3 sst.py =-- Super Star Trek in Python
5 This code is a Python translation of a C translation of a FORTRAN
6 original dating back to 1973. Beautiful Python it is not. But it
11 SRSCAN, MOVE, PHASERS, CALL, STATUS, IMPULSE, PHOTONS, ABANDON,
12 LRSCAN, WARP, SHIELDS, DESTRUCT, CHART, REST, DOCK, QUIT, and DAMAGE
13 were in the original non-"super" version of UT FORTRAN Star Trek.
15 Tholians were not in the original. Dave is dubious about their merits.
16 (They are now controlled by OPTION_THOLIAN and turned off if the game
19 Planets and dilithium crystals were not in the original. Dave is OK
20 with this idea. (It's now controlled by OPTION_PLANETS and turned
21 off if the game type is "plain".)
23 Dave says the bit about the Galileo getting turned into a
24 McDonald's is "consistant with our original vision". (This has been
25 left permanently enabled, as it can only happen if OPTION_PLANETS
28 Dave also says the Space Thingy should not be preserved across saved
29 games, so you can't prove to others that you've seen it. He says it
30 shouldn't fire back, either. It should do nothing except scream and
31 disappear when hit by photon torpedos. It's OK that it may move
32 when attacked, but it didn't in the original. (Whether the Thingy
33 can fire back is now controlled by OPTION_THINGY and turned off if the
34 game type is "plain" or "almy". The no-save behavior has been restored.)
36 The Faerie Queen, black holes, and time warping were in the original.
38 Here are Tom Almy's changes:
40 In early 1997, I got the bright idea to look for references to
41 "Super Star Trek" on the World Wide Web. There weren't many hits,
42 but there was one that came up with 1979 Fortran sources! This
43 version had a few additional features that mine didn't have,
44 however mine had some feature it didn't have. So I merged its
45 features that I liked. I also took a peek at the DECUS version (a
46 port, less sources, to the PDP-10), and some other variations.
48 1, Compared to the original UT version, I've changed the "help"
49 command to "call" and the "terminate" command to "quit" to better
50 match user expectations. The DECUS version apparently made those
51 changes as well as changing "freeze" to "save". However I like
52 "freeze". (Both "freeze" and "save" work in SST2K.)
54 2. The experimental deathray originally had only a 5% chance of
55 success, but could be used repeatedly. I guess after a couple
56 years of use, it was less "experimental" because the 1979
57 version had a 70% success rate. However it was prone to breaking
58 after use. I upgraded the deathray, but kept the original set of
59 failure modes (great humor!). (Now controlled by OPTION_DEATHRAY
60 and turned off if game type is "plain".)
62 3. The 1979 version also mentions srscan and lrscan working when
63 docked (using the starbase's scanners), so I made some changes here
64 to do this (and indicating that fact to the player), and then realized
65 the base would have a subspace radio as well -- doing a Chart when docked
66 updates the star chart, and all radio reports will be heard. The Dock
67 command will also give a report if a base is under attack.
69 4. Tholian Web from the 1979 version. (Now controlled by
70 OPTION_THOLIAN and turned off if game type is "plain".)
72 5. Enemies can ram the Enterprise. (Now controlled by OPTION_RAMMING
73 and turned off if game type is "plain".)
75 6. Regular Klingons and Romulans can move in Expert and Emeritus games.
76 This code could use improvement. (Now controlled by OPTION_MVBADDY
77 and turned off if game type is "plain".)
79 7. The deep-space probe feature from the DECUS version. (Now controlled
80 by OPTION_PROBE and turned off if game type is "plain").
82 8. 'emexit' command from the 1979 version.
84 9. Bugfix: Klingon commander movements are no longer reported if long-range
87 10. Bugfix: Better base positioning at startup (more spread out).
88 That made sense to add because most people abort games with
91 In June 2002, I fixed two known bugs and a documentation typo.
92 In June 2004 I fixed a number of bugs involving: 1) parsing invalid
93 numbers, 2) manual phasers when SR scan is damaged and commander is
94 present, 3) time warping into the future, 4) hang when moving
95 klingons in crowded quadrants. (These fixes are in SST2K.)
97 Here are Stas Sergeev's changes:
99 1. The Space Thingy can be shoved, if you ram it, and can fire back if
100 fired upon. (Now controlled by OPTION_THINGY and turned off if game
101 type is "plain" or "almy".)
103 2. When you are docked, base covers you with an almost invincible shield.
104 (A commander can still ram you, or a Romulan can destroy the base,
105 or a SCom can even succeed with direct attack IIRC, but this rarely
106 happens.) (Now controlled by OPTION_BASE and turned off if game
107 type is "plain" or "almy".)
109 3. Ramming a black hole is no longer instant death. There is a
110 chance you might get timewarped instead. (Now controlled by
111 OPTION_BLKHOLE and turned off if game type is "plain" or "almy".)
113 4. The Tholian can be hit with phasers.
115 5. SCom can't escape from you if no more enemies remain
116 (without this, chasing SCom can take an eternity).
118 6. Probe target you enter is now the destination quadrant. Before I don't
119 remember what it was, but it was something I had difficulty using.
121 7. Secret password is now autogenerated.
123 8. "Plaque" is adjusted for A4 paper :-)
125 9. Phasers now tells you how much energy needed, but only if the computer
128 10. Planets are auto-scanned when you enter the quadrant.
130 11. Mining or using crystals in presense of enemy now yields an attack.
131 There are other minor adjustments to what yields an attack
134 12. "freeze" command reverts to "save", most people will understand this
135 better anyway. (SST2K recognizes both.)
137 13. Screen-oriented interface, with sensor scans always up. (SST2K
138 supports both screen-oriented and TTY modes.)
140 Eric Raymond's changes:
142 Mainly, I translated this C code out of FORTRAN into C -- created #defines
143 for a lot of magic numbers and refactored the heck out of it.
145 1. "sos" and "call" becomes "mayday", "freeze" and "save" are both good.
147 2. Status report now indicates when dilithium crystals are on board.
149 3. Per Dave Matuszek's remarks, Thingy state is never saved across games.
151 4. Added game option selection so you can play a close (but not bug-for-
152 bug identical) approximation of older versions.
154 5. Half the quadrants now have inhabited planets, from which one
155 cannot mine dilithium (there will still be the same additional number
156 of dilithium-bearing planets). Torpedoing an inhabited world is *bad*.
157 There is BSD-Trek-like logic for Klingons to attack and enslave
158 inhabited worlds, producing more ships (only is skill is 'good' or
159 better). (Controlled by OPTION_WORLDS and turned off if game
160 type is "plain" or "almy".)
162 6. User input is now logged so we can do regression testing.
164 7. More BSD-Trek features: You can now lose if your entire crew
165 dies in battle. When abandoning ship in a game with inhabited
166 worlds enabled, they must have one in the quadrant to beam down
167 to; otherwise they die in space and this counts heavily against
168 your score. Docking at a starbase replenishes your crew.
170 8. Still more BSD-Trek: we now have a weighted damage table.
171 Also, the nav subsystem (enabling automatic course
172 setting) can be damaged separately from the main computer (which
173 handles weapons targeting, ETA calculation, and self-destruct).
175 After these features were added, I translated this into Python and added
178 9. A long-range scan is done silently whenever you call CHART; thus
179 the LRSCAN command is no longer needed. (Controlled by OPTION_AUTOSCAN
180 and turned off if game type is "plain" or "almy".)
182 import os, sys, math, curses, time, readline, cPickle, random, copy, gettext
184 SSTDOC = "/usr/share/doc/sst/sst.doc"
187 def _(str): return gettext.gettext(str)
191 NINHAB = (GALSIZE * GALSIZE / 2)
193 PLNETMAX = (NINHAB + MAXUNINHAB)
196 BASEMAX = (GALSIZE * GALSIZE / 12)
199 FULLCREW = 428 # BSD Trek was 387, that's wrong
204 # How to represent features
228 def __init__(self, x=None, y=None):
231 def valid_quadrant(self):
232 return self.i>=0 and self.i<GALSIZE and self.j>=0 and self.j<GALSIZE
233 def valid_sector(self):
234 return self.i>=0 and self.i<QUADSIZE and self.j>=0 and self.j<QUADSIZE
235 def invalidate(self):
236 self.i = self.j = None
238 return self.i != None and self.j != None
239 def __eq__(self, other):
240 return other != None and self.i == other.i and self.j == other.j
241 def __ne__(self, other):
242 return other == None or self.i != other.i or self.j != other.j
243 def __add__(self, other):
244 return coord(self.i+other.i, self.j+other.j)
245 def __sub__(self, other):
246 return coord(self.i-other.i, self.j-other.j)
247 def __mul__(self, other):
248 return coord(self.i*other, self.j*other)
249 def __rmul__(self, other):
250 return coord(self.i*other, self.j*other)
251 def __div__(self, other):
252 return coord(self.i/other, self.j/other)
253 def __mod__(self, other):
254 return coord(self.i % other, self.j % other)
255 def __rdiv__(self, other):
256 return coord(self.i/other, self.j/other)
257 def roundtogrid(self):
258 return coord(int(round(self.i)), int(round(self.j)))
259 def distance(self, other=None):
260 if not other: other = coord(0, 0)
261 return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
263 return 1.90985*math.atan2(self.j, self.i)
269 s.i = self.i / abs(self.i)
273 s.j = self.j / abs(self.j)
276 #print "Location %s -> %s" % (self, (self / QUADSIZE).roundtogrid())
277 return self.roundtogrid() / QUADSIZE
279 return self.roundtogrid() % QUADSIZE
282 s.i = self.i + randrange(-1, 2)
283 s.j = self.j + randrange(-1, 2)
286 if self.i == None or self.j == None:
288 return "%s - %s" % (self.i+1, self.j+1)
293 self.name = None # string-valued if inhabited
294 self.quadrant = coord() # quadrant located
295 self.pclass = None # could be ""M", "N", "O", or "destroyed"
296 self.crystals = "absent"# could be "mined", "present", "absent"
297 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
298 self.inhabited = False # is it inhabites?
306 self.starbase = False
309 self.supernova = False
311 self.status = "secure" # Could be "secure", "distressed", "enslaved"
319 def fill2d(size, fillfun):
320 "Fill an empty list in 2D."
322 for i in range(size):
324 for j in range(size):
325 lst[i].append(fillfun(i, j))
330 self.snap = False # snapshot taken
331 self.crew = 0 # crew complement
332 self.remkl = 0 # remaining klingons
333 self.nscrem = 0 # remaining super commanders
334 self.starkl = 0 # destroyed stars
335 self.basekl = 0 # destroyed bases
336 self.nromrem = 0 # Romulans remaining
337 self.nplankl = 0 # destroyed uninhabited planets
338 self.nworldkl = 0 # destroyed inhabited planets
339 self.planets = [] # Planet information
340 self.date = 0.0 # stardate
341 self.remres = 0 # remaining resources
342 self.remtime = 0 # remaining time
343 self.baseq = [] # Base quadrant coordinates
344 self.kcmdr = [] # Commander quadrant coordinates
345 self.kscmdr = coord() # Supercommander quadrant coordinates
347 self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
349 self.chart = fill2d(GALSIZE, lambda i, j: page())
353 self.date = None # A real number
354 self.quadrant = None # A coord structure
357 OPTION_ALL = 0xffffffff
358 OPTION_TTY = 0x00000001 # old interface
359 OPTION_CURSES = 0x00000002 # new interface
360 OPTION_IOMODES = 0x00000003 # cover both interfaces
361 OPTION_PLANETS = 0x00000004 # planets and mining
362 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
363 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
364 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
365 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
366 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
367 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
368 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
369 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
370 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
371 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
372 OPTION_PLAIN = 0x01000000 # user chose plain game
373 OPTION_ALMY = 0x02000000 # user chose Almy variant
392 NDEVICES= 16 # Number of devices
401 def damaged(dev): return (game.damage[dev] != 0.0)
402 def communicating(): return not damaged(DRADIO) or game.condition=="docked"
404 # Define future events
405 FSPY = 0 # Spy event happens always (no future[] entry)
406 # can cause SC to tractor beam Enterprise
407 FSNOVA = 1 # Supernova
408 FTBEAM = 2 # Commander tractor beams Enterprise
409 FSNAP = 3 # Snapshot for time warp
410 FBATTAK = 4 # Commander attacks base
411 FCDBAS = 5 # Commander destroys base
412 FSCMOVE = 6 # Supercommander moves (might attack base)
413 FSCDBAS = 7 # Supercommander destroys base
414 FDSPROB = 8 # Move deep space probe
415 FDISTR = 9 # Emit distress call from an inhabited world
416 FENSLV = 10 # Inhabited word is enslaved */
417 FREPRO = 11 # Klingons build a ship in an enslaved system
421 # abstract out the event handling -- underlying data structures will change
422 # when we implement stateful events
424 def findevent(evtype): return game.future[evtype]
427 def __init__(self, type=None, loc=None, power=None):
432 self.kpower = power # enemy energy level
433 game.enemies.append(self)
435 motion = (loc != self.kloc)
436 if self.kloc.i is not None and self.kloc.j is not None:
439 game.quad[self.kloc.i][self.kloc.j] = IHWEB
441 game.quad[self.kloc.i][self.kloc.j] = IHDOT
443 self.kloc = copy.copy(loc)
444 game.quad[self.kloc.i][self.kloc.j] = self.type
445 self.kdist = self.kavgd = (game.sector - loc).distance()
448 self.kdist = self.kavgd = None
449 game.enemies.remove(self)
452 return "<%s,%s.%f>" % (self.type, self.kloc, self.kpower) # For debugging
456 self.options = None # Game options
457 self.state = snapshot() # A snapshot structure
458 self.snapsht = snapshot() # Last snapshot taken for time-travel purposes
459 self.quad = None # contents of our quadrant
460 self.damage = [0.0] * NDEVICES # damage encountered
461 self.future = [] # future events
462 for i in range(NEVENTS):
463 self.future.append(event())
464 self.passwd = None; # Self Destruct password
466 self.quadrant = None # where we are in the large
467 self.sector = None # where we are in the small
468 self.tholian = None # Tholian enemy object
469 self.base = None # position of base in current quadrant
470 self.battle = None # base coordinates being attacked
471 self.plnet = None # location of planet in quadrant
472 self.gamewon = False # Finished!
473 self.ididit = False # action taken -- allows enemy to attack
474 self.alive = False # we are alive (not killed)
475 self.justin = False # just entered quadrant
476 self.shldup = False # shields are up
477 self.shldchg = False # shield is changing (affects efficiency)
478 self.iscate = False # super commander is here
479 self.ientesc = False # attempted escape from supercommander
480 self.resting = False # rest time
481 self.icraft = False # Kirk in Galileo
482 self.landed = False # party on planet (true), on ship (false)
483 self.alldone = False # game is now finished
484 self.neutz = False # Romulan Neutral Zone
485 self.isarmed = False # probe is armed
486 self.inorbit = False # orbiting a planet
487 self.imine = False # mining
488 self.icrystl = False # dilithium crystals aboard
489 self.iseenit = False # seen base attack report
490 self.thawed = False # thawed game
491 self.condition = None # "green", "yellow", "red", "docked", "dead"
492 self.iscraft = None # "onship", "offship", "removed"
493 self.skill = None # Player skill level
494 self.inkling = 0 # initial number of klingons
495 self.inbase = 0 # initial number of bases
496 self.incom = 0 # initial number of commanders
497 self.inscom = 0 # initial number of commanders
498 self.inrom = 0 # initial number of commanders
499 self.instar = 0 # initial stars
500 self.intorps = 0 # initial/max torpedoes
501 self.torps = 0 # number of torpedoes
502 self.ship = 0 # ship type -- 'E' is Enterprise
503 self.abandoned = 0 # count of crew abandoned in space
504 self.length = 0 # length of game
505 self.klhere = 0 # klingons here
506 self.casual = 0 # causalties
507 self.nhelp = 0 # calls for help
508 self.nkinks = 0 # count of energy-barrier crossings
509 self.iplnet = None # planet # in quadrant
510 self.inplan = 0 # initial planets
511 self.irhere = 0 # Romulans in quadrant
512 self.isatb = 0 # =1 if super commander is attacking base
513 self.tourn = None # tournament number
514 self.nprobes = 0 # number of probes available
515 self.inresor = 0.0 # initial resources
516 self.intime = 0.0 # initial time
517 self.inenrg = 0.0 # initial/max energy
518 self.inshld = 0.0 # initial/max shield
519 self.inlsr = 0.0 # initial life support resources
520 self.indate = 0.0 # initial date
521 self.energy = 0.0 # energy level
522 self.shield = 0.0 # shield level
523 self.warpfac = 0.0 # warp speed
524 self.wfacsq = 0.0 # squared warp factor
525 self.lsupres = 0.0 # life support reserves
526 self.optime = 0.0 # time taken by current operation
527 self.docfac = 0.0 # repair factor when docking (constant?)
528 self.damfac = 0.0 # damage factor
529 self.lastchart = 0.0 # time star chart was last updated
530 self.cryprob = 0.0 # probability that crystal will work
531 self.probe = None # object holding probe course info
532 self.height = 0.0 # height of orbit around planet
534 # Stas thinks this should be (C expression):
535 # game.state.remkl + len(game.state.kcmdr) > 0 ?
536 # game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99
537 # He says the existing expression is prone to divide-by-zero errors
538 # after killing the last klingon when score is shown -- perhaps also
539 # if the only remaining klingon is SCOM.
540 game.state.remtime = game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr))
586 #logfp.write("# withprob(%s) -> %f (%s) at %s\n" % (p, v, v<p, traceback.extract_stack()[-2][1:]))
589 def randrange(*args):
590 v = random.randrange(*args)
591 #logfp.write("# randrange%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
597 v *= args[0] # returns from [0, args[0])
599 v = args[0] + v*(args[1]-args[0]) # returns from [args[0], args[1])
600 #logfp.write("# randreal%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
603 # Code from ai.c begins here
606 "Would this quadrant welcome another Klingon?"
607 return iq.valid_quadrant() and \
608 not game.state.galaxy[iq.i][iq.j].supernova and \
609 game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
611 def tryexit(enemy, look, irun):
612 "A bad guy attempts to bug out."
614 iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
615 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
616 if not welcoming(iq):
618 if enemy.type == IHR:
619 return False; # Romulans cannot escape!
621 # avoid intruding on another commander's territory
622 if enemy.type == IHC:
623 if iq in game.state.kcmdr:
625 # refuse to leave if currently attacking starbase
626 if game.battle == game.quadrant:
628 # don't leave if over 1000 units of energy
629 if enemy.kpower > 1000.0:
631 # emit escape message and move out of quadrant.
632 # we know this if either short or long range sensors are working
633 if not damaged(DSRSENS) or not damaged(DLRSENS) or \
634 game.condition == "docked":
635 prout(crmena(True, enemy.type, "sector", enemy.kloc) + \
636 (_(" escapes to Quadrant %s (and regains strength).") % q))
637 # handle local matters related to escape
640 if game.condition != "docked":
642 # Handle global matters related to escape
643 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
644 game.state.galaxy[iq.i][iq.j].klingons += 1
649 schedule(FSCMOVE, 0.2777)
653 for cmdr in game.state.kcmdr:
654 if cmdr == game.quadrant:
655 game.state.kcmdr[n] = iq
657 return True; # success
659 # The bad-guy movement algorithm:
661 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
662 # If both are operating full strength, force is 1000. If both are damaged,
663 # force is -1000. Having shields down subtracts an additional 1000.
665 # 2. Enemy has forces equal to the energy of the attacker plus
666 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
667 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
669 # Attacker Initial energy levels (nominal):
670 # Klingon Romulan Commander Super-Commander
671 # Novice 400 700 1200
673 # Good 450 800 1300 1750
674 # Expert 475 850 1350 1875
675 # Emeritus 500 900 1400 2000
676 # VARIANCE 75 200 200 200
678 # Enemy vessels only move prior to their attack. In Novice - Good games
679 # only commanders move. In Expert games, all enemy vessels move if there
680 # is a commander present. In Emeritus games all enemy vessels move.
682 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
683 # forces are 1000 greater than Enterprise.
685 # Agressive action on average cuts the distance between the ship and
686 # the enemy to 1/4 the original.
688 # 4. At lower energy advantage, movement units are proportional to the
689 # advantage with a 650 advantage being to hold ground, 800 to move forward
690 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
692 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
693 # retreat, especially at high skill levels.
695 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
697 def movebaddy(enemy):
698 "Tactical movement for the bad guys."
699 next = coord(); look = coord()
701 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
702 if game.skill >= SKILL_EXPERT:
703 nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
705 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
707 mdist = int(dist1 + 0.5); # Nearest integer distance
708 # If SC, check with spy to see if should hi-tail it
709 if enemy.type==IHS and \
710 (enemy.kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
714 # decide whether to advance, retreat, or hold position
715 forces = enemy.kpower+100.0*len(game.enemies)+400*(nbaddys-1)
717 forces += 1000; # Good for enemy if shield is down!
718 if not damaged(DPHASER) or not damaged(DPHOTON):
719 if damaged(DPHASER): # phasers damaged
722 forces -= 0.2*(game.energy - 2500.0)
723 if damaged(DPHOTON): # photon torpedoes damaged
726 forces -= 50.0*game.torps
728 # phasers and photon tubes both out!
731 if forces <= 1000.0 and game.condition != "docked": # Typical situation
732 motion = ((forces + randreal(200))/150.0) - 5.0
734 if forces > 1000.0: # Very strong -- move in for kill
735 motion = (1.0 - randreal())**2 * dist1 + 1.0
736 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
737 motion -= game.skill*(2.0-randreal()**2)
739 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
740 # don't move if no motion
743 # Limit motion according to skill
744 if abs(motion) > game.skill:
749 # calculate preferred number of steps
750 nsteps = abs(int(motion))
751 if motion > 0 and nsteps > mdist:
752 nsteps = mdist; # don't overshoot
753 if nsteps > QUADSIZE:
754 nsteps = QUADSIZE; # This shouldn't be necessary
756 nsteps = 1; # This shouldn't be necessary
758 proutn("NSTEPS = %d:" % nsteps)
759 # Compute preferred values of delta X and Y
760 m = game.sector - enemy.kloc
761 if 2.0 * abs(m.i) < abs(m.j):
763 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.kloc.i):
765 m = (motion * m).sgn()
768 for ll in range(nsteps):
770 proutn(" %d" % (ll+1))
771 # Check if preferred position available
782 attempts = 0; # Settle mysterious hang problem
783 while attempts < 20 and not success:
785 if look.i < 0 or look.i >= QUADSIZE:
786 if motion < 0 and tryexit(enemy, look, irun):
788 if krawli == m.i or m.j == 0:
790 look.i = next.i + krawli
792 elif look.j < 0 or look.j >= QUADSIZE:
793 if motion < 0 and tryexit(enemy, look, irun):
795 if krawlj == m.j or m.i == 0:
797 look.j = next.j + krawlj
799 elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != IHDOT:
800 # See if enemy should ram ship
801 if game.quad[look.i][look.j] == game.ship and \
802 (enemy.type == IHC or enemy.type == IHS):
803 collision(rammed=True, enemy=enemy)
805 if krawli != m.i and m.j != 0:
806 look.i = next.i + krawli
808 elif krawlj != m.j and m.i != 0:
809 look.j = next.j + krawlj
812 break; # we have failed
824 if not damaged(DSRSENS) or game.condition == "docked":
825 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.kloc))
826 if enemy.kdist < dist1:
827 proutn(_(" advances to "))
829 proutn(_(" retreats to "))
830 prout("Sector %s." % next)
833 "Sequence Klingon tactical movement."
836 # Figure out which Klingon is the commander (or Supercommander)
838 if game.quadrant in game.state.kcmdr:
839 for enemy in game.enemies:
840 if enemy.type == IHC:
842 if game.state.kscmdr==game.quadrant:
843 for enemy in game.enemies:
844 if enemy.type == IHS:
847 # If skill level is high, move other Klingons and Romulans too!
848 # Move these last so they can base their actions on what the
850 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
851 for enemy in game.enemies:
852 if enemy.type in (IHK, IHR):
854 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
856 def movescom(iq, avoid):
857 "Commander movement helper."
858 # Avoid quadrants with bases if we want to avoid Enterprise
859 if not welcoming(iq) or (avoid and iq in game.state.baseq):
861 if game.justin and not game.iscate:
864 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
865 game.state.kscmdr = iq
866 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
867 if game.state.kscmdr==game.quadrant:
868 # SC has scooted, Remove him from current quadrant
873 for enemy in game.enemies:
874 if enemy.type == IHS:
878 if game.condition != "docked":
880 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
881 # check for a helpful planet
882 for i in range(game.inplan):
883 if game.state.planets[i].quadrant == game.state.kscmdr and \
884 game.state.planets[i].crystals == "present":
886 game.state.planets[i].pclass = "destroyed"
887 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
890 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
891 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
892 prout(_(" by the Super-commander.\""))
894 return True; # looks good!
896 def supercommander():
897 "Move the Super Commander."
898 iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
901 prout("== SUPERCOMMANDER")
902 # Decide on being active or passive
903 avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
904 (game.state.date-game.indate) < 3.0)
905 if not game.iscate and avoid:
906 # compute move away from Enterprise
907 idelta = game.state.kscmdr-game.quadrant
908 if idelta.distance() > 2.0:
910 idelta.i = game.state.kscmdr.j-game.quadrant.j
911 idelta.j = game.quadrant.i-game.state.kscmdr.i
913 # compute distances to starbases
914 if not game.state.baseq:
918 sc = game.state.kscmdr
919 for base in game.state.baseq:
920 basetbl.append((i, (base - sc).distance()))
921 if game.state.baseq > 1:
922 basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
923 # look for nearest base without a commander, no Enterprise, and
924 # without too many Klingons, and not already under attack.
925 ifindit = iwhichb = 0
926 for (i2, base) in enumerate(game.state.baseq):
927 i = basetbl[i2][0]; # bug in original had it not finding nearest
928 if base==game.quadrant or base==game.battle or not welcoming(base):
930 # if there is a commander, and no other base is appropriate,
931 # we will take the one with the commander
932 for cmdr in game.state.kcmdr:
933 if base == cmdr and ifindit != 2:
937 else: # no commander -- use this one
942 return # Nothing suitable -- wait until next time
943 ibq = game.state.baseq[iwhichb]
944 # decide how to move toward base
945 idelta = ibq - game.state.kscmdr
946 # Maximum movement is 1 quadrant in either or both axes
947 idelta = idelta.sgn()
948 # try moving in both x and y directions
949 # there was what looked like a bug in the Almy C code here,
950 # but it might be this translation is just wrong.
951 iq = game.state.kscmdr + idelta
952 if not movescom(iq, avoid):
953 # failed -- try some other maneuvers
954 if idelta.i==0 or idelta.j==0:
957 iq.j = game.state.kscmdr.j + 1
958 if not movescom(iq, avoid):
959 iq.j = game.state.kscmdr.j - 1
962 iq.i = game.state.kscmdr.i + 1
963 if not movescom(iq, avoid):
964 iq.i = game.state.kscmdr.i - 1
967 # try moving just in x or y
968 iq.j = game.state.kscmdr.j
969 if not movescom(iq, avoid):
970 iq.j = game.state.kscmdr.j + idelta.j
971 iq.i = game.state.kscmdr.i
974 if len(game.state.baseq) == 0:
977 for ibq in game.state.baseq:
978 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
981 return # no, don't attack base!
984 schedule(FSCDBAS, randreal(1.0, 3.0))
985 if is_scheduled(FCDBAS):
986 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
987 if not communicating():
991 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
993 prout(_(" reports that it is under attack from the Klingon Super-commander."))
994 proutn(_(" It can survive until stardate %d.\"") \
995 % int(scheduled(FSCDBAS)))
998 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
1001 game.resting = False
1002 game.optime = 0.0; # actually finished
1004 # Check for intelligence report
1007 (not communicating()) or \
1008 not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
1011 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
1012 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
1017 if not game.tholian or game.justin:
1020 if game.tholian.kloc.i == 0 and game.tholian.kloc.j == 0:
1021 id.i = 0; id.j = QUADSIZE-1
1022 elif game.tholian.kloc.i == 0 and game.tholian.kloc.j == QUADSIZE-1:
1023 id.i = QUADSIZE-1; id.j = QUADSIZE-1
1024 elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == QUADSIZE-1:
1025 id.i = QUADSIZE-1; id.j = 0
1026 elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == 0:
1029 # something is wrong!
1030 game.tholian.move(None)
1031 prout("***Internal error: Tholian in a bad spot.")
1033 # do nothing if we are blocked
1034 if game.quad[id.i][id.j] not in (IHDOT, IHWEB):
1036 here = copy.copy(game.tholian.kloc)
1037 delta = (id - game.tholian.kloc).sgn()
1039 while here.i != id.i:
1041 if game.quad[here.i][here.j]==IHDOT:
1042 game.tholian.move(here)
1044 while here.j != id.j:
1046 if game.quad[here.i][here.j]==IHDOT:
1047 game.tholian.move(here)
1048 # check to see if all holes plugged
1049 for i in range(QUADSIZE):
1050 if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT:
1052 if game.quad[QUADSIZE-1][i]!=IHWEB and game.quad[QUADSIZE-1][i]!=IHT:
1054 if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT:
1056 if game.quad[i][QUADSIZE-1]!=IHWEB and game.quad[i][QUADSIZE-1]!=IHT:
1058 # All plugged up -- Tholian splits
1059 game.quad[game.tholian.kloc.i][game.tholian.kloc.j]=IHWEB
1061 prout(crmena(True, IHT, "sector", game.tholian) + _(" completes web."))
1062 game.tholian.move(None)
1065 # Code from battle.c begins here
1067 def doshield(shraise):
1068 "Change shield status."
1074 key = scanner.next()
1075 if key == "IHALPHA":
1076 if scanner.sees("transfer"):
1079 if damaged(DSHIELD):
1080 prout(_("Shields damaged and down."))
1082 if scanner.sees("up"):
1084 elif scanner.sees("down"):
1087 proutn(_("Do you wish to change shield energy? "))
1089 proutn(_("Energy to transfer to shields- "))
1091 elif damaged(DSHIELD):
1092 prout(_("Shields damaged and down."))
1095 proutn(_("Shields are up. Do you want them down? "))
1102 proutn(_("Shields are down. Do you want them up? "))
1108 if action == "SHUP": # raise shields
1110 prout(_("Shields already up."))
1114 if game.condition != "docked":
1116 prout(_("Shields raised."))
1117 if game.energy <= 0:
1119 prout(_("Shields raising uses up last of energy."))
1124 elif action == "SHDN":
1126 prout(_("Shields already down."))
1130 prout(_("Shields lowered."))
1133 elif action == "NRG":
1134 while scanner.next() != "IHREAL":
1136 proutn(_("Energy to transfer to shields- "))
1138 if scanner.real == 0:
1140 if scanner.real > game.energy:
1141 prout(_("Insufficient ship energy."))
1144 if game.shield+scanner.real >= game.inshld:
1145 prout(_("Shield energy maximized."))
1146 if game.shield+scanner.real > game.inshld:
1147 prout(_("Excess energy requested returned to ship energy"))
1148 game.energy -= game.inshld-game.shield
1149 game.shield = game.inshld
1151 if scanner.real < 0.0 and game.energy-scanner.real > game.inenrg:
1152 # Prevent shield drain loophole
1154 prout(_("Engineering to bridge--"))
1155 prout(_(" Scott here. Power circuit problem, Captain."))
1156 prout(_(" I can't drain the shields."))
1159 if game.shield+scanner.real < 0:
1160 prout(_("All shield energy transferred to ship."))
1161 game.energy += game.shield
1164 proutn(_("Scotty- \""))
1165 if scanner.real > 0:
1166 prout(_("Transferring energy to shields.\""))
1168 prout(_("Draining energy from shields.\""))
1169 game.shield += scanner.real
1170 game.energy -= scanner.real
1174 "Choose a device to damage, at random."
1175 # Quoth Eric Allman in the code of BSD-Trek:
1176 # "Under certain conditions you can get a critical hit. This
1177 # sort of hit damages devices. The probability that a given
1178 # device is damaged depends on the device. Well protected
1179 # devices (such as the computer, which is in the core of the
1180 # ship and has considerable redundancy) almost never get
1181 # damaged, whereas devices which are exposed (such as the
1182 # warp engines) or which are particularly delicate (such as
1183 # the transporter) have a much higher probability of being
1186 # This is one place where OPTION_PLAIN does not restore the
1187 # original behavior, which was equiprobable damage across
1188 # all devices. If we wanted that, we'd return randrange(NDEVICES)
1189 # and have done with it. Also, in the original game, DNAVYS
1190 # and DCOMPTR were the same device.
1192 # Instead, we use a table of weights similar to the one from BSD Trek.
1193 # BSD doesn't have the shuttle, shield controller, death ray, or probes.
1194 # We don't have a cloaking device. The shuttle got the allocation
1195 # for the cloaking device, then we shaved a half-percent off
1196 # everything to have some weight to give DSHCTRL/DDRAY/DDSP.
1198 105, # DSRSENS: short range scanners 10.5%
1199 105, # DLRSENS: long range scanners 10.5%
1200 120, # DPHASER: phasers 12.0%
1201 120, # DPHOTON: photon torpedoes 12.0%
1202 25, # DLIFSUP: life support 2.5%
1203 65, # DWARPEN: warp drive 6.5%
1204 70, # DIMPULS: impulse engines 6.5%
1205 145, # DSHIELD: deflector shields 14.5%
1206 30, # DRADIO: subspace radio 3.0%
1207 45, # DSHUTTL: shuttle 4.5%
1208 15, # DCOMPTR: computer 1.5%
1209 20, # NAVCOMP: navigation system 2.0%
1210 75, # DTRANSP: transporter 7.5%
1211 20, # DSHCTRL: high-speed shield controller 2.0%
1212 10, # DDRAY: death ray 1.0%
1213 30, # DDSP: deep-space probes 3.0%
1215 idx = randrange(1000) # weights must sum to 1000
1217 for (i, w) in enumerate(weights):
1221 return None; # we should never get here
1223 def collision(rammed, enemy):
1224 "Collision handling fot rammong events."
1225 prouts(_("***RED ALERT! RED ALERT!"))
1227 prout(_("***COLLISION IMMINENT."))
1231 hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(enemy.type, 1.0)
1233 proutn(_(" rammed by "))
1236 proutn(crmena(False, enemy.type, "sector", enemy.kloc))
1238 proutn(_(" (original position)"))
1240 deadkl(enemy.kloc, enemy.type, game.sector)
1241 proutn("***" + crmship() + " heavily damaged.")
1242 icas = randrange(10, 30)
1243 prout(_("***Sickbay reports %d casualties"), icas)
1245 game.state.crew -= icas
1246 # In the pre-SST2K version, all devices got equiprobably damaged,
1247 # which was silly. Instead, pick up to half the devices at
1248 # random according to our weighting table,
1249 ncrits = randrange(NDEVICES/2)
1250 for m in range(ncrits):
1252 if game.damage[dev] < 0:
1254 extradm = (10.0*hardness*randreal()+1.0)*game.damfac
1255 # Damage for at least time of travel!
1256 game.damage[dev] += game.optime + extradm
1258 prout(_("***Shields are down."))
1259 if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
1266 def torpedo(origin, bearing, dispersion, number, nburst):
1267 "Let a photon torpedo fly"
1268 if not damaged(DSRSENS) or game.condition=="docked":
1269 setwnd(srscan_window)
1271 setwnd(message_window)
1272 ac = bearing + 0.25*dispersion # dispersion is a random variable
1273 bullseye = (15.0 - bearing)*0.5235988
1274 track = course(bearing=ac, distance=QUADSIZE, origin=cartesian(origin))
1275 bumpto = coord(0, 0)
1276 # Loop to move a single torpedo
1277 setwnd(message_window)
1278 for step in range(1, QUADSIZE*2):
1281 if not w.valid_sector():
1283 iquad=game.quad[w.i][w.j]
1284 tracktorpedo(origin, w, step, number, nburst, iquad)
1288 if not damaged(DSRSENS) or game.condition == "docked":
1289 skip(1); # start new line after text track
1290 if iquad in (IHE, IHF): # Hit our ship
1292 prout(_("Torpedo hits %s.") % crmshp())
1293 hit = 700.0 + randreal(100) - \
1294 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1295 newcnd(); # we're blown out of dock
1296 if game.landed or game.condition=="docked":
1297 return hit # Cheat if on a planet
1298 ang = track.angle + 2.5*(randreal()-0.5)
1299 temp = math.fabs(math.sin(ang))
1300 if math.fabs(math.cos(ang)) > temp:
1301 temp = math.fabs(math.cos(ang))
1302 xx = -math.sin(ang)/temp
1303 yy = math.cos(ang)/temp
1304 bumpto.i = int(w.i+xx+0.5)
1305 bumpto.j = int(w.j+yy+0.5)
1306 if not bumpto.valid_sector():
1308 if game.quad[bumpto.i][bumpto.j]==IHBLANK:
1311 if game.quad[bumpto.i][bumpto.j]!=IHDOT:
1312 # can't move into object
1314 game.sector = bumpto
1316 game.quad[w.i][w.j]=IHDOT
1317 game.quad[bumpto.i][bumpto.j]=iquad
1318 prout(_(" displaced by blast to Sector %s ") % bumpto)
1319 for enemy in game.enemies:
1320 enemy.kdist = enemy.kavgd = (game.sector-enemy.kloc).distance()
1321 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1323 elif iquad in (IHC, IHS, IHR, IHK): # Hit a regular enemy
1325 if iquad in (IHC, IHS) and withprob(0.05):
1326 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1327 prout(_(" torpedo neutralized."))
1329 for enemy in game.enemies:
1332 kp = math.fabs(enemy.kpower)
1333 h1 = 700.0 + randrange(100) - \
1334 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-track.angle))
1338 if enemy.kpower < 0:
1342 if enemy.kpower == 0:
1345 proutn(crmena(True, iquad, "sector", w))
1346 # If enemy damaged but not destroyed, try to displace
1347 ang = track.angle + 2.5*(randreal()-0.5)
1348 temp = math.fabs(math.sin(ang))
1349 if math.fabs(math.cos(ang)) > temp:
1350 temp = math.fabs(math.cos(ang))
1351 xx = -math.sin(ang)/temp
1352 yy = math.cos(ang)/temp
1353 bumpto.i = int(w.i+xx+0.5)
1354 bumpto.j = int(w.j+yy+0.5)
1355 if not bumpto.valid_sector():
1356 prout(_(" damaged but not destroyed."))
1358 if game.quad[bumpto.i][bumpto.j] == IHBLANK:
1359 prout(_(" buffeted into black hole."))
1360 deadkl(w, iquad, bumpto)
1361 if game.quad[bumpto.i][bumpto.j] != IHDOT:
1362 prout(_(" damaged but not destroyed."))
1364 prout(_(" damaged-- displaced by blast to Sector %s ")%bumpto)
1366 game.quad[w.i][w.j]=IHDOT
1367 game.quad[bumpto.i][bumpto.j]=iquad
1368 for enemy in game.enemies:
1369 enemy.kdist = enemy.kavgd = (game.sector-enemy.kloc).distance()
1370 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1372 elif iquad == IHB: # Hit a base
1374 prout(_("***STARBASE DESTROYED.."))
1375 game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
1376 game.quad[w.i][w.j]=IHDOT
1377 game.base.invalidate()
1378 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase -= 1
1379 game.state.chart[game.quadrant.i][game.quadrant.j].starbase -= 1
1380 game.state.basekl += 1
1383 elif iquad == IHP: # Hit a planet
1384 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1385 game.state.nplankl += 1
1386 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1387 game.iplnet.pclass = "destroyed"
1389 game.plnet.invalidate()
1390 game.quad[w.i][w.j] = IHDOT
1392 # captain perishes on planet
1395 elif iquad == IHW: # Hit an inhabited world -- very bad!
1396 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1397 game.state.nworldkl += 1
1398 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1399 game.iplnet.pclass = "destroyed"
1401 game.plnet.invalidate()
1402 game.quad[w.i][w.j] = IHDOT
1404 # captain perishes on planet
1406 prout(_("The torpedo destroyed an inhabited planet."))
1408 elif iquad == IHSTAR: # Hit a star
1412 prout(crmena(True, IHSTAR, "sector", w) + _(" unaffected by photon blast."))
1414 elif iquad == IHQUEST: # Hit a thingy
1415 if not (game.options & OPTION_THINGY) or withprob(0.3):
1417 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1419 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1421 proutn(_("Mr. Spock-"))
1422 prouts(_(" \"Fascinating!\""))
1426 # Stas Sergeev added the possibility that
1427 # you can shove the Thingy and piss it off.
1428 # It then becomes an enemy and may fire at you.
1432 elif iquad == IHBLANK: # Black hole
1434 prout(crmena(True, IHBLANK, "sector", w) + _(" swallows torpedo."))
1436 elif iquad == IHWEB: # hit the web
1438 prout(_("***Torpedo absorbed by Tholian web."))
1440 elif iquad == IHT: # Hit a Tholian
1441 h1 = 700.0 + randrange(100) - \
1442 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1445 game.quad[w.i][w.j] = IHDOT
1450 proutn(crmena(True, IHT, "sector", w))
1452 prout(_(" survives photon blast."))
1454 prout(_(" disappears."))
1455 game.tholian.move(None)
1456 game.quad[w.i][w.j] = IHWEB
1461 proutn("Don't know how to handle torpedo collision with ")
1462 proutn(crmena(True, iquad, "sector", w))
1467 prout(_("Torpedo missed."))
1471 "Critical-hit resolution."
1472 if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1474 ncrit = int(1.0 + hit/(500.0+randreal(100)))
1475 proutn(_("***CRITICAL HIT--"))
1476 # Select devices and cause damage
1478 for loop1 in range(ncrit):
1481 # Cheat to prevent shuttle damage unless on ship
1482 if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1485 extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1486 game.damage[j] += extradm
1488 for (i, j) in enumerate(cdam):
1490 if skipcount % 3 == 2 and i < len(cdam)-1:
1495 prout(_(" damaged."))
1496 if damaged(DSHIELD) and game.shldup:
1497 prout(_("***Shields knocked down."))
1500 def attack(torps_ok):
1501 # bad guy attacks us
1502 # torps_ok == False forces use of phasers in an attack
1503 # game could be over at this point, check
1506 attempt = False; ihurt = False;
1507 hitmax=0.0; hittot=0.0; chgfac=1.0
1510 prout("=== ATTACK!")
1511 # Tholian gets to move before attacking
1514 # if you have just entered the RNZ, you'll get a warning
1515 if game.neutz: # The one chance not to be attacked
1518 # commanders get a chance to tac-move towards you
1519 if (((game.quadrant in game.state.kcmdr or game.state.kscmdr==game.quadrant) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok:
1521 # if no enemies remain after movement, we're done
1522 if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
1524 # set up partial hits if attack happens during shield status change
1525 pfac = 1.0/game.inshld
1527 chgfac = 0.25 + randreal(0.5)
1529 # message verbosity control
1530 if game.skill <= SKILL_FAIR:
1532 for enemy in game.enemies:
1533 if enemy.kpower < 0:
1534 continue; # too weak to attack
1535 # compute hit strength and diminish shield power
1537 # Increase chance of photon torpedos if docked or enemy energy is low
1538 if game.condition == "docked":
1540 if enemy.kpower < 500:
1542 if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry):
1544 # different enemies have different probabilities of throwing a torp
1545 usephasers = not torps_ok or \
1546 (enemy.type == IHK and r > 0.0005) or \
1547 (enemy.type==IHC and r > 0.015) or \
1548 (enemy.type==IHR and r > 0.3) or \
1549 (enemy.type==IHS and r > 0.07) or \
1550 (enemy.type==IHQUEST and r > 0.05)
1551 if usephasers: # Enemy uses phasers
1552 if game.condition == "docked":
1553 continue; # Don't waste the effort!
1554 attempt = True; # Attempt to attack
1555 dustfac = randreal(0.8, 0.85)
1556 hit = enemy.kpower*math.pow(dustfac,enemy.kavgd)
1557 enemy.kpower *= 0.75
1558 else: # Enemy uses photon torpedo
1559 # We should be able to make the bearing() method work here
1560 course = 1.90985*math.atan2(game.sector.j-enemy.kloc.j, enemy.kloc.i-game.sector.i)
1562 proutn(_("***TORPEDO INCOMING"))
1563 if not damaged(DSRSENS):
1564 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.kloc))
1567 dispersion = (randreal()+randreal())*0.5 - 0.5
1568 dispersion += 0.002*enemy.kpower*dispersion
1569 hit = torpedo(enemy.kloc, course, dispersion, number=1, nburst=1)
1570 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1571 finish(FWON); # Klingons did themselves in!
1572 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1573 return # Supernova or finished
1576 # incoming phaser or torpedo, shields may dissipate it
1577 if game.shldup or game.shldchg or game.condition=="docked":
1578 # shields will take hits
1579 propor = pfac * game.shield
1580 if game.condition =="docked":
1584 hitsh = propor*chgfac*hit+1.0
1586 if absorb > game.shield:
1587 absorb = game.shield
1588 game.shield -= absorb
1590 # taking a hit blasts us out of a starbase dock
1591 if game.condition == "docked":
1593 # but the shields may take care of it
1594 if propor > 0.1 and hit < 0.005*game.energy:
1596 # hit from this opponent got through shields, so take damage
1598 proutn(_("%d unit hit") % int(hit))
1599 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1600 proutn(_(" on the ") + crmshp())
1601 if not damaged(DSRSENS) and usephasers:
1602 prout(_(" from ") + crmena(False, enemy.type, where, enemy.kloc))
1604 # Decide if hit is critical
1610 if game.energy <= 0:
1611 # Returning home upon your shield, not with it...
1614 if not attempt and game.condition == "docked":
1615 prout(_("***Enemies decide against attacking your ship."))
1616 percent = 100.0*pfac*game.shield+0.5
1618 # Shields fully protect ship
1619 proutn(_("Enemy attack reduces shield strength to "))
1621 # Emit message if starship suffered hit(s)
1623 proutn(_("Energy left %2d shields ") % int(game.energy))
1626 elif not damaged(DSHIELD):
1629 proutn(_("damaged, "))
1630 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1631 # Check if anyone was hurt
1632 if hitmax >= 200 or hittot >= 500:
1633 icas = randrange(int(hittot * 0.015))
1636 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1637 prout(_(" in that last attack.\""))
1639 game.state.crew -= icas
1640 # After attack, reset average distance to enemies
1641 for enemy in game.enemies:
1642 enemy.kavgd = enemy.kdist
1643 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1646 def deadkl(w, type, mv):
1647 "Kill a Klingon, Tholian, Romulan, or Thingy."
1648 # Added mv to allow enemy to "move" before dying
1649 proutn(crmena(True, type, "sector", mv))
1650 # Decide what kind of enemy it is and update appropriately
1652 # Chalk up a Romulan
1653 game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1655 game.state.nromrem -= 1
1659 elif type == IHQUEST:
1664 # Killed some type of Klingon
1665 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1668 game.state.kcmdr.remove(game.quadrant)
1670 if game.state.kcmdr:
1671 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1672 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1675 game.state.remkl -= 1
1677 game.state.nscrem -= 1
1678 game.state.kscmdr.invalidate()
1683 # For each kind of enemy, finish message to player
1684 prout(_(" destroyed."))
1685 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1688 # Remove enemy ship from arrays describing local conditions
1689 for e in game.enemies:
1696 "Return None if target is invalid, otherwise return a course angle."
1697 if not w.valid_sector():
1701 # FIXME: C code this was translated from is wacky -- why the sign reversal?
1702 delta.j = (w.j - game.sector.j);
1703 delta.i = (game.sector.i - w.i);
1704 if delta == coord(0, 0):
1706 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1707 prout(_(" I recommend an immediate review of"))
1708 prout(_(" the Captain's psychological profile.\""))
1711 return delta.bearing()
1714 "Launch photon torpedo."
1717 if damaged(DPHOTON):
1718 prout(_("Photon tubes damaged."))
1722 prout(_("No torpedoes left."))
1725 # First, get torpedo count
1728 if scanner.token == "IHALPHA":
1731 elif scanner.token == "IHEOL" or not scanner.waiting():
1732 prout(_("%d torpedoes left.") % game.torps)
1734 proutn(_("Number of torpedoes to fire- "))
1735 continue # Go back around to get a number
1736 else: # key == "IHREAL"
1738 if n <= 0: # abort command
1743 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1746 scanner.chew() # User requested more torps than available
1747 continue # Go back around
1748 break # All is good, go to next stage
1752 key = scanner.next()
1753 if i==0 and key == "IHEOL":
1754 break; # no coordinate waiting, we will try prompting
1755 if i==1 and key == "IHEOL":
1756 # direct all torpedoes at one target
1758 target.append(target[0])
1759 course.append(course[0])
1762 scanner.push(scanner.token)
1763 target.append(scanner.getcoord())
1764 if target[-1] == None:
1766 course.append(targetcheck(target[-1]))
1767 if course[-1] == None:
1770 if len(target) == 0:
1771 # prompt for each one
1773 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1775 target.append(scanner.getcoord())
1776 if target[-1] == None:
1778 course.append(targetcheck(target[-1]))
1779 if course[-1] == None:
1782 # Loop for moving <n> torpedoes
1784 if game.condition != "docked":
1786 dispersion = (randreal()+randreal())*0.5 -0.5
1787 if math.fabs(dispersion) >= 0.47:
1789 dispersion *= randreal(1.2, 2.2)
1791 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1793 prouts(_("***TORPEDO MISFIRES."))
1796 prout(_(" Remainder of burst aborted."))
1798 prout(_("***Photon tubes damaged by misfire."))
1799 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1801 if game.shldup or game.condition == "docked":
1802 dispersion *= 1.0 + 0.0001*game.shield
1803 torpedo(game.sector, course[i], dispersion, number=i, nburst=n)
1804 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1806 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1810 "Check for phasers overheating."
1812 checkburn = (rpow-1500.0)*0.00038
1813 if withprob(checkburn):
1814 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1815 game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1817 def checkshctrl(rpow):
1818 "Check shield control."
1821 prout(_("Shields lowered."))
1823 # Something bad has happened
1824 prouts(_("***RED ALERT! RED ALERT!"))
1826 hit = rpow*game.shield/game.inshld
1827 game.energy -= rpow+hit*0.8
1828 game.shield -= hit*0.2
1829 if game.energy <= 0.0:
1830 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1835 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1837 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1838 icas = randrange(int(hit*0.012))
1843 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1844 prout(_(" %d casualties so far.\"") % icas)
1846 game.state.crew -= icas
1848 prout(_("Phaser energy dispersed by shields."))
1849 prout(_("Enemy unaffected."))
1854 "Register a phaser hit on Klingons and Romulans."
1855 nenhr2 = len(game.enemies); kk=0
1858 for (k, wham) in enumerate(hits):
1861 dustfac = randreal(0.9, 1.0)
1862 hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
1863 kpini = game.enemies[kk].kpower
1864 kp = math.fabs(kpini)
1865 if PHASEFAC*hit < kp:
1867 if game.enemies[kk].kpower < 0:
1868 game.enemies[kk].kpower -= -kp
1870 game.enemies[kk].kpower -= kp
1871 kpow = game.enemies[kk].kpower
1872 w = game.enemies[kk].kloc
1874 if not damaged(DSRSENS):
1876 proutn(_("%d unit hit on ") % int(hit))
1878 proutn(_("Very small hit on "))
1879 ienm = game.quad[w.i][w.j]
1882 proutn(crmena(False, ienm, "sector", w))
1886 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1890 kk -= 1 # don't do the increment
1892 else: # decide whether or not to emasculate klingon
1893 if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1894 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1895 prout(_(" has just lost its firepower.\""))
1896 game.enemies[kk].kpower = -kpow
1901 "Fire phasers at bad guys."
1903 kz = 0; k = 1; irec=0 # Cheating inhibitor
1904 ifast = False; no = False; itarg = True; msgflag = True; rpow=0
1908 # SR sensors and Computer are needed for automode
1909 if damaged(DSRSENS) or damaged(DCOMPTR):
1911 if game.condition == "docked":
1912 prout(_("Phasers can't be fired through base shields."))
1915 if damaged(DPHASER):
1916 prout(_("Phaser control damaged."))
1920 if damaged(DSHCTRL):
1921 prout(_("High speed shield control damaged."))
1924 if game.energy <= 200.0:
1925 prout(_("Insufficient energy to activate high-speed shield control."))
1928 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1930 # Original code so convoluted, I re-did it all
1931 # (That was Tom Almy talking about the C code, I think -- ESR)
1932 while automode=="NOTSET":
1934 if key == "IHALPHA":
1935 if scanner.sees("manual"):
1936 if len(game.enemies)==0:
1937 prout(_("There is no enemy present to select."))
1940 automode="AUTOMATIC"
1943 key = scanner.next()
1944 elif scanner.sees("automatic"):
1945 if (not itarg) and len(game.enemies) != 0:
1946 automode = "FORCEMAN"
1948 if len(game.enemies)==0:
1949 prout(_("Energy will be expended into space."))
1950 automode = "AUTOMATIC"
1951 key = scanner.next()
1952 elif scanner.sees("no"):
1957 elif key == "IHREAL":
1958 if len(game.enemies)==0:
1959 prout(_("Energy will be expended into space."))
1960 automode = "AUTOMATIC"
1962 automode = "FORCEMAN"
1964 automode = "AUTOMATIC"
1967 if len(game.enemies)==0:
1968 prout(_("Energy will be expended into space."))
1969 automode = "AUTOMATIC"
1971 automode = "FORCEMAN"
1973 proutn(_("Manual or automatic? "))
1978 if automode == "AUTOMATIC":
1979 if key == "IHALPHA" and scanner.sees("no"):
1981 key = scanner.next()
1982 if key != "IHREAL" and len(game.enemies) != 0:
1983 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
1988 for i in range(len(game.enemies)):
1989 irec += math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
1991 proutn(_("%d units required. ") % irec)
1993 proutn(_("Units to fire= "))
1994 key = scanner.next()
1999 proutn(_("Energy available= %.2f") % avail)
2002 if not rpow > avail:
2009 if key == "IHALPHA" and scanner.sees("no"):
2012 game.energy -= 200; # Go and do it!
2013 if checkshctrl(rpow):
2018 if len(game.enemies):
2021 for i in range(len(game.enemies)):
2025 hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
2026 over = randreal(1.01, 1.06) * hits[i]
2028 powrem -= hits[i] + over
2029 if powrem <= 0 and temp < hits[i]:
2038 if extra > 0 and not game.alldone:
2040 proutn(_("*** Tholian web absorbs "))
2041 if len(game.enemies)>0:
2042 proutn(_("excess "))
2043 prout(_("phaser energy."))
2045 prout(_("%d expended on empty space.") % int(extra))
2046 elif automode == "FORCEMAN":
2049 if damaged(DCOMPTR):
2050 prout(_("Battle computer damaged, manual fire only."))
2053 prouts(_("---WORKING---"))
2055 prout(_("Short-range-sensors-damaged"))
2056 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2057 prout(_("Manual-fire-must-be-used"))
2059 elif automode == "MANUAL":
2061 for k in range(len(game.enemies)):
2062 aim = game.enemies[k].kloc
2063 ienm = game.quad[aim.i][aim.j]
2065 proutn(_("Energy available= %.2f") % (avail-0.006))
2069 if damaged(DSRSENS) and \
2070 not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS):
2071 prout(cramen(ienm) + _(" can't be located without short range scan."))
2074 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
2079 if itarg and k > kz:
2080 irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
2083 if not damaged(DCOMPTR):
2088 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
2089 key = scanner.next()
2090 if key == "IHALPHA" and scanner.sees("no"):
2092 key = scanner.next()
2094 if key == "IHALPHA":
2098 if k==1: # Let me say I'm baffled by this
2101 if scanner.real < 0:
2105 hits[k] = scanner.real
2106 rpow += scanner.real
2107 # If total requested is too much, inform and start over
2109 prout(_("Available energy exceeded -- try again."))
2112 key = scanner.next(); # scan for next value
2115 # zero energy -- abort
2118 if key == "IHALPHA" and scanner.sees("no"):
2123 game.energy -= 200.0
2124 if checkshctrl(rpow):
2128 # Say shield raised or malfunction, if necessary
2135 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2136 prouts(_(" CLICK CLICK POP . . ."))
2137 prout(_(" No response, sir!"))
2140 prout(_("Shields raised."))
2145 # Code from events,c begins here.
2147 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2148 # event of each type active at any given time. Mostly these means we can
2149 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2150 # BSD Trek, from which we swiped the idea, can have up to 5.
2152 def unschedule(evtype):
2153 "Remove an event from the schedule."
2154 game.future[evtype].date = FOREVER
2155 return game.future[evtype]
2157 def is_scheduled(evtype):
2158 "Is an event of specified type scheduled."
2159 return game.future[evtype].date != FOREVER
2161 def scheduled(evtype):
2162 "When will this event happen?"
2163 return game.future[evtype].date
2165 def schedule(evtype, offset):
2166 "Schedule an event of specified type."
2167 game.future[evtype].date = game.state.date + offset
2168 return game.future[evtype]
2170 def postpone(evtype, offset):
2171 "Postpone a scheduled event."
2172 game.future[evtype].date += offset
2175 "Rest period is interrupted by event."
2178 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2180 game.resting = False
2186 "Run through the event queue looking for things to do."
2188 fintim = game.state.date + game.optime; yank=0
2189 ictbeam = False; istract = False
2190 w = coord(); hold = coord()
2191 ev = event(); ev2 = event()
2193 def tractorbeam(yank):
2194 "Tractor-beaming cases merge here."
2196 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2198 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2199 # If Kirk & Co. screwing around on planet, handle
2200 atover(True) # atover(true) is Grab
2203 if game.icraft: # Caught in Galileo?
2206 # Check to see if shuttle is aboard
2207 if game.iscraft == "offship":
2210 prout(_("Galileo, left on the planet surface, is captured"))
2211 prout(_("by aliens and made into a flying McDonald's."))
2212 game.damage[DSHUTTL] = -10
2213 game.iscraft = "removed"
2215 prout(_("Galileo, left on the planet surface, is well hidden."))
2217 game.quadrant = game.state.kscmdr
2219 game.quadrant = game.state.kcmdr[i]
2220 game.sector = randplace(QUADSIZE)
2221 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2222 % (game.quadrant, game.sector))
2224 prout(_("(Remainder of rest/repair period cancelled.)"))
2225 game.resting = False
2227 if not damaged(DSHIELD) and game.shield > 0:
2228 doshield(shraise=True) # raise shields
2229 game.shldchg = False
2231 prout(_("(Shields not currently useable.)"))
2233 # Adjust finish time to time of tractor beaming
2234 fintim = game.state.date+game.optime
2235 attack(torps_ok=False)
2236 if not game.state.kcmdr:
2239 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2242 "Code merges here for any commander destroying a starbase."
2243 # Not perfect, but will have to do
2244 # Handle case where base is in same quadrant as starship
2245 if game.battle == game.quadrant:
2246 game.state.chart[game.battle.i][game.battle.j].starbase = False
2247 game.quad[game.base.i][game.base.j] = IHDOT
2248 game.base.invalidate()
2251 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2252 elif game.state.baseq and communicating():
2253 # Get word via subspace radio
2256 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2257 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2259 prout(_("the Klingon Super-Commander"))
2261 prout(_("a Klingon Commander"))
2262 game.state.chart[game.battle.i][game.battle.j].starbase = False
2263 # Remove Starbase from galaxy
2264 game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2265 game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq)
2267 # reinstate a commander's base attack
2271 game.battle.invalidate()
2273 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2274 for i in range(1, NEVENTS):
2275 if i == FSNOVA: proutn("=== Supernova ")
2276 elif i == FTBEAM: proutn("=== T Beam ")
2277 elif i == FSNAP: proutn("=== Snapshot ")
2278 elif i == FBATTAK: proutn("=== Base Attack ")
2279 elif i == FCDBAS: proutn("=== Base Destroy ")
2280 elif i == FSCMOVE: proutn("=== SC Move ")
2281 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2282 elif i == FDSPROB: proutn("=== Probe Move ")
2283 elif i == FDISTR: proutn("=== Distress Call ")
2284 elif i == FENSLV: proutn("=== Enslavement ")
2285 elif i == FREPRO: proutn("=== Klingon Build ")
2287 prout("%.2f" % (scheduled(i)))
2290 radio_was_broken = damaged(DRADIO)
2293 # Select earliest extraneous event, evcode==0 if no events
2298 for l in range(1, NEVENTS):
2299 if game.future[l].date < datemin:
2302 prout("== Event %d fires" % evcode)
2303 datemin = game.future[l].date
2304 xtime = datemin-game.state.date
2305 game.state.date = datemin
2306 # Decrement Federation resources and recompute remaining time
2307 game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
2309 if game.state.remtime <=0:
2312 # Any crew left alive?
2313 if game.state.crew <=0:
2316 # Is life support adequate?
2317 if damaged(DLIFSUP) and game.condition != "docked":
2318 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2321 game.lsupres -= xtime
2322 if game.damage[DLIFSUP] <= xtime:
2323 game.lsupres = game.inlsr
2326 if game.condition == "docked":
2327 repair /= game.docfac
2328 # Don't fix Deathray here
2329 for l in range(NDEVICES):
2330 if game.damage[l] > 0.0 and l != DDRAY:
2331 if game.damage[l]-repair > 0.0:
2332 game.damage[l] -= repair
2334 game.damage[l] = 0.0
2335 # If radio repaired, update star chart and attack reports
2336 if radio_was_broken and not damaged(DRADIO):
2337 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2338 prout(_(" surveillance reports are coming in."))
2340 if not game.iseenit:
2344 prout(_(" The star chart is now up to date.\""))
2346 # Cause extraneous event EVCODE to occur
2347 game.optime -= xtime
2348 if evcode == FSNOVA: # Supernova
2351 schedule(FSNOVA, expran(0.5*game.intime))
2352 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2354 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2355 if game.state.nscrem == 0 or \
2356 ictbeam or istract or \
2357 game.condition=="docked" or game.isatb==1 or game.iscate:
2359 if game.ientesc or \
2360 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2361 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2362 (damaged(DSHIELD) and \
2363 (game.energy < 2500 or damaged(DPHASER)) and \
2364 (game.torps < 5 or damaged(DPHOTON))):
2366 istract = ictbeam = True
2367 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2370 elif evcode == FTBEAM: # Tractor beam
2371 if not game.state.kcmdr:
2374 i = randrange(len(game.state.kcmdr))
2375 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2376 if istract or game.condition == "docked" or yank == 0:
2377 # Drats! Have to reschedule
2379 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2383 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2384 game.snapsht = copy.deepcopy(game.state)
2385 game.state.snap = True
2386 schedule(FSNAP, expran(0.5 * game.intime))
2387 elif evcode == FBATTAK: # Commander attacks starbase
2388 if not game.state.kcmdr or not game.state.baseq:
2394 for ibq in game.state.baseq:
2395 for cmdr in game.state.kcmdr:
2396 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2399 # no match found -- try later
2400 schedule(FBATTAK, expran(0.3*game.intime))
2405 # commander + starbase combination found -- launch attack
2407 schedule(FCDBAS, randreal(1.0, 4.0))
2408 if game.isatb: # extra time if SC already attacking
2409 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2410 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2411 game.iseenit = False
2412 if not communicating():
2413 continue # No warning :-(
2417 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2418 prout(_(" reports that it is under attack and that it can"))
2419 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2422 elif evcode == FSCDBAS: # Supercommander destroys base
2425 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2426 continue # WAS RETURN!
2428 game.battle = game.state.kscmdr
2430 elif evcode == FCDBAS: # Commander succeeds in destroying base
2433 if not game.state.baseq() \
2434 or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2435 game.battle.invalidate()
2437 # find the lucky pair
2438 for cmdr in game.state.kcmdr:
2439 if cmdr == game.battle:
2442 # No action to take after all
2445 elif evcode == FSCMOVE: # Supercommander moves
2446 schedule(FSCMOVE, 0.2777)
2447 if not game.ientesc and not istract and game.isatb != 1 and \
2448 (not game.iscate or not game.justin):
2450 elif evcode == FDSPROB: # Move deep space probe
2451 schedule(FDSPROB, 0.01)
2452 if game.probe.next(grain=QUADSIZE):
2453 if not game.probe.quadrant().valid_quadrant() or \
2454 game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j].supernova:
2455 # Left galaxy or ran into supernova
2459 proutn(_("Lt. Uhura- \"The deep space probe "))
2460 if not game.probe.quadrant().valid_quadrant():
2461 prout(_("has left the galaxy.\""))
2463 prout(_("is no longer transmitting.\""))
2469 prout(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probe.quadrant())
2470 pdest = game.state.galaxy[game.probe.quadrant().i][game.probe.quadrant().j]
2472 chp = game.state.chart[game.probe.quadrant().i][game.probe.quadrant().j]
2473 chp.klingons = pdest.klingons
2474 chp.starbase = pdest.starbase
2475 chp.stars = pdest.stars
2476 pdest.charted = True
2477 game.probe.moves -= 1 # One less to travel
2478 if game.probe.arrived() and game.isarmed and pdest.stars:
2479 supernova(game.probe) # fire in the hole!
2481 if game.state.galaxy[game.quadrant().i][game.quadrant().j].supernova:
2483 elif evcode == FDISTR: # inhabited system issues distress call
2485 # try a whole bunch of times to find something suitable
2486 for i in range(100):
2487 # need a quadrant which is not the current one,
2488 # which has some stars which are inhabited and
2489 # not already under attack, which is not
2490 # supernova'ed, and which has some Klingons in it
2491 w = randplace(GALSIZE)
2492 q = game.state.galaxy[w.i][w.j]
2493 if not (game.quadrant == w or q.planet == None or \
2494 not q.planet.inhabited or \
2495 q.supernova or q.status!="secure" or q.klingons<=0):
2498 # can't seem to find one; ignore this call
2500 prout("=== Couldn't find location for distress event.")
2502 # got one!! Schedule its enslavement
2503 ev = schedule(FENSLV, expran(game.intime))
2505 q.status = "distressed"
2506 # tell the captain about it if we can
2508 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2510 prout(_("by a Klingon invasion fleet."))
2513 elif evcode == FENSLV: # starsystem is enslaved
2514 ev = unschedule(FENSLV)
2515 # see if current distress call still active
2516 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2520 q.status = "enslaved"
2522 # play stork and schedule the first baby
2523 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2524 ev2.quadrant = ev.quadrant
2526 # report the disaster if we can
2528 prout(_("Uhura- We've lost contact with starsystem %s") % \
2530 prout(_("in Quadrant %s.\n") % ev.quadrant)
2531 elif evcode == FREPRO: # Klingon reproduces
2532 # If we ever switch to a real event queue, we'll need to
2533 # explicitly retrieve and restore the x and y.
2534 ev = schedule(FREPRO, expran(1.0 * game.intime))
2535 # see if current distress call still active
2536 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2540 if game.state.remkl >=MAXKLGAME:
2541 continue # full right now
2542 # reproduce one Klingon
2545 if game.klhere >= MAXKLQUAD:
2547 # this quadrant not ok, pick an adjacent one
2548 for m.i in range(w.i - 1, w.i + 2):
2549 for m.j in range(w.j - 1, w.j + 2):
2550 if not m.valid_quadrant():
2552 q = game.state.galaxy[m.i][m.j]
2553 # check for this quad ok (not full & no snova)
2554 if q.klingons >= MAXKLQUAD or q.supernova:
2558 continue # search for eligible quadrant failed
2562 game.state.remkl += 1
2564 if game.quadrant == w:
2566 game.enemies.append(newkling())
2567 # recompute time left
2570 if game.quadrant == w:
2571 prout(_("Spock- sensors indicate the Klingons have"))
2572 prout(_("launched a warship from %s.") % q.planet)
2574 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2575 if q.planet != None:
2576 proutn(_("near %s") % q.planet)
2577 prout(_("in Quadrant %s.") % w)
2583 key = scanner.next()
2586 proutn(_("How long? "))
2591 origTime = delay = scanner.real
2594 if delay >= game.state.remtime or len(game.enemies) != 0:
2595 proutn(_("Are you sure? "))
2598 # Alternate resting periods (events) with attacks
2602 game.resting = False
2603 if not game.resting:
2604 prout(_("%d stardates left.") % int(game.state.remtime))
2606 temp = game.optime = delay
2607 if len(game.enemies):
2608 rtime = randreal(1.0, 2.0)
2612 if game.optime < delay:
2613 attack(torps_ok=False)
2621 # Repair Deathray if long rest at starbase
2622 if origTime-delay >= 9.99 and game.condition == "docked":
2623 game.damage[DDRAY] = 0.0
2624 # leave if quadrant supernovas
2625 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2627 game.resting = False
2632 course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2633 newc = coord(); neighbor = coord(); bump = coord(0, 0)
2635 # Wow! We've supernova'ed
2636 supernova(game.quadrant)
2638 # handle initial nova
2639 game.quad[nov.i][nov.j] = IHDOT
2640 prout(crmena(False, IHSTAR, "sector", nov) + _(" novas."))
2641 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2642 game.state.starkl += 1
2643 # Set up queue to recursively trigger adjacent stars
2649 for offset.i in range(-1, 1+1):
2650 for offset.j in range(-1, 1+1):
2651 if offset.j==0 and offset.i==0:
2653 neighbor = start + offset
2654 if not neighbor.valid_sector():
2656 iquad = game.quad[neighbor.i][neighbor.j]
2657 # Empty space ends reaction
2658 if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
2660 elif iquad == IHSTAR: # Affect another star
2662 # This star supernovas
2663 supernova(game.quadrant)
2666 hits.append(neighbor)
2667 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2668 game.state.starkl += 1
2669 proutn(crmena(True, IHSTAR, "sector", neighbor))
2671 game.quad[neighbor.i][neighbor.j] = IHDOT
2673 elif iquad in (IHP, IHW): # Destroy planet
2674 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2676 game.state.nplankl += 1
2678 game.state.worldkl += 1
2679 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2680 game.iplnet.pclass = "destroyed"
2682 game.plnet.invalidate()
2686 game.quad[neighbor.i][neighbor.j] = IHDOT
2687 elif iquad == IHB: # Destroy base
2688 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2689 game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
2690 game.base.invalidate()
2691 game.state.basekl += 1
2693 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2694 game.quad[neighbor.i][neighbor.j] = IHDOT
2695 elif iquad in (IHE, IHF): # Buffet ship
2696 prout(_("***Starship buffeted by nova."))
2698 if game.shield >= 2000.0:
2699 game.shield -= 2000.0
2701 diff = 2000.0 - game.shield
2705 prout(_("***Shields knocked out."))
2706 game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2708 game.energy -= 2000.0
2709 if game.energy <= 0:
2712 # add in course nova contributes to kicking starship
2713 bump += (game.sector-hits[mm]).sgn()
2714 elif iquad == IHK: # kill klingon
2715 deadkl(neighbor, iquad, neighbor)
2716 elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
2717 for ll in range(len(game.enemies)):
2718 if game.enemies[ll].kloc == neighbor:
2720 game.enemies[ll].kpower -= 800.0 # If firepower is lost, die
2721 if game.enemies[ll].kpower <= 0.0:
2722 deadkl(neighbor, iquad, neighbor)
2724 newc = neighbor + neighbor - hits[mm]
2725 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2726 if not newc.valid_sector():
2727 # can't leave quadrant
2730 iquad1 = game.quad[newc.i][newc.j]
2731 if iquad1 == IHBLANK:
2732 proutn(_(", blasted into ") + crmena(False, IHBLANK, "sector", newc))
2734 deadkl(neighbor, iquad, newc)
2737 # can't move into something else
2740 proutn(_(", buffeted to Sector %s") % newc)
2741 game.quad[neighbor.i][neighbor.j] = IHDOT
2742 game.quad[newc.i][newc.j] = iquad
2743 game.enemies[ll].move(newc)
2744 # Starship affected by nova -- kick it away.
2746 direc = course[3*(bump.i+1)+bump.j+2]
2751 course = course(bearing=direc, distance=dist)
2752 game.optime = course.time(warp=4)
2754 prout(_("Force of nova displaces starship."))
2755 imove(course, noattack=True)
2756 game.optime = course.time(warp=4)
2760 "Star goes supernova."
2765 # Scheduled supernova -- select star at random.
2768 for nq.i in range(GALSIZE):
2769 for nq.j in range(GALSIZE):
2770 stars += game.state.galaxy[nq.i][nq.j].stars
2772 return # nothing to supernova exists
2773 num = randrange(stars) + 1
2774 for nq.i in range(GALSIZE):
2775 for nq.j in range(GALSIZE):
2776 num -= game.state.galaxy[nq.i][nq.j].stars
2782 proutn("=== Super nova here?")
2785 if not nq == game.quadrant or game.justin:
2786 # it isn't here, or we just entered (treat as enroute)
2789 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2790 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2793 # we are in the quadrant!
2794 num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
2795 for ns.i in range(QUADSIZE):
2796 for ns.j in range(QUADSIZE):
2797 if game.quad[ns.i][ns.j]==IHSTAR:
2804 prouts(_("***RED ALERT! RED ALERT!"))
2806 prout(_("***Incipient supernova detected at Sector %s") % ns)
2807 if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2808 proutn(_("Emergency override attempts t"))
2809 prouts("***************")
2813 # destroy any Klingons in supernovaed quadrant
2814 kldead = game.state.galaxy[nq.i][nq.j].klingons
2815 game.state.galaxy[nq.i][nq.j].klingons = 0
2816 if nq == game.state.kscmdr:
2817 # did in the Supercommander!
2818 game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
2822 survivors = filter(lambda w: w != nq, game.state.kcmdr)
2823 comkills = len(game.state.kcmdr) - len(survivors)
2824 game.state.kcmdr = survivors
2826 if not game.state.kcmdr:
2828 game.state.remkl -= kldead
2829 # destroy Romulans and planets in supernovaed quadrant
2830 nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2831 game.state.galaxy[nq.i][nq.j].romulans = 0
2832 game.state.nromrem -= nrmdead
2834 for loop in range(game.inplan):
2835 if game.state.planets[loop].quadrant == nq:
2836 game.state.planets[loop].pclass = "destroyed"
2838 # Destroy any base in supernovaed quadrant
2839 game.state.baseq = filter(lambda x: x != nq, game.state.baseq)
2840 # If starship caused supernova, tally up destruction
2842 game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2843 game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2844 game.state.nplankl += npdead
2845 # mark supernova in galaxy and in star chart
2846 if game.quadrant == nq or communicating():
2847 game.state.galaxy[nq.i][nq.j].supernova = True
2848 # If supernova destroys last Klingons give special message
2849 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
2852 prout(_("Lucky you!"))
2853 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2856 # if some Klingons remain, continue or die in supernova
2861 # Code from finish.c ends here.
2864 "Self-destruct maneuver. Finish with a BANG!"
2866 if damaged(DCOMPTR):
2867 prout(_("Computer damaged; cannot execute destruct sequence."))
2869 prouts(_("---WORKING---")); skip(1)
2870 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2871 prouts(" 10"); skip(1)
2872 prouts(" 9"); skip(1)
2873 prouts(" 8"); skip(1)
2874 prouts(" 7"); skip(1)
2875 prouts(" 6"); skip(1)
2877 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2879 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2881 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2885 if game.passwd != scanner.token:
2886 prouts(_("PASSWORD-REJECTED;"))
2888 prouts(_("CONTINUITY-EFFECTED"))
2891 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2892 prouts(" 5"); skip(1)
2893 prouts(" 4"); skip(1)
2894 prouts(" 3"); skip(1)
2895 prouts(" 2"); skip(1)
2896 prouts(" 1"); skip(1)
2898 prouts(_("GOODBYE-CRUEL-WORLD"))
2906 prouts(_("********* Entropy of %s maximized *********") % crmshp())
2910 if len(game.enemies) != 0:
2911 whammo = 25.0 * game.energy
2913 while l <= len(game.enemies):
2914 if game.enemies[l].kpower*game.enemies[l].kdist <= whammo:
2915 deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.i][game.enemies[l].kloc.j], game.enemies[l].kloc)
2920 "Compute our rate of kils over time."
2921 elapsed = game.state.date - game.indate
2922 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
2925 starting = (game.inkling + game.incom + game.inscom)
2926 remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
2927 return (starting - remaining)/elapsed
2931 badpt = 5.0*game.state.starkl + \
2933 10.0*game.state.nplankl + \
2934 300*game.state.nworldkl + \
2936 100.0*game.state.basekl +\
2938 if game.ship == IHF:
2940 elif game.ship == None:
2945 # end the game, with appropriate notfications
2949 prout(_("It is stardate %.1f.") % game.state.date)
2951 if ifin == FWON: # Game has been won
2952 if game.state.nromrem != 0:
2953 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
2956 prout(_("You have smashed the Klingon invasion fleet and saved"))
2957 prout(_("the Federation."))
2962 badpt = 0.0 # Close enough!
2963 # killsPerDate >= RateMax
2964 if game.state.date-game.indate < 5.0 or \
2965 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
2967 prout(_("In fact, you have done so well that Starfleet Command"))
2968 if game.skill == SKILL_NOVICE:
2969 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
2970 elif game.skill == SKILL_FAIR:
2971 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
2972 elif game.skill == SKILL_GOOD:
2973 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
2974 elif game.skill == SKILL_EXPERT:
2975 prout(_("promotes you to Commodore Emeritus."))
2977 prout(_("Now that you think you're really good, try playing"))
2978 prout(_("the \"Emeritus\" game. It will splatter your ego."))
2979 elif game.skill == SKILL_EMERITUS:
2981 proutn(_("Computer- "))
2982 prouts(_("ERROR-ERROR-ERROR-ERROR"))
2984 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
2986 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2988 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2990 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2992 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
2994 prout(_("Now you can retire and write your own Star Trek game!"))
2996 elif game.skill >= SKILL_EXPERT:
2997 if game.thawed and not idebug:
2998 prout(_("You cannot get a citation, so..."))
3000 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3004 # Only grant long life if alive (original didn't!)
3006 prout(_("LIVE LONG AND PROSPER."))
3011 elif ifin == FDEPLETE: # Federation Resources Depleted
3012 prout(_("Your time has run out and the Federation has been"))
3013 prout(_("conquered. Your starship is now Klingon property,"))
3014 prout(_("and you are put on trial as a war criminal. On the"))
3015 proutn(_("basis of your record, you are "))
3016 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
3017 prout(_("acquitted."))
3019 prout(_("LIVE LONG AND PROSPER."))
3021 prout(_("found guilty and"))
3022 prout(_("sentenced to death by slow torture."))
3026 elif ifin == FLIFESUP:
3027 prout(_("Your life support reserves have run out, and"))
3028 prout(_("you die of thirst, starvation, and asphyxiation."))
3029 prout(_("Your starship is a derelict in space."))
3031 prout(_("Your energy supply is exhausted."))
3033 prout(_("Your starship is a derelict in space."))
3034 elif ifin == FBATTLE:
3035 prout(_("The %s has been destroyed in battle.") % crmshp())
3037 prout(_("Dulce et decorum est pro patria mori."))
3039 prout(_("You have made three attempts to cross the negative energy"))
3040 prout(_("barrier which surrounds the galaxy."))
3042 prout(_("Your navigation is abominable."))
3045 prout(_("Your starship has been destroyed by a nova."))
3046 prout(_("That was a great shot."))
3048 elif ifin == FSNOVAED:
3049 prout(_("The %s has been fried by a supernova.") % crmshp())
3050 prout(_("...Not even cinders remain..."))
3051 elif ifin == FABANDN:
3052 prout(_("You have been captured by the Klingons. If you still"))
3053 prout(_("had a starbase to be returned to, you would have been"))
3054 prout(_("repatriated and given another chance. Since you have"))
3055 prout(_("no starbases, you will be mercilessly tortured to death."))
3056 elif ifin == FDILITHIUM:
3057 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3058 elif ifin == FMATERIALIZE:
3059 prout(_("Starbase was unable to re-materialize your starship."))
3060 prout(_("Sic transit gloria mundi"))
3061 elif ifin == FPHASER:
3062 prout(_("The %s has been cremated by its own phasers.") % crmshp())
3064 prout(_("You and your landing party have been"))
3065 prout(_("converted to energy, disipating through space."))
3066 elif ifin == FMINING:
3067 prout(_("You are left with your landing party on"))
3068 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3070 prout(_("They are very fond of \"Captain Kirk\" soup."))
3072 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3073 elif ifin == FDPLANET:
3074 prout(_("You and your mining party perish."))
3076 prout(_("That was a great shot."))
3079 prout(_("The Galileo is instantly annihilated by the supernova."))
3080 prout(_("You and your mining party are atomized."))
3082 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3083 prout(_("joins the Romulans, wreaking terror on the Federation."))
3084 elif ifin == FPNOVA:
3085 prout(_("You and your mining party are atomized."))
3087 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3088 prout(_("joins the Romulans, wreaking terror on the Federation."))
3089 elif ifin == FSTRACTOR:
3090 prout(_("The shuttle craft Galileo is also caught,"))
3091 prout(_("and breaks up under the strain."))
3093 prout(_("Your debris is scattered for millions of miles."))
3094 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3096 prout(_("The mutants attack and kill Spock."))
3097 prout(_("Your ship is captured by Klingons, and"))
3098 prout(_("your crew is put on display in a Klingon zoo."))
3099 elif ifin == FTRIBBLE:
3100 prout(_("Tribbles consume all remaining water,"))
3101 prout(_("food, and oxygen on your ship."))
3103 prout(_("You die of thirst, starvation, and asphyxiation."))
3104 prout(_("Your starship is a derelict in space."))
3106 prout(_("Your ship is drawn to the center of the black hole."))
3107 prout(_("You are crushed into extremely dense matter."))
3109 prout(_("Your last crew member has died."))
3110 if game.ship == IHF:
3112 elif game.ship == IHE:
3115 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
3116 goodies = game.state.remres/game.inresor
3117 baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3118 if goodies/baddies >= randreal(1.0, 1.5):
3119 prout(_("As a result of your actions, a treaty with the Klingon"))
3120 prout(_("Empire has been signed. The terms of the treaty are"))
3121 if goodies/baddies >= randreal(3.0):
3122 prout(_("favorable to the Federation."))
3124 prout(_("Congratulations!"))
3126 prout(_("highly unfavorable to the Federation."))
3128 prout(_("The Federation will be destroyed."))
3130 prout(_("Since you took the last Klingon with you, you are a"))
3131 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3132 prout(_("statue in your memory. Rest in peace, and try not"))
3133 prout(_("to think about pigeons."))
3138 "Compute player's score."
3139 timused = game.state.date - game.indate
3141 if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
3143 perdate = killrate()
3144 ithperd = 500*perdate + 0.5
3147 iwon = 100*game.skill
3148 if game.ship == IHE:
3150 elif game.ship == IHF:
3154 if not game.gamewon:
3155 game.state.nromrem = 0 # None captured if no win
3156 iscore = 10*(game.inkling - game.state.remkl) \
3157 + 50*(game.incom - len(game.state.kcmdr)) \
3159 + 20*(game.inrom - game.state.nromrem) \
3160 + 200*(game.inscom - game.state.nscrem) \
3161 - game.state.nromrem \
3166 prout(_("Your score --"))
3167 if game.inrom - game.state.nromrem:
3168 prout(_("%6d Romulans destroyed %5d") %
3169 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3170 if game.state.nromrem:
3171 prout(_("%6d Romulans captured %5d") %
3172 (game.state.nromrem, game.state.nromrem))
3173 if game.inkling - game.state.remkl:
3174 prout(_("%6d ordinary Klingons destroyed %5d") %
3175 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
3176 if game.incom - len(game.state.kcmdr):
3177 prout(_("%6d Klingon commanders destroyed %5d") %
3178 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3179 if game.inscom - game.state.nscrem:
3180 prout(_("%6d Super-Commander destroyed %5d") %
3181 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3183 prout(_("%6.2f Klingons per stardate %5d") %
3185 if game.state.starkl:
3186 prout(_("%6d stars destroyed by your action %5d") %
3187 (game.state.starkl, -5*game.state.starkl))
3188 if game.state.nplankl:
3189 prout(_("%6d planets destroyed by your action %5d") %
3190 (game.state.nplankl, -10*game.state.nplankl))
3191 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3192 prout(_("%6d inhabited planets destroyed by your action %5d") %
3193 (game.state.nplankl, -300*game.state.nworldkl))
3194 if game.state.basekl:
3195 prout(_("%6d bases destroyed by your action %5d") %
3196 (game.state.basekl, -100*game.state.basekl))
3198 prout(_("%6d calls for help from starbase %5d") %
3199 (game.nhelp, -45*game.nhelp))
3201 prout(_("%6d casualties incurred %5d") %
3202 (game.casual, -game.casual))
3204 prout(_("%6d crew abandoned in space %5d") %
3205 (game.abandoned, -3*game.abandoned))
3207 prout(_("%6d ship(s) lost or destroyed %5d") %
3208 (klship, -100*klship))
3210 prout(_("Penalty for getting yourself killed -200"))
3212 proutn(_("Bonus for winning "))
3213 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3214 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3215 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3216 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3217 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3218 prout(" %5d" % iwon)
3220 prout(_("TOTAL SCORE %5d") % iscore)
3223 "Emit winner's commemmorative plaque."
3226 proutn(_("File or device name for your plaque: "))
3229 fp = open(winner, "w")
3232 prout(_("Invalid name."))
3234 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3236 # The 38 below must be 64 for 132-column paper
3237 nskip = 38 - len(winner)/2
3238 fp.write("\n\n\n\n")
3239 # --------DRAW ENTERPRISE PICTURE.
3240 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3241 fp.write(" EEE E : : : E\n" )
3242 fp.write(" EE EEE E : : NCC-1701 : E\n")
3243 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
3244 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3245 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
3246 fp.write(" EEEEEEE EEEEE E E E E\n")
3247 fp.write(" EEE E E E E\n")
3248 fp.write(" E E E E\n")
3249 fp.write(" EEEEEEEEEEEEE E E\n")
3250 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3251 fp.write(" :E : EEEE E\n")
3252 fp.write(" .-E -:----- E\n")
3253 fp.write(" :E : E\n")
3254 fp.write(" EE : EEEEEEEE\n")
3255 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3257 fp.write(_(" U. S. S. ENTERPRISE\n"))
3258 fp.write("\n\n\n\n")
3259 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3261 fp.write(_(" Starfleet Command bestows to you\n"))
3263 fp.write("%*s%s\n\n" % (nskip, "", winner))
3264 fp.write(_(" the rank of\n\n"))
3265 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3267 if game.skill == SKILL_EXPERT:
3268 fp.write(_(" Expert level\n\n"))
3269 elif game.skill == SKILL_EMERITUS:
3270 fp.write(_("Emeritus level\n\n"))
3272 fp.write(_(" Cheat level\n\n"))
3273 timestring = time.ctime()
3274 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3275 (timestring+4, timestring+20, timestring+11))
3276 fp.write(_(" Your score: %d\n\n") % iscore)
3277 fp.write(_(" Klingons per stardate: %.2f\n") % perdate)
3280 # Code from io.c begins here
3282 rows = linecount = 0 # for paging
3285 fullscreen_window = None
3286 srscan_window = None
3287 report_window = None
3288 status_window = None
3289 lrscan_window = None
3290 message_window = None
3291 prompt_window = None
3296 gettext.bindtextdomain("sst", "/usr/local/share/locale")
3297 gettext.textdomain("sst")
3298 if not (game.options & OPTION_CURSES):
3299 ln_env = os.getenv("LINES")
3305 stdscr = curses.initscr()
3309 global fullscreen_window, srscan_window, report_window, status_window
3310 global lrscan_window, message_window, prompt_window
3311 (rows, columns) = stdscr.getmaxyx()
3312 fullscreen_window = stdscr
3313 srscan_window = curses.newwin(12, 25, 0, 0)
3314 report_window = curses.newwin(11, 0, 1, 25)
3315 status_window = curses.newwin(10, 0, 1, 39)
3316 lrscan_window = curses.newwin(5, 0, 0, 64)
3317 message_window = curses.newwin(0, 0, 12, 0)
3318 prompt_window = curses.newwin(1, 0, rows-2, 0)
3319 message_window.scrollok(True)
3320 setwnd(fullscreen_window)
3324 if game.options & OPTION_CURSES:
3325 stdscr.keypad(False)
3331 "Wait for user action -- OK to do nothing if on a TTY"
3332 if game.options & OPTION_CURSES:
3337 prouts(_("[ANNOUNCEMENT ARRIVING...]"))
3341 if game.skill > SKILL_FAIR:
3342 prompt = _("[CONTINUE?]")
3344 prompt = _("[PRESS ENTER TO CONTINUE]")
3346 if game.options & OPTION_CURSES:
3348 setwnd(prompt_window)
3349 prompt_window.clear()
3350 prompt_window.addstr(prompt)
3351 prompt_window.getstr()
3352 prompt_window.clear()
3353 prompt_window.refresh()
3354 setwnd(message_window)
3357 sys.stdout.write('\n')
3360 for j in range(rows):
3361 sys.stdout.write('\n')
3365 "Skip i lines. Pause game if this would cause a scrolling event."
3366 for dummy in range(i):
3367 if game.options & OPTION_CURSES:
3368 (y, x) = curwnd.getyx()
3369 (my, mx) = curwnd.getmaxyx()
3370 if curwnd == message_window and y >= my - 3:
3376 except curses.error:
3381 if rows and linecount >= rows:
3384 sys.stdout.write('\n')
3387 "Utter a line with no following line feed."
3388 if game.options & OPTION_CURSES:
3392 sys.stdout.write(line)
3402 if not replayfp or replayfp.closed: # Don't slow down replays
3405 if game.options & OPTION_CURSES:
3409 if not replayfp or replayfp.closed:
3413 "Get a line of input."
3414 if game.options & OPTION_CURSES:
3415 line = curwnd.getstr() + "\n"
3418 if replayfp and not replayfp.closed:
3420 line = replayfp.readline()
3423 prout("*** Replay finished")
3426 elif line[0] != "#":
3429 line = raw_input() + "\n"
3435 "Change windows -- OK for this to be a no-op in tty mode."
3437 if game.options & OPTION_CURSES:
3439 curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
3442 "Clear to end of line -- can be a no-op in tty mode"
3443 if game.options & OPTION_CURSES:
3448 "Clear screen -- can be a no-op in tty mode."
3450 if game.options & OPTION_CURSES:
3457 "Set highlight video, if this is reasonable."
3458 if game.options & OPTION_CURSES:
3459 curwnd.attron(curses.A_REVERSE)
3462 # Things past this point have policy implications.
3466 "Hook to be called after moving to redraw maps."
3467 if game.options & OPTION_CURSES:
3470 setwnd(srscan_window)
3474 setwnd(status_window)
3475 status_window.clear()
3476 status_window.move(0, 0)
3477 setwnd(report_window)
3478 report_window.clear()
3479 report_window.move(0, 0)
3481 setwnd(lrscan_window)
3482 lrscan_window.clear()
3483 lrscan_window.move(0, 0)
3484 lrscan(silent=False)
3486 def put_srscan_sym(w, sym):
3487 "Emit symbol for short-range scan."
3488 srscan_window.move(w.i+1, w.j*2+2)
3489 srscan_window.addch(sym)
3490 srscan_window.refresh()
3493 "Enemy fall down, go boom."
3494 if game.options & OPTION_CURSES:
3496 setwnd(srscan_window)
3497 srscan_window.attron(curses.A_REVERSE)
3498 put_srscan_sym(w, game.quad[w.i][w.j])
3502 srscan_window.attroff(curses.A_REVERSE)
3503 put_srscan_sym(w, game.quad[w.i][w.j])
3504 curses.delay_output(500)
3505 setwnd(message_window)
3508 "Sound and visual effects for teleportation."
3509 if game.options & OPTION_CURSES:
3511 setwnd(message_window)
3513 prouts(" . . . . . ")
3514 if game.options & OPTION_CURSES:
3515 #curses.delay_output(1000)
3519 def tracktorpedo(origin, w, step, i, n, iquad):
3520 "Torpedo-track animation."
3521 if not game.options & OPTION_CURSES:
3525 proutn(_("Track for torpedo number %d- ") % (i+1))
3528 proutn(_("Torpedo track- "))
3529 elif step==4 or step==9:
3533 if not damaged(DSRSENS) or game.condition=="docked":
3534 if i != 0 and step == 1:
3537 if (iquad==IHDOT) or (iquad==IHBLANK):
3538 put_srscan_sym(w, '+')
3542 put_srscan_sym(w, iquad)
3544 curwnd.attron(curses.A_REVERSE)
3545 put_srscan_sym(w, iquad)
3549 curwnd.attroff(curses.A_REVERSE)
3550 put_srscan_sym(w, iquad)
3555 "Display the current galaxy chart."
3556 if game.options & OPTION_CURSES:
3557 setwnd(message_window)
3558 message_window.clear()
3560 if game.options & OPTION_TTY:
3565 def prstat(txt, data):
3567 if game.options & OPTION_CURSES:
3569 setwnd(status_window)
3571 proutn(" " * (NSYM - len(txt)))
3574 if game.options & OPTION_CURSES:
3575 setwnd(report_window)
3577 # Code from moving.c begins here
3579 def imove(course=None, noattack=False):
3580 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3583 def newquadrant(noattack):
3584 # Leaving quadrant -- allow final enemy attack
3585 # Don't do it if being pushed by Nova
3586 if len(game.enemies) != 0 and not noattack:
3588 for enemy in game.enemies:
3589 finald = (w - enemy.kloc).distance()
3590 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3591 # Stas Sergeev added the condition
3592 # that attacks only happen if Klingons
3593 # are present and your skill is good.
3594 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3595 attack(torps_ok=False)
3598 # check for edge of galaxy
3602 if course.final.i < 0:
3603 course.final.i = -course.final.i
3605 if course.final.j < 0:
3606 course.final.j = -course.final.j
3608 if course.final.i >= GALSIZE*QUADSIZE:
3609 course.final.i = (GALSIZE*QUADSIZE*2) - course.final.i
3611 if course.final.j >= GALSIZE*QUADSIZE:
3612 course.final.j = (GALSIZE*QUADSIZE*2) - course.final.j
3620 if game.nkinks == 3:
3621 # Three strikes -- you're out!
3625 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3626 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3627 prout(_("YOU WILL BE DESTROYED."))
3628 # Compute final position in new quadrant
3629 if trbeam: # Don't bother if we are to be beamed
3631 game.quadrant = course.final.quadrant()
3632 game.sector = course.final.sector()
3634 prout(_("Entering Quadrant %s.") % game.quadrant)
3635 game.quad[game.sector.i][game.sector.j] = game.ship
3637 if game.skill>SKILL_NOVICE:
3638 attack(torps_ok=False)
3640 def check_collision(h):
3641 iquad = game.quad[h.i][h.j]
3643 # object encountered in flight path
3644 stopegy = 50.0*course.distance/game.optime
3645 if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
3646 for enemy in game.enemies:
3647 if enemy.kloc == game.sector:
3649 collision(rammed=False, enemy=enemy)
3651 elif iquad == IHBLANK:
3653 prouts(_("***RED ALERT! RED ALERT!"))
3655 proutn("***" + crmshp())
3656 proutn(_(" pulled into black hole at Sector %s") % h)
3657 # Getting pulled into a black hole was certain
3658 # death in Almy's original. Stas Sergeev added a
3659 # possibility that you'll get timewarped instead.
3661 for m in range(NDEVICES):
3662 if game.damage[m]>0:
3664 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3665 if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
3675 prout(_(" encounters Tholian web at %s;") % h)
3677 prout(_(" blocked by object at %s;") % h)
3678 proutn(_("Emergency stop required "))
3679 prout(_("%2d units of energy.") % int(stopegy))
3680 game.energy -= stopegy
3681 if game.energy <= 0:
3688 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3689 game.inorbit = False
3690 # If tractor beam is to occur, don't move full distance
3691 if game.state.date+game.optime >= scheduled(FTBEAM):
3693 game.condition = "red"
3694 course.distance = course.distance*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3695 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3697 game.quad[game.sector.i][game.sector.j] = IHDOT
3698 for m in range(course.moves):
3701 if course.origin.quadrant() != course.location.quadrant():
3702 newquadrant(noattack)
3704 elif check_collision(w):
3705 print "Collision detected"
3709 # We're in destination quadrant -- compute new average enemy distances
3710 game.quad[game.sector.i][game.sector.j] = game.ship
3712 for enemy in game.enemies:
3713 finald = (w-enemy.kloc).distance()
3714 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3715 enemy.kdist = finald
3716 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
3717 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3718 attack(torps_ok=False)
3719 for enemy in game.enemies:
3720 enemy.kavgd = enemy.kdist
3723 setwnd(message_window)
3727 "Dock our ship at a starbase."
3729 if game.condition == "docked" and verbose:
3730 prout(_("Already docked."))
3733 prout(_("You must first leave standard orbit."))
3735 if not game.base.is_valid() or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
3736 prout(crmshp() + _(" not adjacent to base."))
3738 game.condition = "docked"
3742 if game.energy < game.inenrg:
3743 game.energy = game.inenrg
3744 game.shield = game.inshld
3745 game.torps = game.intorps
3746 game.lsupres = game.inlsr
3747 game.state.crew = FULLCREW
3748 if not damaged(DRADIO) and \
3749 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3750 # get attack report from base
3751 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3755 # This program originally required input in terms of a (clock)
3756 # direction and distance. Somewhere in history, it was changed to
3757 # cartesian coordinates. So we need to convert. Probably
3758 # "manual" input should still be done this way -- it's a real
3759 # pain if the computer isn't working! Manual mode is still confusing
3760 # because it involves giving x and y motions, yet the coordinates
3761 # are always displayed y - x, where +y is downward!
3763 def cartesian(loc1=None, loc2=None):
3765 return game.quadrant * QUADSIZE + game.sector
3767 return game.quadrant * QUADSIZE + loc1
3769 return loc1 * QUADSIZE + loc2
3771 def getcourse(isprobe):
3772 "Get a course and distance from the user."
3774 dquad = copy.copy(game.quadrant)
3775 navmode = "unspecified"
3779 if game.landed and not isprobe:
3780 prout(_("Dummy! You can't leave standard orbit until you"))
3781 proutn(_("are back aboard the ship."))
3784 while navmode == "unspecified":
3785 if damaged(DNAVSYS):
3787 prout(_("Computer damaged; manual navigation only"))
3789 prout(_("Computer damaged; manual movement only"))
3794 key = scanner.next()
3796 proutn(_("Manual or automatic- "))
3799 elif key == "IHALPHA":
3800 if scanner.sees("manual"):
3802 key = scanner.next()
3804 elif scanner.sees("automatic"):
3805 navmode = "automatic"
3806 key = scanner.next()
3814 prout(_("(Manual navigation assumed.)"))
3816 prout(_("(Manual movement assumed.)"))
3820 if navmode == "automatic":
3821 while key == "IHEOL":
3823 proutn(_("Target quadrant or quadrant§or- "))
3825 proutn(_("Destination sector or quadrant§or- "))
3828 key = scanner.next()
3832 xi = int(round(scanner.real))-1
3833 key = scanner.next()
3837 xj = int(round(scanner.real))-1
3838 key = scanner.next()
3840 # both quadrant and sector specified
3841 xk = int(round(scanner.real))-1
3842 key = scanner.next()
3846 xl = int(round(scanner.real))-1
3852 # only one pair of numbers was specified
3854 # only quadrant specified -- go to center of dest quad
3857 dsect.j = dsect.i = 4 # preserves 1-origin behavior
3859 # only sector specified
3863 if not dquad.valid_quadrant() or not dsect.valid_sector():
3870 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
3872 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
3873 # the actual deltas get computed here
3874 delta.j = dquad.j-game.quadrant.j + (dsect.j-game.sector.j)/(QUADSIZE*1.0)
3875 delta.i = game.quadrant.i-dquad.i + (game.sector.i-dsect.i)/(QUADSIZE*1.0)
3877 while key == "IHEOL":
3878 proutn(_("X and Y displacements- "))
3881 key = scanner.next()
3886 delta.j = scanner.real
3887 key = scanner.next()
3891 delta.i = scanner.real
3892 # Check for zero movement
3893 if delta.i == 0 and delta.j == 0:
3896 if itemp == "verbose" and not isprobe:
3898 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
3900 return course(bearing=delta.bearing(), distance=delta.distance())
3903 def __init__(self, bearing, distance, origin=None):
3904 self.distance = distance
3905 self.bearing = bearing
3907 self.origin = cartesian(game.quadrant, game.sector)
3909 self.origin = origin
3910 # The bearing() code we inherited from FORTRAN is actually computing
3911 # clockface directions!
3912 if self.bearing < 0.0:
3913 self.bearing += 12.0
3914 self.angle = ((15.0 - self.bearing) * 0.5235988)
3916 self.origin = cartesian(game.quadrant, game.sector)
3918 self.origin = cartesian(game.quadrant, origin)
3919 self.increment = coord(-math.sin(self.angle), math.cos(self.angle))
3920 bigger = max(abs(self.increment.i), abs(self.increment.j))
3921 self.increment /= bigger
3922 self.moves = int(round(10*self.distance*bigger))
3924 self.final = (self.location + self.moves*self.increment).roundtogrid()
3926 self.location = self.origin
3929 return self.location.roundtogrid() == self.final
3930 def next(self, grain=1):
3931 "Next step on course."
3933 self.nextlocation = self.location + self.increment
3934 oldloc = (self.location/grain).roundtogrid()
3935 newloc = (self.nextlocation/grain).roundtogrid()
3936 self.location = self.nextlocation
3937 if newloc != oldloc:
3942 return self.location.quadrant()
3944 return self.location.sector()
3945 def power(self, warp):
3946 return self.distance*(warp**3)*(game.shldup+1)
3947 def time(self, warp):
3948 return 10.0*self.distance/warp**2
3951 "Move under impulse power."
3953 if damaged(DIMPULS):
3956 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
3958 if game.energy > 30.0:
3960 course = getcourse(isprobe=False)
3963 power = 20.0 + 100.0*course.distance
3966 if power >= game.energy:
3967 # Insufficient power for trip
3969 prout(_("First Officer Spock- \"Captain, the impulse engines"))
3970 prout(_("require 20.0 units to engage, plus 100.0 units per"))
3971 if game.energy > 30:
3972 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
3973 int(0.01 * (game.energy-20.0)-0.05))
3974 prout(_(" quadrants.\""))
3976 prout(_("quadrant. They are, therefore, useless.\""))
3979 # Make sure enough time is left for the trip
3980 game.optime = course.dist/0.095
3981 if game.optime >= game.state.remtime:
3982 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
3983 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
3984 proutn(_("we dare spend the time?\" "))
3987 # Activate impulse engines and pay the cost
3988 imove(course, noattack=False)
3992 power = 20.0 + 100.0*course.dist
3993 game.energy -= power
3994 game.optime = course.dist/0.095
3995 if game.energy <= 0:
3999 def warp(course, involuntary):
4000 "ove under warp drive."
4001 blooey = False; twarp = False
4002 if not involuntary: # Not WARPX entry
4004 if game.damage[DWARPEN] > 10.0:
4007 prout(_("Engineer Scott- \"The warp engines are damaged, Sir.\""))
4009 if damaged(DWARPEN) and game.warpfac > 4.0:
4012 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4013 prout(_(" is repaired, I can only give you warp 4.\""))
4015 # Read in course and distance
4018 course = getcourse(isprobe=False)
4021 # Make sure starship has enough energy for the trip
4022 # Note: this formula is slightly different from the C version,
4023 # and lets you skate a bit closer to the edge.
4024 if course.power(game.warpfac) >= game.energy:
4025 # Insufficient power for trip
4028 prout(_("Engineering to bridge--"))
4029 if not game.shldup or 0.5*power > game.energy:
4030 iwarp = (game.energy/(course.dist+0.05)) ** 0.333333333
4032 prout(_("We can't do it, Captain. We don't have enough energy."))
4034 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4037 prout(_("if you'll lower the shields."))
4041 prout(_("We haven't the energy to go that far with the shields up."))
4043 # Make sure enough time is left for the trip
4044 game.optime = course.time(game.warpfac)
4045 if game.optime >= 0.8*game.state.remtime:
4047 prout(_("First Officer Spock- \"Captain, I compute that such"))
4048 proutn(_(" a trip would require approximately %2.0f") %
4049 (100.0*game.optime/game.state.remtime))
4050 prout(_(" percent of our"))
4051 proutn(_(" remaining time. Are you sure this is wise?\" "))
4057 if game.warpfac > 6.0:
4058 # Decide if engine damage will occur
4059 # ESR: Seems wrong. Probability of damage goes *down* with distance?
4060 prob = course.distance*(6.0-game.warpfac)**2/66.666666666
4061 if prob > randreal():
4063 course.distance = randreal(course.distance)
4064 # Decide if time warp will occur
4065 if 0.5*course.distance*math.pow(7.0,game.warpfac-10.0) > randreal():
4067 if idebug and game.warpfac==10 and not twarp:
4069 proutn("=== Force time warp? ")
4073 # If time warp or engine damage, check path
4074 # If it is obstructed, don't do warp or damage
4075 for m in range(course.moves):
4078 if not w.valid_sector():
4080 if game.quad[w.i][w.j] != IHDOT:
4084 # Activate Warp Engines and pay the cost
4085 imove(course, noattack=False)
4088 game.energy -= course.power(game.warpfac)
4089 if game.energy <= 0:
4091 game.optime = course.time(game.warpfac)
4095 game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
4097 prout(_("Engineering to bridge--"))
4098 prout(_(" Scott here. The warp engines are damaged."))
4099 prout(_(" We'll have to reduce speed to warp 4."))
4104 "Change the warp factor."
4110 proutn(_("Warp factor- "))
4115 if game.damage[DWARPEN] > 10.0:
4116 prout(_("Warp engines inoperative."))
4118 if damaged(DWARPEN) and scanner.real > 4.0:
4119 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4120 prout(_(" but right now we can only go warp 4.\""))
4122 if scanner.real > 10.0:
4123 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4125 if scanner.real < 1.0:
4126 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4128 oldfac = game.warpfac
4129 game.warpfac = scanner.real
4130 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4131 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4134 if game.warpfac < 8.00:
4135 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4137 if game.warpfac == 10.0:
4138 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4140 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4144 "Cope with being tossed out of quadrant by supernova or yanked by beam."
4146 # is captain on planet?
4148 if damaged(DTRANSP):
4151 prout(_("Scotty rushes to the transporter controls."))
4153 prout(_("But with the shields up it's hopeless."))
4155 prouts(_("His desperate attempt to rescue you . . ."))
4160 prout(_("SUCCEEDS!"))
4163 proutn(_("The crystals mined were "))
4171 # Check to see if captain in shuttle craft
4176 # Inform captain of attempt to reach safety
4180 prouts(_("***RED ALERT! RED ALERT!"))
4182 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4183 prouts(_(" a supernova."))
4185 prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
4186 prout(_("safely out of quadrant."))
4187 if not damaged(DRADIO):
4188 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
4189 # Try to use warp engines
4190 if damaged(DWARPEN):
4192 prout(_("Warp engines damaged."))
4195 game.warpfac = randreal(6.0, 8.0)
4196 prout(_("Warp factor set to %d") % int(game.warpfac))
4197 power = 0.75*game.energy
4198 dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4199 dist = max(dist, randreal(math.sqrt(2)))
4200 bugout = course(bearing=randreal(12), distance=dist) # How dumb!
4201 game.optime = bugout.time(game.warpfac)
4203 game.inorbit = False
4204 warp(bugout, involuntary=True)
4206 # This is bad news, we didn't leave quadrant.
4210 prout(_("Insufficient energy to leave quadrant."))
4213 # Repeat if another snova
4214 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
4216 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
4217 finish(FWON) # Snova killed remaining enemy.
4220 "Let's do the time warp again."
4221 prout(_("***TIME WARP ENTERED."))
4222 if game.state.snap and withprob(0.5):
4224 prout(_("You are traveling backwards in time %d stardates.") %
4225 int(game.state.date-game.snapsht.date))
4226 game.state = game.snapsht
4227 game.state.snap = False
4228 if len(game.state.kcmdr):
4229 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4230 schedule(FBATTAK, expran(0.3*game.intime))
4231 schedule(FSNOVA, expran(0.5*game.intime))
4232 # next snapshot will be sooner
4233 schedule(FSNAP, expran(0.25*game.state.remtime))
4235 if game.state.nscrem:
4236 schedule(FSCMOVE, 0.2777)
4240 game.battle.invalidate()
4241 # Make sure Galileo is consistant -- Snapshot may have been taken
4242 # when on planet, which would give us two Galileos!
4244 for l in range(game.inplan):
4245 if game.state.planets[l].known == "shuttle_down":
4247 if game.iscraft == "onship" and game.ship==IHE:
4248 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4249 game.iscraft = "offship"
4250 # Likewise, if in the original time the Galileo was abandoned, but
4251 # was on ship earlier, it would have vanished -- let's restore it.
4252 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4253 prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""))
4254 game.iscraft = "onship"
4255 # There used to be code to do the actual reconstrction here,
4256 # but the starchart is now part of the snapshotted galaxy state.
4257 prout(_("Spock has reconstructed a correct star chart from memory"))
4259 # Go forward in time
4260 game.optime = -0.5*game.intime*math.log(randreal())
4261 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4262 # cheat to make sure no tractor beams occur during time warp
4263 postpone(FTBEAM, game.optime)
4264 game.damage[DRADIO] += game.optime
4266 events() # Stas Sergeev added this -- do pending events
4269 "Launch deep-space probe."
4270 # New code to launch a deep space probe
4271 if game.nprobes == 0:
4274 if game.ship == IHE:
4275 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4277 prout(_("Ye Faerie Queene has no deep space probes."))
4282 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4284 if is_scheduled(FDSPROB):
4287 if damaged(DRADIO) and game.condition != "docked":
4288 prout(_("Spock- \"Records show the previous probe has not yet"))
4289 prout(_(" reached its destination.\""))
4291 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4293 key = scanner.next()
4295 if game.nprobes == 1:
4296 prout(_("1 probe left."))
4298 prout(_("%d probes left") % game.nprobes)
4299 proutn(_("Are you sure you want to fire a probe? "))
4302 game.isarmed = False
4303 if key == "IHALPHA" and scanner.token == "armed":
4305 key = scanner.next()
4306 elif key == "IHEOL":
4307 proutn(_("Arm NOVAMAX warhead? "))
4309 elif key == "IHREAL": # first element of course
4310 scanner.push(scanner.token)
4312 game.probe = getcourse(isprobe=True)
4316 schedule(FDSPROB, 0.01) # Time to move one sector
4317 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4322 "Yell for help from nearest starbase."
4323 # There's more than one way to move in this game!
4325 # Test for conditions which prevent calling for help
4326 if game.condition == "docked":
4327 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4330 prout(_("Subspace radio damaged."))
4332 if not game.state.baseq:
4333 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4336 prout(_("You must be aboard the %s.") % crmshp())
4338 # OK -- call for help from nearest starbase
4341 # There's one in this quadrant
4342 ddist = (game.base - game.sector).distance()
4345 for ibq in game.state.baseq:
4346 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4349 # Since starbase not in quadrant, set up new quadrant
4352 # dematerialize starship
4353 game.quad[game.sector.i][game.sector.j]=IHDOT
4354 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4355 % (game.quadrant, crmshp()))
4356 game.sector.invalidate()
4357 for m in range(1, 5+1):
4358 w = game.base.scatter()
4359 if w.valid_sector() and game.quad[w.i][w.j]==IHDOT:
4360 # found one -- finish up
4363 if not game.sector.is_valid():
4364 prout(_("You have been lost in space..."))
4365 finish(FMATERIALIZE)
4367 # Give starbase three chances to rematerialize starship
4368 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4369 for m in range(1, 3+1):
4370 if m == 1: proutn(_("1st"))
4371 elif m == 2: proutn(_("2nd"))
4372 elif m == 3: proutn(_("3rd"))
4373 proutn(_(" attempt to re-materialize ") + crmshp())
4374 game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
4377 if randreal() > probf:
4380 curses.delay_output(500)
4383 game.quad[ix][iy]=IHQUEST
4386 setwnd(message_window)
4387 finish(FMATERIALIZE)
4389 game.quad[ix][iy]=game.ship
4391 prout(_("succeeds."))
4395 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4400 if game.condition=="docked":
4402 prout(_("You cannot abandon Ye Faerie Queene."))
4405 # Must take shuttle craft to exit
4406 if game.damage[DSHUTTL]==-1:
4407 prout(_("Ye Faerie Queene has no shuttle craft."))
4409 if game.damage[DSHUTTL]<0:
4410 prout(_("Shuttle craft now serving Big Macs."))
4412 if game.damage[DSHUTTL]>0:
4413 prout(_("Shuttle craft damaged."))
4416 prout(_("You must be aboard the ship."))
4418 if game.iscraft != "onship":
4419 prout(_("Shuttle craft not currently available."))
4421 # Emit abandon ship messages
4423 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4425 prouts(_("***ALL HANDS ABANDON SHIP!"))
4427 prout(_("Captain and crew escape in shuttle craft."))
4428 if not game.state.baseq:
4429 # Oops! no place to go...
4432 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4434 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4435 prout(_("Remainder of ship's complement beam down"))
4436 prout(_("to nearest habitable planet."))
4437 elif q.planet != None and not damaged(DTRANSP):
4438 prout(_("Remainder of ship's complement beam down to %s.") %
4441 prout(_("Entire crew of %d left to die in outer space.") %
4443 game.casual += game.state.crew
4444 game.abandoned += game.state.crew
4445 # If at least one base left, give 'em the Faerie Queene
4447 game.icrystl = False # crystals are lost
4448 game.nprobes = 0 # No probes
4449 prout(_("You are captured by Klingons and released to"))
4450 prout(_("the Federation in a prisoner-of-war exchange."))
4451 nb = randrange(len(game.state.baseq))
4452 # Set up quadrant and position FQ adjacient to base
4453 if not game.quadrant == game.state.baseq[nb]:
4454 game.quadrant = game.state.baseq[nb]
4455 game.sector.i = game.sector.j = 5
4458 # position next to base by trial and error
4459 game.quad[game.sector.i][game.sector.j] = IHDOT
4460 for l in range(QUADSIZE):
4461 game.sector = game.base.scatter()
4462 if game.sector.valid_sector() and \
4463 game.quad[game.sector.i][game.sector.j] == IHDOT:
4466 break # found a spot
4467 game.sector.i=QUADSIZE/2
4468 game.sector.j=QUADSIZE/2
4470 # Get new commission
4471 game.quad[game.sector.i][game.sector.j] = game.ship = IHF
4472 game.state.crew = FULLCREW
4473 prout(_("Starfleet puts you in command of another ship,"))
4474 prout(_("the Faerie Queene, which is antiquated but,"))
4475 prout(_("still useable."))
4477 prout(_("The dilithium crystals have been moved."))
4479 game.iscraft = "offship" # Galileo disappears
4481 game.condition="docked"
4482 for l in range(NDEVICES):
4483 game.damage[l] = 0.0
4484 game.damage[DSHUTTL] = -1
4485 game.energy = game.inenrg = 3000.0
4486 game.shield = game.inshld = 1250.0
4487 game.torps = game.intorps = 6
4488 game.lsupres=game.inlsr=3.0
4493 # Code from planets.c begins here.
4496 "Abort a lengthy operation if an event interrupts it."
4499 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
4504 "Report on (uninhabited) planets in the galaxy."
4508 prout(_("Spock- \"Planet report follows, Captain.\""))
4510 for i in range(game.inplan):
4511 if game.state.planets[i].pclass == "destroyed":
4513 if (game.state.planets[i].known != "unknown" \
4514 and not game.state.planets[i].inhabited) \
4517 if idebug and game.state.planets[i].known=="unknown":
4518 proutn("(Unknown) ")
4519 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4520 proutn(_(" class "))
4521 proutn(game.state.planets[i].pclass)
4523 if game.state.planets[i].crystals != present:
4525 prout(_("dilithium crystals present."))
4526 if game.state.planets[i].known=="shuttle_down":
4527 prout(_(" Shuttle Craft Galileo on surface."))
4529 prout(_("No information available."))
4532 "Enter standard orbit."
4536 prout(_("Already in standard orbit."))
4538 if damaged(DWARPEN) and damaged(DIMPULS):
4539 prout(_("Both warp and impulse engines damaged."))
4541 if not game.plnet.is_valid():
4542 prout("There is no planet in this sector.")
4544 if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4545 prout(crmshp() + _(" not adjacent to planet."))
4548 game.optime = randreal(0.02, 0.05)
4549 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4553 game.height = randreal(1400, 8600)
4554 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4559 "Examine planets in this quadrant."
4560 if damaged(DSRSENS):
4561 if game.options & OPTION_TTY:
4562 prout(_("Short range sensors damaged."))
4564 if game.iplnet == None:
4565 if game.options & OPTION_TTY:
4566 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4568 if game.iplnet.known == "unknown":
4569 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4571 prout(_(" Planet at Sector %s is of class %s.") %
4572 (game.plnet, game.iplnet.pclass))
4573 if game.iplnet.known=="shuttle_down":
4574 prout(_(" Sensors show Galileo still on surface."))
4575 proutn(_(" Readings indicate"))
4576 if game.iplnet.crystals != "present":
4578 prout(_(" dilithium crystals present.\""))
4579 if game.iplnet.known == "unknown":
4580 game.iplnet.known = "known"
4581 elif game.iplnet.inhabited:
4582 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4583 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4586 "Use the transporter."
4590 if damaged(DTRANSP):
4591 prout(_("Transporter damaged."))
4592 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4594 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4598 if not game.inorbit:
4599 prout(crmshp() + _(" not in standard orbit."))
4602 prout(_("Impossible to transport through shields."))
4604 if game.iplnet.known=="unknown":
4605 prout(_("Spock- \"Captain, we have no information on this planet"))
4606 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4607 prout(_(" you may not go down.\""))
4609 if not game.landed and game.iplnet.crystals=="absent":
4610 prout(_("Spock- \"Captain, I fail to see the logic in"))
4611 prout(_(" exploring a planet with no dilithium crystals."))
4612 proutn(_(" Are you sure this is wise?\" "))
4616 if not (game.options & OPTION_PLAIN):
4617 nrgneed = 50 * game.skill + game.height / 100.0
4618 if nrgneed > game.energy:
4619 prout(_("Engineering to bridge--"))
4620 prout(_(" Captain, we don't have enough energy for transportation."))
4622 if not game.landed and nrgneed * 2 > game.energy:
4623 prout(_("Engineering to bridge--"))
4624 prout(_(" Captain, we have enough energy only to transport you down to"))
4625 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4626 if game.iplnet.known == "shuttle_down":
4627 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4628 proutn(_(" Are you sure this is wise?\" "))
4633 # Coming from planet
4634 if game.iplnet.known=="shuttle_down":
4635 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4639 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4640 prout(_("Landing party assembled, ready to beam up."))
4642 prout(_("Kirk whips out communicator..."))
4643 prouts(_("BEEP BEEP BEEP"))
4645 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4648 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4650 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4652 prout(_("Kirk- \"Energize.\""))
4655 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4658 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4660 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4663 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4664 game.landed = not game.landed
4665 game.energy -= nrgneed
4667 prout(_("Transport complete."))
4668 if game.landed and game.iplnet.known=="shuttle_down":
4669 prout(_("The shuttle craft Galileo is here!"))
4670 if not game.landed and game.imine:
4677 "Strip-mine a world for dilithium."
4681 prout(_("Mining party not on planet."))
4683 if game.iplnet.crystals == "mined":
4684 prout(_("This planet has already been strip-mined for dilithium."))
4686 elif game.iplnet.crystals == "absent":
4687 prout(_("No dilithium crystals on this planet."))
4690 prout(_("You've already mined enough crystals for this trip."))
4692 if game.icrystl and game.cryprob == 0.05:
4693 prout(_("With all those fresh crystals aboard the ") + crmshp())
4694 prout(_("there's no reason to mine more at this time."))
4696 game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4699 prout(_("Mining operation complete."))
4700 game.iplnet.crystals = "mined"
4701 game.imine = game.ididit = True
4704 "Use dilithium crystals."
4708 if not game.icrystl:
4709 prout(_("No dilithium crystals available."))
4711 if game.energy >= 1000:
4712 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4713 prout(_(" except when Condition Yellow exists."))
4715 prout(_("Spock- \"Captain, I must warn you that loading"))
4716 prout(_(" raw dilithium crystals into the ship's power"))
4717 prout(_(" system may risk a severe explosion."))
4718 proutn(_(" Are you sure this is wise?\" "))
4723 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4724 prout(_(" Mr. Spock and I will try it.\""))
4726 prout(_("Spock- \"Crystals in place, Sir."))
4727 prout(_(" Ready to activate circuit.\""))
4729 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4731 if with(game.cryprob):
4732 prouts(_(" \"Activating now! - - No good! It's***"))
4734 prouts(_("***RED ALERT! RED A*L********************************"))
4737 prouts(_("****************** KA-BOOM!!!! *******************"))
4741 game.energy += randreal(5000.0, 5500.0)
4742 prouts(_(" \"Activating now! - - "))
4743 prout(_("The instruments"))
4744 prout(_(" are going crazy, but I think it's"))
4745 prout(_(" going to work!! Congratulations, Sir!\""))
4750 "Use shuttlecraft for planetary jaunt."
4753 if damaged(DSHUTTL):
4754 if game.damage[DSHUTTL] == -1.0:
4755 if game.inorbit and game.iplnet.known == "shuttle_down":
4756 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4758 prout(_("Ye Faerie Queene had no shuttle craft."))
4759 elif game.damage[DSHUTTL] > 0:
4760 prout(_("The Galileo is damaged."))
4761 else: # game.damage[DSHUTTL] < 0
4762 prout(_("Shuttle craft is now serving Big Macs."))
4764 if not game.inorbit:
4765 prout(crmshp() + _(" not in standard orbit."))
4767 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4768 prout(_("Shuttle craft not currently available."))
4770 if not game.landed and game.iplnet.known=="shuttle_down":
4771 prout(_("You will have to beam down to retrieve the shuttle craft."))
4773 if game.shldup or game.condition == "docked":
4774 prout(_("Shuttle craft cannot pass through shields."))
4776 if game.iplnet.known=="unknown":
4777 prout(_("Spock- \"Captain, we have no information on this planet"))
4778 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4779 prout(_(" you may not fly down.\""))
4781 game.optime = 3.0e-5*game.height
4782 if game.optime >= 0.8*game.state.remtime:
4783 prout(_("First Officer Spock- \"Captain, I compute that such"))
4784 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4785 int(100*game.optime/game.state.remtime))
4786 prout(_("remaining time."))
4787 proutn(_("Are you sure this is wise?\" "))
4793 if game.iscraft == "onship":
4795 if not damaged(DTRANSP):
4796 proutn(_("Spock- \"Would you rather use the transporter?\" "))
4800 proutn(_("Shuttle crew"))
4802 proutn(_("Rescue party"))
4803 prout(_(" boards Galileo and swoops toward planet surface."))
4804 game.iscraft = "offship"
4808 game.iplnet.known="shuttle_down"
4809 prout(_("Trip complete."))
4812 # Ready to go back to ship
4813 prout(_("You and your mining party board the"))
4814 prout(_("shuttle craft for the trip back to the Enterprise."))
4816 prouts(_("The short hop begins . . ."))
4818 game.iplnet.known="known"
4824 game.iscraft = "onship"
4830 prout(_("Trip complete."))
4833 # Kirk on ship and so is Galileo
4834 prout(_("Mining party assembles in the hangar deck,"))
4835 prout(_("ready to board the shuttle craft \"Galileo\"."))
4837 prouts(_("The hangar doors open; the trip begins."))
4840 game.iscraft = "offship"
4843 game.iplnet.known = "shuttle_down"
4846 prout(_("Trip complete."))
4850 "Use the big zapper."
4854 if game.ship != IHE:
4855 prout(_("Ye Faerie Queene has no death ray."))
4857 if len(game.enemies)==0:
4858 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
4861 prout(_("Death Ray is damaged."))
4863 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
4864 prout(_(" is highly unpredictible. Considering the alternatives,"))
4865 proutn(_(" are you sure this is wise?\" "))
4868 prout(_("Spock- \"Acknowledged.\""))
4871 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
4873 prout(_("Crew scrambles in emergency preparation."))
4874 prout(_("Spock and Scotty ready the death ray and"))
4875 prout(_("prepare to channel all ship's power to the device."))
4877 prout(_("Spock- \"Preparations complete, sir.\""))
4878 prout(_("Kirk- \"Engage!\""))
4880 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
4883 if game.options & OPTION_PLAIN:
4887 prouts(_("Sulu- \"Captain! It's working!\""))
4889 while len(game.enemies) > 0:
4890 deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.i][game.enemies[1].kloc.j],game.enemies[1].kloc)
4891 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
4892 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
4894 if (game.options & OPTION_PLAIN) == 0:
4895 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
4897 prout(_(" is still operational.\""))
4899 prout(_(" has been rendered nonfunctional.\""))
4900 game.damage[DDRAY] = 39.95
4902 r = randreal() # Pick failure method
4904 prouts(_("Sulu- \"Captain! It's working!\""))
4906 prouts(_("***RED ALERT! RED ALERT!"))
4908 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
4910 prouts(_("***RED ALERT! RED A*L********************************"))
4913 prouts(_("****************** KA-BOOM!!!! *******************"))
4918 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
4920 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
4922 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
4923 prout(_(" have apparently been transformed into strange mutations."))
4924 prout(_(" Vulcans do not seem to be affected."))
4926 prout(_("Kirk- \"Raauch! Raauch!\""))
4931 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
4933 proutn(_("Spock- \"I believe the word is"))
4934 prouts(_(" *ASTONISHING*"))
4935 prout(_(" Mr. Sulu."))
4936 for i in range(QUADSIZE):
4937 for j in range(QUADSIZE):
4938 if game.quad[i][j] == IHDOT:
4939 game.quad[i][j] = IHQUEST
4940 prout(_(" Captain, our quadrant is now infested with"))
4941 prouts(_(" - - - - - - *THINGS*."))
4943 prout(_(" I have no logical explanation.\""))
4945 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
4947 prout(_("Scotty- \"There are so many tribbles down here"))
4948 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
4952 # Code from reports.c begins here
4954 def attackreport(curt):
4955 "eport status of bases under attack."
4957 if is_scheduled(FCDBAS):
4958 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
4959 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
4960 elif game.isatb == 1:
4961 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
4962 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
4964 prout(_("No Starbase is currently under attack."))
4966 if is_scheduled(FCDBAS):
4967 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
4969 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
4973 # report on general game status
4975 s1 = "" and game.thawed and _("thawed ")
4976 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
4977 s3 = (None, _("novice"). _("fair"),
4978 _("good"), _("expert"), _("emeritus"))[game.skill]
4979 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
4980 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
4981 prout(_("No plaque is allowed."))
4983 prout(_("This is tournament game %d.") % game.tourn)
4984 prout(_("Your secret password is \"%s\"") % game.passwd)
4985 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)),
4986 (game.inkling + game.incom + game.inscom)))
4987 if game.incom - len(game.state.kcmdr):
4988 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
4989 elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
4990 prout(_(", but no Commanders."))
4993 if game.skill > SKILL_FAIR:
4994 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
4995 if len(game.state.baseq) != game.inbase:
4997 if game.inbase-len(game.state.baseq)==1:
4998 proutn(_("has been 1 base"))
5000 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
5001 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
5003 prout(_("There are %d bases.") % game.inbase)
5004 if communicating() or game.iseenit:
5005 # Don't report this if not seen and
5006 # either the radio is dead or not at base!
5010 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5012 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5013 if game.ship == IHE:
5014 proutn(_("You have "))
5016 proutn("%d" % (game.nprobes))
5019 proutn(_(" deep space probe"))
5023 if communicating() and is_scheduled(FDSPROB):
5025 proutn(_("An armed deep space probe is in "))
5027 proutn(_("A deep space probe is in "))
5028 prout("Quadrant %s." % game.probec)
5030 if game.cryprob <= .05:
5031 prout(_("Dilithium crystals aboard ship... not yet used."))
5035 while game.cryprob > ai:
5038 prout(_("Dilithium crystals have been used %d time%s.") % \
5039 (i, (_("s"), "")[i==1]))
5043 "Long-range sensor scan."
5044 if damaged(DLRSENS):
5045 # Now allow base's sensors if docked
5046 if game.condition != "docked":
5048 prout(_("LONG-RANGE SENSORS DAMAGED."))
5051 prout(_("Starbase's long-range scan"))
5053 prout(_("Long-range scan"))
5054 for x in range(game.quadrant.i-1, game.quadrant.i+2):
5057 for y in range(game.quadrant.j-1, game.quadrant.j+2):
5058 if not coord(x, y).valid_quadrant():
5062 if not damaged(DRADIO):
5063 game.state.galaxy[x][y].charted = True
5064 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5065 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5066 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5067 if not silent and game.state.galaxy[x][y].supernova:
5070 proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
5077 for i in range(NDEVICES):
5080 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5081 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5083 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5084 game.damage[i]+0.05,
5085 game.docfac*game.damage[i]+0.005))
5087 prout(_("All devices functional."))
5090 "Update the chart in the Enterprise's computer from galaxy data."
5091 game.lastchart = game.state.date
5092 for i in range(GALSIZE):
5093 for j in range(GALSIZE):
5094 if game.state.galaxy[i][j].charted:
5095 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5096 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5097 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5100 "Display the star chart."
5102 if (game.options & OPTION_AUTOSCAN):
5104 if not damaged(DRADIO):
5106 if game.lastchart < game.state.date and game.condition == "docked":
5107 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5109 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5110 if game.state.date > game.lastchart:
5111 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5112 prout(" 1 2 3 4 5 6 7 8")
5113 for i in range(GALSIZE):
5114 proutn("%d |" % (i+1))
5115 for j in range(GALSIZE):
5116 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5120 if game.state.galaxy[i][j].supernova:
5122 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5124 elif game.state.galaxy[i][j].charted:
5125 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5129 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5137 def sectscan(goodScan, i, j):
5138 "Light up an individual dot in a sector."
5139 if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
5140 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):
5141 #if game.condition == "red": textcolor("red")
5142 #elif game.condition == "green": textcolor("green")
5143 #elif game.condition == "yellow": textcolor("yellow")
5144 #elif game.condition == "docked": textcolor("cyan")
5145 #elif game.condition == "dead": textcolor("brown")
5146 if game.quad[i][j] != game.ship:
5148 proutn("%c " % game.quad[i][j])
5154 "Emit status report lines"
5155 if not req or req == 1:
5156 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5157 % (game.state.date, game.state.remtime))
5158 if not req or req == 2:
5159 if game.condition != "docked":
5162 for t in range(NDEVICES):
5163 if game.damage[t]>0:
5165 prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
5166 if not req or req == 3:
5167 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5168 if not req or req == 4:
5169 if damaged(DLIFSUP):
5170 if game.condition == "docked":
5171 s = _("DAMAGED, Base provides")
5173 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5176 prstat(_("Life Support"), s)
5177 if not req or req == 5:
5178 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5179 if not req or req == 6:
5181 if game.icrystl and (game.options & OPTION_SHOWME):
5182 extra = _(" (have crystals)")
5183 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5184 if not req or req == 7:
5185 prstat(_("Torpedoes"), "%d" % (game.torps))
5186 if not req or req == 8:
5187 if damaged(DSHIELD):
5193 data = _(" %d%% %.1f units") \
5194 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5195 prstat(_("Shields"), s+data)
5196 if not req or req == 9:
5197 prstat(_("Klingons Left"), "%d" \
5198 % (game.state.remkl+len(game.state.kcmdr)+game.state.nscrem))
5199 if not req or req == 10:
5200 if game.options & OPTION_WORLDS:
5201 plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
5202 if plnet and plnet.inhabited:
5203 prstat(_("Major system"), plnet.name)
5205 prout(_("Sector is uninhabited"))
5206 elif not req or req == 11:
5207 attackreport(not req)
5210 "Request specified status data, a historical relic from slow TTYs."
5211 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5212 while scanner.next() == "IHEOL":
5213 proutn(_("Information desired? "))
5215 if scanner.token in requests:
5216 status(requests.index(scanner.token))
5218 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5219 prout((" date, condition, position, lsupport, warpfactor,"))
5220 prout((" energy, torpedoes, shields, klingons, system, time."))
5225 if damaged(DSRSENS):
5226 # Allow base's sensors if docked
5227 if game.condition != "docked":
5228 prout(_(" S.R. SENSORS DAMAGED!"))
5231 prout(_(" [Using Base's sensors]"))
5233 prout(_(" Short-range scan"))
5234 if goodScan and not damaged(DRADIO):
5235 game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
5236 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
5237 game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
5238 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
5239 prout(" 1 2 3 4 5 6 7 8 9 10")
5240 if game.condition != "docked":
5242 for i in range(QUADSIZE):
5243 proutn("%2d " % (i+1))
5244 for j in range(QUADSIZE):
5245 sectscan(goodScan, i, j)
5249 "Use computer to get estimated time of arrival for a warp jump."
5250 w1 = coord(); w2 = coord()
5252 if damaged(DCOMPTR):
5253 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5256 if scanner.next() != "IHREAL":
5259 proutn(_("Destination quadrant and/or sector? "))
5260 if scanner.next()!="IHREAL":
5263 w1.j = int(scanner.real-0.5)
5264 if scanner.next() != "IHREAL":
5267 w1.i = int(scanner.real-0.5)
5268 if scanner.next() == "IHREAL":
5269 w2.j = int(scanner.real-0.5)
5270 if scanner.next() != "IHREAL":
5273 w2.i = int(scanner.real-0.5)
5275 if game.quadrant.j>w1.i:
5279 if game.quadrant.i>w1.j:
5283 if not w1.valid_quadrant() or not w2.valid_sector():
5286 dist = math.sqrt((w1.j-game.quadrant.j+(w2.j-game.sector.j)/(QUADSIZE*1.0))**2+
5287 (w1.i-game.quadrant.i+(w2.i-game.sector.i)/(QUADSIZE*1.0))**2)
5290 prout(_("Answer \"no\" if you don't know the value:"))
5293 proutn(_("Time or arrival date? "))
5294 if scanner.next()=="IHREAL":
5295 ttime = scanner.real
5296 if ttime > game.state.date:
5297 ttime -= game.state.date # Actually a star date
5298 twarp=(math.floor(math.sqrt((10.0*dist)/ttime)*10.0)+1.0)/10.0
5299 if ttime <= 1e-10 or twarp > 10:
5300 prout(_("We'll never make it, sir."))
5307 proutn(_("Warp factor? "))
5308 if scanner.next()== "IHREAL":
5310 twarp = scanner.real
5311 if twarp<1.0 or twarp > 10.0:
5315 prout(_("Captain, certainly you can give me one of these."))
5318 ttime = (10.0*dist)/twarp**2
5319 tpower = dist*twarp*twarp*twarp*(game.shldup+1)
5320 if tpower >= game.energy:
5321 prout(_("Insufficient energy, sir."))
5322 if not game.shldup or tpower > game.energy*2.0:
5325 proutn(_("New warp factor to try? "))
5326 if scanner.next() == "IHREAL":
5328 twarp = scanner.real
5329 if twarp<1.0 or twarp > 10.0:
5337 prout(_("But if you lower your shields,"))
5338 proutn(_("remaining"))
5341 proutn(_("Remaining"))
5342 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5344 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5346 prout(_("Any warp speed is adequate."))
5348 prout(_("Minimum warp needed is %.2f,") % (twarp))
5349 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5350 if game.state.remtime < ttime:
5351 prout(_("Unfortunately, the Federation will be destroyed by then."))
5353 prout(_("You'll be taking risks at that speed, Captain"))
5354 if (game.isatb==1 and game.state.kscmdr == w1 and \
5355 scheduled(FSCDBAS)< ttime+game.state.date) or \
5356 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5357 prout(_("The starbase there will be destroyed by then."))
5358 proutn(_("New warp factor to try? "))
5359 if scanner.next() == "IHREAL":
5361 twarp = scanner.real
5362 if twarp<1.0 or twarp > 10.0:
5370 # Code from setup.c begins here
5373 "Issue a historically correct banner."
5375 prout(_("-SUPER- STAR TREK"))
5377 # From the FORTRAN original
5378 # prout(_("Latest update-21 Sept 78"))
5384 scanner.push("emsave.trk")
5385 key = scanner.next()
5387 proutn(_("File name: "))
5388 key = scanner.next()
5389 if key != "IHALPHA":
5393 if '.' not in scanner.token:
5394 scanner.token += ".trk"
5396 fp = open(scanner.token, "wb")
5398 prout(_("Can't freeze game as file %s") % scanner.token)
5400 cPickle.dump(game, fp)
5404 "Retrieve saved game."
5405 game.passwd[0] = '\0'
5406 key = scanner.next()
5408 proutn(_("File name: "))
5409 key = scanner.next()
5410 if key != "IHALPHA":
5414 if '.' not in scanner.token:
5415 scanner.token += ".trk"
5417 fp = open(scanner.token, "rb")
5419 prout(_("Can't thaw game in %s") % scanner.token)
5421 game = cPickle.load(fp)
5425 # I used <http://www.memory-alpha.org> to find planets
5426 # with references in ST:TOS. Eath and the Alpha Centauri
5427 # Colony have been omitted.
5429 # Some planets marked Class G and P here will be displayed as class M
5430 # because of the way planets are generated. This is a known bug.
5433 _("Andoria (Fesoan)"), # several episodes
5434 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5435 _("Vulcan (T'Khasi)"), # many episodes
5436 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5437 _("Argelius II (Nelphia)"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5438 _("Ardana"), # TOS: "The Cloud Minders"
5439 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5440 _("Gideon"), # TOS: "The Mark of Gideon"
5441 _("Aldebaran III"), # TOS: "The Deadly Years"
5442 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5443 _("Altair IV"), # TOS: "Amok Time
5444 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5445 _("Benecia"), # TOS: "The Conscience of the King"
5446 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5447 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5448 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5449 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5450 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5451 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5452 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5453 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5454 _("Ingraham B"), # TOS: "Operation: Annihilate"
5455 _("Janus IV"), # TOS: "The Devil in the Dark"
5456 _("Makus III"), # TOS: "The Galileo Seven"
5457 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5458 _("Omega IV"), # TOS: "The Omega Glory"
5459 _("Regulus V"), # TOS: "Amok Time
5460 _("Deneva"), # TOS: "Operation -- Annihilate!"
5461 # Worlds from BSD Trek
5462 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5463 _("Beta III"), # TOS: "The Return of the Archons"
5464 _("Triacus"), # TOS: "And the Children Shall Lead",
5465 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5467 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5468 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5469 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5470 # _("Izar"), # TOS: "Whom Gods Destroy"
5471 # _("Tiburon"), # TOS: "The Way to Eden"
5472 # _("Merak II"), # TOS: "The Cloud Minders"
5473 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5474 # _("Iotia"), # TOS: "A Piece of the Action"
5478 _("S. R. Sensors"), \
5479 _("L. R. Sensors"), \
5481 _("Photon Tubes"), \
5482 _("Life Support"), \
5483 _("Warp Engines"), \
5484 _("Impulse Engines"), \
5486 _("Subspace Radio"), \
5487 _("Shuttle Craft"), \
5489 _("Navigation System"), \
5491 _("Shield Control"), \
5497 "Prepare to play, set up cosmos."
5499 # Decide how many of everything
5501 return # frozen game
5502 # Prepare the Enterprise
5503 game.alldone = game.gamewon = game.shldchg = game.shldup = False
5505 game.state.crew = FULLCREW
5506 game.energy = game.inenrg = 5000.0
5507 game.shield = game.inshld = 2500.0
5510 game.quadrant = randplace(GALSIZE)
5511 game.sector = randplace(QUADSIZE)
5512 game.torps = game.intorps = 10
5513 game.nprobes = randrange(2, 5)
5515 for i in range(NDEVICES):
5516 game.damage[i] = 0.0
5517 # Set up assorted game parameters
5518 game.battle = coord()
5519 game.state.date = game.indate = 100.0 * randreal(20, 51)
5520 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5521 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5522 game.isatb = game.state.nplankl = 0
5523 game.state.starkl = game.state.basekl = 0
5524 game.iscraft = "onship"
5528 # Starchart is functional but we've never seen it
5529 game.lastchart = FOREVER
5530 # Put stars in the galaxy
5532 for i in range(GALSIZE):
5533 for j in range(GALSIZE):
5534 k = randrange(1, QUADSIZE**2/10+1)
5536 game.state.galaxy[i][j].stars = k
5537 # Locate star bases in galaxy
5538 for i in range(game.inbase):
5541 w = randplace(GALSIZE)
5542 if not game.state.galaxy[w.i][w.j].starbase:
5545 # C version: for (j = i-1; j > 0; j--)
5546 # so it did them in the opposite order.
5547 for j in range(1, i):
5548 # Improved placement algorithm to spread out bases
5549 distq = (w - game.state.baseq[j]).distance()
5550 if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
5553 prout("=== Abandoning base #%d at %s" % (i, w))
5555 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5557 prout("=== Saving base #%d, close to #%d" % (i, j))
5560 game.state.baseq.append(w)
5561 game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5562 # Position ordinary Klingon Battle Cruisers
5564 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5565 if klumper > MAXKLQUAD:
5569 klump = (1.0 - r*r)*klumper
5574 w = randplace(GALSIZE)
5575 if not game.state.galaxy[w.i][w.j].supernova and \
5576 game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5578 game.state.galaxy[w.i][w.j].klingons += int(klump)
5581 # Position Klingon Commander Ships
5582 for i in range(game.incom):
5584 w = randplace(GALSIZE)
5585 if not welcoming(w) or w in game.state.kcmdr:
5587 if (game.state.galaxy[w.i][w.j].klingons or withprob(0.25)):
5589 game.state.galaxy[w.i][w.j].klingons += 1
5590 game.state.kcmdr.append(w)
5591 # Locate planets in galaxy
5592 for i in range(game.inplan):
5594 w = randplace(GALSIZE)
5595 if game.state.galaxy[w.i][w.j].planet == None:
5599 new.crystals = "absent"
5600 if (game.options & OPTION_WORLDS) and i < NINHAB:
5601 new.pclass = "M" # All inhabited planets are class M
5602 new.crystals = "absent"
5604 new.name = systnames[i]
5605 new.inhabited = True
5607 new.pclass = ("M", "N", "O")[randrange(0, 3)]
5609 new.crystals = "present"
5610 new.known = "unknown"
5611 new.inhabited = False
5612 game.state.galaxy[w.i][w.j].planet = new
5613 game.state.planets.append(new)
5615 for i in range(game.state.nromrem):
5616 w = randplace(GALSIZE)
5617 game.state.galaxy[w.i][w.j].romulans += 1
5618 # Place the Super-Commander if needed
5619 if game.state.nscrem > 0:
5621 w = randplace(GALSIZE)
5624 game.state.kscmdr = w
5625 game.state.galaxy[w.i][w.j].klingons += 1
5626 # Initialize times for extraneous events
5627 schedule(FSNOVA, expran(0.5 * game.intime))
5628 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5629 schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
5630 schedule(FBATTAK, expran(0.3*game.intime))
5632 if game.state.nscrem:
5633 schedule(FSCMOVE, 0.2777)
5638 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5639 schedule(FDISTR, expran(1.0 + game.intime))
5644 # Place thing (in tournament game, we don't want one!)
5645 # New in SST2K: never place the Thing near a starbase.
5646 # This makes sense and avoids a special case in the old code.
5648 if game.tourn is None:
5650 thing = randplace(GALSIZE)
5651 if thing not in game.state.baseq:
5654 game.state.snap = False
5655 if game.skill == SKILL_NOVICE:
5656 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5657 prout(_("a deadly Klingon invasion force. As captain of the United"))
5658 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5659 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5660 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5661 prout(_("your mission. As you proceed you may be given more time."))
5663 prout(_("You will have %d supporting starbases.") % (game.inbase))
5664 proutn(_("Starbase locations- "))
5666 prout(_("Stardate %d.") % int(game.state.date))
5668 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5669 prout(_("An unknown number of Romulans."))
5670 if game.state.nscrem:
5671 prout(_("And one (GULP) Super-Commander."))
5672 prout(_("%d stardates.") % int(game.intime))
5673 proutn(_("%d starbases in ") % game.inbase)
5674 for i in range(game.inbase):
5675 proutn(`game.state.baseq[i]`)
5678 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5679 proutn(_(" Sector %s") % game.sector)
5681 prout(_("Good Luck!"))
5682 if game.state.nscrem:
5683 prout(_(" YOU'LL NEED IT."))
5686 if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
5688 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5689 attack(torps_ok=False)
5692 "Choose your game type."
5697 game.skill = SKILL_NONE
5699 if not scanner.inqueue: # Can start with command line options
5700 proutn(_("Would you like a regular, tournament, or saved game? "))
5702 if scanner.sees("tournament"):
5703 while scanner.next() == "IHEOL":
5704 proutn(_("Type in tournament number-"))
5705 if scanner.real == 0:
5707 continue # We don't want a blank entry
5708 game.tourn = int(round(scanner.real))
5709 random.seed(scanner.real)
5711 logfp.write("# random.seed(%d)\n" % scanner.real)
5713 if scanner.sees("saved") or scanner.sees("frozen"):
5717 if game.passwd == None:
5719 if not game.alldone:
5720 game.thawed = True # No plaque if not finished
5724 if scanner.sees("regular"):
5726 proutn(_("What is \"%s\"?") % scanner.token)
5728 while game.length==0 or game.skill==SKILL_NONE:
5729 if scanner.next() == "IHALPHA":
5730 if scanner.sees("short"):
5732 elif scanner.sees("medium"):
5734 elif scanner.sees("long"):
5736 elif scanner.sees("novice"):
5737 game.skill = SKILL_NOVICE
5738 elif scanner.sees("fair"):
5739 game.skill = SKILL_FAIR
5740 elif scanner.sees("good"):
5741 game.skill = SKILL_GOOD
5742 elif scanner.sees("expert"):
5743 game.skill = SKILL_EXPERT
5744 elif scanner.sees("emeritus"):
5745 game.skill = SKILL_EMERITUS
5747 proutn(_("What is \""))
5748 proutn(scanner.token)
5753 proutn(_("Would you like a Short, Medium, or Long game? "))
5754 elif game.skill == SKILL_NONE:
5755 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
5756 # Choose game options -- added by ESR for SST2K
5757 if scanner.next() != "IHALPHA":
5759 proutn(_("Choose your game style (or just press enter): "))
5761 if scanner.sees("plain"):
5762 # Approximates the UT FORTRAN version.
5763 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5764 game.options |= OPTION_PLAIN
5765 elif scanner.sees("almy"):
5766 # Approximates Tom Almy's version.
5767 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5768 game.options |= OPTION_ALMY
5769 elif scanner.sees("fancy") or scanner.sees("\n"):
5771 elif len(scanner.token):
5772 proutn(_("What is \"%s\"?") % scanner.token)
5774 if game.passwd == "debug":
5776 prout("=== Debug mode enabled.")
5777 # Use parameters to generate initial values of things
5778 game.damfac = 0.5 * game.skill
5779 game.inbase = randrange(BASEMIN, BASEMAX+1)
5781 if game.options & OPTION_PLANETS:
5782 game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
5783 if game.options & OPTION_WORLDS:
5784 game.inplan += int(NINHAB)
5785 game.state.nromrem = game.inrom = randrange(2 *game.skill)
5786 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
5787 game.state.remtime = 7.0 * game.length
5788 game.intime = game.state.remtime
5789 game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
5790 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
5791 game.state.remres = (game.inkling+4*game.incom)*game.intime
5792 game.inresor = game.state.remres
5793 if game.inkling > 50:
5794 game.state.inbase += 1
5797 def dropin(iquad=None):
5798 "Drop a feature on a random dot in the current quadrant."
5800 w = randplace(QUADSIZE)
5801 if game.quad[w.i][w.j] == IHDOT:
5803 if iquad is not None:
5804 game.quad[w.i][w.j] = iquad
5808 "Update our alert status."
5809 game.condition = "green"
5810 if game.energy < 1000.0:
5811 game.condition = "yellow"
5812 if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
5813 game.condition = "red"
5815 game.condition="dead"
5818 "Drop new Klingon into current quadrant."
5819 return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill)
5822 "Set up a new state of quadrant, for when we enter or re-enter it."
5825 game.neutz = game.inorbit = game.landed = False
5826 game.ientesc = game.iseenit = False
5827 # Create a blank quadrant
5828 game.quad = fill2d(QUADSIZE, lambda i, j: IHDOT)
5830 # Attempt to escape Super-commander, so tbeam back!
5833 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
5834 # cope with supernova
5837 game.klhere = q.klingons
5838 game.irhere = q.romulans
5840 game.quad[game.sector.i][game.sector.j] = game.ship
5843 # Position ordinary Klingons
5844 for i in range(game.klhere):
5846 # If we need a commander, promote a Klingon
5847 for cmdr in game.state.kcmdr:
5848 if cmdr == game.quadrant:
5849 e = game.enemies[game.klhere-1]
5850 game.quad[e.kloc.i][e.kloc.j] = IHC
5851 e.kpower = randreal(950,1350) + 50.0*game.skill
5853 # If we need a super-commander, promote a Klingon
5854 if game.quadrant == game.state.kscmdr:
5856 game.quad[e.kloc.i][e.kloc.j] = IHS
5857 e.kpower = randreal(1175.0, 1575.0) + 125.0*game.skill
5858 game.iscate = (game.state.remkl > 1)
5859 # Put in Romulans if needed
5860 for i in range(q.romulans):
5861 enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
5862 # If quadrant needs a starbase, put it in
5864 game.base = dropin(IHB)
5865 # If quadrant needs a planet, put it in
5867 game.iplnet = q.planet
5868 if not q.planet.inhabited:
5869 game.plnet = dropin(IHP)
5871 game.plnet = dropin(IHW)
5872 # Check for condition
5875 if game.irhere > 0 and game.klhere == 0:
5877 if not damaged(DRADIO):
5879 prout(_("LT. Uhura- \"Captain, an urgent message."))
5880 prout(_(" I'll put it on audio.\" CLICK"))
5882 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
5883 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
5884 # Put in THING if needed
5885 if thing == game.quadrant:
5886 enemy(type=IHQUEST, loc=dropin(),
5887 power=randreal(6000,6500.0)+250.0*game.skill)
5888 if not damaged(DSRSENS):
5890 prout(_("Mr. Spock- \"Captain, this is most unusual."))
5891 prout(_(" Please examine your short-range scan.\""))
5892 # Decide if quadrant needs a Tholian; lighten up if skill is low
5893 if game.options & OPTION_THOLIAN:
5894 if (game.skill < SKILL_GOOD and withprob(0.02)) or \
5895 (game.skill == SKILL_GOOD and withprob(0.05)) or \
5896 (game.skill > SKILL_GOOD and withprob(0.08)):
5899 w.i = withprob(0.5) * (QUADSIZE-1)
5900 w.j = withprob(0.5) * (QUADSIZE-1)
5901 if game.quad[w.i][w.j] == IHDOT:
5903 game.tholian = enemy(type=IHT, loc=w,
5904 power=randrange(100, 500) + 25.0*game.skill)
5905 # Reserve unoccupied corners
5906 if game.quad[0][0]==IHDOT:
5907 game.quad[0][0] = 'X'
5908 if game.quad[0][QUADSIZE-1]==IHDOT:
5909 game.quad[0][QUADSIZE-1] = 'X'
5910 if game.quad[QUADSIZE-1][0]==IHDOT:
5911 game.quad[QUADSIZE-1][0] = 'X'
5912 if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT:
5913 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
5914 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
5915 # And finally the stars
5916 for i in range(q.stars):
5918 # Put in a few black holes
5919 for i in range(1, 3+1):
5922 # Take out X's in corners if Tholian present
5924 if game.quad[0][0]=='X':
5925 game.quad[0][0] = IHDOT
5926 if game.quad[0][QUADSIZE-1]=='X':
5927 game.quad[0][QUADSIZE-1] = IHDOT
5928 if game.quad[QUADSIZE-1][0]=='X':
5929 game.quad[QUADSIZE-1][0] = IHDOT
5930 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
5931 game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT
5934 "Set the self-destruct password."
5935 if game.options & OPTION_PLAIN:
5938 proutn(_("Please type in a secret password- "))
5940 game.passwd = scanner.token
5941 if game.passwd != None:
5946 game.passwd += chr(ord('a')+randrange(26))
5948 # Code from sst.c begins here
5951 "SRSCAN": OPTION_TTY,
5952 "STATUS": OPTION_TTY,
5953 "REQUEST": OPTION_TTY,
5954 "LRSCAN": OPTION_TTY,
5967 "SENSORS": OPTION_PLANETS,
5968 "ORBIT": OPTION_PLANETS,
5969 "TRANSPORT": OPTION_PLANETS,
5970 "MINE": OPTION_PLANETS,
5971 "CRYSTALS": OPTION_PLANETS,
5972 "SHUTTLE": OPTION_PLANETS,
5973 "PLANETS": OPTION_PLANETS,
5978 "PROBE": OPTION_PROBE,
5980 "FREEZE": 0, # Synonym for SAVE
5986 "SOS": 0, # Synonym for MAYDAY
5987 "CALL": 0, # Synonym for MAYDAY
5993 "Generate a list of legal commands."
5994 prout(_("LEGAL COMMANDS ARE:"))
5996 for key in commands:
5997 if not commands[key] or (commands[key] & game.options):
5998 proutn("%-12s " % key)
6000 if emitted % 5 == 4:
6005 "Browse on-line help."
6006 key = scanner.next()
6009 setwnd(prompt_window)
6010 proutn(_("Help on what command? "))
6011 key = scanner.next()
6012 setwnd(message_window)
6015 if scanner.token in commands or scanner.token == "ABBREV":
6022 cmd = scanner.token.upper()
6024 fp = open(SSTDOC, "r")
6027 fp = open(DOC_NAME, "r")
6029 prout(_("Spock- \"Captain, that information is missing from the"))
6030 proutn(_(" computer. You need to find "))
6032 prout(_(" and put it in the"))
6033 proutn(_(" current directory or to "))
6036 # This used to continue: "You need to find SST.DOC and put
6037 # it in the current directory."
6040 linebuf = fp.readline()
6042 prout(_("Spock- \"Captain, there is no information on that command.\""))
6045 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6046 linebuf = linebuf[3:].strip()
6050 prout(_("Spock- \"Captain, I've found the following information:\""))
6052 while linebuf in fp:
6053 if "******" in linebuf:
6059 "Command-interpretation loop."
6061 setwnd(message_window)
6062 while True: # command loop
6064 while True: # get a command
6069 setwnd(prompt_window)
6072 if scanner.next() == "IHEOL":
6073 if game.options & OPTION_CURSES:
6076 elif scanner.token == "":
6080 setwnd(message_window)
6082 candidates = filter(lambda x: x.startswith(scanner.token.upper()),
6084 if len(candidates) == 1:
6087 elif candidates and not (game.options & OPTION_PLAIN):
6088 prout("Commands with prefix '%s': %s" % (scanner.token, " ".join(candidates)))
6092 if cmd == "SRSCAN": # srscan
6094 elif cmd == "STATUS": # status
6096 elif cmd == "REQUEST": # status request
6098 elif cmd == "LRSCAN": # long range scan
6099 lrscan(silent=False)
6100 elif cmd == "PHASERS": # phasers
6104 elif cmd == "TORPEDO": # photon torpedos
6108 elif cmd == "MOVE": # move under warp
6109 warp(course=None, involuntary=False)
6110 elif cmd == "SHIELDS": # shields
6111 doshield(shraise=False)
6114 game.shldchg = False
6115 elif cmd == "DOCK": # dock at starbase
6118 attack(torps_ok=False)
6119 elif cmd == "DAMAGES": # damage reports
6121 elif cmd == "CHART": # chart
6123 elif cmd == "IMPULSE": # impulse
6125 elif cmd == "REST": # rest
6129 elif cmd == "WARP": # warp
6131 elif cmd == "SCORE": # score
6133 elif cmd == "SENSORS": # sensors
6135 elif cmd == "ORBIT": # orbit
6139 elif cmd == "TRANSPORT": # transport "beam"
6141 elif cmd == "MINE": # mine
6145 elif cmd == "CRYSTALS": # crystals
6149 elif cmd == "SHUTTLE": # shuttle
6153 elif cmd == "PLANETS": # Planet list
6155 elif cmd == "REPORT": # Game Report
6157 elif cmd == "COMPUTER": # use COMPUTER!
6159 elif cmd == "COMMANDS":
6161 elif cmd == "EMEXIT": # Emergency exit
6162 clrscr() # Hide screen
6163 freeze(True) # forced save
6164 raise SysExit,1 # And quick exit
6165 elif cmd == "PROBE":
6166 probe() # Launch probe
6169 elif cmd == "ABANDON": # Abandon Ship
6171 elif cmd == "DESTRUCT": # Self Destruct
6173 elif cmd == "SAVE": # Save Game
6176 if game.skill > SKILL_GOOD:
6177 prout(_("WARNING--Saved games produce no plaques!"))
6178 elif cmd == "DEATHRAY": # Try a desparation measure
6182 elif cmd == "DEBUGCMD": # What do we want for debug???
6184 elif cmd == "MAYDAY": # Call for help
6189 game.alldone = True # quit the game
6194 break # Game has ended
6195 if game.optime != 0.0:
6198 break # Events did us in
6199 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6202 if hitme and not game.justin:
6203 attack(torps_ok=True)
6206 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6217 "Emit the name of an enemy or feature."
6218 if type == IHR: s = _("Romulan")
6219 elif type == IHK: s = _("Klingon")
6220 elif type == IHC: s = _("Commander")
6221 elif type == IHS: s = _("Super-commander")
6222 elif type == IHSTAR: s = _("Star")
6223 elif type == IHP: s = _("Planet")
6224 elif type == IHB: s = _("Starbase")
6225 elif type == IHBLANK: s = _("Black hole")
6226 elif type == IHT: s = _("Tholian")
6227 elif type == IHWEB: s = _("Tholian web")
6228 elif type == IHQUEST: s = _("Stranger")
6229 elif type == IHW: s = _("Inhabited World")
6230 else: s = "Unknown??"
6233 def crmena(stars, enemy, loctype, w):
6234 "Emit the name of an enemy and his location."
6238 buf += cramen(enemy) + _(" at ")
6239 if loctype == "quadrant":
6240 buf += _("Quadrant ")
6241 elif loctype == "sector":
6246 "Emit our ship name."
6247 return{IHE:_("Enterprise"),IHF:_("Faerie Queene")}.get(game.ship,"Ship???")
6250 "Emit a line of stars"
6251 prouts("******************************************************")
6255 return -avrage*math.log(1e-7 + randreal())
6257 def randplace(size):
6258 "Choose a random location."
6260 w.i = randrange(size)
6261 w.j = randrange(size)
6271 # Get a token from the user
6274 # Fill the token quue if nothing here
6275 while not self.inqueue:
6277 if curwnd==prompt_window:
6279 setwnd(message_window)
6286 self.inqueue = line.lstrip().split() + ["\n"]
6287 # From here on in it's all looking at the queue
6288 self.token = self.inqueue.pop(0)
6289 if self.token == "\n":
6293 self.real = float(self.token)
6294 self.type = "IHREAL"
6299 self.token = self.token.lower()
6300 self.type = "IHALPHA"
6303 def append(self, tok):
6304 self.inqueue.append(tok)
6305 def push(self, tok):
6306 self.inqueue.insert(0, tok)
6310 # Demand input for next scan
6312 self.real = self.token = None
6314 # compares s to item and returns true if it matches to the length of s
6315 return s.startswith(self.token)
6317 # Round token value to nearest integer
6318 return int(round(scanner.real))
6322 if scanner.type != "IHREAL":
6325 s.i = scanner.int()-1
6327 if scanner.type != "IHREAL":
6330 s.j = scanner.int()-1
6333 return "<sstcanner: token=%s, type=%s, queue=%s>" % (scanner.token, scanner.type, scanner.inqueue)
6336 "Yes-or-no confirmation."
6340 if scanner.token == 'y':
6342 if scanner.token == 'n':
6345 proutn(_("Please answer with \"y\" or \"n\": "))
6348 "Complain about unparseable input."
6351 prout(_("Beg your pardon, Captain?"))
6354 "Access to the internals for debugging."
6355 proutn("Reset levels? ")
6357 if game.energy < game.inenrg:
6358 game.energy = game.inenrg
6359 game.shield = game.inshld
6360 game.torps = game.intorps
6361 game.lsupres = game.inlsr
6362 proutn("Reset damage? ")
6364 for i in range(NDEVICES):
6365 if game.damage[i] > 0.0:
6366 game.damage[i] = 0.0
6367 proutn("Toggle debug flag? ")
6371 prout("Debug output ON")
6373 prout("Debug output OFF")
6374 proutn("Cause selective damage? ")
6376 for i in range(NDEVICES):
6377 proutn("Kill %s?" % device[i])
6379 key = scanner.next()
6380 if key == "IHALPHA" and scanner.sees("y"):
6381 game.damage[i] = 10.0
6382 proutn("Examine/change events? ")
6387 FSNOVA: "Supernova ",
6390 FBATTAK: "Base Attack ",
6391 FCDBAS: "Base Destroy ",
6392 FSCMOVE: "SC Move ",
6393 FSCDBAS: "SC Base Destroy ",
6394 FDSPROB: "Probe Move ",
6395 FDISTR: "Distress Call ",
6396 FENSLV: "Enslavement ",
6397 FREPRO: "Klingon Build ",
6399 for i in range(1, NEVENTS):
6402 proutn("%.2f" % (scheduled(i)-game.state.date))
6403 if i == FENSLV or i == FREPRO:
6405 proutn(" in %s" % ev.quadrant)
6410 key = scanner.next()
6414 elif key == "IHREAL":
6415 ev = schedule(i, scanner.real)
6416 if i == FENSLV or i == FREPRO:
6418 proutn("In quadrant- ")
6419 key = scanner.next()
6420 # "IHEOL" says to leave coordinates as they are
6423 prout("Event %d canceled, no x coordinate." % (i))
6426 w.i = int(round(scanner.real))
6427 key = scanner.next()
6429 prout("Event %d canceled, no y coordinate." % (i))
6432 w.j = int(round(scanner.real))
6435 proutn("Induce supernova here? ")
6437 game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
6440 if __name__ == '__main__':
6441 import getopt, socket
6443 global line, thing, game, idebug
6449 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6450 if os.getenv("TERM"):
6451 game.options |= OPTION_CURSES
6453 game.options |= OPTION_TTY
6454 seed = int(time.time())
6455 (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:tx")
6456 for (switch, val) in options:
6459 replayfp = open(val, "r")
6461 sys.stderr.write("sst: can't open replay file %s\n" % val)
6464 line = replayfp.readline().strip()
6465 (leader, key, seed) = line.split()
6467 sys.stderr.write("sst2k: seed set to %s\n" % seed)
6468 line = replayfp.readline().strip()
6469 arguments += line.split()[2:]
6471 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6473 game.options |= OPTION_TTY
6474 game.options &=~ OPTION_CURSES
6475 elif switch == '-s':
6477 elif switch == '-t':
6478 game.options |= OPTION_TTY
6479 game.options &=~ OPTION_CURSES
6480 elif switch == '-x':
6483 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6485 # where to save the input in case of bugs
6487 logfp = open("/usr/tmp/sst-input.log", "w")
6489 sys.stderr.write("sst: warning, can't open logfile\n")
6491 logfp.write("# seed %s\n" % seed)
6492 logfp.write("# options %s\n" % " ".join(arguments))
6493 logfp.write("# recorded by %s@%s on %s\n" % \
6494 (os.getenv("LOGNAME"),socket.gethostname(),time.ctime()))
6496 scanner = sstscanner()
6497 map(scanner.append, arguments)
6500 while True: # Play a game
6501 setwnd(fullscreen_window)
6507 game.alldone = False
6513 if game.tourn and game.alldone:
6514 proutn(_("Do you want your score recorded?"))
6520 proutn(_("Do you want to play again? "))
6524 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6528 except KeyboardInterrupt: