3 sst.py =-- Super Star Trek in Python
5 This code is a Python translation of a C translation of a FORTRAN original.
6 The FORTRANness still shows in many ways, notably the use of a lot of
7 parallel arrays where a more modern language would use structures
8 or objects. (However, 1-origin array indexing was fixed.)
12 SRSCAN, MOVE, PHASERS, CALL, STATUS, IMPULSE, PHOTONS, ABANDON,
13 LRSCAN, WARP, SHIELDS, DESTRUCT, CHART, REST, DOCK, QUIT, and DAMAGE
14 were in the original non-"super" version of UT FORTRAN Star Trek.
16 Tholians were not in the original. Dave is dubious about their merits.
17 (They are now controlled by OPTION_THOLIAN and turned off if the game
20 Planets and dilithium crystals were not in the original. Dave is OK
21 with this idea. (It's now controlled by OPTION_PLANETS and turned
22 off if the game type is "plain".)
24 Dave says the bit about the Galileo getting turned into a
25 McDonald's is "consistant with our original vision". (This has been
26 left permanently enabled, as it can only happen if OPTION_PLANETS
29 Dave also says the Space Thingy should not be preserved across saved
30 games, so you can't prove to others that you've seen it. He says it
31 shouldn't fire back, either. It should do nothing except scream and
32 disappear when hit by photon torpedos. It's OK that it may move
33 when attacked, but it didn't in the original. (Whether the Thingy
34 can fire back is now controlled by OPTION_THINGY and turned off if the
35 game type is "plain" or "almy". The no-save behavior has been restored.)
37 The Faerie Queen, black holes, and time warping were in the original.
39 Here are Tom Almy's changes:
41 In early 1997, I got the bright idea to look for references to
42 "Super Star Trek" on the World Wide Web. There weren't many hits,
43 but there was one that came up with 1979 Fortran sources! This
44 version had a few additional features that mine didn't have,
45 however mine had some feature it didn't have. So I merged its
46 features that I liked. I also took a peek at the DECUS version (a
47 port, less sources, to the PDP-10), and some other variations.
49 1, Compared to the original UT version, I've changed the "help" command to
50 "call" and the "terminate" command to "quit" to better match
51 user expectations. The DECUS version apparently made those changes
52 as well as changing "freeze" to "save". However I like "freeze".
53 (Both "freeze" and "save" work in SST2K.)
55 2. The experimental deathray originally had only a 5% chance of
56 success, but could be used repeatedly. I guess after a couple
57 years of use, it was less "experimental" because the 1979
58 version had a 70% success rate. However it was prone to breaking
59 after use. I upgraded the deathray, but kept the original set of
60 failure modes (great humor!). (Now controlled by OPTION_DEATHRAY
61 and turned off if game type is "plain".)
63 3. The 1979 version also mentions srscan and lrscan working when
64 docked (using the starbase's scanners), so I made some changes here
65 to do this (and indicating that fact to the player), and then realized
66 the base would have a subspace radio as well -- doing a Chart when docked
67 updates the star chart, and all radio reports will be heard. The Dock
68 command will also give a report if a base is under attack.
70 4. Tholian Web from the 1979 version. (Now controlled by
71 OPTION_THOLIAN and turned off if game type is "plain".)
73 5. Enemies can ram the Enterprise. (Now controlled by OPTION_RAMMING
74 and turned off if game type is "plain".)
76 6. Regular Klingons and Romulans can move in Expert and Emeritus games.
77 This code could use improvement. (Now controlled by OPTION_MVBADDY
78 and turned off if game type is "plain".)
80 7. The deep-space probe feature from the DECUS version. (Now controlled
81 by OPTION_PROBE and turned off if game type is "plain").
83 8. 'emexit' command from the 1979 version.
85 9. Bugfix: Klingon commander movements are no longer reported if long-range
88 10. Bugfix: Better base positioning at startup (more spread out).
89 That made sense to add because most people abort games with
92 In June 2002, I fixed two known bugs and a documentation typo.
93 In June 2004 I fixed a number of bugs involving: 1) parsing invalid
94 numbers, 2) manual phasers when SR scan is damaged and commander is
95 present, 3) time warping into the future, 4) hang when moving
96 klingons in crowded quadrants. (These fixes are in SST2K.)
98 Here are Stas Sergeev's changes:
100 1. The Space Thingy can be shoved, if you ram it, and can fire back if
101 fired upon. (Now controlled by OPTION_THINGY and turned off if game
102 type is "plain" or "almy".)
104 2. When you are docked, base covers you with an almost invincible shield.
105 (A commander can still ram you, or a Romulan can destroy the base,
106 or a SCom can even succeed with direct attack IIRC, but this rarely
107 happens.) (Now controlled by OPTION_BASE and turned off if game
108 type is "plain" or "almy".)
110 3. Ramming a black hole is no longer instant death. There is a
111 chance you might get timewarped instead. (Now controlled by
112 OPTION_BLKHOLE and turned off if game type is "plain" or "almy".)
114 4. The Tholian can be hit with phasers.
116 5. SCom can't escape from you if no more enemies remain
117 (without this, chasing SCom can take an eternity).
119 6. Probe target you enter is now the destination quadrant. Before I don't
120 remember what it was, but it was something I had difficulty using.
122 7. Secret password is now autogenerated.
124 8. "Plaque" is adjusted for A4 paper :-)
126 9. Phasers now tells you how much energy needed, but only if the computer
129 10. Planets are auto-scanned when you enter the quadrant.
131 11. Mining or using crystals in presense of enemy now yields an attack.
132 There are other minor adjustments to what yields an attack
135 12. "freeze" command reverts to "save", most people will understand this
136 better anyway. (SST2K recognizes both.)
138 13. Screen-oriented interface, with sensor scans always up. (SST2K
139 supports both screen-oriented and TTY modes.)
141 Eric Raymond's changes:
143 Mainly, I translated this C code out of FORTRAN into C -- created #defines
144 for a lot of magic numbers and refactored the heck out of it.
146 1. "sos" and "call" becomes "mayday", "freeze" and "save" are both good.
148 2. Status report now indicates when dilithium crystals are on board.
150 3. Per Dave Matuszek's remarks, Thingy state is never saved across games.
152 4. Added game option selection so you can play a close (but not bug-for-
153 bug identical) approximation of older versions.
155 5. Half the quadrants now have inhabited planets, from which one
156 cannot mine dilithium (there will still be the same additional number
157 of dilithium-bearing planets). Torpedoing an inhabited world is *bad*.
158 There is BSD-Trek-like logic for Klingons to attack and enslave
159 inhabited worlds, producing more ships (only is skill is 'good' or
160 better). (Controlled by OPTION_WORLDS and turned off if game
161 type is "plain" or "almy".)
163 6. User input is now logged so we can do regression testing.
165 7. More BSD-Trek features: You can now lose if your entire crew
166 dies in battle. When abandoning ship in a game with inhabited
167 worlds enabled, they must have one in the quadrant to beam down
168 to; otherwise they die in space and this counts heavily against
169 your score. Docking at a starbase replenishes your crew.
171 8. Still more BSD-Trek: we now have a weighted damage table.
172 Also, the nav subsystem (enabling automatic course
173 setting) can be damaged separately from the main computer (which
174 handles weapons targeting, ETA calculation, and self-destruct).
176 After these features were added, I translated this into Python and added
179 9. A long-range scan is done silently whenever you call CHART; thus
180 the LRSCAN command is no longer needed. (Controlled by OPTION_AUTOSCAN
181 and turned off if game type is "plain" or "almy".)
183 import os,sys,math,curses,time,atexit,readline,cPickle,random,getopt,copy
185 SSTDOC = "/usr/share/doc/sst/sst.doc"
188 # Stub to be replaced
189 def _(str): return str
193 NINHAB = (GALSIZE * GALSIZE / 2)
195 PLNETMAX = (NINHAB + MAXUNINHAB)
198 BASEMAX = (GALSIZE * GALSIZE / 12)
201 FULLCREW = 428 # BSD Trek was 387, that's wrong
206 # These functions hide the difference between 0-origin and 1-origin addressing.
207 def VALID_QUADRANT(x, y): return ((x)>=0 and (x)<GALSIZE and (y)>=0 and (y)<GALSIZE)
208 def VALID_SECTOR(x, y): return ((x)>=0 and (x)<QUADSIZE and (y)>=0 and (y)<QUADSIZE)
210 # How to represent features
235 def __init__(self, x=None, y=None):
238 def invalidate(self):
239 self.x = self.y = None
241 return self.x != None and self.y != None
242 def __eq__(self, other):
243 return other != None and self.x == other.y and self.x == other.y
244 def __add__(self, other):
245 return coord(self.x+self.x, self.y+self.y)
246 def __sub__(self, other):
247 return coord(self.x-other.x, self.y-other.y)
248 def __mul__(self, other):
249 return coord(self.x*other, self.y*other)
250 def __rmul__(self, other):
251 return coord(self.x*other, self.y*other)
252 def __div__(self, other):
253 return coord(self.x/other, self.y/other)
254 def __rdiv__(self, other):
255 return coord(self.x/other, self.y/other)
256 def snaptogrid(self):
257 return coord(int(round(self.x)), int(round(self.y)))
258 def distance(self, other=None):
259 if not other: other = coord(0, 0)
260 return math.sqrt((self.x - other.x)**2 + (self.y - other.y)**2)
261 def bearing(self, other=None):
262 if not other: other = coord(0, 0)
263 return 1.90985*math.atan2(self.x-other.x, self.y-other.y)
269 s.x = self.x / abs(self.x)
273 s.y = self.y / abs(self.y)
277 s.x = self.x + randrange(-1, 2)
278 s.y = self.y + randrange(-1, 2)
283 if self.x == None or self.y == None:
285 return "%s - %s" % (self.x+1, self.y+1)
290 self.name = None # string-valued if inhabited
291 self.quadrant = coord() # quadrant located
292 self.pclass = None # could be ""M", "N", "O", or "destroyed"
293 self.crystals = "absent"# could be "mined", "present", "absent"
294 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
295 self.inhabited = False # is it inhabites?
303 self.starbase = False
306 self.supernova = False
308 self.status = "secure" # Could be "secure", "distressed", "enslaved"
316 def fill2d(size, fillfun):
317 "Fill an empty list in 2D."
319 for i in range(size):
321 for j in range(size):
322 lst[i].append(fillfun(i, j))
327 self.snap = False # snapshot taken
328 self.crew = 0 # crew complement
329 self.remkl = 0 # remaining klingons
330 self.nscrem = 0 # remaining super commanders
331 self.starkl = 0 # destroyed stars
332 self.basekl = 0 # destroyed bases
333 self.nromrem = 0 # Romulans remaining
334 self.nplankl = 0 # destroyed uninhabited planets
335 self.nworldkl = 0 # destroyed inhabited planets
336 self.planets = [] # Planet information
337 self.date = 0.0 # stardate
338 self.remres = 0 # remaining resources
339 self.remtime = 0 # remaining time
340 self.baseq = [] # Base quadrant coordinates
341 self.kcmdr = [] # Commander quadrant coordinates
342 self.kscmdr = coord() # Supercommander quadrant coordinates
343 # the galaxy (subscript 0 not used)
344 self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
345 # the starchart (subscript 0 not used)
346 self.chart = fill2d(GALSIZE, lambda i, j: page())
350 self.date = None # A real number
351 self.quadrant = None # A coord structure
354 OPTION_ALL = 0xffffffff
355 OPTION_TTY = 0x00000001 # old interface
356 OPTION_CURSES = 0x00000002 # new interface
357 OPTION_IOMODES = 0x00000003 # cover both interfaces
358 OPTION_PLANETS = 0x00000004 # planets and mining
359 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
360 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
361 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
362 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
363 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
364 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
365 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
366 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
367 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
368 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
369 OPTION_PLAIN = 0x01000000 # user chose plain game
370 OPTION_ALMY = 0x02000000 # user chose Almy variant
389 NDEVICES= 16 # Number of devices
398 def damaged(dev): return (game.damage[dev] != 0.0)
399 def communicating(): return not damaged(DRADIO) or game.condition=="docked"
401 # Define future events
402 FSPY = 0 # Spy event happens always (no future[] entry)
403 # can cause SC to tractor beam Enterprise
404 FSNOVA = 1 # Supernova
405 FTBEAM = 2 # Commander tractor beams Enterprise
406 FSNAP = 3 # Snapshot for time warp
407 FBATTAK = 4 # Commander attacks base
408 FCDBAS = 5 # Commander destroys base
409 FSCMOVE = 6 # Supercommander moves (might attack base)
410 FSCDBAS = 7 # Supercommander destroys base
411 FDSPROB = 8 # Move deep space probe
412 FDISTR = 9 # Emit distress call from an inhabited world
413 FENSLV = 10 # Inhabited word is enslaved */
414 FREPRO = 11 # Klingons build a ship in an enslaved system
418 # abstract out the event handling -- underlying data structures will change
419 # when we implement stateful events
421 def findevent(evtype): return game.future[evtype]
424 def __init__(self, type=None, loc=None, power=None):
429 self.kpower = power # enemy energy level
430 game.enemies.append(self)
432 motion = (loc != self.kloc)
433 if self.kloc.x is not None and self.kloc.y is not None:
436 game.quad[self.kloc.x][self.kloc.y] = IHWEB
438 game.quad[self.kloc.x][self.kloc.y] = IHDOT
440 self.kloc = copy.copy(loc)
441 game.quad[self.kloc.x][self.kloc.y] = self.type
442 self.kdist = self.kavgd = (game.sector - loc).distance()
445 self.kdist = self.kavgd = None
446 game.enemies.remove(self)
449 return "<%s,%s.%f>" % (self.type, self.kloc, self.kpower) # For debugging
453 self.options = None # Game options
454 self.state = snapshot() # A snapshot structure
455 self.snapsht = snapshot() # Last snapshot taken for time-travel purposes
456 self.quad = None # contents of our quadrant
457 self.damage = [0.0] * NDEVICES # damage encountered
458 self.future = [] # future events
459 for i in range(NEVENTS):
460 self.future.append(event())
461 self.passwd = None; # Self Destruct password
463 self.quadrant = None # where we are in the large
464 self.sector = None # where we are in the small
465 self.tholian = None # Tholian enemy object
466 self.base = None # position of base in current quadrant
467 self.battle = None # base coordinates being attacked
468 self.plnet = None # location of planet in quadrant
469 self.probec = None # current probe quadrant
470 self.gamewon = False # Finished!
471 self.ididit = False # action taken -- allows enemy to attack
472 self.alive = False # we are alive (not killed)
473 self.justin = False # just entered quadrant
474 self.shldup = False # shields are up
475 self.shldchg = False # shield is changing (affects efficiency)
476 self.iscate = False # super commander is here
477 self.ientesc = False # attempted escape from supercommander
478 self.resting = False # rest time
479 self.icraft = False # Kirk in Galileo
480 self.landed = False # party on planet (true), on ship (false)
481 self.alldone = False # game is now finished
482 self.neutz = False # Romulan Neutral Zone
483 self.isarmed = False # probe is armed
484 self.inorbit = False # orbiting a planet
485 self.imine = False # mining
486 self.icrystl = False # dilithium crystals aboard
487 self.iseenit = False # seen base attack report
488 self.thawed = False # thawed game
489 self.condition = None # "green", "yellow", "red", "docked", "dead"
490 self.iscraft = None # "onship", "offship", "removed"
491 self.skill = None # Player skill level
492 self.inkling = 0 # initial number of klingons
493 self.inbase = 0 # initial number of bases
494 self.incom = 0 # initial number of commanders
495 self.inscom = 0 # initial number of commanders
496 self.inrom = 0 # initial number of commanders
497 self.instar = 0 # initial stars
498 self.intorps = 0 # initial/max torpedoes
499 self.torps = 0 # number of torpedoes
500 self.ship = 0 # ship type -- 'E' is Enterprise
501 self.abandoned = 0 # count of crew abandoned in space
502 self.length = 0 # length of game
503 self.klhere = 0 # klingons here
504 self.casual = 0 # causalties
505 self.nhelp = 0 # calls for help
506 self.nkinks = 0 # count of energy-barrier crossings
507 self.iplnet = None # planet # in quadrant
508 self.inplan = 0 # initial planets
509 self.irhere = 0 # Romulans in quadrant
510 self.isatb = 0 # =1 if super commander is attacking base
511 self.tourn = None # tournament number
512 self.proben = 0 # number of moves for probe
513 self.nprobes = 0 # number of probes available
514 self.inresor = 0.0 # initial resources
515 self.intime = 0.0 # initial time
516 self.inenrg = 0.0 # initial/max energy
517 self.inshld = 0.0 # initial/max shield
518 self.inlsr = 0.0 # initial life support resources
519 self.indate = 0.0 # initial date
520 self.energy = 0.0 # energy level
521 self.shield = 0.0 # shield level
522 self.warpfac = 0.0 # warp speed
523 self.wfacsq = 0.0 # squared warp factor
524 self.lsupres = 0.0 # life support reserves
525 self.dist = 0.0 # movement distance
526 self.direc = 0.0 # movement direction
527 self.optime = 0.0 # time taken by current operation
528 self.docfac = 0.0 # repair factor when docking (constant?)
529 self.damfac = 0.0 # damage factor
530 self.lastchart = 0.0 # time star chart was last updated
531 self.cryprob = 0.0 # probability that crystal will work
532 self.probex = 0.0 # location of probe
534 self.probeinx = 0.0 # probe x,y increment
535 self.probeiny = 0.0 #
536 self.height = 0.0 # height of orbit around planet
538 # Stas thinks this should be (C expression):
539 # game.state.remkl + len(game.state.kcmdr) > 0 ?
540 # game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99
541 # He says the existing expression is prone to divide-by-zero errors
542 # after killing the last klingon when score is shown -- perhaps also
543 # if the only remaining klingon is SCOM.
544 game.state.remtime = game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr))
545 # From enumerated type 'feature'
566 # From enumerated type 'FINTYPE'
590 # Log the results of pulling random numbers so we can check determinism.
596 #logfp.write("# withprob(%s) -> %f (%s) at %s\n" % (p, v, v<p, traceback.extract_stack()[-2][1:]))
599 def randrange(*args):
600 v = random.randrange(*args)
601 #logfp.write("# randrange%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
607 v *= args[0] # returns from [0, args[0])
609 v = args[0] + v*(args[1]-args[0]) # returns from [args[0], args[1])
610 #logfp.write("# randreal%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
613 # Code from ai.c begins here
616 "Would this quadrant welcome another Klingon?"
617 return VALID_QUADRANT(iq.x,iq.y) and \
618 not game.state.galaxy[iq.x][iq.y].supernova or \
619 game.state.galaxy[iq.x][iq.y].klingons < MAXKLQUAD
622 def tryexit(enemy, look, irun):
623 "A bad guy attempts to bug out."
625 iq.x = game.quadrant.x+(look.x+(QUADSIZE-1))/QUADSIZE - 1
626 iq.y = game.quadrant.y+(look.y+(QUADSIZE-1))/QUADSIZE - 1
627 if not welcoming(iq):
629 if enemy.type == IHR:
630 return False; # Romulans cannot escape!
632 # avoid intruding on another commander's territory
633 if enemy.type == IHC:
634 if iq in game.state.kcmdr:
636 # refuse to leave if currently attacking starbase
637 if game.battle == game.quadrant:
639 # don't leave if over 1000 units of energy
640 if enemy.kpower > 1000.0:
642 # emit escape message and move out of quadrant.
643 # we know this if either short or long range sensors are working
644 if not damaged(DSRSENS) or not damaged(DLRSENS) or \
645 game.condition == "docked":
646 prout(crmena(True, enemy.type, "sector", enemy.kloc) + \
647 (_(" escapes to Quadrant %s (and regains strength).") % q))
648 # handle local matters related to escape
651 if game.condition != "docked":
653 # Handle global matters related to escape
654 game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
655 game.state.galaxy[iq.x][iq.y].klingons += 1
660 schedule(FSCMOVE, 0.2777)
664 for cmdr in game.state.kcmdr:
665 if cmdr == game.quadrant:
666 game.state.kcmdr[n] = iq
668 return True; # success
671 # The bad-guy movement algorithm:
673 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
674 # If both are operating full strength, force is 1000. If both are damaged,
675 # force is -1000. Having shields down subtracts an additional 1000.
677 # 2. Enemy has forces equal to the energy of the attacker plus
678 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
679 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
681 # Attacker Initial energy levels (nominal):
682 # Klingon Romulan Commander Super-Commander
683 # Novice 400 700 1200
685 # Good 450 800 1300 1750
686 # Expert 475 850 1350 1875
687 # Emeritus 500 900 1400 2000
688 # VARIANCE 75 200 200 200
690 # Enemy vessels only move prior to their attack. In Novice - Good games
691 # only commanders move. In Expert games, all enemy vessels move if there
692 # is a commander present. In Emeritus games all enemy vessels move.
694 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
695 # forces are 1000 greater than Enterprise.
697 # Agressive action on average cuts the distance between the ship and
698 # the enemy to 1/4 the original.
700 # 4. At lower energy advantage, movement units are proportional to the
701 # advantage with a 650 advantage being to hold ground, 800 to move forward
702 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
704 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
705 # retreat, especially at high skill levels.
707 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
710 def movebaddy(enemy):
711 "Tactical movement for the bad guys."
712 next = coord(); look = coord()
714 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
715 if game.skill >= SKILL_EXPERT:
716 nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
718 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
720 mdist = int(dist1 + 0.5); # Nearest integer distance
721 # If SC, check with spy to see if should hi-tail it
722 if enemy.type==IHS and \
723 (enemy.kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
727 # decide whether to advance, retreat, or hold position
728 forces = enemy.kpower+100.0*len(game.enemies)+400*(nbaddys-1)
730 forces += 1000; # Good for enemy if shield is down!
731 if not damaged(DPHASER) or not damaged(DPHOTON):
732 if damaged(DPHASER): # phasers damaged
735 forces -= 0.2*(game.energy - 2500.0)
736 if damaged(DPHOTON): # photon torpedoes damaged
739 forces -= 50.0*game.torps
741 # phasers and photon tubes both out!
744 if forces <= 1000.0 and game.condition != "docked": # Typical situation
745 motion = ((forces + randreal(200))/150.0) - 5.0
747 if forces > 1000.0: # Very strong -- move in for kill
748 motion = (1.0 - randreal())**2 * dist1 + 1.0
749 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
750 motion -= game.skill*(2.0-randreal()**2)
752 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
753 # don't move if no motion
756 # Limit motion according to skill
757 if abs(motion) > game.skill:
762 # calculate preferred number of steps
767 if motion > 0 and nsteps > mdist:
768 nsteps = mdist; # don't overshoot
769 if nsteps > QUADSIZE:
770 nsteps = QUADSIZE; # This shouldn't be necessary
772 nsteps = 1; # This shouldn't be necessary
774 proutn("NSTEPS = %d:" % nsteps)
775 # Compute preferred values of delta X and Y
776 m = game.sector - enemy.kloc
777 if 2.0 * abs(m.x) < abs(m.y):
779 if 2.0 * abs(m.y) < abs(game.sector.x-enemy.kloc.x):
793 for ll in range(nsteps):
795 proutn(" %d" % (ll+1))
796 # Check if preferred position available
807 attempts = 0; # Settle mysterious hang problem
808 while attempts < 20 and not success:
810 if look.x < 0 or look.x >= QUADSIZE:
811 if motion < 0 and tryexit(enemy, look, irun):
813 if krawlx == m.x or m.y == 0:
815 look.x = next.x + krawlx
817 elif look.y < 0 or look.y >= QUADSIZE:
818 if motion < 0 and tryexit(enemy, look, irun):
820 if krawly == m.y or m.x == 0:
822 look.y = next.y + krawly
824 elif (game.options & OPTION_RAMMING) and game.quad[look.x][look.y] != IHDOT:
825 # See if enemy should ram ship
826 if game.quad[look.x][look.y] == game.ship and \
827 (enemy.type == IHC or enemy.type == IHS):
828 collision(rammed=True, enemy=enemy)
830 if krawlx != m.x and m.y != 0:
831 look.x = next.x + krawlx
833 elif krawly != m.y and m.x != 0:
834 look.y = next.y + krawly
837 break; # we have failed
849 if not damaged(DSRSENS) or game.condition == "docked":
850 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.kloc))
851 if enemy.kdist < dist1:
852 proutn(_(" advances to "))
854 proutn(_(" retreats to "))
855 prout("Sector %s." % next)
858 "Sequence Klingon tactical movement."
861 # Figure out which Klingon is the commander (or Supercommander)
863 if game.quadrant in game.state.kcmdr:
864 for enemy in game.enemies:
865 if enemy.type == IHC:
867 if game.state.kscmdr==game.quadrant:
868 for enemy in game.enemies:
869 if enemy.type == IHS:
872 # If skill level is high, move other Klingons and Romulans too!
873 # Move these last so they can base their actions on what the
875 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
876 for enemy in game.enemies:
877 if enemy.type in (IHK, IHR):
879 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
881 def movescom(iq, avoid):
882 "Commander movement helper."
883 # Avoid quadrants with bases if we want to avoid Enterprise
884 if not welcoming(iq) or (avoid and iq in game.state.baseq):
886 if game.justin and not game.iscate:
889 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons -= 1
890 game.state.kscmdr = iq
891 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons += 1
892 if game.state.kscmdr==game.quadrant:
893 # SC has scooted, Remove him from current quadrant
898 for enemy in game.enemies:
899 if enemy.type == IHS:
903 if game.condition != "docked":
905 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
906 # check for a helpful planet
907 for i in range(game.inplan):
908 if game.state.planets[i].quadrant == game.state.kscmdr and \
909 game.state.planets[i].crystals == "present":
911 game.state.planets[i].pclass = "destroyed"
912 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = None
915 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
916 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
917 prout(_(" by the Super-commander.\""))
919 return False; # looks good!
921 def supercommander():
922 "Move the Super Commander."
923 iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
926 prout("== SUPERCOMMANDER")
927 # Decide on being active or passive
928 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 \
929 (game.state.date-game.indate) < 3.0)
930 if not game.iscate and avoid:
931 # compute move away from Enterprise
932 idelta = game.state.kscmdr-game.quadrant
933 if math.sqrt(idelta.x*idelta.x+idelta.y*idelta.y) > 2.0:
935 idelta.x = game.state.kscmdr.y-game.quadrant.y
936 idelta.y = game.quadrant.x-game.state.kscmdr.x
938 # compute distances to starbases
939 if not game.state.baseq:
943 sc = game.state.kscmdr
944 for base in game.state.baseq:
945 basetbl.append((i, (base - sc).distance()))
946 if game.state.baseq > 1:
947 basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
948 # look for nearest base without a commander, no Enterprise, and
949 # without too many Klingons, and not already under attack.
950 ifindit = iwhichb = 0
951 for (i2, base) in enumerate(game.state.baseq):
952 i = basetbl[i2][0]; # bug in original had it not finding nearest
953 if base==game.quadrant or base==game.battle or not welcoming(base):
955 # if there is a commander, and no other base is appropriate,
956 # we will take the one with the commander
957 for cmdr in game.state.kcmdr:
958 if base == cmdr and ifindit != 2:
962 else: # no commander -- use this one
967 return # Nothing suitable -- wait until next time
968 ibq = game.state.baseq[iwhichb]
969 # decide how to move toward base
970 idelta = ibq - game.state.kscmdr
971 # Maximum movement is 1 quadrant in either or both axes
972 idelta = idelta.sgn()
973 # try moving in both x and y directions
974 # there was what looked like a bug in the Almy C code here,
975 # but it might be this translation is just wrong.
976 iq = game.state.kscmdr + idelta
977 if movescom(iq, avoid):
978 # failed -- try some other maneuvers
979 if idelta.x==0 or idelta.y==0:
982 iq.y = game.state.kscmdr.y + 1
983 if movescom(iq, avoid):
984 iq.y = game.state.kscmdr.y - 1
987 iq.x = game.state.kscmdr.x + 1
988 if movescom(iq, avoid):
989 iq.x = game.state.kscmdr.x - 1
992 # try moving just in x or y
993 iq.y = game.state.kscmdr.y
994 if movescom(iq, avoid):
995 iq.y = game.state.kscmdr.y + idelta.y
996 iq.x = game.state.kscmdr.x
999 if len(game.state.baseq) == 0:
1002 for (i, ibq) in enumerate(game.state.baseq):
1003 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
1006 return # no, don't attack base!
1007 game.iseenit = False
1009 schedule(FSCDBAS, randreal(1.0, 3.0))
1010 if is_scheduled(FCDBAS):
1011 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
1012 if not communicating():
1016 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
1017 % game.state.kscmdr)
1018 prout(_(" reports that it is under attack from the Klingon Super-commander."))
1019 proutn(_(" It can survive until stardate %d.\"") \
1020 % int(scheduled(FSCDBAS)))
1021 if not game.resting:
1023 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
1026 game.resting = False
1027 game.optime = 0.0; # actually finished
1029 # Check for intelligence report
1032 (not communicating()) or \
1033 not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted):
1036 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
1037 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
1042 if not game.tholian or game.justin:
1045 if game.tholian.kloc.x == 0 and game.tholian.kloc.y == 0:
1046 id.x = 0; id.y = QUADSIZE-1
1047 elif game.tholian.kloc.x == 0 and game.tholian.kloc.y == QUADSIZE-1:
1048 id.x = QUADSIZE-1; id.y = QUADSIZE-1
1049 elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == QUADSIZE-1:
1050 id.x = QUADSIZE-1; id.y = 0
1051 elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == 0:
1054 # something is wrong!
1055 game.tholian.move(None)
1056 prout("***Internal error: Tholian in a bad spot.")
1058 # do nothing if we are blocked
1059 if game.quad[id.x][id.y] not in (IHDOT, IHWEB):
1061 here = copy.copy(game.tholian.kloc)
1062 delta = (id - game.tholian.kloc).sgn()
1064 while here.x != id.x:
1066 if game.quad[here.x][here.y]==IHDOT:
1067 game.tholian.move(here)
1069 while here.y != id.y:
1071 if game.quad[here.x][here.y]==IHDOT:
1072 game.tholian.move(here)
1073 # check to see if all holes plugged
1074 for i in range(QUADSIZE):
1075 if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT:
1077 if game.quad[QUADSIZE][i]!=IHWEB and game.quad[QUADSIZE][i]!=IHT:
1079 if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT:
1081 if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT:
1083 # All plugged up -- Tholian splits
1084 game.quad[game.tholian.kloc.x][game.tholian.kloc.y]=IHWEB
1086 prout(crmena(True, IHT, "sector", game.tholian) + _(" completes web."))
1087 game.tholian.move(None)
1090 # Code from battle.c begins here
1092 def doshield(shraise):
1093 "Change shield status."
1099 key = scanner.next()
1101 if scanner.sees("transfer"):
1104 if damaged(DSHIELD):
1105 prout(_("Shields damaged and down."))
1107 if scanner.sees("up"):
1109 elif scanner.sees("down"):
1112 proutn(_("Do you wish to change shield energy? "))
1114 proutn(_("Energy to transfer to shields- "))
1116 elif damaged(DSHIELD):
1117 prout(_("Shields damaged and down."))
1120 proutn(_("Shields are up. Do you want them down? "))
1127 proutn(_("Shields are down. Do you want them up? "))
1133 if action == "SHUP": # raise shields
1135 prout(_("Shields already up."))
1139 if game.condition != "docked":
1141 prout(_("Shields raised."))
1142 if game.energy <= 0:
1144 prout(_("Shields raising uses up last of energy."))
1149 elif action == "SHDN":
1151 prout(_("Shields already down."))
1155 prout(_("Shields lowered."))
1158 elif action == "NRG":
1159 while scanner.next() != IHREAL:
1161 proutn(_("Energy to transfer to shields- "))
1163 if scanner.real == 0:
1165 if scanner.real > game.energy:
1166 prout(_("Insufficient ship energy."))
1169 if game.shield+scanner.real >= game.inshld:
1170 prout(_("Shield energy maximized."))
1171 if game.shield+scanner.real > game.inshld:
1172 prout(_("Excess energy requested returned to ship energy"))
1173 game.energy -= game.inshld-game.shield
1174 game.shield = game.inshld
1176 if scanner.real < 0.0 and game.energy-scanner.real > game.inenrg:
1177 # Prevent shield drain loophole
1179 prout(_("Engineering to bridge--"))
1180 prout(_(" Scott here. Power circuit problem, Captain."))
1181 prout(_(" I can't drain the shields."))
1184 if game.shield+scanner.real < 0:
1185 prout(_("All shield energy transferred to ship."))
1186 game.energy += game.shield
1189 proutn(_("Scotty- \""))
1190 if scanner.real > 0:
1191 prout(_("Transferring energy to shields.\""))
1193 prout(_("Draining energy from shields.\""))
1194 game.shield += scanner.real
1195 game.energy -= scanner.real
1199 # choose a device to damage, at random.
1201 # Quoth Eric Allman in the code of BSD-Trek:
1202 # "Under certain conditions you can get a critical hit. This
1203 # sort of hit damages devices. The probability that a given
1204 # device is damaged depends on the device. Well protected
1205 # devices (such as the computer, which is in the core of the
1206 # ship and has considerable redundancy) almost never get
1207 # damaged, whereas devices which are exposed (such as the
1208 # warp engines) or which are particularly delicate (such as
1209 # the transporter) have a much higher probability of being
1212 # This is one place where OPTION_PLAIN does not restore the
1213 # original behavior, which was equiprobable damage across
1214 # all devices. If we wanted that, we'd return randrange(NDEVICES)
1215 # and have done with it. Also, in the original game, DNAVYS
1216 # and DCOMPTR were the same device.
1218 # Instead, we use a table of weights similar to the one from BSD Trek.
1219 # BSD doesn't have the shuttle, shield controller, death ray, or probes.
1220 # We don't have a cloaking device. The shuttle got the allocation
1221 # for the cloaking device, then we shaved a half-percent off
1222 # everything to have some weight to give DSHCTRL/DDRAY/DDSP.
1225 105, # DSRSENS: short range scanners 10.5%
1226 105, # DLRSENS: long range scanners 10.5%
1227 120, # DPHASER: phasers 12.0%
1228 120, # DPHOTON: photon torpedoes 12.0%
1229 25, # DLIFSUP: life support 2.5%
1230 65, # DWARPEN: warp drive 6.5%
1231 70, # DIMPULS: impulse engines 6.5%
1232 145, # DSHIELD: deflector shields 14.5%
1233 30, # DRADIO: subspace radio 3.0%
1234 45, # DSHUTTL: shuttle 4.5%
1235 15, # DCOMPTR: computer 1.5%
1236 20, # NAVCOMP: navigation system 2.0%
1237 75, # DTRANSP: transporter 7.5%
1238 20, # DSHCTRL: high-speed shield controller 2.0%
1239 10, # DDRAY: death ray 1.0%
1240 30, # DDSP: deep-space probes 3.0%
1242 idx = randrange(1000) # weights must sum to 1000
1244 for (i, w) in enumerate(weights):
1248 return None; # we should never get here
1250 def collision(rammed, enemy):
1251 "Collision handling fot rammong events."
1252 prouts(_("***RED ALERT! RED ALERT!"))
1254 prout(_("***COLLISION IMMINENT."))
1258 hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(enemy.type, 1.0)
1260 proutn(_(" rammed by "))
1263 proutn(crmena(False, enemy.type, "sector", enemy.kloc))
1265 proutn(_(" (original position)"))
1267 deadkl(enemy.kloc, enemy.type, game.sector)
1268 proutn("***" + crmship() + " heavily damaged.")
1269 icas = randrange(10, 30)
1270 prout(_("***Sickbay reports %d casualties"), icas)
1272 game.state.crew -= icas
1274 # In the pre-SST2K version, all devices got equiprobably damaged,
1275 # which was silly. Instead, pick up to half the devices at
1276 # random according to our weighting table,
1278 ncrits = randrange(NDEVICES/2)
1279 for m in range(ncrits):
1281 if game.damage[dev] < 0:
1283 extradm = (10.0*hardness*randreal()+1.0)*game.damfac
1284 # Damage for at least time of travel!
1285 game.damage[dev] += game.optime + extradm
1287 prout(_("***Shields are down."))
1288 if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
1295 def torpedo(course, dispersion, origin, number, nburst):
1296 "Let a photon torpedo fly"
1299 ac = course + 0.25*dispersion
1300 angle = (15.0-ac)*0.5235988
1301 bullseye = (15.0 - course)*0.5235988
1302 deltax = -math.sin(angle);
1303 deltay = math.cos(angle);
1304 x = origin.x; y = origin.y
1305 w = coord(0, 0); jw = coord(0, 0)
1306 bigger = max(math.fabs(deltax), math.fabs(deltay))
1309 if not damaged(DSRSENS) or game.condition=="docked":
1310 setwnd(srscan_window)
1312 setwnd(message_window)
1313 # Loop to move a single torpedo
1314 for step in range(1, 15+1):
1319 if not VALID_SECTOR(w.x, w.y):
1321 iquad=game.quad[w.x][w.y]
1322 tracktorpedo(origin, w, step, number, nburst, iquad)
1326 setwnd(message_window)
1327 if damaged(DSRSENS) and not game.condition=="docked":
1328 skip(1); # start new line after text track
1329 if iquad in (IHE, IHF): # Hit our ship
1331 prout(_("Torpedo hits %s.") % crmshp())
1332 hit = 700.0 + randreal(100) - \
1333 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1334 newcnd(); # we're blown out of dock
1335 # We may be displaced.
1336 if game.landed or game.condition=="docked":
1337 return hit # Cheat if on a planet
1338 ang = angle + 2.5*(randreal()-0.5)
1339 temp = math.fabs(math.sin(ang))
1340 if math.fabs(math.cos(ang)) > temp:
1341 temp = math.fabs(math.cos(ang))
1342 xx = -math.sin(ang)/temp
1343 yy = math.cos(ang)/temp
1344 jw.x = int(w.x+xx+0.5)
1345 jw.y = int(w.y+yy+0.5)
1346 if not VALID_SECTOR(jw.x, jw.y):
1348 if game.quad[jw.x][jw.y]==IHBLANK:
1351 if game.quad[jw.x][jw.y]!=IHDOT:
1352 # can't move into object
1357 elif iquad in (IHC, IHS): # Hit a commander
1359 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1360 prout(_(" torpedo neutralized."))
1362 elif iquad in (IHR, IHK): # Hit a regular enemy
1364 for enemy in game.enemies:
1365 if w == game.enemies[ll].kloc:
1367 kp = math.fabs(e.kpower)
1368 h1 = 700.0 + randrange(100) - \
1369 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1373 if enemy.kpower < 0:
1377 if enemy.kpower == 0:
1380 proutn(crmena(True, iquad, "sector", w))
1381 # If enemy damaged but not destroyed, try to displace
1382 ang = angle + 2.5*(randreal()-0.5)
1383 temp = math.fabs(math.sin(ang))
1384 if math.fabs(math.cos(ang)) > temp:
1385 temp = math.fabs(math.cos(ang))
1386 xx = -math.sin(ang)/temp
1387 yy = math.cos(ang)/temp
1388 jw.x = int(w.x+xx+0.5)
1389 jw.y = int(w.y+yy+0.5)
1390 if not VALID_SECTOR(jw.x, jw.y):
1391 prout(_(" damaged but not destroyed."))
1393 if game.quad[jw.x][jw.y]==IHBLANK:
1394 prout(_(" buffeted into black hole."))
1395 deadkl(w, iquad, jw)
1397 if game.quad[jw.x][jw.y]!=IHDOT:
1398 # can't move into object
1399 prout(_(" damaged but not destroyed."))
1401 proutn(_(" damaged--"))
1405 elif iquad == IHB: # Hit a base
1407 prout(_("***STARBASE DESTROYED.."))
1408 game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
1409 game.quad[w.x][w.y]=IHDOT
1410 game.base.invalidate()
1411 game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase -= 1
1412 game.state.chart[game.quadrant.x][game.quadrant.y].starbase -= 1
1413 game.state.basekl += 1
1416 elif iquad == IHP: # Hit a planet
1417 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1418 game.state.nplankl += 1
1419 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
1420 game.iplnet.pclass = "destroyed"
1422 game.plnet.invalidate()
1423 game.quad[w.x][w.y] = IHDOT
1425 # captain perishes on planet
1428 elif iquad == IHW: # Hit an inhabited world -- very bad!
1429 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1430 game.state.nworldkl += 1
1431 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
1432 game.iplnet.pclass = "destroyed"
1434 game.plnet.invalidate()
1435 game.quad[w.x][w.y] = IHDOT
1437 # captain perishes on planet
1439 prout(_("You have just destroyed an inhabited planet."))
1440 prout(_("Celebratory rallies are being held on the Klingon homeworld."))
1442 elif iquad == IHSTAR: # Hit a star
1446 prout(crmena(True, IHSTAR, "sector", w) + _(" unaffected by photon blast."))
1448 elif iquad == IHQUEST: # Hit a thingy
1449 if not (game.options & OPTION_THINGY) or withprob(0.3):
1451 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1453 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1455 proutn(_("Mr. Spock-"))
1456 prouts(_(" \"Fascinating!\""))
1461 # Stas Sergeev added the possibility that
1462 # you can shove the Thingy and piss it off.
1463 # It then becomes an enemy and may fire at you.
1468 elif iquad == IHBLANK: # Black hole
1470 prout(crmena(True, IHBLANK, "sector", w) + _(" swallows torpedo."))
1472 elif iquad == IHWEB: # hit the web
1474 prout(_("***Torpedo absorbed by Tholian web."))
1476 elif iquad == IHT: # Hit a Tholian
1477 h1 = 700.0 + randrange(100) - \
1478 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1481 game.quad[w.x][w.y] = IHDOT
1486 proutn(crmena(True, IHT, "sector", w))
1488 prout(_(" survives photon blast."))
1490 prout(_(" disappears."))
1491 game.tholian.move(None)
1492 game.quad[w.x][w.y] = IHWEB
1497 proutn("Don't know how to handle torpedo collision with ")
1498 proutn(crmena(True, iquad, "sector", w))
1502 if curwnd!=message_window:
1503 setwnd(message_window)
1505 game.quad[w.x][w.y]=IHDOT
1506 game.quad[jw.x][jw.y]=iquad
1507 prout(_(" displaced by blast to Sector %s ") % jw)
1508 for ll in range(len(game.enemies)):
1509 game.enemies[ll].kdist = game.enemies[ll].kavgd = (game.sector-game.enemies[ll].kloc).distance()
1510 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1513 prout(_("Torpedo missed."))
1517 "Critical-hit resolution."
1518 if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1520 ncrit = int(1.0 + hit/(500.0+randreal(100)))
1521 proutn(_("***CRITICAL HIT--"))
1522 # Select devices and cause damage
1524 for loop1 in range(ncrit):
1527 # Cheat to prevent shuttle damage unless on ship
1528 if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1531 extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1532 game.damage[j] += extradm
1534 for (i, j) in enumerate(cdam):
1536 if skipcount % 3 == 2 and i < len(cdam)-1:
1541 prout(_(" damaged."))
1542 if damaged(DSHIELD) and game.shldup:
1543 prout(_("***Shields knocked down."))
1546 def attack(torps_ok):
1547 # bad guy attacks us
1548 # torps_ok == False forces use of phasers in an attack
1549 attempt = False; ihurt = False;
1550 hitmax=0.0; hittot=0.0; chgfac=1.0
1552 # game could be over at this point, check
1556 prout("=== ATTACK!")
1557 # Tholian gets to move before attacking
1560 # if you have just entered the RNZ, you'll get a warning
1561 if game.neutz: # The one chance not to be attacked
1564 # commanders get a chance to tac-move towards you
1565 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:
1567 # if no enemies remain after movement, we're done
1568 if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
1570 # set up partial hits if attack happens during shield status change
1571 pfac = 1.0/game.inshld
1573 chgfac = 0.25 + randreal(0.5)
1575 # message verbosity control
1576 if game.skill <= SKILL_FAIR:
1578 for enemy in game.enemies:
1579 if enemy.kpower < 0:
1580 continue; # too weak to attack
1581 # compute hit strength and diminish shield power
1583 # Increase chance of photon torpedos if docked or enemy energy is low
1584 if game.condition == "docked":
1586 if enemy.kpower < 500:
1588 if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry):
1590 # different enemies have different probabilities of throwing a torp
1591 usephasers = not torps_ok or \
1592 (enemy.type == IHK and r > 0.0005) or \
1593 (enemy.type==IHC and r > 0.015) or \
1594 (enemy.type==IHR and r > 0.3) or \
1595 (enemy.type==IHS and r > 0.07) or \
1596 (enemy.type==IHQUEST and r > 0.05)
1597 if usephasers: # Enemy uses phasers
1598 if game.condition == "docked":
1599 continue; # Don't waste the effort!
1600 attempt = True; # Attempt to attack
1601 dustfac = randreal(0.8, 0.85)
1602 hit = enemy.kpower*math.pow(dustfac,enemy.kavgd)
1603 enemy.kpower *= 0.75
1604 else: # Enemy uses photon torpedo
1605 #course2 = (enemy.kloc-game.sector).bearing()
1606 course = 1.90985*math.atan2(game.sector.y-enemy.kloc.y, enemy.kloc.x-game.sector.x)
1608 proutn(_("***TORPEDO INCOMING"))
1609 if not damaged(DSRSENS):
1610 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.kloc))
1613 dispersion = (randreal()+randreal())*0.5 - 0.5
1614 dispersion += 0.002*enemy.kpower*dispersion
1615 hit = torpedo(course, dispersion, origin=enemy.kloc, number=1, nburst=1)
1616 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1617 finish(FWON); # Klingons did themselves in!
1618 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.alldone:
1619 return # Supernova or finished
1622 # incoming phaser or torpedo, shields may dissipate it
1623 if game.shldup or game.shldchg or game.condition=="docked":
1624 # shields will take hits
1625 propor = pfac * game.shield
1626 if game.condition =="docked":
1630 hitsh = propor*chgfac*hit+1.0
1632 if absorb > game.shield:
1633 absorb = game.shield
1634 game.shield -= absorb
1636 # taking a hit blasts us out of a starbase dock
1637 if game.condition == "docked":
1639 # but the shields may take care of it
1640 if propor > 0.1 and hit < 0.005*game.energy:
1642 # hit from this opponent got through shields, so take damage
1644 proutn(_("%d unit hit") % int(hit))
1645 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1646 proutn(_(" on the ") + crmshp())
1647 if not damaged(DSRSENS) and usephasers:
1648 prout(_(" from ") + crmena(False, enemy.type, where, enemy.kloc))
1650 # Decide if hit is critical
1656 if game.energy <= 0:
1657 # Returning home upon your shield, not with it...
1660 if not attempt and game.condition == "docked":
1661 prout(_("***Enemies decide against attacking your ship."))
1662 percent = 100.0*pfac*game.shield+0.5
1664 # Shields fully protect ship
1665 proutn(_("Enemy attack reduces shield strength to "))
1667 # Emit message if starship suffered hit(s)
1669 proutn(_("Energy left %2d shields ") % int(game.energy))
1672 elif not damaged(DSHIELD):
1675 proutn(_("damaged, "))
1676 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1677 # Check if anyone was hurt
1678 if hitmax >= 200 or hittot >= 500:
1679 icas = randrange(int(hittot * 0.015))
1682 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1683 prout(_(" in that last attack.\""))
1685 game.state.crew -= icas
1686 # After attack, reset average distance to enemies
1687 for enemy in game.enemies:
1688 enemy.kavgd = enemy.kdist
1689 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1692 def deadkl(w, type, mv):
1693 "Kill a Klingon, Tholian, Romulan, or Thingy."
1694 # Added mv to allow enemy to "move" before dying
1695 proutn(crmena(True, type, "sector", mv))
1696 # Decide what kind of enemy it is and update appropriately
1698 # chalk up a Romulan
1699 game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans -= 1
1701 game.state.nromrem -= 1
1705 elif type == IHQUEST:
1710 # Some type of a Klingon
1711 game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
1714 game.state.kcmdr.remove(game.quadrant)
1716 if game.state.kcmdr:
1717 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1718 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1721 game.state.remkl -= 1
1723 game.state.nscrem -= 1
1724 game.state.kscmdr.invalidate()
1729 # For each kind of enemy, finish message to player
1730 prout(_(" destroyed."))
1731 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1734 # Remove enemy ship from arrays describing local conditions
1735 for e in game.enemies:
1742 "Return None if target is invalid, otherwise return a course angle."
1743 if not VALID_SECTOR(w.x, w.y):
1746 delta = 0.1*(w - game.sector)
1747 if delta.x==0 and delta.y== 0:
1749 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1750 prout(_(" I recommend an immediate review of"))
1751 prout(_(" the Captain's psychological profile.\""))
1754 return delta.bearing()
1757 "Launch photon torpedo."
1758 course = [0.0] * MAXBURST
1760 if damaged(DPHOTON):
1761 prout(_("Photon tubes damaged."))
1765 prout(_("No torpedoes left."))
1768 # First, get torpedo count
1771 if scanner.token == IHALPHA:
1774 elif scanner.token == IHEOL or not scanner.waiting():
1775 prout(_("%d torpedoes left.") % game.torps)
1777 proutn(_("Number of torpedoes to fire- "))
1778 continue # Go back around to get a number
1779 else: # key == IHREAL
1781 if n <= 0: # abort command
1786 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1789 scanner.chew() # User requested more torps than available
1790 continue # Go back around
1791 break # All is good, go to next stage
1795 key = scanner.next()
1796 if i==0 and key == IHEOL:
1797 break; # no coordinate waiting, we will try prompting
1798 if i==1 and key == IHEOL:
1799 # direct all torpedoes at one target
1801 target.append(targets[0])
1802 course.append(course[0])
1806 target.append(scanner.getcoord())
1807 if target[-1] == None:
1809 course.append(targetcheck(target[1]))
1810 if course[i] == None:
1814 # prompt for each one
1816 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1818 target.append(scanner.getcoord())
1819 if target[-1] == None:
1821 course.append(targetcheck(target[-1]))
1822 if course[-1] == None:
1825 # Loop for moving <n> torpedoes
1827 if game.condition != "docked":
1829 dispersion = (randreal()+randreal())*0.5 -0.5
1830 if math.fabs(dispersion) >= 0.47:
1832 dispersion *= randreal(1.2, 2.2)
1834 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1836 prouts(_("***TORPEDO MISFIRES."))
1839 prout(_(" Remainder of burst aborted."))
1841 prout(_("***Photon tubes damaged by misfire."))
1842 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1844 if game.shldup or game.condition == "docked":
1845 dispersion *= 1.0 + 0.0001*game.shield
1846 torpedo(course[i], dispersion, origin=game.sector, number=i, nburst=n)
1847 if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
1849 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1853 "Check for phasers overheating."
1855 checkburn = (rpow-1500.0)*0.00038
1856 if withprob(checkburn):
1857 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1858 game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1860 def checkshctrl(rpow):
1861 "Check shield control."
1864 prout(_("Shields lowered."))
1866 # Something bad has happened
1867 prouts(_("***RED ALERT! RED ALERT!"))
1869 hit = rpow*game.shield/game.inshld
1870 game.energy -= rpow+hit*0.8
1871 game.shield -= hit*0.2
1872 if game.energy <= 0.0:
1873 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1878 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1880 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1881 icas = randrange(int(hit*0.012))
1886 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1887 prout(_(" %d casualties so far.\"") % icas)
1889 game.state.crew -= icas
1891 prout(_("Phaser energy dispersed by shields."))
1892 prout(_("Enemy unaffected."))
1897 "Register a phaser hit on Klingons and Romulans."
1898 nenhr2 = len(game.enemies); kk=0
1901 for (k, wham) in enumerate(hits):
1904 dustfac = randreal(0.9, 1.0)
1905 hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
1906 kpini = game.enemies[kk].kpower
1907 kp = math.fabs(kpini)
1908 if PHASEFAC*hit < kp:
1910 if game.enemies[kk].kpower < 0:
1911 game.enemies[kk].kpower -= -kp
1913 game.enemies[kk].kpower -= kp
1914 kpow = game.enemies[kk].kpower
1915 w = game.enemies[kk].kloc
1917 if not damaged(DSRSENS):
1919 proutn(_("%d unit hit on ") % int(hit))
1921 proutn(_("Very small hit on "))
1922 ienm = game.quad[w.x][w.y]
1925 proutn(crmena(False, ienm, "sector", w))
1929 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1933 kk -= 1 # don't do the increment
1935 else: # decide whether or not to emasculate klingon
1936 if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1937 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1938 prout(_(" has just lost its firepower.\""))
1939 game.enemies[kk].kpower = -kpow
1944 "Fire phasers at bad guys."
1946 kz = 0; k = 1; irec=0 # Cheating inhibitor
1947 ifast = False; no = False; itarg = True; msgflag = True; rpow=0
1951 # SR sensors and Computer are needed for automode
1952 if damaged(DSRSENS) or damaged(DCOMPTR):
1954 if game.condition == "docked":
1955 prout(_("Phasers can't be fired through base shields."))
1958 if damaged(DPHASER):
1959 prout(_("Phaser control damaged."))
1963 if damaged(DSHCTRL):
1964 prout(_("High speed shield control damaged."))
1967 if game.energy <= 200.0:
1968 prout(_("Insufficient energy to activate high-speed shield control."))
1971 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1973 # Original code so convoluted, I re-did it all
1974 # (That was Tom Almy talking about the C code, I think -- ESR)
1975 while automode=="NOTSET":
1978 if scanner.sees("manual"):
1979 if len(game.enemies)==0:
1980 prout(_("There is no enemy present to select."))
1983 automode="AUTOMATIC"
1986 key = scanner.next()
1987 elif scanner.sees("automatic"):
1988 if (not itarg) and len(game.enemies) != 0:
1989 automode = "FORCEMAN"
1991 if len(game.enemies)==0:
1992 prout(_("Energy will be expended into space."))
1993 automode = "AUTOMATIC"
1994 key = scanner.next()
1995 elif scanner.sees("no"):
2001 if len(game.enemies)==0:
2002 prout(_("Energy will be expended into space."))
2003 automode = "AUTOMATIC"
2005 automode = "FORCEMAN"
2007 automode = "AUTOMATIC"
2010 if len(game.enemies)==0:
2011 prout(_("Energy will be expended into space."))
2012 automode = "AUTOMATIC"
2014 automode = "FORCEMAN"
2016 proutn(_("Manual or automatic? "))
2021 if automode == "AUTOMATIC":
2022 if key == IHALPHA and scanner.sees("no"):
2024 key = scanner.next()
2025 if key != IHREAL and len(game.enemies) != 0:
2026 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
2031 for i in range(len(game.enemies)):
2032 irec += math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
2034 proutn(_("%d units required. ") % irec)
2036 proutn(_("Units to fire= "))
2037 key = scanner.next()
2042 proutn(_("Energy available= %.2f") % avail)
2045 if not rpow > avail:
2052 if key == IHALPHA and scanner.sees("no"):
2055 game.energy -= 200; # Go and do it!
2056 if checkshctrl(rpow):
2061 if len(game.enemies):
2064 for i in range(len(game.enemies)):
2068 hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
2069 over = randreal(1.01, 1.06) * hits[i]
2071 powrem -= hits[i] + over
2072 if powrem <= 0 and temp < hits[i]:
2081 if extra > 0 and not game.alldone:
2083 proutn(_("*** Tholian web absorbs "))
2084 if len(game.enemies)>0:
2085 proutn(_("excess "))
2086 prout(_("phaser energy."))
2088 prout(_("%d expended on empty space.") % int(extra))
2089 elif automode == "FORCEMAN":
2092 if damaged(DCOMPTR):
2093 prout(_("Battle computer damaged, manual fire only."))
2096 prouts(_("---WORKING---"))
2098 prout(_("Short-range-sensors-damaged"))
2099 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2100 prout(_("Manual-fire-must-be-used"))
2102 elif automode == "MANUAL":
2104 for k in range(len(game.enemies)):
2105 aim = game.enemies[k].kloc
2106 ienm = game.quad[aim.x][aim.y]
2108 proutn(_("Energy available= %.2f") % (avail-0.006))
2112 if damaged(DSRSENS) and \
2113 not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS):
2114 prout(cramen(ienm) + _(" can't be located without short range scan."))
2117 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
2122 if itarg and k > kz:
2123 irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
2126 if not damaged(DCOMPTR):
2131 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
2133 key = scanner.next()
2134 if key == IHALPHA and scanner.sees("no"):
2136 key = scanner.next()
2142 if k==1: # Let me say I'm baffled by this
2145 if scanner.real < 0:
2149 hits[k] = scanner.real
2150 rpow += scanner.real
2151 # If total requested is too much, inform and start over
2153 prout(_("Available energy exceeded -- try again."))
2156 key = scanner.next(); # scan for next value
2159 # zero energy -- abort
2162 if key == IHALPHA and scanner.sees("no"):
2167 game.energy -= 200.0
2168 if checkshctrl(rpow):
2172 # Say shield raised or malfunction, if necessary
2179 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2180 prouts(_(" CLICK CLICK POP . . ."))
2181 prout(_(" No response, sir!"))
2184 prout(_("Shields raised."))
2189 # Code from events,c begins here.
2191 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2192 # event of each type active at any given time. Mostly these means we can
2193 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2194 # BSD Trek, from which we swiped the idea, can have up to 5.
2196 def unschedule(evtype):
2197 "Remove an event from the schedule."
2198 game.future[evtype].date = FOREVER
2199 return game.future[evtype]
2201 def is_scheduled(evtype):
2202 "Is an event of specified type scheduled."
2203 return game.future[evtype].date != FOREVER
2205 def scheduled(evtype):
2206 "When will this event happen?"
2207 return game.future[evtype].date
2209 def schedule(evtype, offset):
2210 "Schedule an event of specified type."
2211 game.future[evtype].date = game.state.date + offset
2212 return game.future[evtype]
2214 def postpone(evtype, offset):
2215 "Postpone a scheduled event."
2216 game.future[evtype].date += offset
2219 "Rest period is interrupted by event."
2222 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2224 game.resting = False
2230 "Run through the event queue looking for things to do."
2232 fintim = game.state.date + game.optime; yank=0
2233 ictbeam = False; istract = False
2234 w = coord(); hold = coord()
2235 ev = event(); ev2 = event()
2237 def tractorbeam(yank):
2238 "Tractor-beaming cases merge here."
2240 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2242 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2243 # If Kirk & Co. screwing around on planet, handle
2244 atover(True) # atover(true) is Grab
2247 if game.icraft: # Caught in Galileo?
2250 # Check to see if shuttle is aboard
2251 if game.iscraft == "offship":
2254 prout(_("Galileo, left on the planet surface, is captured"))
2255 prout(_("by aliens and made into a flying McDonald's."))
2256 game.damage[DSHUTTL] = -10
2257 game.iscraft = "removed"
2259 prout(_("Galileo, left on the planet surface, is well hidden."))
2261 game.quadrant = game.state.kscmdr
2263 game.quadrant = game.state.kcmdr[i]
2264 game.sector = randplace(QUADSIZE)
2265 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2266 % (game.quadrant, game.sector))
2268 prout(_("(Remainder of rest/repair period cancelled.)"))
2269 game.resting = False
2271 if not damaged(DSHIELD) and game.shield > 0:
2272 doshield(shraise=True) # raise shields
2273 game.shldchg = False
2275 prout(_("(Shields not currently useable.)"))
2277 # Adjust finish time to time of tractor beaming
2278 fintim = game.state.date+game.optime
2279 attack(torps_ok=False)
2280 if not game.state.kcmdr:
2283 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2286 "Code merges here for any commander destroying a starbase."
2287 # Not perfect, but will have to do
2288 # Handle case where base is in same quadrant as starship
2289 if game.battle == game.quadrant:
2290 game.state.chart[game.battle.x][game.battle.y].starbase = False
2291 game.quad[game.base.x][game.base.y] = IHDOT
2292 game.base.invalidate()
2295 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2296 elif game.state.baseq and communicating():
2297 # Get word via subspace radio
2300 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2301 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2303 prout(_("the Klingon Super-Commander"))
2305 prout(_("a Klingon Commander"))
2306 game.state.chart[game.battle.x][game.battle.y].starbase = False
2307 # Remove Starbase from galaxy
2308 game.state.galaxy[game.battle.x][game.battle.y].starbase = False
2309 game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq)
2311 # reinstate a commander's base attack
2315 game.battle.invalidate()
2317 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2318 for i in range(1, NEVENTS):
2319 if i == FSNOVA: proutn("=== Supernova ")
2320 elif i == FTBEAM: proutn("=== T Beam ")
2321 elif i == FSNAP: proutn("=== Snapshot ")
2322 elif i == FBATTAK: proutn("=== Base Attack ")
2323 elif i == FCDBAS: proutn("=== Base Destroy ")
2324 elif i == FSCMOVE: proutn("=== SC Move ")
2325 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2326 elif i == FDSPROB: proutn("=== Probe Move ")
2327 elif i == FDISTR: proutn("=== Distress Call ")
2328 elif i == FENSLV: proutn("=== Enslavement ")
2329 elif i == FREPRO: proutn("=== Klingon Build ")
2331 prout("%.2f" % (scheduled(i)))
2334 radio_was_broken = damaged(DRADIO)
2337 # Select earliest extraneous event, evcode==0 if no events
2342 for l in range(1, NEVENTS):
2343 if game.future[l].date < datemin:
2346 prout("== Event %d fires" % evcode)
2347 datemin = game.future[l].date
2348 xtime = datemin-game.state.date
2349 game.state.date = datemin
2350 # Decrement Federation resources and recompute remaining time
2351 game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
2353 if game.state.remtime <=0:
2356 # Any crew left alive?
2357 if game.state.crew <=0:
2360 # Is life support adequate?
2361 if damaged(DLIFSUP) and game.condition != "docked":
2362 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2365 game.lsupres -= xtime
2366 if game.damage[DLIFSUP] <= xtime:
2367 game.lsupres = game.inlsr
2370 if game.condition == "docked":
2371 repair /= game.docfac
2372 # Don't fix Deathray here
2373 for l in range(NDEVICES):
2374 if game.damage[l] > 0.0 and l != DDRAY:
2375 if game.damage[l]-repair > 0.0:
2376 game.damage[l] -= repair
2378 game.damage[l] = 0.0
2379 # If radio repaired, update star chart and attack reports
2380 if radio_was_broken and not damaged(DRADIO):
2381 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2382 prout(_(" surveillance reports are coming in."))
2384 if not game.iseenit:
2388 prout(_(" The star chart is now up to date.\""))
2390 # Cause extraneous event EVCODE to occur
2391 game.optime -= xtime
2392 if evcode == FSNOVA: # Supernova
2395 schedule(FSNOVA, expran(0.5*game.intime))
2396 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2398 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2399 if game.state.nscrem == 0 or \
2400 ictbeam or istract or \
2401 game.condition=="docked" or game.isatb==1 or game.iscate:
2403 if game.ientesc or \
2404 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2405 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2406 (damaged(DSHIELD) and \
2407 (game.energy < 2500 or damaged(DPHASER)) and \
2408 (game.torps < 5 or damaged(DPHOTON))):
2410 istract = ictbeam = True
2411 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2414 elif evcode == FTBEAM: # Tractor beam
2415 if not game.state.kcmdr:
2418 i = randrange(len(game.state.kcmdr))
2419 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2420 if istract or game.condition == "docked" or yank == 0:
2421 # Drats! Have to reschedule
2423 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2427 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2428 game.snapsht = copy.deepcopy(game.state)
2429 game.state.snap = True
2430 schedule(FSNAP, expran(0.5 * game.intime))
2431 elif evcode == FBATTAK: # Commander attacks starbase
2432 if not game.state.kcmdr or not game.state.baseq:
2438 for ibq in game.state.baseq:
2439 for cmdr in game.state.kcmdr:
2440 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2443 # no match found -- try later
2444 schedule(FBATTAK, expran(0.3*game.intime))
2447 # commander + starbase combination found -- launch attack
2448 game.battle = game.state.baseq[j]
2449 schedule(FCDBAS, randreal(1.0, 4.0))
2450 if game.isatb: # extra time if SC already attacking
2451 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2452 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2453 game.iseenit = False
2454 if not communicating():
2455 continue # No warning :-(
2459 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2460 prout(_(" reports that it is under attack and that it can"))
2461 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2464 elif evcode == FSCDBAS: # Supercommander destroys base
2467 if not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].starbase:
2468 continue # WAS RETURN!
2470 game.battle = game.state.kscmdr
2472 elif evcode == FCDBAS: # Commander succeeds in destroying base
2475 if not game.state.baseq() \
2476 or not game.state.galaxy[game.battle.x][game.battle.y].starbase:
2477 game.battle.invalidate()
2479 # find the lucky pair
2480 for cmdr in game.state.kcmdr:
2481 if cmdr == game.battle:
2484 # No action to take after all
2487 elif evcode == FSCMOVE: # Supercommander moves
2488 schedule(FSCMOVE, 0.2777)
2489 if not game.ientesc and not istract and game.isatb != 1 and \
2490 (not game.iscate or not game.justin):
2492 elif evcode == FDSPROB: # Move deep space probe
2493 schedule(FDSPROB, 0.01)
2494 game.probex += game.probeinx
2495 game.probey += game.probeiny
2496 i = (int)(game.probex/QUADSIZE +0.05)
2497 j = (int)(game.probey/QUADSIZE + 0.05)
2498 if game.probec.x != i or game.probec.y != j:
2501 if not VALID_QUADRANT(i, j) or \
2502 game.state.galaxy[game.probec.x][game.probec.y].supernova:
2503 # Left galaxy or ran into supernova
2507 proutn(_("Lt. Uhura- \"The deep space probe "))
2508 if not VALID_QUADRANT(j, i):
2509 proutn(_("has left the galaxy"))
2511 proutn(_("is no longer transmitting"))
2515 if not communicating():
2518 proutn(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probec)
2519 pdest = game.state.galaxy[game.probec.x][game.probec.y]
2520 # Update star chart if Radio is working or have access to radio
2522 chp = game.state.chart[game.probec.x][game.probec.y]
2523 chp.klingons = pdest.klingons
2524 chp.starbase = pdest.starbase
2525 chp.stars = pdest.stars
2526 pdest.charted = True
2527 game.proben -= 1 # One less to travel
2528 if game.proben == 0 and game.isarmed and pdest.stars:
2529 # lets blow the sucker!
2530 supernova(True, game.probec)
2532 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2534 elif evcode == FDISTR: # inhabited system issues distress call
2536 # try a whole bunch of times to find something suitable
2537 for i in range(100):
2538 # need a quadrant which is not the current one,
2539 # which has some stars which are inhabited and
2540 # not already under attack, which is not
2541 # supernova'ed, and which has some Klingons in it
2542 w = randplace(GALSIZE)
2543 q = game.state.galaxy[w.x][w.y]
2544 if not (game.quadrant == w or q.planet == None or \
2545 not q.planet.inhabited or \
2546 q.supernova or q.status!="secure" or q.klingons<=0):
2549 # can't seem to find one; ignore this call
2551 prout("=== Couldn't find location for distress event.")
2553 # got one!! Schedule its enslavement
2554 ev = schedule(FENSLV, expran(game.intime))
2556 q.status = distressed
2558 # tell the captain about it if we can
2560 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2562 prout(_("by a Klingon invasion fleet."))
2565 elif evcode == FENSLV: # starsystem is enslaved
2566 ev = unschedule(FENSLV)
2567 # see if current distress call still active
2568 q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
2572 q.status = "enslaved"
2574 # play stork and schedule the first baby
2575 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2576 ev2.quadrant = ev.quadrant
2578 # report the disaster if we can
2580 prout(_("Uhura- We've lost contact with starsystem %s") % \
2582 prout(_("in Quadrant %s.\n") % ev.quadrant)
2583 elif evcode == FREPRO: # Klingon reproduces
2584 # If we ever switch to a real event queue, we'll need to
2585 # explicitly retrieve and restore the x and y.
2586 ev = schedule(FREPRO, expran(1.0 * game.intime))
2587 # see if current distress call still active
2588 q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
2592 if game.state.remkl >=MAXKLGAME:
2593 continue # full right now
2594 # reproduce one Klingon
2596 if game.klhere >= MAXKLQUAD:
2598 # this quadrant not ok, pick an adjacent one
2599 for i in range(w.x - 1, w.x + 2):
2600 for j in range(w.y - 1, w.y + 2):
2601 if not VALID_QUADRANT(i, j):
2603 q = game.state.galaxy[w.x][w.y]
2604 # check for this quad ok (not full & no snova)
2605 if q.klingons >= MAXKLQUAD or q.supernova:
2609 continue # search for eligible quadrant failed
2614 game.state.remkl += 1
2616 if game.quadrant == w:
2618 game.enemies.append(newkling())
2619 # recompute time left
2621 # report the disaster if we can
2623 if game.quadrant == w:
2624 prout(_("Spock- sensors indicate the Klingons have"))
2625 prout(_("launched a warship from %s.") % q.planet)
2627 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2628 if q.planet != None:
2629 proutn(_("near %s") % q.planet)
2630 prout(_("in Quadrant %s.") % w)
2636 key = scanner.next()
2639 proutn(_("How long? "))
2644 origTime = delay = scanner.real
2647 if delay >= game.state.remtime or len(game.enemies) != 0:
2648 proutn(_("Are you sure? "))
2651 # Alternate resting periods (events) with attacks
2655 game.resting = False
2656 if not game.resting:
2657 prout(_("%d stardates left.") % int(game.state.remtime))
2659 temp = game.optime = delay
2660 if len(game.enemies):
2661 rtime = randreal(1.0, 2.0)
2665 if game.optime < delay:
2666 attack(torps_ok=False)
2674 # Repair Deathray if long rest at starbase
2675 if origTime-delay >= 9.99 and game.condition == "docked":
2676 game.damage[DDRAY] = 0.0
2677 # leave if quadrant supernovas
2678 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2680 game.resting = False
2683 # A nova occurs. It is the result of having a star hit with a
2684 # photon torpedo, or possibly of a probe warhead going off.
2685 # Stars that go nova cause stars which surround them to undergo
2686 # the same probabilistic process. Klingons next to them are
2687 # destroyed. And if the starship is next to it, it gets zapped.
2688 # If the zap is too much, it gets destroyed.
2692 course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2693 newc = coord(); neighbor = coord(); bump = coord(0, 0)
2695 # Wow! We've supernova'ed
2696 supernova(False, nov)
2698 # handle initial nova
2699 game.quad[nov.x][nov.y] = IHDOT
2700 prout(crmena(False, IHSTAR, "sector", nov) + _(" novas."))
2701 game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
2702 game.state.starkl += 1
2703 # Set up queue to recursively trigger adjacent stars
2709 for offset.x in range(-1, 1+1):
2710 for offset.y in range(-1, 1+1):
2711 if offset.y==0 and offset.x==0:
2713 neighbor = start + offset
2714 if not VALID_SECTOR(neighbor.y, neighbor.x):
2716 iquad = game.quad[neighbor.x][neighbor.y]
2717 # Empty space ends reaction
2718 if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
2720 elif iquad == IHSTAR: # Affect another star
2722 # This star supernovas
2726 hits.append(neighbor)
2727 game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
2728 game.state.starkl += 1
2729 proutn(crmena(True, IHSTAR, "sector", neighbor))
2731 game.quad[neighbor.x][neighbor.y] = IHDOT
2733 elif iquad in (IHP, IHW): # Destroy planet
2734 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
2736 game.state.nplankl += 1
2738 game.state.worldkl += 1
2739 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2740 game.iplnet.pclass = "destroyed"
2742 game.plnet.invalidate()
2746 game.quad[neighbor.x][neighbor.y] = IHDOT
2747 elif iquad == IHB: # Destroy base
2748 game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False
2749 game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
2750 game.base.invalidate()
2751 game.state.basekl += 1
2753 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2754 game.quad[neighbor.x][neighbor.y] = IHDOT
2755 elif iquad in (IHE, IHF): # Buffet ship
2756 prout(_("***Starship buffeted by nova."))
2758 if game.shield >= 2000.0:
2759 game.shield -= 2000.0
2761 diff = 2000.0 - game.shield
2765 prout(_("***Shields knocked out."))
2766 game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2768 game.energy -= 2000.0
2769 if game.energy <= 0:
2772 # add in course nova contributes to kicking starship
2773 bump += (game.sector-hits[mm]).sgn()
2774 elif iquad == IHK: # kill klingon
2775 deadkl(neighbor, iquad, neighbor)
2776 elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
2777 for ll in range(len(game.enemies)):
2778 if game.enemies[ll].kloc == neighbor:
2780 game.enemies[ll].kpower -= 800.0 # If firepower is lost, die
2781 if game.enemies[ll].kpower <= 0.0:
2782 deadkl(neighbor, iquad, neighbor)
2784 newc = neighbor + neighbor - hits[mm]
2785 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2786 if not VALID_SECTOR(newc.x, newc.y):
2787 # can't leave quadrant
2790 iquad1 = game.quad[newc.x][newc.y]
2791 if iquad1 == IHBLANK:
2792 proutn(_(", blasted into ") + crmena(False, IHBLANK, "sector", newc))
2794 deadkl(neighbor, iquad, newc)
2797 # can't move into something else
2800 proutn(_(", buffeted to Sector %s") % newc)
2801 game.quad[neighbor.x][neighbor.y] = IHDOT
2802 game.quad[newc.x][newc.y] = iquad
2803 game.enemies[ll].move(newc)
2804 # Starship affected by nova -- kick it away.
2805 game.dist = kount*0.1
2806 game.direc = course[3*(bump.x+1)+bump.y+2]
2807 if game.direc == 0.0:
2809 if game.dist == 0.0:
2811 game.optime = 10.0*game.dist/16.0
2813 prout(_("Force of nova displaces starship."))
2814 imove(novapush=True)
2815 game.optime = 10.0*game.dist/16.0
2818 def supernova(induced, w=None):
2819 "Star goes supernova."
2826 # Scheduled supernova -- select star
2827 # logic changed here so that we won't favor quadrants in top
2829 for nq.x in range(GALSIZE):
2830 for nq.y in range(GALSIZE):
2831 stars += game.state.galaxy[nq.x][nq.y].stars
2833 return # nothing to supernova exists
2834 num = randrange(stars) + 1
2835 for nq.x in range(GALSIZE):
2836 for nq.y in range(GALSIZE):
2837 num -= game.state.galaxy[nq.x][nq.y].stars
2843 proutn("=== Super nova here?")
2846 if not nq == game.quadrant or game.justin:
2847 # it isn't here, or we just entered (treat as enroute)
2850 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2851 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2854 # we are in the quadrant!
2855 num = randrange(game.state.galaxy[nq.x][nq.y].stars) + 1
2856 for ns.x in range(QUADSIZE):
2857 for ns.y in range(QUADSIZE):
2858 if game.quad[ns.x][ns.y]==IHSTAR:
2865 prouts(_("***RED ALERT! RED ALERT!"))
2867 prout(_("***Incipient supernova detected at Sector %s") % ns)
2868 if (ns.x-game.sector.x)**2 + (ns.y-game.sector.y)**2 <= 2.1:
2869 proutn(_("Emergency override attempts t"))
2870 prouts("***************")
2874 # destroy any Klingons in supernovaed quadrant
2875 kldead = game.state.galaxy[nq.x][nq.y].klingons
2876 game.state.galaxy[nq.x][nq.y].klingons = 0
2877 if nq == game.state.kscmdr:
2878 # did in the Supercommander!
2879 game.state.nscrem = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0
2883 survivors = filter(lambda w: w != nq, game.state.kcmdr)
2884 comkills = len(game.state.kcmdr) - len(survivors)
2885 game.state.kcmdr = survivors
2887 if not game.state.kcmdr:
2889 game.state.remkl -= kldead
2890 # destroy Romulans and planets in supernovaed quadrant
2891 nrmdead = game.state.galaxy[nq.x][nq.y].romulans
2892 game.state.galaxy[nq.x][nq.y].romulans = 0
2893 game.state.nromrem -= nrmdead
2895 for loop in range(game.inplan):
2896 if game.state.planets[loop].quadrant == nq:
2897 game.state.planets[loop].pclass = "destroyed"
2899 # Destroy any base in supernovaed quadrant
2900 game.state.baseq = filter(lambda x: x != nq, game.state.baseq)
2901 # If starship caused supernova, tally up destruction
2903 game.state.starkl += game.state.galaxy[nq.x][nq.y].stars
2904 game.state.basekl += game.state.galaxy[nq.x][nq.y].starbase
2905 game.state.nplankl += npdead
2906 # mark supernova in galaxy and in star chart
2907 if game.quadrant == nq or communicating():
2908 game.state.galaxy[nq.x][nq.y].supernova = True
2909 # If supernova destroys last Klingons give special message
2910 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
2913 prout(_("Lucky you!"))
2914 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2917 # if some Klingons remain, continue or die in supernova
2922 # Code from finish.c ends here.
2925 "Self-destruct maneuver. Finish with a BANG!"
2927 if damaged(DCOMPTR):
2928 prout(_("Computer damaged; cannot execute destruct sequence."))
2930 prouts(_("---WORKING---")); skip(1)
2931 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2932 prouts(" 10"); skip(1)
2933 prouts(" 9"); skip(1)
2934 prouts(" 8"); skip(1)
2935 prouts(" 7"); skip(1)
2936 prouts(" 6"); skip(1)
2938 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2940 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2942 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2946 if game.passwd != scanner.token:
2947 prouts(_("PASSWORD-REJECTED;"))
2949 prouts(_("CONTINUITY-EFFECTED"))
2952 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2953 prouts(" 5"); skip(1)
2954 prouts(" 4"); skip(1)
2955 prouts(" 3"); skip(1)
2956 prouts(" 2"); skip(1)
2957 prouts(" 1"); skip(1)
2959 prouts(_("GOODBYE-CRUEL-WORLD"))
2967 prouts(_("********* Entropy of %s maximized *********") % crmshp())
2971 if len(game.enemies) != 0:
2972 whammo = 25.0 * game.energy
2974 while l <= len(game.enemies):
2975 if game.enemies[l].kpower*game.enemies[l].kdist <= whammo:
2976 deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.x][game.enemies[l].kloc.y], game.enemies[l].kloc)
2981 "Compute our rate of kils over time."
2982 elapsed = game.state.date - game.indate
2983 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
2986 starting = (game.inkling + game.incom + game.inscom)
2987 remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
2988 return (starting - remaining)/elapsed
2992 badpt = 5.0*game.state.starkl + \
2994 10.0*game.state.nplankl + \
2995 300*game.state.nworldkl + \
2997 100.0*game.state.basekl +\
2999 if game.ship == IHF:
3001 elif game.ship == None:
3006 # end the game, with appropriate notfications
3010 prout(_("It is stardate %.1f.") % game.state.date)
3012 if ifin == FWON: # Game has been won
3013 if game.state.nromrem != 0:
3014 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
3017 prout(_("You have smashed the Klingon invasion fleet and saved"))
3018 prout(_("the Federation."))
3023 badpt = 0.0 # Close enough!
3024 # killsPerDate >= RateMax
3025 if game.state.date-game.indate < 5.0 or \
3026 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
3028 prout(_("In fact, you have done so well that Starfleet Command"))
3029 if game.skill == SKILL_NOVICE:
3030 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
3031 elif game.skill == SKILL_FAIR:
3032 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
3033 elif game.skill == SKILL_GOOD:
3034 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
3035 elif game.skill == SKILL_EXPERT:
3036 prout(_("promotes you to Commodore Emeritus."))
3038 prout(_("Now that you think you're really good, try playing"))
3039 prout(_("the \"Emeritus\" game. It will splatter your ego."))
3040 elif game.skill == SKILL_EMERITUS:
3042 proutn(_("Computer- "))
3043 prouts(_("ERROR-ERROR-ERROR-ERROR"))
3045 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3047 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3049 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3051 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3053 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3055 prout(_("Now you can retire and write your own Star Trek game!"))
3057 elif game.skill >= SKILL_EXPERT:
3058 if game.thawed and not idebug:
3059 prout(_("You cannot get a citation, so..."))
3061 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3065 # Only grant long life if alive (original didn't!)
3067 prout(_("LIVE LONG AND PROSPER."))
3072 elif ifin == FDEPLETE: # Federation Resources Depleted
3073 prout(_("Your time has run out and the Federation has been"))
3074 prout(_("conquered. Your starship is now Klingon property,"))
3075 prout(_("and you are put on trial as a war criminal. On the"))
3076 proutn(_("basis of your record, you are "))
3077 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
3078 prout(_("acquitted."))
3080 prout(_("LIVE LONG AND PROSPER."))
3082 prout(_("found guilty and"))
3083 prout(_("sentenced to death by slow torture."))
3087 elif ifin == FLIFESUP:
3088 prout(_("Your life support reserves have run out, and"))
3089 prout(_("you die of thirst, starvation, and asphyxiation."))
3090 prout(_("Your starship is a derelict in space."))
3092 prout(_("Your energy supply is exhausted."))
3094 prout(_("Your starship is a derelict in space."))
3095 elif ifin == FBATTLE:
3096 prout(_("The %s has been destroyed in battle.") % crmshp())
3098 prout(_("Dulce et decorum est pro patria mori."))
3100 prout(_("You have made three attempts to cross the negative energy"))
3101 prout(_("barrier which surrounds the galaxy."))
3103 prout(_("Your navigation is abominable."))
3106 prout(_("Your starship has been destroyed by a nova."))
3107 prout(_("That was a great shot."))
3109 elif ifin == FSNOVAED:
3110 prout(_("The %s has been fried by a supernova.") % crmshp())
3111 prout(_("...Not even cinders remain..."))
3112 elif ifin == FABANDN:
3113 prout(_("You have been captured by the Klingons. If you still"))
3114 prout(_("had a starbase to be returned to, you would have been"))
3115 prout(_("repatriated and given another chance. Since you have"))
3116 prout(_("no starbases, you will be mercilessly tortured to death."))
3117 elif ifin == FDILITHIUM:
3118 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3119 elif ifin == FMATERIALIZE:
3120 prout(_("Starbase was unable to re-materialize your starship."))
3121 prout(_("Sic transit gloria mundi"))
3122 elif ifin == FPHASER:
3123 prout(_("The %s has been cremated by its own phasers.") % crmshp())
3125 prout(_("You and your landing party have been"))
3126 prout(_("converted to energy, disipating through space."))
3127 elif ifin == FMINING:
3128 prout(_("You are left with your landing party on"))
3129 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3131 prout(_("They are very fond of \"Captain Kirk\" soup."))
3133 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3134 elif ifin == FDPLANET:
3135 prout(_("You and your mining party perish."))
3137 prout(_("That was a great shot."))
3140 prout(_("The Galileo is instantly annihilated by the supernova."))
3141 prout(_("You and your mining party are atomized."))
3143 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3144 prout(_("joins the Romulans, wreaking terror on the Federation."))
3145 elif ifin == FPNOVA:
3146 prout(_("You and your mining party are atomized."))
3148 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3149 prout(_("joins the Romulans, wreaking terror on the Federation."))
3150 elif ifin == FSTRACTOR:
3151 prout(_("The shuttle craft Galileo is also caught,"))
3152 prout(_("and breaks up under the strain."))
3154 prout(_("Your debris is scattered for millions of miles."))
3155 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3157 prout(_("The mutants attack and kill Spock."))
3158 prout(_("Your ship is captured by Klingons, and"))
3159 prout(_("your crew is put on display in a Klingon zoo."))
3160 elif ifin == FTRIBBLE:
3161 prout(_("Tribbles consume all remaining water,"))
3162 prout(_("food, and oxygen on your ship."))
3164 prout(_("You die of thirst, starvation, and asphyxiation."))
3165 prout(_("Your starship is a derelict in space."))
3167 prout(_("Your ship is drawn to the center of the black hole."))
3168 prout(_("You are crushed into extremely dense matter."))
3170 prout(_("Your last crew member has died."))
3171 if game.ship == IHF:
3173 elif game.ship == IHE:
3176 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
3177 goodies = game.state.remres/game.inresor
3178 baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3179 if goodies/baddies >= randreal(1.0, 1.5):
3180 prout(_("As a result of your actions, a treaty with the Klingon"))
3181 prout(_("Empire has been signed. The terms of the treaty are"))
3182 if goodies/baddies >= randreal(3.0):
3183 prout(_("favorable to the Federation."))
3185 prout(_("Congratulations!"))
3187 prout(_("highly unfavorable to the Federation."))
3189 prout(_("The Federation will be destroyed."))
3191 prout(_("Since you took the last Klingon with you, you are a"))
3192 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3193 prout(_("statue in your memory. Rest in peace, and try not"))
3194 prout(_("to think about pigeons."))
3199 "Compute player's score."
3200 timused = game.state.date - game.indate
3202 if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
3204 perdate = killrate()
3205 ithperd = 500*perdate + 0.5
3208 iwon = 100*game.skill
3209 if game.ship == IHE:
3211 elif game.ship == IHF:
3215 if not game.gamewon:
3216 game.state.nromrem = 0 # None captured if no win
3217 iscore = 10*(game.inkling - game.state.remkl) \
3218 + 50*(game.incom - len(game.state.kcmdr)) \
3220 + 20*(game.inrom - game.state.nromrem) \
3221 + 200*(game.inscom - game.state.nscrem) \
3222 - game.state.nromrem \
3227 prout(_("Your score --"))
3228 if game.inrom - game.state.nromrem:
3229 prout(_("%6d Romulans destroyed %5d") %
3230 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3231 if game.state.nromrem:
3232 prout(_("%6d Romulans captured %5d") %
3233 (game.state.nromrem, game.state.nromrem))
3234 if game.inkling - game.state.remkl:
3235 prout(_("%6d ordinary Klingons destroyed %5d") %
3236 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
3237 if game.incom - len(game.state.kcmdr):
3238 prout(_("%6d Klingon commanders destroyed %5d") %
3239 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3240 if game.inscom - game.state.nscrem:
3241 prout(_("%6d Super-Commander destroyed %5d") %
3242 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3244 prout(_("%6.2f Klingons per stardate %5d") %
3246 if game.state.starkl:
3247 prout(_("%6d stars destroyed by your action %5d") %
3248 (game.state.starkl, -5*game.state.starkl))
3249 if game.state.nplankl:
3250 prout(_("%6d planets destroyed by your action %5d") %
3251 (game.state.nplankl, -10*game.state.nplankl))
3252 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3253 prout(_("%6d inhabited planets destroyed by your action %5d") %
3254 (game.state.nplankl, -300*game.state.nworldkl))
3255 if game.state.basekl:
3256 prout(_("%6d bases destroyed by your action %5d") %
3257 (game.state.basekl, -100*game.state.basekl))
3259 prout(_("%6d calls for help from starbase %5d") %
3260 (game.nhelp, -45*game.nhelp))
3262 prout(_("%6d casualties incurred %5d") %
3263 (game.casual, -game.casual))
3265 prout(_("%6d crew abandoned in space %5d") %
3266 (game.abandoned, -3*game.abandoned))
3268 prout(_("%6d ship(s) lost or destroyed %5d") %
3269 (klship, -100*klship))
3271 prout(_("Penalty for getting yourself killed -200"))
3273 proutn(_("Bonus for winning "))
3274 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3275 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3276 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3277 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3278 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3279 prout(" %5d" % iwon)
3281 prout(_("TOTAL SCORE %5d") % iscore)
3284 "Emit winner's commemmorative plaque."
3287 proutn(_("File or device name for your plaque: "))
3290 fp = open(winner, "w")
3293 prout(_("Invalid name."))
3295 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3297 # The 38 below must be 64 for 132-column paper
3298 nskip = 38 - len(winner)/2
3299 fp.write("\n\n\n\n")
3300 # --------DRAW ENTERPRISE PICTURE.
3301 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3302 fp.write(" EEE E : : : E\n" )
3303 fp.write(" EE EEE E : : NCC-1701 : E\n")
3304 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
3305 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3306 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
3307 fp.write(" EEEEEEE EEEEE E E E E\n")
3308 fp.write(" EEE E E E E\n")
3309 fp.write(" E E E E\n")
3310 fp.write(" EEEEEEEEEEEEE E E\n")
3311 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3312 fp.write(" :E : EEEE E\n")
3313 fp.write(" .-E -:----- E\n")
3314 fp.write(" :E : E\n")
3315 fp.write(" EE : EEEEEEEE\n")
3316 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3318 fp.write(_(" U. S. S. ENTERPRISE\n"))
3319 fp.write("\n\n\n\n")
3320 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3322 fp.write(_(" Starfleet Command bestows to you\n"))
3324 fp.write("%*s%s\n\n" % (nskip, "", winner))
3325 fp.write(_(" the rank of\n\n"))
3326 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3328 if game.skill == SKILL_EXPERT:
3329 fp.write(_(" Expert level\n\n"))
3330 elif game.skill == SKILL_EMERITUS:
3331 fp.write(_("Emeritus level\n\n"))
3333 fp.write(_(" Cheat level\n\n"))
3334 timestring = ctime()
3335 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3336 (timestring+4, timestring+20, timestring+11))
3337 fp.write(_(" Your score: %d\n\n") % iscore)
3338 fp.write(_(" Klingons per stardate: %.2f\n") % perdate)
3341 # Code from io.c begins here
3343 rows = linecount = 0 # for paging
3346 fullscreen_window = None
3347 srscan_window = None
3348 report_window = None
3349 status_window = None
3350 lrscan_window = None
3351 message_window = None
3352 prompt_window = None
3356 "Wrap up, either normally or due to signal"
3357 if game.options & OPTION_CURSES:
3364 sys.stdout.write('\n')
3370 #setlocale(LC_ALL, "")
3371 #bindtextdomain(PACKAGE, LOCALEDIR)
3372 #textdomain(PACKAGE)
3373 if atexit.register(outro):
3374 sys.stderr.write("Unable to register outro(), exiting...\n")
3376 if not (game.options & OPTION_CURSES):
3377 ln_env = os.getenv("LINES")
3383 stdscr = curses.initscr()
3388 curses.start_color()
3389 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, curses.COLOR_BLACK)
3390 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, curses.COLOR_BLACK)
3391 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, curses.COLOR_BLACK)
3392 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, curses.COLOR_BLACK)
3393 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, curses.COLOR_BLACK)
3394 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, curses.COLOR_BLACK)
3395 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, curses.COLOR_BLACK)
3396 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, curses.COLOR_BLACK)
3398 global fullscreen_window, srscan_window, report_window, status_window
3399 global lrscan_window, message_window, prompt_window
3400 (rows, columns) = stdscr.getmaxyx()
3401 fullscreen_window = stdscr
3402 srscan_window = curses.newwin(12, 25, 0, 0)
3403 report_window = curses.newwin(11, 0, 1, 25)
3404 status_window = curses.newwin(10, 0, 1, 39)
3405 lrscan_window = curses.newwin(5, 0, 0, 64)
3406 message_window = curses.newwin(0, 0, 12, 0)
3407 prompt_window = curses.newwin(1, 0, rows-2, 0)
3408 message_window.scrollok(True)
3409 setwnd(fullscreen_window)
3412 def textcolor(color):
3413 "Set text foreground color. Presently a stub."
3417 "Wrap up I/O. Presently a stub."
3421 "Wait for user action -- OK to do nothing if on a TTY"
3422 if game.options & OPTION_CURSES:
3427 prouts(_("[ANOUNCEMENT ARRIVING...]"))
3431 if game.skill > SKILL_FAIR:
3432 prompt = _("[CONTINUE?]")
3434 prompt = _("[PRESS ENTER TO CONTINUE]")
3436 if game.options & OPTION_CURSES:
3438 setwnd(prompt_window)
3439 prompt_window.wclear()
3440 prompt_window.addstr(prompt)
3441 prompt_window.getstr()
3442 prompt_window.clear()
3443 prompt_window.refresh()
3444 setwnd(message_window)
3447 sys.stdout.write('\n')
3450 for j in range(rows):
3451 sys.stdout.write('\n')
3455 "Skip i lines. Pause game if this would cause a scrolling event."
3456 for dummy in range(i):
3457 if game.options & OPTION_CURSES:
3458 (y, x) = curwnd.getyx()
3459 (my, mx) = curwnd.getmaxyx()
3460 if curwnd == message_window and y >= my - 3:
3468 if rows and linecount >= rows:
3471 sys.stdout.write('\n')
3474 "Utter a line with no following line feed."
3475 if game.options & OPTION_CURSES:
3479 sys.stdout.write(line)
3489 if not replayfp or replayfp.closed: # Don't slow down replays
3492 if game.options & OPTION_CURSES:
3496 if not replayfp or replayfp.closed:
3500 "Get a line of input."
3501 if game.options & OPTION_CURSES:
3502 line = curwnd.getstr() + "\n"
3505 if replayfp and not replayfp.closed:
3507 line = replayfp.readline()
3510 prout("*** Replay finished")
3513 elif line[0] != "#":
3516 line = raw_input() + "\n"
3522 "Change windows -- OK for this to be a no-op in tty mode."
3524 if game.options & OPTION_CURSES:
3526 curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
3529 "Clear to end of line -- can be a no-op in tty mode"
3530 if game.options & OPTION_CURSES:
3535 "Clear screen -- can be a no-op in tty mode."
3537 if game.options & OPTION_CURSES:
3544 "Set highlight video, if this is reasonable."
3545 if game.options & OPTION_CURSES:
3546 curwnd.attron(curses.A_REVERSE)
3549 # Things past this point have policy implications.
3553 "Hook to be called after moving to redraw maps."
3554 if game.options & OPTION_CURSES:
3557 setwnd(srscan_window)
3561 setwnd(status_window)
3562 status_window.clear()
3563 status_window.move(0, 0)
3564 setwnd(report_window)
3565 report_window.clear()
3566 report_window.move(0, 0)
3568 setwnd(lrscan_window)
3569 lrscan_window.clear()
3570 lrscan_window.move(0, 0)
3571 lrscan(silent=False)
3573 def put_srscan_sym(w, sym):
3574 "Emit symbol for short-range scan."
3575 srscan_window.move(w.x+1, w.y*2+2)
3576 srscan_window.addch(sym)
3577 srscan_window.refresh()
3580 "Enemy fall down, go boom."
3581 if game.options & OPTION_CURSES:
3583 setwnd(srscan_window)
3584 srscan_window.attron(curses.A_REVERSE)
3585 put_srscan_sym(w, game.quad[w.x][w.y])
3589 srscan_window.attroff(curses.A_REVERSE)
3590 put_srscan_sym(w, game.quad[w.x][w.y])
3591 curses.delay_output(500)
3592 setwnd(message_window)
3595 "Sound and visual effects for teleportation."
3596 if game.options & OPTION_CURSES:
3598 setwnd(message_window)
3600 prouts(" . . . . . ")
3601 if game.options & OPTION_CURSES:
3602 #curses.delay_output(1000)
3606 def tracktorpedo(origin, w, step, i, n, iquad):
3607 "Torpedo-track animation."
3608 if not game.options & OPTION_CURSES:
3612 proutn(_("Track for %s torpedo number %d- ") % (game.quad[origin.x][origin.y],i+1))
3615 proutn(_("Torpedo track- "))
3616 elif step==4 or step==9:
3620 if not damaged(DSRSENS) or game.condition=="docked":
3621 if i != 0 and step == 1:
3624 if (iquad==IHDOT) or (iquad==IHBLANK):
3625 put_srscan_sym(w, '+')
3629 put_srscan_sym(w, iquad)
3631 curwnd.attron(curses.A_REVERSE)
3632 put_srscan_sym(w, iquad)
3636 curwnd.attroff(curses.A_REVERSE)
3637 put_srscan_sym(w, iquad)
3642 "Display the current galaxy chart."
3643 if game.options & OPTION_CURSES:
3644 setwnd(message_window)
3645 message_window.clear()
3647 if game.options & OPTION_TTY:
3652 def prstat(txt, data):
3654 if game.options & OPTION_CURSES:
3656 setwnd(status_window)
3658 proutn(" " * (NSYM - len(txt)))
3661 if game.options & OPTION_CURSES:
3662 setwnd(report_window)
3664 # Code from moving.c begins here
3666 def imove(novapush):
3667 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3668 w = coord(); final = coord()
3671 def no_quad_change():
3672 # No quadrant change -- compute new average enemy distances
3673 game.quad[game.sector.x][game.sector.y] = game.ship
3675 for enemy in game.enemies:
3676 finald = (w-enemy.kloc).distance()
3677 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3678 enemy.kdist = finald
3679 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
3680 if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
3681 attack(torps_ok=False)
3682 for enemy in game.enemies:
3683 enemy.kavgd = enemy.kdist
3686 setwnd(message_window)
3689 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3690 game.inorbit = False
3691 angle = ((15.0 - game.direc) * 0.5235988)
3692 deltax = -math.sin(angle)
3693 deltay = math.cos(angle)
3694 if math.fabs(deltax) > math.fabs(deltay):
3695 bigger = math.fabs(deltax)
3697 bigger = math.fabs(deltay)
3700 # If tractor beam is to occur, don't move full distance
3701 if game.state.date+game.optime >= scheduled(FTBEAM):
3703 game.condition = "red"
3704 game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3705 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3706 # Move within the quadrant
3707 game.quad[game.sector.x][game.sector.y] = IHDOT
3710 n = int(10.0*game.dist*bigger+0.5)
3712 for m in range(1, n+1):
3717 if not VALID_SECTOR(w.x, w.y):
3718 # Leaving quadrant -- allow final enemy attack
3719 # Don't do it if being pushed by Nova
3720 if len(game.enemies) != 0 and not novapush:
3722 for enemy in game.enemies:
3723 finald = (w - enemy.kloc).distance()
3724 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3726 # Stas Sergeev added the condition
3727 # that attacks only happen if Klingons
3728 # are present and your skill is good.
3730 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
3731 attack(torps_ok=False)
3734 # compute final position -- new quadrant and sector
3735 x = (QUADSIZE*game.quadrant.x)+game.sector.x
3736 y = (QUADSIZE*game.quadrant.y)+game.sector.y
3737 w.x = int(round(x+10.0*game.dist*bigger*deltax))
3738 w.y = int(round(y+10.0*game.dist*bigger*deltay))
3739 # check for edge of galaxy
3749 if w.x >= GALSIZE*QUADSIZE:
3750 w.x = (GALSIZE*QUADSIZE*2) - w.x
3752 if w.y >= GALSIZE*QUADSIZE:
3753 w.y = (GALSIZE*QUADSIZE*2) - w.y
3761 if game.nkinks == 3:
3762 # Three strikes -- you're out!
3766 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3767 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3768 prout(_("YOU WILL BE DESTROYED."))
3769 # Compute final position in new quadrant
3770 if trbeam: # Don't bother if we are to be beamed
3772 game.quadrant.x = w.x/QUADSIZE
3773 game.quadrant.y = w.y/QUADSIZE
3774 game.sector.x = w.x - (QUADSIZE*game.quadrant.x)
3775 game.sector.y = w.y - (QUADSIZE*game.quadrant.y)
3777 prout(_("Entering Quadrant %s.") % game.quadrant)
3778 game.quad[game.sector.x][game.sector.y] = game.ship
3780 if game.skill>SKILL_NOVICE:
3781 attack(torps_ok=False)
3783 iquad = game.quad[w.x][w.y]
3785 # object encountered in flight path
3786 stopegy = 50.0*game.dist/game.optime
3787 game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0)
3788 if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
3790 for enemy in game.enemies:
3791 if enemy.kloc == game.sector:
3793 collision(rammed=False, enemy=enemy)
3795 elif iquad == IHBLANK:
3797 prouts(_("***RED ALERT! RED ALERT!"))
3799 proutn("***" + crmshp())
3800 proutn(_(" pulled into black hole at Sector %s") % w)
3802 # Getting pulled into a black hole was certain
3803 # death in Almy's original. Stas Sergeev added a
3804 # possibility that you'll get timewarped instead.
3807 for m in range(NDEVICES):
3808 if game.damage[m]>0:
3810 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3811 if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
3821 prout(_(" encounters Tholian web at %s;") % w)
3823 prout(_(" blocked by object at %s;") % w)
3824 proutn(_("Emergency stop required "))
3825 prout(_("%2d units of energy.") % int(stopegy))
3826 game.energy -= stopegy
3827 final.x = int(round(deltax))
3828 final.y = int(round(deltay))
3830 if game.energy <= 0:
3836 game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0)
3843 "Dock our ship at a starbase."
3845 if game.condition == "docked" and verbose:
3846 prout(_("Already docked."))
3849 prout(_("You must first leave standard orbit."))
3851 if not game.base.is_valid() or abs(game.sector.x-game.base.x) > 1 or abs(game.sector.y-game.base.y) > 1:
3852 prout(crmshp() + _(" not adjacent to base."))
3854 game.condition = "docked"
3858 if game.energy < game.inenrg:
3859 game.energy = game.inenrg
3860 game.shield = game.inshld
3861 game.torps = game.intorps
3862 game.lsupres = game.inlsr
3863 game.state.crew = FULLCREW
3864 if not damaged(DRADIO) and \
3865 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3866 # get attack report from base
3867 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3871 # This program originally required input in terms of a (clock)
3872 # direction and distance. Somewhere in history, it was changed to
3873 # cartesian coordinates. So we need to convert. Probably
3874 # "manual" input should still be done this way -- it's a real
3875 # pain if the computer isn't working! Manual mode is still confusing
3876 # because it involves giving x and y motions, yet the coordinates
3877 # are always displayed y - x, where +y is downward!
3879 def getcourse(isprobe, akey):
3880 "Get a course and distance from the user."
3882 dquad = copy.copy(game.quadrant)
3883 navmode = "unspecified"
3887 if game.landed and not isprobe:
3888 prout(_("Dummy! You can't leave standard orbit until you"))
3889 proutn(_("are back aboard the ship."))
3892 while navmode == "unspecified":
3893 if damaged(DNAVSYS):
3895 prout(_("Computer damaged; manual navigation only"))
3897 prout(_("Computer damaged; manual movement only"))
3902 if isprobe and akey != -1:
3903 # For probe launch, use pre-scanned value first time
3907 key = scanner.next()
3909 proutn(_("Manual or automatic- "))
3912 elif key == IHALPHA:
3913 if scanner.sees("manual"):
3915 key = scanner.next()
3917 elif scanner.sees("automatic"):
3918 navmode = "automatic"
3919 key = scanner.next()
3927 prout(_("(Manual navigation assumed.)"))
3929 prout(_("(Manual movement assumed.)"))
3932 if navmode == "automatic":
3935 proutn(_("Target quadrant or quadrant§or- "))
3937 proutn(_("Destination sector or quadrant§or- "))
3940 key = scanner.next()
3944 xi = int(round(scanner.real))-1
3945 key = scanner.next()
3949 xj = int(round(scanner.real))-1
3950 key = scanner.next()
3952 # both quadrant and sector specified
3953 xk = int(round(scanner.real))-1
3954 key = scanner.next()
3958 xl = int(round(scanner.real))-1
3964 # only one pair of numbers was specified
3966 # only quadrant specified -- go to center of dest quad
3969 dsect.y = dsect.x = 4 # preserves 1-origin behavior
3971 # only sector specified
3975 if not VALID_QUADRANT(dquad.y,dquad.x) or not VALID_SECTOR(dsect.x,dsect.y):
3982 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
3984 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
3985 # the actual deltas get computed here
3987 delta.x = dquad.y-game.quadrant.y + 0.1*(dsect.x-game.sector.y)
3988 delta.y = game.quadrant.x-dquad.x + 0.1*(game.sector.x-dsect.y)
3991 proutn(_("X and Y displacements- "))
3994 key = scanner.next()
3999 delta.x = scanner.real
4000 key = scanner.next()
4004 delta.y = scanner.real
4005 # Check for zero movement
4006 if delta.x == 0 and delta.y == 0:
4009 if itemp == "verbose" and not isprobe:
4011 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
4012 # Course actually laid in.
4013 game.dist = delta.distance()
4014 game.direc = delta.bearing()
4015 if game.direc < 0.0:
4021 "Move under impulse power."
4023 if damaged(DIMPULS):
4026 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4028 if game.energy > 30.0:
4029 if not getcourse(isprobe=False, akey=0):
4031 power = 20.0 + 100.0*game.dist
4034 if power >= game.energy:
4035 # Insufficient power for trip
4037 prout(_("First Officer Spock- \"Captain, the impulse engines"))
4038 prout(_("require 20.0 units to engage, plus 100.0 units per"))
4039 if game.energy > 30:
4040 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
4041 int(0.01 * (game.energy-20.0)-0.05))
4042 prout(_(" quadrants.\""))
4044 prout(_("quadrant. They are, therefore, useless.\""))
4047 # Make sure enough time is left for the trip
4048 game.optime = game.dist/0.095
4049 if game.optime >= game.state.remtime:
4050 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4051 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4052 proutn(_("we dare spend the time?\" "))
4055 # Activate impulse engines and pay the cost
4056 imove(novapush=False)
4060 power = 20.0 + 100.0*game.dist
4061 game.energy -= power
4062 game.optime = game.dist/0.095
4063 if game.energy <= 0:
4068 "ove under warp drive."
4069 blooey = False; twarp = False
4070 if not timewarp: # Not WARPX entry
4072 if game.damage[DWARPEN] > 10.0:
4075 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4077 if damaged(DWARPEN) and game.warpfac > 4.0:
4080 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4081 prout(_(" is repaired, I can only give you warp 4.\""))
4083 # Read in course and distance
4084 if not getcourse(isprobe=False, akey=0):
4086 # Make sure starship has enough energy for the trip
4087 power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4088 if power >= game.energy:
4089 # Insufficient power for trip
4092 prout(_("Engineering to bridge--"))
4093 if not game.shldup or 0.5*power > game.energy:
4094 iwarp = math.pow((game.energy/(game.dist+0.05)), 0.333333333)
4096 prout(_("We can't do it, Captain. We don't have enough energy."))
4098 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4101 prout(_("if you'll lower the shields."))
4105 prout(_("We haven't the energy to go that far with the shields up."))
4108 # Make sure enough time is left for the trip
4109 game.optime = 10.0*game.dist/game.wfacsq
4110 if game.optime >= 0.8*game.state.remtime:
4112 prout(_("First Officer Spock- \"Captain, I compute that such"))
4113 proutn(_(" a trip would require approximately %2.0f") %
4114 (100.0*game.optime/game.state.remtime))
4115 prout(_(" percent of our"))
4116 proutn(_(" remaining time. Are you sure this is wise?\" "))
4122 if game.warpfac > 6.0:
4123 # Decide if engine damage will occur
4124 # ESR: Seems wrong. Probability of damage goes *down* with distance?
4125 prob = game.dist*(6.0-game.warpfac)**2/66.666666666
4126 if prob > randreal():
4128 game.dist = randreal(game.dist)
4129 # Decide if time warp will occur
4130 if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > randreal():
4132 if idebug and game.warpfac==10 and not twarp:
4134 proutn("=== Force time warp? ")
4138 # If time warp or engine damage, check path
4139 # If it is obstructed, don't do warp or damage
4140 angle = ((15.0-game.direc)*0.5235998)
4141 deltax = -math.sin(angle)
4142 deltay = math.cos(angle)
4143 if math.fabs(deltax) > math.fabs(deltay):
4144 bigger = math.fabs(deltax)
4146 bigger = math.fabs(deltay)
4150 n = 10.0 * game.dist * bigger +0.5
4153 for l in range(1, n+1):
4158 if not VALID_SECTOR(ix, iy):
4160 if game.quad[ix][iy] != IHDOT:
4163 # Activate Warp Engines and pay the cost
4164 imove(novapush=False)
4167 game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4168 if game.energy <= 0:
4170 game.optime = 10.0*game.dist/game.wfacsq
4174 game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
4176 prout(_("Engineering to bridge--"))
4177 prout(_(" Scott here. The warp engines are damaged."))
4178 prout(_(" We'll have to reduce speed to warp 4."))
4183 "Change the warp factor."
4189 proutn(_("Warp factor- "))
4194 if game.damage[DWARPEN] > 10.0:
4195 prout(_("Warp engines inoperative."))
4197 if damaged(DWARPEN) and scanner.real > 4.0:
4198 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4199 prout(_(" but right now we can only go warp 4.\""))
4201 if scanner.real > 10.0:
4202 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4204 if scanner.real < 1.0:
4205 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4207 oldfac = game.warpfac
4208 game.warpfac = scanner.real
4209 game.wfacsq=game.warpfac*game.warpfac
4210 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4211 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4214 if game.warpfac < 8.00:
4215 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4217 if game.warpfac == 10.0:
4218 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4220 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4224 "Cope with being tossed out of quadrant by supernova or yanked by beam."
4226 # is captain on planet?
4228 if damaged(DTRANSP):
4231 prout(_("Scotty rushes to the transporter controls."))
4233 prout(_("But with the shields up it's hopeless."))
4235 prouts(_("His desperate attempt to rescue you . . ."))
4240 prout(_("SUCCEEDS!"))
4243 proutn(_("The crystals mined were "))
4251 # Check to see if captain in shuttle craft
4256 # Inform captain of attempt to reach safety
4260 prouts(_("***RED ALERT! RED ALERT!"))
4262 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4263 prouts(_(" a supernova."))
4265 prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
4267 prout(_("safely out of quadrant."))
4268 if not damaged(DRADIO):
4269 game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
4270 # Try to use warp engines
4271 if damaged(DWARPEN):
4273 prout(_("Warp engines damaged."))
4276 game.warpfac = randreal(6.0, 8.0)
4277 game.wfacsq = game.warpfac * game.warpfac
4278 prout(_("Warp factor set to %d") % int(game.warpfac))
4279 power = 0.75*game.energy
4280 game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4281 distreq = randreal(math.sqrt(2))
4282 if distreq < game.dist:
4284 game.optime = 10.0*game.dist/game.wfacsq
4285 game.direc = randreal(12) # How dumb!
4287 game.inorbit = False
4290 # This is bad news, we didn't leave quadrant.
4294 prout(_("Insufficient energy to leave quadrant."))
4297 # Repeat if another snova
4298 if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
4300 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
4301 finish(FWON) # Snova killed remaining enemy.
4304 "Let's do the time warp again."
4305 prout(_("***TIME WARP ENTERED."))
4306 if game.state.snap and withprob(0.5):
4308 prout(_("You are traveling backwards in time %d stardates.") %
4309 int(game.state.date-game.snapsht.date))
4310 game.state = game.snapsht
4311 game.state.snap = False
4312 if len(game.state.kcmdr):
4313 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4314 schedule(FBATTAK, expran(0.3*game.intime))
4315 schedule(FSNOVA, expran(0.5*game.intime))
4316 # next snapshot will be sooner
4317 schedule(FSNAP, expran(0.25*game.state.remtime))
4319 if game.state.nscrem:
4320 schedule(FSCMOVE, 0.2777)
4324 game.battle.invalidate()
4326 # Make sure Galileo is consistant -- Snapshot may have been taken
4327 # when on planet, which would give us two Galileos!
4329 for l in range(game.inplan):
4330 if game.state.planets[l].known == "shuttle_down":
4332 if game.iscraft == "onship" and game.ship==IHE:
4333 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4334 game.iscraft = "offship"
4335 # Likewise, if in the original time the Galileo was abandoned, but
4336 # was on ship earlier, it would have vanished -- let's restore it.
4337 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4338 prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""))
4339 game.iscraft = "onship"
4340 # There used to be code to do the actual reconstrction here,
4341 # but the starchart is now part of the snapshotted galaxy state.
4342 prout(_("Spock has reconstructed a correct star chart from memory"))
4344 # Go forward in time
4345 game.optime = -0.5*game.intime*math.log(randreal())
4346 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4347 # cheat to make sure no tractor beams occur during time warp
4348 postpone(FTBEAM, game.optime)
4349 game.damage[DRADIO] += game.optime
4351 events() # Stas Sergeev added this -- do pending events
4354 "Launch deep-space probe."
4355 # New code to launch a deep space probe
4356 if game.nprobes == 0:
4359 if game.ship == IHE:
4360 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4362 prout(_("Ye Faerie Queene has no deep space probes."))
4367 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4369 if is_scheduled(FDSPROB):
4372 if damaged(DRADIO) and game.condition != "docked":
4373 prout(_("Spock- \"Records show the previous probe has not yet"))
4374 prout(_(" reached its destination.\""))
4376 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4378 key = scanner.next()
4380 # slow mode, so let Kirk know how many probes there are left
4381 if game.nprobes == 1:
4382 prout(_("1 probe left."))
4384 prout(_("%d probes left") % game.nprobes)
4385 proutn(_("Are you sure you want to fire a probe? "))
4388 game.isarmed = False
4389 if key == IHALPHA and scanner.token == "armed":
4391 key = scanner.next()
4393 proutn(_("Arm NOVAMAX warhead? "))
4395 if not getcourse(isprobe=True, akey=key):
4398 angle = ((15.0 - game.direc) * 0.5235988)
4399 game.probeinx = -math.sin(angle)
4400 game.probeiny = math.cos(angle)
4401 if math.fabs(game.probeinx) > math.fabs(game.probeiny):
4402 bigger = math.fabs(game.probeinx)
4404 bigger = math.fabs(game.probeiny)
4405 game.probeiny /= bigger
4406 game.probeinx /= bigger
4407 game.proben = 10.0*game.dist*bigger +0.5
4408 game.probex = game.quadrant.x*QUADSIZE + game.sector.x - 1 # We will use better packing than original
4409 game.probey = game.quadrant.y*QUADSIZE + game.sector.y - 1
4410 game.probec = game.quadrant
4411 schedule(FDSPROB, 0.01) # Time to move one sector
4412 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4416 # Here's how the mayday code works:
4418 # First, the closest starbase is selected. If there is a a starbase
4419 # in your own quadrant, you are in good shape. This distance takes
4420 # quadrant distances into account only.
4422 # A magic number is computed based on the distance which acts as the
4423 # probability that you will be rematerialized. You get three tries.
4425 # When it is determined that you should be able to be rematerialized
4426 # (i.e., when the probability thing mentioned above comes up
4427 # positive), you are put into that quadrant (anywhere). Then, we try
4428 # to see if there is a spot adjacent to the star- base. If not, you
4429 # can't be rematerialized!!! Otherwise, it drops you there. It only
4430 # tries five times to find a spot to drop you. After that, it's your
4434 "Yell for help from nearest starbase."
4435 # There's more than one way to move in this game!
4437 # Test for conditions which prevent calling for help
4438 if game.condition == "docked":
4439 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4442 prout(_("Subspace radio damaged."))
4444 if not game.state.baseq:
4445 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4448 prout(_("You must be aboard the %s.") % crmshp())
4450 # OK -- call for help from nearest starbase
4453 # There's one in this quadrant
4454 ddist = (game.base - game.sector).distance()
4457 for ibq in game.state.baseq:
4458 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4461 # Since starbase not in quadrant, set up new quadrant
4464 # dematerialize starship
4465 game.quad[game.sector.x][game.sector.y]=IHDOT
4466 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4467 % (game.quadrant, crmshp()))
4468 game.sector.invalidate()
4469 for m in range(1, 5+1):
4470 w = game.base.scatter()
4471 if VALID_SECTOR(w.x,w.y) and game.quad[w.x][w.y]==IHDOT:
4472 # found one -- finish up
4475 if not game.sector.is_valid():
4476 prout(_("You have been lost in space..."))
4477 finish(FMATERIALIZE)
4479 # Give starbase three chances to rematerialize starship
4480 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4481 for m in range(1, 3+1):
4482 if m == 1: proutn(_("1st"))
4483 elif m == 2: proutn(_("2nd"))
4484 elif m == 3: proutn(_("3rd"))
4485 proutn(_(" attempt to re-materialize ") + crmshp())
4486 game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
4489 if randreal() > probf:
4492 curses.delay_output(500)
4495 game.quad[ix][iy]=IHQUEST
4498 setwnd(message_window)
4499 finish(FMATERIALIZE)
4501 game.quad[ix][iy]=game.ship
4503 prout(_("succeeds."))
4507 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4509 # Abandon Ship (the BSD-Trek description)
4511 # The ship is abandoned. If your current ship is the Faire
4512 # Queene, or if your shuttlecraft is dead, you're out of
4513 # luck. You need the shuttlecraft in order for the captain
4514 # (that's you!!) to escape.
4516 # Your crew can beam to an inhabited starsystem in the
4517 # quadrant, if there is one and if the transporter is working.
4518 # If there is no inhabited starsystem, or if the transporter
4519 # is out, they are left to die in outer space.
4521 # If there are no starbases left, you are captured by the
4522 # Klingons, who torture you mercilessly. However, if there
4523 # is at least one starbase, you are returned to the
4524 # Federation in a prisoner of war exchange. Of course, this
4525 # can't happen unless you have taken some prisoners.
4530 if game.condition=="docked":
4532 prout(_("You cannot abandon Ye Faerie Queene."))
4535 # Must take shuttle craft to exit
4536 if game.damage[DSHUTTL]==-1:
4537 prout(_("Ye Faerie Queene has no shuttle craft."))
4539 if game.damage[DSHUTTL]<0:
4540 prout(_("Shuttle craft now serving Big Macs."))
4542 if game.damage[DSHUTTL]>0:
4543 prout(_("Shuttle craft damaged."))
4546 prout(_("You must be aboard the ship."))
4548 if game.iscraft != "onship":
4549 prout(_("Shuttle craft not currently available."))
4551 # Emit abandon ship messages
4553 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4555 prouts(_("***ALL HANDS ABANDON SHIP!"))
4557 prout(_("Captain and crew escape in shuttle craft."))
4558 if not game.state.baseq:
4559 # Oops! no place to go...
4562 q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
4564 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4565 prout(_("Remainder of ship's complement beam down"))
4566 prout(_("to nearest habitable planet."))
4567 elif q.planet != None and not damaged(DTRANSP):
4568 prout(_("Remainder of ship's complement beam down to %s.") %
4571 prout(_("Entire crew of %d left to die in outer space.") %
4573 game.casual += game.state.crew
4574 game.abandoned += game.state.crew
4576 # If at least one base left, give 'em the Faerie Queene
4578 game.icrystl = False # crystals are lost
4579 game.nprobes = 0 # No probes
4580 prout(_("You are captured by Klingons and released to"))
4581 prout(_("the Federation in a prisoner-of-war exchange."))
4582 nb = randrange(len(game.state.baseq))
4583 # Set up quadrant and position FQ adjacient to base
4584 if not game.quadrant == game.state.baseq[nb]:
4585 game.quadrant = game.state.baseq[nb]
4586 game.sector.x = game.sector.y = 5
4589 # position next to base by trial and error
4590 game.quad[game.sector.x][game.sector.y] = IHDOT
4591 for l in range(QUADSIZE):
4592 game.sector = game.base.scatter()
4593 if VALID_SECTOR(game.sector.x, game.sector.y) and \
4594 game.quad[game.sector.x][game.sector.y] == IHDOT:
4597 break # found a spot
4598 game.sector.x=QUADSIZE/2
4599 game.sector.y=QUADSIZE/2
4601 # Get new commission
4602 game.quad[game.sector.x][game.sector.y] = game.ship = IHF
4603 game.state.crew = FULLCREW
4604 prout(_("Starfleet puts you in command of another ship,"))
4605 prout(_("the Faerie Queene, which is antiquated but,"))
4606 prout(_("still useable."))
4608 prout(_("The dilithium crystals have been moved."))
4610 game.iscraft = "offship" # Galileo disappears
4612 game.condition="docked"
4613 for l in range(NDEVICES):
4614 game.damage[l] = 0.0
4615 game.damage[DSHUTTL] = -1
4616 game.energy = game.inenrg = 3000.0
4617 game.shield = game.inshld = 1250.0
4618 game.torps = game.intorps = 6
4619 game.lsupres=game.inlsr=3.0
4625 # Code from planets.c begins here.
4628 "Abort a lengthy operation if an event interrupts it."
4631 if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.justin:
4636 "Report on (uninhabited) planets in the galaxy."
4640 prout(_("Spock- \"Planet report follows, Captain.\""))
4642 for i in range(game.inplan):
4643 if game.state.planets[i].pclass == "destroyed":
4645 if (game.state.planets[i].known != "unknown" \
4646 and not game.state.planets[i].inhabited) \
4649 if idebug and game.state.planets[i].known=="unknown":
4650 proutn("(Unknown) ")
4651 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4652 proutn(_(" class "))
4653 proutn(game.state.planets[i].pclass)
4655 if game.state.planets[i].crystals != present:
4657 prout(_("dilithium crystals present."))
4658 if game.state.planets[i].known=="shuttle_down":
4659 prout(_(" Shuttle Craft Galileo on surface."))
4661 prout(_("No information available."))
4664 "Enter standard orbit."
4668 prout(_("Already in standard orbit."))
4670 if damaged(DWARPEN) and damaged(DIMPULS):
4671 prout(_("Both warp and impulse engines damaged."))
4673 if not game.plnet.is_valid():
4674 prout("There is no planet in this sector.")
4676 if abs(game.sector.x-game.plnet.x)>1 or abs(game.sector.y-game.plnet.y)>1:
4677 prout(crmshp() + _(" not adjacent to planet."))
4680 game.optime = randreal(0.02, 0.05)
4681 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4685 game.height = randreal(1400, 8600)
4686 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4691 "Examine planets in this quadrant."
4692 if damaged(DSRSENS):
4693 if game.options & OPTION_TTY:
4694 prout(_("Short range sensors damaged."))
4696 if game.iplnet == None:
4697 if game.options & OPTION_TTY:
4698 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4700 if game.iplnet.known == "unknown":
4701 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4703 prout(_(" Planet at Sector %s is of class %s.") %
4704 (game.plnet, game.iplnet.pclass))
4705 if game.iplnet.known=="shuttle_down":
4706 prout(_(" Sensors show Galileo still on surface."))
4707 proutn(_(" Readings indicate"))
4708 if game.iplnet.crystals != "present":
4710 prout(_(" dilithium crystals present.\""))
4711 if game.iplnet.known == "unknown":
4712 game.iplnet.known = "known"
4713 elif game.iplnet.inhabited:
4714 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4715 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4718 "Use the transporter."
4722 if damaged(DTRANSP):
4723 prout(_("Transporter damaged."))
4724 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4726 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4730 if not game.inorbit:
4731 prout(crmshp() + _(" not in standard orbit."))
4734 prout(_("Impossible to transport through shields."))
4736 if game.iplnet.known=="unknown":
4737 prout(_("Spock- \"Captain, we have no information on this planet"))
4738 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4739 prout(_(" you may not go down.\""))
4741 if not game.landed and game.iplnet.crystals=="absent":
4742 prout(_("Spock- \"Captain, I fail to see the logic in"))
4743 prout(_(" exploring a planet with no dilithium crystals."))
4744 proutn(_(" Are you sure this is wise?\" "))
4748 if not (game.options & OPTION_PLAIN):
4749 nrgneed = 50 * game.skill + game.height / 100.0
4750 if nrgneed > game.energy:
4751 prout(_("Engineering to bridge--"))
4752 prout(_(" Captain, we don't have enough energy for transportation."))
4754 if not game.landed and nrgneed * 2 > game.energy:
4755 prout(_("Engineering to bridge--"))
4756 prout(_(" Captain, we have enough energy only to transport you down to"))
4757 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4758 if game.iplnet.known == "shuttle_down":
4759 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4760 proutn(_(" Are you sure this is wise?\" "))
4765 # Coming from planet
4766 if game.iplnet.known=="shuttle_down":
4767 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4771 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4772 prout(_("Landing party assembled, ready to beam up."))
4774 prout(_("Kirk whips out communicator..."))
4775 prouts(_("BEEP BEEP BEEP"))
4777 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4780 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4782 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4784 prout(_("Kirk- \"Energize.\""))
4787 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4790 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4792 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4795 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4796 game.landed = not game.landed
4797 game.energy -= nrgneed
4799 prout(_("Transport complete."))
4800 if game.landed and game.iplnet.known=="shuttle_down":
4801 prout(_("The shuttle craft Galileo is here!"))
4802 if not game.landed and game.imine:
4809 "Strip-mine a world for dilithium."
4813 prout(_("Mining party not on planet."))
4815 if game.iplnet.crystals == "mined":
4816 prout(_("This planet has already been strip-mined for dilithium."))
4818 elif game.iplnet.crystals == "absent":
4819 prout(_("No dilithium crystals on this planet."))
4822 prout(_("You've already mined enough crystals for this trip."))
4824 if game.icrystl and game.cryprob == 0.05:
4825 prout(_("With all those fresh crystals aboard the ") + crmshp())
4826 prout(_("there's no reason to mine more at this time."))
4828 game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4831 prout(_("Mining operation complete."))
4832 game.iplnet.crystals = "mined"
4833 game.imine = game.ididit = True
4836 "Use dilithium crystals."
4840 if not game.icrystl:
4841 prout(_("No dilithium crystals available."))
4843 if game.energy >= 1000:
4844 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4845 prout(_(" except when Condition Yellow exists."))
4847 prout(_("Spock- \"Captain, I must warn you that loading"))
4848 prout(_(" raw dilithium crystals into the ship's power"))
4849 prout(_(" system may risk a severe explosion."))
4850 proutn(_(" Are you sure this is wise?\" "))
4855 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4856 prout(_(" Mr. Spock and I will try it.\""))
4858 prout(_("Spock- \"Crystals in place, Sir."))
4859 prout(_(" Ready to activate circuit.\""))
4861 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4863 if with(game.cryprob):
4864 prouts(_(" \"Activating now! - - No good! It's***"))
4866 prouts(_("***RED ALERT! RED A*L********************************"))
4869 prouts(_("****************** KA-BOOM!!!! *******************"))
4873 game.energy += randreal(5000.0, 5500.0)
4874 prouts(_(" \"Activating now! - - "))
4875 prout(_("The instruments"))
4876 prout(_(" are going crazy, but I think it's"))
4877 prout(_(" going to work!! Congratulations, Sir!\""))
4882 "Use shuttlecraft for planetary jaunt."
4885 if damaged(DSHUTTL):
4886 if game.damage[DSHUTTL] == -1.0:
4887 if game.inorbit and game.iplnet.known == "shuttle_down":
4888 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4890 prout(_("Ye Faerie Queene had no shuttle craft."))
4891 elif game.damage[DSHUTTL] > 0:
4892 prout(_("The Galileo is damaged."))
4893 else: # game.damage[DSHUTTL] < 0
4894 prout(_("Shuttle craft is now serving Big Macs."))
4896 if not game.inorbit:
4897 prout(crmshp() + _(" not in standard orbit."))
4899 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4900 prout(_("Shuttle craft not currently available."))
4902 if not game.landed and game.iplnet.known=="shuttle_down":
4903 prout(_("You will have to beam down to retrieve the shuttle craft."))
4905 if game.shldup or game.condition == "docked":
4906 prout(_("Shuttle craft cannot pass through shields."))
4908 if game.iplnet.known=="unknown":
4909 prout(_("Spock- \"Captain, we have no information on this planet"))
4910 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4911 prout(_(" you may not fly down.\""))
4913 game.optime = 3.0e-5*game.height
4914 if game.optime >= 0.8*game.state.remtime:
4915 prout(_("First Officer Spock- \"Captain, I compute that such"))
4916 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4917 int(100*game.optime/game.state.remtime))
4918 prout(_("remaining time."))
4919 proutn(_("Are you sure this is wise?\" "))
4925 if game.iscraft == "onship":
4927 if not damaged(DTRANSP):
4928 proutn(_("Spock- \"Would you rather use the transporter?\" "))
4932 proutn(_("Shuttle crew"))
4934 proutn(_("Rescue party"))
4935 prout(_(" boards Galileo and swoops toward planet surface."))
4936 game.iscraft = "offship"
4940 game.iplnet.known="shuttle_down"
4941 prout(_("Trip complete."))
4944 # Ready to go back to ship
4945 prout(_("You and your mining party board the"))
4946 prout(_("shuttle craft for the trip back to the Enterprise."))
4948 prouts(_("The short hop begins . . ."))
4950 game.iplnet.known="known"
4956 game.iscraft = "onship"
4962 prout(_("Trip complete."))
4965 # Kirk on ship and so is Galileo
4966 prout(_("Mining party assembles in the hangar deck,"))
4967 prout(_("ready to board the shuttle craft \"Galileo\"."))
4969 prouts(_("The hangar doors open; the trip begins."))
4972 game.iscraft = "offship"
4975 game.iplnet.known = "shuttle_down"
4978 prout(_("Trip complete."))
4982 "Use the big zapper."
4986 if game.ship != IHE:
4987 prout(_("Ye Faerie Queene has no death ray."))
4989 if len(game.enemies)==0:
4990 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
4993 prout(_("Death Ray is damaged."))
4995 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
4996 prout(_(" is highly unpredictible. Considering the alternatives,"))
4997 proutn(_(" are you sure this is wise?\" "))
5000 prout(_("Spock- \"Acknowledged.\""))
5003 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
5005 prout(_("Crew scrambles in emergency preparation."))
5006 prout(_("Spock and Scotty ready the death ray and"))
5007 prout(_("prepare to channel all ship's power to the device."))
5009 prout(_("Spock- \"Preparations complete, sir.\""))
5010 prout(_("Kirk- \"Engage!\""))
5012 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
5015 if game.options & OPTION_PLAIN:
5019 prouts(_("Sulu- \"Captain! It's working!\""))
5021 while len(game.enemies) > 0:
5022 deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.x][game.enemies[1].kloc.y],game.enemies[1].kloc)
5023 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
5024 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
5026 if (game.options & OPTION_PLAIN) == 0:
5027 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
5029 prout(_(" is still operational.\""))
5031 prout(_(" has been rendered nonfunctional.\""))
5032 game.damage[DDRAY] = 39.95
5034 r = randreal() # Pick failure method
5036 prouts(_("Sulu- \"Captain! It's working!\""))
5038 prouts(_("***RED ALERT! RED ALERT!"))
5040 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
5042 prouts(_("***RED ALERT! RED A*L********************************"))
5045 prouts(_("****************** KA-BOOM!!!! *******************"))
5050 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
5052 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
5054 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
5055 prout(_(" have apparently been transformed into strange mutations."))
5056 prout(_(" Vulcans do not seem to be affected."))
5058 prout(_("Kirk- \"Raauch! Raauch!\""))
5063 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
5065 proutn(_("Spock- \"I believe the word is"))
5066 prouts(_(" *ASTONISHING*"))
5067 prout(_(" Mr. Sulu."))
5068 for i in range(QUADSIZE):
5069 for j in range(QUADSIZE):
5070 if game.quad[i][j] == IHDOT:
5071 game.quad[i][j] = IHQUEST
5072 prout(_(" Captain, our quadrant is now infested with"))
5073 prouts(_(" - - - - - - *THINGS*."))
5075 prout(_(" I have no logical explanation.\""))
5077 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
5079 prout(_("Scotty- \"There are so many tribbles down here"))
5080 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
5084 # Code from reports.c begins here
5086 def attackreport(curt):
5087 "eport status of bases under attack."
5089 if is_scheduled(FCDBAS):
5090 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
5091 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
5092 elif game.isatb == 1:
5093 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
5094 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
5096 prout(_("No Starbase is currently under attack."))
5098 if is_scheduled(FCDBAS):
5099 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5101 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5105 # report on general game status
5107 s1 = "" and game.thawed and _("thawed ")
5108 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5109 s3 = (None, _("novice"). _("fair"),
5110 _("good"), _("expert"), _("emeritus"))[game.skill]
5111 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5112 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5113 prout(_("No plaque is allowed."))
5115 prout(_("This is tournament game %d.") % game.tourn)
5116 prout(_("Your secret password is \"%s\"") % game.passwd)
5117 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)),
5118 (game.inkling + game.incom + game.inscom)))
5119 if game.incom - len(game.state.kcmdr):
5120 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
5121 elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
5122 prout(_(", but no Commanders."))
5125 if game.skill > SKILL_FAIR:
5126 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5127 if len(game.state.baseq) != game.inbase:
5129 if game.inbase-len(game.state.baseq)==1:
5130 proutn(_("has been 1 base"))
5132 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
5133 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
5135 prout(_("There are %d bases.") % game.inbase)
5136 if communicating() or game.iseenit:
5137 # Don't report this if not seen and
5138 # either the radio is dead or not at base!
5142 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5144 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5145 if game.ship == IHE:
5146 proutn(_("You have "))
5148 proutn("%d" % (game.nprobes))
5151 proutn(_(" deep space probe"))
5155 if communicating() and is_scheduled(FDSPROB):
5157 proutn(_("An armed deep space probe is in "))
5159 proutn(_("A deep space probe is in "))
5160 prout("Quadrant %s." % game.probec)
5162 if game.cryprob <= .05:
5163 prout(_("Dilithium crystals aboard ship... not yet used."))
5167 while game.cryprob > ai:
5170 prout(_("Dilithium crystals have been used %d time%s.") % \
5171 (i, (_("s"), "")[i==1]))
5175 "Long-range sensor scan."
5176 if damaged(DLRSENS):
5177 # Now allow base's sensors if docked
5178 if game.condition != "docked":
5180 prout(_("LONG-RANGE SENSORS DAMAGED."))
5183 prout(_("Starbase's long-range scan"))
5185 prout(_("Long-range scan"))
5186 for x in range(game.quadrant.x-1, game.quadrant.x+2):
5189 for y in range(game.quadrant.y-1, game.quadrant.y+2):
5190 if not VALID_QUADRANT(x, y):
5194 if not damaged(DRADIO):
5195 game.state.galaxy[x][y].charted = True
5196 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5197 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5198 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5199 if not silent and game.state.galaxy[x][y].supernova:
5202 proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
5210 for i in range(NDEVICES):
5213 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5214 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5216 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5217 game.damage[i]+0.05,
5218 game.docfac*game.damage[i]+0.005))
5220 prout(_("All devices functional."))
5223 "Update the chart in the Enterprise's computer from galaxy data."
5224 game.lastchart = game.state.date
5225 for i in range(GALSIZE):
5226 for j in range(GALSIZE):
5227 if game.state.galaxy[i][j].charted:
5228 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5229 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5230 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5233 "Display the star chart."
5235 if (game.options & OPTION_AUTOSCAN):
5237 if not damaged(DRADIO):
5239 if game.lastchart < game.state.date and game.condition == "docked":
5240 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5242 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5243 if game.state.date > game.lastchart:
5244 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5245 prout(" 1 2 3 4 5 6 7 8")
5246 for i in range(GALSIZE):
5247 proutn("%d |" % (i+1))
5248 for j in range(GALSIZE):
5249 if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
5253 if game.state.galaxy[i][j].supernova:
5255 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5257 elif game.state.galaxy[i][j].charted:
5258 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5262 if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
5270 def sectscan(goodScan, i, j):
5271 "Light up an individual dot in a sector."
5272 if goodScan or (abs(i-game.sector.x)<= 1 and abs(j-game.sector.y) <= 1):
5273 if (game.quad[i][j]==IHMATER0) or (game.quad[i][j]==IHMATER1) or (game.quad[i][j]==IHMATER2) or (game.quad[i][j]==IHE) or (game.quad[i][j]==IHF):
5274 if game.condition == "red": textcolor("red")
5275 elif game.condition == "green": textcolor("green")
5276 elif game.condition == "yellow": textcolor("yellow")
5277 elif game.condition == "docked": textcolor("cyan")
5278 elif game.condition == "dead": textcolor("brown")
5279 if game.quad[i][j] != game.ship:
5281 proutn("%c " % game.quad[i][j])
5287 "Emit status report lines"
5288 if not req or req == 1:
5289 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5290 % (game.state.date, game.state.remtime))
5291 if not req or req == 2:
5292 if game.condition != "docked":
5295 for t in range(NDEVICES):
5296 if game.damage[t]>0:
5298 prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
5299 if not req or req == 3:
5300 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5301 if not req or req == 4:
5302 if damaged(DLIFSUP):
5303 if game.condition == "docked":
5304 s = _("DAMAGED, Base provides")
5306 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5309 prstat(_("Life Support"), s)
5310 if not req or req == 5:
5311 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5312 if not req or req == 6:
5314 if game.icrystl and (game.options & OPTION_SHOWME):
5315 extra = _(" (have crystals)")
5316 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5317 if not req or req == 7:
5318 prstat(_("Torpedoes"), "%d" % (game.torps))
5319 if not req or req == 8:
5320 if damaged(DSHIELD):
5326 data = _(" %d%% %.1f units") \
5327 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5328 prstat(_("Shields"), s+data)
5329 if not req or req == 9:
5330 prstat(_("Klingons Left"), "%d" \
5331 % (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem))
5332 if not req or req == 10:
5333 if game.options & OPTION_WORLDS:
5334 plnet = game.state.galaxy[game.quadrant.x][game.quadrant.y].planet
5335 if plnet and plnet.inhabited:
5336 prstat(_("Major system"), plnet.name)
5338 prout(_("Sector is uninhabited"))
5339 elif not req or req == 11:
5340 attackreport(not req)
5343 "Request specified status data, a historical relic from slow TTYs."
5344 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5345 while scanner.next() == IHEOL:
5346 proutn(_("Information desired? "))
5348 if scanner.token in requests:
5349 status(requests.index(scanner.token))
5351 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5352 prout((" date, condition, position, lsupport, warpfactor,"))
5353 prout((" energy, torpedoes, shields, klingons, system, time."))
5358 if damaged(DSRSENS):
5359 # Allow base's sensors if docked
5360 if game.condition != "docked":
5361 prout(_(" S.R. SENSORS DAMAGED!"))
5364 prout(_(" [Using Base's sensors]"))
5366 prout(_(" Short-range scan"))
5367 if goodScan and not damaged(DRADIO):
5368 game.state.chart[game.quadrant.x][game.quadrant.y].klingons = game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons
5369 game.state.chart[game.quadrant.x][game.quadrant.y].starbase = game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase
5370 game.state.chart[game.quadrant.x][game.quadrant.y].stars = game.state.galaxy[game.quadrant.x][game.quadrant.y].stars
5371 game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
5372 prout(" 1 2 3 4 5 6 7 8 9 10")
5373 if game.condition != "docked":
5375 for i in range(QUADSIZE):
5376 proutn("%2d " % (i+1))
5377 for j in range(QUADSIZE):
5378 sectscan(goodScan, i, j)
5382 "Use computer to get estimated time of arrival for a warp jump."
5383 w1 = coord(); w2 = coord()
5385 if damaged(DCOMPTR):
5386 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5389 if scanner.next() != IHREAL:
5392 proutn(_("Destination quadrant and/or sector? "))
5393 if scanner.next()!=IHREAL:
5396 w1.y = int(scanner.real-0.5)
5397 if scanner.next() != IHREAL:
5400 w1.x = int(scanner.real-0.5)
5401 if scanner.next() == IHREAL:
5402 w2.y = int(scanner.real-0.5)
5403 if scanner.next() != IHREAL:
5406 w2.x = int(scanner.real-0.5)
5408 if game.quadrant.y>w1.x:
5412 if game.quadrant.x>w1.y:
5416 if not VALID_QUADRANT(w1.x, w1.y) or not VALID_SECTOR(w2.x, w2.y):
5419 game.dist = math.sqrt((w1.y-game.quadrant.y+0.1*(w2.y-game.sector.y))**2+
5420 (w1.x-game.quadrant.x+0.1*(w2.x-game.sector.x))**2)
5423 prout(_("Answer \"no\" if you don't know the value:"))
5426 proutn(_("Time or arrival date? "))
5427 if scanner.next()==IHREAL:
5428 ttime = scanner.real
5429 if ttime > game.state.date:
5430 ttime -= game.state.date # Actually a star date
5431 twarp=(math.floor(math.sqrt((10.0*game.dist)/ttime)*10.0)+1.0)/10.0
5432 if ttime <= 1e-10 or twarp > 10:
5433 prout(_("We'll never make it, sir."))
5440 proutn(_("Warp factor? "))
5441 if scanner.next()== IHREAL:
5443 twarp = scanner.real
5444 if twarp<1.0 or twarp > 10.0:
5448 prout(_("Captain, certainly you can give me one of these."))
5451 ttime = (10.0*game.dist)/twarp**2
5452 tpower = game.dist*twarp*twarp*twarp*(game.shldup+1)
5453 if tpower >= game.energy:
5454 prout(_("Insufficient energy, sir."))
5455 if not game.shldup or tpower > game.energy*2.0:
5458 proutn(_("New warp factor to try? "))
5459 if scanner.next() == IHREAL:
5461 twarp = scanner.real
5462 if twarp<1.0 or twarp > 10.0:
5470 prout(_("But if you lower your shields,"))
5471 proutn(_("remaining"))
5474 proutn(_("Remaining"))
5475 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5477 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5479 prout(_("Any warp speed is adequate."))
5481 prout(_("Minimum warp needed is %.2f,") % (twarp))
5482 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5483 if game.state.remtime < ttime:
5484 prout(_("Unfortunately, the Federation will be destroyed by then."))
5486 prout(_("You'll be taking risks at that speed, Captain"))
5487 if (game.isatb==1 and game.state.kscmdr == w1 and \
5488 scheduled(FSCDBAS)< ttime+game.state.date) or \
5489 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5490 prout(_("The starbase there will be destroyed by then."))
5491 proutn(_("New warp factor to try? "))
5492 if scanner.next() == IHREAL:
5494 twarp = scanner.real
5495 if twarp<1.0 or twarp > 10.0:
5504 # Code from setup.c begins here
5507 "Issue a historically correct banner."
5509 prout(_("-SUPER- STAR TREK"))
5511 # From the FORTRAN original
5512 # prout(_("Latest update-21 Sept 78"))
5518 scanner.token = "emsave.trk"
5520 key = scanner.next()
5522 proutn(_("File name: "))
5523 key = scanner.next()
5528 if '.' not in scanner.token:
5529 scanner.token += ".trk"
5531 fp = open(scanner.token, "wb")
5533 prout(_("Can't freeze game as file %s") % scanner.token)
5535 cPickle.dump(game, fp)
5539 "Retrieve saved game."
5540 game.passwd[0] = '\0'
5541 key = scanner.next()
5543 proutn(_("File name: "))
5544 key = scanner.next()
5549 if '.' not in scanner.token:
5550 scanner.token += ".trk"
5552 fp = open(scanner.token, "rb")
5554 prout(_("Can't thaw game in %s") % scanner.token)
5556 game = cPickle.load(fp)
5560 # I used <http://www.memory-alpha.org> to find planets
5561 # with references in ST:TOS. Eath and the Alpha Centauri
5562 # Colony have been omitted.
5564 # Some planets marked Class G and P here will be displayed as class M
5565 # because of the way planets are generated. This is a known bug.
5568 _("Andoria (Fesoan)"), # several episodes
5569 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5570 _("Vulcan (T'Khasi)"), # many episodes
5571 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5572 _("Argelius II (Nelphia)"),# TOS: "Wolf in the Fold" ("IV" in BSD)
5573 _("Ardana"), # TOS: "The Cloud Minders"
5574 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5575 _("Gideon"), # TOS: "The Mark of Gideon"
5576 _("Aldebaran III"), # TOS: "The Deadly Years"
5577 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5578 _("Altair IV"), # TOS: "Amok Time
5579 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5580 _("Benecia"), # TOS: "The Conscience of the King"
5581 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5582 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5583 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5584 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5585 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5586 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5587 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5588 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5589 _("Ingraham B"), # TOS: "Operation: Annihilate"
5590 _("Janus IV"), # TOS: "The Devil in the Dark"
5591 _("Makus III"), # TOS: "The Galileo Seven"
5592 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5593 _("Omega IV"), # TOS: "The Omega Glory"
5594 _("Regulus V"), # TOS: "Amok Time
5595 _("Deneva"), # TOS: "Operation -- Annihilate!"
5596 # Worlds from BSD Trek
5597 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5598 _("Beta III"), # TOS: "The Return of the Archons"
5599 _("Triacus"), # TOS: "And the Children Shall Lead",
5600 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5602 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5603 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5604 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5605 # _("Izar"), # TOS: "Whom Gods Destroy"
5606 # _("Tiburon"), # TOS: "The Way to Eden"
5607 # _("Merak II"), # TOS: "The Cloud Minders"
5608 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5609 # _("Iotia"), # TOS: "A Piece of the Action"
5613 _("S. R. Sensors"), \
5614 _("L. R. Sensors"), \
5616 _("Photon Tubes"), \
5617 _("Life Support"), \
5618 _("Warp Engines"), \
5619 _("Impulse Engines"), \
5621 _("Subspace Radio"), \
5622 _("Shuttle Craft"), \
5624 _("Navigation System"), \
5626 _("Shield Control"), \
5632 "Prepare to play, set up cosmos."
5634 # Decide how many of everything
5636 return # frozen game
5637 # Prepare the Enterprise
5638 game.alldone = game.gamewon = False
5640 game.state.crew = FULLCREW
5641 game.energy = game.inenrg = 5000.0
5642 game.shield = game.inshld = 2500.0
5643 game.shldchg = False
5647 game.quadrant = randplace(GALSIZE)
5648 game.sector = randplace(QUADSIZE)
5649 game.torps = game.intorps = 10
5650 game.nprobes = randrange(2, 5)
5652 game.wfacsq = game.warpfac * game.warpfac
5653 for i in range(NDEVICES):
5654 game.damage[i] = 0.0
5655 # Set up assorted game parameters
5656 game.battle = coord()
5657 game.state.date = game.indate = 100.0 * randreal(20, 51)
5658 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5659 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5660 game.isatb = game.state.nplankl = 0
5661 game.state.starkl = game.state.basekl = 0
5662 game.iscraft = "onship"
5666 # Starchart is functional but we've never seen it
5667 game.lastchart = FOREVER
5668 # Put stars in the galaxy
5670 for i in range(GALSIZE):
5671 for j in range(GALSIZE):
5672 k = randrange(1, QUADSIZE**2/10+1)
5674 game.state.galaxy[i][j].stars = k
5675 # Locate star bases in galaxy
5676 for i in range(game.inbase):
5679 w = randplace(GALSIZE)
5680 if not game.state.galaxy[w.x][w.y].starbase:
5683 # C version: for (j = i-1; j > 0; j--)
5684 # so it did them in the opposite order.
5685 for j in range(1, i):
5686 # Improved placement algorithm to spread out bases
5687 distq = (w - game.state.baseq[j]).distance()
5688 if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
5691 prout("=== Abandoning base #%d at %s" % (i, w))
5693 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5695 prout("=== Saving base #%d, close to #%d" % (i, j))
5698 game.state.baseq.append(w)
5699 game.state.galaxy[w.x][w.y].starbase = game.state.chart[w.x][w.y].starbase = True
5700 # Position ordinary Klingon Battle Cruisers
5702 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5703 if klumper > MAXKLQUAD:
5707 klump = (1.0 - r*r)*klumper
5712 w = randplace(GALSIZE)
5713 if not game.state.galaxy[w.x][w.y].supernova and \
5714 game.state.galaxy[w.x][w.y].klingons + klump <= MAXKLQUAD:
5716 game.state.galaxy[w.x][w.y].klingons += int(klump)
5719 # Position Klingon Commander Ships
5720 for i in range(game.incom):
5722 w = randplace(GALSIZE)
5723 if not welcoming(w) or w in game.state.kcmdr:
5725 if (game.state.galaxy[w.x][w.y].klingons or withprob(0.25)):
5727 game.state.galaxy[w.x][w.y].klingons += 1
5728 game.state.kcmdr.append(w)
5729 # Locate planets in galaxy
5730 for i in range(game.inplan):
5732 w = randplace(GALSIZE)
5733 if game.state.galaxy[w.x][w.y].planet == None:
5737 new.crystals = "absent"
5738 if (game.options & OPTION_WORLDS) and i < NINHAB:
5739 new.pclass = "M" # All inhabited planets are class M
5740 new.crystals = "absent"
5742 new.name = systnames[i]
5743 new.inhabited = True
5745 new.pclass = ("M", "N", "O")[randrange(0, 3)]
5747 new.crystals = "present"
5748 new.known = "unknown"
5749 new.inhabited = False
5750 game.state.galaxy[w.x][w.y].planet = new
5751 game.state.planets.append(new)
5753 for i in range(game.state.nromrem):
5754 w = randplace(GALSIZE)
5755 game.state.galaxy[w.x][w.y].romulans += 1
5756 # Place the Super-Commander if needed
5757 if game.state.nscrem > 0:
5759 w = randplace(GALSIZE)
5762 game.state.kscmdr = w
5763 game.state.galaxy[w.x][w.y].klingons += 1
5764 # Initialize times for extraneous events
5765 schedule(FSNOVA, expran(0.5 * game.intime))
5766 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5767 schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
5768 schedule(FBATTAK, expran(0.3*game.intime))
5770 if game.state.nscrem:
5771 schedule(FSCMOVE, 0.2777)
5776 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5777 schedule(FDISTR, expran(1.0 + game.intime))
5782 # Place thing (in tournament game, we don't want one!)
5784 if game.tourn is None:
5785 thing = randplace(GALSIZE)
5787 game.state.snap = False
5788 if game.skill == SKILL_NOVICE:
5789 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5790 prout(_("a deadly Klingon invasion force. As captain of the United"))
5791 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5792 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5793 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5794 prout(_("your mission. As you proceed you may be given more time."))
5796 prout(_("You will have %d supporting starbases.") % (game.inbase))
5797 proutn(_("Starbase locations- "))
5799 prout(_("Stardate %d.") % int(game.state.date))
5801 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5802 prout(_("An unknown number of Romulans."))
5803 if game.state.nscrem:
5804 prout(_("And one (GULP) Super-Commander."))
5805 prout(_("%d stardates.") % int(game.intime))
5806 proutn(_("%d starbases in ") % game.inbase)
5807 for i in range(game.inbase):
5808 proutn(`game.state.baseq[i]`)
5811 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5812 proutn(_(" Sector %s") % game.sector)
5814 prout(_("Good Luck!"))
5815 if game.state.nscrem:
5816 prout(_(" YOU'LL NEED IT."))
5819 if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
5821 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5822 attack(torps_ok=False)
5825 "Choose your game type."
5830 game.skill = SKILL_NONE
5832 if not scanner.inqueue: # Can start with command line options
5833 proutn(_("Would you like a regular, tournament, or saved game? "))
5835 if len(scanner.token)==0: # Try again
5837 if scanner.sees("tournament"):
5838 while scanner.next() == IHEOL:
5839 proutn(_("Type in tournament number-"))
5840 if scanner.real == 0:
5842 continue # We don't want a blank entry
5843 game.tourn = int(round(scanner.real))
5844 random.seed(scanner.real)
5846 logfp.write("# random.seed(%d)\n" % scanner.real)
5848 if scanner.sees("saved") or scanner.sees("frozen"):
5852 if game.passwd == None:
5854 if not game.alldone:
5855 game.thawed = True # No plaque if not finished
5859 if scanner.sees("regular"):
5861 proutn(_("What is \"%s\"?") % scanner.token)
5863 while game.length==0 or game.skill==SKILL_NONE:
5864 if scanner.next() == IHALPHA:
5865 if scanner.sees("short"):
5867 elif scanner.sees("medium"):
5869 elif scanner.sees("long"):
5871 elif scanner.sees("novice"):
5872 game.skill = SKILL_NOVICE
5873 elif scanner.sees("fair"):
5874 game.skill = SKILL_FAIR
5875 elif scanner.sees("good"):
5876 game.skill = SKILL_GOOD
5877 elif scanner.sees("expert"):
5878 game.skill = SKILL_EXPERT
5879 elif scanner.sees("emeritus"):
5880 game.skill = SKILL_EMERITUS
5882 proutn(_("What is \""))
5883 proutn(scanner.token)
5888 proutn(_("Would you like a Short, Medium, or Long game? "))
5889 elif game.skill == SKILL_NONE:
5890 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
5891 # Choose game options -- added by ESR for SST2K
5892 if scanner.next() != IHALPHA:
5894 proutn(_("Choose your game style (or just press enter): "))
5896 if scanner.sees("plain"):
5897 # Approximates the UT FORTRAN version.
5898 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5899 game.options |= OPTION_PLAIN
5900 elif scanner.sees("almy"):
5901 # Approximates Tom Almy's version.
5902 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5903 game.options |= OPTION_ALMY
5904 elif scanner.sees("fancy"):
5906 elif len(scanner.token):
5907 proutn(_("What is \"%s\"?") % scanner.token)
5909 if game.passwd == "debug":
5911 prout("=== Debug mode enabled.")
5912 # Use parameters to generate initial values of things
5913 game.damfac = 0.5 * game.skill
5914 game.inbase = randrange(BASEMIN, BASEMAX+1)
5916 if game.options & OPTION_PLANETS:
5917 game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
5918 if game.options & OPTION_WORLDS:
5919 game.inplan += int(NINHAB)
5920 game.state.nromrem = game.inrom = randrange(2 *game.skill)
5921 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
5922 game.state.remtime = 7.0 * game.length
5923 game.intime = game.state.remtime
5924 game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
5925 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
5926 game.state.remres = (game.inkling+4*game.incom)*game.intime
5927 game.inresor = game.state.remres
5928 if game.inkling > 50:
5929 game.state.inbase += 1
5932 def dropin(iquad=None):
5933 "Drop a feature on a random dot in the current quadrant."
5936 w = randplace(QUADSIZE)
5937 if game.quad[w.x][w.y] == IHDOT:
5939 if iquad is not None:
5940 game.quad[w.x][w.y] = iquad
5944 "Update our alert status."
5945 game.condition = "green"
5946 if game.energy < 1000.0:
5947 game.condition = "yellow"
5948 if game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons or game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans:
5949 game.condition = "red"
5951 game.condition="dead"
5954 "Drop new Klingon into current quadrant."
5955 return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill)
5958 "Set up a new state of quadrant, for when we enter or re-enter it."
5965 game.inorbit = False
5967 game.ientesc = False
5968 game.iseenit = False
5969 # Create a blank quadrant
5970 game.quad = fill2d(QUADSIZE, lambda i, j: IHDOT)
5972 # Attempt to escape Super-commander, so tbeam back!
5975 q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
5976 # cope with supernova
5979 game.klhere = q.klingons
5980 game.irhere = q.romulans
5982 game.quad[game.sector.x][game.sector.y] = game.ship
5985 # Position ordinary Klingons
5986 for i in range(game.klhere):
5988 # If we need a commander, promote a Klingon
5989 for cmdr in game.state.kcmdr:
5990 if cmdr == game.quadrant:
5991 e = game.enemies[game.klhere-1]
5992 game.quad[e.kloc.x][e.kloc.y] = IHC
5993 e.kpower = randreal(950,1350) + 50.0*game.skill
5995 # If we need a super-commander, promote a Klingon
5996 if game.quadrant == game.state.kscmdr:
5998 game.quad[e.kloc.x][e.kloc.y] = IHS
5999 e.kpower = randreal(1175.0, 1575.0) + 125.0*game.skill
6000 game.iscate = (game.state.remkl > 1)
6001 # Put in Romulans if needed
6002 for i in range(q.romulans):
6003 enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
6004 # If quadrant needs a starbase, put it in
6006 game.base = dropin(IHB)
6007 # If quadrant needs a planet, put it in
6009 game.iplnet = q.planet
6010 if not q.planet.inhabited:
6011 game.plnet = dropin(IHP)
6013 game.plnet = dropin(IHW)
6014 # Check for condition
6017 if game.irhere > 0 and game.klhere == 0:
6019 if not damaged(DRADIO):
6021 prout(_("LT. Uhura- \"Captain, an urgent message."))
6022 prout(_(" I'll put it on audio.\" CLICK"))
6024 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
6025 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
6027 # Put in THING if needed
6028 if thing == game.quadrant:
6029 enemy(type=IHQUEST, loc=dropin(),
6030 power=randreal(6000,6500.0)+250.0*game.skill)
6031 if not damaged(DSRSENS):
6033 prout(_("Mr. Spock- \"Captain, this is most unusual."))
6034 prout(_(" Please examine your short-range scan.\""))
6035 # Decide if quadrant needs a Tholian; lighten up if skill is low
6036 if game.options & OPTION_THOLIAN:
6037 if (game.skill < SKILL_GOOD and withprob(0.02)) or \
6038 (game.skill == SKILL_GOOD and withprob(0.05)) or \
6039 (game.skill > SKILL_GOOD and withprob(0.08)):
6042 w.x = withprob(0.5) * (QUADSIZE-1)
6043 w.y = withprob(0.5) * (QUADSIZE-1)
6044 if game.quad[w.x][w.y] == IHDOT:
6046 game.tholian = enemy(type=IHT, loc=w,
6047 power=randrange(100, 500) + 25.0*game.skill)
6048 # Reserve unoccupied corners
6049 if game.quad[0][0]==IHDOT:
6050 game.quad[0][0] = 'X'
6051 if game.quad[0][QUADSIZE-1]==IHDOT:
6052 game.quad[0][QUADSIZE-1] = 'X'
6053 if game.quad[QUADSIZE-1][0]==IHDOT:
6054 game.quad[QUADSIZE-1][0] = 'X'
6055 if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT:
6056 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
6057 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
6058 # And finally the stars
6059 for i in range(q.stars):
6061 # Put in a few black holes
6062 for i in range(1, 3+1):
6065 # Take out X's in corners if Tholian present
6067 if game.quad[0][0]=='X':
6068 game.quad[0][0] = IHDOT
6069 if game.quad[0][QUADSIZE-1]=='X':
6070 game.quad[0][QUADSIZE-1] = IHDOT
6071 if game.quad[QUADSIZE-1][0]=='X':
6072 game.quad[QUADSIZE-1][0] = IHDOT
6073 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
6074 game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT
6077 "Set the self-destruct password."
6078 if game.options & OPTION_PLAIN:
6081 proutn(_("Please type in a secret password- "))
6083 game.passwd = scanner.token
6084 if game.passwd != None:
6089 game.passwd += chr(ord('a')+randrange(26))
6091 # Code from sst.c begins here
6094 "SRSCAN": OPTION_TTY,
6095 "STATUS": OPTION_TTY,
6096 "REQUEST": OPTION_TTY,
6097 "LRSCAN": OPTION_TTY,
6110 "SENSORS": OPTION_PLANETS,
6111 "ORBIT": OPTION_PLANETS,
6112 "TRANSPORT": OPTION_PLANETS,
6113 "MINE": OPTION_PLANETS,
6114 "CRYSTALS": OPTION_PLANETS,
6115 "SHUTTLE": OPTION_PLANETS,
6116 "PLANETS": OPTION_PLANETS,
6121 "PROBE": OPTION_PROBE,
6123 "FREEZE": 0, # Synonym for SAVE
6129 "SOS": 0, # Synonym for MAYDAY
6130 "CALL": 0, # Synonym for MAYDAY
6135 def ACCEPT(cmd): return (not commands[cmd] or (commands[cmd] & game.options))
6138 "Generate a list of legal commands."
6140 proutn(_("LEGAL COMMANDS ARE:"))
6141 for key in commands:
6145 proutn("%-12s " % key)
6150 "Browse on-line help."
6151 key = scanner.next()
6154 setwnd(prompt_window)
6155 proutn(_("Help on what command? "))
6156 key = scanner.next()
6157 setwnd(message_window)
6160 if scanner.token in commands or scanner.token == "ABBREV":
6167 cmd = scanner.token.upper()
6169 fp = open(SSTDOC, "r")
6172 fp = open(DOC_NAME, "r")
6174 prout(_("Spock- \"Captain, that information is missing from the"))
6175 proutn(_(" computer. You need to find "))
6177 prout(_(" and put it in the"))
6178 proutn(_(" current directory or to "))
6182 # This used to continue: "You need to find SST.DOC and put
6183 # it in the current directory."
6187 linebuf = fp.readline()
6189 prout(_("Spock- \"Captain, there is no information on that command.\""))
6192 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6193 linebuf = linebuf[3:].strip()
6197 prout(_("Spock- \"Captain, I've found the following information:\""))
6199 while linebuf in fp:
6200 if "******" in linebuf:
6206 "Command-interpretation loop."
6209 setwnd(message_window)
6210 while True: # command loop
6212 while True: # get a command
6217 setwnd(prompt_window)
6220 if scanner.next() == IHEOL:
6221 if game.options & OPTION_CURSES:
6224 elif scanner.token == "":
6228 setwnd(message_window)
6230 candidates = filter(lambda x: x.startswith(scanner.token.upper()),
6232 if len(candidates) == 1:
6235 elif candidates and not (game.options & OPTION_PLAIN):
6236 prout("Commands with prefix '%s': %s" % (scanner.token, " ".join(candidates)))
6240 if cmd == "SRSCAN": # srscan
6242 elif cmd == "STATUS": # status
6244 elif cmd == "REQUEST": # status request
6246 elif cmd == "LRSCAN": # long range scan
6247 lrscan(silent=False)
6248 elif cmd == "PHASERS": # phasers
6252 elif cmd == "TORPEDO": # photon torpedos
6256 elif cmd == "MOVE": # move under warp
6258 elif cmd == "SHIELDS": # shields
6259 doshield(shraise=False)
6262 game.shldchg = False
6263 elif cmd == "DOCK": # dock at starbase
6266 attack(torps_ok=False)
6267 elif cmd == "DAMAGES": # damage reports
6269 elif cmd == "CHART": # chart
6271 elif cmd == "IMPULSE": # impulse
6273 elif cmd == "REST": # rest
6277 elif cmd == "WARP": # warp
6279 elif cmd == "SCORE": # score
6281 elif cmd == "SENSORS": # sensors
6283 elif cmd == "ORBIT": # orbit
6287 elif cmd == "TRANSPORT": # transport "beam"
6289 elif cmd == "MINE": # mine
6293 elif cmd == "CRYSTALS": # crystals
6297 elif cmd == "SHUTTLE": # shuttle
6301 elif cmd == "PLANETS": # Planet list
6303 elif cmd == "REPORT": # Game Report
6305 elif cmd == "COMPUTER": # use COMPUTER!
6307 elif cmd == "COMMANDS":
6309 elif cmd == "EMEXIT": # Emergency exit
6310 clrscr() # Hide screen
6311 freeze(True) # forced save
6312 raise SysExit,1 # And quick exit
6313 elif cmd == "PROBE":
6314 probe() # Launch probe
6317 elif cmd == "ABANDON": # Abandon Ship
6319 elif cmd == "DESTRUCT": # Self Destruct
6321 elif cmd == "SAVE": # Save Game
6324 if game.skill > SKILL_GOOD:
6325 prout(_("WARNING--Saved games produce no plaques!"))
6326 elif cmd == "DEATHRAY": # Try a desparation measure
6330 elif cmd == "DEBUGCMD": # What do we want for debug???
6332 elif cmd == "MAYDAY": # Call for help
6337 game.alldone = True # quit the game
6342 break # Game has ended
6343 if game.optime != 0.0:
6346 break # Events did us in
6347 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
6350 if hitme and not game.justin:
6351 attack(torps_ok=True)
6354 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
6365 "Emit the name of an enemy or feature."
6366 if type == IHR: s = _("Romulan")
6367 elif type == IHK: s = _("Klingon")
6368 elif type == IHC: s = _("Commander")
6369 elif type == IHS: s = _("Super-commander")
6370 elif type == IHSTAR: s = _("Star")
6371 elif type == IHP: s = _("Planet")
6372 elif type == IHB: s = _("Starbase")
6373 elif type == IHBLANK: s = _("Black hole")
6374 elif type == IHT: s = _("Tholian")
6375 elif type == IHWEB: s = _("Tholian web")
6376 elif type == IHQUEST: s = _("Stranger")
6377 elif type == IHW: s = _("Inhabited World")
6378 else: s = "Unknown??"
6381 def crmena(stars, enemy, loctype, w):
6382 "Emit the name of an enemy and his location."
6386 buf += cramen(enemy) + _(" at ")
6387 if loctype == "quadrant":
6388 buf += _("Quadrant ")
6389 elif loctype == "sector":
6394 "Emit our ship name."
6395 if game.ship == IHE:
6397 elif game.ship == IHF:
6398 s = _("Faerie Queene")
6404 "Emit a line of stars"
6405 prouts("******************************************************")
6409 return -avrage*math.log(1e-7 + randreal())
6411 def randplace(size):
6412 "Choose a random location."
6414 w.x = randrange(size)
6415 w.y = randrange(size)
6425 # Get a token from the user
6428 # Fill the token quue if nothing here
6429 while not self.inqueue:
6431 if curwnd==prompt_window:
6433 setwnd(message_window)
6437 # Skip leading white space
6438 line = line.lstrip()
6442 self.inqueue = line.lstrip().split() + [IHEOL]
6443 # From here on in it's all looking at the queue
6444 self.token = self.inqueue.pop(0)
6445 if self.token == IHEOL:
6449 self.real = float(self.token)
6455 self.token = self.token.lower()
6459 def push(self, tok):
6460 self.inqueue.append(tok)
6464 # Demand input for next scan
6466 self.real = self.token = None
6468 # return IHEOL next time
6469 self.inqueue = [IHEOL]
6470 self.real = self.token = None
6472 # compares s to item and returns true if it matches to the length of s
6473 return s.startswith(self.token)
6475 # Round token value to nearest integer
6476 return int(round(scanner.real))
6480 if scanner.type != IHREAL:
6483 s.x = scanner.int()-1
6485 if scanner.type != IHREAL:
6488 s.y = scanner.int()-1
6492 "Yes-or-no confirmation."
6497 if scanner.token == 'y':
6499 if scanner.token == 'n':
6501 proutn(_("Please answer with \"y\" or \"n\": "))
6504 "Complain about unparseable input."
6507 prout(_("Beg your pardon, Captain?"))
6510 "Access to the internals for debugging."
6511 proutn("Reset levels? ")
6513 if game.energy < game.inenrg:
6514 game.energy = game.inenrg
6515 game.shield = game.inshld
6516 game.torps = game.intorps
6517 game.lsupres = game.inlsr
6518 proutn("Reset damage? ")
6520 for i in range(NDEVICES):
6521 if game.damage[i] > 0.0:
6522 game.damage[i] = 0.0
6523 proutn("Toggle debug flag? ")
6527 prout("Debug output ON")
6529 prout("Debug output OFF")
6530 proutn("Cause selective damage? ")
6532 for i in range(NDEVICES):
6537 key = scanner.next()
6538 if key == IHALPHA and scanner.sees("y"):
6539 game.damage[i] = 10.0
6540 proutn("Examine/change events? ")
6545 FSNOVA: "Supernova ",
6548 FBATTAK: "Base Attack ",
6549 FCDBAS: "Base Destroy ",
6550 FSCMOVE: "SC Move ",
6551 FSCDBAS: "SC Base Destroy ",
6552 FDSPROB: "Probe Move ",
6553 FDISTR: "Distress Call ",
6554 FENSLV: "Enslavement ",
6555 FREPRO: "Klingon Build ",
6557 for i in range(1, NEVENTS):
6560 proutn("%.2f" % (scheduled(i)-game.state.date))
6561 if i == FENSLV or i == FREPRO:
6563 proutn(" in %s" % ev.quadrant)
6568 key = scanner.next()
6573 ev = schedule(i, scanner.real)
6574 if i == FENSLV or i == FREPRO:
6576 proutn("In quadrant- ")
6577 key = scanner.next()
6578 # IHEOL says to leave coordinates as they are
6581 prout("Event %d canceled, no x coordinate." % (i))
6584 w.x = int(round(scanner.real))
6585 key = scanner.next()
6587 prout("Event %d canceled, no y coordinate." % (i))
6590 w.y = int(round(scanner.real))
6593 proutn("Induce supernova here? ")
6595 game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova = True
6598 if __name__ == '__main__':
6600 global line, thing, game, idebug
6606 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6607 # Disable curses mode until the game logic is working.
6608 # if os.getenv("TERM"):
6609 # game.options |= OPTION_CURSES | OPTION_SHOWME
6611 game.options |= OPTION_TTY
6612 seed = int(time.time())
6613 (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:tx")
6614 for (switch, val) in options:
6617 replayfp = open(val, "r")
6619 sys.stderr.write("sst: can't open replay file %s\n" % val)
6622 line = replayfp.readline().strip()
6623 (leader, key, seed) = line.split()
6625 sys.stderr.write("sst2k: seed set to %s\n" % seed)
6626 line = replayfp.readline().strip()
6627 arguments += line.split()[2:]
6629 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6631 game.options |= OPTION_TTY
6632 game.options &=~ OPTION_CURSES
6633 elif switch == '-s':
6635 elif switch == '-t':
6636 game.options |= OPTION_TTY
6637 game.options &=~ OPTION_CURSES
6638 elif switch == '-x':
6641 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6643 # where to save the input in case of bugs
6645 logfp = open("/usr/tmp/sst-input.log", "w")
6647 sys.stderr.write("sst: warning, can't open logfile\n")
6649 logfp.write("# seed %s\n" % seed)
6650 logfp.write("# options %s\n" % " ".join(arguments))
6652 scanner = sstscanner()
6653 map(scanner.push, arguments)
6656 while True: # Play a game
6657 setwnd(fullscreen_window)
6663 game.alldone = False
6669 if game.tourn and game.alldone:
6670 proutn(_("Do you want your score recorded?"))
6675 proutn(_("Do you want to play again? "))
6679 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6683 except KeyboardInterrupt: