# Makefile for the SST2K project
-VERS=$(shell sed <sst.py -n -e '/version *= \"*\(.*\)\"/s//\1/p')
+VERS=$(shell sed <sst -n -e '/version *= \"*\(.*\)\"/s//\1/p')
MANDIR=/usr/share/man/man1
BINDIR=/usr/bin
DOCS = README COPYING NEWS doc/HACKING doc/sst-doc.xml doc/sst-layer.xsl doc/sst.xml
-SOURCES = sst.py Makefile replay doc/makehelp.py control $(DOCS)
+SOURCES = sst Makefile replay doc/makehelp.py control $(DOCS)
all: super-star-trek-$(VERS).tar.gz
install: sst.6
- cp sst.py $(BINDIR)
+ cp sst $(BINDIR)
gzip <sst.6 >$(MANDIR)/sst.6.gz
sst.6: doc/sst.xml
cd test; $(MAKE) --quiet
pylint:
- @pylint --score=n sst.py
+ @pylint --score=n sst
clean:
rm -f sst.6 sst.html
SST2K project news.
Repository head::
- Fix for enemy dispersion on torpedo hits.
+ Fix for enemy dispersion on torpedo hits.
+ Re-conorm to the documentation by removing the .py estension from sst.
2.7: 2021-09-20::
Ubuntu has abolished /usr/bin/python, change shebang to python3.
--- /dev/null
+#!/usr/bin/env python3
+"""
+sst.py -- Super Star Trek 2K
+
+SST2K is a Python translation of a C translation of a FORTRAN
+original dating back to 1973. Beautiful Python it is not, but it
+works. Translation by Eric S. Raymond; original game by David Matuszek
+and Paul Reynolds, with modifications by Don Smith, Tom Almy,
+Stas Sergeev, and Eric S. Raymond.
+
+See the doc/HACKING file in the distribution for designers notes and advice
+on how to modify (and how not to modify!) this code.
+"""
+from __future__ import print_function, division
+# Runs under Python 2 an Python 3. Preserve this property!
+# SPDX-License-Identifier: BSD-2-clause
+
+# 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,consider-using-f-string,consider-using-enumerate,consider-using-with,unspecified-encoding
+
+# pylint: disable=multiple-imports
+import os, sys, math, curses, time, pickle, copy, gettext, getpass
+import getopt, socket, locale
+import codecs
+
+# This import only works on Unixes. The intention is to enable
+# Ctrl-P, Ctrl-N, and friends in Cmd.
+try:
+ # pylint: disable=unused-import
+ import readline
+except ImportError:
+ pass
+
+# Prevent lossage under Python 3
+try:
+ my_input = raw_input
+except NameError:
+ my_input = input
+
+version = "2.7"
+
+docpath = (".", "doc/", "/usr/share/doc/sst/")
+
+def _(st):
+ return gettext.gettext(st)
+
+# Rolling our own LCG because Python changed its incompatibly in 3.2.
+# Thus, we need to have our own to be 2/3 polyglot, which will also
+# be helpful when we forwrard-port.
+
+class randomizer:
+ # LCG PRNG parameters tested against
+ # Knuth vol. 2. by the authors of ADVENT
+ LCG_A = 1093
+ LCG_C = 221587
+ LCG_M = 1048576
+
+ @staticmethod
+ def random():
+ old_x = game.lcg_x
+ game.lcg_x = (randomizer.LCG_A * game.lcg_x + randomizer.LCG_C) % randomizer.LCG_M
+ return old_x / randomizer.LCG_M
+
+ @staticmethod
+ def withprob(p):
+ v = randomizer.random()
+ #if logfp:
+ # logfp.write("#withprob(%.2f) -> %s\n" % (p, v < p))
+ return v < p
+
+ @staticmethod
+ def integer(*args):
+ v = randomizer.random()
+ if len(args) == 1:
+ v = int(v * args[0])
+ else:
+ v = args[0] + int(v * (args[1] - args[0]))
+ #if logfp:
+ # logfp.write("#integer%s -> %s\n" % (args, v))
+ return int(v)
+
+ @staticmethod
+ def real(*args):
+ v = randomizer.random()
+ if len(args) == 1:
+ v *= args[0] # from [0, args[0])
+ elif len(args) == 2:
+ v = args[0] + v*(args[1]-args[0]) # from [args[0], args[1])
+ #if logfp:
+ # logfp.write("#real%s -> %f\n" % (args, v))
+ return v
+
+ @staticmethod
+ def seed(n):
+ #if logfp:
+ # logfp.write("#seed(%d)\n" % n)
+ game.lcg_x = n % randomizer.LCG_M
+
+GALSIZE = 8 # Galaxy size in quadrants
+NINHAB = (GALSIZE * GALSIZE // 2) # Number of inhabited worlds
+MAXUNINHAB = 10 # Maximum uninhabited worlds
+QUADSIZE = 10 # Quadrant size in sectors
+BASEMIN = 2 # Minimum starbases
+BASEMAX = (GALSIZE * GALSIZE // 12) # Maximum starbases
+MAXKLGAME = 127 # Maximum Klingons per game
+MAXKLQUAD = 9 # Maximum Klingons per quadrant
+FULLCREW = 428 # Crew size. BSD Trek was 387, that's wrong
+FOREVER = 1e30 # Time for the indefinite future
+MAXBURST = 3 # Max # of torps you can launch in one turn
+MINCMDR = 10 # Minimum number of Klingon commanders
+DOCKFAC = 0.25 # Repair faster when docked
+PHASEFAC = 2.0 # Unclear what this is, it was in the C version
+
+ALGERON = 2311 # Date of the Treaty of Algeron
+
+
+DEFAULT = -1
+BLACK = 0
+BLUE = 1
+GREEN = 2
+CYAN = 3
+RED = 4
+MAGENTA = 5
+BROWN = 6
+LIGHTGRAY = 7
+DARKGRAY = 8
+LIGHTBLUE = 9
+LIGHTGREEN = 10
+LIGHTCYAN = 11
+LIGHTRED = 12
+LIGHTMAGENTA = 13
+YELLOW = 14
+WHITE = 15
+
+class TrekError(Exception):
+ pass
+
+class JumpOut(Exception):
+ pass
+
+class Coord:
+ def __init__(self, x=None, y=None):
+ self.i = x # Row
+ self.j = y # Column
+ def valid_quadrant(self):
+ return (self.i is not None) and (self.j is not None) and (self.i >= 0) and (self.i < GALSIZE) and (self.j >= 0) and (self.j < GALSIZE)
+ def valid_sector(self):
+ return (self.i is not None) and (self.j is not None) and (self.i >= 0) and (self.i < QUADSIZE) and (self.j >= 0) and (self.j < QUADSIZE)
+ def invalidate(self):
+ self.i = self.j = None
+ def __eq__(self, other):
+ return other is not None and self.i == other.i and self.j == other.j
+ def __ne__(self, other):
+ return other is None or self.i != other.i or self.j != other.j
+ def __add__(self, other):
+ return Coord(self.i+other.i, self.j+other.j)
+ def __sub__(self, other):
+ return Coord(self.i-other.i, self.j-other.j)
+ def __mul__(self, other):
+ return Coord(self.i*other, self.j*other)
+ def __rmul__(self, other):
+ return Coord(self.i*other, self.j*other)
+ def __div__(self, other):
+ return Coord(self.i/other, self.j/other)
+ def __truediv__(self, other):
+ return Coord(self.i/other, self.j/other)
+ def __floordiv__(self, other):
+ return Coord(self.i//other, self.j//other)
+ def __mod__(self, other):
+ return Coord(self.i % other, self.j % other)
+ def __rtruediv__(self, other):
+ return Coord(self.i/other, self.j/other)
+ def __rfloordiv__(self, other):
+ return Coord(self.i//other, self.j//other)
+ def roundtogrid(self):
+ return Coord(int(round(self.i)), int(round(self.j)))
+ def distance(self, other=None):
+ if not other:
+ other = Coord(0, 0)
+ return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
+ def bearing(self):
+ return 1.90985*math.atan2(self.j, self.i)
+ def sgn(self):
+ s = Coord()
+ if self.i == 0:
+ s.i = 0
+ elif self.i < 0:
+ s.i = -1
+ else:
+ s.i = 1
+ if self.j == 0:
+ s.j = 0
+ elif self.j < 0:
+ s.j = -1
+ else:
+ s.j = 1
+ return s
+ def quadrant(self):
+ #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
+ return self.roundtogrid() // QUADSIZE
+ def sector(self):
+ return self.roundtogrid() % QUADSIZE
+ def scatter(self):
+ s = Coord()
+ s.i = self.i + rnd.integer(-1, 2)
+ s.j = self.j + rnd.integer(-1, 2)
+ return s
+ def __str__(self):
+ if self.i is None or self.j is None:
+ return "Nowhere"
+ return "%s - %s" % (self.i+1, self.j+1)
+ __repr__ = __str__
+
+class Thingy(Coord):
+ "Do not anger the Space Thingy!"
+ def __init__(self):
+ Coord.__init__(self)
+ self.angered = False
+ def angry(self):
+ self.angered = True
+ def at(self, q):
+ return (q.i, q.j) == (self.i, self.j)
+
+class Planet:
+ def __init__(self):
+ self.name = None # string-valued if inhabited
+ self.quadrant = Coord() # quadrant located
+ self.pclass = None # could be ""M", "N", "O", or "destroyed"
+ self.crystals = "absent"# could be "mined", "present", "absent"
+ self.known = "unknown" # could be "unknown", "known", "shuttle_down"
+ self.inhabited = False # is it inhabited?
+ def __str__(self):
+ return self.name
+
+class Quadrant:
+ def __init__(self):
+ self.stars = 0
+ self.planet = None
+ self.starbase = False
+ self.klingons = 0
+ self.romulans = 0
+ self.supernova = False
+ self.charted = False
+ self.status = "secure" # Could be "secure", "distressed", "enslaved"
+ def __str__(self):
+ return "<Quadrant: %(klingons)d>" % self.__dict__
+ __repr__ = __str__
+
+class Page:
+ def __init__(self):
+ self.stars = None
+ self.starbase = False
+ self.klingons = None
+ def __repr__(self):
+ return "<%s,%s,%s>" % (self.klingons, self.starbase, self.stars)
+
+def fill2d(size, fillfun):
+ "Fill an empty list in 2D."
+ lst = []
+ for i in range(size):
+ lst.append([])
+ for j in range(size):
+ lst[i].append(fillfun(i, j))
+ return lst
+
+class Snapshot:
+ def __init__(self):
+ self.snap = False # snapshot taken
+ self.crew = 0 # crew complement
+ self.nscrem = 0 # remaining super commanders
+ self.starkl = 0 # destroyed stars
+ self.basekl = 0 # destroyed bases
+ self.nromrem = 0 # Romulans remaining
+ self.nplankl = 0 # destroyed uninhabited planets
+ self.nworldkl = 0 # destroyed inhabited planets
+ self.planets = [] # Planet information
+ self.date = 0.0 # stardate
+ self.remres = 0 # remaining resources
+ self.remtime = 0 # remaining time
+ self.baseq = [] # Base quadrant coordinates
+ self.kcmdr = [] # Commander quadrant coordinates
+ self.kscmdr = Coord() # Supercommander quadrant coordinates
+ # the galaxy
+ self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
+ # the starchart
+ self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
+ def traverse(self):
+ for i in range(GALSIZE):
+ for j in range(GALSIZE):
+ yield (i, j, self.galaxy[i][j])
+
+class Event:
+ def __init__(self):
+ self.date = None # A real number
+ self.quadrant = None # A coord structure
+
+# game options
+OPTION_ALL = 0xffffffff
+OPTION_TTY = 0x00000001 # old interface
+OPTION_CURSES = 0x00000002 # new interface
+OPTION_IOMODES = 0x00000003 # cover both interfaces
+OPTION_PLANETS = 0x00000004 # planets and mining
+OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
+OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
+OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
+OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
+OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
+OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
+OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
+OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
+OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
+OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
+OPTION_CAPTURE = 0x00002000 # Enable BSD-Trek capture (Almy, 2013).
+OPTION_CLOAK = 0x80004000 # Enable BSD-Trek capture (Almy, 2013).
+OPTION_PLAIN = 0x01000000 # user chose plain game
+OPTION_ALMY = 0x02000000 # user chose Almy variant
+OPTION_COLOR = 0x04000000 # enable color display (ESR, 2010)
+OPTION_DOTFILL = 0x08000000 # fix dotfill glitch in chart (ESR, 2019)
+
+# Define devices
+DSRSENS = 0
+DLRSENS = 1
+DPHASER = 2
+DPHOTON = 3
+DLIFSUP = 4
+DWARPEN = 5
+DIMPULS = 6
+DSHIELD = 7
+DRADIO = 8
+DSHUTTL = 9
+DCOMPTR = 10
+DNAVSYS = 11
+DTRANSP = 12
+DSHCTRL = 13
+DDRAY = 14
+DDSP = 15
+DCLOAK = 16
+NDEVICES = 17 # Number of devices
+
+SKILL_NONE = 0
+SKILL_NOVICE = 1
+SKILL_FAIR = 2
+SKILL_GOOD = 3
+SKILL_EXPERT = 4
+SKILL_EMERITUS = 5
+
+def damaged(dev):
+ return (game.damage[dev] != 0.0)
+def communicating():
+ return not damaged(DRADIO) or game.condition=="docked"
+
+# Define future events
+FSPY = 0 # Spy event happens always (no future[] entry)
+ # can cause SC to tractor beam Enterprise
+FSNOVA = 1 # Supernova
+FTBEAM = 2 # Commander tractor beams Enterprise
+FSNAP = 3 # Snapshot for time warp
+FBATTAK = 4 # Commander attacks base
+FCDBAS = 5 # Commander destroys base
+FSCMOVE = 6 # Supercommander moves (might attack base)
+FSCDBAS = 7 # Supercommander destroys base
+FDSPROB = 8 # Move deep space probe
+FDISTR = 9 # Emit distress call from an inhabited world
+FENSLV = 10 # Inhabited word is enslaved
+FREPRO = 11 # Klingons build a ship in an enslaved system
+NEVENTS = 12
+
+# Abstract out the event handling -- underlying data structures will change
+# when we implement stateful events
+def findevent(evtype):
+ return game.future[evtype]
+
+class Enemy:
+ def __init__(self, etype=None, loc=None, power=None):
+ self.type = etype
+ self.location = Coord()
+ self.kdist = None
+ self.kavgd = None
+ if loc:
+ self.move(loc)
+ self.power = power # enemy energy level
+ game.enemies.append(self)
+ def move(self, loc):
+ motion = (loc != self.location)
+ if self.location.i is not None and self.location.j is not None:
+ if motion:
+ if self.type == 'T':
+ game.quad[self.location.i][self.location.j] = '#'
+ else:
+ game.quad[self.location.i][self.location.j] = '.'
+ if loc:
+ self.location = copy.copy(loc)
+ game.quad[self.location.i][self.location.j] = self.type
+ self.kdist = self.kavgd = (game.sector - loc).distance()
+ else:
+ self.location = Coord()
+ self.kdist = self.kavgd = None
+ # Guard prevents failure on Tholian or thingy
+ if self in game.enemies:
+ game.enemies.remove(self)
+ return motion
+ def __repr__(self):
+ return "<%s,%s.%f>" % (self.type, self.location, self.power) # For debugging
+
+class Gamestate:
+ def __init__(self):
+ self.options = None # Game options
+ self.state = Snapshot() # A snapshot structure
+ self.snapsht = Snapshot() # Last snapshot taken for time-travel purposes
+ self.quad = None # contents of our quadrant
+ self.damage = [0.0] * NDEVICES # damage encountered
+ self.future = [] # future events
+ i = NEVENTS
+ while i > 0:
+ i -= 1
+ self.future.append(Event())
+ self.passwd = None # Self Destruct password
+ self.enemies = []
+ self.quadrant = None # where we are in the large
+ self.sector = None # where we are in the small
+ self.tholian = None # Tholian enemy object
+ self.base = None # position of base in current quadrant
+ self.battle = None # base coordinates being attacked
+ self.plnet = None # location of planet in quadrant
+ self.gamewon = False # Finished!
+ self.ididit = False # action taken -- allows enemy to attack
+ self.alive = False # we are alive (not killed)
+ self.justin = False # just entered quadrant
+ self.shldup = False # shields are up
+ self.shldchg = False # shield is changing (affects efficiency)
+ self.iscate = False # super commander is here
+ self.ientesc = False # attempted escape from supercommander
+ self.resting = False # rest time
+ self.icraft = False # Kirk in Galileo
+ self.landed = False # party on planet (true), on ship (false)
+ self.alldone = False # game is now finished
+ self.neutz = False # Romulan Neutral Zone
+ self.isarmed = False # probe is armed
+ self.inorbit = False # orbiting a planet
+ self.imine = False # mining
+ self.icrystl = False # dilithium crystals aboard
+ self.iseenit = False # seen base attack report
+ self.thawed = False # thawed game
+ self.condition = None # "green", "yellow", "red", "docked", "dead"
+ self.iscraft = None # "onship", "offship", "removed"
+ self.skill = SKILL_NONE # Player skill level
+ self.inkling = 0 # initial number of klingons
+ self.inbase = 0 # initial number of bases
+ self.incom = 0 # initial number of commanders
+ self.inscom = 0 # initial number of commanders
+ self.inrom = 0 # initial number of commanders
+ self.instar = 0 # initial stars
+ self.intorps = 0 # initial/max torpedoes
+ self.torps = 0 # number of torpedoes
+ self.ship = 0 # ship type -- 'E' is Enterprise
+ self.abandoned = 0 # count of crew abandoned in space
+ self.length = 0 # length of game
+ self.klhere = 0 # klingons here
+ self.casual = 0 # causalties
+ self.nhelp = 0 # calls for help
+ self.nkinks = 0 # count of energy-barrier crossings
+ self.iplnet = None # planet # in quadrant
+ self.inplan = 0 # initial planets
+ self.irhere = 0 # Romulans in quadrant
+ self.isatb = 0 # =2 if super commander is attacking base
+ self.tourn = None # tournament number
+ self.nprobes = 0 # number of probes available
+ self.inresor = 0.0 # initial resources
+ self.intime = 0.0 # initial time
+ self.inenrg = 0.0 # initial/max energy
+ self.inshld = 0.0 # initial/max shield
+ self.inlsr = 0.0 # initial life support resources
+ self.indate = 0.0 # initial date
+ self.energy = 0.0 # energy level
+ self.shield = 0.0 # shield level
+ self.warpfac = 0.0 # warp speed
+ self.lsupres = 0.0 # life support reserves
+ self.optime = 0.0 # time taken by current operation
+ self.damfac = 0.0 # damage factor
+ self.lastchart = 0.0 # time star chart was last updated
+ self.cryprob = 0.0 # probability that crystal will work
+ self.probe = None # object holding probe course info
+ self.height = 0.0 # height of orbit around planet
+ self.score = 0.0 # overall score
+ self.perdate = 0.0 # rate of kills
+ self.idebug = False # Debugging instrumentation enabled?
+ self.cdebug = False # Debugging instrumentation for curses enabled?
+ self.statekscmdr = None # No SuperCommander coordinates yet.
+ self.brigcapacity = 400 # Enterprise brig capacity
+ self.brigfree = 400 # How many klingons can we put in the brig?
+ self.kcaptured = 0 # Total Klingons captured, for scoring.
+ self.iscloaked = False # Cloaking device on?
+ self.ncviol = 0 # Algreon treaty violations
+ self.isviolreported = False # We have been warned
+ self.lcg_x = 0 # LCG generator value
+ def remkl(self):
+ return sum([q.klingons for (_i, _j, q) in list(self.state.traverse())])
+ def recompute(self):
+ # Stas thinks this should be (C expression):
+ # game.remkl() + len(game.state.kcmdr) > 0 ?
+ # game.state.remres/(game.remkl() + 4*len(game.state.kcmdr)) : 99
+ # He says the existing expression is prone to divide-by-zero errors
+ # after killing the last klingon when score is shown -- perhaps also
+ # if the only remaining klingon is SCOM.
+ self.state.remtime = self.state.remres/(self.remkl() + 4*len(self.state.kcmdr))
+ def unwon(self):
+ "Are there Klingons remaining?"
+ return self.remkl()
+
+FWON = 0
+FDEPLETE = 1
+FLIFESUP = 2
+FNRG = 3
+FBATTLE = 4
+FNEG3 = 5
+FNOVA = 6
+FSNOVAED = 7
+FABANDN = 8
+FDILITHIUM = 9
+FMATERIALIZE = 10
+FPHASER = 11
+FLOST = 12
+FMINING = 13
+FDPLANET = 14
+FPNOVA = 15
+FSSC = 16
+FSTRACTOR = 17
+FDRAY = 18
+FTRIBBLE = 19
+FHOLE = 20
+FCREW = 21
+FCLOAK = 22
+
+# Code from ai.c begins here
+
+def welcoming(iq):
+ "Would this quadrant welcome another Klingon?"
+ return iq.valid_quadrant() and \
+ not game.state.galaxy[iq.i][iq.j].supernova and \
+ game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
+
+def tryexit(enemy, look, irun):
+ "A bad guy attempts to bug out."
+ iq = Coord()
+ iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))//QUADSIZE - 1
+ iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))//QUADSIZE - 1
+ if not welcoming(iq):
+ return []
+ if enemy.type == 'R':
+ return [] # Romulans cannot escape!
+ if not irun:
+ # avoid intruding on another commander's territory
+ if enemy.type == 'C':
+ if iq in game.state.kcmdr:
+ return []
+ # refuse to leave if currently attacking starbase
+ if game.battle == game.quadrant:
+ return []
+ # don't leave if over 1000 units of energy
+ if enemy.power > 1000.0:
+ return []
+ oldloc = copy.copy(enemy.location)
+ # handle local matters related to escape
+ enemy.move(None)
+ game.klhere -= 1
+ if game.condition != "docked":
+ newcnd()
+ # Handle global matters related to escape
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
+ game.state.galaxy[iq.i][iq.j].klingons += 1
+ if enemy.type == 'S':
+ game.iscate = False
+ game.ientesc = False
+ game.isatb = 0
+ schedule(FSCMOVE, 0.2777)
+ unschedule(FSCDBAS)
+ game.state.kscmdr = iq
+ else:
+ for cmdr in game.state.kcmdr:
+ if cmdr == game.quadrant:
+ game.state.kcmdr.append(iq)
+ break
+ # report move out of quadrant.
+ return [(True, enemy, oldloc, iq)]
+
+# The bad-guy movement algorithm:
+#
+# 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
+# If both are operating full strength, force is 1000. If both are damaged,
+# force is -1000. Having shields down subtracts an additional 1000.
+#
+# 2. Enemy has forces equal to the energy of the attacker plus
+# 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
+# 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
+#
+# Attacker Initial energy levels (nominal):
+# Klingon Romulan Commander Super-Commander
+# Novice 400 700 1200
+# Fair 425 750 1250
+# Good 450 800 1300 1750
+# Expert 475 850 1350 1875
+# Emeritus 500 900 1400 2000
+# VARIANCE 75 200 200 200
+#
+# Enemy vessels only move prior to their attack. In Novice - Good games
+# only commanders move. In Expert games, all enemy vessels move if there
+# is a commander present. In Emeritus games all enemy vessels move.
+#
+# 3. If Enterprise is not docked, an aggressive action is taken if enemy
+# forces are 1000 greater than Enterprise.
+#
+# Agressive action on average cuts the distance between the ship and
+# the enemy to 1/4 the original.
+#
+# 4. At lower energy advantage, movement units are proportional to the
+# advantage with a 650 advantage being to hold ground, 800 to move forward
+# 1, 950 for two, 150 for back 4, etc. Variance of 100.
+#
+# If docked, is reduced by roughly 1.75*game.skill, generally forcing a
+# retreat, especially at high skill levels.
+#
+# 5. Motion is limited to skill level, except for SC hi-tailing it out.
+
+def movebaddy(enemy):
+ "Tactical movement for the bad guys."
+ goto = Coord()
+ look = Coord()
+ irun = False
+ # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
+ if game.skill >= SKILL_EXPERT:
+ 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)
+ else:
+ nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
+ old_dist = enemy.kdist
+ mdist = int(old_dist + 0.5) # Nearest integer distance
+ # If SC, check with spy to see if should hi-tail it
+ if enemy.type == 'S' and \
+ (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
+ irun = True
+ motion = -QUADSIZE
+ else:
+ # decide whether to advance, retreat, or hold position
+ forces = enemy.power+100.0*len(game.enemies)+400*(nbaddys-1)
+ if not game.shldup:
+ forces += 1000 # Good for enemy if shield is down!
+ if not damaged(DPHASER) or not damaged(DPHOTON):
+ if damaged(DPHASER): # phasers damaged
+ forces += 300.0
+ else:
+ forces -= 0.2*(game.energy - 2500.0)
+ if damaged(DPHOTON): # photon torpedoes damaged
+ forces += 300.0
+ else:
+ forces -= 50.0*game.torps
+ else:
+ # phasers and photon tubes both out!
+ forces += 1000.0
+ motion = 0
+ if forces <= 1000.0 and game.condition != "docked": # Typical situation
+ motion = ((forces + rnd.real(200))/150.0) - 5.0
+ else:
+ if forces > 1000.0: # Very strong -- move in for kill
+ motion = (1.0 - rnd.real())**2 * old_dist + 1.0
+ if game.condition == "docked" and (game.options & OPTION_BASE): # protected by base -- back off !
+ motion -= game.skill*(2.0-rnd.real()**2)
+ if game.idebug:
+ proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
+ # don't move if no motion
+ if motion == 0:
+ return []
+ # Limit motion according to skill
+ if abs(motion) > game.skill:
+ if motion < 0:
+ motion = -game.skill
+ else:
+ motion = game.skill
+ # calculate preferred number of steps
+ nsteps = abs(int(motion))
+ if motion > 0 and nsteps > mdist:
+ nsteps = mdist # don't overshoot
+ nsteps = min(nsteps, QUADSIZE) # This shouldn't be necessary
+ nsteps = max(nsteps, 1) # This shouldn't be necessary
+ if game.idebug:
+ proutn("NSTEPS = %d:" % nsteps)
+ # Compute preferred values of delta X and Y
+ m = game.sector - enemy.location
+ if 2.0 * abs(m.i) < abs(m.j):
+ m.i = 0
+ if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
+ m.j = 0
+ m = (motion * m).sgn()
+ goto = enemy.location
+ # main move loop
+ for ll in range(nsteps):
+ if game.idebug:
+ proutn(" %d" % (ll+1))
+ # Check if preferred position available
+ look = goto + m
+ if m.i < 0:
+ krawli = 1
+ else:
+ krawli = -1
+ if m.j < 0:
+ krawlj = 1
+ else:
+ krawlj = -1
+ success = False
+ attempts = 0 # Settle mysterious hang problem
+ while attempts < 20 and not success:
+ attempts += 1
+ if look.i < 0 or look.i >= QUADSIZE:
+ if motion < 0:
+ return tryexit(enemy, look, irun)
+ if krawli == m.i or m.j == 0:
+ break
+ look.i = goto.i + krawli
+ krawli = -krawli
+ elif look.j < 0 or look.j >= QUADSIZE:
+ if motion < 0:
+ return tryexit(enemy, look, irun)
+ if krawlj == m.j or m.i == 0:
+ break
+ look.j = goto.j + krawlj
+ krawlj = -krawlj
+ elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.':
+ # See if enemy should ram ship
+ if game.quad[look.i][look.j] == game.ship and \
+ enemy.type in ('C', 'S'):
+ collision(rammed=True, enemy=enemy)
+ return []
+ if krawli != m.i and m.j != 0:
+ look.i = goto.i + krawli
+ krawli = -krawli
+ elif krawlj != m.j and m.i != 0:
+ look.j = goto.j + krawlj
+ krawlj = -krawlj
+ else:
+ break # we have failed
+ else:
+ success = True
+ if success:
+ goto = look
+ if game.idebug:
+ proutn(repr(goto))
+ else:
+ break # done early
+ if game.idebug:
+ skip(1)
+ # Enemy moved, but is still in sector
+ return [(False, enemy, old_dist, goto)]
+
+def moveklings():
+ "Sequence Klingon tactical movement."
+ if game.idebug:
+ prout("== MOVCOM")
+ # Figure out which Klingon is the commander (or Supercommander)
+ # and do move
+ tacmoves = []
+ if game.quadrant in game.state.kcmdr:
+ for enemy in game.enemies:
+ if enemy.type == 'C':
+ tacmoves += movebaddy(enemy)
+ if game.state.kscmdr == game.quadrant:
+ for enemy in game.enemies:
+ if enemy.type == 'S':
+ tacmoves += movebaddy(enemy)
+ break
+ # If skill level is high, move other Klingons and Romulans too!
+ # Move these last so they can base their actions on what the
+ # commander(s) do.
+ if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
+ for enemy in game.enemies:
+ if enemy.type in ('K', 'R'):
+ tacmoves += movebaddy(enemy)
+ return tacmoves
+
+def movescom(iq, avoid):
+ "Supercommander movement helper."
+ # Avoid quadrants with bases if we want to avoid Enterprise
+ if not welcoming(iq) or (avoid and iq in game.state.baseq):
+ return False
+ if game.justin and not game.iscate:
+ return False
+ # do the move
+ game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
+ game.state.kscmdr = iq
+ game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
+ if game.state.kscmdr == game.quadrant:
+ # SC has scooted, remove him from current quadrant
+ game.iscate = False
+ game.isatb = 0
+ game.ientesc = False
+ unschedule(FSCDBAS)
+ for enemy in game.enemies:
+ if enemy.type == 'S':
+ enemy.move(None)
+ game.klhere -= 1
+ if game.condition != "docked":
+ newcnd()
+ sortenemies()
+ # check for a helpful planet
+ for i in range(game.inplan):
+ if game.state.planets[i].quadrant == game.state.kscmdr and \
+ game.state.planets[i].crystals == "present":
+ # destroy the planet
+ game.state.planets[i].pclass = "destroyed"
+ game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
+ if communicating():
+ announce()
+ prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
+ prout(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
+ prout(_(" by the Super-commander.\""))
+ break
+ return True # looks good!
+
+def supercommander():
+ "Move the Super Commander."
+ iq = Coord()
+ sc = Coord()
+ ibq = Coord()
+ idelta = Coord()
+ basetbl = []
+ if game.idebug:
+ prout("== SUPERCOMMANDER")
+ # Decide on being active or passive
+ 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 \
+ (game.state.date-game.indate) < 3.0)
+ if not game.iscate and avoid:
+ # compute move away from Enterprise
+ idelta = game.state.kscmdr-game.quadrant
+ if idelta.distance() > 2.0:
+ # circulate in space
+ idelta.i = game.state.kscmdr.j-game.quadrant.j
+ idelta.j = game.quadrant.i-game.state.kscmdr.i
+ else:
+ # compute distances to starbases
+ if not game.state.baseq:
+ # nothing left to do
+ unschedule(FSCMOVE)
+ return
+ sc = game.state.kscmdr
+ for (i, base) in enumerate(game.state.baseq):
+ basetbl.append((i, (base - sc).distance()))
+ if len(game.state.baseq) > 1:
+ basetbl.sort(key=lambda x: x[1])
+ # look for nearest base without a commander, no Enterprise, and
+ # without too many Klingons, and not already under attack.
+ ifindit = iwhichb = 0
+ for (i2, base) in enumerate(game.state.baseq):
+ i = basetbl[i2][0] # bug in original had it not finding nearest
+ if base == game.quadrant or base == game.battle or not welcoming(base):
+ continue
+ # if there is a commander, and no other base is appropriate,
+ # we will take the one with the commander
+ for cmdr in game.state.kcmdr:
+ if base == cmdr and ifindit != 2:
+ ifindit = 2
+ iwhichb = i
+ break
+ else: # no commander -- use this one
+ ifindit = 1
+ iwhichb = i
+ break
+ if ifindit == 0:
+ return # Nothing suitable -- wait until next time
+ ibq = game.state.baseq[iwhichb]
+ # decide how to move toward base
+ idelta = ibq - game.state.kscmdr
+ # Maximum movement is 1 quadrant in either or both axes
+ idelta = idelta.sgn()
+ # try moving in both x and y directions
+ # there was what looked like a bug in the Almy C code here,
+ # but it might be this translation is just wrong.
+ iq = game.state.kscmdr + idelta
+ if not movescom(iq, avoid):
+ # failed -- try some other maneuvers
+ if idelta.i == 0 or idelta.j == 0:
+ # attempt angle move
+ if idelta.i != 0:
+ iq.j = game.state.kscmdr.j + 1
+ if not movescom(iq, avoid):
+ iq.j = game.state.kscmdr.j - 1
+ movescom(iq, avoid)
+ elif idelta.j != 0:
+ iq.i = game.state.kscmdr.i + 1
+ if not movescom(iq, avoid):
+ iq.i = game.state.kscmdr.i - 1
+ movescom(iq, avoid)
+ else:
+ # try moving just in x or y
+ iq.j = game.state.kscmdr.j
+ if not movescom(iq, avoid):
+ iq.j = game.state.kscmdr.j + idelta.j
+ iq.i = game.state.kscmdr.i
+ movescom(iq, avoid)
+ # check for a base
+ if len(game.state.baseq) == 0:
+ unschedule(FSCMOVE)
+ else:
+ for ibq in game.state.baseq:
+ if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
+ # attack the base
+ if avoid:
+ return # no, don't attack base!
+ game.iseenit = False
+ game.isatb = 1
+ schedule(FSCDBAS, rnd.real(1.0, 3.0))
+ if is_scheduled(FCDBAS):
+ postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
+ if not communicating():
+ return # no warning
+ game.iseenit = True
+ announce()
+ prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
+ % game.state.kscmdr)
+ prout(_(" reports that it is under attack from the Klingon Super-commander."))
+ prout(_(" It can survive until stardate %d.\"") \
+ % int(scheduled(FSCDBAS)))
+ if not game.resting:
+ return
+ prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
+ if not ja():
+ return
+ game.resting = False
+ game.optime = 0.0 # actually finished
+ return
+ # Check for intelligence report
+ if not game.idebug and \
+ (rnd.withprob(0.8) or \
+ (not communicating()) or \
+ not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
+ return
+ announce()
+ prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
+ prout(_(" the Super-commander is in Quadrant %s.") % game.state.kscmdr)
+ return
+
+def movetholian():
+ "Move the Tholian."
+ if not game.tholian or game.justin:
+ return
+ tid = Coord()
+ if game.tholian.location.i == 0 and game.tholian.location.j == 0:
+ tid.i = 0
+ tid.j = QUADSIZE-1
+ elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
+ tid.i = QUADSIZE-1
+ tid.j = QUADSIZE-1
+ elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1:
+ tid.i = QUADSIZE-1
+ tid.j = 0
+ elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0:
+ tid.i = 0
+ tid.j = 0
+ else:
+ # something is wrong!
+ game.tholian.move(None)
+ prout("***Internal error: Tholian in a bad spot.")
+ return
+ # do nothing if we are blocked
+ if game.quad[tid.i][tid.j] not in ('.', '#'):
+ return
+ here = copy.copy(game.tholian.location)
+ delta = (tid - game.tholian.location).sgn()
+ # move in x axis
+ while here.i != tid.i:
+ here.i += delta.i
+ if game.quad[here.i][here.j] == '.':
+ game.tholian.move(here)
+ # move in y axis
+ while here.j != tid.j:
+ here.j += delta.j
+ if game.quad[here.i][here.j] == '.':
+ game.tholian.move(here)
+ # check to see if all holes plugged
+ for i in range(QUADSIZE):
+ if game.quad[0][i] != '#' and game.quad[0][i] != 'T':
+ return
+ if game.quad[QUADSIZE-1][i] != '#' and game.quad[QUADSIZE-1][i] != 'T':
+ return
+ if game.quad[i][0] != '#' and game.quad[i][0] != 'T':
+ return
+ if game.quad[i][QUADSIZE-1] != '#' and game.quad[i][QUADSIZE-1] != 'T':
+ return
+ # All plugged up -- Tholian splits
+ game.quad[game.tholian.location.i][game.tholian.location.j] = '#'
+ dropin(' ')
+ prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web."))
+ game.tholian.move(None)
+ return
+
+# Code from battle.c begins here
+
+def cloak():
+ "Change cloaking-device status."
+ if game.ship == 'F':
+ prout(_("Ye Faerie Queene hath no cloaking device."))
+ return
+
+ key = scanner.nexttok()
+
+ if key == "IHREAL":
+ huh()
+ return
+
+ action = None
+ if key == "IHALPHA":
+ if scanner.sees("on"):
+ if game.iscloaked:
+ prout(_("The cloaking device has already been switched on."))
+ return
+ action = "CLON"
+ elif scanner.sees("off"):
+ if not game.iscloaked:
+ prout(_("The cloaking device has already been switched off."))
+ return
+ action = "CLOFF"
+ else:
+ huh()
+ return
+ else:
+ if not game.iscloaked:
+ proutn(_("Switch cloaking device on? "))
+ if not ja():
+ return
+ action = "CLON"
+ else:
+ proutn(_("Switch cloaking device off? "))
+ if not ja():
+ return
+ action = "CLOFF"
+ if action is None:
+ return
+
+ if action == "CLOFF":
+ if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
+ prout(_("Spock- \"Captain, the Treaty of Algeron is in effect.\n Are you sure this is wise?\""))
+ if not ja():
+ return
+ prout("Engineer Scott- \"Aye, Sir.\"")
+ game.iscloaked = False
+ if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
+ prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
+ game.ncviol += 1
+ game.isviolreported = True
+
+ #if (neutz and game.state.date >= ALGERON) finish(FCLOAK);
+ return
+
+ if action == "CLON":
+ if damaged(DCLOAK):
+ prout(_("Engineer Scott- \"The cloaking device is damaged, Sir.\""))
+ return
+
+ if game.condition == "docked":
+ prout(_("You cannot cloak while docked."))
+
+ if game.state.date >= ALGERON and not game.isviolreported:
+ prout(_("Spock- \"Captain, using the cloaking device is a violation"))
+ prout(_(" of the Treaty of Algeron. Considering the alternatives,"))
+ proutn(_(" are you sure this is wise? "))
+ if not ja():
+ return
+ prout(_("Engineer Scott- \"Cloaking device has engaging, Sir...\""))
+ attack(True)
+ prout(_("Engineer Scott- \"Cloaking device has engaged, Sir.\""))
+ game.iscloaked = True
+
+ if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
+ prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
+ game.ncviol += 1
+ game.isviolreported = True
+
+def doshield(shraise):
+ "Change shield status."
+ action = "NONE"
+ game.ididit = False
+ if shraise:
+ action = "SHUP"
+ else:
+ key = scanner.nexttok()
+ if key == "IHALPHA":
+ if scanner.sees("transfer"):
+ action = "NRG"
+ else:
+ if damaged(DSHIELD):
+ prout(_("Shields damaged and down."))
+ return
+ if scanner.sees("up"):
+ action = "SHUP"
+ elif scanner.sees("down"):
+ action = "SHDN"
+ if action == "NONE":
+ proutn(_("Do you wish to change shield energy? "))
+ if ja():
+ action = "NRG"
+ elif damaged(DSHIELD):
+ prout(_("Shields damaged and down."))
+ return
+ elif game.shldup:
+ proutn(_("Shields are up. Do you want them down? "))
+ if ja():
+ action = "SHDN"
+ else:
+ scanner.chew()
+ return
+ else:
+ proutn(_("Shields are down. Do you want them up? "))
+ if ja():
+ action = "SHUP"
+ else:
+ scanner.chew()
+ return
+ if action == "SHUP": # raise shields
+ if game.shldup:
+ prout(_("Shields already up."))
+ return
+ game.shldup = True
+ game.shldchg = True
+ if game.condition != "docked":
+ game.energy -= 50.0
+ prout(_("Shields raised."))
+ if game.energy <= 0:
+ skip(1)
+ prout(_("Shields raising uses up last of energy."))
+ finish(FNRG)
+ return
+ game.ididit = True
+ return
+ elif action == "SHDN":
+ if not game.shldup:
+ prout(_("Shields already down."))
+ return
+ game.shldup = False
+ game.shldchg = True
+ prout(_("Shields lowered."))
+ game.ididit = True
+ return
+ elif action == "NRG":
+ while scanner.nexttok() != "IHREAL":
+ scanner.chew()
+ proutn(_("Energy to transfer to shields- "))
+ nrg = scanner.real
+ scanner.chew()
+ if nrg == 0:
+ return
+ if nrg > game.energy:
+ prout(_("Insufficient ship energy."))
+ return
+ game.ididit = True
+ if game.shield+nrg >= game.inshld:
+ prout(_("Shield energy maximized."))
+ if game.shield+nrg > game.inshld:
+ prout(_("Excess energy requested returned to ship energy"))
+ game.energy -= game.inshld-game.shield
+ game.shield = game.inshld
+ return
+ if nrg < 0.0 and game.energy-nrg > game.inenrg:
+ # Prevent shield drain loophole
+ skip(1)
+ prout(_("Engineering to bridge--"))
+ prout(_(" Scott here. Power circuit problem, Captain."))
+ prout(_(" I can't drain the shields."))
+ game.ididit = False
+ return
+ if game.shield+nrg < 0:
+ prout(_("All shield energy transferred to ship."))
+ game.energy += game.shield
+ game.shield = 0.0
+ return
+ proutn(_("Scotty- \""))
+ if nrg > 0:
+ prout(_("Transferring energy to shields.\""))
+ else:
+ prout(_("Draining energy from shields.\""))
+ game.shield += nrg
+ game.energy -= nrg
+ return
+
+def randdevice():
+ "Choose a device to damage, at random."
+ weights = (
+ 105, # DSRSENS: short range scanners 10.5%
+ 105, # DLRSENS: long range scanners 10.5%
+ 120, # DPHASER: phasers 12.0%
+ 120, # DPHOTON: photon torpedoes 12.0%
+ 25, # DLIFSUP: life support 2.5%
+ 65, # DWARPEN: warp drive 6.5%
+ 70, # DIMPULS: impulse engines 6.5%
+ 135, # DSHIELD: deflector shields 13.5%
+ 30, # DRADIO: subspace radio 3.0%
+ 45, # DSHUTTL: shuttle 4.5%
+ 15, # DCOMPTR: computer 1.5%
+ 20, # NAVCOMP: navigation system 2.0%
+ 75, # DTRANSP: transporter 7.5%
+ 20, # DSHCTRL: high-speed shield controller 2.0%
+ 10, # DDRAY: death ray 1.0%
+ 30, # DDSP: deep-space probes 3.0%
+ 10, # DCLOAK: the cloaking device 1.0
+ )
+ assert(sum(weights) == 1000)
+ idx = rnd.integer(1000)
+ wsum = 0
+ for (i, w) in enumerate(weights):
+ wsum += w
+ if idx < wsum:
+ return i
+ return None # we should never get here
+
+def collision(rammed, enemy):
+ "Collision handling for rammong events."
+ prouts(_("***RED ALERT! RED ALERT!"))
+ skip(1)
+ prout(_("***COLLISION IMMINENT."))
+ skip(2)
+ proutn("***")
+ proutn(crmshp())
+ hardness = {'R':1.5, 'C':2.0, 'S':2.5, 'T':0.5, '?':4.0}.get(enemy.type, 1.0)
+ if rammed:
+ proutn(_(" rammed by "))
+ else:
+ proutn(_(" rams "))
+ proutn(crmena(False, enemy.type, "sector", enemy.location))
+ if rammed:
+ proutn(_(" (original position)"))
+ skip(1)
+ deadkl(enemy.location, enemy.type, game.sector)
+ proutn("***" + crmshp() + " heavily damaged.")
+ icas = rnd.integer(10, 30)
+ prout(_("***Sickbay reports %d casualties") % icas)
+ game.casual += icas
+ game.state.crew -= icas
+ # In the pre-SST2K version, all devices got equiprobably damaged,
+ # which was silly. Instead, pick up to half the devices at
+ # random according to our weighting table,
+ ncrits = rnd.integer(NDEVICES//2)
+ while ncrits > 0:
+ ncrits -= 1
+ dev = randdevice()
+ if game.damage[dev] < 0:
+ continue
+ extradm = (10.0*hardness*rnd.real()+1.0)*game.damfac
+ # Damage for at least time of travel!
+ game.damage[dev] += game.optime + extradm
+ game.shldup = False
+ prout(_("***Shields are down."))
+ if game.unwon():
+ announce()
+ damagereport()
+ else:
+ finish(FWON)
+
+def torpedo(origin, bearing, dispersion, number, nburst):
+ "Let a photon torpedo fly"
+ if not damaged(DSRSENS) or game.condition == "docked":
+ setwnd(srscan_window)
+ else:
+ setwnd(message_window)
+ ac = bearing + 0.25*dispersion # dispersion is a random variable
+ bullseye = (15.0 - bearing)*0.5235988
+ track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
+ bumpto = Coord(0, 0)
+ # Loop to move a single torpedo
+ setwnd(message_window)
+ for step in range(1, QUADSIZE*2):
+ if not track.nexttok():
+ break
+ w = track.sector()
+ if not w.valid_sector():
+ break
+ iquad = game.quad[w.i][w.j]
+ tracktorpedo(w, step, number, nburst, iquad)
+ if iquad == '.':
+ continue
+ # hit something
+ setwnd(message_window)
+ if not damaged(DSRSENS) or game.condition == "docked":
+ skip(1) # start new line after text track
+ if iquad in ('E', 'F'): # Hit our ship
+ skip(1)
+ prout(_("Torpedo hits %s.") % crmshp())
+ hit = 700.0 + rnd.real(100) - \
+ 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
+ newcnd() # we're blown out of dock
+ if game.landed or game.condition == "docked":
+ return hit # Cheat if on a planet
+ # In the C/FORTRAN version, dispersion was 2.5 radians, which
+ # is 143 degrees, which is almost exactly 4.8 clockface units
+ displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5)
+ displacement.nexttok()
+ bumpto = displacement.sector()
+ if not bumpto.valid_sector():
+ return hit
+ if game.quad[bumpto.i][bumpto.j] == ' ':
+ finish(FHOLE)
+ return hit
+ if game.quad[bumpto.i][bumpto.j] != '.':
+ # can't move into object
+ return hit
+ game.sector = bumpto
+ proutn(crmshp())
+ game.quad[w.i][w.j] = '.'
+ game.quad[bumpto.i][bumpto.j] = iquad
+ prout(_(" displaced by blast to Sector %s ") % bumpto)
+ for enemy in game.enemies:
+ enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
+ sortenemies()
+ return None
+ elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
+ # find the enemy
+ if iquad in ('C', 'S') and rnd.withprob(0.05):
+ prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
+ prout(_(" torpedo neutralized."))
+ return None
+ for enemy in game.enemies:
+ if w == enemy.location:
+ kp = math.fabs(enemy.power)
+ h1 = 700.0 + rnd.integer(100) - \
+ 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
+ h1 = math.fabs(h1)
+ if kp < h1:
+ h1 = kp
+ if enemy.power < 0:
+ enemy.power -= -h1
+ else:
+ enemy.power -= h1
+ if enemy.power == 0:
+ deadkl(w, iquad, w)
+ return None
+ proutn(crmena(True, iquad, "sector", w))
+ displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5, origin=w)
+ displacement.nexttok()
+ bumpto = displacement.sector()
+ if game.quad[bumpto.i][bumpto.j] == ' ':
+ prout(_(" buffeted into black hole."))
+ deadkl(w, iquad, bumpto)
+ return None
+ if not bumpto.valid_sector():
+ prout(_(" damaged but not destroyed."))
+ return None
+ if game.quad[bumpto.i][bumpto.j] != '.':
+ prout(_(" damaged but not destroyed."))
+ else:
+ prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
+ enemy.location = bumpto
+ game.quad[w.i][w.j] = '.'
+ game.quad[bumpto.i][bumpto.j] = iquad
+ for tenemy in game.enemies:
+ tenemy.kdist = tenemy.kavgd = (game.sector-tenemy.location).distance()
+ sortenemies()
+ break
+ else:
+ prout("Internal error, no enemy where expected!")
+ raise SystemExit(1)
+ return None
+ elif iquad == 'B': # Hit a base
+ skip(1)
+ prout(_("***STARBASE DESTROYED.."))
+ game.state.baseq = [x for x in game.state.baseq if x != game.quadrant]
+ game.quad[w.i][w.j] = '.'
+ game.base.invalidate()
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
+ game.state.chart[game.quadrant.i][game.quadrant.j].starbase = False
+ game.state.basekl += 1
+ newcnd()
+ return None
+ elif iquad == 'P': # Hit a planet
+ prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
+ game.state.nplankl += 1
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
+ game.iplnet.pclass = "destroyed"
+ game.iplnet = None
+ game.plnet.invalidate()
+ game.quad[w.i][w.j] = '.'
+ if game.landed:
+ # captain perishes on planet
+ finish(FDPLANET)
+ return None
+ elif iquad == '@': # Hit an inhabited world -- very bad!
+ prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
+ game.state.nworldkl += 1
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
+ game.iplnet.pclass = "destroyed"
+ game.iplnet = None
+ game.plnet.invalidate()
+ game.quad[w.i][w.j] = '.'
+ if game.landed:
+ # captain perishes on planet
+ finish(FDPLANET)
+ prout(_("The torpedo destroyed an inhabited planet."))
+ return None
+ elif iquad == '*': # Hit a star
+ if rnd.withprob(0.9):
+ nova(w)
+ else:
+ prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast."))
+ return None
+ elif iquad == '?': # Hit a thingy
+ if not (game.options & OPTION_THINGY) or rnd.withprob(0.3):
+ skip(1)
+ prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
+ skip(1)
+ prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
+ skip(1)
+ proutn(_("Mr. Spock-"))
+ prouts(_(" \"Fascinating!\""))
+ skip(1)
+ deadkl(w, iquad, w)
+ else:
+ # Stas Sergeev added the possibility that
+ # you can shove the Thingy and piss it off.
+ # It then becomes an enemy and may fire at you.
+ thing.angry()
+ return None
+ elif iquad == ' ': # Black hole
+ skip(1)
+ prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo."))
+ return None
+ elif iquad == '#': # hit the web
+ skip(1)
+ prout(_("***Torpedo absorbed by Tholian web."))
+ return None
+ elif iquad == 'T': # Hit a Tholian
+ h1 = 700.0 + rnd.integer(100) - \
+ 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
+ h1 = math.fabs(h1)
+ if h1 >= 600:
+ game.quad[w.i][w.j] = '.'
+ deadkl(w, iquad, w)
+ game.tholian = None
+ return None
+ skip(1)
+ proutn(crmena(True, 'T', "sector", w))
+ if rnd.withprob(0.05):
+ prout(_(" survives photon blast."))
+ return None
+ prout(_(" disappears."))
+ game.tholian.move(None)
+ game.quad[w.i][w.j] = '#'
+ dropin(' ')
+ return None
+ else: # Problem!
+ skip(1)
+ proutn("Don't know how to handle torpedo collision with ")
+ proutn(crmena(True, iquad, "sector", w))
+ skip(1)
+ return None
+ break
+ skip(1)
+ setwnd(message_window)
+ prout(_("Torpedo missed."))
+ return None
+
+def fry(hit):
+ "Critical-hit resolution."
+ if hit < (275.0-25.0*game.skill)*rnd.real(1.0, 1.5):
+ return
+ ncrit = int(1.0 + hit/(500.0+rnd.real(100)))
+ proutn(_("***CRITICAL HIT--"))
+ # Select devices and cause damage
+ cdam = []
+ while ncrit > 0:
+ while True:
+ j = randdevice()
+ # Cheat to prevent shuttle damage unless on ship
+ if not (game.damage[j]<0.0 or (j == DSHUTTL and game.iscraft != "onship") or (j == DCLOAK and game.ship != 'E' or j == DDRAY)):
+ break
+ cdam.append(j)
+ extradm = (hit*game.damfac)/(ncrit*rnd.real(75, 100))
+ game.damage[j] += extradm
+ ncrit -= 1
+ skipcount = 0
+ for (i, j) in enumerate(cdam):
+ proutn(device[j])
+ if skipcount % 3 == 2 and i < len(cdam)-1:
+ skip(1)
+ skipcount += 1
+ if i < len(cdam)-1:
+ proutn(_(" and "))
+ prout(_(" damaged."))
+ if damaged(DSHIELD) and game.shldup:
+ prout(_("***Shields knocked down."))
+ game.shldup = False
+ if damaged(DCLOAK) and game.iscloaked:
+ prout(_("***Cloaking device rendered inoperative."))
+ game.iscloaked = False
+
+def attack(torps_ok):
+ # bad guy attacks us
+ # torps_ok == False forces use of phasers in an attack
+ if game.iscloaked:
+ return
+ # game could be over at this point, check
+ if game.alldone:
+ return
+ attempt = False
+ ihurt = False
+ hitmax = 0.0
+ hittot = 0.0
+ chgfac = 1.0
+ where = "neither"
+ if game.idebug:
+ prout("=== ATTACK!")
+ # Tholian gets to move before attacking
+ if game.tholian:
+ movetholian()
+ # if you have just entered the RNZ, you'll get a warning
+ if game.neutz: # The one chance not to be attacked
+ game.neutz = False
+ return
+ # commanders get a chance to tac-move towards you
+ 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:
+ for (bugout, enemy, old, goto) in moveklings():
+ if bugout:
+ # we know about this if either short or long range
+ # sensors are working
+ if damaged(DSRSENS) and damaged(DLRSENS) \
+ and game.condition != "docked":
+ prout(crmena(True, enemy.type, "sector", old) + \
+ (_(" escapes to Quadrant %s (and regains strength).") % goto))
+ else: # Enemy still in-sector
+ if enemy.move(goto):
+ if not damaged(DSRSENS) or game.condition == "docked":
+ proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
+ if enemy.kdist < old:
+ proutn(_(" advances to "))
+ else:
+ proutn(_(" retreats to "))
+ prout("Sector %s." % goto)
+ sortenemies()
+ # if no enemies remain after movement, we're done
+ if len(game.enemies) == 0 or (len(game.enemies) == 1 and thing.at(game.quadrant) and not thing.angered):
+ return
+ # set up partial hits if attack happens during shield status change
+ pfac = 1.0/game.inshld
+ if game.shldchg:
+ chgfac = 0.25 + rnd.real(0.5)
+ skip(1)
+ # message verbosity control
+ if game.skill <= SKILL_FAIR:
+ where = "sector"
+ for enemy in game.enemies:
+ if enemy.power < 0:
+ continue # too weak to attack
+ # compute hit strength and diminish shield power
+ r = rnd.real()
+ # Increase chance of photon torpedos if docked or enemy energy is low
+ if game.condition == "docked":
+ r *= 0.25
+ if enemy.power < 500:
+ r *= 0.25
+ if enemy.type == 'T' or (enemy.type == '?' and not thing.angered):
+ continue
+ # different enemies have different probabilities of throwing a torp
+ usephasers = not torps_ok or \
+ (enemy.type == 'K' and r > 0.0005) or \
+ (enemy.type == 'C' and r > 0.015) or \
+ (enemy.type == 'R' and r > 0.3) or \
+ (enemy.type == 'S' and r > 0.07) or \
+ (enemy.type == '?' and r > 0.05)
+ if usephasers: # Enemy uses phasers
+ if game.condition == "docked":
+ continue # Don't waste the effort!
+ attempt = True # Attempt to attack
+ dustfac = rnd.real(0.8, 0.85)
+ hit = enemy.power*math.pow(dustfac, enemy.kavgd)
+ enemy.power *= 0.75
+ else: # Enemy uses photon torpedo
+ # We should be able to make the bearing() method work here
+ pcourse = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i)
+ hit = 0
+ proutn(_("***TORPEDO INCOMING"))
+ if not damaged(DSRSENS):
+ proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location))
+ attempt = True
+ prout(" ")
+ dispersion = (rnd.real()+rnd.real())*0.5 - 0.5
+ dispersion += 0.002*enemy.power*dispersion
+ hit = torpedo(enemy.location, pcourse, dispersion, number=1, nburst=1)
+ if game.unwon() == 0:
+ finish(FWON) # Klingons did themselves in!
+ if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
+ return # Supernova or finished
+ if hit is None:
+ continue
+ # incoming phaser or torpedo, shields may dissipate it
+ if game.shldup or game.shldchg or game.condition == "docked":
+ # shields will take hits
+ propor = pfac * game.shield
+ if game.condition == "docked":
+ propor *= 2.1
+ propor = max(propor, 0.1)
+ hitsh = propor*chgfac*hit+1.0
+ absorb = 0.8*hitsh
+ if absorb > game.shield:
+ absorb = game.shield
+ game.shield -= absorb
+ hit -= hitsh
+ # taking a hit blasts us out of a starbase dock
+ if game.condition == "docked":
+ dock(False)
+ # but the shields may take care of it
+ if propor > 0.1 and hit < 0.005*game.energy:
+ continue
+ # hit from this opponent got through shields, so take damage
+ ihurt = True
+ proutn(_("%d unit hit") % int(hit))
+ if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
+ proutn(_(" on the ") + crmshp())
+ if not damaged(DSRSENS) and usephasers:
+ prout(_(" from ") + crmena(False, enemy.type, where, enemy.location))
+ skip(1)
+ # Decide if hit is critical
+ if hit > hitmax:
+ hitmax = hit
+ hittot += hit
+ fry(hit)
+ game.energy -= hit
+ if game.energy <= 0:
+ # Returning home upon your shield, not with it...
+ finish(FBATTLE)
+ return
+ if not attempt and game.condition == "docked":
+ prout(_("***Enemies decide against attacking your ship."))
+ percent = 100.0*pfac*game.shield+0.5
+ if not ihurt:
+ # Shields fully protect ship
+ proutn(_("Enemy attack reduces shield strength to "))
+ else:
+ # Emit message if starship suffered hit(s)
+ skip(1)
+ proutn(_("Energy left %2d shields ") % int(game.energy))
+ if game.shldup:
+ proutn(_("up "))
+ elif not damaged(DSHIELD):
+ proutn(_("down "))
+ else:
+ proutn(_("damaged, "))
+ prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
+ # Check if anyone was hurt
+ if hitmax >= 200 or hittot >= 500:
+ icas = rnd.integer(int(hittot * 0.015))
+ if icas >= 2:
+ skip(1)
+ prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
+ prout(_(" in that last attack.\""))
+ game.casual += icas
+ game.state.crew -= icas
+ # After attack, reset average distance to enemies
+ for enemy in game.enemies:
+ enemy.kavgd = enemy.kdist
+ sortenemies()
+ return
+
+def deadkl(w, etype, mv):
+ "Kill a Klingon, Tholian, Romulan, or Thingy."
+ # Added mv to allow enemy to "move" before dying
+ proutn(crmena(True, etype, "sector", mv))
+ # Decide what kind of enemy it is and update appropriately
+ if etype == 'R':
+ # Chalk up a Romulan
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
+ game.irhere -= 1
+ game.state.nromrem -= 1
+ elif etype == 'T':
+ # Killed a Tholian
+ game.tholian = None
+ elif etype == '?':
+ # Killed a Thingy
+ global thing
+ thing = None
+ else:
+ # Killed some type of Klingon
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
+ game.klhere -= 1
+ if etype == 'C':
+ game.state.kcmdr.remove(game.quadrant)
+ unschedule(FTBEAM)
+ if game.state.kcmdr:
+ schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
+ if is_scheduled(FCDBAS) and game.battle == game.quadrant:
+ unschedule(FCDBAS)
+ elif etype == 'K':
+ pass
+ elif etype == 'S':
+ game.state.nscrem -= 1
+ game.state.kscmdr.invalidate()
+ game.isatb = 0
+ game.iscate = False
+ unschedule(FSCMOVE)
+ unschedule(FSCDBAS)
+ # For each kind of enemy, finish message to player
+ prout(_(" destroyed."))
+ if game.unwon() == 0:
+ return
+ game.recompute()
+ # Remove enemy ship from arrays describing local conditions
+ for e in game.enemies:
+ if e.location == w:
+ e.move(None)
+ break
+ return
+
+def targetcheck(w):
+ "Return None if target is invalid, otherwise return a course angle."
+ if not w.valid_sector():
+ huh()
+ return None
+ delta = Coord()
+ # C code this was translated from is wacky -- why the sign reversal?
+ delta.j = (w.j - game.sector.j)
+ delta.i = (game.sector.i - w.i)
+ if delta == Coord(0, 0):
+ skip(1)
+ prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
+ prout(_(" I recommend an immediate review of"))
+ prout(_(" the Captain's psychological profile.\""))
+ scanner.chew()
+ return None
+ return delta.bearing()
+
+def torps():
+ "Launch photon torpedo salvo."
+ tcourse = []
+ game.ididit = False
+ if damaged(DPHOTON):
+ prout(_("Photon tubes damaged."))
+ scanner.chew()
+ return
+ if game.torps == 0:
+ prout(_("No torpedoes left."))
+ scanner.chew()
+ return
+ # First, get torpedo count
+ while True:
+ scanner.nexttok()
+ if scanner.token == "IHALPHA":
+ huh()
+ return
+ elif scanner.token == "IHEOL" or not scanner.waiting():
+ prout(_("%d torpedoes left.") % game.torps)
+ scanner.chew()
+ proutn(_("Number of torpedoes to fire- "))
+ continue # Go back around to get a number
+ else: # key == "IHREAL"
+ try:
+ n = scanner.int()
+ except TypeError:
+ huh()
+ return
+ if n <= 0: # abort command
+ scanner.chew()
+ return
+ if n > MAXBURST:
+ scanner.chew()
+ prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
+ return
+ if n > game.torps:
+ scanner.chew() # User requested more torps than available
+ continue # Go back around
+ break # All is good, go to next stage
+ # Next, get targets
+ target = []
+ for i in range(n):
+ key = scanner.nexttok()
+ if i == 0 and key == "IHEOL":
+ break # no coordinate waiting, we will try prompting
+ if i == 1 and key == "IHEOL":
+ # direct all torpedoes at one target
+ while i < n:
+ target.append(target[0])
+ tcourse.append(tcourse[0])
+ i += 1
+ break
+ scanner.push(scanner.token)
+ target.append(scanner.getcoord())
+ if target[-1] is None:
+ return
+ tcourse.append(targetcheck(target[-1]))
+ if tcourse[-1] is None:
+ return
+ scanner.chew()
+ if len(target) == 0:
+ # prompt for each one
+ for i in range(n):
+ proutn(_("Target sector for torpedo number %d- ") % (i+1))
+ scanner.chew()
+ target.append(scanner.getcoord())
+ if target[-1] is None:
+ return
+ tcourse.append(targetcheck(target[-1]))
+ if tcourse[-1] is None:
+ return
+ game.ididit = True
+ # Loop for moving <n> torpedoes
+ for i in range(n):
+ if game.condition != "docked":
+ game.torps -= 1
+ dispersion = (rnd.real()+rnd.real())*0.5 -0.5
+ if math.fabs(dispersion) >= 0.47:
+ # misfire!
+ dispersion *= rnd.real(1.2, 2.2)
+ if n > 0:
+ prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
+ else:
+ prouts(_("***TORPEDO MISFIRES."))
+ skip(1)
+ if i < n:
+ prout(_(" Remainder of burst aborted."))
+ if rnd.withprob(0.2):
+ prout(_("***Photon tubes damaged by misfire."))
+ game.damage[DPHOTON] = game.damfac * rnd.real(1.0, 3.0)
+ break
+ if game.iscloaked:
+ dispersion *= 1.2
+ elif game.shldup or game.condition == "docked":
+ dispersion *= 1.0 + 0.0001*game.shield
+ torpedo(game.sector, tcourse[i], dispersion, number=i, nburst=n)
+ if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
+ return
+ if game.unwon()<=0:
+ finish(FWON)
+
+def overheat(rpow):
+ "Check for phasers overheating."
+ if rpow > 1500:
+ checkburn = (rpow-1500.0)*0.00038
+ if rnd.withprob(checkburn):
+ prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
+ game.damage[DPHASER] = game.damfac* rnd.real(1.0, 2.0) * (1.0+checkburn)
+
+def checkshctrl(rpow):
+ "Check shield control."
+ skip(1)
+ if rnd.withprob(0.998):
+ prout(_("Shields lowered."))
+ return False
+ # Something bad has happened
+ prouts(_("***RED ALERT! RED ALERT!"))
+ skip(2)
+ hit = rpow*game.shield/game.inshld
+ game.energy -= rpow+hit*0.8
+ game.shield -= hit*0.2
+ if game.energy <= 0.0:
+ prouts(_("Sulu- \"Captain! Shield malf***********************\""))
+ skip(1)
+ stars()
+ finish(FPHASER)
+ return True
+ prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
+ skip(2)
+ prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
+ icas = rnd.integer(int(hit*0.012))
+ skip(1)
+ fry(0.8*hit)
+ if icas:
+ skip(1)
+ prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
+ prout(_(" %d casualties so far.\"") % icas)
+ game.casual += icas
+ game.state.crew -= icas
+ skip(1)
+ prout(_("Phaser energy dispersed by shields."))
+ prout(_("Enemy unaffected."))
+ overheat(rpow)
+ return True
+
+def hittem(hits):
+ "Register a phaser hit on Klingons and Romulans."
+ w = Coord()
+ skip(1)
+ kk = 0
+ for wham in hits:
+ if wham == 0:
+ continue
+ dustfac = rnd.real(0.9, 1.0)
+ hit = wham*math.pow(dustfac, game.enemies[kk].kdist)
+ kpini = game.enemies[kk].power
+ kp = math.fabs(kpini)
+ if PHASEFAC*hit < kp:
+ kp = PHASEFAC*hit
+ if game.enemies[kk].power < 0:
+ game.enemies[kk].power -= -kp
+ else:
+ game.enemies[kk].power -= kp
+ kpow = game.enemies[kk].power
+ w = game.enemies[kk].location
+ if hit > 0.005:
+ if not damaged(DSRSENS):
+ boom(w)
+ proutn(_("%d unit hit on ") % int(hit))
+ else:
+ proutn(_("Very small hit on "))
+ ienm = game.quad[w.i][w.j]
+ if ienm == '?':
+ thing.angry()
+ proutn(crmena(False, ienm, "sector", w))
+ skip(1)
+ if kpow == 0:
+ deadkl(w, ienm, w)
+ if game.unwon()==0:
+ finish(FWON)
+ if game.alldone:
+ return
+ continue
+ else: # decide whether or not to emasculate klingon
+ # pylint: disable=chained-comparison
+ if kpow > 0 and rnd.withprob(0.9) and kpow <= rnd.real(0.4, 0.8)*kpini:
+ prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
+ prout(_(" has just lost its firepower.\""))
+ game.enemies[kk].power = -kpow
+ kk += 1
+ return
+
+def phasers():
+ "Fire phasers at bad guys."
+ hits = []
+ kz = 0
+ k = 1
+ irec = 0 # Cheating inhibitor
+ ifast = False
+ no = False
+ itarg = True
+ msgflag = True
+ rpow = 0.0
+ automode = "NOTSET"
+ key = ""
+ skip(1)
+ # SR sensors and Computer are needed for automode
+ if damaged(DSRSENS) or damaged(DCOMPTR):
+ itarg = False
+ if game.condition == "docked":
+ prout(_("Phasers can't be fired through base shields."))
+ scanner.chew()
+ return
+ if damaged(DPHASER):
+ prout(_("Phaser control damaged."))
+ scanner.chew()
+ return
+ if game.shldup:
+ if damaged(DSHCTRL):
+ prout(_("High speed shield control damaged."))
+ scanner.chew()
+ return
+ if game.energy <= 200.0:
+ prout(_("Insufficient energy to activate high-speed shield control."))
+ scanner.chew()
+ return
+ prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
+ ifast = True
+ # Original code so convoluted, I re-did it all
+ # (That was Tom Almy talking about the C code, I think -- ESR)
+ while automode == "NOTSET":
+ key = scanner.nexttok()
+ if key == "IHALPHA":
+ if scanner.sees("manual"):
+ if len(game.enemies)==0:
+ prout(_("There is no enemy present to select."))
+ scanner.chew()
+ key = "IHEOL"
+ automode = "AUTOMATIC"
+ else:
+ automode = "MANUAL"
+ key = scanner.nexttok()
+ elif scanner.sees("automatic"):
+ if (not itarg) and len(game.enemies) != 0:
+ automode = "FORCEMAN"
+ else:
+ if len(game.enemies)==0:
+ prout(_("Energy will be expended into space."))
+ automode = "AUTOMATIC"
+ key = scanner.nexttok()
+ elif scanner.sees("no"):
+ no = True
+ else:
+ huh()
+ return
+ elif key == "IHREAL":
+ if len(game.enemies)==0:
+ prout(_("Energy will be expended into space."))
+ automode = "AUTOMATIC"
+ elif not itarg:
+ automode = "FORCEMAN"
+ else:
+ automode = "AUTOMATIC"
+ else:
+ # "IHEOL"
+ if len(game.enemies)==0:
+ prout(_("Energy will be expended into space."))
+ automode = "AUTOMATIC"
+ elif not itarg:
+ automode = "FORCEMAN"
+ else:
+ proutn(_("Manual or automatic? "))
+ scanner.chew()
+ avail = game.energy
+ if ifast:
+ avail -= 200.0
+ if automode == "AUTOMATIC":
+ if key == "IHALPHA" and scanner.sees("no"):
+ no = True
+ key = scanner.nexttok()
+ if key != "IHREAL" and len(game.enemies) != 0:
+ prout(_("Phasers locked on target. Energy available: %.2f")%avail)
+ irec = 0
+ while True:
+ scanner.chew()
+ if not kz:
+ for i in range(len(game.enemies)):
+ irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))*rnd.real(1.01, 1.06) + 1.0
+ kz = 1
+ proutn(_("%d units required. ") % irec)
+ scanner.chew()
+ proutn(_("Units to fire= "))
+ key = scanner.nexttok()
+ if key != "IHREAL":
+ return
+ rpow = scanner.real
+ if rpow > avail:
+ proutn(_("Energy available= %.2f") % avail)
+ skip(1)
+ key = "IHEOL"
+ if not rpow > avail:
+ break
+ if rpow <= 0:
+ # chicken out
+ scanner.chew()
+ return
+ key = scanner.nexttok()
+ if key == "IHALPHA" and scanner.sees("no"):
+ no = True
+ if ifast:
+ game.energy -= 200 # Go and do it!
+ if checkshctrl(rpow):
+ return
+ scanner.chew()
+ game.energy -= rpow
+ extra = rpow
+ if len(game.enemies):
+ extra = 0.0
+ powrem = rpow
+ for i in range(len(game.enemies)):
+ hits.append(0.0)
+ if powrem <= 0:
+ continue
+ hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))
+ over = rnd.real(1.01, 1.06) * hits[i]
+ temp = powrem
+ powrem -= hits[i] + over
+ if powrem <= 0 and temp < hits[i]:
+ hits[i] = temp
+ if powrem <= 0:
+ over = 0.0
+ extra += over
+ if powrem > 0.0:
+ extra += powrem
+ hittem(hits)
+ game.ididit = True
+ if extra > 0 and not game.alldone:
+ if game.tholian:
+ proutn(_("*** Tholian web absorbs "))
+ if len(game.enemies)>0:
+ proutn(_("excess "))
+ prout(_("phaser energy."))
+ else:
+ prout(_("%d expended on empty space.") % int(extra))
+ elif automode == "FORCEMAN":
+ scanner.chew()
+ key = "IHEOL"
+ if damaged(DCOMPTR):
+ prout(_("Battle computer damaged, manual fire only."))
+ else:
+ skip(1)
+ prouts(_("---WORKING---"))
+ skip(1)
+ prout(_("Short-range-sensors-damaged"))
+ prout(_("Insufficient-data-for-automatic-phaser-fire"))
+ prout(_("Manual-fire-must-be-used"))
+ skip(1)
+ elif automode == "MANUAL":
+ rpow = 0.0
+ for k in range(len(game.enemies)):
+ aim = game.enemies[k].location
+ ienm = game.quad[aim.i][aim.j]
+ if msgflag:
+ proutn(_("Energy available= %.2f") % (avail-0.006))
+ skip(1)
+ msgflag = False
+ rpow = 0.0
+ if damaged(DSRSENS) and \
+ not game.sector.distance(aim)<2**0.5 and ienm in ('C', 'S'):
+ prout(cramen(ienm) + _(" can't be located without short range scan."))
+ scanner.chew()
+ key = "IHEOL"
+ hits[k] = 0 # prevent overflow -- thanks to Alexei Voitenko
+ continue
+ if key == "IHEOL":
+ scanner.chew()
+ if itarg and k > kz:
+ irec = (abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9, game.enemies[k].kdist))) * rnd.real(1.01, 1.06) + 1.0
+ kz = k
+ proutn("(")
+ if not damaged(DCOMPTR):
+ proutn("%d" % irec)
+ else:
+ proutn("??")
+ proutn(") ")
+ proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
+ key = scanner.nexttok()
+ if key == "IHALPHA" and scanner.sees("no"):
+ no = True
+ key = scanner.nexttok()
+ continue
+ if key == "IHALPHA":
+ huh()
+ return
+ if key == "IHEOL":
+ if k == 1: # Let me say I'm baffled by this
+ msgflag = True
+ continue
+ if scanner.real < 0:
+ # abort out
+ scanner.chew()
+ return
+ hits.append(scanner.real)
+ rpow += scanner.real
+ # If total requested is too much, inform and start over
+ if rpow > avail:
+ prout(_("Available energy exceeded -- try again."))
+ scanner.chew()
+ return
+ key = scanner.nexttok() # scan for next value
+ if rpow == 0.0:
+ # zero energy -- abort
+ scanner.chew()
+ return
+ if key == "IHALPHA" and scanner.sees("no"):
+ no = True
+ game.energy -= rpow
+ scanner.chew()
+ if ifast:
+ game.energy -= 200.0
+ if checkshctrl(rpow):
+ return
+ hittem(hits)
+ game.ididit = True
+ # Say shield raised or malfunction, if necessary
+ if game.alldone:
+ return
+ if ifast:
+ skip(1)
+ if no == 0:
+ if rnd.withprob(0.01):
+ prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
+ prouts(_(" CLICK CLICK POP . . ."))
+ prout(_(" No response, sir!"))
+ game.shldup = False
+ else:
+ prout(_("Shields raised."))
+ else:
+ game.shldup = False
+ overheat(rpow)
+
+
+def capture():
+ game.ididit = False # Nothing if we fail
+ game.optime = 0.0
+
+ # Make sure there is room in the brig
+ if game.brigfree == 0:
+ prout(_("Security reports the brig is already full."))
+ return
+
+ if damaged(DRADIO):
+ prout(_("Uhura- \"We have no subspace radio communication, sir.\""))
+ return
+
+ if damaged(DTRANSP):
+ prout(_("Scotty- \"Transporter damaged, sir.\""))
+ return
+
+ # find out if there are any at all
+ if game.klhere < 1:
+ prout(_("Uhura- \"Getting no response, sir.\""))
+ return
+
+ # if there is more than one Klingon, find out which one
+ # Cruddy, just takes one at random. Should ask the captain.
+ # Nah, just select the weakest one since it is most likely to
+ # surrender (Tom Almy mod)
+ klingons = [e for e in game.enemies if e.type == 'K']
+ weakest = sorted(klingons, key=lambda e: e.power)[0]
+ game.optime = 0.05 # This action will take some time
+ game.ididit = True # So any others can strike back
+
+ # check out that Klingon
+ # The algorithm isn't that great and could use some more
+ # intelligent design
+ # x = 300 + 25*skill;
+ x = game.energy / (weakest.power * len(klingons))
+ #prout(_("Stats: energy = %s, kpower = %s, klingons = %s")
+ # % (game.energy, weakest.power, len(klingons)))
+ x *= 2.5 # would originally have been equivalent of 1.4,
+ # but we want command to work more often, more humanely
+ #prout(_("Prob = %.4f" % x))
+ # x = 100; // For testing, of course!
+ if x < rnd.real(100):
+ # guess what, he surrendered!!!
+ prout(_("Klingon captain at %s surrenders.") % weakest.location)
+ i = rnd.real(200)
+ if i > 0:
+ prout(_("%d Klingons commit suicide rather than be taken captive.") % (200 - i))
+ if i > game.brigfree:
+ prout(_("%d Klingons die because there is no room for them in the brig.") % (i-game.brigfree))
+ i = game.brigfree
+ game.brigfree -= i
+ prout(_("%d captives taken") % i)
+ deadkl(weakest.location, weakest.type, game.sector)
+ if game.unwon()<=0:
+ finish(FWON)
+ return
+
+ # big surprise, he refuses to surrender
+ prout(_("Fat chance, captain!"))
+
+# Code from events.c begins here.
+
+# This isn't a real event queue a la BSD Trek yet -- you can only have one
+# event of each type active at any given time. Mostly these means we can
+# only have one FDISTR/FENSLV/FREPRO sequence going at any given time
+# BSD Trek, from which we swiped the idea, can have up to 5.
+
+def unschedule(evtype):
+ "Remove an event from the schedule."
+ game.future[evtype].date = FOREVER
+ return game.future[evtype]
+
+def is_scheduled(evtype):
+ "Is an event of specified type scheduled."
+ return game.future[evtype].date != FOREVER
+
+def scheduled(evtype):
+ "When will this event happen?"
+ return game.future[evtype].date
+
+def schedule(evtype, offset):
+ "Schedule an event of specified type."
+ game.future[evtype].date = game.state.date + offset
+ return game.future[evtype]
+
+def postpone(evtype, offset):
+ "Postpone a scheduled event."
+ game.future[evtype].date += offset
+
+def cancelrest():
+ "Rest period is interrupted by event."
+ if game.resting:
+ skip(1)
+ proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
+ if ja():
+ game.resting = False
+ game.optime = 0.0
+ return True
+ return False
+
+def events():
+ "Run through the event queue looking for things to do."
+ i = 0
+ fintim = game.state.date + game.optime
+ yank = 0
+ ictbeam = False
+ istract = False
+ w = Coord()
+ hold = Coord()
+ ev = Event()
+ ev2 = Event()
+
+ def tractorbeam(yank):
+ "Tractor-beaming cases merge here."
+ announce()
+ game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
+ skip(1)
+ prout("***" + crmshp() + _(" caught in long range tractor beam--"))
+ # If Kirk & Co. screwing around on planet, handle
+ atover(True) # atover(true) is Grab
+ if game.alldone:
+ return
+ if game.icraft: # Caught in Galileo?
+ finish(FSTRACTOR)
+ return
+ # Check to see if shuttle is aboard
+ if game.iscraft == "offship":
+ skip(1)
+ if rnd.withprob(0.5):
+ prout(_("Galileo, left on the planet surface, is captured"))
+ prout(_("by aliens and made into a flying McDonald's."))
+ game.damage[DSHUTTL] = -10
+ game.iscraft = "removed"
+ else:
+ prout(_("Galileo, left on the planet surface, is well hidden."))
+ if evcode == FSPY:
+ game.quadrant = game.state.kscmdr
+ else:
+ game.quadrant = game.state.kcmdr[i]
+ game.sector = randplace(QUADSIZE)
+ prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
+ % (game.quadrant, game.sector))
+ if game.resting:
+ prout(_("(Remainder of rest/repair period cancelled.)"))
+ game.resting = False
+ if not game.shldup:
+ if not damaged(DSHIELD) and game.shield > 0:
+ doshield(shraise=True) # raise shields
+ game.shldchg = False
+ else:
+ prout(_("(Shields not currently useable.)"))
+ newqad()
+ # Adjust finish time to time of tractor beaming?
+ # fintim = game.state.date+game.optime
+ attack(torps_ok=False)
+ if not game.state.kcmdr:
+ unschedule(FTBEAM)
+ else:
+ schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
+
+ def destroybase():
+ "Code merges here for any commander destroying a starbase."
+ # Not perfect, but will have to do
+ # Handle case where base is in same quadrant as starship
+ if game.battle == game.quadrant:
+ game.state.chart[game.battle.i][game.battle.j].starbase = False
+ game.quad[game.base.i][game.base.j] = '.'
+ game.base.invalidate()
+ newcnd()
+ skip(1)
+ prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
+ elif game.state.baseq and communicating():
+ # Get word via subspace radio
+ announce()
+ skip(1)
+ prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
+ proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
+ if game.isatb == 2:
+ prout(_("the Klingon Super-Commander"))
+ else:
+ prout(_("a Klingon Commander"))
+ game.state.chart[game.battle.i][game.battle.j].starbase = False
+ # Remove Starbase from galaxy
+ game.state.galaxy[game.battle.i][game.battle.j].starbase = False
+ game.state.baseq = [x for x in game.state.baseq if x != game.battle]
+ if game.isatb == 2:
+ # reinstate a commander's base attack
+ game.battle = hold
+ game.isatb = 0
+ else:
+ game.battle.invalidate()
+ if game.idebug:
+ prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
+ for i in range(1, NEVENTS):
+ if i == FSNOVA: proutn("=== Supernova ")
+ elif i == FTBEAM: proutn("=== T Beam ")
+ elif i == FSNAP: proutn("=== Snapshot ")
+ elif i == FBATTAK: proutn("=== Base Attack ")
+ elif i == FCDBAS: proutn("=== Base Destroy ")
+ elif i == FSCMOVE: proutn("=== SC Move ")
+ elif i == FSCDBAS: proutn("=== SC Base Destroy ")
+ elif i == FDSPROB: proutn("=== Probe Move ")
+ elif i == FDISTR: proutn("=== Distress Call ")
+ elif i == FENSLV: proutn("=== Enslavement ")
+ elif i == FREPRO: proutn("=== Klingon Build ")
+ if is_scheduled(i):
+ prout("%.2f" % (scheduled(i)))
+ else:
+ prout("never")
+ radio_was_broken = damaged(DRADIO)
+ hold.i = hold.j = 0
+ while True:
+ # Select earliest extraneous event, evcode==0 if no events
+ evcode = FSPY
+ if game.alldone:
+ return
+ datemin = fintim
+ for l in range(1, NEVENTS):
+ if game.future[l].date < datemin:
+ evcode = l
+ if game.idebug:
+ prout("== Event %d fires" % evcode)
+ datemin = game.future[l].date
+ xtime = datemin-game.state.date
+ if game.iscloaked:
+ game.energy -= xtime*500.0
+ if game.energy <= 0:
+ finish(FNRG)
+ return
+ game.state.date = datemin
+ # Decrement Federation resources and recompute remaining time
+ game.state.remres -= (game.remkl()+4*len(game.state.kcmdr))*xtime
+ game.recompute()
+ if game.state.remtime <= 0:
+ finish(FDEPLETE)
+ return
+ # Any crew left alive?
+ if game.state.crew <= 0:
+ finish(FCREW)
+ return
+ # Is life support adequate?
+ if damaged(DLIFSUP) and game.condition != "docked":
+ if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
+ finish(FLIFESUP)
+ return
+ game.lsupres -= xtime
+ if game.damage[DLIFSUP] <= xtime:
+ game.lsupres = game.inlsr
+ # Fix devices
+ repair = xtime
+ if game.condition == "docked":
+ repair /= DOCKFAC
+ # Don't fix Deathray here
+ for l in range(NDEVICES):
+ if game.damage[l] > 0.0 and l != DDRAY:
+ if game.damage[l]-repair > 0.0:
+ game.damage[l] -= repair
+ else:
+ game.damage[l] = 0.0
+ # If radio repaired, update star chart and attack reports
+ if radio_was_broken and not damaged(DRADIO):
+ prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
+ prout(_(" surveillance reports are coming in."))
+ skip(1)
+ if not game.iseenit:
+ attackreport(False)
+ game.iseenit = True
+ rechart()
+ prout(_(" The star chart is now up to date.\""))
+ skip(1)
+ # Cause extraneous event EVCODE to occur
+ game.optime -= xtime
+ if evcode == FSNOVA: # Supernova
+ announce()
+ supernova(None)
+ schedule(FSNOVA, expran(0.5*game.intime))
+ if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
+ return
+ elif evcode == FSPY: # Check with spy to see if SC should tractor beam
+ if game.state.nscrem == 0 or game.iscloaked or \
+ ictbeam or istract or \
+ game.condition == "docked" or game.isatb == 1 or game.iscate:
+ return
+ if game.ientesc or \
+ (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
+ (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
+ (damaged(DSHIELD) and \
+ (game.energy < 2500 or damaged(DPHASER)) and \
+ (game.torps < 5 or damaged(DPHOTON))):
+ # Tractor-beam her!
+ istract = ictbeam = True
+ tractorbeam((game.state.kscmdr-game.quadrant).distance())
+ else:
+ return
+ elif evcode == FTBEAM: # Tractor beam
+ if not game.state.kcmdr:
+ unschedule(FTBEAM)
+ continue
+ i = rnd.integer(len(game.state.kcmdr))
+ yank = (game.state.kcmdr[i]-game.quadrant).distance()
+ if istract or game.condition == "docked" or game.iscloaked or yank == 0:
+ # Drats! Have to reschedule
+ schedule(FTBEAM,
+ game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
+ continue
+ ictbeam = True
+ tractorbeam(yank)
+ elif evcode == FSNAP: # Snapshot of the universe (for time warp)
+ game.snapsht = copy.deepcopy(game.state)
+ game.state.snap = True
+ schedule(FSNAP, expran(0.5 * game.intime))
+ elif evcode == FBATTAK: # Commander attacks starbase
+ if not game.state.kcmdr or not game.state.baseq:
+ # no can do
+ unschedule(FBATTAK)
+ unschedule(FCDBAS)
+ continue
+ ibq = None # Force battle location to persist past loop
+ try:
+ for ibq in game.state.baseq:
+ for cmdr in game.state.kcmdr:
+ if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
+ raise JumpOut
+ # no match found -- try later
+ schedule(FBATTAK, expran(0.3*game.intime))
+ unschedule(FCDBAS)
+ continue
+ except JumpOut:
+ pass
+ # commander + starbase combination found -- launch attack
+ game.battle = ibq
+ schedule(FCDBAS, rnd.real(1.0, 4.0))
+ if game.isatb: # extra time if SC already attacking
+ postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
+ game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
+ game.iseenit = False
+ if not communicating():
+ continue # No warning :-(
+ game.iseenit = True
+ announce()
+ skip(1)
+ prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
+ prout(_(" reports that it is under attack and that it can"))
+ prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
+ if cancelrest():
+ return
+ elif evcode == FSCDBAS: # Supercommander destroys base
+ unschedule(FSCDBAS)
+ game.isatb = 2
+ if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
+ continue # WAS RETURN!
+ hold = game.battle
+ game.battle = game.state.kscmdr
+ destroybase()
+ elif evcode == FCDBAS: # Commander succeeds in destroying base
+ if evcode == FCDBAS:
+ unschedule(FCDBAS)
+ if not game.state.baseq \
+ or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
+ game.battle.invalidate()
+ continue
+ # find the lucky pair
+ for cmdr in game.state.kcmdr:
+ if cmdr == game.battle:
+ break
+ else:
+ # No action to take after all
+ continue
+ destroybase()
+ elif evcode == FSCMOVE: # Supercommander moves
+ schedule(FSCMOVE, 0.2777)
+ if not game.ientesc and not istract and game.isatb != 1 and \
+ (not game.iscate or not game.justin):
+ supercommander()
+ elif evcode == FDSPROB: # Move deep space probe
+ schedule(FDSPROB, 0.01)
+ if not game.probe.nexttok():
+ if not game.probe.quadrant().valid_quadrant() or \
+ game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
+ # Left galaxy or ran into supernova
+ if communicating():
+ announce()
+ skip(1)
+ proutn(_("Lt. Uhura- \"The deep space probe "))
+ if not game.probe.quadrant().valid_quadrant():
+ prout(_("has left the galaxy.\""))
+ else:
+ prout(_("is no longer transmitting.\""))
+ unschedule(FDSPROB)
+ continue
+ if communicating():
+ #announce()
+ skip(1)
+ prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
+ pquad = game.probe.quadrant()
+ pdest = game.state.galaxy[pquad.i][pquad.j]
+ if communicating():
+ game.state.chart[pquad.i][pquad.j].klingons = pdest.klingons
+ game.state.chart[pquad.i][pquad.j].starbase = pdest.starbase
+ game.state.chart[pquad.i][pquad.j].stars = pdest.stars
+ pdest.charted = True
+ game.probe.moves -= 1 # One less to travel
+ if game.probe.arrived() and game.isarmed and pdest.stars:
+ supernova(game.probe.quadrant()) # fire in the hole!
+ unschedule(FDSPROB)
+ if game.state.galaxy[pquad.i][pquad.j].supernova:
+ return
+ elif evcode == FDISTR: # inhabited system issues distress call
+ unschedule(FDISTR)
+ # try a whole bunch of times to find something suitable
+ for i in range(100):
+ # need a quadrant which is not the current one,
+ # which has some stars which are inhabited and
+ # not already under attack, which is not
+ # supernova'ed, and which has some Klingons in it
+ w = randplace(GALSIZE)
+ q = game.state.galaxy[w.i][w.j]
+ if not (game.quadrant == w or q.planet is None or \
+ not q.planet.inhabited or \
+ q.supernova or q.status!="secure" or q.klingons<=0):
+ break
+ else:
+ # can't seem to find one; ignore this call
+ if game.idebug:
+ prout("=== Couldn't find location for distress event.")
+ continue
+ # got one!! Schedule its enslavement
+ ev = schedule(FENSLV, expran(game.intime))
+ ev.quadrant = w
+ q.status = "distressed"
+ # tell the captain about it if we can
+ if communicating():
+ prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
+ % (q.planet, repr(w)))
+ prout(_("by a Klingon invasion fleet."))
+ if cancelrest():
+ return
+ elif evcode == FENSLV: # starsystem is enslaved
+ ev = unschedule(FENSLV)
+ # see if current distress call still active
+ q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
+ if q.klingons <= 0:
+ q.status = "secure"
+ continue
+ q.status = "enslaved"
+
+ # play stork and schedule the first baby
+ ev2 = schedule(FREPRO, expran(2.0 * game.intime))
+ ev2.quadrant = ev.quadrant
+
+ # report the disaster if we can
+ if communicating():
+ prout(_("Uhura- We've lost contact with starsystem %s") % \
+ q.planet)
+ prout(_("in Quadrant %s.\n") % ev.quadrant)
+ elif evcode == FREPRO: # Klingon reproduces
+ # If we ever switch to a real event queue, we'll need to
+ # explicitly retrieve and restore the x and y.
+ ev = schedule(FREPRO, expran(1.0 * game.intime))
+ # see if current distress call still active
+ q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
+ if q.klingons <= 0:
+ q.status = "secure"
+ continue
+ if game.remkl() >= MAXKLGAME:
+ continue # full right now
+ # reproduce one Klingon
+ w = ev.quadrant
+ m = Coord()
+ if game.klhere >= MAXKLQUAD:
+ try:
+ # this quadrant not ok, pick an adjacent one
+ for m.i in range(w.i - 1, w.i + 2):
+ for m.j in range(w.j - 1, w.j + 2):
+ if not m.valid_quadrant():
+ continue
+ q = game.state.galaxy[m.i][m.j]
+ # check for this quad ok (not full & no snova)
+ if q.klingons >= MAXKLQUAD or q.supernova:
+ continue
+ raise JumpOut
+ # search for eligible quadrant failed
+ continue
+ except JumpOut:
+ w = m
+ # deliver the child
+ q.klingons += 1
+ if game.quadrant == w:
+ game.klhere += 1
+ newkling() # also adds it to game.enemies
+ # recompute time left
+ game.recompute()
+ if communicating():
+ if game.quadrant == w:
+ prout(_("Spock- sensors indicate the Klingons have"))
+ prout(_("launched a warship from %s.") % q.planet)
+ else:
+ prout(_("Uhura- Starfleet reports increased Klingon activity"))
+ if q.planet is not None:
+ proutn(_("near %s ") % q.planet)
+ prout(_("in Quadrant %s.") % w)
+
+def wait():
+ "Wait on events."
+ game.ididit = False
+ while True:
+ key = scanner.nexttok()
+ if key != "IHEOL":
+ break
+ proutn(_("How long? "))
+ scanner.chew()
+ if key != "IHREAL":
+ huh()
+ return
+ origTime = delay = scanner.real
+ if delay <= 0.0:
+ return
+ if delay >= game.state.remtime or len(game.enemies) != 0:
+ proutn(_("Are you sure? "))
+ if not ja():
+ return
+ # Alternate resting periods (events) with attacks
+ game.resting = True
+ while True:
+ if delay <= 0:
+ game.resting = False
+ if not game.resting:
+ prout(_("%d stardates left.") % int(game.state.remtime))
+ return
+ temp = game.optime = delay
+ if len(game.enemies):
+ rtime = rnd.real(1.0, 2.0)
+ if rtime < temp:
+ temp = rtime
+ game.optime = temp
+ if game.optime < delay:
+ attack(torps_ok=False)
+ if game.alldone:
+ return
+ events()
+ game.ididit = True
+ if game.alldone:
+ return
+ delay -= temp
+ # Repair Deathray if long rest at starbase
+ if origTime-delay >= 9.99 and game.condition == "docked":
+ game.damage[DDRAY] = 0.0
+ # leave if quadrant supernovas
+ if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
+ break
+ game.resting = False
+ game.optime = 0.0
+
+def nova(nov):
+ "Star goes nova."
+ ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
+ newc = Coord(); neighbor = Coord(); bump = Coord(0, 0)
+ if rnd.withprob(0.05):
+ # Wow! We've supernova'ed
+ supernova(game.quadrant)
+ return
+ # handle initial nova
+ game.quad[nov.i][nov.j] = '.'
+ prout(crmena(False, '*', "sector", nov) + _(" novas."))
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
+ game.state.starkl += 1
+ # Set up queue to recursively trigger adjacent stars
+ hits = [nov]
+ kount = 0
+ while hits:
+ offset = Coord()
+ start = hits.pop()
+ for offset.i in range(-1, 1+1):
+ for offset.j in range(-1, 1+1):
+ if offset.j == 0 and offset.i == 0:
+ continue
+ neighbor = start + offset
+ if not neighbor.valid_sector():
+ continue
+ iquad = game.quad[neighbor.i][neighbor.j]
+ # Empty space ends reaction
+ if iquad in ('.', '?', ' ', 'T', '#'):
+ pass
+ elif iquad == '*': # Affect another star
+ if rnd.withprob(0.05):
+ # This star supernovas
+ supernova(game.quadrant)
+ return
+ else:
+ hits.append(neighbor)
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
+ game.state.starkl += 1
+ proutn(crmena(True, '*', "sector", neighbor))
+ prout(_(" novas."))
+ game.quad[neighbor.i][neighbor.j] = '.'
+ kount += 1
+ elif iquad in ('P', '@'): # Destroy planet
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
+ if iquad == 'P':
+ game.state.nplankl += 1
+ else:
+ game.state.nworldkl += 1
+ prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
+ game.iplnet.pclass = "destroyed"
+ game.iplnet = None
+ game.plnet.invalidate()
+ if game.landed:
+ finish(FPNOVA)
+ return
+ game.quad[neighbor.i][neighbor.j] = '.'
+ elif iquad == 'B': # Destroy base
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
+ game.state.baseq = [x for x in game.state.baseq if x!= game.quadrant]
+ game.base.invalidate()
+ game.state.basekl += 1
+ newcnd()
+ prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
+ game.quad[neighbor.i][neighbor.j] = '.'
+ elif iquad in ('E', 'F'): # Buffet ship
+ prout(_("***Starship buffeted by nova."))
+ if game.shldup:
+ if game.shield >= 2000.0:
+ game.shield -= 2000.0
+ else:
+ diff = 2000.0 - game.shield
+ game.energy -= diff
+ game.shield = 0.0
+ game.shldup = False
+ prout(_("***Shields knocked out."))
+ game.damage[DSHIELD] += 0.005*game.damfac*rnd.real()*diff
+ else:
+ game.energy -= 2000.0
+ if game.energy <= 0:
+ finish(FNOVA)
+ return
+ # add in course nova contributes to kicking starship
+ if hits:
+ bump += (game.sector-hits[-1]).sgn()
+ elif iquad == 'K': # kill klingon
+ deadkl(neighbor, iquad, neighbor)
+ elif iquad in ('C','S','R'): # Damage/destroy big enemies
+ target = None
+ for ll in range(len(game.enemies)):
+ if game.enemies[ll].location == neighbor:
+ target = game.enemies[ll]
+ break
+ if target is not None:
+ target.power -= 800.0 # If firepower is lost, die
+ if target.power <= 0.0:
+ deadkl(neighbor, iquad, neighbor)
+ continue # neighbor loop
+ # Else enemy gets flung by the blast wave
+ newc = neighbor + neighbor - start
+ proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
+ if not newc.valid_sector():
+ # can't leave quadrant
+ skip(1)
+ continue
+ iquad1 = game.quad[newc.i][newc.j]
+ if iquad1 == ' ':
+ proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
+ skip(1)
+ deadkl(neighbor, iquad, newc)
+ continue
+ if iquad1 != '.':
+ # can't move into something else
+ skip(1)
+ continue
+ proutn(_(", buffeted to Sector %s") % newc)
+ game.quad[neighbor.i][neighbor.j] = '.'
+ game.quad[newc.i][newc.j] = iquad
+ target.move(newc)
+ # Starship affected by nova -- kick it away.
+ dist = kount*0.1
+ direc = ncourse[3*(bump.i+1)+bump.j+2]
+ if direc == 0.0:
+ dist = 0.0
+ if dist == 0.0:
+ return
+ scourse = course(bearing=direc, distance=dist)
+ game.optime = scourse.time(w=4)
+ skip(1)
+ prout(_("Force of nova displaces starship."))
+ imove(scourse, noattack=True)
+ game.optime = scourse.time(w=4)
+ return
+
+def supernova(w):
+ "Star goes supernova."
+ num = 0; npdead = 0
+ if w is not None:
+ nq = copy.copy(w)
+ else:
+ # Scheduled supernova -- select star at random.
+ nstars = 0
+ nq = Coord()
+ for nq.i in range(GALSIZE):
+ for nq.j in range(GALSIZE):
+ nstars += game.state.galaxy[nq.i][nq.j].stars
+ if nstars == 0:
+ return # nothing to supernova exists
+ num = rnd.integer(nstars) + 1
+ for nq.i in range(GALSIZE):
+ for nq.j in range(GALSIZE):
+ num -= game.state.galaxy[nq.i][nq.j].stars
+ if num <= 0:
+ break
+ if num <=0:
+ break
+ if game.idebug:
+ proutn("=== Super nova here?")
+ if ja():
+ nq = game.quadrant
+ if nq != game.quadrant or game.justin:
+ # it isn't here, or we just entered (treat as enroute)
+ if communicating():
+ skip(1)
+ prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
+ prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
+ else:
+ ns = Coord()
+ # we are in the quadrant!
+ num = rnd.integer(game.state.galaxy[nq.i][nq.j].stars) + 1
+ for ns.i in range(QUADSIZE):
+ for ns.j in range(QUADSIZE):
+ if game.quad[ns.i][ns.j]=='*':
+ num -= 1
+ if num==0:
+ break
+ if num==0:
+ break
+ skip(1)
+ prouts(_("***RED ALERT! RED ALERT!"))
+ skip(1)
+ prout(_("***Incipient supernova detected at Sector %s") % ns)
+ if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
+ proutn(_("Emergency override attempts t"))
+ prouts("***************")
+ skip(1)
+ stars()
+ game.alldone = True
+ # destroy any Klingons in supernovaed quadrant
+ game.state.galaxy[nq.i][nq.j].klingons = 0
+ if nq == game.state.kscmdr:
+ # did in the Supercommander!
+ game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
+ game.iscate = False
+ unschedule(FSCMOVE)
+ unschedule(FSCDBAS)
+ # Changing this to [w for w in game.state.kcmdr if w != nq]
+ # causes regression-test failure
+ survivors = list(filter(lambda w: w != nq, game.state.kcmdr))
+ #comkills = len(game.state.kcmdr) - len(survivors)
+ game.state.kcmdr = survivors
+ if not game.state.kcmdr:
+ unschedule(FTBEAM)
+ # destroy Romulans and planets in supernovaed quadrant
+ nrmdead = game.state.galaxy[nq.i][nq.j].romulans
+ game.state.galaxy[nq.i][nq.j].romulans = 0
+ game.state.nromrem -= nrmdead
+ # Destroy planets
+ for loop in range(game.inplan):
+ if game.state.planets[loop].quadrant == nq:
+ game.state.planets[loop].pclass = "destroyed"
+ npdead += 1
+ # Destroy any base in supernovaed quadrant
+ game.state.baseq = [x for x in game.state.baseq if x != nq]
+ # If starship caused supernova, tally up destruction
+ if w is not None:
+ game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
+ game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
+ game.state.nplankl += npdead
+ # mark supernova in galaxy and in star chart
+ if game.quadrant == nq or communicating():
+ game.state.galaxy[nq.i][nq.j].supernova = True
+ # If supernova destroys last Klingons give special message
+ if game.unwon()==0 and nq != game.quadrant:
+ skip(2)
+ if w is None:
+ prout(_("Lucky you!"))
+ proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
+ finish(FWON)
+ return
+ # if some Klingons remain, continue or die in supernova
+ if game.alldone:
+ finish(FSNOVAED)
+ return
+
+# Code from finish.c ends here.
+
+def selfdestruct():
+ "Self-destruct maneuver. Finish with a BANG!"
+ scanner.chew()
+ if damaged(DCOMPTR):
+ prout(_("Computer damaged; cannot execute destruct sequence."))
+ return
+ prouts(_("---WORKING---")); skip(1)
+ prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
+ prouts(" 10"); skip(1)
+ prouts(" 9"); skip(1)
+ prouts(" 8"); skip(1)
+ prouts(" 7"); skip(1)
+ prouts(" 6"); skip(1)
+ skip(1)
+ prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
+ skip(1)
+ prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
+ skip(1)
+ prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
+ skip(1)
+ scanner.nexttok()
+ if game.passwd != scanner.token:
+ prouts(_("PASSWORD-REJECTED;"))
+ skip(1)
+ prouts(_("CONTINUITY-EFFECTED"))
+ skip(2)
+ return
+ prouts(_("PASSWORD-ACCEPTED")); skip(1)
+ prouts(" 5"); skip(1)
+ prouts(" 4"); skip(1)
+ prouts(" 3"); skip(1)
+ prouts(" 2"); skip(1)
+ prouts(" 1"); skip(1)
+ if rnd.withprob(0.15):
+ prouts(_("GOODBYE-CRUEL-WORLD"))
+ skip(1)
+ kaboom()
+
+def kaboom():
+ stars()
+ if game.ship=='E':
+ prouts("***")
+ prouts(_("********* Entropy of %s maximized *********") % crmshp())
+ skip(1)
+ stars()
+ skip(1)
+ if len(game.enemies) != 0:
+ whammo = 25.0 * game.energy
+ for e in game.enemies[::-1]:
+ if e.power*e.kdist <= whammo:
+ deadkl(e.location, game.quad[e.location.i][e.location.j], e.location)
+ finish(FDILITHIUM)
+
+def killrate():
+ "Compute our rate of kils over time."
+ elapsed = game.state.date - game.indate
+ if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
+ return 0
+ else:
+ starting = (game.inkling + game.incom + game.inscom)
+ remaining = game.unwon()
+ return (starting - remaining)/elapsed
+
+def badpoints():
+ "Compute demerits."
+ badpt = 5.0*game.state.starkl + \
+ game.casual + \
+ 10.0*game.state.nplankl + \
+ 300*game.state.nworldkl + \
+ 45.0*game.nhelp +\
+ 100.0*game.state.basekl +\
+ 3.0*game.abandoned +\
+ 100*game.ncviol
+ if game.ship == 'F':
+ badpt += 100.0
+ elif game.ship is None:
+ badpt += 200.0
+ return badpt
+
+def finish(ifin):
+ # end the game, with appropriate notifications
+ igotit = False
+ game.alldone = True
+ skip(3)
+ prout(_("It is stardate %.1f.") % game.state.date)
+ skip(1)
+ if ifin == FWON: # Game has been won
+ if game.state.nromrem != 0:
+ prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
+ game.state.nromrem)
+
+ prout(_("You have smashed the Klingon invasion fleet and saved"))
+ prout(_("the Federation."))
+ if game.alive and game.brigcapacity-game.brigfree > 0:
+ game.kcaptured += game.brigcapacity-game.brigfree
+ prout(_("The %d captured Klingons are transferred to Star Fleet Command.") % (game.brigcapacity-game.brigfree))
+ game.gamewon = True
+ if game.alive:
+ badpt = badpoints()
+ if badpt < 100.0:
+ badpt = 0.0 # Close enough!
+ # killsPerDate >= RateMax
+ if game.state.date-game.indate < 5.0 or \
+ killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
+ skip(1)
+ prout(_("In fact, you have done so well that Starfleet Command"))
+ if game.skill == SKILL_NOVICE:
+ prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
+ elif game.skill == SKILL_FAIR:
+ prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
+ elif game.skill == SKILL_GOOD:
+ prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
+ elif game.skill == SKILL_EXPERT:
+ prout(_("promotes you to Commodore Emeritus."))
+ skip(1)
+ prout(_("Now that you think you're really good, try playing"))
+ prout(_("the \"Emeritus\" game. It will splatter your ego."))
+ elif game.skill == SKILL_EMERITUS:
+ skip(1)
+ proutn(_("Computer- "))
+ prouts(_("ERROR-ERROR-ERROR-ERROR"))
+ skip(2)
+ prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
+ skip(1)
+ prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
+ skip(1)
+ prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
+ skip(1)
+ prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
+ skip(1)
+ prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
+ skip(2)
+ prout(_("Now you can retire and write your own Star Trek game!"))
+ skip(1)
+ elif game.skill >= SKILL_EXPERT:
+ if game.thawed and not game.idebug:
+ prout(_("You cannot get a citation, so..."))
+ else:
+ proutn(_("Do you want your Commodore Emeritus Citation printed? "))
+ scanner.chew()
+ if ja():
+ igotit = True
+ # Only grant long life if alive (original didn't!)
+ skip(1)
+ prout(_("LIVE LONG AND PROSPER."))
+ score()
+ if igotit:
+ plaque()
+ return
+ elif ifin == FDEPLETE: # Federation Resources Depleted
+ prout(_("Your time has run out and the Federation has been"))
+ prout(_("conquered. Your starship is now Klingon property,"))
+ prout(_("and you are put on trial as a war criminal. On the"))
+ proutn(_("basis of your record, you are "))
+ if game.unwon()*3.0 > (game.inkling + game.incom + game.inscom):
+ prout(_("acquitted."))
+ skip(1)
+ prout(_("LIVE LONG AND PROSPER."))
+ else:
+ prout(_("found guilty and"))
+ prout(_("sentenced to death by slow torture."))
+ game.alive = False
+ score()
+ return
+ elif ifin == FLIFESUP:
+ prout(_("Your life support reserves have run out, and"))
+ prout(_("you die of thirst, starvation, and asphyxiation."))
+ prout(_("Your starship is a derelict in space."))
+ elif ifin == FNRG:
+ prout(_("Your energy supply is exhausted."))
+ skip(1)
+ prout(_("Your starship is a derelict in space."))
+ elif ifin == FBATTLE:
+ prout(_("The %s has been destroyed in battle.") % crmshp())
+ skip(1)
+ prout(_("Dulce et decorum est pro patria mori."))
+ elif ifin == FNEG3:
+ prout(_("You have made three attempts to cross the negative energy"))
+ prout(_("barrier which surrounds the galaxy."))
+ skip(1)
+ prout(_("Your navigation is abominable."))
+ score()
+ elif ifin == FNOVA:
+ prout(_("Your starship has been destroyed by a nova."))
+ prout(_("That was a great shot."))
+ skip(1)
+ elif ifin == FSNOVAED:
+ prout(_("The %s has been fried by a supernova.") % crmshp())
+ prout(_("...Not even cinders remain..."))
+ elif ifin == FABANDN:
+ prout(_("You have been captured by the Klingons. If you still"))
+ prout(_("had a starbase to be returned to, you would have been"))
+ prout(_("repatriated and given another chance. Since you have"))
+ prout(_("no starbases, you will be mercilessly tortured to death."))
+ elif ifin == FDILITHIUM:
+ prout(_("Your starship is now an expanding cloud of subatomic particles"))
+ elif ifin == FMATERIALIZE:
+ prout(_("Starbase was unable to re-materialize your starship."))
+ prout(_("Sic transit gloria mundi"))
+ elif ifin == FPHASER:
+ prout(_("The %s has been cremated by its own phasers.") % crmshp())
+ elif ifin == FLOST:
+ prout(_("You and your landing party have been"))
+ prout(_("converted to energy, dissipating through space."))
+ elif ifin == FMINING:
+ prout(_("You are left with your landing party on"))
+ prout(_("a wild jungle planet inhabited by primitive cannibals."))
+ skip(1)
+ prout(_("They are very fond of \"Captain Kirk\" soup."))
+ skip(1)
+ prout(_("Without your leadership, the %s is destroyed.") % crmshp())
+ elif ifin == FDPLANET:
+ prout(_("You and your mining party perish."))
+ skip(1)
+ prout(_("That was a great shot."))
+ skip(1)
+ elif ifin == FSSC:
+ prout(_("The Galileo is instantly annihilated by the supernova."))
+ prout(_("You and your mining party are atomized."))
+ skip(1)
+ prout(_("Mr. Spock takes command of the %s and") % crmshp())
+ prout(_("joins the Romulans, wreaking terror on the Federation."))
+ elif ifin == FPNOVA:
+ prout(_("You and your mining party are atomized."))
+ skip(1)
+ prout(_("Mr. Spock takes command of the %s and") % crmshp())
+ prout(_("joins the Romulans, wreaking terror on the Federation."))
+ elif ifin == FSTRACTOR:
+ prout(_("The shuttle craft Galileo is also caught,"))
+ prout(_("and breaks up under the strain."))
+ skip(1)
+ prout(_("Your debris is scattered for millions of miles."))
+ prout(_("Without your leadership, the %s is destroyed.") % crmshp())
+ elif ifin == FDRAY:
+ prout(_("The mutants attack and kill Spock."))
+ prout(_("Your ship is captured by Klingons, and"))
+ prout(_("your crew is put on display in a Klingon zoo."))
+ elif ifin == FTRIBBLE:
+ prout(_("Tribbles consume all remaining water,"))
+ prout(_("food, and oxygen on your ship."))
+ skip(1)
+ prout(_("You die of thirst, starvation, and asphyxiation."))
+ prout(_("Your starship is a derelict in space."))
+ elif ifin == FHOLE:
+ prout(_("Your ship is drawn to the center of the black hole."))
+ prout(_("You are crushed into extremely dense matter."))
+ elif ifin == FCLOAK:
+ game.ncviol += 1
+ prout(_("You have violated the Treaty of Algeron."))
+ prout(_("The Romulan Empire can never trust you again."))
+ elif ifin == FCREW:
+ prout(_("Your last crew member has died."))
+ if ifin != FWON and ifin != FCLOAK and game.iscloaked:
+ prout(_("Your ship was cloaked so your subspace radio did not receive anything."))
+ prout(_("You may have missed some warning messages."))
+ skip(1)
+ if game.ship == 'F':
+ game.ship = None
+ elif game.ship == 'E':
+ game.ship = 'F'
+ game.alive = False
+ if game.unwon() != 0:
+ goodies = game.state.remres/game.inresor
+ baddies = (game.remkl() + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
+ if goodies/baddies >= rnd.real(1.0, 1.5):
+ prout(_("As a result of your actions, a treaty with the Klingon"))
+ prout(_("Empire has been signed. The terms of the treaty are"))
+ if goodies/baddies >= rnd.real(3.0):
+ prout(_("favorable to the Federation."))
+ skip(1)
+ prout(_("Congratulations!"))
+ else:
+ prout(_("highly unfavorable to the Federation."))
+ else:
+ prout(_("The Federation will be destroyed."))
+ else:
+ prout(_("Since you took the last Klingon with you, you are a"))
+ prout(_("martyr and a hero. Someday maybe they'll erect a"))
+ prout(_("statue in your memory. Rest in peace, and try not"))
+ prout(_("to think about pigeons."))
+ game.gamewon = True
+ score()
+ scanner.chew() # Clean up leftovers
+
+def score():
+ "Compute player's score."
+ timused = game.state.date - game.indate
+ if (timused == 0 or game.unwon() != 0) and timused < 5.0:
+ timused = 5.0
+ game.perdate = killrate()
+ ithperd = 500*game.perdate + 0.5
+ iwon = 0
+ if game.gamewon:
+ iwon = 100*game.skill
+ if game.ship == 'E':
+ klship = 0
+ elif game.ship == 'F':
+ klship = 1
+ else:
+ klship = 2
+ dead_ordinaries= game.inkling - game.remkl() + len(game.state.kcmdr) + game.state.nscrem
+ game.score = 10*(dead_ordinaries)\
+ + 50*(game.incom - len(game.state.kcmdr)) \
+ + ithperd + iwon \
+ + 20*(game.inrom - game.state.nromrem) \
+ + 200*(game.inscom - game.state.nscrem) \
+ - game.state.nromrem \
+ + 3 * game.kcaptured \
+ - badpoints()
+ if not game.alive:
+ game.score -= 200
+ skip(2)
+ prout(_("Your score --"))
+ if game.inrom - game.state.nromrem:
+ prout(_("%6d Romulans destroyed %5d") %
+ (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
+ if game.state.nromrem and game.gamewon:
+ prout(_("%6d Romulans captured %5d") %
+ (game.state.nromrem, game.state.nromrem))
+ if dead_ordinaries:
+ prout(_("%6d ordinary Klingons destroyed %5d") %
+ (dead_ordinaries, 10*dead_ordinaries))
+ if game.incom - len(game.state.kcmdr):
+ prout(_("%6d Klingon commanders destroyed %5d") %
+ (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
+ if game.kcaptured:
+ prout(_("%d Klingons captured %5d") %
+ (game.kcaptured, 3 * game.kcaptured))
+ if game.inscom - game.state.nscrem:
+ prout(_("%6d Super-Commander destroyed %5d") %
+ (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
+ if ithperd:
+ prout(_("%6.2f Klingons per stardate %5d") %
+ (game.perdate, ithperd))
+ if game.state.starkl:
+ prout(_("%6d stars destroyed by your action %5d") %
+ (game.state.starkl, -5*game.state.starkl))
+ if game.state.nplankl:
+ prout(_("%6d planets destroyed by your action %5d") %
+ (game.state.nplankl, -10*game.state.nplankl))
+ if (game.options & OPTION_WORLDS) and game.state.nworldkl:
+ prout(_("%6d inhabited planets destroyed by your action %5d") %
+ (game.state.nworldkl, -300*game.state.nworldkl))
+ if game.state.basekl:
+ prout(_("%6d bases destroyed by your action %5d") %
+ (game.state.basekl, -100*game.state.basekl))
+ if game.nhelp:
+ prout(_("%6d calls for help from starbase %5d") %
+ (game.nhelp, -45*game.nhelp))
+ if game.casual:
+ prout(_("%6d casualties incurred %5d") %
+ (game.casual, -game.casual))
+ if game.abandoned:
+ prout(_("%6d crew abandoned in space %5d") %
+ (game.abandoned, -3*game.abandoned))
+ if klship:
+ prout(_("%6d ship(s) lost or destroyed %5d") %
+ (klship, -100*klship))
+ if game.ncviol > 0:
+ if game.ncviol == 1:
+ prout(_("1 Treaty of Algeron violation -100"))
+ else:
+ prout(_("%6d Treaty of Algeron violations %5d\n") %
+ (game.ncviol, -100*game.ncviol))
+ if not game.alive:
+ prout(_("Penalty for getting yourself killed -200"))
+ if game.gamewon:
+ proutn(_("Bonus for winning "))
+ if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
+ elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
+ elif game.skill == SKILL_GOOD: proutn(_("Good game "))
+ elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
+ elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
+ prout(" %5d" % iwon)
+ skip(1)
+ prout(_("TOTAL SCORE %5d") % game.score)
+
+def plaque():
+ "Emit winner's commemmorative plaque."
+ skip(2)
+ while True:
+ proutn(_("File or device name for your plaque: "))
+ winner = cgetline()
+ try:
+ fp = open(winner, "w")
+ break
+ except IOError:
+ prout(_("Invalid name."))
+
+ proutn(_("Enter name to go on plaque (up to 30 characters): "))
+ winner = cgetline()
+ # The 38 below must be 64 for 132-column paper
+ nskip = 38 - len(winner)/2
+ # This is where the ASCII art picture was emitted.
+ # It got garbled somewhere in the chain of transmission to the Almy version.
+ # We should restore it if we can find old enough FORTRAN sources.
+ fp.write("\n\n\n")
+ fp.write(_(" U. S. S. ENTERPRISE\n"))
+ fp.write("\n\n\n\n")
+ fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
+ fp.write("\n")
+ fp.write(_(" Starfleet Command bestows to you\n"))
+ fp.write("\n")
+ fp.write("%*s%s\n\n" % (nskip, "", winner))
+ fp.write(_(" the rank of\n\n"))
+ fp.write(_(" \"Commodore Emeritus\"\n\n"))
+ fp.write(" ")
+ if game.skill == SKILL_EXPERT:
+ fp.write(_(" Expert level\n\n"))
+ elif game.skill == SKILL_EMERITUS:
+ fp.write(_("Emeritus level\n\n"))
+ else:
+ fp.write(_(" Cheat level\n\n"))
+ timestring = time.ctime()
+ fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
+ (timestring+4, timestring+20, timestring+11))
+ fp.write(_(" Your score: %d\n\n") % game.score)
+ fp.write(_(" Klingons per stardate: %.2f\n") % game.perdate)
+ fp.close()
+
+# Code from io.c begins here
+
+rows = linecount = 0 # for paging
+stdscr = None
+replayfp = None
+fullscreen_window = None
+srscan_window = None # Short range scan
+report_window = None # Report legends for status window
+status_window = None # The status window itself
+lrscan_window = None # Long range scan
+message_window = None # Main window for scrolling text
+prompt_window = None # Prompt window at bottom of display
+curwnd = None
+
+def iostart():
+ global stdscr, rows
+ # for some recent versions of python2, the following enables UTF8
+ # for the older ones we probably need to set C locale, and python3
+ # has no problems at all
+ if sys.version_info[0] < 3:
+ locale.setlocale(locale.LC_ALL, "")
+ gettext.bindtextdomain("sst", "/usr/local/share/locale")
+ gettext.textdomain("sst")
+ if not (game.options & OPTION_CURSES):
+ ln_env = os.getenv("LINES")
+ if ln_env:
+ rows = ln_env
+ else:
+ rows = 25
+ else:
+ stdscr = curses.initscr()
+ stdscr.keypad(True)
+ curses.nonl()
+ curses.cbreak()
+ if game.options & OPTION_COLOR:
+ curses.start_color()
+ curses.use_default_colors()
+ curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, -1)
+ curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, -1)
+ curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, -1)
+ curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, -1)
+ curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, -1)
+ curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, -1)
+ curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, -1)
+ curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, -1)
+ global fullscreen_window, srscan_window, report_window, status_window
+ global lrscan_window, message_window, prompt_window
+ (rows, _columns) = stdscr.getmaxyx()
+ fullscreen_window = stdscr
+ srscan_window = curses.newwin(12, 25, 0, 0)
+ report_window = curses.newwin(11, 0, 1, 25)
+ status_window = curses.newwin(10, 0, 1, 39)
+ lrscan_window = curses.newwin(5, 0, 0, 64)
+ message_window = curses.newwin(0, 0, 12, 0)
+ prompt_window = curses.newwin(1, 0, rows-2, 0)
+ message_window.scrollok(True)
+ setwnd(fullscreen_window)
+
+def ioend():
+ "Wrap up I/O."
+ if game.options & OPTION_CURSES:
+ stdscr.keypad(False)
+ curses.echo()
+ curses.nocbreak()
+ curses.endwin()
+
+def waitfor():
+ "Wait for user action -- OK to do nothing if on a TTY"
+ if game.options & OPTION_CURSES:
+ stdscr.getch()
+
+def announce():
+ skip(1)
+ prouts(_("[ANNOUNCEMENT ARRIVING...]"))
+ skip(1)
+
+def pause_game():
+ if game.skill > SKILL_FAIR:
+ prompt = _("[CONTINUE?]")
+ else:
+ prompt = _("[PRESS ENTER TO CONTINUE]")
+
+ if game.options & OPTION_CURSES:
+ drawmaps(0)
+ setwnd(prompt_window)
+ prompt_window.clear()
+ prompt_window.addstr(prompt)
+ prompt_window.getstr()
+ prompt_window.clear()
+ prompt_window.refresh()
+ setwnd(message_window)
+ else:
+ global linecount
+ sys.stdout.write('\n')
+ proutn(prompt)
+ if not replayfp:
+ my_input()
+ sys.stdout.write('\n' * rows)
+ linecount = 0
+
+def skip(i):
+ "Skip i lines. Pause game if this would cause a scrolling event."
+ for _dummy in range(i):
+ if game.options & OPTION_CURSES:
+ (y, _x) = curwnd.getyx()
+ try:
+ curwnd.move(y+1, 0)
+ except curses.error:
+ pass
+ else:
+ global linecount
+ linecount += 1
+ if rows and linecount >= rows:
+ pause_game()
+ else:
+ sys.stdout.write('\n')
+
+def proutn(proutntline):
+ "Utter a line with no following line feed."
+ if game.options & OPTION_CURSES:
+ (y, x) = curwnd.getyx()
+ (my, _mx) = curwnd.getmaxyx()
+ if curwnd == message_window and y >= my - 2:
+ pause_game()
+ clrscr()
+ if logfp and game.cdebug:
+ logfp.write("#curses: at %s proutn(%s)\n" % ((y, x), repr(proutntline)))
+ curwnd.addstr(proutntline)
+ curwnd.refresh()
+ else:
+ sys.stdout.write(proutntline)
+ sys.stdout.flush()
+
+def prout(proutline):
+ proutn(proutline)
+ skip(1)
+
+def prouts(proutsline):
+ "Emit slowly!"
+ for c in proutsline:
+ if not replayfp or replayfp.closed: # Don't slow down replays
+ time.sleep(0.03)
+ proutn(c)
+ if game.options & OPTION_CURSES:
+ curwnd.refresh()
+ else:
+ sys.stdout.flush()
+ if not replayfp or replayfp.closed:
+ time.sleep(0.03)
+
+def cgetline():
+ "Get a line of input."
+ if game.options & OPTION_CURSES:
+ linein = codecs.decode(curwnd.getstr()) + "\n"
+ curwnd.refresh()
+ else:
+ if replayfp and not replayfp.closed:
+ while True:
+ linein = replayfp.readline()
+ proutn(linein)
+ if linein == '':
+ prout("*** Replay finished")
+ replayfp.close()
+ break
+ elif linein[0] != "#":
+ break
+ else:
+ try:
+ linein = my_input() + "\n"
+ except EOFError:
+ prout("")
+ sys.exit(0)
+ if logfp:
+ logfp.write(linein)
+ return linein
+
+def setwnd(wnd):
+ "Change windows -- OK for this to be a no-op in tty mode."
+ global curwnd
+ if game.options & OPTION_CURSES:
+ if game.cdebug and logfp:
+ if wnd == fullscreen_window:
+ legend = "fullscreen"
+ elif wnd == srscan_window:
+ legend = "srscan"
+ elif wnd == report_window:
+ legend = "report"
+ elif wnd == status_window:
+ legend = "status"
+ elif wnd == lrscan_window:
+ legend = "lrscan"
+ elif wnd == message_window:
+ legend = "message"
+ elif wnd == prompt_window:
+ legend = "prompt"
+ else:
+ legend = "unknown"
+ logfp.write("#curses: setwnd(%s)\n" % legend)
+ curwnd = wnd
+ # Some curses implementations get confused when you try this.
+ try:
+ curses.curs_set(wnd in (fullscreen_window, message_window, prompt_window))
+ except curses.error:
+ pass
+
+def clreol():
+ "Clear to end of line -- can be a no-op in tty mode"
+ if game.options & OPTION_CURSES:
+ curwnd.clrtoeol()
+ curwnd.refresh()
+
+def clrscr():
+ "Clear screen -- can be a no-op in tty mode."
+ global linecount
+ if game.options & OPTION_CURSES:
+ curwnd.clear()
+ curwnd.move(0, 0)
+ curwnd.refresh()
+ linecount = 0
+
+def textcolor(color=DEFAULT):
+ if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES):
+ if color == DEFAULT:
+ curwnd.attrset(0)
+ elif color == BLACK:
+ curwnd.attron(curses.color_pair(curses.COLOR_BLACK))
+ elif color == BLUE:
+ curwnd.attron(curses.color_pair(curses.COLOR_BLUE))
+ elif color == GREEN:
+ curwnd.attron(curses.color_pair(curses.COLOR_GREEN))
+ elif color == CYAN:
+ curwnd.attron(curses.color_pair(curses.COLOR_CYAN))
+ elif color == RED:
+ curwnd.attron(curses.color_pair(curses.COLOR_RED))
+ elif color == MAGENTA:
+ curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA))
+ elif color == BROWN:
+ curwnd.attron(curses.color_pair(curses.COLOR_YELLOW))
+ elif color == LIGHTGRAY:
+ curwnd.attron(curses.color_pair(curses.COLOR_WHITE))
+ elif color == DARKGRAY:
+ curwnd.attron(curses.color_pair(curses.COLOR_BLACK) | curses.A_BOLD)
+ elif color == LIGHTBLUE:
+ curwnd.attron(curses.color_pair(curses.COLOR_BLUE) | curses.A_BOLD)
+ elif color == LIGHTGREEN:
+ curwnd.attron(curses.color_pair(curses.COLOR_GREEN) | curses.A_BOLD)
+ elif color == LIGHTCYAN:
+ curwnd.attron(curses.color_pair(curses.COLOR_CYAN) | curses.A_BOLD)
+ elif color == LIGHTRED:
+ curwnd.attron(curses.color_pair(curses.COLOR_RED) | curses.A_BOLD)
+ elif color == LIGHTMAGENTA:
+ curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA) | curses.A_BOLD)
+ elif color == YELLOW:
+ curwnd.attron(curses.color_pair(curses.COLOR_YELLOW) | curses.A_BOLD)
+ elif color == WHITE:
+ curwnd.attron(curses.color_pair(curses.COLOR_WHITE) | curses.A_BOLD)
+
+def highvideo():
+ if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES):
+ curwnd.attron(curses.A_REVERSE)
+
+#
+# Things past this point have policy implications.
+#
+
+def drawmaps(mode):
+ "Hook to be called after moving to redraw maps."
+ if game.options & OPTION_CURSES:
+ if mode == 1:
+ sensor()
+ setwnd(srscan_window)
+ curwnd.move(0, 0)
+ srscan()
+ if mode != 2:
+ setwnd(status_window)
+ status_window.clear()
+ status_window.move(0, 0)
+ setwnd(report_window)
+ report_window.clear()
+ report_window.move(0, 0)
+ status()
+ setwnd(lrscan_window)
+ lrscan_window.clear()
+ lrscan_window.move(0, 0)
+ lrscan(silent=False)
+
+def put_srscan_sym(w, sym):
+ "Emit symbol for short-range scan."
+ srscan_window.move(w.i+1, w.j*2+2)
+ srscan_window.addch(sym)
+ srscan_window.refresh()
+
+def boom(w):
+ "Enemy fall down, go boom."
+ if game.options & OPTION_CURSES:
+ drawmaps(0)
+ setwnd(srscan_window)
+ srscan_window.attron(curses.A_REVERSE)
+ put_srscan_sym(w, game.quad[w.i][w.j])
+ #sound(500)
+ #time.sleep(1.0)
+ #nosound()
+ srscan_window.attroff(curses.A_REVERSE)
+ put_srscan_sym(w, game.quad[w.i][w.j])
+ curses.delay_output(500)
+ setwnd(message_window)
+
+def warble():
+ "Sound and visual effects for teleportation."
+ if game.options & OPTION_CURSES:
+ drawmaps(2)
+ setwnd(message_window)
+ #sound(50)
+ prouts(" . . . . . ")
+ if game.options & OPTION_CURSES:
+ #curses.delay_output(1000)
+ #nosound()
+ pass
+
+def tracktorpedo(w, step, i, n, iquad):
+ "Torpedo-track animation."
+ if not game.options & OPTION_CURSES:
+ if step == 1:
+ if n != 1:
+ skip(1)
+ proutn(_("Track for torpedo number %d- ") % (i+1))
+ else:
+ skip(1)
+ proutn(_("Torpedo track- "))
+ elif step in {4, 9}:
+ skip(1)
+ proutn("%s " % w)
+ else:
+ if not damaged(DSRSENS) or game.condition=="docked":
+ if i != 0 and step == 1:
+ drawmaps(2)
+ time.sleep(0.4)
+ if iquad in {'.', ' '}:
+ put_srscan_sym(w, '+')
+ #sound(step*10)
+ #time.sleep(0.1)
+ #nosound()
+ put_srscan_sym(w, iquad)
+ else:
+ curwnd.attron(curses.A_REVERSE)
+ put_srscan_sym(w, iquad)
+ #sound(500)
+ #time.sleep(1.0)
+ #nosound()
+ curwnd.attroff(curses.A_REVERSE)
+ put_srscan_sym(w, iquad)
+ else:
+ proutn("%s " % w)
+
+def makechart():
+ "Display the current galaxy chart."
+ if game.options & OPTION_CURSES:
+ setwnd(message_window)
+ message_window.clear()
+ chart()
+ if game.options & OPTION_TTY:
+ skip(1)
+
+NSYM = 14
+
+def prstat(txt, data):
+ proutn(txt)
+ if game.options & OPTION_CURSES:
+ skip(1)
+ setwnd(status_window)
+ else:
+ proutn(" " * (NSYM - len(txt)))
+ proutn(data)
+ skip(1)
+ if game.options & OPTION_CURSES:
+ setwnd(report_window)
+
+# Code from moving.c begins here
+
+def imove(icourse=None, noattack=False):
+ "Movement execution for warp, impulse, supernova, and tractor-beam events."
+ w = Coord()
+
+ def newquadrant(noattack):
+ # Leaving quadrant -- allow final enemy attack
+ # Don't set up attack if being pushed by nova or cloaked
+ if len(game.enemies) != 0 and not noattack and not game.iscloaked:
+ newcnd()
+ for enemy in game.enemies:
+ finald = (w - enemy.location).distance()
+ enemy.kavgd = 0.5 * (finald + enemy.kdist)
+ # Stas Sergeev added the condition
+ # that attacks only happen if Klingons
+ # are present and your skill is good.
+ if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
+ attack(torps_ok=False)
+ if game.alldone:
+ return
+ # check for edge of galaxy
+ kinks = 0
+ while True:
+ kink = False
+ if icourse.final.i < 0:
+ icourse.final.i = -icourse.final.i
+ kink = True
+ if icourse.final.j < 0:
+ icourse.final.j = -icourse.final.j
+ kink = True
+ if icourse.final.i >= GALSIZE*QUADSIZE:
+ icourse.final.i = (GALSIZE*QUADSIZE*2) - icourse.final.i
+ kink = True
+ if icourse.final.j >= GALSIZE*QUADSIZE:
+ icourse.final.j = (GALSIZE*QUADSIZE*2) - icourse.final.j
+ kink = True
+ if kink:
+ kinks += 1
+ else:
+ break
+ if kinks:
+ game.nkinks += 1
+ if game.nkinks == 3:
+ # Three strikes -- you're out!
+ finish(FNEG3)
+ return
+ skip(1)
+ prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
+ prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
+ prout(_("YOU WILL BE DESTROYED."))
+ # Compute final position in new quadrant
+ if trbeam: # Don't bother if we are to be beamed
+ return
+ game.quadrant = icourse.final.quadrant()
+ game.sector = icourse.final.sector()
+ skip(1)
+ prout(_("Entering Quadrant %s.") % game.quadrant)
+ game.quad[game.sector.i][game.sector.j] = game.ship
+ newqad()
+ if game.skill>SKILL_NOVICE:
+ attack(torps_ok=False)
+
+ def check_collision(h):
+ iquad = game.quad[h.i][h.j]
+ if iquad != '.':
+ # object encountered in flight path
+ stopegy = 50.0*icourse.distance/game.optime
+ if iquad in ('T', 'K', 'C', 'S', 'R', '?'):
+ for enemy in game.enemies:
+ if enemy.location == game.sector:
+ collision(rammed=False, enemy=enemy)
+ return True
+ # This should not happen
+ prout(_("Which way did he go?"))
+ return False
+ elif iquad == ' ':
+ skip(1)
+ prouts(_("***RED ALERT! RED ALERT!"))
+ skip(1)
+ proutn("***" + crmshp())
+ proutn(_(" pulled into black hole at Sector %s") % h)
+ # Getting pulled into a black hole was certain
+ # death in Almy's original. Stas Sergeev added a
+ # possibility that you'll get timewarped instead.
+ n=0
+ for m in range(NDEVICES):
+ if game.damage[m]>0:
+ n += 1
+ probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
+ if (game.options & OPTION_BLKHOLE) and rnd.withprob(1-probf):
+ timwrp()
+ else:
+ finish(FHOLE)
+ return True
+ else:
+ # something else
+ skip(1)
+ proutn(crmshp())
+ if iquad == '#':
+ prout(_(" encounters Tholian web at %s;") % h)
+ else:
+ prout(_(" blocked by object at %s;") % h)
+ proutn(_("Emergency stop required "))
+ prout(_("%2d units of energy.") % int(stopegy))
+ game.energy -= stopegy
+ if game.energy <= 0:
+ finish(FNRG)
+ return True
+ return False
+
+ trbeam = False
+ if game.inorbit:
+ prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
+ game.inorbit = False
+ # If tractor beam is to occur, don't move full distance
+ if game.state.date+game.optime >= scheduled(FTBEAM):
+ if game.iscloaked:
+ # We can't be tractor beamed if cloaked,
+ # so move the event into the future
+ postpone(FTBEAM, game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
+ else:
+ trbeam = True
+ game.condition = "red"
+ icourse.distance = icourse.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
+ game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
+ # Move out
+ game.quad[game.sector.i][game.sector.j] = '.'
+ for _m in range(icourse.moves):
+ icourse.nexttok()
+ w = icourse.sector()
+ if icourse.origin.quadrant() != icourse.location.quadrant():
+ newquadrant(noattack)
+ break
+ elif check_collision(w):
+ prout(_("Collision detected"))
+ break
+ else:
+ game.sector = w
+ # We're in destination quadrant -- compute new average enemy distances
+ game.quad[game.sector.i][game.sector.j] = game.ship
+ if game.enemies:
+ for enemy in game.enemies:
+ finald = (w-enemy.location).distance()
+ enemy.kavgd = 0.5 * (finald + enemy.kdist)
+ enemy.kdist = finald
+ sortenemies()
+ if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
+ attack(torps_ok=False)
+ for enemy in game.enemies:
+ enemy.kavgd = enemy.kdist
+ newcnd()
+ drawmaps(0)
+ setwnd(message_window)
+
+def dock(verbose):
+ "Dock our ship at a starbase."
+ scanner.chew()
+ if game.condition == "docked" and verbose:
+ prout(_("Already docked."))
+ return
+ if game.inorbit:
+ prout(_("You must first leave standard orbit."))
+ return
+ if game.base is None or not game.base.valid_sector():
+ prout(_("No starbase available for docking in this quadrant."))
+ return
+ if (abs(game.sector.i-game.base.i) > 1) or (abs(game.sector.j-game.base.j) > 1):
+ prout(crmshp() + _(" not adjacent to base."))
+ return
+ if game.iscloaked:
+ prout(_("You cannot dock while cloaked."))
+ return
+ game.condition = "docked"
+ if verbose:
+ prout(_("Docked."))
+ game.ididit = True
+ if game.energy < game.inenrg:
+ game.energy = game.inenrg
+ game.shield = game.inshld
+ game.torps = game.intorps
+ game.lsupres = game.inlsr
+ game.state.crew = FULLCREW
+ if game.brigcapacity-game.brigfree > 0:
+ prout(_("%d captured Klingons transferred to base") % (game.brigcapacity-game.brigfree))
+ game.kcaptured += game.brigcapacity-game.brigfree
+ game.brigfree = game.brigcapacity
+ if communicating() and \
+ ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
+ # get attack report from base
+ prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
+ attackreport(False)
+ game.iseenit = True
+
+def cartesian(loc1=None, loc2=None):
+ if loc1 is None:
+ return game.quadrant * QUADSIZE + game.sector
+ elif loc2 is None:
+ return game.quadrant * QUADSIZE + loc1
+ else:
+ return loc1 * QUADSIZE + loc2
+
+def getcourse(isprobe):
+ "Get a course and distance from the user."
+ key = ""
+ dquad = copy.copy(game.quadrant)
+ navmode = "unspecified"
+ itemp = "curt"
+ dsect = Coord()
+ iprompt = False
+ if game.landed and not isprobe:
+ prout(_("Dummy! You can't leave standard orbit until you"))
+ proutn(_("are back aboard the ship."))
+ scanner.chew()
+ raise TrekError
+ while navmode == "unspecified":
+ if damaged(DNAVSYS):
+ if isprobe:
+ prout(_("Computer damaged; manual navigation only"))
+ else:
+ prout(_("Computer damaged; manual movement only"))
+ scanner.chew()
+ navmode = "manual"
+ key = "IHEOL"
+ break
+ key = scanner.nexttok()
+ if key == "IHEOL":
+ proutn(_("Manual or automatic- "))
+ iprompt = True
+ scanner.chew()
+ elif key == "IHALPHA":
+ if scanner.sees("manual"):
+ navmode = "manual"
+ key = scanner.nexttok()
+ break
+ elif scanner.sees("automatic"):
+ navmode = "automatic"
+ key = scanner.nexttok()
+ break
+ else:
+ huh()
+ scanner.chew()
+ raise TrekError
+ else: # numeric
+ if isprobe:
+ prout(_("(Manual navigation assumed.)"))
+ else:
+ prout(_("(Manual movement assumed.)"))
+ navmode = "manual"
+ break
+ delta = Coord()
+ if navmode == "automatic":
+ while key == "IHEOL":
+ if isprobe:
+ proutn(_("Target quadrant or quadrant§or- "))
+ else:
+ proutn(_("Destination sector or quadrant§or- "))
+ scanner.chew()
+ iprompt = True
+ key = scanner.nexttok()
+ if key != "IHREAL":
+ huh()
+ raise TrekError
+ xi = int(round(scanner.real))-1
+ key = scanner.nexttok()
+ if key != "IHREAL":
+ huh()
+ raise TrekError
+ xj = int(round(scanner.real))-1
+ key = scanner.nexttok()
+ if key == "IHREAL":
+ # both quadrant and sector specified
+ xk = int(round(scanner.real))-1
+ key = scanner.nexttok()
+ if key != "IHREAL":
+ huh()
+ raise TrekError
+ xl = int(round(scanner.real))-1
+ dquad.i = xi
+ dquad.j = xj
+ dsect.i = xk
+ dsect.j = xl
+ else:
+ # only one pair of numbers was specified
+ if isprobe:
+ # only quadrant specified -- go to center of dest quad
+ dquad.i = xi
+ dquad.j = xj
+ dsect.j = dsect.i = 4 # preserves 1-origin behavior
+ else:
+ # only sector specified
+ dsect.i = xi
+ dsect.j = xj
+ itemp = "normal"
+ if not dquad.valid_quadrant() or not dsect.valid_sector():
+ huh()
+ raise TrekError
+ skip(1)
+ if not isprobe:
+ if itemp > "curt":
+ if iprompt:
+ prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
+ else:
+ prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
+ # the actual deltas get computed here
+ delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
+ delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
+ else: # manual
+ while key == "IHEOL":
+ proutn(_("X and Y displacements- "))
+ scanner.chew()
+ iprompt = True
+ key = scanner.nexttok()
+ itemp = "verbose"
+ if key == "IHREAL":
+ delta.j = scanner.real
+ else:
+ huh()
+ raise TrekError
+ key = scanner.nexttok()
+ if key == "IHREAL":
+ delta.i = scanner.real
+ elif key == "IHEOL":
+ delta.i = 0
+ scanner.push("\n")
+ else:
+ huh()
+ raise TrekError
+ # Check for zero movement
+ if delta.i == 0 and delta.j == 0:
+ scanner.chew()
+ raise TrekError
+ if itemp == "verbose" and not isprobe:
+ skip(1)
+ prout(_("Helmsman Sulu- \"Aye, Sir.\""))
+ scanner.chew()
+ return course(bearing=delta.bearing(), distance=delta.distance())
+
+class course:
+ def __init__(self, bearing, distance, origin=None):
+ self.distance = distance
+ self.bearing = bearing
+ if origin is None:
+ self.origin = cartesian(game.quadrant, game.sector)
+ else:
+ self.origin = origin
+ # The bearing() code we inherited from FORTRAN is actually computing
+ # clockface directions!
+ if self.bearing < 0.0:
+ self.bearing += 12.0
+ self.angle = ((15.0 - self.bearing) * 0.5235988)
+ self.increment = Coord(-math.sin(self.angle), math.cos(self.angle))
+ bigger = max(abs(self.increment.i), abs(self.increment.j))
+ self.increment /= bigger
+ self.moves = int(round(10*self.distance*bigger))
+ self.reset()
+ self.final = (self.location + self.moves*self.increment).roundtogrid()
+ self.location = self.origin
+ self.nextlocation = None
+ def reset(self):
+ self.location = self.origin
+ self.step = 0
+ def arrived(self):
+ return self.location.roundtogrid() == self.final
+ def nexttok(self):
+ "Next step on course."
+ self.step += 1
+ self.nextlocation = self.location + self.increment
+ samequad = (self.location.quadrant() == self.nextlocation.quadrant())
+ self.location = self.nextlocation
+ return samequad
+ def quadrant(self):
+ return self.location.quadrant()
+ def sector(self):
+ return self.location.sector()
+ def power(self, w):
+ return self.distance*(w**3)*(game.shldup+1)
+ def time(self, w):
+ return 10.0*self.distance/w**2
+
+def impulse():
+ "Move under impulse power."
+ game.ididit = False
+ if damaged(DIMPULS):
+ scanner.chew()
+ skip(1)
+ prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
+ return
+ if game.energy > 30.0:
+ try:
+ icourse = getcourse(isprobe=False)
+ except TrekError:
+ return
+ power = 20.0 + 100.0*icourse.distance
+ else:
+ power = 30.0
+ if power >= game.energy:
+ # Insufficient power for trip
+ skip(1)
+ prout(_("First Officer Spock- \"Captain, the impulse engines"))
+ prout(_("require 20.0 units to engage, plus 100.0 units per"))
+ if game.energy > 30:
+ proutn(_("quadrant. We can go, therefore, a maximum of %d") %
+ int(0.01 * (game.energy-20.0)-0.05))
+ prout(_(" quadrants.\""))
+ else:
+ prout(_("quadrant. They are, therefore, useless.\""))
+ scanner.chew()
+ return
+ # Make sure enough time is left for the trip
+ game.optime = icourse.distance/0.095
+ if game.optime >= game.state.remtime:
+ prout(_("First Officer Spock- \"Captain, our speed under impulse"))
+ prout(_("power is only 0.95 sectors per stardate. Are you sure"))
+ proutn(_("we dare spend the time?\" "))
+ if not ja():
+ return
+ # Activate impulse engines and pay the cost
+ imove(icourse, noattack=False)
+ game.ididit = True
+ if game.alldone:
+ return
+ power = 20.0 + 100.0*icourse.distance
+ game.energy -= power
+ game.optime = icourse.distance/0.095
+ if game.energy <= 0:
+ finish(FNRG)
+ return
+
+def warp(wcourse, involuntary):
+ "ove under warp drive."
+ blooey = False; twarp = False
+ if not involuntary: # Not WARPX entry
+ game.ididit = False
+ if game.iscloaked:
+ scanner.chew()
+ skip(1)
+ prout(_("Engineer Scott- \"The warp engines can not be used while cloaked, Sir.\""))
+ return
+ if game.damage[DWARPEN] > 10.0:
+ scanner.chew()
+ skip(1)
+ prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
+ return
+ if damaged(DWARPEN) and game.warpfac > 4.0:
+ scanner.chew()
+ skip(1)
+ prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
+ prout(_(" is repaired, I can only give you warp 4.\""))
+ return
+ # Read in course and distance
+ if wcourse is None:
+ try:
+ wcourse = getcourse(isprobe=False)
+ except TrekError:
+ return
+ # Make sure starship has enough energy for the trip
+ # Note: this formula is slightly different from the C version,
+ # and lets you skate a bit closer to the edge.
+ if wcourse.power(game.warpfac) >= game.energy:
+ # Insufficient power for trip
+ game.ididit = False
+ skip(1)
+ prout(_("Engineering to bridge--"))
+ if not game.shldup or 0.5*wcourse.power(game.warpfac) > game.energy:
+ iwarp = (game.energy/(wcourse.distance+0.05)) ** 0.333333333
+ if iwarp <= 0:
+ prout(_("We can't do it, Captain. We don't have enough energy."))
+ else:
+ proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
+ if game.shldup:
+ prout(",")
+ prout(_("if you'll lower the shields."))
+ else:
+ prout(".")
+ else:
+ prout(_("We haven't the energy to go that far with the shields up."))
+ return
+ # Make sure enough time is left for the trip
+ game.optime = wcourse.time(game.warpfac)
+ if game.optime >= 0.8*game.state.remtime:
+ skip(1)
+ prout(_("First Officer Spock- \"Captain, I compute that such"))
+ proutn(_(" a trip would require approximately %2.0f") %
+ (100.0*game.optime/game.state.remtime))
+ prout(_(" percent of our"))
+ proutn(_(" remaining time. Are you sure this is wise?\" "))
+ if not ja():
+ game.ididit = False
+ game.optime=0
+ return
+ # Entry WARPX
+ if game.warpfac > 6.0:
+ # Decide if engine damage will occur
+ # ESR: Seems wrong. Probability of damage goes *down* with distance?
+ prob = wcourse.distance*(6.0-game.warpfac)**2/66.666666666
+ if prob > rnd.real():
+ blooey = True
+ wcourse.distance = rnd.real(wcourse.distance)
+ # Decide if time warp will occur
+ if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > rnd.real():
+ twarp = True
+ if game.idebug and game.warpfac==10 and not twarp:
+ blooey = False
+ proutn("=== Force time warp? ")
+ if ja():
+ twarp = True
+ if blooey or twarp:
+ # If time warp or engine damage, check path
+ # If it is obstructed, don't do warp or damage
+ look = wcourse.moves
+ while look > 0:
+ look -= 1
+ wcourse.nexttok()
+ w = wcourse.sector()
+ if not w.valid_sector():
+ break
+ if game.quad[w.i][w.j] != '.':
+ blooey = False
+ twarp = False
+ wcourse.reset()
+ # Activate Warp Engines and pay the cost
+ imove(wcourse, noattack=False)
+ if game.alldone:
+ return
+ game.energy -= wcourse.power(game.warpfac)
+ if game.energy <= 0:
+ finish(FNRG)
+ game.optime = wcourse.time(game.warpfac)
+ if twarp:
+ timwrp()
+ if blooey:
+ game.damage[DWARPEN] = game.damfac * rnd.real(1.0, 4.0)
+ skip(1)
+ prout(_("Engineering to bridge--"))
+ prout(_(" Scott here. The warp engines are damaged."))
+ prout(_(" We'll have to reduce speed to warp 4."))
+ game.ididit = True
+ return
+
+def setwarp():
+ "Change the warp factor."
+ while True:
+ key=scanner.nexttok()
+ if key != "IHEOL":
+ break
+ scanner.chew()
+ proutn(_("Warp factor- "))
+ if key != "IHREAL":
+ huh()
+ return
+ if game.damage[DWARPEN] > 10.0:
+ prout(_("Warp engines inoperative."))
+ return
+ if damaged(DWARPEN) and scanner.real > 4.0:
+ prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
+ prout(_(" but right now we can only go warp 4.\""))
+ return
+ if scanner.real > 10.0:
+ prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
+ return
+ if scanner.real < 1.0:
+ prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
+ return
+ oldfac = game.warpfac
+ game.warpfac = scanner.real
+ if game.warpfac <= oldfac or game.warpfac <= 6.0:
+ prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
+ int(game.warpfac))
+ return
+ if game.warpfac < 8.00:
+ prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
+ return
+ if game.warpfac == 10.0:
+ prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
+ return
+ prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
+ return
+
+def atover(igrab):
+ "Cope with being tossed out of quadrant by supernova or yanked by beam."
+ scanner.chew()
+ # is captain on planet?
+ if game.landed:
+ if damaged(DTRANSP):
+ finish(FPNOVA)
+ return
+ prout(_("Scotty rushes to the transporter controls."))
+ if game.shldup:
+ prout(_("But with the shields up it's hopeless."))
+ finish(FPNOVA)
+ prouts(_("His desperate attempt to rescue you . . ."))
+ if rnd.withprob(0.5):
+ prout(_("fails."))
+ finish(FPNOVA)
+ return
+ prout(_("SUCCEEDS!"))
+ if game.imine:
+ game.imine = False
+ proutn(_("The crystals mined were "))
+ if rnd.withprob(0.25):
+ prout(_("lost."))
+ else:
+ prout(_("saved."))
+ game.icrystl = True
+ if igrab:
+ return
+ # Check to see if captain in shuttle craft
+ if game.icraft:
+ finish(FSTRACTOR)
+ if game.alldone:
+ return
+ # Inform captain of attempt to reach safety
+ skip(1)
+ while True:
+ if game.justin:
+ prouts(_("***RED ALERT! RED ALERT!"))
+ skip(1)
+ proutn(_("The %s has stopped in a quadrant containing") % crmshp())
+ prouts(_(" a supernova."))
+ skip(2)
+ prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
+ prout(_("safely out of quadrant."))
+ if not damaged(DRADIO):
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
+ # Try to use warp engines
+ if damaged(DWARPEN):
+ skip(1)
+ prout(_("Warp engines damaged."))
+ finish(FSNOVAED)
+ return
+ game.warpfac = rnd.real(6.0, 8.0)
+ prout(_("Warp factor set to %d") % int(game.warpfac))
+ power = 0.75*game.energy
+ dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
+ dist = max(dist, rnd.real(math.sqrt(2)))
+ bugout = course(bearing=rnd.real(12), distance=dist) # How dumb!
+ game.optime = bugout.time(game.warpfac)
+ game.justin = False
+ game.inorbit = False
+ warp(bugout, involuntary=True)
+ if not game.justin:
+ # This is bad news, we didn't leave quadrant.
+ if game.alldone:
+ return
+ skip(1)
+ prout(_("Insufficient energy to leave quadrant."))
+ finish(FSNOVAED)
+ return
+ # Repeat if another snova
+ if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
+ break
+ if game.unwon()==0:
+ finish(FWON) # Snova killed remaining enemy.
+
+def timwrp():
+ "Let's do the time warp again."
+ prout(_("***TIME WARP ENTERED."))
+ if game.state.snap and rnd.withprob(0.5):
+ # Go back in time
+ prout(_("You are traveling backwards in time %d stardates.") %
+ int(game.state.date-game.snapsht.date))
+ game.state = game.snapsht
+ game.state.snap = False
+ if len(game.state.kcmdr):
+ schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
+ schedule(FBATTAK, expran(0.3*game.intime))
+ schedule(FSNOVA, expran(0.5*game.intime))
+ # next snapshot will be sooner
+ schedule(FSNAP, expran(0.25*game.state.remtime))
+
+ if game.state.nscrem:
+ schedule(FSCMOVE, 0.2777)
+ game.isatb = 0
+ unschedule(FCDBAS)
+ unschedule(FSCDBAS)
+ game.battle.invalidate()
+ # Make sure Galileo is consistant -- Snapshot may have been taken
+ # when on planet, which would give us two Galileos!
+ gotit = False
+ for l in range(game.inplan):
+ if game.state.planets[l].known == "shuttle_down":
+ gotit = True
+ if game.iscraft == "onship" and game.ship=='E':
+ prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
+ game.iscraft = "offship"
+ # Likewise, if in the original time the Galileo was abandoned, but
+ # was on ship earlier, it would have vanished -- let's restore it.
+ if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
+ prout(_("Chekov- \"Security reports the Galileo has reappeared in the dock!\""))
+ game.iscraft = "onship"
+ # There used to be code to do the actual reconstrction here,
+ # but the starchart is now part of the snapshotted galaxy state.
+ prout(_("Spock has reconstructed a correct star chart from memory"))
+ else:
+ # Go forward in time
+ game.optime = expran(0.5*game.intime)
+ prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
+ # cheat to make sure no tractor beams occur during time warp
+ postpone(FTBEAM, game.optime)
+ game.damage[DRADIO] += game.optime
+ newqad()
+ events() # Stas Sergeev added this -- do pending events
+
+def probe():
+ "Launch deep-space probe."
+ # New code to launch a deep space probe
+ if game.nprobes == 0:
+ scanner.chew()
+ skip(1)
+ if game.ship == 'E':
+ prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
+ else:
+ prout(_("Ye Faerie Queene has no deep space probes."))
+ return
+ if damaged(DDSP):
+ scanner.chew()
+ skip(1)
+ prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
+ return
+ if is_scheduled(FDSPROB):
+ scanner.chew()
+ skip(1)
+ if damaged(DRADIO) and game.condition != "docked":
+ prout(_("Spock- \"Records show the previous probe has not yet"))
+ prout(_(" reached its destination.\""))
+ else:
+ prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
+ return
+ key = scanner.nexttok()
+ if key == "IHEOL":
+ if game.nprobes == 1:
+ prout(_("1 probe left."))
+ else:
+ prout(_("%d probes left") % game.nprobes)
+ proutn(_("Are you sure you want to fire a probe? "))
+ if not ja():
+ return
+ game.isarmed = False
+ if key == "IHALPHA" and scanner.token == "armed":
+ game.isarmed = True
+ key = scanner.nexttok()
+ elif key == "IHEOL":
+ proutn(_("Arm NOVAMAX warhead? "))
+ game.isarmed = ja()
+ elif key == "IHREAL": # first element of course
+ scanner.push(scanner.token)
+ try:
+ game.probe = getcourse(isprobe=True)
+ except TrekError:
+ return
+ game.nprobes -= 1
+ schedule(FDSPROB, 0.01) # Time to move one sector
+ prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
+ game.ididit = True
+ return
+
+def mayday():
+ "Yell for help from nearest starbase."
+ # There's more than one way to move in this game!
+ scanner.chew()
+ # Test for conditions which prevent calling for help
+ if game.condition == "docked":
+ prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
+ return
+ if damaged(DRADIO):
+ prout(_("Subspace radio damaged."))
+ return
+ if not game.state.baseq:
+ prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
+ return
+ if game.landed:
+ prout(_("You must be aboard the %s.") % crmshp())
+ return
+ # OK -- call for help from nearest starbase
+ game.nhelp += 1
+ if game.base.i!=0:
+ # There's one in this quadrant
+ ddist = (game.base - game.sector).distance()
+ else:
+ ibq = None # Force base-quadrant game to persist past loop
+ ddist = FOREVER
+ for ibq in game.state.baseq:
+ xdist = QUADSIZE * (ibq - game.quadrant).distance()
+ if xdist < ddist:
+ ddist = xdist
+ if ibq is None:
+ prout(_("No starbases remain. You are alone in a hostile galaxy."))
+ return
+ # Since starbase not in quadrant, set up new quadrant
+ game.quadrant = ibq
+ newqad()
+ # dematerialize starship
+ game.quad[game.sector.i][game.sector.j]='.'
+ proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
+ % (game.quadrant, crmshp()))
+ game.sector.invalidate()
+ for m in range(1, 5+1):
+ w = game.base.scatter()
+ if w.valid_sector() and game.quad[w.i][w.j]=='.':
+ # found one -- finish up
+ game.sector = w
+ break
+ if game.sector is None:
+ prout(_("You have been lost in space..."))
+ finish(FMATERIALIZE)
+ return
+ # Give starbase three chances to rematerialize starship
+ probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
+ for m in range(1, 3+1):
+ if m == 1: proutn(_("1st"))
+ elif m == 2: proutn(_("2nd"))
+ elif m == 3: proutn(_("3rd"))
+ proutn(_(" attempt to re-materialize ") + crmshp())
+ game.quad[game.sector.i][game.sector.j]=('-','o','O')[m-1]
+ textcolor(RED)
+ warble()
+ if rnd.real() > probf:
+ break
+ prout(_("fails."))
+ textcolor(DEFAULT)
+ if game.options & OPTION_CURSES:
+ curses.delay_output(500)
+ if m > 3:
+ game.quad[game.sector.i][game.sector.j]='?'
+ game.alive = False
+ drawmaps(1)
+ setwnd(message_window)
+ finish(FMATERIALIZE)
+ return
+ game.quad[game.sector.i][game.sector.j]=game.ship
+ textcolor(GREEN)
+ prout(_("succeeds."))
+ textcolor(DEFAULT)
+ dock(False)
+ skip(1)
+ prout(_("Lt. Uhura- \"Captain, we made it!\""))
+
+def abandon():
+ "Abandon ship."
+ scanner.chew()
+ if game.condition=="docked":
+ if game.ship!='E':
+ prout(_("You cannot abandon Ye Faerie Queene."))
+ return
+ else:
+ # Must take shuttle craft to exit
+ if game.damage[DSHUTTL]==-1:
+ prout(_("Ye Faerie Queene has no shuttle craft."))
+ return
+ if game.damage[DSHUTTL]<0:
+ prout(_("Shuttle craft now serving Big Macs."))
+ return
+ if game.damage[DSHUTTL]>0:
+ prout(_("Shuttle craft damaged."))
+ return
+ if game.landed:
+ prout(_("You must be aboard the ship."))
+ return
+ if game.iscraft != "onship":
+ prout(_("Shuttle craft not currently available."))
+ return
+ # Emit abandon ship messages
+ skip(1)
+ prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
+ skip(1)
+ prouts(_("***ALL HANDS ABANDON SHIP!"))
+ skip(2)
+ prout(_("Captain and crew escape in shuttle craft."))
+ if not game.state.baseq:
+ # Oops! no place to go...
+ finish(FABANDN)
+ return
+ q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
+ # Dispose of crew
+ if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
+ prout(_("Remainder of ship's complement beam down"))
+ prout(_("to nearest habitable planet."))
+ elif q.planet is not None and not damaged(DTRANSP):
+ prout(_("Remainder of ship's complement beam down to %s.") %
+ q.planet)
+ else:
+ prout(_("Entire crew of %d left to die in outer space.") %
+ game.state.crew)
+ game.casual += game.state.crew
+ game.abandoned += game.state.crew
+ # If at least one base left, give 'em the Faerie Queene
+ skip(1)
+ game.icrystl = False # crystals are lost
+ game.nprobes = 0 # No probes
+ prout(_("You are captured by Klingons and released to"))
+ prout(_("the Federation in a prisoner-of-war exchange."))
+ nb = rnd.integer(len(game.state.baseq))
+ # Set up quadrant and position FQ adjacient to base
+ if not game.quadrant == game.state.baseq[nb]:
+ game.quadrant = game.state.baseq[nb]
+ game.sector.i = game.sector.j = 5
+ newqad()
+ while True:
+ # position next to base by trial and error
+ game.quad[game.sector.i][game.sector.j] = '.'
+ l = QUADSIZE
+ for l in range(QUADSIZE):
+ game.sector = game.base.scatter()
+ if game.sector.valid_sector() and \
+ game.quad[game.sector.i][game.sector.j] == '.':
+ break
+ if l < QUADSIZE:
+ break # found a spot
+ game.sector.i=QUADSIZE/2
+ game.sector.j=QUADSIZE/2
+ newqad()
+ # Get new commission
+ game.quad[game.sector.i][game.sector.j] = game.ship = 'F'
+ game.state.crew = FULLCREW
+ prout(_("Starfleet puts you in command of another ship,"))
+ prout(_("the Faerie Queene, which is antiquated but,"))
+ prout(_("still useable."))
+ if game.icrystl:
+ prout(_("The dilithium crystals have been moved."))
+ game.imine = False
+ game.iscraft = "offship" # Galileo disappears
+ # Resupply ship
+ game.condition="docked"
+ for l in range(NDEVICES):
+ game.damage[l] = 0.0
+ game.damage[DSHUTTL] = -1
+ game.energy = game.inenrg = 3000.0
+ game.shield = game.inshld = 1250.0
+ game.torps = game.intorps = 6
+ game.lsupres=game.inlsr=3.0
+ game.shldup=False
+ game.warpfac=5.0
+ game.brigfree = game.brigcapacity = 300
+ return
+
+# Code from planets.c begins here.
+
+def consumeTime():
+ "Abort a lengthy operation if an event interrupts it."
+ game.ididit = True
+ events()
+ if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
+ return True
+ return False
+
+def survey():
+ "Report on (uninhabited) planets in the galaxy."
+ iknow = False
+ skip(1)
+ scanner.chew()
+ prout(_("Spock- \"Planet report follows, Captain.\""))
+ skip(1)
+ for i in range(game.inplan):
+ if game.state.planets[i].pclass == "destroyed":
+ continue
+ if (game.state.planets[i].known != "unknown" \
+ and not game.state.planets[i].inhabited) \
+ or game.idebug:
+ iknow = True
+ if game.idebug and game.state.planets[i].known=="unknown":
+ proutn("(Unknown) ")
+ proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
+ proutn(_(" class "))
+ proutn(game.state.planets[i].pclass)
+ proutn(" ")
+ if game.state.planets[i].crystals != "present":
+ proutn(_("no "))
+ prout(_("dilithium crystals present."))
+ if game.state.planets[i].known=="shuttle_down":
+ prout(_(" Shuttle Craft Galileo on surface."))
+ if not iknow:
+ prout(_("No information available."))
+
+def orbit():
+ "Enter standard orbit."
+ skip(1)
+ scanner.chew()
+ if game.inorbit:
+ prout(_("Already in standard orbit."))
+ return
+ if damaged(DWARPEN) and damaged(DIMPULS):
+ prout(_("Both warp and impulse engines damaged."))
+ return
+ if game.plnet is None:
+ prout("There is no planet in this sector.")
+ return
+ if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
+ prout(crmshp() + _(" not adjacent to planet."))
+ skip(1)
+ return
+ game.optime = rnd.real(0.02, 0.05)
+ prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
+ newcnd()
+ if consumeTime():
+ return
+ game.height = rnd.real(1400, 8600)
+ prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
+ game.inorbit = True
+ game.ididit = True
+
+def sensor():
+ "Examine planets in this quadrant."
+ if damaged(DSRSENS):
+ if game.options & OPTION_TTY:
+ prout(_("Short range sensors damaged."))
+ return
+ if game.iplnet is None:
+ if game.options & OPTION_TTY:
+ prout(_("Spock- \"No planet in this quadrant, Captain.\""))
+ return
+ if game.iplnet.known == "unknown":
+ prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
+ skip(1)
+ prout(_(" Planet at Sector %s is of class %s.") %
+ (game.plnet, game.iplnet.pclass))
+ if game.iplnet.known=="shuttle_down":
+ prout(_(" Sensors show Galileo still on surface."))
+ proutn(_(" Readings indicate"))
+ if game.iplnet.crystals != "present":
+ proutn(_(" no"))
+ prout(_(" dilithium crystals present.\""))
+ if game.iplnet.known == "unknown":
+ game.iplnet.known = "known"
+ elif game.iplnet.inhabited:
+ prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
+ prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
+
+def beam():
+ "Use the transporter."
+ nrgneed = 0
+ scanner.chew()
+ skip(1)
+ if damaged(DTRANSP):
+ prout(_("Transporter damaged."))
+ if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
+ skip(1)
+ proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
+ if ja():
+ shuttle()
+ return
+ if not game.inorbit:
+ prout(crmshp() + _(" not in standard orbit."))
+ return
+ if game.shldup:
+ prout(_("Impossible to transport through shields."))
+ return
+ if game.iplnet.known=="unknown":
+ prout(_("Spock- \"Captain, we have no information on this planet"))
+ prout(_(" and Starfleet Regulations clearly state that in this situation"))
+ prout(_(" you may not go down.\""))
+ return
+ if not game.landed and game.iplnet.crystals=="absent":
+ prout(_("Spock- \"Captain, I fail to see the logic in"))
+ prout(_(" exploring a planet with no dilithium crystals."))
+ proutn(_(" Are you sure this is wise?\" "))
+ if not ja():
+ scanner.chew()
+ return
+ if not (game.options & OPTION_PLAIN):
+ nrgneed = 50 * game.skill + game.height / 100.0
+ if nrgneed > game.energy:
+ prout(_("Engineering to bridge--"))
+ prout(_(" Captain, we don't have enough energy for transportation."))
+ return
+ if not game.landed and nrgneed * 2 > game.energy:
+ prout(_("Engineering to bridge--"))
+ prout(_(" Captain, we have enough energy only to transport you down to"))
+ prout(_(" the planet, but there wouldn't be an energy for the trip back."))
+ if game.iplnet.known == "shuttle_down":
+ prout(_(" Although the Galileo shuttle craft may still be on a surface."))
+ proutn(_(" Are you sure this is wise?\" "))
+ if not ja():
+ scanner.chew()
+ return
+ if game.landed:
+ # Coming from planet
+ if game.iplnet.known=="shuttle_down":
+ proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
+ if ja():
+ scanner.chew()
+ return
+ prout(_("Your crew hides the Galileo to prevent capture by aliens."))
+ prout(_("Landing party assembled, ready to beam up."))
+ skip(1)
+ prout(_("Kirk whips out communicator..."))
+ prouts(_("BEEP BEEP BEEP"))
+ skip(2)
+ prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
+ else:
+ # Going to planet
+ prout(_("Scotty- \"Transporter room ready, Sir.\""))
+ skip(1)
+ prout(_("Kirk and landing party prepare to beam down to planet surface."))
+ skip(1)
+ prout(_("Kirk- \"Energize.\""))
+ game.ididit = True
+ skip(1)
+ prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
+ skip(2)
+ if not rnd.withprob(0.98):
+ prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
+ skip(2)
+ prout(_("Scotty- \"Oh my God! I've lost them.\""))
+ finish(FLOST)
+ return
+ prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
+ game.landed = not game.landed
+ game.energy -= nrgneed
+ skip(2)
+ prout(_("Transport complete."))
+ if game.landed and game.iplnet.known=="shuttle_down":
+ prout(_("The shuttle craft Galileo is here!"))
+ if not game.landed and game.imine:
+ game.icrystl = True
+ game.cryprob = 0.05
+ game.imine = False
+ return
+
+def mine():
+ "Strip-mine a world for dilithium."
+ skip(1)
+ scanner.chew()
+ if not game.landed:
+ prout(_("Mining party not on planet."))
+ return
+ if game.iplnet.crystals == "mined":
+ prout(_("This planet has already been strip-mined for dilithium."))
+ return
+ elif game.iplnet.crystals == "absent":
+ prout(_("No dilithium crystals on this planet."))
+ return
+ if game.imine:
+ prout(_("You've already mined enough crystals for this trip."))
+ return
+ if game.icrystl and game.cryprob == 0.05:
+ prout(_("With all those fresh crystals aboard the ") + crmshp())
+ prout(_("there's no reason to mine more at this time."))
+ return
+ game.optime = rnd.real(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
+ if consumeTime():
+ return
+ prout(_("Mining operation complete."))
+ game.iplnet.crystals = "mined"
+ game.imine = game.ididit = True
+
+def usecrystals():
+ "Use dilithium crystals."
+ game.ididit = False
+ skip(1)
+ scanner.chew()
+ if not game.icrystl:
+ prout(_("No dilithium crystals available."))
+ return
+ if game.energy >= 1000:
+ prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
+ prout(_(" except when Condition Yellow exists."))
+ return
+ prout(_("Spock- \"Captain, I must warn you that loading"))
+ prout(_(" raw dilithium crystals into the ship's power"))
+ prout(_(" system may risk a severe explosion."))
+ proutn(_(" Are you sure this is wise?\" "))
+ if not ja():
+ scanner.chew()
+ return
+ skip(1)
+ prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
+ prout(_(" Mr. Spock and I will try it.\""))
+ skip(1)
+ prout(_("Spock- \"Crystals in place, Sir."))
+ prout(_(" Ready to activate circuit.\""))
+ skip(1)
+ prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
+ skip(1)
+ if rnd.withprob(game.cryprob):
+ prouts(_(" \"Activating now! - - No good! It's***"))
+ skip(2)
+ prouts(_("***RED ALERT! RED A*L********************************"))
+ skip(1)
+ stars()
+ prouts(_("****************** KA-BOOM!!!! *******************"))
+ skip(1)
+ kaboom()
+ return
+ game.energy += rnd.real(5000.0, 5500.0)
+ prouts(_(" \"Activating now! - - "))
+ prout(_("The instruments"))
+ prout(_(" are going crazy, but I think it's"))
+ prout(_(" going to work!! Congratulations, Sir!\""))
+ game.cryprob *= 2.0
+ game.ididit = True
+
+def shuttle():
+ "Use shuttlecraft for planetary jaunt."
+ scanner.chew()
+ skip(1)
+ if damaged(DSHUTTL):
+ if game.damage[DSHUTTL] == -1.0:
+ if game.inorbit and game.iplnet.known == "shuttle_down":
+ prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
+ else:
+ prout(_("Ye Faerie Queene had no shuttle craft."))
+ elif game.damage[DSHUTTL] > 0:
+ prout(_("The Galileo is damaged."))
+ else: # game.damage[DSHUTTL] < 0
+ prout(_("Shuttle craft is now serving Big Macs."))
+ return
+ if not game.inorbit:
+ prout(crmshp() + _(" not in standard orbit."))
+ return
+ if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
+ prout(_("Shuttle craft not currently available."))
+ return
+ if not game.landed and game.iplnet.known=="shuttle_down":
+ prout(_("You will have to beam down to retrieve the shuttle craft."))
+ return
+ if game.shldup or game.condition == "docked":
+ prout(_("Shuttle craft cannot pass through shields."))
+ return
+ if game.iplnet.known=="unknown":
+ prout(_("Spock- \"Captain, we have no information on this planet"))
+ prout(_(" and Starfleet Regulations clearly state that in this situation"))
+ prout(_(" you may not fly down.\""))
+ return
+ game.optime = 3.0e-5*game.height
+ if game.optime >= 0.8*game.state.remtime:
+ prout(_("First Officer Spock- \"Captain, I compute that such"))
+ proutn(_(" a maneuver would require approximately %2d%% of our") % \
+ int(100*game.optime/game.state.remtime))
+ prout(_("remaining time."))
+ proutn(_("Are you sure this is wise?\" "))
+ if not ja():
+ game.optime = 0.0
+ return
+ if game.landed:
+ # Kirk on planet
+ if game.iscraft == "onship":
+ # Galileo on ship!
+ if not damaged(DTRANSP):
+ proutn(_("Spock- \"Would you rather use the transporter?\" "))
+ if ja():
+ beam()
+ return
+ proutn(_("Shuttle crew"))
+ else:
+ proutn(_("Rescue party"))
+ prout(_(" boards Galileo and swoops toward planet surface."))
+ game.iscraft = "offship"
+ skip(1)
+ if consumeTime():
+ return
+ game.iplnet.known="shuttle_down"
+ prout(_("Trip complete."))
+ return
+ else:
+ # Ready to go back to ship
+ prout(_("You and your mining party board the"))
+ prout(_("shuttle craft for the trip back to the Enterprise."))
+ skip(1)
+ prouts(_("The short hop begins . . ."))
+ skip(1)
+ game.iplnet.known="known"
+ game.icraft = True
+ skip(1)
+ game.landed = False
+ if consumeTime():
+ return
+ game.iscraft = "onship"
+ game.icraft = False
+ if game.imine:
+ game.icrystl = True
+ game.cryprob = 0.05
+ game.imine = False
+ prout(_("Trip complete."))
+ return
+ else:
+ # Kirk on ship and so is Galileo
+ prout(_("Mining party assembles in the hangar deck,"))
+ prout(_("ready to board the shuttle craft \"Galileo\"."))
+ skip(1)
+ prouts(_("The hangar doors open; the trip begins."))
+ skip(1)
+ game.icraft = True
+ game.iscraft = "offship"
+ if consumeTime():
+ return
+ game.iplnet.known = "shuttle_down"
+ game.landed = True
+ game.icraft = False
+ prout(_("Trip complete."))
+ return
+
+def deathray():
+ "Use the big zapper."
+ game.ididit = False
+ skip(1)
+ scanner.chew()
+ if game.ship != 'E':
+ prout(_("Ye Faerie Queene has no death ray."))
+ return
+ if len(game.enemies)==0:
+ prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
+ return
+ if damaged(DDRAY):
+ prout(_("Death Ray is damaged."))
+ return
+ prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
+ prout(_(" is highly unpredictible. Considering the alternatives,"))
+ proutn(_(" are you sure this is wise?\" "))
+ if not ja():
+ return
+ prout(_("Spock- \"Acknowledged.\""))
+ skip(1)
+ game.ididit = True
+ prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
+ skip(1)
+ prout(_("Crew scrambles in emergency preparation."))
+ prout(_("Spock and Scotty ready the death ray and"))
+ prout(_("prepare to channel all ship's power to the device."))
+ skip(1)
+ prout(_("Spock- \"Preparations complete, sir.\""))
+ prout(_("Kirk- \"Engage!\""))
+ skip(1)
+ prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
+ skip(1)
+ dprob = 0.30
+ if game.options & OPTION_PLAIN:
+ dprob = 0.5
+ r = rnd.real()
+ if r > dprob:
+ prouts(_("Sulu- \"Captain! It's working!\""))
+ skip(2)
+ while len(game.enemies) > 0:
+ deadkl(game.enemies[-1].location, game.quad[game.enemies[-1].location.i][game.enemies[-1].location.j],game.enemies[-1].location)
+ prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
+ if game.unwon() == 0:
+ finish(FWON)
+ if (game.options & OPTION_PLAIN) == 0:
+ prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
+ if rnd.withprob(0.05):
+ prout(_(" is still operational.\""))
+ else:
+ prout(_(" has been rendered nonfunctional.\""))
+ game.damage[DDRAY] = 39.95
+ return
+ r = rnd.real() # Pick failure method
+ if r <= 0.30:
+ prouts(_("Sulu- \"Captain! It's working!\""))
+ skip(1)
+ prouts(_("***RED ALERT! RED ALERT!"))
+ skip(1)
+ prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
+ skip(1)
+ prouts(_("***RED ALERT! RED A*L********************************"))
+ skip(1)
+ stars()
+ prouts(_("****************** KA-BOOM!!!! *******************"))
+ skip(1)
+ kaboom()
+ return
+ if r <= 0.55:
+ prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
+ skip(1)
+ prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
+ skip(1)
+ prout(_("Spock- \"Fascinating! . . . All humans aboard"))
+ prout(_(" have apparently been transformed into strange mutations."))
+ prout(_(" Vulcans do not seem to be affected."))
+ skip(1)
+ prout(_("Kirk- \"Raauch! Raauch!\""))
+ finish(FDRAY)
+ return
+ if r <= 0.75:
+ prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
+ skip(2)
+ proutn(_("Spock- \"I believe the word is"))
+ prouts(_(" *ASTONISHING*"))
+ prout(_(" Mr. Sulu."))
+ for i in range(QUADSIZE):
+ for j in range(QUADSIZE):
+ if game.quad[i][j] == '.':
+ game.quad[i][j] = '?'
+ prout(_(" Captain, our quadrant is now infested with"))
+ prouts(_(" - - - - - - *THINGS*."))
+ skip(1)
+ prout(_(" I have no logical explanation.\""))
+ return
+ prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
+ skip(1)
+ prout(_("Scotty- \"There are so many tribbles down here"))
+ prout(_(" in Engineering, we can't move for 'em, Captain.\""))
+ finish(FTRIBBLE)
+ return
+
+# Code from reports.c begins here
+
+def attackreport(curt):
+ "eport status of bases under attack."
+ if not curt:
+ if is_scheduled(FCDBAS):
+ prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
+ prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
+ elif game.isatb == 1:
+ prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
+ prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
+ else:
+ prout(_("No Starbase is currently under attack."))
+ else:
+ if is_scheduled(FCDBAS):
+ proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
+ if game.isatb:
+ proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
+ clreol()
+
+def report():
+ # report on general game status
+ scanner.chew()
+ # pylint: disable=consider-using-ternary
+ s1 = (game.thawed and _("thawed ")) or ""
+ s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
+ s3 = (None, _("novice"), _("fair"),
+ _("good"), _("expert"), _("emeritus"))[game.skill]
+ prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
+ if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
+ prout(_("No plaque is allowed."))
+ if game.tourn:
+ prout(_("This is tournament game %d.") % game.tourn)
+ prout(_("Your secret password is \"%s\"") % game.passwd)
+ proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - game.unwon()),
+ (game.inkling + game.incom + game.inscom)))
+ if game.incom - len(game.state.kcmdr):
+ prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
+ elif game.inkling - game.remkl() + (game.inscom - game.state.nscrem) > 0:
+ prout(_(", but no Commanders."))
+ else:
+ prout(".")
+ if game.skill > SKILL_FAIR:
+ prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
+ if len(game.state.baseq) != game.inbase:
+ proutn(_("There "))
+ if game.inbase-len(game.state.baseq)==1:
+ proutn(_("has been 1 base"))
+ else:
+ proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
+ prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
+ else:
+ prout(_("There are %d bases.") % game.inbase)
+ if communicating() or game.iseenit:
+ # Don't report this if not seen and
+ # either the radio is dead or not at base!
+ attackreport(False)
+ game.iseenit = True
+ if game.casual:
+ prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
+ if game.brigcapacity != game.brigfree:
+ embriggened = game.brigcapacity-game.brigfree
+ if embriggened == 1:
+ prout(_("1 Klingon in brig"))
+ else:
+ prout(_("%d Klingons in brig.") % embriggened)
+ if game.kcaptured == 0:
+ pass
+ elif game.kcaptured == 1:
+ prout(_("1 captured Klingon turned in to Starfleet."))
+ else:
+ prout(_("%d captured Klingons turned in to Star Fleet.") % game.kcaptured)
+ if game.nhelp:
+ prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
+ if game.ship == 'E':
+ proutn(_("You have "))
+ if game.nprobes:
+ proutn("%d" % (game.nprobes))
+ else:
+ proutn(_("no"))
+ proutn(_(" deep space probe"))
+ if game.nprobes!=1:
+ proutn(_("s"))
+ prout(".")
+ if communicating() and is_scheduled(FDSPROB):
+ if game.isarmed:
+ proutn(_("An armed deep space probe is in "))
+ else:
+ proutn(_("A deep space probe is in "))
+ prout("Quadrant %s." % game.probe.quadrant())
+ if game.icrystl:
+ if game.cryprob <= .05:
+ prout(_("Dilithium crystals aboard ship... not yet used."))
+ else:
+ i=0
+ ai = 0.05
+ while game.cryprob > ai:
+ ai *= 2.0
+ i += 1
+ prout(_("Dilithium crystals have been used %d time%s.") % \
+ (i, (_("s"), "")[i==1]))
+ skip(1)
+
+def lrscan(silent):
+ "Long-range sensor scan."
+ if damaged(DLRSENS):
+ # Now allow base's sensors if docked
+ if game.condition != "docked":
+ if not silent:
+ prout(_("LONG-RANGE SENSORS DAMAGED."))
+ return
+ if not silent:
+ prout(_("Starbase's long-range scan"))
+ elif not silent:
+ prout(_("Long-range scan"))
+ for x in range(game.quadrant.i-1, game.quadrant.i+2):
+ if not silent:
+ proutn(" ")
+ for y in range(game.quadrant.j-1, game.quadrant.j+2):
+ if not Coord(x, y).valid_quadrant():
+ if not silent:
+ proutn(" -1")
+ else:
+ if not damaged(DRADIO):
+ game.state.galaxy[x][y].charted = True
+ game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
+ game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
+ game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
+ if not silent and game.state.galaxy[x][y].supernova:
+ proutn(" ***")
+ elif not silent:
+ cn = " %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars)
+ proutn(((3 - len(cn)) * '.') + cn)
+ if not silent:
+ prout(" ")
+
+def damagereport():
+ "Damage report."
+ jdam = False
+ scanner.chew()
+ for i in range(NDEVICES):
+ if damaged(i):
+ if not jdam:
+ prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
+ prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
+ jdam = True
+ prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
+ game.damage[i]+0.05,
+ DOCKFAC*game.damage[i]+0.005))
+ if not jdam:
+ prout(_("All devices functional."))
+
+def rechart():
+ "Update the chart in the Enterprise's computer from galaxy data."
+ game.lastchart = game.state.date
+ for i in range(GALSIZE):
+ for j in range(GALSIZE):
+ if game.state.galaxy[i][j].charted:
+ game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
+ game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
+ game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
+
+def chart():
+ "Display the star chart."
+ scanner.chew()
+ if (game.options & OPTION_AUTOSCAN):
+ lrscan(silent=True)
+ if communicating():
+ rechart()
+ if game.lastchart < game.state.date and game.condition == "docked":
+ prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
+ rechart()
+ prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
+ if game.state.date > game.lastchart:
+ prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
+ prout(" 1 2 3 4 5 6 7 8")
+ for i in range(GALSIZE):
+ proutn("%d |" % (i+1))
+ for j in range(GALSIZE):
+ if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
+ proutn("<")
+ else:
+ proutn(" ")
+ if game.state.galaxy[i][j].supernova:
+ show = "***"
+ elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
+ show = ".1."
+ elif game.state.galaxy[i][j].charted:
+ show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
+ if (game.options & OPTION_DOTFILL):
+ show = show.replace(" ", ".")
+ else:
+ show = "..."
+ proutn(show)
+ if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
+ proutn(">")
+ else:
+ proutn(" ")
+ proutn(" |")
+ if i<GALSIZE:
+ skip(1)
+
+def sectscan(goodScan, i, j):
+ "Light up an individual dot in a sector."
+ if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
+ if game.quad[i][j] in ('E', 'F'):
+ if game.iscloaked:
+ highvideo()
+ textcolor({"green":GREEN,
+ "yellow":YELLOW,
+ "red":RED,
+ "docked":CYAN,
+ "dead":BROWN}[game.condition])
+ else:
+ textcolor({'?':LIGHTMAGENTA,
+ 'K':LIGHTRED,
+ 'S':LIGHTRED,
+ 'C':LIGHTRED,
+ 'R':LIGHTRED,
+ 'T':LIGHTRED,
+ '@':LIGHTGREEN,
+ 'P':LIGHTGREEN,
+ }.get(game.quad[i][j], DEFAULT))
+ proutn("%c " % game.quad[i][j])
+ textcolor(DEFAULT)
+ else:
+ proutn("- ")
+
+def status(req=0):
+ "Emit status report lines"
+ if not req or req == 1:
+ prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
+ % (game.state.date, game.state.remtime))
+ if not req or req == 2:
+ if game.condition != "docked":
+ newcnd()
+ prstat(_("Condition"), _("%s, %i DAMAGES") % \
+ (game.condition.upper(), sum([x > 0 for x in game.damage])))
+ if game.iscloaked:
+ prout(_(", CLOAKED"))
+ if not req or req == 3:
+ prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
+ if not req or req == 4:
+ if damaged(DLIFSUP):
+ if game.condition == "docked":
+ s = _("DAMAGED, Base provides")
+ else:
+ s = _("DAMAGED, reserves=%4.2f") % game.lsupres
+ else:
+ s = _("ACTIVE")
+ prstat(_("Life Support"), s)
+ if not req or req == 5:
+ prstat(_("Warp Factor"), "%.1f" % game.warpfac)
+ if not req or req == 6:
+ extra = ""
+ if game.icrystl and (game.options & OPTION_SHOWME):
+ extra = _(" (have crystals)")
+ prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
+ if not req or req == 7:
+ prstat(_("Torpedoes"), "%d" % (game.torps))
+ if not req or req == 8:
+ if damaged(DSHIELD):
+ s = _("DAMAGED,")
+ elif game.shldup:
+ s = _("UP,")
+ else:
+ s = _("DOWN,")
+ data = _(" %d%% %.1f units") \
+ % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
+ prstat(_("Shields"), s+data)
+ if not req or req == 9:
+ prstat(_("Klingons Left"), "%d" % game.unwon())
+ if not req or req == 10:
+ if game.options & OPTION_WORLDS:
+ plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
+ if plnet and plnet.inhabited:
+ prstat(_("Major system"), plnet.name)
+ else:
+ prout(_("Sector is uninhabited"))
+ elif not req or req == 11:
+ attackreport(not req)
+
+def request():
+ "Request specified status data, a historical relic from slow TTYs."
+ requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
+ while scanner.nexttok() == "IHEOL":
+ proutn(_("Information desired? "))
+ scanner.chew()
+ if scanner.token in requests:
+ status(requests.index(scanner.token))
+ else:
+ prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
+ prout((" date, condition, position, lsupport, warpfactor,"))
+ prout((" energy, torpedoes, shields, klingons, system, time."))
+
+def srscan():
+ "Short-range scan."
+ goodScan=True
+ if damaged(DSRSENS):
+ # Allow base's sensors if docked
+ if game.condition != "docked":
+ prout(_(" S.R. SENSORS DAMAGED!"))
+ goodScan=False
+ else:
+ prout(_(" [Using Base's sensors]"))
+ else:
+ prout(_(" Short-range scan"))
+ if goodScan and communicating():
+ game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
+ game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
+ game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
+ prout(" 1 2 3 4 5 6 7 8 9 10")
+ if game.condition != "docked":
+ newcnd()
+ for i in range(QUADSIZE):
+ proutn("%2d " % (i+1))
+ for j in range(QUADSIZE):
+ sectscan(goodScan, i, j)
+ skip(1)
+
+def eta():
+ "Use computer to get estimated time of arrival for a warp jump."
+ w1 = Coord(); w2 = Coord()
+ prompt = False
+ if damaged(DCOMPTR):
+ prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
+ skip(1)
+ return
+ if scanner.nexttok() != "IHREAL":
+ prompt = True
+ scanner.chew()
+ proutn(_("Destination quadrant and/or sector? "))
+ if scanner.nexttok()!="IHREAL":
+ huh()
+ return
+ w1.j = int(scanner.real-0.5)
+ if scanner.nexttok() != "IHREAL":
+ huh()
+ return
+ w1.i = int(scanner.real-0.5)
+ if scanner.nexttok() == "IHREAL":
+ w2.j = int(scanner.real-0.5)
+ if scanner.nexttok() != "IHREAL":
+ huh()
+ return
+ w2.i = int(scanner.real-0.5)
+ else:
+ if game.quadrant.j>w1.i:
+ w2.i = 0
+ else:
+ w2.i=QUADSIZE-1
+ if game.quadrant.i>w1.j:
+ w2.j = 0
+ else:
+ w2.j=QUADSIZE-1
+ if not w1.valid_quadrant() or not w2.valid_sector():
+ huh()
+ return
+ dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
+ (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
+ wfl = False
+ if prompt:
+ prout(_("Answer \"no\" if you don't know the value:"))
+ while True:
+ scanner.chew()
+ proutn(_("Time or arrival date? "))
+ if scanner.nexttok()=="IHREAL":
+ ttime = scanner.real
+ if ttime > game.state.date:
+ ttime -= game.state.date # Actually a star date
+ twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
+ if ttime <= 1e-10 or twarp > 10:
+ prout(_("We'll never make it, sir."))
+ scanner.chew()
+ return
+ twarp = max(twarp, 1.0)
+ break
+ scanner.chew()
+ proutn(_("Warp factor? "))
+ if scanner.nexttok()== "IHREAL":
+ wfl = True
+ twarp = scanner.real
+ if twarp<1.0 or twarp > 10.0:
+ huh()
+ return
+ break
+ prout(_("Captain, certainly you can give me one of these."))
+ while True:
+ scanner.chew()
+ ttime = (10.0*dist)/twarp**2
+ tpower = dist*twarp*twarp*twarp*(game.shldup+1)
+ if tpower >= game.energy:
+ prout(_("Insufficient energy, sir."))
+ if not game.shldup or tpower > game.energy*2.0:
+ if not wfl:
+ return
+ proutn(_("New warp factor to try? "))
+ if scanner.nexttok() == "IHREAL":
+ wfl = True
+ twarp = scanner.real
+ if twarp<1.0 or twarp > 10.0:
+ huh()
+ return
+ continue
+ else:
+ scanner.chew()
+ skip(1)
+ return
+ prout(_("But if you lower your shields,"))
+ proutn(_("remaining"))
+ tpower /= 2
+ else:
+ proutn(_("Remaining"))
+ prout(_(" energy will be %.2f.") % (game.energy-tpower))
+ if wfl:
+ prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
+ elif twarp==1.0:
+ prout(_("Any warp speed is adequate."))
+ else:
+ prout(_("Minimum warp needed is %.2f,") % (twarp))
+ prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
+ if game.state.remtime < ttime:
+ prout(_("Unfortunately, the Federation will be destroyed by then."))
+ if twarp > 6.0:
+ prout(_("You'll be taking risks at that speed, Captain"))
+ if (game.isatb==1 and game.state.kscmdr == w1 and \
+ scheduled(FSCDBAS)< ttime+game.state.date) or \
+ (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
+ prout(_("The starbase there will be destroyed by then."))
+ proutn(_("New warp factor to try? "))
+ if scanner.nexttok() == "IHREAL":
+ wfl = True
+ twarp = scanner.real
+ if twarp<1.0 or twarp > 10.0:
+ huh()
+ return
+ else:
+ scanner.chew()
+ skip(1)
+ return
+
+# Code from setup.c begins here
+
+def prelim():
+ "Issue a historically correct banner."
+ skip(2)
+ prout(_("-SUPER- STAR TREK"))
+ skip(1)
+# From the FORTRAN original
+# prout(_("Latest update-21 Sept 78"))
+# skip(1)
+
+def freeze(boss):
+ "Save game."
+ if boss:
+ scanner.push("emsave.trk")
+ key = scanner.nexttok()
+ if key == "IHEOL":
+ proutn(_("File name: "))
+ key = scanner.nexttok()
+ if key != "IHALPHA":
+ huh()
+ return
+ if '.' not in scanner.token:
+ scanner.token += ".trk"
+ try:
+ fp = open(scanner.token, "wb")
+ except IOError:
+ prout(_("Can't freeze game as file %s") % scanner.token)
+ return
+ pickle.dump(game, fp)
+ fp.close()
+ scanner.chew()
+
+def thaw():
+ "Retrieve saved game."
+ global game
+ game.passwd = None
+ key = scanner.nexttok()
+ if key == "IHEOL":
+ proutn(_("File name: "))
+ key = scanner.nexttok()
+ if key != "IHALPHA":
+ huh()
+ return True
+ if '.' not in scanner.token:
+ scanner.token += ".trk"
+ try:
+ fp = open(scanner.token, "rb")
+ except IOError:
+ prout(_("Can't thaw game in %s") % scanner.token)
+ return True
+ game = pickle.load(fp)
+ fp.close()
+ scanner.chew()
+ return False
+
+# I used <http://www.memory-alpha.org> to find planets
+# with references in ST:TOS. Earth and the Alpha Centauri
+# Colony have been omitted.
+#
+# Some planets marked Class G and P here will be displayed as class M
+# because of the way planets are generated. This is a known bug.
+systnames = (
+ # Federation Worlds
+ _("Andoria (Fesoan)"), # several episodes
+ _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
+ _("Vulcan (T'Khasi)"), # many episodes
+ _("Medusa"), # TOS: "Is There in Truth No Beauty?"
+ _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD)
+ _("Ardana"), # TOS: "The Cloud Minders"
+ _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
+ _("Gideon"), # TOS: "The Mark of Gideon"
+ _("Aldebaran III"), # TOS: "The Deadly Years"
+ _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
+ _("Altair IV"), # TOS: "Amok Time
+ _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
+ _("Benecia"), # TOS: "The Conscience of the King"
+ _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
+ _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
+ _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
+ _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
+ _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
+ _("Eminiar VII"), # TOS: "A Taste of Armageddon"
+ _("Gamma Canaris IV"), # TOS: "Metamorphosis"
+ _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
+ _("Ingraham B"), # TOS: "Operation: Annihilate"
+ _("Janus IV"), # TOS: "The Devil in the Dark"
+ _("Makus III"), # TOS: "The Galileo Seven"
+ _("Marcos XII"), # TOS: "And the Children Shall Lead",
+ _("Omega IV"), # TOS: "The Omega Glory"
+ _("Regulus V"), # TOS: "Amok Time
+ _("Deneva"), # TOS: "Operation -- Annihilate!"
+ # Worlds from BSD Trek
+ _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
+ _("Beta III"), # TOS: "The Return of the Archons"
+ _("Triacus"), # TOS: "And the Children Shall Lead",
+ _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
+ # # Others
+ # _("Hansen's Planet"), # TOS: "The Galileo Seven"
+ # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
+ # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
+ # _("Izar"), # TOS: "Whom Gods Destroy"
+ # _("Tiburon"), # TOS: "The Way to Eden"
+ # _("Merak II"), # TOS: "The Cloud Minders"
+ # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
+ # _("Iotia"), # TOS: "A Piece of the Action"
+)
+
+device = (
+ _("S. R. Sensors"), \
+ _("L. R. Sensors"), \
+ _("Phasers"), \
+ _("Photon Tubes"), \
+ _("Life Support"), \
+ _("Warp Engines"), \
+ _("Impulse Engines"), \
+ _("Shields"), \
+ _("Subspace Radio"), \
+ _("Shuttle Craft"), \
+ _("Computer"), \
+ _("Navigation System"), \
+ _("Transporter"), \
+ _("Shield Control"), \
+ _("Death Ray"), \
+ _("D. S. Probe"), \
+ _("Cloaking Device"), \
+)
+
+def setup():
+ "Prepare to play, set up cosmos."
+ w = Coord()
+ # Decide how many of everything
+ if choose():
+ return # frozen game
+ # Prepare the Enterprise
+ game.alldone = game.gamewon = game.shldchg = game.shldup = False
+ game.ship = 'E'
+ game.state.crew = FULLCREW
+ game.energy = game.inenrg = 5000.0
+ game.shield = game.inshld = 2500.0
+ game.inlsr = 4.0
+ game.lsupres = 4.0
+ game.quadrant = randplace(GALSIZE)
+ game.sector = randplace(QUADSIZE)
+ game.torps = game.intorps = 10
+ game.nprobes = rnd.integer(2, 5)
+ game.warpfac = 5.0
+ for i in range(NDEVICES):
+ game.damage[i] = 0.0
+ # Set up assorted game parameters
+ game.battle = Coord()
+ game.state.date = game.indate = 100.0 * rnd.real(20, 51)
+ game.nkinks = game.nhelp = game.casual = game.abandoned = 0
+ game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
+ game.isatb = game.state.nplankl = 0
+ game.state.starkl = game.state.basekl = game.state.nworldkl = 0
+ game.iscraft = "onship"
+ game.landed = False
+ game.alive = True
+
+ # the galaxy
+ game.state.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
+ # the starchart
+ game.state.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
+
+ game.state.planets = [] # Planet information
+ game.state.baseq = [] # Base quadrant coordinates
+ game.state.kcmdr = [] # Commander quadrant coordinates
+ game.statekscmdr = Coord() # Supercommander quadrant coordinates
+
+ # Starchart is functional but we've never seen it
+ game.lastchart = FOREVER
+ # Put stars in the galaxy
+ game.instar = 0
+ for i in range(GALSIZE):
+ for j in range(GALSIZE):
+ # Can't have more stars per quadrant than fit in one decimal digit,
+ # if we do the chart representation will break.
+ k = rnd.integer(1, min(10, QUADSIZE**2/10))
+ game.instar += k
+ game.state.galaxy[i][j].stars = k
+ # Locate star bases in galaxy
+ if game.idebug:
+ prout("=== Allocating %d bases" % game.inbase)
+ for i in range(game.inbase):
+ while True:
+ while True:
+ w = randplace(GALSIZE)
+ if not game.state.galaxy[w.i][w.j].starbase:
+ break
+ contflag = False
+ # C version: for (j = i-1; j > 0; j--)
+ # so it did them in the opposite order.
+ for j in range(1, i):
+ # Improved placement algorithm to spread out bases
+ distq = (w - game.state.baseq[j]).distance()
+ if distq < 6.0*(BASEMAX+1-game.inbase) and rnd.withprob(0.75):
+ contflag = True
+ if game.idebug:
+ prout("=== Abandoning base #%d at %s" % (i, w))
+ break
+ elif distq < 6.0 * (BASEMAX+1-game.inbase):
+ if game.idebug:
+ prout("=== Saving base #%d, close to #%d" % (i, j))
+ if not contflag:
+ break
+ if game.idebug:
+ prout("=== Placing base #%d in quadrant %s" % (i, w))
+ game.state.baseq.append(w)
+ game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
+ # Position ordinary Klingon Battle Cruisers
+ krem = game.inkling
+ klumper = 0.25*game.skill*(9.0-game.length)+1.0
+ klumper = min(klumper, MAXKLQUAD)
+ while True:
+ r = rnd.real()
+ klump = int((1.0 - r*r)*klumper)
+ klump = min(klump, krem)
+ krem -= klump
+ while True:
+ w = randplace(GALSIZE)
+ if not game.state.galaxy[w.i][w.j].supernova and \
+ game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
+ break
+ game.state.galaxy[w.i][w.j].klingons += klump
+ if krem <= 0:
+ break
+ # Position Klingon Commander Ships
+ for i in range(game.incom):
+ while True:
+ w = randplace(GALSIZE)
+ if not welcoming(w) or w in game.state.kcmdr:
+ continue
+ if (game.state.galaxy[w.i][w.j].klingons or rnd.withprob(0.25)):
+ break
+ game.state.galaxy[w.i][w.j].klingons += 1
+ game.state.kcmdr.append(w)
+ # Locate planets in galaxy
+ for i in range(game.inplan):
+ while True:
+ w = randplace(GALSIZE)
+ if game.state.galaxy[w.i][w.j].planet is None:
+ break
+ new = Planet()
+ new.quadrant = w
+ new.crystals = "absent"
+ if (game.options & OPTION_WORLDS) and i < NINHAB:
+ new.pclass = "M" # All inhabited planets are class M
+ new.crystals = "absent"
+ new.known = "known"
+ new.name = systnames[i]
+ new.inhabited = True
+ else:
+ new.pclass = ("M", "N", "O")[rnd.integer(0, 3)]
+ if rnd.withprob(0.33):
+ new.crystals = "present"
+ new.known = "unknown"
+ new.inhabited = False
+ game.state.galaxy[w.i][w.j].planet = new
+ game.state.planets.append(new)
+ # Locate Romulans
+ for i in range(game.state.nromrem):
+ w = randplace(GALSIZE)
+ game.state.galaxy[w.i][w.j].romulans += 1
+ # Place the Super-Commander if needed
+ if game.state.nscrem > 0:
+ while True:
+ w = randplace(GALSIZE)
+ if welcoming(w):
+ break
+ game.state.kscmdr = w
+ game.state.galaxy[w.i][w.j].klingons += 1
+ # Initialize times for extraneous events
+ schedule(FSNOVA, expran(0.5 * game.intime))
+ schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
+ schedule(FSNAP, rnd.real(1.0, 2.0)) # Force an early snapshot
+ schedule(FBATTAK, expran(0.3*game.intime))
+ unschedule(FCDBAS)
+ if game.state.nscrem:
+ schedule(FSCMOVE, 0.2777)
+ else:
+ unschedule(FSCMOVE)
+ unschedule(FSCDBAS)
+ unschedule(FDSPROB)
+ if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
+ schedule(FDISTR, expran(1.0 + game.intime))
+ else:
+ unschedule(FDISTR)
+ unschedule(FENSLV)
+ unschedule(FREPRO)
+ # Place thing (in tournament game, we don't want one!)
+ # New in SST2K: never place the Thing near a starbase.
+ # This makes sense and avoids a special case in the old code.
+ global thing
+ if game.tourn is None:
+ while True:
+ thing = randplace(GALSIZE)
+ if thing not in game.state.baseq:
+ break
+ skip(2)
+ game.state.snap = False
+ if game.skill == SKILL_NOVICE:
+ prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
+ prout(_("a deadly Klingon invasion force. As captain of the United"))
+ prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
+ prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
+ prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
+ prout(_("your mission. As you proceed you may be given more time."))
+ skip(1)
+ prout(_("You will have %d supporting starbases.") % (game.inbase))
+ proutn(_("Starbase locations- "))
+ else:
+ prout(_("Stardate %d.") % int(game.state.date))
+ skip(1)
+ prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
+ prout(_("An unknown number of Romulans."))
+ if game.state.nscrem:
+ prout(_("And one (GULP) Super-Commander."))
+ prout(_("%d stardates.") % int(game.intime))
+ proutn(_("%d starbases in ") % game.inbase)
+ for i in range(game.inbase):
+ proutn(repr(game.state.baseq[i]))
+ proutn(" ")
+ skip(2)
+ proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
+ proutn(_(" Sector %s") % game.sector)
+ skip(2)
+ prout(_("Good Luck!"))
+ if game.state.nscrem:
+ prout(_(" YOU'LL NEED IT."))
+ waitfor()
+ clrscr()
+ setwnd(message_window)
+ newqad()
+ if len(game.enemies) - (thing == game.quadrant) - (game.tholian is not None):
+ game.shldup = True
+ if game.neutz: # bad luck to start in a Romulan Neutral Zone
+ attack(torps_ok=False)
+
+def choose():
+ "Choose your game type."
+ while True:
+ game.tourn = game.length = 0
+ game.thawed = False
+ game.skill = SKILL_NONE
+ # Do not chew here, we want to use command-line tokens
+ if not scanner.inqueue: # Can start with command line options
+ proutn(_("Would you like a regular, tournament, or saved game? "))
+ scanner.nexttok()
+ if scanner.sees("tournament"):
+ while scanner.nexttok() == "IHEOL":
+ proutn(_("Type in tournament number-"))
+ if scanner.real == 0:
+ scanner.chew()
+ continue # We don't want a blank entry
+ game.tourn = int(round(scanner.real))
+ rnd.seed(scanner.real)
+ if logfp:
+ logfp.write("# rnd.seed(%d)\n" % scanner.real)
+ break
+ if scanner.sees("saved") or scanner.sees("frozen"):
+ if thaw():
+ continue
+ scanner.chew()
+ if game.passwd is None:
+ continue
+ if not game.alldone:
+ game.thawed = True # No plaque if not finished
+ report()
+ waitfor()
+ return True
+ if scanner.sees("regular"):
+ break
+ proutn(_("What is \"%s\"? ") % scanner.token)
+ scanner.chew()
+ while game.length==0 or game.skill==SKILL_NONE:
+ if scanner.nexttok() == "IHALPHA":
+ if scanner.sees("short"):
+ game.length = 1
+ elif scanner.sees("medium"):
+ game.length = 2
+ elif scanner.sees("long"):
+ game.length = 4
+ elif scanner.sees("novice"):
+ game.skill = SKILL_NOVICE
+ elif scanner.sees("fair"):
+ game.skill = SKILL_FAIR
+ elif scanner.sees("good"):
+ game.skill = SKILL_GOOD
+ elif scanner.sees("expert"):
+ game.skill = SKILL_EXPERT
+ elif scanner.sees("emeritus"):
+ game.skill = SKILL_EMERITUS
+ else:
+ proutn(_("What is \""))
+ proutn(scanner.token)
+ prout("\"?")
+ else:
+ scanner.chew()
+ if game.length==0:
+ proutn(_("Would you like a Short, Medium, or Long game? "))
+ elif game.skill == SKILL_NONE:
+ proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
+ # Choose game options -- added by ESR for SST2K
+ if scanner.nexttok() != "IHALPHA":
+ scanner.chew()
+ proutn(_("Choose your game style (plain, almy, fancy or just press enter): "))
+ scanner.nexttok()
+ if scanner.sees("plain"):
+ # Approximates the UT FORTRAN version.
+ 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)
+ game.options |= OPTION_PLAIN
+ elif scanner.sees("almy"):
+ # Approximates Tom Almy's version.
+ game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR | OPTION_DOTFILL)
+ game.options |= OPTION_ALMY
+ elif scanner.sees("fancy") or scanner.sees("\n"):
+ pass
+ elif len(scanner.token):
+ proutn(_("What is \"%s\"?") % scanner.token)
+ setpassword()
+ if game.passwd == "debug":
+ game.idebug = True
+ prout("=== Debug mode enabled.")
+ # Use parameters to generate initial values of things
+ game.damfac = 0.5 * game.skill
+ game.inbase = rnd.integer(BASEMIN, BASEMAX+1)
+ game.inplan = 0
+ if game.options & OPTION_PLANETS:
+ game.inplan += rnd.integer(MAXUNINHAB/2, MAXUNINHAB+1)
+ if game.options & OPTION_WORLDS:
+ game.inplan += int(NINHAB)
+ game.state.nromrem = game.inrom = rnd.integer(2 * game.skill)
+ game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
+ game.state.remtime = 7.0 * game.length
+ game.intime = game.state.remtime
+ game.inkling = int(2.0*game.intime*((game.skill+1 - 2*rnd.real())*game.skill*0.1+.15))
+ game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*rnd.real()))
+ game.state.remres = (game.inkling+4*game.incom)*game.intime
+ game.inresor = game.state.remres
+ if game.inkling > 50:
+ game.inbase += 1
+ return False
+
+def dropin(iquad=None):
+ "Drop a feature on a random dot in the current quadrant."
+ while True:
+ w = randplace(QUADSIZE)
+ if game.quad[w.i][w.j] == '.':
+ break
+ if iquad is not None:
+ game.quad[w.i][w.j] = iquad
+ return w
+
+def newcnd():
+ "Update our alert status."
+ game.condition = "green"
+ if game.energy < 1000.0:
+ game.condition = "yellow"
+ if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
+ game.condition = "red"
+ if not game.alive:
+ game.condition="dead"
+
+def newkling():
+ "Drop new Klingon into current quadrant."
+ return Enemy('K', loc=dropin(), power=rnd.real(300,450)+25.0*game.skill)
+
+def sortenemies():
+ "Sort enemies by distance so 'nearest' is meaningful."
+ game.enemies.sort(key=lambda x: x.kdist)
+
+def newqad():
+ "Set up a new state of quadrant, for when we enter or re-enter it."
+ game.justin = True
+ game.iplnet = None
+ game.neutz = game.inorbit = game.landed = False
+ game.ientesc = game.iseenit = game.isviolreported = False
+ game.tholian = None
+ # Create a blank quadrant
+ game.quad = fill2d(QUADSIZE, lambda i, j: '.')
+ if game.iscate:
+ # Attempt to escape Super-commander, so tbeam back!
+ game.iscate = False
+ game.ientesc = True
+ q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
+ # cope with supernova
+ if q.supernova:
+ return
+ game.klhere = q.klingons
+ game.irhere = q.romulans
+ # Position Starship
+ game.quad[game.sector.i][game.sector.j] = game.ship
+ game.enemies = []
+ if q.klingons:
+ # Position ordinary Klingons
+ for _i in range(game.klhere):
+ newkling()
+ # If we need a commander, promote a Klingon
+ for cmdr in game.state.kcmdr:
+ if cmdr == game.quadrant:
+ e = game.enemies[game.klhere-1]
+ game.quad[e.location.i][e.location.j] = 'C'
+ e.power = rnd.real(950,1350) + 50.0*game.skill
+ break
+ # If we need a super-commander, promote a Klingon
+ if game.quadrant == game.state.kscmdr:
+ e = game.enemies[0]
+ game.quad[e.location.i][e.location.j] = 'S'
+ e.power = rnd.real(1175.0, 1575.0) + 125.0*game.skill
+ game.iscate = (game.remkl() > 1)
+ # Put in Romulans if needed
+ for _i in range(q.romulans):
+ Enemy('R', loc=dropin(), power=rnd.real(400.0,850.0)+50.0*game.skill)
+ # If quadrant needs a starbase, put it in
+ if q.starbase:
+ game.base = dropin('B')
+ # If quadrant needs a planet, put it in
+ if q.planet:
+ game.iplnet = q.planet
+ if not q.planet.inhabited:
+ game.plnet = dropin('P')
+ else:
+ game.plnet = dropin('@')
+ # Check for condition
+ newcnd()
+ # Check for RNZ
+ if game.irhere > 0 and game.klhere == 0:
+ game.neutz = True
+ if not damaged(DRADIO):
+ skip(1)
+ prout(_("LT. Uhura- \"Captain, an urgent message."))
+ prout(_(" I'll put it on audio.\" CLICK"))
+ skip(1)
+ prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
+ prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
+ # Put in THING if needed
+ if thing == game.quadrant:
+ Enemy(etype='?', loc=dropin(),
+ power=rnd.real(6000,6500.0)+250.0*game.skill)
+ if not damaged(DSRSENS):
+ skip(1)
+ prout(_("Mr. Spock- \"Captain, this is most unusual."))
+ prout(_(" Please examine your short-range scan.\""))
+ # Decide if quadrant needs a Tholian; lighten up if skill is low
+ if game.options & OPTION_THOLIAN:
+ if (game.skill < SKILL_GOOD and rnd.withprob(0.02)) or \
+ (game.skill == SKILL_GOOD and rnd.withprob(0.05)) or \
+ (game.skill > SKILL_GOOD and rnd.withprob(0.08)):
+ w = Coord()
+ while True:
+ w.i = rnd.withprob(0.5) * (QUADSIZE-1)
+ w.j = rnd.withprob(0.5) * (QUADSIZE-1)
+ if game.quad[w.i][w.j] == '.':
+ break
+ game.tholian = Enemy(etype='T', loc=w,
+ power=rnd.integer(100, 500) + 25.0*game.skill)
+ # Reserve unoccupied corners
+ if game.quad[0][0]=='.':
+ game.quad[0][0] = 'X'
+ if game.quad[0][QUADSIZE-1]=='.':
+ game.quad[0][QUADSIZE-1] = 'X'
+ if game.quad[QUADSIZE-1][0]=='.':
+ game.quad[QUADSIZE-1][0] = 'X'
+ if game.quad[QUADSIZE-1][QUADSIZE-1]=='.':
+ game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
+ sortenemies()
+ # And finally the stars
+ for _i in range(q.stars):
+ dropin('*')
+ # Put in a few black holes
+ for _i in range(1, 3+1):
+ if rnd.withprob(0.5):
+ dropin(' ')
+ # Take out X's in corners if Tholian present
+ if game.tholian:
+ if game.quad[0][0]=='X':
+ game.quad[0][0] = '.'
+ if game.quad[0][QUADSIZE-1]=='X':
+ game.quad[0][QUADSIZE-1] = '.'
+ if game.quad[QUADSIZE-1][0]=='X':
+ game.quad[QUADSIZE-1][0] = '.'
+ if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
+ game.quad[QUADSIZE-1][QUADSIZE-1] = '.'
+ # This should guarantee that replay games don't lose info about the chart
+ if (game.options & OPTION_AUTOSCAN) or replayfp:
+ lrscan(silent=True)
+
+def setpassword():
+ "Set the self-destruct password."
+ if game.options & OPTION_PLAIN:
+ while True:
+ scanner.chew()
+ proutn(_("Please type in a secret password- "))
+ scanner.nexttok()
+ game.passwd = scanner.token
+ if game.passwd is not None:
+ break
+ else:
+ game.passwd = ""
+ game.passwd += chr(ord('a')+rnd.integer(26))
+ game.passwd += chr(ord('a')+rnd.integer(26))
+ game.passwd += chr(ord('a')+rnd.integer(26))
+
+# Code from sst.c begins here
+
+commands = [
+ ("SRSCAN", OPTION_TTY),
+ ("STATUS", OPTION_TTY),
+ ("REQUEST", OPTION_TTY),
+ ("LRSCAN", OPTION_TTY),
+ ("PHASERS", 0),
+ ("TORPEDO", 0),
+ ("PHOTONS", 0),
+ ("MOVE", 0),
+ ("SHIELDS", 0),
+ ("DOCK", 0),
+ ("DAMAGES", 0),
+ ("CHART", 0),
+ ("IMPULSE", 0),
+ ("REST", 0),
+ ("WARP", 0),
+ ("SENSORS", OPTION_PLANETS),
+ ("ORBIT", OPTION_PLANETS),
+ ("TRANSPORT", OPTION_PLANETS),
+ ("MINE", OPTION_PLANETS),
+ ("CRYSTALS", OPTION_PLANETS),
+ ("SHUTTLE", OPTION_PLANETS),
+ ("PLANETS", OPTION_PLANETS),
+ ("REPORT", 0),
+ ("COMPUTER", 0),
+ ("COMMANDS", 0),
+ ("EMEXIT", 0),
+ ("PROBE", OPTION_PROBE),
+ ("SAVE", 0),
+ ("FREEZE", 0), # Synonym for SAVE
+ ("ABANDON", 0),
+ ("DESTRUCT", 0),
+ ("DEATHRAY", 0),
+ ("CAPTURE", OPTION_CAPTURE),
+ ("CLOAK", OPTION_CLOAK),
+ ("DEBUG", 0),
+ ("MAYDAY", 0),
+ ("SOS", 0), # Synonym for MAYDAY
+ ("CALL", 0), # Synonym for MAYDAY
+ ("QUIT", 0),
+ ("HELP", 0),
+ ("SCORE", 0),
+ ("CURSES", 0),
+ ("", 0),
+]
+
+def listCommands():
+ "Generate a list of legal commands."
+ prout(_("LEGAL COMMANDS ARE:"))
+ emitted = 0
+ for (key, opt) in commands:
+ if not opt or (opt & game.options):
+ proutn("%-12s " % key)
+ emitted += 1
+ if emitted % 5 == 4:
+ skip(1)
+ skip(1)
+
+def helpme():
+ "Browse on-line help."
+ key = scanner.nexttok()
+ while True:
+ if key == "IHEOL":
+ setwnd(prompt_window)
+ proutn(_("Help on what command? "))
+ key = scanner.nexttok()
+ setwnd(message_window)
+ if key == "IHEOL":
+ return
+ cmds = [x[0] for x in commands]
+ if scanner.token.upper() in cmds or scanner.token.upper() == "ABBREV":
+ break
+ skip(1)
+ listCommands()
+ key = "IHEOL"
+ scanner.chew()
+ skip(1)
+ cmd = scanner.token.upper()
+ for directory in docpath:
+ try:
+ fp = open(os.path.join(directory, "sst.doc"), "r")
+ break
+ except IOError:
+ pass
+ else:
+ prout(_("Spock- \"Captain, that information is missing from the"))
+ prout(_(" computer. You need to find sst.doc and put it somewhere"))
+ proutn(_(" in these directories: %s") % ":".join(docpath))
+ prout(".\"")
+ # This used to continue: "You need to find SST.DOC and put
+ # it in the current directory."
+ return
+ while True:
+ linebuf = fp.readline()
+ if linebuf == '':
+ prout(_("Spock- \"Captain, there is no information on that command.\""))
+ fp.close()
+ return
+ if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
+ linebuf = linebuf[3:].strip()
+ if cmd.upper() == linebuf:
+ break
+ skip(1)
+ prout(_("Spock- \"Captain, I've found the following information:\""))
+ skip(1)
+ while True:
+ linebuf = fp.readline()
+ if "******" in linebuf:
+ break
+ proutn(linebuf)
+ fp.close()
+
+def makemoves():
+ "Command-interpretation loop."
+ def checkviol():
+ if game.irhere and game.state.date >= ALGERON and not game.isviolreported and game.iscloaked:
+ prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
+ game.ncviol += 1
+ game.isviolreported = True
+ while True: # command loop
+ drawmaps(1)
+ while True: # get a command
+ hitme = False
+ game.optime = game.justin = False
+ scanner.chew()
+ setwnd(prompt_window)
+ clrscr()
+ proutn("COMMAND> ")
+ if scanner.nexttok() == "IHEOL":
+ if game.options & OPTION_CURSES:
+ makechart()
+ continue
+ elif scanner.token == "":
+ continue
+ game.ididit = False
+ clrscr()
+ setwnd(message_window)
+ clrscr()
+ abandon_passed = False
+ cmd = "" # Force cmd to persist after loop
+ opt = 0 # Force opt to persist after loop
+ for (cmd, opt) in commands:
+ # commands after ABANDON cannot be abbreviated
+ if cmd == "ABANDON":
+ abandon_passed = True
+ if cmd == scanner.token.upper() or (not abandon_passed \
+ and cmd.startswith(scanner.token.upper())):
+ break
+ if cmd == "":
+ listCommands()
+ continue
+ elif opt and not (opt & game.options):
+ huh()
+ else:
+ break
+ if game.options & OPTION_CURSES:
+ prout("COMMAND> %s" % cmd)
+ if cmd == "SRSCAN": # srscan
+ srscan()
+ elif cmd == "STATUS": # status
+ status()
+ elif cmd == "REQUEST": # status request
+ request()
+ elif cmd == "LRSCAN": # long range scan
+ lrscan(silent=False)
+ elif cmd == "PHASERS": # phasers
+ phasers()
+ if game.ididit:
+ checkviol()
+ hitme = True
+ elif cmd in ("TORPEDO", "PHOTONS"): # photon torpedos
+ torps()
+ if game.ididit:
+ checkviol()
+ hitme = True
+ elif cmd == "MOVE": # move under warp
+ warp(wcourse=None, involuntary=False)
+ elif cmd == "SHIELDS": # shields
+ doshield(shraise=False)
+ if game.ididit:
+ hitme = True
+ game.shldchg = False
+ elif cmd == "DOCK": # dock at starbase
+ dock(True)
+ if game.ididit:
+ attack(torps_ok=False)
+ elif cmd == "DAMAGES": # damage reports
+ damagereport()
+ elif cmd == "CHART": # chart
+ makechart()
+ elif cmd == "IMPULSE": # impulse
+ impulse()
+ elif cmd == "REST": # rest
+ wait()
+ if game.ididit:
+ hitme = True
+ elif cmd == "WARP": # warp
+ setwarp()
+ elif cmd == "SENSORS": # sensors
+ sensor()
+ elif cmd == "ORBIT": # orbit
+ orbit()
+ if game.ididit:
+ hitme = True
+ elif cmd == "TRANSPORT": # transport "beam"
+ beam()
+ elif cmd == "MINE": # mine
+ mine()
+ if game.ididit:
+ hitme = True
+ elif cmd == "CRYSTALS": # crystals
+ usecrystals()
+ if game.ididit:
+ hitme = True
+ elif cmd == "SHUTTLE": # shuttle
+ shuttle()
+ if game.ididit:
+ hitme = True
+ elif cmd == "PLANETS": # Planet list
+ survey()
+ elif cmd == "REPORT": # Game Report
+ report()
+ elif cmd == "COMPUTER": # use COMPUTER!
+ eta()
+ elif cmd == "COMMANDS":
+ listCommands()
+ elif cmd == "EMEXIT": # Emergency exit
+ clrscr() # Hide screen
+ freeze(True) # forced save
+ raise SystemExit(1) # And quick exit
+ elif cmd == "PROBE":
+ probe() # Launch probe
+ if game.ididit:
+ hitme = True
+ elif cmd == "ABANDON": # Abandon Ship
+ abandon()
+ elif cmd == "DESTRUCT": # Self Destruct
+ selfdestruct()
+ elif cmd == "SAVE": # Save Game
+ freeze(False)
+ clrscr()
+ if game.skill > SKILL_GOOD:
+ prout(_("WARNING--Saved games produce no plaques!"))
+ elif cmd == "DEATHRAY": # Try a desparation measure
+ deathray()
+ if game.ididit:
+ hitme = True
+ elif cmd == "CAPTURE":
+ capture()
+ elif cmd == "CLOAK":
+ cloak()
+ elif cmd == "DEBUGCMD": # What do we want for debug???
+ debugme()
+ elif cmd == "MAYDAY": # Call for help
+ mayday()
+ if game.ididit:
+ hitme = True
+ elif cmd == "QUIT":
+ game.alldone = True # quit the game
+ elif cmd == "HELP":
+ helpme() # get help
+ elif cmd == "SCORE":
+ score() # see current score
+ elif cmd == "CURSES":
+ game.options |= (OPTION_CURSES | OPTION_COLOR)
+ iostart()
+ while True:
+ if game.alldone:
+ break # Game has ended
+ if game.optime != 0.0:
+ events()
+ if game.alldone:
+ break # Events did us in
+ if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
+ atover(False)
+ continue
+ if hitme and not game.justin:
+ attack(torps_ok=True)
+ if game.alldone:
+ break
+ if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
+ atover(False)
+ hitme = True
+ continue
+ break
+ if game.alldone:
+ break
+ if game.idebug:
+ prout("=== Ending")
+
+def cramen(ch):
+ "Emit the name of an enemy or feature."
+ if ch == 'R': s = _("Romulan")
+ elif ch == 'K': s = _("Klingon")
+ elif ch == 'C': s = _("Commander")
+ elif ch == 'S': s = _("Super-commander")
+ elif ch == '*': s = _("Star")
+ elif ch == 'P': s = _("Planet")
+ elif ch == 'B': s = _("Starbase")
+ elif ch == ' ': s = _("Black hole")
+ elif ch == 'T': s = _("Tholian")
+ elif ch == '#': s = _("Tholian web")
+ elif ch == '?': s = _("Stranger")
+ elif ch == '@': s = _("Inhabited World")
+ else: s = "Unknown??"
+ return s
+
+def crmena(loud, enemy, loctype, w):
+ "Emit the name of an enemy and his location."
+ buf = ""
+ if loud:
+ buf += "***"
+ buf += cramen(enemy) + _(" at ")
+ if loctype == "quadrant":
+ buf += _("Quadrant ")
+ elif loctype == "sector":
+ buf += _("Sector ")
+ return buf + repr(w)
+
+def crmshp():
+ "Emit our ship name."
+ return{'E':_("Enterprise"),'F':_("Faerie Queene")}.get(game.ship,"Ship???")
+
+def stars():
+ "Emit a line of stars"
+ prouts("******************************************************")
+ skip(1)
+
+def expran(avrage):
+ return -avrage*math.log(1e-7 + rnd.real())
+
+def randplace(size):
+ "Choose a random location."
+ w = Coord()
+ w.i = rnd.integer(size)
+ w.j = rnd.integer(size)
+ return w
+
+class sstscanner:
+ def __init__(self):
+ self.type = None
+ self.token = None
+ self.real = 0.0
+ self.inqueue = []
+ def nexttok(self):
+ # Get a token from the user
+ self.real = 0.0
+ self.token = ''
+ # Fill the token quue if nothing here
+ while not self.inqueue:
+ sline = cgetline()
+ if curwnd==prompt_window:
+ clrscr()
+ setwnd(message_window)
+ clrscr()
+ if sline == '':
+ return None
+ if not sline:
+ continue
+ else:
+ self.inqueue = sline.lstrip().split() + ["\n"]
+ # From here on in it's all looking at the queue
+ self.token = self.inqueue.pop(0)
+ if self.token == "\n":
+ self.type = "IHEOL"
+ return "IHEOL"
+ try:
+ self.real = float(self.token)
+ self.type = "IHREAL"
+ return "IHREAL"
+ except ValueError:
+ pass
+ # Treat as alpha
+ self.token = self.token.lower()
+ self.type = "IHALPHA"
+ self.real = None
+ return "IHALPHA"
+ def append(self, tok):
+ self.inqueue.append(tok)
+ def push(self, tok):
+ self.inqueue.insert(0, tok)
+ def waiting(self):
+ return self.inqueue
+ def chew(self):
+ # Demand input for next scan
+ self.inqueue = []
+ self.real = self.token = None
+ def sees(self, s):
+ # compares s to item and returns true if it matches to the length of s
+ return s.startswith(self.token)
+ def int(self):
+ # Round token value to nearest integer
+ return int(round(self.real))
+ def getcoord(self):
+ s = Coord()
+ self.nexttok()
+ if self.type != "IHREAL":
+ huh()
+ return None
+ s.i = self.int()-1
+ self.nexttok()
+ if self.type != "IHREAL":
+ huh()
+ return None
+ s.j = self.int()-1
+ return s
+ def __repr__(self):
+ return "<sstcanner: token=%s, type=%s, queue=%s>" % (self.token, self.type, self.inqueue)
+
+def ja():
+ "Yes-or-no confirmation."
+ scanner.chew()
+ while True:
+ scanner.nexttok()
+ if scanner.token == 'y':
+ return True
+ if scanner.token == 'n':
+ return False
+ scanner.chew()
+ proutn(_("Please answer with \"y\" or \"n\": "))
+
+def huh():
+ "Complain about unparseable input."
+ scanner.chew()
+ skip(1)
+ prout(_("Beg your pardon, Captain?"))
+
+def debugme():
+ "Access to the internals for debugging."
+ proutn("Reset levels? ")
+ if ja():
+ if game.energy < game.inenrg:
+ game.energy = game.inenrg
+ game.shield = game.inshld
+ game.torps = game.intorps
+ game.lsupres = game.inlsr
+ proutn("Reset damage? ")
+ if ja():
+ for i in range(NDEVICES):
+ if game.damage[i] > 0.0:
+ game.damage[i] = 0.0
+ proutn("Toggle debug flag? ")
+ if ja():
+ game.idebug = not game.idebug
+ if game.idebug:
+ prout("Debug output ON")
+ else:
+ prout("Debug output OFF")
+ proutn("Cause selective damage? ")
+ if ja():
+ for i in range(NDEVICES):
+ proutn("Kill %s?" % device[i])
+ scanner.chew()
+ key = scanner.nexttok()
+ if key == "IHALPHA" and scanner.sees("y"):
+ game.damage[i] = 10.0
+ proutn("Examine/change events? ")
+ if ja():
+ ev = Event()
+ w = Coord()
+ legends = {
+ FSNOVA: "Supernova ",
+ FTBEAM: "T Beam ",
+ FSNAP: "Snapshot ",
+ FBATTAK: "Base Attack ",
+ FCDBAS: "Base Destroy ",
+ FSCMOVE: "SC Move ",
+ FSCDBAS: "SC Base Destroy ",
+ FDSPROB: "Probe Move ",
+ FDISTR: "Distress Call ",
+ FENSLV: "Enslavement ",
+ FREPRO: "Klingon Build ",
+ }
+ for i in range(1, NEVENTS):
+ proutn(legends[i])
+ if is_scheduled(i):
+ proutn("%.2f" % (scheduled(i)-game.state.date))
+ if i in {FENSLV, FREPRO}:
+ ev = findevent(i)
+ proutn(" in %s" % ev.quadrant)
+ else:
+ proutn("never")
+ proutn("? ")
+ scanner.chew()
+ key = scanner.nexttok()
+ if key == 'n':
+ unschedule(i)
+ scanner.chew()
+ elif key == "IHREAL":
+ ev = schedule(i, scanner.real)
+ if i in {FENSLV, FREPRO}:
+ scanner.chew()
+ proutn("In quadrant- ")
+ key = scanner.nexttok()
+ # "IHEOL" says to leave coordinates as they are
+ if key != "IHEOL":
+ if key != "IHREAL":
+ prout("Event %d canceled, no x coordinate." % (i))
+ unschedule(i)
+ continue
+ w.i = int(round(scanner.real))
+ key = scanner.nexttok()
+ if key != "IHREAL":
+ prout("Event %d canceled, no y coordinate." % (i))
+ unschedule(i)
+ continue
+ w.j = int(round(scanner.real))
+ ev.quadrant = w
+ scanner.chew()
+ proutn("Induce supernova here? ")
+ if ja():
+ game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
+ atover(True)
+
+if __name__ == '__main__':
+ try:
+ #global line, thing, game
+ game = None
+ thing = Thingy()
+ game = Gamestate()
+ rnd = randomizer()
+ logfp = None
+ game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
+ if os.getenv("TERM"):
+ game.options |= OPTION_CURSES
+ else:
+ game.options |= OPTION_TTY
+ seed = int(time.time())
+ (options, arguments) = getopt.getopt(sys.argv[1:], "cr:s:txV")
+ replay = False
+ for (switch, val) in options:
+ if switch == '-r':
+ # pylint: disable=raise-missing-from
+ try:
+ replayfp = open(val, "r")
+ except IOError:
+ sys.stderr.write("sst: can't open replay file %s\n" % val)
+ raise SystemExit(1)
+ # pylint: disable=raise-missing-from
+ try:
+ line = replayfp.readline().strip()
+ (leader, __, seed) = line.split()
+ # pylint: disable=eval-used
+ seed = eval(seed)
+ line = replayfp.readline().strip()
+ arguments += line.split()[2:]
+ replay = True
+ except ValueError:
+ sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
+ raise SystemExit(1)
+ game.options |= OPTION_TTY
+ game.options &=~ OPTION_CURSES
+ elif switch == '-s':
+ seed = int(val)
+ elif switch == '-t':
+ game.options |= OPTION_TTY
+ game.options &=~ OPTION_CURSES
+ elif switch == '-x':
+ game.idebug = True
+ elif switch == '-c': # Enable curses debugging - undocumented
+ game.cdebug = True
+ elif switch == '-V':
+ print("SST2K", version)
+ raise SystemExit(0)
+ else:
+ sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
+ raise SystemExit(1)
+ # where to save the input in case of bugs
+ if "TMPDIR" in os.environ:
+ tmpdir = os.environ['TMPDIR']
+ else:
+ tmpdir = "/tmp"
+ try:
+ logfp = open(os.path.join(tmpdir, "sst-input.log"), "w")
+ except IOError:
+ sys.stderr.write("sst: warning, can't open logfile\n")
+ sys.exit(1)
+ if logfp:
+ logfp.write("# seed %s\n" % seed)
+ logfp.write("# options %s\n" % " ".join(arguments))
+ logfp.write("# SST2K version %s\n" % version)
+ logfp.write("# recorded by %s@%s on %s\n" % \
+ (getpass.getuser(),socket.getfqdn(),time.ctime()))
+ rnd.seed(seed)
+ scanner = sstscanner()
+ for arg in arguments:
+ scanner.append(arg)
+ try:
+ iostart()
+ while True: # Play a game
+ setwnd(fullscreen_window)
+ clrscr()
+ prelim()
+ setup()
+ if game.alldone:
+ score()
+ game.alldone = False
+ else:
+ makemoves()
+ if replay:
+ break
+ skip(1)
+ stars()
+ skip(1)
+ if game.tourn and game.alldone:
+ proutn(_("Do you want your score recorded?"))
+ if ja():
+ scanner.chew()
+ scanner.push("\n")
+ freeze(False)
+ scanner.chew()
+ proutn(_("Do you want to play again? "))
+ if not ja():
+ break
+ skip(1)
+ prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
+ finally:
+ ioend()
+ raise SystemExit(0)
+ except KeyboardInterrupt:
+ if logfp:
+ logfp.close()
+ print("")
+
+# End.
+++ /dev/null
-#!/usr/bin/env python3
-"""
-sst.py -- Super Star Trek 2K
-
-SST2K is a Python translation of a C translation of a FORTRAN
-original dating back to 1973. Beautiful Python it is not, but it
-works. Translation by Eric S. Raymond; original game by David Matuszek
-and Paul Reynolds, with modifications by Don Smith, Tom Almy,
-Stas Sergeev, and Eric S. Raymond.
-
-See the doc/HACKING file in the distribution for designers notes and advice
-on how to modify (and how not to modify!) this code.
-"""
-from __future__ import print_function, division
-# Runs under Python 2 an Python 3. Preserve this property!
-# SPDX-License-Identifier: BSD-2-clause
-
-# 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,consider-using-f-string,consider-using-enumerate,consider-using-with,unspecified-encoding
-
-# pylint: disable=multiple-imports
-import os, sys, math, curses, time, pickle, copy, gettext, getpass
-import getopt, socket, locale
-import codecs
-
-# This import only works on Unixes. The intention is to enable
-# Ctrl-P, Ctrl-N, and friends in Cmd.
-try:
- # pylint: disable=unused-import
- import readline
-except ImportError:
- pass
-
-# Prevent lossage under Python 3
-try:
- my_input = raw_input
-except NameError:
- my_input = input
-
-version = "2.7"
-
-docpath = (".", "doc/", "/usr/share/doc/sst/")
-
-def _(st):
- return gettext.gettext(st)
-
-# Rolling our own LCG because Python changed its incompatibly in 3.2.
-# Thus, we need to have our own to be 2/3 polyglot, which will also
-# be helpful when we forwrard-port.
-
-class randomizer:
- # LCG PRNG parameters tested against
- # Knuth vol. 2. by the authors of ADVENT
- LCG_A = 1093
- LCG_C = 221587
- LCG_M = 1048576
-
- @staticmethod
- def random():
- old_x = game.lcg_x
- game.lcg_x = (randomizer.LCG_A * game.lcg_x + randomizer.LCG_C) % randomizer.LCG_M
- return old_x / randomizer.LCG_M
-
- @staticmethod
- def withprob(p):
- v = randomizer.random()
- #if logfp:
- # logfp.write("#withprob(%.2f) -> %s\n" % (p, v < p))
- return v < p
-
- @staticmethod
- def integer(*args):
- v = randomizer.random()
- if len(args) == 1:
- v = int(v * args[0])
- else:
- v = args[0] + int(v * (args[1] - args[0]))
- #if logfp:
- # logfp.write("#integer%s -> %s\n" % (args, v))
- return int(v)
-
- @staticmethod
- def real(*args):
- v = randomizer.random()
- if len(args) == 1:
- v *= args[0] # from [0, args[0])
- elif len(args) == 2:
- v = args[0] + v*(args[1]-args[0]) # from [args[0], args[1])
- #if logfp:
- # logfp.write("#real%s -> %f\n" % (args, v))
- return v
-
- @staticmethod
- def seed(n):
- #if logfp:
- # logfp.write("#seed(%d)\n" % n)
- game.lcg_x = n % randomizer.LCG_M
-
-GALSIZE = 8 # Galaxy size in quadrants
-NINHAB = (GALSIZE * GALSIZE // 2) # Number of inhabited worlds
-MAXUNINHAB = 10 # Maximum uninhabited worlds
-QUADSIZE = 10 # Quadrant size in sectors
-BASEMIN = 2 # Minimum starbases
-BASEMAX = (GALSIZE * GALSIZE // 12) # Maximum starbases
-MAXKLGAME = 127 # Maximum Klingons per game
-MAXKLQUAD = 9 # Maximum Klingons per quadrant
-FULLCREW = 428 # Crew size. BSD Trek was 387, that's wrong
-FOREVER = 1e30 # Time for the indefinite future
-MAXBURST = 3 # Max # of torps you can launch in one turn
-MINCMDR = 10 # Minimum number of Klingon commanders
-DOCKFAC = 0.25 # Repair faster when docked
-PHASEFAC = 2.0 # Unclear what this is, it was in the C version
-
-ALGERON = 2311 # Date of the Treaty of Algeron
-
-
-DEFAULT = -1
-BLACK = 0
-BLUE = 1
-GREEN = 2
-CYAN = 3
-RED = 4
-MAGENTA = 5
-BROWN = 6
-LIGHTGRAY = 7
-DARKGRAY = 8
-LIGHTBLUE = 9
-LIGHTGREEN = 10
-LIGHTCYAN = 11
-LIGHTRED = 12
-LIGHTMAGENTA = 13
-YELLOW = 14
-WHITE = 15
-
-class TrekError(Exception):
- pass
-
-class JumpOut(Exception):
- pass
-
-class Coord:
- def __init__(self, x=None, y=None):
- self.i = x # Row
- self.j = y # Column
- def valid_quadrant(self):
- return (self.i is not None) and (self.j is not None) and (self.i >= 0) and (self.i < GALSIZE) and (self.j >= 0) and (self.j < GALSIZE)
- def valid_sector(self):
- return (self.i is not None) and (self.j is not None) and (self.i >= 0) and (self.i < QUADSIZE) and (self.j >= 0) and (self.j < QUADSIZE)
- def invalidate(self):
- self.i = self.j = None
- def __eq__(self, other):
- return other is not None and self.i == other.i and self.j == other.j
- def __ne__(self, other):
- return other is None or self.i != other.i or self.j != other.j
- def __add__(self, other):
- return Coord(self.i+other.i, self.j+other.j)
- def __sub__(self, other):
- return Coord(self.i-other.i, self.j-other.j)
- def __mul__(self, other):
- return Coord(self.i*other, self.j*other)
- def __rmul__(self, other):
- return Coord(self.i*other, self.j*other)
- def __div__(self, other):
- return Coord(self.i/other, self.j/other)
- def __truediv__(self, other):
- return Coord(self.i/other, self.j/other)
- def __floordiv__(self, other):
- return Coord(self.i//other, self.j//other)
- def __mod__(self, other):
- return Coord(self.i % other, self.j % other)
- def __rtruediv__(self, other):
- return Coord(self.i/other, self.j/other)
- def __rfloordiv__(self, other):
- return Coord(self.i//other, self.j//other)
- def roundtogrid(self):
- return Coord(int(round(self.i)), int(round(self.j)))
- def distance(self, other=None):
- if not other:
- other = Coord(0, 0)
- return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
- def bearing(self):
- return 1.90985*math.atan2(self.j, self.i)
- def sgn(self):
- s = Coord()
- if self.i == 0:
- s.i = 0
- elif self.i < 0:
- s.i = -1
- else:
- s.i = 1
- if self.j == 0:
- s.j = 0
- elif self.j < 0:
- s.j = -1
- else:
- s.j = 1
- return s
- def quadrant(self):
- #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
- return self.roundtogrid() // QUADSIZE
- def sector(self):
- return self.roundtogrid() % QUADSIZE
- def scatter(self):
- s = Coord()
- s.i = self.i + rnd.integer(-1, 2)
- s.j = self.j + rnd.integer(-1, 2)
- return s
- def __str__(self):
- if self.i is None or self.j is None:
- return "Nowhere"
- return "%s - %s" % (self.i+1, self.j+1)
- __repr__ = __str__
-
-class Thingy(Coord):
- "Do not anger the Space Thingy!"
- def __init__(self):
- Coord.__init__(self)
- self.angered = False
- def angry(self):
- self.angered = True
- def at(self, q):
- return (q.i, q.j) == (self.i, self.j)
-
-class Planet:
- def __init__(self):
- self.name = None # string-valued if inhabited
- self.quadrant = Coord() # quadrant located
- self.pclass = None # could be ""M", "N", "O", or "destroyed"
- self.crystals = "absent"# could be "mined", "present", "absent"
- self.known = "unknown" # could be "unknown", "known", "shuttle_down"
- self.inhabited = False # is it inhabited?
- def __str__(self):
- return self.name
-
-class Quadrant:
- def __init__(self):
- self.stars = 0
- self.planet = None
- self.starbase = False
- self.klingons = 0
- self.romulans = 0
- self.supernova = False
- self.charted = False
- self.status = "secure" # Could be "secure", "distressed", "enslaved"
- def __str__(self):
- return "<Quadrant: %(klingons)d>" % self.__dict__
- __repr__ = __str__
-
-class Page:
- def __init__(self):
- self.stars = None
- self.starbase = False
- self.klingons = None
- def __repr__(self):
- return "<%s,%s,%s>" % (self.klingons, self.starbase, self.stars)
-
-def fill2d(size, fillfun):
- "Fill an empty list in 2D."
- lst = []
- for i in range(size):
- lst.append([])
- for j in range(size):
- lst[i].append(fillfun(i, j))
- return lst
-
-class Snapshot:
- def __init__(self):
- self.snap = False # snapshot taken
- self.crew = 0 # crew complement
- self.nscrem = 0 # remaining super commanders
- self.starkl = 0 # destroyed stars
- self.basekl = 0 # destroyed bases
- self.nromrem = 0 # Romulans remaining
- self.nplankl = 0 # destroyed uninhabited planets
- self.nworldkl = 0 # destroyed inhabited planets
- self.planets = [] # Planet information
- self.date = 0.0 # stardate
- self.remres = 0 # remaining resources
- self.remtime = 0 # remaining time
- self.baseq = [] # Base quadrant coordinates
- self.kcmdr = [] # Commander quadrant coordinates
- self.kscmdr = Coord() # Supercommander quadrant coordinates
- # the galaxy
- self.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
- # the starchart
- self.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
- def traverse(self):
- for i in range(GALSIZE):
- for j in range(GALSIZE):
- yield (i, j, self.galaxy[i][j])
-
-class Event:
- def __init__(self):
- self.date = None # A real number
- self.quadrant = None # A coord structure
-
-# game options
-OPTION_ALL = 0xffffffff
-OPTION_TTY = 0x00000001 # old interface
-OPTION_CURSES = 0x00000002 # new interface
-OPTION_IOMODES = 0x00000003 # cover both interfaces
-OPTION_PLANETS = 0x00000004 # planets and mining
-OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
-OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
-OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
-OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
-OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
-OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
-OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
-OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
-OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
-OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
-OPTION_CAPTURE = 0x00002000 # Enable BSD-Trek capture (Almy, 2013).
-OPTION_CLOAK = 0x80004000 # Enable BSD-Trek capture (Almy, 2013).
-OPTION_PLAIN = 0x01000000 # user chose plain game
-OPTION_ALMY = 0x02000000 # user chose Almy variant
-OPTION_COLOR = 0x04000000 # enable color display (ESR, 2010)
-OPTION_DOTFILL = 0x08000000 # fix dotfill glitch in chart (ESR, 2019)
-
-# Define devices
-DSRSENS = 0
-DLRSENS = 1
-DPHASER = 2
-DPHOTON = 3
-DLIFSUP = 4
-DWARPEN = 5
-DIMPULS = 6
-DSHIELD = 7
-DRADIO = 8
-DSHUTTL = 9
-DCOMPTR = 10
-DNAVSYS = 11
-DTRANSP = 12
-DSHCTRL = 13
-DDRAY = 14
-DDSP = 15
-DCLOAK = 16
-NDEVICES = 17 # Number of devices
-
-SKILL_NONE = 0
-SKILL_NOVICE = 1
-SKILL_FAIR = 2
-SKILL_GOOD = 3
-SKILL_EXPERT = 4
-SKILL_EMERITUS = 5
-
-def damaged(dev):
- return (game.damage[dev] != 0.0)
-def communicating():
- return not damaged(DRADIO) or game.condition=="docked"
-
-# Define future events
-FSPY = 0 # Spy event happens always (no future[] entry)
- # can cause SC to tractor beam Enterprise
-FSNOVA = 1 # Supernova
-FTBEAM = 2 # Commander tractor beams Enterprise
-FSNAP = 3 # Snapshot for time warp
-FBATTAK = 4 # Commander attacks base
-FCDBAS = 5 # Commander destroys base
-FSCMOVE = 6 # Supercommander moves (might attack base)
-FSCDBAS = 7 # Supercommander destroys base
-FDSPROB = 8 # Move deep space probe
-FDISTR = 9 # Emit distress call from an inhabited world
-FENSLV = 10 # Inhabited word is enslaved
-FREPRO = 11 # Klingons build a ship in an enslaved system
-NEVENTS = 12
-
-# Abstract out the event handling -- underlying data structures will change
-# when we implement stateful events
-def findevent(evtype):
- return game.future[evtype]
-
-class Enemy:
- def __init__(self, etype=None, loc=None, power=None):
- self.type = etype
- self.location = Coord()
- self.kdist = None
- self.kavgd = None
- if loc:
- self.move(loc)
- self.power = power # enemy energy level
- game.enemies.append(self)
- def move(self, loc):
- motion = (loc != self.location)
- if self.location.i is not None and self.location.j is not None:
- if motion:
- if self.type == 'T':
- game.quad[self.location.i][self.location.j] = '#'
- else:
- game.quad[self.location.i][self.location.j] = '.'
- if loc:
- self.location = copy.copy(loc)
- game.quad[self.location.i][self.location.j] = self.type
- self.kdist = self.kavgd = (game.sector - loc).distance()
- else:
- self.location = Coord()
- self.kdist = self.kavgd = None
- # Guard prevents failure on Tholian or thingy
- if self in game.enemies:
- game.enemies.remove(self)
- return motion
- def __repr__(self):
- return "<%s,%s.%f>" % (self.type, self.location, self.power) # For debugging
-
-class Gamestate:
- def __init__(self):
- self.options = None # Game options
- self.state = Snapshot() # A snapshot structure
- self.snapsht = Snapshot() # Last snapshot taken for time-travel purposes
- self.quad = None # contents of our quadrant
- self.damage = [0.0] * NDEVICES # damage encountered
- self.future = [] # future events
- i = NEVENTS
- while i > 0:
- i -= 1
- self.future.append(Event())
- self.passwd = None # Self Destruct password
- self.enemies = []
- self.quadrant = None # where we are in the large
- self.sector = None # where we are in the small
- self.tholian = None # Tholian enemy object
- self.base = None # position of base in current quadrant
- self.battle = None # base coordinates being attacked
- self.plnet = None # location of planet in quadrant
- self.gamewon = False # Finished!
- self.ididit = False # action taken -- allows enemy to attack
- self.alive = False # we are alive (not killed)
- self.justin = False # just entered quadrant
- self.shldup = False # shields are up
- self.shldchg = False # shield is changing (affects efficiency)
- self.iscate = False # super commander is here
- self.ientesc = False # attempted escape from supercommander
- self.resting = False # rest time
- self.icraft = False # Kirk in Galileo
- self.landed = False # party on planet (true), on ship (false)
- self.alldone = False # game is now finished
- self.neutz = False # Romulan Neutral Zone
- self.isarmed = False # probe is armed
- self.inorbit = False # orbiting a planet
- self.imine = False # mining
- self.icrystl = False # dilithium crystals aboard
- self.iseenit = False # seen base attack report
- self.thawed = False # thawed game
- self.condition = None # "green", "yellow", "red", "docked", "dead"
- self.iscraft = None # "onship", "offship", "removed"
- self.skill = SKILL_NONE # Player skill level
- self.inkling = 0 # initial number of klingons
- self.inbase = 0 # initial number of bases
- self.incom = 0 # initial number of commanders
- self.inscom = 0 # initial number of commanders
- self.inrom = 0 # initial number of commanders
- self.instar = 0 # initial stars
- self.intorps = 0 # initial/max torpedoes
- self.torps = 0 # number of torpedoes
- self.ship = 0 # ship type -- 'E' is Enterprise
- self.abandoned = 0 # count of crew abandoned in space
- self.length = 0 # length of game
- self.klhere = 0 # klingons here
- self.casual = 0 # causalties
- self.nhelp = 0 # calls for help
- self.nkinks = 0 # count of energy-barrier crossings
- self.iplnet = None # planet # in quadrant
- self.inplan = 0 # initial planets
- self.irhere = 0 # Romulans in quadrant
- self.isatb = 0 # =2 if super commander is attacking base
- self.tourn = None # tournament number
- self.nprobes = 0 # number of probes available
- self.inresor = 0.0 # initial resources
- self.intime = 0.0 # initial time
- self.inenrg = 0.0 # initial/max energy
- self.inshld = 0.0 # initial/max shield
- self.inlsr = 0.0 # initial life support resources
- self.indate = 0.0 # initial date
- self.energy = 0.0 # energy level
- self.shield = 0.0 # shield level
- self.warpfac = 0.0 # warp speed
- self.lsupres = 0.0 # life support reserves
- self.optime = 0.0 # time taken by current operation
- self.damfac = 0.0 # damage factor
- self.lastchart = 0.0 # time star chart was last updated
- self.cryprob = 0.0 # probability that crystal will work
- self.probe = None # object holding probe course info
- self.height = 0.0 # height of orbit around planet
- self.score = 0.0 # overall score
- self.perdate = 0.0 # rate of kills
- self.idebug = False # Debugging instrumentation enabled?
- self.cdebug = False # Debugging instrumentation for curses enabled?
- self.statekscmdr = None # No SuperCommander coordinates yet.
- self.brigcapacity = 400 # Enterprise brig capacity
- self.brigfree = 400 # How many klingons can we put in the brig?
- self.kcaptured = 0 # Total Klingons captured, for scoring.
- self.iscloaked = False # Cloaking device on?
- self.ncviol = 0 # Algreon treaty violations
- self.isviolreported = False # We have been warned
- self.lcg_x = 0 # LCG generator value
- def remkl(self):
- return sum([q.klingons for (_i, _j, q) in list(self.state.traverse())])
- def recompute(self):
- # Stas thinks this should be (C expression):
- # game.remkl() + len(game.state.kcmdr) > 0 ?
- # game.state.remres/(game.remkl() + 4*len(game.state.kcmdr)) : 99
- # He says the existing expression is prone to divide-by-zero errors
- # after killing the last klingon when score is shown -- perhaps also
- # if the only remaining klingon is SCOM.
- self.state.remtime = self.state.remres/(self.remkl() + 4*len(self.state.kcmdr))
- def unwon(self):
- "Are there Klingons remaining?"
- return self.remkl()
-
-FWON = 0
-FDEPLETE = 1
-FLIFESUP = 2
-FNRG = 3
-FBATTLE = 4
-FNEG3 = 5
-FNOVA = 6
-FSNOVAED = 7
-FABANDN = 8
-FDILITHIUM = 9
-FMATERIALIZE = 10
-FPHASER = 11
-FLOST = 12
-FMINING = 13
-FDPLANET = 14
-FPNOVA = 15
-FSSC = 16
-FSTRACTOR = 17
-FDRAY = 18
-FTRIBBLE = 19
-FHOLE = 20
-FCREW = 21
-FCLOAK = 22
-
-# Code from ai.c begins here
-
-def welcoming(iq):
- "Would this quadrant welcome another Klingon?"
- return iq.valid_quadrant() and \
- not game.state.galaxy[iq.i][iq.j].supernova and \
- game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
-
-def tryexit(enemy, look, irun):
- "A bad guy attempts to bug out."
- iq = Coord()
- iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))//QUADSIZE - 1
- iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))//QUADSIZE - 1
- if not welcoming(iq):
- return []
- if enemy.type == 'R':
- return [] # Romulans cannot escape!
- if not irun:
- # avoid intruding on another commander's territory
- if enemy.type == 'C':
- if iq in game.state.kcmdr:
- return []
- # refuse to leave if currently attacking starbase
- if game.battle == game.quadrant:
- return []
- # don't leave if over 1000 units of energy
- if enemy.power > 1000.0:
- return []
- oldloc = copy.copy(enemy.location)
- # handle local matters related to escape
- enemy.move(None)
- game.klhere -= 1
- if game.condition != "docked":
- newcnd()
- # Handle global matters related to escape
- game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
- game.state.galaxy[iq.i][iq.j].klingons += 1
- if enemy.type == 'S':
- game.iscate = False
- game.ientesc = False
- game.isatb = 0
- schedule(FSCMOVE, 0.2777)
- unschedule(FSCDBAS)
- game.state.kscmdr = iq
- else:
- for cmdr in game.state.kcmdr:
- if cmdr == game.quadrant:
- game.state.kcmdr.append(iq)
- break
- # report move out of quadrant.
- return [(True, enemy, oldloc, iq)]
-
-# The bad-guy movement algorithm:
-#
-# 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
-# If both are operating full strength, force is 1000. If both are damaged,
-# force is -1000. Having shields down subtracts an additional 1000.
-#
-# 2. Enemy has forces equal to the energy of the attacker plus
-# 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
-# 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
-#
-# Attacker Initial energy levels (nominal):
-# Klingon Romulan Commander Super-Commander
-# Novice 400 700 1200
-# Fair 425 750 1250
-# Good 450 800 1300 1750
-# Expert 475 850 1350 1875
-# Emeritus 500 900 1400 2000
-# VARIANCE 75 200 200 200
-#
-# Enemy vessels only move prior to their attack. In Novice - Good games
-# only commanders move. In Expert games, all enemy vessels move if there
-# is a commander present. In Emeritus games all enemy vessels move.
-#
-# 3. If Enterprise is not docked, an aggressive action is taken if enemy
-# forces are 1000 greater than Enterprise.
-#
-# Agressive action on average cuts the distance between the ship and
-# the enemy to 1/4 the original.
-#
-# 4. At lower energy advantage, movement units are proportional to the
-# advantage with a 650 advantage being to hold ground, 800 to move forward
-# 1, 950 for two, 150 for back 4, etc. Variance of 100.
-#
-# If docked, is reduced by roughly 1.75*game.skill, generally forcing a
-# retreat, especially at high skill levels.
-#
-# 5. Motion is limited to skill level, except for SC hi-tailing it out.
-
-def movebaddy(enemy):
- "Tactical movement for the bad guys."
- goto = Coord()
- look = Coord()
- irun = False
- # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
- if game.skill >= SKILL_EXPERT:
- 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)
- else:
- nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
- old_dist = enemy.kdist
- mdist = int(old_dist + 0.5) # Nearest integer distance
- # If SC, check with spy to see if should hi-tail it
- if enemy.type == 'S' and \
- (enemy.power <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
- irun = True
- motion = -QUADSIZE
- else:
- # decide whether to advance, retreat, or hold position
- forces = enemy.power+100.0*len(game.enemies)+400*(nbaddys-1)
- if not game.shldup:
- forces += 1000 # Good for enemy if shield is down!
- if not damaged(DPHASER) or not damaged(DPHOTON):
- if damaged(DPHASER): # phasers damaged
- forces += 300.0
- else:
- forces -= 0.2*(game.energy - 2500.0)
- if damaged(DPHOTON): # photon torpedoes damaged
- forces += 300.0
- else:
- forces -= 50.0*game.torps
- else:
- # phasers and photon tubes both out!
- forces += 1000.0
- motion = 0
- if forces <= 1000.0 and game.condition != "docked": # Typical situation
- motion = ((forces + rnd.real(200))/150.0) - 5.0
- else:
- if forces > 1000.0: # Very strong -- move in for kill
- motion = (1.0 - rnd.real())**2 * old_dist + 1.0
- if game.condition == "docked" and (game.options & OPTION_BASE): # protected by base -- back off !
- motion -= game.skill*(2.0-rnd.real()**2)
- if game.idebug:
- proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
- # don't move if no motion
- if motion == 0:
- return []
- # Limit motion according to skill
- if abs(motion) > game.skill:
- if motion < 0:
- motion = -game.skill
- else:
- motion = game.skill
- # calculate preferred number of steps
- nsteps = abs(int(motion))
- if motion > 0 and nsteps > mdist:
- nsteps = mdist # don't overshoot
- nsteps = min(nsteps, QUADSIZE) # This shouldn't be necessary
- nsteps = max(nsteps, 1) # This shouldn't be necessary
- if game.idebug:
- proutn("NSTEPS = %d:" % nsteps)
- # Compute preferred values of delta X and Y
- m = game.sector - enemy.location
- if 2.0 * abs(m.i) < abs(m.j):
- m.i = 0
- if 2.0 * abs(m.j) < abs(game.sector.i-enemy.location.i):
- m.j = 0
- m = (motion * m).sgn()
- goto = enemy.location
- # main move loop
- for ll in range(nsteps):
- if game.idebug:
- proutn(" %d" % (ll+1))
- # Check if preferred position available
- look = goto + m
- if m.i < 0:
- krawli = 1
- else:
- krawli = -1
- if m.j < 0:
- krawlj = 1
- else:
- krawlj = -1
- success = False
- attempts = 0 # Settle mysterious hang problem
- while attempts < 20 and not success:
- attempts += 1
- if look.i < 0 or look.i >= QUADSIZE:
- if motion < 0:
- return tryexit(enemy, look, irun)
- if krawli == m.i or m.j == 0:
- break
- look.i = goto.i + krawli
- krawli = -krawli
- elif look.j < 0 or look.j >= QUADSIZE:
- if motion < 0:
- return tryexit(enemy, look, irun)
- if krawlj == m.j or m.i == 0:
- break
- look.j = goto.j + krawlj
- krawlj = -krawlj
- elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != '.':
- # See if enemy should ram ship
- if game.quad[look.i][look.j] == game.ship and \
- enemy.type in ('C', 'S'):
- collision(rammed=True, enemy=enemy)
- return []
- if krawli != m.i and m.j != 0:
- look.i = goto.i + krawli
- krawli = -krawli
- elif krawlj != m.j and m.i != 0:
- look.j = goto.j + krawlj
- krawlj = -krawlj
- else:
- break # we have failed
- else:
- success = True
- if success:
- goto = look
- if game.idebug:
- proutn(repr(goto))
- else:
- break # done early
- if game.idebug:
- skip(1)
- # Enemy moved, but is still in sector
- return [(False, enemy, old_dist, goto)]
-
-def moveklings():
- "Sequence Klingon tactical movement."
- if game.idebug:
- prout("== MOVCOM")
- # Figure out which Klingon is the commander (or Supercommander)
- # and do move
- tacmoves = []
- if game.quadrant in game.state.kcmdr:
- for enemy in game.enemies:
- if enemy.type == 'C':
- tacmoves += movebaddy(enemy)
- if game.state.kscmdr == game.quadrant:
- for enemy in game.enemies:
- if enemy.type == 'S':
- tacmoves += movebaddy(enemy)
- break
- # If skill level is high, move other Klingons and Romulans too!
- # Move these last so they can base their actions on what the
- # commander(s) do.
- if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
- for enemy in game.enemies:
- if enemy.type in ('K', 'R'):
- tacmoves += movebaddy(enemy)
- return tacmoves
-
-def movescom(iq, avoid):
- "Supercommander movement helper."
- # Avoid quadrants with bases if we want to avoid Enterprise
- if not welcoming(iq) or (avoid and iq in game.state.baseq):
- return False
- if game.justin and not game.iscate:
- return False
- # do the move
- game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
- game.state.kscmdr = iq
- game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
- if game.state.kscmdr == game.quadrant:
- # SC has scooted, remove him from current quadrant
- game.iscate = False
- game.isatb = 0
- game.ientesc = False
- unschedule(FSCDBAS)
- for enemy in game.enemies:
- if enemy.type == 'S':
- enemy.move(None)
- game.klhere -= 1
- if game.condition != "docked":
- newcnd()
- sortenemies()
- # check for a helpful planet
- for i in range(game.inplan):
- if game.state.planets[i].quadrant == game.state.kscmdr and \
- game.state.planets[i].crystals == "present":
- # destroy the planet
- game.state.planets[i].pclass = "destroyed"
- game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
- if communicating():
- announce()
- prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
- prout(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
- prout(_(" by the Super-commander.\""))
- break
- return True # looks good!
-
-def supercommander():
- "Move the Super Commander."
- iq = Coord()
- sc = Coord()
- ibq = Coord()
- idelta = Coord()
- basetbl = []
- if game.idebug:
- prout("== SUPERCOMMANDER")
- # Decide on being active or passive
- 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 \
- (game.state.date-game.indate) < 3.0)
- if not game.iscate and avoid:
- # compute move away from Enterprise
- idelta = game.state.kscmdr-game.quadrant
- if idelta.distance() > 2.0:
- # circulate in space
- idelta.i = game.state.kscmdr.j-game.quadrant.j
- idelta.j = game.quadrant.i-game.state.kscmdr.i
- else:
- # compute distances to starbases
- if not game.state.baseq:
- # nothing left to do
- unschedule(FSCMOVE)
- return
- sc = game.state.kscmdr
- for (i, base) in enumerate(game.state.baseq):
- basetbl.append((i, (base - sc).distance()))
- if len(game.state.baseq) > 1:
- basetbl.sort(key=lambda x: x[1])
- # look for nearest base without a commander, no Enterprise, and
- # without too many Klingons, and not already under attack.
- ifindit = iwhichb = 0
- for (i2, base) in enumerate(game.state.baseq):
- i = basetbl[i2][0] # bug in original had it not finding nearest
- if base == game.quadrant or base == game.battle or not welcoming(base):
- continue
- # if there is a commander, and no other base is appropriate,
- # we will take the one with the commander
- for cmdr in game.state.kcmdr:
- if base == cmdr and ifindit != 2:
- ifindit = 2
- iwhichb = i
- break
- else: # no commander -- use this one
- ifindit = 1
- iwhichb = i
- break
- if ifindit == 0:
- return # Nothing suitable -- wait until next time
- ibq = game.state.baseq[iwhichb]
- # decide how to move toward base
- idelta = ibq - game.state.kscmdr
- # Maximum movement is 1 quadrant in either or both axes
- idelta = idelta.sgn()
- # try moving in both x and y directions
- # there was what looked like a bug in the Almy C code here,
- # but it might be this translation is just wrong.
- iq = game.state.kscmdr + idelta
- if not movescom(iq, avoid):
- # failed -- try some other maneuvers
- if idelta.i == 0 or idelta.j == 0:
- # attempt angle move
- if idelta.i != 0:
- iq.j = game.state.kscmdr.j + 1
- if not movescom(iq, avoid):
- iq.j = game.state.kscmdr.j - 1
- movescom(iq, avoid)
- elif idelta.j != 0:
- iq.i = game.state.kscmdr.i + 1
- if not movescom(iq, avoid):
- iq.i = game.state.kscmdr.i - 1
- movescom(iq, avoid)
- else:
- # try moving just in x or y
- iq.j = game.state.kscmdr.j
- if not movescom(iq, avoid):
- iq.j = game.state.kscmdr.j + idelta.j
- iq.i = game.state.kscmdr.i
- movescom(iq, avoid)
- # check for a base
- if len(game.state.baseq) == 0:
- unschedule(FSCMOVE)
- else:
- for ibq in game.state.baseq:
- if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
- # attack the base
- if avoid:
- return # no, don't attack base!
- game.iseenit = False
- game.isatb = 1
- schedule(FSCDBAS, rnd.real(1.0, 3.0))
- if is_scheduled(FCDBAS):
- postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
- if not communicating():
- return # no warning
- game.iseenit = True
- announce()
- prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
- % game.state.kscmdr)
- prout(_(" reports that it is under attack from the Klingon Super-commander."))
- prout(_(" It can survive until stardate %d.\"") \
- % int(scheduled(FSCDBAS)))
- if not game.resting:
- return
- prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
- if not ja():
- return
- game.resting = False
- game.optime = 0.0 # actually finished
- return
- # Check for intelligence report
- if not game.idebug and \
- (rnd.withprob(0.8) or \
- (not communicating()) or \
- not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
- return
- announce()
- prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
- prout(_(" the Super-commander is in Quadrant %s.") % game.state.kscmdr)
- return
-
-def movetholian():
- "Move the Tholian."
- if not game.tholian or game.justin:
- return
- tid = Coord()
- if game.tholian.location.i == 0 and game.tholian.location.j == 0:
- tid.i = 0
- tid.j = QUADSIZE-1
- elif game.tholian.location.i == 0 and game.tholian.location.j == QUADSIZE-1:
- tid.i = QUADSIZE-1
- tid.j = QUADSIZE-1
- elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == QUADSIZE-1:
- tid.i = QUADSIZE-1
- tid.j = 0
- elif game.tholian.location.i == QUADSIZE-1 and game.tholian.location.j == 0:
- tid.i = 0
- tid.j = 0
- else:
- # something is wrong!
- game.tholian.move(None)
- prout("***Internal error: Tholian in a bad spot.")
- return
- # do nothing if we are blocked
- if game.quad[tid.i][tid.j] not in ('.', '#'):
- return
- here = copy.copy(game.tholian.location)
- delta = (tid - game.tholian.location).sgn()
- # move in x axis
- while here.i != tid.i:
- here.i += delta.i
- if game.quad[here.i][here.j] == '.':
- game.tholian.move(here)
- # move in y axis
- while here.j != tid.j:
- here.j += delta.j
- if game.quad[here.i][here.j] == '.':
- game.tholian.move(here)
- # check to see if all holes plugged
- for i in range(QUADSIZE):
- if game.quad[0][i] != '#' and game.quad[0][i] != 'T':
- return
- if game.quad[QUADSIZE-1][i] != '#' and game.quad[QUADSIZE-1][i] != 'T':
- return
- if game.quad[i][0] != '#' and game.quad[i][0] != 'T':
- return
- if game.quad[i][QUADSIZE-1] != '#' and game.quad[i][QUADSIZE-1] != 'T':
- return
- # All plugged up -- Tholian splits
- game.quad[game.tholian.location.i][game.tholian.location.j] = '#'
- dropin(' ')
- prout(crmena(True, 'T', "sector", game.tholian) + _(" completes web."))
- game.tholian.move(None)
- return
-
-# Code from battle.c begins here
-
-def cloak():
- "Change cloaking-device status."
- if game.ship == 'F':
- prout(_("Ye Faerie Queene hath no cloaking device."))
- return
-
- key = scanner.nexttok()
-
- if key == "IHREAL":
- huh()
- return
-
- action = None
- if key == "IHALPHA":
- if scanner.sees("on"):
- if game.iscloaked:
- prout(_("The cloaking device has already been switched on."))
- return
- action = "CLON"
- elif scanner.sees("off"):
- if not game.iscloaked:
- prout(_("The cloaking device has already been switched off."))
- return
- action = "CLOFF"
- else:
- huh()
- return
- else:
- if not game.iscloaked:
- proutn(_("Switch cloaking device on? "))
- if not ja():
- return
- action = "CLON"
- else:
- proutn(_("Switch cloaking device off? "))
- if not ja():
- return
- action = "CLOFF"
- if action is None:
- return
-
- if action == "CLOFF":
- if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
- prout(_("Spock- \"Captain, the Treaty of Algeron is in effect.\n Are you sure this is wise?\""))
- if not ja():
- return
- prout("Engineer Scott- \"Aye, Sir.\"")
- game.iscloaked = False
- if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
- prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
- game.ncviol += 1
- game.isviolreported = True
-
- #if (neutz and game.state.date >= ALGERON) finish(FCLOAK);
- return
-
- if action == "CLON":
- if damaged(DCLOAK):
- prout(_("Engineer Scott- \"The cloaking device is damaged, Sir.\""))
- return
-
- if game.condition == "docked":
- prout(_("You cannot cloak while docked."))
-
- if game.state.date >= ALGERON and not game.isviolreported:
- prout(_("Spock- \"Captain, using the cloaking device is a violation"))
- prout(_(" of the Treaty of Algeron. Considering the alternatives,"))
- proutn(_(" are you sure this is wise? "))
- if not ja():
- return
- prout(_("Engineer Scott- \"Cloaking device has engaging, Sir...\""))
- attack(True)
- prout(_("Engineer Scott- \"Cloaking device has engaged, Sir.\""))
- game.iscloaked = True
-
- if game.irhere and game.state.date >= ALGERON and not game.isviolreported:
- prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
- game.ncviol += 1
- game.isviolreported = True
-
-def doshield(shraise):
- "Change shield status."
- action = "NONE"
- game.ididit = False
- if shraise:
- action = "SHUP"
- else:
- key = scanner.nexttok()
- if key == "IHALPHA":
- if scanner.sees("transfer"):
- action = "NRG"
- else:
- if damaged(DSHIELD):
- prout(_("Shields damaged and down."))
- return
- if scanner.sees("up"):
- action = "SHUP"
- elif scanner.sees("down"):
- action = "SHDN"
- if action == "NONE":
- proutn(_("Do you wish to change shield energy? "))
- if ja():
- action = "NRG"
- elif damaged(DSHIELD):
- prout(_("Shields damaged and down."))
- return
- elif game.shldup:
- proutn(_("Shields are up. Do you want them down? "))
- if ja():
- action = "SHDN"
- else:
- scanner.chew()
- return
- else:
- proutn(_("Shields are down. Do you want them up? "))
- if ja():
- action = "SHUP"
- else:
- scanner.chew()
- return
- if action == "SHUP": # raise shields
- if game.shldup:
- prout(_("Shields already up."))
- return
- game.shldup = True
- game.shldchg = True
- if game.condition != "docked":
- game.energy -= 50.0
- prout(_("Shields raised."))
- if game.energy <= 0:
- skip(1)
- prout(_("Shields raising uses up last of energy."))
- finish(FNRG)
- return
- game.ididit = True
- return
- elif action == "SHDN":
- if not game.shldup:
- prout(_("Shields already down."))
- return
- game.shldup = False
- game.shldchg = True
- prout(_("Shields lowered."))
- game.ididit = True
- return
- elif action == "NRG":
- while scanner.nexttok() != "IHREAL":
- scanner.chew()
- proutn(_("Energy to transfer to shields- "))
- nrg = scanner.real
- scanner.chew()
- if nrg == 0:
- return
- if nrg > game.energy:
- prout(_("Insufficient ship energy."))
- return
- game.ididit = True
- if game.shield+nrg >= game.inshld:
- prout(_("Shield energy maximized."))
- if game.shield+nrg > game.inshld:
- prout(_("Excess energy requested returned to ship energy"))
- game.energy -= game.inshld-game.shield
- game.shield = game.inshld
- return
- if nrg < 0.0 and game.energy-nrg > game.inenrg:
- # Prevent shield drain loophole
- skip(1)
- prout(_("Engineering to bridge--"))
- prout(_(" Scott here. Power circuit problem, Captain."))
- prout(_(" I can't drain the shields."))
- game.ididit = False
- return
- if game.shield+nrg < 0:
- prout(_("All shield energy transferred to ship."))
- game.energy += game.shield
- game.shield = 0.0
- return
- proutn(_("Scotty- \""))
- if nrg > 0:
- prout(_("Transferring energy to shields.\""))
- else:
- prout(_("Draining energy from shields.\""))
- game.shield += nrg
- game.energy -= nrg
- return
-
-def randdevice():
- "Choose a device to damage, at random."
- weights = (
- 105, # DSRSENS: short range scanners 10.5%
- 105, # DLRSENS: long range scanners 10.5%
- 120, # DPHASER: phasers 12.0%
- 120, # DPHOTON: photon torpedoes 12.0%
- 25, # DLIFSUP: life support 2.5%
- 65, # DWARPEN: warp drive 6.5%
- 70, # DIMPULS: impulse engines 6.5%
- 135, # DSHIELD: deflector shields 13.5%
- 30, # DRADIO: subspace radio 3.0%
- 45, # DSHUTTL: shuttle 4.5%
- 15, # DCOMPTR: computer 1.5%
- 20, # NAVCOMP: navigation system 2.0%
- 75, # DTRANSP: transporter 7.5%
- 20, # DSHCTRL: high-speed shield controller 2.0%
- 10, # DDRAY: death ray 1.0%
- 30, # DDSP: deep-space probes 3.0%
- 10, # DCLOAK: the cloaking device 1.0
- )
- assert(sum(weights) == 1000)
- idx = rnd.integer(1000)
- wsum = 0
- for (i, w) in enumerate(weights):
- wsum += w
- if idx < wsum:
- return i
- return None # we should never get here
-
-def collision(rammed, enemy):
- "Collision handling for rammong events."
- prouts(_("***RED ALERT! RED ALERT!"))
- skip(1)
- prout(_("***COLLISION IMMINENT."))
- skip(2)
- proutn("***")
- proutn(crmshp())
- hardness = {'R':1.5, 'C':2.0, 'S':2.5, 'T':0.5, '?':4.0}.get(enemy.type, 1.0)
- if rammed:
- proutn(_(" rammed by "))
- else:
- proutn(_(" rams "))
- proutn(crmena(False, enemy.type, "sector", enemy.location))
- if rammed:
- proutn(_(" (original position)"))
- skip(1)
- deadkl(enemy.location, enemy.type, game.sector)
- proutn("***" + crmshp() + " heavily damaged.")
- icas = rnd.integer(10, 30)
- prout(_("***Sickbay reports %d casualties") % icas)
- game.casual += icas
- game.state.crew -= icas
- # In the pre-SST2K version, all devices got equiprobably damaged,
- # which was silly. Instead, pick up to half the devices at
- # random according to our weighting table,
- ncrits = rnd.integer(NDEVICES//2)
- while ncrits > 0:
- ncrits -= 1
- dev = randdevice()
- if game.damage[dev] < 0:
- continue
- extradm = (10.0*hardness*rnd.real()+1.0)*game.damfac
- # Damage for at least time of travel!
- game.damage[dev] += game.optime + extradm
- game.shldup = False
- prout(_("***Shields are down."))
- if game.unwon():
- announce()
- damagereport()
- else:
- finish(FWON)
-
-def torpedo(origin, bearing, dispersion, number, nburst):
- "Let a photon torpedo fly"
- if not damaged(DSRSENS) or game.condition == "docked":
- setwnd(srscan_window)
- else:
- setwnd(message_window)
- ac = bearing + 0.25*dispersion # dispersion is a random variable
- bullseye = (15.0 - bearing)*0.5235988
- track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
- bumpto = Coord(0, 0)
- # Loop to move a single torpedo
- setwnd(message_window)
- for step in range(1, QUADSIZE*2):
- if not track.nexttok():
- break
- w = track.sector()
- if not w.valid_sector():
- break
- iquad = game.quad[w.i][w.j]
- tracktorpedo(w, step, number, nburst, iquad)
- if iquad == '.':
- continue
- # hit something
- setwnd(message_window)
- if not damaged(DSRSENS) or game.condition == "docked":
- skip(1) # start new line after text track
- if iquad in ('E', 'F'): # Hit our ship
- skip(1)
- prout(_("Torpedo hits %s.") % crmshp())
- hit = 700.0 + rnd.real(100) - \
- 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
- newcnd() # we're blown out of dock
- if game.landed or game.condition == "docked":
- return hit # Cheat if on a planet
- # In the C/FORTRAN version, dispersion was 2.5 radians, which
- # is 143 degrees, which is almost exactly 4.8 clockface units
- displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5)
- displacement.nexttok()
- bumpto = displacement.sector()
- if not bumpto.valid_sector():
- return hit
- if game.quad[bumpto.i][bumpto.j] == ' ':
- finish(FHOLE)
- return hit
- if game.quad[bumpto.i][bumpto.j] != '.':
- # can't move into object
- return hit
- game.sector = bumpto
- proutn(crmshp())
- game.quad[w.i][w.j] = '.'
- game.quad[bumpto.i][bumpto.j] = iquad
- prout(_(" displaced by blast to Sector %s ") % bumpto)
- for enemy in game.enemies:
- enemy.kdist = enemy.kavgd = (game.sector-enemy.location).distance()
- sortenemies()
- return None
- elif iquad in ('C', 'S', 'R', 'K'): # Hit a regular enemy
- # find the enemy
- if iquad in ('C', 'S') and rnd.withprob(0.05):
- prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
- prout(_(" torpedo neutralized."))
- return None
- for enemy in game.enemies:
- if w == enemy.location:
- kp = math.fabs(enemy.power)
- h1 = 700.0 + rnd.integer(100) - \
- 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
- h1 = math.fabs(h1)
- if kp < h1:
- h1 = kp
- if enemy.power < 0:
- enemy.power -= -h1
- else:
- enemy.power -= h1
- if enemy.power == 0:
- deadkl(w, iquad, w)
- return None
- proutn(crmena(True, iquad, "sector", w))
- displacement = course(track.bearing+rnd.real(-2.4, 2.4), distance=2**0.5, origin=w)
- displacement.nexttok()
- bumpto = displacement.sector()
- if game.quad[bumpto.i][bumpto.j] == ' ':
- prout(_(" buffeted into black hole."))
- deadkl(w, iquad, bumpto)
- return None
- if not bumpto.valid_sector():
- prout(_(" damaged but not destroyed."))
- return None
- if game.quad[bumpto.i][bumpto.j] != '.':
- prout(_(" damaged but not destroyed."))
- else:
- prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
- enemy.location = bumpto
- game.quad[w.i][w.j] = '.'
- game.quad[bumpto.i][bumpto.j] = iquad
- for tenemy in game.enemies:
- tenemy.kdist = tenemy.kavgd = (game.sector-tenemy.location).distance()
- sortenemies()
- break
- else:
- prout("Internal error, no enemy where expected!")
- raise SystemExit(1)
- return None
- elif iquad == 'B': # Hit a base
- skip(1)
- prout(_("***STARBASE DESTROYED.."))
- game.state.baseq = [x for x in game.state.baseq if x != game.quadrant]
- game.quad[w.i][w.j] = '.'
- game.base.invalidate()
- game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
- game.state.chart[game.quadrant.i][game.quadrant.j].starbase = False
- game.state.basekl += 1
- newcnd()
- return None
- elif iquad == 'P': # Hit a planet
- prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
- game.state.nplankl += 1
- game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
- game.iplnet.pclass = "destroyed"
- game.iplnet = None
- game.plnet.invalidate()
- game.quad[w.i][w.j] = '.'
- if game.landed:
- # captain perishes on planet
- finish(FDPLANET)
- return None
- elif iquad == '@': # Hit an inhabited world -- very bad!
- prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
- game.state.nworldkl += 1
- game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
- game.iplnet.pclass = "destroyed"
- game.iplnet = None
- game.plnet.invalidate()
- game.quad[w.i][w.j] = '.'
- if game.landed:
- # captain perishes on planet
- finish(FDPLANET)
- prout(_("The torpedo destroyed an inhabited planet."))
- return None
- elif iquad == '*': # Hit a star
- if rnd.withprob(0.9):
- nova(w)
- else:
- prout(crmena(True, '*', "sector", w) + _(" unaffected by photon blast."))
- return None
- elif iquad == '?': # Hit a thingy
- if not (game.options & OPTION_THINGY) or rnd.withprob(0.3):
- skip(1)
- prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
- skip(1)
- prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
- skip(1)
- proutn(_("Mr. Spock-"))
- prouts(_(" \"Fascinating!\""))
- skip(1)
- deadkl(w, iquad, w)
- else:
- # Stas Sergeev added the possibility that
- # you can shove the Thingy and piss it off.
- # It then becomes an enemy and may fire at you.
- thing.angry()
- return None
- elif iquad == ' ': # Black hole
- skip(1)
- prout(crmena(True, ' ', "sector", w) + _(" swallows torpedo."))
- return None
- elif iquad == '#': # hit the web
- skip(1)
- prout(_("***Torpedo absorbed by Tholian web."))
- return None
- elif iquad == 'T': # Hit a Tholian
- h1 = 700.0 + rnd.integer(100) - \
- 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
- h1 = math.fabs(h1)
- if h1 >= 600:
- game.quad[w.i][w.j] = '.'
- deadkl(w, iquad, w)
- game.tholian = None
- return None
- skip(1)
- proutn(crmena(True, 'T', "sector", w))
- if rnd.withprob(0.05):
- prout(_(" survives photon blast."))
- return None
- prout(_(" disappears."))
- game.tholian.move(None)
- game.quad[w.i][w.j] = '#'
- dropin(' ')
- return None
- else: # Problem!
- skip(1)
- proutn("Don't know how to handle torpedo collision with ")
- proutn(crmena(True, iquad, "sector", w))
- skip(1)
- return None
- break
- skip(1)
- setwnd(message_window)
- prout(_("Torpedo missed."))
- return None
-
-def fry(hit):
- "Critical-hit resolution."
- if hit < (275.0-25.0*game.skill)*rnd.real(1.0, 1.5):
- return
- ncrit = int(1.0 + hit/(500.0+rnd.real(100)))
- proutn(_("***CRITICAL HIT--"))
- # Select devices and cause damage
- cdam = []
- while ncrit > 0:
- while True:
- j = randdevice()
- # Cheat to prevent shuttle damage unless on ship
- if not (game.damage[j]<0.0 or (j == DSHUTTL and game.iscraft != "onship") or (j == DCLOAK and game.ship != 'E' or j == DDRAY)):
- break
- cdam.append(j)
- extradm = (hit*game.damfac)/(ncrit*rnd.real(75, 100))
- game.damage[j] += extradm
- ncrit -= 1
- skipcount = 0
- for (i, j) in enumerate(cdam):
- proutn(device[j])
- if skipcount % 3 == 2 and i < len(cdam)-1:
- skip(1)
- skipcount += 1
- if i < len(cdam)-1:
- proutn(_(" and "))
- prout(_(" damaged."))
- if damaged(DSHIELD) and game.shldup:
- prout(_("***Shields knocked down."))
- game.shldup = False
- if damaged(DCLOAK) and game.iscloaked:
- prout(_("***Cloaking device rendered inoperative."))
- game.iscloaked = False
-
-def attack(torps_ok):
- # bad guy attacks us
- # torps_ok == False forces use of phasers in an attack
- if game.iscloaked:
- return
- # game could be over at this point, check
- if game.alldone:
- return
- attempt = False
- ihurt = False
- hitmax = 0.0
- hittot = 0.0
- chgfac = 1.0
- where = "neither"
- if game.idebug:
- prout("=== ATTACK!")
- # Tholian gets to move before attacking
- if game.tholian:
- movetholian()
- # if you have just entered the RNZ, you'll get a warning
- if game.neutz: # The one chance not to be attacked
- game.neutz = False
- return
- # commanders get a chance to tac-move towards you
- 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:
- for (bugout, enemy, old, goto) in moveklings():
- if bugout:
- # we know about this if either short or long range
- # sensors are working
- if damaged(DSRSENS) and damaged(DLRSENS) \
- and game.condition != "docked":
- prout(crmena(True, enemy.type, "sector", old) + \
- (_(" escapes to Quadrant %s (and regains strength).") % goto))
- else: # Enemy still in-sector
- if enemy.move(goto):
- if not damaged(DSRSENS) or game.condition == "docked":
- proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.location))
- if enemy.kdist < old:
- proutn(_(" advances to "))
- else:
- proutn(_(" retreats to "))
- prout("Sector %s." % goto)
- sortenemies()
- # if no enemies remain after movement, we're done
- if len(game.enemies) == 0 or (len(game.enemies) == 1 and thing.at(game.quadrant) and not thing.angered):
- return
- # set up partial hits if attack happens during shield status change
- pfac = 1.0/game.inshld
- if game.shldchg:
- chgfac = 0.25 + rnd.real(0.5)
- skip(1)
- # message verbosity control
- if game.skill <= SKILL_FAIR:
- where = "sector"
- for enemy in game.enemies:
- if enemy.power < 0:
- continue # too weak to attack
- # compute hit strength and diminish shield power
- r = rnd.real()
- # Increase chance of photon torpedos if docked or enemy energy is low
- if game.condition == "docked":
- r *= 0.25
- if enemy.power < 500:
- r *= 0.25
- if enemy.type == 'T' or (enemy.type == '?' and not thing.angered):
- continue
- # different enemies have different probabilities of throwing a torp
- usephasers = not torps_ok or \
- (enemy.type == 'K' and r > 0.0005) or \
- (enemy.type == 'C' and r > 0.015) or \
- (enemy.type == 'R' and r > 0.3) or \
- (enemy.type == 'S' and r > 0.07) or \
- (enemy.type == '?' and r > 0.05)
- if usephasers: # Enemy uses phasers
- if game.condition == "docked":
- continue # Don't waste the effort!
- attempt = True # Attempt to attack
- dustfac = rnd.real(0.8, 0.85)
- hit = enemy.power*math.pow(dustfac, enemy.kavgd)
- enemy.power *= 0.75
- else: # Enemy uses photon torpedo
- # We should be able to make the bearing() method work here
- pcourse = 1.90985*math.atan2(game.sector.j-enemy.location.j, enemy.location.i-game.sector.i)
- hit = 0
- proutn(_("***TORPEDO INCOMING"))
- if not damaged(DSRSENS):
- proutn(_(" From ") + crmena(False, enemy.type, where, enemy.location))
- attempt = True
- prout(" ")
- dispersion = (rnd.real()+rnd.real())*0.5 - 0.5
- dispersion += 0.002*enemy.power*dispersion
- hit = torpedo(enemy.location, pcourse, dispersion, number=1, nburst=1)
- if game.unwon() == 0:
- finish(FWON) # Klingons did themselves in!
- if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
- return # Supernova or finished
- if hit is None:
- continue
- # incoming phaser or torpedo, shields may dissipate it
- if game.shldup or game.shldchg or game.condition == "docked":
- # shields will take hits
- propor = pfac * game.shield
- if game.condition == "docked":
- propor *= 2.1
- propor = max(propor, 0.1)
- hitsh = propor*chgfac*hit+1.0
- absorb = 0.8*hitsh
- if absorb > game.shield:
- absorb = game.shield
- game.shield -= absorb
- hit -= hitsh
- # taking a hit blasts us out of a starbase dock
- if game.condition == "docked":
- dock(False)
- # but the shields may take care of it
- if propor > 0.1 and hit < 0.005*game.energy:
- continue
- # hit from this opponent got through shields, so take damage
- ihurt = True
- proutn(_("%d unit hit") % int(hit))
- if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
- proutn(_(" on the ") + crmshp())
- if not damaged(DSRSENS) and usephasers:
- prout(_(" from ") + crmena(False, enemy.type, where, enemy.location))
- skip(1)
- # Decide if hit is critical
- if hit > hitmax:
- hitmax = hit
- hittot += hit
- fry(hit)
- game.energy -= hit
- if game.energy <= 0:
- # Returning home upon your shield, not with it...
- finish(FBATTLE)
- return
- if not attempt and game.condition == "docked":
- prout(_("***Enemies decide against attacking your ship."))
- percent = 100.0*pfac*game.shield+0.5
- if not ihurt:
- # Shields fully protect ship
- proutn(_("Enemy attack reduces shield strength to "))
- else:
- # Emit message if starship suffered hit(s)
- skip(1)
- proutn(_("Energy left %2d shields ") % int(game.energy))
- if game.shldup:
- proutn(_("up "))
- elif not damaged(DSHIELD):
- proutn(_("down "))
- else:
- proutn(_("damaged, "))
- prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
- # Check if anyone was hurt
- if hitmax >= 200 or hittot >= 500:
- icas = rnd.integer(int(hittot * 0.015))
- if icas >= 2:
- skip(1)
- prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
- prout(_(" in that last attack.\""))
- game.casual += icas
- game.state.crew -= icas
- # After attack, reset average distance to enemies
- for enemy in game.enemies:
- enemy.kavgd = enemy.kdist
- sortenemies()
- return
-
-def deadkl(w, etype, mv):
- "Kill a Klingon, Tholian, Romulan, or Thingy."
- # Added mv to allow enemy to "move" before dying
- proutn(crmena(True, etype, "sector", mv))
- # Decide what kind of enemy it is and update appropriately
- if etype == 'R':
- # Chalk up a Romulan
- game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
- game.irhere -= 1
- game.state.nromrem -= 1
- elif etype == 'T':
- # Killed a Tholian
- game.tholian = None
- elif etype == '?':
- # Killed a Thingy
- global thing
- thing = None
- else:
- # Killed some type of Klingon
- game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
- game.klhere -= 1
- if etype == 'C':
- game.state.kcmdr.remove(game.quadrant)
- unschedule(FTBEAM)
- if game.state.kcmdr:
- schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
- if is_scheduled(FCDBAS) and game.battle == game.quadrant:
- unschedule(FCDBAS)
- elif etype == 'K':
- pass
- elif etype == 'S':
- game.state.nscrem -= 1
- game.state.kscmdr.invalidate()
- game.isatb = 0
- game.iscate = False
- unschedule(FSCMOVE)
- unschedule(FSCDBAS)
- # For each kind of enemy, finish message to player
- prout(_(" destroyed."))
- if game.unwon() == 0:
- return
- game.recompute()
- # Remove enemy ship from arrays describing local conditions
- for e in game.enemies:
- if e.location == w:
- e.move(None)
- break
- return
-
-def targetcheck(w):
- "Return None if target is invalid, otherwise return a course angle."
- if not w.valid_sector():
- huh()
- return None
- delta = Coord()
- # C code this was translated from is wacky -- why the sign reversal?
- delta.j = (w.j - game.sector.j)
- delta.i = (game.sector.i - w.i)
- if delta == Coord(0, 0):
- skip(1)
- prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
- prout(_(" I recommend an immediate review of"))
- prout(_(" the Captain's psychological profile.\""))
- scanner.chew()
- return None
- return delta.bearing()
-
-def torps():
- "Launch photon torpedo salvo."
- tcourse = []
- game.ididit = False
- if damaged(DPHOTON):
- prout(_("Photon tubes damaged."))
- scanner.chew()
- return
- if game.torps == 0:
- prout(_("No torpedoes left."))
- scanner.chew()
- return
- # First, get torpedo count
- while True:
- scanner.nexttok()
- if scanner.token == "IHALPHA":
- huh()
- return
- elif scanner.token == "IHEOL" or not scanner.waiting():
- prout(_("%d torpedoes left.") % game.torps)
- scanner.chew()
- proutn(_("Number of torpedoes to fire- "))
- continue # Go back around to get a number
- else: # key == "IHREAL"
- try:
- n = scanner.int()
- except TypeError:
- huh()
- return
- if n <= 0: # abort command
- scanner.chew()
- return
- if n > MAXBURST:
- scanner.chew()
- prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
- return
- if n > game.torps:
- scanner.chew() # User requested more torps than available
- continue # Go back around
- break # All is good, go to next stage
- # Next, get targets
- target = []
- for i in range(n):
- key = scanner.nexttok()
- if i == 0 and key == "IHEOL":
- break # no coordinate waiting, we will try prompting
- if i == 1 and key == "IHEOL":
- # direct all torpedoes at one target
- while i < n:
- target.append(target[0])
- tcourse.append(tcourse[0])
- i += 1
- break
- scanner.push(scanner.token)
- target.append(scanner.getcoord())
- if target[-1] is None:
- return
- tcourse.append(targetcheck(target[-1]))
- if tcourse[-1] is None:
- return
- scanner.chew()
- if len(target) == 0:
- # prompt for each one
- for i in range(n):
- proutn(_("Target sector for torpedo number %d- ") % (i+1))
- scanner.chew()
- target.append(scanner.getcoord())
- if target[-1] is None:
- return
- tcourse.append(targetcheck(target[-1]))
- if tcourse[-1] is None:
- return
- game.ididit = True
- # Loop for moving <n> torpedoes
- for i in range(n):
- if game.condition != "docked":
- game.torps -= 1
- dispersion = (rnd.real()+rnd.real())*0.5 -0.5
- if math.fabs(dispersion) >= 0.47:
- # misfire!
- dispersion *= rnd.real(1.2, 2.2)
- if n > 0:
- prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
- else:
- prouts(_("***TORPEDO MISFIRES."))
- skip(1)
- if i < n:
- prout(_(" Remainder of burst aborted."))
- if rnd.withprob(0.2):
- prout(_("***Photon tubes damaged by misfire."))
- game.damage[DPHOTON] = game.damfac * rnd.real(1.0, 3.0)
- break
- if game.iscloaked:
- dispersion *= 1.2
- elif game.shldup or game.condition == "docked":
- dispersion *= 1.0 + 0.0001*game.shield
- torpedo(game.sector, tcourse[i], dispersion, number=i, nburst=n)
- if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
- return
- if game.unwon()<=0:
- finish(FWON)
-
-def overheat(rpow):
- "Check for phasers overheating."
- if rpow > 1500:
- checkburn = (rpow-1500.0)*0.00038
- if rnd.withprob(checkburn):
- prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
- game.damage[DPHASER] = game.damfac* rnd.real(1.0, 2.0) * (1.0+checkburn)
-
-def checkshctrl(rpow):
- "Check shield control."
- skip(1)
- if rnd.withprob(0.998):
- prout(_("Shields lowered."))
- return False
- # Something bad has happened
- prouts(_("***RED ALERT! RED ALERT!"))
- skip(2)
- hit = rpow*game.shield/game.inshld
- game.energy -= rpow+hit*0.8
- game.shield -= hit*0.2
- if game.energy <= 0.0:
- prouts(_("Sulu- \"Captain! Shield malf***********************\""))
- skip(1)
- stars()
- finish(FPHASER)
- return True
- prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
- skip(2)
- prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
- icas = rnd.integer(int(hit*0.012))
- skip(1)
- fry(0.8*hit)
- if icas:
- skip(1)
- prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
- prout(_(" %d casualties so far.\"") % icas)
- game.casual += icas
- game.state.crew -= icas
- skip(1)
- prout(_("Phaser energy dispersed by shields."))
- prout(_("Enemy unaffected."))
- overheat(rpow)
- return True
-
-def hittem(hits):
- "Register a phaser hit on Klingons and Romulans."
- w = Coord()
- skip(1)
- kk = 0
- for wham in hits:
- if wham == 0:
- continue
- dustfac = rnd.real(0.9, 1.0)
- hit = wham*math.pow(dustfac, game.enemies[kk].kdist)
- kpini = game.enemies[kk].power
- kp = math.fabs(kpini)
- if PHASEFAC*hit < kp:
- kp = PHASEFAC*hit
- if game.enemies[kk].power < 0:
- game.enemies[kk].power -= -kp
- else:
- game.enemies[kk].power -= kp
- kpow = game.enemies[kk].power
- w = game.enemies[kk].location
- if hit > 0.005:
- if not damaged(DSRSENS):
- boom(w)
- proutn(_("%d unit hit on ") % int(hit))
- else:
- proutn(_("Very small hit on "))
- ienm = game.quad[w.i][w.j]
- if ienm == '?':
- thing.angry()
- proutn(crmena(False, ienm, "sector", w))
- skip(1)
- if kpow == 0:
- deadkl(w, ienm, w)
- if game.unwon()==0:
- finish(FWON)
- if game.alldone:
- return
- continue
- else: # decide whether or not to emasculate klingon
- # pylint: disable=chained-comparison
- if kpow > 0 and rnd.withprob(0.9) and kpow <= rnd.real(0.4, 0.8)*kpini:
- prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
- prout(_(" has just lost its firepower.\""))
- game.enemies[kk].power = -kpow
- kk += 1
- return
-
-def phasers():
- "Fire phasers at bad guys."
- hits = []
- kz = 0
- k = 1
- irec = 0 # Cheating inhibitor
- ifast = False
- no = False
- itarg = True
- msgflag = True
- rpow = 0.0
- automode = "NOTSET"
- key = ""
- skip(1)
- # SR sensors and Computer are needed for automode
- if damaged(DSRSENS) or damaged(DCOMPTR):
- itarg = False
- if game.condition == "docked":
- prout(_("Phasers can't be fired through base shields."))
- scanner.chew()
- return
- if damaged(DPHASER):
- prout(_("Phaser control damaged."))
- scanner.chew()
- return
- if game.shldup:
- if damaged(DSHCTRL):
- prout(_("High speed shield control damaged."))
- scanner.chew()
- return
- if game.energy <= 200.0:
- prout(_("Insufficient energy to activate high-speed shield control."))
- scanner.chew()
- return
- prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
- ifast = True
- # Original code so convoluted, I re-did it all
- # (That was Tom Almy talking about the C code, I think -- ESR)
- while automode == "NOTSET":
- key = scanner.nexttok()
- if key == "IHALPHA":
- if scanner.sees("manual"):
- if len(game.enemies)==0:
- prout(_("There is no enemy present to select."))
- scanner.chew()
- key = "IHEOL"
- automode = "AUTOMATIC"
- else:
- automode = "MANUAL"
- key = scanner.nexttok()
- elif scanner.sees("automatic"):
- if (not itarg) and len(game.enemies) != 0:
- automode = "FORCEMAN"
- else:
- if len(game.enemies)==0:
- prout(_("Energy will be expended into space."))
- automode = "AUTOMATIC"
- key = scanner.nexttok()
- elif scanner.sees("no"):
- no = True
- else:
- huh()
- return
- elif key == "IHREAL":
- if len(game.enemies)==0:
- prout(_("Energy will be expended into space."))
- automode = "AUTOMATIC"
- elif not itarg:
- automode = "FORCEMAN"
- else:
- automode = "AUTOMATIC"
- else:
- # "IHEOL"
- if len(game.enemies)==0:
- prout(_("Energy will be expended into space."))
- automode = "AUTOMATIC"
- elif not itarg:
- automode = "FORCEMAN"
- else:
- proutn(_("Manual or automatic? "))
- scanner.chew()
- avail = game.energy
- if ifast:
- avail -= 200.0
- if automode == "AUTOMATIC":
- if key == "IHALPHA" and scanner.sees("no"):
- no = True
- key = scanner.nexttok()
- if key != "IHREAL" and len(game.enemies) != 0:
- prout(_("Phasers locked on target. Energy available: %.2f")%avail)
- irec = 0
- while True:
- scanner.chew()
- if not kz:
- for i in range(len(game.enemies)):
- irec += math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))*rnd.real(1.01, 1.06) + 1.0
- kz = 1
- proutn(_("%d units required. ") % irec)
- scanner.chew()
- proutn(_("Units to fire= "))
- key = scanner.nexttok()
- if key != "IHREAL":
- return
- rpow = scanner.real
- if rpow > avail:
- proutn(_("Energy available= %.2f") % avail)
- skip(1)
- key = "IHEOL"
- if not rpow > avail:
- break
- if rpow <= 0:
- # chicken out
- scanner.chew()
- return
- key = scanner.nexttok()
- if key == "IHALPHA" and scanner.sees("no"):
- no = True
- if ifast:
- game.energy -= 200 # Go and do it!
- if checkshctrl(rpow):
- return
- scanner.chew()
- game.energy -= rpow
- extra = rpow
- if len(game.enemies):
- extra = 0.0
- powrem = rpow
- for i in range(len(game.enemies)):
- hits.append(0.0)
- if powrem <= 0:
- continue
- hits[i] = math.fabs(game.enemies[i].power)/(PHASEFAC*math.pow(0.90, game.enemies[i].kdist))
- over = rnd.real(1.01, 1.06) * hits[i]
- temp = powrem
- powrem -= hits[i] + over
- if powrem <= 0 and temp < hits[i]:
- hits[i] = temp
- if powrem <= 0:
- over = 0.0
- extra += over
- if powrem > 0.0:
- extra += powrem
- hittem(hits)
- game.ididit = True
- if extra > 0 and not game.alldone:
- if game.tholian:
- proutn(_("*** Tholian web absorbs "))
- if len(game.enemies)>0:
- proutn(_("excess "))
- prout(_("phaser energy."))
- else:
- prout(_("%d expended on empty space.") % int(extra))
- elif automode == "FORCEMAN":
- scanner.chew()
- key = "IHEOL"
- if damaged(DCOMPTR):
- prout(_("Battle computer damaged, manual fire only."))
- else:
- skip(1)
- prouts(_("---WORKING---"))
- skip(1)
- prout(_("Short-range-sensors-damaged"))
- prout(_("Insufficient-data-for-automatic-phaser-fire"))
- prout(_("Manual-fire-must-be-used"))
- skip(1)
- elif automode == "MANUAL":
- rpow = 0.0
- for k in range(len(game.enemies)):
- aim = game.enemies[k].location
- ienm = game.quad[aim.i][aim.j]
- if msgflag:
- proutn(_("Energy available= %.2f") % (avail-0.006))
- skip(1)
- msgflag = False
- rpow = 0.0
- if damaged(DSRSENS) and \
- not game.sector.distance(aim)<2**0.5 and ienm in ('C', 'S'):
- prout(cramen(ienm) + _(" can't be located without short range scan."))
- scanner.chew()
- key = "IHEOL"
- hits[k] = 0 # prevent overflow -- thanks to Alexei Voitenko
- continue
- if key == "IHEOL":
- scanner.chew()
- if itarg and k > kz:
- irec = (abs(game.enemies[k].power)/(PHASEFAC*math.pow(0.9, game.enemies[k].kdist))) * rnd.real(1.01, 1.06) + 1.0
- kz = k
- proutn("(")
- if not damaged(DCOMPTR):
- proutn("%d" % irec)
- else:
- proutn("??")
- proutn(") ")
- proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
- key = scanner.nexttok()
- if key == "IHALPHA" and scanner.sees("no"):
- no = True
- key = scanner.nexttok()
- continue
- if key == "IHALPHA":
- huh()
- return
- if key == "IHEOL":
- if k == 1: # Let me say I'm baffled by this
- msgflag = True
- continue
- if scanner.real < 0:
- # abort out
- scanner.chew()
- return
- hits.append(scanner.real)
- rpow += scanner.real
- # If total requested is too much, inform and start over
- if rpow > avail:
- prout(_("Available energy exceeded -- try again."))
- scanner.chew()
- return
- key = scanner.nexttok() # scan for next value
- if rpow == 0.0:
- # zero energy -- abort
- scanner.chew()
- return
- if key == "IHALPHA" and scanner.sees("no"):
- no = True
- game.energy -= rpow
- scanner.chew()
- if ifast:
- game.energy -= 200.0
- if checkshctrl(rpow):
- return
- hittem(hits)
- game.ididit = True
- # Say shield raised or malfunction, if necessary
- if game.alldone:
- return
- if ifast:
- skip(1)
- if no == 0:
- if rnd.withprob(0.01):
- prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
- prouts(_(" CLICK CLICK POP . . ."))
- prout(_(" No response, sir!"))
- game.shldup = False
- else:
- prout(_("Shields raised."))
- else:
- game.shldup = False
- overheat(rpow)
-
-
-def capture():
- game.ididit = False # Nothing if we fail
- game.optime = 0.0
-
- # Make sure there is room in the brig
- if game.brigfree == 0:
- prout(_("Security reports the brig is already full."))
- return
-
- if damaged(DRADIO):
- prout(_("Uhura- \"We have no subspace radio communication, sir.\""))
- return
-
- if damaged(DTRANSP):
- prout(_("Scotty- \"Transporter damaged, sir.\""))
- return
-
- # find out if there are any at all
- if game.klhere < 1:
- prout(_("Uhura- \"Getting no response, sir.\""))
- return
-
- # if there is more than one Klingon, find out which one
- # Cruddy, just takes one at random. Should ask the captain.
- # Nah, just select the weakest one since it is most likely to
- # surrender (Tom Almy mod)
- klingons = [e for e in game.enemies if e.type == 'K']
- weakest = sorted(klingons, key=lambda e: e.power)[0]
- game.optime = 0.05 # This action will take some time
- game.ididit = True # So any others can strike back
-
- # check out that Klingon
- # The algorithm isn't that great and could use some more
- # intelligent design
- # x = 300 + 25*skill;
- x = game.energy / (weakest.power * len(klingons))
- #prout(_("Stats: energy = %s, kpower = %s, klingons = %s")
- # % (game.energy, weakest.power, len(klingons)))
- x *= 2.5 # would originally have been equivalent of 1.4,
- # but we want command to work more often, more humanely
- #prout(_("Prob = %.4f" % x))
- # x = 100; // For testing, of course!
- if x < rnd.real(100):
- # guess what, he surrendered!!!
- prout(_("Klingon captain at %s surrenders.") % weakest.location)
- i = rnd.real(200)
- if i > 0:
- prout(_("%d Klingons commit suicide rather than be taken captive.") % (200 - i))
- if i > game.brigfree:
- prout(_("%d Klingons die because there is no room for them in the brig.") % (i-game.brigfree))
- i = game.brigfree
- game.brigfree -= i
- prout(_("%d captives taken") % i)
- deadkl(weakest.location, weakest.type, game.sector)
- if game.unwon()<=0:
- finish(FWON)
- return
-
- # big surprise, he refuses to surrender
- prout(_("Fat chance, captain!"))
-
-# Code from events.c begins here.
-
-# This isn't a real event queue a la BSD Trek yet -- you can only have one
-# event of each type active at any given time. Mostly these means we can
-# only have one FDISTR/FENSLV/FREPRO sequence going at any given time
-# BSD Trek, from which we swiped the idea, can have up to 5.
-
-def unschedule(evtype):
- "Remove an event from the schedule."
- game.future[evtype].date = FOREVER
- return game.future[evtype]
-
-def is_scheduled(evtype):
- "Is an event of specified type scheduled."
- return game.future[evtype].date != FOREVER
-
-def scheduled(evtype):
- "When will this event happen?"
- return game.future[evtype].date
-
-def schedule(evtype, offset):
- "Schedule an event of specified type."
- game.future[evtype].date = game.state.date + offset
- return game.future[evtype]
-
-def postpone(evtype, offset):
- "Postpone a scheduled event."
- game.future[evtype].date += offset
-
-def cancelrest():
- "Rest period is interrupted by event."
- if game.resting:
- skip(1)
- proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
- if ja():
- game.resting = False
- game.optime = 0.0
- return True
- return False
-
-def events():
- "Run through the event queue looking for things to do."
- i = 0
- fintim = game.state.date + game.optime
- yank = 0
- ictbeam = False
- istract = False
- w = Coord()
- hold = Coord()
- ev = Event()
- ev2 = Event()
-
- def tractorbeam(yank):
- "Tractor-beaming cases merge here."
- announce()
- game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
- skip(1)
- prout("***" + crmshp() + _(" caught in long range tractor beam--"))
- # If Kirk & Co. screwing around on planet, handle
- atover(True) # atover(true) is Grab
- if game.alldone:
- return
- if game.icraft: # Caught in Galileo?
- finish(FSTRACTOR)
- return
- # Check to see if shuttle is aboard
- if game.iscraft == "offship":
- skip(1)
- if rnd.withprob(0.5):
- prout(_("Galileo, left on the planet surface, is captured"))
- prout(_("by aliens and made into a flying McDonald's."))
- game.damage[DSHUTTL] = -10
- game.iscraft = "removed"
- else:
- prout(_("Galileo, left on the planet surface, is well hidden."))
- if evcode == FSPY:
- game.quadrant = game.state.kscmdr
- else:
- game.quadrant = game.state.kcmdr[i]
- game.sector = randplace(QUADSIZE)
- prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
- % (game.quadrant, game.sector))
- if game.resting:
- prout(_("(Remainder of rest/repair period cancelled.)"))
- game.resting = False
- if not game.shldup:
- if not damaged(DSHIELD) and game.shield > 0:
- doshield(shraise=True) # raise shields
- game.shldchg = False
- else:
- prout(_("(Shields not currently useable.)"))
- newqad()
- # Adjust finish time to time of tractor beaming?
- # fintim = game.state.date+game.optime
- attack(torps_ok=False)
- if not game.state.kcmdr:
- unschedule(FTBEAM)
- else:
- schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
-
- def destroybase():
- "Code merges here for any commander destroying a starbase."
- # Not perfect, but will have to do
- # Handle case where base is in same quadrant as starship
- if game.battle == game.quadrant:
- game.state.chart[game.battle.i][game.battle.j].starbase = False
- game.quad[game.base.i][game.base.j] = '.'
- game.base.invalidate()
- newcnd()
- skip(1)
- prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
- elif game.state.baseq and communicating():
- # Get word via subspace radio
- announce()
- skip(1)
- prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
- proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
- if game.isatb == 2:
- prout(_("the Klingon Super-Commander"))
- else:
- prout(_("a Klingon Commander"))
- game.state.chart[game.battle.i][game.battle.j].starbase = False
- # Remove Starbase from galaxy
- game.state.galaxy[game.battle.i][game.battle.j].starbase = False
- game.state.baseq = [x for x in game.state.baseq if x != game.battle]
- if game.isatb == 2:
- # reinstate a commander's base attack
- game.battle = hold
- game.isatb = 0
- else:
- game.battle.invalidate()
- if game.idebug:
- prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
- for i in range(1, NEVENTS):
- if i == FSNOVA: proutn("=== Supernova ")
- elif i == FTBEAM: proutn("=== T Beam ")
- elif i == FSNAP: proutn("=== Snapshot ")
- elif i == FBATTAK: proutn("=== Base Attack ")
- elif i == FCDBAS: proutn("=== Base Destroy ")
- elif i == FSCMOVE: proutn("=== SC Move ")
- elif i == FSCDBAS: proutn("=== SC Base Destroy ")
- elif i == FDSPROB: proutn("=== Probe Move ")
- elif i == FDISTR: proutn("=== Distress Call ")
- elif i == FENSLV: proutn("=== Enslavement ")
- elif i == FREPRO: proutn("=== Klingon Build ")
- if is_scheduled(i):
- prout("%.2f" % (scheduled(i)))
- else:
- prout("never")
- radio_was_broken = damaged(DRADIO)
- hold.i = hold.j = 0
- while True:
- # Select earliest extraneous event, evcode==0 if no events
- evcode = FSPY
- if game.alldone:
- return
- datemin = fintim
- for l in range(1, NEVENTS):
- if game.future[l].date < datemin:
- evcode = l
- if game.idebug:
- prout("== Event %d fires" % evcode)
- datemin = game.future[l].date
- xtime = datemin-game.state.date
- if game.iscloaked:
- game.energy -= xtime*500.0
- if game.energy <= 0:
- finish(FNRG)
- return
- game.state.date = datemin
- # Decrement Federation resources and recompute remaining time
- game.state.remres -= (game.remkl()+4*len(game.state.kcmdr))*xtime
- game.recompute()
- if game.state.remtime <= 0:
- finish(FDEPLETE)
- return
- # Any crew left alive?
- if game.state.crew <= 0:
- finish(FCREW)
- return
- # Is life support adequate?
- if damaged(DLIFSUP) and game.condition != "docked":
- if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
- finish(FLIFESUP)
- return
- game.lsupres -= xtime
- if game.damage[DLIFSUP] <= xtime:
- game.lsupres = game.inlsr
- # Fix devices
- repair = xtime
- if game.condition == "docked":
- repair /= DOCKFAC
- # Don't fix Deathray here
- for l in range(NDEVICES):
- if game.damage[l] > 0.0 and l != DDRAY:
- if game.damage[l]-repair > 0.0:
- game.damage[l] -= repair
- else:
- game.damage[l] = 0.0
- # If radio repaired, update star chart and attack reports
- if radio_was_broken and not damaged(DRADIO):
- prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
- prout(_(" surveillance reports are coming in."))
- skip(1)
- if not game.iseenit:
- attackreport(False)
- game.iseenit = True
- rechart()
- prout(_(" The star chart is now up to date.\""))
- skip(1)
- # Cause extraneous event EVCODE to occur
- game.optime -= xtime
- if evcode == FSNOVA: # Supernova
- announce()
- supernova(None)
- schedule(FSNOVA, expran(0.5*game.intime))
- if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
- return
- elif evcode == FSPY: # Check with spy to see if SC should tractor beam
- if game.state.nscrem == 0 or game.iscloaked or \
- ictbeam or istract or \
- game.condition == "docked" or game.isatb == 1 or game.iscate:
- return
- if game.ientesc or \
- (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
- (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
- (damaged(DSHIELD) and \
- (game.energy < 2500 or damaged(DPHASER)) and \
- (game.torps < 5 or damaged(DPHOTON))):
- # Tractor-beam her!
- istract = ictbeam = True
- tractorbeam((game.state.kscmdr-game.quadrant).distance())
- else:
- return
- elif evcode == FTBEAM: # Tractor beam
- if not game.state.kcmdr:
- unschedule(FTBEAM)
- continue
- i = rnd.integer(len(game.state.kcmdr))
- yank = (game.state.kcmdr[i]-game.quadrant).distance()
- if istract or game.condition == "docked" or game.iscloaked or yank == 0:
- # Drats! Have to reschedule
- schedule(FTBEAM,
- game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
- continue
- ictbeam = True
- tractorbeam(yank)
- elif evcode == FSNAP: # Snapshot of the universe (for time warp)
- game.snapsht = copy.deepcopy(game.state)
- game.state.snap = True
- schedule(FSNAP, expran(0.5 * game.intime))
- elif evcode == FBATTAK: # Commander attacks starbase
- if not game.state.kcmdr or not game.state.baseq:
- # no can do
- unschedule(FBATTAK)
- unschedule(FCDBAS)
- continue
- ibq = None # Force battle location to persist past loop
- try:
- for ibq in game.state.baseq:
- for cmdr in game.state.kcmdr:
- if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
- raise JumpOut
- # no match found -- try later
- schedule(FBATTAK, expran(0.3*game.intime))
- unschedule(FCDBAS)
- continue
- except JumpOut:
- pass
- # commander + starbase combination found -- launch attack
- game.battle = ibq
- schedule(FCDBAS, rnd.real(1.0, 4.0))
- if game.isatb: # extra time if SC already attacking
- postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
- game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
- game.iseenit = False
- if not communicating():
- continue # No warning :-(
- game.iseenit = True
- announce()
- skip(1)
- prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
- prout(_(" reports that it is under attack and that it can"))
- prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
- if cancelrest():
- return
- elif evcode == FSCDBAS: # Supercommander destroys base
- unschedule(FSCDBAS)
- game.isatb = 2
- if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
- continue # WAS RETURN!
- hold = game.battle
- game.battle = game.state.kscmdr
- destroybase()
- elif evcode == FCDBAS: # Commander succeeds in destroying base
- if evcode == FCDBAS:
- unschedule(FCDBAS)
- if not game.state.baseq \
- or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
- game.battle.invalidate()
- continue
- # find the lucky pair
- for cmdr in game.state.kcmdr:
- if cmdr == game.battle:
- break
- else:
- # No action to take after all
- continue
- destroybase()
- elif evcode == FSCMOVE: # Supercommander moves
- schedule(FSCMOVE, 0.2777)
- if not game.ientesc and not istract and game.isatb != 1 and \
- (not game.iscate or not game.justin):
- supercommander()
- elif evcode == FDSPROB: # Move deep space probe
- schedule(FDSPROB, 0.01)
- if not game.probe.nexttok():
- if not game.probe.quadrant().valid_quadrant() or \
- game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
- # Left galaxy or ran into supernova
- if communicating():
- announce()
- skip(1)
- proutn(_("Lt. Uhura- \"The deep space probe "))
- if not game.probe.quadrant().valid_quadrant():
- prout(_("has left the galaxy.\""))
- else:
- prout(_("is no longer transmitting.\""))
- unschedule(FDSPROB)
- continue
- if communicating():
- #announce()
- skip(1)
- prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
- pquad = game.probe.quadrant()
- pdest = game.state.galaxy[pquad.i][pquad.j]
- if communicating():
- game.state.chart[pquad.i][pquad.j].klingons = pdest.klingons
- game.state.chart[pquad.i][pquad.j].starbase = pdest.starbase
- game.state.chart[pquad.i][pquad.j].stars = pdest.stars
- pdest.charted = True
- game.probe.moves -= 1 # One less to travel
- if game.probe.arrived() and game.isarmed and pdest.stars:
- supernova(game.probe.quadrant()) # fire in the hole!
- unschedule(FDSPROB)
- if game.state.galaxy[pquad.i][pquad.j].supernova:
- return
- elif evcode == FDISTR: # inhabited system issues distress call
- unschedule(FDISTR)
- # try a whole bunch of times to find something suitable
- for i in range(100):
- # need a quadrant which is not the current one,
- # which has some stars which are inhabited and
- # not already under attack, which is not
- # supernova'ed, and which has some Klingons in it
- w = randplace(GALSIZE)
- q = game.state.galaxy[w.i][w.j]
- if not (game.quadrant == w or q.planet is None or \
- not q.planet.inhabited or \
- q.supernova or q.status!="secure" or q.klingons<=0):
- break
- else:
- # can't seem to find one; ignore this call
- if game.idebug:
- prout("=== Couldn't find location for distress event.")
- continue
- # got one!! Schedule its enslavement
- ev = schedule(FENSLV, expran(game.intime))
- ev.quadrant = w
- q.status = "distressed"
- # tell the captain about it if we can
- if communicating():
- prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
- % (q.planet, repr(w)))
- prout(_("by a Klingon invasion fleet."))
- if cancelrest():
- return
- elif evcode == FENSLV: # starsystem is enslaved
- ev = unschedule(FENSLV)
- # see if current distress call still active
- q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
- if q.klingons <= 0:
- q.status = "secure"
- continue
- q.status = "enslaved"
-
- # play stork and schedule the first baby
- ev2 = schedule(FREPRO, expran(2.0 * game.intime))
- ev2.quadrant = ev.quadrant
-
- # report the disaster if we can
- if communicating():
- prout(_("Uhura- We've lost contact with starsystem %s") % \
- q.planet)
- prout(_("in Quadrant %s.\n") % ev.quadrant)
- elif evcode == FREPRO: # Klingon reproduces
- # If we ever switch to a real event queue, we'll need to
- # explicitly retrieve and restore the x and y.
- ev = schedule(FREPRO, expran(1.0 * game.intime))
- # see if current distress call still active
- q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
- if q.klingons <= 0:
- q.status = "secure"
- continue
- if game.remkl() >= MAXKLGAME:
- continue # full right now
- # reproduce one Klingon
- w = ev.quadrant
- m = Coord()
- if game.klhere >= MAXKLQUAD:
- try:
- # this quadrant not ok, pick an adjacent one
- for m.i in range(w.i - 1, w.i + 2):
- for m.j in range(w.j - 1, w.j + 2):
- if not m.valid_quadrant():
- continue
- q = game.state.galaxy[m.i][m.j]
- # check for this quad ok (not full & no snova)
- if q.klingons >= MAXKLQUAD or q.supernova:
- continue
- raise JumpOut
- # search for eligible quadrant failed
- continue
- except JumpOut:
- w = m
- # deliver the child
- q.klingons += 1
- if game.quadrant == w:
- game.klhere += 1
- newkling() # also adds it to game.enemies
- # recompute time left
- game.recompute()
- if communicating():
- if game.quadrant == w:
- prout(_("Spock- sensors indicate the Klingons have"))
- prout(_("launched a warship from %s.") % q.planet)
- else:
- prout(_("Uhura- Starfleet reports increased Klingon activity"))
- if q.planet is not None:
- proutn(_("near %s ") % q.planet)
- prout(_("in Quadrant %s.") % w)
-
-def wait():
- "Wait on events."
- game.ididit = False
- while True:
- key = scanner.nexttok()
- if key != "IHEOL":
- break
- proutn(_("How long? "))
- scanner.chew()
- if key != "IHREAL":
- huh()
- return
- origTime = delay = scanner.real
- if delay <= 0.0:
- return
- if delay >= game.state.remtime or len(game.enemies) != 0:
- proutn(_("Are you sure? "))
- if not ja():
- return
- # Alternate resting periods (events) with attacks
- game.resting = True
- while True:
- if delay <= 0:
- game.resting = False
- if not game.resting:
- prout(_("%d stardates left.") % int(game.state.remtime))
- return
- temp = game.optime = delay
- if len(game.enemies):
- rtime = rnd.real(1.0, 2.0)
- if rtime < temp:
- temp = rtime
- game.optime = temp
- if game.optime < delay:
- attack(torps_ok=False)
- if game.alldone:
- return
- events()
- game.ididit = True
- if game.alldone:
- return
- delay -= temp
- # Repair Deathray if long rest at starbase
- if origTime-delay >= 9.99 and game.condition == "docked":
- game.damage[DDRAY] = 0.0
- # leave if quadrant supernovas
- if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
- break
- game.resting = False
- game.optime = 0.0
-
-def nova(nov):
- "Star goes nova."
- ncourse = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
- newc = Coord(); neighbor = Coord(); bump = Coord(0, 0)
- if rnd.withprob(0.05):
- # Wow! We've supernova'ed
- supernova(game.quadrant)
- return
- # handle initial nova
- game.quad[nov.i][nov.j] = '.'
- prout(crmena(False, '*', "sector", nov) + _(" novas."))
- game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
- game.state.starkl += 1
- # Set up queue to recursively trigger adjacent stars
- hits = [nov]
- kount = 0
- while hits:
- offset = Coord()
- start = hits.pop()
- for offset.i in range(-1, 1+1):
- for offset.j in range(-1, 1+1):
- if offset.j == 0 and offset.i == 0:
- continue
- neighbor = start + offset
- if not neighbor.valid_sector():
- continue
- iquad = game.quad[neighbor.i][neighbor.j]
- # Empty space ends reaction
- if iquad in ('.', '?', ' ', 'T', '#'):
- pass
- elif iquad == '*': # Affect another star
- if rnd.withprob(0.05):
- # This star supernovas
- supernova(game.quadrant)
- return
- else:
- hits.append(neighbor)
- game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
- game.state.starkl += 1
- proutn(crmena(True, '*', "sector", neighbor))
- prout(_(" novas."))
- game.quad[neighbor.i][neighbor.j] = '.'
- kount += 1
- elif iquad in ('P', '@'): # Destroy planet
- game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
- if iquad == 'P':
- game.state.nplankl += 1
- else:
- game.state.nworldkl += 1
- prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
- game.iplnet.pclass = "destroyed"
- game.iplnet = None
- game.plnet.invalidate()
- if game.landed:
- finish(FPNOVA)
- return
- game.quad[neighbor.i][neighbor.j] = '.'
- elif iquad == 'B': # Destroy base
- game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
- game.state.baseq = [x for x in game.state.baseq if x!= game.quadrant]
- game.base.invalidate()
- game.state.basekl += 1
- newcnd()
- prout(crmena(True, 'B', "sector", neighbor) + _(" destroyed."))
- game.quad[neighbor.i][neighbor.j] = '.'
- elif iquad in ('E', 'F'): # Buffet ship
- prout(_("***Starship buffeted by nova."))
- if game.shldup:
- if game.shield >= 2000.0:
- game.shield -= 2000.0
- else:
- diff = 2000.0 - game.shield
- game.energy -= diff
- game.shield = 0.0
- game.shldup = False
- prout(_("***Shields knocked out."))
- game.damage[DSHIELD] += 0.005*game.damfac*rnd.real()*diff
- else:
- game.energy -= 2000.0
- if game.energy <= 0:
- finish(FNOVA)
- return
- # add in course nova contributes to kicking starship
- if hits:
- bump += (game.sector-hits[-1]).sgn()
- elif iquad == 'K': # kill klingon
- deadkl(neighbor, iquad, neighbor)
- elif iquad in ('C','S','R'): # Damage/destroy big enemies
- target = None
- for ll in range(len(game.enemies)):
- if game.enemies[ll].location == neighbor:
- target = game.enemies[ll]
- break
- if target is not None:
- target.power -= 800.0 # If firepower is lost, die
- if target.power <= 0.0:
- deadkl(neighbor, iquad, neighbor)
- continue # neighbor loop
- # Else enemy gets flung by the blast wave
- newc = neighbor + neighbor - start
- proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
- if not newc.valid_sector():
- # can't leave quadrant
- skip(1)
- continue
- iquad1 = game.quad[newc.i][newc.j]
- if iquad1 == ' ':
- proutn(_(", blasted into ") + crmena(False, ' ', "sector", newc))
- skip(1)
- deadkl(neighbor, iquad, newc)
- continue
- if iquad1 != '.':
- # can't move into something else
- skip(1)
- continue
- proutn(_(", buffeted to Sector %s") % newc)
- game.quad[neighbor.i][neighbor.j] = '.'
- game.quad[newc.i][newc.j] = iquad
- target.move(newc)
- # Starship affected by nova -- kick it away.
- dist = kount*0.1
- direc = ncourse[3*(bump.i+1)+bump.j+2]
- if direc == 0.0:
- dist = 0.0
- if dist == 0.0:
- return
- scourse = course(bearing=direc, distance=dist)
- game.optime = scourse.time(w=4)
- skip(1)
- prout(_("Force of nova displaces starship."))
- imove(scourse, noattack=True)
- game.optime = scourse.time(w=4)
- return
-
-def supernova(w):
- "Star goes supernova."
- num = 0; npdead = 0
- if w is not None:
- nq = copy.copy(w)
- else:
- # Scheduled supernova -- select star at random.
- nstars = 0
- nq = Coord()
- for nq.i in range(GALSIZE):
- for nq.j in range(GALSIZE):
- nstars += game.state.galaxy[nq.i][nq.j].stars
- if nstars == 0:
- return # nothing to supernova exists
- num = rnd.integer(nstars) + 1
- for nq.i in range(GALSIZE):
- for nq.j in range(GALSIZE):
- num -= game.state.galaxy[nq.i][nq.j].stars
- if num <= 0:
- break
- if num <=0:
- break
- if game.idebug:
- proutn("=== Super nova here?")
- if ja():
- nq = game.quadrant
- if nq != game.quadrant or game.justin:
- # it isn't here, or we just entered (treat as enroute)
- if communicating():
- skip(1)
- prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
- prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
- else:
- ns = Coord()
- # we are in the quadrant!
- num = rnd.integer(game.state.galaxy[nq.i][nq.j].stars) + 1
- for ns.i in range(QUADSIZE):
- for ns.j in range(QUADSIZE):
- if game.quad[ns.i][ns.j]=='*':
- num -= 1
- if num==0:
- break
- if num==0:
- break
- skip(1)
- prouts(_("***RED ALERT! RED ALERT!"))
- skip(1)
- prout(_("***Incipient supernova detected at Sector %s") % ns)
- if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
- proutn(_("Emergency override attempts t"))
- prouts("***************")
- skip(1)
- stars()
- game.alldone = True
- # destroy any Klingons in supernovaed quadrant
- game.state.galaxy[nq.i][nq.j].klingons = 0
- if nq == game.state.kscmdr:
- # did in the Supercommander!
- game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
- game.iscate = False
- unschedule(FSCMOVE)
- unschedule(FSCDBAS)
- # Changing this to [w for w in game.state.kcmdr if w != nq]
- # causes regression-test failure
- survivors = list(filter(lambda w: w != nq, game.state.kcmdr))
- #comkills = len(game.state.kcmdr) - len(survivors)
- game.state.kcmdr = survivors
- if not game.state.kcmdr:
- unschedule(FTBEAM)
- # destroy Romulans and planets in supernovaed quadrant
- nrmdead = game.state.galaxy[nq.i][nq.j].romulans
- game.state.galaxy[nq.i][nq.j].romulans = 0
- game.state.nromrem -= nrmdead
- # Destroy planets
- for loop in range(game.inplan):
- if game.state.planets[loop].quadrant == nq:
- game.state.planets[loop].pclass = "destroyed"
- npdead += 1
- # Destroy any base in supernovaed quadrant
- game.state.baseq = [x for x in game.state.baseq if x != nq]
- # If starship caused supernova, tally up destruction
- if w is not None:
- game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
- game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
- game.state.nplankl += npdead
- # mark supernova in galaxy and in star chart
- if game.quadrant == nq or communicating():
- game.state.galaxy[nq.i][nq.j].supernova = True
- # If supernova destroys last Klingons give special message
- if game.unwon()==0 and nq != game.quadrant:
- skip(2)
- if w is None:
- prout(_("Lucky you!"))
- proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
- finish(FWON)
- return
- # if some Klingons remain, continue or die in supernova
- if game.alldone:
- finish(FSNOVAED)
- return
-
-# Code from finish.c ends here.
-
-def selfdestruct():
- "Self-destruct maneuver. Finish with a BANG!"
- scanner.chew()
- if damaged(DCOMPTR):
- prout(_("Computer damaged; cannot execute destruct sequence."))
- return
- prouts(_("---WORKING---")); skip(1)
- prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
- prouts(" 10"); skip(1)
- prouts(" 9"); skip(1)
- prouts(" 8"); skip(1)
- prouts(" 7"); skip(1)
- prouts(" 6"); skip(1)
- skip(1)
- prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
- skip(1)
- prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
- skip(1)
- prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
- skip(1)
- scanner.nexttok()
- if game.passwd != scanner.token:
- prouts(_("PASSWORD-REJECTED;"))
- skip(1)
- prouts(_("CONTINUITY-EFFECTED"))
- skip(2)
- return
- prouts(_("PASSWORD-ACCEPTED")); skip(1)
- prouts(" 5"); skip(1)
- prouts(" 4"); skip(1)
- prouts(" 3"); skip(1)
- prouts(" 2"); skip(1)
- prouts(" 1"); skip(1)
- if rnd.withprob(0.15):
- prouts(_("GOODBYE-CRUEL-WORLD"))
- skip(1)
- kaboom()
-
-def kaboom():
- stars()
- if game.ship=='E':
- prouts("***")
- prouts(_("********* Entropy of %s maximized *********") % crmshp())
- skip(1)
- stars()
- skip(1)
- if len(game.enemies) != 0:
- whammo = 25.0 * game.energy
- for e in game.enemies[::-1]:
- if e.power*e.kdist <= whammo:
- deadkl(e.location, game.quad[e.location.i][e.location.j], e.location)
- finish(FDILITHIUM)
-
-def killrate():
- "Compute our rate of kils over time."
- elapsed = game.state.date - game.indate
- if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
- return 0
- else:
- starting = (game.inkling + game.incom + game.inscom)
- remaining = game.unwon()
- return (starting - remaining)/elapsed
-
-def badpoints():
- "Compute demerits."
- badpt = 5.0*game.state.starkl + \
- game.casual + \
- 10.0*game.state.nplankl + \
- 300*game.state.nworldkl + \
- 45.0*game.nhelp +\
- 100.0*game.state.basekl +\
- 3.0*game.abandoned +\
- 100*game.ncviol
- if game.ship == 'F':
- badpt += 100.0
- elif game.ship is None:
- badpt += 200.0
- return badpt
-
-def finish(ifin):
- # end the game, with appropriate notifications
- igotit = False
- game.alldone = True
- skip(3)
- prout(_("It is stardate %.1f.") % game.state.date)
- skip(1)
- if ifin == FWON: # Game has been won
- if game.state.nromrem != 0:
- prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
- game.state.nromrem)
-
- prout(_("You have smashed the Klingon invasion fleet and saved"))
- prout(_("the Federation."))
- if game.alive and game.brigcapacity-game.brigfree > 0:
- game.kcaptured += game.brigcapacity-game.brigfree
- prout(_("The %d captured Klingons are transferred to Star Fleet Command.") % (game.brigcapacity-game.brigfree))
- game.gamewon = True
- if game.alive:
- badpt = badpoints()
- if badpt < 100.0:
- badpt = 0.0 # Close enough!
- # killsPerDate >= RateMax
- if game.state.date-game.indate < 5.0 or \
- killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
- skip(1)
- prout(_("In fact, you have done so well that Starfleet Command"))
- if game.skill == SKILL_NOVICE:
- prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
- elif game.skill == SKILL_FAIR:
- prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
- elif game.skill == SKILL_GOOD:
- prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
- elif game.skill == SKILL_EXPERT:
- prout(_("promotes you to Commodore Emeritus."))
- skip(1)
- prout(_("Now that you think you're really good, try playing"))
- prout(_("the \"Emeritus\" game. It will splatter your ego."))
- elif game.skill == SKILL_EMERITUS:
- skip(1)
- proutn(_("Computer- "))
- prouts(_("ERROR-ERROR-ERROR-ERROR"))
- skip(2)
- prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
- skip(1)
- prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
- skip(1)
- prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
- skip(1)
- prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
- skip(1)
- prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
- skip(2)
- prout(_("Now you can retire and write your own Star Trek game!"))
- skip(1)
- elif game.skill >= SKILL_EXPERT:
- if game.thawed and not game.idebug:
- prout(_("You cannot get a citation, so..."))
- else:
- proutn(_("Do you want your Commodore Emeritus Citation printed? "))
- scanner.chew()
- if ja():
- igotit = True
- # Only grant long life if alive (original didn't!)
- skip(1)
- prout(_("LIVE LONG AND PROSPER."))
- score()
- if igotit:
- plaque()
- return
- elif ifin == FDEPLETE: # Federation Resources Depleted
- prout(_("Your time has run out and the Federation has been"))
- prout(_("conquered. Your starship is now Klingon property,"))
- prout(_("and you are put on trial as a war criminal. On the"))
- proutn(_("basis of your record, you are "))
- if game.unwon()*3.0 > (game.inkling + game.incom + game.inscom):
- prout(_("acquitted."))
- skip(1)
- prout(_("LIVE LONG AND PROSPER."))
- else:
- prout(_("found guilty and"))
- prout(_("sentenced to death by slow torture."))
- game.alive = False
- score()
- return
- elif ifin == FLIFESUP:
- prout(_("Your life support reserves have run out, and"))
- prout(_("you die of thirst, starvation, and asphyxiation."))
- prout(_("Your starship is a derelict in space."))
- elif ifin == FNRG:
- prout(_("Your energy supply is exhausted."))
- skip(1)
- prout(_("Your starship is a derelict in space."))
- elif ifin == FBATTLE:
- prout(_("The %s has been destroyed in battle.") % crmshp())
- skip(1)
- prout(_("Dulce et decorum est pro patria mori."))
- elif ifin == FNEG3:
- prout(_("You have made three attempts to cross the negative energy"))
- prout(_("barrier which surrounds the galaxy."))
- skip(1)
- prout(_("Your navigation is abominable."))
- score()
- elif ifin == FNOVA:
- prout(_("Your starship has been destroyed by a nova."))
- prout(_("That was a great shot."))
- skip(1)
- elif ifin == FSNOVAED:
- prout(_("The %s has been fried by a supernova.") % crmshp())
- prout(_("...Not even cinders remain..."))
- elif ifin == FABANDN:
- prout(_("You have been captured by the Klingons. If you still"))
- prout(_("had a starbase to be returned to, you would have been"))
- prout(_("repatriated and given another chance. Since you have"))
- prout(_("no starbases, you will be mercilessly tortured to death."))
- elif ifin == FDILITHIUM:
- prout(_("Your starship is now an expanding cloud of subatomic particles"))
- elif ifin == FMATERIALIZE:
- prout(_("Starbase was unable to re-materialize your starship."))
- prout(_("Sic transit gloria mundi"))
- elif ifin == FPHASER:
- prout(_("The %s has been cremated by its own phasers.") % crmshp())
- elif ifin == FLOST:
- prout(_("You and your landing party have been"))
- prout(_("converted to energy, dissipating through space."))
- elif ifin == FMINING:
- prout(_("You are left with your landing party on"))
- prout(_("a wild jungle planet inhabited by primitive cannibals."))
- skip(1)
- prout(_("They are very fond of \"Captain Kirk\" soup."))
- skip(1)
- prout(_("Without your leadership, the %s is destroyed.") % crmshp())
- elif ifin == FDPLANET:
- prout(_("You and your mining party perish."))
- skip(1)
- prout(_("That was a great shot."))
- skip(1)
- elif ifin == FSSC:
- prout(_("The Galileo is instantly annihilated by the supernova."))
- prout(_("You and your mining party are atomized."))
- skip(1)
- prout(_("Mr. Spock takes command of the %s and") % crmshp())
- prout(_("joins the Romulans, wreaking terror on the Federation."))
- elif ifin == FPNOVA:
- prout(_("You and your mining party are atomized."))
- skip(1)
- prout(_("Mr. Spock takes command of the %s and") % crmshp())
- prout(_("joins the Romulans, wreaking terror on the Federation."))
- elif ifin == FSTRACTOR:
- prout(_("The shuttle craft Galileo is also caught,"))
- prout(_("and breaks up under the strain."))
- skip(1)
- prout(_("Your debris is scattered for millions of miles."))
- prout(_("Without your leadership, the %s is destroyed.") % crmshp())
- elif ifin == FDRAY:
- prout(_("The mutants attack and kill Spock."))
- prout(_("Your ship is captured by Klingons, and"))
- prout(_("your crew is put on display in a Klingon zoo."))
- elif ifin == FTRIBBLE:
- prout(_("Tribbles consume all remaining water,"))
- prout(_("food, and oxygen on your ship."))
- skip(1)
- prout(_("You die of thirst, starvation, and asphyxiation."))
- prout(_("Your starship is a derelict in space."))
- elif ifin == FHOLE:
- prout(_("Your ship is drawn to the center of the black hole."))
- prout(_("You are crushed into extremely dense matter."))
- elif ifin == FCLOAK:
- game.ncviol += 1
- prout(_("You have violated the Treaty of Algeron."))
- prout(_("The Romulan Empire can never trust you again."))
- elif ifin == FCREW:
- prout(_("Your last crew member has died."))
- if ifin != FWON and ifin != FCLOAK and game.iscloaked:
- prout(_("Your ship was cloaked so your subspace radio did not receive anything."))
- prout(_("You may have missed some warning messages."))
- skip(1)
- if game.ship == 'F':
- game.ship = None
- elif game.ship == 'E':
- game.ship = 'F'
- game.alive = False
- if game.unwon() != 0:
- goodies = game.state.remres/game.inresor
- baddies = (game.remkl() + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
- if goodies/baddies >= rnd.real(1.0, 1.5):
- prout(_("As a result of your actions, a treaty with the Klingon"))
- prout(_("Empire has been signed. The terms of the treaty are"))
- if goodies/baddies >= rnd.real(3.0):
- prout(_("favorable to the Federation."))
- skip(1)
- prout(_("Congratulations!"))
- else:
- prout(_("highly unfavorable to the Federation."))
- else:
- prout(_("The Federation will be destroyed."))
- else:
- prout(_("Since you took the last Klingon with you, you are a"))
- prout(_("martyr and a hero. Someday maybe they'll erect a"))
- prout(_("statue in your memory. Rest in peace, and try not"))
- prout(_("to think about pigeons."))
- game.gamewon = True
- score()
- scanner.chew() # Clean up leftovers
-
-def score():
- "Compute player's score."
- timused = game.state.date - game.indate
- if (timused == 0 or game.unwon() != 0) and timused < 5.0:
- timused = 5.0
- game.perdate = killrate()
- ithperd = 500*game.perdate + 0.5
- iwon = 0
- if game.gamewon:
- iwon = 100*game.skill
- if game.ship == 'E':
- klship = 0
- elif game.ship == 'F':
- klship = 1
- else:
- klship = 2
- dead_ordinaries= game.inkling - game.remkl() + len(game.state.kcmdr) + game.state.nscrem
- game.score = 10*(dead_ordinaries)\
- + 50*(game.incom - len(game.state.kcmdr)) \
- + ithperd + iwon \
- + 20*(game.inrom - game.state.nromrem) \
- + 200*(game.inscom - game.state.nscrem) \
- - game.state.nromrem \
- + 3 * game.kcaptured \
- - badpoints()
- if not game.alive:
- game.score -= 200
- skip(2)
- prout(_("Your score --"))
- if game.inrom - game.state.nromrem:
- prout(_("%6d Romulans destroyed %5d") %
- (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
- if game.state.nromrem and game.gamewon:
- prout(_("%6d Romulans captured %5d") %
- (game.state.nromrem, game.state.nromrem))
- if dead_ordinaries:
- prout(_("%6d ordinary Klingons destroyed %5d") %
- (dead_ordinaries, 10*dead_ordinaries))
- if game.incom - len(game.state.kcmdr):
- prout(_("%6d Klingon commanders destroyed %5d") %
- (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
- if game.kcaptured:
- prout(_("%d Klingons captured %5d") %
- (game.kcaptured, 3 * game.kcaptured))
- if game.inscom - game.state.nscrem:
- prout(_("%6d Super-Commander destroyed %5d") %
- (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
- if ithperd:
- prout(_("%6.2f Klingons per stardate %5d") %
- (game.perdate, ithperd))
- if game.state.starkl:
- prout(_("%6d stars destroyed by your action %5d") %
- (game.state.starkl, -5*game.state.starkl))
- if game.state.nplankl:
- prout(_("%6d planets destroyed by your action %5d") %
- (game.state.nplankl, -10*game.state.nplankl))
- if (game.options & OPTION_WORLDS) and game.state.nworldkl:
- prout(_("%6d inhabited planets destroyed by your action %5d") %
- (game.state.nworldkl, -300*game.state.nworldkl))
- if game.state.basekl:
- prout(_("%6d bases destroyed by your action %5d") %
- (game.state.basekl, -100*game.state.basekl))
- if game.nhelp:
- prout(_("%6d calls for help from starbase %5d") %
- (game.nhelp, -45*game.nhelp))
- if game.casual:
- prout(_("%6d casualties incurred %5d") %
- (game.casual, -game.casual))
- if game.abandoned:
- prout(_("%6d crew abandoned in space %5d") %
- (game.abandoned, -3*game.abandoned))
- if klship:
- prout(_("%6d ship(s) lost or destroyed %5d") %
- (klship, -100*klship))
- if game.ncviol > 0:
- if game.ncviol == 1:
- prout(_("1 Treaty of Algeron violation -100"))
- else:
- prout(_("%6d Treaty of Algeron violations %5d\n") %
- (game.ncviol, -100*game.ncviol))
- if not game.alive:
- prout(_("Penalty for getting yourself killed -200"))
- if game.gamewon:
- proutn(_("Bonus for winning "))
- if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
- elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
- elif game.skill == SKILL_GOOD: proutn(_("Good game "))
- elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
- elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
- prout(" %5d" % iwon)
- skip(1)
- prout(_("TOTAL SCORE %5d") % game.score)
-
-def plaque():
- "Emit winner's commemmorative plaque."
- skip(2)
- while True:
- proutn(_("File or device name for your plaque: "))
- winner = cgetline()
- try:
- fp = open(winner, "w")
- break
- except IOError:
- prout(_("Invalid name."))
-
- proutn(_("Enter name to go on plaque (up to 30 characters): "))
- winner = cgetline()
- # The 38 below must be 64 for 132-column paper
- nskip = 38 - len(winner)/2
- # This is where the ASCII art picture was emitted.
- # It got garbled somewhere in the chain of transmission to the Almy version.
- # We should restore it if we can find old enough FORTRAN sources.
- fp.write("\n\n\n")
- fp.write(_(" U. S. S. ENTERPRISE\n"))
- fp.write("\n\n\n\n")
- fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
- fp.write("\n")
- fp.write(_(" Starfleet Command bestows to you\n"))
- fp.write("\n")
- fp.write("%*s%s\n\n" % (nskip, "", winner))
- fp.write(_(" the rank of\n\n"))
- fp.write(_(" \"Commodore Emeritus\"\n\n"))
- fp.write(" ")
- if game.skill == SKILL_EXPERT:
- fp.write(_(" Expert level\n\n"))
- elif game.skill == SKILL_EMERITUS:
- fp.write(_("Emeritus level\n\n"))
- else:
- fp.write(_(" Cheat level\n\n"))
- timestring = time.ctime()
- fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
- (timestring+4, timestring+20, timestring+11))
- fp.write(_(" Your score: %d\n\n") % game.score)
- fp.write(_(" Klingons per stardate: %.2f\n") % game.perdate)
- fp.close()
-
-# Code from io.c begins here
-
-rows = linecount = 0 # for paging
-stdscr = None
-replayfp = None
-fullscreen_window = None
-srscan_window = None # Short range scan
-report_window = None # Report legends for status window
-status_window = None # The status window itself
-lrscan_window = None # Long range scan
-message_window = None # Main window for scrolling text
-prompt_window = None # Prompt window at bottom of display
-curwnd = None
-
-def iostart():
- global stdscr, rows
- # for some recent versions of python2, the following enables UTF8
- # for the older ones we probably need to set C locale, and python3
- # has no problems at all
- if sys.version_info[0] < 3:
- locale.setlocale(locale.LC_ALL, "")
- gettext.bindtextdomain("sst", "/usr/local/share/locale")
- gettext.textdomain("sst")
- if not (game.options & OPTION_CURSES):
- ln_env = os.getenv("LINES")
- if ln_env:
- rows = ln_env
- else:
- rows = 25
- else:
- stdscr = curses.initscr()
- stdscr.keypad(True)
- curses.nonl()
- curses.cbreak()
- if game.options & OPTION_COLOR:
- curses.start_color()
- curses.use_default_colors()
- curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, -1)
- curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, -1)
- curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, -1)
- curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, -1)
- curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, -1)
- curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, -1)
- curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, -1)
- curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, -1)
- global fullscreen_window, srscan_window, report_window, status_window
- global lrscan_window, message_window, prompt_window
- (rows, _columns) = stdscr.getmaxyx()
- fullscreen_window = stdscr
- srscan_window = curses.newwin(12, 25, 0, 0)
- report_window = curses.newwin(11, 0, 1, 25)
- status_window = curses.newwin(10, 0, 1, 39)
- lrscan_window = curses.newwin(5, 0, 0, 64)
- message_window = curses.newwin(0, 0, 12, 0)
- prompt_window = curses.newwin(1, 0, rows-2, 0)
- message_window.scrollok(True)
- setwnd(fullscreen_window)
-
-def ioend():
- "Wrap up I/O."
- if game.options & OPTION_CURSES:
- stdscr.keypad(False)
- curses.echo()
- curses.nocbreak()
- curses.endwin()
-
-def waitfor():
- "Wait for user action -- OK to do nothing if on a TTY"
- if game.options & OPTION_CURSES:
- stdscr.getch()
-
-def announce():
- skip(1)
- prouts(_("[ANNOUNCEMENT ARRIVING...]"))
- skip(1)
-
-def pause_game():
- if game.skill > SKILL_FAIR:
- prompt = _("[CONTINUE?]")
- else:
- prompt = _("[PRESS ENTER TO CONTINUE]")
-
- if game.options & OPTION_CURSES:
- drawmaps(0)
- setwnd(prompt_window)
- prompt_window.clear()
- prompt_window.addstr(prompt)
- prompt_window.getstr()
- prompt_window.clear()
- prompt_window.refresh()
- setwnd(message_window)
- else:
- global linecount
- sys.stdout.write('\n')
- proutn(prompt)
- if not replayfp:
- my_input()
- sys.stdout.write('\n' * rows)
- linecount = 0
-
-def skip(i):
- "Skip i lines. Pause game if this would cause a scrolling event."
- for _dummy in range(i):
- if game.options & OPTION_CURSES:
- (y, _x) = curwnd.getyx()
- try:
- curwnd.move(y+1, 0)
- except curses.error:
- pass
- else:
- global linecount
- linecount += 1
- if rows and linecount >= rows:
- pause_game()
- else:
- sys.stdout.write('\n')
-
-def proutn(proutntline):
- "Utter a line with no following line feed."
- if game.options & OPTION_CURSES:
- (y, x) = curwnd.getyx()
- (my, _mx) = curwnd.getmaxyx()
- if curwnd == message_window and y >= my - 2:
- pause_game()
- clrscr()
- if logfp and game.cdebug:
- logfp.write("#curses: at %s proutn(%s)\n" % ((y, x), repr(proutntline)))
- curwnd.addstr(proutntline)
- curwnd.refresh()
- else:
- sys.stdout.write(proutntline)
- sys.stdout.flush()
-
-def prout(proutline):
- proutn(proutline)
- skip(1)
-
-def prouts(proutsline):
- "Emit slowly!"
- for c in proutsline:
- if not replayfp or replayfp.closed: # Don't slow down replays
- time.sleep(0.03)
- proutn(c)
- if game.options & OPTION_CURSES:
- curwnd.refresh()
- else:
- sys.stdout.flush()
- if not replayfp or replayfp.closed:
- time.sleep(0.03)
-
-def cgetline():
- "Get a line of input."
- if game.options & OPTION_CURSES:
- linein = codecs.decode(curwnd.getstr()) + "\n"
- curwnd.refresh()
- else:
- if replayfp and not replayfp.closed:
- while True:
- linein = replayfp.readline()
- proutn(linein)
- if linein == '':
- prout("*** Replay finished")
- replayfp.close()
- break
- elif linein[0] != "#":
- break
- else:
- try:
- linein = my_input() + "\n"
- except EOFError:
- prout("")
- sys.exit(0)
- if logfp:
- logfp.write(linein)
- return linein
-
-def setwnd(wnd):
- "Change windows -- OK for this to be a no-op in tty mode."
- global curwnd
- if game.options & OPTION_CURSES:
- if game.cdebug and logfp:
- if wnd == fullscreen_window:
- legend = "fullscreen"
- elif wnd == srscan_window:
- legend = "srscan"
- elif wnd == report_window:
- legend = "report"
- elif wnd == status_window:
- legend = "status"
- elif wnd == lrscan_window:
- legend = "lrscan"
- elif wnd == message_window:
- legend = "message"
- elif wnd == prompt_window:
- legend = "prompt"
- else:
- legend = "unknown"
- logfp.write("#curses: setwnd(%s)\n" % legend)
- curwnd = wnd
- # Some curses implementations get confused when you try this.
- try:
- curses.curs_set(wnd in (fullscreen_window, message_window, prompt_window))
- except curses.error:
- pass
-
-def clreol():
- "Clear to end of line -- can be a no-op in tty mode"
- if game.options & OPTION_CURSES:
- curwnd.clrtoeol()
- curwnd.refresh()
-
-def clrscr():
- "Clear screen -- can be a no-op in tty mode."
- global linecount
- if game.options & OPTION_CURSES:
- curwnd.clear()
- curwnd.move(0, 0)
- curwnd.refresh()
- linecount = 0
-
-def textcolor(color=DEFAULT):
- if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES):
- if color == DEFAULT:
- curwnd.attrset(0)
- elif color == BLACK:
- curwnd.attron(curses.color_pair(curses.COLOR_BLACK))
- elif color == BLUE:
- curwnd.attron(curses.color_pair(curses.COLOR_BLUE))
- elif color == GREEN:
- curwnd.attron(curses.color_pair(curses.COLOR_GREEN))
- elif color == CYAN:
- curwnd.attron(curses.color_pair(curses.COLOR_CYAN))
- elif color == RED:
- curwnd.attron(curses.color_pair(curses.COLOR_RED))
- elif color == MAGENTA:
- curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA))
- elif color == BROWN:
- curwnd.attron(curses.color_pair(curses.COLOR_YELLOW))
- elif color == LIGHTGRAY:
- curwnd.attron(curses.color_pair(curses.COLOR_WHITE))
- elif color == DARKGRAY:
- curwnd.attron(curses.color_pair(curses.COLOR_BLACK) | curses.A_BOLD)
- elif color == LIGHTBLUE:
- curwnd.attron(curses.color_pair(curses.COLOR_BLUE) | curses.A_BOLD)
- elif color == LIGHTGREEN:
- curwnd.attron(curses.color_pair(curses.COLOR_GREEN) | curses.A_BOLD)
- elif color == LIGHTCYAN:
- curwnd.attron(curses.color_pair(curses.COLOR_CYAN) | curses.A_BOLD)
- elif color == LIGHTRED:
- curwnd.attron(curses.color_pair(curses.COLOR_RED) | curses.A_BOLD)
- elif color == LIGHTMAGENTA:
- curwnd.attron(curses.color_pair(curses.COLOR_MAGENTA) | curses.A_BOLD)
- elif color == YELLOW:
- curwnd.attron(curses.color_pair(curses.COLOR_YELLOW) | curses.A_BOLD)
- elif color == WHITE:
- curwnd.attron(curses.color_pair(curses.COLOR_WHITE) | curses.A_BOLD)
-
-def highvideo():
- if (game.options & OPTION_COLOR) and (game.options & OPTION_CURSES):
- curwnd.attron(curses.A_REVERSE)
-
-#
-# Things past this point have policy implications.
-#
-
-def drawmaps(mode):
- "Hook to be called after moving to redraw maps."
- if game.options & OPTION_CURSES:
- if mode == 1:
- sensor()
- setwnd(srscan_window)
- curwnd.move(0, 0)
- srscan()
- if mode != 2:
- setwnd(status_window)
- status_window.clear()
- status_window.move(0, 0)
- setwnd(report_window)
- report_window.clear()
- report_window.move(0, 0)
- status()
- setwnd(lrscan_window)
- lrscan_window.clear()
- lrscan_window.move(0, 0)
- lrscan(silent=False)
-
-def put_srscan_sym(w, sym):
- "Emit symbol for short-range scan."
- srscan_window.move(w.i+1, w.j*2+2)
- srscan_window.addch(sym)
- srscan_window.refresh()
-
-def boom(w):
- "Enemy fall down, go boom."
- if game.options & OPTION_CURSES:
- drawmaps(0)
- setwnd(srscan_window)
- srscan_window.attron(curses.A_REVERSE)
- put_srscan_sym(w, game.quad[w.i][w.j])
- #sound(500)
- #time.sleep(1.0)
- #nosound()
- srscan_window.attroff(curses.A_REVERSE)
- put_srscan_sym(w, game.quad[w.i][w.j])
- curses.delay_output(500)
- setwnd(message_window)
-
-def warble():
- "Sound and visual effects for teleportation."
- if game.options & OPTION_CURSES:
- drawmaps(2)
- setwnd(message_window)
- #sound(50)
- prouts(" . . . . . ")
- if game.options & OPTION_CURSES:
- #curses.delay_output(1000)
- #nosound()
- pass
-
-def tracktorpedo(w, step, i, n, iquad):
- "Torpedo-track animation."
- if not game.options & OPTION_CURSES:
- if step == 1:
- if n != 1:
- skip(1)
- proutn(_("Track for torpedo number %d- ") % (i+1))
- else:
- skip(1)
- proutn(_("Torpedo track- "))
- elif step in {4, 9}:
- skip(1)
- proutn("%s " % w)
- else:
- if not damaged(DSRSENS) or game.condition=="docked":
- if i != 0 and step == 1:
- drawmaps(2)
- time.sleep(0.4)
- if iquad in {'.', ' '}:
- put_srscan_sym(w, '+')
- #sound(step*10)
- #time.sleep(0.1)
- #nosound()
- put_srscan_sym(w, iquad)
- else:
- curwnd.attron(curses.A_REVERSE)
- put_srscan_sym(w, iquad)
- #sound(500)
- #time.sleep(1.0)
- #nosound()
- curwnd.attroff(curses.A_REVERSE)
- put_srscan_sym(w, iquad)
- else:
- proutn("%s " % w)
-
-def makechart():
- "Display the current galaxy chart."
- if game.options & OPTION_CURSES:
- setwnd(message_window)
- message_window.clear()
- chart()
- if game.options & OPTION_TTY:
- skip(1)
-
-NSYM = 14
-
-def prstat(txt, data):
- proutn(txt)
- if game.options & OPTION_CURSES:
- skip(1)
- setwnd(status_window)
- else:
- proutn(" " * (NSYM - len(txt)))
- proutn(data)
- skip(1)
- if game.options & OPTION_CURSES:
- setwnd(report_window)
-
-# Code from moving.c begins here
-
-def imove(icourse=None, noattack=False):
- "Movement execution for warp, impulse, supernova, and tractor-beam events."
- w = Coord()
-
- def newquadrant(noattack):
- # Leaving quadrant -- allow final enemy attack
- # Don't set up attack if being pushed by nova or cloaked
- if len(game.enemies) != 0 and not noattack and not game.iscloaked:
- newcnd()
- for enemy in game.enemies:
- finald = (w - enemy.location).distance()
- enemy.kavgd = 0.5 * (finald + enemy.kdist)
- # Stas Sergeev added the condition
- # that attacks only happen if Klingons
- # are present and your skill is good.
- if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
- attack(torps_ok=False)
- if game.alldone:
- return
- # check for edge of galaxy
- kinks = 0
- while True:
- kink = False
- if icourse.final.i < 0:
- icourse.final.i = -icourse.final.i
- kink = True
- if icourse.final.j < 0:
- icourse.final.j = -icourse.final.j
- kink = True
- if icourse.final.i >= GALSIZE*QUADSIZE:
- icourse.final.i = (GALSIZE*QUADSIZE*2) - icourse.final.i
- kink = True
- if icourse.final.j >= GALSIZE*QUADSIZE:
- icourse.final.j = (GALSIZE*QUADSIZE*2) - icourse.final.j
- kink = True
- if kink:
- kinks += 1
- else:
- break
- if kinks:
- game.nkinks += 1
- if game.nkinks == 3:
- # Three strikes -- you're out!
- finish(FNEG3)
- return
- skip(1)
- prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
- prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
- prout(_("YOU WILL BE DESTROYED."))
- # Compute final position in new quadrant
- if trbeam: # Don't bother if we are to be beamed
- return
- game.quadrant = icourse.final.quadrant()
- game.sector = icourse.final.sector()
- skip(1)
- prout(_("Entering Quadrant %s.") % game.quadrant)
- game.quad[game.sector.i][game.sector.j] = game.ship
- newqad()
- if game.skill>SKILL_NOVICE:
- attack(torps_ok=False)
-
- def check_collision(h):
- iquad = game.quad[h.i][h.j]
- if iquad != '.':
- # object encountered in flight path
- stopegy = 50.0*icourse.distance/game.optime
- if iquad in ('T', 'K', 'C', 'S', 'R', '?'):
- for enemy in game.enemies:
- if enemy.location == game.sector:
- collision(rammed=False, enemy=enemy)
- return True
- # This should not happen
- prout(_("Which way did he go?"))
- return False
- elif iquad == ' ':
- skip(1)
- prouts(_("***RED ALERT! RED ALERT!"))
- skip(1)
- proutn("***" + crmshp())
- proutn(_(" pulled into black hole at Sector %s") % h)
- # Getting pulled into a black hole was certain
- # death in Almy's original. Stas Sergeev added a
- # possibility that you'll get timewarped instead.
- n=0
- for m in range(NDEVICES):
- if game.damage[m]>0:
- n += 1
- probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
- if (game.options & OPTION_BLKHOLE) and rnd.withprob(1-probf):
- timwrp()
- else:
- finish(FHOLE)
- return True
- else:
- # something else
- skip(1)
- proutn(crmshp())
- if iquad == '#':
- prout(_(" encounters Tholian web at %s;") % h)
- else:
- prout(_(" blocked by object at %s;") % h)
- proutn(_("Emergency stop required "))
- prout(_("%2d units of energy.") % int(stopegy))
- game.energy -= stopegy
- if game.energy <= 0:
- finish(FNRG)
- return True
- return False
-
- trbeam = False
- if game.inorbit:
- prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
- game.inorbit = False
- # If tractor beam is to occur, don't move full distance
- if game.state.date+game.optime >= scheduled(FTBEAM):
- if game.iscloaked:
- # We can't be tractor beamed if cloaked,
- # so move the event into the future
- postpone(FTBEAM, game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
- else:
- trbeam = True
- game.condition = "red"
- icourse.distance = icourse.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
- game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
- # Move out
- game.quad[game.sector.i][game.sector.j] = '.'
- for _m in range(icourse.moves):
- icourse.nexttok()
- w = icourse.sector()
- if icourse.origin.quadrant() != icourse.location.quadrant():
- newquadrant(noattack)
- break
- elif check_collision(w):
- prout(_("Collision detected"))
- break
- else:
- game.sector = w
- # We're in destination quadrant -- compute new average enemy distances
- game.quad[game.sector.i][game.sector.j] = game.ship
- if game.enemies:
- for enemy in game.enemies:
- finald = (w-enemy.location).distance()
- enemy.kavgd = 0.5 * (finald + enemy.kdist)
- enemy.kdist = finald
- sortenemies()
- if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
- attack(torps_ok=False)
- for enemy in game.enemies:
- enemy.kavgd = enemy.kdist
- newcnd()
- drawmaps(0)
- setwnd(message_window)
-
-def dock(verbose):
- "Dock our ship at a starbase."
- scanner.chew()
- if game.condition == "docked" and verbose:
- prout(_("Already docked."))
- return
- if game.inorbit:
- prout(_("You must first leave standard orbit."))
- return
- if game.base is None or not game.base.valid_sector():
- prout(_("No starbase available for docking in this quadrant."))
- return
- if (abs(game.sector.i-game.base.i) > 1) or (abs(game.sector.j-game.base.j) > 1):
- prout(crmshp() + _(" not adjacent to base."))
- return
- if game.iscloaked:
- prout(_("You cannot dock while cloaked."))
- return
- game.condition = "docked"
- if verbose:
- prout(_("Docked."))
- game.ididit = True
- if game.energy < game.inenrg:
- game.energy = game.inenrg
- game.shield = game.inshld
- game.torps = game.intorps
- game.lsupres = game.inlsr
- game.state.crew = FULLCREW
- if game.brigcapacity-game.brigfree > 0:
- prout(_("%d captured Klingons transferred to base") % (game.brigcapacity-game.brigfree))
- game.kcaptured += game.brigcapacity-game.brigfree
- game.brigfree = game.brigcapacity
- if communicating() and \
- ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
- # get attack report from base
- prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
- attackreport(False)
- game.iseenit = True
-
-def cartesian(loc1=None, loc2=None):
- if loc1 is None:
- return game.quadrant * QUADSIZE + game.sector
- elif loc2 is None:
- return game.quadrant * QUADSIZE + loc1
- else:
- return loc1 * QUADSIZE + loc2
-
-def getcourse(isprobe):
- "Get a course and distance from the user."
- key = ""
- dquad = copy.copy(game.quadrant)
- navmode = "unspecified"
- itemp = "curt"
- dsect = Coord()
- iprompt = False
- if game.landed and not isprobe:
- prout(_("Dummy! You can't leave standard orbit until you"))
- proutn(_("are back aboard the ship."))
- scanner.chew()
- raise TrekError
- while navmode == "unspecified":
- if damaged(DNAVSYS):
- if isprobe:
- prout(_("Computer damaged; manual navigation only"))
- else:
- prout(_("Computer damaged; manual movement only"))
- scanner.chew()
- navmode = "manual"
- key = "IHEOL"
- break
- key = scanner.nexttok()
- if key == "IHEOL":
- proutn(_("Manual or automatic- "))
- iprompt = True
- scanner.chew()
- elif key == "IHALPHA":
- if scanner.sees("manual"):
- navmode = "manual"
- key = scanner.nexttok()
- break
- elif scanner.sees("automatic"):
- navmode = "automatic"
- key = scanner.nexttok()
- break
- else:
- huh()
- scanner.chew()
- raise TrekError
- else: # numeric
- if isprobe:
- prout(_("(Manual navigation assumed.)"))
- else:
- prout(_("(Manual movement assumed.)"))
- navmode = "manual"
- break
- delta = Coord()
- if navmode == "automatic":
- while key == "IHEOL":
- if isprobe:
- proutn(_("Target quadrant or quadrant§or- "))
- else:
- proutn(_("Destination sector or quadrant§or- "))
- scanner.chew()
- iprompt = True
- key = scanner.nexttok()
- if key != "IHREAL":
- huh()
- raise TrekError
- xi = int(round(scanner.real))-1
- key = scanner.nexttok()
- if key != "IHREAL":
- huh()
- raise TrekError
- xj = int(round(scanner.real))-1
- key = scanner.nexttok()
- if key == "IHREAL":
- # both quadrant and sector specified
- xk = int(round(scanner.real))-1
- key = scanner.nexttok()
- if key != "IHREAL":
- huh()
- raise TrekError
- xl = int(round(scanner.real))-1
- dquad.i = xi
- dquad.j = xj
- dsect.i = xk
- dsect.j = xl
- else:
- # only one pair of numbers was specified
- if isprobe:
- # only quadrant specified -- go to center of dest quad
- dquad.i = xi
- dquad.j = xj
- dsect.j = dsect.i = 4 # preserves 1-origin behavior
- else:
- # only sector specified
- dsect.i = xi
- dsect.j = xj
- itemp = "normal"
- if not dquad.valid_quadrant() or not dsect.valid_sector():
- huh()
- raise TrekError
- skip(1)
- if not isprobe:
- if itemp > "curt":
- if iprompt:
- prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
- else:
- prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
- # the actual deltas get computed here
- delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
- delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
- else: # manual
- while key == "IHEOL":
- proutn(_("X and Y displacements- "))
- scanner.chew()
- iprompt = True
- key = scanner.nexttok()
- itemp = "verbose"
- if key == "IHREAL":
- delta.j = scanner.real
- else:
- huh()
- raise TrekError
- key = scanner.nexttok()
- if key == "IHREAL":
- delta.i = scanner.real
- elif key == "IHEOL":
- delta.i = 0
- scanner.push("\n")
- else:
- huh()
- raise TrekError
- # Check for zero movement
- if delta.i == 0 and delta.j == 0:
- scanner.chew()
- raise TrekError
- if itemp == "verbose" and not isprobe:
- skip(1)
- prout(_("Helmsman Sulu- \"Aye, Sir.\""))
- scanner.chew()
- return course(bearing=delta.bearing(), distance=delta.distance())
-
-class course:
- def __init__(self, bearing, distance, origin=None):
- self.distance = distance
- self.bearing = bearing
- if origin is None:
- self.origin = cartesian(game.quadrant, game.sector)
- else:
- self.origin = origin
- # The bearing() code we inherited from FORTRAN is actually computing
- # clockface directions!
- if self.bearing < 0.0:
- self.bearing += 12.0
- self.angle = ((15.0 - self.bearing) * 0.5235988)
- self.increment = Coord(-math.sin(self.angle), math.cos(self.angle))
- bigger = max(abs(self.increment.i), abs(self.increment.j))
- self.increment /= bigger
- self.moves = int(round(10*self.distance*bigger))
- self.reset()
- self.final = (self.location + self.moves*self.increment).roundtogrid()
- self.location = self.origin
- self.nextlocation = None
- def reset(self):
- self.location = self.origin
- self.step = 0
- def arrived(self):
- return self.location.roundtogrid() == self.final
- def nexttok(self):
- "Next step on course."
- self.step += 1
- self.nextlocation = self.location + self.increment
- samequad = (self.location.quadrant() == self.nextlocation.quadrant())
- self.location = self.nextlocation
- return samequad
- def quadrant(self):
- return self.location.quadrant()
- def sector(self):
- return self.location.sector()
- def power(self, w):
- return self.distance*(w**3)*(game.shldup+1)
- def time(self, w):
- return 10.0*self.distance/w**2
-
-def impulse():
- "Move under impulse power."
- game.ididit = False
- if damaged(DIMPULS):
- scanner.chew()
- skip(1)
- prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
- return
- if game.energy > 30.0:
- try:
- icourse = getcourse(isprobe=False)
- except TrekError:
- return
- power = 20.0 + 100.0*icourse.distance
- else:
- power = 30.0
- if power >= game.energy:
- # Insufficient power for trip
- skip(1)
- prout(_("First Officer Spock- \"Captain, the impulse engines"))
- prout(_("require 20.0 units to engage, plus 100.0 units per"))
- if game.energy > 30:
- proutn(_("quadrant. We can go, therefore, a maximum of %d") %
- int(0.01 * (game.energy-20.0)-0.05))
- prout(_(" quadrants.\""))
- else:
- prout(_("quadrant. They are, therefore, useless.\""))
- scanner.chew()
- return
- # Make sure enough time is left for the trip
- game.optime = icourse.distance/0.095
- if game.optime >= game.state.remtime:
- prout(_("First Officer Spock- \"Captain, our speed under impulse"))
- prout(_("power is only 0.95 sectors per stardate. Are you sure"))
- proutn(_("we dare spend the time?\" "))
- if not ja():
- return
- # Activate impulse engines and pay the cost
- imove(icourse, noattack=False)
- game.ididit = True
- if game.alldone:
- return
- power = 20.0 + 100.0*icourse.distance
- game.energy -= power
- game.optime = icourse.distance/0.095
- if game.energy <= 0:
- finish(FNRG)
- return
-
-def warp(wcourse, involuntary):
- "ove under warp drive."
- blooey = False; twarp = False
- if not involuntary: # Not WARPX entry
- game.ididit = False
- if game.iscloaked:
- scanner.chew()
- skip(1)
- prout(_("Engineer Scott- \"The warp engines can not be used while cloaked, Sir.\""))
- return
- if game.damage[DWARPEN] > 10.0:
- scanner.chew()
- skip(1)
- prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
- return
- if damaged(DWARPEN) and game.warpfac > 4.0:
- scanner.chew()
- skip(1)
- prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
- prout(_(" is repaired, I can only give you warp 4.\""))
- return
- # Read in course and distance
- if wcourse is None:
- try:
- wcourse = getcourse(isprobe=False)
- except TrekError:
- return
- # Make sure starship has enough energy for the trip
- # Note: this formula is slightly different from the C version,
- # and lets you skate a bit closer to the edge.
- if wcourse.power(game.warpfac) >= game.energy:
- # Insufficient power for trip
- game.ididit = False
- skip(1)
- prout(_("Engineering to bridge--"))
- if not game.shldup or 0.5*wcourse.power(game.warpfac) > game.energy:
- iwarp = (game.energy/(wcourse.distance+0.05)) ** 0.333333333
- if iwarp <= 0:
- prout(_("We can't do it, Captain. We don't have enough energy."))
- else:
- proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
- if game.shldup:
- prout(",")
- prout(_("if you'll lower the shields."))
- else:
- prout(".")
- else:
- prout(_("We haven't the energy to go that far with the shields up."))
- return
- # Make sure enough time is left for the trip
- game.optime = wcourse.time(game.warpfac)
- if game.optime >= 0.8*game.state.remtime:
- skip(1)
- prout(_("First Officer Spock- \"Captain, I compute that such"))
- proutn(_(" a trip would require approximately %2.0f") %
- (100.0*game.optime/game.state.remtime))
- prout(_(" percent of our"))
- proutn(_(" remaining time. Are you sure this is wise?\" "))
- if not ja():
- game.ididit = False
- game.optime=0
- return
- # Entry WARPX
- if game.warpfac > 6.0:
- # Decide if engine damage will occur
- # ESR: Seems wrong. Probability of damage goes *down* with distance?
- prob = wcourse.distance*(6.0-game.warpfac)**2/66.666666666
- if prob > rnd.real():
- blooey = True
- wcourse.distance = rnd.real(wcourse.distance)
- # Decide if time warp will occur
- if 0.5*wcourse.distance*math.pow(7.0,game.warpfac-10.0) > rnd.real():
- twarp = True
- if game.idebug and game.warpfac==10 and not twarp:
- blooey = False
- proutn("=== Force time warp? ")
- if ja():
- twarp = True
- if blooey or twarp:
- # If time warp or engine damage, check path
- # If it is obstructed, don't do warp or damage
- look = wcourse.moves
- while look > 0:
- look -= 1
- wcourse.nexttok()
- w = wcourse.sector()
- if not w.valid_sector():
- break
- if game.quad[w.i][w.j] != '.':
- blooey = False
- twarp = False
- wcourse.reset()
- # Activate Warp Engines and pay the cost
- imove(wcourse, noattack=False)
- if game.alldone:
- return
- game.energy -= wcourse.power(game.warpfac)
- if game.energy <= 0:
- finish(FNRG)
- game.optime = wcourse.time(game.warpfac)
- if twarp:
- timwrp()
- if blooey:
- game.damage[DWARPEN] = game.damfac * rnd.real(1.0, 4.0)
- skip(1)
- prout(_("Engineering to bridge--"))
- prout(_(" Scott here. The warp engines are damaged."))
- prout(_(" We'll have to reduce speed to warp 4."))
- game.ididit = True
- return
-
-def setwarp():
- "Change the warp factor."
- while True:
- key=scanner.nexttok()
- if key != "IHEOL":
- break
- scanner.chew()
- proutn(_("Warp factor- "))
- if key != "IHREAL":
- huh()
- return
- if game.damage[DWARPEN] > 10.0:
- prout(_("Warp engines inoperative."))
- return
- if damaged(DWARPEN) and scanner.real > 4.0:
- prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
- prout(_(" but right now we can only go warp 4.\""))
- return
- if scanner.real > 10.0:
- prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
- return
- if scanner.real < 1.0:
- prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
- return
- oldfac = game.warpfac
- game.warpfac = scanner.real
- if game.warpfac <= oldfac or game.warpfac <= 6.0:
- prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
- int(game.warpfac))
- return
- if game.warpfac < 8.00:
- prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
- return
- if game.warpfac == 10.0:
- prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
- return
- prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
- return
-
-def atover(igrab):
- "Cope with being tossed out of quadrant by supernova or yanked by beam."
- scanner.chew()
- # is captain on planet?
- if game.landed:
- if damaged(DTRANSP):
- finish(FPNOVA)
- return
- prout(_("Scotty rushes to the transporter controls."))
- if game.shldup:
- prout(_("But with the shields up it's hopeless."))
- finish(FPNOVA)
- prouts(_("His desperate attempt to rescue you . . ."))
- if rnd.withprob(0.5):
- prout(_("fails."))
- finish(FPNOVA)
- return
- prout(_("SUCCEEDS!"))
- if game.imine:
- game.imine = False
- proutn(_("The crystals mined were "))
- if rnd.withprob(0.25):
- prout(_("lost."))
- else:
- prout(_("saved."))
- game.icrystl = True
- if igrab:
- return
- # Check to see if captain in shuttle craft
- if game.icraft:
- finish(FSTRACTOR)
- if game.alldone:
- return
- # Inform captain of attempt to reach safety
- skip(1)
- while True:
- if game.justin:
- prouts(_("***RED ALERT! RED ALERT!"))
- skip(1)
- proutn(_("The %s has stopped in a quadrant containing") % crmshp())
- prouts(_(" a supernova."))
- skip(2)
- prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
- prout(_("safely out of quadrant."))
- if not damaged(DRADIO):
- game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
- # Try to use warp engines
- if damaged(DWARPEN):
- skip(1)
- prout(_("Warp engines damaged."))
- finish(FSNOVAED)
- return
- game.warpfac = rnd.real(6.0, 8.0)
- prout(_("Warp factor set to %d") % int(game.warpfac))
- power = 0.75*game.energy
- dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
- dist = max(dist, rnd.real(math.sqrt(2)))
- bugout = course(bearing=rnd.real(12), distance=dist) # How dumb!
- game.optime = bugout.time(game.warpfac)
- game.justin = False
- game.inorbit = False
- warp(bugout, involuntary=True)
- if not game.justin:
- # This is bad news, we didn't leave quadrant.
- if game.alldone:
- return
- skip(1)
- prout(_("Insufficient energy to leave quadrant."))
- finish(FSNOVAED)
- return
- # Repeat if another snova
- if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
- break
- if game.unwon()==0:
- finish(FWON) # Snova killed remaining enemy.
-
-def timwrp():
- "Let's do the time warp again."
- prout(_("***TIME WARP ENTERED."))
- if game.state.snap and rnd.withprob(0.5):
- # Go back in time
- prout(_("You are traveling backwards in time %d stardates.") %
- int(game.state.date-game.snapsht.date))
- game.state = game.snapsht
- game.state.snap = False
- if len(game.state.kcmdr):
- schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
- schedule(FBATTAK, expran(0.3*game.intime))
- schedule(FSNOVA, expran(0.5*game.intime))
- # next snapshot will be sooner
- schedule(FSNAP, expran(0.25*game.state.remtime))
-
- if game.state.nscrem:
- schedule(FSCMOVE, 0.2777)
- game.isatb = 0
- unschedule(FCDBAS)
- unschedule(FSCDBAS)
- game.battle.invalidate()
- # Make sure Galileo is consistant -- Snapshot may have been taken
- # when on planet, which would give us two Galileos!
- gotit = False
- for l in range(game.inplan):
- if game.state.planets[l].known == "shuttle_down":
- gotit = True
- if game.iscraft == "onship" and game.ship=='E':
- prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
- game.iscraft = "offship"
- # Likewise, if in the original time the Galileo was abandoned, but
- # was on ship earlier, it would have vanished -- let's restore it.
- if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
- prout(_("Chekov- \"Security reports the Galileo has reappeared in the dock!\""))
- game.iscraft = "onship"
- # There used to be code to do the actual reconstrction here,
- # but the starchart is now part of the snapshotted galaxy state.
- prout(_("Spock has reconstructed a correct star chart from memory"))
- else:
- # Go forward in time
- game.optime = expran(0.5*game.intime)
- prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
- # cheat to make sure no tractor beams occur during time warp
- postpone(FTBEAM, game.optime)
- game.damage[DRADIO] += game.optime
- newqad()
- events() # Stas Sergeev added this -- do pending events
-
-def probe():
- "Launch deep-space probe."
- # New code to launch a deep space probe
- if game.nprobes == 0:
- scanner.chew()
- skip(1)
- if game.ship == 'E':
- prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
- else:
- prout(_("Ye Faerie Queene has no deep space probes."))
- return
- if damaged(DDSP):
- scanner.chew()
- skip(1)
- prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
- return
- if is_scheduled(FDSPROB):
- scanner.chew()
- skip(1)
- if damaged(DRADIO) and game.condition != "docked":
- prout(_("Spock- \"Records show the previous probe has not yet"))
- prout(_(" reached its destination.\""))
- else:
- prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
- return
- key = scanner.nexttok()
- if key == "IHEOL":
- if game.nprobes == 1:
- prout(_("1 probe left."))
- else:
- prout(_("%d probes left") % game.nprobes)
- proutn(_("Are you sure you want to fire a probe? "))
- if not ja():
- return
- game.isarmed = False
- if key == "IHALPHA" and scanner.token == "armed":
- game.isarmed = True
- key = scanner.nexttok()
- elif key == "IHEOL":
- proutn(_("Arm NOVAMAX warhead? "))
- game.isarmed = ja()
- elif key == "IHREAL": # first element of course
- scanner.push(scanner.token)
- try:
- game.probe = getcourse(isprobe=True)
- except TrekError:
- return
- game.nprobes -= 1
- schedule(FDSPROB, 0.01) # Time to move one sector
- prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
- game.ididit = True
- return
-
-def mayday():
- "Yell for help from nearest starbase."
- # There's more than one way to move in this game!
- scanner.chew()
- # Test for conditions which prevent calling for help
- if game.condition == "docked":
- prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
- return
- if damaged(DRADIO):
- prout(_("Subspace radio damaged."))
- return
- if not game.state.baseq:
- prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
- return
- if game.landed:
- prout(_("You must be aboard the %s.") % crmshp())
- return
- # OK -- call for help from nearest starbase
- game.nhelp += 1
- if game.base.i!=0:
- # There's one in this quadrant
- ddist = (game.base - game.sector).distance()
- else:
- ibq = None # Force base-quadrant game to persist past loop
- ddist = FOREVER
- for ibq in game.state.baseq:
- xdist = QUADSIZE * (ibq - game.quadrant).distance()
- if xdist < ddist:
- ddist = xdist
- if ibq is None:
- prout(_("No starbases remain. You are alone in a hostile galaxy."))
- return
- # Since starbase not in quadrant, set up new quadrant
- game.quadrant = ibq
- newqad()
- # dematerialize starship
- game.quad[game.sector.i][game.sector.j]='.'
- proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
- % (game.quadrant, crmshp()))
- game.sector.invalidate()
- for m in range(1, 5+1):
- w = game.base.scatter()
- if w.valid_sector() and game.quad[w.i][w.j]=='.':
- # found one -- finish up
- game.sector = w
- break
- if game.sector is None:
- prout(_("You have been lost in space..."))
- finish(FMATERIALIZE)
- return
- # Give starbase three chances to rematerialize starship
- probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
- for m in range(1, 3+1):
- if m == 1: proutn(_("1st"))
- elif m == 2: proutn(_("2nd"))
- elif m == 3: proutn(_("3rd"))
- proutn(_(" attempt to re-materialize ") + crmshp())
- game.quad[game.sector.i][game.sector.j]=('-','o','O')[m-1]
- textcolor(RED)
- warble()
- if rnd.real() > probf:
- break
- prout(_("fails."))
- textcolor(DEFAULT)
- if game.options & OPTION_CURSES:
- curses.delay_output(500)
- if m > 3:
- game.quad[game.sector.i][game.sector.j]='?'
- game.alive = False
- drawmaps(1)
- setwnd(message_window)
- finish(FMATERIALIZE)
- return
- game.quad[game.sector.i][game.sector.j]=game.ship
- textcolor(GREEN)
- prout(_("succeeds."))
- textcolor(DEFAULT)
- dock(False)
- skip(1)
- prout(_("Lt. Uhura- \"Captain, we made it!\""))
-
-def abandon():
- "Abandon ship."
- scanner.chew()
- if game.condition=="docked":
- if game.ship!='E':
- prout(_("You cannot abandon Ye Faerie Queene."))
- return
- else:
- # Must take shuttle craft to exit
- if game.damage[DSHUTTL]==-1:
- prout(_("Ye Faerie Queene has no shuttle craft."))
- return
- if game.damage[DSHUTTL]<0:
- prout(_("Shuttle craft now serving Big Macs."))
- return
- if game.damage[DSHUTTL]>0:
- prout(_("Shuttle craft damaged."))
- return
- if game.landed:
- prout(_("You must be aboard the ship."))
- return
- if game.iscraft != "onship":
- prout(_("Shuttle craft not currently available."))
- return
- # Emit abandon ship messages
- skip(1)
- prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
- skip(1)
- prouts(_("***ALL HANDS ABANDON SHIP!"))
- skip(2)
- prout(_("Captain and crew escape in shuttle craft."))
- if not game.state.baseq:
- # Oops! no place to go...
- finish(FABANDN)
- return
- q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
- # Dispose of crew
- if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
- prout(_("Remainder of ship's complement beam down"))
- prout(_("to nearest habitable planet."))
- elif q.planet is not None and not damaged(DTRANSP):
- prout(_("Remainder of ship's complement beam down to %s.") %
- q.planet)
- else:
- prout(_("Entire crew of %d left to die in outer space.") %
- game.state.crew)
- game.casual += game.state.crew
- game.abandoned += game.state.crew
- # If at least one base left, give 'em the Faerie Queene
- skip(1)
- game.icrystl = False # crystals are lost
- game.nprobes = 0 # No probes
- prout(_("You are captured by Klingons and released to"))
- prout(_("the Federation in a prisoner-of-war exchange."))
- nb = rnd.integer(len(game.state.baseq))
- # Set up quadrant and position FQ adjacient to base
- if not game.quadrant == game.state.baseq[nb]:
- game.quadrant = game.state.baseq[nb]
- game.sector.i = game.sector.j = 5
- newqad()
- while True:
- # position next to base by trial and error
- game.quad[game.sector.i][game.sector.j] = '.'
- l = QUADSIZE
- for l in range(QUADSIZE):
- game.sector = game.base.scatter()
- if game.sector.valid_sector() and \
- game.quad[game.sector.i][game.sector.j] == '.':
- break
- if l < QUADSIZE:
- break # found a spot
- game.sector.i=QUADSIZE/2
- game.sector.j=QUADSIZE/2
- newqad()
- # Get new commission
- game.quad[game.sector.i][game.sector.j] = game.ship = 'F'
- game.state.crew = FULLCREW
- prout(_("Starfleet puts you in command of another ship,"))
- prout(_("the Faerie Queene, which is antiquated but,"))
- prout(_("still useable."))
- if game.icrystl:
- prout(_("The dilithium crystals have been moved."))
- game.imine = False
- game.iscraft = "offship" # Galileo disappears
- # Resupply ship
- game.condition="docked"
- for l in range(NDEVICES):
- game.damage[l] = 0.0
- game.damage[DSHUTTL] = -1
- game.energy = game.inenrg = 3000.0
- game.shield = game.inshld = 1250.0
- game.torps = game.intorps = 6
- game.lsupres=game.inlsr=3.0
- game.shldup=False
- game.warpfac=5.0
- game.brigfree = game.brigcapacity = 300
- return
-
-# Code from planets.c begins here.
-
-def consumeTime():
- "Abort a lengthy operation if an event interrupts it."
- game.ididit = True
- events()
- if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
- return True
- return False
-
-def survey():
- "Report on (uninhabited) planets in the galaxy."
- iknow = False
- skip(1)
- scanner.chew()
- prout(_("Spock- \"Planet report follows, Captain.\""))
- skip(1)
- for i in range(game.inplan):
- if game.state.planets[i].pclass == "destroyed":
- continue
- if (game.state.planets[i].known != "unknown" \
- and not game.state.planets[i].inhabited) \
- or game.idebug:
- iknow = True
- if game.idebug and game.state.planets[i].known=="unknown":
- proutn("(Unknown) ")
- proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
- proutn(_(" class "))
- proutn(game.state.planets[i].pclass)
- proutn(" ")
- if game.state.planets[i].crystals != "present":
- proutn(_("no "))
- prout(_("dilithium crystals present."))
- if game.state.planets[i].known=="shuttle_down":
- prout(_(" Shuttle Craft Galileo on surface."))
- if not iknow:
- prout(_("No information available."))
-
-def orbit():
- "Enter standard orbit."
- skip(1)
- scanner.chew()
- if game.inorbit:
- prout(_("Already in standard orbit."))
- return
- if damaged(DWARPEN) and damaged(DIMPULS):
- prout(_("Both warp and impulse engines damaged."))
- return
- if game.plnet is None:
- prout("There is no planet in this sector.")
- return
- if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
- prout(crmshp() + _(" not adjacent to planet."))
- skip(1)
- return
- game.optime = rnd.real(0.02, 0.05)
- prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
- newcnd()
- if consumeTime():
- return
- game.height = rnd.real(1400, 8600)
- prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
- game.inorbit = True
- game.ididit = True
-
-def sensor():
- "Examine planets in this quadrant."
- if damaged(DSRSENS):
- if game.options & OPTION_TTY:
- prout(_("Short range sensors damaged."))
- return
- if game.iplnet is None:
- if game.options & OPTION_TTY:
- prout(_("Spock- \"No planet in this quadrant, Captain.\""))
- return
- if game.iplnet.known == "unknown":
- prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
- skip(1)
- prout(_(" Planet at Sector %s is of class %s.") %
- (game.plnet, game.iplnet.pclass))
- if game.iplnet.known=="shuttle_down":
- prout(_(" Sensors show Galileo still on surface."))
- proutn(_(" Readings indicate"))
- if game.iplnet.crystals != "present":
- proutn(_(" no"))
- prout(_(" dilithium crystals present.\""))
- if game.iplnet.known == "unknown":
- game.iplnet.known = "known"
- elif game.iplnet.inhabited:
- prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
- prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
-
-def beam():
- "Use the transporter."
- nrgneed = 0
- scanner.chew()
- skip(1)
- if damaged(DTRANSP):
- prout(_("Transporter damaged."))
- if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
- skip(1)
- proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
- if ja():
- shuttle()
- return
- if not game.inorbit:
- prout(crmshp() + _(" not in standard orbit."))
- return
- if game.shldup:
- prout(_("Impossible to transport through shields."))
- return
- if game.iplnet.known=="unknown":
- prout(_("Spock- \"Captain, we have no information on this planet"))
- prout(_(" and Starfleet Regulations clearly state that in this situation"))
- prout(_(" you may not go down.\""))
- return
- if not game.landed and game.iplnet.crystals=="absent":
- prout(_("Spock- \"Captain, I fail to see the logic in"))
- prout(_(" exploring a planet with no dilithium crystals."))
- proutn(_(" Are you sure this is wise?\" "))
- if not ja():
- scanner.chew()
- return
- if not (game.options & OPTION_PLAIN):
- nrgneed = 50 * game.skill + game.height / 100.0
- if nrgneed > game.energy:
- prout(_("Engineering to bridge--"))
- prout(_(" Captain, we don't have enough energy for transportation."))
- return
- if not game.landed and nrgneed * 2 > game.energy:
- prout(_("Engineering to bridge--"))
- prout(_(" Captain, we have enough energy only to transport you down to"))
- prout(_(" the planet, but there wouldn't be an energy for the trip back."))
- if game.iplnet.known == "shuttle_down":
- prout(_(" Although the Galileo shuttle craft may still be on a surface."))
- proutn(_(" Are you sure this is wise?\" "))
- if not ja():
- scanner.chew()
- return
- if game.landed:
- # Coming from planet
- if game.iplnet.known=="shuttle_down":
- proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
- if ja():
- scanner.chew()
- return
- prout(_("Your crew hides the Galileo to prevent capture by aliens."))
- prout(_("Landing party assembled, ready to beam up."))
- skip(1)
- prout(_("Kirk whips out communicator..."))
- prouts(_("BEEP BEEP BEEP"))
- skip(2)
- prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
- else:
- # Going to planet
- prout(_("Scotty- \"Transporter room ready, Sir.\""))
- skip(1)
- prout(_("Kirk and landing party prepare to beam down to planet surface."))
- skip(1)
- prout(_("Kirk- \"Energize.\""))
- game.ididit = True
- skip(1)
- prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
- skip(2)
- if not rnd.withprob(0.98):
- prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
- skip(2)
- prout(_("Scotty- \"Oh my God! I've lost them.\""))
- finish(FLOST)
- return
- prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
- game.landed = not game.landed
- game.energy -= nrgneed
- skip(2)
- prout(_("Transport complete."))
- if game.landed and game.iplnet.known=="shuttle_down":
- prout(_("The shuttle craft Galileo is here!"))
- if not game.landed and game.imine:
- game.icrystl = True
- game.cryprob = 0.05
- game.imine = False
- return
-
-def mine():
- "Strip-mine a world for dilithium."
- skip(1)
- scanner.chew()
- if not game.landed:
- prout(_("Mining party not on planet."))
- return
- if game.iplnet.crystals == "mined":
- prout(_("This planet has already been strip-mined for dilithium."))
- return
- elif game.iplnet.crystals == "absent":
- prout(_("No dilithium crystals on this planet."))
- return
- if game.imine:
- prout(_("You've already mined enough crystals for this trip."))
- return
- if game.icrystl and game.cryprob == 0.05:
- prout(_("With all those fresh crystals aboard the ") + crmshp())
- prout(_("there's no reason to mine more at this time."))
- return
- game.optime = rnd.real(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
- if consumeTime():
- return
- prout(_("Mining operation complete."))
- game.iplnet.crystals = "mined"
- game.imine = game.ididit = True
-
-def usecrystals():
- "Use dilithium crystals."
- game.ididit = False
- skip(1)
- scanner.chew()
- if not game.icrystl:
- prout(_("No dilithium crystals available."))
- return
- if game.energy >= 1000:
- prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
- prout(_(" except when Condition Yellow exists."))
- return
- prout(_("Spock- \"Captain, I must warn you that loading"))
- prout(_(" raw dilithium crystals into the ship's power"))
- prout(_(" system may risk a severe explosion."))
- proutn(_(" Are you sure this is wise?\" "))
- if not ja():
- scanner.chew()
- return
- skip(1)
- prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
- prout(_(" Mr. Spock and I will try it.\""))
- skip(1)
- prout(_("Spock- \"Crystals in place, Sir."))
- prout(_(" Ready to activate circuit.\""))
- skip(1)
- prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
- skip(1)
- if rnd.withprob(game.cryprob):
- prouts(_(" \"Activating now! - - No good! It's***"))
- skip(2)
- prouts(_("***RED ALERT! RED A*L********************************"))
- skip(1)
- stars()
- prouts(_("****************** KA-BOOM!!!! *******************"))
- skip(1)
- kaboom()
- return
- game.energy += rnd.real(5000.0, 5500.0)
- prouts(_(" \"Activating now! - - "))
- prout(_("The instruments"))
- prout(_(" are going crazy, but I think it's"))
- prout(_(" going to work!! Congratulations, Sir!\""))
- game.cryprob *= 2.0
- game.ididit = True
-
-def shuttle():
- "Use shuttlecraft for planetary jaunt."
- scanner.chew()
- skip(1)
- if damaged(DSHUTTL):
- if game.damage[DSHUTTL] == -1.0:
- if game.inorbit and game.iplnet.known == "shuttle_down":
- prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
- else:
- prout(_("Ye Faerie Queene had no shuttle craft."))
- elif game.damage[DSHUTTL] > 0:
- prout(_("The Galileo is damaged."))
- else: # game.damage[DSHUTTL] < 0
- prout(_("Shuttle craft is now serving Big Macs."))
- return
- if not game.inorbit:
- prout(crmshp() + _(" not in standard orbit."))
- return
- if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
- prout(_("Shuttle craft not currently available."))
- return
- if not game.landed and game.iplnet.known=="shuttle_down":
- prout(_("You will have to beam down to retrieve the shuttle craft."))
- return
- if game.shldup or game.condition == "docked":
- prout(_("Shuttle craft cannot pass through shields."))
- return
- if game.iplnet.known=="unknown":
- prout(_("Spock- \"Captain, we have no information on this planet"))
- prout(_(" and Starfleet Regulations clearly state that in this situation"))
- prout(_(" you may not fly down.\""))
- return
- game.optime = 3.0e-5*game.height
- if game.optime >= 0.8*game.state.remtime:
- prout(_("First Officer Spock- \"Captain, I compute that such"))
- proutn(_(" a maneuver would require approximately %2d%% of our") % \
- int(100*game.optime/game.state.remtime))
- prout(_("remaining time."))
- proutn(_("Are you sure this is wise?\" "))
- if not ja():
- game.optime = 0.0
- return
- if game.landed:
- # Kirk on planet
- if game.iscraft == "onship":
- # Galileo on ship!
- if not damaged(DTRANSP):
- proutn(_("Spock- \"Would you rather use the transporter?\" "))
- if ja():
- beam()
- return
- proutn(_("Shuttle crew"))
- else:
- proutn(_("Rescue party"))
- prout(_(" boards Galileo and swoops toward planet surface."))
- game.iscraft = "offship"
- skip(1)
- if consumeTime():
- return
- game.iplnet.known="shuttle_down"
- prout(_("Trip complete."))
- return
- else:
- # Ready to go back to ship
- prout(_("You and your mining party board the"))
- prout(_("shuttle craft for the trip back to the Enterprise."))
- skip(1)
- prouts(_("The short hop begins . . ."))
- skip(1)
- game.iplnet.known="known"
- game.icraft = True
- skip(1)
- game.landed = False
- if consumeTime():
- return
- game.iscraft = "onship"
- game.icraft = False
- if game.imine:
- game.icrystl = True
- game.cryprob = 0.05
- game.imine = False
- prout(_("Trip complete."))
- return
- else:
- # Kirk on ship and so is Galileo
- prout(_("Mining party assembles in the hangar deck,"))
- prout(_("ready to board the shuttle craft \"Galileo\"."))
- skip(1)
- prouts(_("The hangar doors open; the trip begins."))
- skip(1)
- game.icraft = True
- game.iscraft = "offship"
- if consumeTime():
- return
- game.iplnet.known = "shuttle_down"
- game.landed = True
- game.icraft = False
- prout(_("Trip complete."))
- return
-
-def deathray():
- "Use the big zapper."
- game.ididit = False
- skip(1)
- scanner.chew()
- if game.ship != 'E':
- prout(_("Ye Faerie Queene has no death ray."))
- return
- if len(game.enemies)==0:
- prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
- return
- if damaged(DDRAY):
- prout(_("Death Ray is damaged."))
- return
- prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
- prout(_(" is highly unpredictible. Considering the alternatives,"))
- proutn(_(" are you sure this is wise?\" "))
- if not ja():
- return
- prout(_("Spock- \"Acknowledged.\""))
- skip(1)
- game.ididit = True
- prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
- skip(1)
- prout(_("Crew scrambles in emergency preparation."))
- prout(_("Spock and Scotty ready the death ray and"))
- prout(_("prepare to channel all ship's power to the device."))
- skip(1)
- prout(_("Spock- \"Preparations complete, sir.\""))
- prout(_("Kirk- \"Engage!\""))
- skip(1)
- prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
- skip(1)
- dprob = 0.30
- if game.options & OPTION_PLAIN:
- dprob = 0.5
- r = rnd.real()
- if r > dprob:
- prouts(_("Sulu- \"Captain! It's working!\""))
- skip(2)
- while len(game.enemies) > 0:
- deadkl(game.enemies[-1].location, game.quad[game.enemies[-1].location.i][game.enemies[-1].location.j],game.enemies[-1].location)
- prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
- if game.unwon() == 0:
- finish(FWON)
- if (game.options & OPTION_PLAIN) == 0:
- prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
- if rnd.withprob(0.05):
- prout(_(" is still operational.\""))
- else:
- prout(_(" has been rendered nonfunctional.\""))
- game.damage[DDRAY] = 39.95
- return
- r = rnd.real() # Pick failure method
- if r <= 0.30:
- prouts(_("Sulu- \"Captain! It's working!\""))
- skip(1)
- prouts(_("***RED ALERT! RED ALERT!"))
- skip(1)
- prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
- skip(1)
- prouts(_("***RED ALERT! RED A*L********************************"))
- skip(1)
- stars()
- prouts(_("****************** KA-BOOM!!!! *******************"))
- skip(1)
- kaboom()
- return
- if r <= 0.55:
- prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
- skip(1)
- prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
- skip(1)
- prout(_("Spock- \"Fascinating! . . . All humans aboard"))
- prout(_(" have apparently been transformed into strange mutations."))
- prout(_(" Vulcans do not seem to be affected."))
- skip(1)
- prout(_("Kirk- \"Raauch! Raauch!\""))
- finish(FDRAY)
- return
- if r <= 0.75:
- prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
- skip(2)
- proutn(_("Spock- \"I believe the word is"))
- prouts(_(" *ASTONISHING*"))
- prout(_(" Mr. Sulu."))
- for i in range(QUADSIZE):
- for j in range(QUADSIZE):
- if game.quad[i][j] == '.':
- game.quad[i][j] = '?'
- prout(_(" Captain, our quadrant is now infested with"))
- prouts(_(" - - - - - - *THINGS*."))
- skip(1)
- prout(_(" I have no logical explanation.\""))
- return
- prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
- skip(1)
- prout(_("Scotty- \"There are so many tribbles down here"))
- prout(_(" in Engineering, we can't move for 'em, Captain.\""))
- finish(FTRIBBLE)
- return
-
-# Code from reports.c begins here
-
-def attackreport(curt):
- "eport status of bases under attack."
- if not curt:
- if is_scheduled(FCDBAS):
- prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
- prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
- elif game.isatb == 1:
- prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
- prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
- else:
- prout(_("No Starbase is currently under attack."))
- else:
- if is_scheduled(FCDBAS):
- proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
- if game.isatb:
- proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
- clreol()
-
-def report():
- # report on general game status
- scanner.chew()
- # pylint: disable=consider-using-ternary
- s1 = (game.thawed and _("thawed ")) or ""
- s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
- s3 = (None, _("novice"), _("fair"),
- _("good"), _("expert"), _("emeritus"))[game.skill]
- prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
- if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
- prout(_("No plaque is allowed."))
- if game.tourn:
- prout(_("This is tournament game %d.") % game.tourn)
- prout(_("Your secret password is \"%s\"") % game.passwd)
- proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - game.unwon()),
- (game.inkling + game.incom + game.inscom)))
- if game.incom - len(game.state.kcmdr):
- prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
- elif game.inkling - game.remkl() + (game.inscom - game.state.nscrem) > 0:
- prout(_(", but no Commanders."))
- else:
- prout(".")
- if game.skill > SKILL_FAIR:
- prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
- if len(game.state.baseq) != game.inbase:
- proutn(_("There "))
- if game.inbase-len(game.state.baseq)==1:
- proutn(_("has been 1 base"))
- else:
- proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
- prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
- else:
- prout(_("There are %d bases.") % game.inbase)
- if communicating() or game.iseenit:
- # Don't report this if not seen and
- # either the radio is dead or not at base!
- attackreport(False)
- game.iseenit = True
- if game.casual:
- prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
- if game.brigcapacity != game.brigfree:
- embriggened = game.brigcapacity-game.brigfree
- if embriggened == 1:
- prout(_("1 Klingon in brig"))
- else:
- prout(_("%d Klingons in brig.") % embriggened)
- if game.kcaptured == 0:
- pass
- elif game.kcaptured == 1:
- prout(_("1 captured Klingon turned in to Starfleet."))
- else:
- prout(_("%d captured Klingons turned in to Star Fleet.") % game.kcaptured)
- if game.nhelp:
- prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
- if game.ship == 'E':
- proutn(_("You have "))
- if game.nprobes:
- proutn("%d" % (game.nprobes))
- else:
- proutn(_("no"))
- proutn(_(" deep space probe"))
- if game.nprobes!=1:
- proutn(_("s"))
- prout(".")
- if communicating() and is_scheduled(FDSPROB):
- if game.isarmed:
- proutn(_("An armed deep space probe is in "))
- else:
- proutn(_("A deep space probe is in "))
- prout("Quadrant %s." % game.probe.quadrant())
- if game.icrystl:
- if game.cryprob <= .05:
- prout(_("Dilithium crystals aboard ship... not yet used."))
- else:
- i=0
- ai = 0.05
- while game.cryprob > ai:
- ai *= 2.0
- i += 1
- prout(_("Dilithium crystals have been used %d time%s.") % \
- (i, (_("s"), "")[i==1]))
- skip(1)
-
-def lrscan(silent):
- "Long-range sensor scan."
- if damaged(DLRSENS):
- # Now allow base's sensors if docked
- if game.condition != "docked":
- if not silent:
- prout(_("LONG-RANGE SENSORS DAMAGED."))
- return
- if not silent:
- prout(_("Starbase's long-range scan"))
- elif not silent:
- prout(_("Long-range scan"))
- for x in range(game.quadrant.i-1, game.quadrant.i+2):
- if not silent:
- proutn(" ")
- for y in range(game.quadrant.j-1, game.quadrant.j+2):
- if not Coord(x, y).valid_quadrant():
- if not silent:
- proutn(" -1")
- else:
- if not damaged(DRADIO):
- game.state.galaxy[x][y].charted = True
- game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
- game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
- game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
- if not silent and game.state.galaxy[x][y].supernova:
- proutn(" ***")
- elif not silent:
- cn = " %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars)
- proutn(((3 - len(cn)) * '.') + cn)
- if not silent:
- prout(" ")
-
-def damagereport():
- "Damage report."
- jdam = False
- scanner.chew()
- for i in range(NDEVICES):
- if damaged(i):
- if not jdam:
- prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
- prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
- jdam = True
- prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
- game.damage[i]+0.05,
- DOCKFAC*game.damage[i]+0.005))
- if not jdam:
- prout(_("All devices functional."))
-
-def rechart():
- "Update the chart in the Enterprise's computer from galaxy data."
- game.lastchart = game.state.date
- for i in range(GALSIZE):
- for j in range(GALSIZE):
- if game.state.galaxy[i][j].charted:
- game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
- game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
- game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
-
-def chart():
- "Display the star chart."
- scanner.chew()
- if (game.options & OPTION_AUTOSCAN):
- lrscan(silent=True)
- if communicating():
- rechart()
- if game.lastchart < game.state.date and game.condition == "docked":
- prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
- rechart()
- prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
- if game.state.date > game.lastchart:
- prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
- prout(" 1 2 3 4 5 6 7 8")
- for i in range(GALSIZE):
- proutn("%d |" % (i+1))
- for j in range(GALSIZE):
- if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
- proutn("<")
- else:
- proutn(" ")
- if game.state.galaxy[i][j].supernova:
- show = "***"
- elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
- show = ".1."
- elif game.state.galaxy[i][j].charted:
- show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
- if (game.options & OPTION_DOTFILL):
- show = show.replace(" ", ".")
- else:
- show = "..."
- proutn(show)
- if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
- proutn(">")
- else:
- proutn(" ")
- proutn(" |")
- if i<GALSIZE:
- skip(1)
-
-def sectscan(goodScan, i, j):
- "Light up an individual dot in a sector."
- if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
- if game.quad[i][j] in ('E', 'F'):
- if game.iscloaked:
- highvideo()
- textcolor({"green":GREEN,
- "yellow":YELLOW,
- "red":RED,
- "docked":CYAN,
- "dead":BROWN}[game.condition])
- else:
- textcolor({'?':LIGHTMAGENTA,
- 'K':LIGHTRED,
- 'S':LIGHTRED,
- 'C':LIGHTRED,
- 'R':LIGHTRED,
- 'T':LIGHTRED,
- '@':LIGHTGREEN,
- 'P':LIGHTGREEN,
- }.get(game.quad[i][j], DEFAULT))
- proutn("%c " % game.quad[i][j])
- textcolor(DEFAULT)
- else:
- proutn("- ")
-
-def status(req=0):
- "Emit status report lines"
- if not req or req == 1:
- prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
- % (game.state.date, game.state.remtime))
- if not req or req == 2:
- if game.condition != "docked":
- newcnd()
- prstat(_("Condition"), _("%s, %i DAMAGES") % \
- (game.condition.upper(), sum([x > 0 for x in game.damage])))
- if game.iscloaked:
- prout(_(", CLOAKED"))
- if not req or req == 3:
- prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
- if not req or req == 4:
- if damaged(DLIFSUP):
- if game.condition == "docked":
- s = _("DAMAGED, Base provides")
- else:
- s = _("DAMAGED, reserves=%4.2f") % game.lsupres
- else:
- s = _("ACTIVE")
- prstat(_("Life Support"), s)
- if not req or req == 5:
- prstat(_("Warp Factor"), "%.1f" % game.warpfac)
- if not req or req == 6:
- extra = ""
- if game.icrystl and (game.options & OPTION_SHOWME):
- extra = _(" (have crystals)")
- prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
- if not req or req == 7:
- prstat(_("Torpedoes"), "%d" % (game.torps))
- if not req or req == 8:
- if damaged(DSHIELD):
- s = _("DAMAGED,")
- elif game.shldup:
- s = _("UP,")
- else:
- s = _("DOWN,")
- data = _(" %d%% %.1f units") \
- % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
- prstat(_("Shields"), s+data)
- if not req or req == 9:
- prstat(_("Klingons Left"), "%d" % game.unwon())
- if not req or req == 10:
- if game.options & OPTION_WORLDS:
- plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
- if plnet and plnet.inhabited:
- prstat(_("Major system"), plnet.name)
- else:
- prout(_("Sector is uninhabited"))
- elif not req or req == 11:
- attackreport(not req)
-
-def request():
- "Request specified status data, a historical relic from slow TTYs."
- requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
- while scanner.nexttok() == "IHEOL":
- proutn(_("Information desired? "))
- scanner.chew()
- if scanner.token in requests:
- status(requests.index(scanner.token))
- else:
- prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
- prout((" date, condition, position, lsupport, warpfactor,"))
- prout((" energy, torpedoes, shields, klingons, system, time."))
-
-def srscan():
- "Short-range scan."
- goodScan=True
- if damaged(DSRSENS):
- # Allow base's sensors if docked
- if game.condition != "docked":
- prout(_(" S.R. SENSORS DAMAGED!"))
- goodScan=False
- else:
- prout(_(" [Using Base's sensors]"))
- else:
- prout(_(" Short-range scan"))
- if goodScan and communicating():
- game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
- game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
- game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
- game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
- prout(" 1 2 3 4 5 6 7 8 9 10")
- if game.condition != "docked":
- newcnd()
- for i in range(QUADSIZE):
- proutn("%2d " % (i+1))
- for j in range(QUADSIZE):
- sectscan(goodScan, i, j)
- skip(1)
-
-def eta():
- "Use computer to get estimated time of arrival for a warp jump."
- w1 = Coord(); w2 = Coord()
- prompt = False
- if damaged(DCOMPTR):
- prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
- skip(1)
- return
- if scanner.nexttok() != "IHREAL":
- prompt = True
- scanner.chew()
- proutn(_("Destination quadrant and/or sector? "))
- if scanner.nexttok()!="IHREAL":
- huh()
- return
- w1.j = int(scanner.real-0.5)
- if scanner.nexttok() != "IHREAL":
- huh()
- return
- w1.i = int(scanner.real-0.5)
- if scanner.nexttok() == "IHREAL":
- w2.j = int(scanner.real-0.5)
- if scanner.nexttok() != "IHREAL":
- huh()
- return
- w2.i = int(scanner.real-0.5)
- else:
- if game.quadrant.j>w1.i:
- w2.i = 0
- else:
- w2.i=QUADSIZE-1
- if game.quadrant.i>w1.j:
- w2.j = 0
- else:
- w2.j=QUADSIZE-1
- if not w1.valid_quadrant() or not w2.valid_sector():
- huh()
- return
- dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
- (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
- wfl = False
- if prompt:
- prout(_("Answer \"no\" if you don't know the value:"))
- while True:
- scanner.chew()
- proutn(_("Time or arrival date? "))
- if scanner.nexttok()=="IHREAL":
- ttime = scanner.real
- if ttime > game.state.date:
- ttime -= game.state.date # Actually a star date
- twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
- if ttime <= 1e-10 or twarp > 10:
- prout(_("We'll never make it, sir."))
- scanner.chew()
- return
- twarp = max(twarp, 1.0)
- break
- scanner.chew()
- proutn(_("Warp factor? "))
- if scanner.nexttok()== "IHREAL":
- wfl = True
- twarp = scanner.real
- if twarp<1.0 or twarp > 10.0:
- huh()
- return
- break
- prout(_("Captain, certainly you can give me one of these."))
- while True:
- scanner.chew()
- ttime = (10.0*dist)/twarp**2
- tpower = dist*twarp*twarp*twarp*(game.shldup+1)
- if tpower >= game.energy:
- prout(_("Insufficient energy, sir."))
- if not game.shldup or tpower > game.energy*2.0:
- if not wfl:
- return
- proutn(_("New warp factor to try? "))
- if scanner.nexttok() == "IHREAL":
- wfl = True
- twarp = scanner.real
- if twarp<1.0 or twarp > 10.0:
- huh()
- return
- continue
- else:
- scanner.chew()
- skip(1)
- return
- prout(_("But if you lower your shields,"))
- proutn(_("remaining"))
- tpower /= 2
- else:
- proutn(_("Remaining"))
- prout(_(" energy will be %.2f.") % (game.energy-tpower))
- if wfl:
- prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
- elif twarp==1.0:
- prout(_("Any warp speed is adequate."))
- else:
- prout(_("Minimum warp needed is %.2f,") % (twarp))
- prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
- if game.state.remtime < ttime:
- prout(_("Unfortunately, the Federation will be destroyed by then."))
- if twarp > 6.0:
- prout(_("You'll be taking risks at that speed, Captain"))
- if (game.isatb==1 and game.state.kscmdr == w1 and \
- scheduled(FSCDBAS)< ttime+game.state.date) or \
- (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
- prout(_("The starbase there will be destroyed by then."))
- proutn(_("New warp factor to try? "))
- if scanner.nexttok() == "IHREAL":
- wfl = True
- twarp = scanner.real
- if twarp<1.0 or twarp > 10.0:
- huh()
- return
- else:
- scanner.chew()
- skip(1)
- return
-
-# Code from setup.c begins here
-
-def prelim():
- "Issue a historically correct banner."
- skip(2)
- prout(_("-SUPER- STAR TREK"))
- skip(1)
-# From the FORTRAN original
-# prout(_("Latest update-21 Sept 78"))
-# skip(1)
-
-def freeze(boss):
- "Save game."
- if boss:
- scanner.push("emsave.trk")
- key = scanner.nexttok()
- if key == "IHEOL":
- proutn(_("File name: "))
- key = scanner.nexttok()
- if key != "IHALPHA":
- huh()
- return
- if '.' not in scanner.token:
- scanner.token += ".trk"
- try:
- fp = open(scanner.token, "wb")
- except IOError:
- prout(_("Can't freeze game as file %s") % scanner.token)
- return
- pickle.dump(game, fp)
- fp.close()
- scanner.chew()
-
-def thaw():
- "Retrieve saved game."
- global game
- game.passwd = None
- key = scanner.nexttok()
- if key == "IHEOL":
- proutn(_("File name: "))
- key = scanner.nexttok()
- if key != "IHALPHA":
- huh()
- return True
- if '.' not in scanner.token:
- scanner.token += ".trk"
- try:
- fp = open(scanner.token, "rb")
- except IOError:
- prout(_("Can't thaw game in %s") % scanner.token)
- return True
- game = pickle.load(fp)
- fp.close()
- scanner.chew()
- return False
-
-# I used <http://www.memory-alpha.org> to find planets
-# with references in ST:TOS. Earth and the Alpha Centauri
-# Colony have been omitted.
-#
-# Some planets marked Class G and P here will be displayed as class M
-# because of the way planets are generated. This is a known bug.
-systnames = (
- # Federation Worlds
- _("Andoria (Fesoan)"), # several episodes
- _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
- _("Vulcan (T'Khasi)"), # many episodes
- _("Medusa"), # TOS: "Is There in Truth No Beauty?"
- _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD)
- _("Ardana"), # TOS: "The Cloud Minders"
- _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
- _("Gideon"), # TOS: "The Mark of Gideon"
- _("Aldebaran III"), # TOS: "The Deadly Years"
- _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
- _("Altair IV"), # TOS: "Amok Time
- _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
- _("Benecia"), # TOS: "The Conscience of the King"
- _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
- _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
- _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
- _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
- _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
- _("Eminiar VII"), # TOS: "A Taste of Armageddon"
- _("Gamma Canaris IV"), # TOS: "Metamorphosis"
- _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
- _("Ingraham B"), # TOS: "Operation: Annihilate"
- _("Janus IV"), # TOS: "The Devil in the Dark"
- _("Makus III"), # TOS: "The Galileo Seven"
- _("Marcos XII"), # TOS: "And the Children Shall Lead",
- _("Omega IV"), # TOS: "The Omega Glory"
- _("Regulus V"), # TOS: "Amok Time
- _("Deneva"), # TOS: "Operation -- Annihilate!"
- # Worlds from BSD Trek
- _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
- _("Beta III"), # TOS: "The Return of the Archons"
- _("Triacus"), # TOS: "And the Children Shall Lead",
- _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
- # # Others
- # _("Hansen's Planet"), # TOS: "The Galileo Seven"
- # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
- # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
- # _("Izar"), # TOS: "Whom Gods Destroy"
- # _("Tiburon"), # TOS: "The Way to Eden"
- # _("Merak II"), # TOS: "The Cloud Minders"
- # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
- # _("Iotia"), # TOS: "A Piece of the Action"
-)
-
-device = (
- _("S. R. Sensors"), \
- _("L. R. Sensors"), \
- _("Phasers"), \
- _("Photon Tubes"), \
- _("Life Support"), \
- _("Warp Engines"), \
- _("Impulse Engines"), \
- _("Shields"), \
- _("Subspace Radio"), \
- _("Shuttle Craft"), \
- _("Computer"), \
- _("Navigation System"), \
- _("Transporter"), \
- _("Shield Control"), \
- _("Death Ray"), \
- _("D. S. Probe"), \
- _("Cloaking Device"), \
-)
-
-def setup():
- "Prepare to play, set up cosmos."
- w = Coord()
- # Decide how many of everything
- if choose():
- return # frozen game
- # Prepare the Enterprise
- game.alldone = game.gamewon = game.shldchg = game.shldup = False
- game.ship = 'E'
- game.state.crew = FULLCREW
- game.energy = game.inenrg = 5000.0
- game.shield = game.inshld = 2500.0
- game.inlsr = 4.0
- game.lsupres = 4.0
- game.quadrant = randplace(GALSIZE)
- game.sector = randplace(QUADSIZE)
- game.torps = game.intorps = 10
- game.nprobes = rnd.integer(2, 5)
- game.warpfac = 5.0
- for i in range(NDEVICES):
- game.damage[i] = 0.0
- # Set up assorted game parameters
- game.battle = Coord()
- game.state.date = game.indate = 100.0 * rnd.real(20, 51)
- game.nkinks = game.nhelp = game.casual = game.abandoned = 0
- game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
- game.isatb = game.state.nplankl = 0
- game.state.starkl = game.state.basekl = game.state.nworldkl = 0
- game.iscraft = "onship"
- game.landed = False
- game.alive = True
-
- # the galaxy
- game.state.galaxy = fill2d(GALSIZE, lambda i_unused, j_unused: Quadrant())
- # the starchart
- game.state.chart = fill2d(GALSIZE, lambda i_unused, j_unused: Page())
-
- game.state.planets = [] # Planet information
- game.state.baseq = [] # Base quadrant coordinates
- game.state.kcmdr = [] # Commander quadrant coordinates
- game.statekscmdr = Coord() # Supercommander quadrant coordinates
-
- # Starchart is functional but we've never seen it
- game.lastchart = FOREVER
- # Put stars in the galaxy
- game.instar = 0
- for i in range(GALSIZE):
- for j in range(GALSIZE):
- # Can't have more stars per quadrant than fit in one decimal digit,
- # if we do the chart representation will break.
- k = rnd.integer(1, min(10, QUADSIZE**2/10))
- game.instar += k
- game.state.galaxy[i][j].stars = k
- # Locate star bases in galaxy
- if game.idebug:
- prout("=== Allocating %d bases" % game.inbase)
- for i in range(game.inbase):
- while True:
- while True:
- w = randplace(GALSIZE)
- if not game.state.galaxy[w.i][w.j].starbase:
- break
- contflag = False
- # C version: for (j = i-1; j > 0; j--)
- # so it did them in the opposite order.
- for j in range(1, i):
- # Improved placement algorithm to spread out bases
- distq = (w - game.state.baseq[j]).distance()
- if distq < 6.0*(BASEMAX+1-game.inbase) and rnd.withprob(0.75):
- contflag = True
- if game.idebug:
- prout("=== Abandoning base #%d at %s" % (i, w))
- break
- elif distq < 6.0 * (BASEMAX+1-game.inbase):
- if game.idebug:
- prout("=== Saving base #%d, close to #%d" % (i, j))
- if not contflag:
- break
- if game.idebug:
- prout("=== Placing base #%d in quadrant %s" % (i, w))
- game.state.baseq.append(w)
- game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
- # Position ordinary Klingon Battle Cruisers
- krem = game.inkling
- klumper = 0.25*game.skill*(9.0-game.length)+1.0
- klumper = min(klumper, MAXKLQUAD)
- while True:
- r = rnd.real()
- klump = int((1.0 - r*r)*klumper)
- klump = min(klump, krem)
- krem -= klump
- while True:
- w = randplace(GALSIZE)
- if not game.state.galaxy[w.i][w.j].supernova and \
- game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
- break
- game.state.galaxy[w.i][w.j].klingons += klump
- if krem <= 0:
- break
- # Position Klingon Commander Ships
- for i in range(game.incom):
- while True:
- w = randplace(GALSIZE)
- if not welcoming(w) or w in game.state.kcmdr:
- continue
- if (game.state.galaxy[w.i][w.j].klingons or rnd.withprob(0.25)):
- break
- game.state.galaxy[w.i][w.j].klingons += 1
- game.state.kcmdr.append(w)
- # Locate planets in galaxy
- for i in range(game.inplan):
- while True:
- w = randplace(GALSIZE)
- if game.state.galaxy[w.i][w.j].planet is None:
- break
- new = Planet()
- new.quadrant = w
- new.crystals = "absent"
- if (game.options & OPTION_WORLDS) and i < NINHAB:
- new.pclass = "M" # All inhabited planets are class M
- new.crystals = "absent"
- new.known = "known"
- new.name = systnames[i]
- new.inhabited = True
- else:
- new.pclass = ("M", "N", "O")[rnd.integer(0, 3)]
- if rnd.withprob(0.33):
- new.crystals = "present"
- new.known = "unknown"
- new.inhabited = False
- game.state.galaxy[w.i][w.j].planet = new
- game.state.planets.append(new)
- # Locate Romulans
- for i in range(game.state.nromrem):
- w = randplace(GALSIZE)
- game.state.galaxy[w.i][w.j].romulans += 1
- # Place the Super-Commander if needed
- if game.state.nscrem > 0:
- while True:
- w = randplace(GALSIZE)
- if welcoming(w):
- break
- game.state.kscmdr = w
- game.state.galaxy[w.i][w.j].klingons += 1
- # Initialize times for extraneous events
- schedule(FSNOVA, expran(0.5 * game.intime))
- schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
- schedule(FSNAP, rnd.real(1.0, 2.0)) # Force an early snapshot
- schedule(FBATTAK, expran(0.3*game.intime))
- unschedule(FCDBAS)
- if game.state.nscrem:
- schedule(FSCMOVE, 0.2777)
- else:
- unschedule(FSCMOVE)
- unschedule(FSCDBAS)
- unschedule(FDSPROB)
- if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
- schedule(FDISTR, expran(1.0 + game.intime))
- else:
- unschedule(FDISTR)
- unschedule(FENSLV)
- unschedule(FREPRO)
- # Place thing (in tournament game, we don't want one!)
- # New in SST2K: never place the Thing near a starbase.
- # This makes sense and avoids a special case in the old code.
- global thing
- if game.tourn is None:
- while True:
- thing = randplace(GALSIZE)
- if thing not in game.state.baseq:
- break
- skip(2)
- game.state.snap = False
- if game.skill == SKILL_NOVICE:
- prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
- prout(_("a deadly Klingon invasion force. As captain of the United"))
- prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
- prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
- prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
- prout(_("your mission. As you proceed you may be given more time."))
- skip(1)
- prout(_("You will have %d supporting starbases.") % (game.inbase))
- proutn(_("Starbase locations- "))
- else:
- prout(_("Stardate %d.") % int(game.state.date))
- skip(1)
- prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
- prout(_("An unknown number of Romulans."))
- if game.state.nscrem:
- prout(_("And one (GULP) Super-Commander."))
- prout(_("%d stardates.") % int(game.intime))
- proutn(_("%d starbases in ") % game.inbase)
- for i in range(game.inbase):
- proutn(repr(game.state.baseq[i]))
- proutn(" ")
- skip(2)
- proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
- proutn(_(" Sector %s") % game.sector)
- skip(2)
- prout(_("Good Luck!"))
- if game.state.nscrem:
- prout(_(" YOU'LL NEED IT."))
- waitfor()
- clrscr()
- setwnd(message_window)
- newqad()
- if len(game.enemies) - (thing == game.quadrant) - (game.tholian is not None):
- game.shldup = True
- if game.neutz: # bad luck to start in a Romulan Neutral Zone
- attack(torps_ok=False)
-
-def choose():
- "Choose your game type."
- while True:
- game.tourn = game.length = 0
- game.thawed = False
- game.skill = SKILL_NONE
- # Do not chew here, we want to use command-line tokens
- if not scanner.inqueue: # Can start with command line options
- proutn(_("Would you like a regular, tournament, or saved game? "))
- scanner.nexttok()
- if scanner.sees("tournament"):
- while scanner.nexttok() == "IHEOL":
- proutn(_("Type in tournament number-"))
- if scanner.real == 0:
- scanner.chew()
- continue # We don't want a blank entry
- game.tourn = int(round(scanner.real))
- rnd.seed(scanner.real)
- if logfp:
- logfp.write("# rnd.seed(%d)\n" % scanner.real)
- break
- if scanner.sees("saved") or scanner.sees("frozen"):
- if thaw():
- continue
- scanner.chew()
- if game.passwd is None:
- continue
- if not game.alldone:
- game.thawed = True # No plaque if not finished
- report()
- waitfor()
- return True
- if scanner.sees("regular"):
- break
- proutn(_("What is \"%s\"? ") % scanner.token)
- scanner.chew()
- while game.length==0 or game.skill==SKILL_NONE:
- if scanner.nexttok() == "IHALPHA":
- if scanner.sees("short"):
- game.length = 1
- elif scanner.sees("medium"):
- game.length = 2
- elif scanner.sees("long"):
- game.length = 4
- elif scanner.sees("novice"):
- game.skill = SKILL_NOVICE
- elif scanner.sees("fair"):
- game.skill = SKILL_FAIR
- elif scanner.sees("good"):
- game.skill = SKILL_GOOD
- elif scanner.sees("expert"):
- game.skill = SKILL_EXPERT
- elif scanner.sees("emeritus"):
- game.skill = SKILL_EMERITUS
- else:
- proutn(_("What is \""))
- proutn(scanner.token)
- prout("\"?")
- else:
- scanner.chew()
- if game.length==0:
- proutn(_("Would you like a Short, Medium, or Long game? "))
- elif game.skill == SKILL_NONE:
- proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
- # Choose game options -- added by ESR for SST2K
- if scanner.nexttok() != "IHALPHA":
- scanner.chew()
- proutn(_("Choose your game style (plain, almy, fancy or just press enter): "))
- scanner.nexttok()
- if scanner.sees("plain"):
- # Approximates the UT FORTRAN version.
- 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)
- game.options |= OPTION_PLAIN
- elif scanner.sees("almy"):
- # Approximates Tom Almy's version.
- game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS | OPTION_COLOR | OPTION_DOTFILL)
- game.options |= OPTION_ALMY
- elif scanner.sees("fancy") or scanner.sees("\n"):
- pass
- elif len(scanner.token):
- proutn(_("What is \"%s\"?") % scanner.token)
- setpassword()
- if game.passwd == "debug":
- game.idebug = True
- prout("=== Debug mode enabled.")
- # Use parameters to generate initial values of things
- game.damfac = 0.5 * game.skill
- game.inbase = rnd.integer(BASEMIN, BASEMAX+1)
- game.inplan = 0
- if game.options & OPTION_PLANETS:
- game.inplan += rnd.integer(MAXUNINHAB/2, MAXUNINHAB+1)
- if game.options & OPTION_WORLDS:
- game.inplan += int(NINHAB)
- game.state.nromrem = game.inrom = rnd.integer(2 * game.skill)
- game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
- game.state.remtime = 7.0 * game.length
- game.intime = game.state.remtime
- game.inkling = int(2.0*game.intime*((game.skill+1 - 2*rnd.real())*game.skill*0.1+.15))
- game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*rnd.real()))
- game.state.remres = (game.inkling+4*game.incom)*game.intime
- game.inresor = game.state.remres
- if game.inkling > 50:
- game.inbase += 1
- return False
-
-def dropin(iquad=None):
- "Drop a feature on a random dot in the current quadrant."
- while True:
- w = randplace(QUADSIZE)
- if game.quad[w.i][w.j] == '.':
- break
- if iquad is not None:
- game.quad[w.i][w.j] = iquad
- return w
-
-def newcnd():
- "Update our alert status."
- game.condition = "green"
- if game.energy < 1000.0:
- game.condition = "yellow"
- if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
- game.condition = "red"
- if not game.alive:
- game.condition="dead"
-
-def newkling():
- "Drop new Klingon into current quadrant."
- return Enemy('K', loc=dropin(), power=rnd.real(300,450)+25.0*game.skill)
-
-def sortenemies():
- "Sort enemies by distance so 'nearest' is meaningful."
- game.enemies.sort(key=lambda x: x.kdist)
-
-def newqad():
- "Set up a new state of quadrant, for when we enter or re-enter it."
- game.justin = True
- game.iplnet = None
- game.neutz = game.inorbit = game.landed = False
- game.ientesc = game.iseenit = game.isviolreported = False
- game.tholian = None
- # Create a blank quadrant
- game.quad = fill2d(QUADSIZE, lambda i, j: '.')
- if game.iscate:
- # Attempt to escape Super-commander, so tbeam back!
- game.iscate = False
- game.ientesc = True
- q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
- # cope with supernova
- if q.supernova:
- return
- game.klhere = q.klingons
- game.irhere = q.romulans
- # Position Starship
- game.quad[game.sector.i][game.sector.j] = game.ship
- game.enemies = []
- if q.klingons:
- # Position ordinary Klingons
- for _i in range(game.klhere):
- newkling()
- # If we need a commander, promote a Klingon
- for cmdr in game.state.kcmdr:
- if cmdr == game.quadrant:
- e = game.enemies[game.klhere-1]
- game.quad[e.location.i][e.location.j] = 'C'
- e.power = rnd.real(950,1350) + 50.0*game.skill
- break
- # If we need a super-commander, promote a Klingon
- if game.quadrant == game.state.kscmdr:
- e = game.enemies[0]
- game.quad[e.location.i][e.location.j] = 'S'
- e.power = rnd.real(1175.0, 1575.0) + 125.0*game.skill
- game.iscate = (game.remkl() > 1)
- # Put in Romulans if needed
- for _i in range(q.romulans):
- Enemy('R', loc=dropin(), power=rnd.real(400.0,850.0)+50.0*game.skill)
- # If quadrant needs a starbase, put it in
- if q.starbase:
- game.base = dropin('B')
- # If quadrant needs a planet, put it in
- if q.planet:
- game.iplnet = q.planet
- if not q.planet.inhabited:
- game.plnet = dropin('P')
- else:
- game.plnet = dropin('@')
- # Check for condition
- newcnd()
- # Check for RNZ
- if game.irhere > 0 and game.klhere == 0:
- game.neutz = True
- if not damaged(DRADIO):
- skip(1)
- prout(_("LT. Uhura- \"Captain, an urgent message."))
- prout(_(" I'll put it on audio.\" CLICK"))
- skip(1)
- prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
- prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
- # Put in THING if needed
- if thing == game.quadrant:
- Enemy(etype='?', loc=dropin(),
- power=rnd.real(6000,6500.0)+250.0*game.skill)
- if not damaged(DSRSENS):
- skip(1)
- prout(_("Mr. Spock- \"Captain, this is most unusual."))
- prout(_(" Please examine your short-range scan.\""))
- # Decide if quadrant needs a Tholian; lighten up if skill is low
- if game.options & OPTION_THOLIAN:
- if (game.skill < SKILL_GOOD and rnd.withprob(0.02)) or \
- (game.skill == SKILL_GOOD and rnd.withprob(0.05)) or \
- (game.skill > SKILL_GOOD and rnd.withprob(0.08)):
- w = Coord()
- while True:
- w.i = rnd.withprob(0.5) * (QUADSIZE-1)
- w.j = rnd.withprob(0.5) * (QUADSIZE-1)
- if game.quad[w.i][w.j] == '.':
- break
- game.tholian = Enemy(etype='T', loc=w,
- power=rnd.integer(100, 500) + 25.0*game.skill)
- # Reserve unoccupied corners
- if game.quad[0][0]=='.':
- game.quad[0][0] = 'X'
- if game.quad[0][QUADSIZE-1]=='.':
- game.quad[0][QUADSIZE-1] = 'X'
- if game.quad[QUADSIZE-1][0]=='.':
- game.quad[QUADSIZE-1][0] = 'X'
- if game.quad[QUADSIZE-1][QUADSIZE-1]=='.':
- game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
- sortenemies()
- # And finally the stars
- for _i in range(q.stars):
- dropin('*')
- # Put in a few black holes
- for _i in range(1, 3+1):
- if rnd.withprob(0.5):
- dropin(' ')
- # Take out X's in corners if Tholian present
- if game.tholian:
- if game.quad[0][0]=='X':
- game.quad[0][0] = '.'
- if game.quad[0][QUADSIZE-1]=='X':
- game.quad[0][QUADSIZE-1] = '.'
- if game.quad[QUADSIZE-1][0]=='X':
- game.quad[QUADSIZE-1][0] = '.'
- if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
- game.quad[QUADSIZE-1][QUADSIZE-1] = '.'
- # This should guarantee that replay games don't lose info about the chart
- if (game.options & OPTION_AUTOSCAN) or replayfp:
- lrscan(silent=True)
-
-def setpassword():
- "Set the self-destruct password."
- if game.options & OPTION_PLAIN:
- while True:
- scanner.chew()
- proutn(_("Please type in a secret password- "))
- scanner.nexttok()
- game.passwd = scanner.token
- if game.passwd is not None:
- break
- else:
- game.passwd = ""
- game.passwd += chr(ord('a')+rnd.integer(26))
- game.passwd += chr(ord('a')+rnd.integer(26))
- game.passwd += chr(ord('a')+rnd.integer(26))
-
-# Code from sst.c begins here
-
-commands = [
- ("SRSCAN", OPTION_TTY),
- ("STATUS", OPTION_TTY),
- ("REQUEST", OPTION_TTY),
- ("LRSCAN", OPTION_TTY),
- ("PHASERS", 0),
- ("TORPEDO", 0),
- ("PHOTONS", 0),
- ("MOVE", 0),
- ("SHIELDS", 0),
- ("DOCK", 0),
- ("DAMAGES", 0),
- ("CHART", 0),
- ("IMPULSE", 0),
- ("REST", 0),
- ("WARP", 0),
- ("SENSORS", OPTION_PLANETS),
- ("ORBIT", OPTION_PLANETS),
- ("TRANSPORT", OPTION_PLANETS),
- ("MINE", OPTION_PLANETS),
- ("CRYSTALS", OPTION_PLANETS),
- ("SHUTTLE", OPTION_PLANETS),
- ("PLANETS", OPTION_PLANETS),
- ("REPORT", 0),
- ("COMPUTER", 0),
- ("COMMANDS", 0),
- ("EMEXIT", 0),
- ("PROBE", OPTION_PROBE),
- ("SAVE", 0),
- ("FREEZE", 0), # Synonym for SAVE
- ("ABANDON", 0),
- ("DESTRUCT", 0),
- ("DEATHRAY", 0),
- ("CAPTURE", OPTION_CAPTURE),
- ("CLOAK", OPTION_CLOAK),
- ("DEBUG", 0),
- ("MAYDAY", 0),
- ("SOS", 0), # Synonym for MAYDAY
- ("CALL", 0), # Synonym for MAYDAY
- ("QUIT", 0),
- ("HELP", 0),
- ("SCORE", 0),
- ("CURSES", 0),
- ("", 0),
-]
-
-def listCommands():
- "Generate a list of legal commands."
- prout(_("LEGAL COMMANDS ARE:"))
- emitted = 0
- for (key, opt) in commands:
- if not opt or (opt & game.options):
- proutn("%-12s " % key)
- emitted += 1
- if emitted % 5 == 4:
- skip(1)
- skip(1)
-
-def helpme():
- "Browse on-line help."
- key = scanner.nexttok()
- while True:
- if key == "IHEOL":
- setwnd(prompt_window)
- proutn(_("Help on what command? "))
- key = scanner.nexttok()
- setwnd(message_window)
- if key == "IHEOL":
- return
- cmds = [x[0] for x in commands]
- if scanner.token.upper() in cmds or scanner.token.upper() == "ABBREV":
- break
- skip(1)
- listCommands()
- key = "IHEOL"
- scanner.chew()
- skip(1)
- cmd = scanner.token.upper()
- for directory in docpath:
- try:
- fp = open(os.path.join(directory, "sst.doc"), "r")
- break
- except IOError:
- pass
- else:
- prout(_("Spock- \"Captain, that information is missing from the"))
- prout(_(" computer. You need to find sst.doc and put it somewhere"))
- proutn(_(" in these directories: %s") % ":".join(docpath))
- prout(".\"")
- # This used to continue: "You need to find SST.DOC and put
- # it in the current directory."
- return
- while True:
- linebuf = fp.readline()
- if linebuf == '':
- prout(_("Spock- \"Captain, there is no information on that command.\""))
- fp.close()
- return
- if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
- linebuf = linebuf[3:].strip()
- if cmd.upper() == linebuf:
- break
- skip(1)
- prout(_("Spock- \"Captain, I've found the following information:\""))
- skip(1)
- while True:
- linebuf = fp.readline()
- if "******" in linebuf:
- break
- proutn(linebuf)
- fp.close()
-
-def makemoves():
- "Command-interpretation loop."
- def checkviol():
- if game.irhere and game.state.date >= ALGERON and not game.isviolreported and game.iscloaked:
- prout(_("The Romulan ship discovers you are breaking the Treaty of Algeron!"))
- game.ncviol += 1
- game.isviolreported = True
- while True: # command loop
- drawmaps(1)
- while True: # get a command
- hitme = False
- game.optime = game.justin = False
- scanner.chew()
- setwnd(prompt_window)
- clrscr()
- proutn("COMMAND> ")
- if scanner.nexttok() == "IHEOL":
- if game.options & OPTION_CURSES:
- makechart()
- continue
- elif scanner.token == "":
- continue
- game.ididit = False
- clrscr()
- setwnd(message_window)
- clrscr()
- abandon_passed = False
- cmd = "" # Force cmd to persist after loop
- opt = 0 # Force opt to persist after loop
- for (cmd, opt) in commands:
- # commands after ABANDON cannot be abbreviated
- if cmd == "ABANDON":
- abandon_passed = True
- if cmd == scanner.token.upper() or (not abandon_passed \
- and cmd.startswith(scanner.token.upper())):
- break
- if cmd == "":
- listCommands()
- continue
- elif opt and not (opt & game.options):
- huh()
- else:
- break
- if game.options & OPTION_CURSES:
- prout("COMMAND> %s" % cmd)
- if cmd == "SRSCAN": # srscan
- srscan()
- elif cmd == "STATUS": # status
- status()
- elif cmd == "REQUEST": # status request
- request()
- elif cmd == "LRSCAN": # long range scan
- lrscan(silent=False)
- elif cmd == "PHASERS": # phasers
- phasers()
- if game.ididit:
- checkviol()
- hitme = True
- elif cmd in ("TORPEDO", "PHOTONS"): # photon torpedos
- torps()
- if game.ididit:
- checkviol()
- hitme = True
- elif cmd == "MOVE": # move under warp
- warp(wcourse=None, involuntary=False)
- elif cmd == "SHIELDS": # shields
- doshield(shraise=False)
- if game.ididit:
- hitme = True
- game.shldchg = False
- elif cmd == "DOCK": # dock at starbase
- dock(True)
- if game.ididit:
- attack(torps_ok=False)
- elif cmd == "DAMAGES": # damage reports
- damagereport()
- elif cmd == "CHART": # chart
- makechart()
- elif cmd == "IMPULSE": # impulse
- impulse()
- elif cmd == "REST": # rest
- wait()
- if game.ididit:
- hitme = True
- elif cmd == "WARP": # warp
- setwarp()
- elif cmd == "SENSORS": # sensors
- sensor()
- elif cmd == "ORBIT": # orbit
- orbit()
- if game.ididit:
- hitme = True
- elif cmd == "TRANSPORT": # transport "beam"
- beam()
- elif cmd == "MINE": # mine
- mine()
- if game.ididit:
- hitme = True
- elif cmd == "CRYSTALS": # crystals
- usecrystals()
- if game.ididit:
- hitme = True
- elif cmd == "SHUTTLE": # shuttle
- shuttle()
- if game.ididit:
- hitme = True
- elif cmd == "PLANETS": # Planet list
- survey()
- elif cmd == "REPORT": # Game Report
- report()
- elif cmd == "COMPUTER": # use COMPUTER!
- eta()
- elif cmd == "COMMANDS":
- listCommands()
- elif cmd == "EMEXIT": # Emergency exit
- clrscr() # Hide screen
- freeze(True) # forced save
- raise SystemExit(1) # And quick exit
- elif cmd == "PROBE":
- probe() # Launch probe
- if game.ididit:
- hitme = True
- elif cmd == "ABANDON": # Abandon Ship
- abandon()
- elif cmd == "DESTRUCT": # Self Destruct
- selfdestruct()
- elif cmd == "SAVE": # Save Game
- freeze(False)
- clrscr()
- if game.skill > SKILL_GOOD:
- prout(_("WARNING--Saved games produce no plaques!"))
- elif cmd == "DEATHRAY": # Try a desparation measure
- deathray()
- if game.ididit:
- hitme = True
- elif cmd == "CAPTURE":
- capture()
- elif cmd == "CLOAK":
- cloak()
- elif cmd == "DEBUGCMD": # What do we want for debug???
- debugme()
- elif cmd == "MAYDAY": # Call for help
- mayday()
- if game.ididit:
- hitme = True
- elif cmd == "QUIT":
- game.alldone = True # quit the game
- elif cmd == "HELP":
- helpme() # get help
- elif cmd == "SCORE":
- score() # see current score
- elif cmd == "CURSES":
- game.options |= (OPTION_CURSES | OPTION_COLOR)
- iostart()
- while True:
- if game.alldone:
- break # Game has ended
- if game.optime != 0.0:
- events()
- if game.alldone:
- break # Events did us in
- if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
- atover(False)
- continue
- if hitme and not game.justin:
- attack(torps_ok=True)
- if game.alldone:
- break
- if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
- atover(False)
- hitme = True
- continue
- break
- if game.alldone:
- break
- if game.idebug:
- prout("=== Ending")
-
-def cramen(ch):
- "Emit the name of an enemy or feature."
- if ch == 'R': s = _("Romulan")
- elif ch == 'K': s = _("Klingon")
- elif ch == 'C': s = _("Commander")
- elif ch == 'S': s = _("Super-commander")
- elif ch == '*': s = _("Star")
- elif ch == 'P': s = _("Planet")
- elif ch == 'B': s = _("Starbase")
- elif ch == ' ': s = _("Black hole")
- elif ch == 'T': s = _("Tholian")
- elif ch == '#': s = _("Tholian web")
- elif ch == '?': s = _("Stranger")
- elif ch == '@': s = _("Inhabited World")
- else: s = "Unknown??"
- return s
-
-def crmena(loud, enemy, loctype, w):
- "Emit the name of an enemy and his location."
- buf = ""
- if loud:
- buf += "***"
- buf += cramen(enemy) + _(" at ")
- if loctype == "quadrant":
- buf += _("Quadrant ")
- elif loctype == "sector":
- buf += _("Sector ")
- return buf + repr(w)
-
-def crmshp():
- "Emit our ship name."
- return{'E':_("Enterprise"),'F':_("Faerie Queene")}.get(game.ship,"Ship???")
-
-def stars():
- "Emit a line of stars"
- prouts("******************************************************")
- skip(1)
-
-def expran(avrage):
- return -avrage*math.log(1e-7 + rnd.real())
-
-def randplace(size):
- "Choose a random location."
- w = Coord()
- w.i = rnd.integer(size)
- w.j = rnd.integer(size)
- return w
-
-class sstscanner:
- def __init__(self):
- self.type = None
- self.token = None
- self.real = 0.0
- self.inqueue = []
- def nexttok(self):
- # Get a token from the user
- self.real = 0.0
- self.token = ''
- # Fill the token quue if nothing here
- while not self.inqueue:
- sline = cgetline()
- if curwnd==prompt_window:
- clrscr()
- setwnd(message_window)
- clrscr()
- if sline == '':
- return None
- if not sline:
- continue
- else:
- self.inqueue = sline.lstrip().split() + ["\n"]
- # From here on in it's all looking at the queue
- self.token = self.inqueue.pop(0)
- if self.token == "\n":
- self.type = "IHEOL"
- return "IHEOL"
- try:
- self.real = float(self.token)
- self.type = "IHREAL"
- return "IHREAL"
- except ValueError:
- pass
- # Treat as alpha
- self.token = self.token.lower()
- self.type = "IHALPHA"
- self.real = None
- return "IHALPHA"
- def append(self, tok):
- self.inqueue.append(tok)
- def push(self, tok):
- self.inqueue.insert(0, tok)
- def waiting(self):
- return self.inqueue
- def chew(self):
- # Demand input for next scan
- self.inqueue = []
- self.real = self.token = None
- def sees(self, s):
- # compares s to item and returns true if it matches to the length of s
- return s.startswith(self.token)
- def int(self):
- # Round token value to nearest integer
- return int(round(self.real))
- def getcoord(self):
- s = Coord()
- self.nexttok()
- if self.type != "IHREAL":
- huh()
- return None
- s.i = self.int()-1
- self.nexttok()
- if self.type != "IHREAL":
- huh()
- return None
- s.j = self.int()-1
- return s
- def __repr__(self):
- return "<sstcanner: token=%s, type=%s, queue=%s>" % (self.token, self.type, self.inqueue)
-
-def ja():
- "Yes-or-no confirmation."
- scanner.chew()
- while True:
- scanner.nexttok()
- if scanner.token == 'y':
- return True
- if scanner.token == 'n':
- return False
- scanner.chew()
- proutn(_("Please answer with \"y\" or \"n\": "))
-
-def huh():
- "Complain about unparseable input."
- scanner.chew()
- skip(1)
- prout(_("Beg your pardon, Captain?"))
-
-def debugme():
- "Access to the internals for debugging."
- proutn("Reset levels? ")
- if ja():
- if game.energy < game.inenrg:
- game.energy = game.inenrg
- game.shield = game.inshld
- game.torps = game.intorps
- game.lsupres = game.inlsr
- proutn("Reset damage? ")
- if ja():
- for i in range(NDEVICES):
- if game.damage[i] > 0.0:
- game.damage[i] = 0.0
- proutn("Toggle debug flag? ")
- if ja():
- game.idebug = not game.idebug
- if game.idebug:
- prout("Debug output ON")
- else:
- prout("Debug output OFF")
- proutn("Cause selective damage? ")
- if ja():
- for i in range(NDEVICES):
- proutn("Kill %s?" % device[i])
- scanner.chew()
- key = scanner.nexttok()
- if key == "IHALPHA" and scanner.sees("y"):
- game.damage[i] = 10.0
- proutn("Examine/change events? ")
- if ja():
- ev = Event()
- w = Coord()
- legends = {
- FSNOVA: "Supernova ",
- FTBEAM: "T Beam ",
- FSNAP: "Snapshot ",
- FBATTAK: "Base Attack ",
- FCDBAS: "Base Destroy ",
- FSCMOVE: "SC Move ",
- FSCDBAS: "SC Base Destroy ",
- FDSPROB: "Probe Move ",
- FDISTR: "Distress Call ",
- FENSLV: "Enslavement ",
- FREPRO: "Klingon Build ",
- }
- for i in range(1, NEVENTS):
- proutn(legends[i])
- if is_scheduled(i):
- proutn("%.2f" % (scheduled(i)-game.state.date))
- if i in {FENSLV, FREPRO}:
- ev = findevent(i)
- proutn(" in %s" % ev.quadrant)
- else:
- proutn("never")
- proutn("? ")
- scanner.chew()
- key = scanner.nexttok()
- if key == 'n':
- unschedule(i)
- scanner.chew()
- elif key == "IHREAL":
- ev = schedule(i, scanner.real)
- if i in {FENSLV, FREPRO}:
- scanner.chew()
- proutn("In quadrant- ")
- key = scanner.nexttok()
- # "IHEOL" says to leave coordinates as they are
- if key != "IHEOL":
- if key != "IHREAL":
- prout("Event %d canceled, no x coordinate." % (i))
- unschedule(i)
- continue
- w.i = int(round(scanner.real))
- key = scanner.nexttok()
- if key != "IHREAL":
- prout("Event %d canceled, no y coordinate." % (i))
- unschedule(i)
- continue
- w.j = int(round(scanner.real))
- ev.quadrant = w
- scanner.chew()
- proutn("Induce supernova here? ")
- if ja():
- game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
- atover(True)
-
-if __name__ == '__main__':
- try:
- #global line, thing, game
- game = None
- thing = Thingy()
- game = Gamestate()
- rnd = randomizer()
- logfp = None
- game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
- if os.getenv("TERM"):
- game.options |= OPTION_CURSES
- else:
- game.options |= OPTION_TTY
- seed = int(time.time())
- (options, arguments) = getopt.getopt(sys.argv[1:], "cr:s:txV")
- replay = False
- for (switch, val) in options:
- if switch == '-r':
- # pylint: disable=raise-missing-from
- try:
- replayfp = open(val, "r")
- except IOError:
- sys.stderr.write("sst: can't open replay file %s\n" % val)
- raise SystemExit(1)
- # pylint: disable=raise-missing-from
- try:
- line = replayfp.readline().strip()
- (leader, __, seed) = line.split()
- # pylint: disable=eval-used
- seed = eval(seed)
- line = replayfp.readline().strip()
- arguments += line.split()[2:]
- replay = True
- except ValueError:
- sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
- raise SystemExit(1)
- game.options |= OPTION_TTY
- game.options &=~ OPTION_CURSES
- elif switch == '-s':
- seed = int(val)
- elif switch == '-t':
- game.options |= OPTION_TTY
- game.options &=~ OPTION_CURSES
- elif switch == '-x':
- game.idebug = True
- elif switch == '-c': # Enable curses debugging - undocumented
- game.cdebug = True
- elif switch == '-V':
- print("SST2K", version)
- raise SystemExit(0)
- else:
- sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
- raise SystemExit(1)
- # where to save the input in case of bugs
- if "TMPDIR" in os.environ:
- tmpdir = os.environ['TMPDIR']
- else:
- tmpdir = "/tmp"
- try:
- logfp = open(os.path.join(tmpdir, "sst-input.log"), "w")
- except IOError:
- sys.stderr.write("sst: warning, can't open logfile\n")
- sys.exit(1)
- if logfp:
- logfp.write("# seed %s\n" % seed)
- logfp.write("# options %s\n" % " ".join(arguments))
- logfp.write("# SST2K version %s\n" % version)
- logfp.write("# recorded by %s@%s on %s\n" % \
- (getpass.getuser(),socket.getfqdn(),time.ctime()))
- rnd.seed(seed)
- scanner = sstscanner()
- for arg in arguments:
- scanner.append(arg)
- try:
- iostart()
- while True: # Play a game
- setwnd(fullscreen_window)
- clrscr()
- prelim()
- setup()
- if game.alldone:
- score()
- game.alldone = False
- else:
- makemoves()
- if replay:
- break
- skip(1)
- stars()
- skip(1)
- if game.tourn and game.alldone:
- proutn(_("Do you want your score recorded?"))
- if ja():
- scanner.chew()
- scanner.push("\n")
- freeze(False)
- scanner.chew()
- proutn(_("Do you want to play again? "))
- if not ja():
- break
- skip(1)
- prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
- finally:
- ioend()
- raise SystemExit(0)
- except KeyboardInterrupt:
- if logfp:
- logfp.close()
- print("")
-
-# End.
.SUFFIXES: .log .chk
.log.chk:
- ../sst.py -r $< >$@ 2>&1
+ ../sst -r $< >$@ 2>&1
TESTLOADS := $(shell ls *.log | sed '/.log/s///')
buildregress:
if [ ! -f $${test}.tst ] ; \
then \
echo "Remaking $${test}.chk"; \
- rm -f $${test}.chk && ../sst.py -r $${test}.log >$${test}.chk 2>&1; \
+ rm -f $${test}.chk && ../sst -r $${test}.log >$${test}.chk 2>&1; \
fi \
done
regress:
if [ ! -f $${test}.tst ] ; \
then \
legend=$$(sed -n -e '/# Test/s//Test/p' <$${test}.log); \
- ../sst.py -r "$${test}.log" | ./tapdiffer "$${legend}" "$${test}.chk"; \
+ ../sst -r "$${test}.log" | ./tapdiffer "$${legend}" "$${test}.chk"; \
fi \
done
@rm -f /tmp/regress