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 snaptogrid(self):
256 return coord(int(round(self.i)), int(round(self.j)))
257 def distance(self, other=None):
258 if not other: other = coord(0, 0)
259 return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
260 def bearing(self, other=None):
261 if not other: other = coord(0, 0)
262 return 1.90985*math.atan2(self.j-other.j, self.i-other.i)
268 s.i = self.i / abs(self.i)
272 s.j = self.j / abs(self.j)
276 s.i = self.i + randrange(-1, 2)
277 s.j = self.j + randrange(-1, 2)
282 if self.i == None or self.j == None:
284 return "%s - %s" % (self.i+1, self.j+1)
289 self.name = None # string-valued if inhabited
290 self.quadrant = coord() # quadrant located
291 self.pclass = None # could be ""M", "N", "O", or "destroyed"
292 self.crystals = "absent"# could be "mined", "present", "absent"
293 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
294 self.inhabited = False # is it inhabites?
302 self.starbase = False
305 self.supernova = False
307 self.status = "secure" # Could be "secure", "distressed", "enslaved"
315 def fill2d(size, fillfun):
316 "Fill an empty list in 2D."
318 for i in range(size):
320 for j in range(size):
321 lst[i].append(fillfun(i, j))
326 self.snap = False # snapshot taken
327 self.crew = 0 # crew complement
328 self.remkl = 0 # remaining klingons
329 self.nscrem = 0 # remaining super commanders
330 self.starkl = 0 # destroyed stars
331 self.basekl = 0 # destroyed bases
332 self.nromrem = 0 # Romulans remaining
333 self.nplankl = 0 # destroyed uninhabited planets
334 self.nworldkl = 0 # destroyed inhabited planets
335 self.planets = [] # Planet information
336 self.date = 0.0 # stardate
337 self.remres = 0 # remaining resources
338 self.remtime = 0 # remaining time
339 self.baseq = [] # Base quadrant coordinates
340 self.kcmdr = [] # Commander quadrant coordinates
341 self.kscmdr = coord() # Supercommander quadrant coordinates
343 self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
345 self.chart = fill2d(GALSIZE, lambda i, j: page())
349 self.date = None # A real number
350 self.quadrant = None # A coord structure
353 OPTION_ALL = 0xffffffff
354 OPTION_TTY = 0x00000001 # old interface
355 OPTION_CURSES = 0x00000002 # new interface
356 OPTION_IOMODES = 0x00000003 # cover both interfaces
357 OPTION_PLANETS = 0x00000004 # planets and mining
358 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
359 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
360 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
361 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
362 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
363 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
364 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
365 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
366 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
367 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
368 OPTION_PLAIN = 0x01000000 # user chose plain game
369 OPTION_ALMY = 0x02000000 # user chose Almy variant
388 NDEVICES= 16 # Number of devices
397 def damaged(dev): return (game.damage[dev] != 0.0)
398 def communicating(): return not damaged(DRADIO) or game.condition=="docked"
400 # Define future events
401 FSPY = 0 # Spy event happens always (no future[] entry)
402 # can cause SC to tractor beam Enterprise
403 FSNOVA = 1 # Supernova
404 FTBEAM = 2 # Commander tractor beams Enterprise
405 FSNAP = 3 # Snapshot for time warp
406 FBATTAK = 4 # Commander attacks base
407 FCDBAS = 5 # Commander destroys base
408 FSCMOVE = 6 # Supercommander moves (might attack base)
409 FSCDBAS = 7 # Supercommander destroys base
410 FDSPROB = 8 # Move deep space probe
411 FDISTR = 9 # Emit distress call from an inhabited world
412 FENSLV = 10 # Inhabited word is enslaved */
413 FREPRO = 11 # Klingons build a ship in an enslaved system
417 # abstract out the event handling -- underlying data structures will change
418 # when we implement stateful events
420 def findevent(evtype): return game.future[evtype]
423 def __init__(self, type=None, loc=None, power=None):
428 self.kpower = power # enemy energy level
429 game.enemies.append(self)
431 motion = (loc != self.kloc)
432 if self.kloc.i is not None and self.kloc.j is not None:
435 game.quad[self.kloc.i][self.kloc.j] = IHWEB
437 game.quad[self.kloc.i][self.kloc.j] = IHDOT
439 self.kloc = copy.copy(loc)
440 game.quad[self.kloc.i][self.kloc.j] = self.type
441 self.kdist = self.kavgd = (game.sector - loc).distance()
444 self.kdist = self.kavgd = None
445 game.enemies.remove(self)
448 return "<%s,%s.%f>" % (self.type, self.kloc, self.kpower) # For debugging
452 self.options = None # Game options
453 self.state = snapshot() # A snapshot structure
454 self.snapsht = snapshot() # Last snapshot taken for time-travel purposes
455 self.quad = None # contents of our quadrant
456 self.damage = [0.0] * NDEVICES # damage encountered
457 self.future = [] # future events
458 for i in range(NEVENTS):
459 self.future.append(event())
460 self.passwd = None; # Self Destruct password
462 self.quadrant = None # where we are in the large
463 self.sector = None # where we are in the small
464 self.tholian = None # Tholian enemy object
465 self.base = None # position of base in current quadrant
466 self.battle = None # base coordinates being attacked
467 self.plnet = None # location of planet in quadrant
468 self.gamewon = False # Finished!
469 self.ididit = False # action taken -- allows enemy to attack
470 self.alive = False # we are alive (not killed)
471 self.justin = False # just entered quadrant
472 self.shldup = False # shields are up
473 self.shldchg = False # shield is changing (affects efficiency)
474 self.iscate = False # super commander is here
475 self.ientesc = False # attempted escape from supercommander
476 self.resting = False # rest time
477 self.icraft = False # Kirk in Galileo
478 self.landed = False # party on planet (true), on ship (false)
479 self.alldone = False # game is now finished
480 self.neutz = False # Romulan Neutral Zone
481 self.isarmed = False # probe is armed
482 self.inorbit = False # orbiting a planet
483 self.imine = False # mining
484 self.icrystl = False # dilithium crystals aboard
485 self.iseenit = False # seen base attack report
486 self.thawed = False # thawed game
487 self.condition = None # "green", "yellow", "red", "docked", "dead"
488 self.iscraft = None # "onship", "offship", "removed"
489 self.skill = None # Player skill level
490 self.inkling = 0 # initial number of klingons
491 self.inbase = 0 # initial number of bases
492 self.incom = 0 # initial number of commanders
493 self.inscom = 0 # initial number of commanders
494 self.inrom = 0 # initial number of commanders
495 self.instar = 0 # initial stars
496 self.intorps = 0 # initial/max torpedoes
497 self.torps = 0 # number of torpedoes
498 self.ship = 0 # ship type -- 'E' is Enterprise
499 self.abandoned = 0 # count of crew abandoned in space
500 self.length = 0 # length of game
501 self.klhere = 0 # klingons here
502 self.casual = 0 # causalties
503 self.nhelp = 0 # calls for help
504 self.nkinks = 0 # count of energy-barrier crossings
505 self.iplnet = None # planet # in quadrant
506 self.inplan = 0 # initial planets
507 self.irhere = 0 # Romulans in quadrant
508 self.isatb = 0 # =1 if super commander is attacking base
509 self.tourn = None # tournament number
510 self.nprobes = 0 # number of probes available
511 self.inresor = 0.0 # initial resources
512 self.intime = 0.0 # initial time
513 self.inenrg = 0.0 # initial/max energy
514 self.inshld = 0.0 # initial/max shield
515 self.inlsr = 0.0 # initial life support resources
516 self.indate = 0.0 # initial date
517 self.energy = 0.0 # energy level
518 self.shield = 0.0 # shield level
519 self.warpfac = 0.0 # warp speed
520 self.wfacsq = 0.0 # squared warp factor
521 self.lsupres = 0.0 # life support reserves
522 self.optime = 0.0 # time taken by current operation
523 self.docfac = 0.0 # repair factor when docking (constant?)
524 self.damfac = 0.0 # damage factor
525 self.lastchart = 0.0 # time star chart was last updated
526 self.cryprob = 0.0 # probability that crystal will work
527 self.probe = None # object holding probe course info
528 self.height = 0.0 # height of orbit around planet
530 # Stas thinks this should be (C expression):
531 # game.state.remkl + len(game.state.kcmdr) > 0 ?
532 # game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99
533 # He says the existing expression is prone to divide-by-zero errors
534 # after killing the last klingon when score is shown -- perhaps also
535 # if the only remaining klingon is SCOM.
536 game.state.remtime = game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr))
582 #logfp.write("# withprob(%s) -> %f (%s) at %s\n" % (p, v, v<p, traceback.extract_stack()[-2][1:]))
585 def randrange(*args):
586 v = random.randrange(*args)
587 #logfp.write("# randrange%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
593 v *= args[0] # returns from [0, args[0])
595 v = args[0] + v*(args[1]-args[0]) # returns from [args[0], args[1])
596 #logfp.write("# randreal%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
599 # Code from ai.c begins here
602 "Would this quadrant welcome another Klingon?"
603 return VALID_QUADRANT(iq.i,iq.j) and \
604 not game.state.galaxy[iq.i][iq.j].supernova and \
605 game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
607 def tryexit(enemy, look, irun):
608 "A bad guy attempts to bug out."
610 iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
611 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
612 if not welcoming(iq):
614 if enemy.type == IHR:
615 return False; # Romulans cannot escape!
617 # avoid intruding on another commander's territory
618 if enemy.type == IHC:
619 if iq in game.state.kcmdr:
621 # refuse to leave if currently attacking starbase
622 if game.battle == game.quadrant:
624 # don't leave if over 1000 units of energy
625 if enemy.kpower > 1000.0:
627 # emit escape message and move out of quadrant.
628 # we know this if either short or long range sensors are working
629 if not damaged(DSRSENS) or not damaged(DLRSENS) or \
630 game.condition == "docked":
631 prout(crmena(True, enemy.type, "sector", enemy.kloc) + \
632 (_(" escapes to Quadrant %s (and regains strength).") % q))
633 # handle local matters related to escape
636 if game.condition != "docked":
638 # Handle global matters related to escape
639 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
640 game.state.galaxy[iq.i][iq.j].klingons += 1
645 schedule(FSCMOVE, 0.2777)
649 for cmdr in game.state.kcmdr:
650 if cmdr == game.quadrant:
651 game.state.kcmdr[n] = iq
653 return True; # success
655 # The bad-guy movement algorithm:
657 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
658 # If both are operating full strength, force is 1000. If both are damaged,
659 # force is -1000. Having shields down subtracts an additional 1000.
661 # 2. Enemy has forces equal to the energy of the attacker plus
662 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
663 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
665 # Attacker Initial energy levels (nominal):
666 # Klingon Romulan Commander Super-Commander
667 # Novice 400 700 1200
669 # Good 450 800 1300 1750
670 # Expert 475 850 1350 1875
671 # Emeritus 500 900 1400 2000
672 # VARIANCE 75 200 200 200
674 # Enemy vessels only move prior to their attack. In Novice - Good games
675 # only commanders move. In Expert games, all enemy vessels move if there
676 # is a commander present. In Emeritus games all enemy vessels move.
678 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
679 # forces are 1000 greater than Enterprise.
681 # Agressive action on average cuts the distance between the ship and
682 # the enemy to 1/4 the original.
684 # 4. At lower energy advantage, movement units are proportional to the
685 # advantage with a 650 advantage being to hold ground, 800 to move forward
686 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
688 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
689 # retreat, especially at high skill levels.
691 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
693 def movebaddy(enemy):
694 "Tactical movement for the bad guys."
695 next = coord(); look = coord()
697 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
698 if game.skill >= SKILL_EXPERT:
699 nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
701 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
703 mdist = int(dist1 + 0.5); # Nearest integer distance
704 # If SC, check with spy to see if should hi-tail it
705 if enemy.type==IHS and \
706 (enemy.kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
710 # decide whether to advance, retreat, or hold position
711 forces = enemy.kpower+100.0*len(game.enemies)+400*(nbaddys-1)
713 forces += 1000; # Good for enemy if shield is down!
714 if not damaged(DPHASER) or not damaged(DPHOTON):
715 if damaged(DPHASER): # phasers damaged
718 forces -= 0.2*(game.energy - 2500.0)
719 if damaged(DPHOTON): # photon torpedoes damaged
722 forces -= 50.0*game.torps
724 # phasers and photon tubes both out!
727 if forces <= 1000.0 and game.condition != "docked": # Typical situation
728 motion = ((forces + randreal(200))/150.0) - 5.0
730 if forces > 1000.0: # Very strong -- move in for kill
731 motion = (1.0 - randreal())**2 * dist1 + 1.0
732 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
733 motion -= game.skill*(2.0-randreal()**2)
735 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
736 # don't move if no motion
739 # Limit motion according to skill
740 if abs(motion) > game.skill:
745 # calculate preferred number of steps
746 nsteps = abs(int(motion))
747 if motion > 0 and nsteps > mdist:
748 nsteps = mdist; # don't overshoot
749 if nsteps > QUADSIZE:
750 nsteps = QUADSIZE; # This shouldn't be necessary
752 nsteps = 1; # This shouldn't be necessary
754 proutn("NSTEPS = %d:" % nsteps)
755 # Compute preferred values of delta X and Y
756 m = game.sector - enemy.kloc
757 if 2.0 * abs(m.i) < abs(m.j):
759 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.kloc.i):
761 m = (motion * m).sgn()
764 for ll in range(nsteps):
766 proutn(" %d" % (ll+1))
767 # Check if preferred position available
778 attempts = 0; # Settle mysterious hang problem
779 while attempts < 20 and not success:
781 if look.i < 0 or look.i >= QUADSIZE:
782 if motion < 0 and tryexit(enemy, look, irun):
784 if krawli == m.i or m.j == 0:
786 look.i = next.i + krawli
788 elif look.j < 0 or look.j >= QUADSIZE:
789 if motion < 0 and tryexit(enemy, look, irun):
791 if krawlj == m.j or m.i == 0:
793 look.j = next.j + krawlj
795 elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != IHDOT:
796 # See if enemy should ram ship
797 if game.quad[look.i][look.j] == game.ship and \
798 (enemy.type == IHC or enemy.type == IHS):
799 collision(rammed=True, enemy=enemy)
801 if krawli != m.i and m.j != 0:
802 look.i = next.i + krawli
804 elif krawlj != m.j and m.i != 0:
805 look.j = next.j + krawlj
808 break; # we have failed
820 if not damaged(DSRSENS) or game.condition == "docked":
821 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.kloc))
822 if enemy.kdist < dist1:
823 proutn(_(" advances to "))
825 proutn(_(" retreats to "))
826 prout("Sector %s." % next)
829 "Sequence Klingon tactical movement."
832 # Figure out which Klingon is the commander (or Supercommander)
834 if game.quadrant in game.state.kcmdr:
835 for enemy in game.enemies:
836 if enemy.type == IHC:
838 if game.state.kscmdr==game.quadrant:
839 for enemy in game.enemies:
840 if enemy.type == IHS:
843 # If skill level is high, move other Klingons and Romulans too!
844 # Move these last so they can base their actions on what the
846 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
847 for enemy in game.enemies:
848 if enemy.type in (IHK, IHR):
850 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
852 def movescom(iq, avoid):
853 "Commander movement helper."
854 # Avoid quadrants with bases if we want to avoid Enterprise
855 if not welcoming(iq) or (avoid and iq in game.state.baseq):
857 if game.justin and not game.iscate:
860 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
861 game.state.kscmdr = iq
862 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
863 if game.state.kscmdr==game.quadrant:
864 # SC has scooted, Remove him from current quadrant
869 for enemy in game.enemies:
870 if enemy.type == IHS:
874 if game.condition != "docked":
876 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
877 # check for a helpful planet
878 for i in range(game.inplan):
879 if game.state.planets[i].quadrant == game.state.kscmdr and \
880 game.state.planets[i].crystals == "present":
882 game.state.planets[i].pclass = "destroyed"
883 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
886 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
887 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
888 prout(_(" by the Super-commander.\""))
890 return True; # looks good!
892 def supercommander():
893 "Move the Super Commander."
894 iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
897 prout("== SUPERCOMMANDER")
898 # Decide on being active or passive
899 avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
900 (game.state.date-game.indate) < 3.0)
901 if not game.iscate and avoid:
902 # compute move away from Enterprise
903 idelta = game.state.kscmdr-game.quadrant
904 if idelta.distance() > 2.0:
906 idelta.i = game.state.kscmdr.j-game.quadrant.j
907 idelta.j = game.quadrant.i-game.state.kscmdr.i
909 # compute distances to starbases
910 if not game.state.baseq:
914 sc = game.state.kscmdr
915 for base in game.state.baseq:
916 basetbl.append((i, (base - sc).distance()))
917 if game.state.baseq > 1:
918 basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
919 # look for nearest base without a commander, no Enterprise, and
920 # without too many Klingons, and not already under attack.
921 ifindit = iwhichb = 0
922 for (i2, base) in enumerate(game.state.baseq):
923 i = basetbl[i2][0]; # bug in original had it not finding nearest
924 if base==game.quadrant or base==game.battle or not welcoming(base):
926 # if there is a commander, and no other base is appropriate,
927 # we will take the one with the commander
928 for cmdr in game.state.kcmdr:
929 if base == cmdr and ifindit != 2:
933 else: # no commander -- use this one
938 return # Nothing suitable -- wait until next time
939 ibq = game.state.baseq[iwhichb]
940 # decide how to move toward base
941 idelta = ibq - game.state.kscmdr
942 # Maximum movement is 1 quadrant in either or both axes
943 idelta = idelta.sgn()
944 # try moving in both x and y directions
945 # there was what looked like a bug in the Almy C code here,
946 # but it might be this translation is just wrong.
947 iq = game.state.kscmdr + idelta
948 if not movescom(iq, avoid):
949 # failed -- try some other maneuvers
950 if idelta.i==0 or idelta.j==0:
953 iq.j = game.state.kscmdr.j + 1
954 if not movescom(iq, avoid):
955 iq.j = game.state.kscmdr.j - 1
958 iq.i = game.state.kscmdr.i + 1
959 if not movescom(iq, avoid):
960 iq.i = game.state.kscmdr.i - 1
963 # try moving just in x or y
964 iq.j = game.state.kscmdr.j
965 if not movescom(iq, avoid):
966 iq.j = game.state.kscmdr.j + idelta.j
967 iq.i = game.state.kscmdr.i
970 if len(game.state.baseq) == 0:
973 for ibq in game.state.baseq:
974 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
977 return # no, don't attack base!
980 schedule(FSCDBAS, randreal(1.0, 3.0))
981 if is_scheduled(FCDBAS):
982 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
983 if not communicating():
987 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
989 prout(_(" reports that it is under attack from the Klingon Super-commander."))
990 proutn(_(" It can survive until stardate %d.\"") \
991 % int(scheduled(FSCDBAS)))
994 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
998 game.optime = 0.0; # actually finished
1000 # Check for intelligence report
1003 (not communicating()) or \
1004 not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
1007 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
1008 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
1013 if not game.tholian or game.justin:
1016 if game.tholian.kloc.i == 0 and game.tholian.kloc.j == 0:
1017 id.i = 0; id.j = QUADSIZE-1
1018 elif game.tholian.kloc.i == 0 and game.tholian.kloc.j == QUADSIZE-1:
1019 id.i = QUADSIZE-1; id.j = QUADSIZE-1
1020 elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == QUADSIZE-1:
1021 id.i = QUADSIZE-1; id.j = 0
1022 elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == 0:
1025 # something is wrong!
1026 game.tholian.move(None)
1027 prout("***Internal error: Tholian in a bad spot.")
1029 # do nothing if we are blocked
1030 if game.quad[id.i][id.j] not in (IHDOT, IHWEB):
1032 here = copy.copy(game.tholian.kloc)
1033 delta = (id - game.tholian.kloc).sgn()
1035 while here.i != id.i:
1037 if game.quad[here.i][here.j]==IHDOT:
1038 game.tholian.move(here)
1040 while here.j != id.j:
1042 if game.quad[here.i][here.j]==IHDOT:
1043 game.tholian.move(here)
1044 # check to see if all holes plugged
1045 for i in range(QUADSIZE):
1046 if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT:
1048 if game.quad[QUADSIZE-1][i]!=IHWEB and game.quad[QUADSIZE-1][i]!=IHT:
1050 if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT:
1052 if game.quad[i][QUADSIZE-1]!=IHWEB and game.quad[i][QUADSIZE-1]!=IHT:
1054 # All plugged up -- Tholian splits
1055 game.quad[game.tholian.kloc.i][game.tholian.kloc.j]=IHWEB
1057 prout(crmena(True, IHT, "sector", game.tholian) + _(" completes web."))
1058 game.tholian.move(None)
1061 # Code from battle.c begins here
1063 def doshield(shraise):
1064 "Change shield status."
1070 key = scanner.next()
1071 if key == "IHALPHA":
1072 if scanner.sees("transfer"):
1075 if damaged(DSHIELD):
1076 prout(_("Shields damaged and down."))
1078 if scanner.sees("up"):
1080 elif scanner.sees("down"):
1083 proutn(_("Do you wish to change shield energy? "))
1085 proutn(_("Energy to transfer to shields- "))
1087 elif damaged(DSHIELD):
1088 prout(_("Shields damaged and down."))
1091 proutn(_("Shields are up. Do you want them down? "))
1098 proutn(_("Shields are down. Do you want them up? "))
1104 if action == "SHUP": # raise shields
1106 prout(_("Shields already up."))
1110 if game.condition != "docked":
1112 prout(_("Shields raised."))
1113 if game.energy <= 0:
1115 prout(_("Shields raising uses up last of energy."))
1120 elif action == "SHDN":
1122 prout(_("Shields already down."))
1126 prout(_("Shields lowered."))
1129 elif action == "NRG":
1130 while scanner.next() != "IHREAL":
1132 proutn(_("Energy to transfer to shields- "))
1134 if scanner.real == 0:
1136 if scanner.real > game.energy:
1137 prout(_("Insufficient ship energy."))
1140 if game.shield+scanner.real >= game.inshld:
1141 prout(_("Shield energy maximized."))
1142 if game.shield+scanner.real > game.inshld:
1143 prout(_("Excess energy requested returned to ship energy"))
1144 game.energy -= game.inshld-game.shield
1145 game.shield = game.inshld
1147 if scanner.real < 0.0 and game.energy-scanner.real > game.inenrg:
1148 # Prevent shield drain loophole
1150 prout(_("Engineering to bridge--"))
1151 prout(_(" Scott here. Power circuit problem, Captain."))
1152 prout(_(" I can't drain the shields."))
1155 if game.shield+scanner.real < 0:
1156 prout(_("All shield energy transferred to ship."))
1157 game.energy += game.shield
1160 proutn(_("Scotty- \""))
1161 if scanner.real > 0:
1162 prout(_("Transferring energy to shields.\""))
1164 prout(_("Draining energy from shields.\""))
1165 game.shield += scanner.real
1166 game.energy -= scanner.real
1170 "Choose a device to damage, at random."
1171 # Quoth Eric Allman in the code of BSD-Trek:
1172 # "Under certain conditions you can get a critical hit. This
1173 # sort of hit damages devices. The probability that a given
1174 # device is damaged depends on the device. Well protected
1175 # devices (such as the computer, which is in the core of the
1176 # ship and has considerable redundancy) almost never get
1177 # damaged, whereas devices which are exposed (such as the
1178 # warp engines) or which are particularly delicate (such as
1179 # the transporter) have a much higher probability of being
1182 # This is one place where OPTION_PLAIN does not restore the
1183 # original behavior, which was equiprobable damage across
1184 # all devices. If we wanted that, we'd return randrange(NDEVICES)
1185 # and have done with it. Also, in the original game, DNAVYS
1186 # and DCOMPTR were the same device.
1188 # Instead, we use a table of weights similar to the one from BSD Trek.
1189 # BSD doesn't have the shuttle, shield controller, death ray, or probes.
1190 # We don't have a cloaking device. The shuttle got the allocation
1191 # for the cloaking device, then we shaved a half-percent off
1192 # everything to have some weight to give DSHCTRL/DDRAY/DDSP.
1194 105, # DSRSENS: short range scanners 10.5%
1195 105, # DLRSENS: long range scanners 10.5%
1196 120, # DPHASER: phasers 12.0%
1197 120, # DPHOTON: photon torpedoes 12.0%
1198 25, # DLIFSUP: life support 2.5%
1199 65, # DWARPEN: warp drive 6.5%
1200 70, # DIMPULS: impulse engines 6.5%
1201 145, # DSHIELD: deflector shields 14.5%
1202 30, # DRADIO: subspace radio 3.0%
1203 45, # DSHUTTL: shuttle 4.5%
1204 15, # DCOMPTR: computer 1.5%
1205 20, # NAVCOMP: navigation system 2.0%
1206 75, # DTRANSP: transporter 7.5%
1207 20, # DSHCTRL: high-speed shield controller 2.0%
1208 10, # DDRAY: death ray 1.0%
1209 30, # DDSP: deep-space probes 3.0%
1211 idx = randrange(1000) # weights must sum to 1000
1213 for (i, w) in enumerate(weights):
1217 return None; # we should never get here
1219 def collision(rammed, enemy):
1220 "Collision handling fot rammong events."
1221 prouts(_("***RED ALERT! RED ALERT!"))
1223 prout(_("***COLLISION IMMINENT."))
1227 hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(enemy.type, 1.0)
1229 proutn(_(" rammed by "))
1232 proutn(crmena(False, enemy.type, "sector", enemy.kloc))
1234 proutn(_(" (original position)"))
1236 deadkl(enemy.kloc, enemy.type, game.sector)
1237 proutn("***" + crmship() + " heavily damaged.")
1238 icas = randrange(10, 30)
1239 prout(_("***Sickbay reports %d casualties"), icas)
1241 game.state.crew -= icas
1242 # In the pre-SST2K version, all devices got equiprobably damaged,
1243 # which was silly. Instead, pick up to half the devices at
1244 # random according to our weighting table,
1245 ncrits = randrange(NDEVICES/2)
1246 for m in range(ncrits):
1248 if game.damage[dev] < 0:
1250 extradm = (10.0*hardness*randreal()+1.0)*game.damfac
1251 # Damage for at least time of travel!
1252 game.damage[dev] += game.optime + extradm
1254 prout(_("***Shields are down."))
1255 if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
1262 def torpedo(origin, course, dispersion, number, nburst):
1263 "Let a photon torpedo fly"
1264 if not damaged(DSRSENS) or game.condition=="docked":
1265 setwnd(srscan_window)
1267 setwnd(message_window)
1269 ac = course + 0.25*dispersion
1270 angle = (15.0-ac)*0.5235988
1271 bullseye = (15.0 - course)*0.5235988
1272 delta = coord(-math.sin(angle), math.cos(angle))
1273 bigger = max(abs(delta.i), abs(delta.j))
1275 w = coord(0, 0); jw = coord(0, 0)
1276 ungridded = copy.copy(origin)
1277 # Loop to move a single torpedo
1278 for step in range(1, QUADSIZE*2):
1280 w = ungridded.snaptogrid()
1281 if not VALID_SECTOR(w.i, w.j):
1283 iquad=game.quad[w.i][w.j]
1284 tracktorpedo(origin, w, step, number, nburst, iquad)
1288 setwnd(message_window)
1289 if damaged(DSRSENS) and not game.condition=="docked":
1290 skip(1); # start new line after text track
1291 if iquad in (IHE, IHF): # Hit our ship
1293 prout(_("Torpedo hits %s.") % crmshp())
1294 hit = 700.0 + randreal(100) - \
1295 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1296 newcnd(); # we're blown out of dock
1297 # We may be displaced.
1298 if game.landed or game.condition=="docked":
1299 return hit # Cheat if on a planet
1300 ang = angle + 2.5*(randreal()-0.5)
1301 temp = math.fabs(math.sin(ang))
1302 if math.fabs(math.cos(ang)) > temp:
1303 temp = math.fabs(math.cos(ang))
1304 xx = -math.sin(ang)/temp
1305 yy = math.cos(ang)/temp
1306 jw.i = int(w.i+xx+0.5)
1307 jw.j = int(w.j+yy+0.5)
1308 if not VALID_SECTOR(jw.i, jw.j):
1310 if game.quad[jw.i][jw.j]==IHBLANK:
1313 if game.quad[jw.i][jw.j]!=IHDOT:
1314 # can't move into object
1319 elif iquad in (IHC, IHS, IHR, IHK): # Hit a regular enemy
1321 if iquad in (IHC, IHS) and withprob(0.05):
1322 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1323 prout(_(" torpedo neutralized."))
1325 for enemy in game.enemies:
1328 kp = math.fabs(enemy.kpower)
1329 h1 = 700.0 + randrange(100) - \
1330 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1334 if enemy.kpower < 0:
1338 if enemy.kpower == 0:
1341 proutn(crmena(True, iquad, "sector", w))
1342 # If enemy damaged but not destroyed, try to displace
1343 ang = angle + 2.5*(randreal()-0.5)
1344 temp = math.fabs(math.sin(ang))
1345 if math.fabs(math.cos(ang)) > temp:
1346 temp = math.fabs(math.cos(ang))
1347 xx = -math.sin(ang)/temp
1348 yy = math.cos(ang)/temp
1349 jw.i = int(w.i+xx+0.5)
1350 jw.j = int(w.j+yy+0.5)
1351 if not VALID_SECTOR(jw.i, jw.j):
1352 prout(_(" damaged but not destroyed."))
1354 if game.quad[jw.i][jw.j]==IHBLANK:
1355 prout(_(" buffeted into black hole."))
1356 deadkl(w, iquad, jw)
1358 if game.quad[jw.i][jw.j]!=IHDOT:
1359 # can't move into object
1360 prout(_(" damaged but not destroyed."))
1362 proutn(_(" damaged--"))
1366 elif iquad == IHB: # Hit a base
1368 prout(_("***STARBASE DESTROYED.."))
1369 game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
1370 game.quad[w.i][w.j]=IHDOT
1371 game.base.invalidate()
1372 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase -= 1
1373 game.state.chart[game.quadrant.i][game.quadrant.j].starbase -= 1
1374 game.state.basekl += 1
1377 elif iquad == IHP: # Hit a planet
1378 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1379 game.state.nplankl += 1
1380 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1381 game.iplnet.pclass = "destroyed"
1383 game.plnet.invalidate()
1384 game.quad[w.i][w.j] = IHDOT
1386 # captain perishes on planet
1389 elif iquad == IHW: # Hit an inhabited world -- very bad!
1390 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1391 game.state.nworldkl += 1
1392 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1393 game.iplnet.pclass = "destroyed"
1395 game.plnet.invalidate()
1396 game.quad[w.i][w.j] = IHDOT
1398 # captain perishes on planet
1400 prout(_("You have just destroyed an inhabited planet."))
1401 prout(_("Celebratory rallies are being held on the Klingon homeworld."))
1403 elif iquad == IHSTAR: # Hit a star
1407 prout(crmena(True, IHSTAR, "sector", w) + _(" unaffected by photon blast."))
1409 elif iquad == IHQUEST: # Hit a thingy
1410 if not (game.options & OPTION_THINGY) or withprob(0.3):
1412 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1414 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1416 proutn(_("Mr. Spock-"))
1417 prouts(_(" \"Fascinating!\""))
1421 # Stas Sergeev added the possibility that
1422 # you can shove the Thingy and piss it off.
1423 # It then becomes an enemy and may fire at you.
1427 elif iquad == IHBLANK: # Black hole
1429 prout(crmena(True, IHBLANK, "sector", w) + _(" swallows torpedo."))
1431 elif iquad == IHWEB: # hit the web
1433 prout(_("***Torpedo absorbed by Tholian web."))
1435 elif iquad == IHT: # Hit a Tholian
1436 h1 = 700.0 + randrange(100) - \
1437 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1440 game.quad[w.i][w.j] = IHDOT
1445 proutn(crmena(True, IHT, "sector", w))
1447 prout(_(" survives photon blast."))
1449 prout(_(" disappears."))
1450 game.tholian.move(None)
1451 game.quad[w.i][w.j] = IHWEB
1456 proutn("Don't know how to handle torpedo collision with ")
1457 proutn(crmena(True, iquad, "sector", w))
1461 if curwnd!=message_window:
1462 setwnd(message_window)
1464 game.quad[w.i][w.j]=IHDOT
1465 game.quad[jw.i][jw.j]=iquad
1466 prout(_(" displaced by blast to Sector %s ") % jw)
1467 for ll in range(len(game.enemies)):
1468 game.enemies[ll].kdist = game.enemies[ll].kavgd = (game.sector-game.enemies[ll].kloc).distance()
1469 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1472 prout(_("Torpedo missed."))
1476 "Critical-hit resolution."
1477 if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1479 ncrit = int(1.0 + hit/(500.0+randreal(100)))
1480 proutn(_("***CRITICAL HIT--"))
1481 # Select devices and cause damage
1483 for loop1 in range(ncrit):
1486 # Cheat to prevent shuttle damage unless on ship
1487 if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1490 extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1491 game.damage[j] += extradm
1493 for (i, j) in enumerate(cdam):
1495 if skipcount % 3 == 2 and i < len(cdam)-1:
1500 prout(_(" damaged."))
1501 if damaged(DSHIELD) and game.shldup:
1502 prout(_("***Shields knocked down."))
1505 def attack(torps_ok):
1506 # bad guy attacks us
1507 # torps_ok == False forces use of phasers in an attack
1508 # game could be over at this point, check
1511 attempt = False; ihurt = False;
1512 hitmax=0.0; hittot=0.0; chgfac=1.0
1515 prout("=== ATTACK!")
1516 # Tholian gets to move before attacking
1519 # if you have just entered the RNZ, you'll get a warning
1520 if game.neutz: # The one chance not to be attacked
1523 # commanders get a chance to tac-move towards you
1524 if (((game.quadrant in game.state.kcmdr or game.state.kscmdr==game.quadrant) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok:
1526 # if no enemies remain after movement, we're done
1527 if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
1529 # set up partial hits if attack happens during shield status change
1530 pfac = 1.0/game.inshld
1532 chgfac = 0.25 + randreal(0.5)
1534 # message verbosity control
1535 if game.skill <= SKILL_FAIR:
1537 for enemy in game.enemies:
1538 if enemy.kpower < 0:
1539 continue; # too weak to attack
1540 # compute hit strength and diminish shield power
1542 # Increase chance of photon torpedos if docked or enemy energy is low
1543 if game.condition == "docked":
1545 if enemy.kpower < 500:
1547 if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry):
1549 # different enemies have different probabilities of throwing a torp
1550 usephasers = not torps_ok or \
1551 (enemy.type == IHK and r > 0.0005) or \
1552 (enemy.type==IHC and r > 0.015) or \
1553 (enemy.type==IHR and r > 0.3) or \
1554 (enemy.type==IHS and r > 0.07) or \
1555 (enemy.type==IHQUEST and r > 0.05)
1556 if usephasers: # Enemy uses phasers
1557 if game.condition == "docked":
1558 continue; # Don't waste the effort!
1559 attempt = True; # Attempt to attack
1560 dustfac = randreal(0.8, 0.85)
1561 hit = enemy.kpower*math.pow(dustfac,enemy.kavgd)
1562 enemy.kpower *= 0.75
1563 else: # Enemy uses photon torpedo
1564 # We should be able to make the bearing() method work here
1565 course = 1.90985*math.atan2(game.sector.j-enemy.kloc.j, enemy.kloc.i-game.sector.i)
1567 proutn(_("***TORPEDO INCOMING"))
1568 if not damaged(DSRSENS):
1569 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.kloc))
1572 dispersion = (randreal()+randreal())*0.5 - 0.5
1573 dispersion += 0.002*enemy.kpower*dispersion
1574 hit = torpedo(enemy.kloc, course, dispersion, number=1, nburst=1)
1575 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1576 finish(FWON); # Klingons did themselves in!
1577 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1578 return # Supernova or finished
1581 # incoming phaser or torpedo, shields may dissipate it
1582 if game.shldup or game.shldchg or game.condition=="docked":
1583 # shields will take hits
1584 propor = pfac * game.shield
1585 if game.condition =="docked":
1589 hitsh = propor*chgfac*hit+1.0
1591 if absorb > game.shield:
1592 absorb = game.shield
1593 game.shield -= absorb
1595 # taking a hit blasts us out of a starbase dock
1596 if game.condition == "docked":
1598 # but the shields may take care of it
1599 if propor > 0.1 and hit < 0.005*game.energy:
1601 # hit from this opponent got through shields, so take damage
1603 proutn(_("%d unit hit") % int(hit))
1604 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1605 proutn(_(" on the ") + crmshp())
1606 if not damaged(DSRSENS) and usephasers:
1607 prout(_(" from ") + crmena(False, enemy.type, where, enemy.kloc))
1609 # Decide if hit is critical
1615 if game.energy <= 0:
1616 # Returning home upon your shield, not with it...
1619 if not attempt and game.condition == "docked":
1620 prout(_("***Enemies decide against attacking your ship."))
1621 percent = 100.0*pfac*game.shield+0.5
1623 # Shields fully protect ship
1624 proutn(_("Enemy attack reduces shield strength to "))
1626 # Emit message if starship suffered hit(s)
1628 proutn(_("Energy left %2d shields ") % int(game.energy))
1631 elif not damaged(DSHIELD):
1634 proutn(_("damaged, "))
1635 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1636 # Check if anyone was hurt
1637 if hitmax >= 200 or hittot >= 500:
1638 icas = randrange(int(hittot * 0.015))
1641 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1642 prout(_(" in that last attack.\""))
1644 game.state.crew -= icas
1645 # After attack, reset average distance to enemies
1646 for enemy in game.enemies:
1647 enemy.kavgd = enemy.kdist
1648 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1651 def deadkl(w, type, mv):
1652 "Kill a Klingon, Tholian, Romulan, or Thingy."
1653 # Added mv to allow enemy to "move" before dying
1654 proutn(crmena(True, type, "sector", mv))
1655 # Decide what kind of enemy it is and update appropriately
1657 # Chalk up a Romulan
1658 game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1660 game.state.nromrem -= 1
1664 elif type == IHQUEST:
1669 # Killed some type of Klingon
1670 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1673 game.state.kcmdr.remove(game.quadrant)
1675 if game.state.kcmdr:
1676 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1677 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1680 game.state.remkl -= 1
1682 game.state.nscrem -= 1
1683 game.state.kscmdr.invalidate()
1688 # For each kind of enemy, finish message to player
1689 prout(_(" destroyed."))
1690 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1693 # Remove enemy ship from arrays describing local conditions
1694 for e in game.enemies:
1701 "Return None if target is invalid, otherwise return a course angle."
1702 if not VALID_SECTOR(w.i, w.j):
1706 # FIXME: C code this was translated from is wacky -- why the sign reversal?
1707 delta.j = (w.j - game.sector.j);
1708 delta.i = (game.sector.i - w.i);
1709 if delta == coord(0, 0):
1711 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1712 prout(_(" I recommend an immediate review of"))
1713 prout(_(" the Captain's psychological profile.\""))
1716 return delta.bearing()
1719 "Launch photon torpedo."
1722 if damaged(DPHOTON):
1723 prout(_("Photon tubes damaged."))
1727 prout(_("No torpedoes left."))
1730 # First, get torpedo count
1733 if scanner.token == "IHALPHA":
1736 elif scanner.token == "IHEOL" or not scanner.waiting():
1737 prout(_("%d torpedoes left.") % game.torps)
1739 proutn(_("Number of torpedoes to fire- "))
1740 continue # Go back around to get a number
1741 else: # key == "IHREAL"
1743 if n <= 0: # abort command
1748 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1751 scanner.chew() # User requested more torps than available
1752 continue # Go back around
1753 break # All is good, go to next stage
1757 key = scanner.next()
1758 if i==0 and key == "IHEOL":
1759 break; # no coordinate waiting, we will try prompting
1760 if i==1 and key == "IHEOL":
1761 # direct all torpedoes at one target
1763 target.append(target[0])
1764 course.append(course[0])
1767 scanner.push(scanner.token)
1768 target.append(scanner.getcoord())
1769 if target[-1] == None:
1771 course.append(targetcheck(target[-1]))
1772 if course[-1] == None:
1775 if len(target) == 0:
1776 # prompt for each one
1778 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1780 target.append(scanner.getcoord())
1781 if target[-1] == None:
1783 course.append(targetcheck(target[-1]))
1784 if course[-1] == None:
1787 # Loop for moving <n> torpedoes
1789 if game.condition != "docked":
1791 dispersion = (randreal()+randreal())*0.5 -0.5
1792 if math.fabs(dispersion) >= 0.47:
1794 dispersion *= randreal(1.2, 2.2)
1796 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1798 prouts(_("***TORPEDO MISFIRES."))
1801 prout(_(" Remainder of burst aborted."))
1803 prout(_("***Photon tubes damaged by misfire."))
1804 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1806 if game.shldup or game.condition == "docked":
1807 dispersion *= 1.0 + 0.0001*game.shield
1808 torpedo(game.sector, course[i], dispersion, number=i, nburst=n)
1809 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1811 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1815 "Check for phasers overheating."
1817 checkburn = (rpow-1500.0)*0.00038
1818 if withprob(checkburn):
1819 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1820 game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1822 def checkshctrl(rpow):
1823 "Check shield control."
1826 prout(_("Shields lowered."))
1828 # Something bad has happened
1829 prouts(_("***RED ALERT! RED ALERT!"))
1831 hit = rpow*game.shield/game.inshld
1832 game.energy -= rpow+hit*0.8
1833 game.shield -= hit*0.2
1834 if game.energy <= 0.0:
1835 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1840 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1842 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1843 icas = randrange(int(hit*0.012))
1848 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1849 prout(_(" %d casualties so far.\"") % icas)
1851 game.state.crew -= icas
1853 prout(_("Phaser energy dispersed by shields."))
1854 prout(_("Enemy unaffected."))
1859 "Register a phaser hit on Klingons and Romulans."
1860 nenhr2 = len(game.enemies); kk=0
1863 for (k, wham) in enumerate(hits):
1866 dustfac = randreal(0.9, 1.0)
1867 hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
1868 kpini = game.enemies[kk].kpower
1869 kp = math.fabs(kpini)
1870 if PHASEFAC*hit < kp:
1872 if game.enemies[kk].kpower < 0:
1873 game.enemies[kk].kpower -= -kp
1875 game.enemies[kk].kpower -= kp
1876 kpow = game.enemies[kk].kpower
1877 w = game.enemies[kk].kloc
1879 if not damaged(DSRSENS):
1881 proutn(_("%d unit hit on ") % int(hit))
1883 proutn(_("Very small hit on "))
1884 ienm = game.quad[w.i][w.j]
1887 proutn(crmena(False, ienm, "sector", w))
1891 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1895 kk -= 1 # don't do the increment
1897 else: # decide whether or not to emasculate klingon
1898 if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1899 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1900 prout(_(" has just lost its firepower.\""))
1901 game.enemies[kk].kpower = -kpow
1906 "Fire phasers at bad guys."
1908 kz = 0; k = 1; irec=0 # Cheating inhibitor
1909 ifast = False; no = False; itarg = True; msgflag = True; rpow=0
1913 # SR sensors and Computer are needed for automode
1914 if damaged(DSRSENS) or damaged(DCOMPTR):
1916 if game.condition == "docked":
1917 prout(_("Phasers can't be fired through base shields."))
1920 if damaged(DPHASER):
1921 prout(_("Phaser control damaged."))
1925 if damaged(DSHCTRL):
1926 prout(_("High speed shield control damaged."))
1929 if game.energy <= 200.0:
1930 prout(_("Insufficient energy to activate high-speed shield control."))
1933 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1935 # Original code so convoluted, I re-did it all
1936 # (That was Tom Almy talking about the C code, I think -- ESR)
1937 while automode=="NOTSET":
1939 if key == "IHALPHA":
1940 if scanner.sees("manual"):
1941 if len(game.enemies)==0:
1942 prout(_("There is no enemy present to select."))
1945 automode="AUTOMATIC"
1948 key = scanner.next()
1949 elif scanner.sees("automatic"):
1950 if (not itarg) and len(game.enemies) != 0:
1951 automode = "FORCEMAN"
1953 if len(game.enemies)==0:
1954 prout(_("Energy will be expended into space."))
1955 automode = "AUTOMATIC"
1956 key = scanner.next()
1957 elif scanner.sees("no"):
1962 elif key == "IHREAL":
1963 if len(game.enemies)==0:
1964 prout(_("Energy will be expended into space."))
1965 automode = "AUTOMATIC"
1967 automode = "FORCEMAN"
1969 automode = "AUTOMATIC"
1972 if len(game.enemies)==0:
1973 prout(_("Energy will be expended into space."))
1974 automode = "AUTOMATIC"
1976 automode = "FORCEMAN"
1978 proutn(_("Manual or automatic? "))
1983 if automode == "AUTOMATIC":
1984 if key == "IHALPHA" and scanner.sees("no"):
1986 key = scanner.next()
1987 if key != "IHREAL" and len(game.enemies) != 0:
1988 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
1993 for i in range(len(game.enemies)):
1994 irec += math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
1996 proutn(_("%d units required. ") % irec)
1998 proutn(_("Units to fire= "))
1999 key = scanner.next()
2004 proutn(_("Energy available= %.2f") % avail)
2007 if not rpow > avail:
2014 if key == "IHALPHA" and scanner.sees("no"):
2017 game.energy -= 200; # Go and do it!
2018 if checkshctrl(rpow):
2023 if len(game.enemies):
2026 for i in range(len(game.enemies)):
2030 hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
2031 over = randreal(1.01, 1.06) * hits[i]
2033 powrem -= hits[i] + over
2034 if powrem <= 0 and temp < hits[i]:
2043 if extra > 0 and not game.alldone:
2045 proutn(_("*** Tholian web absorbs "))
2046 if len(game.enemies)>0:
2047 proutn(_("excess "))
2048 prout(_("phaser energy."))
2050 prout(_("%d expended on empty space.") % int(extra))
2051 elif automode == "FORCEMAN":
2054 if damaged(DCOMPTR):
2055 prout(_("Battle computer damaged, manual fire only."))
2058 prouts(_("---WORKING---"))
2060 prout(_("Short-range-sensors-damaged"))
2061 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2062 prout(_("Manual-fire-must-be-used"))
2064 elif automode == "MANUAL":
2066 for k in range(len(game.enemies)):
2067 aim = game.enemies[k].kloc
2068 ienm = game.quad[aim.i][aim.j]
2070 proutn(_("Energy available= %.2f") % (avail-0.006))
2074 if damaged(DSRSENS) and \
2075 not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS):
2076 prout(cramen(ienm) + _(" can't be located without short range scan."))
2079 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
2084 if itarg and k > kz:
2085 irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
2088 if not damaged(DCOMPTR):
2093 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
2094 key = scanner.next()
2095 if key == "IHALPHA" and scanner.sees("no"):
2097 key = scanner.next()
2099 if key == "IHALPHA":
2103 if k==1: # Let me say I'm baffled by this
2106 if scanner.real < 0:
2110 hits[k] = scanner.real
2111 rpow += scanner.real
2112 # If total requested is too much, inform and start over
2114 prout(_("Available energy exceeded -- try again."))
2117 key = scanner.next(); # scan for next value
2120 # zero energy -- abort
2123 if key == "IHALPHA" and scanner.sees("no"):
2128 game.energy -= 200.0
2129 if checkshctrl(rpow):
2133 # Say shield raised or malfunction, if necessary
2140 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2141 prouts(_(" CLICK CLICK POP . . ."))
2142 prout(_(" No response, sir!"))
2145 prout(_("Shields raised."))
2150 # Code from events,c begins here.
2152 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2153 # event of each type active at any given time. Mostly these means we can
2154 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2155 # BSD Trek, from which we swiped the idea, can have up to 5.
2157 def unschedule(evtype):
2158 "Remove an event from the schedule."
2159 game.future[evtype].date = FOREVER
2160 return game.future[evtype]
2162 def is_scheduled(evtype):
2163 "Is an event of specified type scheduled."
2164 return game.future[evtype].date != FOREVER
2166 def scheduled(evtype):
2167 "When will this event happen?"
2168 return game.future[evtype].date
2170 def schedule(evtype, offset):
2171 "Schedule an event of specified type."
2172 game.future[evtype].date = game.state.date + offset
2173 return game.future[evtype]
2175 def postpone(evtype, offset):
2176 "Postpone a scheduled event."
2177 game.future[evtype].date += offset
2180 "Rest period is interrupted by event."
2183 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2185 game.resting = False
2191 "Run through the event queue looking for things to do."
2193 fintim = game.state.date + game.optime; yank=0
2194 ictbeam = False; istract = False
2195 w = coord(); hold = coord()
2196 ev = event(); ev2 = event()
2198 def tractorbeam(yank):
2199 "Tractor-beaming cases merge here."
2201 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2203 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2204 # If Kirk & Co. screwing around on planet, handle
2205 atover(True) # atover(true) is Grab
2208 if game.icraft: # Caught in Galileo?
2211 # Check to see if shuttle is aboard
2212 if game.iscraft == "offship":
2215 prout(_("Galileo, left on the planet surface, is captured"))
2216 prout(_("by aliens and made into a flying McDonald's."))
2217 game.damage[DSHUTTL] = -10
2218 game.iscraft = "removed"
2220 prout(_("Galileo, left on the planet surface, is well hidden."))
2222 game.quadrant = game.state.kscmdr
2224 game.quadrant = game.state.kcmdr[i]
2225 game.sector = randplace(QUADSIZE)
2226 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2227 % (game.quadrant, game.sector))
2229 prout(_("(Remainder of rest/repair period cancelled.)"))
2230 game.resting = False
2232 if not damaged(DSHIELD) and game.shield > 0:
2233 doshield(shraise=True) # raise shields
2234 game.shldchg = False
2236 prout(_("(Shields not currently useable.)"))
2238 # Adjust finish time to time of tractor beaming
2239 fintim = game.state.date+game.optime
2240 attack(torps_ok=False)
2241 if not game.state.kcmdr:
2244 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2247 "Code merges here for any commander destroying a starbase."
2248 # Not perfect, but will have to do
2249 # Handle case where base is in same quadrant as starship
2250 if game.battle == game.quadrant:
2251 game.state.chart[game.battle.i][game.battle.j].starbase = False
2252 game.quad[game.base.i][game.base.j] = IHDOT
2253 game.base.invalidate()
2256 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2257 elif game.state.baseq and communicating():
2258 # Get word via subspace radio
2261 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2262 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2264 prout(_("the Klingon Super-Commander"))
2266 prout(_("a Klingon Commander"))
2267 game.state.chart[game.battle.i][game.battle.j].starbase = False
2268 # Remove Starbase from galaxy
2269 game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2270 game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq)
2272 # reinstate a commander's base attack
2276 game.battle.invalidate()
2278 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2279 for i in range(1, NEVENTS):
2280 if i == FSNOVA: proutn("=== Supernova ")
2281 elif i == FTBEAM: proutn("=== T Beam ")
2282 elif i == FSNAP: proutn("=== Snapshot ")
2283 elif i == FBATTAK: proutn("=== Base Attack ")
2284 elif i == FCDBAS: proutn("=== Base Destroy ")
2285 elif i == FSCMOVE: proutn("=== SC Move ")
2286 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2287 elif i == FDSPROB: proutn("=== Probe Move ")
2288 elif i == FDISTR: proutn("=== Distress Call ")
2289 elif i == FENSLV: proutn("=== Enslavement ")
2290 elif i == FREPRO: proutn("=== Klingon Build ")
2292 prout("%.2f" % (scheduled(i)))
2295 radio_was_broken = damaged(DRADIO)
2298 # Select earliest extraneous event, evcode==0 if no events
2303 for l in range(1, NEVENTS):
2304 if game.future[l].date < datemin:
2307 prout("== Event %d fires" % evcode)
2308 datemin = game.future[l].date
2309 xtime = datemin-game.state.date
2310 game.state.date = datemin
2311 # Decrement Federation resources and recompute remaining time
2312 game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
2314 if game.state.remtime <=0:
2317 # Any crew left alive?
2318 if game.state.crew <=0:
2321 # Is life support adequate?
2322 if damaged(DLIFSUP) and game.condition != "docked":
2323 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2326 game.lsupres -= xtime
2327 if game.damage[DLIFSUP] <= xtime:
2328 game.lsupres = game.inlsr
2331 if game.condition == "docked":
2332 repair /= game.docfac
2333 # Don't fix Deathray here
2334 for l in range(NDEVICES):
2335 if game.damage[l] > 0.0 and l != DDRAY:
2336 if game.damage[l]-repair > 0.0:
2337 game.damage[l] -= repair
2339 game.damage[l] = 0.0
2340 # If radio repaired, update star chart and attack reports
2341 if radio_was_broken and not damaged(DRADIO):
2342 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2343 prout(_(" surveillance reports are coming in."))
2345 if not game.iseenit:
2349 prout(_(" The star chart is now up to date.\""))
2351 # Cause extraneous event EVCODE to occur
2352 game.optime -= xtime
2353 if evcode == FSNOVA: # Supernova
2356 schedule(FSNOVA, expran(0.5*game.intime))
2357 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2359 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2360 if game.state.nscrem == 0 or \
2361 ictbeam or istract or \
2362 game.condition=="docked" or game.isatb==1 or game.iscate:
2364 if game.ientesc or \
2365 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2366 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2367 (damaged(DSHIELD) and \
2368 (game.energy < 2500 or damaged(DPHASER)) and \
2369 (game.torps < 5 or damaged(DPHOTON))):
2371 istract = ictbeam = True
2372 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2375 elif evcode == FTBEAM: # Tractor beam
2376 if not game.state.kcmdr:
2379 i = randrange(len(game.state.kcmdr))
2380 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2381 if istract or game.condition == "docked" or yank == 0:
2382 # Drats! Have to reschedule
2384 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2388 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2389 game.snapsht = copy.deepcopy(game.state)
2390 game.state.snap = True
2391 schedule(FSNAP, expran(0.5 * game.intime))
2392 elif evcode == FBATTAK: # Commander attacks starbase
2393 if not game.state.kcmdr or not game.state.baseq:
2399 for ibq in game.state.baseq:
2400 for cmdr in game.state.kcmdr:
2401 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2404 # no match found -- try later
2405 schedule(FBATTAK, expran(0.3*game.intime))
2410 # commander + starbase combination found -- launch attack
2412 schedule(FCDBAS, randreal(1.0, 4.0))
2413 if game.isatb: # extra time if SC already attacking
2414 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2415 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2416 game.iseenit = False
2417 if not communicating():
2418 continue # No warning :-(
2422 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2423 prout(_(" reports that it is under attack and that it can"))
2424 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2427 elif evcode == FSCDBAS: # Supercommander destroys base
2430 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2431 continue # WAS RETURN!
2433 game.battle = game.state.kscmdr
2435 elif evcode == FCDBAS: # Commander succeeds in destroying base
2438 if not game.state.baseq() \
2439 or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2440 game.battle.invalidate()
2442 # find the lucky pair
2443 for cmdr in game.state.kcmdr:
2444 if cmdr == game.battle:
2447 # No action to take after all
2450 elif evcode == FSCMOVE: # Supercommander moves
2451 schedule(FSCMOVE, 0.2777)
2452 if not game.ientesc and not istract and game.isatb != 1 and \
2453 (not game.iscate or not game.justin):
2455 elif evcode == FDSPROB: # Move deep space probe
2456 schedule(FDSPROB, 0.01)
2457 if game.probe.next():
2458 if not VALID_QUADRANT(game.probe.loc.i, game.probe.loc.j) or \
2459 game.state.galaxy[game.probe.loc.i][game.probe.loc.j].supernova:
2460 # Left galaxy or ran into supernova
2464 proutn(_("Lt. Uhura- \"The deep space probe "))
2465 if not VALID_QUADRANT(game.probe.loc.i, game.probe.loc.j):
2466 proutn(_("has left the galaxy.\""))
2468 proutn(_("is no longer transmitting.\""))
2474 prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.loc)
2475 pdest = game.state.galaxy[game.probe.loc.i][game.probe.loc.j]
2477 chp = game.state.chart[game.probe.loc.i][game.probe.loc.j]
2478 chp.klingons = pdest.klingons
2479 chp.starbase = pdest.starbase
2480 chp.stars = pdest.stars
2481 pdest.charted = True
2482 game.probe.moves -= 1 # One less to travel
2483 if game.probe.moves == 0 and game.isarmed and pdest.stars:
2484 supernova(game.probe) # fire in the hole!
2486 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2488 elif evcode == FDISTR: # inhabited system issues distress call
2490 # try a whole bunch of times to find something suitable
2491 for i in range(100):
2492 # need a quadrant which is not the current one,
2493 # which has some stars which are inhabited and
2494 # not already under attack, which is not
2495 # supernova'ed, and which has some Klingons in it
2496 w = randplace(GALSIZE)
2497 q = game.state.galaxy[w.i][w.j]
2498 if not (game.quadrant == w or q.planet == None or \
2499 not q.planet.inhabited or \
2500 q.supernova or q.status!="secure" or q.klingons<=0):
2503 # can't seem to find one; ignore this call
2505 prout("=== Couldn't find location for distress event.")
2507 # got one!! Schedule its enslavement
2508 ev = schedule(FENSLV, expran(game.intime))
2510 q.status = "distressed"
2511 # tell the captain about it if we can
2513 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2515 prout(_("by a Klingon invasion fleet."))
2518 elif evcode == FENSLV: # starsystem is enslaved
2519 ev = unschedule(FENSLV)
2520 # see if current distress call still active
2521 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2525 q.status = "enslaved"
2527 # play stork and schedule the first baby
2528 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2529 ev2.quadrant = ev.quadrant
2531 # report the disaster if we can
2533 prout(_("Uhura- We've lost contact with starsystem %s") % \
2535 prout(_("in Quadrant %s.\n") % ev.quadrant)
2536 elif evcode == FREPRO: # Klingon reproduces
2537 # If we ever switch to a real event queue, we'll need to
2538 # explicitly retrieve and restore the x and y.
2539 ev = schedule(FREPRO, expran(1.0 * game.intime))
2540 # see if current distress call still active
2541 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2545 if game.state.remkl >=MAXKLGAME:
2546 continue # full right now
2547 # reproduce one Klingon
2549 if game.klhere >= MAXKLQUAD:
2551 # this quadrant not ok, pick an adjacent one
2552 for i in range(w.i - 1, w.i + 2):
2553 for j in range(w.j - 1, w.j + 2):
2554 if not VALID_QUADRANT(i, j):
2556 q = game.state.galaxy[w.i][w.j]
2557 # check for this quad ok (not full & no snova)
2558 if q.klingons >= MAXKLQUAD or q.supernova:
2562 continue # search for eligible quadrant failed
2566 game.state.remkl += 1
2568 if game.quadrant == w:
2570 game.enemies.append(newkling())
2571 # recompute time left
2573 # report the disaster if we can
2575 if game.quadrant == w:
2576 prout(_("Spock- sensors indicate the Klingons have"))
2577 prout(_("launched a warship from %s.") % q.planet)
2579 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2580 if q.planet != None:
2581 proutn(_("near %s") % q.planet)
2582 prout(_("in Quadrant %s.") % w)
2588 key = scanner.next()
2591 proutn(_("How long? "))
2596 origTime = delay = scanner.real
2599 if delay >= game.state.remtime or len(game.enemies) != 0:
2600 proutn(_("Are you sure? "))
2603 # Alternate resting periods (events) with attacks
2607 game.resting = False
2608 if not game.resting:
2609 prout(_("%d stardates left.") % int(game.state.remtime))
2611 temp = game.optime = delay
2612 if len(game.enemies):
2613 rtime = randreal(1.0, 2.0)
2617 if game.optime < delay:
2618 attack(torps_ok=False)
2626 # Repair Deathray if long rest at starbase
2627 if origTime-delay >= 9.99 and game.condition == "docked":
2628 game.damage[DDRAY] = 0.0
2629 # leave if quadrant supernovas
2630 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2632 game.resting = False
2637 course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2638 newc = coord(); neighbor = coord(); bump = coord(0, 0)
2640 # Wow! We've supernova'ed
2641 supernova(game.quadrant)
2643 # handle initial nova
2644 game.quad[nov.i][nov.j] = IHDOT
2645 prout(crmena(False, IHSTAR, "sector", nov) + _(" novas."))
2646 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2647 game.state.starkl += 1
2648 # Set up queue to recursively trigger adjacent stars
2654 for offset.i in range(-1, 1+1):
2655 for offset.j in range(-1, 1+1):
2656 if offset.j==0 and offset.i==0:
2658 neighbor = start + offset
2659 if not VALID_SECTOR(neighbor.j, neighbor.i):
2661 iquad = game.quad[neighbor.i][neighbor.j]
2662 # Empty space ends reaction
2663 if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
2665 elif iquad == IHSTAR: # Affect another star
2667 # This star supernovas
2668 supernova(game.quadrant)
2671 hits.append(neighbor)
2672 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2673 game.state.starkl += 1
2674 proutn(crmena(True, IHSTAR, "sector", neighbor))
2676 game.quad[neighbor.i][neighbor.j] = IHDOT
2678 elif iquad in (IHP, IHW): # Destroy planet
2679 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2681 game.state.nplankl += 1
2683 game.state.worldkl += 1
2684 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2685 game.iplnet.pclass = "destroyed"
2687 game.plnet.invalidate()
2691 game.quad[neighbor.i][neighbor.j] = IHDOT
2692 elif iquad == IHB: # Destroy base
2693 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2694 game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
2695 game.base.invalidate()
2696 game.state.basekl += 1
2698 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2699 game.quad[neighbor.i][neighbor.j] = IHDOT
2700 elif iquad in (IHE, IHF): # Buffet ship
2701 prout(_("***Starship buffeted by nova."))
2703 if game.shield >= 2000.0:
2704 game.shield -= 2000.0
2706 diff = 2000.0 - game.shield
2710 prout(_("***Shields knocked out."))
2711 game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2713 game.energy -= 2000.0
2714 if game.energy <= 0:
2717 # add in course nova contributes to kicking starship
2718 bump += (game.sector-hits[mm]).sgn()
2719 elif iquad == IHK: # kill klingon
2720 deadkl(neighbor, iquad, neighbor)
2721 elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
2722 for ll in range(len(game.enemies)):
2723 if game.enemies[ll].kloc == neighbor:
2725 game.enemies[ll].kpower -= 800.0 # If firepower is lost, die
2726 if game.enemies[ll].kpower <= 0.0:
2727 deadkl(neighbor, iquad, neighbor)
2729 newc = neighbor + neighbor - hits[mm]
2730 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2731 if not VALID_SECTOR(newc.i, newc.j):
2732 # can't leave quadrant
2735 iquad1 = game.quad[newc.i][newc.j]
2736 if iquad1 == IHBLANK:
2737 proutn(_(", blasted into ") + crmena(False, IHBLANK, "sector", newc))
2739 deadkl(neighbor, iquad, newc)
2742 # can't move into something else
2745 proutn(_(", buffeted to Sector %s") % newc)
2746 game.quad[neighbor.i][neighbor.j] = IHDOT
2747 game.quad[newc.i][newc.j] = iquad
2748 game.enemies[ll].move(newc)
2749 # Starship affected by nova -- kick it away.
2751 direc = course[3*(bump.i+1)+bump.j+2]
2756 course = course(distance=dist, bearing=direc, warp=4)
2757 game.optime = course.time()
2759 prout(_("Force of nova displaces starship."))
2760 imove(course, novapush=True)
2761 game.optime = course.time()
2765 "Star goes supernova."
2770 # Scheduled supernova -- select star at random.
2773 for nq.i in range(GALSIZE):
2774 for nq.j in range(GALSIZE):
2775 stars += game.state.galaxy[nq.i][nq.j].stars
2777 return # nothing to supernova exists
2778 num = randrange(stars) + 1
2779 for nq.i in range(GALSIZE):
2780 for nq.j in range(GALSIZE):
2781 num -= game.state.galaxy[nq.i][nq.j].stars
2787 proutn("=== Super nova here?")
2790 if not nq == game.quadrant or game.justin:
2791 # it isn't here, or we just entered (treat as enroute)
2794 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2795 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2798 # we are in the quadrant!
2799 num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
2800 for ns.i in range(QUADSIZE):
2801 for ns.j in range(QUADSIZE):
2802 if game.quad[ns.i][ns.j]==IHSTAR:
2809 prouts(_("***RED ALERT! RED ALERT!"))
2811 prout(_("***Incipient supernova detected at Sector %s") % ns)
2812 if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2813 proutn(_("Emergency override attempts t"))
2814 prouts("***************")
2818 # destroy any Klingons in supernovaed quadrant
2819 kldead = game.state.galaxy[nq.i][nq.j].klingons
2820 game.state.galaxy[nq.i][nq.j].klingons = 0
2821 if nq == game.state.kscmdr:
2822 # did in the Supercommander!
2823 game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
2827 survivors = filter(lambda w: w != nq, game.state.kcmdr)
2828 comkills = len(game.state.kcmdr) - len(survivors)
2829 game.state.kcmdr = survivors
2831 if not game.state.kcmdr:
2833 game.state.remkl -= kldead
2834 # destroy Romulans and planets in supernovaed quadrant
2835 nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2836 game.state.galaxy[nq.i][nq.j].romulans = 0
2837 game.state.nromrem -= nrmdead
2839 for loop in range(game.inplan):
2840 if game.state.planets[loop].quadrant == nq:
2841 game.state.planets[loop].pclass = "destroyed"
2843 # Destroy any base in supernovaed quadrant
2844 game.state.baseq = filter(lambda x: x != nq, game.state.baseq)
2845 # If starship caused supernova, tally up destruction
2847 game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2848 game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2849 game.state.nplankl += npdead
2850 # mark supernova in galaxy and in star chart
2851 if game.quadrant == nq or communicating():
2852 game.state.galaxy[nq.i][nq.j].supernova = True
2853 # If supernova destroys last Klingons give special message
2854 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
2857 prout(_("Lucky you!"))
2858 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2861 # if some Klingons remain, continue or die in supernova
2866 # Code from finish.c ends here.
2869 "Self-destruct maneuver. Finish with a BANG!"
2871 if damaged(DCOMPTR):
2872 prout(_("Computer damaged; cannot execute destruct sequence."))
2874 prouts(_("---WORKING---")); skip(1)
2875 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2876 prouts(" 10"); skip(1)
2877 prouts(" 9"); skip(1)
2878 prouts(" 8"); skip(1)
2879 prouts(" 7"); skip(1)
2880 prouts(" 6"); skip(1)
2882 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2884 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2886 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2890 if game.passwd != scanner.token:
2891 prouts(_("PASSWORD-REJECTED;"))
2893 prouts(_("CONTINUITY-EFFECTED"))
2896 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2897 prouts(" 5"); skip(1)
2898 prouts(" 4"); skip(1)
2899 prouts(" 3"); skip(1)
2900 prouts(" 2"); skip(1)
2901 prouts(" 1"); skip(1)
2903 prouts(_("GOODBYE-CRUEL-WORLD"))
2911 prouts(_("********* Entropy of %s maximized *********") % crmshp())
2915 if len(game.enemies) != 0:
2916 whammo = 25.0 * game.energy
2918 while l <= len(game.enemies):
2919 if game.enemies[l].kpower*game.enemies[l].kdist <= whammo:
2920 deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.i][game.enemies[l].kloc.j], game.enemies[l].kloc)
2925 "Compute our rate of kils over time."
2926 elapsed = game.state.date - game.indate
2927 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
2930 starting = (game.inkling + game.incom + game.inscom)
2931 remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
2932 return (starting - remaining)/elapsed
2936 badpt = 5.0*game.state.starkl + \
2938 10.0*game.state.nplankl + \
2939 300*game.state.nworldkl + \
2941 100.0*game.state.basekl +\
2943 if game.ship == IHF:
2945 elif game.ship == None:
2950 # end the game, with appropriate notfications
2954 prout(_("It is stardate %.1f.") % game.state.date)
2956 if ifin == FWON: # Game has been won
2957 if game.state.nromrem != 0:
2958 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
2961 prout(_("You have smashed the Klingon invasion fleet and saved"))
2962 prout(_("the Federation."))
2967 badpt = 0.0 # Close enough!
2968 # killsPerDate >= RateMax
2969 if game.state.date-game.indate < 5.0 or \
2970 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
2972 prout(_("In fact, you have done so well that Starfleet Command"))
2973 if game.skill == SKILL_NOVICE:
2974 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
2975 elif game.skill == SKILL_FAIR:
2976 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
2977 elif game.skill == SKILL_GOOD:
2978 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
2979 elif game.skill == SKILL_EXPERT:
2980 prout(_("promotes you to Commodore Emeritus."))
2982 prout(_("Now that you think you're really good, try playing"))
2983 prout(_("the \"Emeritus\" game. It will splatter your ego."))
2984 elif game.skill == SKILL_EMERITUS:
2986 proutn(_("Computer- "))
2987 prouts(_("ERROR-ERROR-ERROR-ERROR"))
2989 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
2991 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2993 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2995 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2997 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
2999 prout(_("Now you can retire and write your own Star Trek game!"))
3001 elif game.skill >= SKILL_EXPERT:
3002 if game.thawed and not idebug:
3003 prout(_("You cannot get a citation, so..."))
3005 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3009 # Only grant long life if alive (original didn't!)
3011 prout(_("LIVE LONG AND PROSPER."))
3016 elif ifin == FDEPLETE: # Federation Resources Depleted
3017 prout(_("Your time has run out and the Federation has been"))
3018 prout(_("conquered. Your starship is now Klingon property,"))
3019 prout(_("and you are put on trial as a war criminal. On the"))
3020 proutn(_("basis of your record, you are "))
3021 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
3022 prout(_("acquitted."))
3024 prout(_("LIVE LONG AND PROSPER."))
3026 prout(_("found guilty and"))
3027 prout(_("sentenced to death by slow torture."))
3031 elif ifin == FLIFESUP:
3032 prout(_("Your life support reserves have run out, and"))
3033 prout(_("you die of thirst, starvation, and asphyxiation."))
3034 prout(_("Your starship is a derelict in space."))
3036 prout(_("Your energy supply is exhausted."))
3038 prout(_("Your starship is a derelict in space."))
3039 elif ifin == FBATTLE:
3040 prout(_("The %s has been destroyed in battle.") % crmshp())
3042 prout(_("Dulce et decorum est pro patria mori."))
3044 prout(_("You have made three attempts to cross the negative energy"))
3045 prout(_("barrier which surrounds the galaxy."))
3047 prout(_("Your navigation is abominable."))
3050 prout(_("Your starship has been destroyed by a nova."))
3051 prout(_("That was a great shot."))
3053 elif ifin == FSNOVAED:
3054 prout(_("The %s has been fried by a supernova.") % crmshp())
3055 prout(_("...Not even cinders remain..."))
3056 elif ifin == FABANDN:
3057 prout(_("You have been captured by the Klingons. If you still"))
3058 prout(_("had a starbase to be returned to, you would have been"))
3059 prout(_("repatriated and given another chance. Since you have"))
3060 prout(_("no starbases, you will be mercilessly tortured to death."))
3061 elif ifin == FDILITHIUM:
3062 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3063 elif ifin == FMATERIALIZE:
3064 prout(_("Starbase was unable to re-materialize your starship."))
3065 prout(_("Sic transit gloria mundi"))
3066 elif ifin == FPHASER:
3067 prout(_("The %s has been cremated by its own phasers.") % crmshp())
3069 prout(_("You and your landing party have been"))
3070 prout(_("converted to energy, disipating through space."))
3071 elif ifin == FMINING:
3072 prout(_("You are left with your landing party on"))
3073 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3075 prout(_("They are very fond of \"Captain Kirk\" soup."))
3077 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3078 elif ifin == FDPLANET:
3079 prout(_("You and your mining party perish."))
3081 prout(_("That was a great shot."))
3084 prout(_("The Galileo is instantly annihilated by the supernova."))
3085 prout(_("You and your mining party are atomized."))
3087 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3088 prout(_("joins the Romulans, wreaking terror on the Federation."))
3089 elif ifin == FPNOVA:
3090 prout(_("You and your mining party are atomized."))
3092 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3093 prout(_("joins the Romulans, wreaking terror on the Federation."))
3094 elif ifin == FSTRACTOR:
3095 prout(_("The shuttle craft Galileo is also caught,"))
3096 prout(_("and breaks up under the strain."))
3098 prout(_("Your debris is scattered for millions of miles."))
3099 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3101 prout(_("The mutants attack and kill Spock."))
3102 prout(_("Your ship is captured by Klingons, and"))
3103 prout(_("your crew is put on display in a Klingon zoo."))
3104 elif ifin == FTRIBBLE:
3105 prout(_("Tribbles consume all remaining water,"))
3106 prout(_("food, and oxygen on your ship."))
3108 prout(_("You die of thirst, starvation, and asphyxiation."))
3109 prout(_("Your starship is a derelict in space."))
3111 prout(_("Your ship is drawn to the center of the black hole."))
3112 prout(_("You are crushed into extremely dense matter."))
3114 prout(_("Your last crew member has died."))
3115 if game.ship == IHF:
3117 elif game.ship == IHE:
3120 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
3121 goodies = game.state.remres/game.inresor
3122 baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3123 if goodies/baddies >= randreal(1.0, 1.5):
3124 prout(_("As a result of your actions, a treaty with the Klingon"))
3125 prout(_("Empire has been signed. The terms of the treaty are"))
3126 if goodies/baddies >= randreal(3.0):
3127 prout(_("favorable to the Federation."))
3129 prout(_("Congratulations!"))
3131 prout(_("highly unfavorable to the Federation."))
3133 prout(_("The Federation will be destroyed."))
3135 prout(_("Since you took the last Klingon with you, you are a"))
3136 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3137 prout(_("statue in your memory. Rest in peace, and try not"))
3138 prout(_("to think about pigeons."))
3143 "Compute player's score."
3144 timused = game.state.date - game.indate
3146 if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
3148 perdate = killrate()
3149 ithperd = 500*perdate + 0.5
3152 iwon = 100*game.skill
3153 if game.ship == IHE:
3155 elif game.ship == IHF:
3159 if not game.gamewon:
3160 game.state.nromrem = 0 # None captured if no win
3161 iscore = 10*(game.inkling - game.state.remkl) \
3162 + 50*(game.incom - len(game.state.kcmdr)) \
3164 + 20*(game.inrom - game.state.nromrem) \
3165 + 200*(game.inscom - game.state.nscrem) \
3166 - game.state.nromrem \
3171 prout(_("Your score --"))
3172 if game.inrom - game.state.nromrem:
3173 prout(_("%6d Romulans destroyed %5d") %
3174 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3175 if game.state.nromrem:
3176 prout(_("%6d Romulans captured %5d") %
3177 (game.state.nromrem, game.state.nromrem))
3178 if game.inkling - game.state.remkl:
3179 prout(_("%6d ordinary Klingons destroyed %5d") %
3180 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
3181 if game.incom - len(game.state.kcmdr):
3182 prout(_("%6d Klingon commanders destroyed %5d") %
3183 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3184 if game.inscom - game.state.nscrem:
3185 prout(_("%6d Super-Commander destroyed %5d") %
3186 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3188 prout(_("%6.2f Klingons per stardate %5d") %
3190 if game.state.starkl:
3191 prout(_("%6d stars destroyed by your action %5d") %
3192 (game.state.starkl, -5*game.state.starkl))
3193 if game.state.nplankl:
3194 prout(_("%6d planets destroyed by your action %5d") %
3195 (game.state.nplankl, -10*game.state.nplankl))
3196 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3197 prout(_("%6d inhabited planets destroyed by your action %5d") %
3198 (game.state.nplankl, -300*game.state.nworldkl))
3199 if game.state.basekl:
3200 prout(_("%6d bases destroyed by your action %5d") %
3201 (game.state.basekl, -100*game.state.basekl))
3203 prout(_("%6d calls for help from starbase %5d") %
3204 (game.nhelp, -45*game.nhelp))
3206 prout(_("%6d casualties incurred %5d") %
3207 (game.casual, -game.casual))
3209 prout(_("%6d crew abandoned in space %5d") %
3210 (game.abandoned, -3*game.abandoned))
3212 prout(_("%6d ship(s) lost or destroyed %5d") %
3213 (klship, -100*klship))
3215 prout(_("Penalty for getting yourself killed -200"))
3217 proutn(_("Bonus for winning "))
3218 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3219 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3220 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3221 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3222 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3223 prout(" %5d" % iwon)
3225 prout(_("TOTAL SCORE %5d") % iscore)
3228 "Emit winner's commemmorative plaque."
3231 proutn(_("File or device name for your plaque: "))
3234 fp = open(winner, "w")
3237 prout(_("Invalid name."))
3239 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3241 # The 38 below must be 64 for 132-column paper
3242 nskip = 38 - len(winner)/2
3243 fp.write("\n\n\n\n")
3244 # --------DRAW ENTERPRISE PICTURE.
3245 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3246 fp.write(" EEE E : : : E\n" )
3247 fp.write(" EE EEE E : : NCC-1701 : E\n")
3248 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
3249 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3250 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
3251 fp.write(" EEEEEEE EEEEE E E E E\n")
3252 fp.write(" EEE E E E E\n")
3253 fp.write(" E E E E\n")
3254 fp.write(" EEEEEEEEEEEEE E E\n")
3255 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3256 fp.write(" :E : EEEE E\n")
3257 fp.write(" .-E -:----- E\n")
3258 fp.write(" :E : E\n")
3259 fp.write(" EE : EEEEEEEE\n")
3260 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3262 fp.write(_(" U. S. S. ENTERPRISE\n"))
3263 fp.write("\n\n\n\n")
3264 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3266 fp.write(_(" Starfleet Command bestows to you\n"))
3268 fp.write("%*s%s\n\n" % (nskip, "", winner))
3269 fp.write(_(" the rank of\n\n"))
3270 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3272 if game.skill == SKILL_EXPERT:
3273 fp.write(_(" Expert level\n\n"))
3274 elif game.skill == SKILL_EMERITUS:
3275 fp.write(_("Emeritus level\n\n"))
3277 fp.write(_(" Cheat level\n\n"))
3278 timestring = time.ctime()
3279 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3280 (timestring+4, timestring+20, timestring+11))
3281 fp.write(_(" Your score: %d\n\n") % iscore)
3282 fp.write(_(" Klingons per stardate: %.2f\n") % perdate)
3285 # Code from io.c begins here
3287 rows = linecount = 0 # for paging
3290 fullscreen_window = None
3291 srscan_window = None
3292 report_window = None
3293 status_window = None
3294 lrscan_window = None
3295 message_window = None
3296 prompt_window = None
3301 gettext.bindtextdomain("sst", "/usr/local/share/locale")
3302 gettext.textdomain("sst")
3303 if not (game.options & OPTION_CURSES):
3304 ln_env = os.getenv("LINES")
3310 stdscr = curses.initscr()
3314 global fullscreen_window, srscan_window, report_window, status_window
3315 global lrscan_window, message_window, prompt_window
3316 (rows, columns) = stdscr.getmaxyx()
3317 fullscreen_window = stdscr
3318 srscan_window = curses.newwin(12, 25, 0, 0)
3319 report_window = curses.newwin(11, 0, 1, 25)
3320 status_window = curses.newwin(10, 0, 1, 39)
3321 lrscan_window = curses.newwin(5, 0, 0, 64)
3322 message_window = curses.newwin(0, 0, 12, 0)
3323 prompt_window = curses.newwin(1, 0, rows-2, 0)
3324 message_window.scrollok(True)
3325 setwnd(fullscreen_window)
3329 if game.options & OPTION_CURSES:
3330 stdscr.keypad(False)
3336 "Wait for user action -- OK to do nothing if on a TTY"
3337 if game.options & OPTION_CURSES:
3342 prouts(_("[ANNOUNCEMENT ARRIVING...]"))
3346 if game.skill > SKILL_FAIR:
3347 prompt = _("[CONTINUE?]")
3349 prompt = _("[PRESS ENTER TO CONTINUE]")
3351 if game.options & OPTION_CURSES:
3353 setwnd(prompt_window)
3354 prompt_window.clear()
3355 prompt_window.addstr(prompt)
3356 prompt_window.getstr()
3357 prompt_window.clear()
3358 prompt_window.refresh()
3359 setwnd(message_window)
3362 sys.stdout.write('\n')
3365 for j in range(rows):
3366 sys.stdout.write('\n')
3370 "Skip i lines. Pause game if this would cause a scrolling event."
3371 for dummy in range(i):
3372 if game.options & OPTION_CURSES:
3373 (y, x) = curwnd.getyx()
3374 (my, mx) = curwnd.getmaxyx()
3375 if curwnd == message_window and y >= my - 3:
3381 except curses.error:
3386 if rows and linecount >= rows:
3389 sys.stdout.write('\n')
3392 "Utter a line with no following line feed."
3393 if game.options & OPTION_CURSES:
3397 sys.stdout.write(line)
3407 if not replayfp or replayfp.closed: # Don't slow down replays
3410 if game.options & OPTION_CURSES:
3414 if not replayfp or replayfp.closed:
3418 "Get a line of input."
3419 if game.options & OPTION_CURSES:
3420 line = curwnd.getstr() + "\n"
3423 if replayfp and not replayfp.closed:
3425 line = replayfp.readline()
3428 prout("*** Replay finished")
3431 elif line[0] != "#":
3434 line = raw_input() + "\n"
3440 "Change windows -- OK for this to be a no-op in tty mode."
3442 if game.options & OPTION_CURSES:
3444 curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
3447 "Clear to end of line -- can be a no-op in tty mode"
3448 if game.options & OPTION_CURSES:
3453 "Clear screen -- can be a no-op in tty mode."
3455 if game.options & OPTION_CURSES:
3462 "Set highlight video, if this is reasonable."
3463 if game.options & OPTION_CURSES:
3464 curwnd.attron(curses.A_REVERSE)
3467 # Things past this point have policy implications.
3471 "Hook to be called after moving to redraw maps."
3472 if game.options & OPTION_CURSES:
3475 setwnd(srscan_window)
3479 setwnd(status_window)
3480 status_window.clear()
3481 status_window.move(0, 0)
3482 setwnd(report_window)
3483 report_window.clear()
3484 report_window.move(0, 0)
3486 setwnd(lrscan_window)
3487 lrscan_window.clear()
3488 lrscan_window.move(0, 0)
3489 lrscan(silent=False)
3491 def put_srscan_sym(w, sym):
3492 "Emit symbol for short-range scan."
3493 srscan_window.move(w.i+1, w.j*2+2)
3494 srscan_window.addch(sym)
3495 srscan_window.refresh()
3498 "Enemy fall down, go boom."
3499 if game.options & OPTION_CURSES:
3501 setwnd(srscan_window)
3502 srscan_window.attron(curses.A_REVERSE)
3503 put_srscan_sym(w, game.quad[w.i][w.j])
3507 srscan_window.attroff(curses.A_REVERSE)
3508 put_srscan_sym(w, game.quad[w.i][w.j])
3509 curses.delay_output(500)
3510 setwnd(message_window)
3513 "Sound and visual effects for teleportation."
3514 if game.options & OPTION_CURSES:
3516 setwnd(message_window)
3518 prouts(" . . . . . ")
3519 if game.options & OPTION_CURSES:
3520 #curses.delay_output(1000)
3524 def tracktorpedo(origin, w, step, i, n, iquad):
3525 "Torpedo-track animation."
3526 if not game.options & OPTION_CURSES:
3530 proutn(_("Track for %s torpedo number %d- ") % (game.quad[origin.i][origin.j],i+1))
3533 proutn(_("Torpedo track- "))
3534 elif step==4 or step==9:
3538 if not damaged(DSRSENS) or game.condition=="docked":
3539 if i != 0 and step == 1:
3542 if (iquad==IHDOT) or (iquad==IHBLANK):
3543 put_srscan_sym(w, '+')
3547 put_srscan_sym(w, iquad)
3549 curwnd.attron(curses.A_REVERSE)
3550 put_srscan_sym(w, iquad)
3554 curwnd.attroff(curses.A_REVERSE)
3555 put_srscan_sym(w, iquad)
3560 "Display the current galaxy chart."
3561 if game.options & OPTION_CURSES:
3562 setwnd(message_window)
3563 message_window.clear()
3565 if game.options & OPTION_TTY:
3570 def prstat(txt, data):
3572 if game.options & OPTION_CURSES:
3574 setwnd(status_window)
3576 proutn(" " * (NSYM - len(txt)))
3579 if game.options & OPTION_CURSES:
3580 setwnd(report_window)
3582 # Code from moving.c begins here
3584 def imove(course=None, novapush=False):
3585 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3586 w = coord(); final = coord()
3589 def no_quad_change():
3590 # No quadrant change -- compute new average enemy distances
3591 game.quad[game.sector.i][game.sector.j] = game.ship
3593 for enemy in game.enemies:
3594 finald = (w-enemy.kloc).distance()
3595 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3596 enemy.kdist = finald
3597 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
3598 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3599 attack(torps_ok=False)
3600 for enemy in game.enemies:
3601 enemy.kavgd = enemy.kdist
3604 setwnd(message_window)
3607 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3608 game.inorbit = False
3609 angle = ((15.0 - course.bearing) * 0.5235988)
3610 deltax = -math.sin(angle)
3611 deltay = math.cos(angle)
3612 if math.fabs(deltax) > math.fabs(deltay):
3613 bigger = math.fabs(deltax)
3615 bigger = math.fabs(deltay)
3618 # If tractor beam is to occur, don't move full distance
3619 if game.state.date+game.optime >= scheduled(FTBEAM):
3621 game.condition = "red"
3622 course.distance = course.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3623 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3624 # Move within the quadrant
3625 game.quad[game.sector.i][game.sector.j] = IHDOT
3628 n = int(10.0*course.distance*bigger+0.5)
3630 for m in range(1, n+1):
3635 if not VALID_SECTOR(w.i, w.j):
3636 # Leaving quadrant -- allow final enemy attack
3637 # Don't do it if being pushed by Nova
3638 if len(game.enemies) != 0 and not novapush:
3640 for enemy in game.enemies:
3641 finald = (w - enemy.kloc).distance()
3642 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3644 # Stas Sergeev added the condition
3645 # that attacks only happen if Klingons
3646 # are present and your skill is good.
3648 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3649 attack(torps_ok=False)
3652 # compute final position -- new quadrant and sector
3653 x = (QUADSIZE*game.quadrant.i)+game.sector.i
3654 y = (QUADSIZE*game.quadrant.j)+game.sector.j
3655 w.i = int(round(x+QUADSIZE*course.distance*bigger*deltax))
3656 w.j = int(round(y+QUADSIZE*course.distance*bigger*deltay))
3657 # check for edge of galaxy
3667 if w.i >= GALSIZE*QUADSIZE:
3668 w.i = (GALSIZE*QUADSIZE*2) - w.i
3670 if w.j >= GALSIZE*QUADSIZE:
3671 w.j = (GALSIZE*QUADSIZE*2) - w.j
3679 if game.nkinks == 3:
3680 # Three strikes -- you're out!
3684 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3685 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3686 prout(_("YOU WILL BE DESTROYED."))
3687 # Compute final position in new quadrant
3688 if trbeam: # Don't bother if we are to be beamed
3690 game.quadrant.i = w.i/QUADSIZE
3691 game.quadrant.j = w.j/QUADSIZE
3692 game.sector.i = w.i - (QUADSIZE*game.quadrant.i)
3693 game.sector.j = w.j - (QUADSIZE*game.quadrant.j)
3695 prout(_("Entering Quadrant %s.") % game.quadrant)
3696 game.quad[game.sector.i][game.sector.j] = game.ship
3698 if game.skill>SKILL_NOVICE:
3699 attack(torps_ok=False)
3701 iquad = game.quad[w.i][w.j]
3703 # object encountered in flight path
3704 stopegy = 50.0*course.dist/game.optime
3705 course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0)
3706 if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
3708 for enemy in game.enemies:
3709 if enemy.kloc == game.sector:
3711 collision(rammed=False, enemy=enemy)
3713 elif iquad == IHBLANK:
3715 prouts(_("***RED ALERT! RED ALERT!"))
3717 proutn("***" + crmshp())
3718 proutn(_(" pulled into black hole at Sector %s") % w)
3719 # Getting pulled into a black hole was certain
3720 # death in Almy's original. Stas Sergeev added a
3721 # possibility that you'll get timewarped instead.
3723 for m in range(NDEVICES):
3724 if game.damage[m]>0:
3726 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3727 if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
3737 prout(_(" encounters Tholian web at %s;") % w)
3739 prout(_(" blocked by object at %s;") % w)
3740 proutn(_("Emergency stop required "))
3741 prout(_("%2d units of energy.") % int(stopegy))
3742 game.energy -= stopegy
3743 final.i = int(round(deltax))
3744 final.j = int(round(deltay))
3746 if game.energy <= 0:
3752 course.distance = (game.sector - w).distance() / (QUADSIZE * 1.0)
3759 "Dock our ship at a starbase."
3761 if game.condition == "docked" and verbose:
3762 prout(_("Already docked."))
3765 prout(_("You must first leave standard orbit."))
3767 if not game.base.is_valid() or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
3768 prout(crmshp() + _(" not adjacent to base."))
3770 game.condition = "docked"
3774 if game.energy < game.inenrg:
3775 game.energy = game.inenrg
3776 game.shield = game.inshld
3777 game.torps = game.intorps
3778 game.lsupres = game.inlsr
3779 game.state.crew = FULLCREW
3780 if not damaged(DRADIO) and \
3781 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3782 # get attack report from base
3783 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3787 # This program originally required input in terms of a (clock)
3788 # direction and distance. Somewhere in history, it was changed to
3789 # cartesian coordinates. So we need to convert. Probably
3790 # "manual" input should still be done this way -- it's a real
3791 # pain if the computer isn't working! Manual mode is still confusing
3792 # because it involves giving x and y motions, yet the coordinates
3793 # are always displayed y - x, where +y is downward!
3795 def getcourse(isprobe):
3796 "Get a course and distance from the user."
3798 dquad = copy.copy(game.quadrant)
3799 navmode = "unspecified"
3803 if game.landed and not isprobe:
3804 prout(_("Dummy! You can't leave standard orbit until you"))
3805 proutn(_("are back aboard the ship."))
3808 while navmode == "unspecified":
3809 if damaged(DNAVSYS):
3811 prout(_("Computer damaged; manual navigation only"))
3813 prout(_("Computer damaged; manual movement only"))
3818 key = scanner.next()
3820 proutn(_("Manual or automatic- "))
3823 elif key == "IHALPHA":
3824 if scanner.sees("manual"):
3826 key = scanner.next()
3828 elif scanner.sees("automatic"):
3829 navmode = "automatic"
3830 key = scanner.next()
3838 prout(_("(Manual navigation assumed.)"))
3840 prout(_("(Manual movement assumed.)"))
3843 if navmode == "automatic":
3844 while key == "IHEOL":
3846 proutn(_("Target quadrant or quadrant§or- "))
3848 proutn(_("Destination sector or quadrant§or- "))
3851 key = scanner.next()
3855 xi = int(round(scanner.real))-1
3856 key = scanner.next()
3860 xj = int(round(scanner.real))-1
3861 key = scanner.next()
3863 # both quadrant and sector specified
3864 xk = int(round(scanner.real))-1
3865 key = scanner.next()
3869 xl = int(round(scanner.real))-1
3875 # only one pair of numbers was specified
3877 # only quadrant specified -- go to center of dest quad
3880 dsect.j = dsect.i = 4 # preserves 1-origin behavior
3882 # only sector specified
3886 if not VALID_QUADRANT(dquad.i,dquad.j) or not VALID_SECTOR(dsect.i,dsect.j):
3893 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
3895 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
3896 # the actual deltas get computed here
3898 delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
3899 delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
3901 while key == "IHEOL":
3902 proutn(_("X and Y displacements- "))
3905 key = scanner.next()
3910 delta.j = scanner.real
3911 key = scanner.next()
3915 delta.i = scanner.real
3916 # Check for zero movement
3917 if delta.i == 0 and delta.j == 0:
3920 if itemp == "verbose" and not isprobe:
3922 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
3924 return course(delta.distance(), delta.bearing(), isprobe=isprobe)
3927 # Eventually, we want to consolidate all course compuation here,
3928 # including for torpedos and the Enterprise.
3929 def __init__(self, distance, bearing, warp=None, isprobe=False):
3930 # Course actually laid in -- thisis straight from the old getcd().
3931 self.distance = distance
3932 self.bearing = bearing
3933 self.warp = warp or game.warpfac
3934 self.isprobe = isprobe
3935 # This odd relic suggests that the bearing() code we inherited from
3936 # FORTRAN is actually computing clockface directions.
3937 if self.bearing < 0.0:
3938 self.bearing += 12.0
3939 # This code was moved from the probe() routine
3941 angle = ((15.0 - self.bearing) * 0.5235988)
3942 self.increment = coord(-math.sin(angle), math.cos(angle))
3943 bigger = max(abs(self.increment.i), abs(self.increment.j))
3944 self.increment /= bigger
3945 self.location = coord(game.quadrant.i*QUADSIZE + game.sector.i,
3946 game.quadrant.j*QUADSIZE + game.sector.j)
3947 self.loc = copy.copy(game.quadrant)
3948 self.moves = 10.0*self.distance*bigger +0.5
3950 return self.distance*(self.warp**3)*(game.shldup+1)
3952 return 10.0*self.distance/self.warp**2
3954 "Next location on course, currently only at quadrant granularity."
3955 self.location += self.increment
3956 newloc = (self.location / float(QUADSIZE)).snaptogrid()
3957 if not newloc == self.loc:
3964 "Move under impulse power."
3966 if damaged(DIMPULS):
3969 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
3971 if game.energy > 30.0:
3973 course = getcourse(isprobe=False)
3976 power = 20.0 + 100.0*course.distance
3979 if power >= game.energy:
3980 # Insufficient power for trip
3982 prout(_("First Officer Spock- \"Captain, the impulse engines"))
3983 prout(_("require 20.0 units to engage, plus 100.0 units per"))
3984 if game.energy > 30:
3985 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
3986 int(0.01 * (game.energy-20.0)-0.05))
3987 prout(_(" quadrants.\""))
3989 prout(_("quadrant. They are, therefore, useless.\""))
3992 # Make sure enough time is left for the trip
3993 game.optime = course.dist/0.095
3994 if game.optime >= game.state.remtime:
3995 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
3996 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
3997 proutn(_("we dare spend the time?\" "))
4000 # Activate impulse engines and pay the cost
4001 imove(course, novapush=False)
4005 power = 20.0 + 100.0*course.dist
4006 game.energy -= power
4007 game.optime = course.dist/0.095
4008 if game.energy <= 0:
4012 def warp(course, involuntary):
4013 "ove under warp drive."
4014 blooey = False; twarp = False
4015 if not involuntary: # Not WARPX entry
4017 if game.damage[DWARPEN] > 10.0:
4020 prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
4022 if damaged(DWARPEN) and game.warpfac > 4.0:
4025 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4026 prout(_(" is repaired, I can only give you warp 4.\""))
4028 # Read in course and distance
4031 course = getcourse(isprobe=False)
4034 # Make sure starship has enough energy for the trip
4035 # Note: this formula is slightly different from the C version,
4036 # and lets you skate a bit closer to the edge.
4037 if course.power() >= game.energy:
4038 # Insufficient power for trip
4041 prout(_("Engineering to bridge--"))
4042 if not game.shldup or 0.5*power > game.energy:
4043 iwarp = (game.energy/(course.dist+0.05)) ** 0.333333333
4045 prout(_("We can't do it, Captain. We don't have enough energy."))
4047 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4050 prout(_("if you'll lower the shields."))
4054 prout(_("We haven't the energy to go that far with the shields up."))
4056 # Make sure enough time is left for the trip
4057 game.optime = course.time()
4058 if game.optime >= 0.8*game.state.remtime:
4060 prout(_("First Officer Spock- \"Captain, I compute that such"))
4061 proutn(_(" a trip would require approximately %2.0f") %
4062 (100.0*game.optime/game.state.remtime))
4063 prout(_(" percent of our"))
4064 proutn(_(" remaining time. Are you sure this is wise?\" "))
4070 if game.warpfac > 6.0:
4071 # Decide if engine damage will occur
4072 # ESR: Seems wrong. Probability of damage goes *down* with distance?
4073 prob = course.dist*(6.0-game.warpfac)**2/66.666666666
4074 if prob > randreal():
4076 course.distance = randreal(course.distance)
4077 # Decide if time warp will occur
4078 if 0.5*course.dist*math.pow(7.0,game.warpfac-10.0) > randreal():
4080 if idebug and game.warpfac==10 and not twarp:
4082 proutn("=== Force time warp? ")
4086 # If time warp or engine damage, check path
4087 # If it is obstructed, don't do warp or damage
4088 angle = ((15.0-course.bearing)*0.5235998)
4089 deltax = -math.sin(angle)
4090 deltay = math.cos(angle)
4091 if math.fabs(deltax) > math.fabs(deltay):
4092 bigger = math.fabs(deltax)
4094 bigger = math.fabs(deltay)
4097 n = 10.0 * course.distance * bigger +0.5
4100 for l in range(1, n+1):
4105 if not VALID_SECTOR(ix, iy):
4107 if game.quad[ix][iy] != IHDOT:
4110 # Activate Warp Engines and pay the cost
4111 imove(course, novapush=False)
4114 game.energy -= course.power()
4115 if game.energy <= 0:
4117 game.optime = course.time()
4121 game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
4123 prout(_("Engineering to bridge--"))
4124 prout(_(" Scott here. The warp engines are damaged."))
4125 prout(_(" We'll have to reduce speed to warp 4."))
4130 "Change the warp factor."
4136 proutn(_("Warp factor- "))
4141 if game.damage[DWARPEN] > 10.0:
4142 prout(_("Warp engines inoperative."))
4144 if damaged(DWARPEN) and scanner.real > 4.0:
4145 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4146 prout(_(" but right now we can only go warp 4.\""))
4148 if scanner.real > 10.0:
4149 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4151 if scanner.real < 1.0:
4152 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4154 oldfac = game.warpfac
4155 game.warpfac = scanner.real
4156 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4157 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4160 if game.warpfac < 8.00:
4161 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4163 if game.warpfac == 10.0:
4164 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4166 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4170 "Cope with being tossed out of quadrant by supernova or yanked by beam."
4172 # is captain on planet?
4174 if damaged(DTRANSP):
4177 prout(_("Scotty rushes to the transporter controls."))
4179 prout(_("But with the shields up it's hopeless."))
4181 prouts(_("His desperate attempt to rescue you . . ."))
4186 prout(_("SUCCEEDS!"))
4189 proutn(_("The crystals mined were "))
4197 # Check to see if captain in shuttle craft
4202 # Inform captain of attempt to reach safety
4206 prouts(_("***RED ALERT! RED ALERT!"))
4208 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4209 prouts(_(" a supernova."))
4211 proutn(_("***Emergency automatic override attempts to hurl ")+crmshp())
4212 prout(_("safely out of quadrant."))
4213 if not damaged(DRADIO):
4214 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
4215 # Try to use warp engines
4216 if damaged(DWARPEN):
4218 prout(_("Warp engines damaged."))
4221 game.warpfac = randreal(6.0, 8.0)
4222 prout(_("Warp factor set to %d") % int(game.warpfac))
4223 power = 0.75*game.energy
4224 dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4225 distreq = randreal(math.sqrt(2))
4226 if distreq < game.dist:
4228 course = course(distance=dist, bearing=randreal(12)) # How dumb!
4229 game.optime = course.time()
4231 game.inorbit = False
4232 warp(course, involuntary=True)
4234 # This is bad news, we didn't leave quadrant.
4238 prout(_("Insufficient energy to leave quadrant."))
4241 # Repeat if another snova
4242 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
4244 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
4245 finish(FWON) # Snova killed remaining enemy.
4248 "Let's do the time warp again."
4249 prout(_("***TIME WARP ENTERED."))
4250 if game.state.snap and withprob(0.5):
4252 prout(_("You are traveling backwards in time %d stardates.") %
4253 int(game.state.date-game.snapsht.date))
4254 game.state = game.snapsht
4255 game.state.snap = False
4256 if len(game.state.kcmdr):
4257 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4258 schedule(FBATTAK, expran(0.3*game.intime))
4259 schedule(FSNOVA, expran(0.5*game.intime))
4260 # next snapshot will be sooner
4261 schedule(FSNAP, expran(0.25*game.state.remtime))
4263 if game.state.nscrem:
4264 schedule(FSCMOVE, 0.2777)
4268 game.battle.invalidate()
4269 # Make sure Galileo is consistant -- Snapshot may have been taken
4270 # when on planet, which would give us two Galileos!
4272 for l in range(game.inplan):
4273 if game.state.planets[l].known == "shuttle_down":
4275 if game.iscraft == "onship" and game.ship==IHE:
4276 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4277 game.iscraft = "offship"
4278 # Likewise, if in the original time the Galileo was abandoned, but
4279 # was on ship earlier, it would have vanished -- let's restore it.
4280 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4281 prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""))
4282 game.iscraft = "onship"
4283 # There used to be code to do the actual reconstrction here,
4284 # but the starchart is now part of the snapshotted galaxy state.
4285 prout(_("Spock has reconstructed a correct star chart from memory"))
4287 # Go forward in time
4288 game.optime = -0.5*game.intime*math.log(randreal())
4289 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4290 # cheat to make sure no tractor beams occur during time warp
4291 postpone(FTBEAM, game.optime)
4292 game.damage[DRADIO] += game.optime
4294 events() # Stas Sergeev added this -- do pending events
4297 "Launch deep-space probe."
4298 # New code to launch a deep space probe
4299 if game.nprobes == 0:
4302 if game.ship == IHE:
4303 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4305 prout(_("Ye Faerie Queene has no deep space probes."))
4310 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4312 if is_scheduled(FDSPROB):
4315 if damaged(DRADIO) and game.condition != "docked":
4316 prout(_("Spock- \"Records show the previous probe has not yet"))
4317 prout(_(" reached its destination.\""))
4319 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4321 key = scanner.next()
4323 if game.nprobes == 1:
4324 prout(_("1 probe left."))
4326 prout(_("%d probes left") % game.nprobes)
4327 proutn(_("Are you sure you want to fire a probe? "))
4330 game.isarmed = False
4331 if key == "IHALPHA" and scanner.token == "armed":
4333 key = scanner.next()
4334 elif key == "IHEOL":
4335 proutn(_("Arm NOVAMAX warhead? "))
4337 elif key == "IHREAL": # first element of course
4338 scanner.push(scanner.token)
4340 game.probe = getcourse(isprobe=True)
4344 schedule(FDSPROB, 0.01) # Time to move one sector
4345 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4350 "Yell for help from nearest starbase."
4351 # There's more than one way to move in this game!
4353 # Test for conditions which prevent calling for help
4354 if game.condition == "docked":
4355 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4358 prout(_("Subspace radio damaged."))
4360 if not game.state.baseq:
4361 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4364 prout(_("You must be aboard the %s.") % crmshp())
4366 # OK -- call for help from nearest starbase
4369 # There's one in this quadrant
4370 ddist = (game.base - game.sector).distance()
4373 for ibq in game.state.baseq:
4374 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4377 # Since starbase not in quadrant, set up new quadrant
4380 # dematerialize starship
4381 game.quad[game.sector.i][game.sector.j]=IHDOT
4382 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4383 % (game.quadrant, crmshp()))
4384 game.sector.invalidate()
4385 for m in range(1, 5+1):
4386 w = game.base.scatter()
4387 if VALID_SECTOR(w.i,w.j) and game.quad[w.i][w.j]==IHDOT:
4388 # found one -- finish up
4391 if not game.sector.is_valid():
4392 prout(_("You have been lost in space..."))
4393 finish(FMATERIALIZE)
4395 # Give starbase three chances to rematerialize starship
4396 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4397 for m in range(1, 3+1):
4398 if m == 1: proutn(_("1st"))
4399 elif m == 2: proutn(_("2nd"))
4400 elif m == 3: proutn(_("3rd"))
4401 proutn(_(" attempt to re-materialize ") + crmshp())
4402 game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
4405 if randreal() > probf:
4408 curses.delay_output(500)
4411 game.quad[ix][iy]=IHQUEST
4414 setwnd(message_window)
4415 finish(FMATERIALIZE)
4417 game.quad[ix][iy]=game.ship
4419 prout(_("succeeds."))
4423 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4428 if game.condition=="docked":
4430 prout(_("You cannot abandon Ye Faerie Queene."))
4433 # Must take shuttle craft to exit
4434 if game.damage[DSHUTTL]==-1:
4435 prout(_("Ye Faerie Queene has no shuttle craft."))
4437 if game.damage[DSHUTTL]<0:
4438 prout(_("Shuttle craft now serving Big Macs."))
4440 if game.damage[DSHUTTL]>0:
4441 prout(_("Shuttle craft damaged."))
4444 prout(_("You must be aboard the ship."))
4446 if game.iscraft != "onship":
4447 prout(_("Shuttle craft not currently available."))
4449 # Emit abandon ship messages
4451 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4453 prouts(_("***ALL HANDS ABANDON SHIP!"))
4455 prout(_("Captain and crew escape in shuttle craft."))
4456 if not game.state.baseq:
4457 # Oops! no place to go...
4460 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4462 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4463 prout(_("Remainder of ship's complement beam down"))
4464 prout(_("to nearest habitable planet."))
4465 elif q.planet != None and not damaged(DTRANSP):
4466 prout(_("Remainder of ship's complement beam down to %s.") %
4469 prout(_("Entire crew of %d left to die in outer space.") %
4471 game.casual += game.state.crew
4472 game.abandoned += game.state.crew
4473 # If at least one base left, give 'em the Faerie Queene
4475 game.icrystl = False # crystals are lost
4476 game.nprobes = 0 # No probes
4477 prout(_("You are captured by Klingons and released to"))
4478 prout(_("the Federation in a prisoner-of-war exchange."))
4479 nb = randrange(len(game.state.baseq))
4480 # Set up quadrant and position FQ adjacient to base
4481 if not game.quadrant == game.state.baseq[nb]:
4482 game.quadrant = game.state.baseq[nb]
4483 game.sector.i = game.sector.j = 5
4486 # position next to base by trial and error
4487 game.quad[game.sector.i][game.sector.j] = IHDOT
4488 for l in range(QUADSIZE):
4489 game.sector = game.base.scatter()
4490 if VALID_SECTOR(game.sector.i, game.sector.j) and \
4491 game.quad[game.sector.i][game.sector.j] == IHDOT:
4494 break # found a spot
4495 game.sector.i=QUADSIZE/2
4496 game.sector.j=QUADSIZE/2
4498 # Get new commission
4499 game.quad[game.sector.i][game.sector.j] = game.ship = IHF
4500 game.state.crew = FULLCREW
4501 prout(_("Starfleet puts you in command of another ship,"))
4502 prout(_("the Faerie Queene, which is antiquated but,"))
4503 prout(_("still useable."))
4505 prout(_("The dilithium crystals have been moved."))
4507 game.iscraft = "offship" # Galileo disappears
4509 game.condition="docked"
4510 for l in range(NDEVICES):
4511 game.damage[l] = 0.0
4512 game.damage[DSHUTTL] = -1
4513 game.energy = game.inenrg = 3000.0
4514 game.shield = game.inshld = 1250.0
4515 game.torps = game.intorps = 6
4516 game.lsupres=game.inlsr=3.0
4521 # Code from planets.c begins here.
4524 "Abort a lengthy operation if an event interrupts it."
4527 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
4532 "Report on (uninhabited) planets in the galaxy."
4536 prout(_("Spock- \"Planet report follows, Captain.\""))
4538 for i in range(game.inplan):
4539 if game.state.planets[i].pclass == "destroyed":
4541 if (game.state.planets[i].known != "unknown" \
4542 and not game.state.planets[i].inhabited) \
4545 if idebug and game.state.planets[i].known=="unknown":
4546 proutn("(Unknown) ")
4547 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4548 proutn(_(" class "))
4549 proutn(game.state.planets[i].pclass)
4551 if game.state.planets[i].crystals != present:
4553 prout(_("dilithium crystals present."))
4554 if game.state.planets[i].known=="shuttle_down":
4555 prout(_(" Shuttle Craft Galileo on surface."))
4557 prout(_("No information available."))
4560 "Enter standard orbit."
4564 prout(_("Already in standard orbit."))
4566 if damaged(DWARPEN) and damaged(DIMPULS):
4567 prout(_("Both warp and impulse engines damaged."))
4569 if not game.plnet.is_valid():
4570 prout("There is no planet in this sector.")
4572 if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4573 prout(crmshp() + _(" not adjacent to planet."))
4576 game.optime = randreal(0.02, 0.05)
4577 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4581 game.height = randreal(1400, 8600)
4582 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4587 "Examine planets in this quadrant."
4588 if damaged(DSRSENS):
4589 if game.options & OPTION_TTY:
4590 prout(_("Short range sensors damaged."))
4592 if game.iplnet == None:
4593 if game.options & OPTION_TTY:
4594 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4596 if game.iplnet.known == "unknown":
4597 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4599 prout(_(" Planet at Sector %s is of class %s.") %
4600 (game.plnet, game.iplnet.pclass))
4601 if game.iplnet.known=="shuttle_down":
4602 prout(_(" Sensors show Galileo still on surface."))
4603 proutn(_(" Readings indicate"))
4604 if game.iplnet.crystals != "present":
4606 prout(_(" dilithium crystals present.\""))
4607 if game.iplnet.known == "unknown":
4608 game.iplnet.known = "known"
4609 elif game.iplnet.inhabited:
4610 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4611 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4614 "Use the transporter."
4618 if damaged(DTRANSP):
4619 prout(_("Transporter damaged."))
4620 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4622 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4626 if not game.inorbit:
4627 prout(crmshp() + _(" not in standard orbit."))
4630 prout(_("Impossible to transport through shields."))
4632 if game.iplnet.known=="unknown":
4633 prout(_("Spock- \"Captain, we have no information on this planet"))
4634 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4635 prout(_(" you may not go down.\""))
4637 if not game.landed and game.iplnet.crystals=="absent":
4638 prout(_("Spock- \"Captain, I fail to see the logic in"))
4639 prout(_(" exploring a planet with no dilithium crystals."))
4640 proutn(_(" Are you sure this is wise?\" "))
4644 if not (game.options & OPTION_PLAIN):
4645 nrgneed = 50 * game.skill + game.height / 100.0
4646 if nrgneed > game.energy:
4647 prout(_("Engineering to bridge--"))
4648 prout(_(" Captain, we don't have enough energy for transportation."))
4650 if not game.landed and nrgneed * 2 > game.energy:
4651 prout(_("Engineering to bridge--"))
4652 prout(_(" Captain, we have enough energy only to transport you down to"))
4653 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4654 if game.iplnet.known == "shuttle_down":
4655 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4656 proutn(_(" Are you sure this is wise?\" "))
4661 # Coming from planet
4662 if game.iplnet.known=="shuttle_down":
4663 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4667 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4668 prout(_("Landing party assembled, ready to beam up."))
4670 prout(_("Kirk whips out communicator..."))
4671 prouts(_("BEEP BEEP BEEP"))
4673 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4676 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4678 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4680 prout(_("Kirk- \"Energize.\""))
4683 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4686 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4688 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4691 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4692 game.landed = not game.landed
4693 game.energy -= nrgneed
4695 prout(_("Transport complete."))
4696 if game.landed and game.iplnet.known=="shuttle_down":
4697 prout(_("The shuttle craft Galileo is here!"))
4698 if not game.landed and game.imine:
4705 "Strip-mine a world for dilithium."
4709 prout(_("Mining party not on planet."))
4711 if game.iplnet.crystals == "mined":
4712 prout(_("This planet has already been strip-mined for dilithium."))
4714 elif game.iplnet.crystals == "absent":
4715 prout(_("No dilithium crystals on this planet."))
4718 prout(_("You've already mined enough crystals for this trip."))
4720 if game.icrystl and game.cryprob == 0.05:
4721 prout(_("With all those fresh crystals aboard the ") + crmshp())
4722 prout(_("there's no reason to mine more at this time."))
4724 game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4727 prout(_("Mining operation complete."))
4728 game.iplnet.crystals = "mined"
4729 game.imine = game.ididit = True
4732 "Use dilithium crystals."
4736 if not game.icrystl:
4737 prout(_("No dilithium crystals available."))
4739 if game.energy >= 1000:
4740 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4741 prout(_(" except when Condition Yellow exists."))
4743 prout(_("Spock- \"Captain, I must warn you that loading"))
4744 prout(_(" raw dilithium crystals into the ship's power"))
4745 prout(_(" system may risk a severe explosion."))
4746 proutn(_(" Are you sure this is wise?\" "))
4751 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4752 prout(_(" Mr. Spock and I will try it.\""))
4754 prout(_("Spock- \"Crystals in place, Sir."))
4755 prout(_(" Ready to activate circuit.\""))
4757 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4759 if with(game.cryprob):
4760 prouts(_(" \"Activating now! - - No good! It's***"))
4762 prouts(_("***RED ALERT! RED A*L********************************"))
4765 prouts(_("****************** KA-BOOM!!!! *******************"))
4769 game.energy += randreal(5000.0, 5500.0)
4770 prouts(_(" \"Activating now! - - "))
4771 prout(_("The instruments"))
4772 prout(_(" are going crazy, but I think it's"))
4773 prout(_(" going to work!! Congratulations, Sir!\""))
4778 "Use shuttlecraft for planetary jaunt."
4781 if damaged(DSHUTTL):
4782 if game.damage[DSHUTTL] == -1.0:
4783 if game.inorbit and game.iplnet.known == "shuttle_down":
4784 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4786 prout(_("Ye Faerie Queene had no shuttle craft."))
4787 elif game.damage[DSHUTTL] > 0:
4788 prout(_("The Galileo is damaged."))
4789 else: # game.damage[DSHUTTL] < 0
4790 prout(_("Shuttle craft is now serving Big Macs."))
4792 if not game.inorbit:
4793 prout(crmshp() + _(" not in standard orbit."))
4795 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4796 prout(_("Shuttle craft not currently available."))
4798 if not game.landed and game.iplnet.known=="shuttle_down":
4799 prout(_("You will have to beam down to retrieve the shuttle craft."))
4801 if game.shldup or game.condition == "docked":
4802 prout(_("Shuttle craft cannot pass through shields."))
4804 if game.iplnet.known=="unknown":
4805 prout(_("Spock- \"Captain, we have no information on this planet"))
4806 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4807 prout(_(" you may not fly down.\""))
4809 game.optime = 3.0e-5*game.height
4810 if game.optime >= 0.8*game.state.remtime:
4811 prout(_("First Officer Spock- \"Captain, I compute that such"))
4812 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4813 int(100*game.optime/game.state.remtime))
4814 prout(_("remaining time."))
4815 proutn(_("Are you sure this is wise?\" "))
4821 if game.iscraft == "onship":
4823 if not damaged(DTRANSP):
4824 proutn(_("Spock- \"Would you rather use the transporter?\" "))
4828 proutn(_("Shuttle crew"))
4830 proutn(_("Rescue party"))
4831 prout(_(" boards Galileo and swoops toward planet surface."))
4832 game.iscraft = "offship"
4836 game.iplnet.known="shuttle_down"
4837 prout(_("Trip complete."))
4840 # Ready to go back to ship
4841 prout(_("You and your mining party board the"))
4842 prout(_("shuttle craft for the trip back to the Enterprise."))
4844 prouts(_("The short hop begins . . ."))
4846 game.iplnet.known="known"
4852 game.iscraft = "onship"
4858 prout(_("Trip complete."))
4861 # Kirk on ship and so is Galileo
4862 prout(_("Mining party assembles in the hangar deck,"))
4863 prout(_("ready to board the shuttle craft \"Galileo\"."))
4865 prouts(_("The hangar doors open; the trip begins."))
4868 game.iscraft = "offship"
4871 game.iplnet.known = "shuttle_down"
4874 prout(_("Trip complete."))
4878 "Use the big zapper."
4882 if game.ship != IHE:
4883 prout(_("Ye Faerie Queene has no death ray."))
4885 if len(game.enemies)==0:
4886 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
4889 prout(_("Death Ray is damaged."))
4891 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
4892 prout(_(" is highly unpredictible. Considering the alternatives,"))
4893 proutn(_(" are you sure this is wise?\" "))
4896 prout(_("Spock- \"Acknowledged.\""))
4899 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
4901 prout(_("Crew scrambles in emergency preparation."))
4902 prout(_("Spock and Scotty ready the death ray and"))
4903 prout(_("prepare to channel all ship's power to the device."))
4905 prout(_("Spock- \"Preparations complete, sir.\""))
4906 prout(_("Kirk- \"Engage!\""))
4908 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
4911 if game.options & OPTION_PLAIN:
4915 prouts(_("Sulu- \"Captain! It's working!\""))
4917 while len(game.enemies) > 0:
4918 deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.i][game.enemies[1].kloc.j],game.enemies[1].kloc)
4919 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
4920 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
4922 if (game.options & OPTION_PLAIN) == 0:
4923 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
4925 prout(_(" is still operational.\""))
4927 prout(_(" has been rendered nonfunctional.\""))
4928 game.damage[DDRAY] = 39.95
4930 r = randreal() # Pick failure method
4932 prouts(_("Sulu- \"Captain! It's working!\""))
4934 prouts(_("***RED ALERT! RED ALERT!"))
4936 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
4938 prouts(_("***RED ALERT! RED A*L********************************"))
4941 prouts(_("****************** KA-BOOM!!!! *******************"))
4946 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
4948 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
4950 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
4951 prout(_(" have apparently been transformed into strange mutations."))
4952 prout(_(" Vulcans do not seem to be affected."))
4954 prout(_("Kirk- \"Raauch! Raauch!\""))
4959 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
4961 proutn(_("Spock- \"I believe the word is"))
4962 prouts(_(" *ASTONISHING*"))
4963 prout(_(" Mr. Sulu."))
4964 for i in range(QUADSIZE):
4965 for j in range(QUADSIZE):
4966 if game.quad[i][j] == IHDOT:
4967 game.quad[i][j] = IHQUEST
4968 prout(_(" Captain, our quadrant is now infested with"))
4969 prouts(_(" - - - - - - *THINGS*."))
4971 prout(_(" I have no logical explanation.\""))
4973 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
4975 prout(_("Scotty- \"There are so many tribbles down here"))
4976 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
4980 # Code from reports.c begins here
4982 def attackreport(curt):
4983 "eport status of bases under attack."
4985 if is_scheduled(FCDBAS):
4986 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
4987 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
4988 elif game.isatb == 1:
4989 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
4990 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
4992 prout(_("No Starbase is currently under attack."))
4994 if is_scheduled(FCDBAS):
4995 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
4997 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5001 # report on general game status
5003 s1 = "" and game.thawed and _("thawed ")
5004 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5005 s3 = (None, _("novice"). _("fair"),
5006 _("good"), _("expert"), _("emeritus"))[game.skill]
5007 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5008 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5009 prout(_("No plaque is allowed."))
5011 prout(_("This is tournament game %d.") % game.tourn)
5012 prout(_("Your secret password is \"%s\"") % game.passwd)
5013 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)),
5014 (game.inkling + game.incom + game.inscom)))
5015 if game.incom - len(game.state.kcmdr):
5016 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
5017 elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
5018 prout(_(", but no Commanders."))
5021 if game.skill > SKILL_FAIR:
5022 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5023 if len(game.state.baseq) != game.inbase:
5025 if game.inbase-len(game.state.baseq)==1:
5026 proutn(_("has been 1 base"))
5028 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
5029 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
5031 prout(_("There are %d bases.") % game.inbase)
5032 if communicating() or game.iseenit:
5033 # Don't report this if not seen and
5034 # either the radio is dead or not at base!
5038 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5040 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5041 if game.ship == IHE:
5042 proutn(_("You have "))
5044 proutn("%d" % (game.nprobes))
5047 proutn(_(" deep space probe"))
5051 if communicating() and is_scheduled(FDSPROB):
5053 proutn(_("An armed deep space probe is in "))
5055 proutn(_("A deep space probe is in "))
5056 prout("Quadrant %s." % game.probec)
5058 if game.cryprob <= .05:
5059 prout(_("Dilithium crystals aboard ship... not yet used."))
5063 while game.cryprob > ai:
5066 prout(_("Dilithium crystals have been used %d time%s.") % \
5067 (i, (_("s"), "")[i==1]))
5071 "Long-range sensor scan."
5072 if damaged(DLRSENS):
5073 # Now allow base's sensors if docked
5074 if game.condition != "docked":
5076 prout(_("LONG-RANGE SENSORS DAMAGED."))
5079 prout(_("Starbase's long-range scan"))
5081 prout(_("Long-range scan"))
5082 for x in range(game.quadrant.i-1, game.quadrant.i+2):
5085 for y in range(game.quadrant.j-1, game.quadrant.j+2):
5086 if not VALID_QUADRANT(x, y):
5090 if not damaged(DRADIO):
5091 game.state.galaxy[x][y].charted = True
5092 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5093 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5094 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5095 if not silent and game.state.galaxy[x][y].supernova:
5098 proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
5106 for i in range(NDEVICES):
5109 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5110 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5112 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5113 game.damage[i]+0.05,
5114 game.docfac*game.damage[i]+0.005))
5116 prout(_("All devices functional."))
5119 "Update the chart in the Enterprise's computer from galaxy data."
5120 game.lastchart = game.state.date
5121 for i in range(GALSIZE):
5122 for j in range(GALSIZE):
5123 if game.state.galaxy[i][j].charted:
5124 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5125 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5126 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5129 "Display the star chart."
5131 if (game.options & OPTION_AUTOSCAN):
5133 if not damaged(DRADIO):
5135 if game.lastchart < game.state.date and game.condition == "docked":
5136 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5138 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5139 if game.state.date > game.lastchart:
5140 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5141 prout(" 1 2 3 4 5 6 7 8")
5142 for i in range(GALSIZE):
5143 proutn("%d |" % (i+1))
5144 for j in range(GALSIZE):
5145 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5149 if game.state.galaxy[i][j].supernova:
5151 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5153 elif game.state.galaxy[i][j].charted:
5154 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5158 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5166 def sectscan(goodScan, i, j):
5167 "Light up an individual dot in a sector."
5168 if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
5169 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):
5170 #if game.condition == "red": textcolor("red")
5171 #elif game.condition == "green": textcolor("green")
5172 #elif game.condition == "yellow": textcolor("yellow")
5173 #elif game.condition == "docked": textcolor("cyan")
5174 #elif game.condition == "dead": textcolor("brown")
5175 if game.quad[i][j] != game.ship:
5177 proutn("%c " % game.quad[i][j])
5183 "Emit status report lines"
5184 if not req or req == 1:
5185 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5186 % (game.state.date, game.state.remtime))
5187 if not req or req == 2:
5188 if game.condition != "docked":
5191 for t in range(NDEVICES):
5192 if game.damage[t]>0:
5194 prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
5195 if not req or req == 3:
5196 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5197 if not req or req == 4:
5198 if damaged(DLIFSUP):
5199 if game.condition == "docked":
5200 s = _("DAMAGED, Base provides")
5202 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5205 prstat(_("Life Support"), s)
5206 if not req or req == 5:
5207 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5208 if not req or req == 6:
5210 if game.icrystl and (game.options & OPTION_SHOWME):
5211 extra = _(" (have crystals)")
5212 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5213 if not req or req == 7:
5214 prstat(_("Torpedoes"), "%d" % (game.torps))
5215 if not req or req == 8:
5216 if damaged(DSHIELD):
5222 data = _(" %d%% %.1f units") \
5223 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5224 prstat(_("Shields"), s+data)
5225 if not req or req == 9:
5226 prstat(_("Klingons Left"), "%d" \
5227 % (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem))
5228 if not req or req == 10:
5229 if game.options & OPTION_WORLDS:
5230 plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
5231 if plnet and plnet.inhabited:
5232 prstat(_("Major system"), plnet.name)
5234 prout(_("Sector is uninhabited"))
5235 elif not req or req == 11:
5236 attackreport(not req)
5239 "Request specified status data, a historical relic from slow TTYs."
5240 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5241 while scanner.next() == "IHEOL":
5242 proutn(_("Information desired? "))
5244 if scanner.token in requests:
5245 status(requests.index(scanner.token))
5247 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5248 prout((" date, condition, position, lsupport, warpfactor,"))
5249 prout((" energy, torpedoes, shields, klingons, system, time."))
5254 if damaged(DSRSENS):
5255 # Allow base's sensors if docked
5256 if game.condition != "docked":
5257 prout(_(" S.R. SENSORS DAMAGED!"))
5260 prout(_(" [Using Base's sensors]"))
5262 prout(_(" Short-range scan"))
5263 if goodScan and not damaged(DRADIO):
5264 game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
5265 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
5266 game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
5267 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
5268 prout(" 1 2 3 4 5 6 7 8 9 10")
5269 if game.condition != "docked":
5271 for i in range(QUADSIZE):
5272 proutn("%2d " % (i+1))
5273 for j in range(QUADSIZE):
5274 sectscan(goodScan, i, j)
5278 "Use computer to get estimated time of arrival for a warp jump."
5279 w1 = coord(); w2 = coord()
5281 if damaged(DCOMPTR):
5282 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5285 if scanner.next() != "IHREAL":
5288 proutn(_("Destination quadrant and/or sector? "))
5289 if scanner.next()!="IHREAL":
5292 w1.j = int(scanner.real-0.5)
5293 if scanner.next() != "IHREAL":
5296 w1.i = int(scanner.real-0.5)
5297 if scanner.next() == "IHREAL":
5298 w2.j = int(scanner.real-0.5)
5299 if scanner.next() != "IHREAL":
5302 w2.i = int(scanner.real-0.5)
5304 if game.quadrant.j>w1.i:
5308 if game.quadrant.i>w1.j:
5312 if not VALID_QUADRANT(w1.i, w1.j) or not VALID_SECTOR(w2.i, w2.j):
5315 dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
5316 (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
5319 prout(_("Answer \"no\" if you don't know the value:"))
5322 proutn(_("Time or arrival date? "))
5323 if scanner.next()=="IHREAL":
5324 ttime = scanner.real
5325 if ttime > game.state.date:
5326 ttime -= game.state.date # Actually a star date
5327 twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
5328 if ttime <= 1e-10 or twarp > 10:
5329 prout(_("We'll never make it, sir."))
5336 proutn(_("Warp factor? "))
5337 if scanner.next()== "IHREAL":
5339 twarp = scanner.real
5340 if twarp<1.0 or twarp > 10.0:
5344 prout(_("Captain, certainly you can give me one of these."))
5347 ttime = (10.0*game.dist)/twarp**2
5348 tpower = dist*twarp*twarp*twarp*(game.shldup+1)
5349 if tpower >= game.energy:
5350 prout(_("Insufficient energy, sir."))
5351 if not game.shldup or tpower > game.energy*2.0:
5354 proutn(_("New warp factor to try? "))
5355 if scanner.next() == "IHREAL":
5357 twarp = scanner.real
5358 if twarp<1.0 or twarp > 10.0:
5366 prout(_("But if you lower your shields,"))
5367 proutn(_("remaining"))
5370 proutn(_("Remaining"))
5371 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5373 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5375 prout(_("Any warp speed is adequate."))
5377 prout(_("Minimum warp needed is %.2f,") % (twarp))
5378 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5379 if game.state.remtime < ttime:
5380 prout(_("Unfortunately, the Federation will be destroyed by then."))
5382 prout(_("You'll be taking risks at that speed, Captain"))
5383 if (game.isatb==1 and game.state.kscmdr == w1 and \
5384 scheduled(FSCDBAS)< ttime+game.state.date) or \
5385 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5386 prout(_("The starbase there will be destroyed by then."))
5387 proutn(_("New warp factor to try? "))
5388 if scanner.next() == "IHREAL":
5390 twarp = scanner.real
5391 if twarp<1.0 or twarp > 10.0:
5399 # Code from setup.c begins here
5402 "Issue a historically correct banner."
5404 prout(_("-SUPER- STAR TREK"))
5406 # From the FORTRAN original
5407 # prout(_("Latest update-21 Sept 78"))
5413 scanner.push("emsave.trk")
5414 key = scanner.next()
5416 proutn(_("File name: "))
5417 key = scanner.next()
5418 if key != "IHALPHA":
5422 if '.' not in scanner.token:
5423 scanner.token += ".trk"
5425 fp = open(scanner.token, "wb")
5427 prout(_("Can't freeze game as file %s") % scanner.token)
5429 cPickle.dump(game, fp)
5433 "Retrieve saved game."
5434 game.passwd[0] = '\0'
5435 key = scanner.next()
5437 proutn(_("File name: "))
5438 key = scanner.next()
5439 if key != "IHALPHA":
5443 if '.' not in scanner.token:
5444 scanner.token += ".trk"
5446 fp = open(scanner.token, "rb")
5448 prout(_("Can't thaw game in %s") % scanner.token)
5450 game = cPickle.load(fp)
5454 # I used <http://www.memory-alpha.org> to find planets
5455 # with references in ST:TOS. Eath and the Alpha Centauri
5456 # Colony have been omitted.
5458 # Some planets marked Class G and P here will be displayed as class M
5459 # because of the way planets are generated. This is a known bug.
5462 _("Andoria (Fesoan)"), # several episodes
5463 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5464 _("Vulcan (T'Khasi)"), # many episodes
5465 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5466 _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5467 _("Ardana"), # TOS: "The Cloud Minders"
5468 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5469 _("Gideon"), # TOS: "The Mark of Gideon"
5470 _("Aldebaran III"), # TOS: "The Deadly Years"
5471 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5472 _("Altair IV"), # TOS: "Amok Time
5473 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5474 _("Benecia"), # TOS: "The Conscience of the King"
5475 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5476 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5477 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5478 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5479 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5480 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5481 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5482 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5483 _("Ingraham B"), # TOS: "Operation: Annihilate"
5484 _("Janus IV"), # TOS: "The Devil in the Dark"
5485 _("Makus III"), # TOS: "The Galileo Seven"
5486 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5487 _("Omega IV"), # TOS: "The Omega Glory"
5488 _("Regulus V"), # TOS: "Amok Time
5489 _("Deneva"), # TOS: "Operation -- Annihilate!"
5490 # Worlds from BSD Trek
5491 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5492 _("Beta III"), # TOS: "The Return of the Archons"
5493 _("Triacus"), # TOS: "And the Children Shall Lead",
5494 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5496 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5497 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5498 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5499 # _("Izar"), # TOS: "Whom Gods Destroy"
5500 # _("Tiburon"), # TOS: "The Way to Eden"
5501 # _("Merak II"), # TOS: "The Cloud Minders"
5502 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5503 # _("Iotia"), # TOS: "A Piece of the Action"
5507 _("S. R. Sensors"), \
5508 _("L. R. Sensors"), \
5510 _("Photon Tubes"), \
5511 _("Life Support"), \
5512 _("Warp Engines"), \
5513 _("Impulse Engines"), \
5515 _("Subspace Radio"), \
5516 _("Shuttle Craft"), \
5518 _("Navigation System"), \
5520 _("Shield Control"), \
5526 "Prepare to play, set up cosmos."
5528 # Decide how many of everything
5530 return # frozen game
5531 # Prepare the Enterprise
5532 game.alldone = game.gamewon = game.shldchg = game.shldup = False
5534 game.state.crew = FULLCREW
5535 game.energy = game.inenrg = 5000.0
5536 game.shield = game.inshld = 2500.0
5539 game.quadrant = randplace(GALSIZE)
5540 game.sector = randplace(QUADSIZE)
5541 game.torps = game.intorps = 10
5542 game.nprobes = randrange(2, 5)
5544 for i in range(NDEVICES):
5545 game.damage[i] = 0.0
5546 # Set up assorted game parameters
5547 game.battle = coord()
5548 game.state.date = game.indate = 100.0 * randreal(20, 51)
5549 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5550 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5551 game.isatb = game.state.nplankl = 0
5552 game.state.starkl = game.state.basekl = 0
5553 game.iscraft = "onship"
5557 # Starchart is functional but we've never seen it
5558 game.lastchart = FOREVER
5559 # Put stars in the galaxy
5561 for i in range(GALSIZE):
5562 for j in range(GALSIZE):
5563 k = randrange(1, QUADSIZE**2/10+1)
5565 game.state.galaxy[i][j].stars = k
5566 # Locate star bases in galaxy
5567 for i in range(game.inbase):
5570 w = randplace(GALSIZE)
5571 if not game.state.galaxy[w.i][w.j].starbase:
5574 # C version: for (j = i-1; j > 0; j--)
5575 # so it did them in the opposite order.
5576 for j in range(1, i):
5577 # Improved placement algorithm to spread out bases
5578 distq = (w - game.state.baseq[j]).distance()
5579 if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
5582 prout("=== Abandoning base #%d at %s" % (i, w))
5584 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5586 prout("=== Saving base #%d, close to #%d" % (i, j))
5589 game.state.baseq.append(w)
5590 game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5591 # Position ordinary Klingon Battle Cruisers
5593 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5594 if klumper > MAXKLQUAD:
5598 klump = (1.0 - r*r)*klumper
5603 w = randplace(GALSIZE)
5604 if not game.state.galaxy[w.i][w.j].supernova and \
5605 game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5607 game.state.galaxy[w.i][w.j].klingons += int(klump)
5610 # Position Klingon Commander Ships
5611 for i in range(game.incom):
5613 w = randplace(GALSIZE)
5614 if not welcoming(w) or w in game.state.kcmdr:
5616 if (game.state.galaxy[w.i][w.j].klingons or withprob(0.25)):
5618 game.state.galaxy[w.i][w.j].klingons += 1
5619 game.state.kcmdr.append(w)
5620 # Locate planets in galaxy
5621 for i in range(game.inplan):
5623 w = randplace(GALSIZE)
5624 if game.state.galaxy[w.i][w.j].planet == None:
5628 new.crystals = "absent"
5629 if (game.options & OPTION_WORLDS) and i < NINHAB:
5630 new.pclass = "M" # All inhabited planets are class M
5631 new.crystals = "absent"
5633 new.name = systnames[i]
5634 new.inhabited = True
5636 new.pclass = ("M", "N", "O")[randrange(0, 3)]
5638 new.crystals = "present"
5639 new.known = "unknown"
5640 new.inhabited = False
5641 game.state.galaxy[w.i][w.j].planet = new
5642 game.state.planets.append(new)
5644 for i in range(game.state.nromrem):
5645 w = randplace(GALSIZE)
5646 game.state.galaxy[w.i][w.j].romulans += 1
5647 # Place the Super-Commander if needed
5648 if game.state.nscrem > 0:
5650 w = randplace(GALSIZE)
5653 game.state.kscmdr = w
5654 game.state.galaxy[w.i][w.j].klingons += 1
5655 # Initialize times for extraneous events
5656 schedule(FSNOVA, expran(0.5 * game.intime))
5657 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5658 schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
5659 schedule(FBATTAK, expran(0.3*game.intime))
5661 if game.state.nscrem:
5662 schedule(FSCMOVE, 0.2777)
5667 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5668 schedule(FDISTR, expran(1.0 + game.intime))
5673 # Place thing (in tournament game, we don't want one!)
5674 # New in SST2K: never place the Thing near a starbase.
5675 # This makes sense and avoids a special case in the old code.
5677 if game.tourn is None:
5679 thing = randplace(GALSIZE)
5680 if thing not in game.state.baseq:
5683 game.state.snap = False
5684 if game.skill == SKILL_NOVICE:
5685 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5686 prout(_("a deadly Klingon invasion force. As captain of the United"))
5687 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5688 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5689 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5690 prout(_("your mission. As you proceed you may be given more time."))
5692 prout(_("You will have %d supporting starbases.") % (game.inbase))
5693 proutn(_("Starbase locations- "))
5695 prout(_("Stardate %d.") % int(game.state.date))
5697 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5698 prout(_("An unknown number of Romulans."))
5699 if game.state.nscrem:
5700 prout(_("And one (GULP) Super-Commander."))
5701 prout(_("%d stardates.") % int(game.intime))
5702 proutn(_("%d starbases in ") % game.inbase)
5703 for i in range(game.inbase):
5704 proutn(`game.state.baseq[i]`)
5707 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5708 proutn(_(" Sector %s") % game.sector)
5710 prout(_("Good Luck!"))
5711 if game.state.nscrem:
5712 prout(_(" YOU'LL NEED IT."))
5715 if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
5717 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5718 attack(torps_ok=False)
5721 "Choose your game type."
5726 game.skill = SKILL_NONE
5728 if not scanner.inqueue: # Can start with command line options
5729 proutn(_("Would you like a regular, tournament, or saved game? "))
5731 if scanner.sees("tournament"):
5732 while scanner.next() == "IHEOL":
5733 proutn(_("Type in tournament number-"))
5734 if scanner.real == 0:
5736 continue # We don't want a blank entry
5737 game.tourn = int(round(scanner.real))
5738 random.seed(scanner.real)
5740 logfp.write("# random.seed(%d)\n" % scanner.real)
5742 if scanner.sees("saved") or scanner.sees("frozen"):
5746 if game.passwd == None:
5748 if not game.alldone:
5749 game.thawed = True # No plaque if not finished
5753 if scanner.sees("regular"):
5755 proutn(_("What is \"%s\"?") % scanner.token)
5757 while game.length==0 or game.skill==SKILL_NONE:
5758 if scanner.next() == "IHALPHA":
5759 if scanner.sees("short"):
5761 elif scanner.sees("medium"):
5763 elif scanner.sees("long"):
5765 elif scanner.sees("novice"):
5766 game.skill = SKILL_NOVICE
5767 elif scanner.sees("fair"):
5768 game.skill = SKILL_FAIR
5769 elif scanner.sees("good"):
5770 game.skill = SKILL_GOOD
5771 elif scanner.sees("expert"):
5772 game.skill = SKILL_EXPERT
5773 elif scanner.sees("emeritus"):
5774 game.skill = SKILL_EMERITUS
5776 proutn(_("What is \""))
5777 proutn(scanner.token)
5782 proutn(_("Would you like a Short, Medium, or Long game? "))
5783 elif game.skill == SKILL_NONE:
5784 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
5785 # Choose game options -- added by ESR for SST2K
5786 if scanner.next() != "IHALPHA":
5788 proutn(_("Choose your game style (or just press enter): "))
5790 if scanner.sees("plain"):
5791 # Approximates the UT FORTRAN version.
5792 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5793 game.options |= OPTION_PLAIN
5794 elif scanner.sees("almy"):
5795 # Approximates Tom Almy's version.
5796 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5797 game.options |= OPTION_ALMY
5798 elif scanner.sees("fancy") or scanner.sees("\n"):
5800 elif len(scanner.token):
5801 proutn(_("What is \"%s\"?") % scanner.token)
5803 if game.passwd == "debug":
5805 prout("=== Debug mode enabled.")
5806 # Use parameters to generate initial values of things
5807 game.damfac = 0.5 * game.skill
5808 game.inbase = randrange(BASEMIN, BASEMAX+1)
5810 if game.options & OPTION_PLANETS:
5811 game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
5812 if game.options & OPTION_WORLDS:
5813 game.inplan += int(NINHAB)
5814 game.state.nromrem = game.inrom = randrange(2 *game.skill)
5815 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
5816 game.state.remtime = 7.0 * game.length
5817 game.intime = game.state.remtime
5818 game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
5819 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
5820 game.state.remres = (game.inkling+4*game.incom)*game.intime
5821 game.inresor = game.state.remres
5822 if game.inkling > 50:
5823 game.state.inbase += 1
5826 def dropin(iquad=None):
5827 "Drop a feature on a random dot in the current quadrant."
5829 w = randplace(QUADSIZE)
5830 if game.quad[w.i][w.j] == IHDOT:
5832 if iquad is not None:
5833 game.quad[w.i][w.j] = iquad
5837 "Update our alert status."
5838 game.condition = "green"
5839 if game.energy < 1000.0:
5840 game.condition = "yellow"
5841 if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
5842 game.condition = "red"
5844 game.condition="dead"
5847 "Drop new Klingon into current quadrant."
5848 return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill)
5851 "Set up a new state of quadrant, for when we enter or re-enter it."
5854 game.neutz = game.inorbit = game.landed = False
5855 game.ientesc = game.iseenit = False
5856 # Create a blank quadrant
5857 game.quad = fill2d(QUADSIZE, lambda i, j: IHDOT)
5859 # Attempt to escape Super-commander, so tbeam back!
5862 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
5863 # cope with supernova
5866 game.klhere = q.klingons
5867 game.irhere = q.romulans
5869 game.quad[game.sector.i][game.sector.j] = game.ship
5872 # Position ordinary Klingons
5873 for i in range(game.klhere):
5875 # If we need a commander, promote a Klingon
5876 for cmdr in game.state.kcmdr:
5877 if cmdr == game.quadrant:
5878 e = game.enemies[game.klhere-1]
5879 game.quad[e.kloc.i][e.kloc.j] = IHC
5880 e.kpower = randreal(950,1350) + 50.0*game.skill
5882 # If we need a super-commander, promote a Klingon
5883 if game.quadrant == game.state.kscmdr:
5885 game.quad[e.kloc.i][e.kloc.j] = IHS
5886 e.kpower = randreal(1175.0, 1575.0) + 125.0*game.skill
5887 game.iscate = (game.state.remkl > 1)
5888 # Put in Romulans if needed
5889 for i in range(q.romulans):
5890 enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
5891 # If quadrant needs a starbase, put it in
5893 game.base = dropin(IHB)
5894 # If quadrant needs a planet, put it in
5896 game.iplnet = q.planet
5897 if not q.planet.inhabited:
5898 game.plnet = dropin(IHP)
5900 game.plnet = dropin(IHW)
5901 # Check for condition
5904 if game.irhere > 0 and game.klhere == 0:
5906 if not damaged(DRADIO):
5908 prout(_("LT. Uhura- \"Captain, an urgent message."))
5909 prout(_(" I'll put it on audio.\" CLICK"))
5911 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
5912 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
5913 # Put in THING if needed
5914 if thing == game.quadrant:
5915 enemy(type=IHQUEST, loc=dropin(),
5916 power=randreal(6000,6500.0)+250.0*game.skill)
5917 if not damaged(DSRSENS):
5919 prout(_("Mr. Spock- \"Captain, this is most unusual."))
5920 prout(_(" Please examine your short-range scan.\""))
5921 # Decide if quadrant needs a Tholian; lighten up if skill is low
5922 if game.options & OPTION_THOLIAN:
5923 if (game.skill < SKILL_GOOD and withprob(0.02)) or \
5924 (game.skill == SKILL_GOOD and withprob(0.05)) or \
5925 (game.skill > SKILL_GOOD and withprob(0.08)):
5928 w.i = withprob(0.5) * (QUADSIZE-1)
5929 w.j = withprob(0.5) * (QUADSIZE-1)
5930 if game.quad[w.i][w.j] == IHDOT:
5932 game.tholian = enemy(type=IHT, loc=w,
5933 power=randrange(100, 500) + 25.0*game.skill)
5934 # Reserve unoccupied corners
5935 if game.quad[0][0]==IHDOT:
5936 game.quad[0][0] = 'X'
5937 if game.quad[0][QUADSIZE-1]==IHDOT:
5938 game.quad[0][QUADSIZE-1] = 'X'
5939 if game.quad[QUADSIZE-1][0]==IHDOT:
5940 game.quad[QUADSIZE-1][0] = 'X'
5941 if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT:
5942 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
5943 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
5944 # And finally the stars
5945 for i in range(q.stars):
5947 # Put in a few black holes
5948 for i in range(1, 3+1):
5951 # Take out X's in corners if Tholian present
5953 if game.quad[0][0]=='X':
5954 game.quad[0][0] = IHDOT
5955 if game.quad[0][QUADSIZE-1]=='X':
5956 game.quad[0][QUADSIZE-1] = IHDOT
5957 if game.quad[QUADSIZE-1][0]=='X':
5958 game.quad[QUADSIZE-1][0] = IHDOT
5959 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
5960 game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT
5963 "Set the self-destruct password."
5964 if game.options & OPTION_PLAIN:
5967 proutn(_("Please type in a secret password- "))
5969 game.passwd = scanner.token
5970 if game.passwd != None:
5975 game.passwd += chr(ord('a')+randrange(26))
5977 # Code from sst.c begins here
5980 "SRSCAN": OPTION_TTY,
5981 "STATUS": OPTION_TTY,
5982 "REQUEST": OPTION_TTY,
5983 "LRSCAN": OPTION_TTY,
5996 "SENSORS": OPTION_PLANETS,
5997 "ORBIT": OPTION_PLANETS,
5998 "TRANSPORT": OPTION_PLANETS,
5999 "MINE": OPTION_PLANETS,
6000 "CRYSTALS": OPTION_PLANETS,
6001 "SHUTTLE": OPTION_PLANETS,
6002 "PLANETS": OPTION_PLANETS,
6007 "PROBE": OPTION_PROBE,
6009 "FREEZE": 0, # Synonym for SAVE
6015 "SOS": 0, # Synonym for MAYDAY
6016 "CALL": 0, # Synonym for MAYDAY
6022 "Generate a list of legal commands."
6023 prout(_("LEGAL COMMANDS ARE:"))
6025 for key in commands:
6026 if not commands[key] or (commands[key] & game.options):
6027 proutn("%-12s " % key)
6029 if emitted % 5 == 4:
6034 "Browse on-line help."
6035 key = scanner.next()
6038 setwnd(prompt_window)
6039 proutn(_("Help on what command? "))
6040 key = scanner.next()
6041 setwnd(message_window)
6044 if scanner.token in commands or scanner.token == "ABBREV":
6051 cmd = scanner.token.upper()
6053 fp = open(SSTDOC, "r")
6056 fp = open(DOC_NAME, "r")
6058 prout(_("Spock- \"Captain, that information is missing from the"))
6059 proutn(_(" computer. You need to find "))
6061 prout(_(" and put it in the"))
6062 proutn(_(" current directory or to "))
6065 # This used to continue: "You need to find SST.DOC and put
6066 # it in the current directory."
6069 linebuf = fp.readline()
6071 prout(_("Spock- \"Captain, there is no information on that command.\""))
6074 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6075 linebuf = linebuf[3:].strip()
6079 prout(_("Spock- \"Captain, I've found the following information:\""))
6081 while linebuf in fp:
6082 if "******" in linebuf:
6088 "Command-interpretation loop."
6090 setwnd(message_window)
6091 while True: # command loop
6093 while True: # get a command
6098 setwnd(prompt_window)
6101 if scanner.next() == "IHEOL":
6102 if game.options & OPTION_CURSES:
6105 elif scanner.token == "":
6109 setwnd(message_window)
6111 candidates = filter(lambda x: x.startswith(scanner.token.upper()),
6113 if len(candidates) == 1:
6116 elif candidates and not (game.options & OPTION_PLAIN):
6117 prout("Commands with prefix '%s': %s" % (scanner.token, " ".join(candidates)))
6121 if cmd == "SRSCAN": # srscan
6123 elif cmd == "STATUS": # status
6125 elif cmd == "REQUEST": # status request
6127 elif cmd == "LRSCAN": # long range scan
6128 lrscan(silent=False)
6129 elif cmd == "PHASERS": # phasers
6133 elif cmd == "TORPEDO": # photon torpedos
6137 elif cmd == "MOVE": # move under warp
6138 warp(course=None, involuntary=False)
6139 elif cmd == "SHIELDS": # shields
6140 doshield(shraise=False)
6143 game.shldchg = False
6144 elif cmd == "DOCK": # dock at starbase
6147 attack(torps_ok=False)
6148 elif cmd == "DAMAGES": # damage reports
6150 elif cmd == "CHART": # chart
6152 elif cmd == "IMPULSE": # impulse
6154 elif cmd == "REST": # rest
6158 elif cmd == "WARP": # warp
6160 elif cmd == "SCORE": # score
6162 elif cmd == "SENSORS": # sensors
6164 elif cmd == "ORBIT": # orbit
6168 elif cmd == "TRANSPORT": # transport "beam"
6170 elif cmd == "MINE": # mine
6174 elif cmd == "CRYSTALS": # crystals
6178 elif cmd == "SHUTTLE": # shuttle
6182 elif cmd == "PLANETS": # Planet list
6184 elif cmd == "REPORT": # Game Report
6186 elif cmd == "COMPUTER": # use COMPUTER!
6188 elif cmd == "COMMANDS":
6190 elif cmd == "EMEXIT": # Emergency exit
6191 clrscr() # Hide screen
6192 freeze(True) # forced save
6193 raise SysExit,1 # And quick exit
6194 elif cmd == "PROBE":
6195 probe() # Launch probe
6198 elif cmd == "ABANDON": # Abandon Ship
6200 elif cmd == "DESTRUCT": # Self Destruct
6202 elif cmd == "SAVE": # Save Game
6205 if game.skill > SKILL_GOOD:
6206 prout(_("WARNING--Saved games produce no plaques!"))
6207 elif cmd == "DEATHRAY": # Try a desparation measure
6211 elif cmd == "DEBUGCMD": # What do we want for debug???
6213 elif cmd == "MAYDAY": # Call for help
6218 game.alldone = True # quit the game
6223 break # Game has ended
6224 if game.optime != 0.0:
6227 break # Events did us in
6228 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6231 if hitme and not game.justin:
6232 attack(torps_ok=True)
6235 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6246 "Emit the name of an enemy or feature."
6247 if type == IHR: s = _("Romulan")
6248 elif type == IHK: s = _("Klingon")
6249 elif type == IHC: s = _("Commander")
6250 elif type == IHS: s = _("Super-commander")
6251 elif type == IHSTAR: s = _("Star")
6252 elif type == IHP: s = _("Planet")
6253 elif type == IHB: s = _("Starbase")
6254 elif type == IHBLANK: s = _("Black hole")
6255 elif type == IHT: s = _("Tholian")
6256 elif type == IHWEB: s = _("Tholian web")
6257 elif type == IHQUEST: s = _("Stranger")
6258 elif type == IHW: s = _("Inhabited World")
6259 else: s = "Unknown??"
6262 def crmena(stars, enemy, loctype, w):
6263 "Emit the name of an enemy and his location."
6267 buf += cramen(enemy) + _(" at ")
6268 if loctype == "quadrant":
6269 buf += _("Quadrant ")
6270 elif loctype == "sector":
6275 "Emit our ship name."
6276 return{IHE:_("Enterprise"),IHF:_("Faerie Queene")}.get(game.ship,"Ship???")
6279 "Emit a line of stars"
6280 prouts("******************************************************")
6284 return -avrage*math.log(1e-7 + randreal())
6286 def randplace(size):
6287 "Choose a random location."
6289 w.i = randrange(size)
6290 w.j = randrange(size)
6300 # Get a token from the user
6303 # Fill the token quue if nothing here
6304 while not self.inqueue:
6306 if curwnd==prompt_window:
6308 setwnd(message_window)
6315 self.inqueue = line.lstrip().split() + ["\n"]
6316 # From here on in it's all looking at the queue
6317 self.token = self.inqueue.pop(0)
6318 if self.token == "\n":
6322 self.real = float(self.token)
6323 self.type = "IHREAL"
6328 self.token = self.token.lower()
6329 self.type = "IHALPHA"
6332 def append(self, tok):
6333 self.inqueue.append(tok)
6334 def push(self, tok):
6335 self.inqueue.insert(0, tok)
6339 # Demand input for next scan
6341 self.real = self.token = None
6343 # compares s to item and returns true if it matches to the length of s
6344 return s.startswith(self.token)
6346 # Round token value to nearest integer
6347 return int(round(scanner.real))
6351 if scanner.type != "IHREAL":
6354 s.i = scanner.int()-1
6356 if scanner.type != "IHREAL":
6359 s.j = scanner.int()-1
6362 return "<sstcanner: token=%s, type=%s, queue=%s>" % (scanner.token, scanner.type, scanner.inqueue)
6365 "Yes-or-no confirmation."
6369 if scanner.token == 'y':
6371 if scanner.token == 'n':
6374 proutn(_("Please answer with \"y\" or \"n\": "))
6377 "Complain about unparseable input."
6380 prout(_("Beg your pardon, Captain?"))
6383 "Access to the internals for debugging."
6384 proutn("Reset levels? ")
6386 if game.energy < game.inenrg:
6387 game.energy = game.inenrg
6388 game.shield = game.inshld
6389 game.torps = game.intorps
6390 game.lsupres = game.inlsr
6391 proutn("Reset damage? ")
6393 for i in range(NDEVICES):
6394 if game.damage[i] > 0.0:
6395 game.damage[i] = 0.0
6396 proutn("Toggle debug flag? ")
6400 prout("Debug output ON")
6402 prout("Debug output OFF")
6403 proutn("Cause selective damage? ")
6405 for i in range(NDEVICES):
6406 proutn("Kill %s?" % device[i])
6408 key = scanner.next()
6409 if key == "IHALPHA" and scanner.sees("y"):
6410 game.damage[i] = 10.0
6411 proutn("Examine/change events? ")
6416 FSNOVA: "Supernova ",
6419 FBATTAK: "Base Attack ",
6420 FCDBAS: "Base Destroy ",
6421 FSCMOVE: "SC Move ",
6422 FSCDBAS: "SC Base Destroy ",
6423 FDSPROB: "Probe Move ",
6424 FDISTR: "Distress Call ",
6425 FENSLV: "Enslavement ",
6426 FREPRO: "Klingon Build ",
6428 for i in range(1, NEVENTS):
6431 proutn("%.2f" % (scheduled(i)-game.state.date))
6432 if i == FENSLV or i == FREPRO:
6434 proutn(" in %s" % ev.quadrant)
6439 key = scanner.next()
6443 elif key == "IHREAL":
6444 ev = schedule(i, scanner.real)
6445 if i == FENSLV or i == FREPRO:
6447 proutn("In quadrant- ")
6448 key = scanner.next()
6449 # "IHEOL" says to leave coordinates as they are
6452 prout("Event %d canceled, no x coordinate." % (i))
6455 w.i = int(round(scanner.real))
6456 key = scanner.next()
6458 prout("Event %d canceled, no y coordinate." % (i))
6461 w.j = int(round(scanner.real))
6464 proutn("Induce supernova here? ")
6466 game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
6469 if __name__ == '__main__':
6470 import getopt, socket
6472 global line, thing, game, idebug
6478 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6479 if os.getenv("TERM"):
6480 game.options |= OPTION_CURSES
6482 game.options |= OPTION_TTY
6483 seed = int(time.time())
6484 (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:tx")
6485 for (switch, val) in options:
6488 replayfp = open(val, "r")
6490 sys.stderr.write("sst: can't open replay file %s\n" % val)
6493 line = replayfp.readline().strip()
6494 (leader, key, seed) = line.split()
6496 sys.stderr.write("sst2k: seed set to %s\n" % seed)
6497 line = replayfp.readline().strip()
6498 arguments += line.split()[2:]
6500 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6502 game.options |= OPTION_TTY
6503 game.options &=~ OPTION_CURSES
6504 elif switch == '-s':
6506 elif switch == '-t':
6507 game.options |= OPTION_TTY
6508 game.options &=~ OPTION_CURSES
6509 elif switch == '-x':
6512 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6514 # where to save the input in case of bugs
6516 logfp = open("/usr/tmp/sst-input.log", "w")
6518 sys.stderr.write("sst: warning, can't open logfile\n")
6520 logfp.write("# seed %s\n" % seed)
6521 logfp.write("# options %s\n" % " ".join(arguments))
6522 logfp.write("# recorded by %s@%s on %s\n" % \
6523 (os.getenv("LOGNAME"),socket.gethostname(),time.ctime()))
6525 scanner = sstscanner()
6526 map(scanner.append, arguments)
6529 while True: # Play a game
6530 setwnd(fullscreen_window)
6536 game.alldone = False
6542 if game.tourn and game.alldone:
6543 proutn(_("Do you want your score recorded?"))
6549 proutn(_("Do you want to play again? "))
6553 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6557 except KeyboardInterrupt: