3 sst.py =-- Super Star Trek in Python
5 This code is a Python translation of a C translation of a FORTRAN original.
6 The FORTRANness still shows in many ways, notably the use of a lot of
7 parallel arrays where a more modern language would use structures
8 or objects. (However, 1-origin array indexing was fixed.)
12 SRSCAN, MOVE, PHASERS, CALL, STATUS, IMPULSE, PHOTONS, ABANDON,
13 LRSCAN, WARP, SHIELDS, DESTRUCT, CHART, REST, DOCK, QUIT, and DAMAGE
14 were in the original non-"super" version of UT FORTRAN Star Trek.
16 Tholians were not in the original. Dave is dubious about their merits.
17 (They are now controlled by OPTION_THOLIAN and turned off if the game
20 Planets and dilithium crystals were not in the original. Dave is OK
21 with this idea. (It's now controlled by OPTION_PLANETS and turned
22 off if the game type is "plain".)
24 Dave says the bit about the Galileo getting turned into a
25 McDonald's is "consistant with our original vision". (This has been
26 left permanently enabled, as it can only happen if OPTION_PLANETS
29 Dave also says the Space Thingy should not be preserved across saved
30 games, so you can't prove to others that you've seen it. He says it
31 shouldn't fire back, either. It should do nothing except scream and
32 disappear when hit by photon torpedos. It's OK that it may move
33 when attacked, but it didn't in the original. (Whether the Thingy
34 can fire back is now controlled by OPTION_THINGY and turned off if the
35 game type is "plain" or "almy". The no-save behavior has been restored.)
37 The Faerie Queen, black holes, and time warping were in the original.
39 Here are Tom Almy's changes:
41 In early 1997, I got the bright idea to look for references to
42 "Super Star Trek" on the World Wide Web. There weren't many hits,
43 but there was one that came up with 1979 Fortran sources! This
44 version had a few additional features that mine didn't have,
45 however mine had some feature it didn't have. So I merged its
46 features that I liked. I also took a peek at the DECUS version (a
47 port, less sources, to the PDP-10), and some other variations.
49 1, Compared to the original UT version, I've changed the "help" command to
50 "call" and the "terminate" command to "quit" to better match
51 user expectations. The DECUS version apparently made those changes
52 as well as changing "freeze" to "save". However I like "freeze".
53 (Both "freeze" and "save" work in SST2K.)
55 2. The experimental deathray originally had only a 5% chance of
56 success, but could be used repeatedly. I guess after a couple
57 years of use, it was less "experimental" because the 1979
58 version had a 70% success rate. However it was prone to breaking
59 after use. I upgraded the deathray, but kept the original set of
60 failure modes (great humor!). (Now controlled by OPTION_DEATHRAY
61 and turned off if game type is "plain".)
63 3. The 1979 version also mentions srscan and lrscan working when
64 docked (using the starbase's scanners), so I made some changes here
65 to do this (and indicating that fact to the player), and then realized
66 the base would have a subspace radio as well -- doing a Chart when docked
67 updates the star chart, and all radio reports will be heard. The Dock
68 command will also give a report if a base is under attack.
70 4. Tholian Web from the 1979 version. (Now controlled by
71 OPTION_THOLIAN and turned off if game type is "plain".)
73 5. Enemies can ram the Enterprise. (Now controlled by OPTION_RAMMING
74 and turned off if game type is "plain".)
76 6. Regular Klingons and Romulans can move in Expert and Emeritus games.
77 This code could use improvement. (Now controlled by OPTION_MVBADDY
78 and turned off if game type is "plain".)
80 7. The deep-space probe feature from the DECUS version. (Now controlled
81 by OPTION_PROBE and turned off if game type is "plain").
83 8. 'emexit' command from the 1979 version.
85 9. Bugfix: Klingon commander movements are no longer reported if long-range
88 10. Bugfix: Better base positioning at startup (more spread out).
89 That made sense to add because most people abort games with
92 In June 2002, I fixed two known bugs and a documentation typo.
93 In June 2004 I fixed a number of bugs involving: 1) parsing invalid
94 numbers, 2) manual phasers when SR scan is damaged and commander is
95 present, 3) time warping into the future, 4) hang when moving
96 klingons in crowded quadrants. (These fixes are in SST2K.)
98 Here are Stas Sergeev's changes:
100 1. The Space Thingy can be shoved, if you ram it, and can fire back if
101 fired upon. (Now controlled by OPTION_THINGY and turned off if game
102 type is "plain" or "almy".)
104 2. When you are docked, base covers you with an almost invincible shield.
105 (A commander can still ram you, or a Romulan can destroy the base,
106 or a SCom can even succeed with direct attack IIRC, but this rarely
107 happens.) (Now controlled by OPTION_BASE and turned off if game
108 type is "plain" or "almy".)
110 3. Ramming a black hole is no longer instant death. There is a
111 chance you might get timewarped instead. (Now controlled by
112 OPTION_BLKHOLE and turned off if game type is "plain" or "almy".)
114 4. The Tholian can be hit with phasers.
116 5. SCom can't escape from you if no more enemies remain
117 (without this, chasing SCom can take an eternity).
119 6. Probe target you enter is now the destination quadrant. Before I don't
120 remember what it was, but it was something I had difficulty using.
122 7. Secret password is now autogenerated.
124 8. "Plaque" is adjusted for A4 paper :-)
126 9. Phasers now tells you how much energy needed, but only if the computer
129 10. Planets are auto-scanned when you enter the quadrant.
131 11. Mining or using crystals in presense of enemy now yields an attack.
132 There are other minor adjustments to what yields an attack
135 12. "freeze" command reverts to "save", most people will understand this
136 better anyway. (SST2K recognizes both.)
138 13. Screen-oriented interface, with sensor scans always up. (SST2K
139 supports both screen-oriented and TTY modes.)
141 Eric Raymond's changes:
143 Mainly, I translated this C code out of FORTRAN into C -- created #defines
144 for a lot of magic numbers and refactored the heck out of it.
146 1. "sos" and "call" becomes "mayday", "freeze" and "save" are both good.
148 2. Status report now indicates when dilithium crystals are on board.
150 3. Per Dave Matuszek's remarks, Thingy state is never saved across games.
152 4. Added game option selection so you can play a close (but not bug-for-
153 bug identical) approximation of older versions.
155 5. Half the quadrants now have inhabited planets, from which one
156 cannot mine dilithium (there will still be the same additional number
157 of dilithium-bearing planets). Torpedoing an inhabited world is *bad*.
158 There is BSD-Trek-like logic for Klingons to attack and enslave
159 inhabited worlds, producing more ships (only is skill is 'good' or
160 better). (Controlled by OPTION_WORLDS and turned off if game
161 type is "plain" or "almy".)
163 6. User input is now logged so we can do regression testing.
165 7. More BSD-Trek features: You can now lose if your entire crew
166 dies in battle. When abandoning ship in a game with inhabited
167 worlds enabled, they must have one in the quadrant to beam down
168 to; otherwise they die in space and this counts heavily against
169 your score. Docking at a starbase replenishes your crew.
171 8. Still more BSD-Trek: we now have a weighted damage table.
172 Also, the nav subsystem (enabling automatic course
173 setting) can be damaged separately from the main computer (which
174 handles weapons targeting, ETA calculation, and self-destruct).
176 After these features were added, I translated this into Python and added
179 9. A long-range scan is done silently whenever you call CHART; thus
180 the LRSCAN command is no longer needed. (Controlled by OPTION_AUTOSCAN
181 and turned off if game type is "plain" or "almy".)
183 import os,sys,math,curses,time,atexit,readline,cPickle,random,getopt,copy
185 SSTDOC = "/usr/share/doc/sst/sst.doc"
188 # Stub to be replaced
189 def _(str): return str
193 NINHAB = (GALSIZE * GALSIZE / 2)
195 PLNETMAX = (NINHAB + MAXUNINHAB)
198 BASEMAX = (GALSIZE * GALSIZE / 12)
201 FULLCREW = 428 # BSD Trek was 387, that's wrong
206 # These functions hide the difference between 0-origin and 1-origin addressing.
207 def VALID_QUADRANT(x, y): return ((x)>=0 and (x)<GALSIZE and (y)>=0 and (y)<GALSIZE)
208 def VALID_SECTOR(x, y): return ((x)>=0 and (x)<QUADSIZE and (y)>=0 and (y)<QUADSIZE)
210 # How to represent features
235 def __init__(self, x=None, y=None):
238 def invalidate(self):
239 self.x = self.y = None
241 return self.x != None and self.y != None
242 def __eq__(self, other):
243 return other != None and self.x == other.y and self.x == other.y
244 def __add__(self, other):
245 return coord(self.x+self.x, self.y+self.y)
246 def __sub__(self, other):
247 return coord(self.x-other.x, self.y-other.y)
248 def __mul__(self, other):
249 return coord(self.x*other, self.y*other)
250 def __rmul__(self, other):
251 return coord(self.x*other, self.y*other)
252 def __div__(self, other):
253 return coord(self.x/other, self.y/other)
254 def __rdiv__(self, other):
255 return coord(self.x/other, self.y/other)
256 def snaptogrid(self):
257 return coord(int(round(self.x)), int(round(self.y)))
258 def distance(self, other=None):
259 if not other: other = coord(0, 0)
260 return math.sqrt((self.x - other.x)**2 + (self.y - other.y)**2)
261 def bearing(self, other=None):
262 if not other: other = coord(0, 0)
263 return 1.90985*math.atan2(self.x-other.x, self.y-other.y)
269 s.x = self.x / abs(self.x)
273 s.y = self.y / abs(self.y)
277 s.x = self.x + randrange(-1, 2)
278 s.y = self.y + randrange(-1, 2)
283 if self.x == None or self.y == None:
285 return "%s - %s" % (self.x+1, self.y+1)
290 self.name = None # string-valued if inhabited
291 self.quadrant = coord() # quadrant located
292 self.pclass = None # could be ""M", "N", "O", or "destroyed"
293 self.crystals = "absent"# could be "mined", "present", "absent"
294 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
295 self.inhabited = False # is it inhabites?
303 self.starbase = False
306 self.supernova = False
308 self.status = "secure" # Could be "secure", "distressed", "enslaved"
316 def fill2d(size, fillfun):
317 "Fill an empty list in 2D."
319 for i in range(size):
321 for j in range(size):
322 lst[i].append(fillfun(i, j))
327 self.snap = False # snapshot taken
328 self.crew = 0 # crew complement
329 self.remkl = 0 # remaining klingons
330 self.nscrem = 0 # remaining super commanders
331 self.starkl = 0 # destroyed stars
332 self.basekl = 0 # destroyed bases
333 self.nromrem = 0 # Romulans remaining
334 self.nplankl = 0 # destroyed uninhabited planets
335 self.nworldkl = 0 # destroyed inhabited planets
336 self.planets = [] # Planet information
337 self.date = 0.0 # stardate
338 self.remres = 0 # remaining resources
339 self.remtime = 0 # remaining time
340 self.baseq = [] # Base quadrant coordinates
341 self.kcmdr = [] # Commander quadrant coordinates
342 self.kscmdr = coord() # Supercommander quadrant coordinates
343 # the galaxy (subscript 0 not used)
344 self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
345 # the starchart (subscript 0 not used)
346 self.chart = fill2d(GALSIZE, lambda i, j: page())
350 self.date = None # A real number
351 self.quadrant = None # A coord structure
354 OPTION_ALL = 0xffffffff
355 OPTION_TTY = 0x00000001 # old interface
356 OPTION_CURSES = 0x00000002 # new interface
357 OPTION_IOMODES = 0x00000003 # cover both interfaces
358 OPTION_PLANETS = 0x00000004 # planets and mining
359 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
360 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
361 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
362 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
363 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
364 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
365 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
366 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
367 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
368 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
369 OPTION_PLAIN = 0x01000000 # user chose plain game
370 OPTION_ALMY = 0x02000000 # user chose Almy variant
389 NDEVICES= 16 # Number of devices
398 def damaged(dev): return (game.damage[dev] != 0.0)
399 def communicating(): return not damaged(DRADIO) or game.condition=="docked"
401 # Define future events
402 FSPY = 0 # Spy event happens always (no future[] entry)
403 # can cause SC to tractor beam Enterprise
404 FSNOVA = 1 # Supernova
405 FTBEAM = 2 # Commander tractor beams Enterprise
406 FSNAP = 3 # Snapshot for time warp
407 FBATTAK = 4 # Commander attacks base
408 FCDBAS = 5 # Commander destroys base
409 FSCMOVE = 6 # Supercommander moves (might attack base)
410 FSCDBAS = 7 # Supercommander destroys base
411 FDSPROB = 8 # Move deep space probe
412 FDISTR = 9 # Emit distress call from an inhabited world
413 FENSLV = 10 # Inhabited word is enslaved */
414 FREPRO = 11 # Klingons build a ship in an enslaved system
418 # abstract out the event handling -- underlying data structures will change
419 # when we implement stateful events
421 def findevent(evtype): return game.future[evtype]
424 def __init__(self, type=None, loc=None, power=None):
429 self.kpower = power # enemy energy level
430 game.enemies.append(self)
432 motion = (loc != self.kloc)
433 if self.kloc.x is not None and self.kloc.y is not None:
436 game.quad[self.kloc.x][self.kloc.y] = IHWEB
438 game.quad[self.kloc.x][self.kloc.y] = IHDOT
440 self.kloc = copy.copy(loc)
441 game.quad[self.kloc.x][self.kloc.y] = self.type
442 self.kdist = self.kavgd = (game.sector - loc).distance()
445 self.kdist = self.kavgd = None
446 game.enemies.remove(self)
449 return "<%s,%s.%f>" % (self.type, self.kloc, self.kpower) # For debugging
453 self.options = None # Game options
454 self.state = snapshot() # A snapshot structure
455 self.snapsht = snapshot() # Last snapshot taken for time-travel purposes
456 self.quad = None # contents of our quadrant
457 self.damage = [0.0] * NDEVICES # damage encountered
458 self.future = [] # future events
459 for i in range(NEVENTS):
460 self.future.append(event())
461 self.passwd = None; # Self Destruct password
463 self.quadrant = None # where we are in the large
464 self.sector = None # where we are in the small
465 self.tholian = None # Tholian enemy object
466 self.base = None # position of base in current quadrant
467 self.battle = None # base coordinates being attacked
468 self.plnet = None # location of planet in quadrant
469 self.probec = None # current probe quadrant
470 self.gamewon = False # Finished!
471 self.ididit = False # action taken -- allows enemy to attack
472 self.alive = False # we are alive (not killed)
473 self.justin = False # just entered quadrant
474 self.shldup = False # shields are up
475 self.shldchg = False # shield is changing (affects efficiency)
476 self.iscate = False # super commander is here
477 self.ientesc = False # attempted escape from supercommander
478 self.resting = False # rest time
479 self.icraft = False # Kirk in Galileo
480 self.landed = False # party on planet (true), on ship (false)
481 self.alldone = False # game is now finished
482 self.neutz = False # Romulan Neutral Zone
483 self.isarmed = False # probe is armed
484 self.inorbit = False # orbiting a planet
485 self.imine = False # mining
486 self.icrystl = False # dilithium crystals aboard
487 self.iseenit = False # seen base attack report
488 self.thawed = False # thawed game
489 self.condition = None # "green", "yellow", "red", "docked", "dead"
490 self.iscraft = None # "onship", "offship", "removed"
491 self.skill = None # Player skill level
492 self.inkling = 0 # initial number of klingons
493 self.inbase = 0 # initial number of bases
494 self.incom = 0 # initial number of commanders
495 self.inscom = 0 # initial number of commanders
496 self.inrom = 0 # initial number of commanders
497 self.instar = 0 # initial stars
498 self.intorps = 0 # initial/max torpedoes
499 self.torps = 0 # number of torpedoes
500 self.ship = 0 # ship type -- 'E' is Enterprise
501 self.abandoned = 0 # count of crew abandoned in space
502 self.length = 0 # length of game
503 self.klhere = 0 # klingons here
504 self.casual = 0 # causalties
505 self.nhelp = 0 # calls for help
506 self.nkinks = 0 # count of energy-barrier crossings
507 self.iplnet = None # planet # in quadrant
508 self.inplan = 0 # initial planets
509 self.irhere = 0 # Romulans in quadrant
510 self.isatb = 0 # =1 if super commander is attacking base
511 self.tourn = None # tournament number
512 self.proben = 0 # number of moves for probe
513 self.nprobes = 0 # number of probes available
514 self.inresor = 0.0 # initial resources
515 self.intime = 0.0 # initial time
516 self.inenrg = 0.0 # initial/max energy
517 self.inshld = 0.0 # initial/max shield
518 self.inlsr = 0.0 # initial life support resources
519 self.indate = 0.0 # initial date
520 self.energy = 0.0 # energy level
521 self.shield = 0.0 # shield level
522 self.warpfac = 0.0 # warp speed
523 self.wfacsq = 0.0 # squared warp factor
524 self.lsupres = 0.0 # life support reserves
525 self.dist = 0.0 # movement distance
526 self.direc = 0.0 # movement direction
527 self.optime = 0.0 # time taken by current operation
528 self.docfac = 0.0 # repair factor when docking (constant?)
529 self.damfac = 0.0 # damage factor
530 self.lastchart = 0.0 # time star chart was last updated
531 self.cryprob = 0.0 # probability that crystal will work
532 self.probex = 0.0 # location of probe
534 self.probeinx = 0.0 # probe x,y increment
535 self.probeiny = 0.0 #
536 self.height = 0.0 # height of orbit around planet
538 # Stas thinks this should be (C expression):
539 # game.state.remkl + len(game.state.kcmdr) > 0 ?
540 # game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99
541 # He says the existing expression is prone to divide-by-zero errors
542 # after killing the last klingon when score is shown -- perhaps also
543 # if the only remaining klingon is SCOM.
544 game.state.remtime = game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr))
545 # From enumerated type 'feature'
566 # From enumerated type 'FINTYPE'
590 # Log the results of pulling random numbers so we can check determinism.
596 #logfp.write("# withprob(%s) -> %f (%s) at %s\n" % (p, v, v<p, traceback.extract_stack()[-2][1:]))
599 def randrange(*args):
600 v = random.randrange(*args)
601 #logfp.write("# randrange%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
607 v *= args[0] # returns from [0, args[0])
609 v = args[0] + v*(args[1]-args[0]) # returns from [args[0], args[1])
610 #logfp.write("# randreal%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
613 # Code from ai.c begins here
616 "Would this quadrant welcome another Klingon?"
617 return VALID_QUADRANT(iq.x,iq.y) and \
618 not game.state.galaxy[iq.x][iq.y].supernova or \
619 game.state.galaxy[iq.x][iq.y].klingons < MAXKLQUAD
622 def tryexit(enemy, look, irun):
623 "A bad guy attempts to bug out."
625 iq.x = game.quadrant.x+(look.x+(QUADSIZE-1))/QUADSIZE - 1
626 iq.y = game.quadrant.y+(look.y+(QUADSIZE-1))/QUADSIZE - 1
627 if not welcoming(iq):
629 if enemy.type == IHR:
630 return False; # Romulans cannot escape!
632 # avoid intruding on another commander's territory
633 if enemy.type == IHC:
634 if iq in game.state.kcmdr:
636 # refuse to leave if currently attacking starbase
637 if game.battle == game.quadrant:
639 # don't leave if over 1000 units of energy
640 if enemy.kpower > 1000.0:
642 # emit escape message and move out of quadrant.
643 # we know this if either short or long range sensors are working
644 if not damaged(DSRSENS) or not damaged(DLRSENS) or \
645 game.condition == "docked":
646 prout(crmena(True, enemy.type, "sector", enemy.kloc) + \
647 (_(" escapes to Quadrant %s (and regains strength).") % q))
648 # handle local matters related to escape
651 if game.condition != "docked":
653 # Handle global matters related to escape
654 game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
655 game.state.galaxy[iq.x][iq.y].klingons += 1
660 schedule(FSCMOVE, 0.2777)
664 for cmdr in game.state.kcmdr:
665 if cmdr == game.quadrant:
666 game.state.kcmdr[n] = iq
668 return True; # success
671 # The bad-guy movement algorithm:
673 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
674 # If both are operating full strength, force is 1000. If both are damaged,
675 # force is -1000. Having shields down subtracts an additional 1000.
677 # 2. Enemy has forces equal to the energy of the attacker plus
678 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
679 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
681 # Attacker Initial energy levels (nominal):
682 # Klingon Romulan Commander Super-Commander
683 # Novice 400 700 1200
685 # Good 450 800 1300 1750
686 # Expert 475 850 1350 1875
687 # Emeritus 500 900 1400 2000
688 # VARIANCE 75 200 200 200
690 # Enemy vessels only move prior to their attack. In Novice - Good games
691 # only commanders move. In Expert games, all enemy vessels move if there
692 # is a commander present. In Emeritus games all enemy vessels move.
694 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
695 # forces are 1000 greater than Enterprise.
697 # Agressive action on average cuts the distance between the ship and
698 # the enemy to 1/4 the original.
700 # 4. At lower energy advantage, movement units are proportional to the
701 # advantage with a 650 advantage being to hold ground, 800 to move forward
702 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
704 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
705 # retreat, especially at high skill levels.
707 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
710 def movebaddy(enemy):
711 "Tactical movement for the bad guys."
712 next = coord(); look = coord()
714 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
715 if game.skill >= SKILL_EXPERT:
716 nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
718 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
720 mdist = int(dist1 + 0.5); # Nearest integer distance
721 # If SC, check with spy to see if should hi-tail it
722 if enemy.type==IHS and \
723 (enemy.kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
727 # decide whether to advance, retreat, or hold position
728 forces = enemy.kpower+100.0*len(game.enemies)+400*(nbaddys-1)
730 forces += 1000; # Good for enemy if shield is down!
731 if not damaged(DPHASER) or not damaged(DPHOTON):
732 if damaged(DPHASER): # phasers damaged
735 forces -= 0.2*(game.energy - 2500.0)
736 if damaged(DPHOTON): # photon torpedoes damaged
739 forces -= 50.0*game.torps
741 # phasers and photon tubes both out!
744 if forces <= 1000.0 and game.condition != "docked": # Typical situation
745 motion = ((forces + randreal(200))/150.0) - 5.0
747 if forces > 1000.0: # Very strong -- move in for kill
748 motion = (1.0 - randreal())**2 * dist1 + 1.0
749 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
750 motion -= game.skill*(2.0-randreal()**2)
752 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
753 # don't move if no motion
756 # Limit motion according to skill
757 if abs(motion) > game.skill:
762 # calculate preferred number of steps
767 if motion > 0 and nsteps > mdist:
768 nsteps = mdist; # don't overshoot
769 if nsteps > QUADSIZE:
770 nsteps = QUADSIZE; # This shouldn't be necessary
772 nsteps = 1; # This shouldn't be necessary
774 proutn("NSTEPS = %d:" % nsteps)
775 # Compute preferred values of delta X and Y
776 m = game.sector - enemy.kloc
777 if 2.0 * abs(m.x) < abs(m.y):
779 if 2.0 * abs(m.y) < abs(game.sector.x-enemy.kloc.x):
793 for ll in range(nsteps):
795 proutn(" %d" % (ll+1))
796 # Check if preferred position available
807 attempts = 0; # Settle mysterious hang problem
808 while attempts < 20 and not success:
810 if look.x < 0 or look.x >= QUADSIZE:
811 if motion < 0 and tryexit(enemy, look, irun):
813 if krawlx == m.x or m.y == 0:
815 look.x = next.x + krawlx
817 elif look.y < 0 or look.y >= QUADSIZE:
818 if motion < 0 and tryexit(enemy, look, irun):
820 if krawly == m.y or m.x == 0:
822 look.y = next.y + krawly
824 elif (game.options & OPTION_RAMMING) and game.quad[look.x][look.y] != IHDOT:
825 # See if enemy should ram ship
826 if game.quad[look.x][look.y] == game.ship and \
827 (enemy.type == IHC or enemy.type == IHS):
828 collision(rammed=True, enemy=enemy)
830 if krawlx != m.x and m.y != 0:
831 look.x = next.x + krawlx
833 elif krawly != m.y and m.x != 0:
834 look.y = next.y + krawly
837 break; # we have failed
849 if not damaged(DSRSENS) or game.condition == "docked":
850 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.kloc))
851 if enemy.kdist < dist1:
852 proutn(_(" advances to "))
854 proutn(_(" retreats to "))
855 prout("Sector %s." % next)
858 "Sequence Klingon tactical movement."
861 # Figure out which Klingon is the commander (or Supercommander)
863 if game.quadrant in game.state.kcmdr:
864 for enemy in game.enemies:
865 if enemy.type == IHC:
867 if game.state.kscmdr==game.quadrant:
868 for enemy in game.enemies:
869 if enemy.type == IHS:
872 # If skill level is high, move other Klingons and Romulans too!
873 # Move these last so they can base their actions on what the
875 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
876 for enemy in game.enemies:
877 if enemy.type in (IHK, IHR):
879 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
881 def movescom(iq, avoid):
882 "Commander movement helper."
883 # Avoid quadrants with bases if we want to avoid Enterprise
884 if not welcoming(iq) or (avoid and iq in game.state.baseq):
886 if game.justin and not game.iscate:
889 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons -= 1
890 game.state.kscmdr = iq
891 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons += 1
892 if game.state.kscmdr==game.quadrant:
893 # SC has scooted, Remove him from current quadrant
898 for enemy in game.enemies:
899 if enemy.type == IHS:
903 if game.condition != "docked":
905 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
906 # check for a helpful planet
907 for i in range(game.inplan):
908 if game.state.planets[i].quadrant == game.state.kscmdr and \
909 game.state.planets[i].crystals == "present":
911 game.state.planets[i].pclass = "destroyed"
912 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = None
915 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
916 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
917 prout(_(" by the Super-commander.\""))
919 return False; # looks good!
921 def supercommander():
922 "Move the Super Commander."
923 iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
926 prout("== SUPERCOMMANDER")
927 # Decide on being active or passive
928 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 \
929 (game.state.date-game.indate) < 3.0)
930 if not game.iscate and avoid:
931 # compute move away from Enterprise
932 idelta = game.state.kscmdr-game.quadrant
933 if math.sqrt(idelta.x*idelta.x+idelta.y*idelta.y) > 2.0:
935 idelta.x = game.state.kscmdr.y-game.quadrant.y
936 idelta.y = game.quadrant.x-game.state.kscmdr.x
938 # compute distances to starbases
939 if not game.state.baseq:
943 sc = game.state.kscmdr
944 for base in game.state.baseq:
945 basetbl.append((i, (base - sc).distance()))
946 if game.state.baseq > 1:
947 basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
948 # look for nearest base without a commander, no Enterprise, and
949 # without too many Klingons, and not already under attack.
950 ifindit = iwhichb = 0
951 for (i2, base) in enumerate(game.state.baseq):
952 i = basetbl[i2][0]; # bug in original had it not finding nearest
953 if base==game.quadrant or base==game.battle or not welcoming(base):
955 # if there is a commander, and no other base is appropriate,
956 # we will take the one with the commander
957 for cmdr in game.state.kcmdr:
958 if base == cmdr and ifindit != 2:
962 else: # no commander -- use this one
967 return # Nothing suitable -- wait until next time
968 ibq = game.state.baseq[iwhichb]
969 # decide how to move toward base
970 idelta = ibq - game.state.kscmdr
971 # Maximum movement is 1 quadrant in either or both axes
972 idelta = idelta.sgn()
973 # try moving in both x and y directions
974 # there was what looked like a bug in the Almy C code here,
975 # but it might be this translation is just wrong.
976 iq = game.state.kscmdr + idelta
977 if movescom(iq, avoid):
978 # failed -- try some other maneuvers
979 if idelta.x==0 or idelta.y==0:
982 iq.y = game.state.kscmdr.y + 1
983 if movescom(iq, avoid):
984 iq.y = game.state.kscmdr.y - 1
987 iq.x = game.state.kscmdr.x + 1
988 if movescom(iq, avoid):
989 iq.x = game.state.kscmdr.x - 1
992 # try moving just in x or y
993 iq.y = game.state.kscmdr.y
994 if movescom(iq, avoid):
995 iq.y = game.state.kscmdr.y + idelta.y
996 iq.x = game.state.kscmdr.x
999 if len(game.state.baseq) == 0:
1002 for (i, ibq) in enumerate(game.state.baseq):
1003 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
1006 return # no, don't attack base!
1007 game.iseenit = False
1009 schedule(FSCDBAS, randreal(1.0, 3.0))
1010 if is_scheduled(FCDBAS):
1011 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
1012 if not communicating():
1016 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
1017 % game.state.kscmdr)
1018 prout(_(" reports that it is under attack from the Klingon Super-commander."))
1019 proutn(_(" It can survive until stardate %d.\"") \
1020 % int(scheduled(FSCDBAS)))
1021 if not game.resting:
1023 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
1026 game.resting = False
1027 game.optime = 0.0; # actually finished
1029 # Check for intelligence report
1032 (not communicating()) or \
1033 not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted):
1036 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
1037 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
1042 if not game.tholian or game.justin:
1045 if game.tholian.kloc.x == 0 and game.tholian.kloc.y == 0:
1046 id.x = 0; id.y = QUADSIZE-1
1047 elif game.tholian.kloc.x == 0 and game.tholian.kloc.y == QUADSIZE-1:
1048 id.x = QUADSIZE-1; id.y = QUADSIZE-1
1049 elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == QUADSIZE-1:
1050 id.x = QUADSIZE-1; id.y = 0
1051 elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == 0:
1054 # something is wrong!
1055 game.tholian.move(None)
1056 prout("***Internal error: Tholian in a bad spot.")
1058 # do nothing if we are blocked
1059 if game.quad[id.x][id.y] not in (IHDOT, IHWEB):
1061 here = copy.copy(game.tholian.kloc)
1062 delta = (id - game.tholian.kloc).sgn()
1064 while here.x != id.x:
1066 if game.quad[here.x][here.y]==IHDOT:
1067 game.tholian.move(here)
1069 while here.y != id.y:
1071 if game.quad[here.x][here.y]==IHDOT:
1072 game.tholian.move(here)
1073 # check to see if all holes plugged
1074 for i in range(QUADSIZE):
1075 if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT:
1077 if game.quad[QUADSIZE][i]!=IHWEB and game.quad[QUADSIZE][i]!=IHT:
1079 if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT:
1081 if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT:
1083 # All plugged up -- Tholian splits
1084 game.quad[game.tholian.kloc.x][game.tholian.kloc.y]=IHWEB
1086 prout(crmena(True, IHT, "sector", game.tholian) + _(" completes web."))
1087 game.tholian.move(None)
1090 # Code from battle.c begins here
1092 def doshield(shraise):
1093 "Change shield status."
1099 key = scanner.next()
1101 if scanner.sees("transfer"):
1104 if damaged(DSHIELD):
1105 prout(_("Shields damaged and down."))
1107 if scanner.sees("up"):
1109 elif scanner.sees("down"):
1112 proutn(_("Do you wish to change shield energy? "))
1114 proutn(_("Energy to transfer to shields- "))
1116 elif damaged(DSHIELD):
1117 prout(_("Shields damaged and down."))
1120 proutn(_("Shields are up. Do you want them down? "))
1127 proutn(_("Shields are down. Do you want them up? "))
1133 if action == "SHUP": # raise shields
1135 prout(_("Shields already up."))
1139 if game.condition != "docked":
1141 prout(_("Shields raised."))
1142 if game.energy <= 0:
1144 prout(_("Shields raising uses up last of energy."))
1149 elif action == "SHDN":
1151 prout(_("Shields already down."))
1155 prout(_("Shields lowered."))
1158 elif action == "NRG":
1159 while scanner.next() != IHREAL:
1161 proutn(_("Energy to transfer to shields- "))
1163 if scanner.real == 0:
1165 if scanner.real > game.energy:
1166 prout(_("Insufficient ship energy."))
1169 if game.shield+scanner.real >= game.inshld:
1170 prout(_("Shield energy maximized."))
1171 if game.shield+scanner.real > game.inshld:
1172 prout(_("Excess energy requested returned to ship energy"))
1173 game.energy -= game.inshld-game.shield
1174 game.shield = game.inshld
1176 if scanner.real < 0.0 and game.energy-scanner.real > game.inenrg:
1177 # Prevent shield drain loophole
1179 prout(_("Engineering to bridge--"))
1180 prout(_(" Scott here. Power circuit problem, Captain."))
1181 prout(_(" I can't drain the shields."))
1184 if game.shield+scanner.real < 0:
1185 prout(_("All shield energy transferred to ship."))
1186 game.energy += game.shield
1189 proutn(_("Scotty- \""))
1190 if scanner.real > 0:
1191 prout(_("Transferring energy to shields.\""))
1193 prout(_("Draining energy from shields.\""))
1194 game.shield += scanner.real
1195 game.energy -= scanner.real
1199 "Choose a device to damage, at random."
1200 # Quoth Eric Allman in the code of BSD-Trek:
1201 # "Under certain conditions you can get a critical hit. This
1202 # sort of hit damages devices. The probability that a given
1203 # device is damaged depends on the device. Well protected
1204 # devices (such as the computer, which is in the core of the
1205 # ship and has considerable redundancy) almost never get
1206 # damaged, whereas devices which are exposed (such as the
1207 # warp engines) or which are particularly delicate (such as
1208 # the transporter) have a much higher probability of being
1211 # This is one place where OPTION_PLAIN does not restore the
1212 # original behavior, which was equiprobable damage across
1213 # all devices. If we wanted that, we'd return randrange(NDEVICES)
1214 # and have done with it. Also, in the original game, DNAVYS
1215 # and DCOMPTR were the same device.
1217 # Instead, we use a table of weights similar to the one from BSD Trek.
1218 # BSD doesn't have the shuttle, shield controller, death ray, or probes.
1219 # We don't have a cloaking device. The shuttle got the allocation
1220 # for the cloaking device, then we shaved a half-percent off
1221 # everything to have some weight to give DSHCTRL/DDRAY/DDSP.
1223 105, # DSRSENS: short range scanners 10.5%
1224 105, # DLRSENS: long range scanners 10.5%
1225 120, # DPHASER: phasers 12.0%
1226 120, # DPHOTON: photon torpedoes 12.0%
1227 25, # DLIFSUP: life support 2.5%
1228 65, # DWARPEN: warp drive 6.5%
1229 70, # DIMPULS: impulse engines 6.5%
1230 145, # DSHIELD: deflector shields 14.5%
1231 30, # DRADIO: subspace radio 3.0%
1232 45, # DSHUTTL: shuttle 4.5%
1233 15, # DCOMPTR: computer 1.5%
1234 20, # NAVCOMP: navigation system 2.0%
1235 75, # DTRANSP: transporter 7.5%
1236 20, # DSHCTRL: high-speed shield controller 2.0%
1237 10, # DDRAY: death ray 1.0%
1238 30, # DDSP: deep-space probes 3.0%
1240 idx = randrange(1000) # weights must sum to 1000
1242 for (i, w) in enumerate(weights):
1246 return None; # we should never get here
1248 def collision(rammed, enemy):
1249 "Collision handling fot rammong events."
1250 prouts(_("***RED ALERT! RED ALERT!"))
1252 prout(_("***COLLISION IMMINENT."))
1256 hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(enemy.type, 1.0)
1258 proutn(_(" rammed by "))
1261 proutn(crmena(False, enemy.type, "sector", enemy.kloc))
1263 proutn(_(" (original position)"))
1265 deadkl(enemy.kloc, enemy.type, game.sector)
1266 proutn("***" + crmship() + " heavily damaged.")
1267 icas = randrange(10, 30)
1268 prout(_("***Sickbay reports %d casualties"), icas)
1270 game.state.crew -= icas
1271 # In the pre-SST2K version, all devices got equiprobably damaged,
1272 # which was silly. Instead, pick up to half the devices at
1273 # random according to our weighting table,
1274 ncrits = randrange(NDEVICES/2)
1275 for m in range(ncrits):
1277 if game.damage[dev] < 0:
1279 extradm = (10.0*hardness*randreal()+1.0)*game.damfac
1280 # Damage for at least time of travel!
1281 game.damage[dev] += game.optime + extradm
1283 prout(_("***Shields are down."))
1284 if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
1291 def torpedo(course, dispersion, origin, number, nburst):
1292 "Let a photon torpedo fly"
1295 ac = course + 0.25*dispersion
1296 angle = (15.0-ac)*0.5235988
1297 bullseye = (15.0 - course)*0.5235988
1298 deltax = -math.sin(angle);
1299 deltay = math.cos(angle);
1300 x = origin.x; y = origin.y
1301 w = coord(0, 0); jw = coord(0, 0)
1302 bigger = max(math.fabs(deltax), math.fabs(deltay))
1305 if not damaged(DSRSENS) or game.condition=="docked":
1306 setwnd(srscan_window)
1308 setwnd(message_window)
1309 # Loop to move a single torpedo
1310 for step in range(1, 15+1):
1315 if not VALID_SECTOR(w.x, w.y):
1317 iquad=game.quad[w.x][w.y]
1318 tracktorpedo(origin, w, step, number, nburst, iquad)
1322 setwnd(message_window)
1323 if damaged(DSRSENS) and not game.condition=="docked":
1324 skip(1); # start new line after text track
1325 if iquad in (IHE, IHF): # Hit our ship
1327 prout(_("Torpedo hits %s.") % crmshp())
1328 hit = 700.0 + randreal(100) - \
1329 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1330 newcnd(); # we're blown out of dock
1331 # We may be displaced.
1332 if game.landed or game.condition=="docked":
1333 return hit # Cheat if on a planet
1334 ang = angle + 2.5*(randreal()-0.5)
1335 temp = math.fabs(math.sin(ang))
1336 if math.fabs(math.cos(ang)) > temp:
1337 temp = math.fabs(math.cos(ang))
1338 xx = -math.sin(ang)/temp
1339 yy = math.cos(ang)/temp
1340 jw.x = int(w.x+xx+0.5)
1341 jw.y = int(w.y+yy+0.5)
1342 if not VALID_SECTOR(jw.x, jw.y):
1344 if game.quad[jw.x][jw.y]==IHBLANK:
1347 if game.quad[jw.x][jw.y]!=IHDOT:
1348 # can't move into object
1353 elif iquad in (IHC, IHS): # Hit a commander
1355 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1356 prout(_(" torpedo neutralized."))
1358 elif iquad in (IHR, IHK): # Hit a regular enemy
1360 for enemy in game.enemies:
1361 if w == game.enemies[ll].kloc:
1363 kp = math.fabs(e.kpower)
1364 h1 = 700.0 + randrange(100) - \
1365 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1369 if enemy.kpower < 0:
1373 if enemy.kpower == 0:
1376 proutn(crmena(True, iquad, "sector", w))
1377 # If enemy damaged but not destroyed, try to displace
1378 ang = angle + 2.5*(randreal()-0.5)
1379 temp = math.fabs(math.sin(ang))
1380 if math.fabs(math.cos(ang)) > temp:
1381 temp = math.fabs(math.cos(ang))
1382 xx = -math.sin(ang)/temp
1383 yy = math.cos(ang)/temp
1384 jw.x = int(w.x+xx+0.5)
1385 jw.y = int(w.y+yy+0.5)
1386 if not VALID_SECTOR(jw.x, jw.y):
1387 prout(_(" damaged but not destroyed."))
1389 if game.quad[jw.x][jw.y]==IHBLANK:
1390 prout(_(" buffeted into black hole."))
1391 deadkl(w, iquad, jw)
1393 if game.quad[jw.x][jw.y]!=IHDOT:
1394 # can't move into object
1395 prout(_(" damaged but not destroyed."))
1397 proutn(_(" damaged--"))
1401 elif iquad == IHB: # Hit a base
1403 prout(_("***STARBASE DESTROYED.."))
1404 game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
1405 game.quad[w.x][w.y]=IHDOT
1406 game.base.invalidate()
1407 game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase -= 1
1408 game.state.chart[game.quadrant.x][game.quadrant.y].starbase -= 1
1409 game.state.basekl += 1
1412 elif iquad == IHP: # Hit a planet
1413 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1414 game.state.nplankl += 1
1415 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
1416 game.iplnet.pclass = "destroyed"
1418 game.plnet.invalidate()
1419 game.quad[w.x][w.y] = IHDOT
1421 # captain perishes on planet
1424 elif iquad == IHW: # Hit an inhabited world -- very bad!
1425 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1426 game.state.nworldkl += 1
1427 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
1428 game.iplnet.pclass = "destroyed"
1430 game.plnet.invalidate()
1431 game.quad[w.x][w.y] = IHDOT
1433 # captain perishes on planet
1435 prout(_("You have just destroyed an inhabited planet."))
1436 prout(_("Celebratory rallies are being held on the Klingon homeworld."))
1438 elif iquad == IHSTAR: # Hit a star
1442 prout(crmena(True, IHSTAR, "sector", w) + _(" unaffected by photon blast."))
1444 elif iquad == IHQUEST: # Hit a thingy
1445 if not (game.options & OPTION_THINGY) or withprob(0.3):
1447 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1449 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1451 proutn(_("Mr. Spock-"))
1452 prouts(_(" \"Fascinating!\""))
1456 # Stas Sergeev added the possibility that
1457 # you can shove the Thingy and piss it off.
1458 # It then becomes an enemy and may fire at you.
1462 elif iquad == IHBLANK: # Black hole
1464 prout(crmena(True, IHBLANK, "sector", w) + _(" swallows torpedo."))
1466 elif iquad == IHWEB: # hit the web
1468 prout(_("***Torpedo absorbed by Tholian web."))
1470 elif iquad == IHT: # Hit a Tholian
1471 h1 = 700.0 + randrange(100) - \
1472 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1475 game.quad[w.x][w.y] = IHDOT
1480 proutn(crmena(True, IHT, "sector", w))
1482 prout(_(" survives photon blast."))
1484 prout(_(" disappears."))
1485 game.tholian.move(None)
1486 game.quad[w.x][w.y] = IHWEB
1491 proutn("Don't know how to handle torpedo collision with ")
1492 proutn(crmena(True, iquad, "sector", w))
1496 if curwnd!=message_window:
1497 setwnd(message_window)
1499 game.quad[w.x][w.y]=IHDOT
1500 game.quad[jw.x][jw.y]=iquad
1501 prout(_(" displaced by blast to Sector %s ") % jw)
1502 for ll in range(len(game.enemies)):
1503 game.enemies[ll].kdist = game.enemies[ll].kavgd = (game.sector-game.enemies[ll].kloc).distance()
1504 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1507 prout(_("Torpedo missed."))
1511 "Critical-hit resolution."
1512 if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1514 ncrit = int(1.0 + hit/(500.0+randreal(100)))
1515 proutn(_("***CRITICAL HIT--"))
1516 # Select devices and cause damage
1518 for loop1 in range(ncrit):
1521 # Cheat to prevent shuttle damage unless on ship
1522 if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1525 extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1526 game.damage[j] += extradm
1528 for (i, j) in enumerate(cdam):
1530 if skipcount % 3 == 2 and i < len(cdam)-1:
1535 prout(_(" damaged."))
1536 if damaged(DSHIELD) and game.shldup:
1537 prout(_("***Shields knocked down."))
1540 def attack(torps_ok):
1541 # bad guy attacks us
1542 # torps_ok == False forces use of phasers in an attack
1543 # game could be over at this point, check
1546 attempt = False; ihurt = False;
1547 hitmax=0.0; hittot=0.0; chgfac=1.0
1550 prout("=== ATTACK!")
1551 # Tholian gets to move before attacking
1554 # if you have just entered the RNZ, you'll get a warning
1555 if game.neutz: # The one chance not to be attacked
1558 # commanders get a chance to tac-move towards you
1559 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:
1561 # if no enemies remain after movement, we're done
1562 if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
1564 # set up partial hits if attack happens during shield status change
1565 pfac = 1.0/game.inshld
1567 chgfac = 0.25 + randreal(0.5)
1569 # message verbosity control
1570 if game.skill <= SKILL_FAIR:
1572 for enemy in game.enemies:
1573 if enemy.kpower < 0:
1574 continue; # too weak to attack
1575 # compute hit strength and diminish shield power
1577 # Increase chance of photon torpedos if docked or enemy energy is low
1578 if game.condition == "docked":
1580 if enemy.kpower < 500:
1582 if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry):
1584 # different enemies have different probabilities of throwing a torp
1585 usephasers = not torps_ok or \
1586 (enemy.type == IHK and r > 0.0005) or \
1587 (enemy.type==IHC and r > 0.015) or \
1588 (enemy.type==IHR and r > 0.3) or \
1589 (enemy.type==IHS and r > 0.07) or \
1590 (enemy.type==IHQUEST and r > 0.05)
1591 if usephasers: # Enemy uses phasers
1592 if game.condition == "docked":
1593 continue; # Don't waste the effort!
1594 attempt = True; # Attempt to attack
1595 dustfac = randreal(0.8, 0.85)
1596 hit = enemy.kpower*math.pow(dustfac,enemy.kavgd)
1597 enemy.kpower *= 0.75
1598 else: # Enemy uses photon torpedo
1599 #course2 = (enemy.kloc-game.sector).bearing()
1600 course = 1.90985*math.atan2(game.sector.y-enemy.kloc.y, enemy.kloc.x-game.sector.x)
1602 proutn(_("***TORPEDO INCOMING"))
1603 if not damaged(DSRSENS):
1604 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.kloc))
1607 dispersion = (randreal()+randreal())*0.5 - 0.5
1608 dispersion += 0.002*enemy.kpower*dispersion
1609 hit = torpedo(course, dispersion, origin=enemy.kloc, number=1, nburst=1)
1610 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1611 finish(FWON); # Klingons did themselves in!
1612 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.alldone:
1613 return # Supernova or finished
1616 # incoming phaser or torpedo, shields may dissipate it
1617 if game.shldup or game.shldchg or game.condition=="docked":
1618 # shields will take hits
1619 propor = pfac * game.shield
1620 if game.condition =="docked":
1624 hitsh = propor*chgfac*hit+1.0
1626 if absorb > game.shield:
1627 absorb = game.shield
1628 game.shield -= absorb
1630 # taking a hit blasts us out of a starbase dock
1631 if game.condition == "docked":
1633 # but the shields may take care of it
1634 if propor > 0.1 and hit < 0.005*game.energy:
1636 # hit from this opponent got through shields, so take damage
1638 proutn(_("%d unit hit") % int(hit))
1639 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1640 proutn(_(" on the ") + crmshp())
1641 if not damaged(DSRSENS) and usephasers:
1642 prout(_(" from ") + crmena(False, enemy.type, where, enemy.kloc))
1644 # Decide if hit is critical
1650 if game.energy <= 0:
1651 # Returning home upon your shield, not with it...
1654 if not attempt and game.condition == "docked":
1655 prout(_("***Enemies decide against attacking your ship."))
1656 percent = 100.0*pfac*game.shield+0.5
1658 # Shields fully protect ship
1659 proutn(_("Enemy attack reduces shield strength to "))
1661 # Emit message if starship suffered hit(s)
1663 proutn(_("Energy left %2d shields ") % int(game.energy))
1666 elif not damaged(DSHIELD):
1669 proutn(_("damaged, "))
1670 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1671 # Check if anyone was hurt
1672 if hitmax >= 200 or hittot >= 500:
1673 icas = randrange(int(hittot * 0.015))
1676 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1677 prout(_(" in that last attack.\""))
1679 game.state.crew -= icas
1680 # After attack, reset average distance to enemies
1681 for enemy in game.enemies:
1682 enemy.kavgd = enemy.kdist
1683 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1686 def deadkl(w, type, mv):
1687 "Kill a Klingon, Tholian, Romulan, or Thingy."
1688 # Added mv to allow enemy to "move" before dying
1689 proutn(crmena(True, type, "sector", mv))
1690 # Decide what kind of enemy it is and update appropriately
1692 # chalk up a Romulan
1693 game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans -= 1
1695 game.state.nromrem -= 1
1699 elif type == IHQUEST:
1704 # Some type of a Klingon
1705 game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
1708 game.state.kcmdr.remove(game.quadrant)
1710 if game.state.kcmdr:
1711 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1712 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1715 game.state.remkl -= 1
1717 game.state.nscrem -= 1
1718 game.state.kscmdr.invalidate()
1723 # For each kind of enemy, finish message to player
1724 prout(_(" destroyed."))
1725 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1728 # Remove enemy ship from arrays describing local conditions
1729 for e in game.enemies:
1736 "Return None if target is invalid, otherwise return a course angle."
1737 if not VALID_SECTOR(w.x, w.y):
1740 delta = 0.1*(w - game.sector)
1741 if delta.x==0 and delta.y== 0:
1743 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1744 prout(_(" I recommend an immediate review of"))
1745 prout(_(" the Captain's psychological profile.\""))
1748 return delta.bearing()
1751 "Launch photon torpedo."
1752 course = [0.0] * MAXBURST
1754 if damaged(DPHOTON):
1755 prout(_("Photon tubes damaged."))
1759 prout(_("No torpedoes left."))
1762 # First, get torpedo count
1765 if scanner.token == IHALPHA:
1768 elif scanner.token == IHEOL or not scanner.waiting():
1769 prout(_("%d torpedoes left.") % game.torps)
1771 proutn(_("Number of torpedoes to fire- "))
1772 continue # Go back around to get a number
1773 else: # key == IHREAL
1775 if n <= 0: # abort command
1780 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1783 scanner.chew() # User requested more torps than available
1784 continue # Go back around
1785 break # All is good, go to next stage
1789 key = scanner.next()
1790 if i==0 and key == IHEOL:
1791 break; # no coordinate waiting, we will try prompting
1792 if i==1 and key == IHEOL:
1793 # direct all torpedoes at one target
1795 target.append(targets[0])
1796 course.append(course[0])
1800 target.append(scanner.getcoord())
1801 if target[-1] == None:
1803 course.append(targetcheck(target[1]))
1804 if course[i] == None:
1808 # prompt for each one
1810 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1812 target.append(scanner.getcoord())
1813 if target[-1] == None:
1815 course.append(targetcheck(target[-1]))
1816 if course[-1] == None:
1819 # Loop for moving <n> torpedoes
1821 if game.condition != "docked":
1823 dispersion = (randreal()+randreal())*0.5 -0.5
1824 if math.fabs(dispersion) >= 0.47:
1826 dispersion *= randreal(1.2, 2.2)
1828 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1830 prouts(_("***TORPEDO MISFIRES."))
1833 prout(_(" Remainder of burst aborted."))
1835 prout(_("***Photon tubes damaged by misfire."))
1836 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1838 if game.shldup or game.condition == "docked":
1839 dispersion *= 1.0 + 0.0001*game.shield
1840 torpedo(course[i], dispersion, origin=game.sector, number=i, nburst=n)
1841 if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
1843 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1847 "Check for phasers overheating."
1849 checkburn = (rpow-1500.0)*0.00038
1850 if withprob(checkburn):
1851 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1852 game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1854 def checkshctrl(rpow):
1855 "Check shield control."
1858 prout(_("Shields lowered."))
1860 # Something bad has happened
1861 prouts(_("***RED ALERT! RED ALERT!"))
1863 hit = rpow*game.shield/game.inshld
1864 game.energy -= rpow+hit*0.8
1865 game.shield -= hit*0.2
1866 if game.energy <= 0.0:
1867 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1872 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1874 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1875 icas = randrange(int(hit*0.012))
1880 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1881 prout(_(" %d casualties so far.\"") % icas)
1883 game.state.crew -= icas
1885 prout(_("Phaser energy dispersed by shields."))
1886 prout(_("Enemy unaffected."))
1891 "Register a phaser hit on Klingons and Romulans."
1892 nenhr2 = len(game.enemies); kk=0
1895 for (k, wham) in enumerate(hits):
1898 dustfac = randreal(0.9, 1.0)
1899 hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
1900 kpini = game.enemies[kk].kpower
1901 kp = math.fabs(kpini)
1902 if PHASEFAC*hit < kp:
1904 if game.enemies[kk].kpower < 0:
1905 game.enemies[kk].kpower -= -kp
1907 game.enemies[kk].kpower -= kp
1908 kpow = game.enemies[kk].kpower
1909 w = game.enemies[kk].kloc
1911 if not damaged(DSRSENS):
1913 proutn(_("%d unit hit on ") % int(hit))
1915 proutn(_("Very small hit on "))
1916 ienm = game.quad[w.x][w.y]
1919 proutn(crmena(False, ienm, "sector", w))
1923 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1927 kk -= 1 # don't do the increment
1929 else: # decide whether or not to emasculate klingon
1930 if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1931 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1932 prout(_(" has just lost its firepower.\""))
1933 game.enemies[kk].kpower = -kpow
1938 "Fire phasers at bad guys."
1940 kz = 0; k = 1; irec=0 # Cheating inhibitor
1941 ifast = False; no = False; itarg = True; msgflag = True; rpow=0
1945 # SR sensors and Computer are needed for automode
1946 if damaged(DSRSENS) or damaged(DCOMPTR):
1948 if game.condition == "docked":
1949 prout(_("Phasers can't be fired through base shields."))
1952 if damaged(DPHASER):
1953 prout(_("Phaser control damaged."))
1957 if damaged(DSHCTRL):
1958 prout(_("High speed shield control damaged."))
1961 if game.energy <= 200.0:
1962 prout(_("Insufficient energy to activate high-speed shield control."))
1965 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1967 # Original code so convoluted, I re-did it all
1968 # (That was Tom Almy talking about the C code, I think -- ESR)
1969 while automode=="NOTSET":
1972 if scanner.sees("manual"):
1973 if len(game.enemies)==0:
1974 prout(_("There is no enemy present to select."))
1977 automode="AUTOMATIC"
1980 key = scanner.next()
1981 elif scanner.sees("automatic"):
1982 if (not itarg) and len(game.enemies) != 0:
1983 automode = "FORCEMAN"
1985 if len(game.enemies)==0:
1986 prout(_("Energy will be expended into space."))
1987 automode = "AUTOMATIC"
1988 key = scanner.next()
1989 elif scanner.sees("no"):
1995 if len(game.enemies)==0:
1996 prout(_("Energy will be expended into space."))
1997 automode = "AUTOMATIC"
1999 automode = "FORCEMAN"
2001 automode = "AUTOMATIC"
2004 if len(game.enemies)==0:
2005 prout(_("Energy will be expended into space."))
2006 automode = "AUTOMATIC"
2008 automode = "FORCEMAN"
2010 proutn(_("Manual or automatic? "))
2015 if automode == "AUTOMATIC":
2016 if key == IHALPHA and scanner.sees("no"):
2018 key = scanner.next()
2019 if key != IHREAL and len(game.enemies) != 0:
2020 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
2025 for i in range(len(game.enemies)):
2026 irec += math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
2028 proutn(_("%d units required. ") % irec)
2030 proutn(_("Units to fire= "))
2031 key = scanner.next()
2036 proutn(_("Energy available= %.2f") % avail)
2039 if not rpow > avail:
2046 if key == IHALPHA and scanner.sees("no"):
2049 game.energy -= 200; # Go and do it!
2050 if checkshctrl(rpow):
2055 if len(game.enemies):
2058 for i in range(len(game.enemies)):
2062 hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
2063 over = randreal(1.01, 1.06) * hits[i]
2065 powrem -= hits[i] + over
2066 if powrem <= 0 and temp < hits[i]:
2075 if extra > 0 and not game.alldone:
2077 proutn(_("*** Tholian web absorbs "))
2078 if len(game.enemies)>0:
2079 proutn(_("excess "))
2080 prout(_("phaser energy."))
2082 prout(_("%d expended on empty space.") % int(extra))
2083 elif automode == "FORCEMAN":
2086 if damaged(DCOMPTR):
2087 prout(_("Battle computer damaged, manual fire only."))
2090 prouts(_("---WORKING---"))
2092 prout(_("Short-range-sensors-damaged"))
2093 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2094 prout(_("Manual-fire-must-be-used"))
2096 elif automode == "MANUAL":
2098 for k in range(len(game.enemies)):
2099 aim = game.enemies[k].kloc
2100 ienm = game.quad[aim.x][aim.y]
2102 proutn(_("Energy available= %.2f") % (avail-0.006))
2106 if damaged(DSRSENS) and \
2107 not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS):
2108 prout(cramen(ienm) + _(" can't be located without short range scan."))
2111 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
2116 if itarg and k > kz:
2117 irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
2120 if not damaged(DCOMPTR):
2125 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
2126 key = scanner.next()
2127 if key == IHALPHA and scanner.sees("no"):
2129 key = scanner.next()
2135 if k==1: # Let me say I'm baffled by this
2138 if scanner.real < 0:
2142 hits[k] = scanner.real
2143 rpow += scanner.real
2144 # If total requested is too much, inform and start over
2146 prout(_("Available energy exceeded -- try again."))
2149 key = scanner.next(); # scan for next value
2152 # zero energy -- abort
2155 if key == IHALPHA and scanner.sees("no"):
2160 game.energy -= 200.0
2161 if checkshctrl(rpow):
2165 # Say shield raised or malfunction, if necessary
2172 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2173 prouts(_(" CLICK CLICK POP . . ."))
2174 prout(_(" No response, sir!"))
2177 prout(_("Shields raised."))
2182 # Code from events,c begins here.
2184 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2185 # event of each type active at any given time. Mostly these means we can
2186 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2187 # BSD Trek, from which we swiped the idea, can have up to 5.
2189 def unschedule(evtype):
2190 "Remove an event from the schedule."
2191 game.future[evtype].date = FOREVER
2192 return game.future[evtype]
2194 def is_scheduled(evtype):
2195 "Is an event of specified type scheduled."
2196 return game.future[evtype].date != FOREVER
2198 def scheduled(evtype):
2199 "When will this event happen?"
2200 return game.future[evtype].date
2202 def schedule(evtype, offset):
2203 "Schedule an event of specified type."
2204 game.future[evtype].date = game.state.date + offset
2205 return game.future[evtype]
2207 def postpone(evtype, offset):
2208 "Postpone a scheduled event."
2209 game.future[evtype].date += offset
2212 "Rest period is interrupted by event."
2215 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2217 game.resting = False
2223 "Run through the event queue looking for things to do."
2225 fintim = game.state.date + game.optime; yank=0
2226 ictbeam = False; istract = False
2227 w = coord(); hold = coord()
2228 ev = event(); ev2 = event()
2230 def tractorbeam(yank):
2231 "Tractor-beaming cases merge here."
2233 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2235 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2236 # If Kirk & Co. screwing around on planet, handle
2237 atover(True) # atover(true) is Grab
2240 if game.icraft: # Caught in Galileo?
2243 # Check to see if shuttle is aboard
2244 if game.iscraft == "offship":
2247 prout(_("Galileo, left on the planet surface, is captured"))
2248 prout(_("by aliens and made into a flying McDonald's."))
2249 game.damage[DSHUTTL] = -10
2250 game.iscraft = "removed"
2252 prout(_("Galileo, left on the planet surface, is well hidden."))
2254 game.quadrant = game.state.kscmdr
2256 game.quadrant = game.state.kcmdr[i]
2257 game.sector = randplace(QUADSIZE)
2258 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2259 % (game.quadrant, game.sector))
2261 prout(_("(Remainder of rest/repair period cancelled.)"))
2262 game.resting = False
2264 if not damaged(DSHIELD) and game.shield > 0:
2265 doshield(shraise=True) # raise shields
2266 game.shldchg = False
2268 prout(_("(Shields not currently useable.)"))
2270 # Adjust finish time to time of tractor beaming
2271 fintim = game.state.date+game.optime
2272 attack(torps_ok=False)
2273 if not game.state.kcmdr:
2276 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2279 "Code merges here for any commander destroying a starbase."
2280 # Not perfect, but will have to do
2281 # Handle case where base is in same quadrant as starship
2282 if game.battle == game.quadrant:
2283 game.state.chart[game.battle.x][game.battle.y].starbase = False
2284 game.quad[game.base.x][game.base.y] = IHDOT
2285 game.base.invalidate()
2288 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2289 elif game.state.baseq and communicating():
2290 # Get word via subspace radio
2293 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2294 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2296 prout(_("the Klingon Super-Commander"))
2298 prout(_("a Klingon Commander"))
2299 game.state.chart[game.battle.x][game.battle.y].starbase = False
2300 # Remove Starbase from galaxy
2301 game.state.galaxy[game.battle.x][game.battle.y].starbase = False
2302 game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq)
2304 # reinstate a commander's base attack
2308 game.battle.invalidate()
2310 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2311 for i in range(1, NEVENTS):
2312 if i == FSNOVA: proutn("=== Supernova ")
2313 elif i == FTBEAM: proutn("=== T Beam ")
2314 elif i == FSNAP: proutn("=== Snapshot ")
2315 elif i == FBATTAK: proutn("=== Base Attack ")
2316 elif i == FCDBAS: proutn("=== Base Destroy ")
2317 elif i == FSCMOVE: proutn("=== SC Move ")
2318 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2319 elif i == FDSPROB: proutn("=== Probe Move ")
2320 elif i == FDISTR: proutn("=== Distress Call ")
2321 elif i == FENSLV: proutn("=== Enslavement ")
2322 elif i == FREPRO: proutn("=== Klingon Build ")
2324 prout("%.2f" % (scheduled(i)))
2327 radio_was_broken = damaged(DRADIO)
2330 # Select earliest extraneous event, evcode==0 if no events
2335 for l in range(1, NEVENTS):
2336 if game.future[l].date < datemin:
2339 prout("== Event %d fires" % evcode)
2340 datemin = game.future[l].date
2341 xtime = datemin-game.state.date
2342 game.state.date = datemin
2343 # Decrement Federation resources and recompute remaining time
2344 game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
2346 if game.state.remtime <=0:
2349 # Any crew left alive?
2350 if game.state.crew <=0:
2353 # Is life support adequate?
2354 if damaged(DLIFSUP) and game.condition != "docked":
2355 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2358 game.lsupres -= xtime
2359 if game.damage[DLIFSUP] <= xtime:
2360 game.lsupres = game.inlsr
2363 if game.condition == "docked":
2364 repair /= game.docfac
2365 # Don't fix Deathray here
2366 for l in range(NDEVICES):
2367 if game.damage[l] > 0.0 and l != DDRAY:
2368 if game.damage[l]-repair > 0.0:
2369 game.damage[l] -= repair
2371 game.damage[l] = 0.0
2372 # If radio repaired, update star chart and attack reports
2373 if radio_was_broken and not damaged(DRADIO):
2374 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2375 prout(_(" surveillance reports are coming in."))
2377 if not game.iseenit:
2381 prout(_(" The star chart is now up to date.\""))
2383 # Cause extraneous event EVCODE to occur
2384 game.optime -= xtime
2385 if evcode == FSNOVA: # Supernova
2388 schedule(FSNOVA, expran(0.5*game.intime))
2389 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2391 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2392 if game.state.nscrem == 0 or \
2393 ictbeam or istract or \
2394 game.condition=="docked" or game.isatb==1 or game.iscate:
2396 if game.ientesc or \
2397 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2398 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2399 (damaged(DSHIELD) and \
2400 (game.energy < 2500 or damaged(DPHASER)) and \
2401 (game.torps < 5 or damaged(DPHOTON))):
2403 istract = ictbeam = True
2404 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2407 elif evcode == FTBEAM: # Tractor beam
2408 if not game.state.kcmdr:
2411 i = randrange(len(game.state.kcmdr))
2412 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2413 if istract or game.condition == "docked" or yank == 0:
2414 # Drats! Have to reschedule
2416 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2420 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2421 game.snapsht = copy.deepcopy(game.state)
2422 game.state.snap = True
2423 schedule(FSNAP, expran(0.5 * game.intime))
2424 elif evcode == FBATTAK: # Commander attacks starbase
2425 if not game.state.kcmdr or not game.state.baseq:
2431 for ibq in game.state.baseq:
2432 for cmdr in game.state.kcmdr:
2433 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2436 # no match found -- try later
2437 schedule(FBATTAK, expran(0.3*game.intime))
2440 # commander + starbase combination found -- launch attack
2441 game.battle = game.state.baseq[j]
2442 schedule(FCDBAS, randreal(1.0, 4.0))
2443 if game.isatb: # extra time if SC already attacking
2444 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2445 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2446 game.iseenit = False
2447 if not communicating():
2448 continue # No warning :-(
2452 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2453 prout(_(" reports that it is under attack and that it can"))
2454 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2457 elif evcode == FSCDBAS: # Supercommander destroys base
2460 if not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].starbase:
2461 continue # WAS RETURN!
2463 game.battle = game.state.kscmdr
2465 elif evcode == FCDBAS: # Commander succeeds in destroying base
2468 if not game.state.baseq() \
2469 or not game.state.galaxy[game.battle.x][game.battle.y].starbase:
2470 game.battle.invalidate()
2472 # find the lucky pair
2473 for cmdr in game.state.kcmdr:
2474 if cmdr == game.battle:
2477 # No action to take after all
2480 elif evcode == FSCMOVE: # Supercommander moves
2481 schedule(FSCMOVE, 0.2777)
2482 if not game.ientesc and not istract and game.isatb != 1 and \
2483 (not game.iscate or not game.justin):
2485 elif evcode == FDSPROB: # Move deep space probe
2486 schedule(FDSPROB, 0.01)
2487 game.probex += game.probeinx
2488 game.probey += game.probeiny
2489 i = (int)(game.probex/QUADSIZE +0.05)
2490 j = (int)(game.probey/QUADSIZE + 0.05)
2491 if game.probec.x != i or game.probec.y != j:
2494 if not VALID_QUADRANT(i, j) or \
2495 game.state.galaxy[game.probec.x][game.probec.y].supernova:
2496 # Left galaxy or ran into supernova
2500 proutn(_("Lt. Uhura- \"The deep space probe "))
2501 if not VALID_QUADRANT(j, i):
2502 proutn(_("has left the galaxy"))
2504 proutn(_("is no longer transmitting"))
2508 if not communicating():
2511 proutn(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probec)
2512 pdest = game.state.galaxy[game.probec.x][game.probec.y]
2513 # Update star chart if Radio is working or have access to radio
2515 chp = game.state.chart[game.probec.x][game.probec.y]
2516 chp.klingons = pdest.klingons
2517 chp.starbase = pdest.starbase
2518 chp.stars = pdest.stars
2519 pdest.charted = True
2520 game.proben -= 1 # One less to travel
2521 if game.proben == 0 and game.isarmed and pdest.stars:
2522 # lets blow the sucker!
2523 supernova(True, game.probec)
2525 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2527 elif evcode == FDISTR: # inhabited system issues distress call
2529 # try a whole bunch of times to find something suitable
2530 for i in range(100):
2531 # need a quadrant which is not the current one,
2532 # which has some stars which are inhabited and
2533 # not already under attack, which is not
2534 # supernova'ed, and which has some Klingons in it
2535 w = randplace(GALSIZE)
2536 q = game.state.galaxy[w.x][w.y]
2537 if not (game.quadrant == w or q.planet == None or \
2538 not q.planet.inhabited or \
2539 q.supernova or q.status!="secure" or q.klingons<=0):
2542 # can't seem to find one; ignore this call
2544 prout("=== Couldn't find location for distress event.")
2546 # got one!! Schedule its enslavement
2547 ev = schedule(FENSLV, expran(game.intime))
2549 q.status = distressed
2551 # tell the captain about it if we can
2553 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2555 prout(_("by a Klingon invasion fleet."))
2558 elif evcode == FENSLV: # starsystem is enslaved
2559 ev = unschedule(FENSLV)
2560 # see if current distress call still active
2561 q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
2565 q.status = "enslaved"
2567 # play stork and schedule the first baby
2568 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2569 ev2.quadrant = ev.quadrant
2571 # report the disaster if we can
2573 prout(_("Uhura- We've lost contact with starsystem %s") % \
2575 prout(_("in Quadrant %s.\n") % ev.quadrant)
2576 elif evcode == FREPRO: # Klingon reproduces
2577 # If we ever switch to a real event queue, we'll need to
2578 # explicitly retrieve and restore the x and y.
2579 ev = schedule(FREPRO, expran(1.0 * game.intime))
2580 # see if current distress call still active
2581 q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
2585 if game.state.remkl >=MAXKLGAME:
2586 continue # full right now
2587 # reproduce one Klingon
2589 if game.klhere >= MAXKLQUAD:
2591 # this quadrant not ok, pick an adjacent one
2592 for i in range(w.x - 1, w.x + 2):
2593 for j in range(w.y - 1, w.y + 2):
2594 if not VALID_QUADRANT(i, j):
2596 q = game.state.galaxy[w.x][w.y]
2597 # check for this quad ok (not full & no snova)
2598 if q.klingons >= MAXKLQUAD or q.supernova:
2602 continue # search for eligible quadrant failed
2606 game.state.remkl += 1
2608 if game.quadrant == w:
2610 game.enemies.append(newkling())
2611 # recompute time left
2613 # report the disaster if we can
2615 if game.quadrant == w:
2616 prout(_("Spock- sensors indicate the Klingons have"))
2617 prout(_("launched a warship from %s.") % q.planet)
2619 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2620 if q.planet != None:
2621 proutn(_("near %s") % q.planet)
2622 prout(_("in Quadrant %s.") % w)
2628 key = scanner.next()
2631 proutn(_("How long? "))
2636 origTime = delay = scanner.real
2639 if delay >= game.state.remtime or len(game.enemies) != 0:
2640 proutn(_("Are you sure? "))
2643 # Alternate resting periods (events) with attacks
2647 game.resting = False
2648 if not game.resting:
2649 prout(_("%d stardates left.") % int(game.state.remtime))
2651 temp = game.optime = delay
2652 if len(game.enemies):
2653 rtime = randreal(1.0, 2.0)
2657 if game.optime < delay:
2658 attack(torps_ok=False)
2666 # Repair Deathray if long rest at starbase
2667 if origTime-delay >= 9.99 and game.condition == "docked":
2668 game.damage[DDRAY] = 0.0
2669 # leave if quadrant supernovas
2670 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2672 game.resting = False
2675 # A nova occurs. It is the result of having a star hit with a
2676 # photon torpedo, or possibly of a probe warhead going off.
2677 # Stars that go nova cause stars which surround them to undergo
2678 # the same probabilistic process. Klingons next to them are
2679 # destroyed. And if the starship is next to it, it gets zapped.
2680 # If the zap is too much, it gets destroyed.
2684 course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2685 newc = coord(); neighbor = coord(); bump = coord(0, 0)
2687 # Wow! We've supernova'ed
2688 supernova(False, nov)
2690 # handle initial nova
2691 game.quad[nov.x][nov.y] = IHDOT
2692 prout(crmena(False, IHSTAR, "sector", nov) + _(" novas."))
2693 game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
2694 game.state.starkl += 1
2695 # Set up queue to recursively trigger adjacent stars
2701 for offset.x in range(-1, 1+1):
2702 for offset.y in range(-1, 1+1):
2703 if offset.y==0 and offset.x==0:
2705 neighbor = start + offset
2706 if not VALID_SECTOR(neighbor.y, neighbor.x):
2708 iquad = game.quad[neighbor.x][neighbor.y]
2709 # Empty space ends reaction
2710 if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
2712 elif iquad == IHSTAR: # Affect another star
2714 # This star supernovas
2718 hits.append(neighbor)
2719 game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
2720 game.state.starkl += 1
2721 proutn(crmena(True, IHSTAR, "sector", neighbor))
2723 game.quad[neighbor.x][neighbor.y] = IHDOT
2725 elif iquad in (IHP, IHW): # Destroy planet
2726 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
2728 game.state.nplankl += 1
2730 game.state.worldkl += 1
2731 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2732 game.iplnet.pclass = "destroyed"
2734 game.plnet.invalidate()
2738 game.quad[neighbor.x][neighbor.y] = IHDOT
2739 elif iquad == IHB: # Destroy base
2740 game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False
2741 game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
2742 game.base.invalidate()
2743 game.state.basekl += 1
2745 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2746 game.quad[neighbor.x][neighbor.y] = IHDOT
2747 elif iquad in (IHE, IHF): # Buffet ship
2748 prout(_("***Starship buffeted by nova."))
2750 if game.shield >= 2000.0:
2751 game.shield -= 2000.0
2753 diff = 2000.0 - game.shield
2757 prout(_("***Shields knocked out."))
2758 game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2760 game.energy -= 2000.0
2761 if game.energy <= 0:
2764 # add in course nova contributes to kicking starship
2765 bump += (game.sector-hits[mm]).sgn()
2766 elif iquad == IHK: # kill klingon
2767 deadkl(neighbor, iquad, neighbor)
2768 elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
2769 for ll in range(len(game.enemies)):
2770 if game.enemies[ll].kloc == neighbor:
2772 game.enemies[ll].kpower -= 800.0 # If firepower is lost, die
2773 if game.enemies[ll].kpower <= 0.0:
2774 deadkl(neighbor, iquad, neighbor)
2776 newc = neighbor + neighbor - hits[mm]
2777 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2778 if not VALID_SECTOR(newc.x, newc.y):
2779 # can't leave quadrant
2782 iquad1 = game.quad[newc.x][newc.y]
2783 if iquad1 == IHBLANK:
2784 proutn(_(", blasted into ") + crmena(False, IHBLANK, "sector", newc))
2786 deadkl(neighbor, iquad, newc)
2789 # can't move into something else
2792 proutn(_(", buffeted to Sector %s") % newc)
2793 game.quad[neighbor.x][neighbor.y] = IHDOT
2794 game.quad[newc.x][newc.y] = iquad
2795 game.enemies[ll].move(newc)
2796 # Starship affected by nova -- kick it away.
2797 game.dist = kount*0.1
2798 game.direc = course[3*(bump.x+1)+bump.y+2]
2799 if game.direc == 0.0:
2801 if game.dist == 0.0:
2803 game.optime = 10.0*game.dist/16.0
2805 prout(_("Force of nova displaces starship."))
2806 imove(novapush=True)
2807 game.optime = 10.0*game.dist/16.0
2810 def supernova(induced, w=None):
2811 "Star goes supernova."
2818 # Scheduled supernova -- select star
2819 # logic changed here so that we won't favor quadrants in top
2821 for nq.x in range(GALSIZE):
2822 for nq.y in range(GALSIZE):
2823 stars += game.state.galaxy[nq.x][nq.y].stars
2825 return # nothing to supernova exists
2826 num = randrange(stars) + 1
2827 for nq.x in range(GALSIZE):
2828 for nq.y in range(GALSIZE):
2829 num -= game.state.galaxy[nq.x][nq.y].stars
2835 proutn("=== Super nova here?")
2838 if not nq == game.quadrant or game.justin:
2839 # it isn't here, or we just entered (treat as enroute)
2842 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2843 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2846 # we are in the quadrant!
2847 num = randrange(game.state.galaxy[nq.x][nq.y].stars) + 1
2848 for ns.x in range(QUADSIZE):
2849 for ns.y in range(QUADSIZE):
2850 if game.quad[ns.x][ns.y]==IHSTAR:
2857 prouts(_("***RED ALERT! RED ALERT!"))
2859 prout(_("***Incipient supernova detected at Sector %s") % ns)
2860 if (ns.x-game.sector.x)**2 + (ns.y-game.sector.y)**2 <= 2.1:
2861 proutn(_("Emergency override attempts t"))
2862 prouts("***************")
2866 # destroy any Klingons in supernovaed quadrant
2867 kldead = game.state.galaxy[nq.x][nq.y].klingons
2868 game.state.galaxy[nq.x][nq.y].klingons = 0
2869 if nq == game.state.kscmdr:
2870 # did in the Supercommander!
2871 game.state.nscrem = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0
2875 survivors = filter(lambda w: w != nq, game.state.kcmdr)
2876 comkills = len(game.state.kcmdr) - len(survivors)
2877 game.state.kcmdr = survivors
2879 if not game.state.kcmdr:
2881 game.state.remkl -= kldead
2882 # destroy Romulans and planets in supernovaed quadrant
2883 nrmdead = game.state.galaxy[nq.x][nq.y].romulans
2884 game.state.galaxy[nq.x][nq.y].romulans = 0
2885 game.state.nromrem -= nrmdead
2887 for loop in range(game.inplan):
2888 if game.state.planets[loop].quadrant == nq:
2889 game.state.planets[loop].pclass = "destroyed"
2891 # Destroy any base in supernovaed quadrant
2892 game.state.baseq = filter(lambda x: x != nq, game.state.baseq)
2893 # If starship caused supernova, tally up destruction
2895 game.state.starkl += game.state.galaxy[nq.x][nq.y].stars
2896 game.state.basekl += game.state.galaxy[nq.x][nq.y].starbase
2897 game.state.nplankl += npdead
2898 # mark supernova in galaxy and in star chart
2899 if game.quadrant == nq or communicating():
2900 game.state.galaxy[nq.x][nq.y].supernova = True
2901 # If supernova destroys last Klingons give special message
2902 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
2905 prout(_("Lucky you!"))
2906 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2909 # if some Klingons remain, continue or die in supernova
2914 # Code from finish.c ends here.
2917 "Self-destruct maneuver. Finish with a BANG!"
2919 if damaged(DCOMPTR):
2920 prout(_("Computer damaged; cannot execute destruct sequence."))
2922 prouts(_("---WORKING---")); skip(1)
2923 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2924 prouts(" 10"); skip(1)
2925 prouts(" 9"); skip(1)
2926 prouts(" 8"); skip(1)
2927 prouts(" 7"); skip(1)
2928 prouts(" 6"); skip(1)
2930 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2932 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2934 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2938 if game.passwd != scanner.token:
2939 prouts(_("PASSWORD-REJECTED;"))
2941 prouts(_("CONTINUITY-EFFECTED"))
2944 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2945 prouts(" 5"); skip(1)
2946 prouts(" 4"); skip(1)
2947 prouts(" 3"); skip(1)
2948 prouts(" 2"); skip(1)
2949 prouts(" 1"); skip(1)
2951 prouts(_("GOODBYE-CRUEL-WORLD"))
2959 prouts(_("********* Entropy of %s maximized *********") % crmshp())
2963 if len(game.enemies) != 0:
2964 whammo = 25.0 * game.energy
2966 while l <= len(game.enemies):
2967 if game.enemies[l].kpower*game.enemies[l].kdist <= whammo:
2968 deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.x][game.enemies[l].kloc.y], game.enemies[l].kloc)
2973 "Compute our rate of kils over time."
2974 elapsed = game.state.date - game.indate
2975 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
2978 starting = (game.inkling + game.incom + game.inscom)
2979 remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
2980 return (starting - remaining)/elapsed
2984 badpt = 5.0*game.state.starkl + \
2986 10.0*game.state.nplankl + \
2987 300*game.state.nworldkl + \
2989 100.0*game.state.basekl +\
2991 if game.ship == IHF:
2993 elif game.ship == None:
2998 # end the game, with appropriate notfications
3002 prout(_("It is stardate %.1f.") % game.state.date)
3004 if ifin == FWON: # Game has been won
3005 if game.state.nromrem != 0:
3006 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
3009 prout(_("You have smashed the Klingon invasion fleet and saved"))
3010 prout(_("the Federation."))
3015 badpt = 0.0 # Close enough!
3016 # killsPerDate >= RateMax
3017 if game.state.date-game.indate < 5.0 or \
3018 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
3020 prout(_("In fact, you have done so well that Starfleet Command"))
3021 if game.skill == SKILL_NOVICE:
3022 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
3023 elif game.skill == SKILL_FAIR:
3024 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
3025 elif game.skill == SKILL_GOOD:
3026 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
3027 elif game.skill == SKILL_EXPERT:
3028 prout(_("promotes you to Commodore Emeritus."))
3030 prout(_("Now that you think you're really good, try playing"))
3031 prout(_("the \"Emeritus\" game. It will splatter your ego."))
3032 elif game.skill == SKILL_EMERITUS:
3034 proutn(_("Computer- "))
3035 prouts(_("ERROR-ERROR-ERROR-ERROR"))
3037 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3039 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3041 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3043 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3045 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3047 prout(_("Now you can retire and write your own Star Trek game!"))
3049 elif game.skill >= SKILL_EXPERT:
3050 if game.thawed and not idebug:
3051 prout(_("You cannot get a citation, so..."))
3053 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3057 # Only grant long life if alive (original didn't!)
3059 prout(_("LIVE LONG AND PROSPER."))
3064 elif ifin == FDEPLETE: # Federation Resources Depleted
3065 prout(_("Your time has run out and the Federation has been"))
3066 prout(_("conquered. Your starship is now Klingon property,"))
3067 prout(_("and you are put on trial as a war criminal. On the"))
3068 proutn(_("basis of your record, you are "))
3069 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
3070 prout(_("acquitted."))
3072 prout(_("LIVE LONG AND PROSPER."))
3074 prout(_("found guilty and"))
3075 prout(_("sentenced to death by slow torture."))
3079 elif ifin == FLIFESUP:
3080 prout(_("Your life support reserves have run out, and"))
3081 prout(_("you die of thirst, starvation, and asphyxiation."))
3082 prout(_("Your starship is a derelict in space."))
3084 prout(_("Your energy supply is exhausted."))
3086 prout(_("Your starship is a derelict in space."))
3087 elif ifin == FBATTLE:
3088 prout(_("The %s has been destroyed in battle.") % crmshp())
3090 prout(_("Dulce et decorum est pro patria mori."))
3092 prout(_("You have made three attempts to cross the negative energy"))
3093 prout(_("barrier which surrounds the galaxy."))
3095 prout(_("Your navigation is abominable."))
3098 prout(_("Your starship has been destroyed by a nova."))
3099 prout(_("That was a great shot."))
3101 elif ifin == FSNOVAED:
3102 prout(_("The %s has been fried by a supernova.") % crmshp())
3103 prout(_("...Not even cinders remain..."))
3104 elif ifin == FABANDN:
3105 prout(_("You have been captured by the Klingons. If you still"))
3106 prout(_("had a starbase to be returned to, you would have been"))
3107 prout(_("repatriated and given another chance. Since you have"))
3108 prout(_("no starbases, you will be mercilessly tortured to death."))
3109 elif ifin == FDILITHIUM:
3110 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3111 elif ifin == FMATERIALIZE:
3112 prout(_("Starbase was unable to re-materialize your starship."))
3113 prout(_("Sic transit gloria mundi"))
3114 elif ifin == FPHASER:
3115 prout(_("The %s has been cremated by its own phasers.") % crmshp())
3117 prout(_("You and your landing party have been"))
3118 prout(_("converted to energy, disipating through space."))
3119 elif ifin == FMINING:
3120 prout(_("You are left with your landing party on"))
3121 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3123 prout(_("They are very fond of \"Captain Kirk\" soup."))
3125 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3126 elif ifin == FDPLANET:
3127 prout(_("You and your mining party perish."))
3129 prout(_("That was a great shot."))
3132 prout(_("The Galileo is instantly annihilated by the supernova."))
3133 prout(_("You and your mining party are atomized."))
3135 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3136 prout(_("joins the Romulans, wreaking terror on the Federation."))
3137 elif ifin == FPNOVA:
3138 prout(_("You and your mining party are atomized."))
3140 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3141 prout(_("joins the Romulans, wreaking terror on the Federation."))
3142 elif ifin == FSTRACTOR:
3143 prout(_("The shuttle craft Galileo is also caught,"))
3144 prout(_("and breaks up under the strain."))
3146 prout(_("Your debris is scattered for millions of miles."))
3147 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3149 prout(_("The mutants attack and kill Spock."))
3150 prout(_("Your ship is captured by Klingons, and"))
3151 prout(_("your crew is put on display in a Klingon zoo."))
3152 elif ifin == FTRIBBLE:
3153 prout(_("Tribbles consume all remaining water,"))
3154 prout(_("food, and oxygen on your ship."))
3156 prout(_("You die of thirst, starvation, and asphyxiation."))
3157 prout(_("Your starship is a derelict in space."))
3159 prout(_("Your ship is drawn to the center of the black hole."))
3160 prout(_("You are crushed into extremely dense matter."))
3162 prout(_("Your last crew member has died."))
3163 if game.ship == IHF:
3165 elif game.ship == IHE:
3168 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
3169 goodies = game.state.remres/game.inresor
3170 baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3171 if goodies/baddies >= randreal(1.0, 1.5):
3172 prout(_("As a result of your actions, a treaty with the Klingon"))
3173 prout(_("Empire has been signed. The terms of the treaty are"))
3174 if goodies/baddies >= randreal(3.0):
3175 prout(_("favorable to the Federation."))
3177 prout(_("Congratulations!"))
3179 prout(_("highly unfavorable to the Federation."))
3181 prout(_("The Federation will be destroyed."))
3183 prout(_("Since you took the last Klingon with you, you are a"))
3184 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3185 prout(_("statue in your memory. Rest in peace, and try not"))
3186 prout(_("to think about pigeons."))
3191 "Compute player's score."
3192 timused = game.state.date - game.indate
3194 if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
3196 perdate = killrate()
3197 ithperd = 500*perdate + 0.5
3200 iwon = 100*game.skill
3201 if game.ship == IHE:
3203 elif game.ship == IHF:
3207 if not game.gamewon:
3208 game.state.nromrem = 0 # None captured if no win
3209 iscore = 10*(game.inkling - game.state.remkl) \
3210 + 50*(game.incom - len(game.state.kcmdr)) \
3212 + 20*(game.inrom - game.state.nromrem) \
3213 + 200*(game.inscom - game.state.nscrem) \
3214 - game.state.nromrem \
3219 prout(_("Your score --"))
3220 if game.inrom - game.state.nromrem:
3221 prout(_("%6d Romulans destroyed %5d") %
3222 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3223 if game.state.nromrem:
3224 prout(_("%6d Romulans captured %5d") %
3225 (game.state.nromrem, game.state.nromrem))
3226 if game.inkling - game.state.remkl:
3227 prout(_("%6d ordinary Klingons destroyed %5d") %
3228 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
3229 if game.incom - len(game.state.kcmdr):
3230 prout(_("%6d Klingon commanders destroyed %5d") %
3231 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3232 if game.inscom - game.state.nscrem:
3233 prout(_("%6d Super-Commander destroyed %5d") %
3234 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3236 prout(_("%6.2f Klingons per stardate %5d") %
3238 if game.state.starkl:
3239 prout(_("%6d stars destroyed by your action %5d") %
3240 (game.state.starkl, -5*game.state.starkl))
3241 if game.state.nplankl:
3242 prout(_("%6d planets destroyed by your action %5d") %
3243 (game.state.nplankl, -10*game.state.nplankl))
3244 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3245 prout(_("%6d inhabited planets destroyed by your action %5d") %
3246 (game.state.nplankl, -300*game.state.nworldkl))
3247 if game.state.basekl:
3248 prout(_("%6d bases destroyed by your action %5d") %
3249 (game.state.basekl, -100*game.state.basekl))
3251 prout(_("%6d calls for help from starbase %5d") %
3252 (game.nhelp, -45*game.nhelp))
3254 prout(_("%6d casualties incurred %5d") %
3255 (game.casual, -game.casual))
3257 prout(_("%6d crew abandoned in space %5d") %
3258 (game.abandoned, -3*game.abandoned))
3260 prout(_("%6d ship(s) lost or destroyed %5d") %
3261 (klship, -100*klship))
3263 prout(_("Penalty for getting yourself killed -200"))
3265 proutn(_("Bonus for winning "))
3266 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3267 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3268 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3269 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3270 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3271 prout(" %5d" % iwon)
3273 prout(_("TOTAL SCORE %5d") % iscore)
3276 "Emit winner's commemmorative plaque."
3279 proutn(_("File or device name for your plaque: "))
3282 fp = open(winner, "w")
3285 prout(_("Invalid name."))
3287 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3289 # The 38 below must be 64 for 132-column paper
3290 nskip = 38 - len(winner)/2
3291 fp.write("\n\n\n\n")
3292 # --------DRAW ENTERPRISE PICTURE.
3293 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3294 fp.write(" EEE E : : : E\n" )
3295 fp.write(" EE EEE E : : NCC-1701 : E\n")
3296 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
3297 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3298 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
3299 fp.write(" EEEEEEE EEEEE E E E E\n")
3300 fp.write(" EEE E E E E\n")
3301 fp.write(" E E E E\n")
3302 fp.write(" EEEEEEEEEEEEE E E\n")
3303 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3304 fp.write(" :E : EEEE E\n")
3305 fp.write(" .-E -:----- E\n")
3306 fp.write(" :E : E\n")
3307 fp.write(" EE : EEEEEEEE\n")
3308 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3310 fp.write(_(" U. S. S. ENTERPRISE\n"))
3311 fp.write("\n\n\n\n")
3312 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3314 fp.write(_(" Starfleet Command bestows to you\n"))
3316 fp.write("%*s%s\n\n" % (nskip, "", winner))
3317 fp.write(_(" the rank of\n\n"))
3318 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3320 if game.skill == SKILL_EXPERT:
3321 fp.write(_(" Expert level\n\n"))
3322 elif game.skill == SKILL_EMERITUS:
3323 fp.write(_("Emeritus level\n\n"))
3325 fp.write(_(" Cheat level\n\n"))
3326 timestring = ctime()
3327 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3328 (timestring+4, timestring+20, timestring+11))
3329 fp.write(_(" Your score: %d\n\n") % iscore)
3330 fp.write(_(" Klingons per stardate: %.2f\n") % perdate)
3333 # Code from io.c begins here
3335 rows = linecount = 0 # for paging
3338 fullscreen_window = None
3339 srscan_window = None
3340 report_window = None
3341 status_window = None
3342 lrscan_window = None
3343 message_window = None
3344 prompt_window = None
3348 "Wrap up, either normally or due to signal"
3349 if game.options & OPTION_CURSES:
3356 sys.stdout.write('\n')
3362 #setlocale(LC_ALL, "")
3363 #bindtextdomain(PACKAGE, LOCALEDIR)
3364 #textdomain(PACKAGE)
3365 if atexit.register(outro):
3366 sys.stderr.write("Unable to register outro(), exiting...\n")
3368 if not (game.options & OPTION_CURSES):
3369 ln_env = os.getenv("LINES")
3375 stdscr = curses.initscr()
3380 curses.start_color()
3381 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, curses.COLOR_BLACK)
3382 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, curses.COLOR_BLACK)
3383 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, curses.COLOR_BLACK)
3384 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, curses.COLOR_BLACK)
3385 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, curses.COLOR_BLACK)
3386 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, curses.COLOR_BLACK)
3387 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, curses.COLOR_BLACK)
3388 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, curses.COLOR_BLACK)
3390 global fullscreen_window, srscan_window, report_window, status_window
3391 global lrscan_window, message_window, prompt_window
3392 (rows, columns) = stdscr.getmaxyx()
3393 fullscreen_window = stdscr
3394 srscan_window = curses.newwin(12, 25, 0, 0)
3395 report_window = curses.newwin(11, 0, 1, 25)
3396 status_window = curses.newwin(10, 0, 1, 39)
3397 lrscan_window = curses.newwin(5, 0, 0, 64)
3398 message_window = curses.newwin(0, 0, 12, 0)
3399 prompt_window = curses.newwin(1, 0, rows-2, 0)
3400 message_window.scrollok(True)
3401 setwnd(fullscreen_window)
3404 def textcolor(color):
3405 "Set text foreground color. Presently a stub."
3409 "Wrap up I/O. Presently a stub."
3413 "Wait for user action -- OK to do nothing if on a TTY"
3414 if game.options & OPTION_CURSES:
3419 prouts(_("[ANOUNCEMENT ARRIVING...]"))
3423 if game.skill > SKILL_FAIR:
3424 prompt = _("[CONTINUE?]")
3426 prompt = _("[PRESS ENTER TO CONTINUE]")
3428 if game.options & OPTION_CURSES:
3430 setwnd(prompt_window)
3431 prompt_window.wclear()
3432 prompt_window.addstr(prompt)
3433 prompt_window.getstr()
3434 prompt_window.clear()
3435 prompt_window.refresh()
3436 setwnd(message_window)
3439 sys.stdout.write('\n')
3442 for j in range(rows):
3443 sys.stdout.write('\n')
3447 "Skip i lines. Pause game if this would cause a scrolling event."
3448 for dummy in range(i):
3449 if game.options & OPTION_CURSES:
3450 (y, x) = curwnd.getyx()
3451 (my, mx) = curwnd.getmaxyx()
3452 if curwnd == message_window and y >= my - 3:
3460 if rows and linecount >= rows:
3463 sys.stdout.write('\n')
3466 "Utter a line with no following line feed."
3467 if game.options & OPTION_CURSES:
3471 sys.stdout.write(line)
3481 if not replayfp or replayfp.closed: # Don't slow down replays
3484 if game.options & OPTION_CURSES:
3488 if not replayfp or replayfp.closed:
3492 "Get a line of input."
3493 if game.options & OPTION_CURSES:
3494 line = curwnd.getstr() + "\n"
3497 if replayfp and not replayfp.closed:
3499 line = replayfp.readline()
3502 prout("*** Replay finished")
3505 elif line[0] != "#":
3508 line = raw_input() + "\n"
3514 "Change windows -- OK for this to be a no-op in tty mode."
3516 if game.options & OPTION_CURSES:
3518 curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
3521 "Clear to end of line -- can be a no-op in tty mode"
3522 if game.options & OPTION_CURSES:
3527 "Clear screen -- can be a no-op in tty mode."
3529 if game.options & OPTION_CURSES:
3536 "Set highlight video, if this is reasonable."
3537 if game.options & OPTION_CURSES:
3538 curwnd.attron(curses.A_REVERSE)
3541 # Things past this point have policy implications.
3545 "Hook to be called after moving to redraw maps."
3546 if game.options & OPTION_CURSES:
3549 setwnd(srscan_window)
3553 setwnd(status_window)
3554 status_window.clear()
3555 status_window.move(0, 0)
3556 setwnd(report_window)
3557 report_window.clear()
3558 report_window.move(0, 0)
3560 setwnd(lrscan_window)
3561 lrscan_window.clear()
3562 lrscan_window.move(0, 0)
3563 lrscan(silent=False)
3565 def put_srscan_sym(w, sym):
3566 "Emit symbol for short-range scan."
3567 srscan_window.move(w.x+1, w.y*2+2)
3568 srscan_window.addch(sym)
3569 srscan_window.refresh()
3572 "Enemy fall down, go boom."
3573 if game.options & OPTION_CURSES:
3575 setwnd(srscan_window)
3576 srscan_window.attron(curses.A_REVERSE)
3577 put_srscan_sym(w, game.quad[w.x][w.y])
3581 srscan_window.attroff(curses.A_REVERSE)
3582 put_srscan_sym(w, game.quad[w.x][w.y])
3583 curses.delay_output(500)
3584 setwnd(message_window)
3587 "Sound and visual effects for teleportation."
3588 if game.options & OPTION_CURSES:
3590 setwnd(message_window)
3592 prouts(" . . . . . ")
3593 if game.options & OPTION_CURSES:
3594 #curses.delay_output(1000)
3598 def tracktorpedo(origin, w, step, i, n, iquad):
3599 "Torpedo-track animation."
3600 if not game.options & OPTION_CURSES:
3604 proutn(_("Track for %s torpedo number %d- ") % (game.quad[origin.x][origin.y],i+1))
3607 proutn(_("Torpedo track- "))
3608 elif step==4 or step==9:
3612 if not damaged(DSRSENS) or game.condition=="docked":
3613 if i != 0 and step == 1:
3616 if (iquad==IHDOT) or (iquad==IHBLANK):
3617 put_srscan_sym(w, '+')
3621 put_srscan_sym(w, iquad)
3623 curwnd.attron(curses.A_REVERSE)
3624 put_srscan_sym(w, iquad)
3628 curwnd.attroff(curses.A_REVERSE)
3629 put_srscan_sym(w, iquad)
3634 "Display the current galaxy chart."
3635 if game.options & OPTION_CURSES:
3636 setwnd(message_window)
3637 message_window.clear()
3639 if game.options & OPTION_TTY:
3644 def prstat(txt, data):
3646 if game.options & OPTION_CURSES:
3648 setwnd(status_window)
3650 proutn(" " * (NSYM - len(txt)))
3653 if game.options & OPTION_CURSES:
3654 setwnd(report_window)
3656 # Code from moving.c begins here
3658 def imove(novapush):
3659 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3660 w = coord(); final = coord()
3663 def no_quad_change():
3664 # No quadrant change -- compute new average enemy distances
3665 game.quad[game.sector.x][game.sector.y] = game.ship
3667 for enemy in game.enemies:
3668 finald = (w-enemy.kloc).distance()
3669 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3670 enemy.kdist = finald
3671 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
3672 if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
3673 attack(torps_ok=False)
3674 for enemy in game.enemies:
3675 enemy.kavgd = enemy.kdist
3678 setwnd(message_window)
3681 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3682 game.inorbit = False
3683 angle = ((15.0 - game.direc) * 0.5235988)
3684 deltax = -math.sin(angle)
3685 deltay = math.cos(angle)
3686 if math.fabs(deltax) > math.fabs(deltay):
3687 bigger = math.fabs(deltax)
3689 bigger = math.fabs(deltay)
3692 # If tractor beam is to occur, don't move full distance
3693 if game.state.date+game.optime >= scheduled(FTBEAM):
3695 game.condition = "red"
3696 game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3697 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3698 # Move within the quadrant
3699 game.quad[game.sector.x][game.sector.y] = IHDOT
3702 n = int(10.0*game.dist*bigger+0.5)
3704 for m in range(1, n+1):
3709 if not VALID_SECTOR(w.x, w.y):
3710 # Leaving quadrant -- allow final enemy attack
3711 # Don't do it if being pushed by Nova
3712 if len(game.enemies) != 0 and not novapush:
3714 for enemy in game.enemies:
3715 finald = (w - enemy.kloc).distance()
3716 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3718 # Stas Sergeev added the condition
3719 # that attacks only happen if Klingons
3720 # are present and your skill is good.
3722 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
3723 attack(torps_ok=False)
3726 # compute final position -- new quadrant and sector
3727 x = (QUADSIZE*game.quadrant.x)+game.sector.x
3728 y = (QUADSIZE*game.quadrant.y)+game.sector.y
3729 w.x = int(round(x+10.0*game.dist*bigger*deltax))
3730 w.y = int(round(y+10.0*game.dist*bigger*deltay))
3731 # check for edge of galaxy
3741 if w.x >= GALSIZE*QUADSIZE:
3742 w.x = (GALSIZE*QUADSIZE*2) - w.x
3744 if w.y >= GALSIZE*QUADSIZE:
3745 w.y = (GALSIZE*QUADSIZE*2) - w.y
3753 if game.nkinks == 3:
3754 # Three strikes -- you're out!
3758 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3759 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3760 prout(_("YOU WILL BE DESTROYED."))
3761 # Compute final position in new quadrant
3762 if trbeam: # Don't bother if we are to be beamed
3764 game.quadrant.x = w.x/QUADSIZE
3765 game.quadrant.y = w.y/QUADSIZE
3766 game.sector.x = w.x - (QUADSIZE*game.quadrant.x)
3767 game.sector.y = w.y - (QUADSIZE*game.quadrant.y)
3769 prout(_("Entering Quadrant %s.") % game.quadrant)
3770 game.quad[game.sector.x][game.sector.y] = game.ship
3772 if game.skill>SKILL_NOVICE:
3773 attack(torps_ok=False)
3775 iquad = game.quad[w.x][w.y]
3777 # object encountered in flight path
3778 stopegy = 50.0*game.dist/game.optime
3779 game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0)
3780 if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
3782 for enemy in game.enemies:
3783 if enemy.kloc == game.sector:
3785 collision(rammed=False, enemy=enemy)
3787 elif iquad == IHBLANK:
3789 prouts(_("***RED ALERT! RED ALERT!"))
3791 proutn("***" + crmshp())
3792 proutn(_(" pulled into black hole at Sector %s") % w)
3794 # Getting pulled into a black hole was certain
3795 # death in Almy's original. Stas Sergeev added a
3796 # possibility that you'll get timewarped instead.
3799 for m in range(NDEVICES):
3800 if game.damage[m]>0:
3802 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3803 if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
3813 prout(_(" encounters Tholian web at %s;") % w)
3815 prout(_(" blocked by object at %s;") % w)
3816 proutn(_("Emergency stop required "))
3817 prout(_("%2d units of energy.") % int(stopegy))
3818 game.energy -= stopegy
3819 final.x = int(round(deltax))
3820 final.y = int(round(deltay))
3822 if game.energy <= 0:
3828 game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0)
3835 "Dock our ship at a starbase."
3837 if game.condition == "docked" and verbose:
3838 prout(_("Already docked."))
3841 prout(_("You must first leave standard orbit."))
3843 if not game.base.is_valid() or abs(game.sector.x-game.base.x) > 1 or abs(game.sector.y-game.base.y) > 1:
3844 prout(crmshp() + _(" not adjacent to base."))
3846 game.condition = "docked"
3850 if game.energy < game.inenrg:
3851 game.energy = game.inenrg
3852 game.shield = game.inshld
3853 game.torps = game.intorps
3854 game.lsupres = game.inlsr
3855 game.state.crew = FULLCREW
3856 if not damaged(DRADIO) and \
3857 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3858 # get attack report from base
3859 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3863 # This program originally required input in terms of a (clock)
3864 # direction and distance. Somewhere in history, it was changed to
3865 # cartesian coordinates. So we need to convert. Probably
3866 # "manual" input should still be done this way -- it's a real
3867 # pain if the computer isn't working! Manual mode is still confusing
3868 # because it involves giving x and y motions, yet the coordinates
3869 # are always displayed y - x, where +y is downward!
3871 def getcourse(isprobe, akey):
3872 "Get a course and distance from the user."
3874 dquad = copy.copy(game.quadrant)
3875 navmode = "unspecified"
3879 if game.landed and not isprobe:
3880 prout(_("Dummy! You can't leave standard orbit until you"))
3881 proutn(_("are back aboard the ship."))
3884 while navmode == "unspecified":
3885 if damaged(DNAVSYS):
3887 prout(_("Computer damaged; manual navigation only"))
3889 prout(_("Computer damaged; manual movement only"))
3894 if isprobe and akey != -1:
3895 # For probe launch, use pre-scanned value first time
3899 key = scanner.next()
3901 proutn(_("Manual or automatic- "))
3904 elif key == IHALPHA:
3905 if scanner.sees("manual"):
3907 key = scanner.next()
3909 elif scanner.sees("automatic"):
3910 navmode = "automatic"
3911 key = scanner.next()
3919 prout(_("(Manual navigation assumed.)"))
3921 prout(_("(Manual movement assumed.)"))
3924 if navmode == "automatic":
3927 proutn(_("Target quadrant or quadrant§or- "))
3929 proutn(_("Destination sector or quadrant§or- "))
3932 key = scanner.next()
3936 xi = int(round(scanner.real))-1
3937 key = scanner.next()
3941 xj = int(round(scanner.real))-1
3942 key = scanner.next()
3944 # both quadrant and sector specified
3945 xk = int(round(scanner.real))-1
3946 key = scanner.next()
3950 xl = int(round(scanner.real))-1
3956 # only one pair of numbers was specified
3958 # only quadrant specified -- go to center of dest quad
3961 dsect.y = dsect.x = 4 # preserves 1-origin behavior
3963 # only sector specified
3967 if not VALID_QUADRANT(dquad.y,dquad.x) or not VALID_SECTOR(dsect.x,dsect.y):
3974 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
3976 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
3977 # the actual deltas get computed here
3979 delta.x = dquad.y-game.quadrant.y + 0.1*(dsect.x-game.sector.y)
3980 delta.y = game.quadrant.x-dquad.x + 0.1*(game.sector.x-dsect.y)
3983 proutn(_("X and Y displacements- "))
3986 key = scanner.next()
3991 delta.x = scanner.real
3992 key = scanner.next()
3996 delta.y = scanner.real
3997 # Check for zero movement
3998 if delta.x == 0 and delta.y == 0:
4001 if itemp == "verbose" and not isprobe:
4003 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
4004 # Course actually laid in.
4005 game.dist = delta.distance()
4006 game.direc = delta.bearing()
4007 if game.direc < 0.0:
4013 "Move under impulse power."
4015 if damaged(DIMPULS):
4018 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4020 if game.energy > 30.0:
4021 if not getcourse(isprobe=False, akey=0):
4023 power = 20.0 + 100.0*game.dist
4026 if power >= game.energy:
4027 # Insufficient power for trip
4029 prout(_("First Officer Spock- \"Captain, the impulse engines"))
4030 prout(_("require 20.0 units to engage, plus 100.0 units per"))
4031 if game.energy > 30:
4032 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
4033 int(0.01 * (game.energy-20.0)-0.05))
4034 prout(_(" quadrants.\""))
4036 prout(_("quadrant. They are, therefore, useless.\""))
4039 # Make sure enough time is left for the trip
4040 game.optime = game.dist/0.095
4041 if game.optime >= game.state.remtime:
4042 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4043 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4044 proutn(_("we dare spend the time?\" "))
4047 # Activate impulse engines and pay the cost
4048 imove(novapush=False)
4052 power = 20.0 + 100.0*game.dist
4053 game.energy -= power
4054 game.optime = game.dist/0.095
4055 if game.energy <= 0:
4060 "ove under warp drive."
4061 blooey = False; twarp = False
4062 if not timewarp: # Not WARPX entry
4064 if game.damage[DWARPEN] > 10.0:
4067 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4069 if damaged(DWARPEN) and game.warpfac > 4.0:
4072 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4073 prout(_(" is repaired, I can only give you warp 4.\""))
4075 # Read in course and distance
4076 if not getcourse(isprobe=False, akey=0):
4078 # Make sure starship has enough energy for the trip
4079 power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4080 if power >= game.energy:
4081 # Insufficient power for trip
4084 prout(_("Engineering to bridge--"))
4085 if not game.shldup or 0.5*power > game.energy:
4086 iwarp = math.pow((game.energy/(game.dist+0.05)), 0.333333333)
4088 prout(_("We can't do it, Captain. We don't have enough energy."))
4090 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4093 prout(_("if you'll lower the shields."))
4097 prout(_("We haven't the energy to go that far with the shields up."))
4100 # Make sure enough time is left for the trip
4101 game.optime = 10.0*game.dist/game.wfacsq
4102 if game.optime >= 0.8*game.state.remtime:
4104 prout(_("First Officer Spock- \"Captain, I compute that such"))
4105 proutn(_(" a trip would require approximately %2.0f") %
4106 (100.0*game.optime/game.state.remtime))
4107 prout(_(" percent of our"))
4108 proutn(_(" remaining time. Are you sure this is wise?\" "))
4114 if game.warpfac > 6.0:
4115 # Decide if engine damage will occur
4116 # ESR: Seems wrong. Probability of damage goes *down* with distance?
4117 prob = game.dist*(6.0-game.warpfac)**2/66.666666666
4118 if prob > randreal():
4120 game.dist = randreal(game.dist)
4121 # Decide if time warp will occur
4122 if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > randreal():
4124 if idebug and game.warpfac==10 and not twarp:
4126 proutn("=== Force time warp? ")
4130 # If time warp or engine damage, check path
4131 # If it is obstructed, don't do warp or damage
4132 angle = ((15.0-game.direc)*0.5235998)
4133 deltax = -math.sin(angle)
4134 deltay = math.cos(angle)
4135 if math.fabs(deltax) > math.fabs(deltay):
4136 bigger = math.fabs(deltax)
4138 bigger = math.fabs(deltay)
4141 n = 10.0 * game.dist * bigger +0.5
4144 for l in range(1, n+1):
4149 if not VALID_SECTOR(ix, iy):
4151 if game.quad[ix][iy] != IHDOT:
4154 # Activate Warp Engines and pay the cost
4155 imove(novapush=False)
4158 game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4159 if game.energy <= 0:
4161 game.optime = 10.0*game.dist/game.wfacsq
4165 game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
4167 prout(_("Engineering to bridge--"))
4168 prout(_(" Scott here. The warp engines are damaged."))
4169 prout(_(" We'll have to reduce speed to warp 4."))
4174 "Change the warp factor."
4180 proutn(_("Warp factor- "))
4185 if game.damage[DWARPEN] > 10.0:
4186 prout(_("Warp engines inoperative."))
4188 if damaged(DWARPEN) and scanner.real > 4.0:
4189 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4190 prout(_(" but right now we can only go warp 4.\""))
4192 if scanner.real > 10.0:
4193 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4195 if scanner.real < 1.0:
4196 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4198 oldfac = game.warpfac
4199 game.warpfac = scanner.real
4200 game.wfacsq=game.warpfac*game.warpfac
4201 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4202 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4205 if game.warpfac < 8.00:
4206 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4208 if game.warpfac == 10.0:
4209 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4211 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4215 "Cope with being tossed out of quadrant by supernova or yanked by beam."
4217 # is captain on planet?
4219 if damaged(DTRANSP):
4222 prout(_("Scotty rushes to the transporter controls."))
4224 prout(_("But with the shields up it's hopeless."))
4226 prouts(_("His desperate attempt to rescue you . . ."))
4231 prout(_("SUCCEEDS!"))
4234 proutn(_("The crystals mined were "))
4242 # Check to see if captain in shuttle craft
4247 # Inform captain of attempt to reach safety
4251 prouts(_("***RED ALERT! RED ALERT!"))
4253 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4254 prouts(_(" a supernova."))
4256 prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
4258 prout(_("safely out of quadrant."))
4259 if not damaged(DRADIO):
4260 game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
4261 # Try to use warp engines
4262 if damaged(DWARPEN):
4264 prout(_("Warp engines damaged."))
4267 game.warpfac = randreal(6.0, 8.0)
4268 game.wfacsq = game.warpfac * game.warpfac
4269 prout(_("Warp factor set to %d") % int(game.warpfac))
4270 power = 0.75*game.energy
4271 game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4272 distreq = randreal(math.sqrt(2))
4273 if distreq < game.dist:
4275 game.optime = 10.0*game.dist/game.wfacsq
4276 game.direc = randreal(12) # How dumb!
4278 game.inorbit = False
4281 # This is bad news, we didn't leave quadrant.
4285 prout(_("Insufficient energy to leave quadrant."))
4288 # Repeat if another snova
4289 if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
4291 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
4292 finish(FWON) # Snova killed remaining enemy.
4295 "Let's do the time warp again."
4296 prout(_("***TIME WARP ENTERED."))
4297 if game.state.snap and withprob(0.5):
4299 prout(_("You are traveling backwards in time %d stardates.") %
4300 int(game.state.date-game.snapsht.date))
4301 game.state = game.snapsht
4302 game.state.snap = False
4303 if len(game.state.kcmdr):
4304 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4305 schedule(FBATTAK, expran(0.3*game.intime))
4306 schedule(FSNOVA, expran(0.5*game.intime))
4307 # next snapshot will be sooner
4308 schedule(FSNAP, expran(0.25*game.state.remtime))
4310 if game.state.nscrem:
4311 schedule(FSCMOVE, 0.2777)
4315 game.battle.invalidate()
4317 # Make sure Galileo is consistant -- Snapshot may have been taken
4318 # when on planet, which would give us two Galileos!
4320 for l in range(game.inplan):
4321 if game.state.planets[l].known == "shuttle_down":
4323 if game.iscraft == "onship" and game.ship==IHE:
4324 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4325 game.iscraft = "offship"
4326 # Likewise, if in the original time the Galileo was abandoned, but
4327 # was on ship earlier, it would have vanished -- let's restore it.
4328 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4329 prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""))
4330 game.iscraft = "onship"
4331 # There used to be code to do the actual reconstrction here,
4332 # but the starchart is now part of the snapshotted galaxy state.
4333 prout(_("Spock has reconstructed a correct star chart from memory"))
4335 # Go forward in time
4336 game.optime = -0.5*game.intime*math.log(randreal())
4337 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4338 # cheat to make sure no tractor beams occur during time warp
4339 postpone(FTBEAM, game.optime)
4340 game.damage[DRADIO] += game.optime
4342 events() # Stas Sergeev added this -- do pending events
4345 "Launch deep-space probe."
4346 # New code to launch a deep space probe
4347 if game.nprobes == 0:
4350 if game.ship == IHE:
4351 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4353 prout(_("Ye Faerie Queene has no deep space probes."))
4358 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4360 if is_scheduled(FDSPROB):
4363 if damaged(DRADIO) and game.condition != "docked":
4364 prout(_("Spock- \"Records show the previous probe has not yet"))
4365 prout(_(" reached its destination.\""))
4367 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4369 key = scanner.next()
4371 # slow mode, so let Kirk know how many probes there are left
4372 if game.nprobes == 1:
4373 prout(_("1 probe left."))
4375 prout(_("%d probes left") % game.nprobes)
4376 proutn(_("Are you sure you want to fire a probe? "))
4379 game.isarmed = False
4380 if key == IHALPHA and scanner.token == "armed":
4382 key = scanner.next()
4384 proutn(_("Arm NOVAMAX warhead? "))
4386 if not getcourse(isprobe=True, akey=key):
4389 angle = ((15.0 - game.direc) * 0.5235988)
4390 game.probeinx = -math.sin(angle)
4391 game.probeiny = math.cos(angle)
4392 if math.fabs(game.probeinx) > math.fabs(game.probeiny):
4393 bigger = math.fabs(game.probeinx)
4395 bigger = math.fabs(game.probeiny)
4396 game.probeiny /= bigger
4397 game.probeinx /= bigger
4398 game.proben = 10.0*game.dist*bigger +0.5
4399 game.probex = game.quadrant.x*QUADSIZE + game.sector.x - 1 # We will use better packing than original
4400 game.probey = game.quadrant.y*QUADSIZE + game.sector.y - 1
4401 game.probec = game.quadrant
4402 schedule(FDSPROB, 0.01) # Time to move one sector
4403 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4407 # Here's how the mayday code works:
4409 # First, the closest starbase is selected. If there is a a starbase
4410 # in your own quadrant, you are in good shape. This distance takes
4411 # quadrant distances into account only.
4413 # A magic number is computed based on the distance which acts as the
4414 # probability that you will be rematerialized. You get three tries.
4416 # When it is determined that you should be able to be rematerialized
4417 # (i.e., when the probability thing mentioned above comes up
4418 # positive), you are put into that quadrant (anywhere). Then, we try
4419 # to see if there is a spot adjacent to the star- base. If not, you
4420 # can't be rematerialized!!! Otherwise, it drops you there. It only
4421 # tries five times to find a spot to drop you. After that, it's your
4425 "Yell for help from nearest starbase."
4426 # There's more than one way to move in this game!
4428 # Test for conditions which prevent calling for help
4429 if game.condition == "docked":
4430 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4433 prout(_("Subspace radio damaged."))
4435 if not game.state.baseq:
4436 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4439 prout(_("You must be aboard the %s.") % crmshp())
4441 # OK -- call for help from nearest starbase
4444 # There's one in this quadrant
4445 ddist = (game.base - game.sector).distance()
4448 for ibq in game.state.baseq:
4449 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4452 # Since starbase not in quadrant, set up new quadrant
4455 # dematerialize starship
4456 game.quad[game.sector.x][game.sector.y]=IHDOT
4457 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4458 % (game.quadrant, crmshp()))
4459 game.sector.invalidate()
4460 for m in range(1, 5+1):
4461 w = game.base.scatter()
4462 if VALID_SECTOR(w.x,w.y) and game.quad[w.x][w.y]==IHDOT:
4463 # found one -- finish up
4466 if not game.sector.is_valid():
4467 prout(_("You have been lost in space..."))
4468 finish(FMATERIALIZE)
4470 # Give starbase three chances to rematerialize starship
4471 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4472 for m in range(1, 3+1):
4473 if m == 1: proutn(_("1st"))
4474 elif m == 2: proutn(_("2nd"))
4475 elif m == 3: proutn(_("3rd"))
4476 proutn(_(" attempt to re-materialize ") + crmshp())
4477 game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
4480 if randreal() > probf:
4483 curses.delay_output(500)
4486 game.quad[ix][iy]=IHQUEST
4489 setwnd(message_window)
4490 finish(FMATERIALIZE)
4492 game.quad[ix][iy]=game.ship
4494 prout(_("succeeds."))
4498 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4500 # Abandon Ship (the BSD-Trek description)
4502 # The ship is abandoned. If your current ship is the Faire
4503 # Queene, or if your shuttlecraft is dead, you're out of
4504 # luck. You need the shuttlecraft in order for the captain
4505 # (that's you!!) to escape.
4507 # Your crew can beam to an inhabited starsystem in the
4508 # quadrant, if there is one and if the transporter is working.
4509 # If there is no inhabited starsystem, or if the transporter
4510 # is out, they are left to die in outer space.
4512 # If there are no starbases left, you are captured by the
4513 # Klingons, who torture you mercilessly. However, if there
4514 # is at least one starbase, you are returned to the
4515 # Federation in a prisoner of war exchange. Of course, this
4516 # can't happen unless you have taken some prisoners.
4521 if game.condition=="docked":
4523 prout(_("You cannot abandon Ye Faerie Queene."))
4526 # Must take shuttle craft to exit
4527 if game.damage[DSHUTTL]==-1:
4528 prout(_("Ye Faerie Queene has no shuttle craft."))
4530 if game.damage[DSHUTTL]<0:
4531 prout(_("Shuttle craft now serving Big Macs."))
4533 if game.damage[DSHUTTL]>0:
4534 prout(_("Shuttle craft damaged."))
4537 prout(_("You must be aboard the ship."))
4539 if game.iscraft != "onship":
4540 prout(_("Shuttle craft not currently available."))
4542 # Emit abandon ship messages
4544 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4546 prouts(_("***ALL HANDS ABANDON SHIP!"))
4548 prout(_("Captain and crew escape in shuttle craft."))
4549 if not game.state.baseq:
4550 # Oops! no place to go...
4553 q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
4555 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4556 prout(_("Remainder of ship's complement beam down"))
4557 prout(_("to nearest habitable planet."))
4558 elif q.planet != None and not damaged(DTRANSP):
4559 prout(_("Remainder of ship's complement beam down to %s.") %
4562 prout(_("Entire crew of %d left to die in outer space.") %
4564 game.casual += game.state.crew
4565 game.abandoned += game.state.crew
4566 # If at least one base left, give 'em the Faerie Queene
4568 game.icrystl = False # crystals are lost
4569 game.nprobes = 0 # No probes
4570 prout(_("You are captured by Klingons and released to"))
4571 prout(_("the Federation in a prisoner-of-war exchange."))
4572 nb = randrange(len(game.state.baseq))
4573 # Set up quadrant and position FQ adjacient to base
4574 if not game.quadrant == game.state.baseq[nb]:
4575 game.quadrant = game.state.baseq[nb]
4576 game.sector.x = game.sector.y = 5
4579 # position next to base by trial and error
4580 game.quad[game.sector.x][game.sector.y] = IHDOT
4581 for l in range(QUADSIZE):
4582 game.sector = game.base.scatter()
4583 if VALID_SECTOR(game.sector.x, game.sector.y) and \
4584 game.quad[game.sector.x][game.sector.y] == IHDOT:
4587 break # found a spot
4588 game.sector.x=QUADSIZE/2
4589 game.sector.y=QUADSIZE/2
4591 # Get new commission
4592 game.quad[game.sector.x][game.sector.y] = game.ship = IHF
4593 game.state.crew = FULLCREW
4594 prout(_("Starfleet puts you in command of another ship,"))
4595 prout(_("the Faerie Queene, which is antiquated but,"))
4596 prout(_("still useable."))
4598 prout(_("The dilithium crystals have been moved."))
4600 game.iscraft = "offship" # Galileo disappears
4602 game.condition="docked"
4603 for l in range(NDEVICES):
4604 game.damage[l] = 0.0
4605 game.damage[DSHUTTL] = -1
4606 game.energy = game.inenrg = 3000.0
4607 game.shield = game.inshld = 1250.0
4608 game.torps = game.intorps = 6
4609 game.lsupres=game.inlsr=3.0
4615 # Code from planets.c begins here.
4618 "Abort a lengthy operation if an event interrupts it."
4621 if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.justin:
4626 "Report on (uninhabited) planets in the galaxy."
4630 prout(_("Spock- \"Planet report follows, Captain.\""))
4632 for i in range(game.inplan):
4633 if game.state.planets[i].pclass == "destroyed":
4635 if (game.state.planets[i].known != "unknown" \
4636 and not game.state.planets[i].inhabited) \
4639 if idebug and game.state.planets[i].known=="unknown":
4640 proutn("(Unknown) ")
4641 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4642 proutn(_(" class "))
4643 proutn(game.state.planets[i].pclass)
4645 if game.state.planets[i].crystals != present:
4647 prout(_("dilithium crystals present."))
4648 if game.state.planets[i].known=="shuttle_down":
4649 prout(_(" Shuttle Craft Galileo on surface."))
4651 prout(_("No information available."))
4654 "Enter standard orbit."
4658 prout(_("Already in standard orbit."))
4660 if damaged(DWARPEN) and damaged(DIMPULS):
4661 prout(_("Both warp and impulse engines damaged."))
4663 if not game.plnet.is_valid():
4664 prout("There is no planet in this sector.")
4666 if abs(game.sector.x-game.plnet.x)>1 or abs(game.sector.y-game.plnet.y)>1:
4667 prout(crmshp() + _(" not adjacent to planet."))
4670 game.optime = randreal(0.02, 0.05)
4671 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4675 game.height = randreal(1400, 8600)
4676 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4681 "Examine planets in this quadrant."
4682 if damaged(DSRSENS):
4683 if game.options & OPTION_TTY:
4684 prout(_("Short range sensors damaged."))
4686 if game.iplnet == None:
4687 if game.options & OPTION_TTY:
4688 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4690 if game.iplnet.known == "unknown":
4691 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4693 prout(_(" Planet at Sector %s is of class %s.") %
4694 (game.plnet, game.iplnet.pclass))
4695 if game.iplnet.known=="shuttle_down":
4696 prout(_(" Sensors show Galileo still on surface."))
4697 proutn(_(" Readings indicate"))
4698 if game.iplnet.crystals != "present":
4700 prout(_(" dilithium crystals present.\""))
4701 if game.iplnet.known == "unknown":
4702 game.iplnet.known = "known"
4703 elif game.iplnet.inhabited:
4704 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4705 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4708 "Use the transporter."
4712 if damaged(DTRANSP):
4713 prout(_("Transporter damaged."))
4714 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4716 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4720 if not game.inorbit:
4721 prout(crmshp() + _(" not in standard orbit."))
4724 prout(_("Impossible to transport through shields."))
4726 if game.iplnet.known=="unknown":
4727 prout(_("Spock- \"Captain, we have no information on this planet"))
4728 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4729 prout(_(" you may not go down.\""))
4731 if not game.landed and game.iplnet.crystals=="absent":
4732 prout(_("Spock- \"Captain, I fail to see the logic in"))
4733 prout(_(" exploring a planet with no dilithium crystals."))
4734 proutn(_(" Are you sure this is wise?\" "))
4738 if not (game.options & OPTION_PLAIN):
4739 nrgneed = 50 * game.skill + game.height / 100.0
4740 if nrgneed > game.energy:
4741 prout(_("Engineering to bridge--"))
4742 prout(_(" Captain, we don't have enough energy for transportation."))
4744 if not game.landed and nrgneed * 2 > game.energy:
4745 prout(_("Engineering to bridge--"))
4746 prout(_(" Captain, we have enough energy only to transport you down to"))
4747 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4748 if game.iplnet.known == "shuttle_down":
4749 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4750 proutn(_(" Are you sure this is wise?\" "))
4755 # Coming from planet
4756 if game.iplnet.known=="shuttle_down":
4757 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4761 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4762 prout(_("Landing party assembled, ready to beam up."))
4764 prout(_("Kirk whips out communicator..."))
4765 prouts(_("BEEP BEEP BEEP"))
4767 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4770 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4772 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4774 prout(_("Kirk- \"Energize.\""))
4777 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4780 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4782 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4785 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4786 game.landed = not game.landed
4787 game.energy -= nrgneed
4789 prout(_("Transport complete."))
4790 if game.landed and game.iplnet.known=="shuttle_down":
4791 prout(_("The shuttle craft Galileo is here!"))
4792 if not game.landed and game.imine:
4799 "Strip-mine a world for dilithium."
4803 prout(_("Mining party not on planet."))
4805 if game.iplnet.crystals == "mined":
4806 prout(_("This planet has already been strip-mined for dilithium."))
4808 elif game.iplnet.crystals == "absent":
4809 prout(_("No dilithium crystals on this planet."))
4812 prout(_("You've already mined enough crystals for this trip."))
4814 if game.icrystl and game.cryprob == 0.05:
4815 prout(_("With all those fresh crystals aboard the ") + crmshp())
4816 prout(_("there's no reason to mine more at this time."))
4818 game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4821 prout(_("Mining operation complete."))
4822 game.iplnet.crystals = "mined"
4823 game.imine = game.ididit = True
4826 "Use dilithium crystals."
4830 if not game.icrystl:
4831 prout(_("No dilithium crystals available."))
4833 if game.energy >= 1000:
4834 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4835 prout(_(" except when Condition Yellow exists."))
4837 prout(_("Spock- \"Captain, I must warn you that loading"))
4838 prout(_(" raw dilithium crystals into the ship's power"))
4839 prout(_(" system may risk a severe explosion."))
4840 proutn(_(" Are you sure this is wise?\" "))
4845 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4846 prout(_(" Mr. Spock and I will try it.\""))
4848 prout(_("Spock- \"Crystals in place, Sir."))
4849 prout(_(" Ready to activate circuit.\""))
4851 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4853 if with(game.cryprob):
4854 prouts(_(" \"Activating now! - - No good! It's***"))
4856 prouts(_("***RED ALERT! RED A*L********************************"))
4859 prouts(_("****************** KA-BOOM!!!! *******************"))
4863 game.energy += randreal(5000.0, 5500.0)
4864 prouts(_(" \"Activating now! - - "))
4865 prout(_("The instruments"))
4866 prout(_(" are going crazy, but I think it's"))
4867 prout(_(" going to work!! Congratulations, Sir!\""))
4872 "Use shuttlecraft for planetary jaunt."
4875 if damaged(DSHUTTL):
4876 if game.damage[DSHUTTL] == -1.0:
4877 if game.inorbit and game.iplnet.known == "shuttle_down":
4878 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4880 prout(_("Ye Faerie Queene had no shuttle craft."))
4881 elif game.damage[DSHUTTL] > 0:
4882 prout(_("The Galileo is damaged."))
4883 else: # game.damage[DSHUTTL] < 0
4884 prout(_("Shuttle craft is now serving Big Macs."))
4886 if not game.inorbit:
4887 prout(crmshp() + _(" not in standard orbit."))
4889 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4890 prout(_("Shuttle craft not currently available."))
4892 if not game.landed and game.iplnet.known=="shuttle_down":
4893 prout(_("You will have to beam down to retrieve the shuttle craft."))
4895 if game.shldup or game.condition == "docked":
4896 prout(_("Shuttle craft cannot pass through shields."))
4898 if game.iplnet.known=="unknown":
4899 prout(_("Spock- \"Captain, we have no information on this planet"))
4900 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4901 prout(_(" you may not fly down.\""))
4903 game.optime = 3.0e-5*game.height
4904 if game.optime >= 0.8*game.state.remtime:
4905 prout(_("First Officer Spock- \"Captain, I compute that such"))
4906 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4907 int(100*game.optime/game.state.remtime))
4908 prout(_("remaining time."))
4909 proutn(_("Are you sure this is wise?\" "))
4915 if game.iscraft == "onship":
4917 if not damaged(DTRANSP):
4918 proutn(_("Spock- \"Would you rather use the transporter?\" "))
4922 proutn(_("Shuttle crew"))
4924 proutn(_("Rescue party"))
4925 prout(_(" boards Galileo and swoops toward planet surface."))
4926 game.iscraft = "offship"
4930 game.iplnet.known="shuttle_down"
4931 prout(_("Trip complete."))
4934 # Ready to go back to ship
4935 prout(_("You and your mining party board the"))
4936 prout(_("shuttle craft for the trip back to the Enterprise."))
4938 prouts(_("The short hop begins . . ."))
4940 game.iplnet.known="known"
4946 game.iscraft = "onship"
4952 prout(_("Trip complete."))
4955 # Kirk on ship and so is Galileo
4956 prout(_("Mining party assembles in the hangar deck,"))
4957 prout(_("ready to board the shuttle craft \"Galileo\"."))
4959 prouts(_("The hangar doors open; the trip begins."))
4962 game.iscraft = "offship"
4965 game.iplnet.known = "shuttle_down"
4968 prout(_("Trip complete."))
4972 "Use the big zapper."
4976 if game.ship != IHE:
4977 prout(_("Ye Faerie Queene has no death ray."))
4979 if len(game.enemies)==0:
4980 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
4983 prout(_("Death Ray is damaged."))
4985 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
4986 prout(_(" is highly unpredictible. Considering the alternatives,"))
4987 proutn(_(" are you sure this is wise?\" "))
4990 prout(_("Spock- \"Acknowledged.\""))
4993 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
4995 prout(_("Crew scrambles in emergency preparation."))
4996 prout(_("Spock and Scotty ready the death ray and"))
4997 prout(_("prepare to channel all ship's power to the device."))
4999 prout(_("Spock- \"Preparations complete, sir.\""))
5000 prout(_("Kirk- \"Engage!\""))
5002 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
5005 if game.options & OPTION_PLAIN:
5009 prouts(_("Sulu- \"Captain! It's working!\""))
5011 while len(game.enemies) > 0:
5012 deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.x][game.enemies[1].kloc.y],game.enemies[1].kloc)
5013 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
5014 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
5016 if (game.options & OPTION_PLAIN) == 0:
5017 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
5019 prout(_(" is still operational.\""))
5021 prout(_(" has been rendered nonfunctional.\""))
5022 game.damage[DDRAY] = 39.95
5024 r = randreal() # Pick failure method
5026 prouts(_("Sulu- \"Captain! It's working!\""))
5028 prouts(_("***RED ALERT! RED ALERT!"))
5030 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
5032 prouts(_("***RED ALERT! RED A*L********************************"))
5035 prouts(_("****************** KA-BOOM!!!! *******************"))
5040 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
5042 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
5044 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
5045 prout(_(" have apparently been transformed into strange mutations."))
5046 prout(_(" Vulcans do not seem to be affected."))
5048 prout(_("Kirk- \"Raauch! Raauch!\""))
5053 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
5055 proutn(_("Spock- \"I believe the word is"))
5056 prouts(_(" *ASTONISHING*"))
5057 prout(_(" Mr. Sulu."))
5058 for i in range(QUADSIZE):
5059 for j in range(QUADSIZE):
5060 if game.quad[i][j] == IHDOT:
5061 game.quad[i][j] = IHQUEST
5062 prout(_(" Captain, our quadrant is now infested with"))
5063 prouts(_(" - - - - - - *THINGS*."))
5065 prout(_(" I have no logical explanation.\""))
5067 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
5069 prout(_("Scotty- \"There are so many tribbles down here"))
5070 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
5074 # Code from reports.c begins here
5076 def attackreport(curt):
5077 "eport status of bases under attack."
5079 if is_scheduled(FCDBAS):
5080 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
5081 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
5082 elif game.isatb == 1:
5083 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
5084 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
5086 prout(_("No Starbase is currently under attack."))
5088 if is_scheduled(FCDBAS):
5089 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5091 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5095 # report on general game status
5097 s1 = "" and game.thawed and _("thawed ")
5098 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5099 s3 = (None, _("novice"). _("fair"),
5100 _("good"), _("expert"), _("emeritus"))[game.skill]
5101 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5102 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5103 prout(_("No plaque is allowed."))
5105 prout(_("This is tournament game %d.") % game.tourn)
5106 prout(_("Your secret password is \"%s\"") % game.passwd)
5107 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)),
5108 (game.inkling + game.incom + game.inscom)))
5109 if game.incom - len(game.state.kcmdr):
5110 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
5111 elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
5112 prout(_(", but no Commanders."))
5115 if game.skill > SKILL_FAIR:
5116 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5117 if len(game.state.baseq) != game.inbase:
5119 if game.inbase-len(game.state.baseq)==1:
5120 proutn(_("has been 1 base"))
5122 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
5123 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
5125 prout(_("There are %d bases.") % game.inbase)
5126 if communicating() or game.iseenit:
5127 # Don't report this if not seen and
5128 # either the radio is dead or not at base!
5132 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5134 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5135 if game.ship == IHE:
5136 proutn(_("You have "))
5138 proutn("%d" % (game.nprobes))
5141 proutn(_(" deep space probe"))
5145 if communicating() and is_scheduled(FDSPROB):
5147 proutn(_("An armed deep space probe is in "))
5149 proutn(_("A deep space probe is in "))
5150 prout("Quadrant %s." % game.probec)
5152 if game.cryprob <= .05:
5153 prout(_("Dilithium crystals aboard ship... not yet used."))
5157 while game.cryprob > ai:
5160 prout(_("Dilithium crystals have been used %d time%s.") % \
5161 (i, (_("s"), "")[i==1]))
5165 "Long-range sensor scan."
5166 if damaged(DLRSENS):
5167 # Now allow base's sensors if docked
5168 if game.condition != "docked":
5170 prout(_("LONG-RANGE SENSORS DAMAGED."))
5173 prout(_("Starbase's long-range scan"))
5175 prout(_("Long-range scan"))
5176 for x in range(game.quadrant.x-1, game.quadrant.x+2):
5179 for y in range(game.quadrant.y-1, game.quadrant.y+2):
5180 if not VALID_QUADRANT(x, y):
5184 if not damaged(DRADIO):
5185 game.state.galaxy[x][y].charted = True
5186 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5187 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5188 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5189 if not silent and game.state.galaxy[x][y].supernova:
5192 proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
5200 for i in range(NDEVICES):
5203 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5204 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5206 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5207 game.damage[i]+0.05,
5208 game.docfac*game.damage[i]+0.005))
5210 prout(_("All devices functional."))
5213 "Update the chart in the Enterprise's computer from galaxy data."
5214 game.lastchart = game.state.date
5215 for i in range(GALSIZE):
5216 for j in range(GALSIZE):
5217 if game.state.galaxy[i][j].charted:
5218 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5219 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5220 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5223 "Display the star chart."
5225 if (game.options & OPTION_AUTOSCAN):
5227 if not damaged(DRADIO):
5229 if game.lastchart < game.state.date and game.condition == "docked":
5230 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5232 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5233 if game.state.date > game.lastchart:
5234 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5235 prout(" 1 2 3 4 5 6 7 8")
5236 for i in range(GALSIZE):
5237 proutn("%d |" % (i+1))
5238 for j in range(GALSIZE):
5239 if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
5243 if game.state.galaxy[i][j].supernova:
5245 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5247 elif game.state.galaxy[i][j].charted:
5248 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5252 if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
5260 def sectscan(goodScan, i, j):
5261 "Light up an individual dot in a sector."
5262 if goodScan or (abs(i-game.sector.x)<= 1 and abs(j-game.sector.y) <= 1):
5263 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):
5264 if game.condition == "red": textcolor("red")
5265 elif game.condition == "green": textcolor("green")
5266 elif game.condition == "yellow": textcolor("yellow")
5267 elif game.condition == "docked": textcolor("cyan")
5268 elif game.condition == "dead": textcolor("brown")
5269 if game.quad[i][j] != game.ship:
5271 proutn("%c " % game.quad[i][j])
5277 "Emit status report lines"
5278 if not req or req == 1:
5279 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5280 % (game.state.date, game.state.remtime))
5281 if not req or req == 2:
5282 if game.condition != "docked":
5285 for t in range(NDEVICES):
5286 if game.damage[t]>0:
5288 prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
5289 if not req or req == 3:
5290 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5291 if not req or req == 4:
5292 if damaged(DLIFSUP):
5293 if game.condition == "docked":
5294 s = _("DAMAGED, Base provides")
5296 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5299 prstat(_("Life Support"), s)
5300 if not req or req == 5:
5301 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5302 if not req or req == 6:
5304 if game.icrystl and (game.options & OPTION_SHOWME):
5305 extra = _(" (have crystals)")
5306 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5307 if not req or req == 7:
5308 prstat(_("Torpedoes"), "%d" % (game.torps))
5309 if not req or req == 8:
5310 if damaged(DSHIELD):
5316 data = _(" %d%% %.1f units") \
5317 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5318 prstat(_("Shields"), s+data)
5319 if not req or req == 9:
5320 prstat(_("Klingons Left"), "%d" \
5321 % (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem))
5322 if not req or req == 10:
5323 if game.options & OPTION_WORLDS:
5324 plnet = game.state.galaxy[game.quadrant.x][game.quadrant.y].planet
5325 if plnet and plnet.inhabited:
5326 prstat(_("Major system"), plnet.name)
5328 prout(_("Sector is uninhabited"))
5329 elif not req or req == 11:
5330 attackreport(not req)
5333 "Request specified status data, a historical relic from slow TTYs."
5334 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5335 while scanner.next() == IHEOL:
5336 proutn(_("Information desired? "))
5338 if scanner.token in requests:
5339 status(requests.index(scanner.token))
5341 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5342 prout((" date, condition, position, lsupport, warpfactor,"))
5343 prout((" energy, torpedoes, shields, klingons, system, time."))
5348 if damaged(DSRSENS):
5349 # Allow base's sensors if docked
5350 if game.condition != "docked":
5351 prout(_(" S.R. SENSORS DAMAGED!"))
5354 prout(_(" [Using Base's sensors]"))
5356 prout(_(" Short-range scan"))
5357 if goodScan and not damaged(DRADIO):
5358 game.state.chart[game.quadrant.x][game.quadrant.y].klingons = game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons
5359 game.state.chart[game.quadrant.x][game.quadrant.y].starbase = game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase
5360 game.state.chart[game.quadrant.x][game.quadrant.y].stars = game.state.galaxy[game.quadrant.x][game.quadrant.y].stars
5361 game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
5362 prout(" 1 2 3 4 5 6 7 8 9 10")
5363 if game.condition != "docked":
5365 for i in range(QUADSIZE):
5366 proutn("%2d " % (i+1))
5367 for j in range(QUADSIZE):
5368 sectscan(goodScan, i, j)
5372 "Use computer to get estimated time of arrival for a warp jump."
5373 w1 = coord(); w2 = coord()
5375 if damaged(DCOMPTR):
5376 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5379 if scanner.next() != IHREAL:
5382 proutn(_("Destination quadrant and/or sector? "))
5383 if scanner.next()!=IHREAL:
5386 w1.y = int(scanner.real-0.5)
5387 if scanner.next() != IHREAL:
5390 w1.x = int(scanner.real-0.5)
5391 if scanner.next() == IHREAL:
5392 w2.y = int(scanner.real-0.5)
5393 if scanner.next() != IHREAL:
5396 w2.x = int(scanner.real-0.5)
5398 if game.quadrant.y>w1.x:
5402 if game.quadrant.x>w1.y:
5406 if not VALID_QUADRANT(w1.x, w1.y) or not VALID_SECTOR(w2.x, w2.y):
5409 game.dist = math.sqrt((w1.y-game.quadrant.y+0.1*(w2.y-game.sector.y))**2+
5410 (w1.x-game.quadrant.x+0.1*(w2.x-game.sector.x))**2)
5413 prout(_("Answer \"no\" if you don't know the value:"))
5416 proutn(_("Time or arrival date? "))
5417 if scanner.next()==IHREAL:
5418 ttime = scanner.real
5419 if ttime > game.state.date:
5420 ttime -= game.state.date # Actually a star date
5421 twarp=(math.floor(math.sqrt((10.0*game.dist)/ttime)*10.0)+1.0)/10.0
5422 if ttime <= 1e-10 or twarp > 10:
5423 prout(_("We'll never make it, sir."))
5430 proutn(_("Warp factor? "))
5431 if scanner.next()== IHREAL:
5433 twarp = scanner.real
5434 if twarp<1.0 or twarp > 10.0:
5438 prout(_("Captain, certainly you can give me one of these."))
5441 ttime = (10.0*game.dist)/twarp**2
5442 tpower = game.dist*twarp*twarp*twarp*(game.shldup+1)
5443 if tpower >= game.energy:
5444 prout(_("Insufficient energy, sir."))
5445 if not game.shldup or tpower > game.energy*2.0:
5448 proutn(_("New warp factor to try? "))
5449 if scanner.next() == IHREAL:
5451 twarp = scanner.real
5452 if twarp<1.0 or twarp > 10.0:
5460 prout(_("But if you lower your shields,"))
5461 proutn(_("remaining"))
5464 proutn(_("Remaining"))
5465 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5467 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5469 prout(_("Any warp speed is adequate."))
5471 prout(_("Minimum warp needed is %.2f,") % (twarp))
5472 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5473 if game.state.remtime < ttime:
5474 prout(_("Unfortunately, the Federation will be destroyed by then."))
5476 prout(_("You'll be taking risks at that speed, Captain"))
5477 if (game.isatb==1 and game.state.kscmdr == w1 and \
5478 scheduled(FSCDBAS)< ttime+game.state.date) or \
5479 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5480 prout(_("The starbase there will be destroyed by then."))
5481 proutn(_("New warp factor to try? "))
5482 if scanner.next() == IHREAL:
5484 twarp = scanner.real
5485 if twarp<1.0 or twarp > 10.0:
5493 # Code from setup.c begins here
5496 "Issue a historically correct banner."
5498 prout(_("-SUPER- STAR TREK"))
5500 # From the FORTRAN original
5501 # prout(_("Latest update-21 Sept 78"))
5507 scanner.token = "emsave.trk"
5509 key = scanner.next()
5511 proutn(_("File name: "))
5512 key = scanner.next()
5517 if '.' not in scanner.token:
5518 scanner.token += ".trk"
5520 fp = open(scanner.token, "wb")
5522 prout(_("Can't freeze game as file %s") % scanner.token)
5524 cPickle.dump(game, fp)
5528 "Retrieve saved game."
5529 game.passwd[0] = '\0'
5530 key = scanner.next()
5532 proutn(_("File name: "))
5533 key = scanner.next()
5538 if '.' not in scanner.token:
5539 scanner.token += ".trk"
5541 fp = open(scanner.token, "rb")
5543 prout(_("Can't thaw game in %s") % scanner.token)
5545 game = cPickle.load(fp)
5549 # I used <http://www.memory-alpha.org> to find planets
5550 # with references in ST:TOS. Eath and the Alpha Centauri
5551 # Colony have been omitted.
5553 # Some planets marked Class G and P here will be displayed as class M
5554 # because of the way planets are generated. This is a known bug.
5557 _("Andoria (Fesoan)"), # several episodes
5558 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5559 _("Vulcan (T'Khasi)"), # many episodes
5560 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5561 _("Argelius II (Nelphia)"),# TOS: "Wolf in the Fold" ("IV" in BSD)
5562 _("Ardana"), # TOS: "The Cloud Minders"
5563 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5564 _("Gideon"), # TOS: "The Mark of Gideon"
5565 _("Aldebaran III"), # TOS: "The Deadly Years"
5566 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5567 _("Altair IV"), # TOS: "Amok Time
5568 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5569 _("Benecia"), # TOS: "The Conscience of the King"
5570 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5571 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5572 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5573 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5574 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5575 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5576 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5577 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5578 _("Ingraham B"), # TOS: "Operation: Annihilate"
5579 _("Janus IV"), # TOS: "The Devil in the Dark"
5580 _("Makus III"), # TOS: "The Galileo Seven"
5581 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5582 _("Omega IV"), # TOS: "The Omega Glory"
5583 _("Regulus V"), # TOS: "Amok Time
5584 _("Deneva"), # TOS: "Operation -- Annihilate!"
5585 # Worlds from BSD Trek
5586 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5587 _("Beta III"), # TOS: "The Return of the Archons"
5588 _("Triacus"), # TOS: "And the Children Shall Lead",
5589 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5591 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5592 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5593 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5594 # _("Izar"), # TOS: "Whom Gods Destroy"
5595 # _("Tiburon"), # TOS: "The Way to Eden"
5596 # _("Merak II"), # TOS: "The Cloud Minders"
5597 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5598 # _("Iotia"), # TOS: "A Piece of the Action"
5602 _("S. R. Sensors"), \
5603 _("L. R. Sensors"), \
5605 _("Photon Tubes"), \
5606 _("Life Support"), \
5607 _("Warp Engines"), \
5608 _("Impulse Engines"), \
5610 _("Subspace Radio"), \
5611 _("Shuttle Craft"), \
5613 _("Navigation System"), \
5615 _("Shield Control"), \
5621 "Prepare to play, set up cosmos."
5623 # Decide how many of everything
5625 return # frozen game
5626 # Prepare the Enterprise
5627 game.alldone = game.gamewon = False
5629 game.state.crew = FULLCREW
5630 game.energy = game.inenrg = 5000.0
5631 game.shield = game.inshld = 2500.0
5632 game.shldchg = False
5636 game.quadrant = randplace(GALSIZE)
5637 game.sector = randplace(QUADSIZE)
5638 game.torps = game.intorps = 10
5639 game.nprobes = randrange(2, 5)
5641 game.wfacsq = game.warpfac * game.warpfac
5642 for i in range(NDEVICES):
5643 game.damage[i] = 0.0
5644 # Set up assorted game parameters
5645 game.battle = coord()
5646 game.state.date = game.indate = 100.0 * randreal(20, 51)
5647 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5648 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5649 game.isatb = game.state.nplankl = 0
5650 game.state.starkl = game.state.basekl = 0
5651 game.iscraft = "onship"
5655 # Starchart is functional but we've never seen it
5656 game.lastchart = FOREVER
5657 # Put stars in the galaxy
5659 for i in range(GALSIZE):
5660 for j in range(GALSIZE):
5661 k = randrange(1, QUADSIZE**2/10+1)
5663 game.state.galaxy[i][j].stars = k
5664 # Locate star bases in galaxy
5665 for i in range(game.inbase):
5668 w = randplace(GALSIZE)
5669 if not game.state.galaxy[w.x][w.y].starbase:
5672 # C version: for (j = i-1; j > 0; j--)
5673 # so it did them in the opposite order.
5674 for j in range(1, i):
5675 # Improved placement algorithm to spread out bases
5676 distq = (w - game.state.baseq[j]).distance()
5677 if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
5680 prout("=== Abandoning base #%d at %s" % (i, w))
5682 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5684 prout("=== Saving base #%d, close to #%d" % (i, j))
5687 game.state.baseq.append(w)
5688 game.state.galaxy[w.x][w.y].starbase = game.state.chart[w.x][w.y].starbase = True
5689 # Position ordinary Klingon Battle Cruisers
5691 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5692 if klumper > MAXKLQUAD:
5696 klump = (1.0 - r*r)*klumper
5701 w = randplace(GALSIZE)
5702 if not game.state.galaxy[w.x][w.y].supernova and \
5703 game.state.galaxy[w.x][w.y].klingons + klump <= MAXKLQUAD:
5705 game.state.galaxy[w.x][w.y].klingons += int(klump)
5708 # Position Klingon Commander Ships
5709 for i in range(game.incom):
5711 w = randplace(GALSIZE)
5712 if not welcoming(w) or w in game.state.kcmdr:
5714 if (game.state.galaxy[w.x][w.y].klingons or withprob(0.25)):
5716 game.state.galaxy[w.x][w.y].klingons += 1
5717 game.state.kcmdr.append(w)
5718 # Locate planets in galaxy
5719 for i in range(game.inplan):
5721 w = randplace(GALSIZE)
5722 if game.state.galaxy[w.x][w.y].planet == None:
5726 new.crystals = "absent"
5727 if (game.options & OPTION_WORLDS) and i < NINHAB:
5728 new.pclass = "M" # All inhabited planets are class M
5729 new.crystals = "absent"
5731 new.name = systnames[i]
5732 new.inhabited = True
5734 new.pclass = ("M", "N", "O")[randrange(0, 3)]
5736 new.crystals = "present"
5737 new.known = "unknown"
5738 new.inhabited = False
5739 game.state.galaxy[w.x][w.y].planet = new
5740 game.state.planets.append(new)
5742 for i in range(game.state.nromrem):
5743 w = randplace(GALSIZE)
5744 game.state.galaxy[w.x][w.y].romulans += 1
5745 # Place the Super-Commander if needed
5746 if game.state.nscrem > 0:
5748 w = randplace(GALSIZE)
5751 game.state.kscmdr = w
5752 game.state.galaxy[w.x][w.y].klingons += 1
5753 # Initialize times for extraneous events
5754 schedule(FSNOVA, expran(0.5 * game.intime))
5755 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5756 schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
5757 schedule(FBATTAK, expran(0.3*game.intime))
5759 if game.state.nscrem:
5760 schedule(FSCMOVE, 0.2777)
5765 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5766 schedule(FDISTR, expran(1.0 + game.intime))
5771 # Place thing (in tournament game, we don't want one!)
5772 # New in SST2K: never place the Thing near a starbase.
5773 # This makes sense and avoids a special case in the old code.
5775 if game.tourn is None:
5777 thing = randplace(GALSIZE)
5778 if thing not in game.state.baseq:
5781 game.state.snap = False
5782 if game.skill == SKILL_NOVICE:
5783 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5784 prout(_("a deadly Klingon invasion force. As captain of the United"))
5785 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5786 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5787 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5788 prout(_("your mission. As you proceed you may be given more time."))
5790 prout(_("You will have %d supporting starbases.") % (game.inbase))
5791 proutn(_("Starbase locations- "))
5793 prout(_("Stardate %d.") % int(game.state.date))
5795 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5796 prout(_("An unknown number of Romulans."))
5797 if game.state.nscrem:
5798 prout(_("And one (GULP) Super-Commander."))
5799 prout(_("%d stardates.") % int(game.intime))
5800 proutn(_("%d starbases in ") % game.inbase)
5801 for i in range(game.inbase):
5802 proutn(`game.state.baseq[i]`)
5805 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5806 proutn(_(" Sector %s") % game.sector)
5808 prout(_("Good Luck!"))
5809 if game.state.nscrem:
5810 prout(_(" YOU'LL NEED IT."))
5813 if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
5815 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5816 attack(torps_ok=False)
5819 "Choose your game type."
5824 game.skill = SKILL_NONE
5826 if not scanner.inqueue: # Can start with command line options
5827 proutn(_("Would you like a regular, tournament, or saved game? "))
5829 if len(scanner.token)==0: # Try again
5831 if scanner.sees("tournament"):
5832 while scanner.next() == IHEOL:
5833 proutn(_("Type in tournament number-"))
5834 if scanner.real == 0:
5836 continue # We don't want a blank entry
5837 game.tourn = int(round(scanner.real))
5838 random.seed(scanner.real)
5840 logfp.write("# random.seed(%d)\n" % scanner.real)
5842 if scanner.sees("saved") or scanner.sees("frozen"):
5846 if game.passwd == None:
5848 if not game.alldone:
5849 game.thawed = True # No plaque if not finished
5853 if scanner.sees("regular"):
5855 proutn(_("What is \"%s\"?") % scanner.token)
5857 while game.length==0 or game.skill==SKILL_NONE:
5858 if scanner.next() == IHALPHA:
5859 if scanner.sees("short"):
5861 elif scanner.sees("medium"):
5863 elif scanner.sees("long"):
5865 elif scanner.sees("novice"):
5866 game.skill = SKILL_NOVICE
5867 elif scanner.sees("fair"):
5868 game.skill = SKILL_FAIR
5869 elif scanner.sees("good"):
5870 game.skill = SKILL_GOOD
5871 elif scanner.sees("expert"):
5872 game.skill = SKILL_EXPERT
5873 elif scanner.sees("emeritus"):
5874 game.skill = SKILL_EMERITUS
5876 proutn(_("What is \""))
5877 proutn(scanner.token)
5882 proutn(_("Would you like a Short, Medium, or Long game? "))
5883 elif game.skill == SKILL_NONE:
5884 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
5885 # Choose game options -- added by ESR for SST2K
5886 if scanner.next() != IHALPHA:
5888 proutn(_("Choose your game style (or just press enter): "))
5890 if scanner.sees("plain"):
5891 # Approximates the UT FORTRAN version.
5892 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5893 game.options |= OPTION_PLAIN
5894 elif scanner.sees("almy"):
5895 # Approximates Tom Almy's version.
5896 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5897 game.options |= OPTION_ALMY
5898 elif scanner.sees("fancy"):
5900 elif len(scanner.token):
5901 proutn(_("What is \"%s\"?") % scanner.token)
5903 if game.passwd == "debug":
5905 prout("=== Debug mode enabled.")
5906 # Use parameters to generate initial values of things
5907 game.damfac = 0.5 * game.skill
5908 game.inbase = randrange(BASEMIN, BASEMAX+1)
5910 if game.options & OPTION_PLANETS:
5911 game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
5912 if game.options & OPTION_WORLDS:
5913 game.inplan += int(NINHAB)
5914 game.state.nromrem = game.inrom = randrange(2 *game.skill)
5915 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
5916 game.state.remtime = 7.0 * game.length
5917 game.intime = game.state.remtime
5918 game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
5919 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
5920 game.state.remres = (game.inkling+4*game.incom)*game.intime
5921 game.inresor = game.state.remres
5922 if game.inkling > 50:
5923 game.state.inbase += 1
5926 def dropin(iquad=None):
5927 "Drop a feature on a random dot in the current quadrant."
5929 w = randplace(QUADSIZE)
5930 if game.quad[w.x][w.y] == IHDOT:
5932 if iquad is not None:
5933 game.quad[w.x][w.y] = iquad
5937 "Update our alert status."
5938 game.condition = "green"
5939 if game.energy < 1000.0:
5940 game.condition = "yellow"
5941 if game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons or game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans:
5942 game.condition = "red"
5944 game.condition="dead"
5947 "Drop new Klingon into current quadrant."
5948 return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill)
5951 "Set up a new state of quadrant, for when we enter or re-enter it."
5954 game.neutz = game.inorbit = game.landed = False
5955 game.ientesc = game.iseenit = False
5956 # Create a blank quadrant
5957 game.quad = fill2d(QUADSIZE, lambda i, j: IHDOT)
5959 # Attempt to escape Super-commander, so tbeam back!
5962 q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
5963 # cope with supernova
5966 game.klhere = q.klingons
5967 game.irhere = q.romulans
5969 game.quad[game.sector.x][game.sector.y] = game.ship
5972 # Position ordinary Klingons
5973 for i in range(game.klhere):
5975 # If we need a commander, promote a Klingon
5976 for cmdr in game.state.kcmdr:
5977 if cmdr == game.quadrant:
5978 e = game.enemies[game.klhere-1]
5979 game.quad[e.kloc.x][e.kloc.y] = IHC
5980 e.kpower = randreal(950,1350) + 50.0*game.skill
5982 # If we need a super-commander, promote a Klingon
5983 if game.quadrant == game.state.kscmdr:
5985 game.quad[e.kloc.x][e.kloc.y] = IHS
5986 e.kpower = randreal(1175.0, 1575.0) + 125.0*game.skill
5987 game.iscate = (game.state.remkl > 1)
5988 # Put in Romulans if needed
5989 for i in range(q.romulans):
5990 enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
5991 # If quadrant needs a starbase, put it in
5993 game.base = dropin(IHB)
5994 # If quadrant needs a planet, put it in
5996 game.iplnet = q.planet
5997 if not q.planet.inhabited:
5998 game.plnet = dropin(IHP)
6000 game.plnet = dropin(IHW)
6001 # Check for condition
6004 if game.irhere > 0 and game.klhere == 0:
6006 if not damaged(DRADIO):
6008 prout(_("LT. Uhura- \"Captain, an urgent message."))
6009 prout(_(" I'll put it on audio.\" CLICK"))
6011 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
6012 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
6013 # Put in THING if needed
6014 if thing == game.quadrant:
6015 enemy(type=IHQUEST, loc=dropin(),
6016 power=randreal(6000,6500.0)+250.0*game.skill)
6017 if not damaged(DSRSENS):
6019 prout(_("Mr. Spock- \"Captain, this is most unusual."))
6020 prout(_(" Please examine your short-range scan.\""))
6021 # Decide if quadrant needs a Tholian; lighten up if skill is low
6022 if game.options & OPTION_THOLIAN:
6023 if (game.skill < SKILL_GOOD and withprob(0.02)) or \
6024 (game.skill == SKILL_GOOD and withprob(0.05)) or \
6025 (game.skill > SKILL_GOOD and withprob(0.08)):
6028 w.x = withprob(0.5) * (QUADSIZE-1)
6029 w.y = withprob(0.5) * (QUADSIZE-1)
6030 if game.quad[w.x][w.y] == IHDOT:
6032 game.tholian = enemy(type=IHT, loc=w,
6033 power=randrange(100, 500) + 25.0*game.skill)
6034 # Reserve unoccupied corners
6035 if game.quad[0][0]==IHDOT:
6036 game.quad[0][0] = 'X'
6037 if game.quad[0][QUADSIZE-1]==IHDOT:
6038 game.quad[0][QUADSIZE-1] = 'X'
6039 if game.quad[QUADSIZE-1][0]==IHDOT:
6040 game.quad[QUADSIZE-1][0] = 'X'
6041 if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT:
6042 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
6043 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
6044 # And finally the stars
6045 for i in range(q.stars):
6047 # Put in a few black holes
6048 for i in range(1, 3+1):
6051 # Take out X's in corners if Tholian present
6053 if game.quad[0][0]=='X':
6054 game.quad[0][0] = IHDOT
6055 if game.quad[0][QUADSIZE-1]=='X':
6056 game.quad[0][QUADSIZE-1] = IHDOT
6057 if game.quad[QUADSIZE-1][0]=='X':
6058 game.quad[QUADSIZE-1][0] = IHDOT
6059 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
6060 game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT
6063 "Set the self-destruct password."
6064 if game.options & OPTION_PLAIN:
6067 proutn(_("Please type in a secret password- "))
6069 game.passwd = scanner.token
6070 if game.passwd != None:
6075 game.passwd += chr(ord('a')+randrange(26))
6077 # Code from sst.c begins here
6080 "SRSCAN": OPTION_TTY,
6081 "STATUS": OPTION_TTY,
6082 "REQUEST": OPTION_TTY,
6083 "LRSCAN": OPTION_TTY,
6096 "SENSORS": OPTION_PLANETS,
6097 "ORBIT": OPTION_PLANETS,
6098 "TRANSPORT": OPTION_PLANETS,
6099 "MINE": OPTION_PLANETS,
6100 "CRYSTALS": OPTION_PLANETS,
6101 "SHUTTLE": OPTION_PLANETS,
6102 "PLANETS": OPTION_PLANETS,
6107 "PROBE": OPTION_PROBE,
6109 "FREEZE": 0, # Synonym for SAVE
6115 "SOS": 0, # Synonym for MAYDAY
6116 "CALL": 0, # Synonym for MAYDAY
6122 "Generate a list of legal commands."
6123 proutn(_("LEGAL COMMANDS ARE:"))
6124 for (k, key) in enumerate(commands):
6125 if not commands[cmd] or (commands[key] & game.options):
6128 proutn("%-12s " % key)
6132 "Browse on-line help."
6133 key = scanner.next()
6136 setwnd(prompt_window)
6137 proutn(_("Help on what command? "))
6138 key = scanner.next()
6139 setwnd(message_window)
6142 if scanner.token in commands or scanner.token == "ABBREV":
6149 cmd = scanner.token.upper()
6151 fp = open(SSTDOC, "r")
6154 fp = open(DOC_NAME, "r")
6156 prout(_("Spock- \"Captain, that information is missing from the"))
6157 proutn(_(" computer. You need to find "))
6159 prout(_(" and put it in the"))
6160 proutn(_(" current directory or to "))
6164 # This used to continue: "You need to find SST.DOC and put
6165 # it in the current directory."
6169 linebuf = fp.readline()
6171 prout(_("Spock- \"Captain, there is no information on that command.\""))
6174 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6175 linebuf = linebuf[3:].strip()
6179 prout(_("Spock- \"Captain, I've found the following information:\""))
6181 while linebuf in fp:
6182 if "******" in linebuf:
6188 "Command-interpretation loop."
6190 setwnd(message_window)
6191 while True: # command loop
6193 while True: # get a command
6198 setwnd(prompt_window)
6201 if scanner.next() == IHEOL:
6202 if game.options & OPTION_CURSES:
6205 elif scanner.token == "":
6209 setwnd(message_window)
6211 candidates = filter(lambda x: x.startswith(scanner.token.upper()),
6213 if len(candidates) == 1:
6216 elif candidates and not (game.options & OPTION_PLAIN):
6217 prout("Commands with prefix '%s': %s" % (scanner.token, " ".join(candidates)))
6221 if cmd == "SRSCAN": # srscan
6223 elif cmd == "STATUS": # status
6225 elif cmd == "REQUEST": # status request
6227 elif cmd == "LRSCAN": # long range scan
6228 lrscan(silent=False)
6229 elif cmd == "PHASERS": # phasers
6233 elif cmd == "TORPEDO": # photon torpedos
6237 elif cmd == "MOVE": # move under warp
6239 elif cmd == "SHIELDS": # shields
6240 doshield(shraise=False)
6243 game.shldchg = False
6244 elif cmd == "DOCK": # dock at starbase
6247 attack(torps_ok=False)
6248 elif cmd == "DAMAGES": # damage reports
6250 elif cmd == "CHART": # chart
6252 elif cmd == "IMPULSE": # impulse
6254 elif cmd == "REST": # rest
6258 elif cmd == "WARP": # warp
6260 elif cmd == "SCORE": # score
6262 elif cmd == "SENSORS": # sensors
6264 elif cmd == "ORBIT": # orbit
6268 elif cmd == "TRANSPORT": # transport "beam"
6270 elif cmd == "MINE": # mine
6274 elif cmd == "CRYSTALS": # crystals
6278 elif cmd == "SHUTTLE": # shuttle
6282 elif cmd == "PLANETS": # Planet list
6284 elif cmd == "REPORT": # Game Report
6286 elif cmd == "COMPUTER": # use COMPUTER!
6288 elif cmd == "COMMANDS":
6290 elif cmd == "EMEXIT": # Emergency exit
6291 clrscr() # Hide screen
6292 freeze(True) # forced save
6293 raise SysExit,1 # And quick exit
6294 elif cmd == "PROBE":
6295 probe() # Launch probe
6298 elif cmd == "ABANDON": # Abandon Ship
6300 elif cmd == "DESTRUCT": # Self Destruct
6302 elif cmd == "SAVE": # Save Game
6305 if game.skill > SKILL_GOOD:
6306 prout(_("WARNING--Saved games produce no plaques!"))
6307 elif cmd == "DEATHRAY": # Try a desparation measure
6311 elif cmd == "DEBUGCMD": # What do we want for debug???
6313 elif cmd == "MAYDAY": # Call for help
6318 game.alldone = True # quit the game
6323 break # Game has ended
6324 if game.optime != 0.0:
6327 break # Events did us in
6328 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
6331 if hitme and not game.justin:
6332 attack(torps_ok=True)
6335 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
6346 "Emit the name of an enemy or feature."
6347 if type == IHR: s = _("Romulan")
6348 elif type == IHK: s = _("Klingon")
6349 elif type == IHC: s = _("Commander")
6350 elif type == IHS: s = _("Super-commander")
6351 elif type == IHSTAR: s = _("Star")
6352 elif type == IHP: s = _("Planet")
6353 elif type == IHB: s = _("Starbase")
6354 elif type == IHBLANK: s = _("Black hole")
6355 elif type == IHT: s = _("Tholian")
6356 elif type == IHWEB: s = _("Tholian web")
6357 elif type == IHQUEST: s = _("Stranger")
6358 elif type == IHW: s = _("Inhabited World")
6359 else: s = "Unknown??"
6362 def crmena(stars, enemy, loctype, w):
6363 "Emit the name of an enemy and his location."
6367 buf += cramen(enemy) + _(" at ")
6368 if loctype == "quadrant":
6369 buf += _("Quadrant ")
6370 elif loctype == "sector":
6375 "Emit our ship name."
6376 return{IHE:_("Enterprise"),IHF:_("Faerie Queene")}.get(game.ship,"Ship???")
6379 "Emit a line of stars"
6380 prouts("******************************************************")
6384 return -avrage*math.log(1e-7 + randreal())
6386 def randplace(size):
6387 "Choose a random location."
6389 w.x = randrange(size)
6390 w.y = randrange(size)
6400 # Get a token from the user
6403 # Fill the token quue if nothing here
6404 while not self.inqueue:
6406 if curwnd==prompt_window:
6408 setwnd(message_window)
6412 # Skip leading white space
6413 line = line.lstrip()
6417 self.inqueue = line.lstrip().split() + [IHEOL]
6418 # From here on in it's all looking at the queue
6419 self.token = self.inqueue.pop(0)
6420 if self.token == IHEOL:
6424 self.real = float(self.token)
6430 self.token = self.token.lower()
6434 def push(self, tok):
6435 self.inqueue.append(tok)
6439 # Demand input for next scan
6441 self.real = self.token = None
6443 # return IHEOL next time
6444 self.inqueue = [IHEOL]
6445 self.real = self.token = None
6447 # compares s to item and returns true if it matches to the length of s
6448 return s.startswith(self.token)
6450 # Round token value to nearest integer
6451 return int(round(scanner.real))
6455 if scanner.type != IHREAL:
6458 s.x = scanner.int()-1
6460 if scanner.type != IHREAL:
6463 s.y = scanner.int()-1
6467 "Yes-or-no confirmation."
6472 if scanner.token == 'y':
6474 if scanner.token == 'n':
6476 proutn(_("Please answer with \"y\" or \"n\": "))
6479 "Complain about unparseable input."
6482 prout(_("Beg your pardon, Captain?"))
6485 "Access to the internals for debugging."
6486 proutn("Reset levels? ")
6488 if game.energy < game.inenrg:
6489 game.energy = game.inenrg
6490 game.shield = game.inshld
6491 game.torps = game.intorps
6492 game.lsupres = game.inlsr
6493 proutn("Reset damage? ")
6495 for i in range(NDEVICES):
6496 if game.damage[i] > 0.0:
6497 game.damage[i] = 0.0
6498 proutn("Toggle debug flag? ")
6502 prout("Debug output ON")
6504 prout("Debug output OFF")
6505 proutn("Cause selective damage? ")
6507 for i in range(NDEVICES):
6508 proutn("Kill %s?" % device[i])
6510 key = scanner.next()
6511 if key == IHALPHA and scanner.sees("y"):
6512 game.damage[i] = 10.0
6513 proutn("Examine/change events? ")
6518 FSNOVA: "Supernova ",
6521 FBATTAK: "Base Attack ",
6522 FCDBAS: "Base Destroy ",
6523 FSCMOVE: "SC Move ",
6524 FSCDBAS: "SC Base Destroy ",
6525 FDSPROB: "Probe Move ",
6526 FDISTR: "Distress Call ",
6527 FENSLV: "Enslavement ",
6528 FREPRO: "Klingon Build ",
6530 for i in range(1, NEVENTS):
6533 proutn("%.2f" % (scheduled(i)-game.state.date))
6534 if i == FENSLV or i == FREPRO:
6536 proutn(" in %s" % ev.quadrant)
6541 key = scanner.next()
6546 ev = schedule(i, scanner.real)
6547 if i == FENSLV or i == FREPRO:
6549 proutn("In quadrant- ")
6550 key = scanner.next()
6551 # IHEOL says to leave coordinates as they are
6554 prout("Event %d canceled, no x coordinate." % (i))
6557 w.x = int(round(scanner.real))
6558 key = scanner.next()
6560 prout("Event %d canceled, no y coordinate." % (i))
6563 w.y = int(round(scanner.real))
6566 proutn("Induce supernova here? ")
6568 game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova = True
6571 if __name__ == '__main__':
6573 global line, thing, game, idebug
6579 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6580 # Disable curses mode until the game logic is working.
6581 # if os.getenv("TERM"):
6582 # game.options |= OPTION_CURSES | OPTION_SHOWME
6584 game.options |= OPTION_TTY
6585 seed = int(time.time())
6586 (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:tx")
6587 for (switch, val) in options:
6590 replayfp = open(val, "r")
6592 sys.stderr.write("sst: can't open replay file %s\n" % val)
6595 line = replayfp.readline().strip()
6596 (leader, key, seed) = line.split()
6598 sys.stderr.write("sst2k: seed set to %s\n" % seed)
6599 line = replayfp.readline().strip()
6600 arguments += line.split()[2:]
6602 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6604 game.options |= OPTION_TTY
6605 game.options &=~ OPTION_CURSES
6606 elif switch == '-s':
6608 elif switch == '-t':
6609 game.options |= OPTION_TTY
6610 game.options &=~ OPTION_CURSES
6611 elif switch == '-x':
6614 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6616 # where to save the input in case of bugs
6618 logfp = open("/usr/tmp/sst-input.log", "w")
6620 sys.stderr.write("sst: warning, can't open logfile\n")
6622 logfp.write("# seed %s\n" % seed)
6623 logfp.write("# options %s\n" % " ".join(arguments))
6625 scanner = sstscanner()
6626 map(scanner.push, arguments)
6629 while True: # Play a game
6630 setwnd(fullscreen_window)
6636 game.alldone = False
6642 if game.tourn and game.alldone:
6643 proutn(_("Do you want your score recorded?"))
6648 proutn(_("Do you want to play again? "))
6652 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6656 except KeyboardInterrupt: