4374 if game.state.snap and rnd.withprob(0.5):
4376 prout(_("You are traveling backwards in time %d stardates.") %
4377 int(game.state.date-game.snapsht.date))
4378 game.state = game.snapsht
4379 game.state.snap = False
4380 if len(game.state.kcmdr):
4381 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4382 schedule(FBATTAK, expran(0.3*game.intime))
4383 schedule(FSNOVA, expran(0.5*game.intime))
4384 # next snapshot will be sooner
4385 schedule(FSNAP, expran(0.25*game.state.remtime))
4387 if game.state.nscrem:
4388 schedule(FSCMOVE, 0.2777)
4392 game.battle.invalidate()
4393 # Make sure Galileo is consistant -- Snapshot may have been taken
4394 # when on planet, which would give us two Galileos!
4396 for l in range(game.inplan):
4397 if game.state.planets[l].known == "shuttle_down":
4399 if game.iscraft == "onship" and game.ship=='E':
4400 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4401 game.iscraft = "offship"
4402 # Likewise, if in the original time the Galileo was abandoned, but
4403 # was on ship earlier, it would have vanished -- let's restore it.
4404 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4405 prout(_("Chekov- \"Security reports the Galileo has reappeared in the dock!\""))
4406 game.iscraft = "onship"
4407 # There used to be code to do the actual reconstrction here,
4408 # but the starchart is now part of the snapshotted galaxy state.
4409 prout(_("Spock has reconstructed a correct star chart from memory"))
4411 # Go forward in time
4412 game.optime = expran(0.5*game.intime)
4413 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4414 # cheat to make sure no tractor beams occur during time warp
4415 postpone(FTBEAM, game.optime)
4416 game.damage[DRADIO] += game.optime
4418 events() # Stas Sergeev added this -- do pending events
4421 "Launch deep-space probe."
4422 # New code to launch a deep space probe
4423 if game.nprobes == 0:
4426 if game.ship == 'E':
4427 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4429 prout(_("Ye Faerie Queene has no deep space probes."))
4434 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4436 if is_scheduled(FDSPROB):
4439 if damaged(DRADIO) and game.condition != "docked":
4440 prout(_("Spock- \"Records show the previous probe has not yet"))
4441 prout(_(" reached its destination.\""))
4443 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4445 key = scanner.nexttok()
4447 if game.nprobes == 1:
4448 prout(_("1 probe left."))
4450 prout(_("%d probes left") % game.nprobes)
4451 proutn(_("Are you sure you want to fire a probe? "))
4454 game.isarmed = False
4455 if key == "IHALPHA" and scanner.token == "armed":
4457 key = scanner.nexttok()
4458 elif key == "IHEOL":
4459 proutn(_("Arm NOVAMAX warhead? "))
4461 elif key == "IHREAL": # first element of course
4462 scanner.push(scanner.token)
4464 game.probe = getcourse(isprobe=True)
4468 schedule(FDSPROB, 0.01) # Time to move one sector
4469 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4474 "Yell for help from nearest starbase."
4475 # There's more than one way to move in this game!
4477 # Test for conditions which prevent calling for help
4478 if game.condition == "docked":
4479 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4482 prout(_("Subspace radio damaged."))
4484 if not game.state.baseq:
4485 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4488 prout(_("You must be aboard the %s.") % crmshp())
4490 # OK -- call for help from nearest starbase
4493 # There's one in this quadrant
4494 ddist = (game.base - game.sector).distance()
4496 ibq = None # Force base-quadrant game to persist past loop
4498 for ibq in game.state.baseq:
4499 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4503 prout(_("No starbases remain. You are alone in a hostile galaxy."))
4505 # Since starbase not in quadrant, set up new quadrant
4508 # dematerialize starship
4509 game.quad[game.sector.i][game.sector.j]='.'
4510 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4511 % (game.quadrant, crmshp()))
4512 game.sector.invalidate()
4513 for m in range(1, 5+1):
4514 w = game.base.scatter()
4515 if w.valid_sector() and game.quad[w.i][w.j]=='.':
4516 # found one -- finish up
4519 if game.sector is None:
4520 prout(_("You have been lost in space..."))
4521 finish(FMATERIALIZE)
4523 # Give starbase three chances to rematerialize starship
4524 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4525 for m in range(1, 3+1):
4526 if m == 1: proutn(_("1st"))
4527 elif m == 2: proutn(_("2nd"))
4528 elif m == 3: proutn(_("3rd"))
4529 proutn(_(" attempt to re-materialize ") + crmshp())
4530 game.quad[game.sector.i][game.sector.j]=('-','o','O')[m-1]
4533 if rnd.real() > probf:
4537 curses.delay_output(500)
4539 game.quad[game.sector.i][game.sector.j]='?'
4542 setwnd(message_window)
4543 finish(FMATERIALIZE)
4545 game.quad[game.sector.i][game.sector.j]=game.ship
4547 prout(_("succeeds."))
4551 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4556 if game.condition=="docked":
4558 prout(_("You cannot abandon Ye Faerie Queene."))
4561 # Must take shuttle craft to exit
4562 if game.damage[DSHUTTL]==-1:
4563 prout(_("Ye Faerie Queene has no shuttle craft."))
4565 if game.damage[DSHUTTL]<0:
4566 prout(_("Shuttle craft now serving Big Macs."))
4568 if game.damage[DSHUTTL]>0:
4569 prout(_("Shuttle craft damaged."))
4572 prout(_("You must be aboard the ship."))
4574 if game.iscraft != "onship":
4575 prout(_("Shuttle craft not currently available."))
4577 # Emit abandon ship messages
4579 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4581 prouts(_("***ALL HANDS ABANDON SHIP!"))
4583 prout(_("Captain and crew escape in shuttle craft."))
4584 if not game.state.baseq:
4585 # Oops! no place to go...
4588 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4590 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4591 prout(_("Remainder of ship's complement beam down"))
4592 prout(_("to nearest habitable planet."))
4593 elif q.planet is not None and not damaged(DTRANSP):
4594 prout(_("Remainder of ship's complement beam down to %s.") %
4597 prout(_("Entire crew of %d left to die in outer space.") %
4599 game.casual += game.state.crew
4600 game.abandoned += game.state.crew
4601 # If at least one base left, give 'em the Faerie Queene
4603 game.icrystl = False # crystals are lost
4604 game.nprobes = 0 # No probes
4605 prout(_("You are captured by Klingons and released to"))
4606 prout(_("the Federation in a prisoner-of-war exchange."))
4607 nb = rnd.randrange(len(game.state.baseq))
4608 # Set up quadrant and position FQ adjacient to base
4609 if not game.quadrant == game.state.baseq[nb]:
4610 game.quadrant = game.state.baseq[nb]
4611 game.sector.i = game.sector.j = 5
4614 # position next to base by trial and error
4615 game.quad[game.sector.i][game.sector.j] = '.'
4617 for l in range(QUADSIZE):
4618 game.sector = game.base.scatter()
4619 if game.sector.valid_sector() and \
4620 game.quad[game.sector.i][game.sector.j] == '.':
4623 break # found a spot
4624 game.sector.i=QUADSIZE/2
4625 game.sector.j=QUADSIZE/2
4627 # Get new commission
4628 game.quad[game.sector.i][game.sector.j] = game.ship = 'F'
4629 game.state.crew = FULLCREW
4630 prout(_("Starfleet puts you in command of another ship,"))
4631 prout(_("the Faerie Queene, which is antiquated but,"))
4632 prout(_("still useable."))
4634 prout(_("The dilithium crystals have been moved."))
4636 game.iscraft = "offship" # Galileo disappears
4638 game.condition="docked"
4639 for l in range(NDEVICES):
4640 game.damage[l] = 0.0
4641 game.damage[DSHUTTL] = -1
4642 game.energy = game.inenrg = 3000.0
4643 game.shield = game.inshld = 1250.0
4644 game.torps = game.intorps = 6
4645 game.lsupres=game.inlsr=3.0
4648 game.brigfree = game.brigcapacity = 300
4651 # Code from planets.c begins here.
4654 "Abort a lengthy operation if an event interrupts it."
4657 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
4662 "Report on (uninhabited) planets in the galaxy."
4666 prout(_("Spock- \"Planet report follows, Captain.\""))
4668 for i in range(game.inplan):
4669 if game.state.planets[i].pclass == "destroyed":
4671 if (game.state.planets[i].known != "unknown" \
4672 and not game.state.planets[i].inhabited) \
4675 if game.idebug and game.state.planets[i].known=="unknown":
4676 proutn("(Unknown) ")
4677 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4678 proutn(_(" class "))
4679 proutn(game.state.planets[i].pclass)
4681 if game.state.planets[i].crystals != "present":
4683 prout(_("dilithium crystals present."))
4684 if game.state.planets[i].known=="shuttle_down":
4685 prout(_(" Shuttle Craft Galileo on surface."))
4687 prout(_("No information available."))
4690 "Enter standard orbit."
4694 prout(_("Already in standard orbit."))
4696 if damaged(DWARPEN) and damaged(DIMPULS):
4697 prout(_("Both warp and impulse engines damaged."))
4699 if game.plnet is None:
4700 prout("There is no planet in this sector.")
4702 if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4703 prout(crmshp() + _(" not adjacent to planet."))
4706 game.optime = rnd.real(0.02, 0.05)
4707 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4711 game.height = rnd.real(1400, 8600)
4712 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4717 "Examine planets in this quadrant."
4718 if damaged(DSRSENS):
4719 if game.options & OPTION_TTY:
4720 prout(_("Short range sensors damaged."))
4722 if game.iplnet is None:
4723 if game.options & OPTION_TTY:
4724 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4726 if game.iplnet.known == "unknown":
4727 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4729 prout(_(" Planet at Sector %s is of class %s.") %
4730 (game.plnet, game.iplnet.pclass))
4731 if game.iplnet.known=="shuttle_down":
4732 prout(_(" Sensors show Galileo still on surface."))
4733 proutn(_(" Readings indicate"))
4734 if game.iplnet.crystals != "present":
4736 prout(_(" dilithium crystals present.\""))
4737 if game.iplnet.known == "unknown":
4738 game.iplnet.known = "known"
4739 elif game.iplnet.inhabited:
4740 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4741 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4744 "Use the transporter."
4748 if damaged(DTRANSP):
4749 prout(_("Transporter damaged."))
4750 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4752 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4756 if not game.inorbit:
4757 prout(crmshp() + _(" not in standard orbit."))
4760 prout(_("Impossible to transport through shields."))
4762 if game.iplnet.known=="unknown":
4763 prout(_("Spock- \"Captain, we have no information on this planet"))
4764 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4765 prout(_(" you may not go down.\""))
4767 if not game.landed and game.iplnet.crystals=="absent":
4768 prout(_("Spock- \"Captain, I fail to see the logic in"))
4769 prout(_(" exploring a planet with no dilithium crystals."))
4770 proutn(_(" Are you sure this is wise?\" "))
4774 if not (game.options & OPTION_PLAIN):
4775 nrgneed = 50 * game.skill + game.height / 100.0
4776 if nrgneed > game.energy:
4777 prout(_("Engineering to bridge--"))
4778 prout(_(" Captain, we don't have enough energy for transportation."))
4780 if not game.landed and nrgneed * 2 > game.energy:
4781 prout(_("Engineering to bridge--"))
4782 prout(_(" Captain, we have enough energy only to transport you down to"))
4783 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4784 if game.iplnet.known == "shuttle_down":
4785 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4786 proutn(_(" Are you sure this is wise?\" "))
4791 # Coming from planet
4792 if game.iplnet.known=="shuttle_down":
4793 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4797 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4798 prout(_("Landing party assembled, ready to beam up."))
4800 prout(_("Kirk whips out communicator..."))
4801 prouts(_("BEEP BEEP BEEP"))
4803 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4806 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4808 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4810 prout(_("Kirk- \"Energize.\""))
4813 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4815 if not rnd.withprob(0.98):
4816 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4818 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4821 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4822 game.landed = not game.landed
4823 game.energy -= nrgneed
4825 prout(_("Transport complete."))
4826 if game.landed and game.iplnet.known=="shuttle_down":
4827 prout(_("The shuttle craft Galileo is here!"))
4828 if not game.landed and game.imine:
4835 "Strip-mine a world for dilithium."
4839 prout(_("Mining party not on planet."))
4841 if game.iplnet.crystals == "mined":
4842 prout(_("This planet has already been strip-mined for dilithium."))
4844 elif game.iplnet.crystals == "absent":
4845 prout(_("No dilithium crystals on this planet."))
4848 prout(_("You've already mined enough crystals for this trip."))
4850 if game.icrystl and game.cryprob == 0.05:
4851 prout(_("With all those fresh crystals aboard the ") + crmshp())
4852 prout(_("there's no reason to mine more at this time."))
4854 game.optime = rnd.real(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4857 prout(_("Mining operation complete."))
4858 game.iplnet.crystals = "mined"
4859 game.imine = game.ididit = True
4862 "Use dilithium crystals."
4866 if not game.icrystl:
4867 prout(_("No dilithium crystals available."))
4869 if game.energy >= 1000:
4870 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4871 prout(_(" except when Condition Yellow exists."))
4873 prout(_("Spock- \"Captain, I must warn you that loading"))
4874 prout(_(" raw dilithium crystals into the ship's power"))
4875 prout(_(" system may risk a severe explosion."))
4876 proutn(_(" Are you sure this is wise?\" "))
4881 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4882 prout(_(" Mr. Spock and I will try it.\""))
4884 prout(_("Spock- \"Crystals in place, Sir."))
4885 prout(_(" Ready to activate circuit.\""))
4887 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4889 if rnd.withprob(game.cryprob):
4890 prouts(_(" \"Activating now! - - No good! It's***"))
4892 prouts(_("***RED ALERT! RED A*L********************************"))
4895 prouts(_("****************** KA-BOOM!!!! *******************"))
4899 game.energy += rnd.real(5000.0, 5500.0)
4900 prouts(_(" \"Activating now! - - "))
4901 prout(_("The instruments"))
4902 prout(_(" are going crazy, but I think it's"))
4903 prout(_(" going to work!! Congratulations, Sir!\""))
4908 "Use shuttlecraft for planetary jaunt."
4911 if damaged(DSHUTTL):
4912 if game.damage[DSHUTTL] == -1.0:
4913 if game.inorbit and game.iplnet.known == "shuttle_down":
4914 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4916 prout(_("Ye Faerie Queene had no shuttle craft."))
4917 elif game.damage[DSHUTTL] > 0:
4918 prout(_("The Galileo is damaged."))
4919 else: # game.damage[DSHUTTL] < 0
4920 prout(_("Shuttle craft is now serving Big Macs."))
4922 if not game.inorbit:
4923 prout(crmshp() + _(" not in standard orbit."))
4925 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4926 prout(_("Shuttle craft not currently available."))
4928 if not game.landed and game.iplnet.known=="shuttle_down":
4929 prout(_("You will have to beam down to retrieve the shuttle craft."))
4931 if game.shldup or game.condition == "docked":
4932 prout(_("Shuttle craft cannot pass through shields."))
4934 if game.iplnet.known=="unknown":
4935 prout(_("Spock- \"Captain, we have no information on this planet"))
4936 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4937 prout(_(" you may not fly down.\""))
4939 game.optime = 3.0e-5*game.height
4940 if game.optime >= 0.8*game.state.remtime:
4941 prout(_("First Officer Spock- \"Captain, I compute that such"))
4942 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4943 int(100*game.optime/game.state.remtime))
4944 prout(_("remaining time."))
4945 proutn(_("Are you sure this is wise?\" "))
4951 if game.iscraft == "onship":
4953 if not damaged(DTRANSP):
4954 proutn(_("Spock- \"Would you rather use the transporter?\" "))
4958 proutn(_("Shuttle crew"))
4960 proutn(_("Rescue party"))
4961 prout(_(" boards Galileo and swoops toward planet surface."))
4962 game.iscraft = "offship"
4966 game.iplnet.known="shuttle_down"
4967 prout(_("Trip complete."))
4970 # Ready to go back to ship
4971 prout(_("You and your mining party board the"))
4972 prout(_("shuttle craft for the trip back to the Enterprise."))
4974 prouts(_("The short hop begins . . ."))
4976 game.iplnet.known="known"
4982 game.iscraft = "onship"
4988 prout(_("Trip complete."))
4991 # Kirk on ship and so is Galileo
4992 prout(_("Mining party assembles in the hangar deck,"))
4993 prout(_("ready to board the shuttle craft \"Galileo\"."))
4995 prouts(_("The hangar doors open; the trip begins."))
4998 game.iscraft = "offship"
5001 game.iplnet.known = "shuttle_down"
5004 prout(_("Trip complete."))
5008 "Use the big zapper."
5012 if game.ship != 'E':
5013 prout(_("Ye Faerie Queene has no death ray."))
5015 if len(game.enemies)==0:
5016 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
5019 prout(_("Death Ray is damaged."))
5021 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
5022 prout(_(" is highly unpredictible. Considering the alternatives,"))
5023 proutn(_(" are you sure this is wise?\" "))
5026 prout(_("Spock- \"Acknowledged.\""))
5029 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
5031 prout(_("Crew scrambles in emergency preparation."))
5032 prout(_("Spock and Scotty ready the death ray and"))
5033 prout(_("prepare to channel all ship's power to the device."))
5035 prout(_("Spock- \"Preparations complete, sir.\""))
5036 prout(_("Kirk- \"Engage!\""))
5038 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
5041 if game.options & OPTION_PLAIN:
5045 prouts(_("Sulu- \"Captain! It's working!\""))
5047 while len(game.enemies) > 0:
5048 deadkl(game.enemies[-1].location, game.quad[game.enemies[-1].location.i][game.enemies[-1].location.j],game.enemies[-1].location)
5049 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
5050 if game.unwon() == 0:
5052 if (game.options & OPTION_PLAIN) == 0:
5053 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
5054 if rnd.withprob(0.05):
5055 prout(_(" is still operational.\""))
5057 prout(_(" has been rendered nonfunctional.\""))
5058 game.damage[DDRAY] = 39.95
5060 r = rnd.real() # Pick failure method
5062 prouts(_("Sulu- \"Captain! It's working!\""))
5064 prouts(_("***RED ALERT! RED ALERT!"))
5066 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
5068 prouts(_("***RED ALERT! RED A*L********************************"))
5071 prouts(_("****************** KA-BOOM!!!! *******************"))
5076 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
5078 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
5080 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
5081 prout(_(" have apparently been transformed into strange mutations."))
5082 prout(_(" Vulcans do not seem to be affected."))
5084 prout(_("Kirk- \"Raauch! Raauch!\""))
5088 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
5090 proutn(_("Spock- \"I believe the word is"))
5091 prouts(_(" *ASTONISHING*"))
5092 prout(_(" Mr. Sulu."))
5093 for i in range(QUADSIZE):
5094 for j in range(QUADSIZE):
5095 if game.quad[i][j] == '.':
5096 game.quad[i][j] = '?'
5097 prout(_(" Captain, our quadrant is now infested with"))
5098 prouts(_(" - - - - - - *THINGS*."))
5100 prout(_(" I have no logical explanation.\""))
5102 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
5104 prout(_("Scotty- \"There are so many tribbles down here"))
5105 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
5109 # Code from reports.c begins here
5111 def attackreport(curt):
5112 "eport status of bases under attack."
5114 if is_scheduled(FCDBAS):
5115 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
5116 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
5117 elif game.isatb == 1:
5118 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
5119 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
5121 prout(_("No Starbase is currently under attack."))
5123 if is_scheduled(FCDBAS):
5124 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5126 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5130 # report on general game status
5132 s1 = (game.thawed and _("thawed ")) or ""
5133 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5134 s3 = (None, _("novice"), _("fair"),
5135 _("good"), _("expert"), _("emeritus"))[game.skill]
5136 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5137 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5138 prout(_("No plaque is allowed."))
5140 prout(_("This is tournament game %d.") % game.tourn)
5141 prout(_("Your secret password is \"%s\"") % game.passwd)
5142 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - game.unwon()),
5143 (game.inkling + game.incom + game.inscom)))
5144 if game.incom - len(game.state.kcmdr):
5145 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
5146 elif game.inkling - game.remkl() + (game.inscom - game.state.nscrem) > 0:
5147 prout(_(", but no Commanders."))
5150 if game.skill > SKILL_FAIR:
5151 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5152 if len(game.state.baseq) != game.inbase:
5154 if game.inbase-len(game.state.baseq)==1:
5155 proutn(_("has been 1 base"))
5157 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
5158 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
5160 prout(_("There are %d bases.") % game.inbase)
5161 if communicating() or game.iseenit:
5162 # Don't report this if not seen and
5163 # either the radio is dead or not at base!
5167 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5168 if game.brigcapacity != game.brigfree:
5169 embriggened = game.brigcapacity-game.brigfree
5170 if embriggened == 1:
5171 prout(_("1 Klingon in brig"))
5173 prout(_("%d Klingons in brig.") % embriggened)
5174 if game.kcaptured == 0:
5176 elif game.kcaptured == 1:
5177 prout(_("1 captured Klingon turned in to Starfleet."))
5179 prout(_("%d captured Klingons turned in to Star Fleet.") % game.kcaptured)
5181 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5182 if game.ship == 'E':
5183 proutn(_("You have "))
5185 proutn("%d" % (game.nprobes))
5188 proutn(_(" deep space probe"))
5192 if communicating() and is_scheduled(FDSPROB):
5194 proutn(_("An armed deep space probe is in "))
5196 proutn(_("A deep space probe is in "))
5197 prout("Quadrant %s." % game.probe.quadrant())
5199 if game.cryprob <= .05:
5200 prout(_("Dilithium crystals aboard ship... not yet used."))
5204 while game.cryprob > ai:
5207 prout(_("Dilithium crystals have been used %d time%s.") % \
5208 (i, (_("s"), "")[i==1]))
5212 "Long-range sensor scan."
5213 if damaged(DLRSENS):
5214 # Now allow base's sensors if docked
5215 if game.condition != "docked":
5217 prout(_("LONG-RANGE SENSORS DAMAGED."))
5220 prout(_("Starbase's long-range scan"))
5222 prout(_("Long-range scan"))
5223 for x in range(game.quadrant.i-1, game.quadrant.i+2):
5226 for y in range(game.quadrant.j-1, game.quadrant.j+2):
5227 if not Coord(x, y).valid_quadrant():
5231 if not damaged(DRADIO):
5232 game.state.galaxy[x][y].charted = True
5233 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5234 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5235 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5236 if not silent and game.state.galaxy[x][y].supernova:
5239 cn = " %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars)
5240 proutn(((3 - len(cn)) * '.') + cn)
5248 for i in range(NDEVICES):
5251 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5252 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5254 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5255 game.damage[i]+0.05,
5256 DOCKFAC*game.damage[i]+0.005))
5258 prout(_("All devices functional."))
5261 "Update the chart in the Enterprise's computer from galaxy data."
5262 game.lastchart = game.state.date
5263 for i in range(GALSIZE):
5264 for j in range(GALSIZE):
5265 if game.state.galaxy[i][j].charted:
5266 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5267 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5268 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5271 "Display the star chart."
5273 if (game.options & OPTION_AUTOSCAN):
5277 if game.lastchart < game.state.date and game.condition == "docked":
5278 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5280 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5281 if game.state.date > game.lastchart:
5282 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5283 prout(" 1 2 3 4 5 6 7 8")
5284 for i in range(GALSIZE):
5285 proutn("%d |" % (i+1))
5286 for j in range(GALSIZE):
5287 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5291 if game.state.galaxy[i][j].supernova:
5293 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5295 elif game.state.galaxy[i][j].charted:
5296 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5300 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5308 def sectscan(goodScan, i, j):
5309 "Light up an individual dot in a sector."
5310 if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
5311 if game.quad[i][j] in ('E', 'F'):
5314 textcolor({"green":GREEN,
5318 "dead":BROWN}[game.condition])
5320 textcolor({'?':LIGHTMAGENTA,
5326 }.get(game.quad[i][j], DEFAULT))
5327 proutn("%c " % game.quad[i][j])
5333 "Emit status report lines"
5334 if not req or req == 1:
5335 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5336 % (game.state.date, game.state.remtime))
5337 if not req or req == 2:
5338 if game.condition != "docked":
5340 prstat(_("Condition"), _("%s, %i DAMAGES") % \
5341 (game.condition.upper(), sum([x > 0 for x in game.damage])))
5343 prout(_(", CLOAKED"))
5344 if not req or req == 3:
5345 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5346 if not req or req == 4:
5347 if damaged(DLIFSUP):
5348 if game.condition == "docked":
5349 s = _("DAMAGED, Base provides")
5351 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5354 prstat(_("Life Support"), s)
5355 if not req or req == 5:
5356 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5357 if not req or req == 6:
5359 if game.icrystl and (game.options & OPTION_SHOWME):
5360 extra = _(" (have crystals)")
5361 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5362 if not req or req == 7:
5363 prstat(_("Torpedoes"), "%d" % (game.torps))
5364 if not req or req == 8:
5365 if damaged(DSHIELD):
5371 data = _(" %d%% %.1f units") \
5372 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5373 prstat(_("Shields"), s+data)
5374 if not req or req == 9:
5375 prstat(_("Klingons Left"), "%d" % game.unwon())
5376 if not req or req == 10:
5377 if game.options & OPTION_WORLDS:
5378 plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
5379 if plnet and plnet.inhabited:
5380 prstat(_("Major system"), plnet.name)
5382 prout(_("Sector is uninhabited"))
5383 elif not req or req == 11:
5384 attackreport(not req)
5387 "Request specified status data, a historical relic from slow TTYs."
5388 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5389 while scanner.nexttok() == "IHEOL":
5390 proutn(_("Information desired? "))
5392 if scanner.token in requests:
5393 status(requests.index(scanner.token))
5395 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5396 prout((" date, condition, position, lsupport, warpfactor,"))
5397 prout((" energy, torpedoes, shields, klingons, system, time."))
5402 if damaged(DSRSENS):
5403 # Allow base's sensors if docked
5404 if game.condition != "docked":
5405 prout(_(" S.R. SENSORS DAMAGED!"))
5408 prout(_(" [Using Base's sensors]"))
5410 prout(_(" Short-range scan"))
5411 if goodScan and communicating():
5412 game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
5413 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
5414 game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
5415 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
5416 prout(" 1 2 3 4 5 6 7 8 9 10")
5417 if game.condition != "docked":
5419 for i in range(QUADSIZE):
5420 proutn("%2d " % (i+1))
5421 for j in range(QUADSIZE):
5422 sectscan(goodScan, i, j)
5426 "Use computer to get estimated time of arrival for a warp jump."
5427 w1 = Coord(); w2 = Coord()
5429 if damaged(DCOMPTR):
5430 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5433 if scanner.nexttok() != "IHREAL":
5436 proutn(_("Destination quadrant and/or sector? "))
5437 if scanner.nexttok()!="IHREAL":
5440 w1.j = int(scanner.real-0.5)
5441 if scanner.nexttok() != "IHREAL":
5444 w1.i = int(scanner.real-0.5)
5445 if scanner.nexttok() == "IHREAL":
5446 w2.j = int(scanner.real-0.5)
5447 if scanner.nexttok() != "IHREAL":
5450 w2.i = int(scanner.real-0.5)
5452 if game.quadrant.j>w1.i:
5456 if game.quadrant.i>w1.j:
5460 if not w1.valid_quadrant() or not w2.valid_sector():
5463 dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
5464 (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
5467 prout(_("Answer \"no\" if you don't know the value:"))
5470 proutn(_("Time or arrival date? "))
5471 if scanner.nexttok()=="IHREAL":
5472 ttime = scanner.real
5473 if ttime > game.state.date:
5474 ttime -= game.state.date # Actually a star date
5475 twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
5476 if ttime <= 1e-10 or twarp > 10:
5477 prout(_("We'll never make it, sir."))
5484 proutn(_("Warp factor? "))
5485 if scanner.nexttok()== "IHREAL":
5487 twarp = scanner.real
5488 if twarp<1.0 or twarp > 10.0:
5492 prout(_("Captain, certainly you can give me one of these."))
5495 ttime = (10.0*dist)/twarp**2
5496 tpower = dist*twarp*twarp*twarp*(game.shldup+1)
5497 if tpower >= game.energy:
5498 prout(_("Insufficient energy, sir."))
5499 if not game.shldup or tpower > game.energy*2.0:
5502 proutn(_("New warp factor to try? "))
5503 if scanner.nexttok() == "IHREAL":
5505 twarp = scanner.real
5506 if twarp<1.0 or twarp > 10.0:
5514 prout(_("But if you lower your shields,"))
5515 proutn(_("remaining"))
5518 proutn(_("Remaining"))
5519 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5521 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5523 prout(_("Any warp speed is adequate."))
5525 prout(_("Minimum warp needed is %.2f,") % (twarp))
5526 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5527 if game.state.remtime < ttime:
5528 prout(_("Unfortunately, the Federation will be destroyed by then."))
5530 prout(_("You'll be taking risks at that speed, Captain"))
5531 if (game.isatb==1 and game.state.kscmdr == w1 and \
5532 scheduled(FSCDBAS)< ttime+game.state.date) or \
5533 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5534 prout(_("The starbase there will be destroyed by then."))
5535 proutn(_("New warp factor to try? "))
5536 if scanner.nexttok() == "IHREAL":
5538 twarp = scanner.real
5539 if twarp<1.0 or twarp > 10.0:
5547 # Code from setup.c begins here
5550 "Issue a historically correct banner."
5552 prout(_("-SUPER- STAR TREK"))
5554 # From the FORTRAN original
5555 # prout(_("Latest update-21 Sept 78"))
5561 scanner.push("emsave.trk")
5562 key = scanner.nexttok()
5564 proutn(_("File name: "))
5565 key = scanner.nexttok()
5566 if key != "IHALPHA":
5569 if '.' not in scanner.token:
5570 scanner.token += ".trk"
5572 fp = open(scanner.token, "wb")
5574 prout(_("Can't freeze game as file %s") % scanner.token)
5576 pickle.dump(game, fp)
5581 "Retrieve saved game."
5584 key = scanner.nexttok()
5586 proutn(_("File name: "))
5587 key = scanner.nexttok()
5588 if key != "IHALPHA":
5591 if '.' not in scanner.token:
5592 scanner.token += ".trk"
5594 fp = open(scanner.token, "rb")
5596 prout(_("Can't thaw game in %s") % scanner.token)
5598 game = pickle.load(fp)
5603 # I used <http://www.memory-alpha.org> to find planets
5604 # with references in ST:TOS. Earth and the Alpha Centauri
5605 # Colony have been omitted.
5607 # Some planets marked Class G and P here will be displayed as class M
5608 # because of the way planets are generated. This is a known bug.
5611 _("Andoria (Fesoan)"), # several episodes
5612 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5613 _("Vulcan (T'Khasi)"), # many episodes
5614 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5615 _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5616 _("Ardana"), # TOS: "The Cloud Minders"
5617 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5618 _("Gideon"), # TOS: "The Mark of Gideon"
5619 _("Aldebaran III"), # TOS: "The Deadly Years"
5620 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5621 _("Altair IV"), # TOS: "Amok Time
5622 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5623 _("Benecia"), # TOS: "The Conscience of the King"
5624 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5625 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5626 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5627 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5628 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5629 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5630 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5631 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5632 _("Ingraham B"), # TOS: "Operation: Annihilate"
5633 _("Janus IV"), # TOS: "The Devil in the Dark"
5634 _("Makus III"), # TOS: "The Galileo Seven"
5635 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5636 _("Omega IV"), # TOS: "The Omega Glory"
5637 _("Regulus V"), # TOS: "Amok Time
5638 _("Deneva"), # TOS: "Operation -- Annihilate!"
5639 # Worlds from BSD Trek
5640 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5641 _("Beta III"), # TOS: "The Return of the Archons"
5642 _("Triacus"), # TOS: "And the Children Shall Lead",
5643 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5645 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5646 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5647 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5648 # _("Izar"), # TOS: "Whom Gods Destroy"
5649 # _("Tiburon"), # TOS: "The Way to Eden"
5650 # _("Merak II"), # TOS: "The Cloud Minders"
5651 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5652 # _("Iotia"), # TOS: "A Piece of the Action"
5656 _("S. R. Sensors"), \
5657 _("L. R. Sensors"), \
5659 _("Photon Tubes"), \
5660 _("Life Support"), \
5661 _("Warp Engines"), \
5662 _("Impulse Engines"), \
5664 _("Subspace Radio"), \
5665 _("Shuttle Craft"), \
5667 _("Navigation System"), \
5669 _("Shield Control"), \
5672 _("Cloaking Device"), \
5676 "Prepare to play, set up cosmos."
5678 # Decide how many of everything
5680 return # frozen game
5681 # Prepare the Enterprise
5682 game.alldone = game.gamewon = game.shldchg = game.shldup = False
5684 game.state.crew = FULLCREW
5685 game.energy = game.inenrg = 5000.0
5686 game.shield = game.inshld = 2500.0
5689 game.quadrant = randplace(GALSIZE)
5690 game.sector = randplace(QUADSIZE)
5691 game.torps = game.intorps = 10
5692 game.nprobes = rnd.randrange(2, 5)
5694 for i in range(NDEVICES):
5695 game.damage[i] = 0.0
5696 # Set up assorted game parameters
5697 game.battle = Coord()
5698 game.state.date = game.indate = 100.0 * rnd.real(20, 51)
5699 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5700 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5701 game.isatb = game.state.nplankl = 0
5702 game.state.starkl = game.state.basekl = game.state.nworldkl = 0
5703 game.iscraft = "onship"
5708 game.state.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
5710 game.state.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
5712 game.state.planets = [] # Planet information
5713 game.state.baseq = [] # Base quadrant coordinates
5714 game.state.kcmdr = [] # Commander quadrant coordinates
5715 game.statekscmdr = Coord() # Supercommander quadrant coordinates
5717 # Starchart is functional but we've never seen it
5718 game.lastchart = FOREVER
5719 # Put stars in the galaxy
5721 for i in range(GALSIZE):
5722 for j in range(GALSIZE):
5723 # Can't have more stars per quadrant than fit in one decimal digit,
5724 # if we do the chart representation will break.
5725 k = rnd.randrange(1, min(10, QUADSIZE**2/10))
5727 game.state.galaxy[i][j].stars = k
5728 # Locate star bases in galaxy
5730 prout("=== Allocating %d bases" % game.inbase)
5731 for i in range(game.inbase):
5734 w = randplace(GALSIZE)
5735 if not game.state.galaxy[w.i][w.j].starbase:
5738 # C version: for (j = i-1; j > 0; j--)
5739 # so it did them in the opposite order.
5740 for j in range(1, i):
5741 # Improved placement algorithm to spread out bases
5742 distq = (w - game.state.baseq[j]).distance()
5743 if distq < 6.0*(BASEMAX+1-game.inbase) and rnd.withprob(0.75):
5746 prout("=== Abandoning base #%d at %s" % (i, w))
5748 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5750 prout("=== Saving base #%d, close to #%d" % (i, j))
5754 prout("=== Placing base #%d in quadrant %s" % (i, w))
5755 game.state.baseq.append(w)
5756 game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5757 # Position ordinary Klingon Battle Cruisers
5759 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5760 if klumper > MAXKLQUAD:
5764 klump = int((1.0 - r*r)*klumper)
5769 w = randplace(GALSIZE)
5770 if not game.state.galaxy[w.i][w.j].supernova and \
5771 game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5773 game.state.galaxy[w.i][w.j].klingons += klump
5776 # Position Klingon Commander Ships
5777 for i in range(game.incom):
5779 w = randplace(GALSIZE)
5780 if not welcoming(w) or w in game.state.kcmdr:
5782 if (game.state.galaxy[w.i][w.j].klingons or rnd.withprob(0.25)):
5784 game.state.galaxy[w.i][w.j].klingons += 1
5785 game.state.kcmdr.append(w)
5786 # Locate planets in galaxy
5787 for i in range(game.inplan):
5789 w = randplace(GALSIZE)
5790 if game.state.galaxy[w.i][w.j].planet is None:
5794 new.crystals = "absent"
5795 if (game.options & OPTION_WORLDS) and i < NINHAB:
5796 new.pclass = "M" # All inhabited planets are class M
5797 new.crystals = "absent"
5799 new.name = systnames[i]
5800 new.inhabited = True
5802 new.pclass = ("M", "N", "O")[rnd.randrange(0, 3)]
5803 if rnd.withprob(0.33):
5804 new.crystals = "present"
5805 new.known = "unknown"
5806 new.inhabited = False
5807 game.state.galaxy[w.i][w.j].planet = new
5808 game.state.planets.append(new)
5810 for i in range(game.state.nromrem):
5811 w = randplace(GALSIZE)
5812 game.state.galaxy[w.i][w.j].romulans += 1
5813 # Place the Super-Commander if needed
5814 if game.state.nscrem > 0:
5816 w = randplace(GALSIZE)
5819 game.state.kscmdr = w
5820 game.state.galaxy[w.i][w.j].klingons += 1
5821 # Initialize times for extraneous events
5822 schedule(FSNOVA, expran(0.5 * game.intime))
5823 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5824 schedule(FSNAP, rnd.real(1.0, 2.0)) # Force an early snapshot
5825 schedule(FBATTAK, expran(0.3*game.intime))
5827 if game.state.nscrem:
5828 schedule(FSCMOVE, 0.2777)
5833 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5834 schedule(FDISTR, expran(1.0 + game.intime))
5839 # Place thing (in tournament game, we don't want one!)
5840 # New in SST2K: never place the Thing near a starbase.
5841 # This makes sense and avoids a special case in the old code.
5843 if game.tourn is None:
5845 thing = randplace(GALSIZE)
5846 if thing not in game.state.baseq:
5849 game.state.snap = False
5850 if game.skill == SKILL_NOVICE:
5851 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5852 prout(_("a deadly Klingon invasion force. As captain of the United"))
5853 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5854 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5855 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5856 prout(_("your mission. As you proceed you may be given more time."))
5858 prout(_("You will have %d supporting starbases.") % (game.inbase))
5859 proutn(_("Starbase locations- "))
5861 prout(_("Stardate %d.") % int(game.state.date))
5863 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5864 prout(_("An unknown number of Romulans."))
5865 if game.state.nscrem:
5866 prout(_("And one (GULP) Super-Commander."))
5867 prout(_("%d stardates.") % int(game.intime))
5868 proutn(_("%d starbases in ") % game.inbase)
5869 for i in range(game.inbase):
5870 proutn(repr(game.state.baseq[i]))
5873 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5874 proutn(_(" Sector %s") % game.sector)
5876 prout(_("Good Luck!"))
5877 if game.state.nscrem:
5878 prout(_(" YOU'LL NEED IT."))
5881 setwnd(message_window)
5883 if len(game.enemies) - (thing == game.quadrant) - (game.tholian is not None):
5885 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5886 attack(torps_ok=False)
5889 "Choose your game type."
5891 game.tourn = game.length = 0
5893 game.skill = SKILL_NONE
5894 # Do not chew here, we want to use command-line tokens
5895 if not scanner.inqueue: # Can start with command line options
5896 proutn(_("Would you like a regular, tournament, or saved game? "))
5898 if scanner.sees("tournament"):
5899 while scanner.nexttok() == "IHEOL":
5900 proutn(_("Type in tournament number-"))
5901 if scanner.real == 0:
5903 continue # We don't want a blank entry
5904 game.tourn = int(round(scanner.real))
5905 rnd.seed(scanner.real)
5907 logfp.write("# rnd.seed(%d)\n" % scanner.real)
5909 if scanner.sees("saved") or scanner.sees("frozen"):
5913 if game.passwd is None:
5915 if not game.alldone:
5916 game.thawed = True # No plaque if not finished
5920 if scanner.sees("regular"):
5922 proutn(_("What is \"%s\"? ") % scanner.token)
5924 while game.length==0 or game.skill==SKILL_NONE:
5925 if scanner.nexttok() == "IHALPHA":
5926 if scanner.sees("short"):
5928 elif scanner.sees("medium"):
5930 elif scanner.sees("long"):
5932 elif scanner.sees("novice"):
5933 game.skill = SKILL_NOVICE
5934 elif scanner.sees("fair"):
5935 game.skill = SKILL_FAIR
5936 elif scanner.sees("good"):
5937 game.skill = SKILL_GOOD
5938 elif scanner.sees("expert"):
5939 game.skill = SKILL_EXPERT
5940 elif scanner.sees("emeritus"):
5941 game.skill = SKILL_EMERITUS
5943 proutn(_("What is \""))
5944 proutn(scanner.token)
5949 proutn(_("Would you like a Short, Medium, or Long game? "))
5950 elif game.skill == SKILL_NONE:
5951 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
5952 # Choose game options -- added by ESR for SST2K
5953 if scanner.nexttok() != "IHALPHA":
5955 proutn(_("Choose your game style (plain, almy, fancy or just press enter): "))
5957 if scanner.sees("plain"):
5958 # Approximates the UT FORTRAN version.
5959 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)
5960 game.options |= OPTION_PLAIN
5961 elif scanner.sees("almy"):
5962 # Approximates Tom Almy's version.
5963 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR)
5964 game.options |= OPTION_ALMY
5965 elif scanner.sees("fancy") or scanner.sees("\n"):
5967 elif len(scanner.token):
5968 proutn(_("What is \"%s\"?") % scanner.token)
5970 if game.passwd == "debug":
5972 prout("=== Debug mode enabled.")
5973 # Use parameters to generate initial values of things
5974 game.damfac = 0.5 * game.skill
5975 game.inbase = rnd.randrange(BASEMIN, BASEMAX+1)
5977 if game.options & OPTION_PLANETS:
5978 game.inplan += rnd.randrange(MAXUNINHAB/2, MAXUNINHAB+1)
5979 if game.options & OPTION_WORLDS:
5980 game.inplan += int(NINHAB)
5981 game.state.nromrem = game.inrom = rnd.randrange(2 * game.skill)
5982 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
5983 game.state.remtime = 7.0 * game.length
5984 game.intime = game.state.remtime
5985 game.inkling = int(2.0*game.intime*((game.skill+1 - 2*rnd.real())*game.skill*0.1+.15))
5986 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*rnd.real()))
5987 game.state.remres = (game.inkling+4*game.incom)*game.intime
5988 game.inresor = game.state.remres
5989 if game.inkling > 50:
5993 def dropin(iquad=None):
5994 "Drop a feature on a random dot in the current quadrant."
5996 w = randplace(QUADSIZE)
5997 if game.quad[w.i][w.j] == '.':
5999 if iquad is not None:
6000 game.quad[w.i][w.j] = iquad
6004 "Update our alert status."
6005 game.condition = "green"
6006 if game.energy < 1000.0:
6007 game.condition = "yellow"
6008 if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
6009 game.condition = "red"
6011 game.condition="dead"
6014 "Drop new Klingon into current quadrant."
6015 return Enemy('K', loc=dropin(), power=rnd.real(300,450)+25.0*game.skill)
6018 "Sort enemies by distance so 'nearest' is meaningful."
6019 game.enemies.sort(key=lambda x: x.kdist)
6022 "Set up a new state of quadrant, for when we enter or re-enter it."
6025 game.neutz = game.inorbit = game.landed = False
6026 game.ientesc = game.iseenit = game.isviolreported = False
6027 # Create a blank quadrant
6028 game.quad = fill2d(QUADSIZE, lambda i, j: '.')
6030 # Attempt to escape Super-commander, so tbeam back!
6033 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
6034 # cope with supernova
6037 game.klhere = q.klingons
6038 game.irhere = q.romulans
6040 game.quad[game.sector.i][game.sector.j] = game.ship
6043 # Position ordinary Klingons
6044 for _i in range(game.klhere):
6046 # If we need a commander, promote a Klingon
6047 for cmdr in game.state.kcmdr:
6048 if cmdr == game.quadrant:
6049 e = game.enemies[game.klhere-1]
6050 game.quad[e.location.i][e.location.j] = 'C'
6051 e.power = rnd.real(950,1350) + 50.0*game.skill
6053 # If we need a super-commander, promote a Klingon
6054 if game.quadrant == game.state.kscmdr:
6056 game.quad[e.location.i][e.location.j] = 'S'
6057 e.power = rnd.real(1175.0, 1575.0) + 125.0*game.skill
6058 game.iscate = (game.remkl() > 1)
6059 # Put in Romulans if needed
6060 for _i in range(q.romulans):
6061 Enemy('R', loc=dropin(), power=rnd.real(400.0,850.0)+50.0*game.skill)
6062 # If quadrant needs a starbase, put it in
6064 game.base = dropin('B')
6065 # If quadrant needs a planet, put it in
6067 game.iplnet = q.planet
6068 if not q.planet.inhabited:
6069 game.plnet = dropin('P')
6071 game.plnet = dropin('@')
6072 # Check for condition
6075 if game.irhere > 0 and game.klhere == 0:
6077 if not damaged(DRADIO):
6079 prout(_("LT. Uhura- \"Captain, an urgent message."))
6080 prout(_(" I'll put it on audio.\" CLICK"))
6082 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
6083 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
6084 # Put in THING if needed
6085 if thing == game.quadrant:
6086 Enemy(etype='?', loc=dropin(),
6087 power=rnd.real(6000,6500.0)+250.0*game.skill)
6088 if not damaged(DSRSENS):
6090 prout(_("Mr. Spock- \"Captain, this is most unusual."))
6091 prout(_(" Please examine your short-range scan.\""))
6092 # Decide if quadrant needs a Tholian; lighten up if skill is low
6093 if game.options & OPTION_THOLIAN:
6094 if (game.skill < SKILL_GOOD and rnd.withprob(0.02)) or \
6095 (game.skill == SKILL_GOOD and rnd.withprob(0.05)) or \
6096 (game.skill > SKILL_GOOD and rnd.withprob(0.08)):
6099 w.i = rnd.withprob(0.5) * (QUADSIZE-1)
6100 w.j = rnd.withprob(0.5) * (QUADSIZE-1)
6101 if game.quad[w.i][w.j] == '.':
6103 game.tholian = Enemy(etype='T', loc=w,
6104 power=rnd.randrange(100, 500) + 25.0*game.skill)
6105 # Reserve unoccupied corners
6106 if game.quad[0][0]=='.':
6107 game.quad[0][0] = 'X'
6108 if game.quad[0][QUADSIZE-1]=='.':
6109 game.quad[0][QUADSIZE-1] = 'X'
6110 if game.quad[QUADSIZE-1][0]=='.':
6111 game.quad[QUADSIZE-1][0] = 'X'
6112 if game.quad[QUADSIZE-1][QUADSIZE-1]=='.':
6113 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
6115 # And finally the stars
6116 for _i in range(q.stars):
6118 # Put in a few black holes
6119 for _i in range(1, 3+1):
6120 if rnd.withprob(0.5):
6122 # Take out X's in corners if Tholian present
6124 if game.quad[0][0]=='X':
6125 game.quad[0][0] = '.'
6126 if game.quad[0][QUADSIZE-1]=='X':
6127 game.quad[0][QUADSIZE-1] = '.'
6128 if game.quad[QUADSIZE-1][0]=='X':
6129 game.quad[QUADSIZE-1][0] = '.'
6130 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
6131 game.quad[QUADSIZE-1][QUADSIZE-1] = '.'
6132 # This should guarantee that replay games don't lose info about the chart
6133 if (game.options & OPTION_AUTOSCAN) or replayfp:
6137 "Set the self-destruct password."
6138 if game.options & OPTION_PLAIN:
6141 proutn(_("Please type in a secret password- "))
6143 game.passwd = scanner.token
6144 if game.passwd is not None:
6148 game.passwd += chr(ord('a')+rnd.randrange(26))
6149 game.passwd += chr(ord('a')+rnd.randrange(26))
6150 game.passwd += chr(ord('a')+rnd.randrange(26))
6152 # Code from sst.c begins here
6155 ("SRSCAN", OPTION_TTY),
6156 ("STATUS", OPTION_TTY),
6157 ("REQUEST", OPTION_TTY),
6158 ("LRSCAN", OPTION_TTY),
6170 ("SENSORS", OPTION_PLANETS),
6171 ("ORBIT", OPTION_PLANETS),
6172 ("TRANSPORT", OPTION_PLANETS),
6173 ("MINE", OPTION_PLANETS),
6174 ("CRYSTALS", OPTION_PLANETS),
6175 ("SHUTTLE", OPTION_PLANETS),
6176 ("PLANETS", OPTION_PLANETS),
6181 ("PROBE", OPTION_PROBE),
6183 ("FREEZE", 0), # Synonym for SAVE
6187 ("CAPTURE", OPTION_CAPTURE),
6188 ("CLOAK", OPTION_CLOAK),
6191 ("SOS", 0), # Synonym for MAYDAY
6192 ("CALL", 0), # Synonym for MAYDAY
6201 "Generate a list of legal commands."
6202 prout(_("LEGAL COMMANDS ARE:"))
6204 for (key, opt) in commands:
6205 if not opt or (opt & game.options):
6206 proutn("%-12s " % key)
6208 if emitted % 5 == 4:
6213 "Browse on-line help."
6214 key = scanner.nexttok()
6217 setwnd(prompt_window)
6218 proutn(_("Help on what command? "))
6219 key = scanner.nexttok()
6220 setwnd(message_window)
6223 cmds = [x[0] for x in commands]
6224 if scanner.token.upper() in cmds or scanner.token.upper() == "ABBREV":
6231 cmd = scanner.token.upper()
6232 for directory in docpath:
6234 fp = open(os.path.join(directory, "sst.doc"), "r")
6239 prout(_("Spock- \"Captain, that information is missing from the"))
6240 prout(_(" computer. You need to find sst.doc and put it somewhere"))
6241 proutn(_(" in these directories: %s") % ":".join(docpath))
6243 # This used to continue: "You need to find SST.DOC and put
6244 # it in the current directory."
6247 linebuf = fp.readline()
6249 prout(_("Spock- \"Captain, there is no information on that command.\""))
6252 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6253 linebuf = linebuf[3:].strip()
6254 if cmd.upper() == linebuf:
6257 prout(_("Spock- \"Captain, I've found the following information:\""))
6260 linebuf = fp.readline()
6261 if "******" in linebuf:
6267 "Command-interpretation loop."
6269 if game.irhere and game.state.date >= ALGERON and not game.isviolreported and game.iscloaked:
6270 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
6272 game.isviolreported = True
6273 while True: # command loop
6275 while True: # get a command
6277 game.optime = game.justin = False
6279 setwnd(prompt_window)
6282 if scanner.nexttok() == "IHEOL":
6283 if game.options & OPTION_CURSES:
6286 elif scanner.token == "":
6290 setwnd(message_window)
6292 abandon_passed = False
6293 cmd = "" # Force cmd to persist after loop
6294 opt = 0 # Force opt to persist after loop
6295 for (cmd, opt) in commands:
6296 # commands after ABANDON cannot be abbreviated
6297 if cmd == "ABANDON":
6298 abandon_passed = True
6299 if cmd == scanner.token.upper() or (not abandon_passed \
6300 and cmd.startswith(scanner.token.upper())):
6305 elif opt and not (opt & game.options):
6309 if game.options & OPTION_CURSES:
6310 prout("COMMAND> %s" % cmd)
6311 if cmd == "SRSCAN": # srscan
6313 elif cmd == "STATUS": # status
6315 elif cmd == "REQUEST": # status request
6317 elif cmd == "LRSCAN": # long range scan
6318 lrscan(silent=False)
6319 elif cmd == "PHASERS": # phasers
6324 elif cmd in ("TORPEDO", "PHOTONS"): # photon torpedos
6329 elif cmd == "MOVE": # move under warp
6330 warp(wcourse=None, involuntary=False)
6331 elif cmd == "SHIELDS": # shields
6332 doshield(shraise=False)
6335 game.shldchg = False
6336 elif cmd == "DOCK": # dock at starbase
6339 attack(torps_ok=False)
6340 elif cmd == "DAMAGES": # damage reports
6342 elif cmd == "CHART": # chart
6344 elif cmd == "IMPULSE": # impulse
6346 elif cmd == "REST": # rest
6350 elif cmd == "WARP": # warp
6352 elif cmd == "SENSORS": # sensors
6354 elif cmd == "ORBIT": # orbit
6358 elif cmd == "TRANSPORT": # transport "beam"
6360 elif cmd == "MINE": # mine
6364 elif cmd == "CRYSTALS": # crystals
6368 elif cmd == "SHUTTLE": # shuttle
6372 elif cmd == "PLANETS": # Planet list
6374 elif cmd == "REPORT": # Game Report
6376 elif cmd == "COMPUTER": # use COMPUTER!
6378 elif cmd == "COMMANDS":
6380 elif cmd == "EMEXIT": # Emergency exit
6381 clrscr() # Hide screen
6382 freeze(True) # forced save
6383 raise SystemExit(1) # And quick exit
6384 elif cmd == "PROBE":
6385 probe() # Launch probe
6388 elif cmd == "ABANDON": # Abandon Ship
6390 elif cmd == "DESTRUCT": # Self Destruct
6392 elif cmd == "SAVE": # Save Game
6395 if game.skill > SKILL_GOOD:
6396 prout(_("WARNING--Saved games produce no plaques!"))
6397 elif cmd == "DEATHRAY": # Try a desparation measure
6401 elif cmd == "CAPTURE":
6403 elif cmd == "CLOAK":
6405 elif cmd == "DEBUGCMD": # What do we want for debug???
6407 elif cmd == "MAYDAY": # Call for help
6412 game.alldone = True # quit the game
6415 elif cmd == "SCORE":
6416 score() # see current score
6417 elif cmd == "CURSES":
6418 game.options |= (OPTION_CURSES | OPTION_COLOR)
6422 break # Game has ended
6423 if game.optime != 0.0:
6426 break # Events did us in
6427 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6430 if hitme and not game.justin:
6431 attack(torps_ok=True)
6434 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6445 "Emit the name of an enemy or feature."
6446 if ch == 'R': s = _("Romulan")
6447 elif ch == 'K': s = _("Klingon")
6448 elif ch == 'C': s = _("Commander")
6449 elif ch == 'S': s = _("Super-commander")
6450 elif ch == '*': s = _("Star")
6451 elif ch == 'P': s = _("Planet")
6452 elif ch == 'B': s = _("Starbase")
6453 elif ch == ' ': s = _("Black hole")
6454 elif ch == 'T': s = _("Tholian")
6455 elif ch == '#': s = _("Tholian web")
6456 elif ch == '?': s = _("Stranger")
6457 elif ch == '@': s = _("Inhabited World")
6458 else: s = "Unknown??"
6461 def crmena(loud, enemy, loctype, w):
6462 "Emit the name of an enemy and his location."
6466 buf += cramen(enemy) + _(" at ")
6467 if loctype == "quadrant":
6468 buf += _("Quadrant ")
6469 elif loctype == "sector":
6471 return buf + repr(w)
6474 "Emit our ship name."
6475 return{'E':_("Enterprise"),'F':_("Faerie Queene")}.get(game.ship,"Ship???")
6478 "Emit a line of stars"
6479 prouts("******************************************************")
6483 return -avrage*math.log(1e-7 + rnd.real())
6485 def randplace(size):
6486 "Choose a random location."
6488 w.i = rnd.randrange(size)
6489 w.j = rnd.randrange(size)
6499 # Get a token from the user
6502 # Fill the token quue if nothing here
6503 while not self.inqueue:
6505 if curwnd==prompt_window:
6507 setwnd(message_window)
6514 self.inqueue = sline.lstrip().split() + ["\n"]
6515 # From here on in it's all looking at the queue
6516 self.token = self.inqueue.pop(0)
6517 if self.token == "\n":
6521 self.real = float(self.token)
6522 self.type = "IHREAL"
6527 self.token = self.token.lower()
6528 self.type = "IHALPHA"
6531 def append(self, tok):
6532 self.inqueue.append(tok)
6533 def push(self, tok):
6534 self.inqueue.insert(0, tok)
6538 # Demand input for next scan
6540 self.real = self.token = None
6542 # compares s to item and returns true if it matches to the length of s
6543 return s.startswith(self.token)
6545 # Round token value to nearest integer
6546 return int(round(self.real))
6550 if self.type != "IHREAL":
6555 if self.type != "IHREAL":
6561 return "<sstcanner: token=%s, type=%s, queue=%s>" % (self.token, self.type, self.inqueue)
6564 "Yes-or-no confirmation."
6568 if scanner.token == 'y':
6570 if scanner.token == 'n':
6573 proutn(_("Please answer with \"y\" or \"n\": "))
6576 "Complain about unparseable input."
6579 prout(_("Beg your pardon, Captain?"))
6582 "Access to the internals for debugging."
6583 proutn("Reset levels? ")
6585 if game.energy < game.inenrg:
6586 game.energy = game.inenrg
6587 game.shield = game.inshld
6588 game.torps = game.intorps
6589 game.lsupres = game.inlsr
6590 proutn("Reset damage? ")
6592 for i in range(NDEVICES):
6593 if game.damage[i] > 0.0:
6594 game.damage[i] = 0.0
6595 proutn("Toggle debug flag? ")
6597 game.idebug = not game.idebug
6599 prout("Debug output ON")
6601 prout("Debug output OFF")
6602 proutn("Cause selective damage? ")
6604 for i in range(NDEVICES):
6605 proutn("Kill %s?" % device[i])
6607 key = scanner.nexttok()
6608 if key == "IHALPHA" and scanner.sees("y"):
6609 game.damage[i] = 10.0
6610 proutn("Examine/change events? ")
6615 FSNOVA: "Supernova ",
6618 FBATTAK: "Base Attack ",
6619 FCDBAS: "Base Destroy ",
6620 FSCMOVE: "SC Move ",
6621 FSCDBAS: "SC Base Destroy ",
6622 FDSPROB: "Probe Move ",
6623 FDISTR: "Distress Call ",
6624 FENSLV: "Enslavement ",
6625 FREPRO: "Klingon Build ",
6627 for i in range(1, NEVENTS):
6630 proutn("%.2f" % (scheduled(i)-game.state.date))
6631 if i == FENSLV or i == FREPRO:
6633 proutn(" in %s" % ev.quadrant)
6638 key = scanner.nexttok()
6642 elif key == "IHREAL":
6643 ev = schedule(i, scanner.real)
6644 if i == FENSLV or i == FREPRO:
6646 proutn("In quadrant- ")
6647 key = scanner.nexttok()
6648 # "IHEOL" says to leave coordinates as they are
6651 prout("Event %d canceled, no x coordinate." % (i))
6654 w.i = int(round(scanner.real))
6655 key = scanner.nexttok()
6657 prout("Event %d canceled, no y coordinate." % (i))
6660 w.j = int(round(scanner.real))
6663 proutn("Induce supernova here? ")
6665 game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
6668 if __name__ == '__main__':
6670 #global line, thing, game
6676 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6677 if os.getenv("TERM"):
6678 game.options |= OPTION_CURSES
6680 game.options |= OPTION_TTY
6681 seed = int(time.time())
6682 (options, arguments) = getopt.getopt(sys.argv[1:], "cr:s:txV")
6684 for (switch, val) in options:
6687 replayfp = open(val, "r")
6689 sys.stderr.write("sst: can't open replay file %s\n" % val)
6692 line = replayfp.readline().strip()
6693 (leader, __, seed) = line.split()
6695 sys.stderr.write("sst2k: seed set to %s\n" % seed)
6696 line = replayfp.readline().strip()
6697 arguments += line.split()[2:]
6700 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6702 game.options |= OPTION_TTY
6703 game.options &=~ OPTION_CURSES
6704 elif switch == '-s':
6706 elif switch == '-t':
6707 game.options |= OPTION_TTY
6708 game.options &=~ OPTION_CURSES
6709 elif switch == '-x':
6711 elif switch == '-c': # Enable curses debugging - undocumented
6713 elif switch == '-V':
6714 print("SST2K", version)
6717 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6719 # where to save the input in case of bugs
6720 if "TMPDIR" in os.environ:
6721 tmpdir = os.environ['TMPDIR']
6725 logfp = open(os.path.join(tmpdir, "sst-input.log"), "w")
6727 sys.stderr.write("sst: warning, can't open logfile\n")
6730 logfp.write("# seed %s\n" % seed)
6731 logfp.write("# options %s\n" % " ".join(arguments))
6732 logfp.write("# SST2K version %s\n" % version)
6733 logfp.write("# recorded by %s@%s on %s\n" % \
6734 (getpass.getuser(),socket.gethostname(),time.ctime()))
6736 scanner = sstscanner()
6737 for arg in arguments:
6741 while True: # Play a game
6742 setwnd(fullscreen_window)
6748 game.alldone = False
6756 if game.tourn and game.alldone:
6757 proutn(_("Do you want your score recorded?"))
6763 proutn(_("Do you want to play again? "))
6767 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6771 except KeyboardInterrupt: