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, pickle, random, copy, gettext, getpass
15 import getopt, socket, locale
17 # This import only works on Unixes. The intention is to enable
18 # Ctrl-P, Ctrl-N, and friends in Cmd.
24 # Prevent lossage under Python 3
33 docpath = (".", "doc/", "/usr/share/doc/sst/")
36 return gettext.gettext(st)
38 GALSIZE = 8 # Galaxy size in quadrants
39 NINHAB = (GALSIZE * GALSIZE // 2) # Number of inhabited worlds
40 MAXUNINHAB = 10 # Maximum uninhabited worlds
41 QUADSIZE = 10 # Quadrant size in sectors
42 BASEMIN = 2 # Minimum starbases
43 BASEMAX = (GALSIZE * GALSIZE // 12) # Maximum starbases
44 MAXKLGAME = 127 # Maximum Klingons per game
45 MAXKLQUAD = 9 # Maximum Klingons per quadrant
46 FULLCREW = 428 # Crew size. BSD Trek was 387, that's wrong
47 FOREVER = 1e30 # Time for the indefinite future
48 MAXBURST = 3 # Max # of torps you can launch in one turn
49 MINCMDR = 10 # Minimum number of Klingon commanders
50 DOCKFAC = 0.25 # Repair faster when docked
51 PHASEFAC = 2.0 # Unclear what this is, it was in the C version
53 ALGERON = 2311 # Date of the Treaty of Algeron
74 class TrekError(Exception):
77 class JumpOut(Exception):
81 def __init__(self, x=None, y=None):
84 def valid_quadrant(self):
85 return self.i >= 0 and self.i < GALSIZE and self.j >= 0 and self.j < GALSIZE
86 def valid_sector(self):
87 return self.i >= 0 and self.i < QUADSIZE and self.j >= 0 and self.j < QUADSIZE
89 self.i = self.j = None
91 return self.i != None and self.j != None
92 def __eq__(self, other):
93 return other != None and self.i == other.i and self.j == other.j
94 def __ne__(self, other):
95 return other is None or self.i != other.i or self.j != other.j
96 def __add__(self, other):
97 return Coord(self.i+other.i, self.j+other.j)
98 def __sub__(self, other):
99 return Coord(self.i-other.i, self.j-other.j)
100 def __mul__(self, other):
101 return Coord(self.i*other, self.j*other)
102 def __rmul__(self, other):
103 return Coord(self.i*other, self.j*other)
104 def __div__(self, other):
105 return Coord(self.i/other, self.j/other)
106 def __mod__(self, other):
107 return Coord(self.i % other, self.j % other)
108 def __rdiv__(self, other):
109 return Coord(self.i/other, self.j/other)
110 def roundtogrid(self):
111 return Coord(int(round(self.i)), int(round(self.j)))
112 def distance(self, other=None):
115 return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
117 return 1.90985*math.atan2(self.j, self.i)
123 s.i = self.i / abs(self.i)
127 s.j = self.j / abs(self.j)
130 #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
131 return self.roundtogrid() / QUADSIZE
133 return self.roundtogrid() % QUADSIZE
136 s.i = self.i + randrange(-1, 2)
137 s.j = self.j + randrange(-1, 2)
140 if self.i is None or self.j is None:
142 return "%s - %s" % (self.i+1, self.j+1)
146 "Do not anger the Space Thingy!"
153 return (q.i, q.j) == (self.i, self.j)
157 self.name = None # string-valued if inhabited
158 self.quadrant = Coord() # quadrant located
159 self.pclass = None # could be ""M", "N", "O", or "destroyed"
160 self.crystals = "absent"# could be "mined", "present", "absent"
161 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
162 self.inhabited = False # is it inhabited?
170 self.starbase = False
173 self.supernova = False
175 self.status = "secure" # Could be "secure", "distressed", "enslaved"
180 self.starbase = False
183 return "<%s,%s,%s>" % (self.klingons, self.starbase, self.stars)
185 def fill2d(size, fillfun):
186 "Fill an empty list in 2D."
188 for i in range(size):
190 for j in range(size):
191 lst[i].append(fillfun(i, j))
196 self.snap = False # snapshot taken
197 self.crew = 0 # crew complement
198 self.remkl = 0 # remaining klingons
199 self.nscrem = 0 # remaining super commanders
200 self.starkl = 0 # destroyed stars
201 self.basekl = 0 # destroyed bases
202 self.nromrem = 0 # Romulans remaining
203 self.nplankl = 0 # destroyed uninhabited planets
204 self.nworldkl = 0 # destroyed inhabited planets
205 self.planets = [] # Planet information
206 self.date = 0.0 # stardate
207 self.remres = 0 # remaining resources
208 self.remtime = 0 # remaining time
209 self.baseq = [] # Base quadrant coordinates
210 self.kcmdr = [] # Commander quadrant coordinates
211 self.kscmdr = Coord() # Supercommander quadrant coordinates
213 self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
215 self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
219 self.date = None # A real number
220 self.quadrant = None # A coord structure
223 OPTION_ALL = 0xffffffff
224 OPTION_TTY = 0x00000001 # old interface
225 OPTION_CURSES = 0x00000002 # new interface
226 OPTION_IOMODES = 0x00000003 # cover both interfaces
227 OPTION_PLANETS = 0x00000004 # planets and mining
228 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
229 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
230 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
231 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
232 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
233 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
234 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
235 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
236 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
237 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
238 OPTION_CAPTURE = 0x00002000 # Enable BSD-Trek capture (Almy, 2013).
239 OPTION_CLOAK = 0x80004000 # Enable BSD-Trek capture (Almy, 2013).
240 OPTION_PLAIN = 0x01000000 # user chose plain game
241 OPTION_ALMY = 0x02000000 # user chose Almy variant
242 OPTION_COLOR = 0x04000000 # enable color display (ESR, 2010)
262 NDEVICES = 17 # Number of devices
272 return (game.damage[dev] != 0.0)
274 return not damaged(DRADIO) or game.condition=="docked"
276 # Define future events
277 FSPY = 0 # Spy event happens always (no future[] entry)
278 # can cause SC to tractor beam Enterprise
279 FSNOVA = 1 # Supernova
280 FTBEAM = 2 # Commander tractor beams Enterprise
281 FSNAP = 3 # Snapshot for time warp
282 FBATTAK = 4 # Commander attacks base
283 FCDBAS = 5 # Commander destroys base
284 FSCMOVE = 6 # Supercommander moves (might attack base)
285 FSCDBAS = 7 # Supercommander destroys base
286 FDSPROB = 8 # Move deep space probe
287 FDISTR = 9 # Emit distress call from an inhabited world
288 FENSLV = 10 # Inhabited word is enslaved */
289 FREPRO = 11 # Klingons build a ship in an enslaved system
292 # Abstract out the event handling -- underlying data structures will change
293 # when we implement stateful events
294 def findevent(evtype):
295 return game.future[evtype]
298 def __init__(self, etype=None, loc=None, power=None):
300 self.location = Coord()
305 self.power = power # enemy energy level
306 game.enemies.append(self)
308 motion = (loc != self.location)
309 if self.location.i is not None and self.location.j is not None:
312 game.quad[self.location.i][self.location.j] = '#'
314 game.quad[self.location.i][self.location.j] = '.'
316 self.location = copy.copy(loc)
317 game.quad[self.location.i][self.location.j] = self.type
318 self.kdist = self.kavgd = (game.sector - loc).distance()
320 self.location = Coord()
321 self.kdist = self.kavgd = None
322 game.enemies.remove(self)
325 return "<%s,%s.%f>" % (self.type, self.location, self.power) # For debugging
329 self.options = None # Game options
330 self.state = Snapshot() # A snapshot structure
331 self.snapsht = Snapshot() # Last snapshot taken for time-travel purposes
332 self.quad = None # contents of our quadrant
333 self.damage = [0.0] * NDEVICES # damage encountered
334 self.future = [] # future events
338 self.future.append(Event())
339 self.passwd = None # Self Destruct password
341 self.quadrant = None # where we are in the large
342 self.sector = None # where we are in the small
343 self.tholian = None # Tholian enemy object
344 self.base = None # position of base in current quadrant
345 self.battle = None # base coordinates being attacked
346 self.plnet = None # location of planet in quadrant
347 self.gamewon = False # Finished!
348 self.ididit = False # action taken -- allows enemy to attack
349 self.alive = False # we are alive (not killed)
350 self.justin = False # just entered quadrant
351 self.shldup = False # shields are up
352 self.shldchg = False # shield is changing (affects efficiency)
353 self.iscate = False # super commander is here
354 self.ientesc = False # attempted escape from supercommander
355 self.resting = False # rest time
356 self.icraft = False # Kirk in Galileo
357 self.landed = False # party on planet (true), on ship (false)
358 self.alldone = False # game is now finished
359 self.neutz = False # Romulan Neutral Zone
360 self.isarmed = False # probe is armed
361 self.inorbit = False # orbiting a planet
362 self.imine = False # mining
363 self.icrystl = False # dilithium crystals aboard
364 self.iseenit = False # seen base attack report
365 self.thawed = False # thawed game
366 self.condition = None # "green", "yellow", "red", "docked", "dead"
367 self.iscraft = None # "onship", "offship", "removed"
368 self.skill = None # Player skill level
369 self.inkling = 0 # initial number of klingons
370 self.inbase = 0 # initial number of bases
371 self.incom = 0 # initial number of commanders
372 self.inscom = 0 # initial number of commanders
373 self.inrom = 0 # initial number of commanders
374 self.instar = 0 # initial stars
375 self.intorps = 0 # initial/max torpedoes
376 self.torps = 0 # number of torpedoes
377 self.ship = 0 # ship type -- 'E' is Enterprise
378 self.abandoned = 0 # count of crew abandoned in space
379 self.length = 0 # length of game
380 self.klhere = 0 # klingons here
381 self.casual = 0 # causalties
382 self.nhelp = 0 # calls for help
383 self.nkinks = 0 # count of energy-barrier crossings
384 self.iplnet = None # planet # in quadrant
385 self.inplan = 0 # initial planets
386 self.irhere = 0 # Romulans in quadrant
387 self.isatb = 0 # =2 if super commander is attacking base
388 self.tourn = None # tournament number
389 self.nprobes = 0 # number of probes available
390 self.inresor = 0.0 # initial resources
391 self.intime = 0.0 # initial time
392 self.inenrg = 0.0 # initial/max energy
393 self.inshld = 0.0 # initial/max shield
394 self.inlsr = 0.0 # initial life support resources
395 self.indate = 0.0 # initial date
396 self.energy = 0.0 # energy level
397 self.shield = 0.0 # shield level
398 self.warpfac = 0.0 # warp speed
399 self.lsupres = 0.0 # life support reserves
400 self.optime = 0.0 # time taken by current operation
401 self.damfac = 0.0 # damage factor
402 self.lastchart = 0.0 # time star chart was last updated
403 self.cryprob = 0.0 # probability that crystal will work
404 self.probe = None # object holding probe course info
405 self.height = 0.0 # height of orbit around planet
406 self.score = 0.0 # overall score
407 self.perdate = 0.0 # rate of kills
408 self.idebug = False # Debugging instrumentation enabled?
409 self.statekscmdr = None # No SuperCommander coordinates yet.
410 self.brigcapacity = 400 # Enterprise brig capacity
411 self.brigfree = 400 # How many klingons can we put in the brig?
412 self.kcaptured = 0 # Total Klingons captured, for scoring.
413 self.iscloaked = False # Cloaking device on?
414 self.ncviol = 0 # Algreon treaty violations
415 self.isviolreported = False # We have been warned
417 # Stas thinks this should be (C expression):
418 # game.state.remkl + len(game.state.kcmdr) > 0 ?
419 # game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99
420 # He says the existing expression is prone to divide-by-zero errors
421 # after killing the last klingon when score is shown -- perhaps also
422 # if the only remaining klingon is SCOM.
423 self.state.remtime = self.state.remres/(self.state.remkl + 4*len(self.state.kcmdr))
425 "Are there Klingons remaining?"
426 return self.state.remkl + len(self.state.kcmdr) + self.state.nscrem
453 return random.random() < p
455 def randrange(*args):
456 return random.randrange(*args)
461 v *= args[0] # from [0, args[0])
463 v = args[0] + v*(args[1]-args[0]) # from [args[0], args[1])
466 # Code from ai.c begins here
469 "Would this quadrant welcome another Klingon?"
470 return iq.valid_quadrant() and \
471 not game.state.galaxy[iq.i][iq.j].supernova and \
472 game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
474 def tryexit(enemy, look, irun):
475 "A bad guy attempts to bug out."
477 iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
478 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
479 if not welcoming(iq):
481 if enemy.type == 'R':
482 return False # Romulans cannot escape!
484 # avoid intruding on another commander's territory
485 if enemy.type == 'C':
486 if iq in game.state.kcmdr:
488 # refuse to leave if currently attacking starbase
489 if game.battle == game.quadrant:
491 # don't leave if over 1000 units of energy
492 if enemy.power > 1000.0:
494 oldloc = copy.copy(enemy.location)
495 # handle local matters related to escape
498 if game.condition != "docked":
500 # Handle global matters related to escape
501 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
502 game.state.galaxy[iq.i][iq.j].klingons += 1
503 if enemy.type == 'S':
507 schedule(FSCMOVE, 0.2777)
509 game.state.kscmdr = iq
511 for cmdr in game.state.kcmdr:
512 if cmdr == game.quadrant:
513 game.state.kcmdr.append(iq)
515 # report move out of quadrant.
516 return [(True, enemy, oldloc, iq)]
518 # The bad-guy movement algorithm:
520 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
521 # If both are operating full strength, force is 1000. If both are damaged,
522 # force is -1000. Having shields down subtracts an additional 1000.
524 # 2. Enemy has forces equal to the energy of the attacker plus
525 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
526 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
528 # Attacker Initial energy levels (nominal):
529 # Klingon Romulan Commander Super-Commander
530 # Novice 400 700 1200
532 # Good 450 800 1300 1750
533 # Expert 475 850 1350 1875
534 # Emeritus 500 900 1400 2000
535 # VARIANCE 75 200 200 200
537 # Enemy vessels only move prior to their attack. In Novice - Good games
538 # only commanders move. In Expert games, all enemy vessels move if there
539 # is a commander present. In Emeritus games all enemy vessels move.
541 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
542 # forces are 1000 greater than Enterprise.
544 # Agressive action on average cuts the distance between the ship and
545 # the enemy to 1/4 the original.
547 # 4. At lower energy advantage, movement units are proportional to the
548 # advantage with a 650 advantage being to hold ground, 800 to move forward
549 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
551 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
552 # retreat, especially at high skill levels.
554 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
556 def movebaddy(enemy):
557 "Tactical movement for the bad guys."
561 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
562 if game.skill >= SKILL_EXPERT:
563 nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
565 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
566 old_dist = enemy.kdist
567 mdist = int(old_dist + 0.5) # Nearest integer distance
568 # If SC, check with spy to see if should hi-tail it
569 if enemy.type == 'S' and \
570 (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
574 # decide whether to advance, retreat, or hold position
575 forces = enemy.power+100.0*len(game.enemies)+400*(nbaddys-1)
577 forces += 1000 # Good for enemy if shield is down!
578 if not damaged(DPHASER) or not damaged(DPHOTON):
579 if damaged(DPHASER): # phasers damaged
582 forces -= 0.2*(game.energy - 2500.0)
583 if damaged(DPHOTON): # photon torpedoes damaged
586 forces -= 50.0*game.torps
588 # phasers and photon tubes both out!
591 if forces <= 1000.0 and game.condition != "docked": # Typical situation
592 motion = ((forces + randreal(200))/150.0) - 5.0
594 if forces > 1000.0: # Very strong -- move in for kill
595 motion = (1.0 - randreal())**2 * old_dist + 1.0
596 if game.condition == "docked" and (game.options & OPTION_BASE): # protected by base -- back off !
597 motion -= game.skill*(2.0-randreal()**2)
599 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
600 # don't move if no motion
603 # Limit motion according to skill
604 if abs(motion) > game.skill:
609 # calculate preferred number of steps
610 nsteps = abs(int(motion))
611 if motion > 0 and nsteps > mdist:
612 nsteps = mdist # don't overshoot
613 if nsteps > QUADSIZE:
614 nsteps = QUADSIZE # This shouldn't be necessary
616 nsteps = 1 # This shouldn't be necessary
618 proutn("NSTEPS = %d:" % nsteps)
619 # Compute preferred values of delta X and Y
620 m = game.sector - enemy.location
621 if 2.0 * abs(m.i) < abs(m.j):
623 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
625 m = (motion * m).sgn()
626 goto = enemy.location
628 for ll in range(nsteps):
630 proutn(" %d" % (ll+1))
631 # Check if preferred position available
642 attempts = 0 # Settle mysterious hang problem
643 while attempts < 20 and not success:
645 if look.i < 0 or look.i >= QUADSIZE:
647 return tryexit(enemy, look, irun)
648 if krawli == m.i or m.j == 0:
650 look.i = goto.i + krawli
652 elif look.j < 0 or look.j >= QUADSIZE:
654 return tryexit(enemy, look, irun)
655 if krawlj == m.j or m.i == 0:
657 look.j = goto.j + krawlj
659 elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.':
660 # See if enemy should ram ship
661 if game.quad[look.i][look.j] == game.ship and \
662 (enemy.type == 'C' or enemy.type == 'S'):
663 collision(rammed=True, enemy=enemy)
665 if krawli != m.i and m.j != 0:
666 look.i = goto.i + krawli
668 elif krawlj != m.j and m.i != 0:
669 look.j = goto.j + krawlj
672 break # we have failed
683 # Enemy moved, but is still in sector
684 return [(False, enemy, old_dist, goto)]
687 "Sequence Klingon tactical movement."
690 # Figure out which Klingon is the commander (or Supercommander)
693 if game.quadrant in game.state.kcmdr:
694 for enemy in game.enemies:
695 if enemy.type == 'C':
696 tacmoves += movebaddy(enemy)
697 if game.state.kscmdr == game.quadrant:
698 for enemy in game.enemies:
699 if enemy.type == 'S':
700 tacmoves += movebaddy(enemy)
702 # If skill level is high, move other Klingons and Romulans too!
703 # Move these last so they can base their actions on what the
705 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
706 for enemy in game.enemies:
707 if enemy.type in ('K', 'R'):
708 tacmoves += movebaddy(enemy)
711 def movescom(iq, avoid):
712 "Supercommander movement helper."
713 # Avoid quadrants with bases if we want to avoid Enterprise
714 if not welcoming(iq) or (avoid and iq in game.state.baseq):
716 if game.justin and not game.iscate:
719 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
720 game.state.kscmdr = iq
721 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
722 if game.state.kscmdr == game.quadrant:
723 # SC has scooted, remove him from current quadrant
728 for enemy in game.enemies:
729 if enemy.type == 'S':
732 if game.condition != "docked":
735 # check for a helpful planet
736 for i in range(game.inplan):
737 if game.state.planets[i].quadrant == game.state.kscmdr and \
738 game.state.planets[i].crystals == "present":
740 game.state.planets[i].pclass = "destroyed"
741 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
744 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
745 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
746 prout(_(" by the Super-commander.\""))
748 return True # looks good!
750 def supercommander():
751 "Move the Super Commander."
758 prout("== SUPERCOMMANDER")
759 # Decide on being active or passive
760 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 \
761 (game.state.date-game.indate) < 3.0)
762 if not game.iscate and avoid:
763 # compute move away from Enterprise
764 idelta = game.state.kscmdr-game.quadrant
765 if idelta.distance() > 2.0:
767 idelta.i = game.state.kscmdr.j-game.quadrant.j
768 idelta.j = game.quadrant.i-game.state.kscmdr.i
770 # compute distances to starbases
771 if not game.state.baseq:
775 sc = game.state.kscmdr
776 for (i, base) in enumerate(game.state.baseq):
777 basetbl.append((i, (base - sc).distance()))
778 if game.state.baseq > 1:
779 basetbl.sort(key=lambda x: x[1])
780 # look for nearest base without a commander, no Enterprise, and
781 # without too many Klingons, and not already under attack.
782 ifindit = iwhichb = 0
783 for (i2, base) in enumerate(game.state.baseq):
784 i = basetbl[i2][0] # bug in original had it not finding nearest
785 if base == game.quadrant or base == game.battle or not welcoming(base):
787 # if there is a commander, and no other base is appropriate,
788 # we will take the one with the commander
789 for cmdr in game.state.kcmdr:
790 if base == cmdr and ifindit != 2:
794 else: # no commander -- use this one
799 return # Nothing suitable -- wait until next time
800 ibq = game.state.baseq[iwhichb]
801 # decide how to move toward base
802 idelta = ibq - game.state.kscmdr
803 # Maximum movement is 1 quadrant in either or both axes
804 idelta = idelta.sgn()
805 # try moving in both x and y directions
806 # there was what looked like a bug in the Almy C code here,
807 # but it might be this translation is just wrong.
808 iq = game.state.kscmdr + idelta
809 if not movescom(iq, avoid):
810 # failed -- try some other maneuvers
811 if idelta.i == 0 or idelta.j == 0:
814 iq.j = game.state.kscmdr.j + 1
815 if not movescom(iq, avoid):
816 iq.j = game.state.kscmdr.j - 1
819 iq.i = game.state.kscmdr.i + 1
820 if not movescom(iq, avoid):
821 iq.i = game.state.kscmdr.i - 1
824 # try moving just in x or y
825 iq.j = game.state.kscmdr.j
826 if not movescom(iq, avoid):
827 iq.j = game.state.kscmdr.j + idelta.j
828 iq.i = game.state.kscmdr.i
831 if len(game.state.baseq) == 0:
834 for ibq in game.state.baseq:
835 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
838 return # no, don't attack base!
841 schedule(FSCDBAS, randreal(1.0, 3.0))
842 if is_scheduled(FCDBAS):
843 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
844 if not communicating():
848 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
850 prout(_(" reports that it is under attack from the Klingon Super-commander."))
851 proutn(_(" It can survive until stardate %d.\"") \
852 % int(scheduled(FSCDBAS)))
855 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
859 game.optime = 0.0 # actually finished
861 # Check for intelligence report
862 if not game.idebug and \
864 (not communicating()) or \
865 not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
868 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
869 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
874 if not game.tholian or game.justin:
877 if game.tholian.location.i == 0 and game.tholian.location.j == 0:
880 elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
883 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1:
886 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0:
890 # something is wrong!
891 game.tholian.move(None)
892 prout("***Internal error: Tholian in a bad spot.")
894 # do nothing if we are blocked
895 if game.quad[tid.i][tid.j] not in ('.', '#'):
897 here = copy.copy(game.tholian.location)
898 delta = (tid - game.tholian.location).sgn()
900 while here.i != tid.i:
902 if game.quad[here.i][here.j] == '.':
903 game.tholian.move(here)
905 while here.j != tid.j:
907 if game.quad[here.i][here.j] == '.':
908 game.tholian.move(here)
909 # check to see if all holes plugged
910 for i in range(QUADSIZE):
911 if game.quad[0][i] != '#' and game.quad[0][i] != 'T':
913 if game.quad[QUADSIZE-1][i] != '#' and game.quad[QUADSIZE-1][i] != 'T':
915 if game.quad[i][0] != '#' and game.quad[i][0] != 'T':
917 if game.quad[i][QUADSIZE-1] != '#' and game.quad[i][QUADSIZE-1] != 'T':
919 # All plugged up -- Tholian splits
920 game.quad[game.tholian.location.i][game.tholian.location.j] = '#'
922 prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web."))
923 game.tholian.move(None)
926 # Code from battle.c begins here
929 "Change cloaking-device status."
931 prout(_("Ye Faerie Queene hath no cloaking device."));
934 key = scanner.nexttok()
942 if scanner.sees("on"):
944 prout(_("The cloaking device has already been switched on."))
947 elif scanner.sees("off"):
948 if not game.iscloaked:
949 prout(_("The cloaking device has already been switched off."))
956 if not game.iscloaked:
957 proutn(_("Switch cloaking device on? "))
962 proutn(_("Switch cloaking device off? "))
969 if action == "CLOFF":
970 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
971 prout(_("Spock- \"Captain, the Treaty of Algeron is in effect.\n Are you sure this is wise?\""))
974 prout("Engineer Scott- \"Aye, Sir.\"");
975 game.iscloaked = False;
976 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
977 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
979 game.isviolreported = True
981 #if (neutz and game.state.date >= ALGERON) finish(FCLOAK);
986 prout(_("Engineer Scott- \"The cloaking device is damaged, Sir.\""))
989 if game.condition == "docked":
990 prout(_("You cannot cloak while docked."))
992 if game.state.date >= ALGERON and not game.isviolreported:
993 prout(_("Spock- \"Captain, using the cloaking device is a violation"))
994 prout(_(" of the Treaty of Algeron. Considering the alternatives,"))
995 proutn(_(" are you sure this is wise? "))
998 prout(_("Engineer Scott- \"Cloaking device has engaging, Sir...\""))
1000 prout(_("Engineer Scott- \"Cloaking device has engaged, Sir.\""))
1001 game.iscloaked = True
1003 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1004 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
1006 game.isviolreported = True
1008 def doshield(shraise):
1009 "Change shield status."
1015 key = scanner.nexttok()
1016 if key == "IHALPHA":
1017 if scanner.sees("transfer"):
1020 if damaged(DSHIELD):
1021 prout(_("Shields damaged and down."))
1023 if scanner.sees("up"):
1025 elif scanner.sees("down"):
1027 if action == "NONE":
1028 proutn(_("Do you wish to change shield energy? "))
1031 elif damaged(DSHIELD):
1032 prout(_("Shields damaged and down."))
1035 proutn(_("Shields are up. Do you want them down? "))
1042 proutn(_("Shields are down. Do you want them up? "))
1048 if action == "SHUP": # raise shields
1050 prout(_("Shields already up."))
1054 if game.condition != "docked":
1056 prout(_("Shields raised."))
1057 if game.energy <= 0:
1059 prout(_("Shields raising uses up last of energy."))
1064 elif action == "SHDN":
1066 prout(_("Shields already down."))
1070 prout(_("Shields lowered."))
1073 elif action == "NRG":
1074 while scanner.nexttok() != "IHREAL":
1076 proutn(_("Energy to transfer to shields- "))
1081 if nrg > game.energy:
1082 prout(_("Insufficient ship energy."))
1085 if game.shield+nrg >= game.inshld:
1086 prout(_("Shield energy maximized."))
1087 if game.shield+nrg > game.inshld:
1088 prout(_("Excess energy requested returned to ship energy"))
1089 game.energy -= game.inshld-game.shield
1090 game.shield = game.inshld
1092 if nrg < 0.0 and game.energy-nrg > game.inenrg:
1093 # Prevent shield drain loophole
1095 prout(_("Engineering to bridge--"))
1096 prout(_(" Scott here. Power circuit problem, Captain."))
1097 prout(_(" I can't drain the shields."))
1100 if game.shield+nrg < 0:
1101 prout(_("All shield energy transferred to ship."))
1102 game.energy += game.shield
1105 proutn(_("Scotty- \""))
1107 prout(_("Transferring energy to shields.\""))
1109 prout(_("Draining energy from shields.\""))
1115 "Choose a device to damage, at random."
1117 105, # DSRSENS: short range scanners 10.5%
1118 105, # DLRSENS: long range scanners 10.5%
1119 120, # DPHASER: phasers 12.0%
1120 120, # DPHOTON: photon torpedoes 12.0%
1121 25, # DLIFSUP: life support 2.5%
1122 65, # DWARPEN: warp drive 6.5%
1123 70, # DIMPULS: impulse engines 6.5%
1124 135, # DSHIELD: deflector shields 13.5%
1125 30, # DRADIO: subspace radio 3.0%
1126 45, # DSHUTTL: shuttle 4.5%
1127 15, # DCOMPTR: computer 1.5%
1128 20, # NAVCOMP: navigation system 2.0%
1129 75, # DTRANSP: transporter 7.5%
1130 20, # DSHCTRL: high-speed shield controller 2.0%
1131 10, # DDRAY: death ray 1.0%
1132 30, # DDSP: deep-space probes 3.0%
1133 10, # DCLOAK: the cloaking device 1.0
1135 assert(sum(weights) == 1000)
1136 idx = randrange(1000)
1138 for (i, w) in enumerate(weights):
1142 return None # we should never get here
1144 def collision(rammed, enemy):
1145 "Collision handling for rammong events."
1146 prouts(_("***RED ALERT! RED ALERT!"))
1148 prout(_("***COLLISION IMMINENT."))
1152 hardness = {'R':1.5, 'C':2.0, 'S':2.5, 'T':0.5, '?':4.0}.get(enemy.type, 1.0)
1154 proutn(_(" rammed by "))
1157 proutn(crmena(False, enemy.type, "sector", enemy.location))
1159 proutn(_(" (original position)"))
1161 deadkl(enemy.location, enemy.type, game.sector)
1162 proutn("***" + crmshp() + " heavily damaged.")
1163 icas = randrange(10, 30)
1164 prout(_("***Sickbay reports %d casualties") % icas)
1166 game.state.crew -= icas
1167 # In the pre-SST2K version, all devices got equiprobably damaged,
1168 # which was silly. Instead, pick up to half the devices at
1169 # random according to our weighting table,
1170 ncrits = randrange(NDEVICES/2)
1174 if game.damage[dev] < 0:
1176 extradm = (10.0*hardness*randreal()+1.0)*game.damfac
1177 # Damage for at least time of travel!
1178 game.damage[dev] += game.optime + extradm
1180 prout(_("***Shields are down."))
1181 if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
1188 def torpedo(origin, bearing, dispersion, number, nburst):
1189 "Let a photon torpedo fly"
1190 if not damaged(DSRSENS) or game.condition == "docked":
1191 setwnd(srscan_window)
1193 setwnd(message_window)
1194 ac = bearing + 0.25*dispersion # dispersion is a random variable
1195 bullseye = (15.0 - bearing)*0.5235988
1196 track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
1197 bumpto = Coord(0, 0)
1198 # Loop to move a single torpedo
1199 setwnd(message_window)
1200 for step in range(1, QUADSIZE*2):
1201 if not track.nexttok():
1204 if not w.valid_sector():
1206 iquad = game.quad[w.i][w.j]
1207 tracktorpedo(w, step, number, nburst, iquad)
1211 setwnd(message_window)
1212 if not damaged(DSRSENS) or game.condition == "docked":
1213 skip(1) # start new line after text track
1214 if iquad in ('E', 'F'): # Hit our ship
1216 prout(_("Torpedo hits %s.") % crmshp())
1217 hit = 700.0 + randreal(100) - \
1218 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1219 newcnd() # we're blown out of dock
1220 if game.landed or game.condition == "docked":
1221 return hit # Cheat if on a planet
1222 # In the C/FORTRAN version, dispersion was 2.5 radians, which
1223 # is 143 degrees, which is almost exactly 4.8 clockface units
1224 displacement = course(track.bearing+randreal(-2.4, 2.4), distance=2**0.5)
1225 displacement.nexttok()
1226 bumpto = displacement.sector()
1227 if not bumpto.valid_sector():
1229 if game.quad[bumpto.i][bumpto.j] == ' ':
1232 if game.quad[bumpto.i][bumpto.j] != '.':
1233 # can't move into object
1235 game.sector = bumpto
1237 game.quad[w.i][w.j] = '.'
1238 game.quad[bumpto.i][bumpto.j] = iquad
1239 prout(_(" displaced by blast to Sector %s ") % bumpto)
1240 for enemy in game.enemies:
1241 enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1244 elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
1246 if iquad in ('C', 'S') and withprob(0.05):
1247 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1248 prout(_(" torpedo neutralized."))
1250 for enemy in game.enemies:
1251 if w == enemy.location:
1252 kp = math.fabs(enemy.power)
1253 h1 = 700.0 + randrange(100) - \
1254 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1262 if enemy.power == 0:
1265 proutn(crmena(True, iquad, "sector", w))
1266 displacement = course(track.bearing+randreal(-2.4, 2.4), distance=2**0.5)
1267 displacement.nexttok()
1268 bumpto = displacement.sector()
1269 if not bumpto.valid_sector():
1270 prout(_(" damaged but not destroyed."))
1272 if game.quad[bumpto.i][bumpto.j] == ' ':
1273 prout(_(" buffeted into black hole."))
1274 deadkl(w, iquad, bumpto)
1275 if game.quad[bumpto.i][bumpto.j] != '.':
1276 prout(_(" damaged but not destroyed."))
1278 prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
1279 enemy.location = bumpto
1280 game.quad[w.i][w.j] = '.'
1281 game.quad[bumpto.i][bumpto.j] = iquad
1282 for enemy in game.enemies:
1283 enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1287 prout("Internal error, no enemy where expected!")
1290 elif iquad == 'B': # Hit a base
1292 prout(_("***STARBASE DESTROYED.."))
1293 game.state.baseq = [x for x in game.state.baseq if x != game.quadrant]
1294 game.quad[w.i][w.j] = '.'
1295 game.base.invalidate()
1296 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
1297 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = False
1298 game.state.basekl += 1
1301 elif iquad == 'P': # Hit a planet
1302 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1303 game.state.nplankl += 1
1304 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1305 game.iplnet.pclass = "destroyed"
1307 game.plnet.invalidate()
1308 game.quad[w.i][w.j] = '.'
1310 # captain perishes on planet
1313 elif iquad == '@': # Hit an inhabited world -- very bad!
1314 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1315 game.state.nworldkl += 1
1316 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1317 game.iplnet.pclass = "destroyed"
1319 game.plnet.invalidate()
1320 game.quad[w.i][w.j] = '.'
1322 # captain perishes on planet
1324 prout(_("The torpedo destroyed an inhabited planet."))
1326 elif iquad == '*': # Hit a star
1330 prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast."))
1332 elif iquad == '?': # Hit a thingy
1333 if not (game.options & OPTION_THINGY) or withprob(0.3):
1335 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1337 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1339 proutn(_("Mr. Spock-"))
1340 prouts(_(" \"Fascinating!\""))
1344 # Stas Sergeev added the possibility that
1345 # you can shove the Thingy and piss it off.
1346 # It then becomes an enemy and may fire at you.
1349 elif iquad == ' ': # Black hole
1351 prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo."))
1353 elif iquad == '#': # hit the web
1355 prout(_("***Torpedo absorbed by Tholian web."))
1357 elif iquad == 'T': # Hit a Tholian
1358 h1 = 700.0 + randrange(100) - \
1359 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1362 game.quad[w.i][w.j] = '.'
1367 proutn(crmena(True, 'T', "sector", w))
1369 prout(_(" survives photon blast."))
1371 prout(_(" disappears."))
1372 game.tholian.move(None)
1373 game.quad[w.i][w.j] = '#'
1378 proutn("Don't know how to handle torpedo collision with ")
1379 proutn(crmena(True, iquad, "sector", w))
1384 setwnd(message_window)
1385 prout(_("Torpedo missed."))
1389 "Critical-hit resolution."
1390 if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1392 ncrit = int(1.0 + hit/(500.0+randreal(100)))
1393 proutn(_("***CRITICAL HIT--"))
1394 # Select devices and cause damage
1399 # Cheat to prevent shuttle damage unless on ship
1400 if not (game.damage[j]<0.0 or (j == DSHUTTL and game.iscraft != "onship") or (j == DCLOAK and game.ship != 'E' or j == DDRAY)):
1403 extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1404 game.damage[j] += extradm
1407 for (i, j) in enumerate(cdam):
1409 if skipcount % 3 == 2 and i < len(cdam)-1:
1414 prout(_(" damaged."))
1415 if damaged(DSHIELD) and game.shldup:
1416 prout(_("***Shields knocked down."))
1418 if damaged(DCLOAK) and game.iscloaked:
1419 prout(_("***Cloaking device rendered inoperative."))
1420 game.iscloaked = False
1422 def attack(torps_ok):
1423 # bad guy attacks us
1424 # torps_ok == False forces use of phasers in an attack
1427 # game could be over at this point, check
1437 prout("=== ATTACK!")
1438 # Tholian gets to move before attacking
1441 # if you have just entered the RNZ, you'll get a warning
1442 if game.neutz: # The one chance not to be attacked
1445 # commanders get a chance to tac-move towards you
1446 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:
1447 for (bugout, enemy, old, goto) in moveklings():
1449 # we know about this if either short or long range
1450 # sensors are working
1451 if damaged(DSRSENS) and damaged(DLRSENS) \
1452 and game.condition != "docked":
1453 prout(crmena(True, enemy.type, "sector", old) + \
1454 (_(" escapes to Quadrant %s (and regains strength).") % goto))
1455 else: # Enemy still in-sector
1456 if enemy.move(goto):
1457 if not damaged(DSRSENS) or game.condition == "docked":
1458 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
1459 if enemy.kdist < old:
1460 proutn(_(" advances to "))
1462 proutn(_(" retreats to "))
1463 prout("Sector %s." % goto)
1465 # if no enemies remain after movement, we're done
1466 if len(game.enemies) == 0 or (len(game.enemies) == 1 and thing.at(game.quadrant) and not thing.angered):
1468 # set up partial hits if attack happens during shield status change
1469 pfac = 1.0/game.inshld
1471 chgfac = 0.25 + randreal(0.5)
1473 # message verbosity control
1474 if game.skill <= SKILL_FAIR:
1476 for enemy in game.enemies:
1478 continue # too weak to attack
1479 # compute hit strength and diminish shield power
1481 # Increase chance of photon torpedos if docked or enemy energy is low
1482 if game.condition == "docked":
1484 if enemy.power < 500:
1486 if enemy.type == 'T' or (enemy.type == '?' and not thing.angered):
1488 # different enemies have different probabilities of throwing a torp
1489 usephasers = not torps_ok or \
1490 (enemy.type == 'K' and r > 0.0005) or \
1491 (enemy.type == 'C' and r > 0.015) or \
1492 (enemy.type == 'R' and r > 0.3) or \
1493 (enemy.type == 'S' and r > 0.07) or \
1494 (enemy.type == '?' and r > 0.05)
1495 if usephasers: # Enemy uses phasers
1496 if game.condition == "docked":
1497 continue # Don't waste the effort!
1498 attempt = True # Attempt to attack
1499 dustfac = randreal(0.8, 0.85)
1500 hit = enemy.power*math.pow(dustfac, enemy.kavgd)
1502 else: # Enemy uses photon torpedo
1503 # We should be able to make the bearing() method work here
1504 pcourse = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i)
1506 proutn(_("***TORPEDO INCOMING"))
1507 if not damaged(DSRSENS):
1508 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location))
1511 dispersion = (randreal()+randreal())*0.5 - 0.5
1512 dispersion += 0.002*enemy.power*dispersion
1513 hit = torpedo(enemy.location, pcourse, dispersion, number=1, nburst=1)
1514 if game.unwon() == 0:
1515 finish(FWON) # Klingons did themselves in!
1516 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1517 return # Supernova or finished
1520 # incoming phaser or torpedo, shields may dissipate it
1521 if game.shldup or game.shldchg or game.condition == "docked":
1522 # shields will take hits
1523 propor = pfac * game.shield
1524 if game.condition == "docked":
1528 hitsh = propor*chgfac*hit+1.0
1530 if absorb > game.shield:
1531 absorb = game.shield
1532 game.shield -= absorb
1534 # taking a hit blasts us out of a starbase dock
1535 if game.condition == "docked":
1537 # but the shields may take care of it
1538 if propor > 0.1 and hit < 0.005*game.energy:
1540 # hit from this opponent got through shields, so take damage
1542 proutn(_("%d unit hit") % int(hit))
1543 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1544 proutn(_(" on the ") + crmshp())
1545 if not damaged(DSRSENS) and usephasers:
1546 prout(_(" from ") + crmena(False, enemy.type, where, enemy.location))
1548 # Decide if hit is critical
1554 if game.energy <= 0:
1555 # Returning home upon your shield, not with it...
1558 if not attempt and game.condition == "docked":
1559 prout(_("***Enemies decide against attacking your ship."))
1560 percent = 100.0*pfac*game.shield+0.5
1562 # Shields fully protect ship
1563 proutn(_("Enemy attack reduces shield strength to "))
1565 # Emit message if starship suffered hit(s)
1567 proutn(_("Energy left %2d shields ") % int(game.energy))
1570 elif not damaged(DSHIELD):
1573 proutn(_("damaged, "))
1574 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1575 # Check if anyone was hurt
1576 if hitmax >= 200 or hittot >= 500:
1577 icas = randrange(int(hittot * 0.015))
1580 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1581 prout(_(" in that last attack.\""))
1583 game.state.crew -= icas
1584 # After attack, reset average distance to enemies
1585 for enemy in game.enemies:
1586 enemy.kavgd = enemy.kdist
1590 def deadkl(w, etype, mv):
1591 "Kill a Klingon, Tholian, Romulan, or Thingy."
1592 # Added mv to allow enemy to "move" before dying
1593 proutn(crmena(True, etype, "sector", mv))
1594 # Decide what kind of enemy it is and update appropriately
1596 # Chalk up a Romulan
1597 game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1599 game.state.nromrem -= 1
1608 # Killed some type of Klingon
1609 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1612 game.state.kcmdr.remove(game.quadrant)
1614 if game.state.kcmdr:
1615 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1616 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1619 game.state.remkl -= 1
1621 game.state.nscrem -= 1
1622 game.state.kscmdr.invalidate()
1627 # For each kind of enemy, finish message to player
1628 prout(_(" destroyed."))
1629 if game.unwon() == 0:
1632 # Remove enemy ship from arrays describing local conditions
1633 for e in game.enemies:
1640 "Return None if target is invalid, otherwise return a course angle."
1641 if not w.valid_sector():
1645 # C code this was translated from is wacky -- why the sign reversal?
1646 delta.j = (w.j - game.sector.j)
1647 delta.i = (game.sector.i - w.i)
1648 if delta == Coord(0, 0):
1650 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1651 prout(_(" I recommend an immediate review of"))
1652 prout(_(" the Captain's psychological profile.\""))
1655 return delta.bearing()
1658 "Launch photon torpedo salvo."
1661 if damaged(DPHOTON):
1662 prout(_("Photon tubes damaged."))
1666 prout(_("No torpedoes left."))
1669 # First, get torpedo count
1672 if scanner.token == "IHALPHA":
1675 elif scanner.token == "IHEOL" or not scanner.waiting():
1676 prout(_("%d torpedoes left.") % game.torps)
1678 proutn(_("Number of torpedoes to fire- "))
1679 continue # Go back around to get a number
1680 else: # key == "IHREAL"
1682 if n <= 0: # abort command
1687 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1690 scanner.chew() # User requested more torps than available
1691 continue # Go back around
1692 break # All is good, go to next stage
1696 key = scanner.nexttok()
1697 if i == 0 and key == "IHEOL":
1698 break # no coordinate waiting, we will try prompting
1699 if i == 1 and key == "IHEOL":
1700 # direct all torpedoes at one target
1702 target.append(target[0])
1703 tcourse.append(tcourse[0])
1706 scanner.push(scanner.token)
1707 target.append(scanner.getcoord())
1708 if target[-1] is None:
1710 tcourse.append(targetcheck(target[-1]))
1711 if tcourse[-1] is None:
1714 if len(target) == 0:
1715 # prompt for each one
1717 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1719 target.append(scanner.getcoord())
1720 if target[-1] is None:
1722 tcourse.append(targetcheck(target[-1]))
1723 if tcourse[-1] is None:
1726 # Loop for moving <n> torpedoes
1728 if game.condition != "docked":
1730 dispersion = (randreal()+randreal())*0.5 -0.5
1731 if math.fabs(dispersion) >= 0.47:
1733 dispersion *= randreal(1.2, 2.2)
1735 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1737 prouts(_("***TORPEDO MISFIRES."))
1740 prout(_(" Remainder of burst aborted."))
1742 prout(_("***Photon tubes damaged by misfire."))
1743 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1747 elif game.shldup or game.condition == "docked":
1748 dispersion *= 1.0 + 0.0001*game.shield
1749 torpedo(game.sector, tcourse[i], dispersion, number=i, nburst=n)
1750 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1756 "Check for phasers overheating."
1758 checkburn = (rpow-1500.0)*0.00038
1759 if withprob(checkburn):
1760 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1761 game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1763 def checkshctrl(rpow):
1764 "Check shield control."
1767 prout(_("Shields lowered."))
1769 # Something bad has happened
1770 prouts(_("***RED ALERT! RED ALERT!"))
1772 hit = rpow*game.shield/game.inshld
1773 game.energy -= rpow+hit*0.8
1774 game.shield -= hit*0.2
1775 if game.energy <= 0.0:
1776 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1781 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1783 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1784 icas = randrange(int(hit*0.012))
1789 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1790 prout(_(" %d casualties so far.\"") % icas)
1792 game.state.crew -= icas
1794 prout(_("Phaser energy dispersed by shields."))
1795 prout(_("Enemy unaffected."))
1800 "Register a phaser hit on Klingons and Romulans."
1807 dustfac = randreal(0.9, 1.0)
1808 hit = wham*math.pow(dustfac, game.enemies[kk].kdist)
1809 kpini = game.enemies[kk].power
1810 kp = math.fabs(kpini)
1811 if PHASEFAC*hit < kp:
1813 if game.enemies[kk].power < 0:
1814 game.enemies[kk].power -= -kp
1816 game.enemies[kk].power -= kp
1817 kpow = game.enemies[kk].power
1818 w = game.enemies[kk].location
1820 if not damaged(DSRSENS):
1822 proutn(_("%d unit hit on ") % int(hit))
1824 proutn(_("Very small hit on "))
1825 ienm = game.quad[w.i][w.j]
1828 proutn(crmena(False, ienm, "sector", w))
1837 else: # decide whether or not to emasculate klingon
1838 if kpow > 0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1839 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1840 prout(_(" has just lost its firepower.\""))
1841 game.enemies[kk].power = -kpow
1846 "Fire phasers at bad guys."
1850 irec = 0 # Cheating inhibitor
1859 # SR sensors and Computer are needed for automode
1860 if damaged(DSRSENS) or damaged(DCOMPTR):
1862 if game.condition == "docked":
1863 prout(_("Phasers can't be fired through base shields."))
1866 if damaged(DPHASER):
1867 prout(_("Phaser control damaged."))
1871 if damaged(DSHCTRL):
1872 prout(_("High speed shield control damaged."))
1875 if game.energy <= 200.0:
1876 prout(_("Insufficient energy to activate high-speed shield control."))
1879 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1881 # Original code so convoluted, I re-did it all
1882 # (That was Tom Almy talking about the C code, I think -- ESR)
1883 while automode == "NOTSET":
1884 key = scanner.nexttok()
1885 if key == "IHALPHA":
1886 if scanner.sees("manual"):
1887 if len(game.enemies)==0:
1888 prout(_("There is no enemy present to select."))
1891 automode = "AUTOMATIC"
1894 key = scanner.nexttok()
1895 elif scanner.sees("automatic"):
1896 if (not itarg) and len(game.enemies) != 0:
1897 automode = "FORCEMAN"
1899 if len(game.enemies)==0:
1900 prout(_("Energy will be expended into space."))
1901 automode = "AUTOMATIC"
1902 key = scanner.nexttok()
1903 elif scanner.sees("no"):
1908 elif key == "IHREAL":
1909 if len(game.enemies)==0:
1910 prout(_("Energy will be expended into space."))
1911 automode = "AUTOMATIC"
1913 automode = "FORCEMAN"
1915 automode = "AUTOMATIC"
1918 if len(game.enemies)==0:
1919 prout(_("Energy will be expended into space."))
1920 automode = "AUTOMATIC"
1922 automode = "FORCEMAN"
1924 proutn(_("Manual or automatic? "))
1929 if automode == "AUTOMATIC":
1930 if key == "IHALPHA" and scanner.sees("no"):
1932 key = scanner.nexttok()
1933 if key != "IHREAL" and len(game.enemies) != 0:
1934 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
1939 for i in range(len(game.enemies)):
1940 irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
1942 proutn(_("%d units required. ") % irec)
1944 proutn(_("Units to fire= "))
1945 key = scanner.nexttok()
1950 proutn(_("Energy available= %.2f") % avail)
1953 if not rpow > avail:
1959 key = scanner.nexttok()
1960 if key == "IHALPHA" and scanner.sees("no"):
1963 game.energy -= 200 # Go and do it!
1964 if checkshctrl(rpow):
1969 if len(game.enemies):
1972 for i in range(len(game.enemies)):
1976 hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))
1977 over = randreal(1.01, 1.06) * hits[i]
1979 powrem -= hits[i] + over
1980 if powrem <= 0 and temp < hits[i]:
1989 if extra > 0 and not game.alldone:
1991 proutn(_("*** Tholian web absorbs "))
1992 if len(game.enemies)>0:
1993 proutn(_("excess "))
1994 prout(_("phaser energy."))
1996 prout(_("%d expended on empty space.") % int(extra))
1997 elif automode == "FORCEMAN":
2000 if damaged(DCOMPTR):
2001 prout(_("Battle computer damaged, manual fire only."))
2004 prouts(_("---WORKING---"))
2006 prout(_("Short-range-sensors-damaged"))
2007 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2008 prout(_("Manual-fire-must-be-used"))
2010 elif automode == "MANUAL":
2012 for k in range(len(game.enemies)):
2013 aim = game.enemies[k].location
2014 ienm = game.quad[aim.i][aim.j]
2016 proutn(_("Energy available= %.2f") % (avail-0.006))
2020 if damaged(DSRSENS) and \
2021 not game.sector.distance(aim)<2**0.5 and ienm in ('C', 'S'):
2022 prout(cramen(ienm) + _(" can't be located without short range scan."))
2025 hits[k] = 0 # prevent overflow -- thanks to Alexei Voitenko
2030 if itarg and k > kz:
2031 irec = (abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9, game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
2034 if not damaged(DCOMPTR):
2039 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
2040 key = scanner.nexttok()
2041 if key == "IHALPHA" and scanner.sees("no"):
2043 key = scanner.nexttok()
2045 if key == "IHALPHA":
2049 if k == 1: # Let me say I'm baffled by this
2052 if scanner.real < 0:
2056 hits[k] = scanner.real
2057 rpow += scanner.real
2058 # If total requested is too much, inform and start over
2060 prout(_("Available energy exceeded -- try again."))
2063 key = scanner.nexttok() # scan for next value
2066 # zero energy -- abort
2069 if key == "IHALPHA" and scanner.sees("no"):
2074 game.energy -= 200.0
2075 if checkshctrl(rpow):
2079 # Say shield raised or malfunction, if necessary
2086 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2087 prouts(_(" CLICK CLICK POP . . ."))
2088 prout(_(" No response, sir!"))
2091 prout(_("Shields raised."))
2098 game.ididit = False # Nothing if we fail
2101 # Make sure there is room in the brig */
2102 if game.brigfree == 0:
2103 prout(_("Security reports the brig is already full."))
2107 prout(_("Uhura- \"We have no subspace radio communication, sir.\""))
2110 if damaged(DTRANSP):
2111 prout(_("Scotty- \"Transporter damaged, sir.\""))
2114 # find out if there are any at all
2116 prout(_("Uhura- \"Getting no response, sir.\""))
2119 # if there is more than one Klingon, find out which one */
2120 # Cruddy, just takes one at random. Should ask the captain.
2121 # Nah, just select the weakest one since it is most likely to
2122 # surrender (Tom Almy mod)
2123 klingons = [e for e in game.enemies if e.type == 'K']
2124 weakest = sorted(klingons, key=lambda e: e.power)[0]
2125 game.optime = 0.05 # This action will take some time
2126 game.ididit = True # So any others can strike back
2128 # check out that Klingon
2129 # The algorithm isn't that great and could use some more
2130 # intelligent design
2131 # x = 300 + 25*skill;
2132 x = game.energy / (weakest.power * len(klingons))
2133 #prout(_("Stats: energy = %s, kpower = %s, klingons = %s")
2134 # % (game.energy, weakest.power, len(klingons)))
2135 x *= 2.5 # would originally have been equivalent of 1.4,
2136 # but we want command to work more often, more humanely */
2137 #prout(_("Prob = %.4f" % x))
2138 # x = 100; // For testing, of course!
2139 if x < randreal(100):
2140 # guess what, he surrendered!!! */
2141 prout(_("Klingon captain at %s surrenders.") % weakest.location)
2144 prout(_("%d Klingons commit suicide rather than be taken captive.") % (200 - i))
2145 if i > game.brigfree:
2146 prout(_("%d Klingons die because there is no room for them in the brig.") % (i-brigfree))
2149 prout(_("%d captives taken") % i)
2150 deadkl(weakest.location, weakest.type, game.sector)
2155 # big surprise, he refuses to surrender */
2156 prout(_("Fat chance, captain!"))
2158 # Code from events.c begins here.
2160 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2161 # event of each type active at any given time. Mostly these means we can
2162 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2163 # BSD Trek, from which we swiped the idea, can have up to 5.
2165 def unschedule(evtype):
2166 "Remove an event from the schedule."
2167 game.future[evtype].date = FOREVER
2168 return game.future[evtype]
2170 def is_scheduled(evtype):
2171 "Is an event of specified type scheduled."
2172 return game.future[evtype].date != FOREVER
2174 def scheduled(evtype):
2175 "When will this event happen?"
2176 return game.future[evtype].date
2178 def schedule(evtype, offset):
2179 "Schedule an event of specified type."
2180 game.future[evtype].date = game.state.date + offset
2181 return game.future[evtype]
2183 def postpone(evtype, offset):
2184 "Postpone a scheduled event."
2185 game.future[evtype].date += offset
2188 "Rest period is interrupted by event."
2191 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2193 game.resting = False
2199 "Run through the event queue looking for things to do."
2201 fintim = game.state.date + game.optime
2210 def tractorbeam(yank):
2211 "Tractor-beaming cases merge here."
2213 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2215 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2216 # If Kirk & Co. screwing around on planet, handle
2217 atover(True) # atover(true) is Grab
2220 if game.icraft: # Caught in Galileo?
2223 # Check to see if shuttle is aboard
2224 if game.iscraft == "offship":
2227 prout(_("Galileo, left on the planet surface, is captured"))
2228 prout(_("by aliens and made into a flying McDonald's."))
2229 game.damage[DSHUTTL] = -10
2230 game.iscraft = "removed"
2232 prout(_("Galileo, left on the planet surface, is well hidden."))
2234 game.quadrant = game.state.kscmdr
2236 game.quadrant = game.state.kcmdr[i]
2237 game.sector = randplace(QUADSIZE)
2238 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2239 % (game.quadrant, game.sector))
2241 prout(_("(Remainder of rest/repair period cancelled.)"))
2242 game.resting = False
2244 if not damaged(DSHIELD) and game.shield > 0:
2245 doshield(shraise=True) # raise shields
2246 game.shldchg = False
2248 prout(_("(Shields not currently useable.)"))
2250 # Adjust finish time to time of tractor beaming?
2251 # fintim = game.state.date+game.optime
2252 attack(torps_ok=False)
2253 if not game.state.kcmdr:
2256 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2259 "Code merges here for any commander destroying a starbase."
2260 # Not perfect, but will have to do
2261 # Handle case where base is in same quadrant as starship
2262 if game.battle == game.quadrant:
2263 game.state.chart[game.battle.i][game.battle.j].starbase = False
2264 game.quad[game.base.i][game.base.j] = '.'
2265 game.base.invalidate()
2268 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2269 elif game.state.baseq and communicating():
2270 # Get word via subspace radio
2273 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2274 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2276 prout(_("the Klingon Super-Commander"))
2278 prout(_("a Klingon Commander"))
2279 game.state.chart[game.battle.i][game.battle.j].starbase = False
2280 # Remove Starbase from galaxy
2281 game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2282 game.state.baseq = [x for x in game.state.baseq if x != game.battle]
2284 # reinstate a commander's base attack
2288 game.battle.invalidate()
2290 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2291 for i in range(1, NEVENTS):
2292 if i == FSNOVA: proutn("=== Supernova ")
2293 elif i == FTBEAM: proutn("=== T Beam ")
2294 elif i == FSNAP: proutn("=== Snapshot ")
2295 elif i == FBATTAK: proutn("=== Base Attack ")
2296 elif i == FCDBAS: proutn("=== Base Destroy ")
2297 elif i == FSCMOVE: proutn("=== SC Move ")
2298 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2299 elif i == FDSPROB: proutn("=== Probe Move ")
2300 elif i == FDISTR: proutn("=== Distress Call ")
2301 elif i == FENSLV: proutn("=== Enslavement ")
2302 elif i == FREPRO: proutn("=== Klingon Build ")
2304 prout("%.2f" % (scheduled(i)))
2307 radio_was_broken = damaged(DRADIO)
2310 # Select earliest extraneous event, evcode==0 if no events
2315 for l in range(1, NEVENTS):
2316 if game.future[l].date < datemin:
2319 prout("== Event %d fires" % evcode)
2320 datemin = game.future[l].date
2321 xtime = datemin-game.state.date
2323 game.energy -= xtime*500.0
2324 if game.energy <= 0:
2327 game.state.date = datemin
2328 # Decrement Federation resources and recompute remaining time
2329 game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
2331 if game.state.remtime <= 0:
2334 # Any crew left alive?
2335 if game.state.crew <= 0:
2338 # Is life support adequate?
2339 if damaged(DLIFSUP) and game.condition != "docked":
2340 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2343 game.lsupres -= xtime
2344 if game.damage[DLIFSUP] <= xtime:
2345 game.lsupres = game.inlsr
2348 if game.condition == "docked":
2350 # Don't fix Deathray here
2351 for l in range(NDEVICES):
2352 if game.damage[l] > 0.0 and l != DDRAY:
2353 if game.damage[l]-repair > 0.0:
2354 game.damage[l] -= repair
2356 game.damage[l] = 0.0
2357 # If radio repaired, update star chart and attack reports
2358 if radio_was_broken and not damaged(DRADIO):
2359 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2360 prout(_(" surveillance reports are coming in."))
2362 if not game.iseenit:
2366 prout(_(" The star chart is now up to date.\""))
2368 # Cause extraneous event EVCODE to occur
2369 game.optime -= xtime
2370 if evcode == FSNOVA: # Supernova
2373 schedule(FSNOVA, expran(0.5*game.intime))
2374 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2376 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2377 if game.state.nscrem == 0 or game.iscloaked or \
2378 ictbeam or istract or \
2379 game.condition == "docked" or game.isatb == 1 or game.iscate:
2381 if game.ientesc or \
2382 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2383 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2384 (damaged(DSHIELD) and \
2385 (game.energy < 2500 or damaged(DPHASER)) and \
2386 (game.torps < 5 or damaged(DPHOTON))):
2388 istract = ictbeam = True
2389 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2392 elif evcode == FTBEAM: # Tractor beam
2393 if not game.state.kcmdr:
2396 i = randrange(len(game.state.kcmdr))
2397 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2398 if istract or game.condition == "docked" or game.iscloaked or yank == 0:
2399 # Drats! Have to reschedule
2401 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2405 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2406 game.snapsht = copy.deepcopy(game.state)
2407 game.state.snap = True
2408 schedule(FSNAP, expran(0.5 * game.intime))
2409 elif evcode == FBATTAK: # Commander attacks starbase
2410 if not game.state.kcmdr or not game.state.baseq:
2415 ibq = None # Force battle location to persist past loop
2417 for ibq in game.state.baseq:
2418 for cmdr in game.state.kcmdr:
2419 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2421 # no match found -- try later
2422 schedule(FBATTAK, expran(0.3*game.intime))
2427 # commander + starbase combination found -- launch attack
2429 schedule(FCDBAS, randreal(1.0, 4.0))
2430 if game.isatb: # extra time if SC already attacking
2431 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2432 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2433 game.iseenit = False
2434 if not communicating():
2435 continue # No warning :-(
2439 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2440 prout(_(" reports that it is under attack and that it can"))
2441 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2444 elif evcode == FSCDBAS: # Supercommander destroys base
2447 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2448 continue # WAS RETURN!
2450 game.battle = game.state.kscmdr
2452 elif evcode == FCDBAS: # Commander succeeds in destroying base
2453 if evcode == FCDBAS:
2455 if not game.state.baseq() \
2456 or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2457 game.battle.invalidate()
2459 # find the lucky pair
2460 for cmdr in game.state.kcmdr:
2461 if cmdr == game.battle:
2464 # No action to take after all
2467 elif evcode == FSCMOVE: # Supercommander moves
2468 schedule(FSCMOVE, 0.2777)
2469 if not game.ientesc and not istract and game.isatb != 1 and \
2470 (not game.iscate or not game.justin):
2472 elif evcode == FDSPROB: # Move deep space probe
2473 schedule(FDSPROB, 0.01)
2474 if not game.probe.nexttok():
2475 if not game.probe.quadrant().valid_quadrant() or \
2476 game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
2477 # Left galaxy or ran into supernova
2481 proutn(_("Lt. Uhura- \"The deep space probe "))
2482 if not game.probe.quadrant().valid_quadrant():
2483 prout(_("has left the galaxy.\""))
2485 prout(_("is no longer transmitting.\""))
2491 prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
2492 pquad = game.probe.quadrant()
2493 pdest = game.state.galaxy[pquad.i][pquad.j]
2495 game.state.chart[pquad.i][pquad.j].klingons = pdest.klingons
2496 game.state.chart[pquad.i][pquad.j].starbase = pdest.starbase
2497 game.state.chart[pquad.i][pquad.j].stars = pdest.stars
2498 pdest.charted = True
2499 game.probe.moves -= 1 # One less to travel
2500 if game.probe.arrived() and game.isarmed and pdest.stars:
2501 supernova(game.probe) # fire in the hole!
2503 if game.state.galaxy[pquad.i][pquad.j].supernova:
2505 elif evcode == FDISTR: # inhabited system issues distress call
2507 # try a whole bunch of times to find something suitable
2508 for i in range(100):
2509 # need a quadrant which is not the current one,
2510 # which has some stars which are inhabited and
2511 # not already under attack, which is not
2512 # supernova'ed, and which has some Klingons in it
2513 w = randplace(GALSIZE)
2514 q = game.state.galaxy[w.i][w.j]
2515 if not (game.quadrant == w or q.planet is None or \
2516 not q.planet.inhabited or \
2517 q.supernova or q.status!="secure" or q.klingons<=0):
2520 # can't seem to find one; ignore this call
2522 prout("=== Couldn't find location for distress event.")
2524 # got one!! Schedule its enslavement
2525 ev = schedule(FENSLV, expran(game.intime))
2527 q.status = "distressed"
2528 # tell the captain about it if we can
2530 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2531 % (q.planet, repr(w)))
2532 prout(_("by a Klingon invasion fleet."))
2535 elif evcode == FENSLV: # starsystem is enslaved
2536 ev = unschedule(FENSLV)
2537 # see if current distress call still active
2538 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2542 q.status = "enslaved"
2544 # play stork and schedule the first baby
2545 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2546 ev2.quadrant = ev.quadrant
2548 # report the disaster if we can
2550 prout(_("Uhura- We've lost contact with starsystem %s") % \
2552 prout(_("in Quadrant %s.\n") % ev.quadrant)
2553 elif evcode == FREPRO: # Klingon reproduces
2554 # If we ever switch to a real event queue, we'll need to
2555 # explicitly retrieve and restore the x and y.
2556 ev = schedule(FREPRO, expran(1.0 * game.intime))
2557 # see if current distress call still active
2558 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2562 if game.state.remkl >= MAXKLGAME:
2563 continue # full right now
2564 # reproduce one Klingon
2567 if game.klhere >= MAXKLQUAD:
2569 # this quadrant not ok, pick an adjacent one
2570 for m.i in range(w.i - 1, w.i + 2):
2571 for m.j in range(w.j - 1, w.j + 2):
2572 if not m.valid_quadrant():
2574 q = game.state.galaxy[m.i][m.j]
2575 # check for this quad ok (not full & no snova)
2576 if q.klingons >= MAXKLQUAD or q.supernova:
2579 # search for eligible quadrant failed
2584 game.state.remkl += 1
2586 if game.quadrant == w:
2588 game.enemies.append(newkling())
2589 # recompute time left
2592 if game.quadrant == w:
2593 prout(_("Spock- sensors indicate the Klingons have"))
2594 prout(_("launched a warship from %s.") % q.planet)
2596 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2597 if q.planet != None:
2598 proutn(_("near %s ") % q.planet)
2599 prout(_("in Quadrant %s.") % w)
2605 key = scanner.nexttok()
2608 proutn(_("How long? "))
2613 origTime = delay = scanner.real
2616 if delay >= game.state.remtime or len(game.enemies) != 0:
2617 proutn(_("Are you sure? "))
2620 # Alternate resting periods (events) with attacks
2624 game.resting = False
2625 if not game.resting:
2626 prout(_("%d stardates left.") % int(game.state.remtime))
2628 temp = game.optime = delay
2629 if len(game.enemies):
2630 rtime = randreal(1.0, 2.0)
2634 if game.optime < delay:
2635 attack(torps_ok=False)
2643 # Repair Deathray if long rest at starbase
2644 if origTime-delay >= 9.99 and game.condition == "docked":
2645 game.damage[DDRAY] = 0.0
2646 # leave if quadrant supernovas
2647 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2649 game.resting = False
2654 ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2655 newc = Coord(); neighbor = Coord(); bump = Coord(0, 0)
2657 # Wow! We've supernova'ed
2658 supernova(game.quadrant)
2660 # handle initial nova
2661 game.quad[nov.i][nov.j] = '.'
2662 prout(crmena(False, '*', "sector", nov) + _(" novas."))
2663 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2664 game.state.starkl += 1
2665 # Set up queue to recursively trigger adjacent stars
2671 for offset.i in range(-1, 1+1):
2672 for offset.j in range(-1, 1+1):
2673 if offset.j == 0 and offset.i == 0:
2675 neighbor = start + offset
2676 if not neighbor.valid_sector():
2678 iquad = game.quad[neighbor.i][neighbor.j]
2679 # Empty space ends reaction
2680 if iquad in ('.', '?', ' ', 'T', '#'):
2682 elif iquad == '*': # Affect another star
2684 # This star supernovas
2685 supernova(game.quadrant)
2688 hits.append(neighbor)
2689 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2690 game.state.starkl += 1
2691 proutn(crmena(True, '*', "sector", neighbor))
2693 game.quad[neighbor.i][neighbor.j] = '.'
2695 elif iquad in ('P', '@'): # Destroy planet
2696 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2698 game.state.nplankl += 1
2700 game.state.nworldkl += 1
2701 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2702 game.iplnet.pclass = "destroyed"
2704 game.plnet.invalidate()
2708 game.quad[neighbor.i][neighbor.j] = '.'
2709 elif iquad == 'B': # Destroy base
2710 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2711 game.state.baseq = [x for x in game.state.baseq if x!= game.quadrant]
2712 game.base.invalidate()
2713 game.state.basekl += 1
2715 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2716 game.quad[neighbor.i][neighbor.j] = '.'
2717 elif iquad in ('E', 'F'): # Buffet ship
2718 prout(_("***Starship buffeted by nova."))
2720 if game.shield >= 2000.0:
2721 game.shield -= 2000.0
2723 diff = 2000.0 - game.shield
2727 prout(_("***Shields knocked out."))
2728 game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2730 game.energy -= 2000.0
2731 if game.energy <= 0:
2734 # add in course nova contributes to kicking starship
2735 bump += (game.sector-hits[-1]).sgn()
2736 elif iquad == 'K': # kill klingon
2737 deadkl(neighbor, iquad, neighbor)
2738 elif iquad in ('C','S','R'): # Damage/destroy big enemies
2740 for ll in range(len(game.enemies)):
2741 if game.enemies[ll].location == neighbor:
2742 target = game.enemies[ll]
2744 if target is not None:
2745 target.power -= 800.0 # If firepower is lost, die
2746 if target.power <= 0.0:
2747 deadkl(neighbor, iquad, neighbor)
2748 continue # neighbor loop
2749 # Else enemy gets flung by the blast wave
2750 newc = neighbor + neighbor - start
2751 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2752 if not newc.valid_sector():
2753 # can't leave quadrant
2756 iquad1 = game.quad[newc.i][newc.j]
2758 proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
2760 deadkl(neighbor, iquad, newc)
2763 # can't move into something else
2766 proutn(_(", buffeted to Sector %s") % newc)
2767 game.quad[neighbor.i][neighbor.j] = '.'
2768 game.quad[newc.i][newc.j] = iquad
2770 # Starship affected by nova -- kick it away.
2772 direc = ncourse[3*(bump.i+1)+bump.j+2]
2777 scourse = course(bearing=direc, distance=dist)
2778 game.optime = scourse.time(w=4)
2780 prout(_("Force of nova displaces starship."))
2781 imove(scourse, noattack=True)
2782 game.optime = scourse.time(w=4)
2786 "Star goes supernova."
2791 # Scheduled supernova -- select star at random.
2794 for nq.i in range(GALSIZE):
2795 for nq.j in range(GALSIZE):
2796 nstars += game.state.galaxy[nq.i][nq.j].stars
2798 return # nothing to supernova exists
2799 num = randrange(nstars) + 1
2800 for nq.i in range(GALSIZE):
2801 for nq.j in range(GALSIZE):
2802 num -= game.state.galaxy[nq.i][nq.j].stars
2808 proutn("=== Super nova here?")
2811 if not nq == game.quadrant or game.justin:
2812 # it isn't here, or we just entered (treat as enroute)
2815 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2816 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2819 # we are in the quadrant!
2820 num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
2821 for ns.i in range(QUADSIZE):
2822 for ns.j in range(QUADSIZE):
2823 if game.quad[ns.i][ns.j]=='*':
2830 prouts(_("***RED ALERT! RED ALERT!"))
2832 prout(_("***Incipient supernova detected at Sector %s") % ns)
2833 if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2834 proutn(_("Emergency override attempts t"))
2835 prouts("***************")
2839 # destroy any Klingons in supernovaed quadrant
2840 kldead = game.state.galaxy[nq.i][nq.j].klingons
2841 game.state.galaxy[nq.i][nq.j].klingons = 0
2842 if nq == game.state.kscmdr:
2843 # did in the Supercommander!
2844 game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
2848 survivors = filter(lambda w: w != nq, game.state.kcmdr)
2849 comkills = len(game.state.kcmdr) - len(survivors)
2850 game.state.kcmdr = survivors
2852 if not game.state.kcmdr:
2854 game.state.remkl -= kldead
2855 # destroy Romulans and planets in supernovaed quadrant
2856 nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2857 game.state.galaxy[nq.i][nq.j].romulans = 0
2858 game.state.nromrem -= nrmdead
2860 for loop in range(game.inplan):
2861 if game.state.planets[loop].quadrant == nq:
2862 game.state.planets[loop].pclass = "destroyed"
2864 # Destroy any base in supernovaed quadrant
2865 game.state.baseq = [x for x in game.state.baseq if x != nq]
2866 # If starship caused supernova, tally up destruction
2868 game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2869 game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2870 game.state.nplankl += npdead
2871 # mark supernova in galaxy and in star chart
2872 if game.quadrant == nq or communicating():
2873 game.state.galaxy[nq.i][nq.j].supernova = True
2874 # If supernova destroys last Klingons give special message
2875 if game.unwon()==0 and not nq == game.quadrant:
2878 prout(_("Lucky you!"))
2879 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2882 # if some Klingons remain, continue or die in supernova
2887 # Code from finish.c ends here.
2890 "Self-destruct maneuver. Finish with a BANG!"
2892 if damaged(DCOMPTR):
2893 prout(_("Computer damaged; cannot execute destruct sequence."))
2895 prouts(_("---WORKING---")); skip(1)
2896 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2897 prouts(" 10"); skip(1)
2898 prouts(" 9"); skip(1)
2899 prouts(" 8"); skip(1)
2900 prouts(" 7"); skip(1)
2901 prouts(" 6"); skip(1)
2903 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2905 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2907 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2910 if game.passwd != scanner.token:
2911 prouts(_("PASSWORD-REJECTED;"))
2913 prouts(_("CONTINUITY-EFFECTED"))
2916 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2917 prouts(" 5"); skip(1)
2918 prouts(" 4"); skip(1)
2919 prouts(" 3"); skip(1)
2920 prouts(" 2"); skip(1)
2921 prouts(" 1"); skip(1)
2923 prouts(_("GOODBYE-CRUEL-WORLD"))
2931 prouts(_("********* Entropy of %s maximized *********") % crmshp())
2935 if len(game.enemies) != 0:
2936 whammo = 25.0 * game.energy
2937 for l in range(len(game.enemies)):
2938 if game.enemies[l].power*game.enemies[l].kdist <= whammo:
2939 deadkl(game.enemies[l].location, game.quad[game.enemies[l].location.i][game.enemies[l].location.j], game.enemies[l].location)
2943 "Compute our rate of kils over time."
2944 elapsed = game.state.date - game.indate
2945 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
2948 starting = (game.inkling + game.incom + game.inscom)
2949 remaining = game.unwon()
2950 return (starting - remaining)/elapsed
2954 badpt = 5.0*game.state.starkl + \
2956 10.0*game.state.nplankl + \
2957 300*game.state.nworldkl + \
2959 100.0*game.state.basekl +\
2960 3.0*game.abandoned +\
2962 if game.ship == 'F':
2964 elif game.ship is None:
2969 # end the game, with appropriate notifications
2973 prout(_("It is stardate %.1f.") % game.state.date)
2975 if ifin == FWON: # Game has been won
2976 if game.state.nromrem != 0:
2977 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
2980 prout(_("You have smashed the Klingon invasion fleet and saved"))
2981 prout(_("the Federation."))
2982 if game.alive and game.brigcapacity-game.brigfree > 0:
2983 game.kcaptured += game.brigcapacity-game.brigfree
2984 prout(_("The %d captured Klingons are transferred to Star Fleet Command.") % (game.brigcapacity-game.brigfree))
2989 badpt = 0.0 # Close enough!
2990 # killsPerDate >= RateMax
2991 if game.state.date-game.indate < 5.0 or \
2992 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
2994 prout(_("In fact, you have done so well that Starfleet Command"))
2995 if game.skill == SKILL_NOVICE:
2996 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
2997 elif game.skill == SKILL_FAIR:
2998 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
2999 elif game.skill == SKILL_GOOD:
3000 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
3001 elif game.skill == SKILL_EXPERT:
3002 prout(_("promotes you to Commodore Emeritus."))
3004 prout(_("Now that you think you're really good, try playing"))
3005 prout(_("the \"Emeritus\" game. It will splatter your ego."))
3006 elif game.skill == SKILL_EMERITUS:
3008 proutn(_("Computer- "))
3009 prouts(_("ERROR-ERROR-ERROR-ERROR"))
3011 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3013 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3015 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3017 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3019 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3021 prout(_("Now you can retire and write your own Star Trek game!"))
3023 elif game.skill >= SKILL_EXPERT:
3024 if game.thawed and not game.idebug:
3025 prout(_("You cannot get a citation, so..."))
3027 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3031 # Only grant long life if alive (original didn't!)
3033 prout(_("LIVE LONG AND PROSPER."))
3038 elif ifin == FDEPLETE: # Federation Resources Depleted
3039 prout(_("Your time has run out and the Federation has been"))
3040 prout(_("conquered. Your starship is now Klingon property,"))
3041 prout(_("and you are put on trial as a war criminal. On the"))
3042 proutn(_("basis of your record, you are "))
3043 if game.unwon()*3.0 > (game.inkling + game.incom + game.inscom):
3044 prout(_("acquitted."))
3046 prout(_("LIVE LONG AND PROSPER."))
3048 prout(_("found guilty and"))
3049 prout(_("sentenced to death by slow torture."))
3053 elif ifin == FLIFESUP:
3054 prout(_("Your life support reserves have run out, and"))
3055 prout(_("you die of thirst, starvation, and asphyxiation."))
3056 prout(_("Your starship is a derelict in space."))
3058 prout(_("Your energy supply is exhausted."))
3060 prout(_("Your starship is a derelict in space."))
3061 elif ifin == FBATTLE:
3062 prout(_("The %s has been destroyed in battle.") % crmshp())
3064 prout(_("Dulce et decorum est pro patria mori."))
3066 prout(_("You have made three attempts to cross the negative energy"))
3067 prout(_("barrier which surrounds the galaxy."))
3069 prout(_("Your navigation is abominable."))
3072 prout(_("Your starship has been destroyed by a nova."))
3073 prout(_("That was a great shot."))
3075 elif ifin == FSNOVAED:
3076 prout(_("The %s has been fried by a supernova.") % crmshp())
3077 prout(_("...Not even cinders remain..."))
3078 elif ifin == FABANDN:
3079 prout(_("You have been captured by the Klingons. If you still"))
3080 prout(_("had a starbase to be returned to, you would have been"))
3081 prout(_("repatriated and given another chance. Since you have"))
3082 prout(_("no starbases, you will be mercilessly tortured to death."))
3083 elif ifin == FDILITHIUM:
3084 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3085 elif ifin == FMATERIALIZE:
3086 prout(_("Starbase was unable to re-materialize your starship."))
3087 prout(_("Sic transit gloria mundi"))
3088 elif ifin == FPHASER:
3089 prout(_("The %s has been cremated by its own phasers.") % crmshp())
3091 prout(_("You and your landing party have been"))
3092 prout(_("converted to energy, dissipating through space."))
3093 elif ifin == FMINING:
3094 prout(_("You are left with your landing party on"))
3095 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3097 prout(_("They are very fond of \"Captain Kirk\" soup."))
3099 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3100 elif ifin == FDPLANET:
3101 prout(_("You and your mining party perish."))
3103 prout(_("That was a great shot."))
3106 prout(_("The Galileo is instantly annihilated by the supernova."))
3107 prout(_("You and your mining party are atomized."))
3109 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3110 prout(_("joins the Romulans, wreaking terror on the Federation."))
3111 elif ifin == FPNOVA:
3112 prout(_("You and your mining party are atomized."))
3114 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3115 prout(_("joins the Romulans, wreaking terror on the Federation."))
3116 elif ifin == FSTRACTOR:
3117 prout(_("The shuttle craft Galileo is also caught,"))
3118 prout(_("and breaks up under the strain."))
3120 prout(_("Your debris is scattered for millions of miles."))
3121 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3123 prout(_("The mutants attack and kill Spock."))
3124 prout(_("Your ship is captured by Klingons, and"))
3125 prout(_("your crew is put on display in a Klingon zoo."))
3126 elif ifin == FTRIBBLE:
3127 prout(_("Tribbles consume all remaining water,"))
3128 prout(_("food, and oxygen on your ship."))
3130 prout(_("You die of thirst, starvation, and asphyxiation."))
3131 prout(_("Your starship is a derelict in space."))
3133 prout(_("Your ship is drawn to the center of the black hole."))
3134 prout(_("You are crushed into extremely dense matter."))
3135 elif ifin == FCLOAK:
3137 prout(_("You have violated the Treaty of Algeron."))
3138 prout(_("The Romulan Empire can never trust you again."))
3140 prout(_("Your last crew member has died."))
3141 if ifin != FWON and ifin != FCLOAK and game.iscloaked:
3142 prout(_("Your ship was cloaked so your subspace radio did not receive anything."))
3143 prout(_("You may have missed some warning messages."))
3145 if game.ship == 'F':
3147 elif game.ship == 'E':
3150 if game.unwon() != 0:
3151 goodies = game.state.remres/game.inresor
3152 baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3153 if goodies/baddies >= randreal(1.0, 1.5):
3154 prout(_("As a result of your actions, a treaty with the Klingon"))
3155 prout(_("Empire has been signed. The terms of the treaty are"))
3156 if goodies/baddies >= randreal(3.0):
3157 prout(_("favorable to the Federation."))
3159 prout(_("Congratulations!"))
3161 prout(_("highly unfavorable to the Federation."))
3163 prout(_("The Federation will be destroyed."))
3165 prout(_("Since you took the last Klingon with you, you are a"))
3166 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3167 prout(_("statue in your memory. Rest in peace, and try not"))
3168 prout(_("to think about pigeons."))
3171 scanner.chew() # Clean up leftovers
3174 "Compute player's score."
3175 timused = game.state.date - game.indate
3176 if (timused == 0 or game.unwon() != 0) and timused < 5.0:
3178 game.perdate = killrate()
3179 ithperd = 500*game.perdate + 0.5
3182 iwon = 100*game.skill
3183 if game.ship == 'E':
3185 elif game.ship == 'F':
3189 game.score = 10*(game.inkling - game.state.remkl) \
3190 + 50*(game.incom - len(game.state.kcmdr)) \
3192 + 20*(game.inrom - game.state.nromrem) \
3193 + 200*(game.inscom - game.state.nscrem) \
3194 - game.state.nromrem \
3195 + 3 * game.kcaptured \
3200 prout(_("Your score --"))
3201 if game.inrom - game.state.nromrem:
3202 prout(_("%6d Romulans destroyed %5d") %
3203 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3204 if game.state.nromrem and game.gamewon:
3205 prout(_("%6d Romulans captured %5d") %
3206 (game.state.nromrem, game.state.nromrem))
3207 if game.inkling - game.state.remkl:
3208 prout(_("%6d ordinary Klingons destroyed %5d") %
3209 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
3210 if game.incom - len(game.state.kcmdr):
3211 prout(_("%6d Klingon commanders destroyed %5d") %
3212 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3214 prout(_("%d Klingons captured %5d") %
3215 (game.kcaptured, 3 * game.kcaptured))
3216 if game.inscom - game.state.nscrem:
3217 prout(_("%6d Super-Commander destroyed %5d") %
3218 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3220 prout(_("%6.2f Klingons per stardate %5d") %
3221 (game.perdate, ithperd))
3222 if game.state.starkl:
3223 prout(_("%6d stars destroyed by your action %5d") %
3224 (game.state.starkl, -5*game.state.starkl))
3225 if game.state.nplankl:
3226 prout(_("%6d planets destroyed by your action %5d") %
3227 (game.state.nplankl, -10*game.state.nplankl))
3228 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3229 prout(_("%6d inhabited planets destroyed by your action %5d") %
3230 (game.state.nworldkl, -300*game.state.nworldkl))
3231 if game.state.basekl:
3232 prout(_("%6d bases destroyed by your action %5d") %
3233 (game.state.basekl, -100*game.state.basekl))
3235 prout(_("%6d calls for help from starbase %5d") %
3236 (game.nhelp, -45*game.nhelp))
3238 prout(_("%6d casualties incurred %5d") %
3239 (game.casual, -game.casual))
3241 prout(_("%6d crew abandoned in space %5d") %
3242 (game.abandoned, -3*game.abandoned))
3244 prout(_("%6d ship(s) lost or destroyed %5d") %
3245 (klship, -100*klship))
3248 prout(_("1 Treaty of Algeron violation -100"))
3250 prout(_("%6d Treaty of Algeron violations %5d\n") %
3251 (ncviol, -100*ncviol))
3253 prout(_("Penalty for getting yourself killed -200"))
3255 proutn(_("Bonus for winning "))
3256 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3257 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3258 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3259 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3260 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3261 prout(" %5d" % iwon)
3263 prout(_("TOTAL SCORE %5d") % game.score)
3266 "Emit winner's commemmorative plaque."
3269 proutn(_("File or device name for your plaque: "))
3272 fp = open(winner, "w")
3275 prout(_("Invalid name."))
3277 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3279 # The 38 below must be 64 for 132-column paper
3280 nskip = 38 - len(winner)/2
3281 # This is where the ASCII art picture was emitted.
3282 # It got garbled somewhere in the chain of transmission to the Almy version.
3283 # We should restore it if we can find old enough FORTRAN sources.
3285 fp.write(_(" U. S. S. ENTERPRISE\n"))
3286 fp.write("\n\n\n\n")
3287 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3289 fp.write(_(" Starfleet Command bestows to you\n"))
3291 fp.write("%*s%s\n\n" % (nskip, "", winner))
3292 fp.write(_(" the rank of\n\n"))
3293 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3295 if game.skill == SKILL_EXPERT:
3296 fp.write(_(" Expert level\n\n"))
3297 elif game.skill == SKILL_EMERITUS:
3298 fp.write(_("Emeritus level\n\n"))
3300 fp.write(_(" Cheat level\n\n"))
3301 timestring = time.ctime()
3302 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3303 (timestring+4, timestring+20, timestring+11))
3304 fp.write(_(" Your score: %d\n\n") % game.score)
3305 fp.write(_(" Klingons per stardate: %.2f\n") % game.perdate)
3308 # Code from io.c begins here
3310 rows = linecount = 0 # for paging
3313 fullscreen_window = None
3314 srscan_window = None # Short range scan
3315 report_window = None # Report legends for status window
3316 status_window = None # The status window itself
3317 lrscan_window = None # Long range scan
3318 message_window = None # Main window for scrolling text
3319 prompt_window = None # Prompt window at bottom of display
3324 # for some recent versions of python2, the following enables UTF8
3325 # for the older ones we probably need to set C locale, and python3
3326 # has no problems at all
3327 if sys.version_info[0] < 3:
3328 locale.setlocale(locale.LC_ALL, "")
3329 gettext.bindtextdomain("sst", "/usr/local/share/locale")
3330 gettext.textdomain("sst")
3331 if not (game.options & OPTION_CURSES):
3332 ln_env = os.getenv("LINES")
3338 stdscr = curses.initscr()
3342 if game.options & OPTION_COLOR:
3343 curses.start_color()
3344 curses.use_default_colors()
3345 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, -1)
3346 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, -1)
3347 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, -1)
3348 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, -1)
3349 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, -1)
3350 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, -1)
3351 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, -1)
3352 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, -1)
3353 global fullscreen_window, srscan_window, report_window, status_window
3354 global lrscan_window, message_window, prompt_window
3355 (rows, _columns) = stdscr.getmaxyx()
3356 fullscreen_window = stdscr
3357 srscan_window = curses.newwin(12, 25, 0, 0)
3358 report_window = curses.newwin(11, 0, 1, 25)
3359 status_window = curses.newwin(10, 0, 1, 39)
3360 lrscan_window = curses.newwin(5, 0, 0, 64)
3361 message_window = curses.newwin(0, 0, 12, 0)
3362 prompt_window = curses.newwin(1, 0, rows-2, 0)
3363 message_window.scrollok(True)
3364 setwnd(fullscreen_window)
3368 if game.options & OPTION_CURSES:
3369 stdscr.keypad(False)
3375 "Wait for user action -- OK to do nothing if on a TTY"
3376 if game.options & OPTION_CURSES:
3381 prouts(_("[ANNOUNCEMENT ARRIVING...]"))
3385 if game.skill > SKILL_FAIR:
3386 prompt = _("[CONTINUE?]")
3388 prompt = _("[PRESS ENTER TO CONTINUE]")
3390 if game.options & OPTION_CURSES:
3392 setwnd(prompt_window)
3393 prompt_window.clear()
3394 prompt_window.addstr(prompt)
3395 prompt_window.getstr()
3396 prompt_window.clear()
3397 prompt_window.refresh()
3398 setwnd(message_window)
3401 sys.stdout.write('\n')
3405 sys.stdout.write('\n' * rows)
3409 "Skip i lines. Pause game if this would cause a scrolling event."
3410 for _dummy in range(i):
3411 if game.options & OPTION_CURSES:
3412 (y, _x) = curwnd.getyx()
3415 except curses.error:
3420 if rows and linecount >= rows:
3423 sys.stdout.write('\n')
3425 def proutn(proutntline):
3426 "Utter a line with no following line feed."
3427 if game.options & OPTION_CURSES:
3428 (y, x) = curwnd.getyx()
3429 (my, _mx) = curwnd.getmaxyx()
3430 if curwnd == message_window and y >= my - 2:
3433 # Uncomment this to debug curses problems
3435 logfp.write("#curses: at %s proutn(%s)\n" % ((y, x), repr(proutntline)))
3436 curwnd.addstr(proutntline)
3439 sys.stdout.write(proutntline)
3442 def prout(proutline):
3446 def prouts(proutsline):
3448 for c in proutsline:
3449 if not replayfp or replayfp.closed: # Don't slow down replays
3452 if game.options & OPTION_CURSES:
3456 if not replayfp or replayfp.closed:
3460 "Get a line of input."
3461 if game.options & OPTION_CURSES:
3462 linein = curwnd.getstr() + "\n"
3465 if replayfp and not replayfp.closed:
3467 linein = replayfp.readline()
3470 prout("*** Replay finished")
3473 elif linein[0] != "#":
3477 linein = my_input() + "\n"
3486 "Change windows -- OK for this to be a no-op in tty mode."
3488 if game.options & OPTION_CURSES:
3489 # Uncomment this to debug curses problems
3491 if wnd == fullscreen_window:
3492 legend = "fullscreen"
3493 elif wnd == srscan_window:
3495 elif wnd == report_window:
3497 elif wnd == status_window:
3499 elif wnd == lrscan_window:
3501 elif wnd == message_window:
3503 elif wnd == prompt_window:
3507 logfp.write("#curses: setwnd(%s)\n" % legend)
3509 # Some curses implementations get confused when you try this.
3511 curses.curs_set(wnd in (fullscreen_window, message_window, prompt_window))
3512 except curses.error:
3516 "Clear to end of line -- can be a no-op in tty mode"
3517 if game.options & OPTION_CURSES:
3522 "Clear screen -- can be a no-op in tty mode."
3524 if game.options & OPTION_CURSES:
3530 def textcolor(color=DEFAULT):
3531 if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES):
3532 if color == DEFAULT:
3534 elif color == BLACK:
3535 curwnd.attron(curses.color_pair(curses.COLOR_BLACK))
3537 curwnd.attron(curses.color_pair(curses.COLOR_BLUE))
3538 elif color == GREEN:
3539 curwnd.attron(curses.color_pair(curses.COLOR_GREEN))
3541 curwnd.attron(curses.color_pair(curses.COLOR_CYAN))
3543 curwnd.attron(curses.color_pair(curses.COLOR_RED))
3544 elif color == MAGENTA:
3545 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA))
3546 elif color == BROWN:
3547 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW))
3548 elif color == LIGHTGRAY:
3549 curwnd.attron(curses.color_pair(curses.COLOR_WHITE))
3550 elif color == DARKGRAY:
3551 curwnd.attron(curses.color_pair(curses.COLOR_BLACK) | curses.A_BOLD)
3552 elif color == LIGHTBLUE:
3553 curwnd.attron(curses.color_pair(curses.COLOR_BLUE) | curses.A_BOLD)
3554 elif color == LIGHTGREEN:
3555 curwnd.attron(curses.color_pair(curses.COLOR_GREEN) | curses.A_BOLD)
3556 elif color == LIGHTCYAN:
3557 curwnd.attron(curses.color_pair(curses.COLOR_CYAN) | curses.A_BOLD)
3558 elif color == LIGHTRED:
3559 curwnd.attron(curses.color_pair(curses.COLOR_RED) | curses.A_BOLD)
3560 elif color == LIGHTMAGENTA:
3561 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA) | curses.A_BOLD)
3562 elif color == YELLOW:
3563 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW) | curses.A_BOLD)
3564 elif color == WHITE:
3565 curwnd.attron(curses.color_pair(curses.COLOR_WHITE) | curses.A_BOLD)
3568 if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES):
3569 curwnd.attron(curses.A_REVERSE)
3572 # Things past this point have policy implications.
3576 "Hook to be called after moving to redraw maps."
3577 if game.options & OPTION_CURSES:
3580 setwnd(srscan_window)
3584 setwnd(status_window)
3585 status_window.clear()
3586 status_window.move(0, 0)
3587 setwnd(report_window)
3588 report_window.clear()
3589 report_window.move(0, 0)
3591 setwnd(lrscan_window)
3592 lrscan_window.clear()
3593 lrscan_window.move(0, 0)
3594 lrscan(silent=False)
3596 def put_srscan_sym(w, sym):
3597 "Emit symbol for short-range scan."
3598 srscan_window.move(w.i+1, w.j*2+2)
3599 srscan_window.addch(sym)
3600 srscan_window.refresh()
3603 "Enemy fall down, go boom."
3604 if game.options & OPTION_CURSES:
3606 setwnd(srscan_window)
3607 srscan_window.attron(curses.A_REVERSE)
3608 put_srscan_sym(w, game.quad[w.i][w.j])
3612 srscan_window.attroff(curses.A_REVERSE)
3613 put_srscan_sym(w, game.quad[w.i][w.j])
3614 curses.delay_output(500)
3615 setwnd(message_window)
3618 "Sound and visual effects for teleportation."
3619 if game.options & OPTION_CURSES:
3621 setwnd(message_window)
3623 prouts(" . . . . . ")
3624 if game.options & OPTION_CURSES:
3625 #curses.delay_output(1000)
3629 def tracktorpedo(w, step, i, n, iquad):
3630 "Torpedo-track animation."
3631 if not game.options & OPTION_CURSES:
3635 proutn(_("Track for torpedo number %d- ") % (i+1))
3638 proutn(_("Torpedo track- "))
3639 elif step==4 or step==9:
3643 if not damaged(DSRSENS) or game.condition=="docked":
3644 if i != 0 and step == 1:
3647 if (iquad=='.') or (iquad==' '):
3648 put_srscan_sym(w, '+')
3652 put_srscan_sym(w, iquad)
3654 curwnd.attron(curses.A_REVERSE)
3655 put_srscan_sym(w, iquad)
3659 curwnd.attroff(curses.A_REVERSE)
3660 put_srscan_sym(w, iquad)
3665 "Display the current galaxy chart."
3666 if game.options & OPTION_CURSES:
3667 setwnd(message_window)
3668 message_window.clear()
3670 if game.options & OPTION_TTY:
3675 def prstat(txt, data):
3677 if game.options & OPTION_CURSES:
3679 setwnd(status_window)
3681 proutn(" " * (NSYM - len(txt)))
3684 if game.options & OPTION_CURSES:
3685 setwnd(report_window)
3687 # Code from moving.c begins here
3689 def imove(icourse=None, noattack=False):
3690 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3693 def newquadrant(noattack):
3694 # Leaving quadrant -- allow final enemy attack
3695 # Don't set up attack if being pushed by nova or cloaked
3696 if len(game.enemies) != 0 and not noattack and not game.iscloaked:
3698 for enemy in game.enemies:
3699 finald = (w - enemy.location).distance()
3700 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3701 # Stas Sergeev added the condition
3702 # that attacks only happen if Klingons
3703 # are present and your skill is good.
3704 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3705 attack(torps_ok=False)
3708 # check for edge of galaxy
3714 if icourse.final.i < 0:
3715 icourse.final.i = -icourse.final.i
3717 if icourse.final.j < 0:
3718 icourse.final.j = -icourse.final.j
3720 if icourse.final.i >= GALSIZE*QUADSIZE:
3721 icourse.final.i = (GALSIZE*QUADSIZE*2) - icourse.final.i
3723 if icourse.final.j >= GALSIZE*QUADSIZE:
3724 icourse.final.j = (GALSIZE*QUADSIZE*2) - icourse.final.j
3732 if game.nkinks == 3:
3733 # Three strikes -- you're out!
3737 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3738 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3739 prout(_("YOU WILL BE DESTROYED."))
3740 # Compute final position in new quadrant
3741 if trbeam: # Don't bother if we are to be beamed
3743 game.quadrant = icourse.final.quadrant()
3744 game.sector = icourse.final.sector()
3746 prout(_("Entering Quadrant %s.") % game.quadrant)
3747 game.quad[game.sector.i][game.sector.j] = game.ship
3749 if game.skill>SKILL_NOVICE:
3750 attack(torps_ok=False)
3752 def check_collision(h):
3753 iquad = game.quad[h.i][h.j]
3755 # object encountered in flight path
3756 stopegy = 50.0*icourse.distance/game.optime
3757 if iquad in ('T', 'K', 'C', 'S', 'R', '?'):
3758 for enemy in game.enemies:
3759 if enemy.location == game.sector:
3760 collision(rammed=False, enemy=enemy)
3762 # This should not happen
3763 prout(_("Which way did he go?"))
3767 prouts(_("***RED ALERT! RED ALERT!"))
3769 proutn("***" + crmshp())
3770 proutn(_(" pulled into black hole at Sector %s") % h)
3771 # Getting pulled into a black hole was certain
3772 # death in Almy's original. Stas Sergeev added a
3773 # possibility that you'll get timewarped instead.
3775 for m in range(NDEVICES):
3776 if game.damage[m]>0:
3778 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3779 if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
3789 prout(_(" encounters Tholian web at %s;") % h)
3791 prout(_(" blocked by object at %s;") % h)
3792 proutn(_("Emergency stop required "))
3793 prout(_("%2d units of energy.") % int(stopegy))
3794 game.energy -= stopegy
3795 if game.energy <= 0:
3802 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3803 game.inorbit = False
3804 # If tractor beam is to occur, don't move full distance
3805 if game.state.date+game.optime >= scheduled(FTBEAM):
3807 # We can't be tractor beamed if cloaked,
3808 # so move the event into the future
3809 postpone(FTBEAM, game.optime + expran(1.5*game.intime/len(game.kcmdr)))
3813 game.condition = "red"
3814 icourse.distance = icourse.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3815 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3817 game.quad[game.sector.i][game.sector.j] = '.'
3818 for _m in range(icourse.moves):
3820 w = icourse.sector()
3821 if icourse.origin.quadrant() != icourse.location.quadrant():
3822 newquadrant(noattack)
3824 elif check_collision(w):
3825 print("Collision detected")
3829 # We're in destination quadrant -- compute new average enemy distances
3830 game.quad[game.sector.i][game.sector.j] = game.ship
3832 for enemy in game.enemies:
3833 finald = (w-enemy.location).distance()
3834 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3835 enemy.kdist = finald
3837 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3838 attack(torps_ok=False)
3839 for enemy in game.enemies:
3840 enemy.kavgd = enemy.kdist
3843 setwnd(message_window)
3847 "Dock our ship at a starbase."
3849 if game.condition == "docked" and verbose:
3850 prout(_("Already docked."))
3853 prout(_("You must first leave standard orbit."))
3855 if not game.base.is_valid() or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
3856 prout(crmshp() + _(" not adjacent to base."))
3859 prout(_("You cannot dock while cloaked."))
3861 game.condition = "docked"
3865 if game.energy < game.inenrg:
3866 game.energy = game.inenrg
3867 game.shield = game.inshld
3868 game.torps = game.intorps
3869 game.lsupres = game.inlsr
3870 game.state.crew = FULLCREW
3871 if game.brigcapacity-game.brigfree > 0:
3872 prout(_("%d captured Klingons transferred to base") % (game.brigcapacity-game.brigfree))
3873 game.kcaptured += game.brigcapacity-game.brigfree
3874 game.brigfree = game.brigcapacity
3875 if communicating() and \
3876 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3877 # get attack report from base
3878 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3882 def cartesian(loc1=None, loc2=None):
3884 return game.quadrant * QUADSIZE + game.sector
3886 return game.quadrant * QUADSIZE + loc1
3888 return loc1 * QUADSIZE + loc2
3890 def getcourse(isprobe):
3891 "Get a course and distance from the user."
3893 dquad = copy.copy(game.quadrant)
3894 navmode = "unspecified"
3898 if game.landed and not isprobe:
3899 prout(_("Dummy! You can't leave standard orbit until you"))
3900 proutn(_("are back aboard the ship."))
3903 while navmode == "unspecified":
3904 if damaged(DNAVSYS):
3906 prout(_("Computer damaged; manual navigation only"))
3908 prout(_("Computer damaged; manual movement only"))
3913 key = scanner.nexttok()
3915 proutn(_("Manual or automatic- "))
3918 elif key == "IHALPHA":
3919 if scanner.sees("manual"):
3921 key = scanner.nexttok()
3923 elif scanner.sees("automatic"):
3924 navmode = "automatic"
3925 key = scanner.nexttok()
3933 prout(_("(Manual navigation assumed.)"))
3935 prout(_("(Manual movement assumed.)"))
3939 if navmode == "automatic":
3940 while key == "IHEOL":
3942 proutn(_("Target quadrant or quadrant§or- "))
3944 proutn(_("Destination sector or quadrant§or- "))
3947 key = scanner.nexttok()
3951 xi = int(round(scanner.real))-1
3952 key = scanner.nexttok()
3956 xj = int(round(scanner.real))-1
3957 key = scanner.nexttok()
3959 # both quadrant and sector specified
3960 xk = int(round(scanner.real))-1
3961 key = scanner.nexttok()
3965 xl = int(round(scanner.real))-1
3971 # only one pair of numbers was specified
3973 # only quadrant specified -- go to center of dest quad
3976 dsect.j = dsect.i = 4 # preserves 1-origin behavior
3978 # only sector specified
3982 if not dquad.valid_quadrant() or not dsect.valid_sector():
3989 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
3991 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
3992 # the actual deltas get computed here
3993 delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
3994 delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
3996 while key == "IHEOL":
3997 proutn(_("X and Y displacements- "))
4000 key = scanner.nexttok()
4003 delta.j = scanner.real
4007 key = scanner.nexttok()
4009 delta.i = scanner.real
4010 elif key == "IHEOL":
4016 # Check for zero movement
4017 if delta.i == 0 and delta.j == 0:
4020 if itemp == "verbose" and not isprobe:
4022 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
4024 return course(bearing=delta.bearing(), distance=delta.distance())
4027 def __init__(self, bearing, distance, origin=None):
4028 self.distance = distance
4029 self.bearing = bearing
4031 self.origin = cartesian(game.quadrant, game.sector)
4033 self.origin = origin
4034 # The bearing() code we inherited from FORTRAN is actually computing
4035 # clockface directions!
4036 if self.bearing < 0.0:
4037 self.bearing += 12.0
4038 self.angle = ((15.0 - self.bearing) * 0.5235988)
4039 self.increment = Coord(-math.sin(self.angle), math.cos(self.angle))
4040 bigger = max(abs(self.increment.i), abs(self.increment.j))
4041 self.increment /= bigger
4042 self.moves = int(round(10*self.distance*bigger))
4044 self.final = (self.location + self.moves*self.increment).roundtogrid()
4045 self.location = self.origin
4046 self.nextlocation = None
4048 self.location = self.origin
4051 return self.location.roundtogrid() == self.final
4053 "Next step on course."
4055 self.nextlocation = self.location + self.increment
4056 samequad = (self.location.quadrant() == self.nextlocation.quadrant())
4057 self.location = self.nextlocation
4060 return self.location.quadrant()
4062 return self.location.sector()
4064 return self.distance*(w**3)*(game.shldup+1)
4066 return 10.0*self.distance/w**2
4069 "Move under impulse power."
4071 if damaged(DIMPULS):
4074 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4076 if game.energy > 30.0:
4078 icourse = getcourse(isprobe=False)
4081 power = 20.0 + 100.0*icourse.distance
4084 if power >= game.energy:
4085 # Insufficient power for trip
4087 prout(_("First Officer Spock- \"Captain, the impulse engines"))
4088 prout(_("require 20.0 units to engage, plus 100.0 units per"))
4089 if game.energy > 30:
4090 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
4091 int(0.01 * (game.energy-20.0)-0.05))
4092 prout(_(" quadrants.\""))
4094 prout(_("quadrant. They are, therefore, useless.\""))
4097 # Make sure enough time is left for the trip
4098 game.optime = icourse.distance/0.095
4099 if game.optime >= game.state.remtime:
4100 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4101 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4102 proutn(_("we dare spend the time?\" "))
4105 # Activate impulse engines and pay the cost
4106 imove(icourse, noattack=False)
4110 power = 20.0 + 100.0*icourse.distance
4111 game.energy -= power
4112 game.optime = icourse.distance/0.095
4113 if game.energy <= 0:
4117 def warp(wcourse, involuntary):
4118 "ove under warp drive."
4119 blooey = False; twarp = False
4120 if not involuntary: # Not WARPX entry
4125 prout(_("Engineer Scott- \"The warp engines can not be used while cloaked, Sir.\""))
4127 if game.damage[DWARPEN] > 10.0:
4130 prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
4132 if damaged(DWARPEN) and game.warpfac > 4.0:
4135 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4136 prout(_(" is repaired, I can only give you warp 4.\""))
4138 # Read in course and distance
4141 wcourse = getcourse(isprobe=False)
4144 # Make sure starship has enough energy for the trip
4145 # Note: this formula is slightly different from the C version,
4146 # and lets you skate a bit closer to the edge.
4147 if wcourse.power(game.warpfac) >= game.energy:
4148 # Insufficient power for trip
4151 prout(_("Engineering to bridge--"))
4152 if not game.shldup or 0.5*wcourse.power(game.warpfac) > game.energy:
4153 iwarp = (game.energy/(wcourse.distance+0.05)) ** 0.333333333
4155 prout(_("We can't do it, Captain. We don't have enough energy."))
4157 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4160 prout(_("if you'll lower the shields."))
4164 prout(_("We haven't the energy to go that far with the shields up."))
4166 # Make sure enough time is left for the trip
4167 game.optime = wcourse.time(game.warpfac)
4168 if game.optime >= 0.8*game.state.remtime:
4170 prout(_("First Officer Spock- \"Captain, I compute that such"))
4171 proutn(_(" a trip would require approximately %2.0f") %
4172 (100.0*game.optime/game.state.remtime))
4173 prout(_(" percent of our"))
4174 proutn(_(" remaining time. Are you sure this is wise?\" "))
4180 if game.warpfac > 6.0:
4181 # Decide if engine damage will occur
4182 # ESR: Seems wrong. Probability of damage goes *down* with distance?
4183 prob = wcourse.distance*(6.0-game.warpfac)**2/66.666666666
4184 if prob > randreal():
4186 wcourse.distance = randreal(wcourse.distance)
4187 # Decide if time warp will occur
4188 if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > randreal():
4190 if game.idebug and game.warpfac==10 and not twarp:
4192 proutn("=== Force time warp? ")
4196 # If time warp or engine damage, check path
4197 # If it is obstructed, don't do warp or damage
4198 look = wcourse.moves
4202 w = wcourse.sector()
4203 if not w.valid_sector():
4205 if game.quad[w.i][w.j] != '.':
4209 # Activate Warp Engines and pay the cost
4210 imove(wcourse, noattack=False)
4213 game.energy -= wcourse.power(game.warpfac)
4214 if game.energy <= 0:
4216 game.optime = wcourse.time(game.warpfac)
4220 game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
4222 prout(_("Engineering to bridge--"))
4223 prout(_(" Scott here. The warp engines are damaged."))
4224 prout(_(" We'll have to reduce speed to warp 4."))
4229 "Change the warp factor."
4231 key=scanner.nexttok()
4235 proutn(_("Warp factor- "))
4239 if game.damage[DWARPEN] > 10.0:
4240 prout(_("Warp engines inoperative."))
4242 if damaged(DWARPEN) and scanner.real > 4.0:
4243 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4244 prout(_(" but right now we can only go warp 4.\""))
4246 if scanner.real > 10.0:
4247 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4249 if scanner.real < 1.0:
4250 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4252 oldfac = game.warpfac
4253 game.warpfac = scanner.real
4254 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4255 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4258 if game.warpfac < 8.00:
4259 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4261 if game.warpfac == 10.0:
4262 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4264 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4268 "Cope with being tossed out of quadrant by supernova or yanked by beam."
4270 # is captain on planet?
4272 if damaged(DTRANSP):
4275 prout(_("Scotty rushes to the transporter controls."))
4277 prout(_("But with the shields up it's hopeless."))
4279 prouts(_("His desperate attempt to rescue you . . ."))
4284 prout(_("SUCCEEDS!"))
4287 proutn(_("The crystals mined were "))
4295 # Check to see if captain in shuttle craft
4300 # Inform captain of attempt to reach safety
4304 prouts(_("***RED ALERT! RED ALERT!"))
4306 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4307 prouts(_(" a supernova."))
4309 prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
4310 prout(_("safely out of quadrant."))
4311 if not damaged(DRADIO):
4312 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
4313 # Try to use warp engines
4314 if damaged(DWARPEN):
4316 prout(_("Warp engines damaged."))
4319 game.warpfac = randreal(6.0, 8.0)
4320 prout(_("Warp factor set to %d") % int(game.warpfac))
4321 power = 0.75*game.energy
4322 dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4323 dist = max(dist, randreal(math.sqrt(2)))
4324 bugout = course(bearing=randreal(12), distance=dist) # How dumb!
4325 game.optime = bugout.time(game.warpfac)
4327 game.inorbit = False
4328 warp(bugout, involuntary=True)
4330 # This is bad news, we didn't leave quadrant.
4334 prout(_("Insufficient energy to leave quadrant."))
4337 # Repeat if another snova
4338 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
4341 finish(FWON) # Snova killed remaining enemy.
4344 "Let's do the time warp again."
4345 prout(_("***TIME WARP ENTERED."))
4346 if game.state.snap and withprob(0.5):
4348 prout(_("You are traveling backwards in time %d stardates.") %
4349 int(game.state.date-game.snapsht.date))
4350 game.state = game.snapsht
4351 game.state.snap = False
4352 if len(game.state.kcmdr):
4353 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4354 schedule(FBATTAK, expran(0.3*game.intime))
4355 schedule(FSNOVA, expran(0.5*game.intime))
4356 # next snapshot will be sooner
4357 schedule(FSNAP, expran(0.25*game.state.remtime))
4359 if game.state.nscrem:
4360 schedule(FSCMOVE, 0.2777)
4364 game.battle.invalidate()
4365 # Make sure Galileo is consistant -- Snapshot may have been taken
4366 # when on planet, which would give us two Galileos!
4368 for l in range(game.inplan):
4369 if game.state.planets[l].known == "shuttle_down":
4371 if game.iscraft == "onship" and game.ship=='E':
4372 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4373 game.iscraft = "offship"
4374 # Likewise, if in the original time the Galileo was abandoned, but
4375 # was on ship earlier, it would have vanished -- let's restore it.
4376 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4377 prout(_("Chekov- \"Security reports the Galileo has reappeared in the dock!\""))
4378 game.iscraft = "onship"
4379 # There used to be code to do the actual reconstrction here,
4380 # but the starchart is now part of the snapshotted galaxy state.
4381 prout(_("Spock has reconstructed a correct star chart from memory"))
4383 # Go forward in time
4384 game.optime = expran(0.5*game.intime)
4385 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4386 # cheat to make sure no tractor beams occur during time warp
4387 postpone(FTBEAM, game.optime)
4388 game.damage[DRADIO] += game.optime
4390 events() # Stas Sergeev added this -- do pending events
4393 "Launch deep-space probe."
4394 # New code to launch a deep space probe
4395 if game.nprobes == 0:
4398 if game.ship == 'E':
4399 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4401 prout(_("Ye Faerie Queene has no deep space probes."))
4406 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4408 if is_scheduled(FDSPROB):
4411 if damaged(DRADIO) and game.condition != "docked":
4412 prout(_("Spock- \"Records show the previous probe has not yet"))
4413 prout(_(" reached its destination.\""))
4415 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4417 key = scanner.nexttok()
4419 if game.nprobes == 1:
4420 prout(_("1 probe left."))
4422 prout(_("%d probes left") % game.nprobes)
4423 proutn(_("Are you sure you want to fire a probe? "))
4426 game.isarmed = False
4427 if key == "IHALPHA" and scanner.token == "armed":
4429 key = scanner.nexttok()
4430 elif key == "IHEOL":
4431 proutn(_("Arm NOVAMAX warhead? "))
4433 elif key == "IHREAL": # first element of course
4434 scanner.push(scanner.token)
4436 game.probe = getcourse(isprobe=True)
4440 schedule(FDSPROB, 0.01) # Time to move one sector
4441 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4446 "Yell for help from nearest starbase."
4447 # There's more than one way to move in this game!
4449 # Test for conditions which prevent calling for help
4450 if game.condition == "docked":
4451 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4454 prout(_("Subspace radio damaged."))
4456 if not game.state.baseq:
4457 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4460 prout(_("You must be aboard the %s.") % crmshp())
4462 # OK -- call for help from nearest starbase
4465 # There's one in this quadrant
4466 ddist = (game.base - game.sector).distance()
4468 ibq = None # Force base-quadrant game to persist past loop
4470 for ibq in game.state.baseq:
4471 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4475 prout(_("No starbases remain. You are alone in a hostile galaxy."))
4477 # Since starbase not in quadrant, set up new quadrant
4480 # dematerialize starship
4481 game.quad[game.sector.i][game.sector.j]='.'
4482 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4483 % (game.quadrant, crmshp()))
4484 game.sector.invalidate()
4485 for m in range(1, 5+1):
4486 w = game.base.scatter()
4487 if w.valid_sector() and game.quad[w.i][w.j]=='.':
4488 # found one -- finish up
4491 if not game.sector.is_valid():
4492 prout(_("You have been lost in space..."))
4493 finish(FMATERIALIZE)
4495 # Give starbase three chances to rematerialize starship
4496 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4497 for m in range(1, 3+1):
4498 if m == 1: proutn(_("1st"))
4499 elif m == 2: proutn(_("2nd"))
4500 elif m == 3: proutn(_("3rd"))
4501 proutn(_(" attempt to re-materialize ") + crmshp())
4502 game.quad[game.sector.i][game.sector.j]=('-','o','O')[m-1]
4505 if randreal() > probf:
4509 curses.delay_output(500)
4511 game.quad[game.sector.i][game.sector.j]='?'
4514 setwnd(message_window)
4515 finish(FMATERIALIZE)
4517 game.quad[game.sector.i][game.sector.j]=game.ship
4519 prout(_("succeeds."))
4523 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4528 if game.condition=="docked":
4530 prout(_("You cannot abandon Ye Faerie Queene."))
4533 # Must take shuttle craft to exit
4534 if game.damage[DSHUTTL]==-1:
4535 prout(_("Ye Faerie Queene has no shuttle craft."))
4537 if game.damage[DSHUTTL]<0:
4538 prout(_("Shuttle craft now serving Big Macs."))
4540 if game.damage[DSHUTTL]>0:
4541 prout(_("Shuttle craft damaged."))
4544 prout(_("You must be aboard the ship."))
4546 if game.iscraft != "onship":
4547 prout(_("Shuttle craft not currently available."))
4549 # Emit abandon ship messages
4551 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4553 prouts(_("***ALL HANDS ABANDON SHIP!"))
4555 prout(_("Captain and crew escape in shuttle craft."))
4556 if not game.state.baseq:
4557 # Oops! no place to go...
4560 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4562 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4563 prout(_("Remainder of ship's complement beam down"))
4564 prout(_("to nearest habitable planet."))
4565 elif q.planet != None and not damaged(DTRANSP):
4566 prout(_("Remainder of ship's complement beam down to %s.") %
4569 prout(_("Entire crew of %d left to die in outer space.") %
4571 game.casual += game.state.crew
4572 game.abandoned += game.state.crew
4573 # If at least one base left, give 'em the Faerie Queene
4575 game.icrystl = False # crystals are lost
4576 game.nprobes = 0 # No probes
4577 prout(_("You are captured by Klingons and released to"))
4578 prout(_("the Federation in a prisoner-of-war exchange."))
4579 nb = randrange(len(game.state.baseq))
4580 # Set up quadrant and position FQ adjacient to base
4581 if not game.quadrant == game.state.baseq[nb]:
4582 game.quadrant = game.state.baseq[nb]
4583 game.sector.i = game.sector.j = 5
4586 # position next to base by trial and error
4587 game.quad[game.sector.i][game.sector.j] = '.'
4589 for l in range(QUADSIZE):
4590 game.sector = game.base.scatter()
4591 if game.sector.valid_sector() and \
4592 game.quad[game.sector.i][game.sector.j] == '.':
4595 break # found a spot
4596 game.sector.i=QUADSIZE/2
4597 game.sector.j=QUADSIZE/2
4599 # Get new commission
4600 game.quad[game.sector.i][game.sector.j] = game.ship = 'F'
4601 game.state.crew = FULLCREW
4602 prout(_("Starfleet puts you in command of another ship,"))
4603 prout(_("the Faerie Queene, which is antiquated but,"))
4604 prout(_("still useable."))
4606 prout(_("The dilithium crystals have been moved."))
4608 game.iscraft = "offship" # Galileo disappears
4610 game.condition="docked"
4611 for l in range(NDEVICES):
4612 game.damage[l] = 0.0
4613 game.damage[DSHUTTL] = -1
4614 game.energy = game.inenrg = 3000.0
4615 game.shield = game.inshld = 1250.0
4616 game.torps = game.intorps = 6
4617 game.lsupres=game.inlsr=3.0
4620 game.brigfree = game.brigcapacity = 300
4623 # Code from planets.c begins here.
4626 "Abort a lengthy operation if an event interrupts it."
4629 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
4634 "Report on (uninhabited) planets in the galaxy."
4638 prout(_("Spock- \"Planet report follows, Captain.\""))
4640 for i in range(game.inplan):
4641 if game.state.planets[i].pclass == "destroyed":
4643 if (game.state.planets[i].known != "unknown" \
4644 and not game.state.planets[i].inhabited) \
4647 if game.idebug and game.state.planets[i].known=="unknown":
4648 proutn("(Unknown) ")
4649 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4650 proutn(_(" class "))
4651 proutn(game.state.planets[i].pclass)
4653 if game.state.planets[i].crystals != "present":
4655 prout(_("dilithium crystals present."))
4656 if game.state.planets[i].known=="shuttle_down":
4657 prout(_(" Shuttle Craft Galileo on surface."))
4659 prout(_("No information available."))
4662 "Enter standard orbit."
4666 prout(_("Already in standard orbit."))
4668 if damaged(DWARPEN) and damaged(DIMPULS):
4669 prout(_("Both warp and impulse engines damaged."))
4671 if not game.plnet.is_valid():
4672 prout("There is no planet in this sector.")
4674 if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4675 prout(crmshp() + _(" not adjacent to planet."))
4678 game.optime = randreal(0.02, 0.05)
4679 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4683 game.height = randreal(1400, 8600)
4684 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4689 "Examine planets in this quadrant."
4690 if damaged(DSRSENS):
4691 if game.options & OPTION_TTY:
4692 prout(_("Short range sensors damaged."))
4694 if game.iplnet is None:
4695 if game.options & OPTION_TTY:
4696 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4698 if game.iplnet.known == "unknown":
4699 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4701 prout(_(" Planet at Sector %s is of class %s.") %
4702 (game.plnet, game.iplnet.pclass))
4703 if game.iplnet.known=="shuttle_down":
4704 prout(_(" Sensors show Galileo still on surface."))
4705 proutn(_(" Readings indicate"))
4706 if game.iplnet.crystals != "present":
4708 prout(_(" dilithium crystals present.\""))
4709 if game.iplnet.known == "unknown":
4710 game.iplnet.known = "known"
4711 elif game.iplnet.inhabited:
4712 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4713 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4716 "Use the transporter."
4720 if damaged(DTRANSP):
4721 prout(_("Transporter damaged."))
4722 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4724 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4728 if not game.inorbit:
4729 prout(crmshp() + _(" not in standard orbit."))
4732 prout(_("Impossible to transport through shields."))
4734 if game.iplnet.known=="unknown":
4735 prout(_("Spock- \"Captain, we have no information on this planet"))
4736 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4737 prout(_(" you may not go down.\""))
4739 if not game.landed and game.iplnet.crystals=="absent":
4740 prout(_("Spock- \"Captain, I fail to see the logic in"))
4741 prout(_(" exploring a planet with no dilithium crystals."))
4742 proutn(_(" Are you sure this is wise?\" "))
4746 if not (game.options & OPTION_PLAIN):
4747 nrgneed = 50 * game.skill + game.height / 100.0
4748 if nrgneed > game.energy:
4749 prout(_("Engineering to bridge--"))
4750 prout(_(" Captain, we don't have enough energy for transportation."))
4752 if not game.landed and nrgneed * 2 > game.energy:
4753 prout(_("Engineering to bridge--"))
4754 prout(_(" Captain, we have enough energy only to transport you down to"))
4755 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4756 if game.iplnet.known == "shuttle_down":
4757 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4758 proutn(_(" Are you sure this is wise?\" "))
4763 # Coming from planet
4764 if game.iplnet.known=="shuttle_down":
4765 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4769 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4770 prout(_("Landing party assembled, ready to beam up."))
4772 prout(_("Kirk whips out communicator..."))
4773 prouts(_("BEEP BEEP BEEP"))
4775 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4778 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4780 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4782 prout(_("Kirk- \"Energize.\""))
4785 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4787 if not withprob(0.98):
4788 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4790 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4793 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4794 game.landed = not game.landed
4795 game.energy -= nrgneed
4797 prout(_("Transport complete."))
4798 if game.landed and game.iplnet.known=="shuttle_down":
4799 prout(_("The shuttle craft Galileo is here!"))
4800 if not game.landed and game.imine:
4807 "Strip-mine a world for dilithium."
4811 prout(_("Mining party not on planet."))
4813 if game.iplnet.crystals == "mined":
4814 prout(_("This planet has already been strip-mined for dilithium."))
4816 elif game.iplnet.crystals == "absent":
4817 prout(_("No dilithium crystals on this planet."))
4820 prout(_("You've already mined enough crystals for this trip."))
4822 if game.icrystl and game.cryprob == 0.05:
4823 prout(_("With all those fresh crystals aboard the ") + crmshp())
4824 prout(_("there's no reason to mine more at this time."))
4826 game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4829 prout(_("Mining operation complete."))
4830 game.iplnet.crystals = "mined"
4831 game.imine = game.ididit = True
4834 "Use dilithium crystals."
4838 if not game.icrystl:
4839 prout(_("No dilithium crystals available."))
4841 if game.energy >= 1000:
4842 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4843 prout(_(" except when Condition Yellow exists."))
4845 prout(_("Spock- \"Captain, I must warn you that loading"))
4846 prout(_(" raw dilithium crystals into the ship's power"))
4847 prout(_(" system may risk a severe explosion."))
4848 proutn(_(" Are you sure this is wise?\" "))
4853 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4854 prout(_(" Mr. Spock and I will try it.\""))
4856 prout(_("Spock- \"Crystals in place, Sir."))
4857 prout(_(" Ready to activate circuit.\""))
4859 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4861 if withprob(game.cryprob):
4862 prouts(_(" \"Activating now! - - No good! It's***"))
4864 prouts(_("***RED ALERT! RED A*L********************************"))
4867 prouts(_("****************** KA-BOOM!!!! *******************"))
4871 game.energy += randreal(5000.0, 5500.0)
4872 prouts(_(" \"Activating now! - - "))
4873 prout(_("The instruments"))
4874 prout(_(" are going crazy, but I think it's"))
4875 prout(_(" going to work!! Congratulations, Sir!\""))
4880 "Use shuttlecraft for planetary jaunt."
4883 if damaged(DSHUTTL):
4884 if game.damage[DSHUTTL] == -1.0:
4885 if game.inorbit and game.iplnet.known == "shuttle_down":
4886 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4888 prout(_("Ye Faerie Queene had no shuttle craft."))
4889 elif game.damage[DSHUTTL] > 0:
4890 prout(_("The Galileo is damaged."))
4891 else: # game.damage[DSHUTTL] < 0
4892 prout(_("Shuttle craft is now serving Big Macs."))
4894 if not game.inorbit:
4895 prout(crmshp() + _(" not in standard orbit."))
4897 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4898 prout(_("Shuttle craft not currently available."))
4900 if not game.landed and game.iplnet.known=="shuttle_down":
4901 prout(_("You will have to beam down to retrieve the shuttle craft."))
4903 if game.shldup or game.condition == "docked":
4904 prout(_("Shuttle craft cannot pass through shields."))
4906 if game.iplnet.known=="unknown":
4907 prout(_("Spock- \"Captain, we have no information on this planet"))
4908 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4909 prout(_(" you may not fly down.\""))
4911 game.optime = 3.0e-5*game.height
4912 if game.optime >= 0.8*game.state.remtime:
4913 prout(_("First Officer Spock- \"Captain, I compute that such"))
4914 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4915 int(100*game.optime/game.state.remtime))
4916 prout(_("remaining time."))
4917 proutn(_("Are you sure this is wise?\" "))
4923 if game.iscraft == "onship":
4925 if not damaged(DTRANSP):
4926 proutn(_("Spock- \"Would you rather use the transporter?\" "))
4930 proutn(_("Shuttle crew"))
4932 proutn(_("Rescue party"))
4933 prout(_(" boards Galileo and swoops toward planet surface."))
4934 game.iscraft = "offship"
4938 game.iplnet.known="shuttle_down"
4939 prout(_("Trip complete."))
4942 # Ready to go back to ship
4943 prout(_("You and your mining party board the"))
4944 prout(_("shuttle craft for the trip back to the Enterprise."))
4946 prouts(_("The short hop begins . . ."))
4948 game.iplnet.known="known"
4954 game.iscraft = "onship"
4960 prout(_("Trip complete."))
4963 # Kirk on ship and so is Galileo
4964 prout(_("Mining party assembles in the hangar deck,"))
4965 prout(_("ready to board the shuttle craft \"Galileo\"."))
4967 prouts(_("The hangar doors open; the trip begins."))
4970 game.iscraft = "offship"
4973 game.iplnet.known = "shuttle_down"
4976 prout(_("Trip complete."))
4980 "Use the big zapper."
4984 if game.ship != 'E':
4985 prout(_("Ye Faerie Queene has no death ray."))
4987 if len(game.enemies)==0:
4988 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
4991 prout(_("Death Ray is damaged."))
4993 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
4994 prout(_(" is highly unpredictible. Considering the alternatives,"))
4995 proutn(_(" are you sure this is wise?\" "))
4998 prout(_("Spock- \"Acknowledged.\""))
5001 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
5003 prout(_("Crew scrambles in emergency preparation."))
5004 prout(_("Spock and Scotty ready the death ray and"))
5005 prout(_("prepare to channel all ship's power to the device."))
5007 prout(_("Spock- \"Preparations complete, sir.\""))
5008 prout(_("Kirk- \"Engage!\""))
5010 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
5013 if game.options & OPTION_PLAIN:
5017 prouts(_("Sulu- \"Captain! It's working!\""))
5019 while len(game.enemies) > 0:
5020 deadkl(game.enemies[1].location, game.quad[game.enemies[1].location.i][game.enemies[1].location.j],game.enemies[1].location)
5021 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
5022 if game.unwon() == 0:
5024 if (game.options & OPTION_PLAIN) == 0:
5025 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
5027 prout(_(" is still operational.\""))
5029 prout(_(" has been rendered nonfunctional.\""))
5030 game.damage[DDRAY] = 39.95
5032 r = randreal() # Pick failure method
5034 prouts(_("Sulu- \"Captain! It's working!\""))
5036 prouts(_("***RED ALERT! RED ALERT!"))
5038 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
5040 prouts(_("***RED ALERT! RED A*L********************************"))
5043 prouts(_("****************** KA-BOOM!!!! *******************"))
5048 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
5050 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
5052 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
5053 prout(_(" have apparently been transformed into strange mutations."))
5054 prout(_(" Vulcans do not seem to be affected."))
5056 prout(_("Kirk- \"Raauch! Raauch!\""))
5060 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
5062 proutn(_("Spock- \"I believe the word is"))
5063 prouts(_(" *ASTONISHING*"))
5064 prout(_(" Mr. Sulu."))
5065 for i in range(QUADSIZE):
5066 for j in range(QUADSIZE):
5067 if game.quad[i][j] == '.':
5068 game.quad[i][j] = '?'
5069 prout(_(" Captain, our quadrant is now infested with"))
5070 prouts(_(" - - - - - - *THINGS*."))
5072 prout(_(" I have no logical explanation.\""))
5074 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
5076 prout(_("Scotty- \"There are so many tribbles down here"))
5077 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
5081 # Code from reports.c begins here
5083 def attackreport(curt):
5084 "eport status of bases under attack."
5086 if is_scheduled(FCDBAS):
5087 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
5088 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
5089 elif game.isatb == 1:
5090 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
5091 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
5093 prout(_("No Starbase is currently under attack."))
5095 if is_scheduled(FCDBAS):
5096 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5098 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5102 # report on general game status
5104 s1 = (game.thawed and _("thawed ")) or ""
5105 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5106 s3 = (None, _("novice"), _("fair"),
5107 _("good"), _("expert"), _("emeritus"))[game.skill]
5108 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5109 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5110 prout(_("No plaque is allowed."))
5112 prout(_("This is tournament game %d.") % game.tourn)
5113 prout(_("Your secret password is \"%s\"") % game.passwd)
5114 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - game.unwon()),
5115 (game.inkling + game.incom + game.inscom)))
5116 if game.incom - len(game.state.kcmdr):
5117 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
5118 elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
5119 prout(_(", but no Commanders."))
5122 if game.skill > SKILL_FAIR:
5123 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5124 if len(game.state.baseq) != game.inbase:
5126 if game.inbase-len(game.state.baseq)==1:
5127 proutn(_("has been 1 base"))
5129 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
5130 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
5132 prout(_("There are %d bases.") % game.inbase)
5133 if communicating() or game.iseenit:
5134 # Don't report this if not seen and
5135 # either the radio is dead or not at base!
5139 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5140 if game.brigcapacity != game.brigfree:
5141 embriggened = brigcapacity-brigfree
5142 if embriggened == 1:
5143 prout(_("1 Klingon in brig"))
5145 prout(_("%d Klingons in brig.") % embriggened)
5146 if game.kcaptured == 0:
5148 elif game.kcaptured == 1:
5149 prout(_("1 captured Klingon turned in to Starfleet."))
5151 prout(_("%d captured Klingons turned in to Star Fleet.") % game.kcaptured)
5153 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5154 if game.ship == 'E':
5155 proutn(_("You have "))
5157 proutn("%d" % (game.nprobes))
5160 proutn(_(" deep space probe"))
5164 if communicating() and is_scheduled(FDSPROB):
5166 proutn(_("An armed deep space probe is in "))
5168 proutn(_("A deep space probe is in "))
5169 prout("Quadrant %s." % game.probe.quadrant())
5171 if game.cryprob <= .05:
5172 prout(_("Dilithium crystals aboard ship... not yet used."))
5176 while game.cryprob > ai:
5179 prout(_("Dilithium crystals have been used %d time%s.") % \
5180 (i, (_("s"), "")[i==1]))
5184 "Long-range sensor scan."
5185 if damaged(DLRSENS):
5186 # Now allow base's sensors if docked
5187 if game.condition != "docked":
5189 prout(_("LONG-RANGE SENSORS DAMAGED."))
5192 prout(_("Starbase's long-range scan"))
5194 prout(_("Long-range scan"))
5195 for x in range(game.quadrant.i-1, game.quadrant.i+2):
5198 for y in range(game.quadrant.j-1, game.quadrant.j+2):
5199 if not Coord(x, y).valid_quadrant():
5203 if not damaged(DRADIO):
5204 game.state.galaxy[x][y].charted = True
5205 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5206 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5207 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5208 if not silent and game.state.galaxy[x][y].supernova:
5211 proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
5219 for i in range(NDEVICES):
5222 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5223 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5225 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5226 game.damage[i]+0.05,
5227 DOCKFAC*game.damage[i]+0.005))
5229 prout(_("All devices functional."))
5232 "Update the chart in the Enterprise's computer from galaxy data."
5233 game.lastchart = game.state.date
5234 for i in range(GALSIZE):
5235 for j in range(GALSIZE):
5236 if game.state.galaxy[i][j].charted:
5237 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5238 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5239 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5242 "Display the star chart."
5244 if (game.options & OPTION_AUTOSCAN):
5248 if game.lastchart < game.state.date and game.condition == "docked":
5249 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5251 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5252 if game.state.date > game.lastchart:
5253 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5254 prout(" 1 2 3 4 5 6 7 8")
5255 for i in range(GALSIZE):
5256 proutn("%d |" % (i+1))
5257 for j in range(GALSIZE):
5258 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5262 if game.state.galaxy[i][j].supernova:
5264 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5266 elif game.state.galaxy[i][j].charted:
5267 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5271 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5279 def sectscan(goodScan, i, j):
5280 "Light up an individual dot in a sector."
5281 if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
5282 if game.quad[i][j] in ('E', 'F'):
5285 textcolor({"green":GREEN,
5289 "dead":BROWN}[game.condition])
5291 textcolor({'?':LIGHTMAGENTA,
5297 }.get(game.quad[i][j], DEFAULT))
5298 proutn("%c " % game.quad[i][j])
5304 "Emit status report lines"
5305 if not req or req == 1:
5306 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5307 % (game.state.date, game.state.remtime))
5308 if not req or req == 2:
5309 if game.condition != "docked":
5311 prstat(_("Condition"), _("%s, %i DAMAGES") % \
5312 (game.condition.upper(), sum([x > 0 for x in game.damage])))
5314 prout(_(", CLOAKED"))
5315 if not req or req == 3:
5316 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5317 if not req or req == 4:
5318 if damaged(DLIFSUP):
5319 if game.condition == "docked":
5320 s = _("DAMAGED, Base provides")
5322 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5325 prstat(_("Life Support"), s)
5326 if not req or req == 5:
5327 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5328 if not req or req == 6:
5330 if game.icrystl and (game.options & OPTION_SHOWME):
5331 extra = _(" (have crystals)")
5332 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5333 if not req or req == 7:
5334 prstat(_("Torpedoes"), "%d" % (game.torps))
5335 if not req or req == 8:
5336 if damaged(DSHIELD):
5342 data = _(" %d%% %.1f units") \
5343 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5344 prstat(_("Shields"), s+data)
5345 if not req or req == 9:
5346 prstat(_("Klingons Left"), "%d" % game.unwon())
5347 if not req or req == 10:
5348 if game.options & OPTION_WORLDS:
5349 plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
5350 if plnet and plnet.inhabited:
5351 prstat(_("Major system"), plnet.name)
5353 prout(_("Sector is uninhabited"))
5354 elif not req or req == 11:
5355 attackreport(not req)
5358 "Request specified status data, a historical relic from slow TTYs."
5359 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5360 while scanner.nexttok() == "IHEOL":
5361 proutn(_("Information desired? "))
5363 if scanner.token in requests:
5364 status(requests.index(scanner.token))
5366 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5367 prout((" date, condition, position, lsupport, warpfactor,"))
5368 prout((" energy, torpedoes, shields, klingons, system, time."))
5373 if damaged(DSRSENS):
5374 # Allow base's sensors if docked
5375 if game.condition != "docked":
5376 prout(_(" S.R. SENSORS DAMAGED!"))
5379 prout(_(" [Using Base's sensors]"))
5381 prout(_(" Short-range scan"))
5382 if goodScan and communicating():
5383 game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
5384 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
5385 game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
5386 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
5387 prout(" 1 2 3 4 5 6 7 8 9 10")
5388 if game.condition != "docked":
5390 for i in range(QUADSIZE):
5391 proutn("%2d " % (i+1))
5392 for j in range(QUADSIZE):
5393 sectscan(goodScan, i, j)
5397 "Use computer to get estimated time of arrival for a warp jump."
5398 w1 = Coord(); w2 = Coord()
5400 if damaged(DCOMPTR):
5401 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5404 if scanner.nexttok() != "IHREAL":
5407 proutn(_("Destination quadrant and/or sector? "))
5408 if scanner.nexttok()!="IHREAL":
5411 w1.j = int(scanner.real-0.5)
5412 if scanner.nexttok() != "IHREAL":
5415 w1.i = int(scanner.real-0.5)
5416 if scanner.nexttok() == "IHREAL":
5417 w2.j = int(scanner.real-0.5)
5418 if scanner.nexttok() != "IHREAL":
5421 w2.i = int(scanner.real-0.5)
5423 if game.quadrant.j>w1.i:
5427 if game.quadrant.i>w1.j:
5431 if not w1.valid_quadrant() or not w2.valid_sector():
5434 dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
5435 (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
5438 prout(_("Answer \"no\" if you don't know the value:"))
5441 proutn(_("Time or arrival date? "))
5442 if scanner.nexttok()=="IHREAL":
5443 ttime = scanner.real
5444 if ttime > game.state.date:
5445 ttime -= game.state.date # Actually a star date
5446 twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
5447 if ttime <= 1e-10 or twarp > 10:
5448 prout(_("We'll never make it, sir."))
5455 proutn(_("Warp factor? "))
5456 if scanner.nexttok()== "IHREAL":
5458 twarp = scanner.real
5459 if twarp<1.0 or twarp > 10.0:
5463 prout(_("Captain, certainly you can give me one of these."))
5466 ttime = (10.0*dist)/twarp**2
5467 tpower = dist*twarp*twarp*twarp*(game.shldup+1)
5468 if tpower >= game.energy:
5469 prout(_("Insufficient energy, sir."))
5470 if not game.shldup or tpower > game.energy*2.0:
5473 proutn(_("New warp factor to try? "))
5474 if scanner.nexttok() == "IHREAL":
5476 twarp = scanner.real
5477 if twarp<1.0 or twarp > 10.0:
5485 prout(_("But if you lower your shields,"))
5486 proutn(_("remaining"))
5489 proutn(_("Remaining"))
5490 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5492 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5494 prout(_("Any warp speed is adequate."))
5496 prout(_("Minimum warp needed is %.2f,") % (twarp))
5497 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5498 if game.state.remtime < ttime:
5499 prout(_("Unfortunately, the Federation will be destroyed by then."))
5501 prout(_("You'll be taking risks at that speed, Captain"))
5502 if (game.isatb==1 and game.state.kscmdr == w1 and \
5503 scheduled(FSCDBAS)< ttime+game.state.date) or \
5504 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5505 prout(_("The starbase there will be destroyed by then."))
5506 proutn(_("New warp factor to try? "))
5507 if scanner.nexttok() == "IHREAL":
5509 twarp = scanner.real
5510 if twarp<1.0 or twarp > 10.0:
5518 # Code from setup.c begins here
5521 "Issue a historically correct banner."
5523 prout(_("-SUPER- STAR TREK"))
5525 # From the FORTRAN original
5526 # prout(_("Latest update-21 Sept 78"))
5532 scanner.push("emsave.trk")
5533 key = scanner.nexttok()
5535 proutn(_("File name: "))
5536 key = scanner.nexttok()
5537 if key != "IHALPHA":
5540 if '.' not in scanner.token:
5541 scanner.token += ".trk"
5543 fp = open(scanner.token, "wb")
5545 prout(_("Can't freeze game as file %s") % scanner.token)
5547 pickle.dump(game, fp)
5552 "Retrieve saved game."
5555 key = scanner.nexttok()
5557 proutn(_("File name: "))
5558 key = scanner.nexttok()
5559 if key != "IHALPHA":
5562 if '.' not in scanner.token:
5563 scanner.token += ".trk"
5565 fp = open(scanner.token, "rb")
5567 prout(_("Can't thaw game in %s") % scanner.token)
5569 game = pickle.load(fp)
5574 # I used <http://www.memory-alpha.org> to find planets
5575 # with references in ST:TOS. Earth and the Alpha Centauri
5576 # Colony have been omitted.
5578 # Some planets marked Class G and P here will be displayed as class M
5579 # because of the way planets are generated. This is a known bug.
5582 _("Andoria (Fesoan)"), # several episodes
5583 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5584 _("Vulcan (T'Khasi)"), # many episodes
5585 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5586 _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5587 _("Ardana"), # TOS: "The Cloud Minders"
5588 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5589 _("Gideon"), # TOS: "The Mark of Gideon"
5590 _("Aldebaran III"), # TOS: "The Deadly Years"
5591 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5592 _("Altair IV"), # TOS: "Amok Time
5593 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5594 _("Benecia"), # TOS: "The Conscience of the King"
5595 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5596 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5597 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5598 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5599 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5600 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5601 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5602 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5603 _("Ingraham B"), # TOS: "Operation: Annihilate"
5604 _("Janus IV"), # TOS: "The Devil in the Dark"
5605 _("Makus III"), # TOS: "The Galileo Seven"
5606 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5607 _("Omega IV"), # TOS: "The Omega Glory"
5608 _("Regulus V"), # TOS: "Amok Time
5609 _("Deneva"), # TOS: "Operation -- Annihilate!"
5610 # Worlds from BSD Trek
5611 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5612 _("Beta III"), # TOS: "The Return of the Archons"
5613 _("Triacus"), # TOS: "And the Children Shall Lead",
5614 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5616 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5617 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5618 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5619 # _("Izar"), # TOS: "Whom Gods Destroy"
5620 # _("Tiburon"), # TOS: "The Way to Eden"
5621 # _("Merak II"), # TOS: "The Cloud Minders"
5622 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5623 # _("Iotia"), # TOS: "A Piece of the Action"
5627 _("S. R. Sensors"), \
5628 _("L. R. Sensors"), \
5630 _("Photon Tubes"), \
5631 _("Life Support"), \
5632 _("Warp Engines"), \
5633 _("Impulse Engines"), \
5635 _("Subspace Radio"), \
5636 _("Shuttle Craft"), \
5638 _("Navigation System"), \
5640 _("Shield Control"), \
5643 _("Cloaking Device"), \
5647 "Prepare to play, set up cosmos."
5649 # Decide how many of everything
5651 return # frozen game
5652 # Prepare the Enterprise
5653 game.alldone = game.gamewon = game.shldchg = game.shldup = False
5655 game.state.crew = FULLCREW
5656 game.energy = game.inenrg = 5000.0
5657 game.shield = game.inshld = 2500.0
5660 game.quadrant = randplace(GALSIZE)
5661 game.sector = randplace(QUADSIZE)
5662 game.torps = game.intorps = 10
5663 game.nprobes = randrange(2, 5)
5665 for i in range(NDEVICES):
5666 game.damage[i] = 0.0
5667 # Set up assorted game parameters
5668 game.battle = Coord()
5669 game.state.date = game.indate = 100.0 * randreal(20, 51)
5670 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5671 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5672 game.isatb = game.state.nplankl = 0
5673 game.state.starkl = game.state.basekl = game.state.nworldkl = 0
5674 game.iscraft = "onship"
5679 game.state.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
5681 game.state.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
5683 game.state.planets = [] # Planet information
5684 game.state.baseq = [] # Base quadrant coordinates
5685 game.state.kcmdr = [] # Commander quadrant coordinates
5686 game.statekscmdr = Coord() # Supercommander quadrant coordinates
5688 # Starchart is functional but we've never seen it
5689 game.lastchart = FOREVER
5690 # Put stars in the galaxy
5692 for i in range(GALSIZE):
5693 for j in range(GALSIZE):
5694 # Can't have more stars per quadrant than fit in one decimal digit,
5695 # if we do the chart representation will break.
5696 k = randrange(1, min(10, QUADSIZE**2/10))
5698 game.state.galaxy[i][j].stars = k
5699 # Locate star bases in galaxy
5701 prout("=== Allocating %d bases" % game.inbase)
5702 for i in range(game.inbase):
5705 w = randplace(GALSIZE)
5706 if not game.state.galaxy[w.i][w.j].starbase:
5709 # C version: for (j = i-1; j > 0; j--)
5710 # so it did them in the opposite order.
5711 for j in range(1, i):
5712 # Improved placement algorithm to spread out bases
5713 distq = (w - game.state.baseq[j]).distance()
5714 if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
5717 prout("=== Abandoning base #%d at %s" % (i, w))
5719 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5721 prout("=== Saving base #%d, close to #%d" % (i, j))
5725 prout("=== Placing base #%d in quadrant %s" % (i, w))
5726 game.state.baseq.append(w)
5727 game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5728 # Position ordinary Klingon Battle Cruisers
5730 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5731 if klumper > MAXKLQUAD:
5735 klump = (1.0 - r*r)*klumper
5740 w = randplace(GALSIZE)
5741 if not game.state.galaxy[w.i][w.j].supernova and \
5742 game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5744 game.state.galaxy[w.i][w.j].klingons += int(klump)
5747 # Position Klingon Commander Ships
5748 for i in range(game.incom):
5750 w = randplace(GALSIZE)
5751 if not welcoming(w) or w in game.state.kcmdr:
5753 if (game.state.galaxy[w.i][w.j].klingons or withprob(0.25)):
5755 game.state.galaxy[w.i][w.j].klingons += 1
5756 game.state.kcmdr.append(w)
5757 # Locate planets in galaxy
5758 for i in range(game.inplan):
5760 w = randplace(GALSIZE)
5761 if game.state.galaxy[w.i][w.j].planet is None:
5765 new.crystals = "absent"
5766 if (game.options & OPTION_WORLDS) and i < NINHAB:
5767 new.pclass = "M" # All inhabited planets are class M
5768 new.crystals = "absent"
5770 new.name = systnames[i]
5771 new.inhabited = True
5773 new.pclass = ("M", "N", "O")[randrange(0, 3)]
5775 new.crystals = "present"
5776 new.known = "unknown"
5777 new.inhabited = False
5778 game.state.galaxy[w.i][w.j].planet = new
5779 game.state.planets.append(new)
5781 for i in range(game.state.nromrem):
5782 w = randplace(GALSIZE)
5783 game.state.galaxy[w.i][w.j].romulans += 1
5784 # Place the Super-Commander if needed
5785 if game.state.nscrem > 0:
5787 w = randplace(GALSIZE)
5790 game.state.kscmdr = w
5791 game.state.galaxy[w.i][w.j].klingons += 1
5792 # Initialize times for extraneous events
5793 schedule(FSNOVA, expran(0.5 * game.intime))
5794 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5795 schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
5796 schedule(FBATTAK, expran(0.3*game.intime))
5798 if game.state.nscrem:
5799 schedule(FSCMOVE, 0.2777)
5804 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5805 schedule(FDISTR, expran(1.0 + game.intime))
5810 # Place thing (in tournament game, we don't want one!)
5811 # New in SST2K: never place the Thing near a starbase.
5812 # This makes sense and avoids a special case in the old code.
5814 if game.tourn is None:
5816 thing = randplace(GALSIZE)
5817 if thing not in game.state.baseq:
5820 game.state.snap = False
5821 if game.skill == SKILL_NOVICE:
5822 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5823 prout(_("a deadly Klingon invasion force. As captain of the United"))
5824 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5825 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5826 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5827 prout(_("your mission. As you proceed you may be given more time."))
5829 prout(_("You will have %d supporting starbases.") % (game.inbase))
5830 proutn(_("Starbase locations- "))
5832 prout(_("Stardate %d.") % int(game.state.date))
5834 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5835 prout(_("An unknown number of Romulans."))
5836 if game.state.nscrem:
5837 prout(_("And one (GULP) Super-Commander."))
5838 prout(_("%d stardates.") % int(game.intime))
5839 proutn(_("%d starbases in ") % game.inbase)
5840 for i in range(game.inbase):
5841 proutn(repr(game.state.baseq[i]))
5844 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5845 proutn(_(" Sector %s") % game.sector)
5847 prout(_("Good Luck!"))
5848 if game.state.nscrem:
5849 prout(_(" YOU'LL NEED IT."))
5852 setwnd(message_window)
5854 if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
5856 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5857 attack(torps_ok=False)
5860 "Choose your game type."
5862 game.tourn = game.length = 0
5864 game.skill = SKILL_NONE
5865 # Do not chew here, we want to use command-line tokens
5866 if not scanner.inqueue: # Can start with command line options
5867 proutn(_("Would you like a regular, tournament, or saved game? "))
5869 if scanner.sees("tournament"):
5870 while scanner.nexttok() == "IHEOL":
5871 proutn(_("Type in tournament number-"))
5872 if scanner.real == 0:
5874 continue # We don't want a blank entry
5875 game.tourn = int(round(scanner.real))
5876 random.seed(scanner.real)
5878 logfp.write("# random.seed(%d)\n" % scanner.real)
5880 if scanner.sees("saved") or scanner.sees("frozen"):
5884 if game.passwd is None:
5886 if not game.alldone:
5887 game.thawed = True # No plaque if not finished
5891 if scanner.sees("regular"):
5893 proutn(_("What is \"%s\"? ") % scanner.token)
5895 while game.length==0 or game.skill==SKILL_NONE:
5896 if scanner.nexttok() == "IHALPHA":
5897 if scanner.sees("short"):
5899 elif scanner.sees("medium"):
5901 elif scanner.sees("long"):
5903 elif scanner.sees("novice"):
5904 game.skill = SKILL_NOVICE
5905 elif scanner.sees("fair"):
5906 game.skill = SKILL_FAIR
5907 elif scanner.sees("good"):
5908 game.skill = SKILL_GOOD
5909 elif scanner.sees("expert"):
5910 game.skill = SKILL_EXPERT
5911 elif scanner.sees("emeritus"):
5912 game.skill = SKILL_EMERITUS
5914 proutn(_("What is \""))
5915 proutn(scanner.token)
5920 proutn(_("Would you like a Short, Medium, or Long game? "))
5921 elif game.skill == SKILL_NONE:
5922 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
5923 # Choose game options -- added by ESR for SST2K
5924 if scanner.nexttok() != "IHALPHA":
5926 proutn(_("Choose your game style (plain, almy, fancy or just press enter): "))
5928 if scanner.sees("plain"):
5929 # Approximates the UT FORTRAN version.
5930 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR | OPTION_CAPTURE | OPTION_CLOAK)
5931 game.options |= OPTION_PLAIN
5932 elif scanner.sees("almy"):
5933 # Approximates Tom Almy's version.
5934 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR)
5935 game.options |= OPTION_ALMY
5936 elif scanner.sees("fancy") or scanner.sees("\n"):
5938 elif len(scanner.token):
5939 proutn(_("What is \"%s\"?") % scanner.token)
5941 if game.passwd == "debug":
5943 prout("=== Debug mode enabled.")
5944 # Use parameters to generate initial values of things
5945 game.damfac = 0.5 * game.skill
5946 game.inbase = randrange(BASEMIN, BASEMAX+1)
5948 if game.options & OPTION_PLANETS:
5949 game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
5950 if game.options & OPTION_WORLDS:
5951 game.inplan += int(NINHAB)
5952 game.state.nromrem = game.inrom = randrange(2 * game.skill)
5953 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
5954 game.state.remtime = 7.0 * game.length
5955 game.intime = game.state.remtime
5956 game.state.remkl = game.inkling = int(2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15))
5957 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
5958 game.state.remres = (game.inkling+4*game.incom)*game.intime
5959 game.inresor = game.state.remres
5960 if game.inkling > 50:
5964 def dropin(iquad=None):
5965 "Drop a feature on a random dot in the current quadrant."
5967 w = randplace(QUADSIZE)
5968 if game.quad[w.i][w.j] == '.':
5970 if iquad is not None:
5971 game.quad[w.i][w.j] = iquad
5975 "Update our alert status."
5976 game.condition = "green"
5977 if game.energy < 1000.0:
5978 game.condition = "yellow"
5979 if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
5980 game.condition = "red"
5982 game.condition="dead"
5985 "Drop new Klingon into current quadrant."
5986 return Enemy('K', loc=dropin(), power=randreal(300,450)+25.0*game.skill)
5989 "Sort enemies by distance so 'nearest' is meaningful."
5990 game.enemies.sort(key=lambda x: x.kdist)
5993 "Set up a new state of quadrant, for when we enter or re-enter it."
5996 game.neutz = game.inorbit = game.landed = False
5997 game.ientesc = game.iseenit = game.isviolreported = False
5998 # Create a blank quadrant
5999 game.quad = fill2d(QUADSIZE, lambda i, j: '.')
6001 # Attempt to escape Super-commander, so tbeam back!
6004 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
6005 # cope with supernova
6008 game.klhere = q.klingons
6009 game.irhere = q.romulans
6011 game.quad[game.sector.i][game.sector.j] = game.ship
6014 # Position ordinary Klingons
6015 for _i in range(game.klhere):
6017 # If we need a commander, promote a Klingon
6018 for cmdr in game.state.kcmdr:
6019 if cmdr == game.quadrant:
6020 e = game.enemies[game.klhere-1]
6021 game.quad[e.location.i][e.location.j] = 'C'
6022 e.power = randreal(950,1350) + 50.0*game.skill
6024 # If we need a super-commander, promote a Klingon
6025 if game.quadrant == game.state.kscmdr:
6027 game.quad[e.location.i][e.location.j] = 'S'
6028 e.power = randreal(1175.0, 1575.0) + 125.0*game.skill
6029 game.iscate = (game.state.remkl > 1)
6030 # Put in Romulans if needed
6031 for _i in range(q.romulans):
6032 Enemy('R', loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
6033 # If quadrant needs a starbase, put it in
6035 game.base = dropin('B')
6036 # If quadrant needs a planet, put it in
6038 game.iplnet = q.planet
6039 if not q.planet.inhabited:
6040 game.plnet = dropin('P')
6042 game.plnet = dropin('@')
6043 # Check for condition
6046 if game.irhere > 0 and game.klhere == 0:
6048 if not damaged(DRADIO):
6050 prout(_("LT. Uhura- \"Captain, an urgent message."))
6051 prout(_(" I'll put it on audio.\" CLICK"))
6053 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
6054 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
6055 # Put in THING if needed
6056 if thing == game.quadrant:
6057 Enemy(etype='?', loc=dropin(),
6058 power=randreal(6000,6500.0)+250.0*game.skill)
6059 if not damaged(DSRSENS):
6061 prout(_("Mr. Spock- \"Captain, this is most unusual."))
6062 prout(_(" Please examine your short-range scan.\""))
6063 # Decide if quadrant needs a Tholian; lighten up if skill is low
6064 if game.options & OPTION_THOLIAN:
6065 if (game.skill < SKILL_GOOD and withprob(0.02)) or \
6066 (game.skill == SKILL_GOOD and withprob(0.05)) or \
6067 (game.skill > SKILL_GOOD and withprob(0.08)):
6070 w.i = withprob(0.5) * (QUADSIZE-1)
6071 w.j = withprob(0.5) * (QUADSIZE-1)
6072 if game.quad[w.i][w.j] == '.':
6074 game.tholian = Enemy(etype='T', loc=w,
6075 power=randrange(100, 500) + 25.0*game.skill)
6076 # Reserve unoccupied corners
6077 if game.quad[0][0]=='.':
6078 game.quad[0][0] = 'X'
6079 if game.quad[0][QUADSIZE-1]=='.':
6080 game.quad[0][QUADSIZE-1] = 'X'
6081 if game.quad[QUADSIZE-1][0]=='.':
6082 game.quad[QUADSIZE-1][0] = 'X'
6083 if game.quad[QUADSIZE-1][QUADSIZE-1]=='.':
6084 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
6086 # And finally the stars
6087 for _i in range(q.stars):
6089 # Put in a few black holes
6090 for _i in range(1, 3+1):
6093 # Take out X's in corners if Tholian present
6095 if game.quad[0][0]=='X':
6096 game.quad[0][0] = '.'
6097 if game.quad[0][QUADSIZE-1]=='X':
6098 game.quad[0][QUADSIZE-1] = '.'
6099 if game.quad[QUADSIZE-1][0]=='X':
6100 game.quad[QUADSIZE-1][0] = '.'
6101 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
6102 game.quad[QUADSIZE-1][QUADSIZE-1] = '.'
6105 "Set the self-destruct password."
6106 if game.options & OPTION_PLAIN:
6109 proutn(_("Please type in a secret password- "))
6111 game.passwd = scanner.token
6112 if game.passwd != None:
6116 game.passwd += chr(ord('a')+randrange(26))
6117 game.passwd += chr(ord('a')+randrange(26))
6118 game.passwd += chr(ord('a')+randrange(26))
6120 # Code from sst.c begins here
6123 ("SRSCAN", OPTION_TTY),
6124 ("STATUS", OPTION_TTY),
6125 ("REQUEST", OPTION_TTY),
6126 ("LRSCAN", OPTION_TTY),
6138 ("SENSORS", OPTION_PLANETS),
6139 ("ORBIT", OPTION_PLANETS),
6140 ("TRANSPORT", OPTION_PLANETS),
6141 ("MINE", OPTION_PLANETS),
6142 ("CRYSTALS", OPTION_PLANETS),
6143 ("SHUTTLE", OPTION_PLANETS),
6144 ("PLANETS", OPTION_PLANETS),
6149 ("PROBE", OPTION_PROBE),
6151 ("FREEZE", 0), # Synonym for SAVE
6155 ("CAPTURE", OPTION_CAPTURE),
6156 ("CLOAK", OPTION_CLOAK),
6159 ("SOS", 0), # Synonym for MAYDAY
6160 ("CALL", 0), # Synonym for MAYDAY
6168 "Generate a list of legal commands."
6169 prout(_("LEGAL COMMANDS ARE:"))
6171 for (key, opt) in commands:
6172 if not opt or (opt & game.options):
6173 proutn("%-12s " % key)
6175 if emitted % 5 == 4:
6180 "Browse on-line help."
6181 key = scanner.nexttok()
6184 setwnd(prompt_window)
6185 proutn(_("Help on what command? "))
6186 key = scanner.nexttok()
6187 setwnd(message_window)
6190 cmds = [x[0] for x in commands]
6191 if scanner.token.upper() in cmds or scanner.token.upper() == "ABBREV":
6198 cmd = scanner.token.upper()
6199 for directory in docpath:
6201 fp = open(os.path.join(directory, "sst.doc"), "r")
6206 prout(_("Spock- \"Captain, that information is missing from the"))
6207 prout(_(" computer. You need to find sst.doc and put it somewhere"))
6208 proutn(_(" in these directories: %s") % ":".join(docpath))
6210 # This used to continue: "You need to find SST.DOC and put
6211 # it in the current directory."
6214 linebuf = fp.readline()
6216 prout(_("Spock- \"Captain, there is no information on that command.\""))
6219 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6220 linebuf = linebuf[3:].strip()
6221 if cmd.upper() == linebuf:
6224 prout(_("Spock- \"Captain, I've found the following information:\""))
6227 linebuf = fp.readline()
6228 if "******" in linebuf:
6234 "Command-interpretation loop."
6236 if game.irhere and game.state.date >= ALGERON and not game.isviolreported and game.iscloaked:
6237 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
6239 game.isviolreported = True
6240 while True: # command loop
6242 while True: # get a command
6244 game.optime = game.justin = False
6246 setwnd(prompt_window)
6249 if scanner.nexttok() == "IHEOL":
6250 if game.options & OPTION_CURSES:
6253 elif scanner.token == "":
6257 setwnd(message_window)
6259 abandon_passed = False
6260 cmd = "" # Force cmd to persist after loop
6261 opt = 0 # Force opt to persist after loop
6262 for (cmd, opt) in commands:
6263 # commands after ABANDON cannot be abbreviated
6264 if cmd == "ABANDON":
6265 abandon_passed = True
6266 if cmd == scanner.token.upper() or (not abandon_passed \
6267 and cmd.startswith(scanner.token.upper())):
6272 elif opt and not (opt & game.options):
6276 if game.options & OPTION_CURSES:
6277 prout("COMMAND> %s" % cmd)
6278 if cmd == "SRSCAN": # srscan
6280 elif cmd == "STATUS": # status
6282 elif cmd == "REQUEST": # status request
6284 elif cmd == "LRSCAN": # long range scan
6285 lrscan(silent=False)
6286 elif cmd == "PHASERS": # phasers
6291 elif cmd in ("TORPEDO", "PHOTONS"): # photon torpedos
6296 elif cmd == "MOVE": # move under warp
6297 warp(wcourse=None, involuntary=False)
6298 elif cmd == "SHIELDS": # shields
6299 doshield(shraise=False)
6302 game.shldchg = False
6303 elif cmd == "DOCK": # dock at starbase
6306 attack(torps_ok=False)
6307 elif cmd == "DAMAGES": # damage reports
6309 elif cmd == "CHART": # chart
6311 elif cmd == "IMPULSE": # impulse
6313 elif cmd == "REST": # rest
6317 elif cmd == "WARP": # warp
6319 elif cmd == "SENSORS": # sensors
6321 elif cmd == "ORBIT": # orbit
6325 elif cmd == "TRANSPORT": # transport "beam"
6327 elif cmd == "MINE": # mine
6331 elif cmd == "CRYSTALS": # crystals
6335 elif cmd == "SHUTTLE": # shuttle
6339 elif cmd == "PLANETS": # Planet list
6341 elif cmd == "REPORT": # Game Report
6343 elif cmd == "COMPUTER": # use COMPUTER!
6345 elif cmd == "COMMANDS":
6347 elif cmd == "EMEXIT": # Emergency exit
6348 clrscr() # Hide screen
6349 freeze(True) # forced save
6350 raise SystemExit(1) # And quick exit
6351 elif cmd == "PROBE":
6352 probe() # Launch probe
6355 elif cmd == "ABANDON": # Abandon Ship
6357 elif cmd == "DESTRUCT": # Self Destruct
6359 elif cmd == "SAVE": # Save Game
6362 if game.skill > SKILL_GOOD:
6363 prout(_("WARNING--Saved games produce no plaques!"))
6364 elif cmd == "DEATHRAY": # Try a desparation measure
6368 elif cmd == "CAPTURE":
6370 elif cmd == "CLOAK":
6372 elif cmd == "DEBUGCMD": # What do we want for debug???
6374 elif cmd == "MAYDAY": # Call for help
6379 game.alldone = True # quit the game
6382 elif cmd == "SCORE":
6383 score() # see current score
6386 break # Game has ended
6387 if game.optime != 0.0:
6390 break # Events did us in
6391 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6394 if hitme and not game.justin:
6395 attack(torps_ok=True)
6398 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6409 "Emit the name of an enemy or feature."
6410 if ch == 'R': s = _("Romulan")
6411 elif ch == 'K': s = _("Klingon")
6412 elif ch == 'C': s = _("Commander")
6413 elif ch == 'S': s = _("Super-commander")
6414 elif ch == '*': s = _("Star")
6415 elif ch == 'P': s = _("Planet")
6416 elif ch == 'B': s = _("Starbase")
6417 elif ch == ' ': s = _("Black hole")
6418 elif ch == 'T': s = _("Tholian")
6419 elif ch == '#': s = _("Tholian web")
6420 elif ch == '?': s = _("Stranger")
6421 elif ch == '@': s = _("Inhabited World")
6422 else: s = "Unknown??"
6425 def crmena(loud, enemy, loctype, w):
6426 "Emit the name of an enemy and his location."
6430 buf += cramen(enemy) + _(" at ")
6431 if loctype == "quadrant":
6432 buf += _("Quadrant ")
6433 elif loctype == "sector":
6435 return buf + repr(w)
6438 "Emit our ship name."
6439 return{'E':_("Enterprise"),'F':_("Faerie Queene")}.get(game.ship,"Ship???")
6442 "Emit a line of stars"
6443 prouts("******************************************************")
6447 return -avrage*math.log(1e-7 + randreal())
6449 def randplace(size):
6450 "Choose a random location."
6452 w.i = randrange(size)
6453 w.j = randrange(size)
6463 # Get a token from the user
6466 # Fill the token quue if nothing here
6467 while not self.inqueue:
6469 if curwnd==prompt_window:
6471 setwnd(message_window)
6478 self.inqueue = sline.lstrip().split() + ["\n"]
6479 # From here on in it's all looking at the queue
6480 self.token = self.inqueue.pop(0)
6481 if self.token == "\n":
6485 self.real = float(self.token)
6486 self.type = "IHREAL"
6491 self.token = self.token.lower()
6492 self.type = "IHALPHA"
6495 def append(self, tok):
6496 self.inqueue.append(tok)
6497 def push(self, tok):
6498 self.inqueue.insert(0, tok)
6502 # Demand input for next scan
6504 self.real = self.token = None
6506 # compares s to item and returns true if it matches to the length of s
6507 return s.startswith(self.token)
6509 # Round token value to nearest integer
6510 return int(round(self.real))
6514 if self.type != "IHREAL":
6519 if self.type != "IHREAL":
6525 return "<sstcanner: token=%s, type=%s, queue=%s>" % (self.token, self.type, self.inqueue)
6528 "Yes-or-no confirmation."
6532 if scanner.token == 'y':
6534 if scanner.token == 'n':
6537 proutn(_("Please answer with \"y\" or \"n\": "))
6540 "Complain about unparseable input."
6543 prout(_("Beg your pardon, Captain?"))
6546 "Access to the internals for debugging."
6547 proutn("Reset levels? ")
6549 if game.energy < game.inenrg:
6550 game.energy = game.inenrg
6551 game.shield = game.inshld
6552 game.torps = game.intorps
6553 game.lsupres = game.inlsr
6554 proutn("Reset damage? ")
6556 for i in range(NDEVICES):
6557 if game.damage[i] > 0.0:
6558 game.damage[i] = 0.0
6559 proutn("Toggle debug flag? ")
6561 game.idebug = not game.idebug
6563 prout("Debug output ON")
6565 prout("Debug output OFF")
6566 proutn("Cause selective damage? ")
6568 for i in range(NDEVICES):
6569 proutn("Kill %s?" % device[i])
6571 key = scanner.nexttok()
6572 if key == "IHALPHA" and scanner.sees("y"):
6573 game.damage[i] = 10.0
6574 proutn("Examine/change events? ")
6579 FSNOVA: "Supernova ",
6582 FBATTAK: "Base Attack ",
6583 FCDBAS: "Base Destroy ",
6584 FSCMOVE: "SC Move ",
6585 FSCDBAS: "SC Base Destroy ",
6586 FDSPROB: "Probe Move ",
6587 FDISTR: "Distress Call ",
6588 FENSLV: "Enslavement ",
6589 FREPRO: "Klingon Build ",
6591 for i in range(1, NEVENTS):
6594 proutn("%.2f" % (scheduled(i)-game.state.date))
6595 if i == FENSLV or i == FREPRO:
6597 proutn(" in %s" % ev.quadrant)
6602 key = scanner.nexttok()
6606 elif key == "IHREAL":
6607 ev = schedule(i, scanner.real)
6608 if i == FENSLV or i == FREPRO:
6610 proutn("In quadrant- ")
6611 key = scanner.nexttok()
6612 # "IHEOL" says to leave coordinates as they are
6615 prout("Event %d canceled, no x coordinate." % (i))
6618 w.i = int(round(scanner.real))
6619 key = scanner.nexttok()
6621 prout("Event %d canceled, no y coordinate." % (i))
6624 w.j = int(round(scanner.real))
6627 proutn("Induce supernova here? ")
6629 game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
6632 if __name__ == '__main__':
6634 #global line, thing, game
6638 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6639 if os.getenv("TERM"):
6640 game.options |= OPTION_CURSES
6642 game.options |= OPTION_TTY
6643 seed = int(time.time())
6644 (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:txV")
6646 for (switch, val) in options:
6649 replayfp = open(val, "r")
6651 sys.stderr.write("sst: can't open replay file %s\n" % val)
6654 line = replayfp.readline().strip()
6655 (leader, __, seed) = line.split()
6657 sys.stderr.write("sst2k: seed set to %s\n" % seed)
6658 line = replayfp.readline().strip()
6659 arguments += line.split()[2:]
6662 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6664 game.options |= OPTION_TTY
6665 game.options &=~ OPTION_CURSES
6666 elif switch == '-s':
6668 elif switch == '-t':
6669 game.options |= OPTION_TTY
6670 game.options &=~ OPTION_CURSES
6671 elif switch == '-x':
6673 elif switch == '-V':
6674 print("SST2K", version)
6677 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6679 # where to save the input in case of bugs
6680 if "TMPDIR" in os.environ:
6681 tmpdir = os.environ['TMPDIR']
6685 logfp = open(os.path.join(tmpdir, "sst-input.log"), "w")
6687 sys.stderr.write("sst: warning, can't open logfile\n")
6690 logfp.write("# seed %s\n" % seed)
6691 logfp.write("# options %s\n" % " ".join(arguments))
6692 logfp.write("# SST2K version %s\n" % version)
6693 logfp.write("# recorded by %s@%s on %s\n" % \
6694 (getpass.getuser(),socket.gethostname(),time.ctime()))
6696 scanner = sstscanner()
6697 for arg in arguments:
6701 while True: # Play a game
6702 setwnd(fullscreen_window)
6708 game.alldone = False
6716 if game.tourn and game.alldone:
6717 proutn(_("Do you want your score recorded?"))
6723 proutn(_("Do you want to play again? "))
6727 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6731 except KeyboardInterrupt: