3 sst.py =-- Super Star Trek in Python
5 This code is a Python translation of a C translation of a FORTRAN original.
6 The FORTRANness still shows in many ways, notably the use of a lot of
7 parallel arrays where a more modern language would use structures
8 or objects. (However, 1-origin array indexing was fixed.)
12 SRSCAN, MOVE, PHASERS, CALL, STATUS, IMPULSE, PHOTONS, ABANDON,
13 LRSCAN, WARP, SHIELDS, DESTRUCT, CHART, REST, DOCK, QUIT, and DAMAGE
14 were in the original non-"super" version of UT FORTRAN Star Trek.
16 Tholians were not in the original. Dave is dubious about their merits.
17 (They are now controlled by OPTION_THOLIAN and turned off if the game
20 Planets and dilithium crystals were not in the original. Dave is OK
21 with this idea. (It's now controlled by OPTION_PLANETS and turned
22 off if the game type is "plain".)
24 Dave says the bit about the Galileo getting turned into a
25 McDonald's is "consistant with our original vision". (This has been
26 left permanently enabled, as it can only happen if OPTION_PLANETS
29 Dave also says the Space Thingy should not be preserved across saved
30 games, so you can't prove to others that you've seen it. He says it
31 shouldn't fire back, either. It should do nothing except scream and
32 disappear when hit by photon torpedos. It's OK that it may move
33 when attacked, but it didn't in the original. (Whether the Thingy
34 can fire back is now controlled by OPTION_THINGY and turned off if the
35 game type is "plain" or "almy". The no-save behavior has been restored.)
37 The Faerie Queen, black holes, and time warping were in the original.
39 Here are Tom Almy's changes:
41 In early 1997, I got the bright idea to look for references to
42 "Super Star Trek" on the World Wide Web. There weren't many hits,
43 but there was one that came up with 1979 Fortran sources! This
44 version had a few additional features that mine didn't have,
45 however mine had some feature it didn't have. So I merged its
46 features that I liked. I also took a peek at the DECUS version (a
47 port, less sources, to the PDP-10), and some other variations.
49 1, Compared to the original UT version, I've changed the "help" command to
50 "call" and the "terminate" command to "quit" to better match
51 user expectations. The DECUS version apparently made those changes
52 as well as changing "freeze" to "save". However I like "freeze".
53 (Both "freeze" and "save" work in SST2K.)
55 2. The experimental deathray originally had only a 5% chance of
56 success, but could be used repeatedly. I guess after a couple
57 years of use, it was less "experimental" because the 1979
58 version had a 70% success rate. However it was prone to breaking
59 after use. I upgraded the deathray, but kept the original set of
60 failure modes (great humor!). (Now controlled by OPTION_DEATHRAY
61 and turned off if game type is "plain".)
63 3. The 1979 version also mentions srscan and lrscan working when
64 docked (using the starbase's scanners), so I made some changes here
65 to do this (and indicating that fact to the player), and then realized
66 the base would have a subspace radio as well -- doing a Chart when docked
67 updates the star chart, and all radio reports will be heard. The Dock
68 command will also give a report if a base is under attack.
70 4. Tholian Web from the 1979 version. (Now controlled by
71 OPTION_THOLIAN and turned off if game type is "plain".)
73 5. Enemies can ram the Enterprise. (Now controlled by OPTION_RAMMING
74 and turned off if game type is "plain".)
76 6. Regular Klingons and Romulans can move in Expert and Emeritus games.
77 This code could use improvement. (Now controlled by OPTION_MVBADDY
78 and turned off if game type is "plain".)
80 7. The deep-space probe feature from the DECUS version. (Now controlled
81 by OPTION_PROBE and turned off if game type is "plain").
83 8. 'emexit' command from the 1979 version.
85 9. Bugfix: Klingon commander movements are no longer reported if long-range
88 10. Bugfix: Better base positioning at startup (more spread out).
89 That made sense to add because most people abort games with
92 In June 2002, I fixed two known bugs and a documentation typo.
93 In June 2004 I fixed a number of bugs involving: 1) parsing invalid
94 numbers, 2) manual phasers when SR scan is damaged and commander is
95 present, 3) time warping into the future, 4) hang when moving
96 klingons in crowded quadrants. (These fixes are in SST2K.)
98 Here are Stas Sergeev's changes:
100 1. The Space Thingy can be shoved, if you ram it, and can fire back if
101 fired upon. (Now controlled by OPTION_THINGY and turned off if game
102 type is "plain" or "almy".)
104 2. When you are docked, base covers you with an almost invincible shield.
105 (A commander can still ram you, or a Romulan can destroy the base,
106 or a SCom can even succeed with direct attack IIRC, but this rarely
107 happens.) (Now controlled by OPTION_BASE and turned off if game
108 type is "plain" or "almy".)
110 3. Ramming a black hole is no longer instant death. There is a
111 chance you might get timewarped instead. (Now controlled by
112 OPTION_BLKHOLE and turned off if game type is "plain" or "almy".)
114 4. The Tholian can be hit with phasers.
116 5. SCom can't escape from you if no more enemies remain
117 (without this, chasing SCom can take an eternity).
119 6. Probe target you enter is now the destination quadrant. Before I don't
120 remember what it was, but it was something I had difficulty using.
122 7. Secret password is now autogenerated.
124 8. "Plaque" is adjusted for A4 paper :-)
126 9. Phasers now tells you how much energy needed, but only if the computer
129 10. Planets are auto-scanned when you enter the quadrant.
131 11. Mining or using crystals in presense of enemy now yields an attack.
132 There are other minor adjustments to what yields an attack
135 12. "freeze" command reverts to "save", most people will understand this
136 better anyway. (SST2K recognizes both.)
138 13. Screen-oriented interface, with sensor scans always up. (SST2K
139 supports both screen-oriented and TTY modes.)
141 Eric Raymond's changes:
143 Mainly, I translated this C code out of FORTRAN into C -- created #defines
144 for a lot of magic numbers and refactored the heck out of it.
146 1. "sos" and "call" becomes "mayday", "freeze" and "save" are both good.
148 2. Status report now indicates when dilithium crystals are on board.
150 3. Per Dave Matuszek's remarks, Thingy state is never saved across games.
152 4. Added game option selection so you can play a close (but not bug-for-
153 bug identical) approximation of older versions.
155 5. Half the quadrants now have inhabited planets, from which one
156 cannot mine dilithium (there will still be the same additional number
157 of dilithium-bearing planets). Torpedoing an inhabited world is *bad*.
158 There is BSD-Trek-like logic for Klingons to attack and enslave
159 inhabited worlds, producing more ships (only is skill is 'good' or
160 better). (Controlled by OPTION_WORLDS and turned off if game
161 type is "plain" or "almy".)
163 6. User input is now logged so we can do regression testing.
165 7. More BSD-Trek features: You can now lose if your entire crew
166 dies in battle. When abandoning ship in a game with inhabited
167 worlds enabled, they must have one in the quadrant to beam down
168 to; otherwise they die in space and this counts heavily against
169 your score. Docking at a starbase replenishes your crew.
171 8. Still more BSD-Trek: we now have a weighted damage table.
172 Also, the nav subsystem (enabling automatic course
173 setting) can be damaged separately from the main computer (which
174 handles weapons targeting, ETA calculation, and self-destruct).
176 After these features were added, I translated this into Python and added
179 9. A long-range scan is done silently whenever you call CHART; thus
180 the LRSCAN command is no longer needed. (Controlled by OPTION_AUTOSCAN
181 and turned off if game type is "plain" or "almy".)
183 import os,sys,math,curses,time,atexit,readline,cPickle,random,getopt,copy
185 SSTDOC = "/usr/share/doc/sst/sst.doc"
188 # Stub to be replaced
189 def _(str): return str
193 NINHAB = (GALSIZE * GALSIZE / 2)
195 PLNETMAX = (NINHAB + MAXUNINHAB)
198 BASEMAX = (GALSIZE * GALSIZE / 12)
201 FULLCREW = 428 # BSD Trek was 387, that's wrong
206 # These functions hide the difference between 0-origin and 1-origin addressing.
207 def VALID_QUADRANT(x, y): return ((x)>=0 and (x)<GALSIZE and (y)>=0 and (y)<GALSIZE)
208 def VALID_SECTOR(x, y): return ((x)>=0 and (x)<QUADSIZE and (y)>=0 and (y)<QUADSIZE)
210 # How to represent features
235 def __init__(self, x=None, y=None):
238 def invalidate(self):
239 self.i = self.j = None
241 return self.i != None and self.j != None
242 def __eq__(self, other):
243 return other != None and self.i == other.i and self.j == other.j
244 def __add__(self, other):
245 return coord(self.i+other.i, self.j+other.j)
246 def __sub__(self, other):
247 return coord(self.i-other.i, self.j-other.j)
248 def __mul__(self, other):
249 return coord(self.i*other, self.j*other)
250 def __rmul__(self, other):
251 return coord(self.i*other, self.j*other)
252 def __div__(self, other):
253 return coord(self.i/other, self.j/other)
254 def __rdiv__(self, other):
255 return coord(self.i/other, self.j/other)
256 def snaptogrid(self):
257 return coord(int(round(self.i)), int(round(self.j)))
258 def distance(self, other=None):
259 if not other: other = coord(0, 0)
260 return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
261 def bearing(self, other=None):
262 if not other: other = coord(0, 0)
263 return 1.90985*math.atan2(self.i-other.i, self.j-other.j)
269 s.i = self.i / abs(self.i)
273 s.j = self.j / abs(self.j)
277 s.i = self.i + randrange(-1, 2)
278 s.j = self.j + randrange(-1, 2)
283 if self.i == None or self.j == None:
285 return "%s - %s" % (self.i+1, self.j+1)
290 self.name = None # string-valued if inhabited
291 self.quadrant = coord() # quadrant located
292 self.pclass = None # could be ""M", "N", "O", or "destroyed"
293 self.crystals = "absent"# could be "mined", "present", "absent"
294 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
295 self.inhabited = False # is it inhabites?
303 self.starbase = False
306 self.supernova = False
308 self.status = "secure" # Could be "secure", "distressed", "enslaved"
316 def fill2d(size, fillfun):
317 "Fill an empty list in 2D."
319 for i in range(size):
321 for j in range(size):
322 lst[i].append(fillfun(i, j))
327 self.snap = False # snapshot taken
328 self.crew = 0 # crew complement
329 self.remkl = 0 # remaining klingons
330 self.nscrem = 0 # remaining super commanders
331 self.starkl = 0 # destroyed stars
332 self.basekl = 0 # destroyed bases
333 self.nromrem = 0 # Romulans remaining
334 self.nplankl = 0 # destroyed uninhabited planets
335 self.nworldkl = 0 # destroyed inhabited planets
336 self.planets = [] # Planet information
337 self.date = 0.0 # stardate
338 self.remres = 0 # remaining resources
339 self.remtime = 0 # remaining time
340 self.baseq = [] # Base quadrant coordinates
341 self.kcmdr = [] # Commander quadrant coordinates
342 self.kscmdr = coord() # Supercommander quadrant coordinates
343 # the galaxy (subscript 0 not used)
344 self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
345 # the starchart (subscript 0 not used)
346 self.chart = fill2d(GALSIZE, lambda i, j: page())
350 self.date = None # A real number
351 self.quadrant = None # A coord structure
354 OPTION_ALL = 0xffffffff
355 OPTION_TTY = 0x00000001 # old interface
356 OPTION_CURSES = 0x00000002 # new interface
357 OPTION_IOMODES = 0x00000003 # cover both interfaces
358 OPTION_PLANETS = 0x00000004 # planets and mining
359 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
360 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
361 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
362 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
363 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
364 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
365 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
366 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
367 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
368 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
369 OPTION_PLAIN = 0x01000000 # user chose plain game
370 OPTION_ALMY = 0x02000000 # user chose Almy variant
389 NDEVICES= 16 # Number of devices
398 def damaged(dev): return (game.damage[dev] != 0.0)
399 def communicating(): return not damaged(DRADIO) or game.condition=="docked"
401 # Define future events
402 FSPY = 0 # Spy event happens always (no future[] entry)
403 # can cause SC to tractor beam Enterprise
404 FSNOVA = 1 # Supernova
405 FTBEAM = 2 # Commander tractor beams Enterprise
406 FSNAP = 3 # Snapshot for time warp
407 FBATTAK = 4 # Commander attacks base
408 FCDBAS = 5 # Commander destroys base
409 FSCMOVE = 6 # Supercommander moves (might attack base)
410 FSCDBAS = 7 # Supercommander destroys base
411 FDSPROB = 8 # Move deep space probe
412 FDISTR = 9 # Emit distress call from an inhabited world
413 FENSLV = 10 # Inhabited word is enslaved */
414 FREPRO = 11 # Klingons build a ship in an enslaved system
418 # abstract out the event handling -- underlying data structures will change
419 # when we implement stateful events
421 def findevent(evtype): return game.future[evtype]
424 def __init__(self, type=None, loc=None, power=None):
429 self.kpower = power # enemy energy level
430 game.enemies.append(self)
432 motion = (loc != self.kloc)
433 if self.kloc.i is not None and self.kloc.j is not None:
436 game.quad[self.kloc.i][self.kloc.j] = IHWEB
438 game.quad[self.kloc.i][self.kloc.j] = IHDOT
440 self.kloc = copy.copy(loc)
441 game.quad[self.kloc.i][self.kloc.j] = self.type
442 self.kdist = self.kavgd = (game.sector - loc).distance()
445 self.kdist = self.kavgd = None
446 game.enemies.remove(self)
449 return "<%s,%s.%f>" % (self.type, self.kloc, self.kpower) # For debugging
453 self.options = None # Game options
454 self.state = snapshot() # A snapshot structure
455 self.snapsht = snapshot() # Last snapshot taken for time-travel purposes
456 self.quad = None # contents of our quadrant
457 self.damage = [0.0] * NDEVICES # damage encountered
458 self.future = [] # future events
459 for i in range(NEVENTS):
460 self.future.append(event())
461 self.passwd = None; # Self Destruct password
463 self.quadrant = None # where we are in the large
464 self.sector = None # where we are in the small
465 self.tholian = None # Tholian enemy object
466 self.base = None # position of base in current quadrant
467 self.battle = None # base coordinates being attacked
468 self.plnet = None # location of planet in quadrant
469 self.probec = None # current probe quadrant
470 self.gamewon = False # Finished!
471 self.ididit = False # action taken -- allows enemy to attack
472 self.alive = False # we are alive (not killed)
473 self.justin = False # just entered quadrant
474 self.shldup = False # shields are up
475 self.shldchg = False # shield is changing (affects efficiency)
476 self.iscate = False # super commander is here
477 self.ientesc = False # attempted escape from supercommander
478 self.resting = False # rest time
479 self.icraft = False # Kirk in Galileo
480 self.landed = False # party on planet (true), on ship (false)
481 self.alldone = False # game is now finished
482 self.neutz = False # Romulan Neutral Zone
483 self.isarmed = False # probe is armed
484 self.inorbit = False # orbiting a planet
485 self.imine = False # mining
486 self.icrystl = False # dilithium crystals aboard
487 self.iseenit = False # seen base attack report
488 self.thawed = False # thawed game
489 self.condition = None # "green", "yellow", "red", "docked", "dead"
490 self.iscraft = None # "onship", "offship", "removed"
491 self.skill = None # Player skill level
492 self.inkling = 0 # initial number of klingons
493 self.inbase = 0 # initial number of bases
494 self.incom = 0 # initial number of commanders
495 self.inscom = 0 # initial number of commanders
496 self.inrom = 0 # initial number of commanders
497 self.instar = 0 # initial stars
498 self.intorps = 0 # initial/max torpedoes
499 self.torps = 0 # number of torpedoes
500 self.ship = 0 # ship type -- 'E' is Enterprise
501 self.abandoned = 0 # count of crew abandoned in space
502 self.length = 0 # length of game
503 self.klhere = 0 # klingons here
504 self.casual = 0 # causalties
505 self.nhelp = 0 # calls for help
506 self.nkinks = 0 # count of energy-barrier crossings
507 self.iplnet = None # planet # in quadrant
508 self.inplan = 0 # initial planets
509 self.irhere = 0 # Romulans in quadrant
510 self.isatb = 0 # =1 if super commander is attacking base
511 self.tourn = None # tournament number
512 self.proben = 0 # number of moves for probe
513 self.nprobes = 0 # number of probes available
514 self.inresor = 0.0 # initial resources
515 self.intime = 0.0 # initial time
516 self.inenrg = 0.0 # initial/max energy
517 self.inshld = 0.0 # initial/max shield
518 self.inlsr = 0.0 # initial life support resources
519 self.indate = 0.0 # initial date
520 self.energy = 0.0 # energy level
521 self.shield = 0.0 # shield level
522 self.warpfac = 0.0 # warp speed
523 self.wfacsq = 0.0 # squared warp factor
524 self.lsupres = 0.0 # life support reserves
525 self.dist = 0.0 # movement distance
526 self.direc = 0.0 # movement direction
527 self.optime = 0.0 # time taken by current operation
528 self.docfac = 0.0 # repair factor when docking (constant?)
529 self.damfac = 0.0 # damage factor
530 self.lastchart = 0.0 # time star chart was last updated
531 self.cryprob = 0.0 # probability that crystal will work
532 self.probex = 0.0 # location of probe
534 self.probeinx = 0.0 # probe x,y increment
535 self.probeiny = 0.0 #
536 self.height = 0.0 # height of orbit around planet
538 # Stas thinks this should be (C expression):
539 # game.state.remkl + len(game.state.kcmdr) > 0 ?
540 # game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99
541 # He says the existing expression is prone to divide-by-zero errors
542 # after killing the last klingon when score is shown -- perhaps also
543 # if the only remaining klingon is SCOM.
544 game.state.remtime = game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr))
545 # From enumerated type 'feature'
566 # From enumerated type 'FINTYPE'
590 # Log the results of pulling random numbers so we can check determinism.
596 #logfp.write("# withprob(%s) -> %f (%s) at %s\n" % (p, v, v<p, traceback.extract_stack()[-2][1:]))
599 def randrange(*args):
600 v = random.randrange(*args)
601 #logfp.write("# randrange%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
607 v *= args[0] # returns from [0, args[0])
609 v = args[0] + v*(args[1]-args[0]) # returns from [args[0], args[1])
610 #logfp.write("# randreal%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
613 # Code from ai.c begins here
616 "Would this quadrant welcome another Klingon?"
617 return VALID_QUADRANT(iq.i,iq.j) and \
618 not game.state.galaxy[iq.i][iq.j].supernova and \
619 game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
621 def tryexit(enemy, look, irun):
622 "A bad guy attempts to bug out."
624 iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
625 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
626 if not welcoming(iq):
628 if enemy.type == IHR:
629 return False; # Romulans cannot escape!
631 # avoid intruding on another commander's territory
632 if enemy.type == IHC:
633 if iq in game.state.kcmdr:
635 # refuse to leave if currently attacking starbase
636 if game.battle == game.quadrant:
638 # don't leave if over 1000 units of energy
639 if enemy.kpower > 1000.0:
641 # emit escape message and move out of quadrant.
642 # we know this if either short or long range sensors are working
643 if not damaged(DSRSENS) or not damaged(DLRSENS) or \
644 game.condition == "docked":
645 prout(crmena(True, enemy.type, "sector", enemy.kloc) + \
646 (_(" escapes to Quadrant %s (and regains strength).") % q))
647 # handle local matters related to escape
650 if game.condition != "docked":
652 # Handle global matters related to escape
653 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
654 game.state.galaxy[iq.i][iq.j].klingons += 1
659 schedule(FSCMOVE, 0.2777)
663 for cmdr in game.state.kcmdr:
664 if cmdr == game.quadrant:
665 game.state.kcmdr[n] = iq
667 return True; # success
670 # The bad-guy movement algorithm:
672 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
673 # If both are operating full strength, force is 1000. If both are damaged,
674 # force is -1000. Having shields down subtracts an additional 1000.
676 # 2. Enemy has forces equal to the energy of the attacker plus
677 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
678 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
680 # Attacker Initial energy levels (nominal):
681 # Klingon Romulan Commander Super-Commander
682 # Novice 400 700 1200
684 # Good 450 800 1300 1750
685 # Expert 475 850 1350 1875
686 # Emeritus 500 900 1400 2000
687 # VARIANCE 75 200 200 200
689 # Enemy vessels only move prior to their attack. In Novice - Good games
690 # only commanders move. In Expert games, all enemy vessels move if there
691 # is a commander present. In Emeritus games all enemy vessels move.
693 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
694 # forces are 1000 greater than Enterprise.
696 # Agressive action on average cuts the distance between the ship and
697 # the enemy to 1/4 the original.
699 # 4. At lower energy advantage, movement units are proportional to the
700 # advantage with a 650 advantage being to hold ground, 800 to move forward
701 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
703 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
704 # retreat, especially at high skill levels.
706 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
709 def movebaddy(enemy):
710 "Tactical movement for the bad guys."
711 next = coord(); look = coord()
713 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
714 if game.skill >= SKILL_EXPERT:
715 nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
717 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
719 mdist = int(dist1 + 0.5); # Nearest integer distance
720 # If SC, check with spy to see if should hi-tail it
721 if enemy.type==IHS and \
722 (enemy.kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
726 # decide whether to advance, retreat, or hold position
727 forces = enemy.kpower+100.0*len(game.enemies)+400*(nbaddys-1)
729 forces += 1000; # Good for enemy if shield is down!
730 if not damaged(DPHASER) or not damaged(DPHOTON):
731 if damaged(DPHASER): # phasers damaged
734 forces -= 0.2*(game.energy - 2500.0)
735 if damaged(DPHOTON): # photon torpedoes damaged
738 forces -= 50.0*game.torps
740 # phasers and photon tubes both out!
743 if forces <= 1000.0 and game.condition != "docked": # Typical situation
744 motion = ((forces + randreal(200))/150.0) - 5.0
746 if forces > 1000.0: # Very strong -- move in for kill
747 motion = (1.0 - randreal())**2 * dist1 + 1.0
748 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
749 motion -= game.skill*(2.0-randreal()**2)
751 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
752 # don't move if no motion
755 # Limit motion according to skill
756 if abs(motion) > game.skill:
761 # calculate preferred number of steps
766 if motion > 0 and nsteps > mdist:
767 nsteps = mdist; # don't overshoot
768 if nsteps > QUADSIZE:
769 nsteps = QUADSIZE; # This shouldn't be necessary
771 nsteps = 1; # This shouldn't be necessary
773 proutn("NSTEPS = %d:" % nsteps)
774 # Compute preferred values of delta X and Y
775 m = game.sector - enemy.kloc
776 if 2.0 * abs(m.i) < abs(m.j):
778 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.kloc.i):
792 for ll in range(nsteps):
794 proutn(" %d" % (ll+1))
795 # Check if preferred position available
806 attempts = 0; # Settle mysterious hang problem
807 while attempts < 20 and not success:
809 if look.i < 0 or look.i >= QUADSIZE:
810 if motion < 0 and tryexit(enemy, look, irun):
812 if krawli == m.i or m.j == 0:
814 look.i = next.i + krawli
816 elif look.j < 0 or look.j >= QUADSIZE:
817 if motion < 0 and tryexit(enemy, look, irun):
819 if krawlj == m.j or m.i == 0:
821 look.j = next.j + krawlj
823 elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != IHDOT:
824 # See if enemy should ram ship
825 if game.quad[look.i][look.j] == game.ship and \
826 (enemy.type == IHC or enemy.type == IHS):
827 collision(rammed=True, enemy=enemy)
829 if krawli != m.i and m.j != 0:
830 look.i = next.i + krawli
832 elif krawlj != m.j and m.i != 0:
833 look.j = next.j + krawlj
836 break; # we have failed
848 if not damaged(DSRSENS) or game.condition == "docked":
849 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.kloc))
850 if enemy.kdist < dist1:
851 proutn(_(" advances to "))
853 proutn(_(" retreats to "))
854 prout("Sector %s." % next)
857 "Sequence Klingon tactical movement."
860 # Figure out which Klingon is the commander (or Supercommander)
862 if game.quadrant in game.state.kcmdr:
863 for enemy in game.enemies:
864 if enemy.type == IHC:
866 if game.state.kscmdr==game.quadrant:
867 for enemy in game.enemies:
868 if enemy.type == IHS:
871 # If skill level is high, move other Klingons and Romulans too!
872 # Move these last so they can base their actions on what the
874 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
875 for enemy in game.enemies:
876 if enemy.type in (IHK, IHR):
878 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
880 def movescom(iq, avoid):
881 "Commander movement helper."
882 # Avoid quadrants with bases if we want to avoid Enterprise
883 if not welcoming(iq) or (avoid and iq in game.state.baseq):
885 if game.justin and not game.iscate:
888 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
889 game.state.kscmdr = iq
890 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
891 if game.state.kscmdr==game.quadrant:
892 # SC has scooted, Remove him from current quadrant
897 for enemy in game.enemies:
898 if enemy.type == IHS:
902 if game.condition != "docked":
904 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
905 # check for a helpful planet
906 for i in range(game.inplan):
907 if game.state.planets[i].quadrant == game.state.kscmdr and \
908 game.state.planets[i].crystals == "present":
910 game.state.planets[i].pclass = "destroyed"
911 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
914 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
915 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
916 prout(_(" by the Super-commander.\""))
918 return False; # looks good!
920 def supercommander():
921 "Move the Super Commander."
922 iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
925 prout("== SUPERCOMMANDER")
926 # Decide on being active or passive
927 avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
928 (game.state.date-game.indate) < 3.0)
929 if not game.iscate and avoid:
930 # compute move away from Enterprise
931 idelta = game.state.kscmdr-game.quadrant
932 if math.sqrt(idelta.i*idelta.i+idelta.j*idelta.j) > 2.0:
934 idelta.i = game.state.kscmdr.j-game.quadrant.j
935 idelta.j = game.quadrant.i-game.state.kscmdr.i
937 # compute distances to starbases
938 if not game.state.baseq:
942 sc = game.state.kscmdr
943 for base in game.state.baseq:
944 basetbl.append((i, (base - sc).distance()))
945 if game.state.baseq > 1:
946 basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
947 # look for nearest base without a commander, no Enterprise, and
948 # without too many Klingons, and not already under attack.
949 ifindit = iwhichb = 0
950 for (i2, base) in enumerate(game.state.baseq):
951 i = basetbl[i2][0]; # bug in original had it not finding nearest
952 if base==game.quadrant or base==game.battle or not welcoming(base):
954 # if there is a commander, and no other base is appropriate,
955 # we will take the one with the commander
956 for cmdr in game.state.kcmdr:
957 if base == cmdr and ifindit != 2:
961 else: # no commander -- use this one
966 return # Nothing suitable -- wait until next time
967 ibq = game.state.baseq[iwhichb]
968 # decide how to move toward base
969 idelta = ibq - game.state.kscmdr
970 # Maximum movement is 1 quadrant in either or both axes
971 idelta = idelta.sgn()
972 # try moving in both x and y directions
973 # there was what looked like a bug in the Almy C code here,
974 # but it might be this translation is just wrong.
975 iq = game.state.kscmdr + idelta
976 if movescom(iq, avoid):
977 # failed -- try some other maneuvers
978 if idelta.i==0 or idelta.j==0:
981 iq.j = game.state.kscmdr.j + 1
982 if movescom(iq, avoid):
983 iq.j = game.state.kscmdr.j - 1
986 iq.i = game.state.kscmdr.i + 1
987 if movescom(iq, avoid):
988 iq.i = game.state.kscmdr.i - 1
991 # try moving just in x or y
992 iq.j = game.state.kscmdr.j
993 if movescom(iq, avoid):
994 iq.j = game.state.kscmdr.j + idelta.j
995 iq.i = game.state.kscmdr.i
998 if len(game.state.baseq) == 0:
1001 for (i, ibq) in enumerate(game.state.baseq):
1002 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
1005 return # no, don't attack base!
1006 game.iseenit = False
1008 schedule(FSCDBAS, randreal(1.0, 3.0))
1009 if is_scheduled(FCDBAS):
1010 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
1011 if not communicating():
1015 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
1016 % game.state.kscmdr)
1017 prout(_(" reports that it is under attack from the Klingon Super-commander."))
1018 proutn(_(" It can survive until stardate %d.\"") \
1019 % int(scheduled(FSCDBAS)))
1020 if not game.resting:
1022 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
1025 game.resting = False
1026 game.optime = 0.0; # actually finished
1028 # Check for intelligence report
1031 (not communicating()) or \
1032 not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
1035 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
1036 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
1041 if not game.tholian or game.justin:
1044 if game.tholian.kloc.i == 0 and game.tholian.kloc.j == 0:
1045 id.i = 0; id.j = QUADSIZE-1
1046 elif game.tholian.kloc.i == 0 and game.tholian.kloc.j == QUADSIZE-1:
1047 id.i = QUADSIZE-1; id.j = QUADSIZE-1
1048 elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == QUADSIZE-1:
1049 id.i = QUADSIZE-1; id.j = 0
1050 elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == 0:
1053 # something is wrong!
1054 game.tholian.move(None)
1055 prout("***Internal error: Tholian in a bad spot.")
1057 # do nothing if we are blocked
1058 if game.quad[id.i][id.j] not in (IHDOT, IHWEB):
1060 here = copy.copy(game.tholian.kloc)
1061 delta = (id - game.tholian.kloc).sgn()
1063 while here.i != id.i:
1065 if game.quad[here.i][here.j]==IHDOT:
1066 game.tholian.move(here)
1068 while here.j != id.j:
1070 if game.quad[here.i][here.j]==IHDOT:
1071 game.tholian.move(here)
1072 # check to see if all holes plugged
1073 for i in range(QUADSIZE):
1074 if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT:
1076 if game.quad[QUADSIZE][i]!=IHWEB and game.quad[QUADSIZE][i]!=IHT:
1078 if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT:
1080 if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT:
1082 # All plugged up -- Tholian splits
1083 game.quad[game.tholian.kloc.i][game.tholian.kloc.j]=IHWEB
1085 prout(crmena(True, IHT, "sector", game.tholian) + _(" completes web."))
1086 game.tholian.move(None)
1089 # Code from battle.c begins here
1091 def doshield(shraise):
1092 "Change shield status."
1098 key = scanner.next()
1100 if scanner.sees("transfer"):
1103 if damaged(DSHIELD):
1104 prout(_("Shields damaged and down."))
1106 if scanner.sees("up"):
1108 elif scanner.sees("down"):
1111 proutn(_("Do you wish to change shield energy? "))
1113 proutn(_("Energy to transfer to shields- "))
1115 elif damaged(DSHIELD):
1116 prout(_("Shields damaged and down."))
1119 proutn(_("Shields are up. Do you want them down? "))
1126 proutn(_("Shields are down. Do you want them up? "))
1132 if action == "SHUP": # raise shields
1134 prout(_("Shields already up."))
1138 if game.condition != "docked":
1140 prout(_("Shields raised."))
1141 if game.energy <= 0:
1143 prout(_("Shields raising uses up last of energy."))
1148 elif action == "SHDN":
1150 prout(_("Shields already down."))
1154 prout(_("Shields lowered."))
1157 elif action == "NRG":
1158 while scanner.next() != IHREAL:
1160 proutn(_("Energy to transfer to shields- "))
1162 if scanner.real == 0:
1164 if scanner.real > game.energy:
1165 prout(_("Insufficient ship energy."))
1168 if game.shield+scanner.real >= game.inshld:
1169 prout(_("Shield energy maximized."))
1170 if game.shield+scanner.real > game.inshld:
1171 prout(_("Excess energy requested returned to ship energy"))
1172 game.energy -= game.inshld-game.shield
1173 game.shield = game.inshld
1175 if scanner.real < 0.0 and game.energy-scanner.real > game.inenrg:
1176 # Prevent shield drain loophole
1178 prout(_("Engineering to bridge--"))
1179 prout(_(" Scott here. Power circuit problem, Captain."))
1180 prout(_(" I can't drain the shields."))
1183 if game.shield+scanner.real < 0:
1184 prout(_("All shield energy transferred to ship."))
1185 game.energy += game.shield
1188 proutn(_("Scotty- \""))
1189 if scanner.real > 0:
1190 prout(_("Transferring energy to shields.\""))
1192 prout(_("Draining energy from shields.\""))
1193 game.shield += scanner.real
1194 game.energy -= scanner.real
1198 "Choose a device to damage, at random."
1199 # Quoth Eric Allman in the code of BSD-Trek:
1200 # "Under certain conditions you can get a critical hit. This
1201 # sort of hit damages devices. The probability that a given
1202 # device is damaged depends on the device. Well protected
1203 # devices (such as the computer, which is in the core of the
1204 # ship and has considerable redundancy) almost never get
1205 # damaged, whereas devices which are exposed (such as the
1206 # warp engines) or which are particularly delicate (such as
1207 # the transporter) have a much higher probability of being
1210 # This is one place where OPTION_PLAIN does not restore the
1211 # original behavior, which was equiprobable damage across
1212 # all devices. If we wanted that, we'd return randrange(NDEVICES)
1213 # and have done with it. Also, in the original game, DNAVYS
1214 # and DCOMPTR were the same device.
1216 # Instead, we use a table of weights similar to the one from BSD Trek.
1217 # BSD doesn't have the shuttle, shield controller, death ray, or probes.
1218 # We don't have a cloaking device. The shuttle got the allocation
1219 # for the cloaking device, then we shaved a half-percent off
1220 # everything to have some weight to give DSHCTRL/DDRAY/DDSP.
1222 105, # DSRSENS: short range scanners 10.5%
1223 105, # DLRSENS: long range scanners 10.5%
1224 120, # DPHASER: phasers 12.0%
1225 120, # DPHOTON: photon torpedoes 12.0%
1226 25, # DLIFSUP: life support 2.5%
1227 65, # DWARPEN: warp drive 6.5%
1228 70, # DIMPULS: impulse engines 6.5%
1229 145, # DSHIELD: deflector shields 14.5%
1230 30, # DRADIO: subspace radio 3.0%
1231 45, # DSHUTTL: shuttle 4.5%
1232 15, # DCOMPTR: computer 1.5%
1233 20, # NAVCOMP: navigation system 2.0%
1234 75, # DTRANSP: transporter 7.5%
1235 20, # DSHCTRL: high-speed shield controller 2.0%
1236 10, # DDRAY: death ray 1.0%
1237 30, # DDSP: deep-space probes 3.0%
1239 idx = randrange(1000) # weights must sum to 1000
1241 for (i, w) in enumerate(weights):
1245 return None; # we should never get here
1247 def collision(rammed, enemy):
1248 "Collision handling fot rammong events."
1249 prouts(_("***RED ALERT! RED ALERT!"))
1251 prout(_("***COLLISION IMMINENT."))
1255 hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(enemy.type, 1.0)
1257 proutn(_(" rammed by "))
1260 proutn(crmena(False, enemy.type, "sector", enemy.kloc))
1262 proutn(_(" (original position)"))
1264 deadkl(enemy.kloc, enemy.type, game.sector)
1265 proutn("***" + crmship() + " heavily damaged.")
1266 icas = randrange(10, 30)
1267 prout(_("***Sickbay reports %d casualties"), icas)
1269 game.state.crew -= icas
1270 # In the pre-SST2K version, all devices got equiprobably damaged,
1271 # which was silly. Instead, pick up to half the devices at
1272 # random according to our weighting table,
1273 ncrits = randrange(NDEVICES/2)
1274 for m in range(ncrits):
1276 if game.damage[dev] < 0:
1278 extradm = (10.0*hardness*randreal()+1.0)*game.damfac
1279 # Damage for at least time of travel!
1280 game.damage[dev] += game.optime + extradm
1282 prout(_("***Shields are down."))
1283 if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
1290 def torpedo(origin, course, dispersion, number, nburst):
1291 "Let a photon torpedo fly"
1293 ac = course + 0.25*dispersion
1294 angle = (15.0-ac)*0.5235988
1295 bullseye = (15.0 - course)*0.5235988
1296 delta = coord(-math.sin(angle), math.cos(angle))
1297 bigger = max(abs(delta.i), abs(delta.j))
1299 x = origin.i; y = origin.j
1300 w = coord(0, 0); jw = coord(0, 0)
1301 if not damaged(DSRSENS) or game.condition=="docked":
1302 setwnd(srscan_window)
1304 setwnd(message_window)
1305 # Loop to move a single torpedo
1306 for step in range(1, 15+1):
1309 w = coord(x, y).snaptogrid()
1310 if not VALID_SECTOR(w.i, w.j):
1312 iquad=game.quad[w.i][w.j]
1313 tracktorpedo(origin, w, step, number, nburst, iquad)
1317 setwnd(message_window)
1318 if damaged(DSRSENS) and not game.condition=="docked":
1319 skip(1); # start new line after text track
1320 if iquad in (IHE, IHF): # Hit our ship
1322 prout(_("Torpedo hits %s.") % crmshp())
1323 hit = 700.0 + randreal(100) - \
1324 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1325 newcnd(); # we're blown out of dock
1326 # We may be displaced.
1327 if game.landed or game.condition=="docked":
1328 return hit # Cheat if on a planet
1329 ang = angle + 2.5*(randreal()-0.5)
1330 temp = math.fabs(math.sin(ang))
1331 if math.fabs(math.cos(ang)) > temp:
1332 temp = math.fabs(math.cos(ang))
1333 xx = -math.sin(ang)/temp
1334 yy = math.cos(ang)/temp
1335 jw.i = int(w.i+xx+0.5)
1336 jw.j = int(w.j+yy+0.5)
1337 if not VALID_SECTOR(jw.i, jw.j):
1339 if game.quad[jw.i][jw.j]==IHBLANK:
1342 if game.quad[jw.i][jw.j]!=IHDOT:
1343 # can't move into object
1348 elif iquad in (IHC, IHS): # Hit a commander
1350 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1351 prout(_(" torpedo neutralized."))
1353 elif iquad in (IHR, IHK): # Hit a regular enemy
1355 for enemy in game.enemies:
1358 kp = math.fabs(enemy.kpower)
1359 h1 = 700.0 + randrange(100) - \
1360 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1364 if enemy.kpower < 0:
1368 if enemy.kpower == 0:
1371 proutn(crmena(True, iquad, "sector", w))
1372 # If enemy damaged but not destroyed, try to displace
1373 ang = angle + 2.5*(randreal()-0.5)
1374 temp = math.fabs(math.sin(ang))
1375 if math.fabs(math.cos(ang)) > temp:
1376 temp = math.fabs(math.cos(ang))
1377 xx = -math.sin(ang)/temp
1378 yy = math.cos(ang)/temp
1379 jw.i = int(w.i+xx+0.5)
1380 jw.j = int(w.j+yy+0.5)
1381 if not VALID_SECTOR(jw.i, jw.j):
1382 prout(_(" damaged but not destroyed."))
1384 if game.quad[jw.i][jw.j]==IHBLANK:
1385 prout(_(" buffeted into black hole."))
1386 deadkl(w, iquad, jw)
1388 if game.quad[jw.i][jw.j]!=IHDOT:
1389 # can't move into object
1390 prout(_(" damaged but not destroyed."))
1392 proutn(_(" damaged--"))
1396 elif iquad == IHB: # Hit a base
1398 prout(_("***STARBASE DESTROYED.."))
1399 game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
1400 game.quad[w.i][w.j]=IHDOT
1401 game.base.invalidate()
1402 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase -= 1
1403 game.state.chart[game.quadrant.i][game.quadrant.j].starbase -= 1
1404 game.state.basekl += 1
1407 elif iquad == IHP: # Hit a planet
1408 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1409 game.state.nplankl += 1
1410 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1411 game.iplnet.pclass = "destroyed"
1413 game.plnet.invalidate()
1414 game.quad[w.i][w.j] = IHDOT
1416 # captain perishes on planet
1419 elif iquad == IHW: # Hit an inhabited world -- very bad!
1420 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1421 game.state.nworldkl += 1
1422 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1423 game.iplnet.pclass = "destroyed"
1425 game.plnet.invalidate()
1426 game.quad[w.i][w.j] = IHDOT
1428 # captain perishes on planet
1430 prout(_("You have just destroyed an inhabited planet."))
1431 prout(_("Celebratory rallies are being held on the Klingon homeworld."))
1433 elif iquad == IHSTAR: # Hit a star
1437 prout(crmena(True, IHSTAR, "sector", w) + _(" unaffected by photon blast."))
1439 elif iquad == IHQUEST: # Hit a thingy
1440 if not (game.options & OPTION_THINGY) or withprob(0.3):
1442 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1444 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1446 proutn(_("Mr. Spock-"))
1447 prouts(_(" \"Fascinating!\""))
1451 # Stas Sergeev added the possibility that
1452 # you can shove the Thingy and piss it off.
1453 # It then becomes an enemy and may fire at you.
1457 elif iquad == IHBLANK: # Black hole
1459 prout(crmena(True, IHBLANK, "sector", w) + _(" swallows torpedo."))
1461 elif iquad == IHWEB: # hit the web
1463 prout(_("***Torpedo absorbed by Tholian web."))
1465 elif iquad == IHT: # Hit a Tholian
1466 h1 = 700.0 + randrange(100) - \
1467 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1470 game.quad[w.i][w.j] = IHDOT
1475 proutn(crmena(True, IHT, "sector", w))
1477 prout(_(" survives photon blast."))
1479 prout(_(" disappears."))
1480 game.tholian.move(None)
1481 game.quad[w.i][w.j] = IHWEB
1486 proutn("Don't know how to handle torpedo collision with ")
1487 proutn(crmena(True, iquad, "sector", w))
1491 if curwnd!=message_window:
1492 setwnd(message_window)
1494 game.quad[w.i][w.j]=IHDOT
1495 game.quad[jw.i][jw.j]=iquad
1496 prout(_(" displaced by blast to Sector %s ") % jw)
1497 for ll in range(len(game.enemies)):
1498 game.enemies[ll].kdist = game.enemies[ll].kavgd = (game.sector-game.enemies[ll].kloc).distance()
1499 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1502 prout(_("Torpedo missed."))
1506 "Critical-hit resolution."
1507 if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1509 ncrit = int(1.0 + hit/(500.0+randreal(100)))
1510 proutn(_("***CRITICAL HIT--"))
1511 # Select devices and cause damage
1513 for loop1 in range(ncrit):
1516 # Cheat to prevent shuttle damage unless on ship
1517 if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1520 extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1521 game.damage[j] += extradm
1523 for (i, j) in enumerate(cdam):
1525 if skipcount % 3 == 2 and i < len(cdam)-1:
1530 prout(_(" damaged."))
1531 if damaged(DSHIELD) and game.shldup:
1532 prout(_("***Shields knocked down."))
1535 def attack(torps_ok):
1536 # bad guy attacks us
1537 # torps_ok == False forces use of phasers in an attack
1538 # game could be over at this point, check
1541 attempt = False; ihurt = False;
1542 hitmax=0.0; hittot=0.0; chgfac=1.0
1545 prout("=== ATTACK!")
1546 # Tholian gets to move before attacking
1549 # if you have just entered the RNZ, you'll get a warning
1550 if game.neutz: # The one chance not to be attacked
1553 # commanders get a chance to tac-move towards you
1554 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:
1556 # if no enemies remain after movement, we're done
1557 if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
1559 # set up partial hits if attack happens during shield status change
1560 pfac = 1.0/game.inshld
1562 chgfac = 0.25 + randreal(0.5)
1564 # message verbosity control
1565 if game.skill <= SKILL_FAIR:
1567 for enemy in game.enemies:
1568 if enemy.kpower < 0:
1569 continue; # too weak to attack
1570 # compute hit strength and diminish shield power
1572 # Increase chance of photon torpedos if docked or enemy energy is low
1573 if game.condition == "docked":
1575 if enemy.kpower < 500:
1577 if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry):
1579 # different enemies have different probabilities of throwing a torp
1580 usephasers = not torps_ok or \
1581 (enemy.type == IHK and r > 0.0005) or \
1582 (enemy.type==IHC and r > 0.015) or \
1583 (enemy.type==IHR and r > 0.3) or \
1584 (enemy.type==IHS and r > 0.07) or \
1585 (enemy.type==IHQUEST and r > 0.05)
1586 if usephasers: # Enemy uses phasers
1587 if game.condition == "docked":
1588 continue; # Don't waste the effort!
1589 attempt = True; # Attempt to attack
1590 dustfac = randreal(0.8, 0.85)
1591 hit = enemy.kpower*math.pow(dustfac,enemy.kavgd)
1592 enemy.kpower *= 0.75
1593 else: # Enemy uses photon torpedo
1594 #course2 = (enemy.kloc-game.sector).bearing()
1595 course = 1.90985*math.atan2(game.sector.j-enemy.kloc.j, enemy.kloc.i-game.sector.i)
1597 proutn(_("***TORPEDO INCOMING"))
1598 if not damaged(DSRSENS):
1599 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.kloc))
1602 dispersion = (randreal()+randreal())*0.5 - 0.5
1603 dispersion += 0.002*enemy.kpower*dispersion
1604 hit = torpedo(enemy.kloc, course, dispersion, number=1, nburst=1)
1605 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1606 finish(FWON); # Klingons did themselves in!
1607 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1608 return # Supernova or finished
1611 # incoming phaser or torpedo, shields may dissipate it
1612 if game.shldup or game.shldchg or game.condition=="docked":
1613 # shields will take hits
1614 propor = pfac * game.shield
1615 if game.condition =="docked":
1619 hitsh = propor*chgfac*hit+1.0
1621 if absorb > game.shield:
1622 absorb = game.shield
1623 game.shield -= absorb
1625 # taking a hit blasts us out of a starbase dock
1626 if game.condition == "docked":
1628 # but the shields may take care of it
1629 if propor > 0.1 and hit < 0.005*game.energy:
1631 # hit from this opponent got through shields, so take damage
1633 proutn(_("%d unit hit") % int(hit))
1634 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1635 proutn(_(" on the ") + crmshp())
1636 if not damaged(DSRSENS) and usephasers:
1637 prout(_(" from ") + crmena(False, enemy.type, where, enemy.kloc))
1639 # Decide if hit is critical
1645 if game.energy <= 0:
1646 # Returning home upon your shield, not with it...
1649 if not attempt and game.condition == "docked":
1650 prout(_("***Enemies decide against attacking your ship."))
1651 percent = 100.0*pfac*game.shield+0.5
1653 # Shields fully protect ship
1654 proutn(_("Enemy attack reduces shield strength to "))
1656 # Emit message if starship suffered hit(s)
1658 proutn(_("Energy left %2d shields ") % int(game.energy))
1661 elif not damaged(DSHIELD):
1664 proutn(_("damaged, "))
1665 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1666 # Check if anyone was hurt
1667 if hitmax >= 200 or hittot >= 500:
1668 icas = randrange(int(hittot * 0.015))
1671 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1672 prout(_(" in that last attack.\""))
1674 game.state.crew -= icas
1675 # After attack, reset average distance to enemies
1676 for enemy in game.enemies:
1677 enemy.kavgd = enemy.kdist
1678 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1681 def deadkl(w, type, mv):
1682 "Kill a Klingon, Tholian, Romulan, or Thingy."
1683 # Added mv to allow enemy to "move" before dying
1684 proutn(crmena(True, type, "sector", mv))
1685 # Decide what kind of enemy it is and update appropriately
1687 # chalk up a Romulan
1688 game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1690 game.state.nromrem -= 1
1694 elif type == IHQUEST:
1699 # Some type of a Klingon
1700 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1703 game.state.kcmdr.remove(game.quadrant)
1705 if game.state.kcmdr:
1706 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1707 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1710 game.state.remkl -= 1
1712 game.state.nscrem -= 1
1713 game.state.kscmdr.invalidate()
1718 # For each kind of enemy, finish message to player
1719 prout(_(" destroyed."))
1720 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1723 # Remove enemy ship from arrays describing local conditions
1724 for e in game.enemies:
1731 "Return None if target is invalid, otherwise return a course angle."
1732 if not VALID_SECTOR(w.i, w.j):
1736 # FIXME: C code this was translated from is wacky -- why the sign reversal?
1737 delta.j = (w.j - game.sector.j);
1738 delta.i = (game.sector.i - w.i);
1739 if delta == coord(0, 0):
1741 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1742 prout(_(" I recommend an immediate review of"))
1743 prout(_(" the Captain's psychological profile.\""))
1746 return 1.90985932*math.atan2(delta.j, delta.i)
1749 "Launch photon torpedo."
1752 if damaged(DPHOTON):
1753 prout(_("Photon tubes damaged."))
1757 prout(_("No torpedoes left."))
1760 # First, get torpedo count
1763 if scanner.token == IHALPHA:
1766 elif scanner.token == IHEOL or not scanner.waiting():
1767 prout(_("%d torpedoes left.") % game.torps)
1769 proutn(_("Number of torpedoes to fire- "))
1770 continue # Go back around to get a number
1771 else: # key == IHREAL
1773 if n <= 0: # abort command
1778 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1781 scanner.chew() # User requested more torps than available
1782 continue # Go back around
1783 break # All is good, go to next stage
1787 key = scanner.next()
1788 if i==0 and key == IHEOL:
1789 break; # no coordinate waiting, we will try prompting
1790 if i==1 and key == IHEOL:
1791 # direct all torpedoes at one target
1793 target.append(targets[0])
1794 course.append(course[0])
1798 target.append(scanner.getcoord())
1799 if target[-1] == None:
1801 course.append(targetcheck(target[1]))
1802 if course[i] == None:
1806 # prompt for each one
1808 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1810 target.append(scanner.getcoord())
1811 if target[-1] == None:
1813 course.append(targetcheck(target[-1]))
1814 if course[-1] == None:
1817 # Loop for moving <n> torpedoes
1819 if game.condition != "docked":
1821 dispersion = (randreal()+randreal())*0.5 -0.5
1822 if math.fabs(dispersion) >= 0.47:
1824 dispersion *= randreal(1.2, 2.2)
1826 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1828 prouts(_("***TORPEDO MISFIRES."))
1831 prout(_(" Remainder of burst aborted."))
1833 prout(_("***Photon tubes damaged by misfire."))
1834 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1836 if game.shldup or game.condition == "docked":
1837 dispersion *= 1.0 + 0.0001*game.shield
1838 torpedo(game.sector, course[i], dispersion, number=i, nburst=n)
1839 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1841 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1845 "Check for phasers overheating."
1847 checkburn = (rpow-1500.0)*0.00038
1848 if withprob(checkburn):
1849 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1850 game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1852 def checkshctrl(rpow):
1853 "Check shield control."
1856 prout(_("Shields lowered."))
1858 # Something bad has happened
1859 prouts(_("***RED ALERT! RED ALERT!"))
1861 hit = rpow*game.shield/game.inshld
1862 game.energy -= rpow+hit*0.8
1863 game.shield -= hit*0.2
1864 if game.energy <= 0.0:
1865 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1870 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1872 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1873 icas = randrange(int(hit*0.012))
1878 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1879 prout(_(" %d casualties so far.\"") % icas)
1881 game.state.crew -= icas
1883 prout(_("Phaser energy dispersed by shields."))
1884 prout(_("Enemy unaffected."))
1889 "Register a phaser hit on Klingons and Romulans."
1890 nenhr2 = len(game.enemies); kk=0
1893 for (k, wham) in enumerate(hits):
1896 dustfac = randreal(0.9, 1.0)
1897 hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
1898 kpini = game.enemies[kk].kpower
1899 kp = math.fabs(kpini)
1900 if PHASEFAC*hit < kp:
1902 if game.enemies[kk].kpower < 0:
1903 game.enemies[kk].kpower -= -kp
1905 game.enemies[kk].kpower -= kp
1906 kpow = game.enemies[kk].kpower
1907 w = game.enemies[kk].kloc
1909 if not damaged(DSRSENS):
1911 proutn(_("%d unit hit on ") % int(hit))
1913 proutn(_("Very small hit on "))
1914 ienm = game.quad[w.i][w.j]
1917 proutn(crmena(False, ienm, "sector", w))
1921 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1925 kk -= 1 # don't do the increment
1927 else: # decide whether or not to emasculate klingon
1928 if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1929 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1930 prout(_(" has just lost its firepower.\""))
1931 game.enemies[kk].kpower = -kpow
1936 "Fire phasers at bad guys."
1938 kz = 0; k = 1; irec=0 # Cheating inhibitor
1939 ifast = False; no = False; itarg = True; msgflag = True; rpow=0
1943 # SR sensors and Computer are needed for automode
1944 if damaged(DSRSENS) or damaged(DCOMPTR):
1946 if game.condition == "docked":
1947 prout(_("Phasers can't be fired through base shields."))
1950 if damaged(DPHASER):
1951 prout(_("Phaser control damaged."))
1955 if damaged(DSHCTRL):
1956 prout(_("High speed shield control damaged."))
1959 if game.energy <= 200.0:
1960 prout(_("Insufficient energy to activate high-speed shield control."))
1963 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1965 # Original code so convoluted, I re-did it all
1966 # (That was Tom Almy talking about the C code, I think -- ESR)
1967 while automode=="NOTSET":
1970 if scanner.sees("manual"):
1971 if len(game.enemies)==0:
1972 prout(_("There is no enemy present to select."))
1975 automode="AUTOMATIC"
1978 key = scanner.next()
1979 elif scanner.sees("automatic"):
1980 if (not itarg) and len(game.enemies) != 0:
1981 automode = "FORCEMAN"
1983 if len(game.enemies)==0:
1984 prout(_("Energy will be expended into space."))
1985 automode = "AUTOMATIC"
1986 key = scanner.next()
1987 elif scanner.sees("no"):
1993 if len(game.enemies)==0:
1994 prout(_("Energy will be expended into space."))
1995 automode = "AUTOMATIC"
1997 automode = "FORCEMAN"
1999 automode = "AUTOMATIC"
2002 if len(game.enemies)==0:
2003 prout(_("Energy will be expended into space."))
2004 automode = "AUTOMATIC"
2006 automode = "FORCEMAN"
2008 proutn(_("Manual or automatic? "))
2013 if automode == "AUTOMATIC":
2014 if key == IHALPHA and scanner.sees("no"):
2016 key = scanner.next()
2017 if key != IHREAL and len(game.enemies) != 0:
2018 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
2023 for i in range(len(game.enemies)):
2024 irec += math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
2026 proutn(_("%d units required. ") % irec)
2028 proutn(_("Units to fire= "))
2029 key = scanner.next()
2034 proutn(_("Energy available= %.2f") % avail)
2037 if not rpow > avail:
2044 if key == IHALPHA and scanner.sees("no"):
2047 game.energy -= 200; # Go and do it!
2048 if checkshctrl(rpow):
2053 if len(game.enemies):
2056 for i in range(len(game.enemies)):
2060 hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
2061 over = randreal(1.01, 1.06) * hits[i]
2063 powrem -= hits[i] + over
2064 if powrem <= 0 and temp < hits[i]:
2073 if extra > 0 and not game.alldone:
2075 proutn(_("*** Tholian web absorbs "))
2076 if len(game.enemies)>0:
2077 proutn(_("excess "))
2078 prout(_("phaser energy."))
2080 prout(_("%d expended on empty space.") % int(extra))
2081 elif automode == "FORCEMAN":
2084 if damaged(DCOMPTR):
2085 prout(_("Battle computer damaged, manual fire only."))
2088 prouts(_("---WORKING---"))
2090 prout(_("Short-range-sensors-damaged"))
2091 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2092 prout(_("Manual-fire-must-be-used"))
2094 elif automode == "MANUAL":
2096 for k in range(len(game.enemies)):
2097 aim = game.enemies[k].kloc
2098 ienm = game.quad[aim.i][aim.j]
2100 proutn(_("Energy available= %.2f") % (avail-0.006))
2104 if damaged(DSRSENS) and \
2105 not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS):
2106 prout(cramen(ienm) + _(" can't be located without short range scan."))
2109 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
2114 if itarg and k > kz:
2115 irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
2118 if not damaged(DCOMPTR):
2123 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
2124 key = scanner.next()
2125 if key == IHALPHA and scanner.sees("no"):
2127 key = scanner.next()
2133 if k==1: # Let me say I'm baffled by this
2136 if scanner.real < 0:
2140 hits[k] = scanner.real
2141 rpow += scanner.real
2142 # If total requested is too much, inform and start over
2144 prout(_("Available energy exceeded -- try again."))
2147 key = scanner.next(); # scan for next value
2150 # zero energy -- abort
2153 if key == IHALPHA and scanner.sees("no"):
2158 game.energy -= 200.0
2159 if checkshctrl(rpow):
2163 # Say shield raised or malfunction, if necessary
2170 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2171 prouts(_(" CLICK CLICK POP . . ."))
2172 prout(_(" No response, sir!"))
2175 prout(_("Shields raised."))
2180 # Code from events,c begins here.
2182 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2183 # event of each type active at any given time. Mostly these means we can
2184 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2185 # BSD Trek, from which we swiped the idea, can have up to 5.
2187 def unschedule(evtype):
2188 "Remove an event from the schedule."
2189 game.future[evtype].date = FOREVER
2190 return game.future[evtype]
2192 def is_scheduled(evtype):
2193 "Is an event of specified type scheduled."
2194 return game.future[evtype].date != FOREVER
2196 def scheduled(evtype):
2197 "When will this event happen?"
2198 return game.future[evtype].date
2200 def schedule(evtype, offset):
2201 "Schedule an event of specified type."
2202 game.future[evtype].date = game.state.date + offset
2203 return game.future[evtype]
2205 def postpone(evtype, offset):
2206 "Postpone a scheduled event."
2207 game.future[evtype].date += offset
2210 "Rest period is interrupted by event."
2213 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2215 game.resting = False
2221 "Run through the event queue looking for things to do."
2223 fintim = game.state.date + game.optime; yank=0
2224 ictbeam = False; istract = False
2225 w = coord(); hold = coord()
2226 ev = event(); ev2 = event()
2228 def tractorbeam(yank):
2229 "Tractor-beaming cases merge here."
2231 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2233 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2234 # If Kirk & Co. screwing around on planet, handle
2235 atover(True) # atover(true) is Grab
2238 if game.icraft: # Caught in Galileo?
2241 # Check to see if shuttle is aboard
2242 if game.iscraft == "offship":
2245 prout(_("Galileo, left on the planet surface, is captured"))
2246 prout(_("by aliens and made into a flying McDonald's."))
2247 game.damage[DSHUTTL] = -10
2248 game.iscraft = "removed"
2250 prout(_("Galileo, left on the planet surface, is well hidden."))
2252 game.quadrant = game.state.kscmdr
2254 game.quadrant = game.state.kcmdr[i]
2255 game.sector = randplace(QUADSIZE)
2256 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2257 % (game.quadrant, game.sector))
2259 prout(_("(Remainder of rest/repair period cancelled.)"))
2260 game.resting = False
2262 if not damaged(DSHIELD) and game.shield > 0:
2263 doshield(shraise=True) # raise shields
2264 game.shldchg = False
2266 prout(_("(Shields not currently useable.)"))
2268 # Adjust finish time to time of tractor beaming
2269 fintim = game.state.date+game.optime
2270 attack(torps_ok=False)
2271 if not game.state.kcmdr:
2274 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2277 "Code merges here for any commander destroying a starbase."
2278 # Not perfect, but will have to do
2279 # Handle case where base is in same quadrant as starship
2280 if game.battle == game.quadrant:
2281 game.state.chart[game.battle.i][game.battle.j].starbase = False
2282 game.quad[game.base.i][game.base.j] = IHDOT
2283 game.base.invalidate()
2286 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2287 elif game.state.baseq and communicating():
2288 # Get word via subspace radio
2291 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2292 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2294 prout(_("the Klingon Super-Commander"))
2296 prout(_("a Klingon Commander"))
2297 game.state.chart[game.battle.i][game.battle.j].starbase = False
2298 # Remove Starbase from galaxy
2299 game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2300 game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq)
2302 # reinstate a commander's base attack
2306 game.battle.invalidate()
2308 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2309 for i in range(1, NEVENTS):
2310 if i == FSNOVA: proutn("=== Supernova ")
2311 elif i == FTBEAM: proutn("=== T Beam ")
2312 elif i == FSNAP: proutn("=== Snapshot ")
2313 elif i == FBATTAK: proutn("=== Base Attack ")
2314 elif i == FCDBAS: proutn("=== Base Destroy ")
2315 elif i == FSCMOVE: proutn("=== SC Move ")
2316 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2317 elif i == FDSPROB: proutn("=== Probe Move ")
2318 elif i == FDISTR: proutn("=== Distress Call ")
2319 elif i == FENSLV: proutn("=== Enslavement ")
2320 elif i == FREPRO: proutn("=== Klingon Build ")
2322 prout("%.2f" % (scheduled(i)))
2325 radio_was_broken = damaged(DRADIO)
2328 # Select earliest extraneous event, evcode==0 if no events
2333 for l in range(1, NEVENTS):
2334 if game.future[l].date < datemin:
2337 prout("== Event %d fires" % evcode)
2338 datemin = game.future[l].date
2339 xtime = datemin-game.state.date
2340 game.state.date = datemin
2341 # Decrement Federation resources and recompute remaining time
2342 game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
2344 if game.state.remtime <=0:
2347 # Any crew left alive?
2348 if game.state.crew <=0:
2351 # Is life support adequate?
2352 if damaged(DLIFSUP) and game.condition != "docked":
2353 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2356 game.lsupres -= xtime
2357 if game.damage[DLIFSUP] <= xtime:
2358 game.lsupres = game.inlsr
2361 if game.condition == "docked":
2362 repair /= game.docfac
2363 # Don't fix Deathray here
2364 for l in range(NDEVICES):
2365 if game.damage[l] > 0.0 and l != DDRAY:
2366 if game.damage[l]-repair > 0.0:
2367 game.damage[l] -= repair
2369 game.damage[l] = 0.0
2370 # If radio repaired, update star chart and attack reports
2371 if radio_was_broken and not damaged(DRADIO):
2372 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2373 prout(_(" surveillance reports are coming in."))
2375 if not game.iseenit:
2379 prout(_(" The star chart is now up to date.\""))
2381 # Cause extraneous event EVCODE to occur
2382 game.optime -= xtime
2383 if evcode == FSNOVA: # Supernova
2386 schedule(FSNOVA, expran(0.5*game.intime))
2387 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2389 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2390 if game.state.nscrem == 0 or \
2391 ictbeam or istract or \
2392 game.condition=="docked" or game.isatb==1 or game.iscate:
2394 if game.ientesc or \
2395 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2396 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2397 (damaged(DSHIELD) and \
2398 (game.energy < 2500 or damaged(DPHASER)) and \
2399 (game.torps < 5 or damaged(DPHOTON))):
2401 istract = ictbeam = True
2402 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2405 elif evcode == FTBEAM: # Tractor beam
2406 if not game.state.kcmdr:
2409 i = randrange(len(game.state.kcmdr))
2410 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2411 if istract or game.condition == "docked" or yank == 0:
2412 # Drats! Have to reschedule
2414 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2418 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2419 game.snapsht = copy.deepcopy(game.state)
2420 game.state.snap = True
2421 schedule(FSNAP, expran(0.5 * game.intime))
2422 elif evcode == FBATTAK: # Commander attacks starbase
2423 if not game.state.kcmdr or not game.state.baseq:
2429 for ibq in game.state.baseq:
2430 for cmdr in game.state.kcmdr:
2431 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2434 # no match found -- try later
2435 schedule(FBATTAK, expran(0.3*game.intime))
2438 # commander + starbase combination found -- launch attack
2440 schedule(FCDBAS, randreal(1.0, 4.0))
2441 if game.isatb: # extra time if SC already attacking
2442 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2443 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2444 game.iseenit = False
2445 if not communicating():
2446 continue # No warning :-(
2450 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2451 prout(_(" reports that it is under attack and that it can"))
2452 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2455 elif evcode == FSCDBAS: # Supercommander destroys base
2458 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2459 continue # WAS RETURN!
2461 game.battle = game.state.kscmdr
2463 elif evcode == FCDBAS: # Commander succeeds in destroying base
2466 if not game.state.baseq() \
2467 or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2468 game.battle.invalidate()
2470 # find the lucky pair
2471 for cmdr in game.state.kcmdr:
2472 if cmdr == game.battle:
2475 # No action to take after all
2478 elif evcode == FSCMOVE: # Supercommander moves
2479 schedule(FSCMOVE, 0.2777)
2480 if not game.ientesc and not istract and game.isatb != 1 and \
2481 (not game.iscate or not game.justin):
2483 elif evcode == FDSPROB: # Move deep space probe
2484 schedule(FDSPROB, 0.01)
2485 game.probex += game.probeinx
2486 game.probey += game.probeiny
2487 i = (int)(game.probex/QUADSIZE +0.05)
2488 j = (int)(game.probey/QUADSIZE + 0.05)
2489 if game.probec.i != i or game.probec.j != j:
2492 if not VALID_QUADRANT(i, j) or \
2493 game.state.galaxy[game.probec.i][game.probec.j].supernova:
2494 # Left galaxy or ran into supernova
2498 proutn(_("Lt. Uhura- \"The deep space probe "))
2499 if not VALID_QUADRANT(j, i):
2500 proutn(_("has left the galaxy"))
2502 proutn(_("is no longer transmitting"))
2506 if not communicating():
2509 proutn(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probec)
2510 pdest = game.state.galaxy[game.probec.i][game.probec.j]
2511 # Update star chart if Radio is working or have access to radio
2513 chp = game.state.chart[game.probec.i][game.probec.j]
2514 chp.klingons = pdest.klingons
2515 chp.starbase = pdest.starbase
2516 chp.stars = pdest.stars
2517 pdest.charted = True
2518 game.proben -= 1 # One less to travel
2519 if game.proben == 0 and game.isarmed and pdest.stars:
2520 # lets blow the sucker!
2521 supernova(game.probec)
2523 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2525 elif evcode == FDISTR: # inhabited system issues distress call
2527 # try a whole bunch of times to find something suitable
2528 for i in range(100):
2529 # need a quadrant which is not the current one,
2530 # which has some stars which are inhabited and
2531 # not already under attack, which is not
2532 # supernova'ed, and which has some Klingons in it
2533 w = randplace(GALSIZE)
2534 q = game.state.galaxy[w.i][w.j]
2535 if not (game.quadrant == w or q.planet == None or \
2536 not q.planet.inhabited or \
2537 q.supernova or q.status!="secure" or q.klingons<=0):
2540 # can't seem to find one; ignore this call
2542 prout("=== Couldn't find location for distress event.")
2544 # got one!! Schedule its enslavement
2545 ev = schedule(FENSLV, expran(game.intime))
2547 q.status = "distressed"
2548 # tell the captain about it if we can
2550 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2552 prout(_("by a Klingon invasion fleet."))
2555 elif evcode == FENSLV: # starsystem is enslaved
2556 ev = unschedule(FENSLV)
2557 # see if current distress call still active
2558 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2562 q.status = "enslaved"
2564 # play stork and schedule the first baby
2565 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2566 ev2.quadrant = ev.quadrant
2568 # report the disaster if we can
2570 prout(_("Uhura- We've lost contact with starsystem %s") % \
2572 prout(_("in Quadrant %s.\n") % ev.quadrant)
2573 elif evcode == FREPRO: # Klingon reproduces
2574 # If we ever switch to a real event queue, we'll need to
2575 # explicitly retrieve and restore the x and y.
2576 ev = schedule(FREPRO, expran(1.0 * game.intime))
2577 # see if current distress call still active
2578 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2582 if game.state.remkl >=MAXKLGAME:
2583 continue # full right now
2584 # reproduce one Klingon
2586 if game.klhere >= MAXKLQUAD:
2588 # this quadrant not ok, pick an adjacent one
2589 for i in range(w.i - 1, w.i + 2):
2590 for j in range(w.j - 1, w.j + 2):
2591 if not VALID_QUADRANT(i, j):
2593 q = game.state.galaxy[w.i][w.j]
2594 # check for this quad ok (not full & no snova)
2595 if q.klingons >= MAXKLQUAD or q.supernova:
2599 continue # search for eligible quadrant failed
2603 game.state.remkl += 1
2605 if game.quadrant == w:
2607 game.enemies.append(newkling())
2608 # recompute time left
2610 # report the disaster if we can
2612 if game.quadrant == w:
2613 prout(_("Spock- sensors indicate the Klingons have"))
2614 prout(_("launched a warship from %s.") % q.planet)
2616 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2617 if q.planet != None:
2618 proutn(_("near %s") % q.planet)
2619 prout(_("in Quadrant %s.") % w)
2625 key = scanner.next()
2628 proutn(_("How long? "))
2633 origTime = delay = scanner.real
2636 if delay >= game.state.remtime or len(game.enemies) != 0:
2637 proutn(_("Are you sure? "))
2640 # Alternate resting periods (events) with attacks
2644 game.resting = False
2645 if not game.resting:
2646 prout(_("%d stardates left.") % int(game.state.remtime))
2648 temp = game.optime = delay
2649 if len(game.enemies):
2650 rtime = randreal(1.0, 2.0)
2654 if game.optime < delay:
2655 attack(torps_ok=False)
2663 # Repair Deathray if long rest at starbase
2664 if origTime-delay >= 9.99 and game.condition == "docked":
2665 game.damage[DDRAY] = 0.0
2666 # leave if quadrant supernovas
2667 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2669 game.resting = False
2672 # A nova occurs. It is the result of having a star hit with a
2673 # photon torpedo, or possibly of a probe warhead going off.
2674 # Stars that go nova cause stars which surround them to undergo
2675 # the same probabilistic process. Klingons next to them are
2676 # destroyed. And if the starship is next to it, it gets zapped.
2677 # If the zap is too much, it gets destroyed.
2681 course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2682 newc = coord(); neighbor = coord(); bump = coord(0, 0)
2684 # Wow! We've supernova'ed
2685 supernova(game.quadrant)
2687 # handle initial nova
2688 game.quad[nov.i][nov.j] = IHDOT
2689 prout(crmena(False, IHSTAR, "sector", nov) + _(" novas."))
2690 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2691 game.state.starkl += 1
2692 # Set up queue to recursively trigger adjacent stars
2698 for offset.i in range(-1, 1+1):
2699 for offset.j in range(-1, 1+1):
2700 if offset.j==0 and offset.i==0:
2702 neighbor = start + offset
2703 if not VALID_SECTOR(neighbor.j, neighbor.i):
2705 iquad = game.quad[neighbor.i][neighbor.j]
2706 # Empty space ends reaction
2707 if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
2709 elif iquad == IHSTAR: # Affect another star
2711 # This star supernovas
2712 supernova(game.quadrant)
2715 hits.append(neighbor)
2716 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2717 game.state.starkl += 1
2718 proutn(crmena(True, IHSTAR, "sector", neighbor))
2720 game.quad[neighbor.i][neighbor.j] = IHDOT
2722 elif iquad in (IHP, IHW): # Destroy planet
2723 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2725 game.state.nplankl += 1
2727 game.state.worldkl += 1
2728 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2729 game.iplnet.pclass = "destroyed"
2731 game.plnet.invalidate()
2735 game.quad[neighbor.i][neighbor.j] = IHDOT
2736 elif iquad == IHB: # Destroy base
2737 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2738 game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
2739 game.base.invalidate()
2740 game.state.basekl += 1
2742 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2743 game.quad[neighbor.i][neighbor.j] = IHDOT
2744 elif iquad in (IHE, IHF): # Buffet ship
2745 prout(_("***Starship buffeted by nova."))
2747 if game.shield >= 2000.0:
2748 game.shield -= 2000.0
2750 diff = 2000.0 - game.shield
2754 prout(_("***Shields knocked out."))
2755 game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2757 game.energy -= 2000.0
2758 if game.energy <= 0:
2761 # add in course nova contributes to kicking starship
2762 bump += (game.sector-hits[mm]).sgn()
2763 elif iquad == IHK: # kill klingon
2764 deadkl(neighbor, iquad, neighbor)
2765 elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
2766 for ll in range(len(game.enemies)):
2767 if game.enemies[ll].kloc == neighbor:
2769 game.enemies[ll].kpower -= 800.0 # If firepower is lost, die
2770 if game.enemies[ll].kpower <= 0.0:
2771 deadkl(neighbor, iquad, neighbor)
2773 newc = neighbor + neighbor - hits[mm]
2774 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2775 if not VALID_SECTOR(newc.i, newc.j):
2776 # can't leave quadrant
2779 iquad1 = game.quad[newc.i][newc.j]
2780 if iquad1 == IHBLANK:
2781 proutn(_(", blasted into ") + crmena(False, IHBLANK, "sector", newc))
2783 deadkl(neighbor, iquad, newc)
2786 # can't move into something else
2789 proutn(_(", buffeted to Sector %s") % newc)
2790 game.quad[neighbor.i][neighbor.j] = IHDOT
2791 game.quad[newc.i][newc.j] = iquad
2792 game.enemies[ll].move(newc)
2793 # Starship affected by nova -- kick it away.
2794 game.dist = kount*0.1
2795 game.direc = course[3*(bump.i+1)+bump.j+2]
2796 if game.direc == 0.0:
2798 if game.dist == 0.0:
2800 game.optime = 10.0*game.dist/16.0
2802 prout(_("Force of nova displaces starship."))
2803 imove(novapush=True)
2804 game.optime = 10.0*game.dist/16.0
2808 "Star goes supernova."
2813 # Scheduled supernova -- select star at random.
2816 for nq.i in range(GALSIZE):
2817 for nq.j in range(GALSIZE):
2818 stars += game.state.galaxy[nq.i][nq.j].stars
2820 return # nothing to supernova exists
2821 num = randrange(stars) + 1
2822 for nq.i in range(GALSIZE):
2823 for nq.j in range(GALSIZE):
2824 num -= game.state.galaxy[nq.i][nq.j].stars
2830 proutn("=== Super nova here?")
2833 if not nq == game.quadrant or game.justin:
2834 # it isn't here, or we just entered (treat as enroute)
2837 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2838 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2841 # we are in the quadrant!
2842 num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
2843 for ns.i in range(QUADSIZE):
2844 for ns.j in range(QUADSIZE):
2845 if game.quad[ns.i][ns.j]==IHSTAR:
2852 prouts(_("***RED ALERT! RED ALERT!"))
2854 prout(_("***Incipient supernova detected at Sector %s") % ns)
2855 if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2856 proutn(_("Emergency override attempts t"))
2857 prouts("***************")
2861 # destroy any Klingons in supernovaed quadrant
2862 kldead = game.state.galaxy[nq.i][nq.j].klingons
2863 game.state.galaxy[nq.i][nq.j].klingons = 0
2864 if nq == game.state.kscmdr:
2865 # did in the Supercommander!
2866 game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
2870 survivors = filter(lambda w: w != nq, game.state.kcmdr)
2871 comkills = len(game.state.kcmdr) - len(survivors)
2872 game.state.kcmdr = survivors
2874 if not game.state.kcmdr:
2876 game.state.remkl -= kldead
2877 # destroy Romulans and planets in supernovaed quadrant
2878 nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2879 game.state.galaxy[nq.i][nq.j].romulans = 0
2880 game.state.nromrem -= nrmdead
2882 for loop in range(game.inplan):
2883 if game.state.planets[loop].quadrant == nq:
2884 game.state.planets[loop].pclass = "destroyed"
2886 # Destroy any base in supernovaed quadrant
2887 game.state.baseq = filter(lambda x: x != nq, game.state.baseq)
2888 # If starship caused supernova, tally up destruction
2890 game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2891 game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2892 game.state.nplankl += npdead
2893 # mark supernova in galaxy and in star chart
2894 if game.quadrant == nq or communicating():
2895 game.state.galaxy[nq.i][nq.j].supernova = True
2896 # If supernova destroys last Klingons give special message
2897 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
2900 prout(_("Lucky you!"))
2901 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2904 # if some Klingons remain, continue or die in supernova
2909 # Code from finish.c ends here.
2912 "Self-destruct maneuver. Finish with a BANG!"
2914 if damaged(DCOMPTR):
2915 prout(_("Computer damaged; cannot execute destruct sequence."))
2917 prouts(_("---WORKING---")); skip(1)
2918 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2919 prouts(" 10"); skip(1)
2920 prouts(" 9"); skip(1)
2921 prouts(" 8"); skip(1)
2922 prouts(" 7"); skip(1)
2923 prouts(" 6"); skip(1)
2925 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2927 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2929 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2933 if game.passwd != scanner.token:
2934 prouts(_("PASSWORD-REJECTED;"))
2936 prouts(_("CONTINUITY-EFFECTED"))
2939 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2940 prouts(" 5"); skip(1)
2941 prouts(" 4"); skip(1)
2942 prouts(" 3"); skip(1)
2943 prouts(" 2"); skip(1)
2944 prouts(" 1"); skip(1)
2946 prouts(_("GOODBYE-CRUEL-WORLD"))
2954 prouts(_("********* Entropy of %s maximized *********") % crmshp())
2958 if len(game.enemies) != 0:
2959 whammo = 25.0 * game.energy
2961 while l <= len(game.enemies):
2962 if game.enemies[l].kpower*game.enemies[l].kdist <= whammo:
2963 deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.i][game.enemies[l].kloc.j], game.enemies[l].kloc)
2968 "Compute our rate of kils over time."
2969 elapsed = game.state.date - game.indate
2970 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
2973 starting = (game.inkling + game.incom + game.inscom)
2974 remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
2975 return (starting - remaining)/elapsed
2979 badpt = 5.0*game.state.starkl + \
2981 10.0*game.state.nplankl + \
2982 300*game.state.nworldkl + \
2984 100.0*game.state.basekl +\
2986 if game.ship == IHF:
2988 elif game.ship == None:
2993 # end the game, with appropriate notfications
2997 prout(_("It is stardate %.1f.") % game.state.date)
2999 if ifin == FWON: # Game has been won
3000 if game.state.nromrem != 0:
3001 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
3004 prout(_("You have smashed the Klingon invasion fleet and saved"))
3005 prout(_("the Federation."))
3010 badpt = 0.0 # Close enough!
3011 # killsPerDate >= RateMax
3012 if game.state.date-game.indate < 5.0 or \
3013 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
3015 prout(_("In fact, you have done so well that Starfleet Command"))
3016 if game.skill == SKILL_NOVICE:
3017 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
3018 elif game.skill == SKILL_FAIR:
3019 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
3020 elif game.skill == SKILL_GOOD:
3021 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
3022 elif game.skill == SKILL_EXPERT:
3023 prout(_("promotes you to Commodore Emeritus."))
3025 prout(_("Now that you think you're really good, try playing"))
3026 prout(_("the \"Emeritus\" game. It will splatter your ego."))
3027 elif game.skill == SKILL_EMERITUS:
3029 proutn(_("Computer- "))
3030 prouts(_("ERROR-ERROR-ERROR-ERROR"))
3032 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3034 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3036 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3038 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3040 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3042 prout(_("Now you can retire and write your own Star Trek game!"))
3044 elif game.skill >= SKILL_EXPERT:
3045 if game.thawed and not idebug:
3046 prout(_("You cannot get a citation, so..."))
3048 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3052 # Only grant long life if alive (original didn't!)
3054 prout(_("LIVE LONG AND PROSPER."))
3059 elif ifin == FDEPLETE: # Federation Resources Depleted
3060 prout(_("Your time has run out and the Federation has been"))
3061 prout(_("conquered. Your starship is now Klingon property,"))
3062 prout(_("and you are put on trial as a war criminal. On the"))
3063 proutn(_("basis of your record, you are "))
3064 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
3065 prout(_("acquitted."))
3067 prout(_("LIVE LONG AND PROSPER."))
3069 prout(_("found guilty and"))
3070 prout(_("sentenced to death by slow torture."))
3074 elif ifin == FLIFESUP:
3075 prout(_("Your life support reserves have run out, and"))
3076 prout(_("you die of thirst, starvation, and asphyxiation."))
3077 prout(_("Your starship is a derelict in space."))
3079 prout(_("Your energy supply is exhausted."))
3081 prout(_("Your starship is a derelict in space."))
3082 elif ifin == FBATTLE:
3083 prout(_("The %s has been destroyed in battle.") % crmshp())
3085 prout(_("Dulce et decorum est pro patria mori."))
3087 prout(_("You have made three attempts to cross the negative energy"))
3088 prout(_("barrier which surrounds the galaxy."))
3090 prout(_("Your navigation is abominable."))
3093 prout(_("Your starship has been destroyed by a nova."))
3094 prout(_("That was a great shot."))
3096 elif ifin == FSNOVAED:
3097 prout(_("The %s has been fried by a supernova.") % crmshp())
3098 prout(_("...Not even cinders remain..."))
3099 elif ifin == FABANDN:
3100 prout(_("You have been captured by the Klingons. If you still"))
3101 prout(_("had a starbase to be returned to, you would have been"))
3102 prout(_("repatriated and given another chance. Since you have"))
3103 prout(_("no starbases, you will be mercilessly tortured to death."))
3104 elif ifin == FDILITHIUM:
3105 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3106 elif ifin == FMATERIALIZE:
3107 prout(_("Starbase was unable to re-materialize your starship."))
3108 prout(_("Sic transit gloria mundi"))
3109 elif ifin == FPHASER:
3110 prout(_("The %s has been cremated by its own phasers.") % crmshp())
3112 prout(_("You and your landing party have been"))
3113 prout(_("converted to energy, disipating through space."))
3114 elif ifin == FMINING:
3115 prout(_("You are left with your landing party on"))
3116 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3118 prout(_("They are very fond of \"Captain Kirk\" soup."))
3120 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3121 elif ifin == FDPLANET:
3122 prout(_("You and your mining party perish."))
3124 prout(_("That was a great shot."))
3127 prout(_("The Galileo is instantly annihilated by the supernova."))
3128 prout(_("You and your mining party are atomized."))
3130 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3131 prout(_("joins the Romulans, wreaking terror on the Federation."))
3132 elif ifin == FPNOVA:
3133 prout(_("You and your mining party are atomized."))
3135 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3136 prout(_("joins the Romulans, wreaking terror on the Federation."))
3137 elif ifin == FSTRACTOR:
3138 prout(_("The shuttle craft Galileo is also caught,"))
3139 prout(_("and breaks up under the strain."))
3141 prout(_("Your debris is scattered for millions of miles."))
3142 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3144 prout(_("The mutants attack and kill Spock."))
3145 prout(_("Your ship is captured by Klingons, and"))
3146 prout(_("your crew is put on display in a Klingon zoo."))
3147 elif ifin == FTRIBBLE:
3148 prout(_("Tribbles consume all remaining water,"))
3149 prout(_("food, and oxygen on your ship."))
3151 prout(_("You die of thirst, starvation, and asphyxiation."))
3152 prout(_("Your starship is a derelict in space."))
3154 prout(_("Your ship is drawn to the center of the black hole."))
3155 prout(_("You are crushed into extremely dense matter."))
3157 prout(_("Your last crew member has died."))
3158 if game.ship == IHF:
3160 elif game.ship == IHE:
3163 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
3164 goodies = game.state.remres/game.inresor
3165 baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3166 if goodies/baddies >= randreal(1.0, 1.5):
3167 prout(_("As a result of your actions, a treaty with the Klingon"))
3168 prout(_("Empire has been signed. The terms of the treaty are"))
3169 if goodies/baddies >= randreal(3.0):
3170 prout(_("favorable to the Federation."))
3172 prout(_("Congratulations!"))
3174 prout(_("highly unfavorable to the Federation."))
3176 prout(_("The Federation will be destroyed."))
3178 prout(_("Since you took the last Klingon with you, you are a"))
3179 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3180 prout(_("statue in your memory. Rest in peace, and try not"))
3181 prout(_("to think about pigeons."))
3186 "Compute player's score."
3187 timused = game.state.date - game.indate
3189 if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
3191 perdate = killrate()
3192 ithperd = 500*perdate + 0.5
3195 iwon = 100*game.skill
3196 if game.ship == IHE:
3198 elif game.ship == IHF:
3202 if not game.gamewon:
3203 game.state.nromrem = 0 # None captured if no win
3204 iscore = 10*(game.inkling - game.state.remkl) \
3205 + 50*(game.incom - len(game.state.kcmdr)) \
3207 + 20*(game.inrom - game.state.nromrem) \
3208 + 200*(game.inscom - game.state.nscrem) \
3209 - game.state.nromrem \
3214 prout(_("Your score --"))
3215 if game.inrom - game.state.nromrem:
3216 prout(_("%6d Romulans destroyed %5d") %
3217 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3218 if game.state.nromrem:
3219 prout(_("%6d Romulans captured %5d") %
3220 (game.state.nromrem, game.state.nromrem))
3221 if game.inkling - game.state.remkl:
3222 prout(_("%6d ordinary Klingons destroyed %5d") %
3223 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
3224 if game.incom - len(game.state.kcmdr):
3225 prout(_("%6d Klingon commanders destroyed %5d") %
3226 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3227 if game.inscom - game.state.nscrem:
3228 prout(_("%6d Super-Commander destroyed %5d") %
3229 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3231 prout(_("%6.2f Klingons per stardate %5d") %
3233 if game.state.starkl:
3234 prout(_("%6d stars destroyed by your action %5d") %
3235 (game.state.starkl, -5*game.state.starkl))
3236 if game.state.nplankl:
3237 prout(_("%6d planets destroyed by your action %5d") %
3238 (game.state.nplankl, -10*game.state.nplankl))
3239 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3240 prout(_("%6d inhabited planets destroyed by your action %5d") %
3241 (game.state.nplankl, -300*game.state.nworldkl))
3242 if game.state.basekl:
3243 prout(_("%6d bases destroyed by your action %5d") %
3244 (game.state.basekl, -100*game.state.basekl))
3246 prout(_("%6d calls for help from starbase %5d") %
3247 (game.nhelp, -45*game.nhelp))
3249 prout(_("%6d casualties incurred %5d") %
3250 (game.casual, -game.casual))
3252 prout(_("%6d crew abandoned in space %5d") %
3253 (game.abandoned, -3*game.abandoned))
3255 prout(_("%6d ship(s) lost or destroyed %5d") %
3256 (klship, -100*klship))
3258 prout(_("Penalty for getting yourself killed -200"))
3260 proutn(_("Bonus for winning "))
3261 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3262 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3263 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3264 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3265 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3266 prout(" %5d" % iwon)
3268 prout(_("TOTAL SCORE %5d") % iscore)
3271 "Emit winner's commemmorative plaque."
3274 proutn(_("File or device name for your plaque: "))
3277 fp = open(winner, "w")
3280 prout(_("Invalid name."))
3282 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3284 # The 38 below must be 64 for 132-column paper
3285 nskip = 38 - len(winner)/2
3286 fp.write("\n\n\n\n")
3287 # --------DRAW ENTERPRISE PICTURE.
3288 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3289 fp.write(" EEE E : : : E\n" )
3290 fp.write(" EE EEE E : : NCC-1701 : E\n")
3291 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
3292 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3293 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
3294 fp.write(" EEEEEEE EEEEE E E E E\n")
3295 fp.write(" EEE E E E E\n")
3296 fp.write(" E E E E\n")
3297 fp.write(" EEEEEEEEEEEEE E E\n")
3298 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3299 fp.write(" :E : EEEE E\n")
3300 fp.write(" .-E -:----- E\n")
3301 fp.write(" :E : E\n")
3302 fp.write(" EE : EEEEEEEE\n")
3303 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3305 fp.write(_(" U. S. S. ENTERPRISE\n"))
3306 fp.write("\n\n\n\n")
3307 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3309 fp.write(_(" Starfleet Command bestows to you\n"))
3311 fp.write("%*s%s\n\n" % (nskip, "", winner))
3312 fp.write(_(" the rank of\n\n"))
3313 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3315 if game.skill == SKILL_EXPERT:
3316 fp.write(_(" Expert level\n\n"))
3317 elif game.skill == SKILL_EMERITUS:
3318 fp.write(_("Emeritus level\n\n"))
3320 fp.write(_(" Cheat level\n\n"))
3321 timestring = ctime()
3322 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3323 (timestring+4, timestring+20, timestring+11))
3324 fp.write(_(" Your score: %d\n\n") % iscore)
3325 fp.write(_(" Klingons per stardate: %.2f\n") % perdate)
3328 # Code from io.c begins here
3330 rows = linecount = 0 # for paging
3333 fullscreen_window = None
3334 srscan_window = None
3335 report_window = None
3336 status_window = None
3337 lrscan_window = None
3338 message_window = None
3339 prompt_window = None
3343 "Wrap up, either normally or due to signal"
3344 if game.options & OPTION_CURSES:
3351 sys.stdout.write('\n')
3357 #setlocale(LC_ALL, "")
3358 #bindtextdomain(PACKAGE, LOCALEDIR)
3359 #textdomain(PACKAGE)
3360 if atexit.register(outro):
3361 sys.stderr.write("Unable to register outro(), exiting...\n")
3363 if not (game.options & OPTION_CURSES):
3364 ln_env = os.getenv("LINES")
3370 stdscr = curses.initscr()
3375 curses.start_color()
3376 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, curses.COLOR_BLACK)
3377 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, curses.COLOR_BLACK)
3378 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, curses.COLOR_BLACK)
3379 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, curses.COLOR_BLACK)
3380 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, curses.COLOR_BLACK)
3381 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, curses.COLOR_BLACK)
3382 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, curses.COLOR_BLACK)
3383 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, curses.COLOR_BLACK)
3385 global fullscreen_window, srscan_window, report_window, status_window
3386 global lrscan_window, message_window, prompt_window
3387 (rows, columns) = stdscr.getmaxyx()
3388 fullscreen_window = stdscr
3389 srscan_window = curses.newwin(12, 25, 0, 0)
3390 report_window = curses.newwin(11, 0, 1, 25)
3391 status_window = curses.newwin(10, 0, 1, 39)
3392 lrscan_window = curses.newwin(5, 0, 0, 64)
3393 message_window = curses.newwin(0, 0, 12, 0)
3394 prompt_window = curses.newwin(1, 0, rows-2, 0)
3395 message_window.scrollok(True)
3396 setwnd(fullscreen_window)
3399 def textcolor(color):
3400 "Set text foreground color. Presently a stub."
3404 "Wrap up I/O. Presently a stub."
3408 "Wait for user action -- OK to do nothing if on a TTY"
3409 if game.options & OPTION_CURSES:
3414 prouts(_("[ANOUNCEMENT ARRIVING...]"))
3418 if game.skill > SKILL_FAIR:
3419 prompt = _("[CONTINUE?]")
3421 prompt = _("[PRESS ENTER TO CONTINUE]")
3423 if game.options & OPTION_CURSES:
3425 setwnd(prompt_window)
3426 prompt_window.wclear()
3427 prompt_window.addstr(prompt)
3428 prompt_window.getstr()
3429 prompt_window.clear()
3430 prompt_window.refresh()
3431 setwnd(message_window)
3434 sys.stdout.write('\n')
3437 for j in range(rows):
3438 sys.stdout.write('\n')
3442 "Skip i lines. Pause game if this would cause a scrolling event."
3443 for dummy in range(i):
3444 if game.options & OPTION_CURSES:
3445 (y, x) = curwnd.getyx()
3446 (my, mx) = curwnd.getmaxyx()
3447 if curwnd == message_window and y >= my - 3:
3455 if rows and linecount >= rows:
3458 sys.stdout.write('\n')
3461 "Utter a line with no following line feed."
3462 if game.options & OPTION_CURSES:
3466 sys.stdout.write(line)
3476 if not replayfp or replayfp.closed: # Don't slow down replays
3479 if game.options & OPTION_CURSES:
3483 if not replayfp or replayfp.closed:
3487 "Get a line of input."
3488 if game.options & OPTION_CURSES:
3489 line = curwnd.getstr() + "\n"
3492 if replayfp and not replayfp.closed:
3494 line = replayfp.readline()
3497 prout("*** Replay finished")
3500 elif line[0] != "#":
3503 line = raw_input() + "\n"
3509 "Change windows -- OK for this to be a no-op in tty mode."
3511 if game.options & OPTION_CURSES:
3513 curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
3516 "Clear to end of line -- can be a no-op in tty mode"
3517 if game.options & OPTION_CURSES:
3522 "Clear screen -- can be a no-op in tty mode."
3524 if game.options & OPTION_CURSES:
3531 "Set highlight video, if this is reasonable."
3532 if game.options & OPTION_CURSES:
3533 curwnd.attron(curses.A_REVERSE)
3536 # Things past this point have policy implications.
3540 "Hook to be called after moving to redraw maps."
3541 if game.options & OPTION_CURSES:
3544 setwnd(srscan_window)
3548 setwnd(status_window)
3549 status_window.clear()
3550 status_window.move(0, 0)
3551 setwnd(report_window)
3552 report_window.clear()
3553 report_window.move(0, 0)
3555 setwnd(lrscan_window)
3556 lrscan_window.clear()
3557 lrscan_window.move(0, 0)
3558 lrscan(silent=False)
3560 def put_srscan_sym(w, sym):
3561 "Emit symbol for short-range scan."
3562 srscan_window.move(w.i+1, w.j*2+2)
3563 srscan_window.addch(sym)
3564 srscan_window.refresh()
3567 "Enemy fall down, go boom."
3568 if game.options & OPTION_CURSES:
3570 setwnd(srscan_window)
3571 srscan_window.attron(curses.A_REVERSE)
3572 put_srscan_sym(w, game.quad[w.i][w.j])
3576 srscan_window.attroff(curses.A_REVERSE)
3577 put_srscan_sym(w, game.quad[w.i][w.j])
3578 curses.delay_output(500)
3579 setwnd(message_window)
3582 "Sound and visual effects for teleportation."
3583 if game.options & OPTION_CURSES:
3585 setwnd(message_window)
3587 prouts(" . . . . . ")
3588 if game.options & OPTION_CURSES:
3589 #curses.delay_output(1000)
3593 def tracktorpedo(origin, w, step, i, n, iquad):
3594 "Torpedo-track animation."
3595 if not game.options & OPTION_CURSES:
3599 proutn(_("Track for %s torpedo number %d- ") % (game.quad[origin.i][origin.j],i+1))
3602 proutn(_("Torpedo track- "))
3603 elif step==4 or step==9:
3607 if not damaged(DSRSENS) or game.condition=="docked":
3608 if i != 0 and step == 1:
3611 if (iquad==IHDOT) or (iquad==IHBLANK):
3612 put_srscan_sym(w, '+')
3616 put_srscan_sym(w, iquad)
3618 curwnd.attron(curses.A_REVERSE)
3619 put_srscan_sym(w, iquad)
3623 curwnd.attroff(curses.A_REVERSE)
3624 put_srscan_sym(w, iquad)
3629 "Display the current galaxy chart."
3630 if game.options & OPTION_CURSES:
3631 setwnd(message_window)
3632 message_window.clear()
3634 if game.options & OPTION_TTY:
3639 def prstat(txt, data):
3641 if game.options & OPTION_CURSES:
3643 setwnd(status_window)
3645 proutn(" " * (NSYM - len(txt)))
3648 if game.options & OPTION_CURSES:
3649 setwnd(report_window)
3651 # Code from moving.c begins here
3653 def imove(novapush):
3654 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3655 w = coord(); final = coord()
3658 def no_quad_change():
3659 # No quadrant change -- compute new average enemy distances
3660 game.quad[game.sector.i][game.sector.j] = game.ship
3662 for enemy in game.enemies:
3663 finald = (w-enemy.kloc).distance()
3664 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3665 enemy.kdist = finald
3666 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
3667 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3668 attack(torps_ok=False)
3669 for enemy in game.enemies:
3670 enemy.kavgd = enemy.kdist
3673 setwnd(message_window)
3676 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3677 game.inorbit = False
3678 angle = ((15.0 - game.direc) * 0.5235988)
3679 deltax = -math.sin(angle)
3680 deltay = math.cos(angle)
3681 if math.fabs(deltax) > math.fabs(deltay):
3682 bigger = math.fabs(deltax)
3684 bigger = math.fabs(deltay)
3687 # If tractor beam is to occur, don't move full distance
3688 if game.state.date+game.optime >= scheduled(FTBEAM):
3690 game.condition = "red"
3691 game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3692 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3693 # Move within the quadrant
3694 game.quad[game.sector.i][game.sector.j] = IHDOT
3697 n = int(10.0*game.dist*bigger+0.5)
3699 for m in range(1, n+1):
3704 if not VALID_SECTOR(w.i, w.j):
3705 # Leaving quadrant -- allow final enemy attack
3706 # Don't do it if being pushed by Nova
3707 if len(game.enemies) != 0 and not novapush:
3709 for enemy in game.enemies:
3710 finald = (w - enemy.kloc).distance()
3711 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3713 # Stas Sergeev added the condition
3714 # that attacks only happen if Klingons
3715 # are present and your skill is good.
3717 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3718 attack(torps_ok=False)
3721 # compute final position -- new quadrant and sector
3722 x = (QUADSIZE*game.quadrant.i)+game.sector.i
3723 y = (QUADSIZE*game.quadrant.j)+game.sector.j
3724 w.i = int(round(x+10.0*game.dist*bigger*deltax))
3725 w.j = int(round(y+10.0*game.dist*bigger*deltay))
3726 # check for edge of galaxy
3736 if w.i >= GALSIZE*QUADSIZE:
3737 w.i = (GALSIZE*QUADSIZE*2) - w.i
3739 if w.j >= GALSIZE*QUADSIZE:
3740 w.j = (GALSIZE*QUADSIZE*2) - w.j
3748 if game.nkinks == 3:
3749 # Three strikes -- you're out!
3753 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3754 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3755 prout(_("YOU WILL BE DESTROYED."))
3756 # Compute final position in new quadrant
3757 if trbeam: # Don't bother if we are to be beamed
3759 game.quadrant.i = w.i/QUADSIZE
3760 game.quadrant.j = w.j/QUADSIZE
3761 game.sector.i = w.i - (QUADSIZE*game.quadrant.i)
3762 game.sector.j = w.j - (QUADSIZE*game.quadrant.j)
3764 prout(_("Entering Quadrant %s.") % game.quadrant)
3765 game.quad[game.sector.i][game.sector.j] = game.ship
3767 if game.skill>SKILL_NOVICE:
3768 attack(torps_ok=False)
3770 iquad = game.quad[w.i][w.j]
3772 # object encountered in flight path
3773 stopegy = 50.0*game.dist/game.optime
3774 game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0)
3775 if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
3777 for enemy in game.enemies:
3778 if enemy.kloc == game.sector:
3780 collision(rammed=False, enemy=enemy)
3782 elif iquad == IHBLANK:
3784 prouts(_("***RED ALERT! RED ALERT!"))
3786 proutn("***" + crmshp())
3787 proutn(_(" pulled into black hole at Sector %s") % w)
3789 # Getting pulled into a black hole was certain
3790 # death in Almy's original. Stas Sergeev added a
3791 # possibility that you'll get timewarped instead.
3794 for m in range(NDEVICES):
3795 if game.damage[m]>0:
3797 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3798 if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
3808 prout(_(" encounters Tholian web at %s;") % w)
3810 prout(_(" blocked by object at %s;") % w)
3811 proutn(_("Emergency stop required "))
3812 prout(_("%2d units of energy.") % int(stopegy))
3813 game.energy -= stopegy
3814 final.i = int(round(deltax))
3815 final.j = int(round(deltay))
3817 if game.energy <= 0:
3823 game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0)
3830 "Dock our ship at a starbase."
3832 if game.condition == "docked" and verbose:
3833 prout(_("Already docked."))
3836 prout(_("You must first leave standard orbit."))
3838 if not game.base.is_valid() or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
3839 prout(crmshp() + _(" not adjacent to base."))
3841 game.condition = "docked"
3845 if game.energy < game.inenrg:
3846 game.energy = game.inenrg
3847 game.shield = game.inshld
3848 game.torps = game.intorps
3849 game.lsupres = game.inlsr
3850 game.state.crew = FULLCREW
3851 if not damaged(DRADIO) and \
3852 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3853 # get attack report from base
3854 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3858 # This program originally required input in terms of a (clock)
3859 # direction and distance. Somewhere in history, it was changed to
3860 # cartesian coordinates. So we need to convert. Probably
3861 # "manual" input should still be done this way -- it's a real
3862 # pain if the computer isn't working! Manual mode is still confusing
3863 # because it involves giving x and y motions, yet the coordinates
3864 # are always displayed y - x, where +y is downward!
3866 def getcourse(isprobe, akey):
3867 "Get a course and distance from the user."
3869 dquad = copy.copy(game.quadrant)
3870 navmode = "unspecified"
3874 if game.landed and not isprobe:
3875 prout(_("Dummy! You can't leave standard orbit until you"))
3876 proutn(_("are back aboard the ship."))
3879 while navmode == "unspecified":
3880 if damaged(DNAVSYS):
3882 prout(_("Computer damaged; manual navigation only"))
3884 prout(_("Computer damaged; manual movement only"))
3889 if isprobe and akey != -1:
3890 # For probe launch, use pre-scanned value first time
3894 key = scanner.next()
3896 proutn(_("Manual or automatic- "))
3899 elif key == IHALPHA:
3900 if scanner.sees("manual"):
3902 key = scanner.next()
3904 elif scanner.sees("automatic"):
3905 navmode = "automatic"
3906 key = scanner.next()
3914 prout(_("(Manual navigation assumed.)"))
3916 prout(_("(Manual movement assumed.)"))
3919 if navmode == "automatic":
3922 proutn(_("Target quadrant or quadrant§or- "))
3924 proutn(_("Destination sector or quadrant§or- "))
3927 key = scanner.next()
3931 xi = int(round(scanner.real))-1
3932 key = scanner.next()
3936 xj = int(round(scanner.real))-1
3937 key = scanner.next()
3939 # both quadrant and sector specified
3940 xk = int(round(scanner.real))-1
3941 key = scanner.next()
3945 xl = int(round(scanner.real))-1
3951 # only one pair of numbers was specified
3953 # only quadrant specified -- go to center of dest quad
3956 dsect.j = dsect.i = 4 # preserves 1-origin behavior
3958 # only sector specified
3962 if not VALID_QUADRANT(dquad.i,dquad.j) or not VALID_SECTOR(dsect.i,dsect.j):
3969 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
3971 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
3972 # the actual deltas get computed here
3974 delta.i = dquad.j-game.quadrant.j + 0.1*(dsect.j-game.sector.j)
3975 delta.j = game.quadrant.i-dquad.i + 0.1*(game.sector.i-dsect.i)
3978 proutn(_("X and Y displacements- "))
3981 key = scanner.next()
3986 delta.j = scanner.real
3987 key = scanner.next()
3991 delta.i = scanner.real
3992 # Check for zero movement
3993 if delta.i == 0 and delta.j == 0:
3996 if itemp == "verbose" and not isprobe:
3998 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
3999 # Course actually laid in.
4000 game.dist = delta.distance()
4001 game.direc = delta.bearing()
4002 if game.direc < 0.0:
4008 "Move under impulse power."
4010 if damaged(DIMPULS):
4013 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4015 if game.energy > 30.0:
4016 if not getcourse(isprobe=False, akey=0):
4018 power = 20.0 + 100.0*game.dist
4021 if power >= game.energy:
4022 # Insufficient power for trip
4024 prout(_("First Officer Spock- \"Captain, the impulse engines"))
4025 prout(_("require 20.0 units to engage, plus 100.0 units per"))
4026 if game.energy > 30:
4027 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
4028 int(0.01 * (game.energy-20.0)-0.05))
4029 prout(_(" quadrants.\""))
4031 prout(_("quadrant. They are, therefore, useless.\""))
4034 # Make sure enough time is left for the trip
4035 game.optime = game.dist/0.095
4036 if game.optime >= game.state.remtime:
4037 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4038 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4039 proutn(_("we dare spend the time?\" "))
4042 # Activate impulse engines and pay the cost
4043 imove(novapush=False)
4047 power = 20.0 + 100.0*game.dist
4048 game.energy -= power
4049 game.optime = game.dist/0.095
4050 if game.energy <= 0:
4055 "ove under warp drive."
4056 blooey = False; twarp = False
4057 if not timewarp: # Not WARPX entry
4059 if game.damage[DWARPEN] > 10.0:
4062 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4064 if damaged(DWARPEN) and game.warpfac > 4.0:
4067 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4068 prout(_(" is repaired, I can only give you warp 4.\""))
4070 # Read in course and distance
4071 if not getcourse(isprobe=False, akey=0):
4073 # Make sure starship has enough energy for the trip
4074 power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4075 if power >= game.energy:
4076 # Insufficient power for trip
4079 prout(_("Engineering to bridge--"))
4080 if not game.shldup or 0.5*power > game.energy:
4081 iwarp = math.pow((game.energy/(game.dist+0.05)), 0.333333333)
4083 prout(_("We can't do it, Captain. We don't have enough energy."))
4085 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4088 prout(_("if you'll lower the shields."))
4092 prout(_("We haven't the energy to go that far with the shields up."))
4095 # Make sure enough time is left for the trip
4096 game.optime = 10.0*game.dist/game.wfacsq
4097 if game.optime >= 0.8*game.state.remtime:
4099 prout(_("First Officer Spock- \"Captain, I compute that such"))
4100 proutn(_(" a trip would require approximately %2.0f") %
4101 (100.0*game.optime/game.state.remtime))
4102 prout(_(" percent of our"))
4103 proutn(_(" remaining time. Are you sure this is wise?\" "))
4109 if game.warpfac > 6.0:
4110 # Decide if engine damage will occur
4111 # ESR: Seems wrong. Probability of damage goes *down* with distance?
4112 prob = game.dist*(6.0-game.warpfac)**2/66.666666666
4113 if prob > randreal():
4115 game.dist = randreal(game.dist)
4116 # Decide if time warp will occur
4117 if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > randreal():
4119 if idebug and game.warpfac==10 and not twarp:
4121 proutn("=== Force time warp? ")
4125 # If time warp or engine damage, check path
4126 # If it is obstructed, don't do warp or damage
4127 angle = ((15.0-game.direc)*0.5235998)
4128 deltax = -math.sin(angle)
4129 deltay = math.cos(angle)
4130 if math.fabs(deltax) > math.fabs(deltay):
4131 bigger = math.fabs(deltax)
4133 bigger = math.fabs(deltay)
4136 n = 10.0 * game.dist * bigger +0.5
4139 for l in range(1, n+1):
4144 if not VALID_SECTOR(ix, iy):
4146 if game.quad[ix][iy] != IHDOT:
4149 # Activate Warp Engines and pay the cost
4150 imove(novapush=False)
4153 game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4154 if game.energy <= 0:
4156 game.optime = 10.0*game.dist/game.wfacsq
4160 game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
4162 prout(_("Engineering to bridge--"))
4163 prout(_(" Scott here. The warp engines are damaged."))
4164 prout(_(" We'll have to reduce speed to warp 4."))
4169 "Change the warp factor."
4175 proutn(_("Warp factor- "))
4180 if game.damage[DWARPEN] > 10.0:
4181 prout(_("Warp engines inoperative."))
4183 if damaged(DWARPEN) and scanner.real > 4.0:
4184 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4185 prout(_(" but right now we can only go warp 4.\""))
4187 if scanner.real > 10.0:
4188 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4190 if scanner.real < 1.0:
4191 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4193 oldfac = game.warpfac
4194 game.warpfac = scanner.real
4195 game.wfacsq=game.warpfac*game.warpfac
4196 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4197 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4200 if game.warpfac < 8.00:
4201 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4203 if game.warpfac == 10.0:
4204 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4206 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4210 "Cope with being tossed out of quadrant by supernova or yanked by beam."
4212 # is captain on planet?
4214 if damaged(DTRANSP):
4217 prout(_("Scotty rushes to the transporter controls."))
4219 prout(_("But with the shields up it's hopeless."))
4221 prouts(_("His desperate attempt to rescue you . . ."))
4226 prout(_("SUCCEEDS!"))
4229 proutn(_("The crystals mined were "))
4237 # Check to see if captain in shuttle craft
4242 # Inform captain of attempt to reach safety
4246 prouts(_("***RED ALERT! RED ALERT!"))
4248 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4249 prouts(_(" a supernova."))
4251 prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
4253 prout(_("safely out of quadrant."))
4254 if not damaged(DRADIO):
4255 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
4256 # Try to use warp engines
4257 if damaged(DWARPEN):
4259 prout(_("Warp engines damaged."))
4262 game.warpfac = randreal(6.0, 8.0)
4263 game.wfacsq = game.warpfac * game.warpfac
4264 prout(_("Warp factor set to %d") % int(game.warpfac))
4265 power = 0.75*game.energy
4266 game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4267 distreq = randreal(math.sqrt(2))
4268 if distreq < game.dist:
4270 game.optime = 10.0*game.dist/game.wfacsq
4271 game.direc = randreal(12) # How dumb!
4273 game.inorbit = False
4276 # This is bad news, we didn't leave quadrant.
4280 prout(_("Insufficient energy to leave quadrant."))
4283 # Repeat if another snova
4284 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
4286 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
4287 finish(FWON) # Snova killed remaining enemy.
4290 "Let's do the time warp again."
4291 prout(_("***TIME WARP ENTERED."))
4292 if game.state.snap and withprob(0.5):
4294 prout(_("You are traveling backwards in time %d stardates.") %
4295 int(game.state.date-game.snapsht.date))
4296 game.state = game.snapsht
4297 game.state.snap = False
4298 if len(game.state.kcmdr):
4299 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4300 schedule(FBATTAK, expran(0.3*game.intime))
4301 schedule(FSNOVA, expran(0.5*game.intime))
4302 # next snapshot will be sooner
4303 schedule(FSNAP, expran(0.25*game.state.remtime))
4305 if game.state.nscrem:
4306 schedule(FSCMOVE, 0.2777)
4310 game.battle.invalidate()
4312 # Make sure Galileo is consistant -- Snapshot may have been taken
4313 # when on planet, which would give us two Galileos!
4315 for l in range(game.inplan):
4316 if game.state.planets[l].known == "shuttle_down":
4318 if game.iscraft == "onship" and game.ship==IHE:
4319 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4320 game.iscraft = "offship"
4321 # Likewise, if in the original time the Galileo was abandoned, but
4322 # was on ship earlier, it would have vanished -- let's restore it.
4323 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4324 prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""))
4325 game.iscraft = "onship"
4326 # There used to be code to do the actual reconstrction here,
4327 # but the starchart is now part of the snapshotted galaxy state.
4328 prout(_("Spock has reconstructed a correct star chart from memory"))
4330 # Go forward in time
4331 game.optime = -0.5*game.intime*math.log(randreal())
4332 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4333 # cheat to make sure no tractor beams occur during time warp
4334 postpone(FTBEAM, game.optime)
4335 game.damage[DRADIO] += game.optime
4337 events() # Stas Sergeev added this -- do pending events
4340 "Launch deep-space probe."
4341 # New code to launch a deep space probe
4342 if game.nprobes == 0:
4345 if game.ship == IHE:
4346 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4348 prout(_("Ye Faerie Queene has no deep space probes."))
4353 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4355 if is_scheduled(FDSPROB):
4358 if damaged(DRADIO) and game.condition != "docked":
4359 prout(_("Spock- \"Records show the previous probe has not yet"))
4360 prout(_(" reached its destination.\""))
4362 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4364 key = scanner.next()
4366 # slow mode, so let Kirk know how many probes there are left
4367 if game.nprobes == 1:
4368 prout(_("1 probe left."))
4370 prout(_("%d probes left") % game.nprobes)
4371 proutn(_("Are you sure you want to fire a probe? "))
4374 game.isarmed = False
4375 if key == IHALPHA and scanner.token == "armed":
4377 key = scanner.next()
4379 proutn(_("Arm NOVAMAX warhead? "))
4381 if not getcourse(isprobe=True, akey=key):
4384 angle = ((15.0 - game.direc) * 0.5235988)
4385 game.probeinx = -math.sin(angle)
4386 game.probeiny = math.cos(angle)
4387 if math.fabs(game.probeinx) > math.fabs(game.probeiny):
4388 bigger = math.fabs(game.probeinx)
4390 bigger = math.fabs(game.probeiny)
4391 game.probeiny /= bigger
4392 game.probeinx /= bigger
4393 game.proben = 10.0*game.dist*bigger +0.5
4394 game.probex = game.quadrant.i*QUADSIZE + game.sector.i - 1 # We will use better packing than original
4395 game.probey = game.quadrant.j*QUADSIZE + game.sector.j - 1
4396 game.probec = game.quadrant
4397 schedule(FDSPROB, 0.01) # Time to move one sector
4398 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4402 # Here's how the mayday code works:
4404 # First, the closest starbase is selected. If there is a a starbase
4405 # in your own quadrant, you are in good shape. This distance takes
4406 # quadrant distances into account only.
4408 # A magic number is computed based on the distance which acts as the
4409 # probability that you will be rematerialized. You get three tries.
4411 # When it is determined that you should be able to be rematerialized
4412 # (i.e., when the probability thing mentioned above comes up
4413 # positive), you are put into that quadrant (anywhere). Then, we try
4414 # to see if there is a spot adjacent to the star- base. If not, you
4415 # can't be rematerialized!!! Otherwise, it drops you there. It only
4416 # tries five times to find a spot to drop you. After that, it's your
4420 "Yell for help from nearest starbase."
4421 # There's more than one way to move in this game!
4423 # Test for conditions which prevent calling for help
4424 if game.condition == "docked":
4425 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4428 prout(_("Subspace radio damaged."))
4430 if not game.state.baseq:
4431 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4434 prout(_("You must be aboard the %s.") % crmshp())
4436 # OK -- call for help from nearest starbase
4439 # There's one in this quadrant
4440 ddist = (game.base - game.sector).distance()
4443 for ibq in game.state.baseq:
4444 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4447 # Since starbase not in quadrant, set up new quadrant
4450 # dematerialize starship
4451 game.quad[game.sector.i][game.sector.j]=IHDOT
4452 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4453 % (game.quadrant, crmshp()))
4454 game.sector.invalidate()
4455 for m in range(1, 5+1):
4456 w = game.base.scatter()
4457 if VALID_SECTOR(w.i,w.j) and game.quad[w.i][w.j]==IHDOT:
4458 # found one -- finish up
4461 if not game.sector.is_valid():
4462 prout(_("You have been lost in space..."))
4463 finish(FMATERIALIZE)
4465 # Give starbase three chances to rematerialize starship
4466 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4467 for m in range(1, 3+1):
4468 if m == 1: proutn(_("1st"))
4469 elif m == 2: proutn(_("2nd"))
4470 elif m == 3: proutn(_("3rd"))
4471 proutn(_(" attempt to re-materialize ") + crmshp())
4472 game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
4475 if randreal() > probf:
4478 curses.delay_output(500)
4481 game.quad[ix][iy]=IHQUEST
4484 setwnd(message_window)
4485 finish(FMATERIALIZE)
4487 game.quad[ix][iy]=game.ship
4489 prout(_("succeeds."))
4493 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4495 # Abandon Ship (the BSD-Trek description)
4497 # The ship is abandoned. If your current ship is the Faire
4498 # Queene, or if your shuttlecraft is dead, you're out of
4499 # luck. You need the shuttlecraft in order for the captain
4500 # (that's you!!) to escape.
4502 # Your crew can beam to an inhabited starsystem in the
4503 # quadrant, if there is one and if the transporter is working.
4504 # If there is no inhabited starsystem, or if the transporter
4505 # is out, they are left to die in outer space.
4507 # If there are no starbases left, you are captured by the
4508 # Klingons, who torture you mercilessly. However, if there
4509 # is at least one starbase, you are returned to the
4510 # Federation in a prisoner of war exchange. Of course, this
4511 # can't happen unless you have taken some prisoners.
4516 if game.condition=="docked":
4518 prout(_("You cannot abandon Ye Faerie Queene."))
4521 # Must take shuttle craft to exit
4522 if game.damage[DSHUTTL]==-1:
4523 prout(_("Ye Faerie Queene has no shuttle craft."))
4525 if game.damage[DSHUTTL]<0:
4526 prout(_("Shuttle craft now serving Big Macs."))
4528 if game.damage[DSHUTTL]>0:
4529 prout(_("Shuttle craft damaged."))
4532 prout(_("You must be aboard the ship."))
4534 if game.iscraft != "onship":
4535 prout(_("Shuttle craft not currently available."))
4537 # Emit abandon ship messages
4539 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4541 prouts(_("***ALL HANDS ABANDON SHIP!"))
4543 prout(_("Captain and crew escape in shuttle craft."))
4544 if not game.state.baseq:
4545 # Oops! no place to go...
4548 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4550 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4551 prout(_("Remainder of ship's complement beam down"))
4552 prout(_("to nearest habitable planet."))
4553 elif q.planet != None and not damaged(DTRANSP):
4554 prout(_("Remainder of ship's complement beam down to %s.") %
4557 prout(_("Entire crew of %d left to die in outer space.") %
4559 game.casual += game.state.crew
4560 game.abandoned += game.state.crew
4561 # If at least one base left, give 'em the Faerie Queene
4563 game.icrystl = False # crystals are lost
4564 game.nprobes = 0 # No probes
4565 prout(_("You are captured by Klingons and released to"))
4566 prout(_("the Federation in a prisoner-of-war exchange."))
4567 nb = randrange(len(game.state.baseq))
4568 # Set up quadrant and position FQ adjacient to base
4569 if not game.quadrant == game.state.baseq[nb]:
4570 game.quadrant = game.state.baseq[nb]
4571 game.sector.i = game.sector.j = 5
4574 # position next to base by trial and error
4575 game.quad[game.sector.i][game.sector.j] = IHDOT
4576 for l in range(QUADSIZE):
4577 game.sector = game.base.scatter()
4578 if VALID_SECTOR(game.sector.i, game.sector.j) and \
4579 game.quad[game.sector.i][game.sector.j] == IHDOT:
4582 break # found a spot
4583 game.sector.i=QUADSIZE/2
4584 game.sector.j=QUADSIZE/2
4586 # Get new commission
4587 game.quad[game.sector.i][game.sector.j] = game.ship = IHF
4588 game.state.crew = FULLCREW
4589 prout(_("Starfleet puts you in command of another ship,"))
4590 prout(_("the Faerie Queene, which is antiquated but,"))
4591 prout(_("still useable."))
4593 prout(_("The dilithium crystals have been moved."))
4595 game.iscraft = "offship" # Galileo disappears
4597 game.condition="docked"
4598 for l in range(NDEVICES):
4599 game.damage[l] = 0.0
4600 game.damage[DSHUTTL] = -1
4601 game.energy = game.inenrg = 3000.0
4602 game.shield = game.inshld = 1250.0
4603 game.torps = game.intorps = 6
4604 game.lsupres=game.inlsr=3.0
4610 # Code from planets.c begins here.
4613 "Abort a lengthy operation if an event interrupts it."
4616 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
4621 "Report on (uninhabited) planets in the galaxy."
4625 prout(_("Spock- \"Planet report follows, Captain.\""))
4627 for i in range(game.inplan):
4628 if game.state.planets[i].pclass == "destroyed":
4630 if (game.state.planets[i].known != "unknown" \
4631 and not game.state.planets[i].inhabited) \
4634 if idebug and game.state.planets[i].known=="unknown":
4635 proutn("(Unknown) ")
4636 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4637 proutn(_(" class "))
4638 proutn(game.state.planets[i].pclass)
4640 if game.state.planets[i].crystals != present:
4642 prout(_("dilithium crystals present."))
4643 if game.state.planets[i].known=="shuttle_down":
4644 prout(_(" Shuttle Craft Galileo on surface."))
4646 prout(_("No information available."))
4649 "Enter standard orbit."
4653 prout(_("Already in standard orbit."))
4655 if damaged(DWARPEN) and damaged(DIMPULS):
4656 prout(_("Both warp and impulse engines damaged."))
4658 if not game.plnet.is_valid():
4659 prout("There is no planet in this sector.")
4661 if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4662 prout(crmshp() + _(" not adjacent to planet."))
4665 game.optime = randreal(0.02, 0.05)
4666 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4670 game.height = randreal(1400, 8600)
4671 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4676 "Examine planets in this quadrant."
4677 if damaged(DSRSENS):
4678 if game.options & OPTION_TTY:
4679 prout(_("Short range sensors damaged."))
4681 if game.iplnet == None:
4682 if game.options & OPTION_TTY:
4683 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4685 if game.iplnet.known == "unknown":
4686 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4688 prout(_(" Planet at Sector %s is of class %s.") %
4689 (game.plnet, game.iplnet.pclass))
4690 if game.iplnet.known=="shuttle_down":
4691 prout(_(" Sensors show Galileo still on surface."))
4692 proutn(_(" Readings indicate"))
4693 if game.iplnet.crystals != "present":
4695 prout(_(" dilithium crystals present.\""))
4696 if game.iplnet.known == "unknown":
4697 game.iplnet.known = "known"
4698 elif game.iplnet.inhabited:
4699 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4700 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4703 "Use the transporter."
4707 if damaged(DTRANSP):
4708 prout(_("Transporter damaged."))
4709 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4711 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4715 if not game.inorbit:
4716 prout(crmshp() + _(" not in standard orbit."))
4719 prout(_("Impossible to transport through shields."))
4721 if game.iplnet.known=="unknown":
4722 prout(_("Spock- \"Captain, we have no information on this planet"))
4723 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4724 prout(_(" you may not go down.\""))
4726 if not game.landed and game.iplnet.crystals=="absent":
4727 prout(_("Spock- \"Captain, I fail to see the logic in"))
4728 prout(_(" exploring a planet with no dilithium crystals."))
4729 proutn(_(" Are you sure this is wise?\" "))
4733 if not (game.options & OPTION_PLAIN):
4734 nrgneed = 50 * game.skill + game.height / 100.0
4735 if nrgneed > game.energy:
4736 prout(_("Engineering to bridge--"))
4737 prout(_(" Captain, we don't have enough energy for transportation."))
4739 if not game.landed and nrgneed * 2 > game.energy:
4740 prout(_("Engineering to bridge--"))
4741 prout(_(" Captain, we have enough energy only to transport you down to"))
4742 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4743 if game.iplnet.known == "shuttle_down":
4744 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4745 proutn(_(" Are you sure this is wise?\" "))
4750 # Coming from planet
4751 if game.iplnet.known=="shuttle_down":
4752 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4756 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4757 prout(_("Landing party assembled, ready to beam up."))
4759 prout(_("Kirk whips out communicator..."))
4760 prouts(_("BEEP BEEP BEEP"))
4762 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4765 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4767 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4769 prout(_("Kirk- \"Energize.\""))
4772 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4775 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4777 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4780 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4781 game.landed = not game.landed
4782 game.energy -= nrgneed
4784 prout(_("Transport complete."))
4785 if game.landed and game.iplnet.known=="shuttle_down":
4786 prout(_("The shuttle craft Galileo is here!"))
4787 if not game.landed and game.imine:
4794 "Strip-mine a world for dilithium."
4798 prout(_("Mining party not on planet."))
4800 if game.iplnet.crystals == "mined":
4801 prout(_("This planet has already been strip-mined for dilithium."))
4803 elif game.iplnet.crystals == "absent":
4804 prout(_("No dilithium crystals on this planet."))
4807 prout(_("You've already mined enough crystals for this trip."))
4809 if game.icrystl and game.cryprob == 0.05:
4810 prout(_("With all those fresh crystals aboard the ") + crmshp())
4811 prout(_("there's no reason to mine more at this time."))
4813 game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4816 prout(_("Mining operation complete."))
4817 game.iplnet.crystals = "mined"
4818 game.imine = game.ididit = True
4821 "Use dilithium crystals."
4825 if not game.icrystl:
4826 prout(_("No dilithium crystals available."))
4828 if game.energy >= 1000:
4829 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4830 prout(_(" except when Condition Yellow exists."))
4832 prout(_("Spock- \"Captain, I must warn you that loading"))
4833 prout(_(" raw dilithium crystals into the ship's power"))
4834 prout(_(" system may risk a severe explosion."))
4835 proutn(_(" Are you sure this is wise?\" "))
4840 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4841 prout(_(" Mr. Spock and I will try it.\""))
4843 prout(_("Spock- \"Crystals in place, Sir."))
4844 prout(_(" Ready to activate circuit.\""))
4846 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4848 if with(game.cryprob):
4849 prouts(_(" \"Activating now! - - No good! It's***"))
4851 prouts(_("***RED ALERT! RED A*L********************************"))
4854 prouts(_("****************** KA-BOOM!!!! *******************"))
4858 game.energy += randreal(5000.0, 5500.0)
4859 prouts(_(" \"Activating now! - - "))
4860 prout(_("The instruments"))
4861 prout(_(" are going crazy, but I think it's"))
4862 prout(_(" going to work!! Congratulations, Sir!\""))
4867 "Use shuttlecraft for planetary jaunt."
4870 if damaged(DSHUTTL):
4871 if game.damage[DSHUTTL] == -1.0:
4872 if game.inorbit and game.iplnet.known == "shuttle_down":
4873 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4875 prout(_("Ye Faerie Queene had no shuttle craft."))
4876 elif game.damage[DSHUTTL] > 0:
4877 prout(_("The Galileo is damaged."))
4878 else: # game.damage[DSHUTTL] < 0
4879 prout(_("Shuttle craft is now serving Big Macs."))
4881 if not game.inorbit:
4882 prout(crmshp() + _(" not in standard orbit."))
4884 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4885 prout(_("Shuttle craft not currently available."))
4887 if not game.landed and game.iplnet.known=="shuttle_down":
4888 prout(_("You will have to beam down to retrieve the shuttle craft."))
4890 if game.shldup or game.condition == "docked":
4891 prout(_("Shuttle craft cannot pass through shields."))
4893 if game.iplnet.known=="unknown":
4894 prout(_("Spock- \"Captain, we have no information on this planet"))
4895 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4896 prout(_(" you may not fly down.\""))
4898 game.optime = 3.0e-5*game.height
4899 if game.optime >= 0.8*game.state.remtime:
4900 prout(_("First Officer Spock- \"Captain, I compute that such"))
4901 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4902 int(100*game.optime/game.state.remtime))
4903 prout(_("remaining time."))
4904 proutn(_("Are you sure this is wise?\" "))
4910 if game.iscraft == "onship":
4912 if not damaged(DTRANSP):
4913 proutn(_("Spock- \"Would you rather use the transporter?\" "))
4917 proutn(_("Shuttle crew"))
4919 proutn(_("Rescue party"))
4920 prout(_(" boards Galileo and swoops toward planet surface."))
4921 game.iscraft = "offship"
4925 game.iplnet.known="shuttle_down"
4926 prout(_("Trip complete."))
4929 # Ready to go back to ship
4930 prout(_("You and your mining party board the"))
4931 prout(_("shuttle craft for the trip back to the Enterprise."))
4933 prouts(_("The short hop begins . . ."))
4935 game.iplnet.known="known"
4941 game.iscraft = "onship"
4947 prout(_("Trip complete."))
4950 # Kirk on ship and so is Galileo
4951 prout(_("Mining party assembles in the hangar deck,"))
4952 prout(_("ready to board the shuttle craft \"Galileo\"."))
4954 prouts(_("The hangar doors open; the trip begins."))
4957 game.iscraft = "offship"
4960 game.iplnet.known = "shuttle_down"
4963 prout(_("Trip complete."))
4967 "Use the big zapper."
4971 if game.ship != IHE:
4972 prout(_("Ye Faerie Queene has no death ray."))
4974 if len(game.enemies)==0:
4975 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
4978 prout(_("Death Ray is damaged."))
4980 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
4981 prout(_(" is highly unpredictible. Considering the alternatives,"))
4982 proutn(_(" are you sure this is wise?\" "))
4985 prout(_("Spock- \"Acknowledged.\""))
4988 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
4990 prout(_("Crew scrambles in emergency preparation."))
4991 prout(_("Spock and Scotty ready the death ray and"))
4992 prout(_("prepare to channel all ship's power to the device."))
4994 prout(_("Spock- \"Preparations complete, sir.\""))
4995 prout(_("Kirk- \"Engage!\""))
4997 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
5000 if game.options & OPTION_PLAIN:
5004 prouts(_("Sulu- \"Captain! It's working!\""))
5006 while len(game.enemies) > 0:
5007 deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.i][game.enemies[1].kloc.j],game.enemies[1].kloc)
5008 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
5009 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
5011 if (game.options & OPTION_PLAIN) == 0:
5012 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
5014 prout(_(" is still operational.\""))
5016 prout(_(" has been rendered nonfunctional.\""))
5017 game.damage[DDRAY] = 39.95
5019 r = randreal() # Pick failure method
5021 prouts(_("Sulu- \"Captain! It's working!\""))
5023 prouts(_("***RED ALERT! RED ALERT!"))
5025 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
5027 prouts(_("***RED ALERT! RED A*L********************************"))
5030 prouts(_("****************** KA-BOOM!!!! *******************"))
5035 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
5037 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
5039 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
5040 prout(_(" have apparently been transformed into strange mutations."))
5041 prout(_(" Vulcans do not seem to be affected."))
5043 prout(_("Kirk- \"Raauch! Raauch!\""))
5048 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
5050 proutn(_("Spock- \"I believe the word is"))
5051 prouts(_(" *ASTONISHING*"))
5052 prout(_(" Mr. Sulu."))
5053 for i in range(QUADSIZE):
5054 for j in range(QUADSIZE):
5055 if game.quad[i][j] == IHDOT:
5056 game.quad[i][j] = IHQUEST
5057 prout(_(" Captain, our quadrant is now infested with"))
5058 prouts(_(" - - - - - - *THINGS*."))
5060 prout(_(" I have no logical explanation.\""))
5062 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
5064 prout(_("Scotty- \"There are so many tribbles down here"))
5065 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
5069 # Code from reports.c begins here
5071 def attackreport(curt):
5072 "eport status of bases under attack."
5074 if is_scheduled(FCDBAS):
5075 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
5076 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
5077 elif game.isatb == 1:
5078 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
5079 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
5081 prout(_("No Starbase is currently under attack."))
5083 if is_scheduled(FCDBAS):
5084 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5086 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5090 # report on general game status
5092 s1 = "" and game.thawed and _("thawed ")
5093 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5094 s3 = (None, _("novice"). _("fair"),
5095 _("good"), _("expert"), _("emeritus"))[game.skill]
5096 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5097 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5098 prout(_("No plaque is allowed."))
5100 prout(_("This is tournament game %d.") % game.tourn)
5101 prout(_("Your secret password is \"%s\"") % game.passwd)
5102 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)),
5103 (game.inkling + game.incom + game.inscom)))
5104 if game.incom - len(game.state.kcmdr):
5105 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
5106 elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
5107 prout(_(", but no Commanders."))
5110 if game.skill > SKILL_FAIR:
5111 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5112 if len(game.state.baseq) != game.inbase:
5114 if game.inbase-len(game.state.baseq)==1:
5115 proutn(_("has been 1 base"))
5117 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
5118 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
5120 prout(_("There are %d bases.") % game.inbase)
5121 if communicating() or game.iseenit:
5122 # Don't report this if not seen and
5123 # either the radio is dead or not at base!
5127 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5129 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5130 if game.ship == IHE:
5131 proutn(_("You have "))
5133 proutn("%d" % (game.nprobes))
5136 proutn(_(" deep space probe"))
5140 if communicating() and is_scheduled(FDSPROB):
5142 proutn(_("An armed deep space probe is in "))
5144 proutn(_("A deep space probe is in "))
5145 prout("Quadrant %s." % game.probec)
5147 if game.cryprob <= .05:
5148 prout(_("Dilithium crystals aboard ship... not yet used."))
5152 while game.cryprob > ai:
5155 prout(_("Dilithium crystals have been used %d time%s.") % \
5156 (i, (_("s"), "")[i==1]))
5160 "Long-range sensor scan."
5161 if damaged(DLRSENS):
5162 # Now allow base's sensors if docked
5163 if game.condition != "docked":
5165 prout(_("LONG-RANGE SENSORS DAMAGED."))
5168 prout(_("Starbase's long-range scan"))
5170 prout(_("Long-range scan"))
5171 for x in range(game.quadrant.i-1, game.quadrant.i+2):
5174 for y in range(game.quadrant.j-1, game.quadrant.j+2):
5175 if not VALID_QUADRANT(x, y):
5179 if not damaged(DRADIO):
5180 game.state.galaxy[x][y].charted = True
5181 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5182 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5183 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5184 if not silent and game.state.galaxy[x][y].supernova:
5187 proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
5195 for i in range(NDEVICES):
5198 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5199 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5201 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5202 game.damage[i]+0.05,
5203 game.docfac*game.damage[i]+0.005))
5205 prout(_("All devices functional."))
5208 "Update the chart in the Enterprise's computer from galaxy data."
5209 game.lastchart = game.state.date
5210 for i in range(GALSIZE):
5211 for j in range(GALSIZE):
5212 if game.state.galaxy[i][j].charted:
5213 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5214 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5215 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5218 "Display the star chart."
5220 if (game.options & OPTION_AUTOSCAN):
5222 if not damaged(DRADIO):
5224 if game.lastchart < game.state.date and game.condition == "docked":
5225 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5227 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5228 if game.state.date > game.lastchart:
5229 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5230 prout(" 1 2 3 4 5 6 7 8")
5231 for i in range(GALSIZE):
5232 proutn("%d |" % (i+1))
5233 for j in range(GALSIZE):
5234 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5238 if game.state.galaxy[i][j].supernova:
5240 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5242 elif game.state.galaxy[i][j].charted:
5243 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5247 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5255 def sectscan(goodScan, i, j):
5256 "Light up an individual dot in a sector."
5257 if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
5258 if (game.quad[i][j]==IHMATER0) or (game.quad[i][j]==IHMATER1) or (game.quad[i][j]==IHMATER2) or (game.quad[i][j]==IHE) or (game.quad[i][j]==IHF):
5259 if game.condition == "red": textcolor("red")
5260 elif game.condition == "green": textcolor("green")
5261 elif game.condition == "yellow": textcolor("yellow")
5262 elif game.condition == "docked": textcolor("cyan")
5263 elif game.condition == "dead": textcolor("brown")
5264 if game.quad[i][j] != game.ship:
5266 proutn("%c " % game.quad[i][j])
5272 "Emit status report lines"
5273 if not req or req == 1:
5274 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5275 % (game.state.date, game.state.remtime))
5276 if not req or req == 2:
5277 if game.condition != "docked":
5280 for t in range(NDEVICES):
5281 if game.damage[t]>0:
5283 prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
5284 if not req or req == 3:
5285 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5286 if not req or req == 4:
5287 if damaged(DLIFSUP):
5288 if game.condition == "docked":
5289 s = _("DAMAGED, Base provides")
5291 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5294 prstat(_("Life Support"), s)
5295 if not req or req == 5:
5296 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5297 if not req or req == 6:
5299 if game.icrystl and (game.options & OPTION_SHOWME):
5300 extra = _(" (have crystals)")
5301 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5302 if not req or req == 7:
5303 prstat(_("Torpedoes"), "%d" % (game.torps))
5304 if not req or req == 8:
5305 if damaged(DSHIELD):
5311 data = _(" %d%% %.1f units") \
5312 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5313 prstat(_("Shields"), s+data)
5314 if not req or req == 9:
5315 prstat(_("Klingons Left"), "%d" \
5316 % (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem))
5317 if not req or req == 10:
5318 if game.options & OPTION_WORLDS:
5319 plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
5320 if plnet and plnet.inhabited:
5321 prstat(_("Major system"), plnet.name)
5323 prout(_("Sector is uninhabited"))
5324 elif not req or req == 11:
5325 attackreport(not req)
5328 "Request specified status data, a historical relic from slow TTYs."
5329 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5330 while scanner.next() == IHEOL:
5331 proutn(_("Information desired? "))
5333 if scanner.token in requests:
5334 status(requests.index(scanner.token))
5336 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5337 prout((" date, condition, position, lsupport, warpfactor,"))
5338 prout((" energy, torpedoes, shields, klingons, system, time."))
5343 if damaged(DSRSENS):
5344 # Allow base's sensors if docked
5345 if game.condition != "docked":
5346 prout(_(" S.R. SENSORS DAMAGED!"))
5349 prout(_(" [Using Base's sensors]"))
5351 prout(_(" Short-range scan"))
5352 if goodScan and not damaged(DRADIO):
5353 game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
5354 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
5355 game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
5356 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
5357 prout(" 1 2 3 4 5 6 7 8 9 10")
5358 if game.condition != "docked":
5360 for i in range(QUADSIZE):
5361 proutn("%2d " % (i+1))
5362 for j in range(QUADSIZE):
5363 sectscan(goodScan, i, j)
5367 "Use computer to get estimated time of arrival for a warp jump."
5368 w1 = coord(); w2 = coord()
5370 if damaged(DCOMPTR):
5371 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5374 if scanner.next() != IHREAL:
5377 proutn(_("Destination quadrant and/or sector? "))
5378 if scanner.next()!=IHREAL:
5381 w1.j = int(scanner.real-0.5)
5382 if scanner.next() != IHREAL:
5385 w1.i = int(scanner.real-0.5)
5386 if scanner.next() == IHREAL:
5387 w2.j = int(scanner.real-0.5)
5388 if scanner.next() != IHREAL:
5391 w2.i = int(scanner.real-0.5)
5393 if game.quadrant.j>w1.i:
5397 if game.quadrant.i>w1.j:
5401 if not VALID_QUADRANT(w1.i, w1.j) or not VALID_SECTOR(w2.i, w2.j):
5404 game.dist = math.sqrt((w1.j-game.quadrant.j+0.1*(w2.j-game.sector.j))**2+
5405 (w1.i-game.quadrant.i+0.1*(w2.i-game.sector.i))**2)
5408 prout(_("Answer \"no\" if you don't know the value:"))
5411 proutn(_("Time or arrival date? "))
5412 if scanner.next()==IHREAL:
5413 ttime = scanner.real
5414 if ttime > game.state.date:
5415 ttime -= game.state.date # Actually a star date
5416 twarp=(math.floor(math.sqrt((10.0*game.dist)/ttime)*10.0)+1.0)/10.0
5417 if ttime <= 1e-10 or twarp > 10:
5418 prout(_("We'll never make it, sir."))
5425 proutn(_("Warp factor? "))
5426 if scanner.next()== IHREAL:
5428 twarp = scanner.real
5429 if twarp<1.0 or twarp > 10.0:
5433 prout(_("Captain, certainly you can give me one of these."))
5436 ttime = (10.0*game.dist)/twarp**2
5437 tpower = game.dist*twarp*twarp*twarp*(game.shldup+1)
5438 if tpower >= game.energy:
5439 prout(_("Insufficient energy, sir."))
5440 if not game.shldup or tpower > game.energy*2.0:
5443 proutn(_("New warp factor to try? "))
5444 if scanner.next() == IHREAL:
5446 twarp = scanner.real
5447 if twarp<1.0 or twarp > 10.0:
5455 prout(_("But if you lower your shields,"))
5456 proutn(_("remaining"))
5459 proutn(_("Remaining"))
5460 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5462 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5464 prout(_("Any warp speed is adequate."))
5466 prout(_("Minimum warp needed is %.2f,") % (twarp))
5467 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5468 if game.state.remtime < ttime:
5469 prout(_("Unfortunately, the Federation will be destroyed by then."))
5471 prout(_("You'll be taking risks at that speed, Captain"))
5472 if (game.isatb==1 and game.state.kscmdr == w1 and \
5473 scheduled(FSCDBAS)< ttime+game.state.date) or \
5474 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5475 prout(_("The starbase there will be destroyed by then."))
5476 proutn(_("New warp factor to try? "))
5477 if scanner.next() == IHREAL:
5479 twarp = scanner.real
5480 if twarp<1.0 or twarp > 10.0:
5488 # Code from setup.c begins here
5491 "Issue a historically correct banner."
5493 prout(_("-SUPER- STAR TREK"))
5495 # From the FORTRAN original
5496 # prout(_("Latest update-21 Sept 78"))
5502 scanner.token = "emsave.trk"
5504 key = scanner.next()
5506 proutn(_("File name: "))
5507 key = scanner.next()
5512 if '.' not in scanner.token:
5513 scanner.token += ".trk"
5515 fp = open(scanner.token, "wb")
5517 prout(_("Can't freeze game as file %s") % scanner.token)
5519 cPickle.dump(game, fp)
5523 "Retrieve saved game."
5524 game.passwd[0] = '\0'
5525 key = scanner.next()
5527 proutn(_("File name: "))
5528 key = scanner.next()
5533 if '.' not in scanner.token:
5534 scanner.token += ".trk"
5536 fp = open(scanner.token, "rb")
5538 prout(_("Can't thaw game in %s") % scanner.token)
5540 game = cPickle.load(fp)
5544 # I used <http://www.memory-alpha.org> to find planets
5545 # with references in ST:TOS. Eath and the Alpha Centauri
5546 # Colony have been omitted.
5548 # Some planets marked Class G and P here will be displayed as class M
5549 # because of the way planets are generated. This is a known bug.
5552 _("Andoria (Fesoan)"), # several episodes
5553 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5554 _("Vulcan (T'Khasi)"), # many episodes
5555 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5556 _("Argelius II (Nelphia)"),# TOS: "Wolf in the Fold" ("IV" in BSD)
5557 _("Ardana"), # TOS: "The Cloud Minders"
5558 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5559 _("Gideon"), # TOS: "The Mark of Gideon"
5560 _("Aldebaran III"), # TOS: "The Deadly Years"
5561 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5562 _("Altair IV"), # TOS: "Amok Time
5563 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5564 _("Benecia"), # TOS: "The Conscience of the King"
5565 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5566 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5567 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5568 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5569 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5570 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5571 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5572 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5573 _("Ingraham B"), # TOS: "Operation: Annihilate"
5574 _("Janus IV"), # TOS: "The Devil in the Dark"
5575 _("Makus III"), # TOS: "The Galileo Seven"
5576 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5577 _("Omega IV"), # TOS: "The Omega Glory"
5578 _("Regulus V"), # TOS: "Amok Time
5579 _("Deneva"), # TOS: "Operation -- Annihilate!"
5580 # Worlds from BSD Trek
5581 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5582 _("Beta III"), # TOS: "The Return of the Archons"
5583 _("Triacus"), # TOS: "And the Children Shall Lead",
5584 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5586 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5587 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5588 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5589 # _("Izar"), # TOS: "Whom Gods Destroy"
5590 # _("Tiburon"), # TOS: "The Way to Eden"
5591 # _("Merak II"), # TOS: "The Cloud Minders"
5592 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5593 # _("Iotia"), # TOS: "A Piece of the Action"
5597 _("S. R. Sensors"), \
5598 _("L. R. Sensors"), \
5600 _("Photon Tubes"), \
5601 _("Life Support"), \
5602 _("Warp Engines"), \
5603 _("Impulse Engines"), \
5605 _("Subspace Radio"), \
5606 _("Shuttle Craft"), \
5608 _("Navigation System"), \
5610 _("Shield Control"), \
5616 "Prepare to play, set up cosmos."
5618 # Decide how many of everything
5620 return # frozen game
5621 # Prepare the Enterprise
5622 game.alldone = game.gamewon = False
5624 game.state.crew = FULLCREW
5625 game.energy = game.inenrg = 5000.0
5626 game.shield = game.inshld = 2500.0
5627 game.shldchg = False
5631 game.quadrant = randplace(GALSIZE)
5632 game.sector = randplace(QUADSIZE)
5633 game.torps = game.intorps = 10
5634 game.nprobes = randrange(2, 5)
5636 game.wfacsq = game.warpfac * game.warpfac
5637 for i in range(NDEVICES):
5638 game.damage[i] = 0.0
5639 # Set up assorted game parameters
5640 game.battle = coord()
5641 game.state.date = game.indate = 100.0 * randreal(20, 51)
5642 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5643 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5644 game.isatb = game.state.nplankl = 0
5645 game.state.starkl = game.state.basekl = 0
5646 game.iscraft = "onship"
5650 # Starchart is functional but we've never seen it
5651 game.lastchart = FOREVER
5652 # Put stars in the galaxy
5654 for i in range(GALSIZE):
5655 for j in range(GALSIZE):
5656 k = randrange(1, QUADSIZE**2/10+1)
5658 game.state.galaxy[i][j].stars = k
5659 # Locate star bases in galaxy
5660 for i in range(game.inbase):
5663 w = randplace(GALSIZE)
5664 if not game.state.galaxy[w.i][w.j].starbase:
5667 # C version: for (j = i-1; j > 0; j--)
5668 # so it did them in the opposite order.
5669 for j in range(1, i):
5670 # Improved placement algorithm to spread out bases
5671 distq = (w - game.state.baseq[j]).distance()
5672 if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
5675 prout("=== Abandoning base #%d at %s" % (i, w))
5677 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5679 prout("=== Saving base #%d, close to #%d" % (i, j))
5682 game.state.baseq.append(w)
5683 game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5684 # Position ordinary Klingon Battle Cruisers
5686 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5687 if klumper > MAXKLQUAD:
5691 klump = (1.0 - r*r)*klumper
5696 w = randplace(GALSIZE)
5697 if not game.state.galaxy[w.i][w.j].supernova and \
5698 game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5700 game.state.galaxy[w.i][w.j].klingons += int(klump)
5703 # Position Klingon Commander Ships
5704 for i in range(game.incom):
5706 w = randplace(GALSIZE)
5707 if not welcoming(w) or w in game.state.kcmdr:
5709 if (game.state.galaxy[w.i][w.j].klingons or withprob(0.25)):
5711 game.state.galaxy[w.i][w.j].klingons += 1
5712 game.state.kcmdr.append(w)
5713 # Locate planets in galaxy
5714 for i in range(game.inplan):
5716 w = randplace(GALSIZE)
5717 if game.state.galaxy[w.i][w.j].planet == None:
5721 new.crystals = "absent"
5722 if (game.options & OPTION_WORLDS) and i < NINHAB:
5723 new.pclass = "M" # All inhabited planets are class M
5724 new.crystals = "absent"
5726 new.name = systnames[i]
5727 new.inhabited = True
5729 new.pclass = ("M", "N", "O")[randrange(0, 3)]
5731 new.crystals = "present"
5732 new.known = "unknown"
5733 new.inhabited = False
5734 game.state.galaxy[w.i][w.j].planet = new
5735 game.state.planets.append(new)
5737 for i in range(game.state.nromrem):
5738 w = randplace(GALSIZE)
5739 game.state.galaxy[w.i][w.j].romulans += 1
5740 # Place the Super-Commander if needed
5741 if game.state.nscrem > 0:
5743 w = randplace(GALSIZE)
5746 game.state.kscmdr = w
5747 game.state.galaxy[w.i][w.j].klingons += 1
5748 # Initialize times for extraneous events
5749 schedule(FSNOVA, expran(0.5 * game.intime))
5750 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5751 schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
5752 schedule(FBATTAK, expran(0.3*game.intime))
5754 if game.state.nscrem:
5755 schedule(FSCMOVE, 0.2777)
5760 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5761 schedule(FDISTR, expran(1.0 + game.intime))
5766 # Place thing (in tournament game, we don't want one!)
5767 # New in SST2K: never place the Thing near a starbase.
5768 # This makes sense and avoids a special case in the old code.
5770 if game.tourn is None:
5772 thing = randplace(GALSIZE)
5773 if thing not in game.state.baseq:
5776 game.state.snap = False
5777 if game.skill == SKILL_NOVICE:
5778 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5779 prout(_("a deadly Klingon invasion force. As captain of the United"))
5780 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5781 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5782 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5783 prout(_("your mission. As you proceed you may be given more time."))
5785 prout(_("You will have %d supporting starbases.") % (game.inbase))
5786 proutn(_("Starbase locations- "))
5788 prout(_("Stardate %d.") % int(game.state.date))
5790 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5791 prout(_("An unknown number of Romulans."))
5792 if game.state.nscrem:
5793 prout(_("And one (GULP) Super-Commander."))
5794 prout(_("%d stardates.") % int(game.intime))
5795 proutn(_("%d starbases in ") % game.inbase)
5796 for i in range(game.inbase):
5797 proutn(`game.state.baseq[i]`)
5800 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5801 proutn(_(" Sector %s") % game.sector)
5803 prout(_("Good Luck!"))
5804 if game.state.nscrem:
5805 prout(_(" YOU'LL NEED IT."))
5808 if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
5810 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5811 attack(torps_ok=False)
5814 "Choose your game type."
5819 game.skill = SKILL_NONE
5821 if not scanner.inqueue: # Can start with command line options
5822 proutn(_("Would you like a regular, tournament, or saved game? "))
5824 if len(scanner.token)==0: # Try again
5826 if scanner.sees("tournament"):
5827 while scanner.next() == IHEOL:
5828 proutn(_("Type in tournament number-"))
5829 if scanner.real == 0:
5831 continue # We don't want a blank entry
5832 game.tourn = int(round(scanner.real))
5833 random.seed(scanner.real)
5835 logfp.write("# random.seed(%d)\n" % scanner.real)
5837 if scanner.sees("saved") or scanner.sees("frozen"):
5841 if game.passwd == None:
5843 if not game.alldone:
5844 game.thawed = True # No plaque if not finished
5848 if scanner.sees("regular"):
5850 proutn(_("What is \"%s\"?") % scanner.token)
5852 while game.length==0 or game.skill==SKILL_NONE:
5853 if scanner.next() == IHALPHA:
5854 if scanner.sees("short"):
5856 elif scanner.sees("medium"):
5858 elif scanner.sees("long"):
5860 elif scanner.sees("novice"):
5861 game.skill = SKILL_NOVICE
5862 elif scanner.sees("fair"):
5863 game.skill = SKILL_FAIR
5864 elif scanner.sees("good"):
5865 game.skill = SKILL_GOOD
5866 elif scanner.sees("expert"):
5867 game.skill = SKILL_EXPERT
5868 elif scanner.sees("emeritus"):
5869 game.skill = SKILL_EMERITUS
5871 proutn(_("What is \""))
5872 proutn(scanner.token)
5877 proutn(_("Would you like a Short, Medium, or Long game? "))
5878 elif game.skill == SKILL_NONE:
5879 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
5880 # Choose game options -- added by ESR for SST2K
5881 if scanner.next() != IHALPHA:
5883 proutn(_("Choose your game style (or just press enter): "))
5885 if scanner.sees("plain"):
5886 # Approximates the UT FORTRAN version.
5887 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5888 game.options |= OPTION_PLAIN
5889 elif scanner.sees("almy"):
5890 # Approximates Tom Almy's version.
5891 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5892 game.options |= OPTION_ALMY
5893 elif scanner.sees("fancy"):
5895 elif len(scanner.token):
5896 proutn(_("What is \"%s\"?") % scanner.token)
5898 if game.passwd == "debug":
5900 prout("=== Debug mode enabled.")
5901 # Use parameters to generate initial values of things
5902 game.damfac = 0.5 * game.skill
5903 game.inbase = randrange(BASEMIN, BASEMAX+1)
5905 if game.options & OPTION_PLANETS:
5906 game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
5907 if game.options & OPTION_WORLDS:
5908 game.inplan += int(NINHAB)
5909 game.state.nromrem = game.inrom = randrange(2 *game.skill)
5910 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
5911 game.state.remtime = 7.0 * game.length
5912 game.intime = game.state.remtime
5913 game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
5914 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
5915 game.state.remres = (game.inkling+4*game.incom)*game.intime
5916 game.inresor = game.state.remres
5917 if game.inkling > 50:
5918 game.state.inbase += 1
5921 def dropin(iquad=None):
5922 "Drop a feature on a random dot in the current quadrant."
5924 w = randplace(QUADSIZE)
5925 if game.quad[w.i][w.j] == IHDOT:
5927 if iquad is not None:
5928 game.quad[w.i][w.j] = iquad
5932 "Update our alert status."
5933 game.condition = "green"
5934 if game.energy < 1000.0:
5935 game.condition = "yellow"
5936 if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
5937 game.condition = "red"
5939 game.condition="dead"
5942 "Drop new Klingon into current quadrant."
5943 return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill)
5946 "Set up a new state of quadrant, for when we enter or re-enter it."
5949 game.neutz = game.inorbit = game.landed = False
5950 game.ientesc = game.iseenit = False
5951 # Create a blank quadrant
5952 game.quad = fill2d(QUADSIZE, lambda i, j: IHDOT)
5954 # Attempt to escape Super-commander, so tbeam back!
5957 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
5958 # cope with supernova
5961 game.klhere = q.klingons
5962 game.irhere = q.romulans
5964 game.quad[game.sector.i][game.sector.j] = game.ship
5967 # Position ordinary Klingons
5968 for i in range(game.klhere):
5970 # If we need a commander, promote a Klingon
5971 for cmdr in game.state.kcmdr:
5972 if cmdr == game.quadrant:
5973 e = game.enemies[game.klhere-1]
5974 game.quad[e.kloc.i][e.kloc.j] = IHC
5975 e.kpower = randreal(950,1350) + 50.0*game.skill
5977 # If we need a super-commander, promote a Klingon
5978 if game.quadrant == game.state.kscmdr:
5980 game.quad[e.kloc.i][e.kloc.j] = IHS
5981 e.kpower = randreal(1175.0, 1575.0) + 125.0*game.skill
5982 game.iscate = (game.state.remkl > 1)
5983 # Put in Romulans if needed
5984 for i in range(q.romulans):
5985 enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
5986 # If quadrant needs a starbase, put it in
5988 game.base = dropin(IHB)
5989 # If quadrant needs a planet, put it in
5991 game.iplnet = q.planet
5992 if not q.planet.inhabited:
5993 game.plnet = dropin(IHP)
5995 game.plnet = dropin(IHW)
5996 # Check for condition
5999 if game.irhere > 0 and game.klhere == 0:
6001 if not damaged(DRADIO):
6003 prout(_("LT. Uhura- \"Captain, an urgent message."))
6004 prout(_(" I'll put it on audio.\" CLICK"))
6006 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
6007 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
6008 # Put in THING if needed
6009 if thing == game.quadrant:
6010 enemy(type=IHQUEST, loc=dropin(),
6011 power=randreal(6000,6500.0)+250.0*game.skill)
6012 if not damaged(DSRSENS):
6014 prout(_("Mr. Spock- \"Captain, this is most unusual."))
6015 prout(_(" Please examine your short-range scan.\""))
6016 # Decide if quadrant needs a Tholian; lighten up if skill is low
6017 if game.options & OPTION_THOLIAN:
6018 if (game.skill < SKILL_GOOD and withprob(0.02)) or \
6019 (game.skill == SKILL_GOOD and withprob(0.05)) or \
6020 (game.skill > SKILL_GOOD and withprob(0.08)):
6023 w.i = withprob(0.5) * (QUADSIZE-1)
6024 w.j = withprob(0.5) * (QUADSIZE-1)
6025 if game.quad[w.i][w.j] == IHDOT:
6027 game.tholian = enemy(type=IHT, loc=w,
6028 power=randrange(100, 500) + 25.0*game.skill)
6029 # Reserve unoccupied corners
6030 if game.quad[0][0]==IHDOT:
6031 game.quad[0][0] = 'X'
6032 if game.quad[0][QUADSIZE-1]==IHDOT:
6033 game.quad[0][QUADSIZE-1] = 'X'
6034 if game.quad[QUADSIZE-1][0]==IHDOT:
6035 game.quad[QUADSIZE-1][0] = 'X'
6036 if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT:
6037 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
6038 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
6039 # And finally the stars
6040 for i in range(q.stars):
6042 # Put in a few black holes
6043 for i in range(1, 3+1):
6046 # Take out X's in corners if Tholian present
6048 if game.quad[0][0]=='X':
6049 game.quad[0][0] = IHDOT
6050 if game.quad[0][QUADSIZE-1]=='X':
6051 game.quad[0][QUADSIZE-1] = IHDOT
6052 if game.quad[QUADSIZE-1][0]=='X':
6053 game.quad[QUADSIZE-1][0] = IHDOT
6054 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
6055 game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT
6058 "Set the self-destruct password."
6059 if game.options & OPTION_PLAIN:
6062 proutn(_("Please type in a secret password- "))
6064 game.passwd = scanner.token
6065 if game.passwd != None:
6070 game.passwd += chr(ord('a')+randrange(26))
6072 # Code from sst.c begins here
6075 "SRSCAN": OPTION_TTY,
6076 "STATUS": OPTION_TTY,
6077 "REQUEST": OPTION_TTY,
6078 "LRSCAN": OPTION_TTY,
6091 "SENSORS": OPTION_PLANETS,
6092 "ORBIT": OPTION_PLANETS,
6093 "TRANSPORT": OPTION_PLANETS,
6094 "MINE": OPTION_PLANETS,
6095 "CRYSTALS": OPTION_PLANETS,
6096 "SHUTTLE": OPTION_PLANETS,
6097 "PLANETS": OPTION_PLANETS,
6102 "PROBE": OPTION_PROBE,
6104 "FREEZE": 0, # Synonym for SAVE
6110 "SOS": 0, # Synonym for MAYDAY
6111 "CALL": 0, # Synonym for MAYDAY
6117 "Generate a list of legal commands."
6118 proutn(_("LEGAL COMMANDS ARE:"))
6119 for (k, key) in enumerate(commands):
6120 if not commands[key] or (commands[key] & game.options):
6123 proutn("%-12s " % key)
6127 "Browse on-line help."
6128 key = scanner.next()
6131 setwnd(prompt_window)
6132 proutn(_("Help on what command? "))
6133 key = scanner.next()
6134 setwnd(message_window)
6137 if scanner.token in commands or scanner.token == "ABBREV":
6144 cmd = scanner.token.upper()
6146 fp = open(SSTDOC, "r")
6149 fp = open(DOC_NAME, "r")
6151 prout(_("Spock- \"Captain, that information is missing from the"))
6152 proutn(_(" computer. You need to find "))
6154 prout(_(" and put it in the"))
6155 proutn(_(" current directory or to "))
6159 # This used to continue: "You need to find SST.DOC and put
6160 # it in the current directory."
6164 linebuf = fp.readline()
6166 prout(_("Spock- \"Captain, there is no information on that command.\""))
6169 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6170 linebuf = linebuf[3:].strip()
6174 prout(_("Spock- \"Captain, I've found the following information:\""))
6176 while linebuf in fp:
6177 if "******" in linebuf:
6183 "Command-interpretation loop."
6185 setwnd(message_window)
6186 while True: # command loop
6188 while True: # get a command
6193 setwnd(prompt_window)
6196 if scanner.next() == IHEOL:
6197 if game.options & OPTION_CURSES:
6200 elif scanner.token == "":
6204 setwnd(message_window)
6206 candidates = filter(lambda x: x.startswith(scanner.token.upper()),
6208 if len(candidates) == 1:
6211 elif candidates and not (game.options & OPTION_PLAIN):
6212 prout("Commands with prefix '%s': %s" % (scanner.token, " ".join(candidates)))
6216 if cmd == "SRSCAN": # srscan
6218 elif cmd == "STATUS": # status
6220 elif cmd == "REQUEST": # status request
6222 elif cmd == "LRSCAN": # long range scan
6223 lrscan(silent=False)
6224 elif cmd == "PHASERS": # phasers
6228 elif cmd == "TORPEDO": # photon torpedos
6232 elif cmd == "MOVE": # move under warp
6234 elif cmd == "SHIELDS": # shields
6235 doshield(shraise=False)
6238 game.shldchg = False
6239 elif cmd == "DOCK": # dock at starbase
6242 attack(torps_ok=False)
6243 elif cmd == "DAMAGES": # damage reports
6245 elif cmd == "CHART": # chart
6247 elif cmd == "IMPULSE": # impulse
6249 elif cmd == "REST": # rest
6253 elif cmd == "WARP": # warp
6255 elif cmd == "SCORE": # score
6257 elif cmd == "SENSORS": # sensors
6259 elif cmd == "ORBIT": # orbit
6263 elif cmd == "TRANSPORT": # transport "beam"
6265 elif cmd == "MINE": # mine
6269 elif cmd == "CRYSTALS": # crystals
6273 elif cmd == "SHUTTLE": # shuttle
6277 elif cmd == "PLANETS": # Planet list
6279 elif cmd == "REPORT": # Game Report
6281 elif cmd == "COMPUTER": # use COMPUTER!
6283 elif cmd == "COMMANDS":
6285 elif cmd == "EMEXIT": # Emergency exit
6286 clrscr() # Hide screen
6287 freeze(True) # forced save
6288 raise SysExit,1 # And quick exit
6289 elif cmd == "PROBE":
6290 probe() # Launch probe
6293 elif cmd == "ABANDON": # Abandon Ship
6295 elif cmd == "DESTRUCT": # Self Destruct
6297 elif cmd == "SAVE": # Save Game
6300 if game.skill > SKILL_GOOD:
6301 prout(_("WARNING--Saved games produce no plaques!"))
6302 elif cmd == "DEATHRAY": # Try a desparation measure
6306 elif cmd == "DEBUGCMD": # What do we want for debug???
6308 elif cmd == "MAYDAY": # Call for help
6313 game.alldone = True # quit the game
6318 break # Game has ended
6319 if game.optime != 0.0:
6322 break # Events did us in
6323 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6326 if hitme and not game.justin:
6327 attack(torps_ok=True)
6330 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6341 "Emit the name of an enemy or feature."
6342 if type == IHR: s = _("Romulan")
6343 elif type == IHK: s = _("Klingon")
6344 elif type == IHC: s = _("Commander")
6345 elif type == IHS: s = _("Super-commander")
6346 elif type == IHSTAR: s = _("Star")
6347 elif type == IHP: s = _("Planet")
6348 elif type == IHB: s = _("Starbase")
6349 elif type == IHBLANK: s = _("Black hole")
6350 elif type == IHT: s = _("Tholian")
6351 elif type == IHWEB: s = _("Tholian web")
6352 elif type == IHQUEST: s = _("Stranger")
6353 elif type == IHW: s = _("Inhabited World")
6354 else: s = "Unknown??"
6357 def crmena(stars, enemy, loctype, w):
6358 "Emit the name of an enemy and his location."
6362 buf += cramen(enemy) + _(" at ")
6363 if loctype == "quadrant":
6364 buf += _("Quadrant ")
6365 elif loctype == "sector":
6370 "Emit our ship name."
6371 return{IHE:_("Enterprise"),IHF:_("Faerie Queene")}.get(game.ship,"Ship???")
6374 "Emit a line of stars"
6375 prouts("******************************************************")
6379 return -avrage*math.log(1e-7 + randreal())
6381 def randplace(size):
6382 "Choose a random location."
6384 w.i = randrange(size)
6385 w.j = randrange(size)
6395 # Get a token from the user
6398 # Fill the token quue if nothing here
6399 while not self.inqueue:
6401 if curwnd==prompt_window:
6403 setwnd(message_window)
6407 # Skip leading white space
6408 line = line.lstrip()
6412 self.inqueue = line.lstrip().split() + [IHEOL]
6413 # From here on in it's all looking at the queue
6414 self.token = self.inqueue.pop(0)
6415 if self.token == IHEOL:
6419 self.real = float(self.token)
6425 self.token = self.token.lower()
6429 def push(self, tok):
6430 self.inqueue.append(tok)
6434 # Demand input for next scan
6436 self.real = self.token = None
6438 # return IHEOL next time
6439 self.inqueue = [IHEOL]
6440 self.real = self.token = None
6442 # compares s to item and returns true if it matches to the length of s
6443 return s.startswith(self.token)
6445 # Round token value to nearest integer
6446 return int(round(scanner.real))
6450 if scanner.type != IHREAL:
6453 s.i = scanner.int()-1
6455 if scanner.type != IHREAL:
6458 s.j = scanner.int()-1
6462 "Yes-or-no confirmation."
6466 if scanner.token == 'y':
6468 if scanner.token == 'n':
6471 proutn(_("Please answer with \"y\" or \"n\": "))
6474 "Complain about unparseable input."
6477 prout(_("Beg your pardon, Captain?"))
6480 "Access to the internals for debugging."
6481 proutn("Reset levels? ")
6483 if game.energy < game.inenrg:
6484 game.energy = game.inenrg
6485 game.shield = game.inshld
6486 game.torps = game.intorps
6487 game.lsupres = game.inlsr
6488 proutn("Reset damage? ")
6490 for i in range(NDEVICES):
6491 if game.damage[i] > 0.0:
6492 game.damage[i] = 0.0
6493 proutn("Toggle debug flag? ")
6497 prout("Debug output ON")
6499 prout("Debug output OFF")
6500 proutn("Cause selective damage? ")
6502 for i in range(NDEVICES):
6503 proutn("Kill %s?" % device[i])
6505 key = scanner.next()
6506 if key == IHALPHA and scanner.sees("y"):
6507 game.damage[i] = 10.0
6508 proutn("Examine/change events? ")
6513 FSNOVA: "Supernova ",
6516 FBATTAK: "Base Attack ",
6517 FCDBAS: "Base Destroy ",
6518 FSCMOVE: "SC Move ",
6519 FSCDBAS: "SC Base Destroy ",
6520 FDSPROB: "Probe Move ",
6521 FDISTR: "Distress Call ",
6522 FENSLV: "Enslavement ",
6523 FREPRO: "Klingon Build ",
6525 for i in range(1, NEVENTS):
6528 proutn("%.2f" % (scheduled(i)-game.state.date))
6529 if i == FENSLV or i == FREPRO:
6531 proutn(" in %s" % ev.quadrant)
6536 key = scanner.next()
6541 ev = schedule(i, scanner.real)
6542 if i == FENSLV or i == FREPRO:
6544 proutn("In quadrant- ")
6545 key = scanner.next()
6546 # IHEOL says to leave coordinates as they are
6549 prout("Event %d canceled, no x coordinate." % (i))
6552 w.i = int(round(scanner.real))
6553 key = scanner.next()
6555 prout("Event %d canceled, no y coordinate." % (i))
6558 w.j = int(round(scanner.real))
6561 proutn("Induce supernova here? ")
6563 game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
6566 if __name__ == '__main__':
6568 global line, thing, game, idebug
6574 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6575 # Disable curses mode until the game logic is working.
6576 # if os.getenv("TERM"):
6577 # game.options |= OPTION_CURSES | OPTION_SHOWME
6579 game.options |= OPTION_TTY
6580 seed = int(time.time())
6581 (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:tx")
6582 for (switch, val) in options:
6585 replayfp = open(val, "r")
6587 sys.stderr.write("sst: can't open replay file %s\n" % val)
6590 line = replayfp.readline().strip()
6591 (leader, key, seed) = line.split()
6593 sys.stderr.write("sst2k: seed set to %s\n" % seed)
6594 line = replayfp.readline().strip()
6595 arguments += line.split()[2:]
6597 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6599 game.options |= OPTION_TTY
6600 game.options &=~ OPTION_CURSES
6601 elif switch == '-s':
6603 elif switch == '-t':
6604 game.options |= OPTION_TTY
6605 game.options &=~ OPTION_CURSES
6606 elif switch == '-x':
6609 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6611 # where to save the input in case of bugs
6613 logfp = open("/usr/tmp/sst-input.log", "w")
6615 sys.stderr.write("sst: warning, can't open logfile\n")
6617 logfp.write("# seed %s\n" % seed)
6618 logfp.write("# options %s\n" % " ".join(arguments))
6620 scanner = sstscanner()
6621 map(scanner.push, arguments)
6624 while True: # Play a game
6625 setwnd(fullscreen_window)
6631 game.alldone = False
6637 if game.tourn and game.alldone:
6638 proutn(_("Do you want your score recorded?"))
6643 proutn(_("Do you want to play again? "))
6647 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6651 except KeyboardInterrupt: