3 sst.py =-- Super Star Trek in Python
5 This code is a Python translation of a C translation of a FORTRAN
6 original dating back to 1973. Beautiful Python it is not. But it
11 SRSCAN, MOVE, PHASERS, CALL, STATUS, IMPULSE, PHOTONS, ABANDON,
12 LRSCAN, WARP, SHIELDS, DESTRUCT, CHART, REST, DOCK, QUIT, and DAMAGE
13 were in the original non-"super" version of UT FORTRAN Star Trek.
15 Tholians were not in the original. Dave is dubious about their merits.
16 (They are now controlled by OPTION_THOLIAN and turned off if the game
19 Planets and dilithium crystals were not in the original. Dave is OK
20 with this idea. (It's now controlled by OPTION_PLANETS and turned
21 off if the game type is "plain".)
23 Dave says the bit about the Galileo getting turned into a
24 McDonald's is "consistant with our original vision". (This has been
25 left permanently enabled, as it can only happen if OPTION_PLANETS
28 Dave also says the Space Thingy should not be preserved across saved
29 games, so you can't prove to others that you've seen it. He says it
30 shouldn't fire back, either. It should do nothing except scream and
31 disappear when hit by photon torpedos. It's OK that it may move
32 when attacked, but it didn't in the original. (Whether the Thingy
33 can fire back is now controlled by OPTION_THINGY and turned off if the
34 game type is "plain" or "almy". The no-save behavior has been restored.)
36 The Faerie Queen, black holes, and time warping were in the original.
38 Here are Tom Almy's changes:
40 In early 1997, I got the bright idea to look for references to
41 "Super Star Trek" on the World Wide Web. There weren't many hits,
42 but there was one that came up with 1979 Fortran sources! This
43 version had a few additional features that mine didn't have,
44 however mine had some feature it didn't have. So I merged its
45 features that I liked. I also took a peek at the DECUS version (a
46 port, less sources, to the PDP-10), and some other variations.
48 1, Compared to the original UT version, I've changed the "help"
49 command to "call" and the "terminate" command to "quit" to better
50 match user expectations. The DECUS version apparently made those
51 changes as well as changing "freeze" to "save". However I like
52 "freeze". (Both "freeze" and "save" work in SST2K.)
54 2. The experimental deathray originally had only a 5% chance of
55 success, but could be used repeatedly. I guess after a couple
56 years of use, it was less "experimental" because the 1979
57 version had a 70% success rate. However it was prone to breaking
58 after use. I upgraded the deathray, but kept the original set of
59 failure modes (great humor!). (Now controlled by OPTION_DEATHRAY
60 and turned off if game type is "plain".)
62 3. The 1979 version also mentions srscan and lrscan working when
63 docked (using the starbase's scanners), so I made some changes here
64 to do this (and indicating that fact to the player), and then realized
65 the base would have a subspace radio as well -- doing a Chart when docked
66 updates the star chart, and all radio reports will be heard. The Dock
67 command will also give a report if a base is under attack.
69 4. Tholian Web from the 1979 version. (Now controlled by
70 OPTION_THOLIAN and turned off if game type is "plain".)
72 5. Enemies can ram the Enterprise. (Now controlled by OPTION_RAMMING
73 and turned off if game type is "plain".)
75 6. Regular Klingons and Romulans can move in Expert and Emeritus games.
76 This code could use improvement. (Now controlled by OPTION_MVBADDY
77 and turned off if game type is "plain".)
79 7. The deep-space probe feature from the DECUS version. (Now controlled
80 by OPTION_PROBE and turned off if game type is "plain").
82 8. 'emexit' command from the 1979 version.
84 9. Bugfix: Klingon commander movements are no longer reported if long-range
87 10. Bugfix: Better base positioning at startup (more spread out).
88 That made sense to add because most people abort games with
91 In June 2002, I fixed two known bugs and a documentation typo.
92 In June 2004 I fixed a number of bugs involving: 1) parsing invalid
93 numbers, 2) manual phasers when SR scan is damaged and commander is
94 present, 3) time warping into the future, 4) hang when moving
95 klingons in crowded quadrants. (These fixes are in SST2K.)
97 Here are Stas Sergeev's changes:
99 1. The Space Thingy can be shoved, if you ram it, and can fire back if
100 fired upon. (Now controlled by OPTION_THINGY and turned off if game
101 type is "plain" or "almy".)
103 2. When you are docked, base covers you with an almost invincible shield.
104 (A commander can still ram you, or a Romulan can destroy the base,
105 or a SCom can even succeed with direct attack IIRC, but this rarely
106 happens.) (Now controlled by OPTION_BASE and turned off if game
107 type is "plain" or "almy".)
109 3. Ramming a black hole is no longer instant death. There is a
110 chance you might get timewarped instead. (Now controlled by
111 OPTION_BLKHOLE and turned off if game type is "plain" or "almy".)
113 4. The Tholian can be hit with phasers.
115 5. SCom can't escape from you if no more enemies remain
116 (without this, chasing SCom can take an eternity).
118 6. Probe target you enter is now the destination quadrant. Before I don't
119 remember what it was, but it was something I had difficulty using.
121 7. Secret password is now autogenerated.
123 8. "Plaque" is adjusted for A4 paper :-)
125 9. Phasers now tells you how much energy needed, but only if the computer
128 10. Planets are auto-scanned when you enter the quadrant.
130 11. Mining or using crystals in presense of enemy now yields an attack.
131 There are other minor adjustments to what yields an attack
134 12. "freeze" command reverts to "save", most people will understand this
135 better anyway. (SST2K recognizes both.)
137 13. Screen-oriented interface, with sensor scans always up. (SST2K
138 supports both screen-oriented and TTY modes.)
140 Eric Raymond's changes:
142 Mainly, I translated this C code out of FORTRAN into C -- created #defines
143 for a lot of magic numbers and refactored the heck out of it.
145 1. "sos" and "call" becomes "mayday", "freeze" and "save" are both good.
147 2. Status report now indicates when dilithium crystals are on board.
149 3. Per Dave Matuszek's remarks, Thingy state is never saved across games.
151 4. Added game option selection so you can play a close (but not bug-for-
152 bug identical) approximation of older versions.
154 5. Half the quadrants now have inhabited planets, from which one
155 cannot mine dilithium (there will still be the same additional number
156 of dilithium-bearing planets). Torpedoing an inhabited world is *bad*.
157 There is BSD-Trek-like logic for Klingons to attack and enslave
158 inhabited worlds, producing more ships (only is skill is 'good' or
159 better). (Controlled by OPTION_WORLDS and turned off if game
160 type is "plain" or "almy".)
162 6. User input is now logged so we can do regression testing.
164 7. More BSD-Trek features: You can now lose if your entire crew
165 dies in battle. When abandoning ship in a game with inhabited
166 worlds enabled, they must have one in the quadrant to beam down
167 to; otherwise they die in space and this counts heavily against
168 your score. Docking at a starbase replenishes your crew.
170 8. Still more BSD-Trek: we now have a weighted damage table.
171 Also, the nav subsystem (enabling automatic course
172 setting) can be damaged separately from the main computer (which
173 handles weapons targeting, ETA calculation, and self-destruct).
175 After these features were added, I translated this into Python and added
178 9. A long-range scan is done silently whenever you call CHART; thus
179 the LRSCAN command is no longer needed. (Controlled by OPTION_AUTOSCAN
180 and turned off if game type is "plain" or "almy".)
182 import os, sys, math, curses, time, readline, cPickle, random, copy, gettext
184 SSTDOC = "/usr/share/doc/sst/sst.doc"
187 def _(str): return gettext.gettext(str)
191 NINHAB = (GALSIZE * GALSIZE / 2)
193 PLNETMAX = (NINHAB + MAXUNINHAB)
196 BASEMAX = (GALSIZE * GALSIZE / 12)
199 FULLCREW = 428 # BSD Trek was 387, that's wrong
204 # These functions hide the difference between 0-origin and 1-origin addressing.
205 def VALID_QUADRANT(x, y): return ((x)>=0 and (x)<GALSIZE and (y)>=0 and (y)<GALSIZE)
206 def VALID_SECTOR(x, y): return ((x)>=0 and (x)<QUADSIZE and (y)>=0 and (y)<QUADSIZE)
208 # How to represent features
229 def __init__(self, x=None, y=None):
232 def invalidate(self):
233 self.i = self.j = None
235 return self.i != None and self.j != None
236 def __eq__(self, other):
237 return other != None and self.i == other.i and self.j == other.j
238 def __add__(self, other):
239 return coord(self.i+other.i, self.j+other.j)
240 def __sub__(self, other):
241 return coord(self.i-other.i, self.j-other.j)
242 def __mul__(self, other):
243 return coord(self.i*other, self.j*other)
244 def __rmul__(self, other):
245 return coord(self.i*other, self.j*other)
246 def __div__(self, other):
247 return coord(self.i/other, self.j/other)
248 def __rdiv__(self, other):
249 return coord(self.i/other, self.j/other)
250 def snaptogrid(self):
251 return coord(int(round(self.i)), int(round(self.j)))
252 def distance(self, other=None):
253 if not other: other = coord(0, 0)
254 return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
255 def bearing(self, other=None):
256 if not other: other = coord(0, 0)
257 return 1.90985*math.atan2(self.j-other.j, self.i-other.i)
263 s.i = self.i / abs(self.i)
267 s.j = self.j / abs(self.j)
271 s.i = self.i + randrange(-1, 2)
272 s.j = self.j + randrange(-1, 2)
277 if self.i == None or self.j == None:
279 return "%s - %s" % (self.i+1, self.j+1)
284 self.name = None # string-valued if inhabited
285 self.quadrant = coord() # quadrant located
286 self.pclass = None # could be ""M", "N", "O", or "destroyed"
287 self.crystals = "absent"# could be "mined", "present", "absent"
288 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
289 self.inhabited = False # is it inhabites?
297 self.starbase = False
300 self.supernova = False
302 self.status = "secure" # Could be "secure", "distressed", "enslaved"
310 def fill2d(size, fillfun):
311 "Fill an empty list in 2D."
313 for i in range(size):
315 for j in range(size):
316 lst[i].append(fillfun(i, j))
321 self.snap = False # snapshot taken
322 self.crew = 0 # crew complement
323 self.remkl = 0 # remaining klingons
324 self.nscrem = 0 # remaining super commanders
325 self.starkl = 0 # destroyed stars
326 self.basekl = 0 # destroyed bases
327 self.nromrem = 0 # Romulans remaining
328 self.nplankl = 0 # destroyed uninhabited planets
329 self.nworldkl = 0 # destroyed inhabited planets
330 self.planets = [] # Planet information
331 self.date = 0.0 # stardate
332 self.remres = 0 # remaining resources
333 self.remtime = 0 # remaining time
334 self.baseq = [] # Base quadrant coordinates
335 self.kcmdr = [] # Commander quadrant coordinates
336 self.kscmdr = coord() # Supercommander quadrant coordinates
338 self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
340 self.chart = fill2d(GALSIZE, lambda i, j: page())
344 self.date = None # A real number
345 self.quadrant = None # A coord structure
348 OPTION_ALL = 0xffffffff
349 OPTION_TTY = 0x00000001 # old interface
350 OPTION_CURSES = 0x00000002 # new interface
351 OPTION_IOMODES = 0x00000003 # cover both interfaces
352 OPTION_PLANETS = 0x00000004 # planets and mining
353 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
354 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
355 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
356 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
357 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
358 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
359 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
360 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
361 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
362 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
363 OPTION_PLAIN = 0x01000000 # user chose plain game
364 OPTION_ALMY = 0x02000000 # user chose Almy variant
383 NDEVICES= 16 # Number of devices
392 def damaged(dev): return (game.damage[dev] != 0.0)
393 def communicating(): return not damaged(DRADIO) or game.condition=="docked"
395 # Define future events
396 FSPY = 0 # Spy event happens always (no future[] entry)
397 # can cause SC to tractor beam Enterprise
398 FSNOVA = 1 # Supernova
399 FTBEAM = 2 # Commander tractor beams Enterprise
400 FSNAP = 3 # Snapshot for time warp
401 FBATTAK = 4 # Commander attacks base
402 FCDBAS = 5 # Commander destroys base
403 FSCMOVE = 6 # Supercommander moves (might attack base)
404 FSCDBAS = 7 # Supercommander destroys base
405 FDSPROB = 8 # Move deep space probe
406 FDISTR = 9 # Emit distress call from an inhabited world
407 FENSLV = 10 # Inhabited word is enslaved */
408 FREPRO = 11 # Klingons build a ship in an enslaved system
412 # abstract out the event handling -- underlying data structures will change
413 # when we implement stateful events
415 def findevent(evtype): return game.future[evtype]
418 def __init__(self, type=None, loc=None, power=None):
423 self.kpower = power # enemy energy level
424 game.enemies.append(self)
426 motion = (loc != self.kloc)
427 if self.kloc.i is not None and self.kloc.j is not None:
430 game.quad[self.kloc.i][self.kloc.j] = IHWEB
432 game.quad[self.kloc.i][self.kloc.j] = IHDOT
434 self.kloc = copy.copy(loc)
435 game.quad[self.kloc.i][self.kloc.j] = self.type
436 self.kdist = self.kavgd = (game.sector - loc).distance()
439 self.kdist = self.kavgd = None
440 game.enemies.remove(self)
443 return "<%s,%s.%f>" % (self.type, self.kloc, self.kpower) # For debugging
447 self.options = None # Game options
448 self.state = snapshot() # A snapshot structure
449 self.snapsht = snapshot() # Last snapshot taken for time-travel purposes
450 self.quad = None # contents of our quadrant
451 self.damage = [0.0] * NDEVICES # damage encountered
452 self.future = [] # future events
453 for i in range(NEVENTS):
454 self.future.append(event())
455 self.passwd = None; # Self Destruct password
457 self.quadrant = None # where we are in the large
458 self.sector = None # where we are in the small
459 self.tholian = None # Tholian enemy object
460 self.base = None # position of base in current quadrant
461 self.battle = None # base coordinates being attacked
462 self.plnet = None # location of planet in quadrant
463 self.probec = None # current probe quadrant
464 self.gamewon = False # Finished!
465 self.ididit = False # action taken -- allows enemy to attack
466 self.alive = False # we are alive (not killed)
467 self.justin = False # just entered quadrant
468 self.shldup = False # shields are up
469 self.shldchg = False # shield is changing (affects efficiency)
470 self.iscate = False # super commander is here
471 self.ientesc = False # attempted escape from supercommander
472 self.resting = False # rest time
473 self.icraft = False # Kirk in Galileo
474 self.landed = False # party on planet (true), on ship (false)
475 self.alldone = False # game is now finished
476 self.neutz = False # Romulan Neutral Zone
477 self.isarmed = False # probe is armed
478 self.inorbit = False # orbiting a planet
479 self.imine = False # mining
480 self.icrystl = False # dilithium crystals aboard
481 self.iseenit = False # seen base attack report
482 self.thawed = False # thawed game
483 self.condition = None # "green", "yellow", "red", "docked", "dead"
484 self.iscraft = None # "onship", "offship", "removed"
485 self.skill = None # Player skill level
486 self.inkling = 0 # initial number of klingons
487 self.inbase = 0 # initial number of bases
488 self.incom = 0 # initial number of commanders
489 self.inscom = 0 # initial number of commanders
490 self.inrom = 0 # initial number of commanders
491 self.instar = 0 # initial stars
492 self.intorps = 0 # initial/max torpedoes
493 self.torps = 0 # number of torpedoes
494 self.ship = 0 # ship type -- 'E' is Enterprise
495 self.abandoned = 0 # count of crew abandoned in space
496 self.length = 0 # length of game
497 self.klhere = 0 # klingons here
498 self.casual = 0 # causalties
499 self.nhelp = 0 # calls for help
500 self.nkinks = 0 # count of energy-barrier crossings
501 self.iplnet = None # planet # in quadrant
502 self.inplan = 0 # initial planets
503 self.irhere = 0 # Romulans in quadrant
504 self.isatb = 0 # =1 if super commander is attacking base
505 self.tourn = None # tournament number
506 self.proben = 0 # number of moves for probe
507 self.nprobes = 0 # number of probes available
508 self.inresor = 0.0 # initial resources
509 self.intime = 0.0 # initial time
510 self.inenrg = 0.0 # initial/max energy
511 self.inshld = 0.0 # initial/max shield
512 self.inlsr = 0.0 # initial life support resources
513 self.indate = 0.0 # initial date
514 self.energy = 0.0 # energy level
515 self.shield = 0.0 # shield level
516 self.warpfac = 0.0 # warp speed
517 self.wfacsq = 0.0 # squared warp factor
518 self.lsupres = 0.0 # life support reserves
519 self.dist = 0.0 # movement distance
520 self.direc = 0.0 # movement direction
521 self.optime = 0.0 # time taken by current operation
522 self.docfac = 0.0 # repair factor when docking (constant?)
523 self.damfac = 0.0 # damage factor
524 self.lastchart = 0.0 # time star chart was last updated
525 self.cryprob = 0.0 # probability that crystal will work
526 self.probe = None # location of probe
527 self.probein = None # probe i,j increment
528 self.height = 0.0 # height of orbit around planet
530 # Stas thinks this should be (C expression):
531 # game.state.remkl + len(game.state.kcmdr) > 0 ?
532 # game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99
533 # He says the existing expression is prone to divide-by-zero errors
534 # after killing the last klingon when score is shown -- perhaps also
535 # if the only remaining klingon is SCOM.
536 game.state.remtime = game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr))
582 #logfp.write("# withprob(%s) -> %f (%s) at %s\n" % (p, v, v<p, traceback.extract_stack()[-2][1:]))
585 def randrange(*args):
586 v = random.randrange(*args)
587 #logfp.write("# randrange%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
593 v *= args[0] # returns from [0, args[0])
595 v = args[0] + v*(args[1]-args[0]) # returns from [args[0], args[1])
596 #logfp.write("# randreal%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
599 # Code from ai.c begins here
602 "Would this quadrant welcome another Klingon?"
603 return VALID_QUADRANT(iq.i,iq.j) and \
604 not game.state.galaxy[iq.i][iq.j].supernova and \
605 game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
607 def tryexit(enemy, look, irun):
608 "A bad guy attempts to bug out."
610 iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
611 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
612 if not welcoming(iq):
614 if enemy.type == IHR:
615 return False; # Romulans cannot escape!
617 # avoid intruding on another commander's territory
618 if enemy.type == IHC:
619 if iq in game.state.kcmdr:
621 # refuse to leave if currently attacking starbase
622 if game.battle == game.quadrant:
624 # don't leave if over 1000 units of energy
625 if enemy.kpower > 1000.0:
627 # emit escape message and move out of quadrant.
628 # we know this if either short or long range sensors are working
629 if not damaged(DSRSENS) or not damaged(DLRSENS) or \
630 game.condition == "docked":
631 prout(crmena(True, enemy.type, "sector", enemy.kloc) + \
632 (_(" escapes to Quadrant %s (and regains strength).") % q))
633 # handle local matters related to escape
636 if game.condition != "docked":
638 # Handle global matters related to escape
639 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
640 game.state.galaxy[iq.i][iq.j].klingons += 1
645 schedule(FSCMOVE, 0.2777)
649 for cmdr in game.state.kcmdr:
650 if cmdr == game.quadrant:
651 game.state.kcmdr[n] = iq
653 return True; # success
655 # The bad-guy movement algorithm:
657 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
658 # If both are operating full strength, force is 1000. If both are damaged,
659 # force is -1000. Having shields down subtracts an additional 1000.
661 # 2. Enemy has forces equal to the energy of the attacker plus
662 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
663 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
665 # Attacker Initial energy levels (nominal):
666 # Klingon Romulan Commander Super-Commander
667 # Novice 400 700 1200
669 # Good 450 800 1300 1750
670 # Expert 475 850 1350 1875
671 # Emeritus 500 900 1400 2000
672 # VARIANCE 75 200 200 200
674 # Enemy vessels only move prior to their attack. In Novice - Good games
675 # only commanders move. In Expert games, all enemy vessels move if there
676 # is a commander present. In Emeritus games all enemy vessels move.
678 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
679 # forces are 1000 greater than Enterprise.
681 # Agressive action on average cuts the distance between the ship and
682 # the enemy to 1/4 the original.
684 # 4. At lower energy advantage, movement units are proportional to the
685 # advantage with a 650 advantage being to hold ground, 800 to move forward
686 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
688 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
689 # retreat, especially at high skill levels.
691 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
693 def movebaddy(enemy):
694 "Tactical movement for the bad guys."
695 next = coord(); look = coord()
697 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
698 if game.skill >= SKILL_EXPERT:
699 nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
701 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
703 mdist = int(dist1 + 0.5); # Nearest integer distance
704 # If SC, check with spy to see if should hi-tail it
705 if enemy.type==IHS and \
706 (enemy.kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
710 # decide whether to advance, retreat, or hold position
711 forces = enemy.kpower+100.0*len(game.enemies)+400*(nbaddys-1)
713 forces += 1000; # Good for enemy if shield is down!
714 if not damaged(DPHASER) or not damaged(DPHOTON):
715 if damaged(DPHASER): # phasers damaged
718 forces -= 0.2*(game.energy - 2500.0)
719 if damaged(DPHOTON): # photon torpedoes damaged
722 forces -= 50.0*game.torps
724 # phasers and photon tubes both out!
727 if forces <= 1000.0 and game.condition != "docked": # Typical situation
728 motion = ((forces + randreal(200))/150.0) - 5.0
730 if forces > 1000.0: # Very strong -- move in for kill
731 motion = (1.0 - randreal())**2 * dist1 + 1.0
732 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
733 motion -= game.skill*(2.0-randreal()**2)
735 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
736 # don't move if no motion
739 # Limit motion according to skill
740 if abs(motion) > game.skill:
745 # calculate preferred number of steps
746 nsteps = abs(int(motion))
747 if motion > 0 and nsteps > mdist:
748 nsteps = mdist; # don't overshoot
749 if nsteps > QUADSIZE:
750 nsteps = QUADSIZE; # This shouldn't be necessary
752 nsteps = 1; # This shouldn't be necessary
754 proutn("NSTEPS = %d:" % nsteps)
755 # Compute preferred values of delta X and Y
756 m = game.sector - enemy.kloc
757 if 2.0 * abs(m.i) < abs(m.j):
759 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.kloc.i):
761 m = (motion * m).sgn()
764 for ll in range(nsteps):
766 proutn(" %d" % (ll+1))
767 # Check if preferred position available
778 attempts = 0; # Settle mysterious hang problem
779 while attempts < 20 and not success:
781 if look.i < 0 or look.i >= QUADSIZE:
782 if motion < 0 and tryexit(enemy, look, irun):
784 if krawli == m.i or m.j == 0:
786 look.i = next.i + krawli
788 elif look.j < 0 or look.j >= QUADSIZE:
789 if motion < 0 and tryexit(enemy, look, irun):
791 if krawlj == m.j or m.i == 0:
793 look.j = next.j + krawlj
795 elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != IHDOT:
796 # See if enemy should ram ship
797 if game.quad[look.i][look.j] == game.ship and \
798 (enemy.type == IHC or enemy.type == IHS):
799 collision(rammed=True, enemy=enemy)
801 if krawli != m.i and m.j != 0:
802 look.i = next.i + krawli
804 elif krawlj != m.j and m.i != 0:
805 look.j = next.j + krawlj
808 break; # we have failed
820 if not damaged(DSRSENS) or game.condition == "docked":
821 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.kloc))
822 if enemy.kdist < dist1:
823 proutn(_(" advances to "))
825 proutn(_(" retreats to "))
826 prout("Sector %s." % next)
829 "Sequence Klingon tactical movement."
832 # Figure out which Klingon is the commander (or Supercommander)
834 if game.quadrant in game.state.kcmdr:
835 for enemy in game.enemies:
836 if enemy.type == IHC:
838 if game.state.kscmdr==game.quadrant:
839 for enemy in game.enemies:
840 if enemy.type == IHS:
843 # If skill level is high, move other Klingons and Romulans too!
844 # Move these last so they can base their actions on what the
846 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
847 for enemy in game.enemies:
848 if enemy.type in (IHK, IHR):
850 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
852 def movescom(iq, avoid):
853 "Commander movement helper."
854 # Avoid quadrants with bases if we want to avoid Enterprise
855 if not welcoming(iq) or (avoid and iq in game.state.baseq):
857 if game.justin and not game.iscate:
860 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
861 game.state.kscmdr = iq
862 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
863 if game.state.kscmdr==game.quadrant:
864 # SC has scooted, Remove him from current quadrant
869 for enemy in game.enemies:
870 if enemy.type == IHS:
874 if game.condition != "docked":
876 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
877 # check for a helpful planet
878 for i in range(game.inplan):
879 if game.state.planets[i].quadrant == game.state.kscmdr and \
880 game.state.planets[i].crystals == "present":
882 game.state.planets[i].pclass = "destroyed"
883 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
886 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
887 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
888 prout(_(" by the Super-commander.\""))
890 return False; # looks good!
892 def supercommander():
893 "Move the Super Commander."
894 iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
897 prout("== SUPERCOMMANDER")
898 # Decide on being active or passive
899 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 \
900 (game.state.date-game.indate) < 3.0)
901 if not game.iscate and avoid:
902 # compute move away from Enterprise
903 idelta = game.state.kscmdr-game.quadrant
904 if idelta.distance() > 2.0:
906 idelta.i = game.state.kscmdr.j-game.quadrant.j
907 idelta.j = game.quadrant.i-game.state.kscmdr.i
909 # compute distances to starbases
910 if not game.state.baseq:
914 sc = game.state.kscmdr
915 for base in game.state.baseq:
916 basetbl.append((i, (base - sc).distance()))
917 if game.state.baseq > 1:
918 basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
919 # look for nearest base without a commander, no Enterprise, and
920 # without too many Klingons, and not already under attack.
921 ifindit = iwhichb = 0
922 for (i2, base) in enumerate(game.state.baseq):
923 i = basetbl[i2][0]; # bug in original had it not finding nearest
924 if base==game.quadrant or base==game.battle or not welcoming(base):
926 # if there is a commander, and no other base is appropriate,
927 # we will take the one with the commander
928 for cmdr in game.state.kcmdr:
929 if base == cmdr and ifindit != 2:
933 else: # no commander -- use this one
938 return # Nothing suitable -- wait until next time
939 ibq = game.state.baseq[iwhichb]
940 # decide how to move toward base
941 idelta = ibq - game.state.kscmdr
942 # Maximum movement is 1 quadrant in either or both axes
943 idelta = idelta.sgn()
944 # try moving in both x and y directions
945 # there was what looked like a bug in the Almy C code here,
946 # but it might be this translation is just wrong.
947 iq = game.state.kscmdr + idelta
948 if movescom(iq, avoid):
949 # failed -- try some other maneuvers
950 if idelta.i==0 or idelta.j==0:
953 iq.j = game.state.kscmdr.j + 1
954 if movescom(iq, avoid):
955 iq.j = game.state.kscmdr.j - 1
958 iq.i = game.state.kscmdr.i + 1
959 if movescom(iq, avoid):
960 iq.i = game.state.kscmdr.i - 1
963 # try moving just in x or y
964 iq.j = game.state.kscmdr.j
965 if movescom(iq, avoid):
966 iq.j = game.state.kscmdr.j + idelta.j
967 iq.i = game.state.kscmdr.i
970 if len(game.state.baseq) == 0:
973 for (i, ibq) in enumerate(game.state.baseq):
974 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
977 return # no, don't attack base!
980 schedule(FSCDBAS, randreal(1.0, 3.0))
981 if is_scheduled(FCDBAS):
982 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
983 if not communicating():
987 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
989 prout(_(" reports that it is under attack from the Klingon Super-commander."))
990 proutn(_(" It can survive until stardate %d.\"") \
991 % int(scheduled(FSCDBAS)))
994 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
998 game.optime = 0.0; # actually finished
1000 # Check for intelligence report
1003 (not communicating()) or \
1004 not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
1007 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
1008 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
1013 if not game.tholian or game.justin:
1016 if game.tholian.kloc.i == 0 and game.tholian.kloc.j == 0:
1017 id.i = 0; id.j = QUADSIZE-1
1018 elif game.tholian.kloc.i == 0 and game.tholian.kloc.j == QUADSIZE-1:
1019 id.i = QUADSIZE-1; id.j = QUADSIZE-1
1020 elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == QUADSIZE-1:
1021 id.i = QUADSIZE-1; id.j = 0
1022 elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == 0:
1025 # something is wrong!
1026 game.tholian.move(None)
1027 prout("***Internal error: Tholian in a bad spot.")
1029 # do nothing if we are blocked
1030 if game.quad[id.i][id.j] not in (IHDOT, IHWEB):
1032 here = copy.copy(game.tholian.kloc)
1033 delta = (id - game.tholian.kloc).sgn()
1035 while here.i != id.i:
1037 if game.quad[here.i][here.j]==IHDOT:
1038 game.tholian.move(here)
1040 while here.j != id.j:
1042 if game.quad[here.i][here.j]==IHDOT:
1043 game.tholian.move(here)
1044 # check to see if all holes plugged
1045 for i in range(QUADSIZE):
1046 if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT:
1048 if game.quad[QUADSIZE-1][i]!=IHWEB and game.quad[QUADSIZE-1][i]!=IHT:
1050 if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT:
1052 if game.quad[i][QUADSIZE-1]!=IHWEB and game.quad[i][QUADSIZE-1]!=IHT:
1054 # All plugged up -- Tholian splits
1055 game.quad[game.tholian.kloc.i][game.tholian.kloc.j]=IHWEB
1057 prout(crmena(True, IHT, "sector", game.tholian) + _(" completes web."))
1058 game.tholian.move(None)
1061 # Code from battle.c begins here
1063 def doshield(shraise):
1064 "Change shield status."
1070 key = scanner.next()
1071 if key == "IHALPHA":
1072 if scanner.sees("transfer"):
1075 if damaged(DSHIELD):
1076 prout(_("Shields damaged and down."))
1078 if scanner.sees("up"):
1080 elif scanner.sees("down"):
1083 proutn(_("Do you wish to change shield energy? "))
1085 proutn(_("Energy to transfer to shields- "))
1087 elif damaged(DSHIELD):
1088 prout(_("Shields damaged and down."))
1091 proutn(_("Shields are up. Do you want them down? "))
1098 proutn(_("Shields are down. Do you want them up? "))
1104 if action == "SHUP": # raise shields
1106 prout(_("Shields already up."))
1110 if game.condition != "docked":
1112 prout(_("Shields raised."))
1113 if game.energy <= 0:
1115 prout(_("Shields raising uses up last of energy."))
1120 elif action == "SHDN":
1122 prout(_("Shields already down."))
1126 prout(_("Shields lowered."))
1129 elif action == "NRG":
1130 while scanner.next() != "IHREAL":
1132 proutn(_("Energy to transfer to shields- "))
1134 if scanner.real == 0:
1136 if scanner.real > game.energy:
1137 prout(_("Insufficient ship energy."))
1140 if game.shield+scanner.real >= game.inshld:
1141 prout(_("Shield energy maximized."))
1142 if game.shield+scanner.real > game.inshld:
1143 prout(_("Excess energy requested returned to ship energy"))
1144 game.energy -= game.inshld-game.shield
1145 game.shield = game.inshld
1147 if scanner.real < 0.0 and game.energy-scanner.real > game.inenrg:
1148 # Prevent shield drain loophole
1150 prout(_("Engineering to bridge--"))
1151 prout(_(" Scott here. Power circuit problem, Captain."))
1152 prout(_(" I can't drain the shields."))
1155 if game.shield+scanner.real < 0:
1156 prout(_("All shield energy transferred to ship."))
1157 game.energy += game.shield
1160 proutn(_("Scotty- \""))
1161 if scanner.real > 0:
1162 prout(_("Transferring energy to shields.\""))
1164 prout(_("Draining energy from shields.\""))
1165 game.shield += scanner.real
1166 game.energy -= scanner.real
1170 "Choose a device to damage, at random."
1171 # Quoth Eric Allman in the code of BSD-Trek:
1172 # "Under certain conditions you can get a critical hit. This
1173 # sort of hit damages devices. The probability that a given
1174 # device is damaged depends on the device. Well protected
1175 # devices (such as the computer, which is in the core of the
1176 # ship and has considerable redundancy) almost never get
1177 # damaged, whereas devices which are exposed (such as the
1178 # warp engines) or which are particularly delicate (such as
1179 # the transporter) have a much higher probability of being
1182 # This is one place where OPTION_PLAIN does not restore the
1183 # original behavior, which was equiprobable damage across
1184 # all devices. If we wanted that, we'd return randrange(NDEVICES)
1185 # and have done with it. Also, in the original game, DNAVYS
1186 # and DCOMPTR were the same device.
1188 # Instead, we use a table of weights similar to the one from BSD Trek.
1189 # BSD doesn't have the shuttle, shield controller, death ray, or probes.
1190 # We don't have a cloaking device. The shuttle got the allocation
1191 # for the cloaking device, then we shaved a half-percent off
1192 # everything to have some weight to give DSHCTRL/DDRAY/DDSP.
1194 105, # DSRSENS: short range scanners 10.5%
1195 105, # DLRSENS: long range scanners 10.5%
1196 120, # DPHASER: phasers 12.0%
1197 120, # DPHOTON: photon torpedoes 12.0%
1198 25, # DLIFSUP: life support 2.5%
1199 65, # DWARPEN: warp drive 6.5%
1200 70, # DIMPULS: impulse engines 6.5%
1201 145, # DSHIELD: deflector shields 14.5%
1202 30, # DRADIO: subspace radio 3.0%
1203 45, # DSHUTTL: shuttle 4.5%
1204 15, # DCOMPTR: computer 1.5%
1205 20, # NAVCOMP: navigation system 2.0%
1206 75, # DTRANSP: transporter 7.5%
1207 20, # DSHCTRL: high-speed shield controller 2.0%
1208 10, # DDRAY: death ray 1.0%
1209 30, # DDSP: deep-space probes 3.0%
1211 idx = randrange(1000) # weights must sum to 1000
1213 for (i, w) in enumerate(weights):
1217 return None; # we should never get here
1219 def collision(rammed, enemy):
1220 "Collision handling fot rammong events."
1221 prouts(_("***RED ALERT! RED ALERT!"))
1223 prout(_("***COLLISION IMMINENT."))
1227 hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(enemy.type, 1.0)
1229 proutn(_(" rammed by "))
1232 proutn(crmena(False, enemy.type, "sector", enemy.kloc))
1234 proutn(_(" (original position)"))
1236 deadkl(enemy.kloc, enemy.type, game.sector)
1237 proutn("***" + crmship() + " heavily damaged.")
1238 icas = randrange(10, 30)
1239 prout(_("***Sickbay reports %d casualties"), icas)
1241 game.state.crew -= icas
1242 # In the pre-SST2K version, all devices got equiprobably damaged,
1243 # which was silly. Instead, pick up to half the devices at
1244 # random according to our weighting table,
1245 ncrits = randrange(NDEVICES/2)
1246 for m in range(ncrits):
1248 if game.damage[dev] < 0:
1250 extradm = (10.0*hardness*randreal()+1.0)*game.damfac
1251 # Damage for at least time of travel!
1252 game.damage[dev] += game.optime + extradm
1254 prout(_("***Shields are down."))
1255 if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
1262 def torpedo(origin, course, dispersion, number, nburst):
1263 "Let a photon torpedo fly"
1264 if not damaged(DSRSENS) or game.condition=="docked":
1265 setwnd(srscan_window)
1267 setwnd(message_window)
1269 ac = course + 0.25*dispersion
1270 angle = (15.0-ac)*0.5235988
1271 bullseye = (15.0 - course)*0.5235988
1272 delta = coord(-math.sin(angle), math.cos(angle))
1273 bigger = max(abs(delta.i), abs(delta.j))
1275 w = coord(0, 0); jw = coord(0, 0)
1276 ungridded = copy.copy(origin)
1277 # Loop to move a single torpedo
1278 for step in range(1, QUADSIZE*2):
1280 w = ungridded.snaptogrid()
1281 if not VALID_SECTOR(w.i, w.j):
1283 iquad=game.quad[w.i][w.j]
1284 tracktorpedo(origin, w, step, number, nburst, iquad)
1288 setwnd(message_window)
1289 if damaged(DSRSENS) and not game.condition=="docked":
1290 skip(1); # start new line after text track
1291 if iquad in (IHE, IHF): # Hit our ship
1293 prout(_("Torpedo hits %s.") % crmshp())
1294 hit = 700.0 + randreal(100) - \
1295 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1296 newcnd(); # we're blown out of dock
1297 # We may be displaced.
1298 if game.landed or game.condition=="docked":
1299 return hit # Cheat if on a planet
1300 ang = angle + 2.5*(randreal()-0.5)
1301 temp = math.fabs(math.sin(ang))
1302 if math.fabs(math.cos(ang)) > temp:
1303 temp = math.fabs(math.cos(ang))
1304 xx = -math.sin(ang)/temp
1305 yy = math.cos(ang)/temp
1306 jw.i = int(w.i+xx+0.5)
1307 jw.j = int(w.j+yy+0.5)
1308 if not VALID_SECTOR(jw.i, jw.j):
1310 if game.quad[jw.i][jw.j]==IHBLANK:
1313 if game.quad[jw.i][jw.j]!=IHDOT:
1314 # can't move into object
1319 elif iquad in (IHC, IHS, IHR, IHK): # Hit a regular enemy
1321 if iquad in (IHC, IHS) and withprob(0.05):
1322 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1323 prout(_(" torpedo neutralized."))
1325 for enemy in game.enemies:
1328 kp = math.fabs(enemy.kpower)
1329 h1 = 700.0 + randrange(100) - \
1330 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1334 if enemy.kpower < 0:
1338 if enemy.kpower == 0:
1341 proutn(crmena(True, iquad, "sector", w))
1342 # If enemy damaged but not destroyed, try to displace
1343 ang = angle + 2.5*(randreal()-0.5)
1344 temp = math.fabs(math.sin(ang))
1345 if math.fabs(math.cos(ang)) > temp:
1346 temp = math.fabs(math.cos(ang))
1347 xx = -math.sin(ang)/temp
1348 yy = math.cos(ang)/temp
1349 jw.i = int(w.i+xx+0.5)
1350 jw.j = int(w.j+yy+0.5)
1351 if not VALID_SECTOR(jw.i, jw.j):
1352 prout(_(" damaged but not destroyed."))
1354 if game.quad[jw.i][jw.j]==IHBLANK:
1355 prout(_(" buffeted into black hole."))
1356 deadkl(w, iquad, jw)
1358 if game.quad[jw.i][jw.j]!=IHDOT:
1359 # can't move into object
1360 prout(_(" damaged but not destroyed."))
1362 proutn(_(" damaged--"))
1366 elif iquad == IHB: # Hit a base
1368 prout(_("***STARBASE DESTROYED.."))
1369 game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
1370 game.quad[w.i][w.j]=IHDOT
1371 game.base.invalidate()
1372 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase -= 1
1373 game.state.chart[game.quadrant.i][game.quadrant.j].starbase -= 1
1374 game.state.basekl += 1
1377 elif iquad == IHP: # Hit a planet
1378 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1379 game.state.nplankl += 1
1380 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1381 game.iplnet.pclass = "destroyed"
1383 game.plnet.invalidate()
1384 game.quad[w.i][w.j] = IHDOT
1386 # captain perishes on planet
1389 elif iquad == IHW: # Hit an inhabited world -- very bad!
1390 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1391 game.state.nworldkl += 1
1392 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1393 game.iplnet.pclass = "destroyed"
1395 game.plnet.invalidate()
1396 game.quad[w.i][w.j] = IHDOT
1398 # captain perishes on planet
1400 prout(_("You have just destroyed an inhabited planet."))
1401 prout(_("Celebratory rallies are being held on the Klingon homeworld."))
1403 elif iquad == IHSTAR: # Hit a star
1407 prout(crmena(True, IHSTAR, "sector", w) + _(" unaffected by photon blast."))
1409 elif iquad == IHQUEST: # Hit a thingy
1410 if not (game.options & OPTION_THINGY) or withprob(0.3):
1412 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1414 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1416 proutn(_("Mr. Spock-"))
1417 prouts(_(" \"Fascinating!\""))
1421 # Stas Sergeev added the possibility that
1422 # you can shove the Thingy and piss it off.
1423 # It then becomes an enemy and may fire at you.
1427 elif iquad == IHBLANK: # Black hole
1429 prout(crmena(True, IHBLANK, "sector", w) + _(" swallows torpedo."))
1431 elif iquad == IHWEB: # hit the web
1433 prout(_("***Torpedo absorbed by Tholian web."))
1435 elif iquad == IHT: # Hit a Tholian
1436 h1 = 700.0 + randrange(100) - \
1437 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1440 game.quad[w.i][w.j] = IHDOT
1445 proutn(crmena(True, IHT, "sector", w))
1447 prout(_(" survives photon blast."))
1449 prout(_(" disappears."))
1450 game.tholian.move(None)
1451 game.quad[w.i][w.j] = IHWEB
1456 proutn("Don't know how to handle torpedo collision with ")
1457 proutn(crmena(True, iquad, "sector", w))
1461 if curwnd!=message_window:
1462 setwnd(message_window)
1464 game.quad[w.i][w.j]=IHDOT
1465 game.quad[jw.i][jw.j]=iquad
1466 prout(_(" displaced by blast to Sector %s ") % jw)
1467 for ll in range(len(game.enemies)):
1468 game.enemies[ll].kdist = game.enemies[ll].kavgd = (game.sector-game.enemies[ll].kloc).distance()
1469 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1472 prout(_("Torpedo missed."))
1476 "Critical-hit resolution."
1477 if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1479 ncrit = int(1.0 + hit/(500.0+randreal(100)))
1480 proutn(_("***CRITICAL HIT--"))
1481 # Select devices and cause damage
1483 for loop1 in range(ncrit):
1486 # Cheat to prevent shuttle damage unless on ship
1487 if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1490 extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1491 game.damage[j] += extradm
1493 for (i, j) in enumerate(cdam):
1495 if skipcount % 3 == 2 and i < len(cdam)-1:
1500 prout(_(" damaged."))
1501 if damaged(DSHIELD) and game.shldup:
1502 prout(_("***Shields knocked down."))
1505 def attack(torps_ok):
1506 # bad guy attacks us
1507 # torps_ok == False forces use of phasers in an attack
1508 # game could be over at this point, check
1511 attempt = False; ihurt = False;
1512 hitmax=0.0; hittot=0.0; chgfac=1.0
1515 prout("=== ATTACK!")
1516 # Tholian gets to move before attacking
1519 # if you have just entered the RNZ, you'll get a warning
1520 if game.neutz: # The one chance not to be attacked
1523 # commanders get a chance to tac-move towards you
1524 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:
1526 # if no enemies remain after movement, we're done
1527 if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
1529 # set up partial hits if attack happens during shield status change
1530 pfac = 1.0/game.inshld
1532 chgfac = 0.25 + randreal(0.5)
1534 # message verbosity control
1535 if game.skill <= SKILL_FAIR:
1537 for enemy in game.enemies:
1538 if enemy.kpower < 0:
1539 continue; # too weak to attack
1540 # compute hit strength and diminish shield power
1542 # Increase chance of photon torpedos if docked or enemy energy is low
1543 if game.condition == "docked":
1545 if enemy.kpower < 500:
1547 if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry):
1549 # different enemies have different probabilities of throwing a torp
1550 usephasers = not torps_ok or \
1551 (enemy.type == IHK and r > 0.0005) or \
1552 (enemy.type==IHC and r > 0.015) or \
1553 (enemy.type==IHR and r > 0.3) or \
1554 (enemy.type==IHS and r > 0.07) or \
1555 (enemy.type==IHQUEST and r > 0.05)
1556 if usephasers: # Enemy uses phasers
1557 if game.condition == "docked":
1558 continue; # Don't waste the effort!
1559 attempt = True; # Attempt to attack
1560 dustfac = randreal(0.8, 0.85)
1561 hit = enemy.kpower*math.pow(dustfac,enemy.kavgd)
1562 enemy.kpower *= 0.75
1563 else: # Enemy uses photon torpedo
1564 # We should be able to make the bearing() method work here
1565 course = 1.90985*math.atan2(game.sector.j-enemy.kloc.j, enemy.kloc.i-game.sector.i)
1567 proutn(_("***TORPEDO INCOMING"))
1568 if not damaged(DSRSENS):
1569 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.kloc))
1572 dispersion = (randreal()+randreal())*0.5 - 0.5
1573 dispersion += 0.002*enemy.kpower*dispersion
1574 hit = torpedo(enemy.kloc, course, dispersion, number=1, nburst=1)
1575 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1576 finish(FWON); # Klingons did themselves in!
1577 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1578 return # Supernova or finished
1581 # incoming phaser or torpedo, shields may dissipate it
1582 if game.shldup or game.shldchg or game.condition=="docked":
1583 # shields will take hits
1584 propor = pfac * game.shield
1585 if game.condition =="docked":
1589 hitsh = propor*chgfac*hit+1.0
1591 if absorb > game.shield:
1592 absorb = game.shield
1593 game.shield -= absorb
1595 # taking a hit blasts us out of a starbase dock
1596 if game.condition == "docked":
1598 # but the shields may take care of it
1599 if propor > 0.1 and hit < 0.005*game.energy:
1601 # hit from this opponent got through shields, so take damage
1603 proutn(_("%d unit hit") % int(hit))
1604 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1605 proutn(_(" on the ") + crmshp())
1606 if not damaged(DSRSENS) and usephasers:
1607 prout(_(" from ") + crmena(False, enemy.type, where, enemy.kloc))
1609 # Decide if hit is critical
1615 if game.energy <= 0:
1616 # Returning home upon your shield, not with it...
1619 if not attempt and game.condition == "docked":
1620 prout(_("***Enemies decide against attacking your ship."))
1621 percent = 100.0*pfac*game.shield+0.5
1623 # Shields fully protect ship
1624 proutn(_("Enemy attack reduces shield strength to "))
1626 # Emit message if starship suffered hit(s)
1628 proutn(_("Energy left %2d shields ") % int(game.energy))
1631 elif not damaged(DSHIELD):
1634 proutn(_("damaged, "))
1635 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1636 # Check if anyone was hurt
1637 if hitmax >= 200 or hittot >= 500:
1638 icas = randrange(int(hittot * 0.015))
1641 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1642 prout(_(" in that last attack.\""))
1644 game.state.crew -= icas
1645 # After attack, reset average distance to enemies
1646 for enemy in game.enemies:
1647 enemy.kavgd = enemy.kdist
1648 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1651 def deadkl(w, type, mv):
1652 "Kill a Klingon, Tholian, Romulan, or Thingy."
1653 # Added mv to allow enemy to "move" before dying
1654 proutn(crmena(True, type, "sector", mv))
1655 # Decide what kind of enemy it is and update appropriately
1657 # chalk up a Romulan
1658 game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1660 game.state.nromrem -= 1
1664 elif type == IHQUEST:
1669 # Some type of a Klingon
1670 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1673 game.state.kcmdr.remove(game.quadrant)
1675 if game.state.kcmdr:
1676 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1677 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1680 game.state.remkl -= 1
1682 game.state.nscrem -= 1
1683 game.state.kscmdr.invalidate()
1688 # For each kind of enemy, finish message to player
1689 prout(_(" destroyed."))
1690 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1693 # Remove enemy ship from arrays describing local conditions
1694 for e in game.enemies:
1701 "Return None if target is invalid, otherwise return a course angle."
1702 if not VALID_SECTOR(w.i, w.j):
1706 # FIXME: C code this was translated from is wacky -- why the sign reversal?
1707 delta.j = (w.j - game.sector.j);
1708 delta.i = (game.sector.i - w.i);
1709 if delta == coord(0, 0):
1711 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1712 prout(_(" I recommend an immediate review of"))
1713 prout(_(" the Captain's psychological profile.\""))
1716 return delta.bearing()
1719 "Launch photon torpedo."
1722 if damaged(DPHOTON):
1723 prout(_("Photon tubes damaged."))
1727 prout(_("No torpedoes left."))
1730 # First, get torpedo count
1733 if scanner.token == "IHALPHA":
1736 elif scanner.token == "IHEOL" or not scanner.waiting():
1737 prout(_("%d torpedoes left.") % game.torps)
1739 proutn(_("Number of torpedoes to fire- "))
1740 continue # Go back around to get a number
1741 else: # key == "IHREAL"
1743 if n <= 0: # abort command
1748 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1751 scanner.chew() # User requested more torps than available
1752 continue # Go back around
1753 break # All is good, go to next stage
1757 key = scanner.next()
1758 if i==0 and key == "IHEOL":
1759 break; # no coordinate waiting, we will try prompting
1760 if i==1 and key == "IHEOL":
1761 # direct all torpedoes at one target
1763 target.append(target[0])
1764 course.append(course[0])
1767 scanner.push(scanner.token)
1768 target.append(scanner.getcoord())
1769 if target[-1] == None:
1771 course.append(targetcheck(target[-1]))
1772 if course[-1] == None:
1775 if len(target) == 0:
1776 # prompt for each one
1778 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1780 target.append(scanner.getcoord())
1781 if target[-1] == None:
1783 course.append(targetcheck(target[-1]))
1784 if course[-1] == None:
1787 # Loop for moving <n> torpedoes
1789 if game.condition != "docked":
1791 dispersion = (randreal()+randreal())*0.5 -0.5
1792 if math.fabs(dispersion) >= 0.47:
1794 dispersion *= randreal(1.2, 2.2)
1796 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1798 prouts(_("***TORPEDO MISFIRES."))
1801 prout(_(" Remainder of burst aborted."))
1803 prout(_("***Photon tubes damaged by misfire."))
1804 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1806 if game.shldup or game.condition == "docked":
1807 dispersion *= 1.0 + 0.0001*game.shield
1808 torpedo(game.sector, course[i], dispersion, number=i, nburst=n)
1809 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1811 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1815 "Check for phasers overheating."
1817 checkburn = (rpow-1500.0)*0.00038
1818 if withprob(checkburn):
1819 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1820 game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1822 def checkshctrl(rpow):
1823 "Check shield control."
1826 prout(_("Shields lowered."))
1828 # Something bad has happened
1829 prouts(_("***RED ALERT! RED ALERT!"))
1831 hit = rpow*game.shield/game.inshld
1832 game.energy -= rpow+hit*0.8
1833 game.shield -= hit*0.2
1834 if game.energy <= 0.0:
1835 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1840 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1842 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1843 icas = randrange(int(hit*0.012))
1848 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1849 prout(_(" %d casualties so far.\"") % icas)
1851 game.state.crew -= icas
1853 prout(_("Phaser energy dispersed by shields."))
1854 prout(_("Enemy unaffected."))
1859 "Register a phaser hit on Klingons and Romulans."
1860 nenhr2 = len(game.enemies); kk=0
1863 for (k, wham) in enumerate(hits):
1866 dustfac = randreal(0.9, 1.0)
1867 hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
1868 kpini = game.enemies[kk].kpower
1869 kp = math.fabs(kpini)
1870 if PHASEFAC*hit < kp:
1872 if game.enemies[kk].kpower < 0:
1873 game.enemies[kk].kpower -= -kp
1875 game.enemies[kk].kpower -= kp
1876 kpow = game.enemies[kk].kpower
1877 w = game.enemies[kk].kloc
1879 if not damaged(DSRSENS):
1881 proutn(_("%d unit hit on ") % int(hit))
1883 proutn(_("Very small hit on "))
1884 ienm = game.quad[w.i][w.j]
1887 proutn(crmena(False, ienm, "sector", w))
1891 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1895 kk -= 1 # don't do the increment
1897 else: # decide whether or not to emasculate klingon
1898 if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1899 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1900 prout(_(" has just lost its firepower.\""))
1901 game.enemies[kk].kpower = -kpow
1906 "Fire phasers at bad guys."
1908 kz = 0; k = 1; irec=0 # Cheating inhibitor
1909 ifast = False; no = False; itarg = True; msgflag = True; rpow=0
1913 # SR sensors and Computer are needed for automode
1914 if damaged(DSRSENS) or damaged(DCOMPTR):
1916 if game.condition == "docked":
1917 prout(_("Phasers can't be fired through base shields."))
1920 if damaged(DPHASER):
1921 prout(_("Phaser control damaged."))
1925 if damaged(DSHCTRL):
1926 prout(_("High speed shield control damaged."))
1929 if game.energy <= 200.0:
1930 prout(_("Insufficient energy to activate high-speed shield control."))
1933 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1935 # Original code so convoluted, I re-did it all
1936 # (That was Tom Almy talking about the C code, I think -- ESR)
1937 while automode=="NOTSET":
1939 if key == "IHALPHA":
1940 if scanner.sees("manual"):
1941 if len(game.enemies)==0:
1942 prout(_("There is no enemy present to select."))
1945 automode="AUTOMATIC"
1948 key = scanner.next()
1949 elif scanner.sees("automatic"):
1950 if (not itarg) and len(game.enemies) != 0:
1951 automode = "FORCEMAN"
1953 if len(game.enemies)==0:
1954 prout(_("Energy will be expended into space."))
1955 automode = "AUTOMATIC"
1956 key = scanner.next()
1957 elif scanner.sees("no"):
1962 elif key == "IHREAL":
1963 if len(game.enemies)==0:
1964 prout(_("Energy will be expended into space."))
1965 automode = "AUTOMATIC"
1967 automode = "FORCEMAN"
1969 automode = "AUTOMATIC"
1972 if len(game.enemies)==0:
1973 prout(_("Energy will be expended into space."))
1974 automode = "AUTOMATIC"
1976 automode = "FORCEMAN"
1978 proutn(_("Manual or automatic? "))
1983 if automode == "AUTOMATIC":
1984 if key == "IHALPHA" and scanner.sees("no"):
1986 key = scanner.next()
1987 if key != "IHREAL" and len(game.enemies) != 0:
1988 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
1993 for i in range(len(game.enemies)):
1994 irec += math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
1996 proutn(_("%d units required. ") % irec)
1998 proutn(_("Units to fire= "))
1999 key = scanner.next()
2004 proutn(_("Energy available= %.2f") % avail)
2007 if not rpow > avail:
2014 if key == "IHALPHA" and scanner.sees("no"):
2017 game.energy -= 200; # Go and do it!
2018 if checkshctrl(rpow):
2023 if len(game.enemies):
2026 for i in range(len(game.enemies)):
2030 hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
2031 over = randreal(1.01, 1.06) * hits[i]
2033 powrem -= hits[i] + over
2034 if powrem <= 0 and temp < hits[i]:
2043 if extra > 0 and not game.alldone:
2045 proutn(_("*** Tholian web absorbs "))
2046 if len(game.enemies)>0:
2047 proutn(_("excess "))
2048 prout(_("phaser energy."))
2050 prout(_("%d expended on empty space.") % int(extra))
2051 elif automode == "FORCEMAN":
2054 if damaged(DCOMPTR):
2055 prout(_("Battle computer damaged, manual fire only."))
2058 prouts(_("---WORKING---"))
2060 prout(_("Short-range-sensors-damaged"))
2061 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2062 prout(_("Manual-fire-must-be-used"))
2064 elif automode == "MANUAL":
2066 for k in range(len(game.enemies)):
2067 aim = game.enemies[k].kloc
2068 ienm = game.quad[aim.i][aim.j]
2070 proutn(_("Energy available= %.2f") % (avail-0.006))
2074 if damaged(DSRSENS) and \
2075 not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS):
2076 prout(cramen(ienm) + _(" can't be located without short range scan."))
2079 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
2084 if itarg and k > kz:
2085 irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
2088 if not damaged(DCOMPTR):
2093 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
2094 key = scanner.next()
2095 if key == "IHALPHA" and scanner.sees("no"):
2097 key = scanner.next()
2099 if key == "IHALPHA":
2103 if k==1: # Let me say I'm baffled by this
2106 if scanner.real < 0:
2110 hits[k] = scanner.real
2111 rpow += scanner.real
2112 # If total requested is too much, inform and start over
2114 prout(_("Available energy exceeded -- try again."))
2117 key = scanner.next(); # scan for next value
2120 # zero energy -- abort
2123 if key == "IHALPHA" and scanner.sees("no"):
2128 game.energy -= 200.0
2129 if checkshctrl(rpow):
2133 # Say shield raised or malfunction, if necessary
2140 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2141 prouts(_(" CLICK CLICK POP . . ."))
2142 prout(_(" No response, sir!"))
2145 prout(_("Shields raised."))
2150 # Code from events,c begins here.
2152 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2153 # event of each type active at any given time. Mostly these means we can
2154 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2155 # BSD Trek, from which we swiped the idea, can have up to 5.
2157 def unschedule(evtype):
2158 "Remove an event from the schedule."
2159 game.future[evtype].date = FOREVER
2160 return game.future[evtype]
2162 def is_scheduled(evtype):
2163 "Is an event of specified type scheduled."
2164 return game.future[evtype].date != FOREVER
2166 def scheduled(evtype):
2167 "When will this event happen?"
2168 return game.future[evtype].date
2170 def schedule(evtype, offset):
2171 "Schedule an event of specified type."
2172 game.future[evtype].date = game.state.date + offset
2173 return game.future[evtype]
2175 def postpone(evtype, offset):
2176 "Postpone a scheduled event."
2177 game.future[evtype].date += offset
2180 "Rest period is interrupted by event."
2183 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2185 game.resting = False
2191 "Run through the event queue looking for things to do."
2193 fintim = game.state.date + game.optime; yank=0
2194 ictbeam = False; istract = False
2195 w = coord(); hold = coord()
2196 ev = event(); ev2 = event()
2198 def tractorbeam(yank):
2199 "Tractor-beaming cases merge here."
2201 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2203 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2204 # If Kirk & Co. screwing around on planet, handle
2205 atover(True) # atover(true) is Grab
2208 if game.icraft: # Caught in Galileo?
2211 # Check to see if shuttle is aboard
2212 if game.iscraft == "offship":
2215 prout(_("Galileo, left on the planet surface, is captured"))
2216 prout(_("by aliens and made into a flying McDonald's."))
2217 game.damage[DSHUTTL] = -10
2218 game.iscraft = "removed"
2220 prout(_("Galileo, left on the planet surface, is well hidden."))
2222 game.quadrant = game.state.kscmdr
2224 game.quadrant = game.state.kcmdr[i]
2225 game.sector = randplace(QUADSIZE)
2226 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2227 % (game.quadrant, game.sector))
2229 prout(_("(Remainder of rest/repair period cancelled.)"))
2230 game.resting = False
2232 if not damaged(DSHIELD) and game.shield > 0:
2233 doshield(shraise=True) # raise shields
2234 game.shldchg = False
2236 prout(_("(Shields not currently useable.)"))
2238 # Adjust finish time to time of tractor beaming
2239 fintim = game.state.date+game.optime
2240 attack(torps_ok=False)
2241 if not game.state.kcmdr:
2244 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2247 "Code merges here for any commander destroying a starbase."
2248 # Not perfect, but will have to do
2249 # Handle case where base is in same quadrant as starship
2250 if game.battle == game.quadrant:
2251 game.state.chart[game.battle.i][game.battle.j].starbase = False
2252 game.quad[game.base.i][game.base.j] = IHDOT
2253 game.base.invalidate()
2256 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2257 elif game.state.baseq and communicating():
2258 # Get word via subspace radio
2261 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2262 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2264 prout(_("the Klingon Super-Commander"))
2266 prout(_("a Klingon Commander"))
2267 game.state.chart[game.battle.i][game.battle.j].starbase = False
2268 # Remove Starbase from galaxy
2269 game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2270 game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq)
2272 # reinstate a commander's base attack
2276 game.battle.invalidate()
2278 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2279 for i in range(1, NEVENTS):
2280 if i == FSNOVA: proutn("=== Supernova ")
2281 elif i == FTBEAM: proutn("=== T Beam ")
2282 elif i == FSNAP: proutn("=== Snapshot ")
2283 elif i == FBATTAK: proutn("=== Base Attack ")
2284 elif i == FCDBAS: proutn("=== Base Destroy ")
2285 elif i == FSCMOVE: proutn("=== SC Move ")
2286 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2287 elif i == FDSPROB: proutn("=== Probe Move ")
2288 elif i == FDISTR: proutn("=== Distress Call ")
2289 elif i == FENSLV: proutn("=== Enslavement ")
2290 elif i == FREPRO: proutn("=== Klingon Build ")
2292 prout("%.2f" % (scheduled(i)))
2295 radio_was_broken = damaged(DRADIO)
2298 # Select earliest extraneous event, evcode==0 if no events
2303 for l in range(1, NEVENTS):
2304 if game.future[l].date < datemin:
2307 prout("== Event %d fires" % evcode)
2308 datemin = game.future[l].date
2309 xtime = datemin-game.state.date
2310 game.state.date = datemin
2311 # Decrement Federation resources and recompute remaining time
2312 game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
2314 if game.state.remtime <=0:
2317 # Any crew left alive?
2318 if game.state.crew <=0:
2321 # Is life support adequate?
2322 if damaged(DLIFSUP) and game.condition != "docked":
2323 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2326 game.lsupres -= xtime
2327 if game.damage[DLIFSUP] <= xtime:
2328 game.lsupres = game.inlsr
2331 if game.condition == "docked":
2332 repair /= game.docfac
2333 # Don't fix Deathray here
2334 for l in range(NDEVICES):
2335 if game.damage[l] > 0.0 and l != DDRAY:
2336 if game.damage[l]-repair > 0.0:
2337 game.damage[l] -= repair
2339 game.damage[l] = 0.0
2340 # If radio repaired, update star chart and attack reports
2341 if radio_was_broken and not damaged(DRADIO):
2342 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2343 prout(_(" surveillance reports are coming in."))
2345 if not game.iseenit:
2349 prout(_(" The star chart is now up to date.\""))
2351 # Cause extraneous event EVCODE to occur
2352 game.optime -= xtime
2353 if evcode == FSNOVA: # Supernova
2356 schedule(FSNOVA, expran(0.5*game.intime))
2357 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2359 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2360 if game.state.nscrem == 0 or \
2361 ictbeam or istract or \
2362 game.condition=="docked" or game.isatb==1 or game.iscate:
2364 if game.ientesc or \
2365 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2366 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2367 (damaged(DSHIELD) and \
2368 (game.energy < 2500 or damaged(DPHASER)) and \
2369 (game.torps < 5 or damaged(DPHOTON))):
2371 istract = ictbeam = True
2372 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2375 elif evcode == FTBEAM: # Tractor beam
2376 if not game.state.kcmdr:
2379 i = randrange(len(game.state.kcmdr))
2380 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2381 if istract or game.condition == "docked" or yank == 0:
2382 # Drats! Have to reschedule
2384 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2388 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2389 game.snapsht = copy.deepcopy(game.state)
2390 game.state.snap = True
2391 schedule(FSNAP, expran(0.5 * game.intime))
2392 elif evcode == FBATTAK: # Commander attacks starbase
2393 if not game.state.kcmdr or not game.state.baseq:
2399 for ibq in game.state.baseq:
2400 for cmdr in game.state.kcmdr:
2401 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2404 # no match found -- try later
2405 schedule(FBATTAK, expran(0.3*game.intime))
2410 # commander + starbase combination found -- launch attack
2412 schedule(FCDBAS, randreal(1.0, 4.0))
2413 if game.isatb: # extra time if SC already attacking
2414 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2415 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2416 game.iseenit = False
2417 if not communicating():
2418 continue # No warning :-(
2422 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2423 prout(_(" reports that it is under attack and that it can"))
2424 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2427 elif evcode == FSCDBAS: # Supercommander destroys base
2430 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2431 continue # WAS RETURN!
2433 game.battle = game.state.kscmdr
2435 elif evcode == FCDBAS: # Commander succeeds in destroying base
2438 if not game.state.baseq() \
2439 or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2440 game.battle.invalidate()
2442 # find the lucky pair
2443 for cmdr in game.state.kcmdr:
2444 if cmdr == game.battle:
2447 # No action to take after all
2450 elif evcode == FSCMOVE: # Supercommander moves
2451 schedule(FSCMOVE, 0.2777)
2452 if not game.ientesc and not istract and game.isatb != 1 and \
2453 (not game.iscate or not game.justin):
2455 elif evcode == FDSPROB: # Move deep space probe
2456 schedule(FDSPROB, 0.01)
2457 game.probe += game.probein
2458 i = int(round(game.probe.i/float(QUADSIZE)))
2459 j = int(round(game.probe.j/float(QUADSIZE)))
2460 if game.probec.i != i or game.probec.j != j:
2463 if not VALID_QUADRANT(i, j) or \
2464 game.state.galaxy[game.probec.i][game.probec.j].supernova:
2465 # Left galaxy or ran into supernova
2469 proutn(_("Lt. Uhura- \"The deep space probe "))
2470 if not VALID_QUADRANT(i, j):
2471 proutn(_("has left the galaxy"))
2473 proutn(_("is no longer transmitting"))
2477 if not communicating():
2480 proutn(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probec)
2481 pdest = game.state.galaxy[game.probec.i][game.probec.j]
2482 # Update star chart if Radio is working or have access to radio
2484 chp = game.state.chart[game.probec.i][game.probec.j]
2485 chp.klingons = pdest.klingons
2486 chp.starbase = pdest.starbase
2487 chp.stars = pdest.stars
2488 pdest.charted = True
2489 game.proben -= 1 # One less to travel
2490 if game.proben == 0 and game.isarmed and pdest.stars:
2491 supernova(game.probec) # fire in the hole!
2493 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2495 elif evcode == FDISTR: # inhabited system issues distress call
2497 # try a whole bunch of times to find something suitable
2498 for i in range(100):
2499 # need a quadrant which is not the current one,
2500 # which has some stars which are inhabited and
2501 # not already under attack, which is not
2502 # supernova'ed, and which has some Klingons in it
2503 w = randplace(GALSIZE)
2504 q = game.state.galaxy[w.i][w.j]
2505 if not (game.quadrant == w or q.planet == None or \
2506 not q.planet.inhabited or \
2507 q.supernova or q.status!="secure" or q.klingons<=0):
2510 # can't seem to find one; ignore this call
2512 prout("=== Couldn't find location for distress event.")
2514 # got one!! Schedule its enslavement
2515 ev = schedule(FENSLV, expran(game.intime))
2517 q.status = "distressed"
2518 # tell the captain about it if we can
2520 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2522 prout(_("by a Klingon invasion fleet."))
2525 elif evcode == FENSLV: # starsystem is enslaved
2526 ev = unschedule(FENSLV)
2527 # see if current distress call still active
2528 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2532 q.status = "enslaved"
2534 # play stork and schedule the first baby
2535 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2536 ev2.quadrant = ev.quadrant
2538 # report the disaster if we can
2540 prout(_("Uhura- We've lost contact with starsystem %s") % \
2542 prout(_("in Quadrant %s.\n") % ev.quadrant)
2543 elif evcode == FREPRO: # Klingon reproduces
2544 # If we ever switch to a real event queue, we'll need to
2545 # explicitly retrieve and restore the x and y.
2546 ev = schedule(FREPRO, expran(1.0 * game.intime))
2547 # see if current distress call still active
2548 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2552 if game.state.remkl >=MAXKLGAME:
2553 continue # full right now
2554 # reproduce one Klingon
2556 if game.klhere >= MAXKLQUAD:
2558 # this quadrant not ok, pick an adjacent one
2559 for i in range(w.i - 1, w.i + 2):
2560 for j in range(w.j - 1, w.j + 2):
2561 if not VALID_QUADRANT(i, j):
2563 q = game.state.galaxy[w.i][w.j]
2564 # check for this quad ok (not full & no snova)
2565 if q.klingons >= MAXKLQUAD or q.supernova:
2569 continue # search for eligible quadrant failed
2573 game.state.remkl += 1
2575 if game.quadrant == w:
2577 game.enemies.append(newkling())
2578 # recompute time left
2580 # report the disaster if we can
2582 if game.quadrant == w:
2583 prout(_("Spock- sensors indicate the Klingons have"))
2584 prout(_("launched a warship from %s.") % q.planet)
2586 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2587 if q.planet != None:
2588 proutn(_("near %s") % q.planet)
2589 prout(_("in Quadrant %s.") % w)
2595 key = scanner.next()
2598 proutn(_("How long? "))
2603 origTime = delay = scanner.real
2606 if delay >= game.state.remtime or len(game.enemies) != 0:
2607 proutn(_("Are you sure? "))
2610 # Alternate resting periods (events) with attacks
2614 game.resting = False
2615 if not game.resting:
2616 prout(_("%d stardates left.") % int(game.state.remtime))
2618 temp = game.optime = delay
2619 if len(game.enemies):
2620 rtime = randreal(1.0, 2.0)
2624 if game.optime < delay:
2625 attack(torps_ok=False)
2633 # Repair Deathray if long rest at starbase
2634 if origTime-delay >= 9.99 and game.condition == "docked":
2635 game.damage[DDRAY] = 0.0
2636 # leave if quadrant supernovas
2637 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2639 game.resting = False
2644 course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2645 newc = coord(); neighbor = coord(); bump = coord(0, 0)
2647 # Wow! We've supernova'ed
2648 supernova(game.quadrant)
2650 # handle initial nova
2651 game.quad[nov.i][nov.j] = IHDOT
2652 prout(crmena(False, IHSTAR, "sector", nov) + _(" novas."))
2653 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2654 game.state.starkl += 1
2655 # Set up queue to recursively trigger adjacent stars
2661 for offset.i in range(-1, 1+1):
2662 for offset.j in range(-1, 1+1):
2663 if offset.j==0 and offset.i==0:
2665 neighbor = start + offset
2666 if not VALID_SECTOR(neighbor.j, neighbor.i):
2668 iquad = game.quad[neighbor.i][neighbor.j]
2669 # Empty space ends reaction
2670 if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
2672 elif iquad == IHSTAR: # Affect another star
2674 # This star supernovas
2675 supernova(game.quadrant)
2678 hits.append(neighbor)
2679 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2680 game.state.starkl += 1
2681 proutn(crmena(True, IHSTAR, "sector", neighbor))
2683 game.quad[neighbor.i][neighbor.j] = IHDOT
2685 elif iquad in (IHP, IHW): # Destroy planet
2686 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2688 game.state.nplankl += 1
2690 game.state.worldkl += 1
2691 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2692 game.iplnet.pclass = "destroyed"
2694 game.plnet.invalidate()
2698 game.quad[neighbor.i][neighbor.j] = IHDOT
2699 elif iquad == IHB: # Destroy base
2700 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2701 game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
2702 game.base.invalidate()
2703 game.state.basekl += 1
2705 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2706 game.quad[neighbor.i][neighbor.j] = IHDOT
2707 elif iquad in (IHE, IHF): # Buffet ship
2708 prout(_("***Starship buffeted by nova."))
2710 if game.shield >= 2000.0:
2711 game.shield -= 2000.0
2713 diff = 2000.0 - game.shield
2717 prout(_("***Shields knocked out."))
2718 game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2720 game.energy -= 2000.0
2721 if game.energy <= 0:
2724 # add in course nova contributes to kicking starship
2725 bump += (game.sector-hits[mm]).sgn()
2726 elif iquad == IHK: # kill klingon
2727 deadkl(neighbor, iquad, neighbor)
2728 elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
2729 for ll in range(len(game.enemies)):
2730 if game.enemies[ll].kloc == neighbor:
2732 game.enemies[ll].kpower -= 800.0 # If firepower is lost, die
2733 if game.enemies[ll].kpower <= 0.0:
2734 deadkl(neighbor, iquad, neighbor)
2736 newc = neighbor + neighbor - hits[mm]
2737 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2738 if not VALID_SECTOR(newc.i, newc.j):
2739 # can't leave quadrant
2742 iquad1 = game.quad[newc.i][newc.j]
2743 if iquad1 == IHBLANK:
2744 proutn(_(", blasted into ") + crmena(False, IHBLANK, "sector", newc))
2746 deadkl(neighbor, iquad, newc)
2749 # can't move into something else
2752 proutn(_(", buffeted to Sector %s") % newc)
2753 game.quad[neighbor.i][neighbor.j] = IHDOT
2754 game.quad[newc.i][newc.j] = iquad
2755 game.enemies[ll].move(newc)
2756 # Starship affected by nova -- kick it away.
2757 game.dist = kount*0.1
2758 game.direc = course[3*(bump.i+1)+bump.j+2]
2759 if game.direc == 0.0:
2761 if game.dist == 0.0:
2763 game.optime = 10.0*game.dist/16.0
2765 prout(_("Force of nova displaces starship."))
2766 imove(novapush=True)
2767 game.optime = 10.0*game.dist/16.0
2771 "Star goes supernova."
2776 # Scheduled supernova -- select star at random.
2779 for nq.i in range(GALSIZE):
2780 for nq.j in range(GALSIZE):
2781 stars += game.state.galaxy[nq.i][nq.j].stars
2783 return # nothing to supernova exists
2784 num = randrange(stars) + 1
2785 for nq.i in range(GALSIZE):
2786 for nq.j in range(GALSIZE):
2787 num -= game.state.galaxy[nq.i][nq.j].stars
2793 proutn("=== Super nova here?")
2796 if not nq == game.quadrant or game.justin:
2797 # it isn't here, or we just entered (treat as enroute)
2800 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2801 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2804 # we are in the quadrant!
2805 num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
2806 for ns.i in range(QUADSIZE):
2807 for ns.j in range(QUADSIZE):
2808 if game.quad[ns.i][ns.j]==IHSTAR:
2815 prouts(_("***RED ALERT! RED ALERT!"))
2817 prout(_("***Incipient supernova detected at Sector %s") % ns)
2818 if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2819 proutn(_("Emergency override attempts t"))
2820 prouts("***************")
2824 # destroy any Klingons in supernovaed quadrant
2825 kldead = game.state.galaxy[nq.i][nq.j].klingons
2826 game.state.galaxy[nq.i][nq.j].klingons = 0
2827 if nq == game.state.kscmdr:
2828 # did in the Supercommander!
2829 game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
2833 survivors = filter(lambda w: w != nq, game.state.kcmdr)
2834 comkills = len(game.state.kcmdr) - len(survivors)
2835 game.state.kcmdr = survivors
2837 if not game.state.kcmdr:
2839 game.state.remkl -= kldead
2840 # destroy Romulans and planets in supernovaed quadrant
2841 nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2842 game.state.galaxy[nq.i][nq.j].romulans = 0
2843 game.state.nromrem -= nrmdead
2845 for loop in range(game.inplan):
2846 if game.state.planets[loop].quadrant == nq:
2847 game.state.planets[loop].pclass = "destroyed"
2849 # Destroy any base in supernovaed quadrant
2850 game.state.baseq = filter(lambda x: x != nq, game.state.baseq)
2851 # If starship caused supernova, tally up destruction
2853 game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2854 game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2855 game.state.nplankl += npdead
2856 # mark supernova in galaxy and in star chart
2857 if game.quadrant == nq or communicating():
2858 game.state.galaxy[nq.i][nq.j].supernova = True
2859 # If supernova destroys last Klingons give special message
2860 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
2863 prout(_("Lucky you!"))
2864 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2867 # if some Klingons remain, continue or die in supernova
2872 # Code from finish.c ends here.
2875 "Self-destruct maneuver. Finish with a BANG!"
2877 if damaged(DCOMPTR):
2878 prout(_("Computer damaged; cannot execute destruct sequence."))
2880 prouts(_("---WORKING---")); skip(1)
2881 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2882 prouts(" 10"); skip(1)
2883 prouts(" 9"); skip(1)
2884 prouts(" 8"); skip(1)
2885 prouts(" 7"); skip(1)
2886 prouts(" 6"); skip(1)
2888 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2890 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2892 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2896 if game.passwd != scanner.token:
2897 prouts(_("PASSWORD-REJECTED;"))
2899 prouts(_("CONTINUITY-EFFECTED"))
2902 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2903 prouts(" 5"); skip(1)
2904 prouts(" 4"); skip(1)
2905 prouts(" 3"); skip(1)
2906 prouts(" 2"); skip(1)
2907 prouts(" 1"); skip(1)
2909 prouts(_("GOODBYE-CRUEL-WORLD"))
2917 prouts(_("********* Entropy of %s maximized *********") % crmshp())
2921 if len(game.enemies) != 0:
2922 whammo = 25.0 * game.energy
2924 while l <= len(game.enemies):
2925 if game.enemies[l].kpower*game.enemies[l].kdist <= whammo:
2926 deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.i][game.enemies[l].kloc.j], game.enemies[l].kloc)
2931 "Compute our rate of kils over time."
2932 elapsed = game.state.date - game.indate
2933 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
2936 starting = (game.inkling + game.incom + game.inscom)
2937 remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
2938 return (starting - remaining)/elapsed
2942 badpt = 5.0*game.state.starkl + \
2944 10.0*game.state.nplankl + \
2945 300*game.state.nworldkl + \
2947 100.0*game.state.basekl +\
2949 if game.ship == IHF:
2951 elif game.ship == None:
2956 # end the game, with appropriate notfications
2960 prout(_("It is stardate %.1f.") % game.state.date)
2962 if ifin == FWON: # Game has been won
2963 if game.state.nromrem != 0:
2964 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
2967 prout(_("You have smashed the Klingon invasion fleet and saved"))
2968 prout(_("the Federation."))
2973 badpt = 0.0 # Close enough!
2974 # killsPerDate >= RateMax
2975 if game.state.date-game.indate < 5.0 or \
2976 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
2978 prout(_("In fact, you have done so well that Starfleet Command"))
2979 if game.skill == SKILL_NOVICE:
2980 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
2981 elif game.skill == SKILL_FAIR:
2982 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
2983 elif game.skill == SKILL_GOOD:
2984 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
2985 elif game.skill == SKILL_EXPERT:
2986 prout(_("promotes you to Commodore Emeritus."))
2988 prout(_("Now that you think you're really good, try playing"))
2989 prout(_("the \"Emeritus\" game. It will splatter your ego."))
2990 elif game.skill == SKILL_EMERITUS:
2992 proutn(_("Computer- "))
2993 prouts(_("ERROR-ERROR-ERROR-ERROR"))
2995 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
2997 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2999 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3001 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3003 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3005 prout(_("Now you can retire and write your own Star Trek game!"))
3007 elif game.skill >= SKILL_EXPERT:
3008 if game.thawed and not idebug:
3009 prout(_("You cannot get a citation, so..."))
3011 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3015 # Only grant long life if alive (original didn't!)
3017 prout(_("LIVE LONG AND PROSPER."))
3022 elif ifin == FDEPLETE: # Federation Resources Depleted
3023 prout(_("Your time has run out and the Federation has been"))
3024 prout(_("conquered. Your starship is now Klingon property,"))
3025 prout(_("and you are put on trial as a war criminal. On the"))
3026 proutn(_("basis of your record, you are "))
3027 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
3028 prout(_("acquitted."))
3030 prout(_("LIVE LONG AND PROSPER."))
3032 prout(_("found guilty and"))
3033 prout(_("sentenced to death by slow torture."))
3037 elif ifin == FLIFESUP:
3038 prout(_("Your life support reserves have run out, and"))
3039 prout(_("you die of thirst, starvation, and asphyxiation."))
3040 prout(_("Your starship is a derelict in space."))
3042 prout(_("Your energy supply is exhausted."))
3044 prout(_("Your starship is a derelict in space."))
3045 elif ifin == FBATTLE:
3046 prout(_("The %s has been destroyed in battle.") % crmshp())
3048 prout(_("Dulce et decorum est pro patria mori."))
3050 prout(_("You have made three attempts to cross the negative energy"))
3051 prout(_("barrier which surrounds the galaxy."))
3053 prout(_("Your navigation is abominable."))
3056 prout(_("Your starship has been destroyed by a nova."))
3057 prout(_("That was a great shot."))
3059 elif ifin == FSNOVAED:
3060 prout(_("The %s has been fried by a supernova.") % crmshp())
3061 prout(_("...Not even cinders remain..."))
3062 elif ifin == FABANDN:
3063 prout(_("You have been captured by the Klingons. If you still"))
3064 prout(_("had a starbase to be returned to, you would have been"))
3065 prout(_("repatriated and given another chance. Since you have"))
3066 prout(_("no starbases, you will be mercilessly tortured to death."))
3067 elif ifin == FDILITHIUM:
3068 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3069 elif ifin == FMATERIALIZE:
3070 prout(_("Starbase was unable to re-materialize your starship."))
3071 prout(_("Sic transit gloria mundi"))
3072 elif ifin == FPHASER:
3073 prout(_("The %s has been cremated by its own phasers.") % crmshp())
3075 prout(_("You and your landing party have been"))
3076 prout(_("converted to energy, disipating through space."))
3077 elif ifin == FMINING:
3078 prout(_("You are left with your landing party on"))
3079 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3081 prout(_("They are very fond of \"Captain Kirk\" soup."))
3083 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3084 elif ifin == FDPLANET:
3085 prout(_("You and your mining party perish."))
3087 prout(_("That was a great shot."))
3090 prout(_("The Galileo is instantly annihilated by the supernova."))
3091 prout(_("You and your mining party are atomized."))
3093 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3094 prout(_("joins the Romulans, wreaking terror on the Federation."))
3095 elif ifin == FPNOVA:
3096 prout(_("You and your mining party are atomized."))
3098 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3099 prout(_("joins the Romulans, wreaking terror on the Federation."))
3100 elif ifin == FSTRACTOR:
3101 prout(_("The shuttle craft Galileo is also caught,"))
3102 prout(_("and breaks up under the strain."))
3104 prout(_("Your debris is scattered for millions of miles."))
3105 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3107 prout(_("The mutants attack and kill Spock."))
3108 prout(_("Your ship is captured by Klingons, and"))
3109 prout(_("your crew is put on display in a Klingon zoo."))
3110 elif ifin == FTRIBBLE:
3111 prout(_("Tribbles consume all remaining water,"))
3112 prout(_("food, and oxygen on your ship."))
3114 prout(_("You die of thirst, starvation, and asphyxiation."))
3115 prout(_("Your starship is a derelict in space."))
3117 prout(_("Your ship is drawn to the center of the black hole."))
3118 prout(_("You are crushed into extremely dense matter."))
3120 prout(_("Your last crew member has died."))
3121 if game.ship == IHF:
3123 elif game.ship == IHE:
3126 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
3127 goodies = game.state.remres/game.inresor
3128 baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3129 if goodies/baddies >= randreal(1.0, 1.5):
3130 prout(_("As a result of your actions, a treaty with the Klingon"))
3131 prout(_("Empire has been signed. The terms of the treaty are"))
3132 if goodies/baddies >= randreal(3.0):
3133 prout(_("favorable to the Federation."))
3135 prout(_("Congratulations!"))
3137 prout(_("highly unfavorable to the Federation."))
3139 prout(_("The Federation will be destroyed."))
3141 prout(_("Since you took the last Klingon with you, you are a"))
3142 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3143 prout(_("statue in your memory. Rest in peace, and try not"))
3144 prout(_("to think about pigeons."))
3149 "Compute player's score."
3150 timused = game.state.date - game.indate
3152 if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
3154 perdate = killrate()
3155 ithperd = 500*perdate + 0.5
3158 iwon = 100*game.skill
3159 if game.ship == IHE:
3161 elif game.ship == IHF:
3165 if not game.gamewon:
3166 game.state.nromrem = 0 # None captured if no win
3167 iscore = 10*(game.inkling - game.state.remkl) \
3168 + 50*(game.incom - len(game.state.kcmdr)) \
3170 + 20*(game.inrom - game.state.nromrem) \
3171 + 200*(game.inscom - game.state.nscrem) \
3172 - game.state.nromrem \
3177 prout(_("Your score --"))
3178 if game.inrom - game.state.nromrem:
3179 prout(_("%6d Romulans destroyed %5d") %
3180 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3181 if game.state.nromrem:
3182 prout(_("%6d Romulans captured %5d") %
3183 (game.state.nromrem, game.state.nromrem))
3184 if game.inkling - game.state.remkl:
3185 prout(_("%6d ordinary Klingons destroyed %5d") %
3186 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
3187 if game.incom - len(game.state.kcmdr):
3188 prout(_("%6d Klingon commanders destroyed %5d") %
3189 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3190 if game.inscom - game.state.nscrem:
3191 prout(_("%6d Super-Commander destroyed %5d") %
3192 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3194 prout(_("%6.2f Klingons per stardate %5d") %
3196 if game.state.starkl:
3197 prout(_("%6d stars destroyed by your action %5d") %
3198 (game.state.starkl, -5*game.state.starkl))
3199 if game.state.nplankl:
3200 prout(_("%6d planets destroyed by your action %5d") %
3201 (game.state.nplankl, -10*game.state.nplankl))
3202 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3203 prout(_("%6d inhabited planets destroyed by your action %5d") %
3204 (game.state.nplankl, -300*game.state.nworldkl))
3205 if game.state.basekl:
3206 prout(_("%6d bases destroyed by your action %5d") %
3207 (game.state.basekl, -100*game.state.basekl))
3209 prout(_("%6d calls for help from starbase %5d") %
3210 (game.nhelp, -45*game.nhelp))
3212 prout(_("%6d casualties incurred %5d") %
3213 (game.casual, -game.casual))
3215 prout(_("%6d crew abandoned in space %5d") %
3216 (game.abandoned, -3*game.abandoned))
3218 prout(_("%6d ship(s) lost or destroyed %5d") %
3219 (klship, -100*klship))
3221 prout(_("Penalty for getting yourself killed -200"))
3223 proutn(_("Bonus for winning "))
3224 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3225 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3226 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3227 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3228 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3229 prout(" %5d" % iwon)
3231 prout(_("TOTAL SCORE %5d") % iscore)
3234 "Emit winner's commemmorative plaque."
3237 proutn(_("File or device name for your plaque: "))
3240 fp = open(winner, "w")
3243 prout(_("Invalid name."))
3245 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3247 # The 38 below must be 64 for 132-column paper
3248 nskip = 38 - len(winner)/2
3249 fp.write("\n\n\n\n")
3250 # --------DRAW ENTERPRISE PICTURE.
3251 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3252 fp.write(" EEE E : : : E\n" )
3253 fp.write(" EE EEE E : : NCC-1701 : E\n")
3254 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
3255 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3256 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
3257 fp.write(" EEEEEEE EEEEE E E E E\n")
3258 fp.write(" EEE E E E E\n")
3259 fp.write(" E E E E\n")
3260 fp.write(" EEEEEEEEEEEEE E E\n")
3261 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3262 fp.write(" :E : EEEE E\n")
3263 fp.write(" .-E -:----- E\n")
3264 fp.write(" :E : E\n")
3265 fp.write(" EE : EEEEEEEE\n")
3266 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3268 fp.write(_(" U. S. S. ENTERPRISE\n"))
3269 fp.write("\n\n\n\n")
3270 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3272 fp.write(_(" Starfleet Command bestows to you\n"))
3274 fp.write("%*s%s\n\n" % (nskip, "", winner))
3275 fp.write(_(" the rank of\n\n"))
3276 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3278 if game.skill == SKILL_EXPERT:
3279 fp.write(_(" Expert level\n\n"))
3280 elif game.skill == SKILL_EMERITUS:
3281 fp.write(_("Emeritus level\n\n"))
3283 fp.write(_(" Cheat level\n\n"))
3284 timestring = ctime()
3285 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3286 (timestring+4, timestring+20, timestring+11))
3287 fp.write(_(" Your score: %d\n\n") % iscore)
3288 fp.write(_(" Klingons per stardate: %.2f\n") % perdate)
3291 # Code from io.c begins here
3293 rows = linecount = 0 # for paging
3296 fullscreen_window = None
3297 srscan_window = None
3298 report_window = None
3299 status_window = None
3300 lrscan_window = None
3301 message_window = None
3302 prompt_window = None
3307 gettext.bindtextdomain("sst", "/usr/local/share/locale")
3308 gettext.textdomain("sst")
3309 if not (game.options & OPTION_CURSES):
3310 ln_env = os.getenv("LINES")
3316 stdscr = curses.initscr()
3320 global fullscreen_window, srscan_window, report_window, status_window
3321 global lrscan_window, message_window, prompt_window
3322 (rows, columns) = stdscr.getmaxyx()
3323 fullscreen_window = stdscr
3324 srscan_window = curses.newwin(12, 25, 0, 0)
3325 report_window = curses.newwin(11, 0, 1, 25)
3326 status_window = curses.newwin(10, 0, 1, 39)
3327 lrscan_window = curses.newwin(5, 0, 0, 64)
3328 message_window = curses.newwin(0, 0, 12, 0)
3329 prompt_window = curses.newwin(1, 0, rows-2, 0)
3330 message_window.scrollok(True)
3331 setwnd(fullscreen_window)
3335 if game.options & OPTION_CURSES:
3336 stdscr.keypad(False)
3342 "Wait for user action -- OK to do nothing if on a TTY"
3343 if game.options & OPTION_CURSES:
3348 prouts(_("[ANOUNCEMENT ARRIVING...]"))
3352 if game.skill > SKILL_FAIR:
3353 prompt = _("[CONTINUE?]")
3355 prompt = _("[PRESS ENTER TO CONTINUE]")
3357 if game.options & OPTION_CURSES:
3359 setwnd(prompt_window)
3360 prompt_window.wclear()
3361 prompt_window.addstr(prompt)
3362 prompt_window.getstr()
3363 prompt_window.clear()
3364 prompt_window.refresh()
3365 setwnd(message_window)
3368 sys.stdout.write('\n')
3371 for j in range(rows):
3372 sys.stdout.write('\n')
3376 "Skip i lines. Pause game if this would cause a scrolling event."
3377 for dummy in range(i):
3378 if game.options & OPTION_CURSES:
3379 (y, x) = curwnd.getyx()
3380 (my, mx) = curwnd.getmaxyx()
3381 if curwnd == message_window and y >= my - 3:
3387 except curses.error:
3392 if rows and linecount >= rows:
3395 sys.stdout.write('\n')
3398 "Utter a line with no following line feed."
3399 if game.options & OPTION_CURSES:
3403 sys.stdout.write(line)
3413 if not replayfp or replayfp.closed: # Don't slow down replays
3416 if game.options & OPTION_CURSES:
3420 if not replayfp or replayfp.closed:
3424 "Get a line of input."
3425 if game.options & OPTION_CURSES:
3426 line = curwnd.getstr() + "\n"
3429 if replayfp and not replayfp.closed:
3431 line = replayfp.readline()
3434 prout("*** Replay finished")
3437 elif line[0] != "#":
3440 line = raw_input() + "\n"
3446 "Change windows -- OK for this to be a no-op in tty mode."
3448 if game.options & OPTION_CURSES:
3450 curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
3453 "Clear to end of line -- can be a no-op in tty mode"
3454 if game.options & OPTION_CURSES:
3459 "Clear screen -- can be a no-op in tty mode."
3461 if game.options & OPTION_CURSES:
3468 "Set highlight video, if this is reasonable."
3469 if game.options & OPTION_CURSES:
3470 curwnd.attron(curses.A_REVERSE)
3473 # Things past this point have policy implications.
3477 "Hook to be called after moving to redraw maps."
3478 if game.options & OPTION_CURSES:
3481 setwnd(srscan_window)
3485 setwnd(status_window)
3486 status_window.clear()
3487 status_window.move(0, 0)
3488 setwnd(report_window)
3489 report_window.clear()
3490 report_window.move(0, 0)
3492 setwnd(lrscan_window)
3493 lrscan_window.clear()
3494 lrscan_window.move(0, 0)
3495 lrscan(silent=False)
3497 def put_srscan_sym(w, sym):
3498 "Emit symbol for short-range scan."
3499 srscan_window.move(w.i+1, w.j*2+2)
3500 srscan_window.addch(sym)
3501 srscan_window.refresh()
3504 "Enemy fall down, go boom."
3505 if game.options & OPTION_CURSES:
3507 setwnd(srscan_window)
3508 srscan_window.attron(curses.A_REVERSE)
3509 put_srscan_sym(w, game.quad[w.i][w.j])
3513 srscan_window.attroff(curses.A_REVERSE)
3514 put_srscan_sym(w, game.quad[w.i][w.j])
3515 curses.delay_output(500)
3516 setwnd(message_window)
3519 "Sound and visual effects for teleportation."
3520 if game.options & OPTION_CURSES:
3522 setwnd(message_window)
3524 prouts(" . . . . . ")
3525 if game.options & OPTION_CURSES:
3526 #curses.delay_output(1000)
3530 def tracktorpedo(origin, w, step, i, n, iquad):
3531 "Torpedo-track animation."
3532 if not game.options & OPTION_CURSES:
3536 proutn(_("Track for %s torpedo number %d- ") % (game.quad[origin.i][origin.j],i+1))
3539 proutn(_("Torpedo track- "))
3540 elif step==4 or step==9:
3544 if not damaged(DSRSENS) or game.condition=="docked":
3545 if i != 0 and step == 1:
3548 if (iquad==IHDOT) or (iquad==IHBLANK):
3549 put_srscan_sym(w, '+')
3553 put_srscan_sym(w, iquad)
3555 curwnd.attron(curses.A_REVERSE)
3556 put_srscan_sym(w, iquad)
3560 curwnd.attroff(curses.A_REVERSE)
3561 put_srscan_sym(w, iquad)
3566 "Display the current galaxy chart."
3567 if game.options & OPTION_CURSES:
3568 setwnd(message_window)
3569 message_window.clear()
3571 if game.options & OPTION_TTY:
3576 def prstat(txt, data):
3578 if game.options & OPTION_CURSES:
3580 setwnd(status_window)
3582 proutn(" " * (NSYM - len(txt)))
3585 if game.options & OPTION_CURSES:
3586 setwnd(report_window)
3588 # Code from moving.c begins here
3590 def imove(novapush):
3591 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3592 w = coord(); final = coord()
3595 def no_quad_change():
3596 # No quadrant change -- compute new average enemy distances
3597 game.quad[game.sector.i][game.sector.j] = game.ship
3599 for enemy in game.enemies:
3600 finald = (w-enemy.kloc).distance()
3601 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3602 enemy.kdist = finald
3603 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
3604 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3605 attack(torps_ok=False)
3606 for enemy in game.enemies:
3607 enemy.kavgd = enemy.kdist
3610 setwnd(message_window)
3613 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3614 game.inorbit = False
3615 angle = ((15.0 - game.direc) * 0.5235988)
3616 deltax = -math.sin(angle)
3617 deltay = math.cos(angle)
3618 if math.fabs(deltax) > math.fabs(deltay):
3619 bigger = math.fabs(deltax)
3621 bigger = math.fabs(deltay)
3624 # If tractor beam is to occur, don't move full distance
3625 if game.state.date+game.optime >= scheduled(FTBEAM):
3627 game.condition = "red"
3628 game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3629 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3630 # Move within the quadrant
3631 game.quad[game.sector.i][game.sector.j] = IHDOT
3634 n = int(10.0*game.dist*bigger+0.5)
3636 for m in range(1, n+1):
3641 if not VALID_SECTOR(w.i, w.j):
3642 # Leaving quadrant -- allow final enemy attack
3643 # Don't do it if being pushed by Nova
3644 if len(game.enemies) != 0 and not novapush:
3646 for enemy in game.enemies:
3647 finald = (w - enemy.kloc).distance()
3648 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3650 # Stas Sergeev added the condition
3651 # that attacks only happen if Klingons
3652 # are present and your skill is good.
3654 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3655 attack(torps_ok=False)
3658 # compute final position -- new quadrant and sector
3659 x = (QUADSIZE*game.quadrant.i)+game.sector.i
3660 y = (QUADSIZE*game.quadrant.j)+game.sector.j
3661 w.i = int(round(x+10.0*game.dist*bigger*deltax))
3662 w.j = int(round(y+10.0*game.dist*bigger*deltay))
3663 # check for edge of galaxy
3673 if w.i >= GALSIZE*QUADSIZE:
3674 w.i = (GALSIZE*QUADSIZE*2) - w.i
3676 if w.j >= GALSIZE*QUADSIZE:
3677 w.j = (GALSIZE*QUADSIZE*2) - w.j
3685 if game.nkinks == 3:
3686 # Three strikes -- you're out!
3690 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3691 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3692 prout(_("YOU WILL BE DESTROYED."))
3693 # Compute final position in new quadrant
3694 if trbeam: # Don't bother if we are to be beamed
3696 game.quadrant.i = w.i/QUADSIZE
3697 game.quadrant.j = w.j/QUADSIZE
3698 game.sector.i = w.i - (QUADSIZE*game.quadrant.i)
3699 game.sector.j = w.j - (QUADSIZE*game.quadrant.j)
3701 prout(_("Entering Quadrant %s.") % game.quadrant)
3702 game.quad[game.sector.i][game.sector.j] = game.ship
3704 if game.skill>SKILL_NOVICE:
3705 attack(torps_ok=False)
3707 iquad = game.quad[w.i][w.j]
3709 # object encountered in flight path
3710 stopegy = 50.0*game.dist/game.optime
3711 game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0)
3712 if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
3714 for enemy in game.enemies:
3715 if enemy.kloc == game.sector:
3717 collision(rammed=False, enemy=enemy)
3719 elif iquad == IHBLANK:
3721 prouts(_("***RED ALERT! RED ALERT!"))
3723 proutn("***" + crmshp())
3724 proutn(_(" pulled into black hole at Sector %s") % w)
3726 # Getting pulled into a black hole was certain
3727 # death in Almy's original. Stas Sergeev added a
3728 # possibility that you'll get timewarped instead.
3731 for m in range(NDEVICES):
3732 if game.damage[m]>0:
3734 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3735 if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
3745 prout(_(" encounters Tholian web at %s;") % w)
3747 prout(_(" blocked by object at %s;") % w)
3748 proutn(_("Emergency stop required "))
3749 prout(_("%2d units of energy.") % int(stopegy))
3750 game.energy -= stopegy
3751 final.i = int(round(deltax))
3752 final.j = int(round(deltay))
3754 if game.energy <= 0:
3760 game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0)
3767 "Dock our ship at a starbase."
3769 if game.condition == "docked" and verbose:
3770 prout(_("Already docked."))
3773 prout(_("You must first leave standard orbit."))
3775 if not game.base.is_valid() or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
3776 prout(crmshp() + _(" not adjacent to base."))
3778 game.condition = "docked"
3782 if game.energy < game.inenrg:
3783 game.energy = game.inenrg
3784 game.shield = game.inshld
3785 game.torps = game.intorps
3786 game.lsupres = game.inlsr
3787 game.state.crew = FULLCREW
3788 if not damaged(DRADIO) and \
3789 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3790 # get attack report from base
3791 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3795 # This program originally required input in terms of a (clock)
3796 # direction and distance. Somewhere in history, it was changed to
3797 # cartesian coordinates. So we need to convert. Probably
3798 # "manual" input should still be done this way -- it's a real
3799 # pain if the computer isn't working! Manual mode is still confusing
3800 # because it involves giving x and y motions, yet the coordinates
3801 # are always displayed y - x, where +y is downward!
3803 def getcourse(isprobe):
3804 "Get a course and distance from the user."
3806 dquad = copy.copy(game.quadrant)
3807 navmode = "unspecified"
3811 if game.landed and not isprobe:
3812 prout(_("Dummy! You can't leave standard orbit until you"))
3813 proutn(_("are back aboard the ship."))
3816 while navmode == "unspecified":
3817 if damaged(DNAVSYS):
3819 prout(_("Computer damaged; manual navigation only"))
3821 prout(_("Computer damaged; manual movement only"))
3826 key = scanner.next()
3828 proutn(_("Manual or automatic- "))
3831 elif key == "IHALPHA":
3832 if scanner.sees("manual"):
3834 key = scanner.next()
3836 elif scanner.sees("automatic"):
3837 navmode = "automatic"
3838 key = scanner.next()
3846 prout(_("(Manual navigation assumed.)"))
3848 prout(_("(Manual movement assumed.)"))
3851 if navmode == "automatic":
3852 while key == "IHEOL":
3854 proutn(_("Target quadrant or quadrant§or- "))
3856 proutn(_("Destination sector or quadrant§or- "))
3859 key = scanner.next()
3863 xi = int(round(scanner.real))-1
3864 key = scanner.next()
3868 xj = int(round(scanner.real))-1
3869 key = scanner.next()
3871 # both quadrant and sector specified
3872 xk = int(round(scanner.real))-1
3873 key = scanner.next()
3877 xl = int(round(scanner.real))-1
3883 # only one pair of numbers was specified
3885 # only quadrant specified -- go to center of dest quad
3888 dsect.j = dsect.i = 4 # preserves 1-origin behavior
3890 # only sector specified
3894 if not VALID_QUADRANT(dquad.i,dquad.j) or not VALID_SECTOR(dsect.i,dsect.j):
3901 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
3903 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
3904 # the actual deltas get computed here
3906 delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
3907 delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
3909 while key == "IHEOL":
3910 proutn(_("X and Y displacements- "))
3913 key = scanner.next()
3918 delta.j = scanner.real
3919 key = scanner.next()
3923 delta.i = scanner.real
3924 # Check for zero movement
3925 if delta.i == 0 and delta.j == 0:
3928 if itemp == "verbose" and not isprobe:
3930 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
3931 # Course actually laid in.
3932 game.dist = delta.distance()
3933 game.direc = delta.bearing()
3934 if game.direc < 0.0:
3940 "Move under impulse power."
3942 if damaged(DIMPULS):
3945 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
3947 if game.energy > 30.0:
3948 if not getcourse(isprobe=False):
3950 power = 20.0 + 100.0*game.dist
3953 if power >= game.energy:
3954 # Insufficient power for trip
3956 prout(_("First Officer Spock- \"Captain, the impulse engines"))
3957 prout(_("require 20.0 units to engage, plus 100.0 units per"))
3958 if game.energy > 30:
3959 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
3960 int(0.01 * (game.energy-20.0)-0.05))
3961 prout(_(" quadrants.\""))
3963 prout(_("quadrant. They are, therefore, useless.\""))
3966 # Make sure enough time is left for the trip
3967 game.optime = game.dist/0.095
3968 if game.optime >= game.state.remtime:
3969 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
3970 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
3971 proutn(_("we dare spend the time?\" "))
3974 # Activate impulse engines and pay the cost
3975 imove(novapush=False)
3979 power = 20.0 + 100.0*game.dist
3980 game.energy -= power
3981 game.optime = game.dist/0.095
3982 if game.energy <= 0:
3987 "ove under warp drive."
3988 blooey = False; twarp = False
3989 if not timewarp: # Not WARPX entry
3991 if game.damage[DWARPEN] > 10.0:
3994 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
3996 if damaged(DWARPEN) and game.warpfac > 4.0:
3999 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4000 prout(_(" is repaired, I can only give you warp 4.\""))
4002 # Read in course and distance
4003 if not getcourse(isprobe=False):
4005 # Make sure starship has enough energy for the trip
4006 power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4007 if power >= game.energy:
4008 # Insufficient power for trip
4011 prout(_("Engineering to bridge--"))
4012 if not game.shldup or 0.5*power > game.energy:
4013 iwarp = math.pow((game.energy/(game.dist+0.05)), 0.333333333)
4015 prout(_("We can't do it, Captain. We don't have enough energy."))
4017 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4020 prout(_("if you'll lower the shields."))
4024 prout(_("We haven't the energy to go that far with the shields up."))
4027 # Make sure enough time is left for the trip
4028 game.optime = 10.0*game.dist/game.warpfac**2
4029 if game.optime >= 0.8*game.state.remtime:
4031 prout(_("First Officer Spock- \"Captain, I compute that such"))
4032 proutn(_(" a trip would require approximately %2.0f") %
4033 (100.0*game.optime/game.state.remtime))
4034 prout(_(" percent of our"))
4035 proutn(_(" remaining time. Are you sure this is wise?\" "))
4041 if game.warpfac > 6.0:
4042 # Decide if engine damage will occur
4043 # ESR: Seems wrong. Probability of damage goes *down* with distance?
4044 prob = game.dist*(6.0-game.warpfac)**2/66.666666666
4045 if prob > randreal():
4047 game.dist = randreal(game.dist)
4048 # Decide if time warp will occur
4049 if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > randreal():
4051 if idebug and game.warpfac==10 and not twarp:
4053 proutn("=== Force time warp? ")
4057 # If time warp or engine damage, check path
4058 # If it is obstructed, don't do warp or damage
4059 angle = ((15.0-game.direc)*0.5235998)
4060 deltax = -math.sin(angle)
4061 deltay = math.cos(angle)
4062 if math.fabs(deltax) > math.fabs(deltay):
4063 bigger = math.fabs(deltax)
4065 bigger = math.fabs(deltay)
4068 n = 10.0 * game.dist * bigger +0.5
4071 for l in range(1, n+1):
4076 if not VALID_SECTOR(ix, iy):
4078 if game.quad[ix][iy] != IHDOT:
4081 # Activate Warp Engines and pay the cost
4082 imove(novapush=False)
4085 game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4086 if game.energy <= 0:
4088 game.optime = 10.0*game.dist/game.warpfac**2
4092 game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
4094 prout(_("Engineering to bridge--"))
4095 prout(_(" Scott here. The warp engines are damaged."))
4096 prout(_(" We'll have to reduce speed to warp 4."))
4101 "Change the warp factor."
4107 proutn(_("Warp factor- "))
4112 if game.damage[DWARPEN] > 10.0:
4113 prout(_("Warp engines inoperative."))
4115 if damaged(DWARPEN) and scanner.real > 4.0:
4116 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4117 prout(_(" but right now we can only go warp 4.\""))
4119 if scanner.real > 10.0:
4120 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4122 if scanner.real < 1.0:
4123 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4125 oldfac = game.warpfac
4126 game.warpfac = scanner.real
4127 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4128 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4131 if game.warpfac < 8.00:
4132 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4134 if game.warpfac == 10.0:
4135 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4137 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4141 "Cope with being tossed out of quadrant by supernova or yanked by beam."
4143 # is captain on planet?
4145 if damaged(DTRANSP):
4148 prout(_("Scotty rushes to the transporter controls."))
4150 prout(_("But with the shields up it's hopeless."))
4152 prouts(_("His desperate attempt to rescue you . . ."))
4157 prout(_("SUCCEEDS!"))
4160 proutn(_("The crystals mined were "))
4168 # Check to see if captain in shuttle craft
4173 # Inform captain of attempt to reach safety
4177 prouts(_("***RED ALERT! RED ALERT!"))
4179 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4180 prouts(_(" a supernova."))
4182 proutn(_("***Emergency automatic override attempts to hurl ")+crmshp())
4183 prout(_("safely out of quadrant."))
4184 if not damaged(DRADIO):
4185 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
4186 # Try to use warp engines
4187 if damaged(DWARPEN):
4189 prout(_("Warp engines damaged."))
4192 game.warpfac = randreal(6.0, 8.0)
4193 prout(_("Warp factor set to %d") % int(game.warpfac))
4194 power = 0.75*game.energy
4195 game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4196 distreq = randreal(math.sqrt(2))
4197 if distreq < game.dist:
4199 game.optime = 10.0*game.dist/game.warpfac**2
4200 game.direc = randreal(12) # How dumb!
4202 game.inorbit = False
4205 # This is bad news, we didn't leave quadrant.
4209 prout(_("Insufficient energy to leave quadrant."))
4212 # Repeat if another snova
4213 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
4215 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
4216 finish(FWON) # Snova killed remaining enemy.
4219 "Let's do the time warp again."
4220 prout(_("***TIME WARP ENTERED."))
4221 if game.state.snap and withprob(0.5):
4223 prout(_("You are traveling backwards in time %d stardates.") %
4224 int(game.state.date-game.snapsht.date))
4225 game.state = game.snapsht
4226 game.state.snap = False
4227 if len(game.state.kcmdr):
4228 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4229 schedule(FBATTAK, expran(0.3*game.intime))
4230 schedule(FSNOVA, expran(0.5*game.intime))
4231 # next snapshot will be sooner
4232 schedule(FSNAP, expran(0.25*game.state.remtime))
4234 if game.state.nscrem:
4235 schedule(FSCMOVE, 0.2777)
4239 game.battle.invalidate()
4241 # Make sure Galileo is consistant -- Snapshot may have been taken
4242 # when on planet, which would give us two Galileos!
4244 for l in range(game.inplan):
4245 if game.state.planets[l].known == "shuttle_down":
4247 if game.iscraft == "onship" and game.ship==IHE:
4248 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4249 game.iscraft = "offship"
4250 # Likewise, if in the original time the Galileo was abandoned, but
4251 # was on ship earlier, it would have vanished -- let's restore it.
4252 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4253 prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""))
4254 game.iscraft = "onship"
4255 # There used to be code to do the actual reconstrction here,
4256 # but the starchart is now part of the snapshotted galaxy state.
4257 prout(_("Spock has reconstructed a correct star chart from memory"))
4259 # Go forward in time
4260 game.optime = -0.5*game.intime*math.log(randreal())
4261 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4262 # cheat to make sure no tractor beams occur during time warp
4263 postpone(FTBEAM, game.optime)
4264 game.damage[DRADIO] += game.optime
4266 events() # Stas Sergeev added this -- do pending events
4269 "Launch deep-space probe."
4270 # New code to launch a deep space probe
4271 if game.nprobes == 0:
4274 if game.ship == IHE:
4275 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4277 prout(_("Ye Faerie Queene has no deep space probes."))
4282 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4284 if is_scheduled(FDSPROB):
4287 if damaged(DRADIO) and game.condition != "docked":
4288 prout(_("Spock- \"Records show the previous probe has not yet"))
4289 prout(_(" reached its destination.\""))
4291 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4293 key = scanner.next()
4295 if game.nprobes == 1:
4296 prout(_("1 probe left."))
4298 prout(_("%d probes left") % game.nprobes)
4299 proutn(_("Are you sure you want to fire a probe? "))
4302 game.isarmed = False
4303 if key == "IHALPHA" and scanner.token == "armed":
4305 key = scanner.next()
4306 elif key == "IHEOL":
4307 proutn(_("Arm NOVAMAX warhead? "))
4309 elif key == "IHREAL": # first element of course
4310 scanner.push(scanner.token)
4311 if not getcourse(isprobe=True):
4314 angle = ((15.0 - game.direc) * 0.5235988)
4315 game.probein = coord(-math.sin(angle), math.cos(angle))
4316 bigger = max(abs(game.probein.i), abs(game.probein.j))
4317 game.probein /= bigger
4318 game.proben = 10.0*game.dist*bigger +0.5
4319 game.probe = coord(game.quadrant.i*QUADSIZE + game.sector.i,
4320 game.quadrant.j*QUADSIZE + game.sector.j)
4321 game.probec = copy.copy(game.quadrant)
4322 schedule(FDSPROB, 0.01) # Time to move one sector
4323 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4328 "Yell for help from nearest starbase."
4329 # There's more than one way to move in this game!
4331 # Test for conditions which prevent calling for help
4332 if game.condition == "docked":
4333 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4336 prout(_("Subspace radio damaged."))
4338 if not game.state.baseq:
4339 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4342 prout(_("You must be aboard the %s.") % crmshp())
4344 # OK -- call for help from nearest starbase
4347 # There's one in this quadrant
4348 ddist = (game.base - game.sector).distance()
4351 for ibq in game.state.baseq:
4352 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4355 # Since starbase not in quadrant, set up new quadrant
4358 # dematerialize starship
4359 game.quad[game.sector.i][game.sector.j]=IHDOT
4360 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4361 % (game.quadrant, crmshp()))
4362 game.sector.invalidate()
4363 for m in range(1, 5+1):
4364 w = game.base.scatter()
4365 if VALID_SECTOR(w.i,w.j) and game.quad[w.i][w.j]==IHDOT:
4366 # found one -- finish up
4369 if not game.sector.is_valid():
4370 prout(_("You have been lost in space..."))
4371 finish(FMATERIALIZE)
4373 # Give starbase three chances to rematerialize starship
4374 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4375 for m in range(1, 3+1):
4376 if m == 1: proutn(_("1st"))
4377 elif m == 2: proutn(_("2nd"))
4378 elif m == 3: proutn(_("3rd"))
4379 proutn(_(" attempt to re-materialize ") + crmshp())
4380 game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
4383 if randreal() > probf:
4386 curses.delay_output(500)
4389 game.quad[ix][iy]=IHQUEST
4392 setwnd(message_window)
4393 finish(FMATERIALIZE)
4395 game.quad[ix][iy]=game.ship
4397 prout(_("succeeds."))
4401 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4406 if game.condition=="docked":
4408 prout(_("You cannot abandon Ye Faerie Queene."))
4411 # Must take shuttle craft to exit
4412 if game.damage[DSHUTTL]==-1:
4413 prout(_("Ye Faerie Queene has no shuttle craft."))
4415 if game.damage[DSHUTTL]<0:
4416 prout(_("Shuttle craft now serving Big Macs."))
4418 if game.damage[DSHUTTL]>0:
4419 prout(_("Shuttle craft damaged."))
4422 prout(_("You must be aboard the ship."))
4424 if game.iscraft != "onship":
4425 prout(_("Shuttle craft not currently available."))
4427 # Emit abandon ship messages
4429 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4431 prouts(_("***ALL HANDS ABANDON SHIP!"))
4433 prout(_("Captain and crew escape in shuttle craft."))
4434 if not game.state.baseq:
4435 # Oops! no place to go...
4438 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4440 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4441 prout(_("Remainder of ship's complement beam down"))
4442 prout(_("to nearest habitable planet."))
4443 elif q.planet != None and not damaged(DTRANSP):
4444 prout(_("Remainder of ship's complement beam down to %s.") %
4447 prout(_("Entire crew of %d left to die in outer space.") %
4449 game.casual += game.state.crew
4450 game.abandoned += game.state.crew
4451 # If at least one base left, give 'em the Faerie Queene
4453 game.icrystl = False # crystals are lost
4454 game.nprobes = 0 # No probes
4455 prout(_("You are captured by Klingons and released to"))
4456 prout(_("the Federation in a prisoner-of-war exchange."))
4457 nb = randrange(len(game.state.baseq))
4458 # Set up quadrant and position FQ adjacient to base
4459 if not game.quadrant == game.state.baseq[nb]:
4460 game.quadrant = game.state.baseq[nb]
4461 game.sector.i = game.sector.j = 5
4464 # position next to base by trial and error
4465 game.quad[game.sector.i][game.sector.j] = IHDOT
4466 for l in range(QUADSIZE):
4467 game.sector = game.base.scatter()
4468 if VALID_SECTOR(game.sector.i, game.sector.j) and \
4469 game.quad[game.sector.i][game.sector.j] == IHDOT:
4472 break # found a spot
4473 game.sector.i=QUADSIZE/2
4474 game.sector.j=QUADSIZE/2
4476 # Get new commission
4477 game.quad[game.sector.i][game.sector.j] = game.ship = IHF
4478 game.state.crew = FULLCREW
4479 prout(_("Starfleet puts you in command of another ship,"))
4480 prout(_("the Faerie Queene, which is antiquated but,"))
4481 prout(_("still useable."))
4483 prout(_("The dilithium crystals have been moved."))
4485 game.iscraft = "offship" # Galileo disappears
4487 game.condition="docked"
4488 for l in range(NDEVICES):
4489 game.damage[l] = 0.0
4490 game.damage[DSHUTTL] = -1
4491 game.energy = game.inenrg = 3000.0
4492 game.shield = game.inshld = 1250.0
4493 game.torps = game.intorps = 6
4494 game.lsupres=game.inlsr=3.0
4499 # Code from planets.c begins here.
4502 "Abort a lengthy operation if an event interrupts it."
4505 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
4510 "Report on (uninhabited) planets in the galaxy."
4514 prout(_("Spock- \"Planet report follows, Captain.\""))
4516 for i in range(game.inplan):
4517 if game.state.planets[i].pclass == "destroyed":
4519 if (game.state.planets[i].known != "unknown" \
4520 and not game.state.planets[i].inhabited) \
4523 if idebug and game.state.planets[i].known=="unknown":
4524 proutn("(Unknown) ")
4525 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4526 proutn(_(" class "))
4527 proutn(game.state.planets[i].pclass)
4529 if game.state.planets[i].crystals != present:
4531 prout(_("dilithium crystals present."))
4532 if game.state.planets[i].known=="shuttle_down":
4533 prout(_(" Shuttle Craft Galileo on surface."))
4535 prout(_("No information available."))
4538 "Enter standard orbit."
4542 prout(_("Already in standard orbit."))
4544 if damaged(DWARPEN) and damaged(DIMPULS):
4545 prout(_("Both warp and impulse engines damaged."))
4547 if not game.plnet.is_valid():
4548 prout("There is no planet in this sector.")
4550 if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4551 prout(crmshp() + _(" not adjacent to planet."))
4554 game.optime = randreal(0.02, 0.05)
4555 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4559 game.height = randreal(1400, 8600)
4560 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4565 "Examine planets in this quadrant."
4566 if damaged(DSRSENS):
4567 if game.options & OPTION_TTY:
4568 prout(_("Short range sensors damaged."))
4570 if game.iplnet == None:
4571 if game.options & OPTION_TTY:
4572 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4574 if game.iplnet.known == "unknown":
4575 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4577 prout(_(" Planet at Sector %s is of class %s.") %
4578 (game.plnet, game.iplnet.pclass))
4579 if game.iplnet.known=="shuttle_down":
4580 prout(_(" Sensors show Galileo still on surface."))
4581 proutn(_(" Readings indicate"))
4582 if game.iplnet.crystals != "present":
4584 prout(_(" dilithium crystals present.\""))
4585 if game.iplnet.known == "unknown":
4586 game.iplnet.known = "known"
4587 elif game.iplnet.inhabited:
4588 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4589 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4592 "Use the transporter."
4596 if damaged(DTRANSP):
4597 prout(_("Transporter damaged."))
4598 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4600 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4604 if not game.inorbit:
4605 prout(crmshp() + _(" not in standard orbit."))
4608 prout(_("Impossible to transport through shields."))
4610 if game.iplnet.known=="unknown":
4611 prout(_("Spock- \"Captain, we have no information on this planet"))
4612 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4613 prout(_(" you may not go down.\""))
4615 if not game.landed and game.iplnet.crystals=="absent":
4616 prout(_("Spock- \"Captain, I fail to see the logic in"))
4617 prout(_(" exploring a planet with no dilithium crystals."))
4618 proutn(_(" Are you sure this is wise?\" "))
4622 if not (game.options & OPTION_PLAIN):
4623 nrgneed = 50 * game.skill + game.height / 100.0
4624 if nrgneed > game.energy:
4625 prout(_("Engineering to bridge--"))
4626 prout(_(" Captain, we don't have enough energy for transportation."))
4628 if not game.landed and nrgneed * 2 > game.energy:
4629 prout(_("Engineering to bridge--"))
4630 prout(_(" Captain, we have enough energy only to transport you down to"))
4631 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4632 if game.iplnet.known == "shuttle_down":
4633 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4634 proutn(_(" Are you sure this is wise?\" "))
4639 # Coming from planet
4640 if game.iplnet.known=="shuttle_down":
4641 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4645 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4646 prout(_("Landing party assembled, ready to beam up."))
4648 prout(_("Kirk whips out communicator..."))
4649 prouts(_("BEEP BEEP BEEP"))
4651 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4654 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4656 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4658 prout(_("Kirk- \"Energize.\""))
4661 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4664 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4666 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4669 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4670 game.landed = not game.landed
4671 game.energy -= nrgneed
4673 prout(_("Transport complete."))
4674 if game.landed and game.iplnet.known=="shuttle_down":
4675 prout(_("The shuttle craft Galileo is here!"))
4676 if not game.landed and game.imine:
4683 "Strip-mine a world for dilithium."
4687 prout(_("Mining party not on planet."))
4689 if game.iplnet.crystals == "mined":
4690 prout(_("This planet has already been strip-mined for dilithium."))
4692 elif game.iplnet.crystals == "absent":
4693 prout(_("No dilithium crystals on this planet."))
4696 prout(_("You've already mined enough crystals for this trip."))
4698 if game.icrystl and game.cryprob == 0.05:
4699 prout(_("With all those fresh crystals aboard the ") + crmshp())
4700 prout(_("there's no reason to mine more at this time."))
4702 game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4705 prout(_("Mining operation complete."))
4706 game.iplnet.crystals = "mined"
4707 game.imine = game.ididit = True
4710 "Use dilithium crystals."
4714 if not game.icrystl:
4715 prout(_("No dilithium crystals available."))
4717 if game.energy >= 1000:
4718 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4719 prout(_(" except when Condition Yellow exists."))
4721 prout(_("Spock- \"Captain, I must warn you that loading"))
4722 prout(_(" raw dilithium crystals into the ship's power"))
4723 prout(_(" system may risk a severe explosion."))
4724 proutn(_(" Are you sure this is wise?\" "))
4729 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4730 prout(_(" Mr. Spock and I will try it.\""))
4732 prout(_("Spock- \"Crystals in place, Sir."))
4733 prout(_(" Ready to activate circuit.\""))
4735 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4737 if with(game.cryprob):
4738 prouts(_(" \"Activating now! - - No good! It's***"))
4740 prouts(_("***RED ALERT! RED A*L********************************"))
4743 prouts(_("****************** KA-BOOM!!!! *******************"))
4747 game.energy += randreal(5000.0, 5500.0)
4748 prouts(_(" \"Activating now! - - "))
4749 prout(_("The instruments"))
4750 prout(_(" are going crazy, but I think it's"))
4751 prout(_(" going to work!! Congratulations, Sir!\""))
4756 "Use shuttlecraft for planetary jaunt."
4759 if damaged(DSHUTTL):
4760 if game.damage[DSHUTTL] == -1.0:
4761 if game.inorbit and game.iplnet.known == "shuttle_down":
4762 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4764 prout(_("Ye Faerie Queene had no shuttle craft."))
4765 elif game.damage[DSHUTTL] > 0:
4766 prout(_("The Galileo is damaged."))
4767 else: # game.damage[DSHUTTL] < 0
4768 prout(_("Shuttle craft is now serving Big Macs."))
4770 if not game.inorbit:
4771 prout(crmshp() + _(" not in standard orbit."))
4773 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4774 prout(_("Shuttle craft not currently available."))
4776 if not game.landed and game.iplnet.known=="shuttle_down":
4777 prout(_("You will have to beam down to retrieve the shuttle craft."))
4779 if game.shldup or game.condition == "docked":
4780 prout(_("Shuttle craft cannot pass through shields."))
4782 if game.iplnet.known=="unknown":
4783 prout(_("Spock- \"Captain, we have no information on this planet"))
4784 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4785 prout(_(" you may not fly down.\""))
4787 game.optime = 3.0e-5*game.height
4788 if game.optime >= 0.8*game.state.remtime:
4789 prout(_("First Officer Spock- \"Captain, I compute that such"))
4790 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4791 int(100*game.optime/game.state.remtime))
4792 prout(_("remaining time."))
4793 proutn(_("Are you sure this is wise?\" "))
4799 if game.iscraft == "onship":
4801 if not damaged(DTRANSP):
4802 proutn(_("Spock- \"Would you rather use the transporter?\" "))
4806 proutn(_("Shuttle crew"))
4808 proutn(_("Rescue party"))
4809 prout(_(" boards Galileo and swoops toward planet surface."))
4810 game.iscraft = "offship"
4814 game.iplnet.known="shuttle_down"
4815 prout(_("Trip complete."))
4818 # Ready to go back to ship
4819 prout(_("You and your mining party board the"))
4820 prout(_("shuttle craft for the trip back to the Enterprise."))
4822 prouts(_("The short hop begins . . ."))
4824 game.iplnet.known="known"
4830 game.iscraft = "onship"
4836 prout(_("Trip complete."))
4839 # Kirk on ship and so is Galileo
4840 prout(_("Mining party assembles in the hangar deck,"))
4841 prout(_("ready to board the shuttle craft \"Galileo\"."))
4843 prouts(_("The hangar doors open; the trip begins."))
4846 game.iscraft = "offship"
4849 game.iplnet.known = "shuttle_down"
4852 prout(_("Trip complete."))
4856 "Use the big zapper."
4860 if game.ship != IHE:
4861 prout(_("Ye Faerie Queene has no death ray."))
4863 if len(game.enemies)==0:
4864 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
4867 prout(_("Death Ray is damaged."))
4869 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
4870 prout(_(" is highly unpredictible. Considering the alternatives,"))
4871 proutn(_(" are you sure this is wise?\" "))
4874 prout(_("Spock- \"Acknowledged.\""))
4877 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
4879 prout(_("Crew scrambles in emergency preparation."))
4880 prout(_("Spock and Scotty ready the death ray and"))
4881 prout(_("prepare to channel all ship's power to the device."))
4883 prout(_("Spock- \"Preparations complete, sir.\""))
4884 prout(_("Kirk- \"Engage!\""))
4886 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
4889 if game.options & OPTION_PLAIN:
4893 prouts(_("Sulu- \"Captain! It's working!\""))
4895 while len(game.enemies) > 0:
4896 deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.i][game.enemies[1].kloc.j],game.enemies[1].kloc)
4897 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
4898 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
4900 if (game.options & OPTION_PLAIN) == 0:
4901 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
4903 prout(_(" is still operational.\""))
4905 prout(_(" has been rendered nonfunctional.\""))
4906 game.damage[DDRAY] = 39.95
4908 r = randreal() # Pick failure method
4910 prouts(_("Sulu- \"Captain! It's working!\""))
4912 prouts(_("***RED ALERT! RED ALERT!"))
4914 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
4916 prouts(_("***RED ALERT! RED A*L********************************"))
4919 prouts(_("****************** KA-BOOM!!!! *******************"))
4924 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
4926 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
4928 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
4929 prout(_(" have apparently been transformed into strange mutations."))
4930 prout(_(" Vulcans do not seem to be affected."))
4932 prout(_("Kirk- \"Raauch! Raauch!\""))
4937 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
4939 proutn(_("Spock- \"I believe the word is"))
4940 prouts(_(" *ASTONISHING*"))
4941 prout(_(" Mr. Sulu."))
4942 for i in range(QUADSIZE):
4943 for j in range(QUADSIZE):
4944 if game.quad[i][j] == IHDOT:
4945 game.quad[i][j] = IHQUEST
4946 prout(_(" Captain, our quadrant is now infested with"))
4947 prouts(_(" - - - - - - *THINGS*."))
4949 prout(_(" I have no logical explanation.\""))
4951 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
4953 prout(_("Scotty- \"There are so many tribbles down here"))
4954 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
4958 # Code from reports.c begins here
4960 def attackreport(curt):
4961 "eport status of bases under attack."
4963 if is_scheduled(FCDBAS):
4964 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
4965 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
4966 elif game.isatb == 1:
4967 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
4968 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
4970 prout(_("No Starbase is currently under attack."))
4972 if is_scheduled(FCDBAS):
4973 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
4975 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
4979 # report on general game status
4981 s1 = "" and game.thawed and _("thawed ")
4982 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
4983 s3 = (None, _("novice"). _("fair"),
4984 _("good"), _("expert"), _("emeritus"))[game.skill]
4985 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
4986 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
4987 prout(_("No plaque is allowed."))
4989 prout(_("This is tournament game %d.") % game.tourn)
4990 prout(_("Your secret password is \"%s\"") % game.passwd)
4991 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)),
4992 (game.inkling + game.incom + game.inscom)))
4993 if game.incom - len(game.state.kcmdr):
4994 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
4995 elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
4996 prout(_(", but no Commanders."))
4999 if game.skill > SKILL_FAIR:
5000 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5001 if len(game.state.baseq) != game.inbase:
5003 if game.inbase-len(game.state.baseq)==1:
5004 proutn(_("has been 1 base"))
5006 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
5007 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
5009 prout(_("There are %d bases.") % game.inbase)
5010 if communicating() or game.iseenit:
5011 # Don't report this if not seen and
5012 # either the radio is dead or not at base!
5016 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5018 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5019 if game.ship == IHE:
5020 proutn(_("You have "))
5022 proutn("%d" % (game.nprobes))
5025 proutn(_(" deep space probe"))
5029 if communicating() and is_scheduled(FDSPROB):
5031 proutn(_("An armed deep space probe is in "))
5033 proutn(_("A deep space probe is in "))
5034 prout("Quadrant %s." % game.probec)
5036 if game.cryprob <= .05:
5037 prout(_("Dilithium crystals aboard ship... not yet used."))
5041 while game.cryprob > ai:
5044 prout(_("Dilithium crystals have been used %d time%s.") % \
5045 (i, (_("s"), "")[i==1]))
5049 "Long-range sensor scan."
5050 if damaged(DLRSENS):
5051 # Now allow base's sensors if docked
5052 if game.condition != "docked":
5054 prout(_("LONG-RANGE SENSORS DAMAGED."))
5057 prout(_("Starbase's long-range scan"))
5059 prout(_("Long-range scan"))
5060 for x in range(game.quadrant.i-1, game.quadrant.i+2):
5063 for y in range(game.quadrant.j-1, game.quadrant.j+2):
5064 if not VALID_QUADRANT(x, y):
5068 if not damaged(DRADIO):
5069 game.state.galaxy[x][y].charted = True
5070 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5071 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5072 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5073 if not silent and game.state.galaxy[x][y].supernova:
5076 proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
5084 for i in range(NDEVICES):
5087 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5088 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5090 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5091 game.damage[i]+0.05,
5092 game.docfac*game.damage[i]+0.005))
5094 prout(_("All devices functional."))
5097 "Update the chart in the Enterprise's computer from galaxy data."
5098 game.lastchart = game.state.date
5099 for i in range(GALSIZE):
5100 for j in range(GALSIZE):
5101 if game.state.galaxy[i][j].charted:
5102 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5103 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5104 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5107 "Display the star chart."
5109 if (game.options & OPTION_AUTOSCAN):
5111 if not damaged(DRADIO):
5113 if game.lastchart < game.state.date and game.condition == "docked":
5114 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5116 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5117 if game.state.date > game.lastchart:
5118 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5119 prout(" 1 2 3 4 5 6 7 8")
5120 for i in range(GALSIZE):
5121 proutn("%d |" % (i+1))
5122 for j in range(GALSIZE):
5123 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5127 if game.state.galaxy[i][j].supernova:
5129 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5131 elif game.state.galaxy[i][j].charted:
5132 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5136 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5144 def sectscan(goodScan, i, j):
5145 "Light up an individual dot in a sector."
5146 if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
5147 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):
5148 #if game.condition == "red": textcolor("red")
5149 #elif game.condition == "green": textcolor("green")
5150 #elif game.condition == "yellow": textcolor("yellow")
5151 #elif game.condition == "docked": textcolor("cyan")
5152 #elif game.condition == "dead": textcolor("brown")
5153 if game.quad[i][j] != game.ship:
5155 proutn("%c " % game.quad[i][j])
5161 "Emit status report lines"
5162 if not req or req == 1:
5163 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5164 % (game.state.date, game.state.remtime))
5165 if not req or req == 2:
5166 if game.condition != "docked":
5169 for t in range(NDEVICES):
5170 if game.damage[t]>0:
5172 prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
5173 if not req or req == 3:
5174 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5175 if not req or req == 4:
5176 if damaged(DLIFSUP):
5177 if game.condition == "docked":
5178 s = _("DAMAGED, Base provides")
5180 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5183 prstat(_("Life Support"), s)
5184 if not req or req == 5:
5185 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5186 if not req or req == 6:
5188 if game.icrystl and (game.options & OPTION_SHOWME):
5189 extra = _(" (have crystals)")
5190 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5191 if not req or req == 7:
5192 prstat(_("Torpedoes"), "%d" % (game.torps))
5193 if not req or req == 8:
5194 if damaged(DSHIELD):
5200 data = _(" %d%% %.1f units") \
5201 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5202 prstat(_("Shields"), s+data)
5203 if not req or req == 9:
5204 prstat(_("Klingons Left"), "%d" \
5205 % (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem))
5206 if not req or req == 10:
5207 if game.options & OPTION_WORLDS:
5208 plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
5209 if plnet and plnet.inhabited:
5210 prstat(_("Major system"), plnet.name)
5212 prout(_("Sector is uninhabited"))
5213 elif not req or req == 11:
5214 attackreport(not req)
5217 "Request specified status data, a historical relic from slow TTYs."
5218 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5219 while scanner.next() == "IHEOL":
5220 proutn(_("Information desired? "))
5222 if scanner.token in requests:
5223 status(requests.index(scanner.token))
5225 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5226 prout((" date, condition, position, lsupport, warpfactor,"))
5227 prout((" energy, torpedoes, shields, klingons, system, time."))
5232 if damaged(DSRSENS):
5233 # Allow base's sensors if docked
5234 if game.condition != "docked":
5235 prout(_(" S.R. SENSORS DAMAGED!"))
5238 prout(_(" [Using Base's sensors]"))
5240 prout(_(" Short-range scan"))
5241 if goodScan and not damaged(DRADIO):
5242 game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
5243 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
5244 game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
5245 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
5246 prout(" 1 2 3 4 5 6 7 8 9 10")
5247 if game.condition != "docked":
5249 for i in range(QUADSIZE):
5250 proutn("%2d " % (i+1))
5251 for j in range(QUADSIZE):
5252 sectscan(goodScan, i, j)
5256 "Use computer to get estimated time of arrival for a warp jump."
5257 w1 = coord(); w2 = coord()
5259 if damaged(DCOMPTR):
5260 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5263 if scanner.next() != "IHREAL":
5266 proutn(_("Destination quadrant and/or sector? "))
5267 if scanner.next()!="IHREAL":
5270 w1.j = int(scanner.real-0.5)
5271 if scanner.next() != "IHREAL":
5274 w1.i = int(scanner.real-0.5)
5275 if scanner.next() == "IHREAL":
5276 w2.j = int(scanner.real-0.5)
5277 if scanner.next() != "IHREAL":
5280 w2.i = int(scanner.real-0.5)
5282 if game.quadrant.j>w1.i:
5286 if game.quadrant.i>w1.j:
5290 if not VALID_QUADRANT(w1.i, w1.j) or not VALID_SECTOR(w2.i, w2.j):
5293 game.dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
5294 (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
5297 prout(_("Answer \"no\" if you don't know the value:"))
5300 proutn(_("Time or arrival date? "))
5301 if scanner.next()=="IHREAL":
5302 ttime = scanner.real
5303 if ttime > game.state.date:
5304 ttime -= game.state.date # Actually a star date
5305 twarp=(math.floor(math.sqrt((10.0*game.dist)/ttime)*10.0)+1.0)/10.0
5306 if ttime <= 1e-10 or twarp > 10:
5307 prout(_("We'll never make it, sir."))
5314 proutn(_("Warp factor? "))
5315 if scanner.next()== "IHREAL":
5317 twarp = scanner.real
5318 if twarp<1.0 or twarp > 10.0:
5322 prout(_("Captain, certainly you can give me one of these."))
5325 ttime = (10.0*game.dist)/twarp**2
5326 tpower = game.dist*twarp*twarp*twarp*(game.shldup+1)
5327 if tpower >= game.energy:
5328 prout(_("Insufficient energy, sir."))
5329 if not game.shldup or tpower > game.energy*2.0:
5332 proutn(_("New warp factor to try? "))
5333 if scanner.next() == "IHREAL":
5335 twarp = scanner.real
5336 if twarp<1.0 or twarp > 10.0:
5344 prout(_("But if you lower your shields,"))
5345 proutn(_("remaining"))
5348 proutn(_("Remaining"))
5349 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5351 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5353 prout(_("Any warp speed is adequate."))
5355 prout(_("Minimum warp needed is %.2f,") % (twarp))
5356 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5357 if game.state.remtime < ttime:
5358 prout(_("Unfortunately, the Federation will be destroyed by then."))
5360 prout(_("You'll be taking risks at that speed, Captain"))
5361 if (game.isatb==1 and game.state.kscmdr == w1 and \
5362 scheduled(FSCDBAS)< ttime+game.state.date) or \
5363 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5364 prout(_("The starbase there will be destroyed by then."))
5365 proutn(_("New warp factor to try? "))
5366 if scanner.next() == "IHREAL":
5368 twarp = scanner.real
5369 if twarp<1.0 or twarp > 10.0:
5377 # Code from setup.c begins here
5380 "Issue a historically correct banner."
5382 prout(_("-SUPER- STAR TREK"))
5384 # From the FORTRAN original
5385 # prout(_("Latest update-21 Sept 78"))
5391 scanner.token = "emsave.trk"
5393 key = scanner.next()
5395 proutn(_("File name: "))
5396 key = scanner.next()
5397 if key != "IHALPHA":
5401 if '.' not in scanner.token:
5402 scanner.token += ".trk"
5404 fp = open(scanner.token, "wb")
5406 prout(_("Can't freeze game as file %s") % scanner.token)
5408 cPickle.dump(game, fp)
5412 "Retrieve saved game."
5413 game.passwd[0] = '\0'
5414 key = scanner.next()
5416 proutn(_("File name: "))
5417 key = scanner.next()
5418 if key != "IHALPHA":
5422 if '.' not in scanner.token:
5423 scanner.token += ".trk"
5425 fp = open(scanner.token, "rb")
5427 prout(_("Can't thaw game in %s") % scanner.token)
5429 game = cPickle.load(fp)
5433 # I used <http://www.memory-alpha.org> to find planets
5434 # with references in ST:TOS. Eath and the Alpha Centauri
5435 # Colony have been omitted.
5437 # Some planets marked Class G and P here will be displayed as class M
5438 # because of the way planets are generated. This is a known bug.
5441 _("Andoria (Fesoan)"), # several episodes
5442 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5443 _("Vulcan (T'Khasi)"), # many episodes
5444 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5445 _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5446 _("Ardana"), # TOS: "The Cloud Minders"
5447 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5448 _("Gideon"), # TOS: "The Mark of Gideon"
5449 _("Aldebaran III"), # TOS: "The Deadly Years"
5450 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5451 _("Altair IV"), # TOS: "Amok Time
5452 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5453 _("Benecia"), # TOS: "The Conscience of the King"
5454 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5455 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5456 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5457 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5458 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5459 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5460 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5461 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5462 _("Ingraham B"), # TOS: "Operation: Annihilate"
5463 _("Janus IV"), # TOS: "The Devil in the Dark"
5464 _("Makus III"), # TOS: "The Galileo Seven"
5465 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5466 _("Omega IV"), # TOS: "The Omega Glory"
5467 _("Regulus V"), # TOS: "Amok Time
5468 _("Deneva"), # TOS: "Operation -- Annihilate!"
5469 # Worlds from BSD Trek
5470 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5471 _("Beta III"), # TOS: "The Return of the Archons"
5472 _("Triacus"), # TOS: "And the Children Shall Lead",
5473 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5475 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5476 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5477 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5478 # _("Izar"), # TOS: "Whom Gods Destroy"
5479 # _("Tiburon"), # TOS: "The Way to Eden"
5480 # _("Merak II"), # TOS: "The Cloud Minders"
5481 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5482 # _("Iotia"), # TOS: "A Piece of the Action"
5486 _("S. R. Sensors"), \
5487 _("L. R. Sensors"), \
5489 _("Photon Tubes"), \
5490 _("Life Support"), \
5491 _("Warp Engines"), \
5492 _("Impulse Engines"), \
5494 _("Subspace Radio"), \
5495 _("Shuttle Craft"), \
5497 _("Navigation System"), \
5499 _("Shield Control"), \
5505 "Prepare to play, set up cosmos."
5507 # Decide how many of everything
5509 return # frozen game
5510 # Prepare the Enterprise
5511 game.alldone = game.gamewon = game.shldchg = game.shldup = False
5513 game.state.crew = FULLCREW
5514 game.energy = game.inenrg = 5000.0
5515 game.shield = game.inshld = 2500.0
5518 game.quadrant = randplace(GALSIZE)
5519 game.sector = randplace(QUADSIZE)
5520 game.torps = game.intorps = 10
5521 game.nprobes = randrange(2, 5)
5523 for i in range(NDEVICES):
5524 game.damage[i] = 0.0
5525 # Set up assorted game parameters
5526 game.battle = coord()
5527 game.state.date = game.indate = 100.0 * randreal(20, 51)
5528 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5529 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5530 game.isatb = game.state.nplankl = 0
5531 game.state.starkl = game.state.basekl = 0
5532 game.iscraft = "onship"
5536 # Starchart is functional but we've never seen it
5537 game.lastchart = FOREVER
5538 # Put stars in the galaxy
5540 for i in range(GALSIZE):
5541 for j in range(GALSIZE):
5542 k = randrange(1, QUADSIZE**2/10+1)
5544 game.state.galaxy[i][j].stars = k
5545 # Locate star bases in galaxy
5546 for i in range(game.inbase):
5549 w = randplace(GALSIZE)
5550 if not game.state.galaxy[w.i][w.j].starbase:
5553 # C version: for (j = i-1; j > 0; j--)
5554 # so it did them in the opposite order.
5555 for j in range(1, i):
5556 # Improved placement algorithm to spread out bases
5557 distq = (w - game.state.baseq[j]).distance()
5558 if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
5561 prout("=== Abandoning base #%d at %s" % (i, w))
5563 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5565 prout("=== Saving base #%d, close to #%d" % (i, j))
5568 game.state.baseq.append(w)
5569 game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5570 # Position ordinary Klingon Battle Cruisers
5572 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5573 if klumper > MAXKLQUAD:
5577 klump = (1.0 - r*r)*klumper
5582 w = randplace(GALSIZE)
5583 if not game.state.galaxy[w.i][w.j].supernova and \
5584 game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5586 game.state.galaxy[w.i][w.j].klingons += int(klump)
5589 # Position Klingon Commander Ships
5590 for i in range(game.incom):
5592 w = randplace(GALSIZE)
5593 if not welcoming(w) or w in game.state.kcmdr:
5595 if (game.state.galaxy[w.i][w.j].klingons or withprob(0.25)):
5597 game.state.galaxy[w.i][w.j].klingons += 1
5598 game.state.kcmdr.append(w)
5599 # Locate planets in galaxy
5600 for i in range(game.inplan):
5602 w = randplace(GALSIZE)
5603 if game.state.galaxy[w.i][w.j].planet == None:
5607 new.crystals = "absent"
5608 if (game.options & OPTION_WORLDS) and i < NINHAB:
5609 new.pclass = "M" # All inhabited planets are class M
5610 new.crystals = "absent"
5612 new.name = systnames[i]
5613 new.inhabited = True
5615 new.pclass = ("M", "N", "O")[randrange(0, 3)]
5617 new.crystals = "present"
5618 new.known = "unknown"
5619 new.inhabited = False
5620 game.state.galaxy[w.i][w.j].planet = new
5621 game.state.planets.append(new)
5623 for i in range(game.state.nromrem):
5624 w = randplace(GALSIZE)
5625 game.state.galaxy[w.i][w.j].romulans += 1
5626 # Place the Super-Commander if needed
5627 if game.state.nscrem > 0:
5629 w = randplace(GALSIZE)
5632 game.state.kscmdr = w
5633 game.state.galaxy[w.i][w.j].klingons += 1
5634 # Initialize times for extraneous events
5635 schedule(FSNOVA, expran(0.5 * game.intime))
5636 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5637 schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
5638 schedule(FBATTAK, expran(0.3*game.intime))
5640 if game.state.nscrem:
5641 schedule(FSCMOVE, 0.2777)
5646 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5647 schedule(FDISTR, expran(1.0 + game.intime))
5652 # Place thing (in tournament game, we don't want one!)
5653 # New in SST2K: never place the Thing near a starbase.
5654 # This makes sense and avoids a special case in the old code.
5656 if game.tourn is None:
5658 thing = randplace(GALSIZE)
5659 if thing not in game.state.baseq:
5662 game.state.snap = False
5663 if game.skill == SKILL_NOVICE:
5664 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5665 prout(_("a deadly Klingon invasion force. As captain of the United"))
5666 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5667 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5668 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5669 prout(_("your mission. As you proceed you may be given more time."))
5671 prout(_("You will have %d supporting starbases.") % (game.inbase))
5672 proutn(_("Starbase locations- "))
5674 prout(_("Stardate %d.") % int(game.state.date))
5676 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5677 prout(_("An unknown number of Romulans."))
5678 if game.state.nscrem:
5679 prout(_("And one (GULP) Super-Commander."))
5680 prout(_("%d stardates.") % int(game.intime))
5681 proutn(_("%d starbases in ") % game.inbase)
5682 for i in range(game.inbase):
5683 proutn(`game.state.baseq[i]`)
5686 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5687 proutn(_(" Sector %s") % game.sector)
5689 prout(_("Good Luck!"))
5690 if game.state.nscrem:
5691 prout(_(" YOU'LL NEED IT."))
5694 if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
5696 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5697 attack(torps_ok=False)
5700 "Choose your game type."
5705 game.skill = SKILL_NONE
5707 if not scanner.inqueue: # Can start with command line options
5708 proutn(_("Would you like a regular, tournament, or saved game? "))
5710 if scanner.sees("tournament"):
5711 while scanner.next() == "IHEOL":
5712 proutn(_("Type in tournament number-"))
5713 if scanner.real == 0:
5715 continue # We don't want a blank entry
5716 game.tourn = int(round(scanner.real))
5717 random.seed(scanner.real)
5719 logfp.write("# random.seed(%d)\n" % scanner.real)
5721 if scanner.sees("saved") or scanner.sees("frozen"):
5725 if game.passwd == None:
5727 if not game.alldone:
5728 game.thawed = True # No plaque if not finished
5732 if scanner.sees("regular"):
5734 proutn(_("What is \"%s\"?") % scanner.token)
5736 while game.length==0 or game.skill==SKILL_NONE:
5737 if scanner.next() == "IHALPHA":
5738 if scanner.sees("short"):
5740 elif scanner.sees("medium"):
5742 elif scanner.sees("long"):
5744 elif scanner.sees("novice"):
5745 game.skill = SKILL_NOVICE
5746 elif scanner.sees("fair"):
5747 game.skill = SKILL_FAIR
5748 elif scanner.sees("good"):
5749 game.skill = SKILL_GOOD
5750 elif scanner.sees("expert"):
5751 game.skill = SKILL_EXPERT
5752 elif scanner.sees("emeritus"):
5753 game.skill = SKILL_EMERITUS
5755 proutn(_("What is \""))
5756 proutn(scanner.token)
5761 proutn(_("Would you like a Short, Medium, or Long game? "))
5762 elif game.skill == SKILL_NONE:
5763 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
5764 # Choose game options -- added by ESR for SST2K
5765 if scanner.next() != "IHALPHA":
5767 proutn(_("Choose your game style (or just press enter): "))
5769 if scanner.sees("plain"):
5770 # Approximates the UT FORTRAN version.
5771 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5772 game.options |= OPTION_PLAIN
5773 elif scanner.sees("almy"):
5774 # Approximates Tom Almy's version.
5775 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5776 game.options |= OPTION_ALMY
5777 elif scanner.sees("fancy"):
5779 elif len(scanner.token):
5780 proutn(_("What is \"%s\"?") % scanner.token)
5782 if game.passwd == "debug":
5784 prout("=== Debug mode enabled.")
5785 # Use parameters to generate initial values of things
5786 game.damfac = 0.5 * game.skill
5787 game.inbase = randrange(BASEMIN, BASEMAX+1)
5789 if game.options & OPTION_PLANETS:
5790 game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
5791 if game.options & OPTION_WORLDS:
5792 game.inplan += int(NINHAB)
5793 game.state.nromrem = game.inrom = randrange(2 *game.skill)
5794 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
5795 game.state.remtime = 7.0 * game.length
5796 game.intime = game.state.remtime
5797 game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
5798 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
5799 game.state.remres = (game.inkling+4*game.incom)*game.intime
5800 game.inresor = game.state.remres
5801 if game.inkling > 50:
5802 game.state.inbase += 1
5805 def dropin(iquad=None):
5806 "Drop a feature on a random dot in the current quadrant."
5808 w = randplace(QUADSIZE)
5809 if game.quad[w.i][w.j] == IHDOT:
5811 if iquad is not None:
5812 game.quad[w.i][w.j] = iquad
5816 "Update our alert status."
5817 game.condition = "green"
5818 if game.energy < 1000.0:
5819 game.condition = "yellow"
5820 if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
5821 game.condition = "red"
5823 game.condition="dead"
5826 "Drop new Klingon into current quadrant."
5827 return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill)
5830 "Set up a new state of quadrant, for when we enter or re-enter it."
5833 game.neutz = game.inorbit = game.landed = False
5834 game.ientesc = game.iseenit = False
5835 # Create a blank quadrant
5836 game.quad = fill2d(QUADSIZE, lambda i, j: IHDOT)
5838 # Attempt to escape Super-commander, so tbeam back!
5841 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
5842 # cope with supernova
5845 game.klhere = q.klingons
5846 game.irhere = q.romulans
5848 game.quad[game.sector.i][game.sector.j] = game.ship
5851 # Position ordinary Klingons
5852 for i in range(game.klhere):
5854 # If we need a commander, promote a Klingon
5855 for cmdr in game.state.kcmdr:
5856 if cmdr == game.quadrant:
5857 e = game.enemies[game.klhere-1]
5858 game.quad[e.kloc.i][e.kloc.j] = IHC
5859 e.kpower = randreal(950,1350) + 50.0*game.skill
5861 # If we need a super-commander, promote a Klingon
5862 if game.quadrant == game.state.kscmdr:
5864 game.quad[e.kloc.i][e.kloc.j] = IHS
5865 e.kpower = randreal(1175.0, 1575.0) + 125.0*game.skill
5866 game.iscate = (game.state.remkl > 1)
5867 # Put in Romulans if needed
5868 for i in range(q.romulans):
5869 enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
5870 # If quadrant needs a starbase, put it in
5872 game.base = dropin(IHB)
5873 # If quadrant needs a planet, put it in
5875 game.iplnet = q.planet
5876 if not q.planet.inhabited:
5877 game.plnet = dropin(IHP)
5879 game.plnet = dropin(IHW)
5880 # Check for condition
5883 if game.irhere > 0 and game.klhere == 0:
5885 if not damaged(DRADIO):
5887 prout(_("LT. Uhura- \"Captain, an urgent message."))
5888 prout(_(" I'll put it on audio.\" CLICK"))
5890 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
5891 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
5892 # Put in THING if needed
5893 if thing == game.quadrant:
5894 enemy(type=IHQUEST, loc=dropin(),
5895 power=randreal(6000,6500.0)+250.0*game.skill)
5896 if not damaged(DSRSENS):
5898 prout(_("Mr. Spock- \"Captain, this is most unusual."))
5899 prout(_(" Please examine your short-range scan.\""))
5900 # Decide if quadrant needs a Tholian; lighten up if skill is low
5901 if game.options & OPTION_THOLIAN:
5902 if (game.skill < SKILL_GOOD and withprob(0.02)) or \
5903 (game.skill == SKILL_GOOD and withprob(0.05)) or \
5904 (game.skill > SKILL_GOOD and withprob(0.08)):
5907 w.i = withprob(0.5) * (QUADSIZE-1)
5908 w.j = withprob(0.5) * (QUADSIZE-1)
5909 if game.quad[w.i][w.j] == IHDOT:
5911 game.tholian = enemy(type=IHT, loc=w,
5912 power=randrange(100, 500) + 25.0*game.skill)
5913 # Reserve unoccupied corners
5914 if game.quad[0][0]==IHDOT:
5915 game.quad[0][0] = 'X'
5916 if game.quad[0][QUADSIZE-1]==IHDOT:
5917 game.quad[0][QUADSIZE-1] = 'X'
5918 if game.quad[QUADSIZE-1][0]==IHDOT:
5919 game.quad[QUADSIZE-1][0] = 'X'
5920 if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT:
5921 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
5922 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
5923 # And finally the stars
5924 for i in range(q.stars):
5926 # Put in a few black holes
5927 for i in range(1, 3+1):
5930 # Take out X's in corners if Tholian present
5932 if game.quad[0][0]=='X':
5933 game.quad[0][0] = IHDOT
5934 if game.quad[0][QUADSIZE-1]=='X':
5935 game.quad[0][QUADSIZE-1] = IHDOT
5936 if game.quad[QUADSIZE-1][0]=='X':
5937 game.quad[QUADSIZE-1][0] = IHDOT
5938 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
5939 game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT
5942 "Set the self-destruct password."
5943 if game.options & OPTION_PLAIN:
5946 proutn(_("Please type in a secret password- "))
5948 game.passwd = scanner.token
5949 if game.passwd != None:
5954 game.passwd += chr(ord('a')+randrange(26))
5956 # Code from sst.c begins here
5959 "SRSCAN": OPTION_TTY,
5960 "STATUS": OPTION_TTY,
5961 "REQUEST": OPTION_TTY,
5962 "LRSCAN": OPTION_TTY,
5975 "SENSORS": OPTION_PLANETS,
5976 "ORBIT": OPTION_PLANETS,
5977 "TRANSPORT": OPTION_PLANETS,
5978 "MINE": OPTION_PLANETS,
5979 "CRYSTALS": OPTION_PLANETS,
5980 "SHUTTLE": OPTION_PLANETS,
5981 "PLANETS": OPTION_PLANETS,
5986 "PROBE": OPTION_PROBE,
5988 "FREEZE": 0, # Synonym for SAVE
5994 "SOS": 0, # Synonym for MAYDAY
5995 "CALL": 0, # Synonym for MAYDAY
6001 "Generate a list of legal commands."
6002 prout(_("LEGAL COMMANDS ARE:"))
6004 for key in commands:
6005 if not commands[key] or (commands[key] & game.options):
6006 proutn("%-12s " % key)
6008 if emitted % 5 == 4:
6013 "Browse on-line help."
6014 key = scanner.next()
6017 setwnd(prompt_window)
6018 proutn(_("Help on what command? "))
6019 key = scanner.next()
6020 setwnd(message_window)
6023 if scanner.token in commands or scanner.token == "ABBREV":
6030 cmd = scanner.token.upper()
6032 fp = open(SSTDOC, "r")
6035 fp = open(DOC_NAME, "r")
6037 prout(_("Spock- \"Captain, that information is missing from the"))
6038 proutn(_(" computer. You need to find "))
6040 prout(_(" and put it in the"))
6041 proutn(_(" current directory or to "))
6045 # This used to continue: "You need to find SST.DOC and put
6046 # it in the current directory."
6050 linebuf = fp.readline()
6052 prout(_("Spock- \"Captain, there is no information on that command.\""))
6055 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6056 linebuf = linebuf[3:].strip()
6060 prout(_("Spock- \"Captain, I've found the following information:\""))
6062 while linebuf in fp:
6063 if "******" in linebuf:
6069 "Command-interpretation loop."
6071 setwnd(message_window)
6072 while True: # command loop
6074 while True: # get a command
6079 setwnd(prompt_window)
6082 if scanner.next() == "IHEOL":
6083 if game.options & OPTION_CURSES:
6086 elif scanner.token == "":
6090 setwnd(message_window)
6092 candidates = filter(lambda x: x.startswith(scanner.token.upper()),
6094 if len(candidates) == 1:
6097 elif candidates and not (game.options & OPTION_PLAIN):
6098 prout("Commands with prefix '%s': %s" % (scanner.token, " ".join(candidates)))
6102 if cmd == "SRSCAN": # srscan
6104 elif cmd == "STATUS": # status
6106 elif cmd == "REQUEST": # status request
6108 elif cmd == "LRSCAN": # long range scan
6109 lrscan(silent=False)
6110 elif cmd == "PHASERS": # phasers
6114 elif cmd == "TORPEDO": # photon torpedos
6118 elif cmd == "MOVE": # move under warp
6120 elif cmd == "SHIELDS": # shields
6121 doshield(shraise=False)
6124 game.shldchg = False
6125 elif cmd == "DOCK": # dock at starbase
6128 attack(torps_ok=False)
6129 elif cmd == "DAMAGES": # damage reports
6131 elif cmd == "CHART": # chart
6133 elif cmd == "IMPULSE": # impulse
6135 elif cmd == "REST": # rest
6139 elif cmd == "WARP": # warp
6141 elif cmd == "SCORE": # score
6143 elif cmd == "SENSORS": # sensors
6145 elif cmd == "ORBIT": # orbit
6149 elif cmd == "TRANSPORT": # transport "beam"
6151 elif cmd == "MINE": # mine
6155 elif cmd == "CRYSTALS": # crystals
6159 elif cmd == "SHUTTLE": # shuttle
6163 elif cmd == "PLANETS": # Planet list
6165 elif cmd == "REPORT": # Game Report
6167 elif cmd == "COMPUTER": # use COMPUTER!
6169 elif cmd == "COMMANDS":
6171 elif cmd == "EMEXIT": # Emergency exit
6172 clrscr() # Hide screen
6173 freeze(True) # forced save
6174 raise SysExit,1 # And quick exit
6175 elif cmd == "PROBE":
6176 probe() # Launch probe
6179 elif cmd == "ABANDON": # Abandon Ship
6181 elif cmd == "DESTRUCT": # Self Destruct
6183 elif cmd == "SAVE": # Save Game
6186 if game.skill > SKILL_GOOD:
6187 prout(_("WARNING--Saved games produce no plaques!"))
6188 elif cmd == "DEATHRAY": # Try a desparation measure
6192 elif cmd == "DEBUGCMD": # What do we want for debug???
6194 elif cmd == "MAYDAY": # Call for help
6199 game.alldone = True # quit the game
6204 break # Game has ended
6205 if game.optime != 0.0:
6208 break # Events did us in
6209 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6212 if hitme and not game.justin:
6213 attack(torps_ok=True)
6216 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6227 "Emit the name of an enemy or feature."
6228 if type == IHR: s = _("Romulan")
6229 elif type == IHK: s = _("Klingon")
6230 elif type == IHC: s = _("Commander")
6231 elif type == IHS: s = _("Super-commander")
6232 elif type == IHSTAR: s = _("Star")
6233 elif type == IHP: s = _("Planet")
6234 elif type == IHB: s = _("Starbase")
6235 elif type == IHBLANK: s = _("Black hole")
6236 elif type == IHT: s = _("Tholian")
6237 elif type == IHWEB: s = _("Tholian web")
6238 elif type == IHQUEST: s = _("Stranger")
6239 elif type == IHW: s = _("Inhabited World")
6240 else: s = "Unknown??"
6243 def crmena(stars, enemy, loctype, w):
6244 "Emit the name of an enemy and his location."
6248 buf += cramen(enemy) + _(" at ")
6249 if loctype == "quadrant":
6250 buf += _("Quadrant ")
6251 elif loctype == "sector":
6256 "Emit our ship name."
6257 return{IHE:_("Enterprise"),IHF:_("Faerie Queene")}.get(game.ship,"Ship???")
6260 "Emit a line of stars"
6261 prouts("******************************************************")
6265 return -avrage*math.log(1e-7 + randreal())
6267 def randplace(size):
6268 "Choose a random location."
6270 w.i = randrange(size)
6271 w.j = randrange(size)
6281 # Get a token from the user
6284 # Fill the token quue if nothing here
6285 while not self.inqueue:
6287 if curwnd==prompt_window:
6289 setwnd(message_window)
6296 self.inqueue = line.lstrip().split() + ["IHEOL"]
6297 # From here on in it's all looking at the queue
6298 self.token = self.inqueue.pop(0)
6299 if self.token == "IHEOL":
6303 self.real = float(self.token)
6304 self.type = "IHREAL"
6309 self.token = self.token.lower()
6310 self.type = "IHALPHA"
6313 def append(self, tok):
6314 self.inqueue.append(tok)
6315 def push(self, tok):
6316 self.inqueue.insert(0, tok)
6320 # Demand input for next scan
6322 self.real = self.token = None
6324 # compares s to item and returns true if it matches to the length of s
6325 return s.startswith(self.token)
6327 # Round token value to nearest integer
6328 return int(round(scanner.real))
6332 if scanner.type != "IHREAL":
6335 s.i = scanner.int()-1
6337 if scanner.type != "IHREAL":
6340 s.j = scanner.int()-1
6343 return "<sstcanner: token=%s, type=%s, queue=%s>" % (scanner.token, scanner.type, scanner.inqueue)
6346 "Yes-or-no confirmation."
6350 if scanner.token == 'y':
6352 if scanner.token == 'n':
6355 proutn(_("Please answer with \"y\" or \"n\": "))
6358 "Complain about unparseable input."
6361 prout(_("Beg your pardon, Captain?"))
6364 "Access to the internals for debugging."
6365 proutn("Reset levels? ")
6367 if game.energy < game.inenrg:
6368 game.energy = game.inenrg
6369 game.shield = game.inshld
6370 game.torps = game.intorps
6371 game.lsupres = game.inlsr
6372 proutn("Reset damage? ")
6374 for i in range(NDEVICES):
6375 if game.damage[i] > 0.0:
6376 game.damage[i] = 0.0
6377 proutn("Toggle debug flag? ")
6381 prout("Debug output ON")
6383 prout("Debug output OFF")
6384 proutn("Cause selective damage? ")
6386 for i in range(NDEVICES):
6387 proutn("Kill %s?" % device[i])
6389 key = scanner.next()
6390 if key == "IHALPHA" and scanner.sees("y"):
6391 game.damage[i] = 10.0
6392 proutn("Examine/change events? ")
6397 FSNOVA: "Supernova ",
6400 FBATTAK: "Base Attack ",
6401 FCDBAS: "Base Destroy ",
6402 FSCMOVE: "SC Move ",
6403 FSCDBAS: "SC Base Destroy ",
6404 FDSPROB: "Probe Move ",
6405 FDISTR: "Distress Call ",
6406 FENSLV: "Enslavement ",
6407 FREPRO: "Klingon Build ",
6409 for i in range(1, NEVENTS):
6412 proutn("%.2f" % (scheduled(i)-game.state.date))
6413 if i == FENSLV or i == FREPRO:
6415 proutn(" in %s" % ev.quadrant)
6420 key = scanner.next()
6424 elif key == "IHREAL":
6425 ev = schedule(i, scanner.real)
6426 if i == FENSLV or i == FREPRO:
6428 proutn("In quadrant- ")
6429 key = scanner.next()
6430 # "IHEOL" says to leave coordinates as they are
6433 prout("Event %d canceled, no x coordinate." % (i))
6436 w.i = int(round(scanner.real))
6437 key = scanner.next()
6439 prout("Event %d canceled, no y coordinate." % (i))
6442 w.j = int(round(scanner.real))
6445 proutn("Induce supernova here? ")
6447 game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
6450 if __name__ == '__main__':
6451 import getopt, socket
6453 global line, thing, game, idebug
6459 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6460 if os.getenv("TERM"):
6461 game.options |= OPTION_CURSES
6463 game.options |= OPTION_TTY
6464 seed = int(time.time())
6465 (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:tx")
6466 for (switch, val) in options:
6469 replayfp = open(val, "r")
6471 sys.stderr.write("sst: can't open replay file %s\n" % val)
6474 line = replayfp.readline().strip()
6475 (leader, key, seed) = line.split()
6477 sys.stderr.write("sst2k: seed set to %s\n" % seed)
6478 line = replayfp.readline().strip()
6479 arguments += line.split()[2:]
6481 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6483 game.options |= OPTION_TTY
6484 game.options &=~ OPTION_CURSES
6485 elif switch == '-s':
6487 elif switch == '-t':
6488 game.options |= OPTION_TTY
6489 game.options &=~ OPTION_CURSES
6490 elif switch == '-x':
6493 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6495 # where to save the input in case of bugs
6497 logfp = open("/usr/tmp/sst-input.log", "w")
6499 sys.stderr.write("sst: warning, can't open logfile\n")
6501 logfp.write("# seed %s\n" % seed)
6502 logfp.write("# options %s\n" % " ".join(arguments))
6503 logfp.write("# recorded by %s@%s on %s\n" % \
6504 (os.getenv("LOGNAME"),socket.gethostname(),time.ctime()))
6506 scanner = sstscanner()
6507 map(scanner.append, arguments)
6510 while True: # Play a game
6511 setwnd(fullscreen_window)
6517 game.alldone = False
6523 if game.tourn and game.alldone:
6524 proutn(_("Do you want your score recorded?"))
6530 proutn(_("Do you want to play again? "))
6534 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6538 except KeyboardInterrupt: