3 sst.py -- Super Star Trek 2K
5 SST2K is a Python translation of a C translation of a FORTRAN
6 original dating back to 1973. Beautiful Python it is not, but it
7 works. Translation by Eric S. Raymond; original game by David Matuszek
8 and Paul Reynolds, with modifications by Don Smith, Tom Almy,
9 Stas Sergeev, and Eric S. Raymond.
11 See the doc/HACKING file in the distribution for designers notes and advice
12 on how to modify (and how not to modify!) this code.
14 from __future__ import print_function, division
15 # Runs under Python 2 an Python 3. Preserve this property!
16 # SPDX-License-Identifier: BSD-2-clause
18 import os, sys, math, curses, time, pickle, copy, gettext, getpass
19 import getopt, socket, locale
22 # This import only works on Unixes. The intention is to enable
23 # Ctrl-P, Ctrl-N, and friends in Cmd.
29 # Prevent lossage under Python 3
37 docpath = (".", "doc/", "/usr/share/doc/sst/")
40 return gettext.gettext(st)
42 # Rolling our own LCG because Python changed its incompatibly in 3.2.
43 # Thus, we need to have our own to be 2/3 polyglot, which will also
44 # be helpful when we forwrard-port.
47 # LCG PRNG parameters tested against
48 # Knuth vol. 2. by the authors of ADVENT
56 game.lcg_x = (randomizer.LCG_A * game.lcg_x + randomizer.LCG_C) % randomizer.LCG_M
57 return old_x / randomizer.LCG_M
61 v = randomizer.random()
63 # logfp.write("#withprob(%.2f) -> %s\n" % (p, v < p))
68 v = randomizer.random()
72 v = args[0] + int(v * (args[1] - args[0]))
74 # logfp.write("#integer%s -> %s\n" % (args, v))
79 v = randomizer.random()
81 v *= args[0] # from [0, args[0])
83 v = args[0] + v*(args[1]-args[0]) # from [args[0], args[1])
85 # logfp.write("#real%s -> %f\n" % (args, v))
91 # logfp.write("#seed(%d)\n" % n)
92 game.lcg_x = n % randomizer.LCG_M
94 GALSIZE = 8 # Galaxy size in quadrants
95 NINHAB = (GALSIZE * GALSIZE // 2) # Number of inhabited worlds
96 MAXUNINHAB = 10 # Maximum uninhabited worlds
97 QUADSIZE = 10 # Quadrant size in sectors
98 BASEMIN = 2 # Minimum starbases
99 BASEMAX = (GALSIZE * GALSIZE // 12) # Maximum starbases
100 MAXKLGAME = 127 # Maximum Klingons per game
101 MAXKLQUAD = 9 # Maximum Klingons per quadrant
102 FULLCREW = 428 # Crew size. BSD Trek was 387, that's wrong
103 FOREVER = 1e30 # Time for the indefinite future
104 MAXBURST = 3 # Max # of torps you can launch in one turn
105 MINCMDR = 10 # Minimum number of Klingon commanders
106 DOCKFAC = 0.25 # Repair faster when docked
107 PHASEFAC = 2.0 # Unclear what this is, it was in the C version
109 ALGERON = 2311 # Date of the Treaty of Algeron
130 class TrekError(Exception):
133 class JumpOut(Exception):
137 def __init__(self, x=None, y=None):
140 def valid_quadrant(self):
141 return self.i >= 0 and self.i < GALSIZE and self.j >= 0 and self.j < GALSIZE
142 def valid_sector(self):
143 return self.i >= 0 and self.i < QUADSIZE and self.j >= 0 and self.j < QUADSIZE
144 def invalidate(self):
145 self.i = self.j = None
146 def __eq__(self, other):
147 return other is not None and self.i == other.i and self.j == other.j
148 def __ne__(self, other):
149 return other is None or self.i != other.i or self.j != other.j
150 def __add__(self, other):
151 return Coord(self.i+other.i, self.j+other.j)
152 def __sub__(self, other):
153 return Coord(self.i-other.i, self.j-other.j)
154 def __mul__(self, other):
155 return Coord(self.i*other, self.j*other)
156 def __rmul__(self, other):
157 return Coord(self.i*other, self.j*other)
158 def __div__(self, other):
159 return Coord(self.i/other, self.j/other)
160 def __truediv__(self, other):
161 return Coord(self.i/other, self.j/other)
162 def __floordiv__(self, other):
163 return Coord(self.i//other, self.j//other)
164 def __mod__(self, other):
165 return Coord(self.i % other, self.j % other)
166 def __rtruediv__(self, other):
167 return Coord(self.i/other, self.j/other)
168 def __rfloordiv__(self, other):
169 return Coord(self.i//other, self.j//other)
170 def roundtogrid(self):
171 return Coord(int(round(self.i)), int(round(self.j)))
172 def distance(self, other=None):
175 return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
177 return 1.90985*math.atan2(self.j, self.i)
194 #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
195 return self.roundtogrid() // QUADSIZE
197 return self.roundtogrid() % QUADSIZE
200 s.i = self.i + rnd.integer(-1, 2)
201 s.j = self.j + rnd.integer(-1, 2)
204 if self.i is None or self.j is None:
206 return "%s - %s" % (self.i+1, self.j+1)
210 "Do not anger the Space Thingy!"
217 return (q.i, q.j) == (self.i, self.j)
221 self.name = None # string-valued if inhabited
222 self.quadrant = Coord() # quadrant located
223 self.pclass = None # could be ""M", "N", "O", or "destroyed"
224 self.crystals = "absent"# could be "mined", "present", "absent"
225 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
226 self.inhabited = False # is it inhabited?
234 self.starbase = False
237 self.supernova = False
239 self.status = "secure" # Could be "secure", "distressed", "enslaved"
241 return "<Quadrant: %(klingons)d>" % self.__dict__
247 self.starbase = False
250 return "<%s,%s,%s>" % (self.klingons, self.starbase, self.stars)
252 def fill2d(size, fillfun):
253 "Fill an empty list in 2D."
255 for i in range(size):
257 for j in range(size):
258 lst[i].append(fillfun(i, j))
263 self.snap = False # snapshot taken
264 self.crew = 0 # crew complement
265 self.nscrem = 0 # remaining super commanders
266 self.starkl = 0 # destroyed stars
267 self.basekl = 0 # destroyed bases
268 self.nromrem = 0 # Romulans remaining
269 self.nplankl = 0 # destroyed uninhabited planets
270 self.nworldkl = 0 # destroyed inhabited planets
271 self.planets = [] # Planet information
272 self.date = 0.0 # stardate
273 self.remres = 0 # remaining resources
274 self.remtime = 0 # remaining time
275 self.baseq = [] # Base quadrant coordinates
276 self.kcmdr = [] # Commander quadrant coordinates
277 self.kscmdr = Coord() # Supercommander quadrant coordinates
279 self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
281 self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
283 for i in range(GALSIZE):
284 for j in range(GALSIZE):
285 yield (i, j, self.galaxy[i][j])
289 self.date = None # A real number
290 self.quadrant = None # A coord structure
293 OPTION_ALL = 0xffffffff
294 OPTION_TTY = 0x00000001 # old interface
295 OPTION_CURSES = 0x00000002 # new interface
296 OPTION_IOMODES = 0x00000003 # cover both interfaces
297 OPTION_PLANETS = 0x00000004 # planets and mining
298 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
299 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
300 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
301 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
302 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
303 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
304 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
305 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
306 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
307 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
308 OPTION_CAPTURE = 0x00002000 # Enable BSD-Trek capture (Almy, 2013).
309 OPTION_CLOAK = 0x80004000 # Enable BSD-Trek capture (Almy, 2013).
310 OPTION_PLAIN = 0x01000000 # user chose plain game
311 OPTION_ALMY = 0x02000000 # user chose Almy variant
312 OPTION_COLOR = 0x04000000 # enable color display (ESR, 2010)
313 OPTION_DOTFILL = 0x08000000 # fix dotfill glitch in chart (ESR, 2019)
333 NDEVICES = 17 # Number of devices
343 return (game.damage[dev] != 0.0)
345 return not damaged(DRADIO) or game.condition=="docked"
347 # Define future events
348 FSPY = 0 # Spy event happens always (no future[] entry)
349 # can cause SC to tractor beam Enterprise
350 FSNOVA = 1 # Supernova
351 FTBEAM = 2 # Commander tractor beams Enterprise
352 FSNAP = 3 # Snapshot for time warp
353 FBATTAK = 4 # Commander attacks base
354 FCDBAS = 5 # Commander destroys base
355 FSCMOVE = 6 # Supercommander moves (might attack base)
356 FSCDBAS = 7 # Supercommander destroys base
357 FDSPROB = 8 # Move deep space probe
358 FDISTR = 9 # Emit distress call from an inhabited world
359 FENSLV = 10 # Inhabited word is enslaved
360 FREPRO = 11 # Klingons build a ship in an enslaved system
363 # Abstract out the event handling -- underlying data structures will change
364 # when we implement stateful events
365 def findevent(evtype):
366 return game.future[evtype]
369 def __init__(self, etype=None, loc=None, power=None):
371 self.location = Coord()
376 self.power = power # enemy energy level
377 game.enemies.append(self)
379 motion = (loc != self.location)
380 if self.location.i is not None and self.location.j is not None:
383 game.quad[self.location.i][self.location.j] = '#'
385 game.quad[self.location.i][self.location.j] = '.'
387 self.location = copy.copy(loc)
388 game.quad[self.location.i][self.location.j] = self.type
389 self.kdist = self.kavgd = (game.sector - loc).distance()
391 self.location = Coord()
392 self.kdist = self.kavgd = None
393 # Guard prevents failure on Tholian or thingy
394 if self in game.enemies:
395 game.enemies.remove(self)
398 return "<%s,%s.%f>" % (self.type, self.location, self.power) # For debugging
402 self.options = None # Game options
403 self.state = Snapshot() # A snapshot structure
404 self.snapsht = Snapshot() # Last snapshot taken for time-travel purposes
405 self.quad = None # contents of our quadrant
406 self.damage = [0.0] * NDEVICES # damage encountered
407 self.future = [] # future events
411 self.future.append(Event())
412 self.passwd = None # Self Destruct password
414 self.quadrant = None # where we are in the large
415 self.sector = None # where we are in the small
416 self.tholian = None # Tholian enemy object
417 self.base = None # position of base in current quadrant
418 self.battle = None # base coordinates being attacked
419 self.plnet = None # location of planet in quadrant
420 self.gamewon = False # Finished!
421 self.ididit = False # action taken -- allows enemy to attack
422 self.alive = False # we are alive (not killed)
423 self.justin = False # just entered quadrant
424 self.shldup = False # shields are up
425 self.shldchg = False # shield is changing (affects efficiency)
426 self.iscate = False # super commander is here
427 self.ientesc = False # attempted escape from supercommander
428 self.resting = False # rest time
429 self.icraft = False # Kirk in Galileo
430 self.landed = False # party on planet (true), on ship (false)
431 self.alldone = False # game is now finished
432 self.neutz = False # Romulan Neutral Zone
433 self.isarmed = False # probe is armed
434 self.inorbit = False # orbiting a planet
435 self.imine = False # mining
436 self.icrystl = False # dilithium crystals aboard
437 self.iseenit = False # seen base attack report
438 self.thawed = False # thawed game
439 self.condition = None # "green", "yellow", "red", "docked", "dead"
440 self.iscraft = None # "onship", "offship", "removed"
441 self.skill = SKILL_NONE # Player skill level
442 self.inkling = 0 # initial number of klingons
443 self.inbase = 0 # initial number of bases
444 self.incom = 0 # initial number of commanders
445 self.inscom = 0 # initial number of commanders
446 self.inrom = 0 # initial number of commanders
447 self.instar = 0 # initial stars
448 self.intorps = 0 # initial/max torpedoes
449 self.torps = 0 # number of torpedoes
450 self.ship = 0 # ship type -- 'E' is Enterprise
451 self.abandoned = 0 # count of crew abandoned in space
452 self.length = 0 # length of game
453 self.klhere = 0 # klingons here
454 self.casual = 0 # causalties
455 self.nhelp = 0 # calls for help
456 self.nkinks = 0 # count of energy-barrier crossings
457 self.iplnet = None # planet # in quadrant
458 self.inplan = 0 # initial planets
459 self.irhere = 0 # Romulans in quadrant
460 self.isatb = 0 # =2 if super commander is attacking base
461 self.tourn = None # tournament number
462 self.nprobes = 0 # number of probes available
463 self.inresor = 0.0 # initial resources
464 self.intime = 0.0 # initial time
465 self.inenrg = 0.0 # initial/max energy
466 self.inshld = 0.0 # initial/max shield
467 self.inlsr = 0.0 # initial life support resources
468 self.indate = 0.0 # initial date
469 self.energy = 0.0 # energy level
470 self.shield = 0.0 # shield level
471 self.warpfac = 0.0 # warp speed
472 self.lsupres = 0.0 # life support reserves
473 self.optime = 0.0 # time taken by current operation
474 self.damfac = 0.0 # damage factor
475 self.lastchart = 0.0 # time star chart was last updated
476 self.cryprob = 0.0 # probability that crystal will work
477 self.probe = None # object holding probe course info
478 self.height = 0.0 # height of orbit around planet
479 self.score = 0.0 # overall score
480 self.perdate = 0.0 # rate of kills
481 self.idebug = False # Debugging instrumentation enabled?
482 self.cdebug = False # Debugging instrumentation for curses enabled?
483 self.statekscmdr = None # No SuperCommander coordinates yet.
484 self.brigcapacity = 400 # Enterprise brig capacity
485 self.brigfree = 400 # How many klingons can we put in the brig?
486 self.kcaptured = 0 # Total Klingons captured, for scoring.
487 self.iscloaked = False # Cloaking device on?
488 self.ncviol = 0 # Algreon treaty violations
489 self.isviolreported = False # We have been warned
490 self.lcg_x = 0 # LCG generator value
492 return sum([q.klingons for (_i, _j, q) in list(self.state.traverse())])
494 # Stas thinks this should be (C expression):
495 # game.remkl() + len(game.state.kcmdr) > 0 ?
496 # game.state.remres/(game.remkl() + 4*len(game.state.kcmdr)) : 99
497 # He says the existing expression is prone to divide-by-zero errors
498 # after killing the last klingon when score is shown -- perhaps also
499 # if the only remaining klingon is SCOM.
500 self.state.remtime = self.state.remres/(self.remkl() + 4*len(self.state.kcmdr))
502 "Are there Klingons remaining?"
529 # Code from ai.c begins here
532 "Would this quadrant welcome another Klingon?"
533 return iq.valid_quadrant() and \
534 not game.state.galaxy[iq.i][iq.j].supernova and \
535 game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
537 def tryexit(enemy, look, irun):
538 "A bad guy attempts to bug out."
540 iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))//QUADSIZE - 1
541 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))//QUADSIZE - 1
542 if not welcoming(iq):
544 if enemy.type == 'R':
545 return False # Romulans cannot escape!
547 # avoid intruding on another commander's territory
548 if enemy.type == 'C':
549 if iq in game.state.kcmdr:
551 # refuse to leave if currently attacking starbase
552 if game.battle == game.quadrant:
554 # don't leave if over 1000 units of energy
555 if enemy.power > 1000.0:
557 oldloc = copy.copy(enemy.location)
558 # handle local matters related to escape
561 if game.condition != "docked":
563 # Handle global matters related to escape
564 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
565 game.state.galaxy[iq.i][iq.j].klingons += 1
566 if enemy.type == 'S':
570 schedule(FSCMOVE, 0.2777)
572 game.state.kscmdr = iq
574 for cmdr in game.state.kcmdr:
575 if cmdr == game.quadrant:
576 game.state.kcmdr.append(iq)
578 # report move out of quadrant.
579 return [(True, enemy, oldloc, iq)]
581 # The bad-guy movement algorithm:
583 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
584 # If both are operating full strength, force is 1000. If both are damaged,
585 # force is -1000. Having shields down subtracts an additional 1000.
587 # 2. Enemy has forces equal to the energy of the attacker plus
588 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
589 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
591 # Attacker Initial energy levels (nominal):
592 # Klingon Romulan Commander Super-Commander
593 # Novice 400 700 1200
595 # Good 450 800 1300 1750
596 # Expert 475 850 1350 1875
597 # Emeritus 500 900 1400 2000
598 # VARIANCE 75 200 200 200
600 # Enemy vessels only move prior to their attack. In Novice - Good games
601 # only commanders move. In Expert games, all enemy vessels move if there
602 # is a commander present. In Emeritus games all enemy vessels move.
604 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
605 # forces are 1000 greater than Enterprise.
607 # Agressive action on average cuts the distance between the ship and
608 # the enemy to 1/4 the original.
610 # 4. At lower energy advantage, movement units are proportional to the
611 # advantage with a 650 advantage being to hold ground, 800 to move forward
612 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
614 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
615 # retreat, especially at high skill levels.
617 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
619 def movebaddy(enemy):
620 "Tactical movement for the bad guys."
624 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
625 if game.skill >= SKILL_EXPERT:
626 nbaddys = int(((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
628 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
629 old_dist = enemy.kdist
630 mdist = int(old_dist + 0.5) # Nearest integer distance
631 # If SC, check with spy to see if should hi-tail it
632 if enemy.type == 'S' and \
633 (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
637 # decide whether to advance, retreat, or hold position
638 forces = enemy.power+100.0*len(game.enemies)+400*(nbaddys-1)
640 forces += 1000 # Good for enemy if shield is down!
641 if not damaged(DPHASER) or not damaged(DPHOTON):
642 if damaged(DPHASER): # phasers damaged
645 forces -= 0.2*(game.energy - 2500.0)
646 if damaged(DPHOTON): # photon torpedoes damaged
649 forces -= 50.0*game.torps
651 # phasers and photon tubes both out!
654 if forces <= 1000.0 and game.condition != "docked": # Typical situation
655 motion = ((forces + rnd.real(200))/150.0) - 5.0
657 if forces > 1000.0: # Very strong -- move in for kill
658 motion = (1.0 - rnd.real())**2 * old_dist + 1.0
659 if game.condition == "docked" and (game.options & OPTION_BASE): # protected by base -- back off !
660 motion -= game.skill*(2.0-rnd.real()**2)
662 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
663 # don't move if no motion
666 # Limit motion according to skill
667 if abs(motion) > game.skill:
672 # calculate preferred number of steps
673 nsteps = abs(int(motion))
674 if motion > 0 and nsteps > mdist:
675 nsteps = mdist # don't overshoot
676 if nsteps > QUADSIZE:
677 nsteps = QUADSIZE # This shouldn't be necessary
679 nsteps = 1 # This shouldn't be necessary
681 proutn("NSTEPS = %d:" % nsteps)
682 # Compute preferred values of delta X and Y
683 m = game.sector - enemy.location
684 if 2.0 * abs(m.i) < abs(m.j):
686 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
688 m = (motion * m).sgn()
689 goto = enemy.location
691 for ll in range(nsteps):
693 proutn(" %d" % (ll+1))
694 # Check if preferred position available
705 attempts = 0 # Settle mysterious hang problem
706 while attempts < 20 and not success:
708 if look.i < 0 or look.i >= QUADSIZE:
710 return tryexit(enemy, look, irun)
711 if krawli == m.i or m.j == 0:
713 look.i = goto.i + krawli
715 elif look.j < 0 or look.j >= QUADSIZE:
717 return tryexit(enemy, look, irun)
718 if krawlj == m.j or m.i == 0:
720 look.j = goto.j + krawlj
722 elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.':
723 # See if enemy should ram ship
724 if game.quad[look.i][look.j] == game.ship and \
725 (enemy.type == 'C' or enemy.type == 'S'):
726 collision(rammed=True, enemy=enemy)
728 if krawli != m.i and m.j != 0:
729 look.i = goto.i + krawli
731 elif krawlj != m.j and m.i != 0:
732 look.j = goto.j + krawlj
735 break # we have failed
746 # Enemy moved, but is still in sector
747 return [(False, enemy, old_dist, goto)]
750 "Sequence Klingon tactical movement."
753 # Figure out which Klingon is the commander (or Supercommander)
756 if game.quadrant in game.state.kcmdr:
757 for enemy in game.enemies:
758 if enemy.type == 'C':
759 tacmoves += movebaddy(enemy)
760 if game.state.kscmdr == game.quadrant:
761 for enemy in game.enemies:
762 if enemy.type == 'S':
763 tacmoves += movebaddy(enemy)
765 # If skill level is high, move other Klingons and Romulans too!
766 # Move these last so they can base their actions on what the
768 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
769 for enemy in game.enemies:
770 if enemy.type in ('K', 'R'):
771 tacmoves += movebaddy(enemy)
774 def movescom(iq, avoid):
775 "Supercommander movement helper."
776 # Avoid quadrants with bases if we want to avoid Enterprise
777 if not welcoming(iq) or (avoid and iq in game.state.baseq):
779 if game.justin and not game.iscate:
782 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
783 game.state.kscmdr = iq
784 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
785 if game.state.kscmdr == game.quadrant:
786 # SC has scooted, remove him from current quadrant
791 for enemy in game.enemies:
792 if enemy.type == 'S':
795 if game.condition != "docked":
798 # check for a helpful planet
799 for i in range(game.inplan):
800 if game.state.planets[i].quadrant == game.state.kscmdr and \
801 game.state.planets[i].crystals == "present":
803 game.state.planets[i].pclass = "destroyed"
804 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
807 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
808 prout(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
809 prout(_(" by the Super-commander.\""))
811 return True # looks good!
813 def supercommander():
814 "Move the Super Commander."
821 prout("== SUPERCOMMANDER")
822 # Decide on being active or passive
823 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 \
824 (game.state.date-game.indate) < 3.0)
825 if not game.iscate and avoid:
826 # compute move away from Enterprise
827 idelta = game.state.kscmdr-game.quadrant
828 if idelta.distance() > 2.0:
830 idelta.i = game.state.kscmdr.j-game.quadrant.j
831 idelta.j = game.quadrant.i-game.state.kscmdr.i
833 # compute distances to starbases
834 if not game.state.baseq:
838 sc = game.state.kscmdr
839 for (i, base) in enumerate(game.state.baseq):
840 basetbl.append((i, (base - sc).distance()))
841 if len(game.state.baseq) > 1:
842 basetbl.sort(key=lambda x: x[1])
843 # look for nearest base without a commander, no Enterprise, and
844 # without too many Klingons, and not already under attack.
845 ifindit = iwhichb = 0
846 for (i2, base) in enumerate(game.state.baseq):
847 i = basetbl[i2][0] # bug in original had it not finding nearest
848 if base == game.quadrant or base == game.battle or not welcoming(base):
850 # if there is a commander, and no other base is appropriate,
851 # we will take the one with the commander
852 for cmdr in game.state.kcmdr:
853 if base == cmdr and ifindit != 2:
857 else: # no commander -- use this one
862 return # Nothing suitable -- wait until next time
863 ibq = game.state.baseq[iwhichb]
864 # decide how to move toward base
865 idelta = ibq - game.state.kscmdr
866 # Maximum movement is 1 quadrant in either or both axes
867 idelta = idelta.sgn()
868 # try moving in both x and y directions
869 # there was what looked like a bug in the Almy C code here,
870 # but it might be this translation is just wrong.
871 iq = game.state.kscmdr + idelta
872 if not movescom(iq, avoid):
873 # failed -- try some other maneuvers
874 if idelta.i == 0 or idelta.j == 0:
877 iq.j = game.state.kscmdr.j + 1
878 if not movescom(iq, avoid):
879 iq.j = game.state.kscmdr.j - 1
882 iq.i = game.state.kscmdr.i + 1
883 if not movescom(iq, avoid):
884 iq.i = game.state.kscmdr.i - 1
887 # try moving just in x or y
888 iq.j = game.state.kscmdr.j
889 if not movescom(iq, avoid):
890 iq.j = game.state.kscmdr.j + idelta.j
891 iq.i = game.state.kscmdr.i
894 if len(game.state.baseq) == 0:
897 for ibq in game.state.baseq:
898 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
901 return # no, don't attack base!
904 schedule(FSCDBAS, rnd.real(1.0, 3.0))
905 if is_scheduled(FCDBAS):
906 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
907 if not communicating():
911 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
913 prout(_(" reports that it is under attack from the Klingon Super-commander."))
914 prout(_(" It can survive until stardate %d.\"") \
915 % int(scheduled(FSCDBAS)))
918 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
922 game.optime = 0.0 # actually finished
924 # Check for intelligence report
925 if not game.idebug and \
926 (rnd.withprob(0.8) or \
927 (not communicating()) or \
928 not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
931 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
932 prout(_(" the Super-commander is in Quadrant %s.") % game.state.kscmdr)
937 if not game.tholian or game.justin:
940 if game.tholian.location.i == 0 and game.tholian.location.j == 0:
943 elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
946 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1:
949 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0:
953 # something is wrong!
954 game.tholian.move(None)
955 prout("***Internal error: Tholian in a bad spot.")
957 # do nothing if we are blocked
958 if game.quad[tid.i][tid.j] not in ('.', '#'):
960 here = copy.copy(game.tholian.location)
961 delta = (tid - game.tholian.location).sgn()
963 while here.i != tid.i:
965 if game.quad[here.i][here.j] == '.':
966 game.tholian.move(here)
968 while here.j != tid.j:
970 if game.quad[here.i][here.j] == '.':
971 game.tholian.move(here)
972 # check to see if all holes plugged
973 for i in range(QUADSIZE):
974 if game.quad[0][i] != '#' and game.quad[0][i] != 'T':
976 if game.quad[QUADSIZE-1][i] != '#' and game.quad[QUADSIZE-1][i] != 'T':
978 if game.quad[i][0] != '#' and game.quad[i][0] != 'T':
980 if game.quad[i][QUADSIZE-1] != '#' and game.quad[i][QUADSIZE-1] != 'T':
982 # All plugged up -- Tholian splits
983 game.quad[game.tholian.location.i][game.tholian.location.j] = '#'
985 prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web."))
986 game.tholian.move(None)
989 # Code from battle.c begins here
992 "Change cloaking-device status."
994 prout(_("Ye Faerie Queene hath no cloaking device."))
997 key = scanner.nexttok()
1004 if key == "IHALPHA":
1005 if scanner.sees("on"):
1007 prout(_("The cloaking device has already been switched on."))
1010 elif scanner.sees("off"):
1011 if not game.iscloaked:
1012 prout(_("The cloaking device has already been switched off."))
1019 if not game.iscloaked:
1020 proutn(_("Switch cloaking device on? "))
1025 proutn(_("Switch cloaking device off? "))
1032 if action == "CLOFF":
1033 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1034 prout(_("Spock- \"Captain, the Treaty of Algeron is in effect.\n Are you sure this is wise?\""))
1037 prout("Engineer Scott- \"Aye, Sir.\"")
1038 game.iscloaked = False
1039 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1040 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
1042 game.isviolreported = True
1044 #if (neutz and game.state.date >= ALGERON) finish(FCLOAK);
1047 if action == "CLON":
1049 prout(_("Engineer Scott- \"The cloaking device is damaged, Sir.\""))
1052 if game.condition == "docked":
1053 prout(_("You cannot cloak while docked."))
1055 if game.state.date >= ALGERON and not game.isviolreported:
1056 prout(_("Spock- \"Captain, using the cloaking device is a violation"))
1057 prout(_(" of the Treaty of Algeron. Considering the alternatives,"))
1058 proutn(_(" are you sure this is wise? "))
1061 prout(_("Engineer Scott- \"Cloaking device has engaging, Sir...\""))
1063 prout(_("Engineer Scott- \"Cloaking device has engaged, Sir.\""))
1064 game.iscloaked = True
1066 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1067 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
1069 game.isviolreported = True
1071 def doshield(shraise):
1072 "Change shield status."
1078 key = scanner.nexttok()
1079 if key == "IHALPHA":
1080 if scanner.sees("transfer"):
1083 if damaged(DSHIELD):
1084 prout(_("Shields damaged and down."))
1086 if scanner.sees("up"):
1088 elif scanner.sees("down"):
1090 if action == "NONE":
1091 proutn(_("Do you wish to change shield energy? "))
1094 elif damaged(DSHIELD):
1095 prout(_("Shields damaged and down."))
1098 proutn(_("Shields are up. Do you want them down? "))
1105 proutn(_("Shields are down. Do you want them up? "))
1111 if action == "SHUP": # raise shields
1113 prout(_("Shields already up."))
1117 if game.condition != "docked":
1119 prout(_("Shields raised."))
1120 if game.energy <= 0:
1122 prout(_("Shields raising uses up last of energy."))
1127 elif action == "SHDN":
1129 prout(_("Shields already down."))
1133 prout(_("Shields lowered."))
1136 elif action == "NRG":
1137 while scanner.nexttok() != "IHREAL":
1139 proutn(_("Energy to transfer to shields- "))
1144 if nrg > game.energy:
1145 prout(_("Insufficient ship energy."))
1148 if game.shield+nrg >= game.inshld:
1149 prout(_("Shield energy maximized."))
1150 if game.shield+nrg > game.inshld:
1151 prout(_("Excess energy requested returned to ship energy"))
1152 game.energy -= game.inshld-game.shield
1153 game.shield = game.inshld
1155 if nrg < 0.0 and game.energy-nrg > game.inenrg:
1156 # Prevent shield drain loophole
1158 prout(_("Engineering to bridge--"))
1159 prout(_(" Scott here. Power circuit problem, Captain."))
1160 prout(_(" I can't drain the shields."))
1163 if game.shield+nrg < 0:
1164 prout(_("All shield energy transferred to ship."))
1165 game.energy += game.shield
1168 proutn(_("Scotty- \""))
1170 prout(_("Transferring energy to shields.\""))
1172 prout(_("Draining energy from shields.\""))
1178 "Choose a device to damage, at random."
1180 105, # DSRSENS: short range scanners 10.5%
1181 105, # DLRSENS: long range scanners 10.5%
1182 120, # DPHASER: phasers 12.0%
1183 120, # DPHOTON: photon torpedoes 12.0%
1184 25, # DLIFSUP: life support 2.5%
1185 65, # DWARPEN: warp drive 6.5%
1186 70, # DIMPULS: impulse engines 6.5%
1187 135, # DSHIELD: deflector shields 13.5%
1188 30, # DRADIO: subspace radio 3.0%
1189 45, # DSHUTTL: shuttle 4.5%
1190 15, # DCOMPTR: computer 1.5%
1191 20, # NAVCOMP: navigation system 2.0%
1192 75, # DTRANSP: transporter 7.5%
1193 20, # DSHCTRL: high-speed shield controller 2.0%
1194 10, # DDRAY: death ray 1.0%
1195 30, # DDSP: deep-space probes 3.0%
1196 10, # DCLOAK: the cloaking device 1.0
1198 assert(sum(weights) == 1000)
1199 idx = rnd.integer(1000)
1201 for (i, w) in enumerate(weights):
1205 return None # we should never get here
1207 def collision(rammed, enemy):
1208 "Collision handling for rammong events."
1209 prouts(_("***RED ALERT! RED ALERT!"))
1211 prout(_("***COLLISION IMMINENT."))
1215 hardness = {'R':1.5, 'C':2.0, 'S':2.5, 'T':0.5, '?':4.0}.get(enemy.type, 1.0)
1217 proutn(_(" rammed by "))
1220 proutn(crmena(False, enemy.type, "sector", enemy.location))
1222 proutn(_(" (original position)"))
1224 deadkl(enemy.location, enemy.type, game.sector)
1225 proutn("***" + crmshp() + " heavily damaged.")
1226 icas = rnd.integer(10, 30)
1227 prout(_("***Sickbay reports %d casualties") % icas)
1229 game.state.crew -= icas
1230 # In the pre-SST2K version, all devices got equiprobably damaged,
1231 # which was silly. Instead, pick up to half the devices at
1232 # random according to our weighting table,
1233 ncrits = rnd.integer(NDEVICES//2)
1237 if game.damage[dev] < 0:
1239 extradm = (10.0*hardness*rnd.real()+1.0)*game.damfac
1240 # Damage for at least time of travel!
1241 game.damage[dev] += game.optime + extradm
1243 prout(_("***Shields are down."))
1251 def torpedo(origin, bearing, dispersion, number, nburst):
1252 "Let a photon torpedo fly"
1253 if not damaged(DSRSENS) or game.condition == "docked":
1254 setwnd(srscan_window)
1256 setwnd(message_window)
1257 ac = bearing + 0.25*dispersion # dispersion is a random variable
1258 bullseye = (15.0 - bearing)*0.5235988
1259 track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
1260 bumpto = Coord(0, 0)
1261 # Loop to move a single torpedo
1262 setwnd(message_window)
1263 for step in range(1, QUADSIZE*2):
1264 if not track.nexttok():
1267 if not w.valid_sector():
1269 iquad = game.quad[w.i][w.j]
1270 tracktorpedo(w, step, number, nburst, iquad)
1274 setwnd(message_window)
1275 if not damaged(DSRSENS) or game.condition == "docked":
1276 skip(1) # start new line after text track
1277 if iquad in ('E', 'F'): # Hit our ship
1279 prout(_("Torpedo hits %s.") % crmshp())
1280 hit = 700.0 + rnd.real(100) - \
1281 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1282 newcnd() # we're blown out of dock
1283 if game.landed or game.condition == "docked":
1284 return hit # Cheat if on a planet
1285 # In the C/FORTRAN version, dispersion was 2.5 radians, which
1286 # is 143 degrees, which is almost exactly 4.8 clockface units
1287 displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5)
1288 displacement.nexttok()
1289 bumpto = displacement.sector()
1290 if not bumpto.valid_sector():
1292 if game.quad[bumpto.i][bumpto.j] == ' ':
1295 if game.quad[bumpto.i][bumpto.j] != '.':
1296 # can't move into object
1298 game.sector = bumpto
1300 game.quad[w.i][w.j] = '.'
1301 game.quad[bumpto.i][bumpto.j] = iquad
1302 prout(_(" displaced by blast to Sector %s ") % bumpto)
1303 for enemy in game.enemies:
1304 enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1307 elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
1309 if iquad in ('C', 'S') and rnd.withprob(0.05):
1310 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1311 prout(_(" torpedo neutralized."))
1313 for enemy in game.enemies:
1314 if w == enemy.location:
1315 kp = math.fabs(enemy.power)
1316 h1 = 700.0 + rnd.integer(100) - \
1317 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1325 if enemy.power == 0:
1328 proutn(crmena(True, iquad, "sector", w))
1329 displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5)
1330 displacement.nexttok()
1331 bumpto = displacement.sector()
1332 if not bumpto.valid_sector():
1333 prout(_(" damaged but not destroyed."))
1335 if game.quad[bumpto.i][bumpto.j] == ' ':
1336 prout(_(" buffeted into black hole."))
1337 deadkl(w, iquad, bumpto)
1338 if game.quad[bumpto.i][bumpto.j] != '.':
1339 prout(_(" damaged but not destroyed."))
1341 prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
1342 enemy.location = bumpto
1343 game.quad[w.i][w.j] = '.'
1344 game.quad[bumpto.i][bumpto.j] = iquad
1345 for tenemy in game.enemies:
1346 tenemy.kdist = tenemy.kavgd = (game.sector-tenemy.location).distance()
1350 prout("Internal error, no enemy where expected!")
1353 elif iquad == 'B': # Hit a base
1355 prout(_("***STARBASE DESTROYED.."))
1356 game.state.baseq = [x for x in game.state.baseq if x != game.quadrant]
1357 game.quad[w.i][w.j] = '.'
1358 game.base.invalidate()
1359 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
1360 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = False
1361 game.state.basekl += 1
1364 elif iquad == 'P': # Hit a planet
1365 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1366 game.state.nplankl += 1
1367 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1368 game.iplnet.pclass = "destroyed"
1370 game.plnet.invalidate()
1371 game.quad[w.i][w.j] = '.'
1373 # captain perishes on planet
1376 elif iquad == '@': # Hit an inhabited world -- very bad!
1377 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1378 game.state.nworldkl += 1
1379 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1380 game.iplnet.pclass = "destroyed"
1382 game.plnet.invalidate()
1383 game.quad[w.i][w.j] = '.'
1385 # captain perishes on planet
1387 prout(_("The torpedo destroyed an inhabited planet."))
1389 elif iquad == '*': # Hit a star
1390 if rnd.withprob(0.9):
1393 prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast."))
1395 elif iquad == '?': # Hit a thingy
1396 if not (game.options & OPTION_THINGY) or rnd.withprob(0.3):
1398 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1400 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1402 proutn(_("Mr. Spock-"))
1403 prouts(_(" \"Fascinating!\""))
1407 # Stas Sergeev added the possibility that
1408 # you can shove the Thingy and piss it off.
1409 # It then becomes an enemy and may fire at you.
1412 elif iquad == ' ': # Black hole
1414 prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo."))
1416 elif iquad == '#': # hit the web
1418 prout(_("***Torpedo absorbed by Tholian web."))
1420 elif iquad == 'T': # Hit a Tholian
1421 h1 = 700.0 + rnd.integer(100) - \
1422 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1425 game.quad[w.i][w.j] = '.'
1430 proutn(crmena(True, 'T', "sector", w))
1431 if rnd.withprob(0.05):
1432 prout(_(" survives photon blast."))
1434 prout(_(" disappears."))
1435 game.tholian.move(None)
1436 game.quad[w.i][w.j] = '#'
1441 proutn("Don't know how to handle torpedo collision with ")
1442 proutn(crmena(True, iquad, "sector", w))
1447 setwnd(message_window)
1448 prout(_("Torpedo missed."))
1452 "Critical-hit resolution."
1453 if hit < (275.0-25.0*game.skill)*rnd.real(1.0, 1.5):
1455 ncrit = int(1.0 + hit/(500.0+rnd.real(100)))
1456 proutn(_("***CRITICAL HIT--"))
1457 # Select devices and cause damage
1462 # Cheat to prevent shuttle damage unless on ship
1463 if not (game.damage[j]<0.0 or (j == DSHUTTL and game.iscraft != "onship") or (j == DCLOAK and game.ship != 'E' or j == DDRAY)):
1466 extradm = (hit*game.damfac)/(ncrit*rnd.real(75, 100))
1467 game.damage[j] += extradm
1470 for (i, j) in enumerate(cdam):
1472 if skipcount % 3 == 2 and i < len(cdam)-1:
1477 prout(_(" damaged."))
1478 if damaged(DSHIELD) and game.shldup:
1479 prout(_("***Shields knocked down."))
1481 if damaged(DCLOAK) and game.iscloaked:
1482 prout(_("***Cloaking device rendered inoperative."))
1483 game.iscloaked = False
1485 def attack(torps_ok):
1486 # bad guy attacks us
1487 # torps_ok == False forces use of phasers in an attack
1490 # game could be over at this point, check
1500 prout("=== ATTACK!")
1501 # Tholian gets to move before attacking
1504 # if you have just entered the RNZ, you'll get a warning
1505 if game.neutz: # The one chance not to be attacked
1508 # commanders get a chance to tac-move towards you
1509 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:
1510 for (bugout, enemy, old, goto) in moveklings():
1512 # we know about this if either short or long range
1513 # sensors are working
1514 if damaged(DSRSENS) and damaged(DLRSENS) \
1515 and game.condition != "docked":
1516 prout(crmena(True, enemy.type, "sector", old) + \
1517 (_(" escapes to Quadrant %s (and regains strength).") % goto))
1518 else: # Enemy still in-sector
1519 if enemy.move(goto):
1520 if not damaged(DSRSENS) or game.condition == "docked":
1521 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
1522 if enemy.kdist < old:
1523 proutn(_(" advances to "))
1525 proutn(_(" retreats to "))
1526 prout("Sector %s." % goto)
1528 # if no enemies remain after movement, we're done
1529 if len(game.enemies) == 0 or (len(game.enemies) == 1 and thing.at(game.quadrant) and not thing.angered):
1531 # set up partial hits if attack happens during shield status change
1532 pfac = 1.0/game.inshld
1534 chgfac = 0.25 + rnd.real(0.5)
1536 # message verbosity control
1537 if game.skill <= SKILL_FAIR:
1539 for enemy in game.enemies:
1541 continue # too weak to attack
1542 # compute hit strength and diminish shield power
1544 # Increase chance of photon torpedos if docked or enemy energy is low
1545 if game.condition == "docked":
1547 if enemy.power < 500:
1549 if enemy.type == 'T' or (enemy.type == '?' and not thing.angered):
1551 # different enemies have different probabilities of throwing a torp
1552 usephasers = not torps_ok or \
1553 (enemy.type == 'K' and r > 0.0005) or \
1554 (enemy.type == 'C' and r > 0.015) or \
1555 (enemy.type == 'R' and r > 0.3) or \
1556 (enemy.type == 'S' and r > 0.07) or \
1557 (enemy.type == '?' and r > 0.05)
1558 if usephasers: # Enemy uses phasers
1559 if game.condition == "docked":
1560 continue # Don't waste the effort!
1561 attempt = True # Attempt to attack
1562 dustfac = rnd.real(0.8, 0.85)
1563 hit = enemy.power*math.pow(dustfac, enemy.kavgd)
1565 else: # Enemy uses photon torpedo
1566 # We should be able to make the bearing() method work here
1567 pcourse = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i)
1569 proutn(_("***TORPEDO INCOMING"))
1570 if not damaged(DSRSENS):
1571 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location))
1574 dispersion = (rnd.real()+rnd.real())*0.5 - 0.5
1575 dispersion += 0.002*enemy.power*dispersion
1576 hit = torpedo(enemy.location, pcourse, dispersion, number=1, nburst=1)
1577 if game.unwon() == 0:
1578 finish(FWON) # Klingons did themselves in!
1579 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1580 return # Supernova or finished
1583 # incoming phaser or torpedo, shields may dissipate it
1584 if game.shldup or game.shldchg or game.condition == "docked":
1585 # shields will take hits
1586 propor = pfac * game.shield
1587 if game.condition == "docked":
1591 hitsh = propor*chgfac*hit+1.0
1593 if absorb > game.shield:
1594 absorb = game.shield
1595 game.shield -= absorb
1597 # taking a hit blasts us out of a starbase dock
1598 if game.condition == "docked":
1600 # but the shields may take care of it
1601 if propor > 0.1 and hit < 0.005*game.energy:
1603 # hit from this opponent got through shields, so take damage
1605 proutn(_("%d unit hit") % int(hit))
1606 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1607 proutn(_(" on the ") + crmshp())
1608 if not damaged(DSRSENS) and usephasers:
1609 prout(_(" from ") + crmena(False, enemy.type, where, enemy.location))
1611 # Decide if hit is critical
1617 if game.energy <= 0:
1618 # Returning home upon your shield, not with it...
1621 if not attempt and game.condition == "docked":
1622 prout(_("***Enemies decide against attacking your ship."))
1623 percent = 100.0*pfac*game.shield+0.5
1625 # Shields fully protect ship
1626 proutn(_("Enemy attack reduces shield strength to "))
1628 # Emit message if starship suffered hit(s)
1630 proutn(_("Energy left %2d shields ") % int(game.energy))
1633 elif not damaged(DSHIELD):
1636 proutn(_("damaged, "))
1637 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1638 # Check if anyone was hurt
1639 if hitmax >= 200 or hittot >= 500:
1640 icas = rnd.integer(int(hittot * 0.015))
1643 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1644 prout(_(" in that last attack.\""))
1646 game.state.crew -= icas
1647 # After attack, reset average distance to enemies
1648 for enemy in game.enemies:
1649 enemy.kavgd = enemy.kdist
1653 def deadkl(w, etype, mv):
1654 "Kill a Klingon, Tholian, Romulan, or Thingy."
1655 # Added mv to allow enemy to "move" before dying
1656 proutn(crmena(True, etype, "sector", mv))
1657 # Decide what kind of enemy it is and update appropriately
1659 # Chalk up a Romulan
1660 game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1662 game.state.nromrem -= 1
1671 # Killed some type of Klingon
1672 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1675 game.state.kcmdr.remove(game.quadrant)
1677 if game.state.kcmdr:
1678 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1679 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1684 game.state.nscrem -= 1
1685 game.state.kscmdr.invalidate()
1690 # For each kind of enemy, finish message to player
1691 prout(_(" destroyed."))
1692 if game.unwon() == 0:
1695 # Remove enemy ship from arrays describing local conditions
1696 for e in game.enemies:
1703 "Return None if target is invalid, otherwise return a course angle."
1704 if not w.valid_sector():
1708 # C code this was translated from is wacky -- why the sign reversal?
1709 delta.j = (w.j - game.sector.j)
1710 delta.i = (game.sector.i - w.i)
1711 if delta == Coord(0, 0):
1713 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1714 prout(_(" I recommend an immediate review of"))
1715 prout(_(" the Captain's psychological profile.\""))
1718 return delta.bearing()
1721 "Launch photon torpedo salvo."
1724 if damaged(DPHOTON):
1725 prout(_("Photon tubes damaged."))
1729 prout(_("No torpedoes left."))
1732 # First, get torpedo count
1735 if scanner.token == "IHALPHA":
1738 elif scanner.token == "IHEOL" or not scanner.waiting():
1739 prout(_("%d torpedoes left.") % game.torps)
1741 proutn(_("Number of torpedoes to fire- "))
1742 continue # Go back around to get a number
1743 else: # key == "IHREAL"
1749 if n <= 0: # abort command
1754 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1757 scanner.chew() # User requested more torps than available
1758 continue # Go back around
1759 break # All is good, go to next stage
1763 key = scanner.nexttok()
1764 if i == 0 and key == "IHEOL":
1765 break # no coordinate waiting, we will try prompting
1766 if i == 1 and key == "IHEOL":
1767 # direct all torpedoes at one target
1769 target.append(target[0])
1770 tcourse.append(tcourse[0])
1773 scanner.push(scanner.token)
1774 target.append(scanner.getcoord())
1775 if target[-1] is None:
1777 tcourse.append(targetcheck(target[-1]))
1778 if tcourse[-1] is None:
1781 if len(target) == 0:
1782 # prompt for each one
1784 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1786 target.append(scanner.getcoord())
1787 if target[-1] is None:
1789 tcourse.append(targetcheck(target[-1]))
1790 if tcourse[-1] is None:
1793 # Loop for moving <n> torpedoes
1795 if game.condition != "docked":
1797 dispersion = (rnd.real()+rnd.real())*0.5 -0.5
1798 if math.fabs(dispersion) >= 0.47:
1800 dispersion *= rnd.real(1.2, 2.2)
1802 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1804 prouts(_("***TORPEDO MISFIRES."))
1807 prout(_(" Remainder of burst aborted."))
1808 if rnd.withprob(0.2):
1809 prout(_("***Photon tubes damaged by misfire."))
1810 game.damage[DPHOTON] = game.damfac * rnd.real(1.0, 3.0)
1814 elif game.shldup or game.condition == "docked":
1815 dispersion *= 1.0 + 0.0001*game.shield
1816 torpedo(game.sector, tcourse[i], dispersion, number=i, nburst=n)
1817 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1823 "Check for phasers overheating."
1825 checkburn = (rpow-1500.0)*0.00038
1826 if rnd.withprob(checkburn):
1827 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1828 game.damage[DPHASER] = game.damfac* rnd.real(1.0, 2.0) * (1.0+checkburn)
1830 def checkshctrl(rpow):
1831 "Check shield control."
1833 if rnd.withprob(0.998):
1834 prout(_("Shields lowered."))
1836 # Something bad has happened
1837 prouts(_("***RED ALERT! RED ALERT!"))
1839 hit = rpow*game.shield/game.inshld
1840 game.energy -= rpow+hit*0.8
1841 game.shield -= hit*0.2
1842 if game.energy <= 0.0:
1843 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1848 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1850 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1851 icas = rnd.integer(int(hit*0.012))
1856 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1857 prout(_(" %d casualties so far.\"") % icas)
1859 game.state.crew -= icas
1861 prout(_("Phaser energy dispersed by shields."))
1862 prout(_("Enemy unaffected."))
1867 "Register a phaser hit on Klingons and Romulans."
1874 dustfac = rnd.real(0.9, 1.0)
1875 hit = wham*math.pow(dustfac, game.enemies[kk].kdist)
1876 kpini = game.enemies[kk].power
1877 kp = math.fabs(kpini)
1878 if PHASEFAC*hit < kp:
1880 if game.enemies[kk].power < 0:
1881 game.enemies[kk].power -= -kp
1883 game.enemies[kk].power -= kp
1884 kpow = game.enemies[kk].power
1885 w = game.enemies[kk].location
1887 if not damaged(DSRSENS):
1889 proutn(_("%d unit hit on ") % int(hit))
1891 proutn(_("Very small hit on "))
1892 ienm = game.quad[w.i][w.j]
1895 proutn(crmena(False, ienm, "sector", w))
1904 else: # decide whether or not to emasculate klingon
1905 if kpow > 0 and rnd.withprob(0.9) and kpow <= rnd.real(0.4, 0.8)*kpini:
1906 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1907 prout(_(" has just lost its firepower.\""))
1908 game.enemies[kk].power = -kpow
1913 "Fire phasers at bad guys."
1917 irec = 0 # Cheating inhibitor
1926 # SR sensors and Computer are needed for automode
1927 if damaged(DSRSENS) or damaged(DCOMPTR):
1929 if game.condition == "docked":
1930 prout(_("Phasers can't be fired through base shields."))
1933 if damaged(DPHASER):
1934 prout(_("Phaser control damaged."))
1938 if damaged(DSHCTRL):
1939 prout(_("High speed shield control damaged."))
1942 if game.energy <= 200.0:
1943 prout(_("Insufficient energy to activate high-speed shield control."))
1946 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1948 # Original code so convoluted, I re-did it all
1949 # (That was Tom Almy talking about the C code, I think -- ESR)
1950 while automode == "NOTSET":
1951 key = scanner.nexttok()
1952 if key == "IHALPHA":
1953 if scanner.sees("manual"):
1954 if len(game.enemies)==0:
1955 prout(_("There is no enemy present to select."))
1958 automode = "AUTOMATIC"
1961 key = scanner.nexttok()
1962 elif scanner.sees("automatic"):
1963 if (not itarg) and len(game.enemies) != 0:
1964 automode = "FORCEMAN"
1966 if len(game.enemies)==0:
1967 prout(_("Energy will be expended into space."))
1968 automode = "AUTOMATIC"
1969 key = scanner.nexttok()
1970 elif scanner.sees("no"):
1975 elif key == "IHREAL":
1976 if len(game.enemies)==0:
1977 prout(_("Energy will be expended into space."))
1978 automode = "AUTOMATIC"
1980 automode = "FORCEMAN"
1982 automode = "AUTOMATIC"
1985 if len(game.enemies)==0:
1986 prout(_("Energy will be expended into space."))
1987 automode = "AUTOMATIC"
1989 automode = "FORCEMAN"
1991 proutn(_("Manual or automatic? "))
1996 if automode == "AUTOMATIC":
1997 if key == "IHALPHA" and scanner.sees("no"):
1999 key = scanner.nexttok()
2000 if key != "IHREAL" and len(game.enemies) != 0:
2001 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
2006 for i in range(len(game.enemies)):
2007 irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))*rnd.real(1.01, 1.06) + 1.0
2009 proutn(_("%d units required. ") % irec)
2011 proutn(_("Units to fire= "))
2012 key = scanner.nexttok()
2017 proutn(_("Energy available= %.2f") % avail)
2020 if not rpow > avail:
2026 key = scanner.nexttok()
2027 if key == "IHALPHA" and scanner.sees("no"):
2030 game.energy -= 200 # Go and do it!
2031 if checkshctrl(rpow):
2036 if len(game.enemies):
2039 for i in range(len(game.enemies)):
2043 hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))
2044 over = rnd.real(1.01, 1.06) * hits[i]
2046 powrem -= hits[i] + over
2047 if powrem <= 0 and temp < hits[i]:
2056 if extra > 0 and not game.alldone:
2058 proutn(_("*** Tholian web absorbs "))
2059 if len(game.enemies)>0:
2060 proutn(_("excess "))
2061 prout(_("phaser energy."))
2063 prout(_("%d expended on empty space.") % int(extra))
2064 elif automode == "FORCEMAN":
2067 if damaged(DCOMPTR):
2068 prout(_("Battle computer damaged, manual fire only."))
2071 prouts(_("---WORKING---"))
2073 prout(_("Short-range-sensors-damaged"))
2074 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2075 prout(_("Manual-fire-must-be-used"))
2077 elif automode == "MANUAL":
2079 for k in range(len(game.enemies)):
2080 aim = game.enemies[k].location
2081 ienm = game.quad[aim.i][aim.j]
2083 proutn(_("Energy available= %.2f") % (avail-0.006))
2087 if damaged(DSRSENS) and \
2088 not game.sector.distance(aim)<2**0.5 and ienm in ('C', 'S'):
2089 prout(cramen(ienm) + _(" can't be located without short range scan."))
2092 hits[k] = 0 # prevent overflow -- thanks to Alexei Voitenko
2096 if itarg and k > kz:
2097 irec = (abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9, game.enemies[k].kdist))) * rnd.real(1.01, 1.06) + 1.0
2100 if not damaged(DCOMPTR):
2105 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
2106 key = scanner.nexttok()
2107 if key == "IHALPHA" and scanner.sees("no"):
2109 key = scanner.nexttok()
2111 if key == "IHALPHA":
2115 if k == 1: # Let me say I'm baffled by this
2118 if scanner.real < 0:
2122 hits.append(scanner.real)
2123 rpow += scanner.real
2124 # If total requested is too much, inform and start over
2126 prout(_("Available energy exceeded -- try again."))
2129 key = scanner.nexttok() # scan for next value
2131 # zero energy -- abort
2134 if key == "IHALPHA" and scanner.sees("no"):
2139 game.energy -= 200.0
2140 if checkshctrl(rpow):
2144 # Say shield raised or malfunction, if necessary
2150 if rnd.withprob(0.01):
2151 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2152 prouts(_(" CLICK CLICK POP . . ."))
2153 prout(_(" No response, sir!"))
2156 prout(_("Shields raised."))
2163 game.ididit = False # Nothing if we fail
2166 # Make sure there is room in the brig
2167 if game.brigfree == 0:
2168 prout(_("Security reports the brig is already full."))
2172 prout(_("Uhura- \"We have no subspace radio communication, sir.\""))
2175 if damaged(DTRANSP):
2176 prout(_("Scotty- \"Transporter damaged, sir.\""))
2179 # find out if there are any at all
2181 prout(_("Uhura- \"Getting no response, sir.\""))
2184 # if there is more than one Klingon, find out which one
2185 # Cruddy, just takes one at random. Should ask the captain.
2186 # Nah, just select the weakest one since it is most likely to
2187 # surrender (Tom Almy mod)
2188 klingons = [e for e in game.enemies if e.type == 'K']
2189 weakest = sorted(klingons, key=lambda e: e.power)[0]
2190 game.optime = 0.05 # This action will take some time
2191 game.ididit = True # So any others can strike back
2193 # check out that Klingon
2194 # The algorithm isn't that great and could use some more
2195 # intelligent design
2196 # x = 300 + 25*skill;
2197 x = game.energy / (weakest.power * len(klingons))
2198 #prout(_("Stats: energy = %s, kpower = %s, klingons = %s")
2199 # % (game.energy, weakest.power, len(klingons)))
2200 x *= 2.5 # would originally have been equivalent of 1.4,
2201 # but we want command to work more often, more humanely
2202 #prout(_("Prob = %.4f" % x))
2203 # x = 100; // For testing, of course!
2204 if x < rnd.real(100):
2205 # guess what, he surrendered!!!
2206 prout(_("Klingon captain at %s surrenders.") % weakest.location)
2209 prout(_("%d Klingons commit suicide rather than be taken captive.") % (200 - i))
2210 if i > game.brigfree:
2211 prout(_("%d Klingons die because there is no room for them in the brig.") % (i-game.brigfree))
2214 prout(_("%d captives taken") % i)
2215 deadkl(weakest.location, weakest.type, game.sector)
2220 # big surprise, he refuses to surrender
2221 prout(_("Fat chance, captain!"))
2223 # Code from events.c begins here.
2225 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2226 # event of each type active at any given time. Mostly these means we can
2227 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2228 # BSD Trek, from which we swiped the idea, can have up to 5.
2230 def unschedule(evtype):
2231 "Remove an event from the schedule."
2232 game.future[evtype].date = FOREVER
2233 return game.future[evtype]
2235 def is_scheduled(evtype):
2236 "Is an event of specified type scheduled."
2237 return game.future[evtype].date != FOREVER
2239 def scheduled(evtype):
2240 "When will this event happen?"
2241 return game.future[evtype].date
2243 def schedule(evtype, offset):
2244 "Schedule an event of specified type."
2245 game.future[evtype].date = game.state.date + offset
2246 return game.future[evtype]
2248 def postpone(evtype, offset):
2249 "Postpone a scheduled event."
2250 game.future[evtype].date += offset
2253 "Rest period is interrupted by event."
2256 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2258 game.resting = False
2264 "Run through the event queue looking for things to do."
2266 fintim = game.state.date + game.optime
2275 def tractorbeam(yank):
2276 "Tractor-beaming cases merge here."
2278 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2280 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2281 # If Kirk & Co. screwing around on planet, handle
2282 atover(True) # atover(true) is Grab
2285 if game.icraft: # Caught in Galileo?
2288 # Check to see if shuttle is aboard
2289 if game.iscraft == "offship":
2291 if rnd.withprob(0.5):
2292 prout(_("Galileo, left on the planet surface, is captured"))
2293 prout(_("by aliens and made into a flying McDonald's."))
2294 game.damage[DSHUTTL] = -10
2295 game.iscraft = "removed"
2297 prout(_("Galileo, left on the planet surface, is well hidden."))
2299 game.quadrant = game.state.kscmdr
2301 game.quadrant = game.state.kcmdr[i]
2302 game.sector = randplace(QUADSIZE)
2303 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2304 % (game.quadrant, game.sector))
2306 prout(_("(Remainder of rest/repair period cancelled.)"))
2307 game.resting = False
2309 if not damaged(DSHIELD) and game.shield > 0:
2310 doshield(shraise=True) # raise shields
2311 game.shldchg = False
2313 prout(_("(Shields not currently useable.)"))
2315 # Adjust finish time to time of tractor beaming?
2316 # fintim = game.state.date+game.optime
2317 attack(torps_ok=False)
2318 if not game.state.kcmdr:
2321 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2324 "Code merges here for any commander destroying a starbase."
2325 # Not perfect, but will have to do
2326 # Handle case where base is in same quadrant as starship
2327 if game.battle == game.quadrant:
2328 game.state.chart[game.battle.i][game.battle.j].starbase = False
2329 game.quad[game.base.i][game.base.j] = '.'
2330 game.base.invalidate()
2333 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2334 elif game.state.baseq and communicating():
2335 # Get word via subspace radio
2338 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2339 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2341 prout(_("the Klingon Super-Commander"))
2343 prout(_("a Klingon Commander"))
2344 game.state.chart[game.battle.i][game.battle.j].starbase = False
2345 # Remove Starbase from galaxy
2346 game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2347 game.state.baseq = [x for x in game.state.baseq if x != game.battle]
2349 # reinstate a commander's base attack
2353 game.battle.invalidate()
2355 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2356 for i in range(1, NEVENTS):
2357 if i == FSNOVA: proutn("=== Supernova ")
2358 elif i == FTBEAM: proutn("=== T Beam ")
2359 elif i == FSNAP: proutn("=== Snapshot ")
2360 elif i == FBATTAK: proutn("=== Base Attack ")
2361 elif i == FCDBAS: proutn("=== Base Destroy ")
2362 elif i == FSCMOVE: proutn("=== SC Move ")
2363 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2364 elif i == FDSPROB: proutn("=== Probe Move ")
2365 elif i == FDISTR: proutn("=== Distress Call ")
2366 elif i == FENSLV: proutn("=== Enslavement ")
2367 elif i == FREPRO: proutn("=== Klingon Build ")
2369 prout("%.2f" % (scheduled(i)))
2372 radio_was_broken = damaged(DRADIO)
2375 # Select earliest extraneous event, evcode==0 if no events
2380 for l in range(1, NEVENTS):
2381 if game.future[l].date < datemin:
2384 prout("== Event %d fires" % evcode)
2385 datemin = game.future[l].date
2386 xtime = datemin-game.state.date
2388 game.energy -= xtime*500.0
2389 if game.energy <= 0:
2392 game.state.date = datemin
2393 # Decrement Federation resources and recompute remaining time
2394 game.state.remres -= (game.remkl()+4*len(game.state.kcmdr))*xtime
2396 if game.state.remtime <= 0:
2399 # Any crew left alive?
2400 if game.state.crew <= 0:
2403 # Is life support adequate?
2404 if damaged(DLIFSUP) and game.condition != "docked":
2405 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2408 game.lsupres -= xtime
2409 if game.damage[DLIFSUP] <= xtime:
2410 game.lsupres = game.inlsr
2413 if game.condition == "docked":
2415 # Don't fix Deathray here
2416 for l in range(NDEVICES):
2417 if game.damage[l] > 0.0 and l != DDRAY:
2418 if game.damage[l]-repair > 0.0:
2419 game.damage[l] -= repair
2421 game.damage[l] = 0.0
2422 # If radio repaired, update star chart and attack reports
2423 if radio_was_broken and not damaged(DRADIO):
2424 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2425 prout(_(" surveillance reports are coming in."))
2427 if not game.iseenit:
2431 prout(_(" The star chart is now up to date.\""))
2433 # Cause extraneous event EVCODE to occur
2434 game.optime -= xtime
2435 if evcode == FSNOVA: # Supernova
2438 schedule(FSNOVA, expran(0.5*game.intime))
2439 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2441 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2442 if game.state.nscrem == 0 or game.iscloaked or \
2443 ictbeam or istract or \
2444 game.condition == "docked" or game.isatb == 1 or game.iscate:
2446 if game.ientesc or \
2447 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2448 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2449 (damaged(DSHIELD) and \
2450 (game.energy < 2500 or damaged(DPHASER)) and \
2451 (game.torps < 5 or damaged(DPHOTON))):
2453 istract = ictbeam = True
2454 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2457 elif evcode == FTBEAM: # Tractor beam
2458 if not game.state.kcmdr:
2461 i = rnd.integer(len(game.state.kcmdr))
2462 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2463 if istract or game.condition == "docked" or game.iscloaked or yank == 0:
2464 # Drats! Have to reschedule
2466 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2470 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2471 game.snapsht = copy.deepcopy(game.state)
2472 game.state.snap = True
2473 schedule(FSNAP, expran(0.5 * game.intime))
2474 elif evcode == FBATTAK: # Commander attacks starbase
2475 if not game.state.kcmdr or not game.state.baseq:
2480 ibq = None # Force battle location to persist past loop
2482 for ibq in game.state.baseq:
2483 for cmdr in game.state.kcmdr:
2484 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2486 # no match found -- try later
2487 schedule(FBATTAK, expran(0.3*game.intime))
2492 # commander + starbase combination found -- launch attack
2494 schedule(FCDBAS, rnd.real(1.0, 4.0))
2495 if game.isatb: # extra time if SC already attacking
2496 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2497 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2498 game.iseenit = False
2499 if not communicating():
2500 continue # No warning :-(
2504 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2505 prout(_(" reports that it is under attack and that it can"))
2506 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2509 elif evcode == FSCDBAS: # Supercommander destroys base
2512 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2513 continue # WAS RETURN!
2515 game.battle = game.state.kscmdr
2517 elif evcode == FCDBAS: # Commander succeeds in destroying base
2518 if evcode == FCDBAS:
2520 if not game.state.baseq() \
2521 or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2522 game.battle.invalidate()
2524 # find the lucky pair
2525 for cmdr in game.state.kcmdr:
2526 if cmdr == game.battle:
2529 # No action to take after all
2532 elif evcode == FSCMOVE: # Supercommander moves
2533 schedule(FSCMOVE, 0.2777)
2534 if not game.ientesc and not istract and game.isatb != 1 and \
2535 (not game.iscate or not game.justin):
2537 elif evcode == FDSPROB: # Move deep space probe
2538 schedule(FDSPROB, 0.01)
2539 if not game.probe.nexttok():
2540 if not game.probe.quadrant().valid_quadrant() or \
2541 game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
2542 # Left galaxy or ran into supernova
2546 proutn(_("Lt. Uhura- \"The deep space probe "))
2547 if not game.probe.quadrant().valid_quadrant():
2548 prout(_("has left the galaxy.\""))
2550 prout(_("is no longer transmitting.\""))
2556 prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
2557 pquad = game.probe.quadrant()
2558 pdest = game.state.galaxy[pquad.i][pquad.j]
2560 game.state.chart[pquad.i][pquad.j].klingons = pdest.klingons
2561 game.state.chart[pquad.i][pquad.j].starbase = pdest.starbase
2562 game.state.chart[pquad.i][pquad.j].stars = pdest.stars
2563 pdest.charted = True
2564 game.probe.moves -= 1 # One less to travel
2565 if game.probe.arrived() and game.isarmed and pdest.stars:
2566 supernova(game.probe) # fire in the hole!
2568 if game.state.galaxy[pquad.i][pquad.j].supernova:
2570 elif evcode == FDISTR: # inhabited system issues distress call
2572 # try a whole bunch of times to find something suitable
2573 for i in range(100):
2574 # need a quadrant which is not the current one,
2575 # which has some stars which are inhabited and
2576 # not already under attack, which is not
2577 # supernova'ed, and which has some Klingons in it
2578 w = randplace(GALSIZE)
2579 q = game.state.galaxy[w.i][w.j]
2580 if not (game.quadrant == w or q.planet is None or \
2581 not q.planet.inhabited or \
2582 q.supernova or q.status!="secure" or q.klingons<=0):
2585 # can't seem to find one; ignore this call
2587 prout("=== Couldn't find location for distress event.")
2589 # got one!! Schedule its enslavement
2590 ev = schedule(FENSLV, expran(game.intime))
2592 q.status = "distressed"
2593 # tell the captain about it if we can
2595 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2596 % (q.planet, repr(w)))
2597 prout(_("by a Klingon invasion fleet."))
2600 elif evcode == FENSLV: # starsystem is enslaved
2601 ev = unschedule(FENSLV)
2602 # see if current distress call still active
2603 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2607 q.status = "enslaved"
2609 # play stork and schedule the first baby
2610 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2611 ev2.quadrant = ev.quadrant
2613 # report the disaster if we can
2615 prout(_("Uhura- We've lost contact with starsystem %s") % \
2617 prout(_("in Quadrant %s.\n") % ev.quadrant)
2618 elif evcode == FREPRO: # Klingon reproduces
2619 # If we ever switch to a real event queue, we'll need to
2620 # explicitly retrieve and restore the x and y.
2621 ev = schedule(FREPRO, expran(1.0 * game.intime))
2622 # see if current distress call still active
2623 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2627 if game.remkl() >= MAXKLGAME:
2628 continue # full right now
2629 # reproduce one Klingon
2632 if game.klhere >= MAXKLQUAD:
2634 # this quadrant not ok, pick an adjacent one
2635 for m.i in range(w.i - 1, w.i + 2):
2636 for m.j in range(w.j - 1, w.j + 2):
2637 if not m.valid_quadrant():
2639 q = game.state.galaxy[m.i][m.j]
2640 # check for this quad ok (not full & no snova)
2641 if q.klingons >= MAXKLQUAD or q.supernova:
2644 # search for eligible quadrant failed
2650 if game.quadrant == w:
2652 newkling() # also adds it to game.enemies
2653 # recompute time left
2656 if game.quadrant == w:
2657 prout(_("Spock- sensors indicate the Klingons have"))
2658 prout(_("launched a warship from %s.") % q.planet)
2660 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2661 if q.planet is not None:
2662 proutn(_("near %s ") % q.planet)
2663 prout(_("in Quadrant %s.") % w)
2669 key = scanner.nexttok()
2672 proutn(_("How long? "))
2677 origTime = delay = scanner.real
2680 if delay >= game.state.remtime or len(game.enemies) != 0:
2681 proutn(_("Are you sure? "))
2684 # Alternate resting periods (events) with attacks
2688 game.resting = False
2689 if not game.resting:
2690 prout(_("%d stardates left.") % int(game.state.remtime))
2692 temp = game.optime = delay
2693 if len(game.enemies):
2694 rtime = rnd.real(1.0, 2.0)
2698 if game.optime < delay:
2699 attack(torps_ok=False)
2707 # Repair Deathray if long rest at starbase
2708 if origTime-delay >= 9.99 and game.condition == "docked":
2709 game.damage[DDRAY] = 0.0
2710 # leave if quadrant supernovas
2711 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2713 game.resting = False
2718 ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2719 newc = Coord(); neighbor = Coord(); bump = Coord(0, 0)
2720 if rnd.withprob(0.05):
2721 # Wow! We've supernova'ed
2722 supernova(game.quadrant)
2724 # handle initial nova
2725 game.quad[nov.i][nov.j] = '.'
2726 prout(crmena(False, '*', "sector", nov) + _(" novas."))
2727 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2728 game.state.starkl += 1
2729 # Set up queue to recursively trigger adjacent stars
2735 for offset.i in range(-1, 1+1):
2736 for offset.j in range(-1, 1+1):
2737 if offset.j == 0 and offset.i == 0:
2739 neighbor = start + offset
2740 if not neighbor.valid_sector():
2742 iquad = game.quad[neighbor.i][neighbor.j]
2743 # Empty space ends reaction
2744 if iquad in ('.', '?', ' ', 'T', '#'):
2746 elif iquad == '*': # Affect another star
2747 if rnd.withprob(0.05):
2748 # This star supernovas
2749 supernova(game.quadrant)
2752 hits.append(neighbor)
2753 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2754 game.state.starkl += 1
2755 proutn(crmena(True, '*', "sector", neighbor))
2757 game.quad[neighbor.i][neighbor.j] = '.'
2759 elif iquad in ('P', '@'): # Destroy planet
2760 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2762 game.state.nplankl += 1
2764 game.state.nworldkl += 1
2765 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2766 game.iplnet.pclass = "destroyed"
2768 game.plnet.invalidate()
2772 game.quad[neighbor.i][neighbor.j] = '.'
2773 elif iquad == 'B': # Destroy base
2774 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2775 game.state.baseq = [x for x in game.state.baseq if x!= game.quadrant]
2776 game.base.invalidate()
2777 game.state.basekl += 1
2779 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2780 game.quad[neighbor.i][neighbor.j] = '.'
2781 elif iquad in ('E', 'F'): # Buffet ship
2782 prout(_("***Starship buffeted by nova."))
2784 if game.shield >= 2000.0:
2785 game.shield -= 2000.0
2787 diff = 2000.0 - game.shield
2791 prout(_("***Shields knocked out."))
2792 game.damage[DSHIELD] += 0.005*game.damfac*rnd.real()*diff
2794 game.energy -= 2000.0
2795 if game.energy <= 0:
2798 # add in course nova contributes to kicking starship
2800 bump += (game.sector-hits[-1]).sgn()
2801 elif iquad == 'K': # kill klingon
2802 deadkl(neighbor, iquad, neighbor)
2803 elif iquad in ('C','S','R'): # Damage/destroy big enemies
2805 for ll in range(len(game.enemies)):
2806 if game.enemies[ll].location == neighbor:
2807 target = game.enemies[ll]
2809 if target is not None:
2810 target.power -= 800.0 # If firepower is lost, die
2811 if target.power <= 0.0:
2812 deadkl(neighbor, iquad, neighbor)
2813 continue # neighbor loop
2814 # Else enemy gets flung by the blast wave
2815 newc = neighbor + neighbor - start
2816 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2817 if not newc.valid_sector():
2818 # can't leave quadrant
2821 iquad1 = game.quad[newc.i][newc.j]
2823 proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
2825 deadkl(neighbor, iquad, newc)
2828 # can't move into something else
2831 proutn(_(", buffeted to Sector %s") % newc)
2832 game.quad[neighbor.i][neighbor.j] = '.'
2833 game.quad[newc.i][newc.j] = iquad
2835 # Starship affected by nova -- kick it away.
2837 direc = ncourse[3*(bump.i+1)+bump.j+2]
2842 scourse = course(bearing=direc, distance=dist)
2843 game.optime = scourse.time(w=4)
2845 prout(_("Force of nova displaces starship."))
2846 imove(scourse, noattack=True)
2847 game.optime = scourse.time(w=4)
2851 "Star goes supernova."
2856 # Scheduled supernova -- select star at random.
2859 for nq.i in range(GALSIZE):
2860 for nq.j in range(GALSIZE):
2861 nstars += game.state.galaxy[nq.i][nq.j].stars
2863 return # nothing to supernova exists
2864 num = rnd.integer(nstars) + 1
2865 for nq.i in range(GALSIZE):
2866 for nq.j in range(GALSIZE):
2867 num -= game.state.galaxy[nq.i][nq.j].stars
2873 proutn("=== Super nova here?")
2876 if not nq == game.quadrant or game.justin:
2877 # it isn't here, or we just entered (treat as enroute)
2880 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2881 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2884 # we are in the quadrant!
2885 num = rnd.integer(game.state.galaxy[nq.i][nq.j].stars) + 1
2886 for ns.i in range(QUADSIZE):
2887 for ns.j in range(QUADSIZE):
2888 if game.quad[ns.i][ns.j]=='*':
2895 prouts(_("***RED ALERT! RED ALERT!"))
2897 prout(_("***Incipient supernova detected at Sector %s") % ns)
2898 if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2899 proutn(_("Emergency override attempts t"))
2900 prouts("***************")
2904 # destroy any Klingons in supernovaed quadrant
2905 game.state.galaxy[nq.i][nq.j].klingons = 0
2906 if nq == game.state.kscmdr:
2907 # did in the Supercommander!
2908 game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
2912 # Changing this to [w for w in game.state.kcmdr if w != nq]
2913 # causes regression-test failure
2914 survivors = list(filter(lambda w: w != nq, game.state.kcmdr))
2915 #comkills = len(game.state.kcmdr) - len(survivors)
2916 game.state.kcmdr = survivors
2917 if not game.state.kcmdr:
2919 # destroy Romulans and planets in supernovaed quadrant
2920 nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2921 game.state.galaxy[nq.i][nq.j].romulans = 0
2922 game.state.nromrem -= nrmdead
2924 for loop in range(game.inplan):
2925 if game.state.planets[loop].quadrant == nq:
2926 game.state.planets[loop].pclass = "destroyed"
2928 # Destroy any base in supernovaed quadrant
2929 game.state.baseq = [x for x in game.state.baseq if x != nq]
2930 # If starship caused supernova, tally up destruction
2932 game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2933 game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2934 game.state.nplankl += npdead
2935 # mark supernova in galaxy and in star chart
2936 if game.quadrant == nq or communicating():
2937 game.state.galaxy[nq.i][nq.j].supernova = True
2938 # If supernova destroys last Klingons give special message
2939 if game.unwon()==0 and not nq == game.quadrant:
2942 prout(_("Lucky you!"))
2943 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2946 # if some Klingons remain, continue or die in supernova
2951 # Code from finish.c ends here.
2954 "Self-destruct maneuver. Finish with a BANG!"
2956 if damaged(DCOMPTR):
2957 prout(_("Computer damaged; cannot execute destruct sequence."))
2959 prouts(_("---WORKING---")); skip(1)
2960 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2961 prouts(" 10"); skip(1)
2962 prouts(" 9"); skip(1)
2963 prouts(" 8"); skip(1)
2964 prouts(" 7"); skip(1)
2965 prouts(" 6"); skip(1)
2967 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2969 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2971 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2974 if game.passwd != scanner.token:
2975 prouts(_("PASSWORD-REJECTED;"))
2977 prouts(_("CONTINUITY-EFFECTED"))
2980 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2981 prouts(" 5"); skip(1)
2982 prouts(" 4"); skip(1)
2983 prouts(" 3"); skip(1)
2984 prouts(" 2"); skip(1)
2985 prouts(" 1"); skip(1)
2986 if rnd.withprob(0.15):
2987 prouts(_("GOODBYE-CRUEL-WORLD"))
2995 prouts(_("********* Entropy of %s maximized *********") % crmshp())
2999 if len(game.enemies) != 0:
3000 whammo = 25.0 * game.energy
3001 for e in game.enemies[::-1]:
3002 if e.power*e.kdist <= whammo:
3003 deadkl(e.location, game.quad[e.location.i][e.location.j], e.location)
3007 "Compute our rate of kils over time."
3008 elapsed = game.state.date - game.indate
3009 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
3012 starting = (game.inkling + game.incom + game.inscom)
3013 remaining = game.unwon()
3014 return (starting - remaining)/elapsed
3018 badpt = 5.0*game.state.starkl + \
3020 10.0*game.state.nplankl + \
3021 300*game.state.nworldkl + \
3023 100.0*game.state.basekl +\
3024 3.0*game.abandoned +\
3026 if game.ship == 'F':
3028 elif game.ship is None:
3033 # end the game, with appropriate notifications
3037 prout(_("It is stardate %.1f.") % game.state.date)
3039 if ifin == FWON: # Game has been won
3040 if game.state.nromrem != 0:
3041 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
3044 prout(_("You have smashed the Klingon invasion fleet and saved"))
3045 prout(_("the Federation."))
3046 if game.alive and game.brigcapacity-game.brigfree > 0:
3047 game.kcaptured += game.brigcapacity-game.brigfree
3048 prout(_("The %d captured Klingons are transferred to Star Fleet Command.") % (game.brigcapacity-game.brigfree))
3053 badpt = 0.0 # Close enough!
3054 # killsPerDate >= RateMax
3055 if game.state.date-game.indate < 5.0 or \
3056 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
3058 prout(_("In fact, you have done so well that Starfleet Command"))
3059 if game.skill == SKILL_NOVICE:
3060 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
3061 elif game.skill == SKILL_FAIR:
3062 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
3063 elif game.skill == SKILL_GOOD:
3064 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
3065 elif game.skill == SKILL_EXPERT:
3066 prout(_("promotes you to Commodore Emeritus."))
3068 prout(_("Now that you think you're really good, try playing"))
3069 prout(_("the \"Emeritus\" game. It will splatter your ego."))
3070 elif game.skill == SKILL_EMERITUS:
3072 proutn(_("Computer- "))
3073 prouts(_("ERROR-ERROR-ERROR-ERROR"))
3075 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3077 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3079 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3081 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3083 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3085 prout(_("Now you can retire and write your own Star Trek game!"))
3087 elif game.skill >= SKILL_EXPERT:
3088 if game.thawed and not game.idebug:
3089 prout(_("You cannot get a citation, so..."))
3091 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3095 # Only grant long life if alive (original didn't!)
3097 prout(_("LIVE LONG AND PROSPER."))
3102 elif ifin == FDEPLETE: # Federation Resources Depleted
3103 prout(_("Your time has run out and the Federation has been"))
3104 prout(_("conquered. Your starship is now Klingon property,"))
3105 prout(_("and you are put on trial as a war criminal. On the"))
3106 proutn(_("basis of your record, you are "))
3107 if game.unwon()*3.0 > (game.inkling + game.incom + game.inscom):
3108 prout(_("acquitted."))
3110 prout(_("LIVE LONG AND PROSPER."))
3112 prout(_("found guilty and"))
3113 prout(_("sentenced to death by slow torture."))
3117 elif ifin == FLIFESUP:
3118 prout(_("Your life support reserves have run out, and"))
3119 prout(_("you die of thirst, starvation, and asphyxiation."))
3120 prout(_("Your starship is a derelict in space."))
3122 prout(_("Your energy supply is exhausted."))
3124 prout(_("Your starship is a derelict in space."))
3125 elif ifin == FBATTLE:
3126 prout(_("The %s has been destroyed in battle.") % crmshp())
3128 prout(_("Dulce et decorum est pro patria mori."))
3130 prout(_("You have made three attempts to cross the negative energy"))
3131 prout(_("barrier which surrounds the galaxy."))
3133 prout(_("Your navigation is abominable."))
3136 prout(_("Your starship has been destroyed by a nova."))
3137 prout(_("That was a great shot."))
3139 elif ifin == FSNOVAED:
3140 prout(_("The %s has been fried by a supernova.") % crmshp())
3141 prout(_("...Not even cinders remain..."))
3142 elif ifin == FABANDN:
3143 prout(_("You have been captured by the Klingons. If you still"))
3144 prout(_("had a starbase to be returned to, you would have been"))
3145 prout(_("repatriated and given another chance. Since you have"))
3146 prout(_("no starbases, you will be mercilessly tortured to death."))
3147 elif ifin == FDILITHIUM:
3148 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3149 elif ifin == FMATERIALIZE:
3150 prout(_("Starbase was unable to re-materialize your starship."))
3151 prout(_("Sic transit gloria mundi"))
3152 elif ifin == FPHASER:
3153 prout(_("The %s has been cremated by its own phasers.") % crmshp())
3155 prout(_("You and your landing party have been"))
3156 prout(_("converted to energy, dissipating through space."))
3157 elif ifin == FMINING:
3158 prout(_("You are left with your landing party on"))
3159 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3161 prout(_("They are very fond of \"Captain Kirk\" soup."))
3163 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3164 elif ifin == FDPLANET:
3165 prout(_("You and your mining party perish."))
3167 prout(_("That was a great shot."))
3170 prout(_("The Galileo is instantly annihilated by the supernova."))
3171 prout(_("You and your mining party are atomized."))
3173 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3174 prout(_("joins the Romulans, wreaking terror on the Federation."))
3175 elif ifin == FPNOVA:
3176 prout(_("You and your mining party are atomized."))
3178 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3179 prout(_("joins the Romulans, wreaking terror on the Federation."))
3180 elif ifin == FSTRACTOR:
3181 prout(_("The shuttle craft Galileo is also caught,"))
3182 prout(_("and breaks up under the strain."))
3184 prout(_("Your debris is scattered for millions of miles."))
3185 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3187 prout(_("The mutants attack and kill Spock."))
3188 prout(_("Your ship is captured by Klingons, and"))
3189 prout(_("your crew is put on display in a Klingon zoo."))
3190 elif ifin == FTRIBBLE:
3191 prout(_("Tribbles consume all remaining water,"))
3192 prout(_("food, and oxygen on your ship."))
3194 prout(_("You die of thirst, starvation, and asphyxiation."))
3195 prout(_("Your starship is a derelict in space."))
3197 prout(_("Your ship is drawn to the center of the black hole."))
3198 prout(_("You are crushed into extremely dense matter."))
3199 elif ifin == FCLOAK:
3201 prout(_("You have violated the Treaty of Algeron."))
3202 prout(_("The Romulan Empire can never trust you again."))
3204 prout(_("Your last crew member has died."))
3205 if ifin != FWON and ifin != FCLOAK and game.iscloaked:
3206 prout(_("Your ship was cloaked so your subspace radio did not receive anything."))
3207 prout(_("You may have missed some warning messages."))
3209 if game.ship == 'F':
3211 elif game.ship == 'E':
3214 if game.unwon() != 0:
3215 goodies = game.state.remres/game.inresor
3216 baddies = (game.remkl() + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3217 if goodies/baddies >= rnd.real(1.0, 1.5):
3218 prout(_("As a result of your actions, a treaty with the Klingon"))
3219 prout(_("Empire has been signed. The terms of the treaty are"))
3220 if goodies/baddies >= rnd.real(3.0):
3221 prout(_("favorable to the Federation."))
3223 prout(_("Congratulations!"))
3225 prout(_("highly unfavorable to the Federation."))
3227 prout(_("The Federation will be destroyed."))
3229 prout(_("Since you took the last Klingon with you, you are a"))
3230 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3231 prout(_("statue in your memory. Rest in peace, and try not"))
3232 prout(_("to think about pigeons."))
3235 scanner.chew() # Clean up leftovers
3238 "Compute player's score."
3239 timused = game.state.date - game.indate
3240 if (timused == 0 or game.unwon() != 0) and timused < 5.0:
3242 game.perdate = killrate()
3243 ithperd = 500*game.perdate + 0.5
3246 iwon = 100*game.skill
3247 if game.ship == 'E':
3249 elif game.ship == 'F':
3253 dead_ordinaries= game.inkling - game.remkl() + len(game.state.kcmdr) + game.state.nscrem
3254 game.score = 10*(dead_ordinaries)\
3255 + 50*(game.incom - len(game.state.kcmdr)) \
3257 + 20*(game.inrom - game.state.nromrem) \
3258 + 200*(game.inscom - game.state.nscrem) \
3259 - game.state.nromrem \
3260 + 3 * game.kcaptured \
3265 prout(_("Your score --"))
3266 if game.inrom - game.state.nromrem:
3267 prout(_("%6d Romulans destroyed %5d") %
3268 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3269 if game.state.nromrem and game.gamewon:
3270 prout(_("%6d Romulans captured %5d") %
3271 (game.state.nromrem, game.state.nromrem))
3273 prout(_("%6d ordinary Klingons destroyed %5d") %
3274 (dead_ordinaries, 10*dead_ordinaries))
3275 if game.incom - len(game.state.kcmdr):
3276 prout(_("%6d Klingon commanders destroyed %5d") %
3277 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3279 prout(_("%d Klingons captured %5d") %
3280 (game.kcaptured, 3 * game.kcaptured))
3281 if game.inscom - game.state.nscrem:
3282 prout(_("%6d Super-Commander destroyed %5d") %
3283 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3285 prout(_("%6.2f Klingons per stardate %5d") %
3286 (game.perdate, ithperd))
3287 if game.state.starkl:
3288 prout(_("%6d stars destroyed by your action %5d") %
3289 (game.state.starkl, -5*game.state.starkl))
3290 if game.state.nplankl:
3291 prout(_("%6d planets destroyed by your action %5d") %
3292 (game.state.nplankl, -10*game.state.nplankl))
3293 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3294 prout(_("%6d inhabited planets destroyed by your action %5d") %
3295 (game.state.nworldkl, -300*game.state.nworldkl))
3296 if game.state.basekl:
3297 prout(_("%6d bases destroyed by your action %5d") %
3298 (game.state.basekl, -100*game.state.basekl))
3300 prout(_("%6d calls for help from starbase %5d") %
3301 (game.nhelp, -45*game.nhelp))
3303 prout(_("%6d casualties incurred %5d") %
3304 (game.casual, -game.casual))
3306 prout(_("%6d crew abandoned in space %5d") %
3307 (game.abandoned, -3*game.abandoned))
3309 prout(_("%6d ship(s) lost or destroyed %5d") %
3310 (klship, -100*klship))
3312 if game.ncviol == 1:
3313 prout(_("1 Treaty of Algeron violation -100"))
3315 prout(_("%6d Treaty of Algeron violations %5d\n") %
3316 (game.ncviol, -100*game.ncviol))
3318 prout(_("Penalty for getting yourself killed -200"))
3320 proutn(_("Bonus for winning "))
3321 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3322 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3323 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3324 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3325 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3326 prout(" %5d" % iwon)
3328 prout(_("TOTAL SCORE %5d") % game.score)
3331 "Emit winner's commemmorative plaque."
3334 proutn(_("File or device name for your plaque: "))
3337 fp = open(winner, "w")
3340 prout(_("Invalid name."))
3342 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3344 # The 38 below must be 64 for 132-column paper
3345 nskip = 38 - len(winner)/2
3346 # This is where the ASCII art picture was emitted.
3347 # It got garbled somewhere in the chain of transmission to the Almy version.
3348 # We should restore it if we can find old enough FORTRAN sources.
3350 fp.write(_(" U. S. S. ENTERPRISE\n"))
3351 fp.write("\n\n\n\n")
3352 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3354 fp.write(_(" Starfleet Command bestows to you\n"))
3356 fp.write("%*s%s\n\n" % (nskip, "", winner))
3357 fp.write(_(" the rank of\n\n"))
3358 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3360 if game.skill == SKILL_EXPERT:
3361 fp.write(_(" Expert level\n\n"))
3362 elif game.skill == SKILL_EMERITUS:
3363 fp.write(_("Emeritus level\n\n"))
3365 fp.write(_(" Cheat level\n\n"))
3366 timestring = time.ctime()
3367 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3368 (timestring+4, timestring+20, timestring+11))
3369 fp.write(_(" Your score: %d\n\n") % game.score)
3370 fp.write(_(" Klingons per stardate: %.2f\n") % game.perdate)
3373 # Code from io.c begins here
3375 rows = linecount = 0 # for paging
3378 fullscreen_window = None
3379 srscan_window = None # Short range scan
3380 report_window = None # Report legends for status window
3381 status_window = None # The status window itself
3382 lrscan_window = None # Long range scan
3383 message_window = None # Main window for scrolling text
3384 prompt_window = None # Prompt window at bottom of display
3389 # for some recent versions of python2, the following enables UTF8
3390 # for the older ones we probably need to set C locale, and python3
3391 # has no problems at all
3392 if sys.version_info[0] < 3:
3393 locale.setlocale(locale.LC_ALL, "")
3394 gettext.bindtextdomain("sst", "/usr/local/share/locale")
3395 gettext.textdomain("sst")
3396 if not (game.options & OPTION_CURSES):
3397 ln_env = os.getenv("LINES")
3403 stdscr = curses.initscr()
3407 if game.options & OPTION_COLOR:
3408 curses.start_color()
3409 curses.use_default_colors()
3410 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, -1)
3411 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, -1)
3412 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, -1)
3413 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, -1)
3414 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, -1)
3415 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, -1)
3416 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, -1)
3417 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, -1)
3418 global fullscreen_window, srscan_window, report_window, status_window
3419 global lrscan_window, message_window, prompt_window
3420 (rows, _columns) = stdscr.getmaxyx()
3421 fullscreen_window = stdscr
3422 srscan_window = curses.newwin(12, 25, 0, 0)
3423 report_window = curses.newwin(11, 0, 1, 25)
3424 status_window = curses.newwin(10, 0, 1, 39)
3425 lrscan_window = curses.newwin(5, 0, 0, 64)
3426 message_window = curses.newwin(0, 0, 12, 0)
3427 prompt_window = curses.newwin(1, 0, rows-2, 0)
3428 message_window.scrollok(True)
3429 setwnd(fullscreen_window)
3433 if game.options & OPTION_CURSES:
3434 stdscr.keypad(False)
3440 "Wait for user action -- OK to do nothing if on a TTY"
3441 if game.options & OPTION_CURSES:
3446 prouts(_("[ANNOUNCEMENT ARRIVING...]"))
3450 if game.skill > SKILL_FAIR:
3451 prompt = _("[CONTINUE?]")
3453 prompt = _("[PRESS ENTER TO CONTINUE]")
3455 if game.options & OPTION_CURSES:
3457 setwnd(prompt_window)
3458 prompt_window.clear()
3459 prompt_window.addstr(prompt)
3460 prompt_window.getstr()
3461 prompt_window.clear()
3462 prompt_window.refresh()
3463 setwnd(message_window)
3466 sys.stdout.write('\n')
3470 sys.stdout.write('\n' * rows)
3474 "Skip i lines. Pause game if this would cause a scrolling event."
3475 for _dummy in range(i):
3476 if game.options & OPTION_CURSES:
3477 (y, _x) = curwnd.getyx()
3480 except curses.error:
3485 if rows and linecount >= rows:
3488 sys.stdout.write('\n')
3490 def proutn(proutntline):
3491 "Utter a line with no following line feed."
3492 if game.options & OPTION_CURSES:
3493 (y, x) = curwnd.getyx()
3494 (my, _mx) = curwnd.getmaxyx()
3495 if curwnd == message_window and y >= my - 2:
3498 if logfp and game.cdebug:
3499 logfp.write("#curses: at %s proutn(%s)\n" % ((y, x), repr(proutntline)))
3500 curwnd.addstr(proutntline)
3503 sys.stdout.write(proutntline)
3506 def prout(proutline):
3510 def prouts(proutsline):
3512 for c in proutsline:
3513 if not replayfp or replayfp.closed: # Don't slow down replays
3516 if game.options & OPTION_CURSES:
3520 if not replayfp or replayfp.closed:
3524 "Get a line of input."
3525 if game.options & OPTION_CURSES:
3526 linein = codecs.decode(curwnd.getstr()) + "\n"
3529 if replayfp and not replayfp.closed:
3531 linein = replayfp.readline()
3534 prout("*** Replay finished")
3537 elif linein[0] != "#":
3541 linein = my_input() + "\n"
3550 "Change windows -- OK for this to be a no-op in tty mode."
3552 if game.options & OPTION_CURSES:
3553 if game.cdebug and logfp:
3554 if wnd == fullscreen_window:
3555 legend = "fullscreen"
3556 elif wnd == srscan_window:
3558 elif wnd == report_window:
3560 elif wnd == status_window:
3562 elif wnd == lrscan_window:
3564 elif wnd == message_window:
3566 elif wnd == prompt_window:
3570 logfp.write("#curses: setwnd(%s)\n" % legend)
3572 # Some curses implementations get confused when you try this.
3574 curses.curs_set(wnd in (fullscreen_window, message_window, prompt_window))
3575 except curses.error:
3579 "Clear to end of line -- can be a no-op in tty mode"
3580 if game.options & OPTION_CURSES:
3585 "Clear screen -- can be a no-op in tty mode."
3587 if game.options & OPTION_CURSES:
3593 def textcolor(color=DEFAULT):
3594 if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES):
3595 if color == DEFAULT:
3597 elif color == BLACK:
3598 curwnd.attron(curses.color_pair(curses.COLOR_BLACK))
3600 curwnd.attron(curses.color_pair(curses.COLOR_BLUE))
3601 elif color == GREEN:
3602 curwnd.attron(curses.color_pair(curses.COLOR_GREEN))
3604 curwnd.attron(curses.color_pair(curses.COLOR_CYAN))
3606 curwnd.attron(curses.color_pair(curses.COLOR_RED))
3607 elif color == MAGENTA:
3608 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA))
3609 elif color == BROWN:
3610 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW))
3611 elif color == LIGHTGRAY:
3612 curwnd.attron(curses.color_pair(curses.COLOR_WHITE))
3613 elif color == DARKGRAY:
3614 curwnd.attron(curses.color_pair(curses.COLOR_BLACK) | curses.A_BOLD)
3615 elif color == LIGHTBLUE:
3616 curwnd.attron(curses.color_pair(curses.COLOR_BLUE) | curses.A_BOLD)
3617 elif color == LIGHTGREEN:
3618 curwnd.attron(curses.color_pair(curses.COLOR_GREEN) | curses.A_BOLD)
3619 elif color == LIGHTCYAN:
3620 curwnd.attron(curses.color_pair(curses.COLOR_CYAN) | curses.A_BOLD)
3621 elif color == LIGHTRED:
3622 curwnd.attron(curses.color_pair(curses.COLOR_RED) | curses.A_BOLD)
3623 elif color == LIGHTMAGENTA:
3624 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA) | curses.A_BOLD)
3625 elif color == YELLOW:
3626 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW) | curses.A_BOLD)
3627 elif color == WHITE:
3628 curwnd.attron(curses.color_pair(curses.COLOR_WHITE) | curses.A_BOLD)
3631 if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES):
3632 curwnd.attron(curses.A_REVERSE)
3635 # Things past this point have policy implications.
3639 "Hook to be called after moving to redraw maps."
3640 if game.options & OPTION_CURSES:
3643 setwnd(srscan_window)
3647 setwnd(status_window)
3648 status_window.clear()
3649 status_window.move(0, 0)
3650 setwnd(report_window)
3651 report_window.clear()
3652 report_window.move(0, 0)
3654 setwnd(lrscan_window)
3655 lrscan_window.clear()
3656 lrscan_window.move(0, 0)
3657 lrscan(silent=False)
3659 def put_srscan_sym(w, sym):
3660 "Emit symbol for short-range scan."
3661 srscan_window.move(w.i+1, w.j*2+2)
3662 srscan_window.addch(sym)
3663 srscan_window.refresh()
3666 "Enemy fall down, go boom."
3667 if game.options & OPTION_CURSES:
3669 setwnd(srscan_window)
3670 srscan_window.attron(curses.A_REVERSE)
3671 put_srscan_sym(w, game.quad[w.i][w.j])
3675 srscan_window.attroff(curses.A_REVERSE)
3676 put_srscan_sym(w, game.quad[w.i][w.j])
3677 curses.delay_output(500)
3678 setwnd(message_window)
3681 "Sound and visual effects for teleportation."
3682 if game.options & OPTION_CURSES:
3684 setwnd(message_window)
3686 prouts(" . . . . . ")
3687 if game.options & OPTION_CURSES:
3688 #curses.delay_output(1000)
3692 def tracktorpedo(w, step, i, n, iquad):
3693 "Torpedo-track animation."
3694 if not game.options & OPTION_CURSES:
3698 proutn(_("Track for torpedo number %d- ") % (i+1))
3701 proutn(_("Torpedo track- "))
3702 elif step==4 or step==9:
3706 if not damaged(DSRSENS) or game.condition=="docked":
3707 if i != 0 and step == 1:
3710 if (iquad=='.') or (iquad==' '):
3711 put_srscan_sym(w, '+')
3715 put_srscan_sym(w, iquad)
3717 curwnd.attron(curses.A_REVERSE)
3718 put_srscan_sym(w, iquad)
3722 curwnd.attroff(curses.A_REVERSE)
3723 put_srscan_sym(w, iquad)
3728 "Display the current galaxy chart."
3729 if game.options & OPTION_CURSES:
3730 setwnd(message_window)
3731 message_window.clear()
3733 if game.options & OPTION_TTY:
3738 def prstat(txt, data):
3740 if game.options & OPTION_CURSES:
3742 setwnd(status_window)
3744 proutn(" " * (NSYM - len(txt)))
3747 if game.options & OPTION_CURSES:
3748 setwnd(report_window)
3750 # Code from moving.c begins here
3752 def imove(icourse=None, noattack=False):
3753 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3756 def newquadrant(noattack):
3757 # Leaving quadrant -- allow final enemy attack
3758 # Don't set up attack if being pushed by nova or cloaked
3759 if len(game.enemies) != 0 and not noattack and not game.iscloaked:
3761 for enemy in game.enemies:
3762 finald = (w - enemy.location).distance()
3763 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3764 # Stas Sergeev added the condition
3765 # that attacks only happen if Klingons
3766 # are present and your skill is good.
3767 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3768 attack(torps_ok=False)
3771 # check for edge of galaxy
3775 if icourse.final.i < 0:
3776 icourse.final.i = -icourse.final.i
3778 if icourse.final.j < 0:
3779 icourse.final.j = -icourse.final.j
3781 if icourse.final.i >= GALSIZE*QUADSIZE:
3782 icourse.final.i = (GALSIZE*QUADSIZE*2) - icourse.final.i
3784 if icourse.final.j >= GALSIZE*QUADSIZE:
3785 icourse.final.j = (GALSIZE*QUADSIZE*2) - icourse.final.j
3793 if game.nkinks == 3:
3794 # Three strikes -- you're out!
3798 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3799 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3800 prout(_("YOU WILL BE DESTROYED."))
3801 # Compute final position in new quadrant
3802 if trbeam: # Don't bother if we are to be beamed
3804 game.quadrant = icourse.final.quadrant()
3805 game.sector = icourse.final.sector()
3807 prout(_("Entering Quadrant %s.") % game.quadrant)
3808 game.quad[game.sector.i][game.sector.j] = game.ship
3810 if game.skill>SKILL_NOVICE:
3811 attack(torps_ok=False)
3813 def check_collision(h):
3814 iquad = game.quad[h.i][h.j]
3816 # object encountered in flight path
3817 stopegy = 50.0*icourse.distance/game.optime
3818 if iquad in ('T', 'K', 'C', 'S', 'R', '?'):
3819 for enemy in game.enemies:
3820 if enemy.location == game.sector:
3821 collision(rammed=False, enemy=enemy)
3823 # This should not happen
3824 prout(_("Which way did he go?"))
3828 prouts(_("***RED ALERT! RED ALERT!"))
3830 proutn("***" + crmshp())
3831 proutn(_(" pulled into black hole at Sector %s") % h)
3832 # Getting pulled into a black hole was certain
3833 # death in Almy's original. Stas Sergeev added a
3834 # possibility that you'll get timewarped instead.
3836 for m in range(NDEVICES):
3837 if game.damage[m]>0:
3839 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3840 if (game.options & OPTION_BLKHOLE) and rnd.withprob(1-probf):
3850 prout(_(" encounters Tholian web at %s;") % h)
3852 prout(_(" blocked by object at %s;") % h)
3853 proutn(_("Emergency stop required "))
3854 prout(_("%2d units of energy.") % int(stopegy))
3855 game.energy -= stopegy
3856 if game.energy <= 0:
3863 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3864 game.inorbit = False
3865 # If tractor beam is to occur, don't move full distance
3866 if game.state.date+game.optime >= scheduled(FTBEAM):
3868 # We can't be tractor beamed if cloaked,
3869 # so move the event into the future
3870 postpone(FTBEAM, game.optime + expran(1.5*game.intime/len(game.kcmdr)))
3873 game.condition = "red"
3874 icourse.distance = icourse.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3875 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3877 game.quad[game.sector.i][game.sector.j] = '.'
3878 for _m in range(icourse.moves):
3880 w = icourse.sector()
3881 if icourse.origin.quadrant() != icourse.location.quadrant():
3882 newquadrant(noattack)
3884 elif check_collision(w):
3885 prout(_("Collision detected"))
3889 # We're in destination quadrant -- compute new average enemy distances
3890 game.quad[game.sector.i][game.sector.j] = game.ship
3892 for enemy in game.enemies:
3893 finald = (w-enemy.location).distance()
3894 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3895 enemy.kdist = finald
3897 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3898 attack(torps_ok=False)
3899 for enemy in game.enemies:
3900 enemy.kavgd = enemy.kdist
3903 setwnd(message_window)
3907 "Dock our ship at a starbase."
3909 if game.condition == "docked" and verbose:
3910 prout(_("Already docked."))
3913 prout(_("You must first leave standard orbit."))
3915 if game.base is None or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
3916 prout(crmshp() + _(" not adjacent to base."))
3919 prout(_("You cannot dock while cloaked."))
3921 game.condition = "docked"
3925 if game.energy < game.inenrg:
3926 game.energy = game.inenrg
3927 game.shield = game.inshld
3928 game.torps = game.intorps
3929 game.lsupres = game.inlsr
3930 game.state.crew = FULLCREW
3931 if game.brigcapacity-game.brigfree > 0:
3932 prout(_("%d captured Klingons transferred to base") % (game.brigcapacity-game.brigfree))
3933 game.kcaptured += game.brigcapacity-game.brigfree
3934 game.brigfree = game.brigcapacity
3935 if communicating() and \
3936 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3937 # get attack report from base
3938 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3942 def cartesian(loc1=None, loc2=None):
3944 return game.quadrant * QUADSIZE + game.sector
3946 return game.quadrant * QUADSIZE + loc1
3948 return loc1 * QUADSIZE + loc2
3950 def getcourse(isprobe):
3951 "Get a course and distance from the user."
3953 dquad = copy.copy(game.quadrant)
3954 navmode = "unspecified"
3958 if game.landed and not isprobe:
3959 prout(_("Dummy! You can't leave standard orbit until you"))
3960 proutn(_("are back aboard the ship."))
3963 while navmode == "unspecified":
3964 if damaged(DNAVSYS):
3966 prout(_("Computer damaged; manual navigation only"))
3968 prout(_("Computer damaged; manual movement only"))
3973 key = scanner.nexttok()
3975 proutn(_("Manual or automatic- "))
3978 elif key == "IHALPHA":
3979 if scanner.sees("manual"):
3981 key = scanner.nexttok()
3983 elif scanner.sees("automatic"):
3984 navmode = "automatic"
3985 key = scanner.nexttok()
3993 prout(_("(Manual navigation assumed.)"))
3995 prout(_("(Manual movement assumed.)"))
3999 if navmode == "automatic":
4000 while key == "IHEOL":
4002 proutn(_("Target quadrant or quadrant§or- "))
4004 proutn(_("Destination sector or quadrant§or- "))
4007 key = scanner.nexttok()
4011 xi = int(round(scanner.real))-1
4012 key = scanner.nexttok()
4016 xj = int(round(scanner.real))-1
4017 key = scanner.nexttok()
4019 # both quadrant and sector specified
4020 xk = int(round(scanner.real))-1
4021 key = scanner.nexttok()
4025 xl = int(round(scanner.real))-1
4031 # only one pair of numbers was specified
4033 # only quadrant specified -- go to center of dest quad
4036 dsect.j = dsect.i = 4 # preserves 1-origin behavior
4038 # only sector specified
4042 if not dquad.valid_quadrant() or not dsect.valid_sector():
4049 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
4051 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
4052 # the actual deltas get computed here
4053 delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
4054 delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
4056 while key == "IHEOL":
4057 proutn(_("X and Y displacements- "))
4060 key = scanner.nexttok()
4063 delta.j = scanner.real
4067 key = scanner.nexttok()
4069 delta.i = scanner.real
4070 elif key == "IHEOL":
4076 # Check for zero movement
4077 if delta.i == 0 and delta.j == 0:
4080 if itemp == "verbose" and not isprobe:
4082 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
4084 return course(bearing=delta.bearing(), distance=delta.distance())
4087 def __init__(self, bearing, distance, origin=None):
4088 self.distance = distance
4089 self.bearing = bearing
4091 self.origin = cartesian(game.quadrant, game.sector)
4093 self.origin = origin
4094 # The bearing() code we inherited from FORTRAN is actually computing
4095 # clockface directions!
4096 if self.bearing < 0.0:
4097 self.bearing += 12.0
4098 self.angle = ((15.0 - self.bearing) * 0.5235988)
4099 self.increment = Coord(-math.sin(self.angle), math.cos(self.angle))
4100 bigger = max(abs(self.increment.i), abs(self.increment.j))
4101 self.increment /= bigger
4102 self.moves = int(round(10*self.distance*bigger))
4104 self.final = (self.location + self.moves*self.increment).roundtogrid()
4105 self.location = self.origin
4106 self.nextlocation = None
4108 self.location = self.origin
4111 return self.location.roundtogrid() == self.final
4113 "Next step on course."
4115 self.nextlocation = self.location + self.increment
4116 samequad = (self.location.quadrant() == self.nextlocation.quadrant())
4117 self.location = self.nextlocation
4120 return self.location.quadrant()
4122 return self.location.sector()
4124 return self.distance*(w**3)*(game.shldup+1)
4126 return 10.0*self.distance/w**2
4129 "Move under impulse power."
4131 if damaged(DIMPULS):
4134 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4136 if game.energy > 30.0:
4138 icourse = getcourse(isprobe=False)
4141 power = 20.0 + 100.0*icourse.distance
4144 if power >= game.energy:
4145 # Insufficient power for trip
4147 prout(_("First Officer Spock- \"Captain, the impulse engines"))
4148 prout(_("require 20.0 units to engage, plus 100.0 units per"))
4149 if game.energy > 30:
4150 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
4151 int(0.01 * (game.energy-20.0)-0.05))
4152 prout(_(" quadrants.\""))
4154 prout(_("quadrant. They are, therefore, useless.\""))
4157 # Make sure enough time is left for the trip
4158 game.optime = icourse.distance/0.095
4159 if game.optime >= game.state.remtime:
4160 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4161 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4162 proutn(_("we dare spend the time?\" "))
4165 # Activate impulse engines and pay the cost
4166 imove(icourse, noattack=False)
4170 power = 20.0 + 100.0*icourse.distance
4171 game.energy -= power
4172 game.optime = icourse.distance/0.095
4173 if game.energy <= 0:
4177 def warp(wcourse, involuntary):
4178 "ove under warp drive."
4179 blooey = False; twarp = False
4180 if not involuntary: # Not WARPX entry
4185 prout(_("Engineer Scott- \"The warp engines can not be used while cloaked, Sir.\""))
4187 if game.damage[DWARPEN] > 10.0:
4190 prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
4192 if damaged(DWARPEN) and game.warpfac > 4.0:
4195 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4196 prout(_(" is repaired, I can only give you warp 4.\""))
4198 # Read in course and distance
4201 wcourse = getcourse(isprobe=False)
4204 # Make sure starship has enough energy for the trip
4205 # Note: this formula is slightly different from the C version,
4206 # and lets you skate a bit closer to the edge.
4207 if wcourse.power(game.warpfac) >= game.energy:
4208 # Insufficient power for trip
4211 prout(_("Engineering to bridge--"))
4212 if not game.shldup or 0.5*wcourse.power(game.warpfac) > game.energy:
4213 iwarp = (game.energy/(wcourse.distance+0.05)) ** 0.333333333
4215 prout(_("We can't do it, Captain. We don't have enough energy."))
4217 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4220 prout(_("if you'll lower the shields."))
4224 prout(_("We haven't the energy to go that far with the shields up."))
4226 # Make sure enough time is left for the trip
4227 game.optime = wcourse.time(game.warpfac)
4228 if game.optime >= 0.8*game.state.remtime:
4230 prout(_("First Officer Spock- \"Captain, I compute that such"))
4231 proutn(_(" a trip would require approximately %2.0f") %
4232 (100.0*game.optime/game.state.remtime))
4233 prout(_(" percent of our"))
4234 proutn(_(" remaining time. Are you sure this is wise?\" "))
4240 if game.warpfac > 6.0:
4241 # Decide if engine damage will occur
4242 # ESR: Seems wrong. Probability of damage goes *down* with distance?
4243 prob = wcourse.distance*(6.0-game.warpfac)**2/66.666666666
4244 if prob > rnd.real():
4246 wcourse.distance = rnd.real(wcourse.distance)
4247 # Decide if time warp will occur
4248 if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > rnd.real():
4250 if game.idebug and game.warpfac==10 and not twarp:
4252 proutn("=== Force time warp? ")
4256 # If time warp or engine damage, check path
4257 # If it is obstructed, don't do warp or damage
4258 look = wcourse.moves
4262 w = wcourse.sector()
4263 if not w.valid_sector():
4265 if game.quad[w.i][w.j] != '.':
4269 # Activate Warp Engines and pay the cost
4270 imove(wcourse, noattack=False)
4273 game.energy -= wcourse.power(game.warpfac)
4274 if game.energy <= 0:
4276 game.optime = wcourse.time(game.warpfac)
4280 game.damage[DWARPEN] = game.damfac * rnd.real(1.0, 4.0)
4282 prout(_("Engineering to bridge--"))
4283 prout(_(" Scott here. The warp engines are damaged."))
4284 prout(_(" We'll have to reduce speed to warp 4."))
4289 "Change the warp factor."
4291 key=scanner.nexttok()
4295 proutn(_("Warp factor- "))
4299 if game.damage[DWARPEN] > 10.0:
4300 prout(_("Warp engines inoperative."))
4302 if damaged(DWARPEN) and scanner.real > 4.0:
4303 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4304 prout(_(" but right now we can only go warp 4.\""))
4306 if scanner.real > 10.0:
4307 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4309 if scanner.real < 1.0:
4310 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4312 oldfac = game.warpfac
4313 game.warpfac = scanner.real
4314 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4315 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4318 if game.warpfac < 8.00:
4319 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4321 if game.warpfac == 10.0:
4322 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4324 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4328 "Cope with being tossed out of quadrant by supernova or yanked by beam."
4330 # is captain on planet?
4332 if damaged(DTRANSP):
4335 prout(_("Scotty rushes to the transporter controls."))
4337 prout(_("But with the shields up it's hopeless."))
4339 prouts(_("His desperate attempt to rescue you . . ."))
4340 if rnd.withprob(0.5):
4344 prout(_("SUCCEEDS!"))
4347 proutn(_("The crystals mined were "))
4348 if rnd.withprob(0.25):
4355 # Check to see if captain in shuttle craft
4360 # Inform captain of attempt to reach safety
4364 prouts(_("***RED ALERT! RED ALERT!"))
4366 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4367 prouts(_(" a supernova."))
4369 prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
4370 prout(_("safely out of quadrant."))
4371 if not damaged(DRADIO):
4372 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
4373 # Try to use warp engines
4374 if damaged(DWARPEN):
4376 prout(_("Warp engines damaged."))
4379 game.warpfac = rnd.real(6.0, 8.0)
4380 prout(_("Warp factor set to %d") % int(game.warpfac))
4381 power = 0.75*game.energy
4382 dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4383 dist = max(dist, rnd.real(math.sqrt(2)))
4384 bugout = course(bearing=rnd.real(12), distance=dist) # How dumb!
4385 game.optime = bugout.time(game.warpfac)
4387 game.inorbit = False
4388 warp(bugout, involuntary=True)
4390 # This is bad news, we didn't leave quadrant.
4394 prout(_("Insufficient energy to leave quadrant."))
4397 # Repeat if another snova
4398 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
4401 finish(FWON) # Snova killed remaining enemy.
4404 "Let's do the time warp again."
4405 prout(_("***TIME WARP ENTERED."))
4406 if game.state.snap and rnd.withprob(0.5):
4408 prout(_("You are traveling backwards in time %d stardates.") %
4409 int(game.state.date-game.snapsht.date))
4410 game.state = game.snapsht
4411 game.state.snap = False
4412 if len(game.state.kcmdr):
4413 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4414 schedule(FBATTAK, expran(0.3*game.intime))
4415 schedule(FSNOVA, expran(0.5*game.intime))
4416 # next snapshot will be sooner
4417 schedule(FSNAP, expran(0.25*game.state.remtime))
4419 if game.state.nscrem:
4420 schedule(FSCMOVE, 0.2777)
4424 game.battle.invalidate()
4425 # Make sure Galileo is consistant -- Snapshot may have been taken
4426 # when on planet, which would give us two Galileos!
4428 for l in range(game.inplan):
4429 if game.state.planets[l].known == "shuttle_down":
4431 if game.iscraft == "onship" and game.ship=='E':
4432 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4433 game.iscraft = "offship"
4434 # Likewise, if in the original time the Galileo was abandoned, but
4435 # was on ship earlier, it would have vanished -- let's restore it.
4436 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4437 prout(_("Chekov- \"Security reports the Galileo has reappeared in the dock!\""))
4438 game.iscraft = "onship"
4439 # There used to be code to do the actual reconstrction here,
4440 # but the starchart is now part of the snapshotted galaxy state.
4441 prout(_("Spock has reconstructed a correct star chart from memory"))
4443 # Go forward in time
4444 game.optime = expran(0.5*game.intime)
4445 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4446 # cheat to make sure no tractor beams occur during time warp
4447 postpone(FTBEAM, game.optime)
4448 game.damage[DRADIO] += game.optime
4450 events() # Stas Sergeev added this -- do pending events
4453 "Launch deep-space probe."
4454 # New code to launch a deep space probe
4455 if game.nprobes == 0:
4458 if game.ship == 'E':
4459 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4461 prout(_("Ye Faerie Queene has no deep space probes."))
4466 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4468 if is_scheduled(FDSPROB):
4471 if damaged(DRADIO) and game.condition != "docked":
4472 prout(_("Spock- \"Records show the previous probe has not yet"))
4473 prout(_(" reached its destination.\""))
4475 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4477 key = scanner.nexttok()
4479 if game.nprobes == 1:
4480 prout(_("1 probe left."))
4482 prout(_("%d probes left") % game.nprobes)
4483 proutn(_("Are you sure you want to fire a probe? "))
4486 game.isarmed = False
4487 if key == "IHALPHA" and scanner.token == "armed":
4489 key = scanner.nexttok()
4490 elif key == "IHEOL":
4491 proutn(_("Arm NOVAMAX warhead? "))
4493 elif key == "IHREAL": # first element of course
4494 scanner.push(scanner.token)
4496 game.probe = getcourse(isprobe=True)
4500 schedule(FDSPROB, 0.01) # Time to move one sector
4501 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4506 "Yell for help from nearest starbase."
4507 # There's more than one way to move in this game!
4509 # Test for conditions which prevent calling for help
4510 if game.condition == "docked":
4511 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4514 prout(_("Subspace radio damaged."))
4516 if not game.state.baseq:
4517 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4520 prout(_("You must be aboard the %s.") % crmshp())
4522 # OK -- call for help from nearest starbase
4525 # There's one in this quadrant
4526 ddist = (game.base - game.sector).distance()
4528 ibq = None # Force base-quadrant game to persist past loop
4530 for ibq in game.state.baseq:
4531 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4535 prout(_("No starbases remain. You are alone in a hostile galaxy."))
4537 # Since starbase not in quadrant, set up new quadrant
4540 # dematerialize starship
4541 game.quad[game.sector.i][game.sector.j]='.'
4542 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4543 % (game.quadrant, crmshp()))
4544 game.sector.invalidate()
4545 for m in range(1, 5+1):
4546 w = game.base.scatter()
4547 if w.valid_sector() and game.quad[w.i][w.j]=='.':
4548 # found one -- finish up
4551 if game.sector is None:
4552 prout(_("You have been lost in space..."))
4553 finish(FMATERIALIZE)
4555 # Give starbase three chances to rematerialize starship
4556 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4557 for m in range(1, 3+1):
4558 if m == 1: proutn(_("1st"))
4559 elif m == 2: proutn(_("2nd"))
4560 elif m == 3: proutn(_("3rd"))
4561 proutn(_(" attempt to re-materialize ") + crmshp())
4562 game.quad[game.sector.i][game.sector.j]=('-','o','O')[m-1]
4565 if rnd.real() > probf:
4569 curses.delay_output(500)
4571 game.quad[game.sector.i][game.sector.j]='?'
4574 setwnd(message_window)
4575 finish(FMATERIALIZE)
4577 game.quad[game.sector.i][game.sector.j]=game.ship
4579 prout(_("succeeds."))
4583 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4588 if game.condition=="docked":
4590 prout(_("You cannot abandon Ye Faerie Queene."))
4593 # Must take shuttle craft to exit
4594 if game.damage[DSHUTTL]==-1:
4595 prout(_("Ye Faerie Queene has no shuttle craft."))
4597 if game.damage[DSHUTTL]<0:
4598 prout(_("Shuttle craft now serving Big Macs."))
4600 if game.damage[DSHUTTL]>0:
4601 prout(_("Shuttle craft damaged."))
4604 prout(_("You must be aboard the ship."))
4606 if game.iscraft != "onship":
4607 prout(_("Shuttle craft not currently available."))
4609 # Emit abandon ship messages
4611 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4613 prouts(_("***ALL HANDS ABANDON SHIP!"))
4615 prout(_("Captain and crew escape in shuttle craft."))
4616 if not game.state.baseq:
4617 # Oops! no place to go...
4620 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4622 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4623 prout(_("Remainder of ship's complement beam down"))
4624 prout(_("to nearest habitable planet."))
4625 elif q.planet is not None and not damaged(DTRANSP):
4626 prout(_("Remainder of ship's complement beam down to %s.") %
4629 prout(_("Entire crew of %d left to die in outer space.") %
4631 game.casual += game.state.crew
4632 game.abandoned += game.state.crew
4633 # If at least one base left, give 'em the Faerie Queene
4635 game.icrystl = False # crystals are lost
4636 game.nprobes = 0 # No probes
4637 prout(_("You are captured by Klingons and released to"))
4638 prout(_("the Federation in a prisoner-of-war exchange."))
4639 nb = rnd.integer(len(game.state.baseq))
4640 # Set up quadrant and position FQ adjacient to base
4641 if not game.quadrant == game.state.baseq[nb]:
4642 game.quadrant = game.state.baseq[nb]
4643 game.sector.i = game.sector.j = 5
4646 # position next to base by trial and error
4647 game.quad[game.sector.i][game.sector.j] = '.'
4649 for l in range(QUADSIZE):
4650 game.sector = game.base.scatter()
4651 if game.sector.valid_sector() and \
4652 game.quad[game.sector.i][game.sector.j] == '.':
4655 break # found a spot
4656 game.sector.i=QUADSIZE/2
4657 game.sector.j=QUADSIZE/2
4659 # Get new commission
4660 game.quad[game.sector.i][game.sector.j] = game.ship = 'F'
4661 game.state.crew = FULLCREW
4662 prout(_("Starfleet puts you in command of another ship,"))
4663 prout(_("the Faerie Queene, which is antiquated but,"))
4664 prout(_("still useable."))
4666 prout(_("The dilithium crystals have been moved."))
4668 game.iscraft = "offship" # Galileo disappears
4670 game.condition="docked"
4671 for l in range(NDEVICES):
4672 game.damage[l] = 0.0
4673 game.damage[DSHUTTL] = -1
4674 game.energy = game.inenrg = 3000.0
4675 game.shield = game.inshld = 1250.0
4676 game.torps = game.intorps = 6
4677 game.lsupres=game.inlsr=3.0
4680 game.brigfree = game.brigcapacity = 300
4683 # Code from planets.c begins here.
4686 "Abort a lengthy operation if an event interrupts it."
4689 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
4694 "Report on (uninhabited) planets in the galaxy."
4698 prout(_("Spock- \"Planet report follows, Captain.\""))
4700 for i in range(game.inplan):
4701 if game.state.planets[i].pclass == "destroyed":
4703 if (game.state.planets[i].known != "unknown" \
4704 and not game.state.planets[i].inhabited) \
4707 if game.idebug and game.state.planets[i].known=="unknown":
4708 proutn("(Unknown) ")
4709 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4710 proutn(_(" class "))
4711 proutn(game.state.planets[i].pclass)
4713 if game.state.planets[i].crystals != "present":
4715 prout(_("dilithium crystals present."))
4716 if game.state.planets[i].known=="shuttle_down":
4717 prout(_(" Shuttle Craft Galileo on surface."))
4719 prout(_("No information available."))
4722 "Enter standard orbit."
4726 prout(_("Already in standard orbit."))
4728 if damaged(DWARPEN) and damaged(DIMPULS):
4729 prout(_("Both warp and impulse engines damaged."))
4731 if game.plnet is None:
4732 prout("There is no planet in this sector.")
4734 if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4735 prout(crmshp() + _(" not adjacent to planet."))
4738 game.optime = rnd.real(0.02, 0.05)
4739 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4743 game.height = rnd.real(1400, 8600)
4744 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4749 "Examine planets in this quadrant."
4750 if damaged(DSRSENS):
4751 if game.options & OPTION_TTY:
4752 prout(_("Short range sensors damaged."))
4754 if game.iplnet is None:
4755 if game.options & OPTION_TTY:
4756 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4758 if game.iplnet.known == "unknown":
4759 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4761 prout(_(" Planet at Sector %s is of class %s.") %
4762 (game.plnet, game.iplnet.pclass))
4763 if game.iplnet.known=="shuttle_down":
4764 prout(_(" Sensors show Galileo still on surface."))
4765 proutn(_(" Readings indicate"))
4766 if game.iplnet.crystals != "present":
4768 prout(_(" dilithium crystals present.\""))
4769 if game.iplnet.known == "unknown":
4770 game.iplnet.known = "known"
4771 elif game.iplnet.inhabited:
4772 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4773 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4776 "Use the transporter."
4780 if damaged(DTRANSP):
4781 prout(_("Transporter damaged."))
4782 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4784 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4788 if not game.inorbit:
4789 prout(crmshp() + _(" not in standard orbit."))
4792 prout(_("Impossible to transport through shields."))
4794 if game.iplnet.known=="unknown":
4795 prout(_("Spock- \"Captain, we have no information on this planet"))
4796 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4797 prout(_(" you may not go down.\""))
4799 if not game.landed and game.iplnet.crystals=="absent":
4800 prout(_("Spock- \"Captain, I fail to see the logic in"))
4801 prout(_(" exploring a planet with no dilithium crystals."))
4802 proutn(_(" Are you sure this is wise?\" "))
4806 if not (game.options & OPTION_PLAIN):
4807 nrgneed = 50 * game.skill + game.height / 100.0
4808 if nrgneed > game.energy:
4809 prout(_("Engineering to bridge--"))
4810 prout(_(" Captain, we don't have enough energy for transportation."))
4812 if not game.landed and nrgneed * 2 > game.energy:
4813 prout(_("Engineering to bridge--"))
4814 prout(_(" Captain, we have enough energy only to transport you down to"))
4815 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4816 if game.iplnet.known == "shuttle_down":
4817 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4818 proutn(_(" Are you sure this is wise?\" "))
4823 # Coming from planet
4824 if game.iplnet.known=="shuttle_down":
4825 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4829 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4830 prout(_("Landing party assembled, ready to beam up."))
4832 prout(_("Kirk whips out communicator..."))
4833 prouts(_("BEEP BEEP BEEP"))
4835 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4838 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4840 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4842 prout(_("Kirk- \"Energize.\""))
4845 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4847 if not rnd.withprob(0.98):
4848 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4850 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4853 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4854 game.landed = not game.landed
4855 game.energy -= nrgneed
4857 prout(_("Transport complete."))
4858 if game.landed and game.iplnet.known=="shuttle_down":
4859 prout(_("The shuttle craft Galileo is here!"))
4860 if not game.landed and game.imine:
4867 "Strip-mine a world for dilithium."
4871 prout(_("Mining party not on planet."))
4873 if game.iplnet.crystals == "mined":
4874 prout(_("This planet has already been strip-mined for dilithium."))
4876 elif game.iplnet.crystals == "absent":
4877 prout(_("No dilithium crystals on this planet."))
4880 prout(_("You've already mined enough crystals for this trip."))
4882 if game.icrystl and game.cryprob == 0.05:
4883 prout(_("With all those fresh crystals aboard the ") + crmshp())
4884 prout(_("there's no reason to mine more at this time."))
4886 game.optime = rnd.real(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4889 prout(_("Mining operation complete."))
4890 game.iplnet.crystals = "mined"
4891 game.imine = game.ididit = True
4894 "Use dilithium crystals."
4898 if not game.icrystl:
4899 prout(_("No dilithium crystals available."))
4901 if game.energy >= 1000:
4902 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4903 prout(_(" except when Condition Yellow exists."))
4905 prout(_("Spock- \"Captain, I must warn you that loading"))
4906 prout(_(" raw dilithium crystals into the ship's power"))
4907 prout(_(" system may risk a severe explosion."))
4908 proutn(_(" Are you sure this is wise?\" "))
4913 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4914 prout(_(" Mr. Spock and I will try it.\""))
4916 prout(_("Spock- \"Crystals in place, Sir."))
4917 prout(_(" Ready to activate circuit.\""))
4919 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4921 if rnd.withprob(game.cryprob):
4922 prouts(_(" \"Activating now! - - No good! It's***"))
4924 prouts(_("***RED ALERT! RED A*L********************************"))
4927 prouts(_("****************** KA-BOOM!!!! *******************"))
4931 game.energy += rnd.real(5000.0, 5500.0)
4932 prouts(_(" \"Activating now! - - "))
4933 prout(_("The instruments"))
4934 prout(_(" are going crazy, but I think it's"))
4935 prout(_(" going to work!! Congratulations, Sir!\""))
4940 "Use shuttlecraft for planetary jaunt."
4943 if damaged(DSHUTTL):
4944 if game.damage[DSHUTTL] == -1.0:
4945 if game.inorbit and game.iplnet.known == "shuttle_down":
4946 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4948 prout(_("Ye Faerie Queene had no shuttle craft."))
4949 elif game.damage[DSHUTTL] > 0:
4950 prout(_("The Galileo is damaged."))
4951 else: # game.damage[DSHUTTL] < 0
4952 prout(_("Shuttle craft is now serving Big Macs."))
4954 if not game.inorbit:
4955 prout(crmshp() + _(" not in standard orbit."))
4957 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4958 prout(_("Shuttle craft not currently available."))
4960 if not game.landed and game.iplnet.known=="shuttle_down":
4961 prout(_("You will have to beam down to retrieve the shuttle craft."))
4963 if game.shldup or game.condition == "docked":
4964 prout(_("Shuttle craft cannot pass through shields."))
4966 if game.iplnet.known=="unknown":
4967 prout(_("Spock- \"Captain, we have no information on this planet"))
4968 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4969 prout(_(" you may not fly down.\""))
4971 game.optime = 3.0e-5*game.height
4972 if game.optime >= 0.8*game.state.remtime:
4973 prout(_("First Officer Spock- \"Captain, I compute that such"))
4974 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4975 int(100*game.optime/game.state.remtime))
4976 prout(_("remaining time."))
4977 proutn(_("Are you sure this is wise?\" "))
4983 if game.iscraft == "onship":
4985 if not damaged(DTRANSP):
4986 proutn(_("Spock- \"Would you rather use the transporter?\" "))
4990 proutn(_("Shuttle crew"))
4992 proutn(_("Rescue party"))
4993 prout(_(" boards Galileo and swoops toward planet surface."))
4994 game.iscraft = "offship"
4998 game.iplnet.known="shuttle_down"
4999 prout(_("Trip complete."))
5002 # Ready to go back to ship
5003 prout(_("You and your mining party board the"))
5004 prout(_("shuttle craft for the trip back to the Enterprise."))
5006 prouts(_("The short hop begins . . ."))
5008 game.iplnet.known="known"
5014 game.iscraft = "onship"
5020 prout(_("Trip complete."))
5023 # Kirk on ship and so is Galileo
5024 prout(_("Mining party assembles in the hangar deck,"))
5025 prout(_("ready to board the shuttle craft \"Galileo\"."))
5027 prouts(_("The hangar doors open; the trip begins."))
5030 game.iscraft = "offship"
5033 game.iplnet.known = "shuttle_down"
5036 prout(_("Trip complete."))
5040 "Use the big zapper."
5044 if game.ship != 'E':
5045 prout(_("Ye Faerie Queene has no death ray."))
5047 if len(game.enemies)==0:
5048 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
5051 prout(_("Death Ray is damaged."))
5053 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
5054 prout(_(" is highly unpredictible. Considering the alternatives,"))
5055 proutn(_(" are you sure this is wise?\" "))
5058 prout(_("Spock- \"Acknowledged.\""))
5061 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
5063 prout(_("Crew scrambles in emergency preparation."))
5064 prout(_("Spock and Scotty ready the death ray and"))
5065 prout(_("prepare to channel all ship's power to the device."))
5067 prout(_("Spock- \"Preparations complete, sir.\""))
5068 prout(_("Kirk- \"Engage!\""))
5070 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
5073 if game.options & OPTION_PLAIN:
5077 prouts(_("Sulu- \"Captain! It's working!\""))
5079 while len(game.enemies) > 0:
5080 deadkl(game.enemies[-1].location, game.quad[game.enemies[-1].location.i][game.enemies[-1].location.j],game.enemies[-1].location)
5081 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
5082 if game.unwon() == 0:
5084 if (game.options & OPTION_PLAIN) == 0:
5085 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
5086 if rnd.withprob(0.05):
5087 prout(_(" is still operational.\""))
5089 prout(_(" has been rendered nonfunctional.\""))
5090 game.damage[DDRAY] = 39.95
5092 r = rnd.real() # Pick failure method
5094 prouts(_("Sulu- \"Captain! It's working!\""))
5096 prouts(_("***RED ALERT! RED ALERT!"))
5098 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
5100 prouts(_("***RED ALERT! RED A*L********************************"))
5103 prouts(_("****************** KA-BOOM!!!! *******************"))
5108 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
5110 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
5112 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
5113 prout(_(" have apparently been transformed into strange mutations."))
5114 prout(_(" Vulcans do not seem to be affected."))
5116 prout(_("Kirk- \"Raauch! Raauch!\""))
5120 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
5122 proutn(_("Spock- \"I believe the word is"))
5123 prouts(_(" *ASTONISHING*"))
5124 prout(_(" Mr. Sulu."))
5125 for i in range(QUADSIZE):
5126 for j in range(QUADSIZE):
5127 if game.quad[i][j] == '.':
5128 game.quad[i][j] = '?'
5129 prout(_(" Captain, our quadrant is now infested with"))
5130 prouts(_(" - - - - - - *THINGS*."))
5132 prout(_(" I have no logical explanation.\""))
5134 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
5136 prout(_("Scotty- \"There are so many tribbles down here"))
5137 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
5141 # Code from reports.c begins here
5143 def attackreport(curt):
5144 "eport status of bases under attack."
5146 if is_scheduled(FCDBAS):
5147 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
5148 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
5149 elif game.isatb == 1:
5150 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
5151 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
5153 prout(_("No Starbase is currently under attack."))
5155 if is_scheduled(FCDBAS):
5156 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5158 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5162 # report on general game status
5164 s1 = (game.thawed and _("thawed ")) or ""
5165 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5166 s3 = (None, _("novice"), _("fair"),
5167 _("good"), _("expert"), _("emeritus"))[game.skill]
5168 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5169 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5170 prout(_("No plaque is allowed."))
5172 prout(_("This is tournament game %d.") % game.tourn)
5173 prout(_("Your secret password is \"%s\"") % game.passwd)
5174 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - game.unwon()),
5175 (game.inkling + game.incom + game.inscom)))
5176 if game.incom - len(game.state.kcmdr):
5177 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
5178 elif game.inkling - game.remkl() + (game.inscom - game.state.nscrem) > 0:
5179 prout(_(", but no Commanders."))
5182 if game.skill > SKILL_FAIR:
5183 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5184 if len(game.state.baseq) != game.inbase:
5186 if game.inbase-len(game.state.baseq)==1:
5187 proutn(_("has been 1 base"))
5189 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
5190 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
5192 prout(_("There are %d bases.") % game.inbase)
5193 if communicating() or game.iseenit:
5194 # Don't report this if not seen and
5195 # either the radio is dead or not at base!
5199 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5200 if game.brigcapacity != game.brigfree:
5201 embriggened = game.brigcapacity-game.brigfree
5202 if embriggened == 1:
5203 prout(_("1 Klingon in brig"))
5205 prout(_("%d Klingons in brig.") % embriggened)
5206 if game.kcaptured == 0:
5208 elif game.kcaptured == 1:
5209 prout(_("1 captured Klingon turned in to Starfleet."))
5211 prout(_("%d captured Klingons turned in to Star Fleet.") % game.kcaptured)
5213 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5214 if game.ship == 'E':
5215 proutn(_("You have "))
5217 proutn("%d" % (game.nprobes))
5220 proutn(_(" deep space probe"))
5224 if communicating() and is_scheduled(FDSPROB):
5226 proutn(_("An armed deep space probe is in "))
5228 proutn(_("A deep space probe is in "))
5229 prout("Quadrant %s." % game.probe.quadrant())
5231 if game.cryprob <= .05:
5232 prout(_("Dilithium crystals aboard ship... not yet used."))
5236 while game.cryprob > ai:
5239 prout(_("Dilithium crystals have been used %d time%s.") % \
5240 (i, (_("s"), "")[i==1]))
5244 "Long-range sensor scan."
5245 if damaged(DLRSENS):
5246 # Now allow base's sensors if docked
5247 if game.condition != "docked":
5249 prout(_("LONG-RANGE SENSORS DAMAGED."))
5252 prout(_("Starbase's long-range scan"))
5254 prout(_("Long-range scan"))
5255 for x in range(game.quadrant.i-1, game.quadrant.i+2):
5258 for y in range(game.quadrant.j-1, game.quadrant.j+2):
5259 if not Coord(x, y).valid_quadrant():
5263 if not damaged(DRADIO):
5264 game.state.galaxy[x][y].charted = True
5265 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5266 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5267 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5268 if not silent and game.state.galaxy[x][y].supernova:
5271 cn = " %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars)
5272 proutn(((3 - len(cn)) * '.') + cn)
5280 for i in range(NDEVICES):
5283 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5284 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5286 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5287 game.damage[i]+0.05,
5288 DOCKFAC*game.damage[i]+0.005))
5290 prout(_("All devices functional."))
5293 "Update the chart in the Enterprise's computer from galaxy data."
5294 game.lastchart = game.state.date
5295 for i in range(GALSIZE):
5296 for j in range(GALSIZE):
5297 if game.state.galaxy[i][j].charted:
5298 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5299 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5300 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5303 "Display the star chart."
5305 if (game.options & OPTION_AUTOSCAN):
5309 if game.lastchart < game.state.date and game.condition == "docked":
5310 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5312 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5313 if game.state.date > game.lastchart:
5314 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5315 prout(" 1 2 3 4 5 6 7 8")
5316 for i in range(GALSIZE):
5317 proutn("%d |" % (i+1))
5318 for j in range(GALSIZE):
5319 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5323 if game.state.galaxy[i][j].supernova:
5325 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5327 elif game.state.galaxy[i][j].charted:
5328 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5329 if (game.options & OPTION_DOTFILL):
5330 show = show.replace(" ", ".")
5334 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5342 def sectscan(goodScan, i, j):
5343 "Light up an individual dot in a sector."
5344 if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
5345 if game.quad[i][j] in ('E', 'F'):
5348 textcolor({"green":GREEN,
5352 "dead":BROWN}[game.condition])
5354 textcolor({'?':LIGHTMAGENTA,
5362 }.get(game.quad[i][j], DEFAULT))
5363 proutn("%c " % game.quad[i][j])
5369 "Emit status report lines"
5370 if not req or req == 1:
5371 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5372 % (game.state.date, game.state.remtime))
5373 if not req or req == 2:
5374 if game.condition != "docked":
5376 prstat(_("Condition"), _("%s, %i DAMAGES") % \
5377 (game.condition.upper(), sum([x > 0 for x in game.damage])))
5379 prout(_(", CLOAKED"))
5380 if not req or req == 3:
5381 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5382 if not req or req == 4:
5383 if damaged(DLIFSUP):
5384 if game.condition == "docked":
5385 s = _("DAMAGED, Base provides")
5387 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5390 prstat(_("Life Support"), s)
5391 if not req or req == 5:
5392 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5393 if not req or req == 6:
5395 if game.icrystl and (game.options & OPTION_SHOWME):
5396 extra = _(" (have crystals)")
5397 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5398 if not req or req == 7:
5399 prstat(_("Torpedoes"), "%d" % (game.torps))
5400 if not req or req == 8:
5401 if damaged(DSHIELD):
5407 data = _(" %d%% %.1f units") \
5408 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5409 prstat(_("Shields"), s+data)
5410 if not req or req == 9:
5411 prstat(_("Klingons Left"), "%d" % game.unwon())
5412 if not req or req == 10:
5413 if game.options & OPTION_WORLDS:
5414 plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
5415 if plnet and plnet.inhabited:
5416 prstat(_("Major system"), plnet.name)
5418 prout(_("Sector is uninhabited"))
5419 elif not req or req == 11:
5420 attackreport(not req)
5423 "Request specified status data, a historical relic from slow TTYs."
5424 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5425 while scanner.nexttok() == "IHEOL":
5426 proutn(_("Information desired? "))
5428 if scanner.token in requests:
5429 status(requests.index(scanner.token))
5431 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5432 prout((" date, condition, position, lsupport, warpfactor,"))
5433 prout((" energy, torpedoes, shields, klingons, system, time."))
5438 if damaged(DSRSENS):
5439 # Allow base's sensors if docked
5440 if game.condition != "docked":
5441 prout(_(" S.R. SENSORS DAMAGED!"))
5444 prout(_(" [Using Base's sensors]"))
5446 prout(_(" Short-range scan"))
5447 if goodScan and communicating():
5448 game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
5449 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
5450 game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
5451 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
5452 prout(" 1 2 3 4 5 6 7 8 9 10")
5453 if game.condition != "docked":
5455 for i in range(QUADSIZE):
5456 proutn("%2d " % (i+1))
5457 for j in range(QUADSIZE):
5458 sectscan(goodScan, i, j)
5462 "Use computer to get estimated time of arrival for a warp jump."
5463 w1 = Coord(); w2 = Coord()
5465 if damaged(DCOMPTR):
5466 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5469 if scanner.nexttok() != "IHREAL":
5472 proutn(_("Destination quadrant and/or sector? "))
5473 if scanner.nexttok()!="IHREAL":
5476 w1.j = int(scanner.real-0.5)
5477 if scanner.nexttok() != "IHREAL":
5480 w1.i = int(scanner.real-0.5)
5481 if scanner.nexttok() == "IHREAL":
5482 w2.j = int(scanner.real-0.5)
5483 if scanner.nexttok() != "IHREAL":
5486 w2.i = int(scanner.real-0.5)
5488 if game.quadrant.j>w1.i:
5492 if game.quadrant.i>w1.j:
5496 if not w1.valid_quadrant() or not w2.valid_sector():
5499 dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
5500 (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
5503 prout(_("Answer \"no\" if you don't know the value:"))
5506 proutn(_("Time or arrival date? "))
5507 if scanner.nexttok()=="IHREAL":
5508 ttime = scanner.real
5509 if ttime > game.state.date:
5510 ttime -= game.state.date # Actually a star date
5511 twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
5512 if ttime <= 1e-10 or twarp > 10:
5513 prout(_("We'll never make it, sir."))
5520 proutn(_("Warp factor? "))
5521 if scanner.nexttok()== "IHREAL":
5523 twarp = scanner.real
5524 if twarp<1.0 or twarp > 10.0:
5528 prout(_("Captain, certainly you can give me one of these."))
5531 ttime = (10.0*dist)/twarp**2
5532 tpower = dist*twarp*twarp*twarp*(game.shldup+1)
5533 if tpower >= game.energy:
5534 prout(_("Insufficient energy, sir."))
5535 if not game.shldup or tpower > game.energy*2.0:
5538 proutn(_("New warp factor to try? "))
5539 if scanner.nexttok() == "IHREAL":
5541 twarp = scanner.real
5542 if twarp<1.0 or twarp > 10.0:
5550 prout(_("But if you lower your shields,"))
5551 proutn(_("remaining"))
5554 proutn(_("Remaining"))
5555 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5557 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5559 prout(_("Any warp speed is adequate."))
5561 prout(_("Minimum warp needed is %.2f,") % (twarp))
5562 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5563 if game.state.remtime < ttime:
5564 prout(_("Unfortunately, the Federation will be destroyed by then."))
5566 prout(_("You'll be taking risks at that speed, Captain"))
5567 if (game.isatb==1 and game.state.kscmdr == w1 and \
5568 scheduled(FSCDBAS)< ttime+game.state.date) or \
5569 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5570 prout(_("The starbase there will be destroyed by then."))
5571 proutn(_("New warp factor to try? "))
5572 if scanner.nexttok() == "IHREAL":
5574 twarp = scanner.real
5575 if twarp<1.0 or twarp > 10.0:
5583 # Code from setup.c begins here
5586 "Issue a historically correct banner."
5588 prout(_("-SUPER- STAR TREK"))
5590 # From the FORTRAN original
5591 # prout(_("Latest update-21 Sept 78"))
5597 scanner.push("emsave.trk")
5598 key = scanner.nexttok()
5600 proutn(_("File name: "))
5601 key = scanner.nexttok()
5602 if key != "IHALPHA":
5605 if '.' not in scanner.token:
5606 scanner.token += ".trk"
5608 fp = open(scanner.token, "wb")
5610 prout(_("Can't freeze game as file %s") % scanner.token)
5612 pickle.dump(game, fp)
5617 "Retrieve saved game."
5620 key = scanner.nexttok()
5622 proutn(_("File name: "))
5623 key = scanner.nexttok()
5624 if key != "IHALPHA":
5627 if '.' not in scanner.token:
5628 scanner.token += ".trk"
5630 fp = open(scanner.token, "rb")
5632 prout(_("Can't thaw game in %s") % scanner.token)
5634 game = pickle.load(fp)
5639 # I used <http://www.memory-alpha.org> to find planets
5640 # with references in ST:TOS. Earth and the Alpha Centauri
5641 # Colony have been omitted.
5643 # Some planets marked Class G and P here will be displayed as class M
5644 # because of the way planets are generated. This is a known bug.
5647 _("Andoria (Fesoan)"), # several episodes
5648 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5649 _("Vulcan (T'Khasi)"), # many episodes
5650 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5651 _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5652 _("Ardana"), # TOS: "The Cloud Minders"
5653 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5654 _("Gideon"), # TOS: "The Mark of Gideon"
5655 _("Aldebaran III"), # TOS: "The Deadly Years"
5656 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5657 _("Altair IV"), # TOS: "Amok Time
5658 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5659 _("Benecia"), # TOS: "The Conscience of the King"
5660 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5661 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5662 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5663 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5664 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5665 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5666 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5667 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5668 _("Ingraham B"), # TOS: "Operation: Annihilate"
5669 _("Janus IV"), # TOS: "The Devil in the Dark"
5670 _("Makus III"), # TOS: "The Galileo Seven"
5671 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5672 _("Omega IV"), # TOS: "The Omega Glory"
5673 _("Regulus V"), # TOS: "Amok Time
5674 _("Deneva"), # TOS: "Operation -- Annihilate!"
5675 # Worlds from BSD Trek
5676 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5677 _("Beta III"), # TOS: "The Return of the Archons"
5678 _("Triacus"), # TOS: "And the Children Shall Lead",
5679 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5681 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5682 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5683 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5684 # _("Izar"), # TOS: "Whom Gods Destroy"
5685 # _("Tiburon"), # TOS: "The Way to Eden"
5686 # _("Merak II"), # TOS: "The Cloud Minders"
5687 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5688 # _("Iotia"), # TOS: "A Piece of the Action"
5692 _("S. R. Sensors"), \
5693 _("L. R. Sensors"), \
5695 _("Photon Tubes"), \
5696 _("Life Support"), \
5697 _("Warp Engines"), \
5698 _("Impulse Engines"), \
5700 _("Subspace Radio"), \
5701 _("Shuttle Craft"), \
5703 _("Navigation System"), \
5705 _("Shield Control"), \
5708 _("Cloaking Device"), \
5712 "Prepare to play, set up cosmos."
5714 # Decide how many of everything
5716 return # frozen game
5717 # Prepare the Enterprise
5718 game.alldone = game.gamewon = game.shldchg = game.shldup = False
5720 game.state.crew = FULLCREW
5721 game.energy = game.inenrg = 5000.0
5722 game.shield = game.inshld = 2500.0
5725 game.quadrant = randplace(GALSIZE)
5726 game.sector = randplace(QUADSIZE)
5727 game.torps = game.intorps = 10
5728 game.nprobes = rnd.integer(2, 5)
5730 for i in range(NDEVICES):
5731 game.damage[i] = 0.0
5732 # Set up assorted game parameters
5733 game.battle = Coord()
5734 game.state.date = game.indate = 100.0 * rnd.real(20, 51)
5735 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5736 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5737 game.isatb = game.state.nplankl = 0
5738 game.state.starkl = game.state.basekl = game.state.nworldkl = 0
5739 game.iscraft = "onship"
5744 game.state.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
5746 game.state.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
5748 game.state.planets = [] # Planet information
5749 game.state.baseq = [] # Base quadrant coordinates
5750 game.state.kcmdr = [] # Commander quadrant coordinates
5751 game.statekscmdr = Coord() # Supercommander quadrant coordinates
5753 # Starchart is functional but we've never seen it
5754 game.lastchart = FOREVER
5755 # Put stars in the galaxy
5757 for i in range(GALSIZE):
5758 for j in range(GALSIZE):
5759 # Can't have more stars per quadrant than fit in one decimal digit,
5760 # if we do the chart representation will break.
5761 k = rnd.integer(1, min(10, QUADSIZE**2/10))
5763 game.state.galaxy[i][j].stars = k
5764 # Locate star bases in galaxy
5766 prout("=== Allocating %d bases" % game.inbase)
5767 for i in range(game.inbase):
5770 w = randplace(GALSIZE)
5771 if not game.state.galaxy[w.i][w.j].starbase:
5774 # C version: for (j = i-1; j > 0; j--)
5775 # so it did them in the opposite order.
5776 for j in range(1, i):
5777 # Improved placement algorithm to spread out bases
5778 distq = (w - game.state.baseq[j]).distance()
5779 if distq < 6.0*(BASEMAX+1-game.inbase) and rnd.withprob(0.75):
5782 prout("=== Abandoning base #%d at %s" % (i, w))
5784 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5786 prout("=== Saving base #%d, close to #%d" % (i, j))
5790 prout("=== Placing base #%d in quadrant %s" % (i, w))
5791 game.state.baseq.append(w)
5792 game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5793 # Position ordinary Klingon Battle Cruisers
5795 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5796 if klumper > MAXKLQUAD:
5800 klump = int((1.0 - r*r)*klumper)
5805 w = randplace(GALSIZE)
5806 if not game.state.galaxy[w.i][w.j].supernova and \
5807 game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5809 game.state.galaxy[w.i][w.j].klingons += klump
5812 # Position Klingon Commander Ships
5813 for i in range(game.incom):
5815 w = randplace(GALSIZE)
5816 if not welcoming(w) or w in game.state.kcmdr:
5818 if (game.state.galaxy[w.i][w.j].klingons or rnd.withprob(0.25)):
5820 game.state.galaxy[w.i][w.j].klingons += 1
5821 game.state.kcmdr.append(w)
5822 # Locate planets in galaxy
5823 for i in range(game.inplan):
5825 w = randplace(GALSIZE)
5826 if game.state.galaxy[w.i][w.j].planet is None:
5830 new.crystals = "absent"
5831 if (game.options & OPTION_WORLDS) and i < NINHAB:
5832 new.pclass = "M" # All inhabited planets are class M
5833 new.crystals = "absent"
5835 new.name = systnames[i]
5836 new.inhabited = True
5838 new.pclass = ("M", "N", "O")[rnd.integer(0, 3)]
5839 if rnd.withprob(0.33):
5840 new.crystals = "present"
5841 new.known = "unknown"
5842 new.inhabited = False
5843 game.state.galaxy[w.i][w.j].planet = new
5844 game.state.planets.append(new)
5846 for i in range(game.state.nromrem):
5847 w = randplace(GALSIZE)
5848 game.state.galaxy[w.i][w.j].romulans += 1
5849 # Place the Super-Commander if needed
5850 if game.state.nscrem > 0:
5852 w = randplace(GALSIZE)
5855 game.state.kscmdr = w
5856 game.state.galaxy[w.i][w.j].klingons += 1
5857 # Initialize times for extraneous events
5858 schedule(FSNOVA, expran(0.5 * game.intime))
5859 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5860 schedule(FSNAP, rnd.real(1.0, 2.0)) # Force an early snapshot
5861 schedule(FBATTAK, expran(0.3*game.intime))
5863 if game.state.nscrem:
5864 schedule(FSCMOVE, 0.2777)
5869 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5870 schedule(FDISTR, expran(1.0 + game.intime))
5875 # Place thing (in tournament game, we don't want one!)
5876 # New in SST2K: never place the Thing near a starbase.
5877 # This makes sense and avoids a special case in the old code.
5879 if game.tourn is None:
5881 thing = randplace(GALSIZE)
5882 if thing not in game.state.baseq:
5885 game.state.snap = False
5886 if game.skill == SKILL_NOVICE:
5887 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5888 prout(_("a deadly Klingon invasion force. As captain of the United"))
5889 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5890 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5891 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5892 prout(_("your mission. As you proceed you may be given more time."))
5894 prout(_("You will have %d supporting starbases.") % (game.inbase))
5895 proutn(_("Starbase locations- "))
5897 prout(_("Stardate %d.") % int(game.state.date))
5899 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5900 prout(_("An unknown number of Romulans."))
5901 if game.state.nscrem:
5902 prout(_("And one (GULP) Super-Commander."))
5903 prout(_("%d stardates.") % int(game.intime))
5904 proutn(_("%d starbases in ") % game.inbase)
5905 for i in range(game.inbase):
5906 proutn(repr(game.state.baseq[i]))
5909 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5910 proutn(_(" Sector %s") % game.sector)
5912 prout(_("Good Luck!"))
5913 if game.state.nscrem:
5914 prout(_(" YOU'LL NEED IT."))
5917 setwnd(message_window)
5919 if len(game.enemies) - (thing == game.quadrant) - (game.tholian is not None):
5921 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5922 attack(torps_ok=False)
5925 "Choose your game type."
5927 game.tourn = game.length = 0
5929 game.skill = SKILL_NONE
5930 # Do not chew here, we want to use command-line tokens
5931 if not scanner.inqueue: # Can start with command line options
5932 proutn(_("Would you like a regular, tournament, or saved game? "))
5934 if scanner.sees("tournament"):
5935 while scanner.nexttok() == "IHEOL":
5936 proutn(_("Type in tournament number-"))
5937 if scanner.real == 0:
5939 continue # We don't want a blank entry
5940 game.tourn = int(round(scanner.real))
5941 rnd.seed(scanner.real)
5943 logfp.write("# rnd.seed(%d)\n" % scanner.real)
5945 if scanner.sees("saved") or scanner.sees("frozen"):
5949 if game.passwd is None:
5951 if not game.alldone:
5952 game.thawed = True # No plaque if not finished
5956 if scanner.sees("regular"):
5958 proutn(_("What is \"%s\"? ") % scanner.token)
5960 while game.length==0 or game.skill==SKILL_NONE:
5961 if scanner.nexttok() == "IHALPHA":
5962 if scanner.sees("short"):
5964 elif scanner.sees("medium"):
5966 elif scanner.sees("long"):
5968 elif scanner.sees("novice"):
5969 game.skill = SKILL_NOVICE
5970 elif scanner.sees("fair"):
5971 game.skill = SKILL_FAIR
5972 elif scanner.sees("good"):
5973 game.skill = SKILL_GOOD
5974 elif scanner.sees("expert"):
5975 game.skill = SKILL_EXPERT
5976 elif scanner.sees("emeritus"):
5977 game.skill = SKILL_EMERITUS
5979 proutn(_("What is \""))
5980 proutn(scanner.token)
5985 proutn(_("Would you like a Short, Medium, or Long game? "))
5986 elif game.skill == SKILL_NONE:
5987 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
5988 # Choose game options -- added by ESR for SST2K
5989 if scanner.nexttok() != "IHALPHA":
5991 proutn(_("Choose your game style (plain, almy, fancy or just press enter): "))
5993 if scanner.sees("plain"):
5994 # Approximates the UT FORTRAN version.
5995 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 | OPTION_DOTFILL)
5996 game.options |= OPTION_PLAIN
5997 elif scanner.sees("almy"):
5998 # Approximates Tom Almy's version.
5999 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR | OPTION_DOTFILL)
6000 game.options |= OPTION_ALMY
6001 elif scanner.sees("fancy") or scanner.sees("\n"):
6003 elif len(scanner.token):
6004 proutn(_("What is \"%s\"?") % scanner.token)
6006 if game.passwd == "debug":
6008 prout("=== Debug mode enabled.")
6009 # Use parameters to generate initial values of things
6010 game.damfac = 0.5 * game.skill
6011 game.inbase = rnd.integer(BASEMIN, BASEMAX+1)
6013 if game.options & OPTION_PLANETS:
6014 game.inplan += rnd.integer(MAXUNINHAB/2, MAXUNINHAB+1)
6015 if game.options & OPTION_WORLDS:
6016 game.inplan += int(NINHAB)
6017 game.state.nromrem = game.inrom = rnd.integer(2 * game.skill)
6018 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
6019 game.state.remtime = 7.0 * game.length
6020 game.intime = game.state.remtime
6021 game.inkling = int(2.0*game.intime*((game.skill+1 - 2*rnd.real())*game.skill*0.1+.15))
6022 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*rnd.real()))
6023 game.state.remres = (game.inkling+4*game.incom)*game.intime
6024 game.inresor = game.state.remres
6025 if game.inkling > 50:
6029 def dropin(iquad=None):
6030 "Drop a feature on a random dot in the current quadrant."
6032 w = randplace(QUADSIZE)
6033 if game.quad[w.i][w.j] == '.':
6035 if iquad is not None:
6036 game.quad[w.i][w.j] = iquad
6040 "Update our alert status."
6041 game.condition = "green"
6042 if game.energy < 1000.0:
6043 game.condition = "yellow"
6044 if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
6045 game.condition = "red"
6047 game.condition="dead"
6050 "Drop new Klingon into current quadrant."
6051 return Enemy('K', loc=dropin(), power=rnd.real(300,450)+25.0*game.skill)
6054 "Sort enemies by distance so 'nearest' is meaningful."
6055 game.enemies.sort(key=lambda x: x.kdist)
6058 "Set up a new state of quadrant, for when we enter or re-enter it."
6061 game.neutz = game.inorbit = game.landed = False
6062 game.ientesc = game.iseenit = game.isviolreported = False
6064 # Create a blank quadrant
6065 game.quad = fill2d(QUADSIZE, lambda i, j: '.')
6067 # Attempt to escape Super-commander, so tbeam back!
6070 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
6071 # cope with supernova
6074 game.klhere = q.klingons
6075 game.irhere = q.romulans
6077 game.quad[game.sector.i][game.sector.j] = game.ship
6080 # Position ordinary Klingons
6081 for _i in range(game.klhere):
6083 # If we need a commander, promote a Klingon
6084 for cmdr in game.state.kcmdr:
6085 if cmdr == game.quadrant:
6086 e = game.enemies[game.klhere-1]
6087 game.quad[e.location.i][e.location.j] = 'C'
6088 e.power = rnd.real(950,1350) + 50.0*game.skill
6090 # If we need a super-commander, promote a Klingon
6091 if game.quadrant == game.state.kscmdr:
6093 game.quad[e.location.i][e.location.j] = 'S'
6094 e.power = rnd.real(1175.0, 1575.0) + 125.0*game.skill
6095 game.iscate = (game.remkl() > 1)
6096 # Put in Romulans if needed
6097 for _i in range(q.romulans):
6098 Enemy('R', loc=dropin(), power=rnd.real(400.0,850.0)+50.0*game.skill)
6099 # If quadrant needs a starbase, put it in
6101 game.base = dropin('B')
6102 # If quadrant needs a planet, put it in
6104 game.iplnet = q.planet
6105 if not q.planet.inhabited:
6106 game.plnet = dropin('P')
6108 game.plnet = dropin('@')
6109 # Check for condition
6112 if game.irhere > 0 and game.klhere == 0:
6114 if not damaged(DRADIO):
6116 prout(_("LT. Uhura- \"Captain, an urgent message."))
6117 prout(_(" I'll put it on audio.\" CLICK"))
6119 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
6120 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
6121 # Put in THING if needed
6122 if thing == game.quadrant:
6123 Enemy(etype='?', loc=dropin(),
6124 power=rnd.real(6000,6500.0)+250.0*game.skill)
6125 if not damaged(DSRSENS):
6127 prout(_("Mr. Spock- \"Captain, this is most unusual."))
6128 prout(_(" Please examine your short-range scan.\""))
6129 # Decide if quadrant needs a Tholian; lighten up if skill is low
6130 if game.options & OPTION_THOLIAN:
6131 if (game.skill < SKILL_GOOD and rnd.withprob(0.02)) or \
6132 (game.skill == SKILL_GOOD and rnd.withprob(0.05)) or \
6133 (game.skill > SKILL_GOOD and rnd.withprob(0.08)):
6136 w.i = rnd.withprob(0.5) * (QUADSIZE-1)
6137 w.j = rnd.withprob(0.5) * (QUADSIZE-1)
6138 if game.quad[w.i][w.j] == '.':
6140 game.tholian = Enemy(etype='T', loc=w,
6141 power=rnd.integer(100, 500) + 25.0*game.skill)
6142 # Reserve unoccupied corners
6143 if game.quad[0][0]=='.':
6144 game.quad[0][0] = 'X'
6145 if game.quad[0][QUADSIZE-1]=='.':
6146 game.quad[0][QUADSIZE-1] = 'X'
6147 if game.quad[QUADSIZE-1][0]=='.':
6148 game.quad[QUADSIZE-1][0] = 'X'
6149 if game.quad[QUADSIZE-1][QUADSIZE-1]=='.':
6150 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
6152 # And finally the stars
6153 for _i in range(q.stars):
6155 # Put in a few black holes
6156 for _i in range(1, 3+1):
6157 if rnd.withprob(0.5):
6159 # Take out X's in corners if Tholian present
6161 if game.quad[0][0]=='X':
6162 game.quad[0][0] = '.'
6163 if game.quad[0][QUADSIZE-1]=='X':
6164 game.quad[0][QUADSIZE-1] = '.'
6165 if game.quad[QUADSIZE-1][0]=='X':
6166 game.quad[QUADSIZE-1][0] = '.'
6167 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
6168 game.quad[QUADSIZE-1][QUADSIZE-1] = '.'
6169 # This should guarantee that replay games don't lose info about the chart
6170 if (game.options & OPTION_AUTOSCAN) or replayfp:
6174 "Set the self-destruct password."
6175 if game.options & OPTION_PLAIN:
6178 proutn(_("Please type in a secret password- "))
6180 game.passwd = scanner.token
6181 if game.passwd is not None:
6185 game.passwd += chr(ord('a')+rnd.integer(26))
6186 game.passwd += chr(ord('a')+rnd.integer(26))
6187 game.passwd += chr(ord('a')+rnd.integer(26))
6189 # Code from sst.c begins here
6192 ("SRSCAN", OPTION_TTY),
6193 ("STATUS", OPTION_TTY),
6194 ("REQUEST", OPTION_TTY),
6195 ("LRSCAN", OPTION_TTY),
6207 ("SENSORS", OPTION_PLANETS),
6208 ("ORBIT", OPTION_PLANETS),
6209 ("TRANSPORT", OPTION_PLANETS),
6210 ("MINE", OPTION_PLANETS),
6211 ("CRYSTALS", OPTION_PLANETS),
6212 ("SHUTTLE", OPTION_PLANETS),
6213 ("PLANETS", OPTION_PLANETS),
6218 ("PROBE", OPTION_PROBE),
6220 ("FREEZE", 0), # Synonym for SAVE
6224 ("CAPTURE", OPTION_CAPTURE),
6225 ("CLOAK", OPTION_CLOAK),
6228 ("SOS", 0), # Synonym for MAYDAY
6229 ("CALL", 0), # Synonym for MAYDAY
6238 "Generate a list of legal commands."
6239 prout(_("LEGAL COMMANDS ARE:"))
6241 for (key, opt) in commands:
6242 if not opt or (opt & game.options):
6243 proutn("%-12s " % key)
6245 if emitted % 5 == 4:
6250 "Browse on-line help."
6251 key = scanner.nexttok()
6254 setwnd(prompt_window)
6255 proutn(_("Help on what command? "))
6256 key = scanner.nexttok()
6257 setwnd(message_window)
6260 cmds = [x[0] for x in commands]
6261 if scanner.token.upper() in cmds or scanner.token.upper() == "ABBREV":
6268 cmd = scanner.token.upper()
6269 for directory in docpath:
6271 fp = open(os.path.join(directory, "sst.doc"), "r")
6276 prout(_("Spock- \"Captain, that information is missing from the"))
6277 prout(_(" computer. You need to find sst.doc and put it somewhere"))
6278 proutn(_(" in these directories: %s") % ":".join(docpath))
6280 # This used to continue: "You need to find SST.DOC and put
6281 # it in the current directory."
6284 linebuf = fp.readline()
6286 prout(_("Spock- \"Captain, there is no information on that command.\""))
6289 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6290 linebuf = linebuf[3:].strip()
6291 if cmd.upper() == linebuf:
6294 prout(_("Spock- \"Captain, I've found the following information:\""))
6297 linebuf = fp.readline()
6298 if "******" in linebuf:
6304 "Command-interpretation loop."
6306 if game.irhere and game.state.date >= ALGERON and not game.isviolreported and game.iscloaked:
6307 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
6309 game.isviolreported = True
6310 while True: # command loop
6312 while True: # get a command
6314 game.optime = game.justin = False
6316 setwnd(prompt_window)
6319 if scanner.nexttok() == "IHEOL":
6320 if game.options & OPTION_CURSES:
6323 elif scanner.token == "":
6327 setwnd(message_window)
6329 abandon_passed = False
6330 cmd = "" # Force cmd to persist after loop
6331 opt = 0 # Force opt to persist after loop
6332 for (cmd, opt) in commands:
6333 # commands after ABANDON cannot be abbreviated
6334 if cmd == "ABANDON":
6335 abandon_passed = True
6336 if cmd == scanner.token.upper() or (not abandon_passed \
6337 and cmd.startswith(scanner.token.upper())):
6342 elif opt and not (opt & game.options):
6346 if game.options & OPTION_CURSES:
6347 prout("COMMAND> %s" % cmd)
6348 if cmd == "SRSCAN": # srscan
6350 elif cmd == "STATUS": # status
6352 elif cmd == "REQUEST": # status request
6354 elif cmd == "LRSCAN": # long range scan
6355 lrscan(silent=False)
6356 elif cmd == "PHASERS": # phasers
6361 elif cmd in ("TORPEDO", "PHOTONS"): # photon torpedos
6366 elif cmd == "MOVE": # move under warp
6367 warp(wcourse=None, involuntary=False)
6368 elif cmd == "SHIELDS": # shields
6369 doshield(shraise=False)
6372 game.shldchg = False
6373 elif cmd == "DOCK": # dock at starbase
6376 attack(torps_ok=False)
6377 elif cmd == "DAMAGES": # damage reports
6379 elif cmd == "CHART": # chart
6381 elif cmd == "IMPULSE": # impulse
6383 elif cmd == "REST": # rest
6387 elif cmd == "WARP": # warp
6389 elif cmd == "SENSORS": # sensors
6391 elif cmd == "ORBIT": # orbit
6395 elif cmd == "TRANSPORT": # transport "beam"
6397 elif cmd == "MINE": # mine
6401 elif cmd == "CRYSTALS": # crystals
6405 elif cmd == "SHUTTLE": # shuttle
6409 elif cmd == "PLANETS": # Planet list
6411 elif cmd == "REPORT": # Game Report
6413 elif cmd == "COMPUTER": # use COMPUTER!
6415 elif cmd == "COMMANDS":
6417 elif cmd == "EMEXIT": # Emergency exit
6418 clrscr() # Hide screen
6419 freeze(True) # forced save
6420 raise SystemExit(1) # And quick exit
6421 elif cmd == "PROBE":
6422 probe() # Launch probe
6425 elif cmd == "ABANDON": # Abandon Ship
6427 elif cmd == "DESTRUCT": # Self Destruct
6429 elif cmd == "SAVE": # Save Game
6432 if game.skill > SKILL_GOOD:
6433 prout(_("WARNING--Saved games produce no plaques!"))
6434 elif cmd == "DEATHRAY": # Try a desparation measure
6438 elif cmd == "CAPTURE":
6440 elif cmd == "CLOAK":
6442 elif cmd == "DEBUGCMD": # What do we want for debug???
6444 elif cmd == "MAYDAY": # Call for help
6449 game.alldone = True # quit the game
6452 elif cmd == "SCORE":
6453 score() # see current score
6454 elif cmd == "CURSES":
6455 game.options |= (OPTION_CURSES | OPTION_COLOR)
6459 break # Game has ended
6460 if game.optime != 0.0:
6463 break # Events did us in
6464 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6467 if hitme and not game.justin:
6468 attack(torps_ok=True)
6471 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6482 "Emit the name of an enemy or feature."
6483 if ch == 'R': s = _("Romulan")
6484 elif ch == 'K': s = _("Klingon")
6485 elif ch == 'C': s = _("Commander")
6486 elif ch == 'S': s = _("Super-commander")
6487 elif ch == '*': s = _("Star")
6488 elif ch == 'P': s = _("Planet")
6489 elif ch == 'B': s = _("Starbase")
6490 elif ch == ' ': s = _("Black hole")
6491 elif ch == 'T': s = _("Tholian")
6492 elif ch == '#': s = _("Tholian web")
6493 elif ch == '?': s = _("Stranger")
6494 elif ch == '@': s = _("Inhabited World")
6495 else: s = "Unknown??"
6498 def crmena(loud, enemy, loctype, w):
6499 "Emit the name of an enemy and his location."
6503 buf += cramen(enemy) + _(" at ")
6504 if loctype == "quadrant":
6505 buf += _("Quadrant ")
6506 elif loctype == "sector":
6508 return buf + repr(w)
6511 "Emit our ship name."
6512 return{'E':_("Enterprise"),'F':_("Faerie Queene")}.get(game.ship,"Ship???")
6515 "Emit a line of stars"
6516 prouts("******************************************************")
6520 return -avrage*math.log(1e-7 + rnd.real())
6522 def randplace(size):
6523 "Choose a random location."
6525 w.i = rnd.integer(size)
6526 w.j = rnd.integer(size)
6536 # Get a token from the user
6539 # Fill the token quue if nothing here
6540 while not self.inqueue:
6542 if curwnd==prompt_window:
6544 setwnd(message_window)
6551 self.inqueue = sline.lstrip().split() + ["\n"]
6552 # From here on in it's all looking at the queue
6553 self.token = self.inqueue.pop(0)
6554 if self.token == "\n":
6558 self.real = float(self.token)
6559 self.type = "IHREAL"
6564 self.token = self.token.lower()
6565 self.type = "IHALPHA"
6568 def append(self, tok):
6569 self.inqueue.append(tok)
6570 def push(self, tok):
6571 self.inqueue.insert(0, tok)
6575 # Demand input for next scan
6577 self.real = self.token = None
6579 # compares s to item and returns true if it matches to the length of s
6580 return s.startswith(self.token)
6582 # Round token value to nearest integer
6583 return int(round(self.real))
6587 if self.type != "IHREAL":
6592 if self.type != "IHREAL":
6598 return "<sstcanner: token=%s, type=%s, queue=%s>" % (self.token, self.type, self.inqueue)
6601 "Yes-or-no confirmation."
6605 if scanner.token == 'y':
6607 if scanner.token == 'n':
6610 proutn(_("Please answer with \"y\" or \"n\": "))
6613 "Complain about unparseable input."
6616 prout(_("Beg your pardon, Captain?"))
6619 "Access to the internals for debugging."
6620 proutn("Reset levels? ")
6622 if game.energy < game.inenrg:
6623 game.energy = game.inenrg
6624 game.shield = game.inshld
6625 game.torps = game.intorps
6626 game.lsupres = game.inlsr
6627 proutn("Reset damage? ")
6629 for i in range(NDEVICES):
6630 if game.damage[i] > 0.0:
6631 game.damage[i] = 0.0
6632 proutn("Toggle debug flag? ")
6634 game.idebug = not game.idebug
6636 prout("Debug output ON")
6638 prout("Debug output OFF")
6639 proutn("Cause selective damage? ")
6641 for i in range(NDEVICES):
6642 proutn("Kill %s?" % device[i])
6644 key = scanner.nexttok()
6645 if key == "IHALPHA" and scanner.sees("y"):
6646 game.damage[i] = 10.0
6647 proutn("Examine/change events? ")
6652 FSNOVA: "Supernova ",
6655 FBATTAK: "Base Attack ",
6656 FCDBAS: "Base Destroy ",
6657 FSCMOVE: "SC Move ",
6658 FSCDBAS: "SC Base Destroy ",
6659 FDSPROB: "Probe Move ",
6660 FDISTR: "Distress Call ",
6661 FENSLV: "Enslavement ",
6662 FREPRO: "Klingon Build ",
6664 for i in range(1, NEVENTS):
6667 proutn("%.2f" % (scheduled(i)-game.state.date))
6668 if i == FENSLV or i == FREPRO:
6670 proutn(" in %s" % ev.quadrant)
6675 key = scanner.nexttok()
6679 elif key == "IHREAL":
6680 ev = schedule(i, scanner.real)
6681 if i == FENSLV or i == FREPRO:
6683 proutn("In quadrant- ")
6684 key = scanner.nexttok()
6685 # "IHEOL" says to leave coordinates as they are
6688 prout("Event %d canceled, no x coordinate." % (i))
6691 w.i = int(round(scanner.real))
6692 key = scanner.nexttok()
6694 prout("Event %d canceled, no y coordinate." % (i))
6697 w.j = int(round(scanner.real))
6700 proutn("Induce supernova here? ")
6702 game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
6705 if __name__ == '__main__':
6707 #global line, thing, game
6713 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6714 if os.getenv("TERM"):
6715 game.options |= OPTION_CURSES
6717 game.options |= OPTION_TTY
6718 seed = int(time.time())
6719 (options, arguments) = getopt.getopt(sys.argv[1:], "cr:s:txV")
6721 for (switch, val) in options:
6724 replayfp = open(val, "r")
6726 sys.stderr.write("sst: can't open replay file %s\n" % val)
6729 line = replayfp.readline().strip()
6730 (leader, __, seed) = line.split()
6732 line = replayfp.readline().strip()
6733 arguments += line.split()[2:]
6736 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6738 game.options |= OPTION_TTY
6739 game.options &=~ OPTION_CURSES
6740 elif switch == '-s':
6742 elif switch == '-t':
6743 game.options |= OPTION_TTY
6744 game.options &=~ OPTION_CURSES
6745 elif switch == '-x':
6747 elif switch == '-c': # Enable curses debugging - undocumented
6749 elif switch == '-V':
6750 print("SST2K", version)
6753 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6755 # where to save the input in case of bugs
6756 if "TMPDIR" in os.environ:
6757 tmpdir = os.environ['TMPDIR']
6761 logfp = open(os.path.join(tmpdir, "sst-input.log"), "w")
6763 sys.stderr.write("sst: warning, can't open logfile\n")
6766 logfp.write("# seed %s\n" % seed)
6767 logfp.write("# options %s\n" % " ".join(arguments))
6768 logfp.write("# SST2K version %s\n" % version)
6769 logfp.write("# recorded by %s@%s on %s\n" % \
6770 (getpass.getuser(),socket.gethostname(),time.ctime()))
6772 scanner = sstscanner()
6773 for arg in arguments:
6777 while True: # Play a game
6778 setwnd(fullscreen_window)
6784 game.alldone = False
6792 if game.tourn and game.alldone:
6793 proutn(_("Do you want your score recorded?"))
6799 proutn(_("Do you want to play again? "))
6803 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6807 except KeyboardInterrupt: