3 sst.py =-- Super Star Trek in Python
5 This code is a Python translation of a C translation of a FORTRAN
6 original dating back to 1973. Beautiful Python it is not. But it
11 SRSCAN, MOVE, PHASERS, CALL, STATUS, IMPULSE, PHOTONS, ABANDON,
12 LRSCAN, WARP, SHIELDS, DESTRUCT, CHART, REST, DOCK, QUIT, and DAMAGE
13 were in the original non-"super" version of UT FORTRAN Star Trek.
15 Tholians were not in the original. Dave is dubious about their merits.
16 (They are now controlled by OPTION_THOLIAN and turned off if the game
19 Planets and dilithium crystals were not in the original. Dave is OK
20 with this idea. (It's now controlled by OPTION_PLANETS and turned
21 off if the game type is "plain".)
23 Dave says the bit about the Galileo getting turned into a
24 McDonald's is "consistant with our original vision". (This has been
25 left permanently enabled, as it can only happen if OPTION_PLANETS
28 Dave also says the Space Thingy should not be preserved across saved
29 games, so you can't prove to others that you've seen it. He says it
30 shouldn't fire back, either. It should do nothing except scream and
31 disappear when hit by photon torpedos. It's OK that it may move
32 when attacked, but it didn't in the original. (Whether the Thingy
33 can fire back is now controlled by OPTION_THINGY and turned off if the
34 game type is "plain" or "almy". The no-save behavior has been restored.)
36 The Faerie Queen, black holes, and time warping were in the original.
38 Here are Tom Almy's changes:
40 In early 1997, I got the bright idea to look for references to
41 "Super Star Trek" on the World Wide Web. There weren't many hits,
42 but there was one that came up with 1979 Fortran sources! This
43 version had a few additional features that mine didn't have,
44 however mine had some feature it didn't have. So I merged its
45 features that I liked. I also took a peek at the DECUS version (a
46 port, less sources, to the PDP-10), and some other variations.
48 1, Compared to the original UT version, I've changed the "help"
49 command to "call" and the "terminate" command to "quit" to better
50 match user expectations. The DECUS version apparently made those
51 changes as well as changing "freeze" to "save". However I like
52 "freeze". (Both "freeze" and "save" work in SST2K.)
54 2. The experimental deathray originally had only a 5% chance of
55 success, but could be used repeatedly. I guess after a couple
56 years of use, it was less "experimental" because the 1979
57 version had a 70% success rate. However it was prone to breaking
58 after use. I upgraded the deathray, but kept the original set of
59 failure modes (great humor!). (Now controlled by OPTION_DEATHRAY
60 and turned off if game type is "plain".)
62 3. The 1979 version also mentions srscan and lrscan working when
63 docked (using the starbase's scanners), so I made some changes here
64 to do this (and indicating that fact to the player), and then realized
65 the base would have a subspace radio as well -- doing a Chart when docked
66 updates the star chart, and all radio reports will be heard. The Dock
67 command will also give a report if a base is under attack.
69 4. Tholian Web from the 1979 version. (Now controlled by
70 OPTION_THOLIAN and turned off if game type is "plain".)
72 5. Enemies can ram the Enterprise. (Now controlled by OPTION_RAMMING
73 and turned off if game type is "plain".)
75 6. Regular Klingons and Romulans can move in Expert and Emeritus games.
76 This code could use improvement. (Now controlled by OPTION_MVBADDY
77 and turned off if game type is "plain".)
79 7. The deep-space probe feature from the DECUS version. (Now controlled
80 by OPTION_PROBE and turned off if game type is "plain").
82 8. 'emexit' command from the 1979 version.
84 9. Bugfix: Klingon commander movements are no longer reported if long-range
87 10. Bugfix: Better base positioning at startup (more spread out).
88 That made sense to add because most people abort games with
91 In June 2002, I fixed two known bugs and a documentation typo.
92 In June 2004 I fixed a number of bugs involving: 1) parsing invalid
93 numbers, 2) manual phasers when SR scan is damaged and commander is
94 present, 3) time warping into the future, 4) hang when moving
95 klingons in crowded quadrants. (These fixes are in SST2K.)
97 Here are Stas Sergeev's changes:
99 1. The Space Thingy can be shoved, if you ram it, and can fire back if
100 fired upon. (Now controlled by OPTION_THINGY and turned off if game
101 type is "plain" or "almy".)
103 2. When you are docked, base covers you with an almost invincible shield.
104 (A commander can still ram you, or a Romulan can destroy the base,
105 or a SCom can even succeed with direct attack IIRC, but this rarely
106 happens.) (Now controlled by OPTION_BASE and turned off if game
107 type is "plain" or "almy".)
109 3. Ramming a black hole is no longer instant death. There is a
110 chance you might get timewarped instead. (Now controlled by
111 OPTION_BLKHOLE and turned off if game type is "plain" or "almy".)
113 4. The Tholian can be hit with phasers.
115 5. SCom can't escape from you if no more enemies remain
116 (without this, chasing SCom can take an eternity).
118 6. Probe target you enter is now the destination quadrant. Before I don't
119 remember what it was, but it was something I had difficulty using.
121 7. Secret password is now autogenerated.
123 8. "Plaque" is adjusted for A4 paper :-)
125 9. Phasers now tells you how much energy needed, but only if the computer
128 10. Planets are auto-scanned when you enter the quadrant.
130 11. Mining or using crystals in presense of enemy now yields an attack.
131 There are other minor adjustments to what yields an attack
134 12. "freeze" command reverts to "save", most people will understand this
135 better anyway. (SST2K recognizes both.)
137 13. Screen-oriented interface, with sensor scans always up. (SST2K
138 supports both screen-oriented and TTY modes.)
140 Eric Raymond's changes:
142 Mainly, I translated this C code out of FORTRAN into C -- created #defines
143 for a lot of magic numbers and refactored the heck out of it.
145 1. "sos" and "call" becomes "mayday", "freeze" and "save" are both good.
147 2. Status report now indicates when dilithium crystals are on board.
149 3. Per Dave Matuszek's remarks, Thingy state is never saved across games.
151 4. Added game option selection so you can play a close (but not bug-for-
152 bug identical) approximation of older versions.
154 5. Half the quadrants now have inhabited planets, from which one
155 cannot mine dilithium (there will still be the same additional number
156 of dilithium-bearing planets). Torpedoing an inhabited world is *bad*.
157 There is BSD-Trek-like logic for Klingons to attack and enslave
158 inhabited worlds, producing more ships (only is skill is 'good' or
159 better). (Controlled by OPTION_WORLDS and turned off if game
160 type is "plain" or "almy".)
162 6. User input is now logged so we can do regression testing.
164 7. More BSD-Trek features: You can now lose if your entire crew
165 dies in battle. When abandoning ship in a game with inhabited
166 worlds enabled, they must have one in the quadrant to beam down
167 to; otherwise they die in space and this counts heavily against
168 your score. Docking at a starbase replenishes your crew.
170 8. Still more BSD-Trek: we now have a weighted damage table.
171 Also, the nav subsystem (enabling automatic course
172 setting) can be damaged separately from the main computer (which
173 handles weapons targeting, ETA calculation, and self-destruct).
175 After these features were added, I translated this into Python and added
178 9. A long-range scan is done silently whenever you call CHART; thus
179 the LRSCAN command is no longer needed. (Controlled by OPTION_AUTOSCAN
180 and turned off if game type is "plain" or "almy".)
182 import os, sys, math, curses, time, readline, cPickle, random, copy, gettext
184 SSTDOC = "/usr/share/doc/sst/sst.doc"
187 def _(str): return gettext.gettext(str)
191 NINHAB = (GALSIZE * GALSIZE / 2)
193 PLNETMAX = (NINHAB + MAXUNINHAB)
196 BASEMAX = (GALSIZE * GALSIZE / 12)
199 FULLCREW = 428 # BSD Trek was 387, that's wrong
204 # How to represent features
228 def __init__(self, x=None, y=None):
231 def valid_quadrant(self):
232 return self.i>=0 and self.i<GALSIZE and self.j>=0 and self.j<GALSIZE
233 def valid_sector(self):
234 return self.i>=0 and self.i<QUADSIZE and self.j>=0 and self.j<QUADSIZE
235 def invalidate(self):
236 self.i = self.j = None
238 return self.i != None and self.j != None
239 def __eq__(self, other):
240 return other != None and self.i == other.i and self.j == other.j
241 def __ne__(self, other):
242 return other == None or self.i != other.i or self.j != other.j
243 def __add__(self, other):
244 return coord(self.i+other.i, self.j+other.j)
245 def __sub__(self, other):
246 return coord(self.i-other.i, self.j-other.j)
247 def __mul__(self, other):
248 return coord(self.i*other, self.j*other)
249 def __rmul__(self, other):
250 return coord(self.i*other, self.j*other)
251 def __div__(self, other):
252 return coord(self.i/other, self.j/other)
253 def __rdiv__(self, other):
254 return coord(self.i/other, self.j/other)
255 def roundtogrid(self):
256 return coord(int(round(self.i)), int(round(self.j)))
257 def trunctogrid(self):
258 return coord(int(round(self.i)), int(round(self.j)))
259 def distance(self, other=None):
260 if not other: other = coord(0, 0)
261 return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
262 def bearing(self, other=None):
263 if not other: other = coord(0, 0)
264 return 1.90985*math.atan2(self.j-other.j, self.i-other.i)
270 s.i = self.i / abs(self.i)
274 s.j = self.j / abs(self.j)
278 s.i = self.i + randrange(-1, 2)
279 s.j = self.j + randrange(-1, 2)
284 if self.i == None or self.j == None:
286 return "%s - %s" % (self.i+1, self.j+1)
291 self.name = None # string-valued if inhabited
292 self.quadrant = coord() # quadrant located
293 self.pclass = None # could be ""M", "N", "O", or "destroyed"
294 self.crystals = "absent"# could be "mined", "present", "absent"
295 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
296 self.inhabited = False # is it inhabites?
304 self.starbase = False
307 self.supernova = False
309 self.status = "secure" # Could be "secure", "distressed", "enslaved"
317 def fill2d(size, fillfun):
318 "Fill an empty list in 2D."
320 for i in range(size):
322 for j in range(size):
323 lst[i].append(fillfun(i, j))
328 self.snap = False # snapshot taken
329 self.crew = 0 # crew complement
330 self.remkl = 0 # remaining klingons
331 self.nscrem = 0 # remaining super commanders
332 self.starkl = 0 # destroyed stars
333 self.basekl = 0 # destroyed bases
334 self.nromrem = 0 # Romulans remaining
335 self.nplankl = 0 # destroyed uninhabited planets
336 self.nworldkl = 0 # destroyed inhabited planets
337 self.planets = [] # Planet information
338 self.date = 0.0 # stardate
339 self.remres = 0 # remaining resources
340 self.remtime = 0 # remaining time
341 self.baseq = [] # Base quadrant coordinates
342 self.kcmdr = [] # Commander quadrant coordinates
343 self.kscmdr = coord() # Supercommander quadrant coordinates
345 self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
347 self.chart = fill2d(GALSIZE, lambda i, j: page())
351 self.date = None # A real number
352 self.quadrant = None # A coord structure
355 OPTION_ALL = 0xffffffff
356 OPTION_TTY = 0x00000001 # old interface
357 OPTION_CURSES = 0x00000002 # new interface
358 OPTION_IOMODES = 0x00000003 # cover both interfaces
359 OPTION_PLANETS = 0x00000004 # planets and mining
360 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
361 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
362 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
363 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
364 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
365 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
366 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
367 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
368 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
369 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
370 OPTION_PLAIN = 0x01000000 # user chose plain game
371 OPTION_ALMY = 0x02000000 # user chose Almy variant
390 NDEVICES= 16 # Number of devices
399 def damaged(dev): return (game.damage[dev] != 0.0)
400 def communicating(): return not damaged(DRADIO) or game.condition=="docked"
402 # Define future events
403 FSPY = 0 # Spy event happens always (no future[] entry)
404 # can cause SC to tractor beam Enterprise
405 FSNOVA = 1 # Supernova
406 FTBEAM = 2 # Commander tractor beams Enterprise
407 FSNAP = 3 # Snapshot for time warp
408 FBATTAK = 4 # Commander attacks base
409 FCDBAS = 5 # Commander destroys base
410 FSCMOVE = 6 # Supercommander moves (might attack base)
411 FSCDBAS = 7 # Supercommander destroys base
412 FDSPROB = 8 # Move deep space probe
413 FDISTR = 9 # Emit distress call from an inhabited world
414 FENSLV = 10 # Inhabited word is enslaved */
415 FREPRO = 11 # Klingons build a ship in an enslaved system
419 # abstract out the event handling -- underlying data structures will change
420 # when we implement stateful events
422 def findevent(evtype): return game.future[evtype]
425 def __init__(self, type=None, loc=None, power=None):
430 self.kpower = power # enemy energy level
431 game.enemies.append(self)
433 motion = (loc != self.kloc)
434 if self.kloc.i is not None and self.kloc.j is not None:
437 game.quad[self.kloc.i][self.kloc.j] = IHWEB
439 game.quad[self.kloc.i][self.kloc.j] = IHDOT
441 self.kloc = copy.copy(loc)
442 game.quad[self.kloc.i][self.kloc.j] = self.type
443 self.kdist = self.kavgd = (game.sector - loc).distance()
446 self.kdist = self.kavgd = None
447 game.enemies.remove(self)
450 return "<%s,%s.%f>" % (self.type, self.kloc, self.kpower) # For debugging
454 self.options = None # Game options
455 self.state = snapshot() # A snapshot structure
456 self.snapsht = snapshot() # Last snapshot taken for time-travel purposes
457 self.quad = None # contents of our quadrant
458 self.damage = [0.0] * NDEVICES # damage encountered
459 self.future = [] # future events
460 for i in range(NEVENTS):
461 self.future.append(event())
462 self.passwd = None; # Self Destruct password
464 self.quadrant = None # where we are in the large
465 self.sector = None # where we are in the small
466 self.tholian = None # Tholian enemy object
467 self.base = None # position of base in current quadrant
468 self.battle = None # base coordinates being attacked
469 self.plnet = None # location of planet in 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.nprobes = 0 # number of probes available
513 self.inresor = 0.0 # initial resources
514 self.intime = 0.0 # initial time
515 self.inenrg = 0.0 # initial/max energy
516 self.inshld = 0.0 # initial/max shield
517 self.inlsr = 0.0 # initial life support resources
518 self.indate = 0.0 # initial date
519 self.energy = 0.0 # energy level
520 self.shield = 0.0 # shield level
521 self.warpfac = 0.0 # warp speed
522 self.wfacsq = 0.0 # squared warp factor
523 self.lsupres = 0.0 # life support reserves
524 self.optime = 0.0 # time taken by current operation
525 self.docfac = 0.0 # repair factor when docking (constant?)
526 self.damfac = 0.0 # damage factor
527 self.lastchart = 0.0 # time star chart was last updated
528 self.cryprob = 0.0 # probability that crystal will work
529 self.probe = None # object holding probe course info
530 self.height = 0.0 # height of orbit around planet
532 # Stas thinks this should be (C expression):
533 # game.state.remkl + len(game.state.kcmdr) > 0 ?
534 # game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99
535 # He says the existing expression is prone to divide-by-zero errors
536 # after killing the last klingon when score is shown -- perhaps also
537 # if the only remaining klingon is SCOM.
538 game.state.remtime = game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr))
584 #logfp.write("# withprob(%s) -> %f (%s) at %s\n" % (p, v, v<p, traceback.extract_stack()[-2][1:]))
587 def randrange(*args):
588 v = random.randrange(*args)
589 #logfp.write("# randrange%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
595 v *= args[0] # returns from [0, args[0])
597 v = args[0] + v*(args[1]-args[0]) # returns from [args[0], args[1])
598 #logfp.write("# randreal%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
601 # Code from ai.c begins here
604 "Would this quadrant welcome another Klingon?"
605 return iq.valid_quadrant() and \
606 not game.state.galaxy[iq.i][iq.j].supernova and \
607 game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
609 def tryexit(enemy, look, irun):
610 "A bad guy attempts to bug out."
612 iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
613 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
614 if not welcoming(iq):
616 if enemy.type == IHR:
617 return False; # Romulans cannot escape!
619 # avoid intruding on another commander's territory
620 if enemy.type == IHC:
621 if iq in game.state.kcmdr:
623 # refuse to leave if currently attacking starbase
624 if game.battle == game.quadrant:
626 # don't leave if over 1000 units of energy
627 if enemy.kpower > 1000.0:
629 # emit escape message and move out of quadrant.
630 # we know this if either short or long range sensors are working
631 if not damaged(DSRSENS) or not damaged(DLRSENS) or \
632 game.condition == "docked":
633 prout(crmena(True, enemy.type, "sector", enemy.kloc) + \
634 (_(" escapes to Quadrant %s (and regains strength).") % q))
635 # handle local matters related to escape
638 if game.condition != "docked":
640 # Handle global matters related to escape
641 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
642 game.state.galaxy[iq.i][iq.j].klingons += 1
647 schedule(FSCMOVE, 0.2777)
651 for cmdr in game.state.kcmdr:
652 if cmdr == game.quadrant:
653 game.state.kcmdr[n] = iq
655 return True; # success
657 # The bad-guy movement algorithm:
659 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
660 # If both are operating full strength, force is 1000. If both are damaged,
661 # force is -1000. Having shields down subtracts an additional 1000.
663 # 2. Enemy has forces equal to the energy of the attacker plus
664 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
665 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
667 # Attacker Initial energy levels (nominal):
668 # Klingon Romulan Commander Super-Commander
669 # Novice 400 700 1200
671 # Good 450 800 1300 1750
672 # Expert 475 850 1350 1875
673 # Emeritus 500 900 1400 2000
674 # VARIANCE 75 200 200 200
676 # Enemy vessels only move prior to their attack. In Novice - Good games
677 # only commanders move. In Expert games, all enemy vessels move if there
678 # is a commander present. In Emeritus games all enemy vessels move.
680 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
681 # forces are 1000 greater than Enterprise.
683 # Agressive action on average cuts the distance between the ship and
684 # the enemy to 1/4 the original.
686 # 4. At lower energy advantage, movement units are proportional to the
687 # advantage with a 650 advantage being to hold ground, 800 to move forward
688 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
690 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
691 # retreat, especially at high skill levels.
693 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
695 def movebaddy(enemy):
696 "Tactical movement for the bad guys."
697 next = coord(); look = coord()
699 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
700 if game.skill >= SKILL_EXPERT:
701 nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
703 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
705 mdist = int(dist1 + 0.5); # Nearest integer distance
706 # If SC, check with spy to see if should hi-tail it
707 if enemy.type==IHS and \
708 (enemy.kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
712 # decide whether to advance, retreat, or hold position
713 forces = enemy.kpower+100.0*len(game.enemies)+400*(nbaddys-1)
715 forces += 1000; # Good for enemy if shield is down!
716 if not damaged(DPHASER) or not damaged(DPHOTON):
717 if damaged(DPHASER): # phasers damaged
720 forces -= 0.2*(game.energy - 2500.0)
721 if damaged(DPHOTON): # photon torpedoes damaged
724 forces -= 50.0*game.torps
726 # phasers and photon tubes both out!
729 if forces <= 1000.0 and game.condition != "docked": # Typical situation
730 motion = ((forces + randreal(200))/150.0) - 5.0
732 if forces > 1000.0: # Very strong -- move in for kill
733 motion = (1.0 - randreal())**2 * dist1 + 1.0
734 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
735 motion -= game.skill*(2.0-randreal()**2)
737 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
738 # don't move if no motion
741 # Limit motion according to skill
742 if abs(motion) > game.skill:
747 # calculate preferred number of steps
748 nsteps = abs(int(motion))
749 if motion > 0 and nsteps > mdist:
750 nsteps = mdist; # don't overshoot
751 if nsteps > QUADSIZE:
752 nsteps = QUADSIZE; # This shouldn't be necessary
754 nsteps = 1; # This shouldn't be necessary
756 proutn("NSTEPS = %d:" % nsteps)
757 # Compute preferred values of delta X and Y
758 m = game.sector - enemy.kloc
759 if 2.0 * abs(m.i) < abs(m.j):
761 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.kloc.i):
763 m = (motion * m).sgn()
766 for ll in range(nsteps):
768 proutn(" %d" % (ll+1))
769 # Check if preferred position available
780 attempts = 0; # Settle mysterious hang problem
781 while attempts < 20 and not success:
783 if look.i < 0 or look.i >= QUADSIZE:
784 if motion < 0 and tryexit(enemy, look, irun):
786 if krawli == m.i or m.j == 0:
788 look.i = next.i + krawli
790 elif look.j < 0 or look.j >= QUADSIZE:
791 if motion < 0 and tryexit(enemy, look, irun):
793 if krawlj == m.j or m.i == 0:
795 look.j = next.j + krawlj
797 elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != IHDOT:
798 # See if enemy should ram ship
799 if game.quad[look.i][look.j] == game.ship and \
800 (enemy.type == IHC or enemy.type == IHS):
801 collision(rammed=True, enemy=enemy)
803 if krawli != m.i and m.j != 0:
804 look.i = next.i + krawli
806 elif krawlj != m.j and m.i != 0:
807 look.j = next.j + krawlj
810 break; # we have failed
822 if not damaged(DSRSENS) or game.condition == "docked":
823 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.kloc))
824 if enemy.kdist < dist1:
825 proutn(_(" advances to "))
827 proutn(_(" retreats to "))
828 prout("Sector %s." % next)
831 "Sequence Klingon tactical movement."
834 # Figure out which Klingon is the commander (or Supercommander)
836 if game.quadrant in game.state.kcmdr:
837 for enemy in game.enemies:
838 if enemy.type == IHC:
840 if game.state.kscmdr==game.quadrant:
841 for enemy in game.enemies:
842 if enemy.type == IHS:
845 # If skill level is high, move other Klingons and Romulans too!
846 # Move these last so they can base their actions on what the
848 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
849 for enemy in game.enemies:
850 if enemy.type in (IHK, IHR):
852 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
854 def movescom(iq, avoid):
855 "Commander movement helper."
856 # Avoid quadrants with bases if we want to avoid Enterprise
857 if not welcoming(iq) or (avoid and iq in game.state.baseq):
859 if game.justin and not game.iscate:
862 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
863 game.state.kscmdr = iq
864 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
865 if game.state.kscmdr==game.quadrant:
866 # SC has scooted, Remove him from current quadrant
871 for enemy in game.enemies:
872 if enemy.type == IHS:
876 if game.condition != "docked":
878 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
879 # check for a helpful planet
880 for i in range(game.inplan):
881 if game.state.planets[i].quadrant == game.state.kscmdr and \
882 game.state.planets[i].crystals == "present":
884 game.state.planets[i].pclass = "destroyed"
885 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
888 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
889 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
890 prout(_(" by the Super-commander.\""))
892 return True; # looks good!
894 def supercommander():
895 "Move the Super Commander."
896 iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
899 prout("== SUPERCOMMANDER")
900 # Decide on being active or passive
901 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 \
902 (game.state.date-game.indate) < 3.0)
903 if not game.iscate and avoid:
904 # compute move away from Enterprise
905 idelta = game.state.kscmdr-game.quadrant
906 if idelta.distance() > 2.0:
908 idelta.i = game.state.kscmdr.j-game.quadrant.j
909 idelta.j = game.quadrant.i-game.state.kscmdr.i
911 # compute distances to starbases
912 if not game.state.baseq:
916 sc = game.state.kscmdr
917 for base in game.state.baseq:
918 basetbl.append((i, (base - sc).distance()))
919 if game.state.baseq > 1:
920 basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
921 # look for nearest base without a commander, no Enterprise, and
922 # without too many Klingons, and not already under attack.
923 ifindit = iwhichb = 0
924 for (i2, base) in enumerate(game.state.baseq):
925 i = basetbl[i2][0]; # bug in original had it not finding nearest
926 if base==game.quadrant or base==game.battle or not welcoming(base):
928 # if there is a commander, and no other base is appropriate,
929 # we will take the one with the commander
930 for cmdr in game.state.kcmdr:
931 if base == cmdr and ifindit != 2:
935 else: # no commander -- use this one
940 return # Nothing suitable -- wait until next time
941 ibq = game.state.baseq[iwhichb]
942 # decide how to move toward base
943 idelta = ibq - game.state.kscmdr
944 # Maximum movement is 1 quadrant in either or both axes
945 idelta = idelta.sgn()
946 # try moving in both x and y directions
947 # there was what looked like a bug in the Almy C code here,
948 # but it might be this translation is just wrong.
949 iq = game.state.kscmdr + idelta
950 if not movescom(iq, avoid):
951 # failed -- try some other maneuvers
952 if idelta.i==0 or idelta.j==0:
955 iq.j = game.state.kscmdr.j + 1
956 if not movescom(iq, avoid):
957 iq.j = game.state.kscmdr.j - 1
960 iq.i = game.state.kscmdr.i + 1
961 if not movescom(iq, avoid):
962 iq.i = game.state.kscmdr.i - 1
965 # try moving just in x or y
966 iq.j = game.state.kscmdr.j
967 if not movescom(iq, avoid):
968 iq.j = game.state.kscmdr.j + idelta.j
969 iq.i = game.state.kscmdr.i
972 if len(game.state.baseq) == 0:
975 for ibq in game.state.baseq:
976 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
979 return # no, don't attack base!
982 schedule(FSCDBAS, randreal(1.0, 3.0))
983 if is_scheduled(FCDBAS):
984 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
985 if not communicating():
989 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
991 prout(_(" reports that it is under attack from the Klingon Super-commander."))
992 proutn(_(" It can survive until stardate %d.\"") \
993 % int(scheduled(FSCDBAS)))
996 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
1000 game.optime = 0.0; # actually finished
1002 # Check for intelligence report
1005 (not communicating()) or \
1006 not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
1009 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
1010 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
1015 if not game.tholian or game.justin:
1018 if game.tholian.kloc.i == 0 and game.tholian.kloc.j == 0:
1019 id.i = 0; id.j = QUADSIZE-1
1020 elif game.tholian.kloc.i == 0 and game.tholian.kloc.j == QUADSIZE-1:
1021 id.i = QUADSIZE-1; id.j = QUADSIZE-1
1022 elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == QUADSIZE-1:
1023 id.i = QUADSIZE-1; id.j = 0
1024 elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == 0:
1027 # something is wrong!
1028 game.tholian.move(None)
1029 prout("***Internal error: Tholian in a bad spot.")
1031 # do nothing if we are blocked
1032 if game.quad[id.i][id.j] not in (IHDOT, IHWEB):
1034 here = copy.copy(game.tholian.kloc)
1035 delta = (id - game.tholian.kloc).sgn()
1037 while here.i != id.i:
1039 if game.quad[here.i][here.j]==IHDOT:
1040 game.tholian.move(here)
1042 while here.j != id.j:
1044 if game.quad[here.i][here.j]==IHDOT:
1045 game.tholian.move(here)
1046 # check to see if all holes plugged
1047 for i in range(QUADSIZE):
1048 if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT:
1050 if game.quad[QUADSIZE-1][i]!=IHWEB and game.quad[QUADSIZE-1][i]!=IHT:
1052 if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT:
1054 if game.quad[i][QUADSIZE-1]!=IHWEB and game.quad[i][QUADSIZE-1]!=IHT:
1056 # All plugged up -- Tholian splits
1057 game.quad[game.tholian.kloc.i][game.tholian.kloc.j]=IHWEB
1059 prout(crmena(True, IHT, "sector", game.tholian) + _(" completes web."))
1060 game.tholian.move(None)
1063 # Code from battle.c begins here
1065 def doshield(shraise):
1066 "Change shield status."
1072 key = scanner.next()
1073 if key == "IHALPHA":
1074 if scanner.sees("transfer"):
1077 if damaged(DSHIELD):
1078 prout(_("Shields damaged and down."))
1080 if scanner.sees("up"):
1082 elif scanner.sees("down"):
1085 proutn(_("Do you wish to change shield energy? "))
1087 proutn(_("Energy to transfer to shields- "))
1089 elif damaged(DSHIELD):
1090 prout(_("Shields damaged and down."))
1093 proutn(_("Shields are up. Do you want them down? "))
1100 proutn(_("Shields are down. Do you want them up? "))
1106 if action == "SHUP": # raise shields
1108 prout(_("Shields already up."))
1112 if game.condition != "docked":
1114 prout(_("Shields raised."))
1115 if game.energy <= 0:
1117 prout(_("Shields raising uses up last of energy."))
1122 elif action == "SHDN":
1124 prout(_("Shields already down."))
1128 prout(_("Shields lowered."))
1131 elif action == "NRG":
1132 while scanner.next() != "IHREAL":
1134 proutn(_("Energy to transfer to shields- "))
1136 if scanner.real == 0:
1138 if scanner.real > game.energy:
1139 prout(_("Insufficient ship energy."))
1142 if game.shield+scanner.real >= game.inshld:
1143 prout(_("Shield energy maximized."))
1144 if game.shield+scanner.real > game.inshld:
1145 prout(_("Excess energy requested returned to ship energy"))
1146 game.energy -= game.inshld-game.shield
1147 game.shield = game.inshld
1149 if scanner.real < 0.0 and game.energy-scanner.real > game.inenrg:
1150 # Prevent shield drain loophole
1152 prout(_("Engineering to bridge--"))
1153 prout(_(" Scott here. Power circuit problem, Captain."))
1154 prout(_(" I can't drain the shields."))
1157 if game.shield+scanner.real < 0:
1158 prout(_("All shield energy transferred to ship."))
1159 game.energy += game.shield
1162 proutn(_("Scotty- \""))
1163 if scanner.real > 0:
1164 prout(_("Transferring energy to shields.\""))
1166 prout(_("Draining energy from shields.\""))
1167 game.shield += scanner.real
1168 game.energy -= scanner.real
1172 "Choose a device to damage, at random."
1173 # Quoth Eric Allman in the code of BSD-Trek:
1174 # "Under certain conditions you can get a critical hit. This
1175 # sort of hit damages devices. The probability that a given
1176 # device is damaged depends on the device. Well protected
1177 # devices (such as the computer, which is in the core of the
1178 # ship and has considerable redundancy) almost never get
1179 # damaged, whereas devices which are exposed (such as the
1180 # warp engines) or which are particularly delicate (such as
1181 # the transporter) have a much higher probability of being
1184 # This is one place where OPTION_PLAIN does not restore the
1185 # original behavior, which was equiprobable damage across
1186 # all devices. If we wanted that, we'd return randrange(NDEVICES)
1187 # and have done with it. Also, in the original game, DNAVYS
1188 # and DCOMPTR were the same device.
1190 # Instead, we use a table of weights similar to the one from BSD Trek.
1191 # BSD doesn't have the shuttle, shield controller, death ray, or probes.
1192 # We don't have a cloaking device. The shuttle got the allocation
1193 # for the cloaking device, then we shaved a half-percent off
1194 # everything to have some weight to give DSHCTRL/DDRAY/DDSP.
1196 105, # DSRSENS: short range scanners 10.5%
1197 105, # DLRSENS: long range scanners 10.5%
1198 120, # DPHASER: phasers 12.0%
1199 120, # DPHOTON: photon torpedoes 12.0%
1200 25, # DLIFSUP: life support 2.5%
1201 65, # DWARPEN: warp drive 6.5%
1202 70, # DIMPULS: impulse engines 6.5%
1203 145, # DSHIELD: deflector shields 14.5%
1204 30, # DRADIO: subspace radio 3.0%
1205 45, # DSHUTTL: shuttle 4.5%
1206 15, # DCOMPTR: computer 1.5%
1207 20, # NAVCOMP: navigation system 2.0%
1208 75, # DTRANSP: transporter 7.5%
1209 20, # DSHCTRL: high-speed shield controller 2.0%
1210 10, # DDRAY: death ray 1.0%
1211 30, # DDSP: deep-space probes 3.0%
1213 idx = randrange(1000) # weights must sum to 1000
1215 for (i, w) in enumerate(weights):
1219 return None; # we should never get here
1221 def collision(rammed, enemy):
1222 "Collision handling fot rammong events."
1223 prouts(_("***RED ALERT! RED ALERT!"))
1225 prout(_("***COLLISION IMMINENT."))
1229 hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(enemy.type, 1.0)
1231 proutn(_(" rammed by "))
1234 proutn(crmena(False, enemy.type, "sector", enemy.kloc))
1236 proutn(_(" (original position)"))
1238 deadkl(enemy.kloc, enemy.type, game.sector)
1239 proutn("***" + crmship() + " heavily damaged.")
1240 icas = randrange(10, 30)
1241 prout(_("***Sickbay reports %d casualties"), icas)
1243 game.state.crew -= icas
1244 # In the pre-SST2K version, all devices got equiprobably damaged,
1245 # which was silly. Instead, pick up to half the devices at
1246 # random according to our weighting table,
1247 ncrits = randrange(NDEVICES/2)
1248 for m in range(ncrits):
1250 if game.damage[dev] < 0:
1252 extradm = (10.0*hardness*randreal()+1.0)*game.damfac
1253 # Damage for at least time of travel!
1254 game.damage[dev] += game.optime + extradm
1256 prout(_("***Shields are down."))
1257 if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
1264 def torpedo(origin, bearing, dispersion, number, nburst):
1265 "Let a photon torpedo fly"
1266 if not damaged(DSRSENS) or game.condition=="docked":
1267 setwnd(srscan_window)
1269 setwnd(message_window)
1270 ac = bearing + 0.25*dispersion # dispersion is a random variable
1271 bullseye = (15.0 - bearing)*0.5235988
1272 track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
1273 bumpto = coord(0, 0)
1274 # Loop to move a single torpedo
1275 setwnd(message_window)
1276 for step in range(1, QUADSIZE*2):
1279 if not w.valid_sector():
1281 iquad=game.quad[w.i][w.j]
1282 tracktorpedo(origin, w, step, number, nburst, iquad)
1286 if not damaged(DSRSENS) or game.condition == "docked":
1287 skip(1); # start new line after text track
1288 if iquad in (IHE, IHF): # Hit our ship
1290 prout(_("Torpedo hits %s.") % crmshp())
1291 hit = 700.0 + randreal(100) - \
1292 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1293 newcnd(); # we're blown out of dock
1294 if game.landed or game.condition=="docked":
1295 return hit # Cheat if on a planet
1296 ang = track.angle + 2.5*(randreal()-0.5)
1297 temp = math.fabs(math.sin(ang))
1298 if math.fabs(math.cos(ang)) > temp:
1299 temp = math.fabs(math.cos(ang))
1300 xx = -math.sin(ang)/temp
1301 yy = math.cos(ang)/temp
1302 bumpto.i = int(w.i+xx+0.5)
1303 bumpto.j = int(w.j+yy+0.5)
1304 if not bumpto.valid_sector():
1306 if game.quad[bumpto.i][bumpto.j]==IHBLANK:
1309 if game.quad[bumpto.i][bumpto.j]!=IHDOT:
1310 # can't move into object
1312 game.sector = bumpto
1314 game.quad[w.i][w.j]=IHDOT
1315 game.quad[bumpto.i][bumpto.j]=iquad
1316 prout(_(" displaced by blast to Sector %s ") % bumpto)
1317 for enemy in game.enemies:
1318 enemy.kdist = enemy.kavgd = (game.sector-enemy.kloc).distance()
1319 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1321 elif iquad in (IHC, IHS, IHR, IHK): # Hit a regular enemy
1323 if iquad in (IHC, IHS) and withprob(0.05):
1324 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1325 prout(_(" torpedo neutralized."))
1327 for enemy in game.enemies:
1330 kp = math.fabs(enemy.kpower)
1331 h1 = 700.0 + randrange(100) - \
1332 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1336 if enemy.kpower < 0:
1340 if enemy.kpower == 0:
1343 proutn(crmena(True, iquad, "sector", w))
1344 # If enemy damaged but not destroyed, try to displace
1345 ang = track.angle + 2.5*(randreal()-0.5)
1346 temp = math.fabs(math.sin(ang))
1347 if math.fabs(math.cos(ang)) > temp:
1348 temp = math.fabs(math.cos(ang))
1349 xx = -math.sin(ang)/temp
1350 yy = math.cos(ang)/temp
1351 bumpto.i = int(w.i+xx+0.5)
1352 bumpto.j = int(w.j+yy+0.5)
1353 if not bumpto.valid_sector():
1354 prout(_(" damaged but not destroyed."))
1356 if game.quad[bumpto.i][bumpto.j] == IHBLANK:
1357 prout(_(" buffeted into black hole."))
1358 deadkl(w, iquad, bumpto)
1359 if game.quad[bumpto.i][bumpto.j] != IHDOT:
1360 prout(_(" damaged but not destroyed."))
1362 prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
1364 game.quad[w.i][w.j]=IHDOT
1365 game.quad[bumpto.i][bumpto.j]=iquad
1366 for enemy in game.enemies:
1367 enemy.kdist = enemy.kavgd = (game.sector-enemy.kloc).distance()
1368 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1370 elif iquad == IHB: # Hit a base
1372 prout(_("***STARBASE DESTROYED.."))
1373 game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
1374 game.quad[w.i][w.j]=IHDOT
1375 game.base.invalidate()
1376 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase -= 1
1377 game.state.chart[game.quadrant.i][game.quadrant.j].starbase -= 1
1378 game.state.basekl += 1
1381 elif iquad == IHP: # Hit a planet
1382 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1383 game.state.nplankl += 1
1384 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1385 game.iplnet.pclass = "destroyed"
1387 game.plnet.invalidate()
1388 game.quad[w.i][w.j] = IHDOT
1390 # captain perishes on planet
1393 elif iquad == IHW: # Hit an inhabited world -- very bad!
1394 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1395 game.state.nworldkl += 1
1396 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1397 game.iplnet.pclass = "destroyed"
1399 game.plnet.invalidate()
1400 game.quad[w.i][w.j] = IHDOT
1402 # captain perishes on planet
1404 prout(_("You have just destroyed an inhabited planet."))
1405 prout(_("Celebratory rallies are being held on the Klingon homeworld."))
1407 elif iquad == IHSTAR: # Hit a star
1411 prout(crmena(True, IHSTAR, "sector", w) + _(" unaffected by photon blast."))
1413 elif iquad == IHQUEST: # Hit a thingy
1414 if not (game.options & OPTION_THINGY) or withprob(0.3):
1416 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1418 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1420 proutn(_("Mr. Spock-"))
1421 prouts(_(" \"Fascinating!\""))
1425 # Stas Sergeev added the possibility that
1426 # you can shove the Thingy and piss it off.
1427 # It then becomes an enemy and may fire at you.
1431 elif iquad == IHBLANK: # Black hole
1433 prout(crmena(True, IHBLANK, "sector", w) + _(" swallows torpedo."))
1435 elif iquad == IHWEB: # hit the web
1437 prout(_("***Torpedo absorbed by Tholian web."))
1439 elif iquad == IHT: # Hit a Tholian
1440 h1 = 700.0 + randrange(100) - \
1441 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1444 game.quad[w.i][w.j] = IHDOT
1449 proutn(crmena(True, IHT, "sector", w))
1451 prout(_(" survives photon blast."))
1453 prout(_(" disappears."))
1454 game.tholian.move(None)
1455 game.quad[w.i][w.j] = IHWEB
1460 proutn("Don't know how to handle torpedo collision with ")
1461 proutn(crmena(True, iquad, "sector", w))
1466 prout(_("Torpedo missed."))
1470 "Critical-hit resolution."
1471 if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1473 ncrit = int(1.0 + hit/(500.0+randreal(100)))
1474 proutn(_("***CRITICAL HIT--"))
1475 # Select devices and cause damage
1477 for loop1 in range(ncrit):
1480 # Cheat to prevent shuttle damage unless on ship
1481 if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1484 extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1485 game.damage[j] += extradm
1487 for (i, j) in enumerate(cdam):
1489 if skipcount % 3 == 2 and i < len(cdam)-1:
1494 prout(_(" damaged."))
1495 if damaged(DSHIELD) and game.shldup:
1496 prout(_("***Shields knocked down."))
1499 def attack(torps_ok):
1500 # bad guy attacks us
1501 # torps_ok == False forces use of phasers in an attack
1502 # game could be over at this point, check
1505 attempt = False; ihurt = False;
1506 hitmax=0.0; hittot=0.0; chgfac=1.0
1509 prout("=== ATTACK!")
1510 # Tholian gets to move before attacking
1513 # if you have just entered the RNZ, you'll get a warning
1514 if game.neutz: # The one chance not to be attacked
1517 # commanders get a chance to tac-move towards you
1518 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:
1520 # if no enemies remain after movement, we're done
1521 if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
1523 # set up partial hits if attack happens during shield status change
1524 pfac = 1.0/game.inshld
1526 chgfac = 0.25 + randreal(0.5)
1528 # message verbosity control
1529 if game.skill <= SKILL_FAIR:
1531 for enemy in game.enemies:
1532 if enemy.kpower < 0:
1533 continue; # too weak to attack
1534 # compute hit strength and diminish shield power
1536 # Increase chance of photon torpedos if docked or enemy energy is low
1537 if game.condition == "docked":
1539 if enemy.kpower < 500:
1541 if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry):
1543 # different enemies have different probabilities of throwing a torp
1544 usephasers = not torps_ok or \
1545 (enemy.type == IHK and r > 0.0005) or \
1546 (enemy.type==IHC and r > 0.015) or \
1547 (enemy.type==IHR and r > 0.3) or \
1548 (enemy.type==IHS and r > 0.07) or \
1549 (enemy.type==IHQUEST and r > 0.05)
1550 if usephasers: # Enemy uses phasers
1551 if game.condition == "docked":
1552 continue; # Don't waste the effort!
1553 attempt = True; # Attempt to attack
1554 dustfac = randreal(0.8, 0.85)
1555 hit = enemy.kpower*math.pow(dustfac,enemy.kavgd)
1556 enemy.kpower *= 0.75
1557 else: # Enemy uses photon torpedo
1558 # We should be able to make the bearing() method work here
1559 course = 1.90985*math.atan2(game.sector.j-enemy.kloc.j, enemy.kloc.i-game.sector.i)
1561 proutn(_("***TORPEDO INCOMING"))
1562 if not damaged(DSRSENS):
1563 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.kloc))
1566 dispersion = (randreal()+randreal())*0.5 - 0.5
1567 dispersion += 0.002*enemy.kpower*dispersion
1568 hit = torpedo(enemy.kloc, course, dispersion, number=1, nburst=1)
1569 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1570 finish(FWON); # Klingons did themselves in!
1571 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1572 return # Supernova or finished
1575 # incoming phaser or torpedo, shields may dissipate it
1576 if game.shldup or game.shldchg or game.condition=="docked":
1577 # shields will take hits
1578 propor = pfac * game.shield
1579 if game.condition =="docked":
1583 hitsh = propor*chgfac*hit+1.0
1585 if absorb > game.shield:
1586 absorb = game.shield
1587 game.shield -= absorb
1589 # taking a hit blasts us out of a starbase dock
1590 if game.condition == "docked":
1592 # but the shields may take care of it
1593 if propor > 0.1 and hit < 0.005*game.energy:
1595 # hit from this opponent got through shields, so take damage
1597 proutn(_("%d unit hit") % int(hit))
1598 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1599 proutn(_(" on the ") + crmshp())
1600 if not damaged(DSRSENS) and usephasers:
1601 prout(_(" from ") + crmena(False, enemy.type, where, enemy.kloc))
1603 # Decide if hit is critical
1609 if game.energy <= 0:
1610 # Returning home upon your shield, not with it...
1613 if not attempt and game.condition == "docked":
1614 prout(_("***Enemies decide against attacking your ship."))
1615 percent = 100.0*pfac*game.shield+0.5
1617 # Shields fully protect ship
1618 proutn(_("Enemy attack reduces shield strength to "))
1620 # Emit message if starship suffered hit(s)
1622 proutn(_("Energy left %2d shields ") % int(game.energy))
1625 elif not damaged(DSHIELD):
1628 proutn(_("damaged, "))
1629 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1630 # Check if anyone was hurt
1631 if hitmax >= 200 or hittot >= 500:
1632 icas = randrange(int(hittot * 0.015))
1635 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1636 prout(_(" in that last attack.\""))
1638 game.state.crew -= icas
1639 # After attack, reset average distance to enemies
1640 for enemy in game.enemies:
1641 enemy.kavgd = enemy.kdist
1642 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1645 def deadkl(w, type, mv):
1646 "Kill a Klingon, Tholian, Romulan, or Thingy."
1647 # Added mv to allow enemy to "move" before dying
1648 proutn(crmena(True, type, "sector", mv))
1649 # Decide what kind of enemy it is and update appropriately
1651 # Chalk up a Romulan
1652 game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1654 game.state.nromrem -= 1
1658 elif type == IHQUEST:
1663 # Killed some type of Klingon
1664 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1667 game.state.kcmdr.remove(game.quadrant)
1669 if game.state.kcmdr:
1670 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1671 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1674 game.state.remkl -= 1
1676 game.state.nscrem -= 1
1677 game.state.kscmdr.invalidate()
1682 # For each kind of enemy, finish message to player
1683 prout(_(" destroyed."))
1684 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1687 # Remove enemy ship from arrays describing local conditions
1688 for e in game.enemies:
1695 "Return None if target is invalid, otherwise return a course angle."
1696 if not w.valid_sector():
1700 # FIXME: C code this was translated from is wacky -- why the sign reversal?
1701 delta.j = (w.j - game.sector.j);
1702 delta.i = (game.sector.i - w.i);
1703 if delta == coord(0, 0):
1705 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1706 prout(_(" I recommend an immediate review of"))
1707 prout(_(" the Captain's psychological profile.\""))
1710 return delta.bearing()
1713 "Launch photon torpedo."
1716 if damaged(DPHOTON):
1717 prout(_("Photon tubes damaged."))
1721 prout(_("No torpedoes left."))
1724 # First, get torpedo count
1727 if scanner.token == "IHALPHA":
1730 elif scanner.token == "IHEOL" or not scanner.waiting():
1731 prout(_("%d torpedoes left.") % game.torps)
1733 proutn(_("Number of torpedoes to fire- "))
1734 continue # Go back around to get a number
1735 else: # key == "IHREAL"
1737 if n <= 0: # abort command
1742 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1745 scanner.chew() # User requested more torps than available
1746 continue # Go back around
1747 break # All is good, go to next stage
1751 key = scanner.next()
1752 if i==0 and key == "IHEOL":
1753 break; # no coordinate waiting, we will try prompting
1754 if i==1 and key == "IHEOL":
1755 # direct all torpedoes at one target
1757 target.append(target[0])
1758 course.append(course[0])
1761 scanner.push(scanner.token)
1762 target.append(scanner.getcoord())
1763 if target[-1] == None:
1765 course.append(targetcheck(target[-1]))
1766 if course[-1] == None:
1769 if len(target) == 0:
1770 # prompt for each one
1772 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1774 target.append(scanner.getcoord())
1775 if target[-1] == None:
1777 course.append(targetcheck(target[-1]))
1778 if course[-1] == None:
1781 # Loop for moving <n> torpedoes
1783 if game.condition != "docked":
1785 dispersion = (randreal()+randreal())*0.5 -0.5
1786 if math.fabs(dispersion) >= 0.47:
1788 dispersion *= randreal(1.2, 2.2)
1790 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1792 prouts(_("***TORPEDO MISFIRES."))
1795 prout(_(" Remainder of burst aborted."))
1797 prout(_("***Photon tubes damaged by misfire."))
1798 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1800 if game.shldup or game.condition == "docked":
1801 dispersion *= 1.0 + 0.0001*game.shield
1802 torpedo(game.sector, course[i], dispersion, number=i, nburst=n)
1803 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1805 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1809 "Check for phasers overheating."
1811 checkburn = (rpow-1500.0)*0.00038
1812 if withprob(checkburn):
1813 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1814 game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1816 def checkshctrl(rpow):
1817 "Check shield control."
1820 prout(_("Shields lowered."))
1822 # Something bad has happened
1823 prouts(_("***RED ALERT! RED ALERT!"))
1825 hit = rpow*game.shield/game.inshld
1826 game.energy -= rpow+hit*0.8
1827 game.shield -= hit*0.2
1828 if game.energy <= 0.0:
1829 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1834 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1836 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1837 icas = randrange(int(hit*0.012))
1842 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1843 prout(_(" %d casualties so far.\"") % icas)
1845 game.state.crew -= icas
1847 prout(_("Phaser energy dispersed by shields."))
1848 prout(_("Enemy unaffected."))
1853 "Register a phaser hit on Klingons and Romulans."
1854 nenhr2 = len(game.enemies); kk=0
1857 for (k, wham) in enumerate(hits):
1860 dustfac = randreal(0.9, 1.0)
1861 hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
1862 kpini = game.enemies[kk].kpower
1863 kp = math.fabs(kpini)
1864 if PHASEFAC*hit < kp:
1866 if game.enemies[kk].kpower < 0:
1867 game.enemies[kk].kpower -= -kp
1869 game.enemies[kk].kpower -= kp
1870 kpow = game.enemies[kk].kpower
1871 w = game.enemies[kk].kloc
1873 if not damaged(DSRSENS):
1875 proutn(_("%d unit hit on ") % int(hit))
1877 proutn(_("Very small hit on "))
1878 ienm = game.quad[w.i][w.j]
1881 proutn(crmena(False, ienm, "sector", w))
1885 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1889 kk -= 1 # don't do the increment
1891 else: # decide whether or not to emasculate klingon
1892 if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1893 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1894 prout(_(" has just lost its firepower.\""))
1895 game.enemies[kk].kpower = -kpow
1900 "Fire phasers at bad guys."
1902 kz = 0; k = 1; irec=0 # Cheating inhibitor
1903 ifast = False; no = False; itarg = True; msgflag = True; rpow=0
1907 # SR sensors and Computer are needed for automode
1908 if damaged(DSRSENS) or damaged(DCOMPTR):
1910 if game.condition == "docked":
1911 prout(_("Phasers can't be fired through base shields."))
1914 if damaged(DPHASER):
1915 prout(_("Phaser control damaged."))
1919 if damaged(DSHCTRL):
1920 prout(_("High speed shield control damaged."))
1923 if game.energy <= 200.0:
1924 prout(_("Insufficient energy to activate high-speed shield control."))
1927 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1929 # Original code so convoluted, I re-did it all
1930 # (That was Tom Almy talking about the C code, I think -- ESR)
1931 while automode=="NOTSET":
1933 if key == "IHALPHA":
1934 if scanner.sees("manual"):
1935 if len(game.enemies)==0:
1936 prout(_("There is no enemy present to select."))
1939 automode="AUTOMATIC"
1942 key = scanner.next()
1943 elif scanner.sees("automatic"):
1944 if (not itarg) and len(game.enemies) != 0:
1945 automode = "FORCEMAN"
1947 if len(game.enemies)==0:
1948 prout(_("Energy will be expended into space."))
1949 automode = "AUTOMATIC"
1950 key = scanner.next()
1951 elif scanner.sees("no"):
1956 elif key == "IHREAL":
1957 if len(game.enemies)==0:
1958 prout(_("Energy will be expended into space."))
1959 automode = "AUTOMATIC"
1961 automode = "FORCEMAN"
1963 automode = "AUTOMATIC"
1966 if len(game.enemies)==0:
1967 prout(_("Energy will be expended into space."))
1968 automode = "AUTOMATIC"
1970 automode = "FORCEMAN"
1972 proutn(_("Manual or automatic? "))
1977 if automode == "AUTOMATIC":
1978 if key == "IHALPHA" and scanner.sees("no"):
1980 key = scanner.next()
1981 if key != "IHREAL" and len(game.enemies) != 0:
1982 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
1987 for i in range(len(game.enemies)):
1988 irec += math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
1990 proutn(_("%d units required. ") % irec)
1992 proutn(_("Units to fire= "))
1993 key = scanner.next()
1998 proutn(_("Energy available= %.2f") % avail)
2001 if not rpow > avail:
2008 if key == "IHALPHA" and scanner.sees("no"):
2011 game.energy -= 200; # Go and do it!
2012 if checkshctrl(rpow):
2017 if len(game.enemies):
2020 for i in range(len(game.enemies)):
2024 hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
2025 over = randreal(1.01, 1.06) * hits[i]
2027 powrem -= hits[i] + over
2028 if powrem <= 0 and temp < hits[i]:
2037 if extra > 0 and not game.alldone:
2039 proutn(_("*** Tholian web absorbs "))
2040 if len(game.enemies)>0:
2041 proutn(_("excess "))
2042 prout(_("phaser energy."))
2044 prout(_("%d expended on empty space.") % int(extra))
2045 elif automode == "FORCEMAN":
2048 if damaged(DCOMPTR):
2049 prout(_("Battle computer damaged, manual fire only."))
2052 prouts(_("---WORKING---"))
2054 prout(_("Short-range-sensors-damaged"))
2055 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2056 prout(_("Manual-fire-must-be-used"))
2058 elif automode == "MANUAL":
2060 for k in range(len(game.enemies)):
2061 aim = game.enemies[k].kloc
2062 ienm = game.quad[aim.i][aim.j]
2064 proutn(_("Energy available= %.2f") % (avail-0.006))
2068 if damaged(DSRSENS) and \
2069 not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS):
2070 prout(cramen(ienm) + _(" can't be located without short range scan."))
2073 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
2078 if itarg and k > kz:
2079 irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
2082 if not damaged(DCOMPTR):
2087 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
2088 key = scanner.next()
2089 if key == "IHALPHA" and scanner.sees("no"):
2091 key = scanner.next()
2093 if key == "IHALPHA":
2097 if k==1: # Let me say I'm baffled by this
2100 if scanner.real < 0:
2104 hits[k] = scanner.real
2105 rpow += scanner.real
2106 # If total requested is too much, inform and start over
2108 prout(_("Available energy exceeded -- try again."))
2111 key = scanner.next(); # scan for next value
2114 # zero energy -- abort
2117 if key == "IHALPHA" and scanner.sees("no"):
2122 game.energy -= 200.0
2123 if checkshctrl(rpow):
2127 # Say shield raised or malfunction, if necessary
2134 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2135 prouts(_(" CLICK CLICK POP . . ."))
2136 prout(_(" No response, sir!"))
2139 prout(_("Shields raised."))
2144 # Code from events,c begins here.
2146 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2147 # event of each type active at any given time. Mostly these means we can
2148 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2149 # BSD Trek, from which we swiped the idea, can have up to 5.
2151 def unschedule(evtype):
2152 "Remove an event from the schedule."
2153 game.future[evtype].date = FOREVER
2154 return game.future[evtype]
2156 def is_scheduled(evtype):
2157 "Is an event of specified type scheduled."
2158 return game.future[evtype].date != FOREVER
2160 def scheduled(evtype):
2161 "When will this event happen?"
2162 return game.future[evtype].date
2164 def schedule(evtype, offset):
2165 "Schedule an event of specified type."
2166 game.future[evtype].date = game.state.date + offset
2167 return game.future[evtype]
2169 def postpone(evtype, offset):
2170 "Postpone a scheduled event."
2171 game.future[evtype].date += offset
2174 "Rest period is interrupted by event."
2177 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2179 game.resting = False
2185 "Run through the event queue looking for things to do."
2187 fintim = game.state.date + game.optime; yank=0
2188 ictbeam = False; istract = False
2189 w = coord(); hold = coord()
2190 ev = event(); ev2 = event()
2192 def tractorbeam(yank):
2193 "Tractor-beaming cases merge here."
2195 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2197 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2198 # If Kirk & Co. screwing around on planet, handle
2199 atover(True) # atover(true) is Grab
2202 if game.icraft: # Caught in Galileo?
2205 # Check to see if shuttle is aboard
2206 if game.iscraft == "offship":
2209 prout(_("Galileo, left on the planet surface, is captured"))
2210 prout(_("by aliens and made into a flying McDonald's."))
2211 game.damage[DSHUTTL] = -10
2212 game.iscraft = "removed"
2214 prout(_("Galileo, left on the planet surface, is well hidden."))
2216 game.quadrant = game.state.kscmdr
2218 game.quadrant = game.state.kcmdr[i]
2219 game.sector = randplace(QUADSIZE)
2220 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2221 % (game.quadrant, game.sector))
2223 prout(_("(Remainder of rest/repair period cancelled.)"))
2224 game.resting = False
2226 if not damaged(DSHIELD) and game.shield > 0:
2227 doshield(shraise=True) # raise shields
2228 game.shldchg = False
2230 prout(_("(Shields not currently useable.)"))
2232 # Adjust finish time to time of tractor beaming
2233 fintim = game.state.date+game.optime
2234 attack(torps_ok=False)
2235 if not game.state.kcmdr:
2238 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2241 "Code merges here for any commander destroying a starbase."
2242 # Not perfect, but will have to do
2243 # Handle case where base is in same quadrant as starship
2244 if game.battle == game.quadrant:
2245 game.state.chart[game.battle.i][game.battle.j].starbase = False
2246 game.quad[game.base.i][game.base.j] = IHDOT
2247 game.base.invalidate()
2250 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2251 elif game.state.baseq and communicating():
2252 # Get word via subspace radio
2255 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2256 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2258 prout(_("the Klingon Super-Commander"))
2260 prout(_("a Klingon Commander"))
2261 game.state.chart[game.battle.i][game.battle.j].starbase = False
2262 # Remove Starbase from galaxy
2263 game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2264 game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq)
2266 # reinstate a commander's base attack
2270 game.battle.invalidate()
2272 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2273 for i in range(1, NEVENTS):
2274 if i == FSNOVA: proutn("=== Supernova ")
2275 elif i == FTBEAM: proutn("=== T Beam ")
2276 elif i == FSNAP: proutn("=== Snapshot ")
2277 elif i == FBATTAK: proutn("=== Base Attack ")
2278 elif i == FCDBAS: proutn("=== Base Destroy ")
2279 elif i == FSCMOVE: proutn("=== SC Move ")
2280 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2281 elif i == FDSPROB: proutn("=== Probe Move ")
2282 elif i == FDISTR: proutn("=== Distress Call ")
2283 elif i == FENSLV: proutn("=== Enslavement ")
2284 elif i == FREPRO: proutn("=== Klingon Build ")
2286 prout("%.2f" % (scheduled(i)))
2289 radio_was_broken = damaged(DRADIO)
2292 # Select earliest extraneous event, evcode==0 if no events
2297 for l in range(1, NEVENTS):
2298 if game.future[l].date < datemin:
2301 prout("== Event %d fires" % evcode)
2302 datemin = game.future[l].date
2303 xtime = datemin-game.state.date
2304 game.state.date = datemin
2305 # Decrement Federation resources and recompute remaining time
2306 game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
2308 if game.state.remtime <=0:
2311 # Any crew left alive?
2312 if game.state.crew <=0:
2315 # Is life support adequate?
2316 if damaged(DLIFSUP) and game.condition != "docked":
2317 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2320 game.lsupres -= xtime
2321 if game.damage[DLIFSUP] <= xtime:
2322 game.lsupres = game.inlsr
2325 if game.condition == "docked":
2326 repair /= game.docfac
2327 # Don't fix Deathray here
2328 for l in range(NDEVICES):
2329 if game.damage[l] > 0.0 and l != DDRAY:
2330 if game.damage[l]-repair > 0.0:
2331 game.damage[l] -= repair
2333 game.damage[l] = 0.0
2334 # If radio repaired, update star chart and attack reports
2335 if radio_was_broken and not damaged(DRADIO):
2336 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2337 prout(_(" surveillance reports are coming in."))
2339 if not game.iseenit:
2343 prout(_(" The star chart is now up to date.\""))
2345 # Cause extraneous event EVCODE to occur
2346 game.optime -= xtime
2347 if evcode == FSNOVA: # Supernova
2350 schedule(FSNOVA, expran(0.5*game.intime))
2351 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2353 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2354 if game.state.nscrem == 0 or \
2355 ictbeam or istract or \
2356 game.condition=="docked" or game.isatb==1 or game.iscate:
2358 if game.ientesc or \
2359 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2360 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2361 (damaged(DSHIELD) and \
2362 (game.energy < 2500 or damaged(DPHASER)) and \
2363 (game.torps < 5 or damaged(DPHOTON))):
2365 istract = ictbeam = True
2366 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2369 elif evcode == FTBEAM: # Tractor beam
2370 if not game.state.kcmdr:
2373 i = randrange(len(game.state.kcmdr))
2374 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2375 if istract or game.condition == "docked" or yank == 0:
2376 # Drats! Have to reschedule
2378 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2382 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2383 game.snapsht = copy.deepcopy(game.state)
2384 game.state.snap = True
2385 schedule(FSNAP, expran(0.5 * game.intime))
2386 elif evcode == FBATTAK: # Commander attacks starbase
2387 if not game.state.kcmdr or not game.state.baseq:
2393 for ibq in game.state.baseq:
2394 for cmdr in game.state.kcmdr:
2395 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2398 # no match found -- try later
2399 schedule(FBATTAK, expran(0.3*game.intime))
2404 # commander + starbase combination found -- launch attack
2406 schedule(FCDBAS, randreal(1.0, 4.0))
2407 if game.isatb: # extra time if SC already attacking
2408 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2409 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2410 game.iseenit = False
2411 if not communicating():
2412 continue # No warning :-(
2416 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2417 prout(_(" reports that it is under attack and that it can"))
2418 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2421 elif evcode == FSCDBAS: # Supercommander destroys base
2424 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2425 continue # WAS RETURN!
2427 game.battle = game.state.kscmdr
2429 elif evcode == FCDBAS: # Commander succeeds in destroying base
2432 if not game.state.baseq() \
2433 or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2434 game.battle.invalidate()
2436 # find the lucky pair
2437 for cmdr in game.state.kcmdr:
2438 if cmdr == game.battle:
2441 # No action to take after all
2444 elif evcode == FSCMOVE: # Supercommander moves
2445 schedule(FSCMOVE, 0.2777)
2446 if not game.ientesc and not istract and game.isatb != 1 and \
2447 (not game.iscate or not game.justin):
2449 elif evcode == FDSPROB: # Move deep space probe
2450 schedule(FDSPROB, 0.01)
2451 if game.probe.next(grain=QUADSIZE):
2452 if not game.probe.quadrant().valid_quadrant() or \
2453 game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
2454 # Left galaxy or ran into supernova
2458 proutn(_("Lt. Uhura- \"The deep space probe "))
2459 if not game.probe.quadrant().valid_quadrant():
2460 prout(_("has left the galaxy.\""))
2462 prout(_("is no longer transmitting.\""))
2468 prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
2469 pdest = game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j]
2471 chp = game.state.chart[game.probe.quadrant().i][game.probe.quadrant().j]
2472 chp.klingons = pdest.klingons
2473 chp.starbase = pdest.starbase
2474 chp.stars = pdest.stars
2475 pdest.charted = True
2476 game.probe.moves -= 1 # One less to travel
2477 if game.probe.moves == 0 and game.isarmed and pdest.stars:
2478 supernova(game.probe) # fire in the hole!
2480 if game.state.galaxy[game.quadrant().i][game.quadrant().j].supernova:
2482 elif evcode == FDISTR: # inhabited system issues distress call
2484 # try a whole bunch of times to find something suitable
2485 for i in range(100):
2486 # need a quadrant which is not the current one,
2487 # which has some stars which are inhabited and
2488 # not already under attack, which is not
2489 # supernova'ed, and which has some Klingons in it
2490 w = randplace(GALSIZE)
2491 q = game.state.galaxy[w.i][w.j]
2492 if not (game.quadrant == w or q.planet == None or \
2493 not q.planet.inhabited or \
2494 q.supernova or q.status!="secure" or q.klingons<=0):
2497 # can't seem to find one; ignore this call
2499 prout("=== Couldn't find location for distress event.")
2501 # got one!! Schedule its enslavement
2502 ev = schedule(FENSLV, expran(game.intime))
2504 q.status = "distressed"
2505 # tell the captain about it if we can
2507 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2509 prout(_("by a Klingon invasion fleet."))
2512 elif evcode == FENSLV: # starsystem is enslaved
2513 ev = unschedule(FENSLV)
2514 # see if current distress call still active
2515 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2519 q.status = "enslaved"
2521 # play stork and schedule the first baby
2522 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2523 ev2.quadrant = ev.quadrant
2525 # report the disaster if we can
2527 prout(_("Uhura- We've lost contact with starsystem %s") % \
2529 prout(_("in Quadrant %s.\n") % ev.quadrant)
2530 elif evcode == FREPRO: # Klingon reproduces
2531 # If we ever switch to a real event queue, we'll need to
2532 # explicitly retrieve and restore the x and y.
2533 ev = schedule(FREPRO, expran(1.0 * game.intime))
2534 # see if current distress call still active
2535 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2539 if game.state.remkl >=MAXKLGAME:
2540 continue # full right now
2541 # reproduce one Klingon
2544 if game.klhere >= MAXKLQUAD:
2546 # this quadrant not ok, pick an adjacent one
2547 for m.i in range(w.i - 1, w.i + 2):
2548 for m.j in range(w.j - 1, w.j + 2):
2549 if not m.valid_quadrant():
2551 q = game.state.galaxy[m.i][m.j]
2552 # check for this quad ok (not full & no snova)
2553 if q.klingons >= MAXKLQUAD or q.supernova:
2557 continue # search for eligible quadrant failed
2561 game.state.remkl += 1
2563 if game.quadrant == w:
2565 game.enemies.append(newkling())
2566 # recompute time left
2569 if game.quadrant == w:
2570 prout(_("Spock- sensors indicate the Klingons have"))
2571 prout(_("launched a warship from %s.") % q.planet)
2573 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2574 if q.planet != None:
2575 proutn(_("near %s") % q.planet)
2576 prout(_("in Quadrant %s.") % w)
2582 key = scanner.next()
2585 proutn(_("How long? "))
2590 origTime = delay = scanner.real
2593 if delay >= game.state.remtime or len(game.enemies) != 0:
2594 proutn(_("Are you sure? "))
2597 # Alternate resting periods (events) with attacks
2601 game.resting = False
2602 if not game.resting:
2603 prout(_("%d stardates left.") % int(game.state.remtime))
2605 temp = game.optime = delay
2606 if len(game.enemies):
2607 rtime = randreal(1.0, 2.0)
2611 if game.optime < delay:
2612 attack(torps_ok=False)
2620 # Repair Deathray if long rest at starbase
2621 if origTime-delay >= 9.99 and game.condition == "docked":
2622 game.damage[DDRAY] = 0.0
2623 # leave if quadrant supernovas
2624 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2626 game.resting = False
2631 course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2632 newc = coord(); neighbor = coord(); bump = coord(0, 0)
2634 # Wow! We've supernova'ed
2635 supernova(game.quadrant)
2637 # handle initial nova
2638 game.quad[nov.i][nov.j] = IHDOT
2639 prout(crmena(False, IHSTAR, "sector", nov) + _(" novas."))
2640 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2641 game.state.starkl += 1
2642 # Set up queue to recursively trigger adjacent stars
2648 for offset.i in range(-1, 1+1):
2649 for offset.j in range(-1, 1+1):
2650 if offset.j==0 and offset.i==0:
2652 neighbor = start + offset
2653 if not neighbor.valid_sector():
2655 iquad = game.quad[neighbor.i][neighbor.j]
2656 # Empty space ends reaction
2657 if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
2659 elif iquad == IHSTAR: # Affect another star
2661 # This star supernovas
2662 supernova(game.quadrant)
2665 hits.append(neighbor)
2666 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2667 game.state.starkl += 1
2668 proutn(crmena(True, IHSTAR, "sector", neighbor))
2670 game.quad[neighbor.i][neighbor.j] = IHDOT
2672 elif iquad in (IHP, IHW): # Destroy planet
2673 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2675 game.state.nplankl += 1
2677 game.state.worldkl += 1
2678 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2679 game.iplnet.pclass = "destroyed"
2681 game.plnet.invalidate()
2685 game.quad[neighbor.i][neighbor.j] = IHDOT
2686 elif iquad == IHB: # Destroy base
2687 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2688 game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
2689 game.base.invalidate()
2690 game.state.basekl += 1
2692 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2693 game.quad[neighbor.i][neighbor.j] = IHDOT
2694 elif iquad in (IHE, IHF): # Buffet ship
2695 prout(_("***Starship buffeted by nova."))
2697 if game.shield >= 2000.0:
2698 game.shield -= 2000.0
2700 diff = 2000.0 - game.shield
2704 prout(_("***Shields knocked out."))
2705 game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2707 game.energy -= 2000.0
2708 if game.energy <= 0:
2711 # add in course nova contributes to kicking starship
2712 bump += (game.sector-hits[mm]).sgn()
2713 elif iquad == IHK: # kill klingon
2714 deadkl(neighbor, iquad, neighbor)
2715 elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
2716 for ll in range(len(game.enemies)):
2717 if game.enemies[ll].kloc == neighbor:
2719 game.enemies[ll].kpower -= 800.0 # If firepower is lost, die
2720 if game.enemies[ll].kpower <= 0.0:
2721 deadkl(neighbor, iquad, neighbor)
2723 newc = neighbor + neighbor - hits[mm]
2724 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2725 if not newc.valid_sector():
2726 # can't leave quadrant
2729 iquad1 = game.quad[newc.i][newc.j]
2730 if iquad1 == IHBLANK:
2731 proutn(_(", blasted into ") + crmena(False, IHBLANK, "sector", newc))
2733 deadkl(neighbor, iquad, newc)
2736 # can't move into something else
2739 proutn(_(", buffeted to Sector %s") % newc)
2740 game.quad[neighbor.i][neighbor.j] = IHDOT
2741 game.quad[newc.i][newc.j] = iquad
2742 game.enemies[ll].move(newc)
2743 # Starship affected by nova -- kick it away.
2745 direc = course[3*(bump.i+1)+bump.j+2]
2750 course = course(bearing=direc, distance=dist)
2751 game.optime = course.time(warp=4)
2753 prout(_("Force of nova displaces starship."))
2754 imove(course, novapush=True)
2755 game.optime = course.time(warp=4)
2759 "Star goes supernova."
2764 # Scheduled supernova -- select star at random.
2767 for nq.i in range(GALSIZE):
2768 for nq.j in range(GALSIZE):
2769 stars += game.state.galaxy[nq.i][nq.j].stars
2771 return # nothing to supernova exists
2772 num = randrange(stars) + 1
2773 for nq.i in range(GALSIZE):
2774 for nq.j in range(GALSIZE):
2775 num -= game.state.galaxy[nq.i][nq.j].stars
2781 proutn("=== Super nova here?")
2784 if not nq == game.quadrant or game.justin:
2785 # it isn't here, or we just entered (treat as enroute)
2788 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2789 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2792 # we are in the quadrant!
2793 num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
2794 for ns.i in range(QUADSIZE):
2795 for ns.j in range(QUADSIZE):
2796 if game.quad[ns.i][ns.j]==IHSTAR:
2803 prouts(_("***RED ALERT! RED ALERT!"))
2805 prout(_("***Incipient supernova detected at Sector %s") % ns)
2806 if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2807 proutn(_("Emergency override attempts t"))
2808 prouts("***************")
2812 # destroy any Klingons in supernovaed quadrant
2813 kldead = game.state.galaxy[nq.i][nq.j].klingons
2814 game.state.galaxy[nq.i][nq.j].klingons = 0
2815 if nq == game.state.kscmdr:
2816 # did in the Supercommander!
2817 game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
2821 survivors = filter(lambda w: w != nq, game.state.kcmdr)
2822 comkills = len(game.state.kcmdr) - len(survivors)
2823 game.state.kcmdr = survivors
2825 if not game.state.kcmdr:
2827 game.state.remkl -= kldead
2828 # destroy Romulans and planets in supernovaed quadrant
2829 nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2830 game.state.galaxy[nq.i][nq.j].romulans = 0
2831 game.state.nromrem -= nrmdead
2833 for loop in range(game.inplan):
2834 if game.state.planets[loop].quadrant == nq:
2835 game.state.planets[loop].pclass = "destroyed"
2837 # Destroy any base in supernovaed quadrant
2838 game.state.baseq = filter(lambda x: x != nq, game.state.baseq)
2839 # If starship caused supernova, tally up destruction
2841 game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2842 game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2843 game.state.nplankl += npdead
2844 # mark supernova in galaxy and in star chart
2845 if game.quadrant == nq or communicating():
2846 game.state.galaxy[nq.i][nq.j].supernova = True
2847 # If supernova destroys last Klingons give special message
2848 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
2851 prout(_("Lucky you!"))
2852 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2855 # if some Klingons remain, continue or die in supernova
2860 # Code from finish.c ends here.
2863 "Self-destruct maneuver. Finish with a BANG!"
2865 if damaged(DCOMPTR):
2866 prout(_("Computer damaged; cannot execute destruct sequence."))
2868 prouts(_("---WORKING---")); skip(1)
2869 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2870 prouts(" 10"); skip(1)
2871 prouts(" 9"); skip(1)
2872 prouts(" 8"); skip(1)
2873 prouts(" 7"); skip(1)
2874 prouts(" 6"); skip(1)
2876 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2878 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2880 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2884 if game.passwd != scanner.token:
2885 prouts(_("PASSWORD-REJECTED;"))
2887 prouts(_("CONTINUITY-EFFECTED"))
2890 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2891 prouts(" 5"); skip(1)
2892 prouts(" 4"); skip(1)
2893 prouts(" 3"); skip(1)
2894 prouts(" 2"); skip(1)
2895 prouts(" 1"); skip(1)
2897 prouts(_("GOODBYE-CRUEL-WORLD"))
2905 prouts(_("********* Entropy of %s maximized *********") % crmshp())
2909 if len(game.enemies) != 0:
2910 whammo = 25.0 * game.energy
2912 while l <= len(game.enemies):
2913 if game.enemies[l].kpower*game.enemies[l].kdist <= whammo:
2914 deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.i][game.enemies[l].kloc.j], game.enemies[l].kloc)
2919 "Compute our rate of kils over time."
2920 elapsed = game.state.date - game.indate
2921 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
2924 starting = (game.inkling + game.incom + game.inscom)
2925 remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
2926 return (starting - remaining)/elapsed
2930 badpt = 5.0*game.state.starkl + \
2932 10.0*game.state.nplankl + \
2933 300*game.state.nworldkl + \
2935 100.0*game.state.basekl +\
2937 if game.ship == IHF:
2939 elif game.ship == None:
2944 # end the game, with appropriate notfications
2948 prout(_("It is stardate %.1f.") % game.state.date)
2950 if ifin == FWON: # Game has been won
2951 if game.state.nromrem != 0:
2952 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
2955 prout(_("You have smashed the Klingon invasion fleet and saved"))
2956 prout(_("the Federation."))
2961 badpt = 0.0 # Close enough!
2962 # killsPerDate >= RateMax
2963 if game.state.date-game.indate < 5.0 or \
2964 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
2966 prout(_("In fact, you have done so well that Starfleet Command"))
2967 if game.skill == SKILL_NOVICE:
2968 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
2969 elif game.skill == SKILL_FAIR:
2970 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
2971 elif game.skill == SKILL_GOOD:
2972 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
2973 elif game.skill == SKILL_EXPERT:
2974 prout(_("promotes you to Commodore Emeritus."))
2976 prout(_("Now that you think you're really good, try playing"))
2977 prout(_("the \"Emeritus\" game. It will splatter your ego."))
2978 elif game.skill == SKILL_EMERITUS:
2980 proutn(_("Computer- "))
2981 prouts(_("ERROR-ERROR-ERROR-ERROR"))
2983 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
2985 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2987 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2989 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2991 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
2993 prout(_("Now you can retire and write your own Star Trek game!"))
2995 elif game.skill >= SKILL_EXPERT:
2996 if game.thawed and not idebug:
2997 prout(_("You cannot get a citation, so..."))
2999 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3003 # Only grant long life if alive (original didn't!)
3005 prout(_("LIVE LONG AND PROSPER."))
3010 elif ifin == FDEPLETE: # Federation Resources Depleted
3011 prout(_("Your time has run out and the Federation has been"))
3012 prout(_("conquered. Your starship is now Klingon property,"))
3013 prout(_("and you are put on trial as a war criminal. On the"))
3014 proutn(_("basis of your record, you are "))
3015 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
3016 prout(_("acquitted."))
3018 prout(_("LIVE LONG AND PROSPER."))
3020 prout(_("found guilty and"))
3021 prout(_("sentenced to death by slow torture."))
3025 elif ifin == FLIFESUP:
3026 prout(_("Your life support reserves have run out, and"))
3027 prout(_("you die of thirst, starvation, and asphyxiation."))
3028 prout(_("Your starship is a derelict in space."))
3030 prout(_("Your energy supply is exhausted."))
3032 prout(_("Your starship is a derelict in space."))
3033 elif ifin == FBATTLE:
3034 prout(_("The %s has been destroyed in battle.") % crmshp())
3036 prout(_("Dulce et decorum est pro patria mori."))
3038 prout(_("You have made three attempts to cross the negative energy"))
3039 prout(_("barrier which surrounds the galaxy."))
3041 prout(_("Your navigation is abominable."))
3044 prout(_("Your starship has been destroyed by a nova."))
3045 prout(_("That was a great shot."))
3047 elif ifin == FSNOVAED:
3048 prout(_("The %s has been fried by a supernova.") % crmshp())
3049 prout(_("...Not even cinders remain..."))
3050 elif ifin == FABANDN:
3051 prout(_("You have been captured by the Klingons. If you still"))
3052 prout(_("had a starbase to be returned to, you would have been"))
3053 prout(_("repatriated and given another chance. Since you have"))
3054 prout(_("no starbases, you will be mercilessly tortured to death."))
3055 elif ifin == FDILITHIUM:
3056 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3057 elif ifin == FMATERIALIZE:
3058 prout(_("Starbase was unable to re-materialize your starship."))
3059 prout(_("Sic transit gloria mundi"))
3060 elif ifin == FPHASER:
3061 prout(_("The %s has been cremated by its own phasers.") % crmshp())
3063 prout(_("You and your landing party have been"))
3064 prout(_("converted to energy, disipating through space."))
3065 elif ifin == FMINING:
3066 prout(_("You are left with your landing party on"))
3067 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3069 prout(_("They are very fond of \"Captain Kirk\" soup."))
3071 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3072 elif ifin == FDPLANET:
3073 prout(_("You and your mining party perish."))
3075 prout(_("That was a great shot."))
3078 prout(_("The Galileo is instantly annihilated by the supernova."))
3079 prout(_("You and your mining party are atomized."))
3081 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3082 prout(_("joins the Romulans, wreaking terror on the Federation."))
3083 elif ifin == FPNOVA:
3084 prout(_("You and your mining party are atomized."))
3086 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3087 prout(_("joins the Romulans, wreaking terror on the Federation."))
3088 elif ifin == FSTRACTOR:
3089 prout(_("The shuttle craft Galileo is also caught,"))
3090 prout(_("and breaks up under the strain."))
3092 prout(_("Your debris is scattered for millions of miles."))
3093 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3095 prout(_("The mutants attack and kill Spock."))
3096 prout(_("Your ship is captured by Klingons, and"))
3097 prout(_("your crew is put on display in a Klingon zoo."))
3098 elif ifin == FTRIBBLE:
3099 prout(_("Tribbles consume all remaining water,"))
3100 prout(_("food, and oxygen on your ship."))
3102 prout(_("You die of thirst, starvation, and asphyxiation."))
3103 prout(_("Your starship is a derelict in space."))
3105 prout(_("Your ship is drawn to the center of the black hole."))
3106 prout(_("You are crushed into extremely dense matter."))
3108 prout(_("Your last crew member has died."))
3109 if game.ship == IHF:
3111 elif game.ship == IHE:
3114 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
3115 goodies = game.state.remres/game.inresor
3116 baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3117 if goodies/baddies >= randreal(1.0, 1.5):
3118 prout(_("As a result of your actions, a treaty with the Klingon"))
3119 prout(_("Empire has been signed. The terms of the treaty are"))
3120 if goodies/baddies >= randreal(3.0):
3121 prout(_("favorable to the Federation."))
3123 prout(_("Congratulations!"))
3125 prout(_("highly unfavorable to the Federation."))
3127 prout(_("The Federation will be destroyed."))
3129 prout(_("Since you took the last Klingon with you, you are a"))
3130 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3131 prout(_("statue in your memory. Rest in peace, and try not"))
3132 prout(_("to think about pigeons."))
3137 "Compute player's score."
3138 timused = game.state.date - game.indate
3140 if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
3142 perdate = killrate()
3143 ithperd = 500*perdate + 0.5
3146 iwon = 100*game.skill
3147 if game.ship == IHE:
3149 elif game.ship == IHF:
3153 if not game.gamewon:
3154 game.state.nromrem = 0 # None captured if no win
3155 iscore = 10*(game.inkling - game.state.remkl) \
3156 + 50*(game.incom - len(game.state.kcmdr)) \
3158 + 20*(game.inrom - game.state.nromrem) \
3159 + 200*(game.inscom - game.state.nscrem) \
3160 - game.state.nromrem \
3165 prout(_("Your score --"))
3166 if game.inrom - game.state.nromrem:
3167 prout(_("%6d Romulans destroyed %5d") %
3168 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3169 if game.state.nromrem:
3170 prout(_("%6d Romulans captured %5d") %
3171 (game.state.nromrem, game.state.nromrem))
3172 if game.inkling - game.state.remkl:
3173 prout(_("%6d ordinary Klingons destroyed %5d") %
3174 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
3175 if game.incom - len(game.state.kcmdr):
3176 prout(_("%6d Klingon commanders destroyed %5d") %
3177 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3178 if game.inscom - game.state.nscrem:
3179 prout(_("%6d Super-Commander destroyed %5d") %
3180 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3182 prout(_("%6.2f Klingons per stardate %5d") %
3184 if game.state.starkl:
3185 prout(_("%6d stars destroyed by your action %5d") %
3186 (game.state.starkl, -5*game.state.starkl))
3187 if game.state.nplankl:
3188 prout(_("%6d planets destroyed by your action %5d") %
3189 (game.state.nplankl, -10*game.state.nplankl))
3190 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3191 prout(_("%6d inhabited planets destroyed by your action %5d") %
3192 (game.state.nplankl, -300*game.state.nworldkl))
3193 if game.state.basekl:
3194 prout(_("%6d bases destroyed by your action %5d") %
3195 (game.state.basekl, -100*game.state.basekl))
3197 prout(_("%6d calls for help from starbase %5d") %
3198 (game.nhelp, -45*game.nhelp))
3200 prout(_("%6d casualties incurred %5d") %
3201 (game.casual, -game.casual))
3203 prout(_("%6d crew abandoned in space %5d") %
3204 (game.abandoned, -3*game.abandoned))
3206 prout(_("%6d ship(s) lost or destroyed %5d") %
3207 (klship, -100*klship))
3209 prout(_("Penalty for getting yourself killed -200"))
3211 proutn(_("Bonus for winning "))
3212 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3213 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3214 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3215 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3216 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3217 prout(" %5d" % iwon)
3219 prout(_("TOTAL SCORE %5d") % iscore)
3222 "Emit winner's commemmorative plaque."
3225 proutn(_("File or device name for your plaque: "))
3228 fp = open(winner, "w")
3231 prout(_("Invalid name."))
3233 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3235 # The 38 below must be 64 for 132-column paper
3236 nskip = 38 - len(winner)/2
3237 fp.write("\n\n\n\n")
3238 # --------DRAW ENTERPRISE PICTURE.
3239 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3240 fp.write(" EEE E : : : E\n" )
3241 fp.write(" EE EEE E : : NCC-1701 : E\n")
3242 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
3243 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3244 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
3245 fp.write(" EEEEEEE EEEEE E E E E\n")
3246 fp.write(" EEE E E E E\n")
3247 fp.write(" E E E E\n")
3248 fp.write(" EEEEEEEEEEEEE E E\n")
3249 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3250 fp.write(" :E : EEEE E\n")
3251 fp.write(" .-E -:----- E\n")
3252 fp.write(" :E : E\n")
3253 fp.write(" EE : EEEEEEEE\n")
3254 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3256 fp.write(_(" U. S. S. ENTERPRISE\n"))
3257 fp.write("\n\n\n\n")
3258 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3260 fp.write(_(" Starfleet Command bestows to you\n"))
3262 fp.write("%*s%s\n\n" % (nskip, "", winner))
3263 fp.write(_(" the rank of\n\n"))
3264 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3266 if game.skill == SKILL_EXPERT:
3267 fp.write(_(" Expert level\n\n"))
3268 elif game.skill == SKILL_EMERITUS:
3269 fp.write(_("Emeritus level\n\n"))
3271 fp.write(_(" Cheat level\n\n"))
3272 timestring = time.ctime()
3273 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3274 (timestring+4, timestring+20, timestring+11))
3275 fp.write(_(" Your score: %d\n\n") % iscore)
3276 fp.write(_(" Klingons per stardate: %.2f\n") % perdate)
3279 # Code from io.c begins here
3281 rows = linecount = 0 # for paging
3284 fullscreen_window = None
3285 srscan_window = None
3286 report_window = None
3287 status_window = None
3288 lrscan_window = None
3289 message_window = None
3290 prompt_window = None
3295 gettext.bindtextdomain("sst", "/usr/local/share/locale")