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
232 def __init__(self, x=None, y=None):
235 def invalidate(self):
236 self.i = self.j = None
238 return self.i != None and self.j != None
239 def __eq__(self, other):
240 return other != None and self.i == other.i and self.j == other.j
241 def __ne__(self, other):
242 return other == None or self.i != other.i or self.j != other.j
243 def __add__(self, other):
244 return coord(self.i+other.i, self.j+other.j)
245 def __sub__(self, other):
246 return coord(self.i-other.i, self.j-other.j)
247 def __mul__(self, other):
248 return coord(self.i*other, self.j*other)
249 def __rmul__(self, other):
250 return coord(self.i*other, self.j*other)
251 def __div__(self, other):
252 return coord(self.i/other, self.j/other)
253 def __rdiv__(self, other):
254 return coord(self.i/other, self.j/other)
255 def roundtogrid(self):
256 return coord(int(round(self.i)), int(round(self.j)))
257 def trunctogrid(self):
258 return coord(int(round(self.i)), int(round(self.j)))
259 def distance(self, other=None):
260 if not other: other = coord(0, 0)
261 return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
262 def bearing(self, other=None):
263 if not other: other = coord(0, 0)
264 return 1.90985*math.atan2(self.j-other.j, self.i-other.i)
270 s.i = self.i / abs(self.i)
274 s.j = self.j / abs(self.j)
278 s.i = self.i + randrange(-1, 2)
279 s.j = self.j + randrange(-1, 2)
284 if self.i == None or self.j == None:
286 return "%s - %s" % (self.i+1, self.j+1)
291 self.name = None # string-valued if inhabited
292 self.quadrant = coord() # quadrant located
293 self.pclass = None # could be ""M", "N", "O", or "destroyed"
294 self.crystals = "absent"# could be "mined", "present", "absent"
295 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
296 self.inhabited = False # is it inhabites?
304 self.starbase = False
307 self.supernova = False
309 self.status = "secure" # Could be "secure", "distressed", "enslaved"
317 def fill2d(size, fillfun):
318 "Fill an empty list in 2D."
320 for i in range(size):
322 for j in range(size):
323 lst[i].append(fillfun(i, j))
328 self.snap = False # snapshot taken
329 self.crew = 0 # crew complement
330 self.remkl = 0 # remaining klingons
331 self.nscrem = 0 # remaining super commanders
332 self.starkl = 0 # destroyed stars
333 self.basekl = 0 # destroyed bases
334 self.nromrem = 0 # Romulans remaining
335 self.nplankl = 0 # destroyed uninhabited planets
336 self.nworldkl = 0 # destroyed inhabited planets
337 self.planets = [] # Planet information
338 self.date = 0.0 # stardate
339 self.remres = 0 # remaining resources
340 self.remtime = 0 # remaining time
341 self.baseq = [] # Base quadrant coordinates
342 self.kcmdr = [] # Commander quadrant coordinates
343 self.kscmdr = coord() # Supercommander quadrant coordinates
345 self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
347 self.chart = fill2d(GALSIZE, lambda i, j: page())
351 self.date = None # A real number
352 self.quadrant = None # A coord structure
355 OPTION_ALL = 0xffffffff
356 OPTION_TTY = 0x00000001 # old interface
357 OPTION_CURSES = 0x00000002 # new interface
358 OPTION_IOMODES = 0x00000003 # cover both interfaces
359 OPTION_PLANETS = 0x00000004 # planets and mining
360 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
361 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
362 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
363 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
364 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
365 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
366 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
367 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
368 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
369 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
370 OPTION_PLAIN = 0x01000000 # user chose plain game
371 OPTION_ALMY = 0x02000000 # user chose Almy variant
390 NDEVICES= 16 # Number of devices
399 def damaged(dev): return (game.damage[dev] != 0.0)
400 def communicating(): return not damaged(DRADIO) or game.condition=="docked"
402 # Define future events
403 FSPY = 0 # Spy event happens always (no future[] entry)
404 # can cause SC to tractor beam Enterprise
405 FSNOVA = 1 # Supernova
406 FTBEAM = 2 # Commander tractor beams Enterprise
407 FSNAP = 3 # Snapshot for time warp
408 FBATTAK = 4 # Commander attacks base
409 FCDBAS = 5 # Commander destroys base
410 FSCMOVE = 6 # Supercommander moves (might attack base)
411 FSCDBAS = 7 # Supercommander destroys base
412 FDSPROB = 8 # Move deep space probe
413 FDISTR = 9 # Emit distress call from an inhabited world
414 FENSLV = 10 # Inhabited word is enslaved */
415 FREPRO = 11 # Klingons build a ship in an enslaved system
419 # abstract out the event handling -- underlying data structures will change
420 # when we implement stateful events
422 def findevent(evtype): return game.future[evtype]
425 def __init__(self, type=None, loc=None, power=None):
430 self.kpower = power # enemy energy level
431 game.enemies.append(self)
433 motion = (loc != self.kloc)
434 if self.kloc.i is not None and self.kloc.j is not None:
437 game.quad[self.kloc.i][self.kloc.j] = IHWEB
439 game.quad[self.kloc.i][self.kloc.j] = IHDOT
441 self.kloc = copy.copy(loc)
442 game.quad[self.kloc.i][self.kloc.j] = self.type
443 self.kdist = self.kavgd = (game.sector - loc).distance()
446 self.kdist = self.kavgd = None
447 game.enemies.remove(self)
450 return "<%s,%s.%f>" % (self.type, self.kloc, self.kpower) # For debugging
454 self.options = None # Game options
455 self.state = snapshot() # A snapshot structure
456 self.snapsht = snapshot() # Last snapshot taken for time-travel purposes
457 self.quad = None # contents of our quadrant
458 self.damage = [0.0] * NDEVICES # damage encountered
459 self.future = [] # future events
460 for i in range(NEVENTS):
461 self.future.append(event())
462 self.passwd = None; # Self Destruct password
464 self.quadrant = None # where we are in the large
465 self.sector = None # where we are in the small
466 self.tholian = None # Tholian enemy object
467 self.base = None # position of base in current quadrant
468 self.battle = None # base coordinates being attacked
469 self.plnet = None # location of planet in quadrant
470 self.gamewon = False # Finished!
471 self.ididit = False # action taken -- allows enemy to attack
472 self.alive = False # we are alive (not killed)
473 self.justin = False # just entered quadrant
474 self.shldup = False # shields are up
475 self.shldchg = False # shield is changing (affects efficiency)
476 self.iscate = False # super commander is here
477 self.ientesc = False # attempted escape from supercommander
478 self.resting = False # rest time
479 self.icraft = False # Kirk in Galileo
480 self.landed = False # party on planet (true), on ship (false)
481 self.alldone = False # game is now finished
482 self.neutz = False # Romulan Neutral Zone
483 self.isarmed = False # probe is armed
484 self.inorbit = False # orbiting a planet
485 self.imine = False # mining
486 self.icrystl = False # dilithium crystals aboard
487 self.iseenit = False # seen base attack report
488 self.thawed = False # thawed game
489 self.condition = None # "green", "yellow", "red", "docked", "dead"
490 self.iscraft = None # "onship", "offship", "removed"
491 self.skill = None # Player skill level
492 self.inkling = 0 # initial number of klingons
493 self.inbase = 0 # initial number of bases
494 self.incom = 0 # initial number of commanders
495 self.inscom = 0 # initial number of commanders
496 self.inrom = 0 # initial number of commanders
497 self.instar = 0 # initial stars
498 self.intorps = 0 # initial/max torpedoes
499 self.torps = 0 # number of torpedoes
500 self.ship = 0 # ship type -- 'E' is Enterprise
501 self.abandoned = 0 # count of crew abandoned in space
502 self.length = 0 # length of game
503 self.klhere = 0 # klingons here
504 self.casual = 0 # causalties
505 self.nhelp = 0 # calls for help
506 self.nkinks = 0 # count of energy-barrier crossings
507 self.iplnet = None # planet # in quadrant
508 self.inplan = 0 # initial planets
509 self.irhere = 0 # Romulans in quadrant
510 self.isatb = 0 # =1 if super commander is attacking base
511 self.tourn = None # tournament number
512 self.nprobes = 0 # number of probes available
513 self.inresor = 0.0 # initial resources
514 self.intime = 0.0 # initial time
515 self.inenrg = 0.0 # initial/max energy
516 self.inshld = 0.0 # initial/max shield
517 self.inlsr = 0.0 # initial life support resources
518 self.indate = 0.0 # initial date
519 self.energy = 0.0 # energy level
520 self.shield = 0.0 # shield level
521 self.warpfac = 0.0 # warp speed
522 self.wfacsq = 0.0 # squared warp factor
523 self.lsupres = 0.0 # life support reserves
524 self.optime = 0.0 # time taken by current operation
525 self.docfac = 0.0 # repair factor when docking (constant?)
526 self.damfac = 0.0 # damage factor
527 self.lastchart = 0.0 # time star chart was last updated
528 self.cryprob = 0.0 # probability that crystal will work
529 self.probe = None # object holding probe course info
530 self.height = 0.0 # height of orbit around planet
532 # Stas thinks this should be (C expression):
533 # game.state.remkl + len(game.state.kcmdr) > 0 ?
534 # game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99
535 # He says the existing expression is prone to divide-by-zero errors
536 # after killing the last klingon when score is shown -- perhaps also
537 # if the only remaining klingon is SCOM.
538 game.state.remtime = game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr))
584 #logfp.write("# withprob(%s) -> %f (%s) at %s\n" % (p, v, v<p, traceback.extract_stack()[-2][1:]))
587 def randrange(*args):
588 v = random.randrange(*args)
589 #logfp.write("# randrange%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
595 v *= args[0] # returns from [0, args[0])
597 v = args[0] + v*(args[1]-args[0]) # returns from [args[0], args[1])
598 #logfp.write("# randreal%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
601 # Code from ai.c begins here
604 "Would this quadrant welcome another Klingon?"
605 return VALID_QUADRANT(iq.i,iq.j) and \
606 not game.state.galaxy[iq.i][iq.j].supernova and \
607 game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
609 def tryexit(enemy, look, irun):
610 "A bad guy attempts to bug out."
612 iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
613 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
614 if not welcoming(iq):
616 if enemy.type == IHR:
617 return False; # Romulans cannot escape!
619 # avoid intruding on another commander's territory
620 if enemy.type == IHC:
621 if iq in game.state.kcmdr:
623 # refuse to leave if currently attacking starbase
624 if game.battle == game.quadrant:
626 # don't leave if over 1000 units of energy
627 if enemy.kpower > 1000.0:
629 # emit escape message and move out of quadrant.
630 # we know this if either short or long range sensors are working
631 if not damaged(DSRSENS) or not damaged(DLRSENS) or \
632 game.condition == "docked":
633 prout(crmena(True, enemy.type, "sector", enemy.kloc) + \
634 (_(" escapes to Quadrant %s (and regains strength).") % q))
635 # handle local matters related to escape
638 if game.condition != "docked":
640 # Handle global matters related to escape
641 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
642 game.state.galaxy[iq.i][iq.j].klingons += 1
647 schedule(FSCMOVE, 0.2777)
651 for cmdr in game.state.kcmdr:
652 if cmdr == game.quadrant:
653 game.state.kcmdr[n] = iq
655 return True; # success
657 # The bad-guy movement algorithm:
659 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
660 # If both are operating full strength, force is 1000. If both are damaged,
661 # force is -1000. Having shields down subtracts an additional 1000.
663 # 2. Enemy has forces equal to the energy of the attacker plus
664 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
665 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
667 # Attacker Initial energy levels (nominal):
668 # Klingon Romulan Commander Super-Commander
669 # Novice 400 700 1200
671 # Good 450 800 1300 1750
672 # Expert 475 850 1350 1875
673 # Emeritus 500 900 1400 2000
674 # VARIANCE 75 200 200 200
676 # Enemy vessels only move prior to their attack. In Novice - Good games
677 # only commanders move. In Expert games, all enemy vessels move if there
678 # is a commander present. In Emeritus games all enemy vessels move.
680 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
681 # forces are 1000 greater than Enterprise.
683 # Agressive action on average cuts the distance between the ship and
684 # the enemy to 1/4 the original.
686 # 4. At lower energy advantage, movement units are proportional to the
687 # advantage with a 650 advantage being to hold ground, 800 to move forward
688 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
690 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
691 # retreat, especially at high skill levels.
693 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
695 def movebaddy(enemy):
696 "Tactical movement for the bad guys."
697 next = coord(); look = coord()
699 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
700 if game.skill >= SKILL_EXPERT:
701 nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
703 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
705 mdist = int(dist1 + 0.5); # Nearest integer distance
706 # If SC, check with spy to see if should hi-tail it
707 if enemy.type==IHS and \
708 (enemy.kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
712 # decide whether to advance, retreat, or hold position
713 forces = enemy.kpower+100.0*len(game.enemies)+400*(nbaddys-1)
715 forces += 1000; # Good for enemy if shield is down!
716 if not damaged(DPHASER) or not damaged(DPHOTON):
717 if damaged(DPHASER): # phasers damaged
720 forces -= 0.2*(game.energy - 2500.0)
721 if damaged(DPHOTON): # photon torpedoes damaged
724 forces -= 50.0*game.torps
726 # phasers and photon tubes both out!
729 if forces <= 1000.0 and game.condition != "docked": # Typical situation
730 motion = ((forces + randreal(200))/150.0) - 5.0
732 if forces > 1000.0: # Very strong -- move in for kill
733 motion = (1.0 - randreal())**2 * dist1 + 1.0
734 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
735 motion -= game.skill*(2.0-randreal()**2)
737 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
738 # don't move if no motion
741 # Limit motion according to skill
742 if abs(motion) > game.skill:
747 # calculate preferred number of steps
748 nsteps = abs(int(motion))
749 if motion > 0 and nsteps > mdist:
750 nsteps = mdist; # don't overshoot
751 if nsteps > QUADSIZE:
752 nsteps = QUADSIZE; # This shouldn't be necessary
754 nsteps = 1; # This shouldn't be necessary
756 proutn("NSTEPS = %d:" % nsteps)
757 # Compute preferred values of delta X and Y
758 m = game.sector - enemy.kloc
759 if 2.0 * abs(m.i) < abs(m.j):
761 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.kloc.i):
763 m = (motion * m).sgn()
766 for ll in range(nsteps):
768 proutn(" %d" % (ll+1))
769 # Check if preferred position available
780 attempts = 0; # Settle mysterious hang problem
781 while attempts < 20 and not success:
783 if look.i < 0 or look.i >= QUADSIZE:
784 if motion < 0 and tryexit(enemy, look, irun):
786 if krawli == m.i or m.j == 0:
788 look.i = next.i + krawli
790 elif look.j < 0 or look.j >= QUADSIZE:
791 if motion < 0 and tryexit(enemy, look, irun):
793 if krawlj == m.j or m.i == 0:
795 look.j = next.j + krawlj
797 elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != IHDOT:
798 # See if enemy should ram ship
799 if game.quad[look.i][look.j] == game.ship and \
800 (enemy.type == IHC or enemy.type == IHS):
801 collision(rammed=True, enemy=enemy)
803 if krawli != m.i and m.j != 0:
804 look.i = next.i + krawli
806 elif krawlj != m.j and m.i != 0:
807 look.j = next.j + krawlj
810 break; # we have failed
822 if not damaged(DSRSENS) or game.condition == "docked":
823 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.kloc))
824 if enemy.kdist < dist1:
825 proutn(_(" advances to "))
827 proutn(_(" retreats to "))
828 prout("Sector %s." % next)
831 "Sequence Klingon tactical movement."
834 # Figure out which Klingon is the commander (or Supercommander)
836 if game.quadrant in game.state.kcmdr:
837 for enemy in game.enemies:
838 if enemy.type == IHC:
840 if game.state.kscmdr==game.quadrant:
841 for enemy in game.enemies:
842 if enemy.type == IHS:
845 # If skill level is high, move other Klingons and Romulans too!
846 # Move these last so they can base their actions on what the
848 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
849 for enemy in game.enemies:
850 if enemy.type in (IHK, IHR):
852 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
854 def movescom(iq, avoid):
855 "Commander movement helper."
856 # Avoid quadrants with bases if we want to avoid Enterprise
857 if not welcoming(iq) or (avoid and iq in game.state.baseq):
859 if game.justin and not game.iscate:
862 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
863 game.state.kscmdr = iq
864 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
865 if game.state.kscmdr==game.quadrant:
866 # SC has scooted, Remove him from current quadrant
871 for enemy in game.enemies:
872 if enemy.type == IHS:
876 if game.condition != "docked":
878 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
879 # check for a helpful planet
880 for i in range(game.inplan):
881 if game.state.planets[i].quadrant == game.state.kscmdr and \
882 game.state.planets[i].crystals == "present":
884 game.state.planets[i].pclass = "destroyed"
885 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
888 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
889 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
890 prout(_(" by the Super-commander.\""))
892 return True; # looks good!
894 def supercommander():
895 "Move the Super Commander."
896 iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
899 prout("== SUPERCOMMANDER")
900 # Decide on being active or passive
901 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 \
902 (game.state.date-game.indate) < 3.0)
903 if not game.iscate and avoid:
904 # compute move away from Enterprise
905 idelta = game.state.kscmdr-game.quadrant
906 if idelta.distance() > 2.0:
908 idelta.i = game.state.kscmdr.j-game.quadrant.j
909 idelta.j = game.quadrant.i-game.state.kscmdr.i
911 # compute distances to starbases
912 if not game.state.baseq:
916 sc = game.state.kscmdr
917 for base in game.state.baseq:
918 basetbl.append((i, (base - sc).distance()))
919 if game.state.baseq > 1:
920 basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
921 # look for nearest base without a commander, no Enterprise, and
922 # without too many Klingons, and not already under attack.
923 ifindit = iwhichb = 0
924 for (i2, base) in enumerate(game.state.baseq):
925 i = basetbl[i2][0]; # bug in original had it not finding nearest
926 if base==game.quadrant or base==game.battle or not welcoming(base):
928 # if there is a commander, and no other base is appropriate,
929 # we will take the one with the commander
930 for cmdr in game.state.kcmdr:
931 if base == cmdr and ifindit != 2:
935 else: # no commander -- use this one
940 return # Nothing suitable -- wait until next time
941 ibq = game.state.baseq[iwhichb]
942 # decide how to move toward base
943 idelta = ibq - game.state.kscmdr
944 # Maximum movement is 1 quadrant in either or both axes
945 idelta = idelta.sgn()
946 # try moving in both x and y directions
947 # there was what looked like a bug in the Almy C code here,
948 # but it might be this translation is just wrong.
949 iq = game.state.kscmdr + idelta
950 if not movescom(iq, avoid):
951 # failed -- try some other maneuvers
952 if idelta.i==0 or idelta.j==0:
955 iq.j = game.state.kscmdr.j + 1
956 if not movescom(iq, avoid):
957 iq.j = game.state.kscmdr.j - 1
960 iq.i = game.state.kscmdr.i + 1
961 if not movescom(iq, avoid):
962 iq.i = game.state.kscmdr.i - 1
965 # try moving just in x or y
966 iq.j = game.state.kscmdr.j
967 if not movescom(iq, avoid):
968 iq.j = game.state.kscmdr.j + idelta.j
969 iq.i = game.state.kscmdr.i
972 if len(game.state.baseq) == 0:
975 for ibq in game.state.baseq:
976 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
979 return # no, don't attack base!
982 schedule(FSCDBAS, randreal(1.0, 3.0))
983 if is_scheduled(FCDBAS):
984 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
985 if not communicating():
989 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
991 prout(_(" reports that it is under attack from the Klingon Super-commander."))
992 proutn(_(" It can survive until stardate %d.\"") \
993 % int(scheduled(FSCDBAS)))
996 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
1000 game.optime = 0.0; # actually finished
1002 # Check for intelligence report
1005 (not communicating()) or \
1006 not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
1009 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
1010 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
1015 if not game.tholian or game.justin:
1018 if game.tholian.kloc.i == 0 and game.tholian.kloc.j == 0:
1019 id.i = 0; id.j = QUADSIZE-1
1020 elif game.tholian.kloc.i == 0 and game.tholian.kloc.j == QUADSIZE-1:
1021 id.i = QUADSIZE-1; id.j = QUADSIZE-1
1022 elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == QUADSIZE-1:
1023 id.i = QUADSIZE-1; id.j = 0
1024 elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == 0:
1027 # something is wrong!
1028 game.tholian.move(None)
1029 prout("***Internal error: Tholian in a bad spot.")
1031 # do nothing if we are blocked
1032 if game.quad[id.i][id.j] not in (IHDOT, IHWEB):
1034 here = copy.copy(game.tholian.kloc)
1035 delta = (id - game.tholian.kloc).sgn()
1037 while here.i != id.i:
1039 if game.quad[here.i][here.j]==IHDOT:
1040 game.tholian.move(here)
1042 while here.j != id.j:
1044 if game.quad[here.i][here.j]==IHDOT:
1045 game.tholian.move(here)
1046 # check to see if all holes plugged
1047 for i in range(QUADSIZE):
1048 if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT:
1050 if game.quad[QUADSIZE-1][i]!=IHWEB and game.quad[QUADSIZE-1][i]!=IHT:
1052 if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT:
1054 if game.quad[i][QUADSIZE-1]!=IHWEB and game.quad[i][QUADSIZE-1]!=IHT:
1056 # All plugged up -- Tholian splits
1057 game.quad[game.tholian.kloc.i][game.tholian.kloc.j]=IHWEB
1059 prout(crmena(True, IHT, "sector", game.tholian) + _(" completes web."))
1060 game.tholian.move(None)
1063 # Code from battle.c begins here
1065 def doshield(shraise):
1066 "Change shield status."
1072 key = scanner.next()
1073 if key == "IHALPHA":
1074 if scanner.sees("transfer"):
1077 if damaged(DSHIELD):
1078 prout(_("Shields damaged and down."))
1080 if scanner.sees("up"):
1082 elif scanner.sees("down"):
1085 proutn(_("Do you wish to change shield energy? "))
1087 proutn(_("Energy to transfer to shields- "))
1089 elif damaged(DSHIELD):
1090 prout(_("Shields damaged and down."))
1093 proutn(_("Shields are up. Do you want them down? "))
1100 proutn(_("Shields are down. Do you want them up? "))
1106 if action == "SHUP": # raise shields
1108 prout(_("Shields already up."))
1112 if game.condition != "docked":
1114 prout(_("Shields raised."))
1115 if game.energy <= 0:
1117 prout(_("Shields raising uses up last of energy."))
1122 elif action == "SHDN":
1124 prout(_("Shields already down."))
1128 prout(_("Shields lowered."))
1131 elif action == "NRG":
1132 while scanner.next() != "IHREAL":
1134 proutn(_("Energy to transfer to shields- "))
1136 if scanner.real == 0:
1138 if scanner.real > game.energy:
1139 prout(_("Insufficient ship energy."))
1142 if game.shield+scanner.real >= game.inshld:
1143 prout(_("Shield energy maximized."))
1144 if game.shield+scanner.real > game.inshld:
1145 prout(_("Excess energy requested returned to ship energy"))
1146 game.energy -= game.inshld-game.shield
1147 game.shield = game.inshld
1149 if scanner.real < 0.0 and game.energy-scanner.real > game.inenrg:
1150 # Prevent shield drain loophole
1152 prout(_("Engineering to bridge--"))
1153 prout(_(" Scott here. Power circuit problem, Captain."))
1154 prout(_(" I can't drain the shields."))
1157 if game.shield+scanner.real < 0:
1158 prout(_("All shield energy transferred to ship."))
1159 game.energy += game.shield
1162 proutn(_("Scotty- \""))
1163 if scanner.real > 0:
1164 prout(_("Transferring energy to shields.\""))
1166 prout(_("Draining energy from shields.\""))
1167 game.shield += scanner.real
1168 game.energy -= scanner.real
1172 "Choose a device to damage, at random."
1173 # Quoth Eric Allman in the code of BSD-Trek:
1174 # "Under certain conditions you can get a critical hit. This
1175 # sort of hit damages devices. The probability that a given
1176 # device is damaged depends on the device. Well protected
1177 # devices (such as the computer, which is in the core of the
1178 # ship and has considerable redundancy) almost never get
1179 # damaged, whereas devices which are exposed (such as the
1180 # warp engines) or which are particularly delicate (such as
1181 # the transporter) have a much higher probability of being
1184 # This is one place where OPTION_PLAIN does not restore the
1185 # original behavior, which was equiprobable damage across
1186 # all devices. If we wanted that, we'd return randrange(NDEVICES)
1187 # and have done with it. Also, in the original game, DNAVYS
1188 # and DCOMPTR were the same device.
1190 # Instead, we use a table of weights similar to the one from BSD Trek.
1191 # BSD doesn't have the shuttle, shield controller, death ray, or probes.
1192 # We don't have a cloaking device. The shuttle got the allocation
1193 # for the cloaking device, then we shaved a half-percent off
1194 # everything to have some weight to give DSHCTRL/DDRAY/DDSP.
1196 105, # DSRSENS: short range scanners 10.5%
1197 105, # DLRSENS: long range scanners 10.5%
1198 120, # DPHASER: phasers 12.0%
1199 120, # DPHOTON: photon torpedoes 12.0%
1200 25, # DLIFSUP: life support 2.5%
1201 65, # DWARPEN: warp drive 6.5%
1202 70, # DIMPULS: impulse engines 6.5%
1203 145, # DSHIELD: deflector shields 14.5%
1204 30, # DRADIO: subspace radio 3.0%
1205 45, # DSHUTTL: shuttle 4.5%
1206 15, # DCOMPTR: computer 1.5%
1207 20, # NAVCOMP: navigation system 2.0%
1208 75, # DTRANSP: transporter 7.5%
1209 20, # DSHCTRL: high-speed shield controller 2.0%
1210 10, # DDRAY: death ray 1.0%
1211 30, # DDSP: deep-space probes 3.0%
1213 idx = randrange(1000) # weights must sum to 1000
1215 for (i, w) in enumerate(weights):
1219 return None; # we should never get here
1221 def collision(rammed, enemy):
1222 "Collision handling fot rammong events."
1223 prouts(_("***RED ALERT! RED ALERT!"))
1225 prout(_("***COLLISION IMMINENT."))
1229 hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(enemy.type, 1.0)
1231 proutn(_(" rammed by "))
1234 proutn(crmena(False, enemy.type, "sector", enemy.kloc))
1236 proutn(_(" (original position)"))
1238 deadkl(enemy.kloc, enemy.type, game.sector)
1239 proutn("***" + crmship() + " heavily damaged.")
1240 icas = randrange(10, 30)
1241 prout(_("***Sickbay reports %d casualties"), icas)
1243 game.state.crew -= icas
1244 # In the pre-SST2K version, all devices got equiprobably damaged,
1245 # which was silly. Instead, pick up to half the devices at
1246 # random according to our weighting table,
1247 ncrits = randrange(NDEVICES/2)
1248 for m in range(ncrits):
1250 if game.damage[dev] < 0:
1252 extradm = (10.0*hardness*randreal()+1.0)*game.damfac
1253 # Damage for at least time of travel!
1254 game.damage[dev] += game.optime + extradm
1256 prout(_("***Shields are down."))
1257 if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
1264 def torpedo(origin, course, dispersion, number, nburst):
1265 "Let a photon torpedo fly"
1266 if not damaged(DSRSENS) or game.condition=="docked":
1267 setwnd(srscan_window)
1269 setwnd(message_window)
1271 ac = course + 0.25*dispersion
1272 angle = (15.0-ac)*0.5235988
1273 bullseye = (15.0 - course)*0.5235988
1274 delta = coord(-math.sin(angle), math.cos(angle))
1275 bigger = max(abs(delta.i), abs(delta.j))
1277 w = coord(0, 0); jw = coord(0, 0)
1278 ungridded = copy.copy(origin)
1279 # Loop to move a single torpedo
1280 for step in range(1, QUADSIZE*2):
1282 w = ungridded.roundtogrid()
1283 if not VALID_SECTOR(w.i, w.j):
1285 iquad=game.quad[w.i][w.j]
1286 tracktorpedo(origin, w, step, number, nburst, iquad)
1290 setwnd(message_window)
1291 if damaged(DSRSENS) and not game.condition=="docked":
1292 skip(1); # start new line after text track
1293 if iquad in (IHE, IHF): # Hit our ship
1295 prout(_("Torpedo hits %s.") % crmshp())
1296 hit = 700.0 + randreal(100) - \
1297 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1298 newcnd(); # we're blown out of dock
1299 # We may be displaced.
1300 if game.landed or game.condition=="docked":
1301 return hit # Cheat if on a planet
1302 ang = angle + 2.5*(randreal()-0.5)
1303 temp = math.fabs(math.sin(ang))
1304 if math.fabs(math.cos(ang)) > temp:
1305 temp = math.fabs(math.cos(ang))
1306 xx = -math.sin(ang)/temp
1307 yy = math.cos(ang)/temp
1308 jw.i = int(w.i+xx+0.5)
1309 jw.j = int(w.j+yy+0.5)
1310 if not VALID_SECTOR(jw.i, jw.j):
1312 if game.quad[jw.i][jw.j]==IHBLANK:
1315 if game.quad[jw.i][jw.j]!=IHDOT:
1316 # can't move into object
1321 elif iquad in (IHC, IHS, IHR, IHK): # Hit a regular enemy
1323 if iquad in (IHC, IHS) and withprob(0.05):
1324 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1325 prout(_(" torpedo neutralized."))
1327 for enemy in game.enemies:
1330 kp = math.fabs(enemy.kpower)
1331 h1 = 700.0 + randrange(100) - \
1332 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1336 if enemy.kpower < 0:
1340 if enemy.kpower == 0:
1343 proutn(crmena(True, iquad, "sector", w))
1344 # If enemy damaged but not destroyed, try to displace
1345 ang = angle + 2.5*(randreal()-0.5)
1346 temp = math.fabs(math.sin(ang))
1347 if math.fabs(math.cos(ang)) > temp:
1348 temp = math.fabs(math.cos(ang))
1349 xx = -math.sin(ang)/temp
1350 yy = math.cos(ang)/temp
1351 jw.i = int(w.i+xx+0.5)
1352 jw.j = int(w.j+yy+0.5)
1353 if not VALID_SECTOR(jw.i, jw.j):
1354 prout(_(" damaged but not destroyed."))
1356 if game.quad[jw.i][jw.j]==IHBLANK:
1357 prout(_(" buffeted into black hole."))
1358 deadkl(w, iquad, jw)
1360 if game.quad[jw.i][jw.j]!=IHDOT:
1361 # can't move into object
1362 prout(_(" damaged but not destroyed."))
1364 proutn(_(" damaged--"))
1368 elif iquad == IHB: # Hit a base
1370 prout(_("***STARBASE DESTROYED.."))
1371 game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
1372 game.quad[w.i][w.j]=IHDOT
1373 game.base.invalidate()
1374 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase -= 1
1375 game.state.chart[game.quadrant.i][game.quadrant.j].starbase -= 1
1376 game.state.basekl += 1
1379 elif iquad == IHP: # Hit a planet
1380 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1381 game.state.nplankl += 1
1382 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1383 game.iplnet.pclass = "destroyed"
1385 game.plnet.invalidate()
1386 game.quad[w.i][w.j] = IHDOT
1388 # captain perishes on planet
1391 elif iquad == IHW: # Hit an inhabited world -- very bad!
1392 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1393 game.state.nworldkl += 1
1394 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1395 game.iplnet.pclass = "destroyed"
1397 game.plnet.invalidate()
1398 game.quad[w.i][w.j] = IHDOT
1400 # captain perishes on planet
1402 prout(_("You have just destroyed an inhabited planet."))
1403 prout(_("Celebratory rallies are being held on the Klingon homeworld."))
1405 elif iquad == IHSTAR: # Hit a star
1409 prout(crmena(True, IHSTAR, "sector", w) + _(" unaffected by photon blast."))
1411 elif iquad == IHQUEST: # Hit a thingy
1412 if not (game.options & OPTION_THINGY) or withprob(0.3):
1414 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1416 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1418 proutn(_("Mr. Spock-"))
1419 prouts(_(" \"Fascinating!\""))
1423 # Stas Sergeev added the possibility that
1424 # you can shove the Thingy and piss it off.
1425 # It then becomes an enemy and may fire at you.
1429 elif iquad == IHBLANK: # Black hole
1431 prout(crmena(True, IHBLANK, "sector", w) + _(" swallows torpedo."))
1433 elif iquad == IHWEB: # hit the web
1435 prout(_("***Torpedo absorbed by Tholian web."))
1437 elif iquad == IHT: # Hit a Tholian
1438 h1 = 700.0 + randrange(100) - \
1439 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1442 game.quad[w.i][w.j] = IHDOT
1447 proutn(crmena(True, IHT, "sector", w))
1449 prout(_(" survives photon blast."))
1451 prout(_(" disappears."))
1452 game.tholian.move(None)
1453 game.quad[w.i][w.j] = IHWEB
1458 proutn("Don't know how to handle torpedo collision with ")
1459 proutn(crmena(True, iquad, "sector", w))
1463 if curwnd!=message_window:
1464 setwnd(message_window)
1466 game.quad[w.i][w.j]=IHDOT
1467 game.quad[jw.i][jw.j]=iquad
1468 prout(_(" displaced by blast to Sector %s ") % jw)
1469 for ll in range(len(game.enemies)):
1470 game.enemies[ll].kdist = game.enemies[ll].kavgd = (game.sector-game.enemies[ll].kloc).distance()
1471 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1474 prout(_("Torpedo missed."))
1478 "Critical-hit resolution."
1479 if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1481 ncrit = int(1.0 + hit/(500.0+randreal(100)))
1482 proutn(_("***CRITICAL HIT--"))
1483 # Select devices and cause damage
1485 for loop1 in range(ncrit):
1488 # Cheat to prevent shuttle damage unless on ship
1489 if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1492 extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1493 game.damage[j] += extradm
1495 for (i, j) in enumerate(cdam):
1497 if skipcount % 3 == 2 and i < len(cdam)-1:
1502 prout(_(" damaged."))
1503 if damaged(DSHIELD) and game.shldup:
1504 prout(_("***Shields knocked down."))
1507 def attack(torps_ok):
1508 # bad guy attacks us
1509 # torps_ok == False forces use of phasers in an attack
1510 # game could be over at this point, check
1513 attempt = False; ihurt = False;
1514 hitmax=0.0; hittot=0.0; chgfac=1.0
1517 prout("=== ATTACK!")
1518 # Tholian gets to move before attacking
1521 # if you have just entered the RNZ, you'll get a warning
1522 if game.neutz: # The one chance not to be attacked
1525 # commanders get a chance to tac-move towards you
1526 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:
1528 # if no enemies remain after movement, we're done
1529 if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
1531 # set up partial hits if attack happens during shield status change
1532 pfac = 1.0/game.inshld
1534 chgfac = 0.25 + randreal(0.5)
1536 # message verbosity control
1537 if game.skill <= SKILL_FAIR:
1539 for enemy in game.enemies:
1540 if enemy.kpower < 0:
1541 continue; # too weak to attack
1542 # compute hit strength and diminish shield power
1544 # Increase chance of photon torpedos if docked or enemy energy is low
1545 if game.condition == "docked":
1547 if enemy.kpower < 500:
1549 if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry):
1551 # different enemies have different probabilities of throwing a torp
1552 usephasers = not torps_ok or \
1553 (enemy.type == IHK and r > 0.0005) or \
1554 (enemy.type==IHC and r > 0.015) or \
1555 (enemy.type==IHR and r > 0.3) or \
1556 (enemy.type==IHS and r > 0.07) or \
1557 (enemy.type==IHQUEST and r > 0.05)
1558 if usephasers: # Enemy uses phasers
1559 if game.condition == "docked":
1560 continue; # Don't waste the effort!
1561 attempt = True; # Attempt to attack
1562 dustfac = randreal(0.8, 0.85)
1563 hit = enemy.kpower*math.pow(dustfac,enemy.kavgd)
1564 enemy.kpower *= 0.75
1565 else: # Enemy uses photon torpedo
1566 # We should be able to make the bearing() method work here
1567 course = 1.90985*math.atan2(game.sector.j-enemy.kloc.j, enemy.kloc.i-game.sector.i)
1569 proutn(_("***TORPEDO INCOMING"))
1570 if not damaged(DSRSENS):
1571 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.kloc))
1574 dispersion = (randreal()+randreal())*0.5 - 0.5
1575 dispersion += 0.002*enemy.kpower*dispersion
1576 hit = torpedo(enemy.kloc, course, dispersion, number=1, nburst=1)
1577 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1578 finish(FWON); # Klingons did themselves in!
1579 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1580 return # Supernova or finished
1583 # incoming phaser or torpedo, shields may dissipate it
1584 if game.shldup or game.shldchg or game.condition=="docked":
1585 # shields will take hits
1586 propor = pfac * game.shield
1587 if game.condition =="docked":
1591 hitsh = propor*chgfac*hit+1.0
1593 if absorb > game.shield:
1594 absorb = game.shield
1595 game.shield -= absorb
1597 # taking a hit blasts us out of a starbase dock
1598 if game.condition == "docked":
1600 # but the shields may take care of it
1601 if propor > 0.1 and hit < 0.005*game.energy:
1603 # hit from this opponent got through shields, so take damage
1605 proutn(_("%d unit hit") % int(hit))
1606 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1607 proutn(_(" on the ") + crmshp())
1608 if not damaged(DSRSENS) and usephasers:
1609 prout(_(" from ") + crmena(False, enemy.type, where, enemy.kloc))
1611 # Decide if hit is critical
1617 if game.energy <= 0:
1618 # Returning home upon your shield, not with it...
1621 if not attempt and game.condition == "docked":
1622 prout(_("***Enemies decide against attacking your ship."))
1623 percent = 100.0*pfac*game.shield+0.5
1625 # Shields fully protect ship
1626 proutn(_("Enemy attack reduces shield strength to "))
1628 # Emit message if starship suffered hit(s)
1630 proutn(_("Energy left %2d shields ") % int(game.energy))
1633 elif not damaged(DSHIELD):
1636 proutn(_("damaged, "))
1637 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1638 # Check if anyone was hurt
1639 if hitmax >= 200 or hittot >= 500:
1640 icas = randrange(int(hittot * 0.015))
1643 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1644 prout(_(" in that last attack.\""))
1646 game.state.crew -= icas
1647 # After attack, reset average distance to enemies
1648 for enemy in game.enemies:
1649 enemy.kavgd = enemy.kdist
1650 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1653 def deadkl(w, type, mv):
1654 "Kill a Klingon, Tholian, Romulan, or Thingy."
1655 # Added mv to allow enemy to "move" before dying
1656 proutn(crmena(True, type, "sector", mv))
1657 # Decide what kind of enemy it is and update appropriately
1659 # Chalk up a Romulan
1660 game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1662 game.state.nromrem -= 1
1666 elif type == IHQUEST:
1671 # Killed some type of Klingon
1672 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1675 game.state.kcmdr.remove(game.quadrant)
1677 if game.state.kcmdr:
1678 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1679 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1682 game.state.remkl -= 1
1684 game.state.nscrem -= 1
1685 game.state.kscmdr.invalidate()
1690 # For each kind of enemy, finish message to player
1691 prout(_(" destroyed."))
1692 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1695 # Remove enemy ship from arrays describing local conditions
1696 for e in game.enemies:
1703 "Return None if target is invalid, otherwise return a course angle."
1704 if not VALID_SECTOR(w.i, w.j):
1708 # FIXME: C code this was translated from is wacky -- why the sign reversal?
1709 delta.j = (w.j - game.sector.j);
1710 delta.i = (game.sector.i - w.i);
1711 if delta == coord(0, 0):
1713 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1714 prout(_(" I recommend an immediate review of"))
1715 prout(_(" the Captain's psychological profile.\""))
1718 return delta.bearing()
1721 "Launch photon torpedo."
1724 if damaged(DPHOTON):
1725 prout(_("Photon tubes damaged."))
1729 prout(_("No torpedoes left."))
1732 # First, get torpedo count
1735 if scanner.token == "IHALPHA":
1738 elif scanner.token == "IHEOL" or not scanner.waiting():
1739 prout(_("%d torpedoes left.") % game.torps)
1741 proutn(_("Number of torpedoes to fire- "))
1742 continue # Go back around to get a number
1743 else: # key == "IHREAL"
1745 if n <= 0: # abort command
1750 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1753 scanner.chew() # User requested more torps than available
1754 continue # Go back around
1755 break # All is good, go to next stage
1759 key = scanner.next()
1760 if i==0 and key == "IHEOL":
1761 break; # no coordinate waiting, we will try prompting
1762 if i==1 and key == "IHEOL":
1763 # direct all torpedoes at one target
1765 target.append(target[0])
1766 course.append(course[0])
1769 scanner.push(scanner.token)
1770 target.append(scanner.getcoord())
1771 if target[-1] == None:
1773 course.append(targetcheck(target[-1]))
1774 if course[-1] == None:
1777 if len(target) == 0:
1778 # prompt for each one
1780 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1782 target.append(scanner.getcoord())
1783 if target[-1] == None:
1785 course.append(targetcheck(target[-1]))
1786 if course[-1] == None:
1789 # Loop for moving <n> torpedoes
1791 if game.condition != "docked":
1793 dispersion = (randreal()+randreal())*0.5 -0.5
1794 if math.fabs(dispersion) >= 0.47:
1796 dispersion *= randreal(1.2, 2.2)
1798 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1800 prouts(_("***TORPEDO MISFIRES."))
1803 prout(_(" Remainder of burst aborted."))
1805 prout(_("***Photon tubes damaged by misfire."))
1806 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1808 if game.shldup or game.condition == "docked":
1809 dispersion *= 1.0 + 0.0001*game.shield
1810 torpedo(game.sector, course[i], dispersion, number=i, nburst=n)
1811 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1813 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1817 "Check for phasers overheating."
1819 checkburn = (rpow-1500.0)*0.00038
1820 if withprob(checkburn):
1821 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1822 game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1824 def checkshctrl(rpow):
1825 "Check shield control."
1828 prout(_("Shields lowered."))
1830 # Something bad has happened
1831 prouts(_("***RED ALERT! RED ALERT!"))
1833 hit = rpow*game.shield/game.inshld
1834 game.energy -= rpow+hit*0.8
1835 game.shield -= hit*0.2
1836 if game.energy <= 0.0:
1837 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1842 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1844 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1845 icas = randrange(int(hit*0.012))
1850 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1851 prout(_(" %d casualties so far.\"") % icas)
1853 game.state.crew -= icas
1855 prout(_("Phaser energy dispersed by shields."))
1856 prout(_("Enemy unaffected."))
1861 "Register a phaser hit on Klingons and Romulans."
1862 nenhr2 = len(game.enemies); kk=0
1865 for (k, wham) in enumerate(hits):
1868 dustfac = randreal(0.9, 1.0)
1869 hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
1870 kpini = game.enemies[kk].kpower
1871 kp = math.fabs(kpini)
1872 if PHASEFAC*hit < kp:
1874 if game.enemies[kk].kpower < 0:
1875 game.enemies[kk].kpower -= -kp
1877 game.enemies[kk].kpower -= kp
1878 kpow = game.enemies[kk].kpower
1879 w = game.enemies[kk].kloc
1881 if not damaged(DSRSENS):
1883 proutn(_("%d unit hit on ") % int(hit))
1885 proutn(_("Very small hit on "))
1886 ienm = game.quad[w.i][w.j]
1889 proutn(crmena(False, ienm, "sector", w))
1893 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1897 kk -= 1 # don't do the increment
1899 else: # decide whether or not to emasculate klingon
1900 if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1901 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1902 prout(_(" has just lost its firepower.\""))
1903 game.enemies[kk].kpower = -kpow
1908 "Fire phasers at bad guys."
1910 kz = 0; k = 1; irec=0 # Cheating inhibitor
1911 ifast = False; no = False; itarg = True; msgflag = True; rpow=0
1915 # SR sensors and Computer are needed for automode
1916 if damaged(DSRSENS) or damaged(DCOMPTR):
1918 if game.condition == "docked":
1919 prout(_("Phasers can't be fired through base shields."))
1922 if damaged(DPHASER):
1923 prout(_("Phaser control damaged."))
1927 if damaged(DSHCTRL):
1928 prout(_("High speed shield control damaged."))
1931 if game.energy <= 200.0:
1932 prout(_("Insufficient energy to activate high-speed shield control."))
1935 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1937 # Original code so convoluted, I re-did it all
1938 # (That was Tom Almy talking about the C code, I think -- ESR)
1939 while automode=="NOTSET":
1941 if key == "IHALPHA":
1942 if scanner.sees("manual"):
1943 if len(game.enemies)==0:
1944 prout(_("There is no enemy present to select."))
1947 automode="AUTOMATIC"
1950 key = scanner.next()
1951 elif scanner.sees("automatic"):
1952 if (not itarg) and len(game.enemies) != 0:
1953 automode = "FORCEMAN"
1955 if len(game.enemies)==0:
1956 prout(_("Energy will be expended into space."))
1957 automode = "AUTOMATIC"
1958 key = scanner.next()
1959 elif scanner.sees("no"):
1964 elif key == "IHREAL":
1965 if len(game.enemies)==0:
1966 prout(_("Energy will be expended into space."))
1967 automode = "AUTOMATIC"
1969 automode = "FORCEMAN"
1971 automode = "AUTOMATIC"
1974 if len(game.enemies)==0:
1975 prout(_("Energy will be expended into space."))
1976 automode = "AUTOMATIC"
1978 automode = "FORCEMAN"
1980 proutn(_("Manual or automatic? "))
1985 if automode == "AUTOMATIC":
1986 if key == "IHALPHA" and scanner.sees("no"):
1988 key = scanner.next()
1989 if key != "IHREAL" and len(game.enemies) != 0:
1990 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
1995 for i in range(len(game.enemies)):
1996 irec += math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
1998 proutn(_("%d units required. ") % irec)
2000 proutn(_("Units to fire= "))
2001 key = scanner.next()
2006 proutn(_("Energy available= %.2f") % avail)
2009 if not rpow > avail:
2016 if key == "IHALPHA" and scanner.sees("no"):
2019 game.energy -= 200; # Go and do it!
2020 if checkshctrl(rpow):
2025 if len(game.enemies):
2028 for i in range(len(game.enemies)):
2032 hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
2033 over = randreal(1.01, 1.06) * hits[i]
2035 powrem -= hits[i] + over
2036 if powrem <= 0 and temp < hits[i]:
2045 if extra > 0 and not game.alldone:
2047 proutn(_("*** Tholian web absorbs "))
2048 if len(game.enemies)>0:
2049 proutn(_("excess "))
2050 prout(_("phaser energy."))
2052 prout(_("%d expended on empty space.") % int(extra))
2053 elif automode == "FORCEMAN":
2056 if damaged(DCOMPTR):
2057 prout(_("Battle computer damaged, manual fire only."))
2060 prouts(_("---WORKING---"))
2062 prout(_("Short-range-sensors-damaged"))
2063 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2064 prout(_("Manual-fire-must-be-used"))
2066 elif automode == "MANUAL":
2068 for k in range(len(game.enemies)):
2069 aim = game.enemies[k].kloc
2070 ienm = game.quad[aim.i][aim.j]
2072 proutn(_("Energy available= %.2f") % (avail-0.006))
2076 if damaged(DSRSENS) and \
2077 not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS):
2078 prout(cramen(ienm) + _(" can't be located without short range scan."))
2081 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
2086 if itarg and k > kz:
2087 irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
2090 if not damaged(DCOMPTR):
2095 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
2096 key = scanner.next()
2097 if key == "IHALPHA" and scanner.sees("no"):
2099 key = scanner.next()
2101 if key == "IHALPHA":
2105 if k==1: # Let me say I'm baffled by this
2108 if scanner.real < 0:
2112 hits[k] = scanner.real
2113 rpow += scanner.real
2114 # If total requested is too much, inform and start over
2116 prout(_("Available energy exceeded -- try again."))
2119 key = scanner.next(); # scan for next value
2122 # zero energy -- abort
2125 if key == "IHALPHA" and scanner.sees("no"):
2130 game.energy -= 200.0
2131 if checkshctrl(rpow):
2135 # Say shield raised or malfunction, if necessary
2142 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2143 prouts(_(" CLICK CLICK POP . . ."))
2144 prout(_(" No response, sir!"))
2147 prout(_("Shields raised."))
2152 # Code from events,c begins here.
2154 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2155 # event of each type active at any given time. Mostly these means we can
2156 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2157 # BSD Trek, from which we swiped the idea, can have up to 5.
2159 def unschedule(evtype):
2160 "Remove an event from the schedule."
2161 game.future[evtype].date = FOREVER
2162 return game.future[evtype]
2164 def is_scheduled(evtype):
2165 "Is an event of specified type scheduled."
2166 return game.future[evtype].date != FOREVER
2168 def scheduled(evtype):
2169 "When will this event happen?"
2170 return game.future[evtype].date
2172 def schedule(evtype, offset):
2173 "Schedule an event of specified type."
2174 game.future[evtype].date = game.state.date + offset
2175 return game.future[evtype]
2177 def postpone(evtype, offset):
2178 "Postpone a scheduled event."
2179 game.future[evtype].date += offset
2182 "Rest period is interrupted by event."
2185 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2187 game.resting = False
2193 "Run through the event queue looking for things to do."
2195 fintim = game.state.date + game.optime; yank=0
2196 ictbeam = False; istract = False
2197 w = coord(); hold = coord()
2198 ev = event(); ev2 = event()
2200 def tractorbeam(yank):
2201 "Tractor-beaming cases merge here."
2203 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2205 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2206 # If Kirk & Co. screwing around on planet, handle
2207 atover(True) # atover(true) is Grab
2210 if game.icraft: # Caught in Galileo?
2213 # Check to see if shuttle is aboard
2214 if game.iscraft == "offship":
2217 prout(_("Galileo, left on the planet surface, is captured"))
2218 prout(_("by aliens and made into a flying McDonald's."))
2219 game.damage[DSHUTTL] = -10
2220 game.iscraft = "removed"
2222 prout(_("Galileo, left on the planet surface, is well hidden."))
2224 game.quadrant = game.state.kscmdr
2226 game.quadrant = game.state.kcmdr[i]
2227 game.sector = randplace(QUADSIZE)
2228 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2229 % (game.quadrant, game.sector))
2231 prout(_("(Remainder of rest/repair period cancelled.)"))
2232 game.resting = False
2234 if not damaged(DSHIELD) and game.shield > 0:
2235 doshield(shraise=True) # raise shields
2236 game.shldchg = False
2238 prout(_("(Shields not currently useable.)"))
2240 # Adjust finish time to time of tractor beaming
2241 fintim = game.state.date+game.optime
2242 attack(torps_ok=False)
2243 if not game.state.kcmdr:
2246 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2249 "Code merges here for any commander destroying a starbase."
2250 # Not perfect, but will have to do
2251 # Handle case where base is in same quadrant as starship
2252 if game.battle == game.quadrant:
2253 game.state.chart[game.battle.i][game.battle.j].starbase = False
2254 game.quad[game.base.i][game.base.j] = IHDOT
2255 game.base.invalidate()
2258 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2259 elif game.state.baseq and communicating():
2260 # Get word via subspace radio
2263 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2264 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2266 prout(_("the Klingon Super-Commander"))
2268 prout(_("a Klingon Commander"))
2269 game.state.chart[game.battle.i][game.battle.j].starbase = False
2270 # Remove Starbase from galaxy
2271 game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2272 game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq)
2274 # reinstate a commander's base attack
2278 game.battle.invalidate()
2280 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2281 for i in range(1, NEVENTS):
2282 if i == FSNOVA: proutn("=== Supernova ")
2283 elif i == FTBEAM: proutn("=== T Beam ")
2284 elif i == FSNAP: proutn("=== Snapshot ")
2285 elif i == FBATTAK: proutn("=== Base Attack ")
2286 elif i == FCDBAS: proutn("=== Base Destroy ")
2287 elif i == FSCMOVE: proutn("=== SC Move ")
2288 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2289 elif i == FDSPROB: proutn("=== Probe Move ")
2290 elif i == FDISTR: proutn("=== Distress Call ")
2291 elif i == FENSLV: proutn("=== Enslavement ")
2292 elif i == FREPRO: proutn("=== Klingon Build ")
2294 prout("%.2f" % (scheduled(i)))
2297 radio_was_broken = damaged(DRADIO)
2300 # Select earliest extraneous event, evcode==0 if no events
2305 for l in range(1, NEVENTS):
2306 if game.future[l].date < datemin:
2309 prout("== Event %d fires" % evcode)
2310 datemin = game.future[l].date
2311 xtime = datemin-game.state.date
2312 game.state.date = datemin
2313 # Decrement Federation resources and recompute remaining time
2314 game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
2316 if game.state.remtime <=0:
2319 # Any crew left alive?
2320 if game.state.crew <=0:
2323 # Is life support adequate?
2324 if damaged(DLIFSUP) and game.condition != "docked":
2325 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2328 game.lsupres -= xtime
2329 if game.damage[DLIFSUP] <= xtime:
2330 game.lsupres = game.inlsr
2333 if game.condition == "docked":
2334 repair /= game.docfac
2335 # Don't fix Deathray here
2336 for l in range(NDEVICES):
2337 if game.damage[l] > 0.0 and l != DDRAY:
2338 if game.damage[l]-repair > 0.0:
2339 game.damage[l] -= repair
2341 game.damage[l] = 0.0
2342 # If radio repaired, update star chart and attack reports
2343 if radio_was_broken and not damaged(DRADIO):
2344 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2345 prout(_(" surveillance reports are coming in."))
2347 if not game.iseenit:
2351 prout(_(" The star chart is now up to date.\""))
2353 # Cause extraneous event EVCODE to occur
2354 game.optime -= xtime
2355 if evcode == FSNOVA: # Supernova
2358 schedule(FSNOVA, expran(0.5*game.intime))
2359 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2361 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2362 if game.state.nscrem == 0 or \
2363 ictbeam or istract or \
2364 game.condition=="docked" or game.isatb==1 or game.iscate:
2366 if game.ientesc or \
2367 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2368 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2369 (damaged(DSHIELD) and \
2370 (game.energy < 2500 or damaged(DPHASER)) and \
2371 (game.torps < 5 or damaged(DPHOTON))):
2373 istract = ictbeam = True
2374 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2377 elif evcode == FTBEAM: # Tractor beam
2378 if not game.state.kcmdr:
2381 i = randrange(len(game.state.kcmdr))
2382 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2383 if istract or game.condition == "docked" or yank == 0:
2384 # Drats! Have to reschedule
2386 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2390 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2391 game.snapsht = copy.deepcopy(game.state)
2392 game.state.snap = True
2393 schedule(FSNAP, expran(0.5 * game.intime))
2394 elif evcode == FBATTAK: # Commander attacks starbase
2395 if not game.state.kcmdr or not game.state.baseq:
2401 for ibq in game.state.baseq:
2402 for cmdr in game.state.kcmdr:
2403 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2406 # no match found -- try later
2407 schedule(FBATTAK, expran(0.3*game.intime))
2412 # commander + starbase combination found -- launch attack
2414 schedule(FCDBAS, randreal(1.0, 4.0))
2415 if game.isatb: # extra time if SC already attacking
2416 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2417 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2418 game.iseenit = False
2419 if not communicating():
2420 continue # No warning :-(
2424 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2425 prout(_(" reports that it is under attack and that it can"))
2426 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2429 elif evcode == FSCDBAS: # Supercommander destroys base
2432 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2433 continue # WAS RETURN!
2435 game.battle = game.state.kscmdr
2437 elif evcode == FCDBAS: # Commander succeeds in destroying base
2440 if not game.state.baseq() \
2441 or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2442 game.battle.invalidate()
2444 # find the lucky pair
2445 for cmdr in game.state.kcmdr:
2446 if cmdr == game.battle:
2449 # No action to take after all
2452 elif evcode == FSCMOVE: # Supercommander moves
2453 schedule(FSCMOVE, 0.2777)
2454 if not game.ientesc and not istract and game.isatb != 1 and \
2455 (not game.iscate or not game.justin):
2457 elif evcode == FDSPROB: # Move deep space probe
2458 schedule(FDSPROB, 0.01)
2459 if game.probe.nextquad():
2460 if not VALID_QUADRANT(game.probe.loc.i, game.probe.loc.j) or \
2461 game.state.galaxy[game.probe.loc.i][game.probe.loc.j].supernova:
2462 # Left galaxy or ran into supernova
2466 proutn(_("Lt. Uhura- \"The deep space probe "))
2467 if not VALID_QUADRANT(game.probe.loc.i, game.probe.loc.j):
2468 proutn(_("has left the galaxy.\""))
2470 proutn(_("is no longer transmitting.\""))
2476 prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.loc)
2477 pdest = game.state.galaxy[game.probe.loc.i][game.probe.loc.j]
2479 chp = game.state.chart[game.probe.loc.i][game.probe.loc.j]
2480 chp.klingons = pdest.klingons
2481 chp.starbase = pdest.starbase
2482 chp.stars = pdest.stars
2483 pdest.charted = True
2484 game.probe.moves -= 1 # One less to travel
2485 if game.probe.moves == 0 and game.isarmed and pdest.stars:
2486 supernova(game.probe) # fire in the hole!
2488 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2490 elif evcode == FDISTR: # inhabited system issues distress call
2492 # try a whole bunch of times to find something suitable
2493 for i in range(100):
2494 # need a quadrant which is not the current one,
2495 # which has some stars which are inhabited and
2496 # not already under attack, which is not
2497 # supernova'ed, and which has some Klingons in it
2498 w = randplace(GALSIZE)
2499 q = game.state.galaxy[w.i][w.j]
2500 if not (game.quadrant == w or q.planet == None or \
2501 not q.planet.inhabited or \
2502 q.supernova or q.status!="secure" or q.klingons<=0):
2505 # can't seem to find one; ignore this call
2507 prout("=== Couldn't find location for distress event.")
2509 # got one!! Schedule its enslavement
2510 ev = schedule(FENSLV, expran(game.intime))
2512 q.status = "distressed"
2513 # tell the captain about it if we can
2515 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2517 prout(_("by a Klingon invasion fleet."))
2520 elif evcode == FENSLV: # starsystem is enslaved
2521 ev = unschedule(FENSLV)
2522 # see if current distress call still active
2523 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2527 q.status = "enslaved"
2529 # play stork and schedule the first baby
2530 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2531 ev2.quadrant = ev.quadrant
2533 # report the disaster if we can
2535 prout(_("Uhura- We've lost contact with starsystem %s") % \
2537 prout(_("in Quadrant %s.\n") % ev.quadrant)
2538 elif evcode == FREPRO: # Klingon reproduces
2539 # If we ever switch to a real event queue, we'll need to
2540 # explicitly retrieve and restore the x and y.
2541 ev = schedule(FREPRO, expran(1.0 * game.intime))
2542 # see if current distress call still active
2543 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2547 if game.state.remkl >=MAXKLGAME:
2548 continue # full right now
2549 # reproduce one Klingon
2551 if game.klhere >= MAXKLQUAD:
2553 # this quadrant not ok, pick an adjacent one
2554 for i in range(w.i - 1, w.i + 2):
2555 for j in range(w.j - 1, w.j + 2):
2556 if not VALID_QUADRANT(i, j):
2558 q = game.state.galaxy[w.i][w.j]
2559 # check for this quad ok (not full & no snova)
2560 if q.klingons >= MAXKLQUAD or q.supernova:
2564 continue # search for eligible quadrant failed
2568 game.state.remkl += 1
2570 if game.quadrant == w:
2572 game.enemies.append(newkling())
2573 # recompute time left
2575 # report the disaster if we can
2577 if game.quadrant == w:
2578 prout(_("Spock- sensors indicate the Klingons have"))
2579 prout(_("launched a warship from %s.") % q.planet)
2581 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2582 if q.planet != None:
2583 proutn(_("near %s") % q.planet)
2584 prout(_("in Quadrant %s.") % w)
2590 key = scanner.next()
2593 proutn(_("How long? "))
2598 origTime = delay = scanner.real
2601 if delay >= game.state.remtime or len(game.enemies) != 0:
2602 proutn(_("Are you sure? "))
2605 # Alternate resting periods (events) with attacks
2609 game.resting = False
2610 if not game.resting:
2611 prout(_("%d stardates left.") % int(game.state.remtime))
2613 temp = game.optime = delay
2614 if len(game.enemies):
2615 rtime = randreal(1.0, 2.0)
2619 if game.optime < delay:
2620 attack(torps_ok=False)
2628 # Repair Deathray if long rest at starbase
2629 if origTime-delay >= 9.99 and game.condition == "docked":
2630 game.damage[DDRAY] = 0.0
2631 # leave if quadrant supernovas
2632 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2634 game.resting = False
2639 course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2640 newc = coord(); neighbor = coord(); bump = coord(0, 0)
2642 # Wow! We've supernova'ed
2643 supernova(game.quadrant)
2645 # handle initial nova
2646 game.quad[nov.i][nov.j] = IHDOT
2647 prout(crmena(False, IHSTAR, "sector", nov) + _(" novas."))
2648 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2649 game.state.starkl += 1
2650 # Set up queue to recursively trigger adjacent stars
2656 for offset.i in range(-1, 1+1):
2657 for offset.j in range(-1, 1+1):
2658 if offset.j==0 and offset.i==0:
2660 neighbor = start + offset
2661 if not VALID_SECTOR(neighbor.j, neighbor.i):
2663 iquad = game.quad[neighbor.i][neighbor.j]
2664 # Empty space ends reaction
2665 if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
2667 elif iquad == IHSTAR: # Affect another star
2669 # This star supernovas
2670 supernova(game.quadrant)
2673 hits.append(neighbor)
2674 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2675 game.state.starkl += 1
2676 proutn(crmena(True, IHSTAR, "sector", neighbor))
2678 game.quad[neighbor.i][neighbor.j] = IHDOT
2680 elif iquad in (IHP, IHW): # Destroy planet
2681 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2683 game.state.nplankl += 1
2685 game.state.worldkl += 1
2686 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2687 game.iplnet.pclass = "destroyed"
2689 game.plnet.invalidate()
2693 game.quad[neighbor.i][neighbor.j] = IHDOT
2694 elif iquad == IHB: # Destroy base
2695 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2696 game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
2697 game.base.invalidate()
2698 game.state.basekl += 1
2700 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2701 game.quad[neighbor.i][neighbor.j] = IHDOT
2702 elif iquad in (IHE, IHF): # Buffet ship
2703 prout(_("***Starship buffeted by nova."))
2705 if game.shield >= 2000.0:
2706 game.shield -= 2000.0
2708 diff = 2000.0 - game.shield
2712 prout(_("***Shields knocked out."))
2713 game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2715 game.energy -= 2000.0
2716 if game.energy <= 0:
2719 # add in course nova contributes to kicking starship
2720 bump += (game.sector-hits[mm]).sgn()
2721 elif iquad == IHK: # kill klingon
2722 deadkl(neighbor, iquad, neighbor)
2723 elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
2724 for ll in range(len(game.enemies)):
2725 if game.enemies[ll].kloc == neighbor:
2727 game.enemies[ll].kpower -= 800.0 # If firepower is lost, die
2728 if game.enemies[ll].kpower <= 0.0:
2729 deadkl(neighbor, iquad, neighbor)
2731 newc = neighbor + neighbor - hits[mm]
2732 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2733 if not VALID_SECTOR(newc.i, newc.j):
2734 # can't leave quadrant
2737 iquad1 = game.quad[newc.i][newc.j]
2738 if iquad1 == IHBLANK:
2739 proutn(_(", blasted into ") + crmena(False, IHBLANK, "sector", newc))
2741 deadkl(neighbor, iquad, newc)
2744 # can't move into something else
2747 proutn(_(", buffeted to Sector %s") % newc)
2748 game.quad[neighbor.i][neighbor.j] = IHDOT
2749 game.quad[newc.i][newc.j] = iquad
2750 game.enemies[ll].move(newc)
2751 # Starship affected by nova -- kick it away.
2753 direc = course[3*(bump.i+1)+bump.j+2]
2758 course = course(distance=dist, bearing=direc, warp=4)
2759 game.optime = course.time()
2761 prout(_("Force of nova displaces starship."))
2762 imove(course, novapush=True)
2763 game.optime = course.time()
2767 "Star goes supernova."
2772 # Scheduled supernova -- select star at random.
2775 for nq.i in range(GALSIZE):
2776 for nq.j in range(GALSIZE):
2777 stars += game.state.galaxy[nq.i][nq.j].stars
2779 return # nothing to supernova exists
2780 num = randrange(stars) + 1
2781 for nq.i in range(GALSIZE):
2782 for nq.j in range(GALSIZE):
2783 num -= game.state.galaxy[nq.i][nq.j].stars
2789 proutn("=== Super nova here?")
2792 if not nq == game.quadrant or game.justin:
2793 # it isn't here, or we just entered (treat as enroute)
2796 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2797 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2800 # we are in the quadrant!
2801 num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
2802 for ns.i in range(QUADSIZE):
2803 for ns.j in range(QUADSIZE):
2804 if game.quad[ns.i][ns.j]==IHSTAR:
2811 prouts(_("***RED ALERT! RED ALERT!"))
2813 prout(_("***Incipient supernova detected at Sector %s") % ns)
2814 if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2815 proutn(_("Emergency override attempts t"))
2816 prouts("***************")
2820 # destroy any Klingons in supernovaed quadrant
2821 kldead = game.state.galaxy[nq.i][nq.j].klingons
2822 game.state.galaxy[nq.i][nq.j].klingons = 0
2823 if nq == game.state.kscmdr:
2824 # did in the Supercommander!
2825 game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
2829 survivors = filter(lambda w: w != nq, game.state.kcmdr)
2830 comkills = len(game.state.kcmdr) - len(survivors)
2831 game.state.kcmdr = survivors
2833 if not game.state.kcmdr:
2835 game.state.remkl -= kldead
2836 # destroy Romulans and planets in supernovaed quadrant
2837 nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2838 game.state.galaxy[nq.i][nq.j].romulans = 0
2839 game.state.nromrem -= nrmdead
2841 for loop in range(game.inplan):
2842 if game.state.planets[loop].quadrant == nq:
2843 game.state.planets[loop].pclass = "destroyed"
2845 # Destroy any base in supernovaed quadrant
2846 game.state.baseq = filter(lambda x: x != nq, game.state.baseq)
2847 # If starship caused supernova, tally up destruction
2849 game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2850 game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2851 game.state.nplankl += npdead
2852 # mark supernova in galaxy and in star chart
2853 if game.quadrant == nq or communicating():
2854 game.state.galaxy[nq.i][nq.j].supernova = True
2855 # If supernova destroys last Klingons give special message
2856 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
2859 prout(_("Lucky you!"))
2860 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2863 # if some Klingons remain, continue or die in supernova
2868 # Code from finish.c ends here.
2871 "Self-destruct maneuver. Finish with a BANG!"
2873 if damaged(DCOMPTR):
2874 prout(_("Computer damaged; cannot execute destruct sequence."))
2876 prouts(_("---WORKING---")); skip(1)
2877 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2878 prouts(" 10"); skip(1)
2879 prouts(" 9"); skip(1)
2880 prouts(" 8"); skip(1)
2881 prouts(" 7"); skip(1)
2882 prouts(" 6"); skip(1)
2884 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2886 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2888 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2892 if game.passwd != scanner.token:
2893 prouts(_("PASSWORD-REJECTED;"))
2895 prouts(_("CONTINUITY-EFFECTED"))
2898 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2899 prouts(" 5"); skip(1)
2900 prouts(" 4"); skip(1)
2901 prouts(" 3"); skip(1)
2902 prouts(" 2"); skip(1)
2903 prouts(" 1"); skip(1)
2905 prouts(_("GOODBYE-CRUEL-WORLD"))
2913 prouts(_("********* Entropy of %s maximized *********") % crmshp())
2917 if len(game.enemies) != 0:
2918 whammo = 25.0 * game.energy
2920 while l <= len(game.enemies):
2921 if game.enemies[l].kpower*game.enemies[l].kdist <= whammo:
2922 deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.i][game.enemies[l].kloc.j], game.enemies[l].kloc)
2927 "Compute our rate of kils over time."
2928 elapsed = game.state.date - game.indate
2929 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
2932 starting = (game.inkling + game.incom + game.inscom)
2933 remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
2934 return (starting - remaining)/elapsed
2938 badpt = 5.0*game.state.starkl + \
2940 10.0*game.state.nplankl + \
2941 300*game.state.nworldkl + \
2943 100.0*game.state.basekl +\
2945 if game.ship == IHF:
2947 elif game.ship == None:
2952 # end the game, with appropriate notfications
2956 prout(_("It is stardate %.1f.") % game.state.date)
2958 if ifin == FWON: # Game has been won
2959 if game.state.nromrem != 0:
2960 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
2963 prout(_("You have smashed the Klingon invasion fleet and saved"))
2964 prout(_("the Federation."))
2969 badpt = 0.0 # Close enough!
2970 # killsPerDate >= RateMax
2971 if game.state.date-game.indate < 5.0 or \
2972 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
2974 prout(_("In fact, you have done so well that Starfleet Command"))
2975 if game.skill == SKILL_NOVICE:
2976 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
2977 elif game.skill == SKILL_FAIR:
2978 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
2979 elif game.skill == SKILL_GOOD:
2980 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
2981 elif game.skill == SKILL_EXPERT:
2982 prout(_("promotes you to Commodore Emeritus."))
2984 prout(_("Now that you think you're really good, try playing"))
2985 prout(_("the \"Emeritus\" game. It will splatter your ego."))
2986 elif game.skill == SKILL_EMERITUS:
2988 proutn(_("Computer- "))
2989 prouts(_("ERROR-ERROR-ERROR-ERROR"))
2991 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
2993 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2995 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2997 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2999 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3001 prout(_("Now you can retire and write your own Star Trek game!"))
3003 elif game.skill >= SKILL_EXPERT:
3004 if game.thawed and not idebug:
3005 prout(_("You cannot get a citation, so..."))
3007 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3011 # Only grant long life if alive (original didn't!)
3013 prout(_("LIVE LONG AND PROSPER."))
3018 elif ifin == FDEPLETE: # Federation Resources Depleted
3019 prout(_("Your time has run out and the Federation has been"))
3020 prout(_("conquered. Your starship is now Klingon property,"))
3021 prout(_("and you are put on trial as a war criminal. On the"))
3022 proutn(_("basis of your record, you are "))
3023 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
3024 prout(_("acquitted."))
3026 prout(_("LIVE LONG AND PROSPER."))
3028 prout(_("found guilty and"))
3029 prout(_("sentenced to death by slow torture."))
3033 elif ifin == FLIFESUP:
3034 prout(_("Your life support reserves have run out, and"))
3035 prout(_("you die of thirst, starvation, and asphyxiation."))
3036 prout(_("Your starship is a derelict in space."))
3038 prout(_("Your energy supply is exhausted."))
3040 prout(_("Your starship is a derelict in space."))
3041 elif ifin == FBATTLE:
3042 prout(_("The %s has been destroyed in battle.") % crmshp())
3044 prout(_("Dulce et decorum est pro patria mori."))
3046 prout(_("You have made three attempts to cross the negative energy"))
3047 prout(_("barrier which surrounds the galaxy."))
3049 prout(_("Your navigation is abominable."))
3052 prout(_("Your starship has been destroyed by a nova."))
3053 prout(_("That was a great shot."))
3055 elif ifin == FSNOVAED:
3056 prout(_("The %s has been fried by a supernova.") % crmshp())
3057 prout(_("...Not even cinders remain..."))
3058 elif ifin == FABANDN:
3059 prout(_("You have been captured by the Klingons. If you still"))
3060 prout(_("had a starbase to be returned to, you would have been"))
3061 prout(_("repatriated and given another chance. Since you have"))
3062 prout(_("no starbases, you will be mercilessly tortured to death."))
3063 elif ifin == FDILITHIUM:
3064 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3065 elif ifin == FMATERIALIZE:
3066 prout(_("Starbase was unable to re-materialize your starship."))
3067 prout(_("Sic transit gloria mundi"))
3068 elif ifin == FPHASER:
3069 prout(_("The %s has been cremated by its own phasers.") % crmshp())
3071 prout(_("You and your landing party have been"))
3072 prout(_("converted to energy, disipating through space."))
3073 elif ifin == FMINING:
3074 prout(_("You are left with your landing party on"))
3075 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3077 prout(_("They are very fond of \"Captain Kirk\" soup."))
3079 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3080 elif ifin == FDPLANET:
3081 prout(_("You and your mining party perish."))
3083 prout(_("That was a great shot."))
3086 prout(_("The Galileo is instantly annihilated by the supernova."))
3087 prout(_("You and your mining party are atomized."))
3089 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3090 prout(_("joins the Romulans, wreaking terror on the Federation."))
3091 elif ifin == FPNOVA:
3092 prout(_("You and your mining party are atomized."))
3094 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3095 prout(_("joins the Romulans, wreaking terror on the Federation."))
3096 elif ifin == FSTRACTOR:
3097 prout(_("The shuttle craft Galileo is also caught,"))
3098 prout(_("and breaks up under the strain."))
3100 prout(_("Your debris is scattered for millions of miles."))
3101 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3103 prout(_("The mutants attack and kill Spock."))
3104 prout(_("Your ship is captured by Klingons, and"))
3105 prout(_("your crew is put on display in a Klingon zoo."))
3106 elif ifin == FTRIBBLE:
3107 prout(_("Tribbles consume all remaining water,"))
3108 prout(_("food, and oxygen on your ship."))
3110 prout(_("You die of thirst, starvation, and asphyxiation."))
3111 prout(_("Your starship is a derelict in space."))
3113 prout(_("Your ship is drawn to the center of the black hole."))
3114 prout(_("You are crushed into extremely dense matter."))
3116 prout(_("Your last crew member has died."))
3117 if game.ship == IHF:
3119 elif game.ship == IHE:
3122 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
3123 goodies = game.state.remres/game.inresor
3124 baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3125 if goodies/baddies >= randreal(1.0, 1.5):
3126 prout(_("As a result of your actions, a treaty with the Klingon"))
3127 prout(_("Empire has been signed. The terms of the treaty are"))
3128 if goodies/baddies >= randreal(3.0):
3129 prout(_("favorable to the Federation."))
3131 prout(_("Congratulations!"))
3133 prout(_("highly unfavorable to the Federation."))
3135 prout(_("The Federation will be destroyed."))
3137 prout(_("Since you took the last Klingon with you, you are a"))
3138 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3139 prout(_("statue in your memory. Rest in peace, and try not"))
3140 prout(_("to think about pigeons."))
3145 "Compute player's score."
3146 timused = game.state.date - game.indate
3148 if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
3150 perdate = killrate()
3151 ithperd = 500*perdate + 0.5
3154 iwon = 100*game.skill
3155 if game.ship == IHE:
3157 elif game.ship == IHF:
3161 if not game.gamewon:
3162 game.state.nromrem = 0 # None captured if no win
3163 iscore = 10*(game.inkling - game.state.remkl) \
3164 + 50*(game.incom - len(game.state.kcmdr)) \
3166 + 20*(game.inrom - game.state.nromrem) \
3167 + 200*(game.inscom - game.state.nscrem) \
3168 - game.state.nromrem \
3173 prout(_("Your score --"))
3174 if game.inrom - game.state.nromrem:
3175 prout(_("%6d Romulans destroyed %5d") %
3176 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3177 if game.state.nromrem:
3178 prout(_("%6d Romulans captured %5d") %
3179 (game.state.nromrem, game.state.nromrem))
3180 if game.inkling - game.state.remkl:
3181 prout(_("%6d ordinary Klingons destroyed %5d") %
3182 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
3183 if game.incom - len(game.state.kcmdr):
3184 prout(_("%6d Klingon commanders destroyed %5d") %
3185 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3186 if game.inscom - game.state.nscrem:
3187 prout(_("%6d Super-Commander destroyed %5d") %
3188 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3190 prout(_("%6.2f Klingons per stardate %5d") %
3192 if game.state.starkl:
3193 prout(_("%6d stars destroyed by your action %5d") %
3194 (game.state.starkl, -5*game.state.starkl))
3195 if game.state.nplankl:
3196 prout(_("%6d planets destroyed by your action %5d") %
3197 (game.state.nplankl, -10*game.state.nplankl))
3198 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3199 prout(_("%6d inhabited planets destroyed by your action %5d") %
3200 (game.state.nplankl, -300*game.state.nworldkl))
3201 if game.state.basekl:
3202 prout(_("%6d bases destroyed by your action %5d") %
3203 (game.state.basekl, -100*game.state.basekl))
3205 prout(_("%6d calls for help from starbase %5d") %
3206 (game.nhelp, -45*game.nhelp))
3208 prout(_("%6d casualties incurred %5d") %
3209 (game.casual, -game.casual))
3211 prout(_("%6d crew abandoned in space %5d") %
3212 (game.abandoned, -3*game.abandoned))
3214 prout(_("%6d ship(s) lost or destroyed %5d") %
3215 (klship, -100*klship))
3217 prout(_("Penalty for getting yourself killed -200"))
3219 proutn(_("Bonus for winning "))
3220 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3221 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3222 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3223 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3224 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3225 prout(" %5d" % iwon)
3227 prout(_("TOTAL SCORE %5d") % iscore)
3230 "Emit winner's commemmorative plaque."
3233 proutn(_("File or device name for your plaque: "))
3236 fp = open(winner, "w")
3239 prout(_("Invalid name."))
3241 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3243 # The 38 below must be 64 for 132-column paper
3244 nskip = 38 - len(winner)/2
3245 fp.write("\n\n\n\n")
3246 # --------DRAW ENTERPRISE PICTURE.
3247 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3248 fp.write(" EEE E : : : E\n" )
3249 fp.write(" EE EEE E : : NCC-1701 : E\n")
3250 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
3251 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3252 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
3253 fp.write(" EEEEEEE EEEEE E E E E\n")
3254 fp.write(" EEE E E E E\n")
3255 fp.write(" E E E E\n")
3256 fp.write(" EEEEEEEEEEEEE E E\n")
3257 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3258 fp.write(" :E : EEEE E\n")
3259 fp.write(" .-E -:----- E\n")
3260 fp.write(" :E : E\n")
3261 fp.write(" EE : EEEEEEEE\n")
3262 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3264 fp.write(_(" U. S. S. ENTERPRISE\n"))
3265 fp.write("\n\n\n\n")
3266 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3268 fp.write(_(" Starfleet Command bestows to you\n"))
3270 fp.write("%*s%s\n\n" % (nskip, "", winner))
3271 fp.write(_(" the rank of\n\n"))
3272 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3274 if game.skill == SKILL_EXPERT:
3275 fp.write(_(" Expert level\n\n"))
3276 elif game.skill == SKILL_EMERITUS:
3277 fp.write(_("Emeritus level\n\n"))
3279 fp.write(_(" Cheat level\n\n"))
3280 timestring = time.ctime()
3281 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3282 (timestring+4, timestring+20, timestring+11))
3283 fp.write(_(" Your score: %d\n\n") % iscore)
3284 fp.write(_(" Klingons per stardate: %.2f\n") % perdate)
3287 # Code from io.c begins here
3289 rows = linecount = 0 # for paging
3292 fullscreen_window = None
3293 srscan_window = None
3294 report_window = None
3295 status_window = None
3296 lrscan_window = None
3297 message_window = None
3298 prompt_window = None
3303 gettext.bindtextdomain("sst", "/usr/local/share/locale")
3304 gettext.textdomain("sst")
3305 if not (game.options & OPTION_CURSES):
3306 ln_env = os.getenv("LINES")
3312 stdscr = curses.initscr()
3316 global fullscreen_window, srscan_window, report_window, status_window
3317 global lrscan_window, message_window, prompt_window
3318 (rows, columns) = stdscr.getmaxyx()
3319 fullscreen_window = stdscr
3320 srscan_window = curses.newwin(12, 25, 0, 0)
3321 report_window = curses.newwin(11, 0, 1, 25)
3322 status_window = curses.newwin(10, 0, 1, 39)
3323 lrscan_window = curses.newwin(5, 0, 0, 64)
3324 message_window = curses.newwin(0, 0, 12, 0)
3325 prompt_window = curses.newwin(1, 0, rows-2, 0)
3326 message_window.scrollok(True)
3327 setwnd(fullscreen_window)
3331 if game.options & OPTION_CURSES:
3332 stdscr.keypad(False)
3338 "Wait for user action -- OK to do nothing if on a TTY"
3339 if game.options & OPTION_CURSES:
3344 prouts(_("[ANNOUNCEMENT ARRIVING...]"))
3348 if game.skill > SKILL_FAIR:
3349 prompt = _("[CONTINUE?]")
3351 prompt = _("[PRESS ENTER TO CONTINUE]")
3353 if game.options & OPTION_CURSES:
3355 setwnd(prompt_window)
3356 prompt_window.clear()
3357 prompt_window.addstr(prompt)
3358 prompt_window.getstr()
3359 prompt_window.clear()
3360 prompt_window.refresh()
3361 setwnd(message_window)
3364 sys.stdout.write('\n')
3367 for j in range(rows):
3368 sys.stdout.write('\n')
3372 "Skip i lines. Pause game if this would cause a scrolling event."
3373 for dummy in range(i):
3374 if game.options & OPTION_CURSES:
3375 (y, x) = curwnd.getyx()
3376 (my, mx) = curwnd.getmaxyx()
3377 if curwnd == message_window and y >= my - 3:
3383 except curses.error:
3388 if rows and linecount >= rows:
3391 sys.stdout.write('\n')
3394 "Utter a line with no following line feed."
3395 if game.options & OPTION_CURSES:
3399 sys.stdout.write(line)
3409 if not replayfp or replayfp.closed: # Don't slow down replays
3412 if game.options & OPTION_CURSES:
3416 if not replayfp or replayfp.closed:
3420 "Get a line of input."
3421 if game.options & OPTION_CURSES:
3422 line = curwnd.getstr() + "\n"
3425 if replayfp and not replayfp.closed:
3427 line = replayfp.readline()
3430 prout("*** Replay finished")
3433 elif line[0] != "#":
3436 line = raw_input() + "\n"
3442 "Change windows -- OK for this to be a no-op in tty mode."
3444 if game.options & OPTION_CURSES:
3446 curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
3449 "Clear to end of line -- can be a no-op in tty mode"
3450 if game.options & OPTION_CURSES:
3455 "Clear screen -- can be a no-op in tty mode."
3457 if game.options & OPTION_CURSES:
3464 "Set highlight video, if this is reasonable."
3465 if game.options & OPTION_CURSES:
3466 curwnd.attron(curses.A_REVERSE)
3469 # Things past this point have policy implications.
3473 "Hook to be called after moving to redraw maps."
3474 if game.options & OPTION_CURSES:
3477 setwnd(srscan_window)
3481 setwnd(status_window)
3482 status_window.clear()
3483 status_window.move(0, 0)
3484 setwnd(report_window)
3485 report_window.clear()
3486 report_window.move(0, 0)
3488 setwnd(lrscan_window)
3489 lrscan_window.clear()
3490 lrscan_window.move(0, 0)
3491 lrscan(silent=False)
3493 def put_srscan_sym(w, sym):
3494 "Emit symbol for short-range scan."
3495 srscan_window.move(w.i+1, w.j*2+2)
3496 srscan_window.addch(sym)
3497 srscan_window.refresh()
3500 "Enemy fall down, go boom."
3501 if game.options & OPTION_CURSES:
3503 setwnd(srscan_window)
3504 srscan_window.attron(curses.A_REVERSE)
3505 put_srscan_sym(w, game.quad[w.i][w.j])
3509 srscan_window.attroff(curses.A_REVERSE)
3510 put_srscan_sym(w, game.quad[w.i][w.j])
3511 curses.delay_output(500)
3512 setwnd(message_window)
3515 "Sound and visual effects for teleportation."
3516 if game.options & OPTION_CURSES:
3518 setwnd(message_window)
3520 prouts(" . . . . . ")
3521 if game.options & OPTION_CURSES:
3522 #curses.delay_output(1000)
3526 def tracktorpedo(origin, w, step, i, n, iquad):
3527 "Torpedo-track animation."
3528 if not game.options & OPTION_CURSES:
3532 proutn(_("Track for %s torpedo number %d- ") % (game.quad[origin.i][origin.j],i+1))
3535 proutn(_("Torpedo track- "))
3536 elif step==4 or step==9:
3540 if not damaged(DSRSENS) or game.condition=="docked":
3541 if i != 0 and step == 1:
3544 if (iquad==IHDOT) or (iquad==IHBLANK):
3545 put_srscan_sym(w, '+')
3549 put_srscan_sym(w, iquad)
3551 curwnd.attron(curses.A_REVERSE)
3552 put_srscan_sym(w, iquad)
3556 curwnd.attroff(curses.A_REVERSE)
3557 put_srscan_sym(w, iquad)
3562 "Display the current galaxy chart."
3563 if game.options & OPTION_CURSES:
3564 setwnd(message_window)
3565 message_window.clear()
3567 if game.options & OPTION_TTY:
3572 def prstat(txt, data):
3574 if game.options & OPTION_CURSES:
3576 setwnd(status_window)
3578 proutn(" " * (NSYM - len(txt)))
3581 if game.options & OPTION_CURSES:
3582 setwnd(report_window)
3584 # Code from moving.c begins here
3586 def imove(course=None, novapush=False):
3587 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3588 w = coord(); final = coord()
3591 def no_quad_change():
3592 # No quadrant change -- compute new average enemy distances
3593 game.quad[game.sector.i][game.sector.j] = game.ship
3595 for enemy in game.enemies:
3596 finald = (w-enemy.kloc).distance()
3597 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3598 enemy.kdist = finald
3599 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
3600 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3601 attack(torps_ok=False)
3602 for enemy in game.enemies:
3603 enemy.kavgd = enemy.kdist
3606 setwnd(message_window)
3609 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3610 game.inorbit = False
3611 angle = ((15.0 - course.bearing) * 0.5235988)
3612 deltax = -math.sin(angle)
3613 deltay = math.cos(angle)
3614 if math.fabs(deltax) > math.fabs(deltay):
3615 bigger = math.fabs(deltax)
3617 bigger = math.fabs(deltay)
3620 # If tractor beam is to occur, don't move full distance
3621 if game.state.date+game.optime >= scheduled(FTBEAM):
3623 game.condition = "red"
3624 course.distance = course.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3625 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3626 # Move within the quadrant
3627 game.quad[game.sector.i][game.sector.j] = IHDOT
3630 n = int(10.0*course.distance*bigger+0.5)
3632 for m in range(1, n+1):
3637 if not VALID_SECTOR(w.i, w.j):
3638 # Leaving quadrant -- allow final enemy attack
3639 # Don't do it if being pushed by Nova
3640 if len(game.enemies) != 0 and not novapush:
3642 for enemy in game.enemies:
3643 finald = (w - enemy.kloc).distance()
3644 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3646 # Stas Sergeev added the condition
3647 # that attacks only happen if Klingons
3648 # are present and your skill is good.
3650 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3651 attack(torps_ok=False)
3654 # compute final position -- new quadrant and sector
3655 x = (QUADSIZE*game.quadrant.i)+game.sector.i
3656 y = (QUADSIZE*game.quadrant.j)+game.sector.j
3657 w.i = int(round(x+QUADSIZE*course.distance*bigger*deltax))
3658 w.j = int(round(y+QUADSIZE*course.distance*bigger*deltay))
3659 # check for edge of galaxy
3669 if w.i >= GALSIZE*QUADSIZE:
3670 w.i = (GALSIZE*QUADSIZE*2) - w.i
3672 if w.j >= GALSIZE*QUADSIZE:
3673 w.j = (GALSIZE*QUADSIZE*2) - w.j
3681 if game.nkinks == 3:
3682 # Three strikes -- you're out!
3686 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3687 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3688 prout(_("YOU WILL BE DESTROYED."))
3689 # Compute final position in new quadrant
3690 if trbeam: # Don't bother if we are to be beamed
3692 game.quadrant.i = w.i/QUADSIZE
3693 game.quadrant.j = w.j/QUADSIZE
3694 game.sector.i = w.i - (QUADSIZE*game.quadrant.i)
3695 game.sector.j = w.j - (QUADSIZE*game.quadrant.j)
3697 prout(_("Entering Quadrant %s.") % game.quadrant)
3698 game.quad[game.sector.i][game.sector.j] = game.ship
3700 if game.skill>SKILL_NOVICE:
3701 attack(torps_ok=False)
3703 iquad = game.quad[w.i][w.j]
3705 # object encountered in flight path
3706 stopegy = 50.0*course.dist/game.optime
3707 course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0)
3708 if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
3710 for enemy in game.enemies:
3711 if enemy.kloc == game.sector:
3713 collision(rammed=False, enemy=enemy)
3715 elif iquad == IHBLANK:
3717 prouts(_("***RED ALERT! RED ALERT!"))
3719 proutn("***" + crmshp())
3720 proutn(_(" pulled into black hole at Sector %s") % w)
3721 # Getting pulled into a black hole was certain
3722 # death in Almy's original. Stas Sergeev added a
3723 # possibility that you'll get timewarped instead.
3725 for m in range(NDEVICES):
3726 if game.damage[m]>0:
3728 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3729 if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
3739 prout(_(" encounters Tholian web at %s;") % w)
3741 prout(_(" blocked by object at %s;") % w)
3742 proutn(_("Emergency stop required "))
3743 prout(_("%2d units of energy.") % int(stopegy))
3744 game.energy -= stopegy
3745 final.i = int(round(deltax))
3746 final.j = int(round(deltay))
3748 if game.energy <= 0:
3754 course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0)
3761 "Dock our ship at a starbase."
3763 if game.condition == "docked" and verbose:
3764 prout(_("Already docked."))
3767 prout(_("You must first leave standard orbit."))
3769 if not game.base.is_valid() or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
3770 prout(crmshp() + _(" not adjacent to base."))
3772 game.condition = "docked"
3776 if game.energy < game.inenrg:
3777 game.energy = game.inenrg
3778 game.shield = game.inshld
3779 game.torps = game.intorps
3780 game.lsupres = game.inlsr
3781 game.state.crew = FULLCREW
3782 if not damaged(DRADIO) and \
3783 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3784 # get attack report from base
3785 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3789 # This program originally required input in terms of a (clock)
3790 # direction and distance. Somewhere in history, it was changed to
3791 # cartesian coordinates. So we need to convert. Probably
3792 # "manual" input should still be done this way -- it's a real
3793 # pain if the computer isn't working! Manual mode is still confusing
3794 # because it involves giving x and y motions, yet the coordinates
3795 # are always displayed y - x, where +y is downward!
3797 def getcourse(isprobe):
3798 "Get a course and distance from the user."
3800 dquad = copy.copy(game.quadrant)
3801 navmode = "unspecified"
3805 if game.landed and not isprobe:
3806 prout(_("Dummy! You can't leave standard orbit until you"))
3807 proutn(_("are back aboard the ship."))
3810 while navmode == "unspecified":
3811 if damaged(DNAVSYS):
3813 prout(_("Computer damaged; manual navigation only"))
3815 prout(_("Computer damaged; manual movement only"))
3820 key = scanner.next()
3822 proutn(_("Manual or automatic- "))
3825 elif key == "IHALPHA":
3826 if scanner.sees("manual"):
3828 key = scanner.next()
3830 elif scanner.sees("automatic"):
3831 navmode = "automatic"
3832 key = scanner.next()
3840 prout(_("(Manual navigation assumed.)"))
3842 prout(_("(Manual movement assumed.)"))
3845 if navmode == "automatic":
3846 while key == "IHEOL":
3848 proutn(_("Target quadrant or quadrant§or- "))
3850 proutn(_("Destination sector or quadrant§or- "))
3853 key = scanner.next()
3857 xi = int(round(scanner.real))-1
3858 key = scanner.next()
3862 xj = int(round(scanner.real))-1
3863 key = scanner.next()
3865 # both quadrant and sector specified
3866 xk = int(round(scanner.real))-1
3867 key = scanner.next()
3871 xl = int(round(scanner.real))-1
3877 # only one pair of numbers was specified
3879 # only quadrant specified -- go to center of dest quad
3882 dsect.j = dsect.i = 4 # preserves 1-origin behavior
3884 # only sector specified
3888 if not VALID_QUADRANT(dquad.i,dquad.j) or not VALID_SECTOR(dsect.i,dsect.j):
3895 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
3897 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
3898 # the actual deltas get computed here
3900 delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
3901 delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
3903 while key == "IHEOL":
3904 proutn(_("X and Y displacements- "))
3907 key = scanner.next()
3912 delta.j = scanner.real
3913 key = scanner.next()
3917 delta.i = scanner.real
3918 # Check for zero movement
3919 if delta.i == 0 and delta.j == 0:
3922 if itemp == "verbose" and not isprobe:
3924 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
3926 return course(delta.distance(), delta.bearing(), isprobe=isprobe)
3929 # Eventually, we want to consolidate all course compuation here,
3930 # including for torpedos and the Enterprise.
3931 def __init__(self, distance, bearing, warp=None, isprobe=False):
3932 # Course actually laid in -- thisis straight from the old getcd().
3933 self.distance = distance
3934 self.bearing = bearing
3935 self.warp = warp or game.warpfac
3936 self.isprobe = isprobe
3937 # This odd relic suggests that the bearing() code we inherited from
3938 # FORTRAN is actually computing clockface directions.
3939 if self.bearing < 0.0:
3940 self.bearing += 12.0
3941 # This code was moved from the probe() routine
3943 angle = ((15.0 - self.bearing) * 0.5235988)
3944 self.increment = coord(-math.sin(angle), math.cos(angle))
3945 bigger = max(abs(self.increment.i), abs(self.increment.j))
3946 self.increment /= bigger
3947 self.location = coord(game.quadrant.i*QUADSIZE + game.sector.i,
3948 game.quadrant.j*QUADSIZE + game.sector.j)
3949 self.loc = copy.copy(game.quadrant)
3950 self.moves = 10.0*self.distance*bigger +0.5
3952 return self.distance*(self.warp**3)*(game.shldup+1)
3954 return 10.0*self.distance/self.warp**2
3956 "Next location on course, at quadrant granularity."
3957 self.location += self.increment
3958 newloc = (self.location / float(QUADSIZE)).trunctogrid()
3959 if not newloc == self.loc:
3966 "Move under impulse power."
3968 if damaged(DIMPULS):
3971 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
3973 if game.energy > 30.0:
3975 course = getcourse(isprobe=False)
3978 power = 20.0 + 100.0*course.distance
3981 if power >= game.energy:
3982 # Insufficient power for trip
3984 prout(_("First Officer Spock- \"Captain, the impulse engines"))
3985 prout(_("require 20.0 units to engage, plus 100.0 units per"))
3986 if game.energy > 30:
3987 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
3988 int(0.01 * (game.energy-20.0)-0.05))
3989 prout(_(" quadrants.\""))
3991 prout(_("quadrant. They are, therefore, useless.\""))
3994 # Make sure enough time is left for the trip
3995 game.optime = course.dist/0.095
3996 if game.optime >= game.state.remtime:
3997 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
3998 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
3999 proutn(_("we dare spend the time?\" "))
4002 # Activate impulse engines and pay the cost
4003 imove(course, novapush=False)
4007 power = 20.0 + 100.0*course.dist
4008 game.energy -= power
4009 game.optime = course.dist/0.095
4010 if game.energy <= 0:
4014 def warp(course, involuntary):
4015 "ove under warp drive."
4016 blooey = False; twarp = False
4017 if not involuntary: # Not WARPX entry
4019 if game.damage[DWARPEN] > 10.0:
4022 prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
4024 if damaged(DWARPEN) and game.warpfac > 4.0:
4027 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4028 prout(_(" is repaired, I can only give you warp 4.\""))
4030 # Read in course and distance
4033 course = getcourse(isprobe=False)
4036 # Make sure starship has enough energy for the trip
4037 # Note: this formula is slightly different from the C version,
4038 # and lets you skate a bit closer to the edge.
4039 if course.power() >= game.energy:
4040 # Insufficient power for trip
4043 prout(_("Engineering to bridge--"))
4044 if not game.shldup or 0.5*power > game.energy:
4045 iwarp = (game.energy/(course.dist+0.05)) ** 0.333333333
4047 prout(_("We can't do it, Captain. We don't have enough energy."))
4049 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4052 prout(_("if you'll lower the shields."))
4056 prout(_("We haven't the energy to go that far with the shields up."))
4058 # Make sure enough time is left for the trip
4059 game.optime = course.time()
4060 if game.optime >= 0.8*game.state.remtime:
4062 prout(_("First Officer Spock- \"Captain, I compute that such"))
4063 proutn(_(" a trip would require approximately %2.0f") %
4064 (100.0*game.optime/game.state.remtime))
4065 prout(_(" percent of our"))
4066 proutn(_(" remaining time. Are you sure this is wise?\" "))
4072 if game.warpfac > 6.0:
4073 # Decide if engine damage will occur
4074 # ESR: Seems wrong. Probability of damage goes *down* with distance?
4075 prob = course.dist*(6.0-game.warpfac)**2/66.666666666
4076 if prob > randreal():
4078 course.distance = randreal(course.distance)
4079 # Decide if time warp will occur
4080 if 0.5*course.dist*math.pow(7.0,game.warpfac-10.0) > randreal():
4082 if idebug and game.warpfac==10 and not twarp:
4084 proutn("=== Force time warp? ")
4088 # If time warp or engine damage, check path
4089 # If it is obstructed, don't do warp or damage
4090 angle = ((15.0-course.bearing)*0.5235998)
4091 deltax = -math.sin(angle)
4092 deltay = math.cos(angle)
4093 if math.fabs(deltax) > math.fabs(deltay):
4094 bigger = math.fabs(deltax)
4096 bigger = math.fabs(deltay)
4099 n = 10.0 * course.distance * bigger +0.5
4102 for l in range(1, n+1):
4107 if not VALID_SECTOR(ix, iy):
4109 if game.quad[ix][iy] != IHDOT:
4112 # Activate Warp Engines and pay the cost
4113 imove(course, novapush=False)
4116 game.energy -= course.power()
4117 if game.energy <= 0:
4119 game.optime = course.time()
4123 game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
4125 prout(_("Engineering to bridge--"))
4126 prout(_(" Scott here. The warp engines are damaged."))
4127 prout(_(" We'll have to reduce speed to warp 4."))
4132 "Change the warp factor."
4138 proutn(_("Warp factor- "))
4143 if game.damage[DWARPEN] > 10.0:
4144 prout(_("Warp engines inoperative."))
4146 if damaged(DWARPEN) and scanner.real > 4.0:
4147 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4148 prout(_(" but right now we can only go warp 4.\""))
4150 if scanner.real > 10.0:
4151 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4153 if scanner.real < 1.0:
4154 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4156 oldfac = game.warpfac
4157 game.warpfac = scanner.real
4158 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4159 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4162 if game.warpfac < 8.00:
4163 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4165 if game.warpfac == 10.0:
4166 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4168 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4172 "Cope with being tossed out of quadrant by supernova or yanked by beam."
4174 # is captain on planet?
4176 if damaged(DTRANSP):
4179 prout(_("Scotty rushes to the transporter controls."))
4181 prout(_("But with the shields up it's hopeless."))
4183 prouts(_("His desperate attempt to rescue you . . ."))
4188 prout(_("SUCCEEDS!"))
4191 proutn(_("The crystals mined were "))
4199 # Check to see if captain in shuttle craft
4204 # Inform captain of attempt to reach safety
4208 prouts(_("***RED ALERT! RED ALERT!"))
4210 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4211 prouts(_(" a supernova."))
4213 proutn(_("***Emergency automatic override attempts to hurl ")+crmshp())
4214 prout(_("safely out of quadrant."))
4215 if not damaged(DRADIO):
4216 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
4217 # Try to use warp engines
4218 if damaged(DWARPEN):
4220 prout(_("Warp engines damaged."))
4223 game.warpfac = randreal(6.0, 8.0)
4224 prout(_("Warp factor set to %d") % int(game.warpfac))
4225 power = 0.75*game.energy
4226 dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4227 distreq = randreal(math.sqrt(2))
4228 if distreq < game.dist:
4230 course = course(distance=dist, bearing=randreal(12)) # How dumb!
4231 game.optime = course.time()
4233 game.inorbit = False
4234 warp(course, involuntary=True)
4236 # This is bad news, we didn't leave quadrant.
4240 prout(_("Insufficient energy to leave quadrant."))
4243 # Repeat if another snova
4244 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
4246 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
4247 finish(FWON) # Snova killed remaining enemy.
4250 "Let's do the time warp again."
4251 prout(_("***TIME WARP ENTERED."))
4252 if game.state.snap and withprob(0.5):
4254 prout(_("You are traveling backwards in time %d stardates.") %
4255 int(game.state.date-game.snapsht.date))
4256 game.state = game.snapsht
4257 game.state.snap = False
4258 if len(game.state.kcmdr):
4259 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4260 schedule(FBATTAK, expran(0.3*game.intime))
4261 schedule(FSNOVA, expran(0.5*game.intime))
4262 # next snapshot will be sooner
4263 schedule(FSNAP, expran(0.25*game.state.remtime))
4265 if game.state.nscrem:
4266 schedule(FSCMOVE, 0.2777)
4270 game.battle.invalidate()
4271 # Make sure Galileo is consistant -- Snapshot may have been taken
4272 # when on planet, which would give us two Galileos!
4274 for l in range(game.inplan):
4275 if game.state.planets[l].known == "shuttle_down":
4277 if game.iscraft == "onship" and game.ship==IHE:
4278 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4279 game.iscraft = "offship"
4280 # Likewise, if in the original time the Galileo was abandoned, but
4281 # was on ship earlier, it would have vanished -- let's restore it.
4282 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4283 prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""))
4284 game.iscraft = "onship"
4285 # There used to be code to do the actual reconstrction here,
4286 # but the starchart is now part of the snapshotted galaxy state.
4287 prout(_("Spock has reconstructed a correct star chart from memory"))
4289 # Go forward in time
4290 game.optime = -0.5*game.intime*math.log(randreal())
4291 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4292 # cheat to make sure no tractor beams occur during time warp
4293 postpone(FTBEAM, game.optime)
4294 game.damage[DRADIO] += game.optime
4296 events() # Stas Sergeev added this -- do pending events
4299 "Launch deep-space probe."
4300 # New code to launch a deep space probe
4301 if game.nprobes == 0:
4304 if game.ship == IHE:
4305 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4307 prout(_("Ye Faerie Queene has no deep space probes."))
4312 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4314 if is_scheduled(FDSPROB):
4317 if damaged(DRADIO) and game.condition != "docked":
4318 prout(_("Spock- \"Records show the previous probe has not yet"))
4319 prout(_(" reached its destination.\""))
4321 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4323 key = scanner.next()
4325 if game.nprobes == 1:
4326 prout(_("1 probe left."))
4328 prout(_("%d probes left") % game.nprobes)
4329 proutn(_("Are you sure you want to fire a probe? "))
4332 game.isarmed = False
4333 if key == "IHALPHA" and scanner.token == "armed":
4335 key = scanner.next()
4336 elif key == "IHEOL":
4337 proutn(_("Arm NOVAMAX warhead? "))
4339 elif key == "IHREAL": # first element of course
4340 scanner.push(scanner.token)
4342 game.probe = getcourse(isprobe=True)
4346 schedule(FDSPROB, 0.01) # Time to move one sector
4347 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4352 "Yell for help from nearest starbase."
4353 # There's more than one way to move in this game!
4355 # Test for conditions which prevent calling for help
4356 if game.condition == "docked":
4357 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4360 prout(_("Subspace radio damaged."))
4362 if not game.state.baseq:
4363 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4366 prout(_("You must be aboard the %s.") % crmshp())
4368 # OK -- call for help from nearest starbase
4371 # There's one in this quadrant
4372 ddist = (game.base - game.sector).distance()
4375 for ibq in game.state.baseq:
4376 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4379 # Since starbase not in quadrant, set up new quadrant
4382 # dematerialize starship
4383 game.quad[game.sector.i][game.sector.j]=IHDOT
4384 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4385 % (game.quadrant, crmshp()))
4386 game.sector.invalidate()
4387 for m in range(1, 5+1):
4388 w = game.base.scatter()
4389 if VALID_SECTOR(w.i,w.j) and game.quad[w.i][w.j]==IHDOT:
4390 # found one -- finish up
4393 if not game.sector.is_valid():
4394 prout(_("You have been lost in space..."))
4395 finish(FMATERIALIZE)
4397 # Give starbase three chances to rematerialize starship
4398 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4399 for m in range(1, 3+1):
4400 if m == 1: proutn(_("1st"))
4401 elif m == 2: proutn(_("2nd"))
4402 elif m == 3: proutn(_("3rd"))
4403 proutn(_(" attempt to re-materialize ") + crmshp())
4404 game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
4407 if randreal() > probf:
4410 curses.delay_output(500)
4413 game.quad[ix][iy]=IHQUEST
4416 setwnd(message_window)
4417 finish(FMATERIALIZE)
4419 game.quad[ix][iy]=game.ship
4421 prout(_("succeeds."))
4425 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4430 if game.condition=="docked":
4432 prout(_("You cannot abandon Ye Faerie Queene."))
4435 # Must take shuttle craft to exit
4436 if game.damage[DSHUTTL]==-1:
4437 prout(_("Ye Faerie Queene has no shuttle craft."))
4439 if game.damage[DSHUTTL]<0:
4440 prout(_("Shuttle craft now serving Big Macs."))
4442 if game.damage[DSHUTTL]>0:
4443 prout(_("Shuttle craft damaged."))
4446 prout(_("You must be aboard the ship."))
4448 if game.iscraft != "onship":
4449 prout(_("Shuttle craft not currently available."))
4451 # Emit abandon ship messages
4453 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4455 prouts(_("***ALL HANDS ABANDON SHIP!"))
4457 prout(_("Captain and crew escape in shuttle craft."))
4458 if not game.state.baseq:
4459 # Oops! no place to go...
4462 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4464 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4465 prout(_("Remainder of ship's complement beam down"))
4466 prout(_("to nearest habitable planet."))
4467 elif q.planet != None and not damaged(DTRANSP):
4468 prout(_("Remainder of ship's complement beam down to %s.") %
4471 prout(_("Entire crew of %d left to die in outer space.") %
4473 game.casual += game.state.crew
4474 game.abandoned += game.state.crew
4475 # If at least one base left, give 'em the Faerie Queene
4477 game.icrystl = False # crystals are lost
4478 game.nprobes = 0 # No probes
4479 prout(_("You are captured by Klingons and released to"))
4480 prout(_("the Federation in a prisoner-of-war exchange."))
4481 nb = randrange(len(game.state.baseq))
4482 # Set up quadrant and position FQ adjacient to base
4483 if not game.quadrant == game.state.baseq[nb]:
4484 game.quadrant = game.state.baseq[nb]
4485 game.sector.i = game.sector.j = 5
4488 # position next to base by trial and error
4489 game.quad[game.sector.i][game.sector.j] = IHDOT
4490 for l in range(QUADSIZE):
4491 game.sector = game.base.scatter()
4492 if VALID_SECTOR(game.sector.i, game.sector.j) and \
4493 game.quad[game.sector.i][game.sector.j] == IHDOT:
4496 break # found a spot
4497 game.sector.i=QUADSIZE/2
4498 game.sector.j=QUADSIZE/2
4500 # Get new commission
4501 game.quad[game.sector.i][game.sector.j] = game.ship = IHF
4502 game.state.crew = FULLCREW
4503 prout(_("Starfleet puts you in command of another ship,"))
4504 prout(_("the Faerie Queene, which is antiquated but,"))
4505 prout(_("still useable."))
4507 prout(_("The dilithium crystals have been moved."))
4509 game.iscraft = "offship" # Galileo disappears
4511 game.condition="docked"
4512 for l in range(NDEVICES):
4513 game.damage[l] = 0.0
4514 game.damage[DSHUTTL] = -1
4515 game.energy = game.inenrg = 3000.0
4516 game.shield = game.inshld = 1250.0
4517 game.torps = game.intorps = 6
4518 game.lsupres=game.inlsr=3.0
4523 # Code from planets.c begins here.
4526 "Abort a lengthy operation if an event interrupts it."
4529 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
4534 "Report on (uninhabited) planets in the galaxy."
4538 prout(_("Spock- \"Planet report follows, Captain.\""))
4540 for i in range(game.inplan):
4541 if game.state.planets[i].pclass == "destroyed":
4543 if (game.state.planets[i].known != "unknown" \
4544 and not game.state.planets[i].inhabited) \
4547 if idebug and game.state.planets[i].known=="unknown":
4548 proutn("(Unknown) ")
4549 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4550 proutn(_(" class "))
4551 proutn(game.state.planets[i].pclass)
4553 if game.state.planets[i].crystals != present:
4555 prout(_("dilithium crystals present."))
4556 if game.state.planets[i].known=="shuttle_down":
4557 prout(_(" Shuttle Craft Galileo on surface."))
4559 prout(_("No information available."))
4562 "Enter standard orbit."
4566 prout(_("Already in standard orbit."))
4568 if damaged(DWARPEN) and damaged(DIMPULS):
4569 prout(_("Both warp and impulse engines damaged."))
4571 if not game.plnet.is_valid():
4572 prout("There is no planet in this sector.")
4574 if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4575 prout(crmshp() + _(" not adjacent to planet."))
4578 game.optime = randreal(0.02, 0.05)
4579 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4583 game.height = randreal(1400, 8600)
4584 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4589 "Examine planets in this quadrant."
4590 if damaged(DSRSENS):
4591 if game.options & OPTION_TTY:
4592 prout(_("Short range sensors damaged."))
4594 if game.iplnet == None:
4595 if game.options & OPTION_TTY:
4596 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4598 if game.iplnet.known == "unknown":
4599 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4601 prout(_(" Planet at Sector %s is of class %s.") %
4602 (game.plnet, game.iplnet.pclass))
4603 if game.iplnet.known=="shuttle_down":
4604 prout(_(" Sensors show Galileo still on surface."))
4605 proutn(_(" Readings indicate"))
4606 if game.iplnet.crystals != "present":
4608 prout(_(" dilithium crystals present.\""))
4609 if game.iplnet.known == "unknown":
4610 game.iplnet.known = "known"
4611 elif game.iplnet.inhabited:
4612 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4613 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4616 "Use the transporter."
4620 if damaged(DTRANSP):
4621 prout(_("Transporter damaged."))
4622 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4624 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4628 if not game.inorbit:
4629 prout(crmshp() + _(" not in standard orbit."))
4632 prout(_("Impossible to transport through shields."))
4634 if game.iplnet.known=="unknown":
4635 prout(_("Spock- \"Captain, we have no information on this planet"))
4636 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4637 prout(_(" you may not go down.\""))
4639 if not game.landed and game.iplnet.crystals=="absent":
4640 prout(_("Spock- \"Captain, I fail to see the logic in"))
4641 prout(_(" exploring a planet with no dilithium crystals."))
4642 proutn(_(" Are you sure this is wise?\" "))
4646 if not (game.options & OPTION_PLAIN):
4647 nrgneed = 50 * game.skill + game.height / 100.0
4648 if nrgneed > game.energy:
4649 prout(_("Engineering to bridge--"))
4650 prout(_(" Captain, we don't have enough energy for transportation."))
4652 if not game.landed and nrgneed * 2 > game.energy:
4653 prout(_("Engineering to bridge--"))
4654 prout(_(" Captain, we have enough energy only to transport you down to"))
4655 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4656 if game.iplnet.known == "shuttle_down":
4657 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4658 proutn(_(" Are you sure this is wise?\" "))
4663 # Coming from planet
4664 if game.iplnet.known=="shuttle_down":
4665 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4669 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4670 prout(_("Landing party assembled, ready to beam up."))
4672 prout(_("Kirk whips out communicator..."))
4673 prouts(_("BEEP BEEP BEEP"))
4675 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4678 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4680 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4682 prout(_("Kirk- \"Energize.\""))
4685 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4688 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4690 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4693 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4694 game.landed = not game.landed
4695 game.energy -= nrgneed
4697 prout(_("Transport complete."))
4698 if game.landed and game.iplnet.known=="shuttle_down":
4699 prout(_("The shuttle craft Galileo is here!"))
4700 if not game.landed and game.imine:
4707 "Strip-mine a world for dilithium."
4711 prout(_("Mining party not on planet."))
4713 if game.iplnet.crystals == "mined":
4714 prout(_("This planet has already been strip-mined for dilithium."))
4716 elif game.iplnet.crystals == "absent":
4717 prout(_("No dilithium crystals on this planet."))
4720 prout(_("You've already mined enough crystals for this trip."))
4722 if game.icrystl and game.cryprob == 0.05:
4723 prout(_("With all those fresh crystals aboard the ") + crmshp())
4724 prout(_("there's no reason to mine more at this time."))
4726 game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4729 prout(_("Mining operation complete."))
4730 game.iplnet.crystals = "mined"
4731 game.imine = game.ididit = True
4734 "Use dilithium crystals."
4738 if not game.icrystl:
4739 prout(_("No dilithium crystals available."))
4741 if game.energy >= 1000:
4742 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4743 prout(_(" except when Condition Yellow exists."))
4745 prout(_("Spock- \"Captain, I must warn you that loading"))
4746 prout(_(" raw dilithium crystals into the ship's power"))
4747 prout(_(" system may risk a severe explosion."))
4748 proutn(_(" Are you sure this is wise?\" "))
4753 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4754 prout(_(" Mr. Spock and I will try it.\""))
4756 prout(_("Spock- \"Crystals in place, Sir."))
4757 prout(_(" Ready to activate circuit.\""))
4759 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4761 if with(game.cryprob):
4762 prouts(_(" \"Activating now! - - No good! It's***"))
4764 prouts(_("***RED ALERT! RED A*L********************************"))
4767 prouts(_("****************** KA-BOOM!!!! *******************"))
4771 game.energy += randreal(5000.0, 5500.0)
4772 prouts(_(" \"Activating now! - - "))
4773 prout(_("The instruments"))
4774 prout(_(" are going crazy, but I think it's"))
4775 prout(_(" going to work!! Congratulations, Sir!\""))
4780 "Use shuttlecraft for planetary jaunt."
4783 if damaged(DSHUTTL):
4784 if game.damage[DSHUTTL] == -1.0:
4785 if game.inorbit and game.iplnet.known == "shuttle_down":
4786 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4788 prout(_("Ye Faerie Queene had no shuttle craft."))
4789 elif game.damage[DSHUTTL] > 0:
4790 prout(_("The Galileo is damaged."))
4791 else: # game.damage[DSHUTTL] < 0
4792 prout(_("Shuttle craft is now serving Big Macs."))
4794 if not game.inorbit:
4795 prout(crmshp() + _(" not in standard orbit."))
4797 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4798 prout(_("Shuttle craft not currently available."))
4800 if not game.landed and game.iplnet.known=="shuttle_down":
4801 prout(_("You will have to beam down to retrieve the shuttle craft."))
4803 if game.shldup or game.condition == "docked":
4804 prout(_("Shuttle craft cannot pass through shields."))
4806 if game.iplnet.known=="unknown":
4807 prout(_("Spock- \"Captain, we have no information on this planet"))
4808 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4809 prout(_(" you may not fly down.\""))
4811 game.optime = 3.0e-5*game.height
4812 if game.optime >= 0.8*game.state.remtime:
4813 prout(_("First Officer Spock- \"Captain, I compute that such"))
4814 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4815 int(100*game.optime/game.state.remtime))
4816 prout(_("remaining time."))
4817 proutn(_("Are you sure this is wise?\" "))
4823 if game.iscraft == "onship":
4825 if not damaged(DTRANSP):
4826 proutn(_("Spock- \"Would you rather use the transporter?\" "))
4830 proutn(_("Shuttle crew"))
4832 proutn(_("Rescue party"))
4833 prout(_(" boards Galileo and swoops toward planet surface."))
4834 game.iscraft = "offship"
4838 game.iplnet.known="shuttle_down"
4839 prout(_("Trip complete."))
4842 # Ready to go back to ship
4843 prout(_("You and your mining party board the"))
4844 prout(_("shuttle craft for the trip back to the Enterprise."))
4846 prouts(_("The short hop begins . . ."))
4848 game.iplnet.known="known"
4854 game.iscraft = "onship"
4860 prout(_("Trip complete."))
4863 # Kirk on ship and so is Galileo
4864 prout(_("Mining party assembles in the hangar deck,"))
4865 prout(_("ready to board the shuttle craft \"Galileo\"."))
4867 prouts(_("The hangar doors open; the trip begins."))
4870 game.iscraft = "offship"
4873 game.iplnet.known = "shuttle_down"
4876 prout(_("Trip complete."))
4880 "Use the big zapper."
4884 if game.ship != IHE:
4885 prout(_("Ye Faerie Queene has no death ray."))
4887 if len(game.enemies)==0:
4888 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
4891 prout(_("Death Ray is damaged."))
4893 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
4894 prout(_(" is highly unpredictible. Considering the alternatives,"))
4895 proutn(_(" are you sure this is wise?\" "))
4898 prout(_("Spock- \"Acknowledged.\""))
4901 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
4903 prout(_("Crew scrambles in emergency preparation."))
4904 prout(_("Spock and Scotty ready the death ray and"))
4905 prout(_("prepare to channel all ship's power to the device."))
4907 prout(_("Spock- \"Preparations complete, sir.\""))
4908 prout(_("Kirk- \"Engage!\""))
4910 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
4913 if game.options & OPTION_PLAIN:
4917 prouts(_("Sulu- \"Captain! It's working!\""))
4919 while len(game.enemies) > 0:
4920 deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.i][game.enemies[1].kloc.j],game.enemies[1].kloc)
4921 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
4922 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
4924 if (game.options & OPTION_PLAIN) == 0:
4925 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
4927 prout(_(" is still operational.\""))
4929 prout(_(" has been rendered nonfunctional.\""))
4930 game.damage[DDRAY] = 39.95
4932 r = randreal() # Pick failure method
4934 prouts(_("Sulu- \"Captain! It's working!\""))
4936 prouts(_("***RED ALERT! RED ALERT!"))
4938 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
4940 prouts(_("***RED ALERT! RED A*L********************************"))
4943 prouts(_("****************** KA-BOOM!!!! *******************"))
4948 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
4950 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
4952 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
4953 prout(_(" have apparently been transformed into strange mutations."))
4954 prout(_(" Vulcans do not seem to be affected."))
4956 prout(_("Kirk- \"Raauch! Raauch!\""))
4961 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
4963 proutn(_("Spock- \"I believe the word is"))
4964 prouts(_(" *ASTONISHING*"))
4965 prout(_(" Mr. Sulu."))
4966 for i in range(QUADSIZE):
4967 for j in range(QUADSIZE):
4968 if game.quad[i][j] == IHDOT:
4969 game.quad[i][j] = IHQUEST
4970 prout(_(" Captain, our quadrant is now infested with"))
4971 prouts(_(" - - - - - - *THINGS*."))
4973 prout(_(" I have no logical explanation.\""))
4975 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
4977 prout(_("Scotty- \"There are so many tribbles down here"))
4978 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
4982 # Code from reports.c begins here
4984 def attackreport(curt):
4985 "eport status of bases under attack."
4987 if is_scheduled(FCDBAS):
4988 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
4989 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
4990 elif game.isatb == 1:
4991 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
4992 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
4994 prout(_("No Starbase is currently under attack."))
4996 if is_scheduled(FCDBAS):
4997 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
4999 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5003 # report on general game status
5005 s1 = "" and game.thawed and _("thawed ")
5006 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5007 s3 = (None, _("novice"). _("fair"),
5008 _("good"), _("expert"), _("emeritus"))[game.skill]
5009 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5010 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5011 prout(_("No plaque is allowed."))
5013 prout(_("This is tournament game %d.") % game.tourn)
5014 prout(_("Your secret password is \"%s\"") % game.passwd)
5015 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)),
5016 (game.inkling + game.incom + game.inscom)))
5017 if game.incom - len(game.state.kcmdr):
5018 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
5019 elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
5020 prout(_(", but no Commanders."))
5023 if game.skill > SKILL_FAIR:
5024 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5025 if len(game.state.baseq) != game.inbase:
5027 if game.inbase-len(game.state.baseq)==1:
5028 proutn(_("has been 1 base"))
5030 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
5031 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
5033 prout(_("There are %d bases.") % game.inbase)
5034 if communicating() or game.iseenit:
5035 # Don't report this if not seen and
5036 # either the radio is dead or not at base!
5040 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5042 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5043 if game.ship == IHE:
5044 proutn(_("You have "))
5046 proutn("%d" % (game.nprobes))
5049 proutn(_(" deep space probe"))
5053 if communicating() and is_scheduled(FDSPROB):
5055 proutn(_("An armed deep space probe is in "))
5057 proutn(_("A deep space probe is in "))
5058 prout("Quadrant %s." % game.probec)
5060 if game.cryprob <= .05:
5061 prout(_("Dilithium crystals aboard ship... not yet used."))
5065 while game.cryprob > ai:
5068 prout(_("Dilithium crystals have been used %d time%s.") % \
5069 (i, (_("s"), "")[i==1]))
5073 "Long-range sensor scan."
5074 if damaged(DLRSENS):
5075 # Now allow base's sensors if docked
5076 if game.condition != "docked":
5078 prout(_("LONG-RANGE SENSORS DAMAGED."))
5081 prout(_("Starbase's long-range scan"))
5083 prout(_("Long-range scan"))
5084 for x in range(game.quadrant.i-1, game.quadrant.i+2):
5087 for y in range(game.quadrant.j-1, game.quadrant.j+2):
5088 if not VALID_QUADRANT(x, y):
5092 if not damaged(DRADIO):
5093 game.state.galaxy[x][y].charted = True
5094 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5095 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5096 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5097 if not silent and game.state.galaxy[x][y].supernova:
5100 proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
5108 for i in range(NDEVICES):
5111 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5112 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5114 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5115 game.damage[i]+0.05,
5116 game.docfac*game.damage[i]+0.005))
5118 prout(_("All devices functional."))
5121 "Update the chart in the Enterprise's computer from galaxy data."
5122 game.lastchart = game.state.date
5123 for i in range(GALSIZE):
5124 for j in range(GALSIZE):
5125 if game.state.galaxy[i][j].charted:
5126 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5127 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5128 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5131 "Display the star chart."
5133 if (game.options & OPTION_AUTOSCAN):
5135 if not damaged(DRADIO):
5137 if game.lastchart < game.state.date and game.condition == "docked":
5138 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5140 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5141 if game.state.date > game.lastchart:
5142 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5143 prout(" 1 2 3 4 5 6 7 8")
5144 for i in range(GALSIZE):
5145 proutn("%d |" % (i+1))
5146 for j in range(GALSIZE):
5147 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5151 if game.state.galaxy[i][j].supernova:
5153 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5155 elif game.state.galaxy[i][j].charted:
5156 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5160 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5168 def sectscan(goodScan, i, j):
5169 "Light up an individual dot in a sector."
5170 if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
5171 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):
5172 #if game.condition == "red": textcolor("red")
5173 #elif game.condition == "green": textcolor("green")
5174 #elif game.condition == "yellow": textcolor("yellow")
5175 #elif game.condition == "docked": textcolor("cyan")
5176 #elif game.condition == "dead": textcolor("brown")
5177 if game.quad[i][j] != game.ship:
5179 proutn("%c " % game.quad[i][j])
5185 "Emit status report lines"
5186 if not req or req == 1:
5187 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5188 % (game.state.date, game.state.remtime))
5189 if not req or req == 2:
5190 if game.condition != "docked":
5193 for t in range(NDEVICES):
5194 if game.damage[t]>0:
5196 prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
5197 if not req or req == 3:
5198 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5199 if not req or req == 4:
5200 if damaged(DLIFSUP):
5201 if game.condition == "docked":
5202 s = _("DAMAGED, Base provides")
5204 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5207 prstat(_("Life Support"), s)
5208 if not req or req == 5:
5209 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5210 if not req or req == 6:
5212 if game.icrystl and (game.options & OPTION_SHOWME):
5213 extra = _(" (have crystals)")
5214 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5215 if not req or req == 7:
5216 prstat(_("Torpedoes"), "%d" % (game.torps))
5217 if not req or req == 8:
5218 if damaged(DSHIELD):
5224 data = _(" %d%% %.1f units") \
5225 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5226 prstat(_("Shields"), s+data)
5227 if not req or req == 9:
5228 prstat(_("Klingons Left"), "%d" \
5229 % (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem))
5230 if not req or req == 10:
5231 if game.options & OPTION_WORLDS:
5232 plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
5233 if plnet and plnet.inhabited:
5234 prstat(_("Major system"), plnet.name)
5236 prout(_("Sector is uninhabited"))
5237 elif not req or req == 11:
5238 attackreport(not req)
5241 "Request specified status data, a historical relic from slow TTYs."
5242 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5243 while scanner.next() == "IHEOL":
5244 proutn(_("Information desired? "))
5246 if scanner.token in requests:
5247 status(requests.index(scanner.token))
5249 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5250 prout((" date, condition, position, lsupport, warpfactor,"))
5251 prout((" energy, torpedoes, shields, klingons, system, time."))
5256 if damaged(DSRSENS):
5257 # Allow base's sensors if docked
5258 if game.condition != "docked":
5259 prout(_(" S.R. SENSORS DAMAGED!"))
5262 prout(_(" [Using Base's sensors]"))
5264 prout(_(" Short-range scan"))
5265 if goodScan and not damaged(DRADIO):
5266 game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
5267 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
5268 game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
5269 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
5270 prout(" 1 2 3 4 5 6 7 8 9 10")
5271 if game.condition != "docked":
5273 for i in range(QUADSIZE):
5274 proutn("%2d " % (i+1))
5275 for j in range(QUADSIZE):
5276 sectscan(goodScan, i, j)
5280 "Use computer to get estimated time of arrival for a warp jump."
5281 w1 = coord(); w2 = coord()
5283 if damaged(DCOMPTR):
5284 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5287 if scanner.next() != "IHREAL":
5290 proutn(_("Destination quadrant and/or sector? "))
5291 if scanner.next()!="IHREAL":
5294 w1.j = int(scanner.real-0.5)
5295 if scanner.next() != "IHREAL":
5298 w1.i = int(scanner.real-0.5)
5299 if scanner.next() == "IHREAL":
5300 w2.j = int(scanner.real-0.5)
5301 if scanner.next() != "IHREAL":
5304 w2.i = int(scanner.real-0.5)
5306 if game.quadrant.j>w1.i:
5310 if game.quadrant.i>w1.j:
5314 if not VALID_QUADRANT(w1.i, w1.j) or not VALID_SECTOR(w2.i, w2.j):
5317 dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
5318 (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
5321 prout(_("Answer \"no\" if you don't know the value:"))
5324 proutn(_("Time or arrival date? "))
5325 if scanner.next()=="IHREAL":
5326 ttime = scanner.real
5327 if ttime > game.state.date:
5328 ttime -= game.state.date # Actually a star date
5329 twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
5330 if ttime <= 1e-10 or twarp > 10:
5331 prout(_("We'll never make it, sir."))
5338 proutn(_("Warp factor? "))
5339 if scanner.next()== "IHREAL":
5341 twarp = scanner.real
5342 if twarp<1.0 or twarp > 10.0:
5346 prout(_("Captain, certainly you can give me one of these."))
5349 ttime = (10.0*game.dist)/twarp**2
5350 tpower = dist*twarp*twarp*twarp*(game.shldup+1)
5351 if tpower >= game.energy:
5352 prout(_("Insufficient energy, sir."))
5353 if not game.shldup or tpower > game.energy*2.0:
5356 proutn(_("New warp factor to try? "))
5357 if scanner.next() == "IHREAL":
5359 twarp = scanner.real
5360 if twarp<1.0 or twarp > 10.0:
5368 prout(_("But if you lower your shields,"))
5369 proutn(_("remaining"))
5372 proutn(_("Remaining"))
5373 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5375 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5377 prout(_("Any warp speed is adequate."))
5379 prout(_("Minimum warp needed is %.2f,") % (twarp))
5380 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5381 if game.state.remtime < ttime:
5382 prout(_("Unfortunately, the Federation will be destroyed by then."))
5384 prout(_("You'll be taking risks at that speed, Captain"))
5385 if (game.isatb==1 and game.state.kscmdr == w1 and \
5386 scheduled(FSCDBAS)< ttime+game.state.date) or \
5387 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5388 prout(_("The starbase there will be destroyed by then."))
5389 proutn(_("New warp factor to try? "))
5390 if scanner.next() == "IHREAL":
5392 twarp = scanner.real
5393 if twarp<1.0 or twarp > 10.0:
5401 # Code from setup.c begins here
5404 "Issue a historically correct banner."
5406 prout(_("-SUPER- STAR TREK"))
5408 # From the FORTRAN original
5409 # prout(_("Latest update-21 Sept 78"))
5415 scanner.push("emsave.trk")
5416 key = scanner.next()
5418 proutn(_("File name: "))
5419 key = scanner.next()
5420 if key != "IHALPHA":
5424 if '.' not in scanner.token:
5425 scanner.token += ".trk"
5427 fp = open(scanner.token, "wb")
5429 prout(_("Can't freeze game as file %s") % scanner.token)
5431 cPickle.dump(game, fp)
5435 "Retrieve saved game."
5436 game.passwd[0] = '\0'
5437 key = scanner.next()
5439 proutn(_("File name: "))
5440 key = scanner.next()
5441 if key != "IHALPHA":
5445 if '.' not in scanner.token:
5446 scanner.token += ".trk"
5448 fp = open(scanner.token, "rb")
5450 prout(_("Can't thaw game in %s") % scanner.token)
5452 game = cPickle.load(fp)
5456 # I used <http://www.memory-alpha.org> to find planets
5457 # with references in ST:TOS. Eath and the Alpha Centauri
5458 # Colony have been omitted.
5460 # Some planets marked Class G and P here will be displayed as class M
5461 # because of the way planets are generated. This is a known bug.
5464 _("Andoria (Fesoan)"), # several episodes
5465 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5466 _("Vulcan (T'Khasi)"), # many episodes
5467 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5468 _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5469 _("Ardana"), # TOS: "The Cloud Minders"
5470 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5471 _("Gideon"), # TOS: "The Mark of Gideon"
5472 _("Aldebaran III"), # TOS: "The Deadly Years"
5473 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5474 _("Altair IV"), # TOS: "Amok Time
5475 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5476 _("Benecia"), # TOS: "The Conscience of the King"
5477 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5478 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5479 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5480 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5481 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5482 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5483 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5484 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5485 _("Ingraham B"), # TOS: "Operation: Annihilate"
5486 _("Janus IV"), # TOS: "The Devil in the Dark"
5487 _("Makus III"), # TOS: "The Galileo Seven"
5488 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5489 _("Omega IV"), # TOS: "The Omega Glory"
5490 _("Regulus V"), # TOS: "Amok Time
5491 _("Deneva"), # TOS: "Operation -- Annihilate!"
5492 # Worlds from BSD Trek
5493 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5494 _("Beta III"), # TOS: "The Return of the Archons"
5495 _("Triacus"), # TOS: "And the Children Shall Lead",
5496 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5498 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5499 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5500 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5501 # _("Izar"), # TOS: "Whom Gods Destroy"
5502 # _("Tiburon"), # TOS: "The Way to Eden"
5503 # _("Merak II"), # TOS: "The Cloud Minders"
5504 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5505 # _("Iotia"), # TOS: "A Piece of the Action"
5509 _("S. R. Sensors"), \
5510 _("L. R. Sensors"), \
5512 _("Photon Tubes"), \
5513 _("Life Support"), \
5514 _("Warp Engines"), \
5515 _("Impulse Engines"), \
5517 _("Subspace Radio"), \
5518 _("Shuttle Craft"), \
5520 _("Navigation System"), \
5522 _("Shield Control"), \
5528 "Prepare to play, set up cosmos."
5530 # Decide how many of everything
5532 return # frozen game
5533 # Prepare the Enterprise
5534 game.alldone = game.gamewon = game.shldchg = game.shldup = False
5536 game.state.crew = FULLCREW
5537 game.energy = game.inenrg = 5000.0
5538 game.shield = game.inshld = 2500.0
5541 game.quadrant = randplace(GALSIZE)
5542 game.sector = randplace(QUADSIZE)
5543 game.torps = game.intorps = 10
5544 game.nprobes = randrange(2, 5)
5546 for i in range(NDEVICES):
5547 game.damage[i] = 0.0
5548 # Set up assorted game parameters
5549 game.battle = coord()
5550 game.state.date = game.indate = 100.0 * randreal(20, 51)
5551 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5552 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5553 game.isatb = game.state.nplankl = 0
5554 game.state.starkl = game.state.basekl = 0
5555 game.iscraft = "onship"
5559 # Starchart is functional but we've never seen it
5560 game.lastchart = FOREVER
5561 # Put stars in the galaxy
5563 for i in range(GALSIZE):
5564 for j in range(GALSIZE):
5565 k = randrange(1, QUADSIZE**2/10+1)
5567 game.state.galaxy[i][j].stars = k
5568 # Locate star bases in galaxy
5569 for i in range(game.inbase):
5572 w = randplace(GALSIZE)
5573 if not game.state.galaxy[w.i][w.j].starbase:
5576 # C version: for (j = i-1; j > 0; j--)
5577 # so it did them in the opposite order.
5578 for j in range(1, i):
5579 # Improved placement algorithm to spread out bases
5580 distq = (w - game.state.baseq[j]).distance()
5581 if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
5584 prout("=== Abandoning base #%d at %s" % (i, w))
5586 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5588 prout("=== Saving base #%d, close to #%d" % (i, j))
5591 game.state.baseq.append(w)
5592 game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5593 # Position ordinary Klingon Battle Cruisers
5595 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5596 if klumper > MAXKLQUAD:
5600 klump = (1.0 - r*r)*klumper
5605 w = randplace(GALSIZE)
5606 if not game.state.galaxy[w.i][w.j].supernova and \
5607 game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5609 game.state.galaxy[w.i][w.j].klingons += int(klump)
5612 # Position Klingon Commander Ships
5613 for i in range(game.incom):
5615 w = randplace(GALSIZE)
5616 if not welcoming(w) or w in game.state.kcmdr:
5618 if (game.state.galaxy[w.i][w.j].klingons or withprob(0.25)):
5620 game.state.galaxy[w.i][w.j].klingons += 1
5621 game.state.kcmdr.append(w)
5622 # Locate planets in galaxy
5623 for i in range(game.inplan):
5625 w = randplace(GALSIZE)
5626 if game.state.galaxy[w.i][w.j].planet == None:
5630 new.crystals = "absent"
5631 if (game.options & OPTION_WORLDS) and i < NINHAB:
5632 new.pclass = "M" # All inhabited planets are class M
5633 new.crystals = "absent"
5635 new.name = systnames[i]
5636 new.inhabited = True
5638 new.pclass = ("M", "N", "O")[randrange(0, 3)]
5640 new.crystals = "present"
5641 new.known = "unknown"
5642 new.inhabited = False
5643 game.state.galaxy[w.i][w.j].planet = new
5644 game.state.planets.append(new)
5646 for i in range(game.state.nromrem):
5647 w = randplace(GALSIZE)
5648 game.state.galaxy[w.i][w.j].romulans += 1
5649 # Place the Super-Commander if needed
5650 if game.state.nscrem > 0:
5652 w = randplace(GALSIZE)
5655 game.state.kscmdr = w
5656 game.state.galaxy[w.i][w.j].klingons += 1
5657 # Initialize times for extraneous events
5658 schedule(FSNOVA, expran(0.5 * game.intime))
5659 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5660 schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
5661 schedule(FBATTAK, expran(0.3*game.intime))
5663 if game.state.nscrem:
5664 schedule(FSCMOVE, 0.2777)
5669 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5670 schedule(FDISTR, expran(1.0 + game.intime))
5675 # Place thing (in tournament game, we don't want one!)
5676 # New in SST2K: never place the Thing near a starbase.
5677 # This makes sense and avoids a special case in the old code.
5679 if game.tourn is None:
5681 thing = randplace(GALSIZE)
5682 if thing not in game.state.baseq:
5685 game.state.snap = False
5686 if game.skill == SKILL_NOVICE:
5687 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5688 prout(_("a deadly Klingon invasion force. As captain of the United"))
5689 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5690 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5691 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5692 prout(_("your mission. As you proceed you may be given more time."))
5694 prout(_("You will have %d supporting starbases.") % (game.inbase))
5695 proutn(_("Starbase locations- "))
5697 prout(_("Stardate %d.") % int(game.state.date))
5699 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5700 prout(_("An unknown number of Romulans."))
5701 if game.state.nscrem:
5702 prout(_("And one (GULP) Super-Commander."))
5703 prout(_("%d stardates.") % int(game.intime))
5704 proutn(_("%d starbases in ") % game.inbase)
5705 for i in range(game.inbase):
5706 proutn(`game.state.baseq[i]`)
5709 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5710 proutn(_(" Sector %s") % game.sector)
5712 prout(_("Good Luck!"))
5713 if game.state.nscrem:
5714 prout(_(" YOU'LL NEED IT."))
5717 if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
5719 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5720 attack(torps_ok=False)
5723 "Choose your game type."
5728 game.skill = SKILL_NONE
5730 if not scanner.inqueue: # Can start with command line options
5731 proutn(_("Would you like a regular, tournament, or saved game? "))
5733 if scanner.sees("tournament"):
5734 while scanner.next() == "IHEOL":
5735 proutn(_("Type in tournament number-"))
5736 if scanner.real == 0:
5738 continue # We don't want a blank entry
5739 game.tourn = int(round(scanner.real))
5740 random.seed(scanner.real)
5742 logfp.write("# random.seed(%d)\n" % scanner.real)
5744 if scanner.sees("saved") or scanner.sees("frozen"):
5748 if game.passwd == None:
5750 if not game.alldone:
5751 game.thawed = True # No plaque if not finished
5755 if scanner.sees("regular"):
5757 proutn(_("What is \"%s\"?") % scanner.token)
5759 while game.length==0 or game.skill==SKILL_NONE:
5760 if scanner.next() == "IHALPHA":
5761 if scanner.sees("short"):
5763 elif scanner.sees("medium"):
5765 elif scanner.sees("long"):
5767 elif scanner.sees("novice"):
5768 game.skill = SKILL_NOVICE
5769 elif scanner.sees("fair"):
5770 game.skill = SKILL_FAIR
5771 elif scanner.sees("good"):
5772 game.skill = SKILL_GOOD
5773 elif scanner.sees("expert"):
5774 game.skill = SKILL_EXPERT
5775 elif scanner.sees("emeritus"):
5776 game.skill = SKILL_EMERITUS
5778 proutn(_("What is \""))
5779 proutn(scanner.token)
5784 proutn(_("Would you like a Short, Medium, or Long game? "))
5785 elif game.skill == SKILL_NONE:
5786 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
5787 # Choose game options -- added by ESR for SST2K
5788 if scanner.next() != "IHALPHA":
5790 proutn(_("Choose your game style (or just press enter): "))
5792 if scanner.sees("plain"):
5793 # Approximates the UT FORTRAN version.
5794 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5795 game.options |= OPTION_PLAIN
5796 elif scanner.sees("almy"):
5797 # Approximates Tom Almy's version.
5798 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5799 game.options |= OPTION_ALMY
5800 elif scanner.sees("fancy") or scanner.sees("\n"):
5802 elif len(scanner.token):
5803 proutn(_("What is \"%s\"?") % scanner.token)
5805 if game.passwd == "debug":
5807 prout("=== Debug mode enabled.")
5808 # Use parameters to generate initial values of things
5809 game.damfac = 0.5 * game.skill
5810 game.inbase = randrange(BASEMIN, BASEMAX+1)
5812 if game.options & OPTION_PLANETS:
5813 game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
5814 if game.options & OPTION_WORLDS:
5815 game.inplan += int(NINHAB)
5816 game.state.nromrem = game.inrom = randrange(2 *game.skill)
5817 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
5818 game.state.remtime = 7.0 * game.length
5819 game.intime = game.state.remtime
5820 game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
5821 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
5822 game.state.remres = (game.inkling+4*game.incom)*game.intime
5823 game.inresor = game.state.remres
5824 if game.inkling > 50:
5825 game.state.inbase += 1
5828 def dropin(iquad=None):
5829 "Drop a feature on a random dot in the current quadrant."
5831 w = randplace(QUADSIZE)
5832 if game.quad[w.i][w.j] == IHDOT:
5834 if iquad is not None:
5835 game.quad[w.i][w.j] = iquad
5839 "Update our alert status."
5840 game.condition = "green"
5841 if game.energy < 1000.0:
5842 game.condition = "yellow"
5843 if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
5844 game.condition = "red"
5846 game.condition="dead"
5849 "Drop new Klingon into current quadrant."
5850 return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill)
5853 "Set up a new state of quadrant, for when we enter or re-enter it."
5856 game.neutz = game.inorbit = game.landed = False
5857 game.ientesc = game.iseenit = False
5858 # Create a blank quadrant
5859 game.quad = fill2d(QUADSIZE, lambda i, j: IHDOT)
5861 # Attempt to escape Super-commander, so tbeam back!
5864 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
5865 # cope with supernova
5868 game.klhere = q.klingons
5869 game.irhere = q.romulans
5871 game.quad[game.sector.i][game.sector.j] = game.ship
5874 # Position ordinary Klingons
5875 for i in range(game.klhere):
5877 # If we need a commander, promote a Klingon
5878 for cmdr in game.state.kcmdr:
5879 if cmdr == game.quadrant:
5880 e = game.enemies[game.klhere-1]
5881 game.quad[e.kloc.i][e.kloc.j] = IHC
5882 e.kpower = randreal(950,1350) + 50.0*game.skill
5884 # If we need a super-commander, promote a Klingon
5885 if game.quadrant == game.state.kscmdr:
5887 game.quad[e.kloc.i][e.kloc.j] = IHS
5888 e.kpower = randreal(1175.0, 1575.0) + 125.0*game.skill
5889 game.iscate = (game.state.remkl > 1)
5890 # Put in Romulans if needed
5891 for i in range(q.romulans):
5892 enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
5893 # If quadrant needs a starbase, put it in
5895 game.base = dropin(IHB)
5896 # If quadrant needs a planet, put it in
5898 game.iplnet = q.planet
5899 if not q.planet.inhabited:
5900 game.plnet = dropin(IHP)
5902 game.plnet = dropin(IHW)
5903 # Check for condition
5906 if game.irhere > 0 and game.klhere == 0:
5908 if not damaged(DRADIO):
5910 prout(_("LT. Uhura- \"Captain, an urgent message."))
5911 prout(_(" I'll put it on audio.\" CLICK"))
5913 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
5914 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
5915 # Put in THING if needed
5916 if thing == game.quadrant:
5917 enemy(type=IHQUEST, loc=dropin(),
5918 power=randreal(6000,6500.0)+250.0*game.skill)
5919 if not damaged(DSRSENS):
5921 prout(_("Mr. Spock- \"Captain, this is most unusual."))
5922 prout(_(" Please examine your short-range scan.\""))
5923 # Decide if quadrant needs a Tholian; lighten up if skill is low
5924 if game.options & OPTION_THOLIAN:
5925 if (game.skill < SKILL_GOOD and withprob(0.02)) or \
5926 (game.skill == SKILL_GOOD and withprob(0.05)) or \
5927 (game.skill > SKILL_GOOD and withprob(0.08)):
5930 w.i = withprob(0.5) * (QUADSIZE-1)
5931 w.j = withprob(0.5) * (QUADSIZE-1)
5932 if game.quad[w.i][w.j] == IHDOT:
5934 game.tholian = enemy(type=IHT, loc=w,
5935 power=randrange(100, 500) + 25.0*game.skill)
5936 # Reserve unoccupied corners
5937 if game.quad[0][0]==IHDOT:
5938 game.quad[0][0] = 'X'
5939 if game.quad[0][QUADSIZE-1]==IHDOT:
5940 game.quad[0][QUADSIZE-1] = 'X'
5941 if game.quad[QUADSIZE-1][0]==IHDOT:
5942 game.quad[QUADSIZE-1][0] = 'X'
5943 if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT:
5944 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
5945 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
5946 # And finally the stars
5947 for i in range(q.stars):
5949 # Put in a few black holes
5950 for i in range(1, 3+1):
5953 # Take out X's in corners if Tholian present
5955 if game.quad[0][0]=='X':
5956 game.quad[0][0] = IHDOT
5957 if game.quad[0][QUADSIZE-1]=='X':
5958 game.quad[0][QUADSIZE-1] = IHDOT
5959 if game.quad[QUADSIZE-1][0]=='X':
5960 game.quad[QUADSIZE-1][0] = IHDOT
5961 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
5962 game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT
5965 "Set the self-destruct password."
5966 if game.options & OPTION_PLAIN:
5969 proutn(_("Please type in a secret password- "))
5971 game.passwd = scanner.token
5972 if game.passwd != None:
5977 game.passwd += chr(ord('a')+randrange(26))
5979 # Code from sst.c begins here
5982 "SRSCAN": OPTION_TTY,
5983 "STATUS": OPTION_TTY,
5984 "REQUEST": OPTION_TTY,
5985 "LRSCAN": OPTION_TTY,
5998 "SENSORS": OPTION_PLANETS,
5999 "ORBIT": OPTION_PLANETS,
6000 "TRANSPORT": OPTION_PLANETS,
6001 "MINE": OPTION_PLANETS,
6002 "CRYSTALS": OPTION_PLANETS,
6003 "SHUTTLE": OPTION_PLANETS,
6004 "PLANETS": OPTION_PLANETS,
6009 "PROBE": OPTION_PROBE,
6011 "FREEZE": 0, # Synonym for SAVE
6017 "SOS": 0, # Synonym for MAYDAY
6018 "CALL": 0, # Synonym for MAYDAY
6024 "Generate a list of legal commands."
6025 prout(_("LEGAL COMMANDS ARE:"))
6027 for key in commands:
6028 if not commands[key] or (commands[key] & game.options):
6029 proutn("%-12s " % key)
6031 if emitted % 5 == 4:
6036 "Browse on-line help."
6037 key = scanner.next()
6040 setwnd(prompt_window)
6041 proutn(_("Help on what command? "))
6042 key = scanner.next()
6043 setwnd(message_window)
6046 if scanner.token in commands or scanner.token == "ABBREV":
6053 cmd = scanner.token.upper()
6055 fp = open(SSTDOC, "r")
6058 fp = open(DOC_NAME, "r")
6060 prout(_("Spock- \"Captain, that information is missing from the"))
6061 proutn(_(" computer. You need to find "))
6063 prout(_(" and put it in the"))
6064 proutn(_(" current directory or to "))
6067 # This used to continue: "You need to find SST.DOC and put
6068 # it in the current directory."
6071 linebuf = fp.readline()
6073 prout(_("Spock- \"Captain, there is no information on that command.\""))
6076 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6077 linebuf = linebuf[3:].strip()
6081 prout(_("Spock- \"Captain, I've found the following information:\""))
6083 while linebuf in fp:
6084 if "******" in linebuf:
6090 "Command-interpretation loop."
6092 setwnd(message_window)
6093 while True: # command loop
6095 while True: # get a command
6100 setwnd(prompt_window)
6103 if scanner.next() == "IHEOL":
6104 if game.options & OPTION_CURSES:
6107 elif scanner.token == "":
6111 setwnd(message_window)
6113 candidates = filter(lambda x: x.startswith(scanner.token.upper()),
6115 if len(candidates) == 1:
6118 elif candidates and not (game.options & OPTION_PLAIN):
6119 prout("Commands with prefix '%s': %s" % (scanner.token, " ".join(candidates)))
6123 if cmd == "SRSCAN": # srscan
6125 elif cmd == "STATUS": # status
6127 elif cmd == "REQUEST": # status request
6129 elif cmd == "LRSCAN": # long range scan
6130 lrscan(silent=False)
6131 elif cmd == "PHASERS": # phasers
6135 elif cmd == "TORPEDO": # photon torpedos
6139 elif cmd == "MOVE": # move under warp
6140 warp(course=None, involuntary=False)
6141 elif cmd == "SHIELDS": # shields
6142 doshield(shraise=False)
6145 game.shldchg = False
6146 elif cmd == "DOCK": # dock at starbase
6149 attack(torps_ok=False)
6150 elif cmd == "DAMAGES": # damage reports
6152 elif cmd == "CHART": # chart
6154 elif cmd == "IMPULSE": # impulse
6156 elif cmd == "REST": # rest
6160 elif cmd == "WARP": # warp
6162 elif cmd == "SCORE": # score
6164 elif cmd == "SENSORS": # sensors
6166 elif cmd == "ORBIT": # orbit
6170 elif cmd == "TRANSPORT": # transport "beam"
6172 elif cmd == "MINE": # mine
6176 elif cmd == "CRYSTALS": # crystals
6180 elif cmd == "SHUTTLE": # shuttle
6184 elif cmd == "PLANETS": # Planet list
6186 elif cmd == "REPORT": # Game Report
6188 elif cmd == "COMPUTER": # use COMPUTER!
6190 elif cmd == "COMMANDS":
6192 elif cmd == "EMEXIT": # Emergency exit
6193 clrscr() # Hide screen
6194 freeze(True) # forced save
6195 raise SysExit,1 # And quick exit
6196 elif cmd == "PROBE":
6197 probe() # Launch probe
6200 elif cmd == "ABANDON": # Abandon Ship
6202 elif cmd == "DESTRUCT": # Self Destruct
6204 elif cmd == "SAVE": # Save Game
6207 if game.skill > SKILL_GOOD:
6208 prout(_("WARNING--Saved games produce no plaques!"))
6209 elif cmd == "DEATHRAY": # Try a desparation measure
6213 elif cmd == "DEBUGCMD": # What do we want for debug???
6215 elif cmd == "MAYDAY": # Call for help
6220 game.alldone = True # quit the game
6225 break # Game has ended
6226 if game.optime != 0.0:
6229 break # Events did us in
6230 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6233 if hitme and not game.justin:
6234 attack(torps_ok=True)
6237 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6248 "Emit the name of an enemy or feature."
6249 if type == IHR: s = _("Romulan")
6250 elif type == IHK: s = _("Klingon")
6251 elif type == IHC: s = _("Commander")
6252 elif type == IHS: s = _("Super-commander")
6253 elif type == IHSTAR: s = _("Star")
6254 elif type == IHP: s = _("Planet")
6255 elif type == IHB: s = _("Starbase")
6256 elif type == IHBLANK: s = _("Black hole")
6257 elif type == IHT: s = _("Tholian")
6258 elif type == IHWEB: s = _("Tholian web")
6259 elif type == IHQUEST: s = _("Stranger")
6260 elif type == IHW: s = _("Inhabited World")
6261 else: s = "Unknown??"
6264 def crmena(stars, enemy, loctype, w):
6265 "Emit the name of an enemy and his location."
6269 buf += cramen(enemy) + _(" at ")
6270 if loctype == "quadrant":
6271 buf += _("Quadrant ")
6272 elif loctype == "sector":
6277 "Emit our ship name."
6278 return{IHE:_("Enterprise"),IHF:_("Faerie Queene")}.get(game.ship,"Ship???")
6281 "Emit a line of stars"
6282 prouts("******************************************************")
6286 return -avrage*math.log(1e-7 + randreal())
6288 def randplace(size):
6289 "Choose a random location."
6291 w.i = randrange(size)
6292 w.j = randrange(size)
6302 # Get a token from the user
6305 # Fill the token quue if nothing here
6306 while not self.inqueue:
6308 if curwnd==prompt_window:
6310 setwnd(message_window)
6317 self.inqueue = line.lstrip().split() + ["\n"]
6318 # From here on in it's all looking at the queue
6319 self.token = self.inqueue.pop(0)
6320 if self.token == "\n":
6324 self.real = float(self.token)
6325 self.type = "IHREAL"
6330 self.token = self.token.lower()
6331 self.type = "IHALPHA"
6334 def append(self, tok):
6335 self.inqueue.append(tok)
6336 def push(self, tok):
6337 self.inqueue.insert(0, tok)
6341 # Demand input for next scan
6343 self.real = self.token = None
6345 # compares s to item and returns true if it matches to the length of s
6346 return s.startswith(self.token)
6348 # Round token value to nearest integer
6349 return int(round(scanner.real))
6353 if scanner.type != "IHREAL":
6356 s.i = scanner.int()-1
6358 if scanner.type != "IHREAL":
6361 s.j = scanner.int()-1
6364 return "<sstcanner: token=%s, type=%s, queue=%s>" % (scanner.token, scanner.type, scanner.inqueue)
6367 "Yes-or-no confirmation."
6371 if scanner.token == 'y':
6373 if scanner.token == 'n':
6376 proutn(_("Please answer with \"y\" or \"n\": "))
6379 "Complain about unparseable input."
6382 prout(_("Beg your pardon, Captain?"))
6385 "Access to the internals for debugging."
6386 proutn("Reset levels? ")
6388 if game.energy < game.inenrg:
6389 game.energy = game.inenrg
6390 game.shield = game.inshld
6391 game.torps = game.intorps
6392 game.lsupres = game.inlsr
6393 proutn("Reset damage? ")
6395 for i in range(NDEVICES):
6396 if game.damage[i] > 0.0:
6397 game.damage[i] = 0.0
6398 proutn("Toggle debug flag? ")
6402 prout("Debug output ON")
6404 prout("Debug output OFF")
6405 proutn("Cause selective damage? ")
6407 for i in range(NDEVICES):
6408 proutn("Kill %s?" % device[i])
6410 key = scanner.next()
6411 if key == "IHALPHA" and scanner.sees("y"):
6412 game.damage[i] = 10.0
6413 proutn("Examine/change events? ")
6418 FSNOVA: "Supernova ",
6421 FBATTAK: "Base Attack ",
6422 FCDBAS: "Base Destroy ",
6423 FSCMOVE: "SC Move ",
6424 FSCDBAS: "SC Base Destroy ",
6425 FDSPROB: "Probe Move ",
6426 FDISTR: "Distress Call ",
6427 FENSLV: "Enslavement ",
6428 FREPRO: "Klingon Build ",
6430 for i in range(1, NEVENTS):
6433 proutn("%.2f" % (scheduled(i)-game.state.date))
6434 if i == FENSLV or i == FREPRO:
6436 proutn(" in %s" % ev.quadrant)
6441 key = scanner.next()
6445 elif key == "IHREAL":
6446 ev = schedule(i, scanner.real)
6447 if i == FENSLV or i == FREPRO:
6449 proutn("In quadrant- ")
6450 key = scanner.next()
6451 # "IHEOL" says to leave coordinates as they are
6454 prout("Event %d canceled, no x coordinate." % (i))
6457 w.i = int(round(scanner.real))
6458 key = scanner.next()
6460 prout("Event %d canceled, no y coordinate." % (i))
6463 w.j = int(round(scanner.real))
6466 proutn("Induce supernova here? ")
6468 game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
6471 if __name__ == '__main__':
6472 import getopt, socket
6474 global line, thing, game, idebug
6480 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6481 if os.getenv("TERM"):
6482 game.options |= OPTION_CURSES
6484 game.options |= OPTION_TTY
6485 seed = int(time.time())
6486 (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:tx")
6487 for (switch, val) in options:
6490 replayfp = open(val, "r")
6492 sys.stderr.write("sst: can't open replay file %s\n" % val)
6495 line = replayfp.readline().strip()
6496 (leader, key, seed) = line.split()
6498 sys.stderr.write("sst2k: seed set to %s\n" % seed)
6499 line = replayfp.readline().strip()
6500 arguments += line.split()[2:]
6502 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6504 game.options |= OPTION_TTY
6505 game.options &=~ OPTION_CURSES
6506 elif switch == '-s':
6508 elif switch == '-t':
6509 game.options |= OPTION_TTY
6510 game.options &=~ OPTION_CURSES
6511 elif switch == '-x':
6514 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6516 # where to save the input in case of bugs
6518 logfp = open("/usr/tmp/sst-input.log", "w")
6520 sys.stderr.write("sst: warning, can't open logfile\n")
6522 logfp.write("# seed %s\n" % seed)
6523 logfp.write("# options %s\n" % " ".join(arguments))
6524 logfp.write("# recorded by %s@%s on %s\n" % \
6525 (os.getenv("LOGNAME"),socket.gethostname(),time.ctime()))
6527 scanner = sstscanner()
6528 map(scanner.append, arguments)
6531 while True: # Play a game
6532 setwnd(fullscreen_window)
6538 game.alldone = False
6544 if game.tourn and game.alldone:
6545 proutn(_("Do you want your score recorded?"))
6551 proutn(_("Do you want to play again? "))
6555 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6559 except KeyboardInterrupt: