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 # These functions hide the difference between 0-origin and 1-origin addressing.
205 def VALID_QUADRANT(x, y): return ((x)>=0 and (x)<GALSIZE and (y)>=0 and (y)<GALSIZE)
206 def VALID_SECTOR(x, y): return ((x)>=0 and (x)<QUADSIZE and (y)>=0 and (y)<QUADSIZE)
208 # How to represent features
229 def __init__(self, x=None, y=None):
232 def invalidate(self):
233 self.i = self.j = None
235 return self.i != None and self.j != None
236 def __eq__(self, other):
237 return other != None and self.i == other.i and self.j == other.j
238 def __add__(self, other):
239 return coord(self.i+other.i, self.j+other.j)
240 def __sub__(self, other):
241 return coord(self.i-other.i, self.j-other.j)
242 def __mul__(self, other):
243 return coord(self.i*other, self.j*other)
244 def __rmul__(self, other):
245 return coord(self.i*other, self.j*other)
246 def __div__(self, other):
247 return coord(self.i/other, self.j/other)
248 def __rdiv__(self, other):
249 return coord(self.i/other, self.j/other)
250 def snaptogrid(self):
251 return coord(int(round(self.i)), int(round(self.j)))
252 def distance(self, other=None):
253 if not other: other = coord(0, 0)
254 return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
255 def bearing(self, other=None):
256 if not other: other = coord(0, 0)
257 return 1.90985*math.atan2(self.j-other.j, self.i-other.i)
263 s.i = self.i / abs(self.i)
267 s.j = self.j / abs(self.j)
271 s.i = self.i + randrange(-1, 2)
272 s.j = self.j + randrange(-1, 2)
277 if self.i == None or self.j == None:
279 return "%s - %s" % (self.i+1, self.j+1)
284 self.name = None # string-valued if inhabited
285 self.quadrant = coord() # quadrant located
286 self.pclass = None # could be ""M", "N", "O", or "destroyed"
287 self.crystals = "absent"# could be "mined", "present", "absent"
288 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
289 self.inhabited = False # is it inhabites?
297 self.starbase = False
300 self.supernova = False
302 self.status = "secure" # Could be "secure", "distressed", "enslaved"
310 def fill2d(size, fillfun):
311 "Fill an empty list in 2D."
313 for i in range(size):
315 for j in range(size):
316 lst[i].append(fillfun(i, j))
321 self.snap = False # snapshot taken
322 self.crew = 0 # crew complement
323 self.remkl = 0 # remaining klingons
324 self.nscrem = 0 # remaining super commanders
325 self.starkl = 0 # destroyed stars
326 self.basekl = 0 # destroyed bases
327 self.nromrem = 0 # Romulans remaining
328 self.nplankl = 0 # destroyed uninhabited planets
329 self.nworldkl = 0 # destroyed inhabited planets
330 self.planets = [] # Planet information
331 self.date = 0.0 # stardate
332 self.remres = 0 # remaining resources
333 self.remtime = 0 # remaining time
334 self.baseq = [] # Base quadrant coordinates
335 self.kcmdr = [] # Commander quadrant coordinates
336 self.kscmdr = coord() # Supercommander quadrant coordinates
338 self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
340 self.chart = fill2d(GALSIZE, lambda i, j: page())
344 self.date = None # A real number
345 self.quadrant = None # A coord structure
348 OPTION_ALL = 0xffffffff
349 OPTION_TTY = 0x00000001 # old interface
350 OPTION_CURSES = 0x00000002 # new interface
351 OPTION_IOMODES = 0x00000003 # cover both interfaces
352 OPTION_PLANETS = 0x00000004 # planets and mining
353 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
354 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
355 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
356 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
357 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
358 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
359 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
360 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
361 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
362 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
363 OPTION_PLAIN = 0x01000000 # user chose plain game
364 OPTION_ALMY = 0x02000000 # user chose Almy variant
383 NDEVICES= 16 # Number of devices
392 def damaged(dev): return (game.damage[dev] != 0.0)
393 def communicating(): return not damaged(DRADIO) or game.condition=="docked"
395 # Define future events
396 FSPY = 0 # Spy event happens always (no future[] entry)
397 # can cause SC to tractor beam Enterprise
398 FSNOVA = 1 # Supernova
399 FTBEAM = 2 # Commander tractor beams Enterprise
400 FSNAP = 3 # Snapshot for time warp
401 FBATTAK = 4 # Commander attacks base
402 FCDBAS = 5 # Commander destroys base
403 FSCMOVE = 6 # Supercommander moves (might attack base)
404 FSCDBAS = 7 # Supercommander destroys base
405 FDSPROB = 8 # Move deep space probe
406 FDISTR = 9 # Emit distress call from an inhabited world
407 FENSLV = 10 # Inhabited word is enslaved */
408 FREPRO = 11 # Klingons build a ship in an enslaved system
412 # abstract out the event handling -- underlying data structures will change
413 # when we implement stateful events
415 def findevent(evtype): return game.future[evtype]
418 def __init__(self, type=None, loc=None, power=None):
423 self.kpower = power # enemy energy level
424 game.enemies.append(self)
426 motion = (loc != self.kloc)
427 if self.kloc.i is not None and self.kloc.j is not None:
430 game.quad[self.kloc.i][self.kloc.j] = IHWEB
432 game.quad[self.kloc.i][self.kloc.j] = IHDOT
434 self.kloc = copy.copy(loc)
435 game.quad[self.kloc.i][self.kloc.j] = self.type
436 self.kdist = self.kavgd = (game.sector - loc).distance()
439 self.kdist = self.kavgd = None
440 game.enemies.remove(self)
443 return "<%s,%s.%f>" % (self.type, self.kloc, self.kpower) # For debugging
447 self.options = None # Game options
448 self.state = snapshot() # A snapshot structure
449 self.snapsht = snapshot() # Last snapshot taken for time-travel purposes
450 self.quad = None # contents of our quadrant
451 self.damage = [0.0] * NDEVICES # damage encountered
452 self.future = [] # future events
453 for i in range(NEVENTS):
454 self.future.append(event())
455 self.passwd = None; # Self Destruct password
457 self.quadrant = None # where we are in the large
458 self.sector = None # where we are in the small
459 self.tholian = None # Tholian enemy object
460 self.base = None # position of base in current quadrant
461 self.battle = None # base coordinates being attacked
462 self.plnet = None # location of planet in quadrant
463 self.probec = None # current probe quadrant
464 self.gamewon = False # Finished!
465 self.ididit = False # action taken -- allows enemy to attack
466 self.alive = False # we are alive (not killed)
467 self.justin = False # just entered quadrant
468 self.shldup = False # shields are up
469 self.shldchg = False # shield is changing (affects efficiency)
470 self.iscate = False # super commander is here
471 self.ientesc = False # attempted escape from supercommander
472 self.resting = False # rest time
473 self.icraft = False # Kirk in Galileo
474 self.landed = False # party on planet (true), on ship (false)
475 self.alldone = False # game is now finished
476 self.neutz = False # Romulan Neutral Zone
477 self.isarmed = False # probe is armed
478 self.inorbit = False # orbiting a planet
479 self.imine = False # mining
480 self.icrystl = False # dilithium crystals aboard
481 self.iseenit = False # seen base attack report
482 self.thawed = False # thawed game
483 self.condition = None # "green", "yellow", "red", "docked", "dead"
484 self.iscraft = None # "onship", "offship", "removed"
485 self.skill = None # Player skill level
486 self.inkling = 0 # initial number of klingons
487 self.inbase = 0 # initial number of bases
488 self.incom = 0 # initial number of commanders
489 self.inscom = 0 # initial number of commanders
490 self.inrom = 0 # initial number of commanders
491 self.instar = 0 # initial stars
492 self.intorps = 0 # initial/max torpedoes
493 self.torps = 0 # number of torpedoes
494 self.ship = 0 # ship type -- 'E' is Enterprise
495 self.abandoned = 0 # count of crew abandoned in space
496 self.length = 0 # length of game
497 self.klhere = 0 # klingons here
498 self.casual = 0 # causalties
499 self.nhelp = 0 # calls for help
500 self.nkinks = 0 # count of energy-barrier crossings
501 self.iplnet = None # planet # in quadrant
502 self.inplan = 0 # initial planets
503 self.irhere = 0 # Romulans in quadrant
504 self.isatb = 0 # =1 if super commander is attacking base
505 self.tourn = None # tournament number
506 self.proben = 0 # number of moves for probe
507 self.nprobes = 0 # number of probes available
508 self.inresor = 0.0 # initial resources
509 self.intime = 0.0 # initial time
510 self.inenrg = 0.0 # initial/max energy
511 self.inshld = 0.0 # initial/max shield
512 self.inlsr = 0.0 # initial life support resources
513 self.indate = 0.0 # initial date
514 self.energy = 0.0 # energy level
515 self.shield = 0.0 # shield level
516 self.warpfac = 0.0 # warp speed
517 self.wfacsq = 0.0 # squared warp factor
518 self.lsupres = 0.0 # life support reserves
519 self.dist = 0.0 # movement distance
520 self.direc = 0.0 # movement direction
521 self.optime = 0.0 # time taken by current operation
522 self.docfac = 0.0 # repair factor when docking (constant?)
523 self.damfac = 0.0 # damage factor
524 self.lastchart = 0.0 # time star chart was last updated
525 self.cryprob = 0.0 # probability that crystal will work
526 self.probe = None # location of probe
527 self.probein = None # probe i,j increment
528 self.height = 0.0 # height of orbit around planet
530 # Stas thinks this should be (C expression):
531 # game.state.remkl + len(game.state.kcmdr) > 0 ?
532 # game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99
533 # He says the existing expression is prone to divide-by-zero errors
534 # after killing the last klingon when score is shown -- perhaps also
535 # if the only remaining klingon is SCOM.
536 game.state.remtime = game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr))
582 #logfp.write("# withprob(%s) -> %f (%s) at %s\n" % (p, v, v<p, traceback.extract_stack()[-2][1:]))
585 def randrange(*args):
586 v = random.randrange(*args)
587 #logfp.write("# randrange%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
593 v *= args[0] # returns from [0, args[0])
595 v = args[0] + v*(args[1]-args[0]) # returns from [args[0], args[1])
596 #logfp.write("# randreal%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
599 # Code from ai.c begins here
602 "Would this quadrant welcome another Klingon?"
603 return VALID_QUADRANT(iq.i,iq.j) and \
604 not game.state.galaxy[iq.i][iq.j].supernova and \
605 game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
607 def tryexit(enemy, look, irun):
608 "A bad guy attempts to bug out."
610 iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
611 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
612 if not welcoming(iq):
614 if enemy.type == IHR:
615 return False; # Romulans cannot escape!
617 # avoid intruding on another commander's territory
618 if enemy.type == IHC:
619 if iq in game.state.kcmdr:
621 # refuse to leave if currently attacking starbase
622 if game.battle == game.quadrant:
624 # don't leave if over 1000 units of energy
625 if enemy.kpower > 1000.0:
627 # emit escape message and move out of quadrant.
628 # we know this if either short or long range sensors are working
629 if not damaged(DSRSENS) or not damaged(DLRSENS) or \
630 game.condition == "docked":
631 prout(crmena(True, enemy.type, "sector", enemy.kloc) + \
632 (_(" escapes to Quadrant %s (and regains strength).") % q))
633 # handle local matters related to escape
636 if game.condition != "docked":
638 # Handle global matters related to escape
639 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
640 game.state.galaxy[iq.i][iq.j].klingons += 1
645 schedule(FSCMOVE, 0.2777)
649 for cmdr in game.state.kcmdr:
650 if cmdr == game.quadrant:
651 game.state.kcmdr[n] = iq
653 return True; # success
655 # The bad-guy movement algorithm:
657 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
658 # If both are operating full strength, force is 1000. If both are damaged,
659 # force is -1000. Having shields down subtracts an additional 1000.
661 # 2. Enemy has forces equal to the energy of the attacker plus
662 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
663 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
665 # Attacker Initial energy levels (nominal):
666 # Klingon Romulan Commander Super-Commander
667 # Novice 400 700 1200
669 # Good 450 800 1300 1750
670 # Expert 475 850 1350 1875
671 # Emeritus 500 900 1400 2000
672 # VARIANCE 75 200 200 200
674 # Enemy vessels only move prior to their attack. In Novice - Good games
675 # only commanders move. In Expert games, all enemy vessels move if there
676 # is a commander present. In Emeritus games all enemy vessels move.
678 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
679 # forces are 1000 greater than Enterprise.
681 # Agressive action on average cuts the distance between the ship and
682 # the enemy to 1/4 the original.
684 # 4. At lower energy advantage, movement units are proportional to the
685 # advantage with a 650 advantage being to hold ground, 800 to move forward
686 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
688 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
689 # retreat, especially at high skill levels.
691 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
693 def movebaddy(enemy):
694 "Tactical movement for the bad guys."
695 next = coord(); look = coord()
697 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
698 if game.skill >= SKILL_EXPERT:
699 nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
701 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
703 mdist = int(dist1 + 0.5); # Nearest integer distance
704 # If SC, check with spy to see if should hi-tail it
705 if enemy.type==IHS and \
706 (enemy.kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
710 # decide whether to advance, retreat, or hold position
711 forces = enemy.kpower+100.0*len(game.enemies)+400*(nbaddys-1)
713 forces += 1000; # Good for enemy if shield is down!
714 if not damaged(DPHASER) or not damaged(DPHOTON):
715 if damaged(DPHASER): # phasers damaged
718 forces -= 0.2*(game.energy - 2500.0)
719 if damaged(DPHOTON): # photon torpedoes damaged
722 forces -= 50.0*game.torps
724 # phasers and photon tubes both out!
727 if forces <= 1000.0 and game.condition != "docked": # Typical situation
728 motion = ((forces + randreal(200))/150.0) - 5.0
730 if forces > 1000.0: # Very strong -- move in for kill
731 motion = (1.0 - randreal())**2 * dist1 + 1.0
732 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
733 motion -= game.skill*(2.0-randreal()**2)
735 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
736 # don't move if no motion
739 # Limit motion according to skill
740 if abs(motion) > game.skill:
745 # calculate preferred number of steps
746 nsteps = abs(int(motion))
747 if motion > 0 and nsteps > mdist:
748 nsteps = mdist; # don't overshoot
749 if nsteps > QUADSIZE:
750 nsteps = QUADSIZE; # This shouldn't be necessary
752 nsteps = 1; # This shouldn't be necessary
754 proutn("NSTEPS = %d:" % nsteps)
755 # Compute preferred values of delta X and Y
756 m = game.sector - enemy.kloc
757 if 2.0 * abs(m.i) < abs(m.j):
759 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.kloc.i):
761 m = (motion * m).sgn()
764 for ll in range(nsteps):
766 proutn(" %d" % (ll+1))
767 # Check if preferred position available
778 attempts = 0; # Settle mysterious hang problem
779 while attempts < 20 and not success:
781 if look.i < 0 or look.i >= QUADSIZE:
782 if motion < 0 and tryexit(enemy, look, irun):
784 if krawli == m.i or m.j == 0:
786 look.i = next.i + krawli
788 elif look.j < 0 or look.j >= QUADSIZE:
789 if motion < 0 and tryexit(enemy, look, irun):
791 if krawlj == m.j or m.i == 0:
793 look.j = next.j + krawlj
795 elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != IHDOT:
796 # See if enemy should ram ship
797 if game.quad[look.i][look.j] == game.ship and \
798 (enemy.type == IHC or enemy.type == IHS):
799 collision(rammed=True, enemy=enemy)
801 if krawli != m.i and m.j != 0:
802 look.i = next.i + krawli
804 elif krawlj != m.j and m.i != 0:
805 look.j = next.j + krawlj
808 break; # we have failed
820 if not damaged(DSRSENS) or game.condition == "docked":
821 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.kloc))
822 if enemy.kdist < dist1:
823 proutn(_(" advances to "))
825 proutn(_(" retreats to "))
826 prout("Sector %s." % next)
829 "Sequence Klingon tactical movement."
832 # Figure out which Klingon is the commander (or Supercommander)
834 if game.quadrant in game.state.kcmdr:
835 for enemy in game.enemies:
836 if enemy.type == IHC:
838 if game.state.kscmdr==game.quadrant:
839 for enemy in game.enemies:
840 if enemy.type == IHS:
843 # If skill level is high, move other Klingons and Romulans too!
844 # Move these last so they can base their actions on what the
846 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
847 for enemy in game.enemies:
848 if enemy.type in (IHK, IHR):
850 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
852 def movescom(iq, avoid):
853 "Commander movement helper."
854 # Avoid quadrants with bases if we want to avoid Enterprise
855 if not welcoming(iq) or (avoid and iq in game.state.baseq):
857 if game.justin and not game.iscate:
860 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
861 game.state.kscmdr = iq
862 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
863 if game.state.kscmdr==game.quadrant:
864 # SC has scooted, Remove him from current quadrant
869 for enemy in game.enemies:
870 if enemy.type == IHS:
874 if game.condition != "docked":
876 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
877 # check for a helpful planet
878 for i in range(game.inplan):
879 if game.state.planets[i].quadrant == game.state.kscmdr and \
880 game.state.planets[i].crystals == "present":
882 game.state.planets[i].pclass = "destroyed"
883 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
886 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
887 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
888 prout(_(" by the Super-commander.\""))
890 return True; # looks good!
892 def supercommander():
893 "Move the Super Commander."
894 iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
897 prout("== SUPERCOMMANDER")
898 # Decide on being active or passive
899 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 \
900 (game.state.date-game.indate) < 3.0)
901 if not game.iscate and avoid:
902 # compute move away from Enterprise
903 idelta = game.state.kscmdr-game.quadrant
904 if idelta.distance() > 2.0:
906 idelta.i = game.state.kscmdr.j-game.quadrant.j
907 idelta.j = game.quadrant.i-game.state.kscmdr.i
909 # compute distances to starbases
910 if not game.state.baseq:
914 sc = game.state.kscmdr
915 for base in game.state.baseq:
916 basetbl.append((i, (base - sc).distance()))
917 if game.state.baseq > 1:
918 basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
919 # look for nearest base without a commander, no Enterprise, and
920 # without too many Klingons, and not already under attack.
921 ifindit = iwhichb = 0
922 for (i2, base) in enumerate(game.state.baseq):
923 i = basetbl[i2][0]; # bug in original had it not finding nearest
924 if base==game.quadrant or base==game.battle or not welcoming(base):
926 # if there is a commander, and no other base is appropriate,
927 # we will take the one with the commander
928 for cmdr in game.state.kcmdr:
929 if base == cmdr and ifindit != 2:
933 else: # no commander -- use this one
938 return # Nothing suitable -- wait until next time
939 ibq = game.state.baseq[iwhichb]
940 # decide how to move toward base
941 idelta = ibq - game.state.kscmdr
942 # Maximum movement is 1 quadrant in either or both axes
943 idelta = idelta.sgn()
944 # try moving in both x and y directions
945 # there was what looked like a bug in the Almy C code here,
946 # but it might be this translation is just wrong.
947 iq = game.state.kscmdr + idelta
948 if not movescom(iq, avoid):
949 # failed -- try some other maneuvers
950 if idelta.i==0 or idelta.j==0:
953 iq.j = game.state.kscmdr.j + 1
954 if not movescom(iq, avoid):
955 iq.j = game.state.kscmdr.j - 1
958 iq.i = game.state.kscmdr.i + 1
959 if not movescom(iq, avoid):
960 iq.i = game.state.kscmdr.i - 1
963 # try moving just in x or y
964 iq.j = game.state.kscmdr.j
965 if not movescom(iq, avoid):
966 iq.j = game.state.kscmdr.j + idelta.j
967 iq.i = game.state.kscmdr.i
970 if len(game.state.baseq) == 0:
973 for ibq in game.state.baseq:
974 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
977 return # no, don't attack base!
980 schedule(FSCDBAS, randreal(1.0, 3.0))
981 if is_scheduled(FCDBAS):
982 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
983 if not communicating():
987 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
989 prout(_(" reports that it is under attack from the Klingon Super-commander."))
990 proutn(_(" It can survive until stardate %d.\"") \
991 % int(scheduled(FSCDBAS)))
994 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
998 game.optime = 0.0; # actually finished
1000 # Check for intelligence report
1003 (not communicating()) or \
1004 not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
1007 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
1008 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
1013 if not game.tholian or game.justin:
1016 if game.tholian.kloc.i == 0 and game.tholian.kloc.j == 0:
1017 id.i = 0; id.j = QUADSIZE-1
1018 elif game.tholian.kloc.i == 0 and game.tholian.kloc.j == QUADSIZE-1:
1019 id.i = QUADSIZE-1; id.j = QUADSIZE-1
1020 elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == QUADSIZE-1:
1021 id.i = QUADSIZE-1; id.j = 0
1022 elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == 0:
1025 # something is wrong!
1026 game.tholian.move(None)
1027 prout("***Internal error: Tholian in a bad spot.")
1029 # do nothing if we are blocked
1030 if game.quad[id.i][id.j] not in (IHDOT, IHWEB):
1032 here = copy.copy(game.tholian.kloc)
1033 delta = (id - game.tholian.kloc).sgn()
1035 while here.i != id.i:
1037 if game.quad[here.i][here.j]==IHDOT:
1038 game.tholian.move(here)
1040 while here.j != id.j:
1042 if game.quad[here.i][here.j]==IHDOT:
1043 game.tholian.move(here)
1044 # check to see if all holes plugged
1045 for i in range(QUADSIZE):
1046 if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT:
1048 if game.quad[QUADSIZE-1][i]!=IHWEB and game.quad[QUADSIZE-1][i]!=IHT:
1050 if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT:
1052 if game.quad[i][QUADSIZE-1]!=IHWEB and game.quad[i][QUADSIZE-1]!=IHT:
1054 # All plugged up -- Tholian splits
1055 game.quad[game.tholian.kloc.i][game.tholian.kloc.j]=IHWEB
1057 prout(crmena(True, IHT, "sector", game.tholian) + _(" completes web."))
1058 game.tholian.move(None)
1061 # Code from battle.c begins here
1063 def doshield(shraise):
1064 "Change shield status."
1070 key = scanner.next()
1071 if key == "IHALPHA":
1072 if scanner.sees("transfer"):
1075 if damaged(DSHIELD):
1076 prout(_("Shields damaged and down."))
1078 if scanner.sees("up"):
1080 elif scanner.sees("down"):
1083 proutn(_("Do you wish to change shield energy? "))
1085 proutn(_("Energy to transfer to shields- "))
1087 elif damaged(DSHIELD):
1088 prout(_("Shields damaged and down."))
1091 proutn(_("Shields are up. Do you want them down? "))
1098 proutn(_("Shields are down. Do you want them up? "))
1104 if action == "SHUP": # raise shields
1106 prout(_("Shields already up."))
1110 if game.condition != "docked":
1112 prout(_("Shields raised."))
1113 if game.energy <= 0:
1115 prout(_("Shields raising uses up last of energy."))
1120 elif action == "SHDN":
1122 prout(_("Shields already down."))
1126 prout(_("Shields lowered."))
1129 elif action == "NRG":
1130 while scanner.next() != "IHREAL":
1132 proutn(_("Energy to transfer to shields- "))
1134 if scanner.real == 0:
1136 if scanner.real > game.energy:
1137 prout(_("Insufficient ship energy."))
1140 if game.shield+scanner.real >= game.inshld:
1141 prout(_("Shield energy maximized."))
1142 if game.shield+scanner.real > game.inshld:
1143 prout(_("Excess energy requested returned to ship energy"))
1144 game.energy -= game.inshld-game.shield
1145 game.shield = game.inshld
1147 if scanner.real < 0.0 and game.energy-scanner.real > game.inenrg:
1148 # Prevent shield drain loophole
1150 prout(_("Engineering to bridge--"))
1151 prout(_(" Scott here. Power circuit problem, Captain."))
1152 prout(_(" I can't drain the shields."))
1155 if game.shield+scanner.real < 0:
1156 prout(_("All shield energy transferred to ship."))
1157 game.energy += game.shield
1160 proutn(_("Scotty- \""))
1161 if scanner.real > 0:
1162 prout(_("Transferring energy to shields.\""))
1164 prout(_("Draining energy from shields.\""))
1165 game.shield += scanner.real
1166 game.energy -= scanner.real
1170 "Choose a device to damage, at random."
1171 # Quoth Eric Allman in the code of BSD-Trek:
1172 # "Under certain conditions you can get a critical hit. This
1173 # sort of hit damages devices. The probability that a given
1174 # device is damaged depends on the device. Well protected
1175 # devices (such as the computer, which is in the core of the
1176 # ship and has considerable redundancy) almost never get
1177 # damaged, whereas devices which are exposed (such as the
1178 # warp engines) or which are particularly delicate (such as
1179 # the transporter) have a much higher probability of being
1182 # This is one place where OPTION_PLAIN does not restore the
1183 # original behavior, which was equiprobable damage across
1184 # all devices. If we wanted that, we'd return randrange(NDEVICES)
1185 # and have done with it. Also, in the original game, DNAVYS
1186 # and DCOMPTR were the same device.
1188 # Instead, we use a table of weights similar to the one from BSD Trek.
1189 # BSD doesn't have the shuttle, shield controller, death ray, or probes.
1190 # We don't have a cloaking device. The shuttle got the allocation
1191 # for the cloaking device, then we shaved a half-percent off
1192 # everything to have some weight to give DSHCTRL/DDRAY/DDSP.
1194 105, # DSRSENS: short range scanners 10.5%
1195 105, # DLRSENS: long range scanners 10.5%
1196 120, # DPHASER: phasers 12.0%
1197 120, # DPHOTON: photon torpedoes 12.0%
1198 25, # DLIFSUP: life support 2.5%
1199 65, # DWARPEN: warp drive 6.5%
1200 70, # DIMPULS: impulse engines 6.5%
1201 145, # DSHIELD: deflector shields 14.5%
1202 30, # DRADIO: subspace radio 3.0%
1203 45, # DSHUTTL: shuttle 4.5%
1204 15, # DCOMPTR: computer 1.5%
1205 20, # NAVCOMP: navigation system 2.0%
1206 75, # DTRANSP: transporter 7.5%
1207 20, # DSHCTRL: high-speed shield controller 2.0%
1208 10, # DDRAY: death ray 1.0%
1209 30, # DDSP: deep-space probes 3.0%
1211 idx = randrange(1000) # weights must sum to 1000
1213 for (i, w) in enumerate(weights):
1217 return None; # we should never get here
1219 def collision(rammed, enemy):
1220 "Collision handling fot rammong events."
1221 prouts(_("***RED ALERT! RED ALERT!"))
1223 prout(_("***COLLISION IMMINENT."))
1227 hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(enemy.type, 1.0)
1229 proutn(_(" rammed by "))
1232 proutn(crmena(False, enemy.type, "sector", enemy.kloc))
1234 proutn(_(" (original position)"))
1236 deadkl(enemy.kloc, enemy.type, game.sector)
1237 proutn("***" + crmship() + " heavily damaged.")
1238 icas = randrange(10, 30)
1239 prout(_("***Sickbay reports %d casualties"), icas)
1241 game.state.crew -= icas
1242 # In the pre-SST2K version, all devices got equiprobably damaged,
1243 # which was silly. Instead, pick up to half the devices at
1244 # random according to our weighting table,
1245 ncrits = randrange(NDEVICES/2)
1246 for m in range(ncrits):
1248 if game.damage[dev] < 0:
1250 extradm = (10.0*hardness*randreal()+1.0)*game.damfac
1251 # Damage for at least time of travel!
1252 game.damage[dev] += game.optime + extradm
1254 prout(_("***Shields are down."))
1255 if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
1262 def torpedo(origin, course, dispersion, number, nburst):
1263 "Let a photon torpedo fly"
1264 if not damaged(DSRSENS) or game.condition=="docked":
1265 setwnd(srscan_window)
1267 setwnd(message_window)
1269 ac = course + 0.25*dispersion
1270 angle = (15.0-ac)*0.5235988
1271 bullseye = (15.0 - course)*0.5235988
1272 delta = coord(-math.sin(angle), math.cos(angle))
1273 bigger = max(abs(delta.i), abs(delta.j))
1275 w = coord(0, 0); jw = coord(0, 0)
1276 ungridded = copy.copy(origin)
1277 # Loop to move a single torpedo
1278 for step in range(1, QUADSIZE*2):
1280 w = ungridded.snaptogrid()
1281 if not VALID_SECTOR(w.i, w.j):
1283 iquad=game.quad[w.i][w.j]
1284 tracktorpedo(origin, w, step, number, nburst, iquad)
1288 setwnd(message_window)
1289 if damaged(DSRSENS) and not game.condition=="docked":
1290 skip(1); # start new line after text track
1291 if iquad in (IHE, IHF): # Hit our ship
1293 prout(_("Torpedo hits %s.") % crmshp())
1294 hit = 700.0 + randreal(100) - \
1295 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1296 newcnd(); # we're blown out of dock
1297 # We may be displaced.
1298 if game.landed or game.condition=="docked":
1299 return hit # Cheat if on a planet
1300 ang = angle + 2.5*(randreal()-0.5)
1301 temp = math.fabs(math.sin(ang))
1302 if math.fabs(math.cos(ang)) > temp:
1303 temp = math.fabs(math.cos(ang))
1304 xx = -math.sin(ang)/temp
1305 yy = math.cos(ang)/temp
1306 jw.i = int(w.i+xx+0.5)
1307 jw.j = int(w.j+yy+0.5)
1308 if not VALID_SECTOR(jw.i, jw.j):
1310 if game.quad[jw.i][jw.j]==IHBLANK:
1313 if game.quad[jw.i][jw.j]!=IHDOT:
1314 # can't move into object
1319 elif iquad in (IHC, IHS, IHR, IHK): # Hit a regular enemy
1321 if iquad in (IHC, IHS) and withprob(0.05):
1322 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1323 prout(_(" torpedo neutralized."))
1325 for enemy in game.enemies:
1328 kp = math.fabs(enemy.kpower)
1329 h1 = 700.0 + randrange(100) - \
1330 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1334 if enemy.kpower < 0:
1338 if enemy.kpower == 0:
1341 proutn(crmena(True, iquad, "sector", w))
1342 # If enemy damaged but not destroyed, try to displace
1343 ang = angle + 2.5*(randreal()-0.5)
1344 temp = math.fabs(math.sin(ang))
1345 if math.fabs(math.cos(ang)) > temp:
1346 temp = math.fabs(math.cos(ang))
1347 xx = -math.sin(ang)/temp
1348 yy = math.cos(ang)/temp
1349 jw.i = int(w.i+xx+0.5)
1350 jw.j = int(w.j+yy+0.5)
1351 if not VALID_SECTOR(jw.i, jw.j):
1352 prout(_(" damaged but not destroyed."))
1354 if game.quad[jw.i][jw.j]==IHBLANK:
1355 prout(_(" buffeted into black hole."))
1356 deadkl(w, iquad, jw)
1358 if game.quad[jw.i][jw.j]!=IHDOT:
1359 # can't move into object
1360 prout(_(" damaged but not destroyed."))
1362 proutn(_(" damaged--"))
1366 elif iquad == IHB: # Hit a base
1368 prout(_("***STARBASE DESTROYED.."))
1369 game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
1370 game.quad[w.i][w.j]=IHDOT
1371 game.base.invalidate()
1372 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase -= 1
1373 game.state.chart[game.quadrant.i][game.quadrant.j].starbase -= 1
1374 game.state.basekl += 1
1377 elif iquad == IHP: # Hit a planet
1378 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1379 game.state.nplankl += 1
1380 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1381 game.iplnet.pclass = "destroyed"
1383 game.plnet.invalidate()
1384 game.quad[w.i][w.j] = IHDOT
1386 # captain perishes on planet
1389 elif iquad == IHW: # Hit an inhabited world -- very bad!
1390 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1391 game.state.nworldkl += 1
1392 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1393 game.iplnet.pclass = "destroyed"
1395 game.plnet.invalidate()
1396 game.quad[w.i][w.j] = IHDOT
1398 # captain perishes on planet
1400 prout(_("You have just destroyed an inhabited planet."))
1401 prout(_("Celebratory rallies are being held on the Klingon homeworld."))
1403 elif iquad == IHSTAR: # Hit a star
1407 prout(crmena(True, IHSTAR, "sector", w) + _(" unaffected by photon blast."))
1409 elif iquad == IHQUEST: # Hit a thingy
1410 if not (game.options & OPTION_THINGY) or withprob(0.3):
1412 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1414 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1416 proutn(_("Mr. Spock-"))
1417 prouts(_(" \"Fascinating!\""))
1421 # Stas Sergeev added the possibility that
1422 # you can shove the Thingy and piss it off.
1423 # It then becomes an enemy and may fire at you.
1427 elif iquad == IHBLANK: # Black hole
1429 prout(crmena(True, IHBLANK, "sector", w) + _(" swallows torpedo."))
1431 elif iquad == IHWEB: # hit the web
1433 prout(_("***Torpedo absorbed by Tholian web."))
1435 elif iquad == IHT: # Hit a Tholian
1436 h1 = 700.0 + randrange(100) - \
1437 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1440 game.quad[w.i][w.j] = IHDOT
1445 proutn(crmena(True, IHT, "sector", w))
1447 prout(_(" survives photon blast."))
1449 prout(_(" disappears."))
1450 game.tholian.move(None)
1451 game.quad[w.i][w.j] = IHWEB
1456 proutn("Don't know how to handle torpedo collision with ")
1457 proutn(crmena(True, iquad, "sector", w))
1461 if curwnd!=message_window:
1462 setwnd(message_window)
1464 game.quad[w.i][w.j]=IHDOT
1465 game.quad[jw.i][jw.j]=iquad
1466 prout(_(" displaced by blast to Sector %s ") % jw)
1467 for ll in range(len(game.enemies)):
1468 game.enemies[ll].kdist = game.enemies[ll].kavgd = (game.sector-game.enemies[ll].kloc).distance()
1469 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1472 prout(_("Torpedo missed."))
1476 "Critical-hit resolution."
1477 if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1479 ncrit = int(1.0 + hit/(500.0+randreal(100)))
1480 proutn(_("***CRITICAL HIT--"))
1481 # Select devices and cause damage
1483 for loop1 in range(ncrit):
1486 # Cheat to prevent shuttle damage unless on ship
1487 if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1490 extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1491 game.damage[j] += extradm
1493 for (i, j) in enumerate(cdam):
1495 if skipcount % 3 == 2 and i < len(cdam)-1:
1500 prout(_(" damaged."))
1501 if damaged(DSHIELD) and game.shldup:
1502 prout(_("***Shields knocked down."))
1505 def attack(torps_ok):
1506 # bad guy attacks us
1507 # torps_ok == False forces use of phasers in an attack
1508 # game could be over at this point, check
1511 attempt = False; ihurt = False;
1512 hitmax=0.0; hittot=0.0; chgfac=1.0
1515 prout("=== ATTACK!")
1516 # Tholian gets to move before attacking
1519 # if you have just entered the RNZ, you'll get a warning
1520 if game.neutz: # The one chance not to be attacked
1523 # commanders get a chance to tac-move towards you
1524 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:
1526 # if no enemies remain after movement, we're done
1527 if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
1529 # set up partial hits if attack happens during shield status change
1530 pfac = 1.0/game.inshld
1532 chgfac = 0.25 + randreal(0.5)
1534 # message verbosity control
1535 if game.skill <= SKILL_FAIR:
1537 for enemy in game.enemies:
1538 if enemy.kpower < 0:
1539 continue; # too weak to attack
1540 # compute hit strength and diminish shield power
1542 # Increase chance of photon torpedos if docked or enemy energy is low
1543 if game.condition == "docked":
1545 if enemy.kpower < 500:
1547 if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry):
1549 # different enemies have different probabilities of throwing a torp
1550 usephasers = not torps_ok or \
1551 (enemy.type == IHK and r > 0.0005) or \
1552 (enemy.type==IHC and r > 0.015) or \
1553 (enemy.type==IHR and r > 0.3) or \
1554 (enemy.type==IHS and r > 0.07) or \
1555 (enemy.type==IHQUEST and r > 0.05)
1556 if usephasers: # Enemy uses phasers
1557 if game.condition == "docked":
1558 continue; # Don't waste the effort!
1559 attempt = True; # Attempt to attack
1560 dustfac = randreal(0.8, 0.85)
1561 hit = enemy.kpower*math.pow(dustfac,enemy.kavgd)
1562 enemy.kpower *= 0.75
1563 else: # Enemy uses photon torpedo
1564 # We should be able to make the bearing() method work here
1565 course = 1.90985*math.atan2(game.sector.j-enemy.kloc.j, enemy.kloc.i-game.sector.i)
1567 proutn(_("***TORPEDO INCOMING"))
1568 if not damaged(DSRSENS):
1569 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.kloc))
1572 dispersion = (randreal()+randreal())*0.5 - 0.5
1573 dispersion += 0.002*enemy.kpower*dispersion
1574 hit = torpedo(enemy.kloc, course, dispersion, number=1, nburst=1)
1575 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1576 finish(FWON); # Klingons did themselves in!
1577 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1578 return # Supernova or finished
1581 # incoming phaser or torpedo, shields may dissipate it
1582 if game.shldup or game.shldchg or game.condition=="docked":
1583 # shields will take hits
1584 propor = pfac * game.shield
1585 if game.condition =="docked":
1589 hitsh = propor*chgfac*hit+1.0
1591 if absorb > game.shield:
1592 absorb = game.shield
1593 game.shield -= absorb
1595 # taking a hit blasts us out of a starbase dock
1596 if game.condition == "docked":
1598 # but the shields may take care of it
1599 if propor > 0.1 and hit < 0.005*game.energy:
1601 # hit from this opponent got through shields, so take damage
1603 proutn(_("%d unit hit") % int(hit))
1604 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1605 proutn(_(" on the ") + crmshp())
1606 if not damaged(DSRSENS) and usephasers:
1607 prout(_(" from ") + crmena(False, enemy.type, where, enemy.kloc))
1609 # Decide if hit is critical
1615 if game.energy <= 0:
1616 # Returning home upon your shield, not with it...
1619 if not attempt and game.condition == "docked":
1620 prout(_("***Enemies decide against attacking your ship."))
1621 percent = 100.0*pfac*game.shield+0.5
1623 # Shields fully protect ship
1624 proutn(_("Enemy attack reduces shield strength to "))
1626 # Emit message if starship suffered hit(s)
1628 proutn(_("Energy left %2d shields ") % int(game.energy))
1631 elif not damaged(DSHIELD):
1634 proutn(_("damaged, "))
1635 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1636 # Check if anyone was hurt
1637 if hitmax >= 200 or hittot >= 500:
1638 icas = randrange(int(hittot * 0.015))
1641 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1642 prout(_(" in that last attack.\""))
1644 game.state.crew -= icas
1645 # After attack, reset average distance to enemies
1646 for enemy in game.enemies:
1647 enemy.kavgd = enemy.kdist
1648 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1651 def deadkl(w, type, mv):
1652 "Kill a Klingon, Tholian, Romulan, or Thingy."
1653 # Added mv to allow enemy to "move" before dying
1654 proutn(crmena(True, type, "sector", mv))
1655 # Decide what kind of enemy it is and update appropriately
1657 # Chalk up a Romulan
1658 game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1660 game.state.nromrem -= 1
1664 elif type == IHQUEST:
1669 # Killed some type of Klingon
1670 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1673 game.state.kcmdr.remove(game.quadrant)
1675 if game.state.kcmdr:
1676 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1677 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1680 game.state.remkl -= 1
1682 game.state.nscrem -= 1
1683 game.state.kscmdr.invalidate()
1688 # For each kind of enemy, finish message to player
1689 prout(_(" destroyed."))
1690 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1693 # Remove enemy ship from arrays describing local conditions
1694 for e in game.enemies:
1701 "Return None if target is invalid, otherwise return a course angle."
1702 if not VALID_SECTOR(w.i, w.j):
1706 # FIXME: C code this was translated from is wacky -- why the sign reversal?
1707 delta.j = (w.j - game.sector.j);
1708 delta.i = (game.sector.i - w.i);
1709 if delta == coord(0, 0):
1711 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1712 prout(_(" I recommend an immediate review of"))
1713 prout(_(" the Captain's psychological profile.\""))
1716 return delta.bearing()
1719 "Launch photon torpedo."
1722 if damaged(DPHOTON):
1723 prout(_("Photon tubes damaged."))
1727 prout(_("No torpedoes left."))
1730 # First, get torpedo count
1733 if scanner.token == "IHALPHA":
1736 elif scanner.token == "IHEOL" or not scanner.waiting():
1737 prout(_("%d torpedoes left.") % game.torps)
1739 proutn(_("Number of torpedoes to fire- "))
1740 continue # Go back around to get a number
1741 else: # key == "IHREAL"
1743 if n <= 0: # abort command
1748 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1751 scanner.chew() # User requested more torps than available
1752 continue # Go back around
1753 break # All is good, go to next stage
1757 key = scanner.next()
1758 if i==0 and key == "IHEOL":
1759 break; # no coordinate waiting, we will try prompting
1760 if i==1 and key == "IHEOL":
1761 # direct all torpedoes at one target
1763 target.append(target[0])
1764 course.append(course[0])
1767 scanner.push(scanner.token)
1768 target.append(scanner.getcoord())
1769 if target[-1] == None:
1771 course.append(targetcheck(target[-1]))
1772 if course[-1] == None:
1775 if len(target) == 0:
1776 # prompt for each one
1778 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1780 target.append(scanner.getcoord())
1781 if target[-1] == None:
1783 course.append(targetcheck(target[-1]))
1784 if course[-1] == None:
1787 # Loop for moving <n> torpedoes
1789 if game.condition != "docked":
1791 dispersion = (randreal()+randreal())*0.5 -0.5
1792 if math.fabs(dispersion) >= 0.47:
1794 dispersion *= randreal(1.2, 2.2)
1796 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1798 prouts(_("***TORPEDO MISFIRES."))
1801 prout(_(" Remainder of burst aborted."))
1803 prout(_("***Photon tubes damaged by misfire."))
1804 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1806 if game.shldup or game.condition == "docked":
1807 dispersion *= 1.0 + 0.0001*game.shield
1808 torpedo(game.sector, course[i], dispersion, number=i, nburst=n)
1809 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1811 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1815 "Check for phasers overheating."
1817 checkburn = (rpow-1500.0)*0.00038
1818 if withprob(checkburn):
1819 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1820 game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1822 def checkshctrl(rpow):
1823 "Check shield control."
1826 prout(_("Shields lowered."))
1828 # Something bad has happened
1829 prouts(_("***RED ALERT! RED ALERT!"))
1831 hit = rpow*game.shield/game.inshld
1832 game.energy -= rpow+hit*0.8
1833 game.shield -= hit*0.2
1834 if game.energy <= 0.0:
1835 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1840 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1842 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1843 icas = randrange(int(hit*0.012))
1848 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1849 prout(_(" %d casualties so far.\"") % icas)
1851 game.state.crew -= icas
1853 prout(_("Phaser energy dispersed by shields."))
1854 prout(_("Enemy unaffected."))
1859 "Register a phaser hit on Klingons and Romulans."
1860 nenhr2 = len(game.enemies); kk=0
1863 for (k, wham) in enumerate(hits):
1866 dustfac = randreal(0.9, 1.0)
1867 hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
1868 kpini = game.enemies[kk].kpower
1869 kp = math.fabs(kpini)
1870 if PHASEFAC*hit < kp:
1872 if game.enemies[kk].kpower < 0:
1873 game.enemies[kk].kpower -= -kp
1875 game.enemies[kk].kpower -= kp
1876 kpow = game.enemies[kk].kpower
1877 w = game.enemies[kk].kloc
1879 if not damaged(DSRSENS):
1881 proutn(_("%d unit hit on ") % int(hit))
1883 proutn(_("Very small hit on "))
1884 ienm = game.quad[w.i][w.j]
1887 proutn(crmena(False, ienm, "sector", w))
1891 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1895 kk -= 1 # don't do the increment
1897 else: # decide whether or not to emasculate klingon
1898 if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1899 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1900 prout(_(" has just lost its firepower.\""))
1901 game.enemies[kk].kpower = -kpow
1906 "Fire phasers at bad guys."
1908 kz = 0; k = 1; irec=0 # Cheating inhibitor
1909 ifast = False; no = False; itarg = True; msgflag = True; rpow=0
1913 # SR sensors and Computer are needed for automode
1914 if damaged(DSRSENS) or damaged(DCOMPTR):
1916 if game.condition == "docked":
1917 prout(_("Phasers can't be fired through base shields."))
1920 if damaged(DPHASER):
1921 prout(_("Phaser control damaged."))
1925 if damaged(DSHCTRL):
1926 prout(_("High speed shield control damaged."))
1929 if game.energy <= 200.0:
1930 prout(_("Insufficient energy to activate high-speed shield control."))
1933 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1935 # Original code so convoluted, I re-did it all
1936 # (That was Tom Almy talking about the C code, I think -- ESR)
1937 while automode=="NOTSET":
1939 if key == "IHALPHA":
1940 if scanner.sees("manual"):
1941 if len(game.enemies)==0:
1942 prout(_("There is no enemy present to select."))
1945 automode="AUTOMATIC"
1948 key = scanner.next()
1949 elif scanner.sees("automatic"):
1950 if (not itarg) and len(game.enemies) != 0:
1951 automode = "FORCEMAN"
1953 if len(game.enemies)==0:
1954 prout(_("Energy will be expended into space."))
1955 automode = "AUTOMATIC"
1956 key = scanner.next()
1957 elif scanner.sees("no"):
1962 elif key == "IHREAL":
1963 if len(game.enemies)==0:
1964 prout(_("Energy will be expended into space."))
1965 automode = "AUTOMATIC"
1967 automode = "FORCEMAN"
1969 automode = "AUTOMATIC"
1972 if len(game.enemies)==0:
1973 prout(_("Energy will be expended into space."))
1974 automode = "AUTOMATIC"
1976 automode = "FORCEMAN"
1978 proutn(_("Manual or automatic? "))
1983 if automode == "AUTOMATIC":
1984 if key == "IHALPHA" and scanner.sees("no"):
1986 key = scanner.next()
1987 if key != "IHREAL" and len(game.enemies) != 0:
1988 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
1993 for i in range(len(game.enemies)):
1994 irec += math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
1996 proutn(_("%d units required. ") % irec)
1998 proutn(_("Units to fire= "))
1999 key = scanner.next()
2004 proutn(_("Energy available= %.2f") % avail)
2007 if not rpow > avail:
2014 if key == "IHALPHA" and scanner.sees("no"):
2017 game.energy -= 200; # Go and do it!
2018 if checkshctrl(rpow):
2023 if len(game.enemies):
2026 for i in range(len(game.enemies)):
2030 hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
2031 over = randreal(1.01, 1.06) * hits[i]
2033 powrem -= hits[i] + over
2034 if powrem <= 0 and temp < hits[i]:
2043 if extra > 0 and not game.alldone:
2045 proutn(_("*** Tholian web absorbs "))
2046 if len(game.enemies)>0:
2047 proutn(_("excess "))
2048 prout(_("phaser energy."))
2050 prout(_("%d expended on empty space.") % int(extra))
2051 elif automode == "FORCEMAN":
2054 if damaged(DCOMPTR):
2055 prout(_("Battle computer damaged, manual fire only."))
2058 prouts(_("---WORKING---"))
2060 prout(_("Short-range-sensors-damaged"))
2061 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2062 prout(_("Manual-fire-must-be-used"))
2064 elif automode == "MANUAL":
2066 for k in range(len(game.enemies)):
2067 aim = game.enemies[k].kloc
2068 ienm = game.quad[aim.i][aim.j]
2070 proutn(_("Energy available= %.2f") % (avail-0.006))
2074 if damaged(DSRSENS) and \
2075 not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS):
2076 prout(cramen(ienm) + _(" can't be located without short range scan."))
2079 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
2084 if itarg and k > kz:
2085 irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
2088 if not damaged(DCOMPTR):
2093 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
2094 key = scanner.next()
2095 if key == "IHALPHA" and scanner.sees("no"):
2097 key = scanner.next()
2099 if key == "IHALPHA":
2103 if k==1: # Let me say I'm baffled by this
2106 if scanner.real < 0:
2110 hits[k] = scanner.real
2111 rpow += scanner.real
2112 # If total requested is too much, inform and start over
2114 prout(_("Available energy exceeded -- try again."))
2117 key = scanner.next(); # scan for next value
2120 # zero energy -- abort
2123 if key == "IHALPHA" and scanner.sees("no"):
2128 game.energy -= 200.0
2129 if checkshctrl(rpow):
2133 # Say shield raised or malfunction, if necessary
2140 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2141 prouts(_(" CLICK CLICK POP . . ."))
2142 prout(_(" No response, sir!"))
2145 prout(_("Shields raised."))
2150 # Code from events,c begins here.
2152 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2153 # event of each type active at any given time. Mostly these means we can
2154 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2155 # BSD Trek, from which we swiped the idea, can have up to 5.
2157 def unschedule(evtype):
2158 "Remove an event from the schedule."
2159 game.future[evtype].date = FOREVER
2160 return game.future[evtype]
2162 def is_scheduled(evtype):
2163 "Is an event of specified type scheduled."
2164 return game.future[evtype].date != FOREVER
2166 def scheduled(evtype):
2167 "When will this event happen?"
2168 return game.future[evtype].date
2170 def schedule(evtype, offset):
2171 "Schedule an event of specified type."
2172 game.future[evtype].date = game.state.date + offset
2173 return game.future[evtype]
2175 def postpone(evtype, offset):
2176 "Postpone a scheduled event."
2177 game.future[evtype].date += offset
2180 "Rest period is interrupted by event."
2183 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2185 game.resting = False
2191 "Run through the event queue looking for things to do."
2193 fintim = game.state.date + game.optime; yank=0
2194 ictbeam = False; istract = False
2195 w = coord(); hold = coord()
2196 ev = event(); ev2 = event()
2198 def tractorbeam(yank):
2199 "Tractor-beaming cases merge here."
2201 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2203 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2204 # If Kirk & Co. screwing around on planet, handle
2205 atover(True) # atover(true) is Grab
2208 if game.icraft: # Caught in Galileo?
2211 # Check to see if shuttle is aboard
2212 if game.iscraft == "offship":
2215 prout(_("Galileo, left on the planet surface, is captured"))
2216 prout(_("by aliens and made into a flying McDonald's."))
2217 game.damage[DSHUTTL] = -10
2218 game.iscraft = "removed"
2220 prout(_("Galileo, left on the planet surface, is well hidden."))
2222 game.quadrant = game.state.kscmdr
2224 game.quadrant = game.state.kcmdr[i]
2225 game.sector = randplace(QUADSIZE)
2226 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2227 % (game.quadrant, game.sector))
2229 prout(_("(Remainder of rest/repair period cancelled.)"))
2230 game.resting = False
2232 if not damaged(DSHIELD) and game.shield > 0:
2233 doshield(shraise=True) # raise shields
2234 game.shldchg = False
2236 prout(_("(Shields not currently useable.)"))
2238 # Adjust finish time to time of tractor beaming
2239 fintim = game.state.date+game.optime
2240 attack(torps_ok=False)
2241 if not game.state.kcmdr:
2244 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2247 "Code merges here for any commander destroying a starbase."
2248 # Not perfect, but will have to do
2249 # Handle case where base is in same quadrant as starship
2250 if game.battle == game.quadrant:
2251 game.state.chart[game.battle.i][game.battle.j].starbase = False
2252 game.quad[game.base.i][game.base.j] = IHDOT
2253 game.base.invalidate()
2256 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2257 elif game.state.baseq and communicating():
2258 # Get word via subspace radio
2261 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2262 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2264 prout(_("the Klingon Super-Commander"))
2266 prout(_("a Klingon Commander"))
2267 game.state.chart[game.battle.i][game.battle.j].starbase = False
2268 # Remove Starbase from galaxy
2269 game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2270 game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq)
2272 # reinstate a commander's base attack
2276 game.battle.invalidate()
2278 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2279 for i in range(1, NEVENTS):
2280 if i == FSNOVA: proutn("=== Supernova ")
2281 elif i == FTBEAM: proutn("=== T Beam ")
2282 elif i == FSNAP: proutn("=== Snapshot ")
2283 elif i == FBATTAK: proutn("=== Base Attack ")
2284 elif i == FCDBAS: proutn("=== Base Destroy ")
2285 elif i == FSCMOVE: proutn("=== SC Move ")
2286 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2287 elif i == FDSPROB: proutn("=== Probe Move ")
2288 elif i == FDISTR: proutn("=== Distress Call ")
2289 elif i == FENSLV: proutn("=== Enslavement ")
2290 elif i == FREPRO: proutn("=== Klingon Build ")
2292 prout("%.2f" % (scheduled(i)))
2295 radio_was_broken = damaged(DRADIO)
2298 # Select earliest extraneous event, evcode==0 if no events
2303 for l in range(1, NEVENTS):
2304 if game.future[l].date < datemin:
2307 prout("== Event %d fires" % evcode)
2308 datemin = game.future[l].date
2309 xtime = datemin-game.state.date
2310 game.state.date = datemin
2311 # Decrement Federation resources and recompute remaining time
2312 game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
2314 if game.state.remtime <=0:
2317 # Any crew left alive?
2318 if game.state.crew <=0:
2321 # Is life support adequate?
2322 if damaged(DLIFSUP) and game.condition != "docked":
2323 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2326 game.lsupres -= xtime
2327 if game.damage[DLIFSUP] <= xtime:
2328 game.lsupres = game.inlsr
2331 if game.condition == "docked":
2332 repair /= game.docfac
2333 # Don't fix Deathray here
2334 for l in range(NDEVICES):
2335 if game.damage[l] > 0.0 and l != DDRAY:
2336 if game.damage[l]-repair > 0.0:
2337 game.damage[l] -= repair
2339 game.damage[l] = 0.0
2340 # If radio repaired, update star chart and attack reports
2341 if radio_was_broken and not damaged(DRADIO):
2342 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2343 prout(_(" surveillance reports are coming in."))
2345 if not game.iseenit:
2349 prout(_(" The star chart is now up to date.\""))
2351 # Cause extraneous event EVCODE to occur
2352 game.optime -= xtime
2353 if evcode == FSNOVA: # Supernova
2356 schedule(FSNOVA, expran(0.5*game.intime))
2357 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2359 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2360 if game.state.nscrem == 0 or \
2361 ictbeam or istract or \
2362 game.condition=="docked" or game.isatb==1 or game.iscate:
2364 if game.ientesc or \
2365 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2366 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2367 (damaged(DSHIELD) and \
2368 (game.energy < 2500 or damaged(DPHASER)) and \
2369 (game.torps < 5 or damaged(DPHOTON))):
2371 istract = ictbeam = True
2372 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2375 elif evcode == FTBEAM: # Tractor beam
2376 if not game.state.kcmdr:
2379 i = randrange(len(game.state.kcmdr))
2380 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2381 if istract or game.condition == "docked" or yank == 0:
2382 # Drats! Have to reschedule
2384 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2388 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2389 game.snapsht = copy.deepcopy(game.state)
2390 game.state.snap = True
2391 schedule(FSNAP, expran(0.5 * game.intime))
2392 elif evcode == FBATTAK: # Commander attacks starbase
2393 if not game.state.kcmdr or not game.state.baseq:
2399 for ibq in game.state.baseq:
2400 for cmdr in game.state.kcmdr:
2401 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2404 # no match found -- try later
2405 schedule(FBATTAK, expran(0.3*game.intime))
2410 # commander + starbase combination found -- launch attack
2412 schedule(FCDBAS, randreal(1.0, 4.0))
2413 if game.isatb: # extra time if SC already attacking
2414 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2415 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2416 game.iseenit = False
2417 if not communicating():
2418 continue # No warning :-(
2422 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2423 prout(_(" reports that it is under attack and that it can"))
2424 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2427 elif evcode == FSCDBAS: # Supercommander destroys base
2430 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2431 continue # WAS RETURN!
2433 game.battle = game.state.kscmdr
2435 elif evcode == FCDBAS: # Commander succeeds in destroying base
2438 if not game.state.baseq() \
2439 or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2440 game.battle.invalidate()
2442 # find the lucky pair
2443 for cmdr in game.state.kcmdr:
2444 if cmdr == game.battle:
2447 # No action to take after all
2450 elif evcode == FSCMOVE: # Supercommander moves
2451 schedule(FSCMOVE, 0.2777)
2452 if not game.ientesc and not istract and game.isatb != 1 and \
2453 (not game.iscate or not game.justin):
2455 elif evcode == FDSPROB: # Move deep space probe
2456 schedule(FDSPROB, 0.01)
2457 game.probe += game.probein
2458 newloc = (game.probe / float(QUADSIZE)).snaptogrid()
2459 if newloc != game.probec:
2460 game.probec = newloc
2461 if not VALID_QUADRANT(game.probec.i, game.probec.j) or \
2462 game.state.galaxy[game.probec.i][game.probec.j].supernova:
2463 # Left galaxy or ran into supernova
2467 proutn(_("Lt. Uhura- \"The deep space probe "))
2468 if not VALID_QUADRANT(game.probec.i, game.probec.j):
2469 proutn(_("has left the galaxy.\""))
2471 proutn(_("is no longer transmitting.\""))
2477 proutn(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probec)
2478 pdest = game.state.galaxy[game.probec.i][game.probec.j]
2479 # Update star chart if Radio is working or have access to radio
2481 chp = game.state.chart[game.probec.i][game.probec.j]
2482 chp.klingons = pdest.klingons
2483 chp.starbase = pdest.starbase
2484 chp.stars = pdest.stars
2485 pdest.charted = True
2486 game.proben -= 1 # One less to travel
2487 if game.proben == 0 and game.isarmed and pdest.stars:
2488 supernova(game.probec) # fire in the hole!
2490 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2492 elif evcode == FDISTR: # inhabited system issues distress call
2494 # try a whole bunch of times to find something suitable
2495 for i in range(100):
2496 # need a quadrant which is not the current one,
2497 # which has some stars which are inhabited and
2498 # not already under attack, which is not
2499 # supernova'ed, and which has some Klingons in it
2500 w = randplace(GALSIZE)
2501 q = game.state.galaxy[w.i][w.j]
2502 if not (game.quadrant == w or q.planet == None or \
2503 not q.planet.inhabited or \
2504 q.supernova or q.status!="secure" or q.klingons<=0):
2507 # can't seem to find one; ignore this call
2509 prout("=== Couldn't find location for distress event.")
2511 # got one!! Schedule its enslavement
2512 ev = schedule(FENSLV, expran(game.intime))
2514 q.status = "distressed"
2515 # tell the captain about it if we can
2517 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2519 prout(_("by a Klingon invasion fleet."))
2522 elif evcode == FENSLV: # starsystem is enslaved
2523 ev = unschedule(FENSLV)
2524 # see if current distress call still active
2525 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2529 q.status = "enslaved"
2531 # play stork and schedule the first baby
2532 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2533 ev2.quadrant = ev.quadrant
2535 # report the disaster if we can
2537 prout(_("Uhura- We've lost contact with starsystem %s") % \
2539 prout(_("in Quadrant %s.\n") % ev.quadrant)
2540 elif evcode == FREPRO: # Klingon reproduces
2541 # If we ever switch to a real event queue, we'll need to
2542 # explicitly retrieve and restore the x and y.
2543 ev = schedule(FREPRO, expran(1.0 * game.intime))
2544 # see if current distress call still active
2545 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2549 if game.state.remkl >=MAXKLGAME:
2550 continue # full right now
2551 # reproduce one Klingon
2553 if game.klhere >= MAXKLQUAD:
2555 # this quadrant not ok, pick an adjacent one
2556 for i in range(w.i - 1, w.i + 2):
2557 for j in range(w.j - 1, w.j + 2):
2558 if not VALID_QUADRANT(i, j):
2560 q = game.state.galaxy[w.i][w.j]
2561 # check for this quad ok (not full & no snova)
2562 if q.klingons >= MAXKLQUAD or q.supernova:
2566 continue # search for eligible quadrant failed
2570 game.state.remkl += 1
2572 if game.quadrant == w:
2574 game.enemies.append(newkling())
2575 # recompute time left
2577 # report the disaster if we can
2579 if game.quadrant == w:
2580 prout(_("Spock- sensors indicate the Klingons have"))
2581 prout(_("launched a warship from %s.") % q.planet)
2583 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2584 if q.planet != None:
2585 proutn(_("near %s") % q.planet)
2586 prout(_("in Quadrant %s.") % w)
2592 key = scanner.next()
2595 proutn(_("How long? "))
2600 origTime = delay = scanner.real
2603 if delay >= game.state.remtime or len(game.enemies) != 0:
2604 proutn(_("Are you sure? "))
2607 # Alternate resting periods (events) with attacks
2611 game.resting = False
2612 if not game.resting:
2613 prout(_("%d stardates left.") % int(game.state.remtime))
2615 temp = game.optime = delay
2616 if len(game.enemies):
2617 rtime = randreal(1.0, 2.0)
2621 if game.optime < delay:
2622 attack(torps_ok=False)
2630 # Repair Deathray if long rest at starbase
2631 if origTime-delay >= 9.99 and game.condition == "docked":
2632 game.damage[DDRAY] = 0.0
2633 # leave if quadrant supernovas
2634 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2636 game.resting = False
2641 course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2642 newc = coord(); neighbor = coord(); bump = coord(0, 0)
2644 # Wow! We've supernova'ed
2645 supernova(game.quadrant)
2647 # handle initial nova
2648 game.quad[nov.i][nov.j] = IHDOT
2649 prout(crmena(False, IHSTAR, "sector", nov) + _(" novas."))
2650 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2651 game.state.starkl += 1
2652 # Set up queue to recursively trigger adjacent stars
2658 for offset.i in range(-1, 1+1):
2659 for offset.j in range(-1, 1+1):
2660 if offset.j==0 and offset.i==0:
2662 neighbor = start + offset
2663 if not VALID_SECTOR(neighbor.j, neighbor.i):
2665 iquad = game.quad[neighbor.i][neighbor.j]
2666 # Empty space ends reaction
2667 if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
2669 elif iquad == IHSTAR: # Affect another star
2671 # This star supernovas
2672 supernova(game.quadrant)
2675 hits.append(neighbor)
2676 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2677 game.state.starkl += 1
2678 proutn(crmena(True, IHSTAR, "sector", neighbor))
2680 game.quad[neighbor.i][neighbor.j] = IHDOT
2682 elif iquad in (IHP, IHW): # Destroy planet
2683 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2685 game.state.nplankl += 1
2687 game.state.worldkl += 1
2688 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2689 game.iplnet.pclass = "destroyed"
2691 game.plnet.invalidate()
2695 game.quad[neighbor.i][neighbor.j] = IHDOT
2696 elif iquad == IHB: # Destroy base
2697 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2698 game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
2699 game.base.invalidate()
2700 game.state.basekl += 1
2702 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2703 game.quad[neighbor.i][neighbor.j] = IHDOT
2704 elif iquad in (IHE, IHF): # Buffet ship
2705 prout(_("***Starship buffeted by nova."))
2707 if game.shield >= 2000.0:
2708 game.shield -= 2000.0
2710 diff = 2000.0 - game.shield
2714 prout(_("***Shields knocked out."))
2715 game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2717 game.energy -= 2000.0
2718 if game.energy <= 0:
2721 # add in course nova contributes to kicking starship
2722 bump += (game.sector-hits[mm]).sgn()
2723 elif iquad == IHK: # kill klingon
2724 deadkl(neighbor, iquad, neighbor)
2725 elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
2726 for ll in range(len(game.enemies)):
2727 if game.enemies[ll].kloc == neighbor:
2729 game.enemies[ll].kpower -= 800.0 # If firepower is lost, die
2730 if game.enemies[ll].kpower <= 0.0:
2731 deadkl(neighbor, iquad, neighbor)
2733 newc = neighbor + neighbor - hits[mm]
2734 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2735 if not VALID_SECTOR(newc.i, newc.j):
2736 # can't leave quadrant
2739 iquad1 = game.quad[newc.i][newc.j]
2740 if iquad1 == IHBLANK:
2741 proutn(_(", blasted into ") + crmena(False, IHBLANK, "sector", newc))
2743 deadkl(neighbor, iquad, newc)
2746 # can't move into something else
2749 proutn(_(", buffeted to Sector %s") % newc)
2750 game.quad[neighbor.i][neighbor.j] = IHDOT
2751 game.quad[newc.i][newc.j] = iquad
2752 game.enemies[ll].move(newc)
2753 # Starship affected by nova -- kick it away.
2754 game.dist = kount*0.1
2755 game.direc = course[3*(bump.i+1)+bump.j+2]
2756 if game.direc == 0.0:
2758 if game.dist == 0.0:
2760 game.optime = 10.0*game.dist/16.0
2762 prout(_("Force of nova displaces starship."))
2763 imove(novapush=True)
2764 game.optime = 10.0*game.dist/16.0
2768 "Star goes supernova."
2773 # Scheduled supernova -- select star at random.
2776 for nq.i in range(GALSIZE):
2777 for nq.j in range(GALSIZE):
2778 stars += game.state.galaxy[nq.i][nq.j].stars
2780 return # nothing to supernova exists
2781 num = randrange(stars) + 1
2782 for nq.i in range(GALSIZE):
2783 for nq.j in range(GALSIZE):
2784 num -= game.state.galaxy[nq.i][nq.j].stars
2790 proutn("=== Super nova here?")
2793 if not nq == game.quadrant or game.justin:
2794 # it isn't here, or we just entered (treat as enroute)
2797 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2798 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2801 # we are in the quadrant!
2802 num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
2803 for ns.i in range(QUADSIZE):
2804 for ns.j in range(QUADSIZE):
2805 if game.quad[ns.i][ns.j]==IHSTAR:
2812 prouts(_("***RED ALERT! RED ALERT!"))
2814 prout(_("***Incipient supernova detected at Sector %s") % ns)
2815 if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2816 proutn(_("Emergency override attempts t"))
2817 prouts("***************")
2821 # destroy any Klingons in supernovaed quadrant
2822 kldead = game.state.galaxy[nq.i][nq.j].klingons
2823 game.state.galaxy[nq.i][nq.j].klingons = 0
2824 if nq == game.state.kscmdr:
2825 # did in the Supercommander!
2826 game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
2830 survivors = filter(lambda w: w != nq, game.state.kcmdr)
2831 comkills = len(game.state.kcmdr) - len(survivors)
2832 game.state.kcmdr = survivors
2834 if not game.state.kcmdr:
2836 game.state.remkl -= kldead
2837 # destroy Romulans and planets in supernovaed quadrant
2838 nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2839 game.state.galaxy[nq.i][nq.j].romulans = 0
2840 game.state.nromrem -= nrmdead
2842 for loop in range(game.inplan):
2843 if game.state.planets[loop].quadrant == nq:
2844 game.state.planets[loop].pclass = "destroyed"
2846 # Destroy any base in supernovaed quadrant
2847 game.state.baseq = filter(lambda x: x != nq, game.state.baseq)
2848 # If starship caused supernova, tally up destruction
2850 game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2851 game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2852 game.state.nplankl += npdead
2853 # mark supernova in galaxy and in star chart
2854 if game.quadrant == nq or communicating():
2855 game.state.galaxy[nq.i][nq.j].supernova = True
2856 # If supernova destroys last Klingons give special message
2857 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
2860 prout(_("Lucky you!"))
2861 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2864 # if some Klingons remain, continue or die in supernova
2869 # Code from finish.c ends here.
2872 "Self-destruct maneuver. Finish with a BANG!"
2874 if damaged(DCOMPTR):
2875 prout(_("Computer damaged; cannot execute destruct sequence."))
2877 prouts(_("---WORKING---")); skip(1)
2878 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2879 prouts(" 10"); skip(1)
2880 prouts(" 9"); skip(1)
2881 prouts(" 8"); skip(1)
2882 prouts(" 7"); skip(1)
2883 prouts(" 6"); skip(1)
2885 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2887 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2889 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2893 if game.passwd != scanner.token:
2894 prouts(_("PASSWORD-REJECTED;"))
2896 prouts(_("CONTINUITY-EFFECTED"))
2899 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2900 prouts(" 5"); skip(1)
2901 prouts(" 4"); skip(1)
2902 prouts(" 3"); skip(1)
2903 prouts(" 2"); skip(1)
2904 prouts(" 1"); skip(1)
2906 prouts(_("GOODBYE-CRUEL-WORLD"))
2914 prouts(_("********* Entropy of %s maximized *********") % crmshp())
2918 if len(game.enemies) != 0:
2919 whammo = 25.0 * game.energy
2921 while l <= len(game.enemies):
2922 if game.enemies[l].kpower*game.enemies[l].kdist <= whammo:
2923 deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.i][game.enemies[l].kloc.j], game.enemies[l].kloc)
2928 "Compute our rate of kils over time."
2929 elapsed = game.state.date - game.indate
2930 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
2933 starting = (game.inkling + game.incom + game.inscom)
2934 remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
2935 return (starting - remaining)/elapsed
2939 badpt = 5.0*game.state.starkl + \
2941 10.0*game.state.nplankl + \
2942 300*game.state.nworldkl + \
2944 100.0*game.state.basekl +\
2946 if game.ship == IHF:
2948 elif game.ship == None:
2953 # end the game, with appropriate notfications
2957 prout(_("It is stardate %.1f.") % game.state.date)
2959 if ifin == FWON: # Game has been won
2960 if game.state.nromrem != 0:
2961 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
2964 prout(_("You have smashed the Klingon invasion fleet and saved"))
2965 prout(_("the Federation."))
2970 badpt = 0.0 # Close enough!
2971 # killsPerDate >= RateMax
2972 if game.state.date-game.indate < 5.0 or \
2973 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
2975 prout(_("In fact, you have done so well that Starfleet Command"))
2976 if game.skill == SKILL_NOVICE:
2977 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
2978 elif game.skill == SKILL_FAIR:
2979 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
2980 elif game.skill == SKILL_GOOD:
2981 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
2982 elif game.skill == SKILL_EXPERT:
2983 prout(_("promotes you to Commodore Emeritus."))
2985 prout(_("Now that you think you're really good, try playing"))
2986 prout(_("the \"Emeritus\" game. It will splatter your ego."))
2987 elif game.skill == SKILL_EMERITUS:
2989 proutn(_("Computer- "))
2990 prouts(_("ERROR-ERROR-ERROR-ERROR"))
2992 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
2994 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2996 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2998 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3000 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3002 prout(_("Now you can retire and write your own Star Trek game!"))
3004 elif game.skill >= SKILL_EXPERT:
3005 if game.thawed and not idebug:
3006 prout(_("You cannot get a citation, so..."))
3008 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3012 # Only grant long life if alive (original didn't!)
3014 prout(_("LIVE LONG AND PROSPER."))
3019 elif ifin == FDEPLETE: # Federation Resources Depleted
3020 prout(_("Your time has run out and the Federation has been"))
3021 prout(_("conquered. Your starship is now Klingon property,"))
3022 prout(_("and you are put on trial as a war criminal. On the"))
3023 proutn(_("basis of your record, you are "))
3024 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
3025 prout(_("acquitted."))
3027 prout(_("LIVE LONG AND PROSPER."))
3029 prout(_("found guilty and"))
3030 prout(_("sentenced to death by slow torture."))
3034 elif ifin == FLIFESUP:
3035 prout(_("Your life support reserves have run out, and"))
3036 prout(_("you die of thirst, starvation, and asphyxiation."))
3037 prout(_("Your starship is a derelict in space."))
3039 prout(_("Your energy supply is exhausted."))
3041 prout(_("Your starship is a derelict in space."))
3042 elif ifin == FBATTLE:
3043 prout(_("The %s has been destroyed in battle.") % crmshp())
3045 prout(_("Dulce et decorum est pro patria mori."))
3047 prout(_("You have made three attempts to cross the negative energy"))
3048 prout(_("barrier which surrounds the galaxy."))
3050 prout(_("Your navigation is abominable."))
3053 prout(_("Your starship has been destroyed by a nova."))
3054 prout(_("That was a great shot."))
3056 elif ifin == FSNOVAED:
3057 prout(_("The %s has been fried by a supernova.") % crmshp())
3058 prout(_("...Not even cinders remain..."))
3059 elif ifin == FABANDN:
3060 prout(_("You have been captured by the Klingons. If you still"))
3061 prout(_("had a starbase to be returned to, you would have been"))
3062 prout(_("repatriated and given another chance. Since you have"))
3063 prout(_("no starbases, you will be mercilessly tortured to death."))
3064 elif ifin == FDILITHIUM:
3065 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3066 elif ifin == FMATERIALIZE:
3067 prout(_("Starbase was unable to re-materialize your starship."))
3068 prout(_("Sic transit gloria mundi"))
3069 elif ifin == FPHASER:
3070 prout(_("The %s has been cremated by its own phasers.") % crmshp())
3072 prout(_("You and your landing party have been"))
3073 prout(_("converted to energy, disipating through space."))
3074 elif ifin == FMINING:
3075 prout(_("You are left with your landing party on"))
3076 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3078 prout(_("They are very fond of \"Captain Kirk\" soup."))
3080 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3081 elif ifin == FDPLANET:
3082 prout(_("You and your mining party perish."))
3084 prout(_("That was a great shot."))
3087 prout(_("The Galileo is instantly annihilated by the supernova."))
3088 prout(_("You and your mining party are atomized."))
3090 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3091 prout(_("joins the Romulans, wreaking terror on the Federation."))
3092 elif ifin == FPNOVA:
3093 prout(_("You and your mining party are atomized."))
3095 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3096 prout(_("joins the Romulans, wreaking terror on the Federation."))
3097 elif ifin == FSTRACTOR:
3098 prout(_("The shuttle craft Galileo is also caught,"))
3099 prout(_("and breaks up under the strain."))
3101 prout(_("Your debris is scattered for millions of miles."))
3102 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3104 prout(_("The mutants attack and kill Spock."))
3105 prout(_("Your ship is captured by Klingons, and"))
3106 prout(_("your crew is put on display in a Klingon zoo."))
3107 elif ifin == FTRIBBLE:
3108 prout(_("Tribbles consume all remaining water,"))
3109 prout(_("food, and oxygen on your ship."))
3111 prout(_("You die of thirst, starvation, and asphyxiation."))
3112 prout(_("Your starship is a derelict in space."))
3114 prout(_("Your ship is drawn to the center of the black hole."))
3115 prout(_("You are crushed into extremely dense matter."))
3117 prout(_("Your last crew member has died."))
3118 if game.ship == IHF:
3120 elif game.ship == IHE:
3123 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
3124 goodies = game.state.remres/game.inresor
3125 baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3126 if goodies/baddies >= randreal(1.0, 1.5):
3127 prout(_("As a result of your actions, a treaty with the Klingon"))
3128 prout(_("Empire has been signed. The terms of the treaty are"))
3129 if goodies/baddies >= randreal(3.0):
3130 prout(_("favorable to the Federation."))
3132 prout(_("Congratulations!"))
3134 prout(_("highly unfavorable to the Federation."))
3136 prout(_("The Federation will be destroyed."))
3138 prout(_("Since you took the last Klingon with you, you are a"))
3139 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3140 prout(_("statue in your memory. Rest in peace, and try not"))
3141 prout(_("to think about pigeons."))
3146 "Compute player's score."
3147 timused = game.state.date - game.indate
3149 if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
3151 perdate = killrate()
3152 ithperd = 500*perdate + 0.5
3155 iwon = 100*game.skill
3156 if game.ship == IHE:
3158 elif game.ship == IHF:
3162 if not game.gamewon:
3163 game.state.nromrem = 0 # None captured if no win
3164 iscore = 10*(game.inkling - game.state.remkl) \
3165 + 50*(game.incom - len(game.state.kcmdr)) \
3167 + 20*(game.inrom - game.state.nromrem) \
3168 + 200*(game.inscom - game.state.nscrem) \
3169 - game.state.nromrem \
3174 prout(_("Your score --"))
3175 if game.inrom - game.state.nromrem:
3176 prout(_("%6d Romulans destroyed %5d") %
3177 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3178 if game.state.nromrem:
3179 prout(_("%6d Romulans captured %5d") %
3180 (game.state.nromrem, game.state.nromrem))
3181 if game.inkling - game.state.remkl:
3182 prout(_("%6d ordinary Klingons destroyed %5d") %
3183 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
3184 if game.incom - len(game.state.kcmdr):
3185 prout(_("%6d Klingon commanders destroyed %5d") %
3186 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3187 if game.inscom - game.state.nscrem:
3188 prout(_("%6d Super-Commander destroyed %5d") %
3189 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3191 prout(_("%6.2f Klingons per stardate %5d") %
3193 if game.state.starkl:
3194 prout(_("%6d stars destroyed by your action %5d") %
3195 (game.state.starkl, -5*game.state.starkl))
3196 if game.state.nplankl:
3197 prout(_("%6d planets destroyed by your action %5d") %
3198 (game.state.nplankl, -10*game.state.nplankl))
3199 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3200 prout(_("%6d inhabited planets destroyed by your action %5d") %
3201 (game.state.nplankl, -300*game.state.nworldkl))
3202 if game.state.basekl:
3203 prout(_("%6d bases destroyed by your action %5d") %
3204 (game.state.basekl, -100*game.state.basekl))
3206 prout(_("%6d calls for help from starbase %5d") %
3207 (game.nhelp, -45*game.nhelp))
3209 prout(_("%6d casualties incurred %5d") %
3210 (game.casual, -game.casual))
3212 prout(_("%6d crew abandoned in space %5d") %
3213 (game.abandoned, -3*game.abandoned))
3215 prout(_("%6d ship(s) lost or destroyed %5d") %
3216 (klship, -100*klship))
3218 prout(_("Penalty for getting yourself killed -200"))
3220 proutn(_("Bonus for winning "))
3221 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3222 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3223 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3224 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3225 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3226 prout(" %5d" % iwon)
3228 prout(_("TOTAL SCORE %5d") % iscore)
3231 "Emit winner's commemmorative plaque."
3234 proutn(_("File or device name for your plaque: "))
3237 fp = open(winner, "w")
3240 prout(_("Invalid name."))
3242 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3244 # The 38 below must be 64 for 132-column paper
3245 nskip = 38 - len(winner)/2
3246 fp.write("\n\n\n\n")
3247 # --------DRAW ENTERPRISE PICTURE.
3248 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3249 fp.write(" EEE E : : : E\n" )
3250 fp.write(" EE EEE E : : NCC-1701 : E\n")
3251 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
3252 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3253 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
3254 fp.write(" EEEEEEE EEEEE E E E E\n")
3255 fp.write(" EEE E E E E\n")
3256 fp.write(" E E E E\n")
3257 fp.write(" EEEEEEEEEEEEE E E\n")
3258 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3259 fp.write(" :E : EEEE E\n")
3260 fp.write(" .-E -:----- E\n")
3261 fp.write(" :E : E\n")
3262 fp.write(" EE : EEEEEEEE\n")
3263 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3265 fp.write(_(" U. S. S. ENTERPRISE\n"))
3266 fp.write("\n\n\n\n")
3267 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3269 fp.write(_(" Starfleet Command bestows to you\n"))
3271 fp.write("%*s%s\n\n" % (nskip, "", winner))
3272 fp.write(_(" the rank of\n\n"))
3273 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3275 if game.skill == SKILL_EXPERT:
3276 fp.write(_(" Expert level\n\n"))
3277 elif game.skill == SKILL_EMERITUS:
3278 fp.write(_("Emeritus level\n\n"))
3280 fp.write(_(" Cheat level\n\n"))
3281 timestring = ctime()
3282 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3283 (timestring+4, timestring+20, timestring+11))
3284 fp.write(_(" Your score: %d\n\n") % iscore)
3285 fp.write(_(" Klingons per stardate: %.2f\n") % perdate)
3288 # Code from io.c begins here
3290 rows = linecount = 0 # for paging
3293 fullscreen_window = None
3294 srscan_window = None
3295 report_window = None
3296 status_window = None
3297 lrscan_window = None
3298 message_window = None
3299 prompt_window = None
3304 gettext.bindtextdomain("sst", "/usr/local/share/locale")
3305 gettext.textdomain("sst")
3306 if not (game.options & OPTION_CURSES):
3307 ln_env = os.getenv("LINES")
3313 stdscr = curses.initscr()
3317 global fullscreen_window, srscan_window, report_window, status_window
3318 global lrscan_window, message_window, prompt_window
3319 (rows, columns) = stdscr.getmaxyx()
3320 fullscreen_window = stdscr
3321 srscan_window = curses.newwin(12, 25, 0, 0)
3322 report_window = curses.newwin(11, 0, 1, 25)
3323 status_window = curses.newwin(10, 0, 1, 39)
3324 lrscan_window = curses.newwin(5, 0, 0, 64)
3325 message_window = curses.newwin(0, 0, 12, 0)
3326 prompt_window = curses.newwin(1, 0, rows-2, 0)
3327 message_window.scrollok(True)
3328 setwnd(fullscreen_window)
3332 if game.options & OPTION_CURSES:
3333 stdscr.keypad(False)
3339 "Wait for user action -- OK to do nothing if on a TTY"
3340 if game.options & OPTION_CURSES:
3345 prouts(_("[ANOUNCEMENT ARRIVING...]"))
3349 if game.skill > SKILL_FAIR:
3350 prompt = _("[CONTINUE?]")
3352 prompt = _("[PRESS ENTER TO CONTINUE]")
3354 if game.options & OPTION_CURSES:
3356 setwnd(prompt_window)
3357 prompt_window.clear()
3358 prompt_window.addstr(prompt)
3359 prompt_window.getstr()
3360 prompt_window.clear()
3361 prompt_window.refresh()
3362 setwnd(message_window)
3365 sys.stdout.write('\n')
3368 for j in range(rows):
3369 sys.stdout.write('\n')
3373 "Skip i lines. Pause game if this would cause a scrolling event."
3374 for dummy in range(i):
3375 if game.options & OPTION_CURSES:
3376 (y, x) = curwnd.getyx()
3377 (my, mx) = curwnd.getmaxyx()
3378 if curwnd == message_window and y >= my - 3:
3384 except curses.error:
3389 if rows and linecount >= rows:
3392 sys.stdout.write('\n')
3395 "Utter a line with no following line feed."
3396 if game.options & OPTION_CURSES:
3400 sys.stdout.write(line)
3410 if not replayfp or replayfp.closed: # Don't slow down replays
3413 if game.options & OPTION_CURSES:
3417 if not replayfp or replayfp.closed:
3421 "Get a line of input."
3422 if game.options & OPTION_CURSES:
3423 line = curwnd.getstr() + "\n"
3426 if replayfp and not replayfp.closed:
3428 line = replayfp.readline()
3431 prout("*** Replay finished")
3434 elif line[0] != "#":
3437 line = raw_input() + "\n"
3443 "Change windows -- OK for this to be a no-op in tty mode."
3445 if game.options & OPTION_CURSES:
3447 curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
3450 "Clear to end of line -- can be a no-op in tty mode"
3451 if game.options & OPTION_CURSES:
3456 "Clear screen -- can be a no-op in tty mode."
3458 if game.options & OPTION_CURSES:
3465 "Set highlight video, if this is reasonable."
3466 if game.options & OPTION_CURSES:
3467 curwnd.attron(curses.A_REVERSE)
3470 # Things past this point have policy implications.
3474 "Hook to be called after moving to redraw maps."
3475 if game.options & OPTION_CURSES:
3478 setwnd(srscan_window)
3482 setwnd(status_window)
3483 status_window.clear()
3484 status_window.move(0, 0)
3485 setwnd(report_window)
3486 report_window.clear()
3487 report_window.move(0, 0)
3489 setwnd(lrscan_window)
3490 lrscan_window.clear()
3491 lrscan_window.move(0, 0)
3492 lrscan(silent=False)
3494 def put_srscan_sym(w, sym):
3495 "Emit symbol for short-range scan."
3496 srscan_window.move(w.i+1, w.j*2+2)
3497 srscan_window.addch(sym)
3498 srscan_window.refresh()
3501 "Enemy fall down, go boom."
3502 if game.options & OPTION_CURSES:
3504 setwnd(srscan_window)
3505 srscan_window.attron(curses.A_REVERSE)
3506 put_srscan_sym(w, game.quad[w.i][w.j])
3510 srscan_window.attroff(curses.A_REVERSE)
3511 put_srscan_sym(w, game.quad[w.i][w.j])
3512 curses.delay_output(500)
3513 setwnd(message_window)
3516 "Sound and visual effects for teleportation."
3517 if game.options & OPTION_CURSES:
3519 setwnd(message_window)
3521 prouts(" . . . . . ")
3522 if game.options & OPTION_CURSES:
3523 #curses.delay_output(1000)
3527 def tracktorpedo(origin, w, step, i, n, iquad):
3528 "Torpedo-track animation."
3529 if not game.options & OPTION_CURSES:
3533 proutn(_("Track for %s torpedo number %d- ") % (game.quad[origin.i][origin.j],i+1))
3536 proutn(_("Torpedo track- "))
3537 elif step==4 or step==9:
3541 if not damaged(DSRSENS) or game.condition=="docked":
3542 if i != 0 and step == 1:
3545 if (iquad==IHDOT) or (iquad==IHBLANK):
3546 put_srscan_sym(w, '+')
3550 put_srscan_sym(w, iquad)
3552 curwnd.attron(curses.A_REVERSE)
3553 put_srscan_sym(w, iquad)
3557 curwnd.attroff(curses.A_REVERSE)
3558 put_srscan_sym(w, iquad)
3563 "Display the current galaxy chart."
3564 if game.options & OPTION_CURSES:
3565 setwnd(message_window)
3566 message_window.clear()
3568 if game.options & OPTION_TTY:
3573 def prstat(txt, data):
3575 if game.options & OPTION_CURSES:
3577 setwnd(status_window)
3579 proutn(" " * (NSYM - len(txt)))
3582 if game.options & OPTION_CURSES:
3583 setwnd(report_window)
3585 # Code from moving.c begins here
3587 def imove(novapush):
3588 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3589 w = coord(); final = coord()
3592 def no_quad_change():
3593 # No quadrant change -- compute new average enemy distances
3594 game.quad[game.sector.i][game.sector.j] = game.ship
3596 for enemy in game.enemies:
3597 finald = (w-enemy.kloc).distance()
3598 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3599 enemy.kdist = finald
3600 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
3601 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3602 attack(torps_ok=False)
3603 for enemy in game.enemies:
3604 enemy.kavgd = enemy.kdist
3607 setwnd(message_window)
3610 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3611 game.inorbit = False
3612 angle = ((15.0 - game.direc) * 0.5235988)
3613 deltax = -math.sin(angle)
3614 deltay = math.cos(angle)
3615 if math.fabs(deltax) > math.fabs(deltay):
3616 bigger = math.fabs(deltax)
3618 bigger = math.fabs(deltay)
3621 # If tractor beam is to occur, don't move full distance
3622 if game.state.date+game.optime >= scheduled(FTBEAM):
3624 game.condition = "red"
3625 game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3626 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3627 # Move within the quadrant
3628 game.quad[game.sector.i][game.sector.j] = IHDOT
3631 n = int(10.0*game.dist*bigger+0.5)
3633 for m in range(1, n+1):
3638 if not VALID_SECTOR(w.i, w.j):
3639 # Leaving quadrant -- allow final enemy attack
3640 # Don't do it if being pushed by Nova
3641 if len(game.enemies) != 0 and not novapush:
3643 for enemy in game.enemies:
3644 finald = (w - enemy.kloc).distance()
3645 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3647 # Stas Sergeev added the condition
3648 # that attacks only happen if Klingons
3649 # are present and your skill is good.
3651 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3652 attack(torps_ok=False)
3655 # compute final position -- new quadrant and sector
3656 x = (QUADSIZE*game.quadrant.i)+game.sector.i
3657 y = (QUADSIZE*game.quadrant.j)+game.sector.j
3658 w.i = int(round(x+10.0*game.dist*bigger*deltax))
3659 w.j = int(round(y+10.0*game.dist*bigger*deltay))
3660 # check for edge of galaxy
3670 if w.i >= GALSIZE*QUADSIZE:
3671 w.i = (GALSIZE*QUADSIZE*2) - w.i
3673 if w.j >= GALSIZE*QUADSIZE:
3674 w.j = (GALSIZE*QUADSIZE*2) - w.j
3682 if game.nkinks == 3:
3683 # Three strikes -- you're out!
3687 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3688 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3689 prout(_("YOU WILL BE DESTROYED."))
3690 # Compute final position in new quadrant
3691 if trbeam: # Don't bother if we are to be beamed
3693 game.quadrant.i = w.i/QUADSIZE
3694 game.quadrant.j = w.j/QUADSIZE
3695 game.sector.i = w.i - (QUADSIZE*game.quadrant.i)
3696 game.sector.j = w.j - (QUADSIZE*game.quadrant.j)
3698 prout(_("Entering Quadrant %s.") % game.quadrant)
3699 game.quad[game.sector.i][game.sector.j] = game.ship
3701 if game.skill>SKILL_NOVICE:
3702 attack(torps_ok=False)
3704 iquad = game.quad[w.i][w.j]
3706 # object encountered in flight path
3707 stopegy = 50.0*game.dist/game.optime
3708 game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0)
3709 if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
3711 for enemy in game.enemies:
3712 if enemy.kloc == game.sector:
3714 collision(rammed=False, enemy=enemy)
3716 elif iquad == IHBLANK:
3718 prouts(_("***RED ALERT! RED ALERT!"))
3720 proutn("***" + crmshp())
3721 proutn(_(" pulled into black hole at Sector %s") % w)
3723 # Getting pulled into a black hole was certain
3724 # death in Almy's original. Stas Sergeev added a
3725 # possibility that you'll get timewarped instead.
3728 for m in range(NDEVICES):
3729 if game.damage[m]>0:
3731 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3732 if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
3742 prout(_(" encounters Tholian web at %s;") % w)
3744 prout(_(" blocked by object at %s;") % w)
3745 proutn(_("Emergency stop required "))
3746 prout(_("%2d units of energy.") % int(stopegy))
3747 game.energy -= stopegy
3748 final.i = int(round(deltax))
3749 final.j = int(round(deltay))
3751 if game.energy <= 0:
3757 game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0)
3764 "Dock our ship at a starbase."
3766 if game.condition == "docked" and verbose:
3767 prout(_("Already docked."))
3770 prout(_("You must first leave standard orbit."))
3772 if not game.base.is_valid() or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
3773 prout(crmshp() + _(" not adjacent to base."))
3775 game.condition = "docked"
3779 if game.energy < game.inenrg:
3780 game.energy = game.inenrg
3781 game.shield = game.inshld
3782 game.torps = game.intorps
3783 game.lsupres = game.inlsr
3784 game.state.crew = FULLCREW
3785 if not damaged(DRADIO) and \
3786 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3787 # get attack report from base
3788 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3792 # This program originally required input in terms of a (clock)
3793 # direction and distance. Somewhere in history, it was changed to
3794 # cartesian coordinates. So we need to convert. Probably
3795 # "manual" input should still be done this way -- it's a real
3796 # pain if the computer isn't working! Manual mode is still confusing
3797 # because it involves giving x and y motions, yet the coordinates
3798 # are always displayed y - x, where +y is downward!
3800 def getcourse(isprobe):
3801 "Get a course and distance from the user."
3803 dquad = copy.copy(game.quadrant)
3804 navmode = "unspecified"
3808 if game.landed and not isprobe:
3809 prout(_("Dummy! You can't leave standard orbit until you"))
3810 proutn(_("are back aboard the ship."))
3813 while navmode == "unspecified":
3814 if damaged(DNAVSYS):
3816 prout(_("Computer damaged; manual navigation only"))
3818 prout(_("Computer damaged; manual movement only"))
3823 key = scanner.next()
3825 proutn(_("Manual or automatic- "))
3828 elif key == "IHALPHA":
3829 if scanner.sees("manual"):
3831 key = scanner.next()
3833 elif scanner.sees("automatic"):
3834 navmode = "automatic"
3835 key = scanner.next()
3843 prout(_("(Manual navigation assumed.)"))
3845 prout(_("(Manual movement assumed.)"))
3848 if navmode == "automatic":
3849 while key == "IHEOL":
3851 proutn(_("Target quadrant or quadrant§or- "))
3853 proutn(_("Destination sector or quadrant§or- "))
3856 key = scanner.next()
3860 xi = int(round(scanner.real))-1
3861 key = scanner.next()
3865 xj = int(round(scanner.real))-1
3866 key = scanner.next()
3868 # both quadrant and sector specified
3869 xk = int(round(scanner.real))-1
3870 key = scanner.next()
3874 xl = int(round(scanner.real))-1
3880 # only one pair of numbers was specified
3882 # only quadrant specified -- go to center of dest quad
3885 dsect.j = dsect.i = 4 # preserves 1-origin behavior
3887 # only sector specified
3891 if not VALID_QUADRANT(dquad.i,dquad.j) or not VALID_SECTOR(dsect.i,dsect.j):
3898 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
3900 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
3901 # the actual deltas get computed here
3903 delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
3904 delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
3906 while key == "IHEOL":
3907 proutn(_("X and Y displacements- "))
3910 key = scanner.next()
3915 delta.j = scanner.real
3916 key = scanner.next()
3920 delta.i = scanner.real
3921 # Check for zero movement
3922 if delta.i == 0 and delta.j == 0:
3925 if itemp == "verbose" and not isprobe:
3927 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
3928 # Course actually laid in.
3929 game.dist = delta.distance()
3930 game.direc = delta.bearing()
3931 if game.direc < 0.0:
3937 "Move under impulse power."
3939 if damaged(DIMPULS):
3942 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
3944 if game.energy > 30.0:
3945 if not getcourse(isprobe=False):
3947 power = 20.0 + 100.0*game.dist
3950 if power >= game.energy:
3951 # Insufficient power for trip
3953 prout(_("First Officer Spock- \"Captain, the impulse engines"))
3954 prout(_("require 20.0 units to engage, plus 100.0 units per"))
3955 if game.energy > 30:
3956 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
3957 int(0.01 * (game.energy-20.0)-0.05))
3958 prout(_(" quadrants.\""))
3960 prout(_("quadrant. They are, therefore, useless.\""))
3963 # Make sure enough time is left for the trip
3964 game.optime = game.dist/0.095
3965 if game.optime >= game.state.remtime:
3966 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
3967 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
3968 proutn(_("we dare spend the time?\" "))
3971 # Activate impulse engines and pay the cost
3972 imove(novapush=False)
3976 power = 20.0 + 100.0*game.dist
3977 game.energy -= power
3978 game.optime = game.dist/0.095
3979 if game.energy <= 0:
3984 "ove under warp drive."
3985 blooey = False; twarp = False
3986 if not timewarp: # Not WARPX entry
3988 if game.damage[DWARPEN] > 10.0:
3991 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
3993 if damaged(DWARPEN) and game.warpfac > 4.0:
3996 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
3997 prout(_(" is repaired, I can only give you warp 4.\""))
3999 # Read in course and distance
4000 if not getcourse(isprobe=False):
4002 # Make sure starship has enough energy for the trip
4003 power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4004 if power >= game.energy:
4005 # Insufficient power for trip
4008 prout(_("Engineering to bridge--"))
4009 if not game.shldup or 0.5*power > game.energy:
4010 iwarp = math.pow((game.energy/(game.dist+0.05)), 0.333333333)
4012 prout(_("We can't do it, Captain. We don't have enough energy."))
4014 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4017 prout(_("if you'll lower the shields."))
4021 prout(_("We haven't the energy to go that far with the shields up."))
4024 # Make sure enough time is left for the trip
4025 game.optime = 10.0*game.dist/game.warpfac**2
4026 if game.optime >= 0.8*game.state.remtime:
4028 prout(_("First Officer Spock- \"Captain, I compute that such"))
4029 proutn(_(" a trip would require approximately %2.0f") %
4030 (100.0*game.optime/game.state.remtime))
4031 prout(_(" percent of our"))
4032 proutn(_(" remaining time. Are you sure this is wise?\" "))
4038 if game.warpfac > 6.0:
4039 # Decide if engine damage will occur
4040 # ESR: Seems wrong. Probability of damage goes *down* with distance?
4041 prob = game.dist*(6.0-game.warpfac)**2/66.666666666
4042 if prob > randreal():
4044 game.dist = randreal(game.dist)
4045 # Decide if time warp will occur
4046 if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > randreal():
4048 if idebug and game.warpfac==10 and not twarp:
4050 proutn("=== Force time warp? ")
4054 # If time warp or engine damage, check path
4055 # If it is obstructed, don't do warp or damage
4056 angle = ((15.0-game.direc)*0.5235998)
4057 deltax = -math.sin(angle)
4058 deltay = math.cos(angle)
4059 if math.fabs(deltax) > math.fabs(deltay):
4060 bigger = math.fabs(deltax)
4062 bigger = math.fabs(deltay)
4065 n = 10.0 * game.dist * bigger +0.5
4068 for l in range(1, n+1):
4073 if not VALID_SECTOR(ix, iy):
4075 if game.quad[ix][iy] != IHDOT:
4078 # Activate Warp Engines and pay the cost
4079 imove(novapush=False)
4082 game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4083 if game.energy <= 0:
4085 game.optime = 10.0*game.dist/game.warpfac**2
4089 game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
4091 prout(_("Engineering to bridge--"))
4092 prout(_(" Scott here. The warp engines are damaged."))
4093 prout(_(" We'll have to reduce speed to warp 4."))
4098 "Change the warp factor."
4104 proutn(_("Warp factor- "))
4109 if game.damage[DWARPEN] > 10.0:
4110 prout(_("Warp engines inoperative."))
4112 if damaged(DWARPEN) and scanner.real > 4.0:
4113 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4114 prout(_(" but right now we can only go warp 4.\""))
4116 if scanner.real > 10.0:
4117 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4119 if scanner.real < 1.0:
4120 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4122 oldfac = game.warpfac
4123 game.warpfac = scanner.real
4124 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4125 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4128 if game.warpfac < 8.00:
4129 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4131 if game.warpfac == 10.0:
4132 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4134 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4138 "Cope with being tossed out of quadrant by supernova or yanked by beam."
4140 # is captain on planet?
4142 if damaged(DTRANSP):
4145 prout(_("Scotty rushes to the transporter controls."))
4147 prout(_("But with the shields up it's hopeless."))
4149 prouts(_("His desperate attempt to rescue you . . ."))
4154 prout(_("SUCCEEDS!"))
4157 proutn(_("The crystals mined were "))
4165 # Check to see if captain in shuttle craft
4170 # Inform captain of attempt to reach safety
4174 prouts(_("***RED ALERT! RED ALERT!"))
4176 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4177 prouts(_(" a supernova."))
4179 proutn(_("***Emergency automatic override attempts to hurl ")+crmshp())
4180 prout(_("safely out of quadrant."))
4181 if not damaged(DRADIO):
4182 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
4183 # Try to use warp engines
4184 if damaged(DWARPEN):
4186 prout(_("Warp engines damaged."))
4189 game.warpfac = randreal(6.0, 8.0)
4190 prout(_("Warp factor set to %d") % int(game.warpfac))
4191 power = 0.75*game.energy
4192 game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4193 distreq = randreal(math.sqrt(2))
4194 if distreq < game.dist:
4196 game.optime = 10.0*game.dist/game.warpfac**2
4197 game.direc = randreal(12) # How dumb!
4199 game.inorbit = False
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()
4238 # Make sure Galileo is consistant -- Snapshot may have been taken
4239 # when on planet, which would give us two Galileos!
4241 for l in range(game.inplan):
4242 if game.state.planets[l].known == "shuttle_down":
4244 if game.iscraft == "onship" and game.ship==IHE:
4245 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4246 game.iscraft = "offship"
4247 # Likewise, if in the original time the Galileo was abandoned, but
4248 # was on ship earlier, it would have vanished -- let's restore it.
4249 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4250 prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""))
4251 game.iscraft = "onship"
4252 # There used to be code to do the actual reconstrction here,
4253 # but the starchart is now part of the snapshotted galaxy state.
4254 prout(_("Spock has reconstructed a correct star chart from memory"))
4256 # Go forward in time
4257 game.optime = -0.5*game.intime*math.log(randreal())
4258 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4259 # cheat to make sure no tractor beams occur during time warp
4260 postpone(FTBEAM, game.optime)
4261 game.damage[DRADIO] += game.optime
4263 events() # Stas Sergeev added this -- do pending events
4266 "Launch deep-space probe."
4267 # New code to launch a deep space probe
4268 if game.nprobes == 0:
4271 if game.ship == IHE:
4272 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4274 prout(_("Ye Faerie Queene has no deep space probes."))
4279 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4281 if is_scheduled(FDSPROB):
4284 if damaged(DRADIO) and game.condition != "docked":
4285 prout(_("Spock- \"Records show the previous probe has not yet"))
4286 prout(_(" reached its destination.\""))
4288 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4290 key = scanner.next()
4292 if game.nprobes == 1:
4293 prout(_("1 probe left."))
4295 prout(_("%d probes left") % game.nprobes)
4296 proutn(_("Are you sure you want to fire a probe? "))
4299 game.isarmed = False
4300 if key == "IHALPHA" and scanner.token == "armed":
4302 key = scanner.next()
4303 elif key == "IHEOL":
4304 proutn(_("Arm NOVAMAX warhead? "))
4306 elif key == "IHREAL": # first element of course
4307 scanner.push(scanner.token)
4308 if not getcourse(isprobe=True):
4311 angle = ((15.0 - game.direc) * 0.5235988)
4312 game.probein = coord(-math.sin(angle), math.cos(angle))
4313 bigger = max(abs(game.probein.i), abs(game.probein.j))
4314 game.probein /= bigger
4315 game.proben = 10.0*game.dist*bigger +0.5
4316 game.probe = coord(game.quadrant.i*QUADSIZE + game.sector.i,
4317 game.quadrant.j*QUADSIZE + game.sector.j)
4318 game.probec = copy.copy(game.quadrant)
4319 schedule(FDSPROB, 0.01) # Time to move one sector
4320 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4325 "Yell for help from nearest starbase."
4326 # There's more than one way to move in this game!
4328 # Test for conditions which prevent calling for help
4329 if game.condition == "docked":
4330 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4333 prout(_("Subspace radio damaged."))
4335 if not game.state.baseq:
4336 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4339 prout(_("You must be aboard the %s.") % crmshp())
4341 # OK -- call for help from nearest starbase
4344 # There's one in this quadrant
4345 ddist = (game.base - game.sector).distance()
4348 for ibq in game.state.baseq:
4349 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4352 # Since starbase not in quadrant, set up new quadrant
4355 # dematerialize starship
4356 game.quad[game.sector.i][game.sector.j]=IHDOT
4357 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4358 % (game.quadrant, crmshp()))
4359 game.sector.invalidate()
4360 for m in range(1, 5+1):
4361 w = game.base.scatter()
4362 if VALID_SECTOR(w.i,w.j) and game.quad[w.i][w.j]==IHDOT:
4363 # found one -- finish up
4366 if not game.sector.is_valid():
4367 prout(_("You have been lost in space..."))
4368 finish(FMATERIALIZE)
4370 # Give starbase three chances to rematerialize starship
4371 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4372 for m in range(1, 3+1):
4373 if m == 1: proutn(_("1st"))
4374 elif m == 2: proutn(_("2nd"))
4375 elif m == 3: proutn(_("3rd"))
4376 proutn(_(" attempt to re-materialize ") + crmshp())
4377 game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
4380 if randreal() > probf:
4383 curses.delay_output(500)
4386 game.quad[ix][iy]=IHQUEST
4389 setwnd(message_window)
4390 finish(FMATERIALIZE)
4392 game.quad[ix][iy]=game.ship
4394 prout(_("succeeds."))
4398 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4403 if game.condition=="docked":
4405 prout(_("You cannot abandon Ye Faerie Queene."))
4408 # Must take shuttle craft to exit
4409 if game.damage[DSHUTTL]==-1:
4410 prout(_("Ye Faerie Queene has no shuttle craft."))
4412 if game.damage[DSHUTTL]<0:
4413 prout(_("Shuttle craft now serving Big Macs."))
4415 if game.damage[DSHUTTL]>0:
4416 prout(_("Shuttle craft damaged."))
4419 prout(_("You must be aboard the ship."))
4421 if game.iscraft != "onship":
4422 prout(_("Shuttle craft not currently available."))
4424 # Emit abandon ship messages
4426 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4428 prouts(_("***ALL HANDS ABANDON SHIP!"))
4430 prout(_("Captain and crew escape in shuttle craft."))
4431 if not game.state.baseq:
4432 # Oops! no place to go...
4435 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4437 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4438 prout(_("Remainder of ship's complement beam down"))
4439 prout(_("to nearest habitable planet."))
4440 elif q.planet != None and not damaged(DTRANSP):
4441 prout(_("Remainder of ship's complement beam down to %s.") %
4444 prout(_("Entire crew of %d left to die in outer space.") %
4446 game.casual += game.state.crew
4447 game.abandoned += game.state.crew
4448 # If at least one base left, give 'em the Faerie Queene
4450 game.icrystl = False # crystals are lost
4451 game.nprobes = 0 # No probes
4452 prout(_("You are captured by Klingons and released to"))
4453 prout(_("the Federation in a prisoner-of-war exchange."))
4454 nb = randrange(len(game.state.baseq))
4455 # Set up quadrant and position FQ adjacient to base
4456 if not game.quadrant == game.state.baseq[nb]:
4457 game.quadrant = game.state.baseq[nb]
4458 game.sector.i = game.sector.j = 5
4461 # position next to base by trial and error
4462 game.quad[game.sector.i][game.sector.j] = IHDOT
4463 for l in range(QUADSIZE):
4464 game.sector = game.base.scatter()
4465 if VALID_SECTOR(game.sector.i, game.sector.j) and \
4466 game.quad[game.sector.i][game.sector.j] == IHDOT:
4469 break # found a spot
4470 game.sector.i=QUADSIZE/2
4471 game.sector.j=QUADSIZE/2
4473 # Get new commission
4474 game.quad[game.sector.i][game.sector.j] = game.ship = IHF
4475 game.state.crew = FULLCREW
4476 prout(_("Starfleet puts you in command of another ship,"))
4477 prout(_("the Faerie Queene, which is antiquated but,"))
4478 prout(_("still useable."))
4480 prout(_("The dilithium crystals have been moved."))
4482 game.iscraft = "offship" # Galileo disappears
4484 game.condition="docked"
4485 for l in range(NDEVICES):
4486 game.damage[l] = 0.0
4487 game.damage[DSHUTTL] = -1
4488 game.energy = game.inenrg = 3000.0
4489 game.shield = game.inshld = 1250.0
4490 game.torps = game.intorps = 6
4491 game.lsupres=game.inlsr=3.0
4496 # Code from planets.c begins here.
4499 "Abort a lengthy operation if an event interrupts it."
4502 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
4507 "Report on (uninhabited) planets in the galaxy."
4511 prout(_("Spock- \"Planet report follows, Captain.\""))
4513 for i in range(game.inplan):
4514 if game.state.planets[i].pclass == "destroyed":
4516 if (game.state.planets[i].known != "unknown" \
4517 and not game.state.planets[i].inhabited) \
4520 if idebug and game.state.planets[i].known=="unknown":
4521 proutn("(Unknown) ")
4522 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4523 proutn(_(" class "))
4524 proutn(game.state.planets[i].pclass)
4526 if game.state.planets[i].crystals != present:
4528 prout(_("dilithium crystals present."))
4529 if game.state.planets[i].known=="shuttle_down":
4530 prout(_(" Shuttle Craft Galileo on surface."))
4532 prout(_("No information available."))
4535 "Enter standard orbit."
4539 prout(_("Already in standard orbit."))
4541 if damaged(DWARPEN) and damaged(DIMPULS):
4542 prout(_("Both warp and impulse engines damaged."))
4544 if not game.plnet.is_valid():
4545 prout("There is no planet in this sector.")
4547 if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4548 prout(crmshp() + _(" not adjacent to planet."))
4551 game.optime = randreal(0.02, 0.05)
4552 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4556 game.height = randreal(1400, 8600)
4557 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4562 "Examine planets in this quadrant."
4563 if damaged(DSRSENS):
4564 if game.options & OPTION_TTY:
4565 prout(_("Short range sensors damaged."))
4567 if game.iplnet == None:
4568 if game.options & OPTION_TTY:
4569 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4571 if game.iplnet.known == "unknown":
4572 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4574 prout(_(" Planet at Sector %s is of class %s.") %
4575 (game.plnet, game.iplnet.pclass))
4576 if game.iplnet.known=="shuttle_down":
4577 prout(_(" Sensors show Galileo still on surface."))
4578 proutn(_(" Readings indicate"))
4579 if game.iplnet.crystals != "present":
4581 prout(_(" dilithium crystals present.\""))
4582 if game.iplnet.known == "unknown":
4583 game.iplnet.known = "known"
4584 elif game.iplnet.inhabited:
4585 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4586 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4589 "Use the transporter."
4593 if damaged(DTRANSP):
4594 prout(_("Transporter damaged."))
4595 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4597 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4601 if not game.inorbit:
4602 prout(crmshp() + _(" not in standard orbit."))
4605 prout(_("Impossible to transport through shields."))
4607 if game.iplnet.known=="unknown":
4608 prout(_("Spock- \"Captain, we have no information on this planet"))
4609 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4610 prout(_(" you may not go down.\""))
4612 if not game.landed and game.iplnet.crystals=="absent":
4613 prout(_("Spock- \"Captain, I fail to see the logic in"))
4614 prout(_(" exploring a planet with no dilithium crystals."))
4615 proutn(_(" Are you sure this is wise?\" "))
4619 if not (game.options & OPTION_PLAIN):
4620 nrgneed = 50 * game.skill + game.height / 100.0
4621 if nrgneed > game.energy:
4622 prout(_("Engineering to bridge--"))
4623 prout(_(" Captain, we don't have enough energy for transportation."))
4625 if not game.landed and nrgneed * 2 > game.energy:
4626 prout(_("Engineering to bridge--"))
4627 prout(_(" Captain, we have enough energy only to transport you down to"))
4628 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4629 if game.iplnet.known == "shuttle_down":
4630 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4631 proutn(_(" Are you sure this is wise?\" "))
4636 # Coming from planet
4637 if game.iplnet.known=="shuttle_down":
4638 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4642 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4643 prout(_("Landing party assembled, ready to beam up."))
4645 prout(_("Kirk whips out communicator..."))
4646 prouts(_("BEEP BEEP BEEP"))
4648 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4651 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4653 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4655 prout(_("Kirk- \"Energize.\""))
4658 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4661 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4663 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4666 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4667 game.landed = not game.landed
4668 game.energy -= nrgneed
4670 prout(_("Transport complete."))
4671 if game.landed and game.iplnet.known=="shuttle_down":
4672 prout(_("The shuttle craft Galileo is here!"))
4673 if not game.landed and game.imine:
4680 "Strip-mine a world for dilithium."
4684 prout(_("Mining party not on planet."))
4686 if game.iplnet.crystals == "mined":
4687 prout(_("This planet has already been strip-mined for dilithium."))
4689 elif game.iplnet.crystals == "absent":
4690 prout(_("No dilithium crystals on this planet."))
4693 prout(_("You've already mined enough crystals for this trip."))
4695 if game.icrystl and game.cryprob == 0.05:
4696 prout(_("With all those fresh crystals aboard the ") + crmshp())
4697 prout(_("there's no reason to mine more at this time."))
4699 game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4702 prout(_("Mining operation complete."))
4703 game.iplnet.crystals = "mined"
4704 game.imine = game.ididit = True
4707 "Use dilithium crystals."
4711 if not game.icrystl:
4712 prout(_("No dilithium crystals available."))
4714 if game.energy >= 1000:
4715 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4716 prout(_(" except when Condition Yellow exists."))
4718 prout(_("Spock- \"Captain, I must warn you that loading"))
4719 prout(_(" raw dilithium crystals into the ship's power"))
4720 prout(_(" system may risk a severe explosion."))
4721 proutn(_(" Are you sure this is wise?\" "))
4726 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4727 prout(_(" Mr. Spock and I will try it.\""))
4729 prout(_("Spock- \"Crystals in place, Sir."))
4730 prout(_(" Ready to activate circuit.\""))
4732 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4734 if with(game.cryprob):
4735 prouts(_(" \"Activating now! - - No good! It's***"))
4737 prouts(_("***RED ALERT! RED A*L********************************"))
4740 prouts(_("****************** KA-BOOM!!!! *******************"))
4744 game.energy += randreal(5000.0, 5500.0)
4745 prouts(_(" \"Activating now! - - "))
4746 prout(_("The instruments"))
4747 prout(_(" are going crazy, but I think it's"))
4748 prout(_(" going to work!! Congratulations, Sir!\""))
4753 "Use shuttlecraft for planetary jaunt."
4756 if damaged(DSHUTTL):
4757 if game.damage[DSHUTTL] == -1.0:
4758 if game.inorbit and game.iplnet.known == "shuttle_down":
4759 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4761 prout(_("Ye Faerie Queene had no shuttle craft."))
4762 elif game.damage[DSHUTTL] > 0:
4763 prout(_("The Galileo is damaged."))
4764 else: # game.damage[DSHUTTL] < 0
4765 prout(_("Shuttle craft is now serving Big Macs."))
4767 if not game.inorbit:
4768 prout(crmshp() + _(" not in standard orbit."))
4770 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4771 prout(_("Shuttle craft not currently available."))
4773 if not game.landed and game.iplnet.known=="shuttle_down":
4774 prout(_("You will have to beam down to retrieve the shuttle craft."))
4776 if game.shldup or game.condition == "docked":
4777 prout(_("Shuttle craft cannot pass through shields."))
4779 if game.iplnet.known=="unknown":
4780 prout(_("Spock- \"Captain, we have no information on this planet"))
4781 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4782 prout(_(" you may not fly down.\""))
4784 game.optime = 3.0e-5*game.height
4785 if game.optime >= 0.8*game.state.remtime:
4786 prout(_("First Officer Spock- \"Captain, I compute that such"))
4787 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4788 int(100*game.optime/game.state.remtime))
4789 prout(_("remaining time."))
4790 proutn(_("Are you sure this is wise?\" "))
4796 if game.iscraft == "onship":
4798 if not damaged(DTRANSP):
4799 proutn(_("Spock- \"Would you rather use the transporter?\" "))
4803 proutn(_("Shuttle crew"))
4805 proutn(_("Rescue party"))
4806 prout(_(" boards Galileo and swoops toward planet surface."))
4807 game.iscraft = "offship"
4811 game.iplnet.known="shuttle_down"
4812 prout(_("Trip complete."))
4815 # Ready to go back to ship
4816 prout(_("You and your mining party board the"))
4817 prout(_("shuttle craft for the trip back to the Enterprise."))
4819 prouts(_("The short hop begins . . ."))
4821 game.iplnet.known="known"
4827 game.iscraft = "onship"
4833 prout(_("Trip complete."))
4836 # Kirk on ship and so is Galileo
4837 prout(_("Mining party assembles in the hangar deck,"))
4838 prout(_("ready to board the shuttle craft \"Galileo\"."))
4840 prouts(_("The hangar doors open; the trip begins."))
4843 game.iscraft = "offship"
4846 game.iplnet.known = "shuttle_down"
4849 prout(_("Trip complete."))
4853 "Use the big zapper."
4857 if game.ship != IHE:
4858 prout(_("Ye Faerie Queene has no death ray."))
4860 if len(game.enemies)==0:
4861 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
4864 prout(_("Death Ray is damaged."))
4866 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
4867 prout(_(" is highly unpredictible. Considering the alternatives,"))
4868 proutn(_(" are you sure this is wise?\" "))
4871 prout(_("Spock- \"Acknowledged.\""))
4874 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
4876 prout(_("Crew scrambles in emergency preparation."))
4877 prout(_("Spock and Scotty ready the death ray and"))
4878 prout(_("prepare to channel all ship's power to the device."))
4880 prout(_("Spock- \"Preparations complete, sir.\""))
4881 prout(_("Kirk- \"Engage!\""))
4883 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
4886 if game.options & OPTION_PLAIN:
4890 prouts(_("Sulu- \"Captain! It's working!\""))
4892 while len(game.enemies) > 0:
4893 deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.i][game.enemies[1].kloc.j],game.enemies[1].kloc)
4894 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
4895 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
4897 if (game.options & OPTION_PLAIN) == 0:
4898 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
4900 prout(_(" is still operational.\""))
4902 prout(_(" has been rendered nonfunctional.\""))
4903 game.damage[DDRAY] = 39.95
4905 r = randreal() # Pick failure method
4907 prouts(_("Sulu- \"Captain! It's working!\""))
4909 prouts(_("***RED ALERT! RED ALERT!"))
4911 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
4913 prouts(_("***RED ALERT! RED A*L********************************"))
4916 prouts(_("****************** KA-BOOM!!!! *******************"))
4921 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
4923 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
4925 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
4926 prout(_(" have apparently been transformed into strange mutations."))
4927 prout(_(" Vulcans do not seem to be affected."))
4929 prout(_("Kirk- \"Raauch! Raauch!\""))
4934 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
4936 proutn(_("Spock- \"I believe the word is"))
4937 prouts(_(" *ASTONISHING*"))
4938 prout(_(" Mr. Sulu."))
4939 for i in range(QUADSIZE):
4940 for j in range(QUADSIZE):
4941 if game.quad[i][j] == IHDOT:
4942 game.quad[i][j] = IHQUEST
4943 prout(_(" Captain, our quadrant is now infested with"))
4944 prouts(_(" - - - - - - *THINGS*."))
4946 prout(_(" I have no logical explanation.\""))
4948 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
4950 prout(_("Scotty- \"There are so many tribbles down here"))
4951 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
4955 # Code from reports.c begins here
4957 def attackreport(curt):
4958 "eport status of bases under attack."
4960 if is_scheduled(FCDBAS):
4961 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
4962 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
4963 elif game.isatb == 1:
4964 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
4965 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
4967 prout(_("No Starbase is currently under attack."))
4969 if is_scheduled(FCDBAS):
4970 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
4972 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
4976 # report on general game status
4978 s1 = "" and game.thawed and _("thawed ")
4979 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
4980 s3 = (None, _("novice"). _("fair"),
4981 _("good"), _("expert"), _("emeritus"))[game.skill]
4982 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
4983 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
4984 prout(_("No plaque is allowed."))
4986 prout(_("This is tournament game %d.") % game.tourn)
4987 prout(_("Your secret password is \"%s\"") % game.passwd)
4988 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)),
4989 (game.inkling + game.incom + game.inscom)))
4990 if game.incom - len(game.state.kcmdr):
4991 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
4992 elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
4993 prout(_(", but no Commanders."))
4996 if game.skill > SKILL_FAIR:
4997 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
4998 if len(game.state.baseq) != game.inbase:
5000 if game.inbase-len(game.state.baseq)==1:
5001 proutn(_("has been 1 base"))
5003 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
5004 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
5006 prout(_("There are %d bases.") % game.inbase)
5007 if communicating() or game.iseenit:
5008 # Don't report this if not seen and
5009 # either the radio is dead or not at base!
5013 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5015 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5016 if game.ship == IHE:
5017 proutn(_("You have "))
5019 proutn("%d" % (game.nprobes))
5022 proutn(_(" deep space probe"))
5026 if communicating() and is_scheduled(FDSPROB):
5028 proutn(_("An armed deep space probe is in "))
5030 proutn(_("A deep space probe is in "))
5031 prout("Quadrant %s." % game.probec)
5033 if game.cryprob <= .05:
5034 prout(_("Dilithium crystals aboard ship... not yet used."))
5038 while game.cryprob > ai:
5041 prout(_("Dilithium crystals have been used %d time%s.") % \
5042 (i, (_("s"), "")[i==1]))
5046 "Long-range sensor scan."
5047 if damaged(DLRSENS):
5048 # Now allow base's sensors if docked
5049 if game.condition != "docked":
5051 prout(_("LONG-RANGE SENSORS DAMAGED."))
5054 prout(_("Starbase's long-range scan"))
5056 prout(_("Long-range scan"))
5057 for x in range(game.quadrant.i-1, game.quadrant.i+2):
5060 for y in range(game.quadrant.j-1, game.quadrant.j+2):
5061 if not VALID_QUADRANT(x, y):
5065 if not damaged(DRADIO):
5066 game.state.galaxy[x][y].charted = True
5067 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5068 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5069 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5070 if not silent and game.state.galaxy[x][y].supernova:
5073 proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
5081 for i in range(NDEVICES):
5084 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5085 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5087 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5088 game.damage[i]+0.05,
5089 game.docfac*game.damage[i]+0.005))
5091 prout(_("All devices functional."))
5094 "Update the chart in the Enterprise's computer from galaxy data."
5095 game.lastchart = game.state.date
5096 for i in range(GALSIZE):
5097 for j in range(GALSIZE):
5098 if game.state.galaxy[i][j].charted:
5099 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5100 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5101 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5104 "Display the star chart."
5106 if (game.options & OPTION_AUTOSCAN):
5108 if not damaged(DRADIO):
5110 if game.lastchart < game.state.date and game.condition == "docked":
5111 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5113 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5114 if game.state.date > game.lastchart:
5115 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5116 prout(" 1 2 3 4 5 6 7 8")
5117 for i in range(GALSIZE):
5118 proutn("%d |" % (i+1))
5119 for j in range(GALSIZE):
5120 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5124 if game.state.galaxy[i][j].supernova:
5126 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5128 elif game.state.galaxy[i][j].charted:
5129 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5133 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5141 def sectscan(goodScan, i, j):
5142 "Light up an individual dot in a sector."
5143 if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
5144 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):
5145 #if game.condition == "red": textcolor("red")
5146 #elif game.condition == "green": textcolor("green")
5147 #elif game.condition == "yellow": textcolor("yellow")
5148 #elif game.condition == "docked": textcolor("cyan")
5149 #elif game.condition == "dead": textcolor("brown")
5150 if game.quad[i][j] != game.ship:
5152 proutn("%c " % game.quad[i][j])
5158 "Emit status report lines"
5159 if not req or req == 1:
5160 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5161 % (game.state.date, game.state.remtime))
5162 if not req or req == 2:
5163 if game.condition != "docked":
5166 for t in range(NDEVICES):
5167 if game.damage[t]>0:
5169 prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
5170 if not req or req == 3:
5171 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5172 if not req or req == 4:
5173 if damaged(DLIFSUP):
5174 if game.condition == "docked":
5175 s = _("DAMAGED, Base provides")
5177 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5180 prstat(_("Life Support"), s)
5181 if not req or req == 5:
5182 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5183 if not req or req == 6:
5185 if game.icrystl and (game.options & OPTION_SHOWME):
5186 extra = _(" (have crystals)")
5187 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5188 if not req or req == 7:
5189 prstat(_("Torpedoes"), "%d" % (game.torps))
5190 if not req or req == 8:
5191 if damaged(DSHIELD):
5197 data = _(" %d%% %.1f units") \
5198 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5199 prstat(_("Shields"), s+data)
5200 if not req or req == 9:
5201 prstat(_("Klingons Left"), "%d" \
5202 % (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem))
5203 if not req or req == 10:
5204 if game.options & OPTION_WORLDS:
5205 plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
5206 if plnet and plnet.inhabited:
5207 prstat(_("Major system"), plnet.name)
5209 prout(_("Sector is uninhabited"))
5210 elif not req or req == 11:
5211 attackreport(not req)
5214 "Request specified status data, a historical relic from slow TTYs."
5215 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5216 while scanner.next() == "IHEOL":
5217 proutn(_("Information desired? "))
5219 if scanner.token in requests:
5220 status(requests.index(scanner.token))
5222 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5223 prout((" date, condition, position, lsupport, warpfactor,"))
5224 prout((" energy, torpedoes, shields, klingons, system, time."))
5229 if damaged(DSRSENS):
5230 # Allow base's sensors if docked
5231 if game.condition != "docked":
5232 prout(_(" S.R. SENSORS DAMAGED!"))
5235 prout(_(" [Using Base's sensors]"))
5237 prout(_(" Short-range scan"))
5238 if goodScan and not damaged(DRADIO):
5239 game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
5240 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
5241 game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
5242 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
5243 prout(" 1 2 3 4 5 6 7 8 9 10")
5244 if game.condition != "docked":
5246 for i in range(QUADSIZE):
5247 proutn("%2d " % (i+1))
5248 for j in range(QUADSIZE):
5249 sectscan(goodScan, i, j)
5253 "Use computer to get estimated time of arrival for a warp jump."
5254 w1 = coord(); w2 = coord()
5256 if damaged(DCOMPTR):
5257 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5260 if scanner.next() != "IHREAL":
5263 proutn(_("Destination quadrant and/or sector? "))
5264 if scanner.next()!="IHREAL":
5267 w1.j = int(scanner.real-0.5)
5268 if scanner.next() != "IHREAL":
5271 w1.i = int(scanner.real-0.5)
5272 if scanner.next() == "IHREAL":
5273 w2.j = int(scanner.real-0.5)
5274 if scanner.next() != "IHREAL":
5277 w2.i = int(scanner.real-0.5)
5279 if game.quadrant.j>w1.i:
5283 if game.quadrant.i>w1.j:
5287 if not VALID_QUADRANT(w1.i, w1.j) or not VALID_SECTOR(w2.i, w2.j):
5290 game.dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
5291 (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
5294 prout(_("Answer \"no\" if you don't know the value:"))
5297 proutn(_("Time or arrival date? "))
5298 if scanner.next()=="IHREAL":
5299 ttime = scanner.real
5300 if ttime > game.state.date:
5301 ttime -= game.state.date # Actually a star date
5302 twarp=(math.floor(math.sqrt((10.0*game.dist)/ttime)*10.0)+1.0)/10.0
5303 if ttime <= 1e-10 or twarp > 10:
5304 prout(_("We'll never make it, sir."))
5311 proutn(_("Warp factor? "))
5312 if scanner.next()== "IHREAL":
5314 twarp = scanner.real
5315 if twarp<1.0 or twarp > 10.0:
5319 prout(_("Captain, certainly you can give me one of these."))
5322 ttime = (10.0*game.dist)/twarp**2
5323 tpower = game.dist*twarp*twarp*twarp*(game.shldup+1)
5324 if tpower >= game.energy:
5325 prout(_("Insufficient energy, sir."))
5326 if not game.shldup or tpower > game.energy*2.0:
5329 proutn(_("New warp factor to try? "))
5330 if scanner.next() == "IHREAL":
5332 twarp = scanner.real
5333 if twarp<1.0 or twarp > 10.0:
5341 prout(_("But if you lower your shields,"))
5342 proutn(_("remaining"))
5345 proutn(_("Remaining"))
5346 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5348 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5350 prout(_("Any warp speed is adequate."))
5352 prout(_("Minimum warp needed is %.2f,") % (twarp))
5353 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5354 if game.state.remtime < ttime:
5355 prout(_("Unfortunately, the Federation will be destroyed by then."))
5357 prout(_("You'll be taking risks at that speed, Captain"))
5358 if (game.isatb==1 and game.state.kscmdr == w1 and \
5359 scheduled(FSCDBAS)< ttime+game.state.date) or \
5360 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5361 prout(_("The starbase there will be destroyed by then."))
5362 proutn(_("New warp factor to try? "))
5363 if scanner.next() == "IHREAL":
5365 twarp = scanner.real
5366 if twarp<1.0 or twarp > 10.0:
5374 # Code from setup.c begins here
5377 "Issue a historically correct banner."
5379 prout(_("-SUPER- STAR TREK"))
5381 # From the FORTRAN original
5382 # prout(_("Latest update-21 Sept 78"))
5388 scanner.push("emsave.trk")
5389 key = scanner.next()
5391 proutn(_("File name: "))
5392 key = scanner.next()
5393 if key != "IHALPHA":
5397 if '.' not in scanner.token:
5398 scanner.token += ".trk"
5400 fp = open(scanner.token, "wb")
5402 prout(_("Can't freeze game as file %s") % scanner.token)
5404 cPickle.dump(game, fp)
5408 "Retrieve saved game."
5409 game.passwd[0] = '\0'
5410 key = scanner.next()
5412 proutn(_("File name: "))
5413 key = scanner.next()
5414 if key != "IHALPHA":
5418 if '.' not in scanner.token:
5419 scanner.token += ".trk"
5421 fp = open(scanner.token, "rb")
5423 prout(_("Can't thaw game in %s") % scanner.token)
5425 game = cPickle.load(fp)
5429 # I used <http://www.memory-alpha.org> to find planets
5430 # with references in ST:TOS. Eath and the Alpha Centauri
5431 # Colony have been omitted.
5433 # Some planets marked Class G and P here will be displayed as class M
5434 # because of the way planets are generated. This is a known bug.
5437 _("Andoria (Fesoan)"), # several episodes
5438 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5439 _("Vulcan (T'Khasi)"), # many episodes
5440 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5441 _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5442 _("Ardana"), # TOS: "The Cloud Minders"
5443 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5444 _("Gideon"), # TOS: "The Mark of Gideon"
5445 _("Aldebaran III"), # TOS: "The Deadly Years"
5446 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5447 _("Altair IV"), # TOS: "Amok Time
5448 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5449 _("Benecia"), # TOS: "The Conscience of the King"
5450 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5451 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5452 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5453 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5454 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5455 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5456 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5457 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5458 _("Ingraham B"), # TOS: "Operation: Annihilate"
5459 _("Janus IV"), # TOS: "The Devil in the Dark"
5460 _("Makus III"), # TOS: "The Galileo Seven"
5461 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5462 _("Omega IV"), # TOS: "The Omega Glory"
5463 _("Regulus V"), # TOS: "Amok Time
5464 _("Deneva"), # TOS: "Operation -- Annihilate!"
5465 # Worlds from BSD Trek
5466 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5467 _("Beta III"), # TOS: "The Return of the Archons"
5468 _("Triacus"), # TOS: "And the Children Shall Lead",
5469 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5471 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5472 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5473 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5474 # _("Izar"), # TOS: "Whom Gods Destroy"
5475 # _("Tiburon"), # TOS: "The Way to Eden"
5476 # _("Merak II"), # TOS: "The Cloud Minders"
5477 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5478 # _("Iotia"), # TOS: "A Piece of the Action"
5482 _("S. R. Sensors"), \
5483 _("L. R. Sensors"), \
5485 _("Photon Tubes"), \
5486 _("Life Support"), \
5487 _("Warp Engines"), \
5488 _("Impulse Engines"), \
5490 _("Subspace Radio"), \
5491 _("Shuttle Craft"), \
5493 _("Navigation System"), \
5495 _("Shield Control"), \
5501 "Prepare to play, set up cosmos."
5503 # Decide how many of everything
5505 return # frozen game
5506 # Prepare the Enterprise
5507 game.alldone = game.gamewon = game.shldchg = game.shldup = False
5509 game.state.crew = FULLCREW
5510 game.energy = game.inenrg = 5000.0
5511 game.shield = game.inshld = 2500.0
5514 game.quadrant = randplace(GALSIZE)
5515 game.sector = randplace(QUADSIZE)
5516 game.torps = game.intorps = 10
5517 game.nprobes = randrange(2, 5)
5519 for i in range(NDEVICES):
5520 game.damage[i] = 0.0
5521 # Set up assorted game parameters
5522 game.battle = coord()
5523 game.state.date = game.indate = 100.0 * randreal(20, 51)
5524 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5525 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5526 game.isatb = game.state.nplankl = 0
5527 game.state.starkl = game.state.basekl = 0
5528 game.iscraft = "onship"
5532 # Starchart is functional but we've never seen it
5533 game.lastchart = FOREVER
5534 # Put stars in the galaxy
5536 for i in range(GALSIZE):
5537 for j in range(GALSIZE):
5538 k = randrange(1, QUADSIZE**2/10+1)
5540 game.state.galaxy[i][j].stars = k
5541 # Locate star bases in galaxy
5542 for i in range(game.inbase):
5545 w = randplace(GALSIZE)
5546 if not game.state.galaxy[w.i][w.j].starbase:
5549 # C version: for (j = i-1; j > 0; j--)
5550 # so it did them in the opposite order.
5551 for j in range(1, i):
5552 # Improved placement algorithm to spread out bases
5553 distq = (w - game.state.baseq[j]).distance()
5554 if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
5557 prout("=== Abandoning base #%d at %s" % (i, w))
5559 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5561 prout("=== Saving base #%d, close to #%d" % (i, j))
5564 game.state.baseq.append(w)
5565 game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5566 # Position ordinary Klingon Battle Cruisers
5568 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5569 if klumper > MAXKLQUAD:
5573 klump = (1.0 - r*r)*klumper
5578 w = randplace(GALSIZE)
5579 if not game.state.galaxy[w.i][w.j].supernova and \
5580 game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5582 game.state.galaxy[w.i][w.j].klingons += int(klump)
5585 # Position Klingon Commander Ships
5586 for i in range(game.incom):
5588 w = randplace(GALSIZE)
5589 if not welcoming(w) or w in game.state.kcmdr:
5591 if (game.state.galaxy[w.i][w.j].klingons or withprob(0.25)):
5593 game.state.galaxy[w.i][w.j].klingons += 1
5594 game.state.kcmdr.append(w)
5595 # Locate planets in galaxy
5596 for i in range(game.inplan):
5598 w = randplace(GALSIZE)
5599 if game.state.galaxy[w.i][w.j].planet == None:
5603 new.crystals = "absent"
5604 if (game.options & OPTION_WORLDS) and i < NINHAB:
5605 new.pclass = "M" # All inhabited planets are class M
5606 new.crystals = "absent"
5608 new.name = systnames[i]
5609 new.inhabited = True
5611 new.pclass = ("M", "N", "O")[randrange(0, 3)]
5613 new.crystals = "present"
5614 new.known = "unknown"
5615 new.inhabited = False
5616 game.state.galaxy[w.i][w.j].planet = new
5617 game.state.planets.append(new)
5619 for i in range(game.state.nromrem):
5620 w = randplace(GALSIZE)
5621 game.state.galaxy[w.i][w.j].romulans += 1
5622 # Place the Super-Commander if needed
5623 if game.state.nscrem > 0:
5625 w = randplace(GALSIZE)
5628 game.state.kscmdr = w
5629 game.state.galaxy[w.i][w.j].klingons += 1
5630 # Initialize times for extraneous events
5631 schedule(FSNOVA, expran(0.5 * game.intime))
5632 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5633 schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
5634 schedule(FBATTAK, expran(0.3*game.intime))
5636 if game.state.nscrem:
5637 schedule(FSCMOVE, 0.2777)
5642 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5643 schedule(FDISTR, expran(1.0 + game.intime))
5648 # Place thing (in tournament game, we don't want one!)
5649 # New in SST2K: never place the Thing near a starbase.
5650 # This makes sense and avoids a special case in the old code.
5652 if game.tourn is None:
5654 thing = randplace(GALSIZE)
5655 if thing not in game.state.baseq:
5658 game.state.snap = False
5659 if game.skill == SKILL_NOVICE:
5660 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5661 prout(_("a deadly Klingon invasion force. As captain of the United"))
5662 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5663 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5664 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5665 prout(_("your mission. As you proceed you may be given more time."))
5667 prout(_("You will have %d supporting starbases.") % (game.inbase))
5668 proutn(_("Starbase locations- "))
5670 prout(_("Stardate %d.") % int(game.state.date))
5672 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5673 prout(_("An unknown number of Romulans."))
5674 if game.state.nscrem:
5675 prout(_("And one (GULP) Super-Commander."))
5676 prout(_("%d stardates.") % int(game.intime))
5677 proutn(_("%d starbases in ") % game.inbase)
5678 for i in range(game.inbase):
5679 proutn(`game.state.baseq[i]`)
5682 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5683 proutn(_(" Sector %s") % game.sector)
5685 prout(_("Good Luck!"))
5686 if game.state.nscrem:
5687 prout(_(" YOU'LL NEED IT."))
5690 if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
5692 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5693 attack(torps_ok=False)
5696 "Choose your game type."
5701 game.skill = SKILL_NONE
5703 if not scanner.inqueue: # Can start with command line options
5704 proutn(_("Would you like a regular, tournament, or saved game? "))
5706 if scanner.sees("tournament"):
5707 while scanner.next() == "IHEOL":
5708 proutn(_("Type in tournament number-"))
5709 if scanner.real == 0:
5711 continue # We don't want a blank entry
5712 game.tourn = int(round(scanner.real))
5713 random.seed(scanner.real)
5715 logfp.write("# random.seed(%d)\n" % scanner.real)
5717 if scanner.sees("saved") or scanner.sees("frozen"):
5721 if game.passwd == None:
5723 if not game.alldone:
5724 game.thawed = True # No plaque if not finished
5728 if scanner.sees("regular"):
5730 proutn(_("What is \"%s\"?") % scanner.token)
5732 while game.length==0 or game.skill==SKILL_NONE:
5733 if scanner.next() == "IHALPHA":
5734 if scanner.sees("short"):
5736 elif scanner.sees("medium"):
5738 elif scanner.sees("long"):
5740 elif scanner.sees("novice"):
5741 game.skill = SKILL_NOVICE
5742 elif scanner.sees("fair"):
5743 game.skill = SKILL_FAIR
5744 elif scanner.sees("good"):
5745 game.skill = SKILL_GOOD
5746 elif scanner.sees("expert"):
5747 game.skill = SKILL_EXPERT
5748 elif scanner.sees("emeritus"):
5749 game.skill = SKILL_EMERITUS
5751 proutn(_("What is \""))
5752 proutn(scanner.token)
5757 proutn(_("Would you like a Short, Medium, or Long game? "))
5758 elif game.skill == SKILL_NONE:
5759 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
5760 # Choose game options -- added by ESR for SST2K
5761 if scanner.next() != "IHALPHA":
5763 proutn(_("Choose your game style (or just press enter): "))
5765 if scanner.sees("plain"):
5766 # Approximates the UT FORTRAN version.
5767 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5768 game.options |= OPTION_PLAIN
5769 elif scanner.sees("almy"):
5770 # Approximates Tom Almy's version.
5771 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5772 game.options |= OPTION_ALMY
5773 elif scanner.sees("fancy") or scanner.sees("\n"):
5775 elif len(scanner.token):
5776 proutn(_("What is \"%s\"?") % scanner.token)
5778 if game.passwd == "debug":
5780 prout("=== Debug mode enabled.")
5781 # Use parameters to generate initial values of things
5782 game.damfac = 0.5 * game.skill
5783 game.inbase = randrange(BASEMIN, BASEMAX+1)
5785 if game.options & OPTION_PLANETS:
5786 game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
5787 if game.options & OPTION_WORLDS:
5788 game.inplan += int(NINHAB)
5789 game.state.nromrem = game.inrom = randrange(2 *game.skill)
5790 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
5791 game.state.remtime = 7.0 * game.length
5792 game.intime = game.state.remtime
5793 game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
5794 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
5795 game.state.remres = (game.inkling+4*game.incom)*game.intime
5796 game.inresor = game.state.remres
5797 if game.inkling > 50:
5798 game.state.inbase += 1
5801 def dropin(iquad=None):
5802 "Drop a feature on a random dot in the current quadrant."
5804 w = randplace(QUADSIZE)
5805 if game.quad[w.i][w.j] == IHDOT:
5807 if iquad is not None:
5808 game.quad[w.i][w.j] = iquad
5812 "Update our alert status."
5813 game.condition = "green"
5814 if game.energy < 1000.0:
5815 game.condition = "yellow"
5816 if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
5817 game.condition = "red"
5819 game.condition="dead"
5822 "Drop new Klingon into current quadrant."
5823 return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill)
5826 "Set up a new state of quadrant, for when we enter or re-enter it."
5829 game.neutz = game.inorbit = game.landed = False
5830 game.ientesc = game.iseenit = False
5831 # Create a blank quadrant
5832 game.quad = fill2d(QUADSIZE, lambda i, j: IHDOT)
5834 # Attempt to escape Super-commander, so tbeam back!
5837 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
5838 # cope with supernova
5841 game.klhere = q.klingons
5842 game.irhere = q.romulans
5844 game.quad[game.sector.i][game.sector.j] = game.ship
5847 # Position ordinary Klingons
5848 for i in range(game.klhere):
5850 # If we need a commander, promote a Klingon
5851 for cmdr in game.state.kcmdr:
5852 if cmdr == game.quadrant:
5853 e = game.enemies[game.klhere-1]
5854 game.quad[e.kloc.i][e.kloc.j] = IHC
5855 e.kpower = randreal(950,1350) + 50.0*game.skill
5857 # If we need a super-commander, promote a Klingon
5858 if game.quadrant == game.state.kscmdr:
5860 game.quad[e.kloc.i][e.kloc.j] = IHS
5861 e.kpower = randreal(1175.0, 1575.0) + 125.0*game.skill
5862 game.iscate = (game.state.remkl > 1)
5863 # Put in Romulans if needed
5864 for i in range(q.romulans):
5865 enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
5866 # If quadrant needs a starbase, put it in
5868 game.base = dropin(IHB)
5869 # If quadrant needs a planet, put it in
5871 game.iplnet = q.planet
5872 if not q.planet.inhabited:
5873 game.plnet = dropin(IHP)
5875 game.plnet = dropin(IHW)
5876 # Check for condition
5879 if game.irhere > 0 and game.klhere == 0:
5881 if not damaged(DRADIO):
5883 prout(_("LT. Uhura- \"Captain, an urgent message."))
5884 prout(_(" I'll put it on audio.\" CLICK"))
5886 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
5887 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
5888 # Put in THING if needed
5889 if thing == game.quadrant:
5890 enemy(type=IHQUEST, loc=dropin(),
5891 power=randreal(6000,6500.0)+250.0*game.skill)
5892 if not damaged(DSRSENS):
5894 prout(_("Mr. Spock- \"Captain, this is most unusual."))
5895 prout(_(" Please examine your short-range scan.\""))
5896 # Decide if quadrant needs a Tholian; lighten up if skill is low
5897 if game.options & OPTION_THOLIAN:
5898 if (game.skill < SKILL_GOOD and withprob(0.02)) or \
5899 (game.skill == SKILL_GOOD and withprob(0.05)) or \
5900 (game.skill > SKILL_GOOD and withprob(0.08)):
5903 w.i = withprob(0.5) * (QUADSIZE-1)
5904 w.j = withprob(0.5) * (QUADSIZE-1)
5905 if game.quad[w.i][w.j] == IHDOT:
5907 game.tholian = enemy(type=IHT, loc=w,
5908 power=randrange(100, 500) + 25.0*game.skill)
5909 # Reserve unoccupied corners
5910 if game.quad[0][0]==IHDOT:
5911 game.quad[0][0] = 'X'
5912 if game.quad[0][QUADSIZE-1]==IHDOT:
5913 game.quad[0][QUADSIZE-1] = 'X'
5914 if game.quad[QUADSIZE-1][0]==IHDOT:
5915 game.quad[QUADSIZE-1][0] = 'X'
5916 if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT:
5917 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
5918 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
5919 # And finally the stars
5920 for i in range(q.stars):
5922 # Put in a few black holes
5923 for i in range(1, 3+1):
5926 # Take out X's in corners if Tholian present
5928 if game.quad[0][0]=='X':
5929 game.quad[0][0] = IHDOT
5930 if game.quad[0][QUADSIZE-1]=='X':
5931 game.quad[0][QUADSIZE-1] = IHDOT
5932 if game.quad[QUADSIZE-1][0]=='X':
5933 game.quad[QUADSIZE-1][0] = IHDOT
5934 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
5935 game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT
5938 "Set the self-destruct password."
5939 if game.options & OPTION_PLAIN:
5942 proutn(_("Please type in a secret password- "))
5944 game.passwd = scanner.token
5945 if game.passwd != None:
5950 game.passwd += chr(ord('a')+randrange(26))
5952 # Code from sst.c begins here
5955 "SRSCAN": OPTION_TTY,
5956 "STATUS": OPTION_TTY,
5957 "REQUEST": OPTION_TTY,
5958 "LRSCAN": OPTION_TTY,
5971 "SENSORS": OPTION_PLANETS,
5972 "ORBIT": OPTION_PLANETS,
5973 "TRANSPORT": OPTION_PLANETS,
5974 "MINE": OPTION_PLANETS,
5975 "CRYSTALS": OPTION_PLANETS,
5976 "SHUTTLE": OPTION_PLANETS,
5977 "PLANETS": OPTION_PLANETS,
5982 "PROBE": OPTION_PROBE,
5984 "FREEZE": 0, # Synonym for SAVE
5990 "SOS": 0, # Synonym for MAYDAY
5991 "CALL": 0, # Synonym for MAYDAY
5997 "Generate a list of legal commands."
5998 prout(_("LEGAL COMMANDS ARE:"))
6000 for key in commands:
6001 if not commands[key] or (commands[key] & game.options):
6002 proutn("%-12s " % key)
6004 if emitted % 5 == 4:
6009 "Browse on-line help."
6010 key = scanner.next()
6013 setwnd(prompt_window)
6014 proutn(_("Help on what command? "))
6015 key = scanner.next()
6016 setwnd(message_window)
6019 if scanner.token in commands or scanner.token == "ABBREV":
6026 cmd = scanner.token.upper()
6028 fp = open(SSTDOC, "r")
6031 fp = open(DOC_NAME, "r")
6033 prout(_("Spock- \"Captain, that information is missing from the"))
6034 proutn(_(" computer. You need to find "))
6036 prout(_(" and put it in the"))
6037 proutn(_(" current directory or to "))
6041 # This used to continue: "You need to find SST.DOC and put
6042 # it in the current directory."
6046 linebuf = fp.readline()
6048 prout(_("Spock- \"Captain, there is no information on that command.\""))
6051 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6052 linebuf = linebuf[3:].strip()
6056 prout(_("Spock- \"Captain, I've found the following information:\""))
6058 while linebuf in fp:
6059 if "******" in linebuf:
6065 "Command-interpretation loop."
6067 setwnd(message_window)
6068 while True: # command loop
6070 while True: # get a command
6075 setwnd(prompt_window)
6078 if scanner.next() == "IHEOL":
6079 if game.options & OPTION_CURSES:
6082 elif scanner.token == "":
6086 setwnd(message_window)
6088 candidates = filter(lambda x: x.startswith(scanner.token.upper()),
6090 if len(candidates) == 1:
6093 elif candidates and not (game.options & OPTION_PLAIN):
6094 prout("Commands with prefix '%s': %s" % (scanner.token, " ".join(candidates)))
6098 if cmd == "SRSCAN": # srscan
6100 elif cmd == "STATUS": # status
6102 elif cmd == "REQUEST": # status request
6104 elif cmd == "LRSCAN": # long range scan
6105 lrscan(silent=False)
6106 elif cmd == "PHASERS": # phasers
6110 elif cmd == "TORPEDO": # photon torpedos
6114 elif cmd == "MOVE": # move under warp
6116 elif cmd == "SHIELDS": # shields
6117 doshield(shraise=False)
6120 game.shldchg = False
6121 elif cmd == "DOCK": # dock at starbase
6124 attack(torps_ok=False)
6125 elif cmd == "DAMAGES": # damage reports
6127 elif cmd == "CHART": # chart
6129 elif cmd == "IMPULSE": # impulse
6131 elif cmd == "REST": # rest
6135 elif cmd == "WARP": # warp
6137 elif cmd == "SCORE": # score
6139 elif cmd == "SENSORS": # sensors
6141 elif cmd == "ORBIT": # orbit
6145 elif cmd == "TRANSPORT": # transport "beam"
6147 elif cmd == "MINE": # mine
6151 elif cmd == "CRYSTALS": # crystals
6155 elif cmd == "SHUTTLE": # shuttle
6159 elif cmd == "PLANETS": # Planet list
6161 elif cmd == "REPORT": # Game Report
6163 elif cmd == "COMPUTER": # use COMPUTER!
6165 elif cmd == "COMMANDS":
6167 elif cmd == "EMEXIT": # Emergency exit
6168 clrscr() # Hide screen
6169 freeze(True) # forced save
6170 raise SysExit,1 # And quick exit
6171 elif cmd == "PROBE":
6172 probe() # Launch probe
6175 elif cmd == "ABANDON": # Abandon Ship
6177 elif cmd == "DESTRUCT": # Self Destruct
6179 elif cmd == "SAVE": # Save Game
6182 if game.skill > SKILL_GOOD:
6183 prout(_("WARNING--Saved games produce no plaques!"))
6184 elif cmd == "DEATHRAY": # Try a desparation measure
6188 elif cmd == "DEBUGCMD": # What do we want for debug???
6190 elif cmd == "MAYDAY": # Call for help
6195 game.alldone = True # quit the game
6200 break # Game has ended
6201 if game.optime != 0.0:
6204 break # Events did us in
6205 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6208 if hitme and not game.justin:
6209 attack(torps_ok=True)
6212 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6223 "Emit the name of an enemy or feature."
6224 if type == IHR: s = _("Romulan")
6225 elif type == IHK: s = _("Klingon")
6226 elif type == IHC: s = _("Commander")
6227 elif type == IHS: s = _("Super-commander")
6228 elif type == IHSTAR: s = _("Star")
6229 elif type == IHP: s = _("Planet")
6230 elif type == IHB: s = _("Starbase")
6231 elif type == IHBLANK: s = _("Black hole")
6232 elif type == IHT: s = _("Tholian")
6233 elif type == IHWEB: s = _("Tholian web")
6234 elif type == IHQUEST: s = _("Stranger")
6235 elif type == IHW: s = _("Inhabited World")
6236 else: s = "Unknown??"
6239 def crmena(stars, enemy, loctype, w):
6240 "Emit the name of an enemy and his location."
6244 buf += cramen(enemy) + _(" at ")
6245 if loctype == "quadrant":
6246 buf += _("Quadrant ")
6247 elif loctype == "sector":
6252 "Emit our ship name."
6253 return{IHE:_("Enterprise"),IHF:_("Faerie Queene")}.get(game.ship,"Ship???")
6256 "Emit a line of stars"
6257 prouts("******************************************************")
6261 return -avrage*math.log(1e-7 + randreal())
6263 def randplace(size):
6264 "Choose a random location."
6266 w.i = randrange(size)
6267 w.j = randrange(size)
6277 # Get a token from the user
6280 # Fill the token quue if nothing here
6281 while not self.inqueue:
6283 if curwnd==prompt_window:
6285 setwnd(message_window)
6292 self.inqueue = line.lstrip().split() + ["\n"]
6293 # From here on in it's all looking at the queue
6294 self.token = self.inqueue.pop(0)
6295 if self.token == "\n":
6299 self.real = float(self.token)
6300 self.type = "IHREAL"
6305 self.token = self.token.lower()
6306 self.type = "IHALPHA"
6309 def append(self, tok):
6310 self.inqueue.append(tok)
6311 def push(self, tok):
6312 self.inqueue.insert(0, tok)
6316 # Demand input for next scan
6318 self.real = self.token = None
6320 # compares s to item and returns true if it matches to the length of s
6321 return s.startswith(self.token)
6323 # Round token value to nearest integer
6324 return int(round(scanner.real))
6328 if scanner.type != "IHREAL":
6331 s.i = scanner.int()-1
6333 if scanner.type != "IHREAL":
6336 s.j = scanner.int()-1
6339 return "<sstcanner: token=%s, type=%s, queue=%s>" % (scanner.token, scanner.type, scanner.inqueue)
6342 "Yes-or-no confirmation."
6346 if scanner.token == 'y':
6348 if scanner.token == 'n':
6351 proutn(_("Please answer with \"y\" or \"n\": "))
6354 "Complain about unparseable input."
6357 prout(_("Beg your pardon, Captain?"))
6360 "Access to the internals for debugging."
6361 proutn("Reset levels? ")
6363 if game.energy < game.inenrg:
6364 game.energy = game.inenrg
6365 game.shield = game.inshld
6366 game.torps = game.intorps
6367 game.lsupres = game.inlsr
6368 proutn("Reset damage? ")
6370 for i in range(NDEVICES):
6371 if game.damage[i] > 0.0:
6372 game.damage[i] = 0.0
6373 proutn("Toggle debug flag? ")
6377 prout("Debug output ON")
6379 prout("Debug output OFF")
6380 proutn("Cause selective damage? ")
6382 for i in range(NDEVICES):
6383 proutn("Kill %s?" % device[i])
6385 key = scanner.next()
6386 if key == "IHALPHA" and scanner.sees("y"):
6387 game.damage[i] = 10.0
6388 proutn("Examine/change events? ")
6393 FSNOVA: "Supernova ",
6396 FBATTAK: "Base Attack ",
6397 FCDBAS: "Base Destroy ",
6398 FSCMOVE: "SC Move ",
6399 FSCDBAS: "SC Base Destroy ",
6400 FDSPROB: "Probe Move ",
6401 FDISTR: "Distress Call ",
6402 FENSLV: "Enslavement ",
6403 FREPRO: "Klingon Build ",
6405 for i in range(1, NEVENTS):
6408 proutn("%.2f" % (scheduled(i)-game.state.date))
6409 if i == FENSLV or i == FREPRO:
6411 proutn(" in %s" % ev.quadrant)
6416 key = scanner.next()
6420 elif key == "IHREAL":
6421 ev = schedule(i, scanner.real)
6422 if i == FENSLV or i == FREPRO:
6424 proutn("In quadrant- ")
6425 key = scanner.next()
6426 # "IHEOL" says to leave coordinates as they are
6429 prout("Event %d canceled, no x coordinate." % (i))
6432 w.i = int(round(scanner.real))
6433 key = scanner.next()
6435 prout("Event %d canceled, no y coordinate." % (i))
6438 w.j = int(round(scanner.real))
6441 proutn("Induce supernova here? ")
6443 game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
6446 if __name__ == '__main__':
6447 import getopt, socket
6449 global line, thing, game, idebug
6455 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6456 if os.getenv("TERM"):
6457 game.options |= OPTION_CURSES
6459 game.options |= OPTION_TTY
6460 seed = int(time.time())
6461 (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:tx")
6462 for (switch, val) in options:
6465 replayfp = open(val, "r")
6467 sys.stderr.write("sst: can't open replay file %s\n" % val)
6470 line = replayfp.readline().strip()
6471 (leader, key, seed) = line.split()
6473 sys.stderr.write("sst2k: seed set to %s\n" % seed)
6474 line = replayfp.readline().strip()
6475 arguments += line.split()[2:]
6477 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6479 game.options |= OPTION_TTY
6480 game.options &=~ OPTION_CURSES
6481 elif switch == '-s':
6483 elif switch == '-t':
6484 game.options |= OPTION_TTY
6485 game.options &=~ OPTION_CURSES
6486 elif switch == '-x':
6489 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6491 # where to save the input in case of bugs
6493 logfp = open("/usr/tmp/sst-input.log", "w")
6495 sys.stderr.write("sst: warning, can't open logfile\n")
6497 logfp.write("# seed %s\n" % seed)
6498 logfp.write("# options %s\n" % " ".join(arguments))
6499 logfp.write("# recorded by %s@%s on %s\n" % \
6500 (os.getenv("LOGNAME"),socket.gethostname(),time.ctime()))
6502 scanner = sstscanner()
6503 map(scanner.append, arguments)
6506 while True: # Play a game
6507 setwnd(fullscreen_window)
6513 game.alldone = False
6519 if game.tourn and game.alldone:
6520 proutn(_("Do you want your score recorded?"))
6526 proutn(_("Do you want to play again? "))
6530 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6534 except KeyboardInterrupt: