3 sst.py =-- Super Star Trek in Python
5 This code is a Python translation of a C translation of a FORTRAN
6 original dating back to 1973. Beautiful Python it is not. But it
11 SRSCAN, MOVE, PHASERS, CALL, STATUS, IMPULSE, PHOTONS, ABANDON,
12 LRSCAN, WARP, SHIELDS, DESTRUCT, CHART, REST, DOCK, QUIT, and DAMAGE
13 were in the original non-"super" version of UT FORTRAN Star Trek.
15 Tholians were not in the original. Dave is dubious about their merits.
16 (They are now controlled by OPTION_THOLIAN and turned off if the game
19 Planets and dilithium crystals were not in the original. Dave is OK
20 with this idea. (It's now controlled by OPTION_PLANETS and turned
21 off if the game type is "plain".)
23 Dave says the bit about the Galileo getting turned into a
24 McDonald's is "consistant with our original vision". (This has been
25 left permanently enabled, as it can only happen if OPTION_PLANETS
28 Dave also says the Space Thingy should not be preserved across saved
29 games, so you can't prove to others that you've seen it. He says it
30 shouldn't fire back, either. It should do nothing except scream and
31 disappear when hit by photon torpedos. It's OK that it may move
32 when attacked, but it didn't in the original. (Whether the Thingy
33 can fire back is now controlled by OPTION_THINGY and turned off if the
34 game type is "plain" or "almy". The no-save behavior has been restored.)
36 The Faerie Queen, black holes, and time warping were in the original.
38 Here are Tom Almy's changes:
40 In early 1997, I got the bright idea to look for references to
41 "Super Star Trek" on the World Wide Web. There weren't many hits,
42 but there was one that came up with 1979 Fortran sources! This
43 version had a few additional features that mine didn't have,
44 however mine had some feature it didn't have. So I merged its
45 features that I liked. I also took a peek at the DECUS version (a
46 port, less sources, to the PDP-10), and some other variations.
48 1, Compared to the original UT version, I've changed the "help"
49 command to "call" and the "terminate" command to "quit" to better
50 match user expectations. The DECUS version apparently made those
51 changes as well as changing "freeze" to "save". However I like
52 "freeze". (Both "freeze" and "save" work in SST2K.)
54 2. The experimental deathray originally had only a 5% chance of
55 success, but could be used repeatedly. I guess after a couple
56 years of use, it was less "experimental" because the 1979
57 version had a 70% success rate. However it was prone to breaking
58 after use. I upgraded the deathray, but kept the original set of
59 failure modes (great humor!). (Now controlled by OPTION_DEATHRAY
60 and turned off if game type is "plain".)
62 3. The 1979 version also mentions srscan and lrscan working when
63 docked (using the starbase's scanners), so I made some changes here
64 to do this (and indicating that fact to the player), and then realized
65 the base would have a subspace radio as well -- doing a Chart when docked
66 updates the star chart, and all radio reports will be heard. The Dock
67 command will also give a report if a base is under attack.
69 4. Tholian Web from the 1979 version. (Now controlled by
70 OPTION_THOLIAN and turned off if game type is "plain".)
72 5. Enemies can ram the Enterprise. (Now controlled by OPTION_RAMMING
73 and turned off if game type is "plain".)
75 6. Regular Klingons and Romulans can move in Expert and Emeritus games.
76 This code could use improvement. (Now controlled by OPTION_MVBADDY
77 and turned off if game type is "plain".)
79 7. The deep-space probe feature from the DECUS version. (Now controlled
80 by OPTION_PROBE and turned off if game type is "plain").
82 8. 'emexit' command from the 1979 version.
84 9. Bugfix: Klingon commander movements are no longer reported if long-range
87 10. Bugfix: Better base positioning at startup (more spread out).
88 That made sense to add because most people abort games with
91 In June 2002, I fixed two known bugs and a documentation typo.
92 In June 2004 I fixed a number of bugs involving: 1) parsing invalid
93 numbers, 2) manual phasers when SR scan is damaged and commander is
94 present, 3) time warping into the future, 4) hang when moving
95 klingons in crowded quadrants. (These fixes are in SST2K.)
97 Here are Stas Sergeev's changes:
99 1. The Space Thingy can be shoved, if you ram it, and can fire back if
100 fired upon. (Now controlled by OPTION_THINGY and turned off if game
101 type is "plain" or "almy".)
103 2. When you are docked, base covers you with an almost invincible shield.
104 (A commander can still ram you, or a Romulan can destroy the base,
105 or a SCom can even succeed with direct attack IIRC, but this rarely
106 happens.) (Now controlled by OPTION_BASE and turned off if game
107 type is "plain" or "almy".)
109 3. Ramming a black hole is no longer instant death. There is a
110 chance you might get timewarped instead. (Now controlled by
111 OPTION_BLKHOLE and turned off if game type is "plain" or "almy".)
113 4. The Tholian can be hit with phasers.
115 5. SCom can't escape from you if no more enemies remain
116 (without this, chasing SCom can take an eternity).
118 6. Probe target you enter is now the destination quadrant. Before I don't
119 remember what it was, but it was something I had difficulty using.
121 7. Secret password is now autogenerated.
123 8. "Plaque" is adjusted for A4 paper :-)
125 9. Phasers now tells you how much energy needed, but only if the computer
128 10. Planets are auto-scanned when you enter the quadrant.
130 11. Mining or using crystals in presense of enemy now yields an attack.
131 There are other minor adjustments to what yields an attack
134 12. "freeze" command reverts to "save", most people will understand this
135 better anyway. (SST2K recognizes both.)
137 13. Screen-oriented interface, with sensor scans always up. (SST2K
138 supports both screen-oriented and TTY modes.)
140 Eric Raymond's changes:
142 Mainly, I translated this C code out of FORTRAN into C -- created #defines
143 for a lot of magic numbers and refactored the heck out of it.
145 1. "sos" and "call" becomes "mayday", "freeze" and "save" are both good.
147 2. Status report now indicates when dilithium crystals are on board.
149 3. Per Dave Matuszek's remarks, Thingy state is never saved across games.
151 4. Added game option selection so you can play a close (but not bug-for-
152 bug identical) approximation of older versions.
154 5. Half the quadrants now have inhabited planets, from which one
155 cannot mine dilithium (there will still be the same additional number
156 of dilithium-bearing planets). Torpedoing an inhabited world is *bad*.
157 There is BSD-Trek-like logic for Klingons to attack and enslave
158 inhabited worlds, producing more ships (only is skill is 'good' or
159 better). (Controlled by OPTION_WORLDS and turned off if game
160 type is "plain" or "almy".)
162 6. User input is now logged so we can do regression testing.
164 7. More BSD-Trek features: You can now lose if your entire crew
165 dies in battle. When abandoning ship in a game with inhabited
166 worlds enabled, they must have one in the quadrant to beam down
167 to; otherwise they die in space and this counts heavily against
168 your score. Docking at a starbase replenishes your crew.
170 8. Still more BSD-Trek: we now have a weighted damage table.
171 Also, the nav subsystem (enabling automatic course
172 setting) can be damaged separately from the main computer (which
173 handles weapons targeting, ETA calculation, and self-destruct).
175 After these features were added, I translated this into Python and added
178 9. A long-range scan is done silently whenever you call CHART; thus
179 the LRSCAN command is no longer needed. (Controlled by OPTION_AUTOSCAN
180 and turned off if game type is "plain" or "almy".)
182 import os, sys, math, curses, time, readline, cPickle, random, copy, gettext
184 SSTDOC = "/usr/share/doc/sst/sst.doc"
187 def _(str): return gettext.gettext(str)
191 NINHAB = (GALSIZE * GALSIZE / 2)
193 PLNETMAX = (NINHAB + MAXUNINHAB)
196 BASEMAX = (GALSIZE * GALSIZE / 12)
199 FULLCREW = 428 # BSD Trek was 387, that's wrong
204 # How to represent features
228 def __init__(self, x=None, y=None):
231 def valid_quadrant(self):
232 return self.i>=0 and self.i<GALSIZE and self.j>=0 and self.j<GALSIZE
233 def valid_sector(self):
234 return self.i>=0 and self.i<QUADSIZE and self.j>=0 and self.j<QUADSIZE
235 def invalidate(self):
236 self.i = self.j = None
238 return self.i != None and self.j != None
239 def __eq__(self, other):
240 return other != None and self.i == other.i and self.j == other.j
241 def __ne__(self, other):
242 return other == None or self.i != other.i or self.j != other.j
243 def __add__(self, other):
244 return coord(self.i+other.i, self.j+other.j)
245 def __sub__(self, other):
246 return coord(self.i-other.i, self.j-other.j)
247 def __mul__(self, other):
248 return coord(self.i*other, self.j*other)
249 def __rmul__(self, other):
250 return coord(self.i*other, self.j*other)
251 def __div__(self, other):
252 return coord(self.i/other, self.j/other)
253 def __mod__(self, other):
254 return coord(self.i % other, self.j % other)
255 def __rdiv__(self, other):
256 return coord(self.i/other, self.j/other)
257 def roundtogrid(self):
258 return coord(int(round(self.i)), int(round(self.j)))
259 def distance(self, other=None):
260 if not other: other = coord(0, 0)
261 return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
262 def bearing(self, other=None):
263 if not other: other = coord(0, 0)
264 return 1.90985*math.atan2(self.j-other.j, self.i-other.i)
270 s.i = self.i / abs(self.i)
274 s.j = self.j / abs(self.j)
277 return (self / QUADSIZE).roundtogrid()
279 return self.roundtogrid() % QUADSIZE
282 s.i = self.i + randrange(-1, 2)
283 s.j = self.j + randrange(-1, 2)
286 if self.i == None or self.j == None:
288 return "%s - %s" % (self.i+1, self.j+1)
293 self.name = None # string-valued if inhabited
294 self.quadrant = coord() # quadrant located
295 self.pclass = None # could be ""M", "N", "O", or "destroyed"
296 self.crystals = "absent"# could be "mined", "present", "absent"
297 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
298 self.inhabited = False # is it inhabites?
306 self.starbase = False
309 self.supernova = False
311 self.status = "secure" # Could be "secure", "distressed", "enslaved"
319 def fill2d(size, fillfun):
320 "Fill an empty list in 2D."
322 for i in range(size):
324 for j in range(size):
325 lst[i].append(fillfun(i, j))
330 self.snap = False # snapshot taken
331 self.crew = 0 # crew complement
332 self.remkl = 0 # remaining klingons
333 self.nscrem = 0 # remaining super commanders
334 self.starkl = 0 # destroyed stars
335 self.basekl = 0 # destroyed bases
336 self.nromrem = 0 # Romulans remaining
337 self.nplankl = 0 # destroyed uninhabited planets
338 self.nworldkl = 0 # destroyed inhabited planets
339 self.planets = [] # Planet information
340 self.date = 0.0 # stardate
341 self.remres = 0 # remaining resources
342 self.remtime = 0 # remaining time
343 self.baseq = [] # Base quadrant coordinates
344 self.kcmdr = [] # Commander quadrant coordinates
345 self.kscmdr = coord() # Supercommander quadrant coordinates
347 self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
349 self.chart = fill2d(GALSIZE, lambda i, j: page())
353 self.date = None # A real number
354 self.quadrant = None # A coord structure
357 OPTION_ALL = 0xffffffff
358 OPTION_TTY = 0x00000001 # old interface
359 OPTION_CURSES = 0x00000002 # new interface
360 OPTION_IOMODES = 0x00000003 # cover both interfaces
361 OPTION_PLANETS = 0x00000004 # planets and mining
362 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
363 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
364 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
365 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
366 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
367 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
368 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
369 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
370 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
371 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
372 OPTION_PLAIN = 0x01000000 # user chose plain game
373 OPTION_ALMY = 0x02000000 # user chose Almy variant
392 NDEVICES= 16 # Number of devices
401 def damaged(dev): return (game.damage[dev] != 0.0)
402 def communicating(): return not damaged(DRADIO) or game.condition=="docked"
404 # Define future events
405 FSPY = 0 # Spy event happens always (no future[] entry)
406 # can cause SC to tractor beam Enterprise
407 FSNOVA = 1 # Supernova
408 FTBEAM = 2 # Commander tractor beams Enterprise
409 FSNAP = 3 # Snapshot for time warp
410 FBATTAK = 4 # Commander attacks base
411 FCDBAS = 5 # Commander destroys base
412 FSCMOVE = 6 # Supercommander moves (might attack base)
413 FSCDBAS = 7 # Supercommander destroys base
414 FDSPROB = 8 # Move deep space probe
415 FDISTR = 9 # Emit distress call from an inhabited world
416 FENSLV = 10 # Inhabited word is enslaved */
417 FREPRO = 11 # Klingons build a ship in an enslaved system
421 # abstract out the event handling -- underlying data structures will change
422 # when we implement stateful events
424 def findevent(evtype): return game.future[evtype]
427 def __init__(self, type=None, loc=None, power=None):
432 self.kpower = power # enemy energy level
433 game.enemies.append(self)
435 motion = (loc != self.kloc)
436 if self.kloc.i is not None and self.kloc.j is not None:
439 game.quad[self.kloc.i][self.kloc.j] = IHWEB
441 game.quad[self.kloc.i][self.kloc.j] = IHDOT
443 self.kloc = copy.copy(loc)
444 game.quad[self.kloc.i][self.kloc.j] = self.type
445 self.kdist = self.kavgd = (game.sector - loc).distance()
448 self.kdist = self.kavgd = None
449 game.enemies.remove(self)
452 return "<%s,%s.%f>" % (self.type, self.kloc, self.kpower) # For debugging
456 self.options = None # Game options
457 self.state = snapshot() # A snapshot structure
458 self.snapsht = snapshot() # Last snapshot taken for time-travel purposes
459 self.quad = None # contents of our quadrant
460 self.damage = [0.0] * NDEVICES # damage encountered
461 self.future = [] # future events
462 for i in range(NEVENTS):
463 self.future.append(event())
464 self.passwd = None; # Self Destruct password
466 self.quadrant = None # where we are in the large
467 self.sector = None # where we are in the small
468 self.tholian = None # Tholian enemy object
469 self.base = None # position of base in current quadrant
470 self.battle = None # base coordinates being attacked
471 self.plnet = None # location of planet in quadrant
472 self.gamewon = False # Finished!
473 self.ididit = False # action taken -- allows enemy to attack
474 self.alive = False # we are alive (not killed)
475 self.justin = False # just entered quadrant
476 self.shldup = False # shields are up
477 self.shldchg = False # shield is changing (affects efficiency)
478 self.iscate = False # super commander is here
479 self.ientesc = False # attempted escape from supercommander
480 self.resting = False # rest time
481 self.icraft = False # Kirk in Galileo
482 self.landed = False # party on planet (true), on ship (false)
483 self.alldone = False # game is now finished
484 self.neutz = False # Romulan Neutral Zone
485 self.isarmed = False # probe is armed
486 self.inorbit = False # orbiting a planet
487 self.imine = False # mining
488 self.icrystl = False # dilithium crystals aboard
489 self.iseenit = False # seen base attack report
490 self.thawed = False # thawed game
491 self.condition = None # "green", "yellow", "red", "docked", "dead"
492 self.iscraft = None # "onship", "offship", "removed"
493 self.skill = None # Player skill level
494 self.inkling = 0 # initial number of klingons
495 self.inbase = 0 # initial number of bases
496 self.incom = 0 # initial number of commanders
497 self.inscom = 0 # initial number of commanders
498 self.inrom = 0 # initial number of commanders
499 self.instar = 0 # initial stars
500 self.intorps = 0 # initial/max torpedoes
501 self.torps = 0 # number of torpedoes
502 self.ship = 0 # ship type -- 'E' is Enterprise
503 self.abandoned = 0 # count of crew abandoned in space
504 self.length = 0 # length of game
505 self.klhere = 0 # klingons here
506 self.casual = 0 # causalties
507 self.nhelp = 0 # calls for help
508 self.nkinks = 0 # count of energy-barrier crossings
509 self.iplnet = None # planet # in quadrant
510 self.inplan = 0 # initial planets
511 self.irhere = 0 # Romulans in quadrant
512 self.isatb = 0 # =1 if super commander is attacking base
513 self.tourn = None # tournament number
514 self.nprobes = 0 # number of probes available
515 self.inresor = 0.0 # initial resources
516 self.intime = 0.0 # initial time
517 self.inenrg = 0.0 # initial/max energy
518 self.inshld = 0.0 # initial/max shield
519 self.inlsr = 0.0 # initial life support resources
520 self.indate = 0.0 # initial date
521 self.energy = 0.0 # energy level
522 self.shield = 0.0 # shield level
523 self.warpfac = 0.0 # warp speed
524 self.wfacsq = 0.0 # squared warp factor
525 self.lsupres = 0.0 # life support reserves
526 self.optime = 0.0 # time taken by current operation
527 self.docfac = 0.0 # repair factor when docking (constant?)
528 self.damfac = 0.0 # damage factor
529 self.lastchart = 0.0 # time star chart was last updated
530 self.cryprob = 0.0 # probability that crystal will work
531 self.probe = None # object holding probe course info
532 self.height = 0.0 # height of orbit around planet
534 # Stas thinks this should be (C expression):
535 # game.state.remkl + len(game.state.kcmdr) > 0 ?
536 # game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99
537 # He says the existing expression is prone to divide-by-zero errors
538 # after killing the last klingon when score is shown -- perhaps also
539 # if the only remaining klingon is SCOM.
540 game.state.remtime = game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr))
586 #logfp.write("# withprob(%s) -> %f (%s) at %s\n" % (p, v, v<p, traceback.extract_stack()[-2][1:]))
589 def randrange(*args):
590 v = random.randrange(*args)
591 #logfp.write("# randrange%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
597 v *= args[0] # returns from [0, args[0])
599 v = args[0] + v*(args[1]-args[0]) # returns from [args[0], args[1])
600 #logfp.write("# randreal%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
603 # Code from ai.c begins here
606 "Would this quadrant welcome another Klingon?"
607 return iq.valid_quadrant() and \
608 not game.state.galaxy[iq.i][iq.j].supernova and \
609 game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
611 def tryexit(enemy, look, irun):
612 "A bad guy attempts to bug out."
614 iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
615 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
616 if not welcoming(iq):
618 if enemy.type == IHR:
619 return False; # Romulans cannot escape!
621 # avoid intruding on another commander's territory
622 if enemy.type == IHC:
623 if iq in game.state.kcmdr:
625 # refuse to leave if currently attacking starbase
626 if game.battle == game.quadrant:
628 # don't leave if over 1000 units of energy
629 if enemy.kpower > 1000.0:
631 # emit escape message and move out of quadrant.
632 # we know this if either short or long range sensors are working
633 if not damaged(DSRSENS) or not damaged(DLRSENS) or \
634 game.condition == "docked":
635 prout(crmena(True, enemy.type, "sector", enemy.kloc) + \
636 (_(" escapes to Quadrant %s (and regains strength).") % q))
637 # handle local matters related to escape
640 if game.condition != "docked":
642 # Handle global matters related to escape
643 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
644 game.state.galaxy[iq.i][iq.j].klingons += 1
649 schedule(FSCMOVE, 0.2777)
653 for cmdr in game.state.kcmdr:
654 if cmdr == game.quadrant:
655 game.state.kcmdr[n] = iq
657 return True; # success
659 # The bad-guy movement algorithm:
661 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
662 # If both are operating full strength, force is 1000. If both are damaged,
663 # force is -1000. Having shields down subtracts an additional 1000.
665 # 2. Enemy has forces equal to the energy of the attacker plus
666 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
667 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
669 # Attacker Initial energy levels (nominal):
670 # Klingon Romulan Commander Super-Commander
671 # Novice 400 700 1200
673 # Good 450 800 1300 1750
674 # Expert 475 850 1350 1875
675 # Emeritus 500 900 1400 2000
676 # VARIANCE 75 200 200 200
678 # Enemy vessels only move prior to their attack. In Novice - Good games
679 # only commanders move. In Expert games, all enemy vessels move if there
680 # is a commander present. In Emeritus games all enemy vessels move.
682 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
683 # forces are 1000 greater than Enterprise.
685 # Agressive action on average cuts the distance between the ship and
686 # the enemy to 1/4 the original.
688 # 4. At lower energy advantage, movement units are proportional to the
689 # advantage with a 650 advantage being to hold ground, 800 to move forward
690 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
692 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
693 # retreat, especially at high skill levels.
695 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
697 def movebaddy(enemy):
698 "Tactical movement for the bad guys."
699 next = coord(); look = coord()
701 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
702 if game.skill >= SKILL_EXPERT:
703 nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
705 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
707 mdist = int(dist1 + 0.5); # Nearest integer distance
708 # If SC, check with spy to see if should hi-tail it
709 if enemy.type==IHS and \
710 (enemy.kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
714 # decide whether to advance, retreat, or hold position
715 forces = enemy.kpower+100.0*len(game.enemies)+400*(nbaddys-1)
717 forces += 1000; # Good for enemy if shield is down!
718 if not damaged(DPHASER) or not damaged(DPHOTON):
719 if damaged(DPHASER): # phasers damaged
722 forces -= 0.2*(game.energy - 2500.0)
723 if damaged(DPHOTON): # photon torpedoes damaged
726 forces -= 50.0*game.torps
728 # phasers and photon tubes both out!
731 if forces <= 1000.0 and game.condition != "docked": # Typical situation
732 motion = ((forces + randreal(200))/150.0) - 5.0
734 if forces > 1000.0: # Very strong -- move in for kill
735 motion = (1.0 - randreal())**2 * dist1 + 1.0
736 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
737 motion -= game.skill*(2.0-randreal()**2)
739 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
740 # don't move if no motion
743 # Limit motion according to skill
744 if abs(motion) > game.skill:
749 # calculate preferred number of steps
750 nsteps = abs(int(motion))
751 if motion > 0 and nsteps > mdist:
752 nsteps = mdist; # don't overshoot
753 if nsteps > QUADSIZE:
754 nsteps = QUADSIZE; # This shouldn't be necessary
756 nsteps = 1; # This shouldn't be necessary
758 proutn("NSTEPS = %d:" % nsteps)
759 # Compute preferred values of delta X and Y
760 m = game.sector - enemy.kloc
761 if 2.0 * abs(m.i) < abs(m.j):
763 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.kloc.i):
765 m = (motion * m).sgn()
768 for ll in range(nsteps):
770 proutn(" %d" % (ll+1))
771 # Check if preferred position available
782 attempts = 0; # Settle mysterious hang problem
783 while attempts < 20 and not success:
785 if look.i < 0 or look.i >= QUADSIZE:
786 if motion < 0 and tryexit(enemy, look, irun):
788 if krawli == m.i or m.j == 0:
790 look.i = next.i + krawli
792 elif look.j < 0 or look.j >= QUADSIZE:
793 if motion < 0 and tryexit(enemy, look, irun):
795 if krawlj == m.j or m.i == 0:
797 look.j = next.j + krawlj
799 elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != IHDOT:
800 # See if enemy should ram ship
801 if game.quad[look.i][look.j] == game.ship and \
802 (enemy.type == IHC or enemy.type == IHS):
803 collision(rammed=True, enemy=enemy)
805 if krawli != m.i and m.j != 0:
806 look.i = next.i + krawli
808 elif krawlj != m.j and m.i != 0:
809 look.j = next.j + krawlj
812 break; # we have failed
824 if not damaged(DSRSENS) or game.condition == "docked":
825 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.kloc))
826 if enemy.kdist < dist1:
827 proutn(_(" advances to "))
829 proutn(_(" retreats to "))
830 prout("Sector %s." % next)
833 "Sequence Klingon tactical movement."
836 # Figure out which Klingon is the commander (or Supercommander)
838 if game.quadrant in game.state.kcmdr:
839 for enemy in game.enemies:
840 if enemy.type == IHC:
842 if game.state.kscmdr==game.quadrant:
843 for enemy in game.enemies:
844 if enemy.type == IHS:
847 # If skill level is high, move other Klingons and Romulans too!
848 # Move these last so they can base their actions on what the
850 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
851 for enemy in game.enemies:
852 if enemy.type in (IHK, IHR):
854 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
856 def movescom(iq, avoid):
857 "Commander movement helper."
858 # Avoid quadrants with bases if we want to avoid Enterprise
859 if not welcoming(iq) or (avoid and iq in game.state.baseq):
861 if game.justin and not game.iscate:
864 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
865 game.state.kscmdr = iq
866 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
867 if game.state.kscmdr==game.quadrant:
868 # SC has scooted, Remove him from current quadrant
873 for enemy in game.enemies:
874 if enemy.type == IHS:
878 if game.condition != "docked":
880 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
881 # check for a helpful planet
882 for i in range(game.inplan):
883 if game.state.planets[i].quadrant == game.state.kscmdr and \
884 game.state.planets[i].crystals == "present":
886 game.state.planets[i].pclass = "destroyed"
887 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
890 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
891 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
892 prout(_(" by the Super-commander.\""))
894 return True; # looks good!
896 def supercommander():
897 "Move the Super Commander."
898 iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
901 prout("== SUPERCOMMANDER")
902 # Decide on being active or passive
903 avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
904 (game.state.date-game.indate) < 3.0)
905 if not game.iscate and avoid:
906 # compute move away from Enterprise
907 idelta = game.state.kscmdr-game.quadrant
908 if idelta.distance() > 2.0:
910 idelta.i = game.state.kscmdr.j-game.quadrant.j
911 idelta.j = game.quadrant.i-game.state.kscmdr.i
913 # compute distances to starbases
914 if not game.state.baseq:
918 sc = game.state.kscmdr
919 for base in game.state.baseq:
920 basetbl.append((i, (base - sc).distance()))
921 if game.state.baseq > 1:
922 basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
923 # look for nearest base without a commander, no Enterprise, and
924 # without too many Klingons, and not already under attack.
925 ifindit = iwhichb = 0
926 for (i2, base) in enumerate(game.state.baseq):
927 i = basetbl[i2][0]; # bug in original had it not finding nearest
928 if base==game.quadrant or base==game.battle or not welcoming(base):
930 # if there is a commander, and no other base is appropriate,
931 # we will take the one with the commander
932 for cmdr in game.state.kcmdr:
933 if base == cmdr and ifindit != 2:
937 else: # no commander -- use this one
942 return # Nothing suitable -- wait until next time
943 ibq = game.state.baseq[iwhichb]
944 # decide how to move toward base
945 idelta = ibq - game.state.kscmdr
946 # Maximum movement is 1 quadrant in either or both axes
947 idelta = idelta.sgn()
948 # try moving in both x and y directions
949 # there was what looked like a bug in the Almy C code here,
950 # but it might be this translation is just wrong.
951 iq = game.state.kscmdr + idelta
952 if not movescom(iq, avoid):
953 # failed -- try some other maneuvers
954 if idelta.i==0 or idelta.j==0:
957 iq.j = game.state.kscmdr.j + 1
958 if not movescom(iq, avoid):
959 iq.j = game.state.kscmdr.j - 1
962 iq.i = game.state.kscmdr.i + 1
963 if not movescom(iq, avoid):
964 iq.i = game.state.kscmdr.i - 1
967 # try moving just in x or y
968 iq.j = game.state.kscmdr.j
969 if not movescom(iq, avoid):
970 iq.j = game.state.kscmdr.j + idelta.j
971 iq.i = game.state.kscmdr.i
974 if len(game.state.baseq) == 0:
977 for ibq in game.state.baseq:
978 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
981 return # no, don't attack base!
984 schedule(FSCDBAS, randreal(1.0, 3.0))
985 if is_scheduled(FCDBAS):
986 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
987 if not communicating():
991 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
993 prout(_(" reports that it is under attack from the Klingon Super-commander."))
994 proutn(_(" It can survive until stardate %d.\"") \
995 % int(scheduled(FSCDBAS)))
998 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
1001 game.resting = False
1002 game.optime = 0.0; # actually finished
1004 # Check for intelligence report
1007 (not communicating()) or \
1008 not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
1011 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
1012 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
1017 if not game.tholian or game.justin:
1020 if game.tholian.kloc.i == 0 and game.tholian.kloc.j == 0:
1021 id.i = 0; id.j = QUADSIZE-1
1022 elif game.tholian.kloc.i == 0 and game.tholian.kloc.j == QUADSIZE-1:
1023 id.i = QUADSIZE-1; id.j = QUADSIZE-1
1024 elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == QUADSIZE-1:
1025 id.i = QUADSIZE-1; id.j = 0
1026 elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == 0:
1029 # something is wrong!
1030 game.tholian.move(None)
1031 prout("***Internal error: Tholian in a bad spot.")
1033 # do nothing if we are blocked
1034 if game.quad[id.i][id.j] not in (IHDOT, IHWEB):
1036 here = copy.copy(game.tholian.kloc)
1037 delta = (id - game.tholian.kloc).sgn()
1039 while here.i != id.i:
1041 if game.quad[here.i][here.j]==IHDOT:
1042 game.tholian.move(here)
1044 while here.j != id.j:
1046 if game.quad[here.i][here.j]==IHDOT:
1047 game.tholian.move(here)
1048 # check to see if all holes plugged
1049 for i in range(QUADSIZE):
1050 if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT:
1052 if game.quad[QUADSIZE-1][i]!=IHWEB and game.quad[QUADSIZE-1][i]!=IHT:
1054 if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT:
1056 if game.quad[i][QUADSIZE-1]!=IHWEB and game.quad[i][QUADSIZE-1]!=IHT:
1058 # All plugged up -- Tholian splits
1059 game.quad[game.tholian.kloc.i][game.tholian.kloc.j]=IHWEB
1061 prout(crmena(True, IHT, "sector", game.tholian) + _(" completes web."))
1062 game.tholian.move(None)
1065 # Code from battle.c begins here
1067 def doshield(shraise):
1068 "Change shield status."
1074 key = scanner.next()
1075 if key == "IHALPHA":
1076 if scanner.sees("transfer"):
1079 if damaged(DSHIELD):
1080 prout(_("Shields damaged and down."))
1082 if scanner.sees("up"):
1084 elif scanner.sees("down"):
1087 proutn(_("Do you wish to change shield energy? "))
1089 proutn(_("Energy to transfer to shields- "))
1091 elif damaged(DSHIELD):
1092 prout(_("Shields damaged and down."))
1095 proutn(_("Shields are up. Do you want them down? "))
1102 proutn(_("Shields are down. Do you want them up? "))
1108 if action == "SHUP": # raise shields
1110 prout(_("Shields already up."))
1114 if game.condition != "docked":
1116 prout(_("Shields raised."))
1117 if game.energy <= 0:
1119 prout(_("Shields raising uses up last of energy."))
1124 elif action == "SHDN":
1126 prout(_("Shields already down."))
1130 prout(_("Shields lowered."))
1133 elif action == "NRG":
1134 while scanner.next() != "IHREAL":
1136 proutn(_("Energy to transfer to shields- "))
1138 if scanner.real == 0:
1140 if scanner.real > game.energy:
1141 prout(_("Insufficient ship energy."))
1144 if game.shield+scanner.real >= game.inshld:
1145 prout(_("Shield energy maximized."))
1146 if game.shield+scanner.real > game.inshld:
1147 prout(_("Excess energy requested returned to ship energy"))
1148 game.energy -= game.inshld-game.shield
1149 game.shield = game.inshld
1151 if scanner.real < 0.0 and game.energy-scanner.real > game.inenrg:
1152 # Prevent shield drain loophole
1154 prout(_("Engineering to bridge--"))
1155 prout(_(" Scott here. Power circuit problem, Captain."))
1156 prout(_(" I can't drain the shields."))
1159 if game.shield+scanner.real < 0:
1160 prout(_("All shield energy transferred to ship."))
1161 game.energy += game.shield
1164 proutn(_("Scotty- \""))
1165 if scanner.real > 0:
1166 prout(_("Transferring energy to shields.\""))
1168 prout(_("Draining energy from shields.\""))
1169 game.shield += scanner.real
1170 game.energy -= scanner.real
1174 "Choose a device to damage, at random."
1175 # Quoth Eric Allman in the code of BSD-Trek:
1176 # "Under certain conditions you can get a critical hit. This
1177 # sort of hit damages devices. The probability that a given
1178 # device is damaged depends on the device. Well protected
1179 # devices (such as the computer, which is in the core of the
1180 # ship and has considerable redundancy) almost never get
1181 # damaged, whereas devices which are exposed (such as the
1182 # warp engines) or which are particularly delicate (such as
1183 # the transporter) have a much higher probability of being
1186 # This is one place where OPTION_PLAIN does not restore the
1187 # original behavior, which was equiprobable damage across
1188 # all devices. If we wanted that, we'd return randrange(NDEVICES)
1189 # and have done with it. Also, in the original game, DNAVYS
1190 # and DCOMPTR were the same device.
1192 # Instead, we use a table of weights similar to the one from BSD Trek.
1193 # BSD doesn't have the shuttle, shield controller, death ray, or probes.
1194 # We don't have a cloaking device. The shuttle got the allocation
1195 # for the cloaking device, then we shaved a half-percent off
1196 # everything to have some weight to give DSHCTRL/DDRAY/DDSP.
1198 105, # DSRSENS: short range scanners 10.5%
1199 105, # DLRSENS: long range scanners 10.5%
1200 120, # DPHASER: phasers 12.0%
1201 120, # DPHOTON: photon torpedoes 12.0%
1202 25, # DLIFSUP: life support 2.5%
1203 65, # DWARPEN: warp drive 6.5%
1204 70, # DIMPULS: impulse engines 6.5%
1205 145, # DSHIELD: deflector shields 14.5%
1206 30, # DRADIO: subspace radio 3.0%
1207 45, # DSHUTTL: shuttle 4.5%
1208 15, # DCOMPTR: computer 1.5%
1209 20, # NAVCOMP: navigation system 2.0%
1210 75, # DTRANSP: transporter 7.5%
1211 20, # DSHCTRL: high-speed shield controller 2.0%
1212 10, # DDRAY: death ray 1.0%
1213 30, # DDSP: deep-space probes 3.0%
1215 idx = randrange(1000) # weights must sum to 1000
1217 for (i, w) in enumerate(weights):
1221 return None; # we should never get here
1223 def collision(rammed, enemy):
1224 "Collision handling fot rammong events."
1225 prouts(_("***RED ALERT! RED ALERT!"))
1227 prout(_("***COLLISION IMMINENT."))
1231 hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(enemy.type, 1.0)
1233 proutn(_(" rammed by "))
1236 proutn(crmena(False, enemy.type, "sector", enemy.kloc))
1238 proutn(_(" (original position)"))
1240 deadkl(enemy.kloc, enemy.type, game.sector)
1241 proutn("***" + crmship() + " heavily damaged.")
1242 icas = randrange(10, 30)
1243 prout(_("***Sickbay reports %d casualties"), icas)
1245 game.state.crew -= icas
1246 # In the pre-SST2K version, all devices got equiprobably damaged,
1247 # which was silly. Instead, pick up to half the devices at
1248 # random according to our weighting table,
1249 ncrits = randrange(NDEVICES/2)
1250 for m in range(ncrits):
1252 if game.damage[dev] < 0:
1254 extradm = (10.0*hardness*randreal()+1.0)*game.damfac
1255 # Damage for at least time of travel!
1256 game.damage[dev] += game.optime + extradm
1258 prout(_("***Shields are down."))
1259 if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
1266 def torpedo(origin, bearing, dispersion, number, nburst):
1267 "Let a photon torpedo fly"
1268 if not damaged(DSRSENS) or game.condition=="docked":
1269 setwnd(srscan_window)
1271 setwnd(message_window)
1272 ac = bearing + 0.25*dispersion # dispersion is a random variable
1273 bullseye = (15.0 - bearing)*0.5235988
1274 track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
1275 bumpto = coord(0, 0)
1276 # Loop to move a single torpedo
1277 setwnd(message_window)
1278 for step in range(1, QUADSIZE*2):
1281 if not w.valid_sector():
1283 iquad=game.quad[w.i][w.j]
1284 tracktorpedo(origin, w, step, number, nburst, iquad)
1288 if not damaged(DSRSENS) or game.condition == "docked":
1289 skip(1); # start new line after text track
1290 if iquad in (IHE, IHF): # Hit our ship
1292 prout(_("Torpedo hits %s.") % crmshp())
1293 hit = 700.0 + randreal(100) - \
1294 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1295 newcnd(); # we're blown out of dock
1296 if game.landed or game.condition=="docked":
1297 return hit # Cheat if on a planet
1298 ang = track.angle + 2.5*(randreal()-0.5)
1299 temp = math.fabs(math.sin(ang))
1300 if math.fabs(math.cos(ang)) > temp:
1301 temp = math.fabs(math.cos(ang))
1302 xx = -math.sin(ang)/temp
1303 yy = math.cos(ang)/temp
1304 bumpto.i = int(w.i+xx+0.5)
1305 bumpto.j = int(w.j+yy+0.5)
1306 if not bumpto.valid_sector():
1308 if game.quad[bumpto.i][bumpto.j]==IHBLANK:
1311 if game.quad[bumpto.i][bumpto.j]!=IHDOT:
1312 # can't move into object
1314 game.sector = bumpto
1316 game.quad[w.i][w.j]=IHDOT
1317 game.quad[bumpto.i][bumpto.j]=iquad
1318 prout(_(" displaced by blast to Sector %s ") % bumpto)
1319 for enemy in game.enemies:
1320 enemy.kdist = enemy.kavgd = (game.sector-enemy.kloc).distance()
1321 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1323 elif iquad in (IHC, IHS, IHR, IHK): # Hit a regular enemy
1325 if iquad in (IHC, IHS) and withprob(0.05):
1326 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1327 prout(_(" torpedo neutralized."))
1329 for enemy in game.enemies:
1332 kp = math.fabs(enemy.kpower)
1333 h1 = 700.0 + randrange(100) - \
1334 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1338 if enemy.kpower < 0:
1342 if enemy.kpower == 0:
1345 proutn(crmena(True, iquad, "sector", w))
1346 # If enemy damaged but not destroyed, try to displace
1347 ang = track.angle + 2.5*(randreal()-0.5)
1348 temp = math.fabs(math.sin(ang))
1349 if math.fabs(math.cos(ang)) > temp:
1350 temp = math.fabs(math.cos(ang))
1351 xx = -math.sin(ang)/temp
1352 yy = math.cos(ang)/temp
1353 bumpto.i = int(w.i+xx+0.5)
1354 bumpto.j = int(w.j+yy+0.5)
1355 if not bumpto.valid_sector():
1356 prout(_(" damaged but not destroyed."))
1358 if game.quad[bumpto.i][bumpto.j] == IHBLANK:
1359 prout(_(" buffeted into black hole."))
1360 deadkl(w, iquad, bumpto)
1361 if game.quad[bumpto.i][bumpto.j] != IHDOT:
1362 prout(_(" damaged but not destroyed."))
1364 prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
1366 game.quad[w.i][w.j]=IHDOT
1367 game.quad[bumpto.i][bumpto.j]=iquad
1368 for enemy in game.enemies:
1369 enemy.kdist = enemy.kavgd = (game.sector-enemy.kloc).distance()
1370 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1372 elif iquad == IHB: # Hit a base
1374 prout(_("***STARBASE DESTROYED.."))
1375 game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
1376 game.quad[w.i][w.j]=IHDOT
1377 game.base.invalidate()
1378 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase -= 1
1379 game.state.chart[game.quadrant.i][game.quadrant.j].starbase -= 1
1380 game.state.basekl += 1
1383 elif iquad == IHP: # Hit a planet
1384 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1385 game.state.nplankl += 1
1386 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1387 game.iplnet.pclass = "destroyed"
1389 game.plnet.invalidate()
1390 game.quad[w.i][w.j] = IHDOT
1392 # captain perishes on planet
1395 elif iquad == IHW: # Hit an inhabited world -- very bad!
1396 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1397 game.state.nworldkl += 1
1398 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1399 game.iplnet.pclass = "destroyed"
1401 game.plnet.invalidate()
1402 game.quad[w.i][w.j] = IHDOT
1404 # captain perishes on planet
1406 prout(_("You have just destroyed an inhabited planet."))
1407 prout(_("Celebratory rallies are being held on the Klingon homeworld."))
1409 elif iquad == IHSTAR: # Hit a star
1413 prout(crmena(True, IHSTAR, "sector", w) + _(" unaffected by photon blast."))
1415 elif iquad == IHQUEST: # Hit a thingy
1416 if not (game.options & OPTION_THINGY) or withprob(0.3):
1418 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1420 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1422 proutn(_("Mr. Spock-"))
1423 prouts(_(" \"Fascinating!\""))
1427 # Stas Sergeev added the possibility that
1428 # you can shove the Thingy and piss it off.
1429 # It then becomes an enemy and may fire at you.
1433 elif iquad == IHBLANK: # Black hole
1435 prout(crmena(True, IHBLANK, "sector", w) + _(" swallows torpedo."))
1437 elif iquad == IHWEB: # hit the web
1439 prout(_("***Torpedo absorbed by Tholian web."))
1441 elif iquad == IHT: # Hit a Tholian
1442 h1 = 700.0 + randrange(100) - \
1443 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1446 game.quad[w.i][w.j] = IHDOT
1451 proutn(crmena(True, IHT, "sector", w))
1453 prout(_(" survives photon blast."))
1455 prout(_(" disappears."))
1456 game.tholian.move(None)
1457 game.quad[w.i][w.j] = IHWEB
1462 proutn("Don't know how to handle torpedo collision with ")
1463 proutn(crmena(True, iquad, "sector", w))
1468 prout(_("Torpedo missed."))
1472 "Critical-hit resolution."
1473 if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1475 ncrit = int(1.0 + hit/(500.0+randreal(100)))
1476 proutn(_("***CRITICAL HIT--"))
1477 # Select devices and cause damage
1479 for loop1 in range(ncrit):
1482 # Cheat to prevent shuttle damage unless on ship
1483 if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1486 extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1487 game.damage[j] += extradm
1489 for (i, j) in enumerate(cdam):
1491 if skipcount % 3 == 2 and i < len(cdam)-1:
1496 prout(_(" damaged."))
1497 if damaged(DSHIELD) and game.shldup:
1498 prout(_("***Shields knocked down."))
1501 def attack(torps_ok):
1502 # bad guy attacks us
1503 # torps_ok == False forces use of phasers in an attack
1504 # game could be over at this point, check
1507 attempt = False; ihurt = False;
1508 hitmax=0.0; hittot=0.0; chgfac=1.0
1511 prout("=== ATTACK!")
1512 # Tholian gets to move before attacking
1515 # if you have just entered the RNZ, you'll get a warning
1516 if game.neutz: # The one chance not to be attacked
1519 # commanders get a chance to tac-move towards you
1520 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:
1522 # if no enemies remain after movement, we're done
1523 if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
1525 # set up partial hits if attack happens during shield status change
1526 pfac = 1.0/game.inshld
1528 chgfac = 0.25 + randreal(0.5)
1530 # message verbosity control
1531 if game.skill <= SKILL_FAIR:
1533 for enemy in game.enemies:
1534 if enemy.kpower < 0:
1535 continue; # too weak to attack
1536 # compute hit strength and diminish shield power
1538 # Increase chance of photon torpedos if docked or enemy energy is low
1539 if game.condition == "docked":
1541 if enemy.kpower < 500:
1543 if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry):
1545 # different enemies have different probabilities of throwing a torp
1546 usephasers = not torps_ok or \
1547 (enemy.type == IHK and r > 0.0005) or \
1548 (enemy.type==IHC and r > 0.015) or \
1549 (enemy.type==IHR and r > 0.3) or \
1550 (enemy.type==IHS and r > 0.07) or \
1551 (enemy.type==IHQUEST and r > 0.05)
1552 if usephasers: # Enemy uses phasers
1553 if game.condition == "docked":
1554 continue; # Don't waste the effort!
1555 attempt = True; # Attempt to attack
1556 dustfac = randreal(0.8, 0.85)
1557 hit = enemy.kpower*math.pow(dustfac,enemy.kavgd)
1558 enemy.kpower *= 0.75
1559 else: # Enemy uses photon torpedo
1560 # We should be able to make the bearing() method work here
1561 course = 1.90985*math.atan2(game.sector.j-enemy.kloc.j, enemy.kloc.i-game.sector.i)
1563 proutn(_("***TORPEDO INCOMING"))
1564 if not damaged(DSRSENS):
1565 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.kloc))
1568 dispersion = (randreal()+randreal())*0.5 - 0.5
1569 dispersion += 0.002*enemy.kpower*dispersion
1570 hit = torpedo(enemy.kloc, course, dispersion, number=1, nburst=1)
1571 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1572 finish(FWON); # Klingons did themselves in!
1573 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1574 return # Supernova or finished
1577 # incoming phaser or torpedo, shields may dissipate it
1578 if game.shldup or game.shldchg or game.condition=="docked":
1579 # shields will take hits
1580 propor = pfac * game.shield
1581 if game.condition =="docked":
1585 hitsh = propor*chgfac*hit+1.0
1587 if absorb > game.shield:
1588 absorb = game.shield
1589 game.shield -= absorb
1591 # taking a hit blasts us out of a starbase dock
1592 if game.condition == "docked":
1594 # but the shields may take care of it
1595 if propor > 0.1 and hit < 0.005*game.energy:
1597 # hit from this opponent got through shields, so take damage
1599 proutn(_("%d unit hit") % int(hit))
1600 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1601 proutn(_(" on the ") + crmshp())
1602 if not damaged(DSRSENS) and usephasers:
1603 prout(_(" from ") + crmena(False, enemy.type, where, enemy.kloc))
1605 # Decide if hit is critical
1611 if game.energy <= 0:
1612 # Returning home upon your shield, not with it...
1615 if not attempt and game.condition == "docked":
1616 prout(_("***Enemies decide against attacking your ship."))
1617 percent = 100.0*pfac*game.shield+0.5
1619 # Shields fully protect ship
1620 proutn(_("Enemy attack reduces shield strength to "))
1622 # Emit message if starship suffered hit(s)
1624 proutn(_("Energy left %2d shields ") % int(game.energy))
1627 elif not damaged(DSHIELD):
1630 proutn(_("damaged, "))
1631 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1632 # Check if anyone was hurt
1633 if hitmax >= 200 or hittot >= 500:
1634 icas = randrange(int(hittot * 0.015))
1637 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1638 prout(_(" in that last attack.\""))
1640 game.state.crew -= icas
1641 # After attack, reset average distance to enemies
1642 for enemy in game.enemies:
1643 enemy.kavgd = enemy.kdist
1644 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1647 def deadkl(w, type, mv):
1648 "Kill a Klingon, Tholian, Romulan, or Thingy."
1649 # Added mv to allow enemy to "move" before dying
1650 proutn(crmena(True, type, "sector", mv))
1651 # Decide what kind of enemy it is and update appropriately
1653 # Chalk up a Romulan
1654 game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1656 game.state.nromrem -= 1
1660 elif type == IHQUEST:
1665 # Killed some type of Klingon
1666 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1669 game.state.kcmdr.remove(game.quadrant)
1671 if game.state.kcmdr:
1672 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1673 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1676 game.state.remkl -= 1
1678 game.state.nscrem -= 1
1679 game.state.kscmdr.invalidate()
1684 # For each kind of enemy, finish message to player
1685 prout(_(" destroyed."))
1686 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1689 # Remove enemy ship from arrays describing local conditions
1690 for e in game.enemies:
1697 "Return None if target is invalid, otherwise return a course angle."
1698 if not w.valid_sector():
1702 # FIXME: C code this was translated from is wacky -- why the sign reversal?
1703 delta.j = (w.j - game.sector.j);
1704 delta.i = (game.sector.i - w.i);
1705 if delta == coord(0, 0):
1707 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1708 prout(_(" I recommend an immediate review of"))
1709 prout(_(" the Captain's psychological profile.\""))
1712 return delta.bearing()
1715 "Launch photon torpedo."
1718 if damaged(DPHOTON):
1719 prout(_("Photon tubes damaged."))
1723 prout(_("No torpedoes left."))
1726 # First, get torpedo count
1729 if scanner.token == "IHALPHA":
1732 elif scanner.token == "IHEOL" or not scanner.waiting():
1733 prout(_("%d torpedoes left.") % game.torps)
1735 proutn(_("Number of torpedoes to fire- "))
1736 continue # Go back around to get a number
1737 else: # key == "IHREAL"
1739 if n <= 0: # abort command
1744 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1747 scanner.chew() # User requested more torps than available
1748 continue # Go back around
1749 break # All is good, go to next stage
1753 key = scanner.next()
1754 if i==0 and key == "IHEOL":
1755 break; # no coordinate waiting, we will try prompting
1756 if i==1 and key == "IHEOL":
1757 # direct all torpedoes at one target
1759 target.append(target[0])
1760 course.append(course[0])
1763 scanner.push(scanner.token)
1764 target.append(scanner.getcoord())
1765 if target[-1] == None:
1767 course.append(targetcheck(target[-1]))
1768 if course[-1] == None:
1771 if len(target) == 0:
1772 # prompt for each one
1774 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1776 target.append(scanner.getcoord())
1777 if target[-1] == None:
1779 course.append(targetcheck(target[-1]))
1780 if course[-1] == None:
1783 # Loop for moving <n> torpedoes
1785 if game.condition != "docked":
1787 dispersion = (randreal()+randreal())*0.5 -0.5
1788 if math.fabs(dispersion) >= 0.47:
1790 dispersion *= randreal(1.2, 2.2)
1792 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1794 prouts(_("***TORPEDO MISFIRES."))
1797 prout(_(" Remainder of burst aborted."))
1799 prout(_("***Photon tubes damaged by misfire."))
1800 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1802 if game.shldup or game.condition == "docked":
1803 dispersion *= 1.0 + 0.0001*game.shield
1804 torpedo(game.sector, course[i], dispersion, number=i, nburst=n)
1805 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1807 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1811 "Check for phasers overheating."
1813 checkburn = (rpow-1500.0)*0.00038
1814 if withprob(checkburn):
1815 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1816 game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1818 def checkshctrl(rpow):
1819 "Check shield control."
1822 prout(_("Shields lowered."))
1824 # Something bad has happened
1825 prouts(_("***RED ALERT! RED ALERT!"))
1827 hit = rpow*game.shield/game.inshld
1828 game.energy -= rpow+hit*0.8
1829 game.shield -= hit*0.2
1830 if game.energy <= 0.0:
1831 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1836 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1838 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1839 icas = randrange(int(hit*0.012))
1844 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1845 prout(_(" %d casualties so far.\"") % icas)
1847 game.state.crew -= icas
1849 prout(_("Phaser energy dispersed by shields."))
1850 prout(_("Enemy unaffected."))
1855 "Register a phaser hit on Klingons and Romulans."
1856 nenhr2 = len(game.enemies); kk=0
1859 for (k, wham) in enumerate(hits):
1862 dustfac = randreal(0.9, 1.0)
1863 hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
1864 kpini = game.enemies[kk].kpower
1865 kp = math.fabs(kpini)
1866 if PHASEFAC*hit < kp:
1868 if game.enemies[kk].kpower < 0:
1869 game.enemies[kk].kpower -= -kp
1871 game.enemies[kk].kpower -= kp
1872 kpow = game.enemies[kk].kpower
1873 w = game.enemies[kk].kloc
1875 if not damaged(DSRSENS):
1877 proutn(_("%d unit hit on ") % int(hit))
1879 proutn(_("Very small hit on "))
1880 ienm = game.quad[w.i][w.j]
1883 proutn(crmena(False, ienm, "sector", w))
1887 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1891 kk -= 1 # don't do the increment
1893 else: # decide whether or not to emasculate klingon
1894 if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1895 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1896 prout(_(" has just lost its firepower.\""))
1897 game.enemies[kk].kpower = -kpow
1902 "Fire phasers at bad guys."
1904 kz = 0; k = 1; irec=0 # Cheating inhibitor
1905 ifast = False; no = False; itarg = True; msgflag = True; rpow=0
1909 # SR sensors and Computer are needed for automode
1910 if damaged(DSRSENS) or damaged(DCOMPTR):
1912 if game.condition == "docked":
1913 prout(_("Phasers can't be fired through base shields."))
1916 if damaged(DPHASER):
1917 prout(_("Phaser control damaged."))
1921 if damaged(DSHCTRL):
1922 prout(_("High speed shield control damaged."))
1925 if game.energy <= 200.0:
1926 prout(_("Insufficient energy to activate high-speed shield control."))
1929 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1931 # Original code so convoluted, I re-did it all
1932 # (That was Tom Almy talking about the C code, I think -- ESR)
1933 while automode=="NOTSET":
1935 if key == "IHALPHA":
1936 if scanner.sees("manual"):
1937 if len(game.enemies)==0:
1938 prout(_("There is no enemy present to select."))
1941 automode="AUTOMATIC"
1944 key = scanner.next()
1945 elif scanner.sees("automatic"):
1946 if (not itarg) and len(game.enemies) != 0:
1947 automode = "FORCEMAN"
1949 if len(game.enemies)==0:
1950 prout(_("Energy will be expended into space."))
1951 automode = "AUTOMATIC"
1952 key = scanner.next()
1953 elif scanner.sees("no"):
1958 elif key == "IHREAL":
1959 if len(game.enemies)==0:
1960 prout(_("Energy will be expended into space."))
1961 automode = "AUTOMATIC"
1963 automode = "FORCEMAN"
1965 automode = "AUTOMATIC"
1968 if len(game.enemies)==0:
1969 prout(_("Energy will be expended into space."))
1970 automode = "AUTOMATIC"
1972 automode = "FORCEMAN"
1974 proutn(_("Manual or automatic? "))
1979 if automode == "AUTOMATIC":
1980 if key == "IHALPHA" and scanner.sees("no"):
1982 key = scanner.next()
1983 if key != "IHREAL" and len(game.enemies) != 0:
1984 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
1989 for i in range(len(game.enemies)):
1990 irec += math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
1992 proutn(_("%d units required. ") % irec)
1994 proutn(_("Units to fire= "))
1995 key = scanner.next()
2000 proutn(_("Energy available= %.2f") % avail)
2003 if not rpow > avail:
2010 if key == "IHALPHA" and scanner.sees("no"):
2013 game.energy -= 200; # Go and do it!
2014 if checkshctrl(rpow):
2019 if len(game.enemies):
2022 for i in range(len(game.enemies)):
2026 hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
2027 over = randreal(1.01, 1.06) * hits[i]
2029 powrem -= hits[i] + over
2030 if powrem <= 0 and temp < hits[i]:
2039 if extra > 0 and not game.alldone:
2041 proutn(_("*** Tholian web absorbs "))
2042 if len(game.enemies)>0:
2043 proutn(_("excess "))
2044 prout(_("phaser energy."))
2046 prout(_("%d expended on empty space.") % int(extra))
2047 elif automode == "FORCEMAN":
2050 if damaged(DCOMPTR):
2051 prout(_("Battle computer damaged, manual fire only."))
2054 prouts(_("---WORKING---"))
2056 prout(_("Short-range-sensors-damaged"))
2057 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2058 prout(_("Manual-fire-must-be-used"))
2060 elif automode == "MANUAL":
2062 for k in range(len(game.enemies)):
2063 aim = game.enemies[k].kloc
2064 ienm = game.quad[aim.i][aim.j]
2066 proutn(_("Energy available= %.2f") % (avail-0.006))
2070 if damaged(DSRSENS) and \
2071 not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS):
2072 prout(cramen(ienm) + _(" can't be located without short range scan."))
2075 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
2080 if itarg and k > kz:
2081 irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
2084 if not damaged(DCOMPTR):
2089 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
2090 key = scanner.next()
2091 if key == "IHALPHA" and scanner.sees("no"):
2093 key = scanner.next()
2095 if key == "IHALPHA":
2099 if k==1: # Let me say I'm baffled by this
2102 if scanner.real < 0:
2106 hits[k] = scanner.real
2107 rpow += scanner.real
2108 # If total requested is too much, inform and start over
2110 prout(_("Available energy exceeded -- try again."))
2113 key = scanner.next(); # scan for next value
2116 # zero energy -- abort
2119 if key == "IHALPHA" and scanner.sees("no"):
2124 game.energy -= 200.0
2125 if checkshctrl(rpow):
2129 # Say shield raised or malfunction, if necessary
2136 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2137 prouts(_(" CLICK CLICK POP . . ."))
2138 prout(_(" No response, sir!"))
2141 prout(_("Shields raised."))
2146 # Code from events,c begins here.
2148 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2149 # event of each type active at any given time. Mostly these means we can
2150 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2151 # BSD Trek, from which we swiped the idea, can have up to 5.
2153 def unschedule(evtype):
2154 "Remove an event from the schedule."
2155 game.future[evtype].date = FOREVER
2156 return game.future[evtype]
2158 def is_scheduled(evtype):
2159 "Is an event of specified type scheduled."
2160 return game.future[evtype].date != FOREVER
2162 def scheduled(evtype):
2163 "When will this event happen?"
2164 return game.future[evtype].date
2166 def schedule(evtype, offset):
2167 "Schedule an event of specified type."
2168 game.future[evtype].date = game.state.date + offset
2169 return game.future[evtype]
2171 def postpone(evtype, offset):
2172 "Postpone a scheduled event."
2173 game.future[evtype].date += offset
2176 "Rest period is interrupted by event."
2179 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2181 game.resting = False
2187 "Run through the event queue looking for things to do."
2189 fintim = game.state.date + game.optime; yank=0
2190 ictbeam = False; istract = False
2191 w = coord(); hold = coord()
2192 ev = event(); ev2 = event()
2194 def tractorbeam(yank):
2195 "Tractor-beaming cases merge here."
2197 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2199 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2200 # If Kirk & Co. screwing around on planet, handle
2201 atover(True) # atover(true) is Grab
2204 if game.icraft: # Caught in Galileo?
2207 # Check to see if shuttle is aboard
2208 if game.iscraft == "offship":
2211 prout(_("Galileo, left on the planet surface, is captured"))
2212 prout(_("by aliens and made into a flying McDonald's."))
2213 game.damage[DSHUTTL] = -10
2214 game.iscraft = "removed"
2216 prout(_("Galileo, left on the planet surface, is well hidden."))
2218 game.quadrant = game.state.kscmdr
2220 game.quadrant = game.state.kcmdr[i]
2221 game.sector = randplace(QUADSIZE)
2222 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2223 % (game.quadrant, game.sector))
2225 prout(_("(Remainder of rest/repair period cancelled.)"))
2226 game.resting = False
2228 if not damaged(DSHIELD) and game.shield > 0:
2229 doshield(shraise=True) # raise shields
2230 game.shldchg = False
2232 prout(_("(Shields not currently useable.)"))
2234 # Adjust finish time to time of tractor beaming
2235 fintim = game.state.date+game.optime
2236 attack(torps_ok=False)
2237 if not game.state.kcmdr:
2240 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2243 "Code merges here for any commander destroying a starbase."
2244 # Not perfect, but will have to do
2245 # Handle case where base is in same quadrant as starship
2246 if game.battle == game.quadrant:
2247 game.state.chart[game.battle.i][game.battle.j].starbase = False
2248 game.quad[game.base.i][game.base.j] = IHDOT
2249 game.base.invalidate()
2252 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2253 elif game.state.baseq and communicating():
2254 # Get word via subspace radio
2257 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2258 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2260 prout(_("the Klingon Super-Commander"))
2262 prout(_("a Klingon Commander"))
2263 game.state.chart[game.battle.i][game.battle.j].starbase = False
2264 # Remove Starbase from galaxy
2265 game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2266 game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq)
2268 # reinstate a commander's base attack
2272 game.battle.invalidate()
2274 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2275 for i in range(1, NEVENTS):
2276 if i == FSNOVA: proutn("=== Supernova ")
2277 elif i == FTBEAM: proutn("=== T Beam ")
2278 elif i == FSNAP: proutn("=== Snapshot ")
2279 elif i == FBATTAK: proutn("=== Base Attack ")
2280 elif i == FCDBAS: proutn("=== Base Destroy ")
2281 elif i == FSCMOVE: proutn("=== SC Move ")
2282 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2283 elif i == FDSPROB: proutn("=== Probe Move ")
2284 elif i == FDISTR: proutn("=== Distress Call ")
2285 elif i == FENSLV: proutn("=== Enslavement ")
2286 elif i == FREPRO: proutn("=== Klingon Build ")
2288 prout("%.2f" % (scheduled(i)))
2291 radio_was_broken = damaged(DRADIO)
2294 # Select earliest extraneous event, evcode==0 if no events
2299 for l in range(1, NEVENTS):
2300 if game.future[l].date < datemin:
2303 prout("== Event %d fires" % evcode)
2304 datemin = game.future[l].date
2305 xtime = datemin-game.state.date
2306 game.state.date = datemin
2307 # Decrement Federation resources and recompute remaining time
2308 game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
2310 if game.state.remtime <=0:
2313 # Any crew left alive?
2314 if game.state.crew <=0:
2317 # Is life support adequate?
2318 if damaged(DLIFSUP) and game.condition != "docked":
2319 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2322 game.lsupres -= xtime
2323 if game.damage[DLIFSUP] <= xtime:
2324 game.lsupres = game.inlsr
2327 if game.condition == "docked":
2328 repair /= game.docfac
2329 # Don't fix Deathray here
2330 for l in range(NDEVICES):
2331 if game.damage[l] > 0.0 and l != DDRAY:
2332 if game.damage[l]-repair > 0.0:
2333 game.damage[l] -= repair
2335 game.damage[l] = 0.0
2336 # If radio repaired, update star chart and attack reports
2337 if radio_was_broken and not damaged(DRADIO):
2338 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2339 prout(_(" surveillance reports are coming in."))
2341 if not game.iseenit:
2345 prout(_(" The star chart is now up to date.\""))
2347 # Cause extraneous event EVCODE to occur
2348 game.optime -= xtime
2349 if evcode == FSNOVA: # Supernova
2352 schedule(FSNOVA, expran(0.5*game.intime))
2353 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2355 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2356 if game.state.nscrem == 0 or \
2357 ictbeam or istract or \
2358 game.condition=="docked" or game.isatb==1 or game.iscate:
2360 if game.ientesc or \
2361 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2362 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2363 (damaged(DSHIELD) and \
2364 (game.energy < 2500 or damaged(DPHASER)) and \
2365 (game.torps < 5 or damaged(DPHOTON))):
2367 istract = ictbeam = True
2368 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2371 elif evcode == FTBEAM: # Tractor beam
2372 if not game.state.kcmdr:
2375 i = randrange(len(game.state.kcmdr))
2376 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2377 if istract or game.condition == "docked" or yank == 0:
2378 # Drats! Have to reschedule
2380 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2384 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2385 game.snapsht = copy.deepcopy(game.state)
2386 game.state.snap = True
2387 schedule(FSNAP, expran(0.5 * game.intime))
2388 elif evcode == FBATTAK: # Commander attacks starbase
2389 if not game.state.kcmdr or not game.state.baseq:
2395 for ibq in game.state.baseq:
2396 for cmdr in game.state.kcmdr:
2397 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2400 # no match found -- try later
2401 schedule(FBATTAK, expran(0.3*game.intime))
2406 # commander + starbase combination found -- launch attack
2408 schedule(FCDBAS, randreal(1.0, 4.0))
2409 if game.isatb: # extra time if SC already attacking
2410 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2411 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2412 game.iseenit = False
2413 if not communicating():
2414 continue # No warning :-(
2418 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2419 prout(_(" reports that it is under attack and that it can"))
2420 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2423 elif evcode == FSCDBAS: # Supercommander destroys base
2426 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2427 continue # WAS RETURN!
2429 game.battle = game.state.kscmdr
2431 elif evcode == FCDBAS: # Commander succeeds in destroying base
2434 if not game.state.baseq() \
2435 or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2436 game.battle.invalidate()
2438 # find the lucky pair
2439 for cmdr in game.state.kcmdr:
2440 if cmdr == game.battle:
2443 # No action to take after all
2446 elif evcode == FSCMOVE: # Supercommander moves
2447 schedule(FSCMOVE, 0.2777)
2448 if not game.ientesc and not istract and game.isatb != 1 and \
2449 (not game.iscate or not game.justin):
2451 elif evcode == FDSPROB: # Move deep space probe
2452 schedule(FDSPROB, 0.01)
2453 if game.probe.next(grain=QUADSIZE):
2454 if not game.probe.quadrant().valid_quadrant() or \
2455 game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
2456 # Left galaxy or ran into supernova
2460 proutn(_("Lt. Uhura- \"The deep space probe "))
2461 if not game.probe.quadrant().valid_quadrant():
2462 prout(_("has left the galaxy.\""))
2464 prout(_("is no longer transmitting.\""))
2470 prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
2471 pdest = game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j]
2473 chp = game.state.chart[game.probe.quadrant().i][game.probe.quadrant().j]
2474 chp.klingons = pdest.klingons
2475 chp.starbase = pdest.starbase
2476 chp.stars = pdest.stars
2477 pdest.charted = True
2478 game.probe.moves -= 1 # One less to travel
2479 if game.probe.moves == 0 and game.isarmed and pdest.stars:
2480 supernova(game.probe) # fire in the hole!
2482 if game.state.galaxy[game.quadrant().i][game.quadrant().j].supernova:
2484 elif evcode == FDISTR: # inhabited system issues distress call
2486 # try a whole bunch of times to find something suitable
2487 for i in range(100):
2488 # need a quadrant which is not the current one,
2489 # which has some stars which are inhabited and
2490 # not already under attack, which is not
2491 # supernova'ed, and which has some Klingons in it
2492 w = randplace(GALSIZE)
2493 q = game.state.galaxy[w.i][w.j]
2494 if not (game.quadrant == w or q.planet == None or \
2495 not q.planet.inhabited or \
2496 q.supernova or q.status!="secure" or q.klingons<=0):
2499 # can't seem to find one; ignore this call
2501 prout("=== Couldn't find location for distress event.")
2503 # got one!! Schedule its enslavement
2504 ev = schedule(FENSLV, expran(game.intime))
2506 q.status = "distressed"
2507 # tell the captain about it if we can
2509 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2511 prout(_("by a Klingon invasion fleet."))
2514 elif evcode == FENSLV: # starsystem is enslaved
2515 ev = unschedule(FENSLV)
2516 # see if current distress call still active
2517 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2521 q.status = "enslaved"
2523 # play stork and schedule the first baby
2524 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2525 ev2.quadrant = ev.quadrant
2527 # report the disaster if we can
2529 prout(_("Uhura- We've lost contact with starsystem %s") % \
2531 prout(_("in Quadrant %s.\n") % ev.quadrant)
2532 elif evcode == FREPRO: # Klingon reproduces
2533 # If we ever switch to a real event queue, we'll need to
2534 # explicitly retrieve and restore the x and y.
2535 ev = schedule(FREPRO, expran(1.0 * game.intime))
2536 # see if current distress call still active
2537 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2541 if game.state.remkl >=MAXKLGAME:
2542 continue # full right now
2543 # reproduce one Klingon
2546 if game.klhere >= MAXKLQUAD:
2548 # this quadrant not ok, pick an adjacent one
2549 for m.i in range(w.i - 1, w.i + 2):
2550 for m.j in range(w.j - 1, w.j + 2):
2551 if not m.valid_quadrant():
2553 q = game.state.galaxy[m.i][m.j]
2554 # check for this quad ok (not full & no snova)
2555 if q.klingons >= MAXKLQUAD or q.supernova:
2559 continue # search for eligible quadrant failed
2563 game.state.remkl += 1
2565 if game.quadrant == w:
2567 game.enemies.append(newkling())
2568 # recompute time left
2571 if game.quadrant == w:
2572 prout(_("Spock- sensors indicate the Klingons have"))
2573 prout(_("launched a warship from %s.") % q.planet)
2575 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2576 if q.planet != None:
2577 proutn(_("near %s") % q.planet)
2578 prout(_("in Quadrant %s.") % w)
2584 key = scanner.next()
2587 proutn(_("How long? "))
2592 origTime = delay = scanner.real
2595 if delay >= game.state.remtime or len(game.enemies) != 0:
2596 proutn(_("Are you sure? "))
2599 # Alternate resting periods (events) with attacks
2603 game.resting = False
2604 if not game.resting:
2605 prout(_("%d stardates left.") % int(game.state.remtime))
2607 temp = game.optime = delay
2608 if len(game.enemies):
2609 rtime = randreal(1.0, 2.0)
2613 if game.optime < delay:
2614 attack(torps_ok=False)
2622 # Repair Deathray if long rest at starbase
2623 if origTime-delay >= 9.99 and game.condition == "docked":
2624 game.damage[DDRAY] = 0.0
2625 # leave if quadrant supernovas
2626 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2628 game.resting = False
2633 course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2634 newc = coord(); neighbor = coord(); bump = coord(0, 0)
2636 # Wow! We've supernova'ed
2637 supernova(game.quadrant)
2639 # handle initial nova
2640 game.quad[nov.i][nov.j] = IHDOT
2641 prout(crmena(False, IHSTAR, "sector", nov) + _(" novas."))
2642 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2643 game.state.starkl += 1
2644 # Set up queue to recursively trigger adjacent stars
2650 for offset.i in range(-1, 1+1):
2651 for offset.j in range(-1, 1+1):
2652 if offset.j==0 and offset.i==0:
2654 neighbor = start + offset
2655 if not neighbor.valid_sector():
2657 iquad = game.quad[neighbor.i][neighbor.j]
2658 # Empty space ends reaction
2659 if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
2661 elif iquad == IHSTAR: # Affect another star
2663 # This star supernovas
2664 supernova(game.quadrant)
2667 hits.append(neighbor)
2668 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2669 game.state.starkl += 1
2670 proutn(crmena(True, IHSTAR, "sector", neighbor))
2672 game.quad[neighbor.i][neighbor.j] = IHDOT
2674 elif iquad in (IHP, IHW): # Destroy planet
2675 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2677 game.state.nplankl += 1
2679 game.state.worldkl += 1
2680 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2681 game.iplnet.pclass = "destroyed"
2683 game.plnet.invalidate()
2687 game.quad[neighbor.i][neighbor.j] = IHDOT
2688 elif iquad == IHB: # Destroy base
2689 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2690 game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
2691 game.base.invalidate()
2692 game.state.basekl += 1
2694 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2695 game.quad[neighbor.i][neighbor.j] = IHDOT
2696 elif iquad in (IHE, IHF): # Buffet ship
2697 prout(_("***Starship buffeted by nova."))
2699 if game.shield >= 2000.0:
2700 game.shield -= 2000.0
2702 diff = 2000.0 - game.shield
2706 prout(_("***Shields knocked out."))
2707 game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2709 game.energy -= 2000.0
2710 if game.energy <= 0:
2713 # add in course nova contributes to kicking starship
2714 bump += (game.sector-hits[mm]).sgn()
2715 elif iquad == IHK: # kill klingon
2716 deadkl(neighbor, iquad, neighbor)
2717 elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
2718 for ll in range(len(game.enemies)):
2719 if game.enemies[ll].kloc == neighbor:
2721 game.enemies[ll].kpower -= 800.0 # If firepower is lost, die
2722 if game.enemies[ll].kpower <= 0.0:
2723 deadkl(neighbor, iquad, neighbor)
2725 newc = neighbor + neighbor - hits[mm]
2726 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2727 if not newc.valid_sector():
2728 # can't leave quadrant
2731 iquad1 = game.quad[newc.i][newc.j]
2732 if iquad1 == IHBLANK:
2733 proutn(_(", blasted into ") + crmena(False, IHBLANK, "sector", newc))
2735 deadkl(neighbor, iquad, newc)
2738 # can't move into something else
2741 proutn(_(", buffeted to Sector %s") % newc)
2742 game.quad[neighbor.i][neighbor.j] = IHDOT
2743 game.quad[newc.i][newc.j] = iquad
2744 game.enemies[ll].move(newc)
2745 # Starship affected by nova -- kick it away.
2747 direc = course[3*(bump.i+1)+bump.j+2]
2752 course = course(bearing=direc, distance=dist)
2753 game.optime = course.time(warp=4)
2755 prout(_("Force of nova displaces starship."))
2756 imove(course, novapush=True)
2757 game.optime = course.time(warp=4)
2761 "Star goes supernova."
2766 # Scheduled supernova -- select star at random.
2769 for nq.i in range(GALSIZE):
2770 for nq.j in range(GALSIZE):
2771 stars += game.state.galaxy[nq.i][nq.j].stars
2773 return # nothing to supernova exists
2774 num = randrange(stars) + 1
2775 for nq.i in range(GALSIZE):
2776 for nq.j in range(GALSIZE):
2777 num -= game.state.galaxy[nq.i][nq.j].stars
2783 proutn("=== Super nova here?")
2786 if not nq == game.quadrant or game.justin:
2787 # it isn't here, or we just entered (treat as enroute)
2790 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2791 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2794 # we are in the quadrant!
2795 num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
2796 for ns.i in range(QUADSIZE):
2797 for ns.j in range(QUADSIZE):
2798 if game.quad[ns.i][ns.j]==IHSTAR:
2805 prouts(_("***RED ALERT! RED ALERT!"))
2807 prout(_("***Incipient supernova detected at Sector %s") % ns)
2808 if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2809 proutn(_("Emergency override attempts t"))
2810 prouts("***************")
2814 # destroy any Klingons in supernovaed quadrant
2815 kldead = game.state.galaxy[nq.i][nq.j].klingons
2816 game.state.galaxy[nq.i][nq.j].klingons = 0
2817 if nq == game.state.kscmdr:
2818 # did in the Supercommander!
2819 game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
2823 survivors = filter(lambda w: w != nq, game.state.kcmdr)
2824 comkills = len(game.state.kcmdr) - len(survivors)
2825 game.state.kcmdr = survivors
2827 if not game.state.kcmdr:
2829 game.state.remkl -= kldead
2830 # destroy Romulans and planets in supernovaed quadrant
2831 nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2832 game.state.galaxy[nq.i][nq.j].romulans = 0
2833 game.state.nromrem -= nrmdead
2835 for loop in range(game.inplan):
2836 if game.state.planets[loop].quadrant == nq:
2837 game.state.planets[loop].pclass = "destroyed"
2839 # Destroy any base in supernovaed quadrant
2840 game.state.baseq = filter(lambda x: x != nq, game.state.baseq)
2841 # If starship caused supernova, tally up destruction
2843 game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2844 game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2845 game.state.nplankl += npdead
2846 # mark supernova in galaxy and in star chart
2847 if game.quadrant == nq or communicating():
2848 game.state.galaxy[nq.i][nq.j].supernova = True
2849 # If supernova destroys last Klingons give special message
2850 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
2853 prout(_("Lucky you!"))
2854 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2857 # if some Klingons remain, continue or die in supernova
2862 # Code from finish.c ends here.
2865 "Self-destruct maneuver. Finish with a BANG!"
2867 if damaged(DCOMPTR):
2868 prout(_("Computer damaged; cannot execute destruct sequence."))
2870 prouts(_("---WORKING---")); skip(1)
2871 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2872 prouts(" 10"); skip(1)
2873 prouts(" 9"); skip(1)
2874 prouts(" 8"); skip(1)
2875 prouts(" 7"); skip(1)
2876 prouts(" 6"); skip(1)
2878 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2880 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2882 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2886 if game.passwd != scanner.token:
2887 prouts(_("PASSWORD-REJECTED;"))
2889 prouts(_("CONTINUITY-EFFECTED"))
2892 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2893 prouts(" 5"); skip(1)
2894 prouts(" 4"); skip(1)
2895 prouts(" 3"); skip(1)
2896 prouts(" 2"); skip(1)
2897 prouts(" 1"); skip(1)
2899 prouts(_("GOODBYE-CRUEL-WORLD"))
2907 prouts(_("********* Entropy of %s maximized *********") % crmshp())
2911 if len(game.enemies) != 0:
2912 whammo = 25.0 * game.energy
2914 while l <= len(game.enemies):
2915 if game.enemies[l].kpower*game.enemies[l].kdist <= whammo:
2916 deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.i][game.enemies[l].kloc.j], game.enemies[l].kloc)
2921 "Compute our rate of kils over time."
2922 elapsed = game.state.date - game.indate
2923 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
2926 starting = (game.inkling + game.incom + game.inscom)
2927 remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
2928 return (starting - remaining)/elapsed
2932 badpt = 5.0*game.state.starkl + \
2934 10.0*game.state.nplankl + \
2935 300*game.state.nworldkl + \
2937 100.0*game.state.basekl +\
2939 if game.ship == IHF:
2941 elif game.ship == None:
2946 # end the game, with appropriate notfications
2950 prout(_("It is stardate %.1f.") % game.state.date)
2952 if ifin == FWON: # Game has been won
2953 if game.state.nromrem != 0:
2954 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
2957 prout(_("You have smashed the Klingon invasion fleet and saved"))
2958 prout(_("the Federation."))
2963 badpt = 0.0 # Close enough!
2964 # killsPerDate >= RateMax
2965 if game.state.date-game.indate < 5.0 or \
2966 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
2968 prout(_("In fact, you have done so well that Starfleet Command"))
2969 if game.skill == SKILL_NOVICE:
2970 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
2971 elif game.skill == SKILL_FAIR:
2972 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
2973 elif game.skill == SKILL_GOOD:
2974 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
2975 elif game.skill == SKILL_EXPERT:
2976 prout(_("promotes you to Commodore Emeritus."))
2978 prout(_("Now that you think you're really good, try playing"))
2979 prout(_("the \"Emeritus\" game. It will splatter your ego."))
2980 elif game.skill == SKILL_EMERITUS:
2982 proutn(_("Computer- "))
2983 prouts(_("ERROR-ERROR-ERROR-ERROR"))
2985 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
2987 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2989 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2991 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2993 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
2995 prout(_("Now you can retire and write your own Star Trek game!"))
2997 elif game.skill >= SKILL_EXPERT:
2998 if game.thawed and not idebug:
2999 prout(_("You cannot get a citation, so..."))
3001 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3005 # Only grant long life if alive (original didn't!)
3007 prout(_("LIVE LONG AND PROSPER."))
3012 elif ifin == FDEPLETE: # Federation Resources Depleted
3013 prout(_("Your time has run out and the Federation has been"))
3014 prout(_("conquered. Your starship is now Klingon property,"))
3015 prout(_("and you are put on trial as a war criminal. On the"))
3016 proutn(_("basis of your record, you are "))
3017 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
3018 prout(_("acquitted."))
3020 prout(_("LIVE LONG AND PROSPER."))
3022 prout(_("found guilty and"))
3023 prout(_("sentenced to death by slow torture."))
3027 elif ifin == FLIFESUP:
3028 prout(_("Your life support reserves have run out, and"))
3029 prout(_("you die of thirst, starvation, and asphyxiation."))
3030 prout(_("Your starship is a derelict in space."))
3032 prout(_("Your energy supply is exhausted."))
3034 prout(_("Your starship is a derelict in space."))
3035 elif ifin == FBATTLE:
3036 prout(_("The %s has been destroyed in battle.") % crmshp())
3038 prout(_("Dulce et decorum est pro patria mori."))
3040 prout(_("You have made three attempts to cross the negative energy"))
3041 prout(_("barrier which surrounds the galaxy."))
3043 prout(_("Your navigation is abominable."))
3046 prout(_("Your starship has been destroyed by a nova."))
3047 prout(_("That was a great shot."))
3049 elif ifin == FSNOVAED:
3050 prout(_("The %s has been fried by a supernova.") % crmshp())
3051 prout(_("...Not even cinders remain..."))
3052 elif ifin == FABANDN:
3053 prout(_("You have been captured by the Klingons. If you still"))
3054 prout(_("had a starbase to be returned to, you would have been"))
3055 prout(_("repatriated and given another chance. Since you have"))
3056 prout(_("no starbases, you will be mercilessly tortured to death."))
3057 elif ifin == FDILITHIUM:
3058 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3059 elif ifin == FMATERIALIZE:
3060 prout(_("Starbase was unable to re-materialize your starship."))
3061 prout(_("Sic transit gloria mundi"))
3062 elif ifin == FPHASER:
3063 prout(_("The %s has been cremated by its own phasers.") % crmshp())
3065 prout(_("You and your landing party have been"))
3066 prout(_("converted to energy, disipating through space."))
3067 elif ifin == FMINING:
3068 prout(_("You are left with your landing party on"))
3069 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3071 prout(_("They are very fond of \"Captain Kirk\" soup."))
3073 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3074 elif ifin == FDPLANET:
3075 prout(_("You and your mining party perish."))
3077 prout(_("That was a great shot."))
3080 prout(_("The Galileo is instantly annihilated by the supernova."))
3081 prout(_("You and your mining party are atomized."))
3083 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3084 prout(_("joins the Romulans, wreaking terror on the Federation."))
3085 elif ifin == FPNOVA:
3086 prout(_("You and your mining party are atomized."))
3088 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3089 prout(_("joins the Romulans, wreaking terror on the Federation."))
3090 elif ifin == FSTRACTOR:
3091 prout(_("The shuttle craft Galileo is also caught,"))
3092 prout(_("and breaks up under the strain."))
3094 prout(_("Your debris is scattered for millions of miles."))
3095 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3097 prout(_("The mutants attack and kill Spock."))
3098 prout(_("Your ship is captured by Klingons, and"))
3099 prout(_("your crew is put on display in a Klingon zoo."))
3100 elif ifin == FTRIBBLE:
3101 prout(_("Tribbles consume all remaining water,"))
3102 prout(_("food, and oxygen on your ship."))
3104 prout(_("You die of thirst, starvation, and asphyxiation."))
3105 prout(_("Your starship is a derelict in space."))
3107 prout(_("Your ship is drawn to the center of the black hole."))
3108 prout(_("You are crushed into extremely dense matter."))
3110 prout(_("Your last crew member has died."))
3111 if game.ship == IHF:
3113 elif game.ship == IHE:
3116 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
3117 goodies = game.state.remres/game.inresor
3118 baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3119 if goodies/baddies >= randreal(1.0, 1.5):
3120 prout(_("As a result of your actions, a treaty with the Klingon"))
3121 prout(_("Empire has been signed. The terms of the treaty are"))
3122 if goodies/baddies >= randreal(3.0):
3123 prout(_("favorable to the Federation."))
3125 prout(_("Congratulations!"))
3127 prout(_("highly unfavorable to the Federation."))
3129 prout(_("The Federation will be destroyed."))
3131 prout(_("Since you took the last Klingon with you, you are a"))
3132 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3133 prout(_("statue in your memory. Rest in peace, and try not"))
3134 prout(_("to think about pigeons."))
3139 "Compute player's score."
3140 timused = game.state.date - game.indate
3142 if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
3144 perdate = killrate()
3145 ithperd = 500*perdate + 0.5
3148 iwon = 100*game.skill
3149 if game.ship == IHE:
3151 elif game.ship == IHF:
3155 if not game.gamewon:
3156 game.state.nromrem = 0 # None captured if no win
3157 iscore = 10*(game.inkling - game.state.remkl) \
3158 + 50*(game.incom - len(game.state.kcmdr)) \
3160 + 20*(game.inrom - game.state.nromrem) \
3161 + 200*(game.inscom - game.state.nscrem) \
3162 - game.state.nromrem \
3167 prout(_("Your score --"))
3168 if game.inrom - game.state.nromrem:
3169 prout(_("%6d Romulans destroyed %5d") %
3170 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3171 if game.state.nromrem:
3172 prout(_("%6d Romulans captured %5d") %
3173 (game.state.nromrem, game.state.nromrem))
3174 if game.inkling - game.state.remkl:
3175 prout(_("%6d ordinary Klingons destroyed %5d") %
3176 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
3177 if game.incom - len(game.state.kcmdr):
3178 prout(_("%6d Klingon commanders destroyed %5d") %
3179 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3180 if game.inscom - game.state.nscrem:
3181 prout(_("%6d Super-Commander destroyed %5d") %
3182 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3184 prout(_("%6.2f Klingons per stardate %5d") %
3186 if game.state.starkl:
3187 prout(_("%6d stars destroyed by your action %5d") %
3188 (game.state.starkl, -5*game.state.starkl))
3189 if game.state.nplankl:
3190 prout(_("%6d planets destroyed by your action %5d") %
3191 (game.state.nplankl, -10*game.state.nplankl))
3192 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3193 prout(_("%6d inhabited planets destroyed by your action %5d") %
3194 (game.state.nplankl, -300*game.state.nworldkl))
3195 if game.state.basekl:
3196 prout(_("%6d bases destroyed by your action %5d") %
3197 (game.state.basekl, -100*game.state.basekl))
3199 prout(_("%6d calls for help from starbase %5d") %
3200 (game.nhelp, -45*game.nhelp))
3202 prout(_("%6d casualties incurred %5d") %
3203 (game.casual, -game.casual))
3205 prout(_("%6d crew abandoned in space %5d") %
3206 (game.abandoned, -3*game.abandoned))
3208 prout(_("%6d ship(s) lost or destroyed %5d") %
3209 (klship, -100*klship))
3211 prout(_("Penalty for getting yourself killed -200"))
3213 proutn(_("Bonus for winning "))
3214 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3215 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3216 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3217 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3218 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3219 prout(" %5d" % iwon)
3221 prout(_("TOTAL SCORE %5d") % iscore)
3224 "Emit winner's commemmorative plaque."
3227 proutn(_("File or device name for your plaque: "))
3230 fp = open(winner, "w")
3233 prout(_("Invalid name."))
3235 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3237 # The 38 below must be 64 for 132-column paper
3238 nskip = 38 - len(winner)/2
3239 fp.write("\n\n\n\n")
3240 # --------DRAW ENTERPRISE PICTURE.
3241 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3242 fp.write(" EEE E : : : E\n" )
3243 fp.write(" EE EEE E : : NCC-1701 : E\n")
3244 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
3245 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3246 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
3247 fp.write(" EEEEEEE EEEEE E E E E\n")
3248 fp.write(" EEE E E E E\n")
3249 fp.write(" E E E E\n")
3250 fp.write(" EEEEEEEEEEEEE E E\n")
3251 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3252 fp.write(" :E : EEEE E\n")
3253 fp.write(" .-E -:----- E\n")
3254 fp.write(" :E : E\n")
3255 fp.write(" EE : EEEEEEEE\n")
3256 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3258 fp.write(_(" U. S. S. ENTERPRISE\n"))
3259 fp.write("\n\n\n\n")
3260 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3262 fp.write(_(" Starfleet Command bestows to you\n"))
3264 fp.write("%*s%s\n\n" % (nskip, "", winner))
3265 fp.write(_(" the rank of\n\n"))
3266 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3268 if game.skill == SKILL_EXPERT:
3269 fp.write(_(" Expert level\n\n"))
3270 elif game.skill == SKILL_EMERITUS:
3271 fp.write(_("Emeritus level\n\n"))
3273 fp.write(_(" Cheat level\n\n"))
3274 timestring = time.ctime()
3275 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3276 (timestring+4, timestring+20, timestring+11))
3277 fp.write(_(" Your score: %d\n\n") % iscore)
3278 fp.write(_(" Klingons per stardate: %.2f\n") % perdate)
3281 # Code from io.c begins here
3283 rows = linecount = 0 # for paging
3286 fullscreen_window = None
3287 srscan_window = None
3288 report_window = None
3289 status_window = None
3290 lrscan_window = None
3291 message_window = None
3292 prompt_window = None
3297 gettext.bindtextdomain("sst", "/usr/local/share/locale")
3298 gettext.textdomain("sst")
3299 if not (game.options & OPTION_CURSES):
3300 ln_env = os.getenv("LINES")
3306 stdscr = curses.initscr()
3310 global fullscreen_window, srscan_window, report_window, status_window
3311 global lrscan_window, message_window, prompt_window
3312 (rows, columns) = stdscr.getmaxyx()
3313 fullscreen_window = stdscr
3314 srscan_window = curses.newwin(12, 25, 0, 0)
3315 report_window = curses.newwin(11, 0, 1, 25)
3316 status_window = curses.newwin(10, 0, 1, 39)
3317 lrscan_window = curses.newwin(5, 0, 0, 64)
3318 message_window = curses.newwin(0, 0, 12, 0)
3319 prompt_window = curses.newwin(1, 0, rows-2, 0)
3320 message_window.scrollok(True)
3321 setwnd(fullscreen_window)
3325 if game.options & OPTION_CURSES:
3326 stdscr.keypad(False)
3332 "Wait for user action -- OK to do nothing if on a TTY"
3333 if game.options & OPTION_CURSES:
3338 prouts(_("[ANNOUNCEMENT ARRIVING...]"))
3342 if game.skill > SKILL_FAIR:
3343 prompt = _("[CONTINUE?]")
3345 prompt = _("[PRESS ENTER TO CONTINUE]")
3347 if game.options & OPTION_CURSES:
3349 setwnd(prompt_window)
3350 prompt_window.clear()
3351 prompt_window.addstr(prompt)
3352 prompt_window.getstr()
3353 prompt_window.clear()
3354 prompt_window.refresh()
3355 setwnd(message_window)
3358 sys.stdout.write('\n')
3361 for j in range(rows):
3362 sys.stdout.write('\n')
3366 "Skip i lines. Pause game if this would cause a scrolling event."
3367 for dummy in range(i):
3368 if game.options & OPTION_CURSES:
3369 (y, x) = curwnd.getyx()
3370 (my, mx) = curwnd.getmaxyx()
3371 if curwnd == message_window and y >= my - 3:
3377 except curses.error:
3382 if rows and linecount >= rows:
3385 sys.stdout.write('\n')
3388 "Utter a line with no following line feed."
3389 if game.options & OPTION_CURSES:
3393 sys.stdout.write(line)
3403 if not replayfp or replayfp.closed: # Don't slow down replays
3406 if game.options & OPTION_CURSES:
3410 if not replayfp or replayfp.closed:
3414 "Get a line of input."
3415 if game.options & OPTION_CURSES:
3416 line = curwnd.getstr() + "\n"
3419 if replayfp and not replayfp.closed:
3421 line = replayfp.readline()
3424 prout("*** Replay finished")
3427 elif line[0] != "#":
3430 line = raw_input() + "\n"
3436 "Change windows -- OK for this to be a no-op in tty mode."
3438 if game.options & OPTION_CURSES:
3440 curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
3443 "Clear to end of line -- can be a no-op in tty mode"
3444 if game.options & OPTION_CURSES:
3449 "Clear screen -- can be a no-op in tty mode."
3451 if game.options & OPTION_CURSES:
3458 "Set highlight video, if this is reasonable."
3459 if game.options & OPTION_CURSES:
3460 curwnd.attron(curses.A_REVERSE)
3463 # Things past this point have policy implications.
3467 "Hook to be called after moving to redraw maps."
3468 if game.options & OPTION_CURSES:
3471 setwnd(srscan_window)
3475 setwnd(status_window)
3476 status_window.clear()
3477 status_window.move(0, 0)
3478 setwnd(report_window)
3479 report_window.clear()
3480 report_window.move(0, 0)
3482 setwnd(lrscan_window)
3483 lrscan_window.clear()
3484 lrscan_window.move(0, 0)
3485 lrscan(silent=False)
3487 def put_srscan_sym(w, sym):
3488 "Emit symbol for short-range scan."
3489 srscan_window.move(w.i+1, w.j*2+2)
3490 srscan_window.addch(sym)
3491 srscan_window.refresh()
3494 "Enemy fall down, go boom."
3495 if game.options & OPTION_CURSES:
3497 setwnd(srscan_window)
3498 srscan_window.attron(curses.A_REVERSE)
3499 put_srscan_sym(w, game.quad[w.i][w.j])
3503 srscan_window.attroff(curses.A_REVERSE)
3504 put_srscan_sym(w, game.quad[w.i][w.j])
3505 curses.delay_output(500)
3506 setwnd(message_window)
3509 "Sound and visual effects for teleportation."
3510 if game.options & OPTION_CURSES:
3512 setwnd(message_window)
3514 prouts(" . . . . . ")
3515 if game.options & OPTION_CURSES:
3516 #curses.delay_output(1000)
3520 def tracktorpedo(origin, w, step, i, n, iquad):
3521 "Torpedo-track animation."
3522 if not game.options & OPTION_CURSES:
3526 proutn(_("Track for torpedo number %d- ") % (i+1))
3529 proutn(_("Torpedo track- "))
3530 elif step==4 or step==9:
3534 if not damaged(DSRSENS) or game.condition=="docked":
3535 if i != 0 and step == 1:
3538 if (iquad==IHDOT) or (iquad==IHBLANK):
3539 put_srscan_sym(w, '+')
3543 put_srscan_sym(w, iquad)
3545 curwnd.attron(curses.A_REVERSE)
3546 put_srscan_sym(w, iquad)
3550 curwnd.attroff(curses.A_REVERSE)
3551 put_srscan_sym(w, iquad)
3556 "Display the current galaxy chart."
3557 if game.options & OPTION_CURSES:
3558 setwnd(message_window)
3559 message_window.clear()
3561 if game.options & OPTION_TTY:
3566 def prstat(txt, data):
3568 if game.options & OPTION_CURSES:
3570 setwnd(status_window)
3572 proutn(" " * (NSYM - len(txt)))
3575 if game.options & OPTION_CURSES:
3576 setwnd(report_window)
3578 # Code from moving.c begins here
3580 def imove(course=None, novapush=False):
3581 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3582 w = coord(); final = coord()
3585 def no_quad_change():
3586 # No quadrant change -- compute new average enemy distances
3587 game.quad[game.sector.i][game.sector.j] = game.ship
3589 for enemy in game.enemies:
3590 finald = (w-enemy.kloc).distance()
3591 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3592 enemy.kdist = finald
3593 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
3594 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3595 attack(torps_ok=False)
3596 for enemy in game.enemies:
3597 enemy.kavgd = enemy.kdist
3600 setwnd(message_window)
3603 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3604 game.inorbit = False
3605 angle = ((15.0 - course.bearing) * 0.5235988)
3606 deltax = -math.sin(angle)
3607 deltay = math.cos(angle)
3608 if math.fabs(deltax) > math.fabs(deltay):
3609 bigger = math.fabs(deltax)
3611 bigger = math.fabs(deltay)
3614 # If tractor beam is to occur, don't move full distance
3615 if game.state.date+game.optime >= scheduled(FTBEAM):
3617 game.condition = "red"
3618 course.distance = course.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3619 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3620 # Move within the quadrant
3621 game.quad[game.sector.i][game.sector.j] = IHDOT
3624 for m in range(course.moves):
3629 if not w.valid_sector():
3630 # Leaving quadrant -- allow final enemy attack
3631 # Don't do it if being pushed by Nova
3632 if len(game.enemies) != 0 and not novapush:
3634 for enemy in game.enemies:
3635 finald = (w - enemy.kloc).distance()
3636 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3638 # Stas Sergeev added the condition
3639 # that attacks only happen if Klingons
3640 # are present and your skill is good.
3642 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3643 attack(torps_ok=False)
3646 # check for edge of galaxy
3657 if w.i >= GALSIZE*QUADSIZE:
3658 w.i = (GALSIZE*QUADSIZE*2) - w.i
3660 if w.j >= GALSIZE*QUADSIZE:
3661 w.j = (GALSIZE*QUADSIZE*2) - w.j
3669 if game.nkinks == 3:
3670 # Three strikes -- you're out!
3674 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3675 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3676 prout(_("YOU WILL BE DESTROYED."))
3677 # Compute final position in new quadrant
3678 if trbeam: # Don't bother if we are to be beamed
3680 game.quadrant.i = w.i/QUADSIZE
3681 game.quadrant.j = w.j/QUADSIZE
3682 game.sector.i = w.i - (QUADSIZE*game.quadrant.i)
3683 game.sector.j = w.j - (QUADSIZE*game.quadrant.j)
3685 prout(_("Entering Quadrant %s.") % game.quadrant)
3686 game.quad[game.sector.i][game.sector.j] = game.ship
3688 if game.skill>SKILL_NOVICE:
3689 attack(torps_ok=False)
3691 iquad = game.quad[w.i][w.j]
3693 # object encountered in flight path
3694 stopegy = 50.0*course.distance/game.optime
3695 course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0)
3696 if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
3698 for enemy in game.enemies:
3699 if enemy.kloc == game.sector:
3701 collision(rammed=False, enemy=enemy)
3703 elif iquad == IHBLANK:
3705 prouts(_("***RED ALERT! RED ALERT!"))
3707 proutn("***" + crmshp())
3708 proutn(_(" pulled into black hole at Sector %s") % w)
3709 # Getting pulled into a black hole was certain
3710 # death in Almy's original. Stas Sergeev added a
3711 # possibility that you'll get timewarped instead.
3713 for m in range(NDEVICES):
3714 if game.damage[m]>0:
3716 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3717 if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
3727 prout(_(" encounters Tholian web at %s;") % w)
3729 prout(_(" blocked by object at %s;") % w)
3730 proutn(_("Emergency stop required "))
3731 prout(_("%2d units of energy.") % int(stopegy))
3732 game.energy -= stopegy
3733 final.i = int(round(deltax))
3734 final.j = int(round(deltay))
3736 if game.energy <= 0:
3742 course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0)
3749 "Dock our ship at a starbase."
3751 if game.condition == "docked" and verbose:
3752 prout(_("Already docked."))
3755 prout(_("You must first leave standard orbit."))
3757 if not game.base.is_valid() or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
3758 prout(crmshp() + _(" not adjacent to base."))
3760 game.condition = "docked"
3764 if game.energy < game.inenrg:
3765 game.energy = game.inenrg
3766 game.shield = game.inshld
3767 game.torps = game.intorps
3768 game.lsupres = game.inlsr
3769 game.state.crew = FULLCREW
3770 if not damaged(DRADIO) and \
3771 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3772 # get attack report from base
3773 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3777 # This program originally required input in terms of a (clock)
3778 # direction and distance. Somewhere in history, it was changed to
3779 # cartesian coordinates. So we need to convert. Probably
3780 # "manual" input should still be done this way -- it's a real
3781 # pain if the computer isn't working! Manual mode is still confusing
3782 # because it involves giving x and y motions, yet the coordinates
3783 # are always displayed y - x, where +y is downward!
3785 def cartesian(loc1=None, loc2=None):
3787 return game.quadrant * QUADSIZE + game.sector
3789 return game.quadrant * QUADSIZE + loc1
3791 return loc1 * QUADSIZE + loc2
3793 def getcourse(isprobe):
3794 "Get a course and distance from the user."
3796 dquad = copy.copy(game.quadrant)
3797 navmode = "unspecified"
3801 if game.landed and not isprobe:
3802 prout(_("Dummy! You can't leave standard orbit until you"))
3803 proutn(_("are back aboard the ship."))
3806 while navmode == "unspecified":
3807 if damaged(DNAVSYS):
3809 prout(_("Computer damaged; manual navigation only"))
3811 prout(_("Computer damaged; manual movement only"))
3816 key = scanner.next()
3818 proutn(_("Manual or automatic- "))
3821 elif key == "IHALPHA":
3822 if scanner.sees("manual"):
3824 key = scanner.next()
3826 elif scanner.sees("automatic"):
3827 navmode = "automatic"
3828 key = scanner.next()
3836 prout(_("(Manual navigation assumed.)"))
3838 prout(_("(Manual movement assumed.)"))
3842 if navmode == "automatic":
3843 while key == "IHEOL":
3845 proutn(_("Target quadrant or quadrant§or- "))
3847 proutn(_("Destination sector or quadrant§or- "))
3850 key = scanner.next()
3854 xi = int(round(scanner.real))-1
3855 key = scanner.next()
3859 xj = int(round(scanner.real))-1
3860 key = scanner.next()
3862 # both quadrant and sector specified
3863 xk = int(round(scanner.real))-1
3864 key = scanner.next()