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
231 def __init__(self, x=None, y=None):
234 def invalidate(self):
235 self.i = self.j = None
237 return self.i != None and self.j != None
238 def __eq__(self, other):
239 return other != None and self.i == other.i and self.j == other.j
240 def __add__(self, other):
241 return coord(self.i+other.i, self.j+other.j)
242 def __sub__(self, other):
243 return coord(self.i-other.i, self.j-other.j)
244 def __mul__(self, other):
245 return coord(self.i*other, self.j*other)
246 def __rmul__(self, other):
247 return coord(self.i*other, self.j*other)
248 def __div__(self, other):
249 return coord(self.i/other, self.j/other)
250 def __rdiv__(self, other):
251 return coord(self.i/other, self.j/other)
252 def snaptogrid(self):
253 return coord(int(round(self.i)), int(round(self.j)))
254 def distance(self, other=None):
255 if not other: other = coord(0, 0)
256 return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
257 def bearing(self, other=None):
258 if not other: other = coord(0, 0)
259 return 1.90985*math.atan2(self.i-other.i, self.j-other.j)
265 s.i = self.i / abs(self.i)
269 s.j = self.j / abs(self.j)
273 s.i = self.i + randrange(-1, 2)
274 s.j = self.j + randrange(-1, 2)
279 if self.i == None or self.j == None:
281 return "%s - %s" % (self.i+1, self.j+1)
286 self.name = None # string-valued if inhabited
287 self.quadrant = coord() # quadrant located
288 self.pclass = None # could be ""M", "N", "O", or "destroyed"
289 self.crystals = "absent"# could be "mined", "present", "absent"
290 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
291 self.inhabited = False # is it inhabites?
299 self.starbase = False
302 self.supernova = False
304 self.status = "secure" # Could be "secure", "distressed", "enslaved"
312 def fill2d(size, fillfun):
313 "Fill an empty list in 2D."
315 for i in range(size):
317 for j in range(size):
318 lst[i].append(fillfun(i, j))
323 self.snap = False # snapshot taken
324 self.crew = 0 # crew complement
325 self.remkl = 0 # remaining klingons
326 self.nscrem = 0 # remaining super commanders
327 self.starkl = 0 # destroyed stars
328 self.basekl = 0 # destroyed bases
329 self.nromrem = 0 # Romulans remaining
330 self.nplankl = 0 # destroyed uninhabited planets
331 self.nworldkl = 0 # destroyed inhabited planets
332 self.planets = [] # Planet information
333 self.date = 0.0 # stardate
334 self.remres = 0 # remaining resources
335 self.remtime = 0 # remaining time
336 self.baseq = [] # Base quadrant coordinates
337 self.kcmdr = [] # Commander quadrant coordinates
338 self.kscmdr = coord() # Supercommander quadrant coordinates
339 # the galaxy (subscript 0 not used)
340 self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
341 # the starchart (subscript 0 not used)
342 self.chart = fill2d(GALSIZE, lambda i, j: page())
346 self.date = None # A real number
347 self.quadrant = None # A coord structure
350 OPTION_ALL = 0xffffffff
351 OPTION_TTY = 0x00000001 # old interface
352 OPTION_CURSES = 0x00000002 # new interface
353 OPTION_IOMODES = 0x00000003 # cover both interfaces
354 OPTION_PLANETS = 0x00000004 # planets and mining
355 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
356 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
357 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
358 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
359 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
360 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
361 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
362 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
363 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
364 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
365 OPTION_PLAIN = 0x01000000 # user chose plain game
366 OPTION_ALMY = 0x02000000 # user chose Almy variant
385 NDEVICES= 16 # Number of devices
394 def damaged(dev): return (game.damage[dev] != 0.0)
395 def communicating(): return not damaged(DRADIO) or game.condition=="docked"
397 # Define future events
398 FSPY = 0 # Spy event happens always (no future[] entry)
399 # can cause SC to tractor beam Enterprise
400 FSNOVA = 1 # Supernova
401 FTBEAM = 2 # Commander tractor beams Enterprise
402 FSNAP = 3 # Snapshot for time warp
403 FBATTAK = 4 # Commander attacks base
404 FCDBAS = 5 # Commander destroys base
405 FSCMOVE = 6 # Supercommander moves (might attack base)
406 FSCDBAS = 7 # Supercommander destroys base
407 FDSPROB = 8 # Move deep space probe
408 FDISTR = 9 # Emit distress call from an inhabited world
409 FENSLV = 10 # Inhabited word is enslaved */
410 FREPRO = 11 # Klingons build a ship in an enslaved system
414 # abstract out the event handling -- underlying data structures will change
415 # when we implement stateful events
417 def findevent(evtype): return game.future[evtype]
420 def __init__(self, type=None, loc=None, power=None):
425 self.kpower = power # enemy energy level
426 game.enemies.append(self)
428 motion = (loc != self.kloc)
429 if self.kloc.i is not None and self.kloc.j is not None:
432 game.quad[self.kloc.i][self.kloc.j] = IHWEB
434 game.quad[self.kloc.i][self.kloc.j] = IHDOT
436 self.kloc = copy.copy(loc)
437 game.quad[self.kloc.i][self.kloc.j] = self.type
438 self.kdist = self.kavgd = (game.sector - loc).distance()
441 self.kdist = self.kavgd = None
442 game.enemies.remove(self)
445 return "<%s,%s.%f>" % (self.type, self.kloc, self.kpower) # For debugging
449 self.options = None # Game options
450 self.state = snapshot() # A snapshot structure
451 self.snapsht = snapshot() # Last snapshot taken for time-travel purposes
452 self.quad = None # contents of our quadrant
453 self.damage = [0.0] * NDEVICES # damage encountered
454 self.future = [] # future events
455 for i in range(NEVENTS):
456 self.future.append(event())
457 self.passwd = None; # Self Destruct password
459 self.quadrant = None # where we are in the large
460 self.sector = None # where we are in the small
461 self.tholian = None # Tholian enemy object
462 self.base = None # position of base in current quadrant
463 self.battle = None # base coordinates being attacked
464 self.plnet = None # location of planet in quadrant
465 self.probec = None # current probe quadrant
466 self.gamewon = False # Finished!
467 self.ididit = False # action taken -- allows enemy to attack
468 self.alive = False # we are alive (not killed)
469 self.justin = False # just entered quadrant
470 self.shldup = False # shields are up
471 self.shldchg = False # shield is changing (affects efficiency)
472 self.iscate = False # super commander is here
473 self.ientesc = False # attempted escape from supercommander
474 self.resting = False # rest time
475 self.icraft = False # Kirk in Galileo
476 self.landed = False # party on planet (true), on ship (false)
477 self.alldone = False # game is now finished
478 self.neutz = False # Romulan Neutral Zone
479 self.isarmed = False # probe is armed
480 self.inorbit = False # orbiting a planet
481 self.imine = False # mining
482 self.icrystl = False # dilithium crystals aboard
483 self.iseenit = False # seen base attack report
484 self.thawed = False # thawed game
485 self.condition = None # "green", "yellow", "red", "docked", "dead"
486 self.iscraft = None # "onship", "offship", "removed"
487 self.skill = None # Player skill level
488 self.inkling = 0 # initial number of klingons
489 self.inbase = 0 # initial number of bases
490 self.incom = 0 # initial number of commanders
491 self.inscom = 0 # initial number of commanders
492 self.inrom = 0 # initial number of commanders
493 self.instar = 0 # initial stars
494 self.intorps = 0 # initial/max torpedoes
495 self.torps = 0 # number of torpedoes
496 self.ship = 0 # ship type -- 'E' is Enterprise
497 self.abandoned = 0 # count of crew abandoned in space
498 self.length = 0 # length of game
499 self.klhere = 0 # klingons here
500 self.casual = 0 # causalties
501 self.nhelp = 0 # calls for help
502 self.nkinks = 0 # count of energy-barrier crossings
503 self.iplnet = None # planet # in quadrant
504 self.inplan = 0 # initial planets
505 self.irhere = 0 # Romulans in quadrant
506 self.isatb = 0 # =1 if super commander is attacking base
507 self.tourn = None # tournament number
508 self.proben = 0 # number of moves for probe
509 self.nprobes = 0 # number of probes available
510 self.inresor = 0.0 # initial resources
511 self.intime = 0.0 # initial time
512 self.inenrg = 0.0 # initial/max energy
513 self.inshld = 0.0 # initial/max shield
514 self.inlsr = 0.0 # initial life support resources
515 self.indate = 0.0 # initial date
516 self.energy = 0.0 # energy level
517 self.shield = 0.0 # shield level
518 self.warpfac = 0.0 # warp speed
519 self.wfacsq = 0.0 # squared warp factor
520 self.lsupres = 0.0 # life support reserves
521 self.dist = 0.0 # movement distance
522 self.direc = 0.0 # movement direction
523 self.optime = 0.0 # time taken by current operation
524 self.docfac = 0.0 # repair factor when docking (constant?)
525 self.damfac = 0.0 # damage factor
526 self.lastchart = 0.0 # time star chart was last updated
527 self.cryprob = 0.0 # probability that crystal will work
528 self.probex = 0.0 # location of probe
530 self.probeinx = 0.0 # probe x,y increment
531 self.probeiny = 0.0 #
532 self.height = 0.0 # height of orbit around planet
534 # Stas thinks this should be (C expression):
535 # game.state.remkl + len(game.state.kcmdr) > 0 ?
536 # game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99
537 # He says the existing expression is prone to divide-by-zero errors
538 # after killing the last klingon when score is shown -- perhaps also
539 # if the only remaining klingon is SCOM.
540 game.state.remtime = game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr))
541 # From enumerated type 'feature'
562 # From enumerated type 'FINTYPE'
586 # Log the results of pulling random numbers so we can check determinism.
592 #logfp.write("# withprob(%s) -> %f (%s) at %s\n" % (p, v, v<p, traceback.extract_stack()[-2][1:]))
595 def randrange(*args):
596 v = random.randrange(*args)
597 #logfp.write("# randrange%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
603 v *= args[0] # returns from [0, args[0])
605 v = args[0] + v*(args[1]-args[0]) # returns from [args[0], args[1])
606 #logfp.write("# randreal%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
609 # Code from ai.c begins here
612 "Would this quadrant welcome another Klingon?"
613 return VALID_QUADRANT(iq.i,iq.j) and \
614 not game.state.galaxy[iq.i][iq.j].supernova and \
615 game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
617 def tryexit(enemy, look, irun):
618 "A bad guy attempts to bug out."
620 iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
621 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
622 if not welcoming(iq):
624 if enemy.type == IHR:
625 return False; # Romulans cannot escape!
627 # avoid intruding on another commander's territory
628 if enemy.type == IHC:
629 if iq in game.state.kcmdr:
631 # refuse to leave if currently attacking starbase
632 if game.battle == game.quadrant:
634 # don't leave if over 1000 units of energy
635 if enemy.kpower > 1000.0:
637 # emit escape message and move out of quadrant.
638 # we know this if either short or long range sensors are working
639 if not damaged(DSRSENS) or not damaged(DLRSENS) or \
640 game.condition == "docked":
641 prout(crmena(True, enemy.type, "sector", enemy.kloc) + \
642 (_(" escapes to Quadrant %s (and regains strength).") % q))
643 # handle local matters related to escape
646 if game.condition != "docked":
648 # Handle global matters related to escape
649 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
650 game.state.galaxy[iq.i][iq.j].klingons += 1
655 schedule(FSCMOVE, 0.2777)
659 for cmdr in game.state.kcmdr:
660 if cmdr == game.quadrant:
661 game.state.kcmdr[n] = iq
663 return True; # success
666 # The bad-guy movement algorithm:
668 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
669 # If both are operating full strength, force is 1000. If both are damaged,
670 # force is -1000. Having shields down subtracts an additional 1000.
672 # 2. Enemy has forces equal to the energy of the attacker plus
673 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
674 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
676 # Attacker Initial energy levels (nominal):
677 # Klingon Romulan Commander Super-Commander
678 # Novice 400 700 1200
680 # Good 450 800 1300 1750
681 # Expert 475 850 1350 1875
682 # Emeritus 500 900 1400 2000
683 # VARIANCE 75 200 200 200
685 # Enemy vessels only move prior to their attack. In Novice - Good games
686 # only commanders move. In Expert games, all enemy vessels move if there
687 # is a commander present. In Emeritus games all enemy vessels move.
689 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
690 # forces are 1000 greater than Enterprise.
692 # Agressive action on average cuts the distance between the ship and
693 # the enemy to 1/4 the original.
695 # 4. At lower energy advantage, movement units are proportional to the
696 # advantage with a 650 advantage being to hold ground, 800 to move forward
697 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
699 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
700 # retreat, especially at high skill levels.
702 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
705 def movebaddy(enemy):
706 "Tactical movement for the bad guys."
707 next = coord(); look = coord()
709 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
710 if game.skill >= SKILL_EXPERT:
711 nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
713 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
715 mdist = int(dist1 + 0.5); # Nearest integer distance
716 # If SC, check with spy to see if should hi-tail it
717 if enemy.type==IHS and \
718 (enemy.kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
722 # decide whether to advance, retreat, or hold position
723 forces = enemy.kpower+100.0*len(game.enemies)+400*(nbaddys-1)
725 forces += 1000; # Good for enemy if shield is down!
726 if not damaged(DPHASER) or not damaged(DPHOTON):
727 if damaged(DPHASER): # phasers damaged
730 forces -= 0.2*(game.energy - 2500.0)
731 if damaged(DPHOTON): # photon torpedoes damaged
734 forces -= 50.0*game.torps
736 # phasers and photon tubes both out!
739 if forces <= 1000.0 and game.condition != "docked": # Typical situation
740 motion = ((forces + randreal(200))/150.0) - 5.0
742 if forces > 1000.0: # Very strong -- move in for kill
743 motion = (1.0 - randreal())**2 * dist1 + 1.0
744 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
745 motion -= game.skill*(2.0-randreal()**2)
747 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
748 # don't move if no motion
751 # Limit motion according to skill
752 if abs(motion) > game.skill:
757 # calculate preferred number of steps
758 nsteps = abs(int(motion))
759 if motion > 0 and nsteps > mdist:
760 nsteps = mdist; # don't overshoot
761 if nsteps > QUADSIZE:
762 nsteps = QUADSIZE; # This shouldn't be necessary
764 nsteps = 1; # This shouldn't be necessary
766 proutn("NSTEPS = %d:" % nsteps)
767 # Compute preferred values of delta X and Y
768 m = game.sector - enemy.kloc
769 if 2.0 * abs(m.i) < abs(m.j):
771 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.kloc.i):
773 m = (motion * m).sgn()
776 for ll in range(nsteps):
778 proutn(" %d" % (ll+1))
779 # Check if preferred position available
790 attempts = 0; # Settle mysterious hang problem
791 while attempts < 20 and not success:
793 if look.i < 0 or look.i >= QUADSIZE:
794 if motion < 0 and tryexit(enemy, look, irun):
796 if krawli == m.i or m.j == 0:
798 look.i = next.i + krawli
800 elif look.j < 0 or look.j >= QUADSIZE:
801 if motion < 0 and tryexit(enemy, look, irun):
803 if krawlj == m.j or m.i == 0:
805 look.j = next.j + krawlj
807 elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != IHDOT:
808 # See if enemy should ram ship
809 if game.quad[look.i][look.j] == game.ship and \
810 (enemy.type == IHC or enemy.type == IHS):
811 collision(rammed=True, enemy=enemy)
813 if krawli != m.i and m.j != 0:
814 look.i = next.i + krawli
816 elif krawlj != m.j and m.i != 0:
817 look.j = next.j + krawlj
820 break; # we have failed
832 if not damaged(DSRSENS) or game.condition == "docked":
833 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.kloc))
834 if enemy.kdist < dist1:
835 proutn(_(" advances to "))
837 proutn(_(" retreats to "))
838 prout("Sector %s." % next)
841 "Sequence Klingon tactical movement."
844 # Figure out which Klingon is the commander (or Supercommander)
846 if game.quadrant in game.state.kcmdr:
847 for enemy in game.enemies:
848 if enemy.type == IHC:
850 if game.state.kscmdr==game.quadrant:
851 for enemy in game.enemies:
852 if enemy.type == IHS:
855 # If skill level is high, move other Klingons and Romulans too!
856 # Move these last so they can base their actions on what the
858 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
859 for enemy in game.enemies:
860 if enemy.type in (IHK, IHR):
862 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
864 def movescom(iq, avoid):
865 "Commander movement helper."
866 # Avoid quadrants with bases if we want to avoid Enterprise
867 if not welcoming(iq) or (avoid and iq in game.state.baseq):
869 if game.justin and not game.iscate:
872 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
873 game.state.kscmdr = iq
874 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
875 if game.state.kscmdr==game.quadrant:
876 # SC has scooted, Remove him from current quadrant
881 for enemy in game.enemies:
882 if enemy.type == IHS:
886 if game.condition != "docked":
888 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
889 # check for a helpful planet
890 for i in range(game.inplan):
891 if game.state.planets[i].quadrant == game.state.kscmdr and \
892 game.state.planets[i].crystals == "present":
894 game.state.planets[i].pclass = "destroyed"
895 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
898 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
899 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
900 prout(_(" by the Super-commander.\""))
902 return False; # looks good!
904 def supercommander():
905 "Move the Super Commander."
906 iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
909 prout("== SUPERCOMMANDER")
910 # Decide on being active or passive
911 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 \
912 (game.state.date-game.indate) < 3.0)
913 if not game.iscate and avoid:
914 # compute move away from Enterprise
915 idelta = game.state.kscmdr-game.quadrant
916 if math.sqrt(idelta.i*idelta.i+idelta.j*idelta.j) > 2.0:
918 idelta.i = game.state.kscmdr.j-game.quadrant.j
919 idelta.j = game.quadrant.i-game.state.kscmdr.i
921 # compute distances to starbases
922 if not game.state.baseq:
926 sc = game.state.kscmdr
927 for base in game.state.baseq:
928 basetbl.append((i, (base - sc).distance()))
929 if game.state.baseq > 1:
930 basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
931 # look for nearest base without a commander, no Enterprise, and
932 # without too many Klingons, and not already under attack.
933 ifindit = iwhichb = 0
934 for (i2, base) in enumerate(game.state.baseq):
935 i = basetbl[i2][0]; # bug in original had it not finding nearest
936 if base==game.quadrant or base==game.battle or not welcoming(base):
938 # if there is a commander, and no other base is appropriate,
939 # we will take the one with the commander
940 for cmdr in game.state.kcmdr:
941 if base == cmdr and ifindit != 2:
945 else: # no commander -- use this one
950 return # Nothing suitable -- wait until next time
951 ibq = game.state.baseq[iwhichb]
952 # decide how to move toward base
953 idelta = ibq - game.state.kscmdr
954 # Maximum movement is 1 quadrant in either or both axes
955 idelta = idelta.sgn()
956 # try moving in both x and y directions
957 # there was what looked like a bug in the Almy C code here,
958 # but it might be this translation is just wrong.
959 iq = game.state.kscmdr + idelta
960 if movescom(iq, avoid):
961 # failed -- try some other maneuvers
962 if idelta.i==0 or idelta.j==0:
965 iq.j = game.state.kscmdr.j + 1
966 if movescom(iq, avoid):
967 iq.j = game.state.kscmdr.j - 1
970 iq.i = game.state.kscmdr.i + 1
971 if movescom(iq, avoid):
972 iq.i = game.state.kscmdr.i - 1
975 # try moving just in x or y
976 iq.j = game.state.kscmdr.j
977 if movescom(iq, avoid):
978 iq.j = game.state.kscmdr.j + idelta.j
979 iq.i = game.state.kscmdr.i
982 if len(game.state.baseq) == 0:
985 for (i, ibq) in enumerate(game.state.baseq):
986 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
989 return # no, don't attack base!
992 schedule(FSCDBAS, randreal(1.0, 3.0))
993 if is_scheduled(FCDBAS):
994 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
995 if not communicating():
999 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
1000 % game.state.kscmdr)
1001 prout(_(" reports that it is under attack from the Klingon Super-commander."))
1002 proutn(_(" It can survive until stardate %d.\"") \
1003 % int(scheduled(FSCDBAS)))
1004 if not game.resting:
1006 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
1009 game.resting = False
1010 game.optime = 0.0; # actually finished
1012 # Check for intelligence report
1015 (not communicating()) or \
1016 not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
1019 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
1020 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
1025 if not game.tholian or game.justin:
1028 if game.tholian.kloc.i == 0 and game.tholian.kloc.j == 0:
1029 id.i = 0; id.j = QUADSIZE-1
1030 elif game.tholian.kloc.i == 0 and game.tholian.kloc.j == QUADSIZE-1:
1031 id.i = QUADSIZE-1; id.j = QUADSIZE-1
1032 elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == QUADSIZE-1:
1033 id.i = QUADSIZE-1; id.j = 0
1034 elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == 0:
1037 # something is wrong!
1038 game.tholian.move(None)
1039 prout("***Internal error: Tholian in a bad spot.")
1041 # do nothing if we are blocked
1042 if game.quad[id.i][id.j] not in (IHDOT, IHWEB):
1044 here = copy.copy(game.tholian.kloc)
1045 delta = (id - game.tholian.kloc).sgn()
1047 while here.i != id.i:
1049 if game.quad[here.i][here.j]==IHDOT:
1050 game.tholian.move(here)
1052 while here.j != id.j:
1054 if game.quad[here.i][here.j]==IHDOT:
1055 game.tholian.move(here)
1056 # check to see if all holes plugged
1057 for i in range(QUADSIZE):
1058 if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT:
1060 if game.quad[QUADSIZE][i]!=IHWEB and game.quad[QUADSIZE][i]!=IHT:
1062 if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT:
1064 if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT:
1066 # All plugged up -- Tholian splits
1067 game.quad[game.tholian.kloc.i][game.tholian.kloc.j]=IHWEB
1069 prout(crmena(True, IHT, "sector", game.tholian) + _(" completes web."))
1070 game.tholian.move(None)
1073 # Code from battle.c begins here
1075 def doshield(shraise):
1076 "Change shield status."
1082 key = scanner.next()
1083 if key == "IHALPHA":
1084 if scanner.sees("transfer"):
1087 if damaged(DSHIELD):
1088 prout(_("Shields damaged and down."))
1090 if scanner.sees("up"):
1092 elif scanner.sees("down"):
1095 proutn(_("Do you wish to change shield energy? "))
1097 proutn(_("Energy to transfer to shields- "))
1099 elif damaged(DSHIELD):
1100 prout(_("Shields damaged and down."))
1103 proutn(_("Shields are up. Do you want them down? "))
1110 proutn(_("Shields are down. Do you want them up? "))
1116 if action == "SHUP": # raise shields
1118 prout(_("Shields already up."))
1122 if game.condition != "docked":
1124 prout(_("Shields raised."))
1125 if game.energy <= 0:
1127 prout(_("Shields raising uses up last of energy."))
1132 elif action == "SHDN":
1134 prout(_("Shields already down."))
1138 prout(_("Shields lowered."))
1141 elif action == "NRG":
1142 while scanner.next() != "IHREAL":
1144 proutn(_("Energy to transfer to shields- "))
1146 if scanner.real == 0:
1148 if scanner.real > game.energy:
1149 prout(_("Insufficient ship energy."))
1152 if game.shield+scanner.real >= game.inshld:
1153 prout(_("Shield energy maximized."))
1154 if game.shield+scanner.real > game.inshld:
1155 prout(_("Excess energy requested returned to ship energy"))
1156 game.energy -= game.inshld-game.shield
1157 game.shield = game.inshld
1159 if scanner.real < 0.0 and game.energy-scanner.real > game.inenrg:
1160 # Prevent shield drain loophole
1162 prout(_("Engineering to bridge--"))
1163 prout(_(" Scott here. Power circuit problem, Captain."))
1164 prout(_(" I can't drain the shields."))
1167 if game.shield+scanner.real < 0:
1168 prout(_("All shield energy transferred to ship."))
1169 game.energy += game.shield
1172 proutn(_("Scotty- \""))
1173 if scanner.real > 0:
1174 prout(_("Transferring energy to shields.\""))
1176 prout(_("Draining energy from shields.\""))
1177 game.shield += scanner.real
1178 game.energy -= scanner.real
1182 "Choose a device to damage, at random."
1183 # Quoth Eric Allman in the code of BSD-Trek:
1184 # "Under certain conditions you can get a critical hit. This
1185 # sort of hit damages devices. The probability that a given
1186 # device is damaged depends on the device. Well protected
1187 # devices (such as the computer, which is in the core of the
1188 # ship and has considerable redundancy) almost never get
1189 # damaged, whereas devices which are exposed (such as the
1190 # warp engines) or which are particularly delicate (such as
1191 # the transporter) have a much higher probability of being
1194 # This is one place where OPTION_PLAIN does not restore the
1195 # original behavior, which was equiprobable damage across
1196 # all devices. If we wanted that, we'd return randrange(NDEVICES)
1197 # and have done with it. Also, in the original game, DNAVYS
1198 # and DCOMPTR were the same device.
1200 # Instead, we use a table of weights similar to the one from BSD Trek.
1201 # BSD doesn't have the shuttle, shield controller, death ray, or probes.
1202 # We don't have a cloaking device. The shuttle got the allocation
1203 # for the cloaking device, then we shaved a half-percent off
1204 # everything to have some weight to give DSHCTRL/DDRAY/DDSP.
1206 105, # DSRSENS: short range scanners 10.5%
1207 105, # DLRSENS: long range scanners 10.5%
1208 120, # DPHASER: phasers 12.0%
1209 120, # DPHOTON: photon torpedoes 12.0%
1210 25, # DLIFSUP: life support 2.5%
1211 65, # DWARPEN: warp drive 6.5%
1212 70, # DIMPULS: impulse engines 6.5%
1213 145, # DSHIELD: deflector shields 14.5%
1214 30, # DRADIO: subspace radio 3.0%
1215 45, # DSHUTTL: shuttle 4.5%
1216 15, # DCOMPTR: computer 1.5%
1217 20, # NAVCOMP: navigation system 2.0%
1218 75, # DTRANSP: transporter 7.5%
1219 20, # DSHCTRL: high-speed shield controller 2.0%
1220 10, # DDRAY: death ray 1.0%
1221 30, # DDSP: deep-space probes 3.0%
1223 idx = randrange(1000) # weights must sum to 1000
1225 for (i, w) in enumerate(weights):
1229 return None; # we should never get here
1231 def collision(rammed, enemy):
1232 "Collision handling fot rammong events."
1233 prouts(_("***RED ALERT! RED ALERT!"))
1235 prout(_("***COLLISION IMMINENT."))
1239 hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(enemy.type, 1.0)
1241 proutn(_(" rammed by "))
1244 proutn(crmena(False, enemy.type, "sector", enemy.kloc))
1246 proutn(_(" (original position)"))
1248 deadkl(enemy.kloc, enemy.type, game.sector)
1249 proutn("***" + crmship() + " heavily damaged.")
1250 icas = randrange(10, 30)
1251 prout(_("***Sickbay reports %d casualties"), icas)
1253 game.state.crew -= icas
1254 # In the pre-SST2K version, all devices got equiprobably damaged,
1255 # which was silly. Instead, pick up to half the devices at
1256 # random according to our weighting table,
1257 ncrits = randrange(NDEVICES/2)
1258 for m in range(ncrits):
1260 if game.damage[dev] < 0:
1262 extradm = (10.0*hardness*randreal()+1.0)*game.damfac
1263 # Damage for at least time of travel!
1264 game.damage[dev] += game.optime + extradm
1266 prout(_("***Shields are down."))
1267 if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
1274 def torpedo(origin, course, dispersion, number, nburst):
1275 "Let a photon torpedo fly"
1276 if not damaged(DSRSENS) or game.condition=="docked":
1277 setwnd(srscan_window)
1279 setwnd(message_window)
1281 ac = course + 0.25*dispersion
1282 angle = (15.0-ac)*0.5235988
1283 bullseye = (15.0 - course)*0.5235988
1284 delta = coord(-math.sin(angle), math.cos(angle))
1285 bigger = max(abs(delta.i), abs(delta.j))
1287 w = coord(0, 0); jw = coord(0, 0)
1288 ungridded = copy.copy(origin)
1289 # Loop to move a single torpedo
1290 for step in range(1, QUADSIZE*2):
1292 w = ungridded.snaptogrid()
1293 if not VALID_SECTOR(w.i, w.j):
1295 iquad=game.quad[w.i][w.j]
1296 tracktorpedo(origin, w, step, number, nburst, iquad)
1300 setwnd(message_window)
1301 if damaged(DSRSENS) and not game.condition=="docked":
1302 skip(1); # start new line after text track
1303 if iquad in (IHE, IHF): # Hit our ship
1305 prout(_("Torpedo hits %s.") % crmshp())
1306 hit = 700.0 + randreal(100) - \
1307 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1308 newcnd(); # we're blown out of dock
1309 # We may be displaced.
1310 if game.landed or game.condition=="docked":
1311 return hit # Cheat if on a planet
1312 ang = angle + 2.5*(randreal()-0.5)
1313 temp = math.fabs(math.sin(ang))
1314 if math.fabs(math.cos(ang)) > temp:
1315 temp = math.fabs(math.cos(ang))
1316 xx = -math.sin(ang)/temp
1317 yy = math.cos(ang)/temp
1318 jw.i = int(w.i+xx+0.5)
1319 jw.j = int(w.j+yy+0.5)
1320 if not VALID_SECTOR(jw.i, jw.j):
1322 if game.quad[jw.i][jw.j]==IHBLANK:
1325 if game.quad[jw.i][jw.j]!=IHDOT:
1326 # can't move into object
1331 elif iquad in (IHC, IHS, IHR, IHK): # Hit a regular enemy
1334 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1335 prout(_(" torpedo neutralized."))
1337 for enemy in game.enemies:
1340 kp = math.fabs(enemy.kpower)
1341 h1 = 700.0 + randrange(100) - \
1342 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1346 if enemy.kpower < 0:
1350 if enemy.kpower == 0:
1353 proutn(crmena(True, iquad, "sector", w))
1354 # If enemy damaged but not destroyed, try to displace
1355 ang = angle + 2.5*(randreal()-0.5)
1356 temp = math.fabs(math.sin(ang))
1357 if math.fabs(math.cos(ang)) > temp:
1358 temp = math.fabs(math.cos(ang))
1359 xx = -math.sin(ang)/temp
1360 yy = math.cos(ang)/temp
1361 jw.i = int(w.i+xx+0.5)
1362 jw.j = int(w.j+yy+0.5)
1363 if not VALID_SECTOR(jw.i, jw.j):
1364 prout(_(" damaged but not destroyed."))
1366 if game.quad[jw.i][jw.j]==IHBLANK:
1367 prout(_(" buffeted into black hole."))
1368 deadkl(w, iquad, jw)
1370 if game.quad[jw.i][jw.j]!=IHDOT:
1371 # can't move into object
1372 prout(_(" damaged but not destroyed."))
1374 proutn(_(" damaged--"))
1378 elif iquad == IHB: # Hit a base
1380 prout(_("***STARBASE DESTROYED.."))
1381 game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
1382 game.quad[w.i][w.j]=IHDOT
1383 game.base.invalidate()
1384 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase -= 1
1385 game.state.chart[game.quadrant.i][game.quadrant.j].starbase -= 1
1386 game.state.basekl += 1
1389 elif iquad == IHP: # Hit a planet
1390 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1391 game.state.nplankl += 1
1392 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1393 game.iplnet.pclass = "destroyed"
1395 game.plnet.invalidate()
1396 game.quad[w.i][w.j] = IHDOT
1398 # captain perishes on planet
1401 elif iquad == IHW: # Hit an inhabited world -- very bad!
1402 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1403 game.state.nworldkl += 1
1404 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1405 game.iplnet.pclass = "destroyed"
1407 game.plnet.invalidate()
1408 game.quad[w.i][w.j] = IHDOT
1410 # captain perishes on planet
1412 prout(_("You have just destroyed an inhabited planet."))
1413 prout(_("Celebratory rallies are being held on the Klingon homeworld."))
1415 elif iquad == IHSTAR: # Hit a star
1419 prout(crmena(True, IHSTAR, "sector", w) + _(" unaffected by photon blast."))
1421 elif iquad == IHQUEST: # Hit a thingy
1422 if not (game.options & OPTION_THINGY) or withprob(0.3):
1424 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1426 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1428 proutn(_("Mr. Spock-"))
1429 prouts(_(" \"Fascinating!\""))
1433 # Stas Sergeev added the possibility that
1434 # you can shove the Thingy and piss it off.
1435 # It then becomes an enemy and may fire at you.
1439 elif iquad == IHBLANK: # Black hole
1441 prout(crmena(True, IHBLANK, "sector", w) + _(" swallows torpedo."))
1443 elif iquad == IHWEB: # hit the web
1445 prout(_("***Torpedo absorbed by Tholian web."))
1447 elif iquad == IHT: # Hit a Tholian
1448 h1 = 700.0 + randrange(100) - \
1449 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1452 game.quad[w.i][w.j] = IHDOT
1457 proutn(crmena(True, IHT, "sector", w))
1459 prout(_(" survives photon blast."))
1461 prout(_(" disappears."))
1462 game.tholian.move(None)
1463 game.quad[w.i][w.j] = IHWEB
1468 proutn("Don't know how to handle torpedo collision with ")
1469 proutn(crmena(True, iquad, "sector", w))
1473 if curwnd!=message_window:
1474 setwnd(message_window)
1476 game.quad[w.i][w.j]=IHDOT
1477 game.quad[jw.i][jw.j]=iquad
1478 prout(_(" displaced by blast to Sector %s ") % jw)
1479 for ll in range(len(game.enemies)):
1480 game.enemies[ll].kdist = game.enemies[ll].kavgd = (game.sector-game.enemies[ll].kloc).distance()
1481 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1484 prout(_("Torpedo missed."))
1488 "Critical-hit resolution."
1489 if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1491 ncrit = int(1.0 + hit/(500.0+randreal(100)))
1492 proutn(_("***CRITICAL HIT--"))
1493 # Select devices and cause damage
1495 for loop1 in range(ncrit):
1498 # Cheat to prevent shuttle damage unless on ship
1499 if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1502 extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1503 game.damage[j] += extradm
1505 for (i, j) in enumerate(cdam):
1507 if skipcount % 3 == 2 and i < len(cdam)-1:
1512 prout(_(" damaged."))
1513 if damaged(DSHIELD) and game.shldup:
1514 prout(_("***Shields knocked down."))
1517 def attack(torps_ok):
1518 # bad guy attacks us
1519 # torps_ok == False forces use of phasers in an attack
1520 # game could be over at this point, check
1523 attempt = False; ihurt = False;
1524 hitmax=0.0; hittot=0.0; chgfac=1.0
1527 prout("=== ATTACK!")
1528 # Tholian gets to move before attacking
1531 # if you have just entered the RNZ, you'll get a warning
1532 if game.neutz: # The one chance not to be attacked
1535 # commanders get a chance to tac-move towards you
1536 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:
1538 # if no enemies remain after movement, we're done
1539 if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
1541 # set up partial hits if attack happens during shield status change
1542 pfac = 1.0/game.inshld
1544 chgfac = 0.25 + randreal(0.5)
1546 # message verbosity control
1547 if game.skill <= SKILL_FAIR:
1549 for enemy in game.enemies:
1550 if enemy.kpower < 0:
1551 continue; # too weak to attack
1552 # compute hit strength and diminish shield power
1554 # Increase chance of photon torpedos if docked or enemy energy is low
1555 if game.condition == "docked":
1557 if enemy.kpower < 500:
1559 if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry):
1561 # different enemies have different probabilities of throwing a torp
1562 usephasers = not torps_ok or \
1563 (enemy.type == IHK and r > 0.0005) or \
1564 (enemy.type==IHC and r > 0.015) or \
1565 (enemy.type==IHR and r > 0.3) or \
1566 (enemy.type==IHS and r > 0.07) or \
1567 (enemy.type==IHQUEST and r > 0.05)
1568 if usephasers: # Enemy uses phasers
1569 if game.condition == "docked":
1570 continue; # Don't waste the effort!
1571 attempt = True; # Attempt to attack
1572 dustfac = randreal(0.8, 0.85)
1573 hit = enemy.kpower*math.pow(dustfac,enemy.kavgd)
1574 enemy.kpower *= 0.75
1575 else: # Enemy uses photon torpedo
1576 # We should be able to make the bearing() method work here
1577 course = 1.90985*math.atan2(game.sector.j-enemy.kloc.j, enemy.kloc.i-game.sector.i)
1579 proutn(_("***TORPEDO INCOMING"))
1580 if not damaged(DSRSENS):
1581 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.kloc))
1584 dispersion = (randreal()+randreal())*0.5 - 0.5
1585 dispersion += 0.002*enemy.kpower*dispersion
1586 hit = torpedo(enemy.kloc, course, dispersion, number=1, nburst=1)
1587 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1588 finish(FWON); # Klingons did themselves in!
1589 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1590 return # Supernova or finished
1593 # incoming phaser or torpedo, shields may dissipate it
1594 if game.shldup or game.shldchg or game.condition=="docked":
1595 # shields will take hits
1596 propor = pfac * game.shield
1597 if game.condition =="docked":
1601 hitsh = propor*chgfac*hit+1.0
1603 if absorb > game.shield:
1604 absorb = game.shield
1605 game.shield -= absorb
1607 # taking a hit blasts us out of a starbase dock
1608 if game.condition == "docked":
1610 # but the shields may take care of it
1611 if propor > 0.1 and hit < 0.005*game.energy:
1613 # hit from this opponent got through shields, so take damage
1615 proutn(_("%d unit hit") % int(hit))
1616 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1617 proutn(_(" on the ") + crmshp())
1618 if not damaged(DSRSENS) and usephasers:
1619 prout(_(" from ") + crmena(False, enemy.type, where, enemy.kloc))
1621 # Decide if hit is critical
1627 if game.energy <= 0:
1628 # Returning home upon your shield, not with it...
1631 if not attempt and game.condition == "docked":
1632 prout(_("***Enemies decide against attacking your ship."))
1633 percent = 100.0*pfac*game.shield+0.5
1635 # Shields fully protect ship
1636 proutn(_("Enemy attack reduces shield strength to "))
1638 # Emit message if starship suffered hit(s)
1640 proutn(_("Energy left %2d shields ") % int(game.energy))
1643 elif not damaged(DSHIELD):
1646 proutn(_("damaged, "))
1647 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1648 # Check if anyone was hurt
1649 if hitmax >= 200 or hittot >= 500:
1650 icas = randrange(int(hittot * 0.015))
1653 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1654 prout(_(" in that last attack.\""))
1656 game.state.crew -= icas
1657 # After attack, reset average distance to enemies
1658 for enemy in game.enemies:
1659 enemy.kavgd = enemy.kdist
1660 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1663 def deadkl(w, type, mv):
1664 "Kill a Klingon, Tholian, Romulan, or Thingy."
1665 # Added mv to allow enemy to "move" before dying
1666 proutn(crmena(True, type, "sector", mv))
1667 # Decide what kind of enemy it is and update appropriately
1669 # chalk up a Romulan
1670 game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1672 game.state.nromrem -= 1
1676 elif type == IHQUEST:
1681 # Some type of a Klingon
1682 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1685 game.state.kcmdr.remove(game.quadrant)
1687 if game.state.kcmdr:
1688 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1689 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1692 game.state.remkl -= 1
1694 game.state.nscrem -= 1
1695 game.state.kscmdr.invalidate()
1700 # For each kind of enemy, finish message to player
1701 prout(_(" destroyed."))
1702 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1705 # Remove enemy ship from arrays describing local conditions
1706 for e in game.enemies:
1713 "Return None if target is invalid, otherwise return a course angle."
1714 if not VALID_SECTOR(w.i, w.j):
1718 # FIXME: C code this was translated from is wacky -- why the sign reversal?
1719 delta.j = (w.j - game.sector.j);
1720 delta.i = (game.sector.i - w.i);
1721 if delta == coord(0, 0):
1723 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1724 prout(_(" I recommend an immediate review of"))
1725 prout(_(" the Captain's psychological profile.\""))
1728 return 1.90985932*math.atan2(delta.j, delta.i)
1731 "Launch photon torpedo."
1734 if damaged(DPHOTON):
1735 prout(_("Photon tubes damaged."))
1739 prout(_("No torpedoes left."))
1742 # First, get torpedo count
1745 if scanner.token == "IHALPHA":
1748 elif scanner.token == "IHEOL" or not scanner.waiting():
1749 prout(_("%d torpedoes left.") % game.torps)
1751 proutn(_("Number of torpedoes to fire- "))
1752 continue # Go back around to get a number
1753 else: # key == "IHREAL"
1755 if n <= 0: # abort command
1760 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1763 scanner.chew() # User requested more torps than available
1764 continue # Go back around
1765 break # All is good, go to next stage
1769 key = scanner.next()
1770 if i==0 and key == "IHEOL":
1771 break; # no coordinate waiting, we will try prompting
1772 if i==1 and key == "IHEOL":
1773 # direct all torpedoes at one target
1775 target.append(target[0])
1776 course.append(course[0])
1779 scanner.push(scanner.token)
1780 target.append(scanner.getcoord())
1781 if target[-1] == None:
1783 course.append(targetcheck(target[-1]))
1784 if course[-1] == None:
1787 if len(target) == 0:
1788 # prompt for each one
1790 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1792 target.append(scanner.getcoord())
1793 if target[-1] == None:
1795 course.append(targetcheck(target[-1]))
1796 if course[-1] == None:
1799 # Loop for moving <n> torpedoes
1801 if game.condition != "docked":
1803 dispersion = (randreal()+randreal())*0.5 -0.5
1804 if math.fabs(dispersion) >= 0.47:
1806 dispersion *= randreal(1.2, 2.2)
1808 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1810 prouts(_("***TORPEDO MISFIRES."))
1813 prout(_(" Remainder of burst aborted."))
1815 prout(_("***Photon tubes damaged by misfire."))
1816 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1818 if game.shldup or game.condition == "docked":
1819 dispersion *= 1.0 + 0.0001*game.shield
1820 torpedo(game.sector, course[i], dispersion, number=i, nburst=n)
1821 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1823 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1827 "Check for phasers overheating."
1829 checkburn = (rpow-1500.0)*0.00038
1830 if withprob(checkburn):
1831 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1832 game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1834 def checkshctrl(rpow):
1835 "Check shield control."
1838 prout(_("Shields lowered."))
1840 # Something bad has happened
1841 prouts(_("***RED ALERT! RED ALERT!"))
1843 hit = rpow*game.shield/game.inshld
1844 game.energy -= rpow+hit*0.8
1845 game.shield -= hit*0.2
1846 if game.energy <= 0.0:
1847 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1852 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1854 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1855 icas = randrange(int(hit*0.012))
1860 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1861 prout(_(" %d casualties so far.\"") % icas)
1863 game.state.crew -= icas
1865 prout(_("Phaser energy dispersed by shields."))
1866 prout(_("Enemy unaffected."))
1871 "Register a phaser hit on Klingons and Romulans."
1872 nenhr2 = len(game.enemies); kk=0
1875 for (k, wham) in enumerate(hits):
1878 dustfac = randreal(0.9, 1.0)
1879 hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
1880 kpini = game.enemies[kk].kpower
1881 kp = math.fabs(kpini)
1882 if PHASEFAC*hit < kp:
1884 if game.enemies[kk].kpower < 0:
1885 game.enemies[kk].kpower -= -kp
1887 game.enemies[kk].kpower -= kp
1888 kpow = game.enemies[kk].kpower
1889 w = game.enemies[kk].kloc
1891 if not damaged(DSRSENS):
1893 proutn(_("%d unit hit on ") % int(hit))
1895 proutn(_("Very small hit on "))
1896 ienm = game.quad[w.i][w.j]
1899 proutn(crmena(False, ienm, "sector", w))
1903 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1907 kk -= 1 # don't do the increment
1909 else: # decide whether or not to emasculate klingon
1910 if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1911 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1912 prout(_(" has just lost its firepower.\""))
1913 game.enemies[kk].kpower = -kpow
1918 "Fire phasers at bad guys."
1920 kz = 0; k = 1; irec=0 # Cheating inhibitor
1921 ifast = False; no = False; itarg = True; msgflag = True; rpow=0
1925 # SR sensors and Computer are needed for automode
1926 if damaged(DSRSENS) or damaged(DCOMPTR):
1928 if game.condition == "docked":
1929 prout(_("Phasers can't be fired through base shields."))
1932 if damaged(DPHASER):
1933 prout(_("Phaser control damaged."))
1937 if damaged(DSHCTRL):
1938 prout(_("High speed shield control damaged."))
1941 if game.energy <= 200.0:
1942 prout(_("Insufficient energy to activate high-speed shield control."))
1945 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1947 # Original code so convoluted, I re-did it all
1948 # (That was Tom Almy talking about the C code, I think -- ESR)
1949 while automode=="NOTSET":
1951 if key == "IHALPHA":
1952 if scanner.sees("manual"):
1953 if len(game.enemies)==0:
1954 prout(_("There is no enemy present to select."))
1957 automode="AUTOMATIC"
1960 key = scanner.next()
1961 elif scanner.sees("automatic"):
1962 if (not itarg) and len(game.enemies) != 0:
1963 automode = "FORCEMAN"
1965 if len(game.enemies)==0:
1966 prout(_("Energy will be expended into space."))
1967 automode = "AUTOMATIC"
1968 key = scanner.next()
1969 elif scanner.sees("no"):
1974 elif key == "IHREAL":
1975 if len(game.enemies)==0:
1976 prout(_("Energy will be expended into space."))
1977 automode = "AUTOMATIC"
1979 automode = "FORCEMAN"
1981 automode = "AUTOMATIC"
1984 if len(game.enemies)==0:
1985 prout(_("Energy will be expended into space."))
1986 automode = "AUTOMATIC"
1988 automode = "FORCEMAN"
1990 proutn(_("Manual or automatic? "))
1995 if automode == "AUTOMATIC":
1996 if key == "IHALPHA" and scanner.sees("no"):
1998 key = scanner.next()
1999 if key != "IHREAL" and len(game.enemies) != 0:
2000 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
2005 for i in range(len(game.enemies)):
2006 irec += math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
2008 proutn(_("%d units required. ") % irec)
2010 proutn(_("Units to fire= "))
2011 key = scanner.next()
2016 proutn(_("Energy available= %.2f") % avail)
2019 if not rpow > avail:
2026 if key == "IHALPHA" and scanner.sees("no"):
2029 game.energy -= 200; # Go and do it!
2030 if checkshctrl(rpow):
2035 if len(game.enemies):
2038 for i in range(len(game.enemies)):
2042 hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
2043 over = randreal(1.01, 1.06) * hits[i]
2045 powrem -= hits[i] + over
2046 if powrem <= 0 and temp < hits[i]:
2055 if extra > 0 and not game.alldone:
2057 proutn(_("*** Tholian web absorbs "))
2058 if len(game.enemies)>0:
2059 proutn(_("excess "))
2060 prout(_("phaser energy."))
2062 prout(_("%d expended on empty space.") % int(extra))
2063 elif automode == "FORCEMAN":
2066 if damaged(DCOMPTR):
2067 prout(_("Battle computer damaged, manual fire only."))
2070 prouts(_("---WORKING---"))
2072 prout(_("Short-range-sensors-damaged"))
2073 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2074 prout(_("Manual-fire-must-be-used"))
2076 elif automode == "MANUAL":
2078 for k in range(len(game.enemies)):
2079 aim = game.enemies[k].kloc
2080 ienm = game.quad[aim.i][aim.j]
2082 proutn(_("Energy available= %.2f") % (avail-0.006))
2086 if damaged(DSRSENS) and \
2087 not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS):
2088 prout(cramen(ienm) + _(" can't be located without short range scan."))
2091 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
2096 if itarg and k > kz:
2097 irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
2100 if not damaged(DCOMPTR):
2105 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
2106 key = scanner.next()
2107 if key == "IHALPHA" and scanner.sees("no"):
2109 key = scanner.next()
2111 if key == "IHALPHA":
2115 if k==1: # Let me say I'm baffled by this
2118 if scanner.real < 0:
2122 hits[k] = scanner.real
2123 rpow += scanner.real
2124 # If total requested is too much, inform and start over
2126 prout(_("Available energy exceeded -- try again."))
2129 key = scanner.next(); # scan for next value
2132 # zero energy -- abort
2135 if key == "IHALPHA" and scanner.sees("no"):
2140 game.energy -= 200.0
2141 if checkshctrl(rpow):
2145 # Say shield raised or malfunction, if necessary
2152 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2153 prouts(_(" CLICK CLICK POP . . ."))
2154 prout(_(" No response, sir!"))
2157 prout(_("Shields raised."))
2162 # Code from events,c begins here.
2164 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2165 # event of each type active at any given time. Mostly these means we can
2166 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2167 # BSD Trek, from which we swiped the idea, can have up to 5.
2169 def unschedule(evtype):
2170 "Remove an event from the schedule."
2171 game.future[evtype].date = FOREVER
2172 return game.future[evtype]
2174 def is_scheduled(evtype):
2175 "Is an event of specified type scheduled."
2176 return game.future[evtype].date != FOREVER
2178 def scheduled(evtype):
2179 "When will this event happen?"
2180 return game.future[evtype].date
2182 def schedule(evtype, offset):
2183 "Schedule an event of specified type."
2184 game.future[evtype].date = game.state.date + offset
2185 return game.future[evtype]
2187 def postpone(evtype, offset):
2188 "Postpone a scheduled event."
2189 game.future[evtype].date += offset
2192 "Rest period is interrupted by event."
2195 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2197 game.resting = False
2203 "Run through the event queue looking for things to do."
2205 fintim = game.state.date + game.optime; yank=0
2206 ictbeam = False; istract = False
2207 w = coord(); hold = coord()
2208 ev = event(); ev2 = event()
2210 def tractorbeam(yank):
2211 "Tractor-beaming cases merge here."
2213 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2215 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2216 # If Kirk & Co. screwing around on planet, handle
2217 atover(True) # atover(true) is Grab
2220 if game.icraft: # Caught in Galileo?
2223 # Check to see if shuttle is aboard
2224 if game.iscraft == "offship":
2227 prout(_("Galileo, left on the planet surface, is captured"))
2228 prout(_("by aliens and made into a flying McDonald's."))
2229 game.damage[DSHUTTL] = -10
2230 game.iscraft = "removed"
2232 prout(_("Galileo, left on the planet surface, is well hidden."))
2234 game.quadrant = game.state.kscmdr
2236 game.quadrant = game.state.kcmdr[i]
2237 game.sector = randplace(QUADSIZE)
2238 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2239 % (game.quadrant, game.sector))
2241 prout(_("(Remainder of rest/repair period cancelled.)"))
2242 game.resting = False
2244 if not damaged(DSHIELD) and game.shield > 0:
2245 doshield(shraise=True) # raise shields
2246 game.shldchg = False
2248 prout(_("(Shields not currently useable.)"))
2250 # Adjust finish time to time of tractor beaming
2251 fintim = game.state.date+game.optime
2252 attack(torps_ok=False)
2253 if not game.state.kcmdr:
2256 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2259 "Code merges here for any commander destroying a starbase."
2260 # Not perfect, but will have to do
2261 # Handle case where base is in same quadrant as starship
2262 if game.battle == game.quadrant:
2263 game.state.chart[game.battle.i][game.battle.j].starbase = False
2264 game.quad[game.base.i][game.base.j] = IHDOT
2265 game.base.invalidate()
2268 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2269 elif game.state.baseq and communicating():
2270 # Get word via subspace radio
2273 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2274 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2276 prout(_("the Klingon Super-Commander"))
2278 prout(_("a Klingon Commander"))
2279 game.state.chart[game.battle.i][game.battle.j].starbase = False
2280 # Remove Starbase from galaxy
2281 game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2282 game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq)
2284 # reinstate a commander's base attack
2288 game.battle.invalidate()
2290 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2291 for i in range(1, NEVENTS):
2292 if i == FSNOVA: proutn("=== Supernova ")
2293 elif i == FTBEAM: proutn("=== T Beam ")
2294 elif i == FSNAP: proutn("=== Snapshot ")
2295 elif i == FBATTAK: proutn("=== Base Attack ")
2296 elif i == FCDBAS: proutn("=== Base Destroy ")
2297 elif i == FSCMOVE: proutn("=== SC Move ")
2298 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2299 elif i == FDSPROB: proutn("=== Probe Move ")
2300 elif i == FDISTR: proutn("=== Distress Call ")
2301 elif i == FENSLV: proutn("=== Enslavement ")
2302 elif i == FREPRO: proutn("=== Klingon Build ")
2304 prout("%.2f" % (scheduled(i)))
2307 radio_was_broken = damaged(DRADIO)
2310 # Select earliest extraneous event, evcode==0 if no events
2315 for l in range(1, NEVENTS):
2316 if game.future[l].date < datemin:
2319 prout("== Event %d fires" % evcode)
2320 datemin = game.future[l].date
2321 xtime = datemin-game.state.date
2322 game.state.date = datemin
2323 # Decrement Federation resources and recompute remaining time
2324 game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
2326 if game.state.remtime <=0:
2329 # Any crew left alive?
2330 if game.state.crew <=0:
2333 # Is life support adequate?
2334 if damaged(DLIFSUP) and game.condition != "docked":
2335 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2338 game.lsupres -= xtime
2339 if game.damage[DLIFSUP] <= xtime:
2340 game.lsupres = game.inlsr
2343 if game.condition == "docked":
2344 repair /= game.docfac
2345 # Don't fix Deathray here
2346 for l in range(NDEVICES):
2347 if game.damage[l] > 0.0 and l != DDRAY:
2348 if game.damage[l]-repair > 0.0:
2349 game.damage[l] -= repair
2351 game.damage[l] = 0.0
2352 # If radio repaired, update star chart and attack reports
2353 if radio_was_broken and not damaged(DRADIO):
2354 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2355 prout(_(" surveillance reports are coming in."))
2357 if not game.iseenit:
2361 prout(_(" The star chart is now up to date.\""))
2363 # Cause extraneous event EVCODE to occur
2364 game.optime -= xtime
2365 if evcode == FSNOVA: # Supernova
2368 schedule(FSNOVA, expran(0.5*game.intime))
2369 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2371 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2372 if game.state.nscrem == 0 or \
2373 ictbeam or istract or \
2374 game.condition=="docked" or game.isatb==1 or game.iscate:
2376 if game.ientesc or \
2377 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2378 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2379 (damaged(DSHIELD) and \
2380 (game.energy < 2500 or damaged(DPHASER)) and \
2381 (game.torps < 5 or damaged(DPHOTON))):
2383 istract = ictbeam = True
2384 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2387 elif evcode == FTBEAM: # Tractor beam
2388 if not game.state.kcmdr:
2391 i = randrange(len(game.state.kcmdr))
2392 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2393 if istract or game.condition == "docked" or yank == 0:
2394 # Drats! Have to reschedule
2396 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2400 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2401 game.snapsht = copy.deepcopy(game.state)
2402 game.state.snap = True
2403 schedule(FSNAP, expran(0.5 * game.intime))
2404 elif evcode == FBATTAK: # Commander attacks starbase
2405 if not game.state.kcmdr or not game.state.baseq:
2411 for ibq in game.state.baseq:
2412 for cmdr in game.state.kcmdr:
2413 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2416 # no match found -- try later
2417 schedule(FBATTAK, expran(0.3*game.intime))
2422 # commander + starbase combination found -- launch attack
2424 schedule(FCDBAS, randreal(1.0, 4.0))
2425 if game.isatb: # extra time if SC already attacking
2426 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2427 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2428 game.iseenit = False
2429 if not communicating():
2430 continue # No warning :-(
2434 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2435 prout(_(" reports that it is under attack and that it can"))
2436 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2439 elif evcode == FSCDBAS: # Supercommander destroys base
2442 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2443 continue # WAS RETURN!
2445 game.battle = game.state.kscmdr
2447 elif evcode == FCDBAS: # Commander succeeds in destroying base
2450 if not game.state.baseq() \
2451 or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2452 game.battle.invalidate()
2454 # find the lucky pair
2455 for cmdr in game.state.kcmdr:
2456 if cmdr == game.battle:
2459 # No action to take after all
2462 elif evcode == FSCMOVE: # Supercommander moves
2463 schedule(FSCMOVE, 0.2777)
2464 if not game.ientesc and not istract and game.isatb != 1 and \
2465 (not game.iscate or not game.justin):
2467 elif evcode == FDSPROB: # Move deep space probe
2468 schedule(FDSPROB, 0.01)
2469 game.probex += game.probeinx
2470 game.probey += game.probeiny
2471 i = (int)(game.probex/QUADSIZE +0.05)
2472 j = (int)(game.probey/QUADSIZE + 0.05)
2473 if game.probec.i != i or game.probec.j != j:
2476 if not VALID_QUADRANT(i, j) or \
2477 game.state.galaxy[game.probec.i][game.probec.j].supernova:
2478 # Left galaxy or ran into supernova
2482 proutn(_("Lt. Uhura- \"The deep space probe "))
2483 if not VALID_QUADRANT(j, i):
2484 proutn(_("has left the galaxy"))
2486 proutn(_("is no longer transmitting"))
2490 if not communicating():
2493 proutn(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probec)
2494 pdest = game.state.galaxy[game.probec.i][game.probec.j]
2495 # Update star chart if Radio is working or have access to radio
2497 chp = game.state.chart[game.probec.i][game.probec.j]
2498 chp.klingons = pdest.klingons
2499 chp.starbase = pdest.starbase
2500 chp.stars = pdest.stars
2501 pdest.charted = True
2502 game.proben -= 1 # One less to travel
2503 if game.proben == 0 and game.isarmed and pdest.stars:
2504 # lets blow the sucker!
2505 supernova(game.probec)
2507 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2509 elif evcode == FDISTR: # inhabited system issues distress call
2511 # try a whole bunch of times to find something suitable
2512 for i in range(100):
2513 # need a quadrant which is not the current one,
2514 # which has some stars which are inhabited and
2515 # not already under attack, which is not
2516 # supernova'ed, and which has some Klingons in it
2517 w = randplace(GALSIZE)
2518 q = game.state.galaxy[w.i][w.j]
2519 if not (game.quadrant == w or q.planet == None or \
2520 not q.planet.inhabited or \
2521 q.supernova or q.status!="secure" or q.klingons<=0):
2524 # can't seem to find one; ignore this call
2526 prout("=== Couldn't find location for distress event.")
2528 # got one!! Schedule its enslavement
2529 ev = schedule(FENSLV, expran(game.intime))
2531 q.status = "distressed"
2532 # tell the captain about it if we can
2534 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2536 prout(_("by a Klingon invasion fleet."))
2539 elif evcode == FENSLV: # starsystem is enslaved
2540 ev = unschedule(FENSLV)
2541 # see if current distress call still active
2542 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2546 q.status = "enslaved"
2548 # play stork and schedule the first baby
2549 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2550 ev2.quadrant = ev.quadrant
2552 # report the disaster if we can
2554 prout(_("Uhura- We've lost contact with starsystem %s") % \
2556 prout(_("in Quadrant %s.\n") % ev.quadrant)
2557 elif evcode == FREPRO: # Klingon reproduces
2558 # If we ever switch to a real event queue, we'll need to
2559 # explicitly retrieve and restore the x and y.
2560 ev = schedule(FREPRO, expran(1.0 * game.intime))
2561 # see if current distress call still active
2562 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2566 if game.state.remkl >=MAXKLGAME:
2567 continue # full right now
2568 # reproduce one Klingon
2570 if game.klhere >= MAXKLQUAD:
2572 # this quadrant not ok, pick an adjacent one
2573 for i in range(w.i - 1, w.i + 2):
2574 for j in range(w.j - 1, w.j + 2):
2575 if not VALID_QUADRANT(i, j):
2577 q = game.state.galaxy[w.i][w.j]
2578 # check for this quad ok (not full & no snova)
2579 if q.klingons >= MAXKLQUAD or q.supernova:
2583 continue # search for eligible quadrant failed
2587 game.state.remkl += 1
2589 if game.quadrant == w:
2591 game.enemies.append(newkling())
2592 # recompute time left
2594 # report the disaster if we can
2596 if game.quadrant == w:
2597 prout(_("Spock- sensors indicate the Klingons have"))
2598 prout(_("launched a warship from %s.") % q.planet)
2600 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2601 if q.planet != None:
2602 proutn(_("near %s") % q.planet)
2603 prout(_("in Quadrant %s.") % w)
2609 key = scanner.next()
2612 proutn(_("How long? "))
2617 origTime = delay = scanner.real
2620 if delay >= game.state.remtime or len(game.enemies) != 0:
2621 proutn(_("Are you sure? "))
2624 # Alternate resting periods (events) with attacks
2628 game.resting = False
2629 if not game.resting:
2630 prout(_("%d stardates left.") % int(game.state.remtime))
2632 temp = game.optime = delay
2633 if len(game.enemies):
2634 rtime = randreal(1.0, 2.0)
2638 if game.optime < delay:
2639 attack(torps_ok=False)
2647 # Repair Deathray if long rest at starbase
2648 if origTime-delay >= 9.99 and game.condition == "docked":
2649 game.damage[DDRAY] = 0.0
2650 # leave if quadrant supernovas
2651 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2653 game.resting = False
2656 # A nova occurs. It is the result of having a star hit with a
2657 # photon torpedo, or possibly of a probe warhead going off.
2658 # Stars that go nova cause stars which surround them to undergo
2659 # the same probabilistic process. Klingons next to them are
2660 # destroyed. And if the starship is next to it, it gets zapped.
2661 # If the zap is too much, it gets destroyed.
2665 course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2666 newc = coord(); neighbor = coord(); bump = coord(0, 0)
2668 # Wow! We've supernova'ed
2669 supernova(game.quadrant)
2671 # handle initial nova
2672 game.quad[nov.i][nov.j] = IHDOT
2673 prout(crmena(False, IHSTAR, "sector", nov) + _(" novas."))
2674 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2675 game.state.starkl += 1
2676 # Set up queue to recursively trigger adjacent stars
2682 for offset.i in range(-1, 1+1):
2683 for offset.j in range(-1, 1+1):
2684 if offset.j==0 and offset.i==0:
2686 neighbor = start + offset
2687 if not VALID_SECTOR(neighbor.j, neighbor.i):
2689 iquad = game.quad[neighbor.i][neighbor.j]
2690 # Empty space ends reaction
2691 if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
2693 elif iquad == IHSTAR: # Affect another star
2695 # This star supernovas
2696 supernova(game.quadrant)
2699 hits.append(neighbor)
2700 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2701 game.state.starkl += 1
2702 proutn(crmena(True, IHSTAR, "sector", neighbor))
2704 game.quad[neighbor.i][neighbor.j] = IHDOT
2706 elif iquad in (IHP, IHW): # Destroy planet
2707 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2709 game.state.nplankl += 1
2711 game.state.worldkl += 1
2712 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2713 game.iplnet.pclass = "destroyed"
2715 game.plnet.invalidate()
2719 game.quad[neighbor.i][neighbor.j] = IHDOT
2720 elif iquad == IHB: # Destroy base
2721 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2722 game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
2723 game.base.invalidate()
2724 game.state.basekl += 1
2726 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2727 game.quad[neighbor.i][neighbor.j] = IHDOT
2728 elif iquad in (IHE, IHF): # Buffet ship
2729 prout(_("***Starship buffeted by nova."))
2731 if game.shield >= 2000.0:
2732 game.shield -= 2000.0
2734 diff = 2000.0 - game.shield
2738 prout(_("***Shields knocked out."))
2739 game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2741 game.energy -= 2000.0
2742 if game.energy <= 0:
2745 # add in course nova contributes to kicking starship
2746 bump += (game.sector-hits[mm]).sgn()
2747 elif iquad == IHK: # kill klingon
2748 deadkl(neighbor, iquad, neighbor)
2749 elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
2750 for ll in range(len(game.enemies)):
2751 if game.enemies[ll].kloc == neighbor:
2753 game.enemies[ll].kpower -= 800.0 # If firepower is lost, die
2754 if game.enemies[ll].kpower <= 0.0:
2755 deadkl(neighbor, iquad, neighbor)
2757 newc = neighbor + neighbor - hits[mm]
2758 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2759 if not VALID_SECTOR(newc.i, newc.j):
2760 # can't leave quadrant
2763 iquad1 = game.quad[newc.i][newc.j]
2764 if iquad1 == IHBLANK:
2765 proutn(_(", blasted into ") + crmena(False, IHBLANK, "sector", newc))
2767 deadkl(neighbor, iquad, newc)
2770 # can't move into something else
2773 proutn(_(", buffeted to Sector %s") % newc)
2774 game.quad[neighbor.i][neighbor.j] = IHDOT
2775 game.quad[newc.i][newc.j] = iquad
2776 game.enemies[ll].move(newc)
2777 # Starship affected by nova -- kick it away.
2778 game.dist = kount*0.1
2779 game.direc = course[3*(bump.i+1)+bump.j+2]
2780 if game.direc == 0.0:
2782 if game.dist == 0.0:
2784 game.optime = 10.0*game.dist/16.0
2786 prout(_("Force of nova displaces starship."))
2787 imove(novapush=True)
2788 game.optime = 10.0*game.dist/16.0
2792 "Star goes supernova."
2797 # Scheduled supernova -- select star at random.
2800 for nq.i in range(GALSIZE):
2801 for nq.j in range(GALSIZE):
2802 stars += game.state.galaxy[nq.i][nq.j].stars
2804 return # nothing to supernova exists
2805 num = randrange(stars) + 1
2806 for nq.i in range(GALSIZE):
2807 for nq.j in range(GALSIZE):
2808 num -= game.state.galaxy[nq.i][nq.j].stars
2814 proutn("=== Super nova here?")
2817 if not nq == game.quadrant or game.justin:
2818 # it isn't here, or we just entered (treat as enroute)
2821 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2822 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2825 # we are in the quadrant!
2826 num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
2827 for ns.i in range(QUADSIZE):
2828 for ns.j in range(QUADSIZE):
2829 if game.quad[ns.i][ns.j]==IHSTAR:
2836 prouts(_("***RED ALERT! RED ALERT!"))
2838 prout(_("***Incipient supernova detected at Sector %s") % ns)
2839 if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2840 proutn(_("Emergency override attempts t"))
2841 prouts("***************")
2845 # destroy any Klingons in supernovaed quadrant
2846 kldead = game.state.galaxy[nq.i][nq.j].klingons
2847 game.state.galaxy[nq.i][nq.j].klingons = 0
2848 if nq == game.state.kscmdr:
2849 # did in the Supercommander!
2850 game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
2854 survivors = filter(lambda w: w != nq, game.state.kcmdr)
2855 comkills = len(game.state.kcmdr) - len(survivors)
2856 game.state.kcmdr = survivors
2858 if not game.state.kcmdr:
2860 game.state.remkl -= kldead
2861 # destroy Romulans and planets in supernovaed quadrant
2862 nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2863 game.state.galaxy[nq.i][nq.j].romulans = 0
2864 game.state.nromrem -= nrmdead
2866 for loop in range(game.inplan):
2867 if game.state.planets[loop].quadrant == nq:
2868 game.state.planets[loop].pclass = "destroyed"
2870 # Destroy any base in supernovaed quadrant
2871 game.state.baseq = filter(lambda x: x != nq, game.state.baseq)
2872 # If starship caused supernova, tally up destruction
2874 game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2875 game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2876 game.state.nplankl += npdead
2877 # mark supernova in galaxy and in star chart
2878 if game.quadrant == nq or communicating():
2879 game.state.galaxy[nq.i][nq.j].supernova = True
2880 # If supernova destroys last Klingons give special message
2881 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
2884 prout(_("Lucky you!"))
2885 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2888 # if some Klingons remain, continue or die in supernova
2893 # Code from finish.c ends here.
2896 "Self-destruct maneuver. Finish with a BANG!"
2898 if damaged(DCOMPTR):
2899 prout(_("Computer damaged; cannot execute destruct sequence."))
2901 prouts(_("---WORKING---")); skip(1)
2902 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2903 prouts(" 10"); skip(1)
2904 prouts(" 9"); skip(1)
2905 prouts(" 8"); skip(1)
2906 prouts(" 7"); skip(1)
2907 prouts(" 6"); skip(1)
2909 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2911 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2913 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2917 if game.passwd != scanner.token:
2918 prouts(_("PASSWORD-REJECTED;"))
2920 prouts(_("CONTINUITY-EFFECTED"))
2923 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2924 prouts(" 5"); skip(1)
2925 prouts(" 4"); skip(1)
2926 prouts(" 3"); skip(1)
2927 prouts(" 2"); skip(1)
2928 prouts(" 1"); skip(1)
2930 prouts(_("GOODBYE-CRUEL-WORLD"))
2938 prouts(_("********* Entropy of %s maximized *********") % crmshp())
2942 if len(game.enemies) != 0:
2943 whammo = 25.0 * game.energy
2945 while l <= len(game.enemies):
2946 if game.enemies[l].kpower*game.enemies[l].kdist <= whammo:
2947 deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.i][game.enemies[l].kloc.j], game.enemies[l].kloc)
2952 "Compute our rate of kils over time."
2953 elapsed = game.state.date - game.indate
2954 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
2957 starting = (game.inkling + game.incom + game.inscom)
2958 remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
2959 return (starting - remaining)/elapsed
2963 badpt = 5.0*game.state.starkl + \
2965 10.0*game.state.nplankl + \
2966 300*game.state.nworldkl + \
2968 100.0*game.state.basekl +\
2970 if game.ship == IHF:
2972 elif game.ship == None:
2977 # end the game, with appropriate notfications
2981 prout(_("It is stardate %.1f.") % game.state.date)
2983 if ifin == FWON: # Game has been won
2984 if game.state.nromrem != 0:
2985 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
2988 prout(_("You have smashed the Klingon invasion fleet and saved"))
2989 prout(_("the Federation."))
2994 badpt = 0.0 # Close enough!
2995 # killsPerDate >= RateMax
2996 if game.state.date-game.indate < 5.0 or \
2997 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
2999 prout(_("In fact, you have done so well that Starfleet Command"))
3000 if game.skill == SKILL_NOVICE:
3001 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
3002 elif game.skill == SKILL_FAIR:
3003 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
3004 elif game.skill == SKILL_GOOD:
3005 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
3006 elif game.skill == SKILL_EXPERT:
3007 prout(_("promotes you to Commodore Emeritus."))
3009 prout(_("Now that you think you're really good, try playing"))
3010 prout(_("the \"Emeritus\" game. It will splatter your ego."))
3011 elif game.skill == SKILL_EMERITUS:
3013 proutn(_("Computer- "))
3014 prouts(_("ERROR-ERROR-ERROR-ERROR"))
3016 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3018 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3020 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3022 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3024 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3026 prout(_("Now you can retire and write your own Star Trek game!"))
3028 elif game.skill >= SKILL_EXPERT:
3029 if game.thawed and not idebug:
3030 prout(_("You cannot get a citation, so..."))
3032 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3036 # Only grant long life if alive (original didn't!)
3038 prout(_("LIVE LONG AND PROSPER."))
3043 elif ifin == FDEPLETE: # Federation Resources Depleted
3044 prout(_("Your time has run out and the Federation has been"))
3045 prout(_("conquered. Your starship is now Klingon property,"))
3046 prout(_("and you are put on trial as a war criminal. On the"))
3047 proutn(_("basis of your record, you are "))
3048 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
3049 prout(_("acquitted."))
3051 prout(_("LIVE LONG AND PROSPER."))
3053 prout(_("found guilty and"))
3054 prout(_("sentenced to death by slow torture."))
3058 elif ifin == FLIFESUP:
3059 prout(_("Your life support reserves have run out, and"))
3060 prout(_("you die of thirst, starvation, and asphyxiation."))
3061 prout(_("Your starship is a derelict in space."))
3063 prout(_("Your energy supply is exhausted."))
3065 prout(_("Your starship is a derelict in space."))
3066 elif ifin == FBATTLE:
3067 prout(_("The %s has been destroyed in battle.") % crmshp())
3069 prout(_("Dulce et decorum est pro patria mori."))
3071 prout(_("You have made three attempts to cross the negative energy"))
3072 prout(_("barrier which surrounds the galaxy."))
3074 prout(_("Your navigation is abominable."))
3077 prout(_("Your starship has been destroyed by a nova."))
3078 prout(_("That was a great shot."))
3080 elif ifin == FSNOVAED:
3081 prout(_("The %s has been fried by a supernova.") % crmshp())
3082 prout(_("...Not even cinders remain..."))
3083 elif ifin == FABANDN:
3084 prout(_("You have been captured by the Klingons. If you still"))
3085 prout(_("had a starbase to be returned to, you would have been"))
3086 prout(_("repatriated and given another chance. Since you have"))
3087 prout(_("no starbases, you will be mercilessly tortured to death."))
3088 elif ifin == FDILITHIUM:
3089 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3090 elif ifin == FMATERIALIZE:
3091 prout(_("Starbase was unable to re-materialize your starship."))
3092 prout(_("Sic transit gloria mundi"))
3093 elif ifin == FPHASER:
3094 prout(_("The %s has been cremated by its own phasers.") % crmshp())
3096 prout(_("You and your landing party have been"))
3097 prout(_("converted to energy, disipating through space."))
3098 elif ifin == FMINING:
3099 prout(_("You are left with your landing party on"))
3100 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3102 prout(_("They are very fond of \"Captain Kirk\" soup."))
3104 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3105 elif ifin == FDPLANET:
3106 prout(_("You and your mining party perish."))
3108 prout(_("That was a great shot."))
3111 prout(_("The Galileo is instantly annihilated by the supernova."))
3112 prout(_("You and your mining party are atomized."))
3114 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3115 prout(_("joins the Romulans, wreaking terror on the Federation."))
3116 elif ifin == FPNOVA:
3117 prout(_("You and your mining party are atomized."))
3119 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3120 prout(_("joins the Romulans, wreaking terror on the Federation."))
3121 elif ifin == FSTRACTOR:
3122 prout(_("The shuttle craft Galileo is also caught,"))
3123 prout(_("and breaks up under the strain."))
3125 prout(_("Your debris is scattered for millions of miles."))
3126 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3128 prout(_("The mutants attack and kill Spock."))
3129 prout(_("Your ship is captured by Klingons, and"))
3130 prout(_("your crew is put on display in a Klingon zoo."))
3131 elif ifin == FTRIBBLE:
3132 prout(_("Tribbles consume all remaining water,"))
3133 prout(_("food, and oxygen on your ship."))
3135 prout(_("You die of thirst, starvation, and asphyxiation."))
3136 prout(_("Your starship is a derelict in space."))
3138 prout(_("Your ship is drawn to the center of the black hole."))
3139 prout(_("You are crushed into extremely dense matter."))
3141 prout(_("Your last crew member has died."))
3142 if game.ship == IHF:
3144 elif game.ship == IHE:
3147 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
3148 goodies = game.state.remres/game.inresor
3149 baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3150 if goodies/baddies >= randreal(1.0, 1.5):
3151 prout(_("As a result of your actions, a treaty with the Klingon"))
3152 prout(_("Empire has been signed. The terms of the treaty are"))
3153 if goodies/baddies >= randreal(3.0):
3154 prout(_("favorable to the Federation."))
3156 prout(_("Congratulations!"))
3158 prout(_("highly unfavorable to the Federation."))
3160 prout(_("The Federation will be destroyed."))
3162 prout(_("Since you took the last Klingon with you, you are a"))
3163 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3164 prout(_("statue in your memory. Rest in peace, and try not"))
3165 prout(_("to think about pigeons."))
3170 "Compute player's score."
3171 timused = game.state.date - game.indate
3173 if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
3175 perdate = killrate()
3176 ithperd = 500*perdate + 0.5
3179 iwon = 100*game.skill
3180 if game.ship == IHE:
3182 elif game.ship == IHF:
3186 if not game.gamewon:
3187 game.state.nromrem = 0 # None captured if no win
3188 iscore = 10*(game.inkling - game.state.remkl) \
3189 + 50*(game.incom - len(game.state.kcmdr)) \
3191 + 20*(game.inrom - game.state.nromrem) \
3192 + 200*(game.inscom - game.state.nscrem) \
3193 - game.state.nromrem \
3198 prout(_("Your score --"))
3199 if game.inrom - game.state.nromrem:
3200 prout(_("%6d Romulans destroyed %5d") %
3201 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3202 if game.state.nromrem:
3203 prout(_("%6d Romulans captured %5d") %
3204 (game.state.nromrem, game.state.nromrem))
3205 if game.inkling - game.state.remkl:
3206 prout(_("%6d ordinary Klingons destroyed %5d") %
3207 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
3208 if game.incom - len(game.state.kcmdr):
3209 prout(_("%6d Klingon commanders destroyed %5d") %
3210 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3211 if game.inscom - game.state.nscrem:
3212 prout(_("%6d Super-Commander destroyed %5d") %
3213 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3215 prout(_("%6.2f Klingons per stardate %5d") %
3217 if game.state.starkl:
3218 prout(_("%6d stars destroyed by your action %5d") %
3219 (game.state.starkl, -5*game.state.starkl))
3220 if game.state.nplankl:
3221 prout(_("%6d planets destroyed by your action %5d") %
3222 (game.state.nplankl, -10*game.state.nplankl))
3223 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3224 prout(_("%6d inhabited planets destroyed by your action %5d") %
3225 (game.state.nplankl, -300*game.state.nworldkl))
3226 if game.state.basekl:
3227 prout(_("%6d bases destroyed by your action %5d") %
3228 (game.state.basekl, -100*game.state.basekl))
3230 prout(_("%6d calls for help from starbase %5d") %
3231 (game.nhelp, -45*game.nhelp))
3233 prout(_("%6d casualties incurred %5d") %
3234 (game.casual, -game.casual))
3236 prout(_("%6d crew abandoned in space %5d") %
3237 (game.abandoned, -3*game.abandoned))
3239 prout(_("%6d ship(s) lost or destroyed %5d") %
3240 (klship, -100*klship))
3242 prout(_("Penalty for getting yourself killed -200"))
3244 proutn(_("Bonus for winning "))
3245 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3246 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3247 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3248 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3249 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3250 prout(" %5d" % iwon)
3252 prout(_("TOTAL SCORE %5d") % iscore)
3255 "Emit winner's commemmorative plaque."
3258 proutn(_("File or device name for your plaque: "))
3261 fp = open(winner, "w")
3264 prout(_("Invalid name."))
3266 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3268 # The 38 below must be 64 for 132-column paper
3269 nskip = 38 - len(winner)/2
3270 fp.write("\n\n\n\n")
3271 # --------DRAW ENTERPRISE PICTURE.
3272 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3273 fp.write(" EEE E : : : E\n" )
3274 fp.write(" EE EEE E : : NCC-1701 : E\n")
3275 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
3276 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3277 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
3278 fp.write(" EEEEEEE EEEEE E E E E\n")
3279 fp.write(" EEE E E E E\n")
3280 fp.write(" E E E E\n")
3281 fp.write(" EEEEEEEEEEEEE E E\n")
3282 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3283 fp.write(" :E : EEEE E\n")
3284 fp.write(" .-E -:----- E\n")
3285 fp.write(" :E : E\n")
3286 fp.write(" EE : EEEEEEEE\n")
3287 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3289 fp.write(_(" U. S. S. ENTERPRISE\n"))
3290 fp.write("\n\n\n\n")
3291 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3293 fp.write(_(" Starfleet Command bestows to you\n"))
3295 fp.write("%*s%s\n\n" % (nskip, "", winner))
3296 fp.write(_(" the rank of\n\n"))
3297 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3299 if game.skill == SKILL_EXPERT:
3300 fp.write(_(" Expert level\n\n"))
3301 elif game.skill == SKILL_EMERITUS:
3302 fp.write(_("Emeritus level\n\n"))
3304 fp.write(_(" Cheat level\n\n"))
3305 timestring = ctime()
3306 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3307 (timestring+4, timestring+20, timestring+11))
3308 fp.write(_(" Your score: %d\n\n") % iscore)
3309 fp.write(_(" Klingons per stardate: %.2f\n") % perdate)
3312 # Code from io.c begins here
3314 rows = linecount = 0 # for paging
3317 fullscreen_window = None
3318 srscan_window = None
3319 report_window = None
3320 status_window = None
3321 lrscan_window = None
3322 message_window = None
3323 prompt_window = None
3328 if not (game.options & OPTION_CURSES):
3329 ln_env = os.getenv("LINES")
3335 stdscr = curses.initscr()
3339 global fullscreen_window, srscan_window, report_window, status_window
3340 global lrscan_window, message_window, prompt_window
3341 (rows, columns) = stdscr.getmaxyx()
3342 fullscreen_window = stdscr
3343 srscan_window = curses.newwin(12, 25, 0, 0)
3344 report_window = curses.newwin(11, 0, 1, 25)
3345 status_window = curses.newwin(10, 0, 1, 39)
3346 lrscan_window = curses.newwin(5, 0, 0, 64)
3347 message_window = curses.newwin(0, 0, 12, 0)
3348 prompt_window = curses.newwin(1, 0, rows-2, 0)
3349 message_window.scrollok(True)
3350 setwnd(fullscreen_window)
3353 "Wrap up I/O. Presently a stub."
3354 stdscr.keypad(False)
3360 "Wait for user action -- OK to do nothing if on a TTY"
3361 if game.options & OPTION_CURSES:
3366 prouts(_("[ANOUNCEMENT ARRIVING...]"))
3370 if game.skill > SKILL_FAIR:
3371 prompt = _("[CONTINUE?]")
3373 prompt = _("[PRESS ENTER TO CONTINUE]")
3375 if game.options & OPTION_CURSES:
3377 setwnd(prompt_window)
3378 prompt_window.wclear()
3379 prompt_window.addstr(prompt)
3380 prompt_window.getstr()
3381 prompt_window.clear()
3382 prompt_window.refresh()
3383 setwnd(message_window)
3386 sys.stdout.write('\n')
3389 for j in range(rows):
3390 sys.stdout.write('\n')
3394 "Skip i lines. Pause game if this would cause a scrolling event."
3395 for dummy in range(i):
3396 if game.options & OPTION_CURSES:
3397 (y, x) = curwnd.getyx()
3398 (my, mx) = curwnd.getmaxyx()
3399 if curwnd == message_window and y >= my - 3:
3407 if rows and linecount >= rows:
3410 sys.stdout.write('\n')
3413 "Utter a line with no following line feed."
3414 if game.options & OPTION_CURSES:
3418 sys.stdout.write(line)
3428 if not replayfp or replayfp.closed: # Don't slow down replays
3431 if game.options & OPTION_CURSES:
3435 if not replayfp or replayfp.closed:
3439 "Get a line of input."
3440 if game.options & OPTION_CURSES:
3441 line = curwnd.getstr() + "\n"
3444 if replayfp and not replayfp.closed:
3446 line = replayfp.readline()
3449 prout("*** Replay finished")
3452 elif line[0] != "#":
3455 line = raw_input() + "\n"
3461 "Change windows -- OK for this to be a no-op in tty mode."
3463 if game.options & OPTION_CURSES:
3465 curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
3468 "Clear to end of line -- can be a no-op in tty mode"
3469 if game.options & OPTION_CURSES:
3474 "Clear screen -- can be a no-op in tty mode."
3476 if game.options & OPTION_CURSES:
3483 "Set highlight video, if this is reasonable."
3484 if game.options & OPTION_CURSES:
3485 curwnd.attron(curses.A_REVERSE)
3488 # Things past this point have policy implications.
3492 "Hook to be called after moving to redraw maps."
3493 if game.options & OPTION_CURSES:
3496 setwnd(srscan_window)
3500 setwnd(status_window)
3501 status_window.clear()
3502 status_window.move(0, 0)
3503 setwnd(report_window)
3504 report_window.clear()
3505 report_window.move(0, 0)
3507 setwnd(lrscan_window)
3508 lrscan_window.clear()
3509 lrscan_window.move(0, 0)
3510 lrscan(silent=False)
3512 def put_srscan_sym(w, sym):
3513 "Emit symbol for short-range scan."
3514 srscan_window.move(w.i+1, w.j*2+2)
3515 srscan_window.addch(sym)
3516 srscan_window.refresh()
3519 "Enemy fall down, go boom."
3520 if game.options & OPTION_CURSES:
3522 setwnd(srscan_window)
3523 srscan_window.attron(curses.A_REVERSE)
3524 put_srscan_sym(w, game.quad[w.i][w.j])
3528 srscan_window.attroff(curses.A_REVERSE)
3529 put_srscan_sym(w, game.quad[w.i][w.j])
3530 curses.delay_output(500)
3531 setwnd(message_window)
3534 "Sound and visual effects for teleportation."
3535 if game.options & OPTION_CURSES:
3537 setwnd(message_window)
3539 prouts(" . . . . . ")
3540 if game.options & OPTION_CURSES:
3541 #curses.delay_output(1000)
3545 def tracktorpedo(origin, w, step, i, n, iquad):
3546 "Torpedo-track animation."
3547 if not game.options & OPTION_CURSES:
3551 proutn(_("Track for %s torpedo number %d- ") % (game.quad[origin.i][origin.j],i+1))
3554 proutn(_("Torpedo track- "))
3555 elif step==4 or step==9:
3559 if not damaged(DSRSENS) or game.condition=="docked":
3560 if i != 0 and step == 1:
3563 if (iquad==IHDOT) or (iquad==IHBLANK):
3564 put_srscan_sym(w, '+')
3568 put_srscan_sym(w, iquad)
3570 curwnd.attron(curses.A_REVERSE)
3571 put_srscan_sym(w, iquad)
3575 curwnd.attroff(curses.A_REVERSE)
3576 put_srscan_sym(w, iquad)
3581 "Display the current galaxy chart."
3582 if game.options & OPTION_CURSES:
3583 setwnd(message_window)
3584 message_window.clear()
3586 if game.options & OPTION_TTY:
3591 def prstat(txt, data):
3593 if game.options & OPTION_CURSES:
3595 setwnd(status_window)
3597 proutn(" " * (NSYM - len(txt)))
3600 if game.options & OPTION_CURSES:
3601 setwnd(report_window)
3603 # Code from moving.c begins here
3605 def imove(novapush):
3606 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3607 w = coord(); final = coord()
3610 def no_quad_change():
3611 # No quadrant change -- compute new average enemy distances
3612 game.quad[game.sector.i][game.sector.j] = game.ship
3614 for enemy in game.enemies:
3615 finald = (w-enemy.kloc).distance()
3616 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3617 enemy.kdist = finald
3618 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
3619 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3620 attack(torps_ok=False)
3621 for enemy in game.enemies:
3622 enemy.kavgd = enemy.kdist
3625 setwnd(message_window)
3628 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3629 game.inorbit = False
3630 angle = ((15.0 - game.direc) * 0.5235988)
3631 deltax = -math.sin(angle)
3632 deltay = math.cos(angle)
3633 if math.fabs(deltax) > math.fabs(deltay):
3634 bigger = math.fabs(deltax)
3636 bigger = math.fabs(deltay)
3639 # If tractor beam is to occur, don't move full distance
3640 if game.state.date+game.optime >= scheduled(FTBEAM):
3642 game.condition = "red"
3643 game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3644 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3645 # Move within the quadrant
3646 game.quad[game.sector.i][game.sector.j] = IHDOT
3649 n = int(10.0*game.dist*bigger+0.5)
3651 for m in range(1, n+1):
3656 if not VALID_SECTOR(w.i, w.j):
3657 # Leaving quadrant -- allow final enemy attack
3658 # Don't do it if being pushed by Nova
3659 if len(game.enemies) != 0 and not novapush:
3661 for enemy in game.enemies:
3662 finald = (w - enemy.kloc).distance()
3663 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3665 # Stas Sergeev added the condition
3666 # that attacks only happen if Klingons
3667 # are present and your skill is good.
3669 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3670 attack(torps_ok=False)
3673 # compute final position -- new quadrant and sector
3674 x = (QUADSIZE*game.quadrant.i)+game.sector.i
3675 y = (QUADSIZE*game.quadrant.j)+game.sector.j
3676 w.i = int(round(x+10.0*game.dist*bigger*deltax))
3677 w.j = int(round(y+10.0*game.dist*bigger*deltay))
3678 # check for edge of galaxy
3688 if w.i >= GALSIZE*QUADSIZE:
3689 w.i = (GALSIZE*QUADSIZE*2) - w.i
3691 if w.j >= GALSIZE*QUADSIZE:
3692 w.j = (GALSIZE*QUADSIZE*2) - w.j
3700 if game.nkinks == 3:
3701 # Three strikes -- you're out!
3705 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3706 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3707 prout(_("YOU WILL BE DESTROYED."))
3708 # Compute final position in new quadrant
3709 if trbeam: # Don't bother if we are to be beamed
3711 game.quadrant.i = w.i/QUADSIZE
3712 game.quadrant.j = w.j/QUADSIZE
3713 game.sector.i = w.i - (QUADSIZE*game.quadrant.i)
3714 game.sector.j = w.j - (QUADSIZE*game.quadrant.j)
3716 prout(_("Entering Quadrant %s.") % game.quadrant)
3717 game.quad[game.sector.i][game.sector.j] = game.ship
3719 if game.skill>SKILL_NOVICE:
3720 attack(torps_ok=False)
3722 iquad = game.quad[w.i][w.j]
3724 # object encountered in flight path
3725 stopegy = 50.0*game.dist/game.optime
3726 game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0)
3727 if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
3729 for enemy in game.enemies:
3730 if enemy.kloc == game.sector:
3732 collision(rammed=False, enemy=enemy)
3734 elif iquad == IHBLANK:
3736 prouts(_("***RED ALERT! RED ALERT!"))
3738 proutn("***" + crmshp())
3739 proutn(_(" pulled into black hole at Sector %s") % w)
3741 # Getting pulled into a black hole was certain
3742 # death in Almy's original. Stas Sergeev added a
3743 # possibility that you'll get timewarped instead.
3746 for m in range(NDEVICES):
3747 if game.damage[m]>0:
3749 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3750 if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
3760 prout(_(" encounters Tholian web at %s;") % w)
3762 prout(_(" blocked by object at %s;") % w)
3763 proutn(_("Emergency stop required "))
3764 prout(_("%2d units of energy.") % int(stopegy))
3765 game.energy -= stopegy
3766 final.i = int(round(deltax))
3767 final.j = int(round(deltay))
3769 if game.energy <= 0:
3775 game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0)
3782 "Dock our ship at a starbase."
3784 if game.condition == "docked" and verbose:
3785 prout(_("Already docked."))
3788 prout(_("You must first leave standard orbit."))
3790 if not game.base.is_valid() or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
3791 prout(crmshp() + _(" not adjacent to base."))
3793 game.condition = "docked"
3797 if game.energy < game.inenrg:
3798 game.energy = game.inenrg
3799 game.shield = game.inshld
3800 game.torps = game.intorps
3801 game.lsupres = game.inlsr
3802 game.state.crew = FULLCREW
3803 if not damaged(DRADIO) and \
3804 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3805 # get attack report from base
3806 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3810 # This program originally required input in terms of a (clock)
3811 # direction and distance. Somewhere in history, it was changed to
3812 # cartesian coordinates. So we need to convert. Probably
3813 # "manual" input should still be done this way -- it's a real
3814 # pain if the computer isn't working! Manual mode is still confusing
3815 # because it involves giving x and y motions, yet the coordinates
3816 # are always displayed y - x, where +y is downward!
3818 def getcourse(isprobe, akey):
3819 "Get a course and distance from the user."
3821 dquad = copy.copy(game.quadrant)
3822 navmode = "unspecified"
3826 if game.landed and not isprobe:
3827 prout(_("Dummy! You can't leave standard orbit until you"))
3828 proutn(_("are back aboard the ship."))
3831 while navmode == "unspecified":
3832 if damaged(DNAVSYS):
3834 prout(_("Computer damaged; manual navigation only"))
3836 prout(_("Computer damaged; manual movement only"))
3841 if isprobe and akey != -1:
3842 # For probe launch, use pre-scanned value first time
3846 key = scanner.next()
3848 proutn(_("Manual or automatic- "))
3851 elif key == "IHALPHA":
3852 if scanner.sees("manual"):
3854 key = scanner.next()
3856 elif scanner.sees("automatic"):
3857 navmode = "automatic"
3858 key = scanner.next()
3866 prout(_("(Manual navigation assumed.)"))
3868 prout(_("(Manual movement assumed.)"))
3871 if navmode == "automatic":
3872 while key == "IHEOL":
3874 proutn(_("Target quadrant or quadrant§or- "))
3876 proutn(_("Destination sector or quadrant§or- "))
3879 key = scanner.next()
3883 xi = int(round(scanner.real))-1
3884 key = scanner.next()
3888 xj = int(round(scanner.real))-1
3889 key = scanner.next()
3891 # both quadrant and sector specified
3892 xk = int(round(scanner.real))-1
3893 key = scanner.next()
3897 xl = int(round(scanner.real))-1
3903 # only one pair of numbers was specified
3905 # only quadrant specified -- go to center of dest quad
3908 dsect.j = dsect.i = 4 # preserves 1-origin behavior
3910 # only sector specified
3914 if not VALID_QUADRANT(dquad.i,dquad.j) or not VALID_SECTOR(dsect.i,dsect.j):
3921 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
3923 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
3924 # the actual deltas get computed here
3926 delta.i = dquad.j-game.quadrant.j + 0.1*(dsect.j-game.sector.j)
3927 delta.j = game.quadrant.i-dquad.i + 0.1*(game.sector.i-dsect.i)
3929 while key == "IHEOL":
3930 proutn(_("X and Y displacements- "))
3933 key = scanner.next()
3938 delta.j = scanner.real
3939 key = scanner.next()
3943 delta.i = scanner.real
3944 # Check for zero movement
3945 if delta.i == 0 and delta.j == 0:
3948 if itemp == "verbose" and not isprobe:
3950 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
3951 # Course actually laid in.
3952 game.dist = delta.distance()
3953 game.direc = delta.bearing()
3954 if game.direc < 0.0:
3960 "Move under impulse power."
3962 if damaged(DIMPULS):
3965 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
3967 if game.energy > 30.0:
3968 if not getcourse(isprobe=False, akey=0):
3970 power = 20.0 + 100.0*game.dist
3973 if power >= game.energy:
3974 # Insufficient power for trip
3976 prout(_("First Officer Spock- \"Captain, the impulse engines"))
3977 prout(_("require 20.0 units to engage, plus 100.0 units per"))
3978 if game.energy > 30:
3979 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
3980 int(0.01 * (game.energy-20.0)-0.05))
3981 prout(_(" quadrants.\""))
3983 prout(_("quadrant. They are, therefore, useless.\""))
3986 # Make sure enough time is left for the trip
3987 game.optime = game.dist/0.095
3988 if game.optime >= game.state.remtime:
3989 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
3990 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
3991 proutn(_("we dare spend the time?\" "))
3994 # Activate impulse engines and pay the cost
3995 imove(novapush=False)
3999 power = 20.0 + 100.0*game.dist
4000 game.energy -= power
4001 game.optime = game.dist/0.095
4002 if game.energy <= 0:
4007 "ove under warp drive."
4008 blooey = False; twarp = False
4009 if not timewarp: # Not WARPX entry
4011 if game.damage[DWARPEN] > 10.0:
4014 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4016 if damaged(DWARPEN) and game.warpfac > 4.0:
4019 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4020 prout(_(" is repaired, I can only give you warp 4.\""))
4022 # Read in course and distance
4023 if not getcourse(isprobe=False, akey=0):
4025 # Make sure starship has enough energy for the trip
4026 power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4027 if power >= game.energy:
4028 # Insufficient power for trip
4031 prout(_("Engineering to bridge--"))
4032 if not game.shldup or 0.5*power > game.energy:
4033 iwarp = math.pow((game.energy/(game.dist+0.05)), 0.333333333)
4035 prout(_("We can't do it, Captain. We don't have enough energy."))
4037 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4040 prout(_("if you'll lower the shields."))
4044 prout(_("We haven't the energy to go that far with the shields up."))
4047 # Make sure enough time is left for the trip
4048 game.optime = 10.0*game.dist/game.warpfac**2
4049 if game.optime >= 0.8*game.state.remtime:
4051 prout(_("First Officer Spock- \"Captain, I compute that such"))
4052 proutn(_(" a trip would require approximately %2.0f") %
4053 (100.0*game.optime/game.state.remtime))
4054 prout(_(" percent of our"))
4055 proutn(_(" remaining time. Are you sure this is wise?\" "))
4061 if game.warpfac > 6.0:
4062 # Decide if engine damage will occur
4063 # ESR: Seems wrong. Probability of damage goes *down* with distance?
4064 prob = game.dist*(6.0-game.warpfac)**2/66.666666666
4065 if prob > randreal():
4067 game.dist = randreal(game.dist)
4068 # Decide if time warp will occur
4069 if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > randreal():
4071 if idebug and game.warpfac==10 and not twarp:
4073 proutn("=== Force time warp? ")
4077 # If time warp or engine damage, check path
4078 # If it is obstructed, don't do warp or damage
4079 angle = ((15.0-game.direc)*0.5235998)
4080 deltax = -math.sin(angle)
4081 deltay = math.cos(angle)
4082 if math.fabs(deltax) > math.fabs(deltay):
4083 bigger = math.fabs(deltax)
4085 bigger = math.fabs(deltay)
4088 n = 10.0 * game.dist * bigger +0.5
4091 for l in range(1, n+1):
4096 if not VALID_SECTOR(ix, iy):
4098 if game.quad[ix][iy] != IHDOT:
4101 # Activate Warp Engines and pay the cost
4102 imove(novapush=False)
4105 game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4106 if game.energy <= 0:
4108 game.optime = 10.0*game.dist/game.warpfac**2
4112 game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
4114 prout(_("Engineering to bridge--"))
4115 prout(_(" Scott here. The warp engines are damaged."))
4116 prout(_(" We'll have to reduce speed to warp 4."))
4121 "Change the warp factor."
4127 proutn(_("Warp factor- "))
4132 if game.damage[DWARPEN] > 10.0:
4133 prout(_("Warp engines inoperative."))
4135 if damaged(DWARPEN) and scanner.real > 4.0:
4136 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4137 prout(_(" but right now we can only go warp 4.\""))
4139 if scanner.real > 10.0:
4140 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4142 if scanner.real < 1.0:
4143 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4145 oldfac = game.warpfac
4146 game.warpfac = scanner.real
4147 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4148 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4151 if game.warpfac < 8.00:
4152 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4154 if game.warpfac == 10.0:
4155 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4157 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4161 "Cope with being tossed out of quadrant by supernova or yanked by beam."
4163 # is captain on planet?
4165 if damaged(DTRANSP):
4168 prout(_("Scotty rushes to the transporter controls."))
4170 prout(_("But with the shields up it's hopeless."))
4172 prouts(_("His desperate attempt to rescue you . . ."))
4177 prout(_("SUCCEEDS!"))
4180 proutn(_("The crystals mined were "))
4188 # Check to see if captain in shuttle craft
4193 # Inform captain of attempt to reach safety
4197 prouts(_("***RED ALERT! RED ALERT!"))
4199 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4200 prouts(_(" a supernova."))
4202 prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
4204 prout(_("safely out of quadrant."))
4205 if not damaged(DRADIO):
4206 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
4207 # Try to use warp engines
4208 if damaged(DWARPEN):
4210 prout(_("Warp engines damaged."))
4213 game.warpfac = randreal(6.0, 8.0)
4214 prout(_("Warp factor set to %d") % int(game.warpfac))
4215 power = 0.75*game.energy
4216 game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4217 distreq = randreal(math.sqrt(2))
4218 if distreq < game.dist:
4220 game.optime = 10.0*game.dist/game.warpfac**2
4221 game.direc = randreal(12) # How dumb!
4223 game.inorbit = False
4226 # This is bad news, we didn't leave quadrant.
4230 prout(_("Insufficient energy to leave quadrant."))
4233 # Repeat if another snova
4234 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
4236 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
4237 finish(FWON) # Snova killed remaining enemy.
4240 "Let's do the time warp again."
4241 prout(_("***TIME WARP ENTERED."))
4242 if game.state.snap and withprob(0.5):
4244 prout(_("You are traveling backwards in time %d stardates.") %
4245 int(game.state.date-game.snapsht.date))
4246 game.state = game.snapsht
4247 game.state.snap = False
4248 if len(game.state.kcmdr):
4249 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4250 schedule(FBATTAK, expran(0.3*game.intime))
4251 schedule(FSNOVA, expran(0.5*game.intime))
4252 # next snapshot will be sooner
4253 schedule(FSNAP, expran(0.25*game.state.remtime))
4255 if game.state.nscrem:
4256 schedule(FSCMOVE, 0.2777)
4260 game.battle.invalidate()
4262 # Make sure Galileo is consistant -- Snapshot may have been taken
4263 # when on planet, which would give us two Galileos!
4265 for l in range(game.inplan):
4266 if game.state.planets[l].known == "shuttle_down":
4268 if game.iscraft == "onship" and game.ship==IHE:
4269 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4270 game.iscraft = "offship"
4271 # Likewise, if in the original time the Galileo was abandoned, but
4272 # was on ship earlier, it would have vanished -- let's restore it.
4273 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4274 prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""))
4275 game.iscraft = "onship"
4276 # There used to be code to do the actual reconstrction here,
4277 # but the starchart is now part of the snapshotted galaxy state.
4278 prout(_("Spock has reconstructed a correct star chart from memory"))
4280 # Go forward in time
4281 game.optime = -0.5*game.intime*math.log(randreal())
4282 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4283 # cheat to make sure no tractor beams occur during time warp
4284 postpone(FTBEAM, game.optime)
4285 game.damage[DRADIO] += game.optime
4287 events() # Stas Sergeev added this -- do pending events
4290 "Launch deep-space probe."
4291 # New code to launch a deep space probe
4292 if game.nprobes == 0:
4295 if game.ship == IHE:
4296 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4298 prout(_("Ye Faerie Queene has no deep space probes."))
4303 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4305 if is_scheduled(FDSPROB):
4308 if damaged(DRADIO) and game.condition != "docked":
4309 prout(_("Spock- \"Records show the previous probe has not yet"))
4310 prout(_(" reached its destination.\""))
4312 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4314 key = scanner.next()
4316 # slow mode, so let Kirk know how many probes there are left
4317 if game.nprobes == 1:
4318 prout(_("1 probe left."))
4320 prout(_("%d probes left") % game.nprobes)
4321 proutn(_("Are you sure you want to fire a probe? "))
4324 game.isarmed = False
4325 if key == "IHALPHA" and scanner.token == "armed":
4327 key = scanner.next()
4328 elif key == "IHEOL":
4329 proutn(_("Arm NOVAMAX warhead? "))
4331 if not getcourse(isprobe=True, akey=key):
4334 angle = ((15.0 - game.direc) * 0.5235988)
4335 game.probeinx = -math.sin(angle)
4336 game.probeiny = math.cos(angle)
4337 if math.fabs(game.probeinx) > math.fabs(game.probeiny):
4338 bigger = math.fabs(game.probeinx)
4340 bigger = math.fabs(game.probeiny)
4341 game.probeiny /= bigger
4342 game.probeinx /= bigger
4343 game.proben = 10.0*game.dist*bigger +0.5
4344 game.probex = game.quadrant.i*QUADSIZE + game.sector.i - 1 # We will use better packing than original
4345 game.probey = game.quadrant.j*QUADSIZE + game.sector.j - 1
4346 game.probec = game.quadrant
4347 schedule(FDSPROB, 0.01) # Time to move one sector
4348 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4352 # Here's how the mayday code works:
4354 # First, the closest starbase is selected. If there is a a starbase
4355 # in your own quadrant, you are in good shape. This distance takes
4356 # quadrant distances into account only.
4358 # A magic number is computed based on the distance which acts as the
4359 # probability that you will be rematerialized. You get three tries.
4361 # When it is determined that you should be able to be rematerialized
4362 # (i.e., when the probability thing mentioned above comes up
4363 # positive), you are put into that quadrant (anywhere). Then, we try
4364 # to see if there is a spot adjacent to the star- base. If not, you
4365 # can't be rematerialized!!! Otherwise, it drops you there. It only
4366 # tries five times to find a spot to drop you. After that, it's your
4370 "Yell for help from nearest starbase."
4371 # There's more than one way to move in this game!
4373 # Test for conditions which prevent calling for help
4374 if game.condition == "docked":
4375 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4378 prout(_("Subspace radio damaged."))
4380 if not game.state.baseq:
4381 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4384 prout(_("You must be aboard the %s.") % crmshp())
4386 # OK -- call for help from nearest starbase
4389 # There's one in this quadrant
4390 ddist = (game.base - game.sector).distance()
4393 for ibq in game.state.baseq:
4394 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4397 # Since starbase not in quadrant, set up new quadrant
4400 # dematerialize starship
4401 game.quad[game.sector.i][game.sector.j]=IHDOT
4402 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4403 % (game.quadrant, crmshp()))
4404 game.sector.invalidate()
4405 for m in range(1, 5+1):
4406 w = game.base.scatter()
4407 if VALID_SECTOR(w.i,w.j) and game.quad[w.i][w.j]==IHDOT:
4408 # found one -- finish up
4411 if not game.sector.is_valid():
4412 prout(_("You have been lost in space..."))
4413 finish(FMATERIALIZE)
4415 # Give starbase three chances to rematerialize starship
4416 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4417 for m in range(1, 3+1):
4418 if m == 1: proutn(_("1st"))
4419 elif m == 2: proutn(_("2nd"))
4420 elif m == 3: proutn(_("3rd"))
4421 proutn(_(" attempt to re-materialize ") + crmshp())
4422 game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
4425 if randreal() > probf:
4428 curses.delay_output(500)
4431 game.quad[ix][iy]=IHQUEST
4434 setwnd(message_window)
4435 finish(FMATERIALIZE)
4437 game.quad[ix][iy]=game.ship
4439 prout(_("succeeds."))
4443 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4445 # Abandon Ship (the BSD-Trek description)
4447 # The ship is abandoned. If your current ship is the Faire
4448 # Queene, or if your shuttlecraft is dead, you're out of
4449 # luck. You need the shuttlecraft in order for the captain
4450 # (that's you!!) to escape.
4452 # Your crew can beam to an inhabited starsystem in the
4453 # quadrant, if there is one and if the transporter is working.
4454 # If there is no inhabited starsystem, or if the transporter
4455 # is out, they are left to die in outer space.
4457 # If there are no starbases left, you are captured by the
4458 # Klingons, who torture you mercilessly. However, if there
4459 # is at least one starbase, you are returned to the
4460 # Federation in a prisoner of war exchange. Of course, this
4461 # can't happen unless you have taken some prisoners.
4466 if game.condition=="docked":
4468 prout(_("You cannot abandon Ye Faerie Queene."))
4471 # Must take shuttle craft to exit
4472 if game.damage[DSHUTTL]==-1:
4473 prout(_("Ye Faerie Queene has no shuttle craft."))
4475 if game.damage[DSHUTTL]<0:
4476 prout(_("Shuttle craft now serving Big Macs."))
4478 if game.damage[DSHUTTL]>0:
4479 prout(_("Shuttle craft damaged."))
4482 prout(_("You must be aboard the ship."))
4484 if game.iscraft != "onship":
4485 prout(_("Shuttle craft not currently available."))
4487 # Emit abandon ship messages
4489 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4491 prouts(_("***ALL HANDS ABANDON SHIP!"))
4493 prout(_("Captain and crew escape in shuttle craft."))
4494 if not game.state.baseq:
4495 # Oops! no place to go...
4498 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4500 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4501 prout(_("Remainder of ship's complement beam down"))
4502 prout(_("to nearest habitable planet."))
4503 elif q.planet != None and not damaged(DTRANSP):
4504 prout(_("Remainder of ship's complement beam down to %s.") %
4507 prout(_("Entire crew of %d left to die in outer space.") %
4509 game.casual += game.state.crew
4510 game.abandoned += game.state.crew
4511 # If at least one base left, give 'em the Faerie Queene
4513 game.icrystl = False # crystals are lost
4514 game.nprobes = 0 # No probes
4515 prout(_("You are captured by Klingons and released to"))
4516 prout(_("the Federation in a prisoner-of-war exchange."))
4517 nb = randrange(len(game.state.baseq))
4518 # Set up quadrant and position FQ adjacient to base
4519 if not game.quadrant == game.state.baseq[nb]:
4520 game.quadrant = game.state.baseq[nb]
4521 game.sector.i = game.sector.j = 5
4524 # position next to base by trial and error
4525 game.quad[game.sector.i][game.sector.j] = IHDOT
4526 for l in range(QUADSIZE):
4527 game.sector = game.base.scatter()
4528 if VALID_SECTOR(game.sector.i, game.sector.j) and \
4529 game.quad[game.sector.i][game.sector.j] == IHDOT:
4532 break # found a spot
4533 game.sector.i=QUADSIZE/2
4534 game.sector.j=QUADSIZE/2
4536 # Get new commission
4537 game.quad[game.sector.i][game.sector.j] = game.ship = IHF
4538 game.state.crew = FULLCREW
4539 prout(_("Starfleet puts you in command of another ship,"))
4540 prout(_("the Faerie Queene, which is antiquated but,"))
4541 prout(_("still useable."))
4543 prout(_("The dilithium crystals have been moved."))
4545 game.iscraft = "offship" # Galileo disappears
4547 game.condition="docked"
4548 for l in range(NDEVICES):
4549 game.damage[l] = 0.0
4550 game.damage[DSHUTTL] = -1
4551 game.energy = game.inenrg = 3000.0
4552 game.shield = game.inshld = 1250.0
4553 game.torps = game.intorps = 6
4554 game.lsupres=game.inlsr=3.0
4559 # Code from planets.c begins here.
4562 "Abort a lengthy operation if an event interrupts it."
4565 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
4570 "Report on (uninhabited) planets in the galaxy."
4574 prout(_("Spock- \"Planet report follows, Captain.\""))
4576 for i in range(game.inplan):
4577 if game.state.planets[i].pclass == "destroyed":
4579 if (game.state.planets[i].known != "unknown" \
4580 and not game.state.planets[i].inhabited) \
4583 if idebug and game.state.planets[i].known=="unknown":
4584 proutn("(Unknown) ")
4585 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4586 proutn(_(" class "))
4587 proutn(game.state.planets[i].pclass)
4589 if game.state.planets[i].crystals != present:
4591 prout(_("dilithium crystals present."))
4592 if game.state.planets[i].known=="shuttle_down":
4593 prout(_(" Shuttle Craft Galileo on surface."))
4595 prout(_("No information available."))
4598 "Enter standard orbit."
4602 prout(_("Already in standard orbit."))
4604 if damaged(DWARPEN) and damaged(DIMPULS):
4605 prout(_("Both warp and impulse engines damaged."))
4607 if not game.plnet.is_valid():
4608 prout("There is no planet in this sector.")
4610 if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4611 prout(crmshp() + _(" not adjacent to planet."))
4614 game.optime = randreal(0.02, 0.05)
4615 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4619 game.height = randreal(1400, 8600)
4620 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4625 "Examine planets in this quadrant."
4626 if damaged(DSRSENS):
4627 if game.options & OPTION_TTY:
4628 prout(_("Short range sensors damaged."))
4630 if game.iplnet == None:
4631 if game.options & OPTION_TTY:
4632 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4634 if game.iplnet.known == "unknown":
4635 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4637 prout(_(" Planet at Sector %s is of class %s.") %
4638 (game.plnet, game.iplnet.pclass))
4639 if game.iplnet.known=="shuttle_down":
4640 prout(_(" Sensors show Galileo still on surface."))
4641 proutn(_(" Readings indicate"))
4642 if game.iplnet.crystals != "present":
4644 prout(_(" dilithium crystals present.\""))
4645 if game.iplnet.known == "unknown":
4646 game.iplnet.known = "known"
4647 elif game.iplnet.inhabited:
4648 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4649 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4652 "Use the transporter."
4656 if damaged(DTRANSP):
4657 prout(_("Transporter damaged."))
4658 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4660 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4664 if not game.inorbit:
4665 prout(crmshp() + _(" not in standard orbit."))
4668 prout(_("Impossible to transport through shields."))
4670 if game.iplnet.known=="unknown":
4671 prout(_("Spock- \"Captain, we have no information on this planet"))
4672 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4673 prout(_(" you may not go down.\""))
4675 if not game.landed and game.iplnet.crystals=="absent":
4676 prout(_("Spock- \"Captain, I fail to see the logic in"))
4677 prout(_(" exploring a planet with no dilithium crystals."))
4678 proutn(_(" Are you sure this is wise?\" "))
4682 if not (game.options & OPTION_PLAIN):
4683 nrgneed = 50 * game.skill + game.height / 100.0
4684 if nrgneed > game.energy:
4685 prout(_("Engineering to bridge--"))
4686 prout(_(" Captain, we don't have enough energy for transportation."))
4688 if not game.landed and nrgneed * 2 > game.energy:
4689 prout(_("Engineering to bridge--"))
4690 prout(_(" Captain, we have enough energy only to transport you down to"))
4691 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4692 if game.iplnet.known == "shuttle_down":
4693 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4694 proutn(_(" Are you sure this is wise?\" "))
4699 # Coming from planet
4700 if game.iplnet.known=="shuttle_down":
4701 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4705 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4706 prout(_("Landing party assembled, ready to beam up."))
4708 prout(_("Kirk whips out communicator..."))
4709 prouts(_("BEEP BEEP BEEP"))
4711 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4714 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4716 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4718 prout(_("Kirk- \"Energize.\""))
4721 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4724 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4726 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4729 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4730 game.landed = not game.landed
4731 game.energy -= nrgneed
4733 prout(_("Transport complete."))
4734 if game.landed and game.iplnet.known=="shuttle_down":
4735 prout(_("The shuttle craft Galileo is here!"))
4736 if not game.landed and game.imine:
4743 "Strip-mine a world for dilithium."
4747 prout(_("Mining party not on planet."))
4749 if game.iplnet.crystals == "mined":
4750 prout(_("This planet has already been strip-mined for dilithium."))
4752 elif game.iplnet.crystals == "absent":
4753 prout(_("No dilithium crystals on this planet."))
4756 prout(_("You've already mined enough crystals for this trip."))
4758 if game.icrystl and game.cryprob == 0.05:
4759 prout(_("With all those fresh crystals aboard the ") + crmshp())
4760 prout(_("there's no reason to mine more at this time."))
4762 game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4765 prout(_("Mining operation complete."))
4766 game.iplnet.crystals = "mined"
4767 game.imine = game.ididit = True
4770 "Use dilithium crystals."
4774 if not game.icrystl:
4775 prout(_("No dilithium crystals available."))
4777 if game.energy >= 1000:
4778 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4779 prout(_(" except when Condition Yellow exists."))
4781 prout(_("Spock- \"Captain, I must warn you that loading"))
4782 prout(_(" raw dilithium crystals into the ship's power"))
4783 prout(_(" system may risk a severe explosion."))
4784 proutn(_(" Are you sure this is wise?\" "))
4789 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4790 prout(_(" Mr. Spock and I will try it.\""))
4792 prout(_("Spock- \"Crystals in place, Sir."))
4793 prout(_(" Ready to activate circuit.\""))
4795 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4797 if with(game.cryprob):
4798 prouts(_(" \"Activating now! - - No good! It's***"))
4800 prouts(_("***RED ALERT! RED A*L********************************"))
4803 prouts(_("****************** KA-BOOM!!!! *******************"))
4807 game.energy += randreal(5000.0, 5500.0)
4808 prouts(_(" \"Activating now! - - "))
4809 prout(_("The instruments"))
4810 prout(_(" are going crazy, but I think it's"))
4811 prout(_(" going to work!! Congratulations, Sir!\""))
4816 "Use shuttlecraft for planetary jaunt."
4819 if damaged(DSHUTTL):
4820 if game.damage[DSHUTTL] == -1.0:
4821 if game.inorbit and game.iplnet.known == "shuttle_down":
4822 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4824 prout(_("Ye Faerie Queene had no shuttle craft."))
4825 elif game.damage[DSHUTTL] > 0:
4826 prout(_("The Galileo is damaged."))
4827 else: # game.damage[DSHUTTL] < 0
4828 prout(_("Shuttle craft is now serving Big Macs."))
4830 if not game.inorbit:
4831 prout(crmshp() + _(" not in standard orbit."))
4833 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4834 prout(_("Shuttle craft not currently available."))
4836 if not game.landed and game.iplnet.known=="shuttle_down":
4837 prout(_("You will have to beam down to retrieve the shuttle craft."))
4839 if game.shldup or game.condition == "docked":
4840 prout(_("Shuttle craft cannot pass through shields."))
4842 if game.iplnet.known=="unknown":
4843 prout(_("Spock- \"Captain, we have no information on this planet"))
4844 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4845 prout(_(" you may not fly down.\""))
4847 game.optime = 3.0e-5*game.height
4848 if game.optime >= 0.8*game.state.remtime:
4849 prout(_("First Officer Spock- \"Captain, I compute that such"))
4850 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4851 int(100*game.optime/game.state.remtime))
4852 prout(_("remaining time."))
4853 proutn(_("Are you sure this is wise?\" "))
4859 if game.iscraft == "onship":
4861 if not damaged(DTRANSP):
4862 proutn(_("Spock- \"Would you rather use the transporter?\" "))
4866 proutn(_("Shuttle crew"))
4868 proutn(_("Rescue party"))
4869 prout(_(" boards Galileo and swoops toward planet surface."))
4870 game.iscraft = "offship"
4874 game.iplnet.known="shuttle_down"
4875 prout(_("Trip complete."))
4878 # Ready to go back to ship
4879 prout(_("You and your mining party board the"))
4880 prout(_("shuttle craft for the trip back to the Enterprise."))
4882 prouts(_("The short hop begins . . ."))
4884 game.iplnet.known="known"
4890 game.iscraft = "onship"
4896 prout(_("Trip complete."))
4899 # Kirk on ship and so is Galileo
4900 prout(_("Mining party assembles in the hangar deck,"))
4901 prout(_("ready to board the shuttle craft \"Galileo\"."))
4903 prouts(_("The hangar doors open; the trip begins."))
4906 game.iscraft = "offship"
4909 game.iplnet.known = "shuttle_down"
4912 prout(_("Trip complete."))
4916 "Use the big zapper."
4920 if game.ship != IHE:
4921 prout(_("Ye Faerie Queene has no death ray."))
4923 if len(game.enemies)==0:
4924 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
4927 prout(_("Death Ray is damaged."))
4929 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
4930 prout(_(" is highly unpredictible. Considering the alternatives,"))
4931 proutn(_(" are you sure this is wise?\" "))
4934 prout(_("Spock- \"Acknowledged.\""))
4937 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
4939 prout(_("Crew scrambles in emergency preparation."))
4940 prout(_("Spock and Scotty ready the death ray and"))
4941 prout(_("prepare to channel all ship's power to the device."))
4943 prout(_("Spock- \"Preparations complete, sir.\""))
4944 prout(_("Kirk- \"Engage!\""))
4946 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
4949 if game.options & OPTION_PLAIN:
4953 prouts(_("Sulu- \"Captain! It's working!\""))
4955 while len(game.enemies) > 0:
4956 deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.i][game.enemies[1].kloc.j],game.enemies[1].kloc)
4957 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
4958 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
4960 if (game.options & OPTION_PLAIN) == 0:
4961 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
4963 prout(_(" is still operational.\""))
4965 prout(_(" has been rendered nonfunctional.\""))
4966 game.damage[DDRAY] = 39.95
4968 r = randreal() # Pick failure method
4970 prouts(_("Sulu- \"Captain! It's working!\""))
4972 prouts(_("***RED ALERT! RED ALERT!"))
4974 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
4976 prouts(_("***RED ALERT! RED A*L********************************"))
4979 prouts(_("****************** KA-BOOM!!!! *******************"))
4984 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
4986 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
4988 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
4989 prout(_(" have apparently been transformed into strange mutations."))
4990 prout(_(" Vulcans do not seem to be affected."))
4992 prout(_("Kirk- \"Raauch! Raauch!\""))
4997 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
4999 proutn(_("Spock- \"I believe the word is"))
5000 prouts(_(" *ASTONISHING*"))
5001 prout(_(" Mr. Sulu."))
5002 for i in range(QUADSIZE):
5003 for j in range(QUADSIZE):
5004 if game.quad[i][j] == IHDOT:
5005 game.quad[i][j] = IHQUEST
5006 prout(_(" Captain, our quadrant is now infested with"))
5007 prouts(_(" - - - - - - *THINGS*."))
5009 prout(_(" I have no logical explanation.\""))
5011 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
5013 prout(_("Scotty- \"There are so many tribbles down here"))
5014 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
5018 # Code from reports.c begins here
5020 def attackreport(curt):
5021 "eport status of bases under attack."
5023 if is_scheduled(FCDBAS):
5024 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
5025 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
5026 elif game.isatb == 1:
5027 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
5028 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
5030 prout(_("No Starbase is currently under attack."))
5032 if is_scheduled(FCDBAS):
5033 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5035 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5039 # report on general game status
5041 s1 = "" and game.thawed and _("thawed ")
5042 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5043 s3 = (None, _("novice"). _("fair"),
5044 _("good"), _("expert"), _("emeritus"))[game.skill]
5045 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5046 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5047 prout(_("No plaque is allowed."))
5049 prout(_("This is tournament game %d.") % game.tourn)
5050 prout(_("Your secret password is \"%s\"") % game.passwd)
5051 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)),
5052 (game.inkling + game.incom + game.inscom)))
5053 if game.incom - len(game.state.kcmdr):
5054 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
5055 elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
5056 prout(_(", but no Commanders."))
5059 if game.skill > SKILL_FAIR:
5060 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5061 if len(game.state.baseq) != game.inbase:
5063 if game.inbase-len(game.state.baseq)==1:
5064 proutn(_("has been 1 base"))
5066 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
5067 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
5069 prout(_("There are %d bases.") % game.inbase)
5070 if communicating() or game.iseenit:
5071 # Don't report this if not seen and
5072 # either the radio is dead or not at base!
5076 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5078 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5079 if game.ship == IHE:
5080 proutn(_("You have "))
5082 proutn("%d" % (game.nprobes))
5085 proutn(_(" deep space probe"))
5089 if communicating() and is_scheduled(FDSPROB):
5091 proutn(_("An armed deep space probe is in "))
5093 proutn(_("A deep space probe is in "))
5094 prout("Quadrant %s." % game.probec)
5096 if game.cryprob <= .05:
5097 prout(_("Dilithium crystals aboard ship... not yet used."))
5101 while game.cryprob > ai:
5104 prout(_("Dilithium crystals have been used %d time%s.") % \
5105 (i, (_("s"), "")[i==1]))
5109 "Long-range sensor scan."
5110 if damaged(DLRSENS):
5111 # Now allow base's sensors if docked
5112 if game.condition != "docked":
5114 prout(_("LONG-RANGE SENSORS DAMAGED."))
5117 prout(_("Starbase's long-range scan"))
5119 prout(_("Long-range scan"))
5120 for x in range(game.quadrant.i-1, game.quadrant.i+2):
5123 for y in range(game.quadrant.j-1, game.quadrant.j+2):
5124 if not VALID_QUADRANT(x, y):
5128 if not damaged(DRADIO):
5129 game.state.galaxy[x][y].charted = True
5130 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5131 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5132 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5133 if not silent and game.state.galaxy[x][y].supernova:
5136 proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
5144 for i in range(NDEVICES):
5147 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5148 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5150 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5151 game.damage[i]+0.05,
5152 game.docfac*game.damage[i]+0.005))
5154 prout(_("All devices functional."))
5157 "Update the chart in the Enterprise's computer from galaxy data."
5158 game.lastchart = game.state.date
5159 for i in range(GALSIZE):
5160 for j in range(GALSIZE):
5161 if game.state.galaxy[i][j].charted:
5162 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5163 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5164 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5167 "Display the star chart."
5169 if (game.options & OPTION_AUTOSCAN):
5171 if not damaged(DRADIO):
5173 if game.lastchart < game.state.date and game.condition == "docked":
5174 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5176 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5177 if game.state.date > game.lastchart:
5178 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5179 prout(" 1 2 3 4 5 6 7 8")
5180 for i in range(GALSIZE):
5181 proutn("%d |" % (i+1))
5182 for j in range(GALSIZE):
5183 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5187 if game.state.galaxy[i][j].supernova:
5189 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5191 elif game.state.galaxy[i][j].charted:
5192 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5196 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5204 def sectscan(goodScan, i, j):
5205 "Light up an individual dot in a sector."
5206 if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
5207 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):
5208 #if game.condition == "red": textcolor("red")
5209 #elif game.condition == "green": textcolor("green")
5210 #elif game.condition == "yellow": textcolor("yellow")
5211 #elif game.condition == "docked": textcolor("cyan")
5212 #elif game.condition == "dead": textcolor("brown")
5213 if game.quad[i][j] != game.ship:
5215 proutn("%c " % game.quad[i][j])
5221 "Emit status report lines"
5222 if not req or req == 1:
5223 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5224 % (game.state.date, game.state.remtime))
5225 if not req or req == 2:
5226 if game.condition != "docked":
5229 for t in range(NDEVICES):
5230 if game.damage[t]>0:
5232 prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
5233 if not req or req == 3:
5234 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5235 if not req or req == 4:
5236 if damaged(DLIFSUP):
5237 if game.condition == "docked":
5238 s = _("DAMAGED, Base provides")
5240 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5243 prstat(_("Life Support"), s)
5244 if not req or req == 5:
5245 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5246 if not req or req == 6:
5248 if game.icrystl and (game.options & OPTION_SHOWME):
5249 extra = _(" (have crystals)")
5250 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5251 if not req or req == 7:
5252 prstat(_("Torpedoes"), "%d" % (game.torps))
5253 if not req or req == 8:
5254 if damaged(DSHIELD):
5260 data = _(" %d%% %.1f units") \
5261 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5262 prstat(_("Shields"), s+data)
5263 if not req or req == 9:
5264 prstat(_("Klingons Left"), "%d" \
5265 % (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem))
5266 if not req or req == 10:
5267 if game.options & OPTION_WORLDS:
5268 plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
5269 if plnet and plnet.inhabited:
5270 prstat(_("Major system"), plnet.name)
5272 prout(_("Sector is uninhabited"))
5273 elif not req or req == 11:
5274 attackreport(not req)
5277 "Request specified status data, a historical relic from slow TTYs."
5278 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5279 while scanner.next() == "IHEOL":
5280 proutn(_("Information desired? "))
5282 if scanner.token in requests:
5283 status(requests.index(scanner.token))
5285 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5286 prout((" date, condition, position, lsupport, warpfactor,"))
5287 prout((" energy, torpedoes, shields, klingons, system, time."))
5292 if damaged(DSRSENS):
5293 # Allow base's sensors if docked
5294 if game.condition != "docked":
5295 prout(_(" S.R. SENSORS DAMAGED!"))
5298 prout(_(" [Using Base's sensors]"))
5300 prout(_(" Short-range scan"))
5301 if goodScan and not damaged(DRADIO):
5302 game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
5303 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
5304 game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
5305 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
5306 prout(" 1 2 3 4 5 6 7 8 9 10")
5307 if game.condition != "docked":
5309 for i in range(QUADSIZE):
5310 proutn("%2d " % (i+1))
5311 for j in range(QUADSIZE):
5312 sectscan(goodScan, i, j)
5316 "Use computer to get estimated time of arrival for a warp jump."
5317 w1 = coord(); w2 = coord()
5319 if damaged(DCOMPTR):
5320 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5323 if scanner.next() != "IHREAL":
5326 proutn(_("Destination quadrant and/or sector? "))
5327 if scanner.next()!="IHREAL":
5330 w1.j = int(scanner.real-0.5)
5331 if scanner.next() != "IHREAL":
5334 w1.i = int(scanner.real-0.5)
5335 if scanner.next() == "IHREAL":
5336 w2.j = int(scanner.real-0.5)
5337 if scanner.next() != "IHREAL":
5340 w2.i = int(scanner.real-0.5)
5342 if game.quadrant.j>w1.i:
5346 if game.quadrant.i>w1.j:
5350 if not VALID_QUADRANT(w1.i, w1.j) or not VALID_SECTOR(w2.i, w2.j):
5353 game.dist = math.sqrt((w1.j-game.quadrant.j+0.1*(w2.j-game.sector.j))**2+
5354 (w1.i-game.quadrant.i+0.1*(w2.i-game.sector.i))**2)
5357 prout(_("Answer \"no\" if you don't know the value:"))
5360 proutn(_("Time or arrival date? "))
5361 if scanner.next()=="IHREAL":
5362 ttime = scanner.real
5363 if ttime > game.state.date:
5364 ttime -= game.state.date # Actually a star date
5365 twarp=(math.floor(math.sqrt((10.0*game.dist)/ttime)*10.0)+1.0)/10.0
5366 if ttime <= 1e-10 or twarp > 10:
5367 prout(_("We'll never make it, sir."))
5374 proutn(_("Warp factor? "))
5375 if scanner.next()== "IHREAL":
5377 twarp = scanner.real
5378 if twarp<1.0 or twarp > 10.0:
5382 prout(_("Captain, certainly you can give me one of these."))
5385 ttime = (10.0*game.dist)/twarp**2
5386 tpower = game.dist*twarp*twarp*twarp*(game.shldup+1)
5387 if tpower >= game.energy:
5388 prout(_("Insufficient energy, sir."))
5389 if not game.shldup or tpower > game.energy*2.0:
5392 proutn(_("New warp factor to try? "))
5393 if scanner.next() == "IHREAL":
5395 twarp = scanner.real
5396 if twarp<1.0 or twarp > 10.0:
5404 prout(_("But if you lower your shields,"))
5405 proutn(_("remaining"))
5408 proutn(_("Remaining"))
5409 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5411 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5413 prout(_("Any warp speed is adequate."))
5415 prout(_("Minimum warp needed is %.2f,") % (twarp))
5416 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5417 if game.state.remtime < ttime:
5418 prout(_("Unfortunately, the Federation will be destroyed by then."))
5420 prout(_("You'll be taking risks at that speed, Captain"))
5421 if (game.isatb==1 and game.state.kscmdr == w1 and \
5422 scheduled(FSCDBAS)< ttime+game.state.date) or \
5423 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5424 prout(_("The starbase there will be destroyed by then."))
5425 proutn(_("New warp factor to try? "))
5426 if scanner.next() == "IHREAL":
5428 twarp = scanner.real
5429 if twarp<1.0 or twarp > 10.0:
5437 # Code from setup.c begins here
5440 "Issue a historically correct banner."
5442 prout(_("-SUPER- STAR TREK"))
5444 # From the FORTRAN original
5445 # prout(_("Latest update-21 Sept 78"))
5451 scanner.token = "emsave.trk"
5453 key = scanner.next()
5455 proutn(_("File name: "))
5456 key = scanner.next()
5457 if key != "IHALPHA":
5461 if '.' not in scanner.token:
5462 scanner.token += ".trk"
5464 fp = open(scanner.token, "wb")
5466 prout(_("Can't freeze game as file %s") % scanner.token)
5468 cPickle.dump(game, fp)
5472 "Retrieve saved game."
5473 game.passwd[0] = '\0'
5474 key = scanner.next()
5476 proutn(_("File name: "))
5477 key = scanner.next()
5478 if key != "IHALPHA":
5482 if '.' not in scanner.token:
5483 scanner.token += ".trk"
5485 fp = open(scanner.token, "rb")
5487 prout(_("Can't thaw game in %s") % scanner.token)
5489 game = cPickle.load(fp)
5493 # I used <http://www.memory-alpha.org> to find planets
5494 # with references in ST:TOS. Eath and the Alpha Centauri
5495 # Colony have been omitted.
5497 # Some planets marked Class G and P here will be displayed as class M
5498 # because of the way planets are generated. This is a known bug.
5501 _("Andoria (Fesoan)"), # several episodes
5502 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5503 _("Vulcan (T'Khasi)"), # many episodes
5504 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5505 _("Argelius II (Nelphia)"),# TOS: "Wolf in the Fold" ("IV" in BSD)
5506 _("Ardana"), # TOS: "The Cloud Minders"
5507 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5508 _("Gideon"), # TOS: "The Mark of Gideon"
5509 _("Aldebaran III"), # TOS: "The Deadly Years"
5510 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5511 _("Altair IV"), # TOS: "Amok Time
5512 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5513 _("Benecia"), # TOS: "The Conscience of the King"
5514 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5515 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5516 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5517 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5518 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5519 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5520 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5521 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5522 _("Ingraham B"), # TOS: "Operation: Annihilate"
5523 _("Janus IV"), # TOS: "The Devil in the Dark"
5524 _("Makus III"), # TOS: "The Galileo Seven"
5525 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5526 _("Omega IV"), # TOS: "The Omega Glory"
5527 _("Regulus V"), # TOS: "Amok Time
5528 _("Deneva"), # TOS: "Operation -- Annihilate!"
5529 # Worlds from BSD Trek
5530 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5531 _("Beta III"), # TOS: "The Return of the Archons"
5532 _("Triacus"), # TOS: "And the Children Shall Lead",
5533 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5535 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5536 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5537 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5538 # _("Izar"), # TOS: "Whom Gods Destroy"
5539 # _("Tiburon"), # TOS: "The Way to Eden"
5540 # _("Merak II"), # TOS: "The Cloud Minders"
5541 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5542 # _("Iotia"), # TOS: "A Piece of the Action"
5546 _("S. R. Sensors"), \
5547 _("L. R. Sensors"), \
5549 _("Photon Tubes"), \
5550 _("Life Support"), \
5551 _("Warp Engines"), \
5552 _("Impulse Engines"), \
5554 _("Subspace Radio"), \
5555 _("Shuttle Craft"), \
5557 _("Navigation System"), \
5559 _("Shield Control"), \
5565 "Prepare to play, set up cosmos."
5567 # Decide how many of everything
5569 return # frozen game
5570 # Prepare the Enterprise
5571 game.alldone = game.gamewon = game.shldchg = game.shldup = False
5573 game.state.crew = FULLCREW
5574 game.energy = game.inenrg = 5000.0
5575 game.shield = game.inshld = 2500.0
5578 game.quadrant = randplace(GALSIZE)
5579 game.sector = randplace(QUADSIZE)
5580 game.torps = game.intorps = 10
5581 game.nprobes = randrange(2, 5)
5583 for i in range(NDEVICES):
5584 game.damage[i] = 0.0
5585 # Set up assorted game parameters
5586 game.battle = coord()
5587 game.state.date = game.indate = 100.0 * randreal(20, 51)
5588 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5589 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5590 game.isatb = game.state.nplankl = 0
5591 game.state.starkl = game.state.basekl = 0
5592 game.iscraft = "onship"
5596 # Starchart is functional but we've never seen it
5597 game.lastchart = FOREVER
5598 # Put stars in the galaxy
5600 for i in range(GALSIZE):
5601 for j in range(GALSIZE):
5602 k = randrange(1, QUADSIZE**2/10+1)
5604 game.state.galaxy[i][j].stars = k
5605 # Locate star bases in galaxy
5606 for i in range(game.inbase):
5609 w = randplace(GALSIZE)
5610 if not game.state.galaxy[w.i][w.j].starbase:
5613 # C version: for (j = i-1; j > 0; j--)
5614 # so it did them in the opposite order.
5615 for j in range(1, i):
5616 # Improved placement algorithm to spread out bases
5617 distq = (w - game.state.baseq[j]).distance()
5618 if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
5621 prout("=== Abandoning base #%d at %s" % (i, w))
5623 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5625 prout("=== Saving base #%d, close to #%d" % (i, j))
5628 game.state.baseq.append(w)
5629 game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5630 # Position ordinary Klingon Battle Cruisers
5632 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5633 if klumper > MAXKLQUAD:
5637 klump = (1.0 - r*r)*klumper
5642 w = randplace(GALSIZE)
5643 if not game.state.galaxy[w.i][w.j].supernova and \
5644 game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5646 game.state.galaxy[w.i][w.j].klingons += int(klump)
5649 # Position Klingon Commander Ships
5650 for i in range(game.incom):
5652 w = randplace(GALSIZE)
5653 if not welcoming(w) or w in game.state.kcmdr:
5655 if (game.state.galaxy[w.i][w.j].klingons or withprob(0.25)):
5657 game.state.galaxy[w.i][w.j].klingons += 1
5658 game.state.kcmdr.append(w)
5659 # Locate planets in galaxy
5660 for i in range(game.inplan):
5662 w = randplace(GALSIZE)
5663 if game.state.galaxy[w.i][w.j].planet == None:
5667 new.crystals = "absent"
5668 if (game.options & OPTION_WORLDS) and i < NINHAB:
5669 new.pclass = "M" # All inhabited planets are class M
5670 new.crystals = "absent"
5672 new.name = systnames[i]
5673 new.inhabited = True
5675 new.pclass = ("M", "N", "O")[randrange(0, 3)]
5677 new.crystals = "present"
5678 new.known = "unknown"
5679 new.inhabited = False
5680 game.state.galaxy[w.i][w.j].planet = new
5681 game.state.planets.append(new)
5683 for i in range(game.state.nromrem):
5684 w = randplace(GALSIZE)
5685 game.state.galaxy[w.i][w.j].romulans += 1
5686 # Place the Super-Commander if needed
5687 if game.state.nscrem > 0:
5689 w = randplace(GALSIZE)
5692 game.state.kscmdr = w
5693 game.state.galaxy[w.i][w.j].klingons += 1
5694 # Initialize times for extraneous events
5695 schedule(FSNOVA, expran(0.5 * game.intime))
5696 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5697 schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
5698 schedule(FBATTAK, expran(0.3*game.intime))
5700 if game.state.nscrem:
5701 schedule(FSCMOVE, 0.2777)
5706 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5707 schedule(FDISTR, expran(1.0 + game.intime))
5712 # Place thing (in tournament game, we don't want one!)
5713 # New in SST2K: never place the Thing near a starbase.
5714 # This makes sense and avoids a special case in the old code.
5716 if game.tourn is None:
5718 thing = randplace(GALSIZE)
5719 if thing not in game.state.baseq:
5722 game.state.snap = False
5723 if game.skill == SKILL_NOVICE:
5724 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5725 prout(_("a deadly Klingon invasion force. As captain of the United"))
5726 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5727 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5728 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5729 prout(_("your mission. As you proceed you may be given more time."))
5731 prout(_("You will have %d supporting starbases.") % (game.inbase))
5732 proutn(_("Starbase locations- "))
5734 prout(_("Stardate %d.") % int(game.state.date))
5736 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5737 prout(_("An unknown number of Romulans."))
5738 if game.state.nscrem:
5739 prout(_("And one (GULP) Super-Commander."))
5740 prout(_("%d stardates.") % int(game.intime))
5741 proutn(_("%d starbases in ") % game.inbase)
5742 for i in range(game.inbase):
5743 proutn(`game.state.baseq[i]`)
5746 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5747 proutn(_(" Sector %s") % game.sector)
5749 prout(_("Good Luck!"))
5750 if game.state.nscrem:
5751 prout(_(" YOU'LL NEED IT."))
5754 if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
5756 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5757 attack(torps_ok=False)
5760 "Choose your game type."
5765 game.skill = SKILL_NONE
5767 if not scanner.inqueue: # Can start with command line options
5768 proutn(_("Would you like a regular, tournament, or saved game? "))
5770 if len(scanner.token)==0: # Try again
5772 if scanner.sees("tournament"):
5773 while scanner.next() == "IHEOL":
5774 proutn(_("Type in tournament number-"))
5775 if scanner.real == 0:
5777 continue # We don't want a blank entry
5778 game.tourn = int(round(scanner.real))
5779 random.seed(scanner.real)
5781 logfp.write("# random.seed(%d)\n" % scanner.real)
5783 if scanner.sees("saved") or scanner.sees("frozen"):
5787 if game.passwd == None:
5789 if not game.alldone:
5790 game.thawed = True # No plaque if not finished
5794 if scanner.sees("regular"):
5796 proutn(_("What is \"%s\"?") % scanner.token)
5798 while game.length==0 or game.skill==SKILL_NONE:
5799 if scanner.next() == "IHALPHA":
5800 if scanner.sees("short"):
5802 elif scanner.sees("medium"):
5804 elif scanner.sees("long"):
5806 elif scanner.sees("novice"):
5807 game.skill = SKILL_NOVICE
5808 elif scanner.sees("fair"):
5809 game.skill = SKILL_FAIR
5810 elif scanner.sees("good"):
5811 game.skill = SKILL_GOOD
5812 elif scanner.sees("expert"):
5813 game.skill = SKILL_EXPERT
5814 elif scanner.sees("emeritus"):
5815 game.skill = SKILL_EMERITUS
5817 proutn(_("What is \""))
5818 proutn(scanner.token)
5823 proutn(_("Would you like a Short, Medium, or Long game? "))
5824 elif game.skill == SKILL_NONE:
5825 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
5826 # Choose game options -- added by ESR for SST2K
5827 if scanner.next() != "IHALPHA":
5829 proutn(_("Choose your game style (or just press enter): "))
5831 if scanner.sees("plain"):
5832 # Approximates the UT FORTRAN version.
5833 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5834 game.options |= OPTION_PLAIN
5835 elif scanner.sees("almy"):
5836 # Approximates Tom Almy's version.
5837 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5838 game.options |= OPTION_ALMY
5839 elif scanner.sees("fancy"):
5841 elif len(scanner.token):
5842 proutn(_("What is \"%s\"?") % scanner.token)
5844 if game.passwd == "debug":
5846 prout("=== Debug mode enabled.")
5847 # Use parameters to generate initial values of things
5848 game.damfac = 0.5 * game.skill
5849 game.inbase = randrange(BASEMIN, BASEMAX+1)
5851 if game.options & OPTION_PLANETS:
5852 game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
5853 if game.options & OPTION_WORLDS:
5854 game.inplan += int(NINHAB)
5855 game.state.nromrem = game.inrom = randrange(2 *game.skill)
5856 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
5857 game.state.remtime = 7.0 * game.length
5858 game.intime = game.state.remtime
5859 game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
5860 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
5861 game.state.remres = (game.inkling+4*game.incom)*game.intime
5862 game.inresor = game.state.remres
5863 if game.inkling > 50:
5864 game.state.inbase += 1
5867 def dropin(iquad=None):
5868 "Drop a feature on a random dot in the current quadrant."
5870 w = randplace(QUADSIZE)
5871 if game.quad[w.i][w.j] == IHDOT:
5873 if iquad is not None:
5874 game.quad[w.i][w.j] = iquad
5878 "Update our alert status."
5879 game.condition = "green"
5880 if game.energy < 1000.0:
5881 game.condition = "yellow"
5882 if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
5883 game.condition = "red"
5885 game.condition="dead"
5888 "Drop new Klingon into current quadrant."
5889 return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill)
5892 "Set up a new state of quadrant, for when we enter or re-enter it."
5895 game.neutz = game.inorbit = game.landed = False
5896 game.ientesc = game.iseenit = False
5897 # Create a blank quadrant
5898 game.quad = fill2d(QUADSIZE, lambda i, j: IHDOT)
5900 # Attempt to escape Super-commander, so tbeam back!
5903 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
5904 # cope with supernova
5907 game.klhere = q.klingons
5908 game.irhere = q.romulans
5910 game.quad[game.sector.i][game.sector.j] = game.ship
5913 # Position ordinary Klingons
5914 for i in range(game.klhere):
5916 # If we need a commander, promote a Klingon
5917 for cmdr in game.state.kcmdr:
5918 if cmdr == game.quadrant:
5919 e = game.enemies[game.klhere-1]
5920 game.quad[e.kloc.i][e.kloc.j] = IHC
5921 e.kpower = randreal(950,1350) + 50.0*game.skill
5923 # If we need a super-commander, promote a Klingon
5924 if game.quadrant == game.state.kscmdr:
5926 game.quad[e.kloc.i][e.kloc.j] = IHS
5927 e.kpower = randreal(1175.0, 1575.0) + 125.0*game.skill
5928 game.iscate = (game.state.remkl > 1)
5929 # Put in Romulans if needed
5930 for i in range(q.romulans):
5931 enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
5932 # If quadrant needs a starbase, put it in
5934 game.base = dropin(IHB)
5935 # If quadrant needs a planet, put it in
5937 game.iplnet = q.planet
5938 if not q.planet.inhabited:
5939 game.plnet = dropin(IHP)
5941 game.plnet = dropin(IHW)
5942 # Check for condition
5945 if game.irhere > 0 and game.klhere == 0:
5947 if not damaged(DRADIO):
5949 prout(_("LT. Uhura- \"Captain, an urgent message."))
5950 prout(_(" I'll put it on audio.\" CLICK"))
5952 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
5953 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
5954 # Put in THING if needed
5955 if thing == game.quadrant:
5956 enemy(type=IHQUEST, loc=dropin(),
5957 power=randreal(6000,6500.0)+250.0*game.skill)
5958 if not damaged(DSRSENS):
5960 prout(_("Mr. Spock- \"Captain, this is most unusual."))
5961 prout(_(" Please examine your short-range scan.\""))
5962 # Decide if quadrant needs a Tholian; lighten up if skill is low
5963 if game.options & OPTION_THOLIAN:
5964 if (game.skill < SKILL_GOOD and withprob(0.02)) or \
5965 (game.skill == SKILL_GOOD and withprob(0.05)) or \
5966 (game.skill > SKILL_GOOD and withprob(0.08)):
5969 w.i = withprob(0.5) * (QUADSIZE-1)
5970 w.j = withprob(0.5) * (QUADSIZE-1)
5971 if game.quad[w.i][w.j] == IHDOT:
5973 game.tholian = enemy(type=IHT, loc=w,
5974 power=randrange(100, 500) + 25.0*game.skill)
5975 # Reserve unoccupied corners
5976 if game.quad[0][0]==IHDOT:
5977 game.quad[0][0] = 'X'
5978 if game.quad[0][QUADSIZE-1]==IHDOT:
5979 game.quad[0][QUADSIZE-1] = 'X'
5980 if game.quad[QUADSIZE-1][0]==IHDOT:
5981 game.quad[QUADSIZE-1][0] = 'X'
5982 if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT:
5983 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
5984 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
5985 # And finally the stars
5986 for i in range(q.stars):
5988 # Put in a few black holes
5989 for i in range(1, 3+1):
5992 # Take out X's in corners if Tholian present
5994 if game.quad[0][0]=='X':
5995 game.quad[0][0] = IHDOT
5996 if game.quad[0][QUADSIZE-1]=='X':
5997 game.quad[0][QUADSIZE-1] = IHDOT
5998 if game.quad[QUADSIZE-1][0]=='X':
5999 game.quad[QUADSIZE-1][0] = IHDOT
6000 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
6001 game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT
6004 "Set the self-destruct password."
6005 if game.options & OPTION_PLAIN:
6008 proutn(_("Please type in a secret password- "))
6010 game.passwd = scanner.token
6011 if game.passwd != None:
6016 game.passwd += chr(ord('a')+randrange(26))
6018 # Code from sst.c begins here
6021 "SRSCAN": OPTION_TTY,
6022 "STATUS": OPTION_TTY,
6023 "REQUEST": OPTION_TTY,
6024 "LRSCAN": OPTION_TTY,
6037 "SENSORS": OPTION_PLANETS,
6038 "ORBIT": OPTION_PLANETS,
6039 "TRANSPORT": OPTION_PLANETS,
6040 "MINE": OPTION_PLANETS,
6041 "CRYSTALS": OPTION_PLANETS,
6042 "SHUTTLE": OPTION_PLANETS,
6043 "PLANETS": OPTION_PLANETS,
6048 "PROBE": OPTION_PROBE,
6050 "FREEZE": 0, # Synonym for SAVE
6056 "SOS": 0, # Synonym for MAYDAY
6057 "CALL": 0, # Synonym for MAYDAY
6063 "Generate a list of legal commands."
6064 proutn(_("LEGAL COMMANDS ARE:"))
6065 for (k, key) in enumerate(commands):
6066 if not commands[key] or (commands[key] & game.options):
6069 proutn("%-12s " % key)
6073 "Browse on-line help."
6074 key = scanner.next()
6077 setwnd(prompt_window)
6078 proutn(_("Help on what command? "))
6079 key = scanner.next()
6080 setwnd(message_window)
6083 if scanner.token in commands or scanner.token == "ABBREV":
6090 cmd = scanner.token.upper()
6092 fp = open(SSTDOC, "r")
6095 fp = open(DOC_NAME, "r")
6097 prout(_("Spock- \"Captain, that information is missing from the"))
6098 proutn(_(" computer. You need to find "))
6100 prout(_(" and put it in the"))
6101 proutn(_(" current directory or to "))
6105 # This used to continue: "You need to find SST.DOC and put
6106 # it in the current directory."
6110 linebuf = fp.readline()
6112 prout(_("Spock- \"Captain, there is no information on that command.\""))
6115 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6116 linebuf = linebuf[3:].strip()
6120 prout(_("Spock- \"Captain, I've found the following information:\""))
6122 while linebuf in fp:
6123 if "******" in linebuf:
6129 "Command-interpretation loop."
6131 setwnd(message_window)
6132 while True: # command loop
6134 while True: # get a command
6139 setwnd(prompt_window)
6142 if scanner.next() == "IHEOL":
6143 if game.options & OPTION_CURSES:
6146 elif scanner.token == "":
6150 setwnd(message_window)
6152 candidates = filter(lambda x: x.startswith(scanner.token.upper()),
6154 if len(candidates) == 1:
6157 elif candidates and not (game.options & OPTION_PLAIN):
6158 prout("Commands with prefix '%s': %s" % (scanner.token, " ".join(candidates)))
6162 if cmd == "SRSCAN": # srscan
6164 elif cmd == "STATUS": # status
6166 elif cmd == "REQUEST": # status request
6168 elif cmd == "LRSCAN": # long range scan
6169 lrscan(silent=False)
6170 elif cmd == "PHASERS": # phasers
6174 elif cmd == "TORPEDO": # photon torpedos
6178 elif cmd == "MOVE": # move under warp
6180 elif cmd == "SHIELDS": # shields
6181 doshield(shraise=False)
6184 game.shldchg = False
6185 elif cmd == "DOCK": # dock at starbase
6188 attack(torps_ok=False)
6189 elif cmd == "DAMAGES": # damage reports
6191 elif cmd == "CHART": # chart
6193 elif cmd == "IMPULSE": # impulse
6195 elif cmd == "REST": # rest
6199 elif cmd == "WARP": # warp
6201 elif cmd == "SCORE": # score
6203 elif cmd == "SENSORS": # sensors
6205 elif cmd == "ORBIT": # orbit
6209 elif cmd == "TRANSPORT": # transport "beam"
6211 elif cmd == "MINE": # mine
6215 elif cmd == "CRYSTALS": # crystals
6219 elif cmd == "SHUTTLE": # shuttle
6223 elif cmd == "PLANETS": # Planet list
6225 elif cmd == "REPORT": # Game Report
6227 elif cmd == "COMPUTER": # use COMPUTER!
6229 elif cmd == "COMMANDS":
6231 elif cmd == "EMEXIT": # Emergency exit
6232 clrscr() # Hide screen
6233 freeze(True) # forced save
6234 raise SysExit,1 # And quick exit
6235 elif cmd == "PROBE":
6236 probe() # Launch probe
6239 elif cmd == "ABANDON": # Abandon Ship
6241 elif cmd == "DESTRUCT": # Self Destruct
6243 elif cmd == "SAVE": # Save Game
6246 if game.skill > SKILL_GOOD:
6247 prout(_("WARNING--Saved games produce no plaques!"))
6248 elif cmd == "DEATHRAY": # Try a desparation measure
6252 elif cmd == "DEBUGCMD": # What do we want for debug???
6254 elif cmd == "MAYDAY": # Call for help
6259 game.alldone = True # quit the game
6264 break # Game has ended
6265 if game.optime != 0.0:
6268 break # Events did us in
6269 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6272 if hitme and not game.justin:
6273 attack(torps_ok=True)
6276 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6287 "Emit the name of an enemy or feature."
6288 if type == IHR: s = _("Romulan")
6289 elif type == IHK: s = _("Klingon")
6290 elif type == IHC: s = _("Commander")
6291 elif type == IHS: s = _("Super-commander")
6292 elif type == IHSTAR: s = _("Star")
6293 elif type == IHP: s = _("Planet")
6294 elif type == IHB: s = _("Starbase")
6295 elif type == IHBLANK: s = _("Black hole")
6296 elif type == IHT: s = _("Tholian")
6297 elif type == IHWEB: s = _("Tholian web")
6298 elif type == IHQUEST: s = _("Stranger")
6299 elif type == IHW: s = _("Inhabited World")
6300 else: s = "Unknown??"
6303 def crmena(stars, enemy, loctype, w):
6304 "Emit the name of an enemy and his location."
6308 buf += cramen(enemy) + _(" at ")
6309 if loctype == "quadrant":
6310 buf += _("Quadrant ")
6311 elif loctype == "sector":
6316 "Emit our ship name."
6317 return{IHE:_("Enterprise"),IHF:_("Faerie Queene")}.get(game.ship,"Ship???")
6320 "Emit a line of stars"
6321 prouts("******************************************************")
6325 return -avrage*math.log(1e-7 + randreal())
6327 def randplace(size):
6328 "Choose a random location."
6330 w.i = randrange(size)
6331 w.j = randrange(size)
6341 # Get a token from the user
6344 # Fill the token quue if nothing here
6345 while not self.inqueue:
6347 if curwnd==prompt_window:
6349 setwnd(message_window)
6356 self.inqueue = line.lstrip().split() + ["IHEOL"]
6357 # From here on in it's all looking at the queue
6358 self.token = self.inqueue.pop(0)
6359 if self.token == "IHEOL":
6363 self.real = float(self.token)
6364 self.type = "IHREAL"
6369 self.token = self.token.lower()
6370 self.type = "IHALPHA"
6373 def append(self, tok):
6374 self.inqueue.append(tok)
6375 def push(self, tok):
6376 self.inqueue.insert(0, tok)
6380 # Demand input for next scan
6382 self.real = self.token = None
6384 # return "IHEOL" next time
6385 self.inqueue = ["IHEOL"]
6386 self.real = self.token = None
6388 # compares s to item and returns true if it matches to the length of s
6389 return s.startswith(self.token)
6391 # Round token value to nearest integer
6392 return int(round(scanner.real))
6396 if scanner.type != "IHREAL":
6399 s.i = scanner.int()-1
6401 if scanner.type != "IHREAL":
6404 s.j = scanner.int()-1
6407 return "<sstcanner: token=%s, type=%s, queue=%s>" % (scanner.token, scanner.type, scanner.inqueue)
6410 "Yes-or-no confirmation."
6414 if scanner.token == 'y':
6416 if scanner.token == 'n':
6419 proutn(_("Please answer with \"y\" or \"n\": "))
6422 "Complain about unparseable input."
6425 prout(_("Beg your pardon, Captain?"))
6428 "Access to the internals for debugging."
6429 proutn("Reset levels? ")
6431 if game.energy < game.inenrg:
6432 game.energy = game.inenrg
6433 game.shield = game.inshld
6434 game.torps = game.intorps
6435 game.lsupres = game.inlsr
6436 proutn("Reset damage? ")
6438 for i in range(NDEVICES):
6439 if game.damage[i] > 0.0:
6440 game.damage[i] = 0.0
6441 proutn("Toggle debug flag? ")
6445 prout("Debug output ON")
6447 prout("Debug output OFF")
6448 proutn("Cause selective damage? ")
6450 for i in range(NDEVICES):
6451 proutn("Kill %s?" % device[i])
6453 key = scanner.next()
6454 if key == "IHALPHA" and scanner.sees("y"):
6455 game.damage[i] = 10.0
6456 proutn("Examine/change events? ")
6461 FSNOVA: "Supernova ",
6464 FBATTAK: "Base Attack ",
6465 FCDBAS: "Base Destroy ",
6466 FSCMOVE: "SC Move ",
6467 FSCDBAS: "SC Base Destroy ",
6468 FDSPROB: "Probe Move ",
6469 FDISTR: "Distress Call ",
6470 FENSLV: "Enslavement ",
6471 FREPRO: "Klingon Build ",
6473 for i in range(1, NEVENTS):
6476 proutn("%.2f" % (scheduled(i)-game.state.date))
6477 if i == FENSLV or i == FREPRO:
6479 proutn(" in %s" % ev.quadrant)
6484 key = scanner.next()
6488 elif key == "IHREAL":
6489 ev = schedule(i, scanner.real)
6490 if i == FENSLV or i == FREPRO:
6492 proutn("In quadrant- ")
6493 key = scanner.next()
6494 # "IHEOL" says to leave coordinates as they are
6497 prout("Event %d canceled, no x coordinate." % (i))
6500 w.i = int(round(scanner.real))
6501 key = scanner.next()
6503 prout("Event %d canceled, no y coordinate." % (i))
6506 w.j = int(round(scanner.real))
6509 proutn("Induce supernova here? ")
6511 game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
6514 if __name__ == '__main__':
6516 global line, thing, game, idebug
6522 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6523 if os.getenv("TERM"):
6524 game.options |= OPTION_CURSES
6526 game.options |= OPTION_TTY
6527 seed = int(time.time())
6528 (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:tx")
6529 for (switch, val) in options:
6532 replayfp = open(val, "r")
6534 sys.stderr.write("sst: can't open replay file %s\n" % val)
6537 line = replayfp.readline().strip()
6538 (leader, key, seed) = line.split()
6540 sys.stderr.write("sst2k: seed set to %s\n" % seed)
6541 line = replayfp.readline().strip()
6542 arguments += line.split()[2:]
6544 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6546 game.options |= OPTION_TTY
6547 game.options &=~ OPTION_CURSES
6548 elif switch == '-s':
6550 elif switch == '-t':
6551 game.options |= OPTION_TTY
6552 game.options &=~ OPTION_CURSES
6553 elif switch == '-x':
6556 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6558 # where to save the input in case of bugs
6560 logfp = open("/usr/tmp/sst-input.log", "w")
6562 sys.stderr.write("sst: warning, can't open logfile\n")
6564 logfp.write("# seed %s\n" % seed)
6565 logfp.write("# options %s\n" % " ".join(arguments))
6567 scanner = sstscanner()
6568 map(scanner.append, arguments)
6571 while True: # Play a game
6572 setwnd(fullscreen_window)
6578 game.alldone = False
6584 if game.tourn and game.alldone:
6585 proutn(_("Do you want your score recorded?"))
6590 proutn(_("Do you want to play again? "))
6594 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6598 except KeyboardInterrupt: