3 sst.py =-- Super Star Trek in Python
5 This code is a Python translation of a C translation of a FORTRAN original.
6 The FORTRANness still shows in many ways, notably the use of a lot of
7 parallel arrays where a more modern language would use structures
8 or objects. (However, 1-origin array indexing was fixed.)
12 SRSCAN, MOVE, PHASERS, CALL, STATUS, IMPULSE, PHOTONS, ABANDON,
13 LRSCAN, WARP, SHIELDS, DESTRUCT, CHART, REST, DOCK, QUIT, and DAMAGE
14 were in the original non-"super" version of UT FORTRAN Star Trek.
16 Tholians were not in the original. Dave is dubious about their merits.
17 (They are now controlled by OPTION_THOLIAN and turned off if the game
20 Planets and dilithium crystals were not in the original. Dave is OK
21 with this idea. (It's now controlled by OPTION_PLANETS and turned
22 off if the game type is "plain".)
24 Dave says the bit about the Galileo getting turned into a
25 McDonald's is "consistant with our original vision". (This has been
26 left permanently enabled, as it can only happen if OPTION_PLANETS
29 Dave also says the Space Thingy should not be preserved across saved
30 games, so you can't prove to others that you've seen it. He says it
31 shouldn't fire back, either. It should do nothing except scream and
32 disappear when hit by photon torpedos. It's OK that it may move
33 when attacked, but it didn't in the original. (Whether the Thingy
34 can fire back is now controlled by OPTION_THINGY and turned off if the
35 game type is "plain" or "almy". The no-save behavior has been restored.)
37 The Faerie Queen, black holes, and time warping were in the original.
39 Here are Tom Almy's changes:
41 In early 1997, I got the bright idea to look for references to
42 "Super Star Trek" on the World Wide Web. There weren't many hits,
43 but there was one that came up with 1979 Fortran sources! This
44 version had a few additional features that mine didn't have,
45 however mine had some feature it didn't have. So I merged its
46 features that I liked. I also took a peek at the DECUS version (a
47 port, less sources, to the PDP-10), and some other variations.
49 1, Compared to the original UT version, I've changed the "help" command to
50 "call" and the "terminate" command to "quit" to better match
51 user expectations. The DECUS version apparently made those changes
52 as well as changing "freeze" to "save". However I like "freeze".
53 (Both "freeze" and "save" work in SST2K.)
55 2. The experimental deathray originally had only a 5% chance of
56 success, but could be used repeatedly. I guess after a couple
57 years of use, it was less "experimental" because the 1979
58 version had a 70% success rate. However it was prone to breaking
59 after use. I upgraded the deathray, but kept the original set of
60 failure modes (great humor!). (Now controlled by OPTION_DEATHRAY
61 and turned off if game type is "plain".)
63 3. The 1979 version also mentions srscan and lrscan working when
64 docked (using the starbase's scanners), so I made some changes here
65 to do this (and indicating that fact to the player), and then realized
66 the base would have a subspace radio as well -- doing a Chart when docked
67 updates the star chart, and all radio reports will be heard. The Dock
68 command will also give a report if a base is under attack.
70 4. Tholian Web from the 1979 version. (Now controlled by
71 OPTION_THOLIAN and turned off if game type is "plain".)
73 5. Enemies can ram the Enterprise. (Now controlled by OPTION_RAMMING
74 and turned off if game type is "plain".)
76 6. Regular Klingons and Romulans can move in Expert and Emeritus games.
77 This code could use improvement. (Now controlled by OPTION_MVBADDY
78 and turned off if game type is "plain".)
80 7. The deep-space probe feature from the DECUS version. (Now controlled
81 by OPTION_PROBE and turned off if game type is "plain").
83 8. 'emexit' command from the 1979 version.
85 9. Bugfix: Klingon commander movements are no longer reported if long-range
88 10. Bugfix: Better base positioning at startup (more spread out).
89 That made sense to add because most people abort games with
92 In June 2002, I fixed two known bugs and a documentation typo.
93 In June 2004 I fixed a number of bugs involving: 1) parsing invalid
94 numbers, 2) manual phasers when SR scan is damaged and commander is
95 present, 3) time warping into the future, 4) hang when moving
96 klingons in crowded quadrants. (These fixes are in SST2K.)
98 Here are Stas Sergeev's changes:
100 1. The Space Thingy can be shoved, if you ram it, and can fire back if
101 fired upon. (Now controlled by OPTION_THINGY and turned off if game
102 type is "plain" or "almy".)
104 2. When you are docked, base covers you with an almost invincible shield.
105 (A commander can still ram you, or a Romulan can destroy the base,
106 or a SCom can even succeed with direct attack IIRC, but this rarely
107 happens.) (Now controlled by OPTION_BASE and turned off if game
108 type is "plain" or "almy".)
110 3. Ramming a black hole is no longer instant death. There is a
111 chance you might get timewarped instead. (Now controlled by
112 OPTION_BLKHOLE and turned off if game type is "plain" or "almy".)
114 4. The Tholian can be hit with phasers.
116 5. SCom can't escape from you if no more enemies remain
117 (without this, chasing SCom can take an eternity).
119 6. Probe target you enter is now the destination quadrant. Before I don't
120 remember what it was, but it was something I had difficulty using.
122 7. Secret password is now autogenerated.
124 8. "Plaque" is adjusted for A4 paper :-)
126 9. Phasers now tells you how much energy needed, but only if the computer
129 10. Planets are auto-scanned when you enter the quadrant.
131 11. Mining or using crystals in presense of enemy now yields an attack.
132 There are other minor adjustments to what yields an attack
135 12. "freeze" command reverts to "save", most people will understand this
136 better anyway. (SST2K recognizes both.)
138 13. Screen-oriented interface, with sensor scans always up. (SST2K
139 supports both screen-oriented and TTY modes.)
141 Eric Raymond's changes:
143 Mainly, I translated this C code out of FORTRAN into C -- created #defines
144 for a lot of magic numbers and refactored the heck out of it.
146 1. "sos" and "call" becomes "mayday", "freeze" and "save" are both good.
148 2. Status report now indicates when dilithium crystals are on board.
150 3. Per Dave Matuszek's remarks, Thingy state is never saved across games.
152 4. Added game option selection so you can play a close (but not bug-for-
153 bug identical) approximation of older versions.
155 5. Half the quadrants now have inhabited planets, from which one
156 cannot mine dilithium (there will still be the same additional number
157 of dilithium-bearing planets). Torpedoing an inhabited world is *bad*.
158 There is BSD-Trek-like logic for Klingons to attack and enslave
159 inhabited worlds, producing more ships (only is skill is 'good' or
160 better). (Controlled by OPTION_WORLDS and turned off if game
161 type is "plain" or "almy".)
163 6. User input is now logged so we can do regression testing.
165 7. More BSD-Trek features: You can now lose if your entire crew
166 dies in battle. When abandoning ship in a game with inhabited
167 worlds enabled, they must have one in the quadrant to beam down
168 to; otherwise they die in space and this counts heavily against
169 your score. Docking at a starbase replenishes your crew.
171 8. Still more BSD-Trek: we now have a weighted damage table.
172 Also, the nav subsystem (enabling automatic course
173 setting) can be damaged separately from the main computer (which
174 handles weapons targeting, ETA calculation, and self-destruct).
176 After these features were added, I translated this into Python and added
179 9. A long-range scan is done silently whenever you call CHART; thus
180 the LRSCAN command is no longer needed. (Controlled by OPTION_AUTOSCAN
181 and turned off if game type is "plain" or "almy".)
183 import os,sys,math,curses,time,atexit,readline,cPickle,random,getopt,copy
185 SSTDOC = "/usr/share/doc/sst/sst.doc"
188 # Stub to be replaced
189 def _(str): return str
193 NINHAB = (GALSIZE * GALSIZE / 2)
195 PLNETMAX = (NINHAB + MAXUNINHAB)
198 BASEMAX = (GALSIZE * GALSIZE / 12)
201 FULLCREW = 428 # BSD Trek was 387, that's wrong
206 # These functions hide the difference between 0-origin and 1-origin addressing.
207 def VALID_QUADRANT(x, y): return ((x)>=0 and (x)<GALSIZE and (y)>=0 and (y)<GALSIZE)
208 def VALID_SECTOR(x, y): return ((x)>=0 and (x)<QUADSIZE and (y)>=0 and (y)<QUADSIZE)
210 # How to represent features
231 def __init__(self, x=None, y=None):
234 def invalidate(self):
235 self.i = self.j = None
237 return self.i != None and self.j != None
238 def __eq__(self, other):
239 return other != None and self.i == other.i and self.j == other.j
240 def __add__(self, other):
241 return coord(self.i+other.i, self.j+other.j)
242 def __sub__(self, other):
243 return coord(self.i-other.i, self.j-other.j)
244 def __mul__(self, other):
245 return coord(self.i*other, self.j*other)
246 def __rmul__(self, other):
247 return coord(self.i*other, self.j*other)
248 def __div__(self, other):
249 return coord(self.i/other, self.j/other)
250 def __rdiv__(self, other):
251 return coord(self.i/other, self.j/other)
252 def snaptogrid(self):
253 return coord(int(round(self.i)), int(round(self.j)))
254 def distance(self, other=None):
255 if not other: other = coord(0, 0)
256 return math.sqrt((self.i - other.i)**2 + (self.j - other.j)**2)
257 def bearing(self, other=None):
258 if not other: other = coord(0, 0)
259 return 1.90985*math.atan2(self.i-other.i, self.j-other.j)
265 s.i = self.i / abs(self.i)
269 s.j = self.j / abs(self.j)
273 s.i = self.i + randrange(-1, 2)
274 s.j = self.j + randrange(-1, 2)
279 if self.i == None or self.j == None:
281 return "%s - %s" % (self.i+1, self.j+1)
286 self.name = None # string-valued if inhabited
287 self.quadrant = coord() # quadrant located
288 self.pclass = None # could be ""M", "N", "O", or "destroyed"
289 self.crystals = "absent"# could be "mined", "present", "absent"
290 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
291 self.inhabited = False # is it inhabites?
299 self.starbase = False
302 self.supernova = False
304 self.status = "secure" # Could be "secure", "distressed", "enslaved"
312 def fill2d(size, fillfun):
313 "Fill an empty list in 2D."
315 for i in range(size):
317 for j in range(size):
318 lst[i].append(fillfun(i, j))
323 self.snap = False # snapshot taken
324 self.crew = 0 # crew complement
325 self.remkl = 0 # remaining klingons
326 self.nscrem = 0 # remaining super commanders
327 self.starkl = 0 # destroyed stars
328 self.basekl = 0 # destroyed bases
329 self.nromrem = 0 # Romulans remaining
330 self.nplankl = 0 # destroyed uninhabited planets
331 self.nworldkl = 0 # destroyed inhabited planets
332 self.planets = [] # Planet information
333 self.date = 0.0 # stardate
334 self.remres = 0 # remaining resources
335 self.remtime = 0 # remaining time
336 self.baseq = [] # Base quadrant coordinates
337 self.kcmdr = [] # Commander quadrant coordinates
338 self.kscmdr = coord() # Supercommander quadrant coordinates
339 # the galaxy (subscript 0 not used)
340 self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
341 # the starchart (subscript 0 not used)
342 self.chart = fill2d(GALSIZE, lambda i, j: page())
346 self.date = None # A real number
347 self.quadrant = None # A coord structure
350 OPTION_ALL = 0xffffffff
351 OPTION_TTY = 0x00000001 # old interface
352 OPTION_CURSES = 0x00000002 # new interface
353 OPTION_IOMODES = 0x00000003 # cover both interfaces
354 OPTION_PLANETS = 0x00000004 # planets and mining
355 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
356 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
357 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
358 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
359 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
360 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
361 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
362 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
363 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
364 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
365 OPTION_PLAIN = 0x01000000 # user chose plain game
366 OPTION_ALMY = 0x02000000 # user chose Almy variant
385 NDEVICES= 16 # Number of devices
394 def damaged(dev): return (game.damage[dev] != 0.0)
395 def communicating(): return not damaged(DRADIO) or game.condition=="docked"
397 # Define future events
398 FSPY = 0 # Spy event happens always (no future[] entry)
399 # can cause SC to tractor beam Enterprise
400 FSNOVA = 1 # Supernova
401 FTBEAM = 2 # Commander tractor beams Enterprise
402 FSNAP = 3 # Snapshot for time warp
403 FBATTAK = 4 # Commander attacks base
404 FCDBAS = 5 # Commander destroys base
405 FSCMOVE = 6 # Supercommander moves (might attack base)
406 FSCDBAS = 7 # Supercommander destroys base
407 FDSPROB = 8 # Move deep space probe
408 FDISTR = 9 # Emit distress call from an inhabited world
409 FENSLV = 10 # Inhabited word is enslaved */
410 FREPRO = 11 # Klingons build a ship in an enslaved system
414 # abstract out the event handling -- underlying data structures will change
415 # when we implement stateful events
417 def findevent(evtype): return game.future[evtype]
420 def __init__(self, type=None, loc=None, power=None):
425 self.kpower = power # enemy energy level
426 game.enemies.append(self)
428 motion = (loc != self.kloc)
429 if self.kloc.i is not None and self.kloc.j is not None:
432 game.quad[self.kloc.i][self.kloc.j] = IHWEB
434 game.quad[self.kloc.i][self.kloc.j] = IHDOT
436 self.kloc = copy.copy(loc)
437 game.quad[self.kloc.i][self.kloc.j] = self.type
438 self.kdist = self.kavgd = (game.sector - loc).distance()
441 self.kdist = self.kavgd = None
442 game.enemies.remove(self)
445 return "<%s,%s.%f>" % (self.type, self.kloc, self.kpower) # For debugging
449 self.options = None # Game options
450 self.state = snapshot() # A snapshot structure
451 self.snapsht = snapshot() # Last snapshot taken for time-travel purposes
452 self.quad = None # contents of our quadrant
453 self.damage = [0.0] * NDEVICES # damage encountered
454 self.future = [] # future events
455 for i in range(NEVENTS):
456 self.future.append(event())
457 self.passwd = None; # Self Destruct password
459 self.quadrant = None # where we are in the large
460 self.sector = None # where we are in the small
461 self.tholian = None # Tholian enemy object
462 self.base = None # position of base in current quadrant
463 self.battle = None # base coordinates being attacked
464 self.plnet = None # location of planet in quadrant
465 self.probec = None # current probe quadrant
466 self.gamewon = False # Finished!
467 self.ididit = False # action taken -- allows enemy to attack
468 self.alive = False # we are alive (not killed)
469 self.justin = False # just entered quadrant
470 self.shldup = False # shields are up
471 self.shldchg = False # shield is changing (affects efficiency)
472 self.iscate = False # super commander is here
473 self.ientesc = False # attempted escape from supercommander
474 self.resting = False # rest time
475 self.icraft = False # Kirk in Galileo
476 self.landed = False # party on planet (true), on ship (false)
477 self.alldone = False # game is now finished
478 self.neutz = False # Romulan Neutral Zone
479 self.isarmed = False # probe is armed
480 self.inorbit = False # orbiting a planet
481 self.imine = False # mining
482 self.icrystl = False # dilithium crystals aboard
483 self.iseenit = False # seen base attack report
484 self.thawed = False # thawed game
485 self.condition = None # "green", "yellow", "red", "docked", "dead"
486 self.iscraft = None # "onship", "offship", "removed"
487 self.skill = None # Player skill level
488 self.inkling = 0 # initial number of klingons
489 self.inbase = 0 # initial number of bases
490 self.incom = 0 # initial number of commanders
491 self.inscom = 0 # initial number of commanders
492 self.inrom = 0 # initial number of commanders
493 self.instar = 0 # initial stars
494 self.intorps = 0 # initial/max torpedoes
495 self.torps = 0 # number of torpedoes
496 self.ship = 0 # ship type -- 'E' is Enterprise
497 self.abandoned = 0 # count of crew abandoned in space
498 self.length = 0 # length of game
499 self.klhere = 0 # klingons here
500 self.casual = 0 # causalties
501 self.nhelp = 0 # calls for help
502 self.nkinks = 0 # count of energy-barrier crossings
503 self.iplnet = None # planet # in quadrant
504 self.inplan = 0 # initial planets
505 self.irhere = 0 # Romulans in quadrant
506 self.isatb = 0 # =1 if super commander is attacking base
507 self.tourn = None # tournament number
508 self.proben = 0 # number of moves for probe
509 self.nprobes = 0 # number of probes available
510 self.inresor = 0.0 # initial resources
511 self.intime = 0.0 # initial time
512 self.inenrg = 0.0 # initial/max energy
513 self.inshld = 0.0 # initial/max shield
514 self.inlsr = 0.0 # initial life support resources
515 self.indate = 0.0 # initial date
516 self.energy = 0.0 # energy level
517 self.shield = 0.0 # shield level
518 self.warpfac = 0.0 # warp speed
519 self.wfacsq = 0.0 # squared warp factor
520 self.lsupres = 0.0 # life support reserves
521 self.dist = 0.0 # movement distance
522 self.direc = 0.0 # movement direction
523 self.optime = 0.0 # time taken by current operation
524 self.docfac = 0.0 # repair factor when docking (constant?)
525 self.damfac = 0.0 # damage factor
526 self.lastchart = 0.0 # time star chart was last updated
527 self.cryprob = 0.0 # probability that crystal will work
528 self.probex = 0.0 # location of probe
530 self.probeinx = 0.0 # probe x,y increment
531 self.probeiny = 0.0 #
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))
541 # From enumerated type 'feature'
562 # From enumerated type 'FINTYPE'
586 # Log the results of pulling random numbers so we can check determinism.
592 #logfp.write("# withprob(%s) -> %f (%s) at %s\n" % (p, v, v<p, traceback.extract_stack()[-2][1:]))
595 def randrange(*args):
596 v = random.randrange(*args)
597 #logfp.write("# randrange%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
603 v *= args[0] # returns from [0, args[0])
605 v = args[0] + v*(args[1]-args[0]) # returns from [args[0], args[1])
606 #logfp.write("# randreal%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
609 # Code from ai.c begins here
612 "Would this quadrant welcome another Klingon?"
613 return VALID_QUADRANT(iq.i,iq.j) and \
614 not game.state.galaxy[iq.i][iq.j].supernova and \
615 game.state.galaxy[iq.i][iq.j].klingons < MAXKLQUAD
617 def tryexit(enemy, look, irun):
618 "A bad guy attempts to bug out."
620 iq.i = game.quadrant.i+(look.i+(QUADSIZE-1))/QUADSIZE - 1
621 iq.j = game.quadrant.j+(look.j+(QUADSIZE-1))/QUADSIZE - 1
622 if not welcoming(iq):
624 if enemy.type == IHR:
625 return False; # Romulans cannot escape!
627 # avoid intruding on another commander's territory
628 if enemy.type == IHC:
629 if iq in game.state.kcmdr:
631 # refuse to leave if currently attacking starbase
632 if game.battle == game.quadrant:
634 # don't leave if over 1000 units of energy
635 if enemy.kpower > 1000.0:
637 # emit escape message and move out of quadrant.
638 # we know this if either short or long range sensors are working
639 if not damaged(DSRSENS) or not damaged(DLRSENS) or \
640 game.condition == "docked":
641 prout(crmena(True, enemy.type, "sector", enemy.kloc) + \
642 (_(" escapes to Quadrant %s (and regains strength).") % q))
643 # handle local matters related to escape
646 if game.condition != "docked":
648 # Handle global matters related to escape
649 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
650 game.state.galaxy[iq.i][iq.j].klingons += 1
655 schedule(FSCMOVE, 0.2777)
659 for cmdr in game.state.kcmdr:
660 if cmdr == game.quadrant:
661 game.state.kcmdr[n] = iq
663 return True; # success
666 # The bad-guy movement algorithm:
668 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
669 # If both are operating full strength, force is 1000. If both are damaged,
670 # force is -1000. Having shields down subtracts an additional 1000.
672 # 2. Enemy has forces equal to the energy of the attacker plus
673 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
674 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
676 # Attacker Initial energy levels (nominal):
677 # Klingon Romulan Commander Super-Commander
678 # Novice 400 700 1200
680 # Good 450 800 1300 1750
681 # Expert 475 850 1350 1875
682 # Emeritus 500 900 1400 2000
683 # VARIANCE 75 200 200 200
685 # Enemy vessels only move prior to their attack. In Novice - Good games
686 # only commanders move. In Expert games, all enemy vessels move if there
687 # is a commander present. In Emeritus games all enemy vessels move.
689 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
690 # forces are 1000 greater than Enterprise.
692 # Agressive action on average cuts the distance between the ship and
693 # the enemy to 1/4 the original.
695 # 4. At lower energy advantage, movement units are proportional to the
696 # advantage with a 650 advantage being to hold ground, 800 to move forward
697 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
699 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
700 # retreat, especially at high skill levels.
702 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
705 def movebaddy(enemy):
706 "Tactical movement for the bad guys."
707 next = coord(); look = coord()
709 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
710 if game.skill >= SKILL_EXPERT:
711 nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
713 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
715 mdist = int(dist1 + 0.5); # Nearest integer distance
716 # If SC, check with spy to see if should hi-tail it
717 if enemy.type==IHS and \
718 (enemy.kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
722 # decide whether to advance, retreat, or hold position
723 forces = enemy.kpower+100.0*len(game.enemies)+400*(nbaddys-1)
725 forces += 1000; # Good for enemy if shield is down!
726 if not damaged(DPHASER) or not damaged(DPHOTON):
727 if damaged(DPHASER): # phasers damaged
730 forces -= 0.2*(game.energy - 2500.0)
731 if damaged(DPHOTON): # photon torpedoes damaged
734 forces -= 50.0*game.torps
736 # phasers and photon tubes both out!
739 if forces <= 1000.0 and game.condition != "docked": # Typical situation
740 motion = ((forces + randreal(200))/150.0) - 5.0
742 if forces > 1000.0: # Very strong -- move in for kill
743 motion = (1.0 - randreal())**2 * dist1 + 1.0
744 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
745 motion -= game.skill*(2.0-randreal()**2)
747 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
748 # don't move if no motion
751 # Limit motion according to skill
752 if abs(motion) > game.skill:
757 # calculate preferred number of steps
758 nsteps = abs(int(motion))
759 if motion > 0 and nsteps > mdist:
760 nsteps = mdist; # don't overshoot
761 if nsteps > QUADSIZE:
762 nsteps = QUADSIZE; # This shouldn't be necessary
764 nsteps = 1; # This shouldn't be necessary
766 proutn("NSTEPS = %d:" % nsteps)
767 # Compute preferred values of delta X and Y
768 m = game.sector - enemy.kloc
769 if 2.0 * abs(m.i) < abs(m.j):
771 if 2.0 * abs(m.j) < abs(game.sector.i-enemy.kloc.i):
773 m = (motion * m).sgn()
776 for ll in range(nsteps):
778 proutn(" %d" % (ll+1))
779 # Check if preferred position available
790 attempts = 0; # Settle mysterious hang problem
791 while attempts < 20 and not success:
793 if look.i < 0 or look.i >= QUADSIZE:
794 if motion < 0 and tryexit(enemy, look, irun):
796 if krawli == m.i or m.j == 0:
798 look.i = next.i + krawli
800 elif look.j < 0 or look.j >= QUADSIZE:
801 if motion < 0 and tryexit(enemy, look, irun):
803 if krawlj == m.j or m.i == 0:
805 look.j = next.j + krawlj
807 elif (game.options & OPTION_RAMMING) and game.quad[look.i][look.j] != IHDOT:
808 # See if enemy should ram ship
809 if game.quad[look.i][look.j] == game.ship and \
810 (enemy.type == IHC or enemy.type == IHS):
811 collision(rammed=True, enemy=enemy)
813 if krawli != m.i and m.j != 0:
814 look.i = next.i + krawli
816 elif krawlj != m.j and m.i != 0:
817 look.j = next.j + krawlj
820 break; # we have failed
832 if not damaged(DSRSENS) or game.condition == "docked":
833 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.kloc))
834 if enemy.kdist < dist1:
835 proutn(_(" advances to "))
837 proutn(_(" retreats to "))
838 prout("Sector %s." % next)
841 "Sequence Klingon tactical movement."
844 # Figure out which Klingon is the commander (or Supercommander)
846 if game.quadrant in game.state.kcmdr:
847 for enemy in game.enemies:
848 if enemy.type == IHC:
850 if game.state.kscmdr==game.quadrant:
851 for enemy in game.enemies:
852 if enemy.type == IHS:
855 # If skill level is high, move other Klingons and Romulans too!
856 # Move these last so they can base their actions on what the
858 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
859 for enemy in game.enemies:
860 if enemy.type in (IHK, IHR):
862 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
864 def movescom(iq, avoid):
865 "Commander movement helper."
866 # Avoid quadrants with bases if we want to avoid Enterprise
867 if not welcoming(iq) or (avoid and iq in game.state.baseq):
869 if game.justin and not game.iscate:
872 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons -= 1
873 game.state.kscmdr = iq
874 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].klingons += 1
875 if game.state.kscmdr==game.quadrant:
876 # SC has scooted, Remove him from current quadrant
881 for enemy in game.enemies:
882 if enemy.type == IHS:
886 if game.condition != "docked":
888 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
889 # check for a helpful planet
890 for i in range(game.inplan):
891 if game.state.planets[i].quadrant == game.state.kscmdr and \
892 game.state.planets[i].crystals == "present":
894 game.state.planets[i].pclass = "destroyed"
895 game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].planet = None
898 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
899 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
900 prout(_(" by the Super-commander.\""))
902 return False; # looks good!
904 def supercommander():
905 "Move the Super Commander."
906 iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
909 prout("== SUPERCOMMANDER")
910 # Decide on being active or passive
911 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 \
912 (game.state.date-game.indate) < 3.0)
913 if not game.iscate and avoid:
914 # compute move away from Enterprise
915 idelta = game.state.kscmdr-game.quadrant
916 if math.sqrt(idelta.i*idelta.i+idelta.j*idelta.j) > 2.0:
918 idelta.i = game.state.kscmdr.j-game.quadrant.j
919 idelta.j = game.quadrant.i-game.state.kscmdr.i
921 # compute distances to starbases
922 if not game.state.baseq:
926 sc = game.state.kscmdr
927 for base in game.state.baseq:
928 basetbl.append((i, (base - sc).distance()))
929 if game.state.baseq > 1:
930 basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
931 # look for nearest base without a commander, no Enterprise, and
932 # without too many Klingons, and not already under attack.
933 ifindit = iwhichb = 0
934 for (i2, base) in enumerate(game.state.baseq):
935 i = basetbl[i2][0]; # bug in original had it not finding nearest
936 if base==game.quadrant or base==game.battle or not welcoming(base):
938 # if there is a commander, and no other base is appropriate,
939 # we will take the one with the commander
940 for cmdr in game.state.kcmdr:
941 if base == cmdr and ifindit != 2:
945 else: # no commander -- use this one
950 return # Nothing suitable -- wait until next time
951 ibq = game.state.baseq[iwhichb]
952 # decide how to move toward base
953 idelta = ibq - game.state.kscmdr
954 # Maximum movement is 1 quadrant in either or both axes
955 idelta = idelta.sgn()
956 # try moving in both x and y directions
957 # there was what looked like a bug in the Almy C code here,
958 # but it might be this translation is just wrong.
959 iq = game.state.kscmdr + idelta
960 if movescom(iq, avoid):
961 # failed -- try some other maneuvers
962 if idelta.i==0 or idelta.j==0:
965 iq.j = game.state.kscmdr.j + 1
966 if movescom(iq, avoid):
967 iq.j = game.state.kscmdr.j - 1
970 iq.i = game.state.kscmdr.i + 1
971 if movescom(iq, avoid):
972 iq.i = game.state.kscmdr.i - 1
975 # try moving just in x or y
976 iq.j = game.state.kscmdr.j
977 if movescom(iq, avoid):
978 iq.j = game.state.kscmdr.j + idelta.j
979 iq.i = game.state.kscmdr.i
982 if len(game.state.baseq) == 0:
985 for (i, ibq) in enumerate(game.state.baseq):
986 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
989 return # no, don't attack base!
992 schedule(FSCDBAS, randreal(1.0, 3.0))
993 if is_scheduled(FCDBAS):
994 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
995 if not communicating():
999 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
1000 % game.state.kscmdr)
1001 prout(_(" reports that it is under attack from the Klingon Super-commander."))
1002 proutn(_(" It can survive until stardate %d.\"") \
1003 % int(scheduled(FSCDBAS)))
1004 if not game.resting:
1006 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
1009 game.resting = False
1010 game.optime = 0.0; # actually finished
1012 # Check for intelligence report
1015 (not communicating()) or \
1016 not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].charted):
1019 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
1020 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
1025 if not game.tholian or game.justin:
1028 if game.tholian.kloc.i == 0 and game.tholian.kloc.j == 0:
1029 id.i = 0; id.j = QUADSIZE-1
1030 elif game.tholian.kloc.i == 0 and game.tholian.kloc.j == QUADSIZE-1:
1031 id.i = QUADSIZE-1; id.j = QUADSIZE-1
1032 elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == QUADSIZE-1:
1033 id.i = QUADSIZE-1; id.j = 0
1034 elif game.tholian.kloc.i == QUADSIZE-1 and game.tholian.kloc.j == 0:
1037 # something is wrong!
1038 game.tholian.move(None)
1039 prout("***Internal error: Tholian in a bad spot.")
1041 # do nothing if we are blocked
1042 if game.quad[id.i][id.j] not in (IHDOT, IHWEB):
1044 here = copy.copy(game.tholian.kloc)
1045 delta = (id - game.tholian.kloc).sgn()
1047 while here.i != id.i:
1049 if game.quad[here.i][here.j]==IHDOT:
1050 game.tholian.move(here)
1052 while here.j != id.j:
1054 if game.quad[here.i][here.j]==IHDOT:
1055 game.tholian.move(here)
1056 # check to see if all holes plugged
1057 for i in range(QUADSIZE):
1058 if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT:
1060 if game.quad[QUADSIZE][i]!=IHWEB and game.quad[QUADSIZE][i]!=IHT:
1062 if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT:
1064 if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT:
1066 # All plugged up -- Tholian splits
1067 game.quad[game.tholian.kloc.i][game.tholian.kloc.j]=IHWEB
1069 prout(crmena(True, IHT, "sector", game.tholian) + _(" completes web."))
1070 game.tholian.move(None)
1073 # Code from battle.c begins here
1075 def doshield(shraise):
1076 "Change shield status."
1082 key = scanner.next()
1083 if key == "IHALPHA":
1084 if scanner.sees("transfer"):
1087 if damaged(DSHIELD):
1088 prout(_("Shields damaged and down."))
1090 if scanner.sees("up"):
1092 elif scanner.sees("down"):
1095 proutn(_("Do you wish to change shield energy? "))
1097 proutn(_("Energy to transfer to shields- "))
1099 elif damaged(DSHIELD):
1100 prout(_("Shields damaged and down."))
1103 proutn(_("Shields are up. Do you want them down? "))
1110 proutn(_("Shields are down. Do you want them up? "))
1116 if action == "SHUP": # raise shields
1118 prout(_("Shields already up."))
1122 if game.condition != "docked":
1124 prout(_("Shields raised."))
1125 if game.energy <= 0:
1127 prout(_("Shields raising uses up last of energy."))
1132 elif action == "SHDN":
1134 prout(_("Shields already down."))
1138 prout(_("Shields lowered."))
1141 elif action == "NRG":
1142 while scanner.next() != "IHREAL":
1144 proutn(_("Energy to transfer to shields- "))
1146 if scanner.real == 0:
1148 if scanner.real > game.energy:
1149 prout(_("Insufficient ship energy."))
1152 if game.shield+scanner.real >= game.inshld:
1153 prout(_("Shield energy maximized."))
1154 if game.shield+scanner.real > game.inshld:
1155 prout(_("Excess energy requested returned to ship energy"))
1156 game.energy -= game.inshld-game.shield
1157 game.shield = game.inshld
1159 if scanner.real < 0.0 and game.energy-scanner.real > game.inenrg:
1160 # Prevent shield drain loophole
1162 prout(_("Engineering to bridge--"))
1163 prout(_(" Scott here. Power circuit problem, Captain."))
1164 prout(_(" I can't drain the shields."))
1167 if game.shield+scanner.real < 0:
1168 prout(_("All shield energy transferred to ship."))
1169 game.energy += game.shield
1172 proutn(_("Scotty- \""))
1173 if scanner.real > 0:
1174 prout(_("Transferring energy to shields.\""))
1176 prout(_("Draining energy from shields.\""))
1177 game.shield += scanner.real
1178 game.energy -= scanner.real
1182 "Choose a device to damage, at random."
1183 # Quoth Eric Allman in the code of BSD-Trek:
1184 # "Under certain conditions you can get a critical hit. This
1185 # sort of hit damages devices. The probability that a given
1186 # device is damaged depends on the device. Well protected
1187 # devices (such as the computer, which is in the core of the
1188 # ship and has considerable redundancy) almost never get
1189 # damaged, whereas devices which are exposed (such as the
1190 # warp engines) or which are particularly delicate (such as
1191 # the transporter) have a much higher probability of being
1194 # This is one place where OPTION_PLAIN does not restore the
1195 # original behavior, which was equiprobable damage across
1196 # all devices. If we wanted that, we'd return randrange(NDEVICES)
1197 # and have done with it. Also, in the original game, DNAVYS
1198 # and DCOMPTR were the same device.
1200 # Instead, we use a table of weights similar to the one from BSD Trek.
1201 # BSD doesn't have the shuttle, shield controller, death ray, or probes.
1202 # We don't have a cloaking device. The shuttle got the allocation
1203 # for the cloaking device, then we shaved a half-percent off
1204 # everything to have some weight to give DSHCTRL/DDRAY/DDSP.
1206 105, # DSRSENS: short range scanners 10.5%
1207 105, # DLRSENS: long range scanners 10.5%
1208 120, # DPHASER: phasers 12.0%
1209 120, # DPHOTON: photon torpedoes 12.0%
1210 25, # DLIFSUP: life support 2.5%
1211 65, # DWARPEN: warp drive 6.5%
1212 70, # DIMPULS: impulse engines 6.5%
1213 145, # DSHIELD: deflector shields 14.5%
1214 30, # DRADIO: subspace radio 3.0%
1215 45, # DSHUTTL: shuttle 4.5%
1216 15, # DCOMPTR: computer 1.5%
1217 20, # NAVCOMP: navigation system 2.0%
1218 75, # DTRANSP: transporter 7.5%
1219 20, # DSHCTRL: high-speed shield controller 2.0%
1220 10, # DDRAY: death ray 1.0%
1221 30, # DDSP: deep-space probes 3.0%
1223 idx = randrange(1000) # weights must sum to 1000
1225 for (i, w) in enumerate(weights):
1229 return None; # we should never get here
1231 def collision(rammed, enemy):
1232 "Collision handling fot rammong events."
1233 prouts(_("***RED ALERT! RED ALERT!"))
1235 prout(_("***COLLISION IMMINENT."))
1239 hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(enemy.type, 1.0)
1241 proutn(_(" rammed by "))
1244 proutn(crmena(False, enemy.type, "sector", enemy.kloc))
1246 proutn(_(" (original position)"))
1248 deadkl(enemy.kloc, enemy.type, game.sector)
1249 proutn("***" + crmship() + " heavily damaged.")
1250 icas = randrange(10, 30)
1251 prout(_("***Sickbay reports %d casualties"), icas)
1253 game.state.crew -= icas
1254 # In the pre-SST2K version, all devices got equiprobably damaged,
1255 # which was silly. Instead, pick up to half the devices at
1256 # random according to our weighting table,
1257 ncrits = randrange(NDEVICES/2)
1258 for m in range(ncrits):
1260 if game.damage[dev] < 0:
1262 extradm = (10.0*hardness*randreal()+1.0)*game.damfac
1263 # Damage for at least time of travel!
1264 game.damage[dev] += game.optime + extradm
1266 prout(_("***Shields are down."))
1267 if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
1274 def torpedo(origin, course, dispersion, number, nburst):
1275 "Let a photon torpedo fly"
1276 if not damaged(DSRSENS) or game.condition=="docked":
1277 setwnd(srscan_window)
1279 setwnd(message_window)
1281 ac = course + 0.25*dispersion
1282 angle = (15.0-ac)*0.5235988
1283 bullseye = (15.0 - course)*0.5235988
1284 delta = coord(-math.sin(angle), math.cos(angle))
1285 bigger = max(abs(delta.i), abs(delta.j))
1287 w = coord(0, 0); jw = coord(0, 0)
1288 ungridded = copy.copy(origin)
1289 # Loop to move a single torpedo
1290 for step in range(1, QUADSIZE*2):
1292 w = ungridded.snaptogrid()
1293 if not VALID_SECTOR(w.i, w.j):
1295 iquad=game.quad[w.i][w.j]
1296 tracktorpedo(origin, w, step, number, nburst, iquad)
1300 setwnd(message_window)
1301 if damaged(DSRSENS) and not game.condition=="docked":
1302 skip(1); # start new line after text track
1303 if iquad in (IHE, IHF): # Hit our ship
1305 prout(_("Torpedo hits %s.") % crmshp())
1306 hit = 700.0 + randreal(100) - \
1307 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1308 newcnd(); # we're blown out of dock
1309 # We may be displaced.
1310 if game.landed or game.condition=="docked":
1311 return hit # Cheat if on a planet
1312 ang = angle + 2.5*(randreal()-0.5)
1313 temp = math.fabs(math.sin(ang))
1314 if math.fabs(math.cos(ang)) > temp:
1315 temp = math.fabs(math.cos(ang))
1316 xx = -math.sin(ang)/temp
1317 yy = math.cos(ang)/temp
1318 jw.i = int(w.i+xx+0.5)
1319 jw.j = int(w.j+yy+0.5)
1320 if not VALID_SECTOR(jw.i, jw.j):
1322 if game.quad[jw.i][jw.j]==IHBLANK:
1325 if game.quad[jw.i][jw.j]!=IHDOT:
1326 # can't move into object
1331 elif iquad in (IHC, IHS, IHR, IHK): # Hit a regular enemy
1334 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1335 prout(_(" torpedo neutralized."))
1337 for enemy in game.enemies:
1340 kp = math.fabs(enemy.kpower)
1341 h1 = 700.0 + randrange(100) - \
1342 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1346 if enemy.kpower < 0:
1350 if enemy.kpower == 0:
1353 proutn(crmena(True, iquad, "sector", w))
1354 # If enemy damaged but not destroyed, try to displace
1355 ang = angle + 2.5*(randreal()-0.5)
1356 temp = math.fabs(math.sin(ang))
1357 if math.fabs(math.cos(ang)) > temp:
1358 temp = math.fabs(math.cos(ang))
1359 xx = -math.sin(ang)/temp
1360 yy = math.cos(ang)/temp
1361 jw.i = int(w.i+xx+0.5)
1362 jw.j = int(w.j+yy+0.5)
1363 if not VALID_SECTOR(jw.i, jw.j):
1364 prout(_(" damaged but not destroyed."))
1366 if game.quad[jw.i][jw.j]==IHBLANK:
1367 prout(_(" buffeted into black hole."))
1368 deadkl(w, iquad, jw)
1370 if game.quad[jw.i][jw.j]!=IHDOT:
1371 # can't move into object
1372 prout(_(" damaged but not destroyed."))
1374 proutn(_(" damaged--"))
1378 elif iquad == IHB: # Hit a base
1380 prout(_("***STARBASE DESTROYED.."))
1381 game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
1382 game.quad[w.i][w.j]=IHDOT
1383 game.base.invalidate()
1384 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase -= 1
1385 game.state.chart[game.quadrant.i][game.quadrant.j].starbase -= 1
1386 game.state.basekl += 1
1389 elif iquad == IHP: # Hit a planet
1390 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1391 game.state.nplankl += 1
1392 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1393 game.iplnet.pclass = "destroyed"
1395 game.plnet.invalidate()
1396 game.quad[w.i][w.j] = IHDOT
1398 # captain perishes on planet
1401 elif iquad == IHW: # Hit an inhabited world -- very bad!
1402 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1403 game.state.nworldkl += 1
1404 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
1405 game.iplnet.pclass = "destroyed"
1407 game.plnet.invalidate()
1408 game.quad[w.i][w.j] = IHDOT
1410 # captain perishes on planet
1412 prout(_("You have just destroyed an inhabited planet."))
1413 prout(_("Celebratory rallies are being held on the Klingon homeworld."))
1415 elif iquad == IHSTAR: # Hit a star
1419 prout(crmena(True, IHSTAR, "sector", w) + _(" unaffected by photon blast."))
1421 elif iquad == IHQUEST: # Hit a thingy
1422 if not (game.options & OPTION_THINGY) or withprob(0.3):
1424 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1426 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1428 proutn(_("Mr. Spock-"))
1429 prouts(_(" \"Fascinating!\""))
1433 # Stas Sergeev added the possibility that
1434 # you can shove the Thingy and piss it off.
1435 # It then becomes an enemy and may fire at you.
1439 elif iquad == IHBLANK: # Black hole
1441 prout(crmena(True, IHBLANK, "sector", w) + _(" swallows torpedo."))
1443 elif iquad == IHWEB: # hit the web
1445 prout(_("***Torpedo absorbed by Tholian web."))
1447 elif iquad == IHT: # Hit a Tholian
1448 h1 = 700.0 + randrange(100) - \
1449 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1452 game.quad[w.i][w.j] = IHDOT
1457 proutn(crmena(True, IHT, "sector", w))
1459 prout(_(" survives photon blast."))
1461 prout(_(" disappears."))
1462 game.tholian.move(None)
1463 game.quad[w.i][w.j] = IHWEB
1468 proutn("Don't know how to handle torpedo collision with ")
1469 proutn(crmena(True, iquad, "sector", w))
1473 if curwnd!=message_window:
1474 setwnd(message_window)
1476 game.quad[w.i][w.j]=IHDOT
1477 game.quad[jw.i][jw.j]=iquad
1478 prout(_(" displaced by blast to Sector %s ") % jw)
1479 for ll in range(len(game.enemies)):
1480 game.enemies[ll].kdist = game.enemies[ll].kavgd = (game.sector-game.enemies[ll].kloc).distance()
1481 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1484 prout(_("Torpedo missed."))
1488 "Critical-hit resolution."
1489 if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1491 ncrit = int(1.0 + hit/(500.0+randreal(100)))
1492 proutn(_("***CRITICAL HIT--"))
1493 # Select devices and cause damage
1495 for loop1 in range(ncrit):
1498 # Cheat to prevent shuttle damage unless on ship
1499 if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1502 extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1503 game.damage[j] += extradm
1505 for (i, j) in enumerate(cdam):
1507 if skipcount % 3 == 2 and i < len(cdam)-1:
1512 prout(_(" damaged."))
1513 if damaged(DSHIELD) and game.shldup:
1514 prout(_("***Shields knocked down."))
1517 def attack(torps_ok):
1518 # bad guy attacks us
1519 # torps_ok == False forces use of phasers in an attack
1520 # game could be over at this point, check
1523 attempt = False; ihurt = False;
1524 hitmax=0.0; hittot=0.0; chgfac=1.0
1527 prout("=== ATTACK!")
1528 # Tholian gets to move before attacking
1531 # if you have just entered the RNZ, you'll get a warning
1532 if game.neutz: # The one chance not to be attacked
1535 # commanders get a chance to tac-move towards you
1536 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:
1538 # if no enemies remain after movement, we're done
1539 if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
1541 # set up partial hits if attack happens during shield status change
1542 pfac = 1.0/game.inshld
1544 chgfac = 0.25 + randreal(0.5)
1546 # message verbosity control
1547 if game.skill <= SKILL_FAIR:
1549 for enemy in game.enemies:
1550 if enemy.kpower < 0:
1551 continue; # too weak to attack
1552 # compute hit strength and diminish shield power
1554 # Increase chance of photon torpedos if docked or enemy energy is low
1555 if game.condition == "docked":
1557 if enemy.kpower < 500:
1559 if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry):
1561 # different enemies have different probabilities of throwing a torp
1562 usephasers = not torps_ok or \
1563 (enemy.type == IHK and r > 0.0005) or \
1564 (enemy.type==IHC and r > 0.015) or \
1565 (enemy.type==IHR and r > 0.3) or \
1566 (enemy.type==IHS and r > 0.07) or \
1567 (enemy.type==IHQUEST and r > 0.05)
1568 if usephasers: # Enemy uses phasers
1569 if game.condition == "docked":
1570 continue; # Don't waste the effort!
1571 attempt = True; # Attempt to attack
1572 dustfac = randreal(0.8, 0.85)
1573 hit = enemy.kpower*math.pow(dustfac,enemy.kavgd)
1574 enemy.kpower *= 0.75
1575 else: # Enemy uses photon torpedo
1576 #course2 = (enemy.kloc-game.sector).bearing()
1577 course = 1.90985*math.atan2(game.sector.j-enemy.kloc.j, enemy.kloc.i-game.sector.i)
1579 proutn(_("***TORPEDO INCOMING"))
1580 if not damaged(DSRSENS):
1581 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.kloc))
1584 dispersion = (randreal()+randreal())*0.5 - 0.5
1585 dispersion += 0.002*enemy.kpower*dispersion
1586 hit = torpedo(enemy.kloc, course, dispersion, number=1, nburst=1)
1587 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1588 finish(FWON); # Klingons did themselves in!
1589 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.alldone:
1590 return # Supernova or finished
1593 # incoming phaser or torpedo, shields may dissipate it
1594 if game.shldup or game.shldchg or game.condition=="docked":
1595 # shields will take hits
1596 propor = pfac * game.shield
1597 if game.condition =="docked":
1601 hitsh = propor*chgfac*hit+1.0
1603 if absorb > game.shield:
1604 absorb = game.shield
1605 game.shield -= absorb
1607 # taking a hit blasts us out of a starbase dock
1608 if game.condition == "docked":
1610 # but the shields may take care of it
1611 if propor > 0.1 and hit < 0.005*game.energy:
1613 # hit from this opponent got through shields, so take damage
1615 proutn(_("%d unit hit") % int(hit))
1616 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1617 proutn(_(" on the ") + crmshp())
1618 if not damaged(DSRSENS) and usephasers:
1619 prout(_(" from ") + crmena(False, enemy.type, where, enemy.kloc))
1621 # Decide if hit is critical
1627 if game.energy <= 0:
1628 # Returning home upon your shield, not with it...
1631 if not attempt and game.condition == "docked":
1632 prout(_("***Enemies decide against attacking your ship."))
1633 percent = 100.0*pfac*game.shield+0.5
1635 # Shields fully protect ship
1636 proutn(_("Enemy attack reduces shield strength to "))
1638 # Emit message if starship suffered hit(s)
1640 proutn(_("Energy left %2d shields ") % int(game.energy))
1643 elif not damaged(DSHIELD):
1646 proutn(_("damaged, "))
1647 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1648 # Check if anyone was hurt
1649 if hitmax >= 200 or hittot >= 500:
1650 icas = randrange(int(hittot * 0.015))
1653 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1654 prout(_(" in that last attack.\""))
1656 game.state.crew -= icas
1657 # After attack, reset average distance to enemies
1658 for enemy in game.enemies:
1659 enemy.kavgd = enemy.kdist
1660 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1663 def deadkl(w, type, mv):
1664 "Kill a Klingon, Tholian, Romulan, or Thingy."
1665 # Added mv to allow enemy to "move" before dying
1666 proutn(crmena(True, type, "sector", mv))
1667 # Decide what kind of enemy it is and update appropriately
1669 # chalk up a Romulan
1670 game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans -= 1
1672 game.state.nromrem -= 1
1676 elif type == IHQUEST:
1681 # Some type of a Klingon
1682 game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons -= 1
1685 game.state.kcmdr.remove(game.quadrant)
1687 if game.state.kcmdr:
1688 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1689 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1692 game.state.remkl -= 1
1694 game.state.nscrem -= 1
1695 game.state.kscmdr.invalidate()
1700 # For each kind of enemy, finish message to player
1701 prout(_(" destroyed."))
1702 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1705 # Remove enemy ship from arrays describing local conditions
1706 for e in game.enemies:
1713 "Return None if target is invalid, otherwise return a course angle."
1714 if not VALID_SECTOR(w.i, w.j):
1718 # FIXME: C code this was translated from is wacky -- why the sign reversal?
1719 delta.j = (w.j - game.sector.j);
1720 delta.i = (game.sector.i - w.i);
1721 if delta == coord(0, 0):
1723 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1724 prout(_(" I recommend an immediate review of"))
1725 prout(_(" the Captain's psychological profile.\""))
1728 return 1.90985932*math.atan2(delta.j, delta.i)
1731 "Launch photon torpedo."
1734 if damaged(DPHOTON):
1735 prout(_("Photon tubes damaged."))
1739 prout(_("No torpedoes left."))
1742 # First, get torpedo count
1745 if scanner.token == "IHALPHA":
1748 elif scanner.token == "IHEOL" or not scanner.waiting():
1749 prout(_("%d torpedoes left.") % game.torps)
1751 proutn(_("Number of torpedoes to fire- "))
1752 continue # Go back around to get a number
1753 else: # key == "IHREAL"
1755 if n <= 0: # abort command
1760 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1763 scanner.chew() # User requested more torps than available
1764 continue # Go back around
1765 break # All is good, go to next stage
1769 key = scanner.next()
1770 if i==0 and key == "IHEOL":
1771 break; # no coordinate waiting, we will try prompting
1772 if i==1 and key == "IHEOL":
1773 # direct all torpedoes at one target
1775 target.append(target[0])
1776 course.append(course[0])
1779 scanner.push(scanner.token)
1780 target.append(scanner.getcoord())
1781 if target[-1] == None:
1783 course.append(targetcheck(target[-1]))
1784 if course[-1] == None:
1787 if len(target) == 0:
1788 # prompt for each one
1790 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1792 target.append(scanner.getcoord())
1793 if target[-1] == None:
1795 course.append(targetcheck(target[-1]))
1796 if course[-1] == None:
1799 # Loop for moving <n> torpedoes
1801 if game.condition != "docked":
1803 dispersion = (randreal()+randreal())*0.5 -0.5
1804 if math.fabs(dispersion) >= 0.47:
1806 dispersion *= randreal(1.2, 2.2)
1808 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1810 prouts(_("***TORPEDO MISFIRES."))
1813 prout(_(" Remainder of burst aborted."))
1815 prout(_("***Photon tubes damaged by misfire."))
1816 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1818 if game.shldup or game.condition == "docked":
1819 dispersion *= 1.0 + 0.0001*game.shield
1820 torpedo(game.sector, course[i], dispersion, number=i, nburst=n)
1821 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
1823 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1827 "Check for phasers overheating."
1829 checkburn = (rpow-1500.0)*0.00038
1830 if withprob(checkburn):
1831 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1832 game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1834 def checkshctrl(rpow):
1835 "Check shield control."
1838 prout(_("Shields lowered."))
1840 # Something bad has happened
1841 prouts(_("***RED ALERT! RED ALERT!"))
1843 hit = rpow*game.shield/game.inshld
1844 game.energy -= rpow+hit*0.8
1845 game.shield -= hit*0.2
1846 if game.energy <= 0.0:
1847 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1852 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1854 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1855 icas = randrange(int(hit*0.012))
1860 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1861 prout(_(" %d casualties so far.\"") % icas)
1863 game.state.crew -= icas
1865 prout(_("Phaser energy dispersed by shields."))
1866 prout(_("Enemy unaffected."))
1871 "Register a phaser hit on Klingons and Romulans."
1872 nenhr2 = len(game.enemies); kk=0
1875 for (k, wham) in enumerate(hits):
1878 dustfac = randreal(0.9, 1.0)
1879 hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
1880 kpini = game.enemies[kk].kpower
1881 kp = math.fabs(kpini)
1882 if PHASEFAC*hit < kp:
1884 if game.enemies[kk].kpower < 0:
1885 game.enemies[kk].kpower -= -kp
1887 game.enemies[kk].kpower -= kp
1888 kpow = game.enemies[kk].kpower
1889 w = game.enemies[kk].kloc
1891 if not damaged(DSRSENS):
1893 proutn(_("%d unit hit on ") % int(hit))
1895 proutn(_("Very small hit on "))
1896 ienm = game.quad[w.i][w.j]
1899 proutn(crmena(False, ienm, "sector", w))
1903 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1907 kk -= 1 # don't do the increment
1909 else: # decide whether or not to emasculate klingon
1910 if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1911 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1912 prout(_(" has just lost its firepower.\""))
1913 game.enemies[kk].kpower = -kpow
1918 "Fire phasers at bad guys."
1920 kz = 0; k = 1; irec=0 # Cheating inhibitor
1921 ifast = False; no = False; itarg = True; msgflag = True; rpow=0
1925 # SR sensors and Computer are needed for automode
1926 if damaged(DSRSENS) or damaged(DCOMPTR):
1928 if game.condition == "docked":
1929 prout(_("Phasers can't be fired through base shields."))
1932 if damaged(DPHASER):
1933 prout(_("Phaser control damaged."))
1937 if damaged(DSHCTRL):
1938 prout(_("High speed shield control damaged."))
1941 if game.energy <= 200.0:
1942 prout(_("Insufficient energy to activate high-speed shield control."))
1945 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1947 # Original code so convoluted, I re-did it all
1948 # (That was Tom Almy talking about the C code, I think -- ESR)
1949 while automode=="NOTSET":
1951 if key == "IHALPHA":
1952 if scanner.sees("manual"):
1953 if len(game.enemies)==0:
1954 prout(_("There is no enemy present to select."))
1957 automode="AUTOMATIC"
1960 key = scanner.next()
1961 elif scanner.sees("automatic"):
1962 if (not itarg) and len(game.enemies) != 0:
1963 automode = "FORCEMAN"
1965 if len(game.enemies)==0:
1966 prout(_("Energy will be expended into space."))
1967 automode = "AUTOMATIC"
1968 key = scanner.next()
1969 elif scanner.sees("no"):
1974 elif key == "IHREAL":
1975 if len(game.enemies)==0:
1976 prout(_("Energy will be expended into space."))
1977 automode = "AUTOMATIC"
1979 automode = "FORCEMAN"
1981 automode = "AUTOMATIC"
1984 if len(game.enemies)==0:
1985 prout(_("Energy will be expended into space."))
1986 automode = "AUTOMATIC"
1988 automode = "FORCEMAN"
1990 proutn(_("Manual or automatic? "))
1995 if automode == "AUTOMATIC":
1996 if key == "IHALPHA" and scanner.sees("no"):
1998 key = scanner.next()
1999 if key != "IHREAL" and len(game.enemies) != 0:
2000 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
2005 for i in range(len(game.enemies)):
2006 irec += math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
2008 proutn(_("%d units required. ") % irec)
2010 proutn(_("Units to fire= "))
2011 key = scanner.next()
2016 proutn(_("Energy available= %.2f") % avail)
2019 if not rpow > avail:
2026 if key == "IHALPHA" and scanner.sees("no"):
2029 game.energy -= 200; # Go and do it!
2030 if checkshctrl(rpow):
2035 if len(game.enemies):
2038 for i in range(len(game.enemies)):
2042 hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
2043 over = randreal(1.01, 1.06) * hits[i]
2045 powrem -= hits[i] + over
2046 if powrem <= 0 and temp < hits[i]:
2055 if extra > 0 and not game.alldone:
2057 proutn(_("*** Tholian web absorbs "))
2058 if len(game.enemies)>0:
2059 proutn(_("excess "))
2060 prout(_("phaser energy."))
2062 prout(_("%d expended on empty space.") % int(extra))
2063 elif automode == "FORCEMAN":
2066 if damaged(DCOMPTR):
2067 prout(_("Battle computer damaged, manual fire only."))
2070 prouts(_("---WORKING---"))
2072 prout(_("Short-range-sensors-damaged"))
2073 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2074 prout(_("Manual-fire-must-be-used"))
2076 elif automode == "MANUAL":
2078 for k in range(len(game.enemies)):
2079 aim = game.enemies[k].kloc
2080 ienm = game.quad[aim.i][aim.j]
2082 proutn(_("Energy available= %.2f") % (avail-0.006))
2086 if damaged(DSRSENS) and \
2087 not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS):
2088 prout(cramen(ienm) + _(" can't be located without short range scan."))
2091 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
2096 if itarg and k > kz:
2097 irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
2100 if not damaged(DCOMPTR):
2105 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
2106 key = scanner.next()
2107 if key == "IHALPHA" and scanner.sees("no"):
2109 key = scanner.next()
2111 if key == "IHALPHA":
2115 if k==1: # Let me say I'm baffled by this
2118 if scanner.real < 0:
2122 hits[k] = scanner.real
2123 rpow += scanner.real
2124 # If total requested is too much, inform and start over
2126 prout(_("Available energy exceeded -- try again."))
2129 key = scanner.next(); # scan for next value
2132 # zero energy -- abort
2135 if key == "IHALPHA" and scanner.sees("no"):
2140 game.energy -= 200.0
2141 if checkshctrl(rpow):
2145 # Say shield raised or malfunction, if necessary
2152 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2153 prouts(_(" CLICK CLICK POP . . ."))
2154 prout(_(" No response, sir!"))
2157 prout(_("Shields raised."))
2162 # Code from events,c begins here.
2164 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2165 # event of each type active at any given time. Mostly these means we can
2166 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2167 # BSD Trek, from which we swiped the idea, can have up to 5.
2169 def unschedule(evtype):
2170 "Remove an event from the schedule."
2171 game.future[evtype].date = FOREVER
2172 return game.future[evtype]
2174 def is_scheduled(evtype):
2175 "Is an event of specified type scheduled."
2176 return game.future[evtype].date != FOREVER
2178 def scheduled(evtype):
2179 "When will this event happen?"
2180 return game.future[evtype].date
2182 def schedule(evtype, offset):
2183 "Schedule an event of specified type."
2184 game.future[evtype].date = game.state.date + offset
2185 return game.future[evtype]
2187 def postpone(evtype, offset):
2188 "Postpone a scheduled event."
2189 game.future[evtype].date += offset
2192 "Rest period is interrupted by event."
2195 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2197 game.resting = False
2203 "Run through the event queue looking for things to do."
2205 fintim = game.state.date + game.optime; yank=0
2206 ictbeam = False; istract = False
2207 w = coord(); hold = coord()
2208 ev = event(); ev2 = event()
2210 def tractorbeam(yank):
2211 "Tractor-beaming cases merge here."
2213 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2215 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2216 # If Kirk & Co. screwing around on planet, handle
2217 atover(True) # atover(true) is Grab
2220 if game.icraft: # Caught in Galileo?
2223 # Check to see if shuttle is aboard
2224 if game.iscraft == "offship":
2227 prout(_("Galileo, left on the planet surface, is captured"))
2228 prout(_("by aliens and made into a flying McDonald's."))
2229 game.damage[DSHUTTL] = -10
2230 game.iscraft = "removed"
2232 prout(_("Galileo, left on the planet surface, is well hidden."))
2234 game.quadrant = game.state.kscmdr
2236 game.quadrant = game.state.kcmdr[i]
2237 game.sector = randplace(QUADSIZE)
2238 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2239 % (game.quadrant, game.sector))
2241 prout(_("(Remainder of rest/repair period cancelled.)"))
2242 game.resting = False
2244 if not damaged(DSHIELD) and game.shield > 0:
2245 doshield(shraise=True) # raise shields
2246 game.shldchg = False
2248 prout(_("(Shields not currently useable.)"))
2250 # Adjust finish time to time of tractor beaming
2251 fintim = game.state.date+game.optime
2252 attack(torps_ok=False)
2253 if not game.state.kcmdr:
2256 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2259 "Code merges here for any commander destroying a starbase."
2260 # Not perfect, but will have to do
2261 # Handle case where base is in same quadrant as starship
2262 if game.battle == game.quadrant:
2263 game.state.chart[game.battle.i][game.battle.j].starbase = False
2264 game.quad[game.base.i][game.base.j] = IHDOT
2265 game.base.invalidate()
2268 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2269 elif game.state.baseq and communicating():
2270 # Get word via subspace radio
2273 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2274 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2276 prout(_("the Klingon Super-Commander"))
2278 prout(_("a Klingon Commander"))
2279 game.state.chart[game.battle.i][game.battle.j].starbase = False
2280 # Remove Starbase from galaxy
2281 game.state.galaxy[game.battle.i][game.battle.j].starbase = False
2282 game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq)
2284 # reinstate a commander's base attack
2288 game.battle.invalidate()
2290 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2291 for i in range(1, NEVENTS):
2292 if i == FSNOVA: proutn("=== Supernova ")
2293 elif i == FTBEAM: proutn("=== T Beam ")
2294 elif i == FSNAP: proutn("=== Snapshot ")
2295 elif i == FBATTAK: proutn("=== Base Attack ")
2296 elif i == FCDBAS: proutn("=== Base Destroy ")
2297 elif i == FSCMOVE: proutn("=== SC Move ")
2298 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2299 elif i == FDSPROB: proutn("=== Probe Move ")
2300 elif i == FDISTR: proutn("=== Distress Call ")
2301 elif i == FENSLV: proutn("=== Enslavement ")
2302 elif i == FREPRO: proutn("=== Klingon Build ")
2304 prout("%.2f" % (scheduled(i)))
2307 radio_was_broken = damaged(DRADIO)
2310 # Select earliest extraneous event, evcode==0 if no events
2315 for l in range(1, NEVENTS):
2316 if game.future[l].date < datemin:
2319 prout("== Event %d fires" % evcode)
2320 datemin = game.future[l].date
2321 xtime = datemin-game.state.date
2322 game.state.date = datemin
2323 # Decrement Federation resources and recompute remaining time
2324 game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
2326 if game.state.remtime <=0:
2329 # Any crew left alive?
2330 if game.state.crew <=0:
2333 # Is life support adequate?
2334 if damaged(DLIFSUP) and game.condition != "docked":
2335 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2338 game.lsupres -= xtime
2339 if game.damage[DLIFSUP] <= xtime:
2340 game.lsupres = game.inlsr
2343 if game.condition == "docked":
2344 repair /= game.docfac
2345 # Don't fix Deathray here
2346 for l in range(NDEVICES):
2347 if game.damage[l] > 0.0 and l != DDRAY:
2348 if game.damage[l]-repair > 0.0:
2349 game.damage[l] -= repair
2351 game.damage[l] = 0.0
2352 # If radio repaired, update star chart and attack reports
2353 if radio_was_broken and not damaged(DRADIO):
2354 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2355 prout(_(" surveillance reports are coming in."))
2357 if not game.iseenit:
2361 prout(_(" The star chart is now up to date.\""))
2363 # Cause extraneous event EVCODE to occur
2364 game.optime -= xtime
2365 if evcode == FSNOVA: # Supernova
2368 schedule(FSNOVA, expran(0.5*game.intime))
2369 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2371 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2372 if game.state.nscrem == 0 or \
2373 ictbeam or istract or \
2374 game.condition=="docked" or game.isatb==1 or game.iscate:
2376 if game.ientesc or \
2377 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2378 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2379 (damaged(DSHIELD) and \
2380 (game.energy < 2500 or damaged(DPHASER)) and \
2381 (game.torps < 5 or damaged(DPHOTON))):
2383 istract = ictbeam = True
2384 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2387 elif evcode == FTBEAM: # Tractor beam
2388 if not game.state.kcmdr:
2391 i = randrange(len(game.state.kcmdr))
2392 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2393 if istract or game.condition == "docked" or yank == 0:
2394 # Drats! Have to reschedule
2396 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2400 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2401 game.snapsht = copy.deepcopy(game.state)
2402 game.state.snap = True
2403 schedule(FSNAP, expran(0.5 * game.intime))
2404 elif evcode == FBATTAK: # Commander attacks starbase
2405 if not game.state.kcmdr or not game.state.baseq:
2411 for ibq in game.state.baseq:
2412 for cmdr in game.state.kcmdr:
2413 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2416 # no match found -- try later
2417 schedule(FBATTAK, expran(0.3*game.intime))
2422 # commander + starbase combination found -- launch attack
2424 schedule(FCDBAS, randreal(1.0, 4.0))
2425 if game.isatb: # extra time if SC already attacking
2426 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2427 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2428 game.iseenit = False
2429 if not communicating():
2430 continue # No warning :-(
2434 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2435 prout(_(" reports that it is under attack and that it can"))
2436 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2439 elif evcode == FSCDBAS: # Supercommander destroys base
2442 if not game.state.galaxy[game.state.kscmdr.i][game.state.kscmdr.j].starbase:
2443 continue # WAS RETURN!
2445 game.battle = game.state.kscmdr
2447 elif evcode == FCDBAS: # Commander succeeds in destroying base
2450 if not game.state.baseq() \
2451 or not game.state.galaxy[game.battle.i][game.battle.j].starbase:
2452 game.battle.invalidate()
2454 # find the lucky pair
2455 for cmdr in game.state.kcmdr:
2456 if cmdr == game.battle:
2459 # No action to take after all
2462 elif evcode == FSCMOVE: # Supercommander moves
2463 schedule(FSCMOVE, 0.2777)
2464 if not game.ientesc and not istract and game.isatb != 1 and \
2465 (not game.iscate or not game.justin):
2467 elif evcode == FDSPROB: # Move deep space probe
2468 schedule(FDSPROB, 0.01)
2469 game.probex += game.probeinx
2470 game.probey += game.probeiny
2471 i = (int)(game.probex/QUADSIZE +0.05)
2472 j = (int)(game.probey/QUADSIZE + 0.05)
2473 if game.probec.i != i or game.probec.j != j:
2476 if not VALID_QUADRANT(i, j) or \
2477 game.state.galaxy[game.probec.i][game.probec.j].supernova:
2478 # Left galaxy or ran into supernova
2482 proutn(_("Lt. Uhura- \"The deep space probe "))
2483 if not VALID_QUADRANT(j, i):
2484 proutn(_("has left the galaxy"))
2486 proutn(_("is no longer transmitting"))
2490 if not communicating():
2493 proutn(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probec)
2494 pdest = game.state.galaxy[game.probec.i][game.probec.j]
2495 # Update star chart if Radio is working or have access to radio
2497 chp = game.state.chart[game.probec.i][game.probec.j]
2498 chp.klingons = pdest.klingons
2499 chp.starbase = pdest.starbase
2500 chp.stars = pdest.stars
2501 pdest.charted = True
2502 game.proben -= 1 # One less to travel
2503 if game.proben == 0 and game.isarmed and pdest.stars:
2504 # lets blow the sucker!
2505 supernova(game.probec)
2507 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2509 elif evcode == FDISTR: # inhabited system issues distress call
2511 # try a whole bunch of times to find something suitable
2512 for i in range(100):
2513 # need a quadrant which is not the current one,
2514 # which has some stars which are inhabited and
2515 # not already under attack, which is not
2516 # supernova'ed, and which has some Klingons in it
2517 w = randplace(GALSIZE)
2518 q = game.state.galaxy[w.i][w.j]
2519 if not (game.quadrant == w or q.planet == None or \
2520 not q.planet.inhabited or \
2521 q.supernova or q.status!="secure" or q.klingons<=0):
2524 # can't seem to find one; ignore this call
2526 prout("=== Couldn't find location for distress event.")
2528 # got one!! Schedule its enslavement
2529 ev = schedule(FENSLV, expran(game.intime))
2531 q.status = "distressed"
2532 # tell the captain about it if we can
2534 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2536 prout(_("by a Klingon invasion fleet."))
2539 elif evcode == FENSLV: # starsystem is enslaved
2540 ev = unschedule(FENSLV)
2541 # see if current distress call still active
2542 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2546 q.status = "enslaved"
2548 # play stork and schedule the first baby
2549 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2550 ev2.quadrant = ev.quadrant
2552 # report the disaster if we can
2554 prout(_("Uhura- We've lost contact with starsystem %s") % \
2556 prout(_("in Quadrant %s.\n") % ev.quadrant)
2557 elif evcode == FREPRO: # Klingon reproduces
2558 # If we ever switch to a real event queue, we'll need to
2559 # explicitly retrieve and restore the x and y.
2560 ev = schedule(FREPRO, expran(1.0 * game.intime))
2561 # see if current distress call still active
2562 q = game.state.galaxy[ev.quadrant.i][ev.quadrant.j]
2566 if game.state.remkl >=MAXKLGAME:
2567 continue # full right now
2568 # reproduce one Klingon
2570 if game.klhere >= MAXKLQUAD:
2572 # this quadrant not ok, pick an adjacent one
2573 for i in range(w.i - 1, w.i + 2):
2574 for j in range(w.j - 1, w.j + 2):
2575 if not VALID_QUADRANT(i, j):
2577 q = game.state.galaxy[w.i][w.j]
2578 # check for this quad ok (not full & no snova)
2579 if q.klingons >= MAXKLQUAD or q.supernova:
2583 continue # search for eligible quadrant failed
2587 game.state.remkl += 1
2589 if game.quadrant == w:
2591 game.enemies.append(newkling())
2592 # recompute time left
2594 # report the disaster if we can
2596 if game.quadrant == w:
2597 prout(_("Spock- sensors indicate the Klingons have"))
2598 prout(_("launched a warship from %s.") % q.planet)
2600 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2601 if q.planet != None:
2602 proutn(_("near %s") % q.planet)
2603 prout(_("in Quadrant %s.") % w)
2609 key = scanner.next()
2612 proutn(_("How long? "))
2617 origTime = delay = scanner.real
2620 if delay >= game.state.remtime or len(game.enemies) != 0:
2621 proutn(_("Are you sure? "))
2624 # Alternate resting periods (events) with attacks
2628 game.resting = False
2629 if not game.resting:
2630 prout(_("%d stardates left.") % int(game.state.remtime))
2632 temp = game.optime = delay
2633 if len(game.enemies):
2634 rtime = randreal(1.0, 2.0)
2638 if game.optime < delay:
2639 attack(torps_ok=False)
2647 # Repair Deathray if long rest at starbase
2648 if origTime-delay >= 9.99 and game.condition == "docked":
2649 game.damage[DDRAY] = 0.0
2650 # leave if quadrant supernovas
2651 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
2653 game.resting = False
2656 # A nova occurs. It is the result of having a star hit with a
2657 # photon torpedo, or possibly of a probe warhead going off.
2658 # Stars that go nova cause stars which surround them to undergo
2659 # the same probabilistic process. Klingons next to them are
2660 # destroyed. And if the starship is next to it, it gets zapped.
2661 # If the zap is too much, it gets destroyed.
2665 course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2666 newc = coord(); neighbor = coord(); bump = coord(0, 0)
2668 # Wow! We've supernova'ed
2669 supernova(game.quadrant)
2671 # handle initial nova
2672 game.quad[nov.i][nov.j] = IHDOT
2673 prout(crmena(False, IHSTAR, "sector", nov) + _(" novas."))
2674 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2675 game.state.starkl += 1
2676 # Set up queue to recursively trigger adjacent stars
2682 for offset.i in range(-1, 1+1):
2683 for offset.j in range(-1, 1+1):
2684 if offset.j==0 and offset.i==0:
2686 neighbor = start + offset
2687 if not VALID_SECTOR(neighbor.j, neighbor.i):
2689 iquad = game.quad[neighbor.i][neighbor.j]
2690 # Empty space ends reaction
2691 if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
2693 elif iquad == IHSTAR: # Affect another star
2695 # This star supernovas
2696 supernova(game.quadrant)
2699 hits.append(neighbor)
2700 game.state.galaxy[game.quadrant.i][game.quadrant.j].stars -= 1
2701 game.state.starkl += 1
2702 proutn(crmena(True, IHSTAR, "sector", neighbor))
2704 game.quad[neighbor.i][neighbor.j] = IHDOT
2706 elif iquad in (IHP, IHW): # Destroy planet
2707 game.state.galaxy[game.quadrant.i][game.quadrant.j].planet = None
2709 game.state.nplankl += 1
2711 game.state.worldkl += 1
2712 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2713 game.iplnet.pclass = "destroyed"
2715 game.plnet.invalidate()
2719 game.quad[neighbor.i][neighbor.j] = IHDOT
2720 elif iquad == IHB: # Destroy base
2721 game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase = False
2722 game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
2723 game.base.invalidate()
2724 game.state.basekl += 1
2726 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2727 game.quad[neighbor.i][neighbor.j] = IHDOT
2728 elif iquad in (IHE, IHF): # Buffet ship
2729 prout(_("***Starship buffeted by nova."))
2731 if game.shield >= 2000.0:
2732 game.shield -= 2000.0
2734 diff = 2000.0 - game.shield
2738 prout(_("***Shields knocked out."))
2739 game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2741 game.energy -= 2000.0
2742 if game.energy <= 0:
2745 # add in course nova contributes to kicking starship
2746 bump += (game.sector-hits[mm]).sgn()
2747 elif iquad == IHK: # kill klingon
2748 deadkl(neighbor, iquad, neighbor)
2749 elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
2750 for ll in range(len(game.enemies)):
2751 if game.enemies[ll].kloc == neighbor:
2753 game.enemies[ll].kpower -= 800.0 # If firepower is lost, die
2754 if game.enemies[ll].kpower <= 0.0:
2755 deadkl(neighbor, iquad, neighbor)
2757 newc = neighbor + neighbor - hits[mm]
2758 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2759 if not VALID_SECTOR(newc.i, newc.j):
2760 # can't leave quadrant
2763 iquad1 = game.quad[newc.i][newc.j]
2764 if iquad1 == IHBLANK:
2765 proutn(_(", blasted into ") + crmena(False, IHBLANK, "sector", newc))
2767 deadkl(neighbor, iquad, newc)
2770 # can't move into something else
2773 proutn(_(", buffeted to Sector %s") % newc)
2774 game.quad[neighbor.i][neighbor.j] = IHDOT
2775 game.quad[newc.i][newc.j] = iquad
2776 game.enemies[ll].move(newc)
2777 # Starship affected by nova -- kick it away.
2778 game.dist = kount*0.1
2779 game.direc = course[3*(bump.i+1)+bump.j+2]
2780 if game.direc == 0.0:
2782 if game.dist == 0.0:
2784 game.optime = 10.0*game.dist/16.0
2786 prout(_("Force of nova displaces starship."))
2787 imove(novapush=True)
2788 game.optime = 10.0*game.dist/16.0
2792 "Star goes supernova."
2797 # Scheduled supernova -- select star at random.
2800 for nq.i in range(GALSIZE):
2801 for nq.j in range(GALSIZE):
2802 stars += game.state.galaxy[nq.i][nq.j].stars
2804 return # nothing to supernova exists
2805 num = randrange(stars) + 1
2806 for nq.i in range(GALSIZE):
2807 for nq.j in range(GALSIZE):
2808 num -= game.state.galaxy[nq.i][nq.j].stars
2814 proutn("=== Super nova here?")
2817 if not nq == game.quadrant or game.justin:
2818 # it isn't here, or we just entered (treat as enroute)
2821 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2822 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2825 # we are in the quadrant!
2826 num = randrange(game.state.galaxy[nq.i][nq.j].stars) + 1
2827 for ns.i in range(QUADSIZE):
2828 for ns.j in range(QUADSIZE):
2829 if game.quad[ns.i][ns.j]==IHSTAR:
2836 prouts(_("***RED ALERT! RED ALERT!"))
2838 prout(_("***Incipient supernova detected at Sector %s") % ns)
2839 if (ns.i-game.sector.i)**2 + (ns.j-game.sector.j)**2 <= 2.1:
2840 proutn(_("Emergency override attempts t"))
2841 prouts("***************")
2845 # destroy any Klingons in supernovaed quadrant
2846 kldead = game.state.galaxy[nq.i][nq.j].klingons
2847 game.state.galaxy[nq.i][nq.j].klingons = 0
2848 if nq == game.state.kscmdr:
2849 # did in the Supercommander!
2850 game.state.nscrem = game.state.kscmdr.i = game.state.kscmdr.j = game.isatb = 0
2854 survivors = filter(lambda w: w != nq, game.state.kcmdr)
2855 comkills = len(game.state.kcmdr) - len(survivors)
2856 game.state.kcmdr = survivors
2858 if not game.state.kcmdr:
2860 game.state.remkl -= kldead
2861 # destroy Romulans and planets in supernovaed quadrant
2862 nrmdead = game.state.galaxy[nq.i][nq.j].romulans
2863 game.state.galaxy[nq.i][nq.j].romulans = 0
2864 game.state.nromrem -= nrmdead
2866 for loop in range(game.inplan):
2867 if game.state.planets[loop].quadrant == nq:
2868 game.state.planets[loop].pclass = "destroyed"
2870 # Destroy any base in supernovaed quadrant
2871 game.state.baseq = filter(lambda x: x != nq, game.state.baseq)
2872 # If starship caused supernova, tally up destruction
2874 game.state.starkl += game.state.galaxy[nq.i][nq.j].stars
2875 game.state.basekl += game.state.galaxy[nq.i][nq.j].starbase
2876 game.state.nplankl += npdead
2877 # mark supernova in galaxy and in star chart
2878 if game.quadrant == nq or communicating():
2879 game.state.galaxy[nq.i][nq.j].supernova = True
2880 # If supernova destroys last Klingons give special message
2881 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
2884 prout(_("Lucky you!"))
2885 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2888 # if some Klingons remain, continue or die in supernova
2893 # Code from finish.c ends here.
2896 "Self-destruct maneuver. Finish with a BANG!"
2898 if damaged(DCOMPTR):
2899 prout(_("Computer damaged; cannot execute destruct sequence."))
2901 prouts(_("---WORKING---")); skip(1)
2902 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2903 prouts(" 10"); skip(1)
2904 prouts(" 9"); skip(1)
2905 prouts(" 8"); skip(1)
2906 prouts(" 7"); skip(1)
2907 prouts(" 6"); skip(1)
2909 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2911 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2913 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2917 if game.passwd != scanner.token:
2918 prouts(_("PASSWORD-REJECTED;"))
2920 prouts(_("CONTINUITY-EFFECTED"))
2923 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2924 prouts(" 5"); skip(1)
2925 prouts(" 4"); skip(1)
2926 prouts(" 3"); skip(1)
2927 prouts(" 2"); skip(1)
2928 prouts(" 1"); skip(1)
2930 prouts(_("GOODBYE-CRUEL-WORLD"))
2938 prouts(_("********* Entropy of %s maximized *********") % crmshp())
2942 if len(game.enemies) != 0:
2943 whammo = 25.0 * game.energy
2945 while l <= len(game.enemies):
2946 if game.enemies[l].kpower*game.enemies[l].kdist <= whammo:
2947 deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.i][game.enemies[l].kloc.j], game.enemies[l].kloc)
2952 "Compute our rate of kils over time."
2953 elapsed = game.state.date - game.indate
2954 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
2957 starting = (game.inkling + game.incom + game.inscom)
2958 remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
2959 return (starting - remaining)/elapsed
2963 badpt = 5.0*game.state.starkl + \
2965 10.0*game.state.nplankl + \
2966 300*game.state.nworldkl + \
2968 100.0*game.state.basekl +\
2970 if game.ship == IHF:
2972 elif game.ship == None:
2977 # end the game, with appropriate notfications
2981 prout(_("It is stardate %.1f.") % game.state.date)
2983 if ifin == FWON: # Game has been won
2984 if game.state.nromrem != 0:
2985 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
2988 prout(_("You have smashed the Klingon invasion fleet and saved"))
2989 prout(_("the Federation."))
2994 badpt = 0.0 # Close enough!
2995 # killsPerDate >= RateMax
2996 if game.state.date-game.indate < 5.0 or \
2997 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
2999 prout(_("In fact, you have done so well that Starfleet Command"))
3000 if game.skill == SKILL_NOVICE:
3001 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
3002 elif game.skill == SKILL_FAIR:
3003 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
3004 elif game.skill == SKILL_GOOD:
3005 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
3006 elif game.skill == SKILL_EXPERT:
3007 prout(_("promotes you to Commodore Emeritus."))
3009 prout(_("Now that you think you're really good, try playing"))
3010 prout(_("the \"Emeritus\" game. It will splatter your ego."))
3011 elif game.skill == SKILL_EMERITUS:
3013 proutn(_("Computer- "))
3014 prouts(_("ERROR-ERROR-ERROR-ERROR"))
3016 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3018 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3020 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3022 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3024 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3026 prout(_("Now you can retire and write your own Star Trek game!"))
3028 elif game.skill >= SKILL_EXPERT:
3029 if game.thawed and not idebug:
3030 prout(_("You cannot get a citation, so..."))
3032 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3036 # Only grant long life if alive (original didn't!)
3038 prout(_("LIVE LONG AND PROSPER."))
3043 elif ifin == FDEPLETE: # Federation Resources Depleted
3044 prout(_("Your time has run out and the Federation has been"))
3045 prout(_("conquered. Your starship is now Klingon property,"))
3046 prout(_("and you are put on trial as a war criminal. On the"))
3047 proutn(_("basis of your record, you are "))
3048 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
3049 prout(_("acquitted."))
3051 prout(_("LIVE LONG AND PROSPER."))
3053 prout(_("found guilty and"))
3054 prout(_("sentenced to death by slow torture."))
3058 elif ifin == FLIFESUP:
3059 prout(_("Your life support reserves have run out, and"))
3060 prout(_("you die of thirst, starvation, and asphyxiation."))
3061 prout(_("Your starship is a derelict in space."))
3063 prout(_("Your energy supply is exhausted."))
3065 prout(_("Your starship is a derelict in space."))
3066 elif ifin == FBATTLE:
3067 prout(_("The %s has been destroyed in battle.") % crmshp())
3069 prout(_("Dulce et decorum est pro patria mori."))
3071 prout(_("You have made three attempts to cross the negative energy"))
3072 prout(_("barrier which surrounds the galaxy."))
3074 prout(_("Your navigation is abominable."))
3077 prout(_("Your starship has been destroyed by a nova."))
3078 prout(_("That was a great shot."))
3080 elif ifin == FSNOVAED:
3081 prout(_("The %s has been fried by a supernova.") % crmshp())
3082 prout(_("...Not even cinders remain..."))
3083 elif ifin == FABANDN:
3084 prout(_("You have been captured by the Klingons. If you still"))
3085 prout(_("had a starbase to be returned to, you would have been"))
3086 prout(_("repatriated and given another chance. Since you have"))
3087 prout(_("no starbases, you will be mercilessly tortured to death."))
3088 elif ifin == FDILITHIUM:
3089 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3090 elif ifin == FMATERIALIZE:
3091 prout(_("Starbase was unable to re-materialize your starship."))
3092 prout(_("Sic transit gloria mundi"))
3093 elif ifin == FPHASER:
3094 prout(_("The %s has been cremated by its own phasers.") % crmshp())
3096 prout(_("You and your landing party have been"))
3097 prout(_("converted to energy, disipating through space."))
3098 elif ifin == FMINING:
3099 prout(_("You are left with your landing party on"))
3100 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3102 prout(_("They are very fond of \"Captain Kirk\" soup."))
3104 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3105 elif ifin == FDPLANET:
3106 prout(_("You and your mining party perish."))
3108 prout(_("That was a great shot."))
3111 prout(_("The Galileo is instantly annihilated by the supernova."))
3112 prout(_("You and your mining party are atomized."))
3114 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3115 prout(_("joins the Romulans, wreaking terror on the Federation."))
3116 elif ifin == FPNOVA:
3117 prout(_("You and your mining party are atomized."))
3119 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3120 prout(_("joins the Romulans, wreaking terror on the Federation."))
3121 elif ifin == FSTRACTOR:
3122 prout(_("The shuttle craft Galileo is also caught,"))
3123 prout(_("and breaks up under the strain."))
3125 prout(_("Your debris is scattered for millions of miles."))
3126 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3128 prout(_("The mutants attack and kill Spock."))
3129 prout(_("Your ship is captured by Klingons, and"))
3130 prout(_("your crew is put on display in a Klingon zoo."))
3131 elif ifin == FTRIBBLE:
3132 prout(_("Tribbles consume all remaining water,"))
3133 prout(_("food, and oxygen on your ship."))
3135 prout(_("You die of thirst, starvation, and asphyxiation."))
3136 prout(_("Your starship is a derelict in space."))
3138 prout(_("Your ship is drawn to the center of the black hole."))
3139 prout(_("You are crushed into extremely dense matter."))
3141 prout(_("Your last crew member has died."))
3142 if game.ship == IHF:
3144 elif game.ship == IHE:
3147 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
3148 goodies = game.state.remres/game.inresor
3149 baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3150 if goodies/baddies >= randreal(1.0, 1.5):
3151 prout(_("As a result of your actions, a treaty with the Klingon"))
3152 prout(_("Empire has been signed. The terms of the treaty are"))
3153 if goodies/baddies >= randreal(3.0):
3154 prout(_("favorable to the Federation."))
3156 prout(_("Congratulations!"))
3158 prout(_("highly unfavorable to the Federation."))
3160 prout(_("The Federation will be destroyed."))
3162 prout(_("Since you took the last Klingon with you, you are a"))
3163 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3164 prout(_("statue in your memory. Rest in peace, and try not"))
3165 prout(_("to think about pigeons."))
3170 "Compute player's score."
3171 timused = game.state.date - game.indate
3173 if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
3175 perdate = killrate()
3176 ithperd = 500*perdate + 0.5
3179 iwon = 100*game.skill
3180 if game.ship == IHE:
3182 elif game.ship == IHF:
3186 if not game.gamewon:
3187 game.state.nromrem = 0 # None captured if no win
3188 iscore = 10*(game.inkling - game.state.remkl) \
3189 + 50*(game.incom - len(game.state.kcmdr)) \
3191 + 20*(game.inrom - game.state.nromrem) \
3192 + 200*(game.inscom - game.state.nscrem) \
3193 - game.state.nromrem \
3198 prout(_("Your score --"))
3199 if game.inrom - game.state.nromrem:
3200 prout(_("%6d Romulans destroyed %5d") %
3201 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3202 if game.state.nromrem:
3203 prout(_("%6d Romulans captured %5d") %
3204 (game.state.nromrem, game.state.nromrem))
3205 if game.inkling - game.state.remkl:
3206 prout(_("%6d ordinary Klingons destroyed %5d") %
3207 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
3208 if game.incom - len(game.state.kcmdr):
3209 prout(_("%6d Klingon commanders destroyed %5d") %
3210 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3211 if game.inscom - game.state.nscrem:
3212 prout(_("%6d Super-Commander destroyed %5d") %
3213 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3215 prout(_("%6.2f Klingons per stardate %5d") %
3217 if game.state.starkl:
3218 prout(_("%6d stars destroyed by your action %5d") %
3219 (game.state.starkl, -5*game.state.starkl))
3220 if game.state.nplankl:
3221 prout(_("%6d planets destroyed by your action %5d") %
3222 (game.state.nplankl, -10*game.state.nplankl))
3223 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3224 prout(_("%6d inhabited planets destroyed by your action %5d") %
3225 (game.state.nplankl, -300*game.state.nworldkl))
3226 if game.state.basekl:
3227 prout(_("%6d bases destroyed by your action %5d") %
3228 (game.state.basekl, -100*game.state.basekl))
3230 prout(_("%6d calls for help from starbase %5d") %
3231 (game.nhelp, -45*game.nhelp))
3233 prout(_("%6d casualties incurred %5d") %
3234 (game.casual, -game.casual))
3236 prout(_("%6d crew abandoned in space %5d") %
3237 (game.abandoned, -3*game.abandoned))
3239 prout(_("%6d ship(s) lost or destroyed %5d") %
3240 (klship, -100*klship))
3242 prout(_("Penalty for getting yourself killed -200"))
3244 proutn(_("Bonus for winning "))
3245 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3246 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3247 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3248 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3249 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3250 prout(" %5d" % iwon)
3252 prout(_("TOTAL SCORE %5d") % iscore)
3255 "Emit winner's commemmorative plaque."
3258 proutn(_("File or device name for your plaque: "))
3261 fp = open(winner, "w")
3264 prout(_("Invalid name."))
3266 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3268 # The 38 below must be 64 for 132-column paper
3269 nskip = 38 - len(winner)/2
3270 fp.write("\n\n\n\n")
3271 # --------DRAW ENTERPRISE PICTURE.
3272 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3273 fp.write(" EEE E : : : E\n" )
3274 fp.write(" EE EEE E : : NCC-1701 : E\n")
3275 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
3276 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3277 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
3278 fp.write(" EEEEEEE EEEEE E E E E\n")
3279 fp.write(" EEE E E E E\n")
3280 fp.write(" E E E E\n")
3281 fp.write(" EEEEEEEEEEEEE E E\n")
3282 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3283 fp.write(" :E : EEEE E\n")
3284 fp.write(" .-E -:----- E\n")
3285 fp.write(" :E : E\n")
3286 fp.write(" EE : EEEEEEEE\n")
3287 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3289 fp.write(_(" U. S. S. ENTERPRISE\n"))
3290 fp.write("\n\n\n\n")
3291 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3293 fp.write(_(" Starfleet Command bestows to you\n"))
3295 fp.write("%*s%s\n\n" % (nskip, "", winner))
3296 fp.write(_(" the rank of\n\n"))
3297 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3299 if game.skill == SKILL_EXPERT:
3300 fp.write(_(" Expert level\n\n"))
3301 elif game.skill == SKILL_EMERITUS:
3302 fp.write(_("Emeritus level\n\n"))
3304 fp.write(_(" Cheat level\n\n"))
3305 timestring = ctime()
3306 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3307 (timestring+4, timestring+20, timestring+11))
3308 fp.write(_(" Your score: %d\n\n") % iscore)
3309 fp.write(_(" Klingons per stardate: %.2f\n") % perdate)
3312 # Code from io.c begins here
3314 rows = linecount = 0 # for paging
3317 fullscreen_window = None
3318 srscan_window = None
3319 report_window = None
3320 status_window = None
3321 lrscan_window = None
3322 message_window = None
3323 prompt_window = None
3327 "Wrap up, either normally or due to signal"
3328 if game.options & OPTION_CURSES:
3335 sys.stdout.write('\n')
3341 #setlocale(LC_ALL, "")
3342 #bindtextdomain(PACKAGE, LOCALEDIR)
3343 #textdomain(PACKAGE)
3344 if atexit.register(outro):
3345 sys.stderr.write("Unable to register outro(), exiting...\n")
3347 if not (game.options & OPTION_CURSES):
3348 ln_env = os.getenv("LINES")
3354 stdscr = curses.initscr()
3359 curses.start_color()
3360 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, curses.COLOR_BLACK)
3361 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, curses.COLOR_BLACK)
3362 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, curses.COLOR_BLACK)
3363 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, curses.COLOR_BLACK)
3364 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, curses.COLOR_BLACK)
3365 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, curses.COLOR_BLACK)
3366 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, curses.COLOR_BLACK)
3367 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, curses.COLOR_BLACK)
3369 global fullscreen_window, srscan_window, report_window, status_window
3370 global lrscan_window, message_window, prompt_window
3371 (rows, columns) = stdscr.getmaxyx()
3372 fullscreen_window = stdscr
3373 srscan_window = curses.newwin(12, 25, 0, 0)
3374 report_window = curses.newwin(11, 0, 1, 25)
3375 status_window = curses.newwin(10, 0, 1, 39)
3376 lrscan_window = curses.newwin(5, 0, 0, 64)
3377 message_window = curses.newwin(0, 0, 12, 0)
3378 prompt_window = curses.newwin(1, 0, rows-2, 0)
3379 message_window.scrollok(True)
3380 setwnd(fullscreen_window)
3383 def textcolor(color):
3384 "Set text foreground color. Presently a stub."
3388 "Wrap up I/O. Presently a stub."
3392 "Wait for user action -- OK to do nothing if on a TTY"
3393 if game.options & OPTION_CURSES:
3398 prouts(_("[ANOUNCEMENT ARRIVING...]"))
3402 if game.skill > SKILL_FAIR:
3403 prompt = _("[CONTINUE?]")
3405 prompt = _("[PRESS ENTER TO CONTINUE]")
3407 if game.options & OPTION_CURSES:
3409 setwnd(prompt_window)
3410 prompt_window.wclear()
3411 prompt_window.addstr(prompt)
3412 prompt_window.getstr()
3413 prompt_window.clear()
3414 prompt_window.refresh()
3415 setwnd(message_window)
3418 sys.stdout.write('\n')
3421 for j in range(rows):
3422 sys.stdout.write('\n')
3426 "Skip i lines. Pause game if this would cause a scrolling event."
3427 for dummy in range(i):
3428 if game.options & OPTION_CURSES:
3429 (y, x) = curwnd.getyx()
3430 (my, mx) = curwnd.getmaxyx()
3431 if curwnd == message_window and y >= my - 3:
3439 if rows and linecount >= rows:
3442 sys.stdout.write('\n')
3445 "Utter a line with no following line feed."
3446 if game.options & OPTION_CURSES:
3450 sys.stdout.write(line)
3460 if not replayfp or replayfp.closed: # Don't slow down replays
3463 if game.options & OPTION_CURSES:
3467 if not replayfp or replayfp.closed:
3471 "Get a line of input."
3472 if game.options & OPTION_CURSES:
3473 line = curwnd.getstr() + "\n"
3476 if replayfp and not replayfp.closed:
3478 line = replayfp.readline()
3481 prout("*** Replay finished")
3484 elif line[0] != "#":
3487 line = raw_input() + "\n"
3493 "Change windows -- OK for this to be a no-op in tty mode."
3495 if game.options & OPTION_CURSES:
3497 curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
3500 "Clear to end of line -- can be a no-op in tty mode"
3501 if game.options & OPTION_CURSES:
3506 "Clear screen -- can be a no-op in tty mode."
3508 if game.options & OPTION_CURSES:
3515 "Set highlight video, if this is reasonable."
3516 if game.options & OPTION_CURSES:
3517 curwnd.attron(curses.A_REVERSE)
3520 # Things past this point have policy implications.
3524 "Hook to be called after moving to redraw maps."
3525 if game.options & OPTION_CURSES:
3528 setwnd(srscan_window)
3532 setwnd(status_window)
3533 status_window.clear()
3534 status_window.move(0, 0)
3535 setwnd(report_window)
3536 report_window.clear()
3537 report_window.move(0, 0)
3539 setwnd(lrscan_window)
3540 lrscan_window.clear()
3541 lrscan_window.move(0, 0)
3542 lrscan(silent=False)
3544 def put_srscan_sym(w, sym):
3545 "Emit symbol for short-range scan."
3546 srscan_window.move(w.i+1, w.j*2+2)
3547 srscan_window.addch(sym)
3548 srscan_window.refresh()
3551 "Enemy fall down, go boom."
3552 if game.options & OPTION_CURSES:
3554 setwnd(srscan_window)
3555 srscan_window.attron(curses.A_REVERSE)
3556 put_srscan_sym(w, game.quad[w.i][w.j])
3560 srscan_window.attroff(curses.A_REVERSE)
3561 put_srscan_sym(w, game.quad[w.i][w.j])
3562 curses.delay_output(500)
3563 setwnd(message_window)
3566 "Sound and visual effects for teleportation."
3567 if game.options & OPTION_CURSES:
3569 setwnd(message_window)
3571 prouts(" . . . . . ")
3572 if game.options & OPTION_CURSES:
3573 #curses.delay_output(1000)
3577 def tracktorpedo(origin, w, step, i, n, iquad):
3578 "Torpedo-track animation."
3579 if not game.options & OPTION_CURSES:
3583 proutn(_("Track for %s torpedo number %d- ") % (game.quad[origin.i][origin.j],i+1))
3586 proutn(_("Torpedo track- "))
3587 elif step==4 or step==9:
3591 if not damaged(DSRSENS) or game.condition=="docked":
3592 if i != 0 and step == 1:
3595 if (iquad==IHDOT) or (iquad==IHBLANK):
3596 put_srscan_sym(w, '+')
3600 put_srscan_sym(w, iquad)
3602 curwnd.attron(curses.A_REVERSE)
3603 put_srscan_sym(w, iquad)
3607 curwnd.attroff(curses.A_REVERSE)
3608 put_srscan_sym(w, iquad)
3613 "Display the current galaxy chart."
3614 if game.options & OPTION_CURSES:
3615 setwnd(message_window)
3616 message_window.clear()
3618 if game.options & OPTION_TTY:
3623 def prstat(txt, data):
3625 if game.options & OPTION_CURSES:
3627 setwnd(status_window)
3629 proutn(" " * (NSYM - len(txt)))
3632 if game.options & OPTION_CURSES:
3633 setwnd(report_window)
3635 # Code from moving.c begins here
3637 def imove(novapush):
3638 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3639 w = coord(); final = coord()
3642 def no_quad_change():
3643 # No quadrant change -- compute new average enemy distances
3644 game.quad[game.sector.i][game.sector.j] = game.ship
3646 for enemy in game.enemies:
3647 finald = (w-enemy.kloc).distance()
3648 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3649 enemy.kdist = finald
3650 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
3651 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3652 attack(torps_ok=False)
3653 for enemy in game.enemies:
3654 enemy.kavgd = enemy.kdist
3657 setwnd(message_window)
3660 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3661 game.inorbit = False
3662 angle = ((15.0 - game.direc) * 0.5235988)
3663 deltax = -math.sin(angle)
3664 deltay = math.cos(angle)
3665 if math.fabs(deltax) > math.fabs(deltay):
3666 bigger = math.fabs(deltax)
3668 bigger = math.fabs(deltay)
3671 # If tractor beam is to occur, don't move full distance
3672 if game.state.date+game.optime >= scheduled(FTBEAM):
3674 game.condition = "red"
3675 game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3676 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3677 # Move within the quadrant
3678 game.quad[game.sector.i][game.sector.j] = IHDOT
3681 n = int(10.0*game.dist*bigger+0.5)
3683 for m in range(1, n+1):
3688 if not VALID_SECTOR(w.i, w.j):
3689 # Leaving quadrant -- allow final enemy attack
3690 # Don't do it if being pushed by Nova
3691 if len(game.enemies) != 0 and not novapush:
3693 for enemy in game.enemies:
3694 finald = (w - enemy.kloc).distance()
3695 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3697 # Stas Sergeev added the condition
3698 # that attacks only happen if Klingons
3699 # are present and your skill is good.
3701 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
3702 attack(torps_ok=False)
3705 # compute final position -- new quadrant and sector
3706 x = (QUADSIZE*game.quadrant.i)+game.sector.i
3707 y = (QUADSIZE*game.quadrant.j)+game.sector.j
3708 w.i = int(round(x+10.0*game.dist*bigger*deltax))
3709 w.j = int(round(y+10.0*game.dist*bigger*deltay))
3710 # check for edge of galaxy
3720 if w.i >= GALSIZE*QUADSIZE:
3721 w.i = (GALSIZE*QUADSIZE*2) - w.i
3723 if w.j >= GALSIZE*QUADSIZE:
3724 w.j = (GALSIZE*QUADSIZE*2) - w.j
3732 if game.nkinks == 3:
3733 # Three strikes -- you're out!
3737 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3738 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3739 prout(_("YOU WILL BE DESTROYED."))
3740 # Compute final position in new quadrant
3741 if trbeam: # Don't bother if we are to be beamed
3743 game.quadrant.i = w.i/QUADSIZE
3744 game.quadrant.j = w.j/QUADSIZE
3745 game.sector.i = w.i - (QUADSIZE*game.quadrant.i)
3746 game.sector.j = w.j - (QUADSIZE*game.quadrant.j)
3748 prout(_("Entering Quadrant %s.") % game.quadrant)
3749 game.quad[game.sector.i][game.sector.j] = game.ship
3751 if game.skill>SKILL_NOVICE:
3752 attack(torps_ok=False)
3754 iquad = game.quad[w.i][w.j]
3756 # object encountered in flight path
3757 stopegy = 50.0*game.dist/game.optime
3758 game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0)
3759 if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
3761 for enemy in game.enemies:
3762 if enemy.kloc == game.sector:
3764 collision(rammed=False, enemy=enemy)
3766 elif iquad == IHBLANK:
3768 prouts(_("***RED ALERT! RED ALERT!"))
3770 proutn("***" + crmshp())
3771 proutn(_(" pulled into black hole at Sector %s") % w)
3773 # Getting pulled into a black hole was certain
3774 # death in Almy's original. Stas Sergeev added a
3775 # possibility that you'll get timewarped instead.
3778 for m in range(NDEVICES):
3779 if game.damage[m]>0:
3781 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3782 if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
3792 prout(_(" encounters Tholian web at %s;") % w)
3794 prout(_(" blocked by object at %s;") % w)
3795 proutn(_("Emergency stop required "))
3796 prout(_("%2d units of energy.") % int(stopegy))
3797 game.energy -= stopegy
3798 final.i = int(round(deltax))
3799 final.j = int(round(deltay))
3801 if game.energy <= 0:
3807 game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0)
3814 "Dock our ship at a starbase."
3816 if game.condition == "docked" and verbose:
3817 prout(_("Already docked."))
3820 prout(_("You must first leave standard orbit."))
3822 if not game.base.is_valid() or abs(game.sector.i-game.base.i) > 1 or abs(game.sector.j-game.base.j) > 1:
3823 prout(crmshp() + _(" not adjacent to base."))
3825 game.condition = "docked"
3829 if game.energy < game.inenrg:
3830 game.energy = game.inenrg
3831 game.shield = game.inshld
3832 game.torps = game.intorps
3833 game.lsupres = game.inlsr
3834 game.state.crew = FULLCREW
3835 if not damaged(DRADIO) and \
3836 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3837 # get attack report from base
3838 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3842 # This program originally required input in terms of a (clock)
3843 # direction and distance. Somewhere in history, it was changed to
3844 # cartesian coordinates. So we need to convert. Probably
3845 # "manual" input should still be done this way -- it's a real
3846 # pain if the computer isn't working! Manual mode is still confusing
3847 # because it involves giving x and y motions, yet the coordinates
3848 # are always displayed y - x, where +y is downward!
3850 def getcourse(isprobe, akey):
3851 "Get a course and distance from the user."
3853 dquad = copy.copy(game.quadrant)
3854 navmode = "unspecified"
3858 if game.landed and not isprobe:
3859 prout(_("Dummy! You can't leave standard orbit until you"))
3860 proutn(_("are back aboard the ship."))
3863 while navmode == "unspecified":
3864 if damaged(DNAVSYS):
3866 prout(_("Computer damaged; manual navigation only"))
3868 prout(_("Computer damaged; manual movement only"))
3873 if isprobe and akey != -1:
3874 # For probe launch, use pre-scanned value first time
3878 key = scanner.next()
3880 proutn(_("Manual or automatic- "))
3883 elif key == "IHALPHA":
3884 if scanner.sees("manual"):
3886 key = scanner.next()
3888 elif scanner.sees("automatic"):
3889 navmode = "automatic"
3890 key = scanner.next()
3898 prout(_("(Manual navigation assumed.)"))
3900 prout(_("(Manual movement assumed.)"))
3903 if navmode == "automatic":
3904 while key == "IHEOL":
3906 proutn(_("Target quadrant or quadrant§or- "))
3908 proutn(_("Destination sector or quadrant§or- "))
3911 key = scanner.next()
3915 xi = int(round(scanner.real))-1
3916 key = scanner.next()
3920 xj = int(round(scanner.real))-1
3921 key = scanner.next()
3923 # both quadrant and sector specified
3924 xk = int(round(scanner.real))-1
3925 key = scanner.next()
3929 xl = int(round(scanner.real))-1
3935 # only one pair of numbers was specified
3937 # only quadrant specified -- go to center of dest quad
3940 dsect.j = dsect.i = 4 # preserves 1-origin behavior
3942 # only sector specified
3946 if not VALID_QUADRANT(dquad.i,dquad.j) or not VALID_SECTOR(dsect.i,dsect.j):
3953 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
3955 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
3956 # the actual deltas get computed here
3958 delta.i = dquad.j-game.quadrant.j + 0.1*(dsect.j-game.sector.j)
3959 delta.j = game.quadrant.i-dquad.i + 0.1*(game.sector.i-dsect.i)
3961 while key == "IHEOL":
3962 proutn(_("X and Y displacements- "))
3965 key = scanner.next()
3970 delta.j = scanner.real
3971 key = scanner.next()
3975 delta.i = scanner.real
3976 # Check for zero movement
3977 if delta.i == 0 and delta.j == 0:
3980 if itemp == "verbose" and not isprobe:
3982 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
3983 # Course actually laid in.
3984 game.dist = delta.distance()
3985 game.direc = delta.bearing()
3986 if game.direc < 0.0:
3992 "Move under impulse power."
3994 if damaged(DIMPULS):
3997 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
3999 if game.energy > 30.0:
4000 if not getcourse(isprobe=False, akey=0):
4002 power = 20.0 + 100.0*game.dist
4005 if power >= game.energy:
4006 # Insufficient power for trip
4008 prout(_("First Officer Spock- \"Captain, the impulse engines"))
4009 prout(_("require 20.0 units to engage, plus 100.0 units per"))
4010 if game.energy > 30:
4011 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
4012 int(0.01 * (game.energy-20.0)-0.05))
4013 prout(_(" quadrants.\""))
4015 prout(_("quadrant. They are, therefore, useless.\""))
4018 # Make sure enough time is left for the trip
4019 game.optime = game.dist/0.095
4020 if game.optime >= game.state.remtime:
4021 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4022 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4023 proutn(_("we dare spend the time?\" "))
4026 # Activate impulse engines and pay the cost
4027 imove(novapush=False)
4031 power = 20.0 + 100.0*game.dist
4032 game.energy -= power
4033 game.optime = game.dist/0.095
4034 if game.energy <= 0:
4039 "ove under warp drive."
4040 blooey = False; twarp = False
4041 if not timewarp: # Not WARPX entry
4043 if game.damage[DWARPEN] > 10.0:
4046 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4048 if damaged(DWARPEN) and game.warpfac > 4.0:
4051 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4052 prout(_(" is repaired, I can only give you warp 4.\""))
4054 # Read in course and distance
4055 if not getcourse(isprobe=False, akey=0):
4057 # Make sure starship has enough energy for the trip
4058 power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4059 if power >= game.energy:
4060 # Insufficient power for trip
4063 prout(_("Engineering to bridge--"))
4064 if not game.shldup or 0.5*power > game.energy:
4065 iwarp = math.pow((game.energy/(game.dist+0.05)), 0.333333333)
4067 prout(_("We can't do it, Captain. We don't have enough energy."))
4069 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4072 prout(_("if you'll lower the shields."))
4076 prout(_("We haven't the energy to go that far with the shields up."))
4079 # Make sure enough time is left for the trip
4080 game.optime = 10.0*game.dist/game.warpfac**2
4081 if game.optime >= 0.8*game.state.remtime:
4083 prout(_("First Officer Spock- \"Captain, I compute that such"))
4084 proutn(_(" a trip would require approximately %2.0f") %
4085 (100.0*game.optime/game.state.remtime))
4086 prout(_(" percent of our"))
4087 proutn(_(" remaining time. Are you sure this is wise?\" "))
4093 if game.warpfac > 6.0:
4094 # Decide if engine damage will occur
4095 # ESR: Seems wrong. Probability of damage goes *down* with distance?
4096 prob = game.dist*(6.0-game.warpfac)**2/66.666666666
4097 if prob > randreal():
4099 game.dist = randreal(game.dist)
4100 # Decide if time warp will occur
4101 if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > randreal():
4103 if idebug and game.warpfac==10 and not twarp:
4105 proutn("=== Force time warp? ")
4109 # If time warp or engine damage, check path
4110 # If it is obstructed, don't do warp or damage
4111 angle = ((15.0-game.direc)*0.5235998)
4112 deltax = -math.sin(angle)
4113 deltay = math.cos(angle)
4114 if math.fabs(deltax) > math.fabs(deltay):
4115 bigger = math.fabs(deltax)
4117 bigger = math.fabs(deltay)
4120 n = 10.0 * game.dist * bigger +0.5
4123 for l in range(1, n+1):
4128 if not VALID_SECTOR(ix, iy):
4130 if game.quad[ix][iy] != IHDOT:
4133 # Activate Warp Engines and pay the cost
4134 imove(novapush=False)
4137 game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4138 if game.energy <= 0:
4140 game.optime = 10.0*game.dist/game.warpfac**2
4144 game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
4146 prout(_("Engineering to bridge--"))
4147 prout(_(" Scott here. The warp engines are damaged."))
4148 prout(_(" We'll have to reduce speed to warp 4."))
4153 "Change the warp factor."
4159 proutn(_("Warp factor- "))
4164 if game.damage[DWARPEN] > 10.0:
4165 prout(_("Warp engines inoperative."))
4167 if damaged(DWARPEN) and scanner.real > 4.0:
4168 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4169 prout(_(" but right now we can only go warp 4.\""))
4171 if scanner.real > 10.0:
4172 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4174 if scanner.real < 1.0:
4175 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4177 oldfac = game.warpfac
4178 game.warpfac = scanner.real
4179 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4180 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4183 if game.warpfac < 8.00:
4184 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4186 if game.warpfac == 10.0:
4187 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4189 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4193 "Cope with being tossed out of quadrant by supernova or yanked by beam."
4195 # is captain on planet?
4197 if damaged(DTRANSP):
4200 prout(_("Scotty rushes to the transporter controls."))
4202 prout(_("But with the shields up it's hopeless."))
4204 prouts(_("His desperate attempt to rescue you . . ."))
4209 prout(_("SUCCEEDS!"))
4212 proutn(_("The crystals mined were "))
4220 # Check to see if captain in shuttle craft
4225 # Inform captain of attempt to reach safety
4229 prouts(_("***RED ALERT! RED ALERT!"))
4231 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4232 prouts(_(" a supernova."))
4234 prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
4236 prout(_("safely out of quadrant."))
4237 if not damaged(DRADIO):
4238 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
4239 # Try to use warp engines
4240 if damaged(DWARPEN):
4242 prout(_("Warp engines damaged."))
4245 game.warpfac = randreal(6.0, 8.0)
4246 prout(_("Warp factor set to %d") % int(game.warpfac))
4247 power = 0.75*game.energy
4248 game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4249 distreq = randreal(math.sqrt(2))
4250 if distreq < game.dist:
4252 game.optime = 10.0*game.dist/game.warpfac**2
4253 game.direc = randreal(12) # How dumb!
4255 game.inorbit = False
4258 # This is bad news, we didn't leave quadrant.
4262 prout(_("Insufficient energy to leave quadrant."))
4265 # Repeat if another snova
4266 if not game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
4268 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
4269 finish(FWON) # Snova killed remaining enemy.
4272 "Let's do the time warp again."
4273 prout(_("***TIME WARP ENTERED."))
4274 if game.state.snap and withprob(0.5):
4276 prout(_("You are traveling backwards in time %d stardates.") %
4277 int(game.state.date-game.snapsht.date))
4278 game.state = game.snapsht
4279 game.state.snap = False
4280 if len(game.state.kcmdr):
4281 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4282 schedule(FBATTAK, expran(0.3*game.intime))
4283 schedule(FSNOVA, expran(0.5*game.intime))
4284 # next snapshot will be sooner
4285 schedule(FSNAP, expran(0.25*game.state.remtime))
4287 if game.state.nscrem:
4288 schedule(FSCMOVE, 0.2777)
4292 game.battle.invalidate()
4294 # Make sure Galileo is consistant -- Snapshot may have been taken
4295 # when on planet, which would give us two Galileos!
4297 for l in range(game.inplan):
4298 if game.state.planets[l].known == "shuttle_down":
4300 if game.iscraft == "onship" and game.ship==IHE:
4301 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4302 game.iscraft = "offship"
4303 # Likewise, if in the original time the Galileo was abandoned, but
4304 # was on ship earlier, it would have vanished -- let's restore it.
4305 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4306 prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""))
4307 game.iscraft = "onship"
4308 # There used to be code to do the actual reconstrction here,
4309 # but the starchart is now part of the snapshotted galaxy state.
4310 prout(_("Spock has reconstructed a correct star chart from memory"))
4312 # Go forward in time
4313 game.optime = -0.5*game.intime*math.log(randreal())
4314 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4315 # cheat to make sure no tractor beams occur during time warp
4316 postpone(FTBEAM, game.optime)
4317 game.damage[DRADIO] += game.optime
4319 events() # Stas Sergeev added this -- do pending events
4322 "Launch deep-space probe."
4323 # New code to launch a deep space probe
4324 if game.nprobes == 0:
4327 if game.ship == IHE:
4328 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4330 prout(_("Ye Faerie Queene has no deep space probes."))
4335 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4337 if is_scheduled(FDSPROB):
4340 if damaged(DRADIO) and game.condition != "docked":
4341 prout(_("Spock- \"Records show the previous probe has not yet"))
4342 prout(_(" reached its destination.\""))
4344 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4346 key = scanner.next()
4348 # slow mode, so let Kirk know how many probes there are left
4349 if game.nprobes == 1:
4350 prout(_("1 probe left."))
4352 prout(_("%d probes left") % game.nprobes)
4353 proutn(_("Are you sure you want to fire a probe? "))
4356 game.isarmed = False
4357 if key == "IHALPHA" and scanner.token == "armed":
4359 key = scanner.next()
4360 elif key == "IHEOL":
4361 proutn(_("Arm NOVAMAX warhead? "))
4363 if not getcourse(isprobe=True, akey=key):
4366 angle = ((15.0 - game.direc) * 0.5235988)
4367 game.probeinx = -math.sin(angle)
4368 game.probeiny = math.cos(angle)
4369 if math.fabs(game.probeinx) > math.fabs(game.probeiny):
4370 bigger = math.fabs(game.probeinx)
4372 bigger = math.fabs(game.probeiny)
4373 game.probeiny /= bigger
4374 game.probeinx /= bigger
4375 game.proben = 10.0*game.dist*bigger +0.5
4376 game.probex = game.quadrant.i*QUADSIZE + game.sector.i - 1 # We will use better packing than original
4377 game.probey = game.quadrant.j*QUADSIZE + game.sector.j - 1
4378 game.probec = game.quadrant
4379 schedule(FDSPROB, 0.01) # Time to move one sector
4380 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4384 # Here's how the mayday code works:
4386 # First, the closest starbase is selected. If there is a a starbase
4387 # in your own quadrant, you are in good shape. This distance takes
4388 # quadrant distances into account only.
4390 # A magic number is computed based on the distance which acts as the
4391 # probability that you will be rematerialized. You get three tries.
4393 # When it is determined that you should be able to be rematerialized
4394 # (i.e., when the probability thing mentioned above comes up
4395 # positive), you are put into that quadrant (anywhere). Then, we try
4396 # to see if there is a spot adjacent to the star- base. If not, you
4397 # can't be rematerialized!!! Otherwise, it drops you there. It only
4398 # tries five times to find a spot to drop you. After that, it's your
4402 "Yell for help from nearest starbase."
4403 # There's more than one way to move in this game!
4405 # Test for conditions which prevent calling for help
4406 if game.condition == "docked":
4407 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4410 prout(_("Subspace radio damaged."))
4412 if not game.state.baseq:
4413 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4416 prout(_("You must be aboard the %s.") % crmshp())
4418 # OK -- call for help from nearest starbase
4421 # There's one in this quadrant
4422 ddist = (game.base - game.sector).distance()
4425 for ibq in game.state.baseq:
4426 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4429 # Since starbase not in quadrant, set up new quadrant
4432 # dematerialize starship
4433 game.quad[game.sector.i][game.sector.j]=IHDOT
4434 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4435 % (game.quadrant, crmshp()))
4436 game.sector.invalidate()
4437 for m in range(1, 5+1):
4438 w = game.base.scatter()
4439 if VALID_SECTOR(w.i,w.j) and game.quad[w.i][w.j]==IHDOT:
4440 # found one -- finish up
4443 if not game.sector.is_valid():
4444 prout(_("You have been lost in space..."))
4445 finish(FMATERIALIZE)
4447 # Give starbase three chances to rematerialize starship
4448 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4449 for m in range(1, 3+1):
4450 if m == 1: proutn(_("1st"))
4451 elif m == 2: proutn(_("2nd"))
4452 elif m == 3: proutn(_("3rd"))
4453 proutn(_(" attempt to re-materialize ") + crmshp())
4454 game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
4457 if randreal() > probf:
4460 curses.delay_output(500)
4463 game.quad[ix][iy]=IHQUEST
4466 setwnd(message_window)
4467 finish(FMATERIALIZE)
4469 game.quad[ix][iy]=game.ship
4471 prout(_("succeeds."))
4475 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4477 # Abandon Ship (the BSD-Trek description)
4479 # The ship is abandoned. If your current ship is the Faire
4480 # Queene, or if your shuttlecraft is dead, you're out of
4481 # luck. You need the shuttlecraft in order for the captain
4482 # (that's you!!) to escape.
4484 # Your crew can beam to an inhabited starsystem in the
4485 # quadrant, if there is one and if the transporter is working.
4486 # If there is no inhabited starsystem, or if the transporter
4487 # is out, they are left to die in outer space.
4489 # If there are no starbases left, you are captured by the
4490 # Klingons, who torture you mercilessly. However, if there
4491 # is at least one starbase, you are returned to the
4492 # Federation in a prisoner of war exchange. Of course, this
4493 # can't happen unless you have taken some prisoners.
4498 if game.condition=="docked":
4500 prout(_("You cannot abandon Ye Faerie Queene."))
4503 # Must take shuttle craft to exit
4504 if game.damage[DSHUTTL]==-1:
4505 prout(_("Ye Faerie Queene has no shuttle craft."))
4507 if game.damage[DSHUTTL]<0:
4508 prout(_("Shuttle craft now serving Big Macs."))
4510 if game.damage[DSHUTTL]>0:
4511 prout(_("Shuttle craft damaged."))
4514 prout(_("You must be aboard the ship."))
4516 if game.iscraft != "onship":
4517 prout(_("Shuttle craft not currently available."))
4519 # Emit abandon ship messages
4521 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4523 prouts(_("***ALL HANDS ABANDON SHIP!"))
4525 prout(_("Captain and crew escape in shuttle craft."))
4526 if not game.state.baseq:
4527 # Oops! no place to go...
4530 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
4532 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4533 prout(_("Remainder of ship's complement beam down"))
4534 prout(_("to nearest habitable planet."))
4535 elif q.planet != None and not damaged(DTRANSP):
4536 prout(_("Remainder of ship's complement beam down to %s.") %
4539 prout(_("Entire crew of %d left to die in outer space.") %
4541 game.casual += game.state.crew
4542 game.abandoned += game.state.crew
4543 # If at least one base left, give 'em the Faerie Queene
4545 game.icrystl = False # crystals are lost
4546 game.nprobes = 0 # No probes
4547 prout(_("You are captured by Klingons and released to"))
4548 prout(_("the Federation in a prisoner-of-war exchange."))
4549 nb = randrange(len(game.state.baseq))
4550 # Set up quadrant and position FQ adjacient to base
4551 if not game.quadrant == game.state.baseq[nb]:
4552 game.quadrant = game.state.baseq[nb]
4553 game.sector.i = game.sector.j = 5
4556 # position next to base by trial and error
4557 game.quad[game.sector.i][game.sector.j] = IHDOT
4558 for l in range(QUADSIZE):
4559 game.sector = game.base.scatter()
4560 if VALID_SECTOR(game.sector.i, game.sector.j) and \
4561 game.quad[game.sector.i][game.sector.j] == IHDOT:
4564 break # found a spot
4565 game.sector.i=QUADSIZE/2
4566 game.sector.j=QUADSIZE/2
4568 # Get new commission
4569 game.quad[game.sector.i][game.sector.j] = game.ship = IHF
4570 game.state.crew = FULLCREW
4571 prout(_("Starfleet puts you in command of another ship,"))
4572 prout(_("the Faerie Queene, which is antiquated but,"))
4573 prout(_("still useable."))
4575 prout(_("The dilithium crystals have been moved."))
4577 game.iscraft = "offship" # Galileo disappears
4579 game.condition="docked"
4580 for l in range(NDEVICES):
4581 game.damage[l] = 0.0
4582 game.damage[DSHUTTL] = -1
4583 game.energy = game.inenrg = 3000.0
4584 game.shield = game.inshld = 1250.0
4585 game.torps = game.intorps = 6
4586 game.lsupres=game.inlsr=3.0
4591 # Code from planets.c begins here.
4594 "Abort a lengthy operation if an event interrupts it."
4597 if game.alldone or game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova or game.justin:
4602 "Report on (uninhabited) planets in the galaxy."
4606 prout(_("Spock- \"Planet report follows, Captain.\""))
4608 for i in range(game.inplan):
4609 if game.state.planets[i].pclass == "destroyed":
4611 if (game.state.planets[i].known != "unknown" \
4612 and not game.state.planets[i].inhabited) \
4615 if idebug and game.state.planets[i].known=="unknown":
4616 proutn("(Unknown) ")
4617 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4618 proutn(_(" class "))
4619 proutn(game.state.planets[i].pclass)
4621 if game.state.planets[i].crystals != present:
4623 prout(_("dilithium crystals present."))
4624 if game.state.planets[i].known=="shuttle_down":
4625 prout(_(" Shuttle Craft Galileo on surface."))
4627 prout(_("No information available."))
4630 "Enter standard orbit."
4634 prout(_("Already in standard orbit."))
4636 if damaged(DWARPEN) and damaged(DIMPULS):
4637 prout(_("Both warp and impulse engines damaged."))
4639 if not game.plnet.is_valid():
4640 prout("There is no planet in this sector.")
4642 if abs(game.sector.i-game.plnet.i)>1 or abs(game.sector.j-game.plnet.j)>1:
4643 prout(crmshp() + _(" not adjacent to planet."))
4646 game.optime = randreal(0.02, 0.05)
4647 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4651 game.height = randreal(1400, 8600)
4652 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4657 "Examine planets in this quadrant."
4658 if damaged(DSRSENS):
4659 if game.options & OPTION_TTY:
4660 prout(_("Short range sensors damaged."))
4662 if game.iplnet == None:
4663 if game.options & OPTION_TTY:
4664 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4666 if game.iplnet.known == "unknown":
4667 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4669 prout(_(" Planet at Sector %s is of class %s.") %
4670 (game.plnet, game.iplnet.pclass))
4671 if game.iplnet.known=="shuttle_down":
4672 prout(_(" Sensors show Galileo still on surface."))
4673 proutn(_(" Readings indicate"))
4674 if game.iplnet.crystals != "present":
4676 prout(_(" dilithium crystals present.\""))
4677 if game.iplnet.known == "unknown":
4678 game.iplnet.known = "known"
4679 elif game.iplnet.inhabited:
4680 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4681 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4684 "Use the transporter."
4688 if damaged(DTRANSP):
4689 prout(_("Transporter damaged."))
4690 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4692 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4696 if not game.inorbit:
4697 prout(crmshp() + _(" not in standard orbit."))
4700 prout(_("Impossible to transport through shields."))
4702 if game.iplnet.known=="unknown":
4703 prout(_("Spock- \"Captain, we have no information on this planet"))
4704 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4705 prout(_(" you may not go down.\""))
4707 if not game.landed and game.iplnet.crystals=="absent":
4708 prout(_("Spock- \"Captain, I fail to see the logic in"))
4709 prout(_(" exploring a planet with no dilithium crystals."))
4710 proutn(_(" Are you sure this is wise?\" "))
4714 if not (game.options & OPTION_PLAIN):
4715 nrgneed = 50 * game.skill + game.height / 100.0
4716 if nrgneed > game.energy:
4717 prout(_("Engineering to bridge--"))
4718 prout(_(" Captain, we don't have enough energy for transportation."))
4720 if not game.landed and nrgneed * 2 > game.energy:
4721 prout(_("Engineering to bridge--"))
4722 prout(_(" Captain, we have enough energy only to transport you down to"))
4723 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4724 if game.iplnet.known == "shuttle_down":
4725 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4726 proutn(_(" Are you sure this is wise?\" "))
4731 # Coming from planet
4732 if game.iplnet.known=="shuttle_down":
4733 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4737 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4738 prout(_("Landing party assembled, ready to beam up."))
4740 prout(_("Kirk whips out communicator..."))
4741 prouts(_("BEEP BEEP BEEP"))
4743 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4746 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4748 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4750 prout(_("Kirk- \"Energize.\""))
4753 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4756 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4758 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4761 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4762 game.landed = not game.landed
4763 game.energy -= nrgneed
4765 prout(_("Transport complete."))
4766 if game.landed and game.iplnet.known=="shuttle_down":
4767 prout(_("The shuttle craft Galileo is here!"))
4768 if not game.landed and game.imine:
4775 "Strip-mine a world for dilithium."
4779 prout(_("Mining party not on planet."))
4781 if game.iplnet.crystals == "mined":
4782 prout(_("This planet has already been strip-mined for dilithium."))
4784 elif game.iplnet.crystals == "absent":
4785 prout(_("No dilithium crystals on this planet."))
4788 prout(_("You've already mined enough crystals for this trip."))
4790 if game.icrystl and game.cryprob == 0.05:
4791 prout(_("With all those fresh crystals aboard the ") + crmshp())
4792 prout(_("there's no reason to mine more at this time."))
4794 game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4797 prout(_("Mining operation complete."))
4798 game.iplnet.crystals = "mined"
4799 game.imine = game.ididit = True
4802 "Use dilithium crystals."
4806 if not game.icrystl:
4807 prout(_("No dilithium crystals available."))
4809 if game.energy >= 1000:
4810 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4811 prout(_(" except when Condition Yellow exists."))
4813 prout(_("Spock- \"Captain, I must warn you that loading"))
4814 prout(_(" raw dilithium crystals into the ship's power"))
4815 prout(_(" system may risk a severe explosion."))
4816 proutn(_(" Are you sure this is wise?\" "))
4821 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4822 prout(_(" Mr. Spock and I will try it.\""))
4824 prout(_("Spock- \"Crystals in place, Sir."))
4825 prout(_(" Ready to activate circuit.\""))
4827 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4829 if with(game.cryprob):
4830 prouts(_(" \"Activating now! - - No good! It's***"))
4832 prouts(_("***RED ALERT! RED A*L********************************"))
4835 prouts(_("****************** KA-BOOM!!!! *******************"))
4839 game.energy += randreal(5000.0, 5500.0)
4840 prouts(_(" \"Activating now! - - "))
4841 prout(_("The instruments"))
4842 prout(_(" are going crazy, but I think it's"))
4843 prout(_(" going to work!! Congratulations, Sir!\""))
4848 "Use shuttlecraft for planetary jaunt."
4851 if damaged(DSHUTTL):
4852 if game.damage[DSHUTTL] == -1.0:
4853 if game.inorbit and game.iplnet.known == "shuttle_down":
4854 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4856 prout(_("Ye Faerie Queene had no shuttle craft."))
4857 elif game.damage[DSHUTTL] > 0:
4858 prout(_("The Galileo is damaged."))
4859 else: # game.damage[DSHUTTL] < 0
4860 prout(_("Shuttle craft is now serving Big Macs."))
4862 if not game.inorbit:
4863 prout(crmshp() + _(" not in standard orbit."))
4865 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4866 prout(_("Shuttle craft not currently available."))
4868 if not game.landed and game.iplnet.known=="shuttle_down":
4869 prout(_("You will have to beam down to retrieve the shuttle craft."))
4871 if game.shldup or game.condition == "docked":
4872 prout(_("Shuttle craft cannot pass through shields."))
4874 if game.iplnet.known=="unknown":
4875 prout(_("Spock- \"Captain, we have no information on this planet"))
4876 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4877 prout(_(" you may not fly down.\""))
4879 game.optime = 3.0e-5*game.height
4880 if game.optime >= 0.8*game.state.remtime:
4881 prout(_("First Officer Spock- \"Captain, I compute that such"))
4882 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4883 int(100*game.optime/game.state.remtime))
4884 prout(_("remaining time."))
4885 proutn(_("Are you sure this is wise?\" "))
4891 if game.iscraft == "onship":
4893 if not damaged(DTRANSP):
4894 proutn(_("Spock- \"Would you rather use the transporter?\" "))
4898 proutn(_("Shuttle crew"))
4900 proutn(_("Rescue party"))
4901 prout(_(" boards Galileo and swoops toward planet surface."))
4902 game.iscraft = "offship"
4906 game.iplnet.known="shuttle_down"
4907 prout(_("Trip complete."))
4910 # Ready to go back to ship
4911 prout(_("You and your mining party board the"))
4912 prout(_("shuttle craft for the trip back to the Enterprise."))
4914 prouts(_("The short hop begins . . ."))
4916 game.iplnet.known="known"
4922 game.iscraft = "onship"
4928 prout(_("Trip complete."))
4931 # Kirk on ship and so is Galileo
4932 prout(_("Mining party assembles in the hangar deck,"))
4933 prout(_("ready to board the shuttle craft \"Galileo\"."))
4935 prouts(_("The hangar doors open; the trip begins."))
4938 game.iscraft = "offship"
4941 game.iplnet.known = "shuttle_down"
4944 prout(_("Trip complete."))
4948 "Use the big zapper."
4952 if game.ship != IHE:
4953 prout(_("Ye Faerie Queene has no death ray."))
4955 if len(game.enemies)==0:
4956 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
4959 prout(_("Death Ray is damaged."))
4961 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
4962 prout(_(" is highly unpredictible. Considering the alternatives,"))
4963 proutn(_(" are you sure this is wise?\" "))
4966 prout(_("Spock- \"Acknowledged.\""))
4969 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
4971 prout(_("Crew scrambles in emergency preparation."))
4972 prout(_("Spock and Scotty ready the death ray and"))
4973 prout(_("prepare to channel all ship's power to the device."))
4975 prout(_("Spock- \"Preparations complete, sir.\""))
4976 prout(_("Kirk- \"Engage!\""))
4978 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
4981 if game.options & OPTION_PLAIN:
4985 prouts(_("Sulu- \"Captain! It's working!\""))
4987 while len(game.enemies) > 0:
4988 deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.i][game.enemies[1].kloc.j],game.enemies[1].kloc)
4989 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
4990 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
4992 if (game.options & OPTION_PLAIN) == 0:
4993 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
4995 prout(_(" is still operational.\""))
4997 prout(_(" has been rendered nonfunctional.\""))
4998 game.damage[DDRAY] = 39.95
5000 r = randreal() # Pick failure method
5002 prouts(_("Sulu- \"Captain! It's working!\""))
5004 prouts(_("***RED ALERT! RED ALERT!"))
5006 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
5008 prouts(_("***RED ALERT! RED A*L********************************"))
5011 prouts(_("****************** KA-BOOM!!!! *******************"))
5016 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
5018 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
5020 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
5021 prout(_(" have apparently been transformed into strange mutations."))
5022 prout(_(" Vulcans do not seem to be affected."))
5024 prout(_("Kirk- \"Raauch! Raauch!\""))
5029 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
5031 proutn(_("Spock- \"I believe the word is"))
5032 prouts(_(" *ASTONISHING*"))
5033 prout(_(" Mr. Sulu."))
5034 for i in range(QUADSIZE):
5035 for j in range(QUADSIZE):
5036 if game.quad[i][j] == IHDOT:
5037 game.quad[i][j] = IHQUEST
5038 prout(_(" Captain, our quadrant is now infested with"))
5039 prouts(_(" - - - - - - *THINGS*."))
5041 prout(_(" I have no logical explanation.\""))
5043 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
5045 prout(_("Scotty- \"There are so many tribbles down here"))
5046 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
5050 # Code from reports.c begins here
5052 def attackreport(curt):
5053 "eport status of bases under attack."
5055 if is_scheduled(FCDBAS):
5056 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
5057 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
5058 elif game.isatb == 1:
5059 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
5060 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
5062 prout(_("No Starbase is currently under attack."))
5064 if is_scheduled(FCDBAS):
5065 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5067 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5071 # report on general game status
5073 s1 = "" and game.thawed and _("thawed ")
5074 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5075 s3 = (None, _("novice"). _("fair"),
5076 _("good"), _("expert"), _("emeritus"))[game.skill]
5077 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5078 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5079 prout(_("No plaque is allowed."))
5081 prout(_("This is tournament game %d.") % game.tourn)
5082 prout(_("Your secret password is \"%s\"") % game.passwd)
5083 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)),
5084 (game.inkling + game.incom + game.inscom)))
5085 if game.incom - len(game.state.kcmdr):
5086 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
5087 elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
5088 prout(_(", but no Commanders."))
5091 if game.skill > SKILL_FAIR:
5092 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5093 if len(game.state.baseq) != game.inbase:
5095 if game.inbase-len(game.state.baseq)==1:
5096 proutn(_("has been 1 base"))
5098 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
5099 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
5101 prout(_("There are %d bases.") % game.inbase)
5102 if communicating() or game.iseenit:
5103 # Don't report this if not seen and
5104 # either the radio is dead or not at base!
5108 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5110 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5111 if game.ship == IHE:
5112 proutn(_("You have "))
5114 proutn("%d" % (game.nprobes))
5117 proutn(_(" deep space probe"))
5121 if communicating() and is_scheduled(FDSPROB):
5123 proutn(_("An armed deep space probe is in "))
5125 proutn(_("A deep space probe is in "))
5126 prout("Quadrant %s." % game.probec)
5128 if game.cryprob <= .05:
5129 prout(_("Dilithium crystals aboard ship... not yet used."))
5133 while game.cryprob > ai:
5136 prout(_("Dilithium crystals have been used %d time%s.") % \
5137 (i, (_("s"), "")[i==1]))
5141 "Long-range sensor scan."
5142 if damaged(DLRSENS):
5143 # Now allow base's sensors if docked
5144 if game.condition != "docked":
5146 prout(_("LONG-RANGE SENSORS DAMAGED."))
5149 prout(_("Starbase's long-range scan"))
5151 prout(_("Long-range scan"))
5152 for x in range(game.quadrant.i-1, game.quadrant.i+2):
5155 for y in range(game.quadrant.j-1, game.quadrant.j+2):
5156 if not VALID_QUADRANT(x, y):
5160 if not damaged(DRADIO):
5161 game.state.galaxy[x][y].charted = True
5162 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5163 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5164 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5165 if not silent and game.state.galaxy[x][y].supernova:
5168 proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
5176 for i in range(NDEVICES):
5179 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5180 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5182 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5183 game.damage[i]+0.05,
5184 game.docfac*game.damage[i]+0.005))
5186 prout(_("All devices functional."))
5189 "Update the chart in the Enterprise's computer from galaxy data."
5190 game.lastchart = game.state.date
5191 for i in range(GALSIZE):
5192 for j in range(GALSIZE):
5193 if game.state.galaxy[i][j].charted:
5194 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5195 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5196 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5199 "Display the star chart."
5201 if (game.options & OPTION_AUTOSCAN):
5203 if not damaged(DRADIO):
5205 if game.lastchart < game.state.date and game.condition == "docked":
5206 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5208 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5209 if game.state.date > game.lastchart:
5210 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5211 prout(" 1 2 3 4 5 6 7 8")
5212 for i in range(GALSIZE):
5213 proutn("%d |" % (i+1))
5214 for j in range(GALSIZE):
5215 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5219 if game.state.galaxy[i][j].supernova:
5221 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5223 elif game.state.galaxy[i][j].charted:
5224 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5228 if (game.options & OPTION_SHOWME) and i == game.quadrant.i and j == game.quadrant.j:
5236 def sectscan(goodScan, i, j):
5237 "Light up an individual dot in a sector."
5238 if goodScan or (abs(i-game.sector.i)<= 1 and abs(j-game.sector.j) <= 1):
5239 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):
5240 if game.condition == "red": textcolor("red")
5241 elif game.condition == "green": textcolor("green")
5242 elif game.condition == "yellow": textcolor("yellow")
5243 elif game.condition == "docked": textcolor("cyan")
5244 elif game.condition == "dead": textcolor("brown")
5245 if game.quad[i][j] != game.ship:
5247 proutn("%c " % game.quad[i][j])
5253 "Emit status report lines"
5254 if not req or req == 1:
5255 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5256 % (game.state.date, game.state.remtime))
5257 if not req or req == 2:
5258 if game.condition != "docked":
5261 for t in range(NDEVICES):
5262 if game.damage[t]>0:
5264 prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
5265 if not req or req == 3:
5266 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5267 if not req or req == 4:
5268 if damaged(DLIFSUP):
5269 if game.condition == "docked":
5270 s = _("DAMAGED, Base provides")
5272 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5275 prstat(_("Life Support"), s)
5276 if not req or req == 5:
5277 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5278 if not req or req == 6:
5280 if game.icrystl and (game.options & OPTION_SHOWME):
5281 extra = _(" (have crystals)")
5282 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5283 if not req or req == 7:
5284 prstat(_("Torpedoes"), "%d" % (game.torps))
5285 if not req or req == 8:
5286 if damaged(DSHIELD):
5292 data = _(" %d%% %.1f units") \
5293 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5294 prstat(_("Shields"), s+data)
5295 if not req or req == 9:
5296 prstat(_("Klingons Left"), "%d" \
5297 % (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem))
5298 if not req or req == 10:
5299 if game.options & OPTION_WORLDS:
5300 plnet = game.state.galaxy[game.quadrant.i][game.quadrant.j].planet
5301 if plnet and plnet.inhabited:
5302 prstat(_("Major system"), plnet.name)
5304 prout(_("Sector is uninhabited"))
5305 elif not req or req == 11:
5306 attackreport(not req)
5309 "Request specified status data, a historical relic from slow TTYs."
5310 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5311 while scanner.next() == "IHEOL":
5312 proutn(_("Information desired? "))
5314 if scanner.token in requests:
5315 status(requests.index(scanner.token))
5317 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5318 prout((" date, condition, position, lsupport, warpfactor,"))
5319 prout((" energy, torpedoes, shields, klingons, system, time."))
5324 if damaged(DSRSENS):
5325 # Allow base's sensors if docked
5326 if game.condition != "docked":
5327 prout(_(" S.R. SENSORS DAMAGED!"))
5330 prout(_(" [Using Base's sensors]"))
5332 prout(_(" Short-range scan"))
5333 if goodScan and not damaged(DRADIO):
5334 game.state.chart[game.quadrant.i][game.quadrant.j].klingons = game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons
5335 game.state.chart[game.quadrant.i][game.quadrant.j].starbase = game.state.galaxy[game.quadrant.i][game.quadrant.j].starbase
5336 game.state.chart[game.quadrant.i][game.quadrant.j].stars = game.state.galaxy[game.quadrant.i][game.quadrant.j].stars
5337 game.state.galaxy[game.quadrant.i][game.quadrant.j].charted = True
5338 prout(" 1 2 3 4 5 6 7 8 9 10")
5339 if game.condition != "docked":
5341 for i in range(QUADSIZE):
5342 proutn("%2d " % (i+1))
5343 for j in range(QUADSIZE):
5344 sectscan(goodScan, i, j)
5348 "Use computer to get estimated time of arrival for a warp jump."
5349 w1 = coord(); w2 = coord()
5351 if damaged(DCOMPTR):
5352 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5355 if scanner.next() != "IHREAL":
5358 proutn(_("Destination quadrant and/or sector? "))
5359 if scanner.next()!="IHREAL":
5362 w1.j = int(scanner.real-0.5)
5363 if scanner.next() != "IHREAL":
5366 w1.i = int(scanner.real-0.5)
5367 if scanner.next() == "IHREAL":
5368 w2.j = int(scanner.real-0.5)
5369 if scanner.next() != "IHREAL":
5372 w2.i = int(scanner.real-0.5)
5374 if game.quadrant.j>w1.i:
5378 if game.quadrant.i>w1.j:
5382 if not VALID_QUADRANT(w1.i, w1.j) or not VALID_SECTOR(w2.i, w2.j):
5385 game.dist = math.sqrt((w1.j-game.quadrant.j+0.1*(w2.j-game.sector.j))**2+
5386 (w1.i-game.quadrant.i+0.1*(w2.i-game.sector.i))**2)
5389 prout(_("Answer \"no\" if you don't know the value:"))
5392 proutn(_("Time or arrival date? "))
5393 if scanner.next()=="IHREAL":
5394 ttime = scanner.real
5395 if ttime > game.state.date:
5396 ttime -= game.state.date # Actually a star date
5397 twarp=(math.floor(math.sqrt((10.0*game.dist)/ttime)*10.0)+1.0)/10.0
5398 if ttime <= 1e-10 or twarp > 10:
5399 prout(_("We'll never make it, sir."))
5406 proutn(_("Warp factor? "))
5407 if scanner.next()== "IHREAL":
5409 twarp = scanner.real
5410 if twarp<1.0 or twarp > 10.0:
5414 prout(_("Captain, certainly you can give me one of these."))
5417 ttime = (10.0*game.dist)/twarp**2
5418 tpower = game.dist*twarp*twarp*twarp*(game.shldup+1)
5419 if tpower >= game.energy:
5420 prout(_("Insufficient energy, sir."))
5421 if not game.shldup or tpower > game.energy*2.0:
5424 proutn(_("New warp factor to try? "))
5425 if scanner.next() == "IHREAL":
5427 twarp = scanner.real
5428 if twarp<1.0 or twarp > 10.0:
5436 prout(_("But if you lower your shields,"))
5437 proutn(_("remaining"))
5440 proutn(_("Remaining"))
5441 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5443 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5445 prout(_("Any warp speed is adequate."))
5447 prout(_("Minimum warp needed is %.2f,") % (twarp))
5448 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5449 if game.state.remtime < ttime:
5450 prout(_("Unfortunately, the Federation will be destroyed by then."))
5452 prout(_("You'll be taking risks at that speed, Captain"))
5453 if (game.isatb==1 and game.state.kscmdr == w1 and \
5454 scheduled(FSCDBAS)< ttime+game.state.date) or \
5455 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5456 prout(_("The starbase there will be destroyed by then."))
5457 proutn(_("New warp factor to try? "))
5458 if scanner.next() == "IHREAL":
5460 twarp = scanner.real
5461 if twarp<1.0 or twarp > 10.0:
5469 # Code from setup.c begins here
5472 "Issue a historically correct banner."
5474 prout(_("-SUPER- STAR TREK"))
5476 # From the FORTRAN original
5477 # prout(_("Latest update-21 Sept 78"))
5483 scanner.token = "emsave.trk"
5485 key = scanner.next()
5487 proutn(_("File name: "))
5488 key = scanner.next()
5489 if key != "IHALPHA":
5493 if '.' not in scanner.token:
5494 scanner.token += ".trk"
5496 fp = open(scanner.token, "wb")
5498 prout(_("Can't freeze game as file %s") % scanner.token)
5500 cPickle.dump(game, fp)
5504 "Retrieve saved game."
5505 game.passwd[0] = '\0'
5506 key = scanner.next()
5508 proutn(_("File name: "))
5509 key = scanner.next()
5510 if key != "IHALPHA":
5514 if '.' not in scanner.token:
5515 scanner.token += ".trk"
5517 fp = open(scanner.token, "rb")
5519 prout(_("Can't thaw game in %s") % scanner.token)
5521 game = cPickle.load(fp)
5525 # I used <http://www.memory-alpha.org> to find planets
5526 # with references in ST:TOS. Eath and the Alpha Centauri
5527 # Colony have been omitted.
5529 # Some planets marked Class G and P here will be displayed as class M
5530 # because of the way planets are generated. This is a known bug.
5533 _("Andoria (Fesoan)"), # several episodes
5534 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5535 _("Vulcan (T'Khasi)"), # many episodes
5536 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5537 _("Argelius II (Nelphia)"),# TOS: "Wolf in the Fold" ("IV" in BSD)
5538 _("Ardana"), # TOS: "The Cloud Minders"
5539 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5540 _("Gideon"), # TOS: "The Mark of Gideon"
5541 _("Aldebaran III"), # TOS: "The Deadly Years"
5542 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5543 _("Altair IV"), # TOS: "Amok Time
5544 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5545 _("Benecia"), # TOS: "The Conscience of the King"
5546 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5547 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5548 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5549 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5550 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5551 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5552 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5553 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5554 _("Ingraham B"), # TOS: "Operation: Annihilate"
5555 _("Janus IV"), # TOS: "The Devil in the Dark"
5556 _("Makus III"), # TOS: "The Galileo Seven"
5557 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5558 _("Omega IV"), # TOS: "The Omega Glory"
5559 _("Regulus V"), # TOS: "Amok Time
5560 _("Deneva"), # TOS: "Operation -- Annihilate!"
5561 # Worlds from BSD Trek
5562 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5563 _("Beta III"), # TOS: "The Return of the Archons"
5564 _("Triacus"), # TOS: "And the Children Shall Lead",
5565 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5567 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5568 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5569 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5570 # _("Izar"), # TOS: "Whom Gods Destroy"
5571 # _("Tiburon"), # TOS: "The Way to Eden"
5572 # _("Merak II"), # TOS: "The Cloud Minders"
5573 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5574 # _("Iotia"), # TOS: "A Piece of the Action"
5578 _("S. R. Sensors"), \
5579 _("L. R. Sensors"), \
5581 _("Photon Tubes"), \
5582 _("Life Support"), \
5583 _("Warp Engines"), \
5584 _("Impulse Engines"), \
5586 _("Subspace Radio"), \
5587 _("Shuttle Craft"), \
5589 _("Navigation System"), \
5591 _("Shield Control"), \
5597 "Prepare to play, set up cosmos."
5599 # Decide how many of everything
5601 return # frozen game
5602 # Prepare the Enterprise
5603 game.alldone = game.gamewon = game.shldchg = game.shldup = False
5605 game.state.crew = FULLCREW
5606 game.energy = game.inenrg = 5000.0
5607 game.shield = game.inshld = 2500.0
5610 game.quadrant = randplace(GALSIZE)
5611 game.sector = randplace(QUADSIZE)
5612 game.torps = game.intorps = 10
5613 game.nprobes = randrange(2, 5)
5615 for i in range(NDEVICES):
5616 game.damage[i] = 0.0
5617 # Set up assorted game parameters
5618 game.battle = coord()
5619 game.state.date = game.indate = 100.0 * randreal(20, 51)
5620 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5621 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5622 game.isatb = game.state.nplankl = 0
5623 game.state.starkl = game.state.basekl = 0
5624 game.iscraft = "onship"
5628 # Starchart is functional but we've never seen it
5629 game.lastchart = FOREVER
5630 # Put stars in the galaxy
5632 for i in range(GALSIZE):
5633 for j in range(GALSIZE):
5634 k = randrange(1, QUADSIZE**2/10+1)
5636 game.state.galaxy[i][j].stars = k
5637 # Locate star bases in galaxy
5638 for i in range(game.inbase):
5641 w = randplace(GALSIZE)
5642 if not game.state.galaxy[w.i][w.j].starbase:
5645 # C version: for (j = i-1; j > 0; j--)
5646 # so it did them in the opposite order.
5647 for j in range(1, i):
5648 # Improved placement algorithm to spread out bases
5649 distq = (w - game.state.baseq[j]).distance()
5650 if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
5653 prout("=== Abandoning base #%d at %s" % (i, w))
5655 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5657 prout("=== Saving base #%d, close to #%d" % (i, j))
5660 game.state.baseq.append(w)
5661 game.state.galaxy[w.i][w.j].starbase = game.state.chart[w.i][w.j].starbase = True
5662 # Position ordinary Klingon Battle Cruisers
5664 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5665 if klumper > MAXKLQUAD:
5669 klump = (1.0 - r*r)*klumper
5674 w = randplace(GALSIZE)
5675 if not game.state.galaxy[w.i][w.j].supernova and \
5676 game.state.galaxy[w.i][w.j].klingons + klump <= MAXKLQUAD:
5678 game.state.galaxy[w.i][w.j].klingons += int(klump)
5681 # Position Klingon Commander Ships
5682 for i in range(game.incom):
5684 w = randplace(GALSIZE)
5685 if not welcoming(w) or w in game.state.kcmdr:
5687 if (game.state.galaxy[w.i][w.j].klingons or withprob(0.25)):
5689 game.state.galaxy[w.i][w.j].klingons += 1
5690 game.state.kcmdr.append(w)
5691 # Locate planets in galaxy
5692 for i in range(game.inplan):
5694 w = randplace(GALSIZE)
5695 if game.state.galaxy[w.i][w.j].planet == None:
5699 new.crystals = "absent"
5700 if (game.options & OPTION_WORLDS) and i < NINHAB:
5701 new.pclass = "M" # All inhabited planets are class M
5702 new.crystals = "absent"
5704 new.name = systnames[i]
5705 new.inhabited = True
5707 new.pclass = ("M", "N", "O")[randrange(0, 3)]
5709 new.crystals = "present"
5710 new.known = "unknown"
5711 new.inhabited = False
5712 game.state.galaxy[w.i][w.j].planet = new
5713 game.state.planets.append(new)
5715 for i in range(game.state.nromrem):
5716 w = randplace(GALSIZE)
5717 game.state.galaxy[w.i][w.j].romulans += 1
5718 # Place the Super-Commander if needed
5719 if game.state.nscrem > 0:
5721 w = randplace(GALSIZE)
5724 game.state.kscmdr = w
5725 game.state.galaxy[w.i][w.j].klingons += 1
5726 # Initialize times for extraneous events
5727 schedule(FSNOVA, expran(0.5 * game.intime))
5728 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5729 schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
5730 schedule(FBATTAK, expran(0.3*game.intime))
5732 if game.state.nscrem:
5733 schedule(FSCMOVE, 0.2777)
5738 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5739 schedule(FDISTR, expran(1.0 + game.intime))
5744 # Place thing (in tournament game, we don't want one!)
5745 # New in SST2K: never place the Thing near a starbase.
5746 # This makes sense and avoids a special case in the old code.
5748 if game.tourn is None:
5750 thing = randplace(GALSIZE)
5751 if thing not in game.state.baseq:
5754 game.state.snap = False
5755 if game.skill == SKILL_NOVICE:
5756 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5757 prout(_("a deadly Klingon invasion force. As captain of the United"))
5758 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5759 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5760 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5761 prout(_("your mission. As you proceed you may be given more time."))
5763 prout(_("You will have %d supporting starbases.") % (game.inbase))
5764 proutn(_("Starbase locations- "))
5766 prout(_("Stardate %d.") % int(game.state.date))
5768 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5769 prout(_("An unknown number of Romulans."))
5770 if game.state.nscrem:
5771 prout(_("And one (GULP) Super-Commander."))
5772 prout(_("%d stardates.") % int(game.intime))
5773 proutn(_("%d starbases in ") % game.inbase)
5774 for i in range(game.inbase):
5775 proutn(`game.state.baseq[i]`)
5778 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5779 proutn(_(" Sector %s") % game.sector)
5781 prout(_("Good Luck!"))
5782 if game.state.nscrem:
5783 prout(_(" YOU'LL NEED IT."))
5786 if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
5788 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5789 attack(torps_ok=False)
5792 "Choose your game type."
5797 game.skill = SKILL_NONE
5799 if not scanner.inqueue: # Can start with command line options
5800 proutn(_("Would you like a regular, tournament, or saved game? "))
5802 if len(scanner.token)==0: # Try again
5804 if scanner.sees("tournament"):
5805 while scanner.next() == "IHEOL":
5806 proutn(_("Type in tournament number-"))
5807 if scanner.real == 0:
5809 continue # We don't want a blank entry
5810 game.tourn = int(round(scanner.real))
5811 random.seed(scanner.real)
5813 logfp.write("# random.seed(%d)\n" % scanner.real)
5815 if scanner.sees("saved") or scanner.sees("frozen"):
5819 if game.passwd == None:
5821 if not game.alldone:
5822 game.thawed = True # No plaque if not finished
5826 if scanner.sees("regular"):
5828 proutn(_("What is \"%s\"?") % scanner.token)
5830 while game.length==0 or game.skill==SKILL_NONE:
5831 if scanner.next() == "IHALPHA":
5832 if scanner.sees("short"):
5834 elif scanner.sees("medium"):
5836 elif scanner.sees("long"):
5838 elif scanner.sees("novice"):
5839 game.skill = SKILL_NOVICE
5840 elif scanner.sees("fair"):
5841 game.skill = SKILL_FAIR
5842 elif scanner.sees("good"):
5843 game.skill = SKILL_GOOD
5844 elif scanner.sees("expert"):
5845 game.skill = SKILL_EXPERT
5846 elif scanner.sees("emeritus"):
5847 game.skill = SKILL_EMERITUS
5849 proutn(_("What is \""))
5850 proutn(scanner.token)
5855 proutn(_("Would you like a Short, Medium, or Long game? "))
5856 elif game.skill == SKILL_NONE:
5857 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
5858 # Choose game options -- added by ESR for SST2K
5859 if scanner.next() != "IHALPHA":
5861 proutn(_("Choose your game style (or just press enter): "))
5863 if scanner.sees("plain"):
5864 # Approximates the UT FORTRAN version.
5865 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5866 game.options |= OPTION_PLAIN
5867 elif scanner.sees("almy"):
5868 # Approximates Tom Almy's version.
5869 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5870 game.options |= OPTION_ALMY
5871 elif scanner.sees("fancy"):
5873 elif len(scanner.token):
5874 proutn(_("What is \"%s\"?") % scanner.token)
5876 if game.passwd == "debug":
5878 prout("=== Debug mode enabled.")
5879 # Use parameters to generate initial values of things
5880 game.damfac = 0.5 * game.skill
5881 game.inbase = randrange(BASEMIN, BASEMAX+1)
5883 if game.options & OPTION_PLANETS:
5884 game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
5885 if game.options & OPTION_WORLDS:
5886 game.inplan += int(NINHAB)
5887 game.state.nromrem = game.inrom = randrange(2 *game.skill)
5888 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
5889 game.state.remtime = 7.0 * game.length
5890 game.intime = game.state.remtime
5891 game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
5892 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
5893 game.state.remres = (game.inkling+4*game.incom)*game.intime
5894 game.inresor = game.state.remres
5895 if game.inkling > 50:
5896 game.state.inbase += 1
5899 def dropin(iquad=None):
5900 "Drop a feature on a random dot in the current quadrant."
5902 w = randplace(QUADSIZE)
5903 if game.quad[w.i][w.j] == IHDOT:
5905 if iquad is not None:
5906 game.quad[w.i][w.j] = iquad
5910 "Update our alert status."
5911 game.condition = "green"
5912 if game.energy < 1000.0:
5913 game.condition = "yellow"
5914 if game.state.galaxy[game.quadrant.i][game.quadrant.j].klingons or game.state.galaxy[game.quadrant.i][game.quadrant.j].romulans:
5915 game.condition = "red"
5917 game.condition="dead"
5920 "Drop new Klingon into current quadrant."
5921 return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill)
5924 "Set up a new state of quadrant, for when we enter or re-enter it."
5927 game.neutz = game.inorbit = game.landed = False
5928 game.ientesc = game.iseenit = False
5929 # Create a blank quadrant
5930 game.quad = fill2d(QUADSIZE, lambda i, j: IHDOT)
5932 # Attempt to escape Super-commander, so tbeam back!
5935 q = game.state.galaxy[game.quadrant.i][game.quadrant.j]
5936 # cope with supernova
5939 game.klhere = q.klingons
5940 game.irhere = q.romulans
5942 game.quad[game.sector.i][game.sector.j] = game.ship
5945 # Position ordinary Klingons
5946 for i in range(game.klhere):
5948 # If we need a commander, promote a Klingon
5949 for cmdr in game.state.kcmdr:
5950 if cmdr == game.quadrant:
5951 e = game.enemies[game.klhere-1]
5952 game.quad[e.kloc.i][e.kloc.j] = IHC
5953 e.kpower = randreal(950,1350) + 50.0*game.skill
5955 # If we need a super-commander, promote a Klingon
5956 if game.quadrant == game.state.kscmdr:
5958 game.quad[e.kloc.i][e.kloc.j] = IHS
5959 e.kpower = randreal(1175.0, 1575.0) + 125.0*game.skill
5960 game.iscate = (game.state.remkl > 1)
5961 # Put in Romulans if needed
5962 for i in range(q.romulans):
5963 enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
5964 # If quadrant needs a starbase, put it in
5966 game.base = dropin(IHB)
5967 # If quadrant needs a planet, put it in
5969 game.iplnet = q.planet
5970 if not q.planet.inhabited:
5971 game.plnet = dropin(IHP)
5973 game.plnet = dropin(IHW)
5974 # Check for condition
5977 if game.irhere > 0 and game.klhere == 0:
5979 if not damaged(DRADIO):
5981 prout(_("LT. Uhura- \"Captain, an urgent message."))
5982 prout(_(" I'll put it on audio.\" CLICK"))
5984 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
5985 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
5986 # Put in THING if needed
5987 if thing == game.quadrant:
5988 enemy(type=IHQUEST, loc=dropin(),
5989 power=randreal(6000,6500.0)+250.0*game.skill)
5990 if not damaged(DSRSENS):
5992 prout(_("Mr. Spock- \"Captain, this is most unusual."))
5993 prout(_(" Please examine your short-range scan.\""))
5994 # Decide if quadrant needs a Tholian; lighten up if skill is low
5995 if game.options & OPTION_THOLIAN:
5996 if (game.skill < SKILL_GOOD and withprob(0.02)) or \
5997 (game.skill == SKILL_GOOD and withprob(0.05)) or \
5998 (game.skill > SKILL_GOOD and withprob(0.08)):
6001 w.i = withprob(0.5) * (QUADSIZE-1)
6002 w.j = withprob(0.5) * (QUADSIZE-1)
6003 if game.quad[w.i][w.j] == IHDOT:
6005 game.tholian = enemy(type=IHT, loc=w,
6006 power=randrange(100, 500) + 25.0*game.skill)
6007 # Reserve unoccupied corners
6008 if game.quad[0][0]==IHDOT:
6009 game.quad[0][0] = 'X'
6010 if game.quad[0][QUADSIZE-1]==IHDOT:
6011 game.quad[0][QUADSIZE-1] = 'X'
6012 if game.quad[QUADSIZE-1][0]==IHDOT:
6013 game.quad[QUADSIZE-1][0] = 'X'
6014 if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT:
6015 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
6016 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
6017 # And finally the stars
6018 for i in range(q.stars):
6020 # Put in a few black holes
6021 for i in range(1, 3+1):
6024 # Take out X's in corners if Tholian present
6026 if game.quad[0][0]=='X':
6027 game.quad[0][0] = IHDOT
6028 if game.quad[0][QUADSIZE-1]=='X':
6029 game.quad[0][QUADSIZE-1] = IHDOT
6030 if game.quad[QUADSIZE-1][0]=='X':
6031 game.quad[QUADSIZE-1][0] = IHDOT
6032 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
6033 game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT
6036 "Set the self-destruct password."
6037 if game.options & OPTION_PLAIN:
6040 proutn(_("Please type in a secret password- "))
6042 game.passwd = scanner.token
6043 if game.passwd != None:
6048 game.passwd += chr(ord('a')+randrange(26))
6050 # Code from sst.c begins here
6053 "SRSCAN": OPTION_TTY,
6054 "STATUS": OPTION_TTY,
6055 "REQUEST": OPTION_TTY,
6056 "LRSCAN": OPTION_TTY,
6069 "SENSORS": OPTION_PLANETS,
6070 "ORBIT": OPTION_PLANETS,
6071 "TRANSPORT": OPTION_PLANETS,
6072 "MINE": OPTION_PLANETS,
6073 "CRYSTALS": OPTION_PLANETS,
6074 "SHUTTLE": OPTION_PLANETS,
6075 "PLANETS": OPTION_PLANETS,
6080 "PROBE": OPTION_PROBE,
6082 "FREEZE": 0, # Synonym for SAVE
6088 "SOS": 0, # Synonym for MAYDAY
6089 "CALL": 0, # Synonym for MAYDAY
6095 "Generate a list of legal commands."
6096 proutn(_("LEGAL COMMANDS ARE:"))
6097 for (k, key) in enumerate(commands):
6098 if not commands[key] or (commands[key] & game.options):
6101 proutn("%-12s " % key)
6105 "Browse on-line help."
6106 key = scanner.next()
6109 setwnd(prompt_window)
6110 proutn(_("Help on what command? "))
6111 key = scanner.next()
6112 setwnd(message_window)
6115 if scanner.token in commands or scanner.token == "ABBREV":
6122 cmd = scanner.token.upper()
6124 fp = open(SSTDOC, "r")
6127 fp = open(DOC_NAME, "r")
6129 prout(_("Spock- \"Captain, that information is missing from the"))
6130 proutn(_(" computer. You need to find "))
6132 prout(_(" and put it in the"))
6133 proutn(_(" current directory or to "))
6137 # This used to continue: "You need to find SST.DOC and put
6138 # it in the current directory."
6142 linebuf = fp.readline()
6144 prout(_("Spock- \"Captain, there is no information on that command.\""))
6147 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6148 linebuf = linebuf[3:].strip()
6152 prout(_("Spock- \"Captain, I've found the following information:\""))
6154 while linebuf in fp:
6155 if "******" in linebuf:
6161 "Command-interpretation loop."
6163 setwnd(message_window)
6164 while True: # command loop
6166 while True: # get a command
6171 setwnd(prompt_window)
6174 if scanner.next() == "IHEOL":
6175 if game.options & OPTION_CURSES:
6178 elif scanner.token == "":
6182 setwnd(message_window)
6184 candidates = filter(lambda x: x.startswith(scanner.token.upper()),
6186 if len(candidates) == 1:
6189 elif candidates and not (game.options & OPTION_PLAIN):
6190 prout("Commands with prefix '%s': %s" % (scanner.token, " ".join(candidates)))
6194 if cmd == "SRSCAN": # srscan
6196 elif cmd == "STATUS": # status
6198 elif cmd == "REQUEST": # status request
6200 elif cmd == "LRSCAN": # long range scan
6201 lrscan(silent=False)
6202 elif cmd == "PHASERS": # phasers
6206 elif cmd == "TORPEDO": # photon torpedos
6210 elif cmd == "MOVE": # move under warp
6212 elif cmd == "SHIELDS": # shields
6213 doshield(shraise=False)
6216 game.shldchg = False
6217 elif cmd == "DOCK": # dock at starbase
6220 attack(torps_ok=False)
6221 elif cmd == "DAMAGES": # damage reports
6223 elif cmd == "CHART": # chart
6225 elif cmd == "IMPULSE": # impulse
6227 elif cmd == "REST": # rest
6231 elif cmd == "WARP": # warp
6233 elif cmd == "SCORE": # score
6235 elif cmd == "SENSORS": # sensors
6237 elif cmd == "ORBIT": # orbit
6241 elif cmd == "TRANSPORT": # transport "beam"
6243 elif cmd == "MINE": # mine
6247 elif cmd == "CRYSTALS": # crystals
6251 elif cmd == "SHUTTLE": # shuttle
6255 elif cmd == "PLANETS": # Planet list
6257 elif cmd == "REPORT": # Game Report
6259 elif cmd == "COMPUTER": # use COMPUTER!
6261 elif cmd == "COMMANDS":
6263 elif cmd == "EMEXIT": # Emergency exit
6264 clrscr() # Hide screen
6265 freeze(True) # forced save
6266 raise SysExit,1 # And quick exit
6267 elif cmd == "PROBE":
6268 probe() # Launch probe
6271 elif cmd == "ABANDON": # Abandon Ship
6273 elif cmd == "DESTRUCT": # Self Destruct
6275 elif cmd == "SAVE": # Save Game
6278 if game.skill > SKILL_GOOD:
6279 prout(_("WARNING--Saved games produce no plaques!"))
6280 elif cmd == "DEATHRAY": # Try a desparation measure
6284 elif cmd == "DEBUGCMD": # What do we want for debug???
6286 elif cmd == "MAYDAY": # Call for help
6291 game.alldone = True # quit the game
6296 break # Game has ended
6297 if game.optime != 0.0:
6300 break # Events did us in
6301 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6304 if hitme and not game.justin:
6305 attack(torps_ok=True)
6308 if game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova:
6319 "Emit the name of an enemy or feature."
6320 if type == IHR: s = _("Romulan")
6321 elif type == IHK: s = _("Klingon")
6322 elif type == IHC: s = _("Commander")
6323 elif type == IHS: s = _("Super-commander")
6324 elif type == IHSTAR: s = _("Star")
6325 elif type == IHP: s = _("Planet")
6326 elif type == IHB: s = _("Starbase")
6327 elif type == IHBLANK: s = _("Black hole")
6328 elif type == IHT: s = _("Tholian")
6329 elif type == IHWEB: s = _("Tholian web")
6330 elif type == IHQUEST: s = _("Stranger")
6331 elif type == IHW: s = _("Inhabited World")
6332 else: s = "Unknown??"
6335 def crmena(stars, enemy, loctype, w):
6336 "Emit the name of an enemy and his location."
6340 buf += cramen(enemy) + _(" at ")
6341 if loctype == "quadrant":
6342 buf += _("Quadrant ")
6343 elif loctype == "sector":
6348 "Emit our ship name."
6349 return{IHE:_("Enterprise"),IHF:_("Faerie Queene")}.get(game.ship,"Ship???")
6352 "Emit a line of stars"
6353 prouts("******************************************************")
6357 return -avrage*math.log(1e-7 + randreal())
6359 def randplace(size):
6360 "Choose a random location."
6362 w.i = randrange(size)
6363 w.j = randrange(size)
6373 # Get a token from the user
6376 # Fill the token quue if nothing here
6377 while not self.inqueue:
6379 if curwnd==prompt_window:
6381 setwnd(message_window)
6388 self.inqueue = line.lstrip().split() + ["IHEOL"]
6389 # From here on in it's all looking at the queue
6390 self.token = self.inqueue.pop(0)
6391 if self.token == "IHEOL":
6395 self.real = float(self.token)
6396 self.type = "IHREAL"
6401 self.token = self.token.lower()
6402 self.type = "IHALPHA"
6405 def append(self, tok):
6406 self.inqueue.append(tok)
6407 def push(self, tok):
6408 self.inqueue.insert(0, tok)
6412 # Demand input for next scan
6414 self.real = self.token = None
6416 # return "IHEOL" next time
6417 self.inqueue = ["IHEOL"]
6418 self.real = self.token = None
6420 # compares s to item and returns true if it matches to the length of s
6421 return s.startswith(self.token)
6423 # Round token value to nearest integer
6424 return int(round(scanner.real))
6428 if scanner.type != "IHREAL":
6431 s.i = scanner.int()-1
6433 if scanner.type != "IHREAL":
6436 s.j = scanner.int()-1
6439 return "<sstcanner: token=%s, type=%s, queue=%s>" % (scanner.token, scanner.type, scanner.inqueue)
6442 "Yes-or-no confirmation."
6446 if scanner.token == 'y':
6448 if scanner.token == 'n':
6451 proutn(_("Please answer with \"y\" or \"n\": "))
6454 "Complain about unparseable input."
6457 prout(_("Beg your pardon, Captain?"))
6460 "Access to the internals for debugging."
6461 proutn("Reset levels? ")
6463 if game.energy < game.inenrg:
6464 game.energy = game.inenrg
6465 game.shield = game.inshld
6466 game.torps = game.intorps
6467 game.lsupres = game.inlsr
6468 proutn("Reset damage? ")
6470 for i in range(NDEVICES):
6471 if game.damage[i] > 0.0:
6472 game.damage[i] = 0.0
6473 proutn("Toggle debug flag? ")
6477 prout("Debug output ON")
6479 prout("Debug output OFF")
6480 proutn("Cause selective damage? ")
6482 for i in range(NDEVICES):
6483 proutn("Kill %s?" % device[i])
6485 key = scanner.next()
6486 if key == "IHALPHA" and scanner.sees("y"):
6487 game.damage[i] = 10.0
6488 proutn("Examine/change events? ")
6493 FSNOVA: "Supernova ",
6496 FBATTAK: "Base Attack ",
6497 FCDBAS: "Base Destroy ",
6498 FSCMOVE: "SC Move ",
6499 FSCDBAS: "SC Base Destroy ",
6500 FDSPROB: "Probe Move ",
6501 FDISTR: "Distress Call ",
6502 FENSLV: "Enslavement ",
6503 FREPRO: "Klingon Build ",
6505 for i in range(1, NEVENTS):
6508 proutn("%.2f" % (scheduled(i)-game.state.date))
6509 if i == FENSLV or i == FREPRO:
6511 proutn(" in %s" % ev.quadrant)
6516 key = scanner.next()
6520 elif key == "IHREAL":
6521 ev = schedule(i, scanner.real)
6522 if i == FENSLV or i == FREPRO:
6524 proutn("In quadrant- ")
6525 key = scanner.next()
6526 # "IHEOL" says to leave coordinates as they are
6529 prout("Event %d canceled, no x coordinate." % (i))
6532 w.i = int(round(scanner.real))
6533 key = scanner.next()
6535 prout("Event %d canceled, no y coordinate." % (i))
6538 w.j = int(round(scanner.real))
6541 proutn("Induce supernova here? ")
6543 game.state.galaxy[game.quadrant.i][game.quadrant.j].supernova = True
6546 if __name__ == '__main__':
6548 global line, thing, game, idebug
6554 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6555 # Disable curses mode until the game logic is working.
6556 # if os.getenv("TERM"):
6557 # game.options |= OPTION_CURSES | OPTION_SHOWME
6559 game.options |= OPTION_TTY
6560 seed = int(time.time())
6561 (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:tx")
6562 for (switch, val) in options:
6565 replayfp = open(val, "r")
6567 sys.stderr.write("sst: can't open replay file %s\n" % val)
6570 line = replayfp.readline().strip()
6571 (leader, key, seed) = line.split()
6573 sys.stderr.write("sst2k: seed set to %s\n" % seed)
6574 line = replayfp.readline().strip()
6575 arguments += line.split()[2:]
6577 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6579 game.options |= OPTION_TTY
6580 game.options &=~ OPTION_CURSES
6581 elif switch == '-s':
6583 elif switch == '-t':
6584 game.options |= OPTION_TTY
6585 game.options &=~ OPTION_CURSES
6586 elif switch == '-x':
6589 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6591 # where to save the input in case of bugs
6593 logfp = open("/usr/tmp/sst-input.log", "w")
6595 sys.stderr.write("sst: warning, can't open logfile\n")
6597 logfp.write("# seed %s\n" % seed)
6598 logfp.write("# options %s\n" % " ".join(arguments))
6600 scanner = sstscanner()
6601 map(scanner.append, arguments)
6604 while True: # Play a game
6605 setwnd(fullscreen_window)
6611 game.alldone = False
6617 if game.tourn and game.alldone:
6618 proutn(_("Do you want your score recorded?"))
6623 proutn(_("Do you want to play again? "))
6627 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6631 except KeyboardInterrupt: