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."
1200 # Quoth Eric Allman in the code of BSD-Trek:
1201 # "Under certain conditions you can get a critical hit. This
1202 # sort of hit damages devices. The probability that a given
1203 # device is damaged depends on the device. Well protected
1204 # devices (such as the computer, which is in the core of the
1205 # ship and has considerable redundancy) almost never get
1206 # damaged, whereas devices which are exposed (such as the
1207 # warp engines) or which are particularly delicate (such as
1208 # the transporter) have a much higher probability of being
1211 # This is one place where OPTION_PLAIN does not restore the
1212 # original behavior, which was equiprobable damage across
1213 # all devices. If we wanted that, we'd return randrange(NDEVICES)
1214 # and have done with it. Also, in the original game, DNAVYS
1215 # and DCOMPTR were the same device.
1217 # Instead, we use a table of weights similar to the one from BSD Trek.
1218 # BSD doesn't have the shuttle, shield controller, death ray, or probes.
1219 # We don't have a cloaking device. The shuttle got the allocation
1220 # for the cloaking device, then we shaved a half-percent off
1221 # everything to have some weight to give DSHCTRL/DDRAY/DDSP.
1223 105, # DSRSENS: short range scanners 10.5%
1224 105, # DLRSENS: long range scanners 10.5%
1225 120, # DPHASER: phasers 12.0%
1226 120, # DPHOTON: photon torpedoes 12.0%
1227 25, # DLIFSUP: life support 2.5%
1228 65, # DWARPEN: warp drive 6.5%
1229 70, # DIMPULS: impulse engines 6.5%
1230 145, # DSHIELD: deflector shields 14.5%
1231 30, # DRADIO: subspace radio 3.0%
1232 45, # DSHUTTL: shuttle 4.5%
1233 15, # DCOMPTR: computer 1.5%
1234 20, # NAVCOMP: navigation system 2.0%
1235 75, # DTRANSP: transporter 7.5%
1236 20, # DSHCTRL: high-speed shield controller 2.0%
1237 10, # DDRAY: death ray 1.0%
1238 30, # DDSP: deep-space probes 3.0%
1240 idx = randrange(1000) # weights must sum to 1000
1242 for (i, w) in enumerate(weights):
1246 return None; # we should never get here
1248 def collision(rammed, enemy):
1249 "Collision handling fot rammong events."
1250 prouts(_("***RED ALERT! RED ALERT!"))
1252 prout(_("***COLLISION IMMINENT."))
1256 hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(enemy.type, 1.0)
1258 proutn(_(" rammed by "))
1261 proutn(crmena(False, enemy.type, "sector", enemy.kloc))
1263 proutn(_(" (original position)"))
1265 deadkl(enemy.kloc, enemy.type, game.sector)
1266 proutn("***" + crmship() + " heavily damaged.")
1267 icas = randrange(10, 30)
1268 prout(_("***Sickbay reports %d casualties"), icas)
1270 game.state.crew -= icas
1271 # In the pre-SST2K version, all devices got equiprobably damaged,
1272 # which was silly. Instead, pick up to half the devices at
1273 # random according to our weighting table,
1274 ncrits = randrange(NDEVICES/2)
1275 for m in range(ncrits):
1277 if game.damage[dev] < 0:
1279 extradm = (10.0*hardness*randreal()+1.0)*game.damfac
1280 # Damage for at least time of travel!
1281 game.damage[dev] += game.optime + extradm
1283 prout(_("***Shields are down."))
1284 if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
1291 def torpedo(course, dispersion, origin, number, nburst):
1292 "Let a photon torpedo fly"
1295 ac = course + 0.25*dispersion
1296 angle = (15.0-ac)*0.5235988
1297 bullseye = (15.0 - course)*0.5235988
1298 deltax = -math.sin(angle);
1299 deltay = math.cos(angle);
1300 x = origin.x; y = origin.y
1301 w = coord(0, 0); jw = coord(0, 0)
1302 bigger = max(math.fabs(deltax), math.fabs(deltay))
1305 if not damaged(DSRSENS) or game.condition=="docked":
1306 setwnd(srscan_window)
1308 setwnd(message_window)
1309 # Loop to move a single torpedo
1310 for step in range(1, 15+1):
1315 if not VALID_SECTOR(w.x, w.y):
1317 iquad=game.quad[w.x][w.y]
1318 tracktorpedo(origin, w, step, number, nburst, iquad)
1322 setwnd(message_window)
1323 if damaged(DSRSENS) and not game.condition=="docked":
1324 skip(1); # start new line after text track
1325 if iquad in (IHE, IHF): # Hit our ship
1327 prout(_("Torpedo hits %s.") % crmshp())
1328 hit = 700.0 + randreal(100) - \
1329 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1330 newcnd(); # we're blown out of dock
1331 # We may be displaced.
1332 if game.landed or game.condition=="docked":
1333 return hit # Cheat if on a planet
1334 ang = angle + 2.5*(randreal()-0.5)
1335 temp = math.fabs(math.sin(ang))
1336 if math.fabs(math.cos(ang)) > temp:
1337 temp = math.fabs(math.cos(ang))
1338 xx = -math.sin(ang)/temp
1339 yy = math.cos(ang)/temp
1340 jw.x = int(w.x+xx+0.5)
1341 jw.y = int(w.y+yy+0.5)
1342 if not VALID_SECTOR(jw.x, jw.y):
1344 if game.quad[jw.x][jw.y]==IHBLANK:
1347 if game.quad[jw.x][jw.y]!=IHDOT:
1348 # can't move into object
1353 elif iquad in (IHC, IHS): # Hit a commander
1355 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1356 prout(_(" torpedo neutralized."))
1358 elif iquad in (IHR, IHK): # Hit a regular enemy
1360 for enemy in game.enemies:
1361 if w == game.enemies[ll].kloc:
1363 kp = math.fabs(e.kpower)
1364 h1 = 700.0 + randrange(100) - \
1365 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1369 if enemy.kpower < 0:
1373 if enemy.kpower == 0:
1376 proutn(crmena(True, iquad, "sector", w))
1377 # If enemy damaged but not destroyed, try to displace
1378 ang = angle + 2.5*(randreal()-0.5)
1379 temp = math.fabs(math.sin(ang))
1380 if math.fabs(math.cos(ang)) > temp:
1381 temp = math.fabs(math.cos(ang))
1382 xx = -math.sin(ang)/temp
1383 yy = math.cos(ang)/temp
1384 jw.x = int(w.x+xx+0.5)
1385 jw.y = int(w.y+yy+0.5)
1386 if not VALID_SECTOR(jw.x, jw.y):
1387 prout(_(" damaged but not destroyed."))
1389 if game.quad[jw.x][jw.y]==IHBLANK:
1390 prout(_(" buffeted into black hole."))
1391 deadkl(w, iquad, jw)
1393 if game.quad[jw.x][jw.y]!=IHDOT:
1394 # can't move into object
1395 prout(_(" damaged but not destroyed."))
1397 proutn(_(" damaged--"))
1401 elif iquad == IHB: # Hit a base
1403 prout(_("***STARBASE DESTROYED.."))
1404 game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
1405 game.quad[w.x][w.y]=IHDOT
1406 game.base.invalidate()
1407 game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase -= 1
1408 game.state.chart[game.quadrant.x][game.quadrant.y].starbase -= 1
1409 game.state.basekl += 1
1412 elif iquad == IHP: # Hit a planet
1413 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1414 game.state.nplankl += 1
1415 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
1416 game.iplnet.pclass = "destroyed"
1418 game.plnet.invalidate()
1419 game.quad[w.x][w.y] = IHDOT
1421 # captain perishes on planet
1424 elif iquad == IHW: # Hit an inhabited world -- very bad!
1425 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1426 game.state.nworldkl += 1
1427 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
1428 game.iplnet.pclass = "destroyed"
1430 game.plnet.invalidate()
1431 game.quad[w.x][w.y] = IHDOT
1433 # captain perishes on planet
1435 prout(_("You have just destroyed an inhabited planet."))
1436 prout(_("Celebratory rallies are being held on the Klingon homeworld."))
1438 elif iquad == IHSTAR: # Hit a star
1442 prout(crmena(True, IHSTAR, "sector", w) + _(" unaffected by photon blast."))
1444 elif iquad == IHQUEST: # Hit a thingy
1445 if not (game.options & OPTION_THINGY) or withprob(0.3):
1447 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1449 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1451 proutn(_("Mr. Spock-"))
1452 prouts(_(" \"Fascinating!\""))
1457 # Stas Sergeev added the possibility that
1458 # you can shove the Thingy and piss it off.
1459 # It then becomes an enemy and may fire at you.
1464 elif iquad == IHBLANK: # Black hole
1466 prout(crmena(True, IHBLANK, "sector", w) + _(" swallows torpedo."))
1468 elif iquad == IHWEB: # hit the web
1470 prout(_("***Torpedo absorbed by Tholian web."))
1472 elif iquad == IHT: # Hit a Tholian
1473 h1 = 700.0 + randrange(100) - \
1474 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1477 game.quad[w.x][w.y] = IHDOT
1482 proutn(crmena(True, IHT, "sector", w))
1484 prout(_(" survives photon blast."))
1486 prout(_(" disappears."))
1487 game.tholian.move(None)
1488 game.quad[w.x][w.y] = IHWEB
1493 proutn("Don't know how to handle torpedo collision with ")
1494 proutn(crmena(True, iquad, "sector", w))
1498 if curwnd!=message_window:
1499 setwnd(message_window)
1501 game.quad[w.x][w.y]=IHDOT
1502 game.quad[jw.x][jw.y]=iquad
1503 prout(_(" displaced by blast to Sector %s ") % jw)
1504 for ll in range(len(game.enemies)):
1505 game.enemies[ll].kdist = game.enemies[ll].kavgd = (game.sector-game.enemies[ll].kloc).distance()
1506 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1509 prout(_("Torpedo missed."))
1513 "Critical-hit resolution."
1514 if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1516 ncrit = int(1.0 + hit/(500.0+randreal(100)))
1517 proutn(_("***CRITICAL HIT--"))
1518 # Select devices and cause damage
1520 for loop1 in range(ncrit):
1523 # Cheat to prevent shuttle damage unless on ship
1524 if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1527 extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1528 game.damage[j] += extradm
1530 for (i, j) in enumerate(cdam):
1532 if skipcount % 3 == 2 and i < len(cdam)-1:
1537 prout(_(" damaged."))
1538 if damaged(DSHIELD) and game.shldup:
1539 prout(_("***Shields knocked down."))
1542 def attack(torps_ok):
1543 # bad guy attacks us
1544 # torps_ok == False forces use of phasers in an attack
1545 attempt = False; ihurt = False;
1546 hitmax=0.0; hittot=0.0; chgfac=1.0
1548 # game could be over at this point, check
1552 prout("=== ATTACK!")
1553 # Tholian gets to move before attacking
1556 # if you have just entered the RNZ, you'll get a warning
1557 if game.neutz: # The one chance not to be attacked
1560 # commanders get a chance to tac-move towards you
1561 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:
1563 # if no enemies remain after movement, we're done
1564 if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
1566 # set up partial hits if attack happens during shield status change
1567 pfac = 1.0/game.inshld
1569 chgfac = 0.25 + randreal(0.5)
1571 # message verbosity control
1572 if game.skill <= SKILL_FAIR:
1574 for enemy in game.enemies:
1575 if enemy.kpower < 0:
1576 continue; # too weak to attack
1577 # compute hit strength and diminish shield power
1579 # Increase chance of photon torpedos if docked or enemy energy is low
1580 if game.condition == "docked":
1582 if enemy.kpower < 500:
1584 if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry):
1586 # different enemies have different probabilities of throwing a torp
1587 usephasers = not torps_ok or \
1588 (enemy.type == IHK and r > 0.0005) or \
1589 (enemy.type==IHC and r > 0.015) or \
1590 (enemy.type==IHR and r > 0.3) or \
1591 (enemy.type==IHS and r > 0.07) or \
1592 (enemy.type==IHQUEST and r > 0.05)
1593 if usephasers: # Enemy uses phasers
1594 if game.condition == "docked":
1595 continue; # Don't waste the effort!
1596 attempt = True; # Attempt to attack
1597 dustfac = randreal(0.8, 0.85)
1598 hit = enemy.kpower*math.pow(dustfac,enemy.kavgd)
1599 enemy.kpower *= 0.75
1600 else: # Enemy uses photon torpedo
1601 #course2 = (enemy.kloc-game.sector).bearing()
1602 course = 1.90985*math.atan2(game.sector.y-enemy.kloc.y, enemy.kloc.x-game.sector.x)
1604 proutn(_("***TORPEDO INCOMING"))
1605 if not damaged(DSRSENS):
1606 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.kloc))
1609 dispersion = (randreal()+randreal())*0.5 - 0.5
1610 dispersion += 0.002*enemy.kpower*dispersion
1611 hit = torpedo(course, dispersion, origin=enemy.kloc, number=1, nburst=1)
1612 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1613 finish(FWON); # Klingons did themselves in!
1614 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.alldone:
1615 return # Supernova or finished
1618 # incoming phaser or torpedo, shields may dissipate it
1619 if game.shldup or game.shldchg or game.condition=="docked":
1620 # shields will take hits
1621 propor = pfac * game.shield
1622 if game.condition =="docked":
1626 hitsh = propor*chgfac*hit+1.0
1628 if absorb > game.shield:
1629 absorb = game.shield
1630 game.shield -= absorb
1632 # taking a hit blasts us out of a starbase dock
1633 if game.condition == "docked":
1635 # but the shields may take care of it
1636 if propor > 0.1 and hit < 0.005*game.energy:
1638 # hit from this opponent got through shields, so take damage
1640 proutn(_("%d unit hit") % int(hit))
1641 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1642 proutn(_(" on the ") + crmshp())
1643 if not damaged(DSRSENS) and usephasers:
1644 prout(_(" from ") + crmena(False, enemy.type, where, enemy.kloc))
1646 # Decide if hit is critical
1652 if game.energy <= 0:
1653 # Returning home upon your shield, not with it...
1656 if not attempt and game.condition == "docked":
1657 prout(_("***Enemies decide against attacking your ship."))
1658 percent = 100.0*pfac*game.shield+0.5
1660 # Shields fully protect ship
1661 proutn(_("Enemy attack reduces shield strength to "))
1663 # Emit message if starship suffered hit(s)
1665 proutn(_("Energy left %2d shields ") % int(game.energy))
1668 elif not damaged(DSHIELD):
1671 proutn(_("damaged, "))
1672 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1673 # Check if anyone was hurt
1674 if hitmax >= 200 or hittot >= 500:
1675 icas = randrange(int(hittot * 0.015))
1678 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1679 prout(_(" in that last attack.\""))
1681 game.state.crew -= icas
1682 # After attack, reset average distance to enemies
1683 for enemy in game.enemies:
1684 enemy.kavgd = enemy.kdist
1685 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1688 def deadkl(w, type, mv):
1689 "Kill a Klingon, Tholian, Romulan, or Thingy."
1690 # Added mv to allow enemy to "move" before dying
1691 proutn(crmena(True, type, "sector", mv))
1692 # Decide what kind of enemy it is and update appropriately
1694 # chalk up a Romulan
1695 game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans -= 1
1697 game.state.nromrem -= 1
1701 elif type == IHQUEST:
1706 # Some type of a Klingon
1707 game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
1710 game.state.kcmdr.remove(game.quadrant)
1712 if game.state.kcmdr:
1713 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1714 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1717 game.state.remkl -= 1
1719 game.state.nscrem -= 1
1720 game.state.kscmdr.invalidate()
1725 # For each kind of enemy, finish message to player
1726 prout(_(" destroyed."))
1727 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1730 # Remove enemy ship from arrays describing local conditions
1731 for e in game.enemies:
1738 "Return None if target is invalid, otherwise return a course angle."
1739 if not VALID_SECTOR(w.x, w.y):
1742 delta = 0.1*(w - game.sector)
1743 if delta.x==0 and delta.y== 0:
1745 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1746 prout(_(" I recommend an immediate review of"))
1747 prout(_(" the Captain's psychological profile.\""))
1750 return delta.bearing()
1753 "Launch photon torpedo."
1754 course = [0.0] * MAXBURST
1756 if damaged(DPHOTON):
1757 prout(_("Photon tubes damaged."))
1761 prout(_("No torpedoes left."))
1764 # First, get torpedo count
1767 if scanner.token == IHALPHA:
1770 elif scanner.token == IHEOL or not scanner.waiting():
1771 prout(_("%d torpedoes left.") % game.torps)
1773 proutn(_("Number of torpedoes to fire- "))
1774 continue # Go back around to get a number
1775 else: # key == IHREAL
1777 if n <= 0: # abort command
1782 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1785 scanner.chew() # User requested more torps than available
1786 continue # Go back around
1787 break # All is good, go to next stage
1791 key = scanner.next()
1792 if i==0 and key == IHEOL:
1793 break; # no coordinate waiting, we will try prompting
1794 if i==1 and key == IHEOL:
1795 # direct all torpedoes at one target
1797 target.append(targets[0])
1798 course.append(course[0])
1802 target.append(scanner.getcoord())
1803 if target[-1] == None:
1805 course.append(targetcheck(target[1]))
1806 if course[i] == None:
1810 # prompt for each one
1812 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1814 target.append(scanner.getcoord())
1815 if target[-1] == None:
1817 course.append(targetcheck(target[-1]))
1818 if course[-1] == None:
1821 # Loop for moving <n> torpedoes
1823 if game.condition != "docked":
1825 dispersion = (randreal()+randreal())*0.5 -0.5
1826 if math.fabs(dispersion) >= 0.47:
1828 dispersion *= randreal(1.2, 2.2)
1830 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1832 prouts(_("***TORPEDO MISFIRES."))
1835 prout(_(" Remainder of burst aborted."))
1837 prout(_("***Photon tubes damaged by misfire."))
1838 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1840 if game.shldup or game.condition == "docked":
1841 dispersion *= 1.0 + 0.0001*game.shield
1842 torpedo(course[i], dispersion, origin=game.sector, number=i, nburst=n)
1843 if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
1845 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1849 "Check for phasers overheating."
1851 checkburn = (rpow-1500.0)*0.00038
1852 if withprob(checkburn):
1853 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1854 game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1856 def checkshctrl(rpow):
1857 "Check shield control."
1860 prout(_("Shields lowered."))
1862 # Something bad has happened
1863 prouts(_("***RED ALERT! RED ALERT!"))
1865 hit = rpow*game.shield/game.inshld
1866 game.energy -= rpow+hit*0.8
1867 game.shield -= hit*0.2
1868 if game.energy <= 0.0:
1869 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1874 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1876 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1877 icas = randrange(int(hit*0.012))
1882 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1883 prout(_(" %d casualties so far.\"") % icas)
1885 game.state.crew -= icas
1887 prout(_("Phaser energy dispersed by shields."))
1888 prout(_("Enemy unaffected."))
1893 "Register a phaser hit on Klingons and Romulans."
1894 nenhr2 = len(game.enemies); kk=0
1897 for (k, wham) in enumerate(hits):
1900 dustfac = randreal(0.9, 1.0)
1901 hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
1902 kpini = game.enemies[kk].kpower
1903 kp = math.fabs(kpini)
1904 if PHASEFAC*hit < kp:
1906 if game.enemies[kk].kpower < 0:
1907 game.enemies[kk].kpower -= -kp
1909 game.enemies[kk].kpower -= kp
1910 kpow = game.enemies[kk].kpower
1911 w = game.enemies[kk].kloc
1913 if not damaged(DSRSENS):
1915 proutn(_("%d unit hit on ") % int(hit))
1917 proutn(_("Very small hit on "))
1918 ienm = game.quad[w.x][w.y]
1921 proutn(crmena(False, ienm, "sector", w))
1925 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1929 kk -= 1 # don't do the increment
1931 else: # decide whether or not to emasculate klingon
1932 if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1933 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1934 prout(_(" has just lost its firepower.\""))
1935 game.enemies[kk].kpower = -kpow
1940 "Fire phasers at bad guys."
1942 kz = 0; k = 1; irec=0 # Cheating inhibitor
1943 ifast = False; no = False; itarg = True; msgflag = True; rpow=0
1947 # SR sensors and Computer are needed for automode
1948 if damaged(DSRSENS) or damaged(DCOMPTR):
1950 if game.condition == "docked":
1951 prout(_("Phasers can't be fired through base shields."))
1954 if damaged(DPHASER):
1955 prout(_("Phaser control damaged."))
1959 if damaged(DSHCTRL):
1960 prout(_("High speed shield control damaged."))
1963 if game.energy <= 200.0:
1964 prout(_("Insufficient energy to activate high-speed shield control."))
1967 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1969 # Original code so convoluted, I re-did it all
1970 # (That was Tom Almy talking about the C code, I think -- ESR)
1971 while automode=="NOTSET":
1974 if scanner.sees("manual"):
1975 if len(game.enemies)==0:
1976 prout(_("There is no enemy present to select."))
1979 automode="AUTOMATIC"
1982 key = scanner.next()
1983 elif scanner.sees("automatic"):
1984 if (not itarg) and len(game.enemies) != 0:
1985 automode = "FORCEMAN"
1987 if len(game.enemies)==0:
1988 prout(_("Energy will be expended into space."))
1989 automode = "AUTOMATIC"
1990 key = scanner.next()
1991 elif scanner.sees("no"):
1997 if len(game.enemies)==0:
1998 prout(_("Energy will be expended into space."))
1999 automode = "AUTOMATIC"
2001 automode = "FORCEMAN"
2003 automode = "AUTOMATIC"
2006 if len(game.enemies)==0:
2007 prout(_("Energy will be expended into space."))
2008 automode = "AUTOMATIC"
2010 automode = "FORCEMAN"
2012 proutn(_("Manual or automatic? "))
2017 if automode == "AUTOMATIC":
2018 if key == IHALPHA and scanner.sees("no"):
2020 key = scanner.next()
2021 if key != IHREAL and len(game.enemies) != 0:
2022 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
2027 for i in range(len(game.enemies)):
2028 irec += math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
2030 proutn(_("%d units required. ") % irec)
2032 proutn(_("Units to fire= "))
2033 key = scanner.next()
2038 proutn(_("Energy available= %.2f") % avail)
2041 if not rpow > avail:
2048 if key == IHALPHA and scanner.sees("no"):
2051 game.energy -= 200; # Go and do it!
2052 if checkshctrl(rpow):
2057 if len(game.enemies):
2060 for i in range(len(game.enemies)):
2064 hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
2065 over = randreal(1.01, 1.06) * hits[i]
2067 powrem -= hits[i] + over
2068 if powrem <= 0 and temp < hits[i]:
2077 if extra > 0 and not game.alldone:
2079 proutn(_("*** Tholian web absorbs "))
2080 if len(game.enemies)>0:
2081 proutn(_("excess "))
2082 prout(_("phaser energy."))
2084 prout(_("%d expended on empty space.") % int(extra))
2085 elif automode == "FORCEMAN":
2088 if damaged(DCOMPTR):
2089 prout(_("Battle computer damaged, manual fire only."))
2092 prouts(_("---WORKING---"))
2094 prout(_("Short-range-sensors-damaged"))
2095 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2096 prout(_("Manual-fire-must-be-used"))
2098 elif automode == "MANUAL":
2100 for k in range(len(game.enemies)):
2101 aim = game.enemies[k].kloc
2102 ienm = game.quad[aim.x][aim.y]
2104 proutn(_("Energy available= %.2f") % (avail-0.006))
2108 if damaged(DSRSENS) and \
2109 not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS):
2110 prout(cramen(ienm) + _(" can't be located without short range scan."))
2113 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
2118 if itarg and k > kz:
2119 irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
2122 if not damaged(DCOMPTR):
2127 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
2129 key = scanner.next()
2130 if key == IHALPHA and scanner.sees("no"):
2132 key = scanner.next()
2138 if k==1: # Let me say I'm baffled by this
2141 if scanner.real < 0:
2145 hits[k] = scanner.real
2146 rpow += scanner.real
2147 # If total requested is too much, inform and start over
2149 prout(_("Available energy exceeded -- try again."))
2152 key = scanner.next(); # scan for next value
2155 # zero energy -- abort
2158 if key == IHALPHA and scanner.sees("no"):
2163 game.energy -= 200.0
2164 if checkshctrl(rpow):
2168 # Say shield raised or malfunction, if necessary
2175 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2176 prouts(_(" CLICK CLICK POP . . ."))
2177 prout(_(" No response, sir!"))
2180 prout(_("Shields raised."))
2185 # Code from events,c begins here.
2187 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2188 # event of each type active at any given time. Mostly these means we can
2189 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2190 # BSD Trek, from which we swiped the idea, can have up to 5.
2192 def unschedule(evtype):
2193 "Remove an event from the schedule."
2194 game.future[evtype].date = FOREVER
2195 return game.future[evtype]
2197 def is_scheduled(evtype):
2198 "Is an event of specified type scheduled."
2199 return game.future[evtype].date != FOREVER
2201 def scheduled(evtype):
2202 "When will this event happen?"
2203 return game.future[evtype].date
2205 def schedule(evtype, offset):
2206 "Schedule an event of specified type."
2207 game.future[evtype].date = game.state.date + offset
2208 return game.future[evtype]
2210 def postpone(evtype, offset):
2211 "Postpone a scheduled event."
2212 game.future[evtype].date += offset
2215 "Rest period is interrupted by event."
2218 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2220 game.resting = False
2226 "Run through the event queue looking for things to do."
2228 fintim = game.state.date + game.optime; yank=0
2229 ictbeam = False; istract = False
2230 w = coord(); hold = coord()
2231 ev = event(); ev2 = event()
2233 def tractorbeam(yank):
2234 "Tractor-beaming cases merge here."
2236 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2238 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2239 # If Kirk & Co. screwing around on planet, handle
2240 atover(True) # atover(true) is Grab
2243 if game.icraft: # Caught in Galileo?
2246 # Check to see if shuttle is aboard
2247 if game.iscraft == "offship":
2250 prout(_("Galileo, left on the planet surface, is captured"))
2251 prout(_("by aliens and made into a flying McDonald's."))
2252 game.damage[DSHUTTL] = -10
2253 game.iscraft = "removed"
2255 prout(_("Galileo, left on the planet surface, is well hidden."))
2257 game.quadrant = game.state.kscmdr
2259 game.quadrant = game.state.kcmdr[i]
2260 game.sector = randplace(QUADSIZE)
2261 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2262 % (game.quadrant, game.sector))
2264 prout(_("(Remainder of rest/repair period cancelled.)"))
2265 game.resting = False
2267 if not damaged(DSHIELD) and game.shield > 0:
2268 doshield(shraise=True) # raise shields
2269 game.shldchg = False
2271 prout(_("(Shields not currently useable.)"))
2273 # Adjust finish time to time of tractor beaming
2274 fintim = game.state.date+game.optime
2275 attack(torps_ok=False)
2276 if not game.state.kcmdr:
2279 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2282 "Code merges here for any commander destroying a starbase."
2283 # Not perfect, but will have to do
2284 # Handle case where base is in same quadrant as starship
2285 if game.battle == game.quadrant:
2286 game.state.chart[game.battle.x][game.battle.y].starbase = False
2287 game.quad[game.base.x][game.base.y] = IHDOT
2288 game.base.invalidate()
2291 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2292 elif game.state.baseq and communicating():
2293 # Get word via subspace radio
2296 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2297 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2299 prout(_("the Klingon Super-Commander"))
2301 prout(_("a Klingon Commander"))
2302 game.state.chart[game.battle.x][game.battle.y].starbase = False
2303 # Remove Starbase from galaxy
2304 game.state.galaxy[game.battle.x][game.battle.y].starbase = False
2305 game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq)
2307 # reinstate a commander's base attack
2311 game.battle.invalidate()
2313 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2314 for i in range(1, NEVENTS):
2315 if i == FSNOVA: proutn("=== Supernova ")
2316 elif i == FTBEAM: proutn("=== T Beam ")
2317 elif i == FSNAP: proutn("=== Snapshot ")
2318 elif i == FBATTAK: proutn("=== Base Attack ")
2319 elif i == FCDBAS: proutn("=== Base Destroy ")
2320 elif i == FSCMOVE: proutn("=== SC Move ")
2321 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2322 elif i == FDSPROB: proutn("=== Probe Move ")
2323 elif i == FDISTR: proutn("=== Distress Call ")
2324 elif i == FENSLV: proutn("=== Enslavement ")
2325 elif i == FREPRO: proutn("=== Klingon Build ")
2327 prout("%.2f" % (scheduled(i)))
2330 radio_was_broken = damaged(DRADIO)
2333 # Select earliest extraneous event, evcode==0 if no events
2338 for l in range(1, NEVENTS):
2339 if game.future[l].date < datemin:
2342 prout("== Event %d fires" % evcode)
2343 datemin = game.future[l].date
2344 xtime = datemin-game.state.date
2345 game.state.date = datemin
2346 # Decrement Federation resources and recompute remaining time
2347 game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
2349 if game.state.remtime <=0:
2352 # Any crew left alive?
2353 if game.state.crew <=0:
2356 # Is life support adequate?
2357 if damaged(DLIFSUP) and game.condition != "docked":
2358 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2361 game.lsupres -= xtime
2362 if game.damage[DLIFSUP] <= xtime:
2363 game.lsupres = game.inlsr
2366 if game.condition == "docked":
2367 repair /= game.docfac
2368 # Don't fix Deathray here
2369 for l in range(NDEVICES):
2370 if game.damage[l] > 0.0 and l != DDRAY:
2371 if game.damage[l]-repair > 0.0:
2372 game.damage[l] -= repair
2374 game.damage[l] = 0.0
2375 # If radio repaired, update star chart and attack reports
2376 if radio_was_broken and not damaged(DRADIO):
2377 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2378 prout(_(" surveillance reports are coming in."))
2380 if not game.iseenit:
2384 prout(_(" The star chart is now up to date.\""))
2386 # Cause extraneous event EVCODE to occur
2387 game.optime -= xtime
2388 if evcode == FSNOVA: # Supernova
2391 schedule(FSNOVA, expran(0.5*game.intime))
2392 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2394 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2395 if game.state.nscrem == 0 or \
2396 ictbeam or istract or \
2397 game.condition=="docked" or game.isatb==1 or game.iscate:
2399 if game.ientesc or \
2400 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2401 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2402 (damaged(DSHIELD) and \
2403 (game.energy < 2500 or damaged(DPHASER)) and \
2404 (game.torps < 5 or damaged(DPHOTON))):
2406 istract = ictbeam = True
2407 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2410 elif evcode == FTBEAM: # Tractor beam
2411 if not game.state.kcmdr:
2414 i = randrange(len(game.state.kcmdr))
2415 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2416 if istract or game.condition == "docked" or yank == 0:
2417 # Drats! Have to reschedule
2419 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2423 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2424 game.snapsht = copy.deepcopy(game.state)
2425 game.state.snap = True
2426 schedule(FSNAP, expran(0.5 * game.intime))
2427 elif evcode == FBATTAK: # Commander attacks starbase
2428 if not game.state.kcmdr or not game.state.baseq:
2434 for ibq in game.state.baseq:
2435 for cmdr in game.state.kcmdr:
2436 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2439 # no match found -- try later
2440 schedule(FBATTAK, expran(0.3*game.intime))
2443 # commander + starbase combination found -- launch attack
2444 game.battle = game.state.baseq[j]
2445 schedule(FCDBAS, randreal(1.0, 4.0))
2446 if game.isatb: # extra time if SC already attacking
2447 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2448 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2449 game.iseenit = False
2450 if not communicating():
2451 continue # No warning :-(
2455 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2456 prout(_(" reports that it is under attack and that it can"))
2457 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2460 elif evcode == FSCDBAS: # Supercommander destroys base
2463 if not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].starbase:
2464 continue # WAS RETURN!
2466 game.battle = game.state.kscmdr
2468 elif evcode == FCDBAS: # Commander succeeds in destroying base
2471 if not game.state.baseq() \
2472 or not game.state.galaxy[game.battle.x][game.battle.y].starbase:
2473 game.battle.invalidate()
2475 # find the lucky pair
2476 for cmdr in game.state.kcmdr:
2477 if cmdr == game.battle:
2480 # No action to take after all
2483 elif evcode == FSCMOVE: # Supercommander moves
2484 schedule(FSCMOVE, 0.2777)
2485 if not game.ientesc and not istract and game.isatb != 1 and \
2486 (not game.iscate or not game.justin):
2488 elif evcode == FDSPROB: # Move deep space probe
2489 schedule(FDSPROB, 0.01)
2490 game.probex += game.probeinx
2491 game.probey += game.probeiny
2492 i = (int)(game.probex/QUADSIZE +0.05)
2493 j = (int)(game.probey/QUADSIZE + 0.05)
2494 if game.probec.x != i or game.probec.y != j:
2497 if not VALID_QUADRANT(i, j) or \
2498 game.state.galaxy[game.probec.x][game.probec.y].supernova:
2499 # Left galaxy or ran into supernova
2503 proutn(_("Lt. Uhura- \"The deep space probe "))
2504 if not VALID_QUADRANT(j, i):
2505 proutn(_("has left the galaxy"))
2507 proutn(_("is no longer transmitting"))
2511 if not communicating():
2514 proutn(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probec)
2515 pdest = game.state.galaxy[game.probec.x][game.probec.y]
2516 # Update star chart if Radio is working or have access to radio
2518 chp = game.state.chart[game.probec.x][game.probec.y]
2519 chp.klingons = pdest.klingons
2520 chp.starbase = pdest.starbase
2521 chp.stars = pdest.stars
2522 pdest.charted = True
2523 game.proben -= 1 # One less to travel
2524 if game.proben == 0 and game.isarmed and pdest.stars:
2525 # lets blow the sucker!
2526 supernova(True, game.probec)
2528 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2530 elif evcode == FDISTR: # inhabited system issues distress call
2532 # try a whole bunch of times to find something suitable
2533 for i in range(100):
2534 # need a quadrant which is not the current one,
2535 # which has some stars which are inhabited and
2536 # not already under attack, which is not
2537 # supernova'ed, and which has some Klingons in it
2538 w = randplace(GALSIZE)
2539 q = game.state.galaxy[w.x][w.y]
2540 if not (game.quadrant == w or q.planet == None or \
2541 not q.planet.inhabited or \
2542 q.supernova or q.status!="secure" or q.klingons<=0):
2545 # can't seem to find one; ignore this call
2547 prout("=== Couldn't find location for distress event.")
2549 # got one!! Schedule its enslavement
2550 ev = schedule(FENSLV, expran(game.intime))
2552 q.status = distressed
2554 # tell the captain about it if we can
2556 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2558 prout(_("by a Klingon invasion fleet."))
2561 elif evcode == FENSLV: # starsystem is enslaved
2562 ev = unschedule(FENSLV)
2563 # see if current distress call still active
2564 q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
2568 q.status = "enslaved"
2570 # play stork and schedule the first baby
2571 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2572 ev2.quadrant = ev.quadrant
2574 # report the disaster if we can
2576 prout(_("Uhura- We've lost contact with starsystem %s") % \
2578 prout(_("in Quadrant %s.\n") % ev.quadrant)
2579 elif evcode == FREPRO: # Klingon reproduces
2580 # If we ever switch to a real event queue, we'll need to
2581 # explicitly retrieve and restore the x and y.
2582 ev = schedule(FREPRO, expran(1.0 * game.intime))
2583 # see if current distress call still active
2584 q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
2588 if game.state.remkl >=MAXKLGAME:
2589 continue # full right now
2590 # reproduce one Klingon
2592 if game.klhere >= MAXKLQUAD:
2594 # this quadrant not ok, pick an adjacent one
2595 for i in range(w.x - 1, w.x + 2):
2596 for j in range(w.y - 1, w.y + 2):
2597 if not VALID_QUADRANT(i, j):
2599 q = game.state.galaxy[w.x][w.y]
2600 # check for this quad ok (not full & no snova)
2601 if q.klingons >= MAXKLQUAD or q.supernova:
2605 continue # search for eligible quadrant failed
2610 game.state.remkl += 1
2612 if game.quadrant == w:
2614 game.enemies.append(newkling())
2615 # recompute time left
2617 # report the disaster if we can
2619 if game.quadrant == w:
2620 prout(_("Spock- sensors indicate the Klingons have"))
2621 prout(_("launched a warship from %s.") % q.planet)
2623 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2624 if q.planet != None:
2625 proutn(_("near %s") % q.planet)
2626 prout(_("in Quadrant %s.") % w)
2632 key = scanner.next()
2635 proutn(_("How long? "))
2640 origTime = delay = scanner.real
2643 if delay >= game.state.remtime or len(game.enemies) != 0:
2644 proutn(_("Are you sure? "))
2647 # Alternate resting periods (events) with attacks
2651 game.resting = False
2652 if not game.resting:
2653 prout(_("%d stardates left.") % int(game.state.remtime))
2655 temp = game.optime = delay
2656 if len(game.enemies):
2657 rtime = randreal(1.0, 2.0)
2661 if game.optime < delay:
2662 attack(torps_ok=False)
2670 # Repair Deathray if long rest at starbase
2671 if origTime-delay >= 9.99 and game.condition == "docked":
2672 game.damage[DDRAY] = 0.0
2673 # leave if quadrant supernovas
2674 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2676 game.resting = False
2679 # A nova occurs. It is the result of having a star hit with a
2680 # photon torpedo, or possibly of a probe warhead going off.
2681 # Stars that go nova cause stars which surround them to undergo
2682 # the same probabilistic process. Klingons next to them are
2683 # destroyed. And if the starship is next to it, it gets zapped.
2684 # If the zap is too much, it gets destroyed.
2688 course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2689 newc = coord(); neighbor = coord(); bump = coord(0, 0)
2691 # Wow! We've supernova'ed
2692 supernova(False, nov)
2694 # handle initial nova
2695 game.quad[nov.x][nov.y] = IHDOT
2696 prout(crmena(False, IHSTAR, "sector", nov) + _(" novas."))
2697 game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
2698 game.state.starkl += 1
2699 # Set up queue to recursively trigger adjacent stars
2705 for offset.x in range(-1, 1+1):
2706 for offset.y in range(-1, 1+1):
2707 if offset.y==0 and offset.x==0:
2709 neighbor = start + offset
2710 if not VALID_SECTOR(neighbor.y, neighbor.x):
2712 iquad = game.quad[neighbor.x][neighbor.y]
2713 # Empty space ends reaction
2714 if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
2716 elif iquad == IHSTAR: # Affect another star
2718 # This star supernovas
2722 hits.append(neighbor)
2723 game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
2724 game.state.starkl += 1
2725 proutn(crmena(True, IHSTAR, "sector", neighbor))
2727 game.quad[neighbor.x][neighbor.y] = IHDOT
2729 elif iquad in (IHP, IHW): # Destroy planet
2730 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
2732 game.state.nplankl += 1
2734 game.state.worldkl += 1
2735 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2736 game.iplnet.pclass = "destroyed"
2738 game.plnet.invalidate()
2742 game.quad[neighbor.x][neighbor.y] = IHDOT
2743 elif iquad == IHB: # Destroy base
2744 game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False
2745 game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
2746 game.base.invalidate()
2747 game.state.basekl += 1
2749 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2750 game.quad[neighbor.x][neighbor.y] = IHDOT
2751 elif iquad in (IHE, IHF): # Buffet ship
2752 prout(_("***Starship buffeted by nova."))
2754 if game.shield >= 2000.0:
2755 game.shield -= 2000.0
2757 diff = 2000.0 - game.shield
2761 prout(_("***Shields knocked out."))
2762 game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2764 game.energy -= 2000.0
2765 if game.energy <= 0:
2768 # add in course nova contributes to kicking starship
2769 bump += (game.sector-hits[mm]).sgn()
2770 elif iquad == IHK: # kill klingon
2771 deadkl(neighbor, iquad, neighbor)
2772 elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
2773 for ll in range(len(game.enemies)):
2774 if game.enemies[ll].kloc == neighbor:
2776 game.enemies[ll].kpower -= 800.0 # If firepower is lost, die
2777 if game.enemies[ll].kpower <= 0.0:
2778 deadkl(neighbor, iquad, neighbor)
2780 newc = neighbor + neighbor - hits[mm]
2781 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2782 if not VALID_SECTOR(newc.x, newc.y):
2783 # can't leave quadrant
2786 iquad1 = game.quad[newc.x][newc.y]
2787 if iquad1 == IHBLANK:
2788 proutn(_(", blasted into ") + crmena(False, IHBLANK, "sector", newc))
2790 deadkl(neighbor, iquad, newc)
2793 # can't move into something else
2796 proutn(_(", buffeted to Sector %s") % newc)
2797 game.quad[neighbor.x][neighbor.y] = IHDOT
2798 game.quad[newc.x][newc.y] = iquad
2799 game.enemies[ll].move(newc)
2800 # Starship affected by nova -- kick it away.
2801 game.dist = kount*0.1
2802 game.direc = course[3*(bump.x+1)+bump.y+2]
2803 if game.direc == 0.0:
2805 if game.dist == 0.0:
2807 game.optime = 10.0*game.dist/16.0
2809 prout(_("Force of nova displaces starship."))
2810 imove(novapush=True)
2811 game.optime = 10.0*game.dist/16.0
2814 def supernova(induced, w=None):
2815 "Star goes supernova."
2822 # Scheduled supernova -- select star
2823 # logic changed here so that we won't favor quadrants in top
2825 for nq.x in range(GALSIZE):
2826 for nq.y in range(GALSIZE):
2827 stars += game.state.galaxy[nq.x][nq.y].stars
2829 return # nothing to supernova exists
2830 num = randrange(stars) + 1
2831 for nq.x in range(GALSIZE):
2832 for nq.y in range(GALSIZE):
2833 num -= game.state.galaxy[nq.x][nq.y].stars
2839 proutn("=== Super nova here?")
2842 if not nq == game.quadrant or game.justin:
2843 # it isn't here, or we just entered (treat as enroute)
2846 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2847 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2850 # we are in the quadrant!
2851 num = randrange(game.state.galaxy[nq.x][nq.y].stars) + 1
2852 for ns.x in range(QUADSIZE):
2853 for ns.y in range(QUADSIZE):
2854 if game.quad[ns.x][ns.y]==IHSTAR:
2861 prouts(_("***RED ALERT! RED ALERT!"))
2863 prout(_("***Incipient supernova detected at Sector %s") % ns)
2864 if (ns.x-game.sector.x)**2 + (ns.y-game.sector.y)**2 <= 2.1:
2865 proutn(_("Emergency override attempts t"))
2866 prouts("***************")
2870 # destroy any Klingons in supernovaed quadrant
2871 kldead = game.state.galaxy[nq.x][nq.y].klingons
2872 game.state.galaxy[nq.x][nq.y].klingons = 0
2873 if nq == game.state.kscmdr:
2874 # did in the Supercommander!
2875 game.state.nscrem = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0
2879 survivors = filter(lambda w: w != nq, game.state.kcmdr)
2880 comkills = len(game.state.kcmdr) - len(survivors)
2881 game.state.kcmdr = survivors
2883 if not game.state.kcmdr:
2885 game.state.remkl -= kldead
2886 # destroy Romulans and planets in supernovaed quadrant
2887 nrmdead = game.state.galaxy[nq.x][nq.y].romulans
2888 game.state.galaxy[nq.x][nq.y].romulans = 0
2889 game.state.nromrem -= nrmdead
2891 for loop in range(game.inplan):
2892 if game.state.planets[loop].quadrant == nq:
2893 game.state.planets[loop].pclass = "destroyed"
2895 # Destroy any base in supernovaed quadrant
2896 game.state.baseq = filter(lambda x: x != nq, game.state.baseq)
2897 # If starship caused supernova, tally up destruction
2899 game.state.starkl += game.state.galaxy[nq.x][nq.y].stars
2900 game.state.basekl += game.state.galaxy[nq.x][nq.y].starbase
2901 game.state.nplankl += npdead
2902 # mark supernova in galaxy and in star chart
2903 if game.quadrant == nq or communicating():
2904 game.state.galaxy[nq.x][nq.y].supernova = True
2905 # If supernova destroys last Klingons give special message
2906 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
2909 prout(_("Lucky you!"))
2910 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2913 # if some Klingons remain, continue or die in supernova
2918 # Code from finish.c ends here.
2921 "Self-destruct maneuver. Finish with a BANG!"
2923 if damaged(DCOMPTR):
2924 prout(_("Computer damaged; cannot execute destruct sequence."))
2926 prouts(_("---WORKING---")); skip(1)
2927 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2928 prouts(" 10"); skip(1)
2929 prouts(" 9"); skip(1)
2930 prouts(" 8"); skip(1)
2931 prouts(" 7"); skip(1)
2932 prouts(" 6"); skip(1)
2934 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2936 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2938 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2942 if game.passwd != scanner.token:
2943 prouts(_("PASSWORD-REJECTED;"))
2945 prouts(_("CONTINUITY-EFFECTED"))
2948 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2949 prouts(" 5"); skip(1)
2950 prouts(" 4"); skip(1)
2951 prouts(" 3"); skip(1)
2952 prouts(" 2"); skip(1)
2953 prouts(" 1"); skip(1)
2955 prouts(_("GOODBYE-CRUEL-WORLD"))
2963 prouts(_("********* Entropy of %s maximized *********") % crmshp())
2967 if len(game.enemies) != 0:
2968 whammo = 25.0 * game.energy
2970 while l <= len(game.enemies):
2971 if game.enemies[l].kpower*game.enemies[l].kdist <= whammo:
2972 deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.x][game.enemies[l].kloc.y], game.enemies[l].kloc)
2977 "Compute our rate of kils over time."
2978 elapsed = game.state.date - game.indate
2979 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
2982 starting = (game.inkling + game.incom + game.inscom)
2983 remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
2984 return (starting - remaining)/elapsed
2988 badpt = 5.0*game.state.starkl + \
2990 10.0*game.state.nplankl + \
2991 300*game.state.nworldkl + \
2993 100.0*game.state.basekl +\
2995 if game.ship == IHF:
2997 elif game.ship == None:
3002 # end the game, with appropriate notfications
3006 prout(_("It is stardate %.1f.") % game.state.date)
3008 if ifin == FWON: # Game has been won
3009 if game.state.nromrem != 0:
3010 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
3013 prout(_("You have smashed the Klingon invasion fleet and saved"))
3014 prout(_("the Federation."))
3019 badpt = 0.0 # Close enough!
3020 # killsPerDate >= RateMax
3021 if game.state.date-game.indate < 5.0 or \
3022 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
3024 prout(_("In fact, you have done so well that Starfleet Command"))
3025 if game.skill == SKILL_NOVICE:
3026 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
3027 elif game.skill == SKILL_FAIR:
3028 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
3029 elif game.skill == SKILL_GOOD:
3030 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
3031 elif game.skill == SKILL_EXPERT:
3032 prout(_("promotes you to Commodore Emeritus."))
3034 prout(_("Now that you think you're really good, try playing"))
3035 prout(_("the \"Emeritus\" game. It will splatter your ego."))
3036 elif game.skill == SKILL_EMERITUS:
3038 proutn(_("Computer- "))
3039 prouts(_("ERROR-ERROR-ERROR-ERROR"))
3041 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3043 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3045 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3047 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3049 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3051 prout(_("Now you can retire and write your own Star Trek game!"))
3053 elif game.skill >= SKILL_EXPERT:
3054 if game.thawed and not idebug:
3055 prout(_("You cannot get a citation, so..."))
3057 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3061 # Only grant long life if alive (original didn't!)
3063 prout(_("LIVE LONG AND PROSPER."))
3068 elif ifin == FDEPLETE: # Federation Resources Depleted
3069 prout(_("Your time has run out and the Federation has been"))
3070 prout(_("conquered. Your starship is now Klingon property,"))
3071 prout(_("and you are put on trial as a war criminal. On the"))
3072 proutn(_("basis of your record, you are "))
3073 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
3074 prout(_("acquitted."))
3076 prout(_("LIVE LONG AND PROSPER."))
3078 prout(_("found guilty and"))
3079 prout(_("sentenced to death by slow torture."))
3083 elif ifin == FLIFESUP:
3084 prout(_("Your life support reserves have run out, and"))
3085 prout(_("you die of thirst, starvation, and asphyxiation."))
3086 prout(_("Your starship is a derelict in space."))
3088 prout(_("Your energy supply is exhausted."))
3090 prout(_("Your starship is a derelict in space."))
3091 elif ifin == FBATTLE:
3092 prout(_("The %s has been destroyed in battle.") % crmshp())
3094 prout(_("Dulce et decorum est pro patria mori."))
3096 prout(_("You have made three attempts to cross the negative energy"))
3097 prout(_("barrier which surrounds the galaxy."))
3099 prout(_("Your navigation is abominable."))
3102 prout(_("Your starship has been destroyed by a nova."))
3103 prout(_("That was a great shot."))
3105 elif ifin == FSNOVAED:
3106 prout(_("The %s has been fried by a supernova.") % crmshp())
3107 prout(_("...Not even cinders remain..."))
3108 elif ifin == FABANDN:
3109 prout(_("You have been captured by the Klingons. If you still"))
3110 prout(_("had a starbase to be returned to, you would have been"))
3111 prout(_("repatriated and given another chance. Since you have"))
3112 prout(_("no starbases, you will be mercilessly tortured to death."))
3113 elif ifin == FDILITHIUM:
3114 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3115 elif ifin == FMATERIALIZE:
3116 prout(_("Starbase was unable to re-materialize your starship."))
3117 prout(_("Sic transit gloria mundi"))
3118 elif ifin == FPHASER:
3119 prout(_("The %s has been cremated by its own phasers.") % crmshp())
3121 prout(_("You and your landing party have been"))
3122 prout(_("converted to energy, disipating through space."))
3123 elif ifin == FMINING:
3124 prout(_("You are left with your landing party on"))
3125 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3127 prout(_("They are very fond of \"Captain Kirk\" soup."))
3129 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3130 elif ifin == FDPLANET:
3131 prout(_("You and your mining party perish."))
3133 prout(_("That was a great shot."))
3136 prout(_("The Galileo is instantly annihilated by the supernova."))
3137 prout(_("You and your mining party are atomized."))
3139 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3140 prout(_("joins the Romulans, wreaking terror on the Federation."))
3141 elif ifin == FPNOVA:
3142 prout(_("You and your mining party are atomized."))
3144 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3145 prout(_("joins the Romulans, wreaking terror on the Federation."))
3146 elif ifin == FSTRACTOR:
3147 prout(_("The shuttle craft Galileo is also caught,"))
3148 prout(_("and breaks up under the strain."))
3150 prout(_("Your debris is scattered for millions of miles."))
3151 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3153 prout(_("The mutants attack and kill Spock."))
3154 prout(_("Your ship is captured by Klingons, and"))
3155 prout(_("your crew is put on display in a Klingon zoo."))
3156 elif ifin == FTRIBBLE:
3157 prout(_("Tribbles consume all remaining water,"))
3158 prout(_("food, and oxygen on your ship."))
3160 prout(_("You die of thirst, starvation, and asphyxiation."))
3161 prout(_("Your starship is a derelict in space."))
3163 prout(_("Your ship is drawn to the center of the black hole."))
3164 prout(_("You are crushed into extremely dense matter."))
3166 prout(_("Your last crew member has died."))
3167 if game.ship == IHF:
3169 elif game.ship == IHE:
3172 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
3173 goodies = game.state.remres/game.inresor
3174 baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3175 if goodies/baddies >= randreal(1.0, 1.5):
3176 prout(_("As a result of your actions, a treaty with the Klingon"))
3177 prout(_("Empire has been signed. The terms of the treaty are"))
3178 if goodies/baddies >= randreal(3.0):
3179 prout(_("favorable to the Federation."))
3181 prout(_("Congratulations!"))
3183 prout(_("highly unfavorable to the Federation."))
3185 prout(_("The Federation will be destroyed."))
3187 prout(_("Since you took the last Klingon with you, you are a"))
3188 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3189 prout(_("statue in your memory. Rest in peace, and try not"))
3190 prout(_("to think about pigeons."))
3195 "Compute player's score."
3196 timused = game.state.date - game.indate
3198 if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
3200 perdate = killrate()
3201 ithperd = 500*perdate + 0.5
3204 iwon = 100*game.skill
3205 if game.ship == IHE:
3207 elif game.ship == IHF:
3211 if not game.gamewon:
3212 game.state.nromrem = 0 # None captured if no win
3213 iscore = 10*(game.inkling - game.state.remkl) \
3214 + 50*(game.incom - len(game.state.kcmdr)) \
3216 + 20*(game.inrom - game.state.nromrem) \
3217 + 200*(game.inscom - game.state.nscrem) \
3218 - game.state.nromrem \
3223 prout(_("Your score --"))
3224 if game.inrom - game.state.nromrem:
3225 prout(_("%6d Romulans destroyed %5d") %
3226 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3227 if game.state.nromrem:
3228 prout(_("%6d Romulans captured %5d") %
3229 (game.state.nromrem, game.state.nromrem))
3230 if game.inkling - game.state.remkl:
3231 prout(_("%6d ordinary Klingons destroyed %5d") %
3232 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
3233 if game.incom - len(game.state.kcmdr):
3234 prout(_("%6d Klingon commanders destroyed %5d") %
3235 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3236 if game.inscom - game.state.nscrem:
3237 prout(_("%6d Super-Commander destroyed %5d") %
3238 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3240 prout(_("%6.2f Klingons per stardate %5d") %
3242 if game.state.starkl:
3243 prout(_("%6d stars destroyed by your action %5d") %
3244 (game.state.starkl, -5*game.state.starkl))
3245 if game.state.nplankl:
3246 prout(_("%6d planets destroyed by your action %5d") %
3247 (game.state.nplankl, -10*game.state.nplankl))
3248 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3249 prout(_("%6d inhabited planets destroyed by your action %5d") %
3250 (game.state.nplankl, -300*game.state.nworldkl))
3251 if game.state.basekl:
3252 prout(_("%6d bases destroyed by your action %5d") %
3253 (game.state.basekl, -100*game.state.basekl))
3255 prout(_("%6d calls for help from starbase %5d") %
3256 (game.nhelp, -45*game.nhelp))
3258 prout(_("%6d casualties incurred %5d") %
3259 (game.casual, -game.casual))
3261 prout(_("%6d crew abandoned in space %5d") %
3262 (game.abandoned, -3*game.abandoned))
3264 prout(_("%6d ship(s) lost or destroyed %5d") %
3265 (klship, -100*klship))
3267 prout(_("Penalty for getting yourself killed -200"))
3269 proutn(_("Bonus for winning "))
3270 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3271 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3272 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3273 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3274 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3275 prout(" %5d" % iwon)
3277 prout(_("TOTAL SCORE %5d") % iscore)
3280 "Emit winner's commemmorative plaque."
3283 proutn(_("File or device name for your plaque: "))
3286 fp = open(winner, "w")
3289 prout(_("Invalid name."))
3291 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3293 # The 38 below must be 64 for 132-column paper
3294 nskip = 38 - len(winner)/2
3295 fp.write("\n\n\n\n")
3296 # --------DRAW ENTERPRISE PICTURE.
3297 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3298 fp.write(" EEE E : : : E\n" )
3299 fp.write(" EE EEE E : : NCC-1701 : E\n")
3300 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
3301 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3302 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
3303 fp.write(" EEEEEEE EEEEE E E E E\n")
3304 fp.write(" EEE E E E E\n")
3305 fp.write(" E E E E\n")
3306 fp.write(" EEEEEEEEEEEEE E E\n")
3307 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3308 fp.write(" :E : EEEE E\n")
3309 fp.write(" .-E -:----- E\n")
3310 fp.write(" :E : E\n")
3311 fp.write(" EE : EEEEEEEE\n")
3312 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3314 fp.write(_(" U. S. S. ENTERPRISE\n"))
3315 fp.write("\n\n\n\n")
3316 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3318 fp.write(_(" Starfleet Command bestows to you\n"))
3320 fp.write("%*s%s\n\n" % (nskip, "", winner))
3321 fp.write(_(" the rank of\n\n"))
3322 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3324 if game.skill == SKILL_EXPERT:
3325 fp.write(_(" Expert level\n\n"))
3326 elif game.skill == SKILL_EMERITUS:
3327 fp.write(_("Emeritus level\n\n"))
3329 fp.write(_(" Cheat level\n\n"))
3330 timestring = ctime()
3331 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3332 (timestring+4, timestring+20, timestring+11))
3333 fp.write(_(" Your score: %d\n\n") % iscore)
3334 fp.write(_(" Klingons per stardate: %.2f\n") % perdate)
3337 # Code from io.c begins here
3339 rows = linecount = 0 # for paging
3342 fullscreen_window = None
3343 srscan_window = None
3344 report_window = None
3345 status_window = None
3346 lrscan_window = None
3347 message_window = None
3348 prompt_window = None
3352 "Wrap up, either normally or due to signal"
3353 if game.options & OPTION_CURSES:
3360 sys.stdout.write('\n')
3366 #setlocale(LC_ALL, "")
3367 #bindtextdomain(PACKAGE, LOCALEDIR)
3368 #textdomain(PACKAGE)
3369 if atexit.register(outro):
3370 sys.stderr.write("Unable to register outro(), exiting...\n")
3372 if not (game.options & OPTION_CURSES):
3373 ln_env = os.getenv("LINES")
3379 stdscr = curses.initscr()
3384 curses.start_color()
3385 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, curses.COLOR_BLACK)
3386 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, curses.COLOR_BLACK)
3387 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, curses.COLOR_BLACK)
3388 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, curses.COLOR_BLACK)
3389 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, curses.COLOR_BLACK)
3390 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, curses.COLOR_BLACK)
3391 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, curses.COLOR_BLACK)
3392 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, curses.COLOR_BLACK)
3394 global fullscreen_window, srscan_window, report_window, status_window
3395 global lrscan_window, message_window, prompt_window
3396 (rows, columns) = stdscr.getmaxyx()
3397 fullscreen_window = stdscr
3398 srscan_window = curses.newwin(12, 25, 0, 0)
3399 report_window = curses.newwin(11, 0, 1, 25)
3400 status_window = curses.newwin(10, 0, 1, 39)
3401 lrscan_window = curses.newwin(5, 0, 0, 64)
3402 message_window = curses.newwin(0, 0, 12, 0)
3403 prompt_window = curses.newwin(1, 0, rows-2, 0)
3404 message_window.scrollok(True)
3405 setwnd(fullscreen_window)
3408 def textcolor(color):
3409 "Set text foreground color. Presently a stub."
3413 "Wrap up I/O. Presently a stub."
3417 "Wait for user action -- OK to do nothing if on a TTY"
3418 if game.options & OPTION_CURSES:
3423 prouts(_("[ANOUNCEMENT ARRIVING...]"))
3427 if game.skill > SKILL_FAIR:
3428 prompt = _("[CONTINUE?]")
3430 prompt = _("[PRESS ENTER TO CONTINUE]")
3432 if game.options & OPTION_CURSES:
3434 setwnd(prompt_window)
3435 prompt_window.wclear()
3436 prompt_window.addstr(prompt)
3437 prompt_window.getstr()
3438 prompt_window.clear()
3439 prompt_window.refresh()
3440 setwnd(message_window)
3443 sys.stdout.write('\n')
3446 for j in range(rows):
3447 sys.stdout.write('\n')
3451 "Skip i lines. Pause game if this would cause a scrolling event."
3452 for dummy in range(i):
3453 if game.options & OPTION_CURSES:
3454 (y, x) = curwnd.getyx()
3455 (my, mx) = curwnd.getmaxyx()
3456 if curwnd == message_window and y >= my - 3:
3464 if rows and linecount >= rows:
3467 sys.stdout.write('\n')
3470 "Utter a line with no following line feed."
3471 if game.options & OPTION_CURSES:
3475 sys.stdout.write(line)
3485 if not replayfp or replayfp.closed: # Don't slow down replays
3488 if game.options & OPTION_CURSES:
3492 if not replayfp or replayfp.closed:
3496 "Get a line of input."
3497 if game.options & OPTION_CURSES:
3498 line = curwnd.getstr() + "\n"
3501 if replayfp and not replayfp.closed:
3503 line = replayfp.readline()
3506 prout("*** Replay finished")
3509 elif line[0] != "#":
3512 line = raw_input() + "\n"
3518 "Change windows -- OK for this to be a no-op in tty mode."
3520 if game.options & OPTION_CURSES:
3522 curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
3525 "Clear to end of line -- can be a no-op in tty mode"
3526 if game.options & OPTION_CURSES:
3531 "Clear screen -- can be a no-op in tty mode."
3533 if game.options & OPTION_CURSES:
3540 "Set highlight video, if this is reasonable."
3541 if game.options & OPTION_CURSES:
3542 curwnd.attron(curses.A_REVERSE)
3545 # Things past this point have policy implications.
3549 "Hook to be called after moving to redraw maps."
3550 if game.options & OPTION_CURSES:
3553 setwnd(srscan_window)
3557 setwnd(status_window)
3558 status_window.clear()
3559 status_window.move(0, 0)
3560 setwnd(report_window)
3561 report_window.clear()
3562 report_window.move(0, 0)
3564 setwnd(lrscan_window)
3565 lrscan_window.clear()
3566 lrscan_window.move(0, 0)
3567 lrscan(silent=False)
3569 def put_srscan_sym(w, sym):
3570 "Emit symbol for short-range scan."
3571 srscan_window.move(w.x+1, w.y*2+2)
3572 srscan_window.addch(sym)
3573 srscan_window.refresh()
3576 "Enemy fall down, go boom."
3577 if game.options & OPTION_CURSES:
3579 setwnd(srscan_window)
3580 srscan_window.attron(curses.A_REVERSE)
3581 put_srscan_sym(w, game.quad[w.x][w.y])
3585 srscan_window.attroff(curses.A_REVERSE)
3586 put_srscan_sym(w, game.quad[w.x][w.y])
3587 curses.delay_output(500)
3588 setwnd(message_window)
3591 "Sound and visual effects for teleportation."
3592 if game.options & OPTION_CURSES:
3594 setwnd(message_window)
3596 prouts(" . . . . . ")
3597 if game.options & OPTION_CURSES:
3598 #curses.delay_output(1000)
3602 def tracktorpedo(origin, w, step, i, n, iquad):
3603 "Torpedo-track animation."
3604 if not game.options & OPTION_CURSES:
3608 proutn(_("Track for %s torpedo number %d- ") % (game.quad[origin.x][origin.y],i+1))
3611 proutn(_("Torpedo track- "))
3612 elif step==4 or step==9:
3616 if not damaged(DSRSENS) or game.condition=="docked":
3617 if i != 0 and step == 1:
3620 if (iquad==IHDOT) or (iquad==IHBLANK):
3621 put_srscan_sym(w, '+')
3625 put_srscan_sym(w, iquad)
3627 curwnd.attron(curses.A_REVERSE)
3628 put_srscan_sym(w, iquad)
3632 curwnd.attroff(curses.A_REVERSE)
3633 put_srscan_sym(w, iquad)
3638 "Display the current galaxy chart."
3639 if game.options & OPTION_CURSES:
3640 setwnd(message_window)
3641 message_window.clear()
3643 if game.options & OPTION_TTY:
3648 def prstat(txt, data):
3650 if game.options & OPTION_CURSES:
3652 setwnd(status_window)
3654 proutn(" " * (NSYM - len(txt)))
3657 if game.options & OPTION_CURSES:
3658 setwnd(report_window)
3660 # Code from moving.c begins here
3662 def imove(novapush):
3663 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3664 w = coord(); final = coord()
3667 def no_quad_change():
3668 # No quadrant change -- compute new average enemy distances
3669 game.quad[game.sector.x][game.sector.y] = game.ship
3671 for enemy in game.enemies:
3672 finald = (w-enemy.kloc).distance()
3673 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3674 enemy.kdist = finald
3675 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
3676 if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
3677 attack(torps_ok=False)
3678 for enemy in game.enemies:
3679 enemy.kavgd = enemy.kdist
3682 setwnd(message_window)
3685 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3686 game.inorbit = False
3687 angle = ((15.0 - game.direc) * 0.5235988)
3688 deltax = -math.sin(angle)
3689 deltay = math.cos(angle)
3690 if math.fabs(deltax) > math.fabs(deltay):
3691 bigger = math.fabs(deltax)
3693 bigger = math.fabs(deltay)
3696 # If tractor beam is to occur, don't move full distance
3697 if game.state.date+game.optime >= scheduled(FTBEAM):
3699 game.condition = "red"
3700 game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3701 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3702 # Move within the quadrant
3703 game.quad[game.sector.x][game.sector.y] = IHDOT
3706 n = int(10.0*game.dist*bigger+0.5)
3708 for m in range(1, n+1):
3713 if not VALID_SECTOR(w.x, w.y):
3714 # Leaving quadrant -- allow final enemy attack
3715 # Don't do it if being pushed by Nova
3716 if len(game.enemies) != 0 and not novapush:
3718 for enemy in game.enemies:
3719 finald = (w - enemy.kloc).distance()
3720 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3722 # Stas Sergeev added the condition
3723 # that attacks only happen if Klingons
3724 # are present and your skill is good.
3726 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
3727 attack(torps_ok=False)
3730 # compute final position -- new quadrant and sector
3731 x = (QUADSIZE*game.quadrant.x)+game.sector.x
3732 y = (QUADSIZE*game.quadrant.y)+game.sector.y
3733 w.x = int(round(x+10.0*game.dist*bigger*deltax))
3734 w.y = int(round(y+10.0*game.dist*bigger*deltay))
3735 # check for edge of galaxy
3745 if w.x >= GALSIZE*QUADSIZE:
3746 w.x = (GALSIZE*QUADSIZE*2) - w.x
3748 if w.y >= GALSIZE*QUADSIZE:
3749 w.y = (GALSIZE*QUADSIZE*2) - w.y
3757 if game.nkinks == 3:
3758 # Three strikes -- you're out!
3762 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3763 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3764 prout(_("YOU WILL BE DESTROYED."))
3765 # Compute final position in new quadrant
3766 if trbeam: # Don't bother if we are to be beamed
3768 game.quadrant.x = w.x/QUADSIZE
3769 game.quadrant.y = w.y/QUADSIZE
3770 game.sector.x = w.x - (QUADSIZE*game.quadrant.x)
3771 game.sector.y = w.y - (QUADSIZE*game.quadrant.y)
3773 prout(_("Entering Quadrant %s.") % game.quadrant)
3774 game.quad[game.sector.x][game.sector.y] = game.ship
3776 if game.skill>SKILL_NOVICE:
3777 attack(torps_ok=False)
3779 iquad = game.quad[w.x][w.y]
3781 # object encountered in flight path
3782 stopegy = 50.0*game.dist/game.optime
3783 game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0)
3784 if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
3786 for enemy in game.enemies:
3787 if enemy.kloc == game.sector:
3789 collision(rammed=False, enemy=enemy)
3791 elif iquad == IHBLANK:
3793 prouts(_("***RED ALERT! RED ALERT!"))
3795 proutn("***" + crmshp())
3796 proutn(_(" pulled into black hole at Sector %s") % w)
3798 # Getting pulled into a black hole was certain
3799 # death in Almy's original. Stas Sergeev added a
3800 # possibility that you'll get timewarped instead.
3803 for m in range(NDEVICES):
3804 if game.damage[m]>0:
3806 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3807 if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
3817 prout(_(" encounters Tholian web at %s;") % w)
3819 prout(_(" blocked by object at %s;") % w)
3820 proutn(_("Emergency stop required "))
3821 prout(_("%2d units of energy.") % int(stopegy))
3822 game.energy -= stopegy
3823 final.x = int(round(deltax))
3824 final.y = int(round(deltay))
3826 if game.energy <= 0:
3832 game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0)
3839 "Dock our ship at a starbase."
3841 if game.condition == "docked" and verbose:
3842 prout(_("Already docked."))
3845 prout(_("You must first leave standard orbit."))
3847 if not game.base.is_valid() or abs(game.sector.x-game.base.x) > 1 or abs(game.sector.y-game.base.y) > 1:
3848 prout(crmshp() + _(" not adjacent to base."))
3850 game.condition = "docked"
3854 if game.energy < game.inenrg:
3855 game.energy = game.inenrg
3856 game.shield = game.inshld
3857 game.torps = game.intorps
3858 game.lsupres = game.inlsr
3859 game.state.crew = FULLCREW
3860 if not damaged(DRADIO) and \
3861 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3862 # get attack report from base
3863 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3867 # This program originally required input in terms of a (clock)
3868 # direction and distance. Somewhere in history, it was changed to
3869 # cartesian coordinates. So we need to convert. Probably
3870 # "manual" input should still be done this way -- it's a real
3871 # pain if the computer isn't working! Manual mode is still confusing
3872 # because it involves giving x and y motions, yet the coordinates
3873 # are always displayed y - x, where +y is downward!
3875 def getcourse(isprobe, akey):
3876 "Get a course and distance from the user."
3878 dquad = copy.copy(game.quadrant)
3879 navmode = "unspecified"
3883 if game.landed and not isprobe:
3884 prout(_("Dummy! You can't leave standard orbit until you"))
3885 proutn(_("are back aboard the ship."))
3888 while navmode == "unspecified":
3889 if damaged(DNAVSYS):
3891 prout(_("Computer damaged; manual navigation only"))
3893 prout(_("Computer damaged; manual movement only"))
3898 if isprobe and akey != -1:
3899 # For probe launch, use pre-scanned value first time
3903 key = scanner.next()
3905 proutn(_("Manual or automatic- "))
3908 elif key == IHALPHA:
3909 if scanner.sees("manual"):
3911 key = scanner.next()
3913 elif scanner.sees("automatic"):
3914 navmode = "automatic"
3915 key = scanner.next()
3923 prout(_("(Manual navigation assumed.)"))
3925 prout(_("(Manual movement assumed.)"))
3928 if navmode == "automatic":
3931 proutn(_("Target quadrant or quadrant§or- "))
3933 proutn(_("Destination sector or quadrant§or- "))
3936 key = scanner.next()
3940 xi = int(round(scanner.real))-1
3941 key = scanner.next()
3945 xj = int(round(scanner.real))-1
3946 key = scanner.next()
3948 # both quadrant and sector specified
3949 xk = int(round(scanner.real))-1
3950 key = scanner.next()
3954 xl = int(round(scanner.real))-1
3960 # only one pair of numbers was specified
3962 # only quadrant specified -- go to center of dest quad
3965 dsect.y = dsect.x = 4 # preserves 1-origin behavior
3967 # only sector specified
3971 if not VALID_QUADRANT(dquad.y,dquad.x) or not VALID_SECTOR(dsect.x,dsect.y):
3978 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
3980 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
3981 # the actual deltas get computed here
3983 delta.x = dquad.y-game.quadrant.y + 0.1*(dsect.x-game.sector.y)
3984 delta.y = game.quadrant.x-dquad.x + 0.1*(game.sector.x-dsect.y)
3987 proutn(_("X and Y displacements- "))
3990 key = scanner.next()
3995 delta.x = scanner.real
3996 key = scanner.next()
4000 delta.y = scanner.real
4001 # Check for zero movement
4002 if delta.x == 0 and delta.y == 0:
4005 if itemp == "verbose" and not isprobe:
4007 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
4008 # Course actually laid in.
4009 game.dist = delta.distance()
4010 game.direc = delta.bearing()
4011 if game.direc < 0.0:
4017 "Move under impulse power."
4019 if damaged(DIMPULS):
4022 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4024 if game.energy > 30.0:
4025 if not getcourse(isprobe=False, akey=0):
4027 power = 20.0 + 100.0*game.dist
4030 if power >= game.energy:
4031 # Insufficient power for trip
4033 prout(_("First Officer Spock- \"Captain, the impulse engines"))
4034 prout(_("require 20.0 units to engage, plus 100.0 units per"))
4035 if game.energy > 30:
4036 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
4037 int(0.01 * (game.energy-20.0)-0.05))
4038 prout(_(" quadrants.\""))
4040 prout(_("quadrant. They are, therefore, useless.\""))
4043 # Make sure enough time is left for the trip
4044 game.optime = game.dist/0.095
4045 if game.optime >= game.state.remtime:
4046 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4047 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4048 proutn(_("we dare spend the time?\" "))
4051 # Activate impulse engines and pay the cost
4052 imove(novapush=False)
4056 power = 20.0 + 100.0*game.dist
4057 game.energy -= power
4058 game.optime = game.dist/0.095
4059 if game.energy <= 0:
4064 "ove under warp drive."
4065 blooey = False; twarp = False
4066 if not timewarp: # Not WARPX entry
4068 if game.damage[DWARPEN] > 10.0:
4071 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4073 if damaged(DWARPEN) and game.warpfac > 4.0:
4076 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4077 prout(_(" is repaired, I can only give you warp 4.\""))
4079 # Read in course and distance
4080 if not getcourse(isprobe=False, akey=0):
4082 # Make sure starship has enough energy for the trip
4083 power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4084 if power >= game.energy:
4085 # Insufficient power for trip
4088 prout(_("Engineering to bridge--"))
4089 if not game.shldup or 0.5*power > game.energy:
4090 iwarp = math.pow((game.energy/(game.dist+0.05)), 0.333333333)
4092 prout(_("We can't do it, Captain. We don't have enough energy."))
4094 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4097 prout(_("if you'll lower the shields."))
4101 prout(_("We haven't the energy to go that far with the shields up."))
4104 # Make sure enough time is left for the trip
4105 game.optime = 10.0*game.dist/game.wfacsq
4106 if game.optime >= 0.8*game.state.remtime:
4108 prout(_("First Officer Spock- \"Captain, I compute that such"))
4109 proutn(_(" a trip would require approximately %2.0f") %
4110 (100.0*game.optime/game.state.remtime))
4111 prout(_(" percent of our"))
4112 proutn(_(" remaining time. Are you sure this is wise?\" "))
4118 if game.warpfac > 6.0:
4119 # Decide if engine damage will occur
4120 # ESR: Seems wrong. Probability of damage goes *down* with distance?
4121 prob = game.dist*(6.0-game.warpfac)**2/66.666666666
4122 if prob > randreal():
4124 game.dist = randreal(game.dist)
4125 # Decide if time warp will occur
4126 if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > randreal():
4128 if idebug and game.warpfac==10 and not twarp:
4130 proutn("=== Force time warp? ")
4134 # If time warp or engine damage, check path
4135 # If it is obstructed, don't do warp or damage
4136 angle = ((15.0-game.direc)*0.5235998)
4137 deltax = -math.sin(angle)
4138 deltay = math.cos(angle)
4139 if math.fabs(deltax) > math.fabs(deltay):
4140 bigger = math.fabs(deltax)
4142 bigger = math.fabs(deltay)
4145 n = 10.0 * game.dist * bigger +0.5
4148 for l in range(1, n+1):
4153 if not VALID_SECTOR(ix, iy):
4155 if game.quad[ix][iy] != IHDOT:
4158 # Activate Warp Engines and pay the cost
4159 imove(novapush=False)
4162 game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4163 if game.energy <= 0:
4165 game.optime = 10.0*game.dist/game.wfacsq
4169 game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
4171 prout(_("Engineering to bridge--"))
4172 prout(_(" Scott here. The warp engines are damaged."))
4173 prout(_(" We'll have to reduce speed to warp 4."))
4178 "Change the warp factor."
4184 proutn(_("Warp factor- "))
4189 if game.damage[DWARPEN] > 10.0:
4190 prout(_("Warp engines inoperative."))
4192 if damaged(DWARPEN) and scanner.real > 4.0:
4193 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4194 prout(_(" but right now we can only go warp 4.\""))
4196 if scanner.real > 10.0:
4197 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4199 if scanner.real < 1.0:
4200 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4202 oldfac = game.warpfac
4203 game.warpfac = scanner.real
4204 game.wfacsq=game.warpfac*game.warpfac
4205 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4206 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4209 if game.warpfac < 8.00:
4210 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4212 if game.warpfac == 10.0:
4213 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4215 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4219 "Cope with being tossed out of quadrant by supernova or yanked by beam."
4221 # is captain on planet?
4223 if damaged(DTRANSP):
4226 prout(_("Scotty rushes to the transporter controls."))
4228 prout(_("But with the shields up it's hopeless."))
4230 prouts(_("His desperate attempt to rescue you . . ."))
4235 prout(_("SUCCEEDS!"))
4238 proutn(_("The crystals mined were "))
4246 # Check to see if captain in shuttle craft
4251 # Inform captain of attempt to reach safety
4255 prouts(_("***RED ALERT! RED ALERT!"))
4257 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4258 prouts(_(" a supernova."))
4260 prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
4262 prout(_("safely out of quadrant."))
4263 if not damaged(DRADIO):
4264 game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
4265 # Try to use warp engines
4266 if damaged(DWARPEN):
4268 prout(_("Warp engines damaged."))
4271 game.warpfac = randreal(6.0, 8.0)
4272 game.wfacsq = game.warpfac * game.warpfac
4273 prout(_("Warp factor set to %d") % int(game.warpfac))
4274 power = 0.75*game.energy
4275 game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4276 distreq = randreal(math.sqrt(2))
4277 if distreq < game.dist:
4279 game.optime = 10.0*game.dist/game.wfacsq
4280 game.direc = randreal(12) # How dumb!
4282 game.inorbit = False
4285 # This is bad news, we didn't leave quadrant.
4289 prout(_("Insufficient energy to leave quadrant."))
4292 # Repeat if another snova
4293 if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
4295 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
4296 finish(FWON) # Snova killed remaining enemy.
4299 "Let's do the time warp again."
4300 prout(_("***TIME WARP ENTERED."))
4301 if game.state.snap and withprob(0.5):
4303 prout(_("You are traveling backwards in time %d stardates.") %
4304 int(game.state.date-game.snapsht.date))
4305 game.state = game.snapsht
4306 game.state.snap = False
4307 if len(game.state.kcmdr):
4308 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4309 schedule(FBATTAK, expran(0.3*game.intime))
4310 schedule(FSNOVA, expran(0.5*game.intime))
4311 # next snapshot will be sooner
4312 schedule(FSNAP, expran(0.25*game.state.remtime))
4314 if game.state.nscrem:
4315 schedule(FSCMOVE, 0.2777)
4319 game.battle.invalidate()
4321 # Make sure Galileo is consistant -- Snapshot may have been taken
4322 # when on planet, which would give us two Galileos!
4324 for l in range(game.inplan):
4325 if game.state.planets[l].known == "shuttle_down":
4327 if game.iscraft == "onship" and game.ship==IHE:
4328 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4329 game.iscraft = "offship"
4330 # Likewise, if in the original time the Galileo was abandoned, but
4331 # was on ship earlier, it would have vanished -- let's restore it.
4332 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4333 prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""))
4334 game.iscraft = "onship"
4335 # There used to be code to do the actual reconstrction here,
4336 # but the starchart is now part of the snapshotted galaxy state.
4337 prout(_("Spock has reconstructed a correct star chart from memory"))
4339 # Go forward in time
4340 game.optime = -0.5*game.intime*math.log(randreal())
4341 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4342 # cheat to make sure no tractor beams occur during time warp
4343 postpone(FTBEAM, game.optime)
4344 game.damage[DRADIO] += game.optime
4346 events() # Stas Sergeev added this -- do pending events
4349 "Launch deep-space probe."
4350 # New code to launch a deep space probe
4351 if game.nprobes == 0:
4354 if game.ship == IHE:
4355 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4357 prout(_("Ye Faerie Queene has no deep space probes."))
4362 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4364 if is_scheduled(FDSPROB):
4367 if damaged(DRADIO) and game.condition != "docked":
4368 prout(_("Spock- \"Records show the previous probe has not yet"))
4369 prout(_(" reached its destination.\""))
4371 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4373 key = scanner.next()
4375 # slow mode, so let Kirk know how many probes there are left
4376 if game.nprobes == 1:
4377 prout(_("1 probe left."))
4379 prout(_("%d probes left") % game.nprobes)
4380 proutn(_("Are you sure you want to fire a probe? "))
4383 game.isarmed = False
4384 if key == IHALPHA and scanner.token == "armed":
4386 key = scanner.next()
4388 proutn(_("Arm NOVAMAX warhead? "))
4390 if not getcourse(isprobe=True, akey=key):
4393 angle = ((15.0 - game.direc) * 0.5235988)
4394 game.probeinx = -math.sin(angle)
4395 game.probeiny = math.cos(angle)
4396 if math.fabs(game.probeinx) > math.fabs(game.probeiny):
4397 bigger = math.fabs(game.probeinx)
4399 bigger = math.fabs(game.probeiny)
4400 game.probeiny /= bigger
4401 game.probeinx /= bigger
4402 game.proben = 10.0*game.dist*bigger +0.5
4403 game.probex = game.quadrant.x*QUADSIZE + game.sector.x - 1 # We will use better packing than original
4404 game.probey = game.quadrant.y*QUADSIZE + game.sector.y - 1
4405 game.probec = game.quadrant
4406 schedule(FDSPROB, 0.01) # Time to move one sector
4407 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4411 # Here's how the mayday code works:
4413 # First, the closest starbase is selected. If there is a a starbase
4414 # in your own quadrant, you are in good shape. This distance takes
4415 # quadrant distances into account only.
4417 # A magic number is computed based on the distance which acts as the
4418 # probability that you will be rematerialized. You get three tries.
4420 # When it is determined that you should be able to be rematerialized
4421 # (i.e., when the probability thing mentioned above comes up
4422 # positive), you are put into that quadrant (anywhere). Then, we try
4423 # to see if there is a spot adjacent to the star- base. If not, you
4424 # can't be rematerialized!!! Otherwise, it drops you there. It only
4425 # tries five times to find a spot to drop you. After that, it's your
4429 "Yell for help from nearest starbase."
4430 # There's more than one way to move in this game!
4432 # Test for conditions which prevent calling for help
4433 if game.condition == "docked":
4434 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4437 prout(_("Subspace radio damaged."))
4439 if not game.state.baseq:
4440 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4443 prout(_("You must be aboard the %s.") % crmshp())
4445 # OK -- call for help from nearest starbase
4448 # There's one in this quadrant
4449 ddist = (game.base - game.sector).distance()
4452 for ibq in game.state.baseq:
4453 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4456 # Since starbase not in quadrant, set up new quadrant
4459 # dematerialize starship
4460 game.quad[game.sector.x][game.sector.y]=IHDOT
4461 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4462 % (game.quadrant, crmshp()))
4463 game.sector.invalidate()
4464 for m in range(1, 5+1):
4465 w = game.base.scatter()
4466 if VALID_SECTOR(w.x,w.y) and game.quad[w.x][w.y]==IHDOT:
4467 # found one -- finish up
4470 if not game.sector.is_valid():
4471 prout(_("You have been lost in space..."))
4472 finish(FMATERIALIZE)
4474 # Give starbase three chances to rematerialize starship
4475 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4476 for m in range(1, 3+1):
4477 if m == 1: proutn(_("1st"))
4478 elif m == 2: proutn(_("2nd"))
4479 elif m == 3: proutn(_("3rd"))
4480 proutn(_(" attempt to re-materialize ") + crmshp())
4481 game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
4484 if randreal() > probf:
4487 curses.delay_output(500)
4490 game.quad[ix][iy]=IHQUEST
4493 setwnd(message_window)
4494 finish(FMATERIALIZE)
4496 game.quad[ix][iy]=game.ship
4498 prout(_("succeeds."))
4502 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4504 # Abandon Ship (the BSD-Trek description)
4506 # The ship is abandoned. If your current ship is the Faire
4507 # Queene, or if your shuttlecraft is dead, you're out of
4508 # luck. You need the shuttlecraft in order for the captain
4509 # (that's you!!) to escape.
4511 # Your crew can beam to an inhabited starsystem in the
4512 # quadrant, if there is one and if the transporter is working.
4513 # If there is no inhabited starsystem, or if the transporter
4514 # is out, they are left to die in outer space.
4516 # If there are no starbases left, you are captured by the
4517 # Klingons, who torture you mercilessly. However, if there
4518 # is at least one starbase, you are returned to the
4519 # Federation in a prisoner of war exchange. Of course, this
4520 # can't happen unless you have taken some prisoners.
4525 if game.condition=="docked":
4527 prout(_("You cannot abandon Ye Faerie Queene."))
4530 # Must take shuttle craft to exit
4531 if game.damage[DSHUTTL]==-1:
4532 prout(_("Ye Faerie Queene has no shuttle craft."))
4534 if game.damage[DSHUTTL]<0:
4535 prout(_("Shuttle craft now serving Big Macs."))
4537 if game.damage[DSHUTTL]>0:
4538 prout(_("Shuttle craft damaged."))
4541 prout(_("You must be aboard the ship."))
4543 if game.iscraft != "onship":
4544 prout(_("Shuttle craft not currently available."))
4546 # Emit abandon ship messages
4548 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4550 prouts(_("***ALL HANDS ABANDON SHIP!"))
4552 prout(_("Captain and crew escape in shuttle craft."))
4553 if not game.state.baseq:
4554 # Oops! no place to go...
4557 q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
4559 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4560 prout(_("Remainder of ship's complement beam down"))
4561 prout(_("to nearest habitable planet."))
4562 elif q.planet != None and not damaged(DTRANSP):
4563 prout(_("Remainder of ship's complement beam down to %s.") %
4566 prout(_("Entire crew of %d left to die in outer space.") %
4568 game.casual += game.state.crew
4569 game.abandoned += game.state.crew
4570 # If at least one base left, give 'em the Faerie Queene
4572 game.icrystl = False # crystals are lost
4573 game.nprobes = 0 # No probes
4574 prout(_("You are captured by Klingons and released to"))
4575 prout(_("the Federation in a prisoner-of-war exchange."))
4576 nb = randrange(len(game.state.baseq))
4577 # Set up quadrant and position FQ adjacient to base
4578 if not game.quadrant == game.state.baseq[nb]:
4579 game.quadrant = game.state.baseq[nb]
4580 game.sector.x = game.sector.y = 5
4583 # position next to base by trial and error
4584 game.quad[game.sector.x][game.sector.y] = IHDOT
4585 for l in range(QUADSIZE):
4586 game.sector = game.base.scatter()
4587 if VALID_SECTOR(game.sector.x, game.sector.y) and \
4588 game.quad[game.sector.x][game.sector.y] == IHDOT:
4591 break # found a spot
4592 game.sector.x=QUADSIZE/2
4593 game.sector.y=QUADSIZE/2
4595 # Get new commission
4596 game.quad[game.sector.x][game.sector.y] = game.ship = IHF
4597 game.state.crew = FULLCREW
4598 prout(_("Starfleet puts you in command of another ship,"))
4599 prout(_("the Faerie Queene, which is antiquated but,"))
4600 prout(_("still useable."))
4602 prout(_("The dilithium crystals have been moved."))
4604 game.iscraft = "offship" # Galileo disappears
4606 game.condition="docked"
4607 for l in range(NDEVICES):
4608 game.damage[l] = 0.0
4609 game.damage[DSHUTTL] = -1
4610 game.energy = game.inenrg = 3000.0
4611 game.shield = game.inshld = 1250.0
4612 game.torps = game.intorps = 6
4613 game.lsupres=game.inlsr=3.0
4619 # Code from planets.c begins here.
4622 "Abort a lengthy operation if an event interrupts it."
4625 if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.justin:
4630 "Report on (uninhabited) planets in the galaxy."
4634 prout(_("Spock- \"Planet report follows, Captain.\""))
4636 for i in range(game.inplan):
4637 if game.state.planets[i].pclass == "destroyed":
4639 if (game.state.planets[i].known != "unknown" \
4640 and not game.state.planets[i].inhabited) \
4643 if idebug and game.state.planets[i].known=="unknown":
4644 proutn("(Unknown) ")
4645 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4646 proutn(_(" class "))
4647 proutn(game.state.planets[i].pclass)
4649 if game.state.planets[i].crystals != present:
4651 prout(_("dilithium crystals present."))
4652 if game.state.planets[i].known=="shuttle_down":
4653 prout(_(" Shuttle Craft Galileo on surface."))
4655 prout(_("No information available."))
4658 "Enter standard orbit."
4662 prout(_("Already in standard orbit."))
4664 if damaged(DWARPEN) and damaged(DIMPULS):
4665 prout(_("Both warp and impulse engines damaged."))
4667 if not game.plnet.is_valid():
4668 prout("There is no planet in this sector.")
4670 if abs(game.sector.x-game.plnet.x)>1 or abs(game.sector.y-game.plnet.y)>1:
4671 prout(crmshp() + _(" not adjacent to planet."))
4674 game.optime = randreal(0.02, 0.05)
4675 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4679 game.height = randreal(1400, 8600)
4680 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4685 "Examine planets in this quadrant."
4686 if damaged(DSRSENS):
4687 if game.options & OPTION_TTY:
4688 prout(_("Short range sensors damaged."))
4690 if game.iplnet == None:
4691 if game.options & OPTION_TTY:
4692 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4694 if game.iplnet.known == "unknown":
4695 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4697 prout(_(" Planet at Sector %s is of class %s.") %
4698 (game.plnet, game.iplnet.pclass))
4699 if game.iplnet.known=="shuttle_down":
4700 prout(_(" Sensors show Galileo still on surface."))
4701 proutn(_(" Readings indicate"))
4702 if game.iplnet.crystals != "present":
4704 prout(_(" dilithium crystals present.\""))
4705 if game.iplnet.known == "unknown":
4706 game.iplnet.known = "known"
4707 elif game.iplnet.inhabited:
4708 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4709 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4712 "Use the transporter."
4716 if damaged(DTRANSP):
4717 prout(_("Transporter damaged."))
4718 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4720 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4724 if not game.inorbit:
4725 prout(crmshp() + _(" not in standard orbit."))
4728 prout(_("Impossible to transport through shields."))
4730 if game.iplnet.known=="unknown":
4731 prout(_("Spock- \"Captain, we have no information on this planet"))
4732 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4733 prout(_(" you may not go down.\""))
4735 if not game.landed and game.iplnet.crystals=="absent":
4736 prout(_("Spock- \"Captain, I fail to see the logic in"))
4737 prout(_(" exploring a planet with no dilithium crystals."))
4738 proutn(_(" Are you sure this is wise?\" "))
4742 if not (game.options & OPTION_PLAIN):
4743 nrgneed = 50 * game.skill + game.height / 100.0
4744 if nrgneed > game.energy:
4745 prout(_("Engineering to bridge--"))
4746 prout(_(" Captain, we don't have enough energy for transportation."))
4748 if not game.landed and nrgneed * 2 > game.energy:
4749 prout(_("Engineering to bridge--"))
4750 prout(_(" Captain, we have enough energy only to transport you down to"))
4751 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4752 if game.iplnet.known == "shuttle_down":
4753 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4754 proutn(_(" Are you sure this is wise?\" "))
4759 # Coming from planet
4760 if game.iplnet.known=="shuttle_down":
4761 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4765 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4766 prout(_("Landing party assembled, ready to beam up."))
4768 prout(_("Kirk whips out communicator..."))
4769 prouts(_("BEEP BEEP BEEP"))
4771 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4774 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4776 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4778 prout(_("Kirk- \"Energize.\""))
4781 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4784 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4786 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4789 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4790 game.landed = not game.landed
4791 game.energy -= nrgneed
4793 prout(_("Transport complete."))
4794 if game.landed and game.iplnet.known=="shuttle_down":
4795 prout(_("The shuttle craft Galileo is here!"))
4796 if not game.landed and game.imine:
4803 "Strip-mine a world for dilithium."
4807 prout(_("Mining party not on planet."))
4809 if game.iplnet.crystals == "mined":
4810 prout(_("This planet has already been strip-mined for dilithium."))
4812 elif game.iplnet.crystals == "absent":
4813 prout(_("No dilithium crystals on this planet."))
4816 prout(_("You've already mined enough crystals for this trip."))
4818 if game.icrystl and game.cryprob == 0.05:
4819 prout(_("With all those fresh crystals aboard the ") + crmshp())
4820 prout(_("there's no reason to mine more at this time."))
4822 game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4825 prout(_("Mining operation complete."))
4826 game.iplnet.crystals = "mined"
4827 game.imine = game.ididit = True
4830 "Use dilithium crystals."
4834 if not game.icrystl:
4835 prout(_("No dilithium crystals available."))
4837 if game.energy >= 1000:
4838 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4839 prout(_(" except when Condition Yellow exists."))
4841 prout(_("Spock- \"Captain, I must warn you that loading"))
4842 prout(_(" raw dilithium crystals into the ship's power"))
4843 prout(_(" system may risk a severe explosion."))
4844 proutn(_(" Are you sure this is wise?\" "))
4849 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4850 prout(_(" Mr. Spock and I will try it.\""))
4852 prout(_("Spock- \"Crystals in place, Sir."))
4853 prout(_(" Ready to activate circuit.\""))
4855 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4857 if with(game.cryprob):
4858 prouts(_(" \"Activating now! - - No good! It's***"))
4860 prouts(_("***RED ALERT! RED A*L********************************"))
4863 prouts(_("****************** KA-BOOM!!!! *******************"))
4867 game.energy += randreal(5000.0, 5500.0)
4868 prouts(_(" \"Activating now! - - "))
4869 prout(_("The instruments"))
4870 prout(_(" are going crazy, but I think it's"))
4871 prout(_(" going to work!! Congratulations, Sir!\""))
4876 "Use shuttlecraft for planetary jaunt."
4879 if damaged(DSHUTTL):
4880 if game.damage[DSHUTTL] == -1.0:
4881 if game.inorbit and game.iplnet.known == "shuttle_down":
4882 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4884 prout(_("Ye Faerie Queene had no shuttle craft."))
4885 elif game.damage[DSHUTTL] > 0:
4886 prout(_("The Galileo is damaged."))
4887 else: # game.damage[DSHUTTL] < 0
4888 prout(_("Shuttle craft is now serving Big Macs."))
4890 if not game.inorbit:
4891 prout(crmshp() + _(" not in standard orbit."))
4893 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4894 prout(_("Shuttle craft not currently available."))
4896 if not game.landed and game.iplnet.known=="shuttle_down":
4897 prout(_("You will have to beam down to retrieve the shuttle craft."))
4899 if game.shldup or game.condition == "docked":
4900 prout(_("Shuttle craft cannot pass through shields."))
4902 if game.iplnet.known=="unknown":
4903 prout(_("Spock- \"Captain, we have no information on this planet"))
4904 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4905 prout(_(" you may not fly down.\""))
4907 game.optime = 3.0e-5*game.height
4908 if game.optime >= 0.8*game.state.remtime:
4909 prout(_("First Officer Spock- \"Captain, I compute that such"))
4910 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4911 int(100*game.optime/game.state.remtime))
4912 prout(_("remaining time."))
4913 proutn(_("Are you sure this is wise?\" "))
4919 if game.iscraft == "onship":
4921 if not damaged(DTRANSP):
4922 proutn(_("Spock- \"Would you rather use the transporter?\" "))
4926 proutn(_("Shuttle crew"))
4928 proutn(_("Rescue party"))
4929 prout(_(" boards Galileo and swoops toward planet surface."))
4930 game.iscraft = "offship"
4934 game.iplnet.known="shuttle_down"
4935 prout(_("Trip complete."))
4938 # Ready to go back to ship
4939 prout(_("You and your mining party board the"))
4940 prout(_("shuttle craft for the trip back to the Enterprise."))
4942 prouts(_("The short hop begins . . ."))
4944 game.iplnet.known="known"
4950 game.iscraft = "onship"
4956 prout(_("Trip complete."))
4959 # Kirk on ship and so is Galileo
4960 prout(_("Mining party assembles in the hangar deck,"))
4961 prout(_("ready to board the shuttle craft \"Galileo\"."))
4963 prouts(_("The hangar doors open; the trip begins."))
4966 game.iscraft = "offship"
4969 game.iplnet.known = "shuttle_down"
4972 prout(_("Trip complete."))
4976 "Use the big zapper."
4980 if game.ship != IHE:
4981 prout(_("Ye Faerie Queene has no death ray."))
4983 if len(game.enemies)==0:
4984 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
4987 prout(_("Death Ray is damaged."))
4989 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
4990 prout(_(" is highly unpredictible. Considering the alternatives,"))
4991 proutn(_(" are you sure this is wise?\" "))
4994 prout(_("Spock- \"Acknowledged.\""))
4997 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
4999 prout(_("Crew scrambles in emergency preparation."))
5000 prout(_("Spock and Scotty ready the death ray and"))
5001 prout(_("prepare to channel all ship's power to the device."))
5003 prout(_("Spock- \"Preparations complete, sir.\""))
5004 prout(_("Kirk- \"Engage!\""))
5006 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
5009 if game.options & OPTION_PLAIN:
5013 prouts(_("Sulu- \"Captain! It's working!\""))
5015 while len(game.enemies) > 0:
5016 deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.x][game.enemies[1].kloc.y],game.enemies[1].kloc)
5017 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
5018 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
5020 if (game.options & OPTION_PLAIN) == 0:
5021 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
5023 prout(_(" is still operational.\""))
5025 prout(_(" has been rendered nonfunctional.\""))
5026 game.damage[DDRAY] = 39.95
5028 r = randreal() # Pick failure method
5030 prouts(_("Sulu- \"Captain! It's working!\""))
5032 prouts(_("***RED ALERT! RED ALERT!"))
5034 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
5036 prouts(_("***RED ALERT! RED A*L********************************"))
5039 prouts(_("****************** KA-BOOM!!!! *******************"))
5044 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
5046 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
5048 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
5049 prout(_(" have apparently been transformed into strange mutations."))
5050 prout(_(" Vulcans do not seem to be affected."))
5052 prout(_("Kirk- \"Raauch! Raauch!\""))
5057 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
5059 proutn(_("Spock- \"I believe the word is"))
5060 prouts(_(" *ASTONISHING*"))
5061 prout(_(" Mr. Sulu."))
5062 for i in range(QUADSIZE):
5063 for j in range(QUADSIZE):
5064 if game.quad[i][j] == IHDOT:
5065 game.quad[i][j] = IHQUEST
5066 prout(_(" Captain, our quadrant is now infested with"))
5067 prouts(_(" - - - - - - *THINGS*."))
5069 prout(_(" I have no logical explanation.\""))
5071 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
5073 prout(_("Scotty- \"There are so many tribbles down here"))
5074 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
5078 # Code from reports.c begins here
5080 def attackreport(curt):
5081 "eport status of bases under attack."
5083 if is_scheduled(FCDBAS):
5084 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
5085 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
5086 elif game.isatb == 1:
5087 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
5088 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
5090 prout(_("No Starbase is currently under attack."))
5092 if is_scheduled(FCDBAS):
5093 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5095 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5099 # report on general game status
5101 s1 = "" and game.thawed and _("thawed ")
5102 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5103 s3 = (None, _("novice"). _("fair"),
5104 _("good"), _("expert"), _("emeritus"))[game.skill]
5105 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5106 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5107 prout(_("No plaque is allowed."))
5109 prout(_("This is tournament game %d.") % game.tourn)
5110 prout(_("Your secret password is \"%s\"") % game.passwd)
5111 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)),
5112 (game.inkling + game.incom + game.inscom)))
5113 if game.incom - len(game.state.kcmdr):
5114 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
5115 elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
5116 prout(_(", but no Commanders."))
5119 if game.skill > SKILL_FAIR:
5120 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5121 if len(game.state.baseq) != game.inbase:
5123 if game.inbase-len(game.state.baseq)==1:
5124 proutn(_("has been 1 base"))
5126 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
5127 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
5129 prout(_("There are %d bases.") % game.inbase)
5130 if communicating() or game.iseenit:
5131 # Don't report this if not seen and
5132 # either the radio is dead or not at base!
5136 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5138 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5139 if game.ship == IHE:
5140 proutn(_("You have "))
5142 proutn("%d" % (game.nprobes))
5145 proutn(_(" deep space probe"))
5149 if communicating() and is_scheduled(FDSPROB):
5151 proutn(_("An armed deep space probe is in "))
5153 proutn(_("A deep space probe is in "))
5154 prout("Quadrant %s." % game.probec)
5156 if game.cryprob <= .05:
5157 prout(_("Dilithium crystals aboard ship... not yet used."))
5161 while game.cryprob > ai:
5164 prout(_("Dilithium crystals have been used %d time%s.") % \
5165 (i, (_("s"), "")[i==1]))
5169 "Long-range sensor scan."
5170 if damaged(DLRSENS):
5171 # Now allow base's sensors if docked
5172 if game.condition != "docked":
5174 prout(_("LONG-RANGE SENSORS DAMAGED."))
5177 prout(_("Starbase's long-range scan"))
5179 prout(_("Long-range scan"))
5180 for x in range(game.quadrant.x-1, game.quadrant.x+2):
5183 for y in range(game.quadrant.y-1, game.quadrant.y+2):
5184 if not VALID_QUADRANT(x, y):
5188 if not damaged(DRADIO):
5189 game.state.galaxy[x][y].charted = True
5190 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5191 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5192 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5193 if not silent and game.state.galaxy[x][y].supernova:
5196 proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
5204 for i in range(NDEVICES):
5207 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5208 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5210 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5211 game.damage[i]+0.05,
5212 game.docfac*game.damage[i]+0.005))
5214 prout(_("All devices functional."))
5217 "Update the chart in the Enterprise's computer from galaxy data."
5218 game.lastchart = game.state.date
5219 for i in range(GALSIZE):
5220 for j in range(GALSIZE):
5221 if game.state.galaxy[i][j].charted:
5222 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5223 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5224 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5227 "Display the star chart."
5229 if (game.options & OPTION_AUTOSCAN):
5231 if not damaged(DRADIO):
5233 if game.lastchart < game.state.date and game.condition == "docked":
5234 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5236 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5237 if game.state.date > game.lastchart:
5238 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5239 prout(" 1 2 3 4 5 6 7 8")
5240 for i in range(GALSIZE):
5241 proutn("%d |" % (i+1))
5242 for j in range(GALSIZE):
5243 if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
5247 if game.state.galaxy[i][j].supernova:
5249 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5251 elif game.state.galaxy[i][j].charted:
5252 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5256 if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
5264 def sectscan(goodScan, i, j):
5265 "Light up an individual dot in a sector."
5266 if goodScan or (abs(i-game.sector.x)<= 1 and abs(j-game.sector.y) <= 1):
5267 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):
5268 if game.condition == "red": textcolor("red")
5269 elif game.condition == "green": textcolor("green")
5270 elif game.condition == "yellow": textcolor("yellow")
5271 elif game.condition == "docked": textcolor("cyan")
5272 elif game.condition == "dead": textcolor("brown")
5273 if game.quad[i][j] != game.ship:
5275 proutn("%c " % game.quad[i][j])
5281 "Emit status report lines"
5282 if not req or req == 1:
5283 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5284 % (game.state.date, game.state.remtime))
5285 if not req or req == 2:
5286 if game.condition != "docked":
5289 for t in range(NDEVICES):
5290 if game.damage[t]>0:
5292 prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
5293 if not req or req == 3:
5294 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5295 if not req or req == 4:
5296 if damaged(DLIFSUP):
5297 if game.condition == "docked":
5298 s = _("DAMAGED, Base provides")
5300 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5303 prstat(_("Life Support"), s)
5304 if not req or req == 5:
5305 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5306 if not req or req == 6:
5308 if game.icrystl and (game.options & OPTION_SHOWME):
5309 extra = _(" (have crystals)")
5310 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5311 if not req or req == 7:
5312 prstat(_("Torpedoes"), "%d" % (game.torps))
5313 if not req or req == 8:
5314 if damaged(DSHIELD):
5320 data = _(" %d%% %.1f units") \
5321 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5322 prstat(_("Shields"), s+data)
5323 if not req or req == 9:
5324 prstat(_("Klingons Left"), "%d" \
5325 % (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem))
5326 if not req or req == 10:
5327 if game.options & OPTION_WORLDS:
5328 plnet = game.state.galaxy[game.quadrant.x][game.quadrant.y].planet
5329 if plnet and plnet.inhabited:
5330 prstat(_("Major system"), plnet.name)
5332 prout(_("Sector is uninhabited"))
5333 elif not req or req == 11:
5334 attackreport(not req)
5337 "Request specified status data, a historical relic from slow TTYs."
5338 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5339 while scanner.next() == IHEOL:
5340 proutn(_("Information desired? "))
5342 if scanner.token in requests:
5343 status(requests.index(scanner.token))
5345 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5346 prout((" date, condition, position, lsupport, warpfactor,"))
5347 prout((" energy, torpedoes, shields, klingons, system, time."))
5352 if damaged(DSRSENS):
5353 # Allow base's sensors if docked
5354 if game.condition != "docked":
5355 prout(_(" S.R. SENSORS DAMAGED!"))
5358 prout(_(" [Using Base's sensors]"))
5360 prout(_(" Short-range scan"))
5361 if goodScan and not damaged(DRADIO):
5362 game.state.chart[game.quadrant.x][game.quadrant.y].klingons = game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons
5363 game.state.chart[game.quadrant.x][game.quadrant.y].starbase = game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase
5364 game.state.chart[game.quadrant.x][game.quadrant.y].stars = game.state.galaxy[game.quadrant.x][game.quadrant.y].stars
5365 game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
5366 prout(" 1 2 3 4 5 6 7 8 9 10")
5367 if game.condition != "docked":
5369 for i in range(QUADSIZE):
5370 proutn("%2d " % (i+1))
5371 for j in range(QUADSIZE):
5372 sectscan(goodScan, i, j)
5376 "Use computer to get estimated time of arrival for a warp jump."
5377 w1 = coord(); w2 = coord()
5379 if damaged(DCOMPTR):
5380 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5383 if scanner.next() != IHREAL:
5386 proutn(_("Destination quadrant and/or sector? "))
5387 if scanner.next()!=IHREAL:
5390 w1.y = int(scanner.real-0.5)
5391 if scanner.next() != IHREAL:
5394 w1.x = int(scanner.real-0.5)
5395 if scanner.next() == IHREAL:
5396 w2.y = int(scanner.real-0.5)
5397 if scanner.next() != IHREAL:
5400 w2.x = int(scanner.real-0.5)
5402 if game.quadrant.y>w1.x:
5406 if game.quadrant.x>w1.y:
5410 if not VALID_QUADRANT(w1.x, w1.y) or not VALID_SECTOR(w2.x, w2.y):
5413 game.dist = math.sqrt((w1.y-game.quadrant.y+0.1*(w2.y-game.sector.y))**2+
5414 (w1.x-game.quadrant.x+0.1*(w2.x-game.sector.x))**2)
5417 prout(_("Answer \"no\" if you don't know the value:"))
5420 proutn(_("Time or arrival date? "))
5421 if scanner.next()==IHREAL:
5422 ttime = scanner.real
5423 if ttime > game.state.date:
5424 ttime -= game.state.date # Actually a star date
5425 twarp=(math.floor(math.sqrt((10.0*game.dist)/ttime)*10.0)+1.0)/10.0
5426 if ttime <= 1e-10 or twarp > 10:
5427 prout(_("We'll never make it, sir."))
5434 proutn(_("Warp factor? "))
5435 if scanner.next()== IHREAL:
5437 twarp = scanner.real
5438 if twarp<1.0 or twarp > 10.0:
5442 prout(_("Captain, certainly you can give me one of these."))
5445 ttime = (10.0*game.dist)/twarp**2
5446 tpower = game.dist*twarp*twarp*twarp*(game.shldup+1)
5447 if tpower >= game.energy:
5448 prout(_("Insufficient energy, sir."))
5449 if not game.shldup or tpower > game.energy*2.0:
5452 proutn(_("New warp factor to try? "))
5453 if scanner.next() == IHREAL:
5455 twarp = scanner.real
5456 if twarp<1.0 or twarp > 10.0:
5464 prout(_("But if you lower your shields,"))
5465 proutn(_("remaining"))
5468 proutn(_("Remaining"))
5469 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5471 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5473 prout(_("Any warp speed is adequate."))
5475 prout(_("Minimum warp needed is %.2f,") % (twarp))
5476 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5477 if game.state.remtime < ttime:
5478 prout(_("Unfortunately, the Federation will be destroyed by then."))
5480 prout(_("You'll be taking risks at that speed, Captain"))
5481 if (game.isatb==1 and game.state.kscmdr == w1 and \
5482 scheduled(FSCDBAS)< ttime+game.state.date) or \
5483 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5484 prout(_("The starbase there will be destroyed by then."))
5485 proutn(_("New warp factor to try? "))
5486 if scanner.next() == IHREAL:
5488 twarp = scanner.real
5489 if twarp<1.0 or twarp > 10.0:
5497 # Code from setup.c begins here
5500 "Issue a historically correct banner."
5502 prout(_("-SUPER- STAR TREK"))
5504 # From the FORTRAN original
5505 # prout(_("Latest update-21 Sept 78"))
5511 scanner.token = "emsave.trk"
5513 key = scanner.next()
5515 proutn(_("File name: "))
5516 key = scanner.next()
5521 if '.' not in scanner.token:
5522 scanner.token += ".trk"
5524 fp = open(scanner.token, "wb")
5526 prout(_("Can't freeze game as file %s") % scanner.token)
5528 cPickle.dump(game, fp)
5532 "Retrieve saved game."
5533 game.passwd[0] = '\0'
5534 key = scanner.next()
5536 proutn(_("File name: "))
5537 key = scanner.next()
5542 if '.' not in scanner.token:
5543 scanner.token += ".trk"
5545 fp = open(scanner.token, "rb")
5547 prout(_("Can't thaw game in %s") % scanner.token)
5549 game = cPickle.load(fp)
5553 # I used <http://www.memory-alpha.org> to find planets
5554 # with references in ST:TOS. Eath and the Alpha Centauri
5555 # Colony have been omitted.
5557 # Some planets marked Class G and P here will be displayed as class M
5558 # because of the way planets are generated. This is a known bug.
5561 _("Andoria (Fesoan)"), # several episodes
5562 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5563 _("Vulcan (T'Khasi)"), # many episodes
5564 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5565 _("Argelius II (Nelphia)"),# TOS: "Wolf in the Fold" ("IV" in BSD)
5566 _("Ardana"), # TOS: "The Cloud Minders"
5567 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5568 _("Gideon"), # TOS: "The Mark of Gideon"
5569 _("Aldebaran III"), # TOS: "The Deadly Years"
5570 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5571 _("Altair IV"), # TOS: "Amok Time
5572 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5573 _("Benecia"), # TOS: "The Conscience of the King"
5574 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5575 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5576 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5577 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5578 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5579 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5580 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5581 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5582 _("Ingraham B"), # TOS: "Operation: Annihilate"
5583 _("Janus IV"), # TOS: "The Devil in the Dark"
5584 _("Makus III"), # TOS: "The Galileo Seven"
5585 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5586 _("Omega IV"), # TOS: "The Omega Glory"
5587 _("Regulus V"), # TOS: "Amok Time
5588 _("Deneva"), # TOS: "Operation -- Annihilate!"
5589 # Worlds from BSD Trek
5590 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5591 _("Beta III"), # TOS: "The Return of the Archons"
5592 _("Triacus"), # TOS: "And the Children Shall Lead",
5593 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5595 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5596 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5597 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5598 # _("Izar"), # TOS: "Whom Gods Destroy"
5599 # _("Tiburon"), # TOS: "The Way to Eden"
5600 # _("Merak II"), # TOS: "The Cloud Minders"
5601 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5602 # _("Iotia"), # TOS: "A Piece of the Action"
5606 _("S. R. Sensors"), \
5607 _("L. R. Sensors"), \
5609 _("Photon Tubes"), \
5610 _("Life Support"), \
5611 _("Warp Engines"), \
5612 _("Impulse Engines"), \
5614 _("Subspace Radio"), \
5615 _("Shuttle Craft"), \
5617 _("Navigation System"), \
5619 _("Shield Control"), \
5625 "Prepare to play, set up cosmos."
5627 # Decide how many of everything
5629 return # frozen game
5630 # Prepare the Enterprise
5631 game.alldone = game.gamewon = False
5633 game.state.crew = FULLCREW
5634 game.energy = game.inenrg = 5000.0
5635 game.shield = game.inshld = 2500.0
5636 game.shldchg = False
5640 game.quadrant = randplace(GALSIZE)
5641 game.sector = randplace(QUADSIZE)
5642 game.torps = game.intorps = 10
5643 game.nprobes = randrange(2, 5)
5645 game.wfacsq = game.warpfac * game.warpfac
5646 for i in range(NDEVICES):
5647 game.damage[i] = 0.0
5648 # Set up assorted game parameters
5649 game.battle = coord()
5650 game.state.date = game.indate = 100.0 * randreal(20, 51)
5651 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5652 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5653 game.isatb = game.state.nplankl = 0
5654 game.state.starkl = game.state.basekl = 0
5655 game.iscraft = "onship"
5659 # Starchart is functional but we've never seen it
5660 game.lastchart = FOREVER
5661 # Put stars in the galaxy
5663 for i in range(GALSIZE):
5664 for j in range(GALSIZE):
5665 k = randrange(1, QUADSIZE**2/10+1)
5667 game.state.galaxy[i][j].stars = k
5668 # Locate star bases in galaxy
5669 for i in range(game.inbase):
5672 w = randplace(GALSIZE)
5673 if not game.state.galaxy[w.x][w.y].starbase:
5676 # C version: for (j = i-1; j > 0; j--)
5677 # so it did them in the opposite order.
5678 for j in range(1, i):
5679 # Improved placement algorithm to spread out bases
5680 distq = (w - game.state.baseq[j]).distance()
5681 if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
5684 prout("=== Abandoning base #%d at %s" % (i, w))
5686 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5688 prout("=== Saving base #%d, close to #%d" % (i, j))
5691 game.state.baseq.append(w)
5692 game.state.galaxy[w.x][w.y].starbase = game.state.chart[w.x][w.y].starbase = True
5693 # Position ordinary Klingon Battle Cruisers
5695 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5696 if klumper > MAXKLQUAD:
5700 klump = (1.0 - r*r)*klumper
5705 w = randplace(GALSIZE)
5706 if not game.state.galaxy[w.x][w.y].supernova and \
5707 game.state.galaxy[w.x][w.y].klingons + klump <= MAXKLQUAD:
5709 game.state.galaxy[w.x][w.y].klingons += int(klump)
5712 # Position Klingon Commander Ships
5713 for i in range(game.incom):
5715 w = randplace(GALSIZE)
5716 if not welcoming(w) or w in game.state.kcmdr:
5718 if (game.state.galaxy[w.x][w.y].klingons or withprob(0.25)):
5720 game.state.galaxy[w.x][w.y].klingons += 1
5721 game.state.kcmdr.append(w)
5722 # Locate planets in galaxy
5723 for i in range(game.inplan):
5725 w = randplace(GALSIZE)
5726 if game.state.galaxy[w.x][w.y].planet == None:
5730 new.crystals = "absent"
5731 if (game.options & OPTION_WORLDS) and i < NINHAB:
5732 new.pclass = "M" # All inhabited planets are class M
5733 new.crystals = "absent"
5735 new.name = systnames[i]
5736 new.inhabited = True
5738 new.pclass = ("M", "N", "O")[randrange(0, 3)]
5740 new.crystals = "present"
5741 new.known = "unknown"
5742 new.inhabited = False
5743 game.state.galaxy[w.x][w.y].planet = new
5744 game.state.planets.append(new)
5746 for i in range(game.state.nromrem):
5747 w = randplace(GALSIZE)
5748 game.state.galaxy[w.x][w.y].romulans += 1
5749 # Place the Super-Commander if needed
5750 if game.state.nscrem > 0:
5752 w = randplace(GALSIZE)
5755 game.state.kscmdr = w
5756 game.state.galaxy[w.x][w.y].klingons += 1
5757 # Initialize times for extraneous events
5758 schedule(FSNOVA, expran(0.5 * game.intime))
5759 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5760 schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
5761 schedule(FBATTAK, expran(0.3*game.intime))
5763 if game.state.nscrem:
5764 schedule(FSCMOVE, 0.2777)
5769 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5770 schedule(FDISTR, expran(1.0 + game.intime))
5775 # Place thing (in tournament game, we don't want one!)
5777 if game.tourn is None:
5778 thing = randplace(GALSIZE)
5780 game.state.snap = False
5781 if game.skill == SKILL_NOVICE:
5782 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5783 prout(_("a deadly Klingon invasion force. As captain of the United"))
5784 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5785 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5786 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5787 prout(_("your mission. As you proceed you may be given more time."))
5789 prout(_("You will have %d supporting starbases.") % (game.inbase))
5790 proutn(_("Starbase locations- "))
5792 prout(_("Stardate %d.") % int(game.state.date))
5794 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5795 prout(_("An unknown number of Romulans."))
5796 if game.state.nscrem:
5797 prout(_("And one (GULP) Super-Commander."))
5798 prout(_("%d stardates.") % int(game.intime))
5799 proutn(_("%d starbases in ") % game.inbase)
5800 for i in range(game.inbase):
5801 proutn(`game.state.baseq[i]`)
5804 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5805 proutn(_(" Sector %s") % game.sector)
5807 prout(_("Good Luck!"))
5808 if game.state.nscrem:
5809 prout(_(" YOU'LL NEED IT."))
5812 if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
5814 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5815 attack(torps_ok=False)
5818 "Choose your game type."
5823 game.skill = SKILL_NONE
5825 if not scanner.inqueue: # Can start with command line options
5826 proutn(_("Would you like a regular, tournament, or saved game? "))
5828 if len(scanner.token)==0: # Try again
5830 if scanner.sees("tournament"):
5831 while scanner.next() == IHEOL:
5832 proutn(_("Type in tournament number-"))
5833 if scanner.real == 0:
5835 continue # We don't want a blank entry
5836 game.tourn = int(round(scanner.real))
5837 random.seed(scanner.real)
5839 logfp.write("# random.seed(%d)\n" % scanner.real)
5841 if scanner.sees("saved") or scanner.sees("frozen"):
5845 if game.passwd == None:
5847 if not game.alldone:
5848 game.thawed = True # No plaque if not finished
5852 if scanner.sees("regular"):
5854 proutn(_("What is \"%s\"?") % scanner.token)
5856 while game.length==0 or game.skill==SKILL_NONE:
5857 if scanner.next() == IHALPHA:
5858 if scanner.sees("short"):
5860 elif scanner.sees("medium"):
5862 elif scanner.sees("long"):
5864 elif scanner.sees("novice"):
5865 game.skill = SKILL_NOVICE
5866 elif scanner.sees("fair"):
5867 game.skill = SKILL_FAIR
5868 elif scanner.sees("good"):
5869 game.skill = SKILL_GOOD
5870 elif scanner.sees("expert"):
5871 game.skill = SKILL_EXPERT
5872 elif scanner.sees("emeritus"):
5873 game.skill = SKILL_EMERITUS
5875 proutn(_("What is \""))
5876 proutn(scanner.token)
5881 proutn(_("Would you like a Short, Medium, or Long game? "))
5882 elif game.skill == SKILL_NONE:
5883 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
5884 # Choose game options -- added by ESR for SST2K
5885 if scanner.next() != IHALPHA:
5887 proutn(_("Choose your game style (or just press enter): "))
5889 if scanner.sees("plain"):
5890 # Approximates the UT FORTRAN version.
5891 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5892 game.options |= OPTION_PLAIN
5893 elif scanner.sees("almy"):
5894 # Approximates Tom Almy's version.
5895 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5896 game.options |= OPTION_ALMY
5897 elif scanner.sees("fancy"):
5899 elif len(scanner.token):
5900 proutn(_("What is \"%s\"?") % scanner.token)
5902 if game.passwd == "debug":
5904 prout("=== Debug mode enabled.")
5905 # Use parameters to generate initial values of things
5906 game.damfac = 0.5 * game.skill
5907 game.inbase = randrange(BASEMIN, BASEMAX+1)
5909 if game.options & OPTION_PLANETS:
5910 game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
5911 if game.options & OPTION_WORLDS:
5912 game.inplan += int(NINHAB)
5913 game.state.nromrem = game.inrom = randrange(2 *game.skill)
5914 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
5915 game.state.remtime = 7.0 * game.length
5916 game.intime = game.state.remtime
5917 game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
5918 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
5919 game.state.remres = (game.inkling+4*game.incom)*game.intime
5920 game.inresor = game.state.remres
5921 if game.inkling > 50:
5922 game.state.inbase += 1
5925 def dropin(iquad=None):
5926 "Drop a feature on a random dot in the current quadrant."
5928 w = randplace(QUADSIZE)
5929 if game.quad[w.x][w.y] == IHDOT:
5931 if iquad is not None:
5932 game.quad[w.x][w.y] = iquad
5936 "Update our alert status."
5937 game.condition = "green"
5938 if game.energy < 1000.0:
5939 game.condition = "yellow"
5940 if game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons or game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans:
5941 game.condition = "red"
5943 game.condition="dead"
5946 "Drop new Klingon into current quadrant."
5947 return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill)
5950 "Set up a new state of quadrant, for when we enter or re-enter it."
5957 game.inorbit = False
5959 game.ientesc = False
5960 game.iseenit = False
5961 # Create a blank quadrant
5962 game.quad = fill2d(QUADSIZE, lambda i, j: IHDOT)
5964 # Attempt to escape Super-commander, so tbeam back!
5967 q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
5968 # cope with supernova
5971 game.klhere = q.klingons
5972 game.irhere = q.romulans
5974 game.quad[game.sector.x][game.sector.y] = game.ship
5977 # Position ordinary Klingons
5978 for i in range(game.klhere):
5980 # If we need a commander, promote a Klingon
5981 for cmdr in game.state.kcmdr:
5982 if cmdr == game.quadrant:
5983 e = game.enemies[game.klhere-1]
5984 game.quad[e.kloc.x][e.kloc.y] = IHC
5985 e.kpower = randreal(950,1350) + 50.0*game.skill
5987 # If we need a super-commander, promote a Klingon
5988 if game.quadrant == game.state.kscmdr:
5990 game.quad[e.kloc.x][e.kloc.y] = IHS
5991 e.kpower = randreal(1175.0, 1575.0) + 125.0*game.skill
5992 game.iscate = (game.state.remkl > 1)
5993 # Put in Romulans if needed
5994 for i in range(q.romulans):
5995 enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
5996 # If quadrant needs a starbase, put it in
5998 game.base = dropin(IHB)
5999 # If quadrant needs a planet, put it in
6001 game.iplnet = q.planet
6002 if not q.planet.inhabited:
6003 game.plnet = dropin(IHP)
6005 game.plnet = dropin(IHW)
6006 # Check for condition
6009 if game.irhere > 0 and game.klhere == 0:
6011 if not damaged(DRADIO):
6013 prout(_("LT. Uhura- \"Captain, an urgent message."))
6014 prout(_(" I'll put it on audio.\" CLICK"))
6016 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
6017 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
6019 # Put in THING if needed
6020 if thing == game.quadrant:
6021 enemy(type=IHQUEST, loc=dropin(),
6022 power=randreal(6000,6500.0)+250.0*game.skill)
6023 if not damaged(DSRSENS):
6025 prout(_("Mr. Spock- \"Captain, this is most unusual."))
6026 prout(_(" Please examine your short-range scan.\""))
6027 # Decide if quadrant needs a Tholian; lighten up if skill is low
6028 if game.options & OPTION_THOLIAN:
6029 if (game.skill < SKILL_GOOD and withprob(0.02)) or \
6030 (game.skill == SKILL_GOOD and withprob(0.05)) or \
6031 (game.skill > SKILL_GOOD and withprob(0.08)):
6034 w.x = withprob(0.5) * (QUADSIZE-1)
6035 w.y = withprob(0.5) * (QUADSIZE-1)
6036 if game.quad[w.x][w.y] == IHDOT:
6038 game.tholian = enemy(type=IHT, loc=w,
6039 power=randrange(100, 500) + 25.0*game.skill)
6040 # Reserve unoccupied corners
6041 if game.quad[0][0]==IHDOT:
6042 game.quad[0][0] = 'X'
6043 if game.quad[0][QUADSIZE-1]==IHDOT:
6044 game.quad[0][QUADSIZE-1] = 'X'
6045 if game.quad[QUADSIZE-1][0]==IHDOT:
6046 game.quad[QUADSIZE-1][0] = 'X'
6047 if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT:
6048 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
6049 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
6050 # And finally the stars
6051 for i in range(q.stars):
6053 # Put in a few black holes
6054 for i in range(1, 3+1):
6057 # Take out X's in corners if Tholian present
6059 if game.quad[0][0]=='X':
6060 game.quad[0][0] = IHDOT
6061 if game.quad[0][QUADSIZE-1]=='X':
6062 game.quad[0][QUADSIZE-1] = IHDOT
6063 if game.quad[QUADSIZE-1][0]=='X':
6064 game.quad[QUADSIZE-1][0] = IHDOT
6065 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
6066 game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT
6069 "Set the self-destruct password."
6070 if game.options & OPTION_PLAIN:
6073 proutn(_("Please type in a secret password- "))
6075 game.passwd = scanner.token
6076 if game.passwd != None:
6081 game.passwd += chr(ord('a')+randrange(26))
6083 # Code from sst.c begins here
6086 "SRSCAN": OPTION_TTY,
6087 "STATUS": OPTION_TTY,
6088 "REQUEST": OPTION_TTY,
6089 "LRSCAN": OPTION_TTY,
6102 "SENSORS": OPTION_PLANETS,
6103 "ORBIT": OPTION_PLANETS,
6104 "TRANSPORT": OPTION_PLANETS,
6105 "MINE": OPTION_PLANETS,
6106 "CRYSTALS": OPTION_PLANETS,
6107 "SHUTTLE": OPTION_PLANETS,
6108 "PLANETS": OPTION_PLANETS,
6113 "PROBE": OPTION_PROBE,
6115 "FREEZE": 0, # Synonym for SAVE
6121 "SOS": 0, # Synonym for MAYDAY
6122 "CALL": 0, # Synonym for MAYDAY
6128 "Generate a list of legal commands."
6129 proutn(_("LEGAL COMMANDS ARE:"))
6130 for (k, key) in enumerate(commands):
6131 if not commands[cmd] or (commands[key] & game.options):
6134 proutn("%-12s " % key)
6138 "Browse on-line help."
6139 key = scanner.next()
6142 setwnd(prompt_window)
6143 proutn(_("Help on what command? "))
6144 key = scanner.next()
6145 setwnd(message_window)
6148 if scanner.token in commands or scanner.token == "ABBREV":
6155 cmd = scanner.token.upper()
6157 fp = open(SSTDOC, "r")
6160 fp = open(DOC_NAME, "r")
6162 prout(_("Spock- \"Captain, that information is missing from the"))
6163 proutn(_(" computer. You need to find "))
6165 prout(_(" and put it in the"))
6166 proutn(_(" current directory or to "))
6170 # This used to continue: "You need to find SST.DOC and put
6171 # it in the current directory."
6175 linebuf = fp.readline()
6177 prout(_("Spock- \"Captain, there is no information on that command.\""))
6180 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6181 linebuf = linebuf[3:].strip()
6185 prout(_("Spock- \"Captain, I've found the following information:\""))
6187 while linebuf in fp:
6188 if "******" in linebuf:
6194 "Command-interpretation loop."
6196 setwnd(message_window)
6197 while True: # command loop
6199 while True: # get a command
6204 setwnd(prompt_window)
6207 if scanner.next() == IHEOL:
6208 if game.options & OPTION_CURSES:
6211 elif scanner.token == "":
6215 setwnd(message_window)
6217 candidates = filter(lambda x: x.startswith(scanner.token.upper()),
6219 if len(candidates) == 1:
6222 elif candidates and not (game.options & OPTION_PLAIN):
6223 prout("Commands with prefix '%s': %s" % (scanner.token, " ".join(candidates)))
6227 if cmd == "SRSCAN": # srscan
6229 elif cmd == "STATUS": # status
6231 elif cmd == "REQUEST": # status request
6233 elif cmd == "LRSCAN": # long range scan
6234 lrscan(silent=False)
6235 elif cmd == "PHASERS": # phasers
6239 elif cmd == "TORPEDO": # photon torpedos
6243 elif cmd == "MOVE": # move under warp
6245 elif cmd == "SHIELDS": # shields
6246 doshield(shraise=False)
6249 game.shldchg = False
6250 elif cmd == "DOCK": # dock at starbase
6253 attack(torps_ok=False)
6254 elif cmd == "DAMAGES": # damage reports
6256 elif cmd == "CHART": # chart
6258 elif cmd == "IMPULSE": # impulse
6260 elif cmd == "REST": # rest
6264 elif cmd == "WARP": # warp
6266 elif cmd == "SCORE": # score
6268 elif cmd == "SENSORS": # sensors
6270 elif cmd == "ORBIT": # orbit
6274 elif cmd == "TRANSPORT": # transport "beam"
6276 elif cmd == "MINE": # mine
6280 elif cmd == "CRYSTALS": # crystals
6284 elif cmd == "SHUTTLE": # shuttle
6288 elif cmd == "PLANETS": # Planet list
6290 elif cmd == "REPORT": # Game Report
6292 elif cmd == "COMPUTER": # use COMPUTER!
6294 elif cmd == "COMMANDS":
6296 elif cmd == "EMEXIT": # Emergency exit
6297 clrscr() # Hide screen
6298 freeze(True) # forced save
6299 raise SysExit,1 # And quick exit
6300 elif cmd == "PROBE":
6301 probe() # Launch probe
6304 elif cmd == "ABANDON": # Abandon Ship
6306 elif cmd == "DESTRUCT": # Self Destruct
6308 elif cmd == "SAVE": # Save Game
6311 if game.skill > SKILL_GOOD:
6312 prout(_("WARNING--Saved games produce no plaques!"))
6313 elif cmd == "DEATHRAY": # Try a desparation measure
6317 elif cmd == "DEBUGCMD": # What do we want for debug???
6319 elif cmd == "MAYDAY": # Call for help
6324 game.alldone = True # quit the game
6329 break # Game has ended
6330 if game.optime != 0.0:
6333 break # Events did us in
6334 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
6337 if hitme and not game.justin:
6338 attack(torps_ok=True)
6341 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
6352 "Emit the name of an enemy or feature."
6353 if type == IHR: s = _("Romulan")
6354 elif type == IHK: s = _("Klingon")
6355 elif type == IHC: s = _("Commander")
6356 elif type == IHS: s = _("Super-commander")
6357 elif type == IHSTAR: s = _("Star")
6358 elif type == IHP: s = _("Planet")
6359 elif type == IHB: s = _("Starbase")
6360 elif type == IHBLANK: s = _("Black hole")
6361 elif type == IHT: s = _("Tholian")
6362 elif type == IHWEB: s = _("Tholian web")
6363 elif type == IHQUEST: s = _("Stranger")
6364 elif type == IHW: s = _("Inhabited World")
6365 else: s = "Unknown??"
6368 def crmena(stars, enemy, loctype, w):
6369 "Emit the name of an enemy and his location."
6373 buf += cramen(enemy) + _(" at ")
6374 if loctype == "quadrant":
6375 buf += _("Quadrant ")
6376 elif loctype == "sector":
6381 "Emit our ship name."
6382 return{IHE:_("Enterprise"),IHF:_("Faerie Queene")}.get(game.ship,"Ship???")
6385 "Emit a line of stars"
6386 prouts("******************************************************")
6390 return -avrage*math.log(1e-7 + randreal())
6392 def randplace(size):
6393 "Choose a random location."
6395 w.x = randrange(size)
6396 w.y = randrange(size)
6406 # Get a token from the user
6409 # Fill the token quue if nothing here
6410 while not self.inqueue:
6412 if curwnd==prompt_window:
6414 setwnd(message_window)
6418 # Skip leading white space
6419 line = line.lstrip()
6423 self.inqueue = line.lstrip().split() + [IHEOL]
6424 # From here on in it's all looking at the queue
6425 self.token = self.inqueue.pop(0)
6426 if self.token == IHEOL:
6430 self.real = float(self.token)
6436 self.token = self.token.lower()
6440 def push(self, tok):
6441 self.inqueue.append(tok)
6445 # Demand input for next scan
6447 self.real = self.token = None
6449 # return IHEOL next time
6450 self.inqueue = [IHEOL]
6451 self.real = self.token = None
6453 # compares s to item and returns true if it matches to the length of s
6454 return s.startswith(self.token)
6456 # Round token value to nearest integer
6457 return int(round(scanner.real))
6461 if scanner.type != IHREAL:
6464 s.x = scanner.int()-1
6466 if scanner.type != IHREAL:
6469 s.y = scanner.int()-1
6473 "Yes-or-no confirmation."
6478 if scanner.token == 'y':
6480 if scanner.token == 'n':
6482 proutn(_("Please answer with \"y\" or \"n\": "))
6485 "Complain about unparseable input."
6488 prout(_("Beg your pardon, Captain?"))
6491 "Access to the internals for debugging."
6492 proutn("Reset levels? ")
6494 if game.energy < game.inenrg:
6495 game.energy = game.inenrg
6496 game.shield = game.inshld
6497 game.torps = game.intorps
6498 game.lsupres = game.inlsr
6499 proutn("Reset damage? ")
6501 for i in range(NDEVICES):
6502 if game.damage[i] > 0.0:
6503 game.damage[i] = 0.0
6504 proutn("Toggle debug flag? ")
6508 prout("Debug output ON")
6510 prout("Debug output OFF")
6511 proutn("Cause selective damage? ")
6513 for i in range(NDEVICES):
6514 proutn("Kill %s?" % device[i])
6516 key = scanner.next()
6517 if key == IHALPHA and scanner.sees("y"):
6518 game.damage[i] = 10.0
6519 proutn("Examine/change events? ")
6524 FSNOVA: "Supernova ",
6527 FBATTAK: "Base Attack ",
6528 FCDBAS: "Base Destroy ",
6529 FSCMOVE: "SC Move ",
6530 FSCDBAS: "SC Base Destroy ",
6531 FDSPROB: "Probe Move ",
6532 FDISTR: "Distress Call ",
6533 FENSLV: "Enslavement ",
6534 FREPRO: "Klingon Build ",
6536 for i in range(1, NEVENTS):
6539 proutn("%.2f" % (scheduled(i)-game.state.date))
6540 if i == FENSLV or i == FREPRO:
6542 proutn(" in %s" % ev.quadrant)
6547 key = scanner.next()
6552 ev = schedule(i, scanner.real)
6553 if i == FENSLV or i == FREPRO:
6555 proutn("In quadrant- ")
6556 key = scanner.next()
6557 # IHEOL says to leave coordinates as they are
6560 prout("Event %d canceled, no x coordinate." % (i))
6563 w.x = int(round(scanner.real))
6564 key = scanner.next()
6566 prout("Event %d canceled, no y coordinate." % (i))
6569 w.y = int(round(scanner.real))
6572 proutn("Induce supernova here? ")
6574 game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova = True
6577 if __name__ == '__main__':
6579 global line, thing, game, idebug
6585 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6586 # Disable curses mode until the game logic is working.
6587 # if os.getenv("TERM"):
6588 # game.options |= OPTION_CURSES | OPTION_SHOWME
6590 game.options |= OPTION_TTY
6591 seed = int(time.time())
6592 (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:tx")
6593 for (switch, val) in options:
6596 replayfp = open(val, "r")
6598 sys.stderr.write("sst: can't open replay file %s\n" % val)
6601 line = replayfp.readline().strip()
6602 (leader, key, seed) = line.split()
6604 sys.stderr.write("sst2k: seed set to %s\n" % seed)
6605 line = replayfp.readline().strip()
6606 arguments += line.split()[2:]
6608 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6610 game.options |= OPTION_TTY
6611 game.options &=~ OPTION_CURSES
6612 elif switch == '-s':
6614 elif switch == '-t':
6615 game.options |= OPTION_TTY
6616 game.options &=~ OPTION_CURSES
6617 elif switch == '-x':
6620 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6622 # where to save the input in case of bugs
6624 logfp = open("/usr/tmp/sst-input.log", "w")
6626 sys.stderr.write("sst: warning, can't open logfile\n")
6628 logfp.write("# seed %s\n" % seed)
6629 logfp.write("# options %s\n" % " ".join(arguments))
6631 scanner = sstscanner()
6632 map(scanner.push, arguments)
6635 while True: # Play a game
6636 setwnd(fullscreen_window)
6642 game.alldone = False
6648 if game.tourn and game.alldone:
6649 proutn(_("Do you want your score recorded?"))
6654 proutn(_("Do you want to play again? "))
6658 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6662 except KeyboardInterrupt: