3 sst.py =-- Super Star Trek in Python
5 This code is a Python translation of a C translation of a FORTRAN original.
6 The FORTRANness still shows in many ways, notably the use of a lot of
7 parallel arrays where a more modern language would use structures
8 or objects. (However, 1-origin array indexing was fixed.)
12 SRSCAN, MOVE, PHASERS, CALL, STATUS, IMPULSE, PHOTONS, ABANDON,
13 LRSCAN, WARP, SHIELDS, DESTRUCT, CHART, REST, DOCK, QUIT, and DAMAGE
14 were in the original non-"super" version of UT FORTRAN Star Trek.
16 Tholians were not in the original. Dave is dubious about their merits.
17 (They are now controlled by OPTION_THOLIAN and turned off if the game
20 Planets and dilithium crystals were not in the original. Dave is OK
21 with this idea. (It's now controlled by OPTION_PLANETS and turned
22 off if the game type is "plain".)
24 Dave says the bit about the Galileo getting turned into a
25 McDonald's is "consistant with our original vision". (This has been
26 left permanently enabled, as it can only happen if OPTION_PLANETS
29 Dave also says the Space Thingy should not be preserved across saved
30 games, so you can't prove to others that you've seen it. He says it
31 shouldn't fire back, either. It should do nothing except scream and
32 disappear when hit by photon torpedos. It's OK that it may move
33 when attacked, but it didn't in the original. (Whether the Thingy
34 can fire back is now controlled by OPTION_THINGY and turned off if the
35 game type is "plain" or "almy". The no-save behavior has been restored.)
37 The Faerie Queen, black holes, and time warping were in the original.
39 Here are Tom Almy's changes:
41 In early 1997, I got the bright idea to look for references to
42 "Super Star Trek" on the World Wide Web. There weren't many hits,
43 but there was one that came up with 1979 Fortran sources! This
44 version had a few additional features that mine didn't have,
45 however mine had some feature it didn't have. So I merged its
46 features that I liked. I also took a peek at the DECUS version (a
47 port, less sources, to the PDP-10), and some other variations.
49 1, Compared to the original UT version, I've changed the "help" command to
50 "call" and the "terminate" command to "quit" to better match
51 user expectations. The DECUS version apparently made those changes
52 as well as changing "freeze" to "save". However I like "freeze".
53 (Both "freeze" and "save" work in SST2K.)
55 2. The experimental deathray originally had only a 5% chance of
56 success, but could be used repeatedly. I guess after a couple
57 years of use, it was less "experimental" because the 1979
58 version had a 70% success rate. However it was prone to breaking
59 after use. I upgraded the deathray, but kept the original set of
60 failure modes (great humor!). (Now controlled by OPTION_DEATHRAY
61 and turned off if game type is "plain".)
63 3. The 1979 version also mentions srscan and lrscan working when
64 docked (using the starbase's scanners), so I made some changes here
65 to do this (and indicating that fact to the player), and then realized
66 the base would have a subspace radio as well -- doing a Chart when docked
67 updates the star chart, and all radio reports will be heard. The Dock
68 command will also give a report if a base is under attack.
70 4. Tholian Web from the 1979 version. (Now controlled by
71 OPTION_THOLIAN and turned off if game type is "plain".)
73 5. Enemies can ram the Enterprise. (Now controlled by OPTION_RAMMING
74 and turned off if game type is "plain".)
76 6. Regular Klingons and Romulans can move in Expert and Emeritus games.
77 This code could use improvement. (Now controlled by OPTION_MVBADDY
78 and turned off if game type is "plain".)
80 7. The deep-space probe feature from the DECUS version. (Now controlled
81 by OPTION_PROBE and turned off if game type is "plain").
83 8. 'emexit' command from the 1979 version.
85 9. Bugfix: Klingon commander movements are no longer reported if long-range
88 10. Bugfix: Better base positioning at startup (more spread out).
89 That made sense to add because most people abort games with
92 In June 2002, I fixed two known bugs and a documentation typo.
93 In June 2004 I fixed a number of bugs involving: 1) parsing invalid
94 numbers, 2) manual phasers when SR scan is damaged and commander is
95 present, 3) time warping into the future, 4) hang when moving
96 klingons in crowded quadrants. (These fixes are in SST2K.)
98 Here are Stas Sergeev's changes:
100 1. The Space Thingy can be shoved, if you ram it, and can fire back if
101 fired upon. (Now controlled by OPTION_THINGY and turned off if game
102 type is "plain" or "almy".)
104 2. When you are docked, base covers you with an almost invincible shield.
105 (A commander can still ram you, or a Romulan can destroy the base,
106 or a SCom can even succeed with direct attack IIRC, but this rarely
107 happens.) (Now controlled by OPTION_BASE and turned off if game
108 type is "plain" or "almy".)
110 3. Ramming a black hole is no longer instant death. There is a
111 chance you might get timewarped instead. (Now controlled by
112 OPTION_BLKHOLE and turned off if game type is "plain" or "almy".)
114 4. The Tholian can be hit with phasers.
116 5. SCom can't escape from you if no more enemies remain
117 (without this, chasing SCom can take an eternity).
119 6. Probe target you enter is now the destination quadrant. Before I don't
120 remember what it was, but it was something I had difficulty using.
122 7. Secret password is now autogenerated.
124 8. "Plaque" is adjusted for A4 paper :-)
126 9. Phasers now tells you how much energy needed, but only if the computer
129 10. Planets are auto-scanned when you enter the quadrant.
131 11. Mining or using crystals in presense of enemy now yields an attack.
132 There are other minor adjustments to what yields an attack
135 12. "freeze" command reverts to "save", most people will understand this
136 better anyway. (SST2K recognizes both.)
138 13. Screen-oriented interface, with sensor scans always up. (SST2K
139 supports both screen-oriented and TTY modes.)
141 Eric Raymond's changes:
143 Mainly, I translated this C code out of FORTRAN into C -- created #defines
144 for a lot of magic numbers and refactored the heck out of it.
146 1. "sos" and "call" becomes "mayday", "freeze" and "save" are both good.
148 2. Status report now indicates when dilithium crystals are on board.
150 3. Per Dave Matuszek's remarks, Thingy state is never saved across games.
152 4. Added game option selection so you can play a close (but not bug-for-
153 bug identical) approximation of older versions.
155 5. Half the quadrants now have inhabited planets, from which one
156 cannot mine dilithium (there will still be the same additional number
157 of dilithium-bearing planets). Torpedoing an inhabited world is *bad*.
158 There is BSD-Trek-like logic for Klingons to attack and enslave
159 inhabited worlds, producing more ships (only is skill is 'good' or
160 better). (Controlled by OPTION_WORLDS and turned off if game
161 type is "plain" or "almy".)
163 6. User input is now logged so we can do regression testing.
165 7. More BSD-Trek features: You can now lose if your entire crew
166 dies in battle. When abandoning ship in a game with inhabited
167 worlds enabled, they must have one in the quadrant to beam down
168 to; otherwise they die in space and this counts heavily against
169 your score. Docking at a starbase replenishes your crew.
171 8. Still more BSD-Trek: we now have a weighted damage table.
172 Also, the nav subsystem (enabling automatic course
173 setting) can be damaged separately from the main computer (which
174 handles weapons targeting, ETA calculation, and self-destruct).
176 After these features were added, I translated this into Python and added
179 9. A long-range scan is done silently whenever you call CHART; thus
180 the LRSCAN command is no longer needed. (Controlled by OPTION_AUTOSCAN
181 and turned off if game type is "plain" or "almy".)
183 import os,sys,math,curses,time,atexit,readline,cPickle,random,getopt,copy
185 SSTDOC = "/usr/share/doc/sst/sst.doc"
188 # Stub to be replaced
189 def _(str): return str
193 NINHAB = (GALSIZE * GALSIZE / 2)
195 PLNETMAX = (NINHAB + MAXUNINHAB)
198 BASEMAX = (GALSIZE * GALSIZE / 12)
201 FULLCREW = 428 # BSD Trek was 387, that's wrong
206 # These functions hide the difference between 0-origin and 1-origin addressing.
207 def VALID_QUADRANT(x, y): return ((x)>=0 and (x)<GALSIZE and (y)>=0 and (y)<GALSIZE)
208 def VALID_SECTOR(x, y): return ((x)>=0 and (x)<QUADSIZE and (y)>=0 and (y)<QUADSIZE)
210 # How to represent features
235 def __init__(self, x=None, y=None):
238 def invalidate(self):
239 self.x = self.y = None
241 return self.x != None and self.y != None
242 def __eq__(self, other):
243 return other != None and self.x == other.y and self.x == other.y
244 def __add__(self, other):
245 return coord(self.x+self.x, self.y+self.y)
246 def __sub__(self, other):
247 return coord(self.x-other.x, self.y-other.y)
248 def __mul__(self, other):
249 return coord(self.x*other, self.y*other)
250 def __rmul__(self, other):
251 return coord(self.x*other, self.y*other)
252 def __div__(self, other):
253 return coord(self.x/other, self.y/other)
254 def __rdiv__(self, other):
255 return coord(self.x/other, self.y/other)
256 def snaptogrid(self):
257 return coord(int(round(self.x)), int(round(self.y)))
258 def distance(self, other=None):
259 if not other: other = coord(0, 0)
260 return math.sqrt((self.x - other.x)**2 + (self.y - other.y)**2)
261 def bearing(self, other=None):
262 if not other: other = coord(0, 0)
263 return 1.90985*math.atan2(self.x-other.x, self.y-other.y)
269 s.x = self.x / abs(self.x)
273 s.y = self.y / abs(self.y)
277 s.x = self.x + randrange(-1, 2)
278 s.y = self.y + randrange(-1, 2)
283 if self.x == None or self.y == None:
285 return "%s - %s" % (self.x+1, self.y+1)
290 self.name = None # string-valued if inhabited
291 self.quadrant = coord() # quadrant located
292 self.pclass = None # could be ""M", "N", "O", or "destroyed"
293 self.crystals = "absent"# could be "mined", "present", "absent"
294 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
295 self.inhabited = False # is it inhabites?
303 self.starbase = False
306 self.supernova = False
308 self.status = "secure" # Could be "secure", "distressed", "enslaved"
316 def fill2d(size, fillfun):
317 "Fill an empty list in 2D."
319 for i in range(size):
321 for j in range(size):
322 lst[i].append(fillfun(i, j))
327 self.snap = False # snapshot taken
328 self.crew = 0 # crew complement
329 self.remkl = 0 # remaining klingons
330 self.nscrem = 0 # remaining super commanders
331 self.starkl = 0 # destroyed stars
332 self.basekl = 0 # destroyed bases
333 self.nromrem = 0 # Romulans remaining
334 self.nplankl = 0 # destroyed uninhabited planets
335 self.nworldkl = 0 # destroyed inhabited planets
336 self.planets = [] # Planet information
337 self.date = 0.0 # stardate
338 self.remres = 0 # remaining resources
339 self.remtime = 0 # remaining time
340 self.baseq = [] # Base quadrant coordinates
341 self.kcmdr = [] # Commander quadrant coordinates
342 self.kscmdr = coord() # Supercommander quadrant coordinates
343 # the galaxy (subscript 0 not used)
344 self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
345 # the starchart (subscript 0 not used)
346 self.chart = fill2d(GALSIZE, lambda i, j: page())
350 self.date = None # A real number
351 self.quadrant = None # A coord structure
354 OPTION_ALL = 0xffffffff
355 OPTION_TTY = 0x00000001 # old interface
356 OPTION_CURSES = 0x00000002 # new interface
357 OPTION_IOMODES = 0x00000003 # cover both interfaces
358 OPTION_PLANETS = 0x00000004 # planets and mining
359 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
360 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
361 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
362 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
363 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
364 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
365 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
366 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
367 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
368 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
369 OPTION_PLAIN = 0x01000000 # user chose plain game
370 OPTION_ALMY = 0x02000000 # user chose Almy variant
389 NDEVICES= 16 # Number of devices
398 def damaged(dev): return (game.damage[dev] != 0.0)
399 def communicating(): return not damaged(DRADIO) or game.condition=="docked"
401 # Define future events
402 FSPY = 0 # Spy event happens always (no future[] entry)
403 # can cause SC to tractor beam Enterprise
404 FSNOVA = 1 # Supernova
405 FTBEAM = 2 # Commander tractor beams Enterprise
406 FSNAP = 3 # Snapshot for time warp
407 FBATTAK = 4 # Commander attacks base
408 FCDBAS = 5 # Commander destroys base
409 FSCMOVE = 6 # Supercommander moves (might attack base)
410 FSCDBAS = 7 # Supercommander destroys base
411 FDSPROB = 8 # Move deep space probe
412 FDISTR = 9 # Emit distress call from an inhabited world
413 FENSLV = 10 # Inhabited word is enslaved */
414 FREPRO = 11 # Klingons build a ship in an enslaved system
418 # abstract out the event handling -- underlying data structures will change
419 # when we implement stateful events
421 def findevent(evtype): return game.future[evtype]
424 def __init__(self, type=None, loc=None, power=None):
429 self.kpower = power # enemy energy level
430 game.enemies.append(self)
432 motion = (loc != self.kloc)
433 if self.kloc.x is not None and self.kloc.y is not None:
436 game.quad[self.kloc.x][self.kloc.y] = IHWEB
438 game.quad[self.kloc.x][self.kloc.y] = IHDOT
440 self.kloc = copy.copy(loc)
441 game.quad[self.kloc.x][self.kloc.y] = self.type
442 self.kdist = self.kavgd = (game.sector - loc).distance()
445 self.kdist = self.kavgd = None
446 game.enemies.remove(self)
449 return "<%s,%s.%f>" % (self.type, self.kloc, self.kpower) # For debugging
453 self.options = None # Game options
454 self.state = snapshot() # A snapshot structure
455 self.snapsht = snapshot() # Last snapshot taken for time-travel purposes
456 self.quad = None # contents of our quadrant
457 self.damage = [0.0] * NDEVICES # damage encountered
458 self.future = [] # future events
459 for i in range(NEVENTS):
460 self.future.append(event())
461 self.passwd = None; # Self Destruct password
463 self.quadrant = None # where we are in the large
464 self.sector = None # where we are in the small
465 self.tholian = None # Tholian enemy object
466 self.base = None # position of base in current quadrant
467 self.battle = None # base coordinates being attacked
468 self.plnet = None # location of planet in quadrant
469 self.probec = None # current probe quadrant
470 self.gamewon = False # Finished!
471 self.ididit = False # action taken -- allows enemy to attack
472 self.alive = False # we are alive (not killed)
473 self.justin = False # just entered quadrant
474 self.shldup = False # shields are up
475 self.shldchg = False # shield is changing (affects efficiency)
476 self.iscate = False # super commander is here
477 self.ientesc = False # attempted escape from supercommander
478 self.resting = False # rest time
479 self.icraft = False # Kirk in Galileo
480 self.landed = False # party on planet (true), on ship (false)
481 self.alldone = False # game is now finished
482 self.neutz = False # Romulan Neutral Zone
483 self.isarmed = False # probe is armed
484 self.inorbit = False # orbiting a planet
485 self.imine = False # mining
486 self.icrystl = False # dilithium crystals aboard
487 self.iseenit = False # seen base attack report
488 self.thawed = False # thawed game
489 self.condition = None # "green", "yellow", "red", "docked", "dead"
490 self.iscraft = None # "onship", "offship", "removed"
491 self.skill = None # Player skill level
492 self.inkling = 0 # initial number of klingons
493 self.inbase = 0 # initial number of bases
494 self.incom = 0 # initial number of commanders
495 self.inscom = 0 # initial number of commanders
496 self.inrom = 0 # initial number of commanders
497 self.instar = 0 # initial stars
498 self.intorps = 0 # initial/max torpedoes
499 self.torps = 0 # number of torpedoes
500 self.ship = 0 # ship type -- 'E' is Enterprise
501 self.abandoned = 0 # count of crew abandoned in space
502 self.length = 0 # length of game
503 self.klhere = 0 # klingons here
504 self.casual = 0 # causalties
505 self.nhelp = 0 # calls for help
506 self.nkinks = 0 # count of energy-barrier crossings
507 self.iplnet = None # planet # in quadrant
508 self.inplan = 0 # initial planets
509 self.irhere = 0 # Romulans in quadrant
510 self.isatb = 0 # =1 if super commander is attacking base
511 self.tourn = None # tournament number
512 self.proben = 0 # number of moves for probe
513 self.nprobes = 0 # number of probes available
514 self.inresor = 0.0 # initial resources
515 self.intime = 0.0 # initial time
516 self.inenrg = 0.0 # initial/max energy
517 self.inshld = 0.0 # initial/max shield
518 self.inlsr = 0.0 # initial life support resources
519 self.indate = 0.0 # initial date
520 self.energy = 0.0 # energy level
521 self.shield = 0.0 # shield level
522 self.warpfac = 0.0 # warp speed
523 self.wfacsq = 0.0 # squared warp factor
524 self.lsupres = 0.0 # life support reserves
525 self.dist = 0.0 # movement distance
526 self.direc = 0.0 # movement direction
527 self.optime = 0.0 # time taken by current operation
528 self.docfac = 0.0 # repair factor when docking (constant?)
529 self.damfac = 0.0 # damage factor
530 self.lastchart = 0.0 # time star chart was last updated
531 self.cryprob = 0.0 # probability that crystal will work
532 self.probex = 0.0 # location of probe
534 self.probeinx = 0.0 # probe x,y increment
535 self.probeiny = 0.0 #
536 self.height = 0.0 # height of orbit around planet
538 # Stas thinks this should be (C expression):
539 # game.state.remkl + len(game.state.kcmdr) > 0 ?
540 # game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99
541 # He says the existing expression is prone to divide-by-zero errors
542 # after killing the last klingon when score is shown -- perhaps also
543 # if the only remaining klingon is SCOM.
544 game.state.remtime = game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr))
545 # From enumerated type 'feature'
566 # From enumerated type 'FINTYPE'
590 # Log the results of pulling random numbers so we can check determinism.
596 #logfp.write("# withprob(%s) -> %f (%s) at %s\n" % (p, v, v<p, traceback.extract_stack()[-2][1:]))
599 def randrange(*args):
600 v = random.randrange(*args)
601 #logfp.write("# randrange%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
607 v *= args[0] # returns from [0, args[0])
609 v = args[0] + v*(args[1]-args[0]) # returns from [args[0], args[1])
610 #logfp.write("# randreal%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
613 # Code from ai.c begins here
616 "Would this quadrant welcome another Klingon?"
617 return VALID_QUADRANT(iq.x,iq.y) and \
618 not game.state.galaxy[iq.x][iq.y].supernova or \
619 game.state.galaxy[iq.x][iq.y].klingons < MAXKLQUAD
622 def tryexit(enemy, look, irun):
623 "A bad guy attempts to bug out."
625 iq.x = game.quadrant.x+(look.x+(QUADSIZE-1))/QUADSIZE - 1
626 iq.y = game.quadrant.y+(look.y+(QUADSIZE-1))/QUADSIZE - 1
627 if not welcoming(iq):
629 if enemy.type == IHR:
630 return False; # Romulans cannot escape!
632 # avoid intruding on another commander's territory
633 if enemy.type == IHC:
634 if iq in game.state.kcmdr:
636 # refuse to leave if currently attacking starbase
637 if game.battle == game.quadrant:
639 # don't leave if over 1000 units of energy
640 if enemy.kpower > 1000.0:
642 # emit escape message and move out of quadrant.
643 # we know this if either short or long range sensors are working
644 if not damaged(DSRSENS) or not damaged(DLRSENS) or \
645 game.condition == "docked":
646 prout(crmena(True, enemy.type, "sector", enemy.kloc) + \
647 (_(" escapes to Quadrant %s (and regains strength).") % q))
648 # handle local matters related to escape
651 if game.condition != "docked":
653 # Handle global matters related to escape
654 game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
655 game.state.galaxy[iq.x][iq.y].klingons += 1
660 schedule(FSCMOVE, 0.2777)
664 for cmdr in game.state.kcmdr:
665 if cmdr == game.quadrant:
666 game.state.kcmdr[n] = iq
668 return True; # success
671 # The bad-guy movement algorithm:
673 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
674 # If both are operating full strength, force is 1000. If both are damaged,
675 # force is -1000. Having shields down subtracts an additional 1000.
677 # 2. Enemy has forces equal to the energy of the attacker plus
678 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
679 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
681 # Attacker Initial energy levels (nominal):
682 # Klingon Romulan Commander Super-Commander
683 # Novice 400 700 1200
685 # Good 450 800 1300 1750
686 # Expert 475 850 1350 1875
687 # Emeritus 500 900 1400 2000
688 # VARIANCE 75 200 200 200
690 # Enemy vessels only move prior to their attack. In Novice - Good games
691 # only commanders move. In Expert games, all enemy vessels move if there
692 # is a commander present. In Emeritus games all enemy vessels move.
694 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
695 # forces are 1000 greater than Enterprise.
697 # Agressive action on average cuts the distance between the ship and
698 # the enemy to 1/4 the original.
700 # 4. At lower energy advantage, movement units are proportional to the
701 # advantage with a 650 advantage being to hold ground, 800 to move forward
702 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
704 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
705 # retreat, especially at high skill levels.
707 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
710 def movebaddy(enemy):
711 "Tactical movement for the bad guys."
712 next = coord(); look = coord()
714 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
715 if game.skill >= SKILL_EXPERT:
716 nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
718 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
720 mdist = int(dist1 + 0.5); # Nearest integer distance
721 # If SC, check with spy to see if should hi-tail it
722 if enemy.type==IHS and \
723 (enemy.kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
727 # decide whether to advance, retreat, or hold position
728 forces = enemy.kpower+100.0*len(game.enemies)+400*(nbaddys-1)
730 forces += 1000; # Good for enemy if shield is down!
731 if not damaged(DPHASER) or not damaged(DPHOTON):
732 if damaged(DPHASER): # phasers damaged
735 forces -= 0.2*(game.energy - 2500.0)
736 if damaged(DPHOTON): # photon torpedoes damaged
739 forces -= 50.0*game.torps
741 # phasers and photon tubes both out!
744 if forces <= 1000.0 and game.condition != "docked": # Typical situation
745 motion = ((forces + randreal(200))/150.0) - 5.0
747 if forces > 1000.0: # Very strong -- move in for kill
748 motion = (1.0 - randreal())**2 * dist1 + 1.0
749 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
750 motion -= game.skill*(2.0-randreal()**2)
752 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
753 # don't move if no motion
756 # Limit motion according to skill
757 if abs(motion) > game.skill:
762 # calculate preferred number of steps
767 if motion > 0 and nsteps > mdist:
768 nsteps = mdist; # don't overshoot
769 if nsteps > QUADSIZE:
770 nsteps = QUADSIZE; # This shouldn't be necessary
772 nsteps = 1; # This shouldn't be necessary
774 proutn("NSTEPS = %d:" % nsteps)
775 # Compute preferred values of delta X and Y
776 m = game.sector - enemy.kloc
777 if 2.0 * abs(m.x) < abs(m.y):
779 if 2.0 * abs(m.y) < abs(game.sector.x-enemy.kloc.x):
793 for ll in range(nsteps):
795 proutn(" %d" % (ll+1))
796 # Check if preferred position available
807 attempts = 0; # Settle mysterious hang problem
808 while attempts < 20 and not success:
810 if look.x < 0 or look.x >= QUADSIZE:
811 if motion < 0 and tryexit(enemy, look, irun):
813 if krawlx == m.x or m.y == 0:
815 look.x = next.x + krawlx
817 elif look.y < 0 or look.y >= QUADSIZE:
818 if motion < 0 and tryexit(enemy, look, irun):
820 if krawly == m.y or m.x == 0:
822 look.y = next.y + krawly
824 elif (game.options & OPTION_RAMMING) and game.quad[look.x][look.y] != IHDOT:
825 # See if enemy should ram ship
826 if game.quad[look.x][look.y] == game.ship and \
827 (enemy.type == IHC or enemy.type == IHS):
828 collision(rammed=True, enemy=enemy)
830 if krawlx != m.x and m.y != 0:
831 look.x = next.x + krawlx
833 elif krawly != m.y and m.x != 0:
834 look.y = next.y + krawly
837 break; # we have failed
849 if not damaged(DSRSENS) or game.condition == "docked":
850 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.kloc))
851 if enemy.kdist < dist1:
852 proutn(_(" advances to "))
854 proutn(_(" retreats to "))
855 prout("Sector %s." % next)
858 "Sequence Klingon tactical movement."
861 # Figure out which Klingon is the commander (or Supercommander)
863 if game.quadrant in game.state.kcmdr:
864 for enemy in game.enemies:
865 if enemy.type == IHC:
867 if game.state.kscmdr==game.quadrant:
868 for enemy in game.enemies:
869 if enemy.type == IHS:
872 # If skill level is high, move other Klingons and Romulans too!
873 # Move these last so they can base their actions on what the
875 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
876 for enemy in game.enemies:
877 if enemy.type in (IHK, IHR):
879 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
881 def movescom(iq, avoid):
882 "Commander movement helper."
883 # Avoid quadrants with bases if we want to avoid Enterprise
884 if not welcoming(iq) or (avoid and iq in game.state.baseq):
886 if game.justin and not game.iscate:
889 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons -= 1
890 game.state.kscmdr = iq
891 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons += 1
892 if game.state.kscmdr==game.quadrant:
893 # SC has scooted, Remove him from current quadrant
898 for enemy in game.enemies:
899 if enemy.type == IHS:
903 if game.condition != "docked":
905 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
906 # check for a helpful planet
907 for i in range(game.inplan):
908 if game.state.planets[i].quadrant == game.state.kscmdr and \
909 game.state.planets[i].crystals == "present":
911 game.state.planets[i].pclass = "destroyed"
912 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = None
915 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
916 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
917 prout(_(" by the Super-commander.\""))
919 return False; # looks good!
921 def supercommander():
922 "Move the Super Commander."
923 iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
926 prout("== SUPERCOMMANDER")
927 # Decide on being active or passive
928 avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
929 (game.state.date-game.indate) < 3.0)
930 if not game.iscate and avoid:
931 # compute move away from Enterprise
932 idelta = game.state.kscmdr-game.quadrant
933 if math.sqrt(idelta.x*idelta.x+idelta.y*idelta.y) > 2.0:
935 idelta.x = game.state.kscmdr.y-game.quadrant.y
936 idelta.y = game.quadrant.x-game.state.kscmdr.x
938 # compute distances to starbases
939 if not game.state.baseq:
943 sc = game.state.kscmdr
944 for base in game.state.baseq:
945 basetbl.append((i, (base - sc).distance()))
946 if game.state.baseq > 1:
947 basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
948 # look for nearest base without a commander, no Enterprise, and
949 # without too many Klingons, and not already under attack.
950 ifindit = iwhichb = 0
951 for (i2, base) in enumerate(game.state.baseq):
952 i = basetbl[i2][0]; # bug in original had it not finding nearest
953 if base==game.quadrant or base==game.battle or not welcoming(base):
955 # if there is a commander, and no other base is appropriate,
956 # we will take the one with the commander
957 for cmdr in game.state.kcmdr:
958 if base == cmdr and ifindit != 2:
962 else: # no commander -- use this one
967 return # Nothing suitable -- wait until next time
968 ibq = game.state.baseq[iwhichb]
969 # decide how to move toward base
970 idelta = ibq - game.state.kscmdr
971 # Maximum movement is 1 quadrant in either or both axes
972 idelta = idelta.sgn()
973 # try moving in both x and y directions
974 # there was what looked like a bug in the Almy C code here,
975 # but it might be this translation is just wrong.
976 iq = game.state.kscmdr + idelta
977 if movescom(iq, avoid):
978 # failed -- try some other maneuvers
979 if idelta.x==0 or idelta.y==0:
982 iq.y = game.state.kscmdr.y + 1
983 if movescom(iq, avoid):
984 iq.y = game.state.kscmdr.y - 1
987 iq.x = game.state.kscmdr.x + 1
988 if movescom(iq, avoid):
989 iq.x = game.state.kscmdr.x - 1
992 # try moving just in x or y
993 iq.y = game.state.kscmdr.y
994 if movescom(iq, avoid):
995 iq.y = game.state.kscmdr.y + idelta.y
996 iq.x = game.state.kscmdr.x
999 if len(game.state.baseq) == 0:
1002 for (i, ibq) in enumerate(game.state.baseq):
1003 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
1006 return # no, don't attack base!
1007 game.iseenit = False
1009 schedule(FSCDBAS, randreal(1.0, 3.0))
1010 if is_scheduled(FCDBAS):
1011 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
1012 if not communicating():
1016 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
1017 % game.state.kscmdr)
1018 prout(_(" reports that it is under attack from the Klingon Super-commander."))
1019 proutn(_(" It can survive until stardate %d.\"") \
1020 % int(scheduled(FSCDBAS)))
1021 if not game.resting:
1023 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
1026 game.resting = False
1027 game.optime = 0.0; # actually finished
1029 # Check for intelligence report
1032 (not communicating()) or \
1033 not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted):
1036 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
1037 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
1042 if not game.tholian or game.justin:
1045 if game.tholian.kloc.x == 0 and game.tholian.kloc.y == 0:
1046 id.x = 0; id.y = QUADSIZE-1
1047 elif game.tholian.kloc.x == 0 and game.tholian.kloc.y == QUADSIZE-1:
1048 id.x = QUADSIZE-1; id.y = QUADSIZE-1
1049 elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == QUADSIZE-1:
1050 id.x = QUADSIZE-1; id.y = 0
1051 elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == 0:
1054 # something is wrong!
1055 game.tholian.move(None)
1056 prout("***Internal error: Tholian in a bad spot.")
1058 # do nothing if we are blocked
1059 if game.quad[id.x][id.y] not in (IHDOT, IHWEB):
1061 here = copy.copy(game.tholian.kloc)
1062 delta = (id - game.tholian.kloc).sgn()
1064 while here.x != id.x:
1066 if game.quad[here.x][here.y]==IHDOT:
1067 game.tholian.move(here)
1069 while here.y != id.y:
1071 if game.quad[here.x][here.y]==IHDOT:
1072 game.tholian.move(here)
1073 # check to see if all holes plugged
1074 for i in range(QUADSIZE):
1075 if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT:
1077 if game.quad[QUADSIZE][i]!=IHWEB and game.quad[QUADSIZE][i]!=IHT:
1079 if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT:
1081 if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT:
1083 # All plugged up -- Tholian splits
1084 game.quad[game.tholian.kloc.x][game.tholian.kloc.y]=IHWEB
1086 prout(crmena(True, IHT, "sector", game.tholian) + _(" completes web."))
1087 game.tholian.move(None)
1090 # Code from battle.c begins here
1092 def doshield(shraise):
1093 "Change shield status."
1099 key = scanner.next()
1101 if scanner.sees("transfer"):
1104 if damaged(DSHIELD):
1105 prout(_("Shields damaged and down."))
1107 if scanner.sees("up"):
1109 elif scanner.sees("down"):
1112 proutn(_("Do you wish to change shield energy? "))
1114 proutn(_("Energy to transfer to shields- "))
1116 elif damaged(DSHIELD):
1117 prout(_("Shields damaged and down."))
1120 proutn(_("Shields are up. Do you want them down? "))
1127 proutn(_("Shields are down. Do you want them up? "))
1133 if action == "SHUP": # raise shields
1135 prout(_("Shields already up."))
1139 if game.condition != "docked":
1141 prout(_("Shields raised."))
1142 if game.energy <= 0:
1144 prout(_("Shields raising uses up last of energy."))
1149 elif action == "SHDN":
1151 prout(_("Shields already down."))
1155 prout(_("Shields lowered."))
1158 elif action == "NRG":
1159 while scanner.next() != IHREAL:
1161 proutn(_("Energy to transfer to shields- "))
1163 if scanner.real == 0:
1165 if scanner.real > game.energy:
1166 prout(_("Insufficient ship energy."))
1169 if game.shield+scanner.real >= game.inshld:
1170 prout(_("Shield energy maximized."))
1171 if game.shield+scanner.real > game.inshld:
1172 prout(_("Excess energy requested returned to ship energy"))
1173 game.energy -= game.inshld-game.shield
1174 game.shield = game.inshld
1176 if scanner.real < 0.0 and game.energy-scanner.real > game.inenrg:
1177 # Prevent shield drain loophole
1179 prout(_("Engineering to bridge--"))
1180 prout(_(" Scott here. Power circuit problem, Captain."))
1181 prout(_(" I can't drain the shields."))
1184 if game.shield+scanner.real < 0:
1185 prout(_("All shield energy transferred to ship."))
1186 game.energy += game.shield
1189 proutn(_("Scotty- \""))
1190 if scanner.real > 0:
1191 prout(_("Transferring energy to shields.\""))
1193 prout(_("Draining energy from shields.\""))
1194 game.shield += scanner.real
1195 game.energy -= scanner.real
1199 # choose a device to damage, at random.
1201 # Quoth Eric Allman in the code of BSD-Trek:
1202 # "Under certain conditions you can get a critical hit. This
1203 # sort of hit damages devices. The probability that a given
1204 # device is damaged depends on the device. Well protected
1205 # devices (such as the computer, which is in the core of the
1206 # ship and has considerable redundancy) almost never get
1207 # damaged, whereas devices which are exposed (such as the
1208 # warp engines) or which are particularly delicate (such as
1209 # the transporter) have a much higher probability of being
1212 # This is one place where OPTION_PLAIN does not restore the
1213 # original behavior, which was equiprobable damage across
1214 # all devices. If we wanted that, we'd return randrange(NDEVICES)
1215 # and have done with it. Also, in the original game, DNAVYS
1216 # and DCOMPTR were the same device.
1218 # Instead, we use a table of weights similar to the one from BSD Trek.
1219 # BSD doesn't have the shuttle, shield controller, death ray, or probes.
1220 # We don't have a cloaking device. The shuttle got the allocation
1221 # for the cloaking device, then we shaved a half-percent off
1222 # everything to have some weight to give DSHCTRL/DDRAY/DDSP.
1225 105, # DSRSENS: short range scanners 10.5%
1226 105, # DLRSENS: long range scanners 10.5%
1227 120, # DPHASER: phasers 12.0%
1228 120, # DPHOTON: photon torpedoes 12.0%
1229 25, # DLIFSUP: life support 2.5%
1230 65, # DWARPEN: warp drive 6.5%
1231 70, # DIMPULS: impulse engines 6.5%
1232 145, # DSHIELD: deflector shields 14.5%
1233 30, # DRADIO: subspace radio 3.0%
1234 45, # DSHUTTL: shuttle 4.5%
1235 15, # DCOMPTR: computer 1.5%
1236 20, # NAVCOMP: navigation system 2.0%
1237 75, # DTRANSP: transporter 7.5%
1238 20, # DSHCTRL: high-speed shield controller 2.0%
1239 10, # DDRAY: death ray 1.0%
1240 30, # DDSP: deep-space probes 3.0%
1242 idx = randrange(1000) # weights must sum to 1000
1244 for (i, w) in enumerate(weights):
1248 return None; # we should never get here
1250 def collision(rammed, enemy):
1251 "Collision handling fot rammong events."
1252 prouts(_("***RED ALERT! RED ALERT!"))
1254 prout(_("***COLLISION IMMINENT."))
1258 hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(enemy.type, 1.0)
1260 proutn(_(" rammed by "))
1263 proutn(crmena(False, enemy.type, "sector", enemy.kloc))
1265 proutn(_(" (original position)"))
1267 deadkl(enemy.kloc, enemy.type, game.sector)
1268 proutn("***" + crmship() + " heavily damaged.")
1269 icas = randrange(10, 30)
1270 prout(_("***Sickbay reports %d casualties"), icas)
1272 game.state.crew -= icas
1274 # In the pre-SST2K version, all devices got equiprobably damaged,
1275 # which was silly. Instead, pick up to half the devices at
1276 # random according to our weighting table,
1278 ncrits = randrange(NDEVICES/2)
1279 for m in range(ncrits):
1281 if game.damage[dev] < 0:
1283 extradm = (10.0*hardness*randreal()+1.0)*game.damfac
1284 # Damage for at least time of travel!
1285 game.damage[dev] += game.optime + extradm
1287 prout(_("***Shields are down."))
1288 if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
1295 def torpedo(course, dispersion, origin, number, nburst):
1296 "Let a photon torpedo fly"
1299 ac = course + 0.25*dispersion
1300 angle = (15.0-ac)*0.5235988
1301 bullseye = (15.0 - course)*0.5235988
1302 deltax = -math.sin(angle);
1303 deltay = math.cos(angle);
1304 x = origin.x; y = origin.y
1305 w = coord(0, 0); jw = coord(0, 0)
1306 bigger = max(math.fabs(deltax), math.fabs(deltay))
1309 if not damaged(DSRSENS) or game.condition=="docked":
1310 setwnd(srscan_window)
1312 setwnd(message_window)
1313 # Loop to move a single torpedo
1314 for step in range(1, 15+1):
1319 if not VALID_SECTOR(w.x, w.y):
1321 iquad=game.quad[w.x][w.y]
1322 tracktorpedo(origin, w, step, number, nburst, iquad)
1326 setwnd(message_window)
1327 if damaged(DSRSENS) and not game.condition=="docked":
1328 skip(1); # start new line after text track
1329 if iquad in (IHE, IHF): # Hit our ship
1331 prout(_("Torpedo hits %s.") % crmshp())
1332 hit = 700.0 + randreal(100) - \
1333 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1334 newcnd(); # we're blown out of dock
1335 # We may be displaced.
1336 if game.landed or game.condition=="docked":
1337 return hit # Cheat if on a planet
1338 ang = angle + 2.5*(randreal()-0.5)
1339 temp = math.fabs(math.sin(ang))
1340 if math.fabs(math.cos(ang)) > temp:
1341 temp = math.fabs(math.cos(ang))
1342 xx = -math.sin(ang)/temp
1343 yy = math.cos(ang)/temp
1344 jw.x = int(w.x+xx+0.5)
1345 jw.y = int(w.y+yy+0.5)
1346 if not VALID_SECTOR(jw.x, jw.y):
1348 if game.quad[jw.x][jw.y]==IHBLANK:
1351 if game.quad[jw.x][jw.y]!=IHDOT:
1352 # can't move into object
1357 elif iquad in (IHC, IHS): # Hit a commander
1359 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1360 prout(_(" torpedo neutralized."))
1362 elif iquad in (IHR, IHK): # Hit a regular enemy
1364 for enemy in game.enemies:
1365 if w == game.enemies[ll].kloc:
1367 kp = math.fabs(e.kpower)
1368 h1 = 700.0 + randrange(100) - \
1369 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1373 if enemy.kpower < 0:
1377 if enemy.kpower == 0:
1380 proutn(crmena(True, iquad, "sector", w))
1381 # If enemy damaged but not destroyed, try to displace
1382 ang = angle + 2.5*(randreal()-0.5)
1383 temp = math.fabs(math.sin(ang))
1384 if math.fabs(math.cos(ang)) > temp:
1385 temp = math.fabs(math.cos(ang))
1386 xx = -math.sin(ang)/temp
1387 yy = math.cos(ang)/temp
1388 jw.x = int(w.x+xx+0.5)
1389 jw.y = int(w.y+yy+0.5)
1390 if not VALID_SECTOR(jw.x, jw.y):
1391 prout(_(" damaged but not destroyed."))
1393 if game.quad[jw.x][jw.y]==IHBLANK:
1394 prout(_(" buffeted into black hole."))
1395 deadkl(w, iquad, jw)
1397 if game.quad[jw.x][jw.y]!=IHDOT:
1398 # can't move into object
1399 prout(_(" damaged but not destroyed."))
1401 proutn(_(" damaged--"))
1405 elif iquad == IHB: # Hit a base
1407 prout(_("***STARBASE DESTROYED.."))
1408 game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
1409 game.quad[w.x][w.y]=IHDOT
1410 game.base.invalidate()
1411 game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase -= 1
1412 game.state.chart[game.quadrant.x][game.quadrant.y].starbase -= 1
1413 game.state.basekl += 1
1416 elif iquad == IHP: # Hit a planet
1417 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1418 game.state.nplankl += 1
1419 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
1420 game.iplnet.pclass = "destroyed"
1422 game.plnet.invalidate()
1423 game.quad[w.x][w.y] = IHDOT
1425 # captain perishes on planet
1428 elif iquad == IHW: # Hit an inhabited world -- very bad!
1429 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1430 game.state.nworldkl += 1
1431 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
1432 game.iplnet.pclass = "destroyed"
1434 game.plnet.invalidate()
1435 game.quad[w.x][w.y] = IHDOT
1437 # captain perishes on planet
1439 prout(_("You have just destroyed an inhabited planet."))
1440 prout(_("Celebratory rallies are being held on the Klingon homeworld."))
1442 elif iquad == IHSTAR: # Hit a star
1446 prout(crmena(True, IHSTAR, "sector", w) + _(" unaffected by photon blast."))
1448 elif iquad == IHQUEST: # Hit a thingy
1449 if not (game.options & OPTION_THINGY) or withprob(0.3):
1451 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1453 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1455 proutn(_("Mr. Spock-"))
1456 prouts(_(" \"Fascinating!\""))
1461 # Stas Sergeev added the possibility that
1462 # you can shove the Thingy and piss it off.
1463 # It then becomes an enemy and may fire at you.
1468 elif iquad == IHBLANK: # Black hole
1470 prout(crmena(True, IHBLANK, "sector", w) + _(" swallows torpedo."))
1472 elif iquad == IHWEB: # hit the web
1474 prout(_("***Torpedo absorbed by Tholian web."))
1476 elif iquad == IHT: # Hit a Tholian
1477 h1 = 700.0 + randrange(100) - \
1478 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1481 game.quad[w.x][w.y] = IHDOT
1486 proutn(crmena(True, IHT, "sector", w))
1488 prout(_(" survives photon blast."))
1490 prout(_(" disappears."))
1491 game.tholian.move(None)
1492 game.quad[w.x][w.y] = IHWEB
1497 proutn("Don't know how to handle torpedo collision with ")
1498 proutn(crmena(True, iquad, "sector", w))
1502 if curwnd!=message_window:
1503 setwnd(message_window)
1505 game.quad[w.x][w.y]=IHDOT
1506 game.quad[jw.x][jw.y]=iquad
1507 prout(_(" displaced by blast to Sector %s ") % jw)
1508 for ll in range(len(game.enemies)):
1509 game.enemies[ll].kdist = game.enemies[ll].kavgd = (game.sector-game.enemies[ll].kloc).distance()
1510 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1513 prout(_("Torpedo missed."))
1517 "Critical-hit resolution."
1518 if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1520 ncrit = int(1.0 + hit/(500.0+randreal(100)))
1521 proutn(_("***CRITICAL HIT--"))
1522 # Select devices and cause damage
1524 for loop1 in range(ncrit):
1527 # Cheat to prevent shuttle damage unless on ship
1528 if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1531 extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1532 game.damage[j] += extradm
1534 for (i, j) in enumerate(cdam):
1536 if skipcount % 3 == 2 and i < len(cdam)-1:
1541 prout(_(" damaged."))
1542 if damaged(DSHIELD) and game.shldup:
1543 prout(_("***Shields knocked down."))
1546 def attack(torps_ok):
1547 # bad guy attacks us
1548 # torps_ok == False forces use of phasers in an attack
1549 attempt = False; ihurt = False;
1550 hitmax=0.0; hittot=0.0; chgfac=1.0
1552 # game could be over at this point, check
1556 prout("=== ATTACK!")
1557 # Tholian gets to move before attacking
1560 # if you have just entered the RNZ, you'll get a warning
1561 if game.neutz: # The one chance not to be attacked
1564 # commanders get a chance to tac-move towards you
1565 if (((game.quadrant in game.state.kcmdr or game.state.kscmdr==game.quadrant) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok:
1567 # if no enemies remain after movement, we're done
1568 if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
1570 # set up partial hits if attack happens during shield status change
1571 pfac = 1.0/game.inshld
1573 chgfac = 0.25 + randreal(0.5)
1575 # message verbosity control
1576 if game.skill <= SKILL_FAIR:
1578 for enemy in game.enemies:
1579 if enemy.kpower < 0:
1580 continue; # too weak to attack
1581 # compute hit strength and diminish shield power
1583 # Increase chance of photon torpedos if docked or enemy energy is low
1584 if game.condition == "docked":
1586 if enemy.kpower < 500:
1588 if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry):
1590 # different enemies have different probabilities of throwing a torp
1591 usephasers = not torps_ok or \
1592 (enemy.type == IHK and r > 0.0005) or \
1593 (enemy.type==IHC and r > 0.015) or \
1594 (enemy.type==IHR and r > 0.3) or \
1595 (enemy.type==IHS and r > 0.07) or \
1596 (enemy.type==IHQUEST and r > 0.05)
1597 if usephasers: # Enemy uses phasers
1598 if game.condition == "docked":
1599 continue; # Don't waste the effort!
1600 attempt = True; # Attempt to attack
1601 dustfac = randreal(0.8, 0.85)
1602 hit = enemy.kpower*math.pow(dustfac,enemy.kavgd)
1603 enemy.kpower *= 0.75
1604 else: # Enemy uses photon torpedo
1605 #course2 = (enemy.kloc-game.sector).bearing()
1606 course = 1.90985*math.atan2(game.sector.y-enemy.kloc.y, enemy.kloc.x-game.sector.x)
1608 proutn(_("***TORPEDO INCOMING"))
1609 if not damaged(DSRSENS):
1610 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.kloc))
1613 dispersion = (randreal()+randreal())*0.5 - 0.5
1614 dispersion += 0.002*enemy.kpower*dispersion
1615 hit = torpedo(course, dispersion, origin=enemy.kloc, number=1, nburst=1)
1616 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1617 finish(FWON); # Klingons did themselves in!
1618 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.alldone:
1619 return # Supernova or finished
1622 # incoming phaser or torpedo, shields may dissipate it
1623 if game.shldup or game.shldchg or game.condition=="docked":
1624 # shields will take hits
1625 propor = pfac * game.shield
1626 if game.condition =="docked":
1630 hitsh = propor*chgfac*hit+1.0
1632 if absorb > game.shield:
1633 absorb = game.shield
1634 game.shield -= absorb
1636 # taking a hit blasts us out of a starbase dock
1637 if game.condition == "docked":
1639 # but the shields may take care of it
1640 if propor > 0.1 and hit < 0.005*game.energy:
1642 # hit from this opponent got through shields, so take damage
1644 proutn(_("%d unit hit") % int(hit))
1645 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1646 proutn(_(" on the ") + crmshp())
1647 if not damaged(DSRSENS) and usephasers:
1648 prout(_(" from ") + crmena(False, enemy.type, where, enemy.kloc))
1650 # Decide if hit is critical
1656 if game.energy <= 0:
1657 # Returning home upon your shield, not with it...
1660 if not attempt and game.condition == "docked":
1661 prout(_("***Enemies decide against attacking your ship."))
1662 percent = 100.0*pfac*game.shield+0.5
1664 # Shields fully protect ship
1665 proutn(_("Enemy attack reduces shield strength to "))
1667 # Emit message if starship suffered hit(s)
1669 proutn(_("Energy left %2d shields ") % int(game.energy))
1672 elif not damaged(DSHIELD):
1675 proutn(_("damaged, "))
1676 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1677 # Check if anyone was hurt
1678 if hitmax >= 200 or hittot >= 500:
1679 icas = randrange(int(hittot * 0.015))
1682 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1683 prout(_(" in that last attack.\""))
1685 game.state.crew -= icas
1686 # After attack, reset average distance to enemies
1687 for enemy in game.enemies:
1688 enemy.kavgd = enemy.kdist
1689 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1692 def deadkl(w, type, mv):
1693 "Kill a Klingon, Tholian, Romulan, or Thingy."
1694 # Added mv to allow enemy to "move" before dying
1695 proutn(crmena(True, type, "sector", mv))
1696 # Decide what kind of enemy it is and update appropriately
1698 # chalk up a Romulan
1699 game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans -= 1
1701 game.state.nromrem -= 1
1705 elif type == IHQUEST:
1710 # Some type of a Klingon
1711 game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
1714 game.state.kcmdr.remove(game.quadrant)
1716 if game.state.kcmdr:
1717 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1718 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1721 game.state.remkl -= 1
1723 game.state.nscrem -= 1
1724 game.state.kscmdr.invalidate()
1729 # For each kind of enemy, finish message to player
1730 prout(_(" destroyed."))
1731 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1734 # Remove enemy ship from arrays describing local conditions
1735 for e in game.enemies:
1742 "Return None if target is invalid, otherwise return a course angle."
1743 if not VALID_SECTOR(w.x, w.y):
1746 delta = 0.1*(w - game.sector)
1747 if delta.x==0 and delta.y== 0:
1749 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1750 prout(_(" I recommend an immediate review of"))
1751 prout(_(" the Captain's psychological profile.\""))
1754 return delta.bearing()
1757 "Launch photon torpedo."
1758 course = [0.0] * MAXBURST
1760 if damaged(DPHOTON):
1761 prout(_("Photon tubes damaged."))
1765 prout(_("No torpedoes left."))
1768 # First, get torpedo count
1771 if scanner.token == IHALPHA:
1774 elif scanner.token == IHEOL or not scanner.waiting():
1775 prout(_("%d torpedoes left.") % game.torps)
1777 proutn(_("Number of torpedoes to fire- "))
1778 continue # Go back around to get a number
1779 else: # key == IHREAL
1781 if n <= 0: # abort command
1786 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1789 scanner.chew() # User requested more torps than available
1790 continue # Go back around
1791 break # All is good, go to next stage
1795 key = scanner.next()
1796 if i==0 and key == IHEOL:
1797 break; # no coordinate waiting, we will try prompting
1798 if i==1 and key == IHEOL:
1799 # direct all torpedoes at one target
1801 target.append(targets[0])
1802 course.append(course[0])
1806 target.append(scanner.getcoord())
1807 if target[-1] == None:
1809 course.append(targetcheck(target[1]))
1810 if course[i] == None:
1814 # prompt for each one
1816 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1818 target.append(scanner.getcoord())
1819 if target[-1] == None:
1821 course.append(targetcheck(target[-1]))
1822 if course[-1] == None:
1825 # Loop for moving <n> torpedoes
1827 if game.condition != "docked":
1829 dispersion = (randreal()+randreal())*0.5 -0.5
1830 if math.fabs(dispersion) >= 0.47:
1832 dispersion *= randreal(1.2, 2.2)
1834 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1836 prouts(_("***TORPEDO MISFIRES."))
1839 prout(_(" Remainder of burst aborted."))
1841 prout(_("***Photon tubes damaged by misfire."))
1842 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1844 if game.shldup or game.condition == "docked":
1845 dispersion *= 1.0 + 0.0001*game.shield
1846 torpedo(course[i], dispersion, origin=game.sector, number=i, nburst=n)
1847 if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
1849 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1853 "Check for phasers overheating."
1855 checkburn = (rpow-1500.0)*0.00038
1856 if withprob(checkburn):
1857 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1858 game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1860 def checkshctrl(rpow):
1861 "Check shield control."
1864 prout(_("Shields lowered."))
1866 # Something bad has happened
1867 prouts(_("***RED ALERT! RED ALERT!"))
1869 hit = rpow*game.shield/game.inshld
1870 game.energy -= rpow+hit*0.8
1871 game.shield -= hit*0.2
1872 if game.energy <= 0.0:
1873 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1878 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1880 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1881 icas = randrange(int(hit*0.012))
1886 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1887 prout(_(" %d casualties so far.\"") % icas)
1889 game.state.crew -= icas
1891 prout(_("Phaser energy dispersed by shields."))
1892 prout(_("Enemy unaffected."))
1897 "Register a phaser hit on Klingons and Romulans."
1898 nenhr2 = len(game.enemies); kk=0
1901 for (k, wham) in enumerate(hits):
1904 dustfac = randreal(0.9, 1.0)
1905 hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
1906 kpini = game.enemies[kk].kpower
1907 kp = math.fabs(kpini)
1908 if PHASEFAC*hit < kp:
1910 if game.enemies[kk].kpower < 0:
1911 game.enemies[kk].kpower -= -kp
1913 game.enemies[kk].kpower -= kp
1914 kpow = game.enemies[kk].kpower
1915 w = game.enemies[kk].kloc
1917 if not damaged(DSRSENS):
1919 proutn(_("%d unit hit on ") % int(hit))
1921 proutn(_("Very small hit on "))
1922 ienm = game.quad[w.x][w.y]
1925 proutn(crmena(False, ienm, "sector", w))
1929 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1933 kk -= 1 # don't do the increment
1935 else: # decide whether or not to emasculate klingon
1936 if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1937 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1938 prout(_(" has just lost its firepower.\""))
1939 game.enemies[kk].kpower = -kpow
1944 "Fire phasers at bad guys."
1946 kz = 0; k = 1; irec=0 # Cheating inhibitor
1947 ifast = False; no = False; itarg = True; msgflag = True; rpow=0
1951 # SR sensors and Computer are needed for automode
1952 if damaged(DSRSENS) or damaged(DCOMPTR):
1954 if game.condition == "docked":
1955 prout(_("Phasers can't be fired through base shields."))
1958 if damaged(DPHASER):
1959 prout(_("Phaser control damaged."))
1963 if damaged(DSHCTRL):
1964 prout(_("High speed shield control damaged."))
1967 if game.energy <= 200.0:
1968 prout(_("Insufficient energy to activate high-speed shield control."))
1971 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1973 # Original code so convoluted, I re-did it all
1974 # (That was Tom Almy talking about the C code, I think -- ESR)
1975 while automode=="NOTSET":
1978 if scanner.sees("manual"):
1979 if len(game.enemies)==0:
1980 prout(_("There is no enemy present to select."))
1983 automode="AUTOMATIC"
1986 key = scanner.next()
1987 elif scanner.sees("automatic"):
1988 if (not itarg) and len(game.enemies) != 0:
1989 automode = "FORCEMAN"
1991 if len(game.enemies)==0:
1992 prout(_("Energy will be expended into space."))
1993 automode = "AUTOMATIC"
1994 key = scanner.next()
1995 elif scanner.sees("no"):
2001 if len(game.enemies)==0:
2002 prout(_("Energy will be expended into space."))
2003 automode = "AUTOMATIC"
2005 automode = "FORCEMAN"
2007 automode = "AUTOMATIC"
2010 if len(game.enemies)==0:
2011 prout(_("Energy will be expended into space."))
2012 automode = "AUTOMATIC"
2014 automode = "FORCEMAN"
2016 proutn(_("Manual or automatic? "))
2021 if automode == "AUTOMATIC":
2022 if key == IHALPHA and scanner.sees("no"):
2024 key = scanner.next()
2025 if key != IHREAL and len(game.enemies) != 0:
2026 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
2031 for i in range(len(game.enemies)):
2032 irec += math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
2034 proutn(_("%d units required. ") % irec)
2036 proutn(_("Units to fire= "))
2037 key = scanner.next()
2042 proutn(_("Energy available= %.2f") % avail)
2045 if not rpow > avail:
2052 if key == IHALPHA and scanner.sees("no"):
2055 game.energy -= 200; # Go and do it!
2056 if checkshctrl(rpow):
2061 if len(game.enemies):
2064 for i in range(len(game.enemies)):
2068 hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
2069 over = randreal(1.01, 1.06) * hits[i]
2071 powrem -= hits[i] + over
2072 if powrem <= 0 and temp < hits[i]:
2081 if extra > 0 and not game.alldone:
2083 proutn(_("*** Tholian web absorbs "))
2084 if len(game.enemies)>0:
2085 proutn(_("excess "))
2086 prout(_("phaser energy."))
2088 prout(_("%d expended on empty space.") % int(extra))
2089 elif automode == "FORCEMAN":
2092 if damaged(DCOMPTR):
2093 prout(_("Battle computer damaged, manual fire only."))
2096 prouts(_("---WORKING---"))
2098 prout(_("Short-range-sensors-damaged"))
2099 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2100 prout(_("Manual-fire-must-be-used"))
2102 elif automode == "MANUAL":
2104 for k in range(len(game.enemies)):
2105 aim = game.enemies[k].kloc
2106 ienm = game.quad[aim.x][aim.y]
2108 proutn(_("Energy available= %.2f") % (avail-0.006))
2112 if damaged(DSRSENS) and \
2113 not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS):
2114 prout(cramen(ienm) + _(" can't be located without short range scan."))
2117 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
2122 if itarg and k > kz:
2123 irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
2126 if not damaged(DCOMPTR):
2131 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
2133 key = scanner.next()
2134 if key == IHALPHA and scanner.sees("no"):
2136 key = scanner.next()
2142 if k==1: # Let me say I'm baffled by this
2145 if scanner.real < 0:
2149 hits[k] = scanner.real
2150 rpow += scanner.real
2151 # If total requested is too much, inform and start over
2153 prout(_("Available energy exceeded -- try again."))
2156 key = scanner.next(); # scan for next value
2159 # zero energy -- abort
2162 if key == IHALPHA and scanner.sees("no"):
2167 game.energy -= 200.0
2168 if checkshctrl(rpow):
2172 # Say shield raised or malfunction, if necessary
2179 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2180 prouts(_(" CLICK CLICK POP . . ."))
2181 prout(_(" No response, sir!"))
2184 prout(_("Shields raised."))
2189 # Code from events,c begins here.
2191 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2192 # event of each type active at any given time. Mostly these means we can
2193 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2194 # BSD Trek, from which we swiped the idea, can have up to 5.
2196 def unschedule(evtype):
2197 "Remove an event from the schedule."
2198 game.future[evtype].date = FOREVER
2199 return game.future[evtype]
2201 def is_scheduled(evtype):
2202 "Is an event of specified type scheduled."
2203 return game.future[evtype].date != FOREVER
2205 def scheduled(evtype):
2206 "When will this event happen?"
2207 return game.future[evtype].date
2209 def schedule(evtype, offset):
2210 "Schedule an event of specified type."
2211 game.future[evtype].date = game.state.date + offset
2212 return game.future[evtype]
2214 def postpone(evtype, offset):
2215 "Postpone a scheduled event."
2216 game.future[evtype].date += offset
2219 "Rest period is interrupted by event."
2222 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2224 game.resting = False
2230 "Run through the event queue looking for things to do."
2232 fintim = game.state.date + game.optime; yank=0
2233 ictbeam = False; istract = False
2234 w = coord(); hold = coord()
2235 ev = event(); ev2 = event()
2237 def tractorbeam(yank):
2238 "Tractor-beaming cases merge here."
2240 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2242 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2243 # If Kirk & Co. screwing around on planet, handle
2244 atover(True) # atover(true) is Grab
2247 if game.icraft: # Caught in Galileo?
2250 # Check to see if shuttle is aboard
2251 if game.iscraft == "offship":
2254 prout(_("Galileo, left on the planet surface, is captured"))
2255 prout(_("by aliens and made into a flying McDonald's."))
2256 game.damage[DSHUTTL] = -10
2257 game.iscraft = "removed"
2259 prout(_("Galileo, left on the planet surface, is well hidden."))
2261 game.quadrant = game.state.kscmdr
2263 game.quadrant = game.state.kcmdr[i]
2264 game.sector = randplace(QUADSIZE)
2265 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2266 % (game.quadrant, game.sector))
2268 prout(_("(Remainder of rest/repair period cancelled.)"))
2269 game.resting = False
2271 if not damaged(DSHIELD) and game.shield > 0:
2272 doshield(shraise=True) # raise shields
2273 game.shldchg = False
2275 prout(_("(Shields not currently useable.)"))
2277 # Adjust finish time to time of tractor beaming
2278 fintim = game.state.date+game.optime
2279 attack(torps_ok=False)
2280 if not game.state.kcmdr:
2283 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2286 "Code merges here for any commander destroying a starbase."
2287 # Not perfect, but will have to do
2288 # Handle case where base is in same quadrant as starship
2289 if game.battle == game.quadrant:
2290 game.state.chart[game.battle.x][game.battle.y].starbase = False
2291 game.quad[game.base.x][game.base.y] = IHDOT
2292 game.base.invalidate()
2295 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2296 elif game.state.baseq and communicating():
2297 # Get word via subspace radio
2300 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2301 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2303 prout(_("the Klingon Super-Commander"))
2305 prout(_("a Klingon Commander"))
2306 game.state.chart[game.battle.x][game.battle.y].starbase = False
2307 # Remove Starbase from galaxy
2308 game.state.galaxy[game.battle.x][game.battle.y].starbase = False
2309 game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq)
2311 # reinstate a commander's base attack
2315 game.battle.invalidate()
2317 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2318 for i in range(1, NEVENTS):
2319 if i == FSNOVA: proutn("=== Supernova ")
2320 elif i == FTBEAM: proutn("=== T Beam ")
2321 elif i == FSNAP: proutn("=== Snapshot ")
2322 elif i == FBATTAK: proutn("=== Base Attack ")
2323 elif i == FCDBAS: proutn("=== Base Destroy ")
2324 elif i == FSCMOVE: proutn("=== SC Move ")
2325 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2326 elif i == FDSPROB: proutn("=== Probe Move ")
2327 elif i == FDISTR: proutn("=== Distress Call ")
2328 elif i == FENSLV: proutn("=== Enslavement ")
2329 elif i == FREPRO: proutn("=== Klingon Build ")
2331 prout("%.2f" % (scheduled(i)))
2334 radio_was_broken = damaged(DRADIO)
2337 # Select earliest extraneous event, evcode==0 if no events
2342 for l in range(1, NEVENTS):
2343 if game.future[l].date < datemin:
2346 prout("== Event %d fires" % evcode)
2347 datemin = game.future[l].date
2348 xtime = datemin-game.state.date
2349 game.state.date = datemin
2350 # Decrement Federation resources and recompute remaining time
2351 game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
2353 if game.state.remtime <=0:
2356 # Any crew left alive?
2357 if game.state.crew <=0:
2360 # Is life support adequate?
2361 if damaged(DLIFSUP) and game.condition != "docked":
2362 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2365 game.lsupres -= xtime
2366 if game.damage[DLIFSUP] <= xtime:
2367 game.lsupres = game.inlsr
2370 if game.condition == "docked":
2371 repair /= game.docfac
2372 # Don't fix Deathray here
2373 for l in range(NDEVICES):
2374 if game.damage[l] > 0.0 and l != DDRAY:
2375 if game.damage[l]-repair > 0.0:
2376 game.damage[l] -= repair
2378 game.damage[l] = 0.0
2379 # If radio repaired, update star chart and attack reports
2380 if radio_was_broken and not damaged(DRADIO):
2381 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2382 prout(_(" surveillance reports are coming in."))
2384 if not game.iseenit:
2388 prout(_(" The star chart is now up to date.\""))
2390 # Cause extraneous event EVCODE to occur
2391 game.optime -= xtime
2392 if evcode == FSNOVA: # Supernova
2395 schedule(FSNOVA, expran(0.5*game.intime))
2396 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2398 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2399 if game.state.nscrem == 0 or \
2400 ictbeam or istract or \
2401 game.condition=="docked" or game.isatb==1 or game.iscate:
2403 if game.ientesc or \
2404 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2405 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2406 (damaged(DSHIELD) and \
2407 (game.energy < 2500 or damaged(DPHASER)) and \
2408 (game.torps < 5 or damaged(DPHOTON))):
2410 istract = ictbeam = True
2411 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2414 elif evcode == FTBEAM: # Tractor beam
2415 if not game.state.kcmdr:
2418 i = randrange(len(game.state.kcmdr))
2419 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2420 if istract or game.condition == "docked" or yank == 0:
2421 # Drats! Have to reschedule
2423 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2427 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2428 game.snapsht = copy.deepcopy(game.state)
2429 game.state.snap = True
2430 schedule(FSNAP, expran(0.5 * game.intime))
2431 elif evcode == FBATTAK: # Commander attacks starbase
2432 if not game.state.kcmdr or not game.state.baseq:
2438 for ibq in game.state.baseq:
2439 for cmdr in game.state.kcmdr:
2440 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2443 # no match found -- try later
2444 schedule(FBATTAK, expran(0.3*game.intime))
2447 # commander + starbase combination found -- launch attack
2448 game.battle = game.state.baseq[j]
2449 schedule(FCDBAS, randreal(1.0, 4.0))
2450 if game.isatb: # extra time if SC already attacking
2451 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2452 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2453 game.iseenit = False
2454 if not communicating():
2455 continue # No warning :-(
2459 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2460 prout(_(" reports that it is under attack and that it can"))
2461 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2464 elif evcode == FSCDBAS: # Supercommander destroys base
2467 if not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].starbase:
2468 continue # WAS RETURN!
2470 game.battle = game.state.kscmdr
2472 elif evcode == FCDBAS: # Commander succeeds in destroying base
2475 if not game.state.baseq() \
2476 or not game.state.galaxy[game.battle.x][game.battle.y].starbase:
2477 game.battle.invalidate()
2479 # find the lucky pair
2480 for cmdr in game.state.kcmdr:
2481 if cmdr == game.battle:
2484 # No action to take after all
2487 elif evcode == FSCMOVE: # Supercommander moves
2488 schedule(FSCMOVE, 0.2777)
2489 if not game.ientesc and not istract and game.isatb != 1 and \
2490 (not game.iscate or not game.justin):
2492 elif evcode == FDSPROB: # Move deep space probe
2493 schedule(FDSPROB, 0.01)
2494 game.probex += game.probeinx
2495 game.probey += game.probeiny
2496 i = (int)(game.probex/QUADSIZE +0.05)
2497 j = (int)(game.probey/QUADSIZE + 0.05)
2498 if game.probec.x != i or game.probec.y != j:
2501 if not VALID_QUADRANT(i, j) or \
2502 game.state.galaxy[game.probec.x][game.probec.y].supernova:
2503 # Left galaxy or ran into supernova
2507 proutn(_("Lt. Uhura- \"The deep space probe "))
2508 if not VALID_QUADRANT(j, i):
2509 proutn(_("has left the galaxy"))
2511 proutn(_("is no longer transmitting"))
2515 if not communicating():
2518 proutn(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probec)
2519 pdest = game.state.galaxy[game.probec.x][game.probec.y]
2520 # Update star chart if Radio is working or have access to radio
2522 chp = game.state.chart[game.probec.x][game.probec.y]
2523 chp.klingons = pdest.klingons
2524 chp.starbase = pdest.starbase
2525 chp.stars = pdest.stars
2526 pdest.charted = True
2527 game.proben -= 1 # One less to travel
2528 if game.proben == 0 and game.isarmed and pdest.stars:
2529 # lets blow the sucker!
2530 supernova(True, game.probec)
2532 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2534 elif evcode == FDISTR: # inhabited system issues distress call
2536 # try a whole bunch of times to find something suitable
2537 for i in range(100):
2538 # need a quadrant which is not the current one,
2539 # which has some stars which are inhabited and
2540 # not already under attack, which is not
2541 # supernova'ed, and which has some Klingons in it
2542 w = randplace(GALSIZE)
2543 q = game.state.galaxy[w.x][w.y]
2544 if not (game.quadrant == w or q.planet == None or \
2545 not q.planet.inhabited or \
2546 q.supernova or q.status!="secure" or q.klingons<=0):
2549 # can't seem to find one; ignore this call
2551 prout("=== Couldn't find location for distress event.")
2553 # got one!! Schedule its enslavement
2554 ev = schedule(FENSLV, expran(game.intime))
2556 q.status = distressed
2558 # tell the captain about it if we can
2560 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2562 prout(_("by a Klingon invasion fleet."))
2565 elif evcode == FENSLV: # starsystem is enslaved
2566 ev = unschedule(FENSLV)
2567 # see if current distress call still active
2568 q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
2572 q.status = "enslaved"
2574 # play stork and schedule the first baby
2575 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2576 ev2.quadrant = ev.quadrant
2578 # report the disaster if we can
2580 prout(_("Uhura- We've lost contact with starsystem %s") % \
2582 prout(_("in Quadrant %s.\n") % ev.quadrant)
2583 elif evcode == FREPRO: # Klingon reproduces
2584 # If we ever switch to a real event queue, we'll need to
2585 # explicitly retrieve and restore the x and y.
2586 ev = schedule(FREPRO, expran(1.0 * game.intime))
2587 # see if current distress call still active
2588 q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
2592 if game.state.remkl >=MAXKLGAME:
2593 continue # full right now
2594 # reproduce one Klingon
2596 if game.klhere >= MAXKLQUAD:
2598 # this quadrant not ok, pick an adjacent one
2599 for i in range(w.x - 1, w.x + 2):
2600 for j in range(w.y - 1, w.y + 2):
2601 if not VALID_QUADRANT(i, j):
2603 q = game.state.galaxy[w.x][w.y]
2604 # check for this quad ok (not full & no snova)
2605 if q.klingons >= MAXKLQUAD or q.supernova:
2609 continue # search for eligible quadrant failed
2614 game.state.remkl += 1
2616 if game.quadrant == w:
2618 game.enemies.append(newkling())
2619 # recompute time left
2621 # report the disaster if we can
2623 if game.quadrant == w:
2624 prout(_("Spock- sensors indicate the Klingons have"))
2625 prout(_("launched a warship from %s.") % q.planet)
2627 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2628 if q.planet != None:
2629 proutn(_("near %s") % q.planet)
2630 prout(_("in Quadrant %s.") % w)
2636 key = scanner.next()
2639 proutn(_("How long? "))
2644 origTime = delay = scanner.real
2647 if delay >= game.state.remtime or len(game.enemies) != 0:
2648 proutn(_("Are you sure? "))
2651 # Alternate resting periods (events) with attacks
2655 game.resting = False
2656 if not game.resting:
2657 prout(_("%d stardates left.") % int(game.state.remtime))
2659 temp = game.optime = delay
2660 if len(game.enemies):
2661 rtime = randreal(1.0, 2.0)
2665 if game.optime < delay:
2666 attack(torps_ok=False)
2674 # Repair Deathray if long rest at starbase
2675 if origTime-delay >= 9.99 and game.condition == "docked":
2676 game.damage[DDRAY] = 0.0
2677 # leave if quadrant supernovas
2678 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2680 game.resting = False
2683 # A nova occurs. It is the result of having a star hit with a
2684 # photon torpedo, or possibly of a probe warhead going off.
2685 # Stars that go nova cause stars which surround them to undergo
2686 # the same probabilistic process. Klingons next to them are
2687 # destroyed. And if the starship is next to it, it gets zapped.
2688 # If the zap is too much, it gets destroyed.
2692 course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2693 newc = coord(); neighbor = coord(); bump = coord(0, 0)
2695 # Wow! We've supernova'ed
2696 supernova(False, nov)
2698 # handle initial nova
2699 game.quad[nov.x][nov.y] = IHDOT
2700 prout(crmena(False, IHSTAR, "sector", nov) + _(" novas."))
2701 game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
2702 game.state.starkl += 1
2703 # Set up queue to recursively trigger adjacent stars
2709 for offset.x in range(-1, 1+1):
2710 for offset.y in range(-1, 1+1):
2711 if offset.y==0 and offset.x==0:
2713 neighbor = start + offset
2714 if not VALID_SECTOR(neighbor.y, neighbor.x):
2716 iquad = game.quad[neighbor.x][neighbor.y]
2717 # Empty space ends reaction
2718 if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
2720 elif iquad == IHSTAR: # Affect another star
2722 # This star supernovas
2726 hits.append(neighbor)
2727 game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
2728 game.state.starkl += 1
2729 proutn(crmena(True, IHSTAR, "sector", neighbor))
2731 game.quad[neighbor.x][neighbor.y] = IHDOT
2733 elif iquad in (IHP, IHW): # Destroy planet
2734 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
2736 game.state.nplankl += 1
2738 game.state.worldkl += 1
2739 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2740 game.iplnet.pclass = "destroyed"
2742 game.plnet.invalidate()
2746 game.quad[neighbor.x][neighbor.y] = IHDOT
2747 elif iquad == IHB: # Destroy base
2748 game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False
2749 game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
2750 game.base.invalidate()
2751 game.state.basekl += 1
2753 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2754 game.quad[neighbor.x][neighbor.y] = IHDOT
2755 elif iquad in (IHE, IHF): # Buffet ship
2756 prout(_("***Starship buffeted by nova."))
2758 if game.shield >= 2000.0:
2759 game.shield -= 2000.0
2761 diff = 2000.0 - game.shield
2765 prout(_("***Shields knocked out."))
2766 game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2768 game.energy -= 2000.0
2769 if game.energy <= 0:
2772 # add in course nova contributes to kicking starship
2773 bump += (game.sector-hits[mm]).sgn()
2774 elif iquad == IHK: # kill klingon
2775 deadkl(neighbor, iquad, neighbor)
2776 elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
2777 for ll in range(len(game.enemies)):
2778 if game.enemies[ll].kloc == neighbor:
2780 game.enemies[ll].kpower -= 800.0 # If firepower is lost, die
2781 if game.enemies[ll].kpower <= 0.0:
2782 deadkl(neighbor, iquad, neighbor)
2784 newc = neighbor + neighbor - hits[mm]
2785 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2786 if not VALID_SECTOR(newc.x, newc.y):
2787 # can't leave quadrant
2790 iquad1 = game.quad[newc.x][newc.y]
2791 if iquad1 == IHBLANK:
2792 proutn(_(", blasted into ") + crmena(False, IHBLANK, "sector", newc))
2794 deadkl(neighbor, iquad, newc)
2797 # can't move into something else
2800 proutn(_(", buffeted to Sector %s") % newc)
2801 game.quad[neighbor.x][neighbor.y] = IHDOT
2802 game.quad[newc.x][newc.y] = iquad
2803 game.enemies[ll].move(newc)
2804 # Starship affected by nova -- kick it away.
2805 game.dist = kount*0.1
2806 game.direc = course[3*(bump.x+1)+bump.y+2]
2807 if game.direc == 0.0:
2809 if game.dist == 0.0:
2811 game.optime = 10.0*game.dist/16.0
2813 prout(_("Force of nova displaces starship."))
2814 imove(novapush=True)
2815 game.optime = 10.0*game.dist/16.0
2818 def supernova(induced, w=None):
2819 "Star goes supernova."
2826 # Scheduled supernova -- select star
2827 # logic changed here so that we won't favor quadrants in top
2829 for nq.x in range(GALSIZE):
2830 for nq.y in range(GALSIZE):
2831 stars += game.state.galaxy[nq.x][nq.y].stars
2833 return # nothing to supernova exists
2834 num = randrange(stars) + 1
2835 for nq.x in range(GALSIZE):
2836 for nq.y in range(GALSIZE):
2837 num -= game.state.galaxy[nq.x][nq.y].stars
2843 proutn("=== Super nova here?")
2846 if not nq == game.quadrant or game.justin:
2847 # it isn't here, or we just entered (treat as enroute)
2850 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2851 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2854 # we are in the quadrant!
2855 num = randrange(game.state.galaxy[nq.x][nq.y].stars) + 1
2856 for ns.x in range(QUADSIZE):
2857 for ns.y in range(QUADSIZE):
2858 if game.quad[ns.x][ns.y]==IHSTAR:
2865 prouts(_("***RED ALERT! RED ALERT!"))
2867 prout(_("***Incipient supernova detected at Sector %s") % ns)
2868 if (ns.x-game.sector.x)**2 + (ns.y-game.sector.y)**2 <= 2.1:
2869 proutn(_("Emergency override attempts t"))
2870 prouts("***************")
2874 # destroy any Klingons in supernovaed quadrant
2875 kldead = game.state.galaxy[nq.x][nq.y].klingons
2876 game.state.galaxy[nq.x][nq.y].klingons = 0
2877 if nq == game.state.kscmdr:
2878 # did in the Supercommander!
2879 game.state.nscrem = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0
2883 survivors = filter(lambda w: w != nq, game.state.kcmdr)
2884 comkills = len(game.state.kcmdr) - len(survivors)
2885 game.state.kcmdr = survivors
2887 if not game.state.kcmdr:
2889 game.state.remkl -= kldead
2890 # destroy Romulans and planets in supernovaed quadrant
2891 nrmdead = game.state.galaxy[nq.x][nq.y].romulans
2892 game.state.galaxy[nq.x][nq.y].romulans = 0
2893 game.state.nromrem -= nrmdead
2895 for loop in range(game.inplan):
2896 if game.state.planets[loop].quadrant == nq:
2897 game.state.planets[loop].pclass = "destroyed"
2899 # Destroy any base in supernovaed quadrant
2900 game.state.baseq = filter(lambda x: x != nq, game.state.baseq)
2901 # If starship caused supernova, tally up destruction
2903 game.state.starkl += game.state.galaxy[nq.x][nq.y].stars
2904 game.state.basekl += game.state.galaxy[nq.x][nq.y].starbase
2905 game.state.nplankl += npdead
2906 # mark supernova in galaxy and in star chart
2907 if game.quadrant == nq or communicating():
2908 game.state.galaxy[nq.x][nq.y].supernova = True
2909 # If supernova destroys last Klingons give special message
2910 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
2913 prout(_("Lucky you!"))
2914 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2917 # if some Klingons remain, continue or die in supernova
2922 # Code from finish.c ends here.
2925 "Self-destruct maneuver. Finish with a BANG!"
2927 if damaged(DCOMPTR):
2928 prout(_("Computer damaged; cannot execute destruct sequence."))
2930 prouts(_("---WORKING---")); skip(1)
2931 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2932 prouts(" 10"); skip(1)
2933 prouts(" 9"); skip(1)
2934 prouts(" 8"); skip(1)
2935 prouts(" 7"); skip(1)
2936 prouts(" 6"); skip(1)
2938 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2940 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2942 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2946 if game.passwd != scanner.token:
2947 prouts(_("PASSWORD-REJECTED;"))
2949 prouts(_("CONTINUITY-EFFECTED"))
2952 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2953 prouts(" 5"); skip(1)
2954 prouts(" 4"); skip(1)
2955 prouts(" 3"); skip(1)
2956 prouts(" 2"); skip(1)
2957 prouts(" 1"); skip(1)
2959 prouts(_("GOODBYE-CRUEL-WORLD"))
2967 prouts(_("********* Entropy of %s maximized *********") % crmshp())
2971 if len(game.enemies) != 0:
2972 whammo = 25.0 * game.energy
2974 while l <= len(game.enemies):
2975 if game.enemies[l].kpower*game.enemies[l].kdist <= whammo:
2976 deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.x][game.enemies[l].kloc.y], game.enemies[l].kloc)
2981 "Compute our rate of kils over time."
2982 elapsed = game.state.date - game.indate
2983 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
2986 starting = (game.inkling + game.incom + game.inscom)
2987 remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
2988 return (starting - remaining)/elapsed
2992 badpt = 5.0*game.state.starkl + \
2994 10.0*game.state.nplankl + \
2995 300*game.state.nworldkl + \
2997 100.0*game.state.basekl +\
2999 if game.ship == IHF:
3001 elif game.ship == None:
3006 # end the game, with appropriate notfications
3010 prout(_("It is stardate %.1f.") % game.state.date)
3012 if ifin == FWON: # Game has been won
3013 if game.state.nromrem != 0:
3014 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
3017 prout(_("You have smashed the Klingon invasion fleet and saved"))
3018 prout(_("the Federation."))
3023 badpt = 0.0 # Close enough!
3024 # killsPerDate >= RateMax
3025 if game.state.date-game.indate < 5.0 or \
3026 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
3028 prout(_("In fact, you have done so well that Starfleet Command"))
3029 if game.skill == SKILL_NOVICE:
3030 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
3031 elif game.skill == SKILL_FAIR:
3032 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
3033 elif game.skill == SKILL_GOOD:
3034 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
3035 elif game.skill == SKILL_EXPERT:
3036 prout(_("promotes you to Commodore Emeritus."))
3038 prout(_("Now that you think you're really good, try playing"))
3039 prout(_("the \"Emeritus\" game. It will splatter your ego."))
3040 elif game.skill == SKILL_EMERITUS:
3042 proutn(_("Computer- "))
3043 prouts(_("ERROR-ERROR-ERROR-ERROR"))
3045 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3047 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3049 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3051 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3053 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3055 prout(_("Now you can retire and write your own Star Trek game!"))
3057 elif game.skill >= SKILL_EXPERT:
3058 if game.thawed and not idebug:
3059 prout(_("You cannot get a citation, so..."))
3061 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3065 # Only grant long life if alive (original didn't!)
3067 prout(_("LIVE LONG AND PROSPER."))
3072 elif ifin == FDEPLETE: # Federation Resources Depleted
3073 prout(_("Your time has run out and the Federation has been"))
3074 prout(_("conquered. Your starship is now Klingon property,"))
3075 prout(_("and you are put on trial as a war criminal. On the"))
3076 proutn(_("basis of your record, you are "))
3077 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
3078 prout(_("acquitted."))
3080 prout(_("LIVE LONG AND PROSPER."))
3082 prout(_("found guilty and"))
3083 prout(_("sentenced to death by slow torture."))
3087 elif ifin == FLIFESUP:
3088 prout(_("Your life support reserves have run out, and"))
3089 prout(_("you die of thirst, starvation, and asphyxiation."))
3090 prout(_("Your starship is a derelict in space."))
3092 prout(_("Your energy supply is exhausted."))
3094 prout(_("Your starship is a derelict in space."))
3095 elif ifin == FBATTLE:
3096 prout(_("The %s has been destroyed in battle.") % crmshp())
3098 prout(_("Dulce et decorum est pro patria mori."))
3100 prout(_("You have made three attempts to cross the negative energy"))
3101 prout(_("barrier which surrounds the galaxy."))
3103 prout(_("Your navigation is abominable."))
3106 prout(_("Your starship has been destroyed by a nova."))
3107 prout(_("That was a great shot."))
3109 elif ifin == FSNOVAED:
3110 prout(_("The %s has been fried by a supernova.") % crmshp())
3111 prout(_("...Not even cinders remain..."))
3112 elif ifin == FABANDN:
3113 prout(_("You have been captured by the Klingons. If you still"))
3114 prout(_("had a starbase to be returned to, you would have been"))
3115 prout(_("repatriated and given another chance. Since you have"))
3116 prout(_("no starbases, you will be mercilessly tortured to death."))
3117 elif ifin == FDILITHIUM:
3118 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3119 elif ifin == FMATERIALIZE:
3120 prout(_("Starbase was unable to re-materialize your starship."))
3121 prout(_("Sic transit gloria mundi"))
3122 elif ifin == FPHASER:
3123 prout(_("The %s has been cremated by its own phasers.") % crmshp())
3125 prout(_("You and your landing party have been"))
3126 prout(_("converted to energy, disipating through space."))
3127 elif ifin == FMINING:
3128 prout(_("You are left with your landing party on"))
3129 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3131 prout(_("They are very fond of \"Captain Kirk\" soup."))
3133 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3134 elif ifin == FDPLANET:
3135 prout(_("You and your mining party perish."))
3137 prout(_("That was a great shot."))
3140 prout(_("The Galileo is instantly annihilated by the supernova."))
3141 prout(_("You and your mining party are atomized."))
3143 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3144 prout(_("joins the Romulans, wreaking terror on the Federation."))
3145 elif ifin == FPNOVA:
3146 prout(_("You and your mining party are atomized."))
3148 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3149 prout(_("joins the Romulans, wreaking terror on the Federation."))
3150 elif ifin == FSTRACTOR:
3151 prout(_("The shuttle craft Galileo is also caught,"))
3152 prout(_("and breaks up under the strain."))
3154 prout(_("Your debris is scattered for millions of miles."))
3155 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3157 prout(_("The mutants attack and kill Spock."))
3158 prout(_("Your ship is captured by Klingons, and"))
3159 prout(_("your crew is put on display in a Klingon zoo."))
3160 elif ifin == FTRIBBLE:
3161 prout(_("Tribbles consume all remaining water,"))
3162 prout(_("food, and oxygen on your ship."))
3164 prout(_("You die of thirst, starvation, and asphyxiation."))
3165 prout(_("Your starship is a derelict in space."))
3167 prout(_("Your ship is drawn to the center of the black hole."))
3168 prout(_("You are crushed into extremely dense matter."))
3170 prout(_("Your last crew member has died."))
3171 if game.ship == IHF:
3173 elif game.ship == IHE:
3176 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
3177 goodies = game.state.remres/game.inresor
3178 baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3179 if goodies/baddies >= randreal(1.0, 1.5):
3180 prout(_("As a result of your actions, a treaty with the Klingon"))
3181 prout(_("Empire has been signed. The terms of the treaty are"))
3182 if goodies/baddies >= randreal(3.0):
3183 prout(_("favorable to the Federation."))
3185 prout(_("Congratulations!"))
3187 prout(_("highly unfavorable to the Federation."))
3189 prout(_("The Federation will be destroyed."))
3191 prout(_("Since you took the last Klingon with you, you are a"))
3192 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3193 prout(_("statue in your memory. Rest in peace, and try not"))
3194 prout(_("to think about pigeons."))
3199 "Compute player's score."
3200 timused = game.state.date - game.indate
3202 if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
3204 perdate = killrate()
3205 ithperd = 500*perdate + 0.5
3208 iwon = 100*game.skill
3209 if game.ship == IHE:
3211 elif game.ship == IHF:
3215 if not game.gamewon:
3216 game.state.nromrem = 0 # None captured if no win
3217 iscore = 10*(game.inkling - game.state.remkl) \
3218 + 50*(game.incom - len(game.state.kcmdr)) \
3220 + 20*(game.inrom - game.state.nromrem) \
3221 + 200*(game.inscom - game.state.nscrem) \
3222 - game.state.nromrem \
3227 prout(_("Your score --"))
3228 if game.inrom - game.state.nromrem:
3229 prout(_("%6d Romulans destroyed %5d") %
3230 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3231 if game.state.nromrem:
3232 prout(_("%6d Romulans captured %5d") %
3233 (game.state.nromrem, game.state.nromrem))
3234 if game.inkling - game.state.remkl:
3235 prout(_("%6d ordinary Klingons destroyed %5d") %
3236 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
3237 if game.incom - len(game.state.kcmdr):
3238 prout(_("%6d Klingon commanders destroyed %5d") %
3239 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3240 if game.inscom - game.state.nscrem:
3241 prout(_("%6d Super-Commander destroyed %5d") %
3242 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3244 prout(_("%6.2f Klingons per stardate %5d") %
3246 if game.state.starkl:
3247 prout(_("%6d stars destroyed by your action %5d") %
3248 (game.state.starkl, -5*game.state.starkl))
3249 if game.state.nplankl:
3250 prout(_("%6d planets destroyed by your action %5d") %
3251 (game.state.nplankl, -10*game.state.nplankl))
3252 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3253 prout(_("%6d inhabited planets destroyed by your action %5d") %
3254 (game.state.nplankl, -300*game.state.nworldkl))
3255 if game.state.basekl:
3256 prout(_("%6d bases destroyed by your action %5d") %
3257 (game.state.basekl, -100*game.state.basekl))
3259 prout(_("%6d calls for help from starbase %5d") %
3260 (game.nhelp, -45*game.nhelp))
3262 prout(_("%6d casualties incurred %5d") %
3263 (game.casual, -game.casual))
3265 prout(_("%6d crew abandoned in space %5d") %
3266 (game.abandoned, -3*game.abandoned))
3268 prout(_("%6d ship(s) lost or destroyed %5d") %
3269 (klship, -100*klship))
3271 prout(_("Penalty for getting yourself killed -200"))
3273 proutn(_("Bonus for winning "))
3274 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3275 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3276 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3277 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3278 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3279 prout(" %5d" % iwon)
3281 prout(_("TOTAL SCORE %5d") % iscore)
3284 "Emit winner's commemmorative plaque."
3287 proutn(_("File or device name for your plaque: "))
3290 fp = open(winner, "w")
3293 prout(_("Invalid name."))
3295 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3297 # The 38 below must be 64 for 132-column paper
3298 nskip = 38 - len(winner)/2
3299 fp.write("\n\n\n\n")
3300 # --------DRAW ENTERPRISE PICTURE.
3301 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3302 fp.write(" EEE E : : : E\n" )
3303 fp.write(" EE EEE E : : NCC-1701 : E\n")
3304 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
3305 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3306 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
3307 fp.write(" EEEEEEE EEEEE E E E E\n")
3308 fp.write(" EEE E E E E\n")
3309 fp.write(" E E E E\n")
3310 fp.write(" EEEEEEEEEEEEE E E\n")
3311 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3312 fp.write(" :E : EEEE E\n")
3313 fp.write(" .-E -:----- E\n")
3314 fp.write(" :E : E\n")
3315 fp.write(" EE : EEEEEEEE\n")
3316 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3318 fp.write(_(" U. S. S. ENTERPRISE\n"))
3319 fp.write("\n\n\n\n")
3320 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3322 fp.write(_(" Starfleet Command bestows to you\n"))
3324 fp.write("%*s%s\n\n" % (nskip, "", winner))
3325 fp.write(_(" the rank of\n\n"))
3326 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3328 if game.skill == SKILL_EXPERT:
3329 fp.write(_(" Expert level\n\n"))
3330 elif game.skill == SKILL_EMERITUS:
3331 fp.write(_("Emeritus level\n\n"))
3333 fp.write(_(" Cheat level\n\n"))
3334 timestring = ctime()
3335 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3336 (timestring+4, timestring+20, timestring+11))
3337 fp.write(_(" Your score: %d\n\n") % iscore)
3338 fp.write(_(" Klingons per stardate: %.2f\n") % perdate)
3341 # Code from io.c begins here
3343 rows = linecount = 0 # for paging
3346 fullscreen_window = None
3347 srscan_window = None
3348 report_window = None
3349 status_window = None
3350 lrscan_window = None
3351 message_window = None
3352 prompt_window = None
3356 "Wrap up, either normally or due to signal"
3357 if game.options & OPTION_CURSES:
3364 sys.stdout.write('\n')
3370 #setlocale(LC_ALL, "")
3371 #bindtextdomain(PACKAGE, LOCALEDIR)
3372 #textdomain(PACKAGE)
3373 if atexit.register(outro):
3374 sys.stderr.write("Unable to register outro(), exiting...\n")
3376 if not (game.options & OPTION_CURSES):
3377 ln_env = os.getenv("LINES")
3383 stdscr = curses.initscr()
3388 curses.start_color()
3389 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, curses.COLOR_BLACK)
3390 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, curses.COLOR_BLACK)
3391 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, curses.COLOR_BLACK)
3392 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, curses.COLOR_BLACK)
3393 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, curses.COLOR_BLACK)
3394 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, curses.COLOR_BLACK)
3395 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, curses.COLOR_BLACK)
3396 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, curses.COLOR_BLACK)
3398 global fullscreen_window, srscan_window, report_window, status_window
3399 global lrscan_window, message_window, prompt_window
3400 (rows, columns) = stdscr.getmaxyx()
3401 fullscreen_window = stdscr
3402 srscan_window = curses.newwin(12, 25, 0, 0)
3403 report_window = curses.newwin(11, 0, 1, 25)
3404 status_window = curses.newwin(10, 0, 1, 39)
3405 lrscan_window = curses.newwin(5, 0, 0, 64)
3406 message_window = curses.newwin(0, 0, 12, 0)
3407 prompt_window = curses.newwin(1, 0, rows-2, 0)
3408 message_window.scrollok(True)
3409 setwnd(fullscreen_window)
3412 def textcolor(color):
3413 "Set text foreground color. Presently a stub."
3417 "Wrap up I/O. Presently a stub."
3421 "Wait for user action -- OK to do nothing if on a TTY"
3422 if game.options & OPTION_CURSES:
3427 if game.skill > SKILL_FAIR:
3428 prouts(_("[ANOUNCEMENT ARRIVING...]"))
3430 prouts(_("[IMPORTANT ANNOUNCEMENT ARRIVING -- PRESS ENTER TO CONTINUE]"))
3434 if game.skill > SKILL_FAIR:
3435 prompt = _("[CONTINUE?]")
3437 prompt = _("[PRESS ENTER TO CONTINUE]")
3439 if game.options & OPTION_CURSES:
3441 setwnd(prompt_window)
3442 prompt_window.wclear()
3443 prompt_window.addstr(prompt)
3444 prompt_window.getstr()
3445 prompt_window.clear()
3446 prompt_window.refresh()
3447 setwnd(message_window)
3450 sys.stdout.write('\n')
3453 for j in range(rows):
3454 sys.stdout.write('\n')
3458 "Skip i lines. Pause game if this would cause a scrolling event."
3459 for dummy in range(i):
3460 if game.options & OPTION_CURSES:
3461 (y, x) = curwnd.getyx()
3462 (my, mx) = curwnd.getmaxyx()
3463 if curwnd == message_window and y >= my - 3:
3471 if rows and linecount >= rows:
3474 sys.stdout.write('\n')
3477 "Utter a line with no following line feed."
3478 if game.options & OPTION_CURSES:
3482 sys.stdout.write(line)
3492 if not replayfp or replayfp.closed: # Don't slow down replays
3495 if game.options & OPTION_CURSES:
3499 if not replayfp or replayfp.closed:
3503 "Get a line of input."
3504 if game.options & OPTION_CURSES:
3505 line = curwnd.getstr() + "\n"
3508 if replayfp and not replayfp.closed:
3510 line = replayfp.readline()
3513 prout("*** Replay finished")
3516 elif line[0] != "#":
3519 line = raw_input() + "\n"
3525 "Change windows -- OK for this to be a no-op in tty mode."
3527 if game.options & OPTION_CURSES:
3529 curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
3532 "Clear to end of line -- can be a no-op in tty mode"
3533 if game.options & OPTION_CURSES:
3538 "Clear screen -- can be a no-op in tty mode."
3540 if game.options & OPTION_CURSES:
3547 "Set highlight video, if this is reasonable."
3548 if game.options & OPTION_CURSES:
3549 curwnd.attron(curses.A_REVERSE)
3552 # Things past this point have policy implications.
3556 "Hook to be called after moving to redraw maps."
3557 if game.options & OPTION_CURSES:
3560 setwnd(srscan_window)
3564 setwnd(status_window)
3565 status_window.clear()
3566 status_window.move(0, 0)
3567 setwnd(report_window)
3568 report_window.clear()
3569 report_window.move(0, 0)
3571 setwnd(lrscan_window)
3572 lrscan_window.clear()
3573 lrscan_window.move(0, 0)
3574 lrscan(silent=False)
3576 def put_srscan_sym(w, sym):
3577 "Emit symbol for short-range scan."
3578 srscan_window.move(w.x+1, w.y*2+2)
3579 srscan_window.addch(sym)
3580 srscan_window.refresh()
3583 "Enemy fall down, go boom."
3584 if game.options & OPTION_CURSES:
3586 setwnd(srscan_window)
3587 srscan_window.attron(curses.A_REVERSE)
3588 put_srscan_sym(w, game.quad[w.x][w.y])
3592 srscan_window.attroff(curses.A_REVERSE)
3593 put_srscan_sym(w, game.quad[w.x][w.y])
3594 curses.delay_output(500)
3595 setwnd(message_window)
3598 "Sound and visual effects for teleportation."
3599 if game.options & OPTION_CURSES:
3601 setwnd(message_window)
3603 prouts(" . . . . . ")
3604 if game.options & OPTION_CURSES:
3605 #curses.delay_output(1000)
3609 def tracktorpedo(origin, w, step, i, n, iquad):
3610 "Torpedo-track animation."
3611 if not game.options & OPTION_CURSES:
3615 proutn(_("Track for %s torpedo number %d- ") % (game.quad[origin.x][origin.y],i+1))
3618 proutn(_("Torpedo track- "))
3619 elif step==4 or step==9:
3623 if not damaged(DSRSENS) or game.condition=="docked":
3624 if i != 0 and step == 1:
3627 if (iquad==IHDOT) or (iquad==IHBLANK):
3628 put_srscan_sym(w, '+')
3632 put_srscan_sym(w, iquad)
3634 curwnd.attron(curses.A_REVERSE)
3635 put_srscan_sym(w, iquad)
3639 curwnd.attroff(curses.A_REVERSE)
3640 put_srscan_sym(w, iquad)
3645 "Display the current galaxy chart."
3646 if game.options & OPTION_CURSES:
3647 setwnd(message_window)
3648 message_window.clear()
3650 if game.options & OPTION_TTY:
3655 def prstat(txt, data):
3657 if game.options & OPTION_CURSES:
3659 setwnd(status_window)
3661 proutn(" " * (NSYM - len(txt)))
3664 if game.options & OPTION_CURSES:
3665 setwnd(report_window)
3667 # Code from moving.c begins here
3669 def imove(novapush):
3670 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3671 w = coord(); final = coord()
3674 def no_quad_change():
3675 # No quadrant change -- compute new average enemy distances
3676 game.quad[game.sector.x][game.sector.y] = game.ship
3678 for enemy in game.enemies:
3679 finald = (w-enemy.kloc).distance()
3680 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3681 enemy.kdist = finald
3682 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
3683 if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
3684 attack(torps_ok=False)
3685 for enemy in game.enemies:
3686 enemy.kavgd = enemy.kdist
3689 setwnd(message_window)
3692 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3693 game.inorbit = False
3694 angle = ((15.0 - game.direc) * 0.5235988)
3695 deltax = -math.sin(angle)
3696 deltay = math.cos(angle)
3697 if math.fabs(deltax) > math.fabs(deltay):
3698 bigger = math.fabs(deltax)
3700 bigger = math.fabs(deltay)
3703 # If tractor beam is to occur, don't move full distance
3704 if game.state.date+game.optime >= scheduled(FTBEAM):
3706 game.condition = "red"
3707 game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3708 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3709 # Move within the quadrant
3710 game.quad[game.sector.x][game.sector.y] = IHDOT
3713 n = int(10.0*game.dist*bigger+0.5)
3715 for m in range(1, n+1):
3720 if not VALID_SECTOR(w.x, w.y):
3721 # Leaving quadrant -- allow final enemy attack
3722 # Don't do it if being pushed by Nova
3723 if len(game.enemies) != 0 and not novapush:
3725 for enemy in game.enemies:
3726 finald = (w - enemy.kloc).distance()
3727 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3729 # Stas Sergeev added the condition
3730 # that attacks only happen if Klingons
3731 # are present and your skill is good.
3733 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
3734 attack(torps_ok=False)
3737 # compute final position -- new quadrant and sector
3738 x = (QUADSIZE*game.quadrant.x)+game.sector.x
3739 y = (QUADSIZE*game.quadrant.y)+game.sector.y
3740 w.x = int(round(x+10.0*game.dist*bigger*deltax))
3741 w.y = int(round(y+10.0*game.dist*bigger*deltay))
3742 # check for edge of galaxy
3752 if w.x >= GALSIZE*QUADSIZE:
3753 w.x = (GALSIZE*QUADSIZE*2) - w.x
3755 if w.y >= GALSIZE*QUADSIZE:
3756 w.y = (GALSIZE*QUADSIZE*2) - w.y
3764 if game.nkinks == 3:
3765 # Three strikes -- you're out!
3769 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3770 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3771 prout(_("YOU WILL BE DESTROYED."))
3772 # Compute final position in new quadrant
3773 if trbeam: # Don't bother if we are to be beamed
3775 game.quadrant.x = w.x/QUADSIZE
3776 game.quadrant.y = w.y/QUADSIZE
3777 game.sector.x = w.x - (QUADSIZE*game.quadrant.x)
3778 game.sector.y = w.y - (QUADSIZE*game.quadrant.y)
3780 prout(_("Entering Quadrant %s.") % game.quadrant)
3781 game.quad[game.sector.x][game.sector.y] = game.ship
3783 if game.skill>SKILL_NOVICE:
3784 attack(torps_ok=False)
3786 iquad = game.quad[w.x][w.y]
3788 # object encountered in flight path
3789 stopegy = 50.0*game.dist/game.optime
3790 game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0)
3791 if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
3793 for enemy in game.enemies:
3794 if enemy.kloc == game.sector:
3796 collision(rammed=False, enemy=enemy)
3798 elif iquad == IHBLANK:
3800 prouts(_("***RED ALERT! RED ALERT!"))
3802 proutn("***" + crmshp())
3803 proutn(_(" pulled into black hole at Sector %s") % w)
3805 # Getting pulled into a black hole was certain
3806 # death in Almy's original. Stas Sergeev added a
3807 # possibility that you'll get timewarped instead.
3810 for m in range(NDEVICES):
3811 if game.damage[m]>0:
3813 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3814 if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
3824 prout(_(" encounters Tholian web at %s;") % w)
3826 prout(_(" blocked by object at %s;") % w)
3827 proutn(_("Emergency stop required "))
3828 prout(_("%2d units of energy.") % int(stopegy))
3829 game.energy -= stopegy
3830 final.x = int(round(deltax))
3831 final.y = int(round(deltay))
3833 if game.energy <= 0:
3839 game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0)
3846 "Dock our ship at a starbase."
3848 if game.condition == "docked" and verbose:
3849 prout(_("Already docked."))
3852 prout(_("You must first leave standard orbit."))
3854 if not game.base.is_valid() or abs(game.sector.x-game.base.x) > 1 or abs(game.sector.y-game.base.y) > 1:
3855 prout(crmshp() + _(" not adjacent to base."))
3857 game.condition = "docked"
3861 if game.energy < game.inenrg:
3862 game.energy = game.inenrg
3863 game.shield = game.inshld
3864 game.torps = game.intorps
3865 game.lsupres = game.inlsr
3866 game.state.crew = FULLCREW
3867 if not damaged(DRADIO) and \
3868 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3869 # get attack report from base
3870 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3874 # This program originally required input in terms of a (clock)
3875 # direction and distance. Somewhere in history, it was changed to
3876 # cartesian coordinates. So we need to convert. Probably
3877 # "manual" input should still be done this way -- it's a real
3878 # pain if the computer isn't working! Manual mode is still confusing
3879 # because it involves giving x and y motions, yet the coordinates
3880 # are always displayed y - x, where +y is downward!
3882 def getcourse(isprobe, akey):
3883 "Get a course and distance from the user."
3885 dquad = copy.copy(game.quadrant)
3886 navmode = "unspecified"
3890 if game.landed and not isprobe:
3891 prout(_("Dummy! You can't leave standard orbit until you"))
3892 proutn(_("are back aboard the ship."))
3895 while navmode == "unspecified":
3896 if damaged(DNAVSYS):
3898 prout(_("Computer damaged; manual navigation only"))
3900 prout(_("Computer damaged; manual movement only"))
3905 if isprobe and akey != -1:
3906 # For probe launch, use pre-scanned value first time
3910 key = scanner.next()
3912 proutn(_("Manual or automatic- "))
3915 elif key == IHALPHA:
3916 if scanner.sees("manual"):
3918 key = scanner.next()
3920 elif scanner.sees("automatic"):
3921 navmode = "automatic"
3922 key = scanner.next()
3930 prout(_("(Manual navigation assumed.)"))
3932 prout(_("(Manual movement assumed.)"))
3935 if navmode == "automatic":
3938 proutn(_("Target quadrant or quadrant§or- "))
3940 proutn(_("Destination sector or quadrant§or- "))
3943 key = scanner.next()
3947 xi = int(round(scanner.real))-1
3948 key = scanner.next()
3952 xj = int(round(scanner.real))-1
3953 key = scanner.next()
3955 # both quadrant and sector specified
3956 xk = int(round(scanner.real))-1
3957 key = scanner.next()
3961 xl = int(round(scanner.real))-1
3967 # only one pair of numbers was specified
3969 # only quadrant specified -- go to center of dest quad
3972 dsect.y = dsect.x = 4 # preserves 1-origin behavior
3974 # only sector specified
3978 if not VALID_QUADRANT(dquad.y,dquad.x) or not VALID_SECTOR(dsect.x,dsect.y):
3985 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
3987 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
3988 # the actual deltas get computed here
3990 delta.x = dquad.y-game.quadrant.y + 0.1*(dsect.x-game.sector.y)
3991 delta.y = game.quadrant.x-dquad.x + 0.1*(game.sector.x-dsect.y)
3994 proutn(_("X and Y displacements- "))
3997 key = scanner.next()
4002 delta.x = scanner.real
4003 key = scanner.next()
4007 delta.y = scanner.real
4008 # Check for zero movement
4009 if delta.x == 0 and delta.y == 0:
4012 if itemp == "verbose" and not isprobe:
4014 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
4015 # Course actually laid in.
4016 game.dist = delta.distance()
4017 game.direc = delta.bearing()
4018 if game.direc < 0.0:
4024 "Move under impulse power."
4026 if damaged(DIMPULS):
4029 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4031 if game.energy > 30.0:
4032 if not getcourse(isprobe=False, akey=0):
4034 power = 20.0 + 100.0*game.dist
4037 if power >= game.energy:
4038 # Insufficient power for trip
4040 prout(_("First Officer Spock- \"Captain, the impulse engines"))
4041 prout(_("require 20.0 units to engage, plus 100.0 units per"))
4042 if game.energy > 30:
4043 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
4044 int(0.01 * (game.energy-20.0)-0.05))
4045 prout(_(" quadrants.\""))
4047 prout(_("quadrant. They are, therefore, useless.\""))
4050 # Make sure enough time is left for the trip
4051 game.optime = game.dist/0.095
4052 if game.optime >= game.state.remtime:
4053 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4054 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4055 proutn(_("we dare spend the time?\" "))
4058 # Activate impulse engines and pay the cost
4059 imove(novapush=False)
4063 power = 20.0 + 100.0*game.dist
4064 game.energy -= power
4065 game.optime = game.dist/0.095
4066 if game.energy <= 0:
4071 "ove under warp drive."
4072 blooey = False; twarp = False
4073 if not timewarp: # Not WARPX entry
4075 if game.damage[DWARPEN] > 10.0:
4078 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4080 if damaged(DWARPEN) and game.warpfac > 4.0:
4083 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4084 prout(_(" is repaired, I can only give you warp 4.\""))
4086 # Read in course and distance
4087 if not getcourse(isprobe=False, akey=0):
4089 # Make sure starship has enough energy for the trip
4090 power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4091 if power >= game.energy:
4092 # Insufficient power for trip
4095 prout(_("Engineering to bridge--"))
4096 if not game.shldup or 0.5*power > game.energy:
4097 iwarp = math.pow((game.energy/(game.dist+0.05)), 0.333333333)
4099 prout(_("We can't do it, Captain. We don't have enough energy."))
4101 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4104 prout(_("if you'll lower the shields."))
4108 prout(_("We haven't the energy to go that far with the shields up."))
4111 # Make sure enough time is left for the trip
4112 game.optime = 10.0*game.dist/game.wfacsq
4113 if game.optime >= 0.8*game.state.remtime:
4115 prout(_("First Officer Spock- \"Captain, I compute that such"))
4116 proutn(_(" a trip would require approximately %2.0f") %
4117 (100.0*game.optime/game.state.remtime))
4118 prout(_(" percent of our"))
4119 proutn(_(" remaining time. Are you sure this is wise?\" "))
4125 if game.warpfac > 6.0:
4126 # Decide if engine damage will occur
4127 # ESR: Seems wrong. Probability of damage goes *down* with distance?
4128 prob = game.dist*(6.0-game.warpfac)**2/66.666666666
4129 if prob > randreal():
4131 game.dist = randreal(game.dist)
4132 # Decide if time warp will occur
4133 if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > randreal():
4135 if idebug and game.warpfac==10 and not twarp:
4137 proutn("=== Force time warp? ")
4141 # If time warp or engine damage, check path
4142 # If it is obstructed, don't do warp or damage
4143 angle = ((15.0-game.direc)*0.5235998)
4144 deltax = -math.sin(angle)
4145 deltay = math.cos(angle)
4146 if math.fabs(deltax) > math.fabs(deltay):
4147 bigger = math.fabs(deltax)
4149 bigger = math.fabs(deltay)
4153 n = 10.0 * game.dist * bigger +0.5
4156 for l in range(1, n+1):
4161 if not VALID_SECTOR(ix, iy):
4163 if game.quad[ix][iy] != IHDOT:
4166 # Activate Warp Engines and pay the cost
4167 imove(novapush=False)
4170 game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4171 if game.energy <= 0:
4173 game.optime = 10.0*game.dist/game.wfacsq
4177 game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
4179 prout(_("Engineering to bridge--"))
4180 prout(_(" Scott here. The warp engines are damaged."))
4181 prout(_(" We'll have to reduce speed to warp 4."))
4186 "Change the warp factor."
4192 proutn(_("Warp factor- "))
4197 if game.damage[DWARPEN] > 10.0:
4198 prout(_("Warp engines inoperative."))
4200 if damaged(DWARPEN) and scanner.real > 4.0:
4201 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4202 prout(_(" but right now we can only go warp 4.\""))
4204 if scanner.real > 10.0:
4205 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4207 if scanner.real < 1.0:
4208 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4210 oldfac = game.warpfac
4211 game.warpfac = scanner.real
4212 game.wfacsq=game.warpfac*game.warpfac
4213 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4214 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4217 if game.warpfac < 8.00:
4218 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4220 if game.warpfac == 10.0:
4221 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4223 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4227 "Cope with being tossed out of quadrant by supernova or yanked by beam."
4229 # is captain on planet?
4231 if damaged(DTRANSP):
4234 prout(_("Scotty rushes to the transporter controls."))
4236 prout(_("But with the shields up it's hopeless."))
4238 prouts(_("His desperate attempt to rescue you . . ."))
4243 prout(_("SUCCEEDS!"))
4246 proutn(_("The crystals mined were "))
4254 # Check to see if captain in shuttle craft
4259 # Inform captain of attempt to reach safety
4263 prouts(_("***RED ALERT! RED ALERT!"))
4265 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4266 prouts(_(" a supernova."))
4268 prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
4270 prout(_("safely out of quadrant."))
4271 if not damaged(DRADIO):
4272 game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
4273 # Try to use warp engines
4274 if damaged(DWARPEN):
4276 prout(_("Warp engines damaged."))
4279 game.warpfac = randreal(6.0, 8.0)
4280 game.wfacsq = game.warpfac * game.warpfac
4281 prout(_("Warp factor set to %d") % int(game.warpfac))
4282 power = 0.75*game.energy
4283 game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4284 distreq = randreal(math.sqrt(2))
4285 if distreq < game.dist:
4287 game.optime = 10.0*game.dist/game.wfacsq
4288 game.direc = randreal(12) # How dumb!
4290 game.inorbit = False
4293 # This is bad news, we didn't leave quadrant.
4297 prout(_("Insufficient energy to leave quadrant."))
4300 # Repeat if another snova
4301 if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
4303 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
4304 finish(FWON) # Snova killed remaining enemy.
4307 "Let's do the time warp again."
4308 prout(_("***TIME WARP ENTERED."))
4309 if game.state.snap and withprob(0.5):
4311 prout(_("You are traveling backwards in time %d stardates.") %
4312 int(game.state.date-game.snapsht.date))
4313 game.state = game.snapsht
4314 game.state.snap = False
4315 if len(game.state.kcmdr):
4316 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4317 schedule(FBATTAK, expran(0.3*game.intime))
4318 schedule(FSNOVA, expran(0.5*game.intime))
4319 # next snapshot will be sooner
4320 schedule(FSNAP, expran(0.25*game.state.remtime))
4322 if game.state.nscrem:
4323 schedule(FSCMOVE, 0.2777)
4327 game.battle.invalidate()
4329 # Make sure Galileo is consistant -- Snapshot may have been taken
4330 # when on planet, which would give us two Galileos!
4332 for l in range(game.inplan):
4333 if game.state.planets[l].known == "shuttle_down":
4335 if game.iscraft == "onship" and game.ship==IHE:
4336 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4337 game.iscraft = "offship"
4338 # Likewise, if in the original time the Galileo was abandoned, but
4339 # was on ship earlier, it would have vanished -- let's restore it.
4340 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4341 prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""))
4342 game.iscraft = "onship"
4343 # There used to be code to do the actual reconstrction here,
4344 # but the starchart is now part of the snapshotted galaxy state.
4345 prout(_("Spock has reconstructed a correct star chart from memory"))
4347 # Go forward in time
4348 game.optime = -0.5*game.intime*math.log(randreal())
4349 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4350 # cheat to make sure no tractor beams occur during time warp
4351 postpone(FTBEAM, game.optime)
4352 game.damage[DRADIO] += game.optime
4354 events() # Stas Sergeev added this -- do pending events
4357 "Launch deep-space probe."
4358 # New code to launch a deep space probe
4359 if game.nprobes == 0:
4362 if game.ship == IHE:
4363 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4365 prout(_("Ye Faerie Queene has no deep space probes."))
4370 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4372 if is_scheduled(FDSPROB):
4375 if damaged(DRADIO) and game.condition != "docked":
4376 prout(_("Spock- \"Records show the previous probe has not yet"))
4377 prout(_(" reached its destination.\""))
4379 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4381 key = scanner.next()
4383 # slow mode, so let Kirk know how many probes there are left
4384 if game.nprobes == 1:
4385 prout(_("1 probe left."))
4387 prout(_("%d probes left") % game.nprobes)
4388 proutn(_("Are you sure you want to fire a probe? "))
4391 game.isarmed = False
4392 if key == IHALPHA and scanner.token == "armed":
4394 key = scanner.next()
4396 proutn(_("Arm NOVAMAX warhead? "))
4398 if not getcourse(isprobe=True, akey=key):
4401 angle = ((15.0 - game.direc) * 0.5235988)
4402 game.probeinx = -math.sin(angle)
4403 game.probeiny = math.cos(angle)
4404 if math.fabs(game.probeinx) > math.fabs(game.probeiny):
4405 bigger = math.fabs(game.probeinx)
4407 bigger = math.fabs(game.probeiny)
4408 game.probeiny /= bigger
4409 game.probeinx /= bigger
4410 game.proben = 10.0*game.dist*bigger +0.5
4411 game.probex = game.quadrant.x*QUADSIZE + game.sector.x - 1 # We will use better packing than original
4412 game.probey = game.quadrant.y*QUADSIZE + game.sector.y - 1
4413 game.probec = game.quadrant
4414 schedule(FDSPROB, 0.01) # Time to move one sector
4415 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4419 # Here's how the mayday code works:
4421 # First, the closest starbase is selected. If there is a a starbase
4422 # in your own quadrant, you are in good shape. This distance takes
4423 # quadrant distances into account only.
4425 # A magic number is computed based on the distance which acts as the
4426 # probability that you will be rematerialized. You get three tries.
4428 # When it is determined that you should be able to be rematerialized
4429 # (i.e., when the probability thing mentioned above comes up
4430 # positive), you are put into that quadrant (anywhere). Then, we try
4431 # to see if there is a spot adjacent to the star- base. If not, you
4432 # can't be rematerialized!!! Otherwise, it drops you there. It only
4433 # tries five times to find a spot to drop you. After that, it's your
4437 "Yell for help from nearest starbase."
4438 # There's more than one way to move in this game!
4440 # Test for conditions which prevent calling for help
4441 if game.condition == "docked":
4442 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4445 prout(_("Subspace radio damaged."))
4447 if not game.state.baseq:
4448 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4451 prout(_("You must be aboard the %s.") % crmshp())
4453 # OK -- call for help from nearest starbase
4456 # There's one in this quadrant
4457 ddist = (game.base - game.sector).distance()
4460 for ibq in game.state.baseq:
4461 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4464 # Since starbase not in quadrant, set up new quadrant
4467 # dematerialize starship
4468 game.quad[game.sector.x][game.sector.y]=IHDOT
4469 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4470 % (game.quadrant, crmshp()))
4471 game.sector.invalidate()
4472 for m in range(1, 5+1):
4473 w = game.base.scatter()
4474 if VALID_SECTOR(w.x,w.y) and game.quad[w.x][w.y]==IHDOT:
4475 # found one -- finish up
4478 if not game.sector.is_valid():
4479 prout(_("You have been lost in space..."))
4480 finish(FMATERIALIZE)
4482 # Give starbase three chances to rematerialize starship
4483 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4484 for m in range(1, 3+1):
4485 if m == 1: proutn(_("1st"))
4486 elif m == 2: proutn(_("2nd"))
4487 elif m == 3: proutn(_("3rd"))
4488 proutn(_(" attempt to re-materialize ") + crmshp())
4489 game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
4492 if randreal() > probf:
4495 curses.delay_output(500)
4498 game.quad[ix][iy]=IHQUEST
4501 setwnd(message_window)
4502 finish(FMATERIALIZE)
4504 game.quad[ix][iy]=game.ship
4506 prout(_("succeeds."))
4510 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4512 # Abandon Ship (the BSD-Trek description)
4514 # The ship is abandoned. If your current ship is the Faire
4515 # Queene, or if your shuttlecraft is dead, you're out of
4516 # luck. You need the shuttlecraft in order for the captain
4517 # (that's you!!) to escape.
4519 # Your crew can beam to an inhabited starsystem in the
4520 # quadrant, if there is one and if the transporter is working.
4521 # If there is no inhabited starsystem, or if the transporter
4522 # is out, they are left to die in outer space.
4524 # If there are no starbases left, you are captured by the
4525 # Klingons, who torture you mercilessly. However, if there
4526 # is at least one starbase, you are returned to the
4527 # Federation in a prisoner of war exchange. Of course, this
4528 # can't happen unless you have taken some prisoners.
4533 if game.condition=="docked":
4535 prout(_("You cannot abandon Ye Faerie Queene."))
4538 # Must take shuttle craft to exit
4539 if game.damage[DSHUTTL]==-1:
4540 prout(_("Ye Faerie Queene has no shuttle craft."))
4542 if game.damage[DSHUTTL]<0:
4543 prout(_("Shuttle craft now serving Big Macs."))
4545 if game.damage[DSHUTTL]>0:
4546 prout(_("Shuttle craft damaged."))
4549 prout(_("You must be aboard the ship."))
4551 if game.iscraft != "onship":
4552 prout(_("Shuttle craft not currently available."))
4554 # Emit abandon ship messages
4556 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4558 prouts(_("***ALL HANDS ABANDON SHIP!"))
4560 prout(_("Captain and crew escape in shuttle craft."))
4561 if not game.state.baseq:
4562 # Oops! no place to go...
4565 q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
4567 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4568 prout(_("Remainder of ship's complement beam down"))
4569 prout(_("to nearest habitable planet."))
4570 elif q.planet != None and not damaged(DTRANSP):
4571 prout(_("Remainder of ship's complement beam down to %s.") %
4574 prout(_("Entire crew of %d left to die in outer space.") %
4576 game.casual += game.state.crew
4577 game.abandoned += game.state.crew
4579 # If at least one base left, give 'em the Faerie Queene
4581 game.icrystl = False # crystals are lost
4582 game.nprobes = 0 # No probes
4583 prout(_("You are captured by Klingons and released to"))
4584 prout(_("the Federation in a prisoner-of-war exchange."))
4585 nb = randrange(len(game.state.baseq))
4586 # Set up quadrant and position FQ adjacient to base
4587 if not game.quadrant == game.state.baseq[nb]:
4588 game.quadrant = game.state.baseq[nb]
4589 game.sector.x = game.sector.y = 5
4592 # position next to base by trial and error
4593 game.quad[game.sector.x][game.sector.y] = IHDOT
4594 for l in range(QUADSIZE):
4595 game.sector = game.base.scatter()
4596 if VALID_SECTOR(game.sector.x, game.sector.y) and \
4597 game.quad[game.sector.x][game.sector.y] == IHDOT:
4600 break # found a spot
4601 game.sector.x=QUADSIZE/2
4602 game.sector.y=QUADSIZE/2
4604 # Get new commission
4605 game.quad[game.sector.x][game.sector.y] = game.ship = IHF
4606 game.state.crew = FULLCREW
4607 prout(_("Starfleet puts you in command of another ship,"))
4608 prout(_("the Faerie Queene, which is antiquated but,"))
4609 prout(_("still useable."))
4611 prout(_("The dilithium crystals have been moved."))
4613 game.iscraft = "offship" # Galileo disappears
4615 game.condition="docked"
4616 for l in range(NDEVICES):
4617 game.damage[l] = 0.0
4618 game.damage[DSHUTTL] = -1
4619 game.energy = game.inenrg = 3000.0
4620 game.shield = game.inshld = 1250.0
4621 game.torps = game.intorps = 6
4622 game.lsupres=game.inlsr=3.0
4628 # Code from planets.c begins here.
4631 "Abort a lengthy operation if an event interrupts it."
4634 if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.justin:
4639 "Report on (uninhabited) planets in the galaxy."
4643 prout(_("Spock- \"Planet report follows, Captain.\""))
4645 for i in range(game.inplan):
4646 if game.state.planets[i].pclass == "destroyed":
4648 if (game.state.planets[i].known != "unknown" \
4649 and not game.state.planets[i].inhabited) \
4652 if idebug and game.state.planets[i].known=="unknown":
4653 proutn("(Unknown) ")
4654 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4655 proutn(_(" class "))
4656 proutn(game.state.planets[i].pclass)
4658 if game.state.planets[i].crystals != present:
4660 prout(_("dilithium crystals present."))
4661 if game.state.planets[i].known=="shuttle_down":
4662 prout(_(" Shuttle Craft Galileo on surface."))
4664 prout(_("No information available."))
4667 "Enter standard orbit."
4671 prout(_("Already in standard orbit."))
4673 if damaged(DWARPEN) and damaged(DIMPULS):
4674 prout(_("Both warp and impulse engines damaged."))
4676 if not game.plnet.is_valid():
4677 prout("There is no planet in this sector.")
4679 if abs(game.sector.x-game.plnet.x)>1 or abs(game.sector.y-game.plnet.y)>1:
4680 prout(crmshp() + _(" not adjacent to planet."))
4683 game.optime = randreal(0.02, 0.05)
4684 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4688 game.height = randreal(1400, 8600)
4689 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4694 "Examine planets in this quadrant."
4695 if damaged(DSRSENS):
4696 if game.options & OPTION_TTY:
4697 prout(_("Short range sensors damaged."))
4699 if game.iplnet == None:
4700 if game.options & OPTION_TTY:
4701 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4703 if game.iplnet.known == "unknown":
4704 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4706 prout(_(" Planet at Sector %s is of class %s.") %
4707 (game.plnet, game.iplnet.pclass))
4708 if game.iplnet.known=="shuttle_down":
4709 prout(_(" Sensors show Galileo still on surface."))
4710 proutn(_(" Readings indicate"))
4711 if game.iplnet.crystals != "present":
4713 prout(_(" dilithium crystals present.\""))
4714 if game.iplnet.known == "unknown":
4715 game.iplnet.known = "known"
4716 elif game.iplnet.inhabited:
4717 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4718 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4721 "Use the transporter."
4725 if damaged(DTRANSP):
4726 prout(_("Transporter damaged."))
4727 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4729 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4733 if not game.inorbit:
4734 prout(crmshp() + _(" not in standard orbit."))
4737 prout(_("Impossible to transport through shields."))
4739 if game.iplnet.known=="unknown":
4740 prout(_("Spock- \"Captain, we have no information on this planet"))
4741 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4742 prout(_(" you may not go down.\""))
4744 if not game.landed and game.iplnet.crystals=="absent":
4745 prout(_("Spock- \"Captain, I fail to see the logic in"))
4746 prout(_(" exploring a planet with no dilithium crystals."))
4747 proutn(_(" Are you sure this is wise?\" "))
4751 if not (game.options & OPTION_PLAIN):
4752 nrgneed = 50 * game.skill + game.height / 100.0
4753 if nrgneed > game.energy:
4754 prout(_("Engineering to bridge--"))
4755 prout(_(" Captain, we don't have enough energy for transportation."))
4757 if not game.landed and nrgneed * 2 > game.energy:
4758 prout(_("Engineering to bridge--"))
4759 prout(_(" Captain, we have enough energy only to transport you down to"))
4760 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4761 if game.iplnet.known == "shuttle_down":
4762 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4763 proutn(_(" Are you sure this is wise?\" "))
4768 # Coming from planet
4769 if game.iplnet.known=="shuttle_down":
4770 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4774 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4775 prout(_("Landing party assembled, ready to beam up."))
4777 prout(_("Kirk whips out communicator..."))
4778 prouts(_("BEEP BEEP BEEP"))
4780 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4783 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4785 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4787 prout(_("Kirk- \"Energize.\""))
4790 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4793 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4795 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4798 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4799 game.landed = not game.landed
4800 game.energy -= nrgneed
4802 prout(_("Transport complete."))
4803 if game.landed and game.iplnet.known=="shuttle_down":
4804 prout(_("The shuttle craft Galileo is here!"))
4805 if not game.landed and game.imine:
4812 "Strip-mine a world for dilithium."
4816 prout(_("Mining party not on planet."))
4818 if game.iplnet.crystals == "mined":
4819 prout(_("This planet has already been strip-mined for dilithium."))
4821 elif game.iplnet.crystals == "absent":
4822 prout(_("No dilithium crystals on this planet."))
4825 prout(_("You've already mined enough crystals for this trip."))
4827 if game.icrystl and game.cryprob == 0.05:
4828 prout(_("With all those fresh crystals aboard the ") + crmshp())
4829 prout(_("there's no reason to mine more at this time."))
4831 game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4834 prout(_("Mining operation complete."))
4835 game.iplnet.crystals = "mined"
4836 game.imine = game.ididit = True
4839 "Use dilithium crystals."
4843 if not game.icrystl:
4844 prout(_("No dilithium crystals available."))
4846 if game.energy >= 1000:
4847 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4848 prout(_(" except when Condition Yellow exists."))
4850 prout(_("Spock- \"Captain, I must warn you that loading"))
4851 prout(_(" raw dilithium crystals into the ship's power"))
4852 prout(_(" system may risk a severe explosion."))
4853 proutn(_(" Are you sure this is wise?\" "))
4858 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4859 prout(_(" Mr. Spock and I will try it.\""))
4861 prout(_("Spock- \"Crystals in place, Sir."))
4862 prout(_(" Ready to activate circuit.\""))
4864 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4866 if with(game.cryprob):
4867 prouts(_(" \"Activating now! - - No good! It's***"))
4869 prouts(_("***RED ALERT! RED A*L********************************"))
4872 prouts(_("****************** KA-BOOM!!!! *******************"))
4876 game.energy += randreal(5000.0, 5500.0)
4877 prouts(_(" \"Activating now! - - "))
4878 prout(_("The instruments"))
4879 prout(_(" are going crazy, but I think it's"))
4880 prout(_(" going to work!! Congratulations, Sir!\""))
4885 "Use shuttlecraft for planetary jaunt."
4888 if damaged(DSHUTTL):
4889 if game.damage[DSHUTTL] == -1.0:
4890 if game.inorbit and game.iplnet.known == "shuttle_down":
4891 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4893 prout(_("Ye Faerie Queene had no shuttle craft."))
4894 elif game.damage[DSHUTTL] > 0:
4895 prout(_("The Galileo is damaged."))
4896 else: # game.damage[DSHUTTL] < 0
4897 prout(_("Shuttle craft is now serving Big Macs."))
4899 if not game.inorbit:
4900 prout(crmshp() + _(" not in standard orbit."))
4902 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4903 prout(_("Shuttle craft not currently available."))
4905 if not game.landed and game.iplnet.known=="shuttle_down":
4906 prout(_("You will have to beam down to retrieve the shuttle craft."))
4908 if game.shldup or game.condition == "docked":
4909 prout(_("Shuttle craft cannot pass through shields."))
4911 if game.iplnet.known=="unknown":
4912 prout(_("Spock- \"Captain, we have no information on this planet"))
4913 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4914 prout(_(" you may not fly down.\""))
4916 game.optime = 3.0e-5*game.height
4917 if game.optime >= 0.8*game.state.remtime:
4918 prout(_("First Officer Spock- \"Captain, I compute that such"))
4919 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4920 int(100*game.optime/game.state.remtime))
4921 prout(_("remaining time."))
4922 proutn(_("Are you sure this is wise?\" "))
4928 if game.iscraft == "onship":
4930 if not damaged(DTRANSP):
4931 proutn(_("Spock- \"Would you rather use the transporter?\" "))
4935 proutn(_("Shuttle crew"))
4937 proutn(_("Rescue party"))
4938 prout(_(" boards Galileo and swoops toward planet surface."))
4939 game.iscraft = "offship"
4943 game.iplnet.known="shuttle_down"
4944 prout(_("Trip complete."))
4947 # Ready to go back to ship
4948 prout(_("You and your mining party board the"))
4949 prout(_("shuttle craft for the trip back to the Enterprise."))
4951 prouts(_("The short hop begins . . ."))
4953 game.iplnet.known="known"
4959 game.iscraft = "onship"
4965 prout(_("Trip complete."))
4968 # Kirk on ship and so is Galileo
4969 prout(_("Mining party assembles in the hangar deck,"))
4970 prout(_("ready to board the shuttle craft \"Galileo\"."))
4972 prouts(_("The hangar doors open; the trip begins."))
4975 game.iscraft = "offship"
4978 game.iplnet.known = "shuttle_down"
4981 prout(_("Trip complete."))
4985 "Use the big zapper."
4989 if game.ship != IHE:
4990 prout(_("Ye Faerie Queene has no death ray."))
4992 if len(game.enemies)==0:
4993 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
4996 prout(_("Death Ray is damaged."))
4998 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
4999 prout(_(" is highly unpredictible. Considering the alternatives,"))
5000 proutn(_(" are you sure this is wise?\" "))
5003 prout(_("Spock- \"Acknowledged.\""))
5006 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
5008 prout(_("Crew scrambles in emergency preparation."))
5009 prout(_("Spock and Scotty ready the death ray and"))
5010 prout(_("prepare to channel all ship's power to the device."))
5012 prout(_("Spock- \"Preparations complete, sir.\""))
5013 prout(_("Kirk- \"Engage!\""))
5015 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
5018 if game.options & OPTION_PLAIN:
5022 prouts(_("Sulu- \"Captain! It's working!\""))
5024 while len(game.enemies) > 0:
5025 deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.x][game.enemies[1].kloc.y],game.enemies[1].kloc)
5026 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
5027 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
5029 if (game.options & OPTION_PLAIN) == 0:
5030 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
5032 prout(_(" is still operational.\""))
5034 prout(_(" has been rendered nonfunctional.\""))
5035 game.damage[DDRAY] = 39.95
5037 r = randreal() # Pick failure method
5039 prouts(_("Sulu- \"Captain! It's working!\""))
5041 prouts(_("***RED ALERT! RED ALERT!"))
5043 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
5045 prouts(_("***RED ALERT! RED A*L********************************"))
5048 prouts(_("****************** KA-BOOM!!!! *******************"))
5053 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
5055 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
5057 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
5058 prout(_(" have apparently been transformed into strange mutations."))
5059 prout(_(" Vulcans do not seem to be affected."))
5061 prout(_("Kirk- \"Raauch! Raauch!\""))
5066 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
5068 proutn(_("Spock- \"I believe the word is"))
5069 prouts(_(" *ASTONISHING*"))
5070 prout(_(" Mr. Sulu."))
5071 for i in range(QUADSIZE):
5072 for j in range(QUADSIZE):
5073 if game.quad[i][j] == IHDOT:
5074 game.quad[i][j] = IHQUEST
5075 prout(_(" Captain, our quadrant is now infested with"))
5076 prouts(_(" - - - - - - *THINGS*."))
5078 prout(_(" I have no logical explanation.\""))
5080 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
5082 prout(_("Scotty- \"There are so many tribbles down here"))
5083 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
5087 # Code from reports.c begins here
5089 def attackreport(curt):
5090 "eport status of bases under attack."
5092 if is_scheduled(FCDBAS):
5093 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
5094 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
5095 elif game.isatb == 1:
5096 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
5097 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
5099 prout(_("No Starbase is currently under attack."))
5101 if is_scheduled(FCDBAS):
5102 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5104 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5108 # report on general game status
5110 s1 = "" and game.thawed and _("thawed ")
5111 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5112 s3 = (None, _("novice"). _("fair"),
5113 _("good"), _("expert"), _("emeritus"))[game.skill]
5114 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5115 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5116 prout(_("No plaque is allowed."))
5118 prout(_("This is tournament game %d.") % game.tourn)
5119 prout(_("Your secret password is \"%s\"") % game.passwd)
5120 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)),
5121 (game.inkling + game.incom + game.inscom)))
5122 if game.incom - len(game.state.kcmdr):
5123 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
5124 elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
5125 prout(_(", but no Commanders."))
5128 if game.skill > SKILL_FAIR:
5129 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5130 if len(game.state.baseq) != game.inbase:
5132 if game.inbase-len(game.state.baseq)==1:
5133 proutn(_("has been 1 base"))
5135 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
5136 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
5138 prout(_("There are %d bases.") % game.inbase)
5139 if communicating() or game.iseenit:
5140 # Don't report this if not seen and
5141 # either the radio is dead or not at base!
5145 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5147 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5148 if game.ship == IHE:
5149 proutn(_("You have "))
5151 proutn("%d" % (game.nprobes))
5154 proutn(_(" deep space probe"))
5158 if communicating() and is_scheduled(FDSPROB):
5160 proutn(_("An armed deep space probe is in "))
5162 proutn(_("A deep space probe is in "))
5163 prout("Quadrant %s." % game.probec)
5165 if game.cryprob <= .05:
5166 prout(_("Dilithium crystals aboard ship... not yet used."))
5170 while game.cryprob > ai:
5173 prout(_("Dilithium crystals have been used %d time%s.") % \
5174 (i, (_("s"), "")[i==1]))
5178 "Long-range sensor scan."
5179 if damaged(DLRSENS):
5180 # Now allow base's sensors if docked
5181 if game.condition != "docked":
5183 prout(_("LONG-RANGE SENSORS DAMAGED."))
5186 prout(_("Starbase's long-range scan"))
5188 prout(_("Long-range scan"))
5189 for x in range(game.quadrant.x-1, game.quadrant.x+2):
5192 for y in range(game.quadrant.y-1, game.quadrant.y+2):
5193 if not VALID_QUADRANT(x, y):
5197 if not damaged(DRADIO):
5198 game.state.galaxy[x][y].charted = True
5199 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5200 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5201 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5202 if not silent and game.state.galaxy[x][y].supernova:
5205 proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
5213 for i in range(NDEVICES):
5216 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5217 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5219 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5220 game.damage[i]+0.05,
5221 game.docfac*game.damage[i]+0.005))
5223 prout(_("All devices functional."))
5226 "Update the chart in the Enterprise's computer from galaxy data."
5227 game.lastchart = game.state.date
5228 for i in range(GALSIZE):
5229 for j in range(GALSIZE):
5230 if game.state.galaxy[i][j].charted:
5231 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5232 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5233 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5236 "Display the star chart."
5238 if (game.options & OPTION_AUTOSCAN):
5240 if not damaged(DRADIO):
5242 if game.lastchart < game.state.date and game.condition == "docked":
5243 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5245 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5246 if game.state.date > game.lastchart:
5247 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5248 prout(" 1 2 3 4 5 6 7 8")
5249 for i in range(GALSIZE):
5250 proutn("%d |" % (i+1))
5251 for j in range(GALSIZE):
5252 if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
5256 if game.state.galaxy[i][j].supernova:
5258 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5260 elif game.state.galaxy[i][j].charted:
5261 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5265 if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
5273 def sectscan(goodScan, i, j):
5274 "Light up an individual dot in a sector."
5275 if goodScan or (abs(i-game.sector.x)<= 1 and abs(j-game.sector.y) <= 1):
5276 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):
5277 if game.condition == "red": textcolor("red")
5278 elif game.condition == "green": textcolor("green")
5279 elif game.condition == "yellow": textcolor("yellow")
5280 elif game.condition == "docked": textcolor("cyan")
5281 elif game.condition == "dead": textcolor("brown")
5282 if game.quad[i][j] != game.ship:
5284 proutn("%c " % game.quad[i][j])
5290 "Emit status report lines"
5291 if not req or req == 1:
5292 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5293 % (game.state.date, game.state.remtime))
5294 if not req or req == 2:
5295 if game.condition != "docked":
5298 for t in range(NDEVICES):
5299 if game.damage[t]>0:
5301 prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
5302 if not req or req == 3:
5303 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5304 if not req or req == 4:
5305 if damaged(DLIFSUP):
5306 if game.condition == "docked":
5307 s = _("DAMAGED, Base provides")
5309 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5312 prstat(_("Life Support"), s)
5313 if not req or req == 5:
5314 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5315 if not req or req == 6:
5317 if game.icrystl and (game.options & OPTION_SHOWME):
5318 extra = _(" (have crystals)")
5319 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5320 if not req or req == 7:
5321 prstat(_("Torpedoes"), "%d" % (game.torps))
5322 if not req or req == 8:
5323 if damaged(DSHIELD):
5329 data = _(" %d%% %.1f units") \
5330 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5331 prstat(_("Shields"), s+data)
5332 if not req or req == 9:
5333 prstat(_("Klingons Left"), "%d" \
5334 % (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem))
5335 if not req or req == 10:
5336 if game.options & OPTION_WORLDS:
5337 plnet = game.state.galaxy[game.quadrant.x][game.quadrant.y].planet
5338 if plnet and plnet.inhabited:
5339 prstat(_("Major system"), plnet.name)
5341 prout(_("Sector is uninhabited"))
5342 elif not req or req == 11:
5343 attackreport(not req)
5346 "Request specified status data, a historical relic from slow TTYs."
5347 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5348 while scanner.next() == IHEOL:
5349 proutn(_("Information desired? "))
5351 if scanner.token in requests:
5352 status(requests.index(scanner.token))
5354 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5355 prout((" date, condition, position, lsupport, warpfactor,"))
5356 prout((" energy, torpedoes, shields, klingons, system, time."))
5361 if damaged(DSRSENS):
5362 # Allow base's sensors if docked
5363 if game.condition != "docked":
5364 prout(_(" S.R. SENSORS DAMAGED!"))
5367 prout(_(" [Using Base's sensors]"))
5369 prout(_(" Short-range scan"))
5370 if goodScan and not damaged(DRADIO):
5371 game.state.chart[game.quadrant.x][game.quadrant.y].klingons = game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons
5372 game.state.chart[game.quadrant.x][game.quadrant.y].starbase = game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase
5373 game.state.chart[game.quadrant.x][game.quadrant.y].stars = game.state.galaxy[game.quadrant.x][game.quadrant.y].stars
5374 game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
5375 prout(" 1 2 3 4 5 6 7 8 9 10")
5376 if game.condition != "docked":
5378 for i in range(QUADSIZE):
5379 proutn("%2d " % (i+1))
5380 for j in range(QUADSIZE):
5381 sectscan(goodScan, i, j)
5385 "Use computer to get estimated time of arrival for a warp jump."
5386 w1 = coord(); w2 = coord()
5388 if damaged(DCOMPTR):
5389 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5392 if scanner.next() != IHREAL:
5395 proutn(_("Destination quadrant and/or sector? "))
5396 if scanner.next()!=IHREAL:
5399 w1.y = int(scanner.real-0.5)
5400 if scanner.next() != IHREAL:
5403 w1.x = int(scanner.real-0.5)
5404 if scanner.next() == IHREAL:
5405 w2.y = int(scanner.real-0.5)
5406 if scanner.next() != IHREAL:
5409 w2.x = int(scanner.real-0.5)
5411 if game.quadrant.y>w1.x:
5415 if game.quadrant.x>w1.y:
5419 if not VALID_QUADRANT(w1.x, w1.y) or not VALID_SECTOR(w2.x, w2.y):
5422 game.dist = math.sqrt((w1.y-game.quadrant.y+0.1*(w2.y-game.sector.y))**2+
5423 (w1.x-game.quadrant.x+0.1*(w2.x-game.sector.x))**2)
5426 prout(_("Answer \"no\" if you don't know the value:"))
5429 proutn(_("Time or arrival date? "))
5430 if scanner.next()==IHREAL:
5431 ttime = scanner.real
5432 if ttime > game.state.date:
5433 ttime -= game.state.date # Actually a star date
5434 twarp=(math.floor(math.sqrt((10.0*game.dist)/ttime)*10.0)+1.0)/10.0
5435 if ttime <= 1e-10 or twarp > 10:
5436 prout(_("We'll never make it, sir."))
5443 proutn(_("Warp factor? "))
5444 if scanner.next()== IHREAL:
5446 twarp = scanner.real
5447 if twarp<1.0 or twarp > 10.0:
5451 prout(_("Captain, certainly you can give me one of these."))
5454 ttime = (10.0*game.dist)/twarp**2
5455 tpower = game.dist*twarp*twarp*twarp*(game.shldup+1)
5456 if tpower >= game.energy:
5457 prout(_("Insufficient energy, sir."))
5458 if not game.shldup or tpower > game.energy*2.0:
5461 proutn(_("New warp factor to try? "))
5462 if scanner.next() == IHREAL:
5464 twarp = scanner.real
5465 if twarp<1.0 or twarp > 10.0:
5473 prout(_("But if you lower your shields,"))
5474 proutn(_("remaining"))
5477 proutn(_("Remaining"))
5478 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5480 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5482 prout(_("Any warp speed is adequate."))
5484 prout(_("Minimum warp needed is %.2f,") % (twarp))
5485 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5486 if game.state.remtime < ttime:
5487 prout(_("Unfortunately, the Federation will be destroyed by then."))
5489 prout(_("You'll be taking risks at that speed, Captain"))
5490 if (game.isatb==1 and game.state.kscmdr == w1 and \
5491 scheduled(FSCDBAS)< ttime+game.state.date) or \
5492 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5493 prout(_("The starbase there will be destroyed by then."))
5494 proutn(_("New warp factor to try? "))
5495 if scanner.next() == IHREAL:
5497 twarp = scanner.real
5498 if twarp<1.0 or twarp > 10.0:
5507 # Code from setup.c begins here
5510 "Issue a historically correct banner."
5512 prout(_("-SUPER- STAR TREK"))
5514 # From the FORTRAN original
5515 # prout(_("Latest update-21 Sept 78"))
5521 scanner.token = "emsave.trk"
5523 key = scanner.next()
5525 proutn(_("File name: "))
5526 key = scanner.next()
5531 if '.' not in scanner.token:
5532 scanner.token += ".trk"
5534 fp = open(scanner.token, "wb")
5536 prout(_("Can't freeze game as file %s") % scanner.token)
5538 cPickle.dump(game, fp)
5542 "Retrieve saved game."
5543 game.passwd[0] = '\0'
5544 key = scanner.next()
5546 proutn(_("File name: "))
5547 key = scanner.next()
5552 if '.' not in scanner.token:
5553 scanner.token += ".trk"
5555 fp = open(scanner.token, "rb")
5557 prout(_("Can't thaw game in %s") % scanner.token)
5559 game = cPickle.load(fp)
5563 # I used <http://www.memory-alpha.org> to find planets
5564 # with references in ST:TOS. Eath and the Alpha Centauri
5565 # Colony have been omitted.
5567 # Some planets marked Class G and P here will be displayed as class M
5568 # because of the way planets are generated. This is a known bug.
5571 _("Andoria (Fesoan)"), # several episodes
5572 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5573 _("Vulcan (T'Khasi)"), # many episodes
5574 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5575 _("Argelius II (Nelphia)"),# TOS: "Wolf in the Fold" ("IV" in BSD)
5576 _("Ardana"), # TOS: "The Cloud Minders"
5577 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5578 _("Gideon"), # TOS: "The Mark of Gideon"
5579 _("Aldebaran III"), # TOS: "The Deadly Years"
5580 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5581 _("Altair IV"), # TOS: "Amok Time
5582 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5583 _("Benecia"), # TOS: "The Conscience of the King"
5584 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5585 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5586 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5587 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5588 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5589 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5590 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5591 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5592 _("Ingraham B"), # TOS: "Operation: Annihilate"
5593 _("Janus IV"), # TOS: "The Devil in the Dark"
5594 _("Makus III"), # TOS: "The Galileo Seven"
5595 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5596 _("Omega IV"), # TOS: "The Omega Glory"
5597 _("Regulus V"), # TOS: "Amok Time
5598 _("Deneva"), # TOS: "Operation -- Annihilate!"
5599 # Worlds from BSD Trek
5600 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5601 _("Beta III"), # TOS: "The Return of the Archons"
5602 _("Triacus"), # TOS: "And the Children Shall Lead",
5603 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5605 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5606 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5607 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5608 # _("Izar"), # TOS: "Whom Gods Destroy"
5609 # _("Tiburon"), # TOS: "The Way to Eden"
5610 # _("Merak II"), # TOS: "The Cloud Minders"
5611 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5612 # _("Iotia"), # TOS: "A Piece of the Action"
5616 _("S. R. Sensors"), \
5617 _("L. R. Sensors"), \
5619 _("Photon Tubes"), \
5620 _("Life Support"), \
5621 _("Warp Engines"), \
5622 _("Impulse Engines"), \
5624 _("Subspace Radio"), \
5625 _("Shuttle Craft"), \
5627 _("Navigation System"), \
5629 _("Shield Control"), \
5635 "Prepare to play, set up cosmos."
5637 # Decide how many of everything
5639 return # frozen game
5640 # Prepare the Enterprise
5641 game.alldone = game.gamewon = False
5643 game.state.crew = FULLCREW
5644 game.energy = game.inenrg = 5000.0
5645 game.shield = game.inshld = 2500.0
5646 game.shldchg = False
5650 game.quadrant = randplace(GALSIZE)
5651 game.sector = randplace(QUADSIZE)
5652 game.torps = game.intorps = 10
5653 game.nprobes = randrange(2, 5)
5655 game.wfacsq = game.warpfac * game.warpfac
5656 for i in range(NDEVICES):
5657 game.damage[i] = 0.0
5658 # Set up assorted game parameters
5659 game.battle = coord()
5660 game.state.date = game.indate = 100.0 * randreal(20, 51)
5661 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5662 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5663 game.isatb = game.state.nplankl = 0
5664 game.state.starkl = game.state.basekl = 0
5665 game.iscraft = "onship"
5669 # Starchart is functional but we've never seen it
5670 game.lastchart = FOREVER
5671 # Put stars in the galaxy
5673 for i in range(GALSIZE):
5674 for j in range(GALSIZE):
5675 k = randrange(1, QUADSIZE**2/10+1)
5677 game.state.galaxy[i][j].stars = k
5678 # Locate star bases in galaxy
5679 for i in range(game.inbase):
5682 w = randplace(GALSIZE)
5683 if not game.state.galaxy[w.x][w.y].starbase:
5686 # C version: for (j = i-1; j > 0; j--)
5687 # so it did them in the opposite order.
5688 for j in range(1, i):
5689 # Improved placement algorithm to spread out bases
5690 distq = (w - game.state.baseq[j]).distance()
5691 if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
5694 prout("=== Abandoning base #%d at %s" % (i, w))
5696 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5698 prout("=== Saving base #%d, close to #%d" % (i, j))
5701 game.state.baseq.append(w)
5702 game.state.galaxy[w.x][w.y].starbase = game.state.chart[w.x][w.y].starbase = True
5703 # Position ordinary Klingon Battle Cruisers
5705 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5706 if klumper > MAXKLQUAD:
5710 klump = (1.0 - r*r)*klumper
5715 w = randplace(GALSIZE)
5716 if not game.state.galaxy[w.x][w.y].supernova and \
5717 game.state.galaxy[w.x][w.y].klingons + klump <= MAXKLQUAD:
5719 game.state.galaxy[w.x][w.y].klingons += int(klump)
5722 # Position Klingon Commander Ships
5723 for i in range(game.incom):
5725 w = randplace(GALSIZE)
5726 if not welcoming(w) or w in game.state.kcmdr:
5728 if (game.state.galaxy[w.x][w.y].klingons or withprob(0.25)):
5730 game.state.galaxy[w.x][w.y].klingons += 1
5731 game.state.kcmdr.append(w)
5732 # Locate planets in galaxy
5733 for i in range(game.inplan):
5735 w = randplace(GALSIZE)
5736 if game.state.galaxy[w.x][w.y].planet == None:
5740 new.crystals = "absent"
5741 if (game.options & OPTION_WORLDS) and i < NINHAB:
5742 new.pclass = "M" # All inhabited planets are class M
5743 new.crystals = "absent"
5745 new.name = systnames[i]
5746 new.inhabited = True
5748 new.pclass = ("M", "N", "O")[randrange(0, 3)]
5750 new.crystals = "present"
5751 new.known = "unknown"
5752 new.inhabited = False
5753 game.state.galaxy[w.x][w.y].planet = new
5754 game.state.planets.append(new)
5756 for i in range(game.state.nromrem):
5757 w = randplace(GALSIZE)
5758 game.state.galaxy[w.x][w.y].romulans += 1
5759 # Place the Super-Commander if needed
5760 if game.state.nscrem > 0:
5762 w = randplace(GALSIZE)
5765 game.state.kscmdr = w
5766 game.state.galaxy[w.x][w.y].klingons += 1
5767 # Initialize times for extraneous events
5768 schedule(FSNOVA, expran(0.5 * game.intime))
5769 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5770 schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
5771 schedule(FBATTAK, expran(0.3*game.intime))
5773 if game.state.nscrem:
5774 schedule(FSCMOVE, 0.2777)
5779 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5780 schedule(FDISTR, expran(1.0 + game.intime))
5785 # Place thing (in tournament game, we don't want one!)
5787 if game.tourn is None:
5788 thing = randplace(GALSIZE)
5790 game.state.snap = False
5791 if game.skill == SKILL_NOVICE:
5792 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5793 prout(_("a deadly Klingon invasion force. As captain of the United"))
5794 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5795 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5796 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5797 prout(_("your mission. As you proceed you may be given more time."))
5799 prout(_("You will have %d supporting starbases.") % (game.inbase))
5800 proutn(_("Starbase locations- "))
5802 prout(_("Stardate %d.") % int(game.state.date))
5804 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5805 prout(_("An unknown number of Romulans."))
5806 if game.state.nscrem:
5807 prout(_("And one (GULP) Super-Commander."))
5808 prout(_("%d stardates.") % int(game.intime))
5809 proutn(_("%d starbases in ") % game.inbase)
5810 for i in range(game.inbase):
5811 proutn(`game.state.baseq[i]`)
5814 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5815 proutn(_(" Sector %s") % game.sector)
5817 prout(_("Good Luck!"))
5818 if game.state.nscrem:
5819 prout(_(" YOU'LL NEED IT."))
5822 if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
5824 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5825 attack(torps_ok=False)
5828 "Choose your game type."
5833 game.skill = SKILL_NONE
5835 if not scanner.inqueue: # Can start with command line options
5836 proutn(_("Would you like a regular, tournament, or saved game? "))
5838 if len(scanner.token)==0: # Try again
5840 if scanner.sees("tournament"):
5841 while scanner.next() == IHEOL:
5842 proutn(_("Type in tournament number-"))
5843 if scanner.real == 0:
5845 continue # We don't want a blank entry
5846 game.tourn = int(round(scanner.real))
5847 random.seed(scanner.real)
5849 logfp.write("# random.seed(%d)\n" % scanner.real)
5851 if scanner.sees("saved") or scanner.sees("frozen"):
5855 if game.passwd == None:
5857 if not game.alldone:
5858 game.thawed = True # No plaque if not finished
5862 if scanner.sees("regular"):
5864 proutn(_("What is \"%s\"?") % scanner.token)
5866 while game.length==0 or game.skill==SKILL_NONE:
5867 if scanner.next() == IHALPHA:
5868 if scanner.sees("short"):
5870 elif scanner.sees("medium"):
5872 elif scanner.sees("long"):
5874 elif scanner.sees("novice"):
5875 game.skill = SKILL_NOVICE
5876 elif scanner.sees("fair"):
5877 game.skill = SKILL_FAIR
5878 elif scanner.sees("good"):
5879 game.skill = SKILL_GOOD
5880 elif scanner.sees("expert"):
5881 game.skill = SKILL_EXPERT
5882 elif scanner.sees("emeritus"):
5883 game.skill = SKILL_EMERITUS
5885 proutn(_("What is \""))
5886 proutn(scanner.token)
5891 proutn(_("Would you like a Short, Medium, or Long game? "))
5892 elif game.skill == SKILL_NONE:
5893 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
5894 # Choose game options -- added by ESR for SST2K
5895 if scanner.next() != IHALPHA:
5897 proutn(_("Choose your game style (or just press enter): "))
5899 if scanner.sees("plain"):
5900 # Approximates the UT FORTRAN version.
5901 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5902 game.options |= OPTION_PLAIN
5903 elif scanner.sees("almy"):
5904 # Approximates Tom Almy's version.
5905 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5906 game.options |= OPTION_ALMY
5907 elif scanner.sees("fancy"):
5909 elif len(scanner.token):
5910 proutn(_("What is \"%s\"?") % scanner.token)
5912 if game.passwd == "debug":
5914 prout("=== Debug mode enabled.")
5915 # Use parameters to generate initial values of things
5916 game.damfac = 0.5 * game.skill
5917 game.inbase = randrange(BASEMIN, BASEMAX+1)
5919 if game.options & OPTION_PLANETS:
5920 game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
5921 if game.options & OPTION_WORLDS:
5922 game.inplan += int(NINHAB)
5923 game.state.nromrem = game.inrom = randrange(2 *game.skill)
5924 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
5925 game.state.remtime = 7.0 * game.length
5926 game.intime = game.state.remtime
5927 game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
5928 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
5929 game.state.remres = (game.inkling+4*game.incom)*game.intime
5930 game.inresor = game.state.remres
5931 if game.inkling > 50:
5932 game.state.inbase += 1
5935 def dropin(iquad=None):
5936 "Drop a feature on a random dot in the current quadrant."
5939 w = randplace(QUADSIZE)
5940 if game.quad[w.x][w.y] == IHDOT:
5942 if iquad is not None:
5943 game.quad[w.x][w.y] = iquad
5947 "Update our alert status."
5948 game.condition = "green"
5949 if game.energy < 1000.0:
5950 game.condition = "yellow"
5951 if game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons or game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans:
5952 game.condition = "red"
5954 game.condition="dead"
5957 "Drop new Klingon into current quadrant."
5958 return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill)
5961 "Set up a new state of quadrant, for when we enter or re-enter it."
5968 game.inorbit = False
5970 game.ientesc = False
5971 game.iseenit = False
5972 # Create a blank quadrant
5973 game.quad = fill2d(QUADSIZE, lambda i, j: IHDOT)
5975 # Attempt to escape Super-commander, so tbeam back!
5978 q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
5979 # cope with supernova
5982 game.klhere = q.klingons
5983 game.irhere = q.romulans
5985 game.quad[game.sector.x][game.sector.y] = game.ship
5988 # Position ordinary Klingons
5989 for i in range(game.klhere):
5991 # If we need a commander, promote a Klingon
5992 for cmdr in game.state.kcmdr:
5993 if cmdr == game.quadrant:
5994 e = game.enemies[game.klhere-1]
5995 game.quad[e.kloc.x][e.kloc.y] = IHC
5996 e.kpower = randreal(950,1350) + 50.0*game.skill
5998 # If we need a super-commander, promote a Klingon
5999 if game.quadrant == game.state.kscmdr:
6001 game.quad[e.kloc.x][e.kloc.y] = IHS
6002 e.kpower = randreal(1175.0, 1575.0) + 125.0*game.skill
6003 game.iscate = (game.state.remkl > 1)
6004 # Put in Romulans if needed
6005 for i in range(q.romulans):
6006 enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
6007 # If quadrant needs a starbase, put it in
6009 game.base = dropin(IHB)
6010 # If quadrant needs a planet, put it in
6012 game.iplnet = q.planet
6013 if not q.planet.inhabited:
6014 game.plnet = dropin(IHP)
6016 game.plnet = dropin(IHW)
6017 # Check for condition
6020 if game.irhere > 0 and game.klhere == 0:
6022 if not damaged(DRADIO):
6024 prout(_("LT. Uhura- \"Captain, an urgent message."))
6025 prout(_(" I'll put it on audio.\" CLICK"))
6027 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
6028 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
6030 # Put in THING if needed
6031 if thing == game.quadrant:
6032 enemy(type=IHQUEST, loc=dropin(),
6033 power=randreal(6000,6500.0)+250.0*game.skill)
6034 if not damaged(DSRSENS):
6036 prout(_("Mr. Spock- \"Captain, this is most unusual."))
6037 prout(_(" Please examine your short-range scan.\""))
6038 # Decide if quadrant needs a Tholian; lighten up if skill is low
6039 if game.options & OPTION_THOLIAN:
6040 if (game.skill < SKILL_GOOD and withprob(0.02)) or \
6041 (game.skill == SKILL_GOOD and withprob(0.05)) or \
6042 (game.skill > SKILL_GOOD and withprob(0.08)):
6045 w.x = withprob(0.5) * (QUADSIZE-1)
6046 w.y = withprob(0.5) * (QUADSIZE-1)
6047 if game.quad[w.x][w.y] == IHDOT:
6049 game.tholian = enemy(type=IHT, loc=w,
6050 power=randrange(100, 500) + 25.0*game.skill)
6051 # Reserve unoccupied corners
6052 if game.quad[0][0]==IHDOT:
6053 game.quad[0][0] = 'X'
6054 if game.quad[0][QUADSIZE-1]==IHDOT:
6055 game.quad[0][QUADSIZE-1] = 'X'
6056 if game.quad[QUADSIZE-1][0]==IHDOT:
6057 game.quad[QUADSIZE-1][0] = 'X'
6058 if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT:
6059 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
6060 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
6061 # And finally the stars
6062 for i in range(q.stars):
6064 # Put in a few black holes
6065 for i in range(1, 3+1):
6068 # Take out X's in corners if Tholian present
6070 if game.quad[0][0]=='X':
6071 game.quad[0][0] = IHDOT
6072 if game.quad[0][QUADSIZE-1]=='X':
6073 game.quad[0][QUADSIZE-1] = IHDOT
6074 if game.quad[QUADSIZE-1][0]=='X':
6075 game.quad[QUADSIZE-1][0] = IHDOT
6076 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
6077 game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT
6080 "Set the self-destruct password."
6081 if game.options & OPTION_PLAIN:
6084 proutn(_("Please type in a secret password- "))
6086 game.passwd = scanner.token
6087 if game.passwd != None:
6092 game.passwd += chr(ord('a')+randrange(26))
6094 # Code from sst.c begins here
6097 "SRSCAN": OPTION_TTY,
6098 "STATUS": OPTION_TTY,
6099 "REQUEST": OPTION_TTY,
6100 "LRSCAN": OPTION_TTY,
6113 "SENSORS": OPTION_PLANETS,
6114 "ORBIT": OPTION_PLANETS,
6115 "TRANSPORT": OPTION_PLANETS,
6116 "MINE": OPTION_PLANETS,
6117 "CRYSTALS": OPTION_PLANETS,
6118 "SHUTTLE": OPTION_PLANETS,
6119 "PLANETS": OPTION_PLANETS,
6124 "PROBE": OPTION_PROBE,
6126 "FREEZE": 0, # Synonym for SAVE
6132 "SOS": 0, # Synonym for MAYDAY
6133 "CALL": 0, # Synonym for MAYDAY
6138 def ACCEPT(cmd): return (not commands[cmd] or (commands[cmd] & game.options))
6141 "Generate a list of legal commands."
6143 proutn(_("LEGAL COMMANDS ARE:"))
6144 for key in commands:
6148 proutn("%-12s " % key)
6153 "Browse on-line help."
6154 key = scanner.next()
6157 setwnd(prompt_window)
6158 proutn(_("Help on what command? "))
6159 key = scanner.next()
6160 setwnd(message_window)
6163 if scanner.token in commands or scanner.token == "ABBREV":
6170 cmd = scanner.token.upper()
6172 fp = open(SSTDOC, "r")
6175 fp = open(DOC_NAME, "r")
6177 prout(_("Spock- \"Captain, that information is missing from the"))
6178 proutn(_(" computer. You need to find "))
6180 prout(_(" and put it in the"))
6181 proutn(_(" current directory or to "))
6185 # This used to continue: "You need to find SST.DOC and put
6186 # it in the current directory."
6190 linebuf = fp.readline()
6192 prout(_("Spock- \"Captain, there is no information on that command.\""))
6195 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6196 linebuf = linebuf[3:].strip()
6200 prout(_("Spock- \"Captain, I've found the following information:\""))
6202 while linebuf in fp:
6203 if "******" in linebuf:
6209 "Command-interpretation loop."
6212 setwnd(message_window)
6213 while True: # command loop
6215 while True: # get a command
6220 setwnd(prompt_window)
6223 if scanner.next() == IHEOL:
6224 if game.options & OPTION_CURSES:
6227 elif scanner.token == "":
6231 setwnd(message_window)
6233 candidates = filter(lambda x: x.startswith(scanner.token.upper()),
6235 if len(candidates) == 1:
6238 elif candidates and not (game.options & OPTION_PLAIN):
6239 prout("Commands with prefix '%s': %s" % (scanner.token, " ".join(candidates)))
6243 if cmd == "SRSCAN": # srscan
6245 elif cmd == "STATUS": # status
6247 elif cmd == "REQUEST": # status request
6249 elif cmd == "LRSCAN": # long range scan
6250 lrscan(silent=False)
6251 elif cmd == "PHASERS": # phasers
6255 elif cmd == "TORPEDO": # photon torpedos
6259 elif cmd == "MOVE": # move under warp
6261 elif cmd == "SHIELDS": # shields
6262 doshield(shraise=False)
6265 game.shldchg = False
6266 elif cmd == "DOCK": # dock at starbase
6269 attack(torps_ok=False)
6270 elif cmd == "DAMAGES": # damage reports
6272 elif cmd == "CHART": # chart
6274 elif cmd == "IMPULSE": # impulse
6276 elif cmd == "REST": # rest
6280 elif cmd == "WARP": # warp
6282 elif cmd == "SCORE": # score
6284 elif cmd == "SENSORS": # sensors
6286 elif cmd == "ORBIT": # orbit
6290 elif cmd == "TRANSPORT": # transport "beam"
6292 elif cmd == "MINE": # mine
6296 elif cmd == "CRYSTALS": # crystals
6300 elif cmd == "SHUTTLE": # shuttle
6304 elif cmd == "PLANETS": # Planet list
6306 elif cmd == "REPORT": # Game Report
6308 elif cmd == "COMPUTER": # use COMPUTER!
6310 elif cmd == "COMMANDS":
6312 elif cmd == "EMEXIT": # Emergency exit
6313 clrscr() # Hide screen
6314 freeze(True) # forced save
6315 raise SysExit,1 # And quick exit
6316 elif cmd == "PROBE":
6317 probe() # Launch probe
6320 elif cmd == "ABANDON": # Abandon Ship
6322 elif cmd == "DESTRUCT": # Self Destruct
6324 elif cmd == "SAVE": # Save Game
6327 if game.skill > SKILL_GOOD:
6328 prout(_("WARNING--Saved games produce no plaques!"))
6329 elif cmd == "DEATHRAY": # Try a desparation measure
6333 elif cmd == "DEBUGCMD": # What do we want for debug???
6335 elif cmd == "MAYDAY": # Call for help
6340 game.alldone = True # quit the game
6345 break # Game has ended
6346 if game.optime != 0.0:
6349 break # Events did us in
6350 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
6353 if hitme and not game.justin:
6354 attack(torps_ok=True)
6357 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
6368 "Emit the name of an enemy or feature."
6369 if type == IHR: s = _("Romulan")
6370 elif type == IHK: s = _("Klingon")
6371 elif type == IHC: s = _("Commander")
6372 elif type == IHS: s = _("Super-commander")
6373 elif type == IHSTAR: s = _("Star")
6374 elif type == IHP: s = _("Planet")
6375 elif type == IHB: s = _("Starbase")
6376 elif type == IHBLANK: s = _("Black hole")
6377 elif type == IHT: s = _("Tholian")
6378 elif type == IHWEB: s = _("Tholian web")
6379 elif type == IHQUEST: s = _("Stranger")
6380 elif type == IHW: s = _("Inhabited World")
6381 else: s = "Unknown??"
6384 def crmena(stars, enemy, loctype, w):
6385 "Emit the name of an enemy and his location."
6389 buf += cramen(enemy) + _(" at ")
6390 if loctype == "quadrant":
6391 buf += _("Quadrant ")
6392 elif loctype == "sector":
6397 "Emit our ship name."
6398 if game.ship == IHE:
6400 elif game.ship == IHF:
6401 s = _("Faerie Queene")
6407 "Emit a line of stars"
6408 prouts("******************************************************")
6412 return -avrage*math.log(1e-7 + randreal())
6414 def randplace(size):
6415 "Choose a random location."
6417 w.x = randrange(size)
6418 w.y = randrange(size)
6428 # Get a token from the user
6431 # Fill the token quue if nothing here
6432 while not self.inqueue:
6434 if curwnd==prompt_window:
6436 setwnd(message_window)
6440 # Skip leading white space
6441 line = line.lstrip()
6445 self.inqueue = line.lstrip().split() + [IHEOL]
6446 # From here on in it's all looking at the queue
6447 self.token = self.inqueue.pop(0)
6448 if self.token == IHEOL:
6452 self.real = float(self.token)
6458 self.token = self.token.lower()
6462 def push(self, tok):
6463 self.inqueue.append(tok)
6467 # Demand input for next scan
6469 self.real = self.token = None
6471 # return IHEOL next time
6472 self.inqueue = [IHEOL]
6473 self.real = self.token = None
6475 # compares s to item and returns true if it matches to the length of s
6476 return s.startswith(self.token)
6478 # Round token value to nearest integer
6479 return int(round(scanner.real))
6483 if scanner.type != IHREAL:
6486 s.x = scanner.int()-1
6488 if scanner.type != IHREAL:
6491 s.y = scanner.int()-1
6495 "Yes-or-no confirmation."
6500 if scanner.token == 'y':
6502 if scanner.token == 'n':
6504 proutn(_("Please answer with \"y\" or \"n\": "))
6507 "Complain about unparseable input."
6510 prout(_("Beg your pardon, Captain?"))
6513 "Access to the internals for debugging."
6514 proutn("Reset levels? ")
6516 if game.energy < game.inenrg:
6517 game.energy = game.inenrg
6518 game.shield = game.inshld
6519 game.torps = game.intorps
6520 game.lsupres = game.inlsr
6521 proutn("Reset damage? ")
6523 for i in range(NDEVICES):
6524 if game.damage[i] > 0.0:
6525 game.damage[i] = 0.0
6526 proutn("Toggle debug flag? ")
6530 prout("Debug output ON")
6532 prout("Debug output OFF")
6533 proutn("Cause selective damage? ")
6535 for i in range(NDEVICES):
6540 key = scanner.next()
6541 if key == IHALPHA and scanner.sees("y"):
6542 game.damage[i] = 10.0
6543 proutn("Examine/change events? ")
6548 FSNOVA: "Supernova ",
6551 FBATTAK: "Base Attack ",
6552 FCDBAS: "Base Destroy ",
6553 FSCMOVE: "SC Move ",
6554 FSCDBAS: "SC Base Destroy ",
6555 FDSPROB: "Probe Move ",
6556 FDISTR: "Distress Call ",
6557 FENSLV: "Enslavement ",
6558 FREPRO: "Klingon Build ",
6560 for i in range(1, NEVENTS):
6563 proutn("%.2f" % (scheduled(i)-game.state.date))
6564 if i == FENSLV or i == FREPRO:
6566 proutn(" in %s" % ev.quadrant)
6571 key = scanner.next()
6576 ev = schedule(i, scanner.real)
6577 if i == FENSLV or i == FREPRO:
6579 proutn("In quadrant- ")
6580 key = scanner.next()
6581 # IHEOL says to leave coordinates as they are
6584 prout("Event %d canceled, no x coordinate." % (i))
6587 w.x = int(round(scanner.real))
6588 key = scanner.next()
6590 prout("Event %d canceled, no y coordinate." % (i))
6593 w.y = int(round(scanner.real))
6596 proutn("Induce supernova here? ")
6598 game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova = True
6601 if __name__ == '__main__':
6603 global line, thing, game, idebug
6609 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6610 # Disable curses mode until the game logic is working.
6611 # if os.getenv("TERM"):
6612 # game.options |= OPTION_CURSES | OPTION_SHOWME
6614 game.options |= OPTION_TTY
6615 seed = int(time.time())
6616 (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:tx")
6617 for (switch, val) in options:
6620 replayfp = open(val, "r")
6622 sys.stderr.write("sst: can't open replay file %s\n" % val)
6625 line = replayfp.readline().strip()
6626 (leader, key, seed) = line.split()
6628 sys.stderr.write("sst2k: seed set to %s\n" % seed)
6629 line = replayfp.readline().strip()
6630 arguments += line.split()[2:]
6632 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6634 game.options |= OPTION_TTY
6635 game.options &=~ OPTION_CURSES
6636 elif switch == '-s':
6638 elif switch == '-t':
6639 game.options |= OPTION_TTY
6640 game.options &=~ OPTION_CURSES
6641 elif switch == '-x':
6644 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6646 # where to save the input in case of bugs
6648 logfp = open("/usr/tmp/sst-input.log", "w")
6650 sys.stderr.write("sst: warning, can't open logfile\n")
6652 logfp.write("# seed %s\n" % seed)
6653 logfp.write("# options %s\n" % " ".join(arguments))
6655 scanner = sstscanner()
6656 map(scanner.push, arguments)
6659 while True: # Play a game
6660 setwnd(fullscreen_window)
6666 game.alldone = False
6672 if game.tourn and game.alldone:
6673 proutn(_("Do you want your score recorded?"))
6678 proutn(_("Do you want to play again? "))
6682 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6686 except KeyboardInterrupt: