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.i = self.j = None
241 return self.i != None and self.j != None
242 def __eq__(self, other):
243 return other != None and self.i == other.i and self.j == other.j
244 def __add__(self, other):
245 return coord(self.i+other.i, self.j+other.j)
246 def __sub__(self, other):
247 return coord(self.i-other.i, self.j-other.j)
248 def __mul__(self, other):
249 return coord(self.i*other, self.j*other)
250 def __rmul__(self, other):
251 return coord(self.i*other, self.j*other)
252 def __div__(self, other):
253 return coord(self.i/other, self.j/other)
254 def __rdiv__(self, other):
255 return coord(self.i/other, self.j/other)
256 def snaptogrid(self):
257 return coord(int(round(self.i)), int(round(self.j)))
258 def distance(self, other=None):
259 if not other: other = coord(0, 0)
260 return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
261 def bearing(self, other=None):
262 if not other: other = coord(0, 0)
263 return 1.90985*math.atan2(self.i-other.i, self.j-other.j)
269 s.i = self.i / abs(self.i)
273 s.j = self.j / abs(self.j)
277 s.i = self.i + randrange(-1, 2)
278 s.j = self.j + randrange(-1, 2)
283 if self.i == None or self.j == None:
285 return "%s - %s" % (self.i+1, self.j+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.i is not None and self.kloc.j is not None:
436 game.quad[self.kloc.i][self.kloc.j] = IHWEB
438 game.quad[self.kloc.i][self.kloc.j] = IHDOT
440 self.kloc = copy.copy(loc)
441 game.quad[self.kloc.i][self.kloc.j] = 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.i,iq.j) and \
618 not game.state.galaxy[iq.i][iq.j].supernova and \
619 game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
621 def tryexit(enemy, look, irun):
622 "A bad guy attempts to bug out."
624 iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
625 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
626 if not welcoming(iq):
628 if enemy.type == IHR:
629 return False; # Romulans cannot escape!
631 # avoid intruding on another commander's territory
632 if enemy.type == IHC:
633 if iq in game.state.kcmdr:
635 # refuse to leave if currently attacking starbase
636 if game.battle == game.quadrant:
638 # don't leave if over 1000 units of energy
639 if enemy.kpower > 1000.0:
641 # emit escape message and move out of quadrant.
642 # we know this if either short or long range sensors are working
643 if not damaged(DSRSENS) or not damaged(DLRSENS) or \
644 game.condition == "docked":
645 prout(crmena(True, enemy.type, "sector", enemy.kloc) + \
646 (_(" escapes to Quadrant %s (and regains strength).") % q))
647 # handle local matters related to escape
650 if game.condition != "docked":
652 # Handle global matters related to escape
653 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
654 game.state.galaxy[iq.i][iq.j].klingons += 1
659 schedule(FSCMOVE, 0.2777)
663 for cmdr in game.state.kcmdr:
664 if cmdr == game.quadrant:
665 game.state.kcmdr[n] = iq
667 return True; # success
670 # The bad-guy movement algorithm:
672 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
673 # If both are operating full strength, force is 1000. If both are damaged,
674 # force is -1000. Having shields down subtracts an additional 1000.
676 # 2. Enemy has forces equal to the energy of the attacker plus
677 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
678 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
680 # Attacker Initial energy levels (nominal):
681 # Klingon Romulan Commander Super-Commander
682 # Novice 400 700 1200
684 # Good 450 800 1300 1750
685 # Expert 475 850 1350 1875
686 # Emeritus 500 900 1400 2000
687 # VARIANCE 75 200 200 200
689 # Enemy vessels only move prior to their attack. In Novice - Good games
690 # only commanders move. In Expert games, all enemy vessels move if there
691 # is a commander present. In Emeritus games all enemy vessels move.
693 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
694 # forces are 1000 greater than Enterprise.
696 # Agressive action on average cuts the distance between the ship and
697 # the enemy to 1/4 the original.
699 # 4. At lower energy advantage, movement units are proportional to the
700 # advantage with a 650 advantage being to hold ground, 800 to move forward
701 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
703 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
704 # retreat, especially at high skill levels.
706 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
709 def movebaddy(enemy):
710 "Tactical movement for the bad guys."
711 next = coord(); look = coord()
713 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
714 if game.skill >= SKILL_EXPERT:
715 nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
717 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
719 mdist = int(dist1 + 0.5); # Nearest integer distance
720 # If SC, check with spy to see if should hi-tail it
721 if enemy.type==IHS and \
722 (enemy.kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
726 # decide whether to advance, retreat, or hold position
727 forces = enemy.kpower+100.0*len(game.enemies)+400*(nbaddys-1)
729 forces += 1000; # Good for enemy if shield is down!
730 if not damaged(DPHASER) or not damaged(DPHOTON):
731 if damaged(DPHASER): # phasers damaged
734 forces -= 0.2*(game.energy - 2500.0)
735 if damaged(DPHOTON): # photon torpedoes damaged
738 forces -= 50.0*game.torps
740 # phasers and photon tubes both out!
743 if forces <= 1000.0 and game.condition != "docked": # Typical situation
744 motion = ((forces + randreal(200))/150.0) - 5.0
746 if forces > 1000.0: # Very strong -- move in for kill
747 motion = (1.0 - randreal())**2 * dist1 + 1.0
748 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
749 motion -= game.skill*(2.0-randreal()**2)
751 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
752 # don't move if no motion
755 # Limit motion according to skill
756 if abs(motion) > game.skill:
761 # calculate preferred number of steps
766 if motion > 0 and nsteps > mdist:
767 nsteps = mdist; # don't overshoot
768 if nsteps > QUADSIZE:
769 nsteps = QUADSIZE; # This shouldn't be necessary
771 nsteps = 1; # This shouldn't be necessary
773 proutn("NSTEPS = %d:" % nsteps)
774 # Compute preferred values of delta X and Y
775 m = game.sector - enemy.kloc
776 if 2.0 * abs(m.i) < abs(m.j):
778 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.kloc.i):
792 for ll in range(nsteps):
794 proutn(" %d" % (ll+1))
795 # Check if preferred position available
806 attempts = 0; # Settle mysterious hang problem
807 while attempts < 20 and not success:
809 if look.i < 0 or look.i >= QUADSIZE:
810 if motion < 0 and tryexit(enemy, look, irun):
812 if krawlx == m.i or m.j == 0:
814 look.i = next.i + krawlx
816 elif look.j < 0 or look.j >= QUADSIZE:
817 if motion < 0 and tryexit(enemy, look, irun):
819 if krawly == m.j or m.i == 0:
821 look.j = next.j + krawly
823 elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != IHDOT:
824 # See if enemy should ram ship
825 if game.quad[look.i][look.j] == game.ship and \
826 (enemy.type == IHC or enemy.type == IHS):
827 collision(rammed=True, enemy=enemy)
829 if krawlx != m.i and m.j != 0:
830 look.i = next.i + krawlx
832 elif krawly != m.j and m.i != 0:
833 look.j = next.j + krawly
836 break; # we have failed
848 if not damaged(DSRSENS) or game.condition == "docked":
849 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.kloc))
850 if enemy.kdist < dist1:
851 proutn(_(" advances to "))
853 proutn(_(" retreats to "))
854 prout("Sector %s." % next)
857 "Sequence Klingon tactical movement."
860 # Figure out which Klingon is the commander (or Supercommander)
862 if game.quadrant in game.state.kcmdr:
863 for enemy in game.enemies:
864 if enemy.type == IHC:
866 if game.state.kscmdr==game.quadrant:
867 for enemy in game.enemies:
868 if enemy.type == IHS:
871 # If skill level is high, move other Klingons and Romulans too!
872 # Move these last so they can base their actions on what the
874 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
875 for enemy in game.enemies:
876 if enemy.type in (IHK, IHR):
878 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
880 def movescom(iq, avoid):
881 "Commander movement helper."
882 # Avoid quadrants with bases if we want to avoid Enterprise
883 if not welcoming(iq) or (avoid and iq in game.state.baseq):
885 if game.justin and not game.iscate:
888 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
889 game.state.kscmdr = iq
890 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
891 if game.state.kscmdr==game.quadrant:
892 # SC has scooted, Remove him from current quadrant
897 for enemy in game.enemies:
898 if enemy.type == IHS:
902 if game.condition != "docked":
904 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
905 # check for a helpful planet
906 for i in range(game.inplan):
907 if game.state.planets[i].quadrant == game.state.kscmdr and \
908 game.state.planets[i].crystals == "present":
910 game.state.planets[i].pclass = "destroyed"
911 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
914 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
915 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
916 prout(_(" by the Super-commander.\""))
918 return False; # looks good!
920 def supercommander():
921 "Move the Super Commander."
922 iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
925 prout("== SUPERCOMMANDER")
926 # Decide on being active or passive
927 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 \
928 (game.state.date-game.indate) < 3.0)
929 if not game.iscate and avoid:
930 # compute move away from Enterprise
931 idelta = game.state.kscmdr-game.quadrant
932 if math.sqrt(idelta.i*idelta.i+idelta.j*idelta.j) > 2.0:
934 idelta.i = game.state.kscmdr.j-game.quadrant.j
935 idelta.j = game.quadrant.i-game.state.kscmdr.i
937 # compute distances to starbases
938 if not game.state.baseq:
942 sc = game.state.kscmdr
943 for base in game.state.baseq:
944 basetbl.append((i, (base - sc).distance()))
945 if game.state.baseq > 1:
946 basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
947 # look for nearest base without a commander, no Enterprise, and
948 # without too many Klingons, and not already under attack.
949 ifindit = iwhichb = 0
950 for (i2, base) in enumerate(game.state.baseq):
951 i = basetbl[i2][0]; # bug in original had it not finding nearest
952 if base==game.quadrant or base==game.battle or not welcoming(base):
954 # if there is a commander, and no other base is appropriate,
955 # we will take the one with the commander
956 for cmdr in game.state.kcmdr:
957 if base == cmdr and ifindit != 2:
961 else: # no commander -- use this one
966 return # Nothing suitable -- wait until next time
967 ibq = game.state.baseq[iwhichb]
968 # decide how to move toward base
969 idelta = ibq - game.state.kscmdr
970 # Maximum movement is 1 quadrant in either or both axes
971 idelta = idelta.sgn()
972 # try moving in both x and y directions
973 # there was what looked like a bug in the Almy C code here,
974 # but it might be this translation is just wrong.
975 iq = game.state.kscmdr + idelta
976 if movescom(iq, avoid):
977 # failed -- try some other maneuvers
978 if idelta.i==0 or idelta.j==0:
981 iq.j = game.state.kscmdr.j + 1
982 if movescom(iq, avoid):
983 iq.j = game.state.kscmdr.j - 1
986 iq.i = game.state.kscmdr.i + 1
987 if movescom(iq, avoid):
988 iq.i = game.state.kscmdr.i - 1
991 # try moving just in x or y
992 iq.j = game.state.kscmdr.j
993 if movescom(iq, avoid):
994 iq.j = game.state.kscmdr.j + idelta.j
995 iq.i = game.state.kscmdr.i
998 if len(game.state.baseq) == 0:
1001 for (i, ibq) in enumerate(game.state.baseq):
1002 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
1005 return # no, don't attack base!
1006 game.iseenit = False
1008 schedule(FSCDBAS, randreal(1.0, 3.0))
1009 if is_scheduled(FCDBAS):
1010 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
1011 if not communicating():
1015 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
1016 % game.state.kscmdr)
1017 prout(_(" reports that it is under attack from the Klingon Super-commander."))
1018 proutn(_(" It can survive until stardate %d.\"") \
1019 % int(scheduled(FSCDBAS)))
1020 if not game.resting:
1022 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
1025 game.resting = False
1026 game.optime = 0.0; # actually finished
1028 # Check for intelligence report
1031 (not communicating()) or \
1032 not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
1035 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
1036 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
1041 if not game.tholian or game.justin:
1044 if game.tholian.kloc.i == 0 and game.tholian.kloc.j == 0:
1045 id.i = 0; id.j = QUADSIZE-1
1046 elif game.tholian.kloc.i == 0 and game.tholian.kloc.j == QUADSIZE-1:
1047 id.i = QUADSIZE-1; id.j = QUADSIZE-1
1048 elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == QUADSIZE-1:
1049 id.i = QUADSIZE-1; id.j = 0
1050 elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == 0:
1053 # something is wrong!
1054 game.tholian.move(None)
1055 prout("***Internal error: Tholian in a bad spot.")
1057 # do nothing if we are blocked
1058 if game.quad[id.i][id.j] not in (IHDOT, IHWEB):
1060 here = copy.copy(game.tholian.kloc)
1061 delta = (id - game.tholian.kloc).sgn()
1063 while here.i != id.i:
1065 if game.quad[here.i][here.j]==IHDOT:
1066 game.tholian.move(here)
1068 while here.j != id.j:
1070 if game.quad[here.i][here.j]==IHDOT:
1071 game.tholian.move(here)
1072 # check to see if all holes plugged
1073 for i in range(QUADSIZE):
1074 if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT:
1076 if game.quad[QUADSIZE][i]!=IHWEB and game.quad[QUADSIZE][i]!=IHT:
1078 if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT:
1080 if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT:
1082 # All plugged up -- Tholian splits
1083 game.quad[game.tholian.kloc.i][game.tholian.kloc.j]=IHWEB
1085 prout(crmena(True, IHT, "sector", game.tholian) + _(" completes web."))
1086 game.tholian.move(None)
1089 # Code from battle.c begins here
1091 def doshield(shraise):
1092 "Change shield status."
1098 key = scanner.next()
1100 if scanner.sees("transfer"):
1103 if damaged(DSHIELD):
1104 prout(_("Shields damaged and down."))
1106 if scanner.sees("up"):
1108 elif scanner.sees("down"):
1111 proutn(_("Do you wish to change shield energy? "))
1113 proutn(_("Energy to transfer to shields- "))
1115 elif damaged(DSHIELD):
1116 prout(_("Shields damaged and down."))
1119 proutn(_("Shields are up. Do you want them down? "))
1126 proutn(_("Shields are down. Do you want them up? "))
1132 if action == "SHUP": # raise shields
1134 prout(_("Shields already up."))
1138 if game.condition != "docked":
1140 prout(_("Shields raised."))
1141 if game.energy <= 0:
1143 prout(_("Shields raising uses up last of energy."))
1148 elif action == "SHDN":
1150 prout(_("Shields already down."))
1154 prout(_("Shields lowered."))
1157 elif action == "NRG":
1158 while scanner.next() != IHREAL:
1160 proutn(_("Energy to transfer to shields- "))
1162 if scanner.real == 0:
1164 if scanner.real > game.energy:
1165 prout(_("Insufficient ship energy."))
1168 if game.shield+scanner.real >= game.inshld:
1169 prout(_("Shield energy maximized."))
1170 if game.shield+scanner.real > game.inshld:
1171 prout(_("Excess energy requested returned to ship energy"))
1172 game.energy -= game.inshld-game.shield
1173 game.shield = game.inshld
1175 if scanner.real < 0.0 and game.energy-scanner.real > game.inenrg:
1176 # Prevent shield drain loophole
1178 prout(_("Engineering to bridge--"))
1179 prout(_(" Scott here. Power circuit problem, Captain."))
1180 prout(_(" I can't drain the shields."))
1183 if game.shield+scanner.real < 0:
1184 prout(_("All shield energy transferred to ship."))
1185 game.energy += game.shield
1188 proutn(_("Scotty- \""))
1189 if scanner.real > 0:
1190 prout(_("Transferring energy to shields.\""))
1192 prout(_("Draining energy from shields.\""))
1193 game.shield += scanner.real
1194 game.energy -= scanner.real
1198 "Choose a device to damage, at random."
1199 # Quoth Eric Allman in the code of BSD-Trek:
1200 # "Under certain conditions you can get a critical hit. This
1201 # sort of hit damages devices. The probability that a given
1202 # device is damaged depends on the device. Well protected
1203 # devices (such as the computer, which is in the core of the
1204 # ship and has considerable redundancy) almost never get
1205 # damaged, whereas devices which are exposed (such as the
1206 # warp engines) or which are particularly delicate (such as
1207 # the transporter) have a much higher probability of being
1210 # This is one place where OPTION_PLAIN does not restore the
1211 # original behavior, which was equiprobable damage across
1212 # all devices. If we wanted that, we'd return randrange(NDEVICES)
1213 # and have done with it. Also, in the original game, DNAVYS
1214 # and DCOMPTR were the same device.
1216 # Instead, we use a table of weights similar to the one from BSD Trek.
1217 # BSD doesn't have the shuttle, shield controller, death ray, or probes.
1218 # We don't have a cloaking device. The shuttle got the allocation
1219 # for the cloaking device, then we shaved a half-percent off
1220 # everything to have some weight to give DSHCTRL/DDRAY/DDSP.
1222 105, # DSRSENS: short range scanners 10.5%
1223 105, # DLRSENS: long range scanners 10.5%
1224 120, # DPHASER: phasers 12.0%
1225 120, # DPHOTON: photon torpedoes 12.0%
1226 25, # DLIFSUP: life support 2.5%
1227 65, # DWARPEN: warp drive 6.5%
1228 70, # DIMPULS: impulse engines 6.5%
1229 145, # DSHIELD: deflector shields 14.5%
1230 30, # DRADIO: subspace radio 3.0%
1231 45, # DSHUTTL: shuttle 4.5%
1232 15, # DCOMPTR: computer 1.5%
1233 20, # NAVCOMP: navigation system 2.0%
1234 75, # DTRANSP: transporter 7.5%
1235 20, # DSHCTRL: high-speed shield controller 2.0%
1236 10, # DDRAY: death ray 1.0%
1237 30, # DDSP: deep-space probes 3.0%
1239 idx = randrange(1000) # weights must sum to 1000
1241 for (i, w) in enumerate(weights):
1245 return None; # we should never get here
1247 def collision(rammed, enemy):
1248 "Collision handling fot rammong events."
1249 prouts(_("***RED ALERT! RED ALERT!"))
1251 prout(_("***COLLISION IMMINENT."))
1255 hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(enemy.type, 1.0)
1257 proutn(_(" rammed by "))
1260 proutn(crmena(False, enemy.type, "sector", enemy.kloc))
1262 proutn(_(" (original position)"))
1264 deadkl(enemy.kloc, enemy.type, game.sector)
1265 proutn("***" + crmship() + " heavily damaged.")
1266 icas = randrange(10, 30)
1267 prout(_("***Sickbay reports %d casualties"), icas)
1269 game.state.crew -= icas
1270 # In the pre-SST2K version, all devices got equiprobably damaged,
1271 # which was silly. Instead, pick up to half the devices at
1272 # random according to our weighting table,
1273 ncrits = randrange(NDEVICES/2)
1274 for m in range(ncrits):
1276 if game.damage[dev] < 0:
1278 extradm = (10.0*hardness*randreal()+1.0)*game.damfac
1279 # Damage for at least time of travel!
1280 game.damage[dev] += game.optime + extradm
1282 prout(_("***Shields are down."))
1283 if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
1290 def torpedo(origin, course, dispersion, number, nburst):
1291 "Let a photon torpedo fly"
1293 ac = course + 0.25*dispersion
1294 angle = (15.0-ac)*0.5235988
1295 bullseye = (15.0 - course)*0.5235988
1296 delta = coord(-math.sin(angle), math.cos(angle))
1297 bigger = max(abs(delta.i), abs(delta.j))
1299 x = origin.i; y = origin.j
1300 w = coord(0, 0); jw = coord(0, 0)
1301 if not damaged(DSRSENS) or game.condition=="docked":
1302 setwnd(srscan_window)
1304 setwnd(message_window)
1305 # Loop to move a single torpedo
1306 for step in range(1, 15+1):
1309 w = coord(x, y).snaptogrid()
1310 if not VALID_SECTOR(w.i, w.j):
1312 iquad=game.quad[w.i][w.j]
1313 tracktorpedo(origin, w, step, number, nburst, iquad)
1317 setwnd(message_window)
1318 if damaged(DSRSENS) and not game.condition=="docked":
1319 skip(1); # start new line after text track
1320 if iquad in (IHE, IHF): # Hit our ship
1322 prout(_("Torpedo hits %s.") % crmshp())
1323 hit = 700.0 + randreal(100) - \
1324 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1325 newcnd(); # we're blown out of dock
1326 # We may be displaced.
1327 if game.landed or game.condition=="docked":
1328 return hit # Cheat if on a planet
1329 ang = angle + 2.5*(randreal()-0.5)
1330 temp = math.fabs(math.sin(ang))
1331 if math.fabs(math.cos(ang)) > temp:
1332 temp = math.fabs(math.cos(ang))
1333 xx = -math.sin(ang)/temp
1334 yy = math.cos(ang)/temp
1335 jw.i = int(w.i+xx+0.5)
1336 jw.j = int(w.j+yy+0.5)
1337 if not VALID_SECTOR(jw.i, jw.j):
1339 if game.quad[jw.i][jw.j]==IHBLANK:
1342 if game.quad[jw.i][jw.j]!=IHDOT:
1343 # can't move into object
1348 elif iquad in (IHC, IHS): # Hit a commander
1350 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1351 prout(_(" torpedo neutralized."))
1353 elif iquad in (IHR, IHK): # Hit a regular enemy
1355 for enemy in game.enemies:
1358 kp = math.fabs(enemy.kpower)
1359 h1 = 700.0 + randrange(100) - \
1360 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1364 if enemy.kpower < 0:
1368 if enemy.kpower == 0:
1371 proutn(crmena(True, iquad, "sector", w))
1372 # If enemy damaged but not destroyed, try to displace
1373 ang = angle + 2.5*(randreal()-0.5)
1374 temp = math.fabs(math.sin(ang))
1375 if math.fabs(math.cos(ang)) > temp:
1376 temp = math.fabs(math.cos(ang))
1377 xx = -math.sin(ang)/temp
1378 yy = math.cos(ang)/temp
1379 jw.i = int(w.i+xx+0.5)
1380 jw.j = int(w.j+yy+0.5)
1381 if not VALID_SECTOR(jw.i, jw.j):
1382 prout(_(" damaged but not destroyed."))
1384 if game.quad[jw.i][jw.j]==IHBLANK:
1385 prout(_(" buffeted into black hole."))
1386 deadkl(w, iquad, jw)
1388 if game.quad[jw.i][jw.j]!=IHDOT:
1389 # can't move into object
1390 prout(_(" damaged but not destroyed."))
1392 proutn(_(" damaged--"))
1396 elif iquad == IHB: # Hit a base
1398 prout(_("***STARBASE DESTROYED.."))
1399 game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
1400 game.quad[w.i][w.j]=IHDOT
1401 game.base.invalidate()
1402 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase -= 1
1403 game.state.chart[game.quadrant.i][game.quadrant.j].starbase -= 1
1404 game.state.basekl += 1
1407 elif iquad == IHP: # Hit a planet
1408 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1409 game.state.nplankl += 1
1410 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1411 game.iplnet.pclass = "destroyed"
1413 game.plnet.invalidate()
1414 game.quad[w.i][w.j] = IHDOT
1416 # captain perishes on planet
1419 elif iquad == IHW: # Hit an inhabited world -- very bad!
1420 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1421 game.state.nworldkl += 1
1422 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1423 game.iplnet.pclass = "destroyed"
1425 game.plnet.invalidate()
1426 game.quad[w.i][w.j] = IHDOT
1428 # captain perishes on planet
1430 prout(_("You have just destroyed an inhabited planet."))
1431 prout(_("Celebratory rallies are being held on the Klingon homeworld."))
1433 elif iquad == IHSTAR: # Hit a star
1437 prout(crmena(True, IHSTAR, "sector", w) + _(" unaffected by photon blast."))
1439 elif iquad == IHQUEST: # Hit a thingy
1440 if not (game.options & OPTION_THINGY) or withprob(0.3):
1442 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1444 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1446 proutn(_("Mr. Spock-"))
1447 prouts(_(" \"Fascinating!\""))
1451 # Stas Sergeev added the possibility that
1452 # you can shove the Thingy and piss it off.
1453 # It then becomes an enemy and may fire at you.
1457 elif iquad == IHBLANK: # Black hole
1459 prout(crmena(True, IHBLANK, "sector", w) + _(" swallows torpedo."))
1461 elif iquad == IHWEB: # hit the web
1463 prout(_("***Torpedo absorbed by Tholian web."))
1465 elif iquad == IHT: # Hit a Tholian
1466 h1 = 700.0 + randrange(100) - \
1467 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1470 game.quad[w.i][w.j] = IHDOT
1475 proutn(crmena(True, IHT, "sector", w))
1477 prout(_(" survives photon blast."))
1479 prout(_(" disappears."))
1480 game.tholian.move(None)
1481 game.quad[w.i][w.j] = IHWEB
1486 proutn("Don't know how to handle torpedo collision with ")
1487 proutn(crmena(True, iquad, "sector", w))
1491 if curwnd!=message_window:
1492 setwnd(message_window)
1494 game.quad[w.i][w.j]=IHDOT
1495 game.quad[jw.i][jw.j]=iquad
1496 prout(_(" displaced by blast to Sector %s ") % jw)
1497 for ll in range(len(game.enemies)):
1498 game.enemies[ll].kdist = game.enemies[ll].kavgd = (game.sector-game.enemies[ll].kloc).distance()
1499 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1502 prout(_("Torpedo missed."))
1506 "Critical-hit resolution."
1507 if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1509 ncrit = int(1.0 + hit/(500.0+randreal(100)))
1510 proutn(_("***CRITICAL HIT--"))
1511 # Select devices and cause damage
1513 for loop1 in range(ncrit):
1516 # Cheat to prevent shuttle damage unless on ship
1517 if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1520 extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1521 game.damage[j] += extradm
1523 for (i, j) in enumerate(cdam):
1525 if skipcount % 3 == 2 and i < len(cdam)-1:
1530 prout(_(" damaged."))
1531 if damaged(DSHIELD) and game.shldup:
1532 prout(_("***Shields knocked down."))
1535 def attack(torps_ok):
1536 # bad guy attacks us
1537 # torps_ok == False forces use of phasers in an attack
1538 # game could be over at this point, check
1541 attempt = False; ihurt = False;
1542 hitmax=0.0; hittot=0.0; chgfac=1.0
1545 prout("=== ATTACK!")
1546 # Tholian gets to move before attacking
1549 # if you have just entered the RNZ, you'll get a warning
1550 if game.neutz: # The one chance not to be attacked
1553 # commanders get a chance to tac-move towards you
1554 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:
1556 # if no enemies remain after movement, we're done
1557 if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
1559 # set up partial hits if attack happens during shield status change
1560 pfac = 1.0/game.inshld
1562 chgfac = 0.25 + randreal(0.5)
1564 # message verbosity control
1565 if game.skill <= SKILL_FAIR:
1567 for enemy in game.enemies:
1568 if enemy.kpower < 0:
1569 continue; # too weak to attack
1570 # compute hit strength and diminish shield power
1572 # Increase chance of photon torpedos if docked or enemy energy is low
1573 if game.condition == "docked":
1575 if enemy.kpower < 500:
1577 if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry):
1579 # different enemies have different probabilities of throwing a torp
1580 usephasers = not torps_ok or \
1581 (enemy.type == IHK and r > 0.0005) or \
1582 (enemy.type==IHC and r > 0.015) or \
1583 (enemy.type==IHR and r > 0.3) or \
1584 (enemy.type==IHS and r > 0.07) or \
1585 (enemy.type==IHQUEST and r > 0.05)
1586 if usephasers: # Enemy uses phasers
1587 if game.condition == "docked":
1588 continue; # Don't waste the effort!
1589 attempt = True; # Attempt to attack
1590 dustfac = randreal(0.8, 0.85)
1591 hit = enemy.kpower*math.pow(dustfac,enemy.kavgd)
1592 enemy.kpower *= 0.75
1593 else: # Enemy uses photon torpedo
1594 #course2 = (enemy.kloc-game.sector).bearing()
1595 course = 1.90985*math.atan2(game.sector.j-enemy.kloc.j, enemy.kloc.i-game.sector.i)
1597 proutn(_("***TORPEDO INCOMING"))
1598 if not damaged(DSRSENS):
1599 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.kloc))
1602 dispersion = (randreal()+randreal())*0.5 - 0.5
1603 dispersion += 0.002*enemy.kpower*dispersion
1604 hit = torpedo(enemy.kloc, course, dispersion, number=1, nburst=1)
1605 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1606 finish(FWON); # Klingons did themselves in!
1607 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1608 return # Supernova or finished
1611 # incoming phaser or torpedo, shields may dissipate it
1612 if game.shldup or game.shldchg or game.condition=="docked":
1613 # shields will take hits
1614 propor = pfac * game.shield
1615 if game.condition =="docked":
1619 hitsh = propor*chgfac*hit+1.0
1621 if absorb > game.shield:
1622 absorb = game.shield
1623 game.shield -= absorb
1625 # taking a hit blasts us out of a starbase dock
1626 if game.condition == "docked":
1628 # but the shields may take care of it
1629 if propor > 0.1 and hit < 0.005*game.energy:
1631 # hit from this opponent got through shields, so take damage
1633 proutn(_("%d unit hit") % int(hit))
1634 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1635 proutn(_(" on the ") + crmshp())
1636 if not damaged(DSRSENS) and usephasers:
1637 prout(_(" from ") + crmena(False, enemy.type, where, enemy.kloc))
1639 # Decide if hit is critical
1645 if game.energy <= 0:
1646 # Returning home upon your shield, not with it...
1649 if not attempt and game.condition == "docked":
1650 prout(_("***Enemies decide against attacking your ship."))
1651 percent = 100.0*pfac*game.shield+0.5
1653 # Shields fully protect ship
1654 proutn(_("Enemy attack reduces shield strength to "))
1656 # Emit message if starship suffered hit(s)
1658 proutn(_("Energy left %2d shields ") % int(game.energy))
1661 elif not damaged(DSHIELD):
1664 proutn(_("damaged, "))
1665 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1666 # Check if anyone was hurt
1667 if hitmax >= 200 or hittot >= 500:
1668 icas = randrange(int(hittot * 0.015))
1671 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1672 prout(_(" in that last attack.\""))
1674 game.state.crew -= icas
1675 # After attack, reset average distance to enemies
1676 for enemy in game.enemies:
1677 enemy.kavgd = enemy.kdist
1678 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1681 def deadkl(w, type, mv):
1682 "Kill a Klingon, Tholian, Romulan, or Thingy."
1683 # Added mv to allow enemy to "move" before dying
1684 proutn(crmena(True, type, "sector", mv))
1685 # Decide what kind of enemy it is and update appropriately
1687 # chalk up a Romulan
1688 game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1690 game.state.nromrem -= 1
1694 elif type == IHQUEST:
1699 # Some type of a Klingon
1700 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1703 game.state.kcmdr.remove(game.quadrant)
1705 if game.state.kcmdr:
1706 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1707 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1710 game.state.remkl -= 1
1712 game.state.nscrem -= 1
1713 game.state.kscmdr.invalidate()
1718 # For each kind of enemy, finish message to player
1719 prout(_(" destroyed."))
1720 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1723 # Remove enemy ship from arrays describing local conditions
1724 for e in game.enemies:
1731 "Return None if target is invalid, otherwise return a course angle."
1732 if not VALID_SECTOR(w.i, w.j):
1736 # FIXME: C code this was translated from is wacky -- why the sign reversal?
1737 delta.j = (w.j - game.sector.j);
1738 delta.i = (game.sector.i - w.i);
1739 if delta == coord(0, 0):
1741 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1742 prout(_(" I recommend an immediate review of"))
1743 prout(_(" the Captain's psychological profile.\""))
1746 return 1.90985932*math.atan2(delta.j, delta.i)
1749 "Launch photon torpedo."
1752 if damaged(DPHOTON):
1753 prout(_("Photon tubes damaged."))
1757 prout(_("No torpedoes left."))
1760 # First, get torpedo count
1763 if scanner.token == IHALPHA:
1766 elif scanner.token == IHEOL or not scanner.waiting():
1767 prout(_("%d torpedoes left.") % game.torps)
1769 proutn(_("Number of torpedoes to fire- "))
1770 continue # Go back around to get a number
1771 else: # key == IHREAL
1773 if n <= 0: # abort command
1778 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1781 scanner.chew() # User requested more torps than available
1782 continue # Go back around
1783 break # All is good, go to next stage
1787 key = scanner.next()
1788 if i==0 and key == IHEOL:
1789 break; # no coordinate waiting, we will try prompting
1790 if i==1 and key == IHEOL:
1791 # direct all torpedoes at one target
1793 target.append(targets[0])
1794 course.append(course[0])
1798 target.append(scanner.getcoord())
1799 if target[-1] == None:
1801 course.append(targetcheck(target[1]))
1802 if course[i] == None:
1806 # prompt for each one
1808 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1810 target.append(scanner.getcoord())
1811 if target[-1] == None:
1813 course.append(targetcheck(target[-1]))
1814 if course[-1] == None:
1817 # Loop for moving <n> torpedoes
1819 if game.condition != "docked":
1821 dispersion = (randreal()+randreal())*0.5 -0.5
1822 if math.fabs(dispersion) >= 0.47:
1824 dispersion *= randreal(1.2, 2.2)
1826 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1828 prouts(_("***TORPEDO MISFIRES."))
1831 prout(_(" Remainder of burst aborted."))
1833 prout(_("***Photon tubes damaged by misfire."))
1834 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1836 if game.shldup or game.condition == "docked":
1837 dispersion *= 1.0 + 0.0001*game.shield
1838 torpedo(game.sector, course[i], dispersion, number=i, nburst=n)
1839 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1841 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1845 "Check for phasers overheating."
1847 checkburn = (rpow-1500.0)*0.00038
1848 if withprob(checkburn):
1849 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1850 game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1852 def checkshctrl(rpow):
1853 "Check shield control."
1856 prout(_("Shields lowered."))
1858 # Something bad has happened
1859 prouts(_("***RED ALERT! RED ALERT!"))
1861 hit = rpow*game.shield/game.inshld
1862 game.energy -= rpow+hit*0.8
1863 game.shield -= hit*0.2
1864 if game.energy <= 0.0:
1865 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1870 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1872 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1873 icas = randrange(int(hit*0.012))
1878 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1879 prout(_(" %d casualties so far.\"") % icas)
1881 game.state.crew -= icas
1883 prout(_("Phaser energy dispersed by shields."))
1884 prout(_("Enemy unaffected."))
1889 "Register a phaser hit on Klingons and Romulans."
1890 nenhr2 = len(game.enemies); kk=0
1893 for (k, wham) in enumerate(hits):
1896 dustfac = randreal(0.9, 1.0)
1897 hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
1898 kpini = game.enemies[kk].kpower
1899 kp = math.fabs(kpini)
1900 if PHASEFAC*hit < kp:
1902 if game.enemies[kk].kpower < 0:
1903 game.enemies[kk].kpower -= -kp
1905 game.enemies[kk].kpower -= kp
1906 kpow = game.enemies[kk].kpower
1907 w = game.enemies[kk].kloc
1909 if not damaged(DSRSENS):
1911 proutn(_("%d unit hit on ") % int(hit))
1913 proutn(_("Very small hit on "))
1914 ienm = game.quad[w.i][w.j]
1917 proutn(crmena(False, ienm, "sector", w))
1921 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1925 kk -= 1 # don't do the increment
1927 else: # decide whether or not to emasculate klingon
1928 if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1929 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1930 prout(_(" has just lost its firepower.\""))
1931 game.enemies[kk].kpower = -kpow
1936 "Fire phasers at bad guys."
1938 kz = 0; k = 1; irec=0 # Cheating inhibitor
1939 ifast = False; no = False; itarg = True; msgflag = True; rpow=0
1943 # SR sensors and Computer are needed for automode
1944 if damaged(DSRSENS) or damaged(DCOMPTR):
1946 if game.condition == "docked":
1947 prout(_("Phasers can't be fired through base shields."))
1950 if damaged(DPHASER):
1951 prout(_("Phaser control damaged."))
1955 if damaged(DSHCTRL):
1956 prout(_("High speed shield control damaged."))
1959 if game.energy <= 200.0:
1960 prout(_("Insufficient energy to activate high-speed shield control."))
1963 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1965 # Original code so convoluted, I re-did it all
1966 # (That was Tom Almy talking about the C code, I think -- ESR)
1967 while automode=="NOTSET":
1970 if scanner.sees("manual"):
1971 if len(game.enemies)==0:
1972 prout(_("There is no enemy present to select."))
1975 automode="AUTOMATIC"
1978 key = scanner.next()
1979 elif scanner.sees("automatic"):
1980 if (not itarg) and len(game.enemies) != 0:
1981 automode = "FORCEMAN"
1983 if len(game.enemies)==0:
1984 prout(_("Energy will be expended into space."))
1985 automode = "AUTOMATIC"
1986 key = scanner.next()
1987 elif scanner.sees("no"):
1993 if len(game.enemies)==0:
1994 prout(_("Energy will be expended into space."))
1995 automode = "AUTOMATIC"
1997 automode = "FORCEMAN"
1999 automode = "AUTOMATIC"
2002 if len(game.enemies)==0:
2003 prout(_("Energy will be expended into space."))
2004 automode = "AUTOMATIC"
2006 automode = "FORCEMAN"
2008 proutn(_("Manual or automatic? "))
2013 if automode == "AUTOMATIC":
2014 if key == IHALPHA and scanner.sees("no"):
2016 key = scanner.next()
2017 if key != IHREAL and len(game.enemies) != 0:
2018 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
2023 for i in range(len(game.enemies)):
2024 irec += math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
2026 proutn(_("%d units required. ") % irec)
2028 proutn(_("Units to fire= "))
2029 key = scanner.next()
2034 proutn(_("Energy available= %.2f") % avail)
2037 if not rpow > avail:
2044 if key == IHALPHA and scanner.sees("no"):
2047 game.energy -= 200; # Go and do it!
2048 if checkshctrl(rpow):
2053 if len(game.enemies):
2056 for i in range(len(game.enemies)):
2060 hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
2061 over = randreal(1.01, 1.06) * hits[i]
2063 powrem -= hits[i] + over
2064 if powrem <= 0 and temp < hits[i]:
2073 if extra > 0 and not game.alldone:
2075 proutn(_("*** Tholian web absorbs "))
2076 if len(game.enemies)>0:
2077 proutn(_("excess "))
2078 prout(_("phaser energy."))
2080 prout(_("%d expended on empty space.") % int(extra))
2081 elif automode == "FORCEMAN":
2084 if damaged(DCOMPTR):
2085 prout(_("Battle computer damaged, manual fire only."))
2088 prouts(_("---WORKING---"))
2090 prout(_("Short-range-sensors-damaged"))
2091 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2092 prout(_("Manual-fire-must-be-used"))
2094 elif automode == "MANUAL":
2096 for k in range(len(game.enemies)):
2097 aim = game.enemies[k].kloc
2098 ienm = game.quad[aim.i][aim.j]
2100 proutn(_("Energy available= %.2f") % (avail-0.006))
2104 if damaged(DSRSENS) and \
2105 not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS):
2106 prout(cramen(ienm) + _(" can't be located without short range scan."))
2109 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
2114 if itarg and k > kz:
2115 irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
2118 if not damaged(DCOMPTR):
2123 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
2124 key = scanner.next()
2125 if key == IHALPHA and scanner.sees("no"):
2127 key = scanner.next()
2133 if k==1: # Let me say I'm baffled by this
2136 if scanner.real < 0:
2140 hits[k] = scanner.real
2141 rpow += scanner.real
2142 # If total requested is too much, inform and start over
2144 prout(_("Available energy exceeded -- try again."))
2147 key = scanner.next(); # scan for next value
2150 # zero energy -- abort
2153 if key == IHALPHA and scanner.sees("no"):
2158 game.energy -= 200.0
2159 if checkshctrl(rpow):
2163 # Say shield raised or malfunction, if necessary
2170 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2171 prouts(_(" CLICK CLICK POP . . ."))
2172 prout(_(" No response, sir!"))
2175 prout(_("Shields raised."))
2180 # Code from events,c begins here.
2182 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2183 # event of each type active at any given time. Mostly these means we can
2184 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2185 # BSD Trek, from which we swiped the idea, can have up to 5.
2187 def unschedule(evtype):
2188 "Remove an event from the schedule."
2189 game.future[evtype].date = FOREVER
2190 return game.future[evtype]
2192 def is_scheduled(evtype):
2193 "Is an event of specified type scheduled."
2194 return game.future[evtype].date != FOREVER
2196 def scheduled(evtype):
2197 "When will this event happen?"
2198 return game.future[evtype].date
2200 def schedule(evtype, offset):
2201 "Schedule an event of specified type."
2202 game.future[evtype].date = game.state.date + offset
2203 return game.future[evtype]
2205 def postpone(evtype, offset):
2206 "Postpone a scheduled event."
2207 game.future[evtype].date += offset
2210 "Rest period is interrupted by event."
2213 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2215 game.resting = False
2221 "Run through the event queue looking for things to do."
2223 fintim = game.state.date + game.optime; yank=0
2224 ictbeam = False; istract = False
2225 w = coord(); hold = coord()
2226 ev = event(); ev2 = event()
2228 def tractorbeam(yank):
2229 "Tractor-beaming cases merge here."
2231 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2233 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2234 # If Kirk & Co. screwing around on planet, handle
2235 atover(True) # atover(true) is Grab
2238 if game.icraft: # Caught in Galileo?
2241 # Check to see if shuttle is aboard
2242 if game.iscraft == "offship":
2245 prout(_("Galileo, left on the planet surface, is captured"))
2246 prout(_("by aliens and made into a flying McDonald's."))
2247 game.damage[DSHUTTL] = -10
2248 game.iscraft = "removed"
2250 prout(_("Galileo, left on the planet surface, is well hidden."))
2252 game.quadrant = game.state.kscmdr
2254 game.quadrant = game.state.kcmdr[i]
2255 game.sector = randplace(QUADSIZE)
2256 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2257 % (game.quadrant, game.sector))
2259 prout(_("(Remainder of rest/repair period cancelled.)"))
2260 game.resting = False
2262 if not damaged(DSHIELD) and game.shield > 0:
2263 doshield(shraise=True) # raise shields
2264 game.shldchg = False
2266 prout(_("(Shields not currently useable.)"))
2268 # Adjust finish time to time of tractor beaming
2269 fintim = game.state.date+game.optime
2270 attack(torps_ok=False)
2271 if not game.state.kcmdr:
2274 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2277 "Code merges here for any commander destroying a starbase."
2278 # Not perfect, but will have to do
2279 # Handle case where base is in same quadrant as starship
2280 if game.battle == game.quadrant:
2281 game.state.chart[game.battle.i][game.battle.j].starbase = False
2282 game.quad[game.base.i][game.base.j] = IHDOT
2283 game.base.invalidate()
2286 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2287 elif game.state.baseq and communicating():
2288 # Get word via subspace radio
2291 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2292 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2294 prout(_("the Klingon Super-Commander"))
2296 prout(_("a Klingon Commander"))
2297 game.state.chart[game.battle.i][game.battle.j].starbase = False
2298 # Remove Starbase from galaxy
2299 game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2300 game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq)
2302 # reinstate a commander's base attack
2306 game.battle.invalidate()
2308 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2309 for i in range(1, NEVENTS):
2310 if i == FSNOVA: proutn("=== Supernova ")
2311 elif i == FTBEAM: proutn("=== T Beam ")
2312 elif i == FSNAP: proutn("=== Snapshot ")
2313 elif i == FBATTAK: proutn("=== Base Attack ")
2314 elif i == FCDBAS: proutn("=== Base Destroy ")
2315 elif i == FSCMOVE: proutn("=== SC Move ")
2316 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2317 elif i == FDSPROB: proutn("=== Probe Move ")
2318 elif i == FDISTR: proutn("=== Distress Call ")
2319 elif i == FENSLV: proutn("=== Enslavement ")
2320 elif i == FREPRO: proutn("=== Klingon Build ")
2322 prout("%.2f" % (scheduled(i)))
2325 radio_was_broken = damaged(DRADIO)
2328 # Select earliest extraneous event, evcode==0 if no events
2333 for l in range(1, NEVENTS):
2334 if game.future[l].date < datemin:
2337 prout("== Event %d fires" % evcode)
2338 datemin = game.future[l].date
2339 xtime = datemin-game.state.date
2340 game.state.date = datemin
2341 # Decrement Federation resources and recompute remaining time
2342 game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
2344 if game.state.remtime <=0:
2347 # Any crew left alive?
2348 if game.state.crew <=0:
2351 # Is life support adequate?
2352 if damaged(DLIFSUP) and game.condition != "docked":
2353 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2356 game.lsupres -= xtime
2357 if game.damage[DLIFSUP] <= xtime:
2358 game.lsupres = game.inlsr
2361 if game.condition == "docked":
2362 repair /= game.docfac
2363 # Don't fix Deathray here
2364 for l in range(NDEVICES):
2365 if game.damage[l] > 0.0 and l != DDRAY:
2366 if game.damage[l]-repair > 0.0:
2367 game.damage[l] -= repair
2369 game.damage[l] = 0.0
2370 # If radio repaired, update star chart and attack reports
2371 if radio_was_broken and not damaged(DRADIO):
2372 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2373 prout(_(" surveillance reports are coming in."))
2375 if not game.iseenit:
2379 prout(_(" The star chart is now up to date.\""))
2381 # Cause extraneous event EVCODE to occur
2382 game.optime -= xtime
2383 if evcode == FSNOVA: # Supernova
2386 schedule(FSNOVA, expran(0.5*game.intime))
2387 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2389 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2390 if game.state.nscrem == 0 or \
2391 ictbeam or istract or \
2392 game.condition=="docked" or game.isatb==1 or game.iscate:
2394 if game.ientesc or \
2395 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2396 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2397 (damaged(DSHIELD) and \
2398 (game.energy < 2500 or damaged(DPHASER)) and \
2399 (game.torps < 5 or damaged(DPHOTON))):
2401 istract = ictbeam = True
2402 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2405 elif evcode == FTBEAM: # Tractor beam
2406 if not game.state.kcmdr:
2409 i = randrange(len(game.state.kcmdr))
2410 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2411 if istract or game.condition == "docked" or yank == 0:
2412 # Drats! Have to reschedule
2414 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2418 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2419 game.snapsht = copy.deepcopy(game.state)
2420 game.state.snap = True
2421 schedule(FSNAP, expran(0.5 * game.intime))
2422 elif evcode == FBATTAK: # Commander attacks starbase
2423 if not game.state.kcmdr or not game.state.baseq:
2429 for ibq in game.state.baseq:
2430 for cmdr in game.state.kcmdr:
2431 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2434 # no match found -- try later
2435 schedule(FBATTAK, expran(0.3*game.intime))
2438 # commander + starbase combination found -- launch attack
2440 schedule(FCDBAS, randreal(1.0, 4.0))
2441 if game.isatb: # extra time if SC already attacking
2442 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2443 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2444 game.iseenit = False
2445 if not communicating():
2446 continue # No warning :-(
2450 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2451 prout(_(" reports that it is under attack and that it can"))
2452 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2455 elif evcode == FSCDBAS: # Supercommander destroys base
2458 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2459 continue # WAS RETURN!
2461 game.battle = game.state.kscmdr
2463 elif evcode == FCDBAS: # Commander succeeds in destroying base
2466 if not game.state.baseq() \
2467 or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2468 game.battle.invalidate()
2470 # find the lucky pair
2471 for cmdr in game.state.kcmdr:
2472 if cmdr == game.battle:
2475 # No action to take after all
2478 elif evcode == FSCMOVE: # Supercommander moves
2479 schedule(FSCMOVE, 0.2777)
2480 if not game.ientesc and not istract and game.isatb != 1 and \
2481 (not game.iscate or not game.justin):
2483 elif evcode == FDSPROB: # Move deep space probe
2484 schedule(FDSPROB, 0.01)
2485 game.probex += game.probeinx
2486 game.probey += game.probeiny
2487 i = (int)(game.probex/QUADSIZE +0.05)
2488 j = (int)(game.probey/QUADSIZE + 0.05)
2489 if game.probec.i != i or game.probec.j != j:
2492 if not VALID_QUADRANT(i, j) or \
2493 game.state.galaxy[game.probec.i][game.probec.j].supernova:
2494 # Left galaxy or ran into supernova
2498 proutn(_("Lt. Uhura- \"The deep space probe "))
2499 if not VALID_QUADRANT(j, i):
2500 proutn(_("has left the galaxy"))
2502 proutn(_("is no longer transmitting"))
2506 if not communicating():
2509 proutn(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probec)
2510 pdest = game.state.galaxy[game.probec.i][game.probec.j]
2511 # Update star chart if Radio is working or have access to radio
2513 chp = game.state.chart[game.probec.i][game.probec.j]
2514 chp.klingons = pdest.klingons
2515 chp.starbase = pdest.starbase
2516 chp.stars = pdest.stars
2517 pdest.charted = True
2518 game.proben -= 1 # One less to travel
2519 if game.proben == 0 and game.isarmed and pdest.stars:
2520 # lets blow the sucker!
2521 supernova(True, game.probec)
2523 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2525 elif evcode == FDISTR: # inhabited system issues distress call
2527 # try a whole bunch of times to find something suitable
2528 for i in range(100):
2529 # need a quadrant which is not the current one,
2530 # which has some stars which are inhabited and
2531 # not already under attack, which is not
2532 # supernova'ed, and which has some Klingons in it
2533 w = randplace(GALSIZE)
2534 q = game.state.galaxy[w.i][w.j]
2535 if not (game.quadrant == w or q.planet == None or \
2536 not q.planet.inhabited or \
2537 q.supernova or q.status!="secure" or q.klingons<=0):
2540 # can't seem to find one; ignore this call
2542 prout("=== Couldn't find location for distress event.")
2544 # got one!! Schedule its enslavement
2545 ev = schedule(FENSLV, expran(game.intime))
2547 q.status = "distressed"
2548 # tell the captain about it if we can
2550 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2552 prout(_("by a Klingon invasion fleet."))
2555 elif evcode == FENSLV: # starsystem is enslaved
2556 ev = unschedule(FENSLV)
2557 # see if current distress call still active
2558 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2562 q.status = "enslaved"
2564 # play stork and schedule the first baby
2565 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2566 ev2.quadrant = ev.quadrant
2568 # report the disaster if we can
2570 prout(_("Uhura- We've lost contact with starsystem %s") % \
2572 prout(_("in Quadrant %s.\n") % ev.quadrant)
2573 elif evcode == FREPRO: # Klingon reproduces
2574 # If we ever switch to a real event queue, we'll need to
2575 # explicitly retrieve and restore the x and y.
2576 ev = schedule(FREPRO, expran(1.0 * game.intime))
2577 # see if current distress call still active
2578 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2582 if game.state.remkl >=MAXKLGAME:
2583 continue # full right now
2584 # reproduce one Klingon
2586 if game.klhere >= MAXKLQUAD:
2588 # this quadrant not ok, pick an adjacent one
2589 for i in range(w.i - 1, w.i + 2):
2590 for j in range(w.j - 1, w.j + 2):
2591 if not VALID_QUADRANT(i, j):
2593 q = game.state.galaxy[w.i][w.j]
2594 # check for this quad ok (not full & no snova)
2595 if q.klingons >= MAXKLQUAD or q.supernova:
2599 continue # search for eligible quadrant failed
2603 game.state.remkl += 1
2605 if game.quadrant == w:
2607 game.enemies.append(newkling())
2608 # recompute time left
2610 # report the disaster if we can
2612 if game.quadrant == w:
2613 prout(_("Spock- sensors indicate the Klingons have"))
2614 prout(_("launched a warship from %s.") % q.planet)
2616 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2617 if q.planet != None:
2618 proutn(_("near %s") % q.planet)
2619 prout(_("in Quadrant %s.") % w)
2625 key = scanner.next()
2628 proutn(_("How long? "))
2633 origTime = delay = scanner.real
2636 if delay >= game.state.remtime or len(game.enemies) != 0:
2637 proutn(_("Are you sure? "))
2640 # Alternate resting periods (events) with attacks
2644 game.resting = False
2645 if not game.resting:
2646 prout(_("%d stardates left.") % int(game.state.remtime))
2648 temp = game.optime = delay
2649 if len(game.enemies):
2650 rtime = randreal(1.0, 2.0)
2654 if game.optime < delay:
2655 attack(torps_ok=False)
2663 # Repair Deathray if long rest at starbase
2664 if origTime-delay >= 9.99 and game.condition == "docked":
2665 game.damage[DDRAY] = 0.0
2666 # leave if quadrant supernovas
2667 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2669 game.resting = False
2672 # A nova occurs. It is the result of having a star hit with a
2673 # photon torpedo, or possibly of a probe warhead going off.
2674 # Stars that go nova cause stars which surround them to undergo
2675 # the same probabilistic process. Klingons next to them are
2676 # destroyed. And if the starship is next to it, it gets zapped.
2677 # If the zap is too much, it gets destroyed.
2681 course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2682 newc = coord(); neighbor = coord(); bump = coord(0, 0)
2684 # Wow! We've supernova'ed
2685 supernova(False, nov)
2687 # handle initial nova
2688 game.quad[nov.i][nov.j] = IHDOT
2689 prout(crmena(False, IHSTAR, "sector", nov) + _(" novas."))
2690 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2691 game.state.starkl += 1
2692 # Set up queue to recursively trigger adjacent stars
2698 for offset.i in range(-1, 1+1):
2699 for offset.j in range(-1, 1+1):
2700 if offset.j==0 and offset.i==0:
2702 neighbor = start + offset
2703 if not VALID_SECTOR(neighbor.j, neighbor.i):
2705 iquad = game.quad[neighbor.i][neighbor.j]
2706 # Empty space ends reaction
2707 if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
2709 elif iquad == IHSTAR: # Affect another star
2711 # This star supernovas
2715 hits.append(neighbor)
2716 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2717 game.state.starkl += 1
2718 proutn(crmena(True, IHSTAR, "sector", neighbor))
2720 game.quad[neighbor.i][neighbor.j] = IHDOT
2722 elif iquad in (IHP, IHW): # Destroy planet
2723 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2725 game.state.nplankl += 1
2727 game.state.worldkl += 1
2728 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2729 game.iplnet.pclass = "destroyed"
2731 game.plnet.invalidate()
2735 game.quad[neighbor.i][neighbor.j] = IHDOT
2736 elif iquad == IHB: # Destroy base
2737 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2738 game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
2739 game.base.invalidate()
2740 game.state.basekl += 1
2742 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2743 game.quad[neighbor.i][neighbor.j] = IHDOT
2744 elif iquad in (IHE, IHF): # Buffet ship
2745 prout(_("***Starship buffeted by nova."))
2747 if game.shield >= 2000.0:
2748 game.shield -= 2000.0
2750 diff = 2000.0 - game.shield
2754 prout(_("***Shields knocked out."))
2755 game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2757 game.energy -= 2000.0
2758 if game.energy <= 0:
2761 # add in course nova contributes to kicking starship
2762 bump += (game.sector-hits[mm]).sgn()
2763 elif iquad == IHK: # kill klingon
2764 deadkl(neighbor, iquad, neighbor)
2765 elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
2766 for ll in range(len(game.enemies)):
2767 if game.enemies[ll].kloc == neighbor:
2769 game.enemies[ll].kpower -= 800.0 # If firepower is lost, die
2770 if game.enemies[ll].kpower <= 0.0:
2771 deadkl(neighbor, iquad, neighbor)
2773 newc = neighbor + neighbor - hits[mm]
2774 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2775 if not VALID_SECTOR(newc.i, newc.j):
2776 # can't leave quadrant
2779 iquad1 = game.quad[newc.i][newc.j]
2780 if iquad1 == IHBLANK:
2781 proutn(_(", blasted into ") + crmena(False, IHBLANK, "sector", newc))
2783 deadkl(neighbor, iquad, newc)
2786 # can't move into something else
2789 proutn(_(", buffeted to Sector %s") % newc)
2790 game.quad[neighbor.i][neighbor.j] = IHDOT
2791 game.quad[newc.i][newc.j] = iquad
2792 game.enemies[ll].move(newc)
2793 # Starship affected by nova -- kick it away.
2794 game.dist = kount*0.1
2795 game.direc = course[3*(bump.i+1)+bump.j+2]
2796 if game.direc == 0.0:
2798 if game.dist == 0.0:
2800 game.optime = 10.0*game.dist/16.0
2802 prout(_("Force of nova displaces starship."))
2803 imove(novapush=True)
2804 game.optime = 10.0*game.dist/16.0
2807 def supernova(induced, w=None):
2808 "Star goes supernova."
2815 # Scheduled supernova -- select star
2816 # logic changed here so that we won't favor quadrants in top
2818 for nq.i in range(GALSIZE):
2819 for nq.j in range(GALSIZE):
2820 stars += game.state.galaxy[nq.i][nq.j].stars
2822 return # nothing to supernova exists
2823 num = randrange(stars) + 1
2824 for nq.i in range(GALSIZE):
2825 for nq.j in range(GALSIZE):
2826 num -= game.state.galaxy[nq.i][nq.j].stars
2832 proutn("=== Super nova here?")
2835 if not nq == game.quadrant or game.justin:
2836 # it isn't here, or we just entered (treat as enroute)
2839 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2840 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2843 # we are in the quadrant!
2844 num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
2845 for ns.i in range(QUADSIZE):
2846 for ns.j in range(QUADSIZE):
2847 if game.quad[ns.i][ns.j]==IHSTAR:
2854 prouts(_("***RED ALERT! RED ALERT!"))
2856 prout(_("***Incipient supernova detected at Sector %s") % ns)
2857 if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2858 proutn(_("Emergency override attempts t"))
2859 prouts("***************")
2863 # destroy any Klingons in supernovaed quadrant
2864 kldead = game.state.galaxy[nq.i][nq.j].klingons
2865 game.state.galaxy[nq.i][nq.j].klingons = 0
2866 if nq == game.state.kscmdr:
2867 # did in the Supercommander!
2868 game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
2872 survivors = filter(lambda w: w != nq, game.state.kcmdr)
2873 comkills = len(game.state.kcmdr) - len(survivors)
2874 game.state.kcmdr = survivors
2876 if not game.state.kcmdr:
2878 game.state.remkl -= kldead
2879 # destroy Romulans and planets in supernovaed quadrant
2880 nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2881 game.state.galaxy[nq.i][nq.j].romulans = 0
2882 game.state.nromrem -= nrmdead
2884 for loop in range(game.inplan):
2885 if game.state.planets[loop].quadrant == nq:
2886 game.state.planets[loop].pclass = "destroyed"
2888 # Destroy any base in supernovaed quadrant
2889 game.state.baseq = filter(lambda x: x != nq, game.state.baseq)
2890 # If starship caused supernova, tally up destruction
2892 game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2893 game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2894 game.state.nplankl += npdead
2895 # mark supernova in galaxy and in star chart
2896 if game.quadrant == nq or communicating():
2897 game.state.galaxy[nq.i][nq.j].supernova = True
2898 # If supernova destroys last Klingons give special message
2899 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
2902 prout(_("Lucky you!"))
2903 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2906 # if some Klingons remain, continue or die in supernova
2911 # Code from finish.c ends here.
2914 "Self-destruct maneuver. Finish with a BANG!"
2916 if damaged(DCOMPTR):
2917 prout(_("Computer damaged; cannot execute destruct sequence."))
2919 prouts(_("---WORKING---")); skip(1)
2920 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2921 prouts(" 10"); skip(1)
2922 prouts(" 9"); skip(1)
2923 prouts(" 8"); skip(1)
2924 prouts(" 7"); skip(1)
2925 prouts(" 6"); skip(1)
2927 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2929 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2931 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2935 if game.passwd != scanner.token:
2936 prouts(_("PASSWORD-REJECTED;"))
2938 prouts(_("CONTINUITY-EFFECTED"))
2941 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2942 prouts(" 5"); skip(1)
2943 prouts(" 4"); skip(1)
2944 prouts(" 3"); skip(1)
2945 prouts(" 2"); skip(1)
2946 prouts(" 1"); skip(1)
2948 prouts(_("GOODBYE-CRUEL-WORLD"))
2956 prouts(_("********* Entropy of %s maximized *********") % crmshp())
2960 if len(game.enemies) != 0:
2961 whammo = 25.0 * game.energy
2963 while l <= len(game.enemies):
2964 if game.enemies[l].kpower*game.enemies[l].kdist <= whammo:
2965 deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.i][game.enemies[l].kloc.j], game.enemies[l].kloc)
2970 "Compute our rate of kils over time."
2971 elapsed = game.state.date - game.indate
2972 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
2975 starting = (game.inkling + game.incom + game.inscom)
2976 remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
2977 return (starting - remaining)/elapsed
2981 badpt = 5.0*game.state.starkl + \
2983 10.0*game.state.nplankl + \
2984 300*game.state.nworldkl + \
2986 100.0*game.state.basekl +\
2988 if game.ship == IHF:
2990 elif game.ship == None:
2995 # end the game, with appropriate notfications
2999 prout(_("It is stardate %.1f.") % game.state.date)
3001 if ifin == FWON: # Game has been won
3002 if game.state.nromrem != 0:
3003 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
3006 prout(_("You have smashed the Klingon invasion fleet and saved"))
3007 prout(_("the Federation."))
3012 badpt = 0.0 # Close enough!
3013 # killsPerDate >= RateMax
3014 if game.state.date-game.indate < 5.0 or \
3015 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
3017 prout(_("In fact, you have done so well that Starfleet Command"))
3018 if game.skill == SKILL_NOVICE:
3019 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
3020 elif game.skill == SKILL_FAIR:
3021 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
3022 elif game.skill == SKILL_GOOD:
3023 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
3024 elif game.skill == SKILL_EXPERT:
3025 prout(_("promotes you to Commodore Emeritus."))
3027 prout(_("Now that you think you're really good, try playing"))
3028 prout(_("the \"Emeritus\" game. It will splatter your ego."))
3029 elif game.skill == SKILL_EMERITUS:
3031 proutn(_("Computer- "))
3032 prouts(_("ERROR-ERROR-ERROR-ERROR"))
3034 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3036 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3038 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3040 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3042 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3044 prout(_("Now you can retire and write your own Star Trek game!"))
3046 elif game.skill >= SKILL_EXPERT:
3047 if game.thawed and not idebug:
3048 prout(_("You cannot get a citation, so..."))
3050 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3054 # Only grant long life if alive (original didn't!)
3056 prout(_("LIVE LONG AND PROSPER."))
3061 elif ifin == FDEPLETE: # Federation Resources Depleted
3062 prout(_("Your time has run out and the Federation has been"))
3063 prout(_("conquered. Your starship is now Klingon property,"))
3064 prout(_("and you are put on trial as a war criminal. On the"))
3065 proutn(_("basis of your record, you are "))
3066 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
3067 prout(_("acquitted."))
3069 prout(_("LIVE LONG AND PROSPER."))
3071 prout(_("found guilty and"))
3072 prout(_("sentenced to death by slow torture."))
3076 elif ifin == FLIFESUP:
3077 prout(_("Your life support reserves have run out, and"))
3078 prout(_("you die of thirst, starvation, and asphyxiation."))
3079 prout(_("Your starship is a derelict in space."))
3081 prout(_("Your energy supply is exhausted."))
3083 prout(_("Your starship is a derelict in space."))
3084 elif ifin == FBATTLE:
3085 prout(_("The %s has been destroyed in battle.") % crmshp())
3087 prout(_("Dulce et decorum est pro patria mori."))
3089 prout(_("You have made three attempts to cross the negative energy"))
3090 prout(_("barrier which surrounds the galaxy."))
3092 prout(_("Your navigation is abominable."))
3095 prout(_("Your starship has been destroyed by a nova."))
3096 prout(_("That was a great shot."))
3098 elif ifin == FSNOVAED:
3099 prout(_("The %s has been fried by a supernova.") % crmshp())
3100 prout(_("...Not even cinders remain..."))
3101 elif ifin == FABANDN:
3102 prout(_("You have been captured by the Klingons. If you still"))
3103 prout(_("had a starbase to be returned to, you would have been"))
3104 prout(_("repatriated and given another chance. Since you have"))
3105 prout(_("no starbases, you will be mercilessly tortured to death."))
3106 elif ifin == FDILITHIUM:
3107 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3108 elif ifin == FMATERIALIZE:
3109 prout(_("Starbase was unable to re-materialize your starship."))
3110 prout(_("Sic transit gloria mundi"))
3111 elif ifin == FPHASER:
3112 prout(_("The %s has been cremated by its own phasers.") % crmshp())
3114 prout(_("You and your landing party have been"))
3115 prout(_("converted to energy, disipating through space."))
3116 elif ifin == FMINING:
3117 prout(_("You are left with your landing party on"))
3118 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3120 prout(_("They are very fond of \"Captain Kirk\" soup."))
3122 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3123 elif ifin == FDPLANET:
3124 prout(_("You and your mining party perish."))
3126 prout(_("That was a great shot."))
3129 prout(_("The Galileo is instantly annihilated by the supernova."))
3130 prout(_("You and your mining party are atomized."))
3132 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3133 prout(_("joins the Romulans, wreaking terror on the Federation."))
3134 elif ifin == FPNOVA:
3135 prout(_("You and your mining party are atomized."))
3137 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3138 prout(_("joins the Romulans, wreaking terror on the Federation."))
3139 elif ifin == FSTRACTOR:
3140 prout(_("The shuttle craft Galileo is also caught,"))
3141 prout(_("and breaks up under the strain."))
3143 prout(_("Your debris is scattered for millions of miles."))
3144 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3146 prout(_("The mutants attack and kill Spock."))
3147 prout(_("Your ship is captured by Klingons, and"))
3148 prout(_("your crew is put on display in a Klingon zoo."))
3149 elif ifin == FTRIBBLE:
3150 prout(_("Tribbles consume all remaining water,"))
3151 prout(_("food, and oxygen on your ship."))
3153 prout(_("You die of thirst, starvation, and asphyxiation."))
3154 prout(_("Your starship is a derelict in space."))
3156 prout(_("Your ship is drawn to the center of the black hole."))
3157 prout(_("You are crushed into extremely dense matter."))
3159 prout(_("Your last crew member has died."))
3160 if game.ship == IHF:
3162 elif game.ship == IHE:
3165 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
3166 goodies = game.state.remres/game.inresor
3167 baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3168 if goodies/baddies >= randreal(1.0, 1.5):
3169 prout(_("As a result of your actions, a treaty with the Klingon"))
3170 prout(_("Empire has been signed. The terms of the treaty are"))
3171 if goodies/baddies >= randreal(3.0):
3172 prout(_("favorable to the Federation."))
3174 prout(_("Congratulations!"))
3176 prout(_("highly unfavorable to the Federation."))
3178 prout(_("The Federation will be destroyed."))
3180 prout(_("Since you took the last Klingon with you, you are a"))
3181 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3182 prout(_("statue in your memory. Rest in peace, and try not"))
3183 prout(_("to think about pigeons."))
3188 "Compute player's score."
3189 timused = game.state.date - game.indate
3191 if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
3193 perdate = killrate()
3194 ithperd = 500*perdate + 0.5
3197 iwon = 100*game.skill
3198 if game.ship == IHE:
3200 elif game.ship == IHF:
3204 if not game.gamewon:
3205 game.state.nromrem = 0 # None captured if no win
3206 iscore = 10*(game.inkling - game.state.remkl) \
3207 + 50*(game.incom - len(game.state.kcmdr)) \
3209 + 20*(game.inrom - game.state.nromrem) \
3210 + 200*(game.inscom - game.state.nscrem) \
3211 - game.state.nromrem \
3216 prout(_("Your score --"))
3217 if game.inrom - game.state.nromrem:
3218 prout(_("%6d Romulans destroyed %5d") %
3219 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3220 if game.state.nromrem:
3221 prout(_("%6d Romulans captured %5d") %
3222 (game.state.nromrem, game.state.nromrem))
3223 if game.inkling - game.state.remkl:
3224 prout(_("%6d ordinary Klingons destroyed %5d") %
3225 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
3226 if game.incom - len(game.state.kcmdr):
3227 prout(_("%6d Klingon commanders destroyed %5d") %
3228 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3229 if game.inscom - game.state.nscrem:
3230 prout(_("%6d Super-Commander destroyed %5d") %
3231 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3233 prout(_("%6.2f Klingons per stardate %5d") %
3235 if game.state.starkl:
3236 prout(_("%6d stars destroyed by your action %5d") %
3237 (game.state.starkl, -5*game.state.starkl))
3238 if game.state.nplankl:
3239 prout(_("%6d planets destroyed by your action %5d") %
3240 (game.state.nplankl, -10*game.state.nplankl))
3241 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3242 prout(_("%6d inhabited planets destroyed by your action %5d") %
3243 (game.state.nplankl, -300*game.state.nworldkl))
3244 if game.state.basekl:
3245 prout(_("%6d bases destroyed by your action %5d") %
3246 (game.state.basekl, -100*game.state.basekl))
3248 prout(_("%6d calls for help from starbase %5d") %
3249 (game.nhelp, -45*game.nhelp))
3251 prout(_("%6d casualties incurred %5d") %
3252 (game.casual, -game.casual))
3254 prout(_("%6d crew abandoned in space %5d") %
3255 (game.abandoned, -3*game.abandoned))
3257 prout(_("%6d ship(s) lost or destroyed %5d") %
3258 (klship, -100*klship))
3260 prout(_("Penalty for getting yourself killed -200"))
3262 proutn(_("Bonus for winning "))
3263 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3264 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3265 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3266 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3267 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3268 prout(" %5d" % iwon)
3270 prout(_("TOTAL SCORE %5d") % iscore)
3273 "Emit winner's commemmorative plaque."
3276 proutn(_("File or device name for your plaque: "))
3279 fp = open(winner, "w")
3282 prout(_("Invalid name."))
3284 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3286 # The 38 below must be 64 for 132-column paper
3287 nskip = 38 - len(winner)/2
3288 fp.write("\n\n\n\n")
3289 # --------DRAW ENTERPRISE PICTURE.
3290 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3291 fp.write(" EEE E : : : E\n" )
3292 fp.write(" EE EEE E : : NCC-1701 : E\n")
3293 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
3294 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3295 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
3296 fp.write(" EEEEEEE EEEEE E E E E\n")
3297 fp.write(" EEE E E E E\n")
3298 fp.write(" E E E E\n")
3299 fp.write(" EEEEEEEEEEEEE E E\n")
3300 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3301 fp.write(" :E : EEEE E\n")
3302 fp.write(" .-E -:----- E\n")
3303 fp.write(" :E : E\n")
3304 fp.write(" EE : EEEEEEEE\n")
3305 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3307 fp.write(_(" U. S. S. ENTERPRISE\n"))
3308 fp.write("\n\n\n\n")
3309 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3311 fp.write(_(" Starfleet Command bestows to you\n"))
3313 fp.write("%*s%s\n\n" % (nskip, "", winner))
3314 fp.write(_(" the rank of\n\n"))
3315 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3317 if game.skill == SKILL_EXPERT:
3318 fp.write(_(" Expert level\n\n"))
3319 elif game.skill == SKILL_EMERITUS:
3320 fp.write(_("Emeritus level\n\n"))
3322 fp.write(_(" Cheat level\n\n"))
3323 timestring = ctime()
3324 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3325 (timestring+4, timestring+20, timestring+11))
3326 fp.write(_(" Your score: %d\n\n") % iscore)
3327 fp.write(_(" Klingons per stardate: %.2f\n") % perdate)
3330 # Code from io.c begins here
3332 rows = linecount = 0 # for paging
3335 fullscreen_window = None
3336 srscan_window = None
3337 report_window = None
3338 status_window = None
3339 lrscan_window = None
3340 message_window = None
3341 prompt_window = None
3345 "Wrap up, either normally or due to signal"
3346 if game.options & OPTION_CURSES:
3353 sys.stdout.write('\n')
3359 #setlocale(LC_ALL, "")
3360 #bindtextdomain(PACKAGE, LOCALEDIR)
3361 #textdomain(PACKAGE)
3362 if atexit.register(outro):
3363 sys.stderr.write("Unable to register outro(), exiting...\n")
3365 if not (game.options & OPTION_CURSES):
3366 ln_env = os.getenv("LINES")
3372 stdscr = curses.initscr()
3377 curses.start_color()
3378 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, curses.COLOR_BLACK)
3379 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, curses.COLOR_BLACK)
3380 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, curses.COLOR_BLACK)
3381 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, curses.COLOR_BLACK)
3382 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, curses.COLOR_BLACK)
3383 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, curses.COLOR_BLACK)
3384 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, curses.COLOR_BLACK)
3385 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, curses.COLOR_BLACK)
3387 global fullscreen_window, srscan_window, report_window, status_window
3388 global lrscan_window, message_window, prompt_window
3389 (rows, columns) = stdscr.getmaxyx()
3390 fullscreen_window = stdscr
3391 srscan_window = curses.newwin(12, 25, 0, 0)
3392 report_window = curses.newwin(11, 0, 1, 25)
3393 status_window = curses.newwin(10, 0, 1, 39)
3394 lrscan_window = curses.newwin(5, 0, 0, 64)
3395 message_window = curses.newwin(0, 0, 12, 0)
3396 prompt_window = curses.newwin(1, 0, rows-2, 0)
3397 message_window.scrollok(True)
3398 setwnd(fullscreen_window)
3401 def textcolor(color):
3402 "Set text foreground color. Presently a stub."
3406 "Wrap up I/O. Presently a stub."
3410 "Wait for user action -- OK to do nothing if on a TTY"
3411 if game.options & OPTION_CURSES:
3416 prouts(_("[ANOUNCEMENT ARRIVING...]"))
3420 if game.skill > SKILL_FAIR:
3421 prompt = _("[CONTINUE?]")
3423 prompt = _("[PRESS ENTER TO CONTINUE]")
3425 if game.options & OPTION_CURSES:
3427 setwnd(prompt_window)
3428 prompt_window.wclear()
3429 prompt_window.addstr(prompt)
3430 prompt_window.getstr()
3431 prompt_window.clear()
3432 prompt_window.refresh()
3433 setwnd(message_window)
3436 sys.stdout.write('\n')
3439 for j in range(rows):
3440 sys.stdout.write('\n')
3444 "Skip i lines. Pause game if this would cause a scrolling event."
3445 for dummy in range(i):
3446 if game.options & OPTION_CURSES:
3447 (y, x) = curwnd.getyx()
3448 (my, mx) = curwnd.getmaxyx()
3449 if curwnd == message_window and y >= my - 3:
3457 if rows and linecount >= rows:
3460 sys.stdout.write('\n')
3463 "Utter a line with no following line feed."
3464 if game.options & OPTION_CURSES:
3468 sys.stdout.write(line)
3478 if not replayfp or replayfp.closed: # Don't slow down replays
3481 if game.options & OPTION_CURSES:
3485 if not replayfp or replayfp.closed:
3489 "Get a line of input."
3490 if game.options & OPTION_CURSES:
3491 line = curwnd.getstr() + "\n"
3494 if replayfp and not replayfp.closed:
3496 line = replayfp.readline()
3499 prout("*** Replay finished")
3502 elif line[0] != "#":
3505 line = raw_input() + "\n"
3511 "Change windows -- OK for this to be a no-op in tty mode."
3513 if game.options & OPTION_CURSES:
3515 curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
3518 "Clear to end of line -- can be a no-op in tty mode"
3519 if game.options & OPTION_CURSES:
3524 "Clear screen -- can be a no-op in tty mode."
3526 if game.options & OPTION_CURSES:
3533 "Set highlight video, if this is reasonable."
3534 if game.options & OPTION_CURSES:
3535 curwnd.attron(curses.A_REVERSE)
3538 # Things past this point have policy implications.
3542 "Hook to be called after moving to redraw maps."
3543 if game.options & OPTION_CURSES:
3546 setwnd(srscan_window)
3550 setwnd(status_window)
3551 status_window.clear()
3552 status_window.move(0, 0)
3553 setwnd(report_window)
3554 report_window.clear()
3555 report_window.move(0, 0)
3557 setwnd(lrscan_window)
3558 lrscan_window.clear()
3559 lrscan_window.move(0, 0)
3560 lrscan(silent=False)
3562 def put_srscan_sym(w, sym):
3563 "Emit symbol for short-range scan."
3564 srscan_window.move(w.i+1, w.j*2+2)
3565 srscan_window.addch(sym)
3566 srscan_window.refresh()
3569 "Enemy fall down, go boom."
3570 if game.options & OPTION_CURSES:
3572 setwnd(srscan_window)
3573 srscan_window.attron(curses.A_REVERSE)
3574 put_srscan_sym(w, game.quad[w.i][w.j])
3578 srscan_window.attroff(curses.A_REVERSE)
3579 put_srscan_sym(w, game.quad[w.i][w.j])
3580 curses.delay_output(500)
3581 setwnd(message_window)
3584 "Sound and visual effects for teleportation."
3585 if game.options & OPTION_CURSES:
3587 setwnd(message_window)
3589 prouts(" . . . . . ")
3590 if game.options & OPTION_CURSES:
3591 #curses.delay_output(1000)
3595 def tracktorpedo(origin, w, step, i, n, iquad):
3596 "Torpedo-track animation."
3597 if not game.options & OPTION_CURSES:
3601 proutn(_("Track for %s torpedo number %d- ") % (game.quad[origin.i][origin.j],i+1))
3604 proutn(_("Torpedo track- "))
3605 elif step==4 or step==9:
3609 if not damaged(DSRSENS) or game.condition=="docked":
3610 if i != 0 and step == 1:
3613 if (iquad==IHDOT) or (iquad==IHBLANK):
3614 put_srscan_sym(w, '+')
3618 put_srscan_sym(w, iquad)
3620 curwnd.attron(curses.A_REVERSE)
3621 put_srscan_sym(w, iquad)
3625 curwnd.attroff(curses.A_REVERSE)
3626 put_srscan_sym(w, iquad)
3631 "Display the current galaxy chart."
3632 if game.options & OPTION_CURSES:
3633 setwnd(message_window)
3634 message_window.clear()
3636 if game.options & OPTION_TTY:
3641 def prstat(txt, data):
3643 if game.options & OPTION_CURSES:
3645 setwnd(status_window)
3647 proutn(" " * (NSYM - len(txt)))
3650 if game.options & OPTION_CURSES:
3651 setwnd(report_window)
3653 # Code from moving.c begins here
3655 def imove(novapush):
3656 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3657 w = coord(); final = coord()
3660 def no_quad_change():
3661 # No quadrant change -- compute new average enemy distances
3662 game.quad[game.sector.i][game.sector.j] = game.ship
3664 for enemy in game.enemies:
3665 finald = (w-enemy.kloc).distance()
3666 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3667 enemy.kdist = finald
3668 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
3669 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3670 attack(torps_ok=False)
3671 for enemy in game.enemies:
3672 enemy.kavgd = enemy.kdist
3675 setwnd(message_window)
3678 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3679 game.inorbit = False
3680 angle = ((15.0 - game.direc) * 0.5235988)
3681 deltax = -math.sin(angle)
3682 deltay = math.cos(angle)
3683 if math.fabs(deltax) > math.fabs(deltay):
3684 bigger = math.fabs(deltax)
3686 bigger = math.fabs(deltay)
3689 # If tractor beam is to occur, don't move full distance
3690 if game.state.date+game.optime >= scheduled(FTBEAM):
3692 game.condition = "red"
3693 game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3694 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3695 # Move within the quadrant
3696 game.quad[game.sector.i][game.sector.j] = IHDOT
3699 n = int(10.0*game.dist*bigger+0.5)
3701 for m in range(1, n+1):
3706 if not VALID_SECTOR(w.i, w.j):
3707 # Leaving quadrant -- allow final enemy attack
3708 # Don't do it if being pushed by Nova
3709 if len(game.enemies) != 0 and not novapush:
3711 for enemy in game.enemies:
3712 finald = (w - enemy.kloc).distance()
3713 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3715 # Stas Sergeev added the condition
3716 # that attacks only happen if Klingons
3717 # are present and your skill is good.
3719 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3720 attack(torps_ok=False)
3723 # compute final position -- new quadrant and sector
3724 x = (QUADSIZE*game.quadrant.i)+game.sector.i
3725 y = (QUADSIZE*game.quadrant.j)+game.sector.j
3726 w.i = int(round(x+10.0*game.dist*bigger*deltax))
3727 w.j = int(round(y+10.0*game.dist*bigger*deltay))
3728 # check for edge of galaxy
3738 if w.i >= GALSIZE*QUADSIZE:
3739 w.i = (GALSIZE*QUADSIZE*2) - w.i
3741 if w.j >= GALSIZE*QUADSIZE:
3742 w.j = (GALSIZE*QUADSIZE*2) - w.j
3750 if game.nkinks == 3:
3751 # Three strikes -- you're out!
3755 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3756 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3757 prout(_("YOU WILL BE DESTROYED."))
3758 # Compute final position in new quadrant
3759 if trbeam: # Don't bother if we are to be beamed
3761 game.quadrant.i = w.i/QUADSIZE
3762 game.quadrant.j = w.j/QUADSIZE
3763 game.sector.i = w.i - (QUADSIZE*game.quadrant.i)
3764 game.sector.j = w.j - (QUADSIZE*game.quadrant.j)
3766 prout(_("Entering Quadrant %s.") % game.quadrant)
3767 game.quad[game.sector.i][game.sector.j] = game.ship
3769 if game.skill>SKILL_NOVICE:
3770 attack(torps_ok=False)
3772 iquad = game.quad[w.i][w.j]
3774 # object encountered in flight path
3775 stopegy = 50.0*game.dist/game.optime
3776 game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0)
3777 if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
3779 for enemy in game.enemies:
3780 if enemy.kloc == game.sector:
3782 collision(rammed=False, enemy=enemy)
3784 elif iquad == IHBLANK:
3786 prouts(_("***RED ALERT! RED ALERT!"))
3788 proutn("***" + crmshp())
3789 proutn(_(" pulled into black hole at Sector %s") % w)
3791 # Getting pulled into a black hole was certain
3792 # death in Almy's original. Stas Sergeev added a
3793 # possibility that you'll get timewarped instead.
3796 for m in range(NDEVICES):
3797 if game.damage[m]>0:
3799 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3800 if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
3810 prout(_(" encounters Tholian web at %s;") % w)
3812 prout(_(" blocked by object at %s;") % w)
3813 proutn(_("Emergency stop required "))
3814 prout(_("%2d units of energy.") % int(stopegy))
3815 game.energy -= stopegy
3816 final.i = int(round(deltax))
3817 final.j = int(round(deltay))
3819 if game.energy <= 0:
3825 game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0)
3832 "Dock our ship at a starbase."
3834 if game.condition == "docked" and verbose:
3835 prout(_("Already docked."))
3838 prout(_("You must first leave standard orbit."))
3840 if not game.base.is_valid() or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
3841 prout(crmshp() + _(" not adjacent to base."))
3843 game.condition = "docked"
3847 if game.energy < game.inenrg:
3848 game.energy = game.inenrg
3849 game.shield = game.inshld
3850 game.torps = game.intorps
3851 game.lsupres = game.inlsr
3852 game.state.crew = FULLCREW
3853 if not damaged(DRADIO) and \
3854 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3855 # get attack report from base
3856 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3860 # This program originally required input in terms of a (clock)
3861 # direction and distance. Somewhere in history, it was changed to
3862 # cartesian coordinates. So we need to convert. Probably
3863 # "manual" input should still be done this way -- it's a real
3864 # pain if the computer isn't working! Manual mode is still confusing
3865 # because it involves giving x and y motions, yet the coordinates
3866 # are always displayed y - x, where +y is downward!
3868 def getcourse(isprobe, akey):
3869 "Get a course and distance from the user."
3871 dquad = copy.copy(game.quadrant)
3872 navmode = "unspecified"
3876 if game.landed and not isprobe:
3877 prout(_("Dummy! You can't leave standard orbit until you"))
3878 proutn(_("are back aboard the ship."))
3881 while navmode == "unspecified":
3882 if damaged(DNAVSYS):
3884 prout(_("Computer damaged; manual navigation only"))
3886 prout(_("Computer damaged; manual movement only"))
3891 if isprobe and akey != -1:
3892 # For probe launch, use pre-scanned value first time
3896 key = scanner.next()
3898 proutn(_("Manual or automatic- "))
3901 elif key == IHALPHA:
3902 if scanner.sees("manual"):
3904 key = scanner.next()
3906 elif scanner.sees("automatic"):
3907 navmode = "automatic"
3908 key = scanner.next()
3916 prout(_("(Manual navigation assumed.)"))
3918 prout(_("(Manual movement assumed.)"))
3921 if navmode == "automatic":
3924 proutn(_("Target quadrant or quadrant§or- "))
3926 proutn(_("Destination sector or quadrant§or- "))
3929 key = scanner.next()
3933 xi = int(round(scanner.real))-1
3934 key = scanner.next()
3938 xj = int(round(scanner.real))-1
3939 key = scanner.next()
3941 # both quadrant and sector specified
3942 xk = int(round(scanner.real))-1
3943 key = scanner.next()
3947 xl = int(round(scanner.real))-1
3953 # only one pair of numbers was specified
3955 # only quadrant specified -- go to center of dest quad
3958 dsect.j = dsect.i = 4 # preserves 1-origin behavior
3960 # only sector specified
3964 if not VALID_QUADRANT(dquad.j,dquad.i) or not VALID_SECTOR(dsect.i,dsect.j):
3971 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
3973 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
3974 # the actual deltas get computed here
3976 delta.i = dquad.j-game.quadrant.j + 0.1*(dsect.i-game.sector.j)
3977 delta.j = game.quadrant.i-dquad.i + 0.1*(game.sector.i-dsect.j)
3980 proutn(_("X and Y displacements- "))
3983 key = scanner.next()
3988 delta.j = scanner.real
3989 key = scanner.next()
3993 delta.i = scanner.real
3994 # Check for zero movement
3995 if delta.i == 0 and delta.j == 0:
3998 if itemp == "verbose" and not isprobe:
4000 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
4001 # Course actually laid in.
4002 game.dist = delta.distance()
4003 game.direc = delta.bearing()
4004 if game.direc < 0.0:
4010 "Move under impulse power."
4012 if damaged(DIMPULS):
4015 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4017 if game.energy > 30.0:
4018 if not getcourse(isprobe=False, akey=0):
4020 power = 20.0 + 100.0*game.dist
4023 if power >= game.energy:
4024 # Insufficient power for trip
4026 prout(_("First Officer Spock- \"Captain, the impulse engines"))
4027 prout(_("require 20.0 units to engage, plus 100.0 units per"))
4028 if game.energy > 30:
4029 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
4030 int(0.01 * (game.energy-20.0)-0.05))
4031 prout(_(" quadrants.\""))
4033 prout(_("quadrant. They are, therefore, useless.\""))
4036 # Make sure enough time is left for the trip
4037 game.optime = game.dist/0.095
4038 if game.optime >= game.state.remtime:
4039 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4040 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4041 proutn(_("we dare spend the time?\" "))
4044 # Activate impulse engines and pay the cost
4045 imove(novapush=False)
4049 power = 20.0 + 100.0*game.dist
4050 game.energy -= power
4051 game.optime = game.dist/0.095
4052 if game.energy <= 0:
4057 "ove under warp drive."
4058 blooey = False; twarp = False
4059 if not timewarp: # Not WARPX entry
4061 if game.damage[DWARPEN] > 10.0:
4064 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4066 if damaged(DWARPEN) and game.warpfac > 4.0:
4069 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4070 prout(_(" is repaired, I can only give you warp 4.\""))
4072 # Read in course and distance
4073 if not getcourse(isprobe=False, akey=0):
4075 # Make sure starship has enough energy for the trip
4076 power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4077 if power >= game.energy:
4078 # Insufficient power for trip
4081 prout(_("Engineering to bridge--"))
4082 if not game.shldup or 0.5*power > game.energy:
4083 iwarp = math.pow((game.energy/(game.dist+0.05)), 0.333333333)
4085 prout(_("We can't do it, Captain. We don't have enough energy."))
4087 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4090 prout(_("if you'll lower the shields."))
4094 prout(_("We haven't the energy to go that far with the shields up."))
4097 # Make sure enough time is left for the trip
4098 game.optime = 10.0*game.dist/game.wfacsq
4099 if game.optime >= 0.8*game.state.remtime:
4101 prout(_("First Officer Spock- \"Captain, I compute that such"))
4102 proutn(_(" a trip would require approximately %2.0f") %
4103 (100.0*game.optime/game.state.remtime))
4104 prout(_(" percent of our"))
4105 proutn(_(" remaining time. Are you sure this is wise?\" "))
4111 if game.warpfac > 6.0:
4112 # Decide if engine damage will occur
4113 # ESR: Seems wrong. Probability of damage goes *down* with distance?
4114 prob = game.dist*(6.0-game.warpfac)**2/66.666666666
4115 if prob > randreal():
4117 game.dist = randreal(game.dist)
4118 # Decide if time warp will occur
4119 if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > randreal():
4121 if idebug and game.warpfac==10 and not twarp:
4123 proutn("=== Force time warp? ")
4127 # If time warp or engine damage, check path
4128 # If it is obstructed, don't do warp or damage
4129 angle = ((15.0-game.direc)*0.5235998)
4130 deltax = -math.sin(angle)
4131 deltay = math.cos(angle)
4132 if math.fabs(deltax) > math.fabs(deltay):
4133 bigger = math.fabs(deltax)
4135 bigger = math.fabs(deltay)
4138 n = 10.0 * game.dist * bigger +0.5
4141 for l in range(1, n+1):
4146 if not VALID_SECTOR(ix, iy):
4148 if game.quad[ix][iy] != IHDOT:
4151 # Activate Warp Engines and pay the cost
4152 imove(novapush=False)
4155 game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4156 if game.energy <= 0:
4158 game.optime = 10.0*game.dist/game.wfacsq
4162 game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
4164 prout(_("Engineering to bridge--"))
4165 prout(_(" Scott here. The warp engines are damaged."))
4166 prout(_(" We'll have to reduce speed to warp 4."))
4171 "Change the warp factor."
4177 proutn(_("Warp factor- "))
4182 if game.damage[DWARPEN] > 10.0:
4183 prout(_("Warp engines inoperative."))
4185 if damaged(DWARPEN) and scanner.real > 4.0:
4186 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4187 prout(_(" but right now we can only go warp 4.\""))
4189 if scanner.real > 10.0:
4190 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4192 if scanner.real < 1.0:
4193 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4195 oldfac = game.warpfac
4196 game.warpfac = scanner.real
4197 game.wfacsq=game.warpfac*game.warpfac
4198 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4199 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4202 if game.warpfac < 8.00:
4203 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4205 if game.warpfac == 10.0:
4206 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4208 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4212 "Cope with being tossed out of quadrant by supernova or yanked by beam."
4214 # is captain on planet?
4216 if damaged(DTRANSP):
4219 prout(_("Scotty rushes to the transporter controls."))
4221 prout(_("But with the shields up it's hopeless."))
4223 prouts(_("His desperate attempt to rescue you . . ."))
4228 prout(_("SUCCEEDS!"))
4231 proutn(_("The crystals mined were "))
4239 # Check to see if captain in shuttle craft
4244 # Inform captain of attempt to reach safety
4248 prouts(_("***RED ALERT! RED ALERT!"))
4250 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4251 prouts(_(" a supernova."))
4253 prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
4255 prout(_("safely out of quadrant."))
4256 if not damaged(DRADIO):
4257 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
4258 # Try to use warp engines
4259 if damaged(DWARPEN):
4261 prout(_("Warp engines damaged."))
4264 game.warpfac = randreal(6.0, 8.0)
4265 game.wfacsq = game.warpfac * game.warpfac
4266 prout(_("Warp factor set to %d") % int(game.warpfac))
4267 power = 0.75*game.energy
4268 game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4269 distreq = randreal(math.sqrt(2))
4270 if distreq < game.dist:
4272 game.optime = 10.0*game.dist/game.wfacsq
4273 game.direc = randreal(12) # How dumb!
4275 game.inorbit = False
4278 # This is bad news, we didn't leave quadrant.
4282 prout(_("Insufficient energy to leave quadrant."))
4285 # Repeat if another snova
4286 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
4288 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
4289 finish(FWON) # Snova killed remaining enemy.
4292 "Let's do the time warp again."
4293 prout(_("***TIME WARP ENTERED."))
4294 if game.state.snap and withprob(0.5):
4296 prout(_("You are traveling backwards in time %d stardates.") %
4297 int(game.state.date-game.snapsht.date))
4298 game.state = game.snapsht
4299 game.state.snap = False
4300 if len(game.state.kcmdr):
4301 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4302 schedule(FBATTAK, expran(0.3*game.intime))
4303 schedule(FSNOVA, expran(0.5*game.intime))
4304 # next snapshot will be sooner
4305 schedule(FSNAP, expran(0.25*game.state.remtime))
4307 if game.state.nscrem:
4308 schedule(FSCMOVE, 0.2777)
4312 game.battle.invalidate()
4314 # Make sure Galileo is consistant -- Snapshot may have been taken
4315 # when on planet, which would give us two Galileos!
4317 for l in range(game.inplan):
4318 if game.state.planets[l].known == "shuttle_down":
4320 if game.iscraft == "onship" and game.ship==IHE:
4321 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4322 game.iscraft = "offship"
4323 # Likewise, if in the original time the Galileo was abandoned, but
4324 # was on ship earlier, it would have vanished -- let's restore it.
4325 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4326 prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""))
4327 game.iscraft = "onship"
4328 # There used to be code to do the actual reconstrction here,
4329 # but the starchart is now part of the snapshotted galaxy state.
4330 prout(_("Spock has reconstructed a correct star chart from memory"))
4332 # Go forward in time
4333 game.optime = -0.5*game.intime*math.log(randreal())
4334 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4335 # cheat to make sure no tractor beams occur during time warp
4336 postpone(FTBEAM, game.optime)
4337 game.damage[DRADIO] += game.optime
4339 events() # Stas Sergeev added this -- do pending events
4342 "Launch deep-space probe."
4343 # New code to launch a deep space probe
4344 if game.nprobes == 0:
4347 if game.ship == IHE:
4348 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4350 prout(_("Ye Faerie Queene has no deep space probes."))
4355 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4357 if is_scheduled(FDSPROB):
4360 if damaged(DRADIO) and game.condition != "docked":
4361 prout(_("Spock- \"Records show the previous probe has not yet"))
4362 prout(_(" reached its destination.\""))
4364 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4366 key = scanner.next()
4368 # slow mode, so let Kirk know how many probes there are left
4369 if game.nprobes == 1:
4370 prout(_("1 probe left."))
4372 prout(_("%d probes left") % game.nprobes)
4373 proutn(_("Are you sure you want to fire a probe? "))
4376 game.isarmed = False
4377 if key == IHALPHA and scanner.token == "armed":
4379 key = scanner.next()
4381 proutn(_("Arm NOVAMAX warhead? "))
4383 if not getcourse(isprobe=True, akey=key):
4386 angle = ((15.0 - game.direc) * 0.5235988)
4387 game.probeinx = -math.sin(angle)
4388 game.probeiny = math.cos(angle)
4389 if math.fabs(game.probeinx) > math.fabs(game.probeiny):
4390 bigger = math.fabs(game.probeinx)
4392 bigger = math.fabs(game.probeiny)
4393 game.probeiny /= bigger
4394 game.probeinx /= bigger
4395 game.proben = 10.0*game.dist*bigger +0.5
4396 game.probex = game.quadrant.i*QUADSIZE + game.sector.i - 1 # We will use better packing than original
4397 game.probey = game.quadrant.j*QUADSIZE + game.sector.j - 1
4398 game.probec = game.quadrant
4399 schedule(FDSPROB, 0.01) # Time to move one sector
4400 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4404 # Here's how the mayday code works:
4406 # First, the closest starbase is selected. If there is a a starbase
4407 # in your own quadrant, you are in good shape. This distance takes
4408 # quadrant distances into account only.
4410 # A magic number is computed based on the distance which acts as the
4411 # probability that you will be rematerialized. You get three tries.
4413 # When it is determined that you should be able to be rematerialized
4414 # (i.e., when the probability thing mentioned above comes up
4415 # positive), you are put into that quadrant (anywhere). Then, we try
4416 # to see if there is a spot adjacent to the star- base. If not, you
4417 # can't be rematerialized!!! Otherwise, it drops you there. It only
4418 # tries five times to find a spot to drop you. After that, it's your
4422 "Yell for help from nearest starbase."
4423 # There's more than one way to move in this game!
4425 # Test for conditions which prevent calling for help
4426 if game.condition == "docked":
4427 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4430 prout(_("Subspace radio damaged."))
4432 if not game.state.baseq:
4433 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4436 prout(_("You must be aboard the %s.") % crmshp())
4438 # OK -- call for help from nearest starbase
4441 # There's one in this quadrant
4442 ddist = (game.base - game.sector).distance()
4445 for ibq in game.state.baseq:
4446 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4449 # Since starbase not in quadrant, set up new quadrant
4452 # dematerialize starship
4453 game.quad[game.sector.i][game.sector.j]=IHDOT
4454 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4455 % (game.quadrant, crmshp()))
4456 game.sector.invalidate()
4457 for m in range(1, 5+1):
4458 w = game.base.scatter()
4459 if VALID_SECTOR(w.i,w.j) and game.quad[w.i][w.j]==IHDOT:
4460 # found one -- finish up
4463 if not game.sector.is_valid():
4464 prout(_("You have been lost in space..."))
4465 finish(FMATERIALIZE)
4467 # Give starbase three chances to rematerialize starship
4468 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4469 for m in range(1, 3+1):
4470 if m == 1: proutn(_("1st"))
4471 elif m == 2: proutn(_("2nd"))
4472 elif m == 3: proutn(_("3rd"))
4473 proutn(_(" attempt to re-materialize ") + crmshp())
4474 game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
4477 if randreal() > probf:
4480 curses.delay_output(500)
4483 game.quad[ix][iy]=IHQUEST
4486 setwnd(message_window)
4487 finish(FMATERIALIZE)
4489 game.quad[ix][iy]=game.ship
4491 prout(_("succeeds."))
4495 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4497 # Abandon Ship (the BSD-Trek description)
4499 # The ship is abandoned. If your current ship is the Faire
4500 # Queene, or if your shuttlecraft is dead, you're out of
4501 # luck. You need the shuttlecraft in order for the captain
4502 # (that's you!!) to escape.
4504 # Your crew can beam to an inhabited starsystem in the
4505 # quadrant, if there is one and if the transporter is working.
4506 # If there is no inhabited starsystem, or if the transporter
4507 # is out, they are left to die in outer space.
4509 # If there are no starbases left, you are captured by the
4510 # Klingons, who torture you mercilessly. However, if there
4511 # is at least one starbase, you are returned to the
4512 # Federation in a prisoner of war exchange. Of course, this
4513 # can't happen unless you have taken some prisoners.
4518 if game.condition=="docked":
4520 prout(_("You cannot abandon Ye Faerie Queene."))
4523 # Must take shuttle craft to exit
4524 if game.damage[DSHUTTL]==-1:
4525 prout(_("Ye Faerie Queene has no shuttle craft."))
4527 if game.damage[DSHUTTL]<0:
4528 prout(_("Shuttle craft now serving Big Macs."))
4530 if game.damage[DSHUTTL]>0:
4531 prout(_("Shuttle craft damaged."))
4534 prout(_("You must be aboard the ship."))
4536 if game.iscraft != "onship":
4537 prout(_("Shuttle craft not currently available."))
4539 # Emit abandon ship messages
4541 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4543 prouts(_("***ALL HANDS ABANDON SHIP!"))
4545 prout(_("Captain and crew escape in shuttle craft."))
4546 if not game.state.baseq:
4547 # Oops! no place to go...
4550 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4552 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4553 prout(_("Remainder of ship's complement beam down"))
4554 prout(_("to nearest habitable planet."))
4555 elif q.planet != None and not damaged(DTRANSP):
4556 prout(_("Remainder of ship's complement beam down to %s.") %
4559 prout(_("Entire crew of %d left to die in outer space.") %
4561 game.casual += game.state.crew
4562 game.abandoned += game.state.crew
4563 # If at least one base left, give 'em the Faerie Queene
4565 game.icrystl = False # crystals are lost
4566 game.nprobes = 0 # No probes
4567 prout(_("You are captured by Klingons and released to"))
4568 prout(_("the Federation in a prisoner-of-war exchange."))
4569 nb = randrange(len(game.state.baseq))
4570 # Set up quadrant and position FQ adjacient to base
4571 if not game.quadrant == game.state.baseq[nb]:
4572 game.quadrant = game.state.baseq[nb]
4573 game.sector.i = game.sector.j = 5
4576 # position next to base by trial and error
4577 game.quad[game.sector.i][game.sector.j] = IHDOT
4578 for l in range(QUADSIZE):
4579 game.sector = game.base.scatter()
4580 if VALID_SECTOR(game.sector.i, game.sector.j) and \
4581 game.quad[game.sector.i][game.sector.j] == IHDOT:
4584 break # found a spot
4585 game.sector.i=QUADSIZE/2
4586 game.sector.j=QUADSIZE/2
4588 # Get new commission
4589 game.quad[game.sector.i][game.sector.j] = game.ship = IHF
4590 game.state.crew = FULLCREW
4591 prout(_("Starfleet puts you in command of another ship,"))
4592 prout(_("the Faerie Queene, which is antiquated but,"))
4593 prout(_("still useable."))
4595 prout(_("The dilithium crystals have been moved."))
4597 game.iscraft = "offship" # Galileo disappears
4599 game.condition="docked"
4600 for l in range(NDEVICES):
4601 game.damage[l] = 0.0
4602 game.damage[DSHUTTL] = -1
4603 game.energy = game.inenrg = 3000.0
4604 game.shield = game.inshld = 1250.0
4605 game.torps = game.intorps = 6
4606 game.lsupres=game.inlsr=3.0
4612 # Code from planets.c begins here.
4615 "Abort a lengthy operation if an event interrupts it."
4618 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
4623 "Report on (uninhabited) planets in the galaxy."
4627 prout(_("Spock- \"Planet report follows, Captain.\""))
4629 for i in range(game.inplan):
4630 if game.state.planets[i].pclass == "destroyed":
4632 if (game.state.planets[i].known != "unknown" \
4633 and not game.state.planets[i].inhabited) \
4636 if idebug and game.state.planets[i].known=="unknown":
4637 proutn("(Unknown) ")
4638 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4639 proutn(_(" class "))
4640 proutn(game.state.planets[i].pclass)
4642 if game.state.planets[i].crystals != present:
4644 prout(_("dilithium crystals present."))
4645 if game.state.planets[i].known=="shuttle_down":
4646 prout(_(" Shuttle Craft Galileo on surface."))
4648 prout(_("No information available."))
4651 "Enter standard orbit."
4655 prout(_("Already in standard orbit."))
4657 if damaged(DWARPEN) and damaged(DIMPULS):
4658 prout(_("Both warp and impulse engines damaged."))
4660 if not game.plnet.is_valid():
4661 prout("There is no planet in this sector.")
4663 if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4664 prout(crmshp() + _(" not adjacent to planet."))
4667 game.optime = randreal(0.02, 0.05)
4668 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4672 game.height = randreal(1400, 8600)
4673 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4678 "Examine planets in this quadrant."
4679 if damaged(DSRSENS):
4680 if game.options & OPTION_TTY:
4681 prout(_("Short range sensors damaged."))
4683 if game.iplnet == None:
4684 if game.options & OPTION_TTY:
4685 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4687 if game.iplnet.known == "unknown":
4688 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4690 prout(_(" Planet at Sector %s is of class %s.") %
4691 (game.plnet, game.iplnet.pclass))
4692 if game.iplnet.known=="shuttle_down":
4693 prout(_(" Sensors show Galileo still on surface."))
4694 proutn(_(" Readings indicate"))
4695 if game.iplnet.crystals != "present":
4697 prout(_(" dilithium crystals present.\""))
4698 if game.iplnet.known == "unknown":
4699 game.iplnet.known = "known"
4700 elif game.iplnet.inhabited:
4701 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4702 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4705 "Use the transporter."
4709 if damaged(DTRANSP):
4710 prout(_("Transporter damaged."))
4711 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4713 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4717 if not game.inorbit:
4718 prout(crmshp() + _(" not in standard orbit."))
4721 prout(_("Impossible to transport through shields."))
4723 if game.iplnet.known=="unknown":
4724 prout(_("Spock- \"Captain, we have no information on this planet"))
4725 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4726 prout(_(" you may not go down.\""))
4728 if not game.landed and game.iplnet.crystals=="absent":
4729 prout(_("Spock- \"Captain, I fail to see the logic in"))
4730 prout(_(" exploring a planet with no dilithium crystals."))
4731 proutn(_(" Are you sure this is wise?\" "))
4735 if not (game.options & OPTION_PLAIN):
4736 nrgneed = 50 * game.skill + game.height / 100.0
4737 if nrgneed > game.energy:
4738 prout(_("Engineering to bridge--"))
4739 prout(_(" Captain, we don't have enough energy for transportation."))
4741 if not game.landed and nrgneed * 2 > game.energy:
4742 prout(_("Engineering to bridge--"))
4743 prout(_(" Captain, we have enough energy only to transport you down to"))
4744 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4745 if game.iplnet.known == "shuttle_down":
4746 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4747 proutn(_(" Are you sure this is wise?\" "))
4752 # Coming from planet
4753 if game.iplnet.known=="shuttle_down":
4754 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4758 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4759 prout(_("Landing party assembled, ready to beam up."))
4761 prout(_("Kirk whips out communicator..."))
4762 prouts(_("BEEP BEEP BEEP"))
4764 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4767 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4769 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4771 prout(_("Kirk- \"Energize.\""))
4774 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4777 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4779 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4782 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4783 game.landed = not game.landed
4784 game.energy -= nrgneed
4786 prout(_("Transport complete."))
4787 if game.landed and game.iplnet.known=="shuttle_down":
4788 prout(_("The shuttle craft Galileo is here!"))
4789 if not game.landed and game.imine:
4796 "Strip-mine a world for dilithium."
4800 prout(_("Mining party not on planet."))
4802 if game.iplnet.crystals == "mined":
4803 prout(_("This planet has already been strip-mined for dilithium."))
4805 elif game.iplnet.crystals == "absent":
4806 prout(_("No dilithium crystals on this planet."))
4809 prout(_("You've already mined enough crystals for this trip."))
4811 if game.icrystl and game.cryprob == 0.05:
4812 prout(_("With all those fresh crystals aboard the ") + crmshp())
4813 prout(_("there's no reason to mine more at this time."))
4815 game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4818 prout(_("Mining operation complete."))
4819 game.iplnet.crystals = "mined"
4820 game.imine = game.ididit = True
4823 "Use dilithium crystals."
4827 if not game.icrystl:
4828 prout(_("No dilithium crystals available."))
4830 if game.energy >= 1000:
4831 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4832 prout(_(" except when Condition Yellow exists."))
4834 prout(_("Spock- \"Captain, I must warn you that loading"))
4835 prout(_(" raw dilithium crystals into the ship's power"))
4836 prout(_(" system may risk a severe explosion."))
4837 proutn(_(" Are you sure this is wise?\" "))
4842 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4843 prout(_(" Mr. Spock and I will try it.\""))
4845 prout(_("Spock- \"Crystals in place, Sir."))
4846 prout(_(" Ready to activate circuit.\""))
4848 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4850 if with(game.cryprob):
4851 prouts(_(" \"Activating now! - - No good! It's***"))
4853 prouts(_("***RED ALERT! RED A*L********************************"))
4856 prouts(_("****************** KA-BOOM!!!! *******************"))
4860 game.energy += randreal(5000.0, 5500.0)
4861 prouts(_(" \"Activating now! - - "))
4862 prout(_("The instruments"))
4863 prout(_(" are going crazy, but I think it's"))
4864 prout(_(" going to work!! Congratulations, Sir!\""))
4869 "Use shuttlecraft for planetary jaunt."
4872 if damaged(DSHUTTL):
4873 if game.damage[DSHUTTL] == -1.0:
4874 if game.inorbit and game.iplnet.known == "shuttle_down":
4875 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4877 prout(_("Ye Faerie Queene had no shuttle craft."))
4878 elif game.damage[DSHUTTL] > 0:
4879 prout(_("The Galileo is damaged."))
4880 else: # game.damage[DSHUTTL] < 0
4881 prout(_("Shuttle craft is now serving Big Macs."))
4883 if not game.inorbit:
4884 prout(crmshp() + _(" not in standard orbit."))
4886 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4887 prout(_("Shuttle craft not currently available."))
4889 if not game.landed and game.iplnet.known=="shuttle_down":
4890 prout(_("You will have to beam down to retrieve the shuttle craft."))
4892 if game.shldup or game.condition == "docked":
4893 prout(_("Shuttle craft cannot pass through shields."))
4895 if game.iplnet.known=="unknown":
4896 prout(_("Spock- \"Captain, we have no information on this planet"))
4897 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4898 prout(_(" you may not fly down.\""))
4900 game.optime = 3.0e-5*game.height
4901 if game.optime >= 0.8*game.state.remtime:
4902 prout(_("First Officer Spock- \"Captain, I compute that such"))
4903 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4904 int(100*game.optime/game.state.remtime))
4905 prout(_("remaining time."))
4906 proutn(_("Are you sure this is wise?\" "))
4912 if game.iscraft == "onship":
4914 if not damaged(DTRANSP):
4915 proutn(_("Spock- \"Would you rather use the transporter?\" "))
4919 proutn(_("Shuttle crew"))
4921 proutn(_("Rescue party"))
4922 prout(_(" boards Galileo and swoops toward planet surface."))
4923 game.iscraft = "offship"
4927 game.iplnet.known="shuttle_down"
4928 prout(_("Trip complete."))
4931 # Ready to go back to ship
4932 prout(_("You and your mining party board the"))
4933 prout(_("shuttle craft for the trip back to the Enterprise."))
4935 prouts(_("The short hop begins . . ."))
4937 game.iplnet.known="known"
4943 game.iscraft = "onship"
4949 prout(_("Trip complete."))
4952 # Kirk on ship and so is Galileo
4953 prout(_("Mining party assembles in the hangar deck,"))
4954 prout(_("ready to board the shuttle craft \"Galileo\"."))
4956 prouts(_("The hangar doors open; the trip begins."))
4959 game.iscraft = "offship"
4962 game.iplnet.known = "shuttle_down"
4965 prout(_("Trip complete."))
4969 "Use the big zapper."
4973 if game.ship != IHE:
4974 prout(_("Ye Faerie Queene has no death ray."))
4976 if len(game.enemies)==0:
4977 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
4980 prout(_("Death Ray is damaged."))
4982 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
4983 prout(_(" is highly unpredictible. Considering the alternatives,"))
4984 proutn(_(" are you sure this is wise?\" "))
4987 prout(_("Spock- \"Acknowledged.\""))
4990 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
4992 prout(_("Crew scrambles in emergency preparation."))
4993 prout(_("Spock and Scotty ready the death ray and"))
4994 prout(_("prepare to channel all ship's power to the device."))
4996 prout(_("Spock- \"Preparations complete, sir.\""))
4997 prout(_("Kirk- \"Engage!\""))
4999 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
5002 if game.options & OPTION_PLAIN:
5006 prouts(_("Sulu- \"Captain! It's working!\""))
5008 while len(game.enemies) > 0:
5009 deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.i][game.enemies[1].kloc.j],game.enemies[1].kloc)
5010 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
5011 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
5013 if (game.options & OPTION_PLAIN) == 0:
5014 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
5016 prout(_(" is still operational.\""))
5018 prout(_(" has been rendered nonfunctional.\""))
5019 game.damage[DDRAY] = 39.95
5021 r = randreal() # Pick failure method
5023 prouts(_("Sulu- \"Captain! It's working!\""))
5025 prouts(_("***RED ALERT! RED ALERT!"))
5027 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
5029 prouts(_("***RED ALERT! RED A*L********************************"))
5032 prouts(_("****************** KA-BOOM!!!! *******************"))
5037 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
5039 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
5041 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
5042 prout(_(" have apparently been transformed into strange mutations."))
5043 prout(_(" Vulcans do not seem to be affected."))
5045 prout(_("Kirk- \"Raauch! Raauch!\""))
5050 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
5052 proutn(_("Spock- \"I believe the word is"))
5053 prouts(_(" *ASTONISHING*"))
5054 prout(_(" Mr. Sulu."))
5055 for i in range(QUADSIZE):
5056 for j in range(QUADSIZE):
5057 if game.quad[i][j] == IHDOT:
5058 game.quad[i][j] = IHQUEST
5059 prout(_(" Captain, our quadrant is now infested with"))
5060 prouts(_(" - - - - - - *THINGS*."))
5062 prout(_(" I have no logical explanation.\""))
5064 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
5066 prout(_("Scotty- \"There are so many tribbles down here"))
5067 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
5071 # Code from reports.c begins here
5073 def attackreport(curt):
5074 "eport status of bases under attack."
5076 if is_scheduled(FCDBAS):
5077 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
5078 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
5079 elif game.isatb == 1:
5080 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
5081 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
5083 prout(_("No Starbase is currently under attack."))
5085 if is_scheduled(FCDBAS):
5086 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5088 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5092 # report on general game status
5094 s1 = "" and game.thawed and _("thawed ")
5095 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5096 s3 = (None, _("novice"). _("fair"),
5097 _("good"), _("expert"), _("emeritus"))[game.skill]
5098 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5099 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5100 prout(_("No plaque is allowed."))
5102 prout(_("This is tournament game %d.") % game.tourn)
5103 prout(_("Your secret password is \"%s\"") % game.passwd)
5104 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)),
5105 (game.inkling + game.incom + game.inscom)))
5106 if game.incom - len(game.state.kcmdr):
5107 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
5108 elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
5109 prout(_(", but no Commanders."))
5112 if game.skill > SKILL_FAIR:
5113 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5114 if len(game.state.baseq) != game.inbase:
5116 if game.inbase-len(game.state.baseq)==1:
5117 proutn(_("has been 1 base"))
5119 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
5120 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
5122 prout(_("There are %d bases.") % game.inbase)
5123 if communicating() or game.iseenit:
5124 # Don't report this if not seen and
5125 # either the radio is dead or not at base!
5129 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5131 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5132 if game.ship == IHE:
5133 proutn(_("You have "))
5135 proutn("%d" % (game.nprobes))
5138 proutn(_(" deep space probe"))
5142 if communicating() and is_scheduled(FDSPROB):
5144 proutn(_("An armed deep space probe is in "))
5146 proutn(_("A deep space probe is in "))
5147 prout("Quadrant %s." % game.probec)
5149 if game.cryprob <= .05:
5150 prout(_("Dilithium crystals aboard ship... not yet used."))
5154 while game.cryprob > ai:
5157 prout(_("Dilithium crystals have been used %d time%s.") % \
5158 (i, (_("s"), "")[i==1]))
5162 "Long-range sensor scan."
5163 if damaged(DLRSENS):
5164 # Now allow base's sensors if docked
5165 if game.condition != "docked":
5167 prout(_("LONG-RANGE SENSORS DAMAGED."))
5170 prout(_("Starbase's long-range scan"))
5172 prout(_("Long-range scan"))
5173 for x in range(game.quadrant.i-1, game.quadrant.i+2):
5176 for y in range(game.quadrant.j-1, game.quadrant.j+2):
5177 if not VALID_QUADRANT(x, y):
5181 if not damaged(DRADIO):
5182 game.state.galaxy[x][y].charted = True
5183 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5184 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5185 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5186 if not silent and game.state.galaxy[x][y].supernova:
5189 proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
5197 for i in range(NDEVICES):
5200 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5201 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5203 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5204 game.damage[i]+0.05,
5205 game.docfac*game.damage[i]+0.005))
5207 prout(_("All devices functional."))
5210 "Update the chart in the Enterprise's computer from galaxy data."
5211 game.lastchart = game.state.date
5212 for i in range(GALSIZE):
5213 for j in range(GALSIZE):
5214 if game.state.galaxy[i][j].charted:
5215 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5216 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5217 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5220 "Display the star chart."
5222 if (game.options & OPTION_AUTOSCAN):
5224 if not damaged(DRADIO):
5226 if game.lastchart < game.state.date and game.condition == "docked":
5227 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5229 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5230 if game.state.date > game.lastchart:
5231 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5232 prout(" 1 2 3 4 5 6 7 8")
5233 for i in range(GALSIZE):
5234 proutn("%d |" % (i+1))
5235 for j in range(GALSIZE):
5236 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5240 if game.state.galaxy[i][j].supernova:
5242 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5244 elif game.state.galaxy[i][j].charted:
5245 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5249 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5257 def sectscan(goodScan, i, j):
5258 "Light up an individual dot in a sector."
5259 if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
5260 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):
5261 if game.condition == "red": textcolor("red")
5262 elif game.condition == "green": textcolor("green")
5263 elif game.condition == "yellow": textcolor("yellow")
5264 elif game.condition == "docked": textcolor("cyan")
5265 elif game.condition == "dead": textcolor("brown")
5266 if game.quad[i][j] != game.ship:
5268 proutn("%c " % game.quad[i][j])
5274 "Emit status report lines"
5275 if not req or req == 1:
5276 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5277 % (game.state.date, game.state.remtime))
5278 if not req or req == 2:
5279 if game.condition != "docked":
5282 for t in range(NDEVICES):
5283 if game.damage[t]>0:
5285 prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
5286 if not req or req == 3:
5287 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5288 if not req or req == 4:
5289 if damaged(DLIFSUP):
5290 if game.condition == "docked":
5291 s = _("DAMAGED, Base provides")
5293 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5296 prstat(_("Life Support"), s)
5297 if not req or req == 5:
5298 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5299 if not req or req == 6:
5301 if game.icrystl and (game.options & OPTION_SHOWME):
5302 extra = _(" (have crystals)")
5303 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5304 if not req or req == 7:
5305 prstat(_("Torpedoes"), "%d" % (game.torps))
5306 if not req or req == 8:
5307 if damaged(DSHIELD):
5313 data = _(" %d%% %.1f units") \
5314 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5315 prstat(_("Shields"), s+data)
5316 if not req or req == 9:
5317 prstat(_("Klingons Left"), "%d" \
5318 % (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem))
5319 if not req or req == 10:
5320 if game.options & OPTION_WORLDS:
5321 plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
5322 if plnet and plnet.inhabited:
5323 prstat(_("Major system"), plnet.name)
5325 prout(_("Sector is uninhabited"))
5326 elif not req or req == 11:
5327 attackreport(not req)
5330 "Request specified status data, a historical relic from slow TTYs."
5331 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5332 while scanner.next() == IHEOL:
5333 proutn(_("Information desired? "))
5335 if scanner.token in requests:
5336 status(requests.index(scanner.token))
5338 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5339 prout((" date, condition, position, lsupport, warpfactor,"))
5340 prout((" energy, torpedoes, shields, klingons, system, time."))
5345 if damaged(DSRSENS):
5346 # Allow base's sensors if docked
5347 if game.condition != "docked":
5348 prout(_(" S.R. SENSORS DAMAGED!"))
5351 prout(_(" [Using Base's sensors]"))
5353 prout(_(" Short-range scan"))
5354 if goodScan and not damaged(DRADIO):
5355 game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
5356 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
5357 game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
5358 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
5359 prout(" 1 2 3 4 5 6 7 8 9 10")
5360 if game.condition != "docked":
5362 for i in range(QUADSIZE):
5363 proutn("%2d " % (i+1))
5364 for j in range(QUADSIZE):
5365 sectscan(goodScan, i, j)
5369 "Use computer to get estimated time of arrival for a warp jump."
5370 w1 = coord(); w2 = coord()
5372 if damaged(DCOMPTR):
5373 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5376 if scanner.next() != IHREAL:
5379 proutn(_("Destination quadrant and/or sector? "))
5380 if scanner.next()!=IHREAL:
5383 w1.j = int(scanner.real-0.5)
5384 if scanner.next() != IHREAL:
5387 w1.i = int(scanner.real-0.5)
5388 if scanner.next() == IHREAL:
5389 w2.j = int(scanner.real-0.5)
5390 if scanner.next() != IHREAL:
5393 w2.i = int(scanner.real-0.5)
5395 if game.quadrant.j>w1.i:
5399 if game.quadrant.i>w1.j:
5403 if not VALID_QUADRANT(w1.i, w1.j) or not VALID_SECTOR(w2.i, w2.j):
5406 game.dist = math.sqrt((w1.j-game.quadrant.j+0.1*(w2.j-game.sector.j))**2+
5407 (w1.i-game.quadrant.i+0.1*(w2.i-game.sector.i))**2)
5410 prout(_("Answer \"no\" if you don't know the value:"))
5413 proutn(_("Time or arrival date? "))
5414 if scanner.next()==IHREAL:
5415 ttime = scanner.real
5416 if ttime > game.state.date:
5417 ttime -= game.state.date # Actually a star date
5418 twarp=(math.floor(math.sqrt((10.0*game.dist)/ttime)*10.0)+1.0)/10.0
5419 if ttime <= 1e-10 or twarp > 10:
5420 prout(_("We'll never make it, sir."))
5427 proutn(_("Warp factor? "))
5428 if scanner.next()== IHREAL:
5430 twarp = scanner.real
5431 if twarp<1.0 or twarp > 10.0:
5435 prout(_("Captain, certainly you can give me one of these."))
5438 ttime = (10.0*game.dist)/twarp**2
5439 tpower = game.dist*twarp*twarp*twarp*(game.shldup+1)
5440 if tpower >= game.energy:
5441 prout(_("Insufficient energy, sir."))
5442 if not game.shldup or tpower > game.energy*2.0:
5445 proutn(_("New warp factor to try? "))
5446 if scanner.next() == IHREAL:
5448 twarp = scanner.real
5449 if twarp<1.0 or twarp > 10.0:
5457 prout(_("But if you lower your shields,"))
5458 proutn(_("remaining"))
5461 proutn(_("Remaining"))
5462 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5464 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5466 prout(_("Any warp speed is adequate."))
5468 prout(_("Minimum warp needed is %.2f,") % (twarp))
5469 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5470 if game.state.remtime < ttime:
5471 prout(_("Unfortunately, the Federation will be destroyed by then."))
5473 prout(_("You'll be taking risks at that speed, Captain"))
5474 if (game.isatb==1 and game.state.kscmdr == w1 and \
5475 scheduled(FSCDBAS)< ttime+game.state.date) or \
5476 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5477 prout(_("The starbase there will be destroyed by then."))
5478 proutn(_("New warp factor to try? "))
5479 if scanner.next() == IHREAL:
5481 twarp = scanner.real
5482 if twarp<1.0 or twarp > 10.0:
5490 # Code from setup.c begins here
5493 "Issue a historically correct banner."
5495 prout(_("-SUPER- STAR TREK"))
5497 # From the FORTRAN original
5498 # prout(_("Latest update-21 Sept 78"))
5504 scanner.token = "emsave.trk"
5506 key = scanner.next()
5508 proutn(_("File name: "))
5509 key = scanner.next()
5514 if '.' not in scanner.token:
5515 scanner.token += ".trk"
5517 fp = open(scanner.token, "wb")
5519 prout(_("Can't freeze game as file %s") % scanner.token)
5521 cPickle.dump(game, fp)
5525 "Retrieve saved game."
5526 game.passwd[0] = '\0'
5527 key = scanner.next()
5529 proutn(_("File name: "))
5530 key = scanner.next()
5535 if '.' not in scanner.token:
5536 scanner.token += ".trk"
5538 fp = open(scanner.token, "rb")
5540 prout(_("Can't thaw game in %s") % scanner.token)
5542 game = cPickle.load(fp)
5546 # I used <http://www.memory-alpha.org> to find planets
5547 # with references in ST:TOS. Eath and the Alpha Centauri
5548 # Colony have been omitted.
5550 # Some planets marked Class G and P here will be displayed as class M
5551 # because of the way planets are generated. This is a known bug.
5554 _("Andoria (Fesoan)"), # several episodes
5555 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5556 _("Vulcan (T'Khasi)"), # many episodes
5557 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5558 _("Argelius II (Nelphia)"),# TOS: "Wolf in the Fold" ("IV" in BSD)
5559 _("Ardana"), # TOS: "The Cloud Minders"
5560 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5561 _("Gideon"), # TOS: "The Mark of Gideon"
5562 _("Aldebaran III"), # TOS: "The Deadly Years"
5563 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5564 _("Altair IV"), # TOS: "Amok Time
5565 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5566 _("Benecia"), # TOS: "The Conscience of the King"
5567 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5568 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5569 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5570 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5571 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5572 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5573 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5574 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5575 _("Ingraham B"), # TOS: "Operation: Annihilate"
5576 _("Janus IV"), # TOS: "The Devil in the Dark"
5577 _("Makus III"), # TOS: "The Galileo Seven"
5578 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5579 _("Omega IV"), # TOS: "The Omega Glory"
5580 _("Regulus V"), # TOS: "Amok Time
5581 _("Deneva"), # TOS: "Operation -- Annihilate!"
5582 # Worlds from BSD Trek
5583 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5584 _("Beta III"), # TOS: "The Return of the Archons"
5585 _("Triacus"), # TOS: "And the Children Shall Lead",
5586 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5588 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5589 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5590 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5591 # _("Izar"), # TOS: "Whom Gods Destroy"
5592 # _("Tiburon"), # TOS: "The Way to Eden"
5593 # _("Merak II"), # TOS: "The Cloud Minders"
5594 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5595 # _("Iotia"), # TOS: "A Piece of the Action"
5599 _("S. R. Sensors"), \
5600 _("L. R. Sensors"), \
5602 _("Photon Tubes"), \
5603 _("Life Support"), \
5604 _("Warp Engines"), \
5605 _("Impulse Engines"), \
5607 _("Subspace Radio"), \
5608 _("Shuttle Craft"), \
5610 _("Navigation System"), \
5612 _("Shield Control"), \
5618 "Prepare to play, set up cosmos."
5620 # Decide how many of everything
5622 return # frozen game
5623 # Prepare the Enterprise
5624 game.alldone = game.gamewon = False
5626 game.state.crew = FULLCREW
5627 game.energy = game.inenrg = 5000.0
5628 game.shield = game.inshld = 2500.0
5629 game.shldchg = False
5633 game.quadrant = randplace(GALSIZE)
5634 game.sector = randplace(QUADSIZE)
5635 game.torps = game.intorps = 10
5636 game.nprobes = randrange(2, 5)
5638 game.wfacsq = game.warpfac * game.warpfac
5639 for i in range(NDEVICES):
5640 game.damage[i] = 0.0
5641 # Set up assorted game parameters
5642 game.battle = coord()
5643 game.state.date = game.indate = 100.0 * randreal(20, 51)
5644 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5645 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5646 game.isatb = game.state.nplankl = 0
5647 game.state.starkl = game.state.basekl = 0
5648 game.iscraft = "onship"
5652 # Starchart is functional but we've never seen it
5653 game.lastchart = FOREVER
5654 # Put stars in the galaxy
5656 for i in range(GALSIZE):
5657 for j in range(GALSIZE):
5658 k = randrange(1, QUADSIZE**2/10+1)
5660 game.state.galaxy[i][j].stars = k
5661 # Locate star bases in galaxy
5662 for i in range(game.inbase):
5665 w = randplace(GALSIZE)
5666 if not game.state.galaxy[w.i][w.j].starbase:
5669 # C version: for (j = i-1; j > 0; j--)
5670 # so it did them in the opposite order.
5671 for j in range(1, i):
5672 # Improved placement algorithm to spread out bases
5673 distq = (w - game.state.baseq[j]).distance()
5674 if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
5677 prout("=== Abandoning base #%d at %s" % (i, w))
5679 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5681 prout("=== Saving base #%d, close to #%d" % (i, j))
5684 game.state.baseq.append(w)
5685 game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5686 # Position ordinary Klingon Battle Cruisers
5688 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5689 if klumper > MAXKLQUAD:
5693 klump = (1.0 - r*r)*klumper
5698 w = randplace(GALSIZE)
5699 if not game.state.galaxy[w.i][w.j].supernova and \
5700 game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5702 game.state.galaxy[w.i][w.j].klingons += int(klump)
5705 # Position Klingon Commander Ships
5706 for i in range(game.incom):
5708 w = randplace(GALSIZE)
5709 if not welcoming(w) or w in game.state.kcmdr:
5711 if (game.state.galaxy[w.i][w.j].klingons or withprob(0.25)):
5713 game.state.galaxy[w.i][w.j].klingons += 1
5714 game.state.kcmdr.append(w)
5715 # Locate planets in galaxy
5716 for i in range(game.inplan):
5718 w = randplace(GALSIZE)
5719 if game.state.galaxy[w.i][w.j].planet == None:
5723 new.crystals = "absent"
5724 if (game.options & OPTION_WORLDS) and i < NINHAB:
5725 new.pclass = "M" # All inhabited planets are class M
5726 new.crystals = "absent"
5728 new.name = systnames[i]
5729 new.inhabited = True
5731 new.pclass = ("M", "N", "O")[randrange(0, 3)]
5733 new.crystals = "present"
5734 new.known = "unknown"
5735 new.inhabited = False
5736 game.state.galaxy[w.i][w.j].planet = new
5737 game.state.planets.append(new)
5739 for i in range(game.state.nromrem):
5740 w = randplace(GALSIZE)
5741 game.state.galaxy[w.i][w.j].romulans += 1
5742 # Place the Super-Commander if needed
5743 if game.state.nscrem > 0:
5745 w = randplace(GALSIZE)
5748 game.state.kscmdr = w
5749 game.state.galaxy[w.i][w.j].klingons += 1
5750 # Initialize times for extraneous events
5751 schedule(FSNOVA, expran(0.5 * game.intime))
5752 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5753 schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
5754 schedule(FBATTAK, expran(0.3*game.intime))
5756 if game.state.nscrem:
5757 schedule(FSCMOVE, 0.2777)
5762 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5763 schedule(FDISTR, expran(1.0 + game.intime))
5768 # Place thing (in tournament game, we don't want one!)
5769 # New in SST2K: never place the Thing near a starbase.
5770 # This makes sense and avoids a special case in the old code.
5772 if game.tourn is None:
5774 thing = randplace(GALSIZE)
5775 if thing not in game.state.baseq:
5778 game.state.snap = False
5779 if game.skill == SKILL_NOVICE:
5780 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5781 prout(_("a deadly Klingon invasion force. As captain of the United"))
5782 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5783 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5784 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5785 prout(_("your mission. As you proceed you may be given more time."))
5787 prout(_("You will have %d supporting starbases.") % (game.inbase))
5788 proutn(_("Starbase locations- "))
5790 prout(_("Stardate %d.") % int(game.state.date))
5792 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5793 prout(_("An unknown number of Romulans."))
5794 if game.state.nscrem:
5795 prout(_("And one (GULP) Super-Commander."))
5796 prout(_("%d stardates.") % int(game.intime))
5797 proutn(_("%d starbases in ") % game.inbase)
5798 for i in range(game.inbase):
5799 proutn(`game.state.baseq[i]`)
5802 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5803 proutn(_(" Sector %s") % game.sector)
5805 prout(_("Good Luck!"))
5806 if game.state.nscrem:
5807 prout(_(" YOU'LL NEED IT."))
5810 if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
5812 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5813 attack(torps_ok=False)
5816 "Choose your game type."
5821 game.skill = SKILL_NONE
5823 if not scanner.inqueue: # Can start with command line options
5824 proutn(_("Would you like a regular, tournament, or saved game? "))
5826 if len(scanner.token)==0: # Try again
5828 if scanner.sees("tournament"):
5829 while scanner.next() == IHEOL:
5830 proutn(_("Type in tournament number-"))
5831 if scanner.real == 0:
5833 continue # We don't want a blank entry
5834 game.tourn = int(round(scanner.real))
5835 random.seed(scanner.real)
5837 logfp.write("# random.seed(%d)\n" % scanner.real)
5839 if scanner.sees("saved") or scanner.sees("frozen"):
5843 if game.passwd == None:
5845 if not game.alldone:
5846 game.thawed = True # No plaque if not finished
5850 if scanner.sees("regular"):
5852 proutn(_("What is \"%s\"?") % scanner.token)
5854 while game.length==0 or game.skill==SKILL_NONE:
5855 if scanner.next() == IHALPHA:
5856 if scanner.sees("short"):
5858 elif scanner.sees("medium"):
5860 elif scanner.sees("long"):
5862 elif scanner.sees("novice"):
5863 game.skill = SKILL_NOVICE
5864 elif scanner.sees("fair"):
5865 game.skill = SKILL_FAIR
5866 elif scanner.sees("good"):
5867 game.skill = SKILL_GOOD
5868 elif scanner.sees("expert"):
5869 game.skill = SKILL_EXPERT
5870 elif scanner.sees("emeritus"):
5871 game.skill = SKILL_EMERITUS
5873 proutn(_("What is \""))
5874 proutn(scanner.token)
5879 proutn(_("Would you like a Short, Medium, or Long game? "))
5880 elif game.skill == SKILL_NONE:
5881 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
5882 # Choose game options -- added by ESR for SST2K
5883 if scanner.next() != IHALPHA:
5885 proutn(_("Choose your game style (or just press enter): "))
5887 if scanner.sees("plain"):
5888 # Approximates the UT FORTRAN version.
5889 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5890 game.options |= OPTION_PLAIN
5891 elif scanner.sees("almy"):
5892 # Approximates Tom Almy's version.
5893 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5894 game.options |= OPTION_ALMY
5895 elif scanner.sees("fancy"):
5897 elif len(scanner.token):
5898 proutn(_("What is \"%s\"?") % scanner.token)
5900 if game.passwd == "debug":
5902 prout("=== Debug mode enabled.")
5903 # Use parameters to generate initial values of things
5904 game.damfac = 0.5 * game.skill
5905 game.inbase = randrange(BASEMIN, BASEMAX+1)
5907 if game.options & OPTION_PLANETS:
5908 game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
5909 if game.options & OPTION_WORLDS:
5910 game.inplan += int(NINHAB)
5911 game.state.nromrem = game.inrom = randrange(2 *game.skill)
5912 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
5913 game.state.remtime = 7.0 * game.length
5914 game.intime = game.state.remtime
5915 game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
5916 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
5917 game.state.remres = (game.inkling+4*game.incom)*game.intime
5918 game.inresor = game.state.remres
5919 if game.inkling > 50:
5920 game.state.inbase += 1
5923 def dropin(iquad=None):
5924 "Drop a feature on a random dot in the current quadrant."
5926 w = randplace(QUADSIZE)
5927 if game.quad[w.i][w.j] == IHDOT:
5929 if iquad is not None:
5930 game.quad[w.i][w.j] = iquad
5934 "Update our alert status."
5935 game.condition = "green"
5936 if game.energy < 1000.0:
5937 game.condition = "yellow"
5938 if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
5939 game.condition = "red"
5941 game.condition="dead"
5944 "Drop new Klingon into current quadrant."
5945 return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill)
5948 "Set up a new state of quadrant, for when we enter or re-enter it."
5951 game.neutz = game.inorbit = game.landed = False
5952 game.ientesc = game.iseenit = False
5953 # Create a blank quadrant
5954 game.quad = fill2d(QUADSIZE, lambda i, j: IHDOT)
5956 # Attempt to escape Super-commander, so tbeam back!
5959 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
5960 # cope with supernova
5963 game.klhere = q.klingons
5964 game.irhere = q.romulans
5966 game.quad[game.sector.i][game.sector.j] = game.ship
5969 # Position ordinary Klingons
5970 for i in range(game.klhere):
5972 # If we need a commander, promote a Klingon
5973 for cmdr in game.state.kcmdr:
5974 if cmdr == game.quadrant:
5975 e = game.enemies[game.klhere-1]
5976 game.quad[e.kloc.i][e.kloc.j] = IHC
5977 e.kpower = randreal(950,1350) + 50.0*game.skill
5979 # If we need a super-commander, promote a Klingon
5980 if game.quadrant == game.state.kscmdr:
5982 game.quad[e.kloc.i][e.kloc.j] = IHS
5983 e.kpower = randreal(1175.0, 1575.0) + 125.0*game.skill
5984 game.iscate = (game.state.remkl > 1)
5985 # Put in Romulans if needed
5986 for i in range(q.romulans):
5987 enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
5988 # If quadrant needs a starbase, put it in
5990 game.base = dropin(IHB)
5991 # If quadrant needs a planet, put it in
5993 game.iplnet = q.planet
5994 if not q.planet.inhabited:
5995 game.plnet = dropin(IHP)
5997 game.plnet = dropin(IHW)
5998 # Check for condition
6001 if game.irhere > 0 and game.klhere == 0:
6003 if not damaged(DRADIO):
6005 prout(_("LT. Uhura- \"Captain, an urgent message."))
6006 prout(_(" I'll put it on audio.\" CLICK"))
6008 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
6009 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
6010 # Put in THING if needed
6011 if thing == game.quadrant:
6012 enemy(type=IHQUEST, loc=dropin(),
6013 power=randreal(6000,6500.0)+250.0*game.skill)
6014 if not damaged(DSRSENS):
6016 prout(_("Mr. Spock- \"Captain, this is most unusual."))
6017 prout(_(" Please examine your short-range scan.\""))
6018 # Decide if quadrant needs a Tholian; lighten up if skill is low
6019 if game.options & OPTION_THOLIAN:
6020 if (game.skill < SKILL_GOOD and withprob(0.02)) or \
6021 (game.skill == SKILL_GOOD and withprob(0.05)) or \
6022 (game.skill > SKILL_GOOD and withprob(0.08)):
6025 w.i = withprob(0.5) * (QUADSIZE-1)
6026 w.j = withprob(0.5) * (QUADSIZE-1)
6027 if game.quad[w.i][w.j] == IHDOT:
6029 game.tholian = enemy(type=IHT, loc=w,
6030 power=randrange(100, 500) + 25.0*game.skill)
6031 # Reserve unoccupied corners
6032 if game.quad[0][0]==IHDOT:
6033 game.quad[0][0] = 'X'
6034 if game.quad[0][QUADSIZE-1]==IHDOT:
6035 game.quad[0][QUADSIZE-1] = 'X'
6036 if game.quad[QUADSIZE-1][0]==IHDOT:
6037 game.quad[QUADSIZE-1][0] = 'X'
6038 if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT:
6039 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
6040 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
6041 # And finally the stars
6042 for i in range(q.stars):
6044 # Put in a few black holes
6045 for i in range(1, 3+1):
6048 # Take out X's in corners if Tholian present
6050 if game.quad[0][0]=='X':
6051 game.quad[0][0] = IHDOT
6052 if game.quad[0][QUADSIZE-1]=='X':
6053 game.quad[0][QUADSIZE-1] = IHDOT
6054 if game.quad[QUADSIZE-1][0]=='X':
6055 game.quad[QUADSIZE-1][0] = IHDOT
6056 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
6057 game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT
6060 "Set the self-destruct password."
6061 if game.options & OPTION_PLAIN:
6064 proutn(_("Please type in a secret password- "))
6066 game.passwd = scanner.token
6067 if game.passwd != None:
6072 game.passwd += chr(ord('a')+randrange(26))
6074 # Code from sst.c begins here
6077 "SRSCAN": OPTION_TTY,
6078 "STATUS": OPTION_TTY,
6079 "REQUEST": OPTION_TTY,
6080 "LRSCAN": OPTION_TTY,
6093 "SENSORS": OPTION_PLANETS,
6094 "ORBIT": OPTION_PLANETS,
6095 "TRANSPORT": OPTION_PLANETS,
6096 "MINE": OPTION_PLANETS,
6097 "CRYSTALS": OPTION_PLANETS,
6098 "SHUTTLE": OPTION_PLANETS,
6099 "PLANETS": OPTION_PLANETS,
6104 "PROBE": OPTION_PROBE,
6106 "FREEZE": 0, # Synonym for SAVE
6112 "SOS": 0, # Synonym for MAYDAY
6113 "CALL": 0, # Synonym for MAYDAY
6119 "Generate a list of legal commands."
6120 proutn(_("LEGAL COMMANDS ARE:"))
6121 for (k, key) in enumerate(commands):
6122 if not commands[key] or (commands[key] & game.options):
6125 proutn("%-12s " % key)
6129 "Browse on-line help."
6130 key = scanner.next()
6133 setwnd(prompt_window)
6134 proutn(_("Help on what command? "))
6135 key = scanner.next()
6136 setwnd(message_window)
6139 if scanner.token in commands or scanner.token == "ABBREV":
6146 cmd = scanner.token.upper()
6148 fp = open(SSTDOC, "r")
6151 fp = open(DOC_NAME, "r")
6153 prout(_("Spock- \"Captain, that information is missing from the"))
6154 proutn(_(" computer. You need to find "))
6156 prout(_(" and put it in the"))
6157 proutn(_(" current directory or to "))
6161 # This used to continue: "You need to find SST.DOC and put
6162 # it in the current directory."
6166 linebuf = fp.readline()
6168 prout(_("Spock- \"Captain, there is no information on that command.\""))
6171 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6172 linebuf = linebuf[3:].strip()
6176 prout(_("Spock- \"Captain, I've found the following information:\""))
6178 while linebuf in fp:
6179 if "******" in linebuf:
6185 "Command-interpretation loop."
6187 setwnd(message_window)
6188 while True: # command loop
6190 while True: # get a command
6195 setwnd(prompt_window)
6198 if scanner.next() == IHEOL:
6199 if game.options & OPTION_CURSES:
6202 elif scanner.token == "":
6206 setwnd(message_window)
6208 candidates = filter(lambda x: x.startswith(scanner.token.upper()),
6210 if len(candidates) == 1:
6213 elif candidates and not (game.options & OPTION_PLAIN):
6214 prout("Commands with prefix '%s': %s" % (scanner.token, " ".join(candidates)))
6218 if cmd == "SRSCAN": # srscan
6220 elif cmd == "STATUS": # status
6222 elif cmd == "REQUEST": # status request
6224 elif cmd == "LRSCAN": # long range scan
6225 lrscan(silent=False)
6226 elif cmd == "PHASERS": # phasers
6230 elif cmd == "TORPEDO": # photon torpedos
6234 elif cmd == "MOVE": # move under warp
6236 elif cmd == "SHIELDS": # shields
6237 doshield(shraise=False)
6240 game.shldchg = False
6241 elif cmd == "DOCK": # dock at starbase
6244 attack(torps_ok=False)
6245 elif cmd == "DAMAGES": # damage reports
6247 elif cmd == "CHART": # chart
6249 elif cmd == "IMPULSE": # impulse
6251 elif cmd == "REST": # rest
6255 elif cmd == "WARP": # warp
6257 elif cmd == "SCORE": # score
6259 elif cmd == "SENSORS": # sensors
6261 elif cmd == "ORBIT": # orbit
6265 elif cmd == "TRANSPORT": # transport "beam"
6267 elif cmd == "MINE": # mine
6271 elif cmd == "CRYSTALS": # crystals
6275 elif cmd == "SHUTTLE": # shuttle
6279 elif cmd == "PLANETS": # Planet list
6281 elif cmd == "REPORT": # Game Report
6283 elif cmd == "COMPUTER": # use COMPUTER!
6285 elif cmd == "COMMANDS":
6287 elif cmd == "EMEXIT": # Emergency exit
6288 clrscr() # Hide screen
6289 freeze(True) # forced save
6290 raise SysExit,1 # And quick exit
6291 elif cmd == "PROBE":
6292 probe() # Launch probe
6295 elif cmd == "ABANDON": # Abandon Ship
6297 elif cmd == "DESTRUCT": # Self Destruct
6299 elif cmd == "SAVE": # Save Game
6302 if game.skill > SKILL_GOOD:
6303 prout(_("WARNING--Saved games produce no plaques!"))
6304 elif cmd == "DEATHRAY": # Try a desparation measure
6308 elif cmd == "DEBUGCMD": # What do we want for debug???
6310 elif cmd == "MAYDAY": # Call for help
6315 game.alldone = True # quit the game
6320 break # Game has ended
6321 if game.optime != 0.0:
6324 break # Events did us in
6325 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6328 if hitme and not game.justin:
6329 attack(torps_ok=True)
6332 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6343 "Emit the name of an enemy or feature."
6344 if type == IHR: s = _("Romulan")
6345 elif type == IHK: s = _("Klingon")
6346 elif type == IHC: s = _("Commander")
6347 elif type == IHS: s = _("Super-commander")
6348 elif type == IHSTAR: s = _("Star")
6349 elif type == IHP: s = _("Planet")
6350 elif type == IHB: s = _("Starbase")
6351 elif type == IHBLANK: s = _("Black hole")
6352 elif type == IHT: s = _("Tholian")
6353 elif type == IHWEB: s = _("Tholian web")
6354 elif type == IHQUEST: s = _("Stranger")
6355 elif type == IHW: s = _("Inhabited World")
6356 else: s = "Unknown??"
6359 def crmena(stars, enemy, loctype, w):
6360 "Emit the name of an enemy and his location."
6364 buf += cramen(enemy) + _(" at ")
6365 if loctype == "quadrant":
6366 buf += _("Quadrant ")
6367 elif loctype == "sector":
6372 "Emit our ship name."
6373 return{IHE:_("Enterprise"),IHF:_("Faerie Queene")}.get(game.ship,"Ship???")
6376 "Emit a line of stars"
6377 prouts("******************************************************")
6381 return -avrage*math.log(1e-7 + randreal())
6383 def randplace(size):
6384 "Choose a random location."
6386 w.i = randrange(size)
6387 w.j = randrange(size)
6397 # Get a token from the user
6400 # Fill the token quue if nothing here
6401 while not self.inqueue:
6403 if curwnd==prompt_window:
6405 setwnd(message_window)
6409 # Skip leading white space
6410 line = line.lstrip()
6414 self.inqueue = line.lstrip().split() + [IHEOL]
6415 # From here on in it's all looking at the queue
6416 self.token = self.inqueue.pop(0)
6417 if self.token == IHEOL:
6421 self.real = float(self.token)
6427 self.token = self.token.lower()
6431 def push(self, tok):
6432 self.inqueue.append(tok)
6436 # Demand input for next scan
6438 self.real = self.token = None
6440 # return IHEOL next time
6441 self.inqueue = [IHEOL]
6442 self.real = self.token = None
6444 # compares s to item and returns true if it matches to the length of s
6445 return s.startswith(self.token)
6447 # Round token value to nearest integer
6448 return int(round(scanner.real))
6452 if scanner.type != IHREAL:
6455 s.i = scanner.int()-1
6457 if scanner.type != IHREAL:
6460 s.j = scanner.int()-1
6464 "Yes-or-no confirmation."
6469 if scanner.token == 'y':
6471 if scanner.token == 'n':
6473 proutn(_("Please answer with \"y\" or \"n\": "))
6476 "Complain about unparseable input."
6479 prout(_("Beg your pardon, Captain?"))
6482 "Access to the internals for debugging."
6483 proutn("Reset levels? ")
6485 if game.energy < game.inenrg:
6486 game.energy = game.inenrg
6487 game.shield = game.inshld
6488 game.torps = game.intorps
6489 game.lsupres = game.inlsr
6490 proutn("Reset damage? ")
6492 for i in range(NDEVICES):
6493 if game.damage[i] > 0.0:
6494 game.damage[i] = 0.0
6495 proutn("Toggle debug flag? ")
6499 prout("Debug output ON")
6501 prout("Debug output OFF")
6502 proutn("Cause selective damage? ")
6504 for i in range(NDEVICES):
6505 proutn("Kill %s?" % device[i])
6507 key = scanner.next()
6508 if key == IHALPHA and scanner.sees("y"):
6509 game.damage[i] = 10.0
6510 proutn("Examine/change events? ")
6515 FSNOVA: "Supernova ",
6518 FBATTAK: "Base Attack ",
6519 FCDBAS: "Base Destroy ",
6520 FSCMOVE: "SC Move ",
6521 FSCDBAS: "SC Base Destroy ",
6522 FDSPROB: "Probe Move ",
6523 FDISTR: "Distress Call ",
6524 FENSLV: "Enslavement ",
6525 FREPRO: "Klingon Build ",
6527 for i in range(1, NEVENTS):
6530 proutn("%.2f" % (scheduled(i)-game.state.date))
6531 if i == FENSLV or i == FREPRO:
6533 proutn(" in %s" % ev.quadrant)
6538 key = scanner.next()
6543 ev = schedule(i, scanner.real)
6544 if i == FENSLV or i == FREPRO:
6546 proutn("In quadrant- ")
6547 key = scanner.next()
6548 # IHEOL says to leave coordinates as they are
6551 prout("Event %d canceled, no x coordinate." % (i))
6554 w.i = int(round(scanner.real))
6555 key = scanner.next()
6557 prout("Event %d canceled, no y coordinate." % (i))
6560 w.j = int(round(scanner.real))
6563 proutn("Induce supernova here? ")
6565 game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
6568 if __name__ == '__main__':
6570 global line, thing, game, idebug
6576 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6577 # Disable curses mode until the game logic is working.
6578 # if os.getenv("TERM"):
6579 # game.options |= OPTION_CURSES | OPTION_SHOWME
6581 game.options |= OPTION_TTY
6582 seed = int(time.time())
6583 (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:tx")
6584 for (switch, val) in options:
6587 replayfp = open(val, "r")
6589 sys.stderr.write("sst: can't open replay file %s\n" % val)
6592 line = replayfp.readline().strip()
6593 (leader, key, seed) = line.split()
6595 sys.stderr.write("sst2k: seed set to %s\n" % seed)
6596 line = replayfp.readline().strip()
6597 arguments += line.split()[2:]
6599 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6601 game.options |= OPTION_TTY
6602 game.options &=~ OPTION_CURSES
6603 elif switch == '-s':
6605 elif switch == '-t':
6606 game.options |= OPTION_TTY
6607 game.options &=~ OPTION_CURSES
6608 elif switch == '-x':
6611 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6613 # where to save the input in case of bugs
6615 logfp = open("/usr/tmp/sst-input.log", "w")
6617 sys.stderr.write("sst: warning, can't open logfile\n")
6619 logfp.write("# seed %s\n" % seed)
6620 logfp.write("# options %s\n" % " ".join(arguments))
6622 scanner = sstscanner()
6623 map(scanner.push, arguments)
6626 while True: # Play a game
6627 setwnd(fullscreen_window)
6633 game.alldone = False
6639 if game.tourn and game.alldone:
6640 proutn(_("Do you want your score recorded?"))
6645 proutn(_("Do you want to play again? "))
6649 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6653 except KeyboardInterrupt: