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 import os, sys, math, curses, time, readline, cPickle, random, copy, gettext, getpass
18 docpath = (".", "../doc", "/usr/share/doc/sst")
20 def _(str): return gettext.gettext(str)
22 GALSIZE = 8 # Galaxy size in quadrants
23 NINHAB = (GALSIZE * GALSIZE / 2) # Number of inhabited worlds
24 MAXUNINHAB = 10 # Maximum uninhabited worlds
25 QUADSIZE = 10 # Quadrant size in sectors
26 BASEMIN = 2 # Minimum starbases
27 BASEMAX = (GALSIZE * GALSIZE / 12) # Maximum starbases
28 MAXKLGAME = 127 # Maximum Klingons per game
29 MAXKLQUAD = 9 # Maximum Klingons per quadrant
30 FULLCREW = 428 # Crew size. BSD Trek was 387, that's wrong
31 FOREVER = 1e30 # Time for the indefinite future
32 MAXBURST = 3 # Max # of torps you can launch in one turn
33 MINCMDR = 10 # Minimum number of Klingon commanders
34 DOCKFAC = 0.25 # Repair faster when docked
35 PHASEFAC = 2.0 # Unclear what this is, it was in the C version
55 class TrekError(Exception):
58 class JumpOut(Exception):
62 def __init__(self, x=None, y=None):
65 def valid_quadrant(self):
66 return self.i>=0 and self.i<GALSIZE and self.j>=0 and self.j<GALSIZE
67 def valid_sector(self):
68 return self.i>=0 and self.i<QUADSIZE and self.j>=0 and self.j<QUADSIZE
70 self.i = self.j = None
72 return self.i != None and self.j != None
73 def __eq__(self, other):
74 return other != None and self.i == other.i and self.j == other.j
75 def __ne__(self, other):
76 return other == None or self.i != other.i or self.j != other.j
77 def __add__(self, other):
78 return Coord(self.i+other.i, self.j+other.j)
79 def __sub__(self, other):
80 return Coord(self.i-other.i, self.j-other.j)
81 def __mul__(self, other):
82 return Coord(self.i*other, self.j*other)
83 def __rmul__(self, other):
84 return Coord(self.i*other, self.j*other)
85 def __div__(self, other):
86 return Coord(self.i/other, self.j/other)
87 def __mod__(self, other):
88 return Coord(self.i % other, self.j % other)
89 def __rdiv__(self, other):
90 return Coord(self.i/other, self.j/other)
91 def roundtogrid(self):
92 return Coord(int(round(self.i)), int(round(self.j)))
93 def distance(self, other=None):
94 if not other: other = Coord(0, 0)
95 return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
97 return 1.90985*math.atan2(self.j, self.i)
103 s.i = self.i / abs(self.i)
107 s.j = self.j / abs(self.j)
110 #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
111 return self.roundtogrid() / QUADSIZE
113 return self.roundtogrid() % QUADSIZE
116 s.i = self.i + randrange(-1, 2)
117 s.j = self.j + randrange(-1, 2)
120 if self.i == None or self.j == None:
122 return "%s - %s" % (self.i+1, self.j+1)
127 self.name = None # string-valued if inhabited
128 self.quadrant = Coord() # quadrant located
129 self.pclass = None # could be ""M", "N", "O", or "destroyed"
130 self.crystals = "absent"# could be "mined", "present", "absent"
131 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
132 self.inhabited = False # is it inhabites?
140 self.starbase = False
143 self.supernova = False
145 self.status = "secure" # Could be "secure", "distressed", "enslaved"
153 def fill2d(size, fillfun):
154 "Fill an empty list in 2D."
156 for i in range(size):
158 for j in range(size):
159 lst[i].append(fillfun(i, j))
164 self.snap = False # snapshot taken
165 self.crew = 0 # crew complement
166 self.remkl = 0 # remaining klingons
167 self.nscrem = 0 # remaining super commanders
168 self.starkl = 0 # destroyed stars
169 self.basekl = 0 # destroyed bases
170 self.nromrem = 0 # Romulans remaining
171 self.nplankl = 0 # destroyed uninhabited planets
172 self.nworldkl = 0 # destroyed inhabited planets
173 self.planets = [] # Planet information
174 self.date = 0.0 # stardate
175 self.remres = 0 # remaining resources
176 self.remtime = 0 # remaining time
177 self.baseq = [] # Base quadrant coordinates
178 self.kcmdr = [] # Commander quadrant coordinates
179 self.kscmdr = Coord() # Supercommander quadrant coordinates
181 self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
183 self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
187 self.date = None # A real number
188 self.quadrant = None # A coord structure
191 OPTION_ALL = 0xffffffff
192 OPTION_TTY = 0x00000001 # old interface
193 OPTION_CURSES = 0x00000002 # new interface
194 OPTION_IOMODES = 0x00000003 # cover both interfaces
195 OPTION_PLANETS = 0x00000004 # planets and mining
196 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
197 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
198 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
199 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
200 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
201 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
202 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
203 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
204 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
205 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
206 OPTION_PLAIN = 0x01000000 # user chose plain game
207 OPTION_ALMY = 0x02000000 # user chose Almy variant
208 OPTION_COLOR = 0x04000000 # enable color display (experimental, ESR, 2010)
227 NDEVICES= 16 # Number of devices
236 def damaged(dev): return (game.damage[dev] != 0.0)
237 def communicating(): return not damaged(DRADIO) or game.condition=="docked"
239 # Define future events
240 FSPY = 0 # Spy event happens always (no future[] entry)
241 # can cause SC to tractor beam Enterprise
242 FSNOVA = 1 # Supernova
243 FTBEAM = 2 # Commander tractor beams Enterprise
244 FSNAP = 3 # Snapshot for time warp
245 FBATTAK = 4 # Commander attacks base
246 FCDBAS = 5 # Commander destroys base
247 FSCMOVE = 6 # Supercommander moves (might attack base)
248 FSCDBAS = 7 # Supercommander destroys base
249 FDSPROB = 8 # Move deep space probe
250 FDISTR = 9 # Emit distress call from an inhabited world
251 FENSLV = 10 # Inhabited word is enslaved */
252 FREPRO = 11 # Klingons build a ship in an enslaved system
255 # Abstract out the event handling -- underlying data structures will change
256 # when we implement stateful events
257 def findevent(evtype): return game.future[evtype]
260 def __init__(self, type=None, loc=None, power=None):
262 self.location = Coord()
265 self.power = power # enemy energy level
266 game.enemies.append(self)
268 motion = (loc != self.location)
269 if self.location.i is not None and self.location.j is not None:
272 game.quad[self.location.i][self.location.j] = '#'
274 game.quad[self.location.i][self.location.j] = '.'
276 self.location = copy.copy(loc)
277 game.quad[self.location.i][self.location.j] = self.type
278 self.kdist = self.kavgd = (game.sector - loc).distance()
280 self.location = Coord()
281 self.kdist = self.kavgd = None
282 game.enemies.remove(self)
285 return "<%s,%s.%f>" % (self.type, self.location, self.power) # For debugging
289 self.options = None # Game options
290 self.state = Snapshot() # A snapshot structure
291 self.snapsht = Snapshot() # Last snapshot taken for time-travel purposes
292 self.quad = None # contents of our quadrant
293 self.damage = [0.0] * NDEVICES # damage encountered
294 self.future = [] # future events
298 self.future.append(Event())
299 self.passwd = None; # Self Destruct password
301 self.quadrant = None # where we are in the large
302 self.sector = None # where we are in the small
303 self.tholian = None # Tholian enemy object
304 self.base = None # position of base in current quadrant
305 self.battle = None # base coordinates being attacked
306 self.plnet = None # location of planet in quadrant
307 self.gamewon = False # Finished!
308 self.ididit = False # action taken -- allows enemy to attack
309 self.alive = False # we are alive (not killed)
310 self.justin = False # just entered quadrant
311 self.shldup = False # shields are up
312 self.shldchg = False # shield is changing (affects efficiency)
313 self.iscate = False # super commander is here
314 self.ientesc = False # attempted escape from supercommander
315 self.resting = False # rest time
316 self.icraft = False # Kirk in Galileo
317 self.landed = False # party on planet (true), on ship (false)
318 self.alldone = False # game is now finished
319 self.neutz = False # Romulan Neutral Zone
320 self.isarmed = False # probe is armed
321 self.inorbit = False # orbiting a planet
322 self.imine = False # mining
323 self.icrystl = False # dilithium crystals aboard
324 self.iseenit = False # seen base attack report
325 self.thawed = False # thawed game
326 self.condition = None # "green", "yellow", "red", "docked", "dead"
327 self.iscraft = None # "onship", "offship", "removed"
328 self.skill = None # Player skill level
329 self.inkling = 0 # initial number of klingons
330 self.inbase = 0 # initial number of bases
331 self.incom = 0 # initial number of commanders
332 self.inscom = 0 # initial number of commanders
333 self.inrom = 0 # initial number of commanders
334 self.instar = 0 # initial stars
335 self.intorps = 0 # initial/max torpedoes
336 self.torps = 0 # number of torpedoes
337 self.ship = 0 # ship type -- 'E' is Enterprise
338 self.abandoned = 0 # count of crew abandoned in space
339 self.length = 0 # length of game
340 self.klhere = 0 # klingons here
341 self.casual = 0 # causalties
342 self.nhelp = 0 # calls for help
343 self.nkinks = 0 # count of energy-barrier crossings
344 self.iplnet = None # planet # in quadrant
345 self.inplan = 0 # initial planets
346 self.irhere = 0 # Romulans in quadrant
347 self.isatb = 0 # =2 if super commander is attacking base
348 self.tourn = None # tournament number
349 self.nprobes = 0 # number of probes available
350 self.inresor = 0.0 # initial resources
351 self.intime = 0.0 # initial time
352 self.inenrg = 0.0 # initial/max energy
353 self.inshld = 0.0 # initial/max shield
354 self.inlsr = 0.0 # initial life support resources
355 self.indate = 0.0 # initial date
356 self.energy = 0.0 # energy level
357 self.shield = 0.0 # shield level
358 self.warpfac = 0.0 # warp speed
359 self.lsupres = 0.0 # life support reserves
360 self.optime = 0.0 # time taken by current operation
361 self.damfac = 0.0 # damage factor
362 self.lastchart = 0.0 # time star chart was last updated
363 self.cryprob = 0.0 # probability that crystal will work
364 self.probe = None # object holding probe course info
365 self.height = 0.0 # height of orbit around planet
366 self.score = 0.0 # overall score
367 self.perdate = 0.0 # rate of kills
368 self.idebug = False # Debugging instrumentation enabled?
370 # Stas thinks this should be (C expression):
371 # game.state.remkl + len(game.state.kcmdr) > 0 ?
372 # game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99
373 # He says the existing expression is prone to divide-by-zero errors
374 # after killing the last klingon when score is shown -- perhaps also
375 # if the only remaining klingon is SCOM.
376 game.state.remtime = game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr))
402 return random.random() < p
404 def randrange(*args):
405 return random.randrange(*args)
410 v *= args[0] # from [0, args[0])
412 v = args[0] + v*(args[1]-args[0]) # from [args[0], args[1])
415 # Code from ai.c begins here
418 "Would this quadrant welcome another Klingon?"
419 return iq.valid_quadrant() and \
420 not game.state.galaxy[iq.i][iq.j].supernova and \
421 game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
423 def tryexit(enemy, look, irun):
424 "A bad guy attempts to bug out."
426 iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
427 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
428 if not welcoming(iq):
430 if enemy.type == 'R':
431 return False; # Romulans cannot escape!
433 # avoid intruding on another commander's territory
434 if enemy.type == 'C':
435 if iq in game.state.kcmdr:
437 # refuse to leave if currently attacking starbase
438 if game.battle == game.quadrant:
440 # don't leave if over 1000 units of energy
441 if enemy.power > 1000.0:
443 # emit escape message and move out of quadrant.
444 # we know this if either short or long range sensors are working
445 if not damaged(DSRSENS) or not damaged(DLRSENS) or \
446 game.condition == "docked":
447 prout(crmena(True, enemy.type, "sector", enemy.location) + \
448 (_(" escapes to Quadrant %s (and regains strength).") % iq))
449 # handle local matters related to escape
452 if game.condition != "docked":
454 # Handle global matters related to escape
455 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
456 game.state.galaxy[iq.i][iq.j].klingons += 1
461 schedule(FSCMOVE, 0.2777)
465 for cmdr in game.state.kcmdr:
466 if cmdr == game.quadrant:
467 game.state.kcmdr.append(iq)
469 return True; # success
471 # The bad-guy movement algorithm:
473 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
474 # If both are operating full strength, force is 1000. If both are damaged,
475 # force is -1000. Having shields down subtracts an additional 1000.
477 # 2. Enemy has forces equal to the energy of the attacker plus
478 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
479 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
481 # Attacker Initial energy levels (nominal):
482 # Klingon Romulan Commander Super-Commander
483 # Novice 400 700 1200
485 # Good 450 800 1300 1750
486 # Expert 475 850 1350 1875
487 # Emeritus 500 900 1400 2000
488 # VARIANCE 75 200 200 200
490 # Enemy vessels only move prior to their attack. In Novice - Good games
491 # only commanders move. In Expert games, all enemy vessels move if there
492 # is a commander present. In Emeritus games all enemy vessels move.
494 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
495 # forces are 1000 greater than Enterprise.
497 # Agressive action on average cuts the distance between the ship and
498 # the enemy to 1/4 the original.
500 # 4. At lower energy advantage, movement units are proportional to the
501 # advantage with a 650 advantage being to hold ground, 800 to move forward
502 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
504 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
505 # retreat, especially at high skill levels.
507 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
509 def movebaddy(enemy):
510 "Tactical movement for the bad guys."
511 goto = Coord(); look = Coord()
513 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
514 if game.skill >= SKILL_EXPERT:
515 nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
517 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
519 mdist = int(dist1 + 0.5); # Nearest integer distance
520 # If SC, check with spy to see if should hi-tail it
521 if enemy.type=='S' and \
522 (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
526 # decide whether to advance, retreat, or hold position
527 forces = enemy.power+100.0*len(game.enemies)+400*(nbaddys-1)
529 forces += 1000; # Good for enemy if shield is down!
530 if not damaged(DPHASER) or not damaged(DPHOTON):
531 if damaged(DPHASER): # phasers damaged
534 forces -= 0.2*(game.energy - 2500.0)
535 if damaged(DPHOTON): # photon torpedoes damaged
538 forces -= 50.0*game.torps
540 # phasers and photon tubes both out!
543 if forces <= 1000.0 and game.condition != "docked": # Typical situation
544 motion = ((forces + randreal(200))/150.0) - 5.0
546 if forces > 1000.0: # Very strong -- move in for kill
547 motion = (1.0 - randreal())**2 * dist1 + 1.0
548 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
549 motion -= game.skill*(2.0-randreal()**2)
551 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
552 # don't move if no motion
555 # Limit motion according to skill
556 if abs(motion) > game.skill:
561 # calculate preferred number of steps
562 nsteps = abs(int(motion))
563 if motion > 0 and nsteps > mdist:
564 nsteps = mdist; # don't overshoot
565 if nsteps > QUADSIZE:
566 nsteps = QUADSIZE; # This shouldn't be necessary
568 nsteps = 1; # This shouldn't be necessary
570 proutn("NSTEPS = %d:" % nsteps)
571 # Compute preferred values of delta X and Y
572 m = game.sector - enemy.location
573 if 2.0 * abs(m.i) < abs(m.j):
575 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
577 m = (motion * m).sgn()
578 goto = enemy.location
580 for ll in range(nsteps):
582 proutn(" %d" % (ll+1))
583 # Check if preferred position available
594 attempts = 0; # Settle mysterious hang problem
595 while attempts < 20 and not success:
597 if look.i < 0 or look.i >= QUADSIZE:
598 if motion < 0 and tryexit(enemy, look, irun):
600 if krawli == m.i or m.j == 0:
602 look.i = goto.i + krawli
604 elif look.j < 0 or look.j >= QUADSIZE:
605 if motion < 0 and tryexit(enemy, look, irun):
607 if krawlj == m.j or m.i == 0:
609 look.j = goto.j + krawlj
611 elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.':
612 # See if enemy should ram ship
613 if game.quad[look.i][look.j] == game.ship and \
614 (enemy.type == 'C' or enemy.type == 'S'):
615 collision(rammed=True, enemy=enemy)
617 if krawli != m.i and m.j != 0:
618 look.i = goto.i + krawli
620 elif krawlj != m.j and m.i != 0:
621 look.j = goto.j + krawlj
624 break; # we have failed
636 if not damaged(DSRSENS) or game.condition == "docked":
637 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
638 if enemy.kdist < dist1:
639 proutn(_(" advances to "))
641 proutn(_(" retreats to "))
642 prout("Sector %s." % goto)
645 "Sequence Klingon tactical movement."
648 # Figure out which Klingon is the commander (or Supercommander)
650 if game.quadrant in game.state.kcmdr:
651 for enemy in game.enemies:
652 if enemy.type == 'C':
654 if game.state.kscmdr==game.quadrant:
655 for enemy in game.enemies:
656 if enemy.type == 'S':
659 # If skill level is high, move other Klingons and Romulans too!
660 # Move these last so they can base their actions on what the
662 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
663 for enemy in game.enemies:
664 if enemy.type in ('K', 'R'):
668 def movescom(iq, avoid):
669 "Commander movement helper."
670 # Avoid quadrants with bases if we want to avoid Enterprise
671 if not welcoming(iq) or (avoid and iq in game.state.baseq):
673 if game.justin and not game.iscate:
676 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
677 game.state.kscmdr = iq
678 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
679 if game.state.kscmdr==game.quadrant:
680 # SC has scooted, remove him from current quadrant
685 for enemy in game.enemies:
686 if enemy.type == 'S':
690 if game.condition != "docked":
693 # check for a helpful planet
694 for i in range(game.inplan):
695 if game.state.planets[i].quadrant == game.state.kscmdr and \
696 game.state.planets[i].crystals == "present":
698 game.state.planets[i].pclass = "destroyed"
699 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
702 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
703 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
704 prout(_(" by the Super-commander.\""))
706 return True; # looks good!
708 def supercommander():
709 "Move the Super Commander."
710 iq = Coord(); sc = Coord(); ibq = Coord(); idelta = Coord()
713 prout("== SUPERCOMMANDER")
714 # Decide on being active or passive
715 avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
716 (game.state.date-game.indate) < 3.0)
717 if not game.iscate and avoid:
718 # compute move away from Enterprise
719 idelta = game.state.kscmdr-game.quadrant
720 if idelta.distance() > 2.0:
722 idelta.i = game.state.kscmdr.j-game.quadrant.j
723 idelta.j = game.quadrant.i-game.state.kscmdr.i
725 # compute distances to starbases
726 if not game.state.baseq:
730 sc = game.state.kscmdr
731 for (i, base) in enumerate(game.state.baseq):
732 basetbl.append((i, (base - sc).distance()))
733 if game.state.baseq > 1:
734 basetbl.sort(lambda x, y: cmp(x[1], y[1]))
735 # look for nearest base without a commander, no Enterprise, and
736 # without too many Klingons, and not already under attack.
737 ifindit = iwhichb = 0
738 for (i2, base) in enumerate(game.state.baseq):
739 i = basetbl[i2][0]; # bug in original had it not finding nearest
740 if base==game.quadrant or base==game.battle or not welcoming(base):
742 # if there is a commander, and no other base is appropriate,
743 # we will take the one with the commander
744 for cmdr in game.state.kcmdr:
745 if base == cmdr and ifindit != 2:
749 else: # no commander -- use this one
754 return # Nothing suitable -- wait until next time
755 ibq = game.state.baseq[iwhichb]
756 # decide how to move toward base
757 idelta = ibq - game.state.kscmdr
758 # Maximum movement is 1 quadrant in either or both axes
759 idelta = idelta.sgn()
760 # try moving in both x and y directions
761 # there was what looked like a bug in the Almy C code here,
762 # but it might be this translation is just wrong.
763 iq = game.state.kscmdr + idelta
764 if not movescom(iq, avoid):
765 # failed -- try some other maneuvers
766 if idelta.i==0 or idelta.j==0:
769 iq.j = game.state.kscmdr.j + 1
770 if not movescom(iq, avoid):
771 iq.j = game.state.kscmdr.j - 1
774 iq.i = game.state.kscmdr.i + 1
775 if not movescom(iq, avoid):
776 iq.i = game.state.kscmdr.i - 1
779 # try moving just in x or y
780 iq.j = game.state.kscmdr.j
781 if not movescom(iq, avoid):
782 iq.j = game.state.kscmdr.j + idelta.j
783 iq.i = game.state.kscmdr.i
786 if len(game.state.baseq) == 0:
789 for ibq in game.state.baseq:
790 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
793 return # no, don't attack base!
796 schedule(FSCDBAS, randreal(1.0, 3.0))
797 if is_scheduled(FCDBAS):
798 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
799 if not communicating():
803 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
805 prout(_(" reports that it is under attack from the Klingon Super-commander."))
806 proutn(_(" It can survive until stardate %d.\"") \
807 % int(scheduled(FSCDBAS)))
810 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
814 game.optime = 0.0; # actually finished
816 # Check for intelligence report
817 if not game.idebug and \
819 (not communicating()) or \
820 not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
823 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
824 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
829 if not game.tholian or game.justin:
832 if game.tholian.location.i == 0 and game.tholian.location.j == 0:
833 tid.i = 0; tid.j = QUADSIZE-1
834 elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
835 tid.i = QUADSIZE-1; tid.j = QUADSIZE-1
836 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1:
837 tid.i = QUADSIZE-1; tid.j = 0
838 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0:
841 # something is wrong!
842 game.tholian.move(None)
843 prout("***Internal error: Tholian in a bad spot.")
845 # do nothing if we are blocked
846 if game.quad[tid.i][tid.j] not in ('.', '#'):
848 here = copy.copy(game.tholian.location)
849 delta = (tid - game.tholian.location).sgn()
851 while here.i != tid.i:
853 if game.quad[here.i][here.j]=='.':
854 game.tholian.move(here)
856 while here.j != tid.j:
858 if game.quad[here.i][here.j]=='.':
859 game.tholian.move(here)
860 # check to see if all holes plugged
861 for i in range(QUADSIZE):
862 if game.quad[0][i]!='#' and game.quad[0][i]!='T':
864 if game.quad[QUADSIZE-1][i]!='#' and game.quad[QUADSIZE-1][i]!='T':
866 if game.quad[i][0]!='#' and game.quad[i][0]!='T':
868 if game.quad[i][QUADSIZE-1]!='#' and game.quad[i][QUADSIZE-1]!='T':
870 # All plugged up -- Tholian splits
871 game.quad[game.tholian.location.i][game.tholian.location.j]='#'
873 prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web."))
874 game.tholian.move(None)
877 # Code from battle.c begins here
879 def doshield(shraise):
880 "Change shield status."
888 if scanner.sees("transfer"):
892 prout(_("Shields damaged and down."))
894 if scanner.sees("up"):
896 elif scanner.sees("down"):
899 proutn(_("Do you wish to change shield energy? "))
902 elif damaged(DSHIELD):
903 prout(_("Shields damaged and down."))
906 proutn(_("Shields are up. Do you want them down? "))
913 proutn(_("Shields are down. Do you want them up? "))
919 if action == "SHUP": # raise shields
921 prout(_("Shields already up."))
925 if game.condition != "docked":
927 prout(_("Shields raised."))
930 prout(_("Shields raising uses up last of energy."))
935 elif action == "SHDN":
937 prout(_("Shields already down."))
941 prout(_("Shields lowered."))
944 elif action == "NRG":
945 while scanner.next() != "IHREAL":
947 proutn(_("Energy to transfer to shields- "))
952 if nrg > game.energy:
953 prout(_("Insufficient ship energy."))
956 if game.shield+nrg >= game.inshld:
957 prout(_("Shield energy maximized."))
958 if game.shield+nrg > game.inshld:
959 prout(_("Excess energy requested returned to ship energy"))
960 game.energy -= game.inshld-game.shield
961 game.shield = game.inshld
963 if nrg < 0.0 and game.energy-nrg > game.inenrg:
964 # Prevent shield drain loophole
966 prout(_("Engineering to bridge--"))
967 prout(_(" Scott here. Power circuit problem, Captain."))
968 prout(_(" I can't drain the shields."))
971 if game.shield+nrg < 0:
972 prout(_("All shield energy transferred to ship."))
973 game.energy += game.shield
976 proutn(_("Scotty- \""))
978 prout(_("Transferring energy to shields.\""))
980 prout(_("Draining energy from shields.\""))
986 "Choose a device to damage, at random."
988 105, # DSRSENS: short range scanners 10.5%
989 105, # DLRSENS: long range scanners 10.5%
990 120, # DPHASER: phasers 12.0%
991 120, # DPHOTON: photon torpedoes 12.0%
992 25, # DLIFSUP: life support 2.5%
993 65, # DWARPEN: warp drive 6.5%
994 70, # DIMPULS: impulse engines 6.5%
995 145, # DSHIELD: deflector shields 14.5%
996 30, # DRADIO: subspace radio 3.0%
997 45, # DSHUTTL: shuttle 4.5%
998 15, # DCOMPTR: computer 1.5%
999 20, # NAVCOMP: navigation system 2.0%
1000 75, # DTRANSP: transporter 7.5%
1001 20, # DSHCTRL: high-speed shield controller 2.0%
1002 10, # DDRAY: death ray 1.0%
1003 30, # DDSP: deep-space probes 3.0%
1005 assert(sum(weights) == 1000)
1006 idx = randrange(1000)
1008 for (i, w) in enumerate(weights):
1012 return None; # we should never get here
1014 def collision(rammed, enemy):
1015 "Collision handling fot rammong events."
1016 prouts(_("***RED ALERT! RED ALERT!"))
1018 prout(_("***COLLISION IMMINENT."))
1022 hardness = {'R':1.5, 'C':2.0, 'S':2.5, 'T':0.5, '?':4.0}.get(enemy.type, 1.0)
1024 proutn(_(" rammed by "))
1027 proutn(crmena(False, enemy.type, "sector", enemy.location))
1029 proutn(_(" (original position)"))
1031 deadkl(enemy.location, enemy.type, game.sector)
1032 proutn("***" + crmshp() + " heavily damaged.")
1033 icas = randrange(10, 30)
1034 prout(_("***Sickbay reports %d casualties") % icas)
1036 game.state.crew -= icas
1037 # In the pre-SST2K version, all devices got equiprobably damaged,
1038 # which was silly. Instead, pick up to half the devices at
1039 # random according to our weighting table,
1040 ncrits = randrange(NDEVICES/2)
1044 if game.damage[dev] < 0:
1046 extradm = (10.0*hardness*randreal()+1.0)*game.damfac
1047 # Damage for at least time of travel!
1048 game.damage[dev] += game.optime + extradm
1050 prout(_("***Shields are down."))
1051 if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
1058 def torpedo(origin, bearing, dispersion, number, nburst):
1059 "Let a photon torpedo fly"
1060 if not damaged(DSRSENS) or game.condition=="docked":
1061 setwnd(srscan_window)
1063 setwnd(message_window)
1064 ac = bearing + 0.25*dispersion # dispersion is a random variable
1065 bullseye = (15.0 - bearing)*0.5235988
1066 track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
1067 bumpto = Coord(0, 0)
1068 # Loop to move a single torpedo
1069 setwnd(message_window)
1070 for step in range(1, QUADSIZE*2):
1071 if not track.next(): break
1073 if not w.valid_sector():
1075 iquad=game.quad[w.i][w.j]
1076 tracktorpedo(w, step, number, nburst, iquad)
1080 if not damaged(DSRSENS) or game.condition == "docked":
1081 skip(1); # start new line after text track
1082 if iquad in ('E', 'F'): # Hit our ship
1084 prout(_("Torpedo hits %s.") % crmshp())
1085 hit = 700.0 + randreal(100) - \
1086 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1087 newcnd(); # we're blown out of dock
1088 if game.landed or game.condition=="docked":
1089 return hit # Cheat if on a planet
1090 # In the C/FORTRAN version, dispersion was 2.5 radians, which
1091 # is 143 degrees, which is almost exactly 4.8 clockface units
1092 displacement = course(track.bearing+randreal(-2.4,2.4), distance=2**0.5)
1094 bumpto = displacement.sector()
1095 if not bumpto.valid_sector():
1097 if game.quad[bumpto.i][bumpto.j]==' ':
1100 if game.quad[bumpto.i][bumpto.j]!='.':
1101 # can't move into object
1103 game.sector = bumpto
1105 game.quad[w.i][w.j]='.'
1106 game.quad[bumpto.i][bumpto.j]=iquad
1107 prout(_(" displaced by blast to Sector %s ") % bumpto)
1108 for enemy in game.enemies:
1109 enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1112 elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
1114 if iquad in ('C', 'S') and withprob(0.05):
1115 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1116 prout(_(" torpedo neutralized."))
1118 for enemy in game.enemies:
1119 if w == enemy.location:
1121 kp = math.fabs(enemy.power)
1122 h1 = 700.0 + randrange(100) - \
1123 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1131 if enemy.power == 0:
1134 proutn(crmena(True, iquad, "sector", w))
1135 displacement = course(track.bearing+randreal(-2.4,2.4), distance=2**0.5)
1137 bumpto = displacement.sector()
1138 if not bumpto.valid_sector():
1139 prout(_(" damaged but not destroyed."))
1141 if game.quad[bumpto.i][bumpto.j] == ' ':
1142 prout(_(" buffeted into black hole."))
1143 deadkl(w, iquad, bumpto)
1144 if game.quad[bumpto.i][bumpto.j] != '.':
1145 prout(_(" damaged but not destroyed."))
1147 prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
1148 enemy.location = bumpto
1149 game.quad[w.i][w.j]='.'
1150 game.quad[bumpto.i][bumpto.j]=iquad
1151 for enemy in game.enemies:
1152 enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1155 elif iquad == 'B': # Hit a base
1157 prout(_("***STARBASE DESTROYED.."))
1158 game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
1159 game.quad[w.i][w.j]='.'
1160 game.base.invalidate()
1161 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase -= 1
1162 game.state.chart[game.quadrant.i][game.quadrant.j].starbase -= 1
1163 game.state.basekl += 1
1166 elif iquad == 'P': # Hit a planet
1167 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1168 game.state.nplankl += 1
1169 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1170 game.iplnet.pclass = "destroyed"
1172 game.plnet.invalidate()
1173 game.quad[w.i][w.j] = '.'
1175 # captain perishes on planet
1178 elif iquad == '@': # Hit an inhabited world -- very bad!
1179 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1180 game.state.nworldkl += 1
1181 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1182 game.iplnet.pclass = "destroyed"
1184 game.plnet.invalidate()
1185 game.quad[w.i][w.j] = '.'
1187 # captain perishes on planet
1189 prout(_("The torpedo destroyed an inhabited planet."))
1191 elif iquad == '*': # Hit a star
1195 prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast."))
1197 elif iquad == '?': # Hit a thingy
1198 if not (game.options & OPTION_THINGY) or withprob(0.3):
1200 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1202 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1204 proutn(_("Mr. Spock-"))
1205 prouts(_(" \"Fascinating!\""))
1209 # Stas Sergeev added the possibility that
1210 # you can shove the Thingy and piss it off.
1211 # It then becomes an enemy and may fire at you.
1214 elif iquad == ' ': # Black hole
1216 prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo."))
1218 elif iquad == '#': # hit the web
1220 prout(_("***Torpedo absorbed by Tholian web."))
1222 elif iquad == 'T': # Hit a Tholian
1223 h1 = 700.0 + randrange(100) - \
1224 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1227 game.quad[w.i][w.j] = '.'
1232 proutn(crmena(True, 'T', "sector", w))
1234 prout(_(" survives photon blast."))
1236 prout(_(" disappears."))
1237 game.tholian.move(None)
1238 game.quad[w.i][w.j] = '#'
1243 proutn("Don't know how to handle torpedo collision with ")
1244 proutn(crmena(True, iquad, "sector", w))
1249 prout(_("Torpedo missed."))
1253 "Critical-hit resolution."
1254 if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1256 ncrit = int(1.0 + hit/(500.0+randreal(100)))
1257 proutn(_("***CRITICAL HIT--"))
1258 # Select devices and cause damage
1264 # Cheat to prevent shuttle damage unless on ship
1265 if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1268 extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1269 game.damage[j] += extradm
1271 for (i, j) in enumerate(cdam):
1273 if skipcount % 3 == 2 and i < len(cdam)-1:
1278 prout(_(" damaged."))
1279 if damaged(DSHIELD) and game.shldup:
1280 prout(_("***Shields knocked down."))
1283 def attack(torps_ok):
1284 # bad guy attacks us
1285 # torps_ok == False forces use of phasers in an attack
1286 # game could be over at this point, check
1289 attempt = False; ihurt = False;
1290 hitmax=0.0; hittot=0.0; chgfac=1.0
1293 prout("=== ATTACK!")
1294 # Tholian gets to move before attacking
1297 # if you have just entered the RNZ, you'll get a warning
1298 if game.neutz: # The one chance not to be attacked
1301 # commanders get a chance to tac-move towards you
1302 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:
1304 # if no enemies remain after movement, we're done
1305 if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
1307 # set up partial hits if attack happens during shield status change
1308 pfac = 1.0/game.inshld
1310 chgfac = 0.25 + randreal(0.5)
1312 # message verbosity control
1313 if game.skill <= SKILL_FAIR:
1315 for enemy in game.enemies:
1317 continue; # too weak to attack
1318 # compute hit strength and diminish shield power
1320 # Increase chance of photon torpedos if docked or enemy energy is low
1321 if game.condition == "docked":
1323 if enemy.power < 500:
1325 if enemy.type=='T' or (enemy.type=='?' and not thing.angry):
1327 # different enemies have different probabilities of throwing a torp
1328 usephasers = not torps_ok or \
1329 (enemy.type == 'K' and r > 0.0005) or \
1330 (enemy.type=='C' and r > 0.015) or \
1331 (enemy.type=='R' and r > 0.3) or \
1332 (enemy.type=='S' and r > 0.07) or \
1333 (enemy.type=='?' and r > 0.05)
1334 if usephasers: # Enemy uses phasers
1335 if game.condition == "docked":
1336 continue; # Don't waste the effort!
1337 attempt = True; # Attempt to attack
1338 dustfac = randreal(0.8, 0.85)
1339 hit = enemy.power*math.pow(dustfac,enemy.kavgd)
1341 else: # Enemy uses photon torpedo
1342 # We should be able to make the bearing() method work here
1343 pcourse = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i)
1345 proutn(_("***TORPEDO INCOMING"))
1346 if not damaged(DSRSENS):
1347 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location))
1350 dispersion = (randreal()+randreal())*0.5 - 0.5
1351 dispersion += 0.002*enemy.power*dispersion
1352 hit = torpedo(enemy.location, pcourse, dispersion, number=1, nburst=1)
1353 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1354 finish(FWON); # Klingons did themselves in!
1355 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1356 return # Supernova or finished
1359 # incoming phaser or torpedo, shields may dissipate it
1360 if game.shldup or game.shldchg or game.condition=="docked":
1361 # shields will take hits
1362 propor = pfac * game.shield
1363 if game.condition =="docked":
1367 hitsh = propor*chgfac*hit+1.0
1369 if absorb > game.shield:
1370 absorb = game.shield
1371 game.shield -= absorb
1373 # taking a hit blasts us out of a starbase dock
1374 if game.condition == "docked":
1376 # but the shields may take care of it
1377 if propor > 0.1 and hit < 0.005*game.energy:
1379 # hit from this opponent got through shields, so take damage
1381 proutn(_("%d unit hit") % int(hit))
1382 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1383 proutn(_(" on the ") + crmshp())
1384 if not damaged(DSRSENS) and usephasers:
1385 prout(_(" from ") + crmena(False, enemy.type, where, enemy.location))
1387 # Decide if hit is critical
1393 if game.energy <= 0:
1394 # Returning home upon your shield, not with it...
1397 if not attempt and game.condition == "docked":
1398 prout(_("***Enemies decide against attacking your ship."))
1399 percent = 100.0*pfac*game.shield+0.5
1401 # Shields fully protect ship
1402 proutn(_("Enemy attack reduces shield strength to "))
1404 # Emit message if starship suffered hit(s)
1406 proutn(_("Energy left %2d shields ") % int(game.energy))
1409 elif not damaged(DSHIELD):
1412 proutn(_("damaged, "))
1413 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1414 # Check if anyone was hurt
1415 if hitmax >= 200 or hittot >= 500:
1416 icas = randrange(int(hittot * 0.015))
1419 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1420 prout(_(" in that last attack.\""))
1422 game.state.crew -= icas
1423 # After attack, reset average distance to enemies
1424 for enemy in game.enemies:
1425 enemy.kavgd = enemy.kdist
1429 def deadkl(w, type, mv):
1430 "Kill a Klingon, Tholian, Romulan, or Thingy."
1431 # Added mv to allow enemy to "move" before dying
1432 proutn(crmena(True, type, "sector", mv))
1433 # Decide what kind of enemy it is and update appropriately
1435 # Chalk up a Romulan
1436 game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1438 game.state.nromrem -= 1
1447 # Killed some type of Klingon
1448 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1451 game.state.kcmdr.remove(game.quadrant)
1453 if game.state.kcmdr:
1454 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1455 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1458 game.state.remkl -= 1
1460 game.state.nscrem -= 1
1461 game.state.kscmdr.invalidate()
1466 # For each kind of enemy, finish message to player
1467 prout(_(" destroyed."))
1468 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1471 # Remove enemy ship from arrays describing local conditions
1472 for e in game.enemies:
1479 "Return None if target is invalid, otherwise return a course angle."
1480 if not w.valid_sector():
1484 # FIXME: C code this was translated from is wacky -- why the sign reversal?
1485 delta.j = (w.j - game.sector.j);
1486 delta.i = (game.sector.i - w.i);
1487 if delta == Coord(0, 0):
1489 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1490 prout(_(" I recommend an immediate review of"))
1491 prout(_(" the Captain's psychological profile.\""))
1494 return delta.bearing()
1497 "Launch photon torpedo salvo."
1500 if damaged(DPHOTON):
1501 prout(_("Photon tubes damaged."))
1505 prout(_("No torpedoes left."))
1508 # First, get torpedo count
1511 if scanner.token == "IHALPHA":
1514 elif scanner.token == "IHEOL" or not scanner.waiting():
1515 prout(_("%d torpedoes left.") % game.torps)
1517 proutn(_("Number of torpedoes to fire- "))
1518 continue # Go back around to get a number
1519 else: # key == "IHREAL"
1521 if n <= 0: # abort command
1526 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1529 scanner.chew() # User requested more torps than available
1530 continue # Go back around
1531 break # All is good, go to next stage
1535 key = scanner.next()
1536 if i==0 and key == "IHEOL":
1537 break; # no coordinate waiting, we will try prompting
1538 if i==1 and key == "IHEOL":
1539 # direct all torpedoes at one target
1541 target.append(target[0])
1542 tcourse.append(tcourse[0])
1545 scanner.push(scanner.token)
1546 target.append(scanner.getcoord())
1547 if target[-1] == None:
1549 tcourse.append(targetcheck(target[-1]))
1550 if tcourse[-1] == None:
1553 if len(target) == 0:
1554 # prompt for each one
1556 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1558 target.append(scanner.getcoord())
1559 if target[-1] == None:
1561 tcourse.append(targetcheck(target[-1]))
1562 if tcourse[-1] == None:
1565 # Loop for moving <n> torpedoes
1567 if game.condition != "docked":
1569 dispersion = (randreal()+randreal())*0.5 -0.5
1570 if math.fabs(dispersion) >= 0.47:
1572 dispersion *= randreal(1.2, 2.2)
1574 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1576 prouts(_("***TORPEDO MISFIRES."))
1579 prout(_(" Remainder of burst aborted."))
1581 prout(_("***Photon tubes damaged by misfire."))
1582 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1584 if game.shldup or game.condition == "docked":
1585 dispersion *= 1.0 + 0.0001*game.shield
1586 torpedo(game.sector, tcourse[i], dispersion, number=i, nburst=n)
1587 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1589 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)<=0:
1593 "Check for phasers overheating."
1595 checkburn = (rpow-1500.0)*0.00038
1596 if withprob(checkburn):
1597 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1598 game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1600 def checkshctrl(rpow):
1601 "Check shield control."
1604 prout(_("Shields lowered."))
1606 # Something bad has happened
1607 prouts(_("***RED ALERT! RED ALERT!"))
1609 hit = rpow*game.shield/game.inshld
1610 game.energy -= rpow+hit*0.8
1611 game.shield -= hit*0.2
1612 if game.energy <= 0.0:
1613 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1618 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1620 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1621 icas = randrange(int(hit*0.012))
1626 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1627 prout(_(" %d casualties so far.\"") % icas)
1629 game.state.crew -= icas
1631 prout(_("Phaser energy dispersed by shields."))
1632 prout(_("Enemy unaffected."))
1637 "Register a phaser hit on Klingons and Romulans."
1641 for (k, wham) in enumerate(hits):
1644 dustfac = randreal(0.9, 1.0)
1645 hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
1646 kpini = game.enemies[kk].power
1647 kp = math.fabs(kpini)
1648 if PHASEFAC*hit < kp:
1650 if game.enemies[kk].power < 0:
1651 game.enemies[kk].power -= -kp
1653 game.enemies[kk].power -= kp
1654 kpow = game.enemies[kk].power
1655 w = game.enemies[kk].location
1657 if not damaged(DSRSENS):
1659 proutn(_("%d unit hit on ") % int(hit))
1661 proutn(_("Very small hit on "))
1662 ienm = game.quad[w.i][w.j]
1665 proutn(crmena(False, ienm, "sector", w))
1669 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1673 kk -= 1 # don't do the increment
1675 else: # decide whether or not to emasculate klingon
1676 if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1677 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1678 prout(_(" has just lost its firepower.\""))
1679 game.enemies[kk].power = -kpow
1684 "Fire phasers at bad guys."
1686 kz = 0; k = 1; irec=0 # Cheating inhibitor
1687 ifast = False; no = False; itarg = True; msgflag = True; rpow=0
1691 # SR sensors and Computer are needed for automode
1692 if damaged(DSRSENS) or damaged(DCOMPTR):
1694 if game.condition == "docked":
1695 prout(_("Phasers can't be fired through base shields."))
1698 if damaged(DPHASER):
1699 prout(_("Phaser control damaged."))
1703 if damaged(DSHCTRL):
1704 prout(_("High speed shield control damaged."))
1707 if game.energy <= 200.0:
1708 prout(_("Insufficient energy to activate high-speed shield control."))
1711 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1713 # Original code so convoluted, I re-did it all
1714 # (That was Tom Almy talking about the C code, I think -- ESR)
1715 while automode=="NOTSET":
1717 if key == "IHALPHA":
1718 if scanner.sees("manual"):
1719 if len(game.enemies)==0:
1720 prout(_("There is no enemy present to select."))
1723 automode="AUTOMATIC"
1726 key = scanner.next()
1727 elif scanner.sees("automatic"):
1728 if (not itarg) and len(game.enemies) != 0:
1729 automode = "FORCEMAN"
1731 if len(game.enemies)==0:
1732 prout(_("Energy will be expended into space."))
1733 automode = "AUTOMATIC"
1734 key = scanner.next()
1735 elif scanner.sees("no"):
1740 elif key == "IHREAL":
1741 if len(game.enemies)==0:
1742 prout(_("Energy will be expended into space."))
1743 automode = "AUTOMATIC"
1745 automode = "FORCEMAN"
1747 automode = "AUTOMATIC"
1750 if len(game.enemies)==0:
1751 prout(_("Energy will be expended into space."))
1752 automode = "AUTOMATIC"
1754 automode = "FORCEMAN"
1756 proutn(_("Manual or automatic? "))
1761 if automode == "AUTOMATIC":
1762 if key == "IHALPHA" and scanner.sees("no"):
1764 key = scanner.next()
1765 if key != "IHREAL" and len(game.enemies) != 0:
1766 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
1771 for i in range(len(game.enemies)):
1772 irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
1774 proutn(_("%d units required. ") % irec)
1776 proutn(_("Units to fire= "))
1777 key = scanner.next()
1782 proutn(_("Energy available= %.2f") % avail)
1785 if not rpow > avail:
1792 if key == "IHALPHA" and scanner.sees("no"):
1795 game.energy -= 200; # Go and do it!
1796 if checkshctrl(rpow):
1801 if len(game.enemies):
1804 for i in range(len(game.enemies)):
1808 hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
1809 over = randreal(1.01, 1.06) * hits[i]
1811 powrem -= hits[i] + over
1812 if powrem <= 0 and temp < hits[i]:
1821 if extra > 0 and not game.alldone:
1823 proutn(_("*** Tholian web absorbs "))
1824 if len(game.enemies)>0:
1825 proutn(_("excess "))
1826 prout(_("phaser energy."))
1828 prout(_("%d expended on empty space.") % int(extra))
1829 elif automode == "FORCEMAN":
1832 if damaged(DCOMPTR):
1833 prout(_("Battle computer damaged, manual fire only."))
1836 prouts(_("---WORKING---"))
1838 prout(_("Short-range-sensors-damaged"))
1839 prout(_("Insufficient-data-for-automatic-phaser-fire"))
1840 prout(_("Manual-fire-must-be-used"))
1842 elif automode == "MANUAL":
1844 for k in range(len(game.enemies)):
1845 aim = game.enemies[k].location
1846 ienm = game.quad[aim.i][aim.j]
1848 proutn(_("Energy available= %.2f") % (avail-0.006))
1852 if damaged(DSRSENS) and \
1853 not game.sector.distance(aim)<2**0.5 and ienm in ('C', 'S'):
1854 prout(cramen(ienm) + _(" can't be located without short range scan."))
1857 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
1862 if itarg and k > kz:
1863 irec=(abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
1866 if not damaged(DCOMPTR):
1871 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
1872 key = scanner.next()
1873 if key == "IHALPHA" and scanner.sees("no"):
1875 key = scanner.next()
1877 if key == "IHALPHA":
1881 if k==1: # Let me say I'm baffled by this
1884 if scanner.real < 0:
1888 hits[k] = scanner.real
1889 rpow += scanner.real
1890 # If total requested is too much, inform and start over
1892 prout(_("Available energy exceeded -- try again."))
1895 key = scanner.next(); # scan for next value
1898 # zero energy -- abort
1901 if key == "IHALPHA" and scanner.sees("no"):
1906 game.energy -= 200.0
1907 if checkshctrl(rpow):
1911 # Say shield raised or malfunction, if necessary
1918 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
1919 prouts(_(" CLICK CLICK POP . . ."))
1920 prout(_(" No response, sir!"))
1923 prout(_("Shields raised."))
1928 # Code from events,c begins here.
1930 # This isn't a real event queue a la BSD Trek yet -- you can only have one
1931 # event of each type active at any given time. Mostly these means we can
1932 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
1933 # BSD Trek, from which we swiped the idea, can have up to 5.
1935 def unschedule(evtype):
1936 "Remove an event from the schedule."
1937 game.future[evtype].date = FOREVER
1938 return game.future[evtype]
1940 def is_scheduled(evtype):
1941 "Is an event of specified type scheduled."
1942 return game.future[evtype].date != FOREVER
1944 def scheduled(evtype):
1945 "When will this event happen?"
1946 return game.future[evtype].date
1948 def schedule(evtype, offset):
1949 "Schedule an event of specified type."
1950 game.future[evtype].date = game.state.date + offset
1951 return game.future[evtype]
1953 def postpone(evtype, offset):
1954 "Postpone a scheduled event."
1955 game.future[evtype].date += offset
1958 "Rest period is interrupted by event."
1961 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
1963 game.resting = False
1969 "Run through the event queue looking for things to do."
1971 fintim = game.state.date + game.optime; yank=0
1972 ictbeam = False; istract = False
1973 w = Coord(); hold = Coord()
1974 ev = Event(); ev2 = Event()
1976 def tractorbeam(yank):
1977 "Tractor-beaming cases merge here."
1979 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
1981 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
1982 # If Kirk & Co. screwing around on planet, handle
1983 atover(True) # atover(true) is Grab
1986 if game.icraft: # Caught in Galileo?
1989 # Check to see if shuttle is aboard
1990 if game.iscraft == "offship":
1993 prout(_("Galileo, left on the planet surface, is captured"))
1994 prout(_("by aliens and made into a flying McDonald's."))
1995 game.damage[DSHUTTL] = -10
1996 game.iscraft = "removed"
1998 prout(_("Galileo, left on the planet surface, is well hidden."))
2000 game.quadrant = game.state.kscmdr
2002 game.quadrant = game.state.kcmdr[i]
2003 game.sector = randplace(QUADSIZE)
2004 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2005 % (game.quadrant, game.sector))
2007 prout(_("(Remainder of rest/repair period cancelled.)"))
2008 game.resting = False
2010 if not damaged(DSHIELD) and game.shield > 0:
2011 doshield(shraise=True) # raise shields
2012 game.shldchg = False
2014 prout(_("(Shields not currently useable.)"))
2016 # Adjust finish time to time of tractor beaming
2017 fintim = game.state.date+game.optime
2018 attack(torps_ok=False)
2019 if not game.state.kcmdr:
2022 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2025 "Code merges here for any commander destroying a starbase."
2026 # Not perfect, but will have to do
2027 # Handle case where base is in same quadrant as starship
2028 if game.battle == game.quadrant:
2029 game.state.chart[game.battle.i][game.battle.j].starbase = False
2030 game.quad[game.base.i][game.base.j] = '.'
2031 game.base.invalidate()
2034 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2035 elif game.state.baseq and communicating():
2036 # Get word via subspace radio
2039 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2040 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2042 prout(_("the Klingon Super-Commander"))
2044 prout(_("a Klingon Commander"))
2045 game.state.chart[game.battle.i][game.battle.j].starbase = False
2046 # Remove Starbase from galaxy
2047 game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2048 game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq)
2050 # reinstate a commander's base attack
2054 game.battle.invalidate()
2056 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2057 for i in range(1, NEVENTS):
2058 if i == FSNOVA: proutn("=== Supernova ")
2059 elif i == FTBEAM: proutn("=== T Beam ")
2060 elif i == FSNAP: proutn("=== Snapshot ")
2061 elif i == FBATTAK: proutn("=== Base Attack ")
2062 elif i == FCDBAS: proutn("=== Base Destroy ")
2063 elif i == FSCMOVE: proutn("=== SC Move ")
2064 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2065 elif i == FDSPROB: proutn("=== Probe Move ")
2066 elif i == FDISTR: proutn("=== Distress Call ")
2067 elif i == FENSLV: proutn("=== Enslavement ")
2068 elif i == FREPRO: proutn("=== Klingon Build ")
2070 prout("%.2f" % (scheduled(i)))
2073 radio_was_broken = damaged(DRADIO)
2076 # Select earliest extraneous event, evcode==0 if no events
2081 for l in range(1, NEVENTS):
2082 if game.future[l].date < datemin:
2085 prout("== Event %d fires" % evcode)
2086 datemin = game.future[l].date
2087 xtime = datemin-game.state.date
2088 game.state.date = datemin
2089 # Decrement Federation resources and recompute remaining time
2090 game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
2092 if game.state.remtime <=0:
2095 # Any crew left alive?
2096 if game.state.crew <=0:
2099 # Is life support adequate?
2100 if damaged(DLIFSUP) and game.condition != "docked":
2101 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2104 game.lsupres -= xtime
2105 if game.damage[DLIFSUP] <= xtime:
2106 game.lsupres = game.inlsr
2109 if game.condition == "docked":
2111 # Don't fix Deathray here
2112 for l in range(NDEVICES):
2113 if game.damage[l] > 0.0 and l != DDRAY:
2114 if game.damage[l]-repair > 0.0:
2115 game.damage[l] -= repair
2117 game.damage[l] = 0.0
2118 # If radio repaired, update star chart and attack reports
2119 if radio_was_broken and not damaged(DRADIO):
2120 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2121 prout(_(" surveillance reports are coming in."))
2123 if not game.iseenit:
2127 prout(_(" The star chart is now up to date.\""))
2129 # Cause extraneous event EVCODE to occur
2130 game.optime -= xtime
2131 if evcode == FSNOVA: # Supernova
2134 schedule(FSNOVA, expran(0.5*game.intime))
2135 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2137 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2138 if game.state.nscrem == 0 or \
2139 ictbeam or istract or \
2140 game.condition=="docked" or game.isatb==1 or game.iscate:
2142 if game.ientesc or \
2143 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2144 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2145 (damaged(DSHIELD) and \
2146 (game.energy < 2500 or damaged(DPHASER)) and \
2147 (game.torps < 5 or damaged(DPHOTON))):
2149 istract = ictbeam = True
2150 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2153 elif evcode == FTBEAM: # Tractor beam
2154 if not game.state.kcmdr:
2157 i = randrange(len(game.state.kcmdr))
2158 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2159 if istract or game.condition == "docked" or yank == 0:
2160 # Drats! Have to reschedule
2162 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2166 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2167 game.snapsht = copy.deepcopy(game.state)
2168 game.state.snap = True
2169 schedule(FSNAP, expran(0.5 * game.intime))
2170 elif evcode == FBATTAK: # Commander attacks starbase
2171 if not game.state.kcmdr or not game.state.baseq:
2177 for ibq in game.state.baseq:
2178 for cmdr in game.state.kcmdr:
2179 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2182 # no match found -- try later
2183 schedule(FBATTAK, expran(0.3*game.intime))
2188 # commander + starbase combination found -- launch attack
2190 schedule(FCDBAS, randreal(1.0, 4.0))
2191 if game.isatb: # extra time if SC already attacking
2192 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2193 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2194 game.iseenit = False
2195 if not communicating():
2196 continue # No warning :-(
2200 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2201 prout(_(" reports that it is under attack and that it can"))
2202 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2205 elif evcode == FSCDBAS: # Supercommander destroys base
2208 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2209 continue # WAS RETURN!
2211 game.battle = game.state.kscmdr
2213 elif evcode == FCDBAS: # Commander succeeds in destroying base
2216 if not game.state.baseq() \
2217 or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2218 game.battle.invalidate()
2220 # find the lucky pair
2221 for cmdr in game.state.kcmdr:
2222 if cmdr == game.battle:
2225 # No action to take after all
2228 elif evcode == FSCMOVE: # Supercommander moves
2229 schedule(FSCMOVE, 0.2777)
2230 if not game.ientesc and not istract and game.isatb != 1 and \
2231 (not game.iscate or not game.justin):
2233 elif evcode == FDSPROB: # Move deep space probe
2234 schedule(FDSPROB, 0.01)
2235 if not game.probe.next():
2236 if not game.probe.quadrant().valid_quadrant() or \
2237 game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
2238 # Left galaxy or ran into supernova
2242 proutn(_("Lt. Uhura- \"The deep space probe "))
2243 if not game.probe.quadrant().valid_quadrant():
2244 prout(_("has left the galaxy.\""))
2246 prout(_("is no longer transmitting.\""))
2252 prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
2253 pdest = game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j]
2255 chp = game.state.chart[game.probe.quadrant().i][game.probe.quadrant().j]
2256 chp.klingons = pdest.klingons
2257 chp.starbase = pdest.starbase
2258 chp.stars = pdest.stars
2259 pdest.charted = True
2260 game.probe.moves -= 1 # One less to travel
2261 if game.probe.arrived() and game.isarmed and pdest.stars:
2262 supernova(game.probe) # fire in the hole!
2264 if game.state.galaxy[game.quadrant().i][game.quadrant().j].supernova:
2266 elif evcode == FDISTR: # inhabited system issues distress call
2268 # try a whole bunch of times to find something suitable
2269 for i in range(100):
2270 # need a quadrant which is not the current one,
2271 # which has some stars which are inhabited and
2272 # not already under attack, which is not
2273 # supernova'ed, and which has some Klingons in it
2274 w = randplace(GALSIZE)
2275 q = game.state.galaxy[w.i][w.j]
2276 if not (game.quadrant == w or q.planet == None or \
2277 not q.planet.inhabited or \
2278 q.supernova or q.status!="secure" or q.klingons<=0):
2281 # can't seem to find one; ignore this call
2283 prout("=== Couldn't find location for distress event.")
2285 # got one!! Schedule its enslavement
2286 ev = schedule(FENSLV, expran(game.intime))
2288 q.status = "distressed"
2289 # tell the captain about it if we can
2291 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2293 prout(_("by a Klingon invasion fleet."))
2296 elif evcode == FENSLV: # starsystem is enslaved
2297 ev = unschedule(FENSLV)
2298 # see if current distress call still active
2299 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2303 q.status = "enslaved"
2305 # play stork and schedule the first baby
2306 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2307 ev2.quadrant = ev.quadrant
2309 # report the disaster if we can
2311 prout(_("Uhura- We've lost contact with starsystem %s") % \
2313 prout(_("in Quadrant %s.\n") % ev.quadrant)
2314 elif evcode == FREPRO: # Klingon reproduces
2315 # If we ever switch to a real event queue, we'll need to
2316 # explicitly retrieve and restore the x and y.
2317 ev = schedule(FREPRO, expran(1.0 * game.intime))
2318 # see if current distress call still active
2319 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2323 if game.state.remkl >=MAXKLGAME:
2324 continue # full right now
2325 # reproduce one Klingon
2328 if game.klhere >= MAXKLQUAD:
2330 # this quadrant not ok, pick an adjacent one
2331 for m.i in range(w.i - 1, w.i + 2):
2332 for m.j in range(w.j - 1, w.j + 2):
2333 if not m.valid_quadrant():
2335 q = game.state.galaxy[m.i][m.j]
2336 # check for this quad ok (not full & no snova)
2337 if q.klingons >= MAXKLQUAD or q.supernova:
2341 continue # search for eligible quadrant failed
2345 game.state.remkl += 1
2347 if game.quadrant == w:
2349 game.enemies.append(newkling())
2350 # recompute time left
2353 if game.quadrant == w:
2354 prout(_("Spock- sensors indicate the Klingons have"))
2355 prout(_("launched a warship from %s.") % q.planet)
2357 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2358 if q.planet != None:
2359 proutn(_("near %s ") % q.planet)
2360 prout(_("in Quadrant %s.") % w)
2366 key = scanner.next()
2369 proutn(_("How long? "))
2374 origTime = delay = scanner.real
2377 if delay >= game.state.remtime or len(game.enemies) != 0:
2378 proutn(_("Are you sure? "))
2381 # Alternate resting periods (events) with attacks
2385 game.resting = False
2386 if not game.resting:
2387 prout(_("%d stardates left.") % int(game.state.remtime))
2389 temp = game.optime = delay
2390 if len(game.enemies):
2391 rtime = randreal(1.0, 2.0)
2395 if game.optime < delay:
2396 attack(torps_ok=False)
2404 # Repair Deathray if long rest at starbase
2405 if origTime-delay >= 9.99 and game.condition == "docked":
2406 game.damage[DDRAY] = 0.0
2407 # leave if quadrant supernovas
2408 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2410 game.resting = False
2415 ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2416 newc = Coord(); neighbor = Coord(); bump = Coord(0, 0)
2418 # Wow! We've supernova'ed
2419 supernova(game.quadrant)
2421 # handle initial nova
2422 game.quad[nov.i][nov.j] = '.'
2423 prout(crmena(False, '*', "sector", nov) + _(" novas."))
2424 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2425 game.state.starkl += 1
2426 # Set up queue to recursively trigger adjacent stars
2432 for offset.i in range(-1, 1+1):
2433 for offset.j in range(-1, 1+1):
2434 if offset.j==0 and offset.i==0:
2436 neighbor = start + offset
2437 if not neighbor.valid_sector():
2439 iquad = game.quad[neighbor.i][neighbor.j]
2440 # Empty space ends reaction
2441 if iquad in ('.', '?', ' ', 'T', '#'):
2443 elif iquad == '*': # Affect another star
2445 # This star supernovas
2446 supernova(game.quadrant)
2449 hits.append(neighbor)
2450 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2451 game.state.starkl += 1
2452 proutn(crmena(True, '*', "sector", neighbor))
2454 game.quad[neighbor.i][neighbor.j] = '.'
2456 elif iquad in ('P', '@'): # Destroy planet
2457 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2459 game.state.nplankl += 1
2461 game.state.worldkl += 1
2462 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2463 game.iplnet.pclass = "destroyed"
2465 game.plnet.invalidate()
2469 game.quad[neighbor.i][neighbor.j] = '.'
2470 elif iquad == 'B': # Destroy base
2471 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2472 game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
2473 game.base.invalidate()
2474 game.state.basekl += 1
2476 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2477 game.quad[neighbor.i][neighbor.j] = '.'
2478 elif iquad in ('E', 'F'): # Buffet ship
2479 prout(_("***Starship buffeted by nova."))
2481 if game.shield >= 2000.0:
2482 game.shield -= 2000.0
2484 diff = 2000.0 - game.shield
2488 prout(_("***Shields knocked out."))
2489 game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2491 game.energy -= 2000.0
2492 if game.energy <= 0:
2495 # add in course nova contributes to kicking starship
2496 bump += (game.sector-hits[-1]).sgn()
2497 elif iquad == 'K': # kill klingon
2498 deadkl(neighbor, iquad, neighbor)
2499 elif iquad in ('C','S','R'): # Damage/destroy big enemies
2500 for ll in range(len(game.enemies)):
2501 if game.enemies[ll].location == neighbor:
2503 game.enemies[ll].power -= 800.0 # If firepower is lost, die
2504 if game.enemies[ll].power <= 0.0:
2505 deadkl(neighbor, iquad, neighbor)
2507 newc = neighbor + neighbor - hits[-1]
2508 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2509 if not newc.valid_sector():
2510 # can't leave quadrant
2513 iquad1 = game.quad[newc.i][newc.j]
2515 proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
2517 deadkl(neighbor, iquad, newc)
2520 # can't move into something else
2523 proutn(_(", buffeted to Sector %s") % newc)
2524 game.quad[neighbor.i][neighbor.j] = '.'
2525 game.quad[newc.i][newc.j] = iquad
2526 game.enemies[ll].move(newc)
2527 # Starship affected by nova -- kick it away.
2529 direc = ncourse[3*(bump.i+1)+bump.j+2]
2534 scourse = course(bearing=direc, distance=dist)
2535 game.optime = scourse.time(warp=4)
2537 prout(_("Force of nova displaces starship."))
2538 imove(scourse, noattack=True)
2539 game.optime = scourse.time(warp=4)
2543 "Star goes supernova."
2548 # Scheduled supernova -- select star at random.
2551 for nq.i in range(GALSIZE):
2552 for nq.j in range(GALSIZE):
2553 stars += game.state.galaxy[nq.i][nq.j].stars
2555 return # nothing to supernova exists
2556 num = randrange(stars) + 1
2557 for nq.i in range(GALSIZE):
2558 for nq.j in range(GALSIZE):
2559 num -= game.state.galaxy[nq.i][nq.j].stars
2565 proutn("=== Super nova here?")
2568 if not nq == game.quadrant or game.justin:
2569 # it isn't here, or we just entered (treat as enroute)
2572 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2573 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2576 # we are in the quadrant!
2577 num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
2578 for ns.i in range(QUADSIZE):
2579 for ns.j in range(QUADSIZE):
2580 if game.quad[ns.i][ns.j]=='*':
2587 prouts(_("***RED ALERT! RED ALERT!"))
2589 prout(_("***Incipient supernova detected at Sector %s") % ns)
2590 if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2591 proutn(_("Emergency override attempts t"))
2592 prouts("***************")
2596 # destroy any Klingons in supernovaed quadrant
2597 kldead = game.state.galaxy[nq.i][nq.j].klingons
2598 game.state.galaxy[nq.i][nq.j].klingons = 0
2599 if nq == game.state.kscmdr:
2600 # did in the Supercommander!
2601 game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
2605 survivors = filter(lambda w: w != nq, game.state.kcmdr)
2606 comkills = len(game.state.kcmdr) - len(survivors)
2607 game.state.kcmdr = survivors
2609 if not game.state.kcmdr:
2611 game.state.remkl -= kldead
2612 # destroy Romulans and planets in supernovaed quadrant
2613 nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2614 game.state.galaxy[nq.i][nq.j].romulans = 0
2615 game.state.nromrem -= nrmdead
2617 for loop in range(game.inplan):
2618 if game.state.planets[loop].quadrant == nq:
2619 game.state.planets[loop].pclass = "destroyed"
2621 # Destroy any base in supernovaed quadrant
2622 game.state.baseq = filter(lambda x: x != nq, game.state.baseq)
2623 # If starship caused supernova, tally up destruction
2625 game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2626 game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2627 game.state.nplankl += npdead
2628 # mark supernova in galaxy and in star chart
2629 if game.quadrant == nq or communicating():
2630 game.state.galaxy[nq.i][nq.j].supernova = True
2631 # If supernova destroys last Klingons give special message
2632 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
2635 prout(_("Lucky you!"))
2636 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2639 # if some Klingons remain, continue or die in supernova
2644 # Code from finish.c ends here.
2647 "Self-destruct maneuver. Finish with a BANG!"
2649 if damaged(DCOMPTR):
2650 prout(_("Computer damaged; cannot execute destruct sequence."))
2652 prouts(_("---WORKING---")); skip(1)
2653 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2654 prouts(" 10"); skip(1)
2655 prouts(" 9"); skip(1)
2656 prouts(" 8"); skip(1)
2657 prouts(" 7"); skip(1)
2658 prouts(" 6"); skip(1)
2660 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2662 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2664 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2668 if game.passwd != scanner.token:
2669 prouts(_("PASSWORD-REJECTED;"))
2671 prouts(_("CONTINUITY-EFFECTED"))
2674 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2675 prouts(" 5"); skip(1)
2676 prouts(" 4"); skip(1)
2677 prouts(" 3"); skip(1)
2678 prouts(" 2"); skip(1)
2679 prouts(" 1"); skip(1)
2681 prouts(_("GOODBYE-CRUEL-WORLD"))
2689 prouts(_("********* Entropy of %s maximized *********") % crmshp())
2693 if len(game.enemies) != 0:
2694 whammo = 25.0 * game.energy
2696 while l <= len(game.enemies):
2697 if game.enemies[l].power*game.enemies[l].kdist <= whammo:
2698 deadkl(game.enemies[l].location, game.quad[game.enemies[l].location.i][game.enemies[l].location.j], game.enemies[l].location)
2703 "Compute our rate of kils over time."
2704 elapsed = game.state.date - game.indate
2705 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
2708 starting = (game.inkling + game.incom + game.inscom)
2709 remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
2710 return (starting - remaining)/elapsed
2714 badpt = 5.0*game.state.starkl + \
2716 10.0*game.state.nplankl + \
2717 300*game.state.nworldkl + \
2719 100.0*game.state.basekl +\
2721 if game.ship == 'F':
2723 elif game.ship == None:
2728 # end the game, with appropriate notfications
2732 prout(_("It is stardate %.1f.") % game.state.date)
2734 if ifin == FWON: # Game has been won
2735 if game.state.nromrem != 0:
2736 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
2739 prout(_("You have smashed the Klingon invasion fleet and saved"))
2740 prout(_("the Federation."))
2745 badpt = 0.0 # Close enough!
2746 # killsPerDate >= RateMax
2747 if game.state.date-game.indate < 5.0 or \
2748 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
2750 prout(_("In fact, you have done so well that Starfleet Command"))
2751 if game.skill == SKILL_NOVICE:
2752 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
2753 elif game.skill == SKILL_FAIR:
2754 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
2755 elif game.skill == SKILL_GOOD:
2756 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
2757 elif game.skill == SKILL_EXPERT:
2758 prout(_("promotes you to Commodore Emeritus."))
2760 prout(_("Now that you think you're really good, try playing"))
2761 prout(_("the \"Emeritus\" game. It will splatter your ego."))
2762 elif game.skill == SKILL_EMERITUS:
2764 proutn(_("Computer- "))
2765 prouts(_("ERROR-ERROR-ERROR-ERROR"))
2767 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
2769 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2771 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2773 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2775 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
2777 prout(_("Now you can retire and write your own Star Trek game!"))
2779 elif game.skill >= SKILL_EXPERT:
2780 if game.thawed and not game.idebug:
2781 prout(_("You cannot get a citation, so..."))
2783 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
2787 # Only grant long life if alive (original didn't!)
2789 prout(_("LIVE LONG AND PROSPER."))
2794 elif ifin == FDEPLETE: # Federation Resources Depleted
2795 prout(_("Your time has run out and the Federation has been"))
2796 prout(_("conquered. Your starship is now Klingon property,"))
2797 prout(_("and you are put on trial as a war criminal. On the"))
2798 proutn(_("basis of your record, you are "))
2799 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
2800 prout(_("acquitted."))
2802 prout(_("LIVE LONG AND PROSPER."))
2804 prout(_("found guilty and"))
2805 prout(_("sentenced to death by slow torture."))
2809 elif ifin == FLIFESUP:
2810 prout(_("Your life support reserves have run out, and"))
2811 prout(_("you die of thirst, starvation, and asphyxiation."))
2812 prout(_("Your starship is a derelict in space."))
2814 prout(_("Your energy supply is exhausted."))
2816 prout(_("Your starship is a derelict in space."))
2817 elif ifin == FBATTLE:
2818 prout(_("The %s has been destroyed in battle.") % crmshp())
2820 prout(_("Dulce et decorum est pro patria mori."))
2822 prout(_("You have made three attempts to cross the negative energy"))
2823 prout(_("barrier which surrounds the galaxy."))
2825 prout(_("Your navigation is abominable."))
2828 prout(_("Your starship has been destroyed by a nova."))
2829 prout(_("That was a great shot."))
2831 elif ifin == FSNOVAED:
2832 prout(_("The %s has been fried by a supernova.") % crmshp())
2833 prout(_("...Not even cinders remain..."))
2834 elif ifin == FABANDN:
2835 prout(_("You have been captured by the Klingons. If you still"))
2836 prout(_("had a starbase to be returned to, you would have been"))
2837 prout(_("repatriated and given another chance. Since you have"))
2838 prout(_("no starbases, you will be mercilessly tortured to death."))
2839 elif ifin == FDILITHIUM:
2840 prout(_("Your starship is now an expanding cloud of subatomic particles"))
2841 elif ifin == FMATERIALIZE:
2842 prout(_("Starbase was unable to re-materialize your starship."))
2843 prout(_("Sic transit gloria mundi"))
2844 elif ifin == FPHASER:
2845 prout(_("The %s has been cremated by its own phasers.") % crmshp())
2847 prout(_("You and your landing party have been"))
2848 prout(_("converted to energy, disipating through space."))
2849 elif ifin == FMINING:
2850 prout(_("You are left with your landing party on"))
2851 prout(_("a wild jungle planet inhabited by primitive cannibals."))
2853 prout(_("They are very fond of \"Captain Kirk\" soup."))
2855 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
2856 elif ifin == FDPLANET:
2857 prout(_("You and your mining party perish."))
2859 prout(_("That was a great shot."))
2862 prout(_("The Galileo is instantly annihilated by the supernova."))
2863 prout(_("You and your mining party are atomized."))
2865 prout(_("Mr. Spock takes command of the %s and") % crmshp())
2866 prout(_("joins the Romulans, wreaking terror on the Federation."))
2867 elif ifin == FPNOVA:
2868 prout(_("You and your mining party are atomized."))
2870 prout(_("Mr. Spock takes command of the %s and") % crmshp())
2871 prout(_("joins the Romulans, wreaking terror on the Federation."))
2872 elif ifin == FSTRACTOR:
2873 prout(_("The shuttle craft Galileo is also caught,"))
2874 prout(_("and breaks up under the strain."))
2876 prout(_("Your debris is scattered for millions of miles."))
2877 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
2879 prout(_("The mutants attack and kill Spock."))
2880 prout(_("Your ship is captured by Klingons, and"))
2881 prout(_("your crew is put on display in a Klingon zoo."))
2882 elif ifin == FTRIBBLE:
2883 prout(_("Tribbles consume all remaining water,"))
2884 prout(_("food, and oxygen on your ship."))
2886 prout(_("You die of thirst, starvation, and asphyxiation."))
2887 prout(_("Your starship is a derelict in space."))
2889 prout(_("Your ship is drawn to the center of the black hole."))
2890 prout(_("You are crushed into extremely dense matter."))
2892 prout(_("Your last crew member has died."))
2893 if game.ship == 'F':
2895 elif game.ship == 'E':
2898 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
2899 goodies = game.state.remres/game.inresor
2900 baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
2901 if goodies/baddies >= randreal(1.0, 1.5):
2902 prout(_("As a result of your actions, a treaty with the Klingon"))
2903 prout(_("Empire has been signed. The terms of the treaty are"))
2904 if goodies/baddies >= randreal(3.0):
2905 prout(_("favorable to the Federation."))
2907 prout(_("Congratulations!"))
2909 prout(_("highly unfavorable to the Federation."))
2911 prout(_("The Federation will be destroyed."))
2913 prout(_("Since you took the last Klingon with you, you are a"))
2914 prout(_("martyr and a hero. Someday maybe they'll erect a"))
2915 prout(_("statue in your memory. Rest in peace, and try not"))
2916 prout(_("to think about pigeons."))
2921 "Compute player's score."
2922 timused = game.state.date - game.indate
2923 if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
2925 game.perdate = killrate()
2926 ithperd = 500*game.perdate + 0.5
2929 iwon = 100*game.skill
2930 if game.ship == 'E':
2932 elif game.ship == 'F':
2936 game.score = 10*(game.inkling - game.state.remkl) \
2937 + 50*(game.incom - len(game.state.kcmdr)) \
2939 + 20*(game.inrom - game.state.nromrem) \
2940 + 200*(game.inscom - game.state.nscrem) \
2941 - game.state.nromrem \
2946 prout(_("Your score --"))
2947 if game.inrom - game.state.nromrem:
2948 prout(_("%6d Romulans destroyed %5d") %
2949 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
2950 if game.state.nromrem and game.gamewon:
2951 prout(_("%6d Romulans captured %5d") %
2952 (game.state.nromrem, game.state.nromrem))
2953 if game.inkling - game.state.remkl:
2954 prout(_("%6d ordinary Klingons destroyed %5d") %
2955 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
2956 if game.incom - len(game.state.kcmdr):
2957 prout(_("%6d Klingon commanders destroyed %5d") %
2958 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
2959 if game.inscom - game.state.nscrem:
2960 prout(_("%6d Super-Commander destroyed %5d") %
2961 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
2963 prout(_("%6.2f Klingons per stardate %5d") %
2964 (game.perdate, ithperd))
2965 if game.state.starkl:
2966 prout(_("%6d stars destroyed by your action %5d") %
2967 (game.state.starkl, -5*game.state.starkl))
2968 if game.state.nplankl:
2969 prout(_("%6d planets destroyed by your action %5d") %
2970 (game.state.nplankl, -10*game.state.nplankl))
2971 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
2972 prout(_("%6d inhabited planets destroyed by your action %5d") %
2973 (game.state.nworldkl, -300*game.state.nworldkl))
2974 if game.state.basekl:
2975 prout(_("%6d bases destroyed by your action %5d") %
2976 (game.state.basekl, -100*game.state.basekl))
2978 prout(_("%6d calls for help from starbase %5d") %
2979 (game.nhelp, -45*game.nhelp))
2981 prout(_("%6d casualties incurred %5d") %
2982 (game.casual, -game.casual))
2984 prout(_("%6d crew abandoned in space %5d") %
2985 (game.abandoned, -3*game.abandoned))
2987 prout(_("%6d ship(s) lost or destroyed %5d") %
2988 (klship, -100*klship))
2990 prout(_("Penalty for getting yourself killed -200"))
2992 proutn(_("Bonus for winning "))
2993 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
2994 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
2995 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
2996 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
2997 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
2998 prout(" %5d" % iwon)
3000 prout(_("TOTAL SCORE %5d") % game.score)
3003 "Emit winner's commemmorative plaque."
3006 proutn(_("File or device name for your plaque: "))
3009 fp = open(winner, "w")
3012 prout(_("Invalid name."))
3014 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3016 # The 38 below must be 64 for 132-column paper
3017 nskip = 38 - len(winner)/2
3018 fp.write("\n\n\n\n")
3019 # --------DRAW ENTERPRISE PICTURE.
3020 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3021 fp.write(" EEE E : : : E\n" )
3022 fp.write(" EE EEE E : : NCC-1701 : E\n")
3023 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
3024 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3025 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
3026 fp.write(" EEEEEEE EEEEE E E E E\n")
3027 fp.write(" EEE E E E E\n")
3028 fp.write(" E E E E\n")
3029 fp.write(" EEEEEEEEEEEEE E E\n")
3030 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3031 fp.write(" :E : EEEE E\n")
3032 fp.write(" .-E -:----- E\n")
3033 fp.write(" :E : E\n")
3034 fp.write(" EE : EEEEEEEE\n")
3035 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3037 fp.write(_(" U. S. S. ENTERPRISE\n"))
3038 fp.write("\n\n\n\n")
3039 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3041 fp.write(_(" Starfleet Command bestows to you\n"))
3043 fp.write("%*s%s\n\n" % (nskip, "", winner))
3044 fp.write(_(" the rank of\n\n"))
3045 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3047 if game.skill == SKILL_EXPERT:
3048 fp.write(_(" Expert level\n\n"))
3049 elif game.skill == SKILL_EMERITUS:
3050 fp.write(_("Emeritus level\n\n"))
3052 fp.write(_(" Cheat level\n\n"))
3053 timestring = time.ctime()
3054 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3055 (timestring+4, timestring+20, timestring+11))
3056 fp.write(_(" Your score: %d\n\n") % game.score)
3057 fp.write(_(" Klingons per stardate: %.2f\n") % game.perdate)
3060 # Code from io.c begins here
3062 rows = linecount = 0 # for paging
3065 fullscreen_window = None
3066 srscan_window = None
3067 report_window = None
3068 status_window = None
3069 lrscan_window = None
3070 message_window = None
3071 prompt_window = None
3076 "for some recent versions of python2, the following enables UTF8"
3077 "for the older ones we probably need to set C locale, and the python3"
3078 "has no problems at all"
3079 if sys.version_info[0] < 3:
3081 locale.setlocale(locale.LC_ALL, "")
3082 gettext.bindtextdomain("sst", "/usr/local/share/locale")
3083 gettext.textdomain("sst")
3084 if not (game.options & OPTION_CURSES):
3085 ln_env = os.getenv("LINES")
3091 stdscr = curses.initscr()
3095 if game.options & OPTION_COLOR:
3096 curses.start_color();
3097 curses.use_default_colors()
3098 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, -1);
3099 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, -1);
3100 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, -1);
3101 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, -1);
3102 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, -1);
3103 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, -1);
3104 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, -1);
3105 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, -1);
3106 global fullscreen_window, srscan_window, report_window, status_window
3107 global lrscan_window, message_window, prompt_window
3108 (rows, columns) = stdscr.getmaxyx()
3109 fullscreen_window = stdscr
3110 srscan_window = curses.newwin(12, 25, 0, 0)
3111 report_window = curses.newwin(11, 0, 1, 25)
3112 status_window = curses.newwin(10, 0, 1, 39)
3113 lrscan_window = curses.newwin(5, 0, 0, 64)
3114 message_window = curses.newwin(0, 0, 12, 0)
3115 prompt_window = curses.newwin(1, 0, rows-2, 0)
3116 message_window.scrollok(True)
3117 setwnd(fullscreen_window)
3121 if game.options & OPTION_CURSES:
3122 stdscr.keypad(False)
3128 "Wait for user action -- OK to do nothing if on a TTY"
3129 if game.options & OPTION_CURSES:
3134 prouts(_("[ANNOUNCEMENT ARRIVING...]"))
3138 if game.skill > SKILL_FAIR:
3139 prompt = _("[CONTINUE?]")
3141 prompt = _("[PRESS ENTER TO CONTINUE]")
3143 if game.options & OPTION_CURSES:
3145 setwnd(prompt_window)
3146 prompt_window.clear()
3147 prompt_window.addstr(prompt)
3148 prompt_window.getstr()
3149 prompt_window.clear()
3150 prompt_window.refresh()
3151 setwnd(message_window)
3154 sys.stdout.write('\n')
3157 sys.stdout.write('\n' * rows)
3161 "Skip i lines. Pause game if this would cause a scrolling event."
3162 for dummy in range(i):
3163 if game.options & OPTION_CURSES:
3164 (y, x) = curwnd.getyx()
3165 (my, mx) = curwnd.getmaxyx()
3166 if curwnd == message_window and y >= my - 2:
3172 except curses.error:
3177 if rows and linecount >= rows:
3180 sys.stdout.write('\n')
3183 "Utter a line with no following line feed."
3184 if game.options & OPTION_CURSES:
3188 sys.stdout.write(line)
3198 if not replayfp or replayfp.closed: # Don't slow down replays
3201 if game.options & OPTION_CURSES:
3205 if not replayfp or replayfp.closed:
3209 "Get a line of input."
3210 if game.options & OPTION_CURSES:
3211 line = curwnd.getstr() + "\n"
3214 if replayfp and not replayfp.closed:
3216 line = replayfp.readline()
3219 prout("*** Replay finished")
3222 elif line[0] != "#":
3225 line = raw_input() + "\n"
3231 "Change windows -- OK for this to be a no-op in tty mode."
3233 if game.options & OPTION_CURSES:
3235 curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
3238 "Clear to end of line -- can be a no-op in tty mode"
3239 if game.options & OPTION_CURSES:
3244 "Clear screen -- can be a no-op in tty mode."
3246 if game.options & OPTION_CURSES:
3252 def textcolor(color=DEFAULT):
3253 if game.options & OPTION_COLOR:
3254 if color == DEFAULT:
3256 elif color == BLACK:
3257 curwnd.attron(curses.color_pair(curses.COLOR_BLACK));
3259 curwnd.attron(curses.color_pair(curses.COLOR_BLUE));
3260 elif color == GREEN:
3261 curwnd.attron(curses.color_pair(curses.COLOR_GREEN));
3263 curwnd.attron(curses.color_pair(curses.COLOR_CYAN));
3265 curwnd.attron(curses.color_pair(curses.COLOR_RED));
3266 elif color == MAGENTA:
3267 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA));
3268 elif color == BROWN:
3269 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW));
3270 elif color == LIGHTGRAY:
3271 curwnd.attron(curses.color_pair(curses.COLOR_WHITE));
3272 elif color == DARKGRAY:
3273 curwnd.attron(curses.color_pair(curses.COLOR_BLACK) | curses.A_BOLD);
3274 elif color == LIGHTBLUE:
3275 curwnd.attron(curses.color_pair(curses.COLOR_BLUE) | curses.A_BOLD);
3276 elif color == LIGHTGREEN:
3277 curwnd.attron(curses.color_pair(curses.COLOR_GREEN) | curses.A_BOLD);
3278 elif color == LIGHTCYAN:
3279 curwnd.attron(curses.color_pair(curses.COLOR_CYAN) | curses.A_BOLD);
3280 elif color == LIGHTRED:
3281 curwnd.attron(curses.color_pair(curses.COLOR_RED) | curses.A_BOLD);
3282 elif color == LIGHTMAGENTA:
3283 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA) | curses.A_BOLD);
3284 elif color == YELLOW:
3285 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW) | curses.A_BOLD);
3286 elif color == WHITE:
3287 curwnd.attron(curses.color_pair(curses.COLOR_WHITE) | curses.A_BOLD);
3290 if game.options & OPTION_COLOR:
3291 curwnd.attron(curses.A_REVERSE)
3294 # Things past this point have policy implications.
3298 "Hook to be called after moving to redraw maps."
3299 if game.options & OPTION_CURSES:
3302 setwnd(srscan_window)
3306 setwnd(status_window)
3307 status_window.clear()
3308 status_window.move(0, 0)
3309 setwnd(report_window)
3310 report_window.clear()
3311 report_window.move(0, 0)
3313 setwnd(lrscan_window)
3314 lrscan_window.clear()
3315 lrscan_window.move(0, 0)
3316 lrscan(silent=False)
3318 def put_srscan_sym(w, sym):
3319 "Emit symbol for short-range scan."
3320 srscan_window.move(w.i+1, w.j*2+2)
3321 srscan_window.addch(sym)
3322 srscan_window.refresh()
3325 "Enemy fall down, go boom."
3326 if game.options & OPTION_CURSES:
3328 setwnd(srscan_window)
3329 srscan_window.attron(curses.A_REVERSE)
3330 put_srscan_sym(w, game.quad[w.i][w.j])
3334 srscan_window.attroff(curses.A_REVERSE)
3335 put_srscan_sym(w, game.quad[w.i][w.j])
3336 curses.delay_output(500)
3337 setwnd(message_window)
3340 "Sound and visual effects for teleportation."
3341 if game.options & OPTION_CURSES:
3343 setwnd(message_window)
3345 prouts(" . . . . . ")
3346 if game.options & OPTION_CURSES:
3347 #curses.delay_output(1000)
3351 def tracktorpedo(w, step, i, n, iquad):
3352 "Torpedo-track animation."
3353 if not game.options & OPTION_CURSES:
3357 proutn(_("Track for torpedo number %d- ") % (i+1))
3360 proutn(_("Torpedo track- "))
3361 elif step==4 or step==9:
3365 if not damaged(DSRSENS) or game.condition=="docked":
3366 if i != 0 and step == 1:
3369 if (iquad=='.') or (iquad==' '):
3370 put_srscan_sym(w, '+')
3374 put_srscan_sym(w, iquad)
3376 curwnd.attron(curses.A_REVERSE)
3377 put_srscan_sym(w, iquad)
3381 curwnd.attroff(curses.A_REVERSE)
3382 put_srscan_sym(w, iquad)
3387 "Display the current galaxy chart."
3388 if game.options & OPTION_CURSES:
3389 setwnd(message_window)
3390 message_window.clear()
3392 if game.options & OPTION_TTY:
3397 def prstat(txt, data):
3399 if game.options & OPTION_CURSES:
3401 setwnd(status_window)
3403 proutn(" " * (NSYM - len(txt)))
3406 if game.options & OPTION_CURSES:
3407 setwnd(report_window)
3409 # Code from moving.c begins here
3411 def imove(icourse=None, noattack=False):
3412 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3415 def newquadrant(noattack):
3416 # Leaving quadrant -- allow final enemy attack
3417 # Don't do it if being pushed by Nova
3418 if len(game.enemies) != 0 and not noattack:
3420 for enemy in game.enemies:
3421 finald = (w - enemy.location).distance()
3422 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3423 # Stas Sergeev added the condition
3424 # that attacks only happen if Klingons
3425 # are present and your skill is good.
3426 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3427 attack(torps_ok=False)
3430 # check for edge of galaxy
3434 if icourse.final.i < 0:
3435 icourse.final.i = -icourse.final.i
3437 if icourse.final.j < 0:
3438 icourse.final.j = -icourse.final.j
3440 if icourse.final.i >= GALSIZE*QUADSIZE:
3441 icourse.final.i = (GALSIZE*QUADSIZE*2) - icourse.final.i
3443 if icourse.final.j >= GALSIZE*QUADSIZE:
3444 icourse.final.j = (GALSIZE*QUADSIZE*2) - icourse.final.j
3452 if game.nkinks == 3:
3453 # Three strikes -- you're out!
3457 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3458 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3459 prout(_("YOU WILL BE DESTROYED."))
3460 # Compute final position in new quadrant
3461 if trbeam: # Don't bother if we are to be beamed
3463 game.quadrant = icourse.final.quadrant()
3464 game.sector = icourse.final.sector()
3466 prout(_("Entering Quadrant %s.") % game.quadrant)
3467 game.quad[game.sector.i][game.sector.j] = game.ship
3469 if game.skill>SKILL_NOVICE:
3470 attack(torps_ok=False)
3472 def check_collision(h):
3473 iquad = game.quad[h.i][h.j]
3475 # object encountered in flight path
3476 stopegy = 50.0*icourse.distance/game.optime
3477 if iquad in ('T', 'K', 'C', 'S', 'R', '?'):
3478 for enemy in game.enemies:
3479 if enemy.location == game.sector:
3481 collision(rammed=False, enemy=enemy)
3485 prouts(_("***RED ALERT! RED ALERT!"))
3487 proutn("***" + crmshp())
3488 proutn(_(" pulled into black hole at Sector %s") % h)
3489 # Getting pulled into a black hole was certain
3490 # death in Almy's original. Stas Sergeev added a
3491 # possibility that you'll get timewarped instead.
3493 for m in range(NDEVICES):
3494 if game.damage[m]>0:
3496 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3497 if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
3507 prout(_(" encounters Tholian web at %s;") % h)
3509 prout(_(" blocked by object at %s;") % h)
3510 proutn(_("Emergency stop required "))
3511 prout(_("%2d units of energy.") % int(stopegy))
3512 game.energy -= stopegy
3513 if game.energy <= 0:
3520 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3521 game.inorbit = False
3522 # If tractor beam is to occur, don't move full distance
3523 if game.state.date+game.optime >= scheduled(FTBEAM):
3525 game.condition = "red"
3526 icourse.distance = icourse.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3527 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3529 game.quad[game.sector.i][game.sector.j] = '.'
3530 for m in range(icourse.moves):
3532 w = icourse.sector()
3533 if icourse.origin.quadrant() != icourse.location.quadrant():
3534 newquadrant(noattack)
3536 elif check_collision(icourse, w):
3537 print "Collision detected"
3541 # We're in destination quadrant -- compute new average enemy distances
3542 game.quad[game.sector.i][game.sector.j] = game.ship
3544 for enemy in game.enemies:
3545 finald = (w-enemy.location).distance()
3546 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3547 enemy.kdist = finald
3549 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3550 attack(torps_ok=False)
3551 for enemy in game.enemies:
3552 enemy.kavgd = enemy.kdist
3555 setwnd(message_window)
3559 "Dock our ship at a starbase."
3561 if game.condition == "docked" and verbose:
3562 prout(_("Already docked."))
3565 prout(_("You must first leave standard orbit."))
3567 if not game.base.is_valid() or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
3568 prout(crmshp() + _(" not adjacent to base."))
3570 game.condition = "docked"
3574 if game.energy < game.inenrg:
3575 game.energy = game.inenrg
3576 game.shield = game.inshld
3577 game.torps = game.intorps
3578 game.lsupres = game.inlsr
3579 game.state.crew = FULLCREW
3580 if not damaged(DRADIO) and \
3581 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3582 # get attack report from base
3583 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3587 def cartesian(loc1=None, loc2=None):
3589 return game.quadrant * QUADSIZE + game.sector
3591 return game.quadrant * QUADSIZE + loc1
3593 return loc1 * QUADSIZE + loc2
3595 def getcourse(isprobe):
3596 "Get a course and distance from the user."
3598 dquad = copy.copy(game.quadrant)
3599 navmode = "unspecified"
3603 if game.landed and not isprobe:
3604 prout(_("Dummy! You can't leave standard orbit until you"))
3605 proutn(_("are back aboard the ship."))
3608 while navmode == "unspecified":
3609 if damaged(DNAVSYS):
3611 prout(_("Computer damaged; manual navigation only"))
3613 prout(_("Computer damaged; manual movement only"))
3618 key = scanner.next()
3620 proutn(_("Manual or automatic- "))
3623 elif key == "IHALPHA":
3624 if scanner.sees("manual"):
3626 key = scanner.next()
3628 elif scanner.sees("automatic"):
3629 navmode = "automatic"
3630 key = scanner.next()
3638 prout(_("(Manual navigation assumed.)"))
3640 prout(_("(Manual movement assumed.)"))
3644 if navmode == "automatic":
3645 while key == "IHEOL":
3647 proutn(_("Target quadrant or quadrant§or- "))
3649 proutn(_("Destination sector or quadrant§or- "))
3652 key = scanner.next()
3656 xi = int(round(scanner.real))-1
3657 key = scanner.next()
3661 xj = int(round(scanner.real))-1
3662 key = scanner.next()
3664 # both quadrant and sector specified
3665 xk = int(round(scanner.real))-1
3666 key = scanner.next()
3670 xl = int(round(scanner.real))-1
3676 # only one pair of numbers was specified
3678 # only quadrant specified -- go to center of dest quad
3681 dsect.j = dsect.i = 4 # preserves 1-origin behavior
3683 # only sector specified
3687 if not dquad.valid_quadrant() or not dsect.valid_sector():
3694 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
3696 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
3697 # the actual deltas get computed here
3698 delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
3699 delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
3701 while key == "IHEOL":
3702 proutn(_("X and Y displacements- "))
3705 key = scanner.next()
3710 delta.j = scanner.real
3711 key = scanner.next()
3715 delta.i = scanner.real
3716 # Check for zero movement
3717 if delta.i == 0 and delta.j == 0:
3720 if itemp == "verbose" and not isprobe:
3722 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
3724 return course(bearing=delta.bearing(), distance=delta.distance())
3727 def __init__(self, bearing, distance, origin=None):
3728 self.distance = distance
3729 self.bearing = bearing
3731 self.origin = cartesian(game.quadrant, game.sector)
3733 self.origin = origin
3734 # The bearing() code we inherited from FORTRAN is actually computing
3735 # clockface directions!
3736 if self.bearing < 0.0:
3737 self.bearing += 12.0
3738 self.angle = ((15.0 - self.bearing) * 0.5235988)
3740 self.origin = cartesian(game.quadrant, game.sector)
3742 self.origin = cartesian(game.quadrant, origin)
3743 self.increment = Coord(-math.sin(self.angle), math.cos(self.angle))
3744 bigger = max(abs(self.increment.i), abs(self.increment.j))
3745 self.increment /= bigger
3746 self.moves = int(round(10*self.distance*bigger))
3748 self.final = (self.location + self.moves*self.increment).roundtogrid()
3750 self.location = self.origin
3753 return self.location.roundtogrid() == self.final
3755 "Next step on course."
3757 self.nextlocation = self.location + self.increment
3758 samequad = (self.location.quadrant() == self.nextlocation.quadrant())
3759 self.location = self.nextlocation
3762 return self.location.quadrant()
3764 return self.location.sector()
3765 def power(self, warp):
3766 return self.distance*(warp**3)*(game.shldup+1)
3767 def time(self, warp):
3768 return 10.0*self.distance/warp**2
3771 "Move under impulse power."
3773 if damaged(DIMPULS):
3776 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
3778 if game.energy > 30.0:
3780 course = getcourse(isprobe=False)
3783 power = 20.0 + 100.0*course.distance
3786 if power >= game.energy:
3787 # Insufficient power for trip
3789 prout(_("First Officer Spock- \"Captain, the impulse engines"))
3790 prout(_("require 20.0 units to engage, plus 100.0 units per"))
3791 if game.energy > 30:
3792 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
3793 int(0.01 * (game.energy-20.0)-0.05))
3794 prout(_(" quadrants.\""))
3796 prout(_("quadrant. They are, therefore, useless.\""))
3799 # Make sure enough time is left for the trip
3800 game.optime = course.dist/0.095
3801 if game.optime >= game.state.remtime:
3802 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
3803 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
3804 proutn(_("we dare spend the time?\" "))
3807 # Activate impulse engines and pay the cost
3808 imove(course, noattack=False)
3812 power = 20.0 + 100.0*course.dist
3813 game.energy -= power
3814 game.optime = course.dist/0.095
3815 if game.energy <= 0:
3819 def warp(wcourse, involuntary):
3820 "ove under warp drive."
3821 blooey = False; twarp = False
3822 if not involuntary: # Not WARPX entry
3824 if game.damage[DWARPEN] > 10.0:
3827 prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
3829 if damaged(DWARPEN) and game.warpfac > 4.0:
3832 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
3833 prout(_(" is repaired, I can only give you warp 4.\""))
3835 # Read in course and distance
3838 wcourse = getcourse(isprobe=False)
3841 # Make sure starship has enough energy for the trip
3842 # Note: this formula is slightly different from the C version,
3843 # and lets you skate a bit closer to the edge.
3844 if wcourse.power(game.warpfac) >= game.energy:
3845 # Insufficient power for trip
3848 prout(_("Engineering to bridge--"))
3849 if not game.shldup or 0.5*wcourse.power(game.warpfac) > game.energy:
3850 iwarp = (game.energy/(wcourse.dist+0.05)) ** 0.333333333
3852 prout(_("We can't do it, Captain. We don't have enough energy."))
3854 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
3857 prout(_("if you'll lower the shields."))
3861 prout(_("We haven't the energy to go that far with the shields up."))
3863 # Make sure enough time is left for the trip
3864 game.optime = wcourse.time(game.warpfac)
3865 if game.optime >= 0.8*game.state.remtime:
3867 prout(_("First Officer Spock- \"Captain, I compute that such"))
3868 proutn(_(" a trip would require approximately %2.0f") %
3869 (100.0*game.optime/game.state.remtime))
3870 prout(_(" percent of our"))
3871 proutn(_(" remaining time. Are you sure this is wise?\" "))
3877 if game.warpfac > 6.0:
3878 # Decide if engine damage will occur
3879 # ESR: Seems wrong. Probability of damage goes *down* with distance?
3880 prob = wcourse.distance*(6.0-game.warpfac)**2/66.666666666
3881 if prob > randreal():
3883 wcourse.distance = randreal(wcourse.distance)
3884 # Decide if time warp will occur
3885 if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > randreal():
3887 if game.idebug and game.warpfac==10 and not twarp:
3889 proutn("=== Force time warp? ")
3893 # If time warp or engine damage, check path
3894 # If it is obstructed, don't do warp or damage
3895 look = wcourse.moves
3899 w = wcourse.sector()
3900 if not w.valid_sector():
3902 if game.quad[w.i][w.j] != '.':
3906 # Activate Warp Engines and pay the cost
3907 imove(course, noattack=False)
3910 game.energy -= wcourse.power(game.warpfac)
3911 if game.energy <= 0:
3913 game.optime = wcourse.time(game.warpfac)
3917 game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
3919 prout(_("Engineering to bridge--"))
3920 prout(_(" Scott here. The warp engines are damaged."))
3921 prout(_(" We'll have to reduce speed to warp 4."))
3926 "Change the warp factor."
3932 proutn(_("Warp factor- "))
3936 if game.damage[DWARPEN] > 10.0:
3937 prout(_("Warp engines inoperative."))
3939 if damaged(DWARPEN) and scanner.real > 4.0:
3940 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
3941 prout(_(" but right now we can only go warp 4.\""))
3943 if scanner.real > 10.0:
3944 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
3946 if scanner.real < 1.0:
3947 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
3949 oldfac = game.warpfac
3950 game.warpfac = scanner.real
3951 if game.warpfac <= oldfac or game.warpfac <= 6.0:
3952 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
3955 if game.warpfac < 8.00:
3956 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
3958 if game.warpfac == 10.0:
3959 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
3961 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
3965 "Cope with being tossed out of quadrant by supernova or yanked by beam."
3967 # is captain on planet?
3969 if damaged(DTRANSP):
3972 prout(_("Scotty rushes to the transporter controls."))
3974 prout(_("But with the shields up it's hopeless."))
3976 prouts(_("His desperate attempt to rescue you . . ."))
3981 prout(_("SUCCEEDS!"))
3984 proutn(_("The crystals mined were "))
3992 # Check to see if captain in shuttle craft
3997 # Inform captain of attempt to reach safety
4001 prouts(_("***RED ALERT! RED ALERT!"))
4003 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4004 prouts(_(" a supernova."))
4006 prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
4007 prout(_("safely out of quadrant."))
4008 if not damaged(DRADIO):
4009 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
4010 # Try to use warp engines
4011 if damaged(DWARPEN):
4013 prout(_("Warp engines damaged."))
4016 game.warpfac = randreal(6.0, 8.0)
4017 prout(_("Warp factor set to %d") % int(game.warpfac))
4018 power = 0.75*game.energy
4019 dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4020 dist = max(dist, randreal(math.sqrt(2)))
4021 bugout = course(bearing=randreal(12), distance=dist) # How dumb!
4022 game.optime = bugout.time(game.warpfac)
4024 game.inorbit = False
4025 warp(bugout, involuntary=True)
4027 # This is bad news, we didn't leave quadrant.
4031 prout(_("Insufficient energy to leave quadrant."))
4034 # Repeat if another snova
4035 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
4037 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
4038 finish(FWON) # Snova killed remaining enemy.
4041 "Let's do the time warp again."
4042 prout(_("***TIME WARP ENTERED."))
4043 if game.state.snap and withprob(0.5):
4045 prout(_("You are traveling backwards in time %d stardates.") %
4046 int(game.state.date-game.snapsht.date))
4047 game.state = game.snapsht
4048 game.state.snap = False
4049 if len(game.state.kcmdr):
4050 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4051 schedule(FBATTAK, expran(0.3*game.intime))
4052 schedule(FSNOVA, expran(0.5*game.intime))
4053 # next snapshot will be sooner
4054 schedule(FSNAP, expran(0.25*game.state.remtime))
4056 if game.state.nscrem:
4057 schedule(FSCMOVE, 0.2777)
4061 game.battle.invalidate()
4062 # Make sure Galileo is consistant -- Snapshot may have been taken
4063 # when on planet, which would give us two Galileos!
4065 for l in range(game.inplan):
4066 if game.state.planets[l].known == "shuttle_down":
4068 if game.iscraft == "onship" and game.ship=='E':
4069 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4070 game.iscraft = "offship"
4071 # Likewise, if in the original time the Galileo was abandoned, but
4072 # was on ship earlier, it would have vanished -- let's restore it.
4073 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4074 prout(_("Chekov- \"Security reports the Galileo has reappeared in the dock!\""))
4075 game.iscraft = "onship"
4076 # There used to be code to do the actual reconstrction here,
4077 # but the starchart is now part of the snapshotted galaxy state.
4078 prout(_("Spock has reconstructed a correct star chart from memory"))
4080 # Go forward in time
4081 game.optime = expran(0.5*game.intime)
4082 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4083 # cheat to make sure no tractor beams occur during time warp
4084 postpone(FTBEAM, game.optime)
4085 game.damage[DRADIO] += game.optime
4087 events() # Stas Sergeev added this -- do pending events
4090 "Launch deep-space probe."
4091 # New code to launch a deep space probe
4092 if game.nprobes == 0:
4095 if game.ship == 'E':
4096 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4098 prout(_("Ye Faerie Queene has no deep space probes."))
4103 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4105 if is_scheduled(FDSPROB):
4108 if damaged(DRADIO) and game.condition != "docked":
4109 prout(_("Spock- \"Records show the previous probe has not yet"))
4110 prout(_(" reached its destination.\""))
4112 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4114 key = scanner.next()
4116 if game.nprobes == 1:
4117 prout(_("1 probe left."))
4119 prout(_("%d probes left") % game.nprobes)
4120 proutn(_("Are you sure you want to fire a probe? "))
4123 game.isarmed = False
4124 if key == "IHALPHA" and scanner.token == "armed":
4126 key = scanner.next()
4127 elif key == "IHEOL":
4128 proutn(_("Arm NOVAMAX warhead? "))
4130 elif key == "IHREAL": # first element of course
4131 scanner.push(scanner.token)
4133 game.probe = getcourse(isprobe=True)
4137 schedule(FDSPROB, 0.01) # Time to move one sector
4138 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4143 "Yell for help from nearest starbase."
4144 # There's more than one way to move in this game!
4146 # Test for conditions which prevent calling for help
4147 if game.condition == "docked":
4148 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4151 prout(_("Subspace radio damaged."))
4153 if not game.state.baseq:
4154 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4157 prout(_("You must be aboard the %s.") % crmshp())
4159 # OK -- call for help from nearest starbase
4162 # There's one in this quadrant
4163 ddist = (game.base - game.sector).distance()
4166 for ibq in game.state.baseq:
4167 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4170 # Since starbase not in quadrant, set up new quadrant
4173 # dematerialize starship
4174 game.quad[game.sector.i][game.sector.j]='.'
4175 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4176 % (game.quadrant, crmshp()))
4177 game.sector.invalidate()
4178 for m in range(1, 5+1):
4179 w = game.base.scatter()
4180 if w.valid_sector() and game.quad[w.i][w.j]=='.':
4181 # found one -- finish up
4184 if not game.sector.is_valid():
4185 prout(_("You have been lost in space..."))
4186 finish(FMATERIALIZE)
4188 # Give starbase three chances to rematerialize starship
4189 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4190 for m in range(1, 3+1):
4191 if m == 1: proutn(_("1st"))
4192 elif m == 2: proutn(_("2nd"))
4193 elif m == 3: proutn(_("3rd"))
4194 proutn(_(" attempt to re-materialize ") + crmshp())
4195 game.quad[game.sector.i][game.sector.j]=('-','o','O')[m-1]
4198 if randreal() > probf:
4202 curses.delay_output(500)
4204 game.quad[game.sector.i][game.sector.j]='?'
4207 setwnd(message_window)
4208 finish(FMATERIALIZE)
4210 game.quad[game.sector.i][game.sector.j]=game.ship
4212 prout(_("succeeds."))
4216 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4221 if game.condition=="docked":
4223 prout(_("You cannot abandon Ye Faerie Queene."))
4226 # Must take shuttle craft to exit
4227 if game.damage[DSHUTTL]==-1:
4228 prout(_("Ye Faerie Queene has no shuttle craft."))
4230 if game.damage[DSHUTTL]<0:
4231 prout(_("Shuttle craft now serving Big Macs."))
4233 if game.damage[DSHUTTL]>0:
4234 prout(_("Shuttle craft damaged."))
4237 prout(_("You must be aboard the ship."))
4239 if game.iscraft != "onship":
4240 prout(_("Shuttle craft not currently available."))
4242 # Emit abandon ship messages
4244 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4246 prouts(_("***ALL HANDS ABANDON SHIP!"))
4248 prout(_("Captain and crew escape in shuttle craft."))
4249 if not game.state.baseq:
4250 # Oops! no place to go...
4253 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4255 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4256 prout(_("Remainder of ship's complement beam down"))
4257 prout(_("to nearest habitable planet."))
4258 elif q.planet != None and not damaged(DTRANSP):
4259 prout(_("Remainder of ship's complement beam down to %s.") %
4262 prout(_("Entire crew of %d left to die in outer space.") %
4264 game.casual += game.state.crew
4265 game.abandoned += game.state.crew
4266 # If at least one base left, give 'em the Faerie Queene
4268 game.icrystl = False # crystals are lost
4269 game.nprobes = 0 # No probes
4270 prout(_("You are captured by Klingons and released to"))
4271 prout(_("the Federation in a prisoner-of-war exchange."))
4272 nb = randrange(len(game.state.baseq))
4273 # Set up quadrant and position FQ adjacient to base
4274 if not game.quadrant == game.state.baseq[nb]:
4275 game.quadrant = game.state.baseq[nb]
4276 game.sector.i = game.sector.j = 5
4279 # position next to base by trial and error
4280 game.quad[game.sector.i][game.sector.j] = '.'
4281 for l in range(QUADSIZE):
4282 game.sector = game.base.scatter()
4283 if game.sector.valid_sector() and \
4284 game.quad[game.sector.i][game.sector.j] == '.':
4287 break # found a spot
4288 game.sector.i=QUADSIZE/2
4289 game.sector.j=QUADSIZE/2
4291 # Get new commission
4292 game.quad[game.sector.i][game.sector.j] = game.ship = 'F'
4293 game.state.crew = FULLCREW
4294 prout(_("Starfleet puts you in command of another ship,"))
4295 prout(_("the Faerie Queene, which is antiquated but,"))
4296 prout(_("still useable."))
4298 prout(_("The dilithium crystals have been moved."))
4300 game.iscraft = "offship" # Galileo disappears
4302 game.condition="docked"
4303 for l in range(NDEVICES):
4304 game.damage[l] = 0.0
4305 game.damage[DSHUTTL] = -1
4306 game.energy = game.inenrg = 3000.0
4307 game.shield = game.inshld = 1250.0
4308 game.torps = game.intorps = 6
4309 game.lsupres=game.inlsr=3.0
4314 # Code from planets.c begins here.
4317 "Abort a lengthy operation if an event interrupts it."
4320 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
4325 "Report on (uninhabited) planets in the galaxy."
4329 prout(_("Spock- \"Planet report follows, Captain.\""))
4331 for i in range(game.inplan):
4332 if game.state.planets[i].pclass == "destroyed":
4334 if (game.state.planets[i].known != "unknown" \
4335 and not game.state.planets[i].inhabited) \
4338 if game.idebug and game.state.planets[i].known=="unknown":
4339 proutn("(Unknown) ")
4340 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4341 proutn(_(" class "))
4342 proutn(game.state.planets[i].pclass)
4344 if game.state.planets[i].crystals != "present":
4346 prout(_("dilithium crystals present."))
4347 if game.state.planets[i].known=="shuttle_down":
4348 prout(_(" Shuttle Craft Galileo on surface."))
4350 prout(_("No information available."))
4353 "Enter standard orbit."
4357 prout(_("Already in standard orbit."))
4359 if damaged(DWARPEN) and damaged(DIMPULS):
4360 prout(_("Both warp and impulse engines damaged."))
4362 if not game.plnet.is_valid():
4363 prout("There is no planet in this sector.")
4365 if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4366 prout(crmshp() + _(" not adjacent to planet."))
4369 game.optime = randreal(0.02, 0.05)
4370 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4374 game.height = randreal(1400, 8600)
4375 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4380 "Examine planets in this quadrant."
4381 if damaged(DSRSENS):
4382 if game.options & OPTION_TTY:
4383 prout(_("Short range sensors damaged."))
4385 if game.iplnet == None:
4386 if game.options & OPTION_TTY:
4387 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4389 if game.iplnet.known == "unknown":
4390 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4392 prout(_(" Planet at Sector %s is of class %s.") %
4393 (game.plnet, game.iplnet.pclass))
4394 if game.iplnet.known=="shuttle_down":
4395 prout(_(" Sensors show Galileo still on surface."))
4396 proutn(_(" Readings indicate"))
4397 if game.iplnet.crystals != "present":
4399 prout(_(" dilithium crystals present.\""))
4400 if game.iplnet.known == "unknown":
4401 game.iplnet.known = "known"
4402 elif game.iplnet.inhabited:
4403 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4404 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4407 "Use the transporter."
4411 if damaged(DTRANSP):
4412 prout(_("Transporter damaged."))
4413 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4415 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4419 if not game.inorbit:
4420 prout(crmshp() + _(" not in standard orbit."))
4423 prout(_("Impossible to transport through shields."))
4425 if game.iplnet.known=="unknown":
4426 prout(_("Spock- \"Captain, we have no information on this planet"))
4427 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4428 prout(_(" you may not go down.\""))
4430 if not game.landed and game.iplnet.crystals=="absent":
4431 prout(_("Spock- \"Captain, I fail to see the logic in"))
4432 prout(_(" exploring a planet with no dilithium crystals."))
4433 proutn(_(" Are you sure this is wise?\" "))
4437 if not (game.options & OPTION_PLAIN):
4438 nrgneed = 50 * game.skill + game.height / 100.0
4439 if nrgneed > game.energy:
4440 prout(_("Engineering to bridge--"))
4441 prout(_(" Captain, we don't have enough energy for transportation."))
4443 if not game.landed and nrgneed * 2 > game.energy:
4444 prout(_("Engineering to bridge--"))
4445 prout(_(" Captain, we have enough energy only to transport you down to"))
4446 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4447 if game.iplnet.known == "shuttle_down":
4448 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4449 proutn(_(" Are you sure this is wise?\" "))
4454 # Coming from planet
4455 if game.iplnet.known=="shuttle_down":
4456 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4460 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4461 prout(_("Landing party assembled, ready to beam up."))
4463 prout(_("Kirk whips out communicator..."))
4464 prouts(_("BEEP BEEP BEEP"))
4466 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4469 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4471 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4473 prout(_("Kirk- \"Energize.\""))
4476 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4479 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4481 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4484 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4485 game.landed = not game.landed
4486 game.energy -= nrgneed
4488 prout(_("Transport complete."))
4489 if game.landed and game.iplnet.known=="shuttle_down":
4490 prout(_("The shuttle craft Galileo is here!"))
4491 if not game.landed and game.imine:
4498 "Strip-mine a world for dilithium."
4502 prout(_("Mining party not on planet."))
4504 if game.iplnet.crystals == "mined":
4505 prout(_("This planet has already been strip-mined for dilithium."))
4507 elif game.iplnet.crystals == "absent":
4508 prout(_("No dilithium crystals on this planet."))
4511 prout(_("You've already mined enough crystals for this trip."))
4513 if game.icrystl and game.cryprob == 0.05:
4514 prout(_("With all those fresh crystals aboard the ") + crmshp())
4515 prout(_("there's no reason to mine more at this time."))
4517 game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4520 prout(_("Mining operation complete."))
4521 game.iplnet.crystals = "mined"
4522 game.imine = game.ididit = True
4525 "Use dilithium crystals."
4529 if not game.icrystl:
4530 prout(_("No dilithium crystals available."))
4532 if game.energy >= 1000:
4533 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4534 prout(_(" except when Condition Yellow exists."))
4536 prout(_("Spock- \"Captain, I must warn you that loading"))
4537 prout(_(" raw dilithium crystals into the ship's power"))
4538 prout(_(" system may risk a severe explosion."))
4539 proutn(_(" Are you sure this is wise?\" "))
4544 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4545 prout(_(" Mr. Spock and I will try it.\""))
4547 prout(_("Spock- \"Crystals in place, Sir."))
4548 prout(_(" Ready to activate circuit.\""))
4550 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4552 if withprob(game.cryprob):
4553 prouts(_(" \"Activating now! - - No good! It's***"))
4555 prouts(_("***RED ALERT! RED A*L********************************"))
4558 prouts(_("****************** KA-BOOM!!!! *******************"))
4562 game.energy += randreal(5000.0, 5500.0)
4563 prouts(_(" \"Activating now! - - "))
4564 prout(_("The instruments"))
4565 prout(_(" are going crazy, but I think it's"))
4566 prout(_(" going to work!! Congratulations, Sir!\""))
4571 "Use shuttlecraft for planetary jaunt."
4574 if damaged(DSHUTTL):
4575 if game.damage[DSHUTTL] == -1.0:
4576 if game.inorbit and game.iplnet.known == "shuttle_down":
4577 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4579 prout(_("Ye Faerie Queene had no shuttle craft."))
4580 elif game.damage[DSHUTTL] > 0:
4581 prout(_("The Galileo is damaged."))
4582 else: # game.damage[DSHUTTL] < 0
4583 prout(_("Shuttle craft is now serving Big Macs."))
4585 if not game.inorbit:
4586 prout(crmshp() + _(" not in standard orbit."))
4588 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4589 prout(_("Shuttle craft not currently available."))
4591 if not game.landed and game.iplnet.known=="shuttle_down":
4592 prout(_("You will have to beam down to retrieve the shuttle craft."))
4594 if game.shldup or game.condition == "docked":
4595 prout(_("Shuttle craft cannot pass through shields."))
4597 if game.iplnet.known=="unknown":
4598 prout(_("Spock- \"Captain, we have no information on this planet"))
4599 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4600 prout(_(" you may not fly down.\""))
4602 game.optime = 3.0e-5*game.height
4603 if game.optime >= 0.8*game.state.remtime:
4604 prout(_("First Officer Spock- \"Captain, I compute that such"))
4605 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4606 int(100*game.optime/game.state.remtime))
4607 prout(_("remaining time."))
4608 proutn(_("Are you sure this is wise?\" "))
4614 if game.iscraft == "onship":
4616 if not damaged(DTRANSP):
4617 proutn(_("Spock- \"Would you rather use the transporter?\" "))
4621 proutn(_("Shuttle crew"))
4623 proutn(_("Rescue party"))
4624 prout(_(" boards Galileo and swoops toward planet surface."))
4625 game.iscraft = "offship"
4629 game.iplnet.known="shuttle_down"
4630 prout(_("Trip complete."))
4633 # Ready to go back to ship
4634 prout(_("You and your mining party board the"))
4635 prout(_("shuttle craft for the trip back to the Enterprise."))
4637 prouts(_("The short hop begins . . ."))
4639 game.iplnet.known="known"
4645 game.iscraft = "onship"
4651 prout(_("Trip complete."))
4654 # Kirk on ship and so is Galileo
4655 prout(_("Mining party assembles in the hangar deck,"))
4656 prout(_("ready to board the shuttle craft \"Galileo\"."))
4658 prouts(_("The hangar doors open; the trip begins."))
4661 game.iscraft = "offship"
4664 game.iplnet.known = "shuttle_down"
4667 prout(_("Trip complete."))
4671 "Use the big zapper."
4675 if game.ship != 'E':
4676 prout(_("Ye Faerie Queene has no death ray."))
4678 if len(game.enemies)==0:
4679 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
4682 prout(_("Death Ray is damaged."))
4684 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
4685 prout(_(" is highly unpredictible. Considering the alternatives,"))
4686 proutn(_(" are you sure this is wise?\" "))
4689 prout(_("Spock- \"Acknowledged.\""))
4692 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
4694 prout(_("Crew scrambles in emergency preparation."))
4695 prout(_("Spock and Scotty ready the death ray and"))
4696 prout(_("prepare to channel all ship's power to the device."))
4698 prout(_("Spock- \"Preparations complete, sir.\""))
4699 prout(_("Kirk- \"Engage!\""))
4701 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
4704 if game.options & OPTION_PLAIN:
4708 prouts(_("Sulu- \"Captain! It's working!\""))
4710 while len(game.enemies) > 0:
4711 deadkl(game.enemies[1].location, game.quad[game.enemies[1].location.i][game.enemies[1].location.j],game.enemies[1].location)
4712 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
4713 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
4715 if (game.options & OPTION_PLAIN) == 0:
4716 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
4718 prout(_(" is still operational.\""))
4720 prout(_(" has been rendered nonfunctional.\""))
4721 game.damage[DDRAY] = 39.95
4723 r = randreal() # Pick failure method
4725 prouts(_("Sulu- \"Captain! It's working!\""))
4727 prouts(_("***RED ALERT! RED ALERT!"))
4729 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
4731 prouts(_("***RED ALERT! RED A*L********************************"))
4734 prouts(_("****************** KA-BOOM!!!! *******************"))
4739 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
4741 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
4743 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
4744 prout(_(" have apparently been transformed into strange mutations."))
4745 prout(_(" Vulcans do not seem to be affected."))
4747 prout(_("Kirk- \"Raauch! Raauch!\""))
4751 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
4753 proutn(_("Spock- \"I believe the word is"))
4754 prouts(_(" *ASTONISHING*"))
4755 prout(_(" Mr. Sulu."))
4756 for i in range(QUADSIZE):
4757 for j in range(QUADSIZE):
4758 if game.quad[i][j] == '.':
4759 game.quad[i][j] = '?'
4760 prout(_(" Captain, our quadrant is now infested with"))
4761 prouts(_(" - - - - - - *THINGS*."))
4763 prout(_(" I have no logical explanation.\""))
4765 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
4767 prout(_("Scotty- \"There are so many tribbles down here"))
4768 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
4772 # Code from reports.c begins here
4774 def attackreport(curt):
4775 "eport status of bases under attack."
4777 if is_scheduled(FCDBAS):
4778 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
4779 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
4780 elif game.isatb == 1:
4781 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
4782 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
4784 prout(_("No Starbase is currently under attack."))
4786 if is_scheduled(FCDBAS):
4787 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
4789 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
4793 # report on general game status
4795 s1 = (game.thawed and _("thawed ")) or ""
4796 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
4797 s3 = (None, _("novice"), _("fair"),
4798 _("good"), _("expert"), _("emeritus"))[game.skill]
4799 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
4800 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
4801 prout(_("No plaque is allowed."))
4803 prout(_("This is tournament game %d.") % game.tourn)
4804 prout(_("Your secret password is \"%s\"") % game.passwd)
4805 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)),
4806 (game.inkling + game.incom + game.inscom)))
4807 if game.incom - len(game.state.kcmdr):
4808 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
4809 elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
4810 prout(_(", but no Commanders."))
4813 if game.skill > SKILL_FAIR:
4814 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
4815 if len(game.state.baseq) != game.inbase:
4817 if game.inbase-len(game.state.baseq)==1:
4818 proutn(_("has been 1 base"))
4820 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
4821 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
4823 prout(_("There are %d bases.") % game.inbase)
4824 if communicating() or game.iseenit:
4825 # Don't report this if not seen and
4826 # either the radio is dead or not at base!
4830 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
4832 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
4833 if game.ship == 'E':
4834 proutn(_("You have "))
4836 proutn("%d" % (game.nprobes))
4839 proutn(_(" deep space probe"))
4843 if communicating() and is_scheduled(FDSPROB):
4845 proutn(_("An armed deep space probe is in "))
4847 proutn(_("A deep space probe is in "))
4848 prout("Quadrant %s." % game.probec)
4850 if game.cryprob <= .05:
4851 prout(_("Dilithium crystals aboard ship... not yet used."))
4855 while game.cryprob > ai:
4858 prout(_("Dilithium crystals have been used %d time%s.") % \
4859 (i, (_("s"), "")[i==1]))
4863 "Long-range sensor scan."
4864 if damaged(DLRSENS):
4865 # Now allow base's sensors if docked
4866 if game.condition != "docked":
4868 prout(_("LONG-RANGE SENSORS DAMAGED."))
4871 prout(_("Starbase's long-range scan"))
4873 prout(_("Long-range scan"))
4874 for x in range(game.quadrant.i-1, game.quadrant.i+2):
4877 for y in range(game.quadrant.j-1, game.quadrant.j+2):
4878 if not Coord(x, y).valid_quadrant():
4882 if not damaged(DRADIO):
4883 game.state.galaxy[x][y].charted = True
4884 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
4885 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
4886 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
4887 if not silent and game.state.galaxy[x][y].supernova:
4890 proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
4898 for i in range(NDEVICES):
4901 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
4902 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
4904 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
4905 game.damage[i]+0.05,
4906 DOCKFAC*game.damage[i]+0.005))
4908 prout(_("All devices functional."))
4911 "Update the chart in the Enterprise's computer from galaxy data."
4912 game.lastchart = game.state.date
4913 for i in range(GALSIZE):
4914 for j in range(GALSIZE):
4915 if game.state.galaxy[i][j].charted:
4916 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
4917 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
4918 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
4921 "Display the star chart."
4923 if (game.options & OPTION_AUTOSCAN):
4925 if not damaged(DRADIO):
4927 if game.lastchart < game.state.date and game.condition == "docked":
4928 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
4930 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
4931 if game.state.date > game.lastchart:
4932 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
4933 prout(" 1 2 3 4 5 6 7 8")
4934 for i in range(GALSIZE):
4935 proutn("%d |" % (i+1))
4936 for j in range(GALSIZE):
4937 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
4941 if game.state.galaxy[i][j].supernova:
4943 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
4945 elif game.state.galaxy[i][j].charted:
4946 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
4950 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
4958 def sectscan(goodScan, i, j):
4959 "Light up an individual dot in a sector."
4960 if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
4961 textcolor({"green":GREEN,
4965 "dead":BROWN}[game.condition])
4966 if game.quad[i][j] != game.ship:
4968 proutn("%c " % game.quad[i][j])
4974 "Emit status report lines"
4975 if not req or req == 1:
4976 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
4977 % (game.state.date, game.state.remtime))
4978 if not req or req == 2:
4979 if game.condition != "docked":
4981 prstat(_("Condition"), _("%s, %i DAMAGES") % \
4982 (game.condition.upper(), sum(map(lambda x: x > 0, game.damage))))
4983 if not req or req == 3:
4984 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
4985 if not req or req == 4:
4986 if damaged(DLIFSUP):
4987 if game.condition == "docked":
4988 s = _("DAMAGED, Base provides")
4990 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
4993 prstat(_("Life Support"), s)
4994 if not req or req == 5:
4995 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
4996 if not req or req == 6:
4998 if game.icrystl and (game.options & OPTION_SHOWME):
4999 extra = _(" (have crystals)")
5000 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5001 if not req or req == 7:
5002 prstat(_("Torpedoes"), "%d" % (game.torps))
5003 if not req or req == 8:
5004 if damaged(DSHIELD):
5010 data = _(" %d%% %.1f units") \
5011 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5012 prstat(_("Shields"), s+data)
5013 if not req or req == 9:
5014 prstat(_("Klingons Left"), "%d" \
5015 % (game.state.remkl+len(game.state.kcmdr)+game.state.nscrem))
5016 if not req or req == 10:
5017 if game.options & OPTION_WORLDS:
5018 plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
5019 if plnet and plnet.inhabited:
5020 prstat(_("Major system"), plnet.name)
5022 prout(_("Sector is uninhabited"))
5023 elif not req or req == 11:
5024 attackreport(not req)
5027 "Request specified status data, a historical relic from slow TTYs."
5028 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5029 while scanner.next() == "IHEOL":
5030 proutn(_("Information desired? "))
5032 if scanner.token in requests:
5033 status(requests.index(scanner.token))
5035 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5036 prout((" date, condition, position, lsupport, warpfactor,"))
5037 prout((" energy, torpedoes, shields, klingons, system, time."))
5042 if damaged(DSRSENS):
5043 # Allow base's sensors if docked
5044 if game.condition != "docked":
5045 prout(_(" S.R. SENSORS DAMAGED!"))
5048 prout(_(" [Using Base's sensors]"))
5050 prout(_(" Short-range scan"))
5051 if goodScan and not damaged(DRADIO):
5052 game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
5053 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
5054 game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
5055 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
5056 prout(" 1 2 3 4 5 6 7 8 9 10")
5057 if game.condition != "docked":
5059 for i in range(QUADSIZE):
5060 proutn("%2d " % (i+1))
5061 for j in range(QUADSIZE):
5062 sectscan(goodScan, i, j)
5066 "Use computer to get estimated time of arrival for a warp jump."
5067 w1 = Coord(); w2 = Coord()
5069 if damaged(DCOMPTR):
5070 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5073 if scanner.next() != "IHREAL":
5076 proutn(_("Destination quadrant and/or sector? "))
5077 if scanner.next()!="IHREAL":
5080 w1.j = int(scanner.real-0.5)
5081 if scanner.next() != "IHREAL":
5084 w1.i = int(scanner.real-0.5)
5085 if scanner.next() == "IHREAL":
5086 w2.j = int(scanner.real-0.5)
5087 if scanner.next() != "IHREAL":
5090 w2.i = int(scanner.real-0.5)
5092 if game.quadrant.j>w1.i:
5096 if game.quadrant.i>w1.j:
5100 if not w1.valid_quadrant() or not w2.valid_sector():
5103 dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
5104 (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
5107 prout(_("Answer \"no\" if you don't know the value:"))
5110 proutn(_("Time or arrival date? "))
5111 if scanner.next()=="IHREAL":
5112 ttime = scanner.real
5113 if ttime > game.state.date:
5114 ttime -= game.state.date # Actually a star date
5115 twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
5116 if ttime <= 1e-10 or twarp > 10:
5117 prout(_("We'll never make it, sir."))
5124 proutn(_("Warp factor? "))
5125 if scanner.next()== "IHREAL":
5127 twarp = scanner.real
5128 if twarp<1.0 or twarp > 10.0:
5132 prout(_("Captain, certainly you can give me one of these."))
5135 ttime = (10.0*dist)/twarp**2
5136 tpower = dist*twarp*twarp*twarp*(game.shldup+1)
5137 if tpower >= game.energy:
5138 prout(_("Insufficient energy, sir."))
5139 if not game.shldup or tpower > game.energy*2.0:
5142 proutn(_("New warp factor to try? "))
5143 if scanner.next() == "IHREAL":
5145 twarp = scanner.real
5146 if twarp<1.0 or twarp > 10.0:
5154 prout(_("But if you lower your shields,"))
5155 proutn(_("remaining"))
5158 proutn(_("Remaining"))
5159 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5161 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5163 prout(_("Any warp speed is adequate."))
5165 prout(_("Minimum warp needed is %.2f,") % (twarp))
5166 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5167 if game.state.remtime < ttime:
5168 prout(_("Unfortunately, the Federation will be destroyed by then."))
5170 prout(_("You'll be taking risks at that speed, Captain"))
5171 if (game.isatb==1 and game.state.kscmdr == w1 and \
5172 scheduled(FSCDBAS)< ttime+game.state.date) or \
5173 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5174 prout(_("The starbase there will be destroyed by then."))
5175 proutn(_("New warp factor to try? "))
5176 if scanner.next() == "IHREAL":
5178 twarp = scanner.real
5179 if twarp<1.0 or twarp > 10.0:
5187 # Code from setup.c begins here
5190 "Issue a historically correct banner."
5192 prout(_("-SUPER- STAR TREK"))
5194 # From the FORTRAN original
5195 # prout(_("Latest update-21 Sept 78"))
5201 scanner.push("emsave.trk")
5202 key = scanner.next()
5204 proutn(_("File name: "))
5205 key = scanner.next()
5206 if key != "IHALPHA":
5210 if '.' not in scanner.token:
5211 scanner.token += ".trk"
5213 fp = open(scanner.token, "wb")
5215 prout(_("Can't freeze game as file %s") % scanner.token)
5217 cPickle.dump(game, fp)
5221 "Retrieve saved game."
5223 game.passwd[0] = '\0'
5224 key = scanner.next()
5226 proutn(_("File name: "))
5227 key = scanner.next()
5228 if key != "IHALPHA":
5232 if '.' not in scanner.token:
5233 scanner.token += ".trk"
5235 fp = open(scanner.token, "rb")
5237 prout(_("Can't thaw game in %s") % scanner.token)
5239 game = cPickle.load(fp)
5243 # I used <http://www.memory-alpha.org> to find planets
5244 # with references in ST:TOS. Earth and the Alpha Centauri
5245 # Colony have been omitted.
5247 # Some planets marked Class G and P here will be displayed as class M
5248 # because of the way planets are generated. This is a known bug.
5251 _("Andoria (Fesoan)"), # several episodes
5252 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5253 _("Vulcan (T'Khasi)"), # many episodes
5254 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5255 _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5256 _("Ardana"), # TOS: "The Cloud Minders"
5257 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5258 _("Gideon"), # TOS: "The Mark of Gideon"
5259 _("Aldebaran III"), # TOS: "The Deadly Years"
5260 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5261 _("Altair IV"), # TOS: "Amok Time
5262 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5263 _("Benecia"), # TOS: "The Conscience of the King"
5264 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5265 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5266 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5267 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5268 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5269 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5270 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5271 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5272 _("Ingraham B"), # TOS: "Operation: Annihilate"
5273 _("Janus IV"), # TOS: "The Devil in the Dark"
5274 _("Makus III"), # TOS: "The Galileo Seven"
5275 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5276 _("Omega IV"), # TOS: "The Omega Glory"
5277 _("Regulus V"), # TOS: "Amok Time
5278 _("Deneva"), # TOS: "Operation -- Annihilate!"
5279 # Worlds from BSD Trek
5280 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5281 _("Beta III"), # TOS: "The Return of the Archons"
5282 _("Triacus"), # TOS: "And the Children Shall Lead",
5283 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5285 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5286 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5287 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5288 # _("Izar"), # TOS: "Whom Gods Destroy"
5289 # _("Tiburon"), # TOS: "The Way to Eden"
5290 # _("Merak II"), # TOS: "The Cloud Minders"
5291 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5292 # _("Iotia"), # TOS: "A Piece of the Action"
5296 _("S. R. Sensors"), \
5297 _("L. R. Sensors"), \
5299 _("Photon Tubes"), \
5300 _("Life Support"), \
5301 _("Warp Engines"), \
5302 _("Impulse Engines"), \
5304 _("Subspace Radio"), \
5305 _("Shuttle Craft"), \
5307 _("Navigation System"), \
5309 _("Shield Control"), \
5315 "Prepare to play, set up cosmos."
5317 # Decide how many of everything
5319 return # frozen game
5320 # Prepare the Enterprise
5321 game.alldone = game.gamewon = game.shldchg = game.shldup = False
5323 game.state.crew = FULLCREW
5324 game.energy = game.inenrg = 5000.0
5325 game.shield = game.inshld = 2500.0
5328 game.quadrant = randplace(GALSIZE)
5329 game.sector = randplace(QUADSIZE)
5330 game.torps = game.intorps = 10
5331 game.nprobes = randrange(2, 5)
5333 for i in range(NDEVICES):
5334 game.damage[i] = 0.0
5335 # Set up assorted game parameters
5336 game.battle = Coord()
5337 game.state.date = game.indate = 100.0 * randreal(20, 51)
5338 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5339 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5340 game.isatb = game.state.nplankl = 0
5341 game.state.starkl = game.state.basekl = 0
5342 game.iscraft = "onship"
5345 # Starchart is functional but we've never seen it
5346 game.lastchart = FOREVER
5347 # Put stars in the galaxy
5349 for i in range(GALSIZE):
5350 for j in range(GALSIZE):
5351 k = randrange(1, QUADSIZE**2/10+1)
5353 game.state.galaxy[i][j].stars = k
5354 # Locate star bases in galaxy
5355 for i in range(game.inbase):
5358 w = randplace(GALSIZE)
5359 if not game.state.galaxy[w.i][w.j].starbase:
5362 # C version: for (j = i-1; j > 0; j--)
5363 # so it did them in the opposite order.
5364 for j in range(1, i):
5365 # Improved placement algorithm to spread out bases
5366 distq = (w - game.state.baseq[j]).distance()
5367 if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
5370 prout("=== Abandoning base #%d at %s" % (i, w))
5372 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5374 prout("=== Saving base #%d, close to #%d" % (i, j))
5377 game.state.baseq.append(w)
5378 game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5379 # Position ordinary Klingon Battle Cruisers
5381 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5382 if klumper > MAXKLQUAD:
5386 klump = (1.0 - r*r)*klumper
5391 w = randplace(GALSIZE)
5392 if not game.state.galaxy[w.i][w.j].supernova and \
5393 game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5395 game.state.galaxy[w.i][w.j].klingons += int(klump)
5398 # Position Klingon Commander Ships
5399 for i in range(game.incom):
5401 w = randplace(GALSIZE)
5402 if not welcoming(w) or w in game.state.kcmdr:
5404 if (game.state.galaxy[w.i][w.j].klingons or withprob(0.25)):
5406 game.state.galaxy[w.i][w.j].klingons += 1
5407 game.state.kcmdr.append(w)
5408 # Locate planets in galaxy
5409 for i in range(game.inplan):
5411 w = randplace(GALSIZE)
5412 if game.state.galaxy[w.i][w.j].planet == None:
5416 new.crystals = "absent"
5417 if (game.options & OPTION_WORLDS) and i < NINHAB:
5418 new.pclass = "M" # All inhabited planets are class M
5419 new.crystals = "absent"
5421 new.name = systnames[i]
5422 new.inhabited = True
5424 new.pclass = ("M", "N", "O")[randrange(0, 3)]
5426 new.crystals = "present"
5427 new.known = "unknown"
5428 new.inhabited = False
5429 game.state.galaxy[w.i][w.j].planet = new
5430 game.state.planets.append(new)
5432 for i in range(game.state.nromrem):
5433 w = randplace(GALSIZE)
5434 game.state.galaxy[w.i][w.j].romulans += 1
5435 # Place the Super-Commander if needed
5436 if game.state.nscrem > 0:
5438 w = randplace(GALSIZE)
5441 game.state.kscmdr = w
5442 game.state.galaxy[w.i][w.j].klingons += 1
5443 # Initialize times for extraneous events
5444 schedule(FSNOVA, expran(0.5 * game.intime))
5445 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5446 schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
5447 schedule(FBATTAK, expran(0.3*game.intime))
5449 if game.state.nscrem:
5450 schedule(FSCMOVE, 0.2777)
5455 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5456 schedule(FDISTR, expran(1.0 + game.intime))
5461 # Place thing (in tournament game, we don't want one!)
5462 # New in SST2K: never place the Thing near a starbase.
5463 # This makes sense and avoids a special case in the old code.
5465 if game.tourn is None:
5467 thing = randplace(GALSIZE)
5468 if thing not in game.state.baseq:
5471 game.state.snap = False
5472 if game.skill == SKILL_NOVICE:
5473 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5474 prout(_("a deadly Klingon invasion force. As captain of the United"))
5475 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5476 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5477 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5478 prout(_("your mission. As you proceed you may be given more time."))
5480 prout(_("You will have %d supporting starbases.") % (game.inbase))
5481 proutn(_("Starbase locations- "))
5483 prout(_("Stardate %d.") % int(game.state.date))
5485 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5486 prout(_("An unknown number of Romulans."))
5487 if game.state.nscrem:
5488 prout(_("And one (GULP) Super-Commander."))
5489 prout(_("%d stardates.") % int(game.intime))
5490 proutn(_("%d starbases in ") % game.inbase)
5491 for i in range(game.inbase):
5492 proutn(`game.state.baseq[i]`)
5495 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5496 proutn(_(" Sector %s") % game.sector)
5498 prout(_("Good Luck!"))
5499 if game.state.nscrem:
5500 prout(_(" YOU'LL NEED IT."))
5503 if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
5505 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5506 attack(torps_ok=False)
5509 "Choose your game type."
5511 game.tourn = game.length = 0
5513 game.skill = SKILL_NONE
5514 if not scanner.inqueue: # Can start with command line options
5515 proutn(_("Would you like a regular, tournament, or saved game? "))
5517 if scanner.sees("tournament"):
5518 while scanner.next() == "IHEOL":
5519 proutn(_("Type in tournament number-"))
5520 if scanner.real == 0:
5522 continue # We don't want a blank entry
5523 game.tourn = int(round(scanner.real))
5524 random.seed(scanner.real)
5526 logfp.write("# random.seed(%d)\n" % scanner.real)
5528 if scanner.sees("saved") or scanner.sees("frozen"):
5532 if game.passwd == None:
5534 if not game.alldone:
5535 game.thawed = True # No plaque if not finished
5539 if scanner.sees("regular"):
5541 proutn(_("What is \"%s\"?") % scanner.token)
5543 while game.length==0 or game.skill==SKILL_NONE:
5544 if scanner.next() == "IHALPHA":
5545 if scanner.sees("short"):
5547 elif scanner.sees("medium"):
5549 elif scanner.sees("long"):
5551 elif scanner.sees("novice"):
5552 game.skill = SKILL_NOVICE
5553 elif scanner.sees("fair"):
5554 game.skill = SKILL_FAIR
5555 elif scanner.sees("good"):
5556 game.skill = SKILL_GOOD
5557 elif scanner.sees("expert"):
5558 game.skill = SKILL_EXPERT
5559 elif scanner.sees("emeritus"):
5560 game.skill = SKILL_EMERITUS
5562 proutn(_("What is \""))
5563 proutn(scanner.token)
5568 proutn(_("Would you like a Short, Medium, or Long game? "))
5569 elif game.skill == SKILL_NONE:
5570 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
5571 # Choose game options -- added by ESR for SST2K
5572 if scanner.next() != "IHALPHA":
5574 proutn(_("Choose your game style (plain, almy, fancy or just press enter): "))
5576 if scanner.sees("plain"):
5577 # Approximates the UT FORTRAN version.
5578 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5579 game.options |= OPTION_PLAIN
5580 elif scanner.sees("almy"):
5581 # Approximates Tom Almy's version.
5582 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5583 game.options |= OPTION_ALMY
5584 elif scanner.sees("fancy") or scanner.sees("\n"):
5586 elif len(scanner.token):
5587 proutn(_("What is \"%s\"?") % scanner.token)
5588 game.options &=~ OPTION_COLOR
5590 if game.passwd == "debug":
5592 prout("=== Debug mode enabled.")
5593 # Use parameters to generate initial values of things
5594 game.damfac = 0.5 * game.skill
5595 game.inbase = randrange(BASEMIN, BASEMAX+1)
5597 if game.options & OPTION_PLANETS:
5598 game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
5599 if game.options & OPTION_WORLDS:
5600 game.inplan += int(NINHAB)
5601 game.state.nromrem = game.inrom = randrange(2 *game.skill)
5602 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
5603 game.state.remtime = 7.0 * game.length
5604 game.intime = game.state.remtime
5605 game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
5606 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
5607 game.state.remres = (game.inkling+4*game.incom)*game.intime
5608 game.inresor = game.state.remres
5609 if game.inkling > 50:
5610 game.state.inbase += 1
5613 def dropin(iquad=None):
5614 "Drop a feature on a random dot in the current quadrant."
5616 w = randplace(QUADSIZE)
5617 if game.quad[w.i][w.j] == '.':
5619 if iquad is not None:
5620 game.quad[w.i][w.j] = iquad
5624 "Update our alert status."
5625 game.condition = "green"
5626 if game.energy < 1000.0:
5627 game.condition = "yellow"
5628 if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
5629 game.condition = "red"
5631 game.condition="dead"
5634 "Drop new Klingon into current quadrant."
5635 return Enemy('K', loc=dropin(), power=randreal(300,450)+25.0*game.skill)
5638 "Sort enemies by distance so 'nearest' is meaningful."
5639 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
5642 "Set up a new state of quadrant, for when we enter or re-enter it."
5645 game.neutz = game.inorbit = game.landed = False
5646 game.ientesc = game.iseenit = False
5647 # Create a blank quadrant
5648 game.quad = fill2d(QUADSIZE, lambda i, j: '.')
5650 # Attempt to escape Super-commander, so tbeam back!
5653 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
5654 # cope with supernova
5657 game.klhere = q.klingons
5658 game.irhere = q.romulans
5660 game.quad[game.sector.i][game.sector.j] = game.ship
5663 # Position ordinary Klingons
5664 for i in range(game.klhere):
5666 # If we need a commander, promote a Klingon
5667 for cmdr in game.state.kcmdr:
5668 if cmdr == game.quadrant:
5669 e = game.enemies[game.klhere-1]
5670 game.quad[e.location.i][e.location.j] = 'C'
5671 e.power = randreal(950,1350) + 50.0*game.skill
5673 # If we need a super-commander, promote a Klingon
5674 if game.quadrant == game.state.kscmdr:
5676 game.quad[e.location.i][e.location.j] = 'S'
5677 e.power = randreal(1175.0, 1575.0) + 125.0*game.skill
5678 game.iscate = (game.state.remkl > 1)
5679 # Put in Romulans if needed
5680 for i in range(q.romulans):
5681 Enemy('R', loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
5682 # If quadrant needs a starbase, put it in
5684 game.base = dropin('B')
5685 # If quadrant needs a planet, put it in
5687 game.iplnet = q.planet
5688 if not q.planet.inhabited:
5689 game.plnet = dropin('P')
5691 game.plnet = dropin('@')
5692 # Check for condition
5695 if game.irhere > 0 and game.klhere == 0:
5697 if not damaged(DRADIO):
5699 prout(_("LT. Uhura- \"Captain, an urgent message."))
5700 prout(_(" I'll put it on audio.\" CLICK"))
5702 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
5703 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
5704 # Put in THING if needed
5705 if thing == game.quadrant:
5706 Enemy(type='?', loc=dropin(),
5707 power=randreal(6000,6500.0)+250.0*game.skill)
5708 if not damaged(DSRSENS):
5710 prout(_("Mr. Spock- \"Captain, this is most unusual."))
5711 prout(_(" Please examine your short-range scan.\""))
5712 # Decide if quadrant needs a Tholian; lighten up if skill is low
5713 if game.options & OPTION_THOLIAN:
5714 if (game.skill < SKILL_GOOD and withprob(0.02)) or \
5715 (game.skill == SKILL_GOOD and withprob(0.05)) or \
5716 (game.skill > SKILL_GOOD and withprob(0.08)):
5719 w.i = withprob(0.5) * (QUADSIZE-1)
5720 w.j = withprob(0.5) * (QUADSIZE-1)
5721 if game.quad[w.i][w.j] == '.':
5723 game.tholian = Enemy(type='T', loc=w,
5724 power=randrange(100, 500) + 25.0*game.skill)
5725 # Reserve unoccupied corners
5726 if game.quad[0][0]=='.':
5727 game.quad[0][0] = 'X'
5728 if game.quad[0][QUADSIZE-1]=='.':
5729 game.quad[0][QUADSIZE-1] = 'X'
5730 if game.quad[QUADSIZE-1][0]=='.':
5731 game.quad[QUADSIZE-1][0] = 'X'
5732 if game.quad[QUADSIZE-1][QUADSIZE-1]=='.':
5733 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
5735 # And finally the stars
5736 for i in range(q.stars):
5738 # Put in a few black holes
5739 for i in range(1, 3+1):
5742 # Take out X's in corners if Tholian present
5744 if game.quad[0][0]=='X':
5745 game.quad[0][0] = '.'
5746 if game.quad[0][QUADSIZE-1]=='X':
5747 game.quad[0][QUADSIZE-1] = '.'
5748 if game.quad[QUADSIZE-1][0]=='X':
5749 game.quad[QUADSIZE-1][0] = '.'
5750 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
5751 game.quad[QUADSIZE-1][QUADSIZE-1] = '.'
5754 "Set the self-destruct password."
5755 if game.options & OPTION_PLAIN:
5758 proutn(_("Please type in a secret password- "))
5760 game.passwd = scanner.token
5761 if game.passwd != None:
5765 game.passwd += chr(ord('a')+randrange(26))
5766 game.passwd += chr(ord('a')+randrange(26))
5767 game.passwd += chr(ord('a')+randrange(26))
5769 # Code from sst.c begins here
5772 "SRSCAN": OPTION_TTY,
5773 "STATUS": OPTION_TTY,
5774 "REQUEST": OPTION_TTY,
5775 "LRSCAN": OPTION_TTY,
5788 "SENSORS": OPTION_PLANETS,
5789 "ORBIT": OPTION_PLANETS,
5790 "TRANSPORT": OPTION_PLANETS,
5791 "MINE": OPTION_PLANETS,
5792 "CRYSTALS": OPTION_PLANETS,
5793 "SHUTTLE": OPTION_PLANETS,
5794 "PLANETS": OPTION_PLANETS,
5799 "PROBE": OPTION_PROBE,
5801 "FREEZE": 0, # Synonym for SAVE
5807 "SOS": 0, # Synonym for MAYDAY
5808 "CALL": 0, # Synonym for MAYDAY
5814 "Generate a list of legal commands."
5815 prout(_("LEGAL COMMANDS ARE:"))
5817 for key in commands:
5818 if not commands[key] or (commands[key] & game.options):
5819 proutn("%-12s " % key)
5821 if emitted % 5 == 4:
5826 "Browse on-line help."
5827 key = scanner.next()
5830 setwnd(prompt_window)
5831 proutn(_("Help on what command? "))
5832 key = scanner.next()
5833 setwnd(message_window)
5836 if scanner.token.upper() in commands or scanner.token == "ABBREV":
5843 cmd = scanner.token.upper()
5844 for directory in docpath:
5846 fp = open(os.path.join(directory, "sst.doc"), "r")
5851 prout(_("Spock- \"Captain, that information is missing from the"))
5852 prout(_(" computer. You need to find sst.doc and put it somewhere"))
5853 proutn(_(" in these directories: %s") % ":".join(docpath))
5855 # This used to continue: "You need to find SST.DOC and put
5856 # it in the current directory."
5859 linebuf = fp.readline()
5861 prout(_("Spock- \"Captain, there is no information on that command.\""))
5864 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
5865 linebuf = linebuf[3:].strip()
5866 if cmd.upper() == linebuf:
5869 prout(_("Spock- \"Captain, I've found the following information:\""))
5872 linebuf = fp.readline()
5873 if "******" in linebuf:
5879 "Command-interpretation loop."
5881 setwnd(message_window)
5882 while True: # command loop
5884 while True: # get a command
5886 game.optime = game.justin = False
5888 setwnd(prompt_window)
5891 if scanner.next() == "IHEOL":
5892 if game.options & OPTION_CURSES:
5895 elif scanner.token == "":
5899 setwnd(message_window)
5901 candidates = filter(lambda x: x.startswith(scanner.token.upper()),
5903 if len(candidates) == 1:
5906 elif candidates and not (game.options & OPTION_PLAIN):
5907 prout("Commands with prefix '%s': %s" % (scanner.token, " ".join(candidates)))
5911 if cmd == "SRSCAN": # srscan
5913 elif cmd == "STATUS": # status
5915 elif cmd == "REQUEST": # status request
5917 elif cmd == "LRSCAN": # long range scan
5918 lrscan(silent=False)
5919 elif cmd == "PHASERS": # phasers
5923 elif cmd in ("TORPEDO", "PHOTONS"): # photon torpedos
5927 elif cmd == "MOVE": # move under warp
5928 warp(wcourse=None, involuntary=False)
5929 elif cmd == "SHIELDS": # shields
5930 doshield(shraise=False)
5933 game.shldchg = False
5934 elif cmd == "DOCK": # dock at starbase
5937 attack(torps_ok=False)
5938 elif cmd == "DAMAGES": # damage reports
5940 elif cmd == "CHART": # chart
5942 elif cmd == "IMPULSE": # impulse
5944 elif cmd == "REST": # rest
5948 elif cmd == "WARP": # warp
5950 elif cmd == "SCORE": # score
5952 elif cmd == "SENSORS": # sensors
5954 elif cmd == "ORBIT": # orbit
5958 elif cmd == "TRANSPORT": # transport "beam"
5960 elif cmd == "MINE": # mine
5964 elif cmd == "CRYSTALS": # crystals
5968 elif cmd == "SHUTTLE": # shuttle
5972 elif cmd == "PLANETS": # Planet list
5974 elif cmd == "REPORT": # Game Report
5976 elif cmd == "COMPUTER": # use COMPUTER!
5978 elif cmd == "COMMANDS":
5980 elif cmd == "EMEXIT": # Emergency exit
5981 clrscr() # Hide screen
5982 freeze(True) # forced save
5983 raise SystemExit,1 # And quick exit
5984 elif cmd == "PROBE":
5985 probe() # Launch probe
5988 elif cmd == "ABANDON": # Abandon Ship
5990 elif cmd == "DESTRUCT": # Self Destruct
5992 elif cmd == "SAVE": # Save Game
5995 if game.skill > SKILL_GOOD:
5996 prout(_("WARNING--Saved games produce no plaques!"))
5997 elif cmd == "DEATHRAY": # Try a desparation measure
6001 elif cmd == "DEBUGCMD": # What do we want for debug???
6003 elif cmd == "MAYDAY": # Call for help
6008 game.alldone = True # quit the game
6013 break # Game has ended
6014 if game.optime != 0.0:
6017 break # Events did us in
6018 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6021 if hitme and not game.justin:
6022 attack(torps_ok=True)
6025 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6036 "Emit the name of an enemy or feature."
6037 if type == 'R': s = _("Romulan")
6038 elif type == 'K': s = _("Klingon")
6039 elif type == 'C': s = _("Commander")
6040 elif type == 'S': s = _("Super-commander")
6041 elif type == '*': s = _("Star")
6042 elif type == 'P': s = _("Planet")
6043 elif type == 'B': s = _("Starbase")
6044 elif type == ' ': s = _("Black hole")
6045 elif type == 'T': s = _("Tholian")
6046 elif type == '#': s = _("Tholian web")
6047 elif type == '?': s = _("Stranger")
6048 elif type == '@': s = _("Inhabited World")
6049 else: s = "Unknown??"
6052 def crmena(stars, enemy, loctype, w):
6053 "Emit the name of an enemy and his location."
6057 buf += cramen(enemy) + _(" at ")
6058 if loctype == "quadrant":
6059 buf += _("Quadrant ")
6060 elif loctype == "sector":
6065 "Emit our ship name."
6066 return{'E':_("Enterprise"),'F':_("Faerie Queene")}.get(game.ship,"Ship???")
6069 "Emit a line of stars"
6070 prouts("******************************************************")
6074 return -avrage*math.log(1e-7 + randreal())
6076 def randplace(size):
6077 "Choose a random location."
6079 w.i = randrange(size)
6080 w.j = randrange(size)
6090 # Get a token from the user
6093 # Fill the token quue if nothing here
6094 while not self.inqueue:
6096 if curwnd==prompt_window:
6098 setwnd(message_window)
6105 self.inqueue = line.lstrip().split() + ["\n"]
6106 # From here on in it's all looking at the queue
6107 self.token = self.inqueue.pop(0)
6108 if self.token == "\n":
6112 self.real = float(self.token)
6113 self.type = "IHREAL"
6118 self.token = self.token.lower()
6119 self.type = "IHALPHA"
6122 def append(self, tok):
6123 self.inqueue.append(tok)
6124 def push(self, tok):
6125 self.inqueue.insert(0, tok)
6129 # Demand input for next scan
6131 self.real = self.token = None
6133 # compares s to item and returns true if it matches to the length of s
6134 return s.startswith(self.token)
6136 # Round token value to nearest integer
6137 return int(round(scanner.real))
6141 if scanner.type != "IHREAL":
6144 s.i = scanner.int()-1
6146 if scanner.type != "IHREAL":
6149 s.j = scanner.int()-1
6152 return "<sstcanner: token=%s, type=%s, queue=%s>" % (scanner.token, scanner.type, scanner.inqueue)
6155 "Yes-or-no confirmation."
6159 if scanner.token == 'y':
6161 if scanner.token == 'n':
6164 proutn(_("Please answer with \"y\" or \"n\": "))
6167 "Complain about unparseable input."
6170 prout(_("Beg your pardon, Captain?"))
6173 "Access to the internals for debugging."
6174 proutn("Reset levels? ")
6176 if game.energy < game.inenrg:
6177 game.energy = game.inenrg
6178 game.shield = game.inshld
6179 game.torps = game.intorps
6180 game.lsupres = game.inlsr
6181 proutn("Reset damage? ")
6183 for i in range(NDEVICES):
6184 if game.damage[i] > 0.0:
6185 game.damage[i] = 0.0
6186 proutn("Toggle debug flag? ")
6188 game.idebug = not game.idebug
6190 prout("Debug output ON")
6192 prout("Debug output OFF")
6193 proutn("Cause selective damage? ")
6195 for i in range(NDEVICES):
6196 proutn("Kill %s?" % device[i])
6198 key = scanner.next()
6199 if key == "IHALPHA" and scanner.sees("y"):
6200 game.damage[i] = 10.0
6201 proutn("Examine/change events? ")
6206 FSNOVA: "Supernova ",
6209 FBATTAK: "Base Attack ",
6210 FCDBAS: "Base Destroy ",
6211 FSCMOVE: "SC Move ",
6212 FSCDBAS: "SC Base Destroy ",
6213 FDSPROB: "Probe Move ",
6214 FDISTR: "Distress Call ",
6215 FENSLV: "Enslavement ",
6216 FREPRO: "Klingon Build ",
6218 for i in range(1, NEVENTS):
6221 proutn("%.2f" % (scheduled(i)-game.state.date))
6222 if i == FENSLV or i == FREPRO:
6224 proutn(" in %s" % ev.quadrant)
6229 key = scanner.next()
6233 elif key == "IHREAL":
6234 ev = schedule(i, scanner.real)
6235 if i == FENSLV or i == FREPRO:
6237 proutn("In quadrant- ")
6238 key = scanner.next()
6239 # "IHEOL" says to leave coordinates as they are
6242 prout("Event %d canceled, no x coordinate." % (i))
6245 w.i = int(round(scanner.real))
6246 key = scanner.next()
6248 prout("Event %d canceled, no y coordinate." % (i))
6251 w.j = int(round(scanner.real))
6254 proutn("Induce supernova here? ")
6256 game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
6259 if __name__ == '__main__':
6260 import getopt, socket
6262 global line, thing, game
6267 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6268 if os.getenv("TERM"):
6269 game.options |= OPTION_CURSES
6271 game.options |= OPTION_TTY
6272 seed = int(time.time())
6273 (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:txV")
6274 for (switch, val) in options:
6277 replayfp = open(val, "r")
6279 sys.stderr.write("sst: can't open replay file %s\n" % val)
6282 line = replayfp.readline().strip()
6283 (leader, key, seed) = line.split()
6285 sys.stderr.write("sst2k: seed set to %s\n" % seed)
6286 line = replayfp.readline().strip()
6287 arguments += line.split()[2:]
6289 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6291 game.options |= OPTION_TTY
6292 game.options &=~ OPTION_CURSES
6293 elif switch == '-s':
6295 elif switch == '-t':
6296 game.options |= OPTION_TTY
6297 game.options &=~ OPTION_CURSES
6298 elif switch == '-x':
6300 elif switch == '-V':
6301 print "SST2K", version
6304 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6306 # where to save the input in case of bugs
6307 if "TMPDIR" in os.environ:
6308 tmpdir = os.environ['TMPDIR']
6312 logfp = open(os.path.join(tmpdir, "sst-input.log"), "w")
6314 sys.stderr.write("sst: warning, can't open logfile\n")
6317 logfp.write("# seed %s\n" % seed)
6318 logfp.write("# options %s\n" % " ".join(arguments))
6319 logfp.write("# recorded by %s@%s on %s\n" % \
6320 (getpass.getuser(),socket.gethostname(),time.ctime()))
6322 scanner = sstscanner()
6323 map(scanner.append, arguments)
6326 while True: # Play a game
6327 setwnd(fullscreen_window)
6333 game.alldone = False
6339 if game.tourn and game.alldone:
6340 proutn(_("Do you want your score recorded?"))
6346 proutn(_("Do you want to play again? "))
6350 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6354 except KeyboardInterrupt: