3 sst.py =-- Super Star Trek in Python
5 This code is a Python translation of a C translation of a FORTRAN
6 original dating back to 1973. Beautiful Python it is not. But it
11 SRSCAN, MOVE, PHASERS, CALL, STATUS, IMPULSE, PHOTONS, ABANDON,
12 LRSCAN, WARP, SHIELDS, DESTRUCT, CHART, REST, DOCK, QUIT, and DAMAGE
13 were in the original non-"super" version of UT FORTRAN Star Trek.
15 Tholians were not in the original. Dave is dubious about their merits.
16 (They are now controlled by OPTION_THOLIAN and turned off if the game
19 Planets and dilithium crystals were not in the original. Dave is OK
20 with this idea. (It's now controlled by OPTION_PLANETS and turned
21 off if the game type is "plain".)
23 Dave says the bit about the Galileo getting turned into a
24 McDonald's is "consistant with our original vision". (This has been
25 left permanently enabled, as it can only happen if OPTION_PLANETS
28 Dave also says the Space Thingy should not be preserved across saved
29 games, so you can't prove to others that you've seen it. He says it
30 shouldn't fire back, either. It should do nothing except scream and
31 disappear when hit by photon torpedos. It's OK that it may move
32 when attacked, but it didn't in the original. (Whether the Thingy
33 can fire back is now controlled by OPTION_THINGY and turned off if the
34 game type is "plain" or "almy". The no-save behavior has been restored.)
36 The Faerie Queen, black holes, and time warping were in the original.
38 Here are Tom Almy's changes:
40 In early 1997, I got the bright idea to look for references to
41 "Super Star Trek" on the World Wide Web. There weren't many hits,
42 but there was one that came up with 1979 Fortran sources! This
43 version had a few additional features that mine didn't have,
44 however mine had some feature it didn't have. So I merged its
45 features that I liked. I also took a peek at the DECUS version (a
46 port, less sources, to the PDP-10), and some other variations.
48 1, Compared to the original UT version, I've changed the "help"
49 command to "call" and the "terminate" command to "quit" to better
50 match user expectations. The DECUS version apparently made those
51 changes as well as changing "freeze" to "save". However I like
52 "freeze". (Both "freeze" and "save" work in SST2K.)
54 2. The experimental deathray originally had only a 5% chance of
55 success, but could be used repeatedly. I guess after a couple
56 years of use, it was less "experimental" because the 1979
57 version had a 70% success rate. However it was prone to breaking
58 after use. I upgraded the deathray, but kept the original set of
59 failure modes (great humor!). (Now controlled by OPTION_DEATHRAY
60 and turned off if game type is "plain".)
62 3. The 1979 version also mentions srscan and lrscan working when
63 docked (using the starbase's scanners), so I made some changes here
64 to do this (and indicating that fact to the player), and then realized
65 the base would have a subspace radio as well -- doing a Chart when docked
66 updates the star chart, and all radio reports will be heard. The Dock
67 command will also give a report if a base is under attack.
69 4. Tholian Web from the 1979 version. (Now controlled by
70 OPTION_THOLIAN and turned off if game type is "plain".)
72 5. Enemies can ram the Enterprise. (Now controlled by OPTION_RAMMING
73 and turned off if game type is "plain".)
75 6. Regular Klingons and Romulans can move in Expert and Emeritus games.
76 This code could use improvement. (Now controlled by OPTION_MVBADDY
77 and turned off if game type is "plain".)
79 7. The deep-space probe feature from the DECUS version. (Now controlled
80 by OPTION_PROBE and turned off if game type is "plain").
82 8. 'emexit' command from the 1979 version.
84 9. Bugfix: Klingon commander movements are no longer reported if long-range
87 10. Bugfix: Better base positioning at startup (more spread out).
88 That made sense to add because most people abort games with
91 In June 2002, I fixed two known bugs and a documentation typo.
92 In June 2004 I fixed a number of bugs involving: 1) parsing invalid
93 numbers, 2) manual phasers when SR scan is damaged and commander is
94 present, 3) time warping into the future, 4) hang when moving
95 klingons in crowded quadrants. (These fixes are in SST2K.)
97 Here are Stas Sergeev's changes:
99 1. The Space Thingy can be shoved, if you ram it, and can fire back if
100 fired upon. (Now controlled by OPTION_THINGY and turned off if game
101 type is "plain" or "almy".)
103 2. When you are docked, base covers you with an almost invincible shield.
104 (A commander can still ram you, or a Romulan can destroy the base,
105 or a SCom can even succeed with direct attack IIRC, but this rarely
106 happens.) (Now controlled by OPTION_BASE and turned off if game
107 type is "plain" or "almy".)
109 3. Ramming a black hole is no longer instant death. There is a
110 chance you might get timewarped instead. (Now controlled by
111 OPTION_BLKHOLE and turned off if game type is "plain" or "almy".)
113 4. The Tholian can be hit with phasers.
115 5. SCom can't escape from you if no more enemies remain
116 (without this, chasing SCom can take an eternity).
118 6. Probe target you enter is now the destination quadrant. Before I don't
119 remember what it was, but it was something I had difficulty using.
121 7. Secret password is now autogenerated.
123 8. "Plaque" is adjusted for A4 paper :-)
125 9. Phasers now tells you how much energy needed, but only if the computer
128 10. Planets are auto-scanned when you enter the quadrant.
130 11. Mining or using crystals in presense of enemy now yields an attack.
131 There are other minor adjustments to what yields an attack
134 12. "freeze" command reverts to "save", most people will understand this
135 better anyway. (SST2K recognizes both.)
137 13. Screen-oriented interface, with sensor scans always up. (SST2K
138 supports both screen-oriented and TTY modes.)
140 Eric Raymond's changes:
142 Mainly, I translated this C code out of FORTRAN into C -- created #defines
143 for a lot of magic numbers and refactored the heck out of it.
145 1. "sos" and "call" becomes "mayday", "freeze" and "save" are both good.
147 2. Status report now indicates when dilithium crystals are on board.
149 3. Per Dave Matuszek's remarks, Thingy state is never saved across games.
151 4. Added game option selection so you can play a close (but not bug-for-
152 bug identical) approximation of older versions.
154 5. Half the quadrants now have inhabited planets, from which one
155 cannot mine dilithium (there will still be the same additional number
156 of dilithium-bearing planets). Torpedoing an inhabited world is *bad*.
157 There is BSD-Trek-like logic for Klingons to attack and enslave
158 inhabited worlds, producing more ships (only is skill is 'good' or
159 better). (Controlled by OPTION_WORLDS and turned off if game
160 type is "plain" or "almy".)
162 6. User input is now logged so we can do regression testing.
164 7. More BSD-Trek features: You can now lose if your entire crew
165 dies in battle. When abandoning ship in a game with inhabited
166 worlds enabled, they must have one in the quadrant to beam down
167 to; otherwise they die in space and this counts heavily against
168 your score. Docking at a starbase replenishes your crew.
170 8. Still more BSD-Trek: we now have a weighted damage table.
171 Also, the nav subsystem (enabling automatic course
172 setting) can be damaged separately from the main computer (which
173 handles weapons targeting, ETA calculation, and self-destruct).
175 After these features were added, I translated this into Python and added
178 9. A long-range scan is done silently whenever you call CHART; thus
179 the LRSCAN command is no longer needed. (Controlled by OPTION_AUTOSCAN
180 and turned off if game type is "plain" or "almy".)
182 import os, sys, math, curses, time, readline, cPickle, random, copy, gettext
184 SSTDOC = "/usr/share/doc/sst/sst.doc"
187 def _(str): return gettext.gettext(str)
191 NINHAB = (GALSIZE * GALSIZE / 2)
193 PLNETMAX = (NINHAB + MAXUNINHAB)
196 BASEMAX = (GALSIZE * GALSIZE / 12)
199 FULLCREW = 428 # BSD Trek was 387, that's wrong
204 # How to represent features
228 def __init__(self, x=None, y=None):
231 def valid_quadrant(self):
232 return self.i>=0 and self.i<GALSIZE and self.j>=0 and self.j<GALSIZE
233 def valid_sector(self):
234 return self.i>=0 and self.i<QUADSIZE and self.j>=0 and self.j<QUADSIZE
235 def invalidate(self):
236 self.i = self.j = None
238 return self.i != None and self.j != None
239 def __eq__(self, other):
240 return other != None and self.i == other.i and self.j == other.j
241 def __ne__(self, other):
242 return other == None or self.i != other.i or self.j != other.j
243 def __add__(self, other):
244 return coord(self.i+other.i, self.j+other.j)
245 def __sub__(self, other):
246 return coord(self.i-other.i, self.j-other.j)
247 def __mul__(self, other):
248 return coord(self.i*other, self.j*other)
249 def __rmul__(self, other):
250 return coord(self.i*other, self.j*other)
251 def __div__(self, other):
252 return coord(self.i/other, self.j/other)
253 def __mod__(self, other):
254 return coord(self.i % other, self.j % other)
255 def __rdiv__(self, other):
256 return coord(self.i/other, self.j/other)
257 def roundtogrid(self):
258 return coord(int(round(self.i)), int(round(self.j)))
259 def distance(self, other=None):
260 if not other: other = coord(0, 0)
261 return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
263 return 1.90985*math.atan2(self.j, self.i)
269 s.i = self.i / abs(self.i)
273 s.j = self.j / abs(self.j)
276 #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
277 return self.roundtogrid() / QUADSIZE
279 return self.roundtogrid() % QUADSIZE
282 s.i = self.i + randrange(-1, 2)
283 s.j = self.j + randrange(-1, 2)
286 if self.i == None or self.j == None:
288 return "%s - %s" % (self.i+1, self.j+1)
293 self.name = None # string-valued if inhabited
294 self.quadrant = coord() # quadrant located
295 self.pclass = None # could be ""M", "N", "O", or "destroyed"
296 self.crystals = "absent"# could be "mined", "present", "absent"
297 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
298 self.inhabited = False # is it inhabites?
306 self.starbase = False
309 self.supernova = False
311 self.status = "secure" # Could be "secure", "distressed", "enslaved"
319 def fill2d(size, fillfun):
320 "Fill an empty list in 2D."
322 for i in range(size):
324 for j in range(size):
325 lst[i].append(fillfun(i, j))
330 self.snap = False # snapshot taken
331 self.crew = 0 # crew complement
332 self.remkl = 0 # remaining klingons
333 self.nscrem = 0 # remaining super commanders
334 self.starkl = 0 # destroyed stars
335 self.basekl = 0 # destroyed bases
336 self.nromrem = 0 # Romulans remaining
337 self.nplankl = 0 # destroyed uninhabited planets
338 self.nworldkl = 0 # destroyed inhabited planets
339 self.planets = [] # Planet information
340 self.date = 0.0 # stardate
341 self.remres = 0 # remaining resources
342 self.remtime = 0 # remaining time
343 self.baseq = [] # Base quadrant coordinates
344 self.kcmdr = [] # Commander quadrant coordinates
345 self.kscmdr = coord() # Supercommander quadrant coordinates
347 self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
349 self.chart = fill2d(GALSIZE, lambda i, j: page())
353 self.date = None # A real number
354 self.quadrant = None # A coord structure
357 OPTION_ALL = 0xffffffff
358 OPTION_TTY = 0x00000001 # old interface
359 OPTION_CURSES = 0x00000002 # new interface
360 OPTION_IOMODES = 0x00000003 # cover both interfaces
361 OPTION_PLANETS = 0x00000004 # planets and mining
362 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
363 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
364 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
365 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
366 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
367 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
368 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
369 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
370 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
371 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
372 OPTION_PLAIN = 0x01000000 # user chose plain game
373 OPTION_ALMY = 0x02000000 # user chose Almy variant
392 NDEVICES= 16 # Number of devices
401 def damaged(dev): return (game.damage[dev] != 0.0)
402 def communicating(): return not damaged(DRADIO) or game.condition=="docked"
404 # Define future events
405 FSPY = 0 # Spy event happens always (no future[] entry)
406 # can cause SC to tractor beam Enterprise
407 FSNOVA = 1 # Supernova
408 FTBEAM = 2 # Commander tractor beams Enterprise
409 FSNAP = 3 # Snapshot for time warp
410 FBATTAK = 4 # Commander attacks base
411 FCDBAS = 5 # Commander destroys base
412 FSCMOVE = 6 # Supercommander moves (might attack base)
413 FSCDBAS = 7 # Supercommander destroys base
414 FDSPROB = 8 # Move deep space probe
415 FDISTR = 9 # Emit distress call from an inhabited world
416 FENSLV = 10 # Inhabited word is enslaved */
417 FREPRO = 11 # Klingons build a ship in an enslaved system
421 # abstract out the event handling -- underlying data structures will change
422 # when we implement stateful events
424 def findevent(evtype): return game.future[evtype]
427 def __init__(self, type=None, loc=None, power=None):
432 self.kpower = power # enemy energy level
433 game.enemies.append(self)
435 motion = (loc != self.kloc)
436 if self.kloc.i is not None and self.kloc.j is not None:
439 game.quad[self.kloc.i][self.kloc.j] = IHWEB
441 game.quad[self.kloc.i][self.kloc.j] = IHDOT
443 self.kloc = copy.copy(loc)
444 game.quad[self.kloc.i][self.kloc.j] = self.type
445 self.kdist = self.kavgd = (game.sector - loc).distance()
448 self.kdist = self.kavgd = None
449 game.enemies.remove(self)
452 return "<%s,%s.%f>" % (self.type, self.kloc, self.kpower) # For debugging
456 self.options = None # Game options
457 self.state = snapshot() # A snapshot structure
458 self.snapsht = snapshot() # Last snapshot taken for time-travel purposes
459 self.quad = None # contents of our quadrant
460 self.damage = [0.0] * NDEVICES # damage encountered
461 self.future = [] # future events
462 for i in range(NEVENTS):
463 self.future.append(event())
464 self.passwd = None; # Self Destruct password
466 self.quadrant = None # where we are in the large
467 self.sector = None # where we are in the small
468 self.tholian = None # Tholian enemy object
469 self.base = None # position of base in current quadrant
470 self.battle = None # base coordinates being attacked
471 self.plnet = None # location of planet in quadrant
472 self.gamewon = False # Finished!
473 self.ididit = False # action taken -- allows enemy to attack
474 self.alive = False # we are alive (not killed)
475 self.justin = False # just entered quadrant
476 self.shldup = False # shields are up
477 self.shldchg = False # shield is changing (affects efficiency)
478 self.iscate = False # super commander is here
479 self.ientesc = False # attempted escape from supercommander
480 self.resting = False # rest time
481 self.icraft = False # Kirk in Galileo
482 self.landed = False # party on planet (true), on ship (false)
483 self.alldone = False # game is now finished
484 self.neutz = False # Romulan Neutral Zone
485 self.isarmed = False # probe is armed
486 self.inorbit = False # orbiting a planet
487 self.imine = False # mining
488 self.icrystl = False # dilithium crystals aboard
489 self.iseenit = False # seen base attack report
490 self.thawed = False # thawed game
491 self.condition = None # "green", "yellow", "red", "docked", "dead"
492 self.iscraft = None # "onship", "offship", "removed"
493 self.skill = None # Player skill level
494 self.inkling = 0 # initial number of klingons
495 self.inbase = 0 # initial number of bases
496 self.incom = 0 # initial number of commanders
497 self.inscom = 0 # initial number of commanders
498 self.inrom = 0 # initial number of commanders
499 self.instar = 0 # initial stars
500 self.intorps = 0 # initial/max torpedoes
501 self.torps = 0 # number of torpedoes
502 self.ship = 0 # ship type -- 'E' is Enterprise
503 self.abandoned = 0 # count of crew abandoned in space
504 self.length = 0 # length of game
505 self.klhere = 0 # klingons here
506 self.casual = 0 # causalties
507 self.nhelp = 0 # calls for help
508 self.nkinks = 0 # count of energy-barrier crossings
509 self.iplnet = None # planet # in quadrant
510 self.inplan = 0 # initial planets
511 self.irhere = 0 # Romulans in quadrant
512 self.isatb = 0 # =1 if super commander is attacking base
513 self.tourn = None # tournament number
514 self.nprobes = 0 # number of probes available
515 self.inresor = 0.0 # initial resources
516 self.intime = 0.0 # initial time
517 self.inenrg = 0.0 # initial/max energy
518 self.inshld = 0.0 # initial/max shield
519 self.inlsr = 0.0 # initial life support resources
520 self.indate = 0.0 # initial date
521 self.energy = 0.0 # energy level
522 self.shield = 0.0 # shield level
523 self.warpfac = 0.0 # warp speed
524 self.wfacsq = 0.0 # squared warp factor
525 self.lsupres = 0.0 # life support reserves
526 self.optime = 0.0 # time taken by current operation
527 self.docfac = 0.0 # repair factor when docking (constant?)
528 self.damfac = 0.0 # damage factor
529 self.lastchart = 0.0 # time star chart was last updated
530 self.cryprob = 0.0 # probability that crystal will work
531 self.probe = None # object holding probe course info
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))
586 #logfp.write("# withprob(%s) -> %f (%s) at %s\n" % (p, v, v<p, traceback.extract_stack()[-2][1:]))
589 def randrange(*args):
590 v = random.randrange(*args)
591 #logfp.write("# randrange%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
597 v *= args[0] # returns from [0, args[0])
599 v = args[0] + v*(args[1]-args[0]) # returns from [args[0], args[1])
600 #logfp.write("# randreal%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
603 # Code from ai.c begins here
606 "Would this quadrant welcome another Klingon?"
607 return iq.valid_quadrant() and \
608 not game.state.galaxy[iq.i][iq.j].supernova and \
609 game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
611 def tryexit(enemy, look, irun):
612 "A bad guy attempts to bug out."
614 iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
615 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
616 if not welcoming(iq):
618 if enemy.type == IHR:
619 return False; # Romulans cannot escape!
621 # avoid intruding on another commander's territory
622 if enemy.type == IHC:
623 if iq in game.state.kcmdr:
625 # refuse to leave if currently attacking starbase
626 if game.battle == game.quadrant:
628 # don't leave if over 1000 units of energy
629 if enemy.kpower > 1000.0:
631 # emit escape message and move out of quadrant.
632 # we know this if either short or long range sensors are working
633 if not damaged(DSRSENS) or not damaged(DLRSENS) or \
634 game.condition == "docked":
635 prout(crmena(True, enemy.type, "sector", enemy.kloc) + \
636 (_(" escapes to Quadrant %s (and regains strength).") % q))
637 # handle local matters related to escape
640 if game.condition != "docked":
642 # Handle global matters related to escape
643 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
644 game.state.galaxy[iq.i][iq.j].klingons += 1
649 schedule(FSCMOVE, 0.2777)
653 for cmdr in game.state.kcmdr:
654 if cmdr == game.quadrant:
655 game.state.kcmdr[n] = iq
657 return True; # success
659 # The bad-guy movement algorithm:
661 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
662 # If both are operating full strength, force is 1000. If both are damaged,
663 # force is -1000. Having shields down subtracts an additional 1000.
665 # 2. Enemy has forces equal to the energy of the attacker plus
666 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
667 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
669 # Attacker Initial energy levels (nominal):
670 # Klingon Romulan Commander Super-Commander
671 # Novice 400 700 1200
673 # Good 450 800 1300 1750
674 # Expert 475 850 1350 1875
675 # Emeritus 500 900 1400 2000
676 # VARIANCE 75 200 200 200
678 # Enemy vessels only move prior to their attack. In Novice - Good games
679 # only commanders move. In Expert games, all enemy vessels move if there
680 # is a commander present. In Emeritus games all enemy vessels move.
682 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
683 # forces are 1000 greater than Enterprise.
685 # Agressive action on average cuts the distance between the ship and
686 # the enemy to 1/4 the original.
688 # 4. At lower energy advantage, movement units are proportional to the
689 # advantage with a 650 advantage being to hold ground, 800 to move forward
690 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
692 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
693 # retreat, especially at high skill levels.
695 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
697 def movebaddy(enemy):
698 "Tactical movement for the bad guys."
699 next = coord(); look = coord()
701 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
702 if game.skill >= SKILL_EXPERT:
703 nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
705 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
707 mdist = int(dist1 + 0.5); # Nearest integer distance
708 # If SC, check with spy to see if should hi-tail it
709 if enemy.type==IHS and \
710 (enemy.kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
714 # decide whether to advance, retreat, or hold position
715 forces = enemy.kpower+100.0*len(game.enemies)+400*(nbaddys-1)
717 forces += 1000; # Good for enemy if shield is down!
718 if not damaged(DPHASER) or not damaged(DPHOTON):
719 if damaged(DPHASER): # phasers damaged
722 forces -= 0.2*(game.energy - 2500.0)
723 if damaged(DPHOTON): # photon torpedoes damaged
726 forces -= 50.0*game.torps
728 # phasers and photon tubes both out!
731 if forces <= 1000.0 and game.condition != "docked": # Typical situation
732 motion = ((forces + randreal(200))/150.0) - 5.0
734 if forces > 1000.0: # Very strong -- move in for kill
735 motion = (1.0 - randreal())**2 * dist1 + 1.0
736 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
737 motion -= game.skill*(2.0-randreal()**2)
739 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
740 # don't move if no motion
743 # Limit motion according to skill
744 if abs(motion) > game.skill:
749 # calculate preferred number of steps
750 nsteps = abs(int(motion))
751 if motion > 0 and nsteps > mdist:
752 nsteps = mdist; # don't overshoot
753 if nsteps > QUADSIZE:
754 nsteps = QUADSIZE; # This shouldn't be necessary
756 nsteps = 1; # This shouldn't be necessary
758 proutn("NSTEPS = %d:" % nsteps)
759 # Compute preferred values of delta X and Y
760 m = game.sector - enemy.kloc
761 if 2.0 * abs(m.i) < abs(m.j):
763 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.kloc.i):
765 m = (motion * m).sgn()
768 for ll in range(nsteps):
770 proutn(" %d" % (ll+1))
771 # Check if preferred position available
782 attempts = 0; # Settle mysterious hang problem
783 while attempts < 20 and not success:
785 if look.i < 0 or look.i >= QUADSIZE:
786 if motion < 0 and tryexit(enemy, look, irun):
788 if krawli == m.i or m.j == 0:
790 look.i = next.i + krawli
792 elif look.j < 0 or look.j >= QUADSIZE:
793 if motion < 0 and tryexit(enemy, look, irun):
795 if krawlj == m.j or m.i == 0:
797 look.j = next.j + krawlj
799 elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != IHDOT:
800 # See if enemy should ram ship
801 if game.quad[look.i][look.j] == game.ship and \
802 (enemy.type == IHC or enemy.type == IHS):
803 collision(rammed=True, enemy=enemy)
805 if krawli != m.i and m.j != 0:
806 look.i = next.i + krawli
808 elif krawlj != m.j and m.i != 0:
809 look.j = next.j + krawlj
812 break; # we have failed
824 if not damaged(DSRSENS) or game.condition == "docked":
825 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.kloc))
826 if enemy.kdist < dist1:
827 proutn(_(" advances to "))
829 proutn(_(" retreats to "))
830 prout("Sector %s." % next)
833 "Sequence Klingon tactical movement."
836 # Figure out which Klingon is the commander (or Supercommander)
838 if game.quadrant in game.state.kcmdr:
839 for enemy in game.enemies:
840 if enemy.type == IHC:
842 if game.state.kscmdr==game.quadrant:
843 for enemy in game.enemies:
844 if enemy.type == IHS:
847 # If skill level is high, move other Klingons and Romulans too!
848 # Move these last so they can base their actions on what the
850 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
851 for enemy in game.enemies:
852 if enemy.type in (IHK, IHR):
854 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
856 def movescom(iq, avoid):
857 "Commander movement helper."
858 # Avoid quadrants with bases if we want to avoid Enterprise
859 if not welcoming(iq) or (avoid and iq in game.state.baseq):
861 if game.justin and not game.iscate:
864 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
865 game.state.kscmdr = iq
866 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
867 if game.state.kscmdr==game.quadrant:
868 # SC has scooted, Remove him from current quadrant
873 for enemy in game.enemies:
874 if enemy.type == IHS:
878 if game.condition != "docked":
880 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
881 # check for a helpful planet
882 for i in range(game.inplan):
883 if game.state.planets[i].quadrant == game.state.kscmdr and \
884 game.state.planets[i].crystals == "present":
886 game.state.planets[i].pclass = "destroyed"
887 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
890 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
891 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
892 prout(_(" by the Super-commander.\""))
894 return True; # looks good!
896 def supercommander():
897 "Move the Super Commander."
898 iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
901 prout("== SUPERCOMMANDER")
902 # Decide on being active or passive
903 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 \
904 (game.state.date-game.indate) < 3.0)
905 if not game.iscate and avoid:
906 # compute move away from Enterprise
907 idelta = game.state.kscmdr-game.quadrant
908 if idelta.distance() > 2.0:
910 idelta.i = game.state.kscmdr.j-game.quadrant.j
911 idelta.j = game.quadrant.i-game.state.kscmdr.i
913 # compute distances to starbases
914 if not game.state.baseq:
918 sc = game.state.kscmdr
919 for base in game.state.baseq:
920 basetbl.append((i, (base - sc).distance()))
921 if game.state.baseq > 1:
922 basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
923 # look for nearest base without a commander, no Enterprise, and
924 # without too many Klingons, and not already under attack.
925 ifindit = iwhichb = 0
926 for (i2, base) in enumerate(game.state.baseq):
927 i = basetbl[i2][0]; # bug in original had it not finding nearest
928 if base==game.quadrant or base==game.battle or not welcoming(base):
930 # if there is a commander, and no other base is appropriate,
931 # we will take the one with the commander
932 for cmdr in game.state.kcmdr:
933 if base == cmdr and ifindit != 2:
937 else: # no commander -- use this one
942 return # Nothing suitable -- wait until next time
943 ibq = game.state.baseq[iwhichb]
944 # decide how to move toward base
945 idelta = ibq - game.state.kscmdr
946 # Maximum movement is 1 quadrant in either or both axes
947 idelta = idelta.sgn()
948 # try moving in both x and y directions
949 # there was what looked like a bug in the Almy C code here,
950 # but it might be this translation is just wrong.
951 iq = game.state.kscmdr + idelta
952 if not movescom(iq, avoid):
953 # failed -- try some other maneuvers
954 if idelta.i==0 or idelta.j==0:
957 iq.j = game.state.kscmdr.j + 1
958 if not movescom(iq, avoid):
959 iq.j = game.state.kscmdr.j - 1
962 iq.i = game.state.kscmdr.i + 1
963 if not movescom(iq, avoid):
964 iq.i = game.state.kscmdr.i - 1
967 # try moving just in x or y
968 iq.j = game.state.kscmdr.j
969 if not movescom(iq, avoid):
970 iq.j = game.state.kscmdr.j + idelta.j
971 iq.i = game.state.kscmdr.i
974 if len(game.state.baseq) == 0:
977 for ibq in game.state.baseq:
978 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
981 return # no, don't attack base!
984 schedule(FSCDBAS, randreal(1.0, 3.0))
985 if is_scheduled(FCDBAS):
986 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
987 if not communicating():
991 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
993 prout(_(" reports that it is under attack from the Klingon Super-commander."))
994 proutn(_(" It can survive until stardate %d.\"") \
995 % int(scheduled(FSCDBAS)))
998 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
1001 game.resting = False
1002 game.optime = 0.0; # actually finished
1004 # Check for intelligence report
1007 (not communicating()) or \
1008 not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
1011 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
1012 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
1017 if not game.tholian or game.justin:
1020 if game.tholian.kloc.i == 0 and game.tholian.kloc.j == 0:
1021 id.i = 0; id.j = QUADSIZE-1
1022 elif game.tholian.kloc.i == 0 and game.tholian.kloc.j == QUADSIZE-1:
1023 id.i = QUADSIZE-1; id.j = QUADSIZE-1
1024 elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == QUADSIZE-1:
1025 id.i = QUADSIZE-1; id.j = 0
1026 elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == 0:
1029 # something is wrong!
1030 game.tholian.move(None)
1031 prout("***Internal error: Tholian in a bad spot.")
1033 # do nothing if we are blocked
1034 if game.quad[id.i][id.j] not in (IHDOT, IHWEB):
1036 here = copy.copy(game.tholian.kloc)
1037 delta = (id - game.tholian.kloc).sgn()
1039 while here.i != id.i:
1041 if game.quad[here.i][here.j]==IHDOT:
1042 game.tholian.move(here)
1044 while here.j != id.j:
1046 if game.quad[here.i][here.j]==IHDOT:
1047 game.tholian.move(here)
1048 # check to see if all holes plugged
1049 for i in range(QUADSIZE):
1050 if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT:
1052 if game.quad[QUADSIZE-1][i]!=IHWEB and game.quad[QUADSIZE-1][i]!=IHT:
1054 if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT:
1056 if game.quad[i][QUADSIZE-1]!=IHWEB and game.quad[i][QUADSIZE-1]!=IHT:
1058 # All plugged up -- Tholian splits
1059 game.quad[game.tholian.kloc.i][game.tholian.kloc.j]=IHWEB
1061 prout(crmena(True, IHT, "sector", game.tholian) + _(" completes web."))
1062 game.tholian.move(None)
1065 # Code from battle.c begins here
1067 def doshield(shraise):
1068 "Change shield status."
1074 key = scanner.next()
1075 if key == "IHALPHA":
1076 if scanner.sees("transfer"):
1079 if damaged(DSHIELD):
1080 prout(_("Shields damaged and down."))
1082 if scanner.sees("up"):
1084 elif scanner.sees("down"):
1087 proutn(_("Do you wish to change shield energy? "))
1089 proutn(_("Energy to transfer to shields- "))
1091 elif damaged(DSHIELD):
1092 prout(_("Shields damaged and down."))
1095 proutn(_("Shields are up. Do you want them down? "))
1102 proutn(_("Shields are down. Do you want them up? "))
1108 if action == "SHUP": # raise shields
1110 prout(_("Shields already up."))
1114 if game.condition != "docked":
1116 prout(_("Shields raised."))
1117 if game.energy <= 0:
1119 prout(_("Shields raising uses up last of energy."))
1124 elif action == "SHDN":
1126 prout(_("Shields already down."))
1130 prout(_("Shields lowered."))
1133 elif action == "NRG":
1134 while scanner.next() != "IHREAL":
1136 proutn(_("Energy to transfer to shields- "))
1138 if scanner.real == 0:
1140 if scanner.real > game.energy:
1141 prout(_("Insufficient ship energy."))
1144 if game.shield+scanner.real >= game.inshld:
1145 prout(_("Shield energy maximized."))
1146 if game.shield+scanner.real > game.inshld:
1147 prout(_("Excess energy requested returned to ship energy"))
1148 game.energy -= game.inshld-game.shield
1149 game.shield = game.inshld
1151 if scanner.real < 0.0 and game.energy-scanner.real > game.inenrg:
1152 # Prevent shield drain loophole
1154 prout(_("Engineering to bridge--"))
1155 prout(_(" Scott here. Power circuit problem, Captain."))
1156 prout(_(" I can't drain the shields."))
1159 if game.shield+scanner.real < 0:
1160 prout(_("All shield energy transferred to ship."))
1161 game.energy += game.shield
1164 proutn(_("Scotty- \""))
1165 if scanner.real > 0:
1166 prout(_("Transferring energy to shields.\""))
1168 prout(_("Draining energy from shields.\""))
1169 game.shield += scanner.real
1170 game.energy -= scanner.real
1174 "Choose a device to damage, at random."
1175 # Quoth Eric Allman in the code of BSD-Trek:
1176 # "Under certain conditions you can get a critical hit. This
1177 # sort of hit damages devices. The probability that a given
1178 # device is damaged depends on the device. Well protected
1179 # devices (such as the computer, which is in the core of the
1180 # ship and has considerable redundancy) almost never get
1181 # damaged, whereas devices which are exposed (such as the
1182 # warp engines) or which are particularly delicate (such as
1183 # the transporter) have a much higher probability of being
1186 # This is one place where OPTION_PLAIN does not restore the
1187 # original behavior, which was equiprobable damage across
1188 # all devices. If we wanted that, we'd return randrange(NDEVICES)
1189 # and have done with it. Also, in the original game, DNAVYS
1190 # and DCOMPTR were the same device.
1192 # Instead, we use a table of weights similar to the one from BSD Trek.
1193 # BSD doesn't have the shuttle, shield controller, death ray, or probes.
1194 # We don't have a cloaking device. The shuttle got the allocation
1195 # for the cloaking device, then we shaved a half-percent off
1196 # everything to have some weight to give DSHCTRL/DDRAY/DDSP.
1198 105, # DSRSENS: short range scanners 10.5%
1199 105, # DLRSENS: long range scanners 10.5%
1200 120, # DPHASER: phasers 12.0%
1201 120, # DPHOTON: photon torpedoes 12.0%
1202 25, # DLIFSUP: life support 2.5%
1203 65, # DWARPEN: warp drive 6.5%
1204 70, # DIMPULS: impulse engines 6.5%
1205 145, # DSHIELD: deflector shields 14.5%
1206 30, # DRADIO: subspace radio 3.0%
1207 45, # DSHUTTL: shuttle 4.5%
1208 15, # DCOMPTR: computer 1.5%
1209 20, # NAVCOMP: navigation system 2.0%
1210 75, # DTRANSP: transporter 7.5%
1211 20, # DSHCTRL: high-speed shield controller 2.0%
1212 10, # DDRAY: death ray 1.0%
1213 30, # DDSP: deep-space probes 3.0%
1215 idx = randrange(1000) # weights must sum to 1000
1217 for (i, w) in enumerate(weights):
1221 return None; # we should never get here
1223 def collision(rammed, enemy):
1224 "Collision handling fot rammong events."
1225 prouts(_("***RED ALERT! RED ALERT!"))
1227 prout(_("***COLLISION IMMINENT."))
1231 hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(enemy.type, 1.0)
1233 proutn(_(" rammed by "))
1236 proutn(crmena(False, enemy.type, "sector", enemy.kloc))
1238 proutn(_(" (original position)"))
1240 deadkl(enemy.kloc, enemy.type, game.sector)
1241 proutn("***" + crmship() + " heavily damaged.")
1242 icas = randrange(10, 30)
1243 prout(_("***Sickbay reports %d casualties"), icas)
1245 game.state.crew -= icas
1246 # In the pre-SST2K version, all devices got equiprobably damaged,
1247 # which was silly. Instead, pick up to half the devices at
1248 # random according to our weighting table,
1249 ncrits = randrange(NDEVICES/2)
1250 for m in range(ncrits):
1252 if game.damage[dev] < 0:
1254 extradm = (10.0*hardness*randreal()+1.0)*game.damfac
1255 # Damage for at least time of travel!
1256 game.damage[dev] += game.optime + extradm
1258 prout(_("***Shields are down."))
1259 if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
1266 def torpedo(origin, bearing, dispersion, number, nburst):
1267 "Let a photon torpedo fly"
1268 if not damaged(DSRSENS) or game.condition=="docked":
1269 setwnd(srscan_window)
1271 setwnd(message_window)
1272 ac = bearing + 0.25*dispersion # dispersion is a random variable
1273 bullseye = (15.0 - bearing)*0.5235988
1274 track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
1275 bumpto = coord(0, 0)
1276 # Loop to move a single torpedo
1277 setwnd(message_window)
1278 for step in range(1, QUADSIZE*2):
1279 if not track.next(): break
1281 if not w.valid_sector():
1283 iquad=game.quad[w.i][w.j]
1284 tracktorpedo(origin, w, step, number, nburst, iquad)
1288 if not damaged(DSRSENS) or game.condition == "docked":
1289 skip(1); # start new line after text track
1290 if iquad in (IHE, IHF): # Hit our ship
1292 prout(_("Torpedo hits %s.") % crmshp())
1293 hit = 700.0 + randreal(100) - \
1294 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1295 newcnd(); # we're blown out of dock
1296 if game.landed or game.condition=="docked":
1297 return hit # Cheat if on a planet
1298 ang = track.angle + 2.5*(randreal()-0.5)
1299 temp = math.fabs(math.sin(ang))
1300 if math.fabs(math.cos(ang)) > temp:
1301 temp = math.fabs(math.cos(ang))
1302 xx = -math.sin(ang)/temp
1303 yy = math.cos(ang)/temp
1304 bumpto.i = int(w.i+xx+0.5)
1305 bumpto.j = int(w.j+yy+0.5)
1306 if not bumpto.valid_sector():
1308 if game.quad[bumpto.i][bumpto.j]==IHBLANK:
1311 if game.quad[bumpto.i][bumpto.j]!=IHDOT:
1312 # can't move into object
1314 game.sector = bumpto
1316 game.quad[w.i][w.j]=IHDOT
1317 game.quad[bumpto.i][bumpto.j]=iquad
1318 prout(_(" displaced by blast to Sector %s ") % bumpto)
1319 for enemy in game.enemies:
1320 enemy.kdist = enemy.kavgd = (game.sector-enemy.kloc).distance()
1321 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1323 elif iquad in (IHC, IHS, IHR, IHK): # Hit a regular enemy
1325 if iquad in (IHC, IHS) and withprob(0.05):
1326 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1327 prout(_(" torpedo neutralized."))
1329 for enemy in game.enemies:
1332 kp = math.fabs(enemy.kpower)
1333 h1 = 700.0 + randrange(100) - \
1334 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1338 if enemy.kpower < 0:
1342 if enemy.kpower == 0:
1345 proutn(crmena(True, iquad, "sector", w))
1346 # If enemy damaged but not destroyed, try to displace
1347 ang = track.angle + 2.5*(randreal()-0.5)
1348 temp = math.fabs(math.sin(ang))
1349 if math.fabs(math.cos(ang)) > temp:
1350 temp = math.fabs(math.cos(ang))
1351 xx = -math.sin(ang)/temp
1352 yy = math.cos(ang)/temp
1353 bumpto.i = int(w.i+xx+0.5)
1354 bumpto.j = int(w.j+yy+0.5)
1355 if not bumpto.valid_sector():
1356 prout(_(" damaged but not destroyed."))
1358 if game.quad[bumpto.i][bumpto.j] == IHBLANK:
1359 prout(_(" buffeted into black hole."))
1360 deadkl(w, iquad, bumpto)
1361 if game.quad[bumpto.i][bumpto.j] != IHDOT:
1362 prout(_(" damaged but not destroyed."))
1364 prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
1366 game.quad[w.i][w.j]=IHDOT
1367 game.quad[bumpto.i][bumpto.j]=iquad
1368 for enemy in game.enemies:
1369 enemy.kdist = enemy.kavgd = (game.sector-enemy.kloc).distance()
1370 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1372 elif iquad == IHB: # Hit a base
1374 prout(_("***STARBASE DESTROYED.."))
1375 game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
1376 game.quad[w.i][w.j]=IHDOT
1377 game.base.invalidate()
1378 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase -= 1
1379 game.state.chart[game.quadrant.i][game.quadrant.j].starbase -= 1
1380 game.state.basekl += 1
1383 elif iquad == IHP: # Hit a planet
1384 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1385 game.state.nplankl += 1
1386 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1387 game.iplnet.pclass = "destroyed"
1389 game.plnet.invalidate()
1390 game.quad[w.i][w.j] = IHDOT
1392 # captain perishes on planet
1395 elif iquad == IHW: # Hit an inhabited world -- very bad!
1396 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1397 game.state.nworldkl += 1
1398 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1399 game.iplnet.pclass = "destroyed"
1401 game.plnet.invalidate()
1402 game.quad[w.i][w.j] = IHDOT
1404 # captain perishes on planet
1406 prout(_("The torpedo destroyed an inhabited planet."))
1408 elif iquad == IHSTAR: # Hit a star
1412 prout(crmena(True, IHSTAR, "sector", w) + _(" unaffected by photon blast."))
1414 elif iquad == IHQUEST: # Hit a thingy
1415 if not (game.options & OPTION_THINGY) or withprob(0.3):
1417 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1419 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1421 proutn(_("Mr. Spock-"))
1422 prouts(_(" \"Fascinating!\""))
1426 # Stas Sergeev added the possibility that
1427 # you can shove the Thingy and piss it off.
1428 # It then becomes an enemy and may fire at you.
1432 elif iquad == IHBLANK: # Black hole
1434 prout(crmena(True, IHBLANK, "sector", w) + _(" swallows torpedo."))
1436 elif iquad == IHWEB: # hit the web
1438 prout(_("***Torpedo absorbed by Tholian web."))
1440 elif iquad == IHT: # Hit a Tholian
1441 h1 = 700.0 + randrange(100) - \
1442 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1445 game.quad[w.i][w.j] = IHDOT
1450 proutn(crmena(True, IHT, "sector", w))
1452 prout(_(" survives photon blast."))
1454 prout(_(" disappears."))
1455 game.tholian.move(None)
1456 game.quad[w.i][w.j] = IHWEB
1461 proutn("Don't know how to handle torpedo collision with ")
1462 proutn(crmena(True, iquad, "sector", w))
1467 prout(_("Torpedo missed."))
1471 "Critical-hit resolution."
1472 if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1474 ncrit = int(1.0 + hit/(500.0+randreal(100)))
1475 proutn(_("***CRITICAL HIT--"))
1476 # Select devices and cause damage
1478 for loop1 in range(ncrit):
1481 # Cheat to prevent shuttle damage unless on ship
1482 if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1485 extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1486 game.damage[j] += extradm
1488 for (i, j) in enumerate(cdam):
1490 if skipcount % 3 == 2 and i < len(cdam)-1:
1495 prout(_(" damaged."))
1496 if damaged(DSHIELD) and game.shldup:
1497 prout(_("***Shields knocked down."))
1500 def attack(torps_ok):
1501 # bad guy attacks us
1502 # torps_ok == False forces use of phasers in an attack
1503 # game could be over at this point, check
1506 attempt = False; ihurt = False;
1507 hitmax=0.0; hittot=0.0; chgfac=1.0
1510 prout("=== ATTACK!")
1511 # Tholian gets to move before attacking
1514 # if you have just entered the RNZ, you'll get a warning
1515 if game.neutz: # The one chance not to be attacked
1518 # commanders get a chance to tac-move towards you
1519 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:
1521 # if no enemies remain after movement, we're done
1522 if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
1524 # set up partial hits if attack happens during shield status change
1525 pfac = 1.0/game.inshld
1527 chgfac = 0.25 + randreal(0.5)
1529 # message verbosity control
1530 if game.skill <= SKILL_FAIR:
1532 for enemy in game.enemies:
1533 if enemy.kpower < 0:
1534 continue; # too weak to attack
1535 # compute hit strength and diminish shield power
1537 # Increase chance of photon torpedos if docked or enemy energy is low
1538 if game.condition == "docked":
1540 if enemy.kpower < 500:
1542 if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry):
1544 # different enemies have different probabilities of throwing a torp
1545 usephasers = not torps_ok or \
1546 (enemy.type == IHK and r > 0.0005) or \
1547 (enemy.type==IHC and r > 0.015) or \
1548 (enemy.type==IHR and r > 0.3) or \
1549 (enemy.type==IHS and r > 0.07) or \
1550 (enemy.type==IHQUEST and r > 0.05)
1551 if usephasers: # Enemy uses phasers
1552 if game.condition == "docked":
1553 continue; # Don't waste the effort!
1554 attempt = True; # Attempt to attack
1555 dustfac = randreal(0.8, 0.85)
1556 hit = enemy.kpower*math.pow(dustfac,enemy.kavgd)
1557 enemy.kpower *= 0.75
1558 else: # Enemy uses photon torpedo
1559 # We should be able to make the bearing() method work here
1560 course = 1.90985*math.atan2(game.sector.j-enemy.kloc.j, enemy.kloc.i-game.sector.i)
1562 proutn(_("***TORPEDO INCOMING"))
1563 if not damaged(DSRSENS):
1564 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.kloc))
1567 dispersion = (randreal()+randreal())*0.5 - 0.5
1568 dispersion += 0.002*enemy.kpower*dispersion
1569 hit = torpedo(enemy.kloc, course, dispersion, number=1, nburst=1)
1570 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1571 finish(FWON); # Klingons did themselves in!
1572 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1573 return # Supernova or finished
1576 # incoming phaser or torpedo, shields may dissipate it
1577 if game.shldup or game.shldchg or game.condition=="docked":
1578 # shields will take hits
1579 propor = pfac * game.shield
1580 if game.condition =="docked":
1584 hitsh = propor*chgfac*hit+1.0
1586 if absorb > game.shield:
1587 absorb = game.shield
1588 game.shield -= absorb
1590 # taking a hit blasts us out of a starbase dock
1591 if game.condition == "docked":
1593 # but the shields may take care of it
1594 if propor > 0.1 and hit < 0.005*game.energy:
1596 # hit from this opponent got through shields, so take damage
1598 proutn(_("%d unit hit") % int(hit))
1599 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1600 proutn(_(" on the ") + crmshp())
1601 if not damaged(DSRSENS) and usephasers:
1602 prout(_(" from ") + crmena(False, enemy.type, where, enemy.kloc))
1604 # Decide if hit is critical
1610 if game.energy <= 0:
1611 # Returning home upon your shield, not with it...
1614 if not attempt and game.condition == "docked":
1615 prout(_("***Enemies decide against attacking your ship."))
1616 percent = 100.0*pfac*game.shield+0.5
1618 # Shields fully protect ship
1619 proutn(_("Enemy attack reduces shield strength to "))
1621 # Emit message if starship suffered hit(s)
1623 proutn(_("Energy left %2d shields ") % int(game.energy))
1626 elif not damaged(DSHIELD):
1629 proutn(_("damaged, "))
1630 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1631 # Check if anyone was hurt
1632 if hitmax >= 200 or hittot >= 500:
1633 icas = randrange(int(hittot * 0.015))
1636 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1637 prout(_(" in that last attack.\""))
1639 game.state.crew -= icas
1640 # After attack, reset average distance to enemies
1641 for enemy in game.enemies:
1642 enemy.kavgd = enemy.kdist
1643 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1646 def deadkl(w, type, mv):
1647 "Kill a Klingon, Tholian, Romulan, or Thingy."
1648 # Added mv to allow enemy to "move" before dying
1649 proutn(crmena(True, type, "sector", mv))
1650 # Decide what kind of enemy it is and update appropriately
1652 # Chalk up a Romulan
1653 game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1655 game.state.nromrem -= 1
1659 elif type == IHQUEST:
1664 # Killed some type of Klingon
1665 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1668 game.state.kcmdr.remove(game.quadrant)
1670 if game.state.kcmdr:
1671 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1672 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1675 game.state.remkl -= 1
1677 game.state.nscrem -= 1
1678 game.state.kscmdr.invalidate()
1683 # For each kind of enemy, finish message to player
1684 prout(_(" destroyed."))
1685 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1688 # Remove enemy ship from arrays describing local conditions
1689 for e in game.enemies:
1696 "Return None if target is invalid, otherwise return a course angle."
1697 if not w.valid_sector():
1701 # FIXME: C code this was translated from is wacky -- why the sign reversal?
1702 delta.j = (w.j - game.sector.j);
1703 delta.i = (game.sector.i - w.i);
1704 if delta == coord(0, 0):
1706 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1707 prout(_(" I recommend an immediate review of"))
1708 prout(_(" the Captain's psychological profile.\""))
1711 return delta.bearing()
1714 "Launch photon torpedo."
1717 if damaged(DPHOTON):
1718 prout(_("Photon tubes damaged."))
1722 prout(_("No torpedoes left."))
1725 # First, get torpedo count
1728 if scanner.token == "IHALPHA":
1731 elif scanner.token == "IHEOL" or not scanner.waiting():
1732 prout(_("%d torpedoes left.") % game.torps)
1734 proutn(_("Number of torpedoes to fire- "))
1735 continue # Go back around to get a number
1736 else: # key == "IHREAL"
1738 if n <= 0: # abort command
1743 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1746 scanner.chew() # User requested more torps than available
1747 continue # Go back around
1748 break # All is good, go to next stage
1752 key = scanner.next()
1753 if i==0 and key == "IHEOL":
1754 break; # no coordinate waiting, we will try prompting
1755 if i==1 and key == "IHEOL":
1756 # direct all torpedoes at one target
1758 target.append(target[0])
1759 course.append(course[0])
1762 scanner.push(scanner.token)
1763 target.append(scanner.getcoord())
1764 if target[-1] == None:
1766 course.append(targetcheck(target[-1]))
1767 if course[-1] == None:
1770 if len(target) == 0:
1771 # prompt for each one
1773 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1775 target.append(scanner.getcoord())
1776 if target[-1] == None:
1778 course.append(targetcheck(target[-1]))
1779 if course[-1] == None:
1782 # Loop for moving <n> torpedoes
1784 if game.condition != "docked":
1786 dispersion = (randreal()+randreal())*0.5 -0.5
1787 if math.fabs(dispersion) >= 0.47:
1789 dispersion *= randreal(1.2, 2.2)
1791 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1793 prouts(_("***TORPEDO MISFIRES."))
1796 prout(_(" Remainder of burst aborted."))
1798 prout(_("***Photon tubes damaged by misfire."))
1799 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1801 if game.shldup or game.condition == "docked":
1802 dispersion *= 1.0 + 0.0001*game.shield
1803 torpedo(game.sector, course[i], dispersion, number=i, nburst=n)
1804 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1806 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1810 "Check for phasers overheating."
1812 checkburn = (rpow-1500.0)*0.00038
1813 if withprob(checkburn):
1814 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1815 game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1817 def checkshctrl(rpow):
1818 "Check shield control."
1821 prout(_("Shields lowered."))
1823 # Something bad has happened
1824 prouts(_("***RED ALERT! RED ALERT!"))
1826 hit = rpow*game.shield/game.inshld
1827 game.energy -= rpow+hit*0.8
1828 game.shield -= hit*0.2
1829 if game.energy <= 0.0:
1830 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1835 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1837 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1838 icas = randrange(int(hit*0.012))
1843 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1844 prout(_(" %d casualties so far.\"") % icas)
1846 game.state.crew -= icas
1848 prout(_("Phaser energy dispersed by shields."))
1849 prout(_("Enemy unaffected."))
1854 "Register a phaser hit on Klingons and Romulans."
1855 nenhr2 = len(game.enemies); kk=0
1858 for (k, wham) in enumerate(hits):
1861 dustfac = randreal(0.9, 1.0)
1862 hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
1863 kpini = game.enemies[kk].kpower
1864 kp = math.fabs(kpini)
1865 if PHASEFAC*hit < kp:
1867 if game.enemies[kk].kpower < 0:
1868 game.enemies[kk].kpower -= -kp
1870 game.enemies[kk].kpower -= kp
1871 kpow = game.enemies[kk].kpower
1872 w = game.enemies[kk].kloc
1874 if not damaged(DSRSENS):
1876 proutn(_("%d unit hit on ") % int(hit))
1878 proutn(_("Very small hit on "))
1879 ienm = game.quad[w.i][w.j]
1882 proutn(crmena(False, ienm, "sector", w))
1886 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1890 kk -= 1 # don't do the increment
1892 else: # decide whether or not to emasculate klingon
1893 if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1894 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1895 prout(_(" has just lost its firepower.\""))
1896 game.enemies[kk].kpower = -kpow
1901 "Fire phasers at bad guys."
1903 kz = 0; k = 1; irec=0 # Cheating inhibitor
1904 ifast = False; no = False; itarg = True; msgflag = True; rpow=0
1908 # SR sensors and Computer are needed for automode
1909 if damaged(DSRSENS) or damaged(DCOMPTR):
1911 if game.condition == "docked":
1912 prout(_("Phasers can't be fired through base shields."))
1915 if damaged(DPHASER):
1916 prout(_("Phaser control damaged."))
1920 if damaged(DSHCTRL):
1921 prout(_("High speed shield control damaged."))
1924 if game.energy <= 200.0:
1925 prout(_("Insufficient energy to activate high-speed shield control."))
1928 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1930 # Original code so convoluted, I re-did it all
1931 # (That was Tom Almy talking about the C code, I think -- ESR)
1932 while automode=="NOTSET":
1934 if key == "IHALPHA":
1935 if scanner.sees("manual"):
1936 if len(game.enemies)==0:
1937 prout(_("There is no enemy present to select."))
1940 automode="AUTOMATIC"
1943 key = scanner.next()
1944 elif scanner.sees("automatic"):
1945 if (not itarg) and len(game.enemies) != 0:
1946 automode = "FORCEMAN"
1948 if len(game.enemies)==0:
1949 prout(_("Energy will be expended into space."))
1950 automode = "AUTOMATIC"
1951 key = scanner.next()
1952 elif scanner.sees("no"):
1957 elif key == "IHREAL":
1958 if len(game.enemies)==0:
1959 prout(_("Energy will be expended into space."))
1960 automode = "AUTOMATIC"
1962 automode = "FORCEMAN"
1964 automode = "AUTOMATIC"
1967 if len(game.enemies)==0:
1968 prout(_("Energy will be expended into space."))
1969 automode = "AUTOMATIC"
1971 automode = "FORCEMAN"
1973 proutn(_("Manual or automatic? "))
1978 if automode == "AUTOMATIC":
1979 if key == "IHALPHA" and scanner.sees("no"):
1981 key = scanner.next()
1982 if key != "IHREAL" and len(game.enemies) != 0:
1983 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
1988 for i in range(len(game.enemies)):
1989 irec += math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
1991 proutn(_("%d units required. ") % irec)
1993 proutn(_("Units to fire= "))
1994 key = scanner.next()
1999 proutn(_("Energy available= %.2f") % avail)
2002 if not rpow > avail:
2009 if key == "IHALPHA" and scanner.sees("no"):
2012 game.energy -= 200; # Go and do it!
2013 if checkshctrl(rpow):
2018 if len(game.enemies):
2021 for i in range(len(game.enemies)):
2025 hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
2026 over = randreal(1.01, 1.06) * hits[i]
2028 powrem -= hits[i] + over
2029 if powrem <= 0 and temp < hits[i]:
2038 if extra > 0 and not game.alldone:
2040 proutn(_("*** Tholian web absorbs "))
2041 if len(game.enemies)>0:
2042 proutn(_("excess "))
2043 prout(_("phaser energy."))
2045 prout(_("%d expended on empty space.") % int(extra))
2046 elif automode == "FORCEMAN":
2049 if damaged(DCOMPTR):
2050 prout(_("Battle computer damaged, manual fire only."))
2053 prouts(_("---WORKING---"))
2055 prout(_("Short-range-sensors-damaged"))
2056 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2057 prout(_("Manual-fire-must-be-used"))
2059 elif automode == "MANUAL":
2061 for k in range(len(game.enemies)):
2062 aim = game.enemies[k].kloc
2063 ienm = game.quad[aim.i][aim.j]
2065 proutn(_("Energy available= %.2f") % (avail-0.006))
2069 if damaged(DSRSENS) and \
2070 not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS):
2071 prout(cramen(ienm) + _(" can't be located without short range scan."))
2074 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
2079 if itarg and k > kz:
2080 irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
2083 if not damaged(DCOMPTR):
2088 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
2089 key = scanner.next()
2090 if key == "IHALPHA" and scanner.sees("no"):
2092 key = scanner.next()
2094 if key == "IHALPHA":
2098 if k==1: # Let me say I'm baffled by this
2101 if scanner.real < 0:
2105 hits[k] = scanner.real
2106 rpow += scanner.real
2107 # If total requested is too much, inform and start over
2109 prout(_("Available energy exceeded -- try again."))
2112 key = scanner.next(); # scan for next value
2115 # zero energy -- abort
2118 if key == "IHALPHA" and scanner.sees("no"):
2123 game.energy -= 200.0
2124 if checkshctrl(rpow):
2128 # Say shield raised or malfunction, if necessary
2135 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2136 prouts(_(" CLICK CLICK POP . . ."))
2137 prout(_(" No response, sir!"))
2140 prout(_("Shields raised."))
2145 # Code from events,c begins here.
2147 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2148 # event of each type active at any given time. Mostly these means we can
2149 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2150 # BSD Trek, from which we swiped the idea, can have up to 5.
2152 def unschedule(evtype):
2153 "Remove an event from the schedule."
2154 game.future[evtype].date = FOREVER
2155 return game.future[evtype]
2157 def is_scheduled(evtype):
2158 "Is an event of specified type scheduled."
2159 return game.future[evtype].date != FOREVER
2161 def scheduled(evtype):
2162 "When will this event happen?"
2163 return game.future[evtype].date
2165 def schedule(evtype, offset):
2166 "Schedule an event of specified type."
2167 game.future[evtype].date = game.state.date + offset
2168 return game.future[evtype]
2170 def postpone(evtype, offset):
2171 "Postpone a scheduled event."
2172 game.future[evtype].date += offset
2175 "Rest period is interrupted by event."
2178 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2180 game.resting = False
2186 "Run through the event queue looking for things to do."
2188 fintim = game.state.date + game.optime; yank=0
2189 ictbeam = False; istract = False
2190 w = coord(); hold = coord()
2191 ev = event(); ev2 = event()
2193 def tractorbeam(yank):
2194 "Tractor-beaming cases merge here."
2196 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2198 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2199 # If Kirk & Co. screwing around on planet, handle
2200 atover(True) # atover(true) is Grab
2203 if game.icraft: # Caught in Galileo?
2206 # Check to see if shuttle is aboard
2207 if game.iscraft == "offship":
2210 prout(_("Galileo, left on the planet surface, is captured"))
2211 prout(_("by aliens and made into a flying McDonald's."))
2212 game.damage[DSHUTTL] = -10
2213 game.iscraft = "removed"
2215 prout(_("Galileo, left on the planet surface, is well hidden."))
2217 game.quadrant = game.state.kscmdr
2219 game.quadrant = game.state.kcmdr[i]
2220 game.sector = randplace(QUADSIZE)
2221 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2222 % (game.quadrant, game.sector))
2224 prout(_("(Remainder of rest/repair period cancelled.)"))
2225 game.resting = False
2227 if not damaged(DSHIELD) and game.shield > 0:
2228 doshield(shraise=True) # raise shields
2229 game.shldchg = False
2231 prout(_("(Shields not currently useable.)"))
2233 # Adjust finish time to time of tractor beaming
2234 fintim = game.state.date+game.optime
2235 attack(torps_ok=False)
2236 if not game.state.kcmdr:
2239 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2242 "Code merges here for any commander destroying a starbase."
2243 # Not perfect, but will have to do
2244 # Handle case where base is in same quadrant as starship
2245 if game.battle == game.quadrant:
2246 game.state.chart[game.battle.i][game.battle.j].starbase = False
2247 game.quad[game.base.i][game.base.j] = IHDOT
2248 game.base.invalidate()
2251 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2252 elif game.state.baseq and communicating():
2253 # Get word via subspace radio
2256 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2257 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2259 prout(_("the Klingon Super-Commander"))
2261 prout(_("a Klingon Commander"))
2262 game.state.chart[game.battle.i][game.battle.j].starbase = False
2263 # Remove Starbase from galaxy
2264 game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2265 game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq)
2267 # reinstate a commander's base attack
2271 game.battle.invalidate()
2273 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2274 for i in range(1, NEVENTS):
2275 if i == FSNOVA: proutn("=== Supernova ")
2276 elif i == FTBEAM: proutn("=== T Beam ")
2277 elif i == FSNAP: proutn("=== Snapshot ")
2278 elif i == FBATTAK: proutn("=== Base Attack ")
2279 elif i == FCDBAS: proutn("=== Base Destroy ")
2280 elif i == FSCMOVE: proutn("=== SC Move ")
2281 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2282 elif i == FDSPROB: proutn("=== Probe Move ")
2283 elif i == FDISTR: proutn("=== Distress Call ")
2284 elif i == FENSLV: proutn("=== Enslavement ")
2285 elif i == FREPRO: proutn("=== Klingon Build ")
2287 prout("%.2f" % (scheduled(i)))
2290 radio_was_broken = damaged(DRADIO)
2293 # Select earliest extraneous event, evcode==0 if no events
2298 for l in range(1, NEVENTS):
2299 if game.future[l].date < datemin:
2302 prout("== Event %d fires" % evcode)
2303 datemin = game.future[l].date
2304 xtime = datemin-game.state.date
2305 game.state.date = datemin
2306 # Decrement Federation resources and recompute remaining time
2307 game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
2309 if game.state.remtime <=0:
2312 # Any crew left alive?
2313 if game.state.crew <=0:
2316 # Is life support adequate?
2317 if damaged(DLIFSUP) and game.condition != "docked":
2318 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2321 game.lsupres -= xtime
2322 if game.damage[DLIFSUP] <= xtime:
2323 game.lsupres = game.inlsr
2326 if game.condition == "docked":
2327 repair /= game.docfac
2328 # Don't fix Deathray here
2329 for l in range(NDEVICES):
2330 if game.damage[l] > 0.0 and l != DDRAY:
2331 if game.damage[l]-repair > 0.0:
2332 game.damage[l] -= repair
2334 game.damage[l] = 0.0
2335 # If radio repaired, update star chart and attack reports
2336 if radio_was_broken and not damaged(DRADIO):
2337 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2338 prout(_(" surveillance reports are coming in."))
2340 if not game.iseenit:
2344 prout(_(" The star chart is now up to date.\""))
2346 # Cause extraneous event EVCODE to occur
2347 game.optime -= xtime
2348 if evcode == FSNOVA: # Supernova
2351 schedule(FSNOVA, expran(0.5*game.intime))
2352 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2354 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2355 if game.state.nscrem == 0 or \
2356 ictbeam or istract or \
2357 game.condition=="docked" or game.isatb==1 or game.iscate:
2359 if game.ientesc or \
2360 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2361 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2362 (damaged(DSHIELD) and \
2363 (game.energy < 2500 or damaged(DPHASER)) and \
2364 (game.torps < 5 or damaged(DPHOTON))):
2366 istract = ictbeam = True
2367 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2370 elif evcode == FTBEAM: # Tractor beam
2371 if not game.state.kcmdr:
2374 i = randrange(len(game.state.kcmdr))
2375 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2376 if istract or game.condition == "docked" or yank == 0:
2377 # Drats! Have to reschedule
2379 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2383 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2384 game.snapsht = copy.deepcopy(game.state)
2385 game.state.snap = True
2386 schedule(FSNAP, expran(0.5 * game.intime))
2387 elif evcode == FBATTAK: # Commander attacks starbase
2388 if not game.state.kcmdr or not game.state.baseq:
2394 for ibq in game.state.baseq:
2395 for cmdr in game.state.kcmdr:
2396 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2399 # no match found -- try later
2400 schedule(FBATTAK, expran(0.3*game.intime))
2405 # commander + starbase combination found -- launch attack
2407 schedule(FCDBAS, randreal(1.0, 4.0))
2408 if game.isatb: # extra time if SC already attacking
2409 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2410 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2411 game.iseenit = False
2412 if not communicating():
2413 continue # No warning :-(
2417 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2418 prout(_(" reports that it is under attack and that it can"))
2419 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2422 elif evcode == FSCDBAS: # Supercommander destroys base
2425 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2426 continue # WAS RETURN!
2428 game.battle = game.state.kscmdr
2430 elif evcode == FCDBAS: # Commander succeeds in destroying base
2433 if not game.state.baseq() \
2434 or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2435 game.battle.invalidate()
2437 # find the lucky pair
2438 for cmdr in game.state.kcmdr:
2439 if cmdr == game.battle:
2442 # No action to take after all
2445 elif evcode == FSCMOVE: # Supercommander moves
2446 schedule(FSCMOVE, 0.2777)
2447 if not game.ientesc and not istract and game.isatb != 1 and \
2448 (not game.iscate or not game.justin):
2450 elif evcode == FDSPROB: # Move deep space probe
2451 schedule(FDSPROB, 0.01)
2452 if not game.probe.next():
2453 if not game.probe.quadrant().valid_quadrant() or \
2454 game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
2455 # Left galaxy or ran into supernova
2459 proutn(_("Lt. Uhura- \"The deep space probe "))
2460 if not game.probe.quadrant().valid_quadrant():
2461 prout(_("has left the galaxy.\""))
2463 prout(_("is no longer transmitting.\""))
2469 prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
2470 pdest = game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j]
2472 chp = game.state.chart[game.probe.quadrant().i][game.probe.quadrant().j]
2473 chp.klingons = pdest.klingons
2474 chp.starbase = pdest.starbase
2475 chp.stars = pdest.stars
2476 pdest.charted = True
2477 game.probe.moves -= 1 # One less to travel
2478 if game.probe.arrived() and game.isarmed and pdest.stars:
2479 supernova(game.probe) # fire in the hole!
2481 if game.state.galaxy[game.quadrant().i][game.quadrant().j].supernova:
2483 elif evcode == FDISTR: # inhabited system issues distress call
2485 # try a whole bunch of times to find something suitable
2486 for i in range(100):
2487 # need a quadrant which is not the current one,
2488 # which has some stars which are inhabited and
2489 # not already under attack, which is not
2490 # supernova'ed, and which has some Klingons in it
2491 w = randplace(GALSIZE)
2492 q = game.state.galaxy[w.i][w.j]
2493 if not (game.quadrant == w or q.planet == None or \
2494 not q.planet.inhabited or \
2495 q.supernova or q.status!="secure" or q.klingons<=0):
2498 # can't seem to find one; ignore this call
2500 prout("=== Couldn't find location for distress event.")
2502 # got one!! Schedule its enslavement
2503 ev = schedule(FENSLV, expran(game.intime))
2505 q.status = "distressed"
2506 # tell the captain about it if we can
2508 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2510 prout(_("by a Klingon invasion fleet."))
2513 elif evcode == FENSLV: # starsystem is enslaved
2514 ev = unschedule(FENSLV)
2515 # see if current distress call still active
2516 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2520 q.status = "enslaved"
2522 # play stork and schedule the first baby
2523 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2524 ev2.quadrant = ev.quadrant
2526 # report the disaster if we can
2528 prout(_("Uhura- We've lost contact with starsystem %s") % \
2530 prout(_("in Quadrant %s.\n") % ev.quadrant)
2531 elif evcode == FREPRO: # Klingon reproduces
2532 # If we ever switch to a real event queue, we'll need to
2533 # explicitly retrieve and restore the x and y.
2534 ev = schedule(FREPRO, expran(1.0 * game.intime))
2535 # see if current distress call still active
2536 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2540 if game.state.remkl >=MAXKLGAME:
2541 continue # full right now
2542 # reproduce one Klingon
2545 if game.klhere >= MAXKLQUAD:
2547 # this quadrant not ok, pick an adjacent one
2548 for m.i in range(w.i - 1, w.i + 2):
2549 for m.j in range(w.j - 1, w.j + 2):
2550 if not m.valid_quadrant():
2552 q = game.state.galaxy[m.i][m.j]
2553 # check for this quad ok (not full & no snova)
2554 if q.klingons >= MAXKLQUAD or q.supernova:
2558 continue # search for eligible quadrant failed
2562 game.state.remkl += 1
2564 if game.quadrant == w:
2566 game.enemies.append(newkling())
2567 # recompute time left
2570 if game.quadrant == w:
2571 prout(_("Spock- sensors indicate the Klingons have"))
2572 prout(_("launched a warship from %s.") % q.planet)
2574 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2575 if q.planet != None:
2576 proutn(_("near %s") % q.planet)
2577 prout(_("in Quadrant %s.") % w)
2583 key = scanner.next()
2586 proutn(_("How long? "))
2591 origTime = delay = scanner.real
2594 if delay >= game.state.remtime or len(game.enemies) != 0:
2595 proutn(_("Are you sure? "))
2598 # Alternate resting periods (events) with attacks
2602 game.resting = False
2603 if not game.resting:
2604 prout(_("%d stardates left.") % int(game.state.remtime))
2606 temp = game.optime = delay
2607 if len(game.enemies):
2608 rtime = randreal(1.0, 2.0)
2612 if game.optime < delay:
2613 attack(torps_ok=False)
2621 # Repair Deathray if long rest at starbase
2622 if origTime-delay >= 9.99 and game.condition == "docked":
2623 game.damage[DDRAY] = 0.0
2624 # leave if quadrant supernovas
2625 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2627 game.resting = False
2632 course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2633 newc = coord(); neighbor = coord(); bump = coord(0, 0)
2635 # Wow! We've supernova'ed
2636 supernova(game.quadrant)
2638 # handle initial nova
2639 game.quad[nov.i][nov.j] = IHDOT
2640 prout(crmena(False, IHSTAR, "sector", nov) + _(" novas."))
2641 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2642 game.state.starkl += 1
2643 # Set up queue to recursively trigger adjacent stars
2649 for offset.i in range(-1, 1+1):
2650 for offset.j in range(-1, 1+1):
2651 if offset.j==0 and offset.i==0:
2653 neighbor = start + offset
2654 if not neighbor.valid_sector():
2656 iquad = game.quad[neighbor.i][neighbor.j]
2657 # Empty space ends reaction
2658 if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
2660 elif iquad == IHSTAR: # Affect another star
2662 # This star supernovas
2663 supernova(game.quadrant)
2666 hits.append(neighbor)
2667 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2668 game.state.starkl += 1
2669 proutn(crmena(True, IHSTAR, "sector", neighbor))
2671 game.quad[neighbor.i][neighbor.j] = IHDOT
2673 elif iquad in (IHP, IHW): # Destroy planet
2674 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2676 game.state.nplankl += 1
2678 game.state.worldkl += 1
2679 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2680 game.iplnet.pclass = "destroyed"
2682 game.plnet.invalidate()
2686 game.quad[neighbor.i][neighbor.j] = IHDOT
2687 elif iquad == IHB: # Destroy base
2688 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2689 game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
2690 game.base.invalidate()
2691 game.state.basekl += 1
2693 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2694 game.quad[neighbor.i][neighbor.j] = IHDOT
2695 elif iquad in (IHE, IHF): # Buffet ship
2696 prout(_("***Starship buffeted by nova."))
2698 if game.shield >= 2000.0:
2699 game.shield -= 2000.0
2701 diff = 2000.0 - game.shield
2705 prout(_("***Shields knocked out."))
2706 game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2708 game.energy -= 2000.0
2709 if game.energy <= 0:
2712 # add in course nova contributes to kicking starship
2713 bump += (game.sector-hits[mm]).sgn()
2714 elif iquad == IHK: # kill klingon
2715 deadkl(neighbor, iquad, neighbor)
2716 elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
2717 for ll in range(len(game.enemies)):
2718 if game.enemies[ll].kloc == neighbor:
2720 game.enemies[ll].kpower -= 800.0 # If firepower is lost, die
2721 if game.enemies[ll].kpower <= 0.0:
2722 deadkl(neighbor, iquad, neighbor)
2724 newc = neighbor + neighbor - hits[mm]
2725 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2726 if not newc.valid_sector():
2727 # can't leave quadrant
2730 iquad1 = game.quad[newc.i][newc.j]
2731 if iquad1 == IHBLANK:
2732 proutn(_(", blasted into ") + crmena(False, IHBLANK, "sector", newc))
2734 deadkl(neighbor, iquad, newc)
2737 # can't move into something else
2740 proutn(_(", buffeted to Sector %s") % newc)
2741 game.quad[neighbor.i][neighbor.j] = IHDOT
2742 game.quad[newc.i][newc.j] = iquad
2743 game.enemies[ll].move(newc)
2744 # Starship affected by nova -- kick it away.
2746 direc = course[3*(bump.i+1)+bump.j+2]
2751 course = course(bearing=direc, distance=dist)
2752 game.optime = course.time(warp=4)
2754 prout(_("Force of nova displaces starship."))
2755 imove(course, noattack=True)
2756 game.optime = course.time(warp=4)
2760 "Star goes supernova."
2765 # Scheduled supernova -- select star at random.
2768 for nq.i in range(GALSIZE):
2769 for nq.j in range(GALSIZE):
2770 stars += game.state.galaxy[nq.i][nq.j].stars
2772 return # nothing to supernova exists
2773 num = randrange(stars) + 1
2774 for nq.i in range(GALSIZE):
2775 for nq.j in range(GALSIZE):
2776 num -= game.state.galaxy[nq.i][nq.j].stars
2782 proutn("=== Super nova here?")
2785 if not nq == game.quadrant or game.justin:
2786 # it isn't here, or we just entered (treat as enroute)
2789 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2790 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2793 # we are in the quadrant!
2794 num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
2795 for ns.i in range(QUADSIZE):
2796 for ns.j in range(QUADSIZE):
2797 if game.quad[ns.i][ns.j]==IHSTAR:
2804 prouts(_("***RED ALERT! RED ALERT!"))
2806 prout(_("***Incipient supernova detected at Sector %s") % ns)
2807 if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2808 proutn(_("Emergency override attempts t"))
2809 prouts("***************")
2813 # destroy any Klingons in supernovaed quadrant
2814 kldead = game.state.galaxy[nq.i][nq.j].klingons
2815 game.state.galaxy[nq.i][nq.j].klingons = 0
2816 if nq == game.state.kscmdr:
2817 # did in the Supercommander!
2818 game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
2822 survivors = filter(lambda w: w != nq, game.state.kcmdr)
2823 comkills = len(game.state.kcmdr) - len(survivors)
2824 game.state.kcmdr = survivors
2826 if not game.state.kcmdr:
2828 game.state.remkl -= kldead
2829 # destroy Romulans and planets in supernovaed quadrant
2830 nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2831 game.state.galaxy[nq.i][nq.j].romulans = 0
2832 game.state.nromrem -= nrmdead
2834 for loop in range(game.inplan):
2835 if game.state.planets[loop].quadrant == nq:
2836 game.state.planets[loop].pclass = "destroyed"
2838 # Destroy any base in supernovaed quadrant
2839 game.state.baseq = filter(lambda x: x != nq, game.state.baseq)
2840 # If starship caused supernova, tally up destruction
2842 game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2843 game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2844 game.state.nplankl += npdead
2845 # mark supernova in galaxy and in star chart
2846 if game.quadrant == nq or communicating():
2847 game.state.galaxy[nq.i][nq.j].supernova = True
2848 # If supernova destroys last Klingons give special message
2849 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
2852 prout(_("Lucky you!"))
2853 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2856 # if some Klingons remain, continue or die in supernova
2861 # Code from finish.c ends here.
2864 "Self-destruct maneuver. Finish with a BANG!"
2866 if damaged(DCOMPTR):
2867 prout(_("Computer damaged; cannot execute destruct sequence."))
2869 prouts(_("---WORKING---")); skip(1)
2870 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2871 prouts(" 10"); skip(1)
2872 prouts(" 9"); skip(1)
2873 prouts(" 8"); skip(1)
2874 prouts(" 7"); skip(1)
2875 prouts(" 6"); skip(1)
2877 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2879 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2881 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2885 if game.passwd != scanner.token:
2886 prouts(_("PASSWORD-REJECTED;"))
2888 prouts(_("CONTINUITY-EFFECTED"))
2891 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2892 prouts(" 5"); skip(1)
2893 prouts(" 4"); skip(1)
2894 prouts(" 3"); skip(1)
2895 prouts(" 2"); skip(1)
2896 prouts(" 1"); skip(1)
2898 prouts(_("GOODBYE-CRUEL-WORLD"))
2906 prouts(_("********* Entropy of %s maximized *********") % crmshp())
2910 if len(game.enemies) != 0:
2911 whammo = 25.0 * game.energy
2913 while l <= len(game.enemies):
2914 if game.enemies[l].kpower*game.enemies[l].kdist <= whammo:
2915 deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.i][game.enemies[l].kloc.j], game.enemies[l].kloc)
2920 "Compute our rate of kils over time."
2921 elapsed = game.state.date - game.indate
2922 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
2925 starting = (game.inkling + game.incom + game.inscom)
2926 remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
2927 return (starting - remaining)/elapsed
2931 badpt = 5.0*game.state.starkl + \
2933 10.0*game.state.nplankl + \
2934 300*game.state.nworldkl + \
2936 100.0*game.state.basekl +\
2938 if game.ship == IHF:
2940 elif game.ship == None:
2945 # end the game, with appropriate notfications
2949 prout(_("It is stardate %.1f.") % game.state.date)
2951 if ifin == FWON: # Game has been won
2952 if game.state.nromrem != 0:
2953 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
2956 prout(_("You have smashed the Klingon invasion fleet and saved"))
2957 prout(_("the Federation."))
2962 badpt = 0.0 # Close enough!
2963 # killsPerDate >= RateMax
2964 if game.state.date-game.indate < 5.0 or \
2965 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
2967 prout(_("In fact, you have done so well that Starfleet Command"))
2968 if game.skill == SKILL_NOVICE:
2969 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
2970 elif game.skill == SKILL_FAIR:
2971 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
2972 elif game.skill == SKILL_GOOD:
2973 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
2974 elif game.skill == SKILL_EXPERT:
2975 prout(_("promotes you to Commodore Emeritus."))
2977 prout(_("Now that you think you're really good, try playing"))
2978 prout(_("the \"Emeritus\" game. It will splatter your ego."))
2979 elif game.skill == SKILL_EMERITUS:
2981 proutn(_("Computer- "))
2982 prouts(_("ERROR-ERROR-ERROR-ERROR"))
2984 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
2986 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2988 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2990 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2992 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
2994 prout(_("Now you can retire and write your own Star Trek game!"))
2996 elif game.skill >= SKILL_EXPERT:
2997 if game.thawed and not idebug:
2998 prout(_("You cannot get a citation, so..."))
3000 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3004 # Only grant long life if alive (original didn't!)
3006 prout(_("LIVE LONG AND PROSPER."))
3011 elif ifin == FDEPLETE: # Federation Resources Depleted
3012 prout(_("Your time has run out and the Federation has been"))
3013 prout(_("conquered. Your starship is now Klingon property,"))
3014 prout(_("and you are put on trial as a war criminal. On the"))
3015 proutn(_("basis of your record, you are "))
3016 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
3017 prout(_("acquitted."))
3019 prout(_("LIVE LONG AND PROSPER."))
3021 prout(_("found guilty and"))
3022 prout(_("sentenced to death by slow torture."))
3026 elif ifin == FLIFESUP:
3027 prout(_("Your life support reserves have run out, and"))
3028 prout(_("you die of thirst, starvation, and asphyxiation."))
3029 prout(_("Your starship is a derelict in space."))
3031 prout(_("Your energy supply is exhausted."))
3033 prout(_("Your starship is a derelict in space."))
3034 elif ifin == FBATTLE:
3035 prout(_("The %s has been destroyed in battle.") % crmshp())
3037 prout(_("Dulce et decorum est pro patria mori."))
3039 prout(_("You have made three attempts to cross the negative energy"))
3040 prout(_("barrier which surrounds the galaxy."))
3042 prout(_("Your navigation is abominable."))
3045 prout(_("Your starship has been destroyed by a nova."))
3046 prout(_("That was a great shot."))
3048 elif ifin == FSNOVAED:
3049 prout(_("The %s has been fried by a supernova.") % crmshp())
3050 prout(_("...Not even cinders remain..."))
3051 elif ifin == FABANDN:
3052 prout(_("You have been captured by the Klingons. If you still"))
3053 prout(_("had a starbase to be returned to, you would have been"))
3054 prout(_("repatriated and given another chance. Since you have"))
3055 prout(_("no starbases, you will be mercilessly tortured to death."))
3056 elif ifin == FDILITHIUM:
3057 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3058 elif ifin == FMATERIALIZE:
3059 prout(_("Starbase was unable to re-materialize your starship."))
3060 prout(_("Sic transit gloria mundi"))
3061 elif ifin == FPHASER:
3062 prout(_("The %s has been cremated by its own phasers.") % crmshp())
3064 prout(_("You and your landing party have been"))
3065 prout(_("converted to energy, disipating through space."))
3066 elif ifin == FMINING:
3067 prout(_("You are left with your landing party on"))
3068 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3070 prout(_("They are very fond of \"Captain Kirk\" soup."))
3072 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3073 elif ifin == FDPLANET:
3074 prout(_("You and your mining party perish."))
3076 prout(_("That was a great shot."))
3079 prout(_("The Galileo is instantly annihilated by the supernova."))
3080 prout(_("You and your mining party are atomized."))
3082 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3083 prout(_("joins the Romulans, wreaking terror on the Federation."))
3084 elif ifin == FPNOVA:
3085 prout(_("You and your mining party are atomized."))
3087 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3088 prout(_("joins the Romulans, wreaking terror on the Federation."))
3089 elif ifin == FSTRACTOR:
3090 prout(_("The shuttle craft Galileo is also caught,"))
3091 prout(_("and breaks up under the strain."))
3093 prout(_("Your debris is scattered for millions of miles."))
3094 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3096 prout(_("The mutants attack and kill Spock."))
3097 prout(_("Your ship is captured by Klingons, and"))
3098 prout(_("your crew is put on display in a Klingon zoo."))
3099 elif ifin == FTRIBBLE:
3100 prout(_("Tribbles consume all remaining water,"))
3101 prout(_("food, and oxygen on your ship."))
3103 prout(_("You die of thirst, starvation, and asphyxiation."))
3104 prout(_("Your starship is a derelict in space."))
3106 prout(_("Your ship is drawn to the center of the black hole."))
3107 prout(_("You are crushed into extremely dense matter."))
3109 prout(_("Your last crew member has died."))
3110 if game.ship == IHF:
3112 elif game.ship == IHE:
3115 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
3116 goodies = game.state.remres/game.inresor
3117 baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3118 if goodies/baddies >= randreal(1.0, 1.5):
3119 prout(_("As a result of your actions, a treaty with the Klingon"))
3120 prout(_("Empire has been signed. The terms of the treaty are"))
3121 if goodies/baddies >= randreal(3.0):
3122 prout(_("favorable to the Federation."))
3124 prout(_("Congratulations!"))
3126 prout(_("highly unfavorable to the Federation."))
3128 prout(_("The Federation will be destroyed."))
3130 prout(_("Since you took the last Klingon with you, you are a"))
3131 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3132 prout(_("statue in your memory. Rest in peace, and try not"))
3133 prout(_("to think about pigeons."))
3138 "Compute player's score."
3139 timused = game.state.date - game.indate
3141 if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
3143 perdate = killrate()
3144 ithperd = 500*perdate + 0.5
3147 iwon = 100*game.skill
3148 if game.ship == IHE:
3150 elif game.ship == IHF:
3154 if not game.gamewon:
3155 game.state.nromrem = 0 # None captured if no win
3156 iscore = 10*(game.inkling - game.state.remkl) \
3157 + 50*(game.incom - len(game.state.kcmdr)) \
3159 + 20*(game.inrom - game.state.nromrem) \
3160 + 200*(game.inscom - game.state.nscrem) \
3161 - game.state.nromrem \
3166 prout(_("Your score --"))
3167 if game.inrom - game.state.nromrem:
3168 prout(_("%6d Romulans destroyed %5d") %
3169 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3170 if game.state.nromrem:
3171 prout(_("%6d Romulans captured %5d") %
3172 (game.state.nromrem, game.state.nromrem))
3173 if game.inkling - game.state.remkl:
3174 prout(_("%6d ordinary Klingons destroyed %5d") %
3175 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
3176 if game.incom - len(game.state.kcmdr):
3177 prout(_("%6d Klingon commanders destroyed %5d") %
3178 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3179 if game.inscom - game.state.nscrem:
3180 prout(_("%6d Super-Commander destroyed %5d") %
3181 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3183 prout(_("%6.2f Klingons per stardate %5d") %
3185 if game.state.starkl:
3186 prout(_("%6d stars destroyed by your action %5d") %
3187 (game.state.starkl, -5*game.state.starkl))
3188 if game.state.nplankl:
3189 prout(_("%6d planets destroyed by your action %5d") %
3190 (game.state.nplankl, -10*game.state.nplankl))
3191 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3192 prout(_("%6d inhabited planets destroyed by your action %5d") %
3193 (game.state.nplankl, -300*game.state.nworldkl))
3194 if game.state.basekl:
3195 prout(_("%6d bases destroyed by your action %5d") %
3196 (game.state.basekl, -100*game.state.basekl))
3198 prout(_("%6d calls for help from starbase %5d") %
3199 (game.nhelp, -45*game.nhelp))
3201 prout(_("%6d casualties incurred %5d") %
3202 (game.casual, -game.casual))
3204 prout(_("%6d crew abandoned in space %5d") %
3205 (game.abandoned, -3*game.abandoned))
3207 prout(_("%6d ship(s) lost or destroyed %5d") %
3208 (klship, -100*klship))
3210 prout(_("Penalty for getting yourself killed -200"))
3212 proutn(_("Bonus for winning "))
3213 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3214 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3215 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3216 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3217 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3218 prout(" %5d" % iwon)
3220 prout(_("TOTAL SCORE %5d") % iscore)
3223 "Emit winner's commemmorative plaque."
3226 proutn(_("File or device name for your plaque: "))
3229 fp = open(winner, "w")
3232 prout(_("Invalid name."))
3234 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3236 # The 38 below must be 64 for 132-column paper
3237 nskip = 38 - len(winner)/2
3238 fp.write("\n\n\n\n")
3239 # --------DRAW ENTERPRISE PICTURE.
3240 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3241 fp.write(" EEE E : : : E\n" )
3242 fp.write(" EE EEE E : : NCC-1701 : E\n")
3243 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
3244 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3245 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
3246 fp.write(" EEEEEEE EEEEE E E E E\n")
3247 fp.write(" EEE E E E E\n")
3248 fp.write(" E E E E\n")
3249 fp.write(" EEEEEEEEEEEEE E E\n")
3250 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3251 fp.write(" :E : EEEE E\n")
3252 fp.write(" .-E -:----- E\n")
3253 fp.write(" :E : E\n")
3254 fp.write(" EE : EEEEEEEE\n")
3255 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3257 fp.write(_(" U. S. S. ENTERPRISE\n"))
3258 fp.write("\n\n\n\n")
3259 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3261 fp.write(_(" Starfleet Command bestows to you\n"))
3263 fp.write("%*s%s\n\n" % (nskip, "", winner))
3264 fp.write(_(" the rank of\n\n"))
3265 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3267 if game.skill == SKILL_EXPERT:
3268 fp.write(_(" Expert level\n\n"))
3269 elif game.skill == SKILL_EMERITUS:
3270 fp.write(_("Emeritus level\n\n"))
3272 fp.write(_(" Cheat level\n\n"))
3273 timestring = time.ctime()
3274 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3275 (timestring+4, timestring+20, timestring+11))
3276 fp.write(_(" Your score: %d\n\n") % iscore)
3277 fp.write(_(" Klingons per stardate: %.2f\n") % perdate)
3280 # Code from io.c begins here
3282 rows = linecount = 0 # for paging
3285 fullscreen_window = None
3286 srscan_window = None
3287 report_window = None
3288 status_window = None
3289 lrscan_window = None
3290 message_window = None
3291 prompt_window = None
3296 gettext.bindtextdomain("sst", "/usr/local/share/locale")
3297 gettext.textdomain("sst")
3298 if not (game.options & OPTION_CURSES):
3299 ln_env = os.getenv("LINES")
3305 stdscr = curses.initscr()
3309 global fullscreen_window, srscan_window, report_window, status_window
3310 global lrscan_window, message_window, prompt_window
3311 (rows, columns) = stdscr.getmaxyx()
3312 fullscreen_window = stdscr
3313 srscan_window = curses.newwin(12, 25, 0, 0)
3314 report_window = curses.newwin(11, 0, 1, 25)
3315 status_window = curses.newwin(10, 0, 1, 39)
3316 lrscan_window = curses.newwin(5, 0, 0, 64)
3317 message_window = curses.newwin(0, 0, 12, 0)
3318 prompt_window = curses.newwin(1, 0, rows-2, 0)
3319 message_window.scrollok(True)
3320 setwnd(fullscreen_window)
3324 if game.options & OPTION_CURSES:
3325 stdscr.keypad(False)
3331 "Wait for user action -- OK to do nothing if on a TTY"
3332 if game.options & OPTION_CURSES:
3337 prouts(_("[ANNOUNCEMENT ARRIVING...]"))
3341 if game.skill > SKILL_FAIR:
3342 prompt = _("[CONTINUE?]")
3344 prompt = _("[PRESS ENTER TO CONTINUE]")
3346 if game.options & OPTION_CURSES:
3348 setwnd(prompt_window)
3349 prompt_window.clear()
3350 prompt_window.addstr(prompt)
3351 prompt_window.getstr()
3352 prompt_window.clear()
3353 prompt_window.refresh()
3354 setwnd(message_window)
3357 sys.stdout.write('\n')
3360 for j in range(rows):
3361 sys.stdout.write('\n')
3365 "Skip i lines. Pause game if this would cause a scrolling event."
3366 for dummy in range(i):
3367 if game.options & OPTION_CURSES:
3368 (y, x) = curwnd.getyx()
3369 (my, mx) = curwnd.getmaxyx()
3370 if curwnd == message_window and y >= my - 3:
3376 except curses.error:
3381 if rows and linecount >= rows:
3384 sys.stdout.write('\n')
3387 "Utter a line with no following line feed."
3388 if game.options & OPTION_CURSES:
3392 sys.stdout.write(line)
3402 if not replayfp or replayfp.closed: # Don't slow down replays
3405 if game.options & OPTION_CURSES:
3409 if not replayfp or replayfp.closed:
3413 "Get a line of input."
3414 if game.options & OPTION_CURSES:
3415 line = curwnd.getstr() + "\n"
3418 if replayfp and not replayfp.closed:
3420 line = replayfp.readline()
3423 prout("*** Replay finished")
3426 elif line[0] != "#":
3429 line = raw_input() + "\n"
3435 "Change windows -- OK for this to be a no-op in tty mode."
3437 if game.options & OPTION_CURSES:
3439 curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
3442 "Clear to end of line -- can be a no-op in tty mode"
3443 if game.options & OPTION_CURSES:
3448 "Clear screen -- can be a no-op in tty mode."
3450 if game.options & OPTION_CURSES:
3457 "Set highlight video, if this is reasonable."
3458 if game.options & OPTION_CURSES:
3459 curwnd.attron(curses.A_REVERSE)
3462 # Things past this point have policy implications.
3466 "Hook to be called after moving to redraw maps."
3467 if game.options & OPTION_CURSES:
3470 setwnd(srscan_window)
3474 setwnd(status_window)
3475 status_window.clear()
3476 status_window.move(0, 0)
3477 setwnd(report_window)
3478 report_window.clear()
3479 report_window.move(0, 0)
3481 setwnd(lrscan_window)
3482 lrscan_window.clear()
3483 lrscan_window.move(0, 0)
3484 lrscan(silent=False)
3486 def put_srscan_sym(w, sym):
3487 "Emit symbol for short-range scan."
3488 srscan_window.move(w.i+1, w.j*2+2)
3489 srscan_window.addch(sym)
3490 srscan_window.refresh()
3493 "Enemy fall down, go boom."
3494 if game.options & OPTION_CURSES:
3496 setwnd(srscan_window)
3497 srscan_window.attron(curses.A_REVERSE)
3498 put_srscan_sym(w, game.quad[w.i][w.j])
3502 srscan_window.attroff(curses.A_REVERSE)
3503 put_srscan_sym(w, game.quad[w.i][w.j])
3504 curses.delay_output(500)
3505 setwnd(message_window)
3508 "Sound and visual effects for teleportation."
3509 if game.options & OPTION_CURSES:
3511 setwnd(message_window)
3513 prouts(" . . . . . ")
3514 if game.options & OPTION_CURSES:
3515 #curses.delay_output(1000)
3519 def tracktorpedo(origin, w, step, i, n, iquad):
3520 "Torpedo-track animation."
3521 if not game.options & OPTION_CURSES:
3525 proutn(_("Track for torpedo number %d- ") % (i+1))
3528 proutn(_("Torpedo track- "))
3529 elif step==4 or step==9:
3533 if not damaged(DSRSENS) or game.condition=="docked":
3534 if i != 0 and step == 1:
3537 if (iquad==IHDOT) or (iquad==IHBLANK):
3538 put_srscan_sym(w, '+')
3542 put_srscan_sym(w, iquad)
3544 curwnd.attron(curses.A_REVERSE)
3545 put_srscan_sym(w, iquad)
3549 curwnd.attroff(curses.A_REVERSE)
3550 put_srscan_sym(w, iquad)
3555 "Display the current galaxy chart."
3556 if game.options & OPTION_CURSES:
3557 setwnd(message_window)
3558 message_window.clear()
3560 if game.options & OPTION_TTY:
3565 def prstat(txt, data):
3567 if game.options & OPTION_CURSES:
3569 setwnd(status_window)
3571 proutn(" " * (NSYM - len(txt)))
3574 if game.options & OPTION_CURSES:
3575 setwnd(report_window)
3577 # Code from moving.c begins here
3579 def imove(course=None, noattack=False):
3580 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3583 def newquadrant(noattack):
3584 # Leaving quadrant -- allow final enemy attack
3585 # Don't do it if being pushed by Nova
3586 if len(game.enemies) != 0 and not noattack:
3588 for enemy in game.enemies:
3589 finald = (w - enemy.kloc).distance()
3590 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3591 # Stas Sergeev added the condition
3592 # that attacks only happen if Klingons
3593 # are present and your skill is good.
3594 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3595 attack(torps_ok=False)
3598 # check for edge of galaxy
3602 if course.final.i < 0:
3603 course.final.i = -course.final.i
3605 if course.final.j < 0:
3606 course.final.j = -course.final.j
3608 if course.final.i >= GALSIZE*QUADSIZE:
3609 course.final.i = (GALSIZE*QUADSIZE*2) - course.final.i
3611 if course.final.j >= GALSIZE*QUADSIZE:
3612 course.final.j = (GALSIZE*QUADSIZE*2) - course.final.j
3620 if game.nkinks == 3:
3621 # Three strikes -- you're out!
3625 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3626 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3627 prout(_("YOU WILL BE DESTROYED."))
3628 # Compute final position in new quadrant
3629 if trbeam: # Don't bother if we are to be beamed
3631 game.quadrant = course.final.quadrant()
3632 game.sector = course.final.sector()
3634 prout(_("Entering Quadrant %s.") % game.quadrant)
3635 game.quad[game.sector.i][game.sector.j] = game.ship
3637 if game.skill>SKILL_NOVICE:
3638 attack(torps_ok=False)
3640 def check_collision(h):
3641 iquad = game.quad[h.i][h.j]
3643 # object encountered in flight path
3644 stopegy = 50.0*course.distance/game.optime
3645 if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
3646 for enemy in game.enemies:
3647 if enemy.kloc == game.sector:
3649 collision(rammed=False, enemy=enemy)
3651 elif iquad == IHBLANK:
3653 prouts(_("***RED ALERT! RED ALERT!"))
3655 proutn("***" + crmshp())
3656 proutn(_(" pulled into black hole at Sector %s") % h)
3657 # Getting pulled into a black hole was certain
3658 # death in Almy's original. Stas Sergeev added a
3659 # possibility that you'll get timewarped instead.
3661 for m in range(NDEVICES):
3662 if game.damage[m]>0:
3664 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3665 if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
3675 prout(_(" encounters Tholian web at %s;") % h)
3677 prout(_(" blocked by object at %s;") % h)
3678 proutn(_("Emergency stop required "))
3679 prout(_("%2d units of energy.") % int(stopegy))
3680 game.energy -= stopegy
3681 if game.energy <= 0:
3688 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3689 game.inorbit = False
3690 # If tractor beam is to occur, don't move full distance
3691 if game.state.date+game.optime >= scheduled(FTBEAM):
3693 game.condition = "red"
3694 course.distance = course.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3695 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3697 game.quad[game.sector.i][game.sector.j] = IHDOT
3698 for m in range(course.moves):
3701 if course.origin.quadrant() != course.location.quadrant():
3702 newquadrant(noattack)
3704 elif check_collision(w):
3705 print "Collision detected"
3709 # We're in destination quadrant -- compute new average enemy distances
3710 game.quad[game.sector.i][game.sector.j] = game.ship
3712 for enemy in game.enemies:
3713 finald = (w-enemy.kloc).distance()
3714 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3715 enemy.kdist = finald
3716 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
3717 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3718 attack(torps_ok=False)
3719 for enemy in game.enemies:
3720 enemy.kavgd = enemy.kdist
3723 setwnd(message_window)
3727 "Dock our ship at a starbase."
3729 if game.condition == "docked" and verbose:
3730 prout(_("Already docked."))
3733 prout(_("You must first leave standard orbit."))
3735 if not game.base.is_valid() or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
3736 prout(crmshp() + _(" not adjacent to base."))
3738 game.condition = "docked"
3742 if game.energy < game.inenrg:
3743 game.energy = game.inenrg
3744 game.shield = game.inshld
3745 game.torps = game.intorps
3746 game.lsupres = game.inlsr
3747 game.state.crew = FULLCREW
3748 if not damaged(DRADIO) and \
3749 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3750 # get attack report from base
3751 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3755 # This program originally required input in terms of a (clock)
3756 # direction and distance. Somewhere in history, it was changed to
3757 # cartesian coordinates. So we need to convert. Probably
3758 # "manual" input should still be done this way -- it's a real
3759 # pain if the computer isn't working! Manual mode is still confusing
3760 # because it involves giving x and y motions, yet the coordinates
3761 # are always displayed y - x, where +y is downward!
3763 def cartesian(loc1=None, loc2=None):
3765 return game.quadrant * QUADSIZE + game.sector
3767 return game.quadrant * QUADSIZE + loc1
3769 return loc1 * QUADSIZE + loc2
3771 def getcourse(isprobe):
3772 "Get a course and distance from the user."
3774 dquad = copy.copy(game.quadrant)
3775 navmode = "unspecified"
3779 if game.landed and not isprobe:
3780 prout(_("Dummy! You can't leave standard orbit until you"))
3781 proutn(_("are back aboard the ship."))
3784 while navmode == "unspecified":
3785 if damaged(DNAVSYS):
3787 prout(_("Computer damaged; manual navigation only"))
3789 prout(_("Computer damaged; manual movement only"))
3794 key = scanner.next()
3796 proutn(_("Manual or automatic- "))
3799 elif key == "IHALPHA":
3800 if scanner.sees("manual"):
3802 key = scanner.next()
3804 elif scanner.sees("automatic"):
3805 navmode = "automatic"
3806 key = scanner.next()
3814 prout(_("(Manual navigation assumed.)"))
3816 prout(_("(Manual movement assumed.)"))
3820 if navmode == "automatic":
3821 while key == "IHEOL":
3823 proutn(_("Target quadrant or quadrant§or- "))
3825 proutn(_("Destination sector or quadrant§or- "))
3828 key = scanner.next()
3832 xi = int(round(scanner.real))-1
3833 key = scanner.next()
3837 xj = int(round(scanner.real))-1
3838 key = scanner.next()
3840 # both quadrant and sector specified
3841 xk = int(round(scanner.real))-1
3842 key = scanner.next()
3846 xl = int(round(scanner.real))-1
3852 # only one pair of numbers was specified
3854 # only quadrant specified -- go to center of dest quad
3857 dsect.j = dsect.i = 4 # preserves 1-origin behavior
3859 # only sector specified
3863 if not dquad.valid_quadrant() or not dsect.valid_sector():
3870 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
3872 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
3873 # the actual deltas get computed here
3874 delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
3875 delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
3877 while key == "IHEOL":
3878 proutn(_("X and Y displacements- "))
3881 key = scanner.next()
3886 delta.j = scanner.real
3887 key = scanner.next()
3891 delta.i = scanner.real
3892 # Check for zero movement
3893 if delta.i == 0 and delta.j == 0:
3896 if itemp == "verbose" and not isprobe:
3898 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
3900 return course(bearing=delta.bearing(), distance=delta.distance())
3903 def __init__(self, bearing, distance, origin=None):
3904 self.distance = distance
3905 self.bearing = bearing
3907 self.origin = cartesian(game.quadrant, game.sector)
3909 self.origin = origin
3910 # The bearing() code we inherited from FORTRAN is actually computing
3911 # clockface directions!
3912 if self.bearing < 0.0:
3913 self.bearing += 12.0
3914 self.angle = ((15.0 - self.bearing) * 0.5235988)
3916 self.origin = cartesian(game.quadrant, game.sector)
3918 self.origin = cartesian(game.quadrant, origin)
3919 self.increment = coord(-math.sin(self.angle), math.cos(self.angle))
3920 bigger = max(abs(self.increment.i), abs(self.increment.j))
3921 self.increment /= bigger
3922 self.moves = int(round(10*self.distance*bigger))
3924 self.final = (self.location + self.moves*self.increment).roundtogrid()
3926 self.location = self.origin
3929 return self.location.roundtogrid() == self.final
3931 "Next step on course."
3933 self.nextlocation = self.location + self.increment
3934 samequad = (self.location.quadrant() == self.nextlocation.quadrant())
3935 self.location = self.nextlocation
3938 return self.location.quadrant()
3940 return self.location.sector()
3941 def power(self, warp):
3942 return self.distance*(warp**3)*(game.shldup+1)
3943 def time(self, warp):
3944 return 10.0*self.distance/warp**2
3947 "Move under impulse power."
3949 if damaged(DIMPULS):
3952 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
3954 if game.energy > 30.0:
3956 course = getcourse(isprobe=False)
3959 power = 20.0 + 100.0*course.distance
3962 if power >= game.energy:
3963 # Insufficient power for trip
3965 prout(_("First Officer Spock- \"Captain, the impulse engines"))
3966 prout(_("require 20.0 units to engage, plus 100.0 units per"))
3967 if game.energy > 30:
3968 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
3969 int(0.01 * (game.energy-20.0)-0.05))
3970 prout(_(" quadrants.\""))
3972 prout(_("quadrant. They are, therefore, useless.\""))
3975 # Make sure enough time is left for the trip
3976 game.optime = course.dist/0.095
3977 if game.optime >= game.state.remtime:
3978 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
3979 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
3980 proutn(_("we dare spend the time?\" "))
3983 # Activate impulse engines and pay the cost
3984 imove(course, noattack=False)
3988 power = 20.0 + 100.0*course.dist
3989 game.energy -= power
3990 game.optime = course.dist/0.095
3991 if game.energy <= 0:
3995 def warp(course, involuntary):
3996 "ove under warp drive."
3997 blooey = False; twarp = False
3998 if not involuntary: # Not WARPX entry
4000 if game.damage[DWARPEN] > 10.0:
4003 prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
4005 if damaged(DWARPEN) and game.warpfac > 4.0:
4008 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4009 prout(_(" is repaired, I can only give you warp 4.\""))
4011 # Read in course and distance
4014 course = getcourse(isprobe=False)
4017 # Make sure starship has enough energy for the trip
4018 # Note: this formula is slightly different from the C version,
4019 # and lets you skate a bit closer to the edge.
4020 if course.power(game.warpfac) >= game.energy:
4021 # Insufficient power for trip
4024 prout(_("Engineering to bridge--"))
4025 if not game.shldup or 0.5*power > game.energy:
4026 iwarp = (game.energy/(course.dist+0.05)) ** 0.333333333
4028 prout(_("We can't do it, Captain. We don't have enough energy."))
4030 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4033 prout(_("if you'll lower the shields."))
4037 prout(_("We haven't the energy to go that far with the shields up."))
4039 # Make sure enough time is left for the trip
4040 game.optime = course.time(game.warpfac)
4041 if game.optime >= 0.8*game.state.remtime:
4043 prout(_("First Officer Spock- \"Captain, I compute that such"))
4044 proutn(_(" a trip would require approximately %2.0f") %
4045 (100.0*game.optime/game.state.remtime))
4046 prout(_(" percent of our"))
4047 proutn(_(" remaining time. Are you sure this is wise?\" "))
4053 if game.warpfac > 6.0:
4054 # Decide if engine damage will occur
4055 # ESR: Seems wrong. Probability of damage goes *down* with distance?
4056 prob = course.distance*(6.0-game.warpfac)**2/66.666666666
4057 if prob > randreal():
4059 course.distance = randreal(course.distance)
4060 # Decide if time warp will occur
4061 if 0.5*course.distance*math.pow(7.0,game.warpfac-10.0) > randreal():
4063 if idebug and game.warpfac==10 and not twarp:
4065 proutn("=== Force time warp? ")
4069 # If time warp or engine damage, check path
4070 # If it is obstructed, don't do warp or damage
4071 for m in range(course.moves):
4074 if not w.valid_sector():
4076 if game.quad[w.i][w.j] != IHDOT:
4080 # Activate Warp Engines and pay the cost
4081 imove(course, noattack=False)
4084 game.energy -= course.power(game.warpfac)
4085 if game.energy <= 0:
4087 game.optime = course.time(game.warpfac)
4091 game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
4093 prout(_("Engineering to bridge--"))
4094 prout(_(" Scott here. The warp engines are damaged."))
4095 prout(_(" We'll have to reduce speed to warp 4."))
4100 "Change the warp factor."
4106 proutn(_("Warp factor- "))
4111 if game.damage[DWARPEN] > 10.0:
4112 prout(_("Warp engines inoperative."))
4114 if damaged(DWARPEN) and scanner.real > 4.0:
4115 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4116 prout(_(" but right now we can only go warp 4.\""))
4118 if scanner.real > 10.0:
4119 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4121 if scanner.real < 1.0:
4122 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4124 oldfac = game.warpfac
4125 game.warpfac = scanner.real
4126 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4127 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4130 if game.warpfac < 8.00:
4131 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4133 if game.warpfac == 10.0:
4134 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4136 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4140 "Cope with being tossed out of quadrant by supernova or yanked by beam."
4142 # is captain on planet?
4144 if damaged(DTRANSP):
4147 prout(_("Scotty rushes to the transporter controls."))
4149 prout(_("But with the shields up it's hopeless."))
4151 prouts(_("His desperate attempt to rescue you . . ."))
4156 prout(_("SUCCEEDS!"))
4159 proutn(_("The crystals mined were "))
4167 # Check to see if captain in shuttle craft
4172 # Inform captain of attempt to reach safety
4176 prouts(_("***RED ALERT! RED ALERT!"))
4178 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4179 prouts(_(" a supernova."))
4181 prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
4182 prout(_("safely out of quadrant."))
4183 if not damaged(DRADIO):
4184 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
4185 # Try to use warp engines
4186 if damaged(DWARPEN):
4188 prout(_("Warp engines damaged."))
4191 game.warpfac = randreal(6.0, 8.0)
4192 prout(_("Warp factor set to %d") % int(game.warpfac))
4193 power = 0.75*game.energy
4194 dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4195 dist = max(dist, randreal(math.sqrt(2)))
4196 bugout = course(bearing=randreal(12), distance=dist) # How dumb!
4197 game.optime = bugout.time(game.warpfac)
4199 game.inorbit = False
4200 warp(bugout, involuntary=True)
4202 # This is bad news, we didn't leave quadrant.
4206 prout(_("Insufficient energy to leave quadrant."))
4209 # Repeat if another snova
4210 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
4212 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
4213 finish(FWON) # Snova killed remaining enemy.
4216 "Let's do the time warp again."
4217 prout(_("***TIME WARP ENTERED."))
4218 if game.state.snap and withprob(0.5):
4220 prout(_("You are traveling backwards in time %d stardates.") %
4221 int(game.state.date-game.snapsht.date))
4222 game.state = game.snapsht
4223 game.state.snap = False
4224 if len(game.state.kcmdr):
4225 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4226 schedule(FBATTAK, expran(0.3*game.intime))
4227 schedule(FSNOVA, expran(0.5*game.intime))
4228 # next snapshot will be sooner
4229 schedule(FSNAP, expran(0.25*game.state.remtime))
4231 if game.state.nscrem:
4232 schedule(FSCMOVE, 0.2777)
4236 game.battle.invalidate()
4237 # Make sure Galileo is consistant -- Snapshot may have been taken
4238 # when on planet, which would give us two Galileos!
4240 for l in range(game.inplan):
4241 if game.state.planets[l].known == "shuttle_down":
4243 if game.iscraft == "onship" and game.ship==IHE:
4244 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4245 game.iscraft = "offship"
4246 # Likewise, if in the original time the Galileo was abandoned, but
4247 # was on ship earlier, it would have vanished -- let's restore it.
4248 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4249 prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""))
4250 game.iscraft = "onship"
4251 # There used to be code to do the actual reconstrction here,
4252 # but the starchart is now part of the snapshotted galaxy state.
4253 prout(_("Spock has reconstructed a correct star chart from memory"))
4255 # Go forward in time
4256 game.optime = -0.5*game.intime*math.log(randreal())
4257 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4258 # cheat to make sure no tractor beams occur during time warp
4259 postpone(FTBEAM, game.optime)
4260 game.damage[DRADIO] += game.optime
4262 events() # Stas Sergeev added this -- do pending events
4265 "Launch deep-space probe."
4266 # New code to launch a deep space probe
4267 if game.nprobes == 0:
4270 if game.ship == IHE:
4271 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4273 prout(_("Ye Faerie Queene has no deep space probes."))
4278 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4280 if is_scheduled(FDSPROB):
4283 if damaged(DRADIO) and game.condition != "docked":
4284 prout(_("Spock- \"Records show the previous probe has not yet"))
4285 prout(_(" reached its destination.\""))
4287 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4289 key = scanner.next()
4291 if game.nprobes == 1:
4292 prout(_("1 probe left."))
4294 prout(_("%d probes left") % game.nprobes)
4295 proutn(_("Are you sure you want to fire a probe? "))
4298 game.isarmed = False
4299 if key == "IHALPHA" and scanner.token == "armed":
4301 key = scanner.next()
4302 elif key == "IHEOL":
4303 proutn(_("Arm NOVAMAX warhead? "))
4305 elif key == "IHREAL": # first element of course
4306 scanner.push(scanner.token)
4308 game.probe = getcourse(isprobe=True)
4312 schedule(FDSPROB, 0.01) # Time to move one sector
4313 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4318 "Yell for help from nearest starbase."
4319 # There's more than one way to move in this game!
4321 # Test for conditions which prevent calling for help
4322 if game.condition == "docked":
4323 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4326 prout(_("Subspace radio damaged."))
4328 if not game.state.baseq:
4329 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4332 prout(_("You must be aboard the %s.") % crmshp())
4334 # OK -- call for help from nearest starbase
4337 # There's one in this quadrant
4338 ddist = (game.base - game.sector).distance()
4341 for ibq in game.state.baseq:
4342 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4345 # Since starbase not in quadrant, set up new quadrant
4348 # dematerialize starship
4349 game.quad[game.sector.i][game.sector.j]=IHDOT
4350 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4351 % (game.quadrant, crmshp()))
4352 game.sector.invalidate()
4353 for m in range(1, 5+1):
4354 w = game.base.scatter()
4355 if w.valid_sector() and game.quad[w.i][w.j]==IHDOT:
4356 # found one -- finish up
4359 if not game.sector.is_valid():
4360 prout(_("You have been lost in space..."))
4361 finish(FMATERIALIZE)
4363 # Give starbase three chances to rematerialize starship
4364 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4365 for m in range(1, 3+1):
4366 if m == 1: proutn(_("1st"))
4367 elif m == 2: proutn(_("2nd"))
4368 elif m == 3: proutn(_("3rd"))
4369 proutn(_(" attempt to re-materialize ") + crmshp())
4370 game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
4373 if randreal() > probf:
4376 curses.delay_output(500)
4379 game.quad[ix][iy]=IHQUEST
4382 setwnd(message_window)
4383 finish(FMATERIALIZE)
4385 game.quad[ix][iy]=game.ship
4387 prout(_("succeeds."))
4391 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4396 if game.condition=="docked":
4398 prout(_("You cannot abandon Ye Faerie Queene."))
4401 # Must take shuttle craft to exit
4402 if game.damage[DSHUTTL]==-1:
4403 prout(_("Ye Faerie Queene has no shuttle craft."))
4405 if game.damage[DSHUTTL]<0:
4406 prout(_("Shuttle craft now serving Big Macs."))
4408 if game.damage[DSHUTTL]>0:
4409 prout(_("Shuttle craft damaged."))
4412 prout(_("You must be aboard the ship."))
4414 if game.iscraft != "onship":
4415 prout(_("Shuttle craft not currently available."))
4417 # Emit abandon ship messages
4419 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4421 prouts(_("***ALL HANDS ABANDON SHIP!"))
4423 prout(_("Captain and crew escape in shuttle craft."))
4424 if not game.state.baseq:
4425 # Oops! no place to go...
4428 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4430 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4431 prout(_("Remainder of ship's complement beam down"))
4432 prout(_("to nearest habitable planet."))
4433 elif q.planet != None and not damaged(DTRANSP):
4434 prout(_("Remainder of ship's complement beam down to %s.") %
4437 prout(_("Entire crew of %d left to die in outer space.") %
4439 game.casual += game.state.crew
4440 game.abandoned += game.state.crew
4441 # If at least one base left, give 'em the Faerie Queene
4443 game.icrystl = False # crystals are lost
4444 game.nprobes = 0 # No probes
4445 prout(_("You are captured by Klingons and released to"))
4446 prout(_("the Federation in a prisoner-of-war exchange."))
4447 nb = randrange(len(game.state.baseq))
4448 # Set up quadrant and position FQ adjacient to base
4449 if not game.quadrant == game.state.baseq[nb]:
4450 game.quadrant = game.state.baseq[nb]
4451 game.sector.i = game.sector.j = 5
4454 # position next to base by trial and error
4455 game.quad[game.sector.i][game.sector.j] = IHDOT
4456 for l in range(QUADSIZE):
4457 game.sector = game.base.scatter()
4458 if game.sector.valid_sector() and \
4459 game.quad[game.sector.i][game.sector.j] == IHDOT:
4462 break # found a spot
4463 game.sector.i=QUADSIZE/2
4464 game.sector.j=QUADSIZE/2
4466 # Get new commission
4467 game.quad[game.sector.i][game.sector.j] = game.ship = IHF
4468 game.state.crew = FULLCREW
4469 prout(_("Starfleet puts you in command of another ship,"))
4470 prout(_("the Faerie Queene, which is antiquated but,"))
4471 prout(_("still useable."))
4473 prout(_("The dilithium crystals have been moved."))
4475 game.iscraft = "offship" # Galileo disappears
4477 game.condition="docked"
4478 for l in range(NDEVICES):
4479 game.damage[l] = 0.0
4480 game.damage[DSHUTTL] = -1
4481 game.energy = game.inenrg = 3000.0
4482 game.shield = game.inshld = 1250.0
4483 game.torps = game.intorps = 6
4484 game.lsupres=game.inlsr=3.0
4489 # Code from planets.c begins here.
4492 "Abort a lengthy operation if an event interrupts it."
4495 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
4500 "Report on (uninhabited) planets in the galaxy."
4504 prout(_("Spock- \"Planet report follows, Captain.\""))
4506 for i in range(game.inplan):
4507 if game.state.planets[i].pclass == "destroyed":
4509 if (game.state.planets[i].known != "unknown" \
4510 and not game.state.planets[i].inhabited) \
4513 if idebug and game.state.planets[i].known=="unknown":
4514 proutn("(Unknown) ")
4515 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4516 proutn(_(" class "))
4517 proutn(game.state.planets[i].pclass)
4519 if game.state.planets[i].crystals != present:
4521 prout(_("dilithium crystals present."))
4522 if game.state.planets[i].known=="shuttle_down":
4523 prout(_(" Shuttle Craft Galileo on surface."))
4525 prout(_("No information available."))
4528 "Enter standard orbit."
4532 prout(_("Already in standard orbit."))
4534 if damaged(DWARPEN) and damaged(DIMPULS):
4535 prout(_("Both warp and impulse engines damaged."))
4537 if not game.plnet.is_valid():
4538 prout("There is no planet in this sector.")
4540 if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4541 prout(crmshp() + _(" not adjacent to planet."))
4544 game.optime = randreal(0.02, 0.05)
4545 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4549 game.height = randreal(1400, 8600)
4550 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4555 "Examine planets in this quadrant."
4556 if damaged(DSRSENS):
4557 if game.options & OPTION_TTY:
4558 prout(_("Short range sensors damaged."))
4560 if game.iplnet == None:
4561 if game.options & OPTION_TTY:
4562 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4564 if game.iplnet.known == "unknown":
4565 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4567 prout(_(" Planet at Sector %s is of class %s.") %
4568 (game.plnet, game.iplnet.pclass))
4569 if game.iplnet.known=="shuttle_down":
4570 prout(_(" Sensors show Galileo still on surface."))
4571 proutn(_(" Readings indicate"))
4572 if game.iplnet.crystals != "present":
4574 prout(_(" dilithium crystals present.\""))
4575 if game.iplnet.known == "unknown":
4576 game.iplnet.known = "known"
4577 elif game.iplnet.inhabited:
4578 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4579 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4582 "Use the transporter."
4586 if damaged(DTRANSP):
4587 prout(_("Transporter damaged."))
4588 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4590 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4594 if not game.inorbit:
4595 prout(crmshp() + _(" not in standard orbit."))
4598 prout(_("Impossible to transport through shields."))
4600 if game.iplnet.known=="unknown":
4601 prout(_("Spock- \"Captain, we have no information on this planet"))
4602 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4603 prout(_(" you may not go down.\""))
4605 if not game.landed and game.iplnet.crystals=="absent":
4606 prout(_("Spock- \"Captain, I fail to see the logic in"))
4607 prout(_(" exploring a planet with no dilithium crystals."))
4608 proutn(_(" Are you sure this is wise?\" "))
4612 if not (game.options & OPTION_PLAIN):
4613 nrgneed = 50 * game.skill + game.height / 100.0
4614 if nrgneed > game.energy:
4615 prout(_("Engineering to bridge--"))
4616 prout(_(" Captain, we don't have enough energy for transportation."))
4618 if not game.landed and nrgneed * 2 > game.energy:
4619 prout(_("Engineering to bridge--"))
4620 prout(_(" Captain, we have enough energy only to transport you down to"))
4621 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4622 if game.iplnet.known == "shuttle_down":
4623 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4624 proutn(_(" Are you sure this is wise?\" "))
4629 # Coming from planet
4630 if game.iplnet.known=="shuttle_down":
4631 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4635 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4636 prout(_("Landing party assembled, ready to beam up."))
4638 prout(_("Kirk whips out communicator..."))
4639 prouts(_("BEEP BEEP BEEP"))
4641 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4644 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4646 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4648 prout(_("Kirk- \"Energize.\""))
4651 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4654 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4656 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4659 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4660 game.landed = not game.landed
4661 game.energy -= nrgneed
4663 prout(_("Transport complete."))
4664 if game.landed and game.iplnet.known=="shuttle_down":
4665 prout(_("The shuttle craft Galileo is here!"))
4666 if not game.landed and game.imine:
4673 "Strip-mine a world for dilithium."
4677 prout(_("Mining party not on planet."))
4679 if game.iplnet.crystals == "mined":
4680 prout(_("This planet has already been strip-mined for dilithium."))
4682 elif game.iplnet.crystals == "absent":
4683 prout(_("No dilithium crystals on this planet."))
4686 prout(_("You've already mined enough crystals for this trip."))
4688 if game.icrystl and game.cryprob == 0.05:
4689 prout(_("With all those fresh crystals aboard the ") + crmshp())
4690 prout(_("there's no reason to mine more at this time."))
4692 game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4695 prout(_("Mining operation complete."))
4696 game.iplnet.crystals = "mined"
4697 game.imine = game.ididit = True
4700 "Use dilithium crystals."
4704 if not game.icrystl:
4705 prout(_("No dilithium crystals available."))
4707 if game.energy >= 1000:
4708 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4709 prout(_(" except when Condition Yellow exists."))
4711 prout(_("Spock- \"Captain, I must warn you that loading"))
4712 prout(_(" raw dilithium crystals into the ship's power"))
4713 prout(_(" system may risk a severe explosion."))
4714 proutn(_(" Are you sure this is wise?\" "))
4719 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4720 prout(_(" Mr. Spock and I will try it.\""))
4722 prout(_("Spock- \"Crystals in place, Sir."))
4723 prout(_(" Ready to activate circuit.\""))
4725 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4727 if with(game.cryprob):
4728 prouts(_(" \"Activating now! - - No good! It's***"))
4730 prouts(_("***RED ALERT! RED A*L********************************"))
4733 prouts(_("****************** KA-BOOM!!!! *******************"))
4737 game.energy += randreal(5000.0, 5500.0)
4738 prouts(_(" \"Activating now! - - "))
4739 prout(_("The instruments"))
4740 prout(_(" are going crazy, but I think it's"))
4741 prout(_(" going to work!! Congratulations, Sir!\""))
4746 "Use shuttlecraft for planetary jaunt."
4749 if damaged(DSHUTTL):
4750 if game.damage[DSHUTTL] == -1.0:
4751 if game.inorbit and game.iplnet.known == "shuttle_down":
4752 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4754 prout(_("Ye Faerie Queene had no shuttle craft."))
4755 elif game.damage[DSHUTTL] > 0:
4756 prout(_("The Galileo is damaged."))
4757 else: # game.damage[DSHUTTL] < 0
4758 prout(_("Shuttle craft is now serving Big Macs."))
4760 if not game.inorbit:
4761 prout(crmshp() + _(" not in standard orbit."))
4763 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4764 prout(_("Shuttle craft not currently available."))
4766 if not game.landed and game.iplnet.known=="shuttle_down":
4767 prout(_("You will have to beam down to retrieve the shuttle craft."))
4769 if game.shldup or game.condition == "docked":
4770 prout(_("Shuttle craft cannot pass through shields."))
4772 if game.iplnet.known=="unknown":
4773 prout(_("Spock- \"Captain, we have no information on this planet"))
4774 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4775 prout(_(" you may not fly down.\""))
4777 game.optime = 3.0e-5*game.height
4778 if game.optime >= 0.8*game.state.remtime:
4779 prout(_("First Officer Spock- \"Captain, I compute that such"))
4780 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4781 int(100*game.optime/game.state.remtime))
4782 prout(_("remaining time."))
4783 proutn(_("Are you sure this is wise?\" "))
4789 if game.iscraft == "onship":
4791 if not damaged(DTRANSP):
4792 proutn(_("Spock- \"Would you rather use the transporter?\" "))
4796 proutn(_("Shuttle crew"))
4798 proutn(_("Rescue party"))
4799 prout(_(" boards Galileo and swoops toward planet surface."))
4800 game.iscraft = "offship"
4804 game.iplnet.known="shuttle_down"
4805 prout(_("Trip complete."))
4808 # Ready to go back to ship
4809 prout(_("You and your mining party board the"))
4810 prout(_("shuttle craft for the trip back to the Enterprise."))
4812 prouts(_("The short hop begins . . ."))
4814 game.iplnet.known="known"
4820 game.iscraft = "onship"
4826 prout(_("Trip complete."))
4829 # Kirk on ship and so is Galileo
4830 prout(_("Mining party assembles in the hangar deck,"))
4831 prout(_("ready to board the shuttle craft \"Galileo\"."))
4833 prouts(_("The hangar doors open; the trip begins."))
4836 game.iscraft = "offship"
4839 game.iplnet.known = "shuttle_down"
4842 prout(_("Trip complete."))
4846 "Use the big zapper."
4850 if game.ship != IHE:
4851 prout(_("Ye Faerie Queene has no death ray."))
4853 if len(game.enemies)==0:
4854 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
4857 prout(_("Death Ray is damaged."))
4859 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
4860 prout(_(" is highly unpredictible. Considering the alternatives,"))
4861 proutn(_(" are you sure this is wise?\" "))
4864 prout(_("Spock- \"Acknowledged.\""))
4867 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
4869 prout(_("Crew scrambles in emergency preparation."))
4870 prout(_("Spock and Scotty ready the death ray and"))
4871 prout(_("prepare to channel all ship's power to the device."))
4873 prout(_("Spock- \"Preparations complete, sir.\""))
4874 prout(_("Kirk- \"Engage!\""))
4876 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
4879 if game.options & OPTION_PLAIN:
4883 prouts(_("Sulu- \"Captain! It's working!\""))
4885 while len(game.enemies) > 0:
4886 deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.i][game.enemies[1].kloc.j],game.enemies[1].kloc)
4887 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
4888 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
4890 if (game.options & OPTION_PLAIN) == 0:
4891 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
4893 prout(_(" is still operational.\""))
4895 prout(_(" has been rendered nonfunctional.\""))
4896 game.damage[DDRAY] = 39.95
4898 r = randreal() # Pick failure method
4900 prouts(_("Sulu- \"Captain! It's working!\""))
4902 prouts(_("***RED ALERT! RED ALERT!"))
4904 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
4906 prouts(_("***RED ALERT! RED A*L********************************"))
4909 prouts(_("****************** KA-BOOM!!!! *******************"))
4914 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
4916 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
4918 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
4919 prout(_(" have apparently been transformed into strange mutations."))
4920 prout(_(" Vulcans do not seem to be affected."))
4922 prout(_("Kirk- \"Raauch! Raauch!\""))
4927 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
4929 proutn(_("Spock- \"I believe the word is"))
4930 prouts(_(" *ASTONISHING*"))
4931 prout(_(" Mr. Sulu."))
4932 for i in range(QUADSIZE):
4933 for j in range(QUADSIZE):
4934 if game.quad[i][j] == IHDOT:
4935 game.quad[i][j] = IHQUEST
4936 prout(_(" Captain, our quadrant is now infested with"))
4937 prouts(_(" - - - - - - *THINGS*."))
4939 prout(_(" I have no logical explanation.\""))
4941 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
4943 prout(_("Scotty- \"There are so many tribbles down here"))
4944 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
4948 # Code from reports.c begins here
4950 def attackreport(curt):
4951 "eport status of bases under attack."
4953 if is_scheduled(FCDBAS):
4954 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
4955 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
4956 elif game.isatb == 1:
4957 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
4958 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
4960 prout(_("No Starbase is currently under attack."))
4962 if is_scheduled(FCDBAS):
4963 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
4965 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
4969 # report on general game status
4971 s1 = "" and game.thawed and _("thawed ")
4972 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
4973 s3 = (None, _("novice"). _("fair"),
4974 _("good"), _("expert"), _("emeritus"))[game.skill]
4975 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
4976 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
4977 prout(_("No plaque is allowed."))
4979 prout(_("This is tournament game %d.") % game.tourn)
4980 prout(_("Your secret password is \"%s\"") % game.passwd)
4981 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)),
4982 (game.inkling + game.incom + game.inscom)))
4983 if game.incom - len(game.state.kcmdr):
4984 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
4985 elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
4986 prout(_(", but no Commanders."))
4989 if game.skill > SKILL_FAIR:
4990 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
4991 if len(game.state.baseq) != game.inbase:
4993 if game.inbase-len(game.state.baseq)==1:
4994 proutn(_("has been 1 base"))
4996 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
4997 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
4999 prout(_("There are %d bases.") % game.inbase)
5000 if communicating() or game.iseenit:
5001 # Don't report this if not seen and
5002 # either the radio is dead or not at base!
5006 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5008 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5009 if game.ship == IHE:
5010 proutn(_("You have "))
5012 proutn("%d" % (game.nprobes))
5015 proutn(_(" deep space probe"))
5019 if communicating() and is_scheduled(FDSPROB):
5021 proutn(_("An armed deep space probe is in "))
5023 proutn(_("A deep space probe is in "))
5024 prout("Quadrant %s." % game.probec)
5026 if game.cryprob <= .05:
5027 prout(_("Dilithium crystals aboard ship... not yet used."))
5031 while game.cryprob > ai:
5034 prout(_("Dilithium crystals have been used %d time%s.") % \
5035 (i, (_("s"), "")[i==1]))
5039 "Long-range sensor scan."
5040 if damaged(DLRSENS):
5041 # Now allow base's sensors if docked
5042 if game.condition != "docked":
5044 prout(_("LONG-RANGE SENSORS DAMAGED."))
5047 prout(_("Starbase's long-range scan"))
5049 prout(_("Long-range scan"))
5050 for x in range(game.quadrant.i-1, game.quadrant.i+2):
5053 for y in range(game.quadrant.j-1, game.quadrant.j+2):
5054 if not coord(x, y).valid_quadrant():
5058 if not damaged(DRADIO):
5059 game.state.galaxy[x][y].charted = True
5060 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5061 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5062 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5063 if not silent and game.state.galaxy[x][y].supernova:
5066 proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
5073 for i in range(NDEVICES):
5076 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5077 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5079 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5080 game.damage[i]+0.05,
5081 game.docfac*game.damage[i]+0.005))
5083 prout(_("All devices functional."))
5086 "Update the chart in the Enterprise's computer from galaxy data."
5087 game.lastchart = game.state.date
5088 for i in range(GALSIZE):
5089 for j in range(GALSIZE):
5090 if game.state.galaxy[i][j].charted:
5091 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5092 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5093 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5096 "Display the star chart."
5098 if (game.options & OPTION_AUTOSCAN):
5100 if not damaged(DRADIO):
5102 if game.lastchart < game.state.date and game.condition == "docked":
5103 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5105 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5106 if game.state.date > game.lastchart:
5107 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5108 prout(" 1 2 3 4 5 6 7 8")
5109 for i in range(GALSIZE):
5110 proutn("%d |" % (i+1))
5111 for j in range(GALSIZE):
5112 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5116 if game.state.galaxy[i][j].supernova:
5118 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5120 elif game.state.galaxy[i][j].charted:
5121 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5125 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5133 def sectscan(goodScan, i, j):
5134 "Light up an individual dot in a sector."
5135 if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
5136 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):
5137 #if game.condition == "red": textcolor("red")
5138 #elif game.condition == "green": textcolor("green")
5139 #elif game.condition == "yellow": textcolor("yellow")
5140 #elif game.condition == "docked": textcolor("cyan")
5141 #elif game.condition == "dead": textcolor("brown")
5142 if game.quad[i][j] != game.ship:
5144 proutn("%c " % game.quad[i][j])
5150 "Emit status report lines"
5151 if not req or req == 1:
5152 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5153 % (game.state.date, game.state.remtime))
5154 if not req or req == 2:
5155 if game.condition != "docked":
5158 for t in range(NDEVICES):
5159 if game.damage[t]>0:
5161 prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
5162 if not req or req == 3:
5163 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5164 if not req or req == 4:
5165 if damaged(DLIFSUP):
5166 if game.condition == "docked":
5167 s = _("DAMAGED, Base provides")
5169 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5172 prstat(_("Life Support"), s)
5173 if not req or req == 5:
5174 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5175 if not req or req == 6:
5177 if game.icrystl and (game.options & OPTION_SHOWME):
5178 extra = _(" (have crystals)")
5179 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5180 if not req or req == 7:
5181 prstat(_("Torpedoes"), "%d" % (game.torps))
5182 if not req or req == 8:
5183 if damaged(DSHIELD):
5189 data = _(" %d%% %.1f units") \
5190 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5191 prstat(_("Shields"), s+data)
5192 if not req or req == 9:
5193 prstat(_("Klingons Left"), "%d" \
5194 % (game.state.remkl+len(game.state.kcmdr)+game.state.nscrem))
5195 if not req or req == 10:
5196 if game.options & OPTION_WORLDS:
5197 plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
5198 if plnet and plnet.inhabited:
5199 prstat(_("Major system"), plnet.name)
5201 prout(_("Sector is uninhabited"))
5202 elif not req or req == 11:
5203 attackreport(not req)
5206 "Request specified status data, a historical relic from slow TTYs."
5207 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5208 while scanner.next() == "IHEOL":
5209 proutn(_("Information desired? "))
5211 if scanner.token in requests:
5212 status(requests.index(scanner.token))
5214 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5215 prout((" date, condition, position, lsupport, warpfactor,"))
5216 prout((" energy, torpedoes, shields, klingons, system, time."))
5221 if damaged(DSRSENS):
5222 # Allow base's sensors if docked
5223 if game.condition != "docked":
5224 prout(_(" S.R. SENSORS DAMAGED!"))
5227 prout(_(" [Using Base's sensors]"))
5229 prout(_(" Short-range scan"))
5230 if goodScan and not damaged(DRADIO):
5231 game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
5232 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
5233 game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
5234 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
5235 prout(" 1 2 3 4 5 6 7 8 9 10")
5236 if game.condition != "docked":
5238 for i in range(QUADSIZE):
5239 proutn("%2d " % (i+1))
5240 for j in range(QUADSIZE):
5241 sectscan(goodScan, i, j)
5245 "Use computer to get estimated time of arrival for a warp jump."
5246 w1 = coord(); w2 = coord()
5248 if damaged(DCOMPTR):
5249 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5252 if scanner.next() != "IHREAL":
5255 proutn(_("Destination quadrant and/or sector? "))
5256 if scanner.next()!="IHREAL":
5259 w1.j = int(scanner.real-0.5)
5260 if scanner.next() != "IHREAL":
5263 w1.i = int(scanner.real-0.5)
5264 if scanner.next() == "IHREAL":
5265 w2.j = int(scanner.real-0.5)
5266 if scanner.next() != "IHREAL":
5269 w2.i = int(scanner.real-0.5)
5271 if game.quadrant.j>w1.i:
5275 if game.quadrant.i>w1.j:
5279 if not w1.valid_quadrant() or not w2.valid_sector():
5282 dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
5283 (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
5286 prout(_("Answer \"no\" if you don't know the value:"))
5289 proutn(_("Time or arrival date? "))
5290 if scanner.next()=="IHREAL":
5291 ttime = scanner.real
5292 if ttime > game.state.date:
5293 ttime -= game.state.date # Actually a star date
5294 twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
5295 if ttime <= 1e-10 or twarp > 10:
5296 prout(_("We'll never make it, sir."))
5303 proutn(_("Warp factor? "))
5304 if scanner.next()== "IHREAL":
5306 twarp = scanner.real
5307 if twarp<1.0 or twarp > 10.0:
5311 prout(_("Captain, certainly you can give me one of these."))
5314 ttime = (10.0*dist)/twarp**2
5315 tpower = dist*twarp*twarp*twarp*(game.shldup+1)
5316 if tpower >= game.energy:
5317 prout(_("Insufficient energy, sir."))
5318 if not game.shldup or tpower > game.energy*2.0:
5321 proutn(_("New warp factor to try? "))
5322 if scanner.next() == "IHREAL":
5324 twarp = scanner.real
5325 if twarp<1.0 or twarp > 10.0:
5333 prout(_("But if you lower your shields,"))
5334 proutn(_("remaining"))
5337 proutn(_("Remaining"))
5338 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5340 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5342 prout(_("Any warp speed is adequate."))
5344 prout(_("Minimum warp needed is %.2f,") % (twarp))
5345 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5346 if game.state.remtime < ttime:
5347 prout(_("Unfortunately, the Federation will be destroyed by then."))
5349 prout(_("You'll be taking risks at that speed, Captain"))
5350 if (game.isatb==1 and game.state.kscmdr == w1 and \
5351 scheduled(FSCDBAS)< ttime+game.state.date) or \
5352 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5353 prout(_("The starbase there will be destroyed by then."))
5354 proutn(_("New warp factor to try? "))
5355 if scanner.next() == "IHREAL":
5357 twarp = scanner.real
5358 if twarp<1.0 or twarp > 10.0:
5366 # Code from setup.c begins here
5369 "Issue a historically correct banner."
5371 prout(_("-SUPER- STAR TREK"))
5373 # From the FORTRAN original
5374 # prout(_("Latest update-21 Sept 78"))
5380 scanner.push("emsave.trk")
5381 key = scanner.next()
5383 proutn(_("File name: "))
5384 key = scanner.next()
5385 if key != "IHALPHA":
5389 if '.' not in scanner.token:
5390 scanner.token += ".trk"
5392 fp = open(scanner.token, "wb")
5394 prout(_("Can't freeze game as file %s") % scanner.token)
5396 cPickle.dump(game, fp)
5400 "Retrieve saved game."
5401 game.passwd[0] = '\0'
5402 key = scanner.next()
5404 proutn(_("File name: "))
5405 key = scanner.next()
5406 if key != "IHALPHA":
5410 if '.' not in scanner.token:
5411 scanner.token += ".trk"
5413 fp = open(scanner.token, "rb")
5415 prout(_("Can't thaw game in %s") % scanner.token)
5417 game = cPickle.load(fp)
5421 # I used <http://www.memory-alpha.org> to find planets
5422 # with references in ST:TOS. Eath and the Alpha Centauri
5423 # Colony have been omitted.
5425 # Some planets marked Class G and P here will be displayed as class M
5426 # because of the way planets are generated. This is a known bug.
5429 _("Andoria (Fesoan)"), # several episodes
5430 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5431 _("Vulcan (T'Khasi)"), # many episodes
5432 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5433 _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5434 _("Ardana"), # TOS: "The Cloud Minders"
5435 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5436 _("Gideon"), # TOS: "The Mark of Gideon"
5437 _("Aldebaran III"), # TOS: "The Deadly Years"
5438 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5439 _("Altair IV"), # TOS: "Amok Time
5440 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5441 _("Benecia"), # TOS: "The Conscience of the King"
5442 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5443 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5444 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5445 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5446 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5447 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5448 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5449 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5450 _("Ingraham B"), # TOS: "Operation: Annihilate"
5451 _("Janus IV"), # TOS: "The Devil in the Dark"
5452 _("Makus III"), # TOS: "The Galileo Seven"
5453 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5454 _("Omega IV"), # TOS: "The Omega Glory"
5455 _("Regulus V"), # TOS: "Amok Time
5456 _("Deneva"), # TOS: "Operation -- Annihilate!"
5457 # Worlds from BSD Trek
5458 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5459 _("Beta III"), # TOS: "The Return of the Archons"
5460 _("Triacus"), # TOS: "And the Children Shall Lead",
5461 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5463 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5464 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5465 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5466 # _("Izar"), # TOS: "Whom Gods Destroy"
5467 # _("Tiburon"), # TOS: "The Way to Eden"
5468 # _("Merak II"), # TOS: "The Cloud Minders"
5469 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5470 # _("Iotia"), # TOS: "A Piece of the Action"
5474 _("S. R. Sensors"), \
5475 _("L. R. Sensors"), \
5477 _("Photon Tubes"), \
5478 _("Life Support"), \
5479 _("Warp Engines"), \
5480 _("Impulse Engines"), \
5482 _("Subspace Radio"), \
5483 _("Shuttle Craft"), \
5485 _("Navigation System"), \
5487 _("Shield Control"), \
5493 "Prepare to play, set up cosmos."
5495 # Decide how many of everything
5497 return # frozen game
5498 # Prepare the Enterprise
5499 game.alldone = game.gamewon = game.shldchg = game.shldup = False
5501 game.state.crew = FULLCREW
5502 game.energy = game.inenrg = 5000.0
5503 game.shield = game.inshld = 2500.0
5506 game.quadrant = randplace(GALSIZE)
5507 game.sector = randplace(QUADSIZE)
5508 game.torps = game.intorps = 10
5509 game.nprobes = randrange(2, 5)
5511 for i in range(NDEVICES):
5512 game.damage[i] = 0.0
5513 # Set up assorted game parameters
5514 game.battle = coord()
5515 game.state.date = game.indate = 100.0 * randreal(20, 51)
5516 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5517 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5518 game.isatb = game.state.nplankl = 0
5519 game.state.starkl = game.state.basekl = 0
5520 game.iscraft = "onship"
5524 # Starchart is functional but we've never seen it
5525 game.lastchart = FOREVER
5526 # Put stars in the galaxy
5528 for i in range(GALSIZE):
5529 for j in range(GALSIZE):
5530 k = randrange(1, QUADSIZE**2/10+1)
5532 game.state.galaxy[i][j].stars = k
5533 # Locate star bases in galaxy
5534 for i in range(game.inbase):
5537 w = randplace(GALSIZE)
5538 if not game.state.galaxy[w.i][w.j].starbase:
5541 # C version: for (j = i-1; j > 0; j--)
5542 # so it did them in the opposite order.
5543 for j in range(1, i):
5544 # Improved placement algorithm to spread out bases
5545 distq = (w - game.state.baseq[j]).distance()
5546 if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
5549 prout("=== Abandoning base #%d at %s" % (i, w))
5551 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5553 prout("=== Saving base #%d, close to #%d" % (i, j))
5556 game.state.baseq.append(w)
5557 game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5558 # Position ordinary Klingon Battle Cruisers
5560 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5561 if klumper > MAXKLQUAD:
5565 klump = (1.0 - r*r)*klumper
5570 w = randplace(GALSIZE)
5571 if not game.state.galaxy[w.i][w.j].supernova and \
5572 game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5574 game.state.galaxy[w.i][w.j].klingons += int(klump)
5577 # Position Klingon Commander Ships
5578 for i in range(game.incom):
5580 w = randplace(GALSIZE)
5581 if not welcoming(w) or w in game.state.kcmdr:
5583 if (game.state.galaxy[w.i][w.j].klingons or withprob(0.25)):
5585 game.state.galaxy[w.i][w.j].klingons += 1
5586 game.state.kcmdr.append(w)
5587 # Locate planets in galaxy
5588 for i in range(game.inplan):
5590 w = randplace(GALSIZE)
5591 if game.state.galaxy[w.i][w.j].planet == None:
5595 new.crystals = "absent"
5596 if (game.options & OPTION_WORLDS) and i < NINHAB:
5597 new.pclass = "M" # All inhabited planets are class M
5598 new.crystals = "absent"
5600 new.name = systnames[i]
5601 new.inhabited = True
5603 new.pclass = ("M", "N", "O")[randrange(0, 3)]
5605 new.crystals = "present"
5606 new.known = "unknown"
5607 new.inhabited = False
5608 game.state.galaxy[w.i][w.j].planet = new
5609 game.state.planets.append(new)
5611 for i in range(game.state.nromrem):
5612 w = randplace(GALSIZE)
5613 game.state.galaxy[w.i][w.j].romulans += 1
5614 # Place the Super-Commander if needed
5615 if game.state.nscrem > 0:
5617 w = randplace(GALSIZE)
5620 game.state.kscmdr = w
5621 game.state.galaxy[w.i][w.j].klingons += 1
5622 # Initialize times for extraneous events
5623 schedule(FSNOVA, expran(0.5 * game.intime))
5624 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5625 schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
5626 schedule(FBATTAK, expran(0.3*game.intime))
5628 if game.state.nscrem:
5629 schedule(FSCMOVE, 0.2777)
5634 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5635 schedule(FDISTR, expran(1.0 + game.intime))
5640 # Place thing (in tournament game, we don't want one!)
5641 # New in SST2K: never place the Thing near a starbase.
5642 # This makes sense and avoids a special case in the old code.
5644 if game.tourn is None:
5646 thing = randplace(GALSIZE)
5647 if thing not in game.state.baseq:
5650 game.state.snap = False
5651 if game.skill == SKILL_NOVICE:
5652 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5653 prout(_("a deadly Klingon invasion force. As captain of the United"))
5654 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5655 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5656 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5657 prout(_("your mission. As you proceed you may be given more time."))
5659 prout(_("You will have %d supporting starbases.") % (game.inbase))
5660 proutn(_("Starbase locations- "))
5662 prout(_("Stardate %d.") % int(game.state.date))
5664 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5665 prout(_("An unknown number of Romulans."))
5666 if game.state.nscrem:
5667 prout(_("And one (GULP) Super-Commander."))
5668 prout(_("%d stardates.") % int(game.intime))
5669 proutn(_("%d starbases in ") % game.inbase)
5670 for i in range(game.inbase):
5671 proutn(`game.state.baseq[i]`)
5674 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5675 proutn(_(" Sector %s") % game.sector)
5677 prout(_("Good Luck!"))
5678 if game.state.nscrem:
5679 prout(_(" YOU'LL NEED IT."))
5682 if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
5684 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5685 attack(torps_ok=False)
5688 "Choose your game type."
5693 game.skill = SKILL_NONE
5695 if not scanner.inqueue: # Can start with command line options
5696 proutn(_("Would you like a regular, tournament, or saved game? "))
5698 if scanner.sees("tournament"):
5699 while scanner.next() == "IHEOL":
5700 proutn(_("Type in tournament number-"))
5701 if scanner.real == 0:
5703 continue # We don't want a blank entry
5704 game.tourn = int(round(scanner.real))
5705 random.seed(scanner.real)
5707 logfp.write("# random.seed(%d)\n" % scanner.real)
5709 if scanner.sees("saved") or scanner.sees("frozen"):
5713 if game.passwd == None:
5715 if not game.alldone:
5716 game.thawed = True # No plaque if not finished
5720 if scanner.sees("regular"):
5722 proutn(_("What is \"%s\"?") % scanner.token)
5724 while game.length==0 or game.skill==SKILL_NONE:
5725 if scanner.next() == "IHALPHA":
5726 if scanner.sees("short"):
5728 elif scanner.sees("medium"):
5730 elif scanner.sees("long"):
5732 elif scanner.sees("novice"):
5733 game.skill = SKILL_NOVICE
5734 elif scanner.sees("fair"):
5735 game.skill = SKILL_FAIR
5736 elif scanner.sees("good"):
5737 game.skill = SKILL_GOOD
5738 elif scanner.sees("expert"):
5739 game.skill = SKILL_EXPERT
5740 elif scanner.sees("emeritus"):
5741 game.skill = SKILL_EMERITUS
5743 proutn(_("What is \""))
5744 proutn(scanner.token)
5749 proutn(_("Would you like a Short, Medium, or Long game? "))
5750 elif game.skill == SKILL_NONE:
5751 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
5752 # Choose game options -- added by ESR for SST2K
5753 if scanner.next() != "IHALPHA":
5755 proutn(_("Choose your game style (or just press enter): "))
5757 if scanner.sees("plain"):
5758 # Approximates the UT FORTRAN version.
5759 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5760 game.options |= OPTION_PLAIN
5761 elif scanner.sees("almy"):
5762 # Approximates Tom Almy's version.
5763 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5764 game.options |= OPTION_ALMY
5765 elif scanner.sees("fancy") or scanner.sees("\n"):
5767 elif len(scanner.token):
5768 proutn(_("What is \"%s\"?") % scanner.token)
5770 if game.passwd == "debug":
5772 prout("=== Debug mode enabled.")
5773 # Use parameters to generate initial values of things
5774 game.damfac = 0.5 * game.skill
5775 game.inbase = randrange(BASEMIN, BASEMAX+1)
5777 if game.options & OPTION_PLANETS:
5778 game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
5779 if game.options & OPTION_WORLDS:
5780 game.inplan += int(NINHAB)
5781 game.state.nromrem = game.inrom = randrange(2 *game.skill)
5782 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
5783 game.state.remtime = 7.0 * game.length
5784 game.intime = game.state.remtime
5785 game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
5786 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
5787 game.state.remres = (game.inkling+4*game.incom)*game.intime
5788 game.inresor = game.state.remres
5789 if game.inkling > 50:
5790 game.state.inbase += 1
5793 def dropin(iquad=None):
5794 "Drop a feature on a random dot in the current quadrant."
5796 w = randplace(QUADSIZE)
5797 if game.quad[w.i][w.j] == IHDOT:
5799 if iquad is not None:
5800 game.quad[w.i][w.j] = iquad
5804 "Update our alert status."
5805 game.condition = "green"
5806 if game.energy < 1000.0:
5807 game.condition = "yellow"
5808 if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
5809 game.condition = "red"
5811 game.condition="dead"
5814 "Drop new Klingon into current quadrant."
5815 return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill)
5818 "Set up a new state of quadrant, for when we enter or re-enter it."
5821 game.neutz = game.inorbit = game.landed = False
5822 game.ientesc = game.iseenit = False
5823 # Create a blank quadrant
5824 game.quad = fill2d(QUADSIZE, lambda i, j: IHDOT)
5826 # Attempt to escape Super-commander, so tbeam back!
5829 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
5830 # cope with supernova
5833 game.klhere = q.klingons
5834 game.irhere = q.romulans
5836 game.quad[game.sector.i][game.sector.j] = game.ship
5839 # Position ordinary Klingons
5840 for i in range(game.klhere):
5842 # If we need a commander, promote a Klingon
5843 for cmdr in game.state.kcmdr:
5844 if cmdr == game.quadrant:
5845 e = game.enemies[game.klhere-1]
5846 game.quad[e.kloc.i][e.kloc.j] = IHC
5847 e.kpower = randreal(950,1350) + 50.0*game.skill
5849 # If we need a super-commander, promote a Klingon
5850 if game.quadrant == game.state.kscmdr:
5852 game.quad[e.kloc.i][e.kloc.j] = IHS
5853 e.kpower = randreal(1175.0, 1575.0) + 125.0*game.skill
5854 game.iscate = (game.state.remkl > 1)
5855 # Put in Romulans if needed
5856 for i in range(q.romulans):
5857 enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
5858 # If quadrant needs a starbase, put it in
5860 game.base = dropin(IHB)
5861 # If quadrant needs a planet, put it in
5863 game.iplnet = q.planet
5864 if not q.planet.inhabited:
5865 game.plnet = dropin(IHP)
5867 game.plnet = dropin(IHW)
5868 # Check for condition
5871 if game.irhere > 0 and game.klhere == 0:
5873 if not damaged(DRADIO):
5875 prout(_("LT. Uhura- \"Captain, an urgent message."))
5876 prout(_(" I'll put it on audio.\" CLICK"))
5878 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
5879 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
5880 # Put in THING if needed
5881 if thing == game.quadrant:
5882 enemy(type=IHQUEST, loc=dropin(),
5883 power=randreal(6000,6500.0)+250.0*game.skill)
5884 if not damaged(DSRSENS):
5886 prout(_("Mr. Spock- \"Captain, this is most unusual."))
5887 prout(_(" Please examine your short-range scan.\""))
5888 # Decide if quadrant needs a Tholian; lighten up if skill is low
5889 if game.options & OPTION_THOLIAN:
5890 if (game.skill < SKILL_GOOD and withprob(0.02)) or \
5891 (game.skill == SKILL_GOOD and withprob(0.05)) or \
5892 (game.skill > SKILL_GOOD and withprob(0.08)):
5895 w.i = withprob(0.5) * (QUADSIZE-1)
5896 w.j = withprob(0.5) * (QUADSIZE-1)
5897 if game.quad[w.i][w.j] == IHDOT:
5899 game.tholian = enemy(type=IHT, loc=w,
5900 power=randrange(100, 500) + 25.0*game.skill)
5901 # Reserve unoccupied corners
5902 if game.quad[0][0]==IHDOT:
5903 game.quad[0][0] = 'X'
5904 if game.quad[0][QUADSIZE-1]==IHDOT:
5905 game.quad[0][QUADSIZE-1] = 'X'
5906 if game.quad[QUADSIZE-1][0]==IHDOT:
5907 game.quad[QUADSIZE-1][0] = 'X'
5908 if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT:
5909 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
5910 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
5911 # And finally the stars
5912 for i in range(q.stars):
5914 # Put in a few black holes
5915 for i in range(1, 3+1):
5918 # Take out X's in corners if Tholian present
5920 if game.quad[0][0]=='X':
5921 game.quad[0][0] = IHDOT
5922 if game.quad[0][QUADSIZE-1]=='X':
5923 game.quad[0][QUADSIZE-1] = IHDOT
5924 if game.quad[QUADSIZE-1][0]=='X':
5925 game.quad[QUADSIZE-1][0] = IHDOT
5926 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
5927 game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT
5930 "Set the self-destruct password."
5931 if game.options & OPTION_PLAIN:
5934 proutn(_("Please type in a secret password- "))
5936 game.passwd = scanner.token
5937 if game.passwd != None:
5942 game.passwd += chr(ord('a')+randrange(26))
5944 # Code from sst.c begins here
5947 "SRSCAN": OPTION_TTY,
5948 "STATUS": OPTION_TTY,
5949 "REQUEST": OPTION_TTY,
5950 "LRSCAN": OPTION_TTY,
5963 "SENSORS": OPTION_PLANETS,
5964 "ORBIT": OPTION_PLANETS,
5965 "TRANSPORT": OPTION_PLANETS,
5966 "MINE": OPTION_PLANETS,
5967 "CRYSTALS": OPTION_PLANETS,
5968 "SHUTTLE": OPTION_PLANETS,
5969 "PLANETS": OPTION_PLANETS,
5974 "PROBE": OPTION_PROBE,
5976 "FREEZE": 0, # Synonym for SAVE
5982 "SOS": 0, # Synonym for MAYDAY
5983 "CALL": 0, # Synonym for MAYDAY
5989 "Generate a list of legal commands."
5990 prout(_("LEGAL COMMANDS ARE:"))
5992 for key in commands:
5993 if not commands[key] or (commands[key] & game.options):
5994 proutn("%-12s " % key)
5996 if emitted % 5 == 4:
6001 "Browse on-line help."
6002 key = scanner.next()
6005 setwnd(prompt_window)
6006 proutn(_("Help on what command? "))
6007 key = scanner.next()
6008 setwnd(message_window)
6011 if scanner.token in commands or scanner.token == "ABBREV":
6018 cmd = scanner.token.upper()
6020 fp = open(SSTDOC, "r")
6023 fp = open(DOC_NAME, "r")
6025 prout(_("Spock- \"Captain, that information is missing from the"))
6026 proutn(_(" computer. You need to find "))
6028 prout(_(" and put it in the"))
6029 proutn(_(" current directory or to "))
6032 # This used to continue: "You need to find SST.DOC and put
6033 # it in the current directory."
6036 linebuf = fp.readline()
6038 prout(_("Spock- \"Captain, there is no information on that command.\""))
6041 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6042 linebuf = linebuf[3:].strip()
6046 prout(_("Spock- \"Captain, I've found the following information:\""))
6048 while linebuf in fp:
6049 if "******" in linebuf:
6055 "Command-interpretation loop."
6057 setwnd(message_window)
6058 while True: # command loop
6060 while True: # get a command
6065 setwnd(prompt_window)
6068 if scanner.next() == "IHEOL":
6069 if game.options & OPTION_CURSES:
6072 elif scanner.token == "":
6076 setwnd(message_window)
6078 candidates = filter(lambda x: x.startswith(scanner.token.upper()),
6080 if len(candidates) == 1:
6083 elif candidates and not (game.options & OPTION_PLAIN):
6084 prout("Commands with prefix '%s': %s" % (scanner.token, " ".join(candidates)))
6088 if cmd == "SRSCAN": # srscan
6090 elif cmd == "STATUS": # status
6092 elif cmd == "REQUEST": # status request
6094 elif cmd == "LRSCAN": # long range scan
6095 lrscan(silent=False)
6096 elif cmd == "PHASERS": # phasers
6100 elif cmd == "TORPEDO": # photon torpedos
6104 elif cmd == "MOVE": # move under warp
6105 warp(course=None, involuntary=False)
6106 elif cmd == "SHIELDS": # shields
6107 doshield(shraise=False)
6110 game.shldchg = False
6111 elif cmd == "DOCK": # dock at starbase
6114 attack(torps_ok=False)
6115 elif cmd == "DAMAGES": # damage reports
6117 elif cmd == "CHART": # chart
6119 elif cmd == "IMPULSE": # impulse
6121 elif cmd == "REST": # rest
6125 elif cmd == "WARP": # warp
6127 elif cmd == "SCORE": # score
6129 elif cmd == "SENSORS": # sensors
6131 elif cmd == "ORBIT": # orbit
6135 elif cmd == "TRANSPORT": # transport "beam"
6137 elif cmd == "MINE": # mine
6141 elif cmd == "CRYSTALS": # crystals
6145 elif cmd == "SHUTTLE": # shuttle
6149 elif cmd == "PLANETS": # Planet list
6151 elif cmd == "REPORT": # Game Report
6153 elif cmd == "COMPUTER": # use COMPUTER!
6155 elif cmd == "COMMANDS":
6157 elif cmd == "EMEXIT": # Emergency exit
6158 clrscr() # Hide screen
6159 freeze(True) # forced save
6160 raise SysExit,1 # And quick exit
6161 elif cmd == "PROBE":
6162 probe() # Launch probe
6165 elif cmd == "ABANDON": # Abandon Ship
6167 elif cmd == "DESTRUCT": # Self Destruct
6169 elif cmd == "SAVE": # Save Game
6172 if game.skill > SKILL_GOOD:
6173 prout(_("WARNING--Saved games produce no plaques!"))
6174 elif cmd == "DEATHRAY": # Try a desparation measure
6178 elif cmd == "DEBUGCMD": # What do we want for debug???
6180 elif cmd == "MAYDAY": # Call for help
6185 game.alldone = True # quit the game
6190 break # Game has ended
6191 if game.optime != 0.0:
6194 break # Events did us in
6195 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6198 if hitme and not game.justin:
6199 attack(torps_ok=True)
6202 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6213 "Emit the name of an enemy or feature."
6214 if type == IHR: s = _("Romulan")
6215 elif type == IHK: s = _("Klingon")
6216 elif type == IHC: s = _("Commander")
6217 elif type == IHS: s = _("Super-commander")
6218 elif type == IHSTAR: s = _("Star")
6219 elif type == IHP: s = _("Planet")
6220 elif type == IHB: s = _("Starbase")
6221 elif type == IHBLANK: s = _("Black hole")
6222 elif type == IHT: s = _("Tholian")
6223 elif type == IHWEB: s = _("Tholian web")
6224 elif type == IHQUEST: s = _("Stranger")
6225 elif type == IHW: s = _("Inhabited World")
6226 else: s = "Unknown??"
6229 def crmena(stars, enemy, loctype, w):
6230 "Emit the name of an enemy and his location."
6234 buf += cramen(enemy) + _(" at ")
6235 if loctype == "quadrant":
6236 buf += _("Quadrant ")
6237 elif loctype == "sector":
6242 "Emit our ship name."
6243 return{IHE:_("Enterprise"),IHF:_("Faerie Queene")}.get(game.ship,"Ship???")
6246 "Emit a line of stars"
6247 prouts("******************************************************")
6251 return -avrage*math.log(1e-7 + randreal())
6253 def randplace(size):
6254 "Choose a random location."
6256 w.i = randrange(size)
6257 w.j = randrange(size)
6267 # Get a token from the user
6270 # Fill the token quue if nothing here
6271 while not self.inqueue:
6273 if curwnd==prompt_window:
6275 setwnd(message_window)
6282 self.inqueue = line.lstrip().split() + ["\n"]
6283 # From here on in it's all looking at the queue
6284 self.token = self.inqueue.pop(0)
6285 if self.token == "\n":
6289 self.real = float(self.token)
6290 self.type = "IHREAL"
6295 self.token = self.token.lower()
6296 self.type = "IHALPHA"
6299 def append(self, tok):
6300 self.inqueue.append(tok)
6301 def push(self, tok):
6302 self.inqueue.insert(0, tok)
6306 # Demand input for next scan
6308 self.real = self.token = None
6310 # compares s to item and returns true if it matches to the length of s
6311 return s.startswith(self.token)
6313 # Round token value to nearest integer
6314 return int(round(scanner.real))
6318 if scanner.type != "IHREAL":
6321 s.i = scanner.int()-1
6323 if scanner.type != "IHREAL":
6326 s.j = scanner.int()-1
6329 return "<sstcanner: token=%s, type=%s, queue=%s>" % (scanner.token, scanner.type, scanner.inqueue)
6332 "Yes-or-no confirmation."
6336 if scanner.token == 'y':
6338 if scanner.token == 'n':
6341 proutn(_("Please answer with \"y\" or \"n\": "))
6344 "Complain about unparseable input."
6347 prout(_("Beg your pardon, Captain?"))
6350 "Access to the internals for debugging."
6351 proutn("Reset levels? ")
6353 if game.energy < game.inenrg:
6354 game.energy = game.inenrg
6355 game.shield = game.inshld
6356 game.torps = game.intorps
6357 game.lsupres = game.inlsr
6358 proutn("Reset damage? ")
6360 for i in range(NDEVICES):
6361 if game.damage[i] > 0.0:
6362 game.damage[i] = 0.0
6363 proutn("Toggle debug flag? ")
6367 prout("Debug output ON")
6369 prout("Debug output OFF")
6370 proutn("Cause selective damage? ")
6372 for i in range(NDEVICES):
6373 proutn("Kill %s?" % device[i])
6375 key = scanner.next()
6376 if key == "IHALPHA" and scanner.sees("y"):
6377 game.damage[i] = 10.0
6378 proutn("Examine/change events? ")
6383 FSNOVA: "Supernova ",
6386 FBATTAK: "Base Attack ",
6387 FCDBAS: "Base Destroy ",
6388 FSCMOVE: "SC Move ",
6389 FSCDBAS: "SC Base Destroy ",
6390 FDSPROB: "Probe Move ",
6391 FDISTR: "Distress Call ",
6392 FENSLV: "Enslavement ",
6393 FREPRO: "Klingon Build ",
6395 for i in range(1, NEVENTS):
6398 proutn("%.2f" % (scheduled(i)-game.state.date))
6399 if i == FENSLV or i == FREPRO:
6401 proutn(" in %s" % ev.quadrant)
6406 key = scanner.next()
6410 elif key == "IHREAL":
6411 ev = schedule(i, scanner.real)
6412 if i == FENSLV or i == FREPRO:
6414 proutn("In quadrant- ")
6415 key = scanner.next()
6416 # "IHEOL" says to leave coordinates as they are
6419 prout("Event %d canceled, no x coordinate." % (i))
6422 w.i = int(round(scanner.real))
6423 key = scanner.next()
6425 prout("Event %d canceled, no y coordinate." % (i))
6428 w.j = int(round(scanner.real))
6431 proutn("Induce supernova here? ")
6433 game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
6436 if __name__ == '__main__':
6437 import getopt, socket
6439 global line, thing, game, idebug
6445 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6446 if os.getenv("TERM"):
6447 game.options |= OPTION_CURSES
6449 game.options |= OPTION_TTY
6450 seed = int(time.time())
6451 (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:tx")
6452 for (switch, val) in options:
6455 replayfp = open(val, "r")
6457 sys.stderr.write("sst: can't open replay file %s\n" % val)
6460 line = replayfp.readline().strip()
6461 (leader, key, seed) = line.split()
6463 sys.stderr.write("sst2k: seed set to %s\n" % seed)
6464 line = replayfp.readline().strip()
6465 arguments += line.split()[2:]
6467 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6469 game.options |= OPTION_TTY
6470 game.options &=~ OPTION_CURSES
6471 elif switch == '-s':
6473 elif switch == '-t':
6474 game.options |= OPTION_TTY
6475 game.options &=~ OPTION_CURSES
6476 elif switch == '-x':
6479 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6481 # where to save the input in case of bugs
6483 logfp = open("/usr/tmp/sst-input.log", "w")
6485 sys.stderr.write("sst: warning, can't open logfile\n")
6487 logfp.write("# seed %s\n" % seed)
6488 logfp.write("# options %s\n" % " ".join(arguments))
6489 logfp.write("# recorded by %s@%s on %s\n" % \
6490 (os.getenv("LOGNAME"),socket.gethostname(),time.ctime()))
6492 scanner = sstscanner()
6493 map(scanner.append, arguments)
6496 while True: # Play a game
6497 setwnd(fullscreen_window)
6503 game.alldone = False
6509 if game.tourn and game.alldone:
6510 proutn(_("Do you want your score recorded?"))
6516 proutn(_("Do you want to play again? "))
6520 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6524 except KeyboardInterrupt: