3 sst.py -- Super Star Trek 2K
5 SST2K is a Python translation of a C translation of a FORTRAN
6 original dating back to 1973. Beautiful Python it is not, but it
7 works. Translation by Eric S. Raymond; original game by David Matuszek
8 and Paul Reynolds, with modifications by Don Smith, Tom Almy,
9 Stas Sergeev, and Eric S. Raymond.
11 See the doc/HACKING file in the distribution for designers notes and advice
12 on how to modify (and how not to modify!) this code.
14 from __future__ import print_function, division
15 # Runs under Python 2 an Python 3. Preserve this property!
16 # SPDX-License-Identifier: BSD-2-clause
18 # pylint: disable=line-too-long,superfluous-parens,too-many-lines,invalid-name,missing-function-docstring,missing-class-docstring,multiple-statements,too-many-branches,too-many-statements,too-many-locals,too-many-nested-blocks,too-many-return-statements,too-many-instance-attributes,global-statement,no-else-break,no-else-return,no-else-continue,too-few-public-methods,too-many-boolean-expressions
20 # pylint: disable=multiple-imports
21 import os, sys, math, curses, time, pickle, copy, gettext, getpass
22 import getopt, socket, locale
25 # This import only works on Unixes. The intention is to enable
26 # Ctrl-P, Ctrl-N, and friends in Cmd.
28 # pylint: disable=unused-import
33 # Prevent lossage under Python 3
41 docpath = (".", "doc/", "/usr/share/doc/sst/")
44 return gettext.gettext(st)
46 # Rolling our own LCG because Python changed its incompatibly in 3.2.
47 # Thus, we need to have our own to be 2/3 polyglot, which will also
48 # be helpful when we forwrard-port.
51 # LCG PRNG parameters tested against
52 # Knuth vol. 2. by the authors of ADVENT
60 game.lcg_x = (randomizer.LCG_A * game.lcg_x + randomizer.LCG_C) % randomizer.LCG_M
61 return old_x / randomizer.LCG_M
65 v = randomizer.random()
67 # logfp.write("#withprob(%.2f) -> %s\n" % (p, v < p))
72 v = randomizer.random()
76 v = args[0] + int(v * (args[1] - args[0]))
78 # logfp.write("#integer%s -> %s\n" % (args, v))
83 v = randomizer.random()
85 v *= args[0] # from [0, args[0])
87 v = args[0] + v*(args[1]-args[0]) # from [args[0], args[1])
89 # logfp.write("#real%s -> %f\n" % (args, v))
95 # logfp.write("#seed(%d)\n" % n)
96 game.lcg_x = n % randomizer.LCG_M
98 GALSIZE = 8 # Galaxy size in quadrants
99 NINHAB = (GALSIZE * GALSIZE // 2) # Number of inhabited worlds
100 MAXUNINHAB = 10 # Maximum uninhabited worlds
101 QUADSIZE = 10 # Quadrant size in sectors
102 BASEMIN = 2 # Minimum starbases
103 BASEMAX = (GALSIZE * GALSIZE // 12) # Maximum starbases
104 MAXKLGAME = 127 # Maximum Klingons per game
105 MAXKLQUAD = 9 # Maximum Klingons per quadrant
106 FULLCREW = 428 # Crew size. BSD Trek was 387, that's wrong
107 FOREVER = 1e30 # Time for the indefinite future
108 MAXBURST = 3 # Max # of torps you can launch in one turn
109 MINCMDR = 10 # Minimum number of Klingon commanders
110 DOCKFAC = 0.25 # Repair faster when docked
111 PHASEFAC = 2.0 # Unclear what this is, it was in the C version
113 ALGERON = 2311 # Date of the Treaty of Algeron
134 class TrekError(Exception):
137 class JumpOut(Exception):
141 def __init__(self, x=None, y=None):
144 def valid_quadrant(self):
145 return self.i >= 0 and self.i < GALSIZE and self.j >= 0 and self.j < GALSIZE
146 def valid_sector(self):
147 return self.i >= 0 and self.i < QUADSIZE and self.j >= 0 and self.j < QUADSIZE
148 def invalidate(self):
149 self.i = self.j = None
150 def __eq__(self, other):
151 return other is not None and self.i == other.i and self.j == other.j
152 def __ne__(self, other):
153 return other is None or self.i != other.i or self.j != other.j
154 def __add__(self, other):
155 return Coord(self.i+other.i, self.j+other.j)
156 def __sub__(self, other):
157 return Coord(self.i-other.i, self.j-other.j)
158 def __mul__(self, other):
159 return Coord(self.i*other, self.j*other)
160 def __rmul__(self, other):
161 return Coord(self.i*other, self.j*other)
162 def __div__(self, other):
163 return Coord(self.i/other, self.j/other)
164 def __truediv__(self, other):
165 return Coord(self.i/other, self.j/other)
166 def __floordiv__(self, other):
167 return Coord(self.i//other, self.j//other)
168 def __mod__(self, other):
169 return Coord(self.i % other, self.j % other)
170 def __rtruediv__(self, other):
171 return Coord(self.i/other, self.j/other)
172 def __rfloordiv__(self, other):
173 return Coord(self.i//other, self.j//other)
174 def roundtogrid(self):
175 return Coord(int(round(self.i)), int(round(self.j)))
176 def distance(self, other=None):
179 return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
181 return 1.90985*math.atan2(self.j, self.i)
198 #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
199 return self.roundtogrid() // QUADSIZE
201 return self.roundtogrid() % QUADSIZE
204 s.i = self.i + rnd.integer(-1, 2)
205 s.j = self.j + rnd.integer(-1, 2)
208 if self.i is None or self.j is None:
210 return "%s - %s" % (self.i+1, self.j+1)
214 "Do not anger the Space Thingy!"
221 return (q.i, q.j) == (self.i, self.j)
225 self.name = None # string-valued if inhabited
226 self.quadrant = Coord() # quadrant located
227 self.pclass = None # could be ""M", "N", "O", or "destroyed"
228 self.crystals = "absent"# could be "mined", "present", "absent"
229 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
230 self.inhabited = False # is it inhabited?
238 self.starbase = False
241 self.supernova = False
243 self.status = "secure" # Could be "secure", "distressed", "enslaved"
245 return "<Quadrant: %(klingons)d>" % self.__dict__
251 self.starbase = False
254 return "<%s,%s,%s>" % (self.klingons, self.starbase, self.stars)
256 def fill2d(size, fillfun):
257 "Fill an empty list in 2D."
259 for i in range(size):
261 for j in range(size):
262 lst[i].append(fillfun(i, j))
267 self.snap = False # snapshot taken
268 self.crew = 0 # crew complement
269 self.nscrem = 0 # remaining super commanders
270 self.starkl = 0 # destroyed stars
271 self.basekl = 0 # destroyed bases
272 self.nromrem = 0 # Romulans remaining
273 self.nplankl = 0 # destroyed uninhabited planets
274 self.nworldkl = 0 # destroyed inhabited planets
275 self.planets = [] # Planet information
276 self.date = 0.0 # stardate
277 self.remres = 0 # remaining resources
278 self.remtime = 0 # remaining time
279 self.baseq = [] # Base quadrant coordinates
280 self.kcmdr = [] # Commander quadrant coordinates
281 self.kscmdr = Coord() # Supercommander quadrant coordinates
283 self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
285 self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
287 for i in range(GALSIZE):
288 for j in range(GALSIZE):
289 yield (i, j, self.galaxy[i][j])
293 self.date = None # A real number
294 self.quadrant = None # A coord structure
297 OPTION_ALL = 0xffffffff
298 OPTION_TTY = 0x00000001 # old interface
299 OPTION_CURSES = 0x00000002 # new interface
300 OPTION_IOMODES = 0x00000003 # cover both interfaces
301 OPTION_PLANETS = 0x00000004 # planets and mining
302 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
303 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
304 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
305 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
306 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
307 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
308 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
309 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
310 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
311 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
312 OPTION_CAPTURE = 0x00002000 # Enable BSD-Trek capture (Almy, 2013).
313 OPTION_CLOAK = 0x80004000 # Enable BSD-Trek capture (Almy, 2013).
314 OPTION_PLAIN = 0x01000000 # user chose plain game
315 OPTION_ALMY = 0x02000000 # user chose Almy variant
316 OPTION_COLOR = 0x04000000 # enable color display (ESR, 2010)
317 OPTION_DOTFILL = 0x08000000 # fix dotfill glitch in chart (ESR, 2019)
337 NDEVICES = 17 # Number of devices
347 return (game.damage[dev] != 0.0)
349 return not damaged(DRADIO) or game.condition=="docked"
351 # Define future events
352 FSPY = 0 # Spy event happens always (no future[] entry)
353 # can cause SC to tractor beam Enterprise
354 FSNOVA = 1 # Supernova
355 FTBEAM = 2 # Commander tractor beams Enterprise
356 FSNAP = 3 # Snapshot for time warp
357 FBATTAK = 4 # Commander attacks base
358 FCDBAS = 5 # Commander destroys base
359 FSCMOVE = 6 # Supercommander moves (might attack base)
360 FSCDBAS = 7 # Supercommander destroys base
361 FDSPROB = 8 # Move deep space probe
362 FDISTR = 9 # Emit distress call from an inhabited world
363 FENSLV = 10 # Inhabited word is enslaved
364 FREPRO = 11 # Klingons build a ship in an enslaved system
367 # Abstract out the event handling -- underlying data structures will change
368 # when we implement stateful events
369 def findevent(evtype):
370 return game.future[evtype]
373 def __init__(self, etype=None, loc=None, power=None):
375 self.location = Coord()
380 self.power = power # enemy energy level
381 game.enemies.append(self)
383 motion = (loc != self.location)
384 if self.location.i is not None and self.location.j is not None:
387 game.quad[self.location.i][self.location.j] = '#'
389 game.quad[self.location.i][self.location.j] = '.'
391 self.location = copy.copy(loc)
392 game.quad[self.location.i][self.location.j] = self.type
393 self.kdist = self.kavgd = (game.sector - loc).distance()
395 self.location = Coord()
396 self.kdist = self.kavgd = None
397 # Guard prevents failure on Tholian or thingy
398 if self in game.enemies:
399 game.enemies.remove(self)
402 return "<%s,%s.%f>" % (self.type, self.location, self.power) # For debugging
406 self.options = None # Game options
407 self.state = Snapshot() # A snapshot structure
408 self.snapsht = Snapshot() # Last snapshot taken for time-travel purposes
409 self.quad = None # contents of our quadrant
410 self.damage = [0.0] * NDEVICES # damage encountered
411 self.future = [] # future events
415 self.future.append(Event())
416 self.passwd = None # Self Destruct password
418 self.quadrant = None # where we are in the large
419 self.sector = None # where we are in the small
420 self.tholian = None # Tholian enemy object
421 self.base = None # position of base in current quadrant
422 self.battle = None # base coordinates being attacked
423 self.plnet = None # location of planet in quadrant
424 self.gamewon = False # Finished!
425 self.ididit = False # action taken -- allows enemy to attack
426 self.alive = False # we are alive (not killed)
427 self.justin = False # just entered quadrant
428 self.shldup = False # shields are up
429 self.shldchg = False # shield is changing (affects efficiency)
430 self.iscate = False # super commander is here
431 self.ientesc = False # attempted escape from supercommander
432 self.resting = False # rest time
433 self.icraft = False # Kirk in Galileo
434 self.landed = False # party on planet (true), on ship (false)
435 self.alldone = False # game is now finished
436 self.neutz = False # Romulan Neutral Zone
437 self.isarmed = False # probe is armed
438 self.inorbit = False # orbiting a planet
439 self.imine = False # mining
440 self.icrystl = False # dilithium crystals aboard
441 self.iseenit = False # seen base attack report
442 self.thawed = False # thawed game
443 self.condition = None # "green", "yellow", "red", "docked", "dead"
444 self.iscraft = None # "onship", "offship", "removed"
445 self.skill = SKILL_NONE # Player skill level
446 self.inkling = 0 # initial number of klingons
447 self.inbase = 0 # initial number of bases
448 self.incom = 0 # initial number of commanders
449 self.inscom = 0 # initial number of commanders
450 self.inrom = 0 # initial number of commanders
451 self.instar = 0 # initial stars
452 self.intorps = 0 # initial/max torpedoes
453 self.torps = 0 # number of torpedoes
454 self.ship = 0 # ship type -- 'E' is Enterprise
455 self.abandoned = 0 # count of crew abandoned in space
456 self.length = 0 # length of game
457 self.klhere = 0 # klingons here
458 self.casual = 0 # causalties
459 self.nhelp = 0 # calls for help
460 self.nkinks = 0 # count of energy-barrier crossings
461 self.iplnet = None # planet # in quadrant
462 self.inplan = 0 # initial planets
463 self.irhere = 0 # Romulans in quadrant
464 self.isatb = 0 # =2 if super commander is attacking base
465 self.tourn = None # tournament number
466 self.nprobes = 0 # number of probes available
467 self.inresor = 0.0 # initial resources
468 self.intime = 0.0 # initial time
469 self.inenrg = 0.0 # initial/max energy
470 self.inshld = 0.0 # initial/max shield
471 self.inlsr = 0.0 # initial life support resources
472 self.indate = 0.0 # initial date
473 self.energy = 0.0 # energy level
474 self.shield = 0.0 # shield level
475 self.warpfac = 0.0 # warp speed
476 self.lsupres = 0.0 # life support reserves
477 self.optime = 0.0 # time taken by current operation
478 self.damfac = 0.0 # damage factor
479 self.lastchart = 0.0 # time star chart was last updated
480 self.cryprob = 0.0 # probability that crystal will work
481 self.probe = None # object holding probe course info
482 self.height = 0.0 # height of orbit around planet
483 self.score = 0.0 # overall score
484 self.perdate = 0.0 # rate of kills
485 self.idebug = False # Debugging instrumentation enabled?
486 self.cdebug = False # Debugging instrumentation for curses enabled?
487 self.statekscmdr = None # No SuperCommander coordinates yet.
488 self.brigcapacity = 400 # Enterprise brig capacity
489 self.brigfree = 400 # How many klingons can we put in the brig?
490 self.kcaptured = 0 # Total Klingons captured, for scoring.
491 self.iscloaked = False # Cloaking device on?
492 self.ncviol = 0 # Algreon treaty violations
493 self.isviolreported = False # We have been warned
494 self.lcg_x = 0 # LCG generator value
496 return sum([q.klingons for (_i, _j, q) in list(self.state.traverse())])
498 # Stas thinks this should be (C expression):
499 # game.remkl() + len(game.state.kcmdr) > 0 ?
500 # game.state.remres/(game.remkl() + 4*len(game.state.kcmdr)) : 99
501 # He says the existing expression is prone to divide-by-zero errors
502 # after killing the last klingon when score is shown -- perhaps also
503 # if the only remaining klingon is SCOM.
504 self.state.remtime = self.state.remres/(self.remkl() + 4*len(self.state.kcmdr))
506 "Are there Klingons remaining?"
533 # Code from ai.c begins here
536 "Would this quadrant welcome another Klingon?"
537 return iq.valid_quadrant() and \
538 not game.state.galaxy[iq.i][iq.j].supernova and \
539 game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
541 def tryexit(enemy, look, irun):
542 "A bad guy attempts to bug out."
544 iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))//QUADSIZE - 1
545 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))//QUADSIZE - 1
546 if not welcoming(iq):
548 if enemy.type == 'R':
549 return False # Romulans cannot escape!
551 # avoid intruding on another commander's territory
552 if enemy.type == 'C':
553 if iq in game.state.kcmdr:
555 # refuse to leave if currently attacking starbase
556 if game.battle == game.quadrant:
558 # don't leave if over 1000 units of energy
559 if enemy.power > 1000.0:
561 oldloc = copy.copy(enemy.location)
562 # handle local matters related to escape
565 if game.condition != "docked":
567 # Handle global matters related to escape
568 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
569 game.state.galaxy[iq.i][iq.j].klingons += 1
570 if enemy.type == 'S':
574 schedule(FSCMOVE, 0.2777)
576 game.state.kscmdr = iq
578 for cmdr in game.state.kcmdr:
579 if cmdr == game.quadrant:
580 game.state.kcmdr.append(iq)
582 # report move out of quadrant.
583 return [(True, enemy, oldloc, iq)]
585 # The bad-guy movement algorithm:
587 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
588 # If both are operating full strength, force is 1000. If both are damaged,
589 # force is -1000. Having shields down subtracts an additional 1000.
591 # 2. Enemy has forces equal to the energy of the attacker plus
592 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
593 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
595 # Attacker Initial energy levels (nominal):
596 # Klingon Romulan Commander Super-Commander
597 # Novice 400 700 1200
599 # Good 450 800 1300 1750
600 # Expert 475 850 1350 1875
601 # Emeritus 500 900 1400 2000
602 # VARIANCE 75 200 200 200
604 # Enemy vessels only move prior to their attack. In Novice - Good games
605 # only commanders move. In Expert games, all enemy vessels move if there
606 # is a commander present. In Emeritus games all enemy vessels move.
608 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
609 # forces are 1000 greater than Enterprise.
611 # Agressive action on average cuts the distance between the ship and
612 # the enemy to 1/4 the original.
614 # 4. At lower energy advantage, movement units are proportional to the
615 # advantage with a 650 advantage being to hold ground, 800 to move forward
616 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
618 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
619 # retreat, especially at high skill levels.
621 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
623 def movebaddy(enemy):
624 "Tactical movement for the bad guys."
628 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
629 if game.skill >= SKILL_EXPERT:
630 nbaddys = int(((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
632 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
633 old_dist = enemy.kdist
634 mdist = int(old_dist + 0.5) # Nearest integer distance
635 # If SC, check with spy to see if should hi-tail it
636 if enemy.type == 'S' and \
637 (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
641 # decide whether to advance, retreat, or hold position
642 forces = enemy.power+100.0*len(game.enemies)+400*(nbaddys-1)
644 forces += 1000 # Good for enemy if shield is down!
645 if not damaged(DPHASER) or not damaged(DPHOTON):
646 if damaged(DPHASER): # phasers damaged
649 forces -= 0.2*(game.energy - 2500.0)
650 if damaged(DPHOTON): # photon torpedoes damaged
653 forces -= 50.0*game.torps
655 # phasers and photon tubes both out!
658 if forces <= 1000.0 and game.condition != "docked": # Typical situation
659 motion = ((forces + rnd.real(200))/150.0) - 5.0
661 if forces > 1000.0: # Very strong -- move in for kill
662 motion = (1.0 - rnd.real())**2 * old_dist + 1.0
663 if game.condition == "docked" and (game.options & OPTION_BASE): # protected by base -- back off !
664 motion -= game.skill*(2.0-rnd.real()**2)
666 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
667 # don't move if no motion
670 # Limit motion according to skill
671 if abs(motion) > game.skill:
676 # calculate preferred number of steps
677 nsteps = abs(int(motion))
678 if motion > 0 and nsteps > mdist:
679 nsteps = mdist # don't overshoot
680 if nsteps > QUADSIZE:
681 nsteps = QUADSIZE # This shouldn't be necessary
683 nsteps = 1 # This shouldn't be necessary
685 proutn("NSTEPS = %d:" % nsteps)
686 # Compute preferred values of delta X and Y
687 m = game.sector - enemy.location
688 if 2.0 * abs(m.i) < abs(m.j):
690 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
692 m = (motion * m).sgn()
693 goto = enemy.location
695 for ll in range(nsteps):
697 proutn(" %d" % (ll+1))
698 # Check if preferred position available
709 attempts = 0 # Settle mysterious hang problem
710 while attempts < 20 and not success:
712 if look.i < 0 or look.i >= QUADSIZE:
714 return tryexit(enemy, look, irun)
715 if krawli == m.i or m.j == 0:
717 look.i = goto.i + krawli
719 elif look.j < 0 or look.j >= QUADSIZE:
721 return tryexit(enemy, look, irun)
722 if krawlj == m.j or m.i == 0:
724 look.j = goto.j + krawlj
726 elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.':
727 # See if enemy should ram ship
728 if game.quad[look.i][look.j] == game.ship and \
729 (enemy.type == 'C' or enemy.type == 'S'):
730 collision(rammed=True, enemy=enemy)
732 if krawli != m.i and m.j != 0:
733 look.i = goto.i + krawli
735 elif krawlj != m.j and m.i != 0:
736 look.j = goto.j + krawlj
739 break # we have failed
750 # Enemy moved, but is still in sector
751 return [(False, enemy, old_dist, goto)]
754 "Sequence Klingon tactical movement."
757 # Figure out which Klingon is the commander (or Supercommander)
760 if game.quadrant in game.state.kcmdr:
761 for enemy in game.enemies:
762 if enemy.type == 'C':
763 tacmoves += movebaddy(enemy)
764 if game.state.kscmdr == game.quadrant:
765 for enemy in game.enemies:
766 if enemy.type == 'S':
767 tacmoves += movebaddy(enemy)
769 # If skill level is high, move other Klingons and Romulans too!
770 # Move these last so they can base their actions on what the
772 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
773 for enemy in game.enemies:
774 if enemy.type in ('K', 'R'):
775 tacmoves += movebaddy(enemy)
778 def movescom(iq, avoid):
779 "Supercommander movement helper."
780 # Avoid quadrants with bases if we want to avoid Enterprise
781 if not welcoming(iq) or (avoid and iq in game.state.baseq):
783 if game.justin and not game.iscate:
786 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
787 game.state.kscmdr = iq
788 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
789 if game.state.kscmdr == game.quadrant:
790 # SC has scooted, remove him from current quadrant
795 for enemy in game.enemies:
796 if enemy.type == 'S':
799 if game.condition != "docked":
802 # check for a helpful planet
803 for i in range(game.inplan):
804 if game.state.planets[i].quadrant == game.state.kscmdr and \
805 game.state.planets[i].crystals == "present":
807 game.state.planets[i].pclass = "destroyed"
808 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
811 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
812 prout(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
813 prout(_(" by the Super-commander.\""))
815 return True # looks good!
817 def supercommander():
818 "Move the Super Commander."
825 prout("== SUPERCOMMANDER")
826 # Decide on being active or passive
827 avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.remkl())/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
828 (game.state.date-game.indate) < 3.0)
829 if not game.iscate and avoid:
830 # compute move away from Enterprise
831 idelta = game.state.kscmdr-game.quadrant
832 if idelta.distance() > 2.0:
834 idelta.i = game.state.kscmdr.j-game.quadrant.j
835 idelta.j = game.quadrant.i-game.state.kscmdr.i
837 # compute distances to starbases
838 if not game.state.baseq:
842 sc = game.state.kscmdr
843 for (i, base) in enumerate(game.state.baseq):
844 basetbl.append((i, (base - sc).distance()))
845 if len(game.state.baseq) > 1:
846 basetbl.sort(key=lambda x: x[1])
847 # look for nearest base without a commander, no Enterprise, and
848 # without too many Klingons, and not already under attack.
849 ifindit = iwhichb = 0
850 for (i2, base) in enumerate(game.state.baseq):
851 i = basetbl[i2][0] # bug in original had it not finding nearest
852 if base == game.quadrant or base == game.battle or not welcoming(base):
854 # if there is a commander, and no other base is appropriate,
855 # we will take the one with the commander
856 for cmdr in game.state.kcmdr:
857 if base == cmdr and ifindit != 2:
861 else: # no commander -- use this one
866 return # Nothing suitable -- wait until next time
867 ibq = game.state.baseq[iwhichb]
868 # decide how to move toward base
869 idelta = ibq - game.state.kscmdr
870 # Maximum movement is 1 quadrant in either or both axes
871 idelta = idelta.sgn()
872 # try moving in both x and y directions
873 # there was what looked like a bug in the Almy C code here,
874 # but it might be this translation is just wrong.
875 iq = game.state.kscmdr + idelta
876 if not movescom(iq, avoid):
877 # failed -- try some other maneuvers
878 if idelta.i == 0 or idelta.j == 0:
881 iq.j = game.state.kscmdr.j + 1
882 if not movescom(iq, avoid):
883 iq.j = game.state.kscmdr.j - 1
886 iq.i = game.state.kscmdr.i + 1
887 if not movescom(iq, avoid):
888 iq.i = game.state.kscmdr.i - 1
891 # try moving just in x or y
892 iq.j = game.state.kscmdr.j
893 if not movescom(iq, avoid):
894 iq.j = game.state.kscmdr.j + idelta.j
895 iq.i = game.state.kscmdr.i
898 if len(game.state.baseq) == 0:
901 for ibq in game.state.baseq:
902 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
905 return # no, don't attack base!
908 schedule(FSCDBAS, rnd.real(1.0, 3.0))
909 if is_scheduled(FCDBAS):
910 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
911 if not communicating():
915 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
917 prout(_(" reports that it is under attack from the Klingon Super-commander."))
918 prout(_(" It can survive until stardate %d.\"") \
919 % int(scheduled(FSCDBAS)))
922 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
926 game.optime = 0.0 # actually finished
928 # Check for intelligence report
929 if not game.idebug and \
930 (rnd.withprob(0.8) or \
931 (not communicating()) or \
932 not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
935 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
936 prout(_(" the Super-commander is in Quadrant %s.") % game.state.kscmdr)
941 if not game.tholian or game.justin:
944 if game.tholian.location.i == 0 and game.tholian.location.j == 0:
947 elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
950 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1:
953 elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0:
957 # something is wrong!
958 game.tholian.move(None)
959 prout("***Internal error: Tholian in a bad spot.")
961 # do nothing if we are blocked
962 if game.quad[tid.i][tid.j] not in ('.', '#'):
964 here = copy.copy(game.tholian.location)
965 delta = (tid - game.tholian.location).sgn()
967 while here.i != tid.i:
969 if game.quad[here.i][here.j] == '.':
970 game.tholian.move(here)
972 while here.j != tid.j:
974 if game.quad[here.i][here.j] == '.':
975 game.tholian.move(here)
976 # check to see if all holes plugged
977 for i in range(QUADSIZE):
978 if game.quad[0][i] != '#' and game.quad[0][i] != 'T':
980 if game.quad[QUADSIZE-1][i] != '#' and game.quad[QUADSIZE-1][i] != 'T':
982 if game.quad[i][0] != '#' and game.quad[i][0] != 'T':
984 if game.quad[i][QUADSIZE-1] != '#' and game.quad[i][QUADSIZE-1] != 'T':
986 # All plugged up -- Tholian splits
987 game.quad[game.tholian.location.i][game.tholian.location.j] = '#'
989 prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web."))
990 game.tholian.move(None)
993 # Code from battle.c begins here
996 "Change cloaking-device status."
998 prout(_("Ye Faerie Queene hath no cloaking device."))
1001 key = scanner.nexttok()
1008 if key == "IHALPHA":
1009 if scanner.sees("on"):
1011 prout(_("The cloaking device has already been switched on."))
1014 elif scanner.sees("off"):
1015 if not game.iscloaked:
1016 prout(_("The cloaking device has already been switched off."))
1023 if not game.iscloaked:
1024 proutn(_("Switch cloaking device on? "))
1029 proutn(_("Switch cloaking device off? "))
1036 if action == "CLOFF":
1037 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1038 prout(_("Spock- \"Captain, the Treaty of Algeron is in effect.\n Are you sure this is wise?\""))
1041 prout("Engineer Scott- \"Aye, Sir.\"")
1042 game.iscloaked = False
1043 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1044 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
1046 game.isviolreported = True
1048 #if (neutz and game.state.date >= ALGERON) finish(FCLOAK);
1051 if action == "CLON":
1053 prout(_("Engineer Scott- \"The cloaking device is damaged, Sir.\""))
1056 if game.condition == "docked":
1057 prout(_("You cannot cloak while docked."))
1059 if game.state.date >= ALGERON and not game.isviolreported:
1060 prout(_("Spock- \"Captain, using the cloaking device is a violation"))
1061 prout(_(" of the Treaty of Algeron. Considering the alternatives,"))
1062 proutn(_(" are you sure this is wise? "))
1065 prout(_("Engineer Scott- \"Cloaking device has engaging, Sir...\""))
1067 prout(_("Engineer Scott- \"Cloaking device has engaged, Sir.\""))
1068 game.iscloaked = True
1070 if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
1071 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
1073 game.isviolreported = True
1075 def doshield(shraise):
1076 "Change shield status."
1082 key = scanner.nexttok()
1083 if key == "IHALPHA":
1084 if scanner.sees("transfer"):
1087 if damaged(DSHIELD):
1088 prout(_("Shields damaged and down."))
1090 if scanner.sees("up"):
1092 elif scanner.sees("down"):
1094 if action == "NONE":
1095 proutn(_("Do you wish to change shield energy? "))
1098 elif damaged(DSHIELD):
1099 prout(_("Shields damaged and down."))
1102 proutn(_("Shields are up. Do you want them down? "))
1109 proutn(_("Shields are down. Do you want them up? "))
1115 if action == "SHUP": # raise shields
1117 prout(_("Shields already up."))
1121 if game.condition != "docked":
1123 prout(_("Shields raised."))
1124 if game.energy <= 0:
1126 prout(_("Shields raising uses up last of energy."))
1131 elif action == "SHDN":
1133 prout(_("Shields already down."))
1137 prout(_("Shields lowered."))
1140 elif action == "NRG":
1141 while scanner.nexttok() != "IHREAL":
1143 proutn(_("Energy to transfer to shields- "))
1148 if nrg > game.energy:
1149 prout(_("Insufficient ship energy."))
1152 if game.shield+nrg >= game.inshld:
1153 prout(_("Shield energy maximized."))
1154 if game.shield+nrg > game.inshld:
1155 prout(_("Excess energy requested returned to ship energy"))
1156 game.energy -= game.inshld-game.shield
1157 game.shield = game.inshld
1159 if nrg < 0.0 and game.energy-nrg > game.inenrg:
1160 # Prevent shield drain loophole
1162 prout(_("Engineering to bridge--"))
1163 prout(_(" Scott here. Power circuit problem, Captain."))
1164 prout(_(" I can't drain the shields."))
1167 if game.shield+nrg < 0:
1168 prout(_("All shield energy transferred to ship."))
1169 game.energy += game.shield
1172 proutn(_("Scotty- \""))
1174 prout(_("Transferring energy to shields.\""))
1176 prout(_("Draining energy from shields.\""))
1182 "Choose a device to damage, at random."
1184 105, # DSRSENS: short range scanners 10.5%
1185 105, # DLRSENS: long range scanners 10.5%
1186 120, # DPHASER: phasers 12.0%
1187 120, # DPHOTON: photon torpedoes 12.0%
1188 25, # DLIFSUP: life support 2.5%
1189 65, # DWARPEN: warp drive 6.5%
1190 70, # DIMPULS: impulse engines 6.5%
1191 135, # DSHIELD: deflector shields 13.5%
1192 30, # DRADIO: subspace radio 3.0%
1193 45, # DSHUTTL: shuttle 4.5%
1194 15, # DCOMPTR: computer 1.5%
1195 20, # NAVCOMP: navigation system 2.0%
1196 75, # DTRANSP: transporter 7.5%
1197 20, # DSHCTRL: high-speed shield controller 2.0%
1198 10, # DDRAY: death ray 1.0%
1199 30, # DDSP: deep-space probes 3.0%
1200 10, # DCLOAK: the cloaking device 1.0
1202 assert(sum(weights) == 1000)
1203 idx = rnd.integer(1000)
1205 for (i, w) in enumerate(weights):
1209 return None # we should never get here
1211 def collision(rammed, enemy):
1212 "Collision handling for rammong events."
1213 prouts(_("***RED ALERT! RED ALERT!"))
1215 prout(_("***COLLISION IMMINENT."))
1219 hardness = {'R':1.5, 'C':2.0, 'S':2.5, 'T':0.5, '?':4.0}.get(enemy.type, 1.0)
1221 proutn(_(" rammed by "))
1224 proutn(crmena(False, enemy.type, "sector", enemy.location))
1226 proutn(_(" (original position)"))
1228 deadkl(enemy.location, enemy.type, game.sector)
1229 proutn("***" + crmshp() + " heavily damaged.")
1230 icas = rnd.integer(10, 30)
1231 prout(_("***Sickbay reports %d casualties") % icas)
1233 game.state.crew -= icas
1234 # In the pre-SST2K version, all devices got equiprobably damaged,
1235 # which was silly. Instead, pick up to half the devices at
1236 # random according to our weighting table,
1237 ncrits = rnd.integer(NDEVICES//2)
1241 if game.damage[dev] < 0:
1243 extradm = (10.0*hardness*rnd.real()+1.0)*game.damfac
1244 # Damage for at least time of travel!
1245 game.damage[dev] += game.optime + extradm
1247 prout(_("***Shields are down."))
1254 def torpedo(origin, bearing, dispersion, number, nburst):
1255 "Let a photon torpedo fly"
1256 if not damaged(DSRSENS) or game.condition == "docked":
1257 setwnd(srscan_window)
1259 setwnd(message_window)
1260 ac = bearing + 0.25*dispersion # dispersion is a random variable
1261 bullseye = (15.0 - bearing)*0.5235988
1262 track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
1263 bumpto = Coord(0, 0)
1264 # Loop to move a single torpedo
1265 setwnd(message_window)
1266 for step in range(1, QUADSIZE*2):
1267 if not track.nexttok():
1270 if not w.valid_sector():
1272 iquad = game.quad[w.i][w.j]
1273 tracktorpedo(w, step, number, nburst, iquad)
1277 setwnd(message_window)
1278 if not damaged(DSRSENS) or game.condition == "docked":
1279 skip(1) # start new line after text track
1280 if iquad in ('E', 'F'): # Hit our ship
1282 prout(_("Torpedo hits %s.") % crmshp())
1283 hit = 700.0 + rnd.real(100) - \
1284 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1285 newcnd() # we're blown out of dock
1286 if game.landed or game.condition == "docked":
1287 return hit # Cheat if on a planet
1288 # In the C/FORTRAN version, dispersion was 2.5 radians, which
1289 # is 143 degrees, which is almost exactly 4.8 clockface units
1290 displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5)
1291 displacement.nexttok()
1292 bumpto = displacement.sector()
1293 if not bumpto.valid_sector():
1295 if game.quad[bumpto.i][bumpto.j] == ' ':
1298 if game.quad[bumpto.i][bumpto.j] != '.':
1299 # can't move into object
1301 game.sector = bumpto
1303 game.quad[w.i][w.j] = '.'
1304 game.quad[bumpto.i][bumpto.j] = iquad
1305 prout(_(" displaced by blast to Sector %s ") % bumpto)
1306 for enemy in game.enemies:
1307 enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
1310 elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
1312 if iquad in ('C', 'S') and rnd.withprob(0.05):
1313 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1314 prout(_(" torpedo neutralized."))
1316 for enemy in game.enemies:
1317 if w == enemy.location:
1318 kp = math.fabs(enemy.power)
1319 h1 = 700.0 + rnd.integer(100) - \
1320 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1328 if enemy.power == 0:
1331 proutn(crmena(True, iquad, "sector", w))
1332 displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5)
1333 displacement.nexttok()
1334 bumpto = displacement.sector()
1335 if not bumpto.valid_sector():
1336 prout(_(" damaged but not destroyed."))
1338 if game.quad[bumpto.i][bumpto.j] == ' ':
1339 prout(_(" buffeted into black hole."))
1340 deadkl(w, iquad, bumpto)
1341 if game.quad[bumpto.i][bumpto.j] != '.':
1342 prout(_(" damaged but not destroyed."))
1344 prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
1345 enemy.location = bumpto
1346 game.quad[w.i][w.j] = '.'
1347 game.quad[bumpto.i][bumpto.j] = iquad
1348 for tenemy in game.enemies:
1349 tenemy.kdist = tenemy.kavgd = (game.sector-tenemy.location).distance()
1353 prout("Internal error, no enemy where expected!")
1356 elif iquad == 'B': # Hit a base
1358 prout(_("***STARBASE DESTROYED.."))
1359 game.state.baseq = [x for x in game.state.baseq if x != game.quadrant]
1360 game.quad[w.i][w.j] = '.'
1361 game.base.invalidate()
1362 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
1363 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = False
1364 game.state.basekl += 1
1367 elif iquad == 'P': # Hit a planet
1368 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1369 game.state.nplankl += 1
1370 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1371 game.iplnet.pclass = "destroyed"
1373 game.plnet.invalidate()
1374 game.quad[w.i][w.j] = '.'
1376 # captain perishes on planet
1379 elif iquad == '@': # Hit an inhabited world -- very bad!
1380 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1381 game.state.nworldkl += 1
1382 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1383 game.iplnet.pclass = "destroyed"
1385 game.plnet.invalidate()
1386 game.quad[w.i][w.j] = '.'
1388 # captain perishes on planet
1390 prout(_("The torpedo destroyed an inhabited planet."))
1392 elif iquad == '*': # Hit a star
1393 if rnd.withprob(0.9):
1396 prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast."))
1398 elif iquad == '?': # Hit a thingy
1399 if not (game.options & OPTION_THINGY) or rnd.withprob(0.3):
1401 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1403 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1405 proutn(_("Mr. Spock-"))
1406 prouts(_(" \"Fascinating!\""))
1410 # Stas Sergeev added the possibility that
1411 # you can shove the Thingy and piss it off.
1412 # It then becomes an enemy and may fire at you.
1415 elif iquad == ' ': # Black hole
1417 prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo."))
1419 elif iquad == '#': # hit the web
1421 prout(_("***Torpedo absorbed by Tholian web."))
1423 elif iquad == 'T': # Hit a Tholian
1424 h1 = 700.0 + rnd.integer(100) - \
1425 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1428 game.quad[w.i][w.j] = '.'
1433 proutn(crmena(True, 'T', "sector", w))
1434 if rnd.withprob(0.05):
1435 prout(_(" survives photon blast."))
1437 prout(_(" disappears."))
1438 game.tholian.move(None)
1439 game.quad[w.i][w.j] = '#'
1444 proutn("Don't know how to handle torpedo collision with ")
1445 proutn(crmena(True, iquad, "sector", w))
1450 setwnd(message_window)
1451 prout(_("Torpedo missed."))
1455 "Critical-hit resolution."
1456 if hit < (275.0-25.0*game.skill)*rnd.real(1.0, 1.5):
1458 ncrit = int(1.0 + hit/(500.0+rnd.real(100)))
1459 proutn(_("***CRITICAL HIT--"))
1460 # Select devices and cause damage
1465 # Cheat to prevent shuttle damage unless on ship
1466 if not (game.damage[j]<0.0 or (j == DSHUTTL and game.iscraft != "onship") or (j == DCLOAK and game.ship != 'E' or j == DDRAY)):
1469 extradm = (hit*game.damfac)/(ncrit*rnd.real(75, 100))
1470 game.damage[j] += extradm
1473 for (i, j) in enumerate(cdam):
1475 if skipcount % 3 == 2 and i < len(cdam)-1:
1480 prout(_(" damaged."))
1481 if damaged(DSHIELD) and game.shldup:
1482 prout(_("***Shields knocked down."))
1484 if damaged(DCLOAK) and game.iscloaked:
1485 prout(_("***Cloaking device rendered inoperative."))
1486 game.iscloaked = False
1488 def attack(torps_ok):
1489 # bad guy attacks us
1490 # torps_ok == False forces use of phasers in an attack
1493 # game could be over at this point, check
1503 prout("=== ATTACK!")
1504 # Tholian gets to move before attacking
1507 # if you have just entered the RNZ, you'll get a warning
1508 if game.neutz: # The one chance not to be attacked
1511 # commanders get a chance to tac-move towards you
1512 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:
1513 for (bugout, enemy, old, goto) in moveklings():
1515 # we know about this if either short or long range
1516 # sensors are working
1517 if damaged(DSRSENS) and damaged(DLRSENS) \
1518 and game.condition != "docked":
1519 prout(crmena(True, enemy.type, "sector", old) + \
1520 (_(" escapes to Quadrant %s (and regains strength).") % goto))
1521 else: # Enemy still in-sector
1522 if enemy.move(goto):
1523 if not damaged(DSRSENS) or game.condition == "docked":
1524 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
1525 if enemy.kdist < old:
1526 proutn(_(" advances to "))
1528 proutn(_(" retreats to "))
1529 prout("Sector %s." % goto)
1531 # if no enemies remain after movement, we're done
1532 if len(game.enemies) == 0 or (len(game.enemies) == 1 and thing.at(game.quadrant) and not thing.angered):
1534 # set up partial hits if attack happens during shield status change
1535 pfac = 1.0/game.inshld
1537 chgfac = 0.25 + rnd.real(0.5)
1539 # message verbosity control
1540 if game.skill <= SKILL_FAIR:
1542 for enemy in game.enemies:
1544 continue # too weak to attack
1545 # compute hit strength and diminish shield power
1547 # Increase chance of photon torpedos if docked or enemy energy is low
1548 if game.condition == "docked":
1550 if enemy.power < 500:
1552 if enemy.type == 'T' or (enemy.type == '?' and not thing.angered):
1554 # different enemies have different probabilities of throwing a torp
1555 usephasers = not torps_ok or \
1556 (enemy.type == 'K' and r > 0.0005) or \
1557 (enemy.type == 'C' and r > 0.015) or \
1558 (enemy.type == 'R' and r > 0.3) or \
1559 (enemy.type == 'S' and r > 0.07) or \
1560 (enemy.type == '?' and r > 0.05)
1561 if usephasers: # Enemy uses phasers
1562 if game.condition == "docked":
1563 continue # Don't waste the effort!
1564 attempt = True # Attempt to attack
1565 dustfac = rnd.real(0.8, 0.85)
1566 hit = enemy.power*math.pow(dustfac, enemy.kavgd)
1568 else: # Enemy uses photon torpedo
1569 # We should be able to make the bearing() method work here
1570 pcourse = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i)
1572 proutn(_("***TORPEDO INCOMING"))
1573 if not damaged(DSRSENS):
1574 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location))
1577 dispersion = (rnd.real()+rnd.real())*0.5 - 0.5
1578 dispersion += 0.002*enemy.power*dispersion
1579 hit = torpedo(enemy.location, pcourse, dispersion, number=1, nburst=1)
1580 if game.unwon() == 0:
1581 finish(FWON) # Klingons did themselves in!
1582 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1583 return # Supernova or finished
1586 # incoming phaser or torpedo, shields may dissipate it
1587 if game.shldup or game.shldchg or game.condition == "docked":
1588 # shields will take hits
1589 propor = pfac * game.shield
1590 if game.condition == "docked":
1594 hitsh = propor*chgfac*hit+1.0
1596 if absorb > game.shield:
1597 absorb = game.shield
1598 game.shield -= absorb
1600 # taking a hit blasts us out of a starbase dock
1601 if game.condition == "docked":
1603 # but the shields may take care of it
1604 if propor > 0.1 and hit < 0.005*game.energy:
1606 # hit from this opponent got through shields, so take damage
1608 proutn(_("%d unit hit") % int(hit))
1609 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1610 proutn(_(" on the ") + crmshp())
1611 if not damaged(DSRSENS) and usephasers:
1612 prout(_(" from ") + crmena(False, enemy.type, where, enemy.location))
1614 # Decide if hit is critical
1620 if game.energy <= 0:
1621 # Returning home upon your shield, not with it...
1624 if not attempt and game.condition == "docked":
1625 prout(_("***Enemies decide against attacking your ship."))
1626 percent = 100.0*pfac*game.shield+0.5
1628 # Shields fully protect ship
1629 proutn(_("Enemy attack reduces shield strength to "))
1631 # Emit message if starship suffered hit(s)
1633 proutn(_("Energy left %2d shields ") % int(game.energy))
1636 elif not damaged(DSHIELD):
1639 proutn(_("damaged, "))
1640 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1641 # Check if anyone was hurt
1642 if hitmax >= 200 or hittot >= 500:
1643 icas = rnd.integer(int(hittot * 0.015))
1646 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1647 prout(_(" in that last attack.\""))
1649 game.state.crew -= icas
1650 # After attack, reset average distance to enemies
1651 for enemy in game.enemies:
1652 enemy.kavgd = enemy.kdist
1656 def deadkl(w, etype, mv):
1657 "Kill a Klingon, Tholian, Romulan, or Thingy."
1658 # Added mv to allow enemy to "move" before dying
1659 proutn(crmena(True, etype, "sector", mv))
1660 # Decide what kind of enemy it is and update appropriately
1662 # Chalk up a Romulan
1663 game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1665 game.state.nromrem -= 1
1674 # Killed some type of Klingon
1675 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1678 game.state.kcmdr.remove(game.quadrant)
1680 if game.state.kcmdr:
1681 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1682 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1687 game.state.nscrem -= 1
1688 game.state.kscmdr.invalidate()
1693 # For each kind of enemy, finish message to player
1694 prout(_(" destroyed."))
1695 if game.unwon() == 0:
1698 # Remove enemy ship from arrays describing local conditions
1699 for e in game.enemies:
1706 "Return None if target is invalid, otherwise return a course angle."
1707 if not w.valid_sector():
1711 # C code this was translated from is wacky -- why the sign reversal?
1712 delta.j = (w.j - game.sector.j)
1713 delta.i = (game.sector.i - w.i)
1714 if delta == Coord(0, 0):
1716 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1717 prout(_(" I recommend an immediate review of"))
1718 prout(_(" the Captain's psychological profile.\""))
1721 return delta.bearing()
1724 "Launch photon torpedo salvo."
1727 if damaged(DPHOTON):
1728 prout(_("Photon tubes damaged."))
1732 prout(_("No torpedoes left."))
1735 # First, get torpedo count
1738 if scanner.token == "IHALPHA":
1741 elif scanner.token == "IHEOL" or not scanner.waiting():
1742 prout(_("%d torpedoes left.") % game.torps)
1744 proutn(_("Number of torpedoes to fire- "))
1745 continue # Go back around to get a number
1746 else: # key == "IHREAL"
1752 if n <= 0: # abort command
1757 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1760 scanner.chew() # User requested more torps than available
1761 continue # Go back around
1762 break # All is good, go to next stage
1766 key = scanner.nexttok()
1767 if i == 0 and key == "IHEOL":
1768 break # no coordinate waiting, we will try prompting
1769 if i == 1 and key == "IHEOL":
1770 # direct all torpedoes at one target
1772 target.append(target[0])
1773 tcourse.append(tcourse[0])
1776 scanner.push(scanner.token)
1777 target.append(scanner.getcoord())
1778 if target[-1] is None:
1780 tcourse.append(targetcheck(target[-1]))
1781 if tcourse[-1] is None:
1784 if len(target) == 0:
1785 # prompt for each one
1787 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1789 target.append(scanner.getcoord())
1790 if target[-1] is None:
1792 tcourse.append(targetcheck(target[-1]))
1793 if tcourse[-1] is None:
1796 # Loop for moving <n> torpedoes
1798 if game.condition != "docked":
1800 dispersion = (rnd.real()+rnd.real())*0.5 -0.5
1801 if math.fabs(dispersion) >= 0.47:
1803 dispersion *= rnd.real(1.2, 2.2)
1805 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1807 prouts(_("***TORPEDO MISFIRES."))
1810 prout(_(" Remainder of burst aborted."))
1811 if rnd.withprob(0.2):
1812 prout(_("***Photon tubes damaged by misfire."))
1813 game.damage[DPHOTON] = game.damfac * rnd.real(1.0, 3.0)
1817 elif game.shldup or game.condition == "docked":
1818 dispersion *= 1.0 + 0.0001*game.shield
1819 torpedo(game.sector, tcourse[i], dispersion, number=i, nburst=n)
1820 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1826 "Check for phasers overheating."
1828 checkburn = (rpow-1500.0)*0.00038
1829 if rnd.withprob(checkburn):
1830 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1831 game.damage[DPHASER] = game.damfac* rnd.real(1.0, 2.0) * (1.0+checkburn)
1833 def checkshctrl(rpow):
1834 "Check shield control."
1836 if rnd.withprob(0.998):
1837 prout(_("Shields lowered."))
1839 # Something bad has happened
1840 prouts(_("***RED ALERT! RED ALERT!"))
1842 hit = rpow*game.shield/game.inshld
1843 game.energy -= rpow+hit*0.8
1844 game.shield -= hit*0.2
1845 if game.energy <= 0.0:
1846 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1851 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1853 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1854 icas = rnd.integer(int(hit*0.012))
1859 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1860 prout(_(" %d casualties so far.\"") % icas)
1862 game.state.crew -= icas
1864 prout(_("Phaser energy dispersed by shields."))
1865 prout(_("Enemy unaffected."))
1870 "Register a phaser hit on Klingons and Romulans."
1877 dustfac = rnd.real(0.9, 1.0)
1878 hit = wham*math.pow(dustfac, game.enemies[kk].kdist)
1879 kpini = game.enemies[kk].power
1880 kp = math.fabs(kpini)
1881 if PHASEFAC*hit < kp:
1883 if game.enemies[kk].power < 0:
1884 game.enemies[kk].power -= -kp
1886 game.enemies[kk].power -= kp
1887 kpow = game.enemies[kk].power
1888 w = game.enemies[kk].location
1890 if not damaged(DSRSENS):
1892 proutn(_("%d unit hit on ") % int(hit))
1894 proutn(_("Very small hit on "))
1895 ienm = game.quad[w.i][w.j]
1898 proutn(crmena(False, ienm, "sector", w))
1907 else: # decide whether or not to emasculate klingon
1908 # pylint: disable=chained-comparison
1909 if kpow > 0 and rnd.withprob(0.9) and kpow <= rnd.real(0.4, 0.8)*kpini:
1910 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1911 prout(_(" has just lost its firepower.\""))
1912 game.enemies[kk].power = -kpow
1917 "Fire phasers at bad guys."
1921 irec = 0 # Cheating inhibitor
1930 # SR sensors and Computer are needed for automode
1931 if damaged(DSRSENS) or damaged(DCOMPTR):
1933 if game.condition == "docked":
1934 prout(_("Phasers can't be fired through base shields."))
1937 if damaged(DPHASER):
1938 prout(_("Phaser control damaged."))
1942 if damaged(DSHCTRL):
1943 prout(_("High speed shield control damaged."))
1946 if game.energy <= 200.0:
1947 prout(_("Insufficient energy to activate high-speed shield control."))
1950 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1952 # Original code so convoluted, I re-did it all
1953 # (That was Tom Almy talking about the C code, I think -- ESR)
1954 while automode == "NOTSET":
1955 key = scanner.nexttok()
1956 if key == "IHALPHA":
1957 if scanner.sees("manual"):
1958 if len(game.enemies)==0:
1959 prout(_("There is no enemy present to select."))
1962 automode = "AUTOMATIC"
1965 key = scanner.nexttok()
1966 elif scanner.sees("automatic"):
1967 if (not itarg) and len(game.enemies) != 0:
1968 automode = "FORCEMAN"
1970 if len(game.enemies)==0:
1971 prout(_("Energy will be expended into space."))
1972 automode = "AUTOMATIC"
1973 key = scanner.nexttok()
1974 elif scanner.sees("no"):
1979 elif key == "IHREAL":
1980 if len(game.enemies)==0:
1981 prout(_("Energy will be expended into space."))
1982 automode = "AUTOMATIC"
1984 automode = "FORCEMAN"
1986 automode = "AUTOMATIC"
1989 if len(game.enemies)==0:
1990 prout(_("Energy will be expended into space."))
1991 automode = "AUTOMATIC"
1993 automode = "FORCEMAN"
1995 proutn(_("Manual or automatic? "))
2000 if automode == "AUTOMATIC":
2001 if key == "IHALPHA" and scanner.sees("no"):
2003 key = scanner.nexttok()
2004 if key != "IHREAL" and len(game.enemies) != 0:
2005 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
2010 for i in range(len(game.enemies)):
2011 irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))*rnd.real(1.01, 1.06) + 1.0
2013 proutn(_("%d units required. ") % irec)
2015 proutn(_("Units to fire= "))
2016 key = scanner.nexttok()
2021 proutn(_("Energy available= %.2f") % avail)
2024 if not rpow > avail:
2030 key = scanner.nexttok()
2031 if key == "IHALPHA" and scanner.sees("no"):
2034 game.energy -= 200 # Go and do it!
2035 if checkshctrl(rpow):
2040 if len(game.enemies):
2043 for i in range(len(game.enemies)):
2047 hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))
2048 over = rnd.real(1.01, 1.06) * hits[i]
2050 powrem -= hits[i] + over
2051 if powrem <= 0 and temp < hits[i]:
2060 if extra > 0 and not game.alldone:
2062 proutn(_("*** Tholian web absorbs "))
2063 if len(game.enemies)>0:
2064 proutn(_("excess "))
2065 prout(_("phaser energy."))
2067 prout(_("%d expended on empty space.") % int(extra))
2068 elif automode == "FORCEMAN":
2071 if damaged(DCOMPTR):
2072 prout(_("Battle computer damaged, manual fire only."))
2075 prouts(_("---WORKING---"))
2077 prout(_("Short-range-sensors-damaged"))
2078 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2079 prout(_("Manual-fire-must-be-used"))
2081 elif automode == "MANUAL":
2083 for k in range(len(game.enemies)):
2084 aim = game.enemies[k].location
2085 ienm = game.quad[aim.i][aim.j]
2087 proutn(_("Energy available= %.2f") % (avail-0.006))
2091 if damaged(DSRSENS) and \
2092 not game.sector.distance(aim)<2**0.5 and ienm in ('C', 'S'):
2093 prout(cramen(ienm) + _(" can't be located without short range scan."))
2096 hits[k] = 0 # prevent overflow -- thanks to Alexei Voitenko
2100 if itarg and k > kz:
2101 irec = (abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9, game.enemies[k].kdist))) * rnd.real(1.01, 1.06) + 1.0
2104 if not damaged(DCOMPTR):
2109 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
2110 key = scanner.nexttok()
2111 if key == "IHALPHA" and scanner.sees("no"):
2113 key = scanner.nexttok()
2115 if key == "IHALPHA":
2119 if k == 1: # Let me say I'm baffled by this
2122 if scanner.real < 0:
2126 hits.append(scanner.real)
2127 rpow += scanner.real
2128 # If total requested is too much, inform and start over
2130 prout(_("Available energy exceeded -- try again."))
2133 key = scanner.nexttok() # scan for next value
2135 # zero energy -- abort
2138 if key == "IHALPHA" and scanner.sees("no"):
2143 game.energy -= 200.0
2144 if checkshctrl(rpow):
2148 # Say shield raised or malfunction, if necessary
2154 if rnd.withprob(0.01):
2155 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2156 prouts(_(" CLICK CLICK POP . . ."))
2157 prout(_(" No response, sir!"))
2160 prout(_("Shields raised."))
2167 game.ididit = False # Nothing if we fail
2170 # Make sure there is room in the brig
2171 if game.brigfree == 0:
2172 prout(_("Security reports the brig is already full."))
2176 prout(_("Uhura- \"We have no subspace radio communication, sir.\""))
2179 if damaged(DTRANSP):
2180 prout(_("Scotty- \"Transporter damaged, sir.\""))
2183 # find out if there are any at all
2185 prout(_("Uhura- \"Getting no response, sir.\""))
2188 # if there is more than one Klingon, find out which one
2189 # Cruddy, just takes one at random. Should ask the captain.
2190 # Nah, just select the weakest one since it is most likely to
2191 # surrender (Tom Almy mod)
2192 klingons = [e for e in game.enemies if e.type == 'K']
2193 weakest = sorted(klingons, key=lambda e: e.power)[0]
2194 game.optime = 0.05 # This action will take some time
2195 game.ididit = True # So any others can strike back
2197 # check out that Klingon
2198 # The algorithm isn't that great and could use some more
2199 # intelligent design
2200 # x = 300 + 25*skill;
2201 x = game.energy / (weakest.power * len(klingons))
2202 #prout(_("Stats: energy = %s, kpower = %s, klingons = %s")
2203 # % (game.energy, weakest.power, len(klingons)))
2204 x *= 2.5 # would originally have been equivalent of 1.4,
2205 # but we want command to work more often, more humanely
2206 #prout(_("Prob = %.4f" % x))
2207 # x = 100; // For testing, of course!
2208 if x < rnd.real(100):
2209 # guess what, he surrendered!!!
2210 prout(_("Klingon captain at %s surrenders.") % weakest.location)
2213 prout(_("%d Klingons commit suicide rather than be taken captive.") % (200 - i))
2214 if i > game.brigfree:
2215 prout(_("%d Klingons die because there is no room for them in the brig.") % (i-game.brigfree))
2218 prout(_("%d captives taken") % i)
2219 deadkl(weakest.location, weakest.type, game.sector)
2224 # big surprise, he refuses to surrender
2225 prout(_("Fat chance, captain!"))
2227 # Code from events.c begins here.
2229 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2230 # event of each type active at any given time. Mostly these means we can
2231 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2232 # BSD Trek, from which we swiped the idea, can have up to 5.
2234 def unschedule(evtype):
2235 "Remove an event from the schedule."
2236 game.future[evtype].date = FOREVER
2237 return game.future[evtype]
2239 def is_scheduled(evtype):
2240 "Is an event of specified type scheduled."
2241 return game.future[evtype].date != FOREVER
2243 def scheduled(evtype):
2244 "When will this event happen?"
2245 return game.future[evtype].date
2247 def schedule(evtype, offset):
2248 "Schedule an event of specified type."
2249 game.future[evtype].date = game.state.date + offset
2250 return game.future[evtype]
2252 def postpone(evtype, offset):
2253 "Postpone a scheduled event."
2254 game.future[evtype].date += offset
2257 "Rest period is interrupted by event."
2260 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2262 game.resting = False
2268 "Run through the event queue looking for things to do."
2270 fintim = game.state.date + game.optime
2279 def tractorbeam(yank):
2280 "Tractor-beaming cases merge here."
2282 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2284 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2285 # If Kirk & Co. screwing around on planet, handle
2286 atover(True) # atover(true) is Grab
2289 if game.icraft: # Caught in Galileo?
2292 # Check to see if shuttle is aboard
2293 if game.iscraft == "offship":
2295 if rnd.withprob(0.5):
2296 prout(_("Galileo, left on the planet surface, is captured"))
2297 prout(_("by aliens and made into a flying McDonald's."))
2298 game.damage[DSHUTTL] = -10
2299 game.iscraft = "removed"
2301 prout(_("Galileo, left on the planet surface, is well hidden."))
2303 game.quadrant = game.state.kscmdr
2305 game.quadrant = game.state.kcmdr[i]
2306 game.sector = randplace(QUADSIZE)
2307 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2308 % (game.quadrant, game.sector))
2310 prout(_("(Remainder of rest/repair period cancelled.)"))
2311 game.resting = False
2313 if not damaged(DSHIELD) and game.shield > 0:
2314 doshield(shraise=True) # raise shields
2315 game.shldchg = False
2317 prout(_("(Shields not currently useable.)"))
2319 # Adjust finish time to time of tractor beaming?
2320 # fintim = game.state.date+game.optime
2321 attack(torps_ok=False)
2322 if not game.state.kcmdr:
2325 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2328 "Code merges here for any commander destroying a starbase."
2329 # Not perfect, but will have to do
2330 # Handle case where base is in same quadrant as starship
2331 if game.battle == game.quadrant:
2332 game.state.chart[game.battle.i][game.battle.j].starbase = False
2333 game.quad[game.base.i][game.base.j] = '.'
2334 game.base.invalidate()
2337 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2338 elif game.state.baseq and communicating():
2339 # Get word via subspace radio
2342 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2343 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2345 prout(_("the Klingon Super-Commander"))
2347 prout(_("a Klingon Commander"))
2348 game.state.chart[game.battle.i][game.battle.j].starbase = False
2349 # Remove Starbase from galaxy
2350 game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2351 game.state.baseq = [x for x in game.state.baseq if x != game.battle]
2353 # reinstate a commander's base attack
2357 game.battle.invalidate()
2359 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2360 for i in range(1, NEVENTS):
2361 if i == FSNOVA: proutn("=== Supernova ")
2362 elif i == FTBEAM: proutn("=== T Beam ")
2363 elif i == FSNAP: proutn("=== Snapshot ")
2364 elif i == FBATTAK: proutn("=== Base Attack ")
2365 elif i == FCDBAS: proutn("=== Base Destroy ")
2366 elif i == FSCMOVE: proutn("=== SC Move ")
2367 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2368 elif i == FDSPROB: proutn("=== Probe Move ")
2369 elif i == FDISTR: proutn("=== Distress Call ")
2370 elif i == FENSLV: proutn("=== Enslavement ")
2371 elif i == FREPRO: proutn("=== Klingon Build ")
2373 prout("%.2f" % (scheduled(i)))
2376 radio_was_broken = damaged(DRADIO)
2379 # Select earliest extraneous event, evcode==0 if no events
2384 for l in range(1, NEVENTS):
2385 if game.future[l].date < datemin:
2388 prout("== Event %d fires" % evcode)
2389 datemin = game.future[l].date
2390 xtime = datemin-game.state.date
2392 game.energy -= xtime*500.0
2393 if game.energy <= 0:
2396 game.state.date = datemin
2397 # Decrement Federation resources and recompute remaining time
2398 game.state.remres -= (game.remkl()+4*len(game.state.kcmdr))*xtime
2400 if game.state.remtime <= 0:
2403 # Any crew left alive?
2404 if game.state.crew <= 0:
2407 # Is life support adequate?
2408 if damaged(DLIFSUP) and game.condition != "docked":
2409 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2412 game.lsupres -= xtime
2413 if game.damage[DLIFSUP] <= xtime:
2414 game.lsupres = game.inlsr
2417 if game.condition == "docked":
2419 # Don't fix Deathray here
2420 for l in range(NDEVICES):
2421 if game.damage[l] > 0.0 and l != DDRAY:
2422 if game.damage[l]-repair > 0.0:
2423 game.damage[l] -= repair
2425 game.damage[l] = 0.0
2426 # If radio repaired, update star chart and attack reports
2427 if radio_was_broken and not damaged(DRADIO):
2428 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2429 prout(_(" surveillance reports are coming in."))
2431 if not game.iseenit:
2435 prout(_(" The star chart is now up to date.\""))
2437 # Cause extraneous event EVCODE to occur
2438 game.optime -= xtime
2439 if evcode == FSNOVA: # Supernova
2442 schedule(FSNOVA, expran(0.5*game.intime))
2443 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2445 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2446 if game.state.nscrem == 0 or game.iscloaked or \
2447 ictbeam or istract or \
2448 game.condition == "docked" or game.isatb == 1 or game.iscate:
2450 if game.ientesc or \
2451 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2452 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2453 (damaged(DSHIELD) and \
2454 (game.energy < 2500 or damaged(DPHASER)) and \
2455 (game.torps < 5 or damaged(DPHOTON))):
2457 istract = ictbeam = True
2458 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2461 elif evcode == FTBEAM: # Tractor beam
2462 if not game.state.kcmdr:
2465 i = rnd.integer(len(game.state.kcmdr))
2466 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2467 if istract or game.condition == "docked" or game.iscloaked or yank == 0:
2468 # Drats! Have to reschedule
2470 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2474 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2475 game.snapsht = copy.deepcopy(game.state)
2476 game.state.snap = True
2477 schedule(FSNAP, expran(0.5 * game.intime))
2478 elif evcode == FBATTAK: # Commander attacks starbase
2479 if not game.state.kcmdr or not game.state.baseq:
2484 ibq = None # Force battle location to persist past loop
2486 for ibq in game.state.baseq:
2487 for cmdr in game.state.kcmdr:
2488 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2490 # no match found -- try later
2491 schedule(FBATTAK, expran(0.3*game.intime))
2496 # commander + starbase combination found -- launch attack
2498 schedule(FCDBAS, rnd.real(1.0, 4.0))
2499 if game.isatb: # extra time if SC already attacking
2500 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2501 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2502 game.iseenit = False
2503 if not communicating():
2504 continue # No warning :-(
2508 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2509 prout(_(" reports that it is under attack and that it can"))
2510 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2513 elif evcode == FSCDBAS: # Supercommander destroys base
2516 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2517 continue # WAS RETURN!
2519 game.battle = game.state.kscmdr
2521 elif evcode == FCDBAS: # Commander succeeds in destroying base
2522 if evcode == FCDBAS:
2524 if not game.state.baseq() \
2525 or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2526 game.battle.invalidate()
2528 # find the lucky pair
2529 for cmdr in game.state.kcmdr:
2530 if cmdr == game.battle:
2533 # No action to take after all
2536 elif evcode == FSCMOVE: # Supercommander moves
2537 schedule(FSCMOVE, 0.2777)
2538 if not game.ientesc and not istract and game.isatb != 1 and \
2539 (not game.iscate or not game.justin):
2541 elif evcode == FDSPROB: # Move deep space probe
2542 schedule(FDSPROB, 0.01)
2543 if not game.probe.nexttok():
2544 if not game.probe.quadrant().valid_quadrant() or \
2545 game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
2546 # Left galaxy or ran into supernova
2550 proutn(_("Lt. Uhura- \"The deep space probe "))
2551 if not game.probe.quadrant().valid_quadrant():
2552 prout(_("has left the galaxy.\""))
2554 prout(_("is no longer transmitting.\""))
2560 prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
2561 pquad = game.probe.quadrant()
2562 pdest = game.state.galaxy[pquad.i][pquad.j]
2564 game.state.chart[pquad.i][pquad.j].klingons = pdest.klingons
2565 game.state.chart[pquad.i][pquad.j].starbase = pdest.starbase
2566 game.state.chart[pquad.i][pquad.j].stars = pdest.stars
2567 pdest.charted = True
2568 game.probe.moves -= 1 # One less to travel
2569 if game.probe.arrived() and game.isarmed and pdest.stars:
2570 supernova(game.probe) # fire in the hole!
2572 if game.state.galaxy[pquad.i][pquad.j].supernova:
2574 elif evcode == FDISTR: # inhabited system issues distress call
2576 # try a whole bunch of times to find something suitable
2577 for i in range(100):
2578 # need a quadrant which is not the current one,
2579 # which has some stars which are inhabited and
2580 # not already under attack, which is not
2581 # supernova'ed, and which has some Klingons in it
2582 w = randplace(GALSIZE)
2583 q = game.state.galaxy[w.i][w.j]
2584 if not (game.quadrant == w or q.planet is None or \
2585 not q.planet.inhabited or \
2586 q.supernova or q.status!="secure" or q.klingons<=0):
2589 # can't seem to find one; ignore this call
2591 prout("=== Couldn't find location for distress event.")
2593 # got one!! Schedule its enslavement
2594 ev = schedule(FENSLV, expran(game.intime))
2596 q.status = "distressed"
2597 # tell the captain about it if we can
2599 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2600 % (q.planet, repr(w)))
2601 prout(_("by a Klingon invasion fleet."))
2604 elif evcode == FENSLV: # starsystem is enslaved
2605 ev = unschedule(FENSLV)
2606 # see if current distress call still active
2607 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2611 q.status = "enslaved"
2613 # play stork and schedule the first baby
2614 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2615 ev2.quadrant = ev.quadrant
2617 # report the disaster if we can
2619 prout(_("Uhura- We've lost contact with starsystem %s") % \
2621 prout(_("in Quadrant %s.\n") % ev.quadrant)
2622 elif evcode == FREPRO: # Klingon reproduces
2623 # If we ever switch to a real event queue, we'll need to
2624 # explicitly retrieve and restore the x and y.
2625 ev = schedule(FREPRO, expran(1.0 * game.intime))
2626 # see if current distress call still active
2627 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2631 if game.remkl() >= MAXKLGAME:
2632 continue # full right now
2633 # reproduce one Klingon
2636 if game.klhere >= MAXKLQUAD:
2638 # this quadrant not ok, pick an adjacent one
2639 for m.i in range(w.i - 1, w.i + 2):
2640 for m.j in range(w.j - 1, w.j + 2):
2641 if not m.valid_quadrant():
2643 q = game.state.galaxy[m.i][m.j]
2644 # check for this quad ok (not full & no snova)
2645 if q.klingons >= MAXKLQUAD or q.supernova:
2648 # search for eligible quadrant failed
2654 if game.quadrant == w:
2656 newkling() # also adds it to game.enemies
2657 # recompute time left
2660 if game.quadrant == w:
2661 prout(_("Spock- sensors indicate the Klingons have"))
2662 prout(_("launched a warship from %s.") % q.planet)
2664 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2665 if q.planet is not None:
2666 proutn(_("near %s ") % q.planet)
2667 prout(_("in Quadrant %s.") % w)
2673 key = scanner.nexttok()
2676 proutn(_("How long? "))
2681 origTime = delay = scanner.real
2684 if delay >= game.state.remtime or len(game.enemies) != 0:
2685 proutn(_("Are you sure? "))
2688 # Alternate resting periods (events) with attacks
2692 game.resting = False
2693 if not game.resting:
2694 prout(_("%d stardates left.") % int(game.state.remtime))
2696 temp = game.optime = delay
2697 if len(game.enemies):
2698 rtime = rnd.real(1.0, 2.0)
2702 if game.optime < delay:
2703 attack(torps_ok=False)
2711 # Repair Deathray if long rest at starbase
2712 if origTime-delay >= 9.99 and game.condition == "docked":
2713 game.damage[DDRAY] = 0.0
2714 # leave if quadrant supernovas
2715 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2717 game.resting = False
2722 ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2723 newc = Coord(); neighbor = Coord(); bump = Coord(0, 0)
2724 if rnd.withprob(0.05):
2725 # Wow! We've supernova'ed
2726 supernova(game.quadrant)
2728 # handle initial nova
2729 game.quad[nov.i][nov.j] = '.'
2730 prout(crmena(False, '*', "sector", nov) + _(" novas."))
2731 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2732 game.state.starkl += 1
2733 # Set up queue to recursively trigger adjacent stars
2739 for offset.i in range(-1, 1+1):
2740 for offset.j in range(-1, 1+1):
2741 if offset.j == 0 and offset.i == 0:
2743 neighbor = start + offset
2744 if not neighbor.valid_sector():
2746 iquad = game.quad[neighbor.i][neighbor.j]
2747 # Empty space ends reaction
2748 if iquad in ('.', '?', ' ', 'T', '#'):
2750 elif iquad == '*': # Affect another star
2751 if rnd.withprob(0.05):
2752 # This star supernovas
2753 supernova(game.quadrant)
2756 hits.append(neighbor)
2757 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2758 game.state.starkl += 1
2759 proutn(crmena(True, '*', "sector", neighbor))
2761 game.quad[neighbor.i][neighbor.j] = '.'
2763 elif iquad in ('P', '@'): # Destroy planet
2764 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2766 game.state.nplankl += 1
2768 game.state.nworldkl += 1
2769 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2770 game.iplnet.pclass = "destroyed"
2772 game.plnet.invalidate()
2776 game.quad[neighbor.i][neighbor.j] = '.'
2777 elif iquad == 'B': # Destroy base
2778 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2779 game.state.baseq = [x for x in game.state.baseq if x!= game.quadrant]
2780 game.base.invalidate()
2781 game.state.basekl += 1
2783 prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
2784 game.quad[neighbor.i][neighbor.j] = '.'
2785 elif iquad in ('E', 'F'): # Buffet ship
2786 prout(_("***Starship buffeted by nova."))
2788 if game.shield >= 2000.0:
2789 game.shield -= 2000.0
2791 diff = 2000.0 - game.shield
2795 prout(_("***Shields knocked out."))
2796 game.damage[DSHIELD] += 0.005*game.damfac*rnd.real()*diff
2798 game.energy -= 2000.0
2799 if game.energy <= 0:
2802 # add in course nova contributes to kicking starship
2804 bump += (game.sector-hits[-1]).sgn()
2805 elif iquad == 'K': # kill klingon
2806 deadkl(neighbor, iquad, neighbor)
2807 elif iquad in ('C','S','R'): # Damage/destroy big enemies
2809 for ll in range(len(game.enemies)):
2810 if game.enemies[ll].location == neighbor:
2811 target = game.enemies[ll]
2813 if target is not None:
2814 target.power -= 800.0 # If firepower is lost, die
2815 if target.power <= 0.0:
2816 deadkl(neighbor, iquad, neighbor)
2817 continue # neighbor loop
2818 # Else enemy gets flung by the blast wave
2819 newc = neighbor + neighbor - start
2820 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2821 if not newc.valid_sector():
2822 # can't leave quadrant
2825 iquad1 = game.quad[newc.i][newc.j]
2827 proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
2829 deadkl(neighbor, iquad, newc)
2832 # can't move into something else
2835 proutn(_(", buffeted to Sector %s") % newc)
2836 game.quad[neighbor.i][neighbor.j] = '.'
2837 game.quad[newc.i][newc.j] = iquad
2839 # Starship affected by nova -- kick it away.
2841 direc = ncourse[3*(bump.i+1)+bump.j+2]
2846 scourse = course(bearing=direc, distance=dist)
2847 game.optime = scourse.time(w=4)
2849 prout(_("Force of nova displaces starship."))
2850 imove(scourse, noattack=True)
2851 game.optime = scourse.time(w=4)
2855 "Star goes supernova."
2860 # Scheduled supernova -- select star at random.
2863 for nq.i in range(GALSIZE):
2864 for nq.j in range(GALSIZE):
2865 nstars += game.state.galaxy[nq.i][nq.j].stars
2867 return # nothing to supernova exists
2868 num = rnd.integer(nstars) + 1
2869 for nq.i in range(GALSIZE):
2870 for nq.j in range(GALSIZE):
2871 num -= game.state.galaxy[nq.i][nq.j].stars
2877 proutn("=== Super nova here?")
2880 if nq != game.quadrant or game.justin:
2881 # it isn't here, or we just entered (treat as enroute)
2884 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2885 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2888 # we are in the quadrant!
2889 num = rnd.integer(game.state.galaxy[nq.i][nq.j].stars) + 1
2890 for ns.i in range(QUADSIZE):
2891 for ns.j in range(QUADSIZE):
2892 if game.quad[ns.i][ns.j]=='*':
2899 prouts(_("***RED ALERT! RED ALERT!"))
2901 prout(_("***Incipient supernova detected at Sector %s") % ns)
2902 if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2903 proutn(_("Emergency override attempts t"))
2904 prouts("***************")
2908 # destroy any Klingons in supernovaed quadrant
2909 game.state.galaxy[nq.i][nq.j].klingons = 0
2910 if nq == game.state.kscmdr:
2911 # did in the Supercommander!
2912 game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
2916 # Changing this to [w for w in game.state.kcmdr if w != nq]
2917 # causes regression-test failure
2918 survivors = list(filter(lambda w: w != nq, game.state.kcmdr))
2919 #comkills = len(game.state.kcmdr) - len(survivors)
2920 game.state.kcmdr = survivors
2921 if not game.state.kcmdr:
2923 # destroy Romulans and planets in supernovaed quadrant
2924 nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2925 game.state.galaxy[nq.i][nq.j].romulans = 0
2926 game.state.nromrem -= nrmdead
2928 for loop in range(game.inplan):
2929 if game.state.planets[loop].quadrant == nq:
2930 game.state.planets[loop].pclass = "destroyed"
2932 # Destroy any base in supernovaed quadrant
2933 game.state.baseq = [x for x in game.state.baseq if x != nq]
2934 # If starship caused supernova, tally up destruction
2936 game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2937 game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2938 game.state.nplankl += npdead
2939 # mark supernova in galaxy and in star chart
2940 if game.quadrant == nq or communicating():
2941 game.state.galaxy[nq.i][nq.j].supernova = True
2942 # If supernova destroys last Klingons give special message
2943 if game.unwon()==0 and nq != game.quadrant:
2946 prout(_("Lucky you!"))
2947 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2950 # if some Klingons remain, continue or die in supernova
2955 # Code from finish.c ends here.
2958 "Self-destruct maneuver. Finish with a BANG!"
2960 if damaged(DCOMPTR):
2961 prout(_("Computer damaged; cannot execute destruct sequence."))
2963 prouts(_("---WORKING---")); skip(1)
2964 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2965 prouts(" 10"); skip(1)
2966 prouts(" 9"); skip(1)
2967 prouts(" 8"); skip(1)
2968 prouts(" 7"); skip(1)
2969 prouts(" 6"); skip(1)
2971 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2973 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2975 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2978 if game.passwd != scanner.token:
2979 prouts(_("PASSWORD-REJECTED;"))
2981 prouts(_("CONTINUITY-EFFECTED"))
2984 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2985 prouts(" 5"); skip(1)
2986 prouts(" 4"); skip(1)
2987 prouts(" 3"); skip(1)
2988 prouts(" 2"); skip(1)
2989 prouts(" 1"); skip(1)
2990 if rnd.withprob(0.15):
2991 prouts(_("GOODBYE-CRUEL-WORLD"))
2999 prouts(_("********* Entropy of %s maximized *********") % crmshp())
3003 if len(game.enemies) != 0:
3004 whammo = 25.0 * game.energy
3005 for e in game.enemies[::-1]:
3006 if e.power*e.kdist <= whammo:
3007 deadkl(e.location, game.quad[e.location.i][e.location.j], e.location)
3011 "Compute our rate of kils over time."
3012 elapsed = game.state.date - game.indate
3013 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
3016 starting = (game.inkling + game.incom + game.inscom)
3017 remaining = game.unwon()
3018 return (starting - remaining)/elapsed
3022 badpt = 5.0*game.state.starkl + \
3024 10.0*game.state.nplankl + \
3025 300*game.state.nworldkl + \
3027 100.0*game.state.basekl +\
3028 3.0*game.abandoned +\
3030 if game.ship == 'F':
3032 elif game.ship is None:
3037 # end the game, with appropriate notifications
3041 prout(_("It is stardate %.1f.") % game.state.date)
3043 if ifin == FWON: # Game has been won
3044 if game.state.nromrem != 0:
3045 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
3048 prout(_("You have smashed the Klingon invasion fleet and saved"))
3049 prout(_("the Federation."))
3050 if game.alive and game.brigcapacity-game.brigfree > 0:
3051 game.kcaptured += game.brigcapacity-game.brigfree
3052 prout(_("The %d captured Klingons are transferred to Star Fleet Command.") % (game.brigcapacity-game.brigfree))
3057 badpt = 0.0 # Close enough!
3058 # killsPerDate >= RateMax
3059 if game.state.date-game.indate < 5.0 or \
3060 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
3062 prout(_("In fact, you have done so well that Starfleet Command"))
3063 if game.skill == SKILL_NOVICE:
3064 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
3065 elif game.skill == SKILL_FAIR:
3066 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
3067 elif game.skill == SKILL_GOOD:
3068 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
3069 elif game.skill == SKILL_EXPERT:
3070 prout(_("promotes you to Commodore Emeritus."))
3072 prout(_("Now that you think you're really good, try playing"))
3073 prout(_("the \"Emeritus\" game. It will splatter your ego."))
3074 elif game.skill == SKILL_EMERITUS:
3076 proutn(_("Computer- "))
3077 prouts(_("ERROR-ERROR-ERROR-ERROR"))
3079 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3081 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3083 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3085 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3087 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3089 prout(_("Now you can retire and write your own Star Trek game!"))
3091 elif game.skill >= SKILL_EXPERT:
3092 if game.thawed and not game.idebug:
3093 prout(_("You cannot get a citation, so..."))
3095 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3099 # Only grant long life if alive (original didn't!)
3101 prout(_("LIVE LONG AND PROSPER."))
3106 elif ifin == FDEPLETE: # Federation Resources Depleted
3107 prout(_("Your time has run out and the Federation has been"))
3108 prout(_("conquered. Your starship is now Klingon property,"))
3109 prout(_("and you are put on trial as a war criminal. On the"))
3110 proutn(_("basis of your record, you are "))
3111 if game.unwon()*3.0 > (game.inkling + game.incom + game.inscom):
3112 prout(_("acquitted."))
3114 prout(_("LIVE LONG AND PROSPER."))
3116 prout(_("found guilty and"))
3117 prout(_("sentenced to death by slow torture."))
3121 elif ifin == FLIFESUP:
3122 prout(_("Your life support reserves have run out, and"))
3123 prout(_("you die of thirst, starvation, and asphyxiation."))
3124 prout(_("Your starship is a derelict in space."))
3126 prout(_("Your energy supply is exhausted."))
3128 prout(_("Your starship is a derelict in space."))
3129 elif ifin == FBATTLE:
3130 prout(_("The %s has been destroyed in battle.") % crmshp())
3132 prout(_("Dulce et decorum est pro patria mori."))
3134 prout(_("You have made three attempts to cross the negative energy"))
3135 prout(_("barrier which surrounds the galaxy."))
3137 prout(_("Your navigation is abominable."))
3140 prout(_("Your starship has been destroyed by a nova."))
3141 prout(_("That was a great shot."))
3143 elif ifin == FSNOVAED:
3144 prout(_("The %s has been fried by a supernova.") % crmshp())
3145 prout(_("...Not even cinders remain..."))
3146 elif ifin == FABANDN:
3147 prout(_("You have been captured by the Klingons. If you still"))
3148 prout(_("had a starbase to be returned to, you would have been"))
3149 prout(_("repatriated and given another chance. Since you have"))
3150 prout(_("no starbases, you will be mercilessly tortured to death."))
3151 elif ifin == FDILITHIUM:
3152 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3153 elif ifin == FMATERIALIZE:
3154 prout(_("Starbase was unable to re-materialize your starship."))
3155 prout(_("Sic transit gloria mundi"))
3156 elif ifin == FPHASER:
3157 prout(_("The %s has been cremated by its own phasers.") % crmshp())
3159 prout(_("You and your landing party have been"))
3160 prout(_("converted to energy, dissipating through space."))
3161 elif ifin == FMINING:
3162 prout(_("You are left with your landing party on"))
3163 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3165 prout(_("They are very fond of \"Captain Kirk\" soup."))
3167 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3168 elif ifin == FDPLANET:
3169 prout(_("You and your mining party perish."))
3171 prout(_("That was a great shot."))
3174 prout(_("The Galileo is instantly annihilated by the supernova."))
3175 prout(_("You and your mining party are atomized."))
3177 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3178 prout(_("joins the Romulans, wreaking terror on the Federation."))
3179 elif ifin == FPNOVA:
3180 prout(_("You and your mining party are atomized."))
3182 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3183 prout(_("joins the Romulans, wreaking terror on the Federation."))
3184 elif ifin == FSTRACTOR:
3185 prout(_("The shuttle craft Galileo is also caught,"))
3186 prout(_("and breaks up under the strain."))
3188 prout(_("Your debris is scattered for millions of miles."))
3189 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3191 prout(_("The mutants attack and kill Spock."))
3192 prout(_("Your ship is captured by Klingons, and"))
3193 prout(_("your crew is put on display in a Klingon zoo."))
3194 elif ifin == FTRIBBLE:
3195 prout(_("Tribbles consume all remaining water,"))
3196 prout(_("food, and oxygen on your ship."))
3198 prout(_("You die of thirst, starvation, and asphyxiation."))
3199 prout(_("Your starship is a derelict in space."))
3201 prout(_("Your ship is drawn to the center of the black hole."))
3202 prout(_("You are crushed into extremely dense matter."))
3203 elif ifin == FCLOAK:
3205 prout(_("You have violated the Treaty of Algeron."))
3206 prout(_("The Romulan Empire can never trust you again."))
3208 prout(_("Your last crew member has died."))
3209 if ifin != FWON and ifin != FCLOAK and game.iscloaked:
3210 prout(_("Your ship was cloaked so your subspace radio did not receive anything."))
3211 prout(_("You may have missed some warning messages."))
3213 if game.ship == 'F':
3215 elif game.ship == 'E':
3218 if game.unwon() != 0:
3219 goodies = game.state.remres/game.inresor
3220 baddies = (game.remkl() + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3221 if goodies/baddies >= rnd.real(1.0, 1.5):
3222 prout(_("As a result of your actions, a treaty with the Klingon"))
3223 prout(_("Empire has been signed. The terms of the treaty are"))
3224 if goodies/baddies >= rnd.real(3.0):
3225 prout(_("favorable to the Federation."))
3227 prout(_("Congratulations!"))
3229 prout(_("highly unfavorable to the Federation."))
3231 prout(_("The Federation will be destroyed."))
3233 prout(_("Since you took the last Klingon with you, you are a"))
3234 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3235 prout(_("statue in your memory. Rest in peace, and try not"))
3236 prout(_("to think about pigeons."))
3239 scanner.chew() # Clean up leftovers
3242 "Compute player's score."
3243 timused = game.state.date - game.indate
3244 if (timused == 0 or game.unwon() != 0) and timused < 5.0:
3246 game.perdate = killrate()
3247 ithperd = 500*game.perdate + 0.5
3250 iwon = 100*game.skill
3251 if game.ship == 'E':
3253 elif game.ship == 'F':
3257 dead_ordinaries= game.inkling - game.remkl() + len(game.state.kcmdr) + game.state.nscrem
3258 game.score = 10*(dead_ordinaries)\
3259 + 50*(game.incom - len(game.state.kcmdr)) \
3261 + 20*(game.inrom - game.state.nromrem) \
3262 + 200*(game.inscom - game.state.nscrem) \
3263 - game.state.nromrem \
3264 + 3 * game.kcaptured \
3269 prout(_("Your score --"))
3270 if game.inrom - game.state.nromrem:
3271 prout(_("%6d Romulans destroyed %5d") %
3272 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3273 if game.state.nromrem and game.gamewon:
3274 prout(_("%6d Romulans captured %5d") %
3275 (game.state.nromrem, game.state.nromrem))
3277 prout(_("%6d ordinary Klingons destroyed %5d") %
3278 (dead_ordinaries, 10*dead_ordinaries))
3279 if game.incom - len(game.state.kcmdr):
3280 prout(_("%6d Klingon commanders destroyed %5d") %
3281 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3283 prout(_("%d Klingons captured %5d") %
3284 (game.kcaptured, 3 * game.kcaptured))
3285 if game.inscom - game.state.nscrem:
3286 prout(_("%6d Super-Commander destroyed %5d") %
3287 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3289 prout(_("%6.2f Klingons per stardate %5d") %
3290 (game.perdate, ithperd))
3291 if game.state.starkl:
3292 prout(_("%6d stars destroyed by your action %5d") %
3293 (game.state.starkl, -5*game.state.starkl))
3294 if game.state.nplankl:
3295 prout(_("%6d planets destroyed by your action %5d") %
3296 (game.state.nplankl, -10*game.state.nplankl))
3297 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3298 prout(_("%6d inhabited planets destroyed by your action %5d") %
3299 (game.state.nworldkl, -300*game.state.nworldkl))
3300 if game.state.basekl:
3301 prout(_("%6d bases destroyed by your action %5d") %
3302 (game.state.basekl, -100*game.state.basekl))
3304 prout(_("%6d calls for help from starbase %5d") %
3305 (game.nhelp, -45*game.nhelp))
3307 prout(_("%6d casualties incurred %5d") %
3308 (game.casual, -game.casual))
3310 prout(_("%6d crew abandoned in space %5d") %
3311 (game.abandoned, -3*game.abandoned))
3313 prout(_("%6d ship(s) lost or destroyed %5d") %
3314 (klship, -100*klship))
3316 if game.ncviol == 1:
3317 prout(_("1 Treaty of Algeron violation -100"))
3319 prout(_("%6d Treaty of Algeron violations %5d\n") %
3320 (game.ncviol, -100*game.ncviol))
3322 prout(_("Penalty for getting yourself killed -200"))
3324 proutn(_("Bonus for winning "))
3325 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3326 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3327 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3328 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3329 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3330 prout(" %5d" % iwon)
3332 prout(_("TOTAL SCORE %5d") % game.score)
3335 "Emit winner's commemmorative plaque."
3338 proutn(_("File or device name for your plaque: "))
3341 fp = open(winner, "w")
3344 prout(_("Invalid name."))
3346 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3348 # The 38 below must be 64 for 132-column paper
3349 nskip = 38 - len(winner)/2
3350 # This is where the ASCII art picture was emitted.
3351 # It got garbled somewhere in the chain of transmission to the Almy version.
3352 # We should restore it if we can find old enough FORTRAN sources.
3354 fp.write(_(" U. S. S. ENTERPRISE\n"))
3355 fp.write("\n\n\n\n")
3356 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3358 fp.write(_(" Starfleet Command bestows to you\n"))
3360 fp.write("%*s%s\n\n" % (nskip, "", winner))
3361 fp.write(_(" the rank of\n\n"))
3362 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3364 if game.skill == SKILL_EXPERT:
3365 fp.write(_(" Expert level\n\n"))
3366 elif game.skill == SKILL_EMERITUS:
3367 fp.write(_("Emeritus level\n\n"))
3369 fp.write(_(" Cheat level\n\n"))
3370 timestring = time.ctime()
3371 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3372 (timestring+4, timestring+20, timestring+11))
3373 fp.write(_(" Your score: %d\n\n") % game.score)
3374 fp.write(_(" Klingons per stardate: %.2f\n") % game.perdate)
3377 # Code from io.c begins here
3379 rows = linecount = 0 # for paging
3382 fullscreen_window = None
3383 srscan_window = None # Short range scan
3384 report_window = None # Report legends for status window
3385 status_window = None # The status window itself
3386 lrscan_window = None # Long range scan
3387 message_window = None # Main window for scrolling text
3388 prompt_window = None # Prompt window at bottom of display
3393 # for some recent versions of python2, the following enables UTF8
3394 # for the older ones we probably need to set C locale, and python3
3395 # has no problems at all
3396 if sys.version_info[0] < 3:
3397 locale.setlocale(locale.LC_ALL, "")
3398 gettext.bindtextdomain("sst", "/usr/local/share/locale")
3399 gettext.textdomain("sst")
3400 if not (game.options & OPTION_CURSES):
3401 ln_env = os.getenv("LINES")
3407 stdscr = curses.initscr()
3411 if game.options & OPTION_COLOR:
3412 curses.start_color()
3413 curses.use_default_colors()
3414 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, -1)
3415 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, -1)
3416 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, -1)
3417 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, -1)
3418 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, -1)
3419 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, -1)
3420 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, -1)
3421 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, -1)
3422 global fullscreen_window, srscan_window, report_window, status_window
3423 global lrscan_window, message_window, prompt_window
3424 (rows, _columns) = stdscr.getmaxyx()
3425 fullscreen_window = stdscr
3426 srscan_window = curses.newwin(12, 25, 0, 0)
3427 report_window = curses.newwin(11, 0, 1, 25)
3428 status_window = curses.newwin(10, 0, 1, 39)
3429 lrscan_window = curses.newwin(5, 0, 0, 64)
3430 message_window = curses.newwin(0, 0, 12, 0)
3431 prompt_window = curses.newwin(1, 0, rows-2, 0)
3432 message_window.scrollok(True)
3433 setwnd(fullscreen_window)
3437 if game.options & OPTION_CURSES:
3438 stdscr.keypad(False)
3444 "Wait for user action -- OK to do nothing if on a TTY"
3445 if game.options & OPTION_CURSES:
3450 prouts(_("[ANNOUNCEMENT ARRIVING...]"))
3454 if game.skill > SKILL_FAIR:
3455 prompt = _("[CONTINUE?]")
3457 prompt = _("[PRESS ENTER TO CONTINUE]")
3459 if game.options & OPTION_CURSES:
3461 setwnd(prompt_window)
3462 prompt_window.clear()
3463 prompt_window.addstr(prompt)
3464 prompt_window.getstr()
3465 prompt_window.clear()
3466 prompt_window.refresh()
3467 setwnd(message_window)
3470 sys.stdout.write('\n')
3474 sys.stdout.write('\n' * rows)
3478 "Skip i lines. Pause game if this would cause a scrolling event."
3479 for _dummy in range(i):
3480 if game.options & OPTION_CURSES:
3481 (y, _x) = curwnd.getyx()
3484 except curses.error:
3489 if rows and linecount >= rows:
3492 sys.stdout.write('\n')
3494 def proutn(proutntline):
3495 "Utter a line with no following line feed."
3496 if game.options & OPTION_CURSES:
3497 (y, x) = curwnd.getyx()
3498 (my, _mx) = curwnd.getmaxyx()
3499 if curwnd == message_window and y >= my - 2:
3502 if logfp and game.cdebug:
3503 logfp.write("#curses: at %s proutn(%s)\n" % ((y, x), repr(proutntline)))
3504 curwnd.addstr(proutntline)
3507 sys.stdout.write(proutntline)
3510 def prout(proutline):
3514 def prouts(proutsline):
3516 for c in proutsline:
3517 if not replayfp or replayfp.closed: # Don't slow down replays
3520 if game.options & OPTION_CURSES:
3524 if not replayfp or replayfp.closed:
3528 "Get a line of input."
3529 if game.options & OPTION_CURSES:
3530 linein = codecs.decode(curwnd.getstr()) + "\n"
3533 if replayfp and not replayfp.closed:
3535 linein = replayfp.readline()
3538 prout("*** Replay finished")
3541 elif linein[0] != "#":
3545 linein = my_input() + "\n"
3554 "Change windows -- OK for this to be a no-op in tty mode."
3556 if game.options & OPTION_CURSES:
3557 if game.cdebug and logfp:
3558 if wnd == fullscreen_window:
3559 legend = "fullscreen"
3560 elif wnd == srscan_window:
3562 elif wnd == report_window:
3564 elif wnd == status_window:
3566 elif wnd == lrscan_window:
3568 elif wnd == message_window:
3570 elif wnd == prompt_window:
3574 logfp.write("#curses: setwnd(%s)\n" % legend)
3576 # Some curses implementations get confused when you try this.
3578 curses.curs_set(wnd in (fullscreen_window, message_window, prompt_window))
3579 except curses.error:
3583 "Clear to end of line -- can be a no-op in tty mode"
3584 if game.options & OPTION_CURSES:
3589 "Clear screen -- can be a no-op in tty mode."
3591 if game.options & OPTION_CURSES:
3597 def textcolor(color=DEFAULT):
3598 if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES):
3599 if color == DEFAULT:
3601 elif color == BLACK:
3602 curwnd.attron(curses.color_pair(curses.COLOR_BLACK))
3604 curwnd.attron(curses.color_pair(curses.COLOR_BLUE))
3605 elif color == GREEN:
3606 curwnd.attron(curses.color_pair(curses.COLOR_GREEN))
3608 curwnd.attron(curses.color_pair(curses.COLOR_CYAN))
3610 curwnd.attron(curses.color_pair(curses.COLOR_RED))
3611 elif color == MAGENTA:
3612 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA))
3613 elif color == BROWN:
3614 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW))
3615 elif color == LIGHTGRAY:
3616 curwnd.attron(curses.color_pair(curses.COLOR_WHITE))
3617 elif color == DARKGRAY:
3618 curwnd.attron(curses.color_pair(curses.COLOR_BLACK) | curses.A_BOLD)
3619 elif color == LIGHTBLUE:
3620 curwnd.attron(curses.color_pair(curses.COLOR_BLUE) | curses.A_BOLD)
3621 elif color == LIGHTGREEN:
3622 curwnd.attron(curses.color_pair(curses.COLOR_GREEN) | curses.A_BOLD)
3623 elif color == LIGHTCYAN:
3624 curwnd.attron(curses.color_pair(curses.COLOR_CYAN) | curses.A_BOLD)
3625 elif color == LIGHTRED:
3626 curwnd.attron(curses.color_pair(curses.COLOR_RED) | curses.A_BOLD)
3627 elif color == LIGHTMAGENTA:
3628 curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA) | curses.A_BOLD)
3629 elif color == YELLOW:
3630 curwnd.attron(curses.color_pair(curses.COLOR_YELLOW) | curses.A_BOLD)
3631 elif color == WHITE:
3632 curwnd.attron(curses.color_pair(curses.COLOR_WHITE) | curses.A_BOLD)
3635 if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES):
3636 curwnd.attron(curses.A_REVERSE)
3639 # Things past this point have policy implications.
3643 "Hook to be called after moving to redraw maps."
3644 if game.options & OPTION_CURSES:
3647 setwnd(srscan_window)
3651 setwnd(status_window)
3652 status_window.clear()
3653 status_window.move(0, 0)
3654 setwnd(report_window)
3655 report_window.clear()
3656 report_window.move(0, 0)
3658 setwnd(lrscan_window)
3659 lrscan_window.clear()
3660 lrscan_window.move(0, 0)
3661 lrscan(silent=False)
3663 def put_srscan_sym(w, sym):
3664 "Emit symbol for short-range scan."
3665 srscan_window.move(w.i+1, w.j*2+2)
3666 srscan_window.addch(sym)
3667 srscan_window.refresh()
3670 "Enemy fall down, go boom."
3671 if game.options & OPTION_CURSES:
3673 setwnd(srscan_window)
3674 srscan_window.attron(curses.A_REVERSE)
3675 put_srscan_sym(w, game.quad[w.i][w.j])
3679 srscan_window.attroff(curses.A_REVERSE)
3680 put_srscan_sym(w, game.quad[w.i][w.j])
3681 curses.delay_output(500)
3682 setwnd(message_window)
3685 "Sound and visual effects for teleportation."
3686 if game.options & OPTION_CURSES:
3688 setwnd(message_window)
3690 prouts(" . . . . . ")
3691 if game.options & OPTION_CURSES:
3692 #curses.delay_output(1000)
3696 def tracktorpedo(w, step, i, n, iquad):
3697 "Torpedo-track animation."
3698 if not game.options & OPTION_CURSES:
3702 proutn(_("Track for torpedo number %d- ") % (i+1))
3705 proutn(_("Torpedo track- "))
3706 elif step in {4, 9}:
3710 if not damaged(DSRSENS) or game.condition=="docked":
3711 if i != 0 and step == 1:
3714 if iquad in {'.', ' '}:
3715 put_srscan_sym(w, '+')
3719 put_srscan_sym(w, iquad)
3721 curwnd.attron(curses.A_REVERSE)
3722 put_srscan_sym(w, iquad)
3726 curwnd.attroff(curses.A_REVERSE)
3727 put_srscan_sym(w, iquad)
3732 "Display the current galaxy chart."
3733 if game.options & OPTION_CURSES:
3734 setwnd(message_window)
3735 message_window.clear()
3737 if game.options & OPTION_TTY:
3742 def prstat(txt, data):
3744 if game.options & OPTION_CURSES:
3746 setwnd(status_window)
3748 proutn(" " * (NSYM - len(txt)))
3751 if game.options & OPTION_CURSES:
3752 setwnd(report_window)
3754 # Code from moving.c begins here
3756 def imove(icourse=None, noattack=False):
3757 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3760 def newquadrant(noattack):
3761 # Leaving quadrant -- allow final enemy attack
3762 # Don't set up attack if being pushed by nova or cloaked
3763 if len(game.enemies) != 0 and not noattack and not game.iscloaked:
3765 for enemy in game.enemies:
3766 finald = (w - enemy.location).distance()
3767 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3768 # Stas Sergeev added the condition
3769 # that attacks only happen if Klingons
3770 # are present and your skill is good.
3771 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3772 attack(torps_ok=False)
3775 # check for edge of galaxy
3779 if icourse.final.i < 0:
3780 icourse.final.i = -icourse.final.i
3782 if icourse.final.j < 0:
3783 icourse.final.j = -icourse.final.j
3785 if icourse.final.i >= GALSIZE*QUADSIZE:
3786 icourse.final.i = (GALSIZE*QUADSIZE*2) - icourse.final.i
3788 if icourse.final.j >= GALSIZE*QUADSIZE:
3789 icourse.final.j = (GALSIZE*QUADSIZE*2) - icourse.final.j
3797 if game.nkinks == 3:
3798 # Three strikes -- you're out!
3802 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3803 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3804 prout(_("YOU WILL BE DESTROYED."))
3805 # Compute final position in new quadrant
3806 if trbeam: # Don't bother if we are to be beamed
3808 game.quadrant = icourse.final.quadrant()
3809 game.sector = icourse.final.sector()
3811 prout(_("Entering Quadrant %s.") % game.quadrant)
3812 game.quad[game.sector.i][game.sector.j] = game.ship
3814 if game.skill>SKILL_NOVICE:
3815 attack(torps_ok=False)
3817 def check_collision(h):
3818 iquad = game.quad[h.i][h.j]
3820 # object encountered in flight path
3821 stopegy = 50.0*icourse.distance/game.optime
3822 if iquad in ('T', 'K', 'C', 'S', 'R', '?'):
3823 for enemy in game.enemies:
3824 if enemy.location == game.sector:
3825 collision(rammed=False, enemy=enemy)
3827 # This should not happen
3828 prout(_("Which way did he go?"))
3832 prouts(_("***RED ALERT! RED ALERT!"))
3834 proutn("***" + crmshp())
3835 proutn(_(" pulled into black hole at Sector %s") % h)
3836 # Getting pulled into a black hole was certain
3837 # death in Almy's original. Stas Sergeev added a
3838 # possibility that you'll get timewarped instead.
3840 for m in range(NDEVICES):
3841 if game.damage[m]>0:
3843 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3844 if (game.options & OPTION_BLKHOLE) and rnd.withprob(1-probf):
3854 prout(_(" encounters Tholian web at %s;") % h)
3856 prout(_(" blocked by object at %s;") % h)
3857 proutn(_("Emergency stop required "))
3858 prout(_("%2d units of energy.") % int(stopegy))
3859 game.energy -= stopegy
3860 if game.energy <= 0:
3867 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3868 game.inorbit = False
3869 # If tractor beam is to occur, don't move full distance
3870 if game.state.date+game.optime >= scheduled(FTBEAM):
3872 # We can't be tractor beamed if cloaked,
3873 # so move the event into the future
3874 postpone(FTBEAM, game.optime + expran(1.5*game.intime/len(game.kcmdr)))
3877 game.condition = "red"
3878 icourse.distance = icourse.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3879 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3881 game.quad[game.sector.i][game.sector.j] = '.'
3882 for _m in range(icourse.moves):
3884 w = icourse.sector()
3885 if icourse.origin.quadrant() != icourse.location.quadrant():
3886 newquadrant(noattack)
3888 elif check_collision(w):
3889 prout(_("Collision detected"))
3893 # We're in destination quadrant -- compute new average enemy distances
3894 game.quad[game.sector.i][game.sector.j] = game.ship
3896 for enemy in game.enemies:
3897 finald = (w-enemy.location).distance()
3898 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3899 enemy.kdist = finald
3901 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3902 attack(torps_ok=False)
3903 for enemy in game.enemies:
3904 enemy.kavgd = enemy.kdist
3907 setwnd(message_window)
3910 "Dock our ship at a starbase."
3912 if game.condition == "docked" and verbose:
3913 prout(_("Already docked."))
3916 prout(_("You must first leave standard orbit."))
3918 if game.base is None or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
3919 prout(crmshp() + _(" not adjacent to base."))
3922 prout(_("You cannot dock while cloaked."))
3924 game.condition = "docked"
3928 if game.energy < game.inenrg:
3929 game.energy = game.inenrg
3930 game.shield = game.inshld
3931 game.torps = game.intorps
3932 game.lsupres = game.inlsr
3933 game.state.crew = FULLCREW
3934 if game.brigcapacity-game.brigfree > 0:
3935 prout(_("%d captured Klingons transferred to base") % (game.brigcapacity-game.brigfree))
3936 game.kcaptured += game.brigcapacity-game.brigfree
3937 game.brigfree = game.brigcapacity
3938 if communicating() and \
3939 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3940 # get attack report from base
3941 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3945 def cartesian(loc1=None, loc2=None):
3947 return game.quadrant * QUADSIZE + game.sector
3949 return game.quadrant * QUADSIZE + loc1
3951 return loc1 * QUADSIZE + loc2
3953 def getcourse(isprobe):
3954 "Get a course and distance from the user."
3956 dquad = copy.copy(game.quadrant)
3957 navmode = "unspecified"
3961 if game.landed and not isprobe:
3962 prout(_("Dummy! You can't leave standard orbit until you"))
3963 proutn(_("are back aboard the ship."))
3966 while navmode == "unspecified":
3967 if damaged(DNAVSYS):
3969 prout(_("Computer damaged; manual navigation only"))
3971 prout(_("Computer damaged; manual movement only"))
3976 key = scanner.nexttok()
3978 proutn(_("Manual or automatic- "))
3981 elif key == "IHALPHA":
3982 if scanner.sees("manual"):
3984 key = scanner.nexttok()
3986 elif scanner.sees("automatic"):
3987 navmode = "automatic"
3988 key = scanner.nexttok()
3996 prout(_("(Manual navigation assumed.)"))
3998 prout(_("(Manual movement assumed.)"))
4002 if navmode == "automatic":
4003 while key == "IHEOL":
4005 proutn(_("Target quadrant or quadrant§or- "))
4007 proutn(_("Destination sector or quadrant§or- "))
4010 key = scanner.nexttok()
4014 xi = int(round(scanner.real))-1
4015 key = scanner.nexttok()
4019 xj = int(round(scanner.real))-1
4020 key = scanner.nexttok()
4022 # both quadrant and sector specified
4023 xk = int(round(scanner.real))-1
4024 key = scanner.nexttok()
4028 xl = int(round(scanner.real))-1
4034 # only one pair of numbers was specified
4036 # only quadrant specified -- go to center of dest quad
4039 dsect.j = dsect.i = 4 # preserves 1-origin behavior
4041 # only sector specified
4045 if not dquad.valid_quadrant() or not dsect.valid_sector():
4052 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
4054 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
4055 # the actual deltas get computed here
4056 delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
4057 delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
4059 while key == "IHEOL":
4060 proutn(_("X and Y displacements- "))
4063 key = scanner.nexttok()
4066 delta.j = scanner.real
4070 key = scanner.nexttok()
4072 delta.i = scanner.real
4073 elif key == "IHEOL":
4079 # Check for zero movement
4080 if delta.i == 0 and delta.j == 0:
4083 if itemp == "verbose" and not isprobe:
4085 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
4087 return course(bearing=delta.bearing(), distance=delta.distance())
4090 def __init__(self, bearing, distance, origin=None):
4091 self.distance = distance
4092 self.bearing = bearing
4094 self.origin = cartesian(game.quadrant, game.sector)
4096 self.origin = origin
4097 # The bearing() code we inherited from FORTRAN is actually computing
4098 # clockface directions!
4099 if self.bearing < 0.0:
4100 self.bearing += 12.0
4101 self.angle = ((15.0 - self.bearing) * 0.5235988)
4102 self.increment = Coord(-math.sin(self.angle), math.cos(self.angle))
4103 bigger = max(abs(self.increment.i), abs(self.increment.j))
4104 self.increment /= bigger
4105 self.moves = int(round(10*self.distance*bigger))
4107 self.final = (self.location + self.moves*self.increment).roundtogrid()
4108 self.location = self.origin
4109 self.nextlocation = None
4111 self.location = self.origin
4114 return self.location.roundtogrid() == self.final
4116 "Next step on course."
4118 self.nextlocation = self.location + self.increment
4119 samequad = (self.location.quadrant() == self.nextlocation.quadrant())
4120 self.location = self.nextlocation
4123 return self.location.quadrant()
4125 return self.location.sector()
4127 return self.distance*(w**3)*(game.shldup+1)
4129 return 10.0*self.distance/w**2
4132 "Move under impulse power."
4134 if damaged(DIMPULS):
4137 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4139 if game.energy > 30.0:
4141 icourse = getcourse(isprobe=False)
4144 power = 20.0 + 100.0*icourse.distance
4147 if power >= game.energy:
4148 # Insufficient power for trip
4150 prout(_("First Officer Spock- \"Captain, the impulse engines"))
4151 prout(_("require 20.0 units to engage, plus 100.0 units per"))
4152 if game.energy > 30:
4153 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
4154 int(0.01 * (game.energy-20.0)-0.05))
4155 prout(_(" quadrants.\""))
4157 prout(_("quadrant. They are, therefore, useless.\""))
4160 # Make sure enough time is left for the trip
4161 game.optime = icourse.distance/0.095
4162 if game.optime >= game.state.remtime:
4163 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4164 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4165 proutn(_("we dare spend the time?\" "))
4168 # Activate impulse engines and pay the cost
4169 imove(icourse, noattack=False)
4173 power = 20.0 + 100.0*icourse.distance
4174 game.energy -= power
4175 game.optime = icourse.distance/0.095
4176 if game.energy <= 0:
4180 def warp(wcourse, involuntary):
4181 "ove under warp drive."
4182 blooey = False; twarp = False
4183 if not involuntary: # Not WARPX entry
4188 prout(_("Engineer Scott- \"The warp engines can not be used while cloaked, Sir.\""))
4190 if game.damage[DWARPEN] > 10.0:
4193 prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
4195 if damaged(DWARPEN) and game.warpfac > 4.0:
4198 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4199 prout(_(" is repaired, I can only give you warp 4.\""))
4201 # Read in course and distance
4204 wcourse = getcourse(isprobe=False)
4207 # Make sure starship has enough energy for the trip
4208 # Note: this formula is slightly different from the C version,
4209 # and lets you skate a bit closer to the edge.
4210 if wcourse.power(game.warpfac) >= game.energy:
4211 # Insufficient power for trip
4214 prout(_("Engineering to bridge--"))
4215 if not game.shldup or 0.5*wcourse.power(game.warpfac) > game.energy:
4216 iwarp = (game.energy/(wcourse.distance+0.05)) ** 0.333333333
4218 prout(_("We can't do it, Captain. We don't have enough energy."))
4220 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4223 prout(_("if you'll lower the shields."))
4227 prout(_("We haven't the energy to go that far with the shields up."))
4229 # Make sure enough time is left for the trip
4230 game.optime = wcourse.time(game.warpfac)
4231 if game.optime >= 0.8*game.state.remtime:
4233 prout(_("First Officer Spock- \"Captain, I compute that such"))
4234 proutn(_(" a trip would require approximately %2.0f") %
4235 (100.0*game.optime/game.state.remtime))
4236 prout(_(" percent of our"))
4237 proutn(_(" remaining time. Are you sure this is wise?\" "))
4243 if game.warpfac > 6.0:
4244 # Decide if engine damage will occur
4245 # ESR: Seems wrong. Probability of damage goes *down* with distance?
4246 prob = wcourse.distance*(6.0-game.warpfac)**2/66.666666666
4247 if prob > rnd.real():
4249 wcourse.distance = rnd.real(wcourse.distance)
4250 # Decide if time warp will occur
4251 if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > rnd.real():
4253 if game.idebug and game.warpfac==10 and not twarp:
4255 proutn("=== Force time warp? ")
4259 # If time warp or engine damage, check path
4260 # If it is obstructed, don't do warp or damage
4261 look = wcourse.moves
4265 w = wcourse.sector()
4266 if not w.valid_sector():
4268 if game.quad[w.i][w.j] != '.':
4272 # Activate Warp Engines and pay the cost
4273 imove(wcourse, noattack=False)
4276 game.energy -= wcourse.power(game.warpfac)
4277 if game.energy <= 0:
4279 game.optime = wcourse.time(game.warpfac)
4283 game.damage[DWARPEN] = game.damfac * rnd.real(1.0, 4.0)
4285 prout(_("Engineering to bridge--"))
4286 prout(_(" Scott here. The warp engines are damaged."))
4287 prout(_(" We'll have to reduce speed to warp 4."))
4292 "Change the warp factor."
4294 key=scanner.nexttok()
4298 proutn(_("Warp factor- "))
4302 if game.damage[DWARPEN] > 10.0:
4303 prout(_("Warp engines inoperative."))
4305 if damaged(DWARPEN) and scanner.real > 4.0:
4306 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4307 prout(_(" but right now we can only go warp 4.\""))
4309 if scanner.real > 10.0:
4310 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4312 if scanner.real < 1.0:
4313 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4315 oldfac = game.warpfac
4316 game.warpfac = scanner.real
4317 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4318 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4321 if game.warpfac < 8.00:
4322 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4324 if game.warpfac == 10.0:
4325 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4327 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4331 "Cope with being tossed out of quadrant by supernova or yanked by beam."
4333 # is captain on planet?
4335 if damaged(DTRANSP):
4338 prout(_("Scotty rushes to the transporter controls."))
4340 prout(_("But with the shields up it's hopeless."))
4342 prouts(_("His desperate attempt to rescue you . . ."))
4343 if rnd.withprob(0.5):
4347 prout(_("SUCCEEDS!"))
4350 proutn(_("The crystals mined were "))
4351 if rnd.withprob(0.25):
4358 # Check to see if captain in shuttle craft
4363 # Inform captain of attempt to reach safety
4367 prouts(_("***RED ALERT! RED ALERT!"))
4369 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4370 prouts(_(" a supernova."))
4372 prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
4373 prout(_("safely out of quadrant."))
4374 if not damaged(DRADIO):
4375 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
4376 # Try to use warp engines
4377 if damaged(DWARPEN):
4379 prout(_("Warp engines damaged."))
4382 game.warpfac = rnd.real(6.0, 8.0)
4383 prout(_("Warp factor set to %d") % int(game.warpfac))
4384 power = 0.75*game.energy
4385 dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4386 dist = max(dist, rnd.real(math.sqrt(2)))
4387 bugout = course(bearing=rnd.real(12), distance=dist) # How dumb!
4388 game.optime = bugout.time(game.warpfac)
4390 game.inorbit = False
4391 warp(bugout, involuntary=True)
4393 # This is bad news, we didn't leave quadrant.
4397 prout(_("Insufficient energy to leave quadrant."))
4400 # Repeat if another snova
4401 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
4404 finish(FWON) # Snova killed remaining enemy.
4407 "Let's do the time warp again."
4408 prout(_("***TIME WARP ENTERED."))
4409 if game.state.snap and rnd.withprob(0.5):
4411 prout(_("You are traveling backwards in time %d stardates.") %
4412 int(game.state.date-game.snapsht.date))
4413 game.state = game.snapsht
4414 game.state.snap = False
4415 if len(game.state.kcmdr):
4416 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4417 schedule(FBATTAK, expran(0.3*game.intime))
4418 schedule(FSNOVA, expran(0.5*game.intime))
4419 # next snapshot will be sooner
4420 schedule(FSNAP, expran(0.25*game.state.remtime))
4422 if game.state.nscrem:
4423 schedule(FSCMOVE, 0.2777)
4427 game.battle.invalidate()
4428 # Make sure Galileo is consistant -- Snapshot may have been taken
4429 # when on planet, which would give us two Galileos!
4431 for l in range(game.inplan):
4432 if game.state.planets[l].known == "shuttle_down":
4434 if game.iscraft == "onship" and game.ship=='E':
4435 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4436 game.iscraft = "offship"
4437 # Likewise, if in the original time the Galileo was abandoned, but
4438 # was on ship earlier, it would have vanished -- let's restore it.
4439 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4440 prout(_("Chekov- \"Security reports the Galileo has reappeared in the dock!\""))
4441 game.iscraft = "onship"
4442 # There used to be code to do the actual reconstrction here,
4443 # but the starchart is now part of the snapshotted galaxy state.
4444 prout(_("Spock has reconstructed a correct star chart from memory"))
4446 # Go forward in time
4447 game.optime = expran(0.5*game.intime)
4448 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4449 # cheat to make sure no tractor beams occur during time warp
4450 postpone(FTBEAM, game.optime)
4451 game.damage[DRADIO] += game.optime
4453 events() # Stas Sergeev added this -- do pending events
4456 "Launch deep-space probe."
4457 # New code to launch a deep space probe
4458 if game.nprobes == 0:
4461 if game.ship == 'E':
4462 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4464 prout(_("Ye Faerie Queene has no deep space probes."))
4469 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4471 if is_scheduled(FDSPROB):
4474 if damaged(DRADIO) and game.condition != "docked":
4475 prout(_("Spock- \"Records show the previous probe has not yet"))
4476 prout(_(" reached its destination.\""))
4478 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4480 key = scanner.nexttok()
4482 if game.nprobes == 1:
4483 prout(_("1 probe left."))
4485 prout(_("%d probes left") % game.nprobes)
4486 proutn(_("Are you sure you want to fire a probe? "))
4489 game.isarmed = False
4490 if key == "IHALPHA" and scanner.token == "armed":
4492 key = scanner.nexttok()
4493 elif key == "IHEOL":
4494 proutn(_("Arm NOVAMAX warhead? "))
4496 elif key == "IHREAL": # first element of course
4497 scanner.push(scanner.token)
4499 game.probe = getcourse(isprobe=True)
4503 schedule(FDSPROB, 0.01) # Time to move one sector
4504 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4509 "Yell for help from nearest starbase."
4510 # There's more than one way to move in this game!
4512 # Test for conditions which prevent calling for help
4513 if game.condition == "docked":
4514 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4517 prout(_("Subspace radio damaged."))
4519 if not game.state.baseq:
4520 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4523 prout(_("You must be aboard the %s.") % crmshp())
4525 # OK -- call for help from nearest starbase
4528 # There's one in this quadrant
4529 ddist = (game.base - game.sector).distance()
4531 ibq = None # Force base-quadrant game to persist past loop
4533 for ibq in game.state.baseq:
4534 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4538 prout(_("No starbases remain. You are alone in a hostile galaxy."))
4540 # Since starbase not in quadrant, set up new quadrant
4543 # dematerialize starship
4544 game.quad[game.sector.i][game.sector.j]='.'
4545 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4546 % (game.quadrant, crmshp()))
4547 game.sector.invalidate()
4548 for m in range(1, 5+1):
4549 w = game.base.scatter()
4550 if w.valid_sector() and game.quad[w.i][w.j]=='.':
4551 # found one -- finish up
4554 if game.sector is None:
4555 prout(_("You have been lost in space..."))
4556 finish(FMATERIALIZE)
4558 # Give starbase three chances to rematerialize starship
4559 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4560 for m in range(1, 3+1):
4561 if m == 1: proutn(_("1st"))
4562 elif m == 2: proutn(_("2nd"))
4563 elif m == 3: proutn(_("3rd"))
4564 proutn(_(" attempt to re-materialize ") + crmshp())
4565 game.quad[game.sector.i][game.sector.j]=('-','o','O')[m-1]
4568 if rnd.real() > probf:
4572 curses.delay_output(500)
4574 game.quad[game.sector.i][game.sector.j]='?'
4577 setwnd(message_window)
4578 finish(FMATERIALIZE)
4580 game.quad[game.sector.i][game.sector.j]=game.ship
4582 prout(_("succeeds."))
4586 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4591 if game.condition=="docked":
4593 prout(_("You cannot abandon Ye Faerie Queene."))
4596 # Must take shuttle craft to exit
4597 if game.damage[DSHUTTL]==-1:
4598 prout(_("Ye Faerie Queene has no shuttle craft."))
4600 if game.damage[DSHUTTL]<0:
4601 prout(_("Shuttle craft now serving Big Macs."))
4603 if game.damage[DSHUTTL]>0:
4604 prout(_("Shuttle craft damaged."))
4607 prout(_("You must be aboard the ship."))
4609 if game.iscraft != "onship":
4610 prout(_("Shuttle craft not currently available."))
4612 # Emit abandon ship messages
4614 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4616 prouts(_("***ALL HANDS ABANDON SHIP!"))
4618 prout(_("Captain and crew escape in shuttle craft."))
4619 if not game.state.baseq:
4620 # Oops! no place to go...
4623 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4625 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4626 prout(_("Remainder of ship's complement beam down"))
4627 prout(_("to nearest habitable planet."))
4628 elif q.planet is not None and not damaged(DTRANSP):
4629 prout(_("Remainder of ship's complement beam down to %s.") %
4632 prout(_("Entire crew of %d left to die in outer space.") %
4634 game.casual += game.state.crew
4635 game.abandoned += game.state.crew
4636 # If at least one base left, give 'em the Faerie Queene
4638 game.icrystl = False # crystals are lost
4639 game.nprobes = 0 # No probes
4640 prout(_("You are captured by Klingons and released to"))
4641 prout(_("the Federation in a prisoner-of-war exchange."))
4642 nb = rnd.integer(len(game.state.baseq))
4643 # Set up quadrant and position FQ adjacient to base
4644 if not game.quadrant == game.state.baseq[nb]:
4645 game.quadrant = game.state.baseq[nb]
4646 game.sector.i = game.sector.j = 5
4649 # position next to base by trial and error
4650 game.quad[game.sector.i][game.sector.j] = '.'
4652 for l in range(QUADSIZE):
4653 game.sector = game.base.scatter()
4654 if game.sector.valid_sector() and \
4655 game.quad[game.sector.i][game.sector.j] == '.':
4658 break # found a spot
4659 game.sector.i=QUADSIZE/2
4660 game.sector.j=QUADSIZE/2
4662 # Get new commission
4663 game.quad[game.sector.i][game.sector.j] = game.ship = 'F'
4664 game.state.crew = FULLCREW
4665 prout(_("Starfleet puts you in command of another ship,"))
4666 prout(_("the Faerie Queene, which is antiquated but,"))
4667 prout(_("still useable."))
4669 prout(_("The dilithium crystals have been moved."))
4671 game.iscraft = "offship" # Galileo disappears
4673 game.condition="docked"
4674 for l in range(NDEVICES):
4675 game.damage[l] = 0.0
4676 game.damage[DSHUTTL] = -1
4677 game.energy = game.inenrg = 3000.0
4678 game.shield = game.inshld = 1250.0
4679 game.torps = game.intorps = 6
4680 game.lsupres=game.inlsr=3.0
4683 game.brigfree = game.brigcapacity = 300
4686 # Code from planets.c begins here.
4689 "Abort a lengthy operation if an event interrupts it."
4692 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
4697 "Report on (uninhabited) planets in the galaxy."
4701 prout(_("Spock- \"Planet report follows, Captain.\""))
4703 for i in range(game.inplan):
4704 if game.state.planets[i].pclass == "destroyed":
4706 if (game.state.planets[i].known != "unknown" \
4707 and not game.state.planets[i].inhabited) \
4710 if game.idebug and game.state.planets[i].known=="unknown":
4711 proutn("(Unknown) ")
4712 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4713 proutn(_(" class "))
4714 proutn(game.state.planets[i].pclass)
4716 if game.state.planets[i].crystals != "present":
4718 prout(_("dilithium crystals present."))
4719 if game.state.planets[i].known=="shuttle_down":
4720 prout(_(" Shuttle Craft Galileo on surface."))
4722 prout(_("No information available."))
4725 "Enter standard orbit."
4729 prout(_("Already in standard orbit."))
4731 if damaged(DWARPEN) and damaged(DIMPULS):
4732 prout(_("Both warp and impulse engines damaged."))
4734 if game.plnet is None:
4735 prout("There is no planet in this sector.")
4737 if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4738 prout(crmshp() + _(" not adjacent to planet."))
4741 game.optime = rnd.real(0.02, 0.05)
4742 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4746 game.height = rnd.real(1400, 8600)
4747 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4752 "Examine planets in this quadrant."
4753 if damaged(DSRSENS):
4754 if game.options & OPTION_TTY:
4755 prout(_("Short range sensors damaged."))
4757 if game.iplnet is None:
4758 if game.options & OPTION_TTY:
4759 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4761 if game.iplnet.known == "unknown":
4762 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4764 prout(_(" Planet at Sector %s is of class %s.") %
4765 (game.plnet, game.iplnet.pclass))
4766 if game.iplnet.known=="shuttle_down":
4767 prout(_(" Sensors show Galileo still on surface."))
4768 proutn(_(" Readings indicate"))
4769 if game.iplnet.crystals != "present":
4771 prout(_(" dilithium crystals present.\""))
4772 if game.iplnet.known == "unknown":
4773 game.iplnet.known = "known"
4774 elif game.iplnet.inhabited:
4775 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4776 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4779 "Use the transporter."
4783 if damaged(DTRANSP):
4784 prout(_("Transporter damaged."))
4785 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4787 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4791 if not game.inorbit:
4792 prout(crmshp() + _(" not in standard orbit."))
4795 prout(_("Impossible to transport through shields."))
4797 if game.iplnet.known=="unknown":
4798 prout(_("Spock- \"Captain, we have no information on this planet"))
4799 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4800 prout(_(" you may not go down.\""))
4802 if not game.landed and game.iplnet.crystals=="absent":
4803 prout(_("Spock- \"Captain, I fail to see the logic in"))
4804 prout(_(" exploring a planet with no dilithium crystals."))
4805 proutn(_(" Are you sure this is wise?\" "))
4809 if not (game.options & OPTION_PLAIN):
4810 nrgneed = 50 * game.skill + game.height / 100.0
4811 if nrgneed > game.energy:
4812 prout(_("Engineering to bridge--"))
4813 prout(_(" Captain, we don't have enough energy for transportation."))
4815 if not game.landed and nrgneed * 2 > game.energy:
4816 prout(_("Engineering to bridge--"))
4817 prout(_(" Captain, we have enough energy only to transport you down to"))
4818 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4819 if game.iplnet.known == "shuttle_down":
4820 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4821 proutn(_(" Are you sure this is wise?\" "))
4826 # Coming from planet
4827 if game.iplnet.known=="shuttle_down":
4828 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4832 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4833 prout(_("Landing party assembled, ready to beam up."))
4835 prout(_("Kirk whips out communicator..."))
4836 prouts(_("BEEP BEEP BEEP"))
4838 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4841 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4843 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4845 prout(_("Kirk- \"Energize.\""))
4848 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4850 if not rnd.withprob(0.98):
4851 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4853 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4856 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4857 game.landed = not game.landed
4858 game.energy -= nrgneed
4860 prout(_("Transport complete."))
4861 if game.landed and game.iplnet.known=="shuttle_down":
4862 prout(_("The shuttle craft Galileo is here!"))
4863 if not game.landed and game.imine:
4870 "Strip-mine a world for dilithium."
4874 prout(_("Mining party not on planet."))
4876 if game.iplnet.crystals == "mined":
4877 prout(_("This planet has already been strip-mined for dilithium."))
4879 elif game.iplnet.crystals == "absent":
4880 prout(_("No dilithium crystals on this planet."))
4883 prout(_("You've already mined enough crystals for this trip."))
4885 if game.icrystl and game.cryprob == 0.05:
4886 prout(_("With all those fresh crystals aboard the ") + crmshp())
4887 prout(_("there's no reason to mine more at this time."))
4889 game.optime = rnd.real(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4892 prout(_("Mining operation complete."))
4893 game.iplnet.crystals = "mined"
4894 game.imine = game.ididit = True
4897 "Use dilithium crystals."
4901 if not game.icrystl:
4902 prout(_("No dilithium crystals available."))
4904 if game.energy >= 1000:
4905 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4906 prout(_(" except when Condition Yellow exists."))
4908 prout(_("Spock- \"Captain, I must warn you that loading"))
4909 prout(_(" raw dilithium crystals into the ship's power"))
4910 prout(_(" system may risk a severe explosion."))
4911 proutn(_(" Are you sure this is wise?\" "))
4916 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4917 prout(_(" Mr. Spock and I will try it.\""))
4919 prout(_("Spock- \"Crystals in place, Sir."))
4920 prout(_(" Ready to activate circuit.\""))
4922 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4924 if rnd.withprob(game.cryprob):
4925 prouts(_(" \"Activating now! - - No good! It's***"))
4927 prouts(_("***RED ALERT! RED A*L********************************"))
4930 prouts(_("****************** KA-BOOM!!!! *******************"))
4934 game.energy += rnd.real(5000.0, 5500.0)
4935 prouts(_(" \"Activating now! - - "))
4936 prout(_("The instruments"))
4937 prout(_(" are going crazy, but I think it's"))
4938 prout(_(" going to work!! Congratulations, Sir!\""))
4943 "Use shuttlecraft for planetary jaunt."
4946 if damaged(DSHUTTL):
4947 if game.damage[DSHUTTL] == -1.0:
4948 if game.inorbit and game.iplnet.known == "shuttle_down":
4949 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4951 prout(_("Ye Faerie Queene had no shuttle craft."))
4952 elif game.damage[DSHUTTL] > 0:
4953 prout(_("The Galileo is damaged."))
4954 else: # game.damage[DSHUTTL] < 0
4955 prout(_("Shuttle craft is now serving Big Macs."))
4957 if not game.inorbit:
4958 prout(crmshp() + _(" not in standard orbit."))
4960 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4961 prout(_("Shuttle craft not currently available."))
4963 if not game.landed and game.iplnet.known=="shuttle_down":
4964 prout(_("You will have to beam down to retrieve the shuttle craft."))
4966 if game.shldup or game.condition == "docked":
4967 prout(_("Shuttle craft cannot pass through shields."))
4969 if game.iplnet.known=="unknown":
4970 prout(_("Spock- \"Captain, we have no information on this planet"))
4971 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4972 prout(_(" you may not fly down.\""))
4974 game.optime = 3.0e-5*game.height
4975 if game.optime >= 0.8*game.state.remtime:
4976 prout(_("First Officer Spock- \"Captain, I compute that such"))
4977 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4978 int(100*game.optime/game.state.remtime))
4979 prout(_("remaining time."))
4980 proutn(_("Are you sure this is wise?\" "))
4986 if game.iscraft == "onship":
4988 if not damaged(DTRANSP):
4989 proutn(_("Spock- \"Would you rather use the transporter?\" "))
4993 proutn(_("Shuttle crew"))
4995 proutn(_("Rescue party"))
4996 prout(_(" boards Galileo and swoops toward planet surface."))
4997 game.iscraft = "offship"
5001 game.iplnet.known="shuttle_down"
5002 prout(_("Trip complete."))
5005 # Ready to go back to ship
5006 prout(_("You and your mining party board the"))
5007 prout(_("shuttle craft for the trip back to the Enterprise."))
5009 prouts(_("The short hop begins . . ."))
5011 game.iplnet.known="known"
5017 game.iscraft = "onship"
5023 prout(_("Trip complete."))
5026 # Kirk on ship and so is Galileo
5027 prout(_("Mining party assembles in the hangar deck,"))
5028 prout(_("ready to board the shuttle craft \"Galileo\"."))
5030 prouts(_("The hangar doors open; the trip begins."))
5033 game.iscraft = "offship"
5036 game.iplnet.known = "shuttle_down"
5039 prout(_("Trip complete."))
5043 "Use the big zapper."
5047 if game.ship != 'E':
5048 prout(_("Ye Faerie Queene has no death ray."))
5050 if len(game.enemies)==0:
5051 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
5054 prout(_("Death Ray is damaged."))
5056 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
5057 prout(_(" is highly unpredictible. Considering the alternatives,"))
5058 proutn(_(" are you sure this is wise?\" "))
5061 prout(_("Spock- \"Acknowledged.\""))
5064 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
5066 prout(_("Crew scrambles in emergency preparation."))
5067 prout(_("Spock and Scotty ready the death ray and"))
5068 prout(_("prepare to channel all ship's power to the device."))
5070 prout(_("Spock- \"Preparations complete, sir.\""))
5071 prout(_("Kirk- \"Engage!\""))
5073 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
5076 if game.options & OPTION_PLAIN:
5080 prouts(_("Sulu- \"Captain! It's working!\""))
5082 while len(game.enemies) > 0:
5083 deadkl(game.enemies[-1].location, game.quad[game.enemies[-1].location.i][game.enemies[-1].location.j],game.enemies[-1].location)
5084 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
5085 if game.unwon() == 0:
5087 if (game.options & OPTION_PLAIN) == 0:
5088 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
5089 if rnd.withprob(0.05):
5090 prout(_(" is still operational.\""))
5092 prout(_(" has been rendered nonfunctional.\""))
5093 game.damage[DDRAY] = 39.95
5095 r = rnd.real() # Pick failure method
5097 prouts(_("Sulu- \"Captain! It's working!\""))
5099 prouts(_("***RED ALERT! RED ALERT!"))
5101 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
5103 prouts(_("***RED ALERT! RED A*L********************************"))
5106 prouts(_("****************** KA-BOOM!!!! *******************"))
5111 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
5113 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
5115 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
5116 prout(_(" have apparently been transformed into strange mutations."))
5117 prout(_(" Vulcans do not seem to be affected."))
5119 prout(_("Kirk- \"Raauch! Raauch!\""))
5123 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
5125 proutn(_("Spock- \"I believe the word is"))
5126 prouts(_(" *ASTONISHING*"))
5127 prout(_(" Mr. Sulu."))
5128 for i in range(QUADSIZE):
5129 for j in range(QUADSIZE):
5130 if game.quad[i][j] == '.':
5131 game.quad[i][j] = '?'
5132 prout(_(" Captain, our quadrant is now infested with"))
5133 prouts(_(" - - - - - - *THINGS*."))
5135 prout(_(" I have no logical explanation.\""))
5137 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
5139 prout(_("Scotty- \"There are so many tribbles down here"))
5140 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
5144 # Code from reports.c begins here
5146 def attackreport(curt):
5147 "eport status of bases under attack."
5149 if is_scheduled(FCDBAS):
5150 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
5151 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
5152 elif game.isatb == 1:
5153 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
5154 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
5156 prout(_("No Starbase is currently under attack."))
5158 if is_scheduled(FCDBAS):
5159 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5161 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5165 # report on general game status
5167 # pylint: disable=consider-using-ternary
5168 s1 = (game.thawed and _("thawed ")) or ""
5169 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5170 s3 = (None, _("novice"), _("fair"),
5171 _("good"), _("expert"), _("emeritus"))[game.skill]
5172 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5173 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5174 prout(_("No plaque is allowed."))
5176 prout(_("This is tournament game %d.") % game.tourn)
5177 prout(_("Your secret password is \"%s\"") % game.passwd)
5178 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - game.unwon()),
5179 (game.inkling + game.incom + game.inscom)))
5180 if game.incom - len(game.state.kcmdr):
5181 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
5182 elif game.inkling - game.remkl() + (game.inscom - game.state.nscrem) > 0:
5183 prout(_(", but no Commanders."))
5186 if game.skill > SKILL_FAIR:
5187 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5188 if len(game.state.baseq) != game.inbase:
5190 if game.inbase-len(game.state.baseq)==1:
5191 proutn(_("has been 1 base"))
5193 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
5194 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
5196 prout(_("There are %d bases.") % game.inbase)
5197 if communicating() or game.iseenit:
5198 # Don't report this if not seen and
5199 # either the radio is dead or not at base!
5203 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5204 if game.brigcapacity != game.brigfree:
5205 embriggened = game.brigcapacity-game.brigfree
5206 if embriggened == 1:
5207 prout(_("1 Klingon in brig"))
5209 prout(_("%d Klingons in brig.") % embriggened)
5210 if game.kcaptured == 0:
5212 elif game.kcaptured == 1:
5213 prout(_("1 captured Klingon turned in to Starfleet."))
5215 prout(_("%d captured Klingons turned in to Star Fleet.") % game.kcaptured)
5217 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5218 if game.ship == 'E':
5219 proutn(_("You have "))
5221 proutn("%d" % (game.nprobes))
5224 proutn(_(" deep space probe"))
5228 if communicating() and is_scheduled(FDSPROB):
5230 proutn(_("An armed deep space probe is in "))
5232 proutn(_("A deep space probe is in "))
5233 prout("Quadrant %s." % game.probe.quadrant())
5235 if game.cryprob <= .05:
5236 prout(_("Dilithium crystals aboard ship... not yet used."))
5240 while game.cryprob > ai:
5243 prout(_("Dilithium crystals have been used %d time%s.") % \
5244 (i, (_("s"), "")[i==1]))
5248 "Long-range sensor scan."
5249 if damaged(DLRSENS):
5250 # Now allow base's sensors if docked
5251 if game.condition != "docked":
5253 prout(_("LONG-RANGE SENSORS DAMAGED."))
5256 prout(_("Starbase's long-range scan"))
5258 prout(_("Long-range scan"))
5259 for x in range(game.quadrant.i-1, game.quadrant.i+2):
5262 for y in range(game.quadrant.j-1, game.quadrant.j+2):
5263 if not Coord(x, y).valid_quadrant():
5267 if not damaged(DRADIO):
5268 game.state.galaxy[x][y].charted = True
5269 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5270 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5271 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5272 if not silent and game.state.galaxy[x][y].supernova:
5275 cn = " %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars)
5276 proutn(((3 - len(cn)) * '.') + cn)
5284 for i in range(NDEVICES):
5287 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5288 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5290 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5291 game.damage[i]+0.05,
5292 DOCKFAC*game.damage[i]+0.005))
5294 prout(_("All devices functional."))
5297 "Update the chart in the Enterprise's computer from galaxy data."
5298 game.lastchart = game.state.date
5299 for i in range(GALSIZE):
5300 for j in range(GALSIZE):
5301 if game.state.galaxy[i][j].charted:
5302 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5303 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5304 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5307 "Display the star chart."
5309 if (game.options & OPTION_AUTOSCAN):
5313 if game.lastchart < game.state.date and game.condition == "docked":
5314 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5316 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5317 if game.state.date > game.lastchart:
5318 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5319 prout(" 1 2 3 4 5 6 7 8")
5320 for i in range(GALSIZE):
5321 proutn("%d |" % (i+1))
5322 for j in range(GALSIZE):
5323 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5327 if game.state.galaxy[i][j].supernova:
5329 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5331 elif game.state.galaxy[i][j].charted:
5332 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5333 if (game.options & OPTION_DOTFILL):
5334 show = show.replace(" ", ".")
5338 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5346 def sectscan(goodScan, i, j):
5347 "Light up an individual dot in a sector."
5348 if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
5349 if game.quad[i][j] in ('E', 'F'):
5352 textcolor({"green":GREEN,
5356 "dead":BROWN}[game.condition])
5358 textcolor({'?':LIGHTMAGENTA,
5366 }.get(game.quad[i][j], DEFAULT))
5367 proutn("%c " % game.quad[i][j])
5373 "Emit status report lines"
5374 if not req or req == 1:
5375 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5376 % (game.state.date, game.state.remtime))
5377 if not req or req == 2:
5378 if game.condition != "docked":
5380 prstat(_("Condition"), _("%s, %i DAMAGES") % \
5381 (game.condition.upper(), sum([x > 0 for x in game.damage])))
5383 prout(_(", CLOAKED"))
5384 if not req or req == 3:
5385 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5386 if not req or req == 4:
5387 if damaged(DLIFSUP):
5388 if game.condition == "docked":
5389 s = _("DAMAGED, Base provides")
5391 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5394 prstat(_("Life Support"), s)
5395 if not req or req == 5:
5396 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5397 if not req or req == 6:
5399 if game.icrystl and (game.options & OPTION_SHOWME):
5400 extra = _(" (have crystals)")
5401 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5402 if not req or req == 7:
5403 prstat(_("Torpedoes"), "%d" % (game.torps))
5404 if not req or req == 8:
5405 if damaged(DSHIELD):
5411 data = _(" %d%% %.1f units") \
5412 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5413 prstat(_("Shields"), s+data)
5414 if not req or req == 9:
5415 prstat(_("Klingons Left"), "%d" % game.unwon())
5416 if not req or req == 10:
5417 if game.options & OPTION_WORLDS:
5418 plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
5419 if plnet and plnet.inhabited:
5420 prstat(_("Major system"), plnet.name)
5422 prout(_("Sector is uninhabited"))
5423 elif not req or req == 11:
5424 attackreport(not req)
5427 "Request specified status data, a historical relic from slow TTYs."
5428 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5429 while scanner.nexttok() == "IHEOL":
5430 proutn(_("Information desired? "))
5432 if scanner.token in requests:
5433 status(requests.index(scanner.token))
5435 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5436 prout((" date, condition, position, lsupport, warpfactor,"))
5437 prout((" energy, torpedoes, shields, klingons, system, time."))
5442 if damaged(DSRSENS):
5443 # Allow base's sensors if docked
5444 if game.condition != "docked":
5445 prout(_(" S.R. SENSORS DAMAGED!"))
5448 prout(_(" [Using Base's sensors]"))
5450 prout(_(" Short-range scan"))
5451 if goodScan and communicating():
5452 game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
5453 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
5454 game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
5455 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
5456 prout(" 1 2 3 4 5 6 7 8 9 10")
5457 if game.condition != "docked":
5459 for i in range(QUADSIZE):
5460 proutn("%2d " % (i+1))
5461 for j in range(QUADSIZE):
5462 sectscan(goodScan, i, j)
5466 "Use computer to get estimated time of arrival for a warp jump."
5467 w1 = Coord(); w2 = Coord()
5469 if damaged(DCOMPTR):
5470 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5473 if scanner.nexttok() != "IHREAL":
5476 proutn(_("Destination quadrant and/or sector? "))
5477 if scanner.nexttok()!="IHREAL":
5480 w1.j = int(scanner.real-0.5)
5481 if scanner.nexttok() != "IHREAL":
5484 w1.i = int(scanner.real-0.5)
5485 if scanner.nexttok() == "IHREAL":
5486 w2.j = int(scanner.real-0.5)
5487 if scanner.nexttok() != "IHREAL":
5490 w2.i = int(scanner.real-0.5)
5492 if game.quadrant.j>w1.i:
5496 if game.quadrant.i>w1.j:
5500 if not w1.valid_quadrant() or not w2.valid_sector():
5503 dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
5504 (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
5507 prout(_("Answer \"no\" if you don't know the value:"))
5510 proutn(_("Time or arrival date? "))
5511 if scanner.nexttok()=="IHREAL":
5512 ttime = scanner.real
5513 if ttime > game.state.date:
5514 ttime -= game.state.date # Actually a star date
5515 twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
5516 if ttime <= 1e-10 or twarp > 10:
5517 prout(_("We'll never make it, sir."))
5524 proutn(_("Warp factor? "))
5525 if scanner.nexttok()== "IHREAL":
5527 twarp = scanner.real
5528 if twarp<1.0 or twarp > 10.0:
5532 prout(_("Captain, certainly you can give me one of these."))
5535 ttime = (10.0*dist)/twarp**2
5536 tpower = dist*twarp*twarp*twarp*(game.shldup+1)
5537 if tpower >= game.energy:
5538 prout(_("Insufficient energy, sir."))
5539 if not game.shldup or tpower > game.energy*2.0:
5542 proutn(_("New warp factor to try? "))
5543 if scanner.nexttok() == "IHREAL":
5545 twarp = scanner.real
5546 if twarp<1.0 or twarp > 10.0:
5554 prout(_("But if you lower your shields,"))
5555 proutn(_("remaining"))
5558 proutn(_("Remaining"))
5559 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5561 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5563 prout(_("Any warp speed is adequate."))
5565 prout(_("Minimum warp needed is %.2f,") % (twarp))
5566 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5567 if game.state.remtime < ttime:
5568 prout(_("Unfortunately, the Federation will be destroyed by then."))
5570 prout(_("You'll be taking risks at that speed, Captain"))
5571 if (game.isatb==1 and game.state.kscmdr == w1 and \
5572 scheduled(FSCDBAS)< ttime+game.state.date) or \
5573 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5574 prout(_("The starbase there will be destroyed by then."))
5575 proutn(_("New warp factor to try? "))
5576 if scanner.nexttok() == "IHREAL":
5578 twarp = scanner.real
5579 if twarp<1.0 or twarp > 10.0:
5587 # Code from setup.c begins here
5590 "Issue a historically correct banner."
5592 prout(_("-SUPER- STAR TREK"))
5594 # From the FORTRAN original
5595 # prout(_("Latest update-21 Sept 78"))
5601 scanner.push("emsave.trk")
5602 key = scanner.nexttok()
5604 proutn(_("File name: "))
5605 key = scanner.nexttok()
5606 if key != "IHALPHA":
5609 if '.' not in scanner.token:
5610 scanner.token += ".trk"
5612 fp = open(scanner.token, "wb")
5614 prout(_("Can't freeze game as file %s") % scanner.token)
5616 pickle.dump(game, fp)
5621 "Retrieve saved game."
5624 key = scanner.nexttok()
5626 proutn(_("File name: "))
5627 key = scanner.nexttok()
5628 if key != "IHALPHA":
5631 if '.' not in scanner.token:
5632 scanner.token += ".trk"
5634 fp = open(scanner.token, "rb")
5636 prout(_("Can't thaw game in %s") % scanner.token)
5638 game = pickle.load(fp)
5643 # I used <http://www.memory-alpha.org> to find planets
5644 # with references in ST:TOS. Earth and the Alpha Centauri
5645 # Colony have been omitted.
5647 # Some planets marked Class G and P here will be displayed as class M
5648 # because of the way planets are generated. This is a known bug.
5651 _("Andoria (Fesoan)"), # several episodes
5652 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5653 _("Vulcan (T'Khasi)"), # many episodes
5654 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5655 _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5656 _("Ardana"), # TOS: "The Cloud Minders"
5657 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5658 _("Gideon"), # TOS: "The Mark of Gideon"
5659 _("Aldebaran III"), # TOS: "The Deadly Years"
5660 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5661 _("Altair IV"), # TOS: "Amok Time
5662 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5663 _("Benecia"), # TOS: "The Conscience of the King"
5664 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5665 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5666 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5667 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5668 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5669 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5670 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5671 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5672 _("Ingraham B"), # TOS: "Operation: Annihilate"
5673 _("Janus IV"), # TOS: "The Devil in the Dark"
5674 _("Makus III"), # TOS: "The Galileo Seven"
5675 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5676 _("Omega IV"), # TOS: "The Omega Glory"
5677 _("Regulus V"), # TOS: "Amok Time
5678 _("Deneva"), # TOS: "Operation -- Annihilate!"
5679 # Worlds from BSD Trek
5680 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5681 _("Beta III"), # TOS: "The Return of the Archons"
5682 _("Triacus"), # TOS: "And the Children Shall Lead",
5683 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5685 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5686 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5687 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5688 # _("Izar"), # TOS: "Whom Gods Destroy"
5689 # _("Tiburon"), # TOS: "The Way to Eden"
5690 # _("Merak II"), # TOS: "The Cloud Minders"
5691 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5692 # _("Iotia"), # TOS: "A Piece of the Action"
5696 _("S. R. Sensors"), \
5697 _("L. R. Sensors"), \
5699 _("Photon Tubes"), \
5700 _("Life Support"), \
5701 _("Warp Engines"), \
5702 _("Impulse Engines"), \
5704 _("Subspace Radio"), \
5705 _("Shuttle Craft"), \
5707 _("Navigation System"), \
5709 _("Shield Control"), \
5712 _("Cloaking Device"), \
5716 "Prepare to play, set up cosmos."
5718 # Decide how many of everything
5720 return # frozen game
5721 # Prepare the Enterprise
5722 game.alldone = game.gamewon = game.shldchg = game.shldup = False
5724 game.state.crew = FULLCREW
5725 game.energy = game.inenrg = 5000.0
5726 game.shield = game.inshld = 2500.0
5729 game.quadrant = randplace(GALSIZE)
5730 game.sector = randplace(QUADSIZE)
5731 game.torps = game.intorps = 10
5732 game.nprobes = rnd.integer(2, 5)
5734 for i in range(NDEVICES):
5735 game.damage[i] = 0.0
5736 # Set up assorted game parameters
5737 game.battle = Coord()
5738 game.state.date = game.indate = 100.0 * rnd.real(20, 51)
5739 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5740 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5741 game.isatb = game.state.nplankl = 0
5742 game.state.starkl = game.state.basekl = game.state.nworldkl = 0
5743 game.iscraft = "onship"
5748 game.state.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
5750 game.state.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
5752 game.state.planets = [] # Planet information
5753 game.state.baseq = [] # Base quadrant coordinates
5754 game.state.kcmdr = [] # Commander quadrant coordinates
5755 game.statekscmdr = Coord() # Supercommander quadrant coordinates
5757 # Starchart is functional but we've never seen it
5758 game.lastchart = FOREVER
5759 # Put stars in the galaxy
5761 for i in range(GALSIZE):
5762 for j in range(GALSIZE):
5763 # Can't have more stars per quadrant than fit in one decimal digit,
5764 # if we do the chart representation will break.
5765 k = rnd.integer(1, min(10, QUADSIZE**2/10))
5767 game.state.galaxy[i][j].stars = k
5768 # Locate star bases in galaxy
5770 prout("=== Allocating %d bases" % game.inbase)
5771 for i in range(game.inbase):
5774 w = randplace(GALSIZE)
5775 if not game.state.galaxy[w.i][w.j].starbase:
5778 # C version: for (j = i-1; j > 0; j--)
5779 # so it did them in the opposite order.
5780 for j in range(1, i):
5781 # Improved placement algorithm to spread out bases
5782 distq = (w - game.state.baseq[j]).distance()
5783 if distq < 6.0*(BASEMAX+1-game.inbase) and rnd.withprob(0.75):
5786 prout("=== Abandoning base #%d at %s" % (i, w))
5788 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5790 prout("=== Saving base #%d, close to #%d" % (i, j))
5794 prout("=== Placing base #%d in quadrant %s" % (i, w))
5795 game.state.baseq.append(w)
5796 game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5797 # Position ordinary Klingon Battle Cruisers
5799 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5800 if klumper > MAXKLQUAD:
5804 klump = int((1.0 - r*r)*klumper)
5809 w = randplace(GALSIZE)
5810 if not game.state.galaxy[w.i][w.j].supernova and \
5811 game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5813 game.state.galaxy[w.i][w.j].klingons += klump
5816 # Position Klingon Commander Ships
5817 for i in range(game.incom):
5819 w = randplace(GALSIZE)
5820 if not welcoming(w) or w in game.state.kcmdr:
5822 if (game.state.galaxy[w.i][w.j].klingons or rnd.withprob(0.25)):
5824 game.state.galaxy[w.i][w.j].klingons += 1
5825 game.state.kcmdr.append(w)
5826 # Locate planets in galaxy
5827 for i in range(game.inplan):
5829 w = randplace(GALSIZE)
5830 if game.state.galaxy[w.i][w.j].planet is None:
5834 new.crystals = "absent"
5835 if (game.options & OPTION_WORLDS) and i < NINHAB:
5836 new.pclass = "M" # All inhabited planets are class M
5837 new.crystals = "absent"
5839 new.name = systnames[i]
5840 new.inhabited = True
5842 new.pclass = ("M", "N", "O")[rnd.integer(0, 3)]
5843 if rnd.withprob(0.33):
5844 new.crystals = "present"
5845 new.known = "unknown"
5846 new.inhabited = False
5847 game.state.galaxy[w.i][w.j].planet = new
5848 game.state.planets.append(new)
5850 for i in range(game.state.nromrem):
5851 w = randplace(GALSIZE)
5852 game.state.galaxy[w.i][w.j].romulans += 1
5853 # Place the Super-Commander if needed
5854 if game.state.nscrem > 0:
5856 w = randplace(GALSIZE)
5859 game.state.kscmdr = w
5860 game.state.galaxy[w.i][w.j].klingons += 1
5861 # Initialize times for extraneous events
5862 schedule(FSNOVA, expran(0.5 * game.intime))
5863 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5864 schedule(FSNAP, rnd.real(1.0, 2.0)) # Force an early snapshot
5865 schedule(FBATTAK, expran(0.3*game.intime))
5867 if game.state.nscrem:
5868 schedule(FSCMOVE, 0.2777)
5873 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5874 schedule(FDISTR, expran(1.0 + game.intime))
5879 # Place thing (in tournament game, we don't want one!)
5880 # New in SST2K: never place the Thing near a starbase.
5881 # This makes sense and avoids a special case in the old code.
5883 if game.tourn is None:
5885 thing = randplace(GALSIZE)
5886 if thing not in game.state.baseq:
5889 game.state.snap = False
5890 if game.skill == SKILL_NOVICE:
5891 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5892 prout(_("a deadly Klingon invasion force. As captain of the United"))
5893 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5894 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5895 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5896 prout(_("your mission. As you proceed you may be given more time."))
5898 prout(_("You will have %d supporting starbases.") % (game.inbase))
5899 proutn(_("Starbase locations- "))
5901 prout(_("Stardate %d.") % int(game.state.date))
5903 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5904 prout(_("An unknown number of Romulans."))
5905 if game.state.nscrem:
5906 prout(_("And one (GULP) Super-Commander."))
5907 prout(_("%d stardates.") % int(game.intime))
5908 proutn(_("%d starbases in ") % game.inbase)
5909 for i in range(game.inbase):
5910 proutn(repr(game.state.baseq[i]))
5913 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5914 proutn(_(" Sector %s") % game.sector)
5916 prout(_("Good Luck!"))
5917 if game.state.nscrem:
5918 prout(_(" YOU'LL NEED IT."))
5921 setwnd(message_window)
5923 if len(game.enemies) - (thing == game.quadrant) - (game.tholian is not None):
5925 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5926 attack(torps_ok=False)
5929 "Choose your game type."
5931 game.tourn = game.length = 0
5933 game.skill = SKILL_NONE
5934 # Do not chew here, we want to use command-line tokens
5935 if not scanner.inqueue: # Can start with command line options
5936 proutn(_("Would you like a regular, tournament, or saved game? "))
5938 if scanner.sees("tournament"):
5939 while scanner.nexttok() == "IHEOL":
5940 proutn(_("Type in tournament number-"))
5941 if scanner.real == 0:
5943 continue # We don't want a blank entry
5944 game.tourn = int(round(scanner.real))
5945 rnd.seed(scanner.real)
5947 logfp.write("# rnd.seed(%d)\n" % scanner.real)
5949 if scanner.sees("saved") or scanner.sees("frozen"):
5953 if game.passwd is None:
5955 if not game.alldone:
5956 game.thawed = True # No plaque if not finished
5960 if scanner.sees("regular"):
5962 proutn(_("What is \"%s\"? ") % scanner.token)
5964 while game.length==0 or game.skill==SKILL_NONE:
5965 if scanner.nexttok() == "IHALPHA":
5966 if scanner.sees("short"):
5968 elif scanner.sees("medium"):
5970 elif scanner.sees("long"):
5972 elif scanner.sees("novice"):
5973 game.skill = SKILL_NOVICE
5974 elif scanner.sees("fair"):
5975 game.skill = SKILL_FAIR
5976 elif scanner.sees("good"):
5977 game.skill = SKILL_GOOD
5978 elif scanner.sees("expert"):
5979 game.skill = SKILL_EXPERT
5980 elif scanner.sees("emeritus"):
5981 game.skill = SKILL_EMERITUS
5983 proutn(_("What is \""))
5984 proutn(scanner.token)
5989 proutn(_("Would you like a Short, Medium, or Long game? "))
5990 elif game.skill == SKILL_NONE:
5991 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
5992 # Choose game options -- added by ESR for SST2K
5993 if scanner.nexttok() != "IHALPHA":
5995 proutn(_("Choose your game style (plain, almy, fancy or just press enter): "))
5997 if scanner.sees("plain"):
5998 # Approximates the UT FORTRAN version.
5999 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR | OPTION_CAPTURE | OPTION_CLOAK | OPTION_DOTFILL)
6000 game.options |= OPTION_PLAIN
6001 elif scanner.sees("almy"):
6002 # Approximates Tom Almy's version.
6003 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR | OPTION_DOTFILL)
6004 game.options |= OPTION_ALMY
6005 elif scanner.sees("fancy") or scanner.sees("\n"):
6007 elif len(scanner.token):
6008 proutn(_("What is \"%s\"?") % scanner.token)
6010 if game.passwd == "debug":
6012 prout("=== Debug mode enabled.")
6013 # Use parameters to generate initial values of things
6014 game.damfac = 0.5 * game.skill
6015 game.inbase = rnd.integer(BASEMIN, BASEMAX+1)
6017 if game.options & OPTION_PLANETS:
6018 game.inplan += rnd.integer(MAXUNINHAB/2, MAXUNINHAB+1)
6019 if game.options & OPTION_WORLDS:
6020 game.inplan += int(NINHAB)
6021 game.state.nromrem = game.inrom = rnd.integer(2 * game.skill)
6022 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
6023 game.state.remtime = 7.0 * game.length
6024 game.intime = game.state.remtime
6025 game.inkling = int(2.0*game.intime*((game.skill+1 - 2*rnd.real())*game.skill*0.1+.15))
6026 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*rnd.real()))
6027 game.state.remres = (game.inkling+4*game.incom)*game.intime
6028 game.inresor = game.state.remres
6029 if game.inkling > 50:
6033 def dropin(iquad=None):
6034 "Drop a feature on a random dot in the current quadrant."
6036 w = randplace(QUADSIZE)
6037 if game.quad[w.i][w.j] == '.':
6039 if iquad is not None:
6040 game.quad[w.i][w.j] = iquad
6044 "Update our alert status."
6045 game.condition = "green"
6046 if game.energy < 1000.0:
6047 game.condition = "yellow"
6048 if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
6049 game.condition = "red"
6051 game.condition="dead"
6054 "Drop new Klingon into current quadrant."
6055 return Enemy('K', loc=dropin(), power=rnd.real(300,450)+25.0*game.skill)
6058 "Sort enemies by distance so 'nearest' is meaningful."
6059 game.enemies.sort(key=lambda x: x.kdist)
6062 "Set up a new state of quadrant, for when we enter or re-enter it."
6065 game.neutz = game.inorbit = game.landed = False
6066 game.ientesc = game.iseenit = game.isviolreported = False
6068 # Create a blank quadrant
6069 game.quad = fill2d(QUADSIZE, lambda i, j: '.')
6071 # Attempt to escape Super-commander, so tbeam back!
6074 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
6075 # cope with supernova
6078 game.klhere = q.klingons
6079 game.irhere = q.romulans
6081 game.quad[game.sector.i][game.sector.j] = game.ship
6084 # Position ordinary Klingons
6085 for _i in range(game.klhere):
6087 # If we need a commander, promote a Klingon
6088 for cmdr in game.state.kcmdr:
6089 if cmdr == game.quadrant:
6090 e = game.enemies[game.klhere-1]
6091 game.quad[e.location.i][e.location.j] = 'C'
6092 e.power = rnd.real(950,1350) + 50.0*game.skill
6094 # If we need a super-commander, promote a Klingon
6095 if game.quadrant == game.state.kscmdr:
6097 game.quad[e.location.i][e.location.j] = 'S'
6098 e.power = rnd.real(1175.0, 1575.0) + 125.0*game.skill
6099 game.iscate = (game.remkl() > 1)
6100 # Put in Romulans if needed
6101 for _i in range(q.romulans):
6102 Enemy('R', loc=dropin(), power=rnd.real(400.0,850.0)+50.0*game.skill)
6103 # If quadrant needs a starbase, put it in
6105 game.base = dropin('B')
6106 # If quadrant needs a planet, put it in
6108 game.iplnet = q.planet
6109 if not q.planet.inhabited:
6110 game.plnet = dropin('P')
6112 game.plnet = dropin('@')
6113 # Check for condition
6116 if game.irhere > 0 and game.klhere == 0:
6118 if not damaged(DRADIO):
6120 prout(_("LT. Uhura- \"Captain, an urgent message."))
6121 prout(_(" I'll put it on audio.\" CLICK"))
6123 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
6124 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
6125 # Put in THING if needed
6126 if thing == game.quadrant:
6127 Enemy(etype='?', loc=dropin(),
6128 power=rnd.real(6000,6500.0)+250.0*game.skill)
6129 if not damaged(DSRSENS):
6131 prout(_("Mr. Spock- \"Captain, this is most unusual."))
6132 prout(_(" Please examine your short-range scan.\""))
6133 # Decide if quadrant needs a Tholian; lighten up if skill is low
6134 if game.options & OPTION_THOLIAN:
6135 if (game.skill < SKILL_GOOD and rnd.withprob(0.02)) or \
6136 (game.skill == SKILL_GOOD and rnd.withprob(0.05)) or \
6137 (game.skill > SKILL_GOOD and rnd.withprob(0.08)):
6140 w.i = rnd.withprob(0.5) * (QUADSIZE-1)
6141 w.j = rnd.withprob(0.5) * (QUADSIZE-1)
6142 if game.quad[w.i][w.j] == '.':
6144 game.tholian = Enemy(etype='T', loc=w,
6145 power=rnd.integer(100, 500) + 25.0*game.skill)
6146 # Reserve unoccupied corners
6147 if game.quad[0][0]=='.':
6148 game.quad[0][0] = 'X'
6149 if game.quad[0][QUADSIZE-1]=='.':
6150 game.quad[0][QUADSIZE-1] = 'X'
6151 if game.quad[QUADSIZE-1][0]=='.':
6152 game.quad[QUADSIZE-1][0] = 'X'
6153 if game.quad[QUADSIZE-1][QUADSIZE-1]=='.':
6154 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
6156 # And finally the stars
6157 for _i in range(q.stars):
6159 # Put in a few black holes
6160 for _i in range(1, 3+1):
6161 if rnd.withprob(0.5):
6163 # Take out X's in corners if Tholian present
6165 if game.quad[0][0]=='X':
6166 game.quad[0][0] = '.'
6167 if game.quad[0][QUADSIZE-1]=='X':
6168 game.quad[0][QUADSIZE-1] = '.'
6169 if game.quad[QUADSIZE-1][0]=='X':
6170 game.quad[QUADSIZE-1][0] = '.'
6171 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
6172 game.quad[QUADSIZE-1][QUADSIZE-1] = '.'
6173 # This should guarantee that replay games don't lose info about the chart
6174 if (game.options & OPTION_AUTOSCAN) or replayfp:
6178 "Set the self-destruct password."
6179 if game.options & OPTION_PLAIN:
6182 proutn(_("Please type in a secret password- "))
6184 game.passwd = scanner.token
6185 if game.passwd is not None:
6189 game.passwd += chr(ord('a')+rnd.integer(26))
6190 game.passwd += chr(ord('a')+rnd.integer(26))
6191 game.passwd += chr(ord('a')+rnd.integer(26))
6193 # Code from sst.c begins here
6196 ("SRSCAN", OPTION_TTY),
6197 ("STATUS", OPTION_TTY),
6198 ("REQUEST", OPTION_TTY),
6199 ("LRSCAN", OPTION_TTY),
6211 ("SENSORS", OPTION_PLANETS),
6212 ("ORBIT", OPTION_PLANETS),
6213 ("TRANSPORT", OPTION_PLANETS),
6214 ("MINE", OPTION_PLANETS),
6215 ("CRYSTALS", OPTION_PLANETS),
6216 ("SHUTTLE", OPTION_PLANETS),
6217 ("PLANETS", OPTION_PLANETS),
6222 ("PROBE", OPTION_PROBE),
6224 ("FREEZE", 0), # Synonym for SAVE
6228 ("CAPTURE", OPTION_CAPTURE),
6229 ("CLOAK", OPTION_CLOAK),
6232 ("SOS", 0), # Synonym for MAYDAY
6233 ("CALL", 0), # Synonym for MAYDAY
6242 "Generate a list of legal commands."
6243 prout(_("LEGAL COMMANDS ARE:"))
6245 for (key, opt) in commands:
6246 if not opt or (opt & game.options):
6247 proutn("%-12s " % key)
6249 if emitted % 5 == 4:
6254 "Browse on-line help."
6255 key = scanner.nexttok()
6258 setwnd(prompt_window)
6259 proutn(_("Help on what command? "))
6260 key = scanner.nexttok()
6261 setwnd(message_window)
6264 cmds = [x[0] for x in commands]
6265 if scanner.token.upper() in cmds or scanner.token.upper() == "ABBREV":
6272 cmd = scanner.token.upper()
6273 for directory in docpath:
6275 fp = open(os.path.join(directory, "sst.doc"), "r")
6280 prout(_("Spock- \"Captain, that information is missing from the"))
6281 prout(_(" computer. You need to find sst.doc and put it somewhere"))
6282 proutn(_(" in these directories: %s") % ":".join(docpath))
6284 # This used to continue: "You need to find SST.DOC and put
6285 # it in the current directory."
6288 linebuf = fp.readline()
6290 prout(_("Spock- \"Captain, there is no information on that command.\""))
6293 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6294 linebuf = linebuf[3:].strip()
6295 if cmd.upper() == linebuf:
6298 prout(_("Spock- \"Captain, I've found the following information:\""))
6301 linebuf = fp.readline()
6302 if "******" in linebuf:
6308 "Command-interpretation loop."
6310 if game.irhere and game.state.date >= ALGERON and not game.isviolreported and game.iscloaked:
6311 prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
6313 game.isviolreported = True
6314 while True: # command loop
6316 while True: # get a command
6318 game.optime = game.justin = False
6320 setwnd(prompt_window)
6323 if scanner.nexttok() == "IHEOL":
6324 if game.options & OPTION_CURSES:
6327 elif scanner.token == "":
6331 setwnd(message_window)
6333 abandon_passed = False
6334 cmd = "" # Force cmd to persist after loop
6335 opt = 0 # Force opt to persist after loop
6336 for (cmd, opt) in commands:
6337 # commands after ABANDON cannot be abbreviated
6338 if cmd == "ABANDON":
6339 abandon_passed = True
6340 if cmd == scanner.token.upper() or (not abandon_passed \
6341 and cmd.startswith(scanner.token.upper())):
6346 elif opt and not (opt & game.options):
6350 if game.options & OPTION_CURSES:
6351 prout("COMMAND> %s" % cmd)
6352 if cmd == "SRSCAN": # srscan
6354 elif cmd == "STATUS": # status
6356 elif cmd == "REQUEST": # status request
6358 elif cmd == "LRSCAN": # long range scan
6359 lrscan(silent=False)
6360 elif cmd == "PHASERS": # phasers
6365 elif cmd in ("TORPEDO", "PHOTONS"): # photon torpedos
6370 elif cmd == "MOVE": # move under warp
6371 warp(wcourse=None, involuntary=False)
6372 elif cmd == "SHIELDS": # shields
6373 doshield(shraise=False)
6376 game.shldchg = False
6377 elif cmd == "DOCK": # dock at starbase
6380 attack(torps_ok=False)
6381 elif cmd == "DAMAGES": # damage reports
6383 elif cmd == "CHART": # chart
6385 elif cmd == "IMPULSE": # impulse
6387 elif cmd == "REST": # rest
6391 elif cmd == "WARP": # warp
6393 elif cmd == "SENSORS": # sensors
6395 elif cmd == "ORBIT": # orbit
6399 elif cmd == "TRANSPORT": # transport "beam"
6401 elif cmd == "MINE": # mine
6405 elif cmd == "CRYSTALS": # crystals
6409 elif cmd == "SHUTTLE": # shuttle
6413 elif cmd == "PLANETS": # Planet list
6415 elif cmd == "REPORT": # Game Report
6417 elif cmd == "COMPUTER": # use COMPUTER!
6419 elif cmd == "COMMANDS":
6421 elif cmd == "EMEXIT": # Emergency exit
6422 clrscr() # Hide screen
6423 freeze(True) # forced save
6424 raise SystemExit(1) # And quick exit
6425 elif cmd == "PROBE":
6426 probe() # Launch probe
6429 elif cmd == "ABANDON": # Abandon Ship
6431 elif cmd == "DESTRUCT": # Self Destruct
6433 elif cmd == "SAVE": # Save Game
6436 if game.skill > SKILL_GOOD:
6437 prout(_("WARNING--Saved games produce no plaques!"))
6438 elif cmd == "DEATHRAY": # Try a desparation measure
6442 elif cmd == "CAPTURE":
6444 elif cmd == "CLOAK":
6446 elif cmd == "DEBUGCMD": # What do we want for debug???
6448 elif cmd == "MAYDAY": # Call for help
6453 game.alldone = True # quit the game
6456 elif cmd == "SCORE":
6457 score() # see current score
6458 elif cmd == "CURSES":
6459 game.options |= (OPTION_CURSES | OPTION_COLOR)
6463 break # Game has ended
6464 if game.optime != 0.0:
6467 break # Events did us in
6468 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6471 if hitme and not game.justin:
6472 attack(torps_ok=True)
6475 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6486 "Emit the name of an enemy or feature."
6487 if ch == 'R': s = _("Romulan")
6488 elif ch == 'K': s = _("Klingon")
6489 elif ch == 'C': s = _("Commander")
6490 elif ch == 'S': s = _("Super-commander")
6491 elif ch == '*': s = _("Star")
6492 elif ch == 'P': s = _("Planet")
6493 elif ch == 'B': s = _("Starbase")
6494 elif ch == ' ': s = _("Black hole")
6495 elif ch == 'T': s = _("Tholian")
6496 elif ch == '#': s = _("Tholian web")
6497 elif ch == '?': s = _("Stranger")
6498 elif ch == '@': s = _("Inhabited World")
6499 else: s = "Unknown??"
6502 def crmena(loud, enemy, loctype, w):
6503 "Emit the name of an enemy and his location."
6507 buf += cramen(enemy) + _(" at ")
6508 if loctype == "quadrant":
6509 buf += _("Quadrant ")
6510 elif loctype == "sector":
6512 return buf + repr(w)
6515 "Emit our ship name."
6516 return{'E':_("Enterprise"),'F':_("Faerie Queene")}.get(game.ship,"Ship???")
6519 "Emit a line of stars"
6520 prouts("******************************************************")
6524 return -avrage*math.log(1e-7 + rnd.real())
6526 def randplace(size):
6527 "Choose a random location."
6529 w.i = rnd.integer(size)
6530 w.j = rnd.integer(size)
6540 # Get a token from the user
6543 # Fill the token quue if nothing here
6544 while not self.inqueue:
6546 if curwnd==prompt_window:
6548 setwnd(message_window)
6555 self.inqueue = sline.lstrip().split() + ["\n"]
6556 # From here on in it's all looking at the queue
6557 self.token = self.inqueue.pop(0)
6558 if self.token == "\n":
6562 self.real = float(self.token)
6563 self.type = "IHREAL"
6568 self.token = self.token.lower()
6569 self.type = "IHALPHA"
6572 def append(self, tok):
6573 self.inqueue.append(tok)
6574 def push(self, tok):
6575 self.inqueue.insert(0, tok)
6579 # Demand input for next scan
6581 self.real = self.token = None
6583 # compares s to item and returns true if it matches to the length of s
6584 return s.startswith(self.token)
6586 # Round token value to nearest integer
6587 return int(round(self.real))
6591 if self.type != "IHREAL":
6596 if self.type != "IHREAL":
6602 return "<sstcanner: token=%s, type=%s, queue=%s>" % (self.token, self.type, self.inqueue)
6605 "Yes-or-no confirmation."
6609 if scanner.token == 'y':
6611 if scanner.token == 'n':
6614 proutn(_("Please answer with \"y\" or \"n\": "))
6617 "Complain about unparseable input."
6620 prout(_("Beg your pardon, Captain?"))
6623 "Access to the internals for debugging."
6624 proutn("Reset levels? ")
6626 if game.energy < game.inenrg:
6627 game.energy = game.inenrg
6628 game.shield = game.inshld
6629 game.torps = game.intorps
6630 game.lsupres = game.inlsr
6631 proutn("Reset damage? ")
6633 for i in range(NDEVICES):
6634 if game.damage[i] > 0.0:
6635 game.damage[i] = 0.0
6636 proutn("Toggle debug flag? ")
6638 game.idebug = not game.idebug
6640 prout("Debug output ON")
6642 prout("Debug output OFF")
6643 proutn("Cause selective damage? ")
6645 for i in range(NDEVICES):
6646 proutn("Kill %s?" % device[i])
6648 key = scanner.nexttok()
6649 if key == "IHALPHA" and scanner.sees("y"):
6650 game.damage[i] = 10.0
6651 proutn("Examine/change events? ")
6656 FSNOVA: "Supernova ",
6659 FBATTAK: "Base Attack ",
6660 FCDBAS: "Base Destroy ",
6661 FSCMOVE: "SC Move ",
6662 FSCDBAS: "SC Base Destroy ",
6663 FDSPROB: "Probe Move ",
6664 FDISTR: "Distress Call ",
6665 FENSLV: "Enslavement ",
6666 FREPRO: "Klingon Build ",
6668 for i in range(1, NEVENTS):
6671 proutn("%.2f" % (scheduled(i)-game.state.date))
6672 if i in {FENSLV, FREPRO}:
6674 proutn(" in %s" % ev.quadrant)
6679 key = scanner.nexttok()
6683 elif key == "IHREAL":
6684 ev = schedule(i, scanner.real)
6685 if i in {FENSLV, FREPRO}:
6687 proutn("In quadrant- ")
6688 key = scanner.nexttok()
6689 # "IHEOL" says to leave coordinates as they are
6692 prout("Event %d canceled, no x coordinate." % (i))
6695 w.i = int(round(scanner.real))
6696 key = scanner.nexttok()
6698 prout("Event %d canceled, no y coordinate." % (i))
6701 w.j = int(round(scanner.real))
6704 proutn("Induce supernova here? ")
6706 game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
6709 if __name__ == '__main__':
6711 #global line, thing, game
6717 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6718 if os.getenv("TERM"):
6719 game.options |= OPTION_CURSES
6721 game.options |= OPTION_TTY
6722 seed = int(time.time())
6723 (options, arguments) = getopt.getopt(sys.argv[1:], "cr:s:txV")
6725 for (switch, val) in options:
6727 # pylint: disable=raise-missing-from
6729 replayfp = open(val, "r")
6731 sys.stderr.write("sst: can't open replay file %s\n" % val)
6733 # pylint: disable=raise-missing-from
6735 line = replayfp.readline().strip()
6736 (leader, __, seed) = line.split()
6737 # pylint: disable=eval-used
6739 line = replayfp.readline().strip()
6740 arguments += line.split()[2:]
6743 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6745 game.options |= OPTION_TTY
6746 game.options &=~ OPTION_CURSES
6747 elif switch == '-s':
6749 elif switch == '-t':
6750 game.options |= OPTION_TTY
6751 game.options &=~ OPTION_CURSES
6752 elif switch == '-x':
6754 elif switch == '-c': # Enable curses debugging - undocumented
6756 elif switch == '-V':
6757 print("SST2K", version)
6760 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6762 # where to save the input in case of bugs
6763 if "TMPDIR" in os.environ:
6764 tmpdir = os.environ['TMPDIR']
6768 logfp = open(os.path.join(tmpdir, "sst-input.log"), "w")
6770 sys.stderr.write("sst: warning, can't open logfile\n")
6773 logfp.write("# seed %s\n" % seed)
6774 logfp.write("# options %s\n" % " ".join(arguments))
6775 logfp.write("# SST2K version %s\n" % version)
6776 logfp.write("# recorded by %s@%s on %s\n" % \
6777 (getpass.getuser(),socket.gethostname(),time.ctime()))
6779 scanner = sstscanner()
6780 for arg in arguments:
6784 while True: # Play a game
6785 setwnd(fullscreen_window)
6791 game.alldone = False
6799 if game.tourn and game.alldone:
6800 proutn(_("Do you want your score recorded?"))
6806 proutn(_("Do you want to play again? "))
6810 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6814 except KeyboardInterrupt: