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
184 SSTDOC = "/usr/share/doc/sst/sst.doc"
187 # Stub to be replaced
188 def _(str): return str
192 NINHAB = (GALSIZE * GALSIZE / 2)
194 PLNETMAX = (NINHAB + MAXUNINHAB)
197 BASEMAX = (GALSIZE * GALSIZE / 12)
200 FULLCREW = 428 # BSD Trek was 387, that's wrong
205 # These functions hide the difference between 0-origin and 1-origin addressing.
206 def VALID_QUADRANT(x, y): return ((x)>=0 and (x)<GALSIZE and (y)>=0 and (y)<GALSIZE)
207 def VALID_SECTOR(x, y): return ((x)>=0 and (x)<QUADSIZE and (y)>=0 and (y)<QUADSIZE)
209 # How to represent features
230 def __init__(self, x=None, y=None):
233 def invalidate(self):
234 self.i = self.j = None
236 return self.i != None and self.j != None
237 def __eq__(self, other):
238 return other != None and self.i == other.i and self.j == other.j
239 def __add__(self, other):
240 return coord(self.i+other.i, self.j+other.j)
241 def __sub__(self, other):
242 return coord(self.i-other.i, self.j-other.j)
243 def __mul__(self, other):
244 return coord(self.i*other, self.j*other)
245 def __rmul__(self, other):
246 return coord(self.i*other, self.j*other)
247 def __div__(self, other):
248 return coord(self.i/other, self.j/other)
249 def __rdiv__(self, other):
250 return coord(self.i/other, self.j/other)
251 def snaptogrid(self):
252 return coord(int(round(self.i)), int(round(self.j)))
253 def distance(self, other=None):
254 if not other: other = coord(0, 0)
255 return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
256 def bearing(self, other=None):
257 if not other: other = coord(0, 0)
258 return 1.90985*math.atan2(self.j-other.j, self.i-other.i)
264 s.i = self.i / abs(self.i)
268 s.j = self.j / abs(self.j)
272 s.i = self.i + randrange(-1, 2)
273 s.j = self.j + randrange(-1, 2)
278 if self.i == None or self.j == None:
280 return "%s - %s" % (self.i+1, self.j+1)
285 self.name = None # string-valued if inhabited
286 self.quadrant = coord() # quadrant located
287 self.pclass = None # could be ""M", "N", "O", or "destroyed"
288 self.crystals = "absent"# could be "mined", "present", "absent"
289 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
290 self.inhabited = False # is it inhabites?
298 self.starbase = False
301 self.supernova = False
303 self.status = "secure" # Could be "secure", "distressed", "enslaved"
311 def fill2d(size, fillfun):
312 "Fill an empty list in 2D."
314 for i in range(size):
316 for j in range(size):
317 lst[i].append(fillfun(i, j))
322 self.snap = False # snapshot taken
323 self.crew = 0 # crew complement
324 self.remkl = 0 # remaining klingons
325 self.nscrem = 0 # remaining super commanders
326 self.starkl = 0 # destroyed stars
327 self.basekl = 0 # destroyed bases
328 self.nromrem = 0 # Romulans remaining
329 self.nplankl = 0 # destroyed uninhabited planets
330 self.nworldkl = 0 # destroyed inhabited planets
331 self.planets = [] # Planet information
332 self.date = 0.0 # stardate
333 self.remres = 0 # remaining resources
334 self.remtime = 0 # remaining time
335 self.baseq = [] # Base quadrant coordinates
336 self.kcmdr = [] # Commander quadrant coordinates
337 self.kscmdr = coord() # Supercommander quadrant coordinates
339 self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
341 self.chart = fill2d(GALSIZE, lambda i, j: page())
345 self.date = None # A real number
346 self.quadrant = None # A coord structure
349 OPTION_ALL = 0xffffffff
350 OPTION_TTY = 0x00000001 # old interface
351 OPTION_CURSES = 0x00000002 # new interface
352 OPTION_IOMODES = 0x00000003 # cover both interfaces
353 OPTION_PLANETS = 0x00000004 # planets and mining
354 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
355 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
356 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
357 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
358 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
359 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
360 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
361 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
362 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
363 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
364 OPTION_PLAIN = 0x01000000 # user chose plain game
365 OPTION_ALMY = 0x02000000 # user chose Almy variant
384 NDEVICES= 16 # Number of devices
393 def damaged(dev): return (game.damage[dev] != 0.0)
394 def communicating(): return not damaged(DRADIO) or game.condition=="docked"
396 # Define future events
397 FSPY = 0 # Spy event happens always (no future[] entry)
398 # can cause SC to tractor beam Enterprise
399 FSNOVA = 1 # Supernova
400 FTBEAM = 2 # Commander tractor beams Enterprise
401 FSNAP = 3 # Snapshot for time warp
402 FBATTAK = 4 # Commander attacks base
403 FCDBAS = 5 # Commander destroys base
404 FSCMOVE = 6 # Supercommander moves (might attack base)
405 FSCDBAS = 7 # Supercommander destroys base
406 FDSPROB = 8 # Move deep space probe
407 FDISTR = 9 # Emit distress call from an inhabited world
408 FENSLV = 10 # Inhabited word is enslaved */
409 FREPRO = 11 # Klingons build a ship in an enslaved system
413 # abstract out the event handling -- underlying data structures will change
414 # when we implement stateful events
416 def findevent(evtype): return game.future[evtype]
419 def __init__(self, type=None, loc=None, power=None):
424 self.kpower = power # enemy energy level
425 game.enemies.append(self)
427 motion = (loc != self.kloc)
428 if self.kloc.i is not None and self.kloc.j is not None:
431 game.quad[self.kloc.i][self.kloc.j] = IHWEB
433 game.quad[self.kloc.i][self.kloc.j] = IHDOT
435 self.kloc = copy.copy(loc)
436 game.quad[self.kloc.i][self.kloc.j] = self.type
437 self.kdist = self.kavgd = (game.sector - loc).distance()
440 self.kdist = self.kavgd = None
441 game.enemies.remove(self)
444 return "<%s,%s.%f>" % (self.type, self.kloc, self.kpower) # For debugging
448 self.options = None # Game options
449 self.state = snapshot() # A snapshot structure
450 self.snapsht = snapshot() # Last snapshot taken for time-travel purposes
451 self.quad = None # contents of our quadrant
452 self.damage = [0.0] * NDEVICES # damage encountered
453 self.future = [] # future events
454 for i in range(NEVENTS):
455 self.future.append(event())
456 self.passwd = None; # Self Destruct password
458 self.quadrant = None # where we are in the large
459 self.sector = None # where we are in the small
460 self.tholian = None # Tholian enemy object
461 self.base = None # position of base in current quadrant
462 self.battle = None # base coordinates being attacked
463 self.plnet = None # location of planet in quadrant
464 self.probec = None # current probe quadrant
465 self.gamewon = False # Finished!
466 self.ididit = False # action taken -- allows enemy to attack
467 self.alive = False # we are alive (not killed)
468 self.justin = False # just entered quadrant
469 self.shldup = False # shields are up
470 self.shldchg = False # shield is changing (affects efficiency)
471 self.iscate = False # super commander is here
472 self.ientesc = False # attempted escape from supercommander
473 self.resting = False # rest time
474 self.icraft = False # Kirk in Galileo
475 self.landed = False # party on planet (true), on ship (false)
476 self.alldone = False # game is now finished
477 self.neutz = False # Romulan Neutral Zone
478 self.isarmed = False # probe is armed
479 self.inorbit = False # orbiting a planet
480 self.imine = False # mining
481 self.icrystl = False # dilithium crystals aboard
482 self.iseenit = False # seen base attack report
483 self.thawed = False # thawed game
484 self.condition = None # "green", "yellow", "red", "docked", "dead"
485 self.iscraft = None # "onship", "offship", "removed"
486 self.skill = None # Player skill level
487 self.inkling = 0 # initial number of klingons
488 self.inbase = 0 # initial number of bases
489 self.incom = 0 # initial number of commanders
490 self.inscom = 0 # initial number of commanders
491 self.inrom = 0 # initial number of commanders
492 self.instar = 0 # initial stars
493 self.intorps = 0 # initial/max torpedoes
494 self.torps = 0 # number of torpedoes
495 self.ship = 0 # ship type -- 'E' is Enterprise
496 self.abandoned = 0 # count of crew abandoned in space
497 self.length = 0 # length of game
498 self.klhere = 0 # klingons here
499 self.casual = 0 # causalties
500 self.nhelp = 0 # calls for help
501 self.nkinks = 0 # count of energy-barrier crossings
502 self.iplnet = None # planet # in quadrant
503 self.inplan = 0 # initial planets
504 self.irhere = 0 # Romulans in quadrant
505 self.isatb = 0 # =1 if super commander is attacking base
506 self.tourn = None # tournament number
507 self.proben = 0 # number of moves for probe
508 self.nprobes = 0 # number of probes available
509 self.inresor = 0.0 # initial resources
510 self.intime = 0.0 # initial time
511 self.inenrg = 0.0 # initial/max energy
512 self.inshld = 0.0 # initial/max shield
513 self.inlsr = 0.0 # initial life support resources
514 self.indate = 0.0 # initial date
515 self.energy = 0.0 # energy level
516 self.shield = 0.0 # shield level
517 self.warpfac = 0.0 # warp speed
518 self.wfacsq = 0.0 # squared warp factor
519 self.lsupres = 0.0 # life support reserves
520 self.dist = 0.0 # movement distance
521 self.direc = 0.0 # movement direction
522 self.optime = 0.0 # time taken by current operation
523 self.docfac = 0.0 # repair factor when docking (constant?)
524 self.damfac = 0.0 # damage factor
525 self.lastchart = 0.0 # time star chart was last updated
526 self.cryprob = 0.0 # probability that crystal will work
527 self.probe = None # location of probe
528 self.probein = None # probe i,j increment
529 self.height = 0.0 # height of orbit around planet
531 # Stas thinks this should be (C expression):
532 # game.state.remkl + len(game.state.kcmdr) > 0 ?
533 # game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99
534 # He says the existing expression is prone to divide-by-zero errors
535 # after killing the last klingon when score is shown -- perhaps also
536 # if the only remaining klingon is SCOM.
537 game.state.remtime = game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr))
583 #logfp.write("# withprob(%s) -> %f (%s) at %s\n" % (p, v, v<p, traceback.extract_stack()[-2][1:]))
586 def randrange(*args):
587 v = random.randrange(*args)
588 #logfp.write("# randrange%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
594 v *= args[0] # returns from [0, args[0])
596 v = args[0] + v*(args[1]-args[0]) # returns from [args[0], args[1])
597 #logfp.write("# randreal%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
600 # Code from ai.c begins here
603 "Would this quadrant welcome another Klingon?"
604 return VALID_QUADRANT(iq.i,iq.j) and \
605 not game.state.galaxy[iq.i][iq.j].supernova and \
606 game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
608 def tryexit(enemy, look, irun):
609 "A bad guy attempts to bug out."
611 iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
612 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
613 if not welcoming(iq):
615 if enemy.type == IHR:
616 return False; # Romulans cannot escape!
618 # avoid intruding on another commander's territory
619 if enemy.type == IHC:
620 if iq in game.state.kcmdr:
622 # refuse to leave if currently attacking starbase
623 if game.battle == game.quadrant:
625 # don't leave if over 1000 units of energy
626 if enemy.kpower > 1000.0:
628 # emit escape message and move out of quadrant.
629 # we know this if either short or long range sensors are working
630 if not damaged(DSRSENS) or not damaged(DLRSENS) or \
631 game.condition == "docked":
632 prout(crmena(True, enemy.type, "sector", enemy.kloc) + \
633 (_(" escapes to Quadrant %s (and regains strength).") % q))
634 # handle local matters related to escape
637 if game.condition != "docked":
639 # Handle global matters related to escape
640 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
641 game.state.galaxy[iq.i][iq.j].klingons += 1
646 schedule(FSCMOVE, 0.2777)
650 for cmdr in game.state.kcmdr:
651 if cmdr == game.quadrant:
652 game.state.kcmdr[n] = iq
654 return True; # success
657 # The bad-guy movement algorithm:
659 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
660 # If both are operating full strength, force is 1000. If both are damaged,
661 # force is -1000. Having shields down subtracts an additional 1000.
663 # 2. Enemy has forces equal to the energy of the attacker plus
664 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
665 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
667 # Attacker Initial energy levels (nominal):
668 # Klingon Romulan Commander Super-Commander
669 # Novice 400 700 1200
671 # Good 450 800 1300 1750
672 # Expert 475 850 1350 1875
673 # Emeritus 500 900 1400 2000
674 # VARIANCE 75 200 200 200
676 # Enemy vessels only move prior to their attack. In Novice - Good games
677 # only commanders move. In Expert games, all enemy vessels move if there
678 # is a commander present. In Emeritus games all enemy vessels move.
680 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
681 # forces are 1000 greater than Enterprise.
683 # Agressive action on average cuts the distance between the ship and
684 # the enemy to 1/4 the original.
686 # 4. At lower energy advantage, movement units are proportional to the
687 # advantage with a 650 advantage being to hold ground, 800 to move forward
688 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
690 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
691 # retreat, especially at high skill levels.
693 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
696 def movebaddy(enemy):
697 "Tactical movement for the bad guys."
698 next = coord(); look = coord()
700 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
701 if game.skill >= SKILL_EXPERT:
702 nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
704 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
706 mdist = int(dist1 + 0.5); # Nearest integer distance
707 # If SC, check with spy to see if should hi-tail it
708 if enemy.type==IHS and \
709 (enemy.kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
713 # decide whether to advance, retreat, or hold position
714 forces = enemy.kpower+100.0*len(game.enemies)+400*(nbaddys-1)
716 forces += 1000; # Good for enemy if shield is down!
717 if not damaged(DPHASER) or not damaged(DPHOTON):
718 if damaged(DPHASER): # phasers damaged
721 forces -= 0.2*(game.energy - 2500.0)
722 if damaged(DPHOTON): # photon torpedoes damaged
725 forces -= 50.0*game.torps
727 # phasers and photon tubes both out!
730 if forces <= 1000.0 and game.condition != "docked": # Typical situation
731 motion = ((forces + randreal(200))/150.0) - 5.0
733 if forces > 1000.0: # Very strong -- move in for kill
734 motion = (1.0 - randreal())**2 * dist1 + 1.0
735 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
736 motion -= game.skill*(2.0-randreal()**2)
738 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
739 # don't move if no motion
742 # Limit motion according to skill
743 if abs(motion) > game.skill:
748 # calculate preferred number of steps
749 nsteps = abs(int(motion))
750 if motion > 0 and nsteps > mdist:
751 nsteps = mdist; # don't overshoot
752 if nsteps > QUADSIZE:
753 nsteps = QUADSIZE; # This shouldn't be necessary
755 nsteps = 1; # This shouldn't be necessary
757 proutn("NSTEPS = %d:" % nsteps)
758 # Compute preferred values of delta X and Y
759 m = game.sector - enemy.kloc
760 if 2.0 * abs(m.i) < abs(m.j):
762 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.kloc.i):
764 m = (motion * m).sgn()
767 for ll in range(nsteps):
769 proutn(" %d" % (ll+1))
770 # Check if preferred position available
781 attempts = 0; # Settle mysterious hang problem
782 while attempts < 20 and not success:
784 if look.i < 0 or look.i >= QUADSIZE:
785 if motion < 0 and tryexit(enemy, look, irun):
787 if krawli == m.i or m.j == 0:
789 look.i = next.i + krawli
791 elif look.j < 0 or look.j >= QUADSIZE:
792 if motion < 0 and tryexit(enemy, look, irun):
794 if krawlj == m.j or m.i == 0:
796 look.j = next.j + krawlj
798 elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != IHDOT:
799 # See if enemy should ram ship
800 if game.quad[look.i][look.j] == game.ship and \
801 (enemy.type == IHC or enemy.type == IHS):
802 collision(rammed=True, enemy=enemy)
804 if krawli != m.i and m.j != 0:
805 look.i = next.i + krawli
807 elif krawlj != m.j and m.i != 0:
808 look.j = next.j + krawlj
811 break; # we have failed
823 if not damaged(DSRSENS) or game.condition == "docked":
824 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.kloc))
825 if enemy.kdist < dist1:
826 proutn(_(" advances to "))
828 proutn(_(" retreats to "))
829 prout("Sector %s." % next)
832 "Sequence Klingon tactical movement."
835 # Figure out which Klingon is the commander (or Supercommander)
837 if game.quadrant in game.state.kcmdr:
838 for enemy in game.enemies:
839 if enemy.type == IHC:
841 if game.state.kscmdr==game.quadrant:
842 for enemy in game.enemies:
843 if enemy.type == IHS:
846 # If skill level is high, move other Klingons and Romulans too!
847 # Move these last so they can base their actions on what the
849 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
850 for enemy in game.enemies:
851 if enemy.type in (IHK, IHR):
853 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
855 def movescom(iq, avoid):
856 "Commander movement helper."
857 # Avoid quadrants with bases if we want to avoid Enterprise
858 if not welcoming(iq) or (avoid and iq in game.state.baseq):
860 if game.justin and not game.iscate:
863 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
864 game.state.kscmdr = iq
865 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
866 if game.state.kscmdr==game.quadrant:
867 # SC has scooted, Remove him from current quadrant
872 for enemy in game.enemies:
873 if enemy.type == IHS:
877 if game.condition != "docked":
879 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
880 # check for a helpful planet
881 for i in range(game.inplan):
882 if game.state.planets[i].quadrant == game.state.kscmdr and \
883 game.state.planets[i].crystals == "present":
885 game.state.planets[i].pclass = "destroyed"
886 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
889 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
890 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
891 prout(_(" by the Super-commander.\""))
893 return False; # looks good!
895 def supercommander():
896 "Move the Super Commander."
897 iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
900 prout("== SUPERCOMMANDER")
901 # Decide on being active or passive
902 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 \
903 (game.state.date-game.indate) < 3.0)
904 if not game.iscate and avoid:
905 # compute move away from Enterprise
906 idelta = game.state.kscmdr-game.quadrant
907 if math.sqrt(idelta.i*idelta.i+idelta.j*idelta.j) > 2.0:
909 idelta.i = game.state.kscmdr.j-game.quadrant.j
910 idelta.j = game.quadrant.i-game.state.kscmdr.i
912 # compute distances to starbases
913 if not game.state.baseq:
917 sc = game.state.kscmdr
918 for base in game.state.baseq:
919 basetbl.append((i, (base - sc).distance()))
920 if game.state.baseq > 1:
921 basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
922 # look for nearest base without a commander, no Enterprise, and
923 # without too many Klingons, and not already under attack.
924 ifindit = iwhichb = 0
925 for (i2, base) in enumerate(game.state.baseq):
926 i = basetbl[i2][0]; # bug in original had it not finding nearest
927 if base==game.quadrant or base==game.battle or not welcoming(base):
929 # if there is a commander, and no other base is appropriate,
930 # we will take the one with the commander
931 for cmdr in game.state.kcmdr:
932 if base == cmdr and ifindit != 2:
936 else: # no commander -- use this one
941 return # Nothing suitable -- wait until next time
942 ibq = game.state.baseq[iwhichb]
943 # decide how to move toward base
944 idelta = ibq - game.state.kscmdr
945 # Maximum movement is 1 quadrant in either or both axes
946 idelta = idelta.sgn()
947 # try moving in both x and y directions
948 # there was what looked like a bug in the Almy C code here,
949 # but it might be this translation is just wrong.
950 iq = game.state.kscmdr + idelta
951 if movescom(iq, avoid):
952 # failed -- try some other maneuvers
953 if idelta.i==0 or idelta.j==0:
956 iq.j = game.state.kscmdr.j + 1
957 if movescom(iq, avoid):
958 iq.j = game.state.kscmdr.j - 1
961 iq.i = game.state.kscmdr.i + 1
962 if movescom(iq, avoid):
963 iq.i = game.state.kscmdr.i - 1
966 # try moving just in x or y
967 iq.j = game.state.kscmdr.j
968 if movescom(iq, avoid):
969 iq.j = game.state.kscmdr.j + idelta.j
970 iq.i = game.state.kscmdr.i
973 if len(game.state.baseq) == 0:
976 for (i, ibq) in enumerate(game.state.baseq):
977 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
980 return # no, don't attack base!
983 schedule(FSCDBAS, randreal(1.0, 3.0))
984 if is_scheduled(FCDBAS):
985 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
986 if not communicating():
990 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
992 prout(_(" reports that it is under attack from the Klingon Super-commander."))
993 proutn(_(" It can survive until stardate %d.\"") \
994 % int(scheduled(FSCDBAS)))
997 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
1000 game.resting = False
1001 game.optime = 0.0; # actually finished
1003 # Check for intelligence report
1006 (not communicating()) or \
1007 not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
1010 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
1011 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
1016 if not game.tholian or game.justin:
1019 if game.tholian.kloc.i == 0 and game.tholian.kloc.j == 0:
1020 id.i = 0; id.j = QUADSIZE-1
1021 elif game.tholian.kloc.i == 0 and game.tholian.kloc.j == QUADSIZE-1:
1022 id.i = QUADSIZE-1; id.j = QUADSIZE-1
1023 elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == QUADSIZE-1:
1024 id.i = QUADSIZE-1; id.j = 0
1025 elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == 0:
1028 # something is wrong!
1029 game.tholian.move(None)
1030 prout("***Internal error: Tholian in a bad spot.")
1032 # do nothing if we are blocked
1033 if game.quad[id.i][id.j] not in (IHDOT, IHWEB):
1035 here = copy.copy(game.tholian.kloc)
1036 delta = (id - game.tholian.kloc).sgn()
1038 while here.i != id.i:
1040 if game.quad[here.i][here.j]==IHDOT:
1041 game.tholian.move(here)
1043 while here.j != id.j:
1045 if game.quad[here.i][here.j]==IHDOT:
1046 game.tholian.move(here)
1047 # check to see if all holes plugged
1048 for i in range(QUADSIZE):
1049 if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT:
1051 if game.quad[QUADSIZE-1][i]!=IHWEB and game.quad[QUADSIZE-1][i]!=IHT:
1053 if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT:
1055 if game.quad[i][QUADSIZE-1]!=IHWEB and game.quad[i][QUADSIZE-1]!=IHT:
1057 # All plugged up -- Tholian splits
1058 game.quad[game.tholian.kloc.i][game.tholian.kloc.j]=IHWEB
1060 prout(crmena(True, IHT, "sector", game.tholian) + _(" completes web."))
1061 game.tholian.move(None)
1064 # Code from battle.c begins here
1066 def doshield(shraise):
1067 "Change shield status."
1073 key = scanner.next()
1074 if key == "IHALPHA":
1075 if scanner.sees("transfer"):
1078 if damaged(DSHIELD):
1079 prout(_("Shields damaged and down."))
1081 if scanner.sees("up"):
1083 elif scanner.sees("down"):
1086 proutn(_("Do you wish to change shield energy? "))
1088 proutn(_("Energy to transfer to shields- "))
1090 elif damaged(DSHIELD):
1091 prout(_("Shields damaged and down."))
1094 proutn(_("Shields are up. Do you want them down? "))
1101 proutn(_("Shields are down. Do you want them up? "))
1107 if action == "SHUP": # raise shields
1109 prout(_("Shields already up."))
1113 if game.condition != "docked":
1115 prout(_("Shields raised."))
1116 if game.energy <= 0:
1118 prout(_("Shields raising uses up last of energy."))
1123 elif action == "SHDN":
1125 prout(_("Shields already down."))
1129 prout(_("Shields lowered."))
1132 elif action == "NRG":
1133 while scanner.next() != "IHREAL":
1135 proutn(_("Energy to transfer to shields- "))
1137 if scanner.real == 0:
1139 if scanner.real > game.energy:
1140 prout(_("Insufficient ship energy."))
1143 if game.shield+scanner.real >= game.inshld:
1144 prout(_("Shield energy maximized."))
1145 if game.shield+scanner.real > game.inshld:
1146 prout(_("Excess energy requested returned to ship energy"))
1147 game.energy -= game.inshld-game.shield
1148 game.shield = game.inshld
1150 if scanner.real < 0.0 and game.energy-scanner.real > game.inenrg:
1151 # Prevent shield drain loophole
1153 prout(_("Engineering to bridge--"))
1154 prout(_(" Scott here. Power circuit problem, Captain."))
1155 prout(_(" I can't drain the shields."))
1158 if game.shield+scanner.real < 0:
1159 prout(_("All shield energy transferred to ship."))
1160 game.energy += game.shield
1163 proutn(_("Scotty- \""))
1164 if scanner.real > 0:
1165 prout(_("Transferring energy to shields.\""))
1167 prout(_("Draining energy from shields.\""))
1168 game.shield += scanner.real
1169 game.energy -= scanner.real
1173 "Choose a device to damage, at random."
1174 # Quoth Eric Allman in the code of BSD-Trek:
1175 # "Under certain conditions you can get a critical hit. This
1176 # sort of hit damages devices. The probability that a given
1177 # device is damaged depends on the device. Well protected
1178 # devices (such as the computer, which is in the core of the
1179 # ship and has considerable redundancy) almost never get
1180 # damaged, whereas devices which are exposed (such as the
1181 # warp engines) or which are particularly delicate (such as
1182 # the transporter) have a much higher probability of being
1185 # This is one place where OPTION_PLAIN does not restore the
1186 # original behavior, which was equiprobable damage across
1187 # all devices. If we wanted that, we'd return randrange(NDEVICES)
1188 # and have done with it. Also, in the original game, DNAVYS
1189 # and DCOMPTR were the same device.
1191 # Instead, we use a table of weights similar to the one from BSD Trek.
1192 # BSD doesn't have the shuttle, shield controller, death ray, or probes.
1193 # We don't have a cloaking device. The shuttle got the allocation
1194 # for the cloaking device, then we shaved a half-percent off
1195 # everything to have some weight to give DSHCTRL/DDRAY/DDSP.
1197 105, # DSRSENS: short range scanners 10.5%
1198 105, # DLRSENS: long range scanners 10.5%
1199 120, # DPHASER: phasers 12.0%
1200 120, # DPHOTON: photon torpedoes 12.0%
1201 25, # DLIFSUP: life support 2.5%
1202 65, # DWARPEN: warp drive 6.5%
1203 70, # DIMPULS: impulse engines 6.5%
1204 145, # DSHIELD: deflector shields 14.5%
1205 30, # DRADIO: subspace radio 3.0%
1206 45, # DSHUTTL: shuttle 4.5%
1207 15, # DCOMPTR: computer 1.5%
1208 20, # NAVCOMP: navigation system 2.0%
1209 75, # DTRANSP: transporter 7.5%
1210 20, # DSHCTRL: high-speed shield controller 2.0%
1211 10, # DDRAY: death ray 1.0%
1212 30, # DDSP: deep-space probes 3.0%
1214 idx = randrange(1000) # weights must sum to 1000
1216 for (i, w) in enumerate(weights):
1220 return None; # we should never get here
1222 def collision(rammed, enemy):
1223 "Collision handling fot rammong events."
1224 prouts(_("***RED ALERT! RED ALERT!"))
1226 prout(_("***COLLISION IMMINENT."))
1230 hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(enemy.type, 1.0)
1232 proutn(_(" rammed by "))
1235 proutn(crmena(False, enemy.type, "sector", enemy.kloc))
1237 proutn(_(" (original position)"))
1239 deadkl(enemy.kloc, enemy.type, game.sector)
1240 proutn("***" + crmship() + " heavily damaged.")
1241 icas = randrange(10, 30)
1242 prout(_("***Sickbay reports %d casualties"), icas)
1244 game.state.crew -= icas
1245 # In the pre-SST2K version, all devices got equiprobably damaged,
1246 # which was silly. Instead, pick up to half the devices at
1247 # random according to our weighting table,
1248 ncrits = randrange(NDEVICES/2)
1249 for m in range(ncrits):
1251 if game.damage[dev] < 0:
1253 extradm = (10.0*hardness*randreal()+1.0)*game.damfac
1254 # Damage for at least time of travel!
1255 game.damage[dev] += game.optime + extradm
1257 prout(_("***Shields are down."))
1258 if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
1265 def torpedo(origin, course, dispersion, number, nburst):
1266 "Let a photon torpedo fly"
1267 if not damaged(DSRSENS) or game.condition=="docked":
1268 setwnd(srscan_window)
1270 setwnd(message_window)
1272 ac = course + 0.25*dispersion
1273 angle = (15.0-ac)*0.5235988
1274 bullseye = (15.0 - course)*0.5235988
1275 delta = coord(-math.sin(angle), math.cos(angle))
1276 bigger = max(abs(delta.i), abs(delta.j))
1278 w = coord(0, 0); jw = coord(0, 0)
1279 ungridded = copy.copy(origin)
1280 # Loop to move a single torpedo
1281 for step in range(1, QUADSIZE*2):
1283 w = ungridded.snaptogrid()
1284 if not VALID_SECTOR(w.i, w.j):
1286 iquad=game.quad[w.i][w.j]
1287 tracktorpedo(origin, w, step, number, nburst, iquad)
1291 setwnd(message_window)
1292 if damaged(DSRSENS) and not game.condition=="docked":
1293 skip(1); # start new line after text track
1294 if iquad in (IHE, IHF): # Hit our ship
1296 prout(_("Torpedo hits %s.") % crmshp())
1297 hit = 700.0 + randreal(100) - \
1298 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1299 newcnd(); # we're blown out of dock
1300 # We may be displaced.
1301 if game.landed or game.condition=="docked":
1302 return hit # Cheat if on a planet
1303 ang = angle + 2.5*(randreal()-0.5)
1304 temp = math.fabs(math.sin(ang))
1305 if math.fabs(math.cos(ang)) > temp:
1306 temp = math.fabs(math.cos(ang))
1307 xx = -math.sin(ang)/temp
1308 yy = math.cos(ang)/temp
1309 jw.i = int(w.i+xx+0.5)
1310 jw.j = int(w.j+yy+0.5)
1311 if not VALID_SECTOR(jw.i, jw.j):
1313 if game.quad[jw.i][jw.j]==IHBLANK:
1316 if game.quad[jw.i][jw.j]!=IHDOT:
1317 # can't move into object
1322 elif iquad in (IHC, IHS, IHR, IHK): # Hit a regular enemy
1324 if iquad in (IHC, IHS) and withprob(0.05):
1325 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1326 prout(_(" torpedo neutralized."))
1328 for enemy in game.enemies:
1331 kp = math.fabs(enemy.kpower)
1332 h1 = 700.0 + randrange(100) - \
1333 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1337 if enemy.kpower < 0:
1341 if enemy.kpower == 0:
1344 proutn(crmena(True, iquad, "sector", w))
1345 # If enemy damaged but not destroyed, try to displace
1346 ang = angle + 2.5*(randreal()-0.5)
1347 temp = math.fabs(math.sin(ang))
1348 if math.fabs(math.cos(ang)) > temp:
1349 temp = math.fabs(math.cos(ang))
1350 xx = -math.sin(ang)/temp
1351 yy = math.cos(ang)/temp
1352 jw.i = int(w.i+xx+0.5)
1353 jw.j = int(w.j+yy+0.5)
1354 if not VALID_SECTOR(jw.i, jw.j):
1355 prout(_(" damaged but not destroyed."))
1357 if game.quad[jw.i][jw.j]==IHBLANK:
1358 prout(_(" buffeted into black hole."))
1359 deadkl(w, iquad, jw)
1361 if game.quad[jw.i][jw.j]!=IHDOT:
1362 # can't move into object
1363 prout(_(" damaged but not destroyed."))
1365 proutn(_(" damaged--"))
1369 elif iquad == IHB: # Hit a base
1371 prout(_("***STARBASE DESTROYED.."))
1372 game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
1373 game.quad[w.i][w.j]=IHDOT
1374 game.base.invalidate()
1375 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase -= 1
1376 game.state.chart[game.quadrant.i][game.quadrant.j].starbase -= 1
1377 game.state.basekl += 1
1380 elif iquad == IHP: # Hit a planet
1381 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1382 game.state.nplankl += 1
1383 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1384 game.iplnet.pclass = "destroyed"
1386 game.plnet.invalidate()
1387 game.quad[w.i][w.j] = IHDOT
1389 # captain perishes on planet
1392 elif iquad == IHW: # Hit an inhabited world -- very bad!
1393 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1394 game.state.nworldkl += 1
1395 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1396 game.iplnet.pclass = "destroyed"
1398 game.plnet.invalidate()
1399 game.quad[w.i][w.j] = IHDOT
1401 # captain perishes on planet
1403 prout(_("You have just destroyed an inhabited planet."))
1404 prout(_("Celebratory rallies are being held on the Klingon homeworld."))
1406 elif iquad == IHSTAR: # Hit a star
1410 prout(crmena(True, IHSTAR, "sector", w) + _(" unaffected by photon blast."))
1412 elif iquad == IHQUEST: # Hit a thingy
1413 if not (game.options & OPTION_THINGY) or withprob(0.3):
1415 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1417 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1419 proutn(_("Mr. Spock-"))
1420 prouts(_(" \"Fascinating!\""))
1424 # Stas Sergeev added the possibility that
1425 # you can shove the Thingy and piss it off.
1426 # It then becomes an enemy and may fire at you.
1430 elif iquad == IHBLANK: # Black hole
1432 prout(crmena(True, IHBLANK, "sector", w) + _(" swallows torpedo."))
1434 elif iquad == IHWEB: # hit the web
1436 prout(_("***Torpedo absorbed by Tholian web."))
1438 elif iquad == IHT: # Hit a Tholian
1439 h1 = 700.0 + randrange(100) - \
1440 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1443 game.quad[w.i][w.j] = IHDOT
1448 proutn(crmena(True, IHT, "sector", w))
1450 prout(_(" survives photon blast."))
1452 prout(_(" disappears."))
1453 game.tholian.move(None)
1454 game.quad[w.i][w.j] = IHWEB
1459 proutn("Don't know how to handle torpedo collision with ")
1460 proutn(crmena(True, iquad, "sector", w))
1464 if curwnd!=message_window:
1465 setwnd(message_window)
1467 game.quad[w.i][w.j]=IHDOT
1468 game.quad[jw.i][jw.j]=iquad
1469 prout(_(" displaced by blast to Sector %s ") % jw)
1470 for ll in range(len(game.enemies)):
1471 game.enemies[ll].kdist = game.enemies[ll].kavgd = (game.sector-game.enemies[ll].kloc).distance()
1472 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1475 prout(_("Torpedo missed."))
1479 "Critical-hit resolution."
1480 if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1482 ncrit = int(1.0 + hit/(500.0+randreal(100)))
1483 proutn(_("***CRITICAL HIT--"))
1484 # Select devices and cause damage
1486 for loop1 in range(ncrit):
1489 # Cheat to prevent shuttle damage unless on ship
1490 if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1493 extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1494 game.damage[j] += extradm
1496 for (i, j) in enumerate(cdam):
1498 if skipcount % 3 == 2 and i < len(cdam)-1:
1503 prout(_(" damaged."))
1504 if damaged(DSHIELD) and game.shldup:
1505 prout(_("***Shields knocked down."))
1508 def attack(torps_ok):
1509 # bad guy attacks us
1510 # torps_ok == False forces use of phasers in an attack
1511 # game could be over at this point, check
1514 attempt = False; ihurt = False;
1515 hitmax=0.0; hittot=0.0; chgfac=1.0
1518 prout("=== ATTACK!")
1519 # Tholian gets to move before attacking
1522 # if you have just entered the RNZ, you'll get a warning
1523 if game.neutz: # The one chance not to be attacked
1526 # commanders get a chance to tac-move towards you
1527 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:
1529 # if no enemies remain after movement, we're done
1530 if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
1532 # set up partial hits if attack happens during shield status change
1533 pfac = 1.0/game.inshld
1535 chgfac = 0.25 + randreal(0.5)
1537 # message verbosity control
1538 if game.skill <= SKILL_FAIR:
1540 for enemy in game.enemies:
1541 if enemy.kpower < 0:
1542 continue; # too weak to attack
1543 # compute hit strength and diminish shield power
1545 # Increase chance of photon torpedos if docked or enemy energy is low
1546 if game.condition == "docked":
1548 if enemy.kpower < 500:
1550 if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry):
1552 # different enemies have different probabilities of throwing a torp
1553 usephasers = not torps_ok or \
1554 (enemy.type == IHK and r > 0.0005) or \
1555 (enemy.type==IHC and r > 0.015) or \
1556 (enemy.type==IHR and r > 0.3) or \
1557 (enemy.type==IHS and r > 0.07) or \
1558 (enemy.type==IHQUEST and r > 0.05)
1559 if usephasers: # Enemy uses phasers
1560 if game.condition == "docked":
1561 continue; # Don't waste the effort!
1562 attempt = True; # Attempt to attack
1563 dustfac = randreal(0.8, 0.85)
1564 hit = enemy.kpower*math.pow(dustfac,enemy.kavgd)
1565 enemy.kpower *= 0.75
1566 else: # Enemy uses photon torpedo
1567 # We should be able to make the bearing() method work here
1568 course = 1.90985*math.atan2(game.sector.j-enemy.kloc.j, enemy.kloc.i-game.sector.i)
1570 proutn(_("***TORPEDO INCOMING"))
1571 if not damaged(DSRSENS):
1572 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.kloc))
1575 dispersion = (randreal()+randreal())*0.5 - 0.5
1576 dispersion += 0.002*enemy.kpower*dispersion
1577 hit = torpedo(enemy.kloc, course, dispersion, number=1, nburst=1)
1578 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1579 finish(FWON); # Klingons did themselves in!
1580 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1581 return # Supernova or finished
1584 # incoming phaser or torpedo, shields may dissipate it
1585 if game.shldup or game.shldchg or game.condition=="docked":
1586 # shields will take hits
1587 propor = pfac * game.shield
1588 if game.condition =="docked":
1592 hitsh = propor*chgfac*hit+1.0
1594 if absorb > game.shield:
1595 absorb = game.shield
1596 game.shield -= absorb
1598 # taking a hit blasts us out of a starbase dock
1599 if game.condition == "docked":
1601 # but the shields may take care of it
1602 if propor > 0.1 and hit < 0.005*game.energy:
1604 # hit from this opponent got through shields, so take damage
1606 proutn(_("%d unit hit") % int(hit))
1607 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1608 proutn(_(" on the ") + crmshp())
1609 if not damaged(DSRSENS) and usephasers:
1610 prout(_(" from ") + crmena(False, enemy.type, where, enemy.kloc))
1612 # Decide if hit is critical
1618 if game.energy <= 0:
1619 # Returning home upon your shield, not with it...
1622 if not attempt and game.condition == "docked":
1623 prout(_("***Enemies decide against attacking your ship."))
1624 percent = 100.0*pfac*game.shield+0.5
1626 # Shields fully protect ship
1627 proutn(_("Enemy attack reduces shield strength to "))
1629 # Emit message if starship suffered hit(s)
1631 proutn(_("Energy left %2d shields ") % int(game.energy))
1634 elif not damaged(DSHIELD):
1637 proutn(_("damaged, "))
1638 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1639 # Check if anyone was hurt
1640 if hitmax >= 200 or hittot >= 500:
1641 icas = randrange(int(hittot * 0.015))
1644 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1645 prout(_(" in that last attack.\""))
1647 game.state.crew -= icas
1648 # After attack, reset average distance to enemies
1649 for enemy in game.enemies:
1650 enemy.kavgd = enemy.kdist
1651 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1654 def deadkl(w, type, mv):
1655 "Kill a Klingon, Tholian, Romulan, or Thingy."
1656 # Added mv to allow enemy to "move" before dying
1657 proutn(crmena(True, type, "sector", mv))
1658 # Decide what kind of enemy it is and update appropriately
1660 # chalk up a Romulan
1661 game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1663 game.state.nromrem -= 1
1667 elif type == IHQUEST:
1672 # Some type of a Klingon
1673 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1676 game.state.kcmdr.remove(game.quadrant)
1678 if game.state.kcmdr:
1679 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1680 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1683 game.state.remkl -= 1
1685 game.state.nscrem -= 1
1686 game.state.kscmdr.invalidate()
1691 # For each kind of enemy, finish message to player
1692 prout(_(" destroyed."))
1693 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1696 # Remove enemy ship from arrays describing local conditions
1697 for e in game.enemies:
1704 "Return None if target is invalid, otherwise return a course angle."
1705 if not VALID_SECTOR(w.i, w.j):
1709 # FIXME: C code this was translated from is wacky -- why the sign reversal?
1710 delta.j = (w.j - game.sector.j);
1711 delta.i = (game.sector.i - w.i);
1712 if delta == coord(0, 0):
1714 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1715 prout(_(" I recommend an immediate review of"))
1716 prout(_(" the Captain's psychological profile.\""))
1719 return delta.bearing()
1722 "Launch photon torpedo."
1725 if damaged(DPHOTON):
1726 prout(_("Photon tubes damaged."))
1730 prout(_("No torpedoes left."))
1733 # First, get torpedo count
1736 if scanner.token == "IHALPHA":
1739 elif scanner.token == "IHEOL" or not scanner.waiting():
1740 prout(_("%d torpedoes left.") % game.torps)
1742 proutn(_("Number of torpedoes to fire- "))
1743 continue # Go back around to get a number
1744 else: # key == "IHREAL"
1746 if n <= 0: # abort command
1751 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1754 scanner.chew() # User requested more torps than available
1755 continue # Go back around
1756 break # All is good, go to next stage
1760 key = scanner.next()
1761 if i==0 and key == "IHEOL":
1762 break; # no coordinate waiting, we will try prompting
1763 if i==1 and key == "IHEOL":
1764 # direct all torpedoes at one target
1766 target.append(target[0])
1767 course.append(course[0])
1770 scanner.push(scanner.token)
1771 target.append(scanner.getcoord())
1772 if target[-1] == None:
1774 course.append(targetcheck(target[-1]))
1775 if course[-1] == None:
1778 if len(target) == 0:
1779 # prompt for each one
1781 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1783 target.append(scanner.getcoord())
1784 if target[-1] == None:
1786 course.append(targetcheck(target[-1]))
1787 if course[-1] == None:
1790 # Loop for moving <n> torpedoes
1792 if game.condition != "docked":
1794 dispersion = (randreal()+randreal())*0.5 -0.5
1795 if math.fabs(dispersion) >= 0.47:
1797 dispersion *= randreal(1.2, 2.2)
1799 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1801 prouts(_("***TORPEDO MISFIRES."))
1804 prout(_(" Remainder of burst aborted."))
1806 prout(_("***Photon tubes damaged by misfire."))
1807 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1809 if game.shldup or game.condition == "docked":
1810 dispersion *= 1.0 + 0.0001*game.shield
1811 torpedo(game.sector, course[i], dispersion, number=i, nburst=n)
1812 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1814 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1818 "Check for phasers overheating."
1820 checkburn = (rpow-1500.0)*0.00038
1821 if withprob(checkburn):
1822 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1823 game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1825 def checkshctrl(rpow):
1826 "Check shield control."
1829 prout(_("Shields lowered."))
1831 # Something bad has happened
1832 prouts(_("***RED ALERT! RED ALERT!"))
1834 hit = rpow*game.shield/game.inshld
1835 game.energy -= rpow+hit*0.8
1836 game.shield -= hit*0.2
1837 if game.energy <= 0.0:
1838 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1843 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1845 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1846 icas = randrange(int(hit*0.012))
1851 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1852 prout(_(" %d casualties so far.\"") % icas)
1854 game.state.crew -= icas
1856 prout(_("Phaser energy dispersed by shields."))
1857 prout(_("Enemy unaffected."))
1862 "Register a phaser hit on Klingons and Romulans."
1863 nenhr2 = len(game.enemies); kk=0
1866 for (k, wham) in enumerate(hits):
1869 dustfac = randreal(0.9, 1.0)
1870 hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
1871 kpini = game.enemies[kk].kpower
1872 kp = math.fabs(kpini)
1873 if PHASEFAC*hit < kp:
1875 if game.enemies[kk].kpower < 0:
1876 game.enemies[kk].kpower -= -kp
1878 game.enemies[kk].kpower -= kp
1879 kpow = game.enemies[kk].kpower
1880 w = game.enemies[kk].kloc
1882 if not damaged(DSRSENS):
1884 proutn(_("%d unit hit on ") % int(hit))
1886 proutn(_("Very small hit on "))
1887 ienm = game.quad[w.i][w.j]
1890 proutn(crmena(False, ienm, "sector", w))
1894 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1898 kk -= 1 # don't do the increment
1900 else: # decide whether or not to emasculate klingon
1901 if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1902 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1903 prout(_(" has just lost its firepower.\""))
1904 game.enemies[kk].kpower = -kpow
1909 "Fire phasers at bad guys."
1911 kz = 0; k = 1; irec=0 # Cheating inhibitor
1912 ifast = False; no = False; itarg = True; msgflag = True; rpow=0
1916 # SR sensors and Computer are needed for automode
1917 if damaged(DSRSENS) or damaged(DCOMPTR):
1919 if game.condition == "docked":
1920 prout(_("Phasers can't be fired through base shields."))
1923 if damaged(DPHASER):
1924 prout(_("Phaser control damaged."))
1928 if damaged(DSHCTRL):
1929 prout(_("High speed shield control damaged."))
1932 if game.energy <= 200.0:
1933 prout(_("Insufficient energy to activate high-speed shield control."))
1936 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1938 # Original code so convoluted, I re-did it all
1939 # (That was Tom Almy talking about the C code, I think -- ESR)
1940 while automode=="NOTSET":
1942 if key == "IHALPHA":
1943 if scanner.sees("manual"):
1944 if len(game.enemies)==0:
1945 prout(_("There is no enemy present to select."))
1948 automode="AUTOMATIC"
1951 key = scanner.next()
1952 elif scanner.sees("automatic"):
1953 if (not itarg) and len(game.enemies) != 0:
1954 automode = "FORCEMAN"
1956 if len(game.enemies)==0:
1957 prout(_("Energy will be expended into space."))
1958 automode = "AUTOMATIC"
1959 key = scanner.next()
1960 elif scanner.sees("no"):
1965 elif key == "IHREAL":
1966 if len(game.enemies)==0:
1967 prout(_("Energy will be expended into space."))
1968 automode = "AUTOMATIC"
1970 automode = "FORCEMAN"
1972 automode = "AUTOMATIC"
1975 if len(game.enemies)==0:
1976 prout(_("Energy will be expended into space."))
1977 automode = "AUTOMATIC"
1979 automode = "FORCEMAN"
1981 proutn(_("Manual or automatic? "))
1986 if automode == "AUTOMATIC":
1987 if key == "IHALPHA" and scanner.sees("no"):
1989 key = scanner.next()
1990 if key != "IHREAL" and len(game.enemies) != 0:
1991 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
1996 for i in range(len(game.enemies)):
1997 irec += math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
1999 proutn(_("%d units required. ") % irec)
2001 proutn(_("Units to fire= "))
2002 key = scanner.next()
2007 proutn(_("Energy available= %.2f") % avail)
2010 if not rpow > avail:
2017 if key == "IHALPHA" and scanner.sees("no"):
2020 game.energy -= 200; # Go and do it!
2021 if checkshctrl(rpow):
2026 if len(game.enemies):
2029 for i in range(len(game.enemies)):
2033 hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
2034 over = randreal(1.01, 1.06) * hits[i]
2036 powrem -= hits[i] + over
2037 if powrem <= 0 and temp < hits[i]:
2046 if extra > 0 and not game.alldone:
2048 proutn(_("*** Tholian web absorbs "))
2049 if len(game.enemies)>0:
2050 proutn(_("excess "))
2051 prout(_("phaser energy."))
2053 prout(_("%d expended on empty space.") % int(extra))
2054 elif automode == "FORCEMAN":
2057 if damaged(DCOMPTR):
2058 prout(_("Battle computer damaged, manual fire only."))
2061 prouts(_("---WORKING---"))
2063 prout(_("Short-range-sensors-damaged"))
2064 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2065 prout(_("Manual-fire-must-be-used"))
2067 elif automode == "MANUAL":
2069 for k in range(len(game.enemies)):
2070 aim = game.enemies[k].kloc
2071 ienm = game.quad[aim.i][aim.j]
2073 proutn(_("Energy available= %.2f") % (avail-0.006))
2077 if damaged(DSRSENS) and \
2078 not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS):
2079 prout(cramen(ienm) + _(" can't be located without short range scan."))
2082 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
2087 if itarg and k > kz:
2088 irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
2091 if not damaged(DCOMPTR):
2096 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
2097 key = scanner.next()
2098 if key == "IHALPHA" and scanner.sees("no"):
2100 key = scanner.next()
2102 if key == "IHALPHA":
2106 if k==1: # Let me say I'm baffled by this
2109 if scanner.real < 0:
2113 hits[k] = scanner.real
2114 rpow += scanner.real
2115 # If total requested is too much, inform and start over
2117 prout(_("Available energy exceeded -- try again."))
2120 key = scanner.next(); # scan for next value
2123 # zero energy -- abort
2126 if key == "IHALPHA" and scanner.sees("no"):
2131 game.energy -= 200.0
2132 if checkshctrl(rpow):
2136 # Say shield raised or malfunction, if necessary
2143 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2144 prouts(_(" CLICK CLICK POP . . ."))
2145 prout(_(" No response, sir!"))
2148 prout(_("Shields raised."))
2153 # Code from events,c begins here.
2155 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2156 # event of each type active at any given time. Mostly these means we can
2157 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2158 # BSD Trek, from which we swiped the idea, can have up to 5.
2160 def unschedule(evtype):
2161 "Remove an event from the schedule."
2162 game.future[evtype].date = FOREVER
2163 return game.future[evtype]
2165 def is_scheduled(evtype):
2166 "Is an event of specified type scheduled."
2167 return game.future[evtype].date != FOREVER
2169 def scheduled(evtype):
2170 "When will this event happen?"
2171 return game.future[evtype].date
2173 def schedule(evtype, offset):
2174 "Schedule an event of specified type."
2175 game.future[evtype].date = game.state.date + offset
2176 return game.future[evtype]
2178 def postpone(evtype, offset):
2179 "Postpone a scheduled event."
2180 game.future[evtype].date += offset
2183 "Rest period is interrupted by event."
2186 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2188 game.resting = False
2194 "Run through the event queue looking for things to do."
2196 fintim = game.state.date + game.optime; yank=0
2197 ictbeam = False; istract = False
2198 w = coord(); hold = coord()
2199 ev = event(); ev2 = event()
2201 def tractorbeam(yank):
2202 "Tractor-beaming cases merge here."
2204 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2206 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2207 # If Kirk & Co. screwing around on planet, handle
2208 atover(True) # atover(true) is Grab
2211 if game.icraft: # Caught in Galileo?
2214 # Check to see if shuttle is aboard
2215 if game.iscraft == "offship":
2218 prout(_("Galileo, left on the planet surface, is captured"))
2219 prout(_("by aliens and made into a flying McDonald's."))
2220 game.damage[DSHUTTL] = -10
2221 game.iscraft = "removed"
2223 prout(_("Galileo, left on the planet surface, is well hidden."))
2225 game.quadrant = game.state.kscmdr
2227 game.quadrant = game.state.kcmdr[i]
2228 game.sector = randplace(QUADSIZE)
2229 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2230 % (game.quadrant, game.sector))
2232 prout(_("(Remainder of rest/repair period cancelled.)"))
2233 game.resting = False
2235 if not damaged(DSHIELD) and game.shield > 0:
2236 doshield(shraise=True) # raise shields
2237 game.shldchg = False
2239 prout(_("(Shields not currently useable.)"))
2241 # Adjust finish time to time of tractor beaming
2242 fintim = game.state.date+game.optime
2243 attack(torps_ok=False)
2244 if not game.state.kcmdr:
2247 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2250 "Code merges here for any commander destroying a starbase."
2251 # Not perfect, but will have to do
2252 # Handle case where base is in same quadrant as starship
2253 if game.battle == game.quadrant:
2254 game.state.chart[game.battle.i][game.battle.j].starbase = False
2255 game.quad[game.base.i][game.base.j] = IHDOT
2256 game.base.invalidate()
2259 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2260 elif game.state.baseq and communicating():
2261 # Get word via subspace radio
2264 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2265 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2267 prout(_("the Klingon Super-Commander"))
2269 prout(_("a Klingon Commander"))
2270 game.state.chart[game.battle.i][game.battle.j].starbase = False
2271 # Remove Starbase from galaxy
2272 game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2273 game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq)
2275 # reinstate a commander's base attack
2279 game.battle.invalidate()
2281 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2282 for i in range(1, NEVENTS):
2283 if i == FSNOVA: proutn("=== Supernova ")
2284 elif i == FTBEAM: proutn("=== T Beam ")
2285 elif i == FSNAP: proutn("=== Snapshot ")
2286 elif i == FBATTAK: proutn("=== Base Attack ")
2287 elif i == FCDBAS: proutn("=== Base Destroy ")
2288 elif i == FSCMOVE: proutn("=== SC Move ")
2289 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2290 elif i == FDSPROB: proutn("=== Probe Move ")
2291 elif i == FDISTR: proutn("=== Distress Call ")
2292 elif i == FENSLV: proutn("=== Enslavement ")
2293 elif i == FREPRO: proutn("=== Klingon Build ")
2295 prout("%.2f" % (scheduled(i)))
2298 radio_was_broken = damaged(DRADIO)
2301 # Select earliest extraneous event, evcode==0 if no events
2306 for l in range(1, NEVENTS):
2307 if game.future[l].date < datemin:
2310 prout("== Event %d fires" % evcode)
2311 datemin = game.future[l].date
2312 xtime = datemin-game.state.date
2313 game.state.date = datemin
2314 # Decrement Federation resources and recompute remaining time
2315 game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
2317 if game.state.remtime <=0:
2320 # Any crew left alive?
2321 if game.state.crew <=0:
2324 # Is life support adequate?
2325 if damaged(DLIFSUP) and game.condition != "docked":
2326 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2329 game.lsupres -= xtime
2330 if game.damage[DLIFSUP] <= xtime:
2331 game.lsupres = game.inlsr
2334 if game.condition == "docked":
2335 repair /= game.docfac
2336 # Don't fix Deathray here
2337 for l in range(NDEVICES):
2338 if game.damage[l] > 0.0 and l != DDRAY:
2339 if game.damage[l]-repair > 0.0:
2340 game.damage[l] -= repair
2342 game.damage[l] = 0.0
2343 # If radio repaired, update star chart and attack reports
2344 if radio_was_broken and not damaged(DRADIO):
2345 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2346 prout(_(" surveillance reports are coming in."))
2348 if not game.iseenit:
2352 prout(_(" The star chart is now up to date.\""))
2354 # Cause extraneous event EVCODE to occur
2355 game.optime -= xtime
2356 if evcode == FSNOVA: # Supernova
2359 schedule(FSNOVA, expran(0.5*game.intime))
2360 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2362 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2363 if game.state.nscrem == 0 or \
2364 ictbeam or istract or \
2365 game.condition=="docked" or game.isatb==1 or game.iscate:
2367 if game.ientesc or \
2368 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2369 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2370 (damaged(DSHIELD) and \
2371 (game.energy < 2500 or damaged(DPHASER)) and \
2372 (game.torps < 5 or damaged(DPHOTON))):
2374 istract = ictbeam = True
2375 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2378 elif evcode == FTBEAM: # Tractor beam
2379 if not game.state.kcmdr:
2382 i = randrange(len(game.state.kcmdr))
2383 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2384 if istract or game.condition == "docked" or yank == 0:
2385 # Drats! Have to reschedule
2387 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2391 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2392 game.snapsht = copy.deepcopy(game.state)
2393 game.state.snap = True
2394 schedule(FSNAP, expran(0.5 * game.intime))
2395 elif evcode == FBATTAK: # Commander attacks starbase
2396 if not game.state.kcmdr or not game.state.baseq:
2402 for ibq in game.state.baseq:
2403 for cmdr in game.state.kcmdr:
2404 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2407 # no match found -- try later
2408 schedule(FBATTAK, expran(0.3*game.intime))
2413 # commander + starbase combination found -- launch attack
2415 schedule(FCDBAS, randreal(1.0, 4.0))
2416 if game.isatb: # extra time if SC already attacking
2417 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2418 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2419 game.iseenit = False
2420 if not communicating():
2421 continue # No warning :-(
2425 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2426 prout(_(" reports that it is under attack and that it can"))
2427 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2430 elif evcode == FSCDBAS: # Supercommander destroys base
2433 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2434 continue # WAS RETURN!
2436 game.battle = game.state.kscmdr
2438 elif evcode == FCDBAS: # Commander succeeds in destroying base
2441 if not game.state.baseq() \
2442 or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2443 game.battle.invalidate()
2445 # find the lucky pair
2446 for cmdr in game.state.kcmdr:
2447 if cmdr == game.battle:
2450 # No action to take after all
2453 elif evcode == FSCMOVE: # Supercommander moves
2454 schedule(FSCMOVE, 0.2777)
2455 if not game.ientesc and not istract and game.isatb != 1 and \
2456 (not game.iscate or not game.justin):
2458 elif evcode == FDSPROB: # Move deep space probe
2459 schedule(FDSPROB, 0.01)
2460 game.probe += game.probein
2461 i = int(round(game.probe.i/float(QUADSIZE)))
2462 j = int(round(game.probe.j/float(QUADSIZE)))
2463 if game.probec.i != i or game.probec.j != j:
2466 if not VALID_QUADRANT(i, j) or \
2467 game.state.galaxy[game.probec.i][game.probec.j].supernova:
2468 # Left galaxy or ran into supernova
2472 proutn(_("Lt. Uhura- \"The deep space probe "))
2473 if not VALID_QUADRANT(i, j):
2474 proutn(_("has left the galaxy"))
2476 proutn(_("is no longer transmitting"))
2480 if not communicating():
2483 proutn(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probec)
2484 pdest = game.state.galaxy[game.probec.i][game.probec.j]
2485 # Update star chart if Radio is working or have access to radio
2487 chp = game.state.chart[game.probec.i][game.probec.j]
2488 chp.klingons = pdest.klingons
2489 chp.starbase = pdest.starbase
2490 chp.stars = pdest.stars
2491 pdest.charted = True
2492 game.proben -= 1 # One less to travel
2493 if game.proben == 0 and game.isarmed and pdest.stars:
2494 supernova(game.probec) # fire in the hole!
2496 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2498 elif evcode == FDISTR: # inhabited system issues distress call
2500 # try a whole bunch of times to find something suitable
2501 for i in range(100):
2502 # need a quadrant which is not the current one,
2503 # which has some stars which are inhabited and
2504 # not already under attack, which is not
2505 # supernova'ed, and which has some Klingons in it
2506 w = randplace(GALSIZE)
2507 q = game.state.galaxy[w.i][w.j]
2508 if not (game.quadrant == w or q.planet == None or \
2509 not q.planet.inhabited or \
2510 q.supernova or q.status!="secure" or q.klingons<=0):
2513 # can't seem to find one; ignore this call
2515 prout("=== Couldn't find location for distress event.")
2517 # got one!! Schedule its enslavement
2518 ev = schedule(FENSLV, expran(game.intime))
2520 q.status = "distressed"
2521 # tell the captain about it if we can
2523 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2525 prout(_("by a Klingon invasion fleet."))
2528 elif evcode == FENSLV: # starsystem is enslaved
2529 ev = unschedule(FENSLV)
2530 # see if current distress call still active
2531 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2535 q.status = "enslaved"
2537 # play stork and schedule the first baby
2538 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2539 ev2.quadrant = ev.quadrant
2541 # report the disaster if we can
2543 prout(_("Uhura- We've lost contact with starsystem %s") % \
2545 prout(_("in Quadrant %s.\n") % ev.quadrant)
2546 elif evcode == FREPRO: # Klingon reproduces
2547 # If we ever switch to a real event queue, we'll need to
2548 # explicitly retrieve and restore the x and y.
2549 ev = schedule(FREPRO, expran(1.0 * game.intime))
2550 # see if current distress call still active
2551 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2555 if game.state.remkl >=MAXKLGAME:
2556 continue # full right now
2557 # reproduce one Klingon
2559 if game.klhere >= MAXKLQUAD:
2561 # this quadrant not ok, pick an adjacent one
2562 for i in range(w.i - 1, w.i + 2):
2563 for j in range(w.j - 1, w.j + 2):
2564 if not VALID_QUADRANT(i, j):
2566 q = game.state.galaxy[w.i][w.j]
2567 # check for this quad ok (not full & no snova)
2568 if q.klingons >= MAXKLQUAD or q.supernova:
2572 continue # search for eligible quadrant failed
2576 game.state.remkl += 1
2578 if game.quadrant == w:
2580 game.enemies.append(newkling())
2581 # recompute time left
2583 # report the disaster if we can
2585 if game.quadrant == w:
2586 prout(_("Spock- sensors indicate the Klingons have"))
2587 prout(_("launched a warship from %s.") % q.planet)
2589 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2590 if q.planet != None:
2591 proutn(_("near %s") % q.planet)
2592 prout(_("in Quadrant %s.") % w)
2598 key = scanner.next()
2601 proutn(_("How long? "))
2606 origTime = delay = scanner.real
2609 if delay >= game.state.remtime or len(game.enemies) != 0:
2610 proutn(_("Are you sure? "))
2613 # Alternate resting periods (events) with attacks
2617 game.resting = False
2618 if not game.resting:
2619 prout(_("%d stardates left.") % int(game.state.remtime))
2621 temp = game.optime = delay
2622 if len(game.enemies):
2623 rtime = randreal(1.0, 2.0)
2627 if game.optime < delay:
2628 attack(torps_ok=False)
2636 # Repair Deathray if long rest at starbase
2637 if origTime-delay >= 9.99 and game.condition == "docked":
2638 game.damage[DDRAY] = 0.0
2639 # leave if quadrant supernovas
2640 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2642 game.resting = False
2647 course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2648 newc = coord(); neighbor = coord(); bump = coord(0, 0)
2650 # Wow! We've supernova'ed
2651 supernova(game.quadrant)
2653 # handle initial nova
2654 game.quad[nov.i][nov.j] = IHDOT
2655 prout(crmena(False, IHSTAR, "sector", nov) + _(" novas."))
2656 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2657 game.state.starkl += 1
2658 # Set up queue to recursively trigger adjacent stars
2664 for offset.i in range(-1, 1+1):
2665 for offset.j in range(-1, 1+1):
2666 if offset.j==0 and offset.i==0:
2668 neighbor = start + offset
2669 if not VALID_SECTOR(neighbor.j, neighbor.i):
2671 iquad = game.quad[neighbor.i][neighbor.j]
2672 # Empty space ends reaction
2673 if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
2675 elif iquad == IHSTAR: # Affect another star
2677 # This star supernovas
2678 supernova(game.quadrant)
2681 hits.append(neighbor)
2682 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2683 game.state.starkl += 1
2684 proutn(crmena(True, IHSTAR, "sector", neighbor))
2686 game.quad[neighbor.i][neighbor.j] = IHDOT
2688 elif iquad in (IHP, IHW): # Destroy planet
2689 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2691 game.state.nplankl += 1
2693 game.state.worldkl += 1
2694 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2695 game.iplnet.pclass = "destroyed"
2697 game.plnet.invalidate()
2701 game.quad[neighbor.i][neighbor.j] = IHDOT
2702 elif iquad == IHB: # Destroy base
2703 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2704 game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
2705 game.base.invalidate()
2706 game.state.basekl += 1
2708 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2709 game.quad[neighbor.i][neighbor.j] = IHDOT
2710 elif iquad in (IHE, IHF): # Buffet ship
2711 prout(_("***Starship buffeted by nova."))
2713 if game.shield >= 2000.0:
2714 game.shield -= 2000.0
2716 diff = 2000.0 - game.shield
2720 prout(_("***Shields knocked out."))
2721 game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2723 game.energy -= 2000.0
2724 if game.energy <= 0:
2727 # add in course nova contributes to kicking starship
2728 bump += (game.sector-hits[mm]).sgn()
2729 elif iquad == IHK: # kill klingon
2730 deadkl(neighbor, iquad, neighbor)
2731 elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
2732 for ll in range(len(game.enemies)):
2733 if game.enemies[ll].kloc == neighbor:
2735 game.enemies[ll].kpower -= 800.0 # If firepower is lost, die
2736 if game.enemies[ll].kpower <= 0.0:
2737 deadkl(neighbor, iquad, neighbor)
2739 newc = neighbor + neighbor - hits[mm]
2740 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2741 if not VALID_SECTOR(newc.i, newc.j):
2742 # can't leave quadrant
2745 iquad1 = game.quad[newc.i][newc.j]
2746 if iquad1 == IHBLANK:
2747 proutn(_(", blasted into ") + crmena(False, IHBLANK, "sector", newc))
2749 deadkl(neighbor, iquad, newc)
2752 # can't move into something else
2755 proutn(_(", buffeted to Sector %s") % newc)
2756 game.quad[neighbor.i][neighbor.j] = IHDOT
2757 game.quad[newc.i][newc.j] = iquad
2758 game.enemies[ll].move(newc)
2759 # Starship affected by nova -- kick it away.
2760 game.dist = kount*0.1
2761 game.direc = course[3*(bump.i+1)+bump.j+2]
2762 if game.direc == 0.0:
2764 if game.dist == 0.0:
2766 game.optime = 10.0*game.dist/16.0
2768 prout(_("Force of nova displaces starship."))
2769 imove(novapush=True)
2770 game.optime = 10.0*game.dist/16.0
2774 "Star goes supernova."
2779 # Scheduled supernova -- select star at random.
2782 for nq.i in range(GALSIZE):
2783 for nq.j in range(GALSIZE):
2784 stars += game.state.galaxy[nq.i][nq.j].stars
2786 return # nothing to supernova exists
2787 num = randrange(stars) + 1
2788 for nq.i in range(GALSIZE):
2789 for nq.j in range(GALSIZE):
2790 num -= game.state.galaxy[nq.i][nq.j].stars
2796 proutn("=== Super nova here?")
2799 if not nq == game.quadrant or game.justin:
2800 # it isn't here, or we just entered (treat as enroute)
2803 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2804 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2807 # we are in the quadrant!
2808 num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
2809 for ns.i in range(QUADSIZE):
2810 for ns.j in range(QUADSIZE):
2811 if game.quad[ns.i][ns.j]==IHSTAR:
2818 prouts(_("***RED ALERT! RED ALERT!"))
2820 prout(_("***Incipient supernova detected at Sector %s") % ns)
2821 if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2822 proutn(_("Emergency override attempts t"))
2823 prouts("***************")
2827 # destroy any Klingons in supernovaed quadrant
2828 kldead = game.state.galaxy[nq.i][nq.j].klingons
2829 game.state.galaxy[nq.i][nq.j].klingons = 0
2830 if nq == game.state.kscmdr:
2831 # did in the Supercommander!
2832 game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
2836 survivors = filter(lambda w: w != nq, game.state.kcmdr)
2837 comkills = len(game.state.kcmdr) - len(survivors)
2838 game.state.kcmdr = survivors
2840 if not game.state.kcmdr:
2842 game.state.remkl -= kldead
2843 # destroy Romulans and planets in supernovaed quadrant
2844 nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2845 game.state.galaxy[nq.i][nq.j].romulans = 0
2846 game.state.nromrem -= nrmdead
2848 for loop in range(game.inplan):
2849 if game.state.planets[loop].quadrant == nq:
2850 game.state.planets[loop].pclass = "destroyed"
2852 # Destroy any base in supernovaed quadrant
2853 game.state.baseq = filter(lambda x: x != nq, game.state.baseq)
2854 # If starship caused supernova, tally up destruction
2856 game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2857 game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2858 game.state.nplankl += npdead
2859 # mark supernova in galaxy and in star chart
2860 if game.quadrant == nq or communicating():
2861 game.state.galaxy[nq.i][nq.j].supernova = True
2862 # If supernova destroys last Klingons give special message
2863 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
2866 prout(_("Lucky you!"))
2867 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2870 # if some Klingons remain, continue or die in supernova
2875 # Code from finish.c ends here.
2878 "Self-destruct maneuver. Finish with a BANG!"
2880 if damaged(DCOMPTR):
2881 prout(_("Computer damaged; cannot execute destruct sequence."))
2883 prouts(_("---WORKING---")); skip(1)
2884 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2885 prouts(" 10"); skip(1)
2886 prouts(" 9"); skip(1)
2887 prouts(" 8"); skip(1)
2888 prouts(" 7"); skip(1)
2889 prouts(" 6"); skip(1)
2891 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2893 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2895 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2899 if game.passwd != scanner.token:
2900 prouts(_("PASSWORD-REJECTED;"))
2902 prouts(_("CONTINUITY-EFFECTED"))
2905 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2906 prouts(" 5"); skip(1)
2907 prouts(" 4"); skip(1)
2908 prouts(" 3"); skip(1)
2909 prouts(" 2"); skip(1)
2910 prouts(" 1"); skip(1)
2912 prouts(_("GOODBYE-CRUEL-WORLD"))
2920 prouts(_("********* Entropy of %s maximized *********") % crmshp())
2924 if len(game.enemies) != 0:
2925 whammo = 25.0 * game.energy
2927 while l <= len(game.enemies):
2928 if game.enemies[l].kpower*game.enemies[l].kdist <= whammo:
2929 deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.i][game.enemies[l].kloc.j], game.enemies[l].kloc)
2934 "Compute our rate of kils over time."
2935 elapsed = game.state.date - game.indate
2936 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
2939 starting = (game.inkling + game.incom + game.inscom)
2940 remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
2941 return (starting - remaining)/elapsed
2945 badpt = 5.0*game.state.starkl + \
2947 10.0*game.state.nplankl + \
2948 300*game.state.nworldkl + \
2950 100.0*game.state.basekl +\
2952 if game.ship == IHF:
2954 elif game.ship == None:
2959 # end the game, with appropriate notfications
2963 prout(_("It is stardate %.1f.") % game.state.date)
2965 if ifin == FWON: # Game has been won
2966 if game.state.nromrem != 0:
2967 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
2970 prout(_("You have smashed the Klingon invasion fleet and saved"))
2971 prout(_("the Federation."))
2976 badpt = 0.0 # Close enough!
2977 # killsPerDate >= RateMax
2978 if game.state.date-game.indate < 5.0 or \
2979 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
2981 prout(_("In fact, you have done so well that Starfleet Command"))
2982 if game.skill == SKILL_NOVICE:
2983 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
2984 elif game.skill == SKILL_FAIR:
2985 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
2986 elif game.skill == SKILL_GOOD:
2987 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
2988 elif game.skill == SKILL_EXPERT:
2989 prout(_("promotes you to Commodore Emeritus."))
2991 prout(_("Now that you think you're really good, try playing"))
2992 prout(_("the \"Emeritus\" game. It will splatter your ego."))
2993 elif game.skill == SKILL_EMERITUS:
2995 proutn(_("Computer- "))
2996 prouts(_("ERROR-ERROR-ERROR-ERROR"))
2998 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3000 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3002 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3004 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3006 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3008 prout(_("Now you can retire and write your own Star Trek game!"))
3010 elif game.skill >= SKILL_EXPERT:
3011 if game.thawed and not idebug:
3012 prout(_("You cannot get a citation, so..."))
3014 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3018 # Only grant long life if alive (original didn't!)
3020 prout(_("LIVE LONG AND PROSPER."))
3025 elif ifin == FDEPLETE: # Federation Resources Depleted
3026 prout(_("Your time has run out and the Federation has been"))
3027 prout(_("conquered. Your starship is now Klingon property,"))
3028 prout(_("and you are put on trial as a war criminal. On the"))
3029 proutn(_("basis of your record, you are "))
3030 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
3031 prout(_("acquitted."))
3033 prout(_("LIVE LONG AND PROSPER."))
3035 prout(_("found guilty and"))
3036 prout(_("sentenced to death by slow torture."))
3040 elif ifin == FLIFESUP:
3041 prout(_("Your life support reserves have run out, and"))
3042 prout(_("you die of thirst, starvation, and asphyxiation."))
3043 prout(_("Your starship is a derelict in space."))
3045 prout(_("Your energy supply is exhausted."))
3047 prout(_("Your starship is a derelict in space."))
3048 elif ifin == FBATTLE:
3049 prout(_("The %s has been destroyed in battle.") % crmshp())
3051 prout(_("Dulce et decorum est pro patria mori."))
3053 prout(_("You have made three attempts to cross the negative energy"))
3054 prout(_("barrier which surrounds the galaxy."))
3056 prout(_("Your navigation is abominable."))
3059 prout(_("Your starship has been destroyed by a nova."))
3060 prout(_("That was a great shot."))
3062 elif ifin == FSNOVAED:
3063 prout(_("The %s has been fried by a supernova.") % crmshp())
3064 prout(_("...Not even cinders remain..."))
3065 elif ifin == FABANDN:
3066 prout(_("You have been captured by the Klingons. If you still"))
3067 prout(_("had a starbase to be returned to, you would have been"))
3068 prout(_("repatriated and given another chance. Since you have"))
3069 prout(_("no starbases, you will be mercilessly tortured to death."))
3070 elif ifin == FDILITHIUM:
3071 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3072 elif ifin == FMATERIALIZE:
3073 prout(_("Starbase was unable to re-materialize your starship."))
3074 prout(_("Sic transit gloria mundi"))
3075 elif ifin == FPHASER:
3076 prout(_("The %s has been cremated by its own phasers.") % crmshp())
3078 prout(_("You and your landing party have been"))
3079 prout(_("converted to energy, disipating through space."))
3080 elif ifin == FMINING:
3081 prout(_("You are left with your landing party on"))
3082 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3084 prout(_("They are very fond of \"Captain Kirk\" soup."))
3086 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3087 elif ifin == FDPLANET:
3088 prout(_("You and your mining party perish."))
3090 prout(_("That was a great shot."))
3093 prout(_("The Galileo is instantly annihilated by the supernova."))
3094 prout(_("You and your mining party are atomized."))
3096 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3097 prout(_("joins the Romulans, wreaking terror on the Federation."))
3098 elif ifin == FPNOVA:
3099 prout(_("You and your mining party are atomized."))
3101 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3102 prout(_("joins the Romulans, wreaking terror on the Federation."))
3103 elif ifin == FSTRACTOR:
3104 prout(_("The shuttle craft Galileo is also caught,"))
3105 prout(_("and breaks up under the strain."))
3107 prout(_("Your debris is scattered for millions of miles."))
3108 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3110 prout(_("The mutants attack and kill Spock."))
3111 prout(_("Your ship is captured by Klingons, and"))
3112 prout(_("your crew is put on display in a Klingon zoo."))
3113 elif ifin == FTRIBBLE:
3114 prout(_("Tribbles consume all remaining water,"))
3115 prout(_("food, and oxygen on your ship."))
3117 prout(_("You die of thirst, starvation, and asphyxiation."))
3118 prout(_("Your starship is a derelict in space."))
3120 prout(_("Your ship is drawn to the center of the black hole."))
3121 prout(_("You are crushed into extremely dense matter."))
3123 prout(_("Your last crew member has died."))
3124 if game.ship == IHF:
3126 elif game.ship == IHE:
3129 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
3130 goodies = game.state.remres/game.inresor
3131 baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3132 if goodies/baddies >= randreal(1.0, 1.5):
3133 prout(_("As a result of your actions, a treaty with the Klingon"))
3134 prout(_("Empire has been signed. The terms of the treaty are"))
3135 if goodies/baddies >= randreal(3.0):
3136 prout(_("favorable to the Federation."))
3138 prout(_("Congratulations!"))
3140 prout(_("highly unfavorable to the Federation."))
3142 prout(_("The Federation will be destroyed."))
3144 prout(_("Since you took the last Klingon with you, you are a"))
3145 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3146 prout(_("statue in your memory. Rest in peace, and try not"))
3147 prout(_("to think about pigeons."))
3152 "Compute player's score."
3153 timused = game.state.date - game.indate
3155 if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
3157 perdate = killrate()
3158 ithperd = 500*perdate + 0.5
3161 iwon = 100*game.skill
3162 if game.ship == IHE:
3164 elif game.ship == IHF:
3168 if not game.gamewon:
3169 game.state.nromrem = 0 # None captured if no win
3170 iscore = 10*(game.inkling - game.state.remkl) \
3171 + 50*(game.incom - len(game.state.kcmdr)) \
3173 + 20*(game.inrom - game.state.nromrem) \
3174 + 200*(game.inscom - game.state.nscrem) \
3175 - game.state.nromrem \
3180 prout(_("Your score --"))
3181 if game.inrom - game.state.nromrem:
3182 prout(_("%6d Romulans destroyed %5d") %
3183 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3184 if game.state.nromrem:
3185 prout(_("%6d Romulans captured %5d") %
3186 (game.state.nromrem, game.state.nromrem))
3187 if game.inkling - game.state.remkl:
3188 prout(_("%6d ordinary Klingons destroyed %5d") %
3189 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
3190 if game.incom - len(game.state.kcmdr):
3191 prout(_("%6d Klingon commanders destroyed %5d") %
3192 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3193 if game.inscom - game.state.nscrem:
3194 prout(_("%6d Super-Commander destroyed %5d") %
3195 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3197 prout(_("%6.2f Klingons per stardate %5d") %
3199 if game.state.starkl:
3200 prout(_("%6d stars destroyed by your action %5d") %
3201 (game.state.starkl, -5*game.state.starkl))
3202 if game.state.nplankl:
3203 prout(_("%6d planets destroyed by your action %5d") %
3204 (game.state.nplankl, -10*game.state.nplankl))
3205 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3206 prout(_("%6d inhabited planets destroyed by your action %5d") %
3207 (game.state.nplankl, -300*game.state.nworldkl))
3208 if game.state.basekl:
3209 prout(_("%6d bases destroyed by your action %5d") %
3210 (game.state.basekl, -100*game.state.basekl))
3212 prout(_("%6d calls for help from starbase %5d") %
3213 (game.nhelp, -45*game.nhelp))
3215 prout(_("%6d casualties incurred %5d") %
3216 (game.casual, -game.casual))
3218 prout(_("%6d crew abandoned in space %5d") %
3219 (game.abandoned, -3*game.abandoned))
3221 prout(_("%6d ship(s) lost or destroyed %5d") %
3222 (klship, -100*klship))
3224 prout(_("Penalty for getting yourself killed -200"))
3226 proutn(_("Bonus for winning "))
3227 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3228 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3229 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3230 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3231 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3232 prout(" %5d" % iwon)
3234 prout(_("TOTAL SCORE %5d") % iscore)
3237 "Emit winner's commemmorative plaque."
3240 proutn(_("File or device name for your plaque: "))
3243 fp = open(winner, "w")
3246 prout(_("Invalid name."))
3248 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3250 # The 38 below must be 64 for 132-column paper
3251 nskip = 38 - len(winner)/2
3252 fp.write("\n\n\n\n")
3253 # --------DRAW ENTERPRISE PICTURE.
3254 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3255 fp.write(" EEE E : : : E\n" )
3256 fp.write(" EE EEE E : : NCC-1701 : E\n")
3257 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
3258 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3259 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
3260 fp.write(" EEEEEEE EEEEE E E E E\n")
3261 fp.write(" EEE E E E E\n")
3262 fp.write(" E E E E\n")
3263 fp.write(" EEEEEEEEEEEEE E E\n")
3264 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3265 fp.write(" :E : EEEE E\n")
3266 fp.write(" .-E -:----- E\n")
3267 fp.write(" :E : E\n")
3268 fp.write(" EE : EEEEEEEE\n")
3269 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3271 fp.write(_(" U. S. S. ENTERPRISE\n"))
3272 fp.write("\n\n\n\n")
3273 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3275 fp.write(_(" Starfleet Command bestows to you\n"))
3277 fp.write("%*s%s\n\n" % (nskip, "", winner))
3278 fp.write(_(" the rank of\n\n"))
3279 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3281 if game.skill == SKILL_EXPERT:
3282 fp.write(_(" Expert level\n\n"))
3283 elif game.skill == SKILL_EMERITUS:
3284 fp.write(_("Emeritus level\n\n"))
3286 fp.write(_(" Cheat level\n\n"))
3287 timestring = ctime()
3288 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3289 (timestring+4, timestring+20, timestring+11))
3290 fp.write(_(" Your score: %d\n\n") % iscore)
3291 fp.write(_(" Klingons per stardate: %.2f\n") % perdate)
3294 # Code from io.c begins here
3296 rows = linecount = 0 # for paging
3299 fullscreen_window = None
3300 srscan_window = None
3301 report_window = None
3302 status_window = None
3303 lrscan_window = None
3304 message_window = None
3305 prompt_window = None
3310 if not (game.options & OPTION_CURSES):
3311 ln_env = os.getenv("LINES")
3317 stdscr = curses.initscr()
3321 global fullscreen_window, srscan_window, report_window, status_window
3322 global lrscan_window, message_window, prompt_window
3323 (rows, columns) = stdscr.getmaxyx()
3324 fullscreen_window = stdscr
3325 srscan_window = curses.newwin(12, 25, 0, 0)
3326 report_window = curses.newwin(11, 0, 1, 25)
3327 status_window = curses.newwin(10, 0, 1, 39)
3328 lrscan_window = curses.newwin(5, 0, 0, 64)
3329 message_window = curses.newwin(0, 0, 12, 0)
3330 prompt_window = curses.newwin(1, 0, rows-2, 0)
3331 message_window.scrollok(True)
3332 setwnd(fullscreen_window)
3336 if game.options & OPTION_CURSES:
3337 stdscr.keypad(False)
3343 "Wait for user action -- OK to do nothing if on a TTY"
3344 if game.options & OPTION_CURSES:
3349 prouts(_("[ANOUNCEMENT ARRIVING...]"))
3353 if game.skill > SKILL_FAIR:
3354 prompt = _("[CONTINUE?]")
3356 prompt = _("[PRESS ENTER TO CONTINUE]")
3358 if game.options & OPTION_CURSES:
3360 setwnd(prompt_window)
3361 prompt_window.wclear()
3362 prompt_window.addstr(prompt)
3363 prompt_window.getstr()
3364 prompt_window.clear()
3365 prompt_window.refresh()
3366 setwnd(message_window)
3369 sys.stdout.write('\n')
3372 for j in range(rows):
3373 sys.stdout.write('\n')
3377 "Skip i lines. Pause game if this would cause a scrolling event."
3378 for dummy in range(i):
3379 if game.options & OPTION_CURSES:
3380 (y, x) = curwnd.getyx()
3381 (my, mx) = curwnd.getmaxyx()
3382 if curwnd == message_window and y >= my - 3:
3388 except curses.error:
3393 if rows and linecount >= rows:
3396 sys.stdout.write('\n')
3399 "Utter a line with no following line feed."
3400 if game.options & OPTION_CURSES:
3404 sys.stdout.write(line)
3414 if not replayfp or replayfp.closed: # Don't slow down replays
3417 if game.options & OPTION_CURSES:
3421 if not replayfp or replayfp.closed:
3425 "Get a line of input."
3426 if game.options & OPTION_CURSES:
3427 line = curwnd.getstr() + "\n"
3430 if replayfp and not replayfp.closed:
3432 line = replayfp.readline()
3435 prout("*** Replay finished")
3438 elif line[0] != "#":
3441 line = raw_input() + "\n"
3447 "Change windows -- OK for this to be a no-op in tty mode."
3449 if game.options & OPTION_CURSES:
3451 curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
3454 "Clear to end of line -- can be a no-op in tty mode"
3455 if game.options & OPTION_CURSES:
3460 "Clear screen -- can be a no-op in tty mode."
3462 if game.options & OPTION_CURSES:
3469 "Set highlight video, if this is reasonable."
3470 if game.options & OPTION_CURSES:
3471 curwnd.attron(curses.A_REVERSE)
3474 # Things past this point have policy implications.
3478 "Hook to be called after moving to redraw maps."
3479 if game.options & OPTION_CURSES:
3482 setwnd(srscan_window)
3486 setwnd(status_window)
3487 status_window.clear()
3488 status_window.move(0, 0)
3489 setwnd(report_window)
3490 report_window.clear()
3491 report_window.move(0, 0)
3493 setwnd(lrscan_window)
3494 lrscan_window.clear()
3495 lrscan_window.move(0, 0)
3496 lrscan(silent=False)
3498 def put_srscan_sym(w, sym):
3499 "Emit symbol for short-range scan."
3500 srscan_window.move(w.i+1, w.j*2+2)
3501 srscan_window.addch(sym)
3502 srscan_window.refresh()
3505 "Enemy fall down, go boom."
3506 if game.options & OPTION_CURSES:
3508 setwnd(srscan_window)
3509 srscan_window.attron(curses.A_REVERSE)
3510 put_srscan_sym(w, game.quad[w.i][w.j])
3514 srscan_window.attroff(curses.A_REVERSE)
3515 put_srscan_sym(w, game.quad[w.i][w.j])
3516 curses.delay_output(500)
3517 setwnd(message_window)
3520 "Sound and visual effects for teleportation."
3521 if game.options & OPTION_CURSES:
3523 setwnd(message_window)
3525 prouts(" . . . . . ")
3526 if game.options & OPTION_CURSES:
3527 #curses.delay_output(1000)
3531 def tracktorpedo(origin, w, step, i, n, iquad):
3532 "Torpedo-track animation."
3533 if not game.options & OPTION_CURSES:
3537 proutn(_("Track for %s torpedo number %d- ") % (game.quad[origin.i][origin.j],i+1))
3540 proutn(_("Torpedo track- "))
3541 elif step==4 or step==9:
3545 if not damaged(DSRSENS) or game.condition=="docked":
3546 if i != 0 and step == 1:
3549 if (iquad==IHDOT) or (iquad==IHBLANK):
3550 put_srscan_sym(w, '+')
3554 put_srscan_sym(w, iquad)
3556 curwnd.attron(curses.A_REVERSE)
3557 put_srscan_sym(w, iquad)
3561 curwnd.attroff(curses.A_REVERSE)
3562 put_srscan_sym(w, iquad)
3567 "Display the current galaxy chart."
3568 if game.options & OPTION_CURSES:
3569 setwnd(message_window)
3570 message_window.clear()
3572 if game.options & OPTION_TTY:
3577 def prstat(txt, data):
3579 if game.options & OPTION_CURSES:
3581 setwnd(status_window)
3583 proutn(" " * (NSYM - len(txt)))
3586 if game.options & OPTION_CURSES:
3587 setwnd(report_window)
3589 # Code from moving.c begins here
3591 def imove(novapush):
3592 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3593 w = coord(); final = coord()
3596 def no_quad_change():
3597 # No quadrant change -- compute new average enemy distances
3598 game.quad[game.sector.i][game.sector.j] = game.ship
3600 for enemy in game.enemies:
3601 finald = (w-enemy.kloc).distance()
3602 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3603 enemy.kdist = finald
3604 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
3605 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3606 attack(torps_ok=False)
3607 for enemy in game.enemies:
3608 enemy.kavgd = enemy.kdist
3611 setwnd(message_window)
3614 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3615 game.inorbit = False
3616 angle = ((15.0 - game.direc) * 0.5235988)
3617 deltax = -math.sin(angle)
3618 deltay = math.cos(angle)
3619 if math.fabs(deltax) > math.fabs(deltay):
3620 bigger = math.fabs(deltax)
3622 bigger = math.fabs(deltay)
3625 # If tractor beam is to occur, don't move full distance
3626 if game.state.date+game.optime >= scheduled(FTBEAM):
3628 game.condition = "red"
3629 game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3630 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3631 # Move within the quadrant
3632 game.quad[game.sector.i][game.sector.j] = IHDOT
3635 n = int(10.0*game.dist*bigger+0.5)
3637 for m in range(1, n+1):
3642 if not VALID_SECTOR(w.i, w.j):
3643 # Leaving quadrant -- allow final enemy attack
3644 # Don't do it if being pushed by Nova
3645 if len(game.enemies) != 0 and not novapush:
3647 for enemy in game.enemies:
3648 finald = (w - enemy.kloc).distance()
3649 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3651 # Stas Sergeev added the condition
3652 # that attacks only happen if Klingons
3653 # are present and your skill is good.
3655 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3656 attack(torps_ok=False)
3659 # compute final position -- new quadrant and sector
3660 x = (QUADSIZE*game.quadrant.i)+game.sector.i
3661 y = (QUADSIZE*game.quadrant.j)+game.sector.j
3662 w.i = int(round(x+10.0*game.dist*bigger*deltax))
3663 w.j = int(round(y+10.0*game.dist*bigger*deltay))
3664 # check for edge of galaxy
3674 if w.i >= GALSIZE*QUADSIZE:
3675 w.i = (GALSIZE*QUADSIZE*2) - w.i
3677 if w.j >= GALSIZE*QUADSIZE:
3678 w.j = (GALSIZE*QUADSIZE*2) - w.j
3686 if game.nkinks == 3:
3687 # Three strikes -- you're out!
3691 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3692 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3693 prout(_("YOU WILL BE DESTROYED."))
3694 # Compute final position in new quadrant
3695 if trbeam: # Don't bother if we are to be beamed
3697 game.quadrant.i = w.i/QUADSIZE
3698 game.quadrant.j = w.j/QUADSIZE
3699 game.sector.i = w.i - (QUADSIZE*game.quadrant.i)
3700 game.sector.j = w.j - (QUADSIZE*game.quadrant.j)
3702 prout(_("Entering Quadrant %s.") % game.quadrant)
3703 game.quad[game.sector.i][game.sector.j] = game.ship
3705 if game.skill>SKILL_NOVICE:
3706 attack(torps_ok=False)
3708 iquad = game.quad[w.i][w.j]
3710 # object encountered in flight path
3711 stopegy = 50.0*game.dist/game.optime
3712 game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0)
3713 if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
3715 for enemy in game.enemies:
3716 if enemy.kloc == game.sector:
3718 collision(rammed=False, enemy=enemy)
3720 elif iquad == IHBLANK:
3722 prouts(_("***RED ALERT! RED ALERT!"))
3724 proutn("***" + crmshp())
3725 proutn(_(" pulled into black hole at Sector %s") % w)
3727 # Getting pulled into a black hole was certain
3728 # death in Almy's original. Stas Sergeev added a
3729 # possibility that you'll get timewarped instead.
3732 for m in range(NDEVICES):
3733 if game.damage[m]>0:
3735 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3736 if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
3746 prout(_(" encounters Tholian web at %s;") % w)
3748 prout(_(" blocked by object at %s;") % w)
3749 proutn(_("Emergency stop required "))
3750 prout(_("%2d units of energy.") % int(stopegy))
3751 game.energy -= stopegy
3752 final.i = int(round(deltax))
3753 final.j = int(round(deltay))
3755 if game.energy <= 0:
3761 game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0)
3768 "Dock our ship at a starbase."
3770 if game.condition == "docked" and verbose:
3771 prout(_("Already docked."))
3774 prout(_("You must first leave standard orbit."))
3776 if not game.base.is_valid() or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
3777 prout(crmshp() + _(" not adjacent to base."))
3779 game.condition = "docked"
3783 if game.energy < game.inenrg:
3784 game.energy = game.inenrg
3785 game.shield = game.inshld
3786 game.torps = game.intorps
3787 game.lsupres = game.inlsr
3788 game.state.crew = FULLCREW
3789 if not damaged(DRADIO) and \
3790 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3791 # get attack report from base
3792 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3796 # This program originally required input in terms of a (clock)
3797 # direction and distance. Somewhere in history, it was changed to
3798 # cartesian coordinates. So we need to convert. Probably
3799 # "manual" input should still be done this way -- it's a real
3800 # pain if the computer isn't working! Manual mode is still confusing
3801 # because it involves giving x and y motions, yet the coordinates
3802 # are always displayed y - x, where +y is downward!
3804 def getcourse(isprobe):
3805 "Get a course and distance from the user."
3807 dquad = copy.copy(game.quadrant)
3808 navmode = "unspecified"
3812 if game.landed and not isprobe:
3813 prout(_("Dummy! You can't leave standard orbit until you"))
3814 proutn(_("are back aboard the ship."))
3817 while navmode == "unspecified":
3818 if damaged(DNAVSYS):
3820 prout(_("Computer damaged; manual navigation only"))
3822 prout(_("Computer damaged; manual movement only"))
3827 key = scanner.next()
3829 proutn(_("Manual or automatic- "))
3832 elif key == "IHALPHA":
3833 if scanner.sees("manual"):
3835 key = scanner.next()
3837 elif scanner.sees("automatic"):
3838 navmode = "automatic"
3839 key = scanner.next()
3847 prout(_("(Manual navigation assumed.)"))
3849 prout(_("(Manual movement assumed.)"))
3852 if navmode == "automatic":
3853 while key == "IHEOL":
3855 proutn(_("Target quadrant or quadrant§or- "))
3857 proutn(_("Destination sector or quadrant§or- "))
3860 key = scanner.next()
3864 xi = int(round(scanner.real))-1
3865 key = scanner.next()
3869 xj = int(round(scanner.real))-1
3870 key = scanner.next()
3872 # both quadrant and sector specified
3873 xk = int(round(scanner.real))-1
3874 key = scanner.next()
3878 xl = int(round(scanner.real))-1
3884 # only one pair of numbers was specified
3886 # only quadrant specified -- go to center of dest quad
3889 dsect.j = dsect.i = 4 # preserves 1-origin behavior
3891 # only sector specified
3895 if not VALID_QUADRANT(dquad.i,dquad.j) or not VALID_SECTOR(dsect.i,dsect.j):
3902 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
3904 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
3905 # the actual deltas get computed here
3907 delta.j = dquad.j-game.quadrant.j + 0.1*(dsect.j-game.sector.j)
3908 delta.i = game.quadrant.i-dquad.i + 0.1*(game.sector.i-dsect.i)
3910 while key == "IHEOL":
3911 proutn(_("X and Y displacements- "))
3914 key = scanner.next()
3919 delta.j = scanner.real
3920 key = scanner.next()
3924 delta.i = scanner.real
3925 # Check for zero movement
3926 if delta.i == 0 and delta.j == 0:
3929 if itemp == "verbose" and not isprobe:
3931 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
3932 # Course actually laid in.
3933 game.dist = delta.distance()
3934 game.direc = delta.bearing()
3935 if game.direc < 0.0:
3941 "Move under impulse power."
3943 if damaged(DIMPULS):
3946 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
3948 if game.energy > 30.0:
3949 if not getcourse(isprobe=False):
3951 power = 20.0 + 100.0*game.dist
3954 if power >= game.energy:
3955 # Insufficient power for trip
3957 prout(_("First Officer Spock- \"Captain, the impulse engines"))
3958 prout(_("require 20.0 units to engage, plus 100.0 units per"))
3959 if game.energy > 30:
3960 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
3961 int(0.01 * (game.energy-20.0)-0.05))
3962 prout(_(" quadrants.\""))
3964 prout(_("quadrant. They are, therefore, useless.\""))
3967 # Make sure enough time is left for the trip
3968 game.optime = game.dist/0.095
3969 if game.optime >= game.state.remtime:
3970 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
3971 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
3972 proutn(_("we dare spend the time?\" "))
3975 # Activate impulse engines and pay the cost
3976 imove(novapush=False)
3980 power = 20.0 + 100.0*game.dist
3981 game.energy -= power
3982 game.optime = game.dist/0.095
3983 if game.energy <= 0:
3988 "ove under warp drive."
3989 blooey = False; twarp = False
3990 if not timewarp: # Not WARPX entry
3992 if game.damage[DWARPEN] > 10.0:
3995 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
3997 if damaged(DWARPEN) and game.warpfac > 4.0:
4000 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4001 prout(_(" is repaired, I can only give you warp 4.\""))
4003 # Read in course and distance
4004 if not getcourse(isprobe=False):
4006 # Make sure starship has enough energy for the trip
4007 power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4008 if power >= game.energy:
4009 # Insufficient power for trip
4012 prout(_("Engineering to bridge--"))
4013 if not game.shldup or 0.5*power > game.energy:
4014 iwarp = math.pow((game.energy/(game.dist+0.05)), 0.333333333)
4016 prout(_("We can't do it, Captain. We don't have enough energy."))
4018 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4021 prout(_("if you'll lower the shields."))
4025 prout(_("We haven't the energy to go that far with the shields up."))
4028 # Make sure enough time is left for the trip
4029 game.optime = 10.0*game.dist/game.warpfac**2
4030 if game.optime >= 0.8*game.state.remtime:
4032 prout(_("First Officer Spock- \"Captain, I compute that such"))
4033 proutn(_(" a trip would require approximately %2.0f") %
4034 (100.0*game.optime/game.state.remtime))
4035 prout(_(" percent of our"))
4036 proutn(_(" remaining time. Are you sure this is wise?\" "))
4042 if game.warpfac > 6.0:
4043 # Decide if engine damage will occur
4044 # ESR: Seems wrong. Probability of damage goes *down* with distance?
4045 prob = game.dist*(6.0-game.warpfac)**2/66.666666666
4046 if prob > randreal():
4048 game.dist = randreal(game.dist)
4049 # Decide if time warp will occur
4050 if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > randreal():
4052 if idebug and game.warpfac==10 and not twarp:
4054 proutn("=== Force time warp? ")
4058 # If time warp or engine damage, check path
4059 # If it is obstructed, don't do warp or damage
4060 angle = ((15.0-game.direc)*0.5235998)
4061 deltax = -math.sin(angle)
4062 deltay = math.cos(angle)
4063 if math.fabs(deltax) > math.fabs(deltay):
4064 bigger = math.fabs(deltax)
4066 bigger = math.fabs(deltay)
4069 n = 10.0 * game.dist * bigger +0.5
4072 for l in range(1, n+1):
4077 if not VALID_SECTOR(ix, iy):
4079 if game.quad[ix][iy] != IHDOT:
4082 # Activate Warp Engines and pay the cost
4083 imove(novapush=False)
4086 game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4087 if game.energy <= 0:
4089 game.optime = 10.0*game.dist/game.warpfac**2
4093 game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
4095 prout(_("Engineering to bridge--"))
4096 prout(_(" Scott here. The warp engines are damaged."))
4097 prout(_(" We'll have to reduce speed to warp 4."))
4102 "Change the warp factor."
4108 proutn(_("Warp factor- "))
4113 if game.damage[DWARPEN] > 10.0:
4114 prout(_("Warp engines inoperative."))
4116 if damaged(DWARPEN) and scanner.real > 4.0:
4117 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4118 prout(_(" but right now we can only go warp 4.\""))
4120 if scanner.real > 10.0:
4121 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4123 if scanner.real < 1.0:
4124 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4126 oldfac = game.warpfac
4127 game.warpfac = scanner.real
4128 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4129 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4132 if game.warpfac < 8.00:
4133 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4135 if game.warpfac == 10.0:
4136 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4138 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4142 "Cope with being tossed out of quadrant by supernova or yanked by beam."
4144 # is captain on planet?
4146 if damaged(DTRANSP):
4149 prout(_("Scotty rushes to the transporter controls."))
4151 prout(_("But with the shields up it's hopeless."))
4153 prouts(_("His desperate attempt to rescue you . . ."))
4158 prout(_("SUCCEEDS!"))
4161 proutn(_("The crystals mined were "))
4169 # Check to see if captain in shuttle craft
4174 # Inform captain of attempt to reach safety
4178 prouts(_("***RED ALERT! RED ALERT!"))
4180 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4181 prouts(_(" a supernova."))
4183 proutn(_("***Emergency automatic override attempts to hurl ")+crmshp())
4184 prout(_("safely out of quadrant."))
4185 if not damaged(DRADIO):
4186 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
4187 # Try to use warp engines
4188 if damaged(DWARPEN):
4190 prout(_("Warp engines damaged."))
4193 game.warpfac = randreal(6.0, 8.0)
4194 prout(_("Warp factor set to %d") % int(game.warpfac))
4195 power = 0.75*game.energy
4196 game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4197 distreq = randreal(math.sqrt(2))
4198 if distreq < game.dist:
4200 game.optime = 10.0*game.dist/game.warpfac**2
4201 game.direc = randreal(12) # How dumb!
4203 game.inorbit = False
4206 # This is bad news, we didn't leave quadrant.
4210 prout(_("Insufficient energy to leave quadrant."))
4213 # Repeat if another snova
4214 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
4216 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
4217 finish(FWON) # Snova killed remaining enemy.
4220 "Let's do the time warp again."
4221 prout(_("***TIME WARP ENTERED."))
4222 if game.state.snap and withprob(0.5):
4224 prout(_("You are traveling backwards in time %d stardates.") %
4225 int(game.state.date-game.snapsht.date))
4226 game.state = game.snapsht
4227 game.state.snap = False
4228 if len(game.state.kcmdr):
4229 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4230 schedule(FBATTAK, expran(0.3*game.intime))
4231 schedule(FSNOVA, expran(0.5*game.intime))
4232 # next snapshot will be sooner
4233 schedule(FSNAP, expran(0.25*game.state.remtime))
4235 if game.state.nscrem:
4236 schedule(FSCMOVE, 0.2777)
4240 game.battle.invalidate()
4242 # Make sure Galileo is consistant -- Snapshot may have been taken
4243 # when on planet, which would give us two Galileos!
4245 for l in range(game.inplan):
4246 if game.state.planets[l].known == "shuttle_down":
4248 if game.iscraft == "onship" and game.ship==IHE:
4249 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4250 game.iscraft = "offship"
4251 # Likewise, if in the original time the Galileo was abandoned, but
4252 # was on ship earlier, it would have vanished -- let's restore it.
4253 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4254 prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""))
4255 game.iscraft = "onship"
4256 # There used to be code to do the actual reconstrction here,
4257 # but the starchart is now part of the snapshotted galaxy state.
4258 prout(_("Spock has reconstructed a correct star chart from memory"))
4260 # Go forward in time
4261 game.optime = -0.5*game.intime*math.log(randreal())
4262 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4263 # cheat to make sure no tractor beams occur during time warp
4264 postpone(FTBEAM, game.optime)
4265 game.damage[DRADIO] += game.optime
4267 events() # Stas Sergeev added this -- do pending events
4270 "Launch deep-space probe."
4271 # New code to launch a deep space probe
4272 if game.nprobes == 0:
4275 if game.ship == IHE:
4276 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4278 prout(_("Ye Faerie Queene has no deep space probes."))
4283 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4285 if is_scheduled(FDSPROB):
4288 if damaged(DRADIO) and game.condition != "docked":
4289 prout(_("Spock- \"Records show the previous probe has not yet"))
4290 prout(_(" reached its destination.\""))
4292 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4294 key = scanner.next()
4296 if game.nprobes == 1:
4297 prout(_("1 probe left."))
4299 prout(_("%d probes left") % game.nprobes)
4300 proutn(_("Are you sure you want to fire a probe? "))
4303 game.isarmed = False
4304 if key == "IHALPHA" and scanner.token == "armed":
4306 key = scanner.next()
4307 elif key == "IHEOL":
4308 proutn(_("Arm NOVAMAX warhead? "))
4310 elif key == "IHREAL": # first element of course
4311 scanner.push(scanner.token)
4312 if not getcourse(isprobe=True):
4315 angle = ((15.0 - game.direc) * 0.5235988)
4316 game.probein = coord(-math.sin(angle), math.cos(angle))
4317 bigger = max(abs(game.probein.i), abs(game.probein.j))
4318 game.probein /= bigger
4319 game.proben = 10.0*game.dist*bigger +0.5
4320 game.probe = coord(game.quadrant.i*QUADSIZE + game.sector.i,
4321 game.quadrant.j*QUADSIZE + game.sector.j)
4322 game.probec = copy.copy(game.quadrant)
4323 schedule(FDSPROB, 0.01) # Time to move one sector
4324 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4329 "Yell for help from nearest starbase."
4330 # There's more than one way to move in this game!
4332 # Test for conditions which prevent calling for help
4333 if game.condition == "docked":
4334 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4337 prout(_("Subspace radio damaged."))
4339 if not game.state.baseq:
4340 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4343 prout(_("You must be aboard the %s.") % crmshp())
4345 # OK -- call for help from nearest starbase
4348 # There's one in this quadrant
4349 ddist = (game.base - game.sector).distance()
4352 for ibq in game.state.baseq:
4353 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4356 # Since starbase not in quadrant, set up new quadrant
4359 # dematerialize starship
4360 game.quad[game.sector.i][game.sector.j]=IHDOT
4361 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4362 % (game.quadrant, crmshp()))
4363 game.sector.invalidate()
4364 for m in range(1, 5+1):
4365 w = game.base.scatter()
4366 if VALID_SECTOR(w.i,w.j) and game.quad[w.i][w.j]==IHDOT:
4367 # found one -- finish up
4370 if not game.sector.is_valid():
4371 prout(_("You have been lost in space..."))
4372 finish(FMATERIALIZE)
4374 # Give starbase three chances to rematerialize starship
4375 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4376 for m in range(1, 3+1):
4377 if m == 1: proutn(_("1st"))
4378 elif m == 2: proutn(_("2nd"))
4379 elif m == 3: proutn(_("3rd"))
4380 proutn(_(" attempt to re-materialize ") + crmshp())
4381 game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
4384 if randreal() > probf:
4387 curses.delay_output(500)
4390 game.quad[ix][iy]=IHQUEST
4393 setwnd(message_window)
4394 finish(FMATERIALIZE)
4396 game.quad[ix][iy]=game.ship
4398 prout(_("succeeds."))
4402 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4407 if game.condition=="docked":
4409 prout(_("You cannot abandon Ye Faerie Queene."))
4412 # Must take shuttle craft to exit
4413 if game.damage[DSHUTTL]==-1:
4414 prout(_("Ye Faerie Queene has no shuttle craft."))
4416 if game.damage[DSHUTTL]<0:
4417 prout(_("Shuttle craft now serving Big Macs."))
4419 if game.damage[DSHUTTL]>0:
4420 prout(_("Shuttle craft damaged."))
4423 prout(_("You must be aboard the ship."))
4425 if game.iscraft != "onship":
4426 prout(_("Shuttle craft not currently available."))
4428 # Emit abandon ship messages
4430 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4432 prouts(_("***ALL HANDS ABANDON SHIP!"))
4434 prout(_("Captain and crew escape in shuttle craft."))
4435 if not game.state.baseq:
4436 # Oops! no place to go...
4439 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4441 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4442 prout(_("Remainder of ship's complement beam down"))
4443 prout(_("to nearest habitable planet."))
4444 elif q.planet != None and not damaged(DTRANSP):
4445 prout(_("Remainder of ship's complement beam down to %s.") %
4448 prout(_("Entire crew of %d left to die in outer space.") %
4450 game.casual += game.state.crew
4451 game.abandoned += game.state.crew
4452 # If at least one base left, give 'em the Faerie Queene
4454 game.icrystl = False # crystals are lost
4455 game.nprobes = 0 # No probes
4456 prout(_("You are captured by Klingons and released to"))
4457 prout(_("the Federation in a prisoner-of-war exchange."))
4458 nb = randrange(len(game.state.baseq))
4459 # Set up quadrant and position FQ adjacient to base
4460 if not game.quadrant == game.state.baseq[nb]:
4461 game.quadrant = game.state.baseq[nb]
4462 game.sector.i = game.sector.j = 5
4465 # position next to base by trial and error
4466 game.quad[game.sector.i][game.sector.j] = IHDOT
4467 for l in range(QUADSIZE):
4468 game.sector = game.base.scatter()
4469 if VALID_SECTOR(game.sector.i, game.sector.j) and \
4470 game.quad[game.sector.i][game.sector.j] == IHDOT:
4473 break # found a spot
4474 game.sector.i=QUADSIZE/2
4475 game.sector.j=QUADSIZE/2
4477 # Get new commission
4478 game.quad[game.sector.i][game.sector.j] = game.ship = IHF
4479 game.state.crew = FULLCREW
4480 prout(_("Starfleet puts you in command of another ship,"))
4481 prout(_("the Faerie Queene, which is antiquated but,"))
4482 prout(_("still useable."))
4484 prout(_("The dilithium crystals have been moved."))
4486 game.iscraft = "offship" # Galileo disappears
4488 game.condition="docked"
4489 for l in range(NDEVICES):
4490 game.damage[l] = 0.0
4491 game.damage[DSHUTTL] = -1
4492 game.energy = game.inenrg = 3000.0
4493 game.shield = game.inshld = 1250.0
4494 game.torps = game.intorps = 6
4495 game.lsupres=game.inlsr=3.0
4500 # Code from planets.c begins here.
4503 "Abort a lengthy operation if an event interrupts it."
4506 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
4511 "Report on (uninhabited) planets in the galaxy."
4515 prout(_("Spock- \"Planet report follows, Captain.\""))
4517 for i in range(game.inplan):
4518 if game.state.planets[i].pclass == "destroyed":
4520 if (game.state.planets[i].known != "unknown" \
4521 and not game.state.planets[i].inhabited) \
4524 if idebug and game.state.planets[i].known=="unknown":
4525 proutn("(Unknown) ")
4526 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4527 proutn(_(" class "))
4528 proutn(game.state.planets[i].pclass)
4530 if game.state.planets[i].crystals != present:
4532 prout(_("dilithium crystals present."))
4533 if game.state.planets[i].known=="shuttle_down":
4534 prout(_(" Shuttle Craft Galileo on surface."))
4536 prout(_("No information available."))
4539 "Enter standard orbit."
4543 prout(_("Already in standard orbit."))
4545 if damaged(DWARPEN) and damaged(DIMPULS):
4546 prout(_("Both warp and impulse engines damaged."))
4548 if not game.plnet.is_valid():
4549 prout("There is no planet in this sector.")
4551 if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4552 prout(crmshp() + _(" not adjacent to planet."))
4555 game.optime = randreal(0.02, 0.05)
4556 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4560 game.height = randreal(1400, 8600)
4561 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4566 "Examine planets in this quadrant."
4567 if damaged(DSRSENS):
4568 if game.options & OPTION_TTY:
4569 prout(_("Short range sensors damaged."))
4571 if game.iplnet == None:
4572 if game.options & OPTION_TTY:
4573 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4575 if game.iplnet.known == "unknown":
4576 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4578 prout(_(" Planet at Sector %s is of class %s.") %
4579 (game.plnet, game.iplnet.pclass))
4580 if game.iplnet.known=="shuttle_down":
4581 prout(_(" Sensors show Galileo still on surface."))
4582 proutn(_(" Readings indicate"))
4583 if game.iplnet.crystals != "present":
4585 prout(_(" dilithium crystals present.\""))
4586 if game.iplnet.known == "unknown":
4587 game.iplnet.known = "known"
4588 elif game.iplnet.inhabited:
4589 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4590 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4593 "Use the transporter."
4597 if damaged(DTRANSP):
4598 prout(_("Transporter damaged."))
4599 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4601 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4605 if not game.inorbit:
4606 prout(crmshp() + _(" not in standard orbit."))
4609 prout(_("Impossible to transport through shields."))
4611 if game.iplnet.known=="unknown":
4612 prout(_("Spock- \"Captain, we have no information on this planet"))
4613 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4614 prout(_(" you may not go down.\""))
4616 if not game.landed and game.iplnet.crystals=="absent":
4617 prout(_("Spock- \"Captain, I fail to see the logic in"))
4618 prout(_(" exploring a planet with no dilithium crystals."))
4619 proutn(_(" Are you sure this is wise?\" "))
4623 if not (game.options & OPTION_PLAIN):
4624 nrgneed = 50 * game.skill + game.height / 100.0
4625 if nrgneed > game.energy:
4626 prout(_("Engineering to bridge--"))
4627 prout(_(" Captain, we don't have enough energy for transportation."))
4629 if not game.landed and nrgneed * 2 > game.energy:
4630 prout(_("Engineering to bridge--"))
4631 prout(_(" Captain, we have enough energy only to transport you down to"))
4632 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4633 if game.iplnet.known == "shuttle_down":
4634 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4635 proutn(_(" Are you sure this is wise?\" "))
4640 # Coming from planet
4641 if game.iplnet.known=="shuttle_down":
4642 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4646 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4647 prout(_("Landing party assembled, ready to beam up."))
4649 prout(_("Kirk whips out communicator..."))
4650 prouts(_("BEEP BEEP BEEP"))
4652 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4655 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4657 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4659 prout(_("Kirk- \"Energize.\""))
4662 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4665 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4667 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4670 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4671 game.landed = not game.landed
4672 game.energy -= nrgneed
4674 prout(_("Transport complete."))
4675 if game.landed and game.iplnet.known=="shuttle_down":
4676 prout(_("The shuttle craft Galileo is here!"))
4677 if not game.landed and game.imine:
4684 "Strip-mine a world for dilithium."
4688 prout(_("Mining party not on planet."))
4690 if game.iplnet.crystals == "mined":
4691 prout(_("This planet has already been strip-mined for dilithium."))
4693 elif game.iplnet.crystals == "absent":
4694 prout(_("No dilithium crystals on this planet."))
4697 prout(_("You've already mined enough crystals for this trip."))
4699 if game.icrystl and game.cryprob == 0.05:
4700 prout(_("With all those fresh crystals aboard the ") + crmshp())
4701 prout(_("there's no reason to mine more at this time."))
4703 game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4706 prout(_("Mining operation complete."))
4707 game.iplnet.crystals = "mined"
4708 game.imine = game.ididit = True
4711 "Use dilithium crystals."
4715 if not game.icrystl:
4716 prout(_("No dilithium crystals available."))
4718 if game.energy >= 1000:
4719 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4720 prout(_(" except when Condition Yellow exists."))
4722 prout(_("Spock- \"Captain, I must warn you that loading"))
4723 prout(_(" raw dilithium crystals into the ship's power"))
4724 prout(_(" system may risk a severe explosion."))
4725 proutn(_(" Are you sure this is wise?\" "))
4730 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4731 prout(_(" Mr. Spock and I will try it.\""))
4733 prout(_("Spock- \"Crystals in place, Sir."))
4734 prout(_(" Ready to activate circuit.\""))
4736 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4738 if with(game.cryprob):
4739 prouts(_(" \"Activating now! - - No good! It's***"))
4741 prouts(_("***RED ALERT! RED A*L********************************"))
4744 prouts(_("****************** KA-BOOM!!!! *******************"))
4748 game.energy += randreal(5000.0, 5500.0)
4749 prouts(_(" \"Activating now! - - "))
4750 prout(_("The instruments"))
4751 prout(_(" are going crazy, but I think it's"))
4752 prout(_(" going to work!! Congratulations, Sir!\""))
4757 "Use shuttlecraft for planetary jaunt."
4760 if damaged(DSHUTTL):
4761 if game.damage[DSHUTTL] == -1.0:
4762 if game.inorbit and game.iplnet.known == "shuttle_down":
4763 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4765 prout(_("Ye Faerie Queene had no shuttle craft."))
4766 elif game.damage[DSHUTTL] > 0:
4767 prout(_("The Galileo is damaged."))
4768 else: # game.damage[DSHUTTL] < 0
4769 prout(_("Shuttle craft is now serving Big Macs."))
4771 if not game.inorbit:
4772 prout(crmshp() + _(" not in standard orbit."))
4774 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4775 prout(_("Shuttle craft not currently available."))
4777 if not game.landed and game.iplnet.known=="shuttle_down":
4778 prout(_("You will have to beam down to retrieve the shuttle craft."))
4780 if game.shldup or game.condition == "docked":
4781 prout(_("Shuttle craft cannot pass through shields."))
4783 if game.iplnet.known=="unknown":
4784 prout(_("Spock- \"Captain, we have no information on this planet"))
4785 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4786 prout(_(" you may not fly down.\""))
4788 game.optime = 3.0e-5*game.height
4789 if game.optime >= 0.8*game.state.remtime:
4790 prout(_("First Officer Spock- \"Captain, I compute that such"))
4791 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4792 int(100*game.optime/game.state.remtime))
4793 prout(_("remaining time."))
4794 proutn(_("Are you sure this is wise?\" "))
4800 if game.iscraft == "onship":
4802 if not damaged(DTRANSP):
4803 proutn(_("Spock- \"Would you rather use the transporter?\" "))
4807 proutn(_("Shuttle crew"))
4809 proutn(_("Rescue party"))
4810 prout(_(" boards Galileo and swoops toward planet surface."))
4811 game.iscraft = "offship"
4815 game.iplnet.known="shuttle_down"
4816 prout(_("Trip complete."))
4819 # Ready to go back to ship
4820 prout(_("You and your mining party board the"))
4821 prout(_("shuttle craft for the trip back to the Enterprise."))
4823 prouts(_("The short hop begins . . ."))
4825 game.iplnet.known="known"
4831 game.iscraft = "onship"
4837 prout(_("Trip complete."))
4840 # Kirk on ship and so is Galileo
4841 prout(_("Mining party assembles in the hangar deck,"))
4842 prout(_("ready to board the shuttle craft \"Galileo\"."))
4844 prouts(_("The hangar doors open; the trip begins."))
4847 game.iscraft = "offship"
4850 game.iplnet.known = "shuttle_down"
4853 prout(_("Trip complete."))
4857 "Use the big zapper."
4861 if game.ship != IHE:
4862 prout(_("Ye Faerie Queene has no death ray."))
4864 if len(game.enemies)==0:
4865 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
4868 prout(_("Death Ray is damaged."))
4870 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
4871 prout(_(" is highly unpredictible. Considering the alternatives,"))
4872 proutn(_(" are you sure this is wise?\" "))
4875 prout(_("Spock- \"Acknowledged.\""))
4878 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
4880 prout(_("Crew scrambles in emergency preparation."))
4881 prout(_("Spock and Scotty ready the death ray and"))
4882 prout(_("prepare to channel all ship's power to the device."))
4884 prout(_("Spock- \"Preparations complete, sir.\""))
4885 prout(_("Kirk- \"Engage!\""))
4887 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
4890 if game.options & OPTION_PLAIN:
4894 prouts(_("Sulu- \"Captain! It's working!\""))
4896 while len(game.enemies) > 0:
4897 deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.i][game.enemies[1].kloc.j],game.enemies[1].kloc)
4898 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
4899 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
4901 if (game.options & OPTION_PLAIN) == 0:
4902 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
4904 prout(_(" is still operational.\""))
4906 prout(_(" has been rendered nonfunctional.\""))
4907 game.damage[DDRAY] = 39.95
4909 r = randreal() # Pick failure method
4911 prouts(_("Sulu- \"Captain! It's working!\""))
4913 prouts(_("***RED ALERT! RED ALERT!"))
4915 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
4917 prouts(_("***RED ALERT! RED A*L********************************"))
4920 prouts(_("****************** KA-BOOM!!!! *******************"))
4925 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
4927 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
4929 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
4930 prout(_(" have apparently been transformed into strange mutations."))
4931 prout(_(" Vulcans do not seem to be affected."))
4933 prout(_("Kirk- \"Raauch! Raauch!\""))
4938 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
4940 proutn(_("Spock- \"I believe the word is"))
4941 prouts(_(" *ASTONISHING*"))
4942 prout(_(" Mr. Sulu."))
4943 for i in range(QUADSIZE):
4944 for j in range(QUADSIZE):
4945 if game.quad[i][j] == IHDOT:
4946 game.quad[i][j] = IHQUEST
4947 prout(_(" Captain, our quadrant is now infested with"))
4948 prouts(_(" - - - - - - *THINGS*."))
4950 prout(_(" I have no logical explanation.\""))
4952 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
4954 prout(_("Scotty- \"There are so many tribbles down here"))
4955 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
4959 # Code from reports.c begins here
4961 def attackreport(curt):
4962 "eport status of bases under attack."
4964 if is_scheduled(FCDBAS):
4965 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
4966 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
4967 elif game.isatb == 1:
4968 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
4969 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
4971 prout(_("No Starbase is currently under attack."))
4973 if is_scheduled(FCDBAS):
4974 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
4976 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
4980 # report on general game status
4982 s1 = "" and game.thawed and _("thawed ")
4983 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
4984 s3 = (None, _("novice"). _("fair"),
4985 _("good"), _("expert"), _("emeritus"))[game.skill]
4986 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
4987 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
4988 prout(_("No plaque is allowed."))
4990 prout(_("This is tournament game %d.") % game.tourn)
4991 prout(_("Your secret password is \"%s\"") % game.passwd)
4992 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)),
4993 (game.inkling + game.incom + game.inscom)))
4994 if game.incom - len(game.state.kcmdr):
4995 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
4996 elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
4997 prout(_(", but no Commanders."))
5000 if game.skill > SKILL_FAIR:
5001 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5002 if len(game.state.baseq) != game.inbase:
5004 if game.inbase-len(game.state.baseq)==1:
5005 proutn(_("has been 1 base"))
5007 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
5008 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
5010 prout(_("There are %d bases.") % game.inbase)
5011 if communicating() or game.iseenit:
5012 # Don't report this if not seen and
5013 # either the radio is dead or not at base!
5017 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5019 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5020 if game.ship == IHE:
5021 proutn(_("You have "))
5023 proutn("%d" % (game.nprobes))
5026 proutn(_(" deep space probe"))
5030 if communicating() and is_scheduled(FDSPROB):
5032 proutn(_("An armed deep space probe is in "))
5034 proutn(_("A deep space probe is in "))
5035 prout("Quadrant %s." % game.probec)
5037 if game.cryprob <= .05:
5038 prout(_("Dilithium crystals aboard ship... not yet used."))
5042 while game.cryprob > ai:
5045 prout(_("Dilithium crystals have been used %d time%s.") % \
5046 (i, (_("s"), "")[i==1]))
5050 "Long-range sensor scan."
5051 if damaged(DLRSENS):
5052 # Now allow base's sensors if docked
5053 if game.condition != "docked":
5055 prout(_("LONG-RANGE SENSORS DAMAGED."))
5058 prout(_("Starbase's long-range scan"))
5060 prout(_("Long-range scan"))
5061 for x in range(game.quadrant.i-1, game.quadrant.i+2):
5064 for y in range(game.quadrant.j-1, game.quadrant.j+2):
5065 if not VALID_QUADRANT(x, y):
5069 if not damaged(DRADIO):
5070 game.state.galaxy[x][y].charted = True
5071 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5072 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5073 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5074 if not silent and game.state.galaxy[x][y].supernova:
5077 proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
5085 for i in range(NDEVICES):
5088 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5089 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5091 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5092 game.damage[i]+0.05,
5093 game.docfac*game.damage[i]+0.005))
5095 prout(_("All devices functional."))
5098 "Update the chart in the Enterprise's computer from galaxy data."
5099 game.lastchart = game.state.date
5100 for i in range(GALSIZE):
5101 for j in range(GALSIZE):
5102 if game.state.galaxy[i][j].charted:
5103 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5104 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5105 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5108 "Display the star chart."
5110 if (game.options & OPTION_AUTOSCAN):
5112 if not damaged(DRADIO):
5114 if game.lastchart < game.state.date and game.condition == "docked":
5115 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5117 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5118 if game.state.date > game.lastchart:
5119 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5120 prout(" 1 2 3 4 5 6 7 8")
5121 for i in range(GALSIZE):
5122 proutn("%d |" % (i+1))
5123 for j in range(GALSIZE):
5124 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5128 if game.state.galaxy[i][j].supernova:
5130 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5132 elif game.state.galaxy[i][j].charted:
5133 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5137 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5145 def sectscan(goodScan, i, j):
5146 "Light up an individual dot in a sector."
5147 if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
5148 if (game.quad[i][j]==IHMATER0) or (game.quad[i][j]==IHMATER1) or (game.quad[i][j]==IHMATER2) or (game.quad[i][j]==IHE) or (game.quad[i][j]==IHF):
5149 #if game.condition == "red": textcolor("red")
5150 #elif game.condition == "green": textcolor("green")
5151 #elif game.condition == "yellow": textcolor("yellow")
5152 #elif game.condition == "docked": textcolor("cyan")
5153 #elif game.condition == "dead": textcolor("brown")
5154 if game.quad[i][j] != game.ship:
5156 proutn("%c " % game.quad[i][j])
5162 "Emit status report lines"
5163 if not req or req == 1:
5164 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5165 % (game.state.date, game.state.remtime))
5166 if not req or req == 2:
5167 if game.condition != "docked":
5170 for t in range(NDEVICES):
5171 if game.damage[t]>0:
5173 prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
5174 if not req or req == 3:
5175 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5176 if not req or req == 4:
5177 if damaged(DLIFSUP):
5178 if game.condition == "docked":
5179 s = _("DAMAGED, Base provides")
5181 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5184 prstat(_("Life Support"), s)
5185 if not req or req == 5:
5186 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5187 if not req or req == 6:
5189 if game.icrystl and (game.options & OPTION_SHOWME):
5190 extra = _(" (have crystals)")
5191 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5192 if not req or req == 7:
5193 prstat(_("Torpedoes"), "%d" % (game.torps))
5194 if not req or req == 8:
5195 if damaged(DSHIELD):
5201 data = _(" %d%% %.1f units") \
5202 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5203 prstat(_("Shields"), s+data)
5204 if not req or req == 9:
5205 prstat(_("Klingons Left"), "%d" \
5206 % (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem))
5207 if not req or req == 10:
5208 if game.options & OPTION_WORLDS:
5209 plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
5210 if plnet and plnet.inhabited:
5211 prstat(_("Major system"), plnet.name)
5213 prout(_("Sector is uninhabited"))
5214 elif not req or req == 11:
5215 attackreport(not req)
5218 "Request specified status data, a historical relic from slow TTYs."
5219 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5220 while scanner.next() == "IHEOL":
5221 proutn(_("Information desired? "))
5223 if scanner.token in requests:
5224 status(requests.index(scanner.token))
5226 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5227 prout((" date, condition, position, lsupport, warpfactor,"))
5228 prout((" energy, torpedoes, shields, klingons, system, time."))
5233 if damaged(DSRSENS):
5234 # Allow base's sensors if docked
5235 if game.condition != "docked":
5236 prout(_(" S.R. SENSORS DAMAGED!"))
5239 prout(_(" [Using Base's sensors]"))
5241 prout(_(" Short-range scan"))
5242 if goodScan and not damaged(DRADIO):
5243 game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
5244 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
5245 game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
5246 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
5247 prout(" 1 2 3 4 5 6 7 8 9 10")
5248 if game.condition != "docked":
5250 for i in range(QUADSIZE):
5251 proutn("%2d " % (i+1))
5252 for j in range(QUADSIZE):
5253 sectscan(goodScan, i, j)
5257 "Use computer to get estimated time of arrival for a warp jump."
5258 w1 = coord(); w2 = coord()
5260 if damaged(DCOMPTR):
5261 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5264 if scanner.next() != "IHREAL":
5267 proutn(_("Destination quadrant and/or sector? "))
5268 if scanner.next()!="IHREAL":
5271 w1.j = int(scanner.real-0.5)
5272 if scanner.next() != "IHREAL":
5275 w1.i = int(scanner.real-0.5)
5276 if scanner.next() == "IHREAL":
5277 w2.j = int(scanner.real-0.5)
5278 if scanner.next() != "IHREAL":
5281 w2.i = int(scanner.real-0.5)
5283 if game.quadrant.j>w1.i:
5287 if game.quadrant.i>w1.j:
5291 if not VALID_QUADRANT(w1.i, w1.j) or not VALID_SECTOR(w2.i, w2.j):
5294 game.dist = math.sqrt((w1.j-game.quadrant.j+0.1*(w2.j-game.sector.j))**2+
5295 (w1.i-game.quadrant.i+0.1*(w2.i-game.sector.i))**2)
5298 prout(_("Answer \"no\" if you don't know the value:"))
5301 proutn(_("Time or arrival date? "))
5302 if scanner.next()=="IHREAL":
5303 ttime = scanner.real
5304 if ttime > game.state.date:
5305 ttime -= game.state.date # Actually a star date
5306 twarp=(math.floor(math.sqrt((10.0*game.dist)/ttime)*10.0)+1.0)/10.0
5307 if ttime <= 1e-10 or twarp > 10:
5308 prout(_("We'll never make it, sir."))
5315 proutn(_("Warp factor? "))
5316 if scanner.next()== "IHREAL":
5318 twarp = scanner.real
5319 if twarp<1.0 or twarp > 10.0:
5323 prout(_("Captain, certainly you can give me one of these."))
5326 ttime = (10.0*game.dist)/twarp**2
5327 tpower = game.dist*twarp*twarp*twarp*(game.shldup+1)
5328 if tpower >= game.energy:
5329 prout(_("Insufficient energy, sir."))
5330 if not game.shldup or tpower > game.energy*2.0:
5333 proutn(_("New warp factor to try? "))
5334 if scanner.next() == "IHREAL":
5336 twarp = scanner.real
5337 if twarp<1.0 or twarp > 10.0:
5345 prout(_("But if you lower your shields,"))
5346 proutn(_("remaining"))
5349 proutn(_("Remaining"))
5350 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5352 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5354 prout(_("Any warp speed is adequate."))
5356 prout(_("Minimum warp needed is %.2f,") % (twarp))
5357 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5358 if game.state.remtime < ttime:
5359 prout(_("Unfortunately, the Federation will be destroyed by then."))
5361 prout(_("You'll be taking risks at that speed, Captain"))
5362 if (game.isatb==1 and game.state.kscmdr == w1 and \
5363 scheduled(FSCDBAS)< ttime+game.state.date) or \
5364 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5365 prout(_("The starbase there will be destroyed by then."))
5366 proutn(_("New warp factor to try? "))
5367 if scanner.next() == "IHREAL":
5369 twarp = scanner.real
5370 if twarp<1.0 or twarp > 10.0:
5378 # Code from setup.c begins here
5381 "Issue a historically correct banner."
5383 prout(_("-SUPER- STAR TREK"))
5385 # From the FORTRAN original
5386 # prout(_("Latest update-21 Sept 78"))
5392 scanner.token = "emsave.trk"
5394 key = scanner.next()
5396 proutn(_("File name: "))
5397 key = scanner.next()
5398 if key != "IHALPHA":
5402 if '.' not in scanner.token:
5403 scanner.token += ".trk"
5405 fp = open(scanner.token, "wb")
5407 prout(_("Can't freeze game as file %s") % scanner.token)
5409 cPickle.dump(game, fp)
5413 "Retrieve saved game."
5414 game.passwd[0] = '\0'
5415 key = scanner.next()
5417 proutn(_("File name: "))
5418 key = scanner.next()
5419 if key != "IHALPHA":
5423 if '.' not in scanner.token:
5424 scanner.token += ".trk"
5426 fp = open(scanner.token, "rb")
5428 prout(_("Can't thaw game in %s") % scanner.token)
5430 game = cPickle.load(fp)
5434 # I used <http://www.memory-alpha.org> to find planets
5435 # with references in ST:TOS. Eath and the Alpha Centauri
5436 # Colony have been omitted.
5438 # Some planets marked Class G and P here will be displayed as class M
5439 # because of the way planets are generated. This is a known bug.
5442 _("Andoria (Fesoan)"), # several episodes
5443 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5444 _("Vulcan (T'Khasi)"), # many episodes
5445 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5446 _("Argelius II (Nelphia)"),# TOS: "Wolf in the Fold" ("IV" in BSD)
5447 _("Ardana"), # TOS: "The Cloud Minders"
5448 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5449 _("Gideon"), # TOS: "The Mark of Gideon"
5450 _("Aldebaran III"), # TOS: "The Deadly Years"
5451 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5452 _("Altair IV"), # TOS: "Amok Time
5453 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5454 _("Benecia"), # TOS: "The Conscience of the King"
5455 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5456 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5457 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5458 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5459 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5460 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5461 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5462 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5463 _("Ingraham B"), # TOS: "Operation: Annihilate"
5464 _("Janus IV"), # TOS: "The Devil in the Dark"
5465 _("Makus III"), # TOS: "The Galileo Seven"
5466 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5467 _("Omega IV"), # TOS: "The Omega Glory"
5468 _("Regulus V"), # TOS: "Amok Time
5469 _("Deneva"), # TOS: "Operation -- Annihilate!"
5470 # Worlds from BSD Trek
5471 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5472 _("Beta III"), # TOS: "The Return of the Archons"
5473 _("Triacus"), # TOS: "And the Children Shall Lead",
5474 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5476 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5477 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5478 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5479 # _("Izar"), # TOS: "Whom Gods Destroy"
5480 # _("Tiburon"), # TOS: "The Way to Eden"
5481 # _("Merak II"), # TOS: "The Cloud Minders"
5482 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5483 # _("Iotia"), # TOS: "A Piece of the Action"
5487 _("S. R. Sensors"), \
5488 _("L. R. Sensors"), \
5490 _("Photon Tubes"), \
5491 _("Life Support"), \
5492 _("Warp Engines"), \
5493 _("Impulse Engines"), \
5495 _("Subspace Radio"), \
5496 _("Shuttle Craft"), \
5498 _("Navigation System"), \
5500 _("Shield Control"), \
5506 "Prepare to play, set up cosmos."
5508 # Decide how many of everything
5510 return # frozen game
5511 # Prepare the Enterprise
5512 game.alldone = game.gamewon = game.shldchg = game.shldup = False
5514 game.state.crew = FULLCREW
5515 game.energy = game.inenrg = 5000.0
5516 game.shield = game.inshld = 2500.0
5519 game.quadrant = randplace(GALSIZE)
5520 game.sector = randplace(QUADSIZE)
5521 game.torps = game.intorps = 10
5522 game.nprobes = randrange(2, 5)
5524 for i in range(NDEVICES):
5525 game.damage[i] = 0.0
5526 # Set up assorted game parameters
5527 game.battle = coord()
5528 game.state.date = game.indate = 100.0 * randreal(20, 51)
5529 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5530 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5531 game.isatb = game.state.nplankl = 0
5532 game.state.starkl = game.state.basekl = 0
5533 game.iscraft = "onship"
5537 # Starchart is functional but we've never seen it
5538 game.lastchart = FOREVER
5539 # Put stars in the galaxy
5541 for i in range(GALSIZE):
5542 for j in range(GALSIZE):
5543 k = randrange(1, QUADSIZE**2/10+1)
5545 game.state.galaxy[i][j].stars = k
5546 # Locate star bases in galaxy
5547 for i in range(game.inbase):
5550 w = randplace(GALSIZE)
5551 if not game.state.galaxy[w.i][w.j].starbase:
5554 # C version: for (j = i-1; j > 0; j--)
5555 # so it did them in the opposite order.
5556 for j in range(1, i):
5557 # Improved placement algorithm to spread out bases
5558 distq = (w - game.state.baseq[j]).distance()
5559 if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
5562 prout("=== Abandoning base #%d at %s" % (i, w))
5564 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5566 prout("=== Saving base #%d, close to #%d" % (i, j))
5569 game.state.baseq.append(w)
5570 game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5571 # Position ordinary Klingon Battle Cruisers
5573 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5574 if klumper > MAXKLQUAD:
5578 klump = (1.0 - r*r)*klumper
5583 w = randplace(GALSIZE)
5584 if not game.state.galaxy[w.i][w.j].supernova and \
5585 game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5587 game.state.galaxy[w.i][w.j].klingons += int(klump)
5590 # Position Klingon Commander Ships
5591 for i in range(game.incom):
5593 w = randplace(GALSIZE)
5594 if not welcoming(w) or w in game.state.kcmdr:
5596 if (game.state.galaxy[w.i][w.j].klingons or withprob(0.25)):
5598 game.state.galaxy[w.i][w.j].klingons += 1
5599 game.state.kcmdr.append(w)
5600 # Locate planets in galaxy
5601 for i in range(game.inplan):
5603 w = randplace(GALSIZE)
5604 if game.state.galaxy[w.i][w.j].planet == None:
5608 new.crystals = "absent"
5609 if (game.options & OPTION_WORLDS) and i < NINHAB:
5610 new.pclass = "M" # All inhabited planets are class M
5611 new.crystals = "absent"
5613 new.name = systnames[i]
5614 new.inhabited = True
5616 new.pclass = ("M", "N", "O")[randrange(0, 3)]
5618 new.crystals = "present"
5619 new.known = "unknown"
5620 new.inhabited = False
5621 game.state.galaxy[w.i][w.j].planet = new
5622 game.state.planets.append(new)
5624 for i in range(game.state.nromrem):
5625 w = randplace(GALSIZE)
5626 game.state.galaxy[w.i][w.j].romulans += 1
5627 # Place the Super-Commander if needed
5628 if game.state.nscrem > 0:
5630 w = randplace(GALSIZE)
5633 game.state.kscmdr = w
5634 game.state.galaxy[w.i][w.j].klingons += 1
5635 # Initialize times for extraneous events
5636 schedule(FSNOVA, expran(0.5 * game.intime))
5637 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5638 schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
5639 schedule(FBATTAK, expran(0.3*game.intime))
5641 if game.state.nscrem:
5642 schedule(FSCMOVE, 0.2777)
5647 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5648 schedule(FDISTR, expran(1.0 + game.intime))
5653 # Place thing (in tournament game, we don't want one!)
5654 # New in SST2K: never place the Thing near a starbase.
5655 # This makes sense and avoids a special case in the old code.
5657 if game.tourn is None:
5659 thing = randplace(GALSIZE)
5660 if thing not in game.state.baseq:
5663 game.state.snap = False
5664 if game.skill == SKILL_NOVICE:
5665 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5666 prout(_("a deadly Klingon invasion force. As captain of the United"))
5667 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5668 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5669 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5670 prout(_("your mission. As you proceed you may be given more time."))
5672 prout(_("You will have %d supporting starbases.") % (game.inbase))
5673 proutn(_("Starbase locations- "))
5675 prout(_("Stardate %d.") % int(game.state.date))
5677 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5678 prout(_("An unknown number of Romulans."))
5679 if game.state.nscrem:
5680 prout(_("And one (GULP) Super-Commander."))
5681 prout(_("%d stardates.") % int(game.intime))
5682 proutn(_("%d starbases in ") % game.inbase)
5683 for i in range(game.inbase):
5684 proutn(`game.state.baseq[i]`)
5687 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5688 proutn(_(" Sector %s") % game.sector)
5690 prout(_("Good Luck!"))
5691 if game.state.nscrem:
5692 prout(_(" YOU'LL NEED IT."))
5695 if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
5697 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5698 attack(torps_ok=False)
5701 "Choose your game type."
5706 game.skill = SKILL_NONE
5708 if not scanner.inqueue: # Can start with command line options
5709 proutn(_("Would you like a regular, tournament, or saved game? "))
5711 if len(scanner.token)==0: # Try again
5713 if scanner.sees("tournament"):
5714 while scanner.next() == "IHEOL":
5715 proutn(_("Type in tournament number-"))
5716 if scanner.real == 0:
5718 continue # We don't want a blank entry
5719 game.tourn = int(round(scanner.real))
5720 random.seed(scanner.real)
5722 logfp.write("# random.seed(%d)\n" % scanner.real)
5724 if scanner.sees("saved") or scanner.sees("frozen"):
5728 if game.passwd == None:
5730 if not game.alldone:
5731 game.thawed = True # No plaque if not finished
5735 if scanner.sees("regular"):
5737 proutn(_("What is \"%s\"?") % scanner.token)
5739 while game.length==0 or game.skill==SKILL_NONE:
5740 if scanner.next() == "IHALPHA":
5741 if scanner.sees("short"):
5743 elif scanner.sees("medium"):
5745 elif scanner.sees("long"):
5747 elif scanner.sees("novice"):
5748 game.skill = SKILL_NOVICE
5749 elif scanner.sees("fair"):
5750 game.skill = SKILL_FAIR
5751 elif scanner.sees("good"):
5752 game.skill = SKILL_GOOD
5753 elif scanner.sees("expert"):
5754 game.skill = SKILL_EXPERT
5755 elif scanner.sees("emeritus"):
5756 game.skill = SKILL_EMERITUS
5758 proutn(_("What is \""))
5759 proutn(scanner.token)
5764 proutn(_("Would you like a Short, Medium, or Long game? "))
5765 elif game.skill == SKILL_NONE:
5766 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
5767 # Choose game options -- added by ESR for SST2K
5768 if scanner.next() != "IHALPHA":
5770 proutn(_("Choose your game style (or just press enter): "))
5772 if scanner.sees("plain"):
5773 # Approximates the UT FORTRAN version.
5774 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5775 game.options |= OPTION_PLAIN
5776 elif scanner.sees("almy"):
5777 # Approximates Tom Almy's version.
5778 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5779 game.options |= OPTION_ALMY
5780 elif scanner.sees("fancy"):
5782 elif len(scanner.token):
5783 proutn(_("What is \"%s\"?") % scanner.token)
5785 if game.passwd == "debug":
5787 prout("=== Debug mode enabled.")
5788 # Use parameters to generate initial values of things
5789 game.damfac = 0.5 * game.skill
5790 game.inbase = randrange(BASEMIN, BASEMAX+1)
5792 if game.options & OPTION_PLANETS:
5793 game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
5794 if game.options & OPTION_WORLDS:
5795 game.inplan += int(NINHAB)
5796 game.state.nromrem = game.inrom = randrange(2 *game.skill)
5797 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
5798 game.state.remtime = 7.0 * game.length
5799 game.intime = game.state.remtime
5800 game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
5801 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
5802 game.state.remres = (game.inkling+4*game.incom)*game.intime
5803 game.inresor = game.state.remres
5804 if game.inkling > 50:
5805 game.state.inbase += 1
5808 def dropin(iquad=None):
5809 "Drop a feature on a random dot in the current quadrant."
5811 w = randplace(QUADSIZE)
5812 if game.quad[w.i][w.j] == IHDOT:
5814 if iquad is not None:
5815 game.quad[w.i][w.j] = iquad
5819 "Update our alert status."
5820 game.condition = "green"
5821 if game.energy < 1000.0:
5822 game.condition = "yellow"
5823 if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
5824 game.condition = "red"
5826 game.condition="dead"
5829 "Drop new Klingon into current quadrant."
5830 return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill)
5833 "Set up a new state of quadrant, for when we enter or re-enter it."
5836 game.neutz = game.inorbit = game.landed = False
5837 game.ientesc = game.iseenit = False
5838 # Create a blank quadrant
5839 game.quad = fill2d(QUADSIZE, lambda i, j: IHDOT)
5841 # Attempt to escape Super-commander, so tbeam back!
5844 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
5845 # cope with supernova
5848 game.klhere = q.klingons
5849 game.irhere = q.romulans
5851 game.quad[game.sector.i][game.sector.j] = game.ship
5854 # Position ordinary Klingons
5855 for i in range(game.klhere):
5857 # If we need a commander, promote a Klingon
5858 for cmdr in game.state.kcmdr:
5859 if cmdr == game.quadrant:
5860 e = game.enemies[game.klhere-1]
5861 game.quad[e.kloc.i][e.kloc.j] = IHC
5862 e.kpower = randreal(950,1350) + 50.0*game.skill
5864 # If we need a super-commander, promote a Klingon
5865 if game.quadrant == game.state.kscmdr:
5867 game.quad[e.kloc.i][e.kloc.j] = IHS
5868 e.kpower = randreal(1175.0, 1575.0) + 125.0*game.skill
5869 game.iscate = (game.state.remkl > 1)
5870 # Put in Romulans if needed
5871 for i in range(q.romulans):
5872 enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
5873 # If quadrant needs a starbase, put it in
5875 game.base = dropin(IHB)
5876 # If quadrant needs a planet, put it in
5878 game.iplnet = q.planet
5879 if not q.planet.inhabited:
5880 game.plnet = dropin(IHP)
5882 game.plnet = dropin(IHW)
5883 # Check for condition
5886 if game.irhere > 0 and game.klhere == 0:
5888 if not damaged(DRADIO):
5890 prout(_("LT. Uhura- \"Captain, an urgent message."))
5891 prout(_(" I'll put it on audio.\" CLICK"))
5893 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
5894 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
5895 # Put in THING if needed
5896 if thing == game.quadrant:
5897 enemy(type=IHQUEST, loc=dropin(),
5898 power=randreal(6000,6500.0)+250.0*game.skill)
5899 if not damaged(DSRSENS):
5901 prout(_("Mr. Spock- \"Captain, this is most unusual."))
5902 prout(_(" Please examine your short-range scan.\""))
5903 # Decide if quadrant needs a Tholian; lighten up if skill is low
5904 if game.options & OPTION_THOLIAN:
5905 if (game.skill < SKILL_GOOD and withprob(0.02)) or \
5906 (game.skill == SKILL_GOOD and withprob(0.05)) or \
5907 (game.skill > SKILL_GOOD and withprob(0.08)):
5910 w.i = withprob(0.5) * (QUADSIZE-1)
5911 w.j = withprob(0.5) * (QUADSIZE-1)
5912 if game.quad[w.i][w.j] == IHDOT:
5914 game.tholian = enemy(type=IHT, loc=w,
5915 power=randrange(100, 500) + 25.0*game.skill)
5916 # Reserve unoccupied corners
5917 if game.quad[0][0]==IHDOT:
5918 game.quad[0][0] = 'X'
5919 if game.quad[0][QUADSIZE-1]==IHDOT:
5920 game.quad[0][QUADSIZE-1] = 'X'
5921 if game.quad[QUADSIZE-1][0]==IHDOT:
5922 game.quad[QUADSIZE-1][0] = 'X'
5923 if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT:
5924 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
5925 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
5926 # And finally the stars
5927 for i in range(q.stars):
5929 # Put in a few black holes
5930 for i in range(1, 3+1):
5933 # Take out X's in corners if Tholian present
5935 if game.quad[0][0]=='X':
5936 game.quad[0][0] = IHDOT
5937 if game.quad[0][QUADSIZE-1]=='X':
5938 game.quad[0][QUADSIZE-1] = IHDOT
5939 if game.quad[QUADSIZE-1][0]=='X':
5940 game.quad[QUADSIZE-1][0] = IHDOT
5941 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
5942 game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT
5945 "Set the self-destruct password."
5946 if game.options & OPTION_PLAIN:
5949 proutn(_("Please type in a secret password- "))
5951 game.passwd = scanner.token
5952 if game.passwd != None:
5957 game.passwd += chr(ord('a')+randrange(26))
5959 # Code from sst.c begins here
5962 "SRSCAN": OPTION_TTY,
5963 "STATUS": OPTION_TTY,
5964 "REQUEST": OPTION_TTY,
5965 "LRSCAN": OPTION_TTY,
5978 "SENSORS": OPTION_PLANETS,
5979 "ORBIT": OPTION_PLANETS,
5980 "TRANSPORT": OPTION_PLANETS,
5981 "MINE": OPTION_PLANETS,
5982 "CRYSTALS": OPTION_PLANETS,
5983 "SHUTTLE": OPTION_PLANETS,
5984 "PLANETS": OPTION_PLANETS,
5989 "PROBE": OPTION_PROBE,
5991 "FREEZE": 0, # Synonym for SAVE
5997 "SOS": 0, # Synonym for MAYDAY
5998 "CALL": 0, # Synonym for MAYDAY
6004 "Generate a list of legal commands."
6005 prout(_("LEGAL COMMANDS ARE:"))
6007 for key in commands:
6008 if not commands[key] or (commands[key] & game.options):
6009 proutn("%-12s " % key)
6011 if emitted % 5 == 4:
6016 "Browse on-line help."
6017 key = scanner.next()
6020 setwnd(prompt_window)
6021 proutn(_("Help on what command? "))
6022 key = scanner.next()
6023 setwnd(message_window)
6026 if scanner.token in commands or scanner.token == "ABBREV":
6033 cmd = scanner.token.upper()
6035 fp = open(SSTDOC, "r")
6038 fp = open(DOC_NAME, "r")
6040 prout(_("Spock- \"Captain, that information is missing from the"))
6041 proutn(_(" computer. You need to find "))
6043 prout(_(" and put it in the"))
6044 proutn(_(" current directory or to "))
6048 # This used to continue: "You need to find SST.DOC and put
6049 # it in the current directory."
6053 linebuf = fp.readline()
6055 prout(_("Spock- \"Captain, there is no information on that command.\""))
6058 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6059 linebuf = linebuf[3:].strip()
6063 prout(_("Spock- \"Captain, I've found the following information:\""))
6065 while linebuf in fp:
6066 if "******" in linebuf:
6072 "Command-interpretation loop."
6074 setwnd(message_window)
6075 while True: # command loop
6077 while True: # get a command
6082 setwnd(prompt_window)
6085 if scanner.next() == "IHEOL":
6086 if game.options & OPTION_CURSES:
6089 elif scanner.token == "":
6093 setwnd(message_window)
6095 candidates = filter(lambda x: x.startswith(scanner.token.upper()),
6097 if len(candidates) == 1:
6100 elif candidates and not (game.options & OPTION_PLAIN):
6101 prout("Commands with prefix '%s': %s" % (scanner.token, " ".join(candidates)))
6105 if cmd == "SRSCAN": # srscan
6107 elif cmd == "STATUS": # status
6109 elif cmd == "REQUEST": # status request
6111 elif cmd == "LRSCAN": # long range scan
6112 lrscan(silent=False)
6113 elif cmd == "PHASERS": # phasers
6117 elif cmd == "TORPEDO": # photon torpedos
6121 elif cmd == "MOVE": # move under warp
6123 elif cmd == "SHIELDS": # shields
6124 doshield(shraise=False)
6127 game.shldchg = False
6128 elif cmd == "DOCK": # dock at starbase
6131 attack(torps_ok=False)
6132 elif cmd == "DAMAGES": # damage reports
6134 elif cmd == "CHART": # chart
6136 elif cmd == "IMPULSE": # impulse
6138 elif cmd == "REST": # rest
6142 elif cmd == "WARP": # warp
6144 elif cmd == "SCORE": # score
6146 elif cmd == "SENSORS": # sensors
6148 elif cmd == "ORBIT": # orbit
6152 elif cmd == "TRANSPORT": # transport "beam"
6154 elif cmd == "MINE": # mine
6158 elif cmd == "CRYSTALS": # crystals
6162 elif cmd == "SHUTTLE": # shuttle
6166 elif cmd == "PLANETS": # Planet list
6168 elif cmd == "REPORT": # Game Report
6170 elif cmd == "COMPUTER": # use COMPUTER!
6172 elif cmd == "COMMANDS":
6174 elif cmd == "EMEXIT": # Emergency exit
6175 clrscr() # Hide screen
6176 freeze(True) # forced save
6177 raise SysExit,1 # And quick exit
6178 elif cmd == "PROBE":
6179 probe() # Launch probe
6182 elif cmd == "ABANDON": # Abandon Ship
6184 elif cmd == "DESTRUCT": # Self Destruct
6186 elif cmd == "SAVE": # Save Game
6189 if game.skill > SKILL_GOOD:
6190 prout(_("WARNING--Saved games produce no plaques!"))
6191 elif cmd == "DEATHRAY": # Try a desparation measure
6195 elif cmd == "DEBUGCMD": # What do we want for debug???
6197 elif cmd == "MAYDAY": # Call for help
6202 game.alldone = True # quit the game
6207 break # Game has ended
6208 if game.optime != 0.0:
6211 break # Events did us in
6212 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6215 if hitme and not game.justin:
6216 attack(torps_ok=True)
6219 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6230 "Emit the name of an enemy or feature."
6231 if type == IHR: s = _("Romulan")
6232 elif type == IHK: s = _("Klingon")
6233 elif type == IHC: s = _("Commander")
6234 elif type == IHS: s = _("Super-commander")
6235 elif type == IHSTAR: s = _("Star")
6236 elif type == IHP: s = _("Planet")
6237 elif type == IHB: s = _("Starbase")
6238 elif type == IHBLANK: s = _("Black hole")
6239 elif type == IHT: s = _("Tholian")
6240 elif type == IHWEB: s = _("Tholian web")
6241 elif type == IHQUEST: s = _("Stranger")
6242 elif type == IHW: s = _("Inhabited World")
6243 else: s = "Unknown??"
6246 def crmena(stars, enemy, loctype, w):
6247 "Emit the name of an enemy and his location."
6251 buf += cramen(enemy) + _(" at ")
6252 if loctype == "quadrant":
6253 buf += _("Quadrant ")
6254 elif loctype == "sector":
6259 "Emit our ship name."
6260 return{IHE:_("Enterprise"),IHF:_("Faerie Queene")}.get(game.ship,"Ship???")
6263 "Emit a line of stars"
6264 prouts("******************************************************")
6268 return -avrage*math.log(1e-7 + randreal())
6270 def randplace(size):
6271 "Choose a random location."
6273 w.i = randrange(size)
6274 w.j = randrange(size)
6284 # Get a token from the user
6287 # Fill the token quue if nothing here
6288 while not self.inqueue:
6290 if curwnd==prompt_window:
6292 setwnd(message_window)
6299 self.inqueue = line.lstrip().split() + ["IHEOL"]
6300 # From here on in it's all looking at the queue
6301 self.token = self.inqueue.pop(0)
6302 if self.token == "IHEOL":
6306 self.real = float(self.token)
6307 self.type = "IHREAL"
6312 self.token = self.token.lower()
6313 self.type = "IHALPHA"
6316 def append(self, tok):
6317 self.inqueue.append(tok)
6318 def push(self, tok):
6319 self.inqueue.insert(0, tok)
6323 # Demand input for next scan
6325 self.real = self.token = None
6327 # return "IHEOL" next time
6328 self.inqueue = ["IHEOL"]
6329 self.real = self.token = None
6331 # compares s to item and returns true if it matches to the length of s
6332 return s.startswith(self.token)
6334 # Round token value to nearest integer
6335 return int(round(scanner.real))
6339 if scanner.type != "IHREAL":
6342 s.i = scanner.int()-1
6344 if scanner.type != "IHREAL":
6347 s.j = scanner.int()-1
6350 return "<sstcanner: token=%s, type=%s, queue=%s>" % (scanner.token, scanner.type, scanner.inqueue)
6353 "Yes-or-no confirmation."
6357 if scanner.token == 'y':
6359 if scanner.token == 'n':
6362 proutn(_("Please answer with \"y\" or \"n\": "))
6365 "Complain about unparseable input."
6368 prout(_("Beg your pardon, Captain?"))
6371 "Access to the internals for debugging."
6372 proutn("Reset levels? ")
6374 if game.energy < game.inenrg:
6375 game.energy = game.inenrg
6376 game.shield = game.inshld
6377 game.torps = game.intorps
6378 game.lsupres = game.inlsr
6379 proutn("Reset damage? ")
6381 for i in range(NDEVICES):
6382 if game.damage[i] > 0.0:
6383 game.damage[i] = 0.0
6384 proutn("Toggle debug flag? ")
6388 prout("Debug output ON")
6390 prout("Debug output OFF")
6391 proutn("Cause selective damage? ")
6393 for i in range(NDEVICES):
6394 proutn("Kill %s?" % device[i])
6396 key = scanner.next()
6397 if key == "IHALPHA" and scanner.sees("y"):
6398 game.damage[i] = 10.0
6399 proutn("Examine/change events? ")
6404 FSNOVA: "Supernova ",
6407 FBATTAK: "Base Attack ",
6408 FCDBAS: "Base Destroy ",
6409 FSCMOVE: "SC Move ",
6410 FSCDBAS: "SC Base Destroy ",
6411 FDSPROB: "Probe Move ",
6412 FDISTR: "Distress Call ",
6413 FENSLV: "Enslavement ",
6414 FREPRO: "Klingon Build ",
6416 for i in range(1, NEVENTS):
6419 proutn("%.2f" % (scheduled(i)-game.state.date))
6420 if i == FENSLV or i == FREPRO:
6422 proutn(" in %s" % ev.quadrant)
6427 key = scanner.next()
6431 elif key == "IHREAL":
6432 ev = schedule(i, scanner.real)
6433 if i == FENSLV or i == FREPRO:
6435 proutn("In quadrant- ")
6436 key = scanner.next()
6437 # "IHEOL" says to leave coordinates as they are
6440 prout("Event %d canceled, no x coordinate." % (i))
6443 w.i = int(round(scanner.real))
6444 key = scanner.next()
6446 prout("Event %d canceled, no y coordinate." % (i))
6449 w.j = int(round(scanner.real))
6452 proutn("Induce supernova here? ")
6454 game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
6457 if __name__ == '__main__':
6458 import getopt, socket
6460 global line, thing, game, idebug
6466 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6467 if os.getenv("TERM"):
6468 game.options |= OPTION_CURSES
6470 game.options |= OPTION_TTY
6471 seed = int(time.time())
6472 (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:tx")
6473 for (switch, val) in options:
6476 replayfp = open(val, "r")
6478 sys.stderr.write("sst: can't open replay file %s\n" % val)
6481 line = replayfp.readline().strip()
6482 (leader, key, seed) = line.split()
6484 sys.stderr.write("sst2k: seed set to %s\n" % seed)
6485 line = replayfp.readline().strip()
6486 arguments += line.split()[2:]
6488 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6490 game.options |= OPTION_TTY
6491 game.options &=~ OPTION_CURSES
6492 elif switch == '-s':
6494 elif switch == '-t':
6495 game.options |= OPTION_TTY
6496 game.options &=~ OPTION_CURSES
6497 elif switch == '-x':
6500 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6502 # where to save the input in case of bugs
6504 logfp = open("/usr/tmp/sst-input.log", "w")
6506 sys.stderr.write("sst: warning, can't open logfile\n")
6508 logfp.write("# seed %s\n" % seed)
6509 logfp.write("# options %s\n" % " ".join(arguments))
6510 logfp.write("# recorded by %s@%s on %s\n" % \
6511 (os.getenv("LOGNAME"),socket.gethostname(),time.ctime()))
6513 scanner = sstscanner()
6514 map(scanner.append, arguments)
6517 while True: # Play a game
6518 setwnd(fullscreen_window)
6524 game.alldone = False
6530 if game.tourn and game.alldone:
6531 proutn(_("Do you want your score recorded?"))
6536 proutn(_("Do you want to play again? "))
6540 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6544 except KeyboardInterrupt: