3 sst.py =-- Super Star Trek in Python
5 This code is a Python translation of a C translation of a FORTRAN
6 original dating back to 1973. Beautiful Python it is not. But it
11 SRSCAN, MOVE, PHASERS, CALL, STATUS, IMPULSE, PHOTONS, ABANDON,
12 LRSCAN, WARP, SHIELDS, DESTRUCT, CHART, REST, DOCK, QUIT, and DAMAGE
13 were in the original non-"super" version of UT FORTRAN Star Trek.
15 Tholians were not in the original. Dave is dubious about their merits.
16 (They are now controlled by OPTION_THOLIAN and turned off if the game
19 Planets and dilithium crystals were not in the original. Dave is OK
20 with this idea. (It's now controlled by OPTION_PLANETS and turned
21 off if the game type is "plain".)
23 Dave says the bit about the Galileo getting turned into a
24 McDonald's is "consistant with our original vision". (This has been
25 left permanently enabled, as it can only happen if OPTION_PLANETS
28 Dave also says the Space Thingy should not be preserved across saved
29 games, so you can't prove to others that you've seen it. He says it
30 shouldn't fire back, either. It should do nothing except scream and
31 disappear when hit by photon torpedos. It's OK that it may move
32 when attacked, but it didn't in the original. (Whether the Thingy
33 can fire back is now controlled by OPTION_THINGY and turned off if the
34 game type is "plain" or "almy". The no-save behavior has been restored.)
36 The Faerie Queen, black holes, and time warping were in the original.
38 Here are Tom Almy's changes:
40 In early 1997, I got the bright idea to look for references to
41 "Super Star Trek" on the World Wide Web. There weren't many hits,
42 but there was one that came up with 1979 Fortran sources! This
43 version had a few additional features that mine didn't have,
44 however mine had some feature it didn't have. So I merged its
45 features that I liked. I also took a peek at the DECUS version (a
46 port, less sources, to the PDP-10), and some other variations.
48 1, Compared to the original UT version, I've changed the "help"
49 command to "call" and the "terminate" command to "quit" to better
50 match user expectations. The DECUS version apparently made those
51 changes as well as changing "freeze" to "save". However I like
52 "freeze". (Both "freeze" and "save" work in SST2K.)
54 2. The experimental deathray originally had only a 5% chance of
55 success, but could be used repeatedly. I guess after a couple
56 years of use, it was less "experimental" because the 1979
57 version had a 70% success rate. However it was prone to breaking
58 after use. I upgraded the deathray, but kept the original set of
59 failure modes (great humor!). (Now controlled by OPTION_DEATHRAY
60 and turned off if game type is "plain".)
62 3. The 1979 version also mentions srscan and lrscan working when
63 docked (using the starbase's scanners), so I made some changes here
64 to do this (and indicating that fact to the player), and then realized
65 the base would have a subspace radio as well -- doing a Chart when docked
66 updates the star chart, and all radio reports will be heard. The Dock
67 command will also give a report if a base is under attack.
69 4. Tholian Web from the 1979 version. (Now controlled by
70 OPTION_THOLIAN and turned off if game type is "plain".)
72 5. Enemies can ram the Enterprise. (Now controlled by OPTION_RAMMING
73 and turned off if game type is "plain".)
75 6. Regular Klingons and Romulans can move in Expert and Emeritus games.
76 This code could use improvement. (Now controlled by OPTION_MVBADDY
77 and turned off if game type is "plain".)
79 7. The deep-space probe feature from the DECUS version. (Now controlled
80 by OPTION_PROBE and turned off if game type is "plain").
82 8. 'emexit' command from the 1979 version.
84 9. Bugfix: Klingon commander movements are no longer reported if long-range
87 10. Bugfix: Better base positioning at startup (more spread out).
88 That made sense to add because most people abort games with
91 In June 2002, I fixed two known bugs and a documentation typo.
92 In June 2004 I fixed a number of bugs involving: 1) parsing invalid
93 numbers, 2) manual phasers when SR scan is damaged and commander is
94 present, 3) time warping into the future, 4) hang when moving
95 klingons in crowded quadrants. (These fixes are in SST2K.)
97 Here are Stas Sergeev's changes:
99 1. The Space Thingy can be shoved, if you ram it, and can fire back if
100 fired upon. (Now controlled by OPTION_THINGY and turned off if game
101 type is "plain" or "almy".)
103 2. When you are docked, base covers you with an almost invincible shield.
104 (A commander can still ram you, or a Romulan can destroy the base,
105 or a SCom can even succeed with direct attack IIRC, but this rarely
106 happens.) (Now controlled by OPTION_BASE and turned off if game
107 type is "plain" or "almy".)
109 3. Ramming a black hole is no longer instant death. There is a
110 chance you might get timewarped instead. (Now controlled by
111 OPTION_BLKHOLE and turned off if game type is "plain" or "almy".)
113 4. The Tholian can be hit with phasers.
115 5. SCom can't escape from you if no more enemies remain
116 (without this, chasing SCom can take an eternity).
118 6. Probe target you enter is now the destination quadrant. Before I don't
119 remember what it was, but it was something I had difficulty using.
121 7. Secret password is now autogenerated.
123 8. "Plaque" is adjusted for A4 paper :-)
125 9. Phasers now tells you how much energy needed, but only if the computer
128 10. Planets are auto-scanned when you enter the quadrant.
130 11. Mining or using crystals in presense of enemy now yields an attack.
131 There are other minor adjustments to what yields an attack
134 12. "freeze" command reverts to "save", most people will understand this
135 better anyway. (SST2K recognizes both.)
137 13. Screen-oriented interface, with sensor scans always up. (SST2K
138 supports both screen-oriented and TTY modes.)
140 Eric Raymond's changes:
142 Mainly, I translated this C code out of FORTRAN into C -- created #defines
143 for a lot of magic numbers and refactored the heck out of it.
145 1. "sos" and "call" becomes "mayday", "freeze" and "save" are both good.
147 2. Status report now indicates when dilithium crystals are on board.
149 3. Per Dave Matuszek's remarks, Thingy state is never saved across games.
151 4. Added game option selection so you can play a close (but not bug-for-
152 bug identical) approximation of older versions.
154 5. Half the quadrants now have inhabited planets, from which one
155 cannot mine dilithium (there will still be the same additional number
156 of dilithium-bearing planets). Torpedoing an inhabited world is *bad*.
157 There is BSD-Trek-like logic for Klingons to attack and enslave
158 inhabited worlds, producing more ships (only is skill is 'good' or
159 better). (Controlled by OPTION_WORLDS and turned off if game
160 type is "plain" or "almy".)
162 6. User input is now logged so we can do regression testing.
164 7. More BSD-Trek features: You can now lose if your entire crew
165 dies in battle. When abandoning ship in a game with inhabited
166 worlds enabled, they must have one in the quadrant to beam down
167 to; otherwise they die in space and this counts heavily against
168 your score. Docking at a starbase replenishes your crew.
170 8. Still more BSD-Trek: we now have a weighted damage table.
171 Also, the nav subsystem (enabling automatic course
172 setting) can be damaged separately from the main computer (which
173 handles weapons targeting, ETA calculation, and self-destruct).
175 After these features were added, I translated this into Python and added
178 9. A long-range scan is done silently whenever you call CHART; thus
179 the LRSCAN command is no longer needed. (Controlled by OPTION_AUTOSCAN
180 and turned off if game type is "plain" or "almy".)
182 import os, sys, math, curses, time, readline, cPickle, random, copy, gettext
184 SSTDOC = "/usr/share/doc/sst/sst.doc"
187 def _(str): return gettext.gettext(str)
191 NINHAB = (GALSIZE * GALSIZE / 2)
193 PLNETMAX = (NINHAB + MAXUNINHAB)
196 BASEMAX = (GALSIZE * GALSIZE / 12)
199 FULLCREW = 428 # BSD Trek was 387, that's wrong
204 # How to represent features
228 def __init__(self, x=None, y=None):
231 def valid_quadrant(self):
232 return self.i>=0 and self.i<GALSIZE and self.j>=0 and self.j<GALSIZE
233 def valid_sector(self):
234 return self.i>=0 and self.i<QUADSIZE and self.j>=0 and self.j<QUADSIZE
235 def invalidate(self):
236 self.i = self.j = None
238 return self.i != None and self.j != None
239 def __eq__(self, other):
240 return other != None and self.i == other.i and self.j == other.j
241 def __ne__(self, other):
242 return other == None or self.i != other.i or self.j != other.j
243 def __add__(self, other):
244 return coord(self.i+other.i, self.j+other.j)
245 def __sub__(self, other):
246 return coord(self.i-other.i, self.j-other.j)
247 def __mul__(self, other):
248 return coord(self.i*other, self.j*other)
249 def __rmul__(self, other):
250 return coord(self.i*other, self.j*other)
251 def __div__(self, other):
252 return coord(self.i/other, self.j/other)
253 def __mod__(self, other):
254 return coord(self.i % other, self.j % other)
255 def __rdiv__(self, other):
256 return coord(self.i/other, self.j/other)
257 def roundtogrid(self):
258 return coord(int(round(self.i)), int(round(self.j)))
259 def distance(self, other=None):
260 if not other: other = coord(0, 0)
261 return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
262 def bearing(self, other=None):
263 if not other: other = coord(0, 0)
264 return 1.90985*math.atan2(self.j-other.j, self.i-other.i)
270 s.i = self.i / abs(self.i)
274 s.j = self.j / abs(self.j)
277 #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
278 return self.roundtogrid() / QUADSIZE
280 return self.roundtogrid() % QUADSIZE
283 s.i = self.i + randrange(-1, 2)
284 s.j = self.j + randrange(-1, 2)
287 if self.i == None or self.j == None:
289 return "%s - %s" % (self.i+1, self.j+1)
294 self.name = None # string-valued if inhabited
295 self.quadrant = coord() # quadrant located
296 self.pclass = None # could be ""M", "N", "O", or "destroyed"
297 self.crystals = "absent"# could be "mined", "present", "absent"
298 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
299 self.inhabited = False # is it inhabites?
307 self.starbase = False
310 self.supernova = False
312 self.status = "secure" # Could be "secure", "distressed", "enslaved"
320 def fill2d(size, fillfun):
321 "Fill an empty list in 2D."
323 for i in range(size):
325 for j in range(size):
326 lst[i].append(fillfun(i, j))
331 self.snap = False # snapshot taken
332 self.crew = 0 # crew complement
333 self.remkl = 0 # remaining klingons
334 self.nscrem = 0 # remaining super commanders
335 self.starkl = 0 # destroyed stars
336 self.basekl = 0 # destroyed bases
337 self.nromrem = 0 # Romulans remaining
338 self.nplankl = 0 # destroyed uninhabited planets
339 self.nworldkl = 0 # destroyed inhabited planets
340 self.planets = [] # Planet information
341 self.date = 0.0 # stardate
342 self.remres = 0 # remaining resources
343 self.remtime = 0 # remaining time
344 self.baseq = [] # Base quadrant coordinates
345 self.kcmdr = [] # Commander quadrant coordinates
346 self.kscmdr = coord() # Supercommander quadrant coordinates
348 self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
350 self.chart = fill2d(GALSIZE, lambda i, j: page())
354 self.date = None # A real number
355 self.quadrant = None # A coord structure
358 OPTION_ALL = 0xffffffff
359 OPTION_TTY = 0x00000001 # old interface
360 OPTION_CURSES = 0x00000002 # new interface
361 OPTION_IOMODES = 0x00000003 # cover both interfaces
362 OPTION_PLANETS = 0x00000004 # planets and mining
363 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
364 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
365 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
366 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
367 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
368 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
369 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
370 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
371 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
372 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
373 OPTION_PLAIN = 0x01000000 # user chose plain game
374 OPTION_ALMY = 0x02000000 # user chose Almy variant
393 NDEVICES= 16 # Number of devices
402 def damaged(dev): return (game.damage[dev] != 0.0)
403 def communicating(): return not damaged(DRADIO) or game.condition=="docked"
405 # Define future events
406 FSPY = 0 # Spy event happens always (no future[] entry)
407 # can cause SC to tractor beam Enterprise
408 FSNOVA = 1 # Supernova
409 FTBEAM = 2 # Commander tractor beams Enterprise
410 FSNAP = 3 # Snapshot for time warp
411 FBATTAK = 4 # Commander attacks base
412 FCDBAS = 5 # Commander destroys base
413 FSCMOVE = 6 # Supercommander moves (might attack base)
414 FSCDBAS = 7 # Supercommander destroys base
415 FDSPROB = 8 # Move deep space probe
416 FDISTR = 9 # Emit distress call from an inhabited world
417 FENSLV = 10 # Inhabited word is enslaved */
418 FREPRO = 11 # Klingons build a ship in an enslaved system
422 # abstract out the event handling -- underlying data structures will change
423 # when we implement stateful events
425 def findevent(evtype): return game.future[evtype]
428 def __init__(self, type=None, loc=None, power=None):
433 self.kpower = power # enemy energy level
434 game.enemies.append(self)
436 motion = (loc != self.kloc)
437 if self.kloc.i is not None and self.kloc.j is not None:
440 game.quad[self.kloc.i][self.kloc.j] = IHWEB
442 game.quad[self.kloc.i][self.kloc.j] = IHDOT
444 self.kloc = copy.copy(loc)
445 game.quad[self.kloc.i][self.kloc.j] = self.type
446 self.kdist = self.kavgd = (game.sector - loc).distance()
449 self.kdist = self.kavgd = None
450 game.enemies.remove(self)
453 return "<%s,%s.%f>" % (self.type, self.kloc, self.kpower) # For debugging
457 self.options = None # Game options
458 self.state = snapshot() # A snapshot structure
459 self.snapsht = snapshot() # Last snapshot taken for time-travel purposes
460 self.quad = None # contents of our quadrant
461 self.damage = [0.0] * NDEVICES # damage encountered
462 self.future = [] # future events
463 for i in range(NEVENTS):
464 self.future.append(event())
465 self.passwd = None; # Self Destruct password
467 self.quadrant = None # where we are in the large
468 self.sector = None # where we are in the small
469 self.tholian = None # Tholian enemy object
470 self.base = None # position of base in current quadrant
471 self.battle = None # base coordinates being attacked
472 self.plnet = None # location of planet in quadrant
473 self.gamewon = False # Finished!
474 self.ididit = False # action taken -- allows enemy to attack
475 self.alive = False # we are alive (not killed)
476 self.justin = False # just entered quadrant
477 self.shldup = False # shields are up
478 self.shldchg = False # shield is changing (affects efficiency)
479 self.iscate = False # super commander is here
480 self.ientesc = False # attempted escape from supercommander
481 self.resting = False # rest time
482 self.icraft = False # Kirk in Galileo
483 self.landed = False # party on planet (true), on ship (false)
484 self.alldone = False # game is now finished
485 self.neutz = False # Romulan Neutral Zone
486 self.isarmed = False # probe is armed
487 self.inorbit = False # orbiting a planet
488 self.imine = False # mining
489 self.icrystl = False # dilithium crystals aboard
490 self.iseenit = False # seen base attack report
491 self.thawed = False # thawed game
492 self.condition = None # "green", "yellow", "red", "docked", "dead"
493 self.iscraft = None # "onship", "offship", "removed"
494 self.skill = None # Player skill level
495 self.inkling = 0 # initial number of klingons
496 self.inbase = 0 # initial number of bases
497 self.incom = 0 # initial number of commanders
498 self.inscom = 0 # initial number of commanders
499 self.inrom = 0 # initial number of commanders
500 self.instar = 0 # initial stars
501 self.intorps = 0 # initial/max torpedoes
502 self.torps = 0 # number of torpedoes
503 self.ship = 0 # ship type -- 'E' is Enterprise
504 self.abandoned = 0 # count of crew abandoned in space
505 self.length = 0 # length of game
506 self.klhere = 0 # klingons here
507 self.casual = 0 # causalties
508 self.nhelp = 0 # calls for help
509 self.nkinks = 0 # count of energy-barrier crossings
510 self.iplnet = None # planet # in quadrant
511 self.inplan = 0 # initial planets
512 self.irhere = 0 # Romulans in quadrant
513 self.isatb = 0 # =1 if super commander is attacking base
514 self.tourn = None # tournament number
515 self.nprobes = 0 # number of probes available
516 self.inresor = 0.0 # initial resources
517 self.intime = 0.0 # initial time
518 self.inenrg = 0.0 # initial/max energy
519 self.inshld = 0.0 # initial/max shield
520 self.inlsr = 0.0 # initial life support resources
521 self.indate = 0.0 # initial date
522 self.energy = 0.0 # energy level
523 self.shield = 0.0 # shield level
524 self.warpfac = 0.0 # warp speed
525 self.wfacsq = 0.0 # squared warp factor
526 self.lsupres = 0.0 # life support reserves
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.probe = None # object holding probe course info
533 self.height = 0.0 # height of orbit around planet
535 # Stas thinks this should be (C expression):
536 # game.state.remkl + len(game.state.kcmdr) > 0 ?
537 # game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99
538 # He says the existing expression is prone to divide-by-zero errors
539 # after killing the last klingon when score is shown -- perhaps also
540 # if the only remaining klingon is SCOM.
541 game.state.remtime = game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr))
587 #logfp.write("# withprob(%s) -> %f (%s) at %s\n" % (p, v, v<p, traceback.extract_stack()[-2][1:]))
590 def randrange(*args):
591 v = random.randrange(*args)
592 #logfp.write("# randrange%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
598 v *= args[0] # returns from [0, args[0])
600 v = args[0] + v*(args[1]-args[0]) # returns from [args[0], args[1])
601 #logfp.write("# randreal%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
604 # Code from ai.c begins here
607 "Would this quadrant welcome another Klingon?"
608 return iq.valid_quadrant() and \
609 not game.state.galaxy[iq.i][iq.j].supernova and \
610 game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
612 def tryexit(enemy, look, irun):
613 "A bad guy attempts to bug out."
615 iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
616 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
617 if not welcoming(iq):
619 if enemy.type == IHR:
620 return False; # Romulans cannot escape!
622 # avoid intruding on another commander's territory
623 if enemy.type == IHC:
624 if iq in game.state.kcmdr:
626 # refuse to leave if currently attacking starbase
627 if game.battle == game.quadrant:
629 # don't leave if over 1000 units of energy
630 if enemy.kpower > 1000.0:
632 # emit escape message and move out of quadrant.
633 # we know this if either short or long range sensors are working
634 if not damaged(DSRSENS) or not damaged(DLRSENS) or \
635 game.condition == "docked":
636 prout(crmena(True, enemy.type, "sector", enemy.kloc) + \
637 (_(" escapes to Quadrant %s (and regains strength).") % q))
638 # handle local matters related to escape
641 if game.condition != "docked":
643 # Handle global matters related to escape
644 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
645 game.state.galaxy[iq.i][iq.j].klingons += 1
650 schedule(FSCMOVE, 0.2777)
654 for cmdr in game.state.kcmdr:
655 if cmdr == game.quadrant:
656 game.state.kcmdr[n] = iq
658 return True; # success
660 # The bad-guy movement algorithm:
662 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
663 # If both are operating full strength, force is 1000. If both are damaged,
664 # force is -1000. Having shields down subtracts an additional 1000.
666 # 2. Enemy has forces equal to the energy of the attacker plus
667 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
668 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
670 # Attacker Initial energy levels (nominal):
671 # Klingon Romulan Commander Super-Commander
672 # Novice 400 700 1200
674 # Good 450 800 1300 1750
675 # Expert 475 850 1350 1875
676 # Emeritus 500 900 1400 2000
677 # VARIANCE 75 200 200 200
679 # Enemy vessels only move prior to their attack. In Novice - Good games
680 # only commanders move. In Expert games, all enemy vessels move if there
681 # is a commander present. In Emeritus games all enemy vessels move.
683 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
684 # forces are 1000 greater than Enterprise.
686 # Agressive action on average cuts the distance between the ship and
687 # the enemy to 1/4 the original.
689 # 4. At lower energy advantage, movement units are proportional to the
690 # advantage with a 650 advantage being to hold ground, 800 to move forward
691 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
693 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
694 # retreat, especially at high skill levels.
696 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
698 def movebaddy(enemy):
699 "Tactical movement for the bad guys."
700 next = coord(); look = coord()
702 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
703 if game.skill >= SKILL_EXPERT:
704 nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
706 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
708 mdist = int(dist1 + 0.5); # Nearest integer distance
709 # If SC, check with spy to see if should hi-tail it
710 if enemy.type==IHS and \
711 (enemy.kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
715 # decide whether to advance, retreat, or hold position
716 forces = enemy.kpower+100.0*len(game.enemies)+400*(nbaddys-1)
718 forces += 1000; # Good for enemy if shield is down!
719 if not damaged(DPHASER) or not damaged(DPHOTON):
720 if damaged(DPHASER): # phasers damaged
723 forces -= 0.2*(game.energy - 2500.0)
724 if damaged(DPHOTON): # photon torpedoes damaged
727 forces -= 50.0*game.torps
729 # phasers and photon tubes both out!
732 if forces <= 1000.0 and game.condition != "docked": # Typical situation
733 motion = ((forces + randreal(200))/150.0) - 5.0
735 if forces > 1000.0: # Very strong -- move in for kill
736 motion = (1.0 - randreal())**2 * dist1 + 1.0
737 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
738 motion -= game.skill*(2.0-randreal()**2)
740 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
741 # don't move if no motion
744 # Limit motion according to skill
745 if abs(motion) > game.skill:
750 # calculate preferred number of steps
751 nsteps = abs(int(motion))
752 if motion > 0 and nsteps > mdist:
753 nsteps = mdist; # don't overshoot
754 if nsteps > QUADSIZE:
755 nsteps = QUADSIZE; # This shouldn't be necessary
757 nsteps = 1; # This shouldn't be necessary
759 proutn("NSTEPS = %d:" % nsteps)
760 # Compute preferred values of delta X and Y
761 m = game.sector - enemy.kloc
762 if 2.0 * abs(m.i) < abs(m.j):
764 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.kloc.i):
766 m = (motion * m).sgn()
769 for ll in range(nsteps):
771 proutn(" %d" % (ll+1))
772 # Check if preferred position available
783 attempts = 0; # Settle mysterious hang problem
784 while attempts < 20 and not success:
786 if look.i < 0 or look.i >= QUADSIZE:
787 if motion < 0 and tryexit(enemy, look, irun):
789 if krawli == m.i or m.j == 0:
791 look.i = next.i + krawli
793 elif look.j < 0 or look.j >= QUADSIZE:
794 if motion < 0 and tryexit(enemy, look, irun):
796 if krawlj == m.j or m.i == 0:
798 look.j = next.j + krawlj
800 elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != IHDOT:
801 # See if enemy should ram ship
802 if game.quad[look.i][look.j] == game.ship and \
803 (enemy.type == IHC or enemy.type == IHS):
804 collision(rammed=True, enemy=enemy)
806 if krawli != m.i and m.j != 0:
807 look.i = next.i + krawli
809 elif krawlj != m.j and m.i != 0:
810 look.j = next.j + krawlj
813 break; # we have failed
825 if not damaged(DSRSENS) or game.condition == "docked":
826 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.kloc))
827 if enemy.kdist < dist1:
828 proutn(_(" advances to "))
830 proutn(_(" retreats to "))
831 prout("Sector %s." % next)
834 "Sequence Klingon tactical movement."
837 # Figure out which Klingon is the commander (or Supercommander)
839 if game.quadrant in game.state.kcmdr:
840 for enemy in game.enemies:
841 if enemy.type == IHC:
843 if game.state.kscmdr==game.quadrant:
844 for enemy in game.enemies:
845 if enemy.type == IHS:
848 # If skill level is high, move other Klingons and Romulans too!
849 # Move these last so they can base their actions on what the
851 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
852 for enemy in game.enemies:
853 if enemy.type in (IHK, IHR):
855 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
857 def movescom(iq, avoid):
858 "Commander movement helper."
859 # Avoid quadrants with bases if we want to avoid Enterprise
860 if not welcoming(iq) or (avoid and iq in game.state.baseq):
862 if game.justin and not game.iscate:
865 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
866 game.state.kscmdr = iq
867 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
868 if game.state.kscmdr==game.quadrant:
869 # SC has scooted, Remove him from current quadrant
874 for enemy in game.enemies:
875 if enemy.type == IHS:
879 if game.condition != "docked":
881 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
882 # check for a helpful planet
883 for i in range(game.inplan):
884 if game.state.planets[i].quadrant == game.state.kscmdr and \
885 game.state.planets[i].crystals == "present":
887 game.state.planets[i].pclass = "destroyed"
888 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
891 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
892 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
893 prout(_(" by the Super-commander.\""))
895 return True; # looks good!
897 def supercommander():
898 "Move the Super Commander."
899 iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
902 prout("== SUPERCOMMANDER")
903 # Decide on being active or passive
904 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 \
905 (game.state.date-game.indate) < 3.0)
906 if not game.iscate and avoid:
907 # compute move away from Enterprise
908 idelta = game.state.kscmdr-game.quadrant
909 if idelta.distance() > 2.0:
911 idelta.i = game.state.kscmdr.j-game.quadrant.j
912 idelta.j = game.quadrant.i-game.state.kscmdr.i
914 # compute distances to starbases
915 if not game.state.baseq:
919 sc = game.state.kscmdr
920 for base in game.state.baseq:
921 basetbl.append((i, (base - sc).distance()))
922 if game.state.baseq > 1:
923 basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
924 # look for nearest base without a commander, no Enterprise, and
925 # without too many Klingons, and not already under attack.
926 ifindit = iwhichb = 0
927 for (i2, base) in enumerate(game.state.baseq):
928 i = basetbl[i2][0]; # bug in original had it not finding nearest
929 if base==game.quadrant or base==game.battle or not welcoming(base):
931 # if there is a commander, and no other base is appropriate,
932 # we will take the one with the commander
933 for cmdr in game.state.kcmdr:
934 if base == cmdr and ifindit != 2:
938 else: # no commander -- use this one
943 return # Nothing suitable -- wait until next time
944 ibq = game.state.baseq[iwhichb]
945 # decide how to move toward base
946 idelta = ibq - game.state.kscmdr
947 # Maximum movement is 1 quadrant in either or both axes
948 idelta = idelta.sgn()
949 # try moving in both x and y directions
950 # there was what looked like a bug in the Almy C code here,
951 # but it might be this translation is just wrong.
952 iq = game.state.kscmdr + idelta
953 if not movescom(iq, avoid):
954 # failed -- try some other maneuvers
955 if idelta.i==0 or idelta.j==0:
958 iq.j = game.state.kscmdr.j + 1
959 if not movescom(iq, avoid):
960 iq.j = game.state.kscmdr.j - 1
963 iq.i = game.state.kscmdr.i + 1
964 if not movescom(iq, avoid):
965 iq.i = game.state.kscmdr.i - 1
968 # try moving just in x or y
969 iq.j = game.state.kscmdr.j
970 if not movescom(iq, avoid):
971 iq.j = game.state.kscmdr.j + idelta.j
972 iq.i = game.state.kscmdr.i
975 if len(game.state.baseq) == 0:
978 for ibq in game.state.baseq:
979 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
982 return # no, don't attack base!
985 schedule(FSCDBAS, randreal(1.0, 3.0))
986 if is_scheduled(FCDBAS):
987 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
988 if not communicating():
992 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
994 prout(_(" reports that it is under attack from the Klingon Super-commander."))
995 proutn(_(" It can survive until stardate %d.\"") \
996 % int(scheduled(FSCDBAS)))
999 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
1002 game.resting = False
1003 game.optime = 0.0; # actually finished
1005 # Check for intelligence report
1008 (not communicating()) or \
1009 not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
1012 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
1013 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
1018 if not game.tholian or game.justin:
1021 if game.tholian.kloc.i == 0 and game.tholian.kloc.j == 0:
1022 id.i = 0; id.j = QUADSIZE-1
1023 elif game.tholian.kloc.i == 0 and game.tholian.kloc.j == QUADSIZE-1:
1024 id.i = QUADSIZE-1; id.j = QUADSIZE-1
1025 elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == QUADSIZE-1:
1026 id.i = QUADSIZE-1; id.j = 0
1027 elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == 0:
1030 # something is wrong!
1031 game.tholian.move(None)
1032 prout("***Internal error: Tholian in a bad spot.")
1034 # do nothing if we are blocked
1035 if game.quad[id.i][id.j] not in (IHDOT, IHWEB):
1037 here = copy.copy(game.tholian.kloc)
1038 delta = (id - game.tholian.kloc).sgn()
1040 while here.i != id.i:
1042 if game.quad[here.i][here.j]==IHDOT:
1043 game.tholian.move(here)
1045 while here.j != id.j:
1047 if game.quad[here.i][here.j]==IHDOT:
1048 game.tholian.move(here)
1049 # check to see if all holes plugged
1050 for i in range(QUADSIZE):
1051 if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT:
1053 if game.quad[QUADSIZE-1][i]!=IHWEB and game.quad[QUADSIZE-1][i]!=IHT:
1055 if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT:
1057 if game.quad[i][QUADSIZE-1]!=IHWEB and game.quad[i][QUADSIZE-1]!=IHT:
1059 # All plugged up -- Tholian splits
1060 game.quad[game.tholian.kloc.i][game.tholian.kloc.j]=IHWEB
1062 prout(crmena(True, IHT, "sector", game.tholian) + _(" completes web."))
1063 game.tholian.move(None)
1066 # Code from battle.c begins here
1068 def doshield(shraise):
1069 "Change shield status."
1075 key = scanner.next()
1076 if key == "IHALPHA":
1077 if scanner.sees("transfer"):
1080 if damaged(DSHIELD):
1081 prout(_("Shields damaged and down."))
1083 if scanner.sees("up"):
1085 elif scanner.sees("down"):
1088 proutn(_("Do you wish to change shield energy? "))
1090 proutn(_("Energy to transfer to shields- "))
1092 elif damaged(DSHIELD):
1093 prout(_("Shields damaged and down."))
1096 proutn(_("Shields are up. Do you want them down? "))
1103 proutn(_("Shields are down. Do you want them up? "))
1109 if action == "SHUP": # raise shields
1111 prout(_("Shields already up."))
1115 if game.condition != "docked":
1117 prout(_("Shields raised."))
1118 if game.energy <= 0:
1120 prout(_("Shields raising uses up last of energy."))
1125 elif action == "SHDN":
1127 prout(_("Shields already down."))
1131 prout(_("Shields lowered."))
1134 elif action == "NRG":
1135 while scanner.next() != "IHREAL":
1137 proutn(_("Energy to transfer to shields- "))
1139 if scanner.real == 0:
1141 if scanner.real > game.energy:
1142 prout(_("Insufficient ship energy."))
1145 if game.shield+scanner.real >= game.inshld:
1146 prout(_("Shield energy maximized."))
1147 if game.shield+scanner.real > game.inshld:
1148 prout(_("Excess energy requested returned to ship energy"))
1149 game.energy -= game.inshld-game.shield
1150 game.shield = game.inshld
1152 if scanner.real < 0.0 and game.energy-scanner.real > game.inenrg:
1153 # Prevent shield drain loophole
1155 prout(_("Engineering to bridge--"))
1156 prout(_(" Scott here. Power circuit problem, Captain."))
1157 prout(_(" I can't drain the shields."))
1160 if game.shield+scanner.real < 0:
1161 prout(_("All shield energy transferred to ship."))
1162 game.energy += game.shield
1165 proutn(_("Scotty- \""))
1166 if scanner.real > 0:
1167 prout(_("Transferring energy to shields.\""))
1169 prout(_("Draining energy from shields.\""))
1170 game.shield += scanner.real
1171 game.energy -= scanner.real
1175 "Choose a device to damage, at random."
1176 # Quoth Eric Allman in the code of BSD-Trek:
1177 # "Under certain conditions you can get a critical hit. This
1178 # sort of hit damages devices. The probability that a given
1179 # device is damaged depends on the device. Well protected
1180 # devices (such as the computer, which is in the core of the
1181 # ship and has considerable redundancy) almost never get
1182 # damaged, whereas devices which are exposed (such as the
1183 # warp engines) or which are particularly delicate (such as
1184 # the transporter) have a much higher probability of being
1187 # This is one place where OPTION_PLAIN does not restore the
1188 # original behavior, which was equiprobable damage across
1189 # all devices. If we wanted that, we'd return randrange(NDEVICES)
1190 # and have done with it. Also, in the original game, DNAVYS
1191 # and DCOMPTR were the same device.
1193 # Instead, we use a table of weights similar to the one from BSD Trek.
1194 # BSD doesn't have the shuttle, shield controller, death ray, or probes.
1195 # We don't have a cloaking device. The shuttle got the allocation
1196 # for the cloaking device, then we shaved a half-percent off
1197 # everything to have some weight to give DSHCTRL/DDRAY/DDSP.
1199 105, # DSRSENS: short range scanners 10.5%
1200 105, # DLRSENS: long range scanners 10.5%
1201 120, # DPHASER: phasers 12.0%
1202 120, # DPHOTON: photon torpedoes 12.0%
1203 25, # DLIFSUP: life support 2.5%
1204 65, # DWARPEN: warp drive 6.5%
1205 70, # DIMPULS: impulse engines 6.5%
1206 145, # DSHIELD: deflector shields 14.5%
1207 30, # DRADIO: subspace radio 3.0%
1208 45, # DSHUTTL: shuttle 4.5%
1209 15, # DCOMPTR: computer 1.5%
1210 20, # NAVCOMP: navigation system 2.0%
1211 75, # DTRANSP: transporter 7.5%
1212 20, # DSHCTRL: high-speed shield controller 2.0%
1213 10, # DDRAY: death ray 1.0%
1214 30, # DDSP: deep-space probes 3.0%
1216 idx = randrange(1000) # weights must sum to 1000
1218 for (i, w) in enumerate(weights):
1222 return None; # we should never get here
1224 def collision(rammed, enemy):
1225 "Collision handling fot rammong events."
1226 prouts(_("***RED ALERT! RED ALERT!"))
1228 prout(_("***COLLISION IMMINENT."))
1232 hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(enemy.type, 1.0)
1234 proutn(_(" rammed by "))
1237 proutn(crmena(False, enemy.type, "sector", enemy.kloc))
1239 proutn(_(" (original position)"))
1241 deadkl(enemy.kloc, enemy.type, game.sector)
1242 proutn("***" + crmship() + " heavily damaged.")
1243 icas = randrange(10, 30)
1244 prout(_("***Sickbay reports %d casualties"), icas)
1246 game.state.crew -= icas
1247 # In the pre-SST2K version, all devices got equiprobably damaged,
1248 # which was silly. Instead, pick up to half the devices at
1249 # random according to our weighting table,
1250 ncrits = randrange(NDEVICES/2)
1251 for m in range(ncrits):
1253 if game.damage[dev] < 0:
1255 extradm = (10.0*hardness*randreal()+1.0)*game.damfac
1256 # Damage for at least time of travel!
1257 game.damage[dev] += game.optime + extradm
1259 prout(_("***Shields are down."))
1260 if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
1267 def torpedo(origin, bearing, dispersion, number, nburst):
1268 "Let a photon torpedo fly"
1269 if not damaged(DSRSENS) or game.condition=="docked":
1270 setwnd(srscan_window)
1272 setwnd(message_window)
1273 ac = bearing + 0.25*dispersion # dispersion is a random variable
1274 bullseye = (15.0 - bearing)*0.5235988
1275 track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
1276 bumpto = coord(0, 0)
1277 # Loop to move a single torpedo
1278 setwnd(message_window)
1279 for step in range(1, QUADSIZE*2):
1282 if not w.valid_sector():
1284 iquad=game.quad[w.i][w.j]
1285 tracktorpedo(origin, w, step, number, nburst, iquad)
1289 if not damaged(DSRSENS) or game.condition == "docked":
1290 skip(1); # start new line after text track
1291 if iquad in (IHE, IHF): # Hit our ship
1293 prout(_("Torpedo hits %s.") % crmshp())
1294 hit = 700.0 + randreal(100) - \
1295 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1296 newcnd(); # we're blown out of dock
1297 if game.landed or game.condition=="docked":
1298 return hit # Cheat if on a planet
1299 ang = track.angle + 2.5*(randreal()-0.5)
1300 temp = math.fabs(math.sin(ang))
1301 if math.fabs(math.cos(ang)) > temp:
1302 temp = math.fabs(math.cos(ang))
1303 xx = -math.sin(ang)/temp
1304 yy = math.cos(ang)/temp
1305 bumpto.i = int(w.i+xx+0.5)
1306 bumpto.j = int(w.j+yy+0.5)
1307 if not bumpto.valid_sector():
1309 if game.quad[bumpto.i][bumpto.j]==IHBLANK:
1312 if game.quad[bumpto.i][bumpto.j]!=IHDOT:
1313 # can't move into object
1315 game.sector = bumpto
1317 game.quad[w.i][w.j]=IHDOT
1318 game.quad[bumpto.i][bumpto.j]=iquad
1319 prout(_(" displaced by blast to Sector %s ") % bumpto)
1320 for enemy in game.enemies:
1321 enemy.kdist = enemy.kavgd = (game.sector-enemy.kloc).distance()
1322 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1324 elif iquad in (IHC, IHS, IHR, IHK): # Hit a regular enemy
1326 if iquad in (IHC, IHS) and withprob(0.05):
1327 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1328 prout(_(" torpedo neutralized."))
1330 for enemy in game.enemies:
1333 kp = math.fabs(enemy.kpower)
1334 h1 = 700.0 + randrange(100) - \
1335 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1339 if enemy.kpower < 0:
1343 if enemy.kpower == 0:
1346 proutn(crmena(True, iquad, "sector", w))
1347 # If enemy damaged but not destroyed, try to displace
1348 ang = track.angle + 2.5*(randreal()-0.5)
1349 temp = math.fabs(math.sin(ang))
1350 if math.fabs(math.cos(ang)) > temp:
1351 temp = math.fabs(math.cos(ang))
1352 xx = -math.sin(ang)/temp
1353 yy = math.cos(ang)/temp
1354 bumpto.i = int(w.i+xx+0.5)
1355 bumpto.j = int(w.j+yy+0.5)
1356 if not bumpto.valid_sector():
1357 prout(_(" damaged but not destroyed."))
1359 if game.quad[bumpto.i][bumpto.j] == IHBLANK:
1360 prout(_(" buffeted into black hole."))
1361 deadkl(w, iquad, bumpto)
1362 if game.quad[bumpto.i][bumpto.j] != IHDOT:
1363 prout(_(" damaged but not destroyed."))
1365 prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
1367 game.quad[w.i][w.j]=IHDOT
1368 game.quad[bumpto.i][bumpto.j]=iquad
1369 for enemy in game.enemies:
1370 enemy.kdist = enemy.kavgd = (game.sector-enemy.kloc).distance()
1371 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1373 elif iquad == IHB: # Hit a base
1375 prout(_("***STARBASE DESTROYED.."))
1376 game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
1377 game.quad[w.i][w.j]=IHDOT
1378 game.base.invalidate()
1379 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase -= 1
1380 game.state.chart[game.quadrant.i][game.quadrant.j].starbase -= 1
1381 game.state.basekl += 1
1384 elif iquad == IHP: # Hit a planet
1385 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1386 game.state.nplankl += 1
1387 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1388 game.iplnet.pclass = "destroyed"
1390 game.plnet.invalidate()
1391 game.quad[w.i][w.j] = IHDOT
1393 # captain perishes on planet
1396 elif iquad == IHW: # Hit an inhabited world -- very bad!
1397 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1398 game.state.nworldkl += 1
1399 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1400 game.iplnet.pclass = "destroyed"
1402 game.plnet.invalidate()
1403 game.quad[w.i][w.j] = IHDOT
1405 # captain perishes on planet
1407 prout(_("You have just destroyed an inhabited planet."))
1408 prout(_("Celebratory rallies are being held on the Klingon homeworld."))
1410 elif iquad == IHSTAR: # Hit a star
1414 prout(crmena(True, IHSTAR, "sector", w) + _(" unaffected by photon blast."))
1416 elif iquad == IHQUEST: # Hit a thingy
1417 if not (game.options & OPTION_THINGY) or withprob(0.3):
1419 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1421 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1423 proutn(_("Mr. Spock-"))
1424 prouts(_(" \"Fascinating!\""))
1428 # Stas Sergeev added the possibility that
1429 # you can shove the Thingy and piss it off.
1430 # It then becomes an enemy and may fire at you.
1434 elif iquad == IHBLANK: # Black hole
1436 prout(crmena(True, IHBLANK, "sector", w) + _(" swallows torpedo."))
1438 elif iquad == IHWEB: # hit the web
1440 prout(_("***Torpedo absorbed by Tholian web."))
1442 elif iquad == IHT: # Hit a Tholian
1443 h1 = 700.0 + randrange(100) - \
1444 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1447 game.quad[w.i][w.j] = IHDOT
1452 proutn(crmena(True, IHT, "sector", w))
1454 prout(_(" survives photon blast."))
1456 prout(_(" disappears."))
1457 game.tholian.move(None)
1458 game.quad[w.i][w.j] = IHWEB
1463 proutn("Don't know how to handle torpedo collision with ")
1464 proutn(crmena(True, iquad, "sector", w))
1469 prout(_("Torpedo missed."))
1473 "Critical-hit resolution."
1474 if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1476 ncrit = int(1.0 + hit/(500.0+randreal(100)))
1477 proutn(_("***CRITICAL HIT--"))
1478 # Select devices and cause damage
1480 for loop1 in range(ncrit):
1483 # Cheat to prevent shuttle damage unless on ship
1484 if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1487 extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1488 game.damage[j] += extradm
1490 for (i, j) in enumerate(cdam):
1492 if skipcount % 3 == 2 and i < len(cdam)-1:
1497 prout(_(" damaged."))
1498 if damaged(DSHIELD) and game.shldup:
1499 prout(_("***Shields knocked down."))
1502 def attack(torps_ok):
1503 # bad guy attacks us
1504 # torps_ok == False forces use of phasers in an attack
1505 # game could be over at this point, check
1508 attempt = False; ihurt = False;
1509 hitmax=0.0; hittot=0.0; chgfac=1.0
1512 prout("=== ATTACK!")
1513 # Tholian gets to move before attacking
1516 # if you have just entered the RNZ, you'll get a warning
1517 if game.neutz: # The one chance not to be attacked
1520 # commanders get a chance to tac-move towards you
1521 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:
1523 # if no enemies remain after movement, we're done
1524 if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
1526 # set up partial hits if attack happens during shield status change
1527 pfac = 1.0/game.inshld
1529 chgfac = 0.25 + randreal(0.5)
1531 # message verbosity control
1532 if game.skill <= SKILL_FAIR:
1534 for enemy in game.enemies:
1535 if enemy.kpower < 0:
1536 continue; # too weak to attack
1537 # compute hit strength and diminish shield power
1539 # Increase chance of photon torpedos if docked or enemy energy is low
1540 if game.condition == "docked":
1542 if enemy.kpower < 500:
1544 if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry):
1546 # different enemies have different probabilities of throwing a torp
1547 usephasers = not torps_ok or \
1548 (enemy.type == IHK and r > 0.0005) or \
1549 (enemy.type==IHC and r > 0.015) or \
1550 (enemy.type==IHR and r > 0.3) or \
1551 (enemy.type==IHS and r > 0.07) or \
1552 (enemy.type==IHQUEST and r > 0.05)
1553 if usephasers: # Enemy uses phasers
1554 if game.condition == "docked":
1555 continue; # Don't waste the effort!
1556 attempt = True; # Attempt to attack
1557 dustfac = randreal(0.8, 0.85)
1558 hit = enemy.kpower*math.pow(dustfac,enemy.kavgd)
1559 enemy.kpower *= 0.75
1560 else: # Enemy uses photon torpedo
1561 # We should be able to make the bearing() method work here
1562 course = 1.90985*math.atan2(game.sector.j-enemy.kloc.j, enemy.kloc.i-game.sector.i)
1564 proutn(_("***TORPEDO INCOMING"))
1565 if not damaged(DSRSENS):
1566 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.kloc))
1569 dispersion = (randreal()+randreal())*0.5 - 0.5
1570 dispersion += 0.002*enemy.kpower*dispersion
1571 hit = torpedo(enemy.kloc, course, dispersion, number=1, nburst=1)
1572 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1573 finish(FWON); # Klingons did themselves in!
1574 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1575 return # Supernova or finished
1578 # incoming phaser or torpedo, shields may dissipate it
1579 if game.shldup or game.shldchg or game.condition=="docked":
1580 # shields will take hits
1581 propor = pfac * game.shield
1582 if game.condition =="docked":
1586 hitsh = propor*chgfac*hit+1.0
1588 if absorb > game.shield:
1589 absorb = game.shield
1590 game.shield -= absorb
1592 # taking a hit blasts us out of a starbase dock
1593 if game.condition == "docked":
1595 # but the shields may take care of it
1596 if propor > 0.1 and hit < 0.005*game.energy:
1598 # hit from this opponent got through shields, so take damage
1600 proutn(_("%d unit hit") % int(hit))
1601 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1602 proutn(_(" on the ") + crmshp())
1603 if not damaged(DSRSENS) and usephasers:
1604 prout(_(" from ") + crmena(False, enemy.type, where, enemy.kloc))
1606 # Decide if hit is critical
1612 if game.energy <= 0:
1613 # Returning home upon your shield, not with it...
1616 if not attempt and game.condition == "docked":
1617 prout(_("***Enemies decide against attacking your ship."))
1618 percent = 100.0*pfac*game.shield+0.5
1620 # Shields fully protect ship
1621 proutn(_("Enemy attack reduces shield strength to "))
1623 # Emit message if starship suffered hit(s)
1625 proutn(_("Energy left %2d shields ") % int(game.energy))
1628 elif not damaged(DSHIELD):
1631 proutn(_("damaged, "))
1632 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1633 # Check if anyone was hurt
1634 if hitmax >= 200 or hittot >= 500:
1635 icas = randrange(int(hittot * 0.015))
1638 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1639 prout(_(" in that last attack.\""))
1641 game.state.crew -= icas
1642 # After attack, reset average distance to enemies
1643 for enemy in game.enemies:
1644 enemy.kavgd = enemy.kdist
1645 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1648 def deadkl(w, type, mv):
1649 "Kill a Klingon, Tholian, Romulan, or Thingy."
1650 # Added mv to allow enemy to "move" before dying
1651 proutn(crmena(True, type, "sector", mv))
1652 # Decide what kind of enemy it is and update appropriately
1654 # Chalk up a Romulan
1655 game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1657 game.state.nromrem -= 1
1661 elif type == IHQUEST:
1666 # Killed some type of Klingon
1667 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1670 game.state.kcmdr.remove(game.quadrant)
1672 if game.state.kcmdr:
1673 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1674 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1677 game.state.remkl -= 1
1679 game.state.nscrem -= 1
1680 game.state.kscmdr.invalidate()
1685 # For each kind of enemy, finish message to player
1686 prout(_(" destroyed."))
1687 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1690 # Remove enemy ship from arrays describing local conditions
1691 for e in game.enemies:
1698 "Return None if target is invalid, otherwise return a course angle."
1699 if not w.valid_sector():
1703 # FIXME: C code this was translated from is wacky -- why the sign reversal?
1704 delta.j = (w.j - game.sector.j);
1705 delta.i = (game.sector.i - w.i);
1706 if delta == coord(0, 0):
1708 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1709 prout(_(" I recommend an immediate review of"))
1710 prout(_(" the Captain's psychological profile.\""))
1713 return delta.bearing()
1716 "Launch photon torpedo."
1719 if damaged(DPHOTON):
1720 prout(_("Photon tubes damaged."))
1724 prout(_("No torpedoes left."))
1727 # First, get torpedo count
1730 if scanner.token == "IHALPHA":
1733 elif scanner.token == "IHEOL" or not scanner.waiting():
1734 prout(_("%d torpedoes left.") % game.torps)
1736 proutn(_("Number of torpedoes to fire- "))
1737 continue # Go back around to get a number
1738 else: # key == "IHREAL"
1740 if n <= 0: # abort command
1745 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1748 scanner.chew() # User requested more torps than available
1749 continue # Go back around
1750 break # All is good, go to next stage
1754 key = scanner.next()
1755 if i==0 and key == "IHEOL":
1756 break; # no coordinate waiting, we will try prompting
1757 if i==1 and key == "IHEOL":
1758 # direct all torpedoes at one target
1760 target.append(target[0])
1761 course.append(course[0])
1764 scanner.push(scanner.token)
1765 target.append(scanner.getcoord())
1766 if target[-1] == None:
1768 course.append(targetcheck(target[-1]))
1769 if course[-1] == None:
1772 if len(target) == 0:
1773 # prompt for each one
1775 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1777 target.append(scanner.getcoord())
1778 if target[-1] == None:
1780 course.append(targetcheck(target[-1]))
1781 if course[-1] == None:
1784 # Loop for moving <n> torpedoes
1786 if game.condition != "docked":
1788 dispersion = (randreal()+randreal())*0.5 -0.5
1789 if math.fabs(dispersion) >= 0.47:
1791 dispersion *= randreal(1.2, 2.2)
1793 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1795 prouts(_("***TORPEDO MISFIRES."))
1798 prout(_(" Remainder of burst aborted."))
1800 prout(_("***Photon tubes damaged by misfire."))
1801 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1803 if game.shldup or game.condition == "docked":
1804 dispersion *= 1.0 + 0.0001*game.shield
1805 torpedo(game.sector, course[i], dispersion, number=i, nburst=n)
1806 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1808 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1812 "Check for phasers overheating."
1814 checkburn = (rpow-1500.0)*0.00038
1815 if withprob(checkburn):
1816 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1817 game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1819 def checkshctrl(rpow):
1820 "Check shield control."
1823 prout(_("Shields lowered."))
1825 # Something bad has happened
1826 prouts(_("***RED ALERT! RED ALERT!"))
1828 hit = rpow*game.shield/game.inshld
1829 game.energy -= rpow+hit*0.8
1830 game.shield -= hit*0.2
1831 if game.energy <= 0.0:
1832 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1837 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1839 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1840 icas = randrange(int(hit*0.012))
1845 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1846 prout(_(" %d casualties so far.\"") % icas)
1848 game.state.crew -= icas
1850 prout(_("Phaser energy dispersed by shields."))
1851 prout(_("Enemy unaffected."))
1856 "Register a phaser hit on Klingons and Romulans."
1857 nenhr2 = len(game.enemies); kk=0
1860 for (k, wham) in enumerate(hits):
1863 dustfac = randreal(0.9, 1.0)
1864 hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
1865 kpini = game.enemies[kk].kpower
1866 kp = math.fabs(kpini)
1867 if PHASEFAC*hit < kp:
1869 if game.enemies[kk].kpower < 0:
1870 game.enemies[kk].kpower -= -kp
1872 game.enemies[kk].kpower -= kp
1873 kpow = game.enemies[kk].kpower
1874 w = game.enemies[kk].kloc
1876 if not damaged(DSRSENS):
1878 proutn(_("%d unit hit on ") % int(hit))
1880 proutn(_("Very small hit on "))
1881 ienm = game.quad[w.i][w.j]
1884 proutn(crmena(False, ienm, "sector", w))
1888 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1892 kk -= 1 # don't do the increment
1894 else: # decide whether or not to emasculate klingon
1895 if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1896 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1897 prout(_(" has just lost its firepower.\""))
1898 game.enemies[kk].kpower = -kpow
1903 "Fire phasers at bad guys."
1905 kz = 0; k = 1; irec=0 # Cheating inhibitor
1906 ifast = False; no = False; itarg = True; msgflag = True; rpow=0
1910 # SR sensors and Computer are needed for automode
1911 if damaged(DSRSENS) or damaged(DCOMPTR):
1913 if game.condition == "docked":
1914 prout(_("Phasers can't be fired through base shields."))
1917 if damaged(DPHASER):
1918 prout(_("Phaser control damaged."))
1922 if damaged(DSHCTRL):
1923 prout(_("High speed shield control damaged."))
1926 if game.energy <= 200.0:
1927 prout(_("Insufficient energy to activate high-speed shield control."))
1930 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1932 # Original code so convoluted, I re-did it all
1933 # (That was Tom Almy talking about the C code, I think -- ESR)
1934 while automode=="NOTSET":
1936 if key == "IHALPHA":
1937 if scanner.sees("manual"):
1938 if len(game.enemies)==0:
1939 prout(_("There is no enemy present to select."))
1942 automode="AUTOMATIC"
1945 key = scanner.next()
1946 elif scanner.sees("automatic"):
1947 if (not itarg) and len(game.enemies) != 0:
1948 automode = "FORCEMAN"
1950 if len(game.enemies)==0:
1951 prout(_("Energy will be expended into space."))
1952 automode = "AUTOMATIC"
1953 key = scanner.next()
1954 elif scanner.sees("no"):
1959 elif key == "IHREAL":
1960 if len(game.enemies)==0:
1961 prout(_("Energy will be expended into space."))
1962 automode = "AUTOMATIC"
1964 automode = "FORCEMAN"
1966 automode = "AUTOMATIC"
1969 if len(game.enemies)==0:
1970 prout(_("Energy will be expended into space."))
1971 automode = "AUTOMATIC"
1973 automode = "FORCEMAN"
1975 proutn(_("Manual or automatic? "))
1980 if automode == "AUTOMATIC":
1981 if key == "IHALPHA" and scanner.sees("no"):
1983 key = scanner.next()
1984 if key != "IHREAL" and len(game.enemies) != 0:
1985 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
1990 for i in range(len(game.enemies)):
1991 irec += math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
1993 proutn(_("%d units required. ") % irec)
1995 proutn(_("Units to fire= "))
1996 key = scanner.next()
2001 proutn(_("Energy available= %.2f") % avail)
2004 if not rpow > avail:
2011 if key == "IHALPHA" and scanner.sees("no"):
2014 game.energy -= 200; # Go and do it!
2015 if checkshctrl(rpow):
2020 if len(game.enemies):
2023 for i in range(len(game.enemies)):
2027 hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
2028 over = randreal(1.01, 1.06) * hits[i]
2030 powrem -= hits[i] + over
2031 if powrem <= 0 and temp < hits[i]:
2040 if extra > 0 and not game.alldone:
2042 proutn(_("*** Tholian web absorbs "))
2043 if len(game.enemies)>0:
2044 proutn(_("excess "))
2045 prout(_("phaser energy."))
2047 prout(_("%d expended on empty space.") % int(extra))
2048 elif automode == "FORCEMAN":
2051 if damaged(DCOMPTR):
2052 prout(_("Battle computer damaged, manual fire only."))
2055 prouts(_("---WORKING---"))
2057 prout(_("Short-range-sensors-damaged"))
2058 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2059 prout(_("Manual-fire-must-be-used"))
2061 elif automode == "MANUAL":
2063 for k in range(len(game.enemies)):
2064 aim = game.enemies[k].kloc
2065 ienm = game.quad[aim.i][aim.j]
2067 proutn(_("Energy available= %.2f") % (avail-0.006))
2071 if damaged(DSRSENS) and \
2072 not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS):
2073 prout(cramen(ienm) + _(" can't be located without short range scan."))
2076 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
2081 if itarg and k > kz:
2082 irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
2085 if not damaged(DCOMPTR):
2090 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
2091 key = scanner.next()
2092 if key == "IHALPHA" and scanner.sees("no"):
2094 key = scanner.next()
2096 if key == "IHALPHA":
2100 if k==1: # Let me say I'm baffled by this
2103 if scanner.real < 0:
2107 hits[k] = scanner.real
2108 rpow += scanner.real
2109 # If total requested is too much, inform and start over
2111 prout(_("Available energy exceeded -- try again."))
2114 key = scanner.next(); # scan for next value
2117 # zero energy -- abort
2120 if key == "IHALPHA" and scanner.sees("no"):
2125 game.energy -= 200.0
2126 if checkshctrl(rpow):
2130 # Say shield raised or malfunction, if necessary
2137 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2138 prouts(_(" CLICK CLICK POP . . ."))
2139 prout(_(" No response, sir!"))
2142 prout(_("Shields raised."))
2147 # Code from events,c begins here.
2149 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2150 # event of each type active at any given time. Mostly these means we can
2151 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2152 # BSD Trek, from which we swiped the idea, can have up to 5.
2154 def unschedule(evtype):
2155 "Remove an event from the schedule."
2156 game.future[evtype].date = FOREVER
2157 return game.future[evtype]
2159 def is_scheduled(evtype):
2160 "Is an event of specified type scheduled."
2161 return game.future[evtype].date != FOREVER
2163 def scheduled(evtype):
2164 "When will this event happen?"
2165 return game.future[evtype].date
2167 def schedule(evtype, offset):
2168 "Schedule an event of specified type."
2169 game.future[evtype].date = game.state.date + offset
2170 return game.future[evtype]
2172 def postpone(evtype, offset):
2173 "Postpone a scheduled event."
2174 game.future[evtype].date += offset
2177 "Rest period is interrupted by event."
2180 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2182 game.resting = False
2188 "Run through the event queue looking for things to do."
2190 fintim = game.state.date + game.optime; yank=0
2191 ictbeam = False; istract = False
2192 w = coord(); hold = coord()
2193 ev = event(); ev2 = event()
2195 def tractorbeam(yank):
2196 "Tractor-beaming cases merge here."
2198 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2200 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2201 # If Kirk & Co. screwing around on planet, handle
2202 atover(True) # atover(true) is Grab
2205 if game.icraft: # Caught in Galileo?
2208 # Check to see if shuttle is aboard
2209 if game.iscraft == "offship":
2212 prout(_("Galileo, left on the planet surface, is captured"))
2213 prout(_("by aliens and made into a flying McDonald's."))
2214 game.damage[DSHUTTL] = -10
2215 game.iscraft = "removed"
2217 prout(_("Galileo, left on the planet surface, is well hidden."))
2219 game.quadrant = game.state.kscmdr
2221 game.quadrant = game.state.kcmdr[i]
2222 game.sector = randplace(QUADSIZE)
2223 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2224 % (game.quadrant, game.sector))
2226 prout(_("(Remainder of rest/repair period cancelled.)"))
2227 game.resting = False
2229 if not damaged(DSHIELD) and game.shield > 0:
2230 doshield(shraise=True) # raise shields
2231 game.shldchg = False
2233 prout(_("(Shields not currently useable.)"))
2235 # Adjust finish time to time of tractor beaming
2236 fintim = game.state.date+game.optime
2237 attack(torps_ok=False)
2238 if not game.state.kcmdr:
2241 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2244 "Code merges here for any commander destroying a starbase."
2245 # Not perfect, but will have to do
2246 # Handle case where base is in same quadrant as starship
2247 if game.battle == game.quadrant:
2248 game.state.chart[game.battle.i][game.battle.j].starbase = False
2249 game.quad[game.base.i][game.base.j] = IHDOT
2250 game.base.invalidate()
2253 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2254 elif game.state.baseq and communicating():
2255 # Get word via subspace radio
2258 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2259 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2261 prout(_("the Klingon Super-Commander"))
2263 prout(_("a Klingon Commander"))
2264 game.state.chart[game.battle.i][game.battle.j].starbase = False
2265 # Remove Starbase from galaxy
2266 game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2267 game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq)
2269 # reinstate a commander's base attack
2273 game.battle.invalidate()
2275 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2276 for i in range(1, NEVENTS):
2277 if i == FSNOVA: proutn("=== Supernova ")
2278 elif i == FTBEAM: proutn("=== T Beam ")
2279 elif i == FSNAP: proutn("=== Snapshot ")
2280 elif i == FBATTAK: proutn("=== Base Attack ")
2281 elif i == FCDBAS: proutn("=== Base Destroy ")
2282 elif i == FSCMOVE: proutn("=== SC Move ")
2283 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2284 elif i == FDSPROB: proutn("=== Probe Move ")
2285 elif i == FDISTR: proutn("=== Distress Call ")
2286 elif i == FENSLV: proutn("=== Enslavement ")
2287 elif i == FREPRO: proutn("=== Klingon Build ")
2289 prout("%.2f" % (scheduled(i)))
2292 radio_was_broken = damaged(DRADIO)
2295 # Select earliest extraneous event, evcode==0 if no events
2300 for l in range(1, NEVENTS):
2301 if game.future[l].date < datemin:
2304 prout("== Event %d fires" % evcode)
2305 datemin = game.future[l].date
2306 xtime = datemin-game.state.date
2307 game.state.date = datemin
2308 # Decrement Federation resources and recompute remaining time
2309 game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
2311 if game.state.remtime <=0:
2314 # Any crew left alive?
2315 if game.state.crew <=0:
2318 # Is life support adequate?
2319 if damaged(DLIFSUP) and game.condition != "docked":
2320 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2323 game.lsupres -= xtime
2324 if game.damage[DLIFSUP] <= xtime:
2325 game.lsupres = game.inlsr
2328 if game.condition == "docked":
2329 repair /= game.docfac
2330 # Don't fix Deathray here
2331 for l in range(NDEVICES):
2332 if game.damage[l] > 0.0 and l != DDRAY:
2333 if game.damage[l]-repair > 0.0:
2334 game.damage[l] -= repair
2336 game.damage[l] = 0.0
2337 # If radio repaired, update star chart and attack reports
2338 if radio_was_broken and not damaged(DRADIO):
2339 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2340 prout(_(" surveillance reports are coming in."))
2342 if not game.iseenit:
2346 prout(_(" The star chart is now up to date.\""))
2348 # Cause extraneous event EVCODE to occur
2349 game.optime -= xtime
2350 if evcode == FSNOVA: # Supernova
2353 schedule(FSNOVA, expran(0.5*game.intime))
2354 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2356 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2357 if game.state.nscrem == 0 or \
2358 ictbeam or istract or \
2359 game.condition=="docked" or game.isatb==1 or game.iscate:
2361 if game.ientesc or \
2362 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2363 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2364 (damaged(DSHIELD) and \
2365 (game.energy < 2500 or damaged(DPHASER)) and \
2366 (game.torps < 5 or damaged(DPHOTON))):
2368 istract = ictbeam = True
2369 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2372 elif evcode == FTBEAM: # Tractor beam
2373 if not game.state.kcmdr:
2376 i = randrange(len(game.state.kcmdr))
2377 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2378 if istract or game.condition == "docked" or yank == 0:
2379 # Drats! Have to reschedule
2381 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2385 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2386 game.snapsht = copy.deepcopy(game.state)
2387 game.state.snap = True
2388 schedule(FSNAP, expran(0.5 * game.intime))
2389 elif evcode == FBATTAK: # Commander attacks starbase
2390 if not game.state.kcmdr or not game.state.baseq:
2396 for ibq in game.state.baseq:
2397 for cmdr in game.state.kcmdr:
2398 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2401 # no match found -- try later
2402 schedule(FBATTAK, expran(0.3*game.intime))
2407 # commander + starbase combination found -- launch attack
2409 schedule(FCDBAS, randreal(1.0, 4.0))
2410 if game.isatb: # extra time if SC already attacking
2411 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2412 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2413 game.iseenit = False
2414 if not communicating():
2415 continue # No warning :-(
2419 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2420 prout(_(" reports that it is under attack and that it can"))
2421 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2424 elif evcode == FSCDBAS: # Supercommander destroys base
2427 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2428 continue # WAS RETURN!
2430 game.battle = game.state.kscmdr
2432 elif evcode == FCDBAS: # Commander succeeds in destroying base
2435 if not game.state.baseq() \
2436 or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2437 game.battle.invalidate()
2439 # find the lucky pair
2440 for cmdr in game.state.kcmdr:
2441 if cmdr == game.battle:
2444 # No action to take after all
2447 elif evcode == FSCMOVE: # Supercommander moves
2448 schedule(FSCMOVE, 0.2777)
2449 if not game.ientesc and not istract and game.isatb != 1 and \
2450 (not game.iscate or not game.justin):
2452 elif evcode == FDSPROB: # Move deep space probe
2453 schedule(FDSPROB, 0.01)
2454 if game.probe.next(grain=QUADSIZE):
2455 if not game.probe.quadrant().valid_quadrant() or \
2456 game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
2457 # Left galaxy or ran into supernova
2461 proutn(_("Lt. Uhura- \"The deep space probe "))
2462 if not game.probe.quadrant().valid_quadrant():
2463 prout(_("has left the galaxy.\""))
2465 prout(_("is no longer transmitting.\""))
2471 prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
2472 pdest = game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j]
2474 chp = game.state.chart[game.probe.quadrant().i][game.probe.quadrant().j]
2475 chp.klingons = pdest.klingons
2476 chp.starbase = pdest.starbase
2477 chp.stars = pdest.stars
2478 pdest.charted = True
2479 game.probe.moves -= 1 # One less to travel
2480 if game.probe.moves == 0 and game.isarmed and pdest.stars:
2481 supernova(game.probe) # fire in the hole!
2483 if game.state.galaxy[game.quadrant().i][game.quadrant().j].supernova:
2485 elif evcode == FDISTR: # inhabited system issues distress call
2487 # try a whole bunch of times to find something suitable
2488 for i in range(100):
2489 # need a quadrant which is not the current one,
2490 # which has some stars which are inhabited and
2491 # not already under attack, which is not
2492 # supernova'ed, and which has some Klingons in it
2493 w = randplace(GALSIZE)
2494 q = game.state.galaxy[w.i][w.j]
2495 if not (game.quadrant == w or q.planet == None or \
2496 not q.planet.inhabited or \
2497 q.supernova or q.status!="secure" or q.klingons<=0):
2500 # can't seem to find one; ignore this call
2502 prout("=== Couldn't find location for distress event.")
2504 # got one!! Schedule its enslavement
2505 ev = schedule(FENSLV, expran(game.intime))
2507 q.status = "distressed"
2508 # tell the captain about it if we can
2510 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2512 prout(_("by a Klingon invasion fleet."))
2515 elif evcode == FENSLV: # starsystem is enslaved
2516 ev = unschedule(FENSLV)
2517 # see if current distress call still active
2518 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2522 q.status = "enslaved"
2524 # play stork and schedule the first baby
2525 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2526 ev2.quadrant = ev.quadrant
2528 # report the disaster if we can
2530 prout(_("Uhura- We've lost contact with starsystem %s") % \
2532 prout(_("in Quadrant %s.\n") % ev.quadrant)
2533 elif evcode == FREPRO: # Klingon reproduces
2534 # If we ever switch to a real event queue, we'll need to
2535 # explicitly retrieve and restore the x and y.
2536 ev = schedule(FREPRO, expran(1.0 * game.intime))
2537 # see if current distress call still active
2538 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2542 if game.state.remkl >=MAXKLGAME:
2543 continue # full right now
2544 # reproduce one Klingon
2547 if game.klhere >= MAXKLQUAD:
2549 # this quadrant not ok, pick an adjacent one
2550 for m.i in range(w.i - 1, w.i + 2):
2551 for m.j in range(w.j - 1, w.j + 2):
2552 if not m.valid_quadrant():
2554 q = game.state.galaxy[m.i][m.j]
2555 # check for this quad ok (not full & no snova)
2556 if q.klingons >= MAXKLQUAD or q.supernova:
2560 continue # search for eligible quadrant failed
2564 game.state.remkl += 1
2566 if game.quadrant == w:
2568 game.enemies.append(newkling())
2569 # recompute time left
2572 if game.quadrant == w:
2573 prout(_("Spock- sensors indicate the Klingons have"))
2574 prout(_("launched a warship from %s.") % q.planet)
2576 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2577 if q.planet != None:
2578 proutn(_("near %s") % q.planet)
2579 prout(_("in Quadrant %s.") % w)
2585 key = scanner.next()
2588 proutn(_("How long? "))
2593 origTime = delay = scanner.real
2596 if delay >= game.state.remtime or len(game.enemies) != 0:
2597 proutn(_("Are you sure? "))
2600 # Alternate resting periods (events) with attacks
2604 game.resting = False
2605 if not game.resting:
2606 prout(_("%d stardates left.") % int(game.state.remtime))
2608 temp = game.optime = delay
2609 if len(game.enemies):
2610 rtime = randreal(1.0, 2.0)
2614 if game.optime < delay:
2615 attack(torps_ok=False)
2623 # Repair Deathray if long rest at starbase
2624 if origTime-delay >= 9.99 and game.condition == "docked":
2625 game.damage[DDRAY] = 0.0
2626 # leave if quadrant supernovas
2627 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2629 game.resting = False
2634 course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2635 newc = coord(); neighbor = coord(); bump = coord(0, 0)
2637 # Wow! We've supernova'ed
2638 supernova(game.quadrant)
2640 # handle initial nova
2641 game.quad[nov.i][nov.j] = IHDOT
2642 prout(crmena(False, IHSTAR, "sector", nov) + _(" novas."))
2643 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2644 game.state.starkl += 1
2645 # Set up queue to recursively trigger adjacent stars
2651 for offset.i in range(-1, 1+1):
2652 for offset.j in range(-1, 1+1):
2653 if offset.j==0 and offset.i==0:
2655 neighbor = start + offset
2656 if not neighbor.valid_sector():
2658 iquad = game.quad[neighbor.i][neighbor.j]
2659 # Empty space ends reaction
2660 if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
2662 elif iquad == IHSTAR: # Affect another star
2664 # This star supernovas
2665 supernova(game.quadrant)
2668 hits.append(neighbor)
2669 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2670 game.state.starkl += 1
2671 proutn(crmena(True, IHSTAR, "sector", neighbor))
2673 game.quad[neighbor.i][neighbor.j] = IHDOT
2675 elif iquad in (IHP, IHW): # Destroy planet
2676 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2678 game.state.nplankl += 1
2680 game.state.worldkl += 1
2681 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2682 game.iplnet.pclass = "destroyed"
2684 game.plnet.invalidate()
2688 game.quad[neighbor.i][neighbor.j] = IHDOT
2689 elif iquad == IHB: # Destroy base
2690 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2691 game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
2692 game.base.invalidate()
2693 game.state.basekl += 1
2695 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2696 game.quad[neighbor.i][neighbor.j] = IHDOT
2697 elif iquad in (IHE, IHF): # Buffet ship
2698 prout(_("***Starship buffeted by nova."))
2700 if game.shield >= 2000.0:
2701 game.shield -= 2000.0
2703 diff = 2000.0 - game.shield
2707 prout(_("***Shields knocked out."))
2708 game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2710 game.energy -= 2000.0
2711 if game.energy <= 0:
2714 # add in course nova contributes to kicking starship
2715 bump += (game.sector-hits[mm]).sgn()
2716 elif iquad == IHK: # kill klingon
2717 deadkl(neighbor, iquad, neighbor)
2718 elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
2719 for ll in range(len(game.enemies)):
2720 if game.enemies[ll].kloc == neighbor:
2722 game.enemies[ll].kpower -= 800.0 # If firepower is lost, die
2723 if game.enemies[ll].kpower <= 0.0:
2724 deadkl(neighbor, iquad, neighbor)
2726 newc = neighbor + neighbor - hits[mm]
2727 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2728 if not newc.valid_sector():
2729 # can't leave quadrant
2732 iquad1 = game.quad[newc.i][newc.j]
2733 if iquad1 == IHBLANK:
2734 proutn(_(", blasted into ") + crmena(False, IHBLANK, "sector", newc))
2736 deadkl(neighbor, iquad, newc)
2739 # can't move into something else
2742 proutn(_(", buffeted to Sector %s") % newc)
2743 game.quad[neighbor.i][neighbor.j] = IHDOT
2744 game.quad[newc.i][newc.j] = iquad
2745 game.enemies[ll].move(newc)
2746 # Starship affected by nova -- kick it away.
2748 direc = course[3*(bump.i+1)+bump.j+2]
2753 course = course(bearing=direc, distance=dist)
2754 game.optime = course.time(warp=4)
2756 prout(_("Force of nova displaces starship."))
2757 imove(course, novapush=True)
2758 game.optime = course.time(warp=4)
2762 "Star goes supernova."
2767 # Scheduled supernova -- select star at random.
2770 for nq.i in range(GALSIZE):
2771 for nq.j in range(GALSIZE):
2772 stars += game.state.galaxy[nq.i][nq.j].stars
2774 return # nothing to supernova exists
2775 num = randrange(stars) + 1
2776 for nq.i in range(GALSIZE):
2777 for nq.j in range(GALSIZE):
2778 num -= game.state.galaxy[nq.i][nq.j].stars
2784 proutn("=== Super nova here?")
2787 if not nq == game.quadrant or game.justin:
2788 # it isn't here, or we just entered (treat as enroute)
2791 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2792 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2795 # we are in the quadrant!
2796 num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
2797 for ns.i in range(QUADSIZE):
2798 for ns.j in range(QUADSIZE):
2799 if game.quad[ns.i][ns.j]==IHSTAR:
2806 prouts(_("***RED ALERT! RED ALERT!"))
2808 prout(_("***Incipient supernova detected at Sector %s") % ns)
2809 if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2810 proutn(_("Emergency override attempts t"))
2811 prouts("***************")
2815 # destroy any Klingons in supernovaed quadrant
2816 kldead = game.state.galaxy[nq.i][nq.j].klingons
2817 game.state.galaxy[nq.i][nq.j].klingons = 0
2818 if nq == game.state.kscmdr:
2819 # did in the Supercommander!
2820 game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
2824 survivors = filter(lambda w: w != nq, game.state.kcmdr)
2825 comkills = len(game.state.kcmdr) - len(survivors)
2826 game.state.kcmdr = survivors
2828 if not game.state.kcmdr:
2830 game.state.remkl -= kldead
2831 # destroy Romulans and planets in supernovaed quadrant
2832 nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2833 game.state.galaxy[nq.i][nq.j].romulans = 0
2834 game.state.nromrem -= nrmdead
2836 for loop in range(game.inplan):
2837 if game.state.planets[loop].quadrant == nq:
2838 game.state.planets[loop].pclass = "destroyed"
2840 # Destroy any base in supernovaed quadrant
2841 game.state.baseq = filter(lambda x: x != nq, game.state.baseq)
2842 # If starship caused supernova, tally up destruction
2844 game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2845 game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2846 game.state.nplankl += npdead
2847 # mark supernova in galaxy and in star chart
2848 if game.quadrant == nq or communicating():
2849 game.state.galaxy[nq.i][nq.j].supernova = True
2850 # If supernova destroys last Klingons give special message
2851 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
2854 prout(_("Lucky you!"))
2855 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2858 # if some Klingons remain, continue or die in supernova
2863 # Code from finish.c ends here.
2866 "Self-destruct maneuver. Finish with a BANG!"
2868 if damaged(DCOMPTR):
2869 prout(_("Computer damaged; cannot execute destruct sequence."))
2871 prouts(_("---WORKING---")); skip(1)
2872 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2873 prouts(" 10"); skip(1)
2874 prouts(" 9"); skip(1)
2875 prouts(" 8"); skip(1)
2876 prouts(" 7"); skip(1)
2877 prouts(" 6"); skip(1)
2879 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2881 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2883 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2887 if game.passwd != scanner.token:
2888 prouts(_("PASSWORD-REJECTED;"))
2890 prouts(_("CONTINUITY-EFFECTED"))
2893 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2894 prouts(" 5"); skip(1)
2895 prouts(" 4"); skip(1)
2896 prouts(" 3"); skip(1)
2897 prouts(" 2"); skip(1)
2898 prouts(" 1"); skip(1)
2900 prouts(_("GOODBYE-CRUEL-WORLD"))
2908 prouts(_("********* Entropy of %s maximized *********") % crmshp())
2912 if len(game.enemies) != 0:
2913 whammo = 25.0 * game.energy
2915 while l <= len(game.enemies):
2916 if game.enemies[l].kpower*game.enemies[l].kdist <= whammo:
2917 deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.i][game.enemies[l].kloc.j], game.enemies[l].kloc)
2922 "Compute our rate of kils over time."
2923 elapsed = game.state.date - game.indate
2924 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
2927 starting = (game.inkling + game.incom + game.inscom)
2928 remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
2929 return (starting - remaining)/elapsed
2933 badpt = 5.0*game.state.starkl + \
2935 10.0*game.state.nplankl + \
2936 300*game.state.nworldkl + \
2938 100.0*game.state.basekl +\
2940 if game.ship == IHF:
2942 elif game.ship == None:
2947 # end the game, with appropriate notfications
2951 prout(_("It is stardate %.1f.") % game.state.date)
2953 if ifin == FWON: # Game has been won
2954 if game.state.nromrem != 0:
2955 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
2958 prout(_("You have smashed the Klingon invasion fleet and saved"))
2959 prout(_("the Federation."))
2964 badpt = 0.0 # Close enough!
2965 # killsPerDate >= RateMax
2966 if game.state.date-game.indate < 5.0 or \
2967 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
2969 prout(_("In fact, you have done so well that Starfleet Command"))
2970 if game.skill == SKILL_NOVICE:
2971 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
2972 elif game.skill == SKILL_FAIR:
2973 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
2974 elif game.skill == SKILL_GOOD:
2975 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
2976 elif game.skill == SKILL_EXPERT:
2977 prout(_("promotes you to Commodore Emeritus."))
2979 prout(_("Now that you think you're really good, try playing"))
2980 prout(_("the \"Emeritus\" game. It will splatter your ego."))
2981 elif game.skill == SKILL_EMERITUS:
2983 proutn(_("Computer- "))
2984 prouts(_("ERROR-ERROR-ERROR-ERROR"))
2986 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
2988 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2990 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2992 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2994 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
2996 prout(_("Now you can retire and write your own Star Trek game!"))
2998 elif game.skill >= SKILL_EXPERT:
2999 if game.thawed and not idebug:
3000 prout(_("You cannot get a citation, so..."))
3002 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3006 # Only grant long life if alive (original didn't!)
3008 prout(_("LIVE LONG AND PROSPER."))
3013 elif ifin == FDEPLETE: # Federation Resources Depleted
3014 prout(_("Your time has run out and the Federation has been"))
3015 prout(_("conquered. Your starship is now Klingon property,"))
3016 prout(_("and you are put on trial as a war criminal. On the"))
3017 proutn(_("basis of your record, you are "))
3018 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
3019 prout(_("acquitted."))
3021 prout(_("LIVE LONG AND PROSPER."))
3023 prout(_("found guilty and"))
3024 prout(_("sentenced to death by slow torture."))
3028 elif ifin == FLIFESUP:
3029 prout(_("Your life support reserves have run out, and"))
3030 prout(_("you die of thirst, starvation, and asphyxiation."))
3031 prout(_("Your starship is a derelict in space."))
3033 prout(_("Your energy supply is exhausted."))
3035 prout(_("Your starship is a derelict in space."))
3036 elif ifin == FBATTLE:
3037 prout(_("The %s has been destroyed in battle.") % crmshp())
3039 prout(_("Dulce et decorum est pro patria mori."))
3041 prout(_("You have made three attempts to cross the negative energy"))
3042 prout(_("barrier which surrounds the galaxy."))
3044 prout(_("Your navigation is abominable."))
3047 prout(_("Your starship has been destroyed by a nova."))
3048 prout(_("That was a great shot."))
3050 elif ifin == FSNOVAED:
3051 prout(_("The %s has been fried by a supernova.") % crmshp())
3052 prout(_("...Not even cinders remain..."))
3053 elif ifin == FABANDN:
3054 prout(_("You have been captured by the Klingons. If you still"))
3055 prout(_("had a starbase to be returned to, you would have been"))
3056 prout(_("repatriated and given another chance. Since you have"))
3057 prout(_("no starbases, you will be mercilessly tortured to death."))
3058 elif ifin == FDILITHIUM:
3059 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3060 elif ifin == FMATERIALIZE:
3061 prout(_("Starbase was unable to re-materialize your starship."))
3062 prout(_("Sic transit gloria mundi"))
3063 elif ifin == FPHASER:
3064 prout(_("The %s has been cremated by its own phasers.") % crmshp())
3066 prout(_("You and your landing party have been"))
3067 prout(_("converted to energy, disipating through space."))
3068 elif ifin == FMINING:
3069 prout(_("You are left with your landing party on"))
3070 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3072 prout(_("They are very fond of \"Captain Kirk\" soup."))
3074 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3075 elif ifin == FDPLANET:
3076 prout(_("You and your mining party perish."))
3078 prout(_("That was a great shot."))
3081 prout(_("The Galileo is instantly annihilated by the supernova."))
3082 prout(_("You and your mining party are atomized."))
3084 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3085 prout(_("joins the Romulans, wreaking terror on the Federation."))
3086 elif ifin == FPNOVA:
3087 prout(_("You and your mining party are atomized."))
3089 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3090 prout(_("joins the Romulans, wreaking terror on the Federation."))
3091 elif ifin == FSTRACTOR:
3092 prout(_("The shuttle craft Galileo is also caught,"))
3093 prout(_("and breaks up under the strain."))
3095 prout(_("Your debris is scattered for millions of miles."))
3096 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3098 prout(_("The mutants attack and kill Spock."))
3099 prout(_("Your ship is captured by Klingons, and"))
3100 prout(_("your crew is put on display in a Klingon zoo."))
3101 elif ifin == FTRIBBLE:
3102 prout(_("Tribbles consume all remaining water,"))
3103 prout(_("food, and oxygen on your ship."))
3105 prout(_("You die of thirst, starvation, and asphyxiation."))
3106 prout(_("Your starship is a derelict in space."))
3108 prout(_("Your ship is drawn to the center of the black hole."))
3109 prout(_("You are crushed into extremely dense matter."))
3111 prout(_("Your last crew member has died."))
3112 if game.ship == IHF:
3114 elif game.ship == IHE:
3117 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
3118 goodies = game.state.remres/game.inresor
3119 baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3120 if goodies/baddies >= randreal(1.0, 1.5):
3121 prout(_("As a result of your actions, a treaty with the Klingon"))
3122 prout(_("Empire has been signed. The terms of the treaty are"))
3123 if goodies/baddies >= randreal(3.0):
3124 prout(_("favorable to the Federation."))
3126 prout(_("Congratulations!"))
3128 prout(_("highly unfavorable to the Federation."))
3130 prout(_("The Federation will be destroyed."))
3132 prout(_("Since you took the last Klingon with you, you are a"))
3133 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3134 prout(_("statue in your memory. Rest in peace, and try not"))
3135 prout(_("to think about pigeons."))
3140 "Compute player's score."
3141 timused = game.state.date - game.indate
3143 if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
3145 perdate = killrate()
3146 ithperd = 500*perdate + 0.5
3149 iwon = 100*game.skill
3150 if game.ship == IHE:
3152 elif game.ship == IHF:
3156 if not game.gamewon:
3157 game.state.nromrem = 0 # None captured if no win
3158 iscore = 10*(game.inkling - game.state.remkl) \
3159 + 50*(game.incom - len(game.state.kcmdr)) \
3161 + 20*(game.inrom - game.state.nromrem) \
3162 + 200*(game.inscom - game.state.nscrem) \
3163 - game.state.nromrem \
3168 prout(_("Your score --"))
3169 if game.inrom - game.state.nromrem:
3170 prout(_("%6d Romulans destroyed %5d") %
3171 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3172 if game.state.nromrem:
3173 prout(_("%6d Romulans captured %5d") %
3174 (game.state.nromrem, game.state.nromrem))
3175 if game.inkling - game.state.remkl:
3176 prout(_("%6d ordinary Klingons destroyed %5d") %
3177 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
3178 if game.incom - len(game.state.kcmdr):
3179 prout(_("%6d Klingon commanders destroyed %5d") %
3180 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3181 if game.inscom - game.state.nscrem:
3182 prout(_("%6d Super-Commander destroyed %5d") %
3183 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3185 prout(_("%6.2f Klingons per stardate %5d") %
3187 if game.state.starkl:
3188 prout(_("%6d stars destroyed by your action %5d") %
3189 (game.state.starkl, -5*game.state.starkl))
3190 if game.state.nplankl:
3191 prout(_("%6d planets destroyed by your action %5d") %
3192 (game.state.nplankl, -10*game.state.nplankl))
3193 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3194 prout(_("%6d inhabited planets destroyed by your action %5d") %
3195 (game.state.nplankl, -300*game.state.nworldkl))
3196 if game.state.basekl:
3197 prout(_("%6d bases destroyed by your action %5d") %
3198 (game.state.basekl, -100*game.state.basekl))
3200 prout(_("%6d calls for help from starbase %5d") %
3201 (game.nhelp, -45*game.nhelp))
3203 prout(_("%6d casualties incurred %5d") %
3204 (game.casual, -game.casual))
3206 prout(_("%6d crew abandoned in space %5d") %
3207 (game.abandoned, -3*game.abandoned))
3209 prout(_("%6d ship(s) lost or destroyed %5d") %
3210 (klship, -100*klship))
3212 prout(_("Penalty for getting yourself killed -200"))
3214 proutn(_("Bonus for winning "))
3215 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3216 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3217 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3218 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3219 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3220 prout(" %5d" % iwon)
3222 prout(_("TOTAL SCORE %5d") % iscore)
3225 "Emit winner's commemmorative plaque."
3228 proutn(_("File or device name for your plaque: "))
3231 fp = open(winner, "w")
3234 prout(_("Invalid name."))
3236 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3238 # The 38 below must be 64 for 132-column paper
3239 nskip = 38 - len(winner)/2
3240 fp.write("\n\n\n\n")
3241 # --------DRAW ENTERPRISE PICTURE.
3242 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3243 fp.write(" EEE E : : : E\n" )
3244 fp.write(" EE EEE E : : NCC-1701 : E\n")
3245 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
3246 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3247 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
3248 fp.write(" EEEEEEE EEEEE E E E E\n")
3249 fp.write(" EEE E E E E\n")
3250 fp.write(" E E E E\n")
3251 fp.write(" EEEEEEEEEEEEE E E\n")
3252 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3253 fp.write(" :E : EEEE E\n")
3254 fp.write(" .-E -:----- E\n")
3255 fp.write(" :E : E\n")
3256 fp.write(" EE : EEEEEEEE\n")
3257 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3259 fp.write(_(" U. S. S. ENTERPRISE\n"))
3260 fp.write("\n\n\n\n")
3261 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3263 fp.write(_(" Starfleet Command bestows to you\n"))
3265 fp.write("%*s%s\n\n" % (nskip, "", winner))
3266 fp.write(_(" the rank of\n\n"))
3267 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3269 if game.skill == SKILL_EXPERT:
3270 fp.write(_(" Expert level\n\n"))
3271 elif game.skill == SKILL_EMERITUS:
3272 fp.write(_("Emeritus level\n\n"))
3274 fp.write(_(" Cheat level\n\n"))
3275 timestring = time.ctime()
3276 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3277 (timestring+4, timestring+20, timestring+11))
3278 fp.write(_(" Your score: %d\n\n") % iscore)
3279 fp.write(_(" Klingons per stardate: %.2f\n") % perdate)
3282 # Code from io.c begins here
3284 rows = linecount = 0 # for paging
3287 fullscreen_window = None
3288 srscan_window = None
3289 report_window = None
3290 status_window = None
3291 lrscan_window = None
3292 message_window = None
3293 prompt_window = None