3 sst.py -- Super Star Trek 2K
5 SST2K is a Python translation of a C translation of a FORTRAN
6 original dating back to 1973. Beautiful Python it is not, but it
7 works. Translation by Eric S. Raymond; original game by David Matuszek
8 and Paul Reynolds, with modifications by Don Smith, Tom Almy,
9 Stas Sergeev, and Eric S. Raymond.
11 See the doc/HACKING file in the distribution for designers notes and advice
12 on how to modify (and how not to modify!) this code.
14 from __future__ import print_function, division
16 import os, sys, math, curses, time, pickle, copy, gettext, getpass
17 import getopt, socket, locale
19 # This import only works on Unixes. The intention is to enable
20 # Ctrl-P, Ctrl-N, and friends in Cmd.
26 # Prevent lossage under Python 3
34 docpath = (".", "doc/", "/usr/share/doc/sst/")
37 return gettext.gettext(st)
39 # This is all encapsulated not just for logging but because someday
40 # we'll probably want to replace it with something like an LCG that
41 # can be forward-ported off Python. Thee only function we need is one to
42 # return a variate uniformly-distributed over [0, 1).
51 logfp.write("#withprob(%.2f) -> %s\n" % (p, v < p))
56 s = random.randrange(*args)
58 logfp.write("#randrange%s -> %s\n" % (args, s))
65 v *= args[0] # from [0, args[0])
67 v = args[0] + v*(args[1]-args[0]) # from [args[0], args[1])
69 logfp.write("#real%s -> %f\n" % (args, v))
75 logfp.write("#seed(%d)\n" % n)
78 GALSIZE = 8 # Galaxy size in quadrants
79 NINHAB = (GALSIZE * GALSIZE // 2) # Number of inhabited worlds
80 MAXUNINHAB = 10 # Maximum uninhabited worlds
81 QUADSIZE = 10 # Quadrant size in sectors
82 BASEMIN = 2 # Minimum starbases
83 BASEMAX = (GALSIZE * GALSIZE // 12) # Maximum starbases
84 MAXKLGAME = 127 # Maximum Klingons per game
85 MAXKLQUAD = 9 # Maximum Klingons per quadrant
86 FULLCREW = 428 # Crew size. BSD Trek was 387, that's wrong
87 FOREVER = 1e30 # Time for the indefinite future
88 MAXBURST = 3 # Max # of torps you can launch in one turn
89 MINCMDR = 10 # Minimum number of Klingon commanders
90 DOCKFAC = 0.25 # Repair faster when docked
91 PHASEFAC = 2.0 # Unclear what this is, it was in the C version
93 ALGERON = 2311 # Date of the Treaty of Algeron
114 class TrekError(Exception):
117 class JumpOut(Exception):
121 def __init__(self, x=None, y=None):
124 def valid_quadrant(self):
125 return self.i >= 0 and self.i < GALSIZE and self.j >= 0 and self.j < GALSIZE
126 def valid_sector(self):
127 return self.i >= 0 and self.i < QUADSIZE and self.j >= 0 and self.j < QUADSIZE
128 def invalidate(self):
129 self.i = self.j = None
130 def __eq__(self, other):
131 return other is not None and self.i == other.i and self.j == other.j
132 def __ne__(self, other):
133 return other is None or self.i != other.i or self.j != other.j
134 def __add__(self, other):
135 return Coord(self.i+other.i, self.j+other.j)
136 def __sub__(self, other):
137 return Coord(self.i-other.i, self.j-other.j)
138 def __mul__(self, other):
139 return Coord(self.i*other, self.j*other)
140 def __rmul__(self, other):
141 return Coord(self.i*other, self.j*other)
142 def __div__(self, other):
143 return Coord(self.i/other, self.j/other)
144 def __truediv__(self, other):
145 return Coord(self.i/other, self.j/other)
146 def __floordiv__(self, other):
147 return Coord(self.i//other, self.j//other)
148 def __mod__(self, other):
149 return Coord(self.i % other, self.j % other)
150 def __rtruediv__(self, other):
151 return Coord(self.i/other, self.j/other)
152 def __rfloordiv__(self, other):
153 return Coord(self.i//other, self.j//other)
154 def roundtogrid(self):
155 return Coord(int(round(self.i)), int(round(self.j)))
156 def distance(self, other=None):
159 return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
161 return 1.90985*math.atan2(self.j, self.i)
178 #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
179 return self.roundtogrid() // QUADSIZE
181 return self.roundtogrid() % QUADSIZE
184 s.i = self.i + rnd.range(-1, 2)
185 s.j = self.j + rnd.range(-1, 2)
188 if self.i is None or self.j is None:
190 return "%s - %s" % (self.i+1, self.j+1)
194 "Do not anger the Space Thingy!"
201 return (q.i, q.j) == (self.i, self.j)
205 self.name = None # string-valued if inhabited
206 self.quadrant = Coord() # quadrant located
207 self.pclass = None # could be ""M", "N", "O", or "destroyed"
208 self.crystals = "absent"# could be "mined", "present", "absent"
209 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
210 self.inhabited = False # is it inhabited?
218 self.starbase = False
221 self.supernova = False
223 self.status = "secure" # Could be "secure", "distressed", "enslaved"
225 return "<Quadrant: %(klingons)d>" % self.__dict__
231 self.starbase = False
234 return "<%s,%s,%s>" % (self.klingons, self.starbase, self.stars)
236 def fill2d(size, fillfun):
237 "Fill an empty list in 2D."
239 for i in range(size):
241 for j in range(size):
242 lst[i].append(fillfun(i, j))
247 self.snap = False # snapshot taken
248 self.crew = 0 # crew complement
249 self.nscrem = 0 # remaining super commanders
250 self.starkl = 0 # destroyed stars
251 self.basekl = 0 # destroyed bases
252 self.nromrem = 0 # Romulans remaining
253 self.nplankl = 0 # destroyed uninhabited planets
254 self.nworldkl = 0 # destroyed inhabited planets
255 self.planets = [] # Planet information
256 self.date = 0.0 # stardate
257 self.remres = 0 # remaining resources
258 self.remtime = 0 # remaining time
259 self.baseq = [] # Base quadrant coordinates
260 self.kcmdr = [] # Commander quadrant coordinates
261 self.kscmdr = Coord() # Supercommander quadrant coordinates
263 self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
265 self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
267 for i in range(GALSIZE):
268 for j in range(GALSIZE):
269 yield (i, j, self.galaxy[i][j])
273 self.date = None # A real number
274 self.quadrant = None # A coord structure
277 OPTION_ALL = 0xffffffff
278 OPTION_TTY = 0x00000001 # old interface
279 OPTION_CURSES = 0x00000002 # new interface
280 OPTION_IOMODES = 0x00000003 # cover both interfaces
281 OPTION_PLANETS = 0x00000004 # planets and mining
282 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
283 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
284 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
285 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
286 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
287 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
288 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
289 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
290 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
291 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
292 OPTION_CAPTURE = 0x00002000 # Enable BSD-Trek capture (Almy, 2013).
293 OPTION_CLOAK = 0x80004000 # Enable BSD-Trek capture (Almy, 2013).
294 OPTION_PLAIN = 0x01000000 # user chose plain game
295 OPTION_ALMY = 0x02000000 # user chose Almy variant
296 OPTION_COLOR = 0x04000000 # enable color display (ESR, 2010)
316 NDEVICES = 17 # Number of devices
326 return (game.damage[dev] != 0.0)
328 return not damaged(DRADIO) or game.condition=="docked"
330 # Define future events
331 FSPY = 0 # Spy event happens always (no future[] entry)
332 # can cause SC to tractor beam Enterprise
333 FSNOVA = 1 # Supernova
334 FTBEAM = 2 # Commander tractor beams Enterprise
335 FSNAP = 3 # Snapshot for time warp
336 FBATTAK = 4 # Commander attacks base
337 FCDBAS = 5 # Commander destroys base
338 FSCMOVE = 6 # Supercommander moves (might attack base)
339 FSCDBAS = 7 # Supercommander destroys base
340 FDSPROB = 8 # Move deep space probe
341 FDISTR = 9 # Emit distress call from an inhabited world
342 FENSLV = 10 # Inhabited word is enslaved
343 FREPRO = 11 # Klingons build a ship in an enslaved system
346 # Abstract out the event handling -- underlying data structures will change
347 # when we implement stateful events
348 def findevent(evtype):
349 return game.future[evtype]
352 def __init__(self, etype=None, loc=None, power=None):
354 self.location = Coord()
359 self.power = power # enemy energy level
360 game.enemies.append(self)
362 motion = (loc != self.location)
363 if self.location.i is not None and self.location.j is not None:
366 game.quad[self.location.i][self.location.j] = '#'
368 game.quad[self.location.i][self.location.j] = '.'
370 self.location = copy.copy(loc)
371 game.quad[self.location.i][self.location.j] = self.type
372 self.kdist = self.kavgd = (game.sector - loc).distance()
374 self.location = Coord()
375 self.kdist = self.kavgd = None
376 # Guard prevents failure on Tholian or thingy
377 if self in game.enemies:
378 game.enemies.remove(self)
381 return "<%s,%s.%f>" % (self.type, self.location, self.power) # For debugging
385 self.options = None # Game options
386 self.state = Snapshot() # A snapshot structure
387 self.snapsht = Snapshot() # Last snapshot taken for time-travel purposes
388 self.quad = None # contents of our quadrant
389 self.damage = [0.0] * NDEVICES # damage encountered
390 self.future = [] # future events
394 self.future.append(Event())
395 self.passwd = None # Self Destruct password
397 self.quadrant = None # where we are in the large
398 self.sector = None # where we are in the small
399 self.tholian = None # Tholian enemy object
400 self.base = None # position of base in current quadrant
401 self.battle = None # base coordinates being attacked
402 self.plnet = None # location of planet in quadrant
403 self.gamewon = False # Finished!
404 self.ididit = False # action taken -- allows enemy to attack
405 self.alive = False # we are alive (not killed)
406 self.justin = False # just entered quadrant
407 self.shldup = False # shields are up
408 self.shldchg = False # shield is changing (affects efficiency)
409 self.iscate = False # super commander is here
410 self.ientesc = False # attempted escape from supercommander
411 self.resting = False # rest time
412 self.icraft = False # Kirk in Galileo
413 self.landed = False # party on planet (true), on ship (false)
414 self.alldone = False # game is now finished
415 self.neutz = False # Romulan Neutral Zone
416 self.isarmed = False # probe is armed
417 self.inorbit = False # orbiting a planet
418 self.imine = False # mining
419 self.icrystl = False # dilithium crystals aboard
420 self.iseenit = False # seen base attack report
421 self.thawed = False # thawed game
422 self.condition = None # "green", "yellow", "red", "docked", "dead"
423 self.iscraft = None # "onship", "offship", "removed"
424 self.skill = SKILL_NONE # Player skill level
425 self.inkling = 0 # initial number of klingons
426 self.inbase = 0 # initial number of bases
427 self.incom = 0 # initial number of commanders
428 self.inscom = 0 # initial number of commanders
429 self.inrom = 0 # initial number of commanders
430 self.instar = 0 # initial stars
431 self.intorps = 0 # initial/max torpedoes
432 self.torps = 0 # number of torpedoes
433 self.ship = 0 # ship type -- 'E' is Enterprise
434 self.abandoned = 0 # count of crew abandoned in space
435 self.length = 0 # length of game
436 self.klhere = 0 # klingons here
437 self.casual = 0 # causalties
438 self.nhelp = 0 # calls for help
439 self.nkinks = 0 # count of energy-barrier crossings
440 self.iplnet = None # planet # in quadrant
441 self.inplan = 0 # initial planets
442 self.irhere = 0 # Romulans in quadrant
443 self.isatb = 0 # =2 if super commander is attacking base
444 self.tourn = None # tournament number
445 self.nprobes = 0 # number of probes available
446 self.inresor = 0.0 # initial resources
447 self.intime = 0.0 # initial time
448 self.inenrg = 0.0 # initial/max energy
449 self.inshld = 0.0 # initial/max shield
450 self.inlsr = 0.0 # initial life support resources
451 self.indate = 0.0 # initial date
452 self.energy = 0.0 # energy level
453 self.shield = 0.0 # shield level
454 self.warpfac = 0.0 # warp speed
455 self.lsupres = 0.0 # life support reserves
456 self.optime = 0.0 # time taken by current operation
457 self.damfac = 0.0 # damage factor
458 self.lastchart = 0.0 # time star chart was last updated
459 self.cryprob = 0.0 # probability that crystal will work
460 self.probe = None # object holding probe course info
461 self.height = 0.0 # height of orbit around planet
462 self.score = 0.0 # overall score
463 self.perdate = 0.0 # rate of kills
464 self.idebug = False # Debugging instrumentation enabled?
465 self.cdebug = False # Debugging instrumentation for curses enabled?
466 self.statekscmdr = None # No SuperCommander coordinates yet.
467 self.brigcapacity = 400 # Enterprise brig capacity
468 self.brigfree = 400 # How many klingons can we put in the brig?
469 self.kcaptured = 0 # Total Klingons captured, for scoring.
470 self.iscloaked = False # Cloaking device on?
471 self.ncviol = 0 # Algreon treaty violations
472 self.isviolreported = False # We have been warned
474 return sum([q.klingons for (_i, _j, q) in list(self.state.traverse())])
476 # Stas thinks this should be (C expression):
477 # game.remkl() + len(game.state.kcmdr) > 0 ?
478 # game.state.remres/(game.remkl() + 4*len(game.state.kcmdr)) : 99
479 # He says the existing expression is prone to divide-by-zero errors
480 # after killing the last klingon when score is shown -- perhaps also
481 # if the only remaining klingon is SCOM.
482 self.state.remtime = self.state.remres/(self.remkl() + 4*len(self.state.kcmdr))
484 "Are there Klingons remaining?"
511 # Code from ai.c begins here
514 "Would this quadrant welcome another Klingon?"
515 return iq.valid_quadrant() and \
516 not game.state.galaxy[iq.i][iq.j].supernova and \
517 game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
519 def tryexit(enemy, look, irun):
520 "A bad guy attempts to bug out."
522 iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))//QUADSIZE - 1
523 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))//QUADSIZE - 1
524 if not welcoming(iq):
526 if enemy.type == 'R':
527 return False # Romulans cannot escape!
529 # avoid intruding on another commander's territory
530 if enemy.type == 'C':
531 if iq in game.state.kcmdr:
533 # refuse to leave if currently attacking starbase
534 if game.battle == game.quadrant:
536 # don't leave if over 1000 units of energy
537 if enemy.power > 1000.0:
539 oldloc = copy.copy(enemy.location)
540 # handle local matters related to escape
543 if game.condition != "docked":
545 # Handle global matters related to escape
546 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
547 game.state.galaxy[iq.i][iq.j].klingons += 1
548 if enemy.type == 'S':
552 schedule(FSCMOVE, 0.2777)
554 game.state.kscmdr = iq
556 for cmdr in game.state.kcmdr:
557 if cmdr == game.quadrant:
558 game.state.kcmdr.append(iq)
560 # report move out of quadrant.
561 return [(True, enemy, oldloc, iq)]
563 # The bad-guy movement algorithm:
565 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
566 # If both are operating full strength, force is 1000. If both are damaged,
567 # force is -1000. Having shields down subtracts an additional 1000.
569 # 2. Enemy has forces equal to the energy of the attacker plus
570 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
571 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
573 # Attacker Initial energy levels (nominal):
574 # Klingon Romulan Commander Super-Commander
575 # Novice 400 700 1200
577 # Good 450 800 1300 1750
578 # Expert 475 850 1350 1875
579 # Emeritus 500 900 1400 2000
580 # VARIANCE 75 200 200 200
582 # Enemy vessels only move prior to their attack. In Novice - Good games
583 # only commanders move. In Expert games, all enemy vessels move if there
584 # is a commander present. In Emeritus games all enemy vessels move.
586 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
587 # forces are 1000 greater than Enterprise.
589 # Agressive action on average cuts the distance between the ship and
590 # the enemy to 1/4 the original.
592 # 4. At lower energy advantage, movement units are proportional to the
593 # advantage with a 650 advantage being to hold ground, 800 to move forward
594 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
596 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
597 # retreat, especially at high skill levels.
599 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
601 def movebaddy(enemy):
602 "Tactical movement for the bad guys."
606 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
607 if game.skill >= SKILL_EXPERT:
608 nbaddys = int(((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
610 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
611 old_dist = enemy.kdist
612 mdist = int(old_dist + 0.5) # Nearest integer distance
613 # If SC, check with spy to see if should hi-tail it
614 if enemy.type == 'S' and \
615 (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
619 # decide whether to advance, retreat, or hold position
620 forces = enemy.power+100.0*len(game.enemies)+400*(nbaddys-1)
622 forces += 1000 # Good for enemy if shield is down!
623 if not damaged(DPHASER) or not damaged(DPHOTON):
624 if damaged(DPHASER): # phasers damaged
627 forces -= 0.2*(game.energy - 2500.0)
628 if damaged(DPHOTON): # photon torpedoes damaged
631 forces -= 50.0*game.torps
633 # phasers and photon tubes both out!
636 if forces <= 1000.0 and game.condition != "docked": # Typical situation
637 motion = ((forces + rnd.real(200))/150.0) - 5.0
639 if forces > 1000.0: # Very strong -- move in for kill
640 motion = (1.0 - rnd.real())**2 * old_dist + 1.0
641 if game.condition == "docked" and (game.options & OPTION_BASE): # protected by base -- back off !
642 motion -= game.skill*(2.0-rnd.real()**2)
644 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
645 # don't move if no motion
648 # Limit motion according to skill
649 if abs(motion) > game.skill:
654 # calculate preferred number of steps
655 nsteps = abs(int(motion))
656 if motion > 0 and nsteps > mdist:
657 nsteps = mdist # don't overshoot
658 if nsteps > QUADSIZE:
659 nsteps = QUADSIZE # This shouldn't be necessary
661 nsteps = 1 # This shouldn't be necessary
663 proutn("NSTEPS = %d:" % nsteps)
664 # Compute preferred values of delta X and Y
665 m = game.sector - enemy.location
666 if 2.0 * abs(m.i) < abs(m.j):
668 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
670 m = (motion * m).sgn()
671 goto = enemy.location
673 for ll in range(nsteps):
675 proutn(" %d" % (ll+1))
676 # Check if preferred position available
687 attempts = 0 # Settle mysterious hang problem
688 while attempts < 20 and not success:
690 if look.i < 0 or look.i >= QUADSIZE:
692 return tryexit(enemy, look, irun)
693 if krawli == m.i or m.j == 0:
695 look.i = goto.i + krawli
697 elif look.j < 0 or look.j >= QUADSIZE:
699 return tryexit(enemy, look, irun)
700 if krawlj == m.j or m.i == 0:
702 look.j = goto.j + krawlj
704 elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.':
705 # See if enemy should ram ship
706 if game.quad[look.i][look.j] == game.ship and \
707 (enemy.type == 'C' or enemy.type == 'S'):
708 collision(rammed=True, enemy=enemy)
710 if krawli != m.i and m.j != 0:
711 look.i = goto.i + krawli
713 elif krawlj != m.j and m.i != 0:
714 look.j = goto.j + krawlj
717 break # we have failed
728 # Enemy moved, but is still in sector
729 return [(False, enemy, old_dist, goto)]
732 "Sequence Klingon tactical movement."
735 # Figure out which Klingon is the commander (or Supercommander)
738 if game.quadrant in game.state.kcmdr:
739 for enemy in game.enemies:
740 if enemy.type == 'C':
741 tacmoves += movebaddy(enemy)
742 if game.state.kscmdr == game.quadrant:
743 for enemy in game.enemies:
744 if enemy.type == 'S':
745 tacmoves += movebaddy(enemy)
747 # If skill level is high, move other Klingons and Romulans too!
748 # Move these last so they can base their actions on what the
750 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
751 for enemy in game.enemies:
752 if enemy.type in ('K', 'R'):
753 tacmoves += movebaddy(enemy)
756 def movescom(iq, avoid):
757 "Supercommander movement helper."
758 # Avoid quadrants with bases if we want to avoid Enterprise
759 if not welcoming(iq) or (avoid and iq in game.state.baseq):
761 if game.justin and not game.iscate:
764 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
765 game.state.kscmdr = iq
766 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
767 if game.state.kscmdr == game.quadrant:
768 # SC has scooted, remove him from current quadrant
773 for enemy in game.enemies:
774 if enemy.type == 'S':
777 if game.condition != "docked":
780 # check for a helpful planet
781 for i in range(game.inplan):
782 if game.state.planets[i].quadrant == game.state.kscmdr and \
783 game.state.planets[i].crystals == "present":
785 game.state.planets[i].pclass = "destroyed"
786 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
789 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
790 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
791 prout(_(" by the Super-commander.\""))
793 return True # looks good!
795 def supercommander():
796 "Move the Super Commander."
803 prout("== SUPERCOMMANDER")
804 # Decide on being active or passive
805 avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.remkl())/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
806 (game.state.date-game.indate) < 3.0)
807 if not game.iscate and avoid:
808 # compute move away from Enterprise
809 idelta = game.state.kscmdr-game.quadrant
810 if idelta.distance() > 2.0:
812 idelta.i = game.state.kscmdr.j-game.quadrant.j
813 idelta.j = game.quadrant.i-game.state.kscmdr.i
815 # compute distances to starbases
816 if not game.state.baseq:
820 sc = game.state.kscmdr
821 for (i, base) in enumerate(game.state.baseq):
822 basetbl.append((i, (base - sc).distance()))
823 if game.state.baseq > 1:
824 basetbl.sort(key=lambda x: x[1])
825 # look for nearest base without a commander, no Enterprise, and
826 # without too many Klingons, and not already under attack.
827 ifindit = iwhichb = 0
828 for (i2, base) in enumerate(game.state.baseq):
829 i = basetbl[i2][0] # bug in original had it not finding nearest
830 if base == game.quadrant or base == game.battle or not welcoming(base):
832 # if there is a commander, and no other base is appropriate,
833 # we will take the one with the commander
834 for cmdr in game.state.kcmdr:
835 if base == cmdr and ifindit != 2:
839 else: # no commander -- use this one
844 return # Nothing suitable -- wait until next time
845 ibq = game.state.baseq[iwhichb]
846 # decide how to move toward base
847 idelta = ibq - game.state.kscmdr
848 # Maximum movement is 1 quadrant in either or both axes
849 idelta = idelta.sgn()
850 # try moving in both x and y directions
851 # there was what looked like a bug in the Almy C code here,
852 # but it might be this translation is just wrong.
853 iq = game.state.kscmdr + idelta
854 if not movescom(iq, avoid):
855 # failed -- try some other maneuvers
856 if idelta.i == 0 or idelta.j == 0:
859 iq.j = game.state.kscmdr.j + 1
860 if not movescom(iq, avoid):
861 iq.j = game.state.kscmdr.j - 1
864 iq.i = game.state.kscmdr.i + 1
865 if not movescom(iq, avoid):
866 iq.i = game.state.kscmdr.i - 1
869 # try moving just in x or y
870 iq.j = game.state.kscmdr.j
871 if not movescom(iq, avoid):
872 iq.j = game.state.kscmdr.j + idelta.j
873 iq.i = game.state.kscmdr.i
876 if len(game.state.baseq) == 0:
879 for ibq in game.state.baseq:
880 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
883 return # no, don't attack base!
886 schedule(FSCDBAS, rnd.real(1.0, 3.0))
887 if is_scheduled(FCDBAS):
888 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
889 if not communicating():
893 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
895 prout(_(" reports that it is under attack from the Klingon Super-commander."))
896 proutn(_(" It can survive until stardate %d.\"") \
897 % int(scheduled(FSCDBAS)))
900 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
904 game.optime = 0.0 # actually finished
906 # Check for intelligence report
907 if not game.idebug and \
908 (rnd.withprob(0.8) or \
909 (not communicating()) or \
910 not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
913 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
914 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
919 if not game.tholian or game.justin:
922 if game.tholian.location.i == 0 and game.tholian.location.j == 0:
925 elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
928 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1:
931 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0:
935 # something is wrong!
936 game.tholian.move(None)
937 prout("***Internal error: Tholian in a bad spot.")
939 # do nothing if we are blocked
940 if game.quad[tid.i][tid.j] not in ('.', '#'):
942 here = copy.copy(game.tholian.location)
943 delta = (tid - game.tholian.location).sgn()
945 while here.i != tid.i:
947 if game.quad[here.i][here.j] == '.':
948 game.tholian.move(here)
950 while here.j != tid.j:
952 if game.quad[here.i][here.j] == '.':
953 game.tholian.move(here)
954 # check to see if all holes plugged
955 for i in range(QUADSIZE):
956 if game.quad[0][i] != '#' and game.quad[0][i] != 'T':
958 if game.quad[QUADSIZE-1][i] != '#' and game.quad[QUADSIZE-1][i] != 'T':
960 if game.quad[i][0] != '#' and game.quad[i][0] != 'T':
962 if game.quad[i][QUADSIZE-1] != '#' and game.quad[i][QUADSIZE-1] != 'T':
964 # All plugged up -- Tholian splits
965 game.quad[game.tholian.location.i][game.tholian.location.j] = '#'
967 prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web."))
968 game.tholian.move(None)
971 # Code from battle.c begins here
974 "Change cloaking-device status."
976 prout(_("Ye Faerie Queene hath no cloaking device."))
979 key = scanner.nexttok()
987 if scanner.sees("on"):
989 prout(_("The cloaking device has already been switched on."))
992 elif scanner.sees("off"):
993 if not game.iscloaked:
994 prout(_("The cloaking device has already been switched off."))
1001 if not game.iscloaked:
1002 proutn(_("Switch cloaking device on? "))
1007 proutn(_("Switch cloaking device off? "))
1014 if action == "CLOFF":
1015 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1016 prout(_("Spock- \"Captain, the Treaty of Algeron is in effect.\n Are you sure this is wise?\""))
1019 prout("Engineer Scott- \"Aye, Sir.\"")
1020 game.iscloaked = False
1021 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1022 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
1024 game.isviolreported = True
1026 #if (neutz and game.state.date >= ALGERON) finish(FCLOAK);
1029 if action == "CLON":
1031 prout(_("Engineer Scott- \"The cloaking device is damaged, Sir.\""))
1034 if game.condition == "docked":
1035 prout(_("You cannot cloak while docked."))
1037 if game.state.date >= ALGERON and not game.isviolreported:
1038 prout(_("Spock- \"Captain, using the cloaking device is a violation"))
1039 prout(_(" of the Treaty of Algeron. Considering the alternatives,"))
1040 proutn(_(" are you sure this is wise? "))
1043 prout(_("Engineer Scott- \"Cloaking device has engaging, Sir...\""))
1045 prout(_("Engineer Scott- \"Cloaking device has engaged, Sir.\""))
1046 game.iscloaked = True
1048 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1049 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
1051 game.isviolreported = True
1053 def doshield(shraise):
1054 "Change shield status."
1060 key = scanner.nexttok()
1061 if key == "IHALPHA":
1062 if scanner.sees("transfer"):
1065 if damaged(DSHIELD):
1066 prout(_("Shields damaged and down."))
1068 if scanner.sees("up"):
1070 elif scanner.sees("down"):
1072 if action == "NONE":
1073 proutn(_("Do you wish to change shield energy? "))
1076 elif damaged(DSHIELD):
1077 prout(_("Shields damaged and down."))
1080 proutn(_("Shields are up. Do you want them down? "))
1087 proutn(_("Shields are down. Do you want them up? "))
1093 if action == "SHUP": # raise shields
1095 prout(_("Shields already up."))
1099 if game.condition != "docked":
1101 prout(_("Shields raised."))
1102 if game.energy <= 0:
1104 prout(_("Shields raising uses up last of energy."))
1109 elif action == "SHDN":
1111 prout(_("Shields already down."))
1115 prout(_("Shields lowered."))
1118 elif action == "NRG":
1119 while scanner.nexttok() != "IHREAL":
1121 proutn(_("Energy to transfer to shields- "))
1126 if nrg > game.energy:
1127 prout(_("Insufficient ship energy."))
1130 if game.shield+nrg >= game.inshld:
1131 prout(_("Shield energy maximized."))
1132 if game.shield+nrg > game.inshld:
1133 prout(_("Excess energy requested returned to ship energy"))
1134 game.energy -= game.inshld-game.shield
1135 game.shield = game.inshld
1137 if nrg < 0.0 and game.energy-nrg > game.inenrg:
1138 # Prevent shield drain loophole
1140 prout(_("Engineering to bridge--"))
1141 prout(_(" Scott here. Power circuit problem, Captain."))
1142 prout(_(" I can't drain the shields."))
1145 if game.shield+nrg < 0:
1146 prout(_("All shield energy transferred to ship."))
1147 game.energy += game.shield
1150 proutn(_("Scotty- \""))
1152 prout(_("Transferring energy to shields.\""))
1154 prout(_("Draining energy from shields.\""))
1160 "Choose a device to damage, at random."
1162 105, # DSRSENS: short range scanners 10.5%
1163 105, # DLRSENS: long range scanners 10.5%
1164 120, # DPHASER: phasers 12.0%
1165 120, # DPHOTON: photon torpedoes 12.0%
1166 25, # DLIFSUP: life support 2.5%
1167 65, # DWARPEN: warp drive 6.5%
1168 70, # DIMPULS: impulse engines 6.5%
1169 135, # DSHIELD: deflector shields 13.5%
1170 30, # DRADIO: subspace radio 3.0%
1171 45, # DSHUTTL: shuttle 4.5%
1172 15, # DCOMPTR: computer 1.5%
1173 20, # NAVCOMP: navigation system 2.0%
1174 75, # DTRANSP: transporter 7.5%
1175 20, # DSHCTRL: high-speed shield controller 2.0%
1176 10, # DDRAY: death ray 1.0%
1177 30, # DDSP: deep-space probes 3.0%
1178 10, # DCLOAK: the cloaking device 1.0
1180 assert(sum(weights) == 1000)
1181 idx = rnd.integer(1000)
1183 for (i, w) in enumerate(weights):
1187 return None # we should never get here
1189 def collision(rammed, enemy):
1190 "Collision handling for rammong events."
1191 prouts(_("***RED ALERT! RED ALERT!"))
1193 prout(_("***COLLISION IMMINENT."))
1197 hardness = {'R':1.5, 'C':2.0, 'S':2.5, 'T':0.5, '?':4.0}.get(enemy.type, 1.0)
1199 proutn(_(" rammed by "))
1202 proutn(crmena(False, enemy.type, "sector", enemy.location))
1204 proutn(_(" (original position)"))
1206 deadkl(enemy.location, enemy.type, game.sector)
1207 proutn("***" + crmshp() + " heavily damaged.")
1208 icas = rnd.integer(10, 30)
1209 prout(_("***Sickbay reports %d casualties") % icas)
1211 game.state.crew -= icas
1212 # In the pre-SST2K version, all devices got equiprobably damaged,
1213 # which was silly. Instead, pick up to half the devices at
1214 # random according to our weighting table,
1215 ncrits = rnd.integer(NDEVICES//2)
1219 if game.damage[dev] < 0:
1221 extradm = (10.0*hardness*rnd.real()+1.0)*game.damfac
1222 # Damage for at least time of travel!
1223 game.damage[dev] += game.optime + extradm
1225 prout(_("***Shields are down."))
1233 def torpedo(origin, bearing, dispersion, number, nburst):
1234 "Let a photon torpedo fly"
1235 if not damaged(DSRSENS) or game.condition == "docked":
1236 setwnd(srscan_window)
1238 setwnd(message_window)
1239 ac = bearing + 0.25*dispersion # dispersion is a random variable
1240 bullseye = (15.0 - bearing)*0.5235988
1241 track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
1242 bumpto = Coord(0, 0)
1243 # Loop to move a single torpedo
1244 setwnd(message_window)
1245 for step in range(1, QUADSIZE*2):
1246 if not track.nexttok():
1249 if not w.valid_sector():
1251 iquad = game.quad[w.i][w.j]
1252 tracktorpedo(w, step, number, nburst, iquad)
1256 setwnd(message_window)
1257 if not damaged(DSRSENS) or game.condition == "docked":
1258 skip(1) # start new line after text track
1259 if iquad in ('E', 'F'): # Hit our ship
1261 prout(_("Torpedo hits %s.") % crmshp())
1262 hit = 700.0 + rnd.real(100) - \
1263 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1264 newcnd() # we're blown out of dock
1265 if game.landed or game.condition == "docked":
1266 return hit # Cheat if on a planet
1267 # In the C/FORTRAN version, dispersion was 2.5 radians, which
1268 # is 143 degrees, which is almost exactly 4.8 clockface units
1269 displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5)
1270 displacement.nexttok()
1271 bumpto = displacement.sector()
1272 if not bumpto.valid_sector():
1274 if game.quad[bumpto.i][bumpto.j] == ' ':
1277 if game.quad[bumpto.i][bumpto.j] != '.':
1278 # can't move into object
1280 game.sector = bumpto
1282 game.quad[w.i][w.j] = '.'
1283 game.quad[bumpto.i][bumpto.j] = iquad
1284 prout(_(" displaced by blast to Sector %s ") % bumpto)
1285 for enemy in game.enemies:
1286 enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1289 elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
1291 if iquad in ('C', 'S') and rnd.withprob(0.05):
1292 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1293 prout(_(" torpedo neutralized."))
1295 for enemy in game.enemies:
1296 if w == enemy.location:
1297 kp = math.fabs(enemy.power)
1298 h1 = 700.0 + rnd.integer(100) - \
1299 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1307 if enemy.power == 0:
1310 proutn(crmena(True, iquad, "sector", w))
1311 displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5)
1312 displacement.nexttok()
1313 bumpto = displacement.sector()
1314 if not bumpto.valid_sector():
1315 prout(_(" damaged but not destroyed."))
1317 if game.quad[bumpto.i][bumpto.j] == ' ':
1318 prout(_(" buffeted into black hole."))
1319 deadkl(w, iquad, bumpto)
1320 if game.quad[bumpto.i][bumpto.j] != '.':
1321 prout(_(" damaged but not destroyed."))
1323 prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
1324 enemy.location = bumpto
1325 game.quad[w.i][w.j] = '.'
1326 game.quad[bumpto.i][bumpto.j] = iquad
1327 for tenemy in game.enemies:
1328 tenemy.kdist = tenemy.kavgd = (game.sector-tenemy.location).distance()
1332 prout("Internal error, no enemy where expected!")
1335 elif iquad == 'B': # Hit a base
1337 prout(_("***STARBASE DESTROYED.."))
1338 game.state.baseq = [x for x in game.state.baseq if x != game.quadrant]
1339 game.quad[w.i][w.j] = '.'
1340 game.base.invalidate()
1341 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
1342 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = False
1343 game.state.basekl += 1
1346 elif iquad == 'P': # Hit a planet
1347 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1348 game.state.nplankl += 1
1349 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1350 game.iplnet.pclass = "destroyed"
1352 game.plnet.invalidate()
1353 game.quad[w.i][w.j] = '.'
1355 # captain perishes on planet
1358 elif iquad == '@': # Hit an inhabited world -- very bad!
1359 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1360 game.state.nworldkl += 1
1361 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1362 game.iplnet.pclass = "destroyed"
1364 game.plnet.invalidate()
1365 game.quad[w.i][w.j] = '.'
1367 # captain perishes on planet
1369 prout(_("The torpedo destroyed an inhabited planet."))
1371 elif iquad == '*': # Hit a star
1372 if rnd.withprob(0.9):
1375 prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast."))
1377 elif iquad == '?': # Hit a thingy
1378 if not (game.options & OPTION_THINGY) or rnd.withprob(0.3):
1380 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1382 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1384 proutn(_("Mr. Spock-"))
1385 prouts(_(" \"Fascinating!\""))
1389 # Stas Sergeev added the possibility that
1390 # you can shove the Thingy and piss it off.
1391 # It then becomes an enemy and may fire at you.
1394 elif iquad == ' ': # Black hole
1396 prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo."))
1398 elif iquad == '#': # hit the web
1400 prout(_("***Torpedo absorbed by Tholian web."))
1402 elif iquad == 'T': # Hit a Tholian
1403 h1 = 700.0 + rnd.integer(100) - \
1404 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1407 game.quad[w.i][w.j] = '.'
1412 proutn(crmena(True, 'T', "sector", w))
1413 if rnd.withprob(0.05):
1414 prout(_(" survives photon blast."))
1416 prout(_(" disappears."))
1417 game.tholian.move(None)
1418 game.quad[w.i][w.j] = '#'
1423 proutn("Don't know how to handle torpedo collision with ")
1424 proutn(crmena(True, iquad, "sector", w))
1429 setwnd(message_window)
1430 prout(_("Torpedo missed."))
1434 "Critical-hit resolution."
1435 if hit < (275.0-25.0*game.skill)*rnd.real(1.0, 1.5):
1437 ncrit = int(1.0 + hit/(500.0+rnd.real(100)))
1438 proutn(_("***CRITICAL HIT--"))
1439 # Select devices and cause damage
1444 # Cheat to prevent shuttle damage unless on ship
1445 if not (game.damage[j]<0.0 or (j == DSHUTTL and game.iscraft != "onship") or (j == DCLOAK and game.ship != 'E' or j == DDRAY)):
1448 extradm = (hit*game.damfac)/(ncrit*rnd.real(75, 100))
1449 game.damage[j] += extradm
1452 for (i, j) in enumerate(cdam):
1454 if skipcount % 3 == 2 and i < len(cdam)-1:
1459 prout(_(" damaged."))
1460 if damaged(DSHIELD) and game.shldup:
1461 prout(_("***Shields knocked down."))
1463 if damaged(DCLOAK) and game.iscloaked:
1464 prout(_("***Cloaking device rendered inoperative."))
1465 game.iscloaked = False
1467 def attack(torps_ok):
1468 # bad guy attacks us
1469 # torps_ok == False forces use of phasers in an attack
1472 # game could be over at this point, check
1482 prout("=== ATTACK!")
1483 # Tholian gets to move before attacking
1486 # if you have just entered the RNZ, you'll get a warning
1487 if game.neutz: # The one chance not to be attacked
1490 # commanders get a chance to tac-move towards you
1491 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:
1492 for (bugout, enemy, old, goto) in moveklings():
1494 # we know about this if either short or long range
1495 # sensors are working
1496 if damaged(DSRSENS) and damaged(DLRSENS) \
1497 and game.condition != "docked":
1498 prout(crmena(True, enemy.type, "sector", old) + \
1499 (_(" escapes to Quadrant %s (and regains strength).") % goto))
1500 else: # Enemy still in-sector
1501 if enemy.move(goto):
1502 if not damaged(DSRSENS) or game.condition == "docked":
1503 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
1504 if enemy.kdist < old:
1505 proutn(_(" advances to "))
1507 proutn(_(" retreats to "))
1508 prout("Sector %s." % goto)
1510 # if no enemies remain after movement, we're done
1511 if len(game.enemies) == 0 or (len(game.enemies) == 1 and thing.at(game.quadrant) and not thing.angered):
1513 # set up partial hits if attack happens during shield status change
1514 pfac = 1.0/game.inshld
1516 chgfac = 0.25 + rnd.real(0.5)
1518 # message verbosity control
1519 if game.skill <= SKILL_FAIR:
1521 for enemy in game.enemies:
1523 continue # too weak to attack
1524 # compute hit strength and diminish shield power
1526 # Increase chance of photon torpedos if docked or enemy energy is low
1527 if game.condition == "docked":
1529 if enemy.power < 500:
1531 if enemy.type == 'T' or (enemy.type == '?' and not thing.angered):
1533 # different enemies have different probabilities of throwing a torp
1534 usephasers = not torps_ok or \
1535 (enemy.type == 'K' and r > 0.0005) or \
1536 (enemy.type == 'C' and r > 0.015) or \
1537 (enemy.type == 'R' and r > 0.3) or \
1538 (enemy.type == 'S' and r > 0.07) or \
1539 (enemy.type == '?' and r > 0.05)
1540 if usephasers: # Enemy uses phasers
1541 if game.condition == "docked":
1542 continue # Don't waste the effort!
1543 attempt = True # Attempt to attack
1544 dustfac = rnd.real(0.8, 0.85)
1545 hit = enemy.power*math.pow(dustfac, enemy.kavgd)
1547 else: # Enemy uses photon torpedo
1548 # We should be able to make the bearing() method work here
1549 pcourse = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i)
1551 proutn(_("***TORPEDO INCOMING"))
1552 if not damaged(DSRSENS):
1553 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location))
1556 dispersion = (rnd.real()+rnd.real())*0.5 - 0.5
1557 dispersion += 0.002*enemy.power*dispersion
1558 hit = torpedo(enemy.location, pcourse, dispersion, number=1, nburst=1)
1559 if game.unwon() == 0:
1560 finish(FWON) # Klingons did themselves in!
1561 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1562 return # Supernova or finished
1565 # incoming phaser or torpedo, shields may dissipate it
1566 if game.shldup or game.shldchg or game.condition == "docked":
1567 # shields will take hits
1568 propor = pfac * game.shield
1569 if game.condition == "docked":
1573 hitsh = propor*chgfac*hit+1.0
1575 if absorb > game.shield:
1576 absorb = game.shield
1577 game.shield -= absorb
1579 # taking a hit blasts us out of a starbase dock
1580 if game.condition == "docked":
1582 # but the shields may take care of it
1583 if propor > 0.1 and hit < 0.005*game.energy:
1585 # hit from this opponent got through shields, so take damage
1587 proutn(_("%d unit hit") % int(hit))
1588 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1589 proutn(_(" on the ") + crmshp())
1590 if not damaged(DSRSENS) and usephasers:
1591 prout(_(" from ") + crmena(False, enemy.type, where, enemy.location))
1593 # Decide if hit is critical
1599 if game.energy <= 0:
1600 # Returning home upon your shield, not with it...
1603 if not attempt and game.condition == "docked":
1604 prout(_("***Enemies decide against attacking your ship."))
1605 percent = 100.0*pfac*game.shield+0.5
1607 # Shields fully protect ship
1608 proutn(_("Enemy attack reduces shield strength to "))
1610 # Emit message if starship suffered hit(s)
1612 proutn(_("Energy left %2d shields ") % int(game.energy))
1615 elif not damaged(DSHIELD):
1618 proutn(_("damaged, "))
1619 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1620 # Check if anyone was hurt
1621 if hitmax >= 200 or hittot >= 500:
1622 icas = rnd.integer(int(hittot * 0.015))
1625 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1626 prout(_(" in that last attack.\""))
1628 game.state.crew -= icas
1629 # After attack, reset average distance to enemies
1630 for enemy in game.enemies:
1631 enemy.kavgd = enemy.kdist
1635 def deadkl(w, etype, mv):
1636 "Kill a Klingon, Tholian, Romulan, or Thingy."
1637 # Added mv to allow enemy to "move" before dying
1638 proutn(crmena(True, etype, "sector", mv))
1639 # Decide what kind of enemy it is and update appropriately
1641 # Chalk up a Romulan
1642 game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1644 game.state.nromrem -= 1
1653 # Killed some type of Klingon
1654 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1657 game.state.kcmdr.remove(game.quadrant)
1659 if game.state.kcmdr:
1660 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1661 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1666 game.state.nscrem -= 1
1667 game.state.kscmdr.invalidate()
1672 # For each kind of enemy, finish message to player
1673 prout(_(" destroyed."))
1674 if game.unwon() == 0:
1677 # Remove enemy ship from arrays describing local conditions
1678 for e in game.enemies:
1685 "Return None if target is invalid, otherwise return a course angle."
1686 if not w.valid_sector():
1690 # C code this was translated from is wacky -- why the sign reversal?
1691 delta.j = (w.j - game.sector.j)
1692 delta.i = (game.sector.i - w.i)
1693 if delta == Coord(0, 0):
1695 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1696 prout(_(" I recommend an immediate review of"))
1697 prout(_(" the Captain's psychological profile.\""))
1700 return delta.bearing()
1703 "Launch photon torpedo salvo."
1706 if damaged(DPHOTON):
1707 prout(_("Photon tubes damaged."))
1711 prout(_("No torpedoes left."))
1714 # First, get torpedo count
1717 if scanner.token == "IHALPHA":
1720 elif scanner.token == "IHEOL" or not scanner.waiting():
1721 prout(_("%d torpedoes left.") % game.torps)
1723 proutn(_("Number of torpedoes to fire- "))
1724 continue # Go back around to get a number
1725 else: # key == "IHREAL"
1727 if n <= 0: # abort command
1732 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1735 scanner.chew() # User requested more torps than available
1736 continue # Go back around
1737 break # All is good, go to next stage
1741 key = scanner.nexttok()
1742 if i == 0 and key == "IHEOL":
1743 break # no coordinate waiting, we will try prompting
1744 if i == 1 and key == "IHEOL":
1745 # direct all torpedoes at one target
1747 target.append(target[0])
1748 tcourse.append(tcourse[0])
1751 scanner.push(scanner.token)
1752 target.append(scanner.getcoord())
1753 if target[-1] is None:
1755 tcourse.append(targetcheck(target[-1]))
1756 if tcourse[-1] is None:
1759 if len(target) == 0:
1760 # prompt for each one
1762 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1764 target.append(scanner.getcoord())
1765 if target[-1] is None:
1767 tcourse.append(targetcheck(target[-1]))
1768 if tcourse[-1] is None:
1771 # Loop for moving <n> torpedoes
1773 if game.condition != "docked":
1775 dispersion = (rnd.real()+rnd.real())*0.5 -0.5
1776 if math.fabs(dispersion) >= 0.47:
1778 dispersion *= rnd.real(1.2, 2.2)
1780 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1782 prouts(_("***TORPEDO MISFIRES."))
1785 prout(_(" Remainder of burst aborted."))
1786 if rnd.withprob(0.2):
1787 prout(_("***Photon tubes damaged by misfire."))
1788 game.damage[DPHOTON] = game.damfac * rnd.real(1.0, 3.0)
1792 elif game.shldup or game.condition == "docked":
1793 dispersion *= 1.0 + 0.0001*game.shield
1794 torpedo(game.sector, tcourse[i], dispersion, number=i, nburst=n)
1795 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1801 "Check for phasers overheating."
1803 checkburn = (rpow-1500.0)*0.00038
1804 if rnd.withprob(checkburn):
1805 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1806 game.damage[DPHASER] = game.damfac* rnd.real(1.0, 2.0) * (1.0+checkburn)
1808 def checkshctrl(rpow):
1809 "Check shield control."
1811 if rnd.withprob(0.998):
1812 prout(_("Shields lowered."))
1814 # Something bad has happened
1815 prouts(_("***RED ALERT! RED ALERT!"))
1817 hit = rpow*game.shield/game.inshld
1818 game.energy -= rpow+hit*0.8
1819 game.shield -= hit*0.2
1820 if game.energy <= 0.0:
1821 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1826 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1828 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1829 icas = rnd.integer(int(hit*0.012))
1834 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1835 prout(_(" %d casualties so far.\"") % icas)
1837 game.state.crew -= icas
1839 prout(_("Phaser energy dispersed by shields."))
1840 prout(_("Enemy unaffected."))
1845 "Register a phaser hit on Klingons and Romulans."
1852 dustfac = rnd.real(0.9, 1.0)
1853 hit = wham*math.pow(dustfac, game.enemies[kk].kdist)
1854 kpini = game.enemies[kk].power
1855 kp = math.fabs(kpini)
1856 if PHASEFAC*hit < kp:
1858 if game.enemies[kk].power < 0:
1859 game.enemies[kk].power -= -kp
1861 game.enemies[kk].power -= kp
1862 kpow = game.enemies[kk].power
1863 w = game.enemies[kk].location
1865 if not damaged(DSRSENS):
1867 proutn(_("%d unit hit on ") % int(hit))
1869 proutn(_("Very small hit on "))
1870 ienm = game.quad[w.i][w.j]
1873 proutn(crmena(False, ienm, "sector", w))
1882 else: # decide whether or not to emasculate klingon
1883 if kpow > 0 and rnd.withprob(0.9) and kpow <= rnd.real(0.4, 0.8)*kpini:
1884 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1885 prout(_(" has just lost its firepower.\""))
1886 game.enemies[kk].power = -kpow
1891 "Fire phasers at bad guys."
1895 irec = 0 # Cheating inhibitor
1904 # SR sensors and Computer are needed for automode
1905 if damaged(DSRSENS) or damaged(DCOMPTR):
1907 if game.condition == "docked":
1908 prout(_("Phasers can't be fired through base shields."))
1911 if damaged(DPHASER):
1912 prout(_("Phaser control damaged."))
1916 if damaged(DSHCTRL):
1917 prout(_("High speed shield control damaged."))
1920 if game.energy <= 200.0:
1921 prout(_("Insufficient energy to activate high-speed shield control."))
1924 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1926 # Original code so convoluted, I re-did it all
1927 # (That was Tom Almy talking about the C code, I think -- ESR)
1928 while automode == "NOTSET":
1929 key = scanner.nexttok()
1930 if key == "IHALPHA":
1931 if scanner.sees("manual"):
1932 if len(game.enemies)==0:
1933 prout(_("There is no enemy present to select."))
1936 automode = "AUTOMATIC"
1939 key = scanner.nexttok()
1940 elif scanner.sees("automatic"):
1941 if (not itarg) and len(game.enemies) != 0:
1942 automode = "FORCEMAN"
1944 if len(game.enemies)==0:
1945 prout(_("Energy will be expended into space."))
1946 automode = "AUTOMATIC"
1947 key = scanner.nexttok()
1948 elif scanner.sees("no"):
1953 elif key == "IHREAL":
1954 if len(game.enemies)==0:
1955 prout(_("Energy will be expended into space."))
1956 automode = "AUTOMATIC"
1958 automode = "FORCEMAN"
1960 automode = "AUTOMATIC"
1963 if len(game.enemies)==0:
1964 prout(_("Energy will be expended into space."))
1965 automode = "AUTOMATIC"
1967 automode = "FORCEMAN"
1969 proutn(_("Manual or automatic? "))
1974 if automode == "AUTOMATIC":
1975 if key == "IHALPHA" and scanner.sees("no"):
1977 key = scanner.nexttok()
1978 if key != "IHREAL" and len(game.enemies) != 0:
1979 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
1984 for i in range(len(game.enemies)):
1985 irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))*rnd.real(1.01, 1.06) + 1.0
1987 proutn(_("%d units required. ") % irec)
1989 proutn(_("Units to fire= "))
1990 key = scanner.nexttok()
1995 proutn(_("Energy available= %.2f") % avail)
1998 if not rpow > avail:
2004 key = scanner.nexttok()
2005 if key == "IHALPHA" and scanner.sees("no"):
2008 game.energy -= 200 # Go and do it!
2009 if checkshctrl(rpow):
2014 if len(game.enemies):
2017 for i in range(len(game.enemies)):
2021 hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))
2022 over = rnd.real(1.01, 1.06) * hits[i]
2024 powrem -= hits[i] + over
2025 if powrem <= 0 and temp < hits[i]:
2034 if extra > 0 and not game.alldone:
2036 proutn(_("*** Tholian web absorbs "))
2037 if len(game.enemies)>0:
2038 proutn(_("excess "))
2039 prout(_("phaser energy."))
2041 prout(_("%d expended on empty space.") % int(extra))
2042 elif automode == "FORCEMAN":
2045 if damaged(DCOMPTR):
2046 prout(_("Battle computer damaged, manual fire only."))
2049 prouts(_("---WORKING---"))
2051 prout(_("Short-range-sensors-damaged"))
2052 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2053 prout(_("Manual-fire-must-be-used"))
2055 elif automode == "MANUAL":
2057 for k in range(len(game.enemies)):
2058 aim = game.enemies[k].location
2059 ienm = game.quad[aim.i][aim.j]
2061 proutn(_("Energy available= %.2f") % (avail-0.006))
2065 if damaged(DSRSENS) and \
2066 not game.sector.distance(aim)<2**0.5 and ienm in ('C', 'S'):
2067 prout(cramen(ienm) + _(" can't be located without short range scan."))
2070 hits[k] = 0 # prevent overflow -- thanks to Alexei Voitenko
2075 if itarg and k > kz:
2076 irec = (abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9, game.enemies[k].kdist))) * rnd.real(1.01, 1.06) + 1.0
2079 if not damaged(DCOMPTR):
2084 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
2085 key = scanner.nexttok()
2086 if key == "IHALPHA" and scanner.sees("no"):
2088 key = scanner.nexttok()
2090 if key == "IHALPHA":
2094 if k == 1: # Let me say I'm baffled by this
2097 if scanner.real < 0:
2101 hits[k] = scanner.real
2102 rpow += scanner.real
2103 # If total requested is too much, inform and start over
2105 prout(_("Available energy exceeded -- try again."))
2108 key = scanner.nexttok() # scan for next value
2111 # zero energy -- abort
2114 if key == "IHALPHA" and scanner.sees("no"):
2119 game.energy -= 200.0
2120 if checkshctrl(rpow):
2124 # Say shield raised or malfunction, if necessary
2130 if rnd.withprob(0.01):
2131 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2132 prouts(_(" CLICK CLICK POP . . ."))
2133 prout(_(" No response, sir!"))
2136 prout(_("Shields raised."))
2143 game.ididit = False # Nothing if we fail
2146 # Make sure there is room in the brig
2147 if game.brigfree == 0:
2148 prout(_("Security reports the brig is already full."))
2152 prout(_("Uhura- \"We have no subspace radio communication, sir.\""))
2155 if damaged(DTRANSP):
2156 prout(_("Scotty- \"Transporter damaged, sir.\""))
2159 # find out if there are any at all
2161 prout(_("Uhura- \"Getting no response, sir.\""))
2164 # if there is more than one Klingon, find out which one
2165 # Cruddy, just takes one at random. Should ask the captain.
2166 # Nah, just select the weakest one since it is most likely to
2167 # surrender (Tom Almy mod)
2168 klingons = [e for e in game.enemies if e.type == 'K']
2169 weakest = sorted(klingons, key=lambda e: e.power)[0]
2170 game.optime = 0.05 # This action will take some time
2171 game.ididit = True # So any others can strike back
2173 # check out that Klingon
2174 # The algorithm isn't that great and could use some more
2175 # intelligent design
2176 # x = 300 + 25*skill;
2177 x = game.energy / (weakest.power * len(klingons))
2178 #prout(_("Stats: energy = %s, kpower = %s, klingons = %s")
2179 # % (game.energy, weakest.power, len(klingons)))
2180 x *= 2.5 # would originally have been equivalent of 1.4,
2181 # but we want command to work more often, more humanely
2182 #prout(_("Prob = %.4f" % x))
2183 # x = 100; // For testing, of course!
2184 if x < rnd.real(100):
2185 # guess what, he surrendered!!!
2186 prout(_("Klingon captain at %s surrenders.") % weakest.location)
2189 prout(_("%d Klingons commit suicide rather than be taken captive.") % (200 - i))
2190 if i > game.brigfree:
2191 prout(_("%d Klingons die because there is no room for them in the brig.") % (i-game.brigfree))
2194 prout(_("%d captives taken") % i)
2195 deadkl(weakest.location, weakest.type, game.sector)
2200 # big surprise, he refuses to surrender
2201 prout(_("Fat chance, captain!"))
2203 # Code from events.c begins here.
2205 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2206 # event of each type active at any given time. Mostly these means we can
2207 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2208 # BSD Trek, from which we swiped the idea, can have up to 5.
2210 def unschedule(evtype):
2211 "Remove an event from the schedule."
2212 game.future[evtype].date = FOREVER
2213 return game.future[evtype]
2215 def is_scheduled(evtype):
2216 "Is an event of specified type scheduled."
2217 return game.future[evtype].date != FOREVER
2219 def scheduled(evtype):
2220 "When will this event happen?"
2221 return game.future[evtype].date
2223 def schedule(evtype, offset):
2224 "Schedule an event of specified type."
2225 game.future[evtype].date = game.state.date + offset
2226 return game.future[evtype]
2228 def postpone(evtype, offset):
2229 "Postpone a scheduled event."
2230 game.future[evtype].date += offset
2233 "Rest period is interrupted by event."
2236 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2238 game.resting = False
2244 "Run through the event queue looking for things to do."
2246 fintim = game.state.date + game.optime
2255 def tractorbeam(yank):
2256 "Tractor-beaming cases merge here."
2258 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2260 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2261 # If Kirk & Co. screwing around on planet, handle
2262 atover(True) # atover(true) is Grab
2265 if game.icraft: # Caught in Galileo?
2268 # Check to see if shuttle is aboard
2269 if game.iscraft == "offship":
2271 if rnd.withprob(0.5):
2272 prout(_("Galileo, left on the planet surface, is captured"))
2273 prout(_("by aliens and made into a flying McDonald's."))
2274 game.damage[DSHUTTL] = -10
2275 game.iscraft = "removed"
2277 prout(_("Galileo, left on the planet surface, is well hidden."))
2279 game.quadrant = game.state.kscmdr
2281 game.quadrant = game.state.kcmdr[i]
2282 game.sector = randplace(QUADSIZE)
2283 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2284 % (game.quadrant, game.sector))
2286 prout(_("(Remainder of rest/repair period cancelled.)"))
2287 game.resting = False
2289 if not damaged(DSHIELD) and game.shield > 0:
2290 doshield(shraise=True) # raise shields
2291 game.shldchg = False
2293 prout(_("(Shields not currently useable.)"))
2295 # Adjust finish time to time of tractor beaming?
2296 # fintim = game.state.date+game.optime
2297 attack(torps_ok=False)
2298 if not game.state.kcmdr:
2301 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2304 "Code merges here for any commander destroying a starbase."
2305 # Not perfect, but will have to do
2306 # Handle case where base is in same quadrant as starship
2307 if game.battle == game.quadrant:
2308 game.state.chart[game.battle.i][game.battle.j].starbase = False
2309 game.quad[game.base.i][game.base.j] = '.'
2310 game.base.invalidate()
2313 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2314 elif game.state.baseq and communicating():
2315 # Get word via subspace radio
2318 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2319 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2321 prout(_("the Klingon Super-Commander"))
2323 prout(_("a Klingon Commander"))
2324 game.state.chart[game.battle.i][game.battle.j].starbase = False
2325 # Remove Starbase from galaxy
2326 game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2327 game.state.baseq = [x for x in game.state.baseq if x != game.battle]
2329 # reinstate a commander's base attack
2333 game.battle.invalidate()
2335 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2336 for i in range(1, NEVENTS):
2337 if i == FSNOVA: proutn("=== Supernova ")
2338 elif i == FTBEAM: proutn("=== T Beam ")
2339 elif i == FSNAP: proutn("=== Snapshot ")
2340 elif i == FBATTAK: proutn("=== Base Attack ")
2341 elif i == FCDBAS: proutn("=== Base Destroy ")
2342 elif i == FSCMOVE: proutn("=== SC Move ")
2343 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2344 elif i == FDSPROB: proutn("=== Probe Move ")
2345 elif i == FDISTR: proutn("=== Distress Call ")
2346 elif i == FENSLV: proutn("=== Enslavement ")
2347 elif i == FREPRO: proutn("=== Klingon Build ")
2349 prout("%.2f" % (scheduled(i)))
2352 radio_was_broken = damaged(DRADIO)
2355 # Select earliest extraneous event, evcode==0 if no events
2360 for l in range(1, NEVENTS):
2361 if game.future[l].date < datemin:
2364 prout("== Event %d fires" % evcode)
2365 datemin = game.future[l].date
2366 xtime = datemin-game.state.date
2368 game.energy -= xtime*500.0
2369 if game.energy <= 0:
2372 game.state.date = datemin
2373 # Decrement Federation resources and recompute remaining time
2374 game.state.remres -= (game.remkl()+4*len(game.state.kcmdr))*xtime
2376 if game.state.remtime <= 0:
2379 # Any crew left alive?
2380 if game.state.crew <= 0:
2383 # Is life support adequate?
2384 if damaged(DLIFSUP) and game.condition != "docked":
2385 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2388 game.lsupres -= xtime
2389 if game.damage[DLIFSUP] <= xtime:
2390 game.lsupres = game.inlsr
2393 if game.condition == "docked":
2395 # Don't fix Deathray here
2396 for l in range(NDEVICES):
2397 if game.damage[l] > 0.0 and l != DDRAY:
2398 if game.damage[l]-repair > 0.0:
2399 game.damage[l] -= repair
2401 game.damage[l] = 0.0
2402 # If radio repaired, update star chart and attack reports
2403 if radio_was_broken and not damaged(DRADIO):
2404 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2405 prout(_(" surveillance reports are coming in."))
2407 if not game.iseenit:
2411 prout(_(" The star chart is now up to date.\""))
2413 # Cause extraneous event EVCODE to occur
2414 game.optime -= xtime
2415 if evcode == FSNOVA: # Supernova
2418 schedule(FSNOVA, expran(0.5*game.intime))
2419 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2421 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2422 if game.state.nscrem == 0 or game.iscloaked or \
2423 ictbeam or istract or \
2424 game.condition == "docked" or game.isatb == 1 or game.iscate:
2426 if game.ientesc or \
2427 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2428 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2429 (damaged(DSHIELD) and \
2430 (game.energy < 2500 or damaged(DPHASER)) and \
2431 (game.torps < 5 or damaged(DPHOTON))):
2433 istract = ictbeam = True
2434 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2437 elif evcode == FTBEAM: # Tractor beam
2438 if not game.state.kcmdr:
2441 i = rnd.integer(len(game.state.kcmdr))
2442 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2443 if istract or game.condition == "docked" or game.iscloaked or yank == 0:
2444 # Drats! Have to reschedule
2446 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2450 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2451 game.snapsht = copy.deepcopy(game.state)
2452 game.state.snap = True
2453 schedule(FSNAP, expran(0.5 * game.intime))
2454 elif evcode == FBATTAK: # Commander attacks starbase
2455 if not game.state.kcmdr or not game.state.baseq:
2460 ibq = None # Force battle location to persist past loop
2462 for ibq in game.state.baseq:
2463 for cmdr in game.state.kcmdr:
2464 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2466 # no match found -- try later
2467 schedule(FBATTAK, expran(0.3*game.intime))
2472 # commander + starbase combination found -- launch attack
2474 schedule(FCDBAS, rnd.real(1.0, 4.0))
2475 if game.isatb: # extra time if SC already attacking
2476 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2477 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2478 game.iseenit = False
2479 if not communicating():
2480 continue # No warning :-(
2484 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2485 prout(_(" reports that it is under attack and that it can"))
2486 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2489 elif evcode == FSCDBAS: # Supercommander destroys base
2492 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2493 continue # WAS RETURN!
2495 game.battle = game.state.kscmdr
2497 elif evcode == FCDBAS: # Commander succeeds in destroying base
2498 if evcode == FCDBAS:
2500 if not game.state.baseq() \
2501 or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2502 game.battle.invalidate()
2504 # find the lucky pair
2505 for cmdr in game.state.kcmdr:
2506 if cmdr == game.battle:
2509 # No action to take after all
2512 elif evcode == FSCMOVE: # Supercommander moves
2513 schedule(FSCMOVE, 0.2777)
2514 if not game.ientesc and not istract and game.isatb != 1 and \
2515 (not game.iscate or not game.justin):
2517 elif evcode == FDSPROB: # Move deep space probe
2518 schedule(FDSPROB, 0.01)
2519 if not game.probe.nexttok():
2520 if not game.probe.quadrant().valid_quadrant() or \
2521 game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
2522 # Left galaxy or ran into supernova
2526 proutn(_("Lt. Uhura- \"The deep space probe "))
2527 if not game.probe.quadrant().valid_quadrant():
2528 prout(_("has left the galaxy.\""))
2530 prout(_("is no longer transmitting.\""))
2536 prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
2537 pquad = game.probe.quadrant()
2538 pdest = game.state.galaxy[pquad.i][pquad.j]
2540 game.state.chart[pquad.i][pquad.j].klingons = pdest.klingons
2541 game.state.chart[pquad.i][pquad.j].starbase = pdest.starbase
2542 game.state.chart[pquad.i][pquad.j].stars = pdest.stars
2543 pdest.charted = True
2544 game.probe.moves -= 1 # One less to travel
2545 if game.probe.arrived() and game.isarmed and pdest.stars:
2546 supernova(game.probe) # fire in the hole!
2548 if game.state.galaxy[pquad.i][pquad.j].supernova:
2550 elif evcode == FDISTR: # inhabited system issues distress call
2552 # try a whole bunch of times to find something suitable
2553 for i in range(100):
2554 # need a quadrant which is not the current one,
2555 # which has some stars which are inhabited and
2556 # not already under attack, which is not
2557 # supernova'ed, and which has some Klingons in it
2558 w = randplace(GALSIZE)
2559 q = game.state.galaxy[w.i][w.j]
2560 if not (game.quadrant == w or q.planet is None or \
2561 not q.planet.inhabited or \
2562 q.supernova or q.status!="secure" or q.klingons<=0):
2565 # can't seem to find one; ignore this call
2567 prout("=== Couldn't find location for distress event.")
2569 # got one!! Schedule its enslavement
2570 ev = schedule(FENSLV, expran(game.intime))
2572 q.status = "distressed"
2573 # tell the captain about it if we can
2575 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2576 % (q.planet, repr(w)))
2577 prout(_("by a Klingon invasion fleet."))
2580 elif evcode == FENSLV: # starsystem is enslaved
2581 ev = unschedule(FENSLV)
2582 # see if current distress call still active
2583 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2587 q.status = "enslaved"
2589 # play stork and schedule the first baby
2590 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2591 ev2.quadrant = ev.quadrant
2593 # report the disaster if we can
2595 prout(_("Uhura- We've lost contact with starsystem %s") % \
2597 prout(_("in Quadrant %s.\n") % ev.quadrant)
2598 elif evcode == FREPRO: # Klingon reproduces
2599 # If we ever switch to a real event queue, we'll need to
2600 # explicitly retrieve and restore the x and y.
2601 ev = schedule(FREPRO, expran(1.0 * game.intime))
2602 # see if current distress call still active
2603 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2607 if game.remkl() >= MAXKLGAME:
2608 continue # full right now
2609 # reproduce one Klingon
2612 if game.klhere >= MAXKLQUAD:
2614 # this quadrant not ok, pick an adjacent one
2615 for m.i in range(w.i - 1, w.i + 2):
2616 for m.j in range(w.j - 1, w.j + 2):
2617 if not m.valid_quadrant():
2619 q = game.state.galaxy[m.i][m.j]
2620 # check for this quad ok (not full & no snova)
2621 if q.klingons >= MAXKLQUAD or q.supernova:
2624 # search for eligible quadrant failed
2630 if game.quadrant == w:
2632 newkling() # also adds it to game.enemies
2633 # recompute time left
2636 if game.quadrant == w:
2637 prout(_("Spock- sensors indicate the Klingons have"))
2638 prout(_("launched a warship from %s.") % q.planet)
2640 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2641 if q.planet is not None:
2642 proutn(_("near %s ") % q.planet)
2643 prout(_("in Quadrant %s.") % w)
2649 key = scanner.nexttok()
2652 proutn(_("How long? "))
2657 origTime = delay = scanner.real
2660 if delay >= game.state.remtime or len(game.enemies) != 0:
2661 proutn(_("Are you sure? "))
2664 # Alternate resting periods (events) with attacks
2668 game.resting = False
2669 if not game.resting:
2670 prout(_("%d stardates left.") % int(game.state.remtime))
2672 temp = game.optime = delay
2673 if len(game.enemies):
2674 rtime = rnd.real(1.0, 2.0)
2678 if game.optime < delay:
2679 attack(torps_ok=False)
2687 # Repair Deathray if long rest at starbase
2688 if origTime-delay >= 9.99 and game.condition == "docked":
2689 game.damage[DDRAY] = 0.0
2690 # leave if quadrant supernovas
2691 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2693 game.resting = False
2698 ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2699 newc = Coord(); neighbor = Coord(); bump = Coord(0, 0)
2700 if rnd.withprob(0.05):
2701 # Wow! We've supernova'ed
2702 supernova(game.quadrant)
2704 # handle initial nova
2705 game.quad[nov.i][nov.j] = '.'
2706 prout(crmena(False, '*', "sector", nov) + _(" novas."))
2707 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2708 game.state.starkl += 1
2709 # Set up queue to recursively trigger adjacent stars
2715 for offset.i in range(-1, 1+1):
2716 for offset.j in range(-1, 1+1):
2717 if offset.j == 0 and offset.i == 0:
2719 neighbor = start + offset
2720 if not neighbor.valid_sector():
2722 iquad = game.quad[neighbor.i][neighbor.j]
2723 # Empty space ends reaction
2724 if iquad in ('.', '?', ' ', 'T', '#'):
2726 elif iquad == '*': # Affect another star
2727 if rnd.withprob(0.05):
2728 # This star supernovas
2729 supernova(game.quadrant)
2732 hits.append(neighbor)
2733 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2734 game.state.starkl += 1
2735 proutn(crmena(True, '*', "sector", neighbor))
2737 game.quad[neighbor.i][neighbor.j] = '.'
2739 elif iquad in ('P', '@'): # Destroy planet
2740 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2742 game.state.nplankl += 1
2744 game.state.nworldkl += 1
2745 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2746 game.iplnet.pclass = "destroyed"
2748 game.plnet.invalidate()
2752 game.quad[neighbor.i][neighbor.j] = '.'
2753 elif iquad == 'B': # Destroy base
2754 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2755 game.state.baseq = [x for x in game.state.baseq if x!= game.quadrant]
2756 game.base.invalidate()
2757 game.state.basekl += 1
2759 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2760 game.quad[neighbor.i][neighbor.j] = '.'
2761 elif iquad in ('E', 'F'): # Buffet ship
2762 prout(_("***Starship buffeted by nova."))
2764 if game.shield >= 2000.0:
2765 game.shield -= 2000.0
2767 diff = 2000.0 - game.shield
2771 prout(_("***Shields knocked out."))
2772 game.damage[DSHIELD] += 0.005*game.damfac*rnd.real()*diff
2774 game.energy -= 2000.0
2775 if game.energy <= 0:
2778 # add in course nova contributes to kicking starship
2780 bump += (game.sector-hits[-1]).sgn()
2781 elif iquad == 'K': # kill klingon
2782 deadkl(neighbor, iquad, neighbor)
2783 elif iquad in ('C','S','R'): # Damage/destroy big enemies
2785 for ll in range(len(game.enemies)):
2786 if game.enemies[ll].location == neighbor:
2787 target = game.enemies[ll]
2789 if target is not None:
2790 target.power -= 800.0 # If firepower is lost, die
2791 if target.power <= 0.0:
2792 deadkl(neighbor, iquad, neighbor)
2793 continue # neighbor loop
2794 # Else enemy gets flung by the blast wave
2795 newc = neighbor + neighbor - start
2796 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2797 if not newc.valid_sector():
2798 # can't leave quadrant
2801 iquad1 = game.quad[newc.i][newc.j]
2803 proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
2805 deadkl(neighbor, iquad, newc)
2808 # can't move into something else
2811 proutn(_(", buffeted to Sector %s") % newc)
2812 game.quad[neighbor.i][neighbor.j] = '.'
2813 game.quad[newc.i][newc.j] = iquad
2815 # Starship affected by nova -- kick it away.
2817 direc = ncourse[3*(bump.i+1)+bump.j+2]
2822 scourse = course(bearing=direc, distance=dist)
2823 game.optime = scourse.time(w=4)
2825 prout(_("Force of nova displaces starship."))
2826 imove(scourse, noattack=True)
2827 game.optime = scourse.time(w=4)
2831 "Star goes supernova."
2836 # Scheduled supernova -- select star at random.
2839 for nq.i in range(GALSIZE):
2840 for nq.j in range(GALSIZE):
2841 nstars += game.state.galaxy[nq.i][nq.j].stars
2843 return # nothing to supernova exists
2844 num = rnd.integer(nstars) + 1
2845 for nq.i in range(GALSIZE):
2846 for nq.j in range(GALSIZE):
2847 num -= game.state.galaxy[nq.i][nq.j].stars
2853 proutn("=== Super nova here?")
2856 if not nq == game.quadrant or game.justin:
2857 # it isn't here, or we just entered (treat as enroute)
2860 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2861 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2864 # we are in the quadrant!
2865 num = rnd.integer(game.state.galaxy[nq.i][nq.j].stars) + 1
2866 for ns.i in range(QUADSIZE):
2867 for ns.j in range(QUADSIZE):
2868 if game.quad[ns.i][ns.j]=='*':
2875 prouts(_("***RED ALERT! RED ALERT!"))
2877 prout(_("***Incipient supernova detected at Sector %s") % ns)
2878 if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2879 proutn(_("Emergency override attempts t"))
2880 prouts("***************")
2884 # destroy any Klingons in supernovaed quadrant
2885 game.state.galaxy[nq.i][nq.j].klingons = 0
2886 if nq == game.state.kscmdr:
2887 # did in the Supercommander!
2888 game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
2892 # Changing this to [w for w in game.state.kcmdr if w != nq]
2893 # causes regression-test failure
2894 survivors = list(filter(lambda w: w != nq, game.state.kcmdr))
2895 #comkills = len(game.state.kcmdr) - len(survivors)
2896 game.state.kcmdr = survivors
2897 if not game.state.kcmdr:
2899 # destroy Romulans and planets in supernovaed quadrant
2900 nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2901 game.state.galaxy[nq.i][nq.j].romulans = 0
2902 game.state.nromrem -= nrmdead
2904 for loop in range(game.inplan):
2905 if game.state.planets[loop].quadrant == nq:
2906 game.state.planets[loop].pclass = "destroyed"
2908 # Destroy any base in supernovaed quadrant
2909 game.state.baseq = [x for x in game.state.baseq if x != nq]
2910 # If starship caused supernova, tally up destruction
2912 game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2913 game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2914 game.state.nplankl += npdead
2915 # mark supernova in galaxy and in star chart
2916 if game.quadrant == nq or communicating():
2917 game.state.galaxy[nq.i][nq.j].supernova = True
2918 # If supernova destroys last Klingons give special message
2919 if game.unwon()==0 and not nq == game.quadrant:
2922 prout(_("Lucky you!"))
2923 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2926 # if some Klingons remain, continue or die in supernova
2931 # Code from finish.c ends here.
2934 "Self-destruct maneuver. Finish with a BANG!"
2936 if damaged(DCOMPTR):
2937 prout(_("Computer damaged; cannot execute destruct sequence."))
2939 prouts(_("---WORKING---")); skip(1)
2940 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2941 prouts(" 10"); skip(1)
2942 prouts(" 9"); skip(1)
2943 prouts(" 8"); skip(1)
2944 prouts(" 7"); skip(1)
2945 prouts(" 6"); skip(1)
2947 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2949 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2951 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2954 if game.passwd != scanner.token:
2955 prouts(_("PASSWORD-REJECTED;"))
2957 prouts(_("CONTINUITY-EFFECTED"))
2960 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2961 prouts(" 5"); skip(1)
2962 prouts(" 4"); skip(1)
2963 prouts(" 3"); skip(1)
2964 prouts(" 2"); skip(1)
2965 prouts(" 1"); skip(1)
2966 if rnd.withprob(0.15):
2967 prouts(_("GOODBYE-CRUEL-WORLD"))
2975 prouts(_("********* Entropy of %s maximized *********") % crmshp())
2979 if len(game.enemies) != 0:
2980 whammo = 25.0 * game.energy
2981 for e in game.enemies[::-1]:
2982 if e.power*e.kdist <= whammo:
2983 deadkl(e.location, game.quad[e.location.i][e.location.j], e.location)
2987 "Compute our rate of kils over time."
2988 elapsed = game.state.date - game.indate
2989 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
2992 starting = (game.inkling + game.incom + game.inscom)
2993 remaining = game.unwon()
2994 return (starting - remaining)/elapsed
2998 badpt = 5.0*game.state.starkl + \
3000 10.0*game.state.nplankl + \
3001 300*game.state.nworldkl + \
3003 100.0*game.state.basekl +\
3004 3.0*game.abandoned +\
3006 if game.ship == 'F':
3008 elif game.ship is None:
3013 # end the game, with appropriate notifications
3017 prout(_("It is stardate %.1f.") % game.state.date)
3019 if ifin == FWON: # Game has been won
3020 if game.state.nromrem != 0:
3021 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
3024 prout(_("You have smashed the Klingon invasion fleet and saved"))
3025 prout(_("the Federation."))
3026 if game.alive and game.brigcapacity-game.brigfree > 0:
3027 game.kcaptured += game.brigcapacity-game.brigfree
3028 prout(_("The %d captured Klingons are transferred to Star Fleet Command.") % (game.brigcapacity-game.brigfree))
3033 badpt = 0.0 # Close enough!
3034 # killsPerDate >= RateMax
3035 if game.state.date-game.indate < 5.0 or \
3036 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
3038 prout(_("In fact, you have done so well that Starfleet Command"))
3039 if game.skill == SKILL_NOVICE:
3040 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
3041 elif game.skill == SKILL_FAIR:
3042 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
3043 elif game.skill == SKILL_GOOD:
3044 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
3045 elif game.skill == SKILL_EXPERT:
3046 prout(_("promotes you to Commodore Emeritus."))
3048 prout(_("Now that you think you're really good, try playing"))
3049 prout(_("the \"Emeritus\" game. It will splatter your ego."))
3050 elif game.skill == SKILL_EMERITUS:
3052 proutn(_("Computer- "))
3053 prouts(_("ERROR-ERROR-ERROR-ERROR"))
3055 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3057 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3059 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3061 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3063 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3065 prout(_("Now you can retire and write your own Star Trek game!"))
3067 elif game.skill >= SKILL_EXPERT:
3068 if game.thawed and not game.idebug:
3069 prout(_("You cannot get a citation, so..."))
3071 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3075 # Only grant long life if alive (original didn't!)
3077 prout(_("LIVE LONG AND PROSPER."))
3082 elif ifin == FDEPLETE: # Federation Resources Depleted
3083 prout(_("Your time has run out and the Federation has been"))
3084 prout(_("conquered. Your starship is now Klingon property,"))
3085 prout(_("and you are put on trial as a war criminal. On the"))
3086 proutn(_("basis of your record, you are "))
3087 if game.unwon()*3.0 > (game.inkling + game.incom + game.inscom):
3088 prout(_("acquitted."))
3090 prout(_("LIVE LONG AND PROSPER."))
3092 prout(_("found guilty and"))
3093 prout(_("sentenced to death by slow torture."))
3097 elif ifin == FLIFESUP:
3098 prout(_("Your life support reserves have run out, and"))
3099 prout(_("you die of thirst, starvation, and asphyxiation."))
3100 prout(_("Your starship is a derelict in space."))
3102 prout(_("Your energy supply is exhausted."))
3104 prout(_("Your starship is a derelict in space."))
3105 elif ifin == FBATTLE:
3106 prout(_("The %s has been destroyed in battle.") % crmshp())
3108 prout(_("Dulce et decorum est pro patria mori."))
3110 prout(_("You have made three attempts to cross the negative energy"))
3111 prout(_("barrier which surrounds the galaxy."))
3113 prout(_("Your navigation is abominable."))
3116 prout(_("Your starship has been destroyed by a nova."))
3117 prout(_("That was a great shot."))
3119 elif ifin == FSNOVAED:
3120 prout(_("The %s has been fried by a supernova.") % crmshp())
3121 prout(_("...Not even cinders remain..."))
3122 elif ifin == FABANDN:
3123 prout(_("You have been captured by the Klingons. If you still"))
3124 prout(_("had a starbase to be returned to, you would have been"))
3125 prout(_("repatriated and given another chance. Since you have"))
3126 prout(_("no starbases, you will be mercilessly tortured to death."))
3127 elif ifin == FDILITHIUM:
3128 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3129 elif ifin == FMATERIALIZE:
3130 prout(_("Starbase was unable to re-materialize your starship."))
3131 prout(_("Sic transit gloria mundi"))
3132 elif ifin == FPHASER:
3133 prout(_("The %s has been cremated by its own phasers.") % crmshp())
3135 prout(_("You and your landing party have been"))
3136 prout(_("converted to energy, dissipating through space."))
3137 elif ifin == FMINING:
3138 prout(_("You are left with your landing party on"))
3139 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3141 prout(_("They are very fond of \"Captain Kirk\" soup."))
3143 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3144 elif ifin == FDPLANET:
3145 prout(_("You and your mining party perish."))
3147 prout(_("That was a great shot."))
3150 prout(_("The Galileo is instantly annihilated by the supernova."))
3151 prout(_("You and your mining party are atomized."))
3153 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3154 prout(_("joins the Romulans, wreaking terror on the Federation."))
3155 elif ifin == FPNOVA:
3156 prout(_("You and your mining party are atomized."))
3158 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3159 prout(_("joins the Romulans, wreaking terror on the Federation."))
3160 elif ifin == FSTRACTOR:
3161 prout(_("The shuttle craft Galileo is also caught,"))
3162 prout(_("and breaks up under the strain."))
3164 prout(_("Your debris is scattered for millions of miles."))
3165 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3167 prout(_("The mutants attack and kill Spock."))
3168 prout(_("Your ship is captured by Klingons, and"))
3169 prout(_("your crew is put on display in a Klingon zoo."))
3170 elif ifin == FTRIBBLE:
3171 prout(_("Tribbles consume all remaining water,"))
3172 prout(_("food, and oxygen on your ship."))
3174 prout(_("You die of thirst, starvation, and asphyxiation."))
3175 prout(_("Your starship is a derelict in space."))
3177 prout(_("Your ship is drawn to the center of the black hole."))
3178 prout(_("You are crushed into extremely dense matter."))
3179 elif ifin == FCLOAK:
3181 prout(_("You have violated the Treaty of Algeron."))
3182 prout(_("The Romulan Empire can never trust you again."))
3184 prout(_("Your last crew member has died."))
3185 if ifin != FWON and ifin != FCLOAK and game.iscloaked:
3186 prout(_("Your ship was cloaked so your subspace radio did not receive anything."))
3187 prout(_("You may have missed some warning messages."))
3189 if game.ship == 'F':
3191 elif game.ship == 'E':
3194 if game.unwon() != 0:
3195 goodies = game.state.remres/game.inresor
3196 baddies = (game.remkl() + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3197 if goodies/baddies >= rnd.real(1.0, 1.5):
3198 prout(_("As a result of your actions, a treaty with the Klingon"))
3199 prout(_("Empire has been signed. The terms of the treaty are"))
3200 if goodies/baddies >= rnd.real(3.0):
3201 prout(_("favorable to the Federation."))
3203 prout(_("Congratulations!"))
3205 prout(_("highly unfavorable to the Federation."))
3207 prout(_("The Federation will be destroyed."))
3209 prout(_("Since you took the last Klingon with you, you are a"))
3210 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3211 prout(_("statue in your memory. Rest in peace, and try not"))
3212 prout(_("to think about pigeons."))
3215 scanner.chew() # Clean up leftovers
3218 "Compute player's score."
3219 timused = game.state.date - game.indate
3220 if (timused == 0 or game.unwon() != 0) and timused < 5.0:
3222 game.perdate = killrate()
3223 ithperd = 500*game.perdate + 0.5
3226 iwon = 100*game.skill
3227 if game.ship == 'E':
3229 elif game.ship == 'F':
3233 dead_ordinaries= game.inkling - game.remkl() + len(game.state.kcmdr) + game.state.nscrem
3234 game.score = 10*(dead_ordinaries)\
3235 + 50*(game.incom - len(game.state.kcmdr)) \
3237 + 20*(game.inrom - game.state.nromrem) \
3238 + 200*(game.inscom - game.state.nscrem) \
3239 - game.state.nromrem \
3240 + 3 * game.kcaptured \
3245 prout(_("Your score --"))
3246 if game.inrom - game.state.nromrem:
3247 prout(_("%6d Romulans destroyed %5d") %
3248 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3249 if game.state.nromrem and game.gamewon:
3250 prout(_("%6d Romulans captured %5d") %
3251 (game.state.nromrem, game.state.nromrem))
3253 prout(_("%6d ordinary Klingons destroyed %5d") %
3254 (dead_ordinaries, 10*dead_ordinaries))
3255 if game.incom - len(game.state.kcmdr):
3256 prout(_("%6d Klingon commanders destroyed %5d") %
3257 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3259 prout(_("%d Klingons captured %5d") %
3260 (game.kcaptured, 3 * game.kcaptured))
3261 if game.inscom - game.state.nscrem:
3262 prout(_("%6d Super-Commander destroyed %5d") %
3263 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3265 prout(_("%6.2f Klingons per stardate %5d") %
3266 (game.perdate, ithperd))
3267 if game.state.starkl:
3268 prout(_("%6d stars destroyed by your action %5d") %
3269 (game.state.starkl, -5*game.state.starkl))
3270 if game.state.nplankl:
3271 prout(_("%6d planets destroyed by your action %5d") %
3272 (game.state.nplankl, -10*game.state.nplankl))
3273 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3274 prout(_("%6d inhabited planets destroyed by your action %5d") %
3275 (game.state.nworldkl, -300*game.state.nworldkl))
3276 if game.state.basekl:
3277 prout(_("%6d bases destroyed by your action %5d") %
3278 (game.state.basekl, -100*game.state.basekl))
3280 prout(_("%6d calls for help from starbase %5d") %
3281 (game.nhelp, -45*game.nhelp))
3283 prout(_("%6d casualties incurred %5d") %
3284 (game.casual, -game.casual))
3286 prout(_("%6d crew abandoned in space %5d") %
3287 (game.abandoned, -3*game.abandoned))
3289 prout(_("%6d ship(s) lost or destroyed %5d") %
3290 (klship, -100*klship))
3292 if game.ncviol == 1:
3293 prout(_("1 Treaty of Algeron violation -100"))
3295 prout(_("%6d Treaty of Algeron violations %5d\n") %
3296 (game.ncviol, -100*game.ncviol))
3298 prout(_("Penalty for getting yourself killed -200"))
3300 proutn(_("Bonus for winning "))
3301 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3302 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3303 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3304 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3305 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3306 prout(" %5d" % iwon)
3308 prout(_("TOTAL SCORE %5d") % game.score)
3311 "Emit winner's commemmorative plaque."
3314 proutn(_("File or device name for your plaque: "))
3317 fp = open(winner, "w")
3320 prout(_("Invalid name."))
3322 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3324 # The 38 below must be 64 for 132-column paper
3325 nskip = 38 - len(winner)/2
3326 # This is where the ASCII art picture was emitted.
3327 # It got garbled somewhere in the chain of transmission to the Almy version.
3328 # We should restore it if we can find old enough FORTRAN sources.
3330 fp.write(_(" U. S. S. ENTERPRISE\n"))
3331 fp.write("\n\n\n\n")
3332 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3334 fp.write(_(" Starfleet Command bestows to you\n"))
3336 fp.write("%*s%s\n\n" % (nskip, "", winner))
3337 fp.write(_(" the rank of\n\n"))
3338 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3340 if game.skill == SKILL_EXPERT:
3341 fp.write(_(" Expert level\n\n"))
3342 elif game.skill == SKILL_EMERITUS:
3343 fp.write(_("Emeritus level\n\n"))
3345 fp.write(_(" Cheat level\n\n"))
3346 timestring = time.ctime()
3347 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3348 (timestring+4, timestring+20, timestring+11))
3349 fp.write(_(" Your score: %d\n\n") % game.score)
3350 fp.write(_(" Klingons per stardate: %.2f\n") % game.perdate)
3353 # Code from io.c begins here
3355 rows = linecount = 0 # for paging
3358 fullscreen_window = None
3359 srscan_window = None # Short range scan
3360 report_window = None # Report legends for status window
3361 status_window = None # The status window itself
3362 lrscan_window = None # Long range scan
3363 message_window = None # Main window for scrolling text
3364 prompt_window = None # Prompt window at bottom of display
3369 # for some recent versions of python2, the following enables UTF8
3370 # for the older ones we probably need to set C locale, and python3
3371 # has no problems at all
3372 if sys.version_info[0] < 3:
3373 locale.setlocale(locale.LC_ALL, "")
3374 gettext.bindtextdomain("sst", "/usr/local/share/locale")
3375 gettext.textdomain("sst")
3376 if not (game.options & OPTION_CURSES):
3377 ln_env = os.getenv("LINES")
3383 stdscr = curses.initscr()
3387 if game.options & OPTION_COLOR:
3388 curses.start_color()
3389 curses.use_default_colors()
3390 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, -1)
3391 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, -1)
3392 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, -1)
3393 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, -1)
3394 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, -1)
3395 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, -1)
3396 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, -1)
3397 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, -1)
3398 global fullscreen_window, srscan_window, report_window, status_window
3399 global lrscan_window, message_window, prompt_window
3400 (rows, _columns) = stdscr.getmaxyx()
3401 fullscreen_window = stdscr
3402 srscan_window = curses.newwin(12, 25, 0, 0)
3403 report_window = curses.newwin(11, 0, 1, 25)
3404 status_window = curses.newwin(10, 0, 1, 39)
3405 lrscan_window = curses.newwin(5, 0, 0, 64)
3406 message_window = curses.newwin(0, 0, 12, 0)
3407 prompt_window = curses.newwin(1, 0, rows-2, 0)
3408 message_window.scrollok(True)
3409 setwnd(fullscreen_window)
3413 if game.options & OPTION_CURSES:
3414 stdscr.keypad(False)
3420 "Wait for user action -- OK to do nothing if on a TTY"
3421 if game.options & OPTION_CURSES:
3426 prouts(_("[ANNOUNCEMENT ARRIVING...]"))
3430 if game.skill > SKILL_FAIR:
3431 prompt = _("[CONTINUE?]")
3433 prompt = _("[PRESS ENTER TO CONTINUE]")
3435 if game.options & OPTION_CURSES:
3437 setwnd(prompt_window)
3438 prompt_window.clear()
3439 prompt_window.addstr(prompt)
3440 prompt_window.getstr()
3441 prompt_window.clear()
3442 prompt_window.refresh()
3443 setwnd(message_window)
3446 sys.stdout.write('\n')
3450 sys.stdout.write('\n' * rows)
3454 "Skip i lines. Pause game if this would cause a scrolling event."
3455 for _dummy in range(i):
3456 if game.options & OPTION_CURSES:
3457 (y, _x) = curwnd.getyx()
3460 except curses.error:
3465 if rows and linecount >= rows:
3468 sys.stdout.write('\n')
3470 def proutn(proutntline):
3471 "Utter a line with no following line feed."
3472 if game.options & OPTION_CURSES:
3473 (y, x) = curwnd.getyx()
3474 (my, _mx) = curwnd.getmaxyx()
3475 if curwnd == message_window and y >= my - 2:
3478 if logfp and game.cdebug:
3479 logfp.write("#curses: at %s proutn(%s)\n" % ((y, x), repr(proutntline)))
3480 curwnd.addstr(proutntline)
3483 sys.stdout.write(proutntline)
3486 def prout(proutline):
3490 def prouts(proutsline):
3492 for c in proutsline:
3493 if not replayfp or replayfp.closed: # Don't slow down replays
3496 if game.options & OPTION_CURSES:
3500 if not replayfp or replayfp.closed:
3504 "Get a line of input."
3505 if game.options & OPTION_CURSES:
3506 linein = curwnd.getstr() + "\n"
3509 if replayfp and not replayfp.closed:
3511 linein = replayfp.readline()
3514 prout("*** Replay finished")
3517 elif linein[0] != "#":
3521 linein = my_input() + "\n"
3530 "Change windows -- OK for this to be a no-op in tty mode."
3532 if game.options & OPTION_CURSES:
3533 if game.cdebug and logfp:
3534 if wnd == fullscreen_window:
3535 legend = "fullscreen"
3536 elif wnd == srscan_window:
3538 elif wnd == report_window:
3540 elif wnd == status_window:
3542 elif wnd == lrscan_window:
3544 elif wnd == message_window:
3546 elif wnd == prompt_window:
3550 logfp.write("#curses: setwnd(%s)\n" % legend)
3552 # Some curses implementations get confused when you try this.
3554 curses.curs_set(wnd in (fullscreen_window, message_window, prompt_window))
3555 except curses.error:
3559 "Clear to end of line -- can be a no-op in tty mode"
3560 if game.options & OPTION_CURSES:
3565 "Clear screen -- can be a no-op in tty mode."
3567 if game.options & OPTION_CURSES:
3573 def textcolor(color=DEFAULT):
3574 if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES):
3575 if color == DEFAULT:
3577 elif color == BLACK:
3578 curwnd.attron(curses.color_pair(curses.COLOR_BLACK))
3580 curwnd.attron(curses.color_pair(curses.COLOR_BLUE))
3581 elif color == GREEN:
3582 curwnd.attron(curses.color_pair(curses.COLOR_GREEN))
3584 curwnd.attron(curses.color_pair(curses.COLOR_CYAN))
3586 curwnd.attron(curses.color_pair(curses.COLOR_RED))
3587 elif color == MAGENTA:
3588 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA))
3589 elif color == BROWN:
3590 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW))
3591 elif color == LIGHTGRAY:
3592 curwnd.attron(curses.color_pair(curses.COLOR_WHITE))
3593 elif color == DARKGRAY:
3594 curwnd.attron(curses.color_pair(curses.COLOR_BLACK) | curses.A_BOLD)
3595 elif color == LIGHTBLUE:
3596 curwnd.attron(curses.color_pair(curses.COLOR_BLUE) | curses.A_BOLD)
3597 elif color == LIGHTGREEN:
3598 curwnd.attron(curses.color_pair(curses.COLOR_GREEN) | curses.A_BOLD)
3599 elif color == LIGHTCYAN:
3600 curwnd.attron(curses.color_pair(curses.COLOR_CYAN) | curses.A_BOLD)
3601 elif color == LIGHTRED:
3602 curwnd.attron(curses.color_pair(curses.COLOR_RED) | curses.A_BOLD)
3603 elif color == LIGHTMAGENTA:
3604 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA) | curses.A_BOLD)
3605 elif color == YELLOW:
3606 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW) | curses.A_BOLD)
3607 elif color == WHITE:
3608 curwnd.attron(curses.color_pair(curses.COLOR_WHITE) | curses.A_BOLD)
3611 if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES):
3612 curwnd.attron(curses.A_REVERSE)
3615 # Things past this point have policy implications.
3619 "Hook to be called after moving to redraw maps."
3620 if game.options & OPTION_CURSES:
3623 setwnd(srscan_window)
3627 setwnd(status_window)
3628 status_window.clear()
3629 status_window.move(0, 0)
3630 setwnd(report_window)
3631 report_window.clear()
3632 report_window.move(0, 0)
3634 setwnd(lrscan_window)
3635 lrscan_window.clear()
3636 lrscan_window.move(0, 0)
3637 lrscan(silent=False)
3639 def put_srscan_sym(w, sym):
3640 "Emit symbol for short-range scan."
3641 srscan_window.move(w.i+1, w.j*2+2)
3642 srscan_window.addch(sym)
3643 srscan_window.refresh()
3646 "Enemy fall down, go boom."
3647 if game.options & OPTION_CURSES:
3649 setwnd(srscan_window)
3650 srscan_window.attron(curses.A_REVERSE)
3651 put_srscan_sym(w, game.quad[w.i][w.j])
3655 srscan_window.attroff(curses.A_REVERSE)
3656 put_srscan_sym(w, game.quad[w.i][w.j])
3657 curses.delay_output(500)
3658 setwnd(message_window)
3661 "Sound and visual effects for teleportation."
3662 if game.options & OPTION_CURSES:
3664 setwnd(message_window)
3666 prouts(" . . . . . ")
3667 if game.options & OPTION_CURSES:
3668 #curses.delay_output(1000)
3672 def tracktorpedo(w, step, i, n, iquad):
3673 "Torpedo-track animation."
3674 if not game.options & OPTION_CURSES:
3678 proutn(_("Track for torpedo number %d- ") % (i+1))
3681 proutn(_("Torpedo track- "))
3682 elif step==4 or step==9:
3686 if not damaged(DSRSENS) or game.condition=="docked":
3687 if i != 0 and step == 1:
3690 if (iquad=='.') or (iquad==' '):
3691 put_srscan_sym(w, '+')
3695 put_srscan_sym(w, iquad)
3697 curwnd.attron(curses.A_REVERSE)
3698 put_srscan_sym(w, iquad)
3702 curwnd.attroff(curses.A_REVERSE)
3703 put_srscan_sym(w, iquad)
3708 "Display the current galaxy chart."
3709 if game.options & OPTION_CURSES:
3710 setwnd(message_window)
3711 message_window.clear()
3713 if game.options & OPTION_TTY:
3718 def prstat(txt, data):
3720 if game.options & OPTION_CURSES:
3722 setwnd(status_window)
3724 proutn(" " * (NSYM - len(txt)))
3727 if game.options & OPTION_CURSES:
3728 setwnd(report_window)
3730 # Code from moving.c begins here
3732 def imove(icourse=None, noattack=False):
3733 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3736 def newquadrant(noattack):
3737 # Leaving quadrant -- allow final enemy attack
3738 # Don't set up attack if being pushed by nova or cloaked
3739 if len(game.enemies) != 0 and not noattack and not game.iscloaked:
3741 for enemy in game.enemies:
3742 finald = (w - enemy.location).distance()
3743 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3744 # Stas Sergeev added the condition
3745 # that attacks only happen if Klingons
3746 # are present and your skill is good.
3747 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3748 attack(torps_ok=False)
3751 # check for edge of galaxy
3755 if icourse.final.i < 0:
3756 icourse.final.i = -icourse.final.i
3758 if icourse.final.j < 0:
3759 icourse.final.j = -icourse.final.j
3761 if icourse.final.i >= GALSIZE*QUADSIZE:
3762 icourse.final.i = (GALSIZE*QUADSIZE*2) - icourse.final.i
3764 if icourse.final.j >= GALSIZE*QUADSIZE:
3765 icourse.final.j = (GALSIZE*QUADSIZE*2) - icourse.final.j
3773 if game.nkinks == 3:
3774 # Three strikes -- you're out!
3778 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3779 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3780 prout(_("YOU WILL BE DESTROYED."))
3781 # Compute final position in new quadrant
3782 if trbeam: # Don't bother if we are to be beamed
3784 game.quadrant = icourse.final.quadrant()
3785 game.sector = icourse.final.sector()
3787 prout(_("Entering Quadrant %s.") % game.quadrant)
3788 game.quad[game.sector.i][game.sector.j] = game.ship
3790 if game.skill>SKILL_NOVICE:
3791 attack(torps_ok=False)
3793 def check_collision(h):
3794 iquad = game.quad[h.i][h.j]
3796 # object encountered in flight path
3797 stopegy = 50.0*icourse.distance/game.optime
3798 if iquad in ('T', 'K', 'C', 'S', 'R', '?'):
3799 for enemy in game.enemies:
3800 if enemy.location == game.sector:
3801 collision(rammed=False, enemy=enemy)
3803 # This should not happen
3804 prout(_("Which way did he go?"))
3808 prouts(_("***RED ALERT! RED ALERT!"))
3810 proutn("***" + crmshp())
3811 proutn(_(" pulled into black hole at Sector %s") % h)
3812 # Getting pulled into a black hole was certain
3813 # death in Almy's original. Stas Sergeev added a
3814 # possibility that you'll get timewarped instead.
3816 for m in range(NDEVICES):
3817 if game.damage[m]>0:
3819 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3820 if (game.options & OPTION_BLKHOLE) and rnd.withprob(1-probf):
3830 prout(_(" encounters Tholian web at %s;") % h)
3832 prout(_(" blocked by object at %s;") % h)
3833 proutn(_("Emergency stop required "))
3834 prout(_("%2d units of energy.") % int(stopegy))
3835 game.energy -= stopegy
3836 if game.energy <= 0:
3843 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3844 game.inorbit = False
3845 # If tractor beam is to occur, don't move full distance
3846 if game.state.date+game.optime >= scheduled(FTBEAM):
3848 # We can't be tractor beamed if cloaked,
3849 # so move the event into the future
3850 postpone(FTBEAM, game.optime + expran(1.5*game.intime/len(game.kcmdr)))
3853 game.condition = "red"
3854 icourse.distance = icourse.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3855 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3857 game.quad[game.sector.i][game.sector.j] = '.'
3858 for _m in range(icourse.moves):
3860 w = icourse.sector()
3861 if icourse.origin.quadrant() != icourse.location.quadrant():
3862 newquadrant(noattack)
3864 elif check_collision(w):
3865 print("Collision detected")
3869 # We're in destination quadrant -- compute new average enemy distances
3870 game.quad[game.sector.i][game.sector.j] = game.ship
3872 for enemy in game.enemies:
3873 finald = (w-enemy.location).distance()
3874 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3875 enemy.kdist = finald
3877 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3878 attack(torps_ok=False)
3879 for enemy in game.enemies:
3880 enemy.kavgd = enemy.kdist
3883 setwnd(message_window)
3887 "Dock our ship at a starbase."
3889 if game.condition == "docked" and verbose:
3890 prout(_("Already docked."))
3893 prout(_("You must first leave standard orbit."))
3895 if game.base is None or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
3896 prout(crmshp() + _(" not adjacent to base."))
3899 prout(_("You cannot dock while cloaked."))
3901 game.condition = "docked"
3905 if game.energy < game.inenrg:
3906 game.energy = game.inenrg
3907 game.shield = game.inshld
3908 game.torps = game.intorps
3909 game.lsupres = game.inlsr
3910 game.state.crew = FULLCREW
3911 if game.brigcapacity-game.brigfree > 0:
3912 prout(_("%d captured Klingons transferred to base") % (game.brigcapacity-game.brigfree))
3913 game.kcaptured += game.brigcapacity-game.brigfree
3914 game.brigfree = game.brigcapacity
3915 if communicating() and \
3916 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3917 # get attack report from base
3918 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3922 def cartesian(loc1=None, loc2=None):
3924 return game.quadrant * QUADSIZE + game.sector
3926 return game.quadrant * QUADSIZE + loc1
3928 return loc1 * QUADSIZE + loc2
3930 def getcourse(isprobe):
3931 "Get a course and distance from the user."
3933 dquad = copy.copy(game.quadrant)
3934 navmode = "unspecified"
3938 if game.landed and not isprobe:
3939 prout(_("Dummy! You can't leave standard orbit until you"))
3940 proutn(_("are back aboard the ship."))
3943 while navmode == "unspecified":
3944 if damaged(DNAVSYS):
3946 prout(_("Computer damaged; manual navigation only"))
3948 prout(_("Computer damaged; manual movement only"))
3953 key = scanner.nexttok()
3955 proutn(_("Manual or automatic- "))
3958 elif key == "IHALPHA":
3959 if scanner.sees("manual"):
3961 key = scanner.nexttok()
3963 elif scanner.sees("automatic"):
3964 navmode = "automatic"
3965 key = scanner.nexttok()
3973 prout(_("(Manual navigation assumed.)"))
3975 prout(_("(Manual movement assumed.)"))
3979 if navmode == "automatic":
3980 while key == "IHEOL":
3982 proutn(_("Target quadrant or quadrant§or- "))
3984 proutn(_("Destination sector or quadrant§or- "))
3987 key = scanner.nexttok()
3991 xi = int(round(scanner.real))-1
3992 key = scanner.nexttok()
3996 xj = int(round(scanner.real))-1
3997 key = scanner.nexttok()
3999 # both quadrant and sector specified
4000 xk = int(round(scanner.real))-1
4001 key = scanner.nexttok()
4005 xl = int(round(scanner.real))-1
4011 # only one pair of numbers was specified
4013 # only quadrant specified -- go to center of dest quad
4016 dsect.j = dsect.i = 4 # preserves 1-origin behavior
4018 # only sector specified
4022 if not dquad.valid_quadrant() or not dsect.valid_sector():
4029 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
4031 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
4032 # the actual deltas get computed here
4033 delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
4034 delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
4036 while key == "IHEOL":
4037 proutn(_("X and Y displacements- "))
4040 key = scanner.nexttok()
4043 delta.j = scanner.real
4047 key = scanner.nexttok()
4049 delta.i = scanner.real
4050 elif key == "IHEOL":
4056 # Check for zero movement
4057 if delta.i == 0 and delta.j == 0:
4060 if itemp == "verbose" and not isprobe:
4062 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
4064 return course(bearing=delta.bearing(), distance=delta.distance())
4067 def __init__(self, bearing, distance, origin=None):
4068 self.distance = distance
4069 self.bearing = bearing
4071 self.origin = cartesian(game.quadrant, game.sector)
4073 self.origin = origin
4074 # The bearing() code we inherited from FORTRAN is actually computing
4075 # clockface directions!
4076 if self.bearing < 0.0:
4077 self.bearing += 12.0
4078 self.angle = ((15.0 - self.bearing) * 0.5235988)
4079 self.increment = Coord(-math.sin(self.angle), math.cos(self.angle))
4080 bigger = max(abs(self.increment.i), abs(self.increment.j))
4081 self.increment /= bigger
4082 self.moves = int(round(10*self.distance*bigger))
4084 self.final = (self.location + self.moves*self.increment).roundtogrid()
4085 self.location = self.origin
4086 self.nextlocation = None
4088 self.location = self.origin
4091 return self.location.roundtogrid() == self.final
4093 "Next step on course."
4095 self.nextlocation = self.location + self.increment
4096 samequad = (self.location.quadrant() == self.nextlocation.quadrant())
4097 self.location = self.nextlocation
4100 return self.location.quadrant()
4102 return self.location.sector()
4104 return self.distance*(w**3)*(game.shldup+1)
4106 return 10.0*self.distance/w**2
4109 "Move under impulse power."
4111 if damaged(DIMPULS):
4114 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4116 if game.energy > 30.0:
4118 icourse = getcourse(isprobe=False)
4121 power = 20.0 + 100.0*icourse.distance
4124 if power >= game.energy:
4125 # Insufficient power for trip
4127 prout(_("First Officer Spock- \"Captain, the impulse engines"))
4128 prout(_("require 20.0 units to engage, plus 100.0 units per"))
4129 if game.energy > 30:
4130 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
4131 int(0.01 * (game.energy-20.0)-0.05))
4132 prout(_(" quadrants.\""))
4134 prout(_("quadrant. They are, therefore, useless.\""))
4137 # Make sure enough time is left for the trip
4138 game.optime = icourse.distance/0.095
4139 if game.optime >= game.state.remtime:
4140 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4141 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4142 proutn(_("we dare spend the time?\" "))
4145 # Activate impulse engines and pay the cost
4146 imove(icourse, noattack=False)
4150 power = 20.0 + 100.0*icourse.distance
4151 game.energy -= power
4152 game.optime = icourse.distance/0.095
4153 if game.energy <= 0:
4157 def warp(wcourse, involuntary):
4158 "ove under warp drive."
4159 blooey = False; twarp = False
4160 if not involuntary: # Not WARPX entry
4165 prout(_("Engineer Scott- \"The warp engines can not be used while cloaked, Sir.\""))
4167 if game.damage[DWARPEN] > 10.0:
4170 prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
4172 if damaged(DWARPEN) and game.warpfac > 4.0:
4175 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4176 prout(_(" is repaired, I can only give you warp 4.\""))
4178 # Read in course and distance
4181 wcourse = getcourse(isprobe=False)
4184 # Make sure starship has enough energy for the trip
4185 # Note: this formula is slightly different from the C version,
4186 # and lets you skate a bit closer to the edge.
4187 if wcourse.power(game.warpfac) >= game.energy:
4188 # Insufficient power for trip
4191 prout(_("Engineering to bridge--"))
4192 if not game.shldup or 0.5*wcourse.power(game.warpfac) > game.energy:
4193 iwarp = (game.energy/(wcourse.distance+0.05)) ** 0.333333333
4195 prout(_("We can't do it, Captain. We don't have enough energy."))
4197 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4200 prout(_("if you'll lower the shields."))
4204 prout(_("We haven't the energy to go that far with the shields up."))
4206 # Make sure enough time is left for the trip
4207 game.optime = wcourse.time(game.warpfac)
4208 if game.optime >= 0.8*game.state.remtime:
4210 prout(_("First Officer Spock- \"Captain, I compute that such"))
4211 proutn(_(" a trip would require approximately %2.0f") %
4212 (100.0*game.optime/game.state.remtime))
4213 prout(_(" percent of our"))
4214 proutn(_(" remaining time. Are you sure this is wise?\" "))
4220 if game.warpfac > 6.0:
4221 # Decide if engine damage will occur
4222 # ESR: Seems wrong. Probability of damage goes *down* with distance?
4223 prob = wcourse.distance*(6.0-game.warpfac)**2/66.666666666
4224 if prob > rnd.real():
4226 wcourse.distance = rnd.real(wcourse.distance)
4227 # Decide if time warp will occur
4228 if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > rnd.real():
4230 if game.idebug and game.warpfac==10 and not twarp:
4232 proutn("=== Force time warp? ")
4236 # If time warp or engine damage, check path
4237 # If it is obstructed, don't do warp or damage
4238 look = wcourse.moves
4242 w = wcourse.sector()
4243 if not w.valid_sector():
4245 if game.quad[w.i][w.j] != '.':
4249 # Activate Warp Engines and pay the cost
4250 imove(wcourse, noattack=False)
4253 game.energy -= wcourse.power(game.warpfac)
4254 if game.energy <= 0:
4256 game.optime = wcourse.time(game.warpfac)
4260 game.damage[DWARPEN] = game.damfac * rnd.real(1.0, 4.0)
4262 prout(_("Engineering to bridge--"))
4263 prout(_(" Scott here. The warp engines are damaged."))
4264 prout(_(" We'll have to reduce speed to warp 4."))
4269 "Change the warp factor."
4271 key=scanner.nexttok()
4275 proutn(_("Warp factor- "))
4279 if game.damage[DWARPEN] > 10.0:
4280 prout(_("Warp engines inoperative."))
4282 if damaged(DWARPEN) and scanner.real > 4.0:
4283 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4284 prout(_(" but right now we can only go warp 4.\""))
4286 if scanner.real > 10.0:
4287 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4289 if scanner.real < 1.0:
4290 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4292 oldfac = game.warpfac
4293 game.warpfac = scanner.real
4294 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4295 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4298 if game.warpfac < 8.00:
4299 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4301 if game.warpfac == 10.0:
4302 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4304 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4308 "Cope with being tossed out of quadrant by supernova or yanked by beam."
4310 # is captain on planet?
4312 if damaged(DTRANSP):
4315 prout(_("Scotty rushes to the transporter controls."))
4317 prout(_("But with the shields up it's hopeless."))
4319 prouts(_("His desperate attempt to rescue you . . ."))
4320 if rnd.withprob(0.5):
4324 prout(_("SUCCEEDS!"))
4327 proutn(_("The crystals mined were "))
4328 if rnd.withprob(0.25):
4335 # Check to see if captain in shuttle craft
4340 # Inform captain of attempt to reach safety
4344 prouts(_("***RED ALERT! RED ALERT!"))
4346 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4347 prouts(_(" a supernova."))
4349 prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
4350 prout(_("safely out of quadrant."))
4351 if not damaged(DRADIO):
4352 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
4353 # Try to use warp engines
4354 if damaged(DWARPEN):
4356 prout(_("Warp engines damaged."))
4359 game.warpfac = rnd.real(6.0, 8.0)
4360 prout(_("Warp factor set to %d") % int(game.warpfac))
4361 power = 0.75*game.energy
4362 dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4363 dist = max(dist, rnd.real(math.sqrt(2)))
4364 bugout = course(bearing=rnd.real(12), distance=dist) # How dumb!
4365 game.optime = bugout.time(game.warpfac)
4367 game.inorbit = False
4368 warp(bugout, involuntary=True)
4370 # This is bad news, we didn't leave quadrant.
4374 prout(_("Insufficient energy to leave quadrant."))
4377 # Repeat if another snova
4378 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
4381 finish(FWON) # Snova killed remaining enemy.
4384 "Let's do the time warp again."
4385 prout(_("***TIME WARP ENTERED."))
4386 if game.state.snap and rnd.withprob(0.5):
4388 prout(_("You are traveling backwards in time %d stardates.") %
4389 int(game.state.date-game.snapsht.date))
4390 game.state = game.snapsht
4391 game.state.snap = False
4392 if len(game.state.kcmdr):
4393 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4394 schedule(FBATTAK, expran(0.3*game.intime))
4395 schedule(FSNOVA, expran(0.5*game.intime))
4396 # next snapshot will be sooner
4397 schedule(FSNAP, expran(0.25*game.state.remtime))
4399 if game.state.nscrem:
4400 schedule(FSCMOVE, 0.2777)
4404 game.battle.invalidate()
4405 # Make sure Galileo is consistant -- Snapshot may have been taken
4406 # when on planet, which would give us two Galileos!
4408 for l in range(game.inplan):
4409 if game.state.planets[l].known == "shuttle_down":
4411 if game.iscraft == "onship" and game.ship=='E':
4412 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4413 game.iscraft = "offship"
4414 # Likewise, if in the original time the Galileo was abandoned, but
4415 # was on ship earlier, it would have vanished -- let's restore it.
4416 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4417 prout(_("Chekov- \"Security reports the Galileo has reappeared in the dock!\""))
4418 game.iscraft = "onship"
4419 # There used to be code to do the actual reconstrction here,
4420 # but the starchart is now part of the snapshotted galaxy state.
4421 prout(_("Spock has reconstructed a correct star chart from memory"))
4423 # Go forward in time
4424 game.optime = expran(0.5*game.intime)
4425 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4426 # cheat to make sure no tractor beams occur during time warp
4427 postpone(FTBEAM, game.optime)
4428 game.damage[DRADIO] += game.optime
4430 events() # Stas Sergeev added this -- do pending events
4433 "Launch deep-space probe."
4434 # New code to launch a deep space probe
4435 if game.nprobes == 0:
4438 if game.ship == 'E':
4439 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4441 prout(_("Ye Faerie Queene has no deep space probes."))
4446 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4448 if is_scheduled(FDSPROB):
4451 if damaged(DRADIO) and game.condition != "docked":
4452 prout(_("Spock- \"Records show the previous probe has not yet"))
4453 prout(_(" reached its destination.\""))
4455 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4457 key = scanner.nexttok()
4459 if game.nprobes == 1:
4460 prout(_("1 probe left."))
4462 prout(_("%d probes left") % game.nprobes)
4463 proutn(_("Are you sure you want to fire a probe? "))
4466 game.isarmed = False
4467 if key == "IHALPHA" and scanner.token == "armed":
4469 key = scanner.nexttok()
4470 elif key == "IHEOL":
4471 proutn(_("Arm NOVAMAX warhead? "))
4473 elif key == "IHREAL": # first element of course
4474 scanner.push(scanner.token)
4476 game.probe = getcourse(isprobe=True)
4480 schedule(FDSPROB, 0.01) # Time to move one sector
4481 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4486 "Yell for help from nearest starbase."
4487 # There's more than one way to move in this game!
4489 # Test for conditions which prevent calling for help
4490 if game.condition == "docked":
4491 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4494 prout(_("Subspace radio damaged."))
4496 if not game.state.baseq:
4497 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4500 prout(_("You must be aboard the %s.") % crmshp())
4502 # OK -- call for help from nearest starbase
4505 # There's one in this quadrant
4506 ddist = (game.base - game.sector).distance()
4508 ibq = None # Force base-quadrant game to persist past loop
4510 for ibq in game.state.baseq:
4511 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4515 prout(_("No starbases remain. You are alone in a hostile galaxy."))
4517 # Since starbase not in quadrant, set up new quadrant
4520 # dematerialize starship
4521 game.quad[game.sector.i][game.sector.j]='.'
4522 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4523 % (game.quadrant, crmshp()))
4524 game.sector.invalidate()
4525 for m in range(1, 5+1):
4526 w = game.base.scatter()
4527 if w.valid_sector() and game.quad[w.i][w.j]=='.':
4528 # found one -- finish up
4531 if game.sector is None:
4532 prout(_("You have been lost in space..."))
4533 finish(FMATERIALIZE)
4535 # Give starbase three chances to rematerialize starship
4536 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4537 for m in range(1, 3+1):
4538 if m == 1: proutn(_("1st"))
4539 elif m == 2: proutn(_("2nd"))
4540 elif m == 3: proutn(_("3rd"))
4541 proutn(_(" attempt to re-materialize ") + crmshp())
4542 game.quad[game.sector.i][game.sector.j]=('-','o','O')[m-1]
4545 if rnd.real() > probf:
4549 curses.delay_output(500)
4551 game.quad[game.sector.i][game.sector.j]='?'
4554 setwnd(message_window)
4555 finish(FMATERIALIZE)
4557 game.quad[game.sector.i][game.sector.j]=game.ship
4559 prout(_("succeeds."))
4563 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4568 if game.condition=="docked":
4570 prout(_("You cannot abandon Ye Faerie Queene."))
4573 # Must take shuttle craft to exit
4574 if game.damage[DSHUTTL]==-1:
4575 prout(_("Ye Faerie Queene has no shuttle craft."))
4577 if game.damage[DSHUTTL]<0:
4578 prout(_("Shuttle craft now serving Big Macs."))
4580 if game.damage[DSHUTTL]>0:
4581 prout(_("Shuttle craft damaged."))
4584 prout(_("You must be aboard the ship."))
4586 if game.iscraft != "onship":
4587 prout(_("Shuttle craft not currently available."))
4589 # Emit abandon ship messages
4591 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4593 prouts(_("***ALL HANDS ABANDON SHIP!"))
4595 prout(_("Captain and crew escape in shuttle craft."))
4596 if not game.state.baseq:
4597 # Oops! no place to go...
4600 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4602 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4603 prout(_("Remainder of ship's complement beam down"))
4604 prout(_("to nearest habitable planet."))
4605 elif q.planet is not None and not damaged(DTRANSP):
4606 prout(_("Remainder of ship's complement beam down to %s.") %
4609 prout(_("Entire crew of %d left to die in outer space.") %
4611 game.casual += game.state.crew
4612 game.abandoned += game.state.crew
4613 # If at least one base left, give 'em the Faerie Queene
4615 game.icrystl = False # crystals are lost
4616 game.nprobes = 0 # No probes
4617 prout(_("You are captured by Klingons and released to"))
4618 prout(_("the Federation in a prisoner-of-war exchange."))
4619 nb = rnd.integer(len(game.state.baseq))
4620 # Set up quadrant and position FQ adjacient to base
4621 if not game.quadrant == game.state.baseq[nb]:
4622 game.quadrant = game.state.baseq[nb]
4623 game.sector.i = game.sector.j = 5
4626 # position next to base by trial and error
4627 game.quad[game.sector.i][game.sector.j] = '.'
4629 for l in range(QUADSIZE):
4630 game.sector = game.base.scatter()
4631 if game.sector.valid_sector() and \
4632 game.quad[game.sector.i][game.sector.j] == '.':
4635 break # found a spot
4636 game.sector.i=QUADSIZE/2
4637 game.sector.j=QUADSIZE/2
4639 # Get new commission
4640 game.quad[game.sector.i][game.sector.j] = game.ship = 'F'
4641 game.state.crew = FULLCREW
4642 prout(_("Starfleet puts you in command of another ship,"))
4643 prout(_("the Faerie Queene, which is antiquated but,"))
4644 prout(_("still useable."))
4646 prout(_("The dilithium crystals have been moved."))
4648 game.iscraft = "offship" # Galileo disappears
4650 game.condition="docked"
4651 for l in range(NDEVICES):
4652 game.damage[l] = 0.0
4653 game.damage[DSHUTTL] = -1
4654 game.energy = game.inenrg = 3000.0
4655 game.shield = game.inshld = 1250.0
4656 game.torps = game.intorps = 6
4657 game.lsupres=game.inlsr=3.0
4660 game.brigfree = game.brigcapacity = 300
4663 # Code from planets.c begins here.
4666 "Abort a lengthy operation if an event interrupts it."
4669 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
4674 "Report on (uninhabited) planets in the galaxy."
4678 prout(_("Spock- \"Planet report follows, Captain.\""))
4680 for i in range(game.inplan):
4681 if game.state.planets[i].pclass == "destroyed":
4683 if (game.state.planets[i].known != "unknown" \
4684 and not game.state.planets[i].inhabited) \
4687 if game.idebug and game.state.planets[i].known=="unknown":
4688 proutn("(Unknown) ")
4689 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4690 proutn(_(" class "))
4691 proutn(game.state.planets[i].pclass)
4693 if game.state.planets[i].crystals != "present":
4695 prout(_("dilithium crystals present."))
4696 if game.state.planets[i].known=="shuttle_down":
4697 prout(_(" Shuttle Craft Galileo on surface."))
4699 prout(_("No information available."))
4702 "Enter standard orbit."
4706 prout(_("Already in standard orbit."))
4708 if damaged(DWARPEN) and damaged(DIMPULS):
4709 prout(_("Both warp and impulse engines damaged."))
4711 if game.plnet is None:
4712 prout("There is no planet in this sector.")
4714 if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4715 prout(crmshp() + _(" not adjacent to planet."))
4718 game.optime = rnd.real(0.02, 0.05)
4719 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4723 game.height = rnd.real(1400, 8600)
4724 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4729 "Examine planets in this quadrant."
4730 if damaged(DSRSENS):
4731 if game.options & OPTION_TTY:
4732 prout(_("Short range sensors damaged."))
4734 if game.iplnet is None:
4735 if game.options & OPTION_TTY:
4736 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4738 if game.iplnet.known == "unknown":
4739 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4741 prout(_(" Planet at Sector %s is of class %s.") %
4742 (game.plnet, game.iplnet.pclass))
4743 if game.iplnet.known=="shuttle_down":
4744 prout(_(" Sensors show Galileo still on surface."))
4745 proutn(_(" Readings indicate"))
4746 if game.iplnet.crystals != "present":
4748 prout(_(" dilithium crystals present.\""))
4749 if game.iplnet.known == "unknown":
4750 game.iplnet.known = "known"
4751 elif game.iplnet.inhabited:
4752 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4753 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4756 "Use the transporter."
4760 if damaged(DTRANSP):
4761 prout(_("Transporter damaged."))
4762 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4764 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4768 if not game.inorbit:
4769 prout(crmshp() + _(" not in standard orbit."))
4772 prout(_("Impossible to transport through shields."))
4774 if game.iplnet.known=="unknown":
4775 prout(_("Spock- \"Captain, we have no information on this planet"))
4776 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4777 prout(_(" you may not go down.\""))
4779 if not game.landed and game.iplnet.crystals=="absent":
4780 prout(_("Spock- \"Captain, I fail to see the logic in"))
4781 prout(_(" exploring a planet with no dilithium crystals."))
4782 proutn(_(" Are you sure this is wise?\" "))
4786 if not (game.options & OPTION_PLAIN):
4787 nrgneed = 50 * game.skill + game.height / 100.0
4788 if nrgneed > game.energy:
4789 prout(_("Engineering to bridge--"))
4790 prout(_(" Captain, we don't have enough energy for transportation."))
4792 if not game.landed and nrgneed * 2 > game.energy:
4793 prout(_("Engineering to bridge--"))
4794 prout(_(" Captain, we have enough energy only to transport you down to"))
4795 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4796 if game.iplnet.known == "shuttle_down":
4797 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4798 proutn(_(" Are you sure this is wise?\" "))
4803 # Coming from planet
4804 if game.iplnet.known=="shuttle_down":
4805 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4809 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4810 prout(_("Landing party assembled, ready to beam up."))
4812 prout(_("Kirk whips out communicator..."))
4813 prouts(_("BEEP BEEP BEEP"))
4815 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4818 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4820 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4822 prout(_("Kirk- \"Energize.\""))
4825 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4827 if not rnd.withprob(0.98):
4828 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4830 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4833 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4834 game.landed = not game.landed
4835 game.energy -= nrgneed
4837 prout(_("Transport complete."))
4838 if game.landed and game.iplnet.known=="shuttle_down":
4839 prout(_("The shuttle craft Galileo is here!"))
4840 if not game.landed and game.imine:
4847 "Strip-mine a world for dilithium."
4851 prout(_("Mining party not on planet."))
4853 if game.iplnet.crystals == "mined":
4854 prout(_("This planet has already been strip-mined for dilithium."))
4856 elif game.iplnet.crystals == "absent":
4857 prout(_("No dilithium crystals on this planet."))
4860 prout(_("You've already mined enough crystals for this trip."))
4862 if game.icrystl and game.cryprob == 0.05:
4863 prout(_("With all those fresh crystals aboard the ") + crmshp())
4864 prout(_("there's no reason to mine more at this time."))
4866 game.optime = rnd.real(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4869 prout(_("Mining operation complete."))
4870 game.iplnet.crystals = "mined"
4871 game.imine = game.ididit = True
4874 "Use dilithium crystals."
4878 if not game.icrystl:
4879 prout(_("No dilithium crystals available."))
4881 if game.energy >= 1000:
4882 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4883 prout(_(" except when Condition Yellow exists."))
4885 prout(_("Spock- \"Captain, I must warn you that loading"))
4886 prout(_(" raw dilithium crystals into the ship's power"))
4887 prout(_(" system may risk a severe explosion."))
4888 proutn(_(" Are you sure this is wise?\" "))
4893 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4894 prout(_(" Mr. Spock and I will try it.\""))
4896 prout(_("Spock- \"Crystals in place, Sir."))
4897 prout(_(" Ready to activate circuit.\""))
4899 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4901 if rnd.withprob(game.cryprob):
4902 prouts(_(" \"Activating now! - - No good! It's***"))
4904 prouts(_("***RED ALERT! RED A*L********************************"))
4907 prouts(_("****************** KA-BOOM!!!! *******************"))
4911 game.energy += rnd.real(5000.0, 5500.0)
4912 prouts(_(" \"Activating now! - - "))
4913 prout(_("The instruments"))
4914 prout(_(" are going crazy, but I think it's"))
4915 prout(_(" going to work!! Congratulations, Sir!\""))
4920 "Use shuttlecraft for planetary jaunt."
4923 if damaged(DSHUTTL):
4924 if game.damage[DSHUTTL] == -1.0:
4925 if game.inorbit and game.iplnet.known == "shuttle_down":
4926 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4928 prout(_("Ye Faerie Queene had no shuttle craft."))
4929 elif game.damage[DSHUTTL] > 0:
4930 prout(_("The Galileo is damaged."))
4931 else: # game.damage[DSHUTTL] < 0
4932 prout(_("Shuttle craft is now serving Big Macs."))
4934 if not game.inorbit:
4935 prout(crmshp() + _(" not in standard orbit."))
4937 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4938 prout(_("Shuttle craft not currently available."))
4940 if not game.landed and game.iplnet.known=="shuttle_down":
4941 prout(_("You will have to beam down to retrieve the shuttle craft."))
4943 if game.shldup or game.condition == "docked":
4944 prout(_("Shuttle craft cannot pass through shields."))
4946 if game.iplnet.known=="unknown":
4947 prout(_("Spock- \"Captain, we have no information on this planet"))
4948 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4949 prout(_(" you may not fly down.\""))
4951 game.optime = 3.0e-5*game.height
4952 if game.optime >= 0.8*game.state.remtime:
4953 prout(_("First Officer Spock- \"Captain, I compute that such"))
4954 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4955 int(100*game.optime/game.state.remtime))
4956 prout(_("remaining time."))
4957 proutn(_("Are you sure this is wise?\" "))
4963 if game.iscraft == "onship":
4965 if not damaged(DTRANSP):
4966 proutn(_("Spock- \"Would you rather use the transporter?\" "))
4970 proutn(_("Shuttle crew"))
4972 proutn(_("Rescue party"))
4973 prout(_(" boards Galileo and swoops toward planet surface."))
4974 game.iscraft = "offship"
4978 game.iplnet.known="shuttle_down"
4979 prout(_("Trip complete."))
4982 # Ready to go back to ship
4983 prout(_("You and your mining party board the"))
4984 prout(_("shuttle craft for the trip back to the Enterprise."))
4986 prouts(_("The short hop begins . . ."))
4988 game.iplnet.known="known"
4994 game.iscraft = "onship"
5000 prout(_("Trip complete."))
5003 # Kirk on ship and so is Galileo
5004 prout(_("Mining party assembles in the hangar deck,"))
5005 prout(_("ready to board the shuttle craft \"Galileo\"."))
5007 prouts(_("The hangar doors open; the trip begins."))
5010 game.iscraft = "offship"
5013 game.iplnet.known = "shuttle_down"
5016 prout(_("Trip complete."))
5020 "Use the big zapper."
5024 if game.ship != 'E':
5025 prout(_("Ye Faerie Queene has no death ray."))
5027 if len(game.enemies)==0:
5028 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
5031 prout(_("Death Ray is damaged."))
5033 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
5034 prout(_(" is highly unpredictible. Considering the alternatives,"))
5035 proutn(_(" are you sure this is wise?\" "))
5038 prout(_("Spock- \"Acknowledged.\""))
5041 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
5043 prout(_("Crew scrambles in emergency preparation."))
5044 prout(_("Spock and Scotty ready the death ray and"))
5045 prout(_("prepare to channel all ship's power to the device."))
5047 prout(_("Spock- \"Preparations complete, sir.\""))
5048 prout(_("Kirk- \"Engage!\""))
5050 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
5053 if game.options & OPTION_PLAIN:
5057 prouts(_("Sulu- \"Captain! It's working!\""))
5059 while len(game.enemies) > 0:
5060 deadkl(game.enemies[-1].location, game.quad[game.enemies[-1].location.i][game.enemies[-1].location.j],game.enemies[-1].location)
5061 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
5062 if game.unwon() == 0:
5064 if (game.options & OPTION_PLAIN) == 0:
5065 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
5066 if rnd.withprob(0.05):
5067 prout(_(" is still operational.\""))
5069 prout(_(" has been rendered nonfunctional.\""))
5070 game.damage[DDRAY] = 39.95
5072 r = rnd.real() # Pick failure method
5074 prouts(_("Sulu- \"Captain! It's working!\""))
5076 prouts(_("***RED ALERT! RED ALERT!"))
5078 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
5080 prouts(_("***RED ALERT! RED A*L********************************"))
5083 prouts(_("****************** KA-BOOM!!!! *******************"))
5088 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
5090 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
5092 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
5093 prout(_(" have apparently been transformed into strange mutations."))
5094 prout(_(" Vulcans do not seem to be affected."))
5096 prout(_("Kirk- \"Raauch! Raauch!\""))
5100 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
5102 proutn(_("Spock- \"I believe the word is"))
5103 prouts(_(" *ASTONISHING*"))
5104 prout(_(" Mr. Sulu."))
5105 for i in range(QUADSIZE):
5106 for j in range(QUADSIZE):
5107 if game.quad[i][j] == '.':
5108 game.quad[i][j] = '?'
5109 prout(_(" Captain, our quadrant is now infested with"))
5110 prouts(_(" - - - - - - *THINGS*."))
5112 prout(_(" I have no logical explanation.\""))
5114 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
5116 prout(_("Scotty- \"There are so many tribbles down here"))
5117 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
5121 # Code from reports.c begins here
5123 def attackreport(curt):
5124 "eport status of bases under attack."
5126 if is_scheduled(FCDBAS):
5127 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
5128 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
5129 elif game.isatb == 1:
5130 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
5131 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
5133 prout(_("No Starbase is currently under attack."))
5135 if is_scheduled(FCDBAS):
5136 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5138 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5142 # report on general game status
5144 s1 = (game.thawed and _("thawed ")) or ""
5145 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5146 s3 = (None, _("novice"), _("fair"),
5147 _("good"), _("expert"), _("emeritus"))[game.skill]
5148 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5149 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5150 prout(_("No plaque is allowed."))
5152 prout(_("This is tournament game %d.") % game.tourn)
5153 prout(_("Your secret password is \"%s\"") % game.passwd)
5154 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - game.unwon()),
5155 (game.inkling + game.incom + game.inscom)))
5156 if game.incom - len(game.state.kcmdr):
5157 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
5158 elif game.inkling - game.remkl() + (game.inscom - game.state.nscrem) > 0:
5159 prout(_(", but no Commanders."))
5162 if game.skill > SKILL_FAIR:
5163 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5164 if len(game.state.baseq) != game.inbase:
5166 if game.inbase-len(game.state.baseq)==1:
5167 proutn(_("has been 1 base"))
5169 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
5170 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
5172 prout(_("There are %d bases.") % game.inbase)
5173 if communicating() or game.iseenit:
5174 # Don't report this if not seen and
5175 # either the radio is dead or not at base!
5179 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5180 if game.brigcapacity != game.brigfree:
5181 embriggened = game.brigcapacity-game.brigfree
5182 if embriggened == 1:
5183 prout(_("1 Klingon in brig"))
5185 prout(_("%d Klingons in brig.") % embriggened)
5186 if game.kcaptured == 0:
5188 elif game.kcaptured == 1:
5189 prout(_("1 captured Klingon turned in to Starfleet."))
5191 prout(_("%d captured Klingons turned in to Star Fleet.") % game.kcaptured)
5193 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5194 if game.ship == 'E':
5195 proutn(_("You have "))
5197 proutn("%d" % (game.nprobes))
5200 proutn(_(" deep space probe"))
5204 if communicating() and is_scheduled(FDSPROB):
5206 proutn(_("An armed deep space probe is in "))
5208 proutn(_("A deep space probe is in "))
5209 prout("Quadrant %s." % game.probe.quadrant())
5211 if game.cryprob <= .05:
5212 prout(_("Dilithium crystals aboard ship... not yet used."))
5216 while game.cryprob > ai:
5219 prout(_("Dilithium crystals have been used %d time%s.") % \
5220 (i, (_("s"), "")[i==1]))
5224 "Long-range sensor scan."
5225 if damaged(DLRSENS):
5226 # Now allow base's sensors if docked
5227 if game.condition != "docked":
5229 prout(_("LONG-RANGE SENSORS DAMAGED."))
5232 prout(_("Starbase's long-range scan"))
5234 prout(_("Long-range scan"))
5235 for x in range(game.quadrant.i-1, game.quadrant.i+2):
5238 for y in range(game.quadrant.j-1, game.quadrant.j+2):
5239 if not Coord(x, y).valid_quadrant():
5243 if not damaged(DRADIO):
5244 game.state.galaxy[x][y].charted = True
5245 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5246 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5247 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5248 if not silent and game.state.galaxy[x][y].supernova:
5251 cn = " %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars)
5252 proutn(((3 - len(cn)) * '.') + cn)
5260 for i in range(NDEVICES):
5263 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5264 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5266 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5267 game.damage[i]+0.05,
5268 DOCKFAC*game.damage[i]+0.005))
5270 prout(_("All devices functional."))
5273 "Update the chart in the Enterprise's computer from galaxy data."
5274 game.lastchart = game.state.date
5275 for i in range(GALSIZE):
5276 for j in range(GALSIZE):
5277 if game.state.galaxy[i][j].charted:
5278 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5279 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5280 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5283 "Display the star chart."
5285 if (game.options & OPTION_AUTOSCAN):
5289 if game.lastchart < game.state.date and game.condition == "docked":
5290 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5292 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5293 if game.state.date > game.lastchart:
5294 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5295 prout(" 1 2 3 4 5 6 7 8")
5296 for i in range(GALSIZE):
5297 proutn("%d |" % (i+1))
5298 for j in range(GALSIZE):
5299 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5303 if game.state.galaxy[i][j].supernova:
5305 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5307 elif game.state.galaxy[i][j].charted:
5308 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5312 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5320 def sectscan(goodScan, i, j):
5321 "Light up an individual dot in a sector."
5322 if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
5323 if game.quad[i][j] in ('E', 'F'):
5326 textcolor({"green":GREEN,
5330 "dead":BROWN}[game.condition])
5332 textcolor({'?':LIGHTMAGENTA,
5338 }.get(game.quad[i][j], DEFAULT))
5339 proutn("%c " % game.quad[i][j])
5345 "Emit status report lines"
5346 if not req or req == 1:
5347 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5348 % (game.state.date, game.state.remtime))
5349 if not req or req == 2:
5350 if game.condition != "docked":
5352 prstat(_("Condition"), _("%s, %i DAMAGES") % \
5353 (game.condition.upper(), sum([x > 0 for x in game.damage])))
5355 prout(_(", CLOAKED"))
5356 if not req or req == 3:
5357 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5358 if not req or req == 4:
5359 if damaged(DLIFSUP):
5360 if game.condition == "docked":
5361 s = _("DAMAGED, Base provides")
5363 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5366 prstat(_("Life Support"), s)
5367 if not req or req == 5:
5368 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5369 if not req or req == 6:
5371 if game.icrystl and (game.options & OPTION_SHOWME):
5372 extra = _(" (have crystals)")
5373 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5374 if not req or req == 7:
5375 prstat(_("Torpedoes"), "%d" % (game.torps))
5376 if not req or req == 8:
5377 if damaged(DSHIELD):
5383 data = _(" %d%% %.1f units") \
5384 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5385 prstat(_("Shields"), s+data)
5386 if not req or req == 9:
5387 prstat(_("Klingons Left"), "%d" % game.unwon())
5388 if not req or req == 10:
5389 if game.options & OPTION_WORLDS:
5390 plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
5391 if plnet and plnet.inhabited:
5392 prstat(_("Major system"), plnet.name)
5394 prout(_("Sector is uninhabited"))
5395 elif not req or req == 11:
5396 attackreport(not req)
5399 "Request specified status data, a historical relic from slow TTYs."
5400 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5401 while scanner.nexttok() == "IHEOL":
5402 proutn(_("Information desired? "))
5404 if scanner.token in requests:
5405 status(requests.index(scanner.token))
5407 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5408 prout((" date, condition, position, lsupport, warpfactor,"))
5409 prout((" energy, torpedoes, shields, klingons, system, time."))
5414 if damaged(DSRSENS):
5415 # Allow base's sensors if docked
5416 if game.condition != "docked":
5417 prout(_(" S.R. SENSORS DAMAGED!"))
5420 prout(_(" [Using Base's sensors]"))
5422 prout(_(" Short-range scan"))
5423 if goodScan and communicating():
5424 game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
5425 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
5426 game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
5427 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
5428 prout(" 1 2 3 4 5 6 7 8 9 10")
5429 if game.condition != "docked":
5431 for i in range(QUADSIZE):
5432 proutn("%2d " % (i+1))
5433 for j in range(QUADSIZE):
5434 sectscan(goodScan, i, j)
5438 "Use computer to get estimated time of arrival for a warp jump."
5439 w1 = Coord(); w2 = Coord()
5441 if damaged(DCOMPTR):
5442 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5445 if scanner.nexttok() != "IHREAL":
5448 proutn(_("Destination quadrant and/or sector? "))
5449 if scanner.nexttok()!="IHREAL":
5452 w1.j = int(scanner.real-0.5)
5453 if scanner.nexttok() != "IHREAL":
5456 w1.i = int(scanner.real-0.5)
5457 if scanner.nexttok() == "IHREAL":
5458 w2.j = int(scanner.real-0.5)
5459 if scanner.nexttok() != "IHREAL":
5462 w2.i = int(scanner.real-0.5)
5464 if game.quadrant.j>w1.i:
5468 if game.quadrant.i>w1.j:
5472 if not w1.valid_quadrant() or not w2.valid_sector():
5475 dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
5476 (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
5479 prout(_("Answer \"no\" if you don't know the value:"))
5482 proutn(_("Time or arrival date? "))
5483 if scanner.nexttok()=="IHREAL":
5484 ttime = scanner.real
5485 if ttime > game.state.date:
5486 ttime -= game.state.date # Actually a star date
5487 twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
5488 if ttime <= 1e-10 or twarp > 10:
5489 prout(_("We'll never make it, sir."))
5496 proutn(_("Warp factor? "))
5497 if scanner.nexttok()== "IHREAL":
5499 twarp = scanner.real
5500 if twarp<1.0 or twarp > 10.0:
5504 prout(_("Captain, certainly you can give me one of these."))
5507 ttime = (10.0*dist)/twarp**2
5508 tpower = dist*twarp*twarp*twarp*(game.shldup+1)
5509 if tpower >= game.energy:
5510 prout(_("Insufficient energy, sir."))
5511 if not game.shldup or tpower > game.energy*2.0:
5514 proutn(_("New warp factor to try? "))
5515 if scanner.nexttok() == "IHREAL":
5517 twarp = scanner.real
5518 if twarp<1.0 or twarp > 10.0:
5526 prout(_("But if you lower your shields,"))
5527 proutn(_("remaining"))
5530 proutn(_("Remaining"))
5531 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5533 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5535 prout(_("Any warp speed is adequate."))
5537 prout(_("Minimum warp needed is %.2f,") % (twarp))
5538 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5539 if game.state.remtime < ttime:
5540 prout(_("Unfortunately, the Federation will be destroyed by then."))
5542 prout(_("You'll be taking risks at that speed, Captain"))
5543 if (game.isatb==1 and game.state.kscmdr == w1 and \
5544 scheduled(FSCDBAS)< ttime+game.state.date) or \
5545 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5546 prout(_("The starbase there will be destroyed by then."))
5547 proutn(_("New warp factor to try? "))
5548 if scanner.nexttok() == "IHREAL":
5550 twarp = scanner.real
5551 if twarp<1.0 or twarp > 10.0:
5559 # Code from setup.c begins here
5562 "Issue a historically correct banner."
5564 prout(_("-SUPER- STAR TREK"))
5566 # From the FORTRAN original
5567 # prout(_("Latest update-21 Sept 78"))
5573 scanner.push("emsave.trk")
5574 key = scanner.nexttok()
5576 proutn(_("File name: "))
5577 key = scanner.nexttok()
5578 if key != "IHALPHA":
5581 if '.' not in scanner.token:
5582 scanner.token += ".trk"
5584 fp = open(scanner.token, "wb")
5586 prout(_("Can't freeze game as file %s") % scanner.token)
5588 pickle.dump(game, fp)
5593 "Retrieve saved game."
5596 key = scanner.nexttok()
5598 proutn(_("File name: "))
5599 key = scanner.nexttok()
5600 if key != "IHALPHA":
5603 if '.' not in scanner.token:
5604 scanner.token += ".trk"
5606 fp = open(scanner.token, "rb")
5608 prout(_("Can't thaw game in %s") % scanner.token)
5610 game = pickle.load(fp)
5615 # I used <http://www.memory-alpha.org> to find planets
5616 # with references in ST:TOS. Earth and the Alpha Centauri
5617 # Colony have been omitted.
5619 # Some planets marked Class G and P here will be displayed as class M
5620 # because of the way planets are generated. This is a known bug.
5623 _("Andoria (Fesoan)"), # several episodes
5624 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5625 _("Vulcan (T'Khasi)"), # many episodes
5626 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5627 _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5628 _("Ardana"), # TOS: "The Cloud Minders"
5629 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5630 _("Gideon"), # TOS: "The Mark of Gideon"
5631 _("Aldebaran III"), # TOS: "The Deadly Years"
5632 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5633 _("Altair IV"), # TOS: "Amok Time
5634 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5635 _("Benecia"), # TOS: "The Conscience of the King"
5636 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5637 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5638 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5639 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5640 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5641 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5642 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5643 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5644 _("Ingraham B"), # TOS: "Operation: Annihilate"
5645 _("Janus IV"), # TOS: "The Devil in the Dark"
5646 _("Makus III"), # TOS: "The Galileo Seven"
5647 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5648 _("Omega IV"), # TOS: "The Omega Glory"
5649 _("Regulus V"), # TOS: "Amok Time
5650 _("Deneva"), # TOS: "Operation -- Annihilate!"
5651 # Worlds from BSD Trek
5652 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5653 _("Beta III"), # TOS: "The Return of the Archons"
5654 _("Triacus"), # TOS: "And the Children Shall Lead",
5655 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5657 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5658 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5659 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5660 # _("Izar"), # TOS: "Whom Gods Destroy"
5661 # _("Tiburon"), # TOS: "The Way to Eden"
5662 # _("Merak II"), # TOS: "The Cloud Minders"
5663 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5664 # _("Iotia"), # TOS: "A Piece of the Action"
5668 _("S. R. Sensors"), \
5669 _("L. R. Sensors"), \
5671 _("Photon Tubes"), \
5672 _("Life Support"), \
5673 _("Warp Engines"), \
5674 _("Impulse Engines"), \
5676 _("Subspace Radio"), \
5677 _("Shuttle Craft"), \
5679 _("Navigation System"), \
5681 _("Shield Control"), \
5684 _("Cloaking Device"), \
5688 "Prepare to play, set up cosmos."
5690 # Decide how many of everything
5692 return # frozen game
5693 # Prepare the Enterprise
5694 game.alldone = game.gamewon = game.shldchg = game.shldup = False
5696 game.state.crew = FULLCREW
5697 game.energy = game.inenrg = 5000.0
5698 game.shield = game.inshld = 2500.0
5701 game.quadrant = randplace(GALSIZE)
5702 game.sector = randplace(QUADSIZE)
5703 game.torps = game.intorps = 10
5704 game.nprobes = rnd.integer(2, 5)
5706 for i in range(NDEVICES):
5707 game.damage[i] = 0.0
5708 # Set up assorted game parameters
5709 game.battle = Coord()
5710 game.state.date = game.indate = 100.0 * rnd.real(20, 51)
5711 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5712 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5713 game.isatb = game.state.nplankl = 0
5714 game.state.starkl = game.state.basekl = game.state.nworldkl = 0
5715 game.iscraft = "onship"
5720 game.state.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
5722 game.state.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
5724 game.state.planets = [] # Planet information
5725 game.state.baseq = [] # Base quadrant coordinates
5726 game.state.kcmdr = [] # Commander quadrant coordinates
5727 game.statekscmdr = Coord() # Supercommander quadrant coordinates
5729 # Starchart is functional but we've never seen it
5730 game.lastchart = FOREVER
5731 # Put stars in the galaxy
5733 for i in range(GALSIZE):
5734 for j in range(GALSIZE):
5735 # Can't have more stars per quadrant than fit in one decimal digit,
5736 # if we do the chart representation will break.
5737 k = rnd.integer(1, min(10, QUADSIZE**2/10))
5739 game.state.galaxy[i][j].stars = k
5740 # Locate star bases in galaxy
5742 prout("=== Allocating %d bases" % game.inbase)
5743 for i in range(game.inbase):
5746 w = randplace(GALSIZE)
5747 if not game.state.galaxy[w.i][w.j].starbase:
5750 # C version: for (j = i-1; j > 0; j--)
5751 # so it did them in the opposite order.
5752 for j in range(1, i):
5753 # Improved placement algorithm to spread out bases
5754 distq = (w - game.state.baseq[j]).distance()
5755 if distq < 6.0*(BASEMAX+1-game.inbase) and rnd.withprob(0.75):
5758 prout("=== Abandoning base #%d at %s" % (i, w))
5760 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5762 prout("=== Saving base #%d, close to #%d" % (i, j))
5766 prout("=== Placing base #%d in quadrant %s" % (i, w))
5767 game.state.baseq.append(w)
5768 game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5769 # Position ordinary Klingon Battle Cruisers
5771 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5772 if klumper > MAXKLQUAD:
5776 klump = int((1.0 - r*r)*klumper)
5781 w = randplace(GALSIZE)
5782 if not game.state.galaxy[w.i][w.j].supernova and \
5783 game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5785 game.state.galaxy[w.i][w.j].klingons += klump
5788 # Position Klingon Commander Ships
5789 for i in range(game.incom):
5791 w = randplace(GALSIZE)
5792 if not welcoming(w) or w in game.state.kcmdr:
5794 if (game.state.galaxy[w.i][w.j].klingons or rnd.withprob(0.25)):
5796 game.state.galaxy[w.i][w.j].klingons += 1
5797 game.state.kcmdr.append(w)
5798 # Locate planets in galaxy
5799 for i in range(game.inplan):
5801 w = randplace(GALSIZE)
5802 if game.state.galaxy[w.i][w.j].planet is None:
5806 new.crystals = "absent"
5807 if (game.options & OPTION_WORLDS) and i < NINHAB:
5808 new.pclass = "M" # All inhabited planets are class M
5809 new.crystals = "absent"
5811 new.name = systnames[i]
5812 new.inhabited = True
5814 new.pclass = ("M", "N", "O")[rnd.integer(0, 3)]
5815 if rnd.withprob(0.33):
5816 new.crystals = "present"
5817 new.known = "unknown"
5818 new.inhabited = False
5819 game.state.galaxy[w.i][w.j].planet = new
5820 game.state.planets.append(new)
5822 for i in range(game.state.nromrem):
5823 w = randplace(GALSIZE)
5824 game.state.galaxy[w.i][w.j].romulans += 1
5825 # Place the Super-Commander if needed
5826 if game.state.nscrem > 0:
5828 w = randplace(GALSIZE)
5831 game.state.kscmdr = w
5832 game.state.galaxy[w.i][w.j].klingons += 1
5833 # Initialize times for extraneous events
5834 schedule(FSNOVA, expran(0.5 * game.intime))
5835 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5836 schedule(FSNAP, rnd.real(1.0, 2.0)) # Force an early snapshot
5837 schedule(FBATTAK, expran(0.3*game.intime))
5839 if game.state.nscrem:
5840 schedule(FSCMOVE, 0.2777)
5845 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5846 schedule(FDISTR, expran(1.0 + game.intime))
5851 # Place thing (in tournament game, we don't want one!)
5852 # New in SST2K: never place the Thing near a starbase.
5853 # This makes sense and avoids a special case in the old code.
5855 if game.tourn is None:
5857 thing = randplace(GALSIZE)
5858 if thing not in game.state.baseq:
5861 game.state.snap = False
5862 if game.skill == SKILL_NOVICE:
5863 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5864 prout(_("a deadly Klingon invasion force. As captain of the United"))
5865 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5866 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5867 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5868 prout(_("your mission. As you proceed you may be given more time."))
5870 prout(_("You will have %d supporting starbases.") % (game.inbase))
5871 proutn(_("Starbase locations- "))
5873 prout(_("Stardate %d.") % int(game.state.date))
5875 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5876 prout(_("An unknown number of Romulans."))
5877 if game.state.nscrem:
5878 prout(_("And one (GULP) Super-Commander."))
5879 prout(_("%d stardates.") % int(game.intime))
5880 proutn(_("%d starbases in ") % game.inbase)
5881 for i in range(game.inbase):
5882 proutn(repr(game.state.baseq[i]))
5885 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5886 proutn(_(" Sector %s") % game.sector)
5888 prout(_("Good Luck!"))
5889 if game.state.nscrem:
5890 prout(_(" YOU'LL NEED IT."))
5893 setwnd(message_window)
5895 if len(game.enemies) - (thing == game.quadrant) - (game.tholian is not None):
5897 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5898 attack(torps_ok=False)
5901 "Choose your game type."
5903 game.tourn = game.length = 0
5905 game.skill = SKILL_NONE
5906 # Do not chew here, we want to use command-line tokens
5907 if not scanner.inqueue: # Can start with command line options
5908 proutn(_("Would you like a regular, tournament, or saved game? "))
5910 if scanner.sees("tournament"):
5911 while scanner.nexttok() == "IHEOL":
5912 proutn(_("Type in tournament number-"))
5913 if scanner.real == 0:
5915 continue # We don't want a blank entry
5916 game.tourn = int(round(scanner.real))
5917 rnd.seed(scanner.real)
5919 logfp.write("# rnd.seed(%d)\n" % scanner.real)
5921 if scanner.sees("saved") or scanner.sees("frozen"):
5925 if game.passwd is None:
5927 if not game.alldone:
5928 game.thawed = True # No plaque if not finished
5932 if scanner.sees("regular"):
5934 proutn(_("What is \"%s\"? ") % scanner.token)
5936 while game.length==0 or game.skill==SKILL_NONE:
5937 if scanner.nexttok() == "IHALPHA":
5938 if scanner.sees("short"):
5940 elif scanner.sees("medium"):
5942 elif scanner.sees("long"):
5944 elif scanner.sees("novice"):
5945 game.skill = SKILL_NOVICE
5946 elif scanner.sees("fair"):
5947 game.skill = SKILL_FAIR
5948 elif scanner.sees("good"):
5949 game.skill = SKILL_GOOD
5950 elif scanner.sees("expert"):
5951 game.skill = SKILL_EXPERT
5952 elif scanner.sees("emeritus"):
5953 game.skill = SKILL_EMERITUS
5955 proutn(_("What is \""))
5956 proutn(scanner.token)
5961 proutn(_("Would you like a Short, Medium, or Long game? "))
5962 elif game.skill == SKILL_NONE:
5963 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
5964 # Choose game options -- added by ESR for SST2K
5965 if scanner.nexttok() != "IHALPHA":
5967 proutn(_("Choose your game style (plain, almy, fancy or just press enter): "))
5969 if scanner.sees("plain"):
5970 # Approximates the UT FORTRAN version.
5971 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)
5972 game.options |= OPTION_PLAIN
5973 elif scanner.sees("almy"):
5974 # Approximates Tom Almy's version.
5975 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR)
5976 game.options |= OPTION_ALMY
5977 elif scanner.sees("fancy") or scanner.sees("\n"):
5979 elif len(scanner.token):
5980 proutn(_("What is \"%s\"?") % scanner.token)
5982 if game.passwd == "debug":
5984 prout("=== Debug mode enabled.")
5985 # Use parameters to generate initial values of things
5986 game.damfac = 0.5 * game.skill
5987 game.inbase = rnd.integer(BASEMIN, BASEMAX+1)
5989 if game.options & OPTION_PLANETS:
5990 game.inplan += rnd.integer(MAXUNINHAB/2, MAXUNINHAB+1)
5991 if game.options & OPTION_WORLDS:
5992 game.inplan += int(NINHAB)
5993 game.state.nromrem = game.inrom = rnd.integer(2 * game.skill)
5994 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
5995 game.state.remtime = 7.0 * game.length
5996 game.intime = game.state.remtime
5997 game.inkling = int(2.0*game.intime*((game.skill+1 - 2*rnd.real())*game.skill*0.1+.15))
5998 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*rnd.real()))
5999 game.state.remres = (game.inkling+4*game.incom)*game.intime
6000 game.inresor = game.state.remres
6001 if game.inkling > 50:
6005 def dropin(iquad=None):
6006 "Drop a feature on a random dot in the current quadrant."
6008 w = randplace(QUADSIZE)
6009 if game.quad[w.i][w.j] == '.':
6011 if iquad is not None:
6012 game.quad[w.i][w.j] = iquad
6016 "Update our alert status."
6017 game.condition = "green"
6018 if game.energy < 1000.0:
6019 game.condition = "yellow"
6020 if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
6021 game.condition = "red"
6023 game.condition="dead"
6026 "Drop new Klingon into current quadrant."
6027 return Enemy('K', loc=dropin(), power=rnd.real(300,450)+25.0*game.skill)
6030 "Sort enemies by distance so 'nearest' is meaningful."
6031 game.enemies.sort(key=lambda x: x.kdist)
6034 "Set up a new state of quadrant, for when we enter or re-enter it."
6037 game.neutz = game.inorbit = game.landed = False
6038 game.ientesc = game.iseenit = game.isviolreported = False
6039 # Create a blank quadrant
6040 game.quad = fill2d(QUADSIZE, lambda i, j: '.')
6042 # Attempt to escape Super-commander, so tbeam back!
6045 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
6046 # cope with supernova
6049 game.klhere = q.klingons
6050 game.irhere = q.romulans
6052 game.quad[game.sector.i][game.sector.j] = game.ship
6055 # Position ordinary Klingons
6056 for _i in range(game.klhere):
6058 # If we need a commander, promote a Klingon
6059 for cmdr in game.state.kcmdr:
6060 if cmdr == game.quadrant:
6061 e = game.enemies[game.klhere-1]
6062 game.quad[e.location.i][e.location.j] = 'C'
6063 e.power = rnd.real(950,1350) + 50.0*game.skill
6065 # If we need a super-commander, promote a Klingon
6066 if game.quadrant == game.state.kscmdr:
6068 game.quad[e.location.i][e.location.j] = 'S'
6069 e.power = rnd.real(1175.0, 1575.0) + 125.0*game.skill
6070 game.iscate = (game.remkl() > 1)
6071 # Put in Romulans if needed
6072 for _i in range(q.romulans):
6073 Enemy('R', loc=dropin(), power=rnd.real(400.0,850.0)+50.0*game.skill)
6074 # If quadrant needs a starbase, put it in
6076 game.base = dropin('B')
6077 # If quadrant needs a planet, put it in
6079 game.iplnet = q.planet
6080 if not q.planet.inhabited:
6081 game.plnet = dropin('P')
6083 game.plnet = dropin('@')
6084 # Check for condition
6087 if game.irhere > 0 and game.klhere == 0:
6089 if not damaged(DRADIO):
6091 prout(_("LT. Uhura- \"Captain, an urgent message."))
6092 prout(_(" I'll put it on audio.\" CLICK"))
6094 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
6095 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
6096 # Put in THING if needed
6097 if thing == game.quadrant:
6098 Enemy(etype='?', loc=dropin(),
6099 power=rnd.real(6000,6500.0)+250.0*game.skill)
6100 if not damaged(DSRSENS):
6102 prout(_("Mr. Spock- \"Captain, this is most unusual."))
6103 prout(_(" Please examine your short-range scan.\""))
6104 # Decide if quadrant needs a Tholian; lighten up if skill is low
6105 if game.options & OPTION_THOLIAN:
6106 if (game.skill < SKILL_GOOD and rnd.withprob(0.02)) or \
6107 (game.skill == SKILL_GOOD and rnd.withprob(0.05)) or \
6108 (game.skill > SKILL_GOOD and rnd.withprob(0.08)):
6111 w.i = rnd.withprob(0.5) * (QUADSIZE-1)
6112 w.j = rnd.withprob(0.5) * (QUADSIZE-1)
6113 if game.quad[w.i][w.j] == '.':
6115 game.tholian = Enemy(etype='T', loc=w,
6116 power=rnd.integer(100, 500) + 25.0*game.skill)
6117 # Reserve unoccupied corners
6118 if game.quad[0][0]=='.':
6119 game.quad[0][0] = 'X'
6120 if game.quad[0][QUADSIZE-1]=='.':
6121 game.quad[0][QUADSIZE-1] = 'X'
6122 if game.quad[QUADSIZE-1][0]=='.':
6123 game.quad[QUADSIZE-1][0] = 'X'
6124 if game.quad[QUADSIZE-1][QUADSIZE-1]=='.':
6125 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
6127 # And finally the stars
6128 for _i in range(q.stars):
6130 # Put in a few black holes
6131 for _i in range(1, 3+1):
6132 if rnd.withprob(0.5):
6134 # Take out X's in corners if Tholian present
6136 if game.quad[0][0]=='X':
6137 game.quad[0][0] = '.'
6138 if game.quad[0][QUADSIZE-1]=='X':
6139 game.quad[0][QUADSIZE-1] = '.'
6140 if game.quad[QUADSIZE-1][0]=='X':
6141 game.quad[QUADSIZE-1][0] = '.'
6142 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
6143 game.quad[QUADSIZE-1][QUADSIZE-1] = '.'
6144 # This should guarantee that replay games don't lose info about the chart
6145 if (game.options & OPTION_AUTOSCAN) or replayfp:
6149 "Set the self-destruct password."
6150 if game.options & OPTION_PLAIN:
6153 proutn(_("Please type in a secret password- "))
6155 game.passwd = scanner.token
6156 if game.passwd is not None:
6160 game.passwd += chr(ord('a')+rnd.integer(26))
6161 game.passwd += chr(ord('a')+rnd.integer(26))
6162 game.passwd += chr(ord('a')+rnd.integer(26))
6164 # Code from sst.c begins here
6167 ("SRSCAN", OPTION_TTY),
6168 ("STATUS", OPTION_TTY),
6169 ("REQUEST", OPTION_TTY),
6170 ("LRSCAN", OPTION_TTY),
6182 ("SENSORS", OPTION_PLANETS),
6183 ("ORBIT", OPTION_PLANETS),
6184 ("TRANSPORT", OPTION_PLANETS),
6185 ("MINE", OPTION_PLANETS),
6186 ("CRYSTALS", OPTION_PLANETS),
6187 ("SHUTTLE", OPTION_PLANETS),
6188 ("PLANETS", OPTION_PLANETS),
6193 ("PROBE", OPTION_PROBE),
6195 ("FREEZE", 0), # Synonym for SAVE
6199 ("CAPTURE", OPTION_CAPTURE),
6200 ("CLOAK", OPTION_CLOAK),
6203 ("SOS", 0), # Synonym for MAYDAY
6204 ("CALL", 0), # Synonym for MAYDAY
6213 "Generate a list of legal commands."
6214 prout(_("LEGAL COMMANDS ARE:"))
6216 for (key, opt) in commands:
6217 if not opt or (opt & game.options):
6218 proutn("%-12s " % key)
6220 if emitted % 5 == 4:
6225 "Browse on-line help."
6226 key = scanner.nexttok()
6229 setwnd(prompt_window)
6230 proutn(_("Help on what command? "))
6231 key = scanner.nexttok()
6232 setwnd(message_window)
6235 cmds = [x[0] for x in commands]
6236 if scanner.token.upper() in cmds or scanner.token.upper() == "ABBREV":
6243 cmd = scanner.token.upper()
6244 for directory in docpath:
6246 fp = open(os.path.join(directory, "sst.doc"), "r")
6251 prout(_("Spock- \"Captain, that information is missing from the"))
6252 prout(_(" computer. You need to find sst.doc and put it somewhere"))
6253 proutn(_(" in these directories: %s") % ":".join(docpath))
6255 # This used to continue: "You need to find SST.DOC and put
6256 # it in the current directory."
6259 linebuf = fp.readline()
6261 prout(_("Spock- \"Captain, there is no information on that command.\""))
6264 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6265 linebuf = linebuf[3:].strip()
6266 if cmd.upper() == linebuf:
6269 prout(_("Spock- \"Captain, I've found the following information:\""))
6272 linebuf = fp.readline()
6273 if "******" in linebuf:
6279 "Command-interpretation loop."
6281 if game.irhere and game.state.date >= ALGERON and not game.isviolreported and game.iscloaked:
6282 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
6284 game.isviolreported = True
6285 while True: # command loop
6287 while True: # get a command
6289 game.optime = game.justin = False
6291 setwnd(prompt_window)
6294 if scanner.nexttok() == "IHEOL":
6295 if game.options & OPTION_CURSES:
6298 elif scanner.token == "":
6302 setwnd(message_window)
6304 abandon_passed = False
6305 cmd = "" # Force cmd to persist after loop
6306 opt = 0 # Force opt to persist after loop
6307 for (cmd, opt) in commands:
6308 # commands after ABANDON cannot be abbreviated
6309 if cmd == "ABANDON":
6310 abandon_passed = True
6311 if cmd == scanner.token.upper() or (not abandon_passed \
6312 and cmd.startswith(scanner.token.upper())):
6317 elif opt and not (opt & game.options):
6321 if game.options & OPTION_CURSES:
6322 prout("COMMAND> %s" % cmd)
6323 if cmd == "SRSCAN": # srscan
6325 elif cmd == "STATUS": # status
6327 elif cmd == "REQUEST": # status request
6329 elif cmd == "LRSCAN": # long range scan
6330 lrscan(silent=False)
6331 elif cmd == "PHASERS": # phasers
6336 elif cmd in ("TORPEDO", "PHOTONS"): # photon torpedos
6341 elif cmd == "MOVE": # move under warp
6342 warp(wcourse=None, involuntary=False)
6343 elif cmd == "SHIELDS": # shields
6344 doshield(shraise=False)
6347 game.shldchg = False
6348 elif cmd == "DOCK": # dock at starbase
6351 attack(torps_ok=False)
6352 elif cmd == "DAMAGES": # damage reports
6354 elif cmd == "CHART": # chart
6356 elif cmd == "IMPULSE": # impulse
6358 elif cmd == "REST": # rest
6362 elif cmd == "WARP": # warp
6364 elif cmd == "SENSORS": # sensors
6366 elif cmd == "ORBIT": # orbit
6370 elif cmd == "TRANSPORT": # transport "beam"
6372 elif cmd == "MINE": # mine
6376 elif cmd == "CRYSTALS": # crystals
6380 elif cmd == "SHUTTLE": # shuttle
6384 elif cmd == "PLANETS": # Planet list
6386 elif cmd == "REPORT": # Game Report
6388 elif cmd == "COMPUTER": # use COMPUTER!
6390 elif cmd == "COMMANDS":
6392 elif cmd == "EMEXIT": # Emergency exit
6393 clrscr() # Hide screen
6394 freeze(True) # forced save
6395 raise SystemExit(1) # And quick exit
6396 elif cmd == "PROBE":
6397 probe() # Launch probe
6400 elif cmd == "ABANDON": # Abandon Ship
6402 elif cmd == "DESTRUCT": # Self Destruct
6404 elif cmd == "SAVE": # Save Game
6407 if game.skill > SKILL_GOOD:
6408 prout(_("WARNING--Saved games produce no plaques!"))
6409 elif cmd == "DEATHRAY": # Try a desparation measure
6413 elif cmd == "CAPTURE":
6415 elif cmd == "CLOAK":
6417 elif cmd == "DEBUGCMD": # What do we want for debug???
6419 elif cmd == "MAYDAY": # Call for help
6424 game.alldone = True # quit the game
6427 elif cmd == "SCORE":
6428 score() # see current score
6429 elif cmd == "CURSES":
6430 game.options |= (OPTION_CURSES | OPTION_COLOR)
6434 break # Game has ended
6435 if game.optime != 0.0:
6438 break # Events did us in
6439 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6442 if hitme and not game.justin:
6443 attack(torps_ok=True)
6446 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6457 "Emit the name of an enemy or feature."
6458 if ch == 'R': s = _("Romulan")
6459 elif ch == 'K': s = _("Klingon")
6460 elif ch == 'C': s = _("Commander")
6461 elif ch == 'S': s = _("Super-commander")
6462 elif ch == '*': s = _("Star")
6463 elif ch == 'P': s = _("Planet")
6464 elif ch == 'B': s = _("Starbase")
6465 elif ch == ' ': s = _("Black hole")
6466 elif ch == 'T': s = _("Tholian")
6467 elif ch == '#': s = _("Tholian web")
6468 elif ch == '?': s = _("Stranger")
6469 elif ch == '@': s = _("Inhabited World")
6470 else: s = "Unknown??"
6473 def crmena(loud, enemy, loctype, w):
6474 "Emit the name of an enemy and his location."
6478 buf += cramen(enemy) + _(" at ")
6479 if loctype == "quadrant":
6480 buf += _("Quadrant ")
6481 elif loctype == "sector":
6483 return buf + repr(w)
6486 "Emit our ship name."
6487 return{'E':_("Enterprise"),'F':_("Faerie Queene")}.get(game.ship,"Ship???")
6490 "Emit a line of stars"
6491 prouts("******************************************************")
6495 return -avrage*math.log(1e-7 + rnd.real())
6497 def randplace(size):
6498 "Choose a random location."
6500 w.i = rnd.integer(size)
6501 w.j = rnd.integer(size)
6511 # Get a token from the user
6514 # Fill the token quue if nothing here
6515 while not self.inqueue:
6517 if curwnd==prompt_window:
6519 setwnd(message_window)
6526 self.inqueue = sline.lstrip().split() + ["\n"]
6527 # From here on in it's all looking at the queue
6528 self.token = self.inqueue.pop(0)
6529 if self.token == "\n":
6533 self.real = float(self.token)
6534 self.type = "IHREAL"
6539 self.token = self.token.lower()
6540 self.type = "IHALPHA"
6543 def append(self, tok):
6544 self.inqueue.append(tok)
6545 def push(self, tok):
6546 self.inqueue.insert(0, tok)
6550 # Demand input for next scan
6552 self.real = self.token = None
6554 # compares s to item and returns true if it matches to the length of s
6555 return s.startswith(self.token)
6557 # Round token value to nearest integer
6558 return int(round(self.real))
6562 if self.type != "IHREAL":
6567 if self.type != "IHREAL":
6573 return "<sstcanner: token=%s, type=%s, queue=%s>" % (self.token, self.type, self.inqueue)
6576 "Yes-or-no confirmation."
6580 if scanner.token == 'y':
6582 if scanner.token == 'n':
6585 proutn(_("Please answer with \"y\" or \"n\": "))
6588 "Complain about unparseable input."
6591 prout(_("Beg your pardon, Captain?"))
6594 "Access to the internals for debugging."
6595 proutn("Reset levels? ")
6597 if game.energy < game.inenrg:
6598 game.energy = game.inenrg
6599 game.shield = game.inshld
6600 game.torps = game.intorps
6601 game.lsupres = game.inlsr
6602 proutn("Reset damage? ")
6604 for i in range(NDEVICES):
6605 if game.damage[i] > 0.0:
6606 game.damage[i] = 0.0
6607 proutn("Toggle debug flag? ")
6609 game.idebug = not game.idebug
6611 prout("Debug output ON")
6613 prout("Debug output OFF")
6614 proutn("Cause selective damage? ")
6616 for i in range(NDEVICES):
6617 proutn("Kill %s?" % device[i])
6619 key = scanner.nexttok()
6620 if key == "IHALPHA" and scanner.sees("y"):
6621 game.damage[i] = 10.0
6622 proutn("Examine/change events? ")
6627 FSNOVA: "Supernova ",
6630 FBATTAK: "Base Attack ",
6631 FCDBAS: "Base Destroy ",
6632 FSCMOVE: "SC Move ",
6633 FSCDBAS: "SC Base Destroy ",
6634 FDSPROB: "Probe Move ",
6635 FDISTR: "Distress Call ",
6636 FENSLV: "Enslavement ",
6637 FREPRO: "Klingon Build ",
6639 for i in range(1, NEVENTS):
6642 proutn("%.2f" % (scheduled(i)-game.state.date))
6643 if i == FENSLV or i == FREPRO:
6645 proutn(" in %s" % ev.quadrant)
6650 key = scanner.nexttok()
6654 elif key == "IHREAL":
6655 ev = schedule(i, scanner.real)
6656 if i == FENSLV or i == FREPRO:
6658 proutn("In quadrant- ")
6659 key = scanner.nexttok()
6660 # "IHEOL" says to leave coordinates as they are
6663 prout("Event %d canceled, no x coordinate." % (i))
6666 w.i = int(round(scanner.real))
6667 key = scanner.nexttok()
6669 prout("Event %d canceled, no y coordinate." % (i))
6672 w.j = int(round(scanner.real))
6675 proutn("Induce supernova here? ")
6677 game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
6680 if __name__ == '__main__':
6682 #global line, thing, game
6688 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6689 if os.getenv("TERM"):
6690 game.options |= OPTION_CURSES
6692 game.options |= OPTION_TTY
6693 seed = int(time.time())
6694 (options, arguments) = getopt.getopt(sys.argv[1:], "cr:s:txV")
6696 for (switch, val) in options:
6699 replayfp = open(val, "r")
6701 sys.stderr.write("sst: can't open replay file %s\n" % val)
6704 line = replayfp.readline().strip()
6705 (leader, __, seed) = line.split()
6707 line = replayfp.readline().strip()
6708 arguments += line.split()[2:]
6711 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6713 game.options |= OPTION_TTY
6714 game.options &=~ OPTION_CURSES
6715 elif switch == '-s':
6717 elif switch == '-t':
6718 game.options |= OPTION_TTY
6719 game.options &=~ OPTION_CURSES
6720 elif switch == '-x':
6722 elif switch == '-c': # Enable curses debugging - undocumented
6724 elif switch == '-V':
6725 print("SST2K", version)
6728 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6730 # where to save the input in case of bugs
6731 if "TMPDIR" in os.environ:
6732 tmpdir = os.environ['TMPDIR']
6736 logfp = open(os.path.join(tmpdir, "sst-input.log"), "w")
6738 sys.stderr.write("sst: warning, can't open logfile\n")
6741 logfp.write("# seed %s\n" % seed)
6742 logfp.write("# options %s\n" % " ".join(arguments))
6743 logfp.write("# SST2K version %s\n" % version)
6744 logfp.write("# recorded by %s@%s on %s\n" % \
6745 (getpass.getuser(),socket.gethostname(),time.ctime()))
6747 scanner = sstscanner()
6748 for arg in arguments:
6752 while True: # Play a game
6753 setwnd(fullscreen_window)
6759 game.alldone = False
6767 if game.tourn and game.alldone:
6768 proutn(_("Do you want your score recorded?"))
6774 proutn(_("Do you want to play again? "))
6778 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6782 except KeyboardInterrupt: